Solidity
This commit is contained in:
+100
-22
@@ -73,17 +73,22 @@ pub struct FontSpec {
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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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/// solidity, opacity, and pushability. Future properties (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, passability and opacity are stored directly on
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/// For scripted objects, solidity and opacity are stored directly on
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/// [`ObjectDef`] and will eventually be overridable by Rhai scripts at runtime.
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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 / participates in movement. A solid cell stops a
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/// mover (and is the only kind of cell that can later be pushed or receive a
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/// collision event). This is the inverse of the old `passable` flag.
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pub solid: 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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/// Whether a mover can shove this cell. Unused for now — every archetype is
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/// `false`; the push mechanic is future work.
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pub pushable: bool,
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}
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/// A class of board cell, encoding its default behavior and appearance.
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@@ -121,16 +126,19 @@ impl Archetype {
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pub fn behavior(&self) -> Behavior {
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match self {
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Archetype::Empty => Behavior {
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passable: true,
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solid: false,
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opaque: false,
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pushable: false,
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},
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Archetype::Wall => Behavior {
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passable: false,
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solid: true,
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opaque: true,
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pushable: false,
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},
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Archetype::ErrorBlock => Behavior {
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passable: false,
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solid: true,
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opaque: true,
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pushable: false,
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},
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}
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}
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@@ -222,10 +230,15 @@ pub struct ObjectDef {
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/// Visual representation of this object. Owned by the object (not derived
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/// from the grid cell), so scripts can change tile, fg, and bg at runtime.
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pub glyph: Glyph,
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/// Whether the object blocks movement, of players or other objects
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pub passable: bool,
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/// Whether the object blocks / participates in movement. A solid object stops
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/// a mover walking into it; at most one solid (object or grid archetype) may
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/// occupy a cell. Inverse of the old `passable` flag.
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pub solid: bool,
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/// Whether the object blocks line of sight / FOV for the player
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pub opaque: bool,
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/// Whether the object can be shoved by a mover. Unused for now (no push
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/// mechanic yet); defaults to `false`.
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pub pushable: bool,
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/// Name of the Rhai script in [`Board::scripts`] that drives this object.
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/// `None` means this object has no script yet.
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pub script_name: Option<String>,
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@@ -244,20 +257,34 @@ impl ObjectDef {
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/// Creates a new object at `(x, y)` with default glyph and blocking behavior.
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///
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/// Defaults: `passable = false`, `opaque = true`, no script. These match
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/// the serde defaults in the map file format so new objects round-trip correctly.
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/// Defaults: `solid = true`, `opaque = true`, `pushable = false`, no script.
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/// These match the serde defaults in the map file format so new objects
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/// round-trip correctly.
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pub fn new(x: usize, y: usize) -> Self {
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Self {
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x,
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y,
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glyph: Self::default_glyph(),
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passable: false,
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solid: true,
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opaque: true,
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pushable: false,
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script_name: None,
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}
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}
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}
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/// The single solid occupant of a board cell, returned by [`Board::solid_at`].
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///
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/// At most one solid — a grid [`Archetype`] *or* an [`ObjectDef`] — may occupy a
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/// cell (the invariant enforced at load time), so this represents the one thing a
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/// mover would collide with there.
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pub enum Solid<'a> {
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/// The cell's grid archetype is itself solid (e.g. [`Archetype::Wall`]).
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Cell(Archetype),
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/// A solid [`ObjectDef`] occupies the cell.
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Object(&'a ObjectDef),
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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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@@ -367,19 +394,33 @@ impl Board {
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&self.cells
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}
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/// Returns `true` if the cell at `(x, y)` allows entities to pass through.
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/// Returns the single solid entity occupying `(x, y)`, if any.
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///
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/// Objects block movement before the grid cell archetype is consulted.
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/// Checks objects first, then the grid archetype. Because at most one solid
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/// may occupy a cell (an invariant enforced when the board is loaded — see
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/// [`crate::map_file`]), this returns that one occupant or `None`.
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/// Panics if `x` or `y` are out of bounds.
