take room out of position struct as they're really separate

This commit is contained in:
Max Bradbury 2020-04-06 12:27:29 +01:00
parent c38d369725
commit 95cb1d6039
1 changed files with 17 additions and 16 deletions

View File

@ -33,7 +33,6 @@ struct Tile {
#[derive(Debug, Eq, PartialEq, Hash)] #[derive(Debug, Eq, PartialEq, Hash)]
struct Position { struct Position {
room: String, // id. is room id int or base36 string?
x: u8, x: u8,
y: u8, y: u8,
} }
@ -50,6 +49,7 @@ struct Sprite {
name: Option<String>, name: Option<String>,
animation_frames: Vec<Image>, animation_frames: Vec<Image>,
dialogue: Option<String>, /// dialogue id dialogue: Option<String>, /// dialogue id
room: String, /// room id
position: Position, position: Position,
} }
@ -57,6 +57,7 @@ struct Sprite {
#[derive(Debug, Eq, PartialEq)] #[derive(Debug, Eq, PartialEq)]
struct Avatar { struct Avatar {
animation_frames: Vec<Image>, animation_frames: Vec<Image>,
room: String, /// room id
position: Position, position: Position,
} }
@ -419,33 +420,31 @@ fn test_palette_from_string_no_name() {
} }
fn position_from_string(string: String) -> Position { fn position_from_string(string: String) -> Position {
// e.g. "0 2,5" // e.g. "2,5"
let room_xy: Vec<&str> = string.split(' ').collect(); let xy: Vec<&str> = string.split(',').collect();
let xy: Vec<&str> = room_xy[1].split(',').collect();
let room = room_xy[0].to_string();
let x = xy[0].parse().unwrap(); let x = xy[0].parse().unwrap();
let y = xy[1].parse().unwrap(); let y = xy[1].parse().unwrap();
Position {room, x, y} Position {x, y}
} }
#[test] #[test]
fn test_position_from_string() { fn test_position_from_string() {
assert_eq!( assert_eq!(
position_from_string("5 4,12".to_string()), position_from_string("4,12".to_string()),
Position { room: "5".to_string(), x: 4, y: 12 } Position { x: 4, y: 12 }
) )
} }
fn position_to_string(position: Position) -> String { fn position_to_string(position: Position) -> String {
format!("{} {},{}", position.room, position.x, position.y) format!("{},{}", position.x, position.y)
} }
#[test] #[test]
fn test_position_to_string() { fn test_position_to_string() {
assert_eq!( assert_eq!(
position_to_string(Position { room: "5".to_string(), x: 4, y: 12 }), position_to_string(Position { x: 4, y: 12 }),
"5 4,12".to_string() "4,12".to_string()
) )
} }
@ -455,6 +454,7 @@ fn sprite_from_string(string: String) -> Sprite {
let id = lines[0].replace("SPR ", ""); let id = lines[0].replace("SPR ", "");
let mut name = None; let mut name = None;
let mut dialogue = None; let mut dialogue = None;
let mut room: Option<String> = None;
let mut position: Option<Position> = None; let mut position: Option<Position> = None;
for _ in 0..3 { for _ in 0..3 {
@ -465,25 +465,26 @@ fn sprite_from_string(string: String) -> Sprite {
} else if last_line.starts_with("DLG") { } else if last_line.starts_with("DLG") {
dialogue = Some(last_line.replace("DLG ", "").to_string()); dialogue = Some(last_line.replace("DLG ", "").to_string());
} else if last_line.starts_with("POS") { } else if last_line.starts_with("POS") {
position = Some(position_from_string( let last_line = last_line.replace("POS ", "");
last_line.replace("POS ", "").to_string() let room_position: Vec<&str> = last_line.split(' ').collect();
)); room = Some(room_position[0].to_string());
position = Some(position_from_string(room_position[1].to_string()));
} else { } else {
lines.push(last_line); break; lines.push(last_line); break;
} }
} }
let room = room.unwrap();
let position = position.unwrap(); let position = position.unwrap();
// todo dedupe // todo dedupe
let animation_frames = lines[1..].join(""); let animation_frames = lines[1..].join("");
// print!("{}", animation_frames);
let animation_frames: Vec<&str> = animation_frames.split("\n>\n").collect(); let animation_frames: Vec<&str> = animation_frames.split("\n>\n").collect();
let animation_frames: Vec<Image> = animation_frames.iter().map(|&frame| { let animation_frames: Vec<Image> = animation_frames.iter().map(|&frame| {
image_from_string(frame.to_string()) image_from_string(frame.to_string())
}).collect(); }).collect();
Sprite { id, name, animation_frames, dialogue, position } Sprite { id, name, animation_frames, dialogue, room, position }
} }
#[test] #[test]