835 lines
33 KiB
Rust
835 lines
33 KiB
Rust
use crate::floor::Floor;
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use crate::fov::{color_to_rgb, FovCaster, Lighting};
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use crate::glyph::Glyph;
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use crate::utils::{Direction, Point};
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use crate::utils::{ObjectId, RegistryValue};
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use std::collections::{HashMap, HashSet};
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use crate::portal::Portal;
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use crate::tile::{DrawLayer, Hookable, IntoTile, LocatedObject, ScriptAttributes, Sensor, Tile, TileSpec};
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/// The complete state of one game board (a single room or screen).
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///
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/// `Board` is the central data structure of the engine, equivalent to a
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/// "board" in ZZT. It contains everything needed to represent and run one
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/// self-contained area of the game world:
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///
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/// - A grid of cells, each with a visual representation ([`Glyph`]) and an [`Archetype`]
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/// - The current player position
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/// - Scripted objects and portals (loaded but not yet active)
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///
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/// ## Cell storage
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///
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/// Cells are stored as `(Glyph, Archetype)` tuples in a row-major `Vec`.
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/// Each cell directly owns its visual and behavioral class — there is no
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/// separate element palette or index indirection. Access cells with
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/// [`Board::get`] and [`Board::get_mut`] using `(x, y)` coordinates.
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/// Use [`Board::is_passable`] for collision checks.
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///
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/// `Board` derives [`Clone`] to support deep-copying a whole [`World`](crate::world::World)
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/// (see [`World::deep_clone`](crate::world::World::deep_clone)) — e.g. the editor's
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/// playtest runs a game against an isolated copy so play mutations never touch the
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/// boards being edited.
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#[derive(Clone)]
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pub struct Board {
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/// Human-readable name for this board, loaded from the map file and round-tripped on save.
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pub name: String,
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/// Width of the board in cells.
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pub width: usize,
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/// Height of the board in cells.
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pub height: usize,
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/// The single row-major grid of `Option<Tile>` cells (`width * height`),
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/// holding every solid. A transparent cell (glyph tile 0)
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/// draws nothing, revealing a `Sensor` or the
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/// [`floor`](Board::floor) beneath. Access a cell with [`Board::get`]/
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/// [`Board::get_mut`] by `(x, y)`.
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pub(crate) grid: Vec<Option<Tile>>,
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/// The board's cosmetic floor (blank / one fixed glyph / a biome), drawn beneath
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/// everything.
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pub(crate) floor: Floor,
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/// Non-solid things placed off the main grid, can't affect movement but see other hooks
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pub sensors: Vec<Sensor>,
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/// The portals aren't really a kind of sensor, and they can't be on the grid because the player
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/// can share a space with them:
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pub portals: Vec<Portal>,
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/// The next [`ObjectId`] to hand out (starts at 1, monotonically increasing).
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/// See [`Board::add_object`].
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pub next_object_id: ObjectId,
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/// When `true`, this board is "dark": front-ends reveal only the cells the
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/// player can see and that receive light (see [`Board::lighting`]) and draw
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/// everything else as unlit darkness. Sight and light are blocked by opaque cells.
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/// Loaded from / saved to the `dark` key in the map file's `[map]` header;
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/// defaults to `false` (fully lit).
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pub dark: bool,
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/// Per-board key→value store written and read by Rhai scripts via the
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/// `Registry` scope constant. Persists automatically across board transitions
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/// because all boards live as `Rc<RefCell<Board>>` in `World::boards` and are
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/// never evicted. Not saved to disk in v1.
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pub registry: HashMap<String, RegistryValue>,
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}
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impl Board {
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/// Return a list of all `ObjectId`s currently on the board.
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pub fn all_ids(&self) -> Vec<ObjectId> {
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let mut grid_ids = self.grid.iter().filter_map(|cell| {
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if let Some(Tile::Object(def)) = cell {
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Some(def.scripting.id)
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} else {
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None
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}
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}).collect::<Vec<_>>();
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grid_ids.extend(self.sensors.iter().map(|s| s.scripting.id));
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grid_ids.sort();
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grid_ids
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}
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/// Returns a reference to the `(Glyph, Archetype)` cell at `(x, y)`.
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///
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/// Panics if `x` or `y` are out of bounds.
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pub fn get<P: Into<Point>>(&self, p: P) -> &Option<Tile> {
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let p = p.into();
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&self.grid[p.uy() * self.width + p.ux()]
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}
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/// Returns a mutable reference to the cell at `(x, y)`.
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///
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/// Panics if `x` or `y` are out of bounds.
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pub fn get_mut<P: Into<Point>>(&mut self, p: P) -> &mut Option<Tile> {
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let p = p.into();
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let w = self.width;
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&mut self.grid[p.uy() * w + p.ux()]
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}
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/// Replace the solid terrain (if any) at `(x, y)` with a transparent `Empty`
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/// cell, revealing the floor beneath.
