doodle/cmd/doodad/commands/levelpack.go

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package commands
import (
"archive/zip"
"fmt"
"io/ioutil"
"os"
"path/filepath"
"sort"
"strings"
"time"
2022-09-24 22:17:25 +00:00
"git.kirsle.net/SketchyMaze/doodle/pkg/doodads"
"git.kirsle.net/SketchyMaze/doodle/pkg/level"
"git.kirsle.net/SketchyMaze/doodle/pkg/levelpack"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/SketchyMaze/doodle/pkg/userdir"
"github.com/urfave/cli/v2"
)
// LevelPack creation and management.
var LevelPack *cli.Command
func init() {
LevelPack = &cli.Command{
Name: "levelpack",
Usage: "create and manage .levelpack archives",
ArgsUsage: "-o output.levelpack <list of .level files>",
Subcommands: []*cli.Command{
{
Name: "create",
Usage: "create a new .levelpack file from source files",
ArgsUsage: "<output.levelpack> <input.level> [input.level...]",
Flags: []cli.Flag{
&cli.StringFlag{
Name: "title",
Aliases: []string{"t"},
Usage: "set a title for your levelpack, default will use the first level's title",
},
&cli.StringFlag{
Name: "author",
Aliases: []string{"a"},
Usage: "set an author for your levelpack, default will use the first level's author",
},
&cli.StringFlag{
Name: "description",
Aliases: []string{"d"},
Usage: "set a description for your levelpack",
},
&cli.IntFlag{
Name: "free",
Aliases: []string{"f"},
Usage: "set number of free levels (levels unlocked by default), 0 means all unlocked",
},
&cli.StringFlag{
Name: "doodads",
Aliases: []string{"D"},
Usage: "which doodads to embed: none, custom, all",
Value: "custom",
},
},
Action: levelpackCreate,
},
{
Name: "show",
Usage: "print details about a levelpack file",
ArgsUsage: "<input.levelpack>",
Action: levelpackShow,
},
},
Flags: []cli.Flag{},
}
}
// Subcommand `levelpack show`
func levelpackShow(c *cli.Context) error {
if c.NArg() < 1 {
return cli.Exit(
"Usage: doodad levelpack show <file.levelpack>",
1,
)
}
var filename = c.Args().Slice()[0]
if !strings.HasSuffix(filename, ".levelpack") {
return cli.Exit("file must name a .levelpack", 1)
}
lp, err := levelpack.LoadFile(filename)
if err != nil {
return cli.Exit(err, 1)
}
fmt.Printf("===== Levelpack: %s =====\n", filename)
fmt.Println("Headers:")
fmt.Printf(" Title: %s\n", lp.Title)
fmt.Printf(" Author: %s\n", lp.Author)
fmt.Printf(" Description: %s\n", lp.Description)
fmt.Printf(" Free levels: %d\n", lp.FreeLevels)
// List the levels.
fmt.Println("\nLevels:")
for i, lvl := range lp.Levels {
fmt.Printf("%d. %s: %s\n", i+1, lvl.Filename, lvl.Title)
}
// List the doodads.
dl := lp.ListFiles("doodads/")
if len(dl) > 0 {
fmt.Println("\nDoodads:")
for i, doodad := range dl {
fmt.Printf("%d. %s\n", i, doodad)
}
}
return nil
}
// Subcommand `levelpack create`
func levelpackCreate(c *cli.Context) error {
if c.NArg() < 2 {
return cli.Exit(
"Usage: doodad levelpack create <out.levelpack> <in.level ...>",
1,
)
}
var (
args = c.Args().Slice()
outfile = args[0]
infiles = args[1:]
title = c.String("title")
author = c.String("author")
description = c.String("description")
free = c.Int("free")
embedDoodads = c.String("doodads")
)
// Validate params.
if !strings.HasSuffix(outfile, ".levelpack") {
return cli.Exit("Output file must have a .levelpack extension", 1)
}
if embedDoodads != "none" && embedDoodads != "custom" && embedDoodads != "all" {
return cli.Exit(
"--doodads: must be one of all, custom, none",
1,
)
}
var lp = levelpack.LevelPack{
Title: title,
Author: author,
Description: description,
FreeLevels: free,
Created: time.Now().UTC(),
}
// Create a temp directory to work with.
workdir, err := os.MkdirTemp(userdir.CacheDirectory, "levelpack-*")
if err != nil {
return cli.Exit(
fmt.Sprintf("Couldn't make temp folder: %s", err),
1,
)
}
log.Info("Working directory: %s", workdir)
defer os.RemoveAll(workdir)
// Useful folders inside the working directory.
var (
levelDir = filepath.Join(workdir, "levels")
doodadDir = filepath.Join(workdir, "doodads")
assets = []string{
"index.json",
}
)
os.MkdirAll(levelDir, 0755)
os.MkdirAll(doodadDir, 0755)
// Get the list of the game's builtin doodads.
builtins, err := doodads.ListBuiltin()
if err != nil {
return cli.Exit(err, 1)
}
// Read the input levels.
for i, filename := range infiles {
if !strings.HasSuffix(filename, ".level") {
return cli.Exit(
fmt.Sprintf("input file at position %d (%s) was not a .level file", i, filename),
1,
)
}
lvl, err := level.LoadJSON(filename)
if err != nil {
return cli.Exit(
fmt.Sprintf("%s: %s", filename, err),
1,
)
}
// Fill in defaults for --title, --author
if lp.Title == "" {
lp.Title = lvl.Title
}
if lp.Author == "" {
lp.Author = lvl.Author
}
// Log the level in the index.json list.
lp.Levels = append(lp.Levels, levelpack.Level{
Update savegame format, Allow out-of-bounds camera Updates the savegame.json file format: * Levels now have a UUID value assigned at first save. * The savegame.json will now track level completion/score based on UUID, making it robust to filename changes in either levels or levelpacks. * The savegame file is auto-migrated on startup - for any levels not found or have no UUID, no change is made, it's backwards compatible. * Level Properties window adds an "Advanced" tab to show/re-roll UUID. New JavaScript API for doodad scripts: * `Actors.CameraFollowPlayer()` tells the camera to return focus to the player character. Useful for "cutscene" doodads that freeze the player, call `Self.CameraFollowMe()` and do a thing before unfreezing and sending the camera back to the player. (Or it will follow them at their next directional input control). * `Self.MoveBy(Point(x, y int))` to move the current actor a bit. New option for the `doodad` command-line tool: * `doodad resave <.level or .doodad>` will load and re-save a drawing, to migrate it to the newest file format versions. Small tweaks: * On bounded levels, allow the camera to still follow the player if the player finds themselves WELL far out of bounds (40 pixels margin). So on bounded levels you can create "interior rooms" out-of-bounds to Warp Door into. * New wallpaper: "Atmosphere" has a black starscape pattern that fades into a solid blue atmosphere. * Camera strictly follows the player the first 20 ticks, not 60 of level start * If player is frozen, directional inputs do not take the camera focus back.
2023-03-08 05:55:10 +00:00
UUID: lvl.UUID,
Title: lvl.Title,
Author: lvl.Author,
Filename: filepath.Base(filename),
})
// Grab all the level's doodads to embed in the zip folder.
for _, actor := range lvl.Actors {
// What was the user's embeds request? (--doodads)
if embedDoodads == "none" {
break
} else if embedDoodads == "custom" {
// Custom doodads only.
if isBuiltinDoodad(builtins, actor.Filename) {
log.Warn("Doodad %s is a built-in, skipping embed", actor.Filename)
continue
}
}
if _, err := os.Stat(filepath.Join(doodadDir, actor.Filename)); !os.IsNotExist(err) {
continue
}
log.Info("Adding doodad to zipfile: %s", actor.Filename)
// Get this doodad from the game's built-ins or the user's
// profile directory only. Pulling embedded doodads out of
// the level is NOT supported.
asset, err := doodads.LoadFile(actor.Filename)
if err != nil {
return cli.Exit(
fmt.Sprintf("%s: Doodad file '%s': %s", filename, asset.Filename, err),
1,
)
}
var targetFile = filepath.Join(doodadDir, actor.Filename)
assets = append(assets, targetFile)
log.Debug("Write doodad: %s", targetFile)
err = asset.WriteFile(filepath.Join(doodadDir, actor.Filename))
if err != nil {
return cli.Exit(
fmt.Sprintf("Writing doodad %s: %s", actor.Filename, err),
1,
)
}
}
// Copy the level in.
var targetFile = filepath.Join(levelDir, filepath.Base(filename))
assets = append(assets, targetFile)
log.Info("Write level: %s", filename)
err = copyFile(filename, filepath.Join(levelDir, filepath.Base(filename)))
if err != nil {
return cli.Exit(
fmt.Sprintf("couldn't copy %s to %s: %s", filename, targetFile, err),
1,
)
}
}
log.Info("Writing index.json")
if err := lp.WriteFile(filepath.Join(workdir, "index.json")); err != nil {
return cli.Exit(err, 1)
}
// Zip the levelpack directory.
log.Info("Creating levelpack file: %s", outfile)
zipf, err := os.Create(outfile)
if err != nil {
return cli.Exit(
fmt.Sprintf("failed to create %s: %s", outfile, err),
1,
)
}
zipper := zip.NewWriter(zipf)
defer zipper.Close()
// Embed all the assets.
sort.Strings(assets)
for _, asset := range assets {
asset = strings.TrimPrefix(asset, workdir+"/")
log.Info("Zip: %s", asset)
err := zipFile(zipper, asset, filepath.Join(workdir, asset))
if err != nil {
return cli.Exit(err, 1)
}
}
log.Info("Written: %s", outfile)
return cli.Exit("", 0)
}
// copyFile copies a file on disk to another location.
func copyFile(source, target string) error {
input, err := ioutil.ReadFile(source)
if err != nil {
return err
}
return ioutil.WriteFile(target, input, 0644)
}
// zipFile reads a file on disk to add to a zip file.
// The `key` is the filepath inside the ZIP file, filename is the actual source file on disk.
func zipFile(zf *zip.Writer, key, filename string) error {
input, err := ioutil.ReadFile(filename)
if err != nil {
return err
}
writer, err := zf.Create(key)
if err != nil {
return err
}
_, err = writer.Write(input)
return err
}
// Helper function to test whether a filename is part of the builtin doodads.
func isBuiltinDoodad(doodads []string, filename string) bool {
for _, cmp := range doodads {
if cmp == filename {
return true
}
}
return false
}