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#include "StarWorldStructure.hpp"
#include "StarRoot.hpp"
#include "StarJsonExtra.hpp"
#include "StarDataStreamExtra.hpp"
#include "StarMaterialDatabase.hpp"
#include "StarImageMetadataDatabase.hpp"
#include "StarImage.hpp"
#include "StarAssets.hpp"
namespace Star {
WorldStructure::WorldStructure() {}
WorldStructure::WorldStructure(String const& configPath) {
auto assets = Root::singleton().assets();
auto imgMetadata = Root::singleton().imageMetadataDatabase();
auto settings = assets->json(configPath);
m_region = RectI::null();
m_config = settings.getObject("config", JsonObject());
// Read all the background / foreground overlays, and combine the image size
// in tiles with the full structure range
for (auto overlaySettings : settings.getArray("backgroundOverlays", JsonArray())) {
Overlay overlay = Overlay{jsonToVec2F(overlaySettings.get("position")),
AssetPath::relativeTo(configPath, overlaySettings.getString("image")),
overlaySettings.getBool("fullbright", false)};
m_backgroundOverlays.append(overlay);
m_region.combine(RectI::withSize(
Vec2I::floor(overlay.min), Vec2I::ceil(Vec2F(imgMetadata->imageSize(overlay.image)) / TilePixels)));
}
for (auto overlaySettings : settings.getArray("foregroundOverlays", JsonArray())) {
Overlay overlay = Overlay{jsonToVec2F(overlaySettings.get("position")),
AssetPath::relativeTo(configPath, overlaySettings.getString("image")),
overlaySettings.getBool("fullbright", false)};
m_foregroundOverlays.append(overlay);
m_region.combine(RectI::withSize(
Vec2I::floor(overlay.min), Vec2I::ceil(Vec2F(imgMetadata->imageSize(overlay.image)) / TilePixels)));
}
// Read block position, keys, and then use that to interpret the block image,
// if given.
auto blockPosition = jsonToVec2I(settings.getArray("blocksPosition", JsonArray{0, 0}));
HashMap<Vec4B, BlockKey> blockKeys;
auto matDb = Root::singleton().materialDatabase();
for (auto const& blockKeyConfig :
assets->fetchJson(settings.get("blockKey", JsonArray()), configPath).iterateArray()) {
auto foregroundMat = blockKeyConfig.getString("foregroundMat", "");
MaterialId foregroundMatId;
if (foregroundMat == "")
foregroundMatId = StructureMaterialId;
else
foregroundMatId = matDb->materialId(foregroundMat);
auto backgroundMat = blockKeyConfig.getString("backgroundMat", "");
MaterialId backgroundMatId;
if (backgroundMat == "")
backgroundMatId = StructureMaterialId;
else
backgroundMatId = matDb->materialId(backgroundMat);
BlockKey blockKey{blockKeyConfig.getBool("anchor", false),
blockKeyConfig.getBool("foregroundBlock", false),
foregroundMatId,
blockKeyConfig.getBool("foregroundResidual", false),
blockKeyConfig.getBool("backgroundBlock", false),
backgroundMatId,
blockKeyConfig.getBool("backgroundResidual", false),
blockKeyConfig.getString("object", ""),
DirectionNames.getLeft(blockKeyConfig.getString("objectDirection", "left")),
blockKeyConfig.getObject("objectParameters", JsonObject()),
blockKeyConfig.getBool("objectResidual", false),
jsonToStringList(blockKeyConfig.get("flags", JsonArray()))};
blockKeys[jsonToColor(blockKeyConfig.get("value")).toRgba()] = std::move(blockKey);
}
Maybe<Vec2I> anchorPosition;
if (settings.contains("blockImage")) {
auto blocksImage = assets->image(AssetPath::relativeTo(configPath, settings.getString("blockImage")));
const BlockKey defaultBlockKey = {false,
false,
StructureMaterialId,
false,
false,
StructureMaterialId,
false,
String(),
Direction::Left,
Json(),
false,
StringList()};
for (size_t y = 0; y < blocksImage->height(); ++y) {
for (size_t x = 0; x < blocksImage->width(); ++x) {
auto blockKey = blockKeys.value(blocksImage->getrgb(x, y), defaultBlockKey);
auto pos = blockPosition + Vec2I(x, y);
if (blockKey.anchor) {
if (anchorPosition)
throw WorldStructureException(
strf("Multiple anchor points defined in blockImage, first point is at {}, second at {}",
*anchorPosition,
pos));
anchorPosition = pos;
}
if (blockKey.foregroundBlock)
m_foregroundBlocks.append({pos, blockKey.foregroundMat, blockKey.foregroundResidual});
if (blockKey.backgroundBlock)
m_backgroundBlocks.append({pos, blockKey.backgroundMat, blockKey.backgroundResidual});
if (!blockKey.object.empty())
m_objects.append(Object{
pos, blockKey.object, blockKey.objectDirection, blockKey.objectParameters, blockKey.objectResidual});
for (auto const& flag : blockKey.flags)
m_flaggedBlocks[flag].append(pos);
m_region.combine(pos);
}
}
if (anchorPosition)
m_anchorPosition = *anchorPosition;
else
m_anchorPosition = m_region.center();
// Objects put into the list are from top to bottom, need to place them
// from bottom to top for objects on top of other objects.
