different commands

This commit is contained in:
2026-01-10 10:43:41 +00:00
parent 6d6e56042b
commit 80ccd375de
5 changed files with 338 additions and 2 deletions

View File

@@ -7,10 +7,26 @@ edition = "2021"
name = "cursebreaker_parser"
path = "src/lib.rs"
# Main binary - runs all parsers
[[bin]]
name = "cursebreaker-parser"
path = "src/main.rs"
# XML Parser - loads game data from XML files and populates database
[[bin]]
name = "xml-parser"
path = "src/bin/xml-parser.rs"
# Scene Parser - parses Unity scenes and extracts game objects
[[bin]]
name = "scene-parser"
path = "src/bin/scene-parser.rs"
# Image Parser - processes minimap tiles
[[bin]]
name = "image-parser"
path = "src/bin/image-parser.rs"
[dependencies]
unity-parser = { path = "../unity-parser" }
serde_yaml = "0.9"

View File

@@ -20,6 +20,53 @@ Cursebreaker Parser is designed to:
- **XML Parsing**: Robust XML parsing with error handling
- **SQL Export**: Prepare data for SQL database insertion
## Binaries
The project provides multiple binaries to handle different parsing tasks. This allows you to run only the parts you need, avoiding long load times for unnecessary operations.
### Available Binaries
1. **xml-parser** - Loads game data from XML files and populates the SQLite database
- Fast execution
- Run this when XML files change
```bash
cargo run --bin xml-parser
```
2. **scene-parser** - Parses Unity scenes and extracts game objects
- Slow execution (Unity project initialization)
- Run this when scene files change
```bash
cargo run --bin scene-parser
```
3. **image-parser** - Processes minimap tiles
- Slow execution (image processing and compression)
- Run this when minimap images change
```bash
cargo run --bin image-parser
```
4. **cursebreaker-parser** - All-in-one binary (runs all parsers)
- Slowest execution (runs everything)
- Use when you need to regenerate the entire database
```bash
cargo run --bin cursebreaker-parser
# or simply
cargo run
```
### Building for Production
Build specific binaries for release:
```bash
cargo build --release --bin xml-parser
cargo build --release --bin scene-parser
cargo build --release --bin image-parser
```
The compiled binaries will be in `target/release/`.
## Usage
### Loading Items from XML
@@ -69,19 +116,26 @@ for (id, name, json) in sql_data.iter().take(5) {
cursebreaker-parser/
├── src/
│ ├── lib.rs # Library entry point and public API
│ ├── main.rs # Binary entry point
│ ├── main.rs # Main binary (all-in-one parser)
│ ├── bin/ # Separate parser binaries
│ │ ├── xml-parser.rs # XML parsing only
│ │ ├── scene-parser.rs # Unity scene parsing only
│ │ └── image-parser.rs # Image processing only
│ ├── xml_parser.rs # XML parsing utilities
│ ├── image_processor.rs # Image processing utilities
│ ├── item_loader.rs # Item loading logic
│ ├── databases/ # Database implementations
│ │ ├── item_database.rs
│ │ ├── npc_database.rs
│ │ ├── quest_database.rs
│ │ ├── harvestable_database.rs
│ │ ── loot_database.rs
│ │ ── loot_database.rs
│ │ └── minimap_database.rs
│ └── types/ # Type definitions
│ ├── cursebreaker/ # Game-specific types (Items, NPCs, Quests, etc.)
│ └── monobehaviours/ # Unity MonoBehaviour types
├── examples/ # Example usage
├── migrations/ # Database migrations
├── Cargo.toml # Package configuration
└── XML_PARSING.md # XML parsing documentation

View File

@@ -0,0 +1,49 @@
//! Image Parser - Processes minimap tiles
//!
//! This binary handles:
//! - Loading minimap tile images
//! - Converting PNG to WebP format
//! - Storing tiles in the SQLite database
//! - Generating statistics about storage and compression
use cursebreaker_parser::MinimapDatabase;
use log::{info, error, LevelFilter};
use unity_parser::log::DedupLogger;
fn main() -> Result<(), Box<dyn std::error::Error>> {
let logger = DedupLogger::new();
log::set_boxed_logger(Box::new(logger))
.map(|()| log::set_max_level(LevelFilter::Trace))
.unwrap();
info!("🎮 Cursebreaker - Image Parser");
// Process minimap tiles
info!("\n🗺️ Processing minimap tiles...");
let minimap_db = MinimapDatabase::new("cursebreaker.db".to_string());
let minimap_path = "/home/connor/repos/CBAssets/Data/Textures/MinimapSquares";
match minimap_db.load_from_directory(minimap_path) {
Ok(count) => {
info!("✅ Processed {} minimap tiles", count);
if let Ok(stats) = minimap_db.get_storage_stats() {
info!(" Storage Statistics:");
info!(" • Original PNG total: {} MB", stats.total_original_size / 1_048_576);
info!(" • WebP total: {} MB", stats.total_webp_size() / 1_048_576);
info!(" • Compression ratio: {:.2}%", stats.compression_ratio());
}
if let Ok(bounds) = minimap_db.get_map_bounds() {
info!(" Map Bounds:");
info!(" • Min (x,y): {:?}", bounds.0);
info!(" • Max (x,y): {:?}", bounds.1);
}
}
Err(e) => {
error!("Failed to process minimap tiles: {}", e);
}
}
Ok(())
}

