Aetheria/tools/AetherDb/LoadoutCommitCommand.cs
soul 37de26291d AetherDb loadout-commit, with --boss-of, validated against the composed package stack
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>
2026-10-23 01:48:33 +02:00

153 lines
8.3 KiB
C#

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