Add initial text format for .ZZT/.BRD

This commit is contained in:
2026-01-20 18:30:54 -08:00
parent 8da41f5fe4
commit a9af6859f3
3 changed files with 447 additions and 0 deletions
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/// ZZT element types.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
#[repr(u8)]
pub enum Element {
Empty = 0,
BoardEdge = 1,
Messenger = 2,
Monitor = 3,
Player = 4,
Ammo = 5,
Torch = 6,
Gem = 7,
Key = 8,
Door = 9,
Scroll = 10,
Passage = 11,
Duplicator = 12,
Bomb = 13,
Energizer = 14,
Star = 15,
Clockwise = 16,
Counter = 17,
Bullet = 18,
Water = 19,
Forest = 20,
Solid = 21,
Normal = 22,
Breakable = 23,
Boulder = 24,
SliderNs = 25,
SliderEw = 26,
Fake = 27,
Invisible = 28,
BlinkWall = 29,
Transporter = 30,
Line = 31,
Ricochet = 32,
BlinkRayH = 33,
Bear = 34,
Ruffian = 35,
Object = 36,
Slime = 37,
Shark = 38,
SpinningGun = 39,
Pusher = 40,
Lion = 41,
Tiger = 42,
BlinkRayV = 43,
Head = 44,
Segment = 45,
// 46 is unused
TextBlue = 47,
TextGreen = 48,
TextCyan = 49,
TextRed = 50,
TextPurple = 51,
TextBrown = 52,
TextBlack = 53,
}
impl Element {
/// Try to convert a u8 to an Element.
pub fn from_u8(id: u8) -> Option<Element> {
match id {
0 => Some(Element::Empty),
1 => Some(Element::BoardEdge),
2 => Some(Element::Messenger),
3 => Some(Element::Monitor),
4 => Some(Element::Player),
5 => Some(Element::Ammo),
6 => Some(Element::Torch),
7 => Some(Element::Gem),
8 => Some(Element::Key),
9 => Some(Element::Door),
10 => Some(Element::Scroll),
11 => Some(Element::Passage),
12 => Some(Element::Duplicator),
13 => Some(Element::Bomb),
14 => Some(Element::Energizer),
15 => Some(Element::Star),
16 => Some(Element::Clockwise),
17 => Some(Element::Counter),
18 => Some(Element::Bullet),
19 => Some(Element::Water),
20 => Some(Element::Forest),
21 => Some(Element::Solid),
22 => Some(Element::Normal),
23 => Some(Element::Breakable),
24 => Some(Element::Boulder),
25 => Some(Element::SliderNs),
26 => Some(Element::SliderEw),
27 => Some(Element::Fake),
28 => Some(Element::Invisible),
29 => Some(Element::BlinkWall),
30 => Some(Element::Transporter),
31 => Some(Element::Line),
32 => Some(Element::Ricochet),
33 => Some(Element::BlinkRayH),
34 => Some(Element::Bear),
35 => Some(Element::Ruffian),
36 => Some(Element::Object),
37 => Some(Element::Slime),
38 => Some(Element::Shark),
39 => Some(Element::SpinningGun),
40 => Some(Element::Pusher),
41 => Some(Element::Lion),
42 => Some(Element::Tiger),
43 => Some(Element::BlinkRayV),
44 => Some(Element::Head),
45 => Some(Element::Segment),
47 => Some(Element::TextBlue),
48 => Some(Element::TextGreen),
49 => Some(Element::TextCyan),
50 => Some(Element::TextRed),
51 => Some(Element::TextPurple),
52 => Some(Element::TextBrown),
53 => Some(Element::TextBlack),
_ => None,
}
}
/// Get the human-readable name for this element.
pub fn name(self) -> &'static str {
match self {
Element::Empty => "empty",
Element::BoardEdge => "board_edge",
Element::Messenger => "messenger",
Element::Monitor => "monitor",
Element::Player => "player",
Element::Ammo => "ammo",
Element::Torch => "torch",
Element::Gem => "gem",
Element::Key => "key",
Element::Door => "door",
Element::Scroll => "scroll",
Element::Passage => "passage",
Element::Duplicator => "duplicator",
Element::Bomb => "bomb",
Element::Energizer => "energizer",
Element::Star => "star",
Element::Clockwise => "clockwise",
Element::Counter => "counter",
Element::Bullet => "bullet",
Element::Water => "water",
Element::Forest => "forest",
Element::Solid => "solid",
Element::Normal => "normal",
Element::Breakable => "breakable",
Element::Boulder => "boulder",
Element::SliderNs => "sliderns",
Element::SliderEw => "sliderew",
Element::Fake => "fake",
Element::Invisible => "invisible",
Element::BlinkWall => "blinkwall",
Element::Transporter => "transporter",
Element::Line => "line",
Element::Ricochet => "ricochet",
Element::BlinkRayH => "blink_ray_h",
Element::Bear => "bear",
Element::Ruffian => "ruffian",
Element::Object => "object",
Element::Slime => "slime",
Element::Shark => "shark",
Element::SpinningGun => "spinninggun",
Element::Pusher => "pusher",
Element::Lion => "lion",
Element::Tiger => "tiger",
Element::BlinkRayV => "blink_ray_v",
Element::Head => "head",
Element::Segment => "segment",
Element::TextBlue => "text_blue",
Element::TextGreen => "text_green",
Element::TextCyan => "text_cyan",
Element::TextRed => "text_red",
Element::TextPurple => "text_purple",
Element::TextBrown => "text_brown",
Element::TextBlack => "text_black",
}
}
/// Get the alias for parameter 1 based on element type.
