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//! The file formats backing maps and other configs
//!
//! When creating maps to share with other clients, or to load into a
//! server, these types can be constructed with the YML description
//! format, outlined in [load_map](config::io::load_map)
mod io;
pub use io::*;
use crate::data::{LinkId, NodeId};
use serde::{Deserialize, Serialize};
/// A config tree that describes a map
#[derive(Serialize, Deserialize)]
pub struct MapCfg {
/// The set of nodes
pub nodes: Vec<NodeCfg>,
/// Links connecting nodes
pub links: Vec<LinkCfg>,
/// Default spawn points (player count)
pub spawns: Vec<SpawnCfg>,
}
/// A single node on a map, with an x and y coordinate
#[derive(Serialize, Deserialize)]
pub struct NodeCfg {
/// Node ID
pub id: NodeId,
/// Render/world position
pub x: f64,
pub y: f64,
}
/// A link between two nodes
#[derive(Serialize, Deserialize)]
pub struct LinkCfg {
/// The link ID
id: LinkId,
/// List of connectioned nodes
con: (NodeId, NodeId),
}
/// Special configuration for a node to act as a player spawn point
#[derive(Serialize, Deserialize)]
pub struct SpawnCfg {
/// The node of the spawn point
pub n_id: NodeId,
/// At what number of players is this spawn available?
pub max_players: usize,
}
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