blastmud/blastmud_game/src/static_content/room.rs

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Rust
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use super::StaticItem;
use once_cell::sync::OnceCell;
use std::collections::BTreeMap;
use ansi::ansi;
use crate::models::item::Item;
pub struct Zone {
pub code: &'static str,
pub display: &'static str,
pub outdoors: bool,
}
static STATIC_ZONE_DETAILS: OnceCell<BTreeMap<&'static str, Zone>> = OnceCell::new();
pub fn zone_details() -> &'static BTreeMap<&'static str, Zone> {
STATIC_ZONE_DETAILS.get_or_init(
|| vec!(
Zone { code: "melbs",
display: "Melbs",
outdoors: true },
Zone { code: "repro_xv",
display: "Reprolabs XV",
outdoors: true },
).into_iter().map(|x|(x.code, x)).collect())
}
#[derive(Eq, PartialEq, Ord, PartialOrd, Clone, Debug)]
pub struct GridCoords {
pub x: i64,
pub y: i64,
pub z: i64
}
pub enum ExitType {
Free, // Anyone can just walk it.
// Future ideas: Doors with locks, etc...
}
pub enum Direction {
NORTH,
SOUTH,
EAST,
WEST,
NORTHEAST,
SOUTEAST,
NORTHWEST,
SOUTHWEST,
UP,
DOWN,
IN(&'static str)
}
pub enum ExitTarget {
UseGPS,
Custom(&'static str)
}
pub struct Exit {
direction: Direction,
target: ExitTarget,
exit_type: ExitType
}
pub struct Room {
pub zone: &'static str,
pub code: &'static str,
pub name: &'static str,
pub short: &'static str,
pub grid_coords: GridCoords,
pub description: &'static str,
pub description_less_explicit: Option<&'static str>,
pub exits: Vec<Exit>
}
static STATIC_ROOM_LIST: OnceCell<Vec<Room>> = OnceCell::new();
pub fn room_list() -> &'static Vec<Room> {
STATIC_ROOM_LIST.get_or_init(
|| vec!(
Room {
zone: "repro_xv",
code: "repro_xv_chargen",
name: ansi!("<yellow>Choice Room<reset>"),
short: ansi!("<green>CR<reset>"),
description: ansi!(
2022-12-29 16:20:34 +11:00
"A room brightly lit in unnaturally white light, covered in sparkling \
white tiles from floor to ceiling. A loudspeaker plays a message on \
loop:\n\
\t<blue>\"Citizen, you are here because your memory has been wiped and \
you are ready to start a fresh life. As a being enhanced by \
Gazos-Murlison Co technology, the emperor has granted you the power \
to choose 14 points of upgrades to yourself. Choose wisely, as it \
will impact who you end up being, and you would need to completely \
wipe your brain again to change them. Talk to Statbot to spend your \
14 points and create your body.\"<reset>\n\
[Try <bold>\"statbot hi<reset>, to send hi to statbot - the \" means \
to whisper to a particular person in the room]"),
description_less_explicit: None,
grid_coords: GridCoords { x: 0, y: 0, z: 2 },
exits: vec!()
},
).into_iter().collect())
}
static STATIC_ROOM_MAP_BY_CODE: OnceCell<BTreeMap<&'static str, &'static Room>> = OnceCell::new();
pub fn room_map_by_code() -> &'static BTreeMap<&'static str, &'static Room> {
STATIC_ROOM_MAP_BY_CODE.get_or_init(
|| room_list().iter().map(|r| (r.code, r)).collect())
}
static STATIC_ROOM_MAP_BY_LOC: OnceCell<BTreeMap<&'static GridCoords, &'static Room>> = OnceCell::new();
pub fn room_map_by_loc() -> &'static BTreeMap<&'static GridCoords, &'static Room> {
STATIC_ROOM_MAP_BY_LOC.get_or_init(
|| room_list().iter().map(|r| (&r.grid_coords, r)).collect())
}
pub fn room_static_items() -> Box<dyn Iterator<Item = StaticItem>> {
Box::new(room_list().iter().map(|r| StaticItem {
item_code: r.code,
initial_item: Box::new(|| Item {
item_code: r.code.to_owned(),
item_type: "room".to_owned(),
display: r.description.to_owned(),
location: format!("room/{}", r.code),
is_static: true,
..Item::default()
})
}))
}
#[cfg(test)]
mod test {
use super::*;
#[test]
fn room_zones_should_exist() {
for room in room_list() {
zone_details().get(room.zone).expect(
&format!("zone {} for room {} should exist", room.zone, room.code));
}
}
#[test]
fn room_map_by_code_should_have_repro_xv_chargen() {
assert_eq!(room_map_by_code().get("repro_xv_chargen").expect("repro_xv_chargen to exist").code,
"repro_xv_chargen");
}
}