Rename x/y step fields to step_x, step_y
This makes things more consistent with Board's `enter_x` and `enter_y`, and it prevents autocomplete prefix collisions with Stat's `x` and `y`.
This commit is contained in:
@@ -1,6 +1,5 @@
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---
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---
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source: src/world.rs
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source: src/world.rs
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assertion_line: 589
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expression: world
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expression: world
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---
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---
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World {
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World {
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@@ -56,8 +55,8 @@ World {
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Stat {
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Stat {
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x: 1,
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x: 1,
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y: 1,
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y: 1,
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x_step: 0,
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step_x: 0,
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y_step: 0,
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step_y: 0,
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cycle: 1,
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cycle: 1,
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p1: 0,
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p1: 0,
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p2: 0,
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p2: 0,
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@@ -97,8 +96,8 @@ World {
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Stat {
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Stat {
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x: 1,
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x: 1,
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y: 1,
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y: 1,
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x_step: 0,
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step_x: 0,
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y_step: 0,
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step_y: 0,
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cycle: 1,
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cycle: 1,
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p1: 0,
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p1: 0,
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p2: 0,
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p2: 0,
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@@ -138,8 +137,8 @@ World {
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Stat {
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Stat {
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x: 1,
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x: 1,
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y: 1,
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y: 1,
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x_step: 0,
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step_x: 0,
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y_step: 0,
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step_y: 0,
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cycle: 1,
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cycle: 1,
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p1: 0,
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p1: 0,
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p2: 0,
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p2: 0,
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@@ -179,8 +178,8 @@ World {
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Stat {
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Stat {
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x: 1,
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x: 1,
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y: 1,
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y: 1,
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x_step: 0,
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step_x: 0,
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y_step: 0,
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step_y: 0,
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cycle: 1,
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cycle: 1,
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p1: 0,
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p1: 0,
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p2: 0,
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p2: 0,
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@@ -199,8 +198,8 @@ World {
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Stat {
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Stat {
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x: 3,
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x: 3,
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y: 2,
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y: 2,
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x_step: 0,
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step_x: 0,
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y_step: 0,
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step_y: 0,
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cycle: 3,
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cycle: 3,
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p1: 51,
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p1: 51,
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p2: 0,
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p2: 0,
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@@ -219,8 +218,8 @@ World {
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Stat {
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Stat {
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x: 20,
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x: 20,
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y: 4,
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y: 4,
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x_step: 0,
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step_x: 0,
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y_step: 0,
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step_y: 0,
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cycle: 0,
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cycle: 0,
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p1: 0,
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p1: 0,
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p2: 0,
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p2: 0,
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@@ -239,8 +238,8 @@ World {
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Stat {
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Stat {
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x: 5,
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x: 5,
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y: 2,
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y: 2,
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x_step: 0,
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step_x: 0,
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y_step: 0,
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step_y: 0,
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cycle: 1,
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cycle: 1,
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p1: 49,
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p1: 49,
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p2: 1,
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p2: 1,
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@@ -259,8 +258,8 @@ World {
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Stat {
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Stat {
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x: 7,
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x: 7,
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y: 2,
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y: 2,
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x_step: 0,
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step_x: 0,
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y_step: 0,
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step_y: 0,
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cycle: 3,
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cycle: 3,
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p1: 64,
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p1: 64,
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p2: 0,
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p2: 0,
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@@ -279,8 +278,8 @@ World {
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Stat {
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Stat {
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x: 10,
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x: 10,
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y: 2,
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y: 2,
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x_step: 0,
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step_x: 0,
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y_step: 0,
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step_y: 0,
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cycle: 3,
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cycle: 3,
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p1: 9,
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p1: 9,
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p2: 0,
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p2: 0,
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@@ -320,8 +319,8 @@ World {
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Stat {
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Stat {
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x: 1,
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x: 1,
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y: 1,
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y: 1,
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x_step: 0,
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step_x: 0,
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y_step: 0,
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step_y: 0,
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cycle: 1,
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cycle: 1,
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p1: 0,
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p1: 0,
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p2: 0,
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p2: 0,
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@@ -340,8 +339,8 @@ World {
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Stat {
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Stat {
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x: 3,
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x: 3,
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y: 2,
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y: 2,
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x_step: 0,
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step_x: 0,
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y_step: -1,
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step_y: -1,
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cycle: 4,
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cycle: 4,
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p1: 0,
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p1: 0,
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p2: 0,
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p2: 0,
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@@ -360,8 +359,8 @@ World {
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Stat {
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Stat {
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x: 5,
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x: 5,
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y: 2,
