2022-08-03 16:23:59 -06:00
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//! Uses zig-ldtk to convert a ldtk file into a binary format for wired
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const std = @import("std");
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const LDtk = @import("../deps/zig-ldtk/src/LDtk.zig");
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2022-08-03 22:06:17 -06:00
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const world = @import("../src/world.zig");
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2022-08-03 16:23:59 -06:00
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const KB = 1024;
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const MB = 1024 * KB;
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const LDtkImport = @This();
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step: std.build.Step,
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builder: *std.build.Builder,
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source_path: std.build.FileSource,
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output_name: []const u8,
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2022-08-04 01:59:32 -06:00
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world_data: std.build.GeneratedFile,
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2022-08-03 16:23:59 -06:00
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pub fn create(b: *std.build.Builder, opt: struct {
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source_path: std.build.FileSource,
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output_name: []const u8,
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}) *@This() {
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var result = b.allocator.create(LDtkImport) catch @panic("memory");
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result.* = LDtkImport{
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.step = std.build.Step.init(.custom, "convert and embed a ldtk map file", b.allocator, make),
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.builder = b,
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.source_path = opt.source_path,
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.output_name = opt.output_name,
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2022-08-04 01:59:32 -06:00
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.world_data = undefined,
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2022-08-03 16:23:59 -06:00
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};
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2022-08-04 01:59:32 -06:00
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result.*.world_data = std.build.GeneratedFile{ .step = &result.*.step };
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2022-08-03 16:23:59 -06:00
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return result;
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}
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fn make(step: *std.build.Step) !void {
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const this = @fieldParentPtr(LDtkImport, "step", step);
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const allocator = this.builder.allocator;
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const cwd = std.fs.cwd();
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// Get path to source and output
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const source_src = this.source_path.getPath(this.builder);
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const output = this.builder.getInstallPath(.lib, this.output_name);
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// Open ldtk file and read all of it into `source`
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const source_file = try cwd.openFile(source_src, .{});
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defer source_file.close();
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const source = try source_file.readToEndAlloc(allocator, 10 * MB);
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defer allocator.free(source);
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2022-08-04 17:18:34 -06:00
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var ldtk_parser = try LDtk.parse(allocator, source);
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defer ldtk_parser.deinit();
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const ldtk = ldtk_parser.root;
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2022-08-03 16:23:59 -06:00
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2022-08-06 01:15:38 -06:00
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// Store levels
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var levels = std.ArrayList(world.Level).init(allocator);
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defer levels.deinit();
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2022-08-04 17:18:34 -06:00
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2022-08-06 01:15:38 -06:00
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for (ldtk.levels) |level| {
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2022-08-05 21:55:07 -06:00
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var entity_array = std.ArrayList(world.Entity).init(allocator);
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defer entity_array.deinit();
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2022-08-03 23:50:50 -06:00
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2022-08-05 21:55:07 -06:00
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const parsed_level = try parseLevel(.{
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.allocator = allocator,
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.ldtk = ldtk,
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.level = level,
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.entity_array = &entity_array,
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});
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2022-08-03 23:50:50 -06:00
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2022-08-06 01:15:38 -06:00
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try levels.append(parsed_level);
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}
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defer for (levels.items) |level| {
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allocator.free(level.tiles.?);
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allocator.free(level.entities.?);
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};
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2022-08-07 00:16:00 -06:00
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var circuit = try buildCircuit(allocator, levels.items);
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defer circuit.deinit();
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// TODO
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for (circuit.items) |node, i| {
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std.log.warn("[{}]: {}", .{ i, node.kind });
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}
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2022-08-06 01:15:38 -06:00
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// Calculate the offset of each level and store it in the headers.