pub fn p1_alias(self) -> Option<&'static str> {
match self {
Element::BlinkWall => Some("start_time"),
Element::Bear => Some("sensitivity"),
Element::Ruffian => Some("intelligence"),
Element::Object => Some("char"),
Element::Shark => Some("intelligence"),
Element::SpinningGun => Some("intelligence"),
Element::Lion => Some("intelligence"),
Element::Tiger => Some("intelligence"),
Element::Head => Some("intelligence"),
_ => None,
}
}
/// Get the alias for parameter 2 based on element type.
pub fn p2_alias(self) -> Option<&'static str> {
match self {
Element::Duplicator => Some("rate"),
Element::BlinkWall => Some("period"),
Element::Ruffian => Some("resting_time"),
Element::Slime => Some("speed"),
Element::SpinningGun => Some("firing_rate"),
Element::Tiger => Some("firing_rate"),
Element::Head => Some("deviance"),
_ => None,
}
}
/// Get the alias for parameter 3 based on element type.
pub fn p3_alias(self) -> Option<&'static str> {
match self {
Element::Passage => Some("destination"),
Element::SpinningGun => Some("firing_type"),
Element::Tiger => Some("firing_type"),
_ => None,
}
}
}
/// Get the human-readable name for an element ID, or describe unknown elements.
pub fn element_name(id: u8) -> String {
match Element::from_u8(id) {
Some(e) => e.name().to_string(),
None => format!("unknown ({})", id),
}
}
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mod elements;
mod encoding; mod encoding;
mod error; mod error;
mod parse; mod parse;
mod text;
pub use encoding::{decode_multiline, decode_oneline, encode_multiline, encode_oneline}; pub use encoding::{decode_multiline, decode_oneline, encode_multiline, encode_oneline};
pub use error::ParseError; pub use error::ParseError;
pub use parse::{Board, Program, Stat, Tile, World}; pub use parse::{Board, Program, Stat, Tile, World};
pub use text::{board_to_text, world_to_text};
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use std::fmt::Write;
use super::elements::{Element, element_name};
use super::parse::{Board, Program, Stat, Tile, World};
/// Write key = value if value != default.
macro_rules! kv {
($out:expr, $key:expr, $val:expr, $default:expr) => {
if $val != $default {
writeln!($out, "{} = {}", $key, $val).unwrap();
}
};
}
/// Write key = true if value is true.
macro_rules! kv_bool {
($out:expr, $key:expr, $val:expr) => {
if $val {
writeln!($out, "{} = true", $key).unwrap();
}
};
}
/// Write key = "value" if value != default.
macro_rules! kv_str {
($out:expr, $key:expr, $val:expr, $default:expr) => {
if $val != $default {
writeln!($out, "{} = {:?}", $key, $val).unwrap();
}
};
}
/// Convert a World to its text representation.
pub fn world_to_text(world: &World) -> String {
let mut output = String::new();
write_world_header(&mut output, world);
for (i, board) in world.boards.iter().enumerate() {
output.push('\n');
write_board(&mut output, i, board);
}
output
}
/// Convert a standalone Board to its text representation.
pub fn board_to_text(board: &Board) -> String {
let mut output = String::new();
write_board(&mut output, 0, board);
output
}
fn write_world_header(output: &mut String, world: &World) {
output.push_str("[world]\n");
writeln!(output, "name = {:?}", world.name).unwrap();
kv!(output, "health", world.health, 100);
kv!(output, "ammo", world.ammo, 0);
kv!(output, "gems", world.gems, 0);
kv!(output, "torches", world.torches, 0);
kv!(output, "score", world.score, 0);
let key_str = keys_to_string(&world.keys);
if !key_str.is_empty() {
writeln!(output, "keys = {:?}", key_str).unwrap();
}
kv!(output, "starting_board", world.starting_board, 0);
kv_bool!(output, "saved_game", world.locked);
// Print flags until we've printed all the non-empty ones.
