the work
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f38d990a54
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@ -8,8 +8,9 @@ pub struct ContactingLadder{
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#[derive(Clone,Hash,Eq,PartialEq)]
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pub enum ContactingBehaviour{
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Surf,
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Cling,//usable as a zipline, or other weird and wonderful things
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Ladder(ContactingLadder),
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NoJump,
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Cling,//usable as a zipline, or other weird and wonderful things
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Elastic(u32),//[1/2^32,1] 0=None (elasticity+1)/2^32
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}
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//you have this effect while intersecting
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@ -1,12 +1,23 @@
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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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use crate::updatable::Updatable;
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#[derive(Clone)]
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pub struct StageElement{
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stage: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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impl StageElement{
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pub fn new(stage_id:u32,force:bool,behaviour:StageElementBehaviour)->Self{
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Self{
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stage:StageId(stage_id),
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force,
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behaviour,
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}
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}
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}
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#[derive(Clone,Hash,Eq,PartialEq)]
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pub enum StageElementBehaviour{
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@ -20,25 +31,63 @@ pub enum StageElementBehaviour{
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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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#[derive(Clone,Copy,Hash,Eq,PartialEq)]
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pub struct CheckpointId(usize);
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#[derive(Clone,Hash,Eq,PartialEq)]
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pub struct StageId(u32);
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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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//other behaviour models of this stage can have
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ordered_checkpoints:Vec<ModelId>,
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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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#[derive(Clone,Hash,Eq,PartialEq)]
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pub enum ZoneBehaviour{
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Finish,
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Anitcheat,
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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 insert(&mut self,update:&StageUpdate){
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for (&checkpoint,&model) in &update.ordered_checkpoints{
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self.ordered_checkpoints.insert(checkpoint,model);
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}
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for &checkpoint in &update.unordered_checkpoints{
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self.unordered_checkpoints.insert(checkpoint);
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}
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}
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fn remove(&mut self,update:&StageUpdate){
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for (checkpoint,_) in &update.ordered_checkpoints{
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self.ordered_checkpoints.remove(checkpoint);
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}
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for model in &update.unordered_checkpoints{
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self.unordered_checkpoints.remove(model);
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}
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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,Hash,Eq,PartialEq)]
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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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pub const fn mode(mode_id:u32)->Self{
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Self(mode_id)
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}
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}
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pub struct Mode{
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style:gameplay_style::StyleModifiers,
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start:ModelId,
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zones:HashMap<ModelId,ZoneBehaviour>,
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stages:Vec<Stage>,
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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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@ -47,23 +96,25 @@ impl Mode{
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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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//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: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_id in &stage.ordered_checkpoints{
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self.elements.insert(model_id,StageElement{
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for (_,&model) in &stage.ordered_checkpoints{
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self.elements.insert(model,StageElement{
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stage: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_id in &stage.unordered_checkpoints{
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self.elements.insert(model_id,StageElement{
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for &model in &stage.unordered_checkpoints{
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self.elements.insert(model,StageElement{
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stage:StageId(stage_id as u32),
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force:false,
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behaviour:StageElementBehaviour::Checkpoint,
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@ -72,19 +123,102 @@ impl Mode{
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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 insert(&mut self,update:&ModeUpdate){
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for (&model,&zone) in &update.zones{
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self.zones.insert(model,zone);
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}
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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.insert(stage_update);
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}
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}
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for (&model,stage_element) in &update.elements{
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self.elements.insert(model,stage_element.clone());
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}
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for (&model,&limit) in &update.jump_limit{
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self.jump_limit.insert(model,limit);
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}
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}
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fn remove(&mut self,update:&ModeUpdate){
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for (model,_) in &update.zones{
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self.zones.remove(model);
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}
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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.remove(stage_update);
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}
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}
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for (model,_) in &update.elements{
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self.elements.remove(model);
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}
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for (model,_) in &update.jump_limit{
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self.jump_limit.remove(model);
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}
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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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}
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#[derive(Default)]
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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 clear(&mut self){
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self.modes.clear();
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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 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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pub fn insert(&mut self,mode:Mode){
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self.modes.push(mode);
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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 insert(&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.insert(mode_update);
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}
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}