View File

@@ -0,0 +1,72 @@
//! Scene Parser - Parses Unity scenes and extracts game objects
//!
//! This binary handles:
//! - Initializing the Unity project
//! - Parsing Unity scenes
//! - Extracting Interactable_Resource components
//! - Computing world transforms
use cursebreaker_parser::InteractableResource;
use unity_parser::UnityProject;
use std::path::Path;
use unity_parser::log::DedupLogger;
use log::{info, error, LevelFilter};
fn main() -> Result<(), Box<dyn std::error::Error>> {
let logger = DedupLogger::new();
log::set_boxed_logger(Box::new(logger))
.map(|()| log::set_max_level(LevelFilter::Trace))
.unwrap();
info!("🎮 Cursebreaker - Scene Parser");
// Initialize Unity project once - scans entire project for GUID mappings
let project_root = Path::new("/home/connor/repos/CBAssets");
info!("\n📦 Initializing Unity project from: {}", project_root.display());
let project = UnityProject::from_path(project_root)?;
// Now parse the scene using the pre-built GUID resolvers
let scene_path = "_GameAssets/Scenes/Tiles/10_3.unity";
info!("📁 Parsing scene: {}", scene_path);
log::logger().flush();
// Parse the scene using the project
match project.parse_scene(scene_path) {
Ok(mut scene) => {
info!("✅ Scene parsed successfully!");
info!(" Total entities: {}", scene.entity_map.len());
// Post-processing: Compute world transforms
info!("🔄 Computing world transforms...");
unity_parser::compute_world_transforms(&mut scene.world, &scene.entity_map);
info!(" ✓ World transforms computed");
// Find all entities that have Interactable_Resource
log::logger().flush();
scene.world
.query_all::<(&InteractableResource, &unity_parser::WorldTransform, &unity_parser::GameObject)>()
.for_each(|(resource, transform, object)| {
info!(" 📦 Resource: \"{}\"", object.name);
info!(" • typeId: {}", resource.type_id);
// Extract world position from WorldTransform
let world_pos = transform.position();
info!(" • Position: ({:.2}, {:.2}, {:.2})", world_pos.x, world_pos.y, world_pos.z);
log::logger().flush();
});
log::logger().flush();
}
Err(e) => {
error!("Parse error: {}", e);
return Err(Box::new(e));
}
}
log::logger().flush();
Ok(())
}

