use serde::{Deserialize, Serialize}; use crate::glyph::Glyph; use crate::utils::Point; /// 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 /// stored on [`Board`]. When the player steps onto a portal's cell, the engine /// calls [`crate::game::GameState::enter_board`] with the `target_map` and /// `target_entry`, placing the player at the matching named portal on the /// destination board. /// /// In map files, portals are conventionally placed using digit characters /// (`'1'`–`'9'`) as palette keys — parallel to the uppercase-letter convention /// for objects. A portal's `name` is board-unique: it is also used as the /// `target_entry` value on the other end of the connection. #[derive(Serialize, Deserialize, Clone, Debug)] #[serde(rename_all = "lowercase")] pub struct Portal { #[serde(flatten)] pub location: Point, /// Board-unique name for this portal, also used as `target_entry` by portals /// on other boards that want to arrive here. pub name: String, /// Key of the target board in `World::boards`. pub target_board: String, /// Name of the arrival portal on the target board. pub target_name: String, /// Visual representation of this portal. Omitted from a map file, it /// defaults to [`Glyph::portal`] — `≡`, black on white — so portals are /// visible unless the author opts out with `tile = 0` (the transparent /// sentinel). Unlike sensors (which are glyphless by default), a portal /// sits on a transparent grid cell and this glyph is what /// [`Board::glyph_at`](crate::board::Board::glyph_at) draws for it. #[serde(default = "Glyph::portal", skip_serializing_if = "Glyph::is_portal_default")] pub glyph: Glyph }