366 lines
15 KiB
Rust
366 lines
15 KiB
Rust
//! The board grid: the palette+char map-file unit and its load-time conversion.
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//!
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//! A board is a single **grid** — a character grid plus a palette mapping each
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//! character to one *kind* of thing: an archetype (terrain), a scripted object, a
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//! portal, or the player. (The board's cosmetic floor is a separate `[map]`
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//! attribute, not a grid cell; see [`crate::floor`].)
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//!
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//! This module owns the grid serde type ([`GridData`], [`PaletteEntry`]) and the
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//! load-time conversion ([`build_grid`]) that turns one `GridData` into the board's
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//! `Vec<(Glyph, Archetype)>` cells plus a list of [`Placement`]s (objects/portals/
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//! player) for the map loader to resolve. Cross-cell validation (one solid per
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//! cell, unique names, the player winning its cell) lives in [`crate::map_file`].
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use crate::archetype::Archetype;
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use crate::glyph::Glyph;
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use crate::log::LogLine;
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use crate::map_file::{TileIndex, parse_color};
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use crate::object_def::ObjectDef;
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use serde::{Deserialize, Serialize};
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use std::collections::HashMap;
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/// Serde representation of the board `[grid]`: a char grid plus its palette.
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///
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/// The grid is given in exactly one of three ways (precedence: `content`, then
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/// `fill`, then `sparse`; none of them ⇒ an all-spaces grid):
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/// - `content` — a multi-line grid string, one char per cell (`width × height`).
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/// - `fill` — a single character; the whole grid is filled with it.
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/// - `sparse` — a list of `{ x, y, ch }` cells over an otherwise all-spaces grid
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/// (handy for a grid holding just a few things).
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///
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/// A space (`' '`) is always a transparent empty cell and is never a palette key
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/// (any `" "` entry in `palette` is ignored).
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#[derive(Deserialize, Serialize, Default)]
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pub(crate) struct GridData {
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/// Multi-line grid string; one char per cell, looked up in `palette`.
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#[serde(default, skip_serializing_if = "Option::is_none")]
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pub content: Option<String>,
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/// Single character to fill the whole `width × height` grid with.
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#[serde(default, skip_serializing_if = "Option::is_none")]
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pub fill: Option<String>,
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/// Individual cells over an otherwise all-spaces grid.
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#[serde(default, skip_serializing_if = "Option::is_none")]
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pub sparse: Option<Vec<SparseCell>>,
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/// Char (as a one-character string key) → palette entry.
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#[serde(default)]
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pub palette: HashMap<String, PaletteEntry>,
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}
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/// One cell in a [`GridData::sparse`] list: a single character at `(x, y)`.
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#[derive(Deserialize, Serialize, Clone)]
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pub(crate) struct SparseCell {
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/// Column (0-indexed).
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pub x: usize,
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/// Row (0-indexed).
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pub y: usize,
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/// The grid character at this cell (a one-character string).
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pub ch: String,
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}
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/// One palette entry, discriminated by [`kind`](PaletteEntry::kind).
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///
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/// A single flat struct (rather than an enum) because `kind` is open-ended: it is
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/// any archetype name (`"wall"`, `"crate"`, `"pusher_east"`, …) *or* one of the
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/// meta-kinds `empty`, `object`, `portal`, `player`. Only the fields relevant to a
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/// given kind are read; the rest stay `None`. See [`resolve_entry`].
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#[derive(Deserialize, Serialize, Default, Clone)]
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pub(crate) struct PaletteEntry {
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/// What this entry is: an archetype name, or `empty`/`object`/`portal`/`player`.
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pub kind: String,
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/// Tile index (int or single-char string). Used by archetype/object kinds.
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#[serde(default, skip_serializing_if = "Option::is_none")]
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pub tile: Option<TileIndex>,
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/// Foreground `"#RRGGBB"`. Used by archetype/object kinds.
