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kiln/kiln-core/src/board.rs
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use crate::archetype::Archetype;
use crate::glyph::Glyph;
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use crate::layer::Layer;
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use crate::log::LogLine;
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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/// The complete state of one game board (a single room or screen).
///
/// `Board` is the central data structure of the engine, equivalent to a
/// "board" in ZZT. It contains everything needed to represent and run one
/// self-contained area of the game world:
///
/// - A grid of cells, each with a visual representation ([`Glyph`]) and an [`Archetype`]
/// - The current player position
/// - Scripted objects and portals (loaded but not yet active)
///
/// ## Cell storage
///
/// Cells are stored as `(Glyph, Archetype)` tuples in a row-major `Vec`.
/// Each cell directly owns its visual and behavioral class — there is no
/// separate element palette or index indirection. Access cells with
/// [`Board::get`] and [`Board::get_mut`] using `(x, y)` coordinates.
/// Use [`Board::is_passable`] for collision checks.
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///
/// `Board` derives [`Clone`] to support deep-copying a whole [`World`](crate::world::World)
/// (see [`World::deep_clone`](crate::world::World::deep_clone)) — e.g. the editor's
/// playtest runs a game against an isolated copy so play mutations never touch the
/// boards being edited.
#[derive(Clone)]
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pub struct Board {
/// Human-readable name for this board, loaded from the map file and round-tripped on save.
pub name: String,
/// Width of the board in cells.
pub width: usize,
/// Height of the board in cells.
pub height: usize,
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/// Ordered draw stack of [`Layer`]s, bottom (index 0) to top. Each layer holds
/// a row-major grid of `(Glyph, Archetype)` cells; a transparent cell lets the
/// layer beneath show through. Drawing ([`Board::glyph_at`]) walks the stack
/// top-down; solidity ([`Board::solid_at`]) scans every layer. Access a single
/// cell with [`Board::get`]/[`Board::get_mut`] by `(z, x, y)`.
pub(crate) layers: Vec<Layer>,
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/// Current player position. See [`Player`] for caveats about its future.
pub player: Player,
/// Scripted objects on this board, keyed by stable [`ObjectId`]. A `BTreeMap`
/// (not a `Vec`) so an object can be removed without invalidating other
/// objects' ids; iteration is in ascending-id order, which equals load order
/// (ids are assigned sequentially as the map loads).
pub objects: BTreeMap<ObjectId, ObjectDef>,
/// The next [`ObjectId`] to hand out (starts at 1, monotonically increasing).
/// See [`Board::add_object`].
pub next_object_id: ObjectId,
/// Portals on this board. Parsed from the map file; not yet active.
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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///
/// 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
/// [`World::scripts`](crate::world::World) and are looked up by this name.
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pub board_script_name: Option<String>,
/// Nonfatal problems collected while loading this map (e.g. unknown
/// archetypes, dropped objects, recovered placement chars), as red-on-black
/// [`LogLine`]s. Empty for a clean load; see [`Board::is_valid`]. Not part of
/// the map file (purely a load diagnostic).
pub(crate) load_errors: Vec<LogLine>,
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/// Per-board key→value store written and read by Rhai scripts via the
/// `Registry` scope constant. Persists automatically across board transitions
/// because all boards live as `Rc<RefCell<Board>>` in `World::boards` and are
/// never evicted. Not saved to disk in v1.
pub registry: HashMap<String, RegistryValue>,
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}
impl Board {
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/// Number of draw layers on this board (≥ 1 for a loaded board).
pub fn layer_count(&self) -> usize {
self.layers.len()
}
/// 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) {
&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.
pub fn get_mut(&mut self, z: usize, x: usize, y: usize) -> &mut (Glyph, Archetype) {
let w = self.width;
&mut self.layers[z].cells[y * w + x]
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}
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/// Replace the solid (if any) at `(x, y)` with `Empty`
pub fn clear_solid(&mut self, x: usize, y: usize) {
if self.in_bounds((x as i32, y as i32)) {
if let Some(z) = self.solid_cell_layer(x, y) {
*self.get_mut(z, x, y) = (Archetype::Empty.default_glyph(), Archetype::Empty)
}
}
}
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/// Returns the glyph to display at `(x, y)`, honoring layer draw order.
