bitsy-parser/src/game.rs

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use crate::{Avatar, Dialogue, Ending, Item, Palette, Room, Sprite, Tile, Variable, mock};
#[derive(Debug, PartialEq)]
pub struct Game {
pub name: String,
pub version: f64,
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pub room_format: u8, // this is "0 = non-comma separated, 1 = comma separated" apparently
pub palettes: Vec<Palette>,
pub rooms: Vec<Room>,
pub tiles: Vec<Tile>,
pub avatar: Avatar,
pub sprites: Vec<Sprite>,
pub items: Vec<Item>,
pub dialogues: Vec<Dialogue>,
pub endings: Vec<Ending>,
pub variables: Vec<Variable>,
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}
impl From<String> for Game {
fn from(string: String) -> Game {
// dialogues and endings can have 2+ line breaks inside, so deal with these separately
// otherwise, everything can be split on a double line break (\n\n)
let mut dialogues: Vec<Dialogue> = Vec::new();
let mut endings: Vec<Ending> = Vec::new();
let mut variables: Vec<Variable> = Vec::new();
let main_split: Vec<&str> = string.split("\n\nDLG").collect();
let main = main_split[0].to_string();
let mut dialogues_endings_variables: String = main_split[1..].join("\n\nDLG");
let variable_segments = dialogues_endings_variables.clone();
let variable_segments: Vec<&str> = variable_segments.split("\n\nVAR").collect();
if variable_segments.len() > 0 {
dialogues_endings_variables = variable_segments[0].to_string();
let variable_segments = variable_segments[1..].to_owned();
for segment in variable_segments {
let segment = format!("VAR{}", segment);
variables.push(Variable::from(segment));
}
}
let ending_segments = dialogues_endings_variables.clone();
let ending_segments: Vec<&str> = ending_segments.split("\n\nEND").collect();
if ending_segments.len() > 0 {
dialogues_endings_variables = ending_segments[0].to_string();
let ending_segments = ending_segments[1..].to_owned();
for segment in ending_segments {
let segment = format!("END{}", segment);
endings.push(Ending::from(segment));
}
}
let dialogue_segments = format!("\n\nDLG {}", dialogues_endings_variables.trim());
let dialogue_segments: Vec<&str> = dialogue_segments.split("\n\nDLG").collect();
for segment in dialogue_segments[1..].to_owned() {
let segment = format!("DLG{}", segment);
dialogues.push(Dialogue::from(segment));
}
let segments: Vec<&str> = main.split("\n\n").collect();
let name = segments[0].to_string();
let mut version: f64 = 1.0;
let mut room_format: u8 = 1;
let mut palettes: Vec<Palette> = Vec::new();
let mut rooms: Vec<Room> = Vec::new();
let mut tiles: Vec<Tile> = Vec::new();
let mut avatar: Option<Avatar> = None; // unwrap this later
let mut sprites: Vec<Sprite> = Vec::new();
let mut items: Vec<Item> = Vec::new();
for segment in segments[1..].to_owned() {
let segment = segment.to_string();
if segment.starts_with("# BITSY VERSION") {
version = segment.replace("# BITSY VERSION ", "").parse().unwrap();
} else if segment.starts_with("! ROOM_FORMAT") {
room_format = segment.replace("! ROOM_FORMAT ", "").parse().unwrap();
} else if segment.starts_with("PAL") {
palettes.push(Palette::from(segment));
} else if segment.starts_with("ROOM") {
rooms.push(Room::from(segment));
} else if segment.starts_with("TIL") {
tiles.push(Tile::from(segment));
} else if segment.starts_with("SPR A") {
avatar = Some(Avatar::from(segment));
} else if segment.starts_with("SPR") {
sprites.push(Sprite::from(segment));
} else if segment.starts_with("ITM") {
items.push(Item::from(segment));
}
}
assert!(avatar.is_some());
let avatar = avatar.unwrap();
Game {
name,
version,
room_format,
palettes,
rooms,
tiles,
avatar,
sprites,
items,
dialogues,
endings,
variables,
}
}
}
impl ToString for Game {
#[inline]
fn to_string(&self) -> String {
let mut segments: Vec<String> = Vec::new();
// todo refactor
for palette in &self.palettes {
segments.push(palette.to_string());
}
for room in &self.rooms {
segments.push(room.to_string());
}
for tile in &self.tiles {
segments.push(tile.to_string());
}
segments.push(self.avatar.to_string());
for sprite in &self.sprites {
segments.push(sprite.to_string());
}
for item in &self.items {
segments.push(item.to_string());
}
for dialogue in &self.dialogues {
segments.push(dialogue.to_string());
}
for ending in &self.endings {
segments.push(ending.to_string());
}
for variable in &self.variables {
segments.push(variable.to_string());
}
format!(
"{}\n\n# BITSY VERSION {}\n\n! ROOM_FORMAT {}\n\n{}\n\n",
&self.name,
&self.version,
&self.room_format,
segments.join("\n\n"),
)
}
}
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pub trait TileIds {
fn tile_ids(&self) -> Vec<u64>;
}
impl TileIds for Game {
fn tile_ids(&self) -> Vec<u64> {
self.tiles.iter().map(|tile| {tile.id}).collect()
}
}
/// first available tile ID.
/// e.g. if current tile IDs are [0, 2, 3] the result will be `1`
/// if current tile IDs are [0, 1, 2] the result will be `3`
pub trait NewTileId {
fn new_tile_id(&self) -> u64;
}
impl NewTileId for Game {
fn new_tile_id(&self) -> u64 {
let mut new_id = 0;
let mut ids = self.tile_ids();
ids.sort();
for id in ids {
if new_id == id {
new_id += 1;
} else {
return new_id;
}
}
new_id + 1
}
}
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impl Game {
/// adds a tile safely and returns the new tile ID
fn add_tile(&mut self, mut tile: Tile) -> u64 {
let new_id = self.new_tile_id();
tile.id = new_id;
self.tiles.push(tile);
new_id
}
}
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#[test]
fn test_game_from_string() {
let output = Game::from(
include_str!["../test/resources/default.bitsy"].to_string()
);
let expected = mock::game_default();
assert_eq!(output, expected);
}
#[test]
fn test_game_to_string() {
let output = mock::game_default().to_string();
let expected = include_str!["../test/resources/default.bitsy"].to_string();
assert_eq!(output, expected);
}
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#[test]
fn test_tile_ids() {
assert_eq!(mock::game_default().tile_ids(), vec![10]);
}
#[test]
fn test_new_tile_id() {
// default tile has an id of 10 ("a"), so 0 is available
assert_eq!(mock::game_default().new_tile_id(), 0);
let mut game = mock::game_default();
let mut tiles : Vec<Tile> = Vec::new();
for n in 0..9 {
if n != 4 {
let mut new_tile = mock::tile_default();
new_tile.id = n;
tiles.push(new_tile);
}
}
game.tiles = tiles;
assert_eq!(game.new_tile_id(), 4);
// fill in the space created above, and test that tile IDs get sorted
let mut new_tile = mock::tile_default();
new_tile.id = 4;
game.tiles.push(new_tile);
assert_eq!(game.new_tile_id(), 10);
}
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#[test]
fn test_add_tile() {
let mut game = mock::game_default();
let new_id = game.add_tile(mock::tile_default());
assert_eq!(new_id, 0);
assert_eq!(game.tiles.len(), 2);
let new_id = game.add_tile(mock::tile_default());
assert_eq!(new_id, 1);
assert_eq!(game.tiles.len(), 3);
}