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use crate::archetype::Archetype;
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use crate::glyph::Glyph;
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use crate::layer::Layer;
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use crate::log::LogLine;
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use crate::object_def::ObjectDef;
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use crate::utils::Direction;
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use crate::utils::{Behavior, ObjectId, Player, PortalDef, Pushable, RegistryValue, Solid};
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use std::collections::{BTreeMap, HashMap, HashSet};
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use crate::builtin_scripts::archetype_script_key;
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2026-06-07 00:19:53 -05:00
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/// The complete state of one game board (a single room or screen).
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///
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/// `Board` is the central data structure of the engine, equivalent to a
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/// "board" in ZZT. It contains everything needed to represent and run one
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/// self-contained area of the game world:
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///
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/// - A grid of cells, each with a visual representation ([`Glyph`]) and an [`Archetype`]
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/// - The current player position
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/// - Scripted objects and portals (loaded but not yet active)
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///
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/// ## Cell storage
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///
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/// Cells are stored as `(Glyph, Archetype)` tuples in a row-major `Vec`.
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/// Each cell directly owns its visual and behavioral class — there is no
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/// separate element palette or index indirection. Access cells with
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/// [`Board::get`] and [`Board::get_mut`] using `(x, y)` coordinates.
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/// Use [`Board::is_passable`] for collision checks.
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///
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/// `Board` derives [`Clone`] to support deep-copying a whole [`World`](crate::world::World)
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/// (see [`World::deep_clone`](crate::world::World::deep_clone)) — e.g. the editor's
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/// playtest runs a game against an isolated copy so play mutations never touch the
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/// boards being edited.
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#[derive(Clone)]
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pub struct Board {
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/// Human-readable name for this board, loaded from the map file and round-tripped on save.
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pub name: String,
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/// Width of the board in cells.
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pub width: usize,
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/// Height of the board in cells.
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pub height: usize,
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/// Ordered draw stack of [`Layer`]s, bottom (index 0) to top. Each layer holds
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/// a row-major grid of `(Glyph, Archetype)` cells; a transparent cell lets the
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/// layer beneath show through. Drawing ([`Board::glyph_at`]) walks the stack
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/// top-down; solidity ([`Board::solid_at`]) scans every layer. Access a single
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/// cell with [`Board::get`]/[`Board::get_mut`] by `(z, x, y)`.
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pub(crate) layers: Vec<Layer>,
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/// Current player position. See [`Player`] for caveats about its future.
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pub player: Player,
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/// Scripted objects on this board, keyed by stable [`ObjectId`]. A `BTreeMap`
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/// (not a `Vec`) so an object can be removed without invalidating other
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/// objects' ids; iteration is in ascending-id order, which equals load order
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/// (ids are assigned sequentially as the map loads).
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pub objects: BTreeMap<ObjectId, ObjectDef>,
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/// The next [`ObjectId`] to hand out (starts at 1, monotonically increasing).
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/// See [`Board::add_object`].
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pub next_object_id: ObjectId,
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/// Portals on this board. Parsed from the map file; not yet active.
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pub portals: Vec<PortalDef>,
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/// Name of the board-level script in the world script pool, if any.
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///
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/// A board script runs on the board as a whole (e.g. `on_enter`, `on_tick`)
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/// rather than being tied to a specific object cell. Scripts live in
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/// [`World::scripts`](crate::world::World) and are looked up by this name.
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pub board_script_name: Option<String>,
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/// Nonfatal problems collected while loading this map (e.g. unknown
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/// archetypes, dropped objects, recovered placement chars), as red-on-black
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/// [`LogLine`]s. Empty for a clean load; see [`Board::is_valid`]. Not part of
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/// the map file (purely a load diagnostic).
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pub(crate) load_errors: Vec<LogLine>,
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/// Per-board key→value store written and read by Rhai scripts via the
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/// `Registry` scope constant. Persists automatically across board transitions
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/// because all boards live as `Rc<RefCell<Board>>` in `World::boards` and are
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/// never evicted. Not saved to disk in v1.
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pub registry: HashMap<String, RegistryValue>,
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}
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impl Board {
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/// Number of draw layers on this board (≥ 1 for a loaded board).
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pub fn layer_count(&self) -> usize {
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self.layers.len()
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}
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/// Returns a reference to the cell at `(x, y)` on layer `z`.
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///
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/// The cell is a `(Glyph, Archetype)` tuple. Panics if `z`, `x`, or `y` are
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/// out of bounds.
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pub fn get(&self, z: usize, x: usize, y: usize) -> &(Glyph, Archetype) {
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&self.layers[z].cells[y * self.width + x]
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}
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/// Returns a mutable reference to the cell at `(x, y)` on layer `z`.
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///
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/// Panics if `z`, `x`, or `y` are out of bounds.
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pub fn get_mut(&mut self, z: usize, x: usize, y: usize) -> &mut (Glyph, Archetype) {
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let w = self.width;
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&mut self.layers[z].cells[y * w + x]
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}
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/// Returns the glyph to display at `(x, y)`, honoring layer draw order.
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///
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/// The player is always drawn on top (it is not part of the layer stack yet).
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/// Otherwise the layers are walked **top-down**; the first thing that draws on
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/// a layer wins:
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///
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/// 1. an object on that layer (a solid object always; otherwise a non-solid
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/// object whose glyph is not transparent, i.e. `tile != 0`),
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/// 2. a portal on that layer,
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/// 3. the layer's terrain cell — a solid always draws, and a non-solid draws
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/// only when not transparent (`tile != 0`).
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///
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/// If no layer contributes anything, the canonical black `Empty` glyph is used.
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/// Panics if out of bounds.
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pub fn glyph_at(&self, x: usize, y: usize) -> Glyph {
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// The player is rendered above the whole stack (see the `Player` notes).
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if self.player.x == x as i32 && self.player.y == y as i32 {
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return Glyph::player();
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}
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for z in (0..self.layers.len()).rev() {
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// Objects on this layer: a solid object always draws; otherwise the
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// first non-transparent non-solid object (lets invisible objects exist).
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let mut nonsolid: Option<Glyph> = None;
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for o in self
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.objects
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.values()
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.filter(|o| o.x == x && o.y == y && o.z == z)
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{
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if o.solid {
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return o.glyph;
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}
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if nonsolid.is_none() && o.glyph.tile != 0 {
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nonsolid = Some(o.glyph);
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}
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}
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if let Some(g) = nonsolid {
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return g;
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}
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// A portal on this layer draws above its (transparent) terrain cell.
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if self
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.portals
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.iter()
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.any(|p| p.x == x && p.y == y && p.z == z)
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{
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return PortalDef::default_glyph();
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}
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// The terrain cell: a solid always draws; a non-solid only if visible.
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let (glyph, arch) = self.get(z, x, y);
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if arch.behavior().solid || glyph.tile != 0 {
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return *glyph;
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}
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}
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// Nothing on any layer: the canonical black empty cell.
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Archetype::Empty.default_glyph()
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}
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/// Returns `true` if `(x, y)` is a valid cell coordinate on this board.
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///
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/// Takes signed coords so callers can pass a raw `pos + delta` without first
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/// checking for negatives.
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pub fn in_bounds(&self, pos: (i32, i32)) -> bool {
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let (x, y) = pos;
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x >= 0 && y >= 0 && (x as usize) < self.width && (y as usize) < self.height
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}
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/// Records a nonfatal error: appends `message` as a red-on-black line to the
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/// board's [`load_errors`](Board::load_errors). Used by the map loader (and
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/// available at runtime) to surface recoverable problems.
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pub fn report_error(&mut self, message: impl Into<String>) {
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self.load_errors.push(LogLine::error(message));
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}
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/// Returns `true` if the map loaded with no nonfatal errors (the error list
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/// is empty).
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pub fn is_valid(&self) -> bool {
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self.load_errors.is_empty()
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}
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/// Returns the single solid entity occupying `(x, y)`, if any.
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///
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/// Checks player first, then objects, then the grid archetype. Because at most one solid
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/// may occupy a cell (an invariant enforced when the board is loaded — see
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/// [`crate::map_file`]), this returns that one occupant or `None`.
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/// Panics if `x` or `y` are out of bounds.
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pub fn solid_at(&self, x: usize, y: usize) -> Option<Solid> {
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// The player wins its cell (load-time invariant), so it is the solid there.
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if self.player.x == x as i32 && self.player.y == y as i32 {
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return Some(Solid::player_at(x, y));
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}
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// A solid object shadows the cell it sits on; capture its behavior now.
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if let Some(id) = self.solid_object_id_at(x, y) {
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let obj = &self.objects[&id];
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let behavior = Behavior {
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solid: obj.solid,
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opaque: obj.opaque,
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// ObjectDef stores pushability as a bool meaning "any direction".
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pushable: if obj.pushable {
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Pushable::Any
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} else {
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Pushable::No
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},
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grab: obj.grab,
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};
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return Some(Solid::object_at(x, y, id, behavior));
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}
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// Otherwise some layer's terrain archetype may be solid (e.g. a wall).
