Galactica/crates/content/src/lib.rs

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Rust
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#![warn(missing_docs)]
//! This subcrate is responsible for loading, parsing, validating game content,
//! which is usually stored in `./content`.
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mod animautomaton;
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mod handle;
mod part;
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mod util;
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use anyhow::{bail, Context, Result};
use galactica_packer::{SpriteAtlas, SpriteAtlasImage};
use std::{
collections::HashMap,
fs::File,
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hash::Hash,
io::Read,
path::{Path, PathBuf},
};
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use toml;
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use walkdir::WalkDir;
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pub use animautomaton::*;
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pub use handle::*;
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pub use part::*;
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mod syntax {
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use anyhow::{bail, Context, Result};
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use serde::Deserialize;
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use std::{collections::HashMap, fmt::Display, hash::Hash};
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use crate::{
config,
part::{effect, faction, outfit, ship, sprite, system},
};
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#[derive(Debug, Deserialize)]
pub struct Root {
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pub ship: Option<HashMap<String, ship::syntax::Ship>>,
pub system: Option<HashMap<String, system::syntax::System>>,
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pub outfit: Option<HashMap<String, outfit::syntax::Outfit>>,
pub sprite: Option<HashMap<String, sprite::syntax::Sprite>>,
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pub faction: Option<HashMap<String, faction::syntax::Faction>>,
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pub effect: Option<HashMap<String, effect::syntax::Effect>>,
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pub config: Option<config::syntax::Config>,
}
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fn merge_hashmap<K, V>(
to: &mut Option<HashMap<K, V>>,
mut from: Option<HashMap<K, V>>,
) -> Result<()>
where
K: Hash + Eq + Display,
{
if to.is_none() {
*to = from.take();
return Ok(());
}
if let Some(from_inner) = from {
let to_inner = to.as_mut().unwrap();
for (k, v) in from_inner {
if to_inner.contains_key(&k) {
bail!("Found duplicate key `{k}`");
} else {
to_inner.insert(k, v);
}
}
}
return Ok(());
}
impl Root {
pub fn new() -> Self {
Self {
ship: None,
system: None,
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outfit: None,
sprite: None,
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faction: None,
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effect: None,
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config: None,
}
}
pub fn merge(&mut self, other: Root) -> Result<()> {
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merge_hashmap(&mut self.ship, other.ship).with_context(|| "while merging ships")?;
merge_hashmap(&mut self.system, other.system)
.with_context(|| "while merging systems")?;
merge_hashmap(&mut self.outfit, other.outfit)
.with_context(|| "while merging outfits")?;
merge_hashmap(&mut self.sprite, other.sprite)
.with_context(|| "while merging sprites")?;
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merge_hashmap(&mut self.faction, other.faction)
.with_context(|| "while merging factions")?;
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merge_hashmap(&mut self.effect, other.effect)
.with_context(|| "while merging effects")?;
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if self.config.is_some() {
if other.config.is_some() {
bail!("invalid content dir, multiple config tables")
}
} else {
self.config = other.config;
}
return Ok(());
}
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}
}
trait Build {
type InputSyntaxType;
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/// Build a processed System struct from raw serde data
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fn build(
root: Self::InputSyntaxType,
build_context: &mut ContentBuildContext,
content: &mut Content,
) -> Result<()>
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where
Self: Sized;
}
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/// Stores temporary data while building context objects
#[derive(Debug)]
pub(crate) struct ContentBuildContext {
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/// Map effect names to handles
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pub effect_index: HashMap<String, EffectHandle>,
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/// Maps sprite handles to a map of section name -> section index
pub sprite_section_index: HashMap<SpriteHandle, HashMap<String, AnimSectionHandle>>,
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}
impl ContentBuildContext {
fn new() -> Self {
Self {
effect_index: HashMap::new(),
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sprite_section_index: HashMap::new(),
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}
}
}
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/// Represents static game content
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#[derive(Debug, Clone)]
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pub struct Content {
/// Sprites
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pub sprites: Vec<Sprite>,
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/// Map strings to texture names.
/// This is only necessary because we need to hard-code a few texture names for UI elements.
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sprite_index: HashMap<String, SpriteHandle>,
/// Keeps track of which images are in which texture
sprite_atlas: SpriteAtlas,
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outfits: Vec<Outfit>,
guns: Vec<Gun>, // TODO: merge with outfit
ships: Vec<Ship>,
systems: Vec<System>,
factions: Vec<Faction>,
effects: Vec<Effect>,
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config: Config,
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}
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// Loading methods
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impl Content {
fn try_parse(path: &Path) -> Result<syntax::Root> {
let mut file_string = String::new();
let _ = File::open(path)?.read_to_string(&mut file_string);
let file_string = file_string.trim();
return Ok(toml::from_str(&file_string)?);
}
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/// Load content from a directory.
