2020-04-12 13:38:07 +00:00
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use crate::{Avatar, Dialogue, Ending, Item, Palette, Room, Sprite, Tile, Variable, mock};
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#[derive(Debug, PartialEq)]
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2020-04-12 16:13:08 +00:00
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pub struct Game {
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pub name: String,
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pub version: f64,
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2020-04-13 12:30:26 +00:00
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pub room_format: u8, // this is "0 = non-comma separated, 1 = comma separated" apparently
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2020-04-12 16:13:08 +00:00
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pub palettes: Vec<Palette>,
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pub rooms: Vec<Room>,
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pub tiles: Vec<Tile>,
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pub avatar: Avatar,
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pub sprites: Vec<Sprite>,
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pub items: Vec<Item>,
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pub dialogues: Vec<Dialogue>,
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pub endings: Vec<Ending>,
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pub variables: Vec<Variable>,
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2020-04-12 13:38:07 +00:00
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}
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impl From<String> for Game {
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fn from(string: String) -> Game {
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// dialogues and endings can have 2+ line breaks inside, so deal with these separately
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// otherwise, everything can be split on a double line break (\n\n)
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let mut dialogues: Vec<Dialogue> = Vec::new();
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let mut endings: Vec<Ending> = Vec::new();
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let mut variables: Vec<Variable> = Vec::new();
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let main_split: Vec<&str> = string.split("\n\nDLG").collect();
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let main = main_split[0].to_string();
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let mut dialogues_endings_variables: String = main_split[1..].join("\n\nDLG");
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let variable_segments = dialogues_endings_variables.clone();
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let variable_segments: Vec<&str> = variable_segments.split("\n\nVAR").collect();
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if variable_segments.len() > 0 {
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dialogues_endings_variables = variable_segments[0].to_string();
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let variable_segments = variable_segments[1..].to_owned();
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for segment in variable_segments {
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let segment = format!("VAR{}", segment);
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variables.push(Variable::from(segment));
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}
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}
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let ending_segments = dialogues_endings_variables.clone();
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let ending_segments: Vec<&str> = ending_segments.split("\n\nEND").collect();
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if ending_segments.len() > 0 {
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dialogues_endings_variables = ending_segments[0].to_string();
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let ending_segments = ending_segments[1..].to_owned();
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for segment in ending_segments {
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let segment = format!("END{}", segment);
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endings.push(Ending::from(segment));
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}
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}
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let dialogue_segments = format!("\n\nDLG {}", dialogues_endings_variables.trim());
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let dialogue_segments: Vec<&str> = dialogue_segments.split("\n\nDLG").collect();
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for segment in dialogue_segments[1..].to_owned() {
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let segment = format!("DLG{}", segment);
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dialogues.push(Dialogue::from(segment));
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}
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let segments: Vec<&str> = main.split("\n\n").collect();
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let name = segments[0].to_string();
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let mut version: f64 = 1.0;
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let mut room_format: u8 = 1;
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let mut palettes: Vec<Palette> = Vec::new();
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let mut rooms: Vec<Room> = Vec::new();
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let mut tiles: Vec<Tile> = Vec::new();
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let mut avatar: Option<Avatar> = None; // unwrap this later
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let mut sprites: Vec<Sprite> = Vec::new();
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let mut items: Vec<Item> = Vec::new();
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for segment in segments[1..].to_owned() {
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let segment = segment.to_string();
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if segment.starts_with("# BITSY VERSION") {
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version = segment.replace("# BITSY VERSION ", "").parse().unwrap();
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} else if segment.starts_with("! ROOM_FORMAT") {
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room_format = segment.replace("! ROOM_FORMAT ", "").parse().unwrap();
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} else if segment.starts_with("PAL") {
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palettes.push(Palette::from(segment));
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} else if segment.starts_with("ROOM") {
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rooms.push(Room::from(segment));
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} else if segment.starts_with("TIL") {
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tiles.push(Tile::from(segment));
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} else if segment.starts_with("SPR A") {
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avatar = Some(Avatar::from(segment));
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} else if segment.starts_with("SPR") {
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sprites.push(Sprite::from(segment));
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} else if segment.starts_with("ITM") {
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items.push(Item::from(segment));
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}
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}
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assert!(avatar.is_some());
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let avatar = avatar.unwrap();
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Game {
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name,
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version,
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room_format,
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palettes,
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rooms,
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tiles,
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avatar,
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sprites,
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items,
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dialogues,
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endings,
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variables,
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}
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}
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}
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impl ToString for Game {
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#[inline]
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fn to_string(&self) -> String {
