Save tile and resource data as a binary blob
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@@ -35,10 +35,8 @@ namespace MapConverter
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public string Theater;
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public int2 Size;
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public int[] Bounds;
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public ushort[] Tiles;
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public byte[] Images;
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public string[] Resources;
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//public string[] Actors;
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public string TileData;
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public string ResourceData;
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}
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public class IniMap
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@@ -68,8 +66,17 @@ namespace MapConverter
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public void Save(string filename)
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{
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List<string> validResources = new List<string>(){ "gold01", "gold02", "gold03", "gold04",
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"gem01", "gem02", "gem03", "gem04"};
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Dictionary< string, Pair<byte,byte> > resourceMapping = new Dictionary<string, Pair<byte, byte>>() {
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{ "gold01", new Pair<byte,byte>(1,0) },
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{ "gold02", new Pair<byte,byte>(1,1) },
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{ "gold03", new Pair<byte,byte>(1,2) },
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{ "gold04", new Pair<byte,byte>(1,3) },
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{ "gem01", new Pair<byte,byte>(2,0) },
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{ "gem02", new Pair<byte,byte>(2,1) },
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{ "gem03", new Pair<byte,byte>(2,2) },
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{ "gem04", new Pair<byte,byte>(2,3) },
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};
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// Metadata
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var data = new MapData();
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@@ -78,35 +85,46 @@ namespace MapConverter
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data.Theater = Theater;
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data.Bounds = new int[] {XOffset, YOffset, Width, Height};
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data.Size = new int2(MapSize,MapSize);
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// Tiles
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var images = new List<byte>();
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var tiles = new List<ushort>();
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// Tile data is stored as a base-64 encoded stream of
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// {(2-byte) tile index, (1-byte) image index} pairs
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MemoryStream tiles = new MemoryStream();
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BinaryWriter writer = new BinaryWriter( tiles );
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for( int i = 0 ; i < MapSize ; i++ )
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for( int j = 0 ; j < MapSize ; j++ )
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{
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tiles.Add(MapTiles[j,i].tile);
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if(MapTiles[ j, i ].tile == 0xff || MapTiles[ j, i ].tile == 0xffff)
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images.Add(byte.MaxValue);
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else
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images.Add(MapTiles[j,i].image);
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writer.Write( MapTiles[j,i].tile );
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// Semi-hack: Convert clear and water tiles to "pick an image for me" magic number
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byte image = (MapTiles[ j, i ].tile == 0xff || MapTiles[ j, i ].tile == 0xffff) ? byte.MaxValue : MapTiles[j,i].image;
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writer.Write(image);
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}
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writer.Flush();
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data.TileData = Convert.ToBase64String(tiles.ToArray());
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data.Tiles = tiles.ToArray();
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data.Images = images.ToArray();
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// Resource data is stored as a base-64 encoded stream of
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// {(1-byte) resource index, (1-byte) image index} pairs
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MemoryStream resources = new MemoryStream();
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writer = new BinaryWriter( resources );
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// Resources
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var resources = new List<string>();
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for( int i = 0 ; i < MapSize ; i++ )
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for( int j = 0 ; j < MapSize ; j++ )
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{
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string res = "";
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if (validResources.Contains(MapTiles[ j, i ].overlay))
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res = MapTiles[ j, i ].overlay;
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{
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byte type = 0;
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byte image = 0;
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if (MapTiles[j,i].overlay != null)
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{
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var res = resourceMapping[MapTiles[j,i].overlay];
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type = res.First;
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image = res.Second;
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}
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resources.Add(res);
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writer.Write(type);
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writer.Write(image);
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}
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data.Resources = resources.ToArray();
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writer.Flush();
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data.ResourceData = Convert.ToBase64String(resources.ToArray());
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Dictionary<string, MiniYaml> Nodes = new Dictionary<string,MiniYaml>();
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Nodes.Add("MAP",FieldSaver.Save(data));
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