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#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
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