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kiln/kiln-core/src/board.rs
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use crate::floor::Floor;
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use crate::fov::{color_to_rgb, FovCaster, Lighting};
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use crate::glyph::Glyph;
use crate::log::LogLine;
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use crate::utils::{Direction, Point};
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use crate::utils::{ObjectId, RegistryValue};
use std::collections::{HashMap, HashSet};
use crate::portal::Portal;
use crate::tile::{DrawLayer, EnterResponse, Hookable, IntoTile, LocatedObject, ScriptAttributes, Sensor, Tile, TileSpec};
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/// The complete state of one game board (a single room or screen).
///
/// `Board` is the central data structure of the engine, equivalent to a
/// "board" in ZZT. It contains everything needed to represent and run one
/// self-contained area of the game world:
///
/// - A grid of cells, each with a visual representation ([`Glyph`]) and an [`Archetype`]
/// - The current player position
/// - Scripted objects and portals (loaded but not yet active)
///
/// ## Cell storage
///
/// Cells are stored as `(Glyph, Archetype)` tuples in a row-major `Vec`.
/// Each cell directly owns its visual and behavioral class — there is no
/// separate element palette or index indirection. Access cells with
/// [`Board::get`] and [`Board::get_mut`] using `(x, y)` coordinates.
/// Use [`Board::is_passable`] for collision checks.
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///
/// `Board` derives [`Clone`] to support deep-copying a whole [`World`](crate::world::World)
/// (see [`World::deep_clone`](crate::world::World::deep_clone)) — e.g. the editor's
/// playtest runs a game against an isolated copy so play mutations never touch the
/// boards being edited.
#[derive(Clone)]
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pub struct Board {
/// Human-readable name for this board, loaded from the map file and round-tripped on save.
pub name: String,
/// Width of the board in cells.
pub width: usize,
/// Height of the board in cells.
pub height: usize,
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/// The single row-major grid of `Option<Tile>` cells (`width * height`),
/// holding every solid. A transparent cell (glyph tile 0)
/// draws nothing, revealing a `Sensor` or the
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/// [`floor`](Board::floor) beneath. Access a cell with [`Board::get`]/
/// [`Board::get_mut`] by `(x, y)`.
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pub(crate) grid: Vec<Option<Tile>>,
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/// The board's cosmetic floor (blank / one fixed glyph / a biome), drawn beneath
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/// everything.
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pub(crate) floor: Floor,
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/// Non-solid things placed off the main grid, can't affect movement but see other hooks
pub sensors: Vec<Sensor>,
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/// The portals aren't really a kind of sensor, and they can't be on the grid because the player
/// can share a space with them:
pub portals: Vec<Portal>,
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/// The next [`ObjectId`] to hand out (starts at 1, monotonically increasing).
/// See [`Board::add_object`].
pub next_object_id: ObjectId,
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/// When `true`, this board is "dark": front-ends reveal only the cells the
/// player can see and that receive light (see [`Board::lighting`]) and draw
/// everything else as unlit darkness. Sight and light are blocked by opaque cells.
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/// Loaded from / saved to the `dark` key in the map file's `[map]` header;
/// defaults to `false` (fully lit).
pub dark: bool,
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/// Per-board key→value store written and read by Rhai scripts via the
/// `Registry` scope constant. Persists automatically across board transitions
/// because all boards live as `Rc<RefCell<Board>>` in `World::boards` and are
/// never evicted. Not saved to disk in v1.
pub registry: HashMap<String, RegistryValue>,
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}
impl Board {
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/// Return a list of all `ObjectId`s currently on the board.
pub fn all_ids(&self) -> Vec<ObjectId> {
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let mut grid_ids = self.grid.iter().filter_map(|cell| {
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if let Some(Tile::Object(def)) = cell {
Some(def.scripting.id)
} else {
None
}
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}).collect::<Vec<_>>();
grid_ids.extend(self.sensors.iter().map(|s| s.scripting.id));
grid_ids.sort();
grid_ids
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}
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/// Returns a reference to the `(Glyph, Archetype)` cell at `(x, y)`.
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///
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/// Panics if `x` or `y` are out of bounds.
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pub fn get<P: Into<Point>>(&self, p: P) -> &Option<Tile> {
let p = p.into();
&self.grid[p.uy() * self.width + p.ux()]
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}
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/// Returns a mutable reference to the cell at `(x, y)`.
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///
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/// Panics if `x` or `y` are out of bounds.
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pub fn get_mut<P: Into<Point>>(&mut self, p: P) -> &mut Option<Tile> {
let p = p.into();
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let w = self.width;
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&mut self.grid[p.uy() * w + p.ux()]
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}
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/// Replace the solid terrain (if any) at `(x, y)` with a transparent `Empty`
/// cell, revealing the floor beneath.
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pub fn clear_cell<P: Into<Point>>(&mut self, p: P) {
let p = p.into();
if self.in_bounds(p) {
*self.get_mut(p) = None;
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}
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}
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/// Returns the glyph to display at `(x, y)`.
