bitsy-parser/src/game.rs

960 lines
31 KiB
Rust
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use crate::{Dialogue, Ending, Font, Item, Palette, Room, Sprite, TextDirection, Tile, Variable, transform_line_endings, segments_from_string, new_unique_id, try_id, Instance};
use loe::TransformMode;
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use std::str::FromStr;
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use std::collections::HashMap;
use std::borrow::BorrowMut;
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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}
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#[derive(Debug)]
pub struct InvalidRoomFormat;
impl RoomFormat {
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fn from(str: &str) -> Result<RoomFormat, InvalidRoomFormat> {
match str {
"0" => Ok(RoomFormat::Contiguous),
"1" => Ok(RoomFormat::CommaSeparated),
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_ => Err(InvalidRoomFormat),
}
}
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}
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#[derive(Debug)]
pub struct InvalidRoomType;
impl RoomType {
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#[inline]
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fn from(string: &str) -> Result<RoomType, InvalidRoomType> {
match string {
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"ROOM" => Ok(RoomType::Room),
"SET" => Ok(RoomType::Set),
_ => Err(InvalidRoomType),
}
}
}
impl ToString for RoomType {
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#[inline]
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,
}
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#[derive(Debug)]
pub struct InvalidVersion;
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impl Version {
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#[inline]
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fn from(str: &str) -> Result<Version, InvalidVersion> {
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let parts: Vec<&str> = str.split(".").collect();
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if parts.len() == 2 {
Ok(Version {
major: parts[0].parse().unwrap(),
minor: parts[1].parse().unwrap(),
})
} else {
Err (InvalidVersion)
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}
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}
}
#[derive(Debug)]
pub enum NotFound {
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Avatar,
Room,
Sprite,
Tile,
}
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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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#[derive(Debug)]
pub struct GameHasNoAvatar;
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// todo no tiles? no rooms? no palettes? turn this into an enum?
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impl Game {
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#[inline]
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pub fn from(string: String) -> Result<Game, NotFound> {
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();
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// game names can be empty - so when we strip out the leading whitespace above,
// it means that the first segment might not be the game name.
// so, check if the first segment is actually the next segment of game data
// to avoid setting the game name to "# BITSY VERSION 7.0" or something
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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 sprites: Vec<Sprite> = Vec::new();
let mut items: Vec<Item> = Vec::new();
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let mut avatar_exists = false;
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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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let segment = Version::from(&segment);
if segment.is_ok() {
version = Some(segment.unwrap());
}
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} else if segment.starts_with("! ROOM_FORMAT") {
let segment = segment.replace("! ROOM_FORMAT ", "");
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room_format = Some(
RoomFormat::from(&segment).unwrap_or(RoomFormat::CommaSeparated)
);
} 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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let sprite = Sprite::from(segment);
if sprite.is_ok() {
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let sprite = sprite.unwrap();
if ! avatar_exists && sprite.id == "A".to_string() {
avatar_exists = true;
}
sprites.push(sprite);
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}
} 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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if ! avatar_exists {
return Err(NotFound::Avatar);
}
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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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/// todo refactor this into "get T by ID", taking a Vec<T> and an ID name?
#[inline]
pub fn get_sprite_by_id(&self, id: String) -> Result<&Sprite, NotFound> {
let index = self.sprites.iter().position(
|sprite| sprite.id == id
);
if index.is_some() {
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Ok(&self.sprites[index.unwrap()])
} else {
Err(NotFound::Sprite)
}
}
pub fn get_tile_by_id(&self, id: String) -> Result<&Tile, NotFound> {
let index = self.tiles.iter().position(
|tile| tile.id == id
);
if index.is_some() {
Ok(&self.tiles[index.unwrap()])
} else {
Err(NotFound::Tile)
}
}
pub fn get_room_by_id(&self, id: String) -> Result<&Room, NotFound> {
let index = self.rooms.iter().position(
|room| room.id == id
);
if index.is_some() {
Ok(&self.rooms[index.unwrap()])
} else {
Err(NotFound::Room)
}
}
pub fn get_avatar(&self) -> Result<&Sprite, NotFound> {
self.get_sprite_by_id("A".to_string())
}
// todo result
pub fn get_tiles_by_ids(&self, ids: Vec<String>) -> Vec<&Tile> {
let mut tiles: Vec<&Tile> = Vec::new();
for id in ids {
let tile = self.get_tile_by_id(id);
if tile.is_ok() {
tiles.push(tile.unwrap());
}
}
tiles
}
pub fn get_tiles_for_room(&self, id: String) -> Result<Vec<&Tile>, NotFound> {
let room = self.get_room_by_id(id);
if room.is_err() {
return Err(NotFound::Room);
}
let mut tile_ids = room.unwrap().tiles.clone();
tile_ids.sort();
tile_ids.dedup();
// remove 0 as this isn't a real tile
let zero_index = tile_ids.iter()
.position(|i| i == &"0".to_string());
if zero_index.is_some() {
tile_ids.remove(zero_index.unwrap());
}
// remove Ok once this function returns a result
Ok(self.get_tiles_by_ids(tile_ids))
}
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// return? array of changes made? error/ok?
