protected override List <MapEntityMetadata> Parse() { List <MapEntityMetadata> entities = new List <MapEntityMetadata>(); /* Iterate over preset objects to later reference while iterating over exported maps * Key is modelName, value is parsed key/value from property * in json, this would look like: * { * "11000003_": {"isSpawnPointNPC": "true", "SpawnPointID": "0", "SpawnRadius", "0"} * } */ Dictionary <string, Dictionary <string, string> > mapObjects = new Dictionary <string, Dictionary <string, string> >(); foreach (PackFileEntry entry in Resources.ExportedFiles .Where(entry => Regex.Match(entry.Name, @"^flat/presets/presets (object|npc)/").Success) .OrderBy(entry => entry.Name)) { // Parse XML XmlDocument document = Resources.ExportedMemFile.GetDocument(entry.FileHeader); string modelName = document.DocumentElement.Attributes["name"].Value; // A local in-mem storage for all flat file supplementary data. Dictionary <string, string> thisNode = new Dictionary <string, string> { }; foreach (XmlNode node in document.SelectNodes("model/mixin")) { // These define the superclass this model inherits from. We store these as a property for later processing // TODO: Should we only parse type="Active"? if (node.Attributes["type"].Value.Equals("Active")) { string name = node.Attributes["name"].Value; thisNode[$"mixin{name}"] = "true"; // isMS2InteractActor = "true"; } } foreach (XmlNode node in document.SelectNodes("model/property")) { if (node.ChildNodes.Count > 0) // hasChildren { thisNode[node.Attributes["name"].Value] = node.FirstChild?.Attributes["value"].Value; } } mapObjects.Add(modelName, thisNode); } // Iterate over map xblocks Dictionary <string, string> maps = new Dictionary <string, string>(); // Have we already parsed this map? foreach (PackFileEntry entry in Resources.ExportedFiles .Where(entry => entry.Name.StartsWith("xblock/")) .OrderByDescending(entry => entry.Name)) { Match isParsableField = Regex.Match(Path.GetFileNameWithoutExtension(entry.Name), @"^(\d{8})"); if (!isParsableField.Success) { // TODO: Handle these later, if we need them. They're xblock files with some other names like // character_test.xblock, login.xblock, continue; } string mapId = isParsableField.Groups[1].Value; if (maps.ContainsKey(mapId)) { continue; } maps.Add(mapId, entry.Name); // Only used to check if we've visited this node before. MapEntityMetadata metadata = new MapEntityMetadata(int.Parse(mapId)); XmlDocument document = Resources.ExportedMemFile.GetDocument(entry.FileHeader); foreach (XmlNode node in document.SelectNodes("/game/entitySet/entity")) { string modelName = node.Attributes["modelName"].Value; // Always maps to a .flat fileName for additional supplemented data string name = node.Attributes["name"].Value; if (modelName == "MS2Bounding") { XmlNode blockCoord = node.SelectSingleNode("property[@name='Position']"); CoordS boundingBox = CoordS.Parse(blockCoord?.FirstChild.Attributes["value"].Value ?? "0, 0, 0"); if (name.EndsWith("0") && metadata.BoundingBox0.Equals(CoordS.From(0, 0, 0))) { metadata.BoundingBox0 = boundingBox; } else if (name.EndsWith("1") && metadata.BoundingBox1.Equals(CoordS.From(0, 0, 0))) { metadata.BoundingBox1 = boundingBox; } } else if (modelName == "MS2Telescope") { string uuid = node.Attributes["id"].Value; int interactId = int.Parse(node.SelectSingleNode("property[@name='interactID']")?.FirstChild.Attributes["value"]?.Value); metadata.InteractActors.Add(new MapInteractActor(uuid, name, InteractActorType.Binoculars, interactId)); } else if (modelName == "SpawnPointPC") // Player Spawn point on map { XmlNode playerCoord = node.SelectSingleNode("property[@name='Position']"); XmlNode playerRotation = node.SelectSingleNode("property[@name='Rotation']"); string playerPositionValue = playerCoord?.FirstChild.Attributes["value"].Value ?? "0, 0, 0"; string playerRotationValue = playerRotation?.FirstChild.Attributes["value"].Value ?? "0, 0, 0"; metadata.PlayerSpawns.Add(new