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pub fn clear_cell<P: Into<Point>>(&mut self, p: P) {
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let p = p.into();
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if self.in_bounds(p) {
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*self.get_mut(p) = None;
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}
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}
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/// Returns the glyph to display at `(x, y)`.
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///
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/// With a single grid the draw order is a fixed precedence (no layer walk):
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///
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/// 1. a sensor `Above` the grid whose glyph is visible (drawn on top of the
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/// player too);
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/// 2. the grid cell's tile — the player or an object — when its glyph is
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/// visible (`tile != 0`, so invisible objects exist);
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/// 3. a sensor `Below` the grid whose glyph is visible (only reachable
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/// because the grid cell drew nothing);
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/// 4. a portal at the cell (portals sit on a transparent grid cell), when
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/// its glyph is visible;
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/// 5. the [`floor`](Board::floor) glyph, if any;
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/// 6. the canonical black `Empty` glyph.
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///
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/// Panics if out of bounds.
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pub fn glyph_at<P: Into<Point>>(&self, p: P) -> Glyph {
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let p = p.into();
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let grid_glyph = self.get(p).as_ref().map(Tile::glyph);
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let sensors = self.sensors.iter().filter(|&s| s.location == p);
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// Is there a sensor above the grid?
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if let Some(above) = sensors.clone().find(|s| s.draw_layer == DrawLayer::Above && s.scripting.glyph.is_visible()) {
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return above.scripting.glyph;
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}
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// Does the grid have a good glyph?
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if let Some(glyph) = grid_glyph && glyph.is_visible() {
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return glyph;
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}
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// Is there a sensor below the grid?
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if let Some(below) = sensors.clone().find(|s| s.draw_layer == DrawLayer::Below && s.scripting.glyph.is_visible()) {
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return below.scripting.glyph;
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}
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// A portal at the cell, if its glyph is visible (a `tile = 0` portal is
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// deliberately invisible, so the floor shows through instead).
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if let Some(portal) = self.portal_at(p) && portal.glyph.is_visible() {
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return portal.glyph;
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}
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// Otherwise the floor, or the canonical black empty cell.
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self.floor.glyph_at(p, self.width).unwrap_or_else(Glyph::transparent)
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}
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/// Returns `true` if `(x, y)` is a valid cell coordinate on this board.
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///
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/// Takes signed coords so callers can pass a raw `pos + delta` without first
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/// checking for negatives.
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pub fn in_bounds<P: Into<Point>>(&self, pos: P) -> bool {
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let p = pos.into();
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p.x >= 0 && p.y >= 0 && p.ux() < self.width && p.uy() < self.height
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}
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/// Returns `true` if cell `(x, y)` blocks line of sight (and light).
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///
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/// A cell is sight-blocking if its grid terrain is opaque (e.g. a `Wall`)
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/// **or** any object on it is opaque. This is the input to lighting on
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/// [`dark`](Board::dark) boards; see [`Board::lighting`].
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/// Panics if `x` or `y` are out of bounds.
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pub fn is_opaque_at<P: Into<Point>>(&self, p: P) -> bool {
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let p = p.into();
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if self.sensors.iter().any(|s| s.location == p && s.scripting.optics.opaque) {
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true
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} else {
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match self.get(p) {
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None => false,
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Some(Tile::Player) => false,
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Some(Tile::Object(def)) => {
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def.scripting.optics.opaque
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}
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}
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}
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}
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/// Computes lighting + line-of-sight for the player on this board.
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///
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/// Returns `None` unless the board is [`dark`](Board::dark) — a lit board
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/// needs no lighting and front-ends draw every cell at full color. On a dark
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/// board it (a) casts an unbounded line-of-sight field from the player, then
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/// (b) accumulates colored light from every source — the player's torch
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/// (radius `player_torch`, white), each object with `light > 0`, and each
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/// terrain cell with [`Archetype::light`] `> 0` — each source colored by its
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/// own glyph fg and falling off linearly to its radius. Opaque cells (via
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/// [`is_opaque_at`](Board::is_opaque_at)) block both sight and light.
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pub fn lighting(&self, player_torch: u32) -> Option<Lighting> {
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if !self.dark {
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return None;
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}
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let (w, h) = (self.width, self.height);
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let mut lighting = Lighting::new(w, h);
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// One caster whose transparency is seeded once from the opaque cells;
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// reused for the LOS pass and every light source (its FOV is cleared per cast).
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let mut caster = FovCaster::new(w, h, |x, y| !self.is_opaque_at((x, y)));
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let (px, py) = {
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let p = self.player_pos();
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(p.ux(), p.uy())
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};
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// (a) Player line of sight — unbounded (radius 0), pure geometry.
