bitsy-parser/src/game.rs

1121 lines
36 KiB
Rust

use crate::{Dialogue, Ending, Font, Image, Item, Palette, Room, Sprite, TextDirection, Tile, Variable, transform_line_endings, new_unique_id, try_id, Instance, Error};
use loe::TransformMode;
use std::collections::HashMap;
use std::borrow::BorrowMut;
use std::fmt;
use crate::error::NotFound;
/// 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<RoomFormat, InvalidRoomFormat> {
match str {
"0" => Ok(RoomFormat::Contiguous),
"1" => Ok(RoomFormat::CommaSeparated),
_ => Err(InvalidRoomFormat),
}
}
}
impl fmt::Display for RoomFormat {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
write!(f, "{}", match &self {
RoomFormat::Contiguous => 0,
RoomFormat::CommaSeparated => 1,
})
}
}
/// in very early versions of Bitsy, a room was called a "set"
#[derive(Debug, Eq, PartialEq, Copy, Clone)]
pub enum RoomType {Room, Set}
impl ToString for RoomType {
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 enum VersionError {
MissingParts,
ExtraneousParts,
MalformedInteger,
}
impl fmt::Display for VersionError {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
write!(f, "{}", match self {
VersionError::MissingParts => "Not enough parts supplied for version",
VersionError::ExtraneousParts => "Too many parts supplied for version",
VersionError::MalformedInteger => "Version did not contain valid integers",
})
}
}
impl std::error::Error for VersionError {}
impl Version {
fn from(str: &str) -> Result<Version, VersionError> {
let parts: Vec<&str> = str.split('.').collect();
if parts.len() < 2 {
Err(VersionError::MissingParts)
} else if parts.len() > 2 {
Err(VersionError::ExtraneousParts)
} else if let (Ok(major), Ok(minor)) = (parts[0].parse(), parts[1].parse()) {
Ok(Version { major, minor })
} else {
Err(VersionError::MalformedInteger)
}
}
}
#[derive(Clone, Debug, PartialEq)]
pub struct Game {
pub name: String,
pub version: Option<Version>,
pub room_format: Option<RoomFormat>,
pub(crate) room_type: RoomType,
pub font: Font,
/// used if font is `Font::Custom`
pub custom_font: Option<String>,
pub text_direction: TextDirection,
pub palettes: Vec<Palette>,
pub rooms: Vec<Room>,
pub tiles: Vec<Tile>,
pub sprites: Vec<Sprite>,
pub items: Vec<Item>,
pub dialogues: Vec<Dialogue>,
pub endings: Vec<Ending>,
pub variables: Vec<Variable>,
pub font_data: Option<String>, // todo make this an actual struct for parsing
/// true if CRLF (Windows), otherwise LF (unix/mac)
pub(crate) line_endings_crlf: bool,
}
impl Game {
pub fn from(string: String) -> Result<(Game, Vec<crate::Error>), crate::error::NotFound> {
if string.trim() == "" {
return Err(crate::error::NotFound::Anything);
}
let mut warnings = Vec::new();
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 = crate::segments_from_str(&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<Dialogue> = Vec::new();
let mut endings: Vec<Ending> = Vec::new();
let mut variables: Vec<Variable> = Vec::new();
let mut font_data: Option<String> = 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<Palette> = Vec::new();
let mut rooms: Vec<Room> = Vec::new();
let mut tiles: Vec<Tile> = Vec::new();
let mut sprites: Vec<Sprite> = Vec::new();
let mut items: Vec<Item> = Vec::new();
let mut avatar_exists = false;
// todo can we use multithreading here?