///
/// The player is always drawn on top (it is not part of the layer stack yet).
/// Otherwise the layers are walked **top-down**; the first thing that draws on
/// 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
/// object whose glyph is not transparent, i.e. `tile != 0`),
/// 2. a portal on that layer,
/// 3. the layer's terrain cell — a solid always draws, and a non-solid draws
/// 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.
/// 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).
if self.player.x == x as i32 && self.player.y == y as i32 {
return Glyph::player();
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}
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for z in (0..self.layers.len()).rev() {
// Objects on this layer: a solid object always draws; otherwise the
// first non-transparent non-solid object (lets invisible objects exist).
let mut nonsolid: Option<Glyph> = None;
for o in self
.objects
.values()
.filter(|o| o.x == x && o.y == y && o.z == z)
{
if o.solid {
return o.glyph;
}
if nonsolid.is_none() && o.glyph.tile != 0 {
nonsolid = Some(o.glyph);
}
}
if let Some(g) = nonsolid {
return g;
}
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// A portal on this layer draws above its (transparent) terrain cell.
if self
.portals
.iter()
.any(|p| p.x == x && p.y == y && p.z == z)
{
return PortalDef::default_glyph();
}
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// The terrain cell: a solid always draws; a non-solid only if visible.
let (glyph, arch) = self.get(z, x, y);
if arch.behavior().solid || glyph.tile != 0 {
return *glyph;
}
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}
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// Nothing on any layer: the canonical black empty cell.
Archetype::Empty.default_glyph()
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}
/// Returns `true` if `(x, y)` is a valid cell coordinate on this board.
///
/// Takes signed coords so callers can pass a raw `pos + delta` without first
/// checking for negatives.
pub fn in_bounds(&self, pos: (i32, i32)) -> bool {
let (x, y) = pos;
x >= 0 && y >= 0 && (x as usize) < self.width && (y as usize) < self.height
}
/// Records a nonfatal error: appends `message` as a red-on-black line to the
/// board's [`load_errors`](Board::load_errors). Used by the map loader (and
/// available at runtime) to surface recoverable problems.
pub fn report_error(&mut self, message: impl Into<String>) {
self.load_errors.push(LogLine::error(message));
}
/// Returns `true` if the map loaded with no nonfatal errors (the error list
/// is empty).
pub fn is_valid(&self) -> bool {
self.load_errors.is_empty()
}
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/// Returns the single solid entity occupying `(x, y)`, if any.
///
/// Checks player first, then objects, then the grid archetype. Because at most one solid
/// may occupy a cell (an invariant enforced when the board is loaded — see
/// [`crate::map_file`]), this returns that one occupant or `None`.
/// Panics if `x` or `y` are out of bounds.
pub fn solid_at(&self, x: usize, y: usize) -> Option<Solid> {
// The player wins its cell (load-time invariant), so it is the solid there.
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];
let behavior = Behavior {
solid: obj.solid,
opaque: obj.opaque,
// ObjectDef stores pushability as a bool meaning "any direction".
pushable: if obj.pushable {
Pushable::Any
} else {
Pushable::No
},
grab: obj.grab,
};
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).
if let Some(z) = self.solid_cell_layer(x, y) {
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let (glyph, arch) = *self.get(z, x, y);
return Some(Solid::terrain_at(x, y, z, glyph, arch));
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}
None
}
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/// Returns the index of the layer whose terrain cell at `(x, y)` is solid, if
/// any. By the one-solid-per-cell invariant there is at most one such layer.
fn solid_cell_layer(&self, x: usize, y: usize) -> Option<usize> {
(0..self.layers.len()).find(|&z| self.get(z, x, y).1.behavior().solid)
}
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/// Returns `true` if a mover can enter `(x, y)` — i.e. no solid occupies it.
///
/// Convenience inverse of [`solid_at`](Board::solid_at).
/// Panics if `x` or `y` are out of bounds.
pub fn is_passable(&self, x: usize, y: usize) -> bool {
self.solid_at(x, y).is_none()
}
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/// Returns `true` if the solids at `(x1, y1)` and `(x2, y2)` may share a cell —
/// i.e. moving one onto the other wouldn't break the "one solid per cell"
/// invariant. That holds when at least one cell is empty, or one holds the
/// player and the other a **grab** thing (the player collects it).
