osb/source/game/StarWorldStructure.cpp
Kai Blaschke 431a9c00a5
Fixed a huge amount of Clang warnings
On Linux and macOS, using Clang to compile OpenStarbound produces about 400 MB worth of warnings during the build, making the compiler output unreadable and slowing the build down considerably.

99% of the warnings were unqualified uses of std::move and std::forward, which are now all properly qualified.

Fixed a few other minor warnings about non-virtual destructors and some uses of std::move preventing copy elision on temporary objects.

Most remaining warnings are now unused parameters.
2024-02-19 16:55:19 +01:00

268 lines
9.5 KiB
C++

#include "StarWorldStructure.hpp"
#include "StarRoot.hpp"
#include "StarJsonExtra.hpp"
#include "StarDataStreamExtra.hpp"
#include "StarMaterialDatabase.hpp"
#include "StarImageMetadataDatabase.hpp"
#include "StarImage.hpp"
#include "StarAssets.hpp"
namespace Star {
WorldStructure::WorldStructure() {}
WorldStructure::WorldStructure(String const& configPath) {
auto assets = Root::singleton().assets();
auto imgMetadata = Root::singleton().imageMetadataDatabase();
auto settings = assets->json(configPath);
m_region = RectI::null();
m_config = settings.getObject("config", JsonObject());
// Read all the background / foreground overlays, and combine the image size
// in tiles with the full structure range
for (auto overlaySettings : settings.getArray("backgroundOverlays", JsonArray())) {
Overlay overlay = Overlay{jsonToVec2F(overlaySettings.get("position")),
AssetPath::relativeTo(configPath, overlaySettings.getString("image")),
overlaySettings.getBool("fullbright", false)};
m_backgroundOverlays.append(overlay);
m_region.combine(RectI::withSize(
Vec2I::floor(overlay.min), Vec2I::ceil(Vec2F(imgMetadata->imageSize(overlay.image)) / TilePixels)));
}
for (auto overlaySettings : settings.getArray("foregroundOverlays", JsonArray())) {
Overlay overlay = Overlay{jsonToVec2F(overlaySettings.get("position")),
AssetPath::relativeTo(configPath, overlaySettings.getString("image")),
overlaySettings.getBool("fullbright", false)};
m_foregroundOverlays.append(overlay);
m_region.combine(RectI::withSize(
Vec2I::floor(overlay.min), Vec2I::ceil(Vec2F(imgMetadata->imageSize(overlay.image)) / TilePixels)));
}
// Read block position, keys, and then use that to interpret the block image,
// if given.
auto blockPosition = jsonToVec2I(settings.getArray("blocksPosition", JsonArray{0, 0}));
HashMap<Vec4B, BlockKey> blockKeys;
auto matDb = Root::singleton().materialDatabase();
for (auto const& blockKeyConfig :
assets->fetchJson(settings.get("blockKey", JsonArray()), configPath).iterateArray()) {
auto foregroundMat = blockKeyConfig.getString("foregroundMat", "");
MaterialId foregroundMatId;
if (foregroundMat == "")
foregroundMatId = StructureMaterialId;
else
foregroundMatId = matDb->materialId(foregroundMat);
auto backgroundMat = blockKeyConfig.getString("backgroundMat", "");
MaterialId backgroundMatId;
if (backgroundMat == "")
backgroundMatId = StructureMaterialId;
else
backgroundMatId = matDb->materialId(backgroundMat);
BlockKey blockKey{blockKeyConfig.getBool("anchor", false),
blockKeyConfig.getBool("foregroundBlock", false),
foregroundMatId,
blockKeyConfig.getBool("foregroundResidual", false),
blockKeyConfig.getBool("backgroundBlock", false),
backgroundMatId,
blockKeyConfig.getBool("backgroundResidual", false),
blockKeyConfig.getString("object", ""),
DirectionNames.getLeft(blockKeyConfig.getString("objectDirection", "left")),
blockKeyConfig.getObject("objectParameters", JsonObject()),
blockKeyConfig.getBool("objectResidual", false),
jsonToStringList(blockKeyConfig.get("flags", JsonArray()))};
blockKeys[jsonToColor(blockKeyConfig.get("value")).toRgba()] = std::move(blockKey);
}
Maybe<Vec2I> anchorPosition;
if (settings.contains("blockImage")) {
auto blocksImage = assets->image(AssetPath::relativeTo(configPath, settings.getString("blockImage")));
const BlockKey defaultBlockKey = {false,
false,
StructureMaterialId,
false,
false,
StructureMaterialId,
false,
String(),
Direction::Left,
Json(),
false,
StringList()};
for (size_t y = 0; y < blocksImage->height(); ++y) {
for (size_t x = 0; x < blocksImage->width(); ++x) {
auto blockKey = blockKeys.value(blocksImage->getrgb(x, y), defaultBlockKey);
auto pos = blockPosition + Vec2I(x, y);
if (blockKey.anchor) {
if (anchorPosition)
throw WorldStructureException(
strf("Multiple anchor points defined in blockImage, first point is at {}, second at {}",
*anchorPosition,
pos));
anchorPosition = pos;
}
if (blockKey.foregroundBlock)
m_foregroundBlocks.append({pos, blockKey.foregroundMat, blockKey.foregroundResidual});
if (blockKey.backgroundBlock)
