MassBuilderSaveTool/src/GameObjects/Mass.h

217 lines
7.4 KiB
C++

#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021-2024 Guillaume Jacquemin
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <Corrade/Containers/Optional.h>
#include <Corrade/Containers/Pointer.h>
#include <Corrade/Containers/StaticArray.h>
#include <Corrade/Containers/String.h>
#include <Corrade/Containers/StringView.h>
#include <Magnum/Magnum.h>
#include <Magnum/Math/Color.h>
#include <Magnum/Math/Vector2.h>
#include <Magnum/Math/Vector3.h>
#include "Joints.h"
#include "BulletLauncherAttachment.h"
#include "CustomStyle.h"
#include "Decal.h"
#include "Accessory.h"
#include "ArmourPart.h"
#include "WeaponPart.h"
#include "Weapon.h"
#include "../Gvas/File.h"
#include "../Gvas/Types/Types.h"
using namespace Corrade;
using namespace Magnum;
namespace mbst { namespace GameObjects {
class Mass {
public:
explicit Mass(Containers::StringView path);
Mass(const Mass&) = delete;
Mass& operator=(const Mass&) = delete;
Mass(Mass&&) = default;
Mass& operator=(Mass&&) = default;
auto lastError() -> Containers::StringView;
static auto getNameFromFile(Containers::StringView path) -> Containers::Optional<Containers::String>;
void refreshValues();
auto filename() -> Containers::StringView;
auto name() -> Containers::StringView;
bool setName(Containers::StringView new_name);
enum class State: std::uint8_t {
Empty, Invalid, Valid
};
auto state() -> State;
bool dirty() const;
void setDirty(bool dirty = true);
auto jointSliders() -> Joints&;
void getJointSliders();
bool writeJointSliders();
auto frameStyles() -> Containers::ArrayView<std::int32_t>;
void getFrameStyles();
bool writeFrameStyles();
auto eyeFlareColour() -> Color4&;
void getEyeFlareColour();
bool writeEyeFlareColour();
auto frameCustomStyles() -> Containers::ArrayView<CustomStyle>;
void getFrameCustomStyles();
bool writeFrameCustomStyle(std::size_t index);
auto armourParts() -> Containers::ArrayView<ArmourPart>;
void getArmourParts();
bool writeArmourPart(ArmourPart::Slot slot);
auto bulletLauncherAttachmentStyle() -> BulletLauncherAttachmentStyle&;
auto bulletLauncherAttachments() -> Containers::ArrayView<BulletLauncherAttachment>;
void getBulletLauncherAttachments();
bool writeBulletLauncherAttachments();
auto armourCustomStyles() -> Containers::ArrayView<CustomStyle>;
void getArmourCustomStyles();
bool writeArmourCustomStyle(std::size_t index);
auto meleeWeapons() -> Containers::ArrayView<Weapon>;
void getMeleeWeapons();
bool writeMeleeWeapons();
auto shields() -> Containers::ArrayView<Weapon>;
void getShields();
bool writeShields();
auto bulletShooters() -> Containers::ArrayView<Weapon>;
void getBulletShooters();
bool writeBulletShooters();
auto energyShooters() -> Containers::ArrayView<Weapon>;
void getEnergyShooters();
bool writeEnergyShooters();
auto bulletLaunchers() -> Containers::ArrayView<Weapon>;
void getBulletLaunchers();
bool writeBulletLaunchers();
auto energyLaunchers() -> Containers::ArrayView<Weapon>;
void getEnergyLaunchers();
bool writeEnergyLaunchers();
auto globalStyles() -> Containers::ArrayView<CustomStyle>;
void getGlobalStyles();
bool writeGlobalStyle(std::size_t index);
void getTuning();
auto engine() -> std::int32_t&;
auto gears() -> Containers::ArrayView<std::int32_t>;
auto os() -> std::int32_t&;
auto modules() -> Containers::ArrayView<std::int32_t>;
auto architecture() -> std::int32_t&;
auto techs() -> Containers::ArrayView<std::int32_t>;
auto account() -> Containers::StringView;
bool updateAccount(Containers::StringView new_account);
private:
void getCustomStyles(Containers::ArrayView<CustomStyle> styles, Gvas::Types::ArrayProperty* style_array);
bool writeCustomStyle(const CustomStyle& style, std::size_t index, Gvas::Types::ArrayProperty* style_array);
void getDecals(Containers::ArrayView<Decal> decals, Gvas::Types::ArrayProperty* decal_array);
void writeDecals(Containers::ArrayView<Decal> decals, Gvas::Types::ArrayProperty* decal_array);
void getAccessories(Containers::ArrayView<Accessory> accessories, Gvas::Types::ArrayProperty* accessory_array);
void writeAccessories(Containers::ArrayView<Accessory> accessories, Gvas::Types::ArrayProperty* accs_array);
void getWeaponType(Containers::StringView prop_name, Containers::ArrayView<Weapon> weapon_array);
bool writeWeaponType(Containers::StringView prop_name, Containers::ArrayView<Weapon> weapon_array);
void getTuningCategory(Containers::StringView big_node_prop_name, std::int32_t& big_node_id,
Containers::StringView small_nodes_prop_name,
Containers::ArrayView<std::int32_t> small_nodes_ids);
Containers::Optional<Gvas::File> _mass;
Containers::String _lastError;
Containers::String _folder;
Containers::String _filename;
State _state = State::Empty;
bool _dirty = false;
Containers::Optional<Containers::String> _name = Containers::NullOpt;
struct {
Joints joints{};
Containers::StaticArray<4, std::int32_t> styles{ValueInit};
Color4 eyeFlare{0.0f};
Containers::StaticArray<16, CustomStyle> customStyles;
} _frame;
struct {
Containers::StaticArray<38, ArmourPart> parts;
Containers::StaticArray<16, CustomStyle> customStyles;
BulletLauncherAttachmentStyle blAttachmentStyle = BulletLauncherAttachmentStyle::NotFound;
Containers::StaticArray<4, BulletLauncherAttachment> blAttachment;
} _armour;
struct {
Containers::StaticArray<8, Weapon> melee;
Containers::StaticArray<1, Weapon> shields;
Containers::StaticArray<4, Weapon> bulletShooters;
Containers::StaticArray<4, Weapon> energyShooters;
Containers::StaticArray<4, Weapon> bulletLaunchers;
Containers::StaticArray<4, Weapon> energyLaunchers;
} _weapons;
Containers::Array<CustomStyle> _globalStyles;
struct {
std::int32_t engineId;
Containers::StaticArray<7, std::int32_t> gearIds;
std::int32_t osId;
Containers::StaticArray<7, std::int32_t> moduleIds;
std::int32_t archId;
Containers::StaticArray<7, std::int32_t> techIds;
} _tuning;
Containers::String _account;
};
}}