Replace Element with Behavior + Archetype; update map format
Element is replaced by two types: Behavior (a plain struct of runtime properties: passable, opaque) and Archetype (an enum of named presets: Empty, Wall, Object, ErrorBlock). Board.cells changes from Vec<(Glyph, usize)> to Vec<(Glyph, Archetype)>, eliminating the per-board element palette. Map files now reference archetypes by name (archetype = "wall") instead of property bags (passable = false), so the archetype list can be reordered without breaking saved games. Unknown archetype names produce an ErrorBlock cell (yellow ? on red) so malformed maps are immediately visible in-game. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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+127
-47
@@ -4,10 +4,10 @@ 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 element
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/// type), so individual cells can vary their appearance independently — for
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/// example, a field of "fire" tiles where each flame has a slightly different
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/// color while all sharing the same [`Element`] behavior.
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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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@@ -33,20 +33,115 @@ impl Glyph {
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}
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}
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/// The behavioral definition of a tile type.
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/// The behavioral properties of a board cell at runtime.
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///
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/// `Element` describes how a tile *behaves*, independent of how it looks.
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/// Behavior is shared: many cells on the board can reference the same
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/// `Element` by index (see [`Board::elements`]), so changing one `Element`
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/// affects all cells that use it.
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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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/// The visual side is handled separately by [`Glyph`], which is stored
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/// per-cell and can vary even among cells of the same element type.
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pub struct Element {
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/// Whether the player (or other entities) can walk onto this tile.
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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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@@ -108,32 +203,26 @@ pub struct Player {
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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 ([`Glyph`]) and a behavior index
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/// - A palette of [`Element`] behavior definitions shared across cells
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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, usize)` tuples in a row-major `Vec`. The
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/// `usize` is an index into [`Board::elements`]. It is an anonymous tuple
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/// field intentionally — the index has no meaning outside the context of
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/// a specific `Board`'s element palette, so it cannot be accidentally
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/// detached and misused.
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///
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/// Access cells with [`Board::get`] and [`Board::get_mut`] using `(x, y)`
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/// coordinates. Use [`Board::is_passable`] for collision checks.
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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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/// Palette of element behavior definitions. Cells reference these by index.
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pub elements: Vec<Element>,
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/// Row-major grid of `(Glyph, element_index)` pairs. Use [`Board::get`]
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/// to access by coordinates.
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pub(crate) cells: Vec<(Glyph, 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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@@ -143,22 +232,11 @@ pub struct Board {
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}
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impl Board {
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/// Adds an element to this board's palette and returns its index.
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///
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/// The returned index can be used as the second field of a cell tuple.
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/// Indices are stable for the lifetime of the board.
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#[allow(dead_code)]
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pub fn add_element(&mut self, element: Element) -> usize {
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let idx = self.elements.len();
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self.elements.push(element);
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idx
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}
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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, usize)` tuple where the `usize` is an index
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/// into [`Board::elements`]. Panics if `x` or `y` are out of bounds.
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pub fn get(&self, x: usize, y: usize) -> &(Glyph, usize) {
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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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@@ -166,16 +244,18 @@ impl Board {
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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, usize) {
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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 element at `(x, y)` is passable.
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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 (_, elem_idx) = self.get(x, y);
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self.elements[*elem_idx].passable
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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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@@ -200,7 +280,7 @@ impl GameState {
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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 element
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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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