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.
362 lines
9.2 KiB
Go
362 lines
9.2 KiB
Go
package commands
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import (
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"bytes"
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"encoding/binary"
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"fmt"
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"path/filepath"
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"sort"
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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/level/rle"
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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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// Show information about a Level or Doodad file.
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var Show *cli.Command
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func init() {
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Show = &cli.Command{
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Name: "show",
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Usage: "show information about a level or doodad file",
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ArgsUsage: "<.level or .doodad>",
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Flags: []cli.Flag{
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&cli.BoolFlag{
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Name: "actors",
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Usage: "print verbose actor data in Level files",
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},
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&cli.BoolFlag{
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Name: "chunks",
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Usage: "print verbose data about all the pixel chunks in a file",
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},
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&cli.BoolFlag{
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Name: "script",
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Usage: "print the script from a doodad file and exit",
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},
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&cli.StringFlag{
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Name: "attachment",
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Aliases: []string{"a"},
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Usage: "print the contents of the attached filename to terminal",
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},
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&cli.BoolFlag{
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Name: "verbose",
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Aliases: []string{"v"},
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Usage: "print verbose output (all verbose flags enabled)",
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},
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&cli.BoolFlag{
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Name: "visualize-rle",
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Usage: "visually dump RLE encoded chunks to the terminal (VERY noisy for large drawings!)",
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},
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&cli.StringFlag{
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Name: "chunk",
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Usage: "specific chunk coordinate; when debugging chunks, only show this chunk (example: 2,-1)",
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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 show <.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 := showLevel(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 := showDoodad(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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// showLevel shows data about a level file.
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func showLevel(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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// Are we printing an attached file?
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if filename := c.String("attachment"); filename != "" {
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if data, err := lvl.GetFile(filename); err == nil {
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fmt.Print(string(data))
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return nil
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} else {
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fmt.Printf("Couldn't get attached file '%s': %s\n", filename, err)
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return err
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}
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}
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// Is it a new zipfile format?
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var fileType = "json or gzip"
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if lvl.Zipfile != nil {
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fileType = "zipfile"
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}
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fmt.Printf("===== Level: %s =====\n", filename)
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fmt.Println("Headers:")
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fmt.Printf(" File format: %s\n", fileType)
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fmt.Printf(" File version: %d\n", lvl.Version)
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fmt.Printf(" Game version: %s\n", lvl.GameVersion)
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fmt.Printf(" Level UUID: %s\n", lvl.UUID)
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fmt.Printf(" Level title: %s\n", lvl.Title)
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fmt.Printf(" Author: %s\n", lvl.Author)
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fmt.Printf(" Password: %s\n", lvl.Password)
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fmt.Printf(" Locked: %+v\n", lvl.Locked)
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fmt.Println("")
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fmt.Println("Game Rules:")
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fmt.Printf(" Difficulty: %s (%d)\n", lvl.GameRule.Difficulty, lvl.GameRule.Difficulty)
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fmt.Printf(" Survival: %+v\n", lvl.GameRule.Survival)
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fmt.Println("")
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showPalette(lvl.Palette)
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fmt.Println("Level Settings:")
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fmt.Printf(" Page type: %s\n", lvl.PageType.String())
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fmt.Printf(" Max size: %dx%d\n", lvl.MaxWidth, lvl.MaxHeight)
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fmt.Printf(" Wallpaper: %s\n", lvl.Wallpaper)
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fmt.Println("")
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fmt.Println("Attached Files:")
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if files := lvl.ListFiles(); len(files) > 0 {
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for _, v := range files {
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data, _ := lvl.GetFile(v)
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fmt.Printf(" %s: %d bytes\n", v, len(data))
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}
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fmt.Println("")
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} else {
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fmt.Printf(" None\n\n")
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}
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// Print the actor information.
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fmt.Println("Actors:")
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fmt.Printf(" Level contains %d actors\n", len(lvl.Actors))
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if c.Bool("actors") || c.Bool("verbose") {
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fmt.Println(" List of Actors:")
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for id, actor := range lvl.Actors {
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fmt.Printf(" - Name: %s\n", actor.Filename)
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fmt.Printf(" UUID: %s\n", id)
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fmt.Printf(" At: %s\n", actor.Point)
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if len(actor.Options) > 0 {
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var ordered = []string{}
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for name := range actor.Options {
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ordered = append(ordered, name)
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}
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sort.Strings(ordered)
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fmt.Println(" Options:")
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for _, name := range ordered {
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val := actor.Options[name]
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fmt.Printf(" %s %s = %v\n", val.Type, val.Name, val.Value)
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}
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}
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if c.Bool("links") {
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for _, link := range actor.Links {
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if other, ok := lvl.Actors[link]; ok {
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fmt.Printf(" Link: %s (%s)\n", link, other.Filename)
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} else {
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fmt.Printf(" Link: %s (**UNRESOLVED**)", link)
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}
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}
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}
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}
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fmt.Println("")
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} else {
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fmt.Print(" Use -actors or -verbose to serialize Actors\n\n")
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}
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// Serialize chunk information.
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showChunker(c, lvl.Chunker)
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fmt.Println("")
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return nil
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}
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func showDoodad(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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if c.Bool("script") {
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fmt.Printf("// %s.js\n", filename)
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fmt.Println(strings.TrimSpace(dd.Script))
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return nil
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}
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// Is it a new zipfile format?