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if let Some(z) = self.solid_cell_layer(x, y) {
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let (glyph, arch) = *self.get(z, x, y);
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return Some(Solid::terrain_at(x, y, z, glyph, arch));
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}
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None
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}
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/// Returns the index of the layer whose terrain cell at `(x, y)` is solid, if
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/// any. By the one-solid-per-cell invariant there is at most one such layer.
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fn solid_cell_layer(&self, x: usize, y: usize) -> Option<usize> {
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(0..self.layers.len()).find(|&z| self.get(z, x, y).1.behavior().solid)
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}
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/// Returns `true` if a mover can enter `(x, y)` — i.e. no solid occupies it.
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///
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/// Convenience inverse of [`solid_at`](Board::solid_at).
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/// Panics if `x` or `y` are out of bounds.
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pub fn is_passable(&self, x: usize, y: usize) -> bool {
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self.solid_at(x, y).is_none()
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}
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/// Returns `true` if the solids at `(x1, y1)` and `(x2, y2)` may share a cell —
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/// i.e. moving one onto the other wouldn't break the "one solid per cell"
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/// invariant. That holds when at least one cell is empty, or one holds the
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/// player and the other a **grab** thing (the player collects it).
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///
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2026-06-21 18:44:42 -05:00
|
|
|
|
/// Off-board coordinates are never combinable (returns `false` rather than
|
|
|
|
|
|
/// panicking). Backs the script-facing `combinable(x1, y1, x2, y2)` fn.
|
2026-06-21 18:27:45 -05:00
|
|
|
|
pub fn is_combinable(&self, x1: usize, y1: usize, x2: usize, y2: usize) -> bool {
|
|
|
|
|
|
// Are either out of bounds?
|
|
|
|
|
|
if !self.in_bounds((x1 as i32, y1 as i32)) || !self.in_bounds((x2 as i32, y2 as i32)) {
|
|
|
|
|
|
return false
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Grab the solids
|
|
|
|
|
|
let solid1 = self.solid_at(x1, y1);
|
|
|
|
|
|
let solid2 = self.solid_at(x2, y2);
|
|
|
|
|
|
|
|
|
|
|
|
// Is one cell empty?
|
|
|
|
|
|
if solid1.is_none() || solid2.is_none() { return true }
|
|
|
|
|
|
|
|
|
|
|
|
// They're both present, unwrap them:
|
|
|
|
|
|
let solid1 = solid1.unwrap();
|
|
|
|
|
|
let solid2 = solid2.unwrap();
|
|
|
|
|
|
|
|
|
|
|
|
// This is probably disallowed then, but let's check for a player coexisting with a grab:
|
2026-06-21 19:15:43 -05:00
|
|
|
|
if solid1.player() && solid2.grab() || solid2.player() && solid1.grab() {
|
2026-06-21 18:27:45 -05:00
|
|
|
|
return true
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Nope, two solids that can't coexist:
|
|
|
|
|
|
false
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-06-07 00:19:53 -05:00
|
|
|
|
/// Whether the cell's single solid occupant (if any) can be pushed in `dir`.
|
|
|
|
|
|
///
|
|
|
|
|
|
/// Non-solid things are never pushable: `pushable` only matters for solids.
|
|
|
|
|
|
/// Grid archetypes may restrict the axis (see [`Pushable`]); pushable objects
|
|
|
|
|
|
/// can be shoved in any direction.
|
|
|
|
|
|
fn is_pushable(&self, x: usize, y: usize, dir: Direction) -> bool {
|
2026-06-21 19:15:43 -05:00
|
|
|
|
// The captured `pushable` is `Any` for the player and a pushable object,
|
|
|
|
|
|
// axis-constrained for directional crates, `No` otherwise.
|
|
|
|
|
|
self.solid_at(x, y)
|
|
|
|
|
|
.is_some_and(|s| s.pushable().allows(dir))
|
2026-06-07 00:19:53 -05:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Whether the chain of pushable solids starting at `(x, y)` can be shoved one
|
|
|
|
|
|
/// step in `dir` — i.e. the chain ends at a passable cell rather than the board
|
|
|
|
|
|
/// edge or a non-pushable solid.
|
|
|
|
|
|
///
|
|
|
|
|
|
/// Read-only (`&self`); pairs with [`push`](Board::push). Returns `false` when
|
|
|
|
|
|
/// `(x, y)` itself holds no pushable solid, so it doubles as the "is the cell
|
|
|
|
|
|
/// ahead shovable?" half of a "can I move here?" query.
|
|
|
|
|
|
pub fn can_push(&self, x: usize, y: usize, dir: Direction) -> bool {
|
|
|
|
|
|
let (dx, dy): (i32, i32) = dir.into();
|
|
|
|
|
|
let (mut cx, mut cy) = (x, y);
|
|
|
|
|
|
loop {
|
|
|
|
|
|
// This cell must hold a solid pushable in `dir` to advance the chain.
|
|
|
|
|
|
if !self.is_pushable(cx, cy, dir) {
|
|
|
|
|
|
return false;
|
|
|
|
|
|
}
|
|
|
|
|
|
let next = (cx as i32 + dx, cy as i32 + dy);
|
|
|
|
|
|
if !self.in_bounds(next) {
|
|
|
|
|
|
return false; // chain runs off the board
|
|
|
|
|
|
}
|
|
|
|
|
|
let (nx, ny) = (next.0 as usize, next.1 as usize);
|
|
|
|
|
|
if self.is_passable(nx, ny) {
|
|
|
|
|
|
return true; // open space at the end: the whole chain can move
|
|
|
|
|
|
}
|
|
|
|
|
|
// Next cell holds a solid too; continue (it must itself be pushable).
|
|
|
|
|
|
cx = nx;
|
|
|
|
|
|
cy = ny;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-06-21 01:32:47 -05:00
|
|
|
|
/// 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.
|
2026-06-21 18:27:45 -05:00
|
|
|
|
///
|
2026-06-21 19:15:43 -05:00
|
|
|
|
/// 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.
|
2026-06-21 01:32:47 -05:00
|
|
|
|
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): (i32, i32) = dir.into();
|
|
|
|
|
|
let next = (x as i32 + dx, y as i32 + 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);
|
2026-06-21 19:15:43 -05:00
|
|
|
|
// 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.solid_at(nx, ny).is_some_and(|s| s.player()) {
|
|
|
|
|
|
return false;
|
2026-06-21 18:27:45 -05:00
|
|
|
|
}
|
2026-06-21 01:32:47 -05:00
|
|
|
|
// The cell ahead is acceptable if it is empty or another pushable solid.
|
|
|
|
|
|
self.is_passable(nx, ny) || self.is_pushable(nx, ny, dir)
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-06-07 00:19:53 -05:00
|
|
|
|
/// 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.
|
|
|
|
|
|
pub fn push(&mut self, x: usize, y: usize, dir: Direction) {
|
|
|
|
|
|
if !self.can_push(x, y, dir) {
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
let (dx, dy): (i32, i32) = 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 i32 + dx) as usize;
|
|
|
|
|
|
cy = (cy as i32 + dy) as usize;
|
|
|
|
|
|
}
|
|
|
|
|
|
for &(px, py) in chain.iter().rev() {
|
|
|
|
|
|
self.shift_solid(px, py, dx, dy);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Moves the single solid occupant of `(x, y)` one step by `(dx, dy)`.
|
|
|
|
|
|
///
|
2026-06-15 23:35:18 -05:00
|
|
|
|
/// A solid object is relocated (keeping its layer); otherwise the solid
|
|
|
|
|
|
/// terrain archetype (a crate) is moved within its own layer, leaving a
|
|
|
|
|
|
/// transparent cell behind so the layer beneath (e.g. floor) shows through.
|
2026-06-07 00:19:53 -05:00
|
|
|
|
/// The caller guarantees the destination is already clear.
|
|
|
|
|
|
fn shift_solid(&mut self, x: usize, y: usize, dx: i32, dy: i32) {
|
|
|
|
|
|
let (tx, ty) = ((x as i32 + dx) as usize, (y as i32 + dy) as usize);
|
2026-06-21 19:15:43 -05:00
|
|
|
|
let Some(solid) = self.solid_at(x, y) else {
|
|
|
|
|
|
return; // nothing to shift
|
|
|
|
|
|
};
|
|
|
|
|
|
// A terrain cell leaves a transparent cell behind (revealing any floor); the
|
|
|
|
|
|
// player and objects carry no grid cell, so there is nothing to vacate. `place`
|
|
|
|
|
|
// captured the glyph/arch, so clearing the source first is safe.
|
|
|
|
|
|
if let Some(z) = self.solid_cell_layer(x, y) {
|
2026-06-15 23:35:18 -05:00
|
|
|
|
*self.get_mut(z, x, y) = (Glyph::transparent(), Archetype::Empty);
|
2026-06-07 00:19:53 -05:00
|
|
|
|
}
|
2026-06-21 19:15:43 -05:00
|
|
|
|
solid.place(self, tx, ty);
|
2026-06-07 00:19:53 -05:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Returns the [`ObjectId`]s of the objects at `(x, y)`, if any.