MapPlayerSpawn(CoordS.Parse(playerPositionValue), CoordS.Parse(playerRotationValue))); } else if (modelName == "Portal_entrance" || modelName == "Portal_cube") { XmlNode portalIdNode = node.SelectSingleNode("property[@name='PortalID']"); XmlNode targetNode = node.SelectSingleNode("property[@name='TargetFieldSN']"); if (targetNode == null || portalIdNode == null) { continue; } XmlNode visibleNode = node.SelectSingleNode("property[@name='IsVisible']"); XmlNode enabledNode = node.SelectSingleNode("property[@name='PortalEnable']"); XmlNode minimapVisibleNode = node.SelectSingleNode("property[@name='MinimapIconVisible']"); XmlNode coordNode = node.SelectSingleNode("property[@name='Position']"); XmlNode rotationNode = node.SelectSingleNode("property[@name='Rotation']"); if (!bool.TryParse(visibleNode?.FirstChild.Attributes["value"].Value, out bool visibleValue)) { visibleValue = true; } if (!bool.TryParse(enabledNode?.FirstChild.Attributes["value"].Value, out bool enabledValue)) { enabledValue = true; } if (!bool.TryParse(minimapVisibleNode?.FirstChild.Attributes["value"].Value, out bool minimapVisibleValue)) { minimapVisibleValue = true; } int target = int.Parse(targetNode.FirstChild.Attributes["value"].Value); int portalId = int.Parse(portalIdNode?.FirstChild.Attributes["value"].Value); string positionValue = coordNode?.FirstChild.Attributes["value"].Value ?? "0, 0, 0"; string rotationValue = rotationNode?.FirstChild.Attributes["value"].Value ?? "0, 0, 0"; MapPortalFlag flags = visibleValue ? MapPortalFlag.Visible : MapPortalFlag.None; flags |= enabledValue ? MapPortalFlag.Enabled : MapPortalFlag.None; flags |= minimapVisibleValue ? MapPortalFlag.MinimapVisible : MapPortalFlag.None; CoordS position = CoordS.Parse(positionValue); CoordS rotation = CoordS.Parse(rotationValue); metadata.Portals.Add(new MapPortal(portalId, flags, target, position, rotation)); } else if (modelName == "SpawnPointNPC" && !name.StartsWith("SpawnPointNPC")) { // These tend to be vendors, shops, etc. // If the name tag begins with SpawnPointNPC, I think these are mob spawn locations. Skipping these. string npcId = node.SelectSingleNode("property[@name='NpcList']")?.FirstChild.Attributes["index"].Value ?? "0"; if (npcId == "0") { continue; } string npcPositionValue = node.SelectSingleNode("property[@name='Position']")?.FirstChild.Attributes["value"].Value ?? "0, 0, 0"; string npcRotationValue = node.SelectSingleNode("property[@name='Rotation']")?.FirstChild.Attributes["value"].Value ?? "0, 0, 0"; MapNpc thisNpc = new MapNpc(int.Parse(npcId), modelName, name, CoordS.Parse(npcPositionValue), CoordS.Parse(npcRotationValue)); thisNpc.IsSpawnOnFieldCreate = true; metadata.Npcs.Add(thisNpc); } // Parse the rest of the objects in the xblock if they have a flat component. else if (mapObjects.ContainsKey(modelName)) // There was .flat file data about this item { /* NPC Objects have a modelName of 8 digits followed by an underscore and a name that's the same thing, * but with a number (for each instance on that map) after it * * IM_ Prefixed items are Interactable Meshes supplemented by data in "xml/table/interactobject.xml" * IA_ prefixed items are Interactable Actors (Doors, etc). Have an interactID, which is an event on interact. * "mixinMS2MapProperties" is generic field items * "mixinMS2SalePost" - is for sale signs. Does a packet need to respond to this item? */ Dictionary <string, string> modelData = mapObjects[modelName]; if (modelData.ContainsKey("mixinMS2TimeShowSetting") || modelData.ContainsKey("mixinMS2Sound") || modelData.ContainsKey("mixinMS2SalePost") || modelData.ContainsKey("mixinMS2Actor") || // "fa_fi_funct_irondoor_A01_" modelData.ContainsKey("mixinMS2RegionSkill") || modelData.ContainsKey("mixinMS2FunctionCubeKFM") || modelData.ContainsKey("mixinMS2FunctionCubeNIF") ) { continue; // Skip these for now. } else if (modelData.ContainsKey("mixinMS2InteractObject")) { if (modelData.ContainsKey("mixinMS2InteractMesh")) { // TODO: Implement mesh packet string uuid = node.Attributes["id"].Value.ToLower(); metadata.InteractMeshes.Add(new MapInteractMesh(uuid, name)); } else if (modelData.ContainsKey("mixinMS2InteractActor")) { string uuid = node.Attributes["id"].Value.ToLower(); metadata.InteractActors.Add(new MapInteractActor(uuid, name, InteractActorType.Unknown, 0)); } else if (modelData.ContainsKey("mixinMS2InteractDisplay")) { // TODO: Implement Interactive Displays like 02000183, Dark Wind Wanted Board (7bb334fe41f94182a9569ab884004c32) // "mixinMS2InteractDisplay" ("ID_19100003_") } else { // TODO: Any others? if (name.Contains("funct_extract_")) { string uuid = node.Attributes["id"].Value.ToLower(); metadata.InteractActors.Add(new MapInteractActor(uuid, name, InteractActorType.Extractor, 0)); } else if (name.Contains("funct_telescope_")) { string uuid = node.Attributes["id"].Value; int interactId = int.Parse(node.SelectSingleNode("property[@name='interactID']")?.FirstChild.Attributes["value"]?.Value); metadata.InteractActors.Add(new MapInteractActor(uuid, name, InteractActorType.Binoculars, interactId)); } } } else if (modelData.ContainsKey("mixinSpawnPointNPC")) { // These can be full natural spawns, or only spawnable as a reaction to a quest, or something else as well. string npcId = Regex.Match(modelName, @"^(\d{8})_").Groups[1].Value; string npcPositionValue = node.SelectSingleNode("property[@name='Position']")?.FirstChild.Attributes["value"].Value ?? "0, 0, 0"; string npcRotationValue = node.SelectSingleNode("property[@name='Rotation']")?.FirstChild.Attributes["value"].Value ?? "0, 0, 0"; MapNpc thisNpc = new MapNpc(int.Parse(npcId), modelName, name, CoordS.Parse(npcPositionValue), CoordS.Parse(npcRotationValue)); // Parse some additional flat supplemented data about this NPC. if (mapObjects.ContainsKey(modelName)) { Dictionary <string, string> thisFlatData = mapObjects[modelName]; // Parse IsSpawnOnFieldCreate thisNpc.IsSpawnOnFieldCreate = thisFlatData["IsSpawnOnFieldCreate"] == "True"; thisNpc.IsDayDie = thisFlatData["dayDie"] == "True"; thisNpc.IsNightDie = thisFlatData["nightDie"] == "True"; } metadata.Npcs.Add(thisNpc); } else if (modelData.ContainsKey("mixinMS2BreakableActor")) { // TODO: Do we need to parse these as some special NPC object? } else if (modelData.ContainsKey("mixinMS2Placeable")) { // These are objects which you can place in the world string nameCoord = node.Attributes["name"].Value.ToLower(); Match coordMatch = Regex.Match(nameCoord, @"[\-]?\d+[,]\s[\-]?\d+[,]\s[\-]?\d+"); if (!coordMatch.Success) { continue; } CoordB coord = CoordB.Parse(coordMatch.Value, ", "); metadata.Objects.Add(new MapObject(coord, int.Parse(modelData["ObjectWeaponItemCode"]))); } else if (modelData.ContainsKey("mixinMS2CubeProp")) { if (!modelData.ContainsKey("ObjectWeaponItemCode")) { continue; } string weaponId = modelData["ObjectWeaponItemCode"] ?? "0"; if (!weaponId.Equals("0")) { // Extract the coordinate from the name. rhy tried just grabbing position, but it wasn't reliable. Match coordMatch = Regex.Match(name, @"[\-]?\d+[,]\s[\-]?\d+[,]\s[\-]?\d+"); if (coordMatch.Success) { metadata.Objects.Add(new MapObject(CoordB.Parse(coordMatch.Value, ", "), int.Parse(weaponId))); } } } else if (modelData.ContainsKey("mixinMS2Breakable")) { // "mixinMS2Breakable" But not "mixinMS2BreakableActor", as in ke_fi_prop_buoy_A01_ or el_move_woodbox_B04_ } else if (modelData.ContainsKey("mixinMS2RegionBoxSpawn")) { // "QR_10000264_" is Quest Reward Chest? This is tied to a MS2TriggerAgent making this object appear. } // Unhandled Items: // "mixinEventSpawnPointNPC", // "mixinMS2Actor" as in "fa_fi_funct_irondoor_A01_" // MS2RegionSkill as in "SkillObj_co_Crepper_C03_" (Only on 8xxxx and 9xxxxx maps) // "mixinMS2FunctionCubeKFM" as in "ry_functobj_lamp_B01_", "ke_functobj_bath_B01_" // "mixinMS2FunctionCubeNIF" // "MS2MapProperties"->"MS2PhysXProp" that's not a weapon. Standard } /* * if (Regex.Match(modelName, @"^\d{8}_").Success && Regex.Match(name, @"\d{1,3}").Success) * { * // Parse