1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
//! A reader, writer, and converter for all versions of Age of Empires scenarios.
//!
//! This crate aims to support every single scenario that exists. If a scenario file from any Age
//! of Empires 1 or Age of Empires 2 version does not work, please upload it and file an issue!

#![deny(future_incompatible)]
#![deny(nonstandard_style)]
#![deny(rust_2018_idioms)]
#![deny(unsafe_code)]
#![warn(missing_docs)]
#![warn(unused)]

mod ai;
mod bitmap;
pub mod convert;
mod format;
mod header;
mod map;
mod player;
mod triggers;
mod types;
mod victory;

use format::SCXFormat;
use genie_support::{ReadStringError, WriteStringError};
use std::io::{self, Read, Write};

pub use format::{ScenarioObject, TribeScen};
pub use genie_support::{DecodeStringError, EncodeStringError};
pub use genie_support::{StringKey, UnitTypeID};
pub use header::{DLCOptions, SCXHeader};
pub use map::{Map, Tile};
pub use triggers::{Trigger, TriggerCondition, TriggerEffect, TriggerSystem};
pub use types::*;
pub use victory::{VictoryConditions, VictoryEntry, VictoryPointEntry};

/// Error type for SCX methods, containing all types of errors that may occur while reading or
/// writing scenario files.
#[derive(Debug, thiserror::Error)]
pub enum Error {
    /// The scenario that's attempted to be read does not contain a file name.
    #[error("must have a file name")]
    MissingFileNameError,
    /// Attempted to read a scenario with an unsupported format version identifier.
    #[error("unsupported format version {:?}", .0)]
    UnsupportedFormatVersionError(SCXVersion),
    /// Attempted to write a scenario with disabled technologies, to a version that doesn't support
    /// this many disabled technologies.
    #[error("too many disabled techs: got {}, but requested version supports up to 20", .0)]
    TooManyDisabledTechsError(i32),
    /// Attempted to write a scenario with disabled technologies, to a version that doesn't support
    /// disabling technologies.
    #[error("requested version does not support disabling techs")]
    CannotDisableTechsError,
    /// Attempted to write a scenario with disabled units, to a version that doesn't support
    /// disabling units.
    #[error("requested version does not support disabling units")]
    CannotDisableUnitsError,
    /// Attempted to write a scenario with disabled buildings, to a version that doesn't support
    /// this many disabled buildings.
    #[error("too many disabled buildings: got {}, but requested version supports up to {}", .0, .1)]
    TooManyDisabledBuildingsError(i32, i32),
    /// Attempted to write a scenario with disabled buildings, to a version that doesn't support
    /// disabling buildings.
    #[error("requested version does not support disabling buildings")]
    CannotDisableBuildingsError,
    /// Failed to decode a string from the scenario file, probably because of a wrong encoding.
    #[error(transparent)]
    DecodeStringError(#[from] DecodeStringError),
    /// Failed to encode a string into the scenario file, probably because of a wrong encoding.
    #[error(transparent)]
    EncodeStringError(#[from] EncodeStringError),
    /// The given ID is not a known diplomatic stance.
    #[error(transparent)]
    ParseDiplomaticStanceError(#[from] ParseDiplomaticStanceError),
    /// The given ID is not a known data set.
    #[error(transparent)]
    ParseDataSetError(#[from] ParseDataSetError),
    /// The given ID is not a known HD Edition DLC.
    #[error(transparent)]
    ParseDLCPackageError(#[from] ParseDLCPackageError),
    /// The given ID is not a known starting age in AoE1 or AoE2.
    #[error(transparent)]
    ParseStartingAgeError(#[from] ParseStartingAgeError),
    /// The given ID is not a known error code.
    #[error(transparent)]
    ParseAIErrorCodeError(#[from] num_enum::TryFromPrimitiveError<ai::AIErrorCode>),
    /// An error occurred while reading or writing.
    #[error(transparent)]
    IoError(#[from] io::Error),
}

impl From<ReadStringError> for Error {
    fn from(err: ReadStringError) -> Error {
        match err {
            ReadStringError::IoError(err) => Error::IoError(err),
            ReadStringError::DecodeStringError(err) => Error::DecodeStringError(err),
        }
    }
}

impl From<WriteStringError> for Error {
    fn from(err: WriteStringError) -> Error {
        match err {
            WriteStringError::IoError(err) => Error::IoError(err),
            WriteStringError::EncodeStringError(err) => Error::EncodeStringError(err),
        }
    }
}

