Files
infinitefusion-e18/Data/Scripts/902_Anim compiler/anim pbs compiler.rb
2023-10-18 16:48:28 +01:00

208 lines
7.9 KiB
Ruby

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
# TODO: raise if "Target" particle exists but animation's target doesn't
# involve a target battler.
# Create "User" and "SE" particles if they don't exist
if hash[:particles].none? { |particle| particle[:name] == "User" }
hash[:particles].push({:name => "User"})
end
if hash[:particles].none? { |particle| particle[:name] == "SE" }
hash[:particles].push({:name => "SE"})
end
# TODO: Create "Target" particle if it doesn't exist and animation's target
# involves a target battler.
# Go through each particle in turn
hash[:particles].each do |particle|
# TODO: Ensure "Play", "PlayUserCry", "PlayTargetCry" are exclusively used
# by the particle "SE", and that the "SE" particle can only use
# those commands. Raise if problems found.
# Ensure all particles have a default focus if not given
if !particle[:focus]
if particle[:name] == "User"
particle[:focus] = :user
elsif particle[:name] == "Target"
particle[:focus] = :target
elsif particle[:name] != "SE"
particle[:focus] = :screen
end
end
# TODO: Depending on hash[:target], ensure all particles have an
# appropriate focus (i.e. can't be :user_and_target if hash[:target]
# doesn't include a target). Raise if problems found.
# 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
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] }
# 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.\n{2}",
key.to_s.capitalize, FileLineData.linereport)
end
if particle[:name] != "SE" && cmd[1] == 0 && last_set_frame >= cmd[0]
raise _INTL("Animation has multiple \"Set\" commands in the same keyframe for the {1} property.\n{2}",
key.to_s.capitalize, 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