use flatland_protocol::ResourceNodeState;
use crate::npc_states::{
resolve_placed_npc_presentation_key, resolve_wildlife_presentation_key,
PlacedNpcPresentationInput, WildlifeNpcPresentationInput,
};
use crate::player_states::{resolve_player_presentation_key, PlayerPresentationInput};
use crate::validate::mode_exists_on_sheet;
use crate::SpriteModeMap;
pub const RESOURCE_PRESENTATION_KEYS: &[&str] = &["available", "harvesting", "depleted"];
pub const RESOURCE_PRESENTATION_KEY_COOLDOWN_LEGACY: &str = "cooldown";
pub fn resource_presentation_key(state: ResourceNodeState) -> &'static str {
match state {
ResourceNodeState::Available => "available",
ResourceNodeState::Harvesting => "harvesting",
ResourceNodeState::Cooldown => "depleted",
}
}
pub fn resolve_resource_sprite_mode(
state: ResourceNodeState,
sprite_modes: &SpriteModeMap,
sheet_modes: &[String],
) -> Option<String> {
let key = resource_presentation_key(state);
pick_mode(key, sprite_modes, sheet_modes)
}
pub struct NpcPresentationInput<'a> {
pub presentation_key: &'a str,
pub sprite_modes: &'a SpriteModeMap,
pub sheet_modes: &'a [String],
}
pub fn npc_presentation_key<'a>(input: &'a NpcPresentationInput<'a>) -> &'a str {
input.presentation_key
}
pub fn resolve_npc_sprite_mode(input: &NpcPresentationInput<'_>) -> Option<String> {
let key = npc_presentation_key(input);
pick_mode(key, input.sprite_modes, input.sheet_modes)
}
pub fn wildlife_npc_presentation_input<'a>(
ctx: WildlifeNpcPresentationInput<'a>,
sprite_modes: &'a SpriteModeMap,
sheet_modes: &'a [String],
) -> NpcPresentationInput<'a> {
let key = resolve_wildlife_presentation_key(ctx);
NpcPresentationInput {
presentation_key: key,
sprite_modes,
sheet_modes,
}
}
pub fn placed_npc_presentation_input<'a>(
ctx: PlacedNpcPresentationInput<'a>,
sprite_modes: &'a SpriteModeMap,
sheet_modes: &'a [String],
) -> NpcPresentationInput<'a> {
let key = resolve_placed_npc_presentation_key(ctx);
NpcPresentationInput {
presentation_key: key,
sprite_modes,
sheet_modes,
}
}
pub struct PlayerSpritePresentationInput<'a> {
pub presentation_key: &'a str,
pub sprite_modes: &'a SpriteModeMap,
pub sheet_modes: &'a [String],
}
pub fn player_presentation_input<'a>(
ctx: PlayerPresentationInput,
sprite_modes: &'a SpriteModeMap,
sheet_modes: &'a [String],
) -> PlayerSpritePresentationInput<'a> {
let key = resolve_player_presentation_key(ctx);
PlayerSpritePresentationInput {
presentation_key: key,
sprite_modes,
sheet_modes,
}
}
pub fn resolve_player_sprite_mode(input: &PlayerSpritePresentationInput<'_>) -> Option<String> {
pick_mode(
input.presentation_key,
input.sprite_modes,
input.sheet_modes,
)
}
fn pick_mode(
presentation_key: &str,
sprite_modes: &SpriteModeMap,
sheet_modes: &[String],
) -> Option<String> {
if let Some(mode) = sprite_modes.get(presentation_key) {
if sheet_modes.is_empty() || mode_exists_on_sheet(mode, sheet_modes) {
return Some(mode.clone());
}
}
if sheet_modes.iter().any(|m| m == presentation_key) {
return Some(presentation_key.to_string());
}
let resource_alias = match presentation_key {
"available" => sheet_modes
.iter()
.find(|m| **m == "idle" || m.starts_with("idle_"))
.map(|m| {
if m.starts_with("idle_") {
"idle".to_string()
} else {
m.clone()
}
}),
"harvesting" => sheet_modes.iter().find(|m| *m == "harvest").cloned(),
"depleted" | "cooldown" => sheet_modes
.iter()
.find(|m| *m == "depleted" || *m == "cooldown")
.cloned(),
_ => None,
};
if let Some(mode) = resource_alias {
return Some(mode);
}
if presentation_key == "cooldown" {
if let Some(mode) = sprite_modes.get("depleted") {
if sheet_modes.is_empty() || mode_exists_on_sheet(mode, sheet_modes) {
return Some(mode.clone());
}
}
}
if let Some(sheet_id) = npc_sheet_alias(presentation_key, sheet_modes) {
return Some(sheet_id);
}
sprite_modes
.get(presentation_key)
.filter(|m| mode_exists_on_sheet(m, sheet_modes))