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///
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/// With a single grid the draw order is a fixed precedence (no layer walk):
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///
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/// 1. the player (drawn on top; not part of the grid yet);
/// 2. an object at the cell — a solid object always, otherwise the first
/// non-transparent non-solid object (`tile != 0`, so invisible objects exist);
/// 3. the grid cell `(glyph, arch)` — a solid always draws, a non-solid only when
/// visible (`tile != 0`);
/// 4. a portal at the cell (portals sit on a transparent grid cell);
/// 5. a [`decoration`](Board::decorations) at the cell (reached only because the
/// grid cell was empty);
/// 6. the [`floor`](Board::floor) glyph, if any;
/// 7. the canonical black `Empty` glyph.
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///
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/// Panics if out of bounds.
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pub fn glyph_at<P: Into<Point>>(&self, p: P) -> Glyph {
let p = p.into();
let grid_glyph = self.get(p).as_ref().map(Tile::glyph);
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let sensors = self.sensors.iter().filter(|&s| s.x == p.ux() && s.y == p.uy());
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// Is there a sensor above the grid?
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if let Some(above) = sensors.clone().find(|s| s.draw_layer == DrawLayer::Above && s.scripting.glyph.is_visible()) {
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return above.scripting.glyph;
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}
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// Does the grid have a good glyph?
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if let Some(glyph) = grid_glyph && glyph.is_visible() {
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return glyph;
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}
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// Is there a sensor below the grid?
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if let Some(below) = sensors.clone().find(|s| s.draw_layer == DrawLayer::Below && s.scripting.glyph.is_visible()) {
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return below.scripting.glyph;
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}
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// Otherwise the floor, or the canonical black empty cell.
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self.floor
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.glyph_at(p.ux(), p.uy(), self.width)
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.unwrap_or_else(|| Glyph::transparent())
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}
/// Returns `true` if `(x, y)` is a valid cell coordinate on this board.
///
/// Takes signed coords so callers can pass a raw `pos + delta` without first
/// checking for negatives.
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pub fn in_bounds<P: Into<Point>>(&self, pos: P) -> bool {
let p = pos.into();
p.x >= 0 && p.y >= 0 && p.ux() < self.width && p.uy() < self.height
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}
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/// Returns `true` if cell `(x, y)` blocks line of sight (and light).
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///
/// A cell is sight-blocking if its grid terrain is opaque (e.g. a `Wall`)
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/// **or** any object on it is opaque. This is the input to lighting on
/// [`dark`](Board::dark) boards; see [`Board::lighting`].
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/// Panics if `x` or `y` are out of bounds.
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pub fn is_opaque_at<P: Into<Point>>(&self, p: P) -> bool {
let p = p.into();
if self.sensors.iter().any(|s| s.x == p.ux() && s.y == p.uy() && s.scripting.optics.opaque) {
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true
} else {
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match self.get(p) {
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None => false,
Some(Tile::Player) => false,
Some(Tile::Object(def)) => {
def.scripting.optics.opaque
}
}
}
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}
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/// Computes lighting + line-of-sight for the player on this board.
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///
/// Returns `None` unless the board is [`dark`](Board::dark) — a lit board
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/// needs no lighting and front-ends draw every cell at full color. On a dark
/// board it (a) casts an unbounded line-of-sight field from the player, then
/// (b) accumulates colored light from every source — the player's torch
/// (radius `player_torch`, white), each object with `light > 0`, and each
/// terrain cell with [`Archetype::light`] `> 0` — each source colored by its
/// own glyph fg and falling off linearly to its radius. Opaque cells (via
/// [`is_opaque_at`](Board::is_opaque_at)) block both sight and light.
pub fn lighting(&self, player_torch: u32) -> Option<Lighting> {
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if !self.dark {
return None;
}
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let (w, h) = (self.width, self.height);
let mut lighting = Lighting::new(w, h);
// One caster whose transparency is seeded once from the opaque cells;
// reused for the LOS pass and every light source (its FOV is cleared per cast).
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let mut caster = FovCaster::new(w, h, |x, y| !self.is_opaque_at((x, y)));
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let (px, py) = {
let p = self.player_pos();
(p.ux(), p.uy())
};
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// (a) Player line of sight — unbounded (radius 0), pure geometry.
caster.cast(px, py, 0, |x, y| lighting.set_los(x, y));
// (b) Accumulate each light source into the per-cell color buffer. A
// source paints every cell it can see within its radius, tinted by its
// glyph fg and dimmed by a linear falloff (full at the source, 0 at the edge).
let mut add_source = |lighting: &mut Lighting, sx: usize, sy: usize, radius: u32, color: [f32; 3]| {
let r = radius as f32;
caster.cast(sx, sy, radius as usize, |x, y| {
let d = ((x as f32 - sx as f32).powi(2) + (y as f32 - sy as f32).powi(2)).sqrt();
let falloff = (1.0 - d / r).max(0.0);
lighting.add_light(x, y, [color[0] * falloff, color[1] * falloff, color[2] * falloff]);
});
};
// The player's torch: a white light centered on the player.
if player_torch > 0 {
add_source(&mut lighting, px, py, player_torch, [1.0, 1.0, 1.0]);
}
// Glowing terrain (e.g. a `Torch` cell): color = the cell's glyph foreground.
for y in 0..h {
for x in 0..w {
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if let Some(Tile::Object(obj)) = self.get((x, y)) {
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let radius = obj.scripting.optics.glow;
if radius > 0 {
add_source(&mut lighting, x, y, radius, color_to_rgb(obj.scripting.glyph.fg));
}
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}
}
}
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// Glowing sensors
for s in self.sensors.iter() {
if s.optics().glow > 0 {
add_source(&mut lighting, s.x, s.y, s.optics().glow, color_to_rgb(s.scripting.glyph.fg));
}
}
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Some(lighting)
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}
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// /// Whether the solid at `(x, y)` can be **shifted** one step in `dir`: it is
// /// itself a pushable solid *and* the next cell is either empty or holds another
// /// pushable solid.
