Add idle animation
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154
scripts/extract_entities.py
Normal file
154
scripts/extract_entities.py
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@@ -0,0 +1,154 @@
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#!/usr/bin/python
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"""
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Utility script that extracts entities tileset with animations
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"""
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import json
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import sys
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import os
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from collections import defaultdict
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from extract_common import *
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raw_entities = defaultdict(list)
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entities = defaultdict(list)
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content = open("../assets/entities.tsj").read()
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tiles = json.loads(content)["tiles"]
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for tile in tiles:
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if "type" not in tile:
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continue
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raw_entities[tile["type"]].append(tile)
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entity_enum_prefix = "ENTITY_"
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animation_enum_prefix = "ANIM_"
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entity_enums = {}
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animations = set()
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entity_animations = {}
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def entity_enum(type):
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return f"{entity_enum_prefix}{type.upper()}"
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def animation_enum(value):
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value = value.split("_")[0]
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return f"{animation_enum_prefix}{value.upper()}"
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def simple_entity(entity):
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type = entity["type"]
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id = entity["id"]
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entity_enums[entity_enum(type)] = id
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def animated_entity(entity):
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simple_entity(entity[0])
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entity_name = entity_enum(entity[0]["type"])
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cur_animations = defaultdict(list)
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for frame in entity:
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assert entity_name == entity_enum(frame["type"])
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for prop in frame["properties"]:
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if prop["name"] != "animation":
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continue
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animation_name = animation_enum(prop["value"])
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animations.add(animation_name)
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cur_animations[animation_name].append(frame["id"])
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break
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entity_animations[entity_name] = cur_animations
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for k, v in raw_entities.items():
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num_frames = len(v)
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if num_frames == 1:
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simple_entity(v[0])
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else:
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animated_entity(v)
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writer = ExtractFileWriter("entity_types")
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writer.header_guard_start()
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writer.include("<breeze.h>")
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writer.output_line()
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# ============================
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writer.enum_dict("EntityType", entity_enums)
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writer.enum_list("AnimationType", animations)
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# ============================
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writer.output("typedef struct AnimationSequence {\n")
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writer.indent()
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writer.output("i32 startFrame;\n")
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writer.output("i32 frameCount;\n")
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writer.unindent()
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writer.output("} AnimationSequence;\n")
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writer.output_line()
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# ============================
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# ============================
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writer.output("static bool entityHasAnimation(EntityType entity, AnimationType anim) ")
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writer.block_start()
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writer.output("switch (entity) ")
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writer.block_start()
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for entity, anims in entity_animations.items():
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writer.output(f"case {entity}: ")
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writer.block_start()
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writer.output("switch (anim) ")
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writer.block_start()
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for anim in anims:
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writer.output(f"case {anim}:")
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writer.output_line()
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writer.indent()
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writer.output("return true;\n")
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writer.unindent()
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writer.block_end()
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writer.output("break;\n")
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writer.block_end()
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writer.block_end()
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writer.output("return false;\n")
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writer.block_end()
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writer.output_line()
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# ============================
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writer.output("static AnimationSequence getEntityAnimation(EntityType entity, AnimationType anim) ")
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writer.block_start()
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writer.output("switch (entity) ")
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writer.block_start()
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for entity, anims in entity_animations.items():
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writer.output(f"case {entity}: ")
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writer.block_start()
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writer.output("switch (anim) ")
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writer.block_start()
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for anim in anims:
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ids = sorted(anims[anim])
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for id0, id1 in zip(ids, ids[1:]):
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assert id1 - id0 == 1
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writer.output(f"case {anim}: return (AnimationSequence) {{{min(ids)}, {len(ids)}}};")
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writer.output_line()
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writer.block_end()
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writer.block_end()
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writer.block_end()
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writer.output("BZ_ASSERT(0);\n")
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writer.block_end()
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writer.output_line()
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# ============================
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writer.header_guard_stop()
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