Files
dusk/tools/mapcompile/mapcompile.py

237 lines
8.2 KiB
Python

import sys, os
import argparse
from datetime import datetime
import math
from helper import floatToFixed248
from inputParser import parseInputFile
from layerParser import parseLayers
from entityParse import parseEntities
from constants import CHUNK_WIDTH, CHUNK_HEIGHT, TILE_WIDTH_HEIGHT, ENTITY_TYPE_MAP, CHUNK_TILE_COUNT
# 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
data = parseInputFile(args.input)
layers = parseLayers(data)
entityData = parseEntities(layers)
# For each output chunk.
worldWidth = 0
worldHeight = 0
chunksDone = set()
for chunkY in range(layers['mapHeightInRealChunks']):
for chunkX in range(layers['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(layers['inputLayerWidthInTiles'])) * layers['inputLayerWidthInTiles']
inputTopLeftTileY = math.floor(float(topLeftTileY) / float(layers['inputLayerHeightInTiles'])) * layers['inputLayerHeightInTiles']
# Get the layers for this chunk.
chunkLayers = []
for layer in layers['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 layers['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 % layers['inputLayerWidthInTiles']
def getInputLocalTileY(absoluteTileY):
return absoluteTileY % layers['inputLayerHeightInTiles']
def getInputTileIndex(localX, localY):
absoluteTileX = topLeftTileX + localX
absoluteTileY = topLeftTileY + localY
inputLocalTileX = getInputLocalTileX(absoluteTileX)
inputLocalTileY = getInputLocalTileY(absoluteTileY)
return inputLocalTileY * layers['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")
# 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(entityData['playerSpawnX'])})\n")
f.write(f"#define WORLD_PLAYER_SPAWN_Y ((fixed248_t){floatToFixed248(entityData['playerSpawnY'])})\n")
print(f"chunks.h generated at: {headerPath}")