This commit is contained in:
2026-06-06 01:37:19 -05:00
parent 8f2cca2907
commit 05c9fdbde9
4 changed files with 368 additions and 58 deletions
+14 -9
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@@ -46,12 +46,13 @@ Root `Cargo.toml`: `members = ["kiln-core", "kiln-tui"]`.
**`kiln-core/src/game.rs`** — all core game types:
- `Glyph` (`Copy`, `Eq`, `Hash`) — per-cell visual: `tile: u32` (tilesheet index), `fg/bg: Color32`. `Glyph::player()` is a `const fn`; all other glyphs come from the map file. Derives `Hash` so boards can deduplicate glyphs into a palette.
- `FontSpec` — optional per-board bitmap font override: `path: String`, `tile_w: u32`, `tile_h: u32`. When `None`, the app default font is used.
- `Behavior` — plain data struct of runtime behavioral properties: `passable: bool`, `opaque: bool`. Returned by `Archetype::behavior()`; new properties added here require no match arms elsewhere.
- `Behavior` — plain data struct of runtime behavioral properties: `solid: bool` (blocks/participates in movement — inverse of the old `passable`), `opaque: bool`, `pushable: bool` (all archetypes `false` for now; the push mechanic is future work). Returned by `Archetype::behavior()`; new properties added here require no match arms elsewhere.
- `Solid<'a>` — the single solid occupant of a cell, returned by `Board::solid_at`: `Cell(Archetype)` (a solid grid archetype like a wall) or `Object(&ObjectDef)` (a solid object). At most one solid may occupy a cell — enforced at load time.
- `Archetype` (`Copy`, `PartialEq`) — enum of named element types: `Empty`, `Wall`, `ErrorBlock`. Each variant provides `behavior()`, `name()` (used in map files), and `default_glyph()` (used by the editor when stamping a cell). `ErrorBlock` is a sentinel for unknown archetype names — renders as yellow `?` on red.
- `ALL_ARCHETYPES: &[Archetype]` — ordered list of valid editor choices (excludes `ErrorBlock`).
- `Board` — the complete game unit (ZZT-style "board"): `width`, `height`, `cells: Vec<(Glyph, Archetype)>` (row-major; each cell owns its visual and behavioral class directly), `player: Player`, `objects: Vec<ObjectDef>`, `portals: Vec<PortalDef>`, `font: Option<FontSpec>`. `cells` is `pub(crate)`. `is_passable(x, y)` checks objects before the grid cell: an impassable object blocks even over a passable floor tile.
- `Board` — the complete game unit (ZZT-style "board"): `width`, `height`, `cells: Vec<(Glyph, Archetype)>` (row-major; each cell owns its visual and behavioral class directly), `player: Player`, `objects: Vec<ObjectDef>`, `portals: Vec<PortalDef>`, `font: Option<FontSpec>`. `cells` is `pub(crate)`. `solid_at(x, y) -> Option<Solid>` returns the cell's single solid occupant (object checked before grid archetype); `is_passable(x, y)` is the convenience inverse (`solid_at(...).is_none()`).
- `Player``x: i32, y: i32`
- `ObjectDef` — scripted object placed on the board: `x`, `y`, `glyph: Glyph`, `passable: bool`, `opaque: bool`, `script_name: Option<String>`. `passable` defaults `false` and `opaque` defaults `true` in map files. Its `init()`/`tick(dt)` hooks are run by the scripting runtime (see `script.rs`).
- `ObjectDef` — scripted object placed on the board: `x`, `y`, `glyph: Glyph`, `solid: bool`, `opaque: bool`, `pushable: bool`, `script_name: Option<String>`. `solid` and `opaque` default `true`, `pushable` defaults `false` in map files. Its `init()`/`tick(dt)` hooks are run by the scripting runtime (see `script.rs`).
- `PortalDef` — parsed from map files, stored on Board; not yet runtime-wired
- `GameState` — holds `board: Rc<RefCell<Board>>`, the message `log: Vec<LogLine>`, and a `ScriptHost`. The board sits behind `Rc<RefCell<…>>` as a sibling of the `ScriptHost` so script host functions can hold a shared handle to it without aliasing the borrow that's running the engine. Front-ends/logic reach the board through `board() -> Ref<Board>` / `board_mut() -> RefMut<Board>` (there is no `pub board` field). `try_move` moves the player; `run_init()` runs object `init()` hooks once at startup; `tick(dt)` runs object `tick(dt)` hooks every frame. After each script batch, `apply_commands()` drains the script command queue: `Log`/`Error``log`, `SetTile` → the source object's glyph, `Move(dir)``move_object` (bounds + `is_passable`). This deferred apply (writes after the batch) is what keeps script execution borrow-safe.
