Interfaces for reading and writing Brickadia save files.
Aims to be able to read all previous versions just like the game, but only write the newest version of the format.
First, create a reader from any
Read
source, such as a file or buffer.
let reader = brs::Reader::new(File::open("village.brs")?)?;
Brickadia save files have information split into sections ordered such that one can extract simple information without needing to parse the entire file.
This library surfaces this by strictly enforcing the way that data is read and made available at the type level; you can't go wrong.
To continue, reading the first header gets you basic information.
For details on what is available, see
HasHeader1
.
use brs::HasHeader1;
let reader = reader.read_header1();
println!("Brick count: {}", reader.brick_count());
println!("Map: {}", reader.map());
The next header contains data less likely to be relevant for simpler
introspection, but rather things such as tables for loading bricks.
See HasHeader2
.
use brs::HasHeader2;
let reader = reader.read_header2();
println!("Mods: {:?}", reader.mods());
println!("Color count: {}", reader.colors().len());
// Properties from header 1 are still available:
println!("Description: {}", reader.description();
After both headers have been read, you may now iterate over the bricks.
See Brick
.
for brick in reader.iter_bricks()? {
let brick = brick?;
println!("{:?}", brick);
}
You may retain access to the header information while getting the iterator:
let (rdr, bricks) = reader.iter_bricks_and_reader()?;
Writing save files isn't as fancy, for now you simply just put all the data
in the WriteData
struct and pass it to
write_save
along with a
Write
destination.
let data = brs::WriteData {
map: String::from("Plate"),
description: String::from("A quaint park full of ducks and turkeys."),
// ...
};
brs::write_save(&mut File::create("park.brs")?, &data)?;