test all the levels

This commit is contained in:
Corwin 2023-09-05 22:52:10 +01:00
parent 98d2dc0022
commit 962b503751
No known key found for this signature in database
44 changed files with 711 additions and 133 deletions

View file

@ -5,6 +5,7 @@ use std::{
io::{BufWriter, Write}, io::{BufWriter, Write},
str::FromStr, str::FromStr,
}; };
use tiled::{Map, ObjectLayer, TileLayer};
use proc_macro2::TokenStream; use proc_macro2::TokenStream;
@ -259,6 +260,7 @@ impl quote::ToTokens for EntityWithPosition {
struct Level { struct Level {
starting_items: Vec<Entity>, starting_items: Vec<Entity>,
fixed_positions: Vec<EntityWithPosition>, fixed_positions: Vec<EntityWithPosition>,
solution_positions: Vec<EntityWithPosition>,
directions: Vec<Direction>, directions: Vec<Direction>,
wall_bitmap: Vec<u8>, wall_bitmap: Vec<u8>,
name: String, name: String,
@ -268,6 +270,7 @@ impl quote::ToTokens for Level {
fn to_tokens(&self, tokens: &mut TokenStream) { fn to_tokens(&self, tokens: &mut TokenStream) {
let wall_bitmap = &self.wall_bitmap; let wall_bitmap = &self.wall_bitmap;
let fixed_positions = &self.fixed_positions; let fixed_positions = &self.fixed_positions;
let solution_positions = &self.solution_positions;
let directions = &self.directions; let directions = &self.directions;
let starting_items = &self.starting_items; let starting_items = &self.starting_items;
let name = &self.name; let name = &self.name;
@ -276,6 +279,7 @@ impl quote::ToTokens for Level {
Level::new( Level::new(
Map::new(11, 10, &[#(#wall_bitmap),*]), Map::new(11, 10, &[#(#wall_bitmap),*]),
&[#(#fixed_positions),*], &[#(#fixed_positions),*],
&[#(#solution_positions),*],
&[#(#directions),*], &[#(#directions),*],
&[#(#starting_items),*], &[#(#starting_items),*],
#name, #name,
@ -284,10 +288,10 @@ impl quote::ToTokens for Level {
} }
} }
fn export_level(map: &tiled::Map) -> Level { fn extract_objects_from_layer(
let objects = map.get_layer(1).unwrap().as_object_layer().unwrap(); objects: ObjectLayer<'_>,
) -> impl Iterator<Item = EntityWithPosition> + '_ {
let fixed_positions = objects.objects().map(|obj| { objects.objects().map(|obj| {
let entity: Entity = obj let entity: Entity = obj
.name .name
.parse() .parse()
@ -297,7 +301,20 @@ fn export_level(map: &tiled::Map) -> Level {
let y = (obj.y / 16.0) as i32; let y = (obj.y / 16.0) as i32;
EntityWithPosition(entity, (x, y)) EntityWithPosition(entity, (x, y))
}); })
}
fn export_level(map: &tiled::Map) -> Level {
let objects = map
.get_object_layer("Puzzle")
.expect("The puzzle object layer should exist");
let fixed_positions = extract_objects_from_layer(objects);
let solution_positions = extract_objects_from_layer(
map.get_object_layer("Solution")
.expect("Should have an object layer called 'Solution'"),
);
let Some(tiled::PropertyValue::StringValue(starting_items)) = map.properties.get("ITEMS") let Some(tiled::PropertyValue::StringValue(starting_items)) = map.properties.get("ITEMS")
else { else {
@ -352,6 +369,7 @@ fn export_level(map: &tiled::Map) -> Level {
Level { Level {
starting_items: starting_items.collect(), starting_items: starting_items.collect(),
fixed_positions: fixed_positions.collect(), fixed_positions: fixed_positions.collect(),
solution_positions: solution_positions.collect(),
directions: directions.collect(), directions: directions.collect(),
wall_bitmap: bool_to_bit(&are_walls.collect::<Vec<_>>()), wall_bitmap: bool_to_bit(&are_walls.collect::<Vec<_>>()),
name: level_name.clone(), name: level_name.clone(),
@ -359,7 +377,9 @@ fn export_level(map: &tiled::Map) -> Level {
} }
fn export_tiles(map: &tiled::Map, background: TokenStream) -> TokenStream { fn export_tiles(map: &tiled::Map, background: TokenStream) -> TokenStream {
let map_tiles = map.get_layer(0).unwrap().as_tile_layer().unwrap(); let map_tiles = map
.get_tile_layer("Ground")
.expect("The ground layer should exist");
let width = map_tiles.width().unwrap() * 2; let width = map_tiles.width().unwrap() * 2;
let height = map_tiles.height().unwrap() * 2; let height = map_tiles.height().unwrap() * 2;
@ -446,3 +466,22 @@ fn check_bool_to_bit() {
let bools = [true, false, false, false, true, true, true, true]; let bools = [true, false, false, false, true, true, true, true];
assert_eq!(bool_to_bit(&bools), [0b11110001]); assert_eq!(bool_to_bit(&bools), [0b11110001]);
} }
trait TiledMapExtensions {
fn get_object_layer(&self, name: &str) -> Option<ObjectLayer>;
fn get_tile_layer(&self, name: &str) -> Option<TileLayer>;
}
impl TiledMapExtensions for Map {
fn get_object_layer(&self, name: &str) -> Option<ObjectLayer> {
self.layers()
.find(|x| x.name == name)
.and_then(|x| x.as_object_layer())
}
fn get_tile_layer(&self, name: &str) -> Option<TileLayer> {
self.layers()
.find(|x| x.name == name)
.and_then(|x| x.as_tile_layer())
}
}