non-permanent NPCs. These have no .flat files to supplement them. * string npcListIndex = node.SelectSingleNode("property[@name='NpcList']")?.FirstChild.Attributes["index"].Value ?? "-1"; * if (npcListIndex == "-1") * { * continue; * } * string npcPositionValue = node.SelectSingleNode("property[@name='Position']")?.FirstChild.Attributes["value"].Value ?? "0, 0, 0"; * string npcRotationValue = node.SelectSingleNode("property[@name='Rotation']")?.FirstChild.Attributes["value"].Value ?? "0, 0, 0"; * // metadata.Npcs.Add(new MapNpc(int.Parse(npcListIndex), modelName, name, ParseCoord(npcPositionValue), ParseCoord(npcRotationValue))); * } */ } // No data on this map if (metadata.Npcs.Count == 0 && metadata.Portals.Count == 0 && metadata.PlayerSpawns.Count == 0) { continue; } entities.Add(metadata); } Console.Out.WriteLine($"Parsed {entities.Count} entities"); return(entities); }
protected override List <MapEntityMetadata> Parse() { // Iterate over preset objects to later reference while iterating over exported maps Dictionary <string, string> mapObjects = new Dictionary <string, string>(); foreach (PackFileEntry entry in Resources.ExportedFiles) { if (!entry.Name.StartsWith("flat/presets/presets object/")) { continue; } // Check if file is valid string objStr = entry.Name.ToLower(); if (string.IsNullOrEmpty(objStr)) { continue; } if (mapObjects.ContainsKey(objStr)) { //Console.WriteLine($"Duplicate {entry.Name} was already added as {mapObjects[objStr]}"); continue; } // Parse XML XmlDocument document = Resources.ExportedMemFile.GetDocument(entry.FileHeader); XmlElement root = document.DocumentElement; XmlNodeList objProperties = document.SelectNodes("/model/property"); string objectName = root.Attributes["name"].Value.ToLower(); foreach (XmlNode node in objProperties) { // Storing only weapon item code for now, but there are other uses if (node.Attributes["name"].Value.Contains("ObjectWeaponItemCode")) { string weaponId = node?.FirstChild.Attributes["value"].Value ?? "0"; if (!weaponId.Equals("0")) { mapObjects.Add(objectName, weaponId); } } } } // Iterate over map xblocks List <MapEntityMetadata> entities = new List <MapEntityMetadata>(); Dictionary <string, string> maps = new Dictionary <string, string>(); foreach (PackFileEntry entry in Resources.ExportedFiles) { if (!entry.Name.StartsWith("xblock/")) { continue; } string mapIdStr = Regex.Match(entry.Name, @"\d{8}").Value; if (string.IsNullOrEmpty(mapIdStr)) { continue; } int mapId = int.Parse(mapIdStr); if (maps.ContainsKey(mapIdStr)) { //Console.WriteLine($"Duplicate {entry.Name} was already added as {maps[mapIdStr]}"); continue; } maps.Add(mapIdStr, entry.Name); MapEntityMetadata metadata = new MapEntityMetadata(mapId); XmlDocument document = Resources.ExportedMemFile.GetDocument(entry.FileHeader); XmlNodeList mapEntities = document.SelectNodes("/game/entitySet/entity"); foreach (XmlNode node in mapEntities) { string modelName = node.Attributes["modelName"].Value.ToLower(); XmlNode blockCoord = node.SelectSingleNode("property[@name='Position']"); CoordS boundingBox = CoordS.Parse(blockCoord?.FirstChild.Attributes["value"].Value ?? "0, 0, 0"); if (node.Attributes["name"].Value.Contains("MS2Bounding0")) { if (metadata.BoundingBox0.Equals(CoordS.From(0, 0, 0))) { metadata.BoundingBox0 = boundingBox; } } else if (node.Attributes["name"].Value.Contains("MS2Bounding1")) { if (metadata.BoundingBox1.Equals(CoordS.From(0, 0, 0))) { metadata.BoundingBox1 = boundingBox; } } else if (node.Attributes["name"].Value.Contains("SpawnPointPC")) { XmlNode playerCoord = node.SelectSingleNode("property[@name='Position']"); XmlNode playerRotation = node.SelectSingleNode("property[@name='Rotation']"); string playerPositionValue = playerCoord?.FirstChild.Attributes["value"].Value ?? "0, 0, 0"; string playerRotationValue = playerRotation?.FirstChild.Attributes["value"].Value ?? "0, 0, 0"; metadata.PlayerSpawns.Add(new MapPlayerSpawn(CoordS.Parse(playerPositionValue), CoordS.Parse(playerRotationValue))); } else if (mapObjects.ContainsKey(modelName)) { string nameCoord = node.Attributes["name"].Value.ToLower(); Match coordMatch = Regex.Match(nameCoord, @"[\-]?