RoomSaver ja no reventa els yamals

This commit is contained in:
2026-04-02 11:52:53 +02:00
parent 0e61b94848
commit 3a5b16346b
4 changed files with 214 additions and 662 deletions

View File

@@ -1,568 +1,58 @@
enemies: # VOID MAIN
-
animation: code.yaml
boundaries:
position1:
x: 3
y: 2
position2:
x: 20
y: 2
color: yellow
position:
x: 8
y: 2
velocity:
x: 24.0
y: 0
items:
-
counter: 1
position:
x: 21
y: 13
tile: 42
tileSetFile: items.gif
room: room:
name_en: "VOID MAIN"
name_ca: "VOID MAIN"
bgColor: black bgColor: black
border: magenta border: magenta
tileSetFile: standard.gif
# Conexiones de la habitación (null = sin conexión)
connections: connections:
up: null
down: null down: null
left: 02.yaml left: 02.yaml
right: null right: null
up: null
conveyorBelt: left # Colores de los objetos
itemColor1: bright_cyan itemColor1: bright_cyan
itemColor2: yellow itemColor2: yellow
name_ca: VOID MAIN
name_en: VOID MAIN # Dirección de la cinta transportadora: left, none, right
tileSetFile: standard.gif conveyorBelt: left
# Tilemap: 16 filas × 32 columnas (256×192 píxeles @ 8px/tile)
# Índices de tiles (-1 = vacío)
tilemap: tilemap:
- - [24, 24, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 24]
- 24 - [24, 24, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 24]
- 24 - [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 24]
- -1 - [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 24]
- -1 - [24, 24, 252, 252, 252, 252, 252, 252, 252, 252, 252, 252, 252, 252, 252, 252, 252, 252, 252, 252, 252, -1, -1, 504, 24, 24, 24, 24, 24, 24, 24, 24]
- -1 - [24, 24, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 504, -1, 24, -1, -1, -1, -1, -1, 24, 24]
- -1 - [24, 24, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 504, -1, -1, 24, -1, -1, -1, -1, -1, 24, 24]
- -1 - [24, 24, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 504, -1, -1, -1, 24, -1, -1, -1, -1, -1, 24, 24]
- -1 - [24, 24, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 504, -1, -1, -1, -1, 24, -1, -1, -1, -1, -1, 24, 24]
- -1 - [24, 24, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 504, -1, -1, -1, -1, -1, 24, -1, -1, -1, -1, -1, 24, 24]
- -1 - [24, 24, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 504, -1, -1, -1, -1, -1, -1, 24, -1, -1, -1, -1, -1, 24, 24]
- -1 - [24, 24, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 504, -1, -1, -1, -1, -1, -1, -1, 24, 24, 24, -1, -1, -1, 24, 24]
- -1 - [24, 24, -1, -1, -1, -1, -1, -1, -1, 252, 252, 252, 252, 252, 252, 252, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 24]
- -1 - [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 134, 24]
- -1 - [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 440, 440, 440, 440, -1, -1, -1, -1, -1, -1, -1, -1, 134, 24]
- -1 - [24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24]
- -1
- -1 # Enemigos en esta habitación
- -1 enemies:
- -1 - animation: code.yaml
- -1 position: {x: 3, y: 2}
- -1 velocity: {x: 24.0, y: 0}
- -1 boundaries:
- -1 position1: {x: 3, y: 2}
- -1 position2: {x: 27, y: 2}
- -1 color: yellow
- -1
- -1 # Objetos en esta habitación
- -1 items:
- -1 - tileSetFile: items.gif
- -1 tile: 42
- 24 position: {x: 21, y: 13}
- 24 counter: 1
-
- 24
- 24
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
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- -1
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- 24
- 24
-
- -1
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- -1
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- 24
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- -1
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- 24
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- -1
