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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 core ;
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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 ,
fullscreen
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) ;
------------------------------------------------------------------------------------------
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procedure swap_map_preview_panel ;
procedure swap_status_preview_panel ;
procedure swap_text_box_panel ;
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procedure swap_fullscreen ;
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procedure ui_main_style ;
procedure zoom_in ;
procedure zoom_out ;
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------------------------------------------------------------------------------------------
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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 ,
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core . signal_f8 => world . restore_points ' access ,
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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 ,
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swap_text_box_panel ' access ,
swap_fullscreen ' access
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) ;
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view_icon : array ( view ) of core . sprite := ( others => ( others => 0 ) ) ;
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view_list : array ( view ) of boolean := ( fullscreen => false , others => true ) ;
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view_text : array ( view ) of core . long_string := (
"Toggle map preview panel. " ,
"Toggle status preview panel. " ,
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"Toggle text box panel. " ,
"Toggle fullscreen or windowed mode. "
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) ;
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 ;
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player : chad . information := (
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index => chad . ada ,
state => core . idle ,
x => 0 ,
y => 0 ,
health => ( 30 , 40 ) ,
mana => ( 20 , 30 ) ,
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movement => ( 10 , 20 ) ,
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attributes => attribute . default ,
skills => skill . default ,
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resources => ( ( 29 , 480 ) , ( 11 , 240 ) , ( 23 , 240 ) , ( 13 , 240 ) , ( 17 , 240 ) , ( 7 , 240 ) ) ,
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materials => material . default ,
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equipments => ( equipment . chest => equipment . iron_chestplate ,
equipment . head => equipment . iron_helmet ,
equipment . hands => equipment . iron_gauntlets ,
equipment . feet => equipment . iron_greaves ,
equipment . main_hand => equipment . iron_sword ,
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others => equipment . none ) ,
item_count => 0 ,
items => ( others => equipment . none )
) ;
------------------------------------------------------------------------------------------
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 swap_fullscreen is begin view_list ( fullscreen ) := not view_list ( fullscreen ) ; end swap_fullscreen ;
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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 ;
------------------------------------------------------------------------------------------
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+" ) ;
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core . echo ( core . comment , "Xorana is free software, you can redistribute it and modify it under the terms of the GNU General Public License by Free Software Foundation." ) ;
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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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core . echo ( core . comment , "Configuring" & attribute . count ' image & " attribute components..." ) ;
--
for index in attribute . enumeration loop
attribute . icon ( index ) := core . import_sprite ( core . folder & "/icon/attribute/" & core . lowercase ( attribute . enumeration ' image ( index ) ) & ".png" , 1 , 1 ) ;
end loop ;
core . echo ( core . comment , "Configuring" & skill . count ' image & " skill components..." ) ;
--
for index in skill . enumeration loop
skill . icon ( index ) := core . import_sprite ( core . folder & "/icon/skill/" & core . lowercase ( skill . enumeration ' image ( index ) ) & ".png" , 1 , 1 ) ;
end loop ;
core . echo ( core . comment , "Configuring" & resource . count ' image & " resource components..." ) ;
--
for index in resource . enumeration loop
resource . icon ( index ) := core . import_sprite ( core . folder & "/icon/resource/" & core . lowercase ( resource . enumeration ' image ( index ) ) & ".png" , 1 , 1 ) ;
end loop ;
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core . echo ( core . comment , "Configuring" & magic . count ' image & " magic components..." ) ;
--
for index in magic . enumeration loop
declare folder : constant string := core . lowercase ( magic . school ' image ( magic . description ( index ) . kind ) ) ;
file : constant string := core . lowercase ( magic . enumeration ' image ( index ) ) ;
begin
magic . view ( index ) := core . import_sprite ( core . folder & "/view/magic/" & folder & "/" & file & ".png" , 1 , 1 ) ;
end ;
end loop ;
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core . echo ( core . comment , "Configuring" & material . count ' image & " material components..." ) ;
--
for index in material . enumeration loop
material . icon ( index ) := core . import_sprite ( core . folder & "/icon/material/" & core . lowercase ( material . enumeration ' image ( index ) ) & ".png" , 1 , 1 ) ;
end loop ;