View file

@ -1,12 +1,12 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.2" orientation="orthogonal" renderorder="right-down" width="11" height="10" tilewidth="16" tileheight="16" infinite="0" nextlayerid="3" nextobjectid="3"> <map version="1.10" tiledversion="1.10.2" orientation="orthogonal" renderorder="right-down" width="11" height="10" tilewidth="16" tileheight="16" infinite="0" nextlayerid="4" nextobjectid="4">
<properties> <properties>
<property name="DIRECTIONS" value="LLRRRRR"/> <property name="DIRECTIONS" value="LLRRRRR"/>
<property name="ITEMS" value="ICE"/> <property name="ITEMS" value="ICE"/>
<property name="NAME" value="A familiar sight..."/> <property name="NAME" value="A familiar sight..."/>
</properties> </properties>
<tileset firstgid="1" source="../level16.tsx"/> <tileset firstgid="1" source="../level16.tsx"/>
<layer id="1" name="Tile Layer 1" width="11" height="10"> <layer id="1" name="Ground" width="11" height="10">
<data encoding="csv"> <data encoding="csv">
0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,
@ -20,7 +20,7 @@
0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0
</data> </data>
</layer> </layer>
<objectgroup id="2" name="Object Layer 1"> <objectgroup id="2" name="Puzzle">
<object id="1" name="STAIRS" x="135.08" y="73.5784"> <object id="1" name="STAIRS" x="135.08" y="73.5784">
<point/> <point/>
</object> </object>
@ -28,4 +28,9 @@
<point/> <point/>
</object> </object>
</objectgroup> </objectgroup>
<objectgroup id="3" name="Solution">
<object id="3" name="ICE" x="55.0287" y="71.0787">
<point/>
</object>
</objectgroup>
</map> </map>

View file

@ -1,12 +1,12 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.2" orientation="orthogonal" renderorder="right-down" width="11" height="10" tilewidth="16" tileheight="16" infinite="0" nextlayerid="3" nextobjectid="12"> <map version="1.10" tiledversion="1.10.2" orientation="orthogonal" renderorder="right-down" width="11" height="10" tilewidth="16" tileheight="16" infinite="0" nextlayerid="4" nextobjectid="17">
<properties> <properties>
<property name="DIRECTIONS" value="RRU"/> <property name="DIRECTIONS" value="RRU"/>
<property name="ITEMS" value="ICE,ICE,ICE,TELEPORTER,TELEPORTER"/> <property name="ITEMS" value="ICE,ICE,ICE,TELEPORTER,TELEPORTER"/>
<property name="NAME" value="How fast can something go?"/> <property name="NAME" value="How fast can something go?"/>
</properties> </properties>
<tileset firstgid="1" source="../level16.tsx"/> <tileset firstgid="1" source="../level16.tsx"/>
<layer id="1" name="Tile Layer 1" width="11" height="10"> <layer id="1" name="Ground" width="11" height="10">
<data encoding="csv"> <data encoding="csv">
0,0,0,1,2,9,0,1,8,6,9, 0,0,0,1,2,9,0,1,8,6,9,
0,0,0,10,17,18,1,1073741852,17,12,18, 0,0,0,10,17,18,1,1073741852,17,12,18,
@ -20,7 +20,7 @@
0,0,0,0,0,0,19,26,23,27,0 0,0,0,0,0,0,19,26,23,27,0
</data> </data>
</layer> </layer>
<objectgroup id="2" name="Object Layer 1"> <objectgroup id="2" name="Puzzle">
<object id="1" name="STAIRS" x="72.2556" y="24.5112"> <object id="1" name="STAIRS" x="72.2556" y="24.5112">
<point/> <point/>
</object> </object>
@ -43,4 +43,21 @@
<point/> <point/>
</object> </object>
</objectgroup> </objectgroup>
<objectgroup id="3" name="Solution">
<object id="12" name="ICE" x="120.834" y="102.72">
<point/>
</object>
<object id="13" name="ICE" x="119.229" y="86.2116">
<point/>
</object>
<object id="14" name="ICE" x="118.999" y="69.0151">
<point/>
</object>
<object id="15" name="TELEPORTER" x="118.541" y="37.3736">
<point/>
</object>
<object id="16" name="TELEPORTER" x="89.4216" y="55.4872">
<point/>
</object>
</objectgroup>
</map> </map>