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var fileType = "json or gzip"
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if dd.Zipfile != nil {
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fileType = "zipfile"
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}
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fmt.Printf("===== Doodad: %s =====\n", filename)
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fmt.Println("Headers:")
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fmt.Printf(" File format: %s\n", fileType)
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fmt.Printf(" File version: %d\n", dd.Version)
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fmt.Printf(" Game version: %s\n", dd.GameVersion)
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fmt.Printf(" Doodad title: %s\n", dd.Title)
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fmt.Printf(" Author: %s\n", dd.Author)
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fmt.Printf(" Dimensions: %s\n", dd.Size)
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fmt.Printf(" Hitbox: %s\n", dd.Hitbox)
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fmt.Printf(" Locked: %+v\n", dd.Locked)
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fmt.Printf(" Hidden: %+v\n", dd.Hidden)
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fmt.Printf(" Script size: %d bytes\n", len(dd.Script))
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fmt.Println("")
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if len(dd.Tags) > 0 {
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fmt.Println("Tags:")
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for k, v := range dd.Tags {
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fmt.Printf(" %s: %s\n", k, v)
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}
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fmt.Println("")
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}
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if len(dd.Options) > 0 {
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var ordered = []string{}
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for name := range dd.Options {
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ordered = append(ordered, name)
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}
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sort.Strings(ordered)
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fmt.Println("Options:")
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for _, name := range ordered {
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opt := dd.Options[name]
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fmt.Printf(" %s %s = %v\n", opt.Type, opt.Name, opt.Default)
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}
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fmt.Println("")
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}
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showPalette(dd.Palette)
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for i, layer := range dd.Layers {
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fmt.Printf("Layer %d: %s\n", i, layer.Name)
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showChunker(c, layer.Chunker)
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}
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fmt.Println("")
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return nil
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}
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func showPalette(pal *level.Palette) {
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fmt.Println("Palette:")
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for _, sw := range pal.Swatches {
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fmt.Printf(" - Swatch name: %s\n", sw.Name)
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fmt.Printf(" Attributes: %s\n", sw.Attributes())
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fmt.Printf(" Color: %s\n", sw.Color.ToHex())
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}
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fmt.Println("")
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}
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func showChunker(c *cli.Context, ch *level.Chunker) {
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var (
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worldSize = ch.WorldSize()
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chunkSize = int(ch.Size)
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width = worldSize.W - worldSize.X
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height = worldSize.H - worldSize.Y
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// Chunk debugging CLI options.
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visualize = c.Bool("visualize-rle")
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specificChunk = c.String("chunk")
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)
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fmt.Println("Chunks:")
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fmt.Printf(" Pixels Per Chunk: %d^2\n", ch.Size)
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fmt.Printf(" Number Generated: %d\n", len(ch.Chunks))
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fmt.Printf(" Coordinate Range: (%d,%d) ... (%d,%d)\n",
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worldSize.X,
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worldSize.Y,
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worldSize.W,
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worldSize.H,
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)
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fmt.Printf(" World Dimensions: %dx%d\n", width, height)
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// Verbose chunk information.
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if c.Bool("chunks") || c.Bool("verbose") {
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fmt.Println(" Chunk Details:")
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for point := range ch.IterChunks() {
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// Debugging specific chunk coordinate?
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if specificChunk != "" && point.String() != specificChunk {
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log.Warn("Skip chunk %s: not the specific chunk you're looking for", point)
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continue
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}
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chunk, ok := ch.GetChunk(point)
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if !ok {
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continue
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}
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fmt.Printf(" - Coord: %s\n", point)
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fmt.Printf(" Type: %s\n", chunkTypeToName(chunk.Type))
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fmt.Printf(" Range: (%d,%d) ... (%d,%d)\n",
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int(point.X)*chunkSize,
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int(point.Y)*chunkSize,
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(int(point.X)*chunkSize)+chunkSize,
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(int(point.Y)*chunkSize)+chunkSize,
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)
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fmt.Printf(" Usage: %f (%d len of %d)\n", chunk.Usage(), chunk.Len(), chunkSize*chunkSize)
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// Visualize the RLE encoded chunks?
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if visualize && chunk.Type == level.RLEType {
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ext, bin, err := ch.RawChunkFromZipfile(point)
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if err != nil {
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log.Error(err.Error())
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continue
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} else if ext != ".bin" {
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log.Error("Unexpected filetype for RLE compressed chunk (expected .bin, got %s)", ext)
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continue
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}
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// Read off the first byte (chunk type)
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var reader = bytes.NewBuffer(bin)
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binary.ReadUvarint(reader)
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bin = reader.Bytes()
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grid, err := rle.NewGrid(chunkSize)
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if err != nil {
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log.Error(err.Error())
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continue
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}
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grid.Decompress(bin)
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fmt.Println(grid.Visualize())
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}
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}
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} else {
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fmt.Println(" Use -chunks or -verbose to serialize Chunks")
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}
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fmt.Println("")
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}
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func chunkTypeToName(v uint64) string {
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switch v {
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case level.MapType:
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return "map"
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case level.RLEType:
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return "rle map"
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case level.GridType:
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return "grid"
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default:
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return fmt.Sprintf("type %d", v)
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}
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}
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