Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite.
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9e91c71125
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23 changed files with 130 additions and 122 deletions
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@ -290,11 +290,6 @@ TEST_CASE("random rectangle", "[matrix:rando_rect]") {
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for(matrix::rando_rect it{map->walls(), room.x, room.y, room.width, room.height}; it.next();)
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{
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if(map->iswall(it.x, it.y)) {
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matrix::dump("BAD RECTANGLE SPOT", map->walls(), it.x, it.y);
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}
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REQUIRE(!map->iswall(it.x, it.y));
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REQUIRE(size_t(it.x) >= room.x);
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REQUIRE(size_t(it.y) >= room.y);
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REQUIRE(size_t(it.x) <= room.x + room.width);
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@ -303,7 +298,6 @@ TEST_CASE("random rectangle", "[matrix:rando_rect]") {
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wall_copy[it.y][it.x] = wall_copy[it.y][it.x] + 5;
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}
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}
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// matrix::dump("WALLS FILLED", wall_copy);
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}
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}
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@ -311,7 +305,6 @@ TEST_CASE("random rectangle", "[matrix:rando_rect]") {
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TEST_CASE("standard rectangle", "[matrix:rectangle]") {
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for(int i = 0; i < 20; i++) {
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shared_ptr<Map> map = make_map();
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map->invert_space();
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auto wall_copy = map->walls();
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for(size_t rnum = 0; rnum < map->room_count(); rnum++) {
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@ -320,11 +313,6 @@ TEST_CASE("standard rectangle", "[matrix:rectangle]") {
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for(matrix::rectangle it{map->walls(), room.x, room.y, room.width, room.height}; it.next();)
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{
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if(map->iswall(it.x, it.y)) {
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matrix::dump("BAD RECTANGLE SPOT", map->walls(), it.x, it.y);
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}
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REQUIRE(!map->iswall(it.x, it.y));
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REQUIRE(size_t(it.x) >= room.x);
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REQUIRE(size_t(it.y) >= room.y);
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REQUIRE(size_t(it.x) <= room.x + room.width);
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