Crate liquidwar7core Copy item path Source chunks Chunked network transfer utilities. quad_mesh Quadtree-based mesh for optimized gradient computation. Armies Manages all fighters across all teams in the game. Color Represents an RGB color with floating-point components. Cursor2D A 2D cursor with x and y coordinates. Cursor3D A 3D cursor with x, y, and z coordinates. Fighter Represents an individual fighter unit on the battlefield. GameHandler Handles game timing and processing logic.
Wraps a GameState and manages fixed timestep updates. Grid A simple 3D grid for fighter occupation tracking. StepTiming Accumulated timing for game step phases. Team World The central game state containing all game entities. FighterStatus The current status of a fighter on the battlefield. SpawnError Error type for spawn operations. ACTION_POINTS_PER_STEP Action points added to each fighter per step. BEIGE Warm beige/tan - earthy neutral, distinct from yellow (hue ~40°). BLUE Deep blue - rich and distinct from sky/cyan (hue 240°). CYAN Aqua cyan - blue-green, bright and fresh (hue 180°). DEFAULT_ATTACK_FACTOR Default attack factor: health lost by enemy per attack. DEFAULT_CONVERT_FACTOR Default convert factor: health of a fighter when converted to attacker’s team. DEFAULT_HEAL_FACTOR Default heal factor: health gained by ally per heal. DEFAULT_X Default x offset for centering entities within a cell. DEFAULT_Y Default y offset for centering entities within a cell. DEFAULT_Z Default z coordinate for 2D worlds. GREEN Pure green - classic green (hue 120°). LIME Electric lime - yellow-green, clearly not pure green (hue ~80°). MAGENTA Hot magenta - red-purple, distinct from both red and purple (hue ~320°). MAX_TEAM_OCCUPATION Maximum fraction of walkable cells a single team can occupy (40%).
Spawning is refused if this limit would be exceeded. MIN_GRADIENT_INCREMENT Minimum gradient increment for spreading (base value). MOVE_COST Cost of a single move action (in action points). ORANGE Vibrant orange - warm and energetic (hue ~30°). PINK Warm pink - lighter red variant, clearly pink not red (hue ~350°). PURPLE Vivid purple - Valérie’s favorite! (hue ~270°). RED Pure red - bold and unmistakable (hue 0°). SIMULATION_BATTLEFIELD_DEPTH Depth of the default battlefield (3 user-defined layers + 1 ground = 4) SIMULATION_BATTLEFIELD_HEIGHT Height of the default battlefield (108 rows) SIMULATION_BATTLEFIELD_WIDTH Width of the default battlefield (192 columns) SIMULATION_TEXT_LAYERS Number of user-defined layers in the text maze (3) SKY Sky blue - lighter blue variant, airy (hue ~200°). YELLOW Bright yellow - maximum visibility (hue 60°). Cursor A cursor represents a player’s position on the battlefield. GameState Trait for game state that can be advanced by steps. all_colors Returns an iterator over all 12 palette colors. create_default_simulation Creates a default simulation with the hardcoded maze. default_simulation_maze Returns the hardcoded maze map as a string.
The maze is 192 columns * 108 rows * 3 layers deep (from simulation-{0,1,2}.png)
‘#’ represents walls, ’ ’ represents walkable areas.
Layers are separated by lines of ‘-’ characters.
Features the original Liquid War game (by Thom-Thom) on the left and a maze on the right. min_gradient_increment_from_steps_count Computes a varying minimum gradient increment based on step count. repr_world_armies Represents a world with its armies as a string. repr_world_armies_and_cursors Represents a world with armies and cursors as a string. repr_world_mesh Represents a world mesh as a string. repr_world_with_gradient Represents a world mesh with a custom gradient as a string. repr_world_with_team_gradient Represents a world mesh with a team’s gradient as a string.