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#[serde(default, skip_serializing_if = "Option::is_none")]
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pub fg: Option<String>,
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/// Background `"#RRGGBB"`. Used by archetype/object kinds.
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#[serde(default, skip_serializing_if = "Option::is_none")]
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pub bg: Option<String>,
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/// Object solidity (defaults `true`). Only for `kind = "object"`.
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#[serde(default, skip_serializing_if = "Option::is_none")]
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pub solid: Option<bool>,
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/// Object opacity (defaults `true`). Only for `kind = "object"`.
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#[serde(default, skip_serializing_if = "Option::is_none")]
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pub opaque: Option<bool>,
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/// Object pushability (defaults `false`). Only for `kind = "object"`.
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#[serde(default, skip_serializing_if = "Option::is_none")]
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pub pushable: Option<bool>,
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/// Light radius in cells emitted on a dark board (defaults `0` = none).
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/// Only for `kind = "object"`. See [`ObjectDef::light`].
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#[serde(default, skip_serializing_if = "Option::is_none")]
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pub light: Option<u32>,
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/// Rhai script name. Only for `kind = "object"`.
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#[serde(default, skip_serializing_if = "Option::is_none")]
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pub script_name: Option<String>,
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/// Open-ended labels. Only for `kind = "object"`.
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#[serde(default, skip_serializing_if = "Option::is_none")]
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pub tags: Option<Vec<String>>,
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/// Unique name. For `kind = "object"` (optional) or `kind = "portal"` (required).
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#[serde(default, skip_serializing_if = "Option::is_none")]
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pub name: Option<String>,
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/// Target board key. Required for `kind = "portal"`.
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#[serde(default, skip_serializing_if = "Option::is_none")]
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pub target_map: Option<String>,
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/// Target portal name on the destination board. Required for `kind = "portal"`.
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#[serde(default, skip_serializing_if = "Option::is_none")]
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pub target_entry: Option<String>,
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}
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/// A single grid cell: its visual and its behavioral class.
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pub(crate) type GridCell = (Glyph, Archetype);
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/// A non-terrain thing the grid places at a cell, resolved by the map loader.
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///
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/// Terrain goes straight into the grid cells; these need cross-cell handling (ids,
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/// name uniqueness, the single player), so [`build_grid`] returns them separately
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/// with their `(x, y)` for [`crate::map_file`] to finish.
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pub(crate) enum Placement {
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/// A scripted object to spawn at `(x, y)`.
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Object(ObjectTemplate, usize, usize),
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/// A portal at `(x, y)`.
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Portal(PortalTemplate, usize, usize),
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/// The player's start cell `(x, y)`.
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Player(usize, usize),
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}
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/// A resolved object definition minus board-assigned fields (`id`).
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#[derive(Clone)]
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pub(crate) struct ObjectTemplate {
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pub glyph: Glyph,
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pub solid: bool,
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pub opaque: bool,
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pub pushable: bool,
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/// Light radius in cells (0 = none); see [`ObjectDef::light`].
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pub light: u32,
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pub script_name: Option<String>,
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pub tags: Vec<String>,
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pub name: Option<String>,
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}
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/// A resolved portal definition minus `(x, y)`.
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#[derive(Clone)]
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pub(crate) struct PortalTemplate {
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pub name: String,
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pub target_map: String,
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pub target_entry: String,
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}
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/// What a palette character resolves to during the grid walk.
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#[derive(Clone)]
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enum Resolved {
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/// A fixed cell written straight into the grid (terrain, empty, error block).
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Cell(Glyph, Archetype),
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/// A scripted object placed per occurrence.
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Object(ObjectTemplate),
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/// A portal placed per occurrence.
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Portal(PortalTemplate),
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/// The player's start cell.
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Player,
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}
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/// Resolves one palette entry to a [`Resolved`], recording any nonfatal problem.
