public void Parse(IEnumerable <ParseTarget> parseTargets) { var techTreeGraphCreator = new TechTreeGraphCreator(Localisation, CWParser, StellarisDirectoryHelper, ModDirectoryHelpers); ModEntityData <Tech> techData = techTreeGraphCreator.CreateTechnologyGraph(); Log.Logger.Debug("Processed {entityCount} techs with {linkCount} Links", techData.EntityCount, techData.LinkCount); // process technolgoies first var techImageOutputDir = OutputDirectoryHelper.GetImagesPath(ParseTarget.Technologies.ImagesDirectory()); if (CopyImages) { CopyMainImages(techData.AllEntities, ParseTarget.Technologies.ImagesDirectory(), techImageOutputDir); // because the image copying only get the most recent version of the entity, make sure that the image flag is set on all // relevant for the vanilla graph display var currentTechs = techData.AllEntitiesByKey; techData.ApplyToChain((techs, links) => { foreach (var tech in techs.Values) { tech.IconFound = currentTechs[tech.Id].IconFound; } }); var techAreas = Enum.GetValues(typeof(TechArea)).Cast <TechArea>(); var areaDir = Path.Combine(techImageOutputDir, "areas"); // tech areas Directory.CreateDirectory(areaDir); foreach (var techArea in techAreas) { var inputPath = Path.Combine(StellarisDirectoryHelper.Icons, "resources", techArea.ToString().ToLowerInvariant() + "_research.dds"); // icon to be displayed on the 3 root nodes ImageOutput.TransformAndOutputImage( inputPath, Path.Combine(techImageOutputDir, techArea + "-root.png")); // area icon ImageOutput.TransformAndOutputImage( inputPath, Path.Combine(areaDir, techArea.ToString().ToLowerInvariant() + ".png")); } // tech categories CopyCategoryImages(techImageOutputDir); } // process dependant objects ObjectsDependantOnTechs dependants = null; var parseTargetsWithoutTechs = parseTargets.WithoutTechs().ToList(); if (parseTargetsWithoutTechs.Any()) { var dependantsGraphCreator = new DependantsGraphCreator(Localisation, CWParser, StellarisDirectoryHelper, ModDirectoryHelpers, techData); dependants = dependantsGraphCreator.CreateDependantGraph(parseTargetsWithoutTechs); if (CopyImages) { foreach (var parseTarget in parseTargetsWithoutTechs) { var imageOutputDir = OutputDirectoryHelper.GetImagesPath(parseTarget.ImagesDirectory()); var entityData = dependants.Get(parseTarget); CopyMainImages(entityData, parseTarget.ImagesDirectory(), imageOutputDir); } dependants.FixImages(); } } var visDataMarshaler = new VisDataMarshaler(localisation, OutputDirectoryHelper); IDictionary <string, VisData> techVisResults = visDataMarshaler.CreateTechVisData(techData, techImageOutputDir); ModEntityData <Tech> coreGameTech = techData.FindCoreGameData(); if (coreGameTech != null) { IDictionary <string, VisData> techVisData = visDataMarshaler.CreateTechVisData(coreGameTech, techImageOutputDir); techVisResults["Stellaris-No-Mods"] = techVisData[StellarisDirectoryHelper.StellarisCoreRootDirectory]; } else { Log.Logger.Warning("Could not find core game tech files to generate vanilla tree"); } VisData rootNotes = visDataMarshaler.CreateRootNotes(techData, techImageOutputDir); techVisResults["Tech-Root-Nodes"] = rootNotes; WriteVisData(techVisResults, true); if (dependants != null) { var dependantVisResults = visDataMarshaler.CreateGroupedVisDependantData(techVisResults, dependants, parseTargetsWithoutTechs); var coreDependantsOnly = dependants.CopyOnlyCore(); // also do a no-mods lookup var stellarisNoModsTechVisResult = techVisResults["Stellaris-No-Mods"]; IDictionary <string, VisData> visLookupData = stellarisNoModsTechVisResult != null ? new Dictionary <string, VisData>() { { "Stellaris-No-Mods", stellarisNoModsTechVisResult } } : techVisResults; var coreDependantData = visDataMarshaler.CreateGroupedVisDependantData(visLookupData, coreDependantsOnly, parseTargetsWithoutTechs); if (coreDependantData.ContainsKey(StellarisDirectoryHelper.StellarisCoreRootDirectory)) { dependantVisResults["Stellaris-No-Mods"] = coreDependantData[StellarisDirectoryHelper.StellarisCoreRootDirectory]; } else { Log.Logger.Warning("Could not find core game dependant files to generate vanilla tree"); } WriteVisData(dependantVisResults, false); } }
public IDictionary <string, VisData> CreateTechVisData(ModEntityData <Tech> allTechsAndDependencies, string imagesPath) { var modGroups = allTechsAndDependencies.AllLinks.Select(x => x.To.ModGroup).Distinct().ToList(); var coreData = allTechsAndDependencies.FindCoreGameData(); // link to supernodes var results = new Dictionary <string, VisData>(); foreach (var modGroup in modGroups) { var techsForGroup = allTechsAndDependencies.FindByModGroup(modGroup).Reverse().ToList(); var current = coreData; foreach (var forGroup in techsForGroup) { current = forGroup.Copy(current); } var techsAndDependencies = current; // perform longest path analysis to find out how many levels we want in each tech var maxPathPerTier = new Dictionary <int, int>(); List <Tech> techsWithNoPrereqs = new List <Tech>(); foreach (var tech in techsAndDependencies.AllEntities) { if (!tech.Tier.HasValue) { throw new InvalidOperationException("All Techs must have Tiers to create vis data. " + tech.Id); } int pathLength = NumberOfPrereqsInSameTier(tech); var currentMaxForTier = maxPathPerTier.ComputeIfAbsent(tech.Tier.Value, ignored => 0); if (pathLength > currentMaxForTier) { maxPathPerTier[tech.Tier.Value] = pathLength; } // need to link to a supernode to make it look good if (!tech.Prerequisites.Any()) { techsWithNoPrereqs.Add(tech); } } Log.Logger.Debug("Max path per tier {@maxPaths} Number of techs with no pre-requiste {noPreqCount}", maxPathPerTier, techsWithNoPrereqs.Count); // determine the base levels in the graph that each node will be on. var minimumLevelForTier = CalculateMinimumLevelForTier(maxPathPerTier); Log.Logger.Debug("Minimum level per tier {@minLevels}", minimumLevelForTier); //sort the input by area as it produces a nicer graph. var techList = techsAndDependencies.AllEntities.ToList(); techList.Sort((tech1, tech2) => { var primary = tech1.Area - tech2.Area; return(primary != 0 ? primary : string.Compare(tech1.Id, tech2.Id, StringComparison.Ordinal)); }); var result = new VisData() { nodes = techList.Where(x => Filter(x, modGroup)).Select(x => MarshalTech(x, minimumLevelForTier, imagesPath)).ToList(), edges = techsAndDependencies.AllLinks.Where(x => Filter(x.To, modGroup)).Select(VisHelpers.MarshalLink).ToList() }; foreach (var tech in techsWithNoPrereqs.Where(x => Filter(x, modGroup))) { result.edges.Add(BuildRootLink(tech.Area, tech.Id)); } results[modGroup] = result; } return(results); }