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-rw-r--r--src/input/json.rs29
1 files changed, 15 insertions, 14 deletions
diff --git a/src/input/json.rs b/src/input/json.rs
index a2f6d8c..3968afd 100644
--- a/src/input/json.rs
+++ b/src/input/json.rs
@@ -3,10 +3,11 @@ use std::io::prelude::*;
use serde_json;
use std::error::Error;
-use ::engine;
+use engine;
+use engine::expressive_engine;
-pub fn read_state_from_file(filename: &str) -> Result<(engine::settings::GameSettings, engine::GameState), Box<Error>> {
+pub fn read_state_from_file(filename: &str) -> Result<(engine::settings::GameSettings, expressive_engine::ExpressiveGameState), Box<Error>> {
let mut file = File::open(filename)?;
let mut content = String::new();
file.read_to_string(&mut content)?;
@@ -121,10 +122,10 @@ impl State {
)
}
- fn to_engine(&self, settings: &engine::settings::GameSettings) -> engine::GameState {
+ fn to_engine(&self, settings: &engine::settings::GameSettings) -> expressive_engine::ExpressiveGameState {
let player_buildings = self.buildings_to_engine('A');
let opponent_buildings = self.buildings_to_engine('B');
- engine::GameState::new(
+ expressive_engine::ExpressiveGameState::new(
self.player().to_engine(settings, &player_buildings),
self.opponent().to_engine(settings, &opponent_buildings),
self.unconstructed_buildings_to_engine('A'),
@@ -149,7 +150,7 @@ impl State {
.expect("Opponent character did not appear in state.json")
}
- fn unconstructed_buildings_to_engine(&self, player_type: char) -> Vec<engine::UnconstructedBuilding> {
+ fn unconstructed_buildings_to_engine(&self, player_type: char) -> Vec<expressive_engine::UnconstructedBuilding> {
self.game_map.iter()
.flat_map(|row| row.iter()
.flat_map(|cell| cell.buildings.iter()
@@ -160,7 +161,7 @@ impl State {
.collect()
}
- fn buildings_to_engine(&self, player_type: char) -> Vec<engine::Building> {
+ fn buildings_to_engine(&self, player_type: char) -> Vec<expressive_engine::Building> {
self.game_map.iter()
.flat_map(|row| row.iter()
.flat_map(|cell| cell.buildings.iter()
@@ -171,7 +172,7 @@ impl State {
.collect()
}
- fn missiles_to_engine(&self, player_type: char) -> Vec<engine::Missile> {
+ fn missiles_to_engine(&self, player_type: char) -> Vec<expressive_engine::Missile> {
self.game_map.iter()
.flat_map(|row| row.iter()
.flat_map(|cell| cell.missiles.iter()
@@ -198,14 +199,14 @@ impl BuildingBlueprint {
}
impl Player {
- fn to_engine(&self, settings: &engine::settings::GameSettings, buildings: &[engine::Building]) -> engine::Player {
+ fn to_engine(&self, settings: &engine::settings::GameSettings, buildings: &[expressive_engine::Building]) -> engine::Player {
engine::Player::new(self.energy, self.health, settings, buildings)
}
}
impl BuildingState {
- fn to_engine(&self) -> engine::Building {
- engine::Building {
+ fn to_engine(&self) -> expressive_engine::Building {
+ expressive_engine::Building {
pos: engine::geometry::Point::new(self.x, self.y),
health: self.health,
weapon_damage: self.weapon_damage,
@@ -216,8 +217,8 @@ impl BuildingState {
}
}
- fn to_engine_unconstructed(&self) -> engine::UnconstructedBuilding {
- engine::UnconstructedBuilding {
+ fn to_engine_unconstructed(&self) -> expressive_engine::UnconstructedBuilding {
+ expressive_engine::UnconstructedBuilding {
pos: engine::geometry::Point::new(self.x, self.y),
health: self.health,
construction_time_left: self.construction_time_left as u8, // > 0 check already happened
@@ -230,8 +231,8 @@ impl BuildingState {
}
impl MissileState {
- fn to_engine(&self) -> engine::Missile {
- engine::Missile {
+ fn to_engine(&self) -> expressive_engine::Missile {
+ expressive_engine::Missile {
pos: engine::geometry::Point::new(self.x, self.y),
damage: self.damage,
speed: self.speed,