pub fn merge(&mut self, game: Game) {
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// 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
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let mut palette_id_changes: HashMap<String, String> = HashMap::new();
let mut tile_id_changes: HashMap<String, String> = HashMap::new();
let mut dialogue_id_changes: HashMap<String, String> = HashMap::new();
let mut ending_id_changes: HashMap<String, String> = HashMap::new();
let mut item_id_changes: HashMap<String, String> = HashMap::new();
let mut room_id_changes: HashMap<String, String> = HashMap::new();
let mut sprite_id_changes: HashMap<String, String> = HashMap::new();
fn insert_if_different(map: &mut HashMap<String, String>, old: String, new: String) {
if old != new {
map.insert(old, new);
}
}
// alternatively - instead of handling these types in a specific order,
// we could calculate the new IDs for each type first,
// then handle the sections one by one
// a room has a palette, so handle palettes before rooms
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for palette in &game.palettes {
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insert_if_different(
palette_id_changes.borrow_mut(),
palette.id.clone(),
self.add_palette(palette.clone())
);
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}
// a room has tiles, so handle before room
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for tile in &game.tiles {
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let new_id = self.add_tile(tile.clone());
insert_if_different(tile_id_changes.borrow_mut(), tile.id.clone(), new_id);
}
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for variable in &game.variables {
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// don't change ID - just avoid duplicates
if ! self.variable_ids().contains(&variable.id) {
self.add_variable(variable.clone());
}
}
for item in &game.items {
let old_id = item.id.clone();
let new_id = try_id(self.item_ids(), item.id.clone());
insert_if_different(item_id_changes.borrow_mut(), old_id, new_id)
}
// a sprite has a dialogue, so handle before sprites
// dialogue can have variables, so handle before after variables
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for dialogue in &game.dialogues {
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let mut dialogue = dialogue.clone();
for (old, new) in &item_id_changes {
// todo is there a better way of doing this?
dialogue.contents = dialogue.contents.replace(
&format!("item \"{}\"", old),
&format!("item \"{}\"", new)
);
}
let old_id = dialogue.id.clone();
let new_id = self.add_dialogue(dialogue);
insert_if_different(dialogue_id_changes.borrow_mut(), old_id, new_id);
}
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// an ending lives in a room, so handle endings before rooms
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for ending in &game.endings {
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let new_id = self.add_ending(ending.clone());
insert_if_different(ending_id_changes.borrow_mut(), ending.id.clone(), new_id);
}
// an item has a dialogue ID, so we need to handle these after dialogues
// an item instance lives in a room so these must be handled before rooms
for item in &game.items {
let mut item = item.clone();
if item_id_changes.contains_key(&item.id) {
item.id = item_id_changes[&item.id].clone();
}
if item.dialogue_id.is_some() {
let key = item.dialogue_id.clone().unwrap();
if dialogue_id_changes.contains_key(&key) {
item.dialogue_id = Some(dialogue_id_changes[&key].clone());
}
}
self.add_item(item);
}
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// calculate all of the new room IDs first
// to insert any new room, we need to know the new IDs of every room
// to maintain the integrity of exits and endings
for room in &game.rooms {
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insert_if_different(
room_id_changes.borrow_mut(),
room.id.clone(),
try_id(self.room_ids(), room.id.clone())
);
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}
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// needs to be handled after palettes, tiles, items, exits, endings
// and before sprites
for room in &game.rooms {
let mut room = room.clone();
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if room_id_changes.contains_key(&room.id) {
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room.id = room_id_changes.get(&room.id).unwrap().clone();
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}
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if room.palette_id.is_some() {
let key = room.palette_id.clone().unwrap();
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let change = palette_id_changes.get(&key);
if change.is_some() {
room.palette_id = Some(change.unwrap().clone());
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}
}
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room.tiles = room.tiles.iter().map(|tile_id|
tile_id_changes.get(tile_id).unwrap_or(tile_id).clone()
).collect();
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room.items = room.items.iter().map(|instance|
if item_id_changes.contains_key(&instance.id) {
Instance {
position: instance.position.clone(),
id: item_id_changes[&instance.id].clone()
}
} else {
instance.clone()
}
).collect();
room.exits = room.exits.iter().map(|exit| {
let mut exit = exit.clone();
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let key = exit.exit.room_id.clone();