\d+[,]\s[\-]?\d+[,]\s[\-]?\d+"); if (!coordMatch.Success) { continue; } CoordB coord = CoordB.Parse(coordMatch.Value, ", "); metadata.Objects.Add(new MapObject(coord, int.Parse(mapObjects[modelName]))); } } //XmlNodeList nodes = document.SelectNodes("/game/entitySet/entity/property[@name='NpcList']"); XmlNodeList nodes = document.SelectNodes("/game/entitySet/entity/property"); foreach (XmlNode node in nodes) { if (node.Attributes["name"].Value == "NpcList") { if (node.FirstChild != null) { XmlNode parent = node.ParentNode; try { XmlNode coordNode = parent.SelectSingleNode("property[@name='Position']"); XmlNode rotationNode = parent.SelectSingleNode("property[@name='Rotation']"); int npcId = int.Parse(node.FirstChild.Attributes["index"].Value); string positionValue = coordNode?.FirstChild.Attributes["value"].Value ?? "0, 0, 0"; string rotationValue = rotationNode?.FirstChild.Attributes["value"].Value ?? "0, 0, 0"; CoordS position = CoordS.Parse(positionValue); CoordS rotation = CoordS.Parse(rotationValue); metadata.Npcs.Add(new MapNpc(npcId, position, rotation)); } catch (Exception ex) { Console.WriteLine(ex); Console.WriteLine(mapId); Console.WriteLine("Failed NPC " + parent.InnerXml); } } } else if (node.Attributes["name"].Value == "PortalID") { XmlNode parent = node.ParentNode; try { XmlNode visibleNode = parent.SelectSingleNode("property[@name='IsVisible']"); XmlNode enabledNode = parent.SelectSingleNode("property[@name='PortalEnable']"); XmlNode minimapVisibleNode = parent.SelectSingleNode("property[@name='MinimapIconVisible']"); XmlNode targetNode = parent.SelectSingleNode("property[@name='TargetFieldSN']"); XmlNode coordNode = parent.SelectSingleNode("property[@name='Position']"); XmlNode rotationNode = parent.SelectSingleNode("property[@name='Rotation']"); if (targetNode == null) { continue; } if (!bool.TryParse(visibleNode?.FirstChild.Attributes["value"].Value, out bool visibleValue)) { visibleValue = true; } if (!bool.TryParse(enabledNode?.FirstChild.Attributes["value"].Value, out bool enabledValue)) { enabledValue = true; } if (!bool.TryParse(minimapVisibleNode?.FirstChild.Attributes["value"].Value, out bool minimapVisibleValue)) { minimapVisibleValue = true; } int target = int.Parse(targetNode.FirstChild.Attributes["value"].Value); int portalId = int.Parse(node.FirstChild.Attributes["value"].Value); string positionValue = coordNode?.FirstChild.Attributes["value"].Value ?? "0, 0, 0"; string rotationValue = rotationNode?.FirstChild.Attributes["value"].Value ?? "0, 0, 0"; MapPortalFlag flags = visibleValue ? MapPortalFlag.Visible : MapPortalFlag.None; flags |= enabledValue ? MapPortalFlag.Enabled : MapPortalFlag.None; flags |= minimapVisibleValue ? MapPortalFlag.MinimapVisible : MapPortalFlag.None; CoordS position = CoordS.Parse(positionValue); CoordS rotation = CoordS.Parse(rotationValue); metadata.Portals.Add(new MapPortal(portalId, flags, target, position, rotation)); } catch (Exception ex) { Console.WriteLine(ex); Console.WriteLine(mapId); Console.WriteLine("Failed NPC " + parent.InnerXml); } } } // No data on this map if (metadata.Npcs.Count == 0 && metadata.Portals.Count == 0 && metadata.PlayerSpawns.Count == 0) { continue; } entities.Add(metadata); } return(entities); }
