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; use std::str::FromStr; use std::collections::HashMap; use std::borrow::BorrowMut; /// 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} #[derive(Debug)] pub struct InvalidRoomFormat; impl RoomFormat { fn from(str: &str) -> Result { match str { "0" => Ok(RoomFormat::Contiguous), "1" => Ok(RoomFormat::CommaSeparated), _ => 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} #[derive(Debug)] pub struct InvalidRoomType; impl RoomType { #[inline] fn from(string: &str) -> Result { match string { "ROOM" => Ok(RoomType::Room), "SET" => Ok(RoomType::Set), _ => Err(InvalidRoomType), } } } impl ToString for RoomType { #[inline] fn to_string(&self) -> String { match &self { RoomType::Set => "SET", RoomType::Room => "ROOM", }.to_string() } } #[derive(Debug, Eq, PartialEq, Copy, Clone)] pub struct Version { pub major: u8, pub minor: u8, } #[derive(Debug)] pub struct InvalidVersion; impl Version { #[inline] fn from(str: &str) -> Result { let parts: Vec<&str> = str.split(".").collect(); if parts.len() == 2 { Ok(Version { major: parts[0].parse().unwrap(), minor: parts[1].parse().unwrap(), }) } else { Err (InvalidVersion) } } } #[derive(Debug)] pub enum NotFound { Avatar, Room, Sprite, Tile, } #[derive(Clone, Debug, PartialEq)] pub struct Game { pub name: String, pub version: Option, pub room_format: Option, pub(crate) room_type: RoomType, pub font: Font, pub custom_font: Option, // used if font is Font::Custom pub text_direction: TextDirection, pub palettes: Vec, pub rooms: Vec, pub tiles: Vec, pub sprites: Vec, pub items: Vec, pub dialogues: Vec, pub endings: Vec, pub variables: Vec, pub font_data: Option, // todo make this an actual struct for parsing pub(crate) line_endings_crlf: bool, // otherwise lf (unix/mac) } #[derive(Debug)] pub struct GameHasNoAvatar; // todo no tiles? no rooms? no palettes? turn this into an enum? impl Game { #[inline] pub fn from(string: String) -> Result { let line_endings_crlf = string.contains("\r\n"); let mut string = string; if line_endings_crlf { string = transform_line_endings(string, TransformMode::LF) } let string = string.trim_start_matches("\n").to_string(); let mut segments = segments_from_string(string); let mut name = "".to_string(); // 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 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 ") ) { name = segments[0].to_string(); segments = segments[1..].to_owned(); } let segments = segments; let name = name; let mut dialogues: Vec = Vec::new(); let mut endings: Vec = Vec::new(); let mut variables: Vec = Vec::new(); let mut font_data: Option = None; 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; let mut palettes: Vec = Vec::new(); let mut rooms: Vec = Vec::new(); let mut tiles: Vec = Vec::new(); let mut sprites: Vec = Vec::new(); let mut items: Vec = Vec::new(); let mut avatar_exists = false; for segment in segments { if segment.starts_with("# BITSY VERSION") { let segment = segment.replace("# BITSY VERSION ", ""); let segment = Version::from(&segment); if segment.is_ok() { version = Some(segment.unwrap()); } } else if segment.starts_with("! ROOM_FORMAT") { let segment = segment.replace("! ROOM_FORMAT ", ""); 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 ") { palettes.push(Palette::from(segment)); } else if segment.starts_with("ROOM ") || segment.starts_with("SET ") { if segment.starts_with("SET ") { room_type = RoomType::Set; } rooms.push(Room::from(segment)); } else if segment.starts_with("TIL ") { tiles.push(Tile::from(segment)); } else if segment.starts_with("SPR ") { let sprite = Sprite::from(segment); if sprite.is_ok() { let sprite = sprite.unwrap(); if ! avatar_exists && sprite.id == "A".to_string() { avatar_exists = true; } sprites.push(sprite); } } else if segment.starts_with("ITM ") { items.push(Item::from(segment)); } else if segment.starts_with("DLG ") { dialogues.push(Dialogue::from(segment)); } else if segment.starts_with("END ") { let ending = Ending::from_str(&segment); if ending.is_ok() { endings.push(ending.unwrap()); } } else if segment.starts_with("VAR ") { variables.push(Variable::from(segment)); } else if segment.starts_with("FONT ") { font_data = Some(segment); } } if ! avatar_exists { return Err(NotFound::Avatar); } 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, } ) } /// todo