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kiln/kiln-core/src/map_file.rs
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use crate::floor::{FloorSpec, build_floor};
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use crate::game::{Archetype, Board, FontSpec, Glyph, ObjectDef, ObjectId, Player, PortalDef};
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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::{BTreeMap, HashMap};
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use std::convert::TryFrom;
use std::path::Path;
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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 `[font]` section specifying a bitmap font for this board.
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#[serde(default, skip_serializing_if = "Option::is_none")]
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pub font: Option<FontHeader>,
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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>,
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/// The `[scripts]` table: maps script names to Rhai source text.
/// Optional; defaults to empty.
#[serde(default, skip_serializing_if = "HashMap::is_empty")]
pub scripts: HashMap<String, String>,
}
/// 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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/// Integer tile scale factor. 1 = natural size. Omitted from files when 1 (the default).
#[serde(default = "default_zoom", skip_serializing_if = "is_zoom_default")]
pub zoom: u32,
}
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/// The `[font]` section of a map file, specifying a bitmap font for this board.
///
/// When absent, the app's default embedded CP437 font is used.
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#[derive(Deserialize, Serialize)]
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pub struct FontHeader {
/// Path to the PNG font image, relative to the working directory.
pub path: String,
/// Width of each tile in the font image, in pixels.
pub tile_w: u32,
/// Height of each tile in the font image, in pixels.
pub tile_h: u32,
}
/// 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
/// `x`/`y`. By convention an uppercase letter. The char must appear exactly
/// once in the grid, be unique across objects, and not collide with a
/// `[palette]` key; the cell under it is loaded as `Empty`.
#[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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fn default_true() -> bool {
true
}
fn default_zoom() -> u32 {
1
}
fn is_zoom_default(z: &u32) -> bool {
*z == 1
}
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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 = Glyph {
tile,
fg: parse_color(&entry.fg),
bg: parse_color(&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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use std::collections::hash_map::Entry;
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
// become `Empty` floor (with their position remembered); truly unknown
// 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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let mut obj_palette_pos: HashMap<char, (usize, usize)> = HashMap::new();
let mut obj_palette_count: HashMap<char, 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_pos.entry(ch).or_insert((x, y));
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*obj_palette_count.entry(ch).or_insert(0) += 1;
} 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; multiple →
// keep the object at the first occurrence (already recorded) and report.
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for (&ch, &owner) in &palette_char_owner {
if skip[owner] {
continue;
}
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match obj_palette_count.get(&ch).copied().unwrap_or(0) {
0 => {
load_errors.push(LogLine::error(format!(
"object palette char '{ch}' not found in the grid; skipping object"
)));
skip[owner] = true;
}
1 => {}
n => load_errors.push(LogLine::error(format!(
"object palette char '{ch}' appears {n} times in the grid; using the first"
))),
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}
}
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let font = mf.font.map(|f| FontSpec {
path: f.path,
tile_w: f.tile_w,
tile_h: f.tile_h,
});
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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.
let (px, py) = match mf.map.player_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]) => {
load_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) => {
load_errors.push(LogLine::error(format!(
"player char '{c}' appears {n} times in the grid; using the first"
)));
pos
}
_ => {
load_errors.push(LogLine::error(format!(
"player char '{c}' not found in the grid; placing player at (0, 0)"
)));
(0, 0)
}
},
};
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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for (i, e) in mf.objects.into_iter().enumerate() {
if skip[i] {
continue;
}
// Resolve the object's cell from either its palette char or x/y.
let (x, y) = if let Some(p) = e.palette.as_deref() {
// Single-char and uniqueness already validated; position recorded.
obj_palette_pos[&p.chars().next().unwrap()]
} else {
match (e.x, e.y) {
(Some(x), Some(y)) if x < w && y < h => (x, y),
(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;
}
}
};
let obj = ObjectDef {
x,
y,
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glyph: Glyph {
tile: e.tile.into_u32(),
fg: parse_color(&e.fg),
bg: parse_color(&e.bg),
},
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solid: e.solid,
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opaque: e.opaque,
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pushable: e.pushable,
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script_name: e.script_name,
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};
// A solid object may not share a cell with another solid.
