room/position for sprite are actually optional! you can make a sprite and never place it anywhere;
colour id for sprite
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389cfe5f10
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@ -6,8 +6,9 @@ pub struct Sprite {
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pub name: Option<String>,
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pub animation_frames: Vec<Image>,
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pub dialogue_id: Option<String>,
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pub room_id: u64,
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pub position: Position,
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pub room_id: Option<u64>,
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pub position: Option<Position>,
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pub colour_id: Option<u64>,
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}
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impl Sprite {
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@ -18,6 +19,18 @@ impl Sprite {
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fn dialogue_line(&self) -> String {
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optional_data_line("DLG", self.dialogue_id.as_ref())
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}
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fn room_position_line(&self) -> String {
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if self.room_id.is_some() && self.position.is_some() {
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format!("\nPOS {} {}", self.room_id.unwrap().to_base36(), self.position.as_ref().unwrap().to_string())
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} else {
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"".to_string()
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}
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}
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fn colour_line(&self) -> String {
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optional_data_line("COL", self.colour_id.as_ref())
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}
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}
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impl From<String> for Sprite {
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@ -29,8 +42,9 @@ impl From<String> for Sprite {
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let mut dialogue_id: Option<String> = None;
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let mut room_id: Option<u64> = None;
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let mut position: Option<Position> = None;
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let mut colour_id: Option<u64> = None;
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for _ in 0..3 {
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loop {
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let last_line = lines.pop().unwrap();
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if last_line.starts_with("NAME") {
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@ -41,24 +55,28 @@ impl From<String> for Sprite {
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let last_line = last_line.replace("POS ", "");
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let room_position: Vec<&str> = last_line.split(' ').collect();
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room_id = Some(from_base36(&room_position[0]));
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if room_position.len() < 2 {
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panic!("Bad room/position for sprite: {}", string);
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}
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position = Some(Position::from(room_position[1].to_string()));
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} else if last_line.starts_with("COL") {
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colour_id = Some(last_line.replace("COL ", "").parse().unwrap());
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} else {
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lines.push(last_line);
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break;
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}
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}
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let room_id = room_id.unwrap();
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let position = position.unwrap();
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// todo dedupe
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let animation_frames = lines[1..].join("");
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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(">").collect();
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let animation_frames: Vec<Image> = animation_frames.iter().map(|&frame| {
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Image::from(frame.to_string())
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}).collect();
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Sprite { id, name, animation_frames, dialogue_id, room_id, position }
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Sprite { id, name, animation_frames, dialogue_id, room_id, position, colour_id }
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}
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}
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@ -66,13 +84,13 @@ impl ToString for Sprite {
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#[inline]
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fn to_string(&self) -> String {
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format!(
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"SPR {}\n{}{}{}\nPOS {} {}",
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"SPR {}\n{}{}{}{}{}",
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self.id.to_base36(),
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self.animation_frames.to_string(),
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self.name_line(),
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self.dialogue_line(),
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self.room_id.to_base36(),
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self.position.to_string(),
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self.room_position_line(),
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self.colour_line(),
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)
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}
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}
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