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use std::collections::VecDeque;
use super::consts::*;
use super::level_query::*;
use super::row::*;
use super::row_generator::*;
use super::skill::*;
use super::slab_kind::*;
/// Contains the level definition, where are slabs, and of what type.
pub struct Level {
seed: u64,
rows: VecDeque<Row>,
row0: isize,
w: usize,
skl: Skill,
now_msec: i64,
}
impl Level {
/// Create a new level, with a given size
///
/// # Examples
///
/// ```
/// use babalcore::*;
///
/// let _level = Level::new(0, Skill::Easy);
/// ```
pub fn new(seed: u64, skill: Skill) -> Level {
let width = skill.width();
let w = if width > WIDTH_MAX as usize {
WIDTH_MAX
} else {
width
};
Level {
seed,
rows: VecDeque::with_capacity(2 * SLIDING_LENGTH_MAX),
row0: 0,
w,
skl: skill,
now_msec: 0,
}
}
/// Push a row at the end of the level.
///
/// # Examples
///
/// ```
/// use babalcore::*;
///
/// let mut level = Level::new(0, Skill::Easy);
/// level.push(Row::new(SlabDef::Floor));
/// assert_eq!(1, level.len());
/// ```
pub fn push(&mut self, row: Row) {
if self.rows.len() >= ABSOLUTE_LENGTH_MAX {
return;
}
self.rows.push_back(row);
while self.rows.len() > SLIDING_LENGTH_MAX {
self.row0 += 1;
self.rows.pop_front();
}
}
/// Generate new rows and append them to the level.
///
/// # Examples
///
/// ```
/// use babalcore::*;
///
/// let mut level = Level::new(0, Skill::Easy);
/// level.generate(2);
/// assert_eq!(2, level.len());
/// level.generate(3);
/// assert_eq!(5, level.len());
/// ```
pub fn generate(&mut self, n: usize) {
if self.rows.len() >= ABSOLUTE_LENGTH_MAX {
return;
}
for _ in 0..n {
let j = self.rows.len();
let row = if j == 0 {
generate_first_row(self.seed, self.w, self.skl)
} else {
generate_next_row(self.seed, j, &self.rows[j - 1], self.skl)
};
self.push(row);
}
}
/// Get a level content, at a given time.
///
/// # Examples
///
/// ```
/// use babalcore::*;
///
/// let mut level = Level::new(0, Skill::Easy);
/// level.generate(2);
/// assert_eq!(SlabKind::Floor, level.slab_kind(5, 1, false));
/// ```
pub fn slab_kind(&self, col: isize, row: isize, boost: bool) -> SlabKind {
let real_row = row + self.row0;
if col < 0 || col >= WIDTH_MAX as isize {
return SlabKind::Void;
}
if real_row < 0 || real_row >= self.len() as isize {
return SlabKind::Void;
}
match self.rows[real_row as usize].slab_kind(col, self.now_msec) {
SlabKind::Boost => {
if boost {
SlabKind::Overdrive
} else {
SlabKind::Boost
}
}
v => v,
}
}
pub fn set_now_msec(&mut self, now_msec: i64) {
self.now_msec = now_msec;
}
pub fn set_now_sec(&mut self, now_sec: f64) {
self.now_msec = (now_sec * 1000.0) as i64;
}
}
impl LevelQuery for Level {
/// Get the level width. It is fixed for a given game session.
///
/// # Examples
///
/// ```
/// use babalcore::*;
///
/// let level = Level::new(0, Skill::Easy);
/// assert_eq!(9, level.width());
/// ```
fn width(&self) -> usize {
self.w
}
/// Get the level length. Length typically increases as
/// the ball rolls on. However it is capped at some point
/// and history at the beginning of the level is removed.
/// View this as a sliding window.
///
/// # Examples
///
/// ```
/// use babalcore::*;
///
/// let level = Level::new(0, Skill::Easy);
/// assert_eq!(0, level.len());
/// ```
fn len(&self) -> usize {
self.rows.len()
}
/// Get the level first row, the row with the lowest index.
///
/// # Examples
///
/// ```
/// use babalcore::*;
///
/// let level = Level::new(0, Skill::Easy);
/// assert_eq!(0, level.first());
/// ```
fn first(&self) -> isize {
self.row0
}
/// Get the level last row, more precisely its index plus one.