|
|
|
|
|
|
pub fn object_ids_at(&self, x: usize, y: usize) -> Vec<ObjectId> {
|
|
|
|
|
|
self.objects
|
|
|
|
|
|
.iter()
|
|
|
|
|
|
.filter(|(_, o)| o.x == x && o.y == y)
|
2026-06-15 23:35:18 -05:00
|
|
|
|
.map(|(&id, _)| id)
|
|
|
|
|
|
.collect()
|
2026-06-07 00:19:53 -05:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Returns a borrow of the actual object at `(x, y)` if any
|
|
|
|
|
|
pub fn solid_object_id_at(&self, x: usize, y: usize) -> Option<ObjectId> {
|
2026-06-15 23:35:18 -05:00
|
|
|
|
self.objects.iter().find_map(|(&id, o)| {
|
|
|
|
|
|
if o.x == x && o.y == y && o.solid {
|
|
|
|
|
|
Some(id)
|
|
|
|
|
|
} else {
|
|
|
|
|
|
None
|
|
|
|
|
|
}
|
|
|
|
|
|
})
|
2026-06-07 00:19:53 -05:00
|
|
|
|
}
|
|
|
|
|
|
|
2026-06-21 18:27:45 -05:00
|
|
|
|
/// Returns the [`ObjectId`] of a solid, **grab**bable object at `(x, y)`, if any.
|
|
|
|
|
|
///
|
|
|
|
|
|
/// Used by [`GameState::try_move`](crate::game::GameState::try_move) to detect
|
|
|
|
|
|
/// the player walking onto a grab thing (e.g. a gem): the move isn't blocked,
|
|
|
|
|
|
/// the object's `grab()` hook fires instead.
|
|
|
|
|
|
pub fn grab_object_at(&self, x: usize, y: usize) -> Option<ObjectId> {
|
|
|
|
|
|
self.objects.iter().find_map(|(&id, o)| {
|
|
|
|
|
|
if o.x == x && o.y == y && o.solid && o.grab {
|
|
|
|
|
|
Some(id)
|
|
|
|
|
|
} else {
|
|
|
|
|
|
None
|
|
|
|
|
|
}
|
|
|
|
|
|
})
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-06-07 00:19:53 -05:00
|
|
|
|
/// Inserts `object`, assigning it the next free [`ObjectId`], and returns that id.
|
|
|
|
|
|
///
|
|
|
|
|
|
/// Ids start at 1 and increase monotonically; an id is never reused, so it
|
|
|
|
|
|
/// stays a valid handle to this object for the board's lifetime.
|
2026-06-07 01:26:18 -05:00
|
|
|
|
pub fn add_object(&mut self, mut object: ObjectDef) -> ObjectId {
|
2026-06-07 00:19:53 -05:00
|
|
|
|
let id = self.next_object_id;
|
|
|
|
|
|
self.next_object_id += 1;
|
2026-06-07 01:26:18 -05:00
|
|
|
|
object.id = id;
|
2026-06-07 00:19:53 -05:00
|
|
|
|
self.objects.insert(id, object);
|
|
|
|
|
|
id
|
|
|
|
|
|
}
|
2026-06-20 17:53:47 -05:00
|
|
|
|
|
2026-06-21 01:32:47 -05:00
|
|
|
|
/// Removes the object with `id`, returning its [`ObjectDef`] if it existed.
|
|
|
|
|
|
///
|
|
|
|
|
|
/// This only touches the board's `objects` map. A live [`ScriptHost`] built
|
|
|
|
|
|
/// before the removal keeps a stale `ObjectRuntime` for the gone object; its
|
|
|
|
|
|
/// subsequent host-fn calls resolve to a missing id and become no-ops, so the
|
|
|
|
|
|
/// removal is benign even mid-game (see CLAUDE.md's runtime spawn/destroy note).
|
|
|
|
|
|
///
|
|
|
|
|
|
/// [`ScriptHost`]: crate::script::ScriptHost
|
|
|
|
|
|
pub fn remove_object(&mut self, id: ObjectId) -> Option<ObjectDef> {
|
|
|
|
|
|
self.objects.remove(&id)
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-06-20 17:53:47 -05:00
|
|
|
|
/// 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
|
|
|
|
|
|
/// already in the cell, then writes `(glyph, arch)` into the cell's terrain.
|
|
|
|
|
|
/// - **Erase** (`arch == Empty`): removes the cell's terrain *and* every object in
|
|
|
|
|
|
/// it, leaving the floor (a visible `Empty` cell on a lower layer) in place.
|
|
|
|
|
|
///
|
|
|
|
|
|
/// Terrain is written to the cell's existing terrain layer (the single non-`Empty`
|
|
|
|
|
|
/// archetype across layers, if any) or else the top layer; a vacated terrain cell
|
|
|
|
|
|
/// becomes a transparent `Empty` so a lower floor shows through. Panics if `(x, y)`
|
|
|
|
|
|
/// is out of bounds.
|
|
|
|
|
|
pub fn place_archetype(&mut self, x: usize, y: usize, arch: Archetype, glyph: Glyph) {
|
|
|
|
|
|
if arch == Archetype::Empty {
|
|
|
|
|
|
// Erase: drop every object in the cell and clear its terrain (keep floor).
|
|
|
|
|
|
for id in self.object_ids_at(x, y) {
|
|
|
|
|
|
self.objects.remove(&id);
|
|
|
|
|
|
}
|
|
|
|
|
|
if let Some(z) = self.terrain_layer_at(x, y) {
|
|
|
|
|
|
*self.get_mut(z, x, y) = (Glyph::transparent(), Archetype::Empty);
|
|
|
|
|
|
}
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Placing solid terrain: a solid object can't share the cell, so drop it.
|
|
|
|
|
|
if let Some(id) = self.solid_object_id_at(x, y) {
|
|
|
|
|
|
self.objects.remove(&id);
|
|
|
|
|
|
}
|
|
|
|
|
|
// Reuse the existing terrain layer if the cell already has terrain, else the
|
|
|
|
|
|
// top layer (so the new wall draws above any floor on a lower layer).
|
|
|
|
|
|
let z = self.terrain_layer_at(x, y).unwrap_or(self.layers.len() - 1);
|
|
|
|
|
|
*self.get_mut(z, x, y) = (glyph, arch);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-06-21 01:32:47 -05:00
|
|
|
|
/// Replaces every terrain cell whose archetype is script-backed (e.g. a
|
|
|
|
|
|
/// `Spinner` or `Pusher`) with the scripted object it expands to — the same
|
|
|
|
|
|
/// transformation the map loader applies in [`layer::build_layer`](crate::layer),
|
|
|
|
|
|
/// but run against a live, already-built board.
|
|
|
|
|
|
///
|
|
|
|
|
|
/// The editor stamps these archetypes as plain terrain cells (via
|
|
|
|
|
|
/// [`place_archetype`](Board::place_archetype)); they only come alive once
|
|
|
|
|
|
/// expanded into objects carrying their embedded script + `BUILTIN_*` tag. Call
|
|
|
|
|
|
/// this before running a board assembled in memory (e.g. entering a playtest), so
|
|
|
|
|
|
/// editor-placed machines actually run. A save→reload round-trip expands them via
|
|
|
|
|
|
/// the normal load path, so this is only needed for the in-memory path. Cells
|
|
|
|
|
|
/// already loaded as objects are untouched, so it is safe to call more than once.
|
|
|
|
|
|
pub fn expand_builtin_archetypes(&mut self) {
|
|
|
|
|
|
use crate::builtin_scripts::{archetype_script, builtin_tag};
|
|
|
|
|
|
// Collect first: the loop below mutates both layers and the object map.
|
|
|
|
|
|
let mut found: Vec<(usize, usize, usize, Glyph, Archetype)> = Vec::new();
|
|
|
|
|
|
for z in 0..self.layers.len() {
|
|
|
|
|
|
for y in 0..self.height {
|
|
|
|
|
|
for x in 0..self.width {
|
|
|
|
|
|
let (glyph, arch) = *self.get(z, x, y);
|
|
|
|
|
|
if archetype_script(arch).is_some() {
|
|
|
|
|
|
found.push((z, x, y, glyph, arch));
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
for (z, x, y, glyph, arch) in found {
|
|
|
|
|
|
// Vacate the terrain cell (revealing any floor beneath), then spawn the
|
|
|
|
|
|
// object — mirroring `resolve_entry`'s object template.
|
|
|
|
|
|
*self.get_mut(z, x, y) = (Glyph::transparent(), Archetype::Empty);
|
|
|
|
|
|
let b = arch.behavior();
|
|
|
|
|
|
let mut obj = ObjectDef::new(x, y);
|
|
|
|
|
|
obj.z = z;
|
|
|
|
|
|
obj.glyph = glyph;
|
|
|
|
|
|
obj.solid = b.solid;
|
|
|
|
|
|
obj.opaque = b.opaque;
|
2026-06-21 18:27:45 -05:00
|
|
|
|
// Carry the archetype's pushability/grab onto the object (pushers and
|
|
|
|
|
|
// spinners are Pushable::No, so they stay unpushable; gems are pushable
|
|
|
|
|
|
// and grabbable).
