2024-01-30 06:38:43 +00:00
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use std::collections::{HashSet,HashMap};
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use crate::model::ModelId;
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use crate::gameplay_style;
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2024-02-01 08:04:07 +00:00
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use crate::updatable::Updatable;
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2024-01-30 06:38:43 +00:00
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2024-02-01 08:04:07 +00:00
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#[derive(Clone)]
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2024-01-30 06:38:43 +00:00
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pub struct StageElement{
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stage_id:StageId,//which stage spawn to send to
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force:bool,//allow setting to lower spawn id i.e. 7->3
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behaviour:StageElementBehaviour
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}
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2024-02-01 08:04:07 +00:00
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impl StageElement{
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#[inline]
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pub const fn new(stage_id:StageId,force:bool,behaviour:StageElementBehaviour)->Self{
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Self{
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stage_id,
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force,
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behaviour,
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}
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}
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#[inline]
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pub const fn stage_id(&self)->StageId{
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self.stage_id
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}
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#[inline]
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pub const fn force(&self)->bool{
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self.force
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}
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#[inline]
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pub const fn behaviour(&self)->StageElementBehaviour{
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self.behaviour
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}
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}
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2024-02-01 08:04:07 +00:00
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#[derive(Clone,Copy,Hash,Eq,PartialEq)]
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pub enum StageElementBehaviour{
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SpawnAt,//must be standing on top to get effect. except cancollide false
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Trigger,
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Teleport,
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Platform,
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//Check(point) acts like a trigger if you haven't hit all the checkpoints on previous stages yet.
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//Note that all stage elements act like this, this is just the isolated behaviour.
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Check,
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Checkpoint,//this is a combined behaviour for Ordered & Unordered in case a model is used multiple times or for both.
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}
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2024-02-01 08:04:07 +00:00
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#[derive(Clone,Copy,Hash,id::Id,Eq,PartialEq)]
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pub struct CheckpointId(u32);
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impl CheckpointId{
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pub const FIRST:Self=Self(0);
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}
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#[derive(Clone,Copy,Hash,id::Id,Eq,PartialEq,Ord,PartialOrd)]
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pub struct StageId(u32);
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impl StageId{
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pub const FIRST:Self=Self(0);
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}
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#[derive(Clone)]
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pub struct Stage{
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spawn:ModelId,
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//open world support lol
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ordered_checkpoints_count:u32,
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unordered_checkpoints_count:u32,
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//currently loaded checkpoint models
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ordered_checkpoints:HashMap<CheckpointId,ModelId>,
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unordered_checkpoints:HashSet<ModelId>,
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}
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impl Stage{
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pub fn new(spawn:ModelId)->Self{
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Self{
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spawn,
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ordered_checkpoints_count:0,
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unordered_checkpoints_count:0,
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ordered_checkpoints:HashMap::new(),
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unordered_checkpoints:HashSet::new(),
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}
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}
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#[inline]
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pub const fn spawn(&self)->ModelId{
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self.spawn
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}
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#[inline]
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pub const fn is_empty(&self)->bool{
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self.is_complete(0,0)
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}
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#[inline]
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pub const fn is_complete(&self,ordered_checkpoints_count:u32,unordered_checkpoints_count:u32)->bool{
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self.ordered_checkpoints_count==ordered_checkpoints_count&&self.unordered_checkpoints_count==unordered_checkpoints_count
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}
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#[inline]
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pub fn is_next_ordered_checkpoint(&self,next_ordered_checkpoint_id:CheckpointId,model_id:ModelId)->bool{
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self.ordered_checkpoints.get(&next_ordered_checkpoint_id).is_some_and(|&next_checkpoint|model_id==next_checkpoint)
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}
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#[inline]
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pub fn is_unordered_checkpoint(&self,model_id:ModelId)->bool{
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self.unordered_checkpoints.contains(&model_id)
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}
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}
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#[derive(Default)]
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pub struct StageUpdate{
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//other behaviour models of this stage can have
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ordered_checkpoints:HashMap<CheckpointId,ModelId>,
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unordered_checkpoints:HashSet<ModelId>,
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}
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impl Updatable<StageUpdate> for Stage{
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fn update(&mut self,update:StageUpdate){
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self.ordered_checkpoints.extend(update.ordered_checkpoints);
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self.unordered_checkpoints.extend(update.unordered_checkpoints);
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}
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}
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#[derive(Clone,Copy,Hash,Eq,PartialEq)]
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pub enum Zone{
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Start,
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Finish,
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Anticheat,
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}
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#[derive(Clone,Copy,Hash,id::Id,Eq,PartialEq,Ord,PartialOrd)]
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pub struct ModeId(u32);
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impl ModeId{
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pub const MAIN:Self=Self(0);
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pub const BONUS:Self=Self(1);
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}
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#[derive(Clone)]
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pub struct Mode{
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style:gameplay_style::StyleModifiers,
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start:ModelId,//when you press reset you go here
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zones:HashMap<ModelId,Zone>,
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stages:Vec<Stage>,//when you load the map you go to stages[0].spawn
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//mutually exlusive stage element behaviour
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elements:HashMap<ModelId,StageElement>,
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jump_limit:HashMap<ModelId,u32>,
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}
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impl Mode{
