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#![forbid(unsafe_code)]
//! # A rusty, spiky, heat-seeking quake map parser
//! [`shalrath`](crate) is a rust representation, [`nom`] parser and string serializer for Quake [`map`](https://www.gamers.org/dEngine/quake/QDP/qmapspec.html) files.
//!
//! It's written in pure Rust, and enforces the use of safe code crate-wide via `#![forbid(unsafe_code)]`.
//!
//! ## Rust Representation
//! The Rust representation lives in the [`repr`] module,
//! and is a set of structs that represent the contents of a [`map`](https://www.gamers.org/dEngine/quake/QDP/qmapspec.html) file.
//!
//! The overall class structure - with some of the more specific innermost types omitted for simplicity - looks something like this:
//! ```markdown
//! Map
//! └ Entity (1..*)
//! ├ Properties (1..1)
//! │ └ Property (0..*)
//! └ Brushes (1..1)
//! └ Brush (0..*)
//! └ BrushPlane (4..*)
//! ```
//!
//! [`Entity`] is a game object that can contain [`Property`]s and [`Brush`]es.
//!
//! [`Property`]s are key-value pairs stored as [`String`]s.
//!
//! [`Brush`]es are convex shapes defined by the intersection of a set of [`TexturePlane`]s - 3D planes with associated texture mapping data.
//!
//! At least one [`Entity`] - known as the `worldspawn` - must exist in any given [`map`](https://www.gamers.org/dEngine/quake/QDP/qmapspec.html), and represents all of its structural [`Brush`]es.
//! Structural [`Brush`]es are static geometry with no associated behavior.
//!
//! In Quake terms, entities are given behavior by assigning them a `classname` property, which is used by the game code to assign an actor class that reads from other properties attached to the object.
//!
//! These entities are separated into two categories:
//! - `Point Entities` are [`Entity`]s that have a `classname`, but no [`Brush`]es.
//! - These are used to represent actors like the player, enemies, or item pickups.
//! - `Brush Entities` are [`Entity`]s that have both a `classname` and [`Brush`]es.
//! - These are used to represent special world geometry like moving doors, elevators, and similar.
//!
//! But, that's just for context, more of which can be found in the [map file spec](https://www.gamers.org/dEngine/quake/QDP/qmapspec.html).
//!
//! Ultimately, what you do with the Rust representation after parsing data into it is down to needs of your project.
//! To that end, struct members are public in the case of named fields, and exposed via [`Deref`] and [`DerefMut`] for collection wrappers like [`Properties`] and [`Brushes`].
//!
//! ## Parsing
//! The simplest way to parse a [`map`](https://www.gamers.org/dEngine/quake/QDP/qmapspec.html) file is by way of the [`FromStr`] trait:
//! ```
//! use shalrath::repr::*;
//!
//! let map =
//! "{\"classname\" \"worldspawn\"\n{\n( 0 1 2 ) ( 3 4 5 ) ( 6 7 8 ) TEXTURE 0 0 0 1 1\n}\n}"
//! .parse::<Map>()
//! .expect("Failed to parse map");
//!
//! assert_eq!(
//! map,
//! Map::new(vec![Entity {
//! properties: Properties::new(vec![Property {
//! key: "classname".into(),
//! value: "worldspawn".into()
//! }]),
//! brushes: Brushes::new(vec![Brush::new(vec![
//! BrushPlane {
//! plane: Triangle {
//! v0: Point {
//! x: 0.0,
//! y: 1.0,
//! z: 2.0
//! },
//! v1: Point {
//! x: 3.0,
//! y: 4.0,
//! z: 5.0
//! },
//! v2: Point {
//! x: 6.0,
//! y: 7.0,
//! z: 8.0
//! },
//! },
//! texture: "TEXTURE".into(),
//! texture_offset: TextureOffset::Standard { u: 0.0, v: 0.0 },
//! angle: 0.0,
//! scale_x: 1.0,
//! scale_y: 1.0,
//! extension: Extension::Standard,
//! }
//! ])])
//! }])
//! )
//! ```
//!