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caster.cast(px, py, 0, |x, y| lighting.set_los(x, y));
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// (b) Accumulate each light source into the per-cell color buffer. A
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// source paints every cell it can see within its radius, tinted by its
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// glyph fg and dimmed by a linear falloff (full at the source, 0 at the edge).
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let mut add_source = |lighting: &mut Lighting, sx: usize, sy: usize, radius: u32, color: [f32; 3]| {
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let r = radius as f32;
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caster.cast(sx, sy, radius as usize, |x, y| {
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let d = ((x as f32 - sx as f32).powi(2) + (y as f32 - sy as f32).powi(2)).sqrt();
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let falloff = (1.0 - d / r).max(0.0);
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lighting.add_light(x, y, [color[0] * falloff, color[1] * falloff, color[2] * falloff]);
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});
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};
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// The player's torch: a white light centered on the player.
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if player_torch > 0 {
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add_source(&mut lighting, px, py, player_torch, [1.0, 1.0, 1.0]);
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}
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// Glowing terrain (e.g. a `Torch` cell): color = the cell's glyph foreground.
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for y in 0..h {
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for x in 0..w {
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if let Some(Tile::Object(obj)) = self.get((x, y)) {
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let radius = obj.scripting.optics.glow;
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if radius > 0 {
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add_source(&mut lighting, x, y, radius, color_to_rgb(obj.scripting.glyph.fg));
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}
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}
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}
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}
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// Glowing sensors
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for s in self.sensors.iter() {
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if s.optics().glow > 0 {
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add_source(&mut lighting, s.location.ux(), s.location.uy(), s.optics().glow, color_to_rgb(s.scripting.glyph.fg));
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}
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}
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Some(lighting)
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}
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/// Returns the [`ObjectId`]s of the **non-solid** objects at `(x, y)`.
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///
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/// These are the targets of an `enter` hook when a solid relocates onto the
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/// cell (terrain is always solid, so only objects can be non-solid). Mirrors
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/// [`object_ids_at`](Board::object_ids_at) / [`solid_object_id_at`](Board::solid_object_id_at).
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pub fn sensor_ids_at<P: Into<Point>>(&self, p: P) -> Vec<ObjectId> {
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let p = p.into();
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self.sensors
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.iter()
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.filter(|s| s.location == p)
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.map(|s| s.scripting.id)
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.collect()
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}
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/// Find and return the portal at the given location
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pub fn portal_at<P: Into<Point>>(&self, p: P) -> Option<&Portal> {
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let p = p.into();
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self.portals.iter().find(|&portal| portal.location == p)
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}
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/// Editor primitive: stamps `arch` (with visual `glyph`) into the cell at
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/// `(x, y)`, applying the editor's placement/removal rules.
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///
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/// Two cases, keyed only on the archetype (the floor is **never** touched — the
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/// drawing tools cannot place, remove, or alter a floor):
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///
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/// - **Terrain** (`arch != Empty`, always solid today): removes any solid object
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/// already in the cell, then writes `(glyph, arch)` into the grid cell.
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/// - **Erase** (`arch == Empty`): removes the grid cell's terrain *and* every
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/// object in it, leaving the floor beneath in place.
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///
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/// A vacated grid cell becomes a transparent `Empty` so the floor shows through.
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/// Panics if `(x, y)` is out of bounds.
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pub fn place<P: Into<Point>>(&mut self, p: P, spec: Option<TileSpec>) -> Result<(), String> {
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if let Some(spec) = spec {
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let tile = spec.into_tile(&mut self.next_object_id)?;
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*self.get_mut(p) = Some(tile);
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} else {
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*self.get_mut(p) = None;
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}
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Ok(())
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}
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/// Shifts a set of cells, given as `(x, y)` coordinates. Backs the script
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/// `shift()` fn. Returns a [`ShiftOutcome`] carrying any error [`LogLine`]s for
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/// the caller to log plus the `(from, to)` relocations it performed (so the
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/// caller can fire `enter` on non-solids each moved solid landed on).
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pub fn apply_shift(&mut self, cells: &[Point]) -> Result<Vec<(Point, Point)>, String> {
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// Validate all the cells are in bounds, error if not:
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if cells.iter().any(|&c| !self.in_bounds(c)) {
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return Err("Called shift() with a cell out of bounds".to_string())
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}
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// Get all the Solids at these cells:
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let solids: Vec<_> = cells.iter().map(|&c| self.get_mut(c).take()).collect();
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// Find which ones are blockers
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let mut immobile = HashSet::new();
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for (curr_idx, curr) in solids.iter().enumerate() {
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let pushable = curr.as_ref().is_none_or(Tile::shiftable);
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if !pushable {
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immobile.insert(curr_idx);
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}
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}
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// Trace back from each immobile until we find an empty:
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let mut blocked = HashSet::new();
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for curr_idx in immobile {
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let mut prev_idx = curr_idx;
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loop {
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if solids[prev_idx].is_some() && !blocked.contains(&prev_idx) {
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blocked.insert(prev_idx);
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prev_idx = (prev_idx + cells.len() - 1) % cells.len();
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} else {
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break
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}
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}
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}
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// Now, move anything that we've decided is not blocked, recording each
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// relocation so the caller can fire `enter` at every destination.
