2019-07-07 06:28:11 +00:00
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package commands
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import (
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"fmt"
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"path/filepath"
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Doodad/Actor Runtime Options
* Add "Options" support for Doodads: these allow for individual Actor instances
on your level to customize properties about the doodad. They're like "Tags"
except the player can customize them on a per-actor basis.
* Doodad Editor: you can specify the Options in the Doodad Properties window.
* Level Editor: when the Actor Tool is selected, on mouse-over of an actor,
clicking on the gear icon will open a new "Actor Properties" window which
shows metadata (title, author, ID, position) and an Options tab to configure
the actor's options.
Updates to the scripting API:
* Self.Options() returns a list of option names defined on the Doodad.
* Self.GetOption(name) returns the value for the named option, or nil if
neither the actor nor its doodad have the option defined. The return type
will be correctly a string, boolean or integer type.
Updates to the doodad command-line tool:
* `doodad show` will print the Options on a .doodad file and, when showing a
.level file with --actors, prints any customized Options with the actors.
* `doodad edit-doodad` adds a --option parameter to define options.
Options added to the game's built-in doodads:
* Warp Doors: "locked (exit only)" will make it so the door can not be opened
by the player, giving the "locked" message (as if it had no linked door),
but the player may still exit from the door if sent by another warp door.
* Electric Door & Electric Trapdoor: "opened" can make the door be opened by
default when the level begins instead of closed. A switch or a button that
removes power will close the door as normal.
* Colored Doors & Small Key Door: "unlocked" will make the door unlocked at
level start, not requiring a key to open it.
* Colored Keys & Small Key: "has gravity" will make the key subject to gravity
and set its Mobile flag so that if it falls onto a button, it will activate.
* Gemstones: they had gravity by default; you can now uncheck "has gravity" to
remove their Gravity and IsMobile status.
* Gemstone Totems: "has gemstone" will set the totem to its unlocked status by
default with the gemstone inserted. No power signal will be emitted; it is
cosmetic only.
* Fire Region: "name" can let you set a name for the fire region similarly to
names for fire pixels: "Watch out for ${name}!"
* Invisible Warp Door: "locked (exit only)" added as well.
2022-10-10 00:41:24 +00:00
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"sort"
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2019-07-07 06:28:11 +00:00
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"strings"
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2022-09-24 22:17:25 +00:00
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"git.kirsle.net/SketchyMaze/doodle/pkg/doodads"
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"git.kirsle.net/SketchyMaze/doodle/pkg/enum"
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"git.kirsle.net/SketchyMaze/doodle/pkg/level"
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"git.kirsle.net/SketchyMaze/doodle/pkg/log"
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2020-11-15 23:20:15 +00:00
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"github.com/urfave/cli/v2"
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2019-07-07 06:28:11 +00:00
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)
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// Show information about a Level or Doodad file.
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2020-06-05 06:11:03 +00:00
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var Show *cli.Command
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2019-07-07 06:28:11 +00:00
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func init() {
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2020-06-05 06:11:03 +00:00
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Show = &cli.Command{
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2019-07-07 06:28:11 +00:00
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Name: "show",
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Usage: "show information about a level or doodad file",
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ArgsUsage: "<.level or .doodad>",
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Flags: []cli.Flag{
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2020-06-05 06:11:03 +00:00
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&cli.BoolFlag{
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2019-07-07 06:28:11 +00:00
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Name: "actors",
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Usage: "print verbose actor data in Level files",
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},
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2020-06-05 06:11:03 +00:00
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&cli.BoolFlag{
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2019-07-07 06:28:11 +00:00
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Name: "chunks",
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Usage: "print verbose data about all the pixel chunks in a file",
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},
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2020-06-05 06:11:03 +00:00
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&cli.BoolFlag{
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2019-07-07 06:28:11 +00:00
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Name: "script",
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Usage: "print the script from a doodad file and exit",
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},
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2021-06-07 01:59:04 +00:00
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&cli.StringFlag{
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2021-09-04 04:35:12 +00:00
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Name: "attachment",
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2021-06-07 01:59:04 +00:00
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Aliases: []string{"a"},
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2021-09-04 04:35:12 +00:00
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Usage: "print the contents of the attached filename to terminal",
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2021-06-07 01:59:04 +00:00
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},
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2020-06-05 06:11:03 +00:00
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&cli.BoolFlag{
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Name: "verbose",
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Aliases: []string{"v"},
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Usage: "print verbose output (all verbose flags enabled)",
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2019-07-07 06:28:11 +00:00
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},
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},
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Action: func(c *cli.Context) error {
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if c.NArg() < 1 {
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2021-09-04 04:35:12 +00:00
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return cli.Exit(
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2019-07-07 06:28:11 +00:00
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"Usage: doodad show <.level .doodad ...>",
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1,
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)
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}
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2020-06-05 06:11:03 +00:00
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filenames := c.Args().Slice()
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2019-07-07 06:28:11 +00:00
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for _, filename := range filenames {
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switch strings.ToLower(filepath.Ext(filename)) {
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case enum.LevelExt:
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if err := showLevel(c, filename); err != nil {
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log.Error(err.Error())
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2021-09-04 04:35:12 +00:00
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return cli.Exit("Error", 1)
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2019-07-07 06:28:11 +00:00
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}
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case enum.DoodadExt:
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if err := showDoodad(c, filename); err != nil {
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log.Error(err.Error())
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2021-09-04 04:35:12 +00:00
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return cli.Exit("Error", 1)
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2019-07-07 06:28:11 +00:00
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}
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default:
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log.Error("File %s: not a level or doodad", filename)
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}
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}
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return nil
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},
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}
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}
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// showLevel shows data about a level file.
