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//! The world contains all items of a session and the ways to manipulate them.
//! Generally speaking, manipulation will be done on the server side and then
//! the changes are sent to the client.
pub mod component;
pub mod icon;
pub mod room;
pub mod wall;
pub use component::*;
pub use icon::*;
pub use room::*;
pub use wall::*;
use crate::stable_vec::StableVec;
use ron::de::from_reader;
use ron::ser::{to_string_pretty, PrettyConfig};
use serde::{Deserialize, Serialize};
use std::fs::File;
use std::io::{self, Write};
use std::path::Path;
/// Main structure that contains all information about a world necessary to argue
/// about structures in it. It can be persistified and loaded from disk, as well
/// as sent over the network. Everything in it is assigned an id to make it easy
/// to argue about a specific item. IDs may only be assigned by the server, not
/// the client, since otherwise multiple clients may try to create the same item.
#[derive(Debug, Serialize, Deserialize)]
pub struct World {
rooms: StableVec<Room>,
walls: StableVec<Wall>,
icons: StableVec<Icon>,
used_ids: StableVec<()>,
}
impl World {
/// Create a new, empty world.
pub fn new() -> Self {
Self {
rooms: StableVec::new(),
walls: StableVec::new(),
icons: StableVec::new(),
used_ids: StableVec::new(),
}
}
/// Remove all items from the world, leaving it empty.
pub fn clear(&mut self) {
self.rooms.clear();
self.walls.clear();
self.icons.clear();
self.used_ids.clear();
}
/// Remove the item with the given id. Returns `false` in case no item with
/// such an id existed in the first place.
pub fn remove(&mut self, id: usize) -> bool {
if self.used_ids.remove(id).is_none() {
return false;
}
if self.rooms.remove(id).is_some() {
true
} else if self.walls.remove(id).is_some() {
true
} else if self.icons.remove(id).is_some() {
true
} else {
panic!("used_ids and the actual ids are out of sync")
}
}
/// Create a world from the raw parts of the world. The components must fit,
/// meaning no id must exist twice and the used ids must correspond to the
/// actually used ids. Use with care.
pub fn from_raw_unchecked(
rooms: StableVec<Room>,
walls: StableVec<Wall>,
icons: StableVec<Icon>,
used_ids: StableVec<()>,
) -> Self {
Self {
rooms,
walls,
icons,
used_ids,
}
}
/// Load the world data from a file. Fails if the file does not exist or
/// cannot be correctly parsed.
pub fn load_from_file<P: AsRef<Path>>(path: P) -> io::Result<Self> {
let file = File::open(&path)?;
let data: Self = match from_reader(file) {
Ok(data) => data,
Err(err) => {
return Err(io::Error::new(io::ErrorKind::InvalidData, err));
}
};
Ok(data)
}
/// Write the world data to the file located at `path`. If the file already
/// exists, it will be overwritten. If the write fails, an IO-Error is returned.
pub fn write_to_file<P: AsRef<Path>>(&self, path: P) -> io::Result<()> {
let mut file = File::create(&path)?;
let pretty_conf = PrettyConfig::new()
.with_depth_limit(4)
.with_decimal_floats(true)
.with_separate_tuple_members(true)
.with_indentor("\t".to_owned());
let string = match to_string_pretty(&self, pretty_conf) {
Ok(string) => string,
Err(err) => {
return Err(io::Error::new(io::ErrorKind::InvalidInput, err));
}
};
file.write_all(&string.as_bytes())
}
/// Add a room to the world. Currently, holes are not supported in the polygon, but this might
/// change later.
pub fn push_room(&mut self, room: Room) -> usize {
let id = self.used_ids.insert_anywhere(());
self.rooms
.try_insert(id, room)
.expect("Id vecs out of sync");
id
}
/// Add a wall to the world.
pub fn push_wall(&mut self, wall: Wall) -> usize {
let id = self.used_ids.insert_anywhere(());
self.walls
.try_insert(id, wall)
.expect("Id vecs out of sync");
id
}
/// Add an icon to the world.
pub fn push_icon(&mut self, icon: Icon) -> usize {
let id = self.used_ids.insert_anywhere(());
self.icons
.try_insert(id, icon)
.expect("Id vecs out of sync");
id
}
/// Get all icons of the world.
pub fn icons(&self) -> &StableVec<Icon> {
&self.icons
}
/// Get an icon mutably.
pub fn get_icon_mut(&mut self, id: usize) -> Option<&mut Icon> {
self.icons.get_mut(id)
}
/// Get all rooms of the world.
pub fn rooms(&self) -> &StableVec<Room> {
&self.rooms
}
/// Get a room mutably.
pub fn get_room_mut(&mut self, id: usize) -> Option<&mut Room> {
self.rooms.get_mut(id)
}
/// Get all walls of the world.
pub fn walls(&self) -> &StableVec<Wall> {
&self.walls
}
/// Get a wall mutably.
pub fn get_wall_mut(&mut self, id: usize) -> Option<&mut Wall> {
self.walls.get_mut(id)
}
pub fn get_mut(&mut self, id: usize) -> Option<&mut dyn Component> {
if let Some(c) = self.rooms.get_mut(id) {
Some(c as &mut dyn Component)
} else if let Some(c) = self.walls.get_mut(id) {
Some(c as &mut dyn Component)
} else if let Some(c) = self.icons.get_mut(id) {
Some(c as &mut dyn Component)
} else {
None
}
}
}
impl Default for World {
fn default() -> Self {
Self::new()
}
}
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