if obj.solid {
let idx = y * w + x;
if solid_occupied[idx] {
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// 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"
)));
}
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continue;
}
solid_occupied[idx] = true;
}
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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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font,
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zoom: mf.map.zoom,
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scripts: mf.scripts,
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);
if !cell_to_key.contains_key(&key) {
if key == canonical_empty {
cell_to_key.insert(key, ' ');
palette.insert(
" ".to_string(),
PaletteEntry {
archetype: arch.name().to_string(),
tile: TileIndex::Num(glyph.tile),
fg: color_to_hex(glyph.fg),
bg: color_to_hex(glyph.bg),
},
);
} else {
let ch = *pool_iter
.next()
.expect("board has more than 92 unique non-canonical cell types");
cell_to_key.insert(key, ch);
palette.insert(
ch.to_string(),
PaletteEntry {
archetype: arch.name().to_string(),
tile: TileIndex::Num(glyph.tile),
fg: color_to_hex(glyph.fg),
bg: color_to_hex(glyph.bg),
},
);
}
}
}
}
// 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";
let font = board.font.as_ref().map(|f| FontHeader {
path: f.path.clone(),
tile_w: f.tile_w,
tile_h: f.tile_h,
});
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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(),
})
.collect();
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let portals = board
.portals
.iter()
.map(|p| PortalDef {
x: p.x,
y: p.y,
target_map: p.target_map.clone(),
target_entry: p.target_entry.clone(),
})
.collect();
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(),
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zoom: board.zoom,
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},
palette,
grid: GridData { content },
font,
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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,
scripts: board.scripts.clone(),
}
}
}
/// 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(())
}
#[cfg(test)]
mod tests {
use super::*;
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use crate::game::Archetype;
/// Parses `toml` and converts it to a [`Board`], panicking on any hard error.
/// (Object/placement validation failures are non-fatal `eprintln`s, so the
/// board still loads — these tests assert on the resulting objects/cells.)
fn load_board(toml: &str) -> Board {
let mf: MapFile = toml::from_str(toml).expect("parse toml");
Board::try_from(mf).expect("convert to board")
}
/// A 3×1 map (`empty` palette `.`) whose grid is `grid`, plus the given
/// `[[objects]]` TOML appended. Keeps placement tests compact.
fn map_3x1(grid: &str, objects: &str) -> String {
format!(
r##"
[map]
name = "Test"
width = 3
height = 1
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player_start = [2, 0]
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[palette]
"." = {{ archetype = "empty", tile = 46, fg = "#000000", bg = "#000000" }}
"#" = {{ archetype = "wall", tile = 35, fg = "#808080", bg = "#606060" }}
[grid]
content = """
{grid}
"""
{objects}
"##
)
}
/// A standard `[[objects]]` block placed by palette char `ch`.
fn obj_palette(ch: &str, extra: &str) -> String {
format!(
"[[objects]]\npalette = \"{ch}\"\ntile = 64\nfg = \"#00FFFF\"\nbg = \"#000000\"\n{extra}"
)
}
#[test]
fn palette_placement_puts_object_on_empty_floor() {
// `G` appears once, isn't a palette key → object lands there, cell is Empty.
let board = load_board(&map_3x1("G..", &obj_palette("G", "")));
assert_eq!(board.objects.len(), 1);
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assert_eq!((board.objects[&1].x, board.objects[&1].y), (0, 0));
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// The cell under the object is canonical Empty floor.
assert_eq!(board.get(0, 0).1, Archetype::Empty);
}
#[test]
fn palette_char_absent_from_grid_drops_object() {
let board = load_board(&map_3x1("...", &obj_palette("G", "")));
assert!(board.objects.is_empty());
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assert!(!board.is_valid()); // a dropped object is a recoverable error
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}
#[test]
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fn palette_char_appearing_twice_uses_first() {
// `G` appears at (0,0) and (2,0): the object lands at the first, and the
// map is flagged invalid (an extra appearance was reported).
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let board = load_board(&map_3x1("G.G", &obj_palette("G", "")));
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assert_eq!(board.objects.len(), 1);
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assert_eq!((board.objects[&1].x, board.objects[&1].y), (0, 0));
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assert!(!board.is_valid());
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}
#[test]
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fn palette_char_reused_by_two_objects_keeps_first() {
// Two objects claim `G`: the first keeps it, the later one is dropped.
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let two = format!("{}\n{}", obj_palette("G", ""), obj_palette("G", ""));
let board = load_board(&map_3x1("G..", &two));
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assert_eq!(board.objects.len(), 1);
assert!(!board.is_valid());
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}
#[test]
fn palette_char_colliding_with_palette_key_drops_object() {
// `#` is a terrain palette key, so it can't be an object placeholder.
let board = load_board(&map_3x1("#..", &obj_palette("#", "")));
assert!(board.objects.is_empty());
}
#[test]
fn solid_object_on_wall_is_dropped_but_non_solid_is_kept() {
// Solid object at the wall cell (0,0): dropped for conflicting with the wall.
let solid = "[[objects]]\nx = 0\ny = 0\ntile = 64\nfg = \"#00FFFF\"\nbg = \"#000000\"\n";
let board = load_board(&map_3x1("#..", solid));
assert!(board.objects.is_empty());
// Same placement but non-solid: kept (it doesn't claim the cell's solidity).
