434 lines
14 KiB
Python
434 lines
14 KiB
Python
import sys, os
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import argparse
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from datetime import datetime
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import json
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import math
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# Values defined within C
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CHUNK_WIDTH = 8
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CHUNK_HEIGHT = 8
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CHUNK_TILE_COUNT = CHUNK_WIDTH * CHUNK_HEIGHT
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CHUNK_ENTITY_COUNT_MAX = 8
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TILE_WIDTH_HEIGHT = 16
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TILE_WIDTH_HEIGHT = 16
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ENTITY_TYPE_MAP = {
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"npc": "ENTITY_TYPE_NPC",
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}
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# Helper functions
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def floatToFixed248(value):
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# Converts a float to the fixed248_t used internally.
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high24 = int(value) & 0xFFFFFF
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low8 = int((value * 256.0 - high24) * 256.0) & 0xFF
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return (high24 << 8) | low8
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# Check if the script is run with the correct arguments
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parser = argparse.ArgumentParser(description="Generate chunk header files")
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parser.add_argument('--output', required=True, help='Dir to output headers')
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parser.add_argument('--input', required=True, help='Input JSON file from tiled')
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args = parser.parse_args()
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# Ensure outdir exists
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outputDir = args.output
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os.makedirs(outputDir, exist_ok=True)
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# Create world directory if it does not exist
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worldDir = os.path.join(outputDir, "world")
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os.makedirs(worldDir, exist_ok=True)
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# Create chunks directory if it does not exist
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chunksDir = os.path.join(worldDir, "chunk")
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os.makedirs(chunksDir, exist_ok=True)
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# Some vars used during printing
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now = datetime.now().strftime("%Y-%m-%d %H:%M:%S")
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# Read the input JSON file
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inputFile = args.input
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if not os.path.isfile(inputFile):
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print(f"Error: Input file '{inputFile}' does not exist.")
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sys.exit(1)
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with open(inputFile, 'r') as f:
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data = json.load(f)
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# Data should have height key
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if 'height' not in data or 'width' not in data:
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print(f"Error: Input file '{inputFile}' does not contain 'height' or 'width' key.")
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sys.exit(1)
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if 'tilewidth' not in data or 'tileheight' not in data:
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print(f"Error: Input file '{inputFile}' does not contain 'tilewidth' or 'tileheight' key.")
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sys.exit(1)
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if 'infinite' not in data or not isinstance(data['infinite'], bool):
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print(f"Error: Input file '{inputFile}' does not contain 'infinite' key.")
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sys.exit(1)
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# Need layers
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if 'layers' not in data or not isinstance(data['layers'], list):
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print(f"Error: Input file '{inputFile}' does not contain 'layers' key.")
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sys.exit(1)
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layers = data['layers']
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if len(layers) == 0:
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print(f"Error: Input file '{inputFile}' does not contain any layers.")
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sys.exit(1)
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# Object layer
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objectLayer = None
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for layer in layers:
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if layer.get('type') == 'objectgroup':
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objectLayer = layer
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break
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if objectLayer is None:
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print(f"Error: Input file '{inputFile}' does not contain an object layer.")
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sys.exit(1)
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if 'objects' not in objectLayer or not isinstance(objectLayer['objects'], list):
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print(f"Error: Object layer in '{inputFile}' does not contain 'objects' key or it is not a list.")
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sys.exit(1)
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# Tile Layers
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tileLayers = []
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for layer in layers:
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if layer.get('type') == 'tilelayer':
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tileLayers.append(layer)
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if len(tileLayers) == 0:
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print(f"Error: Input file '{inputFile}' does not contain any tile layers.")
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sys.exit(1)
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# First layer
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firstLayer = tileLayers[0]
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if 'width' not in firstLayer or 'height' not in firstLayer:
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print(f"Error: First layer in '{inputFile}' does not contain 'width' or 'height' key.")
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sys.exit(1)
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if 'chunks' not in firstLayer or not isinstance(firstLayer['chunks'], list):
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print(f"Error: First layer in '{inputFile}' does not contain 'chunks' key.")
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sys.exit(1)
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if len(firstLayer['chunks']) == 0:
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print(f"Error: First layer in '{inputFile}' does not contain any chunks.")
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sys.exit(1)
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firstLayerFirstChunk = firstLayer['chunks'][0]
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# Now determine the input map bounds.