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let mut moves = Vec::new();
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for (curr_idx, curr) in solids.into_iter().enumerate() {
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if let Some(solid) = curr {
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if !blocked.contains(&curr_idx) {
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// Not blocked, write it to target
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let origin = cells[curr_idx];
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let target = cells[(curr_idx + 1) % cells.len()];
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*self.get_mut(target) = Some(solid);
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moves.push((origin, target));
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} else {
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// it was blocked so just write it back where it was
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let origin = cells[curr_idx];
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*self.get_mut(origin) = Some(solid);
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}
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}
|
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}
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Ok(moves)
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}
|
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/// Clear the queues of all objects on this board: called when entering a board, objects
|
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/// don't retain their state across board visits (they get initialized again, but can
|
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/// store things in the board registry)
|
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pub fn clear_all_queues(&mut self) {
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for cell in self.grid.iter_mut() {
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if let Some(Tile::Object(obj)) = cell {
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obj.scripting.queue.clear()
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}
|
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}
|
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}
|
||
|
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pub fn player_pos(&self) -> Point {
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self.grid.iter().enumerate().find_map(|(i, cell)| {
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if matches!(cell, Some(Tile::Player)) {
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Some((i % self.width, i / self.width).into())
|
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} else { None }
|
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}).expect("No player found!") // This should never happen, player presence is validated when building a board
|
||
}
|
||
|
||
pub fn get_hookable(&self, id: ObjectId) -> Option<Box<dyn Hookable + '_>> {
|
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// Search sensors first because it's probably shorter
|
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for sensor in self.sensors.iter() {
|
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if sensor.scripting.id == id {
|
||
return Some(Box::new(sensor))
|
||
}
|
||
}
|
||
|
||
for (i, tile) in self.grid.iter().enumerate() {
|
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if let Some(Tile::Object(obj)) = tile && obj.scripting.id == id {
|
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return Some(Box::new(LocatedObject(obj, (i % self.width, i / self.width).into())))
|
||
}
|
||
}
|
||
|
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None
|
||
}
|
||
|
||
pub fn get_named(&self, name: &str) -> Option<Box<dyn Hookable + '_>> {
|
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// Search sensors first because it's probably shorter
|
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for sensor in self.sensors.iter() {
|
||
if let Some(n) = sensor.scripting.name.as_ref() &&
|
||
n.as_str() == name {
|
||
return Some(Box::new(sensor))
|
||
}
|
||
}
|
||
|
||
for (i, tile) in self.grid.iter().enumerate() {
|
||
if let Some(Tile::Object(obj)) = tile &&
|
||
let Some(n) = obj.scripting.name.as_ref() &&
|
||
n.as_str() == name {
|
||
return Some(Box::new(LocatedObject(obj, (i % self.width, i / self.width).into())))
|
||
}
|
||
}
|
||
|
||
None
|
||
}
|
||
|
||
pub fn get_tagged(&self, tag: &str) -> Vec<Box<dyn Hookable + '_>> {
|
||
self.sorted_hookables().into_iter().filter(|hookable| {
|
||
hookable.scriptable().tags.contains(tag)
|
||
}).collect()
|
||
}
|
||
|
||
pub fn scripting_mut(&mut self, id: ObjectId) -> Option<&mut ScriptAttributes> {
|
||
for sensor in self.sensors.iter_mut() {
|
||
if sensor.scripting.id == id {
|
||
return Some(&mut sensor.scripting)
|
||
}
|
||
}
|
||
|
||
for tile in self.grid.iter_mut() {
|
||
if let Some(Tile::Object(obj)) = tile && obj.scripting.id == id {
|
||
return Some(&mut obj.scripting)
|
||
}
|
||
}
|
||
|
||
None
|
||
}
|
||
|
||
pub fn sorted_hookables(&self) -> Vec<Box<dyn Hookable + '_>> {
|
||
// Collect all the sensors
|
||
let mut hookables = self.sensors.iter().map(|s| Box::new(s) as Box<dyn Hookable>).collect::<Vec<_>>();
|
||
|
||
// Add the objects into it
|
||
for (i, tile) in self.grid.iter().enumerate() {
|
||
if let Some(Tile::Object(obj)) = tile {
|
||
hookables.push(Box::new(LocatedObject(obj, (i % self.width, i / self.width).into())))
|
||
}
|
||
}
|
||
|
||
// Sort by id
|
||
hookables.sort_by_key(|a| a.id());
|
||
hookables
|
||
}
|
||
|
||
pub fn remove_object(&mut self, id: ObjectId) {
|
||
if let Some(tile) = self.grid.iter_mut().find(|cell| { matches!(cell, Some(Tile::Object(obj)) if obj.scripting.id == id) }) {
|
||
tile.take();
|
||
} else {
|
||
self.sensors.retain(|s| s.id() != id);
|
||
}
|
||
}
|
||
|
||
pub fn named_portal(&self, name: &str) -> Option<&Portal> {
|
||
self.portals.iter().find(|p| p.name == name)
|
||
}
|
||
|
||
pub fn move_sensor(&mut self, id: ObjectId, dir: Direction) {
|
||
if let Some(sensor_idx) = self.sensors.iter().position(|s| s.scripting.id == id) {
|
||
let new_loc = self.sensors[sensor_idx].location.in_dir(dir);
|
||
if self.in_bounds(new_loc) {
|
||
self.sensors[sensor_idx].location = new_loc
|
||
}
|
||
}
|
||
}
|
||
|
||
/// Moves whatever is in `from` to `to`, leaving an empty cell behind. Silent no-op if either
|
||
/// `from` or `to` is out of bounds, or if they're the same cell.
