mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-10 16:07:57 -06:00
feat!: implement proper error handling, drop most expect() & unwrap() usages
This commit is contained in:
@@ -11,6 +11,8 @@ use sdl2::render::{Canvas, RenderTarget};
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use std::collections::{HashMap, VecDeque};
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use tracing::debug;
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use crate::error::{GameResult, MapError};
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/// The starting positions of the entities in the game.
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#[allow(dead_code)]
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pub struct NodePositions {
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@@ -47,8 +49,8 @@ impl Map {
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///
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/// This function will panic if the board layout contains unknown characters or if
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/// the house door is not defined by exactly two '=' characters.
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pub fn new(raw_board: [&str; BOARD_CELL_SIZE.y as usize]) -> Map {
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let parsed_map = MapTileParser::parse_board(raw_board).expect("Failed to parse board layout");
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pub fn new(raw_board: [&str; BOARD_CELL_SIZE.y as usize]) -> GameResult<Map> {
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let parsed_map = MapTileParser::parse_board(raw_board)?;
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let map = parsed_map.tiles;
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let house_door = parsed_map.house_door;
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@@ -61,7 +63,8 @@ impl Map {
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let cell_offset = Vec2::splat(CELL_SIZE as f32 / 2.0);
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// Find a starting point for the graph generation, preferably Pac-Man's position.
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let start_pos = pacman_start.expect("Pac-Man's starting position not found");
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let start_pos =
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pacman_start.ok_or_else(|| MapError::InvalidConfig("Pac-Man's starting position not found".to_string()))?;
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// Add the starting position to the graph/queue
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let mut queue = VecDeque::new();
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@@ -114,7 +117,7 @@ impl Map {
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// Connect the new node to the source node
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graph
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.connect(*source_node_id, new_node_id, false, None, dir)
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.expect("Failed to add edge");
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.map_err(|e| MapError::InvalidConfig(format!("Failed to add edge: {}", e)))?;
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}
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}
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}
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@@ -129,7 +132,7 @@ impl Map {
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if let Some(&neighbor_id) = grid_to_node.get(&neighbor) {
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graph
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.connect(node_id, neighbor_id, false, None, dir)
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.expect("Failed to add edge");
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.map_err(|e| MapError::InvalidConfig(format!("Failed to add edge: {}", e)))?;
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}
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}
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}
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@@ -137,7 +140,7 @@ impl Map {
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// Build house structure
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let (house_entrance_node_id, left_center_node_id, center_center_node_id, right_center_node_id) =
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Self::build_house(&mut graph, &grid_to_node, &house_door);
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Self::build_house(&mut graph, &grid_to_node, &house_door)?;
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let start_positions = NodePositions {
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pacman: grid_to_node[&start_pos],
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@@ -148,15 +151,15 @@ impl Map {
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};
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// Build tunnel connections
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Self::build_tunnels(&mut graph, &grid_to_node, &tunnel_ends);
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Self::build_tunnels(&mut graph, &grid_to_node, &tunnel_ends)?;
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Map {
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Ok(Map {
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current: map,
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graph,
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grid_to_node,
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start_positions,
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pacman_start,
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}
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})
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}
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/// Finds the starting position for a given entity ID.
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@@ -194,8 +197,8 @@ impl Map {
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text_renderer: &mut crate::texture::text::TextTexture,
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atlas: &mut SpriteAtlas,
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cursor_pos: glam::Vec2,
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) {
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MapRenderer::debug_render_with_cursor(&self.graph, canvas, text_renderer, atlas, cursor_pos);
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) -> GameResult<()> {
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MapRenderer::debug_render_with_cursor(&self.graph, canvas, text_renderer, atlas, cursor_pos)
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}
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/// Builds the house structure in the graph.
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@@ -203,21 +206,32 @@ impl Map {
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graph: &mut Graph,
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grid_to_node: &HashMap<IVec2, NodeId>,
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house_door: &[Option<IVec2>; 2],
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) -> (usize, usize, usize, usize) {
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) -> GameResult<(usize, usize, usize, usize)> {
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// Calculate the position of the house entrance node
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let (house_entrance_node_id, house_entrance_node_position) = {
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// Translate the grid positions to the actual node ids
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let left_node = grid_to_node
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.get(&(house_door[0].expect("First house door position not acquired") + Direction::Left.as_ivec2()))
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.expect("Left house door node not found");
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.get(
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&(house_door[0]
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.ok_or_else(|| MapError::InvalidConfig("First house door position not acquired".to_string()))?