|
|
|
|
|
|
obj.pushable = b.pushable != crate::utils::Pushable::No;
|
|
|
|
|
|
obj.grab = b.grab;
|
2026-06-21 01:32:47 -05:00
|
|
|
|
obj.builtin_script = archetype_script(arch);
|
2026-06-21 18:27:45 -05:00
|
|
|
|
obj.script_name = archetype_script_key(arch).map(|s| s.to_owned());
|
2026-06-21 01:32:47 -05:00
|
|
|
|
obj.tags.insert(builtin_tag(arch));
|
|
|
|
|
|
self.add_object(obj);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Applies a batch of one-way solid moves **simultaneously**, returning any
|
|
|
|
|
|
/// nonfatal error lines (out-of-bounds entries / a write blocked by the player).
|
|
|
|
|
|
///
|
|
|
|
|
|
/// Each tuple is `(src_x, src_y, dst_x, dst_y)`: the solid occupant of `(src_x,
|
|
|
|
|
|
/// src_y)` — the player, a solid object, or a terrain crate/wall — moves to
|
|
|
|
|
|
/// `(dst_x, dst_y)`. A source with no solid moves an "empty", which **removes**
|
|
|
|
|
|
/// whatever solid was at the destination. Every source is read before any
|
|
|
|
|
|
/// destination is written, so cyclic permutations and two-cell swaps resolve
|
|
|
|
|
|
/// correctly (e.g. `[a→b],[b→a]` swaps `a` and `b`).
|
|
|
|
|
|
///
|
|
|
|
|
|
/// Displacement rules: a destination's prior solid that isn't itself being moved
|
|
|
|
|
|
/// is removed (terrain cleared; a scripted object despawned via
|
|
|
|
|
|
/// [`remove_object`](Board::remove_object)). The **player is never destroyed** —
|
|
|
|
|
|
/// a write that would overwrite the player without relocating it is skipped and
|
|
|
|
|
|
/// logged (the player wins its cell, per the one-solid-per-cell invariant).
|
2026-06-21 18:27:45 -05:00
|
|
|
|
///
|
2026-06-21 19:15:43 -05:00
|
|
|
|
/// A solid refused onto the player is left at its source cell, which another
|
|
|
|
|
|
/// entry may also target; a final sweep over the swapped cells resolves any
|
|
|
|
|
|
/// such **overlap** — it keeps one solid, deletes the rest (never the player),
|
|
|
|
|
|
/// and logs an error per deletion.
|
|
|
|
|
|
pub fn apply_swap(&mut self, pairs: &[(i32, i32, i32, i32)]) -> Vec<LogLine> {
|
2026-06-21 01:32:47 -05:00
|
|
|
|
let mut errors = Vec::new();
|
|
|
|
|
|
|
|
|
|
|
|
// 1. Validate: keep only entries whose source and destination are in bounds.
|
|
|
|
|
|
let mut valid: Vec<((i32, i32), (i32, i32))> = Vec::new();
|
|
|
|
|
|
for &(sx, sy, dx, dy) in pairs {
|
|
|
|
|
|
if !self.in_bounds((sx, sy)) || !self.in_bounds((dx, dy)) {
|
|
|
|
|
|
errors.push(LogLine::error(format!(
|
|
|
|
|
|
"swap: out-of-bounds entry ({sx},{sy})->({dx},{dy})"
|
|
|
|
|
|
)));
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
valid.push(((sx, sy), (dx, dy)));
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// 2. Snapshot the solid at each unique source (read phase). Reading every
|
2026-06-21 19:15:43 -05:00
|
|
|
|
// source before any write is what lets cycles/swaps resolve. `None` is an
|
|
|
|
|
|
// empty source (the old `SolidSnapshot::Empty`).
|
|
|
|
|
|
let mut snapshots: HashMap<(i32, i32), Option<Solid>> = HashMap::new();
|
2026-06-21 01:32:47 -05:00
|
|
|
|
for &(src, _) in &valid {
|
2026-06-21 19:15:43 -05:00
|
|
|
|
snapshots.entry(src).or_insert_with(|| {
|
|
|
|
|
|
self.solid_at(src.0 as usize, src.1 as usize)
|
|
|
|
|
|
});
|
2026-06-21 01:32:47 -05:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// 3. Compute the final occupant of every affected cell. A source that is not
|
2026-06-21 19:15:43 -05:00
|
|
|
|
// anyone's destination is vacated (None); each entry writes its source's
|
2026-06-21 01:32:47 -05:00
|
|
|
|
// snapshot into its destination (a later entry wins a repeated destination).
|
|
|
|
|
|
let dsts: HashSet<(i32, i32)> = valid.iter().map(|&(_, d)| d).collect();
|
2026-06-21 19:15:43 -05:00
|
|
|
|
let mut final_state: HashMap<(i32, i32), Option<Solid>> = HashMap::new();
|
2026-06-21 01:32:47 -05:00
|
|
|
|
for &(src, _) in &valid {
|
|
|
|
|
|
if !dsts.contains(&src) {
|
2026-06-21 19:15:43 -05:00
|
|
|
|
final_state.insert(src, None);
|
2026-06-21 01:32:47 -05:00
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
for &(src, dst) in &valid {
|
2026-06-21 19:15:43 -05:00
|
|
|
|
final_state.insert(dst, snapshots[&src]);
|
2026-06-21 01:32:47 -05:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// The player's final cell: where a Player snapshot is installed, else its
|
|
|
|
|
|
// current cell (it stays put). Used to protect the player from being
|
|
|
|
|
|
// overwritten — computed up front so it's stable across the write loop.
|
|
|
|
|
|
let player_final = final_state
|
|
|
|
|
|
.iter()
|
2026-06-21 19:15:43 -05:00
|
|
|
|
.find(|(_, s)| s.is_some_and(|s| s.player()))
|
2026-06-21 01:32:47 -05:00
|
|
|
|
.map(|(&c, _)| c)
|
|
|
|
|
|
.unwrap_or((self.player.x, self.player.y));
|
|
|
|
|
|
|
|
|
|
|
|
// 4a. Clear each affected cell's current occupant, despawning any object that
|
|
|
|
|
|
// doesn't survive (isn't reused in final_state). The player and surviving
|
|
|
|
|
|
// objects keep their entity and are repositioned by the install step.
|
|
|
|
|
|
let survivors: HashSet<ObjectId> = final_state
|
|
|
|
|
|
.values()
|
2026-06-21 19:15:43 -05:00
|
|
|
|
.filter_map(|s| s.and_then(|s| s.object_id()))
|
2026-06-21 01:32:47 -05:00
|
|
|
|
.collect();
|
|
|
|
|
|
let affected: HashSet<(i32, i32)> = snapshots
|
|
|
|
|
|
.keys()
|
|
|
|
|
|
.copied()
|
|
|
|
|
|
.chain(final_state.keys().copied())
|
|
|
|
|
|
.collect();
|
|
|
|
|
|
for &(cx, cy) in &affected {
|
|
|
|
|
|
let (ux, uy) = (cx as usize, cy as usize);
|
|
|
|
|
|
match self.solid_at(ux, uy) {
|
2026-06-21 19:15:43 -05:00
|
|
|
|
Some(s) if s.object_id().is_some_and(|id| !survivors.contains(&id)) => {
|
|
|
|
|
|
self.remove_object(s.object_id().unwrap());
|
2026-06-21 01:32:47 -05:00
|
|
|
|
}
|
2026-06-21 19:15:43 -05:00
|
|
|
|
Some(s) if s.archetype().is_some() => {
|
2026-06-21 01:32:47 -05:00
|
|
|
|
if let Some(z) = self.solid_cell_layer(ux, uy) {
|
|
|
|
|
|
*self.get_mut(z, ux, uy) = (Glyph::transparent(), Archetype::Empty);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
_ => {}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// 4b. Install each cell's computed occupant.
|
|
|
|
|
|
for (&(cx, cy), snap) in &final_state {
|
|
|
|
|
|
let (ux, uy) = (cx as usize, cy as usize);
|
2026-06-21 19:15:43 -05:00
|
|
|
|
// Empty cells were already cleared in phase 4a.
|
|
|
|
|
|
let Some(solid) = snap else { continue };
|
2026-06-21 01:32:47 -05:00
|
|
|
|
// The player wins its cell: never overwrite player_final with anything
|
2026-06-21 19:15:43 -05:00
|
|
|
|
// other than the player itself. A refused solid stays at its source
|
|
|
|
|
|
// cell; the overlap sweep below cleans up if that cell is now also
|
|
|
|
|
|
// someone else's destination.
|
|
|
|
|
|
if (cx, cy) == player_final && !solid.player() {
|
2026-06-21 01:32:47 -05:00
|
|
|
|
errors.push(LogLine::error(format!(
|
|
|
|
|
|
"swap: cannot overwrite the player at ({cx},{cy})"
|
|
|
|
|
|
)));
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
2026-06-21 19:15:43 -05:00
|
|
|
|
solid.place(self, ux, uy);
|
2026-06-21 01:32:47 -05:00
|
|
|
|
}
|
|
|
|
|
|
|
2026-06-21 19:15:43 -05:00
|
|
|
|
// 5. Overlap sweep: a solid refused onto the player (above) stays at its
|
|
|
|
|
|
// source cell, which may now also be a destination another entry wrote
|
|
|
|
|
|
// into. For any swapped cell holding more than one solid, keep a single
|
|
|
|
|
|
// occupant and delete the rest (never the player). Logs an error per
|
|
|
|
|
|
// deletion.
