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kiln/kiln-core/src/map_file.rs
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use crate::floor::{build_floor, FloorSpec};
use crate::board::Board;
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use crate::log::LogLine;
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use color::Rgba8;
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use serde::{Deserialize, Serialize};
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use std::collections::hash_map::Entry;
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use std::collections::{BTreeMap, HashMap};
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use std::convert::TryFrom;
use std::path::Path;
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use crate::archetype::Archetype;
use crate::glyph::Glyph;
use crate::object_def::ObjectDef;
use crate::utils::{ObjectId, Player, PortalDef};
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/// The top-level serialization/deserialization type for a `.toml` map file.
///
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/// This struct mirrors the TOML file structure exactly. On load it is
/// immediately converted into a [`Board`] via [`TryFrom<MapFile>`] and then
/// discarded. On save a [`Board`] is converted back into this struct via
/// [`From<&Board>`] before serialization.
///
/// See `maps/start.toml` for a complete example of the file format.
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#[derive(Deserialize, Serialize)]
pub struct MapFile {
/// The `[map]` section: name, dimensions, player start position.
pub map: MapHeader,
/// The `[palette]` section: maps single-character keys to tile definitions.
pub palette: HashMap<String, PaletteEntry>,
/// The `[grid]` section: the multi-line string that defines cell layout.
pub grid: GridData,
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/// Optional `[floor]` declaration: the visual floor layer (a generator name,
/// a single glyph, or a grid with its own palette). See [`FloorSpec`].
#[serde(default, skip_serializing_if = "Option::is_none")]
pub floor: Option<FloorSpec>,
/// Any `[[objects]]` entries. Optional; defaults to empty.
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#[serde(default, skip_serializing_if = "Vec::is_empty")]
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pub(crate) objects: Vec<MapFileObjectEntry>,
/// Any `[[portals]]` entries. Optional; defaults to empty.
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#[serde(default, skip_serializing_if = "Vec::is_empty")]
pub portals: Vec<PortalDef>,
}
/// The `[map]` header section of a map file.
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#[derive(Deserialize, Serialize)]
pub struct MapHeader {
/// Human-readable name for this board, e.g. `"Opening Room"`.
pub name: String,
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/// Width of the board in cells. Must match the length of every row in `[grid] content`.
pub width: usize,
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/// Height of the board in cells. Must match the number of rows in `[grid] content`.
pub height: usize,
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/// Where the player starts: either explicit `[x, y]` coordinates or a single
/// grid character to locate (e.g. `"@"`). See [`PlayerStart`].
pub player_start: PlayerStart,
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/// Name of the board-level script in the `[scripts]` table, if any.
#[serde(default, skip_serializing_if = "Option::is_none")]
pub board_script_name: Option<String>,
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}
/// A tile index in a palette entry: either a plain integer or a character literal.
///
/// Accepting both forms lets map files use `tile = 32` for new files or
/// `tile = " "` for convenience (the char is converted to its Unicode scalar).
/// This means existing maps that used `ch = "#"` can be migrated by renaming
/// the key to `tile`; the char form keeps working.
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#[derive(Deserialize, Serialize, Clone, Copy)]
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#[serde(untagged)]
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pub enum TileIndex {
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/// A direct tile index (e.g. `tile = 35`).
Num(u32),
/// A single-character shorthand (e.g. `tile = "#"`); converted to its Unicode scalar.
Chr(char),
}
impl TileIndex {
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pub(crate) fn into_u32(self) -> u32 {
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match self {
TileIndex::Num(n) => n,
TileIndex::Chr(c) => c as u32,
}
}
}
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/// Where the player starts in a map file: explicit coordinates or a single grid
/// character to locate.
///
/// Untagged like [`TileIndex`], so `player_start = [30, 12]` parses as
/// [`PlayerStart::Coord`] and `player_start = "@"` as [`PlayerStart::Char`]
/// (`Coord` is listed first, so a TOML array matches it and a string falls
/// through to `Char`).
#[derive(Deserialize, Serialize)]
#[serde(untagged)]
pub enum PlayerStart {
/// Explicit `[x, y]` coordinates (0-indexed, origin top-left).
Coord([i32; 2]),
/// A single grid character marking the player's cell (its cell loads `Empty`).