/// So if last is equal to first, then len is 0 an there are no rows at all.
///
/// # Examples
///
/// ```
/// use babalcore::*;
///
/// let level = Level::new(0, Skill::Easy);
/// assert_eq!(0, level.last());
/// ```
fn last(&self) -> isize {
self.row0 + self.rows.len() as isize
}
/// Get a level content, returns a plain integer.
///
/// # Examples
///
/// ```
/// use babalcore::*;
///
/// let mut level = Level::new(0, Skill::Easy);
/// level.generate(2);
/// assert_eq!(0, level.item(5, 1, false));
/// ```
fn item(&self, col: isize, row: isize, boost: bool) -> i64 {
self.slab_kind(col, self.row0 + row, boost).as_item()
}
/// Find a starting spot on a level.
///
/// # Examples
///
/// ```
/// use babalcore::*;
///
/// let mut level = Level::new(42, Skill::Easy);
/// assert_eq!(None, level.find_start_spot(2, 1));
/// level.generate(100);
/// assert_eq!(Some((2,1)), level.find_start_spot(2, 1));
/// ```
fn find_start_spot(&self, col: isize, row: isize) -> Option<(isize, isize)> {
let r = std::cmp::max(self.first(), std::cmp::min(self.last() - 1, row));
let c = std::cmp::max(0, std::cmp::min(self.width() as isize - 1, col));
// Check if the curent spot is OK, if yes, use this.
if self.slab_kind(c, r, false) == SlabKind::Floor {
return Some((c, r));
}
// Ok, it did not work out, find another one by walking
// all the level down to first row.
let mut r2 = r;
let width = self.width() as isize;
let mut d = 1;
while r2 >= self.first() {
let limit = if r2 == self.first() {
// At the beginning of the level, try any slab
width
} else {
// Try to stay in the same lane, as much as possible.
std::cmp::min(d, width)
};
for c2 in 0..limit {
let c3 = if c < self.width() as isize / 2 {
(c + c2) % width
} else {
(width + c - c2) % width
};
if self.slab_kind(c3, r2, false) == SlabKind::Floor {
return Some((c3, r2));
}
}
r2 -= 1;
d += 1;
}
None
}
/// Get the level skill.
///
/// # Examples
///
/// ```
/// use babalcore::*;
///
/// let level = Level::new(42, Skill::Easy);
/// assert_eq!(Skill::Easy, level.skill());
/// ```
fn skill(&self) -> Skill {
self.skl
}
}
impl std::fmt::Display for Level {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let str_list: Vec<String> = self
.rows
.iter()
.map(|x| format!("{}", x)[0..self.w].to_string())
.collect();
write!(f, "{}", str_list.join("\n"))
}
}
#[cfg(test)]
mod tests {
use crate::*;
use std::collections::HashMap;
#[test]
fn test_fmt() {
assert_eq!("", format!("{}", Level::new(0, Skill::Easy)));
let mut lvl = Level::new(0, Skill::Noob);
lvl.generate(3);
assert_eq!("########\n########\n########", format!("{}", lvl));
}
#[test]
fn test_sliding_length_max() {
let mut lvl = Level::new(0, Skill::Noob);
assert_eq!(0, lvl.len());
let row = Row::new(SlabDef::Floor);
lvl.generate(SLIDING_LENGTH_MAX - 1);
assert_eq!(SLIDING_LENGTH_MAX - 1, lvl.len());
lvl.generate(2);
assert_eq!(SLIDING_LENGTH_MAX, lvl.len());
assert_eq!(1, lvl.first());
assert_eq!((SLIDING_LENGTH_MAX + 1) as isize, lvl.last());
lvl.push(row);
assert_eq!(SLIDING_LENGTH_MAX, lvl.len());
assert_eq!(2, lvl.first());
assert_eq!((SLIDING_LENGTH_MAX + 2) as isize, lvl.last());
}
#[test]
fn test_generate() {
const L: usize = 3;
let mut expected = HashMap::<u64, &str>::new();
expected.insert(0, "### ######\n####### ##\n#^##### ##");
expected.insert(123, "# ## # ##\n^ ## #^##\n### # ##");
for (key, value) in expected.into_iter() {
let mut lvl = Level::new(key, Skill::Medium);
lvl.generate(L);
assert_eq!(L, lvl.len());
assert_eq!(value, format!("{}", lvl));
}
}
}