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pub fn solid_at(&self, x: usize, y: usize) -> Option<Solid<'_>> {
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// A solid object shadows the grid cell it sits on.
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if let Some(obj) = self.object_at(x, y)
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&& obj.solid
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{
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return Some(Solid::Object(obj));
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}
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// Otherwise the grid archetype itself may be solid (e.g. a wall).
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let arch = self.get(x, y).1;
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if arch.behavior().solid {
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return Some(Solid::Cell(arch));
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}
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None
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}
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/// Returns `true` if a mover can enter `(x, y)` — i.e. no solid occupies it.
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///
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/// Convenience inverse of [`solid_at`](Board::solid_at).
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/// Panics if `x` or `y` are out of bounds.
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pub fn is_passable(&self, x: usize, y: usize) -> bool {
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// An object on this cell blocks if it's unpassable
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if let Some(obj) = self.object_at(x, y)
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&& !obj.passable
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{
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false
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} else {
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self.get(x, y).1.behavior().passable
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}
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self.solid_at(x, y).is_none()
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}
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/// Returns the index into [`Board::objects`] of the object at `(x, y)`, if any.
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@@ -595,6 +636,43 @@ mod tests {
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.collect()
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}
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#[test]
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fn solid_at_reports_wall_object_and_empty() {
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// A 3×1 board: empty floor, a wall, and an empty cell holding one object.
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let mut board = open_board(3, 1, (0, 0), vec![], &[]);
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board.cells[1] = (Archetype::Wall.default_glyph(), Archetype::Wall);
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// A solid object on the otherwise-empty cell (2, 0).
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board.objects.push(ObjectDef::new(2, 0)); // solid by default
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// Empty floor: nothing solid.
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assert!(board.solid_at(0, 0).is_none());
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assert!(board.is_passable(0, 0));
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// Wall cell: the grid archetype is the solid.
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match board.solid_at(1, 0) {
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Some(Solid::Cell(Archetype::Wall)) => {}
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other => panic!("expected Solid::Cell(Wall), got {:?}", other.is_some()),
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}
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assert!(!board.is_passable(1, 0));
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// Object cell: the solid object shadows the empty floor under it.
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match board.solid_at(2, 0) {
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Some(Solid::Object(o)) => assert_eq!((o.x, o.y), (2, 0)),
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_ => panic!("expected Solid::Object"),
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}
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assert!(!board.is_passable(2, 0));
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}
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#[test]
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fn non_solid_object_does_not_block() {
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// A non-solid object sits on empty floor: the cell stays passable.
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let mut obj = ObjectDef::new(1, 0);
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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());
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assert!(board.is_passable(1, 0));
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}
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#[test]
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fn init_runs_only_on_run_init_not_at_construction() {
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let board = board_with_object(
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+249
-23
@@ -131,22 +131,35 @@ pub struct GridData {
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/// [`From`] impls below.
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#[derive(Deserialize, Serialize)]
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pub(crate) struct MapFileObjectEntry {
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/// Column of this object on the board (0-indexed).
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x: usize,
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/// Row of this object on the board (0-indexed).
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y: usize,
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/// Column of this object on the board (0-indexed). Mutually exclusive with
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/// `palette`: provide either `x`/`y` or `palette`, not both.
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#[serde(default, skip_serializing_if = "Option::is_none")]
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x: Option<usize>,
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/// Row of this object on the board (0-indexed). See `x`.
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#[serde(default, skip_serializing_if = "Option::is_none")]
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y: Option<usize>,
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/// Single grid character marking where this object sits, as an alternative to
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/// `x`/`y`. By convention an uppercase letter. The char must appear exactly
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/// once in the grid, be unique across objects, and not collide with a
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/// `[palette]` key; the cell under it is loaded as `Empty`.
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#[serde(default, skip_serializing_if = "Option::is_none")]
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palette: Option<String>,
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/// Tile index into the board's bitmap font. Accepts integer or single-char string.
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tile: TileIndex,
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/// Foreground color as an `"#RRGGBB"` hex string.