Char(char),
}
/// One entry in the `[palette]` table.
///
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/// Each entry is keyed by a single character (e.g. `"#"` or `" "`).
/// That character is used in the `[grid]` content string to place tiles.
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/// The entry defines both how the tile looks (`tile`, `fg`, `bg`) and which
/// [`Archetype`] it uses for behavior.
///
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/// `tile` accepts either an integer (`tile = 35`) or a char (`tile = "#"`).
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#[derive(Deserialize, Serialize)]
pub struct PaletteEntry {
/// The archetype name for this tile, e.g. `"wall"` or `"empty"`.
pub archetype: String,
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/// The tile index into the board's bitmap font.
/// Accepts either an integer or a single-character string.
tile: TileIndex,
/// 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
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/// tile for that cell.
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#[derive(Deserialize, Serialize)]
pub struct GridData {
/// The raw grid content. Split by [`str::lines`] during loading.
pub content: String,
}
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/// One `[[objects]]` entry in a map file.
///
/// Used only for TOML serialization/deserialization. Converted to/from
/// [`ObjectDef`] (which holds a [`Glyph`] directly) in the [`TryFrom`] /
/// [`From`] impls below.
#[derive(Deserialize, Serialize)]
pub(crate) struct MapFileObjectEntry {
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/// Column of this object on the board (0-indexed). Mutually exclusive with
/// `palette`: provide either `x`/`y` or `palette`, not both.
#[serde(default, skip_serializing_if = "Option::is_none")]
x: Option<usize>,
/// Row of this object on the board (0-indexed). See `x`.
#[serde(default, skip_serializing_if = "Option::is_none")]
y: Option<usize>,
/// Single grid character marking where this object sits, as an alternative to
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/// `x`/`y`. By convention an uppercase letter. The char may appear multiple
/// times in the grid — one `ObjectDef` is spawned per occurrence in reading
/// order. Only one `[[objects]]` entry may use a given char, and it must not
/// collide with a `[palette]` key. Each cell under the char loads as `Empty`.
/// If the entry has a `name`, only the first spawned instance keeps it.
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#[serde(default, skip_serializing_if = "Option::is_none")]
palette: Option<String>,
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/// Tile index into the board's bitmap font. Accepts integer or single-char string.
tile: TileIndex,
/// Foreground color as an `"#RRGGBB"` hex string.
fg: String,
/// Background color as an `"#RRGGBB"` hex string.
bg: String,
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/// Whether the object blocks / participates in movement. Defaults to `true`
/// (blocking). Inverse of the old `passable` field.
#[serde(default = "default_true")]
solid: bool,
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/// Whether the object blocks player line of sight / FOV
#[serde(default = "default_true")]
opaque: bool,
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/// Whether the object can be shoved by a mover. Unused for now; defaults `false`.
#[serde(default)]
pushable: bool,
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/// Name of the Rhai script in the `[scripts]` table, if any.
#[serde(default, skip_serializing_if = "Option::is_none")]
script_name: Option<String>,
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/// Open-ended string labels. Serialized as a TOML array; omitted when empty.
#[serde(default, skip_serializing_if = "Vec::is_empty")]
tags: Vec<String>,
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/// Optional unique human-readable name. Omitted from TOML when absent.
#[serde(default, skip_serializing_if = "Option::is_none")]
name: Option<String>,
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}
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fn default_true() -> bool {
true
}
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/// Constructs a [`Glyph`] from the three raw TOML-sourced fields.
fn make_glyph(tile: u32, fg: &str, bg: &str) -> Glyph {
Glyph { tile, fg: parse_color(fg), bg: parse_color(bg) }
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}
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/// Constructs a serializable [`PaletteEntry`] from core board types.
fn make_palette_entry(glyph: Glyph, arch: Archetype) -> PaletteEntry {
PaletteEntry {
archetype: arch.name().to_string(),
tile: TileIndex::Num(glyph.tile),
fg: color_to_hex(glyph.fg),
bg: color_to_hex(glyph.bg),
}
}
/// Resolves the player's starting cell from `player_start`, falling back to `(0, 0)` on any error.