for segment in segments {
if segment.starts_with("# BITSY VERSION") {
let segment = segment.replace("# BITSY VERSION ", "");
let result = Version::from(&segment);
if let Ok(v) = result {
version = Some(v);
} else {
warnings.push(Error::Version);
}
} 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" {
text_direction = TextDirection::RightToLeft;
} else if segment.starts_with("PAL ") {
let result = Palette::from_str(&segment);
if let Ok((palette, mut errors)) = result {
palettes.push(palette);
warnings.append(&mut errors);
} else {
warnings.push(result.unwrap_err());
}
} 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 result = Sprite::from_str(&segment);
if let Ok(sprite) = result {
avatar_exists |= sprite.id == "A";
sprites.push(sprite);
} else {
warnings.push(result.unwrap_err());
}
} else if segment.starts_with("ITM ") {
let result = Item::from_str(&segment);
if let Ok(item) = result {
items.push(item);
} else {
warnings.push(result.unwrap_err());
}
} else if segment.starts_with("DLG ") {
let result = Dialogue::from_str(&segment);
if let Ok(dialogue) = result {
dialogues.push(dialogue);
} else {
warnings.push(result.unwrap_err());
}
} else if segment.starts_with("END ") {
let result = Ending::from_str(&segment);
if let Ok(ending) = result {
endings.push(ending);
} else {
warnings.push(result.unwrap_err());
}
} else if segment.starts_with("VAR ") {
variables.push(Variable::from(segment));
} else if segment.starts_with("FONT ") {
font_data = Some(segment);
}
}
if ! avatar_exists {
warnings.push(crate::Error::Game { missing: 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,
},
warnings
)
)
}
/// todo refactor this into "get T by ID", taking a Vec<T> and an ID name?
pub fn get_sprite_by_id(&self, id: String) -> Result<&Sprite, crate::error::NotFound> {
let index = self.sprites.iter().position(
|sprite| sprite.id == id
);
match index {
Some(index) => Ok(&self.sprites[index]),
None => Err(crate::error::NotFound::Sprite),
}
}
pub fn get_tile_by_id(&self, id: String) -> Result<&Tile, crate::error::NotFound> {
let index = self.tiles.iter().position(
|tile| tile.id == id
);
match index {
Some(index) => Ok(&self.tiles[index]),
None => Err(crate::error::NotFound::Tile),
}
}
pub fn get_room_by_id(&self, id: String) -> Result<&Room, crate::error::NotFound> {
let index = self.rooms.iter().position(
|room| room.id == id
);
match index {
Some(index) => Ok(&self.rooms[index]),
None => Err(crate::error::NotFound::Room),
}
}
pub fn get_avatar(&self) -> Result<&Sprite, crate::error::NotFound> {
self.get_sprite_by_id("A".to_string())
}
// todo result
pub fn get_tiles_by_ids(&self, ids: Vec<String>) -> Vec<&Tile> {
let mut tiles: Vec<&Tile> = Vec::new();
for id in ids {
if let Ok(tile) = self.get_tile_by_id(id) {
tiles.push(tile);
}
}
tiles
}
pub fn get_tiles_for_room(&self, id: String) -> Result<Vec<&Tile>, crate::error::NotFound> {
let room = self.get_room_by_id(id)?;
let mut tile_ids = room.tiles.clone();
tile_ids.sort();
tile_ids.dedup();
// remove "0" as this isn't a real tile
if let Some(zero_index) = tile_ids.iter().position(|i| i == "0") {
tile_ids.remove(zero_index);
}
// todo remove Ok once get_tiles_by_ids 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
let mut palette_id_changes: HashMap<String, String> = HashMap::new();
let mut tile_id_changes: HashMap<String, String> = HashMap::new();
let mut dialogue_id_changes: HashMap<String, String> = HashMap::new();
let mut ending_id_changes: HashMap<String, String> = HashMap::new();
let mut item_id_changes: HashMap<String, String> = HashMap::new();
let mut room_id_changes: HashMap<String, String> = HashMap::new();
let mut sprite_id_changes: HashMap<String, String> = HashMap::new();
fn insert_if_different(map: &mut HashMap<String, String>, old: String, new: String) {
if old != new && ! map.contains_key(&old) {
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 {
insert_if_different(
palette_id_changes.borrow_mut(),
palette.id.clone(),
self.add_palette(palette.clone())
);
}
