doodle/cmd/doodad/commands/show.go
Noah Petherbridge ddcad27485 WIP: Chunker size to uint8 and Rectangular Doodads
Convert the Chunker size to a uint8 so chunk sizes are limited to 255px. This
means that inside of a chunk, uint8's can track the relative pixel coordinates
and result in a great memory savings since all of these uint8's are currently
64-bits wide apiece.

WIP on rectangular shaped doodads:
* You can create such a doodad in the editor and draw it normally.
* It doesn't draw the right size when dragged into your level however:
  - In uix.Actor.Size() it gets a rect of the doodad's square Chunker size,
    instead of getting the proper doodad.Size rect.
  - If you give it the doodad.Size rect, it draws the Canvas size correctly
    instead of a square - the full drawing appears and in gameplay its hitbox
    (assuming the same large rectangle size) works correctly in-game.
  - But, the doodad has scrolling issues when it gets to the top or left edge
    of the screen! This old gnarly bug has come back. For some reason square
    canvas doodads draw correctly but rectangular ones have the drawing scroll
    just a bit - how far it scrolls is proportional to how big the doodad is,
    with the Start Flag only scrolling a few pixels before it stops.
2023-02-16 21:47:18 -08:00

306 lines
7.6 KiB
Go

package commands
import (
"fmt"
"path/filepath"
"sort"
"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"
)
// Show information about a Level or Doodad file.
var Show *cli.Command
func init() {
Show = &cli.Command{
Name: "show",
Usage: "show information about a level or doodad file",
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 show <.level .doodad ...>",
1,
)
}
filenames := c.Args().Slice()
for _, filename := range filenames {
switch strings.ToLower(filepath.Ext(filename)) {
case enum.LevelExt:
if err := showLevel(c, filename); err != nil {
log.Error(err.Error())
return cli.Exit("Error", 1)
}
case enum.DoodadExt:
if err := showDoodad(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
},
}
}
// showLevel shows data about a level file.
func showLevel(c *cli.Context, filename string) error {
lvl, err := level.LoadJSON(filename)
if err != nil {
return err
}
// Are we printing an attached file?
if filename := c.String("attachment"); filename != "" {
if data, err := lvl.GetFile(filename); err == nil {
fmt.Print(string(data))
return nil
} else {
fmt.Printf("Couldn't get attached file '%s': %s\n", filename, err)
return err
}
}
// Is it a new zipfile format?
var fileType = "json or gzip"
if lvl.Zipfile != nil {
fileType = "zipfile"
}
fmt.Printf("===== Level: %s =====\n", filename)
fmt.Println("Headers:")
fmt.Printf(" File format: %s\n", fileType)
fmt.Printf(" File version: %d\n", lvl.Version)
fmt.Printf(" Game version: %s\n", lvl.GameVersion)
fmt.Printf(" Level title: %s\n", lvl.Title)
fmt.Printf(" Author: %s\n", lvl.Author)
fmt.Printf(" Password: %s\n", lvl.Password)
fmt.Printf(" Locked: %+v\n", lvl.Locked)
fmt.Println("")
fmt.Println("Game Rules:")
fmt.Printf(" Difficulty: %s (%d)\n", lvl.GameRule.Difficulty, lvl.GameRule.Difficulty)
fmt.Printf(" Survival: %+v\n", lvl.GameRule.Survival)
fmt.Println("")
showPalette(lvl.Palette)
fmt.Println("Level Settings:")
fmt.Printf(" Page type: %s\n", lvl.PageType.String())
fmt.Printf(" Max size: %dx%d\n", lvl.MaxWidth, lvl.MaxHeight)
fmt.Printf(" Wallpaper: %s\n", lvl.Wallpaper)
fmt.Println("")
fmt.Println("Attached Files:")
if files := lvl.ListFiles(); len(files) > 0 {
for _, v := range files {
data, _ := lvl.GetFile(v)
fmt.Printf(" %s: %d bytes\n", v, len(data))
}
fmt.Println("")
} else {
fmt.Printf(" None\n\n")
}
// Print the actor information.
fmt.Println("Actors:")
fmt.Printf(" Level contains %d actors\n", len(lvl.Actors))
if c.Bool("actors") || c.Bool("verbose") {
fmt.Println(" List of Actors:")
for id, actor := range lvl.Actors {
fmt.Printf(" - Name: %s\n", actor.Filename)
fmt.Printf(" UUID: %s\n", id)
fmt.Printf(" At: %s\n", actor.Point)
if len(actor.Options) > 0 {
var ordered = []string{}
for name := range actor.Options {
ordered = append(ordered, name)
}
sort.Strings(ordered)
fmt.Println(" Options:")
for _, name := range ordered {
val := actor.Options[name]
fmt.Printf(" %s %s = %v\n", val.Type, val.Name, val.Value)
}
}
if c.Bool("links") {
for _, link := range actor.Links {
if other, ok := lvl.Actors[link]; ok {
fmt.Printf(" Link: %s (%s)\n", link, other.Filename)
} else {
fmt.Printf(" Link: %s (**UNRESOLVED**)", link)
}
}
}
}
fmt.Println("")
} else {
fmt.Print(" Use -actors or -verbose to serialize Actors\n\n")
}
// Serialize chunk information.
showChunker(c, lvl.Chunker)
fmt.Println("")
return nil
}
func showDoodad(c *cli.Context, filename string) error {
dd, err := doodads.LoadJSON(filename)
if err != nil {
return err
}
if c.Bool("script") {
fmt.Printf("// %s.js\n", filename)
fmt.Println(strings.TrimSpace(dd.Script))
return nil
}
// Is it a new zipfile format?
var fileType = "json or gzip"
if dd.Zipfile != nil {
fileType = "zipfile"
}
fmt.Printf("===== Doodad: %s =====\n", filename)
fmt.Println("Headers:")
fmt.Printf(" File format: %s\n", fileType)
fmt.Printf(" File version: %d\n", dd.Version)
fmt.Printf(" Game version: %s\n", dd.GameVersion)
fmt.Printf(" Doodad title: %s\n", dd.Title)
fmt.Printf(" Author: %s\n", dd.Author)
fmt.Printf(" Dimensions: %s\n", dd.Size)
fmt.Printf(" Hitbox: %s\n", dd.Hitbox)
fmt.Printf(" Locked: %+v\n", dd.Locked)
fmt.Printf(" Hidden: %+v\n", dd.Hidden)
fmt.Printf(" Script size: %d bytes\n", len(dd.Script))
fmt.Println("")
if len(dd.Tags) > 0 {
fmt.Println("Tags:")
for k, v := range dd.Tags {
fmt.Printf(" %s: %s\n", k, v)
}
fmt.Println("")
}
if len(dd.Options) > 0 {
var ordered = []string{}
for name := range dd.Options {
ordered = append(ordered, name)
}
sort.Strings(ordered)
fmt.Println("Options:")
for _, name := range ordered {
opt := dd.Options[name]
fmt.Printf(" %s %s = %v\n", opt.Type, opt.Name, opt.Default)
}
fmt.Println("")
}
showPalette(dd.Palette)
for i, layer := range dd.Layers {
fmt.Printf("Layer %d: %s\n", i, layer.Name)
showChunker(c, layer.Chunker)
}
fmt.Println("")
return nil
}
func showPalette(pal *level.Palette) {
fmt.Println("Palette:")
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()
chunkSize = int(ch.Size)
width = worldSize.W - worldSize.X
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)*chunkSize,
int(point.Y)*chunkSize,
(int(point.X)*chunkSize)+chunkSize,
(int(point.Y)*chunkSize)+chunkSize,
)
}
} 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)
}
}