View file

@ -1,12 +1,12 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.2" orientation="orthogonal" renderorder="right-down" width="11" height="10" tilewidth="16" tileheight="16" infinite="0" nextlayerid="3" nextobjectid="148"> <map version="1.10" tiledversion="1.10.2" orientation="orthogonal" renderorder="right-down" width="11" height="10" tilewidth="16" tileheight="16" infinite="0" nextlayerid="4" nextobjectid="156">
<properties> <properties>
<property name="DIRECTIONS" value="DDDDLLLDLLLLD"/> <property name="DIRECTIONS" value="DDDDLLLDLLLLD"/>
<property name="ITEMS" value="BLOCK,BLOCK,BLOCK,BLOCK,HERO,HERO,TELEPORTER,DOOR"/> <property name="ITEMS" value="BLOCK,BLOCK,BLOCK,BLOCK,HERO,HERO,TELEPORTER,DOOR"/>
<property name="NAME" value="I must commend you, I'd have given up helping this useless hero by now. They're only going to get stuck again."/> <property name="NAME" value="I must commend you, I'd have given up helping this useless hero by now. They're only going to get stuck again."/>
</properties> </properties>
<tileset firstgid="1" source="../level16.tsx"/> <tileset firstgid="1" source="../level16.tsx"/>
<layer id="1" name="Tile Layer 1" width="11" height="10"> <layer id="1" name="Ground" width="11" height="10">
<data encoding="csv"> <data encoding="csv">
1,8,2,7,8,8,3,7,4,2,9, 1,8,2,7,8,8,3,7,4,2,9,
46,17,13,17,13,12,12,15,11,16,38, 46,17,13,17,13,12,12,15,11,16,38,
@ -20,7 +20,7 @@
0,19,24,20,25,20,27,0,0,0,0 0,19,24,20,25,20,27,0,0,0,0
</data> </data>
</layer> </layer>
<objectgroup id="2" name="Object Layer 1"> <objectgroup id="2" name="Puzzle">
<object id="27" name="ICE" x="87.1287" y="74.0594"> <object id="27" name="ICE" x="87.1287" y="74.0594">
<point/> <point/>
</object> </object>
@ -103,4 +103,30 @@
<point/> <point/>
</object> </object>
</objectgroup> </objectgroup>
<objectgroup id="3" name="Solution">
<object id="148" name="BLOCK" x="23.8458" y="40.1251">
<point/>
</object>
<object id="149" name="BLOCK" x="24.5336" y="54.3408">
<point/>
</object>
<object id="150" name="TELEPORTER" x="23.1579" y="23.6165">
<point/>
</object>
<object id="151" name="DOOR" x="135.05" y="88.7337">
<point/>
</object>
<object id="152" name="BLOCK" x="135.737" y="103.179">
<point/>
</object>
<object id="153" name="BLOCK" x="101.574" y="102.72">
<point/>
</object>
<object id="154" name="HERO" x="119.229" y="38.5201">
<point/>
</object>
<object id="155" name="HERO" x="153.392" y="22.6993">
<point/>
</object>
</objectgroup>
</map> </map>