// a room has tiles, so handle before room
for tile in &game.tiles {
insert_if_different(
tile_id_changes.borrow_mut(),
tile.id.clone(),
self.add_tile(tile.clone())
);
}
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);
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 {
insert_if_different(
ending_id_changes.borrow_mut(),
ending.id.clone(),
self.add_ending(ending.clone())
);
}
// 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 let Some(key) = item.dialogue_id.clone() {
if let Some(change) = dialogue_id_changes.get(&key) {
item.dialogue_id = Some(change.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
let mut all_room_ids = self.room_ids();
for room in &game.rooms {
let old = room.id.clone();
let new = try_id(&all_room_ids, &room.id);
insert_if_different(room_id_changes.borrow_mut(), old, new.clone());
all_room_ids.push(new);
}
// needs to be handled after palettes, tiles, items, exits, endings
// and before sprites
for room in &game.rooms {
let mut room = room.clone();
if let Some(room_id_change) = room_id_changes.get(&room.id) {
room.id = room_id_change.clone();
}
if let Some(key) = room.palette_id.clone() {
if let Some(change) = palette_id_changes.get(&key) {
room.palette_id = Some(change.clone());
}
}
room.change_tile_ids(&tile_id_changes);
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();
let key = exit.exit.room_id.clone();
if let Some(change) = room_id_changes.get(&key) {
exit.exit.room_id = change.clone();
}
if let Some(key) = exit.dialogue_id.clone() {
if let Some(dialogue_change) = dialogue_id_changes.get(&key) {
exit.dialogue_id = Some(dialogue_change.clone());
}
}
exit
}).collect();
room.endings = room.endings.iter().map(|ending| {
let mut ending = ending.clone();
let key = ending.id.clone();
if let Some(change) = ending_id_changes.get(&key) {
ending.id = change.clone();
}
ending
}).collect();
self.add_room(room);
}
// a sprite has a dialogue ID, so we need to handle sprites after dialogues
// a sprite has a position in a room, so we need to handle sprites after rooms
for sprite in &game.sprites {
let mut sprite = sprite.clone();
// avoid having two avatars
if sprite.id == "A" {
sprite.id = "0".to_string(); // just a default value for later replacement
}
if let Some(key) = sprite.dialogue_id.clone() {
if dialogue_id_changes.contains_key(&key) {
sprite.dialogue_id = Some(dialogue_id_changes[&key].clone());
}
}
if let Some(key) = sprite.room_id.clone() {
if let Some(change) = room_id_changes.get(&key) {
sprite.room_id = Some(change.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);
}
}
}
impl ToString for Game {
fn to_string(&self) -> String {
let mut segments: Vec<String> = 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 {
// some dialogues are multiline (starting/ending with `"""`) but have no contents
// and this kinda messes things up when trying to export unmodified dialogues
// in their original format for testing purposes
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
pub fn palette_ids(&self) -> Vec<String> {
self.palettes.iter().map(|palette| palette.id.clone()).collect()
}
pub fn tile_ids(&self) -> Vec<String> {
self.tiles.iter().map(|tile| tile.id.clone()).collect()
}
pub fn sprite_ids(&self) -> Vec<String> {
self.sprites.iter().map(|sprite| sprite.id.clone()).collect()
}
pub fn room_ids(&self) -> Vec<String> {
self.rooms.iter().map(|room| room.id.clone()).collect()
}
pub fn item_ids(&self) -> Vec<String> {
self.items.iter().map(|item| item.id.clone()).collect()
}
pub fn dialogue_ids(&self) -> Vec<String> {
self.dialogues.iter().map(|dialogue| dialogue.id.clone()).collect()
}
pub fn ending_ids(&self) -> Vec<String> {
self.endings.iter().map(|ending| ending.id.clone()).collect()
}
pub fn variable_ids(&self) -> Vec<String> {
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`
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())
}
pub fn get_palette(&self, id: &str) -> Option<&Palette> {
self.palettes.iter().find(|palette| palette.id == id)
}
/// todo refactor?