@@ -177,17 +178,20 @@ tile_h = 16
[grid]
content = """
############################################################
# #
# G #
############################################################
"""
[[objects]] # optional
x = 10
y = 5
# Placement: either `x`/`y`, OR a `palette` char that appears in the grid.
# Convention: object palette chars are uppercase letters (here `G`). The char
# must appear exactly once in the grid, be unique across objects, and not be a
# [palette] key; the cell under it loads as Empty.
palette = "G"
tile = "#"
fg = "#aa3333"
bg = "#000000"
passable = true
solid = false # blocks movement? defaults true. (pushable defaults false)
script_name = "greeter" # references a key in [scripts]
[[portals]] # optional; parsed but not yet runtime-wired
@@ -207,11 +211,12 @@ fn tick(dt) { move(North); } # optional, run every frame; dt = elapsed s
"""
```
Colors are `"#RRGGBB"` hex strings. `player_start` is a header field — the player is not a board cell. The `tile` field accepts either a single-character string (`tile = " "`) or an integer (`tile = 35`); both are valid and existing char-style map files continue to work. The grid multi-line string's leading newline is trimmed by TOML; trailing newline is handled correctly by `str::lines()`. Unknown archetype names produce an `ErrorBlock` cell and a logged warning. Script source lives in the `[scripts]` table (name → Rhai source); objects reference a script by `script_name`. Scripts may define optional `init()`/`tick(dt)` functions; they **read** the world through `Board.*` (e.g. `Board.player_x`) and **write** via host functions `move(dir)` (`dir``North`/`South`/`East`/`West`), `set_tile(n)`, and `log(s)`.
Colors are `"#RRGGBB"` hex strings. `player_start` is a header field — the player is not a board cell. The `tile` field accepts either a single-character string (`tile = " "`) or an integer (`tile = 35`); both are valid and existing char-style map files continue to work. The grid multi-line string's leading newline is trimmed by TOML; trailing newline is handled correctly by `str::lines()`. Unknown archetype names produce an `ErrorBlock` cell and a logged warning, as does any grid character that is neither a `[palette]` key nor an object's `palette` char. Objects may be placed by `x`/`y` or by a single grid `palette` char (uppercase by convention); placement and one-solid-per-cell violations are logged and the offending object is dropped (the rest of the board still loads). Script source lives in the `[scripts]` table (name → Rhai source); objects reference a script by `script_name`. Scripts may define optional `init()`/`tick(dt)` functions; they **read** the world through `Board.*` (e.g. `Board.player_x`) and **write** via host functions `move(dir)` (`dir``North`/`South`/`East`/`West`), `set_tile(n)`, and `log(s)`.
### Key design decisions
- **`Behavior` and `Archetype` are separate types** — `Archetype` is the named class of a thing (`Wall`, `Empty`, `Object`); `Behavior` is its runtime properties (`passable`, `opaque`). Adding a new property means adding a field to `Behavior`, not a match arm at every call site.
- **`Behavior` and `Archetype` are separate types** — `Archetype` is the named class of a thing (`Wall`, `Empty`, `Object`); `Behavior` is its runtime properties (`solid`, `opaque`, `pushable`). Adding a new property means adding a field to `Behavior`, not a match arm at every call site.
- **One solid per cell** — at most one solid entity (a solid grid archetype *or* a solid object) may occupy a cell. The map loader enforces this: a solid object landing on an already-solid cell is logged and dropped. `Board::solid_at` relies on this invariant.
- **`cells: Vec<(Glyph, Archetype)>`** — each cell owns its visual and behavioral class directly; there is no per-board element palette or integer indirection. `Archetype` is `Copy` so this is efficient.
- **Archetypes are referenced by name in map files** — so `ALL_ARCHETYPES` can be reordered or extended without breaking saved games.
- **`Board` is the complete unit** — grid, player, objects, and portals all live on `Board`, matching how ZZT treats a "board". No separate wrapper struct.
