Files
zztff/src/zzt/elements.rs
T
cmounce 3e152b39a8 Initial parser for parsing text into ZZT/BRD files
I ran some limited tests, and the important data seems to survive
roundtrip conversions. It's a bit tricky to measure because conversion
to text strips out/normalizes some data, such as garbage bytes in the
unused portions of Pascal strings.
2026-01-21 02:24:33 -08:00

277 lines
8.7 KiB
Rust

/// 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,
}
}
/// Map alias name to parameter number (1, 2, or 3) based on element type.
pub fn alias_to_param(self, alias: &str) -> Option<u8> {
if self.p1_alias() == Some(alias) {
Some(1)
} else if self.p2_alias() == Some(alias) {
Some(2)
} else if self.p3_alias() == Some(alias) {
Some(3)
} else {
None
}
}
}
/// Resolve alias name to parameter number, with optional element context.
/// Falls back to checking all known aliases if element is None.
pub fn resolve_alias(alias: &str, element: Option<Element>) -> Option<u8> {
// If we have an element, use its specific alias mapping
if let Some(elem) = element {
if let Some(param) = elem.alias_to_param(alias) {
return Some(param);
}
}
// Fallback: check all known aliases
// p1 aliases
if matches!(
alias,
"char" | "sensitivity" | "intelligence" | "start_time"
) {
return Some(1);
}
// p2 aliases
if matches!(
alias,
"rate" | "period" | "resting_time" | "speed" | "firing_rate" | "deviance"
) {
return Some(2);
}
// p3 aliases
if matches!(alias, "destination" | "firing_type") {
return Some(3);
}
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),
}
}