module Compiler module_function def compile_battle_animations(*paths) GameData::Animation::DATA.clear schema = GameData::Animation.schema sub_schema = GameData::Animation.sub_schema idx = 0 # Read from PBS file(s) Console.echo_li(_INTL("Compiling animation PBS files...")) paths.each do |path| file_name = path.gsub(/^PBS\/Animations\//, "").gsub(/.txt$/, "") data_hash = nil current_particle = nil section_name = nil section_line = nil # Read each line of the animation PBS file at a time and compile it as an # animation property pbCompilerEachPreppedLine(path) do |line, line_no| echo "." if idx % 100 == 0 idx += 1 Graphics.update if idx % 500 == 0 FileLineData.setSection(section_name, nil, section_line) if line[/^\s*\[\s*(.+)\s*\]\s*$/] # New section [anim_type, name] section_name = $~[1] section_line = line if data_hash validate_compiled_animation(data_hash) GameData::Animation.register(data_hash) end FileLineData.setSection(section_name, nil, section_line) # Construct data hash data_hash = { :pbs_path => file_name } data_hash[schema["SectionName"][0]] = get_csv_record(section_name.clone, schema["SectionName"]) data_hash[schema["Particle"][0]] = [] current_particle = nil elsif line[/^\s*<\s*(.+)\s*>\s*$/] # New subsection [particle_name] value = get_csv_record($~[1], schema["Particle"]) current_particle = { # TODO: If "Particle" is changed to be more than just a single # string, add more properties accordingly. :name => value } data_hash[schema["Particle"][0]].push(current_particle) elsif line[/^\s*(\w+)\s*=\s*(.*)$/] # XXX=YYY lines if !data_hash raise _INTL("Expected a section at the beginning of the file.\n{1}", FileLineData.linereport) end key = $~[1] if schema[key] # Property of the animation value = get_csv_record($~[2], schema[key]) if schema[key][1][0] == "^" value = nil if value.is_a?(Array) && value.empty? data_hash[schema[key][0]] ||= [] data_hash[schema[key][0]].push(value) if value else value = nil if value.is_a?(Array) && value.empty? data_hash[schema[key][0]] = value end elsif sub_schema[key] # Property of a particle if !current_particle raise _INTL("Particle hasn't been defined yet!\n{1}", FileLineData.linereport) end value = get_csv_record($~[2], sub_schema[key]) if sub_schema[key][1][0] == "^" value = nil if value.is_a?(Array) && value.empty? current_particle[sub_schema[key][0]] ||= [] current_particle[sub_schema[key][0]].push(value) if value else value = nil if value.is_a?(Array) && value.empty? current_particle[sub_schema[key][0]] = value end end end end # Add last animation's data to records if data_hash FileLineData.setSection(section_name, nil, section_line) validate_compiled_animation(data_hash) GameData::Animation.register(data_hash) end end validate_all_compiled_animations process_pbs_file_message_end # Save all data GameData::Animation.save end def validate_compiled_animation(hash) # Split anim_type, move/common_name, version into their own values hash[:type] = hash[:id][0] hash[:move] = hash[:id][1] hash[:version] = hash[:id][2] || 0 # Ensure there is no "Target" particle if "NoTarget" is set if hash[:particles].any? { |particle| particle[:name] == "Target" } && hash[:no_target] raise _INTL("Can't define a \"Target\" particle and also set property \"NoTarget\" to true.") + "\n" + FileLineData.linereport end # Create "User", "SE" and "Target" particles if they don't exist but should if hash[:particles].none? { |particle| particle[:name] == "User" } hash[:particles].push({:name => "User"}) end if hash[:particles].none? { |particle| particle[:name] == "Target" } && !hash[:no_target] hash[:particles].push({:name => "Target"}) end if hash[:particles].none? { |particle| particle[:name] == "SE" } hash[:particles].push({:name => "SE"}) end # Go through each particle in turn hash[:particles].each do |particle| # Ensure the "Play"-type commands are exclusive to the "SE" particle, and # that the "SE" particle has no other commands if particle[:name] == "SE" particle.keys.each do |property| next if [:name, :se, :user_cry, :target_cry].include?