+100 -22
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@@ -73,17 +73,22 @@ pub struct FontSpec {
///
/// `Behavior` is a plain data struct returned by [`Archetype::behavior`]. It
/// contains the properties the engine needs to simulate a cell — currently
/// passability and opacity. Future properties (pushable, shootable, etc.) can
/// solidity, opacity, and pushability. Future properties (shootable, etc.) can
/// be added here without changing call sites.
///
/// For scripted objects, passability and opacity are stored directly on
/// For scripted objects, solidity and opacity are stored directly on
/// [`ObjectDef`] and will eventually be overridable by Rhai scripts at runtime.
#[derive(Copy, Clone, Debug)]
pub struct Behavior {
/// Whether an entity can walk through this cell.
pub passable: bool,
/// Whether this cell blocks / participates in movement. A solid cell stops a
/// mover (and is the only kind of cell that can later be pushed or receive a
/// collision event). This is the inverse of the old `passable` flag.
pub solid: bool,
/// Whether this cell blocks line of sight (reserved for future rendering).
pub opaque: bool,
/// Whether a mover can shove this cell. Unused for now — every archetype is
/// `false`; the push mechanic is future work.
pub pushable: bool,
}
/// A class of board cell, encoding its default behavior and appearance.
@@ -121,16 +126,19 @@ impl Archetype {
pub fn behavior(&self) -> Behavior {
match self {
Archetype::Empty => Behavior {
passable: true,
solid: false,
opaque: false,
pushable: false,
},
Archetype::Wall => Behavior {
passable: false,
solid: true,
opaque: true,
pushable: false,
},
Archetype::ErrorBlock => Behavior {
passable: false,
solid: true,
opaque: true,
pushable: false,
},
}
}
@@ -222,10 +230,15 @@ pub struct ObjectDef {
/// Visual representation of this object. Owned by the object (not derived
/// from the grid cell), so scripts can change tile, fg, and bg at runtime.
pub glyph: Glyph,
/// Whether the object blocks movement, of players or other objects
pub passable: bool,
/// Whether the object blocks / participates in movement. A solid object stops
/// a mover walking into it; at most one solid (object or grid archetype) may
/// occupy a cell. Inverse of the old `passable` flag.
pub solid: bool,
/// Whether the object blocks line of sight / FOV for the player
pub opaque: bool,
/// Whether the object can be shoved by a mover. Unused for now (no push
/// mechanic yet); defaults to `false`.
pub pushable: bool,
/// Name of the Rhai script in [`Board::scripts`] that drives this object.
/// `None` means this object has no script yet.
pub script_name: Option<String>,
@@ -244,20 +257,34 @@ impl ObjectDef {
/// Creates a new object at `(x, y)` with default glyph and blocking behavior.
///
/// Defaults: `passable = false`, `opaque = true`, no script. These match
/// the serde defaults in the map file format so new objects round-trip correctly.
/// Defaults: `solid = true`, `opaque = true`, `pushable = false`, no script.
/// These match the serde defaults in the map file format so new objects
/// round-trip correctly.
pub fn new(x: usize, y: usize) -> Self {
Self {
x,
y,
glyph: Self::default_glyph(),
passable: false,
solid: true,
opaque: true,
pushable: false,
script_name: None,
}
}
}
/// The single solid occupant of a board cell, returned by [`Board::solid_at`].
///
/// At most one solid — a grid [`Archetype`] *or* an [`ObjectDef`] — may occupy a
/// cell (the invariant enforced at load time), so this represents the one thing a
/// mover would collide with there.
pub enum Solid<'a> {
/// The cell's grid archetype is itself solid (e.g. [`Archetype::Wall`]).
Cell(Archetype),
/// A solid [`ObjectDef`] occupies the cell.
Object(&'a ObjectDef),
}
/// A portal that teleports the player to a named entry point on another board.
///
/// Portals are loaded from `[[portals]]` entries in `.toml` map files and
@@ -367,19 +394,33 @@ impl Board {
&self.cells
}
/// Returns `true` if the cell at `(x, y)` allows entities to pass through.
/// Returns the single solid entity occupying `(x, y)`, if any.
///
/// Objects block movement before the grid cell archetype is consulted.
/// Checks objects first, then the grid archetype. Because at most one solid
/// may occupy a cell (an invariant enforced when the board is loaded — see
/// [`crate::map_file`]), this returns that one occupant or `None`.