/// Result type for SCX methods.
pub type Result<T> = std::result::Result<T, Error>;

/// A Scenario file.
#[derive(Debug, Clone)]
pub struct Scenario {
    format: SCXFormat,
    version: VersionBundle,
}

impl Scenario {
    /// Read a scenario file.
    pub fn read_from(input: impl Read) -> Result<Self> {
        let format = SCXFormat::load_scenario(input)?;
        let version = format.version();

        Ok(Self { format, version })
    }

    /// Read a scenario file.
    #[deprecated = "Use Scenario::read_from instead."]
    pub fn from<R: Read>(input: &mut R) -> Result<Self> {
        Self::read_from(input)
    }

    /// Write the scenario file to an output stream.
    ///
    /// Equivalent to `scen.write_to_version(scen.version())`.
    pub fn write_to(&self, output: impl Write) -> Result<()> {
        self.format.write_to(output, self.version())
    }

    /// Write the scenario file to an output stream, targeting specific game versions.
    pub fn write_to_version(&self, output: impl Write, version: &VersionBundle) -> Result<()> {
        self.format.write_to(output, version)
    }

    /// Get the format version of this SCX file.
    #[inline]
    pub fn format_version(&self) -> SCXVersion {
        self.version().format
    }

    /// Get the header version for this SCX file.
    #[inline]
    pub fn header_version(&self) -> u32 {
        self.version().header
    }

    /// Get the data version for this SCX file.
    #[inline]
    pub fn data_version(&self) -> f32 {
        self.version().data
    }

    /// Get the header.
    #[inline]
    pub fn header(&self) -> &SCXHeader {
        &self.format.header
    }

    /// Get the scenario description.
    #[inline]
    pub fn description(&self) -> Option<&str> {
        self.format.tribe_scen.description()
    }

    /// Get the scenario filename.
    #[inline]
    pub fn filename(&self) -> &str {
        &self.format.tribe_scen.base.name
    }

    /// Get data about the game versions this scenario file was made for.
    #[inline]
    pub fn version(&self) -> &VersionBundle {
        &self.version
    }

    /// Check if this scenario requires the given DLC (for HD Edition scenarios only).
    #[inline]
    pub fn requires_dlc(&self, dlc: DLCPackage) -> bool {
        match &self.header().dlc_options {
            Some(options) => options.dependencies.iter().any(|dep| *dep == dlc),
            None => false,
        }
    }

    /// Get the UserPatch mod name of the mod that was used to create this scenario.
    ///
    /// This returns the short name, like "WK" for WololoKingdoms or "aoc" for Age of Chivalry.
    #[inline]
    pub fn mod_name(&self) -> Option<&str> {
        self.format.mod_name()
    }

    /// Iterate over all the objects placed in the scenario.
    #[inline]
    pub fn objects(&self) -> impl Iterator<Item = &ScenarioObject> {
        self.format
            .player_objects
            .iter()
            .map(|list| list.iter())
            .flatten()
    }

    /// Iterate mutably over all the objects placed in the scenario.
    #[inline]
    pub fn objects_mut(&mut self) -> impl Iterator<Item = &mut ScenarioObject> {
        self.format
            .player_objects
            .iter_mut()
            .map(|list| list.iter_mut())
            .flatten()
    }

    /// Get the map/terrain data for this scenario.
    #[inline]
    pub fn map(&self) -> &Map {
        &self.format.map
    }

    /// Get the (mutable) map/terrain data for this scenario.
    #[inline]
    pub fn map_mut(&mut self) -> &mut Map {
        &mut self.format.map
    }

    /// Get trigger data for this scenario if it exists.
    #[inline]
    pub fn triggers(&self) -> Option<&TriggerSystem> {
        self.format.triggers.as_ref()
    }

    /// Get (mutable) trigger data for this scenario if it exists.
    #[inline]
    pub fn triggers_mut(&mut self) -> Option<&mut TriggerSystem> {
        self.format.triggers.as_mut()
    }
}