private void BuildMetadata(string xblock, IEnumerable <IMapEntity> mapEntities) { if (xblock.EndsWith("_cn") || xblock.EndsWith("_jp") || xblock.EndsWith("_kr")) { return; } Match isParsableField = Regex.Match(xblock, @"^(\d{8})"); if (!isParsableField.Success) { // TODO: Handle these later, if we need them. They're xblock files with some other names like // character_test.xblock, login.xblock, return; } string mapId = isParsableField.Groups[1].Value; if (Maps.ContainsKey(mapId)) { return; } Maps.Add(mapId, xblock); // Only used to check if we've visited this node before. // TODO: metadata should be keyed on xblock name, not mapId MapEntityMetadata metadata = new MapEntityMetadata(int.Parse(mapId)); foreach (IMapEntity entity in mapEntities) { switch (entity) { case IMS2Bounding bounding: if (bounding.EntityName.EndsWith("0") && metadata.BoundingBox0.Equals(CoordS.From(0, 0, 0))) { metadata.BoundingBox0 = CoordS.FromVector3(bounding.Position); } else if (bounding.EntityName.EndsWith("1") && metadata.BoundingBox1.Equals(CoordS.From(0, 0, 0))) { metadata.BoundingBox1 = CoordS.FromVector3(bounding.Position); } break; case IMS2PatrolData patrolData: string patrolDataName = patrolData.EntityName.Replace("-", string.Empty); List <string> wayPointIds = new List <string>(); foreach (KeyValuePair <string, string> entry in patrolData.WayPoints) { string wayPointId = entry.Value.Replace("-", string.Empty); wayPointIds.Add(wayPointId); } List <string> arriveAnimations = new List <string>(); foreach (KeyValuePair <string, string> entry in patrolData.ArriveAnims) { arriveAnimations.Add(entry.Value); } List <string> approachAnimations = new List <string>(); foreach (KeyValuePair <string, string> entry in patrolData.ApproachAnims) { approachAnimations.Add(entry.Value); } List <int> arriveAnimationTimes = new List <int>(); foreach (KeyValuePair <string, uint> entry in patrolData.ArriveAnimsTime) { arriveAnimationTimes.Add((int)entry.Value); } metadata.PatrolDatas.Add(new PatrolData(patrolDataName, wayPointIds, (int)patrolData.PatrolSpeed, patrolData.IsLoop, patrolData.IsAirWayPoint, arriveAnimations, approachAnimations, arriveAnimationTimes)); break; case IMS2WayPoint wayPoint: metadata.WayPoints.Add(new WayPoint(wayPoint.EntityId, wayPoint.IsVisible, CoordS.FromVector3(wayPoint.Position), CoordS.FromVector3(wayPoint.Rotation))); break; // TODO: This can probably be more generally handled as IMS2RegionSkill case IMS2HealingRegionSkillSound healingRegion: if (healingRegion.Position == default) { continue; } metadata.HealingSpot.Add(CoordS.FromVector3(healingRegion.Position)); break; case IMS2InteractObject interact: // TODO: this one is kinda f****d if (interact.interactID == 0) { continue; } if (interact.ModelName.Contains("funct_extract_")) { metadata.InteractObjects.Add(new MapInteractObject(interact.EntityId, interact.EntityName, InteractObjectType.Extractor, interact.interactID)); continue; } if (entity is IMS2Telescope) { metadata.InteractObjects.Add(new MapInteractObject(interact.EntityId, interact.EntityName, InteractObjectType.Binoculars, interact.interactID)); continue; } if (interact.ModelName.EndsWith("hub") || interact.ModelName.EndsWith("vein")) { if (InteractRecipeMap.TryGetValue(interact.interactID, out int recipeId)) { metadata.InteractObjects.Add(new MapInteractObject(interact.EntityId, interact.EntityName, InteractObjectType.Gathering, recipeId)); } continue; } if (entity is IMS2InteractDisplay) { // TODO: Implement Interactive Displays like 02000183, Dark Wind Wanted Board (7bb334fe41f94182a9569ab884004c32) // "mixinMS2InteractDisplay" ("ID_19100003_") } if (entity is IMS2InteractMesh) { // TODO: InteractMesh IS InteractObject, maybe shouldn't separate them... metadata.InteractMeshes.Add(new MapInteractMesh(entity.EntityId, entity.EntityName)); } metadata.InteractObjects.Add(new MapInteractObject(interact.EntityId, interact.EntityName, InteractObjectType.Unknown, interact.interactID)); break; case ISpawnPoint spawn: switch (spawn) { // TODO: Parse "value" from NPCList. case IEventSpawnPointNPC eventSpawnNpc: // trigger mob/npc spawns List <string> npcIds = new List <string>(); npcIds.AddRange(eventSpawnNpc.NpcList.Keys); metadata.EventNpcSpawnPoints.Add(new MapEventNpcSpawnPoint(eventSpawnNpc.SpawnPointID, eventSpawnNpc.NpcCount, npcIds, eventSpawnNpc.SpawnAnimation, eventSpawnNpc.SpawnRadius, CoordF.FromVector3(eventSpawnNpc.Position), CoordF.FromVector3(eventSpawnNpc.Rotation))); break; case ISpawnPointPC pcSpawn: metadata.PlayerSpawns.Add( new