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- -1
- 24
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- 24
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- -1
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- 504
- -1
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View File

@@ -109,15 +109,13 @@ auto MapEditor::revert() -> std::string {
if (!active_) { return "Editor not active"; } if (!active_) { return "Editor not active"; }
if (file_path_.empty()) { return "Error: No file path"; } if (file_path_.empty()) { return "Error: No file path"; }
// Restaurar el YAML al backup original // Restaurar el YAML original y reescribir el fichero
yaml_ = yaml_backup_; yaml_ = yaml_backup_;
RoomSaver::saveYAML(file_path_, yaml_);
// Recargar room_data_ desde el backup
auto room_data_ptr = Resource::Cache::get()->getRoom(room_path_); auto room_data_ptr = Resource::Cache::get()->getRoom(room_path_);
if (room_data_ptr) { if (room_data_ptr) {
room_data_ = *room_data_ptr; room_data_ = *room_data_ptr;
} }
RoomSaver::saveYAML(file_path_, yaml_, room_data_);
// Resetear los sprites vivos a las posiciones originales // Resetear los sprites vivos a las posiciones originales
room_->resetEnemyPositions(room_data_.enemies); room_->resetEnemyPositions(room_data_.enemies);
@@ -131,10 +129,19 @@ auto MapEditor::revert() -> std::string {
return "Reverted to original"; return "Reverted to original";
} }
// Auto-guarda los cambios puntuales al YAML tras soltar una entidad // Auto-guarda al YAML tras soltar una entidad
void MapEditor::autosave() { void MapEditor::autosave() {
if (file_path_.empty()) { return; } if (file_path_.empty()) { return; }
RoomSaver::saveYAML(file_path_, yaml_);
// Sincronizar posiciones de items desde los sprites vivos a room_data_
auto* item_mgr = room_->getItemManager();
for (int i = 0; i < item_mgr->getCount() && i < static_cast<int>(room_data_.items.size()); ++i) {
SDL_FPoint pos = item_mgr->getItem(i)->getPos();
room_data_.items[i].x = pos.x;
room_data_.items[i].y = pos.y;
}
RoomSaver::saveYAML(file_path_, yaml_, room_data_);
} }
// Actualiza el editor // Actualiza el editor
@@ -298,7 +305,6 @@ void MapEditor::handleMouseUp() {
room_data_.enemies[IDX].x = drag_.snap_x; room_data_.enemies[IDX].x = drag_.snap_x;
room_data_.enemies[IDX].y = drag_.snap_y; room_data_.enemies[IDX].y = drag_.snap_y;
room_->getEnemyManager()->getEnemy(IDX)->resetToInitialPosition(room_data_.enemies[IDX]); room_->getEnemyManager()->getEnemy(IDX)->resetToInitialPosition(room_data_.enemies[IDX]);
RoomSaver::updateEnemyPosition(yaml_, IDX, drag_.snap_x, drag_.snap_y);
changed = true; changed = true;
} }
break; break;
@@ -307,7 +313,6 @@ void MapEditor::handleMouseUp() {
if (IDX >= 0 && IDX < static_cast<int>(room_data_.enemies.size())) { if (IDX >= 0 && IDX < static_cast<int>(room_data_.enemies.size())) {
room_data_.enemies[IDX].x1 = SNAP_X; room_data_.enemies[IDX].x1 = SNAP_X;
room_data_.enemies[IDX].y1 = SNAP_Y; room_data_.enemies[IDX].y1 = SNAP_Y;
RoomSaver::updateEnemyBound1(yaml_, IDX, SNAP_X, SNAP_Y);
changed = true; changed = true;
} }
break; break;
@@ -316,7 +321,6 @@ void MapEditor::handleMouseUp() {
if (IDX >= 0 && IDX < static_cast<int>(room_data_.enemies.size())) { if (IDX >= 0 && IDX < static_cast<int>(room_data_.enemies.size())) {
room_data_.enemies[IDX].x2 = SNAP_X; room_data_.enemies[IDX].x2 = SNAP_X;
room_data_.enemies[IDX].y2 = SNAP_Y; room_data_.enemies[IDX].y2 = SNAP_Y;
RoomSaver::updateEnemyBound2(yaml_, IDX, SNAP_X, SNAP_Y);
changed = true; changed = true;
} }
break; break;
@@ -324,7 +328,6 @@ void MapEditor::handleMouseUp() {
case DragTarget::ITEM: case DragTarget::ITEM:
if (IDX >= 0 && IDX < room_->getItemManager()->getCount()) { if (IDX >= 0 && IDX < room_->getItemManager()->getCount()) {