View file

@ -1,12 +1,12 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.2" orientation="orthogonal" renderorder="right-down" width="11" height="10" tilewidth="16" tileheight="16" infinite="0" nextlayerid="3" nextobjectid="164"> <map version="1.10" tiledversion="1.10.2" orientation="orthogonal" renderorder="right-down" width="11" height="10" tilewidth="16" tileheight="16" infinite="0" nextlayerid="4" nextobjectid="178">
<properties> <properties>
<property name="DIRECTIONS" value="ULURULURULURULUR"/> <property name="DIRECTIONS" value="ULURULURULURULUR"/>
<property name="ITEMS" value="BLOCK,BLOCK,BLOCK,BLOCK,HERO,SQUID_DOWN,GLOVE"/> <property name="ITEMS" value="BLOCK,BLOCK,BLOCK,BLOCK,HERO,SQUID_DOWN,GLOVE"/>
<property name="NAME" value="I did warn you they were going to get stuck again. I can't think of a creature more useless."/> <property name="NAME" value="I did warn you they were going to get stuck again. I can't think of a creature more useless."/>
</properties> </properties>
<tileset firstgid="1" source="../level16.tsx"/> <tileset firstgid="1" source="../level16.tsx"/>
<layer id="1" name="Tile Layer 1" width="11" height="10"> <layer id="1" name="Ground" width="11" height="10">
<data encoding="csv"> <data encoding="csv">
1,8,2,7,8,8,3,9,1,2,9, 1,8,2,7,8,8,3,9,1,2,9,
46,2147483676,22,23,28,12,12,38,19,26,27, 46,2147483676,22,23,28,12,12,38,19,26,27,
@ -20,7 +20,7 @@
19,22,22,20,25,22,26,25,26,24,27 19,22,22,20,25,22,26,25,26,24,27
</data> </data>
</layer> </layer>
<objectgroup id="2" name="Object Layer 1"> <objectgroup id="2" name="Puzzle">
<object id="148" name="ICE" x="70.8494" y="140.323"> <object id="148" name="ICE" x="70.8494" y="140.323">
<point/> <point/>
</object> </object>
@ -46,4 +46,27 @@
<point/> <point/>
</object> </object>
</objectgroup> </objectgroup>
<objectgroup id="3" name="Solution">
<object id="171" name="BLOCK" x="103.75" y="120.75">
<point/>
</object>
<object id="172" name="BLOCK" x="102.75" y="105.5">
<point/>
</object>
<object id="173" name="BLOCK" x="103" y="89.75">
<point/>
</object>
<object id="174" name="SQUID_DOWN" x="101.5" y="55.75">
<point/>
</object>
<object id="175" name="GLOVE" x="101.75" y="72.75">
<point/>
</object>
<object id="176" name="HERO" x="151.5" y="136.5">
<point/>
</object>
<object id="177" name="BLOCK" x="23.75" y="136.25">
<point/>
</object>
</objectgroup>
</map> </map>

View file

@ -1,12 +1,12 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.2" orientation="orthogonal" renderorder="right-down" width="11" height="10" tilewidth="16" tileheight="16" infinite="0" nextlayerid="3" nextobjectid="172"> <map version="1.10" tiledversion="1.10.2" orientation="orthogonal" renderorder="right-down" width="11" height="10" tilewidth="16" tileheight="16" infinite="0" nextlayerid="4" nextobjectid="175">
<properties> <properties>
<property name="DIRECTIONS" value="LDDDD"/> <property name="DIRECTIONS" value="LDDDD"/>
<property name="ITEMS" value="SQUID_UP,ICE,ICE"/> <property name="ITEMS" value="SQUID_UP,ICE,ICE"/>
<property name="NAME" value="In reality, a squid is a friend. They can't help but kill the hero, but they've been helping at every floor!"/> <property name="NAME" value="In reality, a squid is a friend. They can't help but kill the hero, but they've been helping at every floor!"/>
</properties> </properties>
<tileset firstgid="1" source="../level16.tsx"/> <tileset firstgid="1" source="../level16.tsx"/>
<layer id="1" name="Tile Layer 1" width="11" height="10"> <layer id="1" name="Ground" width="11" height="10">
<data encoding="csv"> <data encoding="csv">
0,0,0,1,7,9,0,0,0,0,0, 0,0,0,1,7,9,0,0,0,0,0,
0,0,1,1073741852,13,3221225500,8,9,0,0,0, 0,0,1,1073741852,13,3221225500,8,9,0,0,0,
@ -20,7 +20,7 @@
0,0,0,0,0,19,24,27,0,0,0 0,0,0,0,0,19,24,27,0,0,0
</data> </data>
</layer> </layer>
<objectgroup id="2" name="Object Layer 1"> <objectgroup id="2" name="Puzzle">
<object id="164" name="HERO" x="120.022" y="72.8136"> <object id="164" name="HERO" x="120.022" y="72.8136">
<point/> <point/>
</object> </object>
@ -40,4 +40,15 @@
<point/> <point/>
</object> </object>
</objectgroup> </objectgroup>
<objectgroup id="3" name="Solution">
<object id="172" name="ICE" x="87" y="72">
<point/>
</object>
<object id="173" name="ICE" x="70.5" y="56.5">
<point/>
</object>
<object id="174" name="SQUID_UP" x="71.75" y="105.25">
<point/>
</object>
</objectgroup>
</map> </map>

