Add TODO notes for tile lighting stuff coming soon.
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@@ -32,6 +32,26 @@ namespace CaveGame::Core {
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static std::map<std::string, TileTiccFunc> ticc_funcs;
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// TODO: Tile light filling algorithm.
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// TODO: Ambient light from surface / certain biomes.
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// TODO: Directional lights.
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// TODO: Entity lights.
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// TODO: Tinting when interact with certain tiles.
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// TODO: Research recursive flood-fill algorithm.
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struct light {
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uint8_t r;
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uint8_t g;
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uint8_t b;
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uint8_t intensity;
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};
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// TODO: Implement params for tile color interaction
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// * Opacity
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// * Illumination
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// * What if we want to make tiles reactive, glow under UV, absorb light energy?
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struct Tile {
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std::string mnemonic_id;
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std::string display_name;
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@@ -47,6 +67,9 @@ namespace CaveGame::Core {
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TileTiccFunc random_ticc_func;
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std::vector<std::string> tags;
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bool gravity;
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bool opaque = true;
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std::optional<Color3> illumination;
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};
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/*
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*
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