handle room formats
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@ -65,8 +65,6 @@ some more practical uses would be things like:
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* handle old out-of-bounds editor errors (extra image pixels, exits/endings with position -1,-0 etc.)
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* handle old out-of-bounds editor errors (extra image pixels, exits/endings with position -1,-0 etc.)
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* it's ok if the output of these does not match the input as we're fixing it
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* it's ok if the output of these does not match the input as we're fixing it
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* "unquote" function for dialogues, game title, anything else that supports """
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* "unquote" function for dialogues, game title, anything else that supports """
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* if old room format, export game in old room format
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* handle windows line endings (cr+lf) - https://crates.io/crates/loe
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* add Bitsy HD and Bitsy 7.0 test data
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* add Bitsy HD and Bitsy 7.0 test data
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### tidy up
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### tidy up
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@ -242,7 +242,7 @@ impl ToString for Game {
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}
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}
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for room in &self.rooms {
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for room in &self.rooms {
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segments.push(room.to_string());
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segments.push(room.to_string(self.room_format(), self.room_type));
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}
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}
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for tile in &self.tiles {
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for tile in &self.tiles {
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17
src/room.rs
17
src/room.rs
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@ -100,10 +100,14 @@ impl From<String> for Room {
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let mut tiles: Vec<String> = Vec::new();
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let mut tiles: Vec<String> = Vec::new();
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for line in lines.into_iter() {
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for line in lines.into_iter() {
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let line: Vec<&str> = line
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let comma_separated = line.contains(","); // old room format?
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.split(if line.contains(",") {","} else {""}) // old room format?
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let mut line: Vec<&str> = line
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.split(if comma_separated {","} else {""})
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.collect();
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.collect();
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if ! comma_separated { line = line[1..].to_owned(); }
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let line = line[..16].to_owned();
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for tile_id in line {
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for tile_id in line {
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tiles.push(tile_id.to_string());
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tiles.push(tile_id.to_string());
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}
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}
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@ -136,9 +140,16 @@ impl Room {
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let sqrt = (self.tiles.len() as f64).sqrt() as usize; // 8 for SD, 16 for HD
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let sqrt = (self.tiles.len() as f64).sqrt() as usize; // 8 for SD, 16 for HD
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for line in self.tiles.chunks(sqrt) {
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for line in self.tiles.chunks(sqrt) {
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for tile in line {
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for tile in line {
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tiles.push_str(&format!("{},", tile));
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tiles.push_str(tile);
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if room_format == RoomFormat::CommaSeparated {
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tiles.push(',');
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}
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}
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}
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if room_format == RoomFormat::CommaSeparated {
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tiles.pop(); // remove trailing comma
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tiles.pop(); // remove trailing comma
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}
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tiles.push_str("\n");
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tiles.push_str("\n");
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}
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}
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tiles.pop(); // remove trailing newline
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tiles.pop(); // remove trailing newline
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