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core . echo ( core . comment , "Configuring" & equipment . count ' image & " equipment components..." ) ;
--
for index in equipment . enumeration loop
declare folder : constant string := core . lowercase ( equipment . slot ' image ( equipment . description ( index ) . kind ) ) ;
file : constant string := core . lowercase ( equipment . enumeration ' image ( index ) ) ;
begin
equipment . sprite ( index ) := core . import_sprite ( core . folder & "/game/equipment/" & folder & "/" & file & ".png" , 4 , 6 ) ;
equipment . icon ( index ) := core . import_sprite ( core . folder & "/icon/equipment/" & folder & "/" & file & ".png" , 1 , 1 ) ;
end ;
end loop ;
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unit . configure ;
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core . echo ( core . comment , "Configuring" & deity . count ' image & " deity components..." ) ;
--
for index in deity . enumeration loop
deity . sprite ( index ) := core . import_sprite ( core . folder & "/game/deity/" & deity . enumeration ' image ( index ) & ".png" , 4 , 1 ) ;
end loop ;
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core . echo ( core . comment , "Configuring" & construction . count ' image & "construction components..." ) ;
--
for index in construction . enumeration loop
declare folder : constant string := core . lowercase ( faction . enumeration ' image ( construction . description ( index ) . kind ) ) ;
file : constant string := core . lowercase ( construction . enumeration ' image ( index ) ) ;
frames : constant integer := construction . description ( index ) . frames ;
begin
construction . sprite ( index ) := core . import_sprite ( core . folder & "/game/construction/" & folder & "/" & file & ".png" , frames , 1 ) ;
end ;
end loop ;
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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 , 2 ) ;
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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 . description ( 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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--
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ui . draw_end_turn_button ( x => core . window_width - side_panel + side_panel / 2 - core . icon ,
y => core . window_height - core . icon - text_box_height - 106 - 2 * core . icon ) ;
--
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ui . draw_console_box ( x => core . window_width - core . icon - ( side_panel - 2 * core . icon ) ,
y => core . window_height - core . icon - text_box_height - 106 ,
width => side_panel - 2 * core . icon ,
height => 106 ) ;
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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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--
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ui . write ( core . framerate ' image , core . window_width - core . icon * ( view ' pos ( view ' last ) + 1 ) - 64 , core . window_height - 27 ) ;
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end if ;
--
for index in view loop
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ui . draw_frame ( description => view_text ( index ) ,
x => core . window_width - core . icon * ( view ' pos ( view ' last ) + 1 ) + core . icon * view ' pos ( index ) ,
y => core . window_height - core . icon ,
width => core . icon ,
height => core . icon ,
action => view_show ( index ) ) ;
--
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core . draw ( data => view_icon ( index ) ,
x => core . window_width - core . icon * ( view ' pos ( view ' last ) + 1 ) + core . icon * view ' pos ( index ) ,
y => core . window_height - core . icon ,
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ignore => true ,
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u => 0 ,
v => boolean ' pos ( view_list ( index ) ) * core . icon ,
factor => 1 ) ;
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end loop ;
--
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for index in resource . enumeration loop
ui . draw_icon ( resource . icon ( index ) , - ( resource . description ( index ) . text ) , ( preview_width - 6 * core . icon * resource . count ) / 2 + ( 6 * core . icon ) * resource . enumeration ' pos ( index ) , core . base ) ;
ui . draw_frame ( - ( resource . description ( index ) . text ) , ( preview_width - 6 * core . icon * resource . count ) / 2 + ( 6 * core . icon ) * resource . enumeration ' pos ( index ) + core . icon , core . base , 6 * core . icon , core . icon ) ;
--
ui . write ( text => world . map . chads ( 1 ) . resources ( index ) . value ' image & " /" & world . map . chads ( 1 ) . resources ( index ) . limit ' image ,
x => ( preview_width - 6 * core . icon * resource . count ) / 2 + ( 6 * core . icon ) * resource . enumeration ' pos ( index ) + core . icon - 1 ,
y => core . base + 7 ,
size => 18 ) ;
end loop ;
--
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declare move_x : integer := ( preview_width - core . icon * material . count ) / 2 ;
begin
for index in material . enumeration loop
if world . map . chads ( 1 ) . materials ( index ) . value > 0 then
ui . draw_icon ( material . icon ( index ) , - ( material . description ( index ) . name ) , move_x , core . base + core . icon ) ;
ui . draw_text_box ( move_x , core . base + core . icon + core . icon , core . icon , core . icon ) ;
ui . write ( world . map . chads ( 1 ) . materials ( index ) . value ' image , move_x , core . base + core . icon + core . icon + 8 , ( 255 , 255 , 255 , 255 ) , 15 , true ) ;
--
move_x := move_x + core . icon ;
end if ;
end loop ;
end ;
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--
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signal_list ( core . signal_mode ) . all ;
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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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--~world.draw_performance_box;
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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 ;