|
2026-06-21 18:27:45 -05:00
|
|
|
|
for &(cx, cy) in &affected {
|
|
|
|
|
|
let (ux, uy) = (cx as usize, cy as usize);
|
|
|
|
|
|
let player_here = self.player.x == cx && self.player.y == cy;
|
2026-06-21 19:15:43 -05:00
|
|
|
|
// Solid objects on this cell; keep the first, delete the rest.
|
|
|
|
|
|
let objs: Vec<ObjectId> = self
|
2026-06-21 18:27:45 -05:00
|
|
|
|
.objects
|
|
|
|
|
|
.iter()
|
|
|
|
|
|
.filter(|(_, o)| o.x == ux && o.y == uy && o.solid)
|
|
|
|
|
|
.map(|(&id, _)| id)
|
|
|
|
|
|
.collect();
|
|
|
|
|
|
let has_terrain = self.solid_cell_layer(ux, uy).is_some();
|
|
|
|
|
|
|
|
|
|
|
|
// How many solids share the cell (player + solid objects + solid terrain).
|
|
|
|
|
|
let total = player_here as usize + objs.len() + has_terrain as usize;
|
|
|
|
|
|
if total <= 1 {
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
errors.push(LogLine::error(format!(
|
|
|
|
|
|
"swap: {total} solids overlap at ({cx},{cy}); deleting extras"
|
|
|
|
|
|
)));
|
|
|
|
|
|
|
2026-06-21 19:15:43 -05:00
|
|
|
|
// Pick the survivor (priority: player > first object > terrain) and
|
|
|
|
|
|
// delete every other solid. The player is only ever a survivor, so it
|
|
|
|
|
|
// is never deleted. `keep_obj` is the object we keep, if any.
|
2026-06-21 18:27:45 -05:00
|
|
|
|
let keep_obj = (!player_here).then(|| objs.first().copied()).flatten();
|
|
|
|
|
|
for id in &objs {
|
|
|
|
|
|
if Some(*id) != keep_obj {
|
|
|
|
|
|
self.remove_object(*id);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
// Clear terrain unless it's the sole survivor (no player, no kept object).
|
|
|
|
|
|
if has_terrain
|
|
|
|
|
|
&& (player_here || keep_obj.is_some())
|
|
|
|
|
|
&& let Some(z) = self.solid_cell_layer(ux, uy)
|
|
|
|
|
|
{
|
|
|
|
|
|
*self.get_mut(z, ux, uy) = (Glyph::transparent(), Archetype::Empty);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-06-21 19:15:43 -05:00
|
|
|
|
errors
|
2026-06-21 01:32:47 -05:00
|
|
|
|
}
|
|
|
|
|
|
|
2026-06-20 17:53:47 -05:00
|
|
|
|
/// Returns the index of the layer whose terrain cell at `(x, y)` is non-`Empty`
|
|
|
|
|
|
/// (the cell's single terrain archetype, if any). By the one-solid-per-cell
|
|
|
|
|
|
/// invariant there is at most one such layer.
|
|
|
|
|
|
fn terrain_layer_at(&self, x: usize, y: usize) -> Option<usize> {
|
|
|
|
|
|
(0..self.layers.len()).find(|&z| self.get(z, x, y).1 != Archetype::Empty)
|
|
|
|
|
|
}
|
2026-06-07 00:33:16 -05:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#[cfg(test)]
|
|
|
|
|
|
pub(crate) mod tests {
|
2026-06-15 23:35:18 -05:00
|
|
|
|
use super::Board;
|
2026-06-21 01:32:47 -05:00
|
|
|
|
use crate::archetype::{Archetype, SpinDirection};
|
2026-06-07 00:33:16 -05:00
|
|
|
|
use crate::glyph::Glyph;
|
2026-06-15 23:35:18 -05:00
|
|
|
|
use crate::layer::Layer;
|
2026-06-07 00:33:16 -05:00
|
|
|
|
use crate::object_def::ObjectDef;
|
2026-06-08 22:15:44 -05:00
|
|
|
|
use crate::utils::Direction;
|
2026-06-21 19:15:43 -05:00
|
|
|
|
use crate::utils::{ObjectId, Player};
|
2026-06-15 23:35:18 -05:00
|
|
|
|
use color::Rgba8;
|
|
|
|
|
|
use std::collections::{BTreeMap, HashMap};
|
2026-06-07 00:33:16 -05:00
|
|
|
|
|
2026-06-15 23:35:18 -05:00
|
|
|
|
/// Builds an all-empty `w×h` single-layer board with the given player position
|
|
|
|
|
|
/// and objects (all on layer 0). Assigns sequential ids (1..=n) to objects.
|
|
|
|
|
|
///
|
|
|
|
|
|
/// The single layer is fully transparent, so terrain stamped via [`crate_at`]
|
|
|
|
|
|
/// etc. always lands on the board's top layer. Use [`add_floor`] to slip a
|
|
|
|
|
|
/// visible floor layer underneath.
|
2026-06-07 00:33:16 -05:00
|
|
|
|
pub(crate) fn open_board(
|
|
|
|
|
|
w: usize,
|
|
|
|
|
|
h: usize,
|
|
|
|
|
|
player: (i32, i32),
|
|
|
|
|
|
objects: Vec<ObjectDef>,
|
|
|
|
|
|
) -> Board {
|
|
|
|
|
|
let mut object_map: BTreeMap<ObjectId, ObjectDef> = BTreeMap::new();
|
|
|
|
|
|
let mut next_object_id: ObjectId = 1;
|
2026-06-07 01:26:18 -05:00
|
|
|
|
for mut o in objects {
|
|
|
|
|
|
o.id = next_object_id;
|
2026-06-07 00:33:16 -05:00
|
|
|
|
object_map.insert(next_object_id, o);
|
|
|
|
|
|
next_object_id += 1;
|
|
|
|
|
|
}
|
|
|
|
|
|
Board {
|
|
|
|
|
|
name: "test".into(),
|
|
|
|
|
|
width: w,
|
|
|
|
|
|
height: h,
|
2026-06-15 23:35:18 -05:00
|
|
|
|
layers: vec![Layer {
|
|
|
|
|
|
cells: vec![(Glyph::transparent(), Archetype::Empty); w * h],
|
|
|
|
|
|
}],
|
|
|
|
|
|
player: Player {
|
|
|
|
|
|
x: player.0,
|
|
|
|
|
|
y: player.1,
|
|
|
|
|
|
},
|
2026-06-07 00:33:16 -05:00
|
|
|
|
objects: object_map,
|
|
|
|
|
|
next_object_id,
|
|
|
|
|
|
portals: Vec::new(),
|
|
|
|
|
|
board_script_name: None,
|
|
|
|
|
|
load_errors: Vec::new(),
|
2026-06-13 17:58:04 -05:00
|
|
|
|
registry: HashMap::new(),
|
2026-06-07 00:33:16 -05:00
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-06-15 23:35:18 -05:00
|
|
|
|
/// Inserts a visible floor layer (filled with `glyph`) below everything,
|
|
|
|
|
|
/// bumping existing terrain and objects up one layer.
|
|
|
|
|
|
pub(crate) fn add_floor(board: &mut Board, glyph: Glyph) {
|
|
|
|
|
|
let count = board.width * board.height;
|
|
|
|
|
|
board.layers.insert(
|
|
|
|
|
|
0,
|
|
|
|
|
|
Layer {
|
|
|
|
|
|
cells: vec![(glyph, Archetype::Empty); count],
|
|
|
|
|
|
},
|
|
|
|
|
|
);
|
|
|
|
|
|
for o in board.objects.values_mut() {
|
|
|
|
|
|
o.z += 1;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// The index of the board's top (terrain) layer, where stamps are written.
|
|
|
|
|
|
fn top(board: &Board) -> usize {
|
|
|
|
|
|
board.layers.len() - 1
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Stamps a crate cell onto the board's top layer.
|
2026-06-07 00:33:16 -05:00
|
|
|
|
pub(crate) fn crate_at(board: &mut Board, x: usize, y: usize) {
|
2026-06-15 23:35:18 -05:00
|
|
|
|
let z = top(board);
|
|
|
|
|
|
*board.get_mut(z, x, y) = (Archetype::Crate.default_glyph(), Archetype::Crate);
|
2026-06-07 00:33:16 -05:00
|
|
|
|
}
|
|
|
|
|
|
|
2026-06-15 23:35:18 -05:00
|
|
|
|
/// Stamps a wall cell onto the board's top layer.
|
2026-06-07 00:33:16 -05:00
|
|
|
|
pub(crate) fn wall_at(board: &mut Board, x: usize, y: usize) {
|
2026-06-15 23:35:18 -05:00
|
|
|
|
let z = top(board);
|
|
|
|
|
|
*board.get_mut(z, x, y) = (Archetype::Wall.default_glyph(), Archetype::Wall);
|
2026-06-07 00:33:16 -05:00
|
|
|
|
}
|
|
|
|
|
|
|
2026-06-15 23:35:18 -05:00
|
|
|
|
/// Stamps an arbitrary archetype cell onto the board's top layer.
