Noah Petherbridge
4851730ccf
Levels can now be converted to RLE encoded chunk accessors and be re-saved continuously without any loss of information. Off-by-one errors resolved: * The rle.NewGrid() was adding a +1 everywhere making the 2D grids have 129 elements to a side for a 128 chunk size. * In rle.Decompress() the cursor value and translation to X,Y coordinates is fixed to avoid a pixel going missing at the end of the first row (128,0) * The abs.X-- hack in UnmarshalBinary is no longer needed to prevent the chunks from scooting a pixel to the right on every save. Doodad tool updates: * Remove unused CLI flags in `doodad resave` (actors, chunks, script, attachment, verbose) and add a `--output` flag to save to a different file name to the original. * Update `doodad show` to allow debugging of RLE compressed chunks: * CLI flag `--chunk=1,2` to specify a single chunk coordinate to debug * CLI flag `--visualize-rle` will Visualize() RLE compressed chunks in their 2D grid form in your terminal window (VERY noisy for large levels! Use the --chunk option to narrow to one chunk). Bug fixes and misc changes: * Chunk.Usage() to return a better percentage of chunk utilization. * Chunker.ChunkFromZipfile() was split out into two functions: * RawChunkFromZipfile retrieves the raw bytes of the chunk as well as the file extension discovered (.bin or .json) so the caller can interpret the bytes correctly. * ChunkFromZipfile calls the former function and then depending on file extension, unmarshals from binary or json. * The Raw function enables the `doodad show` command to debug and visualize the raw contents of the RLE compressed chunks. * Updated the Visualize() function for the RLE encoder: instead of converting palette indexes to hex (0-F) which would begin causing problems for palette indexes above 16 (as they would use two+ characters), indexes are mapped to a wider range of symbols (0-9A-Z) and roll over if you have more than 36 colors on your level. This at least keeps the Visualize() grid an easy to read 128x128 characters in your terminal.
110 lines
2.7 KiB
Go
110 lines
2.7 KiB
Go
package commands
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import (
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"fmt"
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"path/filepath"
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"strings"
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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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"github.com/urfave/cli/v2"
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)
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// Resave a Level or Doodad to adapt to file format upgrades.
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var Resave *cli.Command
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func init() {
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Resave = &cli.Command{
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Name: "resave",
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Usage: "load and re-save a level or doodad file to migrate to newer file format versions",
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ArgsUsage: "<.level or .doodad>",
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Flags: []cli.Flag{
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&cli.StringFlag{
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Name: "output",
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Aliases: []string{"o"},
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Usage: "write to a different file than the input",
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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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return cli.Exit(
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"Usage: doodad resave <.level .doodad ...>",
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1,
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)
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}
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filenames := c.Args().Slice()
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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 := resaveLevel(c, filename); err != nil {
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log.Error(err.Error())
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return cli.Exit("Error", 1)
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}
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case enum.DoodadExt:
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if err := resaveDoodad(c, filename); err != nil {
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log.Error(err.Error())
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return cli.Exit("Error", 1)
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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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// resaveLevel shows data about a level file.
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func resaveLevel(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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log.Info("Loaded level from file: %s", filename)
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log.Info("Last saved game version: %s", lvl.GameVersion)
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// Different output filename?
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if output := c.String("output"); output != "" {
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log.Info("Output will be saved to: %s", output)
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filename = output
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}
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if err := lvl.Vacuum(); err != nil {
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log.Error("Vacuum error: %s", err)
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} else {
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log.Info("Run vacuum on level file.")
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}
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log.Info("Saving back to disk")
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if err := lvl.WriteJSON(filename); err != nil {
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return fmt.Errorf("couldn't write %s: %s", filename, err)
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}
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return showLevel(c, filename)
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}
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func resaveDoodad(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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log.Info("Loaded doodad from file: %s", filename)
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log.Info("Last saved game version: %s", dd.GameVersion)
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// Different output filename?
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if output := c.String("output"); output != "" {
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log.Info("Output will be saved to: %s", output)
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filename = output
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}
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log.Info("Saving back to disk")
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if err := dd.WriteJSON(filename); err != nil {
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return fmt.Errorf("couldn't write %s: %s", filename, err)
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}
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return showDoodad(c, filename)
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}
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