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pub fn new(style:gameplay_style::StyleModifiers,start:ModelId)->Self{
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Self{
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style,
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start,
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zones:HashMap::new(),
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stages:Vec::new(),
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elements:HashMap::new(),
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jump_limit:HashMap::new(),
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}
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}
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pub const fn get_start(&self)->ModelId{
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self.start
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}
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pub const fn get_style(&self)->&gameplay_style::StyleModifiers{
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&self.style
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}
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pub fn push_stage(&mut self,stage:Stage){
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self.stages.push(stage)
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}
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pub fn get_stage_mut(&mut self,stage:StageId)->Option<&mut Stage>{
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self.stages.get_mut(stage.0 as usize)
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}
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pub fn get_spawn_model_id(&self,stage:StageId)->Option<ModelId>{
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self.stages.get(stage.0 as usize).map(|s|s.spawn)
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}
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pub fn get_zone(&self,model_id:ModelId)->Option<&Zone>{
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self.zones.get(&model_id)
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}
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pub fn get_stage(&self,stage_id:StageId)->Option<&Stage>{
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self.stages.get(stage_id.0 as usize)
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}
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pub fn get_element(&self,model_id:ModelId)->Option<&StageElement>{
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self.elements.get(&model_id)
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}
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pub fn get_jump_limit(&self,model_id:ModelId)->Option<u32>{
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self.jump_limit.get(&model_id).copied()
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}
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//TODO: put this in the SNF
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pub fn denormalize_data(&mut self){
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//expand and index normalized data
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self.zones.insert(self.start,Zone::Start);
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for (stage_id,stage) in self.stages.iter().enumerate(){
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self.elements.insert(stage.spawn,StageElement{
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stage_id:StageId(stage_id as u32),
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force:false,
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behaviour:StageElementBehaviour::SpawnAt,
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});
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for (_,&model) in &stage.ordered_checkpoints{
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self.elements.insert(model,StageElement{
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stage_id:StageId(stage_id as u32),
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force:false,
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behaviour:StageElementBehaviour::Checkpoint,
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});
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}
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for &model in &stage.unordered_checkpoints{
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self.elements.insert(model,StageElement{
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stage_id:StageId(stage_id as u32),
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force:false,
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behaviour:StageElementBehaviour::Checkpoint,
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});
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}
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}
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}
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}
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//this would be nice as a macro
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#[derive(Default)]
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pub struct ModeUpdate{
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zones:HashMap<ModelId,Zone>,
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stages:HashMap<StageId,StageUpdate>,
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//mutually exlusive stage element behaviour
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elements:HashMap<ModelId,StageElement>,
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jump_limit:HashMap<ModelId,u32>,
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}
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impl Updatable<ModeUpdate> for Mode{
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fn update(&mut self,update:ModeUpdate){
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self.zones.extend(update.zones);
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for (stage,stage_update) in update.stages{
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if let Some(stage)=self.stages.get_mut(stage.0 as usize){
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stage.update(stage_update);
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}
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}
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self.elements.extend(update.elements);
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self.jump_limit.extend(update.jump_limit);
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}
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}
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impl ModeUpdate{
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pub fn zone(model_id:ModelId,zone:Zone)->Self{
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let mut mu=Self::default();
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mu.zones.insert(model_id,zone);
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mu
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}
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pub fn stage(stage_id:StageId,stage_update:StageUpdate)->Self{
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let mut mu=Self::default();
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mu.stages.insert(stage_id,stage_update);
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mu
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}
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pub fn element(model_id:ModelId,element:StageElement)->Self{
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let mut mu=Self::default();
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mu.elements.insert(model_id,element);
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mu
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}
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pub fn jump_limit(model_id:ModelId,jump_limit:u32)->Self{
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let mut mu=Self::default();
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mu.jump_limit.insert(model_id,jump_limit);
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mu
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}
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pub fn map_stage_element_ids<F:Fn(StageId)->StageId>(&mut self,f:F){
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for (_,stage_element) in self.elements.iter_mut(){
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stage_element.stage_id=f(stage_element.stage_id);
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}
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}
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}
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#[derive(Default,Clone)]
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pub struct Modes{
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modes:Vec<Mode>,
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}
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impl Modes{
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pub fn new(modes:Vec<Mode>)->Self{
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Self{
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modes,
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}
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}
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pub fn push_mode(&mut self,mode:Mode){
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self.modes.push(mode)
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}
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pub fn get_mode(&self,mode:ModeId)->Option<&Mode>{
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self.modes.get(mode.0 as usize)
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}
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}
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pub struct ModesUpdate{
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modes:HashMap<ModeId,ModeUpdate>,
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}
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impl Updatable<ModesUpdate> for Modes{
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fn update(&mut self,update:ModesUpdate){
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for (mode,mode_update) in update.modes{
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if let Some(mode)=self.modes.get_mut(mode.0 as usize){
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mode.update(mode_update);
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}
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}
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}
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}
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