CSV-Map loading

This commit is contained in:
2026-06-17 10:28:32 +02:00
parent fd02ed6d8b
commit 5c8494961c
5 changed files with 211 additions and 15 deletions
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# Map Loader
Loads level data from a Tiled CSV export, replacing the old hardcoded `build_world` wall loop.
Implemented in `server/src/map.rs`; wired into the world in `server/src/main.rs::load_world`.
---
## Format
A bare comma-separated tile grid — Tiled's "CSV" layer export, stripped of the surrounding
TMX/XML. No header, no dimensions. The loader derives them from the content:
- **width** = number of fields in the first row
- **height** = number of rows
The current test map lives at `assets/map_test` (30×30, tile ids 25 / 74 / 75 / 146).
A trailing comma per row is tolerated; ragged rows panic (they indicate a corrupt export).
---
## Tile flip flags — the "negative numbers"
Tiled packs per-tile flip/rotation into the **top 3 bits** of each 32-bit GID. A flipped tile
therefore shows up in the CSV as a large *negative* decimal when read as `i32`. Example:
```
-2147483574 as u32 = 0x8000004A
│ └── 0x4A = 74 ← the real tile id
└────────── 0x80000000 = horizontal flip
```
| Bit | Mask | Meaning |
|-----|--------------|---------------------|
| 31 | `0x80000000` | horizontal flip |
| 30 | `0x40000000` | vertical flip |
| 29 | `0x20000000` | diagonal flip (rot) |
The loader parses each field as `i64`, reinterprets the low 32 bits as `u32`, and strips the
flip flags with `& 0x1FFF_FFFF`, leaving the bare tile id. **Flip orientation is discarded for
now** — flipped tiles render unflipped. Real flipping would need a flip-aware `blit_tile` on
the client plus the flags carried through the protocol; deferred to the camera/sprite pass (09).
---
## Tile id ↔ tileset
Tile ids are used directly:
- **Server** — `tile_flags(id)` (in `map.rs`) maps an id to gameplay `TileFlags`
(collidable / opaque). Hand-maintained vocabulary; currently everything is walkable floor.
- **Client** — the id indexes straight into `overworld.tga` (`game.rs`). The tileset's tile
order *is* the id space; keep the Tiled tileset and `overworld.tga` in lockstep.
No `firstgid` subtraction: the authored ids already line up with `overworld.tga`.
---
## World assembly
`load_world` slices the map into 32×32 chunks via `Chunk::generate`, which builds each chunk's
6-bit palette automatically. The map's top-left tile sits at world (0, 0).
**Edge border:** a 30×30 map only fills part of chunk (0,0) (which spans tiles 0–31). Tiles
inside a loaded chunk but outside the authored map are emitted as an *invisible solid border*
(id 0, `COLLIDABLE`) so the walkable edge sits flush with the visible map rim rather than two
tiles past it at the chunk boundary. Beyond any loaded chunk, movement is blocked anyway by
`sim.rs`'s `map_or(true)` (no chunk = world edge).
---
## Not done yet
- Multiple layers (only a single tile layer is read)
- Tile properties from Tiled (collision comes from the hand-maintained `tile_flags`, not the file)
- Object layers (spawns, triggers)
- Tile flipping (orientation discarded — see above)
</content>
+9 -6
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@@ -28,6 +28,9 @@ terminal). The platform layer — window, GPU, input, RGB332 palette — lives i
- [x] Ping/Pong RTT measurement (`PingPacket` / `PongPacket`) - [x] Ping/Pong RTT measurement (`PingPacket` / `PongPacket`)
- [x] Connection timeout: client emits `Disconnected` after 10 s without a `StatePacket`; - [x] Connection timeout: client emits `Disconnected` after 10 s without a `StatePacket`;
server evicts clients unseen for 10 s server evicts clients unseen for 10 s
- [x] Map loader: Tiled-CSV parser in `server/src/map.rs` (flip-flag masking, content-derived
dimensions), `load_world` slices it into chunks, invisible solid border at the map rim.
Replaces the hardcoded `build_world`. See `notes/07-map-loader.md`
--- ---
@@ -48,14 +51,14 @@ This supersedes the original 20/10/1 Hz three-tier sketch.
--- ---
### 07 — Tiled map loader ### 07 — Tiled map loader *(done — see Achieved / `notes/07-map-loader.md`)*
Replace the hardcoded `build_world` wall loop with real level data. Remaining follow-ups when the need is concrete:
- Parse Tiled TMX (XML) or JSON export — only the subset actually used - Collision vocabulary: `tile_flags` in `map.rs` is currently empty (all walkable). Fill in
- Define the tile vocabulary: `TileKind` variants map 1:1 to Tiled tile IDs collidable / opaque tile ids as the level design requires.
- Load a hand-authored starting area as the first real level - Tile flipping: orientation is discarded on load; revisit with the sprite pass (09).
- Procedural generation comes later; hand-authored first - Multiple / object layers (spawns, triggers) — not yet parsed.
