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#[macro_use]
extern crate lazy_static;
mod codepage437;
mod color;
pub mod console;
mod fastnoise;
mod fieldofview;
mod geometry;
mod gui_helpers;
mod hal;
mod pathfinding;
mod random;
pub mod rex;
mod rltk;
mod simple_console;
mod sparse_console;
pub mod textblock;
pub use hal::*;
#[cfg(feature = "parsing")]
mod parsing;
mod rect;
pub use rect::Rect;

pub use self::codepage437::{string_to_cp437, to_char, to_cp437};
pub use self::color::*;
pub use self::console::*;
pub use self::fastnoise::*;
pub use self::fieldofview::{field_of_view, field_of_view_set};
pub use self::font::Font;
pub use self::geometry::{
    line2d, project_angle, Bresenham, BresenhamCircle, DistanceAlg, LineAlg, Point, Point3,
    VectorLine,
};
pub use self::pathfinding::astar::{a_star_search, NavigationPath};
pub use self::pathfinding::dijkstra::DijkstraMap;
pub use self::random::RandomNumberGenerator;
pub use self::rltk::{letter_to_option, main_loop, Rltk};
pub use self::simple_console::SimpleConsole;
pub use self::sparse_console::SparseConsole;
pub use self::textblock::{TextBlock, TextBuilder};
#[cfg(feature = "parsing")]
pub use parsing::{parse_dice_string, DiceParseError, DiceType};
pub mod embedding;

#[macro_export]
macro_rules! add_wasm_support {
    () => {
        //#[cfg(target_arch = "wasm32")]
        //extern crate console_error_panic_hook;

        //#[cfg(target_arch = "wasm32")]
        //use std::panic;

        #[cfg(target_arch = "wasm32")]
        use wasm_bindgen::prelude::*;

        #[cfg(target_arch = "wasm32")]
        #[cfg_attr(target_arch = "wasm32", wasm_bindgen(start))]
        pub fn wasm_main() {
            //panic::set_hook(Box::new(console_error_panic_hook::hook));
            main();
        }
    };
}

#[macro_export]
macro_rules! embedded_resource {
    ($resource_name : ident, $filename : expr) => {
        const $resource_name: &'static [u8] = include_bytes!($filename);
    };
}

#[macro_export]
macro_rules! link_resource {
    ($resource_name : ident, $filename : expr) => {
        rltk::embedding::EMBED
            .lock()
            .unwrap()
            .add_resource($filename.to_string(), $resource_name);
    };
}

#[cfg(all(feature = "opengl", not(target_arch = "wasm32")))]
pub use glutin::event::VirtualKeyCode;

#[cfg(all(
    not(feature = "opengl"),
    any(feature = "amethyst_engine_vulkan", feature = "amethyst_engine_metal")
))]
pub use amethyst::input::VirtualKeyCode;

#[cfg(target_arch = "wasm32")]
pub use hal::VirtualKeyCode;

/// Implement this trait on your state struct, so the engine knows what to call on each tick.
pub trait GameState: 'static {
    fn tick(&mut self, ctx: &mut Rltk);
}

/// Implement this trait to support path-finding functions.
pub trait BaseMap {
    /// True is you can see through the tile, false otherwise.
    fn is_opaque(&self, idx: i32) -> bool;

    /// Return a vector of tile indices to which one can path from the idx.
    /// These do NOT have to be contiguous - if you want to support teleport pads, that's awesome.
    fn get_available_exits(&self, idx: i32) -> Vec<(i32, f32)>;

    /// Return the distance you would like to use for path-finding. Generally, Pythagoras distance (implemented in geometry)
    /// is fine, but you might use Manhattan or any other heuristic that fits your problem.
    fn get_pathing_distance(&self, idx1: i32, idx2: i32) -> f32;
}

/// Implement these for handling conversion to/from 2D coordinates (they are separate, because you might
/// want Dwarf Fortress style 3D!)
pub trait Algorithm2D: BaseMap {
    /// Convert a Point (x/y) to an array index.
    fn point2d_to_index(&self, pt: Point) -> i32;

    /// Convert an array index to a point.
    fn index_to_point2d(&self, idx: i32) -> Point;

    // Optional - check that an x/y coordinate is within the map bounds
    fn in_bounds(&self, _pos: Point) -> bool {
        true
    }
}

/// Implement these for handling conversion to/from 2D coordinates (they are separate, because you might
/// want Dwarf Fortress style 3D!)
pub trait Algorithm3D: BaseMap {
    /// Convert a Point (x/y) to an array index.
    fn point3d_to_index(&self, pt: Point3) -> i32;

    /// Convert an array index to a point.
    fn index_to_point3d(&self, idx: i32) -> Point3;
}