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+ Direction::Left.as_ivec2()),
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)
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.ok_or_else(|| MapError::InvalidConfig("Left house door node not found".to_string()))?;
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let right_node = grid_to_node
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.get(&(house_door[1].expect("Second house door position not acquired") + Direction::Right.as_ivec2()))
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.expect("Right house door node not found");
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.get(
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&(house_door[1]
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.ok_or_else(|| MapError::InvalidConfig("Second house door position not acquired".to_string()))?
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+ Direction::Right.as_ivec2()),
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)
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.ok_or_else(|| MapError::InvalidConfig("Right house door node not found".to_string()))?;
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// Calculate the position of the house node
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let (node_id, node_position) = {
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let left_pos = graph.get_node(*left_node).unwrap().position;
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let right_pos = graph.get_node(*right_node).unwrap().position;
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let left_pos = graph.get_node(*left_node).ok_or(MapError::NodeNotFound(*left_node))?.position;
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let right_pos = graph
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.get_node(*right_node)
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.ok_or(MapError::NodeNotFound(*right_node))?
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.position;
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let house_node = graph.add_node(Node {
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position: left_pos.lerp(right_pos, 0.5),
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});
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@@ -227,16 +241,16 @@ impl Map {
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// Connect the house door to the left and right nodes
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graph
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.connect(node_id, *left_node, true, None, Direction::Left)
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.expect("Failed to connect house door to left node");
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.map_err(|e| MapError::InvalidConfig(format!("Failed to connect house door to left node: {}", e)))?;
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graph
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.connect(node_id, *right_node, true, None, Direction::Right)
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.expect("Failed to connect house door to right node");
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.map_err(|e| MapError::InvalidConfig(format!("Failed to connect house door to right node: {}", e)))?;
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(node_id, node_position)
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};
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// A helper function to help create the various 'lines' of nodes within the house
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let create_house_line = |graph: &mut Graph, center_pos: Vec2| -> (NodeId, NodeId) {
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let create_house_line = |graph: &mut Graph, center_pos: Vec2| -> GameResult<(NodeId, NodeId)> {
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// Place the nodes at, above, and below the center position
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let center_node_id = graph.add_node(Node { position: center_pos });
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let top_node_id = graph.add_node(Node {
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@@ -249,12 +263,12 @@ impl Map {
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// Connect the center node to the top and bottom nodes
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graph
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.connect(center_node_id, top_node_id, false, None, Direction::Up)
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.expect("Failed to connect house line to left node");
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.map_err(|e| MapError::InvalidConfig(format!("Failed to connect house line to top node: {}", e)))?;
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graph
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.connect(center_node_id, bottom_node_id, false, None, Direction::Down)
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.expect("Failed to connect house line to right node");
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.map_err(|e| MapError::InvalidConfig(format!("Failed to connect house line to bottom node: {}", e)))?;
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(center_node_id, top_node_id)
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Ok((center_node_id, top_node_id))
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};
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// Calculate the position of the center line's center node
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@@ -262,7 +276,7 @@ impl Map {
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house_entrance_node_position + (Direction::Down.as_ivec2() * (3 * CELL_SIZE as i32)).as_vec2();
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// Create the center line
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let (center_center_node_id, center_top_node_id) = create_house_line(graph, center_line_center_position);
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let (center_center_node_id, center_top_node_id) = create_house_line(graph, center_line_center_position)?;
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// Create a ghost-only, two-way connection for the house door.
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// This prevents Pac-Man from entering or exiting through the door.