room_->getItemManager()->getItem(IDX)->setPosition(drag_.snap_x, drag_.snap_y); room_->getItemManager()->getItem(IDX)->setPosition(drag_.snap_x, drag_.snap_y);
RoomSaver::updateItemPosition(yaml_, IDX, drag_.snap_x, drag_.snap_y);
changed = true; changed = true;
} }
break; break;

View File

@@ -5,6 +5,7 @@
#include <cmath> // Para std::round #include <cmath> // Para std::round
#include <fstream> // Para ifstream, ofstream, istreambuf_iterator #include <fstream> // Para ifstream, ofstream, istreambuf_iterator
#include <iostream> // Para cout, cerr #include <iostream> // Para cout, cerr
#include <sstream> // Para ostringstream
#include "utils/defines.hpp" // Para Tile::SIZE #include "utils/defines.hpp" // Para Tile::SIZE
@@ -21,9 +22,144 @@ auto RoomSaver::loadYAML(const std::string& file_path) -> fkyaml::node {
return fkyaml::node::deserialize(content); return fkyaml::node::deserialize(content);
} }
// Guarda el nodo YAML completo a disco // Convierte una room connection al formato YAML
auto RoomSaver::saveYAML(const std::string& file_path, const fkyaml::node& yaml) -> std::string { auto RoomSaver::roomConnectionToYAML(const std::string& connection) -> std::string {
std::string content = fkyaml::node::serialize(yaml); if (connection == "0" || connection.empty()) { return "null"; }
return connection;
}
// Convierte la dirección del conveyor belt a string
auto RoomSaver::conveyorBeltToString(int direction) -> std::string {
if (direction < 0) { return "left"; }
if (direction > 0) { return "right"; }
return "none";
}
// Genera el YAML completo como texto con formato compacto
auto RoomSaver::buildYAML(const fkyaml::node& original_yaml, const Room::Data& room_data) -> std::string {
std::ostringstream out;
// --- Cabecera: nombre como comentario ---
out << "# " << room_data.name << "\n";
// --- Sección room ---
out << "room:\n";
// Escribir todos los campos name_* del YAML original (preserva name_ca, name_en, etc.)
if (original_yaml.contains("room")) {
const auto& room_node = original_yaml["room"];
for (auto it = room_node.begin(); it != room_node.end(); ++it) {
const std::string key = it.key().get_value<std::string>();
if (key.substr(0, 5) == "name_") {
out << " " << key << ": \"" << it.value().get_value<std::string>() << "\"\n";
}
}
}
out << " bgColor: " << room_data.bg_color << "\n";
out << " border: " << room_data.border_color << "\n";
out << " tileSetFile: " << room_data.tile_set_file << "\n";
// Conexiones
out << "\n";
out << " # Conexiones de la habitación (null = sin conexión)\n";
out << " connections:\n";
out << " up: " << roomConnectionToYAML(room_data.upper_room) << "\n";
out << " down: " << roomConnectionToYAML(room_data.lower_room) << "\n";
out << " left: " << roomConnectionToYAML(room_data.left_room) << "\n";
out << " right: " << roomConnectionToYAML(room_data.right_room) << "\n";
// Colores de items
out << "\n";
out << " # Colores de los objetos\n";
out << " itemColor1: " << (room_data.item_color1.empty() ? "yellow" : room_data.item_color1) << "\n";
out << " itemColor2: " << (room_data.item_color2.empty() ? "magenta" : room_data.item_color2) << "\n";
// Conveyor belt
out << "\n";
out << " # Dirección de la cinta transportadora: left, none, right\n";
out << " conveyorBelt: " << conveyorBeltToString(room_data.conveyor_belt_direction) << "\n";
// --- Tilemap (16 filas × 32 columnas, formato flow) ---
out << "\n";
out << "# Tilemap: 16 filas × 32 columnas (256×192 píxeles @ 8px/tile)\n";
out << "# Índices de tiles (-1 = vacío)\n";
out << "tilemap:\n";
constexpr int MAP_WIDTH = 32;
constexpr int MAP_HEIGHT = 16;
for (int row = 0; row < MAP_HEIGHT; ++row) {
out << " - [";
for (int col = 0; col < MAP_WIDTH; ++col) {
