Files
OpenRA/OpenRA.Mods.D2k/UtilityCommands/D2kMapImporter.cs
RoosterDragon b7e0ed9b87 Improve lookups of nodes by key in MiniYaml.
When handling the Nodes collection in MiniYaml, individual nodes are located via one of two methods:

// Lookup a single key with linear search.
var node = yaml.Nodes.FirstOrDefault(n => n.Key == "SomeKey");

// Convert to dictionary, expecting many key lookups.
var dict = nodes.ToDictionary();

// Lookup a single key in the dictionary.
var node = dict["SomeKey"];

To simplify lookup of individual keys via linear search, provide helper methods NodeWithKeyOrDefault and NodeWithKey. These helpers do the equivalent of Single{OrDefault} searches. Whilst this requires checking the whole list, it provides a useful correctness check. Two duplicated keys in TS yaml are fixed as a result. We can also optimize the helpers to not use LINQ, avoiding allocation of the delegate to search for a key.

Adjust existing code to use either lnear searches or dictionary lookups based on whether it will be resolving many keys. Resolving few keys can be done with linear searches to avoid building a dictionary. Resolving many keys should be done with a dictionary to avoid quaradtic runtime from repeated linear searches.
2023-09-23 14:31:04 +02:00

534 lines
18 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using OpenRA.Mods.Common.Terrain;
using OpenRA.Primitives;
namespace OpenRA.Mods.D2k.UtilityCommands
{
public class D2kMapImporter
{
const int MapCordonWidth = 2;
// PlayerReference colors in D2k missions only affect chat text and minimap colors because actors use specific palette colors.
// So using the colors from the original game's minimap.
public static Dictionary<string, (string Faction, Color Color)> PlayerReferenceDataByPlayerName = new()
{
{ "Neutral", ("Random", Color.White) },
{ "Atreides", ("atreides", Color.FromArgb(90, 115, 148)) },
{ "Harkonnen", ("harkonnen", Color.FromArgb(214, 74, 66)) },
{ "Ordos", ("ordos", Color.FromArgb(90, 148, 115)) },
{ "Corrino", ("corrino", Color.FromArgb(115, 0, 123)) },
{ "Fremen", ("fremen", Color.FromArgb(132, 132, 132)) },
{ "Smugglers", ("smuggler", Color.FromArgb(123, 41, 16)) },
{ "Mercenaries", ("mercenary", Color.FromArgb(156, 132, 8)) }
};
public static Dictionary<int, (string Actor, string Owner)> ActorDataByActorCode = new()
{
{ 20, ("wormspawner", "Creeps") },
{ 23, ("mpspawn", "Neutral") },
{ 41, ("spicebloom.spawnpoint", "Neutral") },
{ 42, ("spicebloom.spawnpoint", "Neutral") },
{ 43, ("spicebloom.spawnpoint", "Neutral") },
{ 44, ("spicebloom.spawnpoint", "Neutral") },
{ 45, ("spicebloom.spawnpoint", "Neutral") },
// Atreides:
{ 4, ("wall", "Atreides") },
{ 5, ("wind_trap", "Atreides") },
{ 8, ("construction_yard", "Atreides") },
{ 11, ("barracks", "Atreides") },
{ 14, ("refinery", "Atreides") },
{ 17, ("outpost", "Atreides") },
{ 63, ("light_factory", "Atreides") },
{ 69, ("silo", "Atreides") },
{ 72, ("heavy_factory", "Atreides") },
{ 75, ("repair_pad", "Atreides") },
{ 78, ("medium_gun_turret", "Atreides") },
{ 120, ("high_tech_factory", "Atreides") },
{ 123, ("large_gun_turret", "Atreides") },
{ 126, ("research_centre", "Atreides") },
{ 129, ("starport", "Atreides") },
{ 132, ("palace", "Atreides") },
{ 180, ("light_inf", "Atreides") },
{ 181, ("trooper", "Atreides") },
{ 182, ("fremen", "Atreides") },
{ 183, ("sardaukar", "Atreides") },
{ 184, ("engineer", "Atreides") },
{ 185, ("harvester", "Atreides") },
{ 186, ("mcv", "Atreides") },
{ 187, ("trike", "Atreides") },
