doodle/cmd/doodad/commands/edit_level.go

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package commands
import (
"errors"
"fmt"
"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
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"git.kirsle.net/SketchyMaze/doodle/pkg/level"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/go/render"
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"github.com/urfave/cli/v2"
)
// EditLevel allows writing level metadata.
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var EditLevel *cli.Command
func init() {
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EditLevel = &cli.Command{
Name: "edit-level",
Usage: "update metadata for a Level file",
ArgsUsage: "<filename.level>",
Flags: []cli.Flag{
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&cli.BoolFlag{
Name: "quiet",
Aliases: []string{"q"},
Usage: "limit output (don't show doodad data at the end)",
},
&cli.StringFlag{
Name: "output",
Aliases: []string{"o"},
Usage: "write to a different output file than the input (especially for --resize)",
},
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&cli.StringFlag{
Name: "title",
Usage: "set the level title",
},
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&cli.StringFlag{
Name: "author",
Usage: "set the level author",
},
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&cli.StringFlag{
Name: "password",
Usage: "set the level password",
},
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&cli.StringFlag{
Name: "type",
Usage: "set the page type. One of: Unbounded, Bounded, NoNegativeSpace, Bordered",
},
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&cli.StringFlag{
Name: "max-size",
Usage: "set the bounded level page max size (WxH format, like 2550x3300)",
},
&cli.IntFlag{
Name: "resize",
Usage: "change the chunk size, and re-encode the whole level into chunks of the new size",
},
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&cli.StringFlag{
Name: "wallpaper",
Usage: "set the wallpaper filename",
},
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&cli.BoolFlag{
Name: "lock",
Usage: "write-lock the level file",
},
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&cli.BoolFlag{
Name: "unlock",
Usage: "remove the write-lock on the level file",
},
&cli.StringFlag{
Name: "remove-actor",
Usage: "Remove all instances of the actor from the level. Value is their filename or UUID.",
},
Zipfiles as File Format for Levels and Doodads Especially to further optimize memory for large levels, Levels and Doodads can now read and write to a ZIP file format on disk with chunks in external files within the zip. Existing doodads and levels can still load as normal, and will be converted into ZIP files on the next save: * The Chunker.ChunkMap which used to hold ALL chunks in the main json/gz file, now becomes the cache of "hot chunks" loaded from ZIP. If there is a ZIP file, chunks not accessed recently are flushed from the ChunkMap to save on memory. * During save, the ChunkMap is flushed to ZIP along with any non-loaded chunks from a previous zipfile. So legacy levels "just work" when saving, and levels loaded FROM Zip will manage their ChunkMap hot memory more carefully. Memory savings observed on "Azulian Tag - Forest.level": * Before: 1716 MB was loaded from the old level format into RAM along with a slow load screen. * After: only 243 MB memory was used by the game and it loaded with a VERY FAST load screen. Updates to the F3 Debug Overlay: * "Chunks: 20 in 45 out 20 cached" shows the count of chunks inside the viewport (having bitmaps and textures loaded) vs. chunks outside which have their textures freed (but data kept), and the number of chunks currently hot cached in the ChunkMap. The `doodad` tool has new commands to "touch" your existing levels and doodads, to upgrade them to the new format (or you can simply open and re-save them in-game): doodad edit-level --touch ./example.level doodad edit-doodad --touch ./example.doodad The output from that and `doodad show` should say "File format: zipfile" in the headers section. To do: * File attachments should also go in as ZIP files, e.g. wallpapers
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&cli.BoolFlag{
Name: "touch",
Usage: "simply load and re-save the level, to migrate it to a zipfile",
},
},
Action: func(c *cli.Context) error {
if c.NArg() < 1 {
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return cli.Exit(
"Usage: doodad edit-level <filename.level>",
1,
)
}
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var filenames = c.Args().Slice()
for _, filename := range filenames {
if err := editLevel(c, filename); err != nil {
log.Error("%s: %s", filename, err)
}
}
return nil
},
}
}
func editLevel(c *cli.Context, filename string) error {
var modified bool
lvl, err := level.LoadJSON(filename)
if err != nil {
return fmt.Errorf("Failed to load %s: %s", filename, err)
}
log.Info("File: %s", filename)
// Migrating it to a different chunk size?