reverse(m_objects);
}
}
WorldStructure::WorldStructure(Json const& store) {
auto overlayFromJson = [](Json const& v) -> Overlay {
return Overlay{jsonToVec2F(v.get("min")), v.getString("image"), v.getBool("fullbright")};
};
auto blockFromJson = [](Json const& v) -> Block {
return Block{jsonToVec2I(v.get("position")), MaterialId(v.getUInt("materialId")), v.getBool("residual")};
};
auto objectFromJson = [](Json const& v) -> Object {
return Object{jsonToVec2I(v.get("position")),
v.getString("name"),
DirectionNames.getLeft(v.getString("direction")),
v.get("parameters", {}),
v.getBool("residual", false)};
};
m_region = jsonToRectI(store.get("region"));
m_anchorPosition = jsonToVec2I(store.get("anchorPosition"));
m_config = store.get("config");
m_backgroundOverlays = store.getArray("backgroundOverlays").transformed(overlayFromJson);
m_foregroundOverlays = store.getArray("foregroundOverlays").transformed(overlayFromJson);
m_backgroundBlocks = store.getArray("backgroundBlocks").transformed(blockFromJson);
m_foregroundBlocks = store.getArray("foregroundBlocks").transformed(blockFromJson);
m_objects = store.getArray("objects").transformed(objectFromJson);
m_flaggedBlocks = transform<StringMap<List<Vec2I>>>(store.getObject("flaggedBlocks"),
[](pair<String, Json> const& p) { return make_pair(p.first, p.second.toArray().transformed(jsonToVec2I)); });
}
Json WorldStructure::configValue(String const& name) const {
return m_config.get(name, Json());
}
auto WorldStructure::backgroundOverlays() const -> List<Overlay> const & {
return m_backgroundOverlays;
}
auto WorldStructure::foregroundOverlays() const -> List<Overlay> const & {
return m_foregroundOverlays;
}
auto WorldStructure::backgroundBlocks() const -> List<Block> const & {
return m_backgroundBlocks;
}
auto WorldStructure::foregroundBlocks() const -> List<Block> const & {
return m_foregroundBlocks;
}
auto WorldStructure::objects() const -> List<Object> const & {
return m_objects;
}
auto WorldStructure::flaggedBlocks(String const& flag) const -> List<Vec2I> {
return m_flaggedBlocks.value(flag);
}
RectI WorldStructure::region() const {
return m_region;
}
Vec2I WorldStructure::anchorPosition() const {
return m_anchorPosition;
}
void WorldStructure::setAnchorPosition(Vec2I const& anchorPosition) {
translate(anchorPosition - m_anchorPosition);
}
void WorldStructure::translate(Vec2I const& distance) {
if (!m_region.isNull())
m_region.translate(distance);
m_anchorPosition += distance;
for (auto& bg : m_backgroundOverlays)
bg.min += Vec2F(distance);
for (auto& fg : m_foregroundOverlays)
fg.min += Vec2F(distance);
for (auto& b : m_backgroundBlocks)
b.position += distance;
for (auto& b : m_foregroundBlocks)
b.position += distance;
for (auto& object : m_objects)
object.position += distance;
for (auto& flagPair : m_flaggedBlocks) {
for (auto& pos : flagPair.second)
pos += distance;
}
}
Json WorldStructure::store() const {
auto overlayToJson = [](Overlay const& o) -> Json {
return JsonObject{{"min", jsonFromVec2F(o.min)}, {"image", o.image}, {"fullbright", o.fullbright}};
};
auto blockToJson = [](Block const& b) -> Json {
return JsonObject{{"position", jsonFromVec2I(b.position)}, {"materialId", b.materialId}, {"residual", b.residual}};
};
auto objectToJson = [](Object const& o) -> Json {
return JsonObject{
{"position", jsonFromVec2I(o.position)},
{"name", o.name},
{"direction", DirectionNames.getRight(o.direction)},
{"parameters", o.parameters},
{"residual", o.residual},
};
};
return JsonObject{{"region", jsonFromRectI(m_region)},
{"anchorPosition", jsonFromVec2I(m_anchorPosition)},
{"config", m_config},
{"backgroundOverlays", m_backgroundOverlays.transformed(overlayToJson)},
{"foregroundOverlays", m_foregroundOverlays.transformed(overlayToJson)},
{"backgroundBlocks", m_backgroundBlocks.transformed(blockToJson)},
{"foregroundBlocks", m_foregroundBlocks.transformed(blockToJson)},
{"objects", m_objects.transformed(objectToJson)},
{"flaggedBlocks",
transform<JsonObject>(m_flaggedBlocks,
[](pair<String, List<Vec2I>> const& p) {
return pair<String, Json>(p.first, p.second.transformed(jsonFromVec2I));
})}};
}
}
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