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///
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/// Off-board coordinates are never combinable (returns `false` rather than
/// panicking). Backs the script-facing `combinable(x1, y1, x2, y2)` fn.
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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:
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if solid1.player() && solid2.grab() || solid2.player() && solid1.grab() {
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return true
}
// Nope, two solids that can't coexist:
false
}
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/// 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 {
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// 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))
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}
/// 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;
}
}
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/// 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.
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///
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/// 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.
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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);
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// 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;
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}
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// The cell ahead is acceptable if it is empty or another pushable solid.
self.is_passable(nx, ny) || self.is_pushable(nx, ny, dir)
}
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/// 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)`.
///
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/// 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.
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/// 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);
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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) {
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*self.get_mut(z, x, y) = (Glyph::transparent(), Archetype::Empty);
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}
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solid.place(self, tx, ty);
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}
/// 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)
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.map(|(&id, _)| id)
.collect()
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}
/// 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> {
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self.objects.iter().find_map(|(&id, o)| {
if o.x == x && o.y == y && o.solid {
Some(id)
} else {
None
}
})
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}
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/// 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
}
})
}
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/// 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.
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pub fn add_object(&mut self, mut object: ObjectDef) -> ObjectId {
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let id = self.next_object_id;
self.next_object_id += 1;
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object.id = id;
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self.objects.insert(id, object);
id
}
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/// 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)
}
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/// 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);
}
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/// 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;
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// 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;
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obj.builtin_script = archetype_script(arch);
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obj.script_name = archetype_script_key(arch).map(|s| s.to_owned());
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obj.tags.insert(builtin_tag(arch));
self.add_object(obj);
}
}
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/// Shifts a set of cells, given as `(x, y)` coordinates. Backs the script
/// `shift()` fn. Returns any errors as [`LogLine`]s for the caller to log.
pub fn apply_shift(&mut self, cells: &[(i32, i32)]) -> Vec<LogLine> {
// Validate all the cells are in bounds, error if not:
if cells.iter().any(|&c| !self.in_bounds(c)) {
return vec![LogLine::error("Called shift() with a cell out of bounds")]
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}
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// Get all the Solids at these cells:
let solids: Vec<_> = cells.iter().map(|&c| self.solid_at(c.0 as usize, c.1 as usize)).collect();
// Tell whether these are normally pushable in this direction. This doesn't count whether
// their target zone will be empty, just whether they would be willing to move that way at
// all. The direction comes in because of hcrates / vcrates: if their target cell is adjacent,
// then we'll check directions
//let mut pushable: Vec<bool> = Vec::with_capacity(solids.len());
let mut immobile = HashSet::new();
for (curr_idx, curr) in solids.iter().enumerate() {
let origin = cells[curr_idx];
let target = cells[(curr_idx + 1) % cells.len()];
// Whether these represent a single-cell h or v move.
let hmove = target.1 == origin.1 && (target.0 - origin.0).abs() == 1;
let vmove = target.0 == origin.0 && (target.1 - origin.1).abs() == 1;
// We are never allowed to push a thing that won't push
// We won't push a horizontal-only thing vertically
// We won't push a vertical-only thing horizontally
let pushable = curr.as_ref().map_or(Pushable::Any, |c| c.pushable());
if pushable == Pushable::No ||
pushable == Pushable::Vertical && hmove ||
pushable == Pushable::Horizontal && vmove {
immobile.insert(curr_idx);
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}
}
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// Trace back from each immobile until we find an empty:
let mut blocked = HashSet::new();
for curr_idx in immobile {
let mut prev_idx = curr_idx;
loop {
if solids[prev_idx].is_some() && !blocked.contains(&prev_idx) {
blocked.insert(prev_idx);
prev_idx = (prev_idx + cells.len() - 1) % cells.len();
} else {
break
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}
}
}
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// Clear all the cells so everything can be placed:
for (curr_idx, curr) in cells.iter().enumerate() {
if !blocked.contains(&curr_idx) {
self.clear_solid(curr.0 as usize, curr.1 as usize);
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}
}
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// Now, move anything that we've decided is not blocked:
for (curr_idx, curr) in solids.iter().enumerate() {
if let Some(solid) = curr && !blocked.contains(&curr_idx) {
let target = cells[(curr_idx + 1) % cells.len()];
solid.place(self, target.0 as usize, target.1 as usize);
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}
}
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vec![]
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}
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/// 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)
}
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}
#[cfg(test)]
pub(crate) mod tests {
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use super::Board;
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use crate::archetype::{Archetype, SpinDirection};
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use crate::glyph::Glyph;
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use crate::layer::Layer;
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use crate::object_def::ObjectDef;
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use crate::utils::Direction;
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use crate::utils::{ObjectId, Player};
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use color::Rgba8;
use std::collections::{BTreeMap, HashMap};
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/// 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.
