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use eframe::egui::Color32;
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use serde::Deserialize;
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/// The visual representation of a single board cell.
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///
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/// `Glyph` holds everything needed to draw one cell on screen: which character
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/// to display and what colors to use. It is stored per-cell (not per archetype),
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/// so individual cells can vary their appearance independently — for example,
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/// a field of "fire" tiles where each flame has a slightly different color
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/// while all sharing the same [`Archetype`] behavior.
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///
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/// `Glyph` values come from the map file palette and are set at load time.
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/// The player is the only entity whose glyph is hardcoded at runtime
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/// (see [`Glyph::player`]).
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#[derive(Clone, Copy)]
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pub struct Glyph {
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/// The character to display in this cell.
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pub ch: char,
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/// Foreground (text) color.
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pub fg: Color32,
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/// Background color, drawn as a filled rectangle behind the character.
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pub bg: Color32,
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}
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impl Glyph {
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/// Returns the glyph used to render the player: `@` in light blue on black.
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///
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/// This is the only hardcoded glyph; all other glyphs come from the map
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/// file palette. It will be removed once the player becomes a scripted
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/// object with its own palette entry.
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pub fn player() -> Self {
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Self { ch: '@', fg: Color32::LIGHT_BLUE, bg: Color32::BLACK }
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}
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}
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/// The behavioral properties of a board cell at runtime.
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///
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/// `Behavior` is a plain data struct returned by [`Archetype::behavior`]. It
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/// contains the properties the engine needs to simulate a cell — currently
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/// passability and opacity. Future properties (pushable, shootable, etc.) can
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/// be added here without changing call sites.
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///
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/// For scripted objects (`Archetype::Object`), the behavior will eventually be
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/// determined by the Rhai script rather than this struct. See the Object variant
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/// for details.
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#[derive(Copy, Clone, Debug)]
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pub struct Behavior {
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/// Whether an entity can walk through this cell.
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pub passable: bool,
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/// Whether this cell blocks line of sight (reserved for future rendering).
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pub opaque: bool,
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}
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/// A class of board cell, encoding its default behavior and appearance.
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///
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/// `Archetype` is an enum of the element types the engine knows about. Each
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/// variant provides a default [`Behavior`] (via [`Archetype::behavior`]) and a
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/// default [`Glyph`] (via [`Archetype::default_glyph`]) used when the editor
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/// stamps a cell.
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///
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/// Map files reference archetypes by [`name`](Archetype::name) (e.g. `"wall"`),
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/// so the list of variants can be reordered without breaking saved games.
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///
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/// ## Object special case
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///
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/// `Archetype::Object` currently returns a static default `Behavior`.
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/// TODO: In the future, Object passability and opacity will come from the cell's Rhai script
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/// rather than from this enum. [`Board::is_passable`] will need a special branch
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/// at that point. `ErrorBlock` is used as a sentinel for unrecognized archetype
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/// names in map files — it should never appear in a valid board.
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#[derive(Copy, Clone, Debug, PartialEq, Eq)]
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pub enum Archetype {
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/// An open cell; the player and other entities can pass through it.
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Empty,
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/// A solid wall; impassable and opaque.
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Wall,
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/// A scripted object. Behavior defaults to impassable until script-driven.
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Object,
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/// Sentinel for map files that reference an unknown archetype name.
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/// Renders as a yellow `?` on red to make the error visible in-game.
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ErrorBlock,
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}
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impl Archetype {
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/// Returns the default [`Behavior`] for this archetype.
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///
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/// For `Object`, this is a placeholder until Rhai scripts drive the behavior.
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pub fn behavior(&self) -> Behavior {
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match self {
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Archetype::Empty => Behavior { passable: true, opaque: false },
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Archetype::Wall => Behavior { passable: false, opaque: true },
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Archetype::Object => Behavior { passable: false, opaque: false },
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Archetype::ErrorBlock => Behavior { passable: false, opaque: true },
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}
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}
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/// Returns the canonical name used to reference this archetype in map files.
