Esempio n. 1
0
        public static void WriteBlueprints(ARealmReversed realm)
        {
            HousingExteriorBlueprintSet blueprintSet = ReadExteriorBlueprintSet(realm);

            string outpath = FFXIVHSPaths.GetHousingExteriorBlueprintSetJson();

            if (File.Exists(outpath))
            {
                File.Delete(outpath);
            }

            string json = JsonConvert.SerializeObject(blueprintSet, Formatting.Indented);

            File.WriteAllText(outpath, json);
        }
Esempio n. 2
0
    private static void LoadExteriorBlueprints()
    {
        string jsonText = File.ReadAllText(FFXIVHSPaths.GetHousingExteriorBlueprintSetJson());

        _blueprints = JsonConvert.DeserializeObject <HousingExteriorBlueprintSet>(jsonText);
    }
Esempio n. 3
0
        /// <summary>
        /// Returns a HousingExteriorBlueprintSet read from the small, medium, and large sgb paths in
        /// HousingExteriorBlueprintSet.
        /// </summary>
        /// <param name="realm"></param>
        /// <returns></returns>
        private static HousingExteriorBlueprintSet ReadExteriorBlueprintSet(ARealmReversed realm)
        {
            HousingExteriorBlueprintSet thisSet = new HousingExteriorBlueprintSet();

            thisSet.set = new HousingExteriorBlueprint[HousingExteriorBlueprintSet.SgbPaths.Length];

            for (int i = 0; i < HousingExteriorBlueprintSet.SgbPaths.Length; i++)
            {
                string thisPath = HousingExteriorBlueprintSet.SgbPaths[i];
                HousingExteriorBlueprint thisBlueprint = new HousingExteriorBlueprint {
                    size = (Size)i
                };

                //These are hardcoded, double check they're there
                SaintCoinach.IO.File f;
                if (!realm.Packs.TryGetFile(thisPath, out f))
                {
                    throw new FileNotFoundException();
                }

                SgbFile sgb = new SgbFile(f);

                foreach (SgbGroup group in sgb.Data.OfType <SgbGroup>())
                {
                    foreach (SgbGimmickEntry gim in group.Entries.OfType <SgbGimmickEntry>())
                    {
                        string gimmickPath = gim.Gimmick.File.Path;

                        /*
                         * Group 1: s1h0 or opt
                         * Group 2: size, dor/wid variant, f for fence, or opt's 2chars
                         * Group 3: fixturetype or m for opt
                         * Group 4: a/b/c/d for fence, . for all others
                         */
                        Regex pattern = new Regex(@"asset\/(.*)?_(.{1,2})_(.{1,3})([0-9]{4})([a-z]|\.)");
                        Match m       = pattern.Match(gimmickPath);

                        if (!m.Success)
                        {
                            continue;
                        }

                        //Obtain fixture type
                        string fType = m.Groups[3].Value;
                        if (fType == "m")
                        {
                            fType = "o" + m.Groups[2].Value;
                        }
                        FixtureType fixtureType = (FixtureType)Enum.Parse(typeof(FixtureType), fType);

                        //Obtains the variant string, examples: s, m, l, co, ca, ci, a, b, c, d
                        string strVariant = m.Groups[5].Value == "." ? m.Groups[2].Value : m.Groups[5].Value;
                        int    variant    = 0;

                        //Attempt to parse group 2 into a Size to get variant
                        if (!Enum.TryParse(strVariant, out Size fixtureSize))
                        {
                            //If we can't parse variant to a size, we have to parse into a different fixture variant
                            if (fixtureType == FixtureType.dor)
                            {
                                variant = (int)Enum.Parse(typeof(DoorVariants), strVariant);
                            }
                            else if (fixtureType == FixtureType.wid)
                            {
                                variant = (int)Enum.Parse(typeof(WindowVariants), strVariant);
                            }
                            else if (fixtureType == FixtureType.fnc)
                            {
                                variant = (int)Enum.Parse(typeof(FenceVariants), strVariant);
                            }
                        }
                        else
                        {
                            //If rof/wal is not same size as blueprint, skip it
                            if (fixtureSize != thisBlueprint.size)
                            {
                                continue;
                            }
                        }

                        if (thisBlueprint.fixtureTransforms[fixtureType][variant] == null)
                        {
                            thisBlueprint.fixtureTransforms[fixtureType][variant] = new List <Transform>();
                        }

                        List <Transform> listForVariant = thisBlueprint.fixtureTransforms[fixtureType][variant];

