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-- Copyright (c) 2024 - Ognjen 'xolatile' Milan Robovic
--
-- GNU General Public Licence (version 3 or later)
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pragma ada_2012 ;
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with core , ui , effect , attribute , skill , resource , faction , deity , material , magic , equipment , unit , construction , chad , world ;
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with ada.strings.unbounded ;
use ada.strings.unbounded ;
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use type core . point ;
use type core . signal_code ;
use type core . cursor_code ;
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procedure main is
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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type view is (
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map_preview_panel , status_preview_panel , text_box_panel
) ;
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procedure swap_map_preview_panel ;
procedure swap_status_preview_panel ;
procedure swap_text_box_panel ;
procedure ui_main_style ;
procedure zoom_in ;
procedure zoom_out ;
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signal_list : constant array ( core . signal_code ) of access procedure := (
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core . signal_up => world . player_up ' access ,
core . signal_down => world . player_down ' access ,
core . signal_left => world . player_left ' access ,
core . signal_right => world . player_right ' access ,
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core . signal_v => ui_main_style ' access ,
core . signal_kp_add => zoom_in ' access ,
core . signal_kp_subtract => zoom_out ' access ,
core . signal_f1 => world . resource_cheat_1 ' access ,
core . signal_f2 => world . resource_cheat_2 ' access ,
core . signal_f3 => world . resource_cheat_3 ' access ,
core . signal_f4 => world . resource_cheat_4 ' access ,
core . signal_f5 => world . resource_cheat_5 ' access ,
core . signal_f6 => world . resource_cheat_6 ' access ,
core . signal_f7 => world . reveal_map ' access ,
core . signal_f => core . toggle_fullscreen ' access ,
others => core . idle_skip ' access
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) ;
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view_show : array ( view ) of access procedure := (
swap_map_preview_panel ' access ,
swap_status_preview_panel ' access ,
swap_text_box_panel ' access
) ;
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view_icon : array ( view ) of core . sprite := ( others => ( others => 0 ) ) ;
view_list : array ( view ) of boolean := ( others => true ) ;
view_text : array ( view ) of core . long_string := (
"Toggle map preview panel. " ,
"Toggle status preview panel. " ,
"Toggle text box panel. "
) ;
game_title : core . sprite ;
game_preview : array ( world . biome ) of core . sprite ;
switch : natural := 0 ;
choose : world . biome := world . grass ;
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view_source_code : natural := 25 ;
source_code : array ( 0 . . 35 ) of unbounded_string := (
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to_unbounded_string ( core . folder & "/source/ai.adb" ) ,
to_unbounded_string ( core . folder & "/source/ai.ads" ) ,
to_unbounded_string ( core . folder & "/source/attribute.adb" ) ,
to_unbounded_string ( core . folder & "/source/attribute.ads" ) ,
to_unbounded_string ( core . folder & "/source/chad.adb" ) ,
to_unbounded_string ( core . folder & "/source/chad.ads" ) ,
to_unbounded_string ( core . folder & "/source/construction.adb" ) ,
to_unbounded_string ( core . folder & "/source/construction.ads" ) ,
to_unbounded_string ( core . folder & "/source/core.adb" ) ,
to_unbounded_string ( core . folder & "/source/core.ads" ) ,
to_unbounded_string ( core . folder & "/source/deity.adb" ) ,
to_unbounded_string ( core . folder & "/source/deity.ads" ) ,
to_unbounded_string ( core . folder & "/source/effect.adb" ) ,
to_unbounded_string ( core . folder & "/source/effect.ads" ) ,
to_unbounded_string ( core . folder & "/source/equipment.adb" ) ,
to_unbounded_string ( core . folder & "/source/equipment.ads" ) ,
to_unbounded_string ( core . folder & "/source/faction.adb" ) ,
to_unbounded_string ( core . folder & "/source/faction.ads" ) ,
to_unbounded_string ( core . folder & "/source/magic.adb" ) ,
to_unbounded_string ( core . folder & "/source/magic.ads" ) ,
to_unbounded_string ( core . folder & "/source/main.adb" ) ,
to_unbounded_string ( core . folder & "/source/material.adb" ) ,
to_unbounded_string ( core . folder & "/source/material.ads" ) ,
to_unbounded_string ( core . folder & "/source/might.adb" ) ,
to_unbounded_string ( core . folder & "/source/might.ads" ) ,
to_unbounded_string ( core . folder & "/source/ray.ads" ) ,
to_unbounded_string ( core . folder & "/source/resource.adb" ) ,
to_unbounded_string ( core . folder & "/source/resource.ads" ) ,
to_unbounded_string ( core . folder & "/source/skill.adb" ) ,
to_unbounded_string ( core . folder & "/source/skill.ads" ) ,
to_unbounded_string ( core . folder & "/source/ui.adb" ) ,