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// Offset is relative to the beginning of level.data
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var level_headers = std.ArrayList(world.LevelHeader).init(allocator);
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defer level_headers.deinit();
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for (levels.items) |level, i| {
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if (level_headers.items.len == 0) {
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try level_headers.append(.{
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.x = level.world_x,
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.y = level.world_y,
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.offset = 0,
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});
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continue;
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}
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const last_offset = level_headers.items[i - 1].offset;
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const last_size = try levels.items[i - 1].calculateSize();
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const offset = @intCast(u16, last_offset + last_size);
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try level_headers.append(.{
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.x = level.world_x,
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.y = level.world_y,
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.offset = offset,
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});
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}
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// Create array to write data to
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var data = std.ArrayList(u8).init(allocator);
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defer data.deinit();
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const writer = data.writer();
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try world.write(level_headers.items, writer);
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// Write levels
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for (levels.items) |level| {
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try level.write(writer);
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}
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// Open output file and write data into it
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2022-08-03 16:23:59 -06:00
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cwd.makePath(this.builder.getInstallPath(.lib, "")) catch |e| switch (e) {
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error.PathAlreadyExists => {},
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else => return e,
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};
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try cwd.writeFile(output, data.items);
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2022-08-04 01:59:32 -06:00
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this.world_data.path = output;
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2022-08-03 16:23:59 -06:00
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}
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2022-08-05 21:55:07 -06:00
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2022-08-06 01:15:38 -06:00
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/// Returns parsed level. User owns level.tiles
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2022-08-05 21:55:07 -06:00
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fn parseLevel(opt: struct {
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allocator: std.mem.Allocator,
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ldtk: LDtk.Root,
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level: LDtk.Level,
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entity_array: *std.ArrayList(world.Entity),
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}) !world.Level {
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const ldtk = opt.ldtk;
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const level = opt.level;
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const entity_array = opt.entity_array;
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const allocator = opt.allocator;
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const layers = level.layerInstances orelse return error.NoLayers;
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2022-08-06 01:15:38 -06:00
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const world_x: i8 = @intCast(i8, @divExact(level.worldX, (ldtk.worldGridWidth orelse 160)));
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const world_y: i8 = @intCast(i8, @divExact(level.worldY, (ldtk.worldGridHeight orelse 160)));
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2022-08-05 21:55:07 -06:00
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var circuit_layer: ?LDtk.LayerInstance = null;
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var collision_layer: ?LDtk.LayerInstance = null;
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for (layers) |layer| {
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if (std.mem.eql(u8, layer.__identifier, "Entities")) {
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// Entities
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std.debug.assert(layer.__type == .Entities);
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for (layer.entityInstances) |entity| {
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var kind_opt: ?world.EntityKind = null;
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if (std.mem.eql(u8, entity.__identifier, "Player")) {
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kind_opt = .Player;
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} else if (std.mem.eql(u8, entity.__identifier, "Wire")) {
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kind_opt = .WireNode;
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} else if (std.mem.eql(u8, entity.__identifier, "Coin")) {
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kind_opt = .Coin;
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} else if (std.mem.eql(u8, entity.__identifier, "Door")) {
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kind_opt = .Door;
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} else if (std.mem.eql(u8, entity.__identifier, "Trapdoor")) {
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kind_opt = .Trapdoor;
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}
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2022-08-07 00:16:00 -06:00
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// Parsing code for wire entities. They're a little more complex
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// than the rest
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2022-08-05 21:55:07 -06:00
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if (kind_opt) |kind| {
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if (kind != .WireNode) {
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const world_entity = world.Entity{
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.kind = kind,
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.x = @intCast(i16, entity.__grid[0]),
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.y = @intCast(i16, entity.__grid[1]),
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};
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try entity_array.append(world_entity);
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} else {
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const p1_x: i16 = @intCast(i16, entity.__grid[0]);
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const p1_y: i16 = @intCast(i16, entity.__grid[1]);
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var anchor1 = false;
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var anchor2 = false;
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var p2_x: i16 = p1_x;
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var p2_y: i16 = p1_y;