{ 188, ("quad", "Atreides") },
{ 189, ("combat_tank_a", "Atreides") },
{ 190, ("missile_tank", "Atreides") },
{ 191, ("siege_tank", "Atreides") },
{ 192, ("carryall", "Atreides") },
{ 194, ("sonic_tank", "Atreides") },
// Harkonnen:
{ 204, ("wall", "Harkonnen") },
{ 205, ("wind_trap", "Harkonnen") },
{ 208, ("construction_yard", "Harkonnen") },
{ 211, ("barracks", "Harkonnen") },
{ 214, ("refinery", "Harkonnen") },
{ 217, ("outpost", "Harkonnen") },
{ 263, ("light_factory", "Harkonnen") },
{ 269, ("silo", "Harkonnen") },
{ 272, ("heavy_factory", "Harkonnen") },
{ 275, ("repair_pad", "Harkonnen") },
{ 278, ("medium_gun_turret", "Harkonnen") },
{ 320, ("high_tech_factory", "Harkonnen") },
{ 323, ("large_gun_turret", "Harkonnen") },
{ 326, ("research_centre", "Harkonnen") },
{ 329, ("starport", "Harkonnen") },
{ 332, ("palace", "Harkonnen") },
{ 360, ("light_inf", "Harkonnen") },
{ 361, ("trooper", "Harkonnen") },
{ 362, ("fremen", "Harkonnen") },
{ 363, ("mpsardaukar", "Harkonnen") },
{ 364, ("engineer", "Harkonnen") },
{ 365, ("harvester", "Harkonnen") },
{ 366, ("mcv", "Harkonnen") },
{ 367, ("trike", "Harkonnen") },
{ 368, ("quad", "Harkonnen") },
{ 369, ("combat_tank_h", "Harkonnen") },
{ 370, ("missile_tank", "Harkonnen") },
{ 371, ("siege_tank", "Harkonnen") },
{ 372, ("carryall", "Harkonnen") },
{ 374, ("devastator", "Harkonnen") },
// Ordos:
{ 404, ("wall", "Ordos") },
{ 405, ("wind_trap", "Ordos") },
{ 408, ("construction_yard", "Ordos") },
{ 411, ("barracks", "Ordos") },
{ 414, ("refinery", "Ordos") },
{ 417, ("outpost", "Ordos") },
{ 463, ("light_factory", "Ordos") },
{ 469, ("silo", "Ordos") },
{ 472, ("heavy_factory", "Ordos") },
{ 475, ("repair_pad", "Ordos") },
{ 478, ("medium_gun_turret", "Ordos") },
{ 520, ("high_tech_factory", "Ordos") },
{ 523, ("large_gun_turret", "Ordos") },
{ 526, ("research_centre", "Ordos") },
{ 529, ("starport", "Ordos") },
{ 532, ("palace", "Ordos") },
{ 560, ("light_inf", "Ordos") },
{ 561, ("trooper", "Ordos") },
{ 562, ("saboteur", "Ordos") },
{ 563, ("sardaukar", "Ordos") },
{ 564, ("engineer", "Ordos") },
{ 565, ("harvester", "Ordos") },
{ 566, ("mcv", "Ordos") },
{ 567, ("raider", "Ordos") },
{ 568, ("quad", "Ordos") },
{ 569, ("combat_tank_o", "Ordos") },
{ 570, ("missile_tank", "Ordos") },
{ 571, ("siege_tank", "Ordos") },
{ 572, ("carryall", "Ordos") },
{ 574, ("deviator", "Ordos") },
// Corrino:
{ 580, ("wall", "Corrino") },
{ 581, ("wind_trap", "Corrino") },
{ 582, ("construction_yard", "Corrino") },
{ 583, ("barracks", "Corrino") },
{ 584, ("refinery", "Corrino") },
{ 585, ("outpost", "Corrino") },
{ 587, ("light_factory", "Corrino") },
{ 588, ("palace", "Corrino") },
{ 589, ("silo", "Corrino") },
{ 590, ("heavy_factory", "Corrino") },
{ 591, ("repair_pad", "Corrino") },
{ 592, ("medium_gun_turret", "Corrino") },
{ 593, ("high_tech_factory", "Corrino") },
{ 594, ("large_gun_turret", "Corrino") },
{ 595, ("research_centre", "Corrino") },
{ 596, ("starport", "Corrino") },
{ 597, ("sietch", "Corrino") },
{ 598, ("light_inf", "Corrino") },
{ 599, ("trooper", "Corrino") },
{ 600, ("sardaukar", "Corrino") },
{ 601, ("fremen", "Corrino") },
{ 602, ("engineer", "Corrino") },
{ 603, ("harvester", "Corrino") },
{ 604, ("mcv", "Corrino") },
{ 605, ("trike", "Corrino") },
{ 606, ("quad", "Corrino") },
{ 607, ("combat_tank_h", "Corrino") },
{ 608, ("missile_tank", "Corrino") },
{ 609, ("siege_tank", "Corrino") },
{ 610, ("carryall", "Corrino") },
// Fremen:
{ 620, ("wall", "Fremen") },
