Files
aee-arcade/source/game/entities/entity_writer.cpp
T

119 lines
4.7 KiB
C++

#include "game/entities/entity_writer.hpp"
#ifdef _DEBUG
#include <cstddef>
#include <filesystem>
#include <fstream>
#include <sstream>
#include <string>
#include <system_error>
namespace EntityWriter {
namespace {
// Cerca la línia que comença per `<key>:` a columna 0. Mateix
// patró que TilemapWriter::findDataLine però parametritzat. Si
// un dia paga la pena, podem extreure'l a un helper compartit.
auto findKeyLine(const std::string& content, const std::string& key) -> std::size_t {
const std::string PREFIX = key + ":";
std::size_t pos = 0;
while (pos < content.size()) {
const bool AT_LINE_START = (pos == 0 || content[pos - 1] == '\n');
if (AT_LINE_START && content.compare(pos, PREFIX.size(), PREFIX) == 0) {
const std::size_t AFTER = pos + PREFIX.size();
if (AFTER >= content.size() || content[AFTER] == '\n' || content[AFTER] == '\r' || content[AFTER] == ' ' || content[AFTER] == '\t' || content[AFTER] == '#') {
return pos;
}
}
const auto NL = content.find('\n', pos);
if (NL == std::string::npos) { break; }
pos = NL + 1;
}
return std::string::npos;
}
// Avança mentre trobe línies indentades (espai/tab) o línies buides.
// A diferència del TilemapWriter, ací incloem línies buides dins
// del bloc: l'editor de YAML deixa sovint blanc entre grups
// d'entitats, i volem absorbir-lo per no deixar restes orfes
// entre el bloc nou i el següent top-level.
auto advancePastBlock(const std::string& content, std::size_t pos) -> std::size_t {
while (pos < content.size()) {
const char C = content[pos];
const bool IS_INDENT = (C == ' ' || C == '\t');
const bool IS_BLANK = (C == '\n' || C == '\r');
if (!IS_INDENT && !IS_BLANK) { break; }
const auto NL = content.find('\n', pos);
pos = (NL == std::string::npos) ? content.size() : NL + 1;
}
return pos;
}
auto buildBlock(const std::vector<Spawn>& spawns) -> std::string {
std::string out;
for (const auto& s : spawns) {
out += " - type: " + s.type + "\n";
if (s.sarc_col.has_value() && s.sarc_row.has_value()) {
out += " sarc_position: [" + std::to_string(*s.sarc_col) + ", " + std::to_string(*s.sarc_row) + "]\n";
} else if (s.col.has_value() && s.row.has_value()) {
out += " position: [" + std::to_string(*s.col) + ", " + std::to_string(*s.row) + "]\n";
}
if (s.frame.has_value()) {
out += " frame: " + std::to_string(*s.frame) + "\n";
}
}
return out;
}
} // namespace
auto saveEntitiesBlock(const std::string& path, const std::vector<Spawn>& spawns) -> bool {
std::ifstream in(path, std::ios::binary);
if (!in) { return false; }
std::ostringstream ss;
ss << in.rdbuf();
const std::string CONTENT = ss.str();
in.close();
const auto KEY_POS = findKeyLine(CONTENT, "entities");
if (KEY_POS == std::string::npos) { return false; }
const auto LINE_END = CONTENT.find('\n', KEY_POS);
const auto AFTER_KEY = (LINE_END == std::string::npos) ? CONTENT.size() : LINE_END + 1;
const auto BLOCK_END = advancePastBlock(CONTENT, AFTER_KEY);
// Mantenim una línia en blanc darrere del bloc si abans n'hi
// havia: ajuda a separar visualment el `entities:` de la pròxima
// secció. Si no n'hi havia, no afegim res.
const std::string TAIL = CONTENT.substr(BLOCK_END);
const std::string NEW_CONTENT =
CONTENT.substr(0, AFTER_KEY) + buildBlock(spawns) + TAIL;
const auto TMP_PATH = path + ".tmp";
{
std::ofstream out(TMP_PATH, std::ios::binary | std::ios::trunc);
if (!out) { return false; }
out.write(NEW_CONTENT.data(), static_cast<std::streamsize>(NEW_CONTENT.size()));
out.close();
if (!out) {
std::error_code ec;
std::filesystem::remove(TMP_PATH, ec);
return false;
}
}
std::error_code ec;
std::filesystem::rename(TMP_PATH, path, ec);
if (ec) {
std::filesystem::remove(TMP_PATH, ec);
return false;
}
return true;
}
} // namespace EntityWriter
#endif // _DEBUG