doodle/cmd/doodad/commands/resave.go

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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
package commands
import (
"fmt"
"path/filepath"
"strings"
"git.kirsle.net/SketchyMaze/doodle/pkg/doodads"
"git.kirsle.net/SketchyMaze/doodle/pkg/enum"
"git.kirsle.net/SketchyMaze/doodle/pkg/level"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"github.com/urfave/cli/v2"
)
// Resave a Level or Doodad to adapt to file format upgrades.
var Resave *cli.Command
func init() {
Resave = &cli.Command{
Name: "resave",
Usage: "load and re-save a level or doodad file to migrate to newer file format versions",
ArgsUsage: "<.level or .doodad>",
Flags: []cli.Flag{
&cli.BoolFlag{
Name: "actors",
Usage: "print verbose actor data in Level files",
},
&cli.BoolFlag{
Name: "chunks",
Usage: "print verbose data about all the pixel chunks in a file",
},
&cli.BoolFlag{
Name: "script",
Usage: "print the script from a doodad file and exit",
},
&cli.StringFlag{
Name: "attachment",
Aliases: []string{"a"},
Usage: "print the contents of the attached filename to terminal",
},
&cli.BoolFlag{
Name: "verbose",
Aliases: []string{"v"},
Usage: "print verbose output (all verbose flags enabled)",
},
},
Action: func(c *cli.Context) error {
if c.NArg() < 1 {
return cli.Exit(
"Usage: doodad resave <.level .doodad ...>",
1,
)
}
filenames := c.Args().Slice()
for _, filename := range filenames {
switch strings.ToLower(filepath.Ext(filename)) {
case enum.LevelExt:
if err := resaveLevel(c, filename); err != nil {
log.Error(err.Error())
return cli.Exit("Error", 1)
}
case enum.DoodadExt:
if err := resaveDoodad(c, filename); err != nil {
log.Error(err.Error())
return cli.Exit("Error", 1)
}
default:
log.Error("File %s: not a level or doodad", filename)
}
}
return nil
},
}
}
// resaveLevel shows data about a level file.
func resaveLevel(c *cli.Context, filename string) error {
lvl, err := level.LoadJSON(filename)
if err != nil {
return err
}
log.Info("Loaded level from file: %s", filename)
log.Info("Last saved game version: %s", lvl.GameVersion)
log.Info("Saving back to disk")
if err := lvl.WriteJSON(filename); err != nil {
return fmt.Errorf("couldn't write %s: %s", filename, err)
}
return showLevel(c, filename)
}
func resaveDoodad(c *cli.Context, filename string) error {
dd, err := doodads.LoadJSON(filename)
if err != nil {
return err
}
log.Info("Loaded doodad from file: %s", filename)
log.Info("Last saved game version: %s", dd.GameVersion)
log.Info("Saving back to disk")
if err := dd.WriteJSON(filename); err != nil {
return fmt.Errorf("couldn't write %s: %s", filename, err)
}
return showDoodad(c, filename)
}