let nonsolid = format!("{solid}solid = false\n");
let board = load_board(&map_3x1("#..", &nonsolid));
assert_eq!(board.objects.len(), 1);
}
#[test]
fn second_solid_object_on_a_cell_is_dropped() {
let obj = "[[objects]]\nx = 1\ny = 0\ntile = 64\nfg = \"#00FFFF\"\nbg = \"#000000\"\n";
let board = load_board(&map_3x1("...", &format!("{obj}{obj}")));
assert_eq!(board.objects.len(), 1);
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assert!(!board.is_valid());
}
/// A 1-row map of the given `width` with a raw `player_start` TOML value
/// (`start`, e.g. `[1, 0]` or `"@"`), grid, and objects block.
fn player_map(width: usize, start: &str, grid: &str, objects: &str) -> String {
format!(
r##"
[map]
name = "Test"
width = {width}
height = 1
player_start = {start}
[palette]
"." = {{ archetype = "empty", tile = 46, fg = "#000000", bg = "#000000" }}
"#" = {{ archetype = "wall", tile = 35, fg = "#808080", bg = "#606060" }}
[grid]
content = """
{grid}
"""
{objects}
"##
)
}
#[test]
fn player_coords_place_the_player() {
let b = load_board(&player_map(3, "[1, 0]", "...", ""));
assert_eq!((b.player.x, b.player.y), (1, 0));
assert!(b.is_valid());
}
#[test]
fn player_char_places_on_empty_floor() {
let b = load_board(&player_map(3, "\"@\"", ".@.", ""));
assert_eq!((b.player.x, b.player.y), (1, 0));
assert_eq!(b.get(1, 0).1, Archetype::Empty);
assert!(b.is_valid());
}
#[test]
fn player_wins_solid_terrain_silently() {
// Player coords land on a wall: the wall is cleared, no error reported.
let b = load_board(&player_map(3, "[0, 0]", "#..", ""));
assert_eq!((b.player.x, b.player.y), (0, 0));
assert_eq!(b.get(0, 0).1, Archetype::Empty);
assert!(b.is_valid());
}
#[test]
fn player_wins_against_a_solid_object_silently() {
// A solid object on the player's cell is dropped, silently (player wins).
let obj = "[[objects]]\nx = 1\ny = 0\ntile = 64\nfg = \"#00FFFF\"\nbg = \"#000000\"\n";
let b = load_board(&player_map(3, "[1, 0]", "...", obj));
assert!(b.objects.is_empty());
assert!(b.is_valid());
}
#[test]
fn player_char_is_reserved_from_objects() {
// An object trying to use '@' is dropped; the player is still placed.
let obj = "[[objects]]\npalette = \"@\"\ntile = 64\nfg = \"#00FFFF\"\nbg = \"#000000\"\n";
let b = load_board(&player_map(3, "\"@\"", "@..", obj));
assert_eq!((b.player.x, b.player.y), (0, 0));
assert!(b.objects.is_empty());
assert!(!b.is_valid());
}
#[test]
fn player_char_appearing_twice_uses_first() {
let b = load_board(&player_map(3, "\"@\"", "@.@", ""));
assert_eq!((b.player.x, b.player.y), (0, 0));
assert!(!b.is_valid());
}
#[test]
fn player_char_missing_falls_back_to_origin() {
let b = load_board(&player_map(3, "\"@\"", "...", ""));
assert_eq!((b.player.x, b.player.y), (0, 0));
assert!(!b.is_valid());
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}
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#[test]
fn player_fallback_to_origin_clears_solid_terrain() {
// The '@' char is absent, so the player falls back to (0, 0) — which holds a
// wall. The player wins its cell: the wall is cleared so one-solid-per-cell
// holds (the player is itself solid). The fallback is still reported.
let b = load_board(&player_map(3, "\"@\"", "#..", ""));
assert_eq!((b.player.x, b.player.y), (0, 0));
assert_eq!(b.get(0, 0).1, Archetype::Empty); // wall cleared under the player
assert!(!b.is_valid());
}
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/// Minimal valid TOML with a configurable grid, used as a base for dimension tests.
fn minimal_toml(width: usize, height: usize, grid_rows: &[&str]) -> String {
let content = grid_rows.join("\n");
// Use r##"..."## so the "# in color strings does not close the raw string.
format!(
r##"
[map]
name = "Test"
width = {width}
height = {height}
player_start = [0, 0]
[palette]
"." = {{ archetype = "empty", tile = 46, fg = "#000000", bg = "#000000" }}
[grid]
content = """
{content}
"""
"##
)
}
#[test]
fn grid_wrong_row_count_returns_error() {
// height = 3 but only 2 rows in the grid
let toml = minimal_toml(3, 3, &["...", "..."]);
let mf: MapFile = toml::from_str(&toml).unwrap();
let result = Board::try_from(mf);
assert!(result.is_err());
// Use .err().unwrap() instead of .unwrap_err() to avoid requiring Board: Debug.