m_backgroundBlocks.append({pos, blockKey.backgroundMat, blockKey.backgroundResidual});
if (!blockKey.object.empty())
m_objects.append(Object{
pos, blockKey.object, blockKey.objectDirection, blockKey.objectParameters, blockKey.objectResidual});
for (auto const& flag : blockKey.flags)
m_flaggedBlocks[flag].append(pos);
m_region.combine(pos);
}
}
if (anchorPosition)
m_anchorPosition = *anchorPosition;
else
m_anchorPosition = m_region.center();
// Objects put into the list are from top to bottom, need to place them
// from bottom to top for objects on top of other objects.
reverse(m_objects);
}
}
WorldStructure::WorldStructure(Json const& store) {
auto overlayFromJson = [](Json const& v) -> Overlay {
return Overlay{jsonToVec2F(v.get("min")), v.getString("image"), v.getBool("fullbright")};
};
auto blockFromJson = [](Json const& v) -> Block {
return Block{jsonToVec2I(v.get("position")), MaterialId(v.getUInt("materialId")), v.getBool("residual")};
};
auto objectFromJson = [](Json const& v) -> Object {
return Object{jsonToVec2I(v.get("position")),
v.getString("name"),
DirectionNames.getLeft(v.getString("direction")),
v.get("parameters", {}),
v.getBool("residual", false)};
};
m_region = jsonToRectI(store.get("region"));
m_anchorPosition = jsonToVec2I(store.get("anchorPosition"));
m_config = store.get("config");
m_backgroundOverlays = store.getArray("backgroundOverlays").transformed(overlayFromJson);
m_foregroundOverlays = store.getArray("foregroundOverlays").transformed(overlayFromJson);
m_backgroundBlocks = store.getArray("backgroundBlocks").transformed(blockFromJson);
m_foregroundBlocks = store.getArray("foregroundBlocks").transformed(blockFromJson);
m_objects = store.getArray("objects").transformed(objectFromJson);
m_flaggedBlocks = transform<StringMap<List<Vec2I>>>(store.getObject("flaggedBlocks"),
[](pair<String, Json> const& p) { return make_pair(p.first, p.second.toArray().transformed(jsonToVec2I)); });
}
Json WorldStructure::configValue(String const& name) const {
return m_config.get(name, Json());
}
auto WorldStructure::backgroundOverlays() const -> List<Overlay> const & {
return m_backgroundOverlays;
}
auto WorldStructure::foregroundOverlays() const -> List<Overlay> const & {
return m_foregroundOverlays;
}
auto WorldStructure::backgroundBlocks() const -> List<Block> const & {
return m_backgroundBlocks;
}
auto WorldStructure::foregroundBlocks() const -> List<Block> const & {
return m_foregroundBlocks;
}
auto WorldStructure::objects() const -> List<Object> const & {
return m_objects;
}
auto WorldStructure::flaggedBlocks(String const& flag) const -> List<Vec2I> {
return m_flaggedBlocks.value(flag);
}
RectI WorldStructure::region() const {
return m_region;
}
Vec2I WorldStructure::anchorPosition() const {
return m_anchorPosition;
}
void WorldStructure::setAnchorPosition(Vec2I const& anchorPosition) {
translate(anchorPosition - m_anchorPosition);
}
void WorldStructure::translate(Vec2I const& distance) {
if (!m_region.isNull())
m_region.translate(distance);
m_anchorPosition += distance;
for (auto& bg : m_backgroundOverlays)
bg.min += Vec2F(distance);
for (auto& fg : m_foregroundOverlays)
fg.min += Vec2F(distance);
for (auto& b : m_backgroundBlocks)
b.position += distance;
for (auto& b : m_foregroundBlocks)
b.position += distance;
for (auto& object : m_objects)
object.position += distance;
for (auto& flagPair : m_flaggedBlocks) {
for (auto& pos : flagPair.second)
pos += distance;
}
}
Json WorldStructure::store() const {
auto overlayToJson = [](Overlay const& o) -> Json {
return JsonObject{{"min", jsonFromVec2F(o.min)}, {"image", o.image}, {"fullbright", o.fullbright}};
};
auto blockToJson = [](Block const& b) -> Json {
return JsonObject{{"position", jsonFromVec2I(b.position)}, {"materialId", b.materialId}, {"residual", b.residual}};
};
auto objectToJson = [](Object const& o) -> Json {
return JsonObject{
{"position", jsonFromVec2I(o.position)},
{"name", o.name},
{"direction", DirectionNames.getRight(o.direction)},
{"parameters", o.parameters},
{"residual", o.residual},
};
};
return JsonObject{{"region", jsonFromRectI(m_region)},
{"anchorPosition", jsonFromVec2I(m_anchorPosition)},
{"config", m_config},
{"backgroundOverlays", m_backgroundOverlays.transformed(overlayToJson)},
{"foregroundOverlays", m_foregroundOverlays.transformed(overlayToJson)},
{"backgroundBlocks", m_backgroundBlocks.transformed(blockToJson)},
{"foregroundBlocks", m_foregroundBlocks.transformed(blockToJson)},
{"objects", m_objects.transformed(objectToJson)},
{"flaggedBlocks",
transform<JsonObject>(m_flaggedBlocks,
[](pair<String, List<Vec2I>> const& p) {
return pair<String, Json>(p.first, p.second.transformed(jsonFromVec2I));
})}};
}
}