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y: 2,
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x_step: 0,
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step_x: 0,
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y_step: 1,
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step_y: 1,
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cycle: 4,
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cycle: 4,
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p1: 0,
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p1: 0,
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p2: 0,
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p2: 0,
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@@ -380,8 +379,8 @@ World {
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Stat {
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Stat {
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x: 7,
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x: 7,
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y: 2,
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y: 2,
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x_step: 1,
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step_x: 1,
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y_step: 0,
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step_y: 0,
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cycle: 4,
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cycle: 4,
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p1: 0,
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p1: 0,
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p2: 0,
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p2: 0,
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@@ -400,8 +399,8 @@ World {
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Stat {
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Stat {
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x: 9,
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x: 9,
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y: 2,
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y: 2,
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x_step: -1,
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step_x: -1,
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y_step: 0,
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step_y: 0,
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cycle: 4,
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cycle: 4,
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p1: 0,
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p1: 0,
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p2: 0,
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p2: 0,
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@@ -420,8 +419,8 @@ World {
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Stat {
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Stat {
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x: 3,
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x: 3,
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y: 4,
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y: 4,
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x_step: 0,
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step_x: 0,
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y_step: 0,
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step_y: 0,
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cycle: 2,
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cycle: 2,
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p1: 4,
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p1: 4,
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p2: 4,
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p2: 4,
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@@ -440,8 +439,8 @@ World {
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Stat {
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Stat {
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x: 4,
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x: 4,
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y: 4,
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y: 4,
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x_step: 0,
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step_x: 0,
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y_step: 0,
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step_y: 0,
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cycle: 2,
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cycle: 2,
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p1: 0,
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p1: 0,
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p2: 0,
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p2: 0,
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@@ -460,8 +459,8 @@ World {
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Stat {
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Stat {
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x: 5,
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x: 5,
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y: 4,
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y: 4,
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x_step: 0,
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step_x: 0,
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y_step: 0,
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step_y: 0,
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cycle: 2,
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cycle: 2,
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p1: 0,
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p1: 0,
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p2: 0,
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p2: 0,
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+9
-9
@@ -267,9 +267,9 @@ pub struct Stat {
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/// are possible and are useful for advanced techniques, but care must be taken to ensure that
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/// are possible and are useful for advanced techniques, but care must be taken to ensure that
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/// they are safe; ZZT's bounds checking code assumes step distances will never exceed 1, so
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/// they are safe; ZZT's bounds checking code assumes step distances will never exceed 1, so
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/// steps larger than that may go off-board and cause memory corruption.
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/// steps larger than that may go off-board and cause memory corruption.
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pub x_step: i16,
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pub step_x: i16,
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/// Vertical step delta.
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/// Vertical step delta.
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pub y_step: i16,
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pub step_y: i16,
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/// How often this stat is updated, in game ticks.
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/// How often this stat is updated, in game ticks.
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///
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///
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/// Roughly speaking, stats update every 1/cycle game ticks. A cycle 1 object will run its code
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/// Roughly speaking, stats update every 1/cycle game ticks. A cycle 1 object will run its code
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@@ -330,8 +330,8 @@ impl Default for Stat {
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Stat {
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Stat {
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x: 0,
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x: 0,
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y: 0,
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y: 0,
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x_step: 0,
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step_x: 0,
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y_step: 0,
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step_y: 0,
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cycle: 0,
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cycle: 0,
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p1: 0,
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p1: 0,
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p2: 0,
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p2: 0,
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@@ -625,7 +625,7 @@ impl Board {
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impl Stat {
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impl Stat {
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fn parse(input: &[u8]) -> IResult<&[u8], Self, DecodeError> {
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fn parse(input: &[u8]) -> IResult<&[u8], Self, DecodeError> {
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let (input, (x, y, x_step, y_step)) = (le_u8, le_u8, le_i16, le_i16).parse(input)?;
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let (input, (x, y, step_x, step_y)) = (le_u8, le_u8, le_i16, le_i16).parse(input)?;
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let (input, (cycle, p1, p2, p3)) = (le_i16, le_u8, le_u8, le_u8).parse(input)?;
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let (input, (cycle, p1, p2, p3)) = (le_i16, le_u8, le_u8, le_u8).parse(input)?;
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let (input, (follower, leader)) = (le_i16, le_i16).parse(input)?;
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let (input, (follower, leader)) = (le_i16, le_i16).parse(input)?;
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let (input, (under_element, under_color)) = (le_u8, le_u8).parse(input)?;
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let (input, (under_element, under_color)) = (le_u8, le_u8).parse(input)?;
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@@ -650,8 +650,8 @@ impl Stat {
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Stat {
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Stat {
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x,
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x,
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y,
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y,
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x_step,
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step_x,
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y_step,
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step_y,
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follower,
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follower,
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leader,
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leader,
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cycle,
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cycle,
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@@ -672,8 +672,8 @@ impl Stat {
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let mut result = vec![];
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let mut result = vec![];
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result.push(self.x);
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result.push(self.x);
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result.push(self.y);
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result.push(self.y);
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result.push_i16(self.x_step);
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result.push_i16(self.step_x);
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result.push_i16(self.y_step);
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result.push_i16(self.step_y);
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result.push_i16(self.cycle);
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result.push_i16(self.cycle);
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result.push(self.p1);
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result.push(self.p1);
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result.push(self.p2);
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result.push(self.p2);
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