456 lines
12 KiB
Rust

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<u8>,
}
impl StageElement{
#[inline]
pub const fn new(stage_id:StageId,force:bool,behaviour:StageElementBehaviour,jump_limit:Option<u8>)->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<u8>{
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<CheckpointId,ModelId>,
unordered_checkpoints:HashSet<ModelId>,
}
impl Stage{
pub fn new(
spawn:ModelId,
ordered_checkpoints_count:u32,
unordered_checkpoints_count:u32,
ordered_checkpoints:HashMap<CheckpointId,ModelId>,
unordered_checkpoints:HashSet<ModelId>,
)->Self{
Self{
spawn,
ordered_checkpoints_count,
unordered_checkpoints_count,
ordered_checkpoints,
unordered_checkpoints,
}
}
pub fn empty(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 ordered_checkpoints_count(&self)->u32{
self.ordered_checkpoints_count
}
#[inline]
pub const fn unordered_checkpoints_count(&self)->u32{
self.unordered_checkpoints_count
}
pub fn into_inner(self)->(HashMap<CheckpointId,ModelId>,HashSet<ModelId>){
(self.ordered_checkpoints,self.unordered_checkpoints)
}
/// Returns true if the stage has no checkpoints.
#[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<ModelId,Zone>,
stages:Vec<Stage>,//when you load the map you go to stages[0].spawn
//mutually exlusive stage element behaviour
elements:HashMap<ModelId,StageElement>,
}
impl Mode{
pub fn new(
style:gameplay_style::StyleModifiers,
start:ModelId,
zones:HashMap<ModelId,Zone>,
stages:Vec<Stage>,
elements:HashMap<ModelId,StageElement>,
)->Self{
Self{
style,
start,
zones,
stages,
elements,
}
}
pub fn empty(style:gameplay_style::StyleModifiers,start:ModelId)->Self{
Self{
style,
start,
zones:HashMap::new(),
stages:Vec::new(),
elements:HashMap::new(),
}
}
pub fn into_inner(self)->(
gameplay_style::StyleModifiers,
ModelId,
HashMap<ModelId,Zone>,
Vec<Stage>,
HashMap<ModelId,StageElement>,
){
(
self.style,
self.start,
self.zones,
self.stages,
self.elements,
)
}
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,StageId(stage_id):StageId)->Option<&mut Stage>{
self.stages.get_mut(stage_id as usize)
}
pub fn get_spawn_model_id(&self,StageId(stage_id):StageId)->Option<ModelId>{
self.stages.get(stage_id 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,StageId(stage_id):StageId)->Option<&Stage>{
self.stages.get(stage_id as usize)
}
pub fn get_element(&self,model_id:ModelId)->Option<&StageElement>{
self.elements.get(&model_id)
}
}
#[derive(Clone)]
pub struct NormalizedMode(Mode);
impl NormalizedMode{
pub fn new(mode:Mode)->Self{
Self(mode)
}
pub fn into_inner(self)->Mode{
let Self(mode)=self;
mode
}
//TODO: put this in the SNF
pub fn denormalize(self)->Mode{
let NormalizedMode(mut mode)=self;
//expand and index normalized data
mode.zones.insert(mode.start,Zone::Start);
for (stage_id,stage) in mode.stages.iter().enumerate(){
mode.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{
mode.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{
mode.elements.insert(model,StageElement{
stage_id:StageId(stage_id as u32),
force:false,
behaviour:StageElementBehaviour::Checkpoint,
jump_limit:None,
});
}
}
mode
}
}
#[derive(Default,Clone)]
pub struct Modes{
modes:Vec<Mode>,
}
impl Modes{
pub const fn new(modes:Vec<Mode>)->Self{
Self{
modes,
}
}
pub fn into_inner(self)->Vec<Mode>{
self.modes
}
pub fn push_mode(&mut self,mode:Mode){
self.modes.push(mode)
}
pub fn get_mode(&self,ModeId(mode_id):ModeId)->Option<&Mode>{
self.modes.get(mode_id as usize)
}
}
#[derive(Clone)]
pub struct NormalizedModes{
modes:Vec<NormalizedMode>,
}
impl NormalizedModes{
pub fn new(modes:Vec<NormalizedMode>)->Self{
Self{modes}
}
pub fn len(&self)->usize{
self.modes.len()
}
pub fn denormalize(self)->Modes{
Modes{
modes:self.modes.into_iter().map(NormalizedMode::denormalize).collect(),
}
}
}
impl IntoIterator for NormalizedModes{
type Item=<Vec<NormalizedMode> as IntoIterator>::Item;
type IntoIter=<Vec<NormalizedMode> as IntoIterator>::IntoIter;
fn into_iter(self)->Self::IntoIter{
self.modes.into_iter()
}
}
#[derive(Default)]
pub struct StageUpdate{
//other behaviour models of this stage can have
ordered_checkpoints:HashMap<CheckpointId,ModelId>,
unordered_checkpoints:HashSet<ModelId>,
}
impl StageUpdate{
fn apply_to(self,stage:&mut Stage){
stage.ordered_checkpoints.extend(self.ordered_checkpoints);