.cloned()
.or_else(|| sheet_modes.first().filter(|m| !m.contains('_')).cloned())
}
fn npc_sheet_alias(presentation_key: &str, sheet_modes: &[String]) -> Option<String> {
let candidates: &[&str] = match presentation_key {
"pursue" => &["chase", "alert", "run"],
"running" => &["chase", "run"],
"walking" => &["walk", "idle"],
"combat" => &["combat", "attack"],
"rest" => &["idle", "sleep", "rest"],
"work" => &["work", "idle"],
"patrol" => &["walk", "patrol", "idle"],
"talking" => &["talk", "idle"],
"chatting" => &["chat", "talk"],
"idle" => &["idle"],
"telegraph" => &["telegraph"],
"harvesting" => &["harvest"],
"crafting" => &["craft", "work"],
"sprinting" => &["run", "sprint", "chase"],
_ => &[],
};
candidates
.iter()
.find(|c| mode_exists_on_sheet(c, sheet_modes))
.map(|c| c.to_string())
}
#[cfg(test)]
mod tests {
use super::*;
use std::collections::HashMap;
fn modes(ids: &[&str]) -> Vec<String> {
ids.iter().map(|s| s.to_string()).collect()
}
#[test]
fn resource_explicit_map() {
let mut map = SpriteModeMap::new();
map.insert("available".into(), "idle".into());
map.insert("harvesting".into(), "harvest".into());
map.insert("depleted".into(), "depleted".into());
let sheet = modes(&["idle", "harvest", "depleted"]);
assert_eq!(
resolve_resource_sprite_mode(ResourceNodeState::Harvesting, &map, &sheet).as_deref(),
Some("harvest")
);
}
#[test]
fn resource_alias_fallback() {
let map = SpriteModeMap::new();
let sheet = modes(&["idle", "harvest"]);
assert_eq!(
resolve_resource_sprite_mode(ResourceNodeState::Available, &map, &sheet).as_deref(),
Some("idle")
);
assert_eq!(
resolve_resource_sprite_mode(ResourceNodeState::Harvesting, &map, &sheet).as_deref(),
Some("harvest")
);
}
#[test]
fn npc_telegraph_presentation_key() {
let map = SpriteModeMap::new();
let sheet = modes(&["idle", "combat", "telegraph"]);
let input = NpcPresentationInput {
presentation_key: "telegraph",
sprite_modes: &map,
sheet_modes: &sheet,
};
assert_eq!(
resolve_npc_sprite_mode(&input).as_deref(),
Some("telegraph")
);
}
#[test]
fn npc_pursue_maps_to_chase_mode() {
let mut map = SpriteModeMap::new();
map.insert("pursue".into(), "chase".into());
let sheet = modes(&["idle", "chase", "combat"]);
let input = wildlife_npc_presentation_input(
WildlifeNpcPresentationInput {
fsm_state: "chase",
telegraph_active: false,
has_target: true,
in_attack_range: false,
is_moving: true,
fast_movement: true,
},
&map,
&sheet,
);
assert_eq!(resolve_npc_sprite_mode(&input).as_deref(), Some("chase"));
assert_eq!(input.presentation_key, "pursue");
}
#[test]
fn npc_legacy_behavior_alias() {
let map = SpriteModeMap::new();
let sheet = modes(&["idle", "chase", "combat"]);
let input = NpcPresentationInput {
presentation_key: "chase",
sprite_modes: &map,
sheet_modes: &sheet,
};
assert_eq!(resolve_npc_sprite_mode(&input).as_deref(), Some("chase"));
}
#[test]
fn player_directional_sheet_returns_base_modes() {
let mut map = SpriteModeMap::new();
map.insert("idle".into(), "idle".into());
map.insert("walking".into(), "walk".into());
map.insert("sprinting".into(), "run".into());
let sheet = modes(&[
"idle_north",
"idle_south",
"walk_north",
"walk_east",
"run_south",
"combat",
]);
let idle = player_presentation_input(
PlayerPresentationInput {
harvesting: false,
crafting: false,
talking: false,
chatting: false,
in_combat: false,
pursue: false,
in_attack_range: false,
is_moving: false,
sprinting: false,
},
&map,
&sheet,
);
assert_eq!(resolve_player_sprite_mode(&idle).as_deref(), Some("idle"));
let walking = player_presentation_input(
PlayerPresentationInput {
harvesting: false,
crafting: false,
talking: false,
chatting: false,
in_combat: false,
pursue: false,
in_attack_range: false,
is_moving: true,
sprinting: false,
},
&map,
&sheet,
);
assert_eq!(
resolve_player_sprite_mode(&walking).as_deref(),
Some("walk")
);
}
}