bitsy-parser/src/game.rs

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Rust
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use crate::{Dialogue, Ending, Font, Item, Palette, Room, Sprite, TextDirection, Tile, ToBase36, Variable, transform_line_endings, segments_from_string, is_string_numeric, to_base36, from_base36};
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use std::error::Error;
use loe::TransformMode;
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use std::str::FromStr;
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/// in very early versions of Bitsy, room tiles were defined as single alphanumeric characters -
/// so there was a maximum of 36 unique tiles. later versions are comma-separated.
/// RoomFormat is implemented here so we can save in the original format.
#[derive(Debug, Eq, PartialEq, Copy, Clone)]
pub enum RoomFormat {Contiguous, CommaSeparated}
impl RoomFormat {
fn from(str: &str) -> Result<RoomFormat, &'static dyn Error> {
match str {
"0" => Ok(RoomFormat::Contiguous),
"1" => Ok(RoomFormat::CommaSeparated),
_ => panic!(format!("Invalid room format: {}", str)),
}
}
fn to_string(&self) -> String {
match &self {
RoomFormat::Contiguous => "0",
RoomFormat::CommaSeparated => "1",
}.to_string()
}
}
/// in very early versions of Bitsy, a room was called a "set"
#[derive(Debug, Eq, PartialEq, Copy, Clone)]
pub enum RoomType {Room, Set}
impl From<&str> for RoomType {
fn from(string: &str) -> RoomType {
match string {
"ROOM" => RoomType::Room,
"SET" => RoomType::Set,
_ => panic!("Unrecognised room type"),
}
}
}
impl ToString for RoomType {
fn to_string(&self) -> String {
match &self {
RoomType::Set => "SET",
RoomType::Room => "ROOM",
}.to_string()
}
}
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#[derive(Debug, Eq, PartialEq, Copy, Clone)]
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pub struct Version {
pub major: u8,
pub minor: u8,
}
impl Version {
fn from(str: &str) -> Version {
let parts: Vec<&str> = str.split(".").collect();
assert_eq!(parts.len(), 2);
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Version {
major: parts[0].parse().unwrap(),
minor: parts[1].parse().unwrap(),
}
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}
}
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#[derive(Clone, Debug, PartialEq)]
pub struct Game {
pub name: String,
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pub version: Option<Version>,
pub room_format: Option<RoomFormat>,
pub(crate) room_type: RoomType,
pub font: Font,
pub custom_font: Option<String>, // used if font is Font::Custom
pub text_direction: TextDirection,
pub palettes: Vec<Palette>,
pub rooms: Vec<Room>,
pub tiles: Vec<Tile>,
pub sprites: Vec<Sprite>,
pub items: Vec<Item>,
pub dialogues: Vec<Dialogue>,
pub endings: Vec<Ending>,
pub variables: Vec<Variable>,
pub font_data: Option<String>, // todo make this an actual struct for parsing
pub(crate) line_endings_crlf: bool, // otherwise lf (unix/mac)
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}
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impl Game {
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pub fn from(string: String) -> Result<Game, &'static dyn Error> {
let line_endings_crlf = string.contains("\r\n");
let mut string = string;
if line_endings_crlf {
string = transform_line_endings(string, TransformMode::LF)
}
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let string = string.trim_start_matches("\n").to_string();
let mut segments = segments_from_string(string);
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let mut name = "".to_string();
if
segments[0].starts_with("\"\"\"") // multi-line game name
||
(
! segments[0].starts_with("# BITSY VERSION ")
&&
! segments[0].starts_with("! ROOM_FORMAT ")
&&
! segments[0].starts_with("PAL ")
&&
! segments[0].starts_with("DEFAULT_FONT ")
&&
! segments[0].starts_with("TEXT_DIRECTION ")
)
{
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name = segments[0].to_string();
segments = segments[1..].to_owned();
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}
let segments = segments;
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let name = name;
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let mut dialogues: Vec<Dialogue> = Vec::new();
let mut endings: Vec<Ending> = Vec::new();
let mut variables: Vec<Variable> = Vec::new();
let mut font_data: Option<String> = None;
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let mut version = None;
let mut room_format = None;
let mut room_type = RoomType::Room;
let mut font = Font::AsciiSmall;
let mut custom_font = None;
let mut text_direction = TextDirection::LeftToRight;
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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<Sprite> = None; // unwrap this later
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let mut sprites: Vec<Sprite> = Vec::new();
let mut items: Vec<Item> = Vec::new();
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for segment in segments {
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if segment.starts_with("# BITSY VERSION") {
let segment = segment.replace("# BITSY VERSION ", "");
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version = Some(Version::from(&segment));
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} else if segment.starts_with("! ROOM_FORMAT") {
let segment = segment.replace("! ROOM_FORMAT ", "");
room_format = Some(RoomFormat::from(&segment).unwrap());
} else if segment.starts_with("DEFAULT_FONT") {
let segment = segment.replace("DEFAULT_FONT ", "");
font = Font::from(&segment);
if font == Font::Custom {
custom_font = Some(segment.to_string());
}
} else if segment.trim() == "TEXT_DIRECTION RTL".to_string() {
text_direction = TextDirection::RightToLeft;
