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>
This commit is contained in:
2026-05-17 15:20:46 -05:00
parent 453c7baf4e
commit ac6a8dec57
4 changed files with 168 additions and 82 deletions
+34 -29
View File
@@ -1,7 +1,7 @@
use std::collections::HashMap;
use serde::Deserialize;
use eframe::egui::Color32;
use crate::game::{Board, Element, Glyph, ObjectDef, Player, PortalDef};
use crate::game::{Archetype, Board, Glyph, ObjectDef, Player, PortalDef};
/// The top-level deserialization type for a `.toml` map file.
///
@@ -15,7 +15,7 @@ pub struct MapFile {
/// The `[map]` section: name, dimensions, player start position.
pub map: MapHeader,
/// The `[palette]` section: maps single-character keys to tile definitions.
/// Each entry defines both the visual ([`Glyph`]) and behavior ([`Element`])
/// Each entry defines both the visual ([`Glyph`]) and the [`Archetype`]
/// for all cells that use that character in the grid.
pub palette: HashMap<String, PaletteEntry>,
/// The `[grid]` section: the multi-line string that defines cell layout.
@@ -51,8 +51,8 @@ pub struct MapHeader {
///
/// Each palette entry is keyed by a single character (e.g. `"#"` or `" "`).
/// That character is used in the `[grid]` content string to place tiles.
/// The entry defines both how the tile looks (`ch`, `fg`, `bg`) and how it
/// behaves (`passable`).
/// The entry defines both how the tile looks (`ch`, `fg`, `bg`) and which
/// [`Archetype`] it uses for behavior.
///
/// Note that `ch` (the display character) does not have to match the palette
/// key. The key is just a label for the grid; `ch` is what actually gets
@@ -60,8 +60,10 @@ pub struct MapHeader {
/// wall tile that displays as `#`.
#[derive(Deserialize)]
pub struct PaletteEntry {
/// Whether entities can walk onto this tile.
pub passable: bool,
/// The archetype name for this tile, e.g. `"wall"` or `"empty"`.
/// Parsed via [`Archetype::try_from`]; unknown names produce an
/// [`Archetype::ErrorBlock`] cell and a logged warning.
pub archetype: String,
/// The character displayed in this cell.
pub ch: char,
/// Foreground color as an `"#RRGGBB"` hex string.
@@ -100,42 +102,46 @@ fn parse_color(hex: &str) -> Color32 {
///
/// The conversion proceeds in two passes:
///
/// 1. **Palette pass** — each palette entry becomes an [`Element`] (pushed
/// into `elements`) and a [`Glyph`] (stored in a temporary `HashMap`
/// keyed by the palette character). The element index is recorded
/// alongside the glyph so cells can reference it.
/// 1. **Palette pass** — each entry is parsed into a `(Glyph, Archetype)` pair
/// and stored in a temporary `HashMap` keyed by the palette character.
/// Unknown archetype names produce an [`Archetype::ErrorBlock`] and a
/// logged warning so malformed maps are visible in-game.
///
/// 2. **Grid pass** — `grid.content` is split into lines; each character
/// is looked up in the palette map. Unknown characters are silently
/// skipped (they produce no cell), so a malformed grid will result in
/// a `cells` vec shorter than `width * height`. No explicit validation
/// is done here yet.
/// is looked up in the palette map and pushed directly into `cells`.
/// Unknown characters are silently skipped, so a malformed grid will
/// result in a `cells` vec shorter than `width * height`.
impl From<MapFile> for Board {
fn from(mf: MapFile) -> Self {
let w = mf.map.width;
let h = mf.map.height;
// Pass 1: build the element palette and a char(Glyph, idx) lookup.
let mut elements: Vec<Element> = Vec::new();
let mut palette: HashMap<char, (Glyph, usize)> = HashMap::new();
// Pass 1: build a char(Glyph, Archetype) lookup from the palette.
let mut palette: HashMap<char, (Glyph, Archetype)> = HashMap::new();
for (key, entry) in &mf.palette {
let key_char = key.chars().next().unwrap_or(' ');
let idx = elements.len();
elements.push(Element { passable: entry.passable });
palette.insert(key_char, (Glyph {
ch: entry.ch,
fg: parse_color(&entry.fg),
bg: parse_color(&entry.bg),
}, idx));
// Unknown archetype names fall back to ErrorBlock so the error is
// visible in-game rather than silently producing empty tiles.
match Archetype::try_from(entry.archetype.as_str()) {
Ok(archetype) => {
let glyph = Glyph { ch: entry.ch, fg: parse_color(&entry.fg), bg: parse_color(&entry.bg) };
palette.insert(key_char, (glyph, archetype));
}
Err(e) => {
// Be sure to log and ignore the default glyph for an unknown archetype
eprintln!("{e}");
palette.insert(key_char, (Archetype::ErrorBlock.default_glyph(), Archetype::ErrorBlock));
}
}
}
// Pass 2: walk the grid string and build cells.
let mut cells: Vec<(Glyph, usize)> = Vec::with_capacity(w * h);
let mut cells: Vec<(Glyph, Archetype)> = Vec::with_capacity(w * h);
for line in mf.grid.content.lines() {
for ch in line.chars() {
if let Some(&(glyph, idx)) = palette.get(&ch) {
cells.push((glyph, idx));
if let Some(&cell) = palette.get(&ch) {
cells.push(cell);
}
}
}
@@ -143,7 +149,6 @@ impl From<MapFile> for Board {
Board {
width: w,
height: h,
elements,
cells,
player: Player {
x: mf.map.player_start[0],
@@ -167,4 +172,4 @@ pub fn load(path: &str) -> Result<Board, Box<dyn std::error::Error>> {
let content = std::fs::read_to_string(path)?;
let map_file: MapFile = toml::from_str(&content)?;
Ok(Board::from(map_file))
}
}