package level import ( "fmt" "strings" "git.kirsle.net/go/render" ) // Swatch holds details about a single value in the palette. type Swatch struct { Name string `json:"name"` Color render.Color `json:"color"` Pattern string `json:"pattern"` // like "noise.png" // Optional attributes. Solid bool `json:"solid,omitempty"` SemiSolid bool `json:"semisolid,omitempty"` Fire bool `json:"fire,omitempty"` Water bool `json:"water,omitempty"` Slippery bool `json:"slippery,omitempty"` // Private runtime attributes. index int // position in the Palette, for reverse of `Palette.byName` // When the swatch is loaded from JSON we only get the index number, and // need to expand out the swatch later when the palette is loaded. paletteIndex int isSparse bool } // NewSparseSwatch creates a sparse Swatch from a palette index that will need // later expansion, when loading drawings from disk. func NewSparseSwatch(paletteIndex int) *Swatch { return &Swatch{ isSparse: true, paletteIndex: paletteIndex, } } func (s Swatch) String() string { if s.isSparse { return fmt.Sprintf("Swatch", s.paletteIndex) } if s.Name == "" { return s.Color.String() } return s.Name } // Attributes returns a comma-separated list of attributes as a string on // this swatch. This is for debugging and the `doodad show` CLI command to // summarize the swatch and shouldn't be used for game logic. func (s *Swatch) Attributes() string { var result string if s.Solid { result += "solid," } if s.SemiSolid { result += "semi-solid," } if s.Fire { result += "fire," } if s.Water { result += "water," } if s.isSparse { result += "sparse," } if s.Slippery { result += "slippery," } if result == "" { result = "none," } return strings.TrimSuffix(result, ",") } // IsSparse returns whether this Swatch is sparse (has only a palette index) and // requires inflation. func (s *Swatch) IsSparse() bool { return s.isSparse } // Index returns the Swatch's position in the palette. func (s *Swatch) Index() int { return s.index }