to_unbounded_string ( core . folder & "/source/ui.ads" ) ,
to_unbounded_string ( core . folder & "/source/unit.adb" ) ,
to_unbounded_string ( core . folder & "/source/unit.ads" ) ,
to_unbounded_string ( core . folder & "/source/world.adb" ) ,
to_unbounded_string ( core . folder & "/source/world.ads" )
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) ;
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side_panel : integer := 0 ;
preview_width : integer := 0 ;
preview_height : integer := 0 ;
text_box_height : integer := 0 ;
player : chad . value := (
index => chad . ada ,
state => core . idle ,
x => 0 ,
y => 0 ,
health => ( 30 , 40 ) ,
mana => ( 20 , 30 ) ,
stamina => ( 10 , 20 ) ,
attributes => attribute . default ,
skills => skill . default ,
resources => ( ( 101 , 240 ) , ( 103 , 240 ) , ( 107 , 240 ) , ( 109 , 240 ) , ( 113 , 240 ) , ( 127 , 240 ) ) ,
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materials => material . default ,
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equipments => ( equipment . chest => equipment . elven_armour ,
equipment . head => equipment . elven_helmet ,
equipment . hands => equipment . leather_gauntlets ,
equipment . feet => equipment . leather_greaves ,
equipment . main_hand => equipment . jade_sword ,
others => equipment . none ) ,
item_count => 0 ,
items => ( others => equipment . none )
) ;
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procedure swap_map_preview_panel is begin view_list ( map_preview_panel ) := not view_list ( map_preview_panel ) ; end swap_map_preview_panel ;
procedure swap_status_preview_panel is begin view_list ( status_preview_panel ) := not view_list ( status_preview_panel ) ; end swap_status_preview_panel ;
procedure swap_text_box_panel is begin view_list ( text_box_panel ) := not view_list ( text_box_panel ) ; end swap_text_box_panel ;
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procedure ui_main_style is
begin
ui . active := ui . style ' val ( ( ui . style ' pos ( ui . active ) + 1 ) mod ui . style_count ) ;
end ui_main_style ;
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procedure zoom_in is begin core . zoom := 2 ; end zoom_in ;
procedure zoom_out is begin core . zoom := 1 ; end zoom_out ;
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procedure main_menu is
begin
core . draw ( game_preview ( world . ash ) , core . center_x ( game_preview ( world . ash ) . width * 2 ) , core . center_y ( game_preview ( world . ash ) . height * 2 ) , factor => 2 ) ;
core . draw ( game_title , core . center_x ( game_title . width * 2 ) , core . center_y ( game_title . height * 2 ) , factor => 2 ) ;
--
ui . write ( "Main Menu" , 0 , 0 ) ;
--
ui . draw_check_box ( 0 , 32 , view_list ( map_preview_panel ) , "map_preview_panel" ) ;
ui . draw_check_box ( 0 , 64 , view_list ( status_preview_panel ) , "status_preview_panel" ) ;
ui . draw_check_box ( 0 , 96 , view_list ( text_box_panel ) , "text_box_panel" ) ;
end main_menu ;
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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begin
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core . dash ;
core . echo ( core . comment , "Copyright (C) 2024 -- Ognjen 'xolatile' Milan Robovic" ) ;
core . echo ( core . comment , "Version -- 1.0.0" ) ;
core . echo ( core . comment , "License -- GNU/GPLv3+" ) ;
core . echo ( core . comment , "Xhads is free software, you can redistribute it and modify it under the terms of the GNU General Public License by Free Software Foundation." ) ;
core . dash ;
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core . initialize ;
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ui . active := ui . main ;
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ui . configure ;
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--~core.play (core.import_song (core.c_string (core.folder & "/song/main_menu.ogg")).index);
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attribute . configure ;
skill . configure ;
resource . configure ;
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--~might.configure;
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magic . configure ;
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material . configure ;
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equipment . configure ;
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unit . configure ;
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deity . configure ;
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construction . configure ;
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chad . configure ;
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world . configure ;
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--~ai.configure;
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world . make ( world . grass , 640 , 480 , 8 ) ;
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world . add_chad ( player ) ;
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core . dash ;
core . echo ( core . success , "Successfully initialized game data, entering main gameplay loop." ) ;
core . dash ;
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for index in view loop