--- ---
+18 -9
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@@ -3,6 +3,7 @@ mod entity;
mod world; mod world;
mod sim; mod sim;
mod net; mod net;
mod map;
use std::thread; use std::thread;
use std::time::{Duration, Instant}; use std::time::{Duration, Instant};
@@ -11,22 +12,28 @@ use chunk::{Chunk, TileDef, TileFlags};
use world::World; use world::World;
use sim::Sim; use sim::Sim;
use net::Net; use net::Net;
use map::TileMap;
const TICK_HZ: u32 = 24; const TICK_HZ: u32 = 24;
const TICK_DURATION: Duration = Duration::from_micros(1_000_000 / TICK_HZ as u64); const TICK_DURATION: Duration = Duration::from_micros(1_000_000 / TICK_HZ as u64);
fn build_world() -> World { /// Build a world from a loaded tile map. The map's top-left tile sits at world (0, 0); the
/// map is sliced into 32×32 chunks. Tiles inside a loaded chunk but outside the authored map
/// become an invisible solid border (id 0, collidable), so the walkable world edge sits flush
/// with the visible map rim instead of with the larger chunk boundary.
fn load_world(map: &TileMap) -> World {
let mut w = World::new(); let mut w = World::new();
for cy in -1i16..=1 { let max_cx = (map.width.saturating_sub(1) >> 5) as i16;
for cx in -1i16..=1 { let max_cy = (map.height.saturating_sub(1) >> 5) as i16;
for cy in 0..=max_cy {
for cx in 0..=max_cx {
let chunk = Chunk::generate(|lx, ly| { let chunk = Chunk::generate(|lx, ly| {
let (wx, wy) = world::local_to_tile(cx, cy, lx, ly); let (wx, wy) = world::local_to_tile(cx, cy, lx, ly);
let border = wx == -32 || wx == 31 || wy == -32 || wy == 31; if wx < 0 || wy < 0 || wx >= map.width as i16 || wy >= map.height as i16 {
if border { return TileDef { tile_id: 0, flags: TileFlags(TileFlags::COLLIDABLE) };
TileDef { tile_id: 1, flags: TileFlags(TileFlags::COLLIDABLE | TileFlags::OPAQUE) }
} else {
TileDef::default()
} }
let id = map.tile(wx, wy);
TileDef { tile_id: id, flags: map::tile_flags(id) }
}).expect("palette overflow during world gen"); }).expect("palette overflow during world gen");
w.set_chunk(cx, cy, chunk); w.set_chunk(cx, cy, chunk);
} }
@@ -35,7 +42,9 @@ fn build_world() -> World {
} }
fn main() { fn main() {
let world = build_world(); let map = TileMap::from_csv("assets/map_test");
println!("loaded map {}×{} ({} tiles)", map.width, map.height, map.tiles.len());
let world = load_world(&map);
let mut sim = Sim::new(world); let mut sim = Sim::new(world);
let mut net = Net::new("127.0.0.1:7777").expect("failed to bind UDP socket"); let mut net = Net::new("127.0.0.1:7777").expect("failed to bind UDP socket");
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//! Minimal Tiled-CSV map loader.
//!
//! Reads a bare comma-separated tile grid (Tiled's "CSV" layer export, stripped of the
//! surrounding TMX/XML). Dimensions are derived from the content: columns from the first
//! row, height from the row count. Tiled encodes per-tile flip/rotation in the top bits of
//! each 32-bit GID, which makes flipped tiles show up as large negative decimals — those
//! bits are masked off here, leaving the bare tile_id. Flip orientation is discarded for now.
use crate::chunk::TileFlags;
/// Top three bits hold horizontal / vertical / diagonal flip flags; the rest is the tile id.
const GID_FLIP_MASK: u32 = 0x1FFF_FFFF;
pub struct TileMap {
pub width: u16,
pub height: u16,
pub tiles: Vec<u16>, // row-major, len == width * height
}
impl TileMap {
pub fn from_csv(path: &str) -> Self {
let text = std::fs::read_to_string(path)
.unwrap_or_else(|e| panic!("failed to read map {path}: {e}"));
let mut tiles = Vec::new();
let mut width = 0usize;
let mut height = 0usize;
for line in text.lines() {
if line.trim().is_empty() {
continue;
}
let mut cols = 0usize;
for field in line.split(',') {
let field = field.trim();
if field.is_empty() {
continue; // tolerate a trailing comma
}
// Parse as i64 so the "negative" flipped GIDs fit, then reinterpret the low
// 32 bits as u32 and strip the flip flags.
let raw = field.parse::<i64>()
.unwrap_or_else(|_| panic!("invalid tile value {field:?} in {path}"));
let gid = (raw as u32) & GID_FLIP_MASK;
tiles.push(gid as u16);
cols += 1;
}
if width == 0 {
width = cols;
} else if cols != width {
panic!("ragged map row in {path}: expected {width} cols, got {cols}");
}
height += 1;
}
TileMap { width: width as u16, height: height as u16, tiles }
}
/// Tile id at map coordinates, or 0 (empty) when outside the map bounds.
pub fn tile(&self, x: i16, y: i16) -> u16 {
if x < 0 || y < 0 || x >= self.width as i16 || y >= self.height as i16 {
return 0;
}
self.tiles[y as usize * self.width as usize + x as usize]
}
}
/// Gameplay flags for a global tile id. Hand-maintained vocabulary — extend as the
/// tileset grows. Unknown ids default to a plain walkable floor tile.
///
/// Tile ids correspond to indices into `overworld.tga` on the client side.
pub fn tile_flags(tile_id: u16) -> TileFlags {
match tile_id {
// TODO: fill in collidable / opaque tiles from overworld.tga, e.g.
// 146 => TileFlags(TileFlags::COLLIDABLE | TileFlags::OPAQUE),
_ => TileFlags::default(),
}
}