// ///
// /// Unlike [`can_push`](Board::can_push) this inspects only the single cell
// /// ahead — it does **not** verify the whole chain ends in open space. It is the
// /// right test for a simultaneous rotation/shift (applied via
// /// [`apply_swap`](Board::apply_swap)), where a destination is occupied by
// /// another pushable that is itself moving the same frame. Returns `false` if
// /// `(x, y)` holds no pushable, or the cell ahead runs off the board.
// ///
// /// The **player** is always a blocker: a shift can't relocate the player, and
// /// `apply_swap` refuses to overwrite it, so a cell holding the player is never
// /// an acceptable shift destination.
// pub fn can_shift(&self, x: usize, y: usize, dir: Direction) -> bool {
// // The source must hold a solid pushable in `dir`.
// if !self.is_pushable(x, y, dir) {
// return false;
// }
// let (dx, dy): (i64, i64) = dir.into();
// let next = (x as i64 + dx, y as i64 + dy);
// if !self.in_bounds(next) {
// return false; // nothing to shift into off the board
// }
// let (nx, ny) = (next.0 as usize, next.1 as usize);
// // The player always blocks a shift: a shift can't relocate it and
// // `apply_swap` refuses to overwrite it. (The player reads as pushable, so it
// // must be excluded explicitly before the cell-ahead test below.)
// if self.get(nx, ny).as_ref().is_some_and(Tile::player) {
// return false;
// }
// // The cell ahead is acceptable if it is empty or another pushable solid.
// self.is_passable(nx, ny) || self.is_pushable(nx, ny, dir)
// }
// /// Shoves the chain of pushable solids starting at `(x, y)` one step in `dir`,
// /// leaving `Empty` floor behind each moved cell.
// ///
// /// No-op when the chain can't move (it self-checks via [`can_push`](Board::can_push)),
// /// so it is safe to call unconditionally.
// /// Returns the cells the shoved solids moved **into** (each chain cell stepped
// /// one cell in `dir`), so the caller can fire `enter` on any non-solid object a
// /// pushed solid landed on. Empty when nothing moved.
// pub fn push(&mut self, x: usize, y: usize, dir: Direction) -> Vec<(usize, usize)> {
// if !self.can_push(x, y, dir) {
// return Vec::new();
// }
// let (dx, dy): (i64, i64) = dir.into();
// // can_push guaranteed the chain ends at an in-bounds passable cell, so
// // re-walk it (no bounds checks needed) and shift the far end first, which
// // keeps each destination cell vacated before its occupant arrives.
// let mut chain: Vec<(usize, usize)> = Vec::new();
// let (mut cx, mut cy) = (x, y);
// while !self.is_passable(cx, cy) {
// chain.push((cx, cy));
// cx = (cx as i64 + dx) as usize;
// cy = (cy as i64 + dy) as usize;
// }
// for &(px, py) in chain.iter().rev() {
// self.shift_solid(px, py, dx, dy);
// }
// // Each solid ended up one step along `dir`; those destination cells are
// // where an `enter` may need to fire.
// chain
// .iter()
// .map(|&(px, py)| ((px as i64 + dx) as usize, (py as i64 + dy) as usize))
// .collect()
// }
// /// Tries to walk the object in x,y in the given direction. Pushes the cell in that direction
// /// first. This won't move anything if:
// /// - the cell x,y is empty; no-op
// /// - x,y is out of bounds, no-op
// /// - the target cell can't be pushed in that direction, either because it's `Block` or
// /// something in its chain is
// pub fn move_object<P: Into<Point>>(&mut self, p: P, dir: Direction) {
// let p = p.into();
// // Is this even a cell?
// if self.in_bounds(p) {
// // Is there anything in this cell?
// if !self.is_empty(p) {
// let (tx, ty) = dir.from_point(p.x, p.y);
// // Is the _target_ in bounds?
// if self.in_bounds((tx, ty)) {
// // Attempt to push the target out of the way
// self.push(tx as usize, ty as usize, dir);
// // Is the cell now empty?
// if self.get(tx as usize, ty as usize).is_none() {
// // Then finally, move the thing:
// let thing = self.grid[x + y * self.width].take();
// self.grid[tx as usize + ty as usize * self.width] = thing;
// }
// }
// }
// }
// }
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/// Returns the [`ObjectId`]s of the **non-solid** objects at `(x, y)`.