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view_icon ( index ) := core . import_sprite ( core . folder & "/icon/engine/" & core . lowercase ( view ' image ( index ) ) & ".png" , 1 , 1 ) ;
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end loop ;
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game_title := core . import_sprite ( core . folder & "/ui/game_title.png" , 1 , 1 ) ;
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for index in world . biome loop
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game_preview ( index ) := core . import_sprite ( core . folder & "/ui/preview/" & core . lowercase ( world . biome ' image ( index ) ) & "land.png" , 1 , 1 ) ;
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end loop ;
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------------------------------------------------------------------------------------------
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introduction_loop : loop
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core . synchronize ;
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--
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exit when core . signal_mode = core . signal_space or core . cursor_mode = core . cursor_right ;
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--
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case core . signal_mode is
when core . signal_none => null ;
when core . signal_space => null ;
when others => switch := ( switch + 1 ) mod world . biome_count ;
choose := world . biome ' val ( switch ) ;
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end case ;
--
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core . draw ( game_preview ( choose ) , core . center_x ( game_preview ( choose ) . width * 2 ) , core . center_y ( game_preview ( choose ) . height * 2 ) , factor => 2 ) ;
core . draw ( game_title , core . center_x ( game_title . width * 2 ) , core . center_y ( game_title . height * 2 ) , factor => 2 ) ;
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--
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ui . write ( "[-- Press Spacebar or RMB to continue]" , 0 , core . center_y ( 24 ) , ( 102 , 102 , 102 , 255 ) ) ;
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end loop introduction_loop ;
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core . cursor_mode := core . cursor_none ;
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main_menu_loop : loop
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core . synchronize ;
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--
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exit when core . signal_mode = core . signal_space or core . cursor_mode = core . cursor_right ;
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--
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declare source_code_data : core . string_box_data ;
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begin
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core . import_text ( source_code_data , to_string ( source_code ( view_source_code ) ) ) ;
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--
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if core . cursor_mode = core . cursor_left then
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view_source_code := ( view_source_code + 1 ) mod 36 ;
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core . cursor_mode := core . cursor_none ;
core . wheel := 0.0 ;
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end if ;
--
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ui . write_ada_code ( source_code_data , 0 , integer ( core . wheel ) * 30 ) ;
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end ;
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end loop main_menu_loop ;
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core . cursor_mode := core . cursor_none ;
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--~world.load ("heyo");
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ui . active := ui . style ' val ( faction . enumeration ' pos ( chad . trait ( player . index ) . kind ) + 1 ) ;
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gameplay_loop : loop
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core . synchronize ;
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--
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exit when core . engine_active = false ;
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--
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if not view_list ( status_preview_panel ) then
side_panel := 0 ;
else
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side_panel := 376 + 2 * 32 ;
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end if ;
--
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preview_width := core . window_width - side_panel ;
preview_height := core . window_height - text_box_height ;
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text_box_height := 32 ;
--
world . draw ;
--
if view_list ( map_preview_panel ) then
ui . draw_menu ( 0 , 0 , preview_width , preview_height ) ;
end if ;
--
