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> = 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 } static STATIC_ROOM_LIST: OnceCell> = OnceCell::new(); pub fn room_list() -> &'static Vec { STATIC_ROOM_LIST.get_or_init( || vec!( Room { zone: "repro_xv", code: "repro_xv_chargen", name: ansi!("Choice Room"), short: ansi!("CR"), description: ansi!( "A room brightly lit in unnaturally white light, covered in sparkling\n\ white tiles from floor to ceiling. A loudspeaker plays a message on\n\ loop:\r\n\ \t\"Citizen, you are here because your memory has been wiped and\n\ 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.\"\n\ [Try \"statbot hi, 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> = 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> = 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> { 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"); } }