fn resolve_player_start(
start: &PlayerStart,
w: usize,
h: usize,
player_grid_pos: Option<(usize, usize)>,
player_grid_count: usize,
errors: &mut Vec<LogLine>,
) -> (usize, usize) {
match start {
PlayerStart::Coord([x, y])
if *x >= 0 && *y >= 0 && (*x as usize) < w && (*y as usize) < h =>
{
(*x as usize, *y as usize)
}
PlayerStart::Coord([x, y]) => {
errors.push(LogLine::error(format!(
"player_start ({x}, {y}) is out of bounds; placing player at (0, 0)"
)));
(0, 0)
}
PlayerStart::Char(c) => match (player_grid_pos, player_grid_count) {
(Some(pos), 1) => pos,
(Some(pos), n) => {
errors.push(LogLine::error(format!(
"player char '{c}' appears {n} times in the grid; using the first"
)));
pos
}
_ => {
errors.push(LogLine::error(format!(
"player char '{c}' not found in the grid; placing player at (0, 0)"
)));
(0, 0)
}
},
}
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}
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/// Parses an `"#RRGGBB"` hex color string into an [`Rgba8`].
/// Returns opaque black on any parse failure.
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pub(crate) fn parse_color(hex: &str) -> Rgba8 {
let hex = hex.trim_start_matches('#');
if hex.len() != 6 {
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return Rgba8 {
r: 0,
g: 0,
b: 0,
a: 255,
};
}
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);
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Rgba8 { r, g, b, a: 255 }
}
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/// Converts an [`Rgba8`] to an `"#RRGGBB"` hex string (alpha is ignored).
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pub(crate) fn color_to_hex(color: Rgba8) -> String {
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format!("#{:02X}{:02X}{:02X}", color.r, color.g, color.b)
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}
/// Converts a parsed map file into a runtime [`Board`].
///
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/// Returns `Err(String)` if the grid dimensions do not match the header:
/// - wrong number of rows (actual row count ≠ `height`)
/// - any row whose character count ≠ `width`
///
/// The conversion proceeds in two passes:
///
/// 1. **Palette pass** — each entry is parsed into a `(Glyph, Archetype)` pair
/// and stored in a temporary `HashMap` keyed by the palette character.
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/// Unknown archetype names produce an [`Archetype::ErrorBlock`] and a logged
/// warning so malformed maps are visible in-game.
///
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/// 2. **Grid pass** — `grid.content` is split into lines; each character is
/// looked up in the palette map and pushed directly into `cells`.
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impl TryFrom<MapFile> for Board {
type Error = String;
fn try_from(mf: MapFile) -> Result<Self, Self::Error> {
let w = mf.map.width;
let h = mf.map.height;
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// Nonfatal problems collected as we load; surfaced on the Board so callers
// can read `Board::is_valid`. Only grid-dimension mismatch (below) is fatal.
let mut load_errors: Vec<LogLine> = Vec::new();
// If the player is placed by a grid char, this is that char (e.g. '@').
let player_char = match mf.map.player_start {
PlayerStart::Char(c) => Some(c),
PlayerStart::Coord(_) => None,
};
// Pass 1: build a char → (Glyph, Archetype) lookup from the palette.
let mut palette: HashMap<char, (Glyph, Archetype)> = HashMap::new();
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for (key, entry) in mf.palette {
let key_char = key.chars().next().unwrap_or(' ');
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let tile = entry.tile.into_u32();
match Archetype::try_from(entry.archetype.as_str()) {
Ok(archetype) => {
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let glyph = make_glyph(tile, &entry.fg, &entry.bg);
palette.insert(key_char, (glyph, archetype));
}
Err(e) => {
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load_errors.push(LogLine::error(e));
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palette.insert(
key_char,
(Archetype::ErrorBlock.default_glyph(), Archetype::ErrorBlock),
);
}
}
}
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// Validate grid dimensions before walking cells.
// Collect lines eagerly so we can check the count and reuse them.
let rows: Vec<&str> = mf.grid.content.lines().collect();
if rows.len() != h {
return Err(format!(
"grid has {} rows but map header declares height = {}",
rows.len(),
h
));
}
for (i, line) in rows.iter().enumerate() {
let col_count = line.chars().count();
if col_count != w {
return Err(format!(
"grid row {} has {} characters but map header declares width = {}",
i, col_count, w
));
}
}
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// Validate object `palette` references before the grid pass, since the
// grid pass needs to know which chars are object placeholders.
