Merges the Godot port into the reverse-engineering repository, preserving both
histories -- 1019 commits of corpus plus the port's 31, brought in by subtree
merge and then moved into place so git can follow each file across the rename.
The reason is not tidiness. The two-repo split forced the exporter to depend on
the decoders by pinned revision, and that created a whole class of failure that
now disappears: a sha reachable only from a topic branch, orphaned by a
squash-merge, breaking a fresh checkout silently at build time. It also forced a
live read-only mount of one agent's working tree into another's container, which
is why a contract file could move mid-iteration. With a path dependency, a
decoder change and the exporter change it requires land in the same commit or
not at all.
Canary stays separate: it is a fork tracking upstream.
New structure for the long term:
docs/game/ how the game is NAVIGATED -- menus, modals, prompts, alerts,
and in-game flight. Written so nobody rediscovers it. Mostly
open questions on purpose; the in-game tutorials are the
resource for the flight half.
docs/port/MODDING.md
modding as a constraint on the exporter TODAY, not a later
feature: one logical asset in one file (the disc splits nearly
everything, and resolving that is the exporter's job), names a
person recognises, PNG/OGG/OGV/JSON only, base-and-overrides so
re-exporting is always safe, provenance in every file.
data/base + data/mods
generated tree and drop-in overrides, both gitignored
exchange/ transient inter-agent files, deliberately outside history
docs/agents/ the team protocol
Both the README and the navigation doc lead with the correction that cost the
most: the oracle is the real game under Xenia Canary. Reborn's renderer is a
hypothesis under test, it has been wrong, and treating it as ground truth
propagated into three documents and both agents before a human caught it.
Scripted modding stays possible without being built: no screen name is hardcoded
in GDScript and there is no native code in port/, which is what Godot Mod Loader
needs to be able to substitute behaviour later.
121 lines
4.0 KiB
GDScript
121 lines
4.0 KiB
GDScript
# Locating and reading the open export tree.
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#
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# The Godot project NEVER reads a disc format (docs/MISSION.md §2). Everything
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# it draws comes from `export/`, which is derived, gitignored and regenerated
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# wholesale by `crates/sylpheed-export`. This class is the only place that knows
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# where that tree is on disk.
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class_name ExportTree
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extends RefCounted
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const FORMAT_SCREEN := "sylpheed.screen/3"
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const FORMAT_MANIFEST := "sylpheed.manifest/1"
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var root: String = ""
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var error: String = ""
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# `SYLPHEED_EXPORT` wins, so a modder can point the game at their own tree
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# without touching the project. Otherwise `<project>/../export`, which is the
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# layout this repository has.
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static func locate() -> ExportTree:
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var t := ExportTree.new()
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var env := OS.get_environment("SYLPHEED_EXPORT")
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var candidate := env
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if candidate == "":
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candidate = ProjectSettings.globalize_path("res://").path_join("../export").simplify_path()
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if not FileAccess.file_exists(candidate.path_join("manifest.json")):
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t.error = "no manifest.json under %s -- run `sylpheed-export` first" % candidate
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return t
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t.root = candidate
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return t
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# `authored/` sits beside `export/`, never inside it: it is hand-written and
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# committed, and a re-export must not be able to touch it.
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func authored(name: String) -> Variant:
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var path := root.path_join("../authored").simplify_path().path_join(name)
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var text := FileAccess.get_file_as_string(path)
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if text == "":
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error = "cannot read %s" % path
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return null
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return JSON.parse_string(text)
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func read_json(rel: String) -> Variant:
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var path := root.path_join(rel)
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var text := FileAccess.get_file_as_string(path)
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if text == "":
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error = "cannot read %s" % path
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return null
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var parsed: Variant = JSON.parse_string(text)
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if parsed == null:
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error = "%s is not JSON" % path
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return null
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return parsed
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func manifest() -> Dictionary:
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var m: Variant = read_json("manifest.json")
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if m == null:
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return {}
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if m.get("format") != FORMAT_MANIFEST:
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error = "manifest.json is %s, this build reads %s" % [m.get("format"), FORMAT_MANIFEST]
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return {}
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return m
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# Screens are addressed by their manifest name, not by a path, so the caller
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# never has to know the archive's subdirectory.
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func screen(name: String) -> Dictionary:
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var m := manifest()
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if m.is_empty():
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return {}
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for entry: Dictionary in m.get("screens", []):
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if entry.get("name") == name:
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var s: Variant = read_json(entry["file"])
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if s == null:
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return {}
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if s.get("format") != FORMAT_SCREEN:
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error = "%s is %s, this build reads %s" % [name, s.get("format"), FORMAT_SCREEN]
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return {}
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return s
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error = "no screen named %s in manifest.json" % name
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return {}
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# A transcoded movie, addressed by manifest name. The port never reads WMV --
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# the exporter emits Ogg Theora, which Godot plays natively (MISSION §2, §6).
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func video(name: String) -> Dictionary:
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for entry: Dictionary in manifest().get("videos", []):
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if entry.get("name") == name:
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var path := root.path_join(entry["file"])
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if not FileAccess.file_exists(path):
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error = "manifest lists %s but %s is not there" % [name, path]
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return {}
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return {"path": path, "command": entry.get("command", "")}
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error = "no video named %s in manifest.json" % name
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return {}
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func screen_names() -> PackedStringArray:
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var names := PackedStringArray()
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for entry: Dictionary in manifest().get("screens", []):
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names.append(entry["name"])
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return names
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# Textures live outside res://, so they are read as bytes and decoded at
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# runtime rather than imported. Nearest-neighbour: the export is a 1:1 copy of
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# the disc's own texels and several elements are drawn at 200 %, where a
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# bilinear filter would invent detail the disc does not have.
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func texture(rel: String) -> Texture2D:
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var bytes := FileAccess.get_file_as_bytes(root.path_join(rel))
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if bytes.is_empty():
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error = "cannot read sprite %s" % rel
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return null
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var img := Image.new()
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if img.load_png_from_buffer(bytes) != OK:
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error = "%s is not a PNG" % rel
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return null
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return ImageTexture.create_from_image(img)
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