View file

@ -1,12 +1,12 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.2" orientation="orthogonal" renderorder="right-down" width="11" height="10" tilewidth="16" tileheight="16" infinite="0" nextlayerid="3" nextobjectid="7"> <map version="1.10" tiledversion="1.10.2" orientation="orthogonal" renderorder="right-down" width="11" height="10" tilewidth="16" tileheight="16" infinite="0" nextlayerid="4" nextobjectid="9">
<properties> <properties>
<property name="DIRECTIONS" value="LLLLLLLLUUUU"/> <property name="DIRECTIONS" value="LLLLLLLLUUUU"/>
<property name="ITEMS" value="BLOCK,BLOCK"/> <property name="ITEMS" value="BLOCK,BLOCK"/>
<property name="NAME" value="Less familiar, but exciting nonetheless"/> <property name="NAME" value="Less familiar, but exciting nonetheless"/>
</properties> </properties>
<tileset firstgid="1" source="../level16.tsx"/> <tileset firstgid="1" source="../level16.tsx"/>
<layer id="1" name="Tile Layer 1" width="11" height="10"> <layer id="1" name="Ground" width="11" height="10">
<data encoding="csv"> <data encoding="csv">
0,1,3,2,6,9,0,0,0,0,0, 0,1,3,2,6,9,0,0,0,0,0,
0,46,15,14,13,3221225500,4,6,7,7,9, 0,46,15,14,13,3221225500,4,6,7,7,9,
@ -20,7 +20,7 @@
0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0
</data> </data>
</layer> </layer>
<objectgroup id="2" name="Object Layer 1"> <objectgroup id="2" name="Puzzle">
<object id="3" name="HERO" x="119.458" y="71.7665"> <object id="3" name="HERO" x="119.458" y="71.7665">
<point/> <point/>
</object> </object>
@ -34,4 +34,12 @@
<point/> <point/>
</object> </object>
</objectgroup> </objectgroup>
<objectgroup id="3" name="Solution">
<object id="7" name="BLOCK" x="54.3408" y="71.9958">
<point/>
</object>
<object id="8" name="BLOCK" x="86.2116" y="68.7858">
<point/>
</object>
</objectgroup>
</map> </map>

View file

@ -1,12 +1,12 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.2" orientation="orthogonal" renderorder="right-down" width="11" height="10" tilewidth="16" tileheight="16" infinite="0" nextlayerid="3" nextobjectid="14"> <map version="1.10" tiledversion="1.10.2" orientation="orthogonal" renderorder="right-down" width="11" height="10" tilewidth="16" tileheight="16" infinite="0" nextlayerid="5" nextobjectid="15">
<properties> <properties>
<property name="DIRECTIONS" value="RRUURRDD"/> <property name="DIRECTIONS" value="RRUURRDD"/>
<property name="ITEMS" value="GLOVE"/> <property name="ITEMS" value="GLOVE"/>
<property name="NAME" value="Should be simple for a dungoen puzzler such as yourself"/> <property name="NAME" value="Should be simple for a dungoen puzzler such as yourself"/>
</properties> </properties>
<tileset firstgid="1" source="../level16.tsx"/> <tileset firstgid="1" source="../level16.tsx"/>
<layer id="1" name="Tile Layer 1" width="11" height="10"> <layer id="1" name="Ground" width="11" height="10">
<data encoding="csv"> <data encoding="csv">
0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,
@ -20,7 +20,7 @@
0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0
</data> </data>
</layer> </layer>
<objectgroup id="2" name="Object Layer 1"> <objectgroup id="2" name="Puzzle">
<object id="7" name="STAIRS" x="103.179" y="87.8166"> <object id="7" name="STAIRS" x="103.179" y="87.8166">
<point/> <point/>
</object> </object>
@ -37,4 +37,9 @@
<point/> <point/>
</object> </object>
</objectgroup> </objectgroup>
<objectgroup id="4" name="Solution">
<object id="14" name="GLOVE" x="87.1287" y="70.8494">
<point/>
</object>
</objectgroup>
</map> </map>