MapPlayerSpawn(CoordS.FromVector3(pcSpawn.Position), CoordS.FromVector3(pcSpawn.Rotation))); break; case ISpawnPointNPC npcSpawn: // These tend to be vendors, shops, etc. // If the name tag begins with SpawnPointNPC, I think these are mob spawn locations. Skipping these. string npcIdStr = npcSpawn.NpcList.FirstOrDefault().Key ?? "0"; if (npcIdStr == "0" || !int.TryParse(npcIdStr, out int npcId)) { continue; } MapNpc npc = new MapNpc(npcId, npcSpawn.ModelName, npcSpawn.EntityName, CoordS.FromVector3(npcSpawn.Position), CoordS.FromVector3(npcSpawn.Rotation), npcSpawn.IsSpawnOnFieldCreate, npcSpawn.dayDie, npcSpawn.nightDie); // Parse some additional flat supplemented data about this NPC. metadata.Npcs.Add(npc); break; } break; case IMS2RegionSpawnBase spawnBase: switch (spawnBase) { case IMS2RegionBoxSpawn boxSpawn: SpawnMetadata mobSpawnDataBox = (SpawnTagMap.ContainsKey(mapId) && SpawnTagMap[mapId].ContainsKey(boxSpawn.SpawnPointID)) ? SpawnTagMap[mapId][boxSpawn.SpawnPointID] : null; int mobNpcCountBox = mobSpawnDataBox?.Population ?? 6; int mobSpawnRadiusBox = 150; // TODO: This previously relied in "NpcList" to be set. NpcList is impossible to be set on // MS2RegionSpawn, it's only set for SpawnPointNPC. List <int> mobNpcListBox = new List <int> { 21000025 // Placeholder }; metadata.MobSpawns.Add(new MapMobSpawn(boxSpawn.SpawnPointID, CoordS.FromVector3(boxSpawn.Position), mobNpcCountBox, mobNpcListBox, mobSpawnRadiusBox, mobSpawnDataBox)); // "QR_10000264_" is Quest Reward Chest? This is tied to a MS2TriggerAgent making this object appear. break; case IMS2RegionSpawn regionSpawn: SpawnMetadata mobSpawnData = (SpawnTagMap.ContainsKey(mapId) && SpawnTagMap[mapId].ContainsKey(regionSpawn.SpawnPointID)) ? SpawnTagMap[mapId][regionSpawn.SpawnPointID] : null; int mobNpcCount = mobSpawnData?.Population ?? 6; // TODO: This previously relied in "NpcList" to be set. NpcList is impossible to be set on // MS2RegionSpawn, it's only set for SpawnPointNPC. List <int> mobNpcList = new List <int> { 21000025 // Placeholder }; metadata.MobSpawns.Add(new MapMobSpawn(regionSpawn.SpawnPointID, CoordS.FromVector3(regionSpawn.Position), mobNpcCount, mobNpcList, (int)regionSpawn.SpawnRadius, mobSpawnData)); break; } break; case IPortal portal: metadata.Portals.Add(new MapPortal(portal.PortalID, portal.ModelName, portal.PortalEnable, portal.IsVisible, portal.MinimapIconVisible, portal.TargetFieldSN, CoordS.FromVector3(portal.Position), CoordS.FromVector3(portal.Rotation), portal.TargetPortalID, (byte)portal.PortalType)); break; case IMS2Breakable breakable: switch (breakable) { case IMS2BreakableActor actor: metadata.BreakableActors.Add(new MapBreakableActorObject(actor.EntityId, actor.Enabled, actor.hideTimer, actor.resetTimer)); break; case IMS2BreakableNIF nif: metadata.BreakableNifs.Add(new MapBreakableNifObject(nif.EntityId, nif.Enabled, (int)nif.TriggerBreakableID, nif.hideTimer, nif.resetTimer)); break; } break; case IMS2TriggerObject triggerObject: switch (triggerObject) { case IMS2TriggerMesh triggerMesh: metadata.TriggerMeshes.Add(new MapTriggerMesh(triggerMesh.TriggerObjectID, triggerMesh.IsVisible)); break; case IMS2TriggerEffect triggerEffect: metadata.TriggerEffects.Add(new MapTriggerEffect(triggerEffect.TriggerObjectID, triggerEffect.IsVisible)); break; case IMS2TriggerCamera triggerCamera: metadata.TriggerCameras.Add(new MapTriggerCamera(triggerCamera.TriggerObjectID, triggerCamera.Enabled)); break; case IMS2TriggerBox triggerBox: metadata.TriggerBoxes.Add(new MapTriggerBox(triggerBox.TriggerObjectID, CoordF.FromVector3(triggerBox.Position), CoordF.FromVector3(triggerBox.ShapeDimensions))); break; case IMS2TriggerLadder triggerLadder: // TODO: Find which parameters correspond to animationeffect (bool) and animation delay (int?) metadata.TriggerLadders.Add(new MapTriggerLadder(triggerLadder.TriggerObjectID, triggerLadder.IsVisible)); break; case IMS2TriggerRope triggerRope: // TODO: Find which parameters correspond to animationeffect (bool) and