//! For a lower-level alternative, the [`parser`] module contains the [`nom`] functions used by the [`FromStr`] implementations,
//! which can be used to parse plaintext data into individual Rust structs.
//!
//! Of these, [`parse_map`] is the primary entrypoint, and is equivalent to `str::parse::<Map>()`:
//! ```
//! use shalrath::parser::repr::parse_map;
//!
//! let map_string = include_str!("../test_data/abstract-test.map");
//! let (_, map_ast) = parse_map(map_string).expect("Failed to parse map");
//! println!("{:#?}", map_ast);
//! ```
//!
//! ## String Serialization
//! The Rust representation can be serialized back into a text-based [`map`](https://www.gamers.org/dEngine/quake/QDP/qmapspec.html) representation via the [`Display`] or [`ToString`] traits:
//! ```
//! use shalrath::repr::Map;
//!
//! let map_string = include_str!("../test_data/abstract-test.map");
//! let map_ast = map_string.parse::<Map>().expect("Failed to parse map file");
//! let serialized_map_string = map_ast.to_string();
//! println!("{}", serialized_map_string);
//! ```
//!
//! In addition, round-trip parsing the resulting string back into the corresponding Rust structs is a lossless operation,
//! and is included as a standard part of [`shalrath`](crate)'s integration tests:
//! ```
//! use shalrath::repr::Map;
//!
//! let map_string = include_str!("../test_data/abstract-test.map");
//! let map_ast = map_string.parse::<Map>().expect("Failed to parse map file");
//! let serialized_map_string = map_ast.to_string();
//! let roundtrip_map_ast = serialized_map_string.parse::<Map>().expect("Failed to parse map file");
//! assert_eq!(map_ast, roundtrip_map_ast);
//! ```
//!
//! ## Format Support
//! Several variants of the base Quake 1 [`map`](https://www.gamers.org/dEngine/quake/QDP/qmapspec.html) format exist that retain the same core structure, but modify how brush planes are encoded.
//!
//! [`shalrath`](crate) supports these by categorizing them by UV format (represented by the [`TextureOffset`] enum):
//!
//! | UV Format| Notes |
//! | -------- | --------------------------------------------------------------------------------------------------------------------- |
//! | Standard | Faces project textures based on the closest world X/Y/Z plane. |
//! | Valve | Faces project textures based on custom U/V axes, allowing for skewing and more accurate texturing of curved surfaces. |
//!
//! ...and brush plane extension data, represented by the [`Extension`] enum:
//!
//! | Brush Plane Extension | Notes |
//! | --------------------- | ------------------------------------------------------------------------------------------------ |
//! | Standard | Brush planes contain no extra data. |
//! | Hexen 2 | Brush planes contain an extra numerical value whose usage is unknown. |
//! | Quake 2 | Brush planes contain `content_flags` and `surface_flags` bitmasks, and a floating point `value`. |
//! | Daikatana | Brush planes contain three unknown values, and floating point RGB values |
//!
//! Other formats like `Quake 3` and `Daikatana` exist, but are effectively variants of the above, and will be handled transparently by the parser.
//!
//! ## Serde Support
//! For cases where serializing and deserializing from non-[`map`](https://www.gamers.org/dEngine/quake/QDP/qmapspec.html) formats is required,
//! [`shalrath`](crate) includes [`serde::Serialize`] and [`serde::Deserialize`] derives for all types in the [`repr`] module.
//!
//! These can be enabled by applying the `serde` feature flag to the `shalrath` dependency in `Cargo.toml`.
//!
//! ## Streaming
//! Currently [`shalrath`](crate) only implements [`complete`](nom#streaming--complete) parsers that expect a full set of input data.
//!
//! [`streaming`](nom#streaming--complete) implementations are planned, but currently pending further research.
#[cfg(doc)]
use {
repr::*,
parser::repr::parse_map,
std::{fmt::Display, ops::Deref, str::FromStr},
};
pub mod repr;
pub mod parser;
#[cfg(test)]
mod unit_test_data;
#[cfg(test)]
mod integration_tests;