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|
use std::collections::HashMap;
use specs::Builder;
use rand::Rng;
use crate::{
PlayerId,
RoomId,
Sprite,
playerstate::RoomPos,
components::{
AttackType,
Clan
},
parameter::{Parameter, ParameterType},
Timestamp
};
macro_rules! components {
(post: $($comp: ident ($($paramname: ident : $paramtype: ident, $extraction: expr),*) $creation: expr);*;) => {
#[derive(Clone)]
pub enum ComponentWrapper{
$(
$comp(crate::components::$comp),
)*
}
impl ComponentWrapper {
pub fn build<A: Builder>(&self, builder: A ) -> A {
match self.clone() {
$(
Self::$comp(c) => builder.with(c),
)*
}
}
pub fn load_component(comptype: ComponentType, mut parameters: HashMap<&str, Parameter>) -> Option<Self> {
#[allow(unused_imports, unreachable_code)]
match comptype {
$(
ComponentType::$comp => Some(Self::$comp({
use crate::components::$comp;
$(
let $paramname = match parameters.remove(stringify!($paramname))? {
Parameter::$paramtype(p) => p,
_ => {return None}
};
)*
$creation
})),
)*
}
}
}
#[derive(Debug, PartialEq, Eq, Clone, Copy)]
pub enum ComponentType {
$(
$comp,
)*
}
impl ComponentType {
pub fn from_str(typename: &str) -> Option<ComponentType>{
match typename {
$(
stringify!($comp) => Some(Self::$comp),
)*
_ => None
}
}
pub fn parameters(&self) -> HashMap<&str, ParameterType> {
match self {
$(
Self::$comp => {
#[allow(unused_mut)]
let mut h = HashMap::new();
$(
h.insert(stringify!($paramname), ParameterType::$paramtype);
)*
h
},
)*
}
}
}
use specs::{World, Entity, WorldExt};
pub fn extract_parameter(typ: ComponentType, parameter: &str, world: &World, ent: Entity) -> Option<Parameter> {
match typ {
$(
#[allow(path_statements)]
ComponentType::$comp => {
$(
if parameter == stringify!($paramname) {
#[allow(unreachable_code, non_snake_case)]
return Some(Parameter::$paramtype({
let components = world.read_component::<crate::components::$comp>();
#[allow(unused_variables)]
let $comp = components.get(ent)?;
$extraction
}))
}
)*
None::<Parameter>
}
)*
}
}
};
// no parameters: make unit struct
(pre: ($($done: tt)*) $comp: ident; $($tail:tt)*) => {
components!(pre: ($($done)* $comp () {$comp};) $($tail)*);
};
// struct is just parameters
(pre: ($($done: tt)*) $comp: ident ($($paramname: ident : $paramtype: ident),*);$($tail:tt)*) => {
components!(pre: ($($done)* $comp ($($paramname : $paramtype, {$comp.$paramname.clone()}),*) {$comp{$($paramname,)*}};) $($tail)*);
};
// full definition minus variable exraction
(pre: ($($done: tt)*) $comp: ident ($($paramname: ident : $paramtype: ident),*) $creation: expr; $($tail:tt)*) => {
components!(pre: ($($done)* $comp ($($paramname : $paramtype, {None?}),*) $creation;) $($tail)*);
};
// full definition
(pre: ($($done: tt)*) $comp: ident ($($paramname: ident : $paramtype: ident ($extraction: expr)),*) $creation: expr; $($tail:tt)*) => {
components!(pre: ($($done)* $comp ($($paramname : $paramtype, $extraction),*) $creation;) $($tail)*);
};
(pre: ($($done: tt)*)) => {
components!(post: $($done)*);
};
($($all: tt)*) => {components!(pre: () $($all)*);};
}
components!(
Visible (name: String, sprite: String, height: Float) {
Visible {
sprite: Sprite{name: sprite},
height,
name
}
};
Movable (cooldown: Int);
Blocking;
Floor;
Player (name: String) {Player::new(PlayerId{name})};
Item (ent: Template, name: String, action: Action);
Inventory () {panic!("inventory from parameters not implemented")};
Health (health: Int, maxhealth: Int);
Serialise () {panic!("serialise from parameters not implemented")};
RoomExit (destination: String, dest_pos: String) {
RoomExit {
destination: RoomId::from_str(&destination),
dest_pos: if dest_pos.is_empty() {
RoomPos::Unknown
} else {
RoomPos::Name(dest_pos)
}
}
};
Trap (damage: Int) {Trap{attack: AttackType::Attack(damage)}};
Fighter (damage: Int, cooldown: Int) {Fighter{attack: AttackType::Attack(damage), cooldown, range: 1}};
Healing (delay: Int, health: Int) {Healing{delay, health, next_heal: None}};
Volatile (delay: Int) {Volatile{delay, end_time: None}};
Autofight () {Autofight::default()};
MonsterAI (move_chance: Float, homesickness: Float, view_distance: Int);
Mortal;
Spawner (amount: Int, delay: Int, clan: String, template: Template, initial_spawn: Bool) {
Spawner{
amount: amount as usize,
delay,
clan: Clan{name:
if clan == "" {
format!("$random({})", rand::thread_rng().gen::<u32>())
} else {
clan
}
},
template: template.unsaved(),
last_spawn: if initial_spawn {Some(Timestamp(-delay))} else {None}
}
};
Clan (name: String);
Home (home: Pos);
Faction (faction: String) {Faction::from_str(faction.as_str())?};
Interactable (action: String) {Interactable::from_str(action.as_str())?};
Loot (loot: LootList);
Grow (into: Template, delay: Int, target_time: SomeTime);
Equipment () {panic!("equipment from parameters not implemented")};
CreationTime (time: Int) {CreationTime{time: Timestamp(time)}};
);
pub type PreEntity = Vec<ComponentWrapper>;
|