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kiln/src/game.rs
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use eframe::egui::Color32;
use serde::Deserialize;
/// The visual representation of a single board cell.
///
/// `Glyph` holds everything needed to draw one cell on screen: which character
/// to display and what colors to use. It is stored per-cell (not per element
/// type), so individual cells can vary their appearance independently — for
/// example, a field of "fire" tiles where each flame has a slightly different
/// color while all sharing the same [`Element`] behavior.
///
/// `Glyph` values come from the map file palette and are set at load time.
/// The player is the only entity whose glyph is hardcoded at runtime
/// (see [`Glyph::player`]).
#[derive(Clone, Copy)]
pub struct Glyph {
/// The character to display in this cell.
pub ch: char,
/// Foreground (text) color.
pub fg: Color32,
/// Background color, drawn as a filled rectangle behind the character.
pub bg: Color32,
}
impl Glyph {
/// Returns the glyph used to render the player: `@` in light blue on black.
///
/// This is the only hardcoded glyph; all other glyphs come from the map
/// file palette. It will be removed once the player becomes a scripted
/// object with its own palette entry.
pub fn player() -> Self {
Self { ch: '@', fg: Color32::LIGHT_BLUE, bg: Color32::BLACK }
}
}
/// The behavioral definition of a tile type.
///
/// `Element` describes how a tile *behaves*, independent of how it looks.
/// Behavior is shared: many cells on the board can reference the same
/// `Element` by index (see [`Board::elements`]), so changing one `Element`
/// affects all cells that use it.
///
/// The visual side is handled separately by [`Glyph`], which is stored
/// per-cell and can vary even among cells of the same element type.
pub struct Element {
/// Whether the player (or other entities) can walk onto this tile.
pub passable: bool,
}
/// A scripted object placed on the board, loaded from a map file.
///
/// `ObjectDef` represents a tile that has Rhai script attached to it.
/// Scripts can respond to events like the player touching or shooting the
/// tile. Objects are parsed from `[[objects]]` entries in `.toml` map files
/// and stored on [`Board`].
///
/// **Not yet runtime-wired.** Objects are loaded and stored but their scripts
/// are not yet executed. Scripting dispatch is a future feature.
#[derive(Deserialize)]
#[allow(dead_code)]
pub struct ObjectDef {
/// Column of this object on the board (0-indexed).
pub x: usize,
/// Row of this object on the board (0-indexed).
pub y: usize,
/// The Rhai script source for this object.
pub script: String,
}
/// A portal that teleports the player to a named entry point on another board.
///
/// Portals are loaded from `[[portals]]` entries in `.toml` map files and
/// stored on [`Board`]. When the player steps onto a portal's cell, they
/// should be moved to `target_entry` on the board named by `target_map`.
///
/// **Not yet runtime-wired.** Portal navigation (multi-board loading and
/// switching) is a future feature.
#[derive(Deserialize)]
#[allow(dead_code)]
pub struct PortalDef {
/// Column of this portal on the board (0-indexed).
pub x: usize,
/// Row of this portal on the board (0-indexed).
pub y: usize,
/// File name (without extension) of the target board, e.g. `"cave"`.
pub target_map: String,
/// Named entry point on the target board where the player arrives.
pub target_entry: String,
}
/// The player's current position on the board.
///
/// The player is currently a special entity rendered on top of the board
/// rather than being stored as a board cell. This is expected to change:
/// the player will eventually become a scripted object that responds to
/// input events, at which point this struct may be removed or made optional.
/// See `ARCHITECTURE.md` for details.
pub struct Player {
/// Column position (0-indexed, increasing rightward).
pub x: i32,
/// Row position (0-indexed, increasing downward).
pub y: i32,
}
/// 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 ([`Glyph`]) and a behavior index
/// - A palette of [`Element`] behavior definitions shared across cells
/// - The current player position
/// - Scripted objects and portals (loaded but not yet active)
///
/// ## Cell storage
///
/// Cells are stored as `(Glyph, usize)` tuples in a row-major `Vec`. The
/// `usize` is an index into [`Board::elements`]. It is an anonymous tuple
/// field intentionally — the index has no meaning outside the context of
/// a specific `Board`'s element palette, so it cannot be accidentally
/// detached and misused.
///
/// Access cells with [`Board::get`] and [`Board::get_mut`] using `(x, y)`
/// coordinates. Use [`Board::is_passable`] for collision checks.
#[allow(dead_code)]
pub struct Board {
/// Width of the board in cells.
pub width: usize,
/// Height of the board in cells.
pub height: usize,
/// Palette of element behavior definitions. Cells reference these by index.
pub elements: Vec<Element>,
/// Row-major grid of `(Glyph, element_index)` pairs. Use [`Board::get`]
/// to access by coordinates.
pub(crate) cells: Vec<(Glyph, usize)>,
/// Current player position. See [`Player`] for caveats about its future.
pub player: Player,
/// Scripted objects on this board. Parsed from the map file; not yet active.
pub objects: Vec<ObjectDef>,
/// Portals on this board. Parsed from the map file; not yet active.
pub portals: Vec<PortalDef>,
}
impl Board {
/// Adds an element to this board's palette and returns its index.
///
/// The returned index can be used as the second field of a cell tuple.
/// Indices are stable for the lifetime of the board.
#[allow(dead_code)]
pub fn add_element(&mut self, element: Element) -> usize {
let idx = self.elements.len();
self.elements.push(element);
idx
}
/// Returns a reference to the cell at `(x, y)`.
///
/// The cell is a `(Glyph, usize)` tuple where the `usize` is an index
/// into [`Board::elements`]. Panics if `x` or `y` are out of bounds.
pub fn get(&self, x: usize, y: usize) -> &(Glyph, usize) {
&self.cells[y * self.width + x]
}
/// Returns a mutable reference to the cell at `(x, y)`.
///
/// Panics if `x` or `y` are out of bounds.
#[allow(dead_code)]
pub fn get_mut(&mut self, x: usize, y: usize) -> &mut (Glyph, usize) {
&mut self.cells[y * self.width + x]
}
/// Returns `true` if the element at `(x, y)` is passable.
///
/// Panics if `x` or `y` are out of bounds.
pub fn is_passable(&self, x: usize, y: usize) -> bool {
let (_, elem_idx) = self.get(x, y);
self.elements[*elem_idx].passable
}
}
/// Holds the active game board and provides game-logic operations.
///
/// `GameState` is the boundary between the engine (rendering, input) and the
/// game data ([`Board`]). It owns the current board and exposes methods for
/// actions that involve game rules — currently just player movement.
///
/// As scripting and event dispatch are added, `GameState` will grow to handle
/// routing input events to the appropriate Rhai scripts.
pub struct GameState {
/// The currently active board.
pub board: Board,
}
impl GameState {
/// Creates a `GameState` from a pre-loaded [`Board`].
pub fn new(board: Board) -> Self {
Self { board }
}
/// Attempts to move the player by `(dx, dy)` cells.
///
/// The move is ignored if the target cell is out of bounds or its element
/// is not passable. No-ops silently (the caller does not need to check).
pub fn try_move(&mut self, dx: i32, dy: i32) {
let nx = self.board.player.x + dx;
let ny = self.board.player.y + dy;
if nx >= 0 && ny >= 0 {
let nx = nx as usize;
let ny = ny as usize;
if nx < self.board.width && ny < self.board.height && self.board.is_passable(nx, ny) {
self.board.player.x = nx as i32;
self.board.player.y = ny as i32;
}
}
}
}