Ported and narrowed from 90f977bf (evidence only; no boss-hull code). Names resolve
exactly against ShipModCatalog.ResolveCatalog over GameData/Aetheria.cc and GameData/Mods,
composed into a scratch file, the catalog the game boots; validation is one
Loadouts.Materialize on a throwaway ItemManager; the commit goes into Aetheria.cc only,
through Loadouts.Commit, with --boss-of in the same batch.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
153 lines
8.3 KiB
C#
153 lines
8.3 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using CultMath;
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using GameCult.Caching;
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// loadout-commit <name> <hull product> [<x>,<y>,<rotation>,<design>[@<product>]]... [--group <i>,<j>...]... [--replace] [--boss-of <faction>]
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// (aetheria-release, cut loadout-commit; rulings boss-loadouts-agent-authored, catalog-is-a-package-stack): writes one Loadout
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// record into GameData/Aetheria.cc through Loadouts.Commit, the only writer, and with --boss-of makes it that faction's boss in
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// the same commit. Names resolve exactly against the catalog the game boots: ShipModCatalog.ResolveCatalog over the shipped
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// file and GameData/Mods, composed into a scratch file that is never committed. So a loadout may name a package's hull,
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// design or product (one hull product, one design per slot, one product where a slot names one, a rotation by its
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// ItemRotation name, a faction by Name or ShortName). The loadout is then built once on a throwaway ItemManager with
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// Loadouts.Materialize, so a slot that does not fit or a weapon group that names a non-weapon is refused here. Any refusal
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// happens before Commit: the catalog stays byte-identical. A refusal names the field and the slot, never the value it was given.
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public static class LoadoutCommitCommand
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{
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private const string Usage = "usage: loadout-commit <name> <hull product> [<x>,<y>,<rotation>,<design>[@<product>]]... [--group <i>,<j>...]... [--replace] [--boss-of <faction>]";
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public static int Run(string[] args, string root = null, TextWriter output = null)
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{
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output ??= Console.Out;
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try
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{
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return Commit(args, root, output);
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}
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catch (Exception e) when (e is InvalidOperationException or ArgumentException or FormatException)
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{
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output.WriteLine($"refused: {e.Message}");
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return 1;
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}
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}
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private static int Commit(string[] args, string root, TextWriter output)
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{
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var replace = false;
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string bossOfName = null;
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var groups = new List<int[]>();
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var positional = new List<string>();
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for (var i = 0; i < args.Length; i++)
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{
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if (args[i] == "--replace") replace = true;
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else if (args[i] == "--boss-of")
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{
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if (++i >= args.Length) throw new ArgumentException("--boss-of needs a faction");
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bossOfName = args[i];
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}
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else if (args[i] == "--group")
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{
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if (++i >= args.Length) throw new ArgumentException("--group needs a list of slot indices");
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groups.Add(args[i].Split(',').Select(part => int.TryParse(part, out var index) ? index : throw new FormatException($"group {groups.Count}: an index is not a number")).ToArray());
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}
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else positional.Add(args[i]);
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}
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if (positional.Count < 2)
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{
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output.WriteLine(Usage);
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return 1;
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}
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root ??= AetherDb.FindRoot();
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var catalogPath = Path.Combine(root, "GameData", "Aetheria.cc");
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var scratch = Directory.CreateDirectory(Path.Combine(Path.GetTempPath(), "aetherdb-loadout-commit-" + Guid.NewGuid().ToString("N"))).FullName;
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try
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{
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var (composed, excluded) = ShipModCatalog.ResolveCatalog(catalogPath, Path.Combine(scratch, "derived.cc"), Path.Combine(root, "GameData", "Mods"));
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foreach (var exclusion in excluded) output.WriteLine($"package left out, as at boot: {exclusion}");
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Loadout loadout;
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CultRecordRef<Faction> bossOf = default;
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string summary;
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// Disposed before the commit: with no package composed, this is the shipped file itself.
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using (var cache = AetheriaStores.Open(composed))
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{
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loadout = Build(cache, positional[0], positional[1], positional.Skip(2).ToArray(), groups);
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// Compose writes no faction, so the composed catalog's factions are the shipped ones under the same keys.
