Add rudimentary support for CCL export
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228
js/format-dat.js
228
js/format-dat.js
@ -121,6 +121,45 @@ const TILE_ENCODING = {
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0x6f: ['player', 'east'],
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};
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const REVERSE_TILE_ENCODING = {};
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for (let [tile_byte, spec] of Object.entries(TILE_ENCODING)) {
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tile_byte = parseInt(tile_byte, 10); // these are keys so they get stringified ugh
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if (0x36 <= tile_byte && tile_byte <= 0x37) {
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// These are unused tiles which get turned into invisible walls; don't encode invisible
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// walls as them! (0x38 is also "unused", but pgchip turns it into ice block.)
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continue;
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}
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let name, arg;
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if (spec instanceof Array) {
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[name, arg] = spec;
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}
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else {
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name = spec;
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arg = null;
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}
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let rev_spec = REVERSE_TILE_ENCODING[name];
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if (! rev_spec) {
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rev_spec = {};
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REVERSE_TILE_ENCODING[name] = rev_spec;
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}
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if (arg === null || tile_byte === 0x0a) {
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// Special case: 0x0a is MSCC's undirected dirt block, which needs to coexist with the
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// directed "clone" blocks
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rev_spec['all'] = tile_byte;
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}
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else if (typeof arg === 'string') {
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// This is a direction
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rev_spec[arg] = tile_byte;
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}
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else {
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// This is the thin_walls argument structure
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rev_spec[arg.edges] = tile_byte;
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}
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}
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function decode_password(bytes, start, len) {
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let password = [];
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for (let i = 0; i < len; i++) {
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@ -395,3 +434,192 @@ export function parse_game(buf) {
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return game;
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}
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export class CCLEncodingErrors extends util.LLError {
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constructor(errors) {
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super("Failed to encode level as CCL");
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this.errors = errors;
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}
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}
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export function synthesize_level(stored_level) {
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let errors = [];
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if (stored_level.size_x !== 32) {
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errors.push(`Level width must be 32, not ${stored_level.size_x}`);
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}
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if (stored_level.size_y !== 32) {
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errors.push(`Level width must be 32, not ${stored_level.size_y}`);
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}
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// TODO might also want the tile world "lynx mode" magic number, or pgchip's ice block rules
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let magic = 0x0002aaac;
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let top_layer = [];
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let bottom_layer = [];
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let error_found_wires = false;
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// TODO i could be a little kinder and support, say, items on terrain; do those work in mscc? tw lynx?
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for (let [i, cell] of stored_level.linear_cells.entries()) {
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let actor = null;
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let other = null;
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for (let tile of cell) {
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if (! tile)
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continue;
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if (tile.wire_directions || tile.wire_tunnel_directions) {
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error_found_wires = true;
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}
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if (tile.type.layer === LAYERS.actor) {
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actor = tile;
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}
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else if (tile.type.name === 'floor') {
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// This is the default anyway, so don't count it against the number of tiles
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continue;
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}
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else if (other) {
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let [x, y] = stored_level.scalar_to_coords(i);
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errors.push(`A cell can only contain one static tile, but cell (${x}, ${y}) has both ${other.type.name} and ${tile.type.name}`);
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}
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else {
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other = tile;
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}
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}
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let actor_byte = null;
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let other_byte = null;
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if (actor) {
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let rev_spec = REVERSE_TILE_ENCODING[actor.type.name];
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if (rev_spec) {
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// Special case: dirt blocks only have a direction when on a cloner
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if (actor.type.name === 'dirt_block' && ! (other && other.type.name === 'cloner')) {
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actor_byte = rev_spec['all'];
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}
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else {
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actor_byte = rev_spec[actor.direction];
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}
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}
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else {
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errors.push(`Can't encode tile: ${actor.type.name}`);
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}
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}
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if (other) {
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let rev_spec = REVERSE_TILE_ENCODING[other.type.name];
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if (rev_spec) {
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// Special case: thin walls only come in one of a few configurations
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if (other.type.name === 'thin_walls') {
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if (other.edges in rev_spec) {
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other_byte = rev_spec[other.edges];
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}
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else {
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errors.push(`Thin walls may only have one edge, or be a lower-right corner`);
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}
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}
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else {
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other_byte = rev_spec['all'];
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}
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}
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else {
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errors.push(`Can't encode tile: ${other.type.name}`);
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}
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}
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if (other_byte === null) {
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other_byte = 0x00; // floor
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}
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if (actor_byte === null) {
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top_layer.push(other_byte);
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bottom_layer.push(0x00);
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}
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else {
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top_layer.push(actor_byte);
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bottom_layer.push(other_byte);
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}
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}
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if (error_found_wires) {
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errors.push(`Wires are not supported`);
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}
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// TODO RLE
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let top_layer_bytes = top_layer;
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let bottom_layer_bytes = bottom_layer;
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// Assemble metadata fields. You'd think this would deserve a little wrapper like I have for
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// the C2M sections, but you're wrong!
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let metadata_blocks = [];
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let metadata_length = 0;
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function add_block(type, contents) {
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let len = 2 + contents.byteLength;
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let bytes = new Uint8Array(len);
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bytes[0] = type;
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bytes[1] = contents.byteLength;
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bytes.set(new Uint8Array(contents), 2);
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metadata_blocks.push(bytes);
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metadata_length += len;
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}
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// Level name
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// TODO do something with not-ascii; does TW support utf8 or latin1 or anything?