{ 621, ("wind_trap", "Fremen") },
{ 622, ("construction_yard", "Fremen") },
{ 623, ("barracks", "Fremen") },
{ 624, ("refinery", "Fremen") },
{ 625, ("outpost", "Fremen") },
{ 627, ("light_factory", "Fremen") },
{ 628, ("palace", "Fremen") },
{ 629, ("silo", "Fremen") },
{ 630, ("heavy_factory", "Fremen") },
{ 631, ("repair_pad", "Fremen") },
{ 632, ("medium_gun_turret", "Fremen") },
{ 633, ("high_tech_factory", "Fremen") },
{ 634, ("large_gun_turret", "Fremen") },
{ 635, ("research_centre", "Fremen") },
{ 636, ("starport", "Fremen") },
{ 637, ("sietch", "Fremen") },
{ 638, ("light_inf", "Fremen") },
{ 639, ("trooper", "Fremen") },
{ 640, ("fremen", "Fremen") },
{ 641, ("nsfremen", "Fremen") },
{ 642, ("engineer", "Fremen") },
{ 643, ("harvester", "Fremen") },
{ 644, ("mcv", "Fremen") },
{ 645, ("trike", "Fremen") },
{ 646, ("quad", "Fremen") },
{ 647, ("combat_tank_a", "Fremen") },
{ 648, ("missile_tank", "Fremen") },
{ 649, ("siege_tank", "Fremen") },
{ 650, ("carryall", "Fremen") },
{ 652, ("sonic_tank", "Fremen") },
// Smugglers:
{ 660, ("wall", "Smugglers") },
{ 661, ("wind_trap", "Smugglers") },
{ 662, ("construction_yard", "Smugglers") },
{ 663, ("barracks", "Smugglers") },
{ 664, ("refinery", "Smugglers") },
{ 666, ("outpost", "Smugglers") },
{ 667, ("light_factory", "Smugglers") },
{ 668, ("silo", "Smugglers") },
{ 669, ("heavy_factory", "Smugglers") },
{ 670, ("repair_pad", "Smugglers") },
{ 671, ("medium_gun_turret", "Smugglers") },
{ 672, ("high_tech_factory", "Smugglers") },
{ 673, ("large_gun_turret", "Smugglers") },
{ 674, ("research_centre", "Smugglers") },
{ 675, ("starport", "Smugglers") },
{ 676, ("palace", "Smugglers") },
{ 677, ("light_inf", "Smugglers") },
{ 678, ("trooper", "Smugglers") },
{ 679, ("saboteur", "Smugglers") },
{ 680, ("engineer", "Smugglers") },
{ 681, ("harvester", "Smugglers") },
{ 682, ("mcv", "Smugglers") },
{ 683, ("trike", "Smugglers") },
{ 684, ("quad", "Smugglers") },
{ 685, ("combat_tank_o", "Smugglers") },
{ 686, ("missile_tank", "Smugglers") },
{ 687, ("siege_tank", "Smugglers") },
{ 688, ("carryall", "Smugglers") },
// Mercenaries:
{ 700, ("wall", "Mercenaries") },
{ 701, ("wind_trap", "Mercenaries") },
{ 702, ("construction_yard", "Mercenaries") },
{ 703, ("barracks", "Mercenaries") },
{ 704, ("refinery", "Mercenaries") },
{ 705, ("outpost", "Mercenaries") },
{ 707, ("light_factory", "Mercenaries") },
{ 708, ("silo", "Mercenaries") },
{ 709, ("heavy_factory", "Mercenaries") },
{ 710, ("repair_pad", "Mercenaries") },
{ 711, ("medium_gun_turret", "Mercenaries") },
{ 712, ("high_tech_factory", "Mercenaries") },
{ 713, ("large_gun_turret", "Mercenaries") },
{ 714, ("research_centre", "Mercenaries") },
{ 715, ("starport", "Mercenaries") },
{ 716, ("palace", "Mercenaries") },
{ 717, ("light_inf", "Mercenaries") },
{ 718, ("trooper", "Mercenaries") },
{ 719, ("saboteur", "Mercenaries") },
{ 720, ("harvester", "Mercenaries") },
{ 721, ("harvester", "Mercenaries") },
{ 722, ("mcv", "Mercenaries") },
{ 723, ("trike", "Mercenaries") },
{ 724, ("quad", "Mercenaries") },
{ 725, ("combat_tank_o", "Mercenaries") },
{ 726, ("missile_tank", "Mercenaries") },
{ 727, ("siege_tank", "Mercenaries") },
{ 728, ("carryall", "Mercenaries") },
};
readonly Ruleset rules;
readonly FileStream stream;
readonly string tilesetName;
readonly TerrainTile clearTile;
Map map;
Size mapSize;
DefaultTerrain terrainInfo;
List<TerrainTemplateInfo> tileSetsFromYaml;
int playerCount;
D2kMapImporter(string filename, string tileset, Ruleset rules)