int index = row * MAP_WIDTH + col;
if (index < static_cast<int>(room_data.tile_map.size())) {
out << room_data.tile_map[index];
} else {
out << -1;
}
if (col < MAP_WIDTH - 1) { out << ", "; }
}
out << "]\n";
}
// --- Enemigos ---
if (!room_data.enemies.empty()) {
out << "\n";
out << "# Enemigos en esta habitación\n";
out << "enemies:\n";
for (const auto& enemy : room_data.enemies) {
out << " - animation: " << enemy.animation_path << "\n";
int pos_x = static_cast<int>(std::round(enemy.x / Tile::SIZE));
int pos_y = static_cast<int>(std::round(enemy.y / Tile::SIZE));
out << " position: {x: " << pos_x << ", y: " << pos_y << "}\n";
out << " velocity: {x: " << enemy.vx << ", y: " << enemy.vy << "}\n";
int b1_x = enemy.x1 / Tile::SIZE;
int b1_y = enemy.y1 / Tile::SIZE;
int b2_x = enemy.x2 / Tile::SIZE;
int b2_y = enemy.y2 / Tile::SIZE;
out << " boundaries:\n";
out << " position1: {x: " << b1_x << ", y: " << b1_y << "}\n";
out << " position2: {x: " << b2_x << ", y: " << b2_y << "}\n";
if (!enemy.color.empty() && enemy.color != "white") {
out << " color: " << enemy.color << "\n";
}
if (enemy.flip) { out << " flip: true\n"; }
if (enemy.mirror) { out << " mirror: true\n"; }
if (enemy.frame != -1) { out << " frame: " << enemy.frame << "\n"; }
out << "\n";
}
}
// --- Items ---
if (!room_data.items.empty()) {
out << "# Objetos en esta habitación\n";
out << "items:\n";
for (const auto& item : room_data.items) {
out << " - tileSetFile: " << item.tile_set_file << "\n";
out << " tile: " << item.tile << "\n";
int item_x = static_cast<int>(std::round(item.x / Tile::SIZE));
int item_y = static_cast<int>(std::round(item.y / Tile::SIZE));
out << " position: {x: " << item_x << ", y: " << item_y << "}\n";
if (item.counter != 0) {
out << " counter: " << item.counter << "\n";
}
out << "\n";
}
}
return out.str();
}
// Guarda el YAML a disco
auto RoomSaver::saveYAML(const std::string& file_path, const fkyaml::node& original_yaml, const Room::Data& room_data) -> std::string {
std::string content = buildYAML(original_yaml, room_data);
std::ofstream file(file_path); std::ofstream file(file_path);
if (!file.is_open()) { if (!file.is_open()) {
@@ -39,80 +175,4 @@ auto RoomSaver::saveYAML(const std::string& file_path, const fkyaml::node& yaml)
return "Saved " + FILE_NAME; return "Saved " + FILE_NAME;
} }
// Actualiza la posición inicial de un enemigo (pixels → tiles)
void RoomSaver::updateEnemyPosition(fkyaml::node& yaml, int index, float x, float y) {
if (!yaml.contains("enemies")) { return; }
auto& enemies = yaml["enemies"];
if (index < 0 || index >= static_cast<int>(enemies.size())) { return; }
auto& enemy = enemies[index];
int tile_x = static_cast<int>(std::round(x / Tile::SIZE));
int tile_y = static_cast<int>(std::round(y / Tile::SIZE));
if (!enemy.contains("position")) {
enemy["position"] = fkyaml::node::mapping();
}
enemy["position"]["x"] = tile_x;
enemy["position"]["y"] = tile_y;
}
// Actualiza boundary1 de un enemigo (pixels → tiles)
void RoomSaver::updateEnemyBound1(fkyaml::node& yaml, int index, int x, int y) {
if (!yaml.contains("enemies")) { return; }
auto& enemies = yaml["enemies"];
if (index < 0 || index >= static_cast<int>(enemies.size())) { return; }
auto& enemy = enemies[index];
int tile_x = x / Tile::SIZE;
int tile_y = y / Tile::SIZE;
if (!enemy.contains("boundaries")) {
enemy["boundaries"] = fkyaml::node::mapping();
}
auto& bounds = enemy["boundaries"];
if (!bounds.contains("position1")) {
bounds["position1"] = fkyaml::node::mapping();
}
bounds["position1"]["x"] = tile_x;
bounds["position1"]["y"] = tile_y;
}
// Actualiza boundary2 de un enemigo (pixels → tiles)
void RoomSaver::updateEnemyBound2(fkyaml::node& yaml, int index, int x, int y) {
