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https://gitlab.com/veloren/veloren.git
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Merge branch 'juliancoffee/small_fixes' into 'master'
Remove `load_expect_dir` as it's misused See merge request veloren/veloren!2560
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commit
cc996a63f6
@ -1,3 +1,4 @@
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//#![warn(clippy::pedantic)]
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//! Load assets (images or voxel data) from files
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use dot_vox::DotVoxData;
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@ -86,6 +87,18 @@ pub trait AssetExt: Sized + Send + Sync + 'static {
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fn get_or_insert(specifier: &str, default: Self) -> AssetHandle<Self>;
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}
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/// Loads directory and all files in it
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///
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/// NOTE: If you call `.iter()` on it, all failed files will be ignored
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/// If you want to handle errors, call `.ids()` which will return
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/// iterator over assets specifiers
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///
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/// # Errors
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/// An error is returned if the given id does not match a valid readable
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/// directory.
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///
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/// When loading a directory recursively, directories that can't be read are
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/// ignored.
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pub fn load_dir<T: DirLoadable>(
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specifier: &str,
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recursive: bool,
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@ -94,10 +107,20 @@ pub fn load_dir<T: DirLoadable>(
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ASSETS.load_dir(specifier, recursive)
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}
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/// Loads directory and all files in it
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///
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/// # Panics
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/// 1) If can't load directory (filesystem errors)
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/// 2) If file can't be loaded (parsing problem)
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#[track_caller]
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pub fn load_expect_dir<T: DirLoadable>(specifier: &str, recursive: bool) -> AssetDirHandle<T> {
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load_dir(specifier, recursive)
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.unwrap_or_else(|e| panic!("Failed loading directory. error={:?}", e))
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pub fn read_expect_dir<T: DirLoadable>(
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specifier: &str,
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recursive: bool,
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) -> impl Iterator<Item = AssetGuard<T>> {
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load_dir::<T>(specifier, recursive)
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.unwrap_or_else(|e| panic!("Failed loading directory {}. error={:?}", e, specifier))
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.ids()
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.map(|entry| T::load_expect(entry).read())
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}
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impl<T: Compound> AssetExt for T {
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@ -266,8 +289,7 @@ mod tests {
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.filter(|path| path.is_file())
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.filter(|path| {
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path.extension()
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.map(|e| ext == e.to_ascii_lowercase())
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.unwrap_or(false)
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.map_or(false, |e| ext == e.to_ascii_lowercase())
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})
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.for_each(|path| {
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let file = File::open(&path).expect("Failed to open the file");
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@ -280,7 +302,6 @@ mod tests {
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}
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}
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#[warn(clippy::pedantic)]
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#[cfg(feature = "asset_tweak")]
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pub mod asset_tweak {
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use super::{find_root, Asset, AssetExt, RonLoader};
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@ -300,7 +321,6 @@ pub mod asset_tweak {
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const EXTENSION: &'static str = "ron";
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}
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#[must_use]
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/// # Usage
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/// Create file with content which represent tweaked value
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///
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@ -329,7 +349,6 @@ pub mod asset_tweak {
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value
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}
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#[must_use]
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/// # Usage
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/// Will create file "assets/tweak/{specifier}.ron" if not exists
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/// and return passed `value`.
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@ -625,6 +625,7 @@ impl Item {
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pub fn new_from_asset_glob(asset_glob: &str) -> Result<Vec<Self>, Error> {
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let specifier = asset_glob.strip_suffix(".*").unwrap_or(asset_glob);
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let defs = assets::load_dir::<RawItemDef>(specifier, true)?;
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// use ids() instead of iter() because we don't want to ignore errors
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defs.ids().map(Item::new_from_asset).collect()
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}
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@ -893,7 +894,8 @@ mod tests {
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#[test]
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fn test_assets_items() {
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let defs = assets::load_expect_dir::<RawItemDef>("common.items", true);
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let defs = assets::load_dir::<RawItemDef>("common.items", true)
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.expect("Failed to access items directory");
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for item in defs.ids().map(Item::new_from_asset_expect) {
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std::mem::drop(item)
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}
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@ -736,10 +736,9 @@ mod tests {
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// It just load everything that could
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// TODO: add some checks, e.g. that Armor(Head) key correspond
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// to Item with ItemKind Head(_)
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let loadouts = assets::load_expect_dir::<LoadoutSpec>("common.loadout", true);
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for loadout in loadouts.iter() {
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let spec = loadout.read();
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for (&key, entry) in &spec.0 {
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let loadouts = assets::read_expect_dir::<LoadoutSpec>("common.loadout", true);
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for loadout in loadouts {
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for (&key, entry) in &loadout.0 {