} else if segment.starts_with("PAL ") {
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palettes.push(Palette::from(segment));
} else if segment.starts_with("ROOM ") || segment.starts_with("SET ") {
if segment.starts_with("SET ") {
room_type = RoomType::Set;
}
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rooms.push(Room::from(segment));
} else if segment.starts_with("TIL ") {
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tiles.push(Tile::from(segment));
} else if segment.starts_with("SPR ") {
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sprites.push(Sprite::from(segment));
} else if segment.starts_with("ITM ") {
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items.push(Item::from(segment));
} else if segment.starts_with("DLG ") {
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dialogues.push(Dialogue::from(segment));
} else if segment.starts_with("END ") {
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let ending = Ending::from_str(&segment);
if ending.is_ok() {
endings.push(ending.unwrap());
}
} else if segment.starts_with("VAR ") {
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variables.push(Variable::from(segment));
} else if segment.starts_with("FONT ") {
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font_data = Some(segment);
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}
}
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// todo check if SPR A (avatar) exists
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Ok(
Game {
name,
version,
room_format,
room_type,
font,
custom_font,
text_direction,
palettes,
rooms,
tiles,
sprites,
items,
dialogues,
endings,
variables,
font_data,
line_endings_crlf,
}
)
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}
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pub fn merge(game: Game) {
// ignore title, version, room format, room type, font, text direction
// maybe we need hashmaps of old->new IDs, for each type of ID?
// we need functions for "add sprite" etc. that return the newly generated valid ID
// for each new palette:
// check if a matching palette exists
// if yes, replace any room palette IDs with the extant palette ID
// check if palette ID clashes with an existing palette ID
// check if palette name clashes and if so, give a new name ("[name] 2" or something)
// for each tile:
// check if a matching tile exists
// if yes, replace room tile IDs with that of the extant tile
// if no, give a new unique tile ID and change room tile IDs to this
// ignore avatar (maybe convert to normal sprite instead?)
// for each item
// for each dialogue item
// for each ending
// for each variable
// for each room
// give room a new unique ID
// check room name - if duplicate, append "2" or something?
// convert tile/item IDs to new ones
// add room to game
// for each sprite
//
}
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}
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 {
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segments.push(room.to_string(self.room_format(), self.room_type));
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}
for tile in &self.tiles {
segments.push(tile.to_string());
}
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for sprite in &self.sprites {
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if is_string_numeric(sprite.id.clone()) {
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segments.push(sprite.to_string());
}
}
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for sprite in &self.sprites {
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if !is_string_numeric(sprite.id.clone()) {
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segments.push(sprite.to_string());
}
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}
for item in &self.items {
segments.push(item.to_string());
}
for dialogue in &self.dialogues {
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// this replacement is silly but see segments_from_string() for explanation
segments.push(dialogue.to_string().replace("\"\"\"\n\"\"\"", ""));
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}
for ending in &self.endings {
segments.push(ending.to_string());
}
for variable in &self.variables {
segments.push(variable.to_string());
}
if self.font_data.is_some() {
segments.push(self.font_data.to_owned().unwrap())
}
transform_line_endings(
format!(
"{}{}{}{}{}\n\n{}\n\n",
&self.name,
&self.version_line(),
&self.room_format_line(),
&self.font_line(),
&self.text_direction_line(),
segments.join("\n\n"),
),
if self.line_endings_crlf {TransformMode::CRLF} else {TransformMode::LF}
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)
}
}
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impl Game {
#[inline]
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pub fn tile_ids(&self) -> Vec<String> {
self.tiles.iter().map(|tile| tile.id.clone()).collect()
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}
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/// 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`
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/// todo this needs to be a generic function that takes a vec of string IDs and returns a new base64 string ID
#[inline]
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pub fn new_tile_id(&self) -> String {
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let mut new_id = 0;
let mut ids = self.tile_ids();
ids.sort();
for id in ids {
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if new_id == from_base36(id.as_ref()) {
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new_id += 1;
} else {
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return to_base36(new_id);
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}
}
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to_base36(new_id + 1)