if c.Int("resize") > 0 {
return rechunkLevel(c, filename, lvl)
}
/***************************
* Update level properties *
***************************/
Zipfiles as File Format for Levels and Doodads Especially to further optimize memory for large levels, Levels and Doodads can now read and write to a ZIP file format on disk with chunks in external files within the zip. Existing doodads and levels can still load as normal, and will be converted into ZIP files on the next save: * The Chunker.ChunkMap which used to hold ALL chunks in the main json/gz file, now becomes the cache of "hot chunks" loaded from ZIP. If there is a ZIP file, chunks not accessed recently are flushed from the ChunkMap to save on memory. * During save, the ChunkMap is flushed to ZIP along with any non-loaded chunks from a previous zipfile. So legacy levels "just work" when saving, and levels loaded FROM Zip will manage their ChunkMap hot memory more carefully. Memory savings observed on "Azulian Tag - Forest.level": * Before: 1716 MB was loaded from the old level format into RAM along with a slow load screen. * After: only 243 MB memory was used by the game and it loaded with a VERY FAST load screen. Updates to the F3 Debug Overlay: * "Chunks: 20 in 45 out 20 cached" shows the count of chunks inside the viewport (having bitmaps and textures loaded) vs. chunks outside which have their textures freed (but data kept), and the number of chunks currently hot cached in the ChunkMap. The `doodad` tool has new commands to "touch" your existing levels and doodads, to upgrade them to the new format (or you can simply open and re-save them in-game): doodad edit-level --touch ./example.level doodad edit-doodad --touch ./example.doodad The output from that and `doodad show` should say "File format: zipfile" in the headers section. To do: * File attachments should also go in as ZIP files, e.g. wallpapers
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if c.Bool("touch") {
log.Info("Just touching and resaving the file")
modified = true
}
if c.String("title") != "" {
lvl.Title = c.String("title")
log.Info("Set title: %s", lvl.Title)
modified = true
}
if c.String("author") != "" {
lvl.Author = c.String("author")
log.Info("Set author: %s", lvl.Author)
modified = true
}
if c.String("password") != "" {
lvl.Password = c.String("password")
log.Info("Updated level password")
modified = true
}
if c.String("max-size") != "" {
w, h, err := render.ParseResolution(c.String("max-size"))
if err != nil {
log.Error("-max-size: %s", err)
} else {
lvl.MaxWidth = int64(w)
lvl.MaxHeight = int64(h)
modified = true
}
}
if c.Bool("lock") {
lvl.Locked = true
log.Info("Write lock enabled.")
modified = true
} else if c.Bool("unlock") {
lvl.Locked = false
log.Info("Write lock disabled.")
modified = true
}
if c.String("type") != "" {
if pageType, ok := level.PageTypeFromString(c.String("type")); ok {
lvl.PageType = pageType
log.Info("Page Type set to %s", pageType)
modified = true
} else {
log.Error("Invalid -type value. Should be like Unbounded, Bounded, NoNegativeSpace, Bordered")
}
}
if c.String("wallpaper") != "" {
lvl.Wallpaper = c.String("wallpaper")
log.Info("Set wallpaper: %s", c.String("wallpaper"))
modified = true
}
if c.String("remove-actor") != "" {
var (
match = c.String("remove-actor")
removeIDs = []string{}
)
for id, actor := range lvl.Actors {
if id == match || actor.Filename == match {
removeIDs = append(removeIDs, id)
}
}
if len(removeIDs) > 0 {
for _, id := range removeIDs {
delete(lvl.Actors, id)
}
log.Info("Removed %d instances of actor %s from the level.", len(removeIDs), match)
modified = true
} else {
log.Error("Did not find any actors like %s in the level.", match)
}
}
/******************************
* Save level changes to disk *
******************************/
if modified {
if err := lvl.WriteFile(filename); err != nil {
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return cli.Exit(fmt.Sprintf("Write error: %s", err), 1)
}
} else {
log.Warn("Note: No changes made to level")
}
if c.Bool("quiet") {
return nil
}
return showLevel(c, filename)
}
// doodad edit-level --resize CHUNK_SIZE
//
// Handles the deep operation of re-copying the old level into a new level
// at the new chunk size.
func rechunkLevel(c *cli.Context, filename string, lvl *level.Level) error {
var chunkSize = balance.ChunkSize
if v := c.Int("resize"); v != 0 {
if v > 255 {
return errors.New("chunk size must be a uint8 <= 255")
}
chunkSize = uint8(v)
}
log.Info("Resizing the level's chunk size.")
log.Info("Current chunk size: %d", lvl.Chunker.Size)
log.Info("Target chunk size: %d", chunkSize)
if output := c.String("output"); output != "" {
filename = output
log.Info("Output file will be: %s", filename)
}
if chunkSize == lvl.Chunker.Size {
return errors.New("the level already has the target chunk size")
}
// Keep the level's current Chunker, and set a new one.
var oldChunker = lvl.Chunker
lvl.Chunker = level.NewChunker(chunkSize)
// Iterate all the Pixels of the old chunker.
log.Info("Copying pixels from old chunker into new chunker (this may take a while)...")
for pixel := range oldChunker.IterPixels() {
lvl.Chunker.Set(
pixel.Point(),
pixel.Swatch,
)
}
log.Info("Writing new data to filename: %s", filename)
if err := lvl.WriteFile(filename); err != nil {
log.Error(err.Error())
}
return showLevel(c, filename)
return nil
}