refactoring
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use serde::{Deserialize, Serialize};
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use crate::archetype::Archetype;
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use crate::script::Direction;
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/// Which directions a solid may be pushed in.
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///
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/// Only meaningful for `solid` cells (a non-solid cell is passable, so nothing is
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/// ever pushed into it). `Crate` is [`Pushable::Any`]; the directional crates
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/// constrain pushes to one axis.
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#[derive(Copy, Clone, Debug, PartialEq, Eq)]
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pub enum Pushable {
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/// Cannot be pushed.
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No,
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/// Pushable in any direction.
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Any,
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/// Pushable east/west only.
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Horizontal,
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/// Pushable north/south only.
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Vertical,
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}
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impl Pushable {
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/// Whether a push in `dir` is allowed.
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pub fn allows(self, dir: Direction) -> bool {
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match self {
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Pushable::No => false,
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Pushable::Any => true,
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Pushable::Horizontal => matches!(dir, Direction::East | Direction::West),
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Pushable::Vertical => matches!(dir, Direction::North | Direction::South),
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}
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}
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}
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/// The behavioral properties of a board cell at runtime.
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///
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/// `Behavior` is a plain data struct returned by [`Archetype::behavior`]. It
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/// contains the properties the engine needs to simulate a cell — currently
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/// 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, 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 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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/// Which directions a mover can shove this cell in (only meaningful when `solid`).
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pub pushable: Pushable,
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}
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/// A stable, unique identifier for a board object.
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///
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/// Ids are handed out by [`Board::add_object`] from the per-board
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/// [`Board::next_object_id`] counter (starting at 1) and never reused, so a
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/// reference to an object stays valid even as other objects are added or removed.
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/// This replaces the old "index into `Board::objects`" scheme, which shifted when
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/// objects were reordered/destroyed.
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pub type ObjectId = u32;
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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 — the player, a grid [`Archetype`], *or* an [`ObjectDef`] — may
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/// occupy a cell (the invariant enforced at load time), so this represents the one
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/// thing a mover would collide with there.
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pub enum Solid {
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/// The player occupies the cell. The player is solid (it blocks movers) and
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/// pushable in any direction (see [`Board::is_pushable`]).
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Player,
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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 [`ObjectId`] occupies the cell.
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Object(ObjectId),
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}
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/// A portal that teleports the player to a named entry point on another board.
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///
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/// Portals are loaded from `[[portals]]` entries in `.toml` map files and
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/// stored on [`Board`]. When the player steps onto a portal's cell, they
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/// should be moved to `target_entry` on the board named by `target_map`.
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///
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/// **Not yet runtime-wired.** Portal navigation (multi-board loading and
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/// switching) is a future feature.
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#[derive(Deserialize, Serialize)]
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pub struct PortalDef {
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/// Column of this portal on the board (0-indexed).
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pub x: usize,
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/// Row of this portal on the board (0-indexed).
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pub y: usize,
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/// File name (without extension) of the target board, e.g. `"cave"`.
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pub target_map: String,
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/// Named entry point on the target board where the player arrives.
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pub target_entry: String,
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}
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/// The player's current position on the board.
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///
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/// The player is currently a special entity rendered on top of the board
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/// rather than being stored as a board cell. This is expected to change:
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/// the player will eventually become a scripted object that responds to
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/// input events, at which point this struct may be removed or made optional.
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/// See the "player may become an object" notes in `CLAUDE.md` for the design
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/// tensions this implies.
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#[derive(Copy, Clone)]
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pub struct Player {
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/// Column position (0-indexed, increasing rightward).
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pub x: i32,
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/// Row position (0-indexed, increasing downward).
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pub y: i32,
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}
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