let change = room_id_changes.get(&key);
if change.is_some() {
exit.exit.room_id = change.unwrap().clone();
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}
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if exit.dialogue_id.is_some() {
let key = exit.dialogue_id.clone().unwrap();
let dialogue_change = dialogue_id_changes.get(&key);
if dialogue_change.is_some() {
exit.dialogue_id = Some(dialogue_change.unwrap().clone());
}
}
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exit
}).collect();
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room.endings = room.endings.iter().map(|ending| {
let mut ending = ending.clone();
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let key = ending.id.clone();
let change = ending_id_changes.get(&key);
if change.is_some() {
ending.id = change.unwrap().clone();
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}
ending
}).collect();
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self.add_room(room);
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}
// a sprite has a dialogue ID, so we need to handle these after dialogues
// a sprite has a position in a room, so we need to handle these after the rooms
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for sprite in &game.sprites {
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let mut sprite = sprite.clone();
// avoid having two avatars
if sprite.id == "A".to_string() {
sprite.id = "0".to_string(); // just a default value for replacement
}
if sprite.dialogue_id.is_some() {
let key = sprite.dialogue_id.clone().unwrap();
if dialogue_id_changes.contains_key(&key) {
sprite.dialogue_id = Some(dialogue_id_changes[&key].clone());
}
}
if sprite.room_id.is_some() {
let key = sprite.room_id.clone().unwrap();
if room_id_changes.contains_key(&key) {
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sprite.room_id = Some(room_id_changes.get(&key).unwrap().clone());
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}
}
let old_id = sprite.id.clone();
let new_id = self.add_sprite(sprite);
insert_if_different(sprite_id_changes.borrow_mut(), old_id, new_id);
}
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}
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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 {
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 {
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// todo dedupe
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#[inline]
pub fn palette_ids(&self) -> Vec<String> {
self.palettes.iter().map(|palette| palette.id.clone()).collect()
}
#[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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#[inline]
pub fn sprite_ids(&self) -> Vec<String> {
self.sprites.iter().map(|sprite| sprite.id.clone()).collect()
}
#[inline]
pub fn room_ids(&self) -> Vec<String> {
self.rooms.iter().map(|room| room.id.clone()).collect()
}
#[inline]
pub fn item_ids(&self) -> Vec<String> {
self.items.iter().map(|item| item.id.clone()).collect()
}
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#[inline]
pub fn dialogue_ids(&self) -> Vec<String> {
self.dialogues.iter().map(|dialogue| dialogue.id.clone()).collect()
}
#[inline]
pub fn ending_ids(&self) -> Vec<String> {
self.endings.iter().map(|ending| ending.id.clone()).collect()
}
#[inline]
pub fn variable_ids(&self) -> Vec<String> {
self.variables.iter().map(|variable| variable.id.clone()).collect()
}
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// todo dedupe?
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pub fn new_palette_id(&self) -> String {
new_unique_id(self.palette_ids())
}
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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`
#[inline]
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pub fn new_tile_id(&self) -> String {
let mut ids = self.tile_ids();
// don't allow 0 - this is a reserved ID for an implicit background tile
ids.push("0".to_string());
new_unique_id(ids)
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}
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pub fn new_sprite_id(&self) -> String {
new_unique_id(self.sprite_ids())
}
pub fn new_room_id(&self) -> String {
new_unique_id(self.room_ids())
}
pub fn new_item_id(&self) -> String {
new_unique_id(self.item_ids())
}
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pub fn new_dialogue_id(&self) -> String {
new_unique_id(self.dialogue_ids())
}
pub fn new_ending_id(&self) -> String {
new_unique_id(self.ending_ids())
}
pub fn new_variable_id(&self) -> String {
new_unique_id(self.variable_ids())
}
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/// adds a palette safely and returns the ID
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#[inline]
pub fn add_palette(&mut self, mut palette: Palette) -> String {
let new_id = try_id(self.palette_ids(), palette.id.clone());
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if new_id != palette.id {
palette.id = new_id.clone();
}
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self.palettes.push(palette);
new_id
}
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/// adds a tile safely and returns the ID
#[inline]
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pub fn add_tile(&mut self, mut tile: Tile) -> String {
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if self.tile_ids().contains(&tile.id) {
let new_id = self.new_tile_id();
if new_id != tile.id {
