♻️ refactor: remove redundant brackets and indents
parent
cfc5785995
commit
d4847f2239
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@ -329,15 +329,14 @@ impl State {
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output
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output
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}
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}
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Look (item_name) => {
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Look (item_name) => match item_name {
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match item_name {
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ItemName::Door => {
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ItemName::Door => {
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self.room_1.detected_keypad = true;
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self.room_1.detected_keypad = true;
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just (line_response ("You examine the DOOR. It is firmly locked, and you don't have any lock-picking tools. On the DOOR is an electronic KEYPAD."))
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just (line_response ("You examine the DOOR. It is firmly locked, and you don't have any lock-picking tools. On the DOOR is an electronic KEYPAD."))
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},
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},
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ItemName::EmergencyExit => {
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ItemName::EmergencyExit => just (line_response (
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just (line_response ("The EMERGENCY EXIT reads, \"Emergency exit. Push bar to open. Alarm will sound. Door will unlock in 10 seconds.\". The EMERGENCY EXIT is period-accurate for an American Wal-Mart c. 2020 C.E."))
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"The EMERGENCY EXIT reads, \"Emergency exit. Push bar to open. Alarm will sound. Door will unlock in 10 seconds.\". The EMERGENCY EXIT is period-accurate for an American Wal-Mart c. 2020 C.E."
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},
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)),
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ItemName::Keypad => {
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ItemName::Keypad => {
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require_detection! (self.room_1.detected_keypad);
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require_detection! (self.room_1.detected_keypad);
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@ -369,13 +368,9 @@ impl State {
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self.room_1.detected_note = true;
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self.room_1.detected_note = true;
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just (line_response ("You look at the TABLE. Your instincts tell you that it is period-accurate. Upon the TABLE sits a NOTE."))
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just (line_response ("You look at the TABLE. Your instincts tell you that it is period-accurate. Upon the TABLE sits a NOTE."))
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},
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},
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_ => {
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_ => just (undetected_item ()),
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just (undetected_item ())
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},
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},
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}
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Use (item_name) => match item_name {
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},
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Use (item_name) => {
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match item_name {
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ItemName::Door => {
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ItemName::Door => {
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let mut output = vec! [
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let mut output = vec! [
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line_response ("You can't USE the DOOR, it is locked."),
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line_response ("You can't USE the DOOR, it is locked."),
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@ -388,8 +383,7 @@ impl State {
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output
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output
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},
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},
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ItemName::EmergencyExit => {
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ItemName::EmergencyExit => vec! [
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vec! [
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line_response ("You push on the emergency exit. An alarm starts sounding. Your ADVENTURE GAME ENTHUSIAST friend is going to be very mad at you."),
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line_response ("You push on the emergency exit. An alarm starts sounding. Your ADVENTURE GAME ENTHUSIAST friend is going to be very mad at you."),
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Response::Sleep (5000),
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Response::Sleep (5000),
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line_response ("The alarm is still sounding. You are getting embarrassed, but you have committed to this path of action."),
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line_response ("The alarm is still sounding. You are getting embarrassed, but you have committed to this path of action."),
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@ -397,8 +391,7 @@ impl State {
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line_response ("The emergency exit unlocks, and you walk out of the game. Bye."),
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line_response ("The emergency exit unlocks, and you walk out of the game. Bye."),
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Response::JokeEnding,
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Response::JokeEnding,
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Response::Quit,
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Response::Quit,
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]
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],
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},
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ItemName::Keypad => {
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ItemName::Keypad => {
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require_detection! (self.room_1.detected_keypad);
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require_detection! (self.room_1.detected_keypad);
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@ -417,13 +410,10 @@ impl State {
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just (line_response ("You can't think of any way to USE the NOTE that would be better than LOOKing at it to read it."))
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just (line_response ("You can't think of any way to USE the NOTE that would be better than LOOKing at it to read it."))
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},
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},
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ItemName::Table => {
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ItemName::Table => just (line_response (
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just (line_response ("You can't think of any way to USE the TABLE that would be better than LOOKing at it."))
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"You can't think of any way to USE the TABLE that would be better than LOOKing at it."
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},
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)),
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_ => {
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_ => just (undetected_item ()),
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just (undetected_item ())
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},
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}
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},
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},
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}
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}
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}
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}
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