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//! The thing you play on and all the associated state.
use crate::{EntityStore, Entity};
use stockton_bsp::lumps::entities::Entity as BSPEntity;
use stockton_bsp::BSPFile;
use std::pin::Pin;
/// A live and playable world. There are two parts: The map, which has walls and other static objects,
/// and entities, which can move around and do things and are physics simulated.
pub struct World<'a> {
pub map: Pin<Box<BSPFile<'a>>>,
pub live_entities: EntityStore,
}
impl<'a> World<'a> {
/// Create a new world from a BSPFile.
///
/// Returns None if any entities in the map have name conflicts.
///
/// `mapper` is called for each BSPEntity to map it to a concrete rust type.
pub fn new<F>(bsp: Pin<Box<BSPFile<'a>>>, mapper: F) -> Option<World<'a>>
where F: Fn(&BSPEntity) -> (Box<Entity>, String) {
let mut entities: Vec<(Box<Entity>, String)> = Vec::with_capacity(bsp.entities.entities.len());
for bsp_ent in bsp.entities.entities.iter() {
entities.push(mapper(&bsp_ent));
}
let store = EntityStore::from_entities(entities);
if store.is_none() {
return None;
}
Some(World {
map: bsp,
live_entities: store.unwrap()
})
}
}
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