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isMinXFound = False
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isMaxXFound = False
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isMinYFound = False
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isMaxYFound = False
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inputMapLowestX = 0
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inputMapHighestX = 0
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inputMapLowestY = 0
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inputMapHighestY = 0
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inputLayerWidthInTiles = firstLayerFirstChunk['width']
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inputLayerHeightInTiles = firstLayerFirstChunk['height']
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for chunk in firstLayer['chunks']:
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if 'x' not in chunk or 'y' not in chunk:
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print(f"Error: Chunk in first layer does not contain 'x' or 'y' key.")
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sys.exit(1)
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# Check chunk is not empty
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if 'data' not in chunk or not isinstance(chunk['data'], list):
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print(f"Error: Chunk in first layer does not contain 'data' key or it is not a list.")
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sys.exit(1)
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if len(chunk['data']) != inputLayerWidthInTiles * inputLayerHeightInTiles:
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print(f"Error: Chunk in first layer does not contain the expected number of tiles ({inputLayerWidthInTiles * inputLayerHeightInTiles}).")
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sys.exit(1)
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chunkEmpty = True
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for tile in chunk['data']:
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if tile == 0:
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continue
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chunkEmpty = False
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break
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if chunkEmpty:
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print(f"Warning: Chunk at ({chunk['x']}, {chunk['y']}) is empty, skipping.")
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continue
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chunkX = chunk['x']
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chunkY = chunk['y']
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if inputMapLowestX > chunkX or not isMinXFound:
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inputMapLowestX = chunkX
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isMinXFound = True
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if inputMapHighestX < chunkX or not isMaxXFound:
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inputMapHighestX = chunkX
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isMaxXFound = True
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if inputMapLowestY > chunkY or not isMinYFound:
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inputMapLowestY = chunkY
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isMinYFound = True
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if inputMapHighestY < chunkY or not isMaxYFound:
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inputMapHighestY = chunkY
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isMaxYFound = True
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inputMapHighestX += inputLayerWidthInTiles
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inputMapHighestY += inputLayerHeightInTiles
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print(f"Input map lowest X: {inputMapLowestX}, highest X: {inputMapHighestX}")
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print(f"Input map lowest Y: {inputMapLowestY}, highest Y: {inputMapHighestY}")
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# We now offset all chunks by the lowest X/Y values to make them start at (0, 0).
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for layerIndex, layer in enumerate(tileLayers):
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for chunkIndex, chunk in enumerate(layer['chunks']):
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chunk['x'] -= inputMapLowestX
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chunk['y'] -= inputMapLowestY
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layer['chunks'][chunkIndex] = chunk
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layers[layerIndex] = layer
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# Pre generate entity data
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nextEntityId = 100
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for obIndex, ob in enumerate(objectLayer['objects']):
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if 'x' not in ob or 'y' not in ob:
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print(f"Error: Object in object layer does not contain 'x' or 'y' key.")
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sys.exit(1)
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ob['x'] -= inputMapLowestX * TILE_WIDTH_HEIGHT
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ob['y'] -= inputMapLowestY * TILE_WIDTH_HEIGHT
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# Objects are bottom aligned in tiled, so we need to adjust the Y coordinate.
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ob['y'] -= TILE_WIDTH_HEIGHT
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# Round off the coordinates
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ob['x'] = round(ob['x'])
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ob['y'] = round(ob['y'])
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ob['id'] = nextEntityId
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nextEntityId += 1
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objectLayer['objects'][obIndex] = ob
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mapWidthInTiles = inputMapHighestX - inputMapLowestX
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mapHeightInTiles = inputMapHighestY - inputMapLowestY
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mapWidthInRealChunks = math.ceil(float(mapWidthInTiles) / float(CHUNK_WIDTH))
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mapHeightInRealChunks = math.ceil(float(mapHeightInTiles) / float(CHUNK_HEIGHT))
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if inputLayerWidthInTiles < CHUNK_WIDTH or inputLayerHeightInTiles < CHUNK_HEIGHT:
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print(f"Error: Input layer size {inputLayerWidthInTiles}x{inputLayerHeightInTiles} is smaller than chunk size {CHUNK_WIDTH}x{CHUNK_HEIGHT}.")
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sys.exit(1)
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# For each output chunk.