|
||
pub fn move_cell<P1: Into<Point>, P2: Into<Point>>(&mut self, from: P1, to: P2) {
|
||
let from = from.into();
|
||
let to = to.into();
|
||
if from != to && self.in_bounds(from) && self.in_bounds(to) {
|
||
let thing = self.get_mut(from).take();
|
||
*self.get_mut(to) = thing;
|
||
}
|
||
}
|
||
|
||
/// Return whether the given point is empty
|
||
pub fn is_empty<P: Into<Point>>(&self, p: P) -> bool {
|
||
self.get(p).is_none()
|
||
}
|
||
|
||
/// Return whether the given point contains the player
|
||
pub fn is_player<P: Into<Point>>(&self, p: P) -> bool {
|
||
matches!(self.get(p), Some(Tile::Player))
|
||
}
|
||
|
||
/// Return whether the given point contains an object
|
||
pub fn is_object<P: Into<Point>>(&self, p: P) -> bool {
|
||
matches!(self.get(p), Some(Tile::Object(_)))
|
||
}
|
||
|
||
/// Return if there's an object at the given point and if it's mobile
|
||
pub fn is_mobile<P: Into<Point>>(&self, p: P) -> bool {
|
||
if let Some(Tile::Object(o)) = self.get(p) {
|
||
o.mobile
|
||
} else {
|
||
false
|
||
}
|
||
}
|
||
}
|
||
|
||
#[cfg(test)]
|
||
pub(crate) mod tests {
|
||
use super::Board;
|
||
use crate::builtin::Builtin;
|
||
use crate::floor::Floor;
|
||
use crate::glyph::Glyph;
|
||
use crate::utils::ObjectId;
|
||
use color::Rgba8;
|
||
use std::collections::HashMap;
|
||
use crate::object_def::ObjectDef;
|
||
use crate::tile::{
|
||
DrawLayer, IntoTile, Optics, ScriptAttributes, Sensor, SensorSpec, Tile,
|
||
TileSpec,
|
||
};
|
||
|
||
/// Builds an all-empty `w×h` board.
|
||
///
|
||
/// The grid is fully transparent (a blank floor), so terrain stamped via
|
||
/// [`crate_at`] etc. lands on the single grid. Use [`add_floor`] to give the
|
||
/// board a visible fixed floor underneath.
|
||
pub(crate) fn open_board(
|
||
w: usize,
|
||
h: usize,
|
||
player_pos: (usize, usize)
|
||
) -> Board {
|
||
let mut board = Board {
|
||
name: "test".into(),
|
||
width: w,
|
||
height: h,
|
||
grid: vec![None; w * h],
|
||
floor: Floor::Blank,
|
||
sensors: Vec::new(),
|
||
portals: Vec::new(),
|
||
next_object_id: 1,
|
||
dark: false,
|
||
registry: HashMap::new(),
|
||
};
|
||
player_at(&mut board, player_pos.0, player_pos.1);
|
||
board
|
||
}
|
||
|
||
/// Gives the board a uniform fixed floor glyph (the single-grid replacement for
|
||
/// the old separate floor layer).
|
||
pub(crate) fn add_floor(board: &mut Board, glyph: Glyph) {
|
||
board.floor = Floor::Fixed(glyph);
|
||
}
|
||
|
||
/// Stamps a crate cell onto the grid.