/// Panics if `x` or `y` are out of bounds.
pub fn solid_at(&self, x: usize, y: usize) -> Option<Solid<'_>> {
// A solid object shadows the grid cell it sits on.
if let Some(obj) = self.object_at(x, y)
&& obj.solid
{
return Some(Solid::Object(obj));
}
// Otherwise the grid archetype itself may be solid (e.g. a wall).
let arch = self.get(x, y).1;
if arch.behavior().solid {
return Some(Solid::Cell(arch));
}
None
}
/// Returns `true` if a mover can enter `(x, y)` — i.e. no solid occupies it.
///
/// Convenience inverse of [`solid_at`](Board::solid_at).
/// Panics if `x` or `y` are out of bounds.
pub fn is_passable(&self, x: usize, y: usize) -> bool {
// An object on this cell blocks if it's unpassable
if let Some(obj) = self.object_at(x, y)
&& !obj.passable
{
false
} else {
self.get(x, y).1.behavior().passable
}
self.solid_at(x, y).is_none()
}
/// Returns the index into [`Board::objects`] of the object at `(x, y)`, if any.
@@ -595,6 +636,43 @@ mod tests {
.collect()
}
#[test]
fn solid_at_reports_wall_object_and_empty() {
// A 3×1 board: empty floor, a wall, and an empty cell holding one object.
let mut board = open_board(3, 1, (0, 0), vec![], &[]);
board.cells[1] = (Archetype::Wall.default_glyph(), Archetype::Wall);
// A solid object on the otherwise-empty cell (2, 0).
board.objects.push(ObjectDef::new(2, 0)); // solid by default
// Empty floor: nothing solid.
assert!(board.solid_at(0, 0).is_none());
assert!(board.is_passable(0, 0));
// Wall cell: the grid archetype is the solid.
match board.solid_at(1, 0) {
Some(Solid::Cell(Archetype::Wall)) => {}
other => panic!("expected Solid::Cell(Wall), got {:?}", other.is_some()),
}
assert!(!board.is_passable(1, 0));
// Object cell: the solid object shadows the empty floor under it.
match board.solid_at(2, 0) {
Some(Solid::Object(o)) => assert_eq!((o.x, o.y), (2, 0)),
_ => panic!("expected Solid::Object"),
}
assert!(!board.is_passable(2, 0));
}
#[test]
fn non_solid_object_does_not_block() {
// A non-solid object sits on empty floor: the cell stays passable.
let mut obj = ObjectDef::new(1, 0);
obj.solid = false;
let board = open_board(3, 1, (0, 0), vec![obj], &[]);
assert!(board.solid_at(1, 0).is_none());
assert!(board.is_passable(1, 0));
}
#[test]
fn init_runs_only_on_run_init_not_at_construction() {
let board = board_with_object(
+249 -23
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@@ -131,22 +131,35 @@ pub struct GridData {
/// [`From`] impls below.
#[derive(Deserialize, Serialize)]
pub(crate) struct MapFileObjectEntry {
/// Column of this object on the board (0-indexed).
x: usize,
/// Row of this object on the board (0-indexed).
y: usize,
/// 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>,
/// 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,
/// Whether the object blocks player / object movement
#[serde(default)]
passable: bool,
/// Whether the object blocks / participates in movement. Defaults to `true`
/// (blocking). Inverse of the old `passable` field.
#[serde(default = "default_true")]
solid: bool,
/// Whether the object blocks player line of sight / FOV
#[serde(default = "default_true")]
opaque: bool,
/// Whether the object can be shoved by a mover. Unused for now; defaults `false`.
#[serde(default)]
pushable: bool,
/// Name of the Rhai script in the `[scripts]` table, if any.
#[serde(default, skip_serializing_if = "Option::is_none")]
script_name: Option<String>,
@@ -252,39 +265,152 @@ impl TryFrom<MapFile> for Board {
}
}
// Pass 2: walk the validated grid and build cells.
