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26 Commits

Author SHA1 Message Date
ccc9a894b7 26-1-2026 2026-01-26 13:05:57 +00:00
cdfab8fd1e teleporter 2026-01-23 07:12:25 +00:00
99aecaefde images in database 2026-01-16 13:31:48 +00:00
642ba643ad DB addition 2026-01-16 09:33:30 +00:00
3720b6ad80 resource icons DB 2026-01-12 07:19:38 +00:00
1072186ff1 resource icons 2026-01-12 06:06:44 +00:00
d99c546499 world resources to DB 2026-01-12 04:32:38 +00:00
557ffa7e53 cursebreaker readme update 2026-01-12 04:32:20 +00:00
8438dabf0b item DB extension 2026-01-12 03:02:45 +00:00
ebee7fd19c item DB upgrade 2026-01-11 13:48:15 +00:00
c7a31ce30e selective parsing of scenes 2026-01-11 03:03:39 +00:00
44b9a67800 interactive map init 2026-01-11 02:46:49 +00:00
80ccd375de different commands 2026-01-10 10:43:41 +00:00
6d6e56042b database migration 2026-01-10 09:22:58 +00:00
30e66d4b04 sql database 2026-01-10 07:44:26 +00:00
80f70a1bac restructure + types 2026-01-09 14:01:51 +00:00
d2bbd3e5f6 restructure 2026-01-08 06:37:04 +00:00
db45105d90 improved items 2026-01-07 14:49:10 +00:00
06dcfb7a9c loot 2026-01-07 10:40:29 +00:00
185d324efe harvestables 2026-01-07 10:17:30 +00:00
beecbd33c6 npc + achievements 2026-01-07 09:56:17 +00:00
2efa1aa86d items DB 2026-01-07 09:29:03 +00:00
be061cb3a4 duplicate fix 2026-01-06 13:27:40 +00:00
d294748b88 small cleanup 2026-01-06 11:12:39 +00:00
1488f0398d cleanup 2026-01-06 10:38:20 +00:00
768188134a world positions 2026-01-06 03:52:58 +00:00
140 changed files with 18845 additions and 1107 deletions

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"Bash(grep:*)",
"Bash(wc:*)",
"Bash(pgrep:*)",
"Bash(cargo doc:*)"
"Bash(cargo doc:*)",
"Bash(xargs dirname:*)",
"Bash(xargs -I {} find {} -name \"*.cs\")",
"Bash(RUST_LOG=debug cargo run:*)",
"WebSearch",
"Bash(cargo search:*)",
"Bash(cargo install:*)",
"Bash(diesel setup:*)",
"Bash(diesel migration generate:*)",
"Bash(diesel migration run:*)",
"Bash(sqlite3:*)",
"Bash(diesel migration redo:*)",
"Bash(tree:*)",
"Bash(timeout 180 cargo build:*)",
"Bash(timeout 5 cargo run:*)",
"Bash(DATABASE_URL=\"../cursebreaker.db\" timeout 10 cargo run:*)",
"Bash(DATABASE_URL=\"../cursebreaker.db\" timeout -s TERM 3 cargo run:*)",
"Bash(curl:*)",
"Bash(diesel print-schema:*)",
"Bash(time cargo run:*)",
"Bash(DATABASE_URL=../cursebreaker.db diesel migration:*)",
"Bash(DATABASE_URL=cursebreaker.db diesel migration:*)",
"Bash(DATABASE_URL=../cursebreaker-parser/cursebreaker.db cargo run:*)",
"Bash(identify:*)",
"Bash(diesel migration revert:*)",
"Bash(xargs:*)",
"Bash(ss:*)",
"Bash(timeout 10 cargo run:*)",
"Bash(timeout 60 cargo run:*)",
"Bash(DATABASE_URL=../cursebreaker.db diesel print-schema:*)",
"Bash(DATABASE_URL=../cursebreaker.db diesel database:*)",
"Bash(DATABASE_URL=cursebreaker.db CB_ASSETS_PATH=/home/connor/repos/CBAssets cargo run:*)"
],
"additionalDirectories": [
"/home/connor/repos/CBAssets/"

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.env Normal file
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DATABASE_URL=/home/connor/repos/cursebreaker-parser-rust/cursebreaker.db

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.gitignore vendored
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# Test data (cloned Unity projects for integration tests)
test_data/
cursebreaker.db
**/cursebreaker.db

2221
Cargo.lock generated

File diff suppressed because it is too large Load Diff

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[workspace]
members = ["unity-parser", "unity-parser-macros", "cursebreaker-parser"]
members = ["unity-parser", "unity-parser-macros", "cursebreaker-parser", "cursebreaker-map"]
resolver = "2"
[workspace.package]

