doodle/pkg/balance/feature_flags.go

74 lines
2.4 KiB
Go

package balance
// Hard-coded feature flags.
const (
// Enable "v1.5" compression in the MapAccessor Chunker.
//
// The original MapAccessor encodes a chunk to json using syntax like
// {"x,y": index} mapping coordinates to palette swatches.
//
// With compression on, it is encoded to a byte stream of x,y,index
// triplets. The game can read both formats and will follow this flag
// on all saves. NOTE: this applies to when we still use JSON format.
// If BinaryChunkerEnabled, map accessors are always compressed as they
// are written to .bin files instead of .json.
CompressMapAccessor = true
// Enable "v2" binary storage of Chunk data in Zipfiles.
//
// This is a separate toggle to the CompressMapAccessor. Some possible
// variations of these flags includes:
//
// - CompressMapAccessor=true alone, will write the compressed bytes
// still wrapped in the JSON format as a Base64 encoded string.
// - With BinaryChunkerEnabled=true: all chunks are encoded to
// binary and put in the zip as .bin instead of as .json files.
// MapAccessor is always compressed in binary mode.
//
// If you set both flags to false, level zipfiles will use the classic
// json chunk format as before on save.
BinaryChunkerEnabled = true
)
// Feature Flags to turn on/off experimental content.
var Feature = feature{
/////////
// Experimental features that are off by default
ViewportWindow: false, // Open new viewport into your level
/////////
// Fully activated features
// Attach custom wallpaper img to levels
CustomWallpaper: true,
// Allow embedded doodads in levels.
EmbeddableDoodads: true,
// Enable the zoom in/out feature (kinda buggy still)
Zoom: true,
// Reassign an existing level's palette to a different builtin.
ChangePalette: true,
// LoadUnloadChunk feature to better optimize memory. Set it to false and the
// loadscreen will eager load all chunk bitmaps (stable, but uses a lot of
// memory), set true and the Canvas will load/unload bitmaps + free SDL textures
// for chunks falling outside the LoadingViewport (new, maybe unstable).
LoadUnloadChunk: true,
}
// FeaturesOn turns on all feature flags, from CLI --experimental option.
func FeaturesOn() {
Feature.ViewportWindow = true
}
type feature struct {
Zoom bool
CustomWallpaper bool
ChangePalette bool
EmbeddableDoodads bool
ViewportWindow bool
LoadUnloadChunk bool
}