remove comments
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-15
@@ -6,17 +6,6 @@ import (
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inkwell "git.teletypegames.org/engines/inkwell"
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)
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// selector is the wiki's Helyszínválasztó: "nem valódi helyszín, hanem a
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// menü-képernyő, ahonnan az összes fő helyszín elérhető"
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// (story#helyszínválasztó). The location graph is centred on it — every main
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// location connects to it both ways, and physical adjacency takes over from
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// there inwards — so without it the city is a handful of disconnected rooms.
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//
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// It is not in the concept-art deck and has no painting, so it renders as an
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// inkwell placeholder with one labelled pin per destination, laid out on a
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// grid. Whatever the map ends up looking like, the connections it carries are
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// the ones the screens declare, not a list kept here: screenSelector() is built from
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// whichever screens marked themselves onSelector.
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func screenSelector(rest []screen) screen {
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var exits []exit
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for _, s := range rest {
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@@ -34,13 +23,12 @@ func screenSelector(rest []screen) screen {
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title: "SAN FRANCISCO",
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background: BgSelector,
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exits: exits,
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// Nobody stands on a map.
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actors: []inkwell.SceneActor{},
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walkboxes: []inkwell.Polygon{},
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}
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}
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// The pin grid: three columns down the scene region, filled top to bottom.
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const (
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pinCols = 3
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pinW = 192.0
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@@ -56,8 +44,6 @@ func pin(i int) inkwell.Shape {
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return inkwell.Rect(pinX+float64(col)*pinGapX, pinY+float64(row)*pinGapY, pinW, pinH)
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}
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// pinLabel is the screen's title without the em-dash subtitle: on a map a
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// location wants its name, not its description.
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func pinLabel(title string) string {
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name, _, _ := strings.Cut(title, " — ")
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return name
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