pub fn get_tile_id(&self, matching_tile: &Tile) -> Option<String> {
for tile in &self.tiles {
if tile == matching_tile {
return Some(tile.id.clone());
}
}
None
}
pub fn find_tile_with_animation(&self, animation: &[Image]) -> Option<&Tile> {
self.tiles.iter().find(|&tile| tile.animation_frames.as_slice() == animation)
}
/// adds a palette safely and returns the ID
pub fn add_palette(&mut self, mut palette: Palette) -> String {
let new_id = try_id(&self.palette_ids(), &palette.id);
if new_id != palette.id {
palette.id = new_id.clone();
}
self.palettes.push(palette);
new_id
}
/// adds a tile safely and returns the ID
pub fn add_tile(&mut self, mut tile: Tile) -> String {
if tile.id == "0" || self.tile_ids().contains(&tile.id) {
let new_id = self.new_tile_id();
if new_id != tile.id {
tile.id = new_id;
}
}
let id = tile.id.clone();
self.tiles.push(tile);
id
}
/// adds a sprite safely and returns the ID
pub fn add_sprite(&mut self, mut sprite: Sprite) -> String {
let new_id = try_id(&self.sprite_ids(), &sprite.id);
if new_id != sprite.id {
sprite.id = new_id.clone();
}
self.sprites.push(sprite);
new_id
}
/// adds an item safely and returns the ID
pub fn add_item(&mut self, mut item: Item) -> String {
let new_id = try_id(&self.item_ids(), &item.id);
if new_id != item.id {
item.id = new_id.clone();
}
self.items.push(item);
new_id
}
/// adds a dialogue safely and returns the ID
pub fn add_dialogue(&mut self, mut dialogue: Dialogue) -> String {
let new_id = try_id(&self.dialogue_ids(), &dialogue.id);
if new_id != dialogue.id {
dialogue.id = new_id.clone();
}
self.dialogues.push(dialogue);
new_id
}
/// adds an ending safely and returns the ID
pub fn add_ending(&mut self, mut ending: Ending) -> String {
let new_id = try_id(&self.ending_ids(), &ending.id);
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);
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);
if new_id != variable.id {
variable.id = new_id.clone();
}
new_id
}
/// todo I think I need a generic `dedupe(&mut self, Vec<T>)` function
/// it would have to take a closure for comparing a given T (see the background_tile below)
/// and a closure for what to do with the changed IDs
pub fn dedupe_tiles(&mut self) {
let mut tiles_temp = self.tiles.clone();
let mut unique_tiles: Vec<Tile> = Vec::new();
let mut tile_id_changes: HashMap<String, String> = HashMap::new();
while !tiles_temp.is_empty() {
let tile = tiles_temp.pop().unwrap();
if tile == crate::mock::tile_background() {
tile_id_changes.insert(tile.id, "0".to_string());
} else if tiles_temp.contains(&tile) {
tile_id_changes.insert(
tile.id.clone(),
self.get_tile_id(&tile).unwrap()
);
} else {
unique_tiles.push(tile);
}
}
for room in &mut self.rooms {
room.change_tile_ids(&tile_id_changes);
}
unique_tiles.reverse();
self.tiles = unique_tiles;
}
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()
}
}
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()
}
}
fn font_line(&self) -> String {
match self.font {
Font::AsciiSmall => "".to_string(),
Font::Custom => format!("\n\nDEFAULT_FONT {}", self.custom_font.as_ref().unwrap()),
_ => format!("\n\nDEFAULT_FONT {}", self.font.to_string().unwrap()),
}
}
fn text_direction_line(&self) -> &str {
match self.text_direction {
TextDirection::RightToLeft => "\n\nTEXT_DIRECTION RTL",
_ => "",
}
}
/// older bitsy games do not specify a version, but we can infer 1.0
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
pub fn room_format(&self) -> RoomFormat {
self.room_format.unwrap_or(RoomFormat::Contiguous)
}
}
#[cfg(test)]
mod test {
use crate::{TextDirection, Font, Version, Game, Tile, Image, Palette, Colour};
#[test]
fn game_from_string() {
let (output, _error) = Game::from(
include_str!["test-resources/default.bitsy"].to_string()
).unwrap();
let expected = crate::mock::game_default();
assert_eq!(output, expected);
}
#[test]
fn 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 tile_ids() {