(property) raise _INTL("Particle \"{1}\" has a command that isn't a \"Play\"-type command.", particle[:name]) + "\n" + FileLineData.linereport end else if particle[:se] raise _INTL("Particle \"{1}\" has a \"Play\" command but shouldn't.", particle[:name]) + "\n" + FileLineData.linereport elsif particle[:user_cry] raise _INTL("Particle \"{1}\" has a \"PlayUserCry\" command but shouldn't.", particle[:name]) + "\n" + FileLineData.linereport elsif particle[:target_cry] raise _INTL("Particle \"{1}\" has a \"PlayTargetCry\" command but shouldn't.", particle[:name]) + "\n" + FileLineData.linereport end end # Ensure all particles have a default focus if not given if !particle[:focus] && particle[:name] != "SE" case particle[:name] when "User" then particle[:focus] = :user when "Target" then particle[:focus] = :target else particle[:focus] = :screen end end # Ensure that particles don't have a focus involving a target if the # animation itself doesn't involve a target if hash[:no_target] && [:target, :user_and_target].include?(particle[:focus]) raise _INTL("Particle \"{1}\" can't have a \"Focus\" that involves a target if property \"NoTarget\" is set to true.", particle[:name]) + "\n" + FileLineData.linereport end # Convert all "SetXYZ" particle commands to "MoveXYZ" by giving them a # duration of 0 (even ones that can't have a "MoveXYZ" command) GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES.keys.each do |prop| next if !particle[prop] particle[prop].each do |cmd| cmd.insert(1, 0) if cmd.length == 2 || particle[:name] == "SE" # Give default interpolation value of :linear to any "MoveXYZ" command # that doesn't have one already cmd.push(:linear) if cmd[1] > 0 && cmd.length < 4 end end # Sort each particle's commands by their keyframe and duration particle.keys.each do |key| next if !particle[key].is_a?(Array) particle[key].sort! { |a, b| a[0] == b[0] ? a[1] == b[1] ? 0 : a[1] <=> b[1] : a[0] <=> b[0] } next if particle[:name] == "SE" # Check for any overlapping particle commands last_frame = -1 last_set_frame = -1 particle[key].each do |cmd| if last_frame > cmd[0] raise _INTL("Animation has overlapping commands for the {1} property.", key.to_s.capitalize) + "\n" + FileLineData.linereport end if cmd[1] == 0 && last_set_frame >= cmd[0] raise _INTL("Animation has multiple \"Set\" commands in the same keyframe for the {1} property.", key.to_s.capitalize) + "\n" + FileLineData.linereport end last_frame = cmd[0] + cmd[1] last_set_frame = cmd[0] if cmd[1] == 0 end end # Ensure valid values for "SetBlending" commands if particle[:blending] particle[:blending].each do |blend| next if blend[2] <= 2 raise _INTL("Invalid blend value: {1} (must be 0, 1 or 2).\n{2}", blend[2], FileLineData.linereport) end end end end def validate_all_compiled_animations; end end #=============================================================================== # Hook into the regular Compiler to also compile animation PBS files. #=============================================================================== module Compiler module_function def get_animation_pbs_files_to_compile ret = [] if FileTest.directory?("PBS/Animations") Dir.all("PBS/Animations", "**/**.txt").each { |file| ret.push(file) } end return ret end class << self if !method_defined?(:__new_anims__get_all_pbs_files_to_compile) alias_method :__new_anims__get_all_pbs_files_to_compile, :get_all_pbs_files_to_compile end if !method_defined?(:__new_anims__compile_pbs_files) alias_method :__new_anims__compile_pbs_files, :compile_pbs_files end end def get_all_pbs_files_to_compile ret = __new_anims__get_all_pbs_files_to_compile extra = get_animation_pbs_files_to_compile ret[:Animation] = [nil, extra] return ret end def compile_pbs_files __new_anims__compile_pbs_files text_files = get_animation_pbs_files_to_compile compile_battle_animations(*text_files) end end