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pub fn name(&self) -> &'static str {
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match self {
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Archetype::Empty => "empty",
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Archetype::Wall => "wall",
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Archetype::Object => "object",
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Archetype::ErrorBlock => "error_block",
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}
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}
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/// Returns the default glyph painted when the editor stamps this archetype.
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///
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/// This glyph is used only for new cells created in the editor; existing
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/// cells retain their own per-cell glyph.
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pub fn default_glyph(&self) -> Glyph {
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match self {
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Archetype::Empty => Glyph { ch: ' ', fg: Color32::BLACK, bg: Color32::BLACK },
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Archetype::Wall => Glyph { ch: '#', fg: Color32::from_rgb(0x80, 0x80, 0x80), bg: Color32::from_rgb(0x60, 0x60, 0x60) },
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Archetype::Object => Glyph { ch: '?', fg: Color32::YELLOW, bg: Color32::BLACK },
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// Visually distinct so malformed map files are immediately obvious.
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Archetype::ErrorBlock => Glyph { ch: '?', fg: Color32::YELLOW, bg: Color32::RED },
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}
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}
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}
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impl TryFrom<&str> for Archetype {
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type Error = String;
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/// Parses an archetype by its map-file name.
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///
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/// Returns an error for unrecognized names; the caller should substitute
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/// [`Archetype::ErrorBlock`] and log the error so the problem is visible.
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fn try_from(name: &str) -> Result<Self, Self::Error> {
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match name {
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"empty" => Ok(Archetype::Empty),
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"wall" => Ok(Archetype::Wall),
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"object" => Ok(Archetype::Object),
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_ => Err(format!("unknown archetype: {name}")),
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}
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}
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}
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/// The archetypes available for placement in the editor, in display order.
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///
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/// `ErrorBlock` is excluded — it is a sentinel for load errors, not a valid
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/// editing choice.
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pub const ALL_ARCHETYPES: &[Archetype] = &[Archetype::Empty, Archetype::Wall, Archetype::Object];
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/// A scripted object placed on the board, loaded from a map file.
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///
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/// `ObjectDef` represents a tile that has Rhai script attached to it.
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/// Scripts can respond to events like the player touching or shooting the
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/// tile. Objects are parsed from `[[objects]]` entries in `.toml` map files
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/// and stored on [`Board`].
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///
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/// **Not yet runtime-wired.** Objects are loaded and stored but their scripts
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/// are not yet executed. Scripting dispatch is a future feature.
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#[derive(Deserialize)]
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#[allow(dead_code)]
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pub struct ObjectDef {
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/// Column of this object on the board (0-indexed).
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pub x: usize,
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/// Row of this object on the board (0-indexed).
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pub y: usize,
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/// The Rhai script source for this object.
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pub script: String,
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}
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/// A portal that teleports the player to a named entry point on another board.
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///
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/// Portals are loaded from `[[portals]]` entries in `.toml` map files and
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/// stored on [`Board`]. When the player steps onto a portal's cell, they
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/// should be moved to `target_entry` on the board named by `target_map`.
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///
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/// **Not yet runtime-wired.** Portal navigation (multi-board loading and
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/// switching) is a future feature.
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#[derive(Deserialize)]
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#[allow(dead_code)]
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pub struct PortalDef {
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/// Column of this portal on the board (0-indexed).
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pub x: usize,
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/// Row of this portal on the board (0-indexed).
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pub y: usize,
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/// File name (without extension) of the target board, e.g. `"cave"`.
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pub target_map: String,
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/// Named entry point on the target board where the player arrives.
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pub target_entry: String,
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}
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/// The player's current position on the board.
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///
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/// The player is currently a special entity rendered on top of the board
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/// rather than being stored as a board cell. This is expected to change:
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/// the player will eventually become a scripted object that responds to
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/// input events, at which point this struct may be removed or made optional.
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/// See `ARCHITECTURE.md` for details.
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pub struct Player {
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/// Column position (0-indexed, increasing rightward).
