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use crate::{interaction::Recipe, protocol::TileIndex};
use glam::{IVec2, Vec2};
use serde::{Deserialize, Serialize};
use std::{collections::HashMap, sync::RwLock};

#[derive(Debug, Deserialize, Serialize, Clone, Copy, Default)]
#[serde(rename_all = "snake_case")]
pub enum Action {
    #[default]
    Never,
    Passive(f32),
    Active(f32),
    Instant,
}

#[derive(Debug, Clone, Deserialize, Serialize)]
pub struct RecipeDecl {
    #[serde(default)]
    pub tile: Option<String>,
    #[serde(default)]
    pub inputs: Vec<String>,
    #[serde(default)]
    pub outputs: Vec<String>,
    #[serde(default)]
    pub action: Action,
}

#[derive(Debug, Clone, Deserialize)]
pub struct InitialMap {
    map: Vec<String>,
    tiles: HashMap<String, String>,
}

#[derive(Debug, Clone, Serialize, Deserialize, Default)]
pub struct Gamedata {
    pub recipes: Vec<Recipe>,
    pub item_names: Vec<String>,
    pub tile_names: Vec<String>,
    #[serde(skip)]
    pub initial_map: HashMap<IVec2, TileIndex>,
    pub chef_spawn: Vec2,
    pub customer_spawn: Vec2,
}

pub fn build_gamedata(recipes_in: Vec<RecipeDecl>, map_in: InitialMap) -> Gamedata {
    let item_names = RwLock::new(Vec::new());
    let tile_names = RwLock::new(Vec::new());
    let mut recipes = Vec::new();

    for r in recipes_in {
        let r2 = r.clone();
        let mut inputs = r.inputs.into_iter().map(|i| register(&item_names, i));
        let mut outputs = r.outputs.into_iter().map(|o| register(&item_names, o));
        let tile = r.tile.map(|t| register(&tile_names, t));
        match r.action {
            Action::Never => {}
            Action::Passive(duration) => recipes.push(Recipe::Passive {
                duration,
                tile,
                input: inputs.next().expect("passive recipe without input"),
                output: outputs.next(),
            }),
            Action::Active(duration) => recipes.push(Recipe::Active {
                duration,
                tile,
                input: inputs.next().expect("active recipe without input"),
                outputs: [outputs.next(), outputs.next()],
            }),
            Action::Instant => {
                recipes.push(Recipe::Instant {
                    tile,
                    inputs: [inputs.next(), inputs.next()],
                    outputs: [outputs.next(), outputs.next()],
                });
            }
        }
        assert_eq!(inputs.next(), None, "{r2:?}");
        assert_eq!(outputs.next(), None, "{r2:?}");
    }

    let mut chef_spawn = Vec2::new(0., 0.);
    let mut customer_spawn = Vec2::new(0., 0.);
    let mut initial_map = HashMap::new();
    for (y, line) in map_in.map.iter().enumerate() {
        for (x, tile) in line.trim().char_indices() {
            let pos = IVec2::new(x as i32, y as i32);
            let mut tilename = map_in.tiles[&tile.to_string()].clone();
            if tilename == "chef-spawn" {
                chef_spawn = pos.as_vec2();
                tilename = "floor".to_owned();
            }
            if tilename == "customer-spawn" {
                customer_spawn = pos.as_vec2();
                tilename = "floor".to_owned();
            }
            let tile = register(&tile_names, tilename);
            initial_map.insert(pos, tile);
        }
    }

    Gamedata {
        recipes,
        initial_map,
        item_names: item_names.into_inner().unwrap(),
        tile_names: tile_names.into_inner().unwrap(),
        chef_spawn,
        customer_spawn,
    }
}

fn register(db: &RwLock<Vec<String>>, name: String) -> usize {
    let mut db = db.write().unwrap();
    if let Some(index) = db.iter().position(|e| e == &name) {
        index
    } else {
        let index = db.len();
        db.push(name);
        index
    }
}

impl Gamedata {
    pub fn get_tile(&self, name: &str) -> Option<TileIndex> {
        self.tile_names.iter().position(|t| t == name)
    }
}
impl Action {
    pub fn duration(&self) -> f32 {
        match self {
            Action::Instant | Action::Never => 0.,
            Action::Passive(x) | Action::Active(x) => *x,
        }
    }
}