#include #include #include #include #include #include #include #include #include #include "proto/human.pb.h" #include "util/ids_yaml_format.h" #include "util/naming.h" namespace com::fourisland::lingo2_archipelago { namespace { template T ReadMessageFromFile(const std::string& path) { std::cout << "Processing " << path << std::endl; std::ifstream file(path); std::stringstream buffer; buffer << file.rdbuf(); T message; google::protobuf::TextFormat::ParseFromString(buffer.str(), &message); return message; } class AssignIds { public: AssignIds(const std::string& mapdir) : mapdir_(mapdir) {} void Run() { std::filesystem::path datadir_path = mapdir_; std::filesystem::path ids_path = datadir_path / "ids.yaml"; ReadIds(ids_path); ProcessMaps(datadir_path); ProcessSpecialIds(); ProcessProgressivesFile(datadir_path / "progressives.txtpb"); ProcessDoorGroupsFile(datadir_path / "door_groups.txtpb"); ProcessGlobalMetadataFile(datadir_path / "metadata.txtpb"); WriteIds(ids_path); std::cout << "Next ID: " << next_id_ << std::endl; } void ReadIds(std::filesystem::path path) { if (!std::filesystem::exists(path)) { return; } id_mappings_ = ReadIdsFromYaml(path.string()); for (const auto& [_, map] : id_mappings_.maps()) { UpdateNextId(map.doors()); for (const auto& [_, room] : map.rooms()) { UpdateNextId(room.panels()); UpdateNextId(room.masteries()); UpdateNextId(room.keyholders()); UpdateNextId(room.ports()); } } UpdateNextId(id_mappings_.special()); UpdateNextId(id_mappings_.letters()); UpdateNextId(id_mappings_.endings()); UpdateNextId(id_mappings_.progressives()); UpdateNextId(id_mappings_.door_groups()); next_id_++; } void WriteIds(std::filesystem::path path) { WriteIdsAsYaml(output_, path.string()); } void ProcessMaps(std::filesystem::path path) { std::filesystem::path maps_dir = path / "maps"; for (auto const& dir_entry : std::filesystem::directory_iterator(maps_dir)) { ProcessMap(dir_entry.path()); } } void ProcessMap(std::filesystem::path path) { std::string map_name = path.filename().string(); ProcessDoorsFile(path / "doors.txtpb", map_name); ProcessRooms(path / "rooms", map_name); } void ProcessDoorsFile(std::filesystem::path path, const std::string& current_map_name) { if (!std::filesystem::exists(path)) { return; } auto doors = ReadMessageFromFile(path.string()); for (const HumanDoor& door : doors.doors()) { ProcessDoor(door, current_map_name); } } void ProcessDoor(const HumanDoor& h_door, const std::string& current_map_name) { if (h_door.type() == DoorType::EVENT && !h_door.latch() && !h_door.legacy_location()) { return; } auto& maps = *output_.mutable_maps(); auto& doors = *maps[current_map_name].mutable_doors(); if (!id_mappings_.maps().contains(current_map_name) || !id_mappings_.maps() .at(current_map_name) .doors() .contains(h_door.name())) { doors[h_door.name()] = next_id_++; } else { doors[h_door.name()] = id_mappings_.maps().at(current_map_name).doors().at(h_door.name()); } } void ProcessRooms(std::filesystem::path path, const std::string& current_map_name) { for (auto const& dir_entry : std::filesystem::directory_iterator(path)) { auto room = ReadMessageFromFile(dir_entry.path().string()); ProcessRoom(room, current_map_name); } } void ProcessRoom(const HumanRoom& h_room, const std::string& current_map_name) { for (const HumanPanel& h_panel : h_room.panels()) { auto& maps = *output_.mutable_maps(); auto& rooms = *maps[current_map_name].mutable_rooms(); auto& panels = *rooms[h_room.name()].mutable_panels(); if (!id_mappings_.maps().contains(current_map_name) || !id_mappings_.maps() .at(current_map_name) .rooms() .contains(h_room.name()) || !id_mappings_.maps() .at(current_map_name) .rooms() .at(h_room.name()) .panels() .contains(h_panel.name())) { panels[h_panel.name()] = next_id_++; } else { panels[h_panel.name()] = id_mappings_.maps() .at(current_map_name) .rooms() .at(h_room.name()) .panels() .at(h_panel.name()); } } for (const HumanLetter& h_letter : h_room.letters()) { std::string lettername = GetLetterName(h_letter.key(), h_letter.level2()); auto& letters = *output_.mutable_letters(); if (!id_mappings_.letters().contains(lettername)) { letters[lettername] = next_id_++; } else { letters[lettername] = id_mappings_.letters().at(lettername); } } for (const HumanMastery& h_mastery : h_room.masteries()) { auto& maps = *output_.mutable_maps(); auto& rooms = *maps[current_map_name].mutable_rooms(); auto& masteries = *rooms[h_room.name()].mutable_masteries(); if (!id_mappings_.maps().contains(current_map_name) || !id_mappings_.maps() .at(current_map_name) .rooms() .contains(h_room.name()) || !id_mappings_.maps() .at(current_map_name) .rooms() .at(h_room.name()) .masteries() .contains(h_mastery.name())) { masteries[h_mastery.name()] = next_id_++; } else { masteries[h_mastery.name()] = id_mappings_.maps() .at(current_map_name) .rooms() .at(h_room.name()) .masteries() .at(h_mastery.name()); } } for (const HumanEnding& h_ending : h_room.endings()) { auto& endings = *output_.mutable_endings(); if (!id_mappings_.endings().contains(h_ending.name())) { endings[h_ending.name()] = next_id_++; } else { endings[h_ending.name()] = id_mappings_.endings().at(h_ending.name()); } } for (const HumanKeyholder& h_keyholder : h_room.keyholders()) { if (!h_keyholder.has_key()) { continue; } auto& maps = *output_.mutable_maps(); auto& rooms = *maps[current_map_name].mutable_rooms(); auto& keyholders = *rooms[h_room.name()].mutable_keyholders(); if (!id_mappings_.maps().contains(current_map_name) || !id_mappings_.maps() .at(current_map_name) .rooms() .contains(h_room.name()) || !id_mappings_.maps() .at(current_map_name) .rooms() .at(h_room.name()) .keyholders() .contains(h_keyholder.name())) { keyholders[h_keyholder.name()] = next_id_++; } else { keyholders[h_keyholder.name()] = id_mappings_.maps() .at(current_map_name) .rooms() .at(h_room.name()) .keyholders() .at(h_keyholder.name()); } } for (const HumanPort& h_port : h_room.ports()) { if (h_port.no_shuffle()) { continue; } auto& maps = *output_.mutable_maps(); auto& rooms = *maps[current_map_name].mutable_rooms(); auto& ports = *rooms[h_room.name()].mutable_ports(); if (!id_mappings_.maps().contains(current_map_name) || !id_mappings_.maps() .at(current_map_name) .rooms() .contains(h_room.name()) || !id_mappings_.maps() .at(current_map_name) .rooms() .at(h_room.name()) .ports() .contains(h_port.name())) { ports[h_port.name()] = next_id_++; } else { ports[h_port.name()] = id_mappings_.maps() .at(current_map_name) .rooms() .at(h_room.name()) .ports() .at(h_port.name()); } } } void ProcessSpecialIds() { auto& specials = *output_.mutable_special(); for (const auto& [special_name, ap_id] : id_mappings_.special()) { specials[special_name] = ap_id; } } void ProcessProgressivesFile(
name: "Main Area"
panel_display_name: "Main Area"
panels {
  name: "INTRO"
  path: "Panels/General/entry_8"
  clue: "intro"
  answer: "intro"
}
panels {
  name: "BORNE"
  path: "Panels/General/entry_12"
  clue: "borne"
  answer: "born"
  symbols: ZERO
}
panels {
  name: "DEW"
  path: "Panels/General/dyk_1"
  clue: "dew"
  answer: "do"
  symbols: ZERO
}
panels {
  name: "EWE"
  path: "Panels/General/dyk_2"
  clue: "ewe"
  answer: "you"
  symbols: ZERO
}
panels {
  name: "NO"
  path: "Panels/General/dyk_3"
  clue: "no"
  answer: "know"
  symbols: ZERO
}
panels {
  name: "BROWN RED ORANGE"
  path: "Panels/General/seeking_1"
  clue: ""
  answer: "bro"
  symbols: LINGO
}
panels {
  name: "DO"
  path: "Panels/General/uc_1"
  clue: "do"
  answer: "do"
}
panels {
  name: "YOU"
  path: "Panels/General/uc_2"
  clue: "you"
  answer: "you"
}
panels {
  name: "SEE"
  path: "Panels/General/uc_3"
  clue: "see"
  answer: "sea"
  symbols: ZERO
}
panels {
  name: "SMILE"
  path: "Panels/General/entry_1"
  clue: "smile"
  answer: "grin"
  symbols: SUN
}
panels {
  name: "WHY"
  path: "Panels/General/red_1"
  clue: "why"
  answer: "why"
}
panels {
  name: "IS"
  path: "Panels/General/red_2"
  clue: "is"
  answer: "is"
}
panels {
  name: "IT"
  path: "Panels/General/red_3"
  clue: "it"
  answer: "it"
}
panels {
  name: "NOT"
  path: "Panels/General/red_4"
  clue: "not"
  answer: "not"
}
panels {
  name: "RED"
  path: "Panels/General/red_5"
  clue: "red"
  answer: "red"
}
panels {
  name: "COLOR"
  path: "Panels/General/entry_6"
  clue: "color"
  answer: "gray"
  symbols: EXAMPLE
}
panels {
  name: "BYE"
  path: "Panels/General/entry_7"
  clue: "bye"
  answer: "high"
  symbols: SUN
  symbols: ZERO
  required_door { name: "Cyan Doors" }
}
panels {
  name: "CURT"
  path: "Panels/Maze/entry_1"
  clue: "curt"
  answer: "court"
  symbols: SPARKLES
}
ports {
  name: "ENTRY"
  display_name: "Entry Building"
  path: "Meshes/Blocks/Warps/worldport"
  destination { x: 33 y: 0 z: 15 }
  rotation: 0
}
ports {
  name: "KEEN"
  display_name: "Keen Building Front"
  path: "Meshes/Blocks/Warps/worldport6"
  destination { x: 33 y: 0 z: -21 }
  rotation: 180
}
ports {
  name: "ORB"
  display_name: "Orb Building"
  path: "Meshes/Blocks/Warps/worldport3"
  destination { x: 62 y: 0 z: -13 }
  rotation: 180
}
ports {
  name: "LINEAR"
  display_name: "Keen Building Back"
  path: "Meshes/Blocks/Warps/worldport15"
  destination { x: 33 y: 0 z: -42.5 }
  rotation: 0
}
ports {
  name: "DIGITAL"
  display_name: "Digital Hole"
  path: "Meshes/Blocks/Warps/worldport4"
  destination { x: -6.5 y: 0 z: 7.5 }
  rotation: 0
  required_door { name: "Digital Entrance" }
}