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///
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/// Unknown archetype names become a visible [`Archetype::ErrorBlock`]; a `portal`
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/// missing required fields falls back to a transparent cell (the grid char is
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/// still consumed). Object/archetype glyphs fall back to the relevant default for
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/// any absent visual field.
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fn resolve_entry(ch: char, e: &PaletteEntry, errors: &mut Vec<LogLine>) -> Resolved {
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// Builds a glyph from the entry's tile/fg/bg, each falling back to `default`.
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let glyph_with_default = |default: Glyph| Glyph {
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tile: e.tile.map(TileIndex::into_u32).unwrap_or(default.tile),
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fg: e.fg.as_deref().map(parse_color).unwrap_or(default.fg),
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bg: e.bg.as_deref().map(parse_color).unwrap_or(default.bg),
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};
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match e.kind.as_str() {
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// Transparent: the floor / a lower thing shows through here.
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"empty" => Resolved::Cell(Glyph::transparent(), Archetype::Empty),
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"object" => Resolved::Object(ObjectTemplate {
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glyph: glyph_with_default(ObjectDef::default_glyph()),
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solid: e.solid.unwrap_or(true),
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opaque: e.opaque.unwrap_or(true),
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pushable: e.pushable.unwrap_or(false),
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light: e.light.unwrap_or(0),
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script_name: e.script_name.clone(),
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tags: e.tags.clone().unwrap_or_default(),
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name: e.name.clone(),
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}),
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"portal" => match (e.name.clone(), e.target_map.clone(), e.target_entry.clone()) {
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(Some(name), Some(target_map), Some(target_entry)) => {
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Resolved::Portal(PortalTemplate {
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name,
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target_map,
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target_entry,
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})
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}
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_ => {
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errors.push(LogLine::error(format!(
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"portal palette '{ch}' needs name, target_map and target_entry; skipping"
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)));
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Resolved::Cell(Glyph::transparent(), Archetype::Empty)
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}
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},
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"player" => Resolved::Player,
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// Any other kind must be an archetype name. Script-backed archetypes (e.g.
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// pushers/spinners) load as a plain terrain cell here and are turned into
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// their scripted objects afterward by `Board::expand_builtin_archetypes`
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// (called from `TryFrom<MapFile>`), so the expansion lives in one place.
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other => match Archetype::try_from(other) {
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Ok(a) => Resolved::Cell(glyph_with_default(a.default_glyph()), a),
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Err(msg) => {
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errors.push(LogLine::error(format!(
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"palette '{ch}': {msg}; using error block"
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)));
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Resolved::Cell(Archetype::ErrorBlock.default_glyph(), Archetype::ErrorBlock)
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}
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},
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}
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}
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/// Resolves the grid to a `height × width` matrix of chars from whichever of
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/// `content` / `fill` / `sparse` is supplied (in that precedence; none ⇒ all spaces).
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///
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/// Only an explicit `content` can mismatch the board dimensions — the single hard
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/// error. `fill`/`sparse` always produce an exactly-sized grid; a non-single-char
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/// `fill`/`ch` or an out-of-bounds `sparse` cell is recorded on `errors` and the
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/// offending cell falls back to (or stays) a space.
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fn grid_chars(
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data: &GridData,
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width: usize,
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height: usize,
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errors: &mut Vec<LogLine>,
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) -> Result<Vec<Vec<char>>, String> {
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// Reads a one-character string field, recording `context` and returning `None`
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// when it is empty or longer than one char.
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let single_char = |s: &str, context: String, errors: &mut Vec<LogLine>| {
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let mut chs = s.chars();
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match (chs.next(), chs.next()) {
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(Some(c), None) => Some(c),
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_ => {
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errors.push(LogLine::error(context));
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None
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}
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}
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};
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if let Some(content) = &data.content {
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// Explicit grid: validate it matches the declared dimensions.