View file

@ -1,12 +1,12 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.2" orientation="orthogonal" renderorder="right-down" width="11" height="10" tilewidth="16" tileheight="16" infinite="0" nextlayerid="3" nextobjectid="20"> <map version="1.10" tiledversion="1.10.2" orientation="orthogonal" renderorder="right-down" width="11" height="10" tilewidth="16" tileheight="16" infinite="0" nextlayerid="4" nextobjectid="22">
<properties> <properties>
<property name="DIRECTIONS" value="RRUURRDD"/> <property name="DIRECTIONS" value="RRUURRDD"/>
<property name="ITEMS" value="BLOCK,ICE"/> <property name="ITEMS" value="BLOCK,ICE"/>
<property name="NAME" value="Wow, finally a level with nothing new introduced!"/> <property name="NAME" value="Wow, finally a level with nothing new introduced!"/>
</properties> </properties>
<tileset firstgid="1" source="../level16.tsx"/> <tileset firstgid="1" source="../level16.tsx"/>
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<property name="NAME" value="Switches toggle things"/> <property name="NAME" value="Switches toggle things"/>
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View file

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View file

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View file

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View file

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View file

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<property name="NAME" value="They say you can't remember moving"/> <property name="NAME" value="They say you can't remember moving"/>
</properties> </properties>
<tileset firstgid="1" source="../level16.tsx"/> <tileset firstgid="1" source="../level16.tsx"/>
<layer id="1" name="Tile Layer 1" width="11" height="10"> <layer id="1" name="Ground" width="11" height="10">
<data encoding="csv"> <data encoding="csv">
0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,
0,1,4,5,4,3,7,2,8,9,0, 0,1,4,5,4,3,7,2,8,9,0,
@ -20,7 +20,7 @@
0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0
</data> </data>
</layer> </layer>
<objectgroup id="2" name="Object Layer 1"> <objectgroup id="2" name="Puzzle">
<object id="3" name="HERO" x="39.3333" y="40.3333"> <object id="3" name="HERO" x="39.3333" y="40.3333">
<point/> <point/>
</object> </object>
@ -31,4 +31,9 @@
<point/> <point/>
</object> </object>
</objectgroup> </objectgroup>
<objectgroup id="3" name="Solution">
<object id="7" name="TELEPORTER" x="87" y="39.6667">
<point/>
</object>
</objectgroup>
</map> </map>

View file

@ -1,12 +1,12 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.2" orientation="orthogonal" renderorder="right-down" width="11" height="10" tilewidth="16" tileheight="16" infinite="0" nextlayerid="3" nextobjectid="13"> <map version="1.10" tiledversion="1.10.2" orientation="orthogonal" renderorder="right-down" width="11" height="10" tilewidth="16" tileheight="16" infinite="0" nextlayerid="4" nextobjectid="19">
<properties> <properties>
<property name="DIRECTIONS" value="RRRRDDDDDDDD"/> <property name="DIRECTIONS" value="RRRRDDDDDDDD"/>
<property name="ITEMS" value="BLOCK,BLOCK,SQUID_DOWN,TELEPORTER,TELEPORTER,GLOVE"/> <property name="ITEMS" value="BLOCK,BLOCK,SQUID_DOWN,TELEPORTER,TELEPORTER,GLOVE"/>
<property name="NAME" value="The hero is rather useless without help"/> <property name="NAME" value="The hero is rather useless without help"/>
</properties> </properties>
<tileset firstgid="1" source="../level16.tsx"/> <tileset firstgid="1" source="../level16.tsx"/>
<layer id="1" name="Tile Layer 1" width="11" height="10"> <layer id="1" name="Ground" width="11" height="10">
<data encoding="csv"> <data encoding="csv">
0,0,1,8,7,7,5,9,0,0,0, 0,0,1,8,7,7,5,9,0,0,0,
1,6,1073741852,15,16,15,13,3221225500,9,0,0, 1,6,1073741852,15,16,15,13,3221225500,9,0,0,
@ -20,7 +20,7 @@
0,0,0,0,19,23,27,0,0,0,0 0,0,0,0,19,23,27,0,0,0,0
</data> </data>
</layer> </layer>
<objectgroup id="2" name="Object Layer 1"> <objectgroup id="2" name="Puzzle">
<object id="3" name="HERO" x="23.6165" y="40.8129"> <object id="3" name="HERO" x="23.6165" y="40.8129">
<point/> <point/>
</object> </object>
@ -43,4 +43,24 @@
<point/> <point/>
</object> </object>
</objectgroup> </objectgroup>
<objectgroup id="3" name="Solution">
<object id="13" name="SQUID_DOWN" x="55.4872" y="23.8458">
<point/>
</object>
<object id="14" name="TELEPORTER" x="54.7994" y="56.1751">
<point/>
</object>
<object id="15" name="TELEPORTER" x="86.6701" y="87.1287">
<point/>
</object>
<object id="16" name="GLOVE" x="38.2908" y="39.2079">
<point/>
</object>
<object id="17" name="BLOCK" x="89.8801" y="40.1251">
<point/>
</object>
<object id="18" name="BLOCK" x="88.0459" y="56.6337">
<point/>
</object>
</objectgroup>
</map> </map>