let msg = result.err().unwrap();
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assert!(
msg.contains("2 rows"),
"expected row count in error, got: {msg}"
);
assert!(
msg.contains("height = 3"),
"expected declared height in error, got: {msg}"
);
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}
#[test]
fn grid_wrong_row_width_returns_error() {
// width = 4 but second row is only 3 characters
let toml = minimal_toml(4, 2, &["....", "..."]);
let mf: MapFile = toml::from_str(&toml).unwrap();
let result = Board::try_from(mf);
assert!(result.is_err());
let msg = result.err().unwrap();
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assert!(
msg.contains("3 characters"),
"expected col count in error, got: {msg}"
);
assert!(
msg.contains("width = 4"),
"expected declared width in error, got: {msg}"
);
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}
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#[test]
fn object_archetype_in_palette_produces_error_block() {
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// "object" is no longer a valid palette archetype; it should produce
// ErrorBlock. Player is placed away from the O cell so it isn't cleared.
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let toml = r##"
[map]
name = "Test"
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width = 2
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height = 1
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player_start = [1, 0]
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[palette]
"O" = { archetype = "object", tile = 64, fg = "#00FFFF", bg = "#000000" }
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"." = { archetype = "empty", tile = 46, fg = "#000000", bg = "#000000" }
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[grid]
content = """
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O.
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"""
"##;
let mf: MapFile = toml::from_str(toml).unwrap();
let board = Board::try_from(mf).unwrap();
let (_, arch) = board.get(0, 0);
assert_eq!(*arch, crate::game::Archetype::ErrorBlock);
}
#[test]
fn object_glyph_round_trips_through_toml() {
// Objects must survive a save→load cycle with their glyph intact.
let toml = r##"
[map]
name = "Test"
width = 3
height = 3
player_start = [0, 0]
[palette]
"." = { archetype = "empty", tile = 46, fg = "#000000", bg = "#000000" }
[grid]
content = """
...
...
...
"""
[[objects]]
x = 1
y = 1
tile = 64
fg = "#00FFFF"
bg = "#000000"
"##;
let mf: MapFile = toml::from_str(toml).unwrap();
let board = Board::try_from(mf).unwrap();
assert_eq!(board.objects.len(), 1);
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let obj = &board.objects[&1];
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assert_eq!(obj.x, 1);
assert_eq!(obj.y, 1);
assert_eq!(obj.glyph.tile, 64);
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assert_eq!(
obj.glyph.fg,
Rgba8 {
r: 0x00,
g: 0xFF,
b: 0xFF,
a: 255
}
);
assert_eq!(
obj.glyph.bg,
Rgba8 {
r: 0,
g: 0,
b: 0,
a: 255
}
);
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// Save back to TOML and reload; glyph must survive.
let map_file = MapFile::from(&board);
let toml_out = toml::to_string_pretty(&map_file).unwrap();
let mf2: MapFile = toml::from_str(&toml_out).unwrap();
let board2 = Board::try_from(mf2).unwrap();
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let obj2 = &board2.objects[&1];
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assert_eq!(obj2.glyph.tile, obj.glyph.tile);
assert_eq!(obj2.glyph.fg, obj.glyph.fg);
assert_eq!(obj2.glyph.bg, obj.glyph.bg);
}
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#[test]
fn floor_spec_round_trips_through_toml() {
// A 2×2 board with a grid floor (a generator and a fixed glyph) must survive
// save→load with its `[floor]` declaration intact, and the reloaded board's
// computed floor must place the fixed glyph back at its declared cell.
let toml = r##"
[map]
name = "Test"
width = 2
height = 2
player_start = [0, 0]
[palette]
"." = { archetype = "empty", tile = 46, fg = "#000000", bg = "#000000" }
[grid]
content = """
..
..
"""
[floor]
content = """
g.
.g
"""
[floor.palette]
"g" = "grass"
"." = { tile = "#", fg = "#010203", bg = "#040506" }
"##;
let board = load_board(toml);
assert!(board.floor_spec.is_some());
let fixed = Glyph {
tile: '#' as u32,
fg: parse_color("#010203"),
bg: parse_color("#040506"),
};
// (1,0) is the fixed `.` floor glyph (the cell archetype is Empty).
assert_eq!(board.display_glyph(1, 0), fixed);
// Save back to TOML and reload; the floor declaration must be preserved.
let toml_out = toml::to_string_pretty(&MapFile::from(&board)).unwrap();
let board2 = load_board(&toml_out);
assert!(board2.floor_spec.is_some());
assert_eq!(board2.display_glyph(1, 0), fixed);
}
}