#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(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()) { 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()
#include "godot_processor.h"

#include <filesystem>
#include <iostream>
#include <memory>
#include <set>

#include "structs.h"
#include "util/godot_scene.h"

namespace com::fourisland::lingo2_archipelago {

namespace {

static const std::set<std::string> 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;

    GodotScene scene = ReadGodotSceneFromFile(scene_path_str);
    for (const GodotNode& node : scene.GetNodes()) {
      ProcessMapNode(scene, node, map_info);
    }
  }

  void ProcessMapNode(const GodotScene& scene, const GodotNode& node,
                      MapInfo& map_info) {
    if (std::holds_alternative<GodotExtResourceRef>(node.instance_type)) {
      const GodotExtResourceRef& ext_resource_ref =
          std::get<GodotExtResourceRef>(node.instance_type);
      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;
      }
    }
  }

 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