//! Per-board map-file load/save and the small serde types that orchestrate it. //! //! A board in a `.toml` world file is a `[map]` header plus an ordered array of //! `[[layers]]` (see [`crate::layer`]). This module owns the [`MapFile`]/ //! [`MapHeader`] serde shells and the conversions to and from a runtime //! [`Board`]; the per-layer grid/palette work lives in [`crate::layer`]. //! //! Loading is **best-effort/nonfatal**: only a layer grid-dimension mismatch is a //! hard error. Every other problem (unknown archetype/char → `ErrorBlock`, missing //! or duplicate player cell, two solids stacked on a cell, duplicate object/portal //! names) is recovered and recorded on [`Board::load_errors`]. use color::Rgba8; use serde::{Deserialize, Serialize}; use std::collections::hash_map::Entry; use std::collections::{BTreeMap, HashMap, HashSet}; use std::convert::TryFrom; use std::path::Path; use tinyrand::{Seeded, StdRand}; use crate::api::queue::ObjQueue; use crate::archetype::Archetype; use crate::board::Board; use crate::builtin_scripts::archetype_from_builtin_tag; use crate::floor::FLOOR_SEED; use crate::glyph::Glyph; use crate::layer::{Layer, LayerData, PaletteEntry, Placement, build_layer}; use crate::log::LogLine; use crate::object_def::ObjectDef; use crate::utils::{ObjectId, PlayerPos, PortalDef}; /// The serde shell for one board in a `.toml` file: a header and its layers. /// /// On load this is converted into a [`Board`] via [`TryFrom`] and discarded; on /// save a [`Board`] is converted back via [`From<&Board>`]. See `maps/start.toml` /// for a complete example of the format. #[derive(Deserialize, Serialize)] pub struct MapFile { /// The `[map]` header: name, dimensions, optional board script. pub map: MapHeader, /// The ordered `[[layers]]` stack, bottom (index 0) to top. #[serde(default)] pub(crate) layers: Vec, } /// The `[map]` header section of a board. #[derive(Deserialize, Serialize)] pub struct MapHeader { /// Human-readable name for this board, e.g. `"Opening Room"`. pub name: String, /// Width of the board in cells. Must match every layer row's length. pub width: usize, /// Height of the board in cells. Must match every layer's row count. pub height: usize, /// Name of the board-level script in the `[scripts]` table, if any. #[serde(default, skip_serializing_if = "Option::is_none")] pub board_script_name: Option, } /// A tile index in a palette entry: either a plain integer or a character literal. /// /// Accepting both forms lets map files write `tile = 35` or `tile = "#"` (the char /// is converted to its Unicode scalar) interchangeably. #[derive(Deserialize, Serialize, Clone, Copy)] #[serde(untagged)] pub enum TileIndex { /// A direct tile index (e.g. `tile = 35`). Num(u32), /// A single-character shorthand (e.g. `tile = "#"`); converted to its Unicode scalar. Chr(char), } impl TileIndex { /// Returns the tile index as a `u32`, converting a char to its scalar value. pub(crate) fn into_u32(self) -> u32 { match self { TileIndex::Num(n) => n, TileIndex::Chr(c) => c as u32, } } } /// Parses an `"#RRGGBB"` hex color string into an [`Rgba8`]. /// Returns opaque black on any parse failure. pub(crate) fn parse_color(hex: &str) -> Rgba8 { let hex = hex.trim_start_matches('#'); if hex.len() != 6 { return Rgba8 { r: 0, g: 0, b: 0, a: 255, }; } let r = u8::from_str_radix(&hex[0..2], 16).unwrap_or(0); let g = u8::from_str_radix(&hex[2..4], 16).unwrap_or(0); let b = u8::from_str_radix(&hex[4..6], 16).unwrap_or(0); Rgba8 { r, g, b, a: 255 } } /// Converts an [`Rgba8`] to an `"#RRGGBB"` hex string (alpha is ignored). pub(crate) fn color_to_hex(color: Rgba8) -> String { format!