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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;
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for mut o in objects {
o.id = next_object_id;
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object_map.insert(next_object_id, o);
next_object_id += 1;
}
Board {
name: "test".into(),
width: w,
height: h,
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layers: vec![Layer {
cells: vec![(Glyph::transparent(), Archetype::Empty); w * h],
}],
player: Player {
x: player.0,
y: player.1,
},
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objects: object_map,
next_object_id,
portals: Vec::new(),
board_script_name: None,
load_errors: Vec::new(),
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registry: HashMap::new(),
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}
}
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/// 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.
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pub(crate) fn crate_at(board: &mut Board, x: usize, y: usize) {
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let z = top(board);
*board.get_mut(z, x, y) = (Archetype::Crate.default_glyph(), Archetype::Crate);
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}
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/// Stamps a wall cell onto the board's top layer.
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pub(crate) fn wall_at(board: &mut Board, x: usize, y: usize) {
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let z = top(board);
*board.get_mut(z, x, y) = (Archetype::Wall.default_glyph(), Archetype::Wall);
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}
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/// Stamps an arbitrary archetype cell onto the board's top layer.
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pub(crate) fn stamp(board: &mut Board, x: usize, y: usize, arch: Archetype) {
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let z = top(board);
*board.get_mut(z, x, y) = (arch.default_glyph(), arch);
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}
#[test]
fn solid_at_reports_wall_object_and_empty() {
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let mut board = open_board(4, 1, (3, 0), vec![]);
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wall_at(&mut board, 1, 0);
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board.add_object(ObjectDef::new(2, 0));
assert!(board.solid_at(0, 0).is_none());
assert!(board.is_passable(0, 0));
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let wall = board.solid_at(1, 0).expect("a wall is solid");
assert_eq!(wall.archetype(), Some(Archetype::Wall));
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assert!(!board.is_passable(1, 0));
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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));
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assert!(!board.is_passable(2, 0));
}
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#[test]
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fn grab_object_at_detects_a_gem() {
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// 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);
}
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#[test]
fn non_solid_object_does_not_block() {
let mut obj = ObjectDef::new(1, 0);
obj.solid = false;
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let board = open_board(3, 1, (0, 0), vec![obj]);
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assert!(board.solid_at(1, 0).is_none());
assert!(board.is_passable(1, 0));
}
#[test]
fn solid_at_reports_player() {
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let board = open_board(3, 1, (1, 0), vec![]);
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assert!(
board.solid_at(1, 0).is_some_and(|s| s.player()),
"expected the player at its own cell"
);
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assert!(!board.is_passable(1, 0));
}
#[test]
fn in_bounds_checks_grid_boundaries() {
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let board = open_board(3, 2, (0, 0), vec![]);
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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() {
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let mut board = open_board(3, 1, (0, 0), vec![]);
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crate_at(&mut board, 1, 0);
assert!(board.can_push(1, 0, Direction::East));
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assert_eq!(board.get(0, 1, 0).1, Archetype::Crate); // no mutation
assert_eq!(board.get(0, 2, 0).1, Archetype::Empty);
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let mut board = open_board(3, 1, (0, 0), vec![]);
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crate_at(&mut board, 1, 0);
wall_at(&mut board, 2, 0);
assert!(!board.can_push(1, 0, Direction::East));
}
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#[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));
}
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#[test]
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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).