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entry.validate(key);
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}
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}
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@ -312,8 +312,8 @@ mod tests {
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#[test]
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fn test_all_entity_assets() {
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// It just load everything that could
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let entity_configs = assets::load_expect_dir::<EntityConfig>("common.entity", true);
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for config in entity_configs.iter() {
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let entity_configs = assets::read_expect_dir::<EntityConfig>("common.entity", true);
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for config in entity_configs {
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let EntityConfig {
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main_tool,
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second_tool,
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@ -322,7 +322,7 @@ mod tests {
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name: _name,
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body,
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loot,
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} = config.cloned();
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} = config.clone();
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if let Some(main_tool) = main_tool {
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main_tool.validate(EquipSlot::ActiveMainhand);
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@ -146,9 +146,9 @@ mod tests {
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}
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let loot_tables =
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assets::load_expect_dir::<Lottery<LootSpec<String>>>("common.loot_tables", true);
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for loot_table in loot_tables.iter() {
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validate_table_contents(loot_table.cloned());
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assets::read_expect_dir::<Lottery<LootSpec<String>>>("common.loot_tables", true);
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for loot_table in loot_tables {
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validate_table_contents(loot_table.clone());
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}
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}
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}
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@ -40,7 +40,7 @@ fn skills_from_nodes(nodes: &[SkillNode]) -> Vec<(Skill, Option<u16>)> {
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for node in nodes {
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match node {
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SkillNode::Tree(asset) => {
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skills.append(&mut skills_from_asset_expect(&asset));
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skills.append(&mut skills_from_asset_expect(asset));
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},
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SkillNode::Skill(req) => {
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skills.push(*req);
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@ -151,11 +151,11 @@ mod tests {
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#[test]
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fn test_all_skillset_assets() {
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let skillsets = assets::load_expect_dir::<SkillSetTree>("common.skillset", true);
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for skillset in skillsets.iter() {
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let skillsets = assets::read_expect_dir::<SkillSetTree>("common.skillset", true);
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for skillset in skillsets {
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std::mem::drop({
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let mut skillset_builder = SkillSetBuilder::default();
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let nodes = &*skillset.read().0;
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let nodes = &*skillset.0;
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let tree = skills_from_nodes(nodes);
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for (skill, level) in tree {
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skillset_builder = skillset_builder.with_skill(skill, level);
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@ -372,7 +372,8 @@ impl assets::Compound for LocalizationList {
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specifier: &str,
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) -> Result<Self, assets::Error> {
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// List language directories
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let languages = assets::load_expect_dir::<FindManifests>(specifier, false)
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let languages = assets::load_dir::<FindManifests>(specifier, false)
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.unwrap_or_else(|e| panic!("Failed to get manifests from {}: {:?}", specifier, e))
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.ids()
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.filter_map(|spec| cache.load::<RawLocalization>(spec).ok())
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.map(|localization| localization.read().metadata.clone())
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@ -1038,7 +1038,7 @@ fn merchant_loadout(
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let rng = &mut rand::thread_rng();
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// Fill backpack with ingredients and coins
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let backpack = ingredient_bag(economy, rng);
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let backpack = ingredient_backpack(economy, rng);
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// Fill bags with stuff
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let (food_bag, potion_bag) = consumable_bags(economy, rng);
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@ -1066,7 +1066,7 @@ fn sort_bag(bag: &mut Item) {
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fn armor_bag(economy: Option<&trade::SiteInformation>) -> Item {
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#![warn(clippy::pedantic)]
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let mut bag = Item::new_from_asset_expect("common.items.armor.misc.back.backpack");
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let mut bag = Item::new_from_asset_expect("common.items.armor.misc.bag.sturdy_red_backpack");
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let armor_items = economy
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.and_then(|e| e.unconsumed_stock.get(&Good::Armor))
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@ -1115,10 +1115,10 @@ fn weapon_bag(economy: Option<&trade::SiteInformation>) -> Item {
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bag
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}
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fn ingredient_bag(economy: Option<&trade::SiteInformation>, rng: &mut impl Rng) -> Item {
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fn ingredient_backpack(economy: Option<&trade::SiteInformation>, rng: &mut impl Rng) -> Item {
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#![warn(clippy::pedantic)]
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let mut bag = Item::new_from_asset_expect("common.items.armor.misc.bag.sturdy_red_backpack");
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let mut bag = Item::new_from_asset_expect("common.items.armor.misc.back.backpack");
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let slots = bag.slots_mut();
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// It's safe to truncate here, because coins clamped to 3000 max
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match self.difficulty {
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3 => {
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let turret = turret
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.with_body(comp::Body::Object(comp::object::Body::Crossbow))
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.with_body(comp::Body::Object(comp::object::Body::HaniwaSentry))
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.with_asset_expect("common.entity.dungeon.tier-3.sentry");
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supplement.add_entity(turret);
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},
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