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Add exclusions to LdtkSettings
and filters to level spawner.
#275
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Thanks for the contribution!
Nice, this is definitely an improvement over my original suggestion
agreed
That's fine. I plan to rewrite this plugin's systems to be smaller/more modular eventually, and when that time comes I will have tests for them and begin asking contributors for tests as well. For now they're definitely unreasonably difficult to test. |
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A couple minor notes
🤖 I have created a release *beep* *boop* --- ## [0.9.0](v0.8.0...v0.9.0) (2024-02-11) ### ⚠ BREAKING CHANGES * upgrade to bevy 0.12 ([#265](#265)) * upgrade to LDtk 1.5.3, dropping support for previous versions ([#295](#295)) * add `SpawnExclusions` to `LdtkSettings` for skipping layers by identifier ([#275](#275)) * add layer entity for Entity layers, changing the hierarchy ([#257](#257)) * upgrade to LDtk types and examples to 1.4.1 (drop support for <1.4.1) ([#256](#256)) * LdtkLevel renamed to LdtkExternalLevel and is no longer used as a component ([#244](#244)) * redesign LdtkProject with better level data accessors and correct modeling of internal/external levels ([#244](#244)) * use the bundle's `Default` implementation rather than the field's in `LdtkEntity` and `LdtkIntCell` derive macros ([#222](#222)) * add `RawLevelAccessor` trait for `LdtkJson` level borrowing/iteration, replacing existing methods ([#225](#225)) * add `LevelIndices` type defining a level's location in a project and use it in `LevelSelection::Indices` ([#221](#221)) * change `LevelEvent` inner types from `String` to `LevelIid` ([#219](#219)) * change `LevelSet` inner type from `String` to `LevelIid` ([#219](#219)) * change `LevelSelection::Iid` inner type from `String` to `LevelIid` ([#219](#219)) * replace `LevelSet::from_iid` with `LevelSet::from_iids`, which can convert from any collection of strings. ([#219](#219)) * use new LevelIid type in LevelEvent, LevelSet, and LevelSelection, plus other improvements ([#219](#219)) * `LdtkProject::project` and `LdtkLevel::level` fields have both been renamed to `data` ([#206](#206)) * All fields of `LdtkProject` and `LdtkLevel` are now privatized, and have immutable getter methods ([#206](#206)) * `LevelMap` and `TilesetMap` type aliases have been removed ([#206](#206)) * `LdtkAsset` and `LdtkProject` are now exported in new `assets` module instead of `lib.rs` ([#206](#206)) * asset `Loader` types are now private ([#206](#206)) * `LdtkAsset` renamed to `LdtkProject` ([#206](#206)) ### Features * add `LevelIndices` type defining a level's location in a project and use it in `LevelSelection::Indices` ([#221](#221)) ([59618fe](59618fe)) * add `RawLevelAccessor` trait for `LdtkJson` level borrowing/iteration, replacing existing methods ([#225](#225)) ([d3de2d9](d3de2d9)) * add `SpawnExclusions` to `LdtkSettings` for skipping layers by identifier ([#275](#275)) ([282404d](282404d)), closes [#272](#272) * add layer entity for Entity layers, changing the hierarchy ([#257](#257)) ([ee20a53](ee20a53)) * add LdtkJsonWithMetadata type for representing internal- and external-level project data with generics ([#242](#242)) ([630434a](630434a)) * add LdtkProjectData for representing either internal- or external-level project data concretely ([#243](#243)) ([c530bc9](c530bc9)) * add level locale types and begin splitting internal_levels and external_levels features ([#237](#237)) ([8129e55](8129e55)) * add LevelIid component and spawn it on every level ([#215](#215)) ([ad83455](ad83455)) * add LoadedLevel type that wraps around levels with complete data ([#214](#214)) ([3d40c15](3d40c15)) * add types and traits around LevelMetadata ([#229](#229)) ([382dea2](382dea2)) * change `LevelEvent` inner types from `String` to `LevelIid` ([#219](#219)) ([0039ed7](0039ed7)) * change `LevelSelection::Iid` inner type from `String` to `LevelIid` ([#219](#219)) ([0039ed7](0039ed7)) * change `LevelSet` inner type from `String` to `LevelIid` ([#219](#219)) ([0039ed7](0039ed7)) * LdtkLevel renamed to LdtkExternalLevel and is no longer used as a component ([#244](#244)) ([670cd4e](670cd4e)) * redesign LdtkProject with better level data accessors and correct modeling of internal/external levels ([#244](#244)) ([670cd4e](670cd4e)) * replace `LevelSet::from_iid` with `LevelSet::from_iids`, which can convert from any collection of strings. ([#219](#219)) ([0039ed7](0039ed7)) * upgrade to bevy 0.12 ([#265](#265)) ([194731e](194731e)) * upgrade to LDtk 1.5.3, dropping support for previous versions ([#295](#295)) ([4926a50](4926a50)) * upgrade to LDtk types and examples to 1.4.1 (drop support for <1.4.1) ([#256](#256)) ([ab21e2c](ab21e2c)) * use new LevelIid type in LevelEvent, LevelSet, and LevelSelection, plus other improvements ([#219](#219)) ([0039ed7](0039ed7)) * use the bundle's `Default` implementation rather than the field's in `LdtkEntity` and `LdtkIntCell` derive macros ([#222](#222)) ([f003127](f003127)) ### Bug Fixes * don't apply level set until project and dependencies are completely loaded ([#296](#296)) ([dbfe1c6](dbfe1c6)) * normalize resolved asset paths using `path_clean` ([#255](#255)) ([33a8998](33a8998)), closes [#240](#240) * only spawn invisible tiles on first sub-layer of AutoTile+IntGrid layers ([#231](#231)) ([d2873e3](d2873e3)) * recalculate layer offset to adjust for tileset sizes ([#254](#254)) ([c00085d](c00085d)) * use entity definition tile size instead of entity instance tile size as basis when calculating ldtk entity scale ([#271](#271)) ([833af01](833af01)) ### Documentation Changes * add 0.8 to 0.9 migration guide ([#266](#266)) ([bb91660](bb91660)) * add collectathon cargo example ([#288](#288)) ([32dfb85](32dfb85)) * add mdbook with outline and introduction ([#261](#261)) ([810b25a](810b25a)) * add tile-based game example w/ a tutorial in the book, replacing getting-started guide ([#269](#269)) ([2d43efa](2d43efa)) * document all-features in docs.rs ([#252](#252)) ([321bb07](321bb07)) * reference book in API ref and README.md, replacing redundant sections ([#282](#282)) ([e7afdad](e7afdad)) * remove README.md caveat for hot reloading external levels ([#253](#253)) ([59eb6b3](59eb6b3)) * write *Anatomy of the World* chapter of book ([#285](#285)) ([29d5e33](29d5e33)) * write *Create bevy relations from ldtk entity references* chapter of book ([#287](#287)) ([8080f24](8080f24)) * write *Game Logic Integration* chapter of the book ([#279](#279)) ([a62a556](a62a556)) * write *Level Selection* chapter of book ([#284](#284)) ([226c60c](226c60c)) * write *Make level selection follow player* chapter of book ([#293](#293)) ([201d908](201d908)) * write *Respawn levels and worlds* chapter of book ([#289](#289)) ([55ed30f](55ed30f)) ### Code Refactors * `LdtkAsset` and `LdtkProject` are now exported in new `assets` module instead of `lib.rs` ([#206](#206)) ([fe44774](fe44774)) * `LdtkAsset` renamed to `LdtkProject` ([#206](#206)) ([fe44774](fe44774)) * `LdtkProject::project` and `LdtkLevel::level` fields have both been renamed to `data` ([#206](#206)) ([fe44774](fe44774)) * `LevelMap` and `TilesetMap` type aliases have been removed ([#206](#206)) ([fe44774](fe44774)) * All fields of `LdtkProject` and `LdtkLevel` are now privatized, and have immutable getter methods ([#206](#206)) ([fe44774](fe44774)) * asset `Loader` types are now private ([#206](#206)) ([fe44774](fe44774)) --- This PR was generated with [Release Please](https://github.com/googleapis/release-please). See [documentation](https://github.com/googleapis/release-please#release-please). Co-authored-by: Trevor Lovell <[email protected]>
I made this a separate
LdtkExclusions
struct because, even though there's only one use case for this now, it would be a logical extension to add other exclusions in the future (like entities, both IID and UID based), and if so, it's better to group them together instead of cluttering up the mainLdtkSettings
.Caveat: Adding a
Vec
(or any other collection) to theLdtkSettings
or any sub-structure means we can no longer deriveCopy
. It doesn't appear to be required by any part ofbevy_ecs_ldtk
itself, and there's no compelling reason why users should absolutely need it (copying aResource
is pretty rare?), but this is potentially a breaking change for some users. The only way around this would be to avoid putting this inLdtkSettings
altogether and define theLdtkExclusions
as its own resource (and modify the various systems accordingly). I feel that's a YAGNI problem so I went the easy route and just removedCopy
.Unit testing seems infeasible at the moment due to the complexity of the
spawn_level
method and absence of existing test infra for it, but I manually tested the exact same change on the 0.8 branch in an actual game and it worked perfectly.Note also that the use of
Vec
overHashSet
is intentional. I'd expect there to be a very small number of items in that list (say 2 or 3). In lists with fewer than 10-15 items, the cost of the hash tends to exceed the cost of the iteration (example).Fixes #272