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pub fn load_dir(path: PathBuf, asset_root: PathBuf, atlas_index: PathBuf) -> Result<Self> {
let mut root = syntax::Root::new();
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for e in WalkDir::new(path).into_iter().filter_map(|e| e.ok()) {
if e.metadata().unwrap().is_file() {
// TODO: better warnings
match e.path().extension() {
Some(t) => {
if t.to_str() != Some("toml") {
println!("[WARNING] {e:#?} is not a toml file, skipping.");
continue;
}
}
None => {
println!("[WARNING] {e:#?} is not a toml file, skipping.");
continue;
}
}
let path = e.path();
let this_root = Self::try_parse(path)
.with_context(|| format!("Could not read {}", path.display()))?;
root.merge(this_root)
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.with_context(|| format!("Could not parse {}", path.display()))?;
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}
}
let atlas: SpriteAtlas = {
let mut file_string = String::new();
let _ = File::open(atlas_index)?.read_to_string(&mut file_string);
let file_string = file_string.trim();
toml::from_str(&file_string)?
};
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let mut build_context = ContentBuildContext::new();
let mut content = Self {
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config: {
if let Some(c) = root.config {
c.build(&asset_root, &atlas)
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.with_context(|| "while parsing config table")?
} else {
bail!("failed loading content: no config table specified")
}
},
sprite_atlas: atlas,
systems: Vec::new(),
ships: Vec::new(),
guns: Vec::new(),
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outfits: Vec::new(),
sprites: Vec::new(),
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factions: Vec::new(),
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effects: Vec::new(),
sprite_index: HashMap::new(),
};
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// TODO: enforce sprite and image limits
// Order matters. Some content types require another to be fully initialized
if root.sprite.is_some() {
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part::sprite::Sprite::build(
root.sprite.take().unwrap(),
&mut build_context,
&mut content,
)?;
}
if root.effect.is_some() {
part::effect::Effect::build(
root.effect.take().unwrap(),
&mut build_context,
&mut content,
)?;
}
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// Order below this line does not matter
if root.ship.is_some() {
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part::ship::Ship::build(root.ship.take().unwrap(), &mut build_context, &mut content)?;
}
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if root.outfit.is_some() {
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part::outfit::Outfit::build(
root.outfit.take().unwrap(),
&mut build_context,
&mut content,
)?;
}
if root.system.is_some() {
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part::system::System::build(
root.system.take().unwrap(),
&mut build_context,
&mut content,
)?;
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}
if root.faction.is_some() {
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part::faction::Faction::build(
root.faction.take().unwrap(),
&mut build_context,
&mut content,
)?;
}
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return Ok(content);
}
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}
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// Access methods
impl Content {
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/// Iterate over all valid system handles
pub fn iter_systems(&self) -> impl Iterator<Item = SystemHandle> {
(0..self.systems.len()).map(|x| SystemHandle { index: x })
}
/// Get a handle from a sprite name
pub fn get_sprite_handle(&self, name: &str) -> SpriteHandle {
return match self.sprite_index.get(name) {
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Some(s) => *s,
None => unreachable!("get_sprite_handle was called with a bad name!"),
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};
}
/// Get a sprite from a handle
pub fn get_sprite(&self, h: SpriteHandle) -> &Sprite {
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// In theory, this could fail if h has a bad index, but that shouldn't ever happen.
// The only handles that exist should be created by this crate.
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return &self.sprites[h.index as usize];
}
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/// Get the list of atlas files we may use
pub fn atlas_files(&self) -> &Vec<String> {
return &self.sprite_atlas.atlas_list;
}
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/// Get a texture by its index
pub fn get_image(&self, idx: u32) -> &SpriteAtlasImage {
&self.sprite_atlas.index[idx as usize]
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}
/// Get an outfit from a handle
pub fn get_outfit(&self, h: OutfitHandle) -> &Outfit {
return &self.outfits[h.index];
}
/// Get a gun from a handle
pub fn get_gun(&self, h: GunHandle) -> &Gun {
return &self.guns[h.index];
}
/// Get a ship from a handle
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pub fn get_ship(&self, h: ShipHandle) -> &Ship {
return &self.ships[h.index];
}
/// Get a system from a handle
pub fn get_system(&self, h: SystemHandle) -> &System {
return &self.systems[h.index];
}
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/// Get a system object from a handle
pub fn get_system_object(&self, h: SystemObjectHandle) -> &SystemObject {
return &self.get_system(h.system_handle).objects[h.body_index];
}
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/// Get a faction from a handle
pub fn get_faction(&self, h: FactionHandle) -> &Faction {
return &self.factions[h.index];
}
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/// Get an effect from a handle
pub fn get_effect(&self, h: EffectHandle) -> &Effect {
return &self.effects[h.index];
}
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/// Get content configuration
pub fn get_config(&self) -> &Config {
return &self.config;
}
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}