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func showLevel(c *cli.Context, filename string) error {
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lvl, err := level.LoadJSON(filename)
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if err != nil {
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return err
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}
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2021-06-07 01:59:04 +00:00
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// Are we printing an attached file?
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if filename := c.String("attachment"); filename != "" {
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if data, err := lvl.GetFile(filename); err == nil {
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fmt.Print(string(data))
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return nil
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} else {
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fmt.Printf("Couldn't get attached file '%s': %s\n", filename, err)
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return err
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}
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}
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2022-04-30 03:34:59 +00:00
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// Is it a new zipfile format?
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var fileType = "json or gzip"
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if lvl.Zipfile != nil {
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fileType = "zipfile"
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}
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2019-07-07 06:28:11 +00:00
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fmt.Printf("===== Level: %s =====\n", filename)
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fmt.Println("Headers:")
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2022-04-30 03:34:59 +00:00
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fmt.Printf(" File format: %s\n", fileType)
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2019-07-07 06:28:11 +00:00
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fmt.Printf(" File version: %d\n", lvl.Version)
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fmt.Printf(" Game version: %s\n", lvl.GameVersion)
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fmt.Printf(" Level title: %s\n", lvl.Title)
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fmt.Printf(" Author: %s\n", lvl.Author)
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fmt.Printf(" Password: %s\n", lvl.Password)
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fmt.Printf(" Locked: %+v\n", lvl.Locked)
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fmt.Println("")
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2022-03-27 21:23:25 +00:00
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fmt.Println("Game Rules:")
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fmt.Printf(" Difficulty: %s (%d)\n", lvl.GameRule.Difficulty, lvl.GameRule.Difficulty)
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fmt.Printf(" Survival: %+v\n", lvl.GameRule.Survival)
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fmt.Println("")
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2019-07-07 06:28:11 +00:00
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showPalette(lvl.Palette)
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fmt.Println("Level Settings:")
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fmt.Printf(" Page type: %s\n", lvl.PageType.String())
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fmt.Printf(" Max size: %dx%d\n", lvl.MaxWidth, lvl.MaxHeight)
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fmt.Printf(" Wallpaper: %s\n", lvl.Wallpaper)
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fmt.Println("")
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2021-06-07 01:59:04 +00:00
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fmt.Println("Attached Files:")
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if files := lvl.ListFiles(); len(files) > 0 {
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for _, v := range files {
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data, _ := lvl.GetFile(v)
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fmt.Printf(" %s: %d bytes\n", v, len(data))
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}
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fmt.Println("")
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} else {
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fmt.Printf(" None\n\n")
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}
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2019-07-07 06:28:11 +00:00
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// Print the actor information.
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fmt.Println("Actors:")
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fmt.Printf(" Level contains %d actors\n", len(lvl.Actors))
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if c.Bool("actors") || c.Bool("verbose") {
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fmt.Println(" List of Actors:")
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for id, actor := range lvl.Actors {
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fmt.Printf(" - Name: %s\n", actor.Filename)
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fmt.Printf(" UUID: %s\n", id)
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fmt.Printf(" At: %s\n", actor.Point)
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Doodad/Actor Runtime Options
* Add "Options" support for Doodads: these allow for individual Actor instances
on your level to customize properties about the doodad. They're like "Tags"
except the player can customize them on a per-actor basis.
* Doodad Editor: you can specify the Options in the Doodad Properties window.
* Level Editor: when the Actor Tool is selected, on mouse-over of an actor,
clicking on the gear icon will open a new "Actor Properties" window which
shows metadata (title, author, ID, position) and an Options tab to configure
the actor's options.
Updates to the scripting API:
* Self.Options() returns a list of option names defined on the Doodad.
* Self.GetOption(name) returns the value for the named option, or nil if
neither the actor nor its doodad have the option defined. The return type
will be correctly a string, boolean or integer type.
Updates to the doodad command-line tool:
* `doodad show` will print the Options on a .doodad file and, when showing a
.level file with --actors, prints any customized Options with the actors.
