2026-06-07 00:19:53 -05:00
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use std::collections::{BTreeMap, HashMap};
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use crate::archetype::Archetype;
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use crate::archetype::Archetype::Empty;
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use crate::font::FontSpec;
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use crate::glyph::Glyph;
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use crate::log::LogLine;
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use crate::object_def::ObjectDef;
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use crate::script::Direction;
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use crate::utils::{ObjectId, Player, PortalDef, Solid};
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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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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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/// Row-major grid of `(Glyph, Archetype)` pairs. Use [`Board::get`] to
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/// access by `(x, y)` coordinates.
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pub(crate) cells: Vec<(Glyph, Archetype)>,
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/// Row-major cache of the visual floor layer: the glyph drawn for a cell when
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/// it would otherwise render as [`Archetype::Empty`]. Computed once at load
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/// from [`floor_spec`](Board::floor_spec) (see [`crate::floor::build_floor`]).
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/// When a map declares no `[floor]`, every entry is black-on-black space (the
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/// historical look of an empty cell). Read it via [`Board::glyph_at`].
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pub(crate) floor: Vec<Glyph>,
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/// The raw `[floor]` declaration, kept so [`crate::map_file::save`] can
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/// round-trip it. `None` when the map declared no floor. (Generators
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/// re-randomize on reload; literal glyph grids are preserved exactly.)
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pub(crate) floor_spec: Option<crate::floor::FloorSpec>,
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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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/// Optional font override for this board. When `None`, the app default is used.
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pub font: Option<FontSpec>,
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/// Integer scale factor applied to tiles when rendering this board. 1 = natural size.
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pub zoom: u32,
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/// Named Rhai scripts available on this board: script name → source text.
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///
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/// All script source lives here; [`ObjectDef`]s and [`Board::board_script_name`]
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/// reference entries by name. This means multiple objects can share the same
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/// source while each running instance gets its own Rhai scope at runtime.
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pub scripts: HashMap<String, String>,
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/// Name of the board-level script in [`Board::scripts`], 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.
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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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}
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impl Board {
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/// Returns a reference to the cell at `(x, y)`.
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///
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/// The cell is a `(Glyph, Archetype)` tuple. Panics if `x` or `y` are
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/// out of bounds.
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pub fn get(&self, x: usize, y: usize) -> &(Glyph, Archetype) {
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&self.cells[y * self.width + x]
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}
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/// Returns a mutable reference to the cell at `(x, y)`.
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///
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/// Panics if `x` or `y` are out of bounds.
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pub fn get_mut(&mut self, x: usize, y: usize) -> &mut (Glyph, Archetype) {
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&mut self.cells[y * self.width + x]
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}
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/// Returns the glyph we should display for a given coordinate:
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///
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/// - If the coord contains a [`Solid`], use the appropriate glyph for that
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/// - If it contains at least one non-solid object with a glyph other than 0, use one (arbitrarily)
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/// - If it contains any non-Empty archetype, use that glyph
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/// - Fall back to the [`floor`](Board::floor) glyph.
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///
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/// An `Empty` cell's *own* glyph is intentionally ignored — the floor layer
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/// supersedes it (so a cell vacated by a pushed crate reveals the floor, not
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/// black). Panics if out of bounds.
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pub fn glyph_at(&self, x: usize, y: usize) -> Glyph {
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if let Some(solid) = self.solid_at(x, y) {
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// Use the solid
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return match solid {
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Solid::Player => Glyph::player(),
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Solid::Cell(_) => self.get(x, y).0,
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Solid::Object(id) => self.objects[&id].glyph
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}
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}
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let (glyph, arch) = *self.get(x, y);
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let ids = self.object_ids_at(x, y); // IDs of non-solid (ethereal?) objects
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// Objects with nonzero (nonblank) glyphs take precedence. This allows us to use invisible
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// nonsolid objects on the board.
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if let Some(glyph) = ids.iter().find(|id| self.objects[id].glyph.tile != 0 ).map(|id| self.objects[id].glyph) {
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return glyph
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}
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// Is there a normal archetype?
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if arch != Empty {
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return glyph
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}
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self.floor[y * self.width + x]
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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);
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}
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// A solid object shadows the grid cell it sits on.
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if let Some(id) = self.solid_object_id_at(x, y)
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{
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return Some(Solid::Object(id));
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}
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// Otherwise the grid archetype itself may be solid (e.g. a wall).
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let arch = self.get(x, y).1;
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if arch.behavior().solid {
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return Some(Solid::Cell(arch));
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}
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None
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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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/// Whether the cell's single solid occupant (if any) can be pushed in `dir`.
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///
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/// Non-solid things are never pushable: `pushable` only matters for solids.
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/// Grid archetypes may restrict the axis (see [`Pushable`]); pushable objects
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/// can be shoved in any direction.