assert_eq!(crate::mock::game_default().tile_ids(), vec!["a".to_string()]);
}
#[test]
fn 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<Tile> = 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 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 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 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 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 add_item() {
let mut game = crate::mock::game_default();
game.add_item(crate::mock::item());
game.add_item(crate::mock::item());
let expected = vec![
"0".to_string(), "1".to_string(), "6".to_string(), "2".to_string()
];
assert_eq!(game.item_ids(), expected);
}
#[test]
fn 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(), "2".to_string(), "3".to_string()]
);
assert_eq!(
game.dialogue_ids(),
vec![
"0".to_string(),
"1".to_string(),
"2".to_string(),
"3".to_string(),
"4".to_string(),
"5".to_string()
]
);
assert_eq!(game.palette_ids(), vec!["0".to_string(), "1".to_string()]);
assert_eq!(
game.get_room_by_id("1".to_string()).unwrap().palette_id,
Some("1".to_string())
);
// test sprites in non-zero rooms in merged game
let mut game_a = crate::mock::game_default();
let mut game_b = crate::mock::game_default();
let mut room = crate::mock::room();
let mut sprite = crate::mock::sprite();
let room_id = "2".to_string();
room.id = room_id.clone();
sprite.room_id = Some(room_id.clone());
game_b.add_sprite(sprite);
game_a.merge(&game_b);
assert_eq!(game_a.get_sprite_by_id("2".to_string()).unwrap().room_id, Some(room_id));
}
#[test]
fn dedupe_tiles() {
let mut game = crate::mock::game_default();
game.add_tile(crate::mock::tile_default());
game.add_tile(crate::mock::tile_default());
game.add_tile(crate::mock::tile_background());
game.dedupe_tiles();
assert_eq!(game.tiles, vec![crate::mock::tile_default()]);
let tile_a = Tile {
id: "0".to_string(),
name: Some("apple".to_string()),
wall: Some(true),
animation_frames: vec![Image {
pixels: vec![
0,1,1,0,1,1,0,1,
0,1,1,0,1,1,0,1,
1,0,1,0,1,0,0,1,
1,0,1,0,1,0,0,1,
0,0,0,0,1,1,1,1,
0,0,0,0,1,1,1,1,
1,1,0,1,1,0,1,1,
1,1,0,1,1,0,1,1,
]
}],
colour_id: Some(1)
};
let tile_b = Tile {
id: "1".to_string(),
name: Some("frogspawn".to_string()),
wall: Some(false),
animation_frames: vec![Image {
pixels: vec![
1,0,1,0,1,0,0,1,
0,1,1,0,1,1,0,1,
0,1,1,0,1,1,0,1,
1,1,0,1,1,0,1,1,
1,0,1,0,1,0,0,1,
0,0,0,0,1,1,1,1,
0,0,0,0,1,1,1,1,
1,1,0,1,1,0,1,1,
]
}],
colour_id: None
};
game.add_tile(tile_a.clone());
game.add_tile(tile_b.clone());
game.add_tile(tile_a.clone());
game.add_tile(tile_b.clone());
game.dedupe_tiles();
assert_eq!(game.tiles, vec![crate::mock::tile_default(), tile_a, tile_b]);
}
#[test]
fn find_tile_with_animation() {
let game = crate::mock::game_default();
let animation = vec![Image { pixels: vec![
1, 1, 1, 1, 1, 1, 1, 1,
1, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 1, 1, 0, 0, 1,
1, 0, 0, 1, 1, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 1,
1, 1, 1, 1, 1, 1, 1, 1,
]}];
let output = game.find_tile_with_animation(&animation);
let expected = Some(&game.tiles[0]);
assert_eq!(output, expected);
}
#[test]
fn empty_game_data_throws_error() {
assert_eq!(Game::from("".to_string() ).unwrap_err(), crate::error::NotFound::Anything);
assert_eq!(Game::from(" \n \r\n".to_string()).unwrap_err(), crate::error::NotFound::Anything);
}
#[test]
fn get_palette() {
let mut game = crate::mock::game_default();
let new_palette = Palette {
id: "1".to_string(),
name: Some("sadness".to_string()),
colours: vec![
Colour { red: 133, green: 131, blue: 111 },
Colour { red: 105, green: 93, blue: 104 },
Colour { red: 62, green: 74, blue: 76 },
]
};
game.add_palette(new_palette.clone());
assert_eq!(game.get_palette("0").unwrap(), &crate::mock::game_default().palettes[0]);
assert_eq!(game.get_palette("1").unwrap(), &new_palette);
assert_eq!(game.get_palette("2"), None);
}
}