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add_block(3, util.bytestring_to_buffer(stored_level.title.substring(0, 63) + "\0"));
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// TODO 4: trap links
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// TODO 5: cloner links
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// Password
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// TODO support this for real lol
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add_block(6, util.bytestring_to_buffer("XXXX\0"));
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// Hint
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// TODO uh, yeah, this too
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// TODO do something with not-ascii; does TW support utf8 or latin1 or anything?
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add_block(7, util.bytestring_to_buffer("TODO hints aren't yet supported".substring(0, 127) + "\0"));
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// Monster positions
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// TODO this is dumb as hell but do it too
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add_block(10, new ArrayBuffer);
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if (errors.length > 0) {
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throw new CCLEncodingErrors(errors);
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}
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// OK, almost done, serialize for real
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let level_length = (
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10 + // level header
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2 + top_layer_bytes.length +
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2 + bottom_layer_bytes.length +
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2 + metadata_length
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);
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let total_length = (
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6 + // game header
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level_length
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);
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let ret = new ArrayBuffer(total_length);
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let array = new Uint8Array(ret);
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let view = new DataView(ret);
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view.setUint32(0, magic, true);
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view.setUint16(4, 1, true); // level count, teehee
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let p = 6;
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view.setUint16(p, level_length - 2, true); // doesn't include this field
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view.setUint16(p + 2, 1, true); // level number
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view.setUint16(p + 4, stored_level.time_limit, true);
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view.setUint16(p + 6, stored_level.chips_required || 0, true); // FIXME
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view.setUint16(p + 8, 1, true); // always 1? indicates compressed map data?
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p += 10;
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// Map data
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view.setUint16(p, top_layer_bytes.length, true);
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array.set(new Uint8Array(top_layer_bytes), p + 2);
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p += 2 + top_layer_bytes.length;
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view.setUint16(p, bottom_layer_bytes.length, true);
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array.set(new Uint8Array(bottom_layer_bytes), p + 2);
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p += 2 + bottom_layer_bytes.length;
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// Metadata
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view.setUint16(p, metadata_length, true);
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p += 2;
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for (let block of metadata_blocks) {
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array.set(block, p);
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p += block.byteLength;
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}
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if (p !== total_length) {
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console.error("Something has gone very awry:", total_length, p);
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}
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return ret;
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}
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@ -4,6 +4,7 @@ import { DIRECTIONS, LAYERS, TICS_PER_SECOND } from './defs.js';
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import { TILES_WITH_PROPS } from './editor-tile-overlays.js';
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import * as format_base from './format-base.js';
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import * as c2g from './format-c2g.js';
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import * as dat from './format-dat.js';
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import { PrimaryView, TransientOverlay, DialogOverlay, AlertOverlay, flash_button, load_json_from_storage, save_json_to_storage } from './main-base.js';
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import CanvasRenderer from './renderer-canvas.js';
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import TILE_TYPES from './tiletypes.js';
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@ -540,6 +541,25 @@ class EditorShareOverlay extends DialogOverlay {
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}
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}
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class EditorExportFailedOverlay extends DialogOverlay {
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constructor(conductor, errors, warnings) {
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// TODO support warnings i guess
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super(conductor);
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this.set_title("export didn't go so well");
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this.main.append(mk('p', "Whoops! I tried very hard to export your level, but it didn't work out. Sorry."));
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let ul = mk('ul.editor-export-errors');
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// TODO structure the errors better and give them names out here, also reduce duplication,
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// also be clear about which are recoverable or not
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for (let error of errors) {
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ul.append(mk('li', error));
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}
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this.main.append(ul);
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this.add_button("oh well", ev => {
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this.close();
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});
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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// Mouse tool handling
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@ -3603,7 +3623,6 @@ export class Editor extends PrimaryView {
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});
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_make_button("Download level as C2M", ev => {
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// TODO also allow download as CCL
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// TODO support getting warnings + errors out of synthesis
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let buf = c2g.synthesize_level(this.stored_level);
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let blob = new Blob([buf]);
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@ -3621,6 +3640,35 @@ export class Editor extends PrimaryView {
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URL.revokeObjectURL(url);
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}, 60 * 1000);
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});
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_make_button("Download level as MSCC DAT", ev => {
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// TODO support getting warnings out of synthesis?
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let buf;
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try {
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buf = dat.synthesize_level(this.stored_level);
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}
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catch (errs) {
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if (errs instanceof dat.CCLEncodingErrors) {
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new EditorExportFailedOverlay(this.conductor, errs.errors).open();
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return;
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}
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throw errs;
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}
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let blob = new Blob([buf]);
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let url = URL.createObjectURL(blob);
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// To download a file, um, make an <a> and click it. Not kidding
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let a = mk('a', {
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href: url,
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download: (this.stored_level.title || 'untitled') + '.ccl',
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});
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document.body.append(a);
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a.click();
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// Absolutely no idea when I'm allowed to revoke this, but surely a minute is safe
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window.setTimeout(() => {
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a.remove();
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URL.revokeObjectURL(url);
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}, 60 * 1000);
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});
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_make_button("Download pack", ev => {
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let stored_pack = this.conductor.stored_game;
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