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let rows: Vec<&str> = content.lines().collect();
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if rows.len() != height {
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return Err(format!(
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"grid has {} rows but the board is {height} tall",
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rows.len()
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));
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}
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let mut grid = Vec::with_capacity(height);
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for (i, line) in rows.iter().enumerate() {
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let row: Vec<char> = line.chars().collect();
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if row.len() != width {
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return Err(format!(
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"grid row {i} has {} characters but the board is {width} wide",
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row.len()
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));
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}
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grid.push(row);
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}
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return Ok(grid);
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}
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if let Some(fill) = &data.fill {
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// A whole grid of one character.
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let ch = single_char(
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fill,
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format!("grid fill must be a single character (got {fill:?}); using a space"),
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errors,
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)
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.unwrap_or(' ');
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return Ok(vec![vec![ch; width]; height]);
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}
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// `sparse` (or nothing): an all-spaces grid with the listed cells stamped in.
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let mut grid = vec![vec![' '; width]; height];
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for cell in data.sparse.iter().flatten() {
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let Some(ch) = single_char(
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&cell.ch,
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format!(
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"sparse cell ch must be a single character (got {:?}); skipping",
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cell.ch
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),
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errors,
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) else {
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continue;
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};
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if cell.x >= width || cell.y >= height {
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errors.push(LogLine::error(format!(
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"sparse cell ({}, {}) is out of bounds; skipping",
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cell.x, cell.y
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)));
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continue;
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}
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grid[cell.y][cell.x] = ch;
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}
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Ok(grid)
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}
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/// Builds the board's grid cells from its [`GridData`], plus the non-terrain
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/// placements it contains (with their `(x, y)`).
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///
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/// Returns `Err` only on a grid-dimension mismatch (the single hard error);
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/// every other problem is recorded on `errors`.
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pub(crate) fn build_grid(
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data: &GridData,
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width: usize,
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height: usize,
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errors: &mut Vec<LogLine>,
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) -> Result<(Vec<GridCell>, Vec<Placement>), String> {
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// Resolve each palette entry once. Space is always a transparent empty cell, so
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// it is never a palette key — any `" "` entry is ignored.
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let resolved: HashMap<char, Resolved> = data
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.palette
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.iter()
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.filter_map(|(key, entry)| {
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let ch = key.chars().next().unwrap_or(' ');
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(ch != ' ').then(|| (ch, resolve_entry(ch, entry, errors)))
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})
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.collect();
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// Resolve the grid (content / fill / sparse) before walking it.
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let grid = grid_chars(data, width, height, errors)?;
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// Walk the grid, filling cells and collecting placements.
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let mut cells: Vec<GridCell> = Vec::with_capacity(width * height);
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let mut placements: Vec<Placement> = Vec::new();
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for (y, row) in grid.iter().enumerate() {
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for (x, &ch) in row.iter().enumerate() {
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// A space is always a transparent empty cell, palette or not.
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if ch == ' ' {
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cells.push((Glyph::transparent(), Archetype::Empty));
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continue;
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}
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match resolved.get(&ch) {
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Some(Resolved::Cell(g, a)) => cells.push((*g, *a)),
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Some(Resolved::Object(t)) => {
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cells.push((Glyph::transparent(), Archetype::Empty));
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placements.push(Placement::Object(t.clone(), x, y));
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}
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Some(Resolved::Portal(t)) => {
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cells.push((Glyph::transparent(), Archetype::Empty));
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placements.push(Placement::Portal(t.clone(), x, y));
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}
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Some(Resolved::Player) => {
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cells.push((Glyph::transparent(), Archetype::Empty));
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placements.push(Placement::Player(x, y));
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}
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None => {
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errors.push(LogLine::error(format!(
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"unknown grid character '{ch}' at ({x}, {y}); using error block"
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)));
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cells.push((Archetype::ErrorBlock.default_glyph(), Archetype::ErrorBlock));
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}
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}
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}
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}
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Ok((cells, placements))
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}
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