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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)]
pub struct DemandDecl {
from: String,
to: String,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct Demand {
pub from: usize,
pub to: usize,
}
#[derive(Debug, Clone, Serialize, Deserialize, Default)]
pub struct Gamedata {
pub recipes: Vec<Recipe>,
pub demands: Vec<Demand>,
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,
demands_in: Vec<DemandDecl>,
) -> Gamedata {
let item_names = RwLock::new(Vec::new());
let tile_names = RwLock::new(Vec::new());
let mut recipes = Vec::new();
let mut demands = 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:?}");
}
for d in demands_in {
demands.push(Demand {
from: register(&item_names, d.from),
to: register(&item_names, d.to),
})
}
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 {
demands,
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)
}
pub fn get_item(&self, name: &str) -> Option<TileIndex> {
self.item_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,
}
}
}
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