2023-06-20 04:33:09 +00:00
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#include "StarAssets.hpp"
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#include "StarLiquidsDatabase.hpp"
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#include "StarMaterialDatabase.hpp"
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#include "StarObject.hpp"
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#include "StarObjectDatabase.hpp"
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#include "StarRootLoader.hpp"
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#include "tileset_updater.hpp"
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using namespace Star;
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String const InboundNode = "/tilesets/inboundnode.png";
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String const OutboundNode = "/tilesets/outboundnode.png";
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Vec3B const SourceLiquidBorderColor(0x80, 0x80, 0x00);
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void scanMaterials(TilesetUpdater& updater) {
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auto& root = Root::singleton();
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auto materials = root.materialDatabase();
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for (String materialName : materials->materialNames()) {
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MaterialId id = materials->materialId(materialName);
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Maybe<String> path = materials->materialPath(id);
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if (!path)
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continue;
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String source = root.assets()->assetSource(*path);
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auto renderProfile = materials->materialRenderProfile(id);
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if (renderProfile == nullptr)
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continue;
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String tileset = materials->materialCategory(id);
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String imagePath = renderProfile->pieceImage(renderProfile->representativePiece, 0);
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ImageConstPtr image = root.assets()->image(imagePath);
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Tiled::Properties properties;
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properties.set("material", materialName);
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properties.set("//name", materialName);
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properties.set("//shortdescription", materials->materialShortDescription(id));
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properties.set("//description", materials->materialDescription(id));
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auto tile = make_shared<Tile>(Tile{source, "materials", tileset.toLower(), materialName, image, properties});
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updater.defineTile(tile);
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}
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}
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// imagePosition might not be aligned to a whole number, i.e. the image origin
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// might not align with the tile grid. We do, however want Tile Objects in Tiled
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// to be grid-aligned (valid positions are offset relative to the grid not
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// completely free-form), so we correct the alignment by adding padding to the
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// image that we export.
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// We're going to ignore the fact that some objects have imagePositions that
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// aren't even aligned _to pixels_ (e.g. giftsmallmonsterbox).
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Vec2U objectPositionPadding(Vec2I imagePosition) {
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int pixelsX = imagePosition.x();
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int pixelsY = imagePosition.y();
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// Unsigned modulo operation gives the padding to use (in pixels)
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unsigned padX = (unsigned)pixelsX % TilePixels;
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unsigned padY = (unsigned)pixelsY % TilePixels;
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return Vec2U(padX, padY);
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}
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StringSet categorizeObject(String const& objectName, Vec2U imageSize) {
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if (imageSize[0] >= 256 || imageSize[1] >= 256)
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return StringSet{"huge-objects"};
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auto& root = Root::singleton();
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auto assets = root.assets();
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auto objects = root.objectDatabase();
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Json defaultCategories = assets->json("/objects/defaultCategories.config");
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auto objectConfig = objects->getConfig(objectName);
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StringSet categories;
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if (objectConfig->category != defaultCategories.getString("category"))
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categories.insert("objects-by-category/" + objectConfig->category);
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for (String const& tag : objectConfig->colonyTags)
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categories.insert("objects-by-colonytag/" + tag);
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if (objectConfig->type != defaultCategories.getString("objectType"))
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categories.insert("objects-by-type/" + objectConfig->type);
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if (objectConfig->race != defaultCategories.getString("race"))
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categories.insert("objects-by-race/" + objectConfig->race);
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if (categories.size() == 0)
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categories.insert("objects-uncategorized");
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return transform<StringSet>(categories, [](String const& category) { return category.toLower(); });
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}
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void drawNodes(ImagePtr const& image, Vec2I imagePosition, JsonArray nodes, String nodeImagePath) {
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ImageConstPtr nodeImage = Root::singleton().assets()->image(nodeImagePath);
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for (Json const& node : nodes) {
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Vec2I nodePos = jsonToVec2I(node) * TilePixels + Vec2I(0, TilePixels - nodeImage->height());
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Vec2U nodeImagePos = Vec2U(nodePos - imagePosition);
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image->drawInto(nodeImagePos, *nodeImage);
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}
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}
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void defineObjectOrientation(TilesetUpdater& updater,
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String const& objectName,
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List<ObjectOrientationPtr> const& orientations,
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int orientationIndex) {
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auto& root = Root::singleton();
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auto assets = root.assets();
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auto objects = root.objectDatabase();
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ObjectOrientationPtr orientation = orientations[orientationIndex];
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Vec2I imagePosition = Vec2I(orientation->imagePosition * TilePixels);
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List<ImageConstPtr> layers;
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unsigned width = 0, height = 0;
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for (auto const& imageLayer : orientation->imageLayers) {
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2023-06-26 18:48:27 +00:00
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String imageName = AssetPath::join(imageLayer.imagePart().image).replaceTags(StringMap<String>{}, true, "default");
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2023-06-20 04:33:09 +00:00
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ImageConstPtr image = assets->image(imageName);
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layers.append(image);
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width = max(width, image->width());
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height = max(height, image->height());
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}
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Vec2U imagePadding = objectPositionPadding(imagePosition);
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imagePosition -= Vec2I(imagePadding);
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// Padding is added to the right hand side as well as the left so that
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// when objects are flipped in the editor, they're still aligned correctly.