// 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() {
eprintln!("object {i}: specify either x/y or palette, not both; skipping object");
skip[i] = true;
continue;
}
// It must be exactly one character.
let mut chs = p.chars();
let (Some(ch), None) = (chs.next(), chs.next()) else {
eprintln!(
"object {i}: palette must be a single character (got {p:?}); skipping object"
);
skip[i] = true;
continue;
};
// It can't reuse a terrain palette key.
if palette.contains_key(&ch) {
eprintln!(
"object {i}: palette char '{ch}' is already a [palette] key; skipping object"
);
skip[i] = true;
continue;
}
// It must be unique across objects — a clash drops both owners.
use std::collections::hash_map::Entry;
match palette_char_owner.entry(ch) {
Entry::Occupied(o) => {
eprintln!(
"object palette char '{ch}' is used by more than one object; skipping both"
);
skip[i] = true;
skip[*o.get()] = 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);
for line in &rows {
for ch in line.chars() {
let mut obj_palette_pos: HashMap<char, (usize, usize)> = HashMap::new();
let mut obj_palette_count: HashMap<char, usize> = HashMap::new();
for (y, line) in rows.iter().enumerate() {
for (x, ch) in line.chars().enumerate() {
if let Some(&cell) = palette.get(&ch) {
cells.push(cell);
} else if palette_char_owner.contains_key(&ch) {
cells.push(canonical_empty);
obj_palette_pos.insert(ch, (x, y));
*obj_palette_count.entry(ch).or_insert(0) += 1;
} else {
eprintln!("unknown grid character '{ch}' at ({x}, {y}); using error block");
cells.push((Archetype::ErrorBlock.default_glyph(), Archetype::ErrorBlock));
}
}
}
// Each surviving object palette char must appear in the grid exactly once.
for (&ch, &owner) in &palette_char_owner {
if skip[owner] {
continue;
}
let n = obj_palette_count.get(&ch).copied().unwrap_or(0);
if n != 1 {
eprintln!(
"object palette char '{ch}' appears {n} times in the grid \
(must be exactly once); skipping object"
);
skip[owner] = true;
}
}
let font = mf.font.map(|f| FontSpec {
path: f.path,
tile_w: f.tile_w,
tile_h: f.tile_h,
});
// Convert MapFileObjectEntry → ObjectDef, resolving tile index and color strings.
let objects = mf
.objects
.into_iter()
.map(|e| ObjectDef {
x: e.x,
y: e.y,
// 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();
let mut objects: Vec<ObjectDef> = Vec::new();
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)) => {
eprintln!("object {i}: x/y ({x}, {y}) out of bounds; skipping object");
continue;
}
_ => {
eprintln!(
"object {i}: must specify both x and y (or a palette char); skipping object"
);
continue;
}
}
};
let obj = ObjectDef {
x,
y,
glyph: Glyph {
tile: e.tile.into_u32(),
fg: parse_color(&e.fg),
bg: parse_color(&e.bg),
},
passable: e.passable,
solid: e.solid,
opaque: e.opaque,
pushable: e.pushable,
script_name: e.script_name,
})
.collect();
};
// A solid object may not share a cell with another solid.
if obj.solid {
let idx = y * w + x;
if solid_occupied[idx] {
eprintln!(
"object {i}: solid object at ({x}, {y}) conflicts with an existing solid; skipping object"
);
continue;
}
solid_occupied[idx] = true;
}
objects.push(obj);
}
Ok(Board {
name: mf.map.name,
@@ -387,13 +513,17 @@ impl From<&Board> for MapFile {
.objects
.iter()
.map(|o| MapFileObjectEntry {
x: o.x,
y: o.y,
// Saving always emits concrete coordinates; the palette form is a
// load-time convenience only.
x: Some(o.x),
y: Some(o.y),
palette: None,
tile: TileIndex::Num(o.glyph.tile),
fg: color_to_hex(o.glyph.fg),
bg: color_to_hex(o.glyph.bg),
passable: o.passable,
solid: o.solid,
opaque: o.opaque,
pushable: o.pushable,
script_name: o.script_name.clone(),
})
.collect();
@@ -453,6 +583,102 @@ pub fn save(board: &Board, path: &Path) -> Result<(), Box<dyn std::error::Error>
#[cfg(test)]
mod tests {
use super::*;
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
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 {
+5 -4
View File
@@ -23,7 +23,7 @@ content = """
# # #
# #
# #
# #
# G #
# #
# #
# #
@@ -38,13 +38,14 @@ content = """
############################################################
"""
# Placed by its grid character `G` (uppercase-letter convention for objects)
# rather than x/y; the cell under it loads as Empty.
[[objects]]
fg = "#aa3333"
bg = "#000000"
x = 10
y = 10
palette = "G"
tile = "#"
passable = true
solid = false
script_name = "greeter"
[scripts]