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let mut segments: Vec<String> = Vec::new();
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// todo refactor
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for palette in &self.palettes {
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segments.push(palette.to_string());
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}
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for room in &self.rooms {
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segments.push(room.to_string());
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}
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for tile in &self.tiles {
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segments.push(tile.to_string());
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}
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segments.push(self.avatar.to_string());
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for sprite in &self.sprites {
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segments.push(sprite.to_string());
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}
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for item in &self.items {
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segments.push(item.to_string());
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}
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for dialogue in &self.dialogues {
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segments.push(dialogue.to_string());
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}
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for ending in &self.endings {
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segments.push(ending.to_string());
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}
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for variable in &self.variables {
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segments.push(variable.to_string());
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}
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format!(
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"{}\n\n# BITSY VERSION {}\n\n! ROOM_FORMAT {}\n\n{}\n\n",
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&self.name,
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&self.version,
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&self.room_format,
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segments.join("\n\n"),
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)
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}
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}
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2020-04-13 17:01:42 +00:00
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impl Game {
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2020-04-13 15:19:59 +00:00
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fn tile_ids(&self) -> Vec<u64> {
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self.tiles.iter().map(|tile| {tile.id}).collect()
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}
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2020-04-13 17:01:42 +00:00
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/// first available tile ID.
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/// e.g. if current tile IDs are [0, 2, 3] the result will be `1`
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/// if current tile IDs are [0, 1, 2] the result will be `3`
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2020-04-13 15:19:59 +00:00
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fn new_tile_id(&self) -> u64 {
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let mut new_id = 0;
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let mut ids = self.tile_ids();
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ids.sort();
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for id in ids {
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if new_id == id {
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new_id += 1;
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} else {
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return new_id;
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}
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}
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new_id + 1
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}
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2020-04-13 16:44:51 +00:00
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/// adds a tile safely and returns the new tile ID
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fn add_tile(&mut self, mut tile: Tile) -> u64 {
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let new_id = self.new_tile_id();
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tile.id = new_id;
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self.tiles.push(tile);
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new_id
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}
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}
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2020-04-12 13:38:07 +00:00
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#[test]
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fn test_game_from_string() {
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let output = Game::from(
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include_str!["../test/resources/default.bitsy"].to_string()
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);
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let expected = mock::game_default();
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assert_eq!(output, expected);
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}
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#[test]
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fn test_game_to_string() {
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let output = mock::game_default().to_string();
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let expected = include_str!["../test/resources/default.bitsy"].to_string();
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assert_eq!(output, expected);
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}
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2020-04-13 15:19:59 +00:00
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#[test]
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fn test_tile_ids() {
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assert_eq!(mock::game_default().tile_ids(), vec![10]);
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}
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#[test]
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fn test_new_tile_id() {
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// default tile has an id of 10 ("a"), so 0 is available
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assert_eq!(mock::game_default().new_tile_id(), 0);
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let mut game = mock::game_default();
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let mut tiles : Vec<Tile> = Vec::new();
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for n in 0..9 {
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if n != 4 {
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let mut new_tile = mock::tile_default();
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new_tile.id = n;
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tiles.push(new_tile);
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}
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}
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game.tiles = tiles;
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assert_eq!(game.new_tile_id(), 4);
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// fill in the space created above, and test that tile IDs get sorted
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let mut new_tile = mock::tile_default();
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new_tile.id = 4;
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game.tiles.push(new_tile);
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assert_eq!(game.new_tile_id(), 10);
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}
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2020-04-13 16:44:51 +00:00
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#[test]
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fn test_add_tile() {
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let mut game = mock::game_default();
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let new_id = game.add_tile(mock::tile_default());
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assert_eq!(new_id, 0);
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assert_eq!(game.tiles.len(), 2);
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let new_id = game.add_tile(mock::tile_default());
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assert_eq!(new_id, 1);
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assert_eq!(game.tiles.len(), 3);
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}
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