refactor this into "get T by ID", taking a Vec 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() { 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) -> 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, 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)) } // return? array of changes made? error/ok? pub fn merge(&mut self, game: Game) { // 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 let mut palette_id_changes: HashMap = HashMap::new(); let mut tile_id_changes: HashMap = HashMap::new(); let mut dialogue_id_changes: HashMap = HashMap::new(); let mut ending_id_changes: HashMap = HashMap::new(); let mut item_id_changes: HashMap = HashMap::new(); let mut room_id_changes: HashMap = HashMap::new(); let mut sprite_id_changes: HashMap = HashMap::new(); fn insert_if_different(map: &mut HashMap, 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 for palette in game.palettes { let new_id = self.add_palette(palette.clone()); insert_if_different(palette_id_changes.borrow_mut(), palette.id.clone(),new_id); } // a room has tiles, so handle before room for tile in game.tiles { let new_id = self.add_tile(tile.clone()); insert_if_different(tile_id_changes.borrow_mut(), tile.id.clone(), new_id); } for variable in game.variables { // 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 for dialogue in game.dialogues { 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); } // an ending lives in a room, so handle endings before rooms for ending in game.endings { 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); } // 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 { let new_id = try_id(self.room_ids(), room.id.clone()); insert_if_different(room_id_changes.borrow_mut(), room.id.clone(), new_id); } // needs to be handled after palettes, tiles, items, exits, endings // and before sprites for room in &game.rooms { let mut room = room.clone(); if room_id_changes.contains_key(&room.id) { room.id = room_id_changes[&room.id].clone(); } if room.palette_id.is_some() { let key = room.palette_id.clone().unwrap(); if palette_id_changes.contains_key(&key) { room.palette_id = Some(room_id_changes[&key].clone()); } } let mut tiles = Vec::new(); for tile_id in &room.tiles { tiles.push(if tile_id_changes.contains_key(tile_id) { tile_id_changes.get(tile_id).unwrap() } else { tile_id }.clone()); } room.tiles = tiles; 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(); if room_id_changes.contains_key(&exit.exit.room_id) { exit.exit.room_id = room_id_changes[&exit.exit.room_id].clone(); } exit }).collect(); room.endings = room.endings.iter().map(|ending| { let mut ending = ending.clone(); if ending_id_changes.contains_key(&ending.id) { ending.id = ending_id_changes[&ending.id].clone(); } ending }).collect(); self.add_room(room.to_owned()); } // 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 for sprite in game.sprites { 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) { sprite.room_id = Some(room_id_changes[&key].clone()); } } 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); } // does deduplication need to be its own function? // should this function just add everything and we can dedupe later? } } impl ToString for Game { #[inline] fn to_string(&self) -> String { let mut segments: Vec = Vec::new(); // todo refactor for palette in &self.palettes { segments.push(palette.to_string()); } for room in &self.rooms { segments.push(room.to_string(self.room_format(), self.room_type)); } for tile in &self.tiles { segments.push(tile.to_string()); } for sprite in &self.sprites { segments.push(sprite.to_string()); } for item in &self.items { segments.push(item.to_string()); } for dialogue in &self.dialogues { // this replacement is silly but see segments_from_string() for explanation segments.push(dialogue.to_string().replace("\"\"\"\n\"\"\"", "")); } 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} ) } } impl Game { // todo dedupe #[inline] pub fn palette_ids(&self) -> Vec { self.palettes.iter().map(|palette| palette.id.clone()).collect() } #[inline] pub fn tile_ids(&self) -> Vec { self.tiles.iter().map(|tile| tile.id.clone()).collect() } #[inline] pub fn sprite_ids(&self) -> Vec { self.sprites.iter().map(|sprite| sprite.id.clone()).collect() } #[inline] pub fn room_ids(&self) -> Vec { self.rooms.iter().map(|room| room.id.clone()).collect() } #[inline] pub