swapped colors for locked doors and normal doors
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+2
-2
@@ -14,8 +14,8 @@ const GRID: (u8, u8, u8, u8) = (130, 130, 130, 255);
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const ROOM: (u8, u8, u8, u8) = (70, 120, 160, 255);
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const CORRIDOR: (u8, u8, u8, u8) = (210, 190, 120, 255);
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const BLACK: (u8, u8, u8, u8) = (0, 0, 0, 255);
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const OPEN_DOOR: (u8, u8, u8, u8) = (220, 70, 70, 255);
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const LOCKED_DOOR: (u8, u8, u8, u8) = (80, 200, 120, 255);
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const OPEN_DOOR: (u8, u8, u8, u8) = (80, 200, 120, 255);
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const LOCKED_DOOR: (u8, u8, u8, u8) = (220, 70, 70, 255);
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const ARCHWAY: (u8, u8, u8, u8) = (70, 130, 220, 255);
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const WHITE: (u8, u8, u8, u8) = (255, 255, 255, 255);
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+4
-4
@@ -140,8 +140,8 @@ impl eframe::App for DungeonApp {
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draw_legend_entry(ui, Color32::from_rgb(70, 120, 160), "Rooms");
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draw_legend_entry(ui, Color32::from_rgb(210, 190, 120), "Corridors");
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draw_legend_entry(ui, Color32::BLACK, "Walls");
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draw_legend_entry(ui, Color32::from_rgb(220, 70, 70), "Doors");
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draw_legend_entry(ui, Color32::from_rgb(80, 200, 120), "Locked Doors");
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draw_legend_entry(ui, Color32::from_rgb(80, 200, 120), "Doors");
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draw_legend_entry(ui, Color32::from_rgb(220, 70, 70), "Locked Doors");
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draw_legend_entry(ui, Color32::from_rgb(70, 130, 220), "Archways");
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}
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});
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@@ -618,9 +618,9 @@ fn draw_layout(
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} else if door.archway {
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Color32::from_rgb(70, 130, 220)
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} else if door.locked {
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Color32::from_rgb(80, 200, 120)
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} else {
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Color32::from_rgb(220, 70, 70)
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} else {
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Color32::from_rgb(80, 200, 120)
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};
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let style = if colorblind_mode {
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if door.archway {
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