|
2026-06-07 00:33:16 -05:00
|
|
|
|
pub(crate) fn stamp(board: &mut Board, x: usize, y: usize, arch: Archetype) {
|
2026-06-15 23:35:18 -05:00
|
|
|
|
let z = top(board);
|
|
|
|
|
|
*board.get_mut(z, x, y) = (arch.default_glyph(), arch);
|
2026-06-07 00:33:16 -05:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
|
fn solid_at_reports_wall_object_and_empty() {
|
2026-06-13 01:25:58 -05:00
|
|
|
|
let mut board = open_board(4, 1, (3, 0), vec![]);
|
2026-06-15 23:35:18 -05:00
|
|
|
|
wall_at(&mut board, 1, 0);
|
2026-06-07 00:33:16 -05:00
|
|
|
|
board.add_object(ObjectDef::new(2, 0));
|
|
|
|
|
|
|
|
|
|
|
|
assert!(board.solid_at(0, 0).is_none());
|
|
|
|
|
|
assert!(board.is_passable(0, 0));
|
|
|
|
|
|
|
2026-06-21 19:15:43 -05:00
|
|
|
|
let wall = board.solid_at(1, 0).expect("a wall is solid");
|
|
|
|
|
|
assert_eq!(wall.archetype(), Some(Archetype::Wall));
|
2026-06-07 00:33:16 -05:00
|
|
|
|
assert!(!board.is_passable(1, 0));
|
|
|
|
|
|
|
2026-06-21 19:15:43 -05:00
|
|
|
|
let obj = board.solid_at(2, 0).expect("an object is solid");
|
|
|
|
|
|
let id = obj.object_id().expect("expected a solid object");
|
|
|
|
|
|
assert_eq!((board.objects[&id].x, board.objects[&id].y), (2, 0));
|
2026-06-07 00:33:16 -05:00
|
|
|
|
assert!(!board.is_passable(2, 0));
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-06-21 18:27:45 -05:00
|
|
|
|
#[test]
|
2026-06-21 19:15:43 -05:00
|
|
|
|
fn grab_object_at_detects_a_gem() {
|
2026-06-21 18:27:45 -05:00
|
|
|
|
// A grabbable gem object at (1,0); the player at (2,0).
|
|
|
|
|
|
let mut gem = ObjectDef::new(1, 0);
|
|
|
|
|
|
gem.grab = true;
|
|
|
|
|
|
gem.pushable = true;
|
|
|
|
|
|
let board = open_board(3, 1, (2, 0), vec![gem]);
|
|
|
|
|
|
|
|
|
|
|
|
// grab_object_at finds the gem on its own cell, nowhere else.
|
|
|
|
|
|
assert_eq!(board.grab_object_at(1, 0), Some(1));
|
|
|
|
|
|
assert_eq!(board.grab_object_at(0, 0), None);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-06-07 00:33:16 -05:00
|
|
|
|
#[test]
|
|
|
|
|
|
fn non_solid_object_does_not_block() {
|
|
|
|
|
|
let mut obj = ObjectDef::new(1, 0);
|
|
|
|
|
|
obj.solid = false;
|
2026-06-13 01:25:58 -05:00
|
|
|
|
let board = open_board(3, 1, (0, 0), vec![obj]);
|
2026-06-07 00:33:16 -05:00
|
|
|
|
assert!(board.solid_at(1, 0).is_none());
|
|
|
|
|
|
assert!(board.is_passable(1, 0));
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
|
fn solid_at_reports_player() {
|
2026-06-13 01:25:58 -05:00
|
|
|
|
let board = open_board(3, 1, (1, 0), vec![]);
|
2026-06-21 19:15:43 -05:00
|
|
|
|
assert!(
|
|
|
|
|
|
board.solid_at(1, 0).is_some_and(|s| s.player()),
|
|
|
|
|
|
"expected the player at its own cell"
|
|
|
|
|
|
);
|
2026-06-07 00:33:16 -05:00
|
|
|
|
assert!(!board.is_passable(1, 0));
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
|
fn in_bounds_checks_grid_boundaries() {
|
2026-06-13 01:25:58 -05:00
|
|
|
|
let board = open_board(3, 2, (0, 0), vec![]);
|
2026-06-07 00:33:16 -05:00
|
|
|
|
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() {
|
2026-06-13 01:25:58 -05:00
|
|
|
|
let mut board = open_board(3, 1, (0, 0), vec![]);
|
2026-06-07 00:33:16 -05:00
|
|
|
|
crate_at(&mut board, 1, 0);
|
|
|
|
|
|
assert!(board.can_push(1, 0, Direction::East));
|
2026-06-15 23:35:18 -05:00
|
|
|
|
assert_eq!(board.get(0, 1, 0).1, Archetype::Crate); // no mutation
|
|
|
|
|
|
assert_eq!(board.get(0, 2, 0).1, Archetype::Empty);
|
2026-06-07 00:33:16 -05:00
|
|
|
|
|
2026-06-13 01:25:58 -05:00
|
|
|
|
let mut board = open_board(3, 1, (0, 0), vec![]);
|
2026-06-07 00:33:16 -05:00
|
|
|
|
crate_at(&mut board, 1, 0);
|
|
|
|
|
|
wall_at(&mut board, 2, 0);
|
|
|
|
|
|
assert!(!board.can_push(1, 0, Direction::East));
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-06-21 01:32:47 -05:00
|
|
|
|
#[test]
|
|
|
|
|
|
fn can_shift_only_checks_the_cell_ahead() {
|
|
|
|
|
|
// Source must be pushable.
|
|
|
|
|
|
let mut board = open_board(4, 1, (3, 0), vec![]);
|
|
|
|
|
|
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));
|
|
|
|
|
|
assert_eq!(board.get(0, 0, 0).1, Archetype::Crate); // read-only
|
|
|
|
|
|
|
|
|
|
|
|
// Crate with another pushable crate ahead: still shiftable (unlike can_push,
|
|
|
|
|
|
// which would follow the chain to the wall and fail).
|
|
|
|
|
|
let mut board = open_board(4, 1, (3, 0), vec![]);
|
|
|
|
|
|
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.
|
|
|
|
|
|
let mut board = open_board(3, 1, (2, 0), vec![]);
|
|
|
|
|
|
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.
|
|
|
|
|
|
let mut board = open_board(2, 1, (0, 0), vec![]);
|
|
|
|
|
|
crate_at(&mut board, 1, 0);
|
|
|
|
|
|
assert!(!board.can_shift(1, 0, Direction::East));
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-06-21 18:27:45 -05:00
|
|
|
|
#[test]
|
2026-06-21 19:15:43 -05:00
|
|
|
|
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).
|
2026-06-21 18:27:45 -05:00
|
|
|
|
let mut gem = ObjectDef::new(0, 0);
|
|
|
|
|
|
gem.grab = true;
|
|
|
|
|
|
gem.pushable = true;
|
|
|
|
|
|
let board = open_board(2, 1, (1, 0), vec![gem]);
|
2026-06-21 19:15:43 -05:00
|
|
|
|
assert!(!board.can_shift(0, 0, Direction::East));
|
2026-06-21 18:27:45 -05:00
|
|
|
|
|
2026-06-21 19:15:43 -05:00
|
|
|
|
// A plain crate likewise may not shift onto the player.
|
2026-06-21 18:27:45 -05:00
|
|
|
|
let mut board = open_board(2, 1, (1, 0), vec![]);
|
|
|
|
|
|
crate_at(&mut board, 0, 0);
|
|
|
|
|
|
assert!(!board.can_shift(0, 0, Direction::East));
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-06-07 00:33:16 -05:00
|
|
|
|
#[test]
|
|
|
|
|
|
fn push_into_player_pushes_player() {
|
|
|
|
|
|
// Crate shoved east into the player slides the player along into open space.
|
2026-06-13 01:25:58 -05:00
|
|
|
|
let mut board = open_board(4, 1, (2, 0), vec![]);
|
2026-06-07 00:33:16 -05:00
|
|
|
|
crate_at(&mut board, 1, 0);
|
|
|
|
|
|
assert!(board.can_push(1, 0, Direction::East));
|
|
|
|
|
|
board.push(1, 0, Direction::East);
|
2026-06-15 23:35:18 -05:00
|
|
|
|
assert_eq!(board.get(0, 1, 0).1, Archetype::Empty);
|
|
|
|
|
|
assert_eq!(board.get(0, 2, 0).1, Archetype::Crate);
|
2026-06-07 00:33:16 -05:00
|
|
|
|
assert_eq!((board.player.x, board.player.y), (3, 0));
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
|
fn push_into_player_blocked_by_wall() {
|
|
|
|
|
|
// Player backed against a wall: push has nowhere to go, nothing moves.