if view_list ( status_preview_panel ) then
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ui . draw_tiny_menu ( preview_width , 0 , side_panel , preview_height ) ;
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chad . draw_data ( world . map . chads ( 1 ) , preview_width + 32 , 32 ) ;
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--~ui.draw_state_box (preview_width + 32, 32);
end if ;
--
if view_list ( text_box_panel ) then
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ui . draw_help_box ( 0 , core . window_height - text_box_height , core . window_width - core . icon * ( view ' pos ( view ' last ) + 1 ) , text_box_height ) ;
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end if ;
--
for index in view loop
ui . draw_icon ( view_icon ( index ) , view_text ( index ) ,
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core . window_width - core . icon * ( view ' pos ( view ' last ) + 1 ) + core . icon * view ' pos ( index ) ,
core . window_height - text_box_height ,
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view_show ( index ) ) ;
end loop ;
--
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resource . draw_points ( world . map . chads ( 1 ) . resources , ( preview_width - 5 * core . icon * resource . count ) / 2 , core . base ) ;
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material . draw_points ( world . map . chads ( 1 ) . materials , core . icon , 2 * core . base ) ;
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--
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signal_list ( core . signal_mode ) . all ;
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--
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--~magic.menu (0, 0, true);
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--~might.menu (0, 0, true);
--
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--~deity.draw (deity.AEZORA, 300, 300);
--~deity.draw (deity.ULDRAE, 500, 300);
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--
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ui . write ( core . framerate ' image , core . window_width - 5 * core . icon + 3 , core . window_height - 27 ) ;
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--
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ui . write ( "draw_tiles_timer :" & world . draw_tiles_timer ' image , 1440 , 700 - 40 , size => 15 , code => true ) ;
ui . write ( "draw_views_timer :" & world . draw_views_timer ' image , 1440 , 720 - 40 , size => 15 , code => true ) ;
ui . write ( "draw_landmarks_timer :" & world . draw_landmarks_timer ' image , 1440 , 740 - 40 , size => 15 , code => true ) ;
ui . write ( "draw_locations_timer :" & world . draw_locations_timer ' image , 1440 , 760 - 40 , size => 15 , code => true ) ;
ui . write ( "draw_constructions_timer :" & world . draw_constructions_timer ' image , 1440 , 780 - 40 , size => 15 , code => true ) ;
ui . write ( "draw_equipments_timer :" & world . draw_equipments_timer ' image , 1440 , 800 - 40 , size => 15 , code => true ) ;
ui . write ( "draw_units_timer :" & world . draw_units_timer ' image , 1440 , 820 - 40 , size => 15 , code => true ) ;
ui . write ( "draw_world_timer :" & world . draw_world_timer ' image , 1440 , 840 - 40 , size => 15 , code => true ) ;
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--
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ui . write ( world . drawn_tiles ' image , 1380 , 700 - 40 , size => 15 , code => true , tint => ( 255 , 0 , 0 , 255 ) ) ;
ui . write ( world . drawn_views ' image , 1380 , 720 - 40 , size => 15 , code => true , tint => ( 255 , 0 , 0 , 255 ) ) ;
ui . write ( world . drawn_landmarks ' image , 1380 , 740 - 40 , size => 15 , code => true , tint => ( 255 , 0 , 0 , 255 ) ) ;
ui . write ( world . drawn_locations ' image , 1380 , 760 - 40 , size => 15 , code => true , tint => ( 255 , 0 , 0 , 255 ) ) ;
ui . write ( world . drawn_constructions ' image , 1380 , 780 - 40 , size => 15 , code => true , tint => ( 255 , 0 , 0 , 255 ) ) ;
ui . write ( world . drawn_equipments ' image , 1380 , 800 - 40 , size => 15 , code => true , tint => ( 255 , 0 , 0 , 255 ) ) ;
ui . write ( world . drawn_units ' image , 1380 , 820 - 40 , size => 15 , code => true , tint => ( 255 , 0 , 0 , 255 ) ) ;
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--
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core . camera . x := world . map . chads ( 1 ) . x ;
core . camera . y := world . map . chads ( 1 ) . y ;
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--
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ui . synchronize ;
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end loop gameplay_loop ;
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world . save ( "heyo" ) ;
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--~world.mapshot (folder & "/mapshot.png");
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------------------------------------------------------------------------------------------
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core . deinitialize ;
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core . dash ;
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end main ;