using GameCult.Caching; using System; using System.Collections.Generic; using System.Globalization; using System.IO; using System.Linq; // Uses the existing database executable; mod authoring does not earn another binary target. public static class ShipAuthoringCommands { private const string Usage = "ship-authoring create [--like ] | inspect | centre | validate | compose "; public static int Run(string[] args) { if (args.Length == 0) { Console.Error.WriteLine(Usage); return 1; } try { if (args[0] == "compose" && args.Length == 4) { var composition = ShipModCatalog.Compose(args[1], args[2], args[3]); Console.WriteLine($"Composed {composition.Included.Length} mod ships into {Path.GetFullPath(args[2])}"); foreach (var exclusion in composition.Excluded) Console.Error.WriteLine($"Excluded {exclusion}"); return composition.Excluded.Length == 0 ? 0 : 1; } if (args[0] == "inspect" && args.Length == 2) { var (hull, ship) = ShipAuthoringStore.Load(args[1]); Console.WriteLine($"{ship.Id}: {hull.Name}, {hull.Hardpoints?.Count ?? 0} hardpoints, {ship.SchematicLines?.Count ?? 0} lines, {ship.SchematicLines?.Sum(line => line.Points?.Length / 3 ?? 0) ?? 0} points"); return 0; } if (args[0] == "centre" && args.Length == 2) { // The one centre of mass Blender places a ship by: Shape.CenterOfMass in cell coordinates, as "x y". var centre = ShipAuthoringStore.Load(args[1]).Hull.Shape.CenterOfMass; Console.WriteLine(string.Create(CultureInfo.InvariantCulture, $"{centre.x:R} {centre.y:R}")); return 0; } if (args[0] == "validate" && args.Length == 2) { // The package's GLB is judged too once it exists (node ids, mesh roles); a draft without one is judged on // its records alone, and the output says which. var (hull, ship) = ShipAuthoringStore.Load(args[1]); var model = string.IsNullOrWhiteSpace(ship.ModelAsset) ? null : Path.Combine(Path.GetDirectoryName(Path.GetFullPath(args[1])), ship.ModelAsset); var judged = model != null && File.Exists(model) ? "records and model" : "records only, no model yet"; if (judged == "records and model") ShipModCatalog.ReadPackage(args[1]); else ShipAuthoringStore.Validate(hull, ship); Console.WriteLine($"{ship.Id}: {hull.Name}, {hull.Hardpoints.Count} hardpoints, {ship.Anchors.Count} anchors, {ship.SchematicLines.Count} lines ({judged})"); return 0; } if (args[0] == "create" && (args.Length == 4 || args.Length == 6 && args[4] == "--like")) { ShipAuthoringStore.RequireShipId(args[2]); var path = Path.GetFullPath(args[1]); if (File.Exists(path)) throw new InvalidOperationException($"Refusing to replace {path}"); Directory.CreateDirectory(Path.GetDirectoryName(path)); var ship = new ShipAuthoring { Id = args[2], ModelAsset = "ship.glb", Anchors = new List() }; var hull = args.Length == 6 ? ShipAuthoringStore.HullLike(ShippedShipHull(args[5]), args[3], ship.Id) : new HullData { Name = args[3], Shape = new Shape(), Visual = new CultRecordRef(ShipModCatalog.AuthoringKey(ship.Id)) }; using (var cache = ShipAuthoringStore.Open(path, writable: true)) { ShipAuthoringStore.Write(cache, hull, ship); cache.FlushAsync().Wait(); } Console.WriteLine($"Created draft {path}; fill its model bindings and schematic in Blender."); return 0; } Console.Error.WriteLine(Usage); return 1; } catch (Exception ex) { Console.Error.WriteLine(ex.Message); return 1; } } // A shipped ship hull by name, from GameData/Aetheria.cc opened read-only. private static HullData ShippedShipHull(string name) { using var catalog = AetherDb.Open().Cache; var hull = catalog.GetAll().FirstOrDefault(candidate => candidate.Name == name) ?? throw new InvalidOperationException($"--like: the shipped catalog has no hull named '{name}'."); if (hull.HullType != HullType.Ship) throw new InvalidOperationException($"--like: '{name}' is a {hull.HullType} hull, not a ship."); return hull; } }