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fg: String,
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/// Background color as an `"#RRGGBB"` hex string.
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bg: String,
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/// Whether the object blocks player / object movement
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#[serde(default)]
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passable: bool,
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/// Whether the object blocks / participates in movement. Defaults to `true`
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/// (blocking). Inverse of the old `passable` field.
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#[serde(default = "default_true")]
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solid: bool,
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/// Whether the object blocks player line of sight / FOV
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#[serde(default = "default_true")]
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opaque: bool,
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/// Whether the object can be shoved by a mover. Unused for now; defaults `false`.
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#[serde(default)]
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pushable: bool,
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/// Name of the Rhai script in the `[scripts]` table, if any.
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#[serde(default, skip_serializing_if = "Option::is_none")]
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script_name: Option<String>,
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@@ -252,39 +265,152 @@ impl TryFrom<MapFile> for Board {
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}
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}
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// Pass 2: walk the validated grid and build cells.
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// Validate object `palette` references before the grid pass, since the
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// grid pass needs to know which chars are object placeholders.
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// `skip[i]` drops object `i`; `palette_char_owner` maps a valid object
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// palette char to the single object that owns it.
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let mut skip = vec![false; mf.objects.len()];
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let mut palette_char_owner: HashMap<char, usize> = HashMap::new();
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for (i, e) in mf.objects.iter().enumerate() {
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let Some(p) = e.palette.as_deref() else {
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continue;
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};
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// `palette` is mutually exclusive with explicit `x`/`y`.
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if e.x.is_some() || e.y.is_some() {
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eprintln!("object {i}: specify either x/y or palette, not both; skipping object");
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skip[i] = true;
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continue;
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}
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// It must be exactly one character.
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let mut chs = p.chars();
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let (Some(ch), None) = (chs.next(), chs.next()) else {
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eprintln!(
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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;
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continue;
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};
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// It can't reuse a terrain palette key.
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if palette.contains_key(&ch) {
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eprintln!(
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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;
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continue;
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}
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// It must be unique across objects — a clash drops both owners.
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use std::collections::hash_map::Entry;
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match palette_char_owner.entry(ch) {
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Entry::Occupied(o) => {
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eprintln!(
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"object palette char '{ch}' is used by more than one object; skipping both"
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);
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skip[i] = true;
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skip[*o.get()] = true;
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}
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Entry::Vacant(v) => {
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v.insert(i);
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}
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}
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}
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// Pass 2: walk the validated grid and build cells. Object palette chars
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// become `Empty` floor (with their position remembered); truly unknown
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// chars become a visible `ErrorBlock` so the cell count stays correct.
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let canonical_empty = (Archetype::Empty.default_glyph(), Archetype::Empty);
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let mut cells: Vec<(Glyph, Archetype)> = Vec::with_capacity(w * h);
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for line in &rows {
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for ch in line.chars() {
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let mut obj_palette_pos: HashMap<char, (usize, usize)> = HashMap::new();
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let mut obj_palette_count: HashMap<char, usize> = HashMap::new();
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for (y, line) in rows.iter().enumerate() {
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for (x, ch) in line.chars().enumerate() {
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if let Some(&cell) = palette.get(&ch) {
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cells.push(cell);
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} else if palette_char_owner.contains_key(&ch) {
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cells.push(canonical_empty);
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obj_palette_pos.insert(ch, (x, y));
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*obj_palette_count.entry(ch).or_insert(0) += 1;
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} else {
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eprintln!("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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}
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}
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}
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// Each surviving object palette char must appear in the grid exactly once.
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for (&ch, &owner) in &palette_char_owner {
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if skip[owner] {
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continue;
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}
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let n = obj_palette_count.get(&ch).copied().unwrap_or(0);
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if n != 1 {
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eprintln!(
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"object palette char '{ch}' appears {n} times in the grid \
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(must be exactly once); skipping object"
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);
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skip[owner] = true;
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}
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}
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let font = mf.font.map(|f| FontSpec {
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path: f.path,
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tile_w: f.tile_w,
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tile_h: f.tile_h,
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});
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// Convert MapFileObjectEntry → ObjectDef, resolving tile index and color strings.
