doodle/cmd/doodad/commands/edit_doodad.go
Noah Petherbridge 701073cecc 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.
2022-10-09 17:41:24 -07:00

243 lines
5.2 KiB
Go

package commands
import (
"fmt"
"os"
"strconv"
"strings"
"git.kirsle.net/SketchyMaze/doodle/pkg/doodads"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/go/render"
"github.com/urfave/cli/v2"
)
// EditDoodad allows writing doodad metadata.
var EditDoodad *cli.Command
func init() {
EditDoodad = &cli.Command{
Name: "edit-doodad",
Usage: "update metadata for a Doodad file",
ArgsUsage: "<filename.doodad>",
Flags: []cli.Flag{
&cli.BoolFlag{
Name: "quiet",
Aliases: []string{"q"},
Usage: "limit output (don't show doodad data at the end)",
},
&cli.StringFlag{
Name: "title",
Usage: "set the doodad title",
},
&cli.StringFlag{
Name: "author",
Usage: "set the doodad author",
},
&cli.StringFlag{
Name: "hitbox",
Usage: "set the doodad hitbox (X,Y,W,H or W,H format)",
},
&cli.StringFlag{
Name: "tag",
Aliases: []string{"t"},
Usage: "set a key/value tag on the doodad, in key=value format. Empty value deletes the tag.",
},
&cli.StringFlag{
Name: "option",
Aliases: []string{"o"},
Usage: "set an option on the doodad, in key=type=default format, e.g. active=bool=true, speed=int=10, name=str. Value types are bool, str, int.",
},
&cli.BoolFlag{
Name: "hide",
Usage: "Hide the doodad from the palette",
},
&cli.BoolFlag{
Name: "unhide",
Usage: "Unhide the doodad from the palette",
},
&cli.BoolFlag{
Name: "lock",
Usage: "write-lock the level file",
},
&cli.BoolFlag{
Name: "unlock",
Usage: "remove the write-lock on the level file",
},
&cli.BoolFlag{
Name: "touch",
Usage: "simply load and re-save the doodad, to migrate it to a zipfile",
},
},
Action: func(c *cli.Context) error {
if c.NArg() < 1 {
return cli.Exit(
"Usage: doodad edit-doodad <filename.doodad>",
1,
)
}
var filenames = c.Args().Slice()
for _, filename := range filenames {
if err := editDoodad(c, filename); err != nil {
log.Error("%s: %s", filename, err)
}
}
return nil
},
}
}
func editDoodad(c *cli.Context, filename string) error {
var modified bool
dd, err := doodads.LoadJSON(filename)
if err != nil {
return fmt.Errorf("Failed to load %s: %s", filename, err)
}
log.Info("Edit Doodad: %s", filename)
/***************************
* Update level properties *
***************************/
if c.Bool("touch") {
log.Info("Just touching and resaving the file")
modified = true
}
if c.String("title") != "" {
dd.Title = c.String("title")
log.Info("Set title: %s", dd.Title)
modified = true
}
if c.String("author") != "" {
dd.Author = c.String("author")
log.Info("Set author: %s", dd.Author)
modified = true
}
if c.String("hitbox") != "" {
// Setting a hitbox, parse it out.
parts := strings.Split(c.String("hitbox"), ",")
var ints []int
for _, part := range parts {
a, err := strconv.Atoi(strings.TrimSpace(part))
if err != nil {
return err
}
ints = append(ints, a)
}
if len(ints) == 2 {
dd.Hitbox = render.NewRect(ints[0], ints[1])
modified = true
} else if len(ints) == 4 {
dd.Hitbox = render.Rect{
X: ints[0],
Y: ints[1],
W: ints[2],
H: ints[3],
}
modified = true
} else {
return cli.Exit("Hitbox should be in X,Y,W,H or just W,H format, 2 or 4 numbers.", 1)
}
}
// Tags.
tag := c.String("tag")
if len(tag) > 0 {
parts := strings.SplitN(tag, "=", 3)
if len(parts) != 2 {
log.Error("--tag: must be in format `key=value`. Value may be blank to delete a tag. len=%d tag=%s got=%+v", len(parts), tag, parts)
os.Exit(1)
}
var (
key = parts[0]
value = parts[1]
)
if value == "" {
log.Debug("Delete tag '%s'", key)
delete(dd.Tags, key)
} else {
log.Debug("Set tag '%s' to '%s'", key, value)
dd.Tags[key] = value
}
modified = true
}
// Options.
opt := c.String("option")
if len(opt) > 0 {
parts := strings.SplitN(opt, "=", 3)
if len(parts) < 2 {
log.Error("--option: must be in format `name=type` or `name=type=value`")
os.Exit(1)
}
var (
name = parts[0]
dataType = parts[1]
value string
)
if len(parts) == 3 {
value = parts[2]
}
// Validate the data types.
if dataType != "bool" && dataType != "str" && dataType != "int" {
log.Error("--option: invalid type, should be a bool, str or int")
os.Exit(1)
}
value = dd.SetOption(name, dataType, value)
log.Info("Set option %s (%s) = %s", name, dataType, value)
modified = true
}
if c.Bool("hide") {
dd.Hidden = true
log.Info("Marked doodad Hidden")
modified = true
} else if c.Bool("unhide") {
dd.Hidden = false
log.Info("Doodad is no longer Hidden")
modified = true
}
if c.Bool("lock") {
dd.Locked = true
log.Info("Write lock enabled.")
modified = true
} else if c.Bool("unlock") {
dd.Locked = false
log.Info("Write lock disabled.")
modified = true
}
/******************************
* Save level changes to disk *
******************************/
if modified {
if err := dd.WriteJSON(filename); err != nil {
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 showDoodad(c, filename)
}