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Vec2U imageSize(width + 2 * imagePadding.x(), height + imagePadding.y());
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ImagePtr combinedImage = make_shared<Image>(imageSize, PixelFormat::RGBA32);
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combinedImage->fill(Vec4B(0, 0, 0, 0));
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for (ImageConstPtr const& layer : layers) {
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combinedImage->drawInto(imagePadding, *layer);
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}
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// Overlay the image with the wiring nodes:
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auto objectConfig = objects->getConfig(objectName);
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drawNodes(combinedImage, imagePosition, objectConfig->config.getArray("inputNodes", {}), InboundNode);
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drawNodes(combinedImage, imagePosition, objectConfig->config.getArray("outputNodes", {}), OutboundNode);
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ObjectPtr example = objects->createObject(objectName);
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Tiled::Properties properties;
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properties.set("object", objectName);
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properties.set("imagePositionX", imagePosition.x());
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properties.set("imagePositionY", imagePosition.y());
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properties.set("//shortdescription", example->shortDescription());
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properties.set("//description", example->description());
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if (orientation->directionAffinity.isValid()) {
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Direction direction = *orientation->directionAffinity;
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if (orientation->flipImages)
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direction = -direction;
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properties.set("tilesetDirection", DirectionNames.getRight(direction));
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}
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StringSet tilesets = categorizeObject(objectName, imageSize);
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// tileName becomes part of the filename for the tile's image. Different
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// orientations require different images, so the tileName must be different
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// for each orientation.
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String tileName = objectName;
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if (orientationIndex != 0)
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tileName += "_orientation" + toString(orientationIndex);
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properties.set("//name", tileName);
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String source = assets->assetSource(objectConfig->path);
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for (String const& tileset : tilesets) {
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TilePtr tile = make_shared<Tile>(Tile{source, "objects", tileset, tileName, combinedImage, properties});
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updater.defineTile(tile);
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}
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}
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void scanObjects(TilesetUpdater& updater) {
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auto& root = Root::singleton();
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auto objects = root.objectDatabase();
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for (String const& objectName : objects->allObjects()) {
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auto orientations = objects->getOrientations(objectName);
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if (orientations.size() < 1) {
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Logger::warn("Object %s has no orientations and will not be exported", objectName);
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continue;
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}
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// Always export the first orientation
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ObjectOrientationPtr orientation = orientations[0];
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defineObjectOrientation(updater, objectName, orientations, 0);
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// If there are more than 2 orientations or the imagePositions are different
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// then horizontal flipping in the editor is not enough to get all the
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// orientations and display them correctly, so we export each orientation
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// as a separate tile.
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for (unsigned i = 1; i < orientations.size(); ++i) {
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if (i >= 2 || orientation->imagePosition != orientations[i]->imagePosition)
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defineObjectOrientation(updater, objectName, orientations, i);
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}
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}
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}
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void scanLiquids(TilesetUpdater& updater) {
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auto& root = Root::singleton();
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auto liquids = root.liquidsDatabase();
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auto assets = root.assets();
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Vec2U imageSize(TilePixels, TilePixels);
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for (auto liquid : liquids->allLiquidSettings()) {
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ImagePtr image = make_shared<Image>(imageSize, PixelFormat::RGBA32);
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image->fill(liquid->liquidColor);
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String assetSource = assets->assetSource(liquid->path);
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Tiled::Properties properties;
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properties.set("liquid", liquid->name);
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properties.set("//name", liquid->name);
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auto tile = make_shared<Tile>(Tile{assetSource, "liquids", "liquids", liquid->name, image, properties});
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updater.defineTile(tile);
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ImagePtr sourceImage = make_shared<Image>(imageSize, PixelFormat::RGBA32);
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sourceImage->copyInto(Vec2U(), *image.get());
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sourceImage->fillRect(Vec2U(), Vec2U(image->width(), 1), SourceLiquidBorderColor);
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sourceImage->fillRect(Vec2U(), Vec2U(1, image->height()), SourceLiquidBorderColor);
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String sourceName = liquid->name + "_source";
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properties.set("source", true);
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properties.set("//name", sourceName);
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properties.set("//shortdescription", "Endless " + liquid->name);
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auto sourceTile = make_shared<Tile>(Tile{assetSource, "liquids", "liquids", sourceName, sourceImage, properties});
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updater.defineTile(sourceTile);
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}
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}
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int main(int argc, char** argv) {
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try {
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RootLoader rootLoader({{}, {}, {}, LogLevel::Error, false, {}});
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rootLoader.setSummary("Updates Tiled JSON tilesets in unpacked assets directories");
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RootUPtr root;
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OptionParser::Options options;
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tie(root, options) = rootLoader.commandInitOrDie(argc, argv);
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TilesetUpdater updater;
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for (String source : root->assets()->assetSources()) {
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Logger::info("Assets source: \"%s\"", source);
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updater.defineAssetSource(source);
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}
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scanMaterials(updater);
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scanObjects(updater);
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scanLiquids(updater);
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updater.exportTilesets();
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return 0;
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} catch (std::exception const& e) {
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cerrf("exception caught: %s\n", outputException(e, true));
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return 1;
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}
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}
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