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if (bossOfName != null)
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bossOf = cache.RefOf(ExactlyOne(cache.GetAll<Faction>().Where(f => f.Name == bossOfName || f.ShortName == bossOfName).ToArray(), "boss faction"));
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var failures = new List<string>();
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var settings = AuthoredSettings.Load(root).Read<GameplaySettings>("GameplaySettings");
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// Validation never draws for play, so the item stream gets a fixed seed.
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var itemManager = new ItemManager(1u, cache, new ProvenanceLedger(), settings, _ => { });
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var entity = Loadouts.Materialize(itemManager, null, loadout, design => ProductsOf(cache, design).FirstOrDefault(), failures);
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if (entity == null) throw new InvalidOperationException($"the loadout cannot be built: {string.Join("; ", failures)}");
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summary = $"{loadout.Name}: committed, hull {cache.Get(loadout.Hull).Name} ({cache.Get(loadout.HullProduct).Name}), {loadout.Slots.Count} slots" +
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(bossOf.IsSet() ? $", boss of {cache.Get(bossOf).Name}" : "");
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}
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if (!Loadouts.Commit(catalogPath, loadout, replace, bossOf))
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throw new InvalidOperationException("the catalog changed since it was read; nothing was written");
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output.WriteLine(summary);
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return 0;
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}
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finally
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{
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Directory.Delete(scratch, true);
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}
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}
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// Validation only: a design-only slot is built at its first product by Name, so the throwaway build proves the fit.
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private static IEnumerable<FactionProductData> ProductsOf(CultCache cache, CraftedItemData design)
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{
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var key = cache.RefOf(design).Key;
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return cache.GetAll<FactionProductData>().Where(product => product.Design.Key.Equals(key)).OrderBy(product => product.Name, StringComparer.Ordinal);
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}
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private static Loadout Build(CultCache cache, string name, string hullProductName, string[] slotArgs, List<int[]> groups)
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{
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if (string.IsNullOrWhiteSpace(name)) throw new ArgumentException("the loadout name is empty");
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var hullProduct = ExactlyOne(cache.GetAll<FactionProductData>().Where(product => product.Name == hullProductName).ToArray(), "hull product");
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var hull = cache.Get(hullProduct.Design) as HullData ?? throw new InvalidOperationException("hull product: its design is not a hull");
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var slots = new List<LoadoutSlot>();
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for (var i = 0; i < slotArgs.Length; i++)
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{
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var where = $"slot {i}";
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var parts = slotArgs[i].Split(',', 4);
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if (parts.Length != 4 || !int.TryParse(parts[0], out var x) || !int.TryParse(parts[1], out var y))
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throw new FormatException($"{where}: expected <x>,<y>,<rotation>,<design>[@<product>]");
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if (!Enum.TryParse<ItemRotation>(parts[2], out var rotation) || !Enum.IsDefined(typeof(ItemRotation), rotation) || int.TryParse(parts[2], out _))
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throw new FormatException($"{where}: rotation is not an ItemRotation name");
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var at = parts[3].IndexOf('@');
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var designName = at < 0 ? parts[3] : parts[3][..at];
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var design = ExactlyOne(cache.GetAll<EquippableItemData>().Where(d => d.Name == designName).ToArray(), $"{where} design");
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var slot = new LoadoutSlot { Position = new int2(x, y), Rotation = rotation, Design = cache.RefOf(design) };
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if (at >= 0)
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{
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var productName = parts[3][(at + 1)..];
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slot.Product = cache.RefOf(ExactlyOne(cache.GetAll<FactionProductData>().Where(p => p.Name == productName).ToArray(), $"{where} product"));
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}
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slots.Add(slot);
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}
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return new Loadout
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{
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Name = name,
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Hull = cache.RefOf(hull),
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HullProduct = cache.RefOf(hullProduct),
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Slots = slots,
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WeaponGroups = groups.Count == 0 ? null : groups.ToArray()
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};
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}
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private static T ExactlyOne<T>(T[] found, string field) =>
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found.Length == 1 ? found[0] : throw new InvalidOperationException(found.Length == 0 ? $"{field}: no record has that name" : $"{field}: more than one record has that name");
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}
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