take room out of position struct as they're really separate
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parent
c38d369725
commit
95cb1d6039
33
src/main.rs
33
src/main.rs
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@ -33,7 +33,6 @@ struct Tile {
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#[derive(Debug, Eq, PartialEq, Hash)]
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#[derive(Debug, Eq, PartialEq, Hash)]
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struct Position {
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struct Position {
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room: String, // id. is room id int or base36 string?
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x: u8,
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x: u8,
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y: u8,
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y: u8,
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}
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}
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@ -50,6 +49,7 @@ struct Sprite {
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name: Option<String>,
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name: Option<String>,
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animation_frames: Vec<Image>,
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animation_frames: Vec<Image>,
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dialogue: Option<String>, /// dialogue id
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dialogue: Option<String>, /// dialogue id
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room: String, /// room id
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position: Position,
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position: Position,
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}
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}
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@ -57,6 +57,7 @@ struct Sprite {
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#[derive(Debug, Eq, PartialEq)]
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#[derive(Debug, Eq, PartialEq)]
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struct Avatar {
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struct Avatar {
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animation_frames: Vec<Image>,
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animation_frames: Vec<Image>,
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room: String, /// room id
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position: Position,
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position: Position,
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}
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}
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@ -419,33 +420,31 @@ fn test_palette_from_string_no_name() {
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}
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}
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fn position_from_string(string: String) -> Position {
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fn position_from_string(string: String) -> Position {
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// e.g. "0 2,5"
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// e.g. "2,5"
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let room_xy: Vec<&str> = string.split(' ').collect();
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let xy: Vec<&str> = string.split(',').collect();
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let xy: Vec<&str> = room_xy[1].split(',').collect();
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let room = room_xy[0].to_string();
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let x = xy[0].parse().unwrap();
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let x = xy[0].parse().unwrap();
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let y = xy[1].parse().unwrap();
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let y = xy[1].parse().unwrap();
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Position {room, x, y}
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Position {x, y}
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}
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}
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#[test]
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#[test]
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fn test_position_from_string() {
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fn test_position_from_string() {
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assert_eq!(
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assert_eq!(
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position_from_string("5 4,12".to_string()),
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position_from_string("4,12".to_string()),
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Position { room: "5".to_string(), x: 4, y: 12 }
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Position { x: 4, y: 12 }
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)
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)
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}
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}
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fn position_to_string(position: Position) -> String {
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fn position_to_string(position: Position) -> String {
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format!("{} {},{}", position.room, position.x, position.y)
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format!("{},{}", position.x, position.y)
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}
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}
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#[test]
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#[test]
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fn test_position_to_string() {
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fn test_position_to_string() {
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assert_eq!(
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assert_eq!(
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position_to_string(Position { room: "5".to_string(), x: 4, y: 12 }),
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position_to_string(Position { x: 4, y: 12 }),
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"5 4,12".to_string()
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"4,12".to_string()
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)
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)
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}
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}
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@ -455,6 +454,7 @@ fn sprite_from_string(string: String) -> Sprite {
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let id = lines[0].replace("SPR ", "");
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let id = lines[0].replace("SPR ", "");
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let mut name = None;
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let mut name = None;
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let mut dialogue = None;
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let mut dialogue = None;
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let mut room: Option<String> = None;
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let mut position: Option<Position> = None;
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let mut position: Option<Position> = None;
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for _ in 0..3 {
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for _ in 0..3 {
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@ -465,25 +465,26 @@ fn sprite_from_string(string: String) -> Sprite {
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} else if last_line.starts_with("DLG") {
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} else if last_line.starts_with("DLG") {
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dialogue = Some(last_line.replace("DLG ", "").to_string());
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dialogue = Some(last_line.replace("DLG ", "").to_string());
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} else if last_line.starts_with("POS") {
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} else if last_line.starts_with("POS") {
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position = Some(position_from_string(
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let last_line = last_line.replace("POS ", "");
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last_line.replace("POS ", "").to_string()
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let room_position: Vec<&str> = last_line.split(' ').collect();
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));
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room = Some(room_position[0].to_string());
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position = Some(position_from_string(room_position[1].to_string()));
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} else {
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} else {
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lines.push(last_line); break;
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lines.push(last_line); break;
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}
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}
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}
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}
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let room = room.unwrap();
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let position = position.unwrap();
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let position = position.unwrap();
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// todo dedupe
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// todo dedupe
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let animation_frames = lines[1..].join("");
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let animation_frames = lines[1..].join("");
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// print!("{}", animation_frames);
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let animation_frames: Vec<&str> = animation_frames.split("\n>\n").collect();
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let animation_frames: Vec<&str> = animation_frames.split("\n>\n").collect();
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let animation_frames: Vec<Image> = animation_frames.iter().map(|&frame| {
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let animation_frames: Vec<Image> = animation_frames.iter().map(|&frame| {
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image_from_string(frame.to_string())
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image_from_string(frame.to_string())
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}).collect();
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}).collect();
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Sprite { id, name, animation_frames, dialogue, position }
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Sprite { id, name, animation_frames, dialogue, room, position }
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}
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}
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#[test]
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#[test]
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