// If there are empty ones in between, they will be printed, e.g. ["foo", "", "bar"],
// but the empty ones at the end will be omitted.
let last_non_empty = world.flags.iter().rposition(|f| !f.is_empty());
if let Some(last_idx) = last_non_empty {
let flags = &world.flags[..=last_idx];
write!(output, "flags = [").unwrap();
for (i, flag) in flags.iter().enumerate() {
if i > 0 {
output.push_str(", ");
}
write!(output, "{:?}", flag).unwrap();
}
output.push_str("]\n");
}
kv!(output, "torch_cycles", world.torch_cycles, 0);
kv!(output, "energizer_cycles", world.energizer_cycles, 0);
kv!(output, "time", world.time, 0);
kv!(output, "time_ticks", world.time_ticks, 0);
}
fn keys_to_string(keys: &[bool; 7]) -> String {
let key_chars = ['b', 'g', 'c', 'r', 'p', 'y', 'w'];
keys.iter()
.zip(key_chars.iter())
.filter(|(has_key, _)| **has_key)
.map(|(_, c)| *c)
.collect()
}
fn write_board(output: &mut String, index: usize, board: &Board) {
writeln!(output, "[board {}]", index).unwrap();
writeln!(output, "title = {:?}", board.name).unwrap();
output.push('\n');
write_terrain(output, &board.tiles);
output.push('\n');
kv!(output, "shots", board.max_shots, 0);
kv_bool!(output, "dark", board.is_dark);
kv!(output, "exit_n", board.exit_north, 0);
kv!(output, "exit_s", board.exit_south, 0);
kv!(output, "exit_e", board.exit_east, 0);
kv!(output, "exit_w", board.exit_west, 0);
kv_bool!(output, "reenter", board.restart_on_zap);
kv!(output, "time_limit", board.time_limit, 0);
kv!(output, "enter_x", board.enter_x, 0);
kv!(output, "enter_y", board.enter_y, 0);
kv_str!(output, "message", &board.message, "");
for (i, stat) in board.stats.iter().enumerate() {
let element = get_element_at(board, stat.x, stat.y);
output.push('\n');
write_stat(output, i, stat, element);
}
}
fn write_terrain(output: &mut String, tiles: &[Tile]) {
// Elements: 60x25 grid, element bytes as 2-digit hex
for row in 0..25 {
for col in 0..60 {
let tile = &tiles[row * 60 + col];
write!(output, "{:02x}", tile.element).unwrap();
}
output.push('\n');
}
output.push('\n');
// Colors: 60x25 grid, color bytes as 2-digit hex
for row in 0..25 {
for col in 0..60 {
let tile = &tiles[row * 60 + col];
write!(output, "{:02x}", tile.color).unwrap();
}
output.push('\n');
}
}
fn get_element_at(board: &Board, x: u8, y: u8) -> Option<u8> {
if x == 0 || y == 0 || x > 60 || y > 25 {
return None;
}
let index = ((y as usize - 1) * 60) + (x as usize - 1);
board.tiles.get(index).map(|t| t.element)
}
fn write_stat(output: &mut String, index: usize, stat: &Stat, element: Option<u8>) {
// Stat header with element type comment
let element_comment = match element {
Some(id) => element_name(id),
None => "off-board".to_string(),
};
writeln!(output, "[stat {}] # {}", index, element_comment).unwrap();
writeln!(output, "x = {}", stat.x).unwrap();
writeln!(output, "y = {}", stat.y).unwrap();
kv!(output, "cycle", stat.cycle, 0);
kv!(output, "x_step", stat.x_step, 0);
kv!(output, "y_step", stat.y_step, 0);
if stat.under.element != 0 || stat.under.color != 0 {
writeln!(
output,
"under = ({}, {})",
stat.under.element, stat.under.color
)
.unwrap();
}
kv!(output, "follower", stat.follower, -1);
kv!(output, "leader", stat.leader, -1);
kv!(output, "instruction_pointer", stat.instruction_pointer, 0);
// Parameters with element-specific aliases
let elem = element.and_then(Element::from_u8);
write_param(output, stat.p1, "p1", elem.and_then(|e| e.p1_alias()));
write_param(output, stat.p2, "p2", elem.and_then(|e| e.p2_alias()));
write_param(output, stat.p3, "p3", elem.and_then(|e| e.p3_alias()));
// Program/code
match &stat.program {
Program::Own(code) if !code.is_empty() => {
output.push_str("code = \"\"\"\n");
output.push_str(code);
if !code.ends_with('\n') {
output.push('\n');
}
output.push_str("\"\"\"\n");
}
Program::Bound(idx) => {
writeln!(output, "bind = {}", idx).unwrap();
}
_ => {}
}
}
fn write_param(output: &mut String, value: u8, generic_name: &str, alias: Option<&str>) {
if value == 0 {
return;
}
let name = alias.unwrap_or(generic_name);
writeln!(output, "{} = {}", name, value).unwrap();
}