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@@ -275,7 +289,7 @@ impl Map {
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Direction::Down,
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EdgePermissions::GhostsOnly,
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)
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.expect("Failed to create ghost-only entrance to house");
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.map_err(|e| MapError::InvalidConfig(format!("Failed to create ghost-only entrance to house: {}", e)))?;
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graph
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.add_edge(
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@@ -286,49 +300,54 @@ impl Map {
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Direction::Up,
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EdgePermissions::GhostsOnly,
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)
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.expect("Failed to create ghost-only exit from house");
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.map_err(|e| MapError::InvalidConfig(format!("Failed to create ghost-only exit from house: {}", e)))?;
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// Create the left line
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let (left_center_node_id, _) = create_house_line(
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graph,
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center_line_center_position + (Direction::Left.as_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
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);
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)?;
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// Create the right line
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let (right_center_node_id, _) = create_house_line(
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graph,
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center_line_center_position + (Direction::Right.as_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
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);
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)?;
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debug!("Left center node id: {left_center_node_id}");
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// Connect the center line to the left and right lines
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graph
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.connect(center_center_node_id, left_center_node_id, false, None, Direction::Left)
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.expect("Failed to connect house entrance to left top line");
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.map_err(|e| MapError::InvalidConfig(format!("Failed to connect house entrance to left top line: {}", e)))?;
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graph
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.connect(center_center_node_id, right_center_node_id, false, None, Direction::Right)
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.expect("Failed to connect house entrance to right top line");
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.map_err(|e| MapError::InvalidConfig(format!("Failed to connect house entrance to right top line: {}", e)))?;
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debug!("House entrance node id: {house_entrance_node_id}");
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(
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Ok((
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house_entrance_node_id,
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left_center_node_id,
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center_center_node_id,
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right_center_node_id,
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)
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))
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}
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/// Builds the tunnel connections in the graph.
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fn build_tunnels(graph: &mut Graph, grid_to_node: &HashMap<IVec2, NodeId>, tunnel_ends: &[Option<IVec2>; 2]) {
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fn build_tunnels(
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graph: &mut Graph,
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grid_to_node: &HashMap<IVec2, NodeId>,
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tunnel_ends: &[Option<IVec2>; 2],
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) -> GameResult<()> {
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// Create the hidden tunnel nodes
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let left_tunnel_hidden_node_id = {
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let left_tunnel_entrance_node_id = grid_to_node[&tunnel_ends[0].expect("Left tunnel end not found")];
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let left_tunnel_entrance_node_id =
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grid_to_node[&tunnel_ends[0].ok_or_else(|| MapError::InvalidConfig("Left tunnel end not found".to_string()))?];
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let left_tunnel_entrance_node = graph
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.get_node(left_tunnel_entrance_node_id)
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.expect("Left tunnel entrance node not found");
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.ok_or_else(|| MapError::InvalidConfig("Left tunnel entrance node not found".to_string()))?;
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graph
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.add_connected(
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@@ -339,15 +358,21 @@ impl Map {
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+ (Direction::Left.as_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
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},
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)
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.expect("Failed to connect left tunnel entrance to left tunnel hidden node")
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.map_err(|e| {
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MapError::InvalidConfig(format!(
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"Failed to connect left tunnel entrance to left tunnel hidden node: {}",
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e
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))
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})?
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};
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// Create the right tunnel nodes
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let right_tunnel_hidden_node_id = {
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let right_tunnel_entrance_node_id = grid_to_node[&tunnel_ends[1].expect("Right tunnel end not found")];
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let right_tunnel_entrance_node_id =
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grid_to_node[&tunnel_ends[1].ok_or_else(|| MapError::InvalidConfig("Right tunnel end not found".to_string()))?];
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let right_tunnel_entrance_node = graph
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.get_node(right_tunnel_entrance_node_id)
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.expect("Right tunnel entrance node not found");
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.ok_or_else(|| MapError::InvalidConfig("Right tunnel entrance node not found".to_string()))?;
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graph
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.add_connected(
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@@ -358,7 +383,12 @@ impl Map {
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+ (Direction::Right.as_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
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},
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)
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.expect("Failed to connect right tunnel entrance to right tunnel hidden node")
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.map_err(|e| {
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MapError::InvalidConfig(format!(
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"Failed to connect right tunnel entrance to right tunnel hidden node: {}",
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e
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))
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})?
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};
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// Connect the left tunnel hidden node to the right tunnel hidden node
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@@ -370,6 +400,13 @@ impl Map {
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Some(0.0),
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Direction::Left,
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)
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.expect("Failed to connect left tunnel hidden node to right tunnel hidden node");
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.map_err(|e| {
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MapError::InvalidConfig(format!(
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"Failed to connect left tunnel hidden node to right tunnel hidden node: {}",
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e
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))
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})?;
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Ok(())
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}
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}
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