("#{:02X}{:02X}{:02X}", color.r, color.g, color.b) } /// Converts a parsed map file into a runtime [`Board`]. /// /// Builds each layer (collecting its object/portal/player placements), then runs /// the cross-layer validations that span the whole board: /// - the player must appear exactly once (missing → `(0, 0)`; multiple → the first), and wins its cell; /// - at most one solid may occupy a cell across all layers (a stacked solid is dropped); /// - object names must be board-unique (a duplicate is cleared) and portal names unique (a duplicate is dropped). /// /// Returns `Err` only when a layer's grid dimensions disagree with the header. impl TryFrom for Board { type Error = String; fn try_from(mf: MapFile) -> Result { let w = mf.map.width; let h = mf.map.height; let mut load_errors: Vec = Vec::new(); // One PRNG for the whole board so generated floors depend only on content. let mut rng = StdRand::seed(FLOOR_SEED); // Build every layer, collecting non-terrain placements with their layer z. let mut layers: Vec = Vec::with_capacity(mf.layers.len()); let mut object_specs: Vec<(crate::layer::ObjectTemplate, usize, usize, usize)> = Vec::new(); let mut portal_specs: Vec<(crate::layer::PortalTemplate, usize, usize, usize)> = Vec::new(); let mut player_positions: Vec<(usize, usize)> = Vec::new(); for (z, data) in mf.layers.iter().enumerate() { let (layer, placements) = build_layer(data, w, h, &mut rng, &mut load_errors)?; for p in placements { match p { Placement::Object(t, x, y) => object_specs.push((t, x, y, z)), Placement::Portal(t, x, y) => portal_specs.push((t, x, y, z)), Placement::Player(x, y) => player_positions.push((x, y)), } } layers.push(layer); } if layers.is_empty() { return Err("map has no [[layers]]".into()); } // The player must be placed exactly once across all layers. let (px, py) = match player_positions.len() { 1 => player_positions[0], 0 => { load_errors.push(LogLine::error( "no player cell (kind = \"player\") found; placing player at (0, 0)", )); (0, 0) } n => { load_errors.push(LogLine::error(format!( "player cell appears {n} times across layers; using the first" ))); player_positions[0] } }; let pidx = py * w + px; // Enforce one solid per cell across all layers: the first solid seen at a // cell claims it; a later (upper) solid stacked on it is dropped. let mut solid_occupied = vec![false; w * h]; for (z, layer) in layers.iter_mut().enumerate() { for (idx, cell) in layer.cells.iter_mut().enumerate() { if !cell.1.behavior().solid { continue; } if solid_occupied[idx] { let (x, y) = (idx % w, idx / w); load_errors.push(LogLine::error(format!( "two solids stacked at ({x}, {y}) on layer {z}; dropping the upper one" ))); *cell = (Glyph::transparent(), Archetype::Empty); } else { solid_occupied[idx] = true; } } } // The player wins its cell: clear any solid terrain under it (any layer) // and claim the cell so a solid object placed here is dropped below. if solid_occupied[pidx] { for layer in &mut layers { if layer.cells[pidx].1.behavior().solid { layer.cells[pidx] = (Glyph::transparent(), Archetype::Empty); } } } solid_occupied[pidx] = true; // Spawn objects in layer-then-reading order, so ids are deterministic and // "lowest id wins a collision" / "first claimant keeps the name" hold. let mut objects: BTreeMap = BTreeMap::new(); let mut next_object_id: ObjectId = 1; let mut seen_names: HashMap = HashMap::new(); for (t, x, y, z) in object_specs { let idx = y * w + x; // A solid object may not share a cell with another solid. if t.solid && solid_occupied[idx] { // The player silently wins its cell; any other conflict is reported. if idx != pidx { load_errors.push(LogLine::error(format!