// `skip[i]` drops object `i`; `palette_char_owner` maps a valid object
// palette char to the single object that owns it.
let mut skip = vec![false; mf.objects.len()];
let mut palette_char_owner: HashMap<char, usize> = HashMap::new();
for (i, e) in mf.objects.iter().enumerate() {
let Some(p) = e.palette.as_deref() else {
continue;
};
// `palette` is mutually exclusive with explicit `x`/`y`.
if e.x.is_some() || e.y.is_some() {
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load_errors.push(LogLine::error(format!(
"object {i}: specify either x/y or palette, not both; skipping object"
)));
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skip[i] = true;
continue;
}
// It must be exactly one character.
let mut chs = p.chars();
let (Some(ch), None) = (chs.next(), chs.next()) else {
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load_errors.push(LogLine::error(format!(
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"object {i}: palette must be a single character (got {p:?}); skipping object"
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)));
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skip[i] = true;
continue;
};
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// The player's char (e.g. '@') is reserved.
if Some(ch) == player_char {
load_errors.push(LogLine::error(format!(
"object {i}: palette char '{ch}' is reserved for the player; skipping object"
)));
skip[i] = true;
continue;
}
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// It can't reuse a terrain palette key.
if palette.contains_key(&ch) {
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load_errors.push(LogLine::error(format!(
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"object {i}: palette char '{ch}' is already a [palette] key; skipping object"
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)));
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skip[i] = true;
continue;
}
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// It must be unique across objects — keep the first claimant, drop later ones.
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match palette_char_owner.entry(ch) {
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Entry::Occupied(_) => {
load_errors.push(LogLine::error(format!(
"object {i}: palette char '{ch}' is already used by another object; skipping object"
)));
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skip[i] = true;
}
Entry::Vacant(v) => {
v.insert(i);
}
}
}
// Pass 2: walk the validated grid and build cells. Object palette chars
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// become `Empty` floor (with their positions remembered); truly unknown
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// chars become a visible `ErrorBlock` so the cell count stays correct.
let canonical_empty = (Archetype::Empty.default_glyph(), Archetype::Empty);
let mut cells: Vec<(Glyph, Archetype)> = Vec::with_capacity(w * h);
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// All grid positions (in reading order) at which each object palette char appears.
let mut obj_palette_positions: HashMap<char, Vec<(usize, usize)>> = HashMap::new();
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// Where the player's char was first seen, and how many times (for recovery).
let mut player_grid_pos: Option<(usize, usize)> = None;
let mut player_grid_count: usize = 0;
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for (y, line) in rows.iter().enumerate() {
for (x, ch) in line.chars().enumerate() {
if let Some(&cell) = palette.get(&ch) {
cells.push(cell);
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} else if Some(ch) == player_char {
// Player placeholder: floor underneath; keep the first sighting.
cells.push(canonical_empty);
player_grid_pos.get_or_insert((x, y));
player_grid_count += 1;
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} else if palette_char_owner.contains_key(&ch) {
cells.push(canonical_empty);
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obj_palette_positions.entry(ch).or_default().push((x, y));
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} else {
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load_errors.push(LogLine::error(format!(
"unknown grid character '{ch}' at ({x}, {y}); using error block"
)));
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cells.push((Archetype::ErrorBlock.default_glyph(), Archetype::ErrorBlock));
}
}
}
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// Resolve each surviving object palette char: missing → drop the entry.
// Multiple occurrences are valid — each spawns its own ObjectDef below.
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for (&ch, &owner) in &palette_char_owner {
if skip[owner] {
continue;
}
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if obj_palette_positions.get(&ch).is_none_or(Vec::is_empty) {
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load_errors.push(LogLine::error(format!(
"object palette char '{ch}' not found in the grid; skipping object"
)));
skip[owner] = true;
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}
}
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// Build the cached floor layer from the (optional) `[floor]` declaration.
// Best-effort: any problem is recorded on `load_errors`, not fatal. The
// raw spec is kept on the board so a save can round-trip it.
let floor_spec = mf.floor;
let floor = build_floor(&floor_spec, w, h, &mut load_errors);
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// Convert MapFileObjectEntry → ObjectDef, enforcing one solid per cell.
