CSV-Map loading
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+18
-9
@@ -3,6 +3,7 @@ mod entity;
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mod world;
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mod sim;
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mod net;
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mod map;
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use std::thread;
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use std::time::{Duration, Instant};
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@@ -11,22 +12,28 @@ use chunk::{Chunk, TileDef, TileFlags};
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use world::World;
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use sim::Sim;
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use net::Net;
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use map::TileMap;
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const TICK_HZ: u32 = 24;
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const TICK_DURATION: Duration = Duration::from_micros(1_000_000 / TICK_HZ as u64);
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fn build_world() -> World {
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/// Build a world from a loaded tile map. The map's top-left tile sits at world (0, 0); the
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/// map is sliced into 32×32 chunks. Tiles inside a loaded chunk but outside the authored map
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/// become an invisible solid border (id 0, collidable), so the walkable world edge sits flush
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/// with the visible map rim instead of with the larger chunk boundary.
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fn load_world(map: &TileMap) -> World {
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let mut w = World::new();
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for cy in -1i16..=1 {
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for cx in -1i16..=1 {
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let max_cx = (map.width.saturating_sub(1) >> 5) as i16;
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let max_cy = (map.height.saturating_sub(1) >> 5) as i16;
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for cy in 0..=max_cy {
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for cx in 0..=max_cx {
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let chunk = Chunk::generate(|lx, ly| {
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let (wx, wy) = world::local_to_tile(cx, cy, lx, ly);
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let border = wx == -32 || wx == 31 || wy == -32 || wy == 31;
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if border {
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TileDef { tile_id: 1, flags: TileFlags(TileFlags::COLLIDABLE | TileFlags::OPAQUE) }
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} else {
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TileDef::default()
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if wx < 0 || wy < 0 || wx >= map.width as i16 || wy >= map.height as i16 {
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return TileDef { tile_id: 0, flags: TileFlags(TileFlags::COLLIDABLE) };
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}
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let id = map.tile(wx, wy);
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TileDef { tile_id: id, flags: map::tile_flags(id) }
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}).expect("palette overflow during world gen");
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w.set_chunk(cx, cy, chunk);
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}
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@@ -35,7 +42,9 @@ fn build_world() -> World {
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}
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fn main() {
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let world = build_world();
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let map = TileMap::from_csv("assets/map_test");
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println!("loaded map {}×{} ({} tiles)", map.width, map.height, map.tiles.len());
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let world = load_world(&map);
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let mut sim = Sim::new(world);
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let mut net = Net::new("127.0.0.1:7777").expect("failed to bind UDP socket");
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@@ -0,0 +1,77 @@
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//! Minimal Tiled-CSV map loader.
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//!
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//! Reads a bare comma-separated tile grid (Tiled's "CSV" layer export, stripped of the
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//! surrounding TMX/XML). Dimensions are derived from the content: columns from the first
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//! row, height from the row count. Tiled encodes per-tile flip/rotation in the top bits of
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//! each 32-bit GID, which makes flipped tiles show up as large negative decimals — those
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//! bits are masked off here, leaving the bare tile_id. Flip orientation is discarded for now.
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use crate::chunk::TileFlags;
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/// Top three bits hold horizontal / vertical / diagonal flip flags; the rest is the tile id.
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const GID_FLIP_MASK: u32 = 0x1FFF_FFFF;
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pub struct TileMap {
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pub width: u16,
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pub height: u16,
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pub tiles: Vec<u16>, // row-major, len == width * height
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}
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impl TileMap {
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pub fn from_csv(path: &str) -> Self {
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let text = std::fs::read_to_string(path)
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.unwrap_or_else(|e| panic!("failed to read map {path}: {e}"));
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let mut tiles = Vec::new();
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let mut width = 0usize;
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let mut height = 0usize;
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for line in text.lines() {
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if line.trim().is_empty() {
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continue;
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}
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let mut cols = 0usize;
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for field in line.split(',') {
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let field = field.trim();
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if field.is_empty() {
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continue; // tolerate a trailing comma
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}
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// Parse as i64 so the "negative" flipped GIDs fit, then reinterpret the low
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// 32 bits as u32 and strip the flip flags.
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let raw = field.parse::<i64>()
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.unwrap_or_else(|_| panic!("invalid tile value {field:?} in {path}"));
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let gid = (raw as u32) & GID_FLIP_MASK;
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tiles.push(gid as u16);
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cols += 1;
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}
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if width == 0 {
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width = cols;
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} else if cols != width {
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panic!("ragged map row in {path}: expected {width} cols, got {cols}");
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}
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height += 1;
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}
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TileMap { width: width as u16, height: height as u16, tiles }
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}
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/// Tile id at map coordinates, or 0 (empty) when outside the map bounds.
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pub fn tile(&self, x: i16, y: i16) -> u16 {
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if x < 0 || y < 0 || x >= self.width as i16 || y >= self.height as i16 {
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return 0;
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}
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self.tiles[y as usize * self.width as usize + x as usize]
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}
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}
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/// Gameplay flags for a global tile id. Hand-maintained vocabulary — extend as the
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/// tileset grows. Unknown ids default to a plain walkable floor tile.
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///
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/// Tile ids correspond to indices into `overworld.tga` on the client side.
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pub fn tile_flags(tile_id: u16) -> TileFlags {
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match tile_id {
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// TODO: fill in collidable / opaque tiles from overworld.tga, e.g.
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// 146 => TileFlags(TileFlags::COLLIDABLE | TileFlags::OPAQUE),
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_ => TileFlags::default(),
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}
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}
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