View file

@ -11,7 +11,7 @@ use crate::{
use self::{ use self::{
animation::{Animation, RenderCache}, animation::{Animation, RenderCache},
entity::{Action, EntityMap}, entity::{Action, EntityMap, EntityMapMaker},
}; };
mod animation; mod animation;
@ -33,19 +33,21 @@ pub struct Simulation {
impl Simulation { impl Simulation {
pub fn generate( pub fn generate(
a: impl Iterator<Item = (Item, Vector2D<i32>)>, entities_to_add: impl Iterator<Item = (Item, Vector2D<i32>)>,
level: &'static Level, level: &'static Level,
sfx: &mut Sfx, sfx: &mut Sfx,
loader: &mut SpriteLoader, loader: &mut SpriteLoader,
) -> Simulation { ) -> Simulation {
let mut entities = EntityMap::default(); let mut entities = EntityMapMaker::new();
let mut animation = Animation::default(); let mut animation = Animation::default();
let mut entities_to_add: Vec<_> = a.collect();
entities_to_add.sort_unstable_by_key(|(_, location)| location.x + location.y * 100);
for (item, location) in entities_to_add { for (item, location) in entities_to_add {
animation.populate(entities.add(item, location), sfx); entities.add(item, location);
}
let (entities, animations) = entities.to_entity_map();
for ani in animations {
animation.populate(ani, sfx);
} }
let mut simulation = Simulation { let mut simulation = Simulation {