fn item_ids(&self) -> Vec { self.items.iter().map(|item| item.id.clone()).collect() } #[inline] pub fn dialogue_ids(&self) -> Vec { self.dialogues.iter().map(|dialogue| dialogue.id.clone()).collect() } #[inline] pub fn ending_ids(&self) -> Vec { self.endings.iter().map(|ending| ending.id.clone()).collect() } #[inline] pub fn variable_ids(&self) -> Vec { self.variables.iter().map(|variable| variable.id.clone()).collect() } // todo dedupe? pub fn new_palette_id(&self) -> String { new_unique_id(self.palette_ids()) } /// 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] 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) } 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()) } 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()) } /// adds a palette safely and returns the new palette ID #[inline] pub fn add_palette(&mut self, mut palette: Palette) -> String { let new_id = self.new_palette_id(); palette.id = new_id.clone(); self.palettes.push(palette); new_id } /// adds a tile safely and returns the new tile ID #[inline] pub fn add_tile(&mut self, mut tile: Tile) -> String { let new_id = self.new_tile_id(); tile.id = new_id.clone(); self.tiles.push(tile); new_id } /// adds a sprite safely and returns the new sprite ID #[inline] pub fn add_sprite(&mut self, mut sprite: Sprite) -> String { let new_id = self.new_sprite_id(); sprite.id = new_id.clone(); self.sprites.push(sprite); new_id } /// adds an item safely and returns the new item ID #[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(); } self.items.push(item); new_id } /// adds a dialogue safely and returns the new dialogue ID #[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 } 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 { if self.version.is_some() { format!( "\n\n# BITSY VERSION {}.{}", self.version.as_ref().unwrap().major, self.version.as_ref().unwrap().minor ) } else { "".to_string() } } #[inline] fn room_format_line(&self) -> String { 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 { format!("\n\nDEFAULT_FONT {}", self.custom_font.as_ref().unwrap()) } else { format!("\n\nDEFAULT_FONT {}", self.font.to_string().unwrap()) } } } #[inline] fn text_direction_line(&self) -> &str { if self.text_direction == TextDirection::RightToLeft { "\n\nTEXT_DIRECTION RTL" } else { "" } } /// older bitsy games do not specify a version, but we can infer 1.0 #[inline] pub fn version(&self) -> Version { self.version.unwrap_or(Version { major: 1, minor: 0 }) } /// older bitsy games do not specify a room format, but we can infer 0 #[inline] pub fn room_format(&self) -> RoomFormat { self.room_format.unwrap_or(RoomFormat::Contiguous) } } #[cfg(test)] mod test { use crate::game::{Version, Game}; use crate::text::{TextDirection, Font}; use crate::tile::Tile; #[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); } #[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); } #[test] fn test_tile_ids() { assert_eq!(crate::mock::game_default().tile_ids(), vec!["a".to_string()]); } #[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 let mut game = crate::mock::game_default(); let mut tiles: Vec = Vec::new(); // 0 is reserved; upper bound is non-inclusive for n in 1..10 { if n != 4 { let mut new_tile = crate::mock::tile_default(); new_tile.id = format!("{}", n).to_string(); tiles.push(new_tile); } } game.tiles = tiles; assert_eq!(game.new_tile_id(), "4".to_string()); // fill in the space created above, then test that tile IDs get sorted let mut new_tile = crate::mock::tile_default(); new_tile.id = "4".to_string(); game.tiles.push(new_tile); assert_eq!(game.new_tile_id(), "a".to_string()); } #[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()); assert_eq!(game.tiles.len(), 2); let new_id = game.add_tile(crate::mock::tile_default()); assert_eq!(new_id, "2".to_string()); assert_eq!(game.tiles.len(), 3); } #[test] fn test_arabic() { let game = Game::from(include_str!("test-resources/arabic.bitsy").to_string()).unwrap(); assert_eq!(game.font, Font::Arabic); assert_eq!(game.text_direction, TextDirection::RightToLeft); } #[test] fn test_version_formatting() { let mut game = crate::mock::game_default(); game.version = Some(Version { major: 5, minor: 0 }); 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()]); } #[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()] ) } }