use std::collections::{HashSet,HashMap}; use crate::model::ModelId; use crate::gameplay_style; #[derive(Clone)] pub struct StageElement{ stage_id:StageId,//which stage spawn to send to force:bool,//allow setting to lower spawn id i.e. 7->3 behaviour:StageElementBehaviour, jump_limit:Option, } impl StageElement{ #[inline] pub const fn new(stage_id:StageId,force:bool,behaviour:StageElementBehaviour,jump_limit:Option)->Self{ Self{ stage_id, force, behaviour, jump_limit, } } #[inline] pub const fn stage_id(&self)->StageId{ self.stage_id } #[inline] pub const fn force(&self)->bool{ self.force } #[inline] pub const fn behaviour(&self)->StageElementBehaviour{ self.behaviour } #[inline] pub const fn jump_limit(&self)->Option{ self.jump_limit } } #[derive(Clone,Copy,Hash,Eq,PartialEq)] pub enum StageElementBehaviour{ SpawnAt,//must be standing on top to get effect. except cancollide false Trigger, Teleport, Platform, //Check(point) acts like a trigger if you haven't hit all the checkpoints on previous stages yet. //Note that all stage elements act like this, this is just the isolated behaviour. Check, Checkpoint,//this is a combined behaviour for Ordered & Unordered in case a model is used multiple times or for both. } #[derive(Clone,Copy,Debug,Hash,id::Id,Eq,PartialEq)] pub struct CheckpointId(u32); impl CheckpointId{ pub const FIRST:Self=Self(0); } #[derive(Clone,Copy,Debug,Hash,id::Id,Eq,PartialEq,Ord,PartialOrd)] pub struct StageId(u32); impl StageId{ pub const FIRST:Self=Self(0); } #[derive(Clone)] pub struct Stage{ spawn:ModelId, //open world support lol ordered_checkpoints_count:u32, unordered_checkpoints_count:u32, //currently loaded checkpoint models ordered_checkpoints:HashMap, unordered_checkpoints:HashSet, } impl Stage{ pub fn new(spawn:ModelId)->Self{ Self{ spawn, ordered_checkpoints_count:0, unordered_checkpoints_count:0, ordered_checkpoints:HashMap::new(), unordered_checkpoints:HashSet::new(), } } #[inline] pub const fn spawn(&self)->ModelId{ self.spawn } #[inline] pub const fn is_empty(&self)->bool{ self.is_complete(0,0) } #[inline] pub const fn is_complete(&self,ordered_checkpoints_count:u32,unordered_checkpoints_count:u32)->bool{ self.ordered_checkpoints_count==ordered_checkpoints_count&&self.unordered_checkpoints_count==unordered_checkpoints_count } #[inline] pub fn is_next_ordered_checkpoint(&self,next_ordered_checkpoint_id:CheckpointId,model_id:ModelId)->bool{ self.ordered_checkpoints.get(&next_ordered_checkpoint_id).is_some_and(|&next_checkpoint|model_id==next_checkpoint) } #[inline] pub fn is_unordered_checkpoint(&self,model_id:ModelId)->bool{ self.unordered_checkpoints.contains(&model_id) } } #[derive(Clone,Copy,Hash,Eq,PartialEq)] pub enum Zone{ Start, Finish, Anticheat, } #[derive(Clone,Copy,Debug,Hash,id::Id,Eq,PartialEq,Ord,PartialOrd)] pub struct ModeId(u32); impl ModeId{ pub const MAIN:Self=Self(0); pub const BONUS:Self=Self(1); } #[derive(Clone)] pub struct Mode{ style:gameplay_style::StyleModifiers, start:ModelId,//when you press reset you go here zones:HashMap, stages:Vec,//when you load the map you go to stages[0].spawn //mutually exlusive stage element behaviour elements:HashMap, } impl Mode{ pub fn new(style:gameplay_style::StyleModifiers,start:ModelId)->Self{ Self{ style, start, zones:HashMap::new(), stages:Vec::new(), elements:HashMap::new(), } } pub const fn get_start(&self)->ModelId{ self.start } pub const fn get_style(&self)->&gameplay_style::StyleModifiers{ &self.style } pub fn push_stage(&mut self,stage:Stage){ self.stages.push(stage) } pub fn get_stage_mut(&mut self,stage:StageId)->Option<&mut Stage>{ self.stages.get_mut(stage.0 as usize) } pub fn get_spawn_model_id(&self,stage:StageId)->Option{ self.stages.get(stage.0 as usize).map(|s|s.spawn) } pub fn get_zone(&self,model_id:ModelId)->Option<&Zone>{ self.zones.get(&model_id) } pub fn get_stage(&self,stage_id:StageId)->Option<&Stage>{ self.stages.get(stage_id.0 as usize) } pub fn get_element(&self,model_id:ModelId)->Option<&StageElement>{ self.elements.get(&model_id) } //TODO: put this in the SNF pub fn denormalize_data(&mut self){ //expand and index normalized data self.zones.insert(self.start,Zone::Start); for (stage_id,stage) in self.stages.iter().enumerate(){ self.elements.insert(stage.spawn,StageElement{ stage_id:StageId(stage_id as u32), force:false, behaviour:StageElementBehaviour::SpawnAt, jump_limit:None, }); for (_,&model) in &stage.ordered_checkpoints{ self.elements.insert(model,StageElement{ stage_id:StageId(stage_id as u32), force:false, behaviour:StageElementBehaviour::Checkpoint, jump_limit:None, }); } for &model in &stage.unordered_checkpoints{ self.elements.insert(model,StageElement{ stage_id:StageId(stage_id as u32), force:false, behaviour:StageElementBehaviour::Checkpoint, jump_limit:None, }); } } } } #[derive(Default,Clone)] pub struct Modes{ modes:Vec, } impl Modes{ pub fn new(modes:Vec)->Self{ Self{ modes, } } pub fn push_mode(&mut self,mode:Mode){ self.modes.push(mode) } pub fn get_mode(&self,mode:ModeId)->Option<&Mode>{ self.modes.get(mode.0 as usize) } }