{
tilesetName = tileset;
this.rules = rules;
try
{
clearTile = new TerrainTile(0, 0);
stream = File.OpenRead(filename);
if (stream.Length == 0 || stream.Length % 4 != 0)
throw new ArgumentException("The map is in an unrecognized format!", nameof(filename));
Initialize(filename);
FillMap();
}
catch (Exception e)
{
Console.WriteLine(e);
map = null;
}
finally
{
stream.Close();
}
}
public static Map Import(string filename, string mod, string tileset, Ruleset rules)
{
var importer = new D2kMapImporter(filename, tileset, rules);
var map = importer.map;
if (map == null)
return null;
map.RequiresMod = mod;
return map;
}
void Initialize(string mapFile)
{
mapSize = new Size(stream.ReadUInt16(), stream.ReadUInt16());
terrainInfo = Game.ModData.DefaultTerrainInfo["ARRAKIS"] as DefaultTerrain;
if (terrainInfo == null)
throw new InvalidDataException("The D2k map importer requires the DefaultTerrain parser.");
map = new Map(Game.ModData, terrainInfo, mapSize.Width + 2 * MapCordonWidth, mapSize.Height + 2 * MapCordonWidth)
{
Title = Path.GetFileNameWithoutExtension(mapFile),
Author = "Westwood Studios"
};
var tl = new PPos(MapCordonWidth, MapCordonWidth);
var br = new PPos(MapCordonWidth + mapSize.Width - 1, MapCordonWidth + mapSize.Height - 1);
map.SetBounds(tl, br);
// Get all templates from the tileset YAML file that have at least one frame and an Image property corresponding to the requested tileset
// Each frame is a tile from the Dune 2000 tileset files, with the Frame ID being the index of the tile in the original file
tileSetsFromYaml = terrainInfo.Templates.Where(t =>
{
var templateInfo = (DefaultTerrainTemplateInfo)t.Value;
return templateInfo.Frames != null && string.Equals(templateInfo.Images[0], tilesetName, StringComparison.InvariantCultureIgnoreCase);
}).Select(ts => ts.Value).ToList();
var players = new MapPlayers(map.Rules, playerCount);
map.PlayerDefinitions = players.ToMiniYaml();
}
void FillMap()
{
var actorNodes = new List<MiniYamlNode>();
var playerNodes = new List<MiniYamlNode>();
while (stream.Position < stream.Length)
{
var tileInfo = stream.ReadUInt16();
var tileSpecialInfo = stream.ReadUInt16();
var tile = GetTile(tileInfo);
var locationOnMap = GetCurrentTilePositionOnMap();
map.Tiles[locationOnMap] = tile;
// Spice
if (tileSpecialInfo == 1)
map.Resources[locationOnMap] = new ResourceTile(1, 1);
if (tileSpecialInfo == 2)
map.Resources[locationOnMap] = new ResourceTile(1, 2);
// Actors
if (ActorDataByActorCode.TryGetValue(tileSpecialInfo, out var kvp))
{
if (!rules.Actors.ContainsKey(kvp.Actor.ToLowerInvariant()))
Console.WriteLine($"Ignoring unknown actor type: `{kvp.Actor.ToLowerInvariant()}`");
else
{
var a = new ActorReference(kvp.Actor)
{
new LocationInit(locationOnMap),
new OwnerInit(kvp.Owner)
};
actorNodes.Add(new MiniYamlNode("Actor" + (map.ActorDefinitions.Count + actorNodes.Count), a.Save()));
if (map.PlayerDefinitions.Concat(playerNodes).All(
x => x.Value.NodeWithKey("Name").Value.Value != kvp.Owner))
{
var playerInfo = PlayerReferenceDataByPlayerName[kvp.Owner];
var playerReference = new PlayerReference
{
Name = kvp.Owner,
OwnsWorld = kvp.Owner == "Neutral",
NonCombatant = kvp.Owner == "Neutral",
Faction = playerInfo.Faction,
Color = playerInfo.Color
};
var node = new MiniYamlNode($"{nameof(PlayerReference)}@{kvp.Owner}", FieldSaver.SaveDifferences(playerReference, new PlayerReference()));
playerNodes.Add(node);
}
if (kvp.Actor == "mpspawn")
playerCount++;
}
}
}
map.ActorDefinitions = map.ActorDefinitions.Concat(actorNodes).ToArray();