// `solid_occupied` is seeded from the grid (solid archetypes); each solid
// object then claims its cell, and a second solid on a cell is dropped.
let mut solid_occupied: Vec<bool> = cells.iter().map(|(_, a)| a.behavior().solid).collect();
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// Resolve the player's cell (nonfatal; fall back to (0, 0) on any problem),
// then let the player *win* its cell: clear solid terrain under it and claim
// the cell so a solid object placed here is dropped by the loop below.
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let (px, py) = resolve_player_start(
&mf.map.player_start,
w,
h,
player_grid_pos,
player_grid_count,
&mut load_errors,
);
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let pidx = py * w + px;
if solid_occupied[pidx] {
cells[pidx] = canonical_empty;
}
solid_occupied[pidx] = true;
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// Objects get sequential ids in load order (so BTreeMap iteration order ==
// load order, preserving the documented "lowest id wins a collision" rule).
let mut objects: BTreeMap<ObjectId, ObjectDef> = BTreeMap::new();
let mut next_object_id: ObjectId = 1;
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// Track claimed names so duplicates can be caught and cleared (nonfatal).
let mut seen_names: HashMap<String, usize> = HashMap::new();
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for (i, e) in mf.objects.into_iter().enumerate() {
if skip[i] {
continue;
}
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// Collect all grid positions for this entry. Palette entries produce one
// position per occurrence (in reading order); x/y entries produce exactly one.
let positions: Vec<(usize, usize)> = if let Some(p) = e.palette.as_deref() {
let ch = p.chars().next().unwrap();
obj_palette_positions.get(&ch).cloned().unwrap_or_default()
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} else {
match (e.x, e.y) {
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(Some(x), Some(y)) if x < w && y < h => vec![(x, y)],
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(Some(x), Some(y)) => {
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load_errors.push(LogLine::error(format!(
"object {i}: x/y ({x}, {y}) out of bounds; skipping object"
)));
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continue;
}
_ => {
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load_errors.push(LogLine::error(format!(
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"object {i}: must specify both x and y (or a palette char); skipping object"
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)));
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continue;
}
}
};
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// Spawn one ObjectDef per position. Only the first instance may claim the
// entry's name; subsequent copies are anonymous (names must be board-unique).
for (instance_idx, &(x, y)) in positions.iter().enumerate() {
let name = if instance_idx == 0 {
// Validate name uniqueness: first claimant keeps the name, later ones
// have their name cleared and a nonfatal error is recorded.
e.name.as_ref().and_then(|n| {
match seen_names.entry(n.clone()) {
Entry::Vacant(v) => { v.insert(i); Some(n.clone()) }
Entry::Occupied(o) => {
load_errors.push(LogLine::error(format!(
"object {i}: name {n:?} already used by object {}; clearing name",
o.get()
)));
None
}
}
})
} else {
None
};
let obj = ObjectDef {
id: 0, // stamped by Board::add_object
x,
y,
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glyph: make_glyph(e.tile.into_u32(), &e.fg, &e.bg),
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solid: e.solid,
opaque: e.opaque,
pushable: e.pushable,
script_name: e.script_name.clone(),
tags: e.tags.iter().cloned().collect(),
name,
};
// A solid object may not share a cell with another solid.
if obj.solid {
let idx = y * w + x;
if solid_occupied[idx] {
// The player silently wins its own cell (by design); any other
// solid collision is a reportable mistake.
if idx != pidx {
load_errors.push(LogLine::error(format!(
"object {i}: solid object at ({x}, {y}) conflicts with an existing solid; skipping object"
)));
}
continue;
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}
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solid_occupied[idx] = true;
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}
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objects.insert(next_object_id, obj);
next_object_id += 1;
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}
}
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Ok(Board {
name: mf.map.name,
width: w,
height: h,
cells,
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floor,
floor_spec,
player: Player {
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x: px as i32,
y: py as i32,
},
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objects,
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next_object_id,
portals: mf.portals,
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board_script_name: mf.map.board_script_name,
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load_errors,
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})
}
}
/// Converts a runtime [`Board`] back into a serializable [`MapFile`].