///
/// These are the targets of an `enter` hook when a solid relocates onto the
/// cell (terrain is always solid, so only objects can be non-solid). Mirrors
/// [`object_ids_at`](Board::object_ids_at) / [`solid_object_id_at`](Board::solid_object_id_at).
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pub fn sensor_ids_at<P: Into<Point>>(&self, p: P) -> Vec<ObjectId> {
let p = p.into();
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self.sensors
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.iter()
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.filter(|s| s.x == p.ux() && s.y == p.uy())
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.map(|s| s.scripting.id)
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.collect()
}
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/// Find and return the portal at the given location
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pub fn portal_at<P: Into<Point>>(&self, p: P) -> Option<&Portal> {
let p = p.into();
self.portals.iter().find(|&portal| portal.location() == (p.ux(), p.uy()))
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}
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/// Editor primitive: stamps `arch` (with visual `glyph`) into the cell at
/// `(x, y)`, applying the editor's placement/removal rules.
///
/// Two cases, keyed only on the archetype (the floor is **never** touched — the
/// drawing tools cannot place, remove, or alter a floor):
///
/// - **Terrain** (`arch != Empty`, always solid today): removes any solid object
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/// already in the cell, then writes `(glyph, arch)` into the grid cell.
/// - **Erase** (`arch == Empty`): removes the grid cell's terrain *and* every
/// object in it, leaving the floor beneath in place.
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///
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/// A vacated grid cell becomes a transparent `Empty` so the floor shows through.
/// Panics if `(x, y)` is out of bounds.
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pub fn place<P: Into<Point>>(&mut self, p: P, spec: Option<TileSpec>) -> Result<(), String> {
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if let Some(spec) = spec {
let tile = spec.into_tile(&mut self.next_object_id)?;
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*self.get_mut(p) = Some(tile);
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} else {
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*self.get_mut(p) = None;
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}
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Ok(())
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}
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/// Shifts a set of cells, given as `(x, y)` coordinates. Backs the script
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/// `shift()` fn. Returns a [`ShiftOutcome`] carrying any error [`LogLine`]s for
/// the caller to log plus the `(from, to)` relocations it performed (so the
/// caller can fire `enter` on non-solids each moved solid landed on).
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pub fn apply_shift(&mut self, cells: &[(i64, i64)]) -> Result<Vec<((i64, i64), (i64, i64))>, String> {
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// Validate all the cells are in bounds, error if not:
if cells.iter().any(|&c| !self.in_bounds(c)) {
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return Err("Called shift() with a cell out of bounds".to_string())
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}
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// Get all the Solids at these cells:
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let solids: Vec<_> = cells.iter().map(|&c| self.get_mut(c).take()).collect();
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// Find which ones are blockers
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let mut immobile = HashSet::new();
for (curr_idx, curr) in solids.iter().enumerate() {
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let pushable = curr.as_ref().map_or(true, |c| c.shiftable());
if !pushable {
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immobile.insert(curr_idx);
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}
}
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// Trace back from each immobile until we find an empty:
let mut blocked = HashSet::new();
for curr_idx in immobile {
let mut prev_idx = curr_idx;
loop {
if solids[prev_idx].is_some() && !blocked.contains(&prev_idx) {
blocked.insert(prev_idx);
prev_idx = (prev_idx + cells.len() - 1) % cells.len();
} else {
break
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}
}
}
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// Now, move anything that we've decided is not blocked, recording each
// relocation so the caller can fire `enter` at every destination.
let mut moves = Vec::new();
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for (curr_idx, curr) in solids.into_iter().enumerate() {
if let Some(solid) = curr {
if !blocked.contains(&curr_idx) {
// Not blocked, write it to target
let origin = cells[curr_idx];
let target = cells[(curr_idx + 1) % cells.len()];
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*self.get_mut(target) = Some(solid);
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moves.push((origin, target));
} else {
// it was blocked so just write it back where it was
let origin = cells[curr_idx];
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*self.get_mut(origin) = Some(solid);
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}
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}
}
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Ok(moves)
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}
/// Clear the queues of all objects on this board: called when entering a board, objects
/// don't retain their state across board visits (they get initialized again, but can
/// store things in the board registry)
pub fn clear_all_queues(&mut self) {
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for cell in self.grid.iter_mut() {
if let Some(Tile::Object(obj)) = cell {
obj.scripting.queue.clear()
}
}
}
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pub fn player_pos(&self) -> Point {
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self.grid.iter().enumerate().find_map(|(i, cell)| {
if matches!(cell, Some(Tile::Player)) {
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Some((i % self.width, i / self.width).into())
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} else { None }