map.PlayerDefinitions = map.PlayerDefinitions.Concat(playerNodes).ToArray();
}
CPos GetCurrentTilePositionOnMap()
{
var tileIndex = (int)stream.Position / 4 - 2;
var x = tileIndex % mapSize.Width + MapCordonWidth;
var y = tileIndex / mapSize.Width + MapCordonWidth;
return new CPos(x, y);
}
TerrainTile GetTile(int tileIndex)
{
// Some tiles are duplicates of other tiles, just on a different tileset
if (string.Equals(tilesetName, "bloxbgbs.r8", StringComparison.InvariantCultureIgnoreCase))
{
if (tileIndex == 355)
return new TerrainTile(441, 0);
if (tileIndex == 375)
return new TerrainTile(442, 0);
}
if (string.Equals(tilesetName, "bloxtree.r8", StringComparison.InvariantCultureIgnoreCase))
{
var indices = new[] { 683, 684, 685, 706, 703, 704, 705, 726, 723, 724, 725, 746, 743, 744, 745, 747 };
for (var i = 0; i < 16; i++)
if (tileIndex == indices[i])
return new TerrainTile(474, (byte)i);
indices = new[] { 369, 370, 389, 390 };
for (var i = 0; i < 4; i++)
if (tileIndex == indices[i])
return new TerrainTile(117, (byte)i);
indices = new[] { 661, 662, 681, 682 };
for (var i = 0; i < 4; i++)
if (tileIndex == indices[i])
return new TerrainTile(251, (byte)i);
if (tileIndex == 322)
return new TerrainTile(215, 0);
}
if (string.Equals(tilesetName, "bloxwast.r8", StringComparison.InvariantCultureIgnoreCase))
{
if (tileIndex == 342)
return new TerrainTile(250, 0);
if (tileIndex == 383)
return new TerrainTile(121, 1);
if (tileIndex == 384)
return new TerrainTile(1046, 0);
if (tileIndex == 579)
return new TerrainTile(80, 0);
if (tileIndex == 597)
return new TerrainTile(80, 0);
if (tileIndex == 598)
return new TerrainTile(470, 0);
if (tileIndex == 599)
return new TerrainTile(470, 1);
if (tileIndex == 608)
return new TerrainTile(58, 0);
if (tileIndex == 627)
return new TerrainTile(248, 0);
if (tileIndex == 628)
return new TerrainTile(248, 1);
if (tileIndex == 719)
return new TerrainTile(275, 0);
var indices = new[] { 340, 341, 360, 361 };
for (var i = 0; i < 4; i++)
if (tileIndex == indices[i])
return new TerrainTile(308, (byte)i);
indices = new[] { 660, 661, 662, 680, 681, 682 };
for (var i = 0; i < 6; i++)
if (tileIndex == indices[i])
return new TerrainTile(443, (byte)i);
indices = new[] { 609, 610, 629, 630 };
for (var i = 0; i < 4; i++)
if (tileIndex == indices[i])
return new TerrainTile(251, (byte)i);
}
// Get the first tileset template that contains the Frame ID of the original map's tile with the requested index
var template = tileSetsFromYaml.FirstOrDefault(x => ((DefaultTerrainTemplateInfo)x).Frames.Contains(tileIndex));
// HACK: The arrakis.yaml tileset file seems to be missing some tiles, so just get a replacement for them
// Also used for duplicate tiles that are taken from only tileset
// Just get a template that contains a tile with the same ID as requested
template ??= terrainInfo.Templates.FirstOrDefault(t =>
{
var templateInfo = (DefaultTerrainTemplateInfo)t.Value;
return templateInfo.Frames != null && templateInfo.Frames.Contains(tileIndex);
}).Value;
if (template == null)
{
var pos = GetCurrentTilePositionOnMap();
Console.WriteLine($"Tile with index {tileIndex} could not be found in the tileset YAML file!");
Console.WriteLine($"Defaulting to a \"clear\" tile for coordinates ({pos.X}, {pos.Y})!");
return clearTile;
}
var templateIndex = template.Id;
var frameIndex = Array.IndexOf(((DefaultTerrainTemplateInfo)template).Frames, tileIndex);
return new TerrainTile(templateIndex, (byte)((frameIndex == -1) ? 0 : frameIndex));
}
}
}