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pub x: i32,
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/// Row position (0-indexed, increasing downward).
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pub y: i32,
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}
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/// The complete state of one game board (a single room or screen).
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///
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/// `Board` is the central data structure of the engine, equivalent to a
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/// "board" in ZZT. It contains everything needed to represent and run one
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/// self-contained area of the game world:
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///
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/// - A grid of cells, each with a visual representation ([`Glyph`]) and an [`Archetype`]
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/// - The current player position
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/// - Scripted objects and portals (loaded but not yet active)
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///
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/// ## Cell storage
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///
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/// Cells are stored as `(Glyph, Archetype)` tuples in a row-major `Vec`.
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/// Each cell directly owns its visual and behavioral class — there is no
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/// separate element palette or index indirection. Access cells with
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/// [`Board::get`] and [`Board::get_mut`] using `(x, y)` coordinates.
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/// Use [`Board::is_passable`] for collision checks.
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#[allow(dead_code)]
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pub struct Board {
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/// Width of the board in cells.
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pub width: usize,
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/// Height of the board in cells.
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pub height: usize,
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/// Row-major grid of `(Glyph, Archetype)` pairs. Use [`Board::get`] to
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/// access by `(x, y)` coordinates.
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pub(crate) cells: Vec<(Glyph, Archetype)>,
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/// Current player position. See [`Player`] for caveats about its future.
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pub player: Player,
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/// Scripted objects on this board. Parsed from the map file; not yet active.
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pub objects: Vec<ObjectDef>,
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/// Portals on this board. Parsed from the map file; not yet active.
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pub portals: Vec<PortalDef>,
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}
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impl Board {
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/// Returns a reference to the cell at `(x, y)`.
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///
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/// The cell is a `(Glyph, Archetype)` tuple. Panics if `x` or `y` are
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/// out of bounds.
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pub fn get(&self, x: usize, y: usize) -> &(Glyph, Archetype) {
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&self.cells[y * self.width + x]
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}
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/// Returns a mutable reference to the cell at `(x, y)`.
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///
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/// Panics if `x` or `y` are out of bounds.
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#[allow(dead_code)]
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pub fn get_mut(&mut self, x: usize, y: usize) -> &mut (Glyph, Archetype) {
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&mut self.cells[y * self.width + x]
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}
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/// Returns `true` if the archetype at `(x, y)` allows entities to pass through.
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///
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/// Panics if `x` or `y` are out of bounds.
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pub fn is_passable(&self, x: usize, y: usize) -> bool {
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let (_, arch) = self.get(x, y);
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// Derive passability from the archetype's behavior.
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// Object cells will need special handling here once scripts are wired.
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arch.behavior().passable
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}
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}
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/// Holds the active game board and provides game-logic operations.
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///
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/// `GameState` is the boundary between the engine (rendering, input) and the
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/// game data ([`Board`]). It owns the current board and exposes methods for
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/// actions that involve game rules — currently just player movement.
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///
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/// As scripting and event dispatch are added, `GameState` will grow to handle
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/// routing input events to the appropriate Rhai scripts.
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pub struct GameState {
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/// The currently active board.
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pub board: Board,
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}
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impl GameState {
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/// Creates a `GameState` from a pre-loaded [`Board`].
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pub fn new(board: Board) -> Self {
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Self { board }
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}
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/// Attempts to move the player by `(dx, dy)` cells.
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///
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/// The move is ignored if the target cell is out of bounds or its behavior
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/// is not passable. No-ops silently (the caller does not need to check).
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pub fn try_move(&mut self, dx: i32, dy: i32) {
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let nx = self.board.player.x + dx;
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let ny = self.board.player.y + dy;
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if nx >= 0 && ny >= 0 {
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let nx = nx as usize;
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let ny = ny as usize;
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if nx < self.board.width && ny < self.board.height && self.board.is_passable(nx, ny) {
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self.board.player.x = nx as i32;
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self.board.player.y = ny as i32;
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}
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}
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}
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}
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