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fn is_pushable(&self, x: usize, y: usize, dir: Direction) -> bool {
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match self.solid_at(x, y) {
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Some(Solid::Player) => true, // the player is pushable in any direction
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Some(Solid::Cell(a)) => a.behavior().pushable.allows(dir),
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Some(Solid::Object(id)) => self.objects[&id].pushable,
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None => false,
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}
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}
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/// Whether the chain of pushable solids starting at `(x, y)` can be shoved one
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/// step in `dir` — i.e. the chain ends at a passable cell rather than the board
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/// edge or a non-pushable solid.
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///
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/// Read-only (`&self`); pairs with [`push`](Board::push). Returns `false` when
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/// `(x, y)` itself holds no pushable solid, so it doubles as the "is the cell
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/// ahead shovable?" half of a "can I move here?" query.
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pub fn can_push(&self, x: usize, y: usize, dir: Direction) -> bool {
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let (dx, dy): (i32, i32) = dir.into();
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let (mut cx, mut cy) = (x, y);
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loop {
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// This cell must hold a solid pushable in `dir` to advance the chain.
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if !self.is_pushable(cx, cy, dir) {
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return false;
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}
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let next = (cx as i32 + dx, cy as i32 + dy);
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if !self.in_bounds(next) {
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return false; // chain runs off the board
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}
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let (nx, ny) = (next.0 as usize, next.1 as usize);
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if self.is_passable(nx, ny) {
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return true; // open space at the end: the whole chain can move
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}
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// Next cell holds a solid too; continue (it must itself be pushable).
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cx = nx;
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cy = ny;
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}
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}
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/// Shoves the chain of pushable solids starting at `(x, y)` one step in `dir`,
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/// leaving `Empty` floor behind each moved cell.
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///
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/// No-op when the chain can't move (it self-checks via [`can_push`](Board::can_push)),
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/// so it is safe to call unconditionally.
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pub fn push(&mut self, x: usize, y: usize, dir: Direction) {
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if !self.can_push(x, y, dir) {
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return;
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}
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let (dx, dy): (i32, i32) = dir.into();
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// can_push guaranteed the chain ends at an in-bounds passable cell, so
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// re-walk it (no bounds checks needed) and shift the far end first, which
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// keeps each destination cell vacated before its occupant arrives.
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let mut chain: Vec<(usize, usize)> = Vec::new();
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let (mut cx, mut cy) = (x, y);
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while !self.is_passable(cx, cy) {
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chain.push((cx, cy));
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cx = (cx as i32 + dx) as usize;
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cy = (cy as i32 + dy) as usize;
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}
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for &(px, py) in chain.iter().rev() {
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self.shift_solid(px, py, dx, dy);
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}
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}
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/// Moves the single solid occupant of `(x, y)` one step by `(dx, dy)`.
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///
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/// A solid object is relocated; otherwise the grid archetype (a crate) is
|
|
|
|
|
|
/// moved, leaving `Empty` floor behind (the grid has no separate floor layer).
|
|
|
|
|
|
/// 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);
|
|
|
|
|
|
// The player owns its cell, so move it before considering objects/grid.
|
|
|
|
|
|
if self.player.x == x as i32 && self.player.y == y as i32 {
|
|
|
|
|
|
self.player.x = tx as i32;
|
|
|
|
|
|
self.player.y = ty as i32;
|
|
|
|
|
|
} else if let Some(id) = self.solid_object_id_at(x, y)
|
|
|
|
|
|
{
|
|
|
|
|
|
let obj = self.objects.get_mut(&id).expect("id from object_id_at");
|
|
|
|
|
|
obj.x = tx;
|
|
|
|
|
|
obj.y = ty;
|
|
|
|
|
|
} else {
|
|
|
|
|
|
let moved = *self.get(x, y);
|
|
|
|
|
|
*self.get_mut(tx, ty) = moved;
|
|
|
|
|
|
*self.get_mut(x, y) = (Archetype::Empty.default_glyph(), Archetype::Empty);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// 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)
|
|
|
|
|
|
.map(|(&id, _)| id).collect()
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// 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> {
|
|
|
|
|
|
self.objects
|
|
|
|
|
|
.iter()
|
|
|
|
|
|
.find_map(|(&id, o)| {
|
|
|
|
|
|
if o.x == x && o.y == y && o.solid {
|
|
|
|
|
|
Some(id)
|
|
|
|
|
|
} else {
|
|
|
|
|
|
None
|
|
|
|
|
|
}
|
|
|
|
|
|
})
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// 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.
