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kiln/src/map_file.rs
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use std::collections::HashMap;
use serde::Deserialize;
use eframe::egui::Color32;
use crate::game::{Board, Element, Glyph, ObjectDef, Player, PortalDef};
/// The top-level deserialization type for a `.toml` map file.
///
/// This struct mirrors the TOML file structure exactly and is used only
/// during loading — it is immediately converted into a [`Board`] via
/// [`From<MapFile>`] and then discarded. It is never used at runtime.
///
/// See `maps/start.toml` for a complete example of the file format.
#[derive(Deserialize)]
pub struct MapFile {
/// The `[map]` section: name, dimensions, player start position.
pub map: MapHeader,
/// The `[palette]` section: maps single-character keys to tile definitions.
/// Each entry defines both the visual ([`Glyph`]) and behavior ([`Element`])
/// for all cells that use that character in the grid.
pub palette: HashMap<String, PaletteEntry>,
/// The `[grid]` section: the multi-line string that defines cell layout.
pub grid: GridData,
/// Any `[[objects]]` entries. Optional; defaults to empty.
#[serde(default)]
pub objects: Vec<ObjectDef>,
/// Any `[[portals]]` entries. Optional; defaults to empty.
#[serde(default)]
pub portals: Vec<PortalDef>,
}
/// The `[map]` header section of a map file.
#[derive(Deserialize)]
pub struct MapHeader {
/// Human-readable name for this board, e.g. `"Opening Room"`.
/// Not yet displayed anywhere at runtime.
#[allow(dead_code)]
pub name: String,
/// Width of the board in cells. Must match the length of every row in
/// `[grid] content`.
pub width: usize,
/// Height of the board in cells. Must match the number of rows in
/// `[grid] content`.
pub height: usize,
/// Starting position of the player as `[x, y]` (0-indexed, origin
/// top-left). This field will become optional once the player is a
/// scripted object rather than a hardcoded entity.
pub player_start: [i32; 2],
}
/// One entry in the `[palette]` table.
///
/// Each palette entry is keyed by a single character (e.g. `"#"` or `" "`).
/// That character is used in the `[grid]` content string to place tiles.
/// The entry defines both how the tile looks (`ch`, `fg`, `bg`) and how it
/// behaves (`passable`).
///
/// Note that `ch` (the display character) does not have to match the palette
/// key. The key is just a label for the grid; `ch` is what actually gets
/// rendered. This allows, for example, using `"W"` as the palette key for a
/// wall tile that displays as `#`.
#[derive(Deserialize)]
pub struct PaletteEntry {
/// Whether entities can walk onto this tile.
pub passable: bool,
/// The character displayed in this cell.
pub ch: char,
/// Foreground color as an `"#RRGGBB"` hex string.
pub fg: String,
/// Background color as an `"#RRGGBB"` hex string.
pub bg: String,
}
/// The `[grid]` section of a map file.
///
/// `content` is a TOML multi-line string. Each line is one row of the board;
/// each character in a line is looked up in the palette to determine the
/// tile for that cell. TOML automatically strips the newline immediately
/// following the opening `"""`, so no special handling is needed for a
/// leading blank line.
#[derive(Deserialize)]
pub struct GridData {
/// The raw grid content. Split by [`str::lines`] during loading.
pub content: String,
}
/// Parses an `"#RRGGBB"` hex color string into a [`Color32`].
/// Returns black on any parse failure.
fn parse_color(hex: &str) -> Color32 {
let hex = hex.trim_start_matches('#');
if hex.len() != 6 {
return Color32::BLACK;
}
let r = u8::from_str_radix(&hex[0..2], 16).unwrap_or(0);
let g = u8::from_str_radix(&hex[2..4], 16).unwrap_or(0);
let b = u8::from_str_radix(&hex[4..6], 16).unwrap_or(0);
Color32::from_rgb(r, g, b)
}
/// Converts a parsed map file into a runtime [`Board`].
///
/// The conversion proceeds in two passes:
///
/// 1. **Palette pass** — each palette entry becomes an [`Element`] (pushed
/// into `elements`) and a [`Glyph`] (stored in a temporary `HashMap`
/// keyed by the palette character). The element index is recorded
/// alongside the glyph so cells can reference it.
///
/// 2. **Grid pass** — `grid.content` is split into lines; each character
/// is looked up in the palette map. Unknown characters are silently
/// skipped (they produce no cell), so a malformed grid will result in
/// a `cells` vec shorter than `width * height`. No explicit validation
/// is done here yet.
impl From<MapFile> for Board {
fn from(mf: MapFile) -> Self {
let w = mf.map.width;
let h = mf.map.height;
// Pass 1: build the element palette and a char→(Glyph, idx) lookup.
let mut elements: Vec<Element> = Vec::new();
let mut palette: HashMap<char, (Glyph, usize)> = HashMap::new();
for (key, entry) in &mf.palette {
let key_char = key.chars().next().unwrap_or(' ');
let idx = elements.len();
elements.push(Element { passable: entry.passable });
palette.insert(key_char, (Glyph {
ch: entry.ch,
fg: parse_color(&entry.fg),
bg: parse_color(&entry.bg),
}, idx));
}
// Pass 2: walk the grid string and build cells.
let mut cells: Vec<(Glyph, usize)> = Vec::with_capacity(w * h);
for line in mf.grid.content.lines() {
for ch in line.chars() {
if let Some(&(glyph, idx)) = palette.get(&ch) {
cells.push((glyph, idx));
}
}
}
Board {
width: w,
height: h,
elements,
cells,
player: Player {
x: mf.map.player_start[0],
y: mf.map.player_start[1],
},
objects: mf.objects,
portals: mf.portals,
}
}
}
/// Loads a map file from disk and returns a ready-to-use [`Board`].
///
/// Reads the file at `path`, deserializes it as TOML into a [`MapFile`],
/// then converts it via [`From<MapFile>`]. Propagates both I/O errors and
/// TOML parse errors through the `Box<dyn Error>` return.
///
/// Called from `main()` before the window is created so that board
/// dimensions are available for window sizing.
pub fn load(path: &str) -> Result<Board, Box<dyn std::error::Error>> {
let content = std::fs::read_to_string(path)?;
let map_file: MapFile = toml::from_str(&content)?;
Ok(Board::from(map_file))
}