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let mut gem = ObjectDef::new(0, 0);
gem.grab = true;
gem.pushable = true;
let board = open_board(2, 1, (1, 0), vec![gem]);
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assert!(!board.can_shift(0, 0, Direction::East));
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// A plain crate likewise may not shift onto the player.
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let mut board = open_board(2, 1, (1, 0), vec![]);
crate_at(&mut board, 0, 0);
assert!(!board.can_shift(0, 0, Direction::East));
}
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#[test]
fn push_into_player_pushes_player() {
// Crate shoved east into the player slides the player along into open space.
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let mut board = open_board(4, 1, (2, 0), vec![]);
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crate_at(&mut board, 1, 0);
assert!(board.can_push(1, 0, Direction::East));
board.push(1, 0, Direction::East);
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assert_eq!(board.get(0, 1, 0).1, Archetype::Empty);
assert_eq!(board.get(0, 2, 0).1, Archetype::Crate);
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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.
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let mut board = open_board(4, 1, (2, 0), vec![]);
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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
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assert_eq!(board.get(0, 1, 0).1, Archetype::Crate);
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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.
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let mut board = open_board(3, 1, (2, 0), vec![]);
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let floor_glyph = Glyph {
tile: '.' as u32,
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fg: Rgba8 {
r: 10,
g: 20,
b: 30,
a: 255,
},
bg: Rgba8 {
r: 1,
g: 2,
b: 3,
a: 255,
},
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};
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// Floor on a lower layer, a wall on the top (terrain) layer at (0,0).
add_floor(&mut board, floor_glyph);
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wall_at(&mut board, 0, 0);
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// The wall (solid) draws over the floor; the empty cell reveals the floor.
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assert_eq!(board.glyph_at(0, 0), Archetype::Wall.default_glyph());
assert_eq!(board.glyph_at(1, 0), floor_glyph);
}
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#[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);
}
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#[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);
}
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#[test]
fn fresh_board_is_valid_and_reports_errors() {
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let mut board = open_board(1, 1, (0, 0), vec![]);
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assert!(board.is_valid());
board.report_error("something went wrong");
assert!(!board.is_valid());
assert_eq!(board.load_errors.len(), 1);
}
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#[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]
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fn apply_shift_out_of_bounds_rejects_immediately() {
// apply_shift validates all cells upfront; any out-of-bounds cell causes immediate failure.
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let mut board = open_board(3, 1, (2, 0), vec![]);
crate_at(&mut board, 0, 0);
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let errs = board.apply_shift(&[(0, 0), (9, 0)]);
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assert_eq!(errs.len(), 1);
assert_eq!(board.get(0, 0, 0).1, Archetype::Crate); // unchanged
}
#[test]
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fn apply_shift_wall_stops_cascade_but_empty_limits_it() {
// A non-pushable Wall is immobile. Backward cascade from the wall traces
// through preceding solids until it hits empty, marking those as blocked.
// Solids on the *other* side of the empty (outside the blocked region) still move.
let mut board = open_board(6, 1, (5, 0), vec![]);
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crate_at(&mut board, 0, 0);
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// (1,0) stays empty
wall_at(&mut board, 2, 0);
crate_at(&mut board, 3, 0);
crate_at(&mut board, 4, 0);
// Cycle: idx 0 → idx 1 → idx 2 → idx 3 → idx 4 → idx 0 (wrap)
// immobile = {2} (Wall, Pushable::No)
// Backward trace from idx 2: solids[2]=Some → blocked.insert(2), prev=1
// solids[1]=None (empty) → break
// blocked = {2}; Crate at (0,0) is NOT blocked
// Result: Crate(0,0)→(1,0), empty→no-op, Wall stays at (2,0),
// Crate(3,0)→(4,0), Crate(4,0)→(0,0) wrap
let _errs = board.apply_shift(&[(0, 0), (1, 0), (2, 0), (3, 0), (4, 0)]);
assert_eq!(board.get(0, 0, 0).1, Archetype::Crate); // wrapped from (4,0)
assert_eq!(board.get(0, 1, 0).1, Archetype::Crate); // moved from (0,0)
assert_eq!(board.get(0, 2, 0).1, Archetype::Wall); // blocked, immobile
assert_eq!(board.get(0, 3, 0).1, Archetype::Empty); // cleared, crate moved
assert_eq!(board.get(0, 4, 0).1, Archetype::Crate); // moved from (3,0)
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}
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#[test]
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fn apply_shift_hcrate_moves_horizontally_vcrate_stays() {
// In a horizontal (same-row) adjacent cycle:
// - HCrate (Pushable::Horizontal) moves freely (hmove, not blocked).
