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- class_name LevelSaver
- extends Node
- var sub_level_file := {"Layers": [{}, {}, {}, {}, {}], "Data": "", "BG": ""}
- static var level_file := {"Info": {}, "Levels": [{}, {}, {}, {}, {}]}
- @onready var editor: LevelEditor = owner
- const chunk_template := {"Tiles": "", "Entities": ""}
- const base64_charset := "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/"
- @onready var level: Level = $"../Level"
- @onready var level_bg: LevelBG = $"../Level/LevelBG"
- var entity_map := {}
- const tile_blacklist := []
- func _ready() -> void:
- load_entity_map()
- func save_level(level_name := "Unnamed Level", level_author := "You", level_desc := "No Desc", difficulty := 0) -> Dictionary:
- level_file = editor.level_file
- sub_level_file = {"Layers": [{}, {}, {}, {}, {}], "Data": "", "BG": ""}
- get_tiles()
- get_entities()
-
- save_bg_data()
- save_level_data()
- level_file["Levels"][editor.sub_level_id] = sub_level_file.duplicate()
- level_file["Info"] = {"Name": level_name, "Author": level_author, "Description": level_desc, "Difficulty": difficulty}
- level_file["Version"] = Global.version_number
- return level_file
- func write_file(json := {}, lvl_file_name := "") -> void:
- DirAccess.make_dir_absolute(LevelEditor.CUSTOM_LEVEL_DIR)
- for i in "<>:?!/":
- lvl_file_name = lvl_file_name.replace(i, "")
- var file = FileAccess.open(LevelEditor.CUSTOM_LEVEL_DIR + lvl_file_name, FileAccess.WRITE)
- file.store_string(JSON.stringify(json, "", false))
- file.close()
- print("saved")
- func load_entity_map() -> void:
- entity_map = JSON.parse_string(FileAccess.open(EntityIDMapper.MAP_PATH, FileAccess.READ).get_as_text())
- func get_tiles() -> void:
- for layer in 5:
- for tile in editor.tile_layer_nodes[layer].get_used_cells():
- if tile_blacklist.has(editor.tile_layer_nodes[layer].get_cell_atlas_coords(tile)) or editor.tile_layer_nodes[layer].get_cell_source_id(tile) == 6:
- continue
- var tile_string := ""
- var chunk_tile = Vector2i(wrap(tile.x, 0, 32), wrap(tile.y + 30, -1, 32))
- tile_string += base64_charset[chunk_tile.x]
- tile_string += base64_charset[chunk_tile.y]
- tile_string += ""
- tile_string += base64_charset[editor.tile_layer_nodes[layer].get_cell_atlas_coords(tile).x]
- tile_string += base64_charset[editor.tile_layer_nodes[layer].get_cell_atlas_coords(tile).y]
- tile_string += base64_charset[editor.tile_layer_nodes[layer].get_cell_source_id(tile)]
- var tile_chunk_idx = tile_to_chunk_idx(tile)
- var tile_chunk := {}
- if sub_level_file["Layers"][layer].has(tile_chunk_idx):
- tile_chunk = sub_level_file["Layers"][layer][tile_chunk_idx]
- else:
- tile_chunk = chunk_template.duplicate(true)
- tile_chunk["Tiles"] += tile_string + "="
- sub_level_file["Layers"][layer][tile_chunk_idx] = tile_chunk
- for i in sub_level_file["Layers"][layer]:
- sub_level_file["Layers"][layer][i]["Tiles"] = compress_string(sub_level_file["Layers"][layer][i]["Tiles"])
- static func compress_string(buffer := "") -> String:
- var bytes = buffer.to_ascii_buffer()
- var compressed_bytes = bytes.compress(FileAccess.CompressionMode.COMPRESSION_DEFLATE)
- var b64_buffer = Marshalls.raw_to_base64(compressed_bytes)
- # workaround since for some reason .replace() decided not to work today
- b64_buffer = b64_buffer.replace("=", "%")
- return b64_buffer
- static func decompress_string(buffer := "") -> String:
- if buffer.is_empty():
- return buffer
- buffer = buffer.replace("%", "=")
- var compressed = Marshalls.base64_to_raw(buffer)
- var decompressed = compressed.decompress_dynamic(-1, FileAccess.CompressionMode.COMPRESSION_DEFLATE)
- var ret = decompressed.get_string_from_ascii()
- return ret
- func get_entities() -> void:
- for layer in 5:
- for entity in editor.entity_layer_nodes[layer].get_children():
- if entity.has_meta("tile_position") == false:
- continue
- var entity_string := ""
- var chunk_position = Vector2i(wrap(entity.get_meta("tile_position").x, 0, 32), wrap(entity.get_meta("tile_position").y + 30, 0, 32))
- entity_string += base64_charset[chunk_position.x]
- entity_string += base64_charset[chunk_position.y]
- entity_string += ","
- entity_string += EntityIDMapper.get_map_id(entity.scene_file_path)
- if entity.has_node("EditorPropertyExposer"):
- entity_string += entity.get_node("EditorPropertyExposer").get_string()
- var entity_chunk_idx = tile_to_chunk_idx(entity.get_meta("tile_position"))
- var tile_chunk := {}
- if sub_level_file["Layers"][layer].has(entity_chunk_idx):
- tile_chunk = sub_level_file["Layers"][layer][entity_chunk_idx]
- else:
- tile_chunk = chunk_template.duplicate(true)
- tile_chunk["Entities"] += entity_string + "="
- sub_level_file["Layers"][layer][entity_chunk_idx] = tile_chunk
- for i in sub_level_file["Layers"][layer]:
- sub_level_file["Layers"][layer][i]["Entities"] = compress_string(sub_level_file["Layers"][layer][i]["Entities"])
- func encode_to_base64_2char(value: int) -> String:
- if value < 0 or value >= 4096:
- push_error("Value out of range for 2-char base64 encoding.")
- return ""
- var char1 = base64_charset[(value >> 6) & 0b111111] # Top 6 bits
- var char2 = base64_charset[value & 0b111111] # Bottom 6 bits
- return char1 + char2
- func save_level_data() -> void:
- var string := ""
- for i in [Level.THEME_IDXS.find(level.theme), ["Day", "Night"].find(level.theme_time), editor.bgm_id, ["SMB1", "SMBLL", "SMBS", "SMBANN"].find(level.campaign), level.can_backscroll, abs(level.vertical_height), level.time_limit]:
- var key := ""
- if int(i) >= 64:
- key = encode_to_base64_2char(int(i))
- else:
- key = base64_charset[int(i)]
- string += key + "="
- sub_level_file["Data"] = string
- func save_bg_data() -> void:
- var string := ""
- for i in [level_bg.primary_layer, level_bg.second_layer, level_bg.second_layer_offset.y, level_bg.time_of_day, level_bg.particles, level_bg.liquid_layer, level_bg.overlay_clouds]:
- var key := ""
- i = int(i)
- if abs(i) >= 64:
- key = encode_to_base64_2char(abs(i))
- else:
- key = base64_charset[abs(i)]
- string += key + "="
- sub_level_file["BG"] = string
- func tile_to_chunk_idx(tile_position := Vector2i.ZERO) -> int:
- return floor(tile_position.x / 32.0)
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