|
|
|
|
|
|
pub fn add_object(&mut self, object: ObjectDef) -> ObjectId {
|
|
|
|
|
|
let id = self.next_object_id;
|
|
|
|
|
|
self.next_object_id += 1;
|
|
|
|
|
|
self.objects.insert(id, object);
|
|
|
|
|
|
id
|
|
|
|
|
|
}
|
2026-06-07 00:33:16 -05:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#[cfg(test)]
|
|
|
|
|
|
pub(crate) mod tests {
|
|
|
|
|
|
use std::collections::{BTreeMap, HashMap};
|
|
|
|
|
|
use color::Rgba8;
|
|
|
|
|
|
use crate::archetype::Archetype;
|
|
|
|
|
|
use crate::glyph::Glyph;
|
|
|
|
|
|
use crate::object_def::ObjectDef;
|
|
|
|
|
|
use crate::script::Direction;
|
|
|
|
|
|
use crate::utils::{ObjectId, Player, Solid};
|
|
|
|
|
|
use super::Board;
|
|
|
|
|
|
|
|
|
|
|
|
/// Builds an all-empty `w×h` board with the given player position, objects,
|
|
|
|
|
|
/// and `(name, source)` scripts. Assigns sequential ids (1..=n) to objects.
|
|
|
|
|
|
pub(crate) fn open_board(
|
|
|
|
|
|
w: usize,
|
|
|
|
|
|
h: usize,
|
|
|
|
|
|
player: (i32, i32),
|
|
|
|
|
|
objects: Vec<ObjectDef>,
|
|
|
|
|
|
scripts: &[(&str, &str)],
|
|
|
|
|
|
) -> Board {
|
|
|
|
|
|
let mut object_map: BTreeMap<ObjectId, ObjectDef> = BTreeMap::new();
|
|
|
|
|
|
let mut next_object_id: ObjectId = 1;
|
|
|
|
|
|
for o in objects {
|
|
|
|
|
|
object_map.insert(next_object_id, o);
|
|
|
|
|
|
next_object_id += 1;
|
|
|
|
|
|
}
|
|
|
|
|
|
Board {
|
|
|
|
|
|
name: "test".into(),
|
|
|
|
|
|
width: w,
|
|
|
|
|
|
height: h,
|
|
|
|
|
|
cells: vec![(Archetype::Empty.default_glyph(), Archetype::Empty); w * h],
|
|
|
|
|
|
floor: vec![Archetype::Empty.default_glyph(); w * h],
|
|
|
|
|
|
floor_spec: None,
|
|
|
|
|
|
player: Player { x: player.0, y: player.1 },
|
|
|
|
|
|
objects: object_map,
|
|
|
|
|
|
next_object_id,
|
|
|
|
|
|
portals: Vec::new(),
|
|
|
|
|
|
font: None,
|
|
|
|
|
|
zoom: 1,
|
|
|
|
|
|
scripts: scripts.iter().map(|(k, v)| (k.to_string(), v.to_string())).collect::<HashMap<_,_>>(),
|
|
|
|
|
|
board_script_name: None,
|
|
|
|
|
|
load_errors: Vec::new(),
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Stamps a crate cell onto a board.
|
|
|
|
|
|
pub(crate) fn crate_at(board: &mut Board, x: usize, y: usize) {
|
|
|
|
|
|
*board.get_mut(x, y) = (Archetype::Crate.default_glyph(), Archetype::Crate);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Stamps a wall cell onto a board.
|
|
|
|
|
|
pub(crate) fn wall_at(board: &mut Board, x: usize, y: usize) {
|
|
|
|
|
|
*board.get_mut(x, y) = (Archetype::Wall.default_glyph(), Archetype::Wall);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Stamps an arbitrary archetype cell onto a board.