tile.id = new_id;
}
}
let id = tile.id.clone();
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self.tiles.push(tile);
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id
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}
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/// adds a sprite safely and returns the ID
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#[inline]
pub fn add_sprite(&mut self, mut sprite: Sprite) -> String {
let new_id = try_id(self.sprite_ids(), sprite.id.clone());
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if new_id != sprite.id {
sprite.id = new_id.clone();
}
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self.sprites.push(sprite);
new_id
}
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/// adds an item safely and returns the ID
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#[inline]
pub fn add_item(&mut self, mut item: Item) -> String {
let new_id = try_id(self.item_ids(), item.id.clone());
if new_id != item.id {
item.id = new_id.clone();
}
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self.items.push(item);
new_id
}
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/// adds a dialogue safely and returns the ID
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#[inline]
pub fn add_dialogue(&mut self, mut dialogue: Dialogue) -> String {
let new_id = try_id(self.dialogue_ids(), dialogue.id.clone());
if new_id != dialogue.id {
dialogue.id = new_id.clone();
}
self.dialogues.push(dialogue);
new_id
}
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/// adds an ending safely and returns the ID
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pub fn add_ending(&mut self, mut ending: Ending) -> String {
let new_id = try_id(self.ending_ids(), ending.id.clone());
if new_id != ending.id {
ending.id = new_id.clone();
}
self.endings.push(ending);
new_id
}
/// Safely adds a room and returns the room ID (a new ID will be generated if clashing)
/// You will need to be mindful that the room's palette, tile, exit and ending IDs
/// will be valid after adding.
pub fn add_room(&mut self, mut room: Room) -> String {
let new_id = try_id(self.room_ids(), room.id.clone());
if new_id != room.id {
room.id = new_id.clone();
}
self.rooms.push(room);
new_id
}
pub fn add_variable(&mut self, mut variable: Variable) -> String {
let new_id = try_id(self.variable_ids(), variable.id.clone());
if new_id != variable.id {
variable.id = new_id.clone();
}
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;
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use crate::room::Room;
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#[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"), and 0 is reserved
assert_eq!(crate::mock::game_default().new_tile_id(), "1".to_string());
// for a game with a gap in the tile IDs, check the gap is used
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let mut game = crate::mock::game_default();
let mut tiles: Vec<Tile> = Vec::new();
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// 0 is reserved; upper bound is non-inclusive
for n in 1..10 {
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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, then 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());
assert_eq!(new_id, "1".to_string());
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assert_eq!(game.tiles.len(), 2);
let new_id = game.add_tile(crate::mock::tile_default());
assert_eq!(new_id, "2".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"))
}
#[test]
fn test_get_tiles_for_room() {
assert_eq!(
crate::mock::game_default().get_tiles_for_room("0".to_string()).unwrap(),
vec![&crate::mock::tile_default()]
)
}
#[test]
fn test_add_item() {
let mut game = crate::mock::game_default();
game.add_item(crate::mock::item());
game.add_item(crate::mock::item());
assert_eq!(game.item_ids(), vec!["0".to_string(), "6".to_string(), "1".to_string()]);
}
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#[test]
fn test_merge() {
// try merging two default games
let mut game = crate::mock::game_default();
game.merge(crate::mock::game_default());
assert_eq!(game.room_ids(), vec!["0".to_string(), "1".to_string()]);
assert_eq!(game.tile_ids(), vec!["a".to_string(), "1".to_string()]); // 0 is reserved
// duplicate avatar (SPR A) gets converted into a normal sprite
assert_eq!(
game.sprite_ids(),
vec!["A".to_string(), "a".to_string(), "0".to_string(), "1".to_string()]
);
assert_eq!(game.item_ids(), vec!["0".to_string(), "1".to_string()]);
assert_eq!(
game.dialogue_ids(),
vec!["SPR_0".to_string(), "ITM_0".to_string(), "0".to_string(), "1".to_string()]
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);
assert_eq!(game.palette_ids(), vec!["0".to_string(), "1".to_string()]);
assert_eq!(
game.get_room_by_id("1".to_string()).unwrap().palette_id,
Some("1".to_string())
);
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// test sprites in non-zero rooms in merged game
let mut game_a = crate::mock::game_default();
let mut game_b = crate::mock::game_default();
let mut room = crate::mock::room();
let mut sprite = crate::mock::sprite();
let room_id = "2".to_string();
room.id = room_id.clone();
sprite.room_id = Some(room_id.clone());
game_b.add_sprite(sprite);
game_a.merge(game_b);
assert_eq!(game_a.get_sprite_by_id("2".to_string()).unwrap().room_id, Some(room_id));
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}
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}