Noah Petherbridge
cf1bc81f25
Updates the savegame.json file format: * Levels now have a UUID value assigned at first save. * The savegame.json will now track level completion/score based on UUID, making it robust to filename changes in either levels or levelpacks. * The savegame file is auto-migrated on startup - for any levels not found or have no UUID, no change is made, it's backwards compatible. * Level Properties window adds an "Advanced" tab to show/re-roll UUID. New JavaScript API for doodad scripts: * `Actors.CameraFollowPlayer()` tells the camera to return focus to the player character. Useful for "cutscene" doodads that freeze the player, call `Self.CameraFollowMe()` and do a thing before unfreezing and sending the camera back to the player. (Or it will follow them at their next directional input control). * `Self.MoveBy(Point(x, y int))` to move the current actor a bit. New option for the `doodad` command-line tool: * `doodad resave <.level or .doodad>` will load and re-save a drawing, to migrate it to the newest file format versions. Small tweaks: * On bounded levels, allow the camera to still follow the player if the player finds themselves WELL far out of bounds (40 pixels margin). So on bounded levels you can create "interior rooms" out-of-bounds to Warp Door into. * New wallpaper: "Atmosphere" has a black starscape pattern that fades into a solid blue atmosphere. * Camera strictly follows the player the first 20 ticks, not 60 of level start * If player is frozen, directional inputs do not take the camera focus back.
307 lines
7.7 KiB
Go
307 lines
7.7 KiB
Go
package commands
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import (
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"fmt"
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"path/filepath"
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"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/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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},
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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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)
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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, chunk := range ch.Chunks {
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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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}
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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.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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