stage.unordered_checkpoints.extend(self.unordered_checkpoints);
}
}
//this would be nice as a macro
#[derive(Default)]
pub struct ModeUpdate{
zones:Option<(ModelId,Zone)>,
stages:Option<(StageId,StageUpdate)>,
//mutually exlusive stage element behaviour
elements:Option<(ModelId,StageElement)>,
}
impl ModeUpdate{
fn apply_to(self,mode:&mut Mode){
mode.zones.extend(self.zones);
if let Some((StageId(stage_id),stage_update))=self.stages{
if let Some(stage)=mode.stages.get_mut(stage_id as usize){
stage_update.apply_to(stage);
}
}
mode.elements.extend(self.elements);
}
}
impl ModeUpdate{
pub fn zone(model_id:ModelId,zone:Zone)->Self{
Self{
zones:Some((model_id,zone)),
stages:None,
elements:None,
}
}
pub fn stage(stage_id:StageId,stage_update:StageUpdate)->Self{
Self{
zones:None,
stages:Some((stage_id,stage_update)),
elements:None,
}
}
pub fn element(model_id:ModelId,element:StageElement)->Self{
Self{
zones:None,
stages:None,
elements:Some((model_id,element)),
}
}
pub fn map_stage_element_ids<F:Fn(StageId)->StageId>(&mut self,f:F){
for (_,stage_element) in self.elements.iter_mut(){
stage_element.stage_id=f(stage_element.stage_id);
}
}
}
struct ModeBuilder{
mode:Mode,
stage_id_map:HashMap<StageId,StageId>,
}
#[derive(Default)]
pub struct ModesBuilder{
modes:HashMap<ModeId,Mode>,
stages:HashMap<ModeId,HashMap<StageId,Stage>>,
mode_updates:Vec<(ModeId,ModeUpdate)>,
stage_updates:Vec<(ModeId,StageId,StageUpdate)>,
}
impl ModesBuilder{
pub fn build_normalized(mut self)->NormalizedModes{
//collect modes and stages into contiguous arrays
let mut unique_modes:Vec<(ModeId,Mode)>
=self.modes.into_iter().collect();
unique_modes.sort_by_key(|&(mode_id,_)|mode_id);
let (mut modes,mode_id_map):(Vec<ModeBuilder>,HashMap<ModeId,ModeId>)
=unique_modes.into_iter().enumerate()
.map(|(final_mode_id,(builder_mode_id,mut mode))|{
(
ModeBuilder{
stage_id_map:self.stages.remove(&builder_mode_id).map_or_else(||HashMap::new(),|stages|{
let mut unique_stages:Vec<(StageId,Stage)>
=stages.into_iter().collect();
unique_stages.sort_by_key(|&(StageId(stage_id),_)|stage_id);
unique_stages.into_iter().enumerate()
.map(|(final_stage_id,(builder_stage_id,stage))|{
mode.push_stage(stage);
(builder_stage_id,StageId::new(final_stage_id as u32))
}).collect()
}),
mode,
},
(
builder_mode_id,
ModeId::new(final_mode_id as u32)
)
)
}).unzip();
//TODO: failure messages or errors or something
//push stage updates
for (builder_mode_id,builder_stage_id,stage_update) in self.stage_updates{
if let Some(final_mode_id)=mode_id_map.get(&builder_mode_id){
if let Some(mode)=modes.get_mut(final_mode_id.get() as usize){
if let Some(&final_stage_id)=mode.stage_id_map.get(&builder_stage_id){
if let Some(stage)=mode.mode.get_stage_mut(final_stage_id){
stage_update.apply_to(stage);
}
}
}
}
}
//push mode updates
for (builder_mode_id,mut mode_update) in self.mode_updates{
if let Some(final_mode_id)=mode_id_map.get(&builder_mode_id){
if let Some(mode)=modes.get_mut(final_mode_id.get() as usize){
//map stage id on stage elements
mode_update.map_stage_element_ids(|stage_id|
//walk down one stage id at a time until a stage is found
//TODO use better logic like BTreeMap::upper_bound instead of walking
// final_stage_id_from_builder_stage_id.upper_bound(Bound::Included(&stage_id))
// .value().copied().unwrap_or(StageId::FIRST)
(0..=stage_id.get()).rev().find_map(|builder_stage_id|
//map the stage element to that stage
mode.stage_id_map.get(&StageId::new(builder_stage_id)).copied()
).unwrap_or(StageId::FIRST)
);
mode_update.apply_to(&mut mode.mode);
}
}
}
NormalizedModes::new(modes.into_iter().map(|mode_builder|NormalizedMode(mode_builder.mode)).collect())
}
pub fn insert_mode(&mut self,mode_id:ModeId,mode:Mode){
assert!(self.modes.insert(mode_id,mode).is_none(),"Cannot replace existing mode");
}
pub fn insert_stage(&mut self,mode_id:ModeId,stage_id:StageId,stage:Stage){
assert!(self.stages.entry(mode_id).or_insert(HashMap::new()).insert(stage_id,stage).is_none(),"Cannot replace existing stage");
}
pub fn push_mode_update(&mut self,mode_id:ModeId,mode_update:ModeUpdate){
self.mode_updates.push((mode_id,mode_update));
}
// fn push_stage_update(&mut self,mode_id:ModeId,stage_id:StageId,stage_update:StageUpdate){
// self.stage_updates.push((mode_id,stage_id,stage_update));
// }
}