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}
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fn remove(&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.remove(mode_update);
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}
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}
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}
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}
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@ -1,8 +1,10 @@
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pub mod bvh;
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pub mod map;
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pub mod aabb;
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pub mod model;
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pub mod zeroes;
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pub mod integer;
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pub mod updatable;
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pub mod instruction;
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pub mod gameplay_modes;
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pub mod gameplay_style;
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11
src/map.rs
Normal file
11
src/map.rs
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@ -0,0 +1,11 @@
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use std::collections::HashMap;
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use crate::model;
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use crate::gameplay_modes;
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//this is the current map data loaded in memory
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pub struct Map{
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modes:gameplay_modes::Modes,
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models:model::Models,
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//RenderPattern
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textures:HashMap<u32,Vec<u8>>,
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}
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26
src/model.rs
26
src/model.rs
@ -1,5 +1,7 @@
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use std::collections::HashMap;
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use crate::integer::{Planar64Vec3,Planar64Affine3};
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use crate::gameplay_attributes;
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use crate::updatable::Updatable;
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pub type TextureCoordinate=glam::Vec2;
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pub type Color4=glam::Vec4;
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@ -30,6 +32,8 @@ pub struct IndexedPhysicsGroup{
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pub groups:Vec<GroupId>,
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}
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//This is a superset of PhysicsModel and GraphicsModel
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#[derive(Clone,Copy,Hash,Eq,PartialEq)]
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pub struct IndexedModelId(u32);
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pub struct IndexedModel{
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pub unique_pos:Vec<Planar64Vec3>,//Unit32Vec3
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pub unique_normal:Vec<Planar64Vec3>,//Unit32Vec3
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@ -47,8 +51,28 @@ pub struct IndexedModel{
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#[derive(Clone,Copy,Hash,Eq,PartialEq)]
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pub struct ModelId(u32);
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pub struct Model{
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pub model:ModelId,
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pub model:IndexedModelId,
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pub attributes:gameplay_attributes::CollisionAttributesId,
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pub color:Color4,//transparency is in here
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pub transform:Planar64Affine3,
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}
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pub struct Models{
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indexed_models:HashMap<IndexedModelId,IndexedModel>,
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models:HashMap<ModelId,Model>,
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}
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impl Updatable<Models> for Models{
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fn insert(&mut self,update:Models){
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self.indexed_models.extend(update.indexed_models);
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self.models.extend(update.models);
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}
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fn remove(&mut self,update:Models){
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for (indexed_model_id,_) in &update.indexed_models{
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self.indexed_models.remove(indexed_model_id);
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}
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for (model_id,_) in &update.models{
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self.models.remove(model_id);
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}
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todo!("stop cloning models for remove");
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}
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}
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62
src/updatable.rs
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62
src/updatable.rs
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@ -0,0 +1,62 @@
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pub trait Updatable<Updater>{
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fn insert(&mut self,update:Updater);
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fn remove(&mut self,update:Updater);
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}
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//what if do like this
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//*
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pub trait Updatable2<Updater>{
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fn update(&mut self,update:Updater);
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}
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#[derive(Clone,Copy,Hash,Eq,PartialEq)]
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struct InnerId(u32);
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#[derive(Clone)]
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struct Inner{
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id:InnerId,
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enabled:bool,
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}
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#[derive(Clone,Copy,Hash,Eq,PartialEq)]
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struct OuterId(u32);
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struct Outer{
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id:OuterId,
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inners:std::collections::HashMap<InnerId,Inner>,
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}
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enum Update<I,U>{
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Insert(I),
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Update(U),
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Remove
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}
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struct InnerUpdate{
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//#[updatable(Update)]
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enabled:Option<bool>,
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}
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struct OuterUpdate{
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//#[updatable(Insert,Update,Remove)]
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inners:std::collections::HashMap<InnerId,Update<Inner,InnerUpdate>>,
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//#[updatable(Update)]
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//inners:std::collections::HashMap<InnerId,InnerUpdate>,
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}
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impl Updatable2<InnerUpdate> for Inner{
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fn update(&mut self,update:InnerUpdate){
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if let Some(enabled)=update.enabled{
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self.enabled=enabled;
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}
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}
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}
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impl Updatable2<OuterUpdate> for Outer{
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fn update(&mut self,update:OuterUpdate){
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for (id,up) in update.inners{
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match up{
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Update::Insert(new_inner)=>self.inners.insert(id,new_inner),
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Update::Update(inner_update)=>self.inners.get_mut(&id).map(|inner|{
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let old=inner.clone();
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inner.update(inner_update);
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old
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}),
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Update::Remove=>self.inners.remove(&id),
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};
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}
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}
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}
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//*/
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