View file

@ -18,11 +18,39 @@ use super::animation::AnimationInstruction;
new_key_type! { pub struct EntityKey; } new_key_type! { pub struct EntityKey; }
#[derive(Default)]
pub struct EntityMap { pub struct EntityMap {
map: SlotMap<EntityKey, Entity>, map: SlotMap<EntityKey, Entity>,
} }
pub struct EntityMapMaker {
map: Vec<(crate::level::Item, Vector2D<i32>)>,
}
impl EntityMapMaker {
pub fn new() -> Self {
Self {
map: Default::default(),
}
}
pub fn add(&mut self, entity: crate::level::Item, location: Vector2D<i32>) {
let idx = self.map.push((entity, location));
}
pub fn to_entity_map(mut self) -> (EntityMap, Vec<AnimationInstruction>) {
self.map
.sort_unstable_by_key(|(_, location)| location.x + location.y * 100);
let mut entity_map = EntityMap {
map: Default::default(),
};
let mut animations = Vec::new();
for (entity, location) in self.map {
animations.push(entity_map.add(entity, location));
}
(entity_map, animations)
}
}
#[derive(Clone, Copy, PartialEq, PartialOrd, Debug)] #[derive(Clone, Copy, PartialEq, PartialOrd, Debug)]
pub enum Outcome { pub enum Outcome {
Continue, Continue,
@ -1026,3 +1054,107 @@ impl From<level::Item> for EntityType {
} }
} }
} }
#[cfg(test)]
mod tests {
use super::*;
use agb::hash_map::HashMap;
#[test_case]
fn check_all_puzzle_solutions_work(_gba: &mut agb::Gba) {
let number_of_levels = crate::level::Level::num_levels();
let mut failed_levels = Vec::new();
#[derive(Debug)]
enum CompleteSimulationResult {
Success,
ExplicitLoss,
InputSequenceOver,
MismatchedItems(HashMap<crate::level::Item, ()>),
}
fn check_level_has_valid_items(level: usize) -> HashMap<crate::level::Item, ()> {
let level = crate::level::Level::get_level(level);
let mut given_items = HashMap::new();
for &item in level.items.iter() {
*given_items.entry(item).or_insert(0) += 1;
}
let mut solution_items = HashMap::new();
for entity in level.solution.iter() {
*solution_items.entry(entity.0).or_insert(0) += 1;
}
let mut mismatched = HashMap::new();
for (&item, &count) in solution_items.iter() {
if *given_items.entry(item).or_insert(0) < count {
mismatched.insert(item, ());
}
}
mismatched
}
fn check_level_works(level: usize) -> CompleteSimulationResult {
let level = crate::level::Level::get_level(level);
let mut simulator = EntityMapMaker::new();
for entity in level.entities {
simulator.add(entity.0, entity.1);
}
for solution_entity in level.solution {
simulator.add(solution_entity.0, solution_entity.1);
}
let (mut simulator, _) = simulator.to_entity_map();
for &direction in level.directions {
let (outcome, _) = simulator.tick(&level.map, Action::Direction(direction));
match outcome {
Outcome::Continue => {}
Outcome::Loss => return CompleteSimulationResult::ExplicitLoss,
Outcome::Win => return CompleteSimulationResult::Success,
}
}
CompleteSimulationResult::InputSequenceOver
}
for level_idx in 0..number_of_levels {
let mismatched_items = check_level_has_valid_items(level_idx);
if !mismatched_items.is_empty() {
failed_levels.push((
level_idx,
CompleteSimulationResult::MismatchedItems(mismatched_items),
))
}
let outcome = check_level_works(level_idx);
match outcome {
CompleteSimulationResult::ExplicitLoss
| CompleteSimulationResult::InputSequenceOver => {
failed_levels.push((level_idx, outcome))
}
_ => {}
}
}
if !failed_levels.is_empty() {
agb::println!("Levels that failed were:");
for (level, outcome) in failed_levels {
agb::println!(
"Level: {}, reason {:?}, lament: {}",
level,
outcome,
crate::level::Level::get_level(level).name
);
}
panic!("Level check failed");
}
}
}

View file

@ -2,7 +2,7 @@ use agb::{display::object::Tag, fixnum::Vector2D};
use crate::{game::Direction, map::Map, resources}; use crate::{game::Direction, map::Map, resources};
#[derive(Clone, Copy, PartialEq, Eq, Debug)] #[derive(Clone, Copy, PartialEq, Eq, Debug, Hash)]
pub enum Item { pub enum Item {
Sword, Sword,
Slime, Slime,
@ -123,15 +123,19 @@ pub struct Entity(pub Item, pub Vector2D<i32>);
pub struct Level { pub struct Level {
pub map: Map<'static>, pub map: Map<'static>,
pub entities: &'static [Entity], pub entities: &'static [Entity],
#[cfg(test)]
pub solution: &'static [Entity],
pub directions: &'static [Direction], pub directions: &'static [Direction],
pub items: &'static [Item], pub items: &'static [Item],
pub name: &'static str, pub name: &'static str,
} }
impl Level { impl Level {
#[allow(unused_variables)]
const fn new( const fn new(
map: Map<'static>, map: Map<'static>,
entities: &'static [Entity], entities: &'static [Entity],
solution: &'static [Entity],
directions: &'static [Direction], directions: &'static [Direction],
items: &'static [Item], items: &'static [Item],
name: &'static str, name: &'static str,
@ -139,6 +143,8 @@ impl Level {
Self { Self {
map, map,
entities, entities,
#[cfg(test)]
solution,
directions, directions,
items, items,
name, name,

View file

@ -22,7 +22,7 @@ impl<'map> Map<'map> {
pub const fn get(&self, index: Vector2D<i32>) -> MapElement { pub const fn get(&self, index: Vector2D<i32>) -> MapElement {
let (x, y) = (index.x, index.y); let (x, y) = (index.x, index.y);
if x > self.width as i32 || y > self.height as i32 { if x > self.width as i32 || x < 0 || y > self.height as i32 || y < 0 {
MapElement::Wall MapElement::Wall
} else { } else {
let position = x as usize + y as usize * self.width; let position = x as usize + y as usize * self.width;