* `doodad edit-doodad` adds a --option parameter to define options.
Options added to the game's built-in doodads:
* Warp Doors: "locked (exit only)" will make it so the door can not be opened
by the player, giving the "locked" message (as if it had no linked door),
but the player may still exit from the door if sent by another warp door.
* Electric Door & Electric Trapdoor: "opened" can make the door be opened by
default when the level begins instead of closed. A switch or a button that
removes power will close the door as normal.
* Colored Doors & Small Key Door: "unlocked" will make the door unlocked at
level start, not requiring a key to open it.
* Colored Keys & Small Key: "has gravity" will make the key subject to gravity
and set its Mobile flag so that if it falls onto a button, it will activate.
* Gemstones: they had gravity by default; you can now uncheck "has gravity" to
remove their Gravity and IsMobile status.
* Gemstone Totems: "has gemstone" will set the totem to its unlocked status by
default with the gemstone inserted. No power signal will be emitted; it is
cosmetic only.
* Fire Region: "name" can let you set a name for the fire region similarly to
names for fire pixels: "Watch out for ${name}!"
* Invisible Warp Door: "locked (exit only)" added as well.
2022-10-10 00:41:24 +00:00
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if len(actor.Options) > 0 {
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var ordered = []string{}
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for name := range actor.Options {
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ordered = append(ordered, name)
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}
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sort.Strings(ordered)
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fmt.Println(" Options:")
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for _, name := range ordered {
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val := actor.Options[name]
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fmt.Printf(" %s %s = %v\n", val.Type, val.Name, val.Value)
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}
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}
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2019-07-07 06:28:11 +00:00
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if c.Bool("links") {
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for _, link := range actor.Links {
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if other, ok := lvl.Actors[link]; ok {
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fmt.Printf(" Link: %s (%s)\n", link, other.Filename)
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} else {
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fmt.Printf(" Link: %s (**UNRESOLVED**)", link)
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}
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}
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}
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}
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fmt.Println("")
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} else {
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fmt.Print(" Use -actors or -verbose to serialize Actors\n\n")
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}
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// Serialize chunk information.
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showChunker(c, lvl.Chunker)
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fmt.Println("")
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return nil
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}
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func showDoodad(c *cli.Context, filename string) error {
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dd, err := doodads.LoadJSON(filename)
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if err != nil {
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return err
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}
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if c.Bool("script") {
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fmt.Printf("// %s.js\n", filename)
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fmt.Println(strings.TrimSpace(dd.Script))
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return nil
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}
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2022-04-30 03:34:59 +00:00
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// Is it a new zipfile format?
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var fileType = "json or gzip"
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if dd.Zipfile != nil {
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fileType = "zipfile"
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}
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2019-07-07 06:28:11 +00:00
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fmt.Printf("===== Doodad: %s =====\n", filename)
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fmt.Println("Headers:")
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2022-04-30 03:34:59 +00:00
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fmt.Printf(" File format: %s\n", fileType)
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2019-07-07 06:28:11 +00:00
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fmt.Printf(" File version: %d\n", dd.Version)
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fmt.Printf(" Game version: %s\n", dd.GameVersion)
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fmt.Printf(" Doodad title: %s\n", dd.Title)
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fmt.Printf(" Author: %s\n", dd.Author)
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2021-09-04 04:35:12 +00:00
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fmt.Printf(" Hitbox: %s\n", dd.Hitbox)
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2019-07-07 06:28:11 +00:00
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fmt.Printf(" Locked: %+v\n", dd.Locked)
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fmt.Printf(" Hidden: %+v\n", dd.Hidden)
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fmt.Printf(" Script size: %d bytes\n", len(dd.Script))
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fmt.Println("")
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if len(dd.Tags) > 0 {
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fmt.Println("Tags:")
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for k, v := range dd.Tags {
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fmt.Printf(" %s: %s\n", k, v)
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}
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fmt.Println("")
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}
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Doodad/Actor Runtime Options
* Add "Options" support for Doodads: these allow for individual Actor instances
on your level to customize properties about the doodad. They're like "Tags"
except the player can customize them on a per-actor basis.
* Doodad Editor: you can specify the Options in the Doodad Properties window.
* Level Editor: when the Actor Tool is selected, on mouse-over of an actor,
clicking on the gear icon will open a new "Actor Properties" window which
shows metadata (title, author, ID, position) and an Options tab to configure
the actor's options.
Updates to the scripting API:
* Self.Options() returns a list of option names defined on the Doodad.
* Self.GetOption(name) returns the value for the named option, or nil if
neither the actor nor its doodad have the option defined. The return type
will be correctly a string, boolean or integer type.
Updates to the doodad command-line tool:
* `doodad show` will print the Options on a .doodad file and, when showing a
.level file with --actors, prints any customized Options with the actors.