                        Transform t = TransformFromVectors(gim.Header.Translation, gim.Header.Rotation,
                                                           gim.Header.Scale);

                        listForVariant.Add(t);

                        #region switch statement bad
//                        switch (m.Groups[3].Value)
//                        {
//                            case nameof(FixtureType.rof):
//                                if (m.Groups[2].Value == size.ToString())
//                                {
//                                    //exampe but cool
//                                }
//                                break;
//                            case nameof(FixtureType.wal):
//                                //Do stuff
//                                break;
//                            case nameof(FixtureType.wid):
//                                //Do stuff
//                                break;
//                            case nameof(FixtureType.dor):
//                                //Do stuff
//                                break;
//                            case "m":
//                                switch ("o" + m.Groups[2].Value)
//                                {
//                                    case nameof(FixtureType.orf):
//                                        //Do stuff
//                                        break;
//                                    case nameof(FixtureType.owl):
//                                        //Do stuff
//                                        break;
//                                    case nameof(FixtureType.osg):
//                                        //Do stuff
//                                        break;
//                                }
//                                break;
//                            case nameof(FixtureType.fnc):
//                                //Do stuff
//                                break;
//                        }
                        #endregion
                    }
                }

                /*
                 * The transforms relevant to the current blueprint come first,
                 * so figure out how many Transforms aren't for this size house
                 * by checking how many transforms are collectively in the blueprints
                 * below this size and variant, then remove that number of entries.
                 */

                if (i > 0)
                {
                    int[][] numTransformsInSmallerBlueprints = new int[Enum.GetValues(typeof(FixtureType)).Length][];
                    //For every smaller blueprint
                    for (int smallerBlueprintIndex = 0; smallerBlueprintIndex < i; smallerBlueprintIndex++)
                    {
                        //For every fixture type
                        for (int fixtureTypeIndex = 0; fixtureTypeIndex < numTransformsInSmallerBlueprints.Length; fixtureTypeIndex++)
                        {
                            FixtureType fixtureType      = (FixtureType)fixtureTypeIndex + 1;
                            int         numberOfVariants = HousingExteriorFixture.GetVariants(fixtureType);

                            if (numTransformsInSmallerBlueprints[fixtureTypeIndex] == null)
                            {
                                numTransformsInSmallerBlueprints[fixtureTypeIndex] = new int[numberOfVariants];
                            }

                            for (int variantIndex = 0; variantIndex < numberOfVariants; variantIndex++)
                            {
                                int?toAddn = thisSet.set[smallerBlueprintIndex].fixtureTransforms[fixtureType][variantIndex]?.Count;
                                int toAdd  = toAddn ?? 0;

                                numTransformsInSmallerBlueprints[fixtureTypeIndex][variantIndex] += toAdd;
                            }
                        }
                    }

                    //Whoops, don't do it for fences
                    for (int j = 0; j < numTransformsInSmallerBlueprints[(int)FixtureType.fnc - 1].Length; j++)
                    {
                        numTransformsInSmallerBlueprints[(int)FixtureType.fnc - 1][j] = 0;
                    }

                    //For every fixture type
                    for (int fixtureTypeIndex = 0; fixtureTypeIndex < numTransformsInSmallerBlueprints.Length; fixtureTypeIndex++)
                    {
                        FixtureType fixtureType      = (FixtureType)fixtureTypeIndex + 1;
                        int         numberOfVariants = HousingExteriorFixture.GetVariants(fixtureType);

                        for (int variantIndex = 0; variantIndex < numberOfVariants; variantIndex++)
                        {
                            List <Transform> variantTransformsList = thisBlueprint.fixtureTransforms[fixtureType][variantIndex];

                            if (thisBlueprint.fixtureTransforms[fixtureType][variantIndex] == null)
                            {
                                continue;
                            }
                            if (variantTransformsList == null)
                            {
                                continue;
                            }

                            int numTransforms = variantTransformsList.Count;
                            int difference    = numTransforms - numTransformsInSmallerBlueprints[fixtureTypeIndex][variantIndex];

                            if (difference > 0)
                            {
                                List <Transform> newTransforms = new List <Transform>();
                                for (int tCount = 0; tCount < difference; tCount++)
                                {
                                    newTransforms.Add(variantTransformsList[tCount]);
                                }
                                thisBlueprint.fixtureTransforms[fixtureType][variantIndex] = newTransforms;
                            }
                        }
                    }
                }
                thisSet.set[i] = thisBlueprint;
            }
            return(thisSet);
        }