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worldWidth = 0
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worldHeight = 0
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chunksDone = set()
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for chunkY in range(mapHeightInRealChunks):
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for chunkX in range(mapWidthInRealChunks):
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# Top left X/Y based on real chunk size
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topLeftTileX = chunkX * CHUNK_WIDTH
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topLeftTileY = chunkY * CHUNK_HEIGHT
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# Top left coordinates based on input layer size
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inputTopLeftTileX = math.floor(float(topLeftTileX) / float(inputLayerWidthInTiles)) * inputLayerWidthInTiles
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inputTopLeftTileY = math.floor(float(topLeftTileY) / float(inputLayerHeightInTiles)) * inputLayerHeightInTiles
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# Get the layers for this chunk.
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chunkLayers = []
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for layer in tileLayers:
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foundChunk = None
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if 'chunks' not in layer or not isinstance(layer['chunks'], list):
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print(f"Error: Layer '{layer['name']}' does not contain 'chunks' key or it is not a list.")
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sys.exit(1)
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for chunk in layer['chunks']:
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if 'x' not in chunk or 'y' not in chunk:
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print(f"Error: Chunk in layer '{layer['name']}' does not contain 'x' or 'y' key.")
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sys.exit(1)
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# Check if this chunk is within the bounds of the top left tile.
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if chunk['x'] != inputTopLeftTileX or chunk['y'] != inputTopLeftTileY:
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continue
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foundChunk = chunk
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break
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if foundChunk is None:
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chunkLayers.append(None)
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continue
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# Is layer empty?
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layerEmpty = True
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for tile in foundChunk['data']:
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if tile == 0:
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continue
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layerEmpty = False
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break
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if layerEmpty:
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chunkLayers.append(None)
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else:
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chunkLayers.append(foundChunk)
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# Now we have a chunkLayers list with the found chunks for each layer.
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if all(chunk is None for chunk in chunkLayers) or len(chunkLayers) == 0:
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continue
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entities = []
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for ob in objectLayer['objects']:
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if 'x' not in ob or 'y' not in ob:
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print(f"Error: Object in object layer does not contain 'x' or 'y' key.")
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sys.exit(1)
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# Is this object within the chunk?
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if ob['x'] < topLeftTileX * TILE_WIDTH_HEIGHT:
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continue
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if ob['x'] >= (topLeftTileX + CHUNK_WIDTH) * TILE_WIDTH_HEIGHT:
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continue
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if ob['y'] < topLeftTileY * TILE_WIDTH_HEIGHT:
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continue
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if ob['y'] >= (topLeftTileY + CHUNK_HEIGHT) * TILE_WIDTH_HEIGHT:
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continue
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entities.append(ob)
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# Shorthand functions
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def getInputLocalTileX(absoluteTileX):
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return absoluteTileX % inputLayerWidthInTiles
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def getInputLocalTileY(absoluteTileY):
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return absoluteTileY % inputLayerHeightInTiles
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def getInputTileIndex(localX, localY):
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absoluteTileX = topLeftTileX + localX
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absoluteTileY = topLeftTileY + localY
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inputLocalTileX = getInputLocalTileX(absoluteTileX)
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inputLocalTileY = getInputLocalTileY(absoluteTileY)
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return inputLocalTileY * inputLayerWidthInTiles + inputLocalTileX
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def getOutputTileIndex(localX, localY):
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return localY * CHUNK_WIDTH + localX
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# Determine the layer base.
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layerBase = chunkLayers[0]
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layerBaseOverlay = None
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if len(chunkLayers) > 1:
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layerBaseOverlay = chunkLayers[1]
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# Determine base layer data.
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layerBaseData = []
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for y in range(CHUNK_HEIGHT):
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for x in range(CHUNK_WIDTH):
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inputTileIndex = getInputTileIndex(x, y)
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outputTileIndex = getOutputTileIndex(x, y)
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layerBaseData.append(layerBase['data'][inputTileIndex])
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if len(layerBaseData) != CHUNK_TILE_COUNT:
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print(f"Error: Layer base data length {len(layerBaseData)} does not match expected chunk tile count {CHUNK_TILE_COUNT}.")
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sys.exit(1)
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# Layer base overlay.