animation delay (int?) metadata.TriggerRopes.Add(new MapTriggerRope(triggerRope.TriggerObjectID, triggerRope.IsVisible)); break; case IMS2TriggerPortal triggerPortal: metadata.Portals.Add(new MapPortal(triggerPortal.PortalID, triggerPortal.ModelName, triggerPortal.PortalEnable, triggerPortal.IsVisible, triggerPortal.MinimapIconVisible, triggerPortal.TargetFieldSN, CoordS.FromVector3(triggerPortal.Position), CoordS.FromVector3(triggerPortal.Rotation), triggerPortal.TargetPortalID, (byte)triggerPortal.PortalType, triggerPortal.TriggerObjectID)); break; case IMS2TriggerActor triggerActor: metadata.TriggerActors.Add(new MapTriggerActor(triggerActor.TriggerObjectID, triggerActor.IsVisible, triggerActor.InitialSequence)); break; case IMS2TriggerCube triggerCube: metadata.TriggerCubes.Add(new MapTriggerCube(triggerCube.TriggerObjectID, triggerCube.IsVisible)); break; case IMS2TriggerSound triggerSound: metadata.TriggerSounds.Add(new MapTriggerSound(triggerSound.TriggerObjectID, triggerSound.Enabled)); break; } break; case IMS2Vibrate vibrate: metadata.VibrateObjects.Add(new MapVibrateObject(vibrate.EntityId)); break; case IPlaceable placeable: // TODO: placeable might be too generic // These are objects which you can place in the world string nameCoord = placeable.EntityName.ToLower(); Match coordMatch = Regex.Match(nameCoord, @"-?\d+, -?\d+, -?\d+"); if (!coordMatch.Success) { continue; } // Only MS2MapProperties has ObjectWeaponItemCode if (entity is not IMS2MapProperties mapProperties) { continue; } try //TODO: The parser will output errors here, which are non-critical, yet need resolving later. { CoordB coord = CoordB.Parse(coordMatch.Value, ", "); metadata.Objects.Add(new MapObject(coord, int.Parse(mapProperties.ObjectWeaponItemCode))); } catch (FormatException) { // ignored //byte[] bytes = System.Text.Encoding.UTF8.GetBytes(mapProperties.ObjectWeaponItemCode); //Console.WriteLine($"String in bytes: {Convert.ToHexString(bytes)}"); } catch (OverflowException) { //byte[] bytes = System.Text.Encoding.UTF8.GetBytes(mapProperties.ObjectWeaponItemCode); //Console.WriteLine($"String in bytes: {Convert.ToHexString(bytes)}"); } break; } /* NPC Objects have a modelName of 8 digits followed by an underscore and a name that's the same thing, * but with a number (for each instance on that map) after it * * IM_ Prefixed items are Interactable Meshes supplemented by data in "xml/table/interactobject.xml" * IA_ prefixed items are Interactable Actors (Doors, etc). Have an interactID, which is an event on interact. * "mixinMS2MapProperties" is generic field items * "mixinMS2SalePost" - is for sale signs. Does a packet need to respond to this item? */ /* * * // Unhandled Items: * // "mixinEventSpawnPointNPC", * // "mixinMS2Actor" as in "fa_fi_funct_irondoor_A01_" * // MS2RegionSkill as in "SkillObj_co_Crepper_C03_" (Only on 8xxxx and 9xxxxx maps) * // "mixinMS2FunctionCubeKFM" as in "ry_functobj_lamp_B01_", "ke_functobj_bath_B01_" * // "mixinMS2FunctionCubeNIF" * // "MS2MapProperties"->"MS2PhysXProp" that's not a weapon. Standard * * /* * if (Regex.Match(modelName, @"^\d{8}_").Success && Regex.Match(name, @"\d{1,3}").Success) * { * // Parse non-permanent NPCs. These have no .flat files to supplement them. * string npcListIndex = node.SelectSingleNode("property[@name='NpcList']")?.FirstChild.Attributes["index"].Value ?? "-1"; * if (npcListIndex == "-1") * { * continue; * } * string npcPositionValue = node.SelectSingleNode("property[@name='Position']")?.FirstChild.Attributes["value"].Value ?? "0, 0, 0"; * string npcRotationValue = node.SelectSingleNode("property[@name='Rotation']")?.FirstChild.Attributes["value"].Value ?? "0, 0, 0"; * // metadata.Npcs.Add(new MapNpc(int.Parse(npcListIndex), modelName, name, ParseCoord(npcPositionValue), ParseCoord(npcRotationValue))); * } */ } // No data on this map if (metadata.Npcs.Count == 0 && metadata.Portals.Count == 0 && metadata.PlayerSpawns.Count == 0) { return; } Entities.Add(metadata); }