}).expect("No player found!") // This should never happen, player presence is validated when building a board
}
pub fn get_hookable(&self, id: ObjectId) -> Option<Box<dyn Hookable + '_>> {
// Search sensors first because it's probably shorter
for sensor in self.sensors.iter() {
if sensor.scripting.id == id {
return Some(Box::new(sensor))
}
}
for (i, tile) in self.grid.iter().enumerate() {
if let Some(Tile::Object(obj)) = tile && obj.scripting.id == id {
return Some(Box::new(LocatedObject(obj, (i % self.width, i / self.width))))
}
}
None
}
pub fn get_named(&self, name: &str) -> Option<Box<dyn Hookable + '_>> {
// Search sensors first because it's probably shorter
for sensor in self.sensors.iter() {
if let Some(n) = sensor.scripting.name.as_ref() &&
n.as_str() == name {
return Some(Box::new(sensor))
}
}
for (i, tile) in self.grid.iter().enumerate() {
if let Some(Tile::Object(obj)) = tile &&
let Some(n) = obj.scripting.name.as_ref() &&
n.as_str() == name {
return Some(Box::new(LocatedObject(obj, (i % self.width, i / self.width))))
}
}
None
}
pub fn get_tagged(&self, tag: &str) -> Vec<Box<dyn Hookable + '_>> {
self.sorted_hookables().into_iter().filter(|hookable| {
hookable.scriptable().tags.contains(tag)
}).collect()
}
pub fn scripting_mut(&mut self, id: ObjectId) -> Option<&mut ScriptAttributes> {
for sensor in self.sensors.iter_mut() {
if sensor.scripting.id == id {
return Some(&mut sensor.scripting)
}
}
for tile in self.grid.iter_mut() {
if let Some(Tile::Object(obj)) = tile && obj.scripting.id == id {
return Some(&mut obj.scripting)
}
}
None
}
pub fn sorted_hookables(&self) -> Vec<Box<dyn Hookable + '_>> {
// Collect all the sensors
let mut hookables = self.sensors.iter().map(|s| Box::new(s) as Box<dyn Hookable>).collect::<Vec<_>>();
// Add the objects into it
for (i, tile) in self.grid.iter().enumerate() {
if let Some(Tile::Object(obj)) = tile {
hookables.push(Box::new(LocatedObject(obj, (i % self.width, i / self.width))))
}
}
// Sort by id
hookables.sort_by(|a, b| a.id().cmp(&b.id()));
hookables
}
pub fn remove_object(&mut self, id: ObjectId) {
if let Some(tile) = self.grid.iter_mut().find(|cell| { matches!(cell, Some(Tile::Object(obj)) if obj.scripting.id == id) }) {
tile.take();
} else {
self.sensors.retain(|s| s.id() != id);
}
}
pub fn named_portal(&self, name: &str) -> Option<&Portal> {
self.portals.iter().find(|p| p.name == name)
}
pub fn move_sensor(&mut self, id: ObjectId, dir: Direction) {
if let Some((sensor_idx, _)) = self.sensors.iter().enumerate().find(|(idx, s)| s.scripting.id == id) {
let new_loc = (self.sensors[sensor_idx].x as i64 + dir.dx(), self.sensors[sensor_idx].y as i64 + dir.dy());
if self.in_bounds(new_loc) {
self.sensors[sensor_idx].x = new_loc.0 as usize;
self.sensors[sensor_idx].y = new_loc.1 as usize;
}
}
}
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/// Moves whatever is in `from` to `to`, leaving an empty cell behind. Silent no-op if either
/// `from` or `to` is out of bounds, or if they're the same cell.
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pub fn move_cell<P1: Into<Point>, P2: Into<Point>>(&mut self, from: P1, to: P2) {
let from = from.into();
let to = to.into();
if from != to && self.in_bounds(from) && self.in_bounds(to) {
let thing = self.get_mut(from).take();
*self.get_mut(to) = thing;
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}
}
/// Return whether the given point is empty
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pub fn is_empty<P: Into<Point>>(&self, p: P) -> bool {
self.get(p).is_none()
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}
/// Return whether the given point contains the player
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pub fn is_player<P: Into<Point>>(&self, p: P) -> bool {
matches!(self.get(p), Some(Tile::Player))
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}
/// Return whether the given point contains an object
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pub fn is_object<P: Into<Point>>(&self, p: P) -> bool {
matches!(self.get(p), Some(Tile::Object(_)))
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}
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}
#[cfg(test)]
pub(crate) mod tests {
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use std::assert_matches;
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use super::Board;
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use crate::builtin::Builtin;
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use crate::floor::Floor;
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use crate::glyph::Glyph;
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use crate::utils::{Direction, ObjectId};
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use color::Rgba8;
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use std::collections::HashMap;
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use crate::object_def::ObjectDef;
use crate::tile::{
DrawLayer, EnterResponse, IntoTile, Optics, ScriptAttributes, Sensor, SensorSpec, Tile,
TileSpec,
};
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/// Builds an all-empty `w×h` board.
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///
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/// The grid is fully transparent (a blank floor), so terrain stamped via
/// [`crate_at`] etc. lands on the single grid. Use [`add_floor`] to give the
/// board a visible fixed floor underneath.
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pub(crate) fn open_board(
w: usize,
h: usize,
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player_pos: (usize, usize)
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) -> Board {
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let mut board = Board {
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name: "test".into(),
width: w,
height: h,
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grid: vec![None; w * h],
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floor: Floor::Blank,
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sensors: Vec::new(),
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portals: Vec::new(),
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next_object_id: 1,
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dark: false,
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registry: HashMap::new(),
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};
player_at(&mut board, player_pos.0, player_pos.1);
board
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}
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/// Gives the board a uniform fixed floor glyph (the single-grid replacement for
/// the old separate floor layer).