|
2026-06-13 01:25:58 -05:00
|
|
|
|
let mut board = open_board(4, 1, (2, 0), vec![]);
|
2026-06-07 00:33:16 -05:00
|
|
|
|
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
|
2026-06-15 23:35:18 -05:00
|
|
|
|
assert_eq!(board.get(0, 1, 0).1, Archetype::Crate);
|
2026-06-07 00:33:16 -05:00
|
|
|
|
assert_eq!((board.player.x, board.player.y), (2, 0));
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#[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.
|
2026-06-13 01:25:58 -05:00
|
|
|
|
let mut board = open_board(3, 1, (2, 0), vec![]);
|
2026-06-07 00:33:16 -05:00
|
|
|
|
let floor_glyph = Glyph {
|
|
|
|
|
|
tile: '.' as u32,
|
2026-06-15 23:35:18 -05:00
|
|
|
|
fg: Rgba8 {
|
|
|
|
|
|
r: 10,
|
|
|
|
|
|
g: 20,
|
|
|
|
|
|
b: 30,
|
|
|
|
|
|
a: 255,
|
|
|
|
|
|
},
|
|
|
|
|
|
bg: Rgba8 {
|
|
|
|
|
|
r: 1,
|
|
|
|
|
|
g: 2,
|
|
|
|
|
|
b: 3,
|
|
|
|
|
|
a: 255,
|
|
|
|
|
|
},
|
2026-06-07 00:33:16 -05:00
|
|
|
|
};
|
2026-06-15 23:35:18 -05:00
|
|
|
|
// Floor on a lower layer, a wall on the top (terrain) layer at (0,0).
|
|
|
|
|
|
add_floor(&mut board, floor_glyph);
|
2026-06-07 00:33:16 -05:00
|
|
|
|
wall_at(&mut board, 0, 0);
|
2026-06-15 23:35:18 -05:00
|
|
|
|
// The wall (solid) draws over the floor; the empty cell reveals the floor.
|
2026-06-07 00:33:16 -05:00
|
|
|
|
assert_eq!(board.glyph_at(0, 0), Archetype::Wall.default_glyph());
|
|
|
|
|
|
assert_eq!(board.glyph_at(1, 0), floor_glyph);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-06-15 23:35:18 -05:00
|
|
|
|
#[test]
|
|
|
|
|
|
fn glyph_at_draws_higher_layer_over_lower() {
|
|
|
|
|
|
// A non-solid object on an upper layer renders above a wall on a lower one.
|
|
|
|
|
|
let mut board = open_board(2, 1, (1, 0), vec![]);
|
|
|
|
|
|
wall_at(&mut board, 0, 0); // wall on layer 0
|
|
|
|
|
|
// Add an upper layer holding a visible, non-solid object at (0,0).
|
|
|
|
|
|
board.layers.push(Layer {
|
|
|
|
|
|
cells: vec![(Glyph::transparent(), Archetype::Empty); 2],
|
|
|
|
|
|
});
|
|
|
|
|
|
let mut obj = ObjectDef::new(0, 0);
|
|
|
|
|
|
obj.z = 1;
|
|
|
|
|
|
obj.solid = false;
|
|
|
|
|
|
obj.glyph = Glyph {
|
|
|
|
|
|
tile: '*' as u32,
|
|
|
|
|
|
..Glyph::transparent()
|
|
|
|
|
|
};
|
|
|
|
|
|
board.add_object(obj);
|
|
|
|
|
|
assert_eq!(board.glyph_at(0, 0).tile, '*' as u32);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-06-20 17:53:47 -05:00
|
|
|
|
#[test]
|
|
|
|
|
|
fn place_wall_keeps_floor_and_removes_solid_object() {
|
|
|
|
|
|
// Floor on layer 0, terrain layer on top; a solid object sits at (1,0).
|
|
|
|
|
|
let mut board = open_board(3, 1, (2, 0), vec![ObjectDef::new(1, 0)]);
|
|
|
|
|
|
let floor = Glyph {
|
|
|
|
|
|
tile: '.' as u32,
|
|
|
|
|
|
..Glyph::transparent()
|
|
|
|
|
|
};
|
|
|
|
|
|
add_floor(&mut board, floor);
|
|
|
|
|
|
|
|
|
|
|
|
let wall = Archetype::Wall.default_glyph();
|
|
|
|
|
|
board.place_archetype(1, 0, Archetype::Wall, wall);
|
|
|
|
|
|
|
|
|
|
|
|
// The wall landed on the terrain (top) layer; the floor below is untouched.
|
|
|
|
|
|
assert_eq!(board.get(1, 1, 0), &(wall, Archetype::Wall));
|
|
|
|
|
|
assert_eq!(board.get(0, 1, 0).0, floor);
|
|
|
|
|
|
// The solid object that was there is gone.
|
|
|
|
|
|
assert!(board.object_ids_at(1, 0).is_empty());
|
|
|
|
|
|
assert_eq!(board.glyph_at(1, 0), wall);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
|
fn place_wall_overwrites_existing_terrain_in_place() {
|
|
|
|
|
|
// A crate already occupies the top layer at (1,0).
|
|
|
|
|
|
let mut board = open_board(3, 1, (2, 0), vec![]);
|
|
|
|
|
|
crate_at(&mut board, 1, 0);
|
|
|
|
|
|
let wall = Archetype::Wall.default_glyph();
|
|
|
|
|
|
board.place_archetype(1, 0, Archetype::Wall, wall);
|
|
|
|
|
|
assert_eq!(board.get(0, 1, 0), &(wall, Archetype::Wall));
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
|
fn erase_removes_terrain_and_objects_but_keeps_floor() {
|
|
|
|
|
|
// Floor, a wall on the terrain layer, and a (non-solid) object all at (1,0).
|
|
|
|
|
|
let mut obj = ObjectDef::new(1, 0);
|
|
|
|
|
|
obj.solid = false;
|
|
|
|
|
|
let mut board = open_board(3, 1, (2, 0), vec![obj]);
|
|
|
|
|
|
let floor = Glyph {
|
|
|
|
|
|
tile: '.' as u32,
|
|
|
|
|
|
..Glyph::transparent()
|
|
|
|
|
|
};
|
|
|
|
|
|
add_floor(&mut board, floor);
|
|
|
|
|
|
wall_at(&mut board, 1, 0);
|
|
|
|
|
|
|
|
|
|
|
|
board.place_archetype(1, 0, Archetype::Empty, Glyph::transparent());
|
|
|
|
|
|
|
|
|
|
|
|
// Terrain cleared to transparent Empty; object removed; floor still there.
|
|
|
|
|
|
assert_eq!(
|
|
|
|
|
|
board.get(1, 1, 0),
|
|
|
|
|
|
&(Glyph::transparent(), Archetype::Empty)
|
|
|
|
|
|
);
|
|
|
|
|
|
assert!(board.object_ids_at(1, 0).is_empty());
|
|
|
|
|
|
assert_eq!(board.get(0, 1, 0).0, floor);
|
|
|
|
|
|
assert_eq!(board.glyph_at(1, 0), floor);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-06-07 00:33:16 -05:00
|
|
|
|
#[test]
|
|
|
|
|
|
fn fresh_board_is_valid_and_reports_errors() {
|
2026-06-13 01:25:58 -05:00
|
|
|
|
let mut board = open_board(1, 1, (0, 0), vec![]);
|
2026-06-07 00:33:16 -05:00
|
|
|
|
assert!(board.is_valid());
|
|
|
|
|
|
board.report_error("something went wrong");
|
|
|
|
|
|
assert!(!board.is_valid());
|
|
|
|
|
|
assert_eq!(board.load_errors.len(), 1);
|
|
|
|
|
|
}
|
2026-06-21 01:32:47 -05:00
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
|
fn expand_builtin_archetypes_replaces_a_spinner_cell_with_an_object() {
|
|
|
|
|
|
let mut board = open_board(3, 1, (2, 0), vec![]);
|
|
|
|
|
|
stamp(
|
|
|
|
|
|
&mut board,
|
|
|
|
|
|
0,
|
|
|
|
|
|
0,
|
|
|
|
|
|
Archetype::Spinner(SpinDirection::Clockwise),
|
|
|
|
|
|
);
|
|
|
|
|
|
board.expand_builtin_archetypes();
|
|
|
|
|
|
|
|
|
|
|
|
// The terrain cell is vacated and a scripted object takes its place.
|
|
|
|
|
|
assert_eq!(board.get(0, 0, 0).1, Archetype::Empty);
|
|
|
|
|
|
let obj = board.objects.values().next().expect("spinner object");
|
|
|
|
|
|
assert_eq!((obj.x, obj.y), (0, 0));
|
|
|
|
|
|
assert!(obj.solid);
|
|
|
|
|
|
assert!(obj.builtin_script.is_some());
|
|
|
|
|
|
assert!(obj.tags.contains("BUILTIN_spinner_cw"));
|
|
|
|
|
|
|
|
|
|
|
|
// Idempotent: nothing left to expand on a second pass.