View File

@@ -0,0 +1,145 @@
//! XML Parser - Loads game data from XML files and populates the SQLite database
//!
//! This binary handles:
//! - Loading all game data from XML files
//! - Populating the SQLite database with the parsed data
//! - Generating statistics about the loaded data
use cursebreaker_parser::{
ItemDatabase, NpcDatabase, QuestDatabase, HarvestableDatabase, LootDatabase,
MapDatabase, FastTravelDatabase, PlayerHouseDatabase, TraitDatabase, ShopDatabase
};
use log::{info, warn, LevelFilter};
use unity_parser::log::DedupLogger;
use diesel::prelude::*;
use diesel::sqlite::SqliteConnection;
fn main() -> Result<(), Box<dyn std::error::Error>> {
let logger = DedupLogger::new();
log::set_boxed_logger(Box::new(logger))
.map(|()| log::set_max_level(LevelFilter::Trace))
.unwrap();
info!("🎮 Cursebreaker - XML Parser");
info!("📚 Loading game data from XML...");
// Load items from XML
let items_path = "/home/connor/repos/CBAssets/Data/XMLs/Items/Items.xml";
let item_db = ItemDatabase::load_from_xml(items_path)?;
info!("✅ Loaded {} items", item_db.len());
let npcs_path = "/home/connor/repos/CBAssets/Data/XMLs/Npcs/NPCInfo.xml";
let npc_db = NpcDatabase::load_from_xml(npcs_path)?;
info!("✅ Loaded {} NPCs", npc_db.len());
let quests_path = "/home/connor/repos/CBAssets/Data/XMLs/Quests/Quests.xml";
let quest_db = QuestDatabase::load_from_xml(quests_path)?;
info!("✅ Loaded {} quests", quest_db.len());
let harvestables_path = "/home/connor/repos/CBAssets/Data/XMLs/Harvestables/HarvestableInfo.xml";
let harvestable_db = HarvestableDatabase::load_from_xml(harvestables_path)?;
info!("✅ Loaded {} harvestables", harvestable_db.len());
let loot_path = "/home/connor/repos/CBAssets/Data/XMLs/Loot/Loot.xml";
let loot_db = LootDatabase::load_from_xml(loot_path)?;
info!("✅ Loaded {} loot tables", loot_db.len());
let maps_path = "/home/connor/repos/CBAssets/Data/XMLs/Maps/Maps.xml";
let map_db = MapDatabase::load_from_xml(maps_path)?;
info!("✅ Loaded {} maps", map_db.len());
let fast_travel_dir = "/home/connor/repos/CBAssets/Data/XMLs";
let fast_travel_db = FastTravelDatabase::load_from_directory(fast_travel_dir)?;
info!("✅ Loaded {} fast travel locations", fast_travel_db.len());
let player_houses_path = "/home/connor/repos/CBAssets/Data/XMLs/PlayerHouses/PlayerHouses.xml";
let player_house_db = PlayerHouseDatabase::load_from_xml(player_houses_path)?;
info!("✅ Loaded {} player houses", player_house_db.len());
let traits_path = "/home/connor/repos/CBAssets/Data/XMLs/Traits/Traits.xml";
let trait_db = TraitDatabase::load_from_xml(traits_path)?;
info!("✅ Loaded {} traits", trait_db.len());
let shops_path = "/home/connor/repos/CBAssets/Data/XMLs/Shops/Shops.xml";
let shop_db = ShopDatabase::load_from_xml(shops_path)?;
info!("✅ Loaded {} shops", shop_db.len());
// Save to SQLite database
info!("\n💾 Saving game data to SQLite database...");
let mut conn = SqliteConnection::establish("cursebreaker.db")?;
match item_db.save_to_db(&mut conn) {
Ok(count) => info!("✅ Saved {} items to database", count),
Err(e) => warn!("⚠️ Failed to save items: {}", e),
}
match npc_db.save_to_db(&mut conn) {
Ok(count) => info!("✅ Saved {} NPCs to database", count),
Err(e) => warn!("⚠️ Failed to save NPCs: {}", e),
}
match quest_db.save_to_db(&mut conn) {
Ok(count) => info!("✅ Saved {} quests to database", count),
Err(e) => warn!("⚠️ Failed to save quests: {}", e),
}
match harvestable_db.save_to_db(&mut conn) {
Ok(count) => info!("✅ Saved {} harvestables to database", count),
Err(e) => warn!("⚠️ Failed to save harvestables: {}", e),
}
match loot_db.save_to_db(&mut conn) {
Ok(count) => info!("✅ Saved {} loot tables to database", count),
Err(e) => warn!("⚠️ Failed to save loot tables: {}", e),
}
match map_db.save_to_db(&mut conn) {
Ok(count) => info!("✅ Saved {} maps to database", count),
Err(e) => warn!("⚠️ Failed to save maps: {}", e),
}
match fast_travel_db.save_to_db(&mut conn) {
Ok(count) => info!("✅ Saved {} fast travel locations to database", count),
Err(e) => warn!("⚠️ Failed to save fast travel locations: {}", e),
}
match player_house_db.save_to_db(&mut conn) {
Ok(count) => info!("✅ Saved {} player houses to database", count),
Err(e) => warn!("⚠️ Failed to save player houses: {}", e),
}
match trait_db.save_to_db(&mut conn) {
Ok(count) => info!("✅ Saved {} traits to database", count),
Err(e) => warn!("⚠️ Failed to save traits: {}", e),
}
match shop_db.save_to_db(&mut conn) {
Ok(count) => info!("✅ Saved {} shops to database", count),
Err(e) => warn!("⚠️ Failed to save shops: {}", e),
}
// Print statistics
info!("\n📊 Game Data Statistics:");
info!(" Items:");
info!(" • Weapons: {}", item_db.get_by_slot("weapon").len());
info!(" • Consumables: {}", item_db.get_by_slot("consumable").len());
info!(" NPCs:");
info!(" • Hostile: {}", npc_db.get_hostile().len());
info!(" • Interactable: {}", npc_db.get_interactable().len());
info!(" Quests:");
info!(" • Main quests: {}", quest_db.get_main_quests().len());
info!(" • Side quests: {}", quest_db.get_side_quests().len());
info!(" Harvestables:");
info!(" • Trees: {}", harvestable_db.get_trees().len());
info!(" • Woodcutting: {}", harvestable_db.get_by_skill("Woodcutting").len());
info!(" • Mining: {}", harvestable_db.get_by_skill("mining").len());
info!(" • Fishing: {}", harvestable_db.get_by_skill("Fishing").len());
info!(" • Alchemy: {}", harvestable_db.get_by_skill("Alchemy").len());
info!(" Loot:");
info!(" • Total tables: {}", loot_db.len());
info!(" • NPCs with loot: {}", loot_db.get_all_npcs_with_loot().len());
info!(" • Droppable items: {}", loot_db.get_all_droppable_items().len());
info!(" • Tables with conditional drops: {}", loot_db.get_conditional_tables().len());
Ok(())
}