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pub(crate) fn add_floor(board: &mut Board, glyph: Glyph) {
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board.floor = Floor::Fixed(glyph);
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}
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/// Stamps a crate cell onto the grid.
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pub(crate) fn crate_at(board: &mut Board, x: usize, y: usize) {
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*board.get_mut(x, y) = Some(TileSpec::krate().into_tile(&mut board.next_object_id).unwrap());
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}
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/// Stamps a wall cell onto the grid.
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pub(crate) fn wall_at(board: &mut Board, x: usize, y: usize) {
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*board.get_mut(x, y) = Some(TileSpec::wall().into_tile(&mut board.next_object_id).unwrap());
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}
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/// Stamps a gem cell onto the grid.
pub(crate) fn gem_at(board: &mut Board, x: usize, y: usize) {
*board.get_mut(x, y) = Some(TileSpec::gem().into_tile(&mut board.next_object_id).unwrap());
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}
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/// Stamps the builtin named `kind` (any alias accepted by [`Builtin::from_name`],
/// e.g. `"spinner_cw"`, `"pusher_east"`) onto the grid, returning its id.
///
/// The generic counterpart to [`crate_at`]/[`wall_at`]/[`gem_at`]: `into_tile`
/// attaches the family's [`ScriptKey`](crate::tile::ScriptKey) and the
/// `BUILTIN_<kind>` tag, so the object is fully live with no world script pool.
/// Panics on an unknown `kind`.
pub(crate) fn builtin_at(board: &mut Board, x: usize, y: usize, kind: &str) -> ObjectId {
let tile = TileSpec::Builtin { kind: kind.to_string(), glyph: None }
.into_tile(&mut board.next_object_id)
.unwrap_or_else(|e| panic!("{e}"));
let id = match &tile {
Tile::Object(obj) => obj.scripting.id,
Tile::Player => unreachable!("a builtin never resolves to the player"),
};
*board.get_mut(x, y) = Some(tile);
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id
}
/// Stamps a scripted object at `(x, y)` running the world script named `script`,
/// answering entry attempts with `enter`, and returns its id.
///
/// The on-grid counterpart to [`sensor_at`]: this object occupies its cell and
/// takes part in collision, so `enter` decides how it responds to something
/// moving into it (`Block` for an ordinary solid, `Push(..)` for a shovable one).
pub(crate) fn object_at(
board: &mut Board,
x: usize,
y: usize,
script: &str,
enter: EnterResponse,
) -> ObjectId {
let tile = TileSpec::Object {
script: Some(script.to_string()),
enter,
glyph: ObjectDef::default_glyph(),
optics: Optics { opaque: true, glow: 0 },
name: None,
tags: Vec::new(),
}
.into_tile(&mut board.next_object_id)
.expect("an object spec always resolves");
let id = match &tile {
Tile::Object(obj) => obj.scripting.id,
Tile::Player => unreachable!("an object spec never resolves to the player"),
};
*board.get_mut(x, y) = Some(tile);
id
}
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/// Stamps an object at `(x, y)` with **no script attached**, returning its id.
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///
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/// For the "an object without a script is inert" path, and for plain physical
/// props (a pushable block with no behavior of its own). Everything scripted
/// should use [`object_at`].
pub(crate) fn plain_object_at(
board: &mut Board,
x: usize,
y: usize,
enter: EnterResponse,
) -> ObjectId {
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let tile = TileSpec::Object {
script: None,
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enter,
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glyph: ObjectDef::default_glyph(),
optics: Optics { opaque: true, glow: 0 },
name: None,
tags: Vec::new(),
}
.into_tile(&mut board.next_object_id)
.expect("an object spec always resolves");
let id = match &tile {
Tile::Object(obj) => obj.scripting.id,
Tile::Player => unreachable!("an object spec never resolves to the player"),
};
*board.get_mut(x, y) = Some(tile);
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id
}
/// Adds an invisible, script-only [`Sensor`] at `(x, y)` running the world script
/// named `script`, returning its id.
///
/// This is how a test gets "a scripted thing that doesn't get in the way": every
/// object on the grid is solid now, so a script host that must not block movement
/// (or must share a cell) has to live off-grid in [`Board::sensors`].
pub(crate) fn sensor_at(board: &mut Board, x: usize, y: usize, script: &str) -> ObjectId {
let sensor = SensorSpec {
x,
y,
script: Some(script.to_string()),
glyph: Glyph::transparent(),
optics: Optics::default(),
name: None,
tags: Vec::new(),
draw_layer: DrawLayer::Below,
}
.into_sensor(&mut board.next_object_id);
let id = sensor.scripting.id;
board.sensors.push(sensor);
id
}
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/// Stamps a player cell onto the grid.
