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7drl_2019's Issues

Implement LOS

For this dungeon generator it can be dead simple. Since there are only rooms, you only see the contents of the room.

Implement color

Once the dungeon HashMap has been assigned, there can be an iteration that will assign colors based on certain rules. For example, @ might be color::Fg(color::LightMagenta) and $ could be color::Fg(color::LightYellow). This can be implemented with pattern matching.

Future versions should have multiple potential colors that are randomized, but for MVP stick to one color per char.

Colors erased when player passes over a tile

Two solutions come to mind: Either need to capture the color information in the dungeon HashMap so it can be preserved, or else coloring the map the needs to be applied after each turn.

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