|
|
|
|
|
|
board.expand_builtin_archetypes();
|
|
|
|
|
|
assert_eq!(board.objects.len(), 1);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
|
fn remove_object_deletes_from_map() {
|
|
|
|
|
|
let mut board = open_board(3, 1, (2, 0), vec![ObjectDef::new(0, 0)]);
|
|
|
|
|
|
assert!(board.solid_object_id_at(0, 0).is_some());
|
|
|
|
|
|
let removed = board.remove_object(1);
|
|
|
|
|
|
assert!(removed.is_some());
|
|
|
|
|
|
assert!(board.solid_object_id_at(0, 0).is_none());
|
|
|
|
|
|
assert!(board.remove_object(1).is_none()); // already gone
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
|
fn apply_swap_swaps_two_terrain_cells() {
|
|
|
|
|
|
// A crate and a wall trade places in one batch (read-all then write-all).
|
|
|
|
|
|
let mut board = open_board(3, 1, (1, 0), vec![]);
|
|
|
|
|
|
crate_at(&mut board, 0, 0);
|
|
|
|
|
|
wall_at(&mut board, 2, 0);
|
2026-06-21 19:15:43 -05:00
|
|
|
|
let errs = board.apply_swap(&[(0, 0, 2, 0), (2, 0, 0, 0)]);
|
2026-06-21 01:32:47 -05:00
|
|
|
|
assert!(errs.is_empty());
|
|
|
|
|
|
assert_eq!(board.get(0, 0, 0).1, Archetype::Wall);
|
|
|
|
|
|
assert_eq!(board.get(0, 2, 0).1, Archetype::Crate);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
|
fn apply_swap_cycle_propagates_empty() {
|
|
|
|
|
|
// The spec example: move a->b and b->c with a empty ⇒ a empty, b empty,
|
|
|
|
|
|
// c holds what b held (the empty written into b doesn't block b->c).
|
|
|
|
|
|
let mut board = open_board(4, 1, (3, 0), vec![]);
|
|
|
|
|
|
// a = (0,0) empty, b = (1,0) crate, c = (2,0) wall.
|
|
|
|
|
|
crate_at(&mut board, 1, 0);
|
|
|
|
|
|
wall_at(&mut board, 2, 0);
|
2026-06-21 19:15:43 -05:00
|
|
|
|
let errs = board.apply_swap(&[(0, 0, 1, 0), (1, 0, 2, 0)]);
|
2026-06-21 01:32:47 -05:00
|
|
|
|
assert!(errs.is_empty());
|
|
|
|
|
|
assert_eq!(board.get(0, 0, 0).1, Archetype::Empty);
|
|
|
|
|
|
assert_eq!(board.get(0, 1, 0).1, Archetype::Empty);
|
|
|
|
|
|
assert_eq!(board.get(0, 2, 0).1, Archetype::Crate);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
|
fn apply_swap_empty_onto_object_removes_it() {
|
|
|
|
|
|
// Moving an empty source onto an object despawns the object.
|
|
|
|
|
|
let mut board = open_board(3, 1, (2, 0), vec![ObjectDef::new(1, 0)]);
|
2026-06-21 19:15:43 -05:00
|
|
|
|
let errs = board.apply_swap(&[(0, 0, 1, 0)]);
|
2026-06-21 01:32:47 -05:00
|
|
|
|
assert!(errs.is_empty());
|
|
|
|
|
|
assert!(board.solid_object_id_at(1, 0).is_none());
|
|
|
|
|
|
assert!(board.objects.is_empty());
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
|
fn apply_swap_terrain_onto_terrain_removes_displaced() {
|
|
|
|
|
|
// Moving a crate onto a wall clears the source and removes the wall.
|
|
|
|
|
|
let mut board = open_board(3, 1, (2, 0), vec![]);
|
|
|
|
|
|
crate_at(&mut board, 0, 0);
|
|
|
|
|
|
wall_at(&mut board, 1, 0);
|
2026-06-21 19:15:43 -05:00
|
|
|
|
let errs = board.apply_swap(&[(0, 0, 1, 0)]);
|
2026-06-21 01:32:47 -05:00
|
|
|
|
assert!(errs.is_empty());
|
|
|
|
|
|
assert_eq!(board.get(0, 0, 0).1, Archetype::Empty);
|
|
|
|
|
|
assert_eq!(board.get(0, 1, 0).1, Archetype::Crate);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
|
fn apply_swap_moves_object_and_player() {
|
|
|
|
|
|
// An object and the player relocate (swap places) in one batch.
|
|
|
|
|
|
let mut board = open_board(3, 1, (0, 0), vec![ObjectDef::new(2, 0)]);
|
2026-06-21 19:15:43 -05:00
|
|
|
|
let errs = board.apply_swap(&[(0, 0, 2, 0), (2, 0, 0, 0)]);
|
2026-06-21 01:32:47 -05:00
|
|
|
|
assert!(errs.is_empty());
|
|
|
|
|
|
assert_eq!((board.player.x, board.player.y), (2, 0));
|
|
|
|
|
|
assert_eq!((board.objects[&1].x, board.objects[&1].y), (0, 0));
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
|
fn apply_swap_out_of_bounds_skips_and_logs() {
|
|
|
|
|
|
let mut board = open_board(3, 1, (2, 0), vec![]);
|
|
|
|
|
|
crate_at(&mut board, 0, 0);
|
2026-06-21 19:15:43 -05:00
|
|
|
|
let errs = board.apply_swap(&[(0, 0, 9, 0)]);
|
2026-06-21 01:32:47 -05:00
|
|
|
|
assert_eq!(errs.len(), 1);
|
|
|
|
|
|
assert_eq!(board.get(0, 0, 0).1, Archetype::Crate); // unchanged
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
|
fn apply_swap_will_not_overwrite_player() {
|
|
|
|
|
|
// A crate moved onto the (non-relocating) player is rejected and logged.
|
|
|
|
|
|
let mut board = open_board(3, 1, (1, 0), vec![]);
|
|
|
|
|
|
crate_at(&mut board, 0, 0);
|
2026-06-21 19:15:43 -05:00
|
|
|
|
let errs = board.apply_swap(&[(0, 0, 1, 0)]);
|
2026-06-21 01:32:47 -05:00
|
|
|
|
assert_eq!(errs.len(), 1);
|
|
|
|
|
|
assert_eq!((board.player.x, board.player.y), (1, 0)); // player kept its cell
|
|
|
|
|
|
assert_eq!(board.get(0, 0, 0).1, Archetype::Empty); // source still vacated
|
|
|
|
|
|
}
|
2026-06-21 18:27:45 -05:00
|
|
|
|
|
|
|
|
|
|
#[test]
|
2026-06-21 19:15:43 -05:00
|
|
|
|
fn apply_swap_grab_onto_player_is_refused_like_any_solid() {
|
|
|
|
|
|
// A grab gem swapped onto the player is no longer special: it is refused and
|
|
|
|
|
|
// logged (the player wins its cell), and left at its source. Grab fires only
|
|
|
|
|
|
// when the player walks onto a grab thing, not when one is swapped in.
|
2026-06-21 18:27:45 -05:00
|
|
|
|
let mut gem = ObjectDef::new(0, 0);
|
|
|
|
|
|
gem.grab = true;
|
|
|
|
|
|
gem.pushable = true;
|
|
|
|
|
|
let mut board = open_board(2, 1, (1, 0), vec![gem]);
|
2026-06-21 19:15:43 -05:00
|
|
|
|
let errs = board.apply_swap(&[(0, 0, 1, 0)]);
|
|
|
|
|
|
assert_eq!(errs.len(), 1); // refusal logged
|
2026-06-21 18:27:45 -05:00
|
|
|
|
assert_eq!((board.player.x, board.player.y), (1, 0)); // player kept its cell
|
|
|
|
|
|
assert_eq!((board.objects[&1].x, board.objects[&1].y), (0, 0)); // gem stayed
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#[test]
|
2026-06-21 19:15:43 -05:00
|
|
|
|
fn apply_swap_overlap_after_refused_player_write_deletes_the_other_solid() {
|
|
|
|
|
|
// object (0,0)→player (1,0) [refused, stays at (0,0)] while a crate (2,0)→(0,0)
|
|
|
|
|
|
// moves into the object's cell. The sweep keeps the object and deletes the
|
|
|
|
|
|
// crate; one error logs the refusal, one logs the overlap.
|
|
|
|
|
|
let mut board = open_board(3, 1, (1, 0), vec![ObjectDef::new(0, 0)]);
|
2026-06-21 18:27:45 -05:00
|
|
|
|
crate_at(&mut board, 2, 0);
|
2026-06-21 19:15:43 -05:00
|
|
|
|
let errs = board.apply_swap(&[(0, 0, 1, 0), (2, 0, 0, 0)]);
|
|
|
|
|
|
assert_eq!(errs.len(), 2); // the refusal and the overlap were logged
|
|
|
|
|
|
assert_eq!((board.objects[&1].x, board.objects[&1].y), (0, 0)); // object kept
|
2026-06-21 18:27:45 -05:00
|
|
|
|
assert_eq!(board.get(0, 0, 0).1, Archetype::Empty); // crate deleted
|
|
|
|
|
|
assert_eq!((board.player.x, board.player.y), (1, 0)); // player untouched
|
|
|
|
|
|
}
|
2026-06-15 23:35:18 -05:00
|
|
|
|
}
|