// - VCrate (Pushable::Vertical) is immobile (Vertical && hmove).
// Both can share the same pattern without blocking each other's neighbors.
// Subcase A: HCrate moves
{
let mut board = open_board(4, 1, (3, 0), vec![]);
stamp(&mut board, 0, 0, Archetype::HCrate);
crate_at(&mut board, 1, 0);
// (2,0) empty
let _errs = board.apply_shift(&[(0, 0), (1, 0), (2, 0)]);
assert_eq!(board.get(0, 0, 0).1, Archetype::Empty); // HCrate moved out
assert_eq!(board.get(0, 1, 0).1, Archetype::HCrate); // moved from (0,0)
assert_eq!(board.get(0, 2, 0).1, Archetype::Crate); // moved from (1,0)
}
// Subcase B: VCrate stays; Crate behind it still moves
{
let mut board = open_board(4, 1, (3, 0), vec![]);
stamp(&mut board, 0, 0, Archetype::VCrate);
crate_at(&mut board, 1, 0);
// (2,0) empty
// VCrate (idx 0): target (1,0), origin (0,0), hmove=true.
// Pushable::Vertical && hmove=true → immobile
// Backward: prev=idx 2, solids[2]=None → stop. blocked={0}.
// Crate at (1,0) is NOT in blocked, so it moves.
let _errs = board.apply_shift(&[(0, 0), (1, 0), (2, 0)]);
assert_eq!(board.get(0, 0, 0).1, Archetype::VCrate); // immobile
assert_eq!(board.get(0, 1, 0).1, Archetype::Empty); // crate moved out
assert_eq!(board.get(0, 2, 0).1, Archetype::Crate); // moved from (1,0)
}
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}
#[test]
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fn apply_shift_vcrate_moves_vertically_hcrate_stays() {
// In a vertical (same-column) adjacent cycle:
// - VCrate (Pushable::Vertical) moves freely (vmove, not blocked).
// - HCrate (Pushable::Horizontal) is immobile (Horizontal && vmove).
// Subcase A: VCrate moves
{
let mut board = open_board(1, 4, (0, 3), vec![]);
stamp(&mut board, 0, 0, Archetype::VCrate);
stamp(&mut board, 0, 1, Archetype::Crate);
// (0,2) empty
let _errs = board.apply_shift(&[(0, 0), (0, 1), (0, 2)]);
assert_eq!(board.get(0, 0, 0).1, Archetype::Empty); // VCrate moved out
assert_eq!(board.get(0, 0, 1).1, Archetype::VCrate); // moved from (0,0)
assert_eq!(board.get(0, 0, 2).1, Archetype::Crate); // moved from (0,1)
}
// Subcase B: HCrate stays; Crate behind it still moves
{
let mut board = open_board(1, 4, (0, 3), vec![]);
stamp(&mut board, 0, 0, Archetype::HCrate);
stamp(&mut board, 0, 1, Archetype::Crate);
// (0,2) empty
// HCrate (idx 0): target (0,1), origin (0,0), vmove=true.
// Pushable::Horizontal && vmove=true → immobile
// Backward: prev=idx 2, solids[2]=None → stop. blocked={0}.
// Crate at (0,1) is NOT in blocked, so it moves.
let _errs = board.apply_shift(&[(0, 0), (0, 1), (0, 2)]);
assert_eq!(board.get(0, 0, 0).1, Archetype::HCrate); // immobile
assert_eq!(board.get(0, 0, 1).1, Archetype::Empty); // crate moved out
assert_eq!(board.get(0, 0, 2).1, Archetype::Crate); // moved from (0,1)
}
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}
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}