Files
dusk/tools/mapcompile/mapcompile.py

428 lines
14 KiB
Python

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