( "solid object at ({x}, {y}) conflicts with an existing solid; skipping object" ))); } continue; } let id = next_object_id; // Name uniqueness: first claimant keeps it; later duplicates are cleared. let name = t.name.and_then(|n| match seen_names.entry(n.clone()) { Entry::Vacant(v) => { v.insert(id); Some(n) } Entry::Occupied(o) => { load_errors.push(LogLine::error(format!( "object name {n:?} already used by object {}; clearing name", o.get() ))); None } }); if t.solid { solid_occupied[idx] = true; } objects.insert( id, ObjectDef { id, x, y, z, glyph: t.glyph, solid: t.solid, opaque: t.opaque, pushable: t.pushable, // Hand-placed objects are never grab targets; only expanded // grab archetypes (e.g. gems) set this (see expand_builtin_archetypes). grab: false, script_name: t.script_name, // Script-backed archetypes are expanded after the board is built // (see `expand_builtin_archetypes` below), not via templates. builtin_script: None, tags: t.tags.into_iter().collect(), queue: ObjQueue::new(), name, }, ); next_object_id += 1; } // Build the portal list, dropping duplicate names (first claimant wins). let mut seen_portal_names: HashSet = HashSet::new(); let mut portals: Vec = Vec::new(); for (t, x, y, z) in portal_specs { if !seen_portal_names.insert(t.name.clone()) { load_errors.push(LogLine::error(format!( "portal name {:?} already used by another portal; skipping portal", t.name ))); continue; } portals.push(PortalDef { name: t.name, x, y, z, target_map: t.target_map, target_entry: t.target_entry, }); } let mut board = Board { name: mf.map.name, width: w, height: h, layers, player: PlayerPos { x: px as i64, y: py as i64, }, objects, next_object_id, portals, board_script_name: mf.map.board_script_name, load_errors, registry: HashMap::new(), }; // Turn script-backed archetype cells (pushers/spinners) into their scripted // objects. Runs after the cross-layer validation above, so board invariants // hold; the same call also fixes editor-placed machines before a playtest. board.expand_builtin_archetypes(); Ok(board) } } /// Pool of palette characters for save: printable ASCII (plus a leading space for /// the common transparent-empty cell), excluding `"` and `\` which would need /// escaping inside a TOML string. fn char_pool() -> Vec { let mut pool = vec![' ']; pool.extend( (33u8..=126u8) .filter(|&b| b != b'"' && b != b'\\') .map(|b| b as char), ); pool } /// Builds the [`PaletteEntry`] for a terrain/floor cell `(glyph, arch)`. fn cell_entry(glyph: Glyph, arch: Archetype) -> PaletteEntry { if arch == Archetype::Empty { if glyph.tile == 0 { // Transparent: lower layers show through. PaletteEntry { kind: "empty".into(), ..Default::default() } } else { // A fixed floor glyph (generators bake to literal glyphs on load). PaletteEntry { kind: "floor".into(), tile: Some(TileIndex::Num(glyph.tile)), fg: Some(color_to_hex(glyph.fg)), bg: Some(color_to_hex(glyph.bg)), ..Default::default() } } } else { PaletteEntry { kind: arch.name().into(), tile: Some(TileIndex::Num(glyph.tile)), fg: Some(color_to_hex(glyph.fg)), bg: Some(color_to_hex(glyph.bg)), ..Default::default() } } } /// Serializes one layer `z` of `board` to a [`LayerData`], optionally writing the /// player cell into this layer (done on the top layer only). fn layer_to_data(board: &Board, z: usize, place_player: bool) -> LayerData { let (w, h) = (board.width, board.height); let mut pool = char_pool().into_iter(); let mut palette: HashMap = HashMap::new(); let mut cell_to_key: HashMap<(Glyph, Archetype), char> = HashMap::new(); let mut grid: Vec> = vec![vec![' '; w]; h]; // Terrain/floor cells: dedup each unique (glyph, archetype) to one palette char. for (y, row) in grid.iter_mut().enumerate() { for (x, slot) in row.iter_mut().enumerate() { let (glyph, arch) = *board.get(z, x, y); *slot = *cell_to_key.entry((glyph, arch)).or_insert_with(|| { let ch = pool.next().expect("ran out of palette characters"); palette.insert(ch.to_string(), cell_entry(glyph, arch)); ch }); } } // Objects on this layer overwrite their (transparent) cell with an object char. for o in board.objects.values().filter(|o| o.z == z) { // A built-in archetype object (e.g. a pusher) round-trips back to its // archetype keyword: emit it as a terrain cell (deduped with real terrain), // using the object's current glyph, rather than a `kind = "object"` entry. if let Some(arch) = o.tags.iter().find_map(|t| archetype_from_builtin_tag(t)) { let ch = *cell_to_key.entry((o.glyph, arch)).or_insert_with(|| { let ch = pool.next().expect("ran out of palette characters"); palette.insert(ch.to_string(), cell_entry(o.glyph, arch)); ch }); grid[o.y][o.x] = ch; continue; } let ch = pool.next().expect("ran out of palette characters"); let mut tags: Vec = o.tags.iter().cloned().collect(); tags.sort(); palette.insert( ch.to_string(), PaletteEntry { kind: "object".into(), tile: Some(TileIndex::Num(o.glyph.tile)), fg: Some(color_to_hex(o.glyph.fg)), bg: Some(color_to_hex(o.glyph.bg)), solid: Some(o.solid), opaque: Some(o.opaque), pushable: Some(o.pushable), script_name: o.script_name.clone(), tags: (!tags.is_empty()).then_some(tags), name: o.name.clone(), ..Default::default() }, ); grid[o.y][o.x] = ch; } // Portals on this layer. for p in board.portals.iter().filter(|p| p.z == z) { let ch = pool.next().expect("ran out of palette characters"); palette.insert( ch.to_string(), PaletteEntry { kind: "portal".into(), name: Some(p.name.clone()), target_map: Some(p.target_map.clone()), target_entry: Some(p.target_entry.clone()), ..Default::default() }, ); grid[p.y][p.x] = ch; } // The player is written onto the top layer. if place_player { let ch = pool.next().expect("ran out of palette characters"); palette.insert( ch.to_string(), PaletteEntry { kind: "player".into(), ..Default::default() }, ); grid[board.player.y as usize][board.player.x as usize] = ch; } let content = grid .into_iter() .map(|row| row.into_iter().collect::()) .collect::>() .join("\n") + "\n"; // Save always emits an explicit grid; `fill`/`sparse` are load-time conveniences. LayerData { content: Some(content), fill: None, sparse: None, palette, } } /// Converts a runtime [`Board`] back into a serializable [`MapFile`]. /// /// Emits one `[[layers]]` entry per board layer; the player is written onto the /// top layer. Procedural floors were baked to literal glyphs at load, so they are /// saved as fixed `floor` glyphs (the generator declaration is not recovered). impl From<&Board> for MapFile { fn from(board: &Board) -> Self { let top = board.layer_count() - 1; let layers = (0..board.layer_count()) .map(|z| layer_to_data(board, z, z == top)) .collect(); MapFile { map: MapHeader { name: board.name.clone(), width: board.width, height: board.height, board_script_name: board.board_script_name.clone(), }, layers, } } } /// Loads a map file from disk and returns a ready-to-use [`Board`]. /// /// Reads the file at `path`, deserializes it as a single-board [`MapFile`], then /// converts it via [`TryFrom`]. Production code uses [`crate::world::load`] for /// multi-board world files instead. pub fn load(path: &str) -> Result> { let content = std::fs::read_to_string(path)?; let map_file: MapFile = toml::from_str(&content)?; Board::try_from(map_file).map_err(|e| e.into()) } /// Serializes a [`Board`] to a `.toml` map file at `path`. pub fn save(board: &Board, path: &Path) -> Result<(), Box> { let map_file = MapFile::from(board); let toml_str = toml::to_string_pretty(&map_file)?; std::fs::write(path, toml_str)?; Ok(()) }