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for (entity.fieldInstances) |field| {
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if (std.mem.eql(u8, field.__identifier, "Anchor")) {
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const anchors = field.__value.Array.items;
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anchor1 = anchors[0].Bool;
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anchor2 = anchors[1].Bool;
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} else if (std.mem.eql(u8, field.__identifier, "Point")) {
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const end = field.__value.Array.items.len - 1;
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const endpoint = field.__value.Array.items[end];
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const x = endpoint.Object.get("cx").?;
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const y = endpoint.Object.get("cy").?;
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p2_x = @intCast(i16, x.Integer);
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p2_y = @intCast(i16, y.Integer);
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}
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}
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const wire_begin = world.Entity{
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.kind = if (anchor1) .WireAnchor else .WireNode,
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.x = p1_x,
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.y = p1_y,
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};
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try entity_array.append(wire_begin);
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const wire_end = world.Entity{
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.kind = if (anchor2) .WireEndAnchor else .WireEndNode,
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.x = p2_x,
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.y = p2_y,
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};
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try entity_array.append(wire_end);
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}
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}
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}
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} else if (std.mem.eql(u8, layer.__identifier, "Circuit")) {
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// Circuit
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std.debug.assert(layer.__type == .IntGrid);
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circuit_layer = layer;
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} else if (std.mem.eql(u8, layer.__identifier, "Collision")) {
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// Collision
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std.debug.assert(layer.__type == .IntGrid);
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collision_layer = layer;
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} else {
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// Unknown
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std.log.warn("{s}: {}", .{ layer.__identifier, layer.__type });
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}
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}
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if (circuit_layer == null) return error.MissingCircuitLayer;
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if (collision_layer == null) return error.MissingCollisionLayer;
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const circuit = circuit_layer.?;
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const collision = collision_layer.?;
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std.debug.assert(circuit.__cWid == collision.__cWid);
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std.debug.assert(circuit.__cHei == collision.__cHei);
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const width = @intCast(u16, circuit.__cWid);
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const size = @intCast(u16, width * circuit.__cHei);
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var parsed_level = world.Level{
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.world_x = world_x,
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.world_y = world_y,
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.width = @intCast(u16, width),
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.size = @intCast(u16, size),
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.entity_count = @intCast(u16, entity_array.items.len),
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2022-08-06 01:15:38 -06:00
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.tiles = try allocator.alloc(world.TileData, size),
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.entities = try allocator.dupe(world.Entity, entity_array.items),
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2022-08-05 21:55:07 -06:00
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};
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const tiles = parsed_level.tiles.?;
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// Add unchanged tile data
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for (collision.autoLayerTiles) |autotile| {
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const x = @divExact(autotile.px[0], collision.__gridSize);
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const y = @divExact(autotile.px[1], collision.__gridSize);
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const i = @intCast(usize, x + y * width);
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const sx = @divExact(autotile.src[0], collision.__gridSize);
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const sy = @divExact(autotile.src[1], collision.__gridSize);
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const t = sx + sy * 16;
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tiles[i] = world.TileData{ .tile = @intCast(u7, t) };
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}
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// Add circuit tiles
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for (circuit.intGridCsv) |cir64, i| {
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const cir = @intCast(u4, cir64);
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const col = collision.intGridCsv[i];
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if (col == 0 or col == 1) {
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tiles[i] = world.TileData{ .flags = .{
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.solid = col == 1,
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2022-08-07 00:16:00 -06:00
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.circuit = @intToEnum(world.CircuitType, cir),
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2022-08-05 21:55:07 -06:00
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} };
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}
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}
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return parsed_level;
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}
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2022-08-07 00:16:00 -06:00
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pub fn buildCircuit(alloc: std.mem.Allocator, levels: []world.Level) !std.ArrayList(world.CircuitNode) {
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const Coordinate = [2]i16;
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const SearchItem = struct {
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coord: Coordinate,
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last_node: u16,
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};
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const Queue = std.TailQueue(SearchItem);
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const Node = Queue.Node;
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var nodes = std.ArrayList(world.CircuitNode).init(alloc);
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var sources = Queue{};
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var plugs = Queue{};