pub(crate) fn player_at(board: &mut Board, x: usize, y: usize) {
*board.get_mut(x, y) = Some(TileSpec::player().into_tile(&mut board.next_object_id).unwrap());
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}
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pub(crate) fn lamp_at(board: &mut Board, x: usize, y: usize) {
let lamp = Sensor {
x,
y,
draw_layer: DrawLayer::Above,
scripting: ScriptAttributes {
id: board.next_object_id,
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glyph: Glyph { tile: '', fg: Rgba8 { r: 255, g: 0, b: 0, a: 255 }, bg: Rgba8 { r: 0, g: 0, b: 0, a: 255 } },
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optics: Optics {
glow: 4,
opaque: false
},
..Default::default()
}
};
board.next_object_id += 1;
board.sensors.push(lamp);
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}
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pub(crate) fn is_builtin(board: &Board, x: usize, y: usize, tag: &str) -> bool {
if let Some(Tile::Object(obj)) = board.get(x, y) {
obj.scripting.tags.contains(&format!("BUILTIN_{tag}"))
} else { false }
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}
#[test]
fn in_bounds_checks_grid_boundaries() {
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let board = open_board(3, 2, (0, 0));
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assert!(board.in_bounds((0, 0)));
assert!(board.in_bounds((2, 1)));
assert!(!board.in_bounds((-1, 0)));
assert!(!board.in_bounds((0, -1)));
assert!(!board.in_bounds((3, 0)));
assert!(!board.in_bounds((0, 2)));
}
#[test]
fn can_push_is_read_only_and_correct() {
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let mut board = open_board(3, 1, (0, 0));
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crate_at(&mut board, 1, 0);
assert!(board.can_push(1, 0, Direction::East));
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assert_matches!(board.get(1, 0), Some(Tile::Object(_)));
assert_matches!(board.get(2, 0), None);
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let mut board = open_board(3, 1, (0, 0));
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crate_at(&mut board, 1, 0);
wall_at(&mut board, 2, 0);
assert!(!board.can_push(1, 0, Direction::East));
}
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#[test]
fn can_shift_only_checks_the_cell_ahead() {
// Source must be pushable.
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let mut board = open_board(4, 1, (3, 0));
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assert!(!board.can_shift(0, 0, Direction::East)); // empty source
// Crate with open space ahead: shiftable.
crate_at(&mut board, 0, 0);
assert!(board.can_shift(0, 0, Direction::East));
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assert_matches!(board.get(0, 0), Some(Tile::Object(_)));
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// Crate with another pushable crate ahead: still shiftable (unlike can_push,
// which would follow the chain to the wall and fail).
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let mut board = open_board(4, 1, (3, 0));
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crate_at(&mut board, 0, 0);
crate_at(&mut board, 1, 0);
wall_at(&mut board, 2, 0);
assert!(board.can_shift(0, 0, Direction::East));
assert!(!board.can_push(0, 0, Direction::East));
// Crate with a non-pushable wall ahead: not shiftable.
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let mut board = open_board(3, 1, (2, 0));
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crate_at(&mut board, 0, 0);
wall_at(&mut board, 1, 0);
assert!(!board.can_shift(0, 0, Direction::East));
// Crate at the board edge facing off-board: not shiftable.
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let mut board = open_board(2, 1, (0, 0));
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crate_at(&mut board, 1, 0);
assert!(!board.can_shift(1, 0, Direction::East));
}
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#[test]
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fn can_shift_treats_the_player_as_a_blocker() {
// The player is always a blocker for a shift — even a grab gem may not shift
// onto it (grab now fires only on player movement, not on being shifted in).
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let mut board = open_board(2, 1, (1, 0));
gem_at(&mut board, 0, 0);
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assert!(!board.can_shift(0, 0, Direction::East));
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// A plain crate likewise may not shift onto the player.
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let mut board = open_board(2, 1, (1, 0));
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crate_at(&mut board, 0, 0);
assert!(!board.can_shift(0, 0, Direction::East));
}
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#[test]
fn push_into_player_pushes_player() {
// Crate shoved east into the player slides the player along into open space.
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let mut board = open_board(4, 1, (2, 0));
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crate_at(&mut board, 1, 0);
assert!(board.can_push(1, 0, Direction::East));
board.push(1, 0, Direction::East);
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assert!(board.get(1, 0).is_none());
assert!(is_builtin(&board, 2, 0,"crate"));
assert_eq!(board.player_pos(), (3, 0));
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}
#[test]
fn push_into_player_blocked_by_wall() {
// Player backed against a wall: push has nowhere to go, nothing moves.
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let mut board = open_board(4, 1, (2, 0));
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crate_at(&mut board, 1, 0);
wall_at(&mut board, 3, 0);
assert!(!board.can_push(1, 0, Direction::East));
board.push(1, 0, Direction::East); // no-op
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assert!(is_builtin(&board, 1, 0, "crate"));
assert_eq!(board.player_pos(), (2, 0));
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}
#[test]
fn glyph_at_uses_floor_for_empty_and_grid_for_solid() {
// Player parked at (2,0) so it doesn't overlap either asserted cell.
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let mut board = open_board(3, 1, (2, 0));
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let floor_glyph = Glyph {
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tile: '.',
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fg: Rgba8 {
r: 10,
g: 20,
b: 30,
a: 255,
},
bg: Rgba8 {
r: 1,
g: 2,
b: 3,
a: 255,
},
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};
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// A fixed floor attribute, a wall on the grid at (0,0).