|
||
pub(crate) fn crate_at(board: &mut Board, x: usize, y: usize) {
|
||
*board.get_mut((x, y)) = Some(TileSpec::krate().into_tile(&mut board.next_object_id).unwrap());
|
||
}
|
||
|
||
/// Stamps a wall cell onto the grid.
|
||
pub(crate) fn wall_at(board: &mut Board, x: usize, y: usize) {
|
||
*board.get_mut((x, y)) = Some(TileSpec::wall().into_tile(&mut board.next_object_id).unwrap());
|
||
}
|
||
|
||
/// Stamps a gem cell onto the grid.
|
||
pub(crate) fn gem_at(board: &mut Board, x: usize, y: usize) {
|
||
*board.get_mut((x, y)) = Some(TileSpec::gem().into_tile(&mut board.next_object_id).unwrap());
|
||
}
|
||
|
||
/// Stamps the builtin named `kind` (any alias accepted by [`Builtin::from_name`],
|
||
/// e.g. `"spinner_cw"`, `"pusher_east"`) onto the grid, returning its id.
|
||
///
|
||
/// The generic counterpart to [`crate_at`]/[`wall_at`]/[`gem_at`]: `into_tile`
|
||
/// attaches the family's [`ScriptKey`](crate::tile::ScriptKey) and the
|
||
/// `BUILTIN_<kind>` tag, so the object is fully live with no world script pool.
|
||
/// Panics on an unknown `kind`.
|
||
pub(crate) fn builtin_at(board: &mut Board, x: usize, y: usize, kind: &str) -> ObjectId {
|
||
let tile = TileSpec::Builtin { kind: kind.to_string(), glyph: None }
|
||
.into_tile(&mut board.next_object_id)
|
||
.unwrap_or_else(|e| panic!("{e}"));
|
||
let id = match &tile {
|
||
Tile::Object(obj) => obj.scripting.id,
|
||
Tile::Player => unreachable!("a builtin never resolves to the player"),
|
||
};
|
||
*board.get_mut((x, y)) = Some(tile);
|
||
id
|
||
}
|
||
|
||
/// Stamps a scripted object at `(x, y)` running the world script named `script`,
|
||
/// answering entry attempts with `enter`, and returns its id.
|
||
///
|
||
/// The on-grid counterpart to [`sensor_at`]: this object occupies its cell and
|
||
/// takes part in collision, so `enter` decides how it responds to something
|
||
/// moving into it (`Block` for an ordinary solid, `Push(..)` for a shovable one).
|
||
pub(crate) fn object_at(
|
||
board: &mut Board,
|
||
x: usize,
|
||
y: usize,
|
||
script: &str,
|
||
mobile: bool,
|
||
) -> ObjectId {
|
||
let tile = TileSpec::Object {
|
||
script: Some(script.to_string()),
|
||
mobile,
|
||
glyph: ObjectDef::default_glyph(),
|
||
optics: Optics { opaque: true, glow: 0 },
|
||
name: None,
|
||
tags: Vec::new(),
|
||
}
|
||
.into_tile(&mut board.next_object_id)
|
||
.expect("an object spec always resolves");
|
||
let id = match &tile {
|
||
Tile::Object(obj) => obj.scripting.id,
|
||
Tile::Player => unreachable!("an object spec never resolves to the player"),
|
||
};
|
||
*board.get_mut((x, y)) = Some(tile);
|
||
id
|
||
}
|
||
|
||
/// Stamps an object at `(x, y)` with **no script attached**, returning its id.
|
||
///
|
||
/// For the "an object without a script is inert" path, and for plain physical
|
||
/// props (a pushable block with no behavior of its own). Everything scripted
|
||
/// should use [`object_at`].
|
||
pub(crate) fn plain_object_at(
|
||
board: &mut Board,
|
||
x: usize,
|
||
y: usize,
|
||
mobile: bool,
|
||
) -> ObjectId {
|
||
let tile = TileSpec::Object {
|
||
script: None,
|
||
mobile,
|
||
glyph: ObjectDef::default_glyph(),
|
||
optics: Optics { opaque: true, glow: 0 },
|
||
name: None,
|
||
tags: Vec::new(),
|
||
}
|
||
.into_tile(&mut board.next_object_id)
|
||
.expect("an object spec always resolves");
|
||
let id = match &tile {
|
||
Tile::Object(obj) => obj.scripting.id,
|
||
Tile::Player => unreachable!("an object spec never resolves to the player"),
|
||
};
|
||
*board.get_mut((x, y)) = Some(tile);
|
||
id
|
||
}
|
||
|
||
/// Adds an invisible, script-only [`Sensor`] at `(x, y)` running the world script
|
||
/// named `script`, returning its id.
|
||
///
|
||
/// This is how a test gets "a scripted thing that doesn't get in the way": every
|
||
/// object on the grid is solid now, so a script host that must not block movement
|
||
/// (or must share a cell) has to live off-grid in [`Board::sensors`].
