fix how the first line of World is parsed
GitOrigin-RevId: 9409e491fd04067af750333b693d0f992bf6315d
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@ -5,14 +5,15 @@
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};
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};
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public const string DEMO = @"
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public const string DEMO = @"
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7 <=============>
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8 <=============>
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6 { { { } { ;
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7 { { { } { ;
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5 } ; ; ; }
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6 } ; ; ; }
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4 } ; }
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5 } ; }
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3 }
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4 }
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3
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2
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2
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1
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1
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0 <=X=X=X=> <=============> (__________)
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0 <=X=X=X=> <===> <===> (__________)
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5 / \
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5 / \
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4 | |
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4 | |
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3 | |
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3 | |
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@ -32,6 +33,7 @@ w wr wqw t wew ww dfffxfffxfffb v twq r wtwv
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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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.........................................
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0 [.................................
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0 [.................................
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1 [.................................
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1 [.................................
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@ -43,6 +45,7 @@ w wr wqw t wew ww dfffxfffxfffb v twq r wtwv
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public const string ONE_ONE = @"
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public const string ONE_ONE = @"
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@ -15,7 +15,7 @@ namespace SemiColinGames {
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}
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}
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}
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}
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private static Dictionary<char, Terrain> mapping = new Dictionary<char, Terrain>();
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private readonly static Dictionary<char, Terrain> mapping = new Dictionary<char, Terrain>();
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public static Terrain Grass = new Terrain('=', true);
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public static Terrain Grass = new Terrain('=', true);
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public static Terrain GrassL = new Terrain('<', true);
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public static Terrain GrassL = new Terrain('<', true);
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@ -160,7 +160,7 @@ namespace SemiColinGames {
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TileFactory factory = new TileFactory();
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TileFactory factory = new TileFactory();
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var tilesList = new List<Tile>();
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var tilesList = new List<Tile>();
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var decorationsList = new List<Tile>();
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var decorationsList = new List<Tile>();
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string[] worldDesc = levelSpecification.Split('\n');
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string[] worldDesc = levelSpecification.Substring(1).Split('\n');
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tileWidth = worldDesc.AsQueryable().Max(a => a.Length);
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tileWidth = worldDesc.AsQueryable().Max(a => a.Length);
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tileHeight = worldDesc.Length;
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tileHeight = worldDesc.Length;
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Debug.WriteLine("world size: {0}x{1}", tileWidth, tileHeight);
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Debug.WriteLine("world size: {0}x{1}", tileWidth, tileHeight);
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