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var level_hashmap = std.AutoHashMap(u16, world.Level).init(alloc);
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defer level_hashmap.deinit();
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for (levels) |level| {
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const id: u16 = @bitCast(u8, level.world_x) | @intCast(u16, @bitCast(u8, level.world_y)) << 8;
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// So we can quickly find levels
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try level_hashmap.put(id, level);
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// Use a global coordinate system for our algorithm
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const world_x = @intCast(i16, level.world_x);
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const world_y = @intCast(i16, level.world_y);
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for (level.tiles orelse continue) |tileData, i| {
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const x = world_x + @intCast(i16, @mod(i, level.width));
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const y = world_y + @intCast(i16, @divTrunc(i, level.width));
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const coordinate = try alloc.create(Node);
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coordinate.* = .{ .data = .{ .last_node = @intCast(u16, nodes.items.len), .coord = .{ x, y } } };
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switch (tileData) {
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.tile => |_| {
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// Do nothing
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},
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.flags => |flags| {
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switch (flags.circuit) {
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.Source => {
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try nodes.append(.{ .kind = .Source });
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sources.append(coordinate);
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},
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// .Plug => {
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// try nodes.append(.{ .kind = .{ .Plug = null } });
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// plugs.append(coordinate);
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// },
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else => {
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// Do nothing
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},
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}
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},
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}
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}
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}
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var visited = std.AutoHashMap(Coordinate, void).init(alloc);
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|
var bfs_queue = Queue{};
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|
var run: usize = 0;
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|
while (run < 2) : (run += 1) {
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|
if (run == 0) bfs_queue.concatByMoving(&sources);
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if (run == 1) bfs_queue.concatByMoving(&plugs);
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|
// bfs_queue.concatByMoving(&outlets);
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|
while (bfs_queue.popFirst()) |node| {
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|
// Make sure we clean up the node's memory
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|
|
defer alloc.destroy(node);
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|
const coord = node.data.coord;
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if (visited.contains(coord)) continue;
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|
try visited.put(coord, .{});
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|
// TODO remove magic numbers
|
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|
|
const LEVELSIZE = 20;
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|
const world_x = @intCast(i8, @divTrunc(coord[0], LEVELSIZE));
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|
const world_y = @intCast(i8, @divTrunc(coord[1], LEVELSIZE));
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|
|
const id: u16 = @bitCast(u8, world_x) | @intCast(u16, @bitCast(u8, world_y)) << 8;
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|
|
// const level_opt: ?world.Level = level_hashmap.get(.{ world_x, world_y });
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|
|
if (level_hashmap.getPtr(id) != null) {
|
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|
const level = level_hashmap.getPtr(id);
|
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|
|
const level_x = @intCast(i16, world_x) * LEVELSIZE;
|
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|
|
const level_y = @intCast(i16, world_y) * LEVELSIZE;
|
|
|
|
const i = @intCast(usize, (coord[0] - level_x) + (coord[1] - level_y) * @intCast(i16, level.?.width));
|
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|
|
const last_node = node.data.last_node;
|
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|
|
var next_node = last_node;
|
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|
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|
|
const tile = level.?.tiles.?[i];
|
|
|
|
|
|
|
|
if (tile != .flags) continue;
|
|
|
|
const flags = tile.flags;
|
|
|
|
|
|
|
|
switch (flags.circuit) {
|
|
|
|
.Conduit => {
|
|
|
|
// Collects from two other nodes. Needs to store more info in coordinate queue
|
|
|
|
// TODO
|
|
|
|
},
|
|
|
|
.Plug,
|
|
|
|
.Source,
|
|
|
|
=> {
|
|
|
|
// These have already been added, so just continue the
|
|
|
|
// search
|
|
|
|
// try nodes.append(.{.kind = .{.Plug = null}});
|
|
|
|
},
|
|
|
|
.Outlet => {
|
|
|
|
next_node = @intCast(u16, nodes.items.len);
|
|
|
|
try nodes.append(.{ .kind = .{ .Outlet = last_node } });
|
|
|
|
},
|
|
|
|
.Switch_Off => {
|
|
|
|
// TODO: Find last coordinate of search and determine flow
|
|
|
|
next_node = @intCast(u16, nodes.items.len);
|
|
|
|
try nodes.append(.{ .kind = .{ .Switch = .Off } });
|
|
|
|
},
|
|
|
|
.Switch_On => {
|
|
|
|
// TODO: Find last coordinate of search and determine flow
|
|
|
|
next_node = @intCast(u16, nodes.items.len);
|
|
|
|
try nodes.append(.{ .kind = .{ .Switch = .Off } });
|
|
|
|
},
|
|
|
|
.Join => {
|
|
|
|
next_node = @intCast(u16, nodes.items.len);
|
|
|
|
try nodes.append(.{ .kind = .{ .Join = last_node } });
|
|
|
|
},
|
|
|
|
.And => {
|
|
|
|
// TODO: verify And gate is properly connected. A source node
|
|
|
|
// should never feed directly into an And gate output. Inputs
|
|
|
|
// should be to the left and right.
|
|
|
|
next_node = @intCast(u16, nodes.items.len);
|
|
|
|
try nodes.append(.{ .kind = .{ .And = .{ last_node, last_node } } });
|
|
|
|
},
|
|
|
|
.Xor => {
|
|
|
|
// TODO: verify Xor gate is properly connected
|
|
|
|
next_node = @intCast(u16, nodes.items.len);
|
|
|
|
try nodes.append(.{ .kind = .{ .Xor = .{ last_node, last_node } } });
|
|
|
|
},
|
|
|
|
else => continue,
|
|
|
|
}
|
|
|
|
|
|
|
|
const right = try alloc.create(Node);
|
|
|
|
const left = try alloc.create(Node);
|
|
|
|
const down = try alloc.create(Node);
|
|
|
|
const up = try alloc.create(Node);
|
|
|
|
|
|
|
|
right.* = Node{ .data = .{
|
|
|
|
.last_node = next_node,
|
|
|
|
.coord = .{ coord[0] + 1, coord[1] },
|
|
|
|
} };
|
|
|
|
left.* = Node{ .data = .{
|
|
|
|
.last_node = next_node,
|
|
|
|
.coord = .{ coord[0] - 1, coord[1] },
|
|
|
|
} };
|
|
|
|
down.* = Node{ .data = .{
|
|
|
|
.last_node = next_node,
|
|
|
|
.coord = .{ coord[0], coord[1] + 1 },
|
|
|
|
} };
|
|
|
|
up.* = Node{ .data = .{
|
|
|
|
.last_node = next_node,
|
|
|
|
.coord = .{ coord[0], coord[1] - 1 },
|
|
|
|
} };
|
|
|
|
|
|
|
|
bfs_queue.append(right);
|
|
|
|
bfs_queue.append(left);
|
|
|
|
bfs_queue.append(down);
|
|
|
|
bfs_queue.append(up);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return nodes;
|
|
|
|
}
|