if (!yaml.contains("enemies")) { return; }
auto& enemies = yaml["enemies"];
if (index < 0 || index >= static_cast<int>(enemies.size())) { return; }
auto& enemy = enemies[index];
int tile_x = x / Tile::SIZE;
int tile_y = y / Tile::SIZE;
if (!enemy.contains("boundaries")) {
enemy["boundaries"] = fkyaml::node::mapping();
}
auto& bounds = enemy["boundaries"];
if (!bounds.contains("position2")) {
bounds["position2"] = fkyaml::node::mapping();
}
bounds["position2"]["x"] = tile_x;
bounds["position2"]["y"] = tile_y;
}
// Actualiza la posición de un item (pixels → tiles)
void RoomSaver::updateItemPosition(fkyaml::node& yaml, int index, float x, float y) {
if (!yaml.contains("items")) { return; }
auto& items = yaml["items"];
if (index < 0 || index >= static_cast<int>(items.size())) { return; }
auto& item = items[index];
int tile_x = static_cast<int>(std::round(x / Tile::SIZE));
int tile_y = static_cast<int>(std::round(y / Tile::SIZE));
if (!item.contains("position")) {
item["position"] = fkyaml::node::mapping();
}
item["position"]["x"] = tile_x;
item["position"]["y"] = tile_y;
}
#endif // _DEBUG #endif // _DEBUG

View File

@@ -5,32 +5,31 @@
#include <string> // Para string #include <string> // Para string
#include "external/fkyaml_node.hpp" // Para fkyaml::node #include "external/fkyaml_node.hpp" // Para fkyaml::node
#include "game/entities/enemy.hpp" // Para Enemy::Data #include "game/gameplay/room.hpp" // Para Room::Data
#include "game/entities/item.hpp" // Para Item::Data
#include "game/entities/player.hpp" // Para Player::SpawnData
/** /**
* @brief Edición parcial de archivos YAML de habitaciones * @brief Guardado de archivos YAML de habitaciones para el editor de mapas
* *
* Lee el YAML original, modifica solo los campos editados y serializa. * Lee el YAML original con fkyaml (para acceder a todos los campos: name_ca, name_en, etc.)
* Preserva todos los campos que no se editan (name_ca, comentarios del formato, etc.) * Genera el YAML como texto formateado compacto (idéntico al formato original de los ficheros).
* Solo se usa en builds de debug (editor de mapas). * Solo se usa en builds de debug.
*/ */
class RoomSaver { class RoomSaver {
public: public:
RoomSaver() = delete; RoomSaver() = delete;
// Carga el YAML original desde disco (llamar al entrar al editor) // Carga el YAML original desde disco como nodo fkyaml (lee del filesystem, no del pack)
static auto loadYAML(const std::string& file_path) -> fkyaml::node; static auto loadYAML(const std::string& file_path) -> fkyaml::node;
// Guarda el nodo YAML completo a disco // Genera y guarda el YAML completo a disco
static auto saveYAML(const std::string& file_path, const fkyaml::node& yaml) -> std::string; // original_yaml: nodo fkyaml con los datos originales (para campos que no se editan: name_ca, etc.)
// room_data: datos editados (posiciones de enemigos, items, etc.)
static auto saveYAML(const std::string& file_path, const fkyaml::node& original_yaml, const Room::Data& room_data) -> std::string;
// Modificaciones puntuales sobre el nodo YAML (posiciones en pixels, se convierten a tiles) private:
static void updateEnemyPosition(fkyaml::node& yaml, int index, float x, float y); static auto buildYAML(const fkyaml::node& original_yaml, const Room::Data& room_data) -> std::string;
static void updateEnemyBound1(fkyaml::node& yaml, int index, int x, int y); static auto roomConnectionToYAML(const std::string& connection) -> std::string;
static void updateEnemyBound2(fkyaml::node& yaml, int index, int x, int y); static auto conveyorBeltToString(int direction) -> std::string;
static void updateItemPosition(fkyaml::node& yaml, int index, float x, float y);
}; };
#endif // _DEBUG #endif // _DEBUG