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let objects = mf
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.objects
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.into_iter()
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.map(|e| ObjectDef {
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x: e.x,
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y: e.y,
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// Convert MapFileObjectEntry → ObjectDef, enforcing one solid per cell.
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// `solid_occupied` is seeded from the grid (solid archetypes); each solid
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// object then claims its cell, and a second solid on a cell is dropped.
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let mut solid_occupied: Vec<bool> = cells.iter().map(|(_, a)| a.behavior().solid).collect();
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let mut objects: Vec<ObjectDef> = Vec::new();
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for (i, e) in mf.objects.into_iter().enumerate() {
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if skip[i] {
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continue;
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}
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// Resolve the object's cell from either its palette char or x/y.
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let (x, y) = if let Some(p) = e.palette.as_deref() {
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// Single-char and uniqueness already validated; position recorded.
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obj_palette_pos[&p.chars().next().unwrap()]
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} else {
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match (e.x, e.y) {
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(Some(x), Some(y)) if x < w && y < h => (x, y),
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(Some(x), Some(y)) => {
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eprintln!("object {i}: x/y ({x}, {y}) out of bounds; skipping object");
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continue;
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}
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_ => {
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eprintln!(
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"object {i}: must specify both x and y (or a palette char); skipping object"
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);
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continue;
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}
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}
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};
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let obj = ObjectDef {
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x,
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y,
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glyph: Glyph {
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tile: e.tile.into_u32(),
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fg: parse_color(&e.fg),
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bg: parse_color(&e.bg),
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},
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passable: e.passable,
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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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})
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.collect();
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};
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// A solid object may not share a cell with another solid.
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if obj.solid {
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let idx = y * w + x;
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if solid_occupied[idx] {
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eprintln!(
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"object {i}: solid object at ({x}, {y}) conflicts with an existing solid; skipping object"
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);
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continue;
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}
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solid_occupied[idx] = true;
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}
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objects.push(obj);
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}
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Ok(Board {
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name: mf.map.name,
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@@ -387,13 +513,17 @@ impl From<&Board> for MapFile {
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.objects
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.iter()
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.map(|o| MapFileObjectEntry {
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x: o.x,
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y: o.y,
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// Saving always emits concrete coordinates; the palette form is a
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// load-time convenience only.
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x: Some(o.x),
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y: Some(o.y),
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palette: None,
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tile: TileIndex::Num(o.glyph.tile),
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fg: color_to_hex(o.glyph.fg),
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bg: color_to_hex(o.glyph.bg),
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passable: o.passable,
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solid: o.solid,
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opaque: o.opaque,
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pushable: o.pushable,
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script_name: o.script_name.clone(),
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})
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.collect();
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@@ -453,6 +583,102 @@ pub fn save(board: &Board, path: &Path) -> Result<(), Box<dyn std::error::Error>
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#[cfg(test)]
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mod tests {
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use super::*;
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use crate::game::Archetype;
|
||||
|
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/// 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.)
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||||
fn load_board(toml: &str) -> Board {
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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
|
||||
player_start = [0, 0]
|
||||
|
||||
[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);
|
||||
assert_eq!((board.objects[0].x, board.objects[0].y), (0, 0));
|
||||
// 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());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn palette_char_appearing_twice_drops_object() {
|
||||
let board = load_board(&map_3x1("G.G", &obj_palette("G", "")));
|
||||
assert!(board.objects.is_empty());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn palette_char_reused_by_two_objects_drops_both() {
|
||||
let two = format!("{}\n{}", obj_palette("G", ""), obj_palette("G", ""));
|
||||
let board = load_board(&map_3x1("G..", &two));
|
||||
assert!(board.objects.is_empty());
|
||||
}
|
||||
|
||||
#[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);
|
||||
}
|
||||
|
||||
/// 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 {
|
||||
|
||||
Reference in New Issue
Block a user