|
||
pub(crate) fn sensor_at(board: &mut Board, x: usize, y: usize, script: &str) -> ObjectId {
|
||
let sensor = SensorSpec {
|
||
location: (x, y).into(),
|
||
script: Some(script.to_string()),
|
||
glyph: Glyph::transparent(),
|
||
optics: Optics::default(),
|
||
name: None,
|
||
tags: Vec::new(),
|
||
draw_layer: DrawLayer::Below,
|
||
}
|
||
.into_sensor(&mut board.next_object_id);
|
||
let id = sensor.scripting.id;
|
||
board.sensors.push(sensor);
|
||
id
|
||
}
|
||
|
||
/// Stamps a player cell onto the grid.
|
||
pub(crate) fn player_at(board: &mut Board, x: usize, y: usize) {
|
||
*board.get_mut((x, y)) = Some(TileSpec::player().into_tile(&mut board.next_object_id).unwrap());
|
||
}
|
||
|
||
pub(crate) fn lamp_at(board: &mut Board, x: usize, y: usize) {
|
||
let lamp = Sensor {
|
||
location: (x, y).into(),
|
||
draw_layer: DrawLayer::Above,
|
||
scripting: ScriptAttributes {
|
||
id: board.next_object_id,
|
||
glyph: Glyph { tile: '☺', fg: Rgba8 { r: 255, g: 0, b: 0, a: 255 }, bg: Rgba8 { r: 0, g: 0, b: 0, a: 255 } },
|
||
optics: Optics {
|
||
glow: 4,
|
||
opaque: false
|
||
},
|
||
..Default::default()
|
||
}
|
||
};
|
||
board.next_object_id += 1;
|
||
board.sensors.push(lamp);
|
||
}
|
||
|
||
pub(crate) fn is_builtin(board: &Board, x: usize, y: usize, tag: &str) -> bool {
|
||
if let Some(Tile::Object(obj)) = board.get((x, y)) {
|
||
obj.scripting.tags.contains(&format!("BUILTIN_{tag}"))
|
||
} else { false }
|
||
}
|
||
|
||
#[test]
|
||
fn in_bounds_checks_grid_boundaries() {
|
||
let board = open_board(3, 2, (0, 0));
|
||
assert!(board.in_bounds((0, 0)));
|
||
assert!(board.in_bounds((2, 1)));
|
||
assert!(!board.in_bounds((-1, 0)));
|
||
assert!(!board.in_bounds((0, -1)));
|
||
assert!(!board.in_bounds((3, 0)));
|
||
assert!(!board.in_bounds((0, 2)));
|
||
}
|
||
|
||
#[test]
|
||
fn glyph_at_uses_floor_for_empty_and_grid_for_solid() {
|
||
// Player parked at (2,0) so it doesn't overlap either asserted cell.
|
||
let mut board = open_board(3, 1, (2, 0));
|
||
let floor_glyph = Glyph {
|
||
tile: '.',
|
||
fg: Rgba8 {
|
||
r: 10,
|
||
g: 20,
|
||
b: 30,
|
||
a: 255,
|
||
},
|
||
bg: Rgba8 {
|
||
r: 1,
|
||
g: 2,
|
||
b: 3,
|
||
a: 255,
|
||
},
|
||
};
|
||
// A fixed floor attribute, a wall on the grid at (0,0).
|
||
add_floor(&mut board, floor_glyph);
|
||
wall_at(&mut board, 0, 0);
|
||
// The wall (solid) draws over the floor; the empty cell reveals the floor.
|
||
assert_eq!(board.glyph_at((0, 0)), Builtin::Wall.default_glyph_for("wall"));
|
||
assert_eq!(board.glyph_at((1, 0)), floor_glyph);
|
||
}
|
||
|
||
#[test]
|
||
fn apply_shift_out_of_bounds_rejects_immediately() {
|
||
// apply_shift validates all cells upfront; any out-of-bounds cell causes immediate failure.
|
||
let mut board = open_board(3, 1, (2, 0));
|
||
crate_at(&mut board, 0, 0);
|
||
let errs = board.apply_shift(&[(0, 0).into(), (9, 0).into()]);
|
||
assert!(errs.is_err());
|
||
assert!(is_builtin(&board, 0, 0, "crate")); // unchanged
|
||
}
|
||
|
||
#[test]
|
||
fn apply_shift_wall_stops_cascade_but_empty_limits_it() {
|
||
// A wall is immobile (`mobile = false`). Backward cascade from the wall traces
|
||
// through preceding solids until it hits empty, marking those as blocked.
|
||
// Solids on the *other* side of the empty (outside the blocked region) still move.