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# Prefab Instantiation Deep Dive
This document explains how prefabs and nested prefabs are instantiated in the Unity Parser.
## Table of Contents
1. [Core Concepts](#core-concepts)
2. [Prefab Representation](#prefab-representation)
3. [Simple Prefab Instantiation](#simple-prefab-instantiation)
4. [Nested Prefab System](#nested-prefab-system)
5. [The 4-Pass ECS Building Process](#the-4-pass-ecs-building-process)
6. [FileID Remapping](#fileid-remapping)
7. [Code Examples](#code-examples)
---
## Core Concepts
### What is a Prefab?
In Unity, a **prefab** is a reusable template that can be instantiated multiple times in scenes. Think of it like a blueprint:
- A prefab file (`.prefab`) contains GameObjects and Components as YAML
- When placed in a scene, Unity creates an **instance** of that prefab
- Each instance can have **modifications** (overrides) applied to it
### What is a Nested Prefab?
A **nested prefab** is a prefab that contains instances of other prefabs within it. For example:
- `Player.prefab` might contain a nested `Weapon.prefab`
- When you instantiate `Player.prefab`, it must also instantiate `Weapon.prefab`
- This can go multiple levels deep
### Key Design Decision: Why Raw YAML?
Prefabs are stored as **raw YAML documents** (`UnityPrefab`) rather than fully-parsed ECS worlds (`UnityScene`). This is because:
1. **Efficient Cloning**: Prefabs need to be instantiated multiple times with different values
2. **YAML Overrides**: Unity stores modifications as YAML property path overrides (e.g., `m_LocalPosition.x = 100`)
3. **FileID Remapping**: Each instance needs unique FileIDs to avoid collisions
Scenes, on the other hand, are parsed directly into Sparsey ECS worlds since they don't need cloning.
---
## Prefab Representation
### UnityPrefab Structure
From `unity-parser/src/model/mod.rs:93-146`:
```rust
pub struct UnityPrefab {
/// Path to the prefab file
pub path: PathBuf,
/// Raw YAML documents that make up this prefab
pub documents: Vec<RawDocument>,
}
```
Each `RawDocument` contains:
- `type_id`: Unity type ID (e.g., 1 = GameObject, 4 = Transform)
- `file_id`: Unique identifier within the file
- `class_name`: The Unity class (e.g., "GameObject", "Transform", "MonoBehaviour")
- `yaml`: The raw YAML content as serde_yaml::Value
### Loading a Prefab
When you call `UnityFile::from_path("Player.prefab")`, the parser:
1. Reads the file content
2. Validates the Unity YAML header
3. Splits the YAML into separate documents (by `--- !u!N &ID` separators)
4. Creates `RawDocument` objects with metadata extracted
5. Returns `UnityFile::Prefab(UnityPrefab { path, documents })`
**Important**: At this stage, NO ECS world is created. The prefab stays as raw YAML.
---
## Simple Prefab Instantiation
### Step-by-Step Process
Let's walk through instantiating a simple prefab (no nesting):
#### 1. Create a PrefabInstance
From `unity-parser/src/types/unity_types/prefab_instance.rs:49-70`:
```rust
let prefab = UnityFile::from_path("Player.prefab")?;
let mut instance = prefab.instantiate();
```
`instantiate()` calls `PrefabInstance::new()` which:
- Clones all documents from the source prefab
- Initializes FileID remapping (creates new unique IDs)
- Remaps all FileID references in the YAML
#### 2. Apply Overrides (Optional)
You can modify the prefab before spawning:
```rust
instance.override_value(file_id, "m_Name", "Player1".into())?;
instance.override_value(file_id, "m_LocalPosition.x", 100.0.into())?;
```
This stores overrides in a HashMap that will be applied before spawning.
#### 3. Spawn into ECS World
```rust
let entities = instance.spawn_into(&mut world, &mut entity_map, guid_resolver, prefab_resolver)?;
```
`spawn_into()` (`prefab_instance.rs:291-309`):
1. Applies all stored overrides to the YAML
2. Calls `build_world_from_documents_into()` to create entities
3. Returns a Vec of spawned entities
### The Spawning Process
`build_world_from_documents_into()` from `unity-parser/src/ecs/builder.rs:160-265`:
**Pass 1**: Create entities for GameObjects
- Iterates through documents with `type_id == 1` (GameObject)
- Spawns ECS entities with `GameObject` component
- Adds to entity_map (FileID → Entity)
**Pass 2**: Attach components
- Iterates through remaining documents (Transform, RectTransform, MonoBehaviour, etc.)
- Looks up `m_GameObject` reference to find owner entity
- Parses and attaches component to entity
**Pass 3**: Execute deferred linking
- Resolves