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}
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/// adds a tile safely and returns the new tile ID
#[inline]
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pub fn add_tile(&mut self, mut tile: Tile) -> String {
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let new_id = self.new_tile_id();
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tile.id = new_id.clone();
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self.tiles.push(tile);
new_id
}
#[inline]
fn version_line(&self) -> String {
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if self.version.is_some() {
format!(
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"\n\n# BITSY VERSION {}.{}",
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self.version.as_ref().unwrap().major, self.version.as_ref().unwrap().minor
)
} else {
"".to_string()
}
}
#[inline]
fn room_format_line(&self) -> String {
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if self.room_format.is_some() {
format!("\n\n! ROOM_FORMAT {}", self.room_format.unwrap().to_string())
} else {
"".to_string()
}
}
#[inline]
fn font_line(&self) -> String {
if self.font == Font::AsciiSmall {
"".to_string()
} else {
if self.font == Font::Custom {
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format!("\n\nDEFAULT_FONT {}", self.custom_font.as_ref().unwrap())
} else {
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format!("\n\nDEFAULT_FONT {}", self.font.to_string().unwrap())
}
}
}
#[inline]
fn text_direction_line(&self) -> &str {
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if self.text_direction == TextDirection::RightToLeft {
"\n\nTEXT_DIRECTION RTL"
} else {
""
}
}
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/// older bitsy games do not specify a version, but we can infer 1.0
#[inline]
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pub fn version(&self) -> Version {
self.version.unwrap_or(Version { major: 1, minor: 0 })
}
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/// older bitsy games do not specify a room format, but we can infer 0
#[inline]
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pub fn room_format(&self) -> RoomFormat {
self.room_format.unwrap_or(RoomFormat::Contiguous)
}
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}
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#[cfg(test)]
mod test {
use crate::game::{Version, Game};
use crate::text::{TextDirection, Font};
use crate::tile::Tile;
#[test]
fn test_game_from_string() {
let output = Game::from(include_str!["test-resources/default.bitsy"].to_string()).unwrap();
let expected = crate::mock::game_default();
assert_eq!(output, expected);
}
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#[test]
fn test_game_to_string() {
let output = crate::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() {
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assert_eq!(crate::mock::game_default().tile_ids(), vec!["a".to_string()]);
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}
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#[test]
fn test_new_tile_id() {
// default tile has an id of 10 ("a"), so 0 is available
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assert_eq!(crate::mock::game_default().new_tile_id(), "0".to_string());
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let mut game = crate::mock::game_default();
let mut tiles: Vec<Tile> = Vec::new();
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for n in 0..9 {
if n != 4 {
let mut new_tile = crate::mock::tile_default();
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new_tile.id = format!("{}", n).to_string();
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tiles.push(new_tile);
}
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}
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game.tiles = tiles;
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assert_eq!(game.new_tile_id(), "4".to_string());
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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 = crate::mock::tile_default();
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new_tile.id = "4".to_string();
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game.tiles.push(new_tile);
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assert_eq!(game.new_tile_id(), "a".to_string());
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}
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#[test]
fn test_add_tile() {
let mut game = crate::mock::game_default();
let new_id = game.add_tile(crate::mock::tile_default());
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assert_eq!(new_id, "0".to_string());
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assert_eq!(game.tiles.len(), 2);
let new_id = game.add_tile(crate::mock::tile_default());
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assert_eq!(new_id, "1".to_string());
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assert_eq!(game.tiles.len(), 3);
}
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#[test]
fn test_arabic() {
let game = Game::from(include_str!("test-resources/arabic.bitsy").to_string()).unwrap();
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assert_eq!(game.font, Font::Arabic);
assert_eq!(game.text_direction, TextDirection::RightToLeft);
}
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#[test]
fn test_version_formatting() {
let mut game = crate::mock::game_default();
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game.version = Some(Version { major: 5, minor: 0 });
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assert!(game.to_string().contains("# BITSY VERSION 5.0"))
}
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}