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WorldView

Struct WorldView 

Source
pub struct WorldView {
    pub width: usize,
    pub height: usize,
    pub cells: Vec<String>,
    pub cell_fg: Vec<Option<RgbColor>>,
    pub target_t1_cells: Vec<bool>,
    pub target_t2_cells: Vec<bool>,
    pub origin_x: f32,
    pub origin_y: f32,
    pub inside_building: Option<String>,
}
Expand description

The TUI map uses one terminal cell per world meter on both axes so terrain, entities, resources, and mouse targeting share the same grid. Terminal fonts are taller than wide, so buildings look vertically stretched compared to the content-admin editor.

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§width: usize§height: usize§cells: Vec<String>§cell_fg: Vec<Option<RgbColor>>

Per-cell foreground color from presentation catalog (None = entity-specific style).

§target_t1_cells: Vec<bool>

T1 target ring (red).

§target_t2_cells: Vec<bool>

T2 target ring (blue).

§origin_x: f32§origin_y: f32§inside_building: Option<String>

Implementations§

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impl WorldView

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pub fn build_with_target( state: &GameState, view_w: usize, view_h: usize, map_target: Option<(f32, f32)>, ) -> Self

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pub fn build_with_options( state: &GameState, view_w: usize, view_h: usize, map_target: Option<(f32, f32)>, options: WorldViewOptions, ) -> Self

Like [build_with_target] with gfx/TUI presentation flags.

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pub fn build_with_anchor( state: &GameState, view_w: usize, view_h: usize, anchor_x: f32, anchor_y: f32, map_target: Option<(f32, f32)>, options: WorldViewOptions, ) -> Self

Build a view anchored at explicit world coordinates (gfx uses smoothed camera).

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