///
/// The palette is reconstructed by enumerating unique `(Glyph, Archetype)`
/// combinations in the board's cells and assigning each a single printable
/// ASCII character key. The grid is rebuilt by looking up each cell in the
/// resulting palette map.
impl From<&Board> for MapFile {
fn from(board: &Board) -> Self {
// Pool for non-empty archetypes: printable ASCII 33-126 ('!' onward),
// excluding `"` and `\` which would require escaping inside TOML strings.
// Space (32) is reserved exclusively for Archetype::Empty.
let pool: Vec<char> = (33u8..=126u8)
.filter(|&b| b != b'"' && b != b'\\')
.map(|b| b as char)
.collect();
let mut pool_iter = pool.iter();
// The canonical empty cell (tile 32, black/black) is always serialized as ' '.
// Every other unique (Glyph, Archetype) pair draws from the pool above.
let canonical_empty = (Archetype::Empty.default_glyph(), Archetype::Empty);
let mut cell_to_key: HashMap<(Glyph, Archetype), char> = HashMap::new();
let mut palette: HashMap<String, PaletteEntry> = HashMap::new();
for y in 0..board.height {
for x in 0..board.width {
let (glyph, arch) = board.get(x, y);
let key = (*glyph, *arch);
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if let Entry::Vacant(e) = cell_to_key.entry(key) {
let ch = if key == canonical_empty {
' '
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} else {
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*pool_iter.next().expect("board has more than 92 unique non-canonical cell types")
};
e.insert(ch);
palette.insert(ch.to_string(), make_palette_entry(*glyph, *arch));
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}
}
}
// Pass 2: reconstruct the grid string row by row.
let mut rows: Vec<String> = Vec::with_capacity(board.height);
for y in 0..board.height {
let mut row = String::with_capacity(board.width);
for x in 0..board.width {
let (glyph, arch) = board.get(x, y);
row.push(cell_to_key[&(*glyph, *arch)]);
}
rows.push(row);
}
// Trailing newline ensures the last row is complete; str::lines handles it correctly.
let content = rows.join("\n") + "\n";
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// Convert ObjectDef → MapFileObjectEntry, encoding the glyph as TOML-compatible fields.
let objects: Vec<MapFileObjectEntry> = board
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.objects
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.values()
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.map(|o| MapFileObjectEntry {
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// Saving always emits concrete coordinates; the palette form is a
// load-time convenience only.
x: Some(o.x),
y: Some(o.y),
palette: None,
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tile: TileIndex::Num(o.glyph.tile),
fg: color_to_hex(o.glyph.fg),
bg: color_to_hex(o.glyph.bg),
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solid: o.solid,
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opaque: o.opaque,
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pushable: o.pushable,
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script_name: o.script_name.clone(),
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// Sort for stable TOML output; HashSet iteration order is non-deterministic.
tags: { let mut v: Vec<String> = o.tags.iter().cloned().collect(); v.sort(); v },
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name: o.name.clone(),
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})
.collect();
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let portals = board.portals.clone();
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MapFile {
map: MapHeader {
name: board.name.clone(),
width: board.width,
height: board.height,
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player_start: PlayerStart::Coord([board.player.x, board.player.y]),
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board_script_name: board.board_script_name.clone(),
},
palette,
grid: GridData { content },
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// Round-trip the original floor declaration verbatim (generators
// re-randomize on the next load; literal glyph grids are exact).
floor: board.floor_spec.clone(),
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objects,
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`],
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/// then converts it via [`TryFrom<MapFile>`]. Propagates I/O errors, TOML
/// parse errors, and grid dimension mismatches through the `Box<dyn Error>` return.
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)?;
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Board::try_from(map_file).map_err(|e| e.into())
}
/// Serializes a [`Board`] to a `.toml` map file at `path`.
///
/// Converts the board to a [`MapFile`] via [`From<&Board>`], then serializes
/// it with `toml::to_string_pretty`. Propagates I/O and serialization errors.
pub fn save(board: &Board, path: &Path) -> Result<(), Box<dyn std::error::Error>> {
let map_file = MapFile::from(board);
let toml_str = toml::to_string_pretty(&map_file)?;
std::fs::write(path, toml_str)?;
Ok(())
}