From 1ac21d4a67ddd211fda841aa6e368bc2cf52a3d6 Mon Sep 17 00:00:00 2001 From: Star Rauchenberger Date: Mon, 18 Aug 2025 12:56:13 -0400 Subject: Validate that nodes in game files are used You can now also list out nodes that you are explicitly not mapping out. The current state of the repo does produce some warnings when the validator is run and they're either endings, paintings that I'm not sure what to do with yet, and weird proxy stuff I'm not sure how to handle yet. --- tools/validator/godot_processor.cpp | 76 +++++++++++++++++++++++++++++++++++++ 1 file changed, 76 insertions(+) create mode 100644 tools/validator/godot_processor.cpp (limited to 'tools/validator/godot_processor.cpp') diff --git a/tools/validator/godot_processor.cpp b/tools/validator/godot_processor.cpp new file mode 100644 index 0000000..f345cff --- /dev/null +++ b/tools/validator/godot_processor.cpp @@ -0,0 +1,76 @@ +#include "godot_processor.h" + +#include +#include +#include +#include + +#include "structs.h" +#include "util/godot_scene.h" + +namespace com::fourisland::lingo2_archipelago { + +namespace { + +static const std::set kImportantNodeTypes = { + "res://objects/nodes/panel.tscn", "res://objects/nodes/worldport.tscn", + "res://objects/nodes/keyHolder.tscn", + "res://objects/nodes/collectable.tscn"}; + +class GodotProcessor { + public: + GodotProcessor(const std::string& repodir, CollectedInfo& info) + : repodir_(repodir), info_(info) {} + + void Run() { + for (auto& [map_name, map_info] : info_.maps) { + ProcessMap(map_name, map_info); + } + } + + void ProcessMap(const std::string& map_name, MapInfo& map_info) { + std::filesystem::path scene_path = std::filesystem::path(repodir_) / + "objects" / "scenes" / + (map_name + ".tscn"); + std::string scene_path_str = scene_path.string(); + std::cout << "Processing " << scene_path_str << std::endl; + + std::unique_ptr scene = + ReadGodotSceneFromFile(scene_path_str); + + ProcessMapNode(*scene, scene->GetRoot(), map_info); + } + + void ProcessMapNode(const GodotScene& scene, const GodotNode& node, + MapInfo& map_info) { + if (std::holds_alternative(node.GetInstanceType())) { + const GodotExtResourceRef& ext_resource_ref = + std::get(node.GetInstanceType()); + const GodotExtResource* ext_resource = + scene.GetExtResource(ext_resource_ref.id); + + if (ext_resource != nullptr && + (kImportantNodeTypes.count(ext_resource->path) || + ext_resource->path.starts_with("res://objects/meshes/paintings/"))) { + map_info.game_nodes[node.GetPath()].defined = true; + } + } + + for (const auto& [child_name, child_node] : node.GetChildren()) { + ProcessMapNode(scene, *child_node, map_info); + } + } + + private: + std::string repodir_; + CollectedInfo& info_; +}; + +} // namespace + +void ProcessGodotData(const std::string& repodir, CollectedInfo& info) { + GodotProcessor godot_processor(repodir, info); + godot_processor.Run(); +} + +} // namespace com::fourisland::lingo2_archipelago -- cgit 1.4.1