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add_floor(&mut board, floor_glyph);
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wall_at(&mut board, 0, 0);
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// The wall (solid) draws over the floor; the empty cell reveals the floor.
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assert_eq!(board.glyph_at(0, 0), Builtin::Wall.default_glyph_for("wall"));
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assert_eq!(board.glyph_at(1, 0), floor_glyph);
}
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#[test]
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fn apply_shift_out_of_bounds_rejects_immediately() {
// apply_shift validates all cells upfront; any out-of-bounds cell causes immediate failure.
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let mut board = open_board(3, 1, (2, 0));
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crate_at(&mut board, 0, 0);
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let errs = board.apply_shift(&[(0, 0), (9, 0)]);
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assert!(errs.is_err());
assert!(is_builtin(&board, 0, 0, "crate")); // unchanged
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}
#[test]
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fn apply_shift_wall_stops_cascade_but_empty_limits_it() {
// A non-pushable Wall is immobile. Backward cascade from the wall traces
// through preceding solids until it hits empty, marking those as blocked.
// Solids on the *other* side of the empty (outside the blocked region) still move.
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let mut board = open_board(6, 1, (5, 0));
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crate_at(&mut board, 0, 0);
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// (1,0) stays empty
wall_at(&mut board, 2, 0);
crate_at(&mut board, 3, 0);
crate_at(&mut board, 4, 0);
// Cycle: idx 0 → idx 1 → idx 2 → idx 3 → idx 4 → idx 0 (wrap)
// immobile = {2} (Wall, Pushable::No)
// Backward trace from idx 2: solids[2]=Some → blocked.insert(2), prev=1
// solids[1]=None (empty) → break
// blocked = {2}; Crate at (0,0) is NOT blocked
// Result: Crate(0,0)→(1,0), empty→no-op, Wall stays at (2,0),
// Crate(3,0)→(4,0), Crate(4,0)→(0,0) wrap
let _errs = board.apply_shift(&[(0, 0), (1, 0), (2, 0), (3, 0), (4, 0)]);
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assert!(is_builtin(&board, 0, 0, "crate")); // wrapped from (4,0)
assert!(is_builtin(&board, 1, 0, "crate")); // moved from (0,0)
assert!(is_builtin(&board, 2, 0, "wall")); // blocked, immobile
assert!(board.get(3, 0).is_none()); // cleared, crate moved
assert!(is_builtin(&board, 4, 0, "crate")); // moved from (3,0)
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}
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#[test]
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fn lighting_none_when_not_dark() {
// A lit board needs no lighting; front-ends draw every cell.
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let board = open_board(5, 1, (0, 0));
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assert!(!board.dark);
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assert!(board.lighting(10).is_none());
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}
#[test]
fn wall_is_opaque_empty_is_not() {
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let mut board = open_board(3, 1, (0, 0));
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wall_at(&mut board, 1, 0);
assert!(board.is_opaque_at(1, 0)); // wall blocks sight
assert!(!board.is_opaque_at(2, 0)); // empty cell is transparent
}
#[test]
fn dark_board_hides_cells_behind_a_wall() {
// Player at the left end of a 1-wide corridor; a wall at x=2 occludes
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// everything past it. The player's torch lights cells before the wall
// (and the wall itself); the cells behind the wall are neither lit nor
// in line of sight, so they are not visible.
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let mut board = open_board(5, 1, (0, 0));
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board.dark = true;
wall_at(&mut board, 2, 0);
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let lit = board.lighting(10).expect("dark board yields Lighting");
assert!(lit.is_visible(0, 0)); // the player's own cell
assert!(lit.is_visible(1, 0)); // open cell before the wall
assert!(lit.is_visible(2, 0)); // the wall itself (light_walls = true)
assert!(!lit.is_visible(3, 0)); // occluded behind the wall
assert!(!lit.is_visible(4, 0)); // occluded behind the wall
}
#[test]
fn unlit_cell_in_sight_is_not_visible() {
// A long lit-free corridor: with a tiny torch, far cells are in line of
// sight but receive no light, so they are not visible (LOS ∩ lit).
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let mut board = open_board(10, 1, (0, 0));
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board.dark = true;
let lit = board.lighting(2).expect("dark board yields Lighting");
assert!(lit.is_visible(0, 0)); // at the torch
assert!(lit.is_visible(1, 0)); // within the torch radius
assert!(!lit.is_visible(8, 0)); // in sight but unlit → dark
}
#[test]
fn object_light_tints_toward_its_color() {
// A dark board with no player torch and one red-glyph light object: the
// object's cell is lit red, so a white base tints red (green/blue killed).
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let mut board = open_board(3, 1, (1, 0));
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board.dark = true;
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lamp_at(&mut board, 1, 0);
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let lit = board.lighting(0).expect("dark board yields Lighting"); // no player torch
let white = Rgba8 { r: 255, g: 255, b: 255, a: 255 };
let t = lit.tint(1, 0, white);
assert!(t.r > 0, "red channel survives");
assert_eq!(t.g, 0, "green killed by red light");
assert_eq!(t.b, 0, "blue killed by red light");
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}
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}