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layerOverlayData = []
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if layerBaseOverlay is not None:
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for y in range(CHUNK_HEIGHT):
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for x in range(CHUNK_WIDTH):
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inputTileIndex = getInputTileIndex(x, y)
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outputTileIndex = getOutputTileIndex(x, y)
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layerOverlayData.append(layerBaseOverlay['data'][inputTileIndex])
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# This is a valid chunk.
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worldWidth = max(worldWidth, chunkX + 1)
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worldHeight = max(worldHeight, chunkY + 1)
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chunksDone.add((chunkX, chunkY))
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chunkHeaderPath = os.path.join(chunksDir, f"chunk_{chunkX}_{chunkY}.h")
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with open(chunkHeaderPath, 'w') as f:
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f.write(f"// Generated chunk header for chunk at position ({chunkX}, {chunkY})\n")
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f.write(f"// Generated at {now}\n")
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f.write("#pragma once\n")
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f.write("#include \"world/chunkdata.h\"\n\n")
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f.write(f"static const chunkdata_t CHUNK_{chunkX}_{chunkY} = {{\n")
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f.write(f" .layerBase = {{\n")
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for y in range(CHUNK_HEIGHT):
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f.write(f" ")
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for x in range(CHUNK_WIDTH):
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i = y * CHUNK_WIDTH + x
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byte = layerBaseData[i]
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f.write(f"0x{byte:02x}, ")
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f.write(f"\n")
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f.write(" },\n\n")
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f.write(" .layerBaseOverlay = {\n")
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if layerBaseOverlay is not None:
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for y in range(CHUNK_HEIGHT):
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f.write(f" ")
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for x in range(CHUNK_WIDTH):
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i = y * CHUNK_WIDTH + x
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byte = layerOverlayData[i]
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f.write(f"0x{byte:02x}, ")
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f.write(f"\n")
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f.write(" },\n\n")
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f.write(f" .entities = {{\n")
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for entity in entities:
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# Entities are center aligned in tiled.
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localX = round(entity['x'] - (topLeftTileX * TILE_WIDTH_HEIGHT))
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localY = round(entity['y'] - (topLeftTileY * TILE_WIDTH_HEIGHT))
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if 'type' in entity and entity['type'] not in ENTITY_TYPE_MAP:
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continue
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f.write(" {\n")
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f.write(f" .id = {entity['id']},\n")
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f.write(f" .type = ENTITY_TYPE_NPC,\n")
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f.write(f" .x = {localX},\n")
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f.write(f" .y = {localY},\n")
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f.write(f" .dir = ENTITY_DIR_SOUTH,\n")
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f.write(" },\n")
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f.write(f" }},\n")
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f.write("};\n\n")
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# Determine map global things
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playerSpawnX = 0
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playerSpawnY = 0
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for ob in objectLayer['objects']:
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if 'type' not in ob or ob['type'] != 'player_spawn':
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continue
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if 'x' not in ob or 'y' not in ob:
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print(f"Error: Player spawn object does not contain 'x' or 'y' key.")
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sys.exit(1)
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playerSpawnX = ob['x']
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playerSpawnY = ob['y']
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break
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# Output header file.
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headerPath = os.path.join(worldDir, "world.h")
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with open(headerPath, 'w') as f:
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f.write(f"// Generated chunks file. Generated at {now}\n\n")
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f.write("#pragma once\n")
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f.write("#include \"dusk.h\"\n")
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# Now, for each chunk, include its header file
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for (x, y) in chunksDone:
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chunk_header = f"world/chunk/chunk_{x}_{y}.h"
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f.write(f"#include \"{chunk_header}\"\n")
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f.write("\n")
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f.write(f"#define WORLD_WIDTH {worldWidth}\n")
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f.write(f"#define WORLD_HEIGHT {worldHeight}\n\n")
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f.write(f"static const chunkdata_t* WORLD_CHUNKS[] = {{\n")
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for i in range(worldHeight):
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f.write(" ")
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for j in range(worldWidth):
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if(j, i) in chunksDone:
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f.write(f"&CHUNK_{j}_{i}, ")
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else:
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f.write("NULL, ")
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f.write("\n")
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f.write("};\n\n")
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f.write(f"#define WORLD_PLAYER_SPAWN_X (fixed248_t){floatToFixed248(playerSpawnX)}\n")
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f.write(f"#define WORLD_PLAYER_SPAWN_Y (fixed248_t){floatToFixed248(playerSpawnY)}\n")
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print(f"chunks.h generated at: {headerPath}") |