|
||
let mut board = open_board(6, 1, (5, 0));
|
||
crate_at(&mut board, 0, 0);
|
||
// (1,0) stays empty
|
||
wall_at(&mut board, 2, 0);
|
||
crate_at(&mut board, 3, 0);
|
||
crate_at(&mut board, 4, 0);
|
||
|
||
// Cycle: idx 0 → idx 1 → idx 2 → idx 3 → idx 4 → idx 0 (wrap)
|
||
// immobile = {2} (the wall: Tile::shiftable() is false)
|
||
// Backward trace from idx 2: solids[2]=Some → blocked.insert(2), prev=1
|
||
// solids[1]=None (empty) → break
|
||
// blocked = {2}; Crate at (0,0) is NOT blocked
|
||
// Result: Crate(0,0)→(1,0), empty→no-op, Wall stays at (2,0),
|
||
// Crate(3,0)→(4,0), Crate(4,0)→(0,0) wrap
|
||
let _errs = board.apply_shift(&[(0, 0), (1, 0), (2, 0), (3, 0), (4, 0)].map(Into::into));
|
||
|
||
assert!(is_builtin(&board, 0, 0, "crate")); // wrapped from (4,0)
|
||
assert!(is_builtin(&board, 1, 0, "crate")); // moved from (0,0)
|
||
assert!(is_builtin(&board, 2, 0, "wall")); // blocked, immobile
|
||
assert!(board.get((3, 0)).is_none()); // cleared, crate moved
|
||
assert!(is_builtin(&board, 4, 0, "crate")); // moved from (3,0)
|
||
}
|
||
|
||
#[test]
|
||
fn lighting_none_when_not_dark() {
|
||
// A lit board needs no lighting; front-ends draw every cell.
|
||
let board = open_board(5, 1, (0, 0));
|
||
assert!(!board.dark);
|
||
assert!(board.lighting(10).is_none());
|
||
}
|
||
|
||
#[test]
|
||
fn wall_is_opaque_empty_is_not() {
|
||
let mut board = open_board(3, 1, (0, 0));
|
||
wall_at(&mut board, 1, 0);
|
||
assert!(board.is_opaque_at((1, 0))); // wall blocks sight
|
||
assert!(!board.is_opaque_at((2, 0))); // empty cell is transparent
|
||
}
|
||
|
||
#[test]
|
||
fn dark_board_hides_cells_behind_a_wall() {
|
||
// Player at the left end of a 1-wide corridor; a wall at x=2 occludes
|
||
// everything past it. The player's torch lights cells before the wall
|
||
// (and the wall itself); the cells behind the wall are neither lit nor
|
||
// in line of sight, so they are not visible.
|
||
let mut board = open_board(5, 1, (0, 0));
|
||
board.dark = true;
|
||
wall_at(&mut board, 2, 0);
|
||
|
||
let lit = board.lighting(10).expect("dark board yields Lighting");
|
||
assert!(lit.is_visible(0, 0)); // the player's own cell
|
||
assert!(lit.is_visible(1, 0)); // open cell before the wall
|
||
assert!(lit.is_visible(2, 0)); // the wall itself (light_walls = true)
|
||
assert!(!lit.is_visible(3, 0)); // occluded behind the wall
|
||
assert!(!lit.is_visible(4, 0)); // occluded behind the wall
|
||
}
|
||
|
||
#[test]
|
||
fn unlit_cell_in_sight_is_not_visible() {
|
||
// A long lit-free corridor: with a tiny torch, far cells are in line of
|
||
// sight but receive no light, so they are not visible (LOS ∩ lit).
|
||
let mut board = open_board(10, 1, (0, 0));
|
||
board.dark = true;
|
||
let lit = board.lighting(2).expect("dark board yields Lighting");
|
||
assert!(lit.is_visible(0, 0)); // at the torch
|
||
assert!(lit.is_visible(1, 0)); // within the torch radius
|
||
assert!(!lit.is_visible(8, 0)); // in sight but unlit → dark
|
||
}
|
||
|
||
#[test]
|
||
fn object_light_tints_toward_its_color() {
|
||
// A dark board with no player torch and one red-glyph light object: the
|
||
// object's cell is lit red, so a white base tints red (green/blue killed).
|
||
let mut board = open_board(3, 1, (1, 0));
|
||
board.dark = true;
|
||
lamp_at(&mut board, 1, 0);
|
||
|
||
let lit = board.lighting(0).expect("dark board yields Lighting"); // no player torch
|
||
let white = Rgba8 { r: 255, g: 255, b: 255, a: 255 };
|
||
let t = lit.tint(1, 0, white);
|
||
assert!(t.r > 0, "red channel survives");
|
||
assert_eq!(t.g, 0, "green killed by red light");
|
||
assert_eq!(t.b, 0, "blue killed by red light");
|
||
}
|
||
}
|