|
|
|
|
|
|
pub(crate) fn stamp(board: &mut Board, x: usize, y: usize, arch: Archetype) {
|
|
|
|
|
|
*board.get_mut(x, y) = (arch.default_glyph(), arch);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
|
fn solid_at_reports_wall_object_and_empty() {
|
|
|
|
|
|
let mut board = open_board(4, 1, (3, 0), vec![], &[]);
|
|
|
|
|
|
board.cells[1] = (Archetype::Wall.default_glyph(), Archetype::Wall);
|
|
|
|
|
|
board.add_object(ObjectDef::new(2, 0));
|
|
|
|
|
|
|
|
|
|
|
|
assert!(board.solid_at(0, 0).is_none());
|
|
|
|
|
|
assert!(board.is_passable(0, 0));
|
|
|
|
|
|
|
|
|
|
|
|
match board.solid_at(1, 0) {
|
|
|
|
|
|
Some(Solid::Cell(Archetype::Wall)) => {}
|
|
|
|
|
|
other => panic!("expected Solid::Cell(Wall), got {:?}", other.is_some()),
|
|
|
|
|
|
}
|
|
|
|
|
|
assert!(!board.is_passable(1, 0));
|
|
|
|
|
|
|
|
|
|
|
|
match board.solid_at(2, 0) {
|
|
|
|
|
|
Some(Solid::Object(id)) => assert_eq!((board.objects[&id].x, board.objects[&id].y), (2, 0)),
|
|
|
|
|
|
_ => panic!("expected Solid::Object"),
|
|
|
|
|
|
}
|
|
|
|
|
|
assert!(!board.is_passable(2, 0));
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
|
fn non_solid_object_does_not_block() {
|
|
|
|
|
|
let mut obj = ObjectDef::new(1, 0);
|
|
|
|
|
|
obj.solid = false;
|
|
|
|
|
|
let board = open_board(3, 1, (0, 0), vec![obj], &[]);
|
|
|
|
|
|
assert!(board.solid_at(1, 0).is_none());
|
|
|
|
|
|
assert!(board.is_passable(1, 0));
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
|
fn solid_at_reports_player() {
|
|
|
|
|
|
let board = open_board(3, 1, (1, 0), vec![], &[]);
|
|
|
|
|
|
match board.solid_at(1, 0) {
|
|
|
|
|
|
Some(Solid::Player) => {}
|
|
|
|
|
|
_ => panic!("expected Solid::Player at the player's cell"),
|
|
|
|
|
|
}
|
|
|
|
|
|
assert!(!board.is_passable(1, 0));
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
|
fn in_bounds_checks_grid_boundaries() {
|
|
|
|
|
|
let board = open_board(3, 2, (0, 0), vec![], &[]);
|
|
|
|
|
|
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() {
|
|
|
|
|
|
let mut board = open_board(3, 1, (0, 0), vec![], &[]);
|
|
|
|
|
|
crate_at(&mut board, 1, 0);
|
|
|
|
|
|
assert!(board.can_push(1, 0, Direction::East));
|
|
|
|
|
|
assert_eq!(board.get(1, 0).1, Archetype::Crate); // no mutation
|
|
|
|
|
|
assert_eq!(board.get(2, 0).1, Archetype::Empty);
|
|
|
|
|
|
|
|
|
|
|
|
let mut board = open_board(3, 1, (0, 0), vec![], &[]);
|
|
|
|
|
|
crate_at(&mut board, 1, 0);
|
|
|
|
|
|
wall_at(&mut board, 2, 0);
|
|
|
|
|
|
assert!(!board.can_push(1, 0, Direction::East));
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
|
fn push_into_player_pushes_player() {
|
|
|
|
|
|
// Crate shoved east into the player slides the player along into open space.
|
|
|
|
|
|
let mut board = open_board(4, 1, (2, 0), vec![], &[]);
|
|
|
|
|
|
crate_at(&mut board, 1, 0);
|
|
|
|
|
|
assert!(board.can_push(1, 0, Direction::East));
|
|
|
|
|
|
board.push(1, 0, Direction::East);
|
|
|
|
|
|
assert_eq!(board.get(1, 0).1, Archetype::Empty);
|
|
|
|
|
|
assert_eq!(board.get(2, 0).1, Archetype::Crate);
|
|
|
|
|
|
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.
|
|
|
|
|
|
let mut board = open_board(4, 1, (2, 0), vec![], &[]);
|
|
|
|
|
|
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
|
|
|
|
|
|
assert_eq!(board.get(1, 0).1, Archetype::Crate);
|
|
|
|
|
|
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.
|
|
|
|
|
|
let mut board = open_board(3, 1, (2, 0), vec![], &[]);
|
|
|
|
|
|
let floor_glyph = Glyph {
|
|
|
|
|
|
tile: '.' as u32,
|
|
|
|
|
|
fg: Rgba8 { r: 10, g: 20, b: 30, a: 255 },
|
|
|
|
|
|
bg: Rgba8 { r: 1, g: 2, b: 3, a: 255 },
|
|
|
|
|
|
};
|
|
|
|
|
|
board.floor = vec![floor_glyph; 3];
|
|
|
|
|
|
wall_at(&mut board, 0, 0);
|
|
|
|
|
|
assert_eq!(board.glyph_at(0, 0), Archetype::Wall.default_glyph());
|
|
|
|
|
|
assert_eq!(board.glyph_at(1, 0), floor_glyph);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
|
fn fresh_board_is_valid_and_reports_errors() {
|
|
|
|
|
|
let mut board = open_board(1, 1, (0, 0), vec![], &[]);
|
|
|
|
|
|
assert!(board.is_valid());
|
|
|
|
|
|
board.report_error("something went wrong");
|
|
|
|
|
|
assert!(!board.is_valid());
|
|
|
|
|
|
assert_eq!(board.load_errors.len(), 1);
|
|
|
|
|
|
}
|
2026-06-07 00:19:53 -05:00
|
|
|
|
}
|