* `doodad edit-doodad` adds a --option parameter to define options.
Options added to the game's built-in doodads:
* Warp Doors: "locked (exit only)" will make it so the door can not be opened
by the player, giving the "locked" message (as if it had no linked door),
but the player may still exit from the door if sent by another warp door.
* Electric Door & Electric Trapdoor: "opened" can make the door be opened by
default when the level begins instead of closed. A switch or a button that
removes power will close the door as normal.
* Colored Doors & Small Key Door: "unlocked" will make the door unlocked at
level start, not requiring a key to open it.
* Colored Keys & Small Key: "has gravity" will make the key subject to gravity
and set its Mobile flag so that if it falls onto a button, it will activate.
* Gemstones: they had gravity by default; you can now uncheck "has gravity" to
remove their Gravity and IsMobile status.
* Gemstone Totems: "has gemstone" will set the totem to its unlocked status by
default with the gemstone inserted. No power signal will be emitted; it is
cosmetic only.
* Fire Region: "name" can let you set a name for the fire region similarly to
names for fire pixels: "Watch out for ${name}!"
* Invisible Warp Door: "locked (exit only)" added as well.
2022-10-10 00:41:24 +00:00
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if len(dd.Options) > 0 {
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var ordered = []string{}
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for name := range dd.Options {
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ordered = append(ordered, name)
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}
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sort.Strings(ordered)
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fmt.Println("Options:")
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for _, name := range ordered {
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opt := dd.Options[name]
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fmt.Printf(" %s %s = %v\n", opt.Type, opt.Name, opt.Default)
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}
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fmt.Println("")
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}
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2019-07-07 06:28:11 +00:00
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showPalette(dd.Palette)
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for i, layer := range dd.Layers {
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fmt.Printf("Layer %d: %s\n", i, layer.Name)
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showChunker(c, layer.Chunker)
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}
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fmt.Println("")
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return nil
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}
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func showPalette(pal *level.Palette) {
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fmt.Println("Palette:")
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|
|
for _, sw := range pal.Swatches {
|
|
|
|
fmt.Printf(" - Swatch name: %s\n", sw.Name)
|
|
|
|
fmt.Printf(" Attributes: %s\n", sw.Attributes())
|
|
|
|
fmt.Printf(" Color: %s\n", sw.Color.ToHex())
|
|
|
|
}
|
|
|
|
fmt.Println("")
|
|
|
|
}
|
|
|
|
|
|
|
|
func showChunker(c *cli.Context, ch *level.Chunker) {
|
|
|
|
var worldSize = ch.WorldSize()
|
|
|
|
var width = worldSize.W - worldSize.X
|
|
|
|
var height = worldSize.H - worldSize.Y
|
|
|
|
fmt.Println("Chunks:")
|
|
|
|
fmt.Printf(" Pixels Per Chunk: %d^2\n", ch.Size)
|
|
|
|
fmt.Printf(" Number Generated: %d\n", len(ch.Chunks))
|
|
|
|
fmt.Printf(" Coordinate Range: (%d,%d) ... (%d,%d)\n",
|
|
|
|
worldSize.X,
|
|
|
|
worldSize.Y,
|
|
|
|
worldSize.W,
|
|
|
|
worldSize.H,
|
|
|
|
)
|
|
|
|
fmt.Printf(" World Dimensions: %dx%d\n", width, height)
|
|
|
|
|
|
|
|
// Verbose chunk information.
|
|
|
|
if c.Bool("chunks") || c.Bool("verbose") {
|
|
|
|
fmt.Println(" Chunk Details:")
|
|
|
|
for point, chunk := range ch.Chunks {
|
|
|
|
fmt.Printf(" - Coord: %s\n", point)
|
|
|
|
fmt.Printf(" Type: %s\n", chunkTypeToName(chunk.Type))
|
|
|
|
fmt.Printf(" Range: (%d,%d) ... (%d,%d)\n",
|
|
|
|
int(point.X)*ch.Size,
|
|
|
|
int(point.Y)*ch.Size,
|
|
|
|
(int(point.X)*ch.Size)+ch.Size,
|
|
|
|
(int(point.Y)*ch.Size)+ch.Size,
|
|
|
|
)
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
fmt.Println(" Use -chunks or -verbose to serialize Chunks")
|
|
|
|
}
|
|
|
|
fmt.Println("")
|
|
|
|
}
|
|
|
|
|
|
|
|
func chunkTypeToName(v int) string {
|
|
|
|
switch v {
|
|
|
|
case level.MapType:
|
|
|
|
return "map"
|
|
|
|
case level.GridType:
|
|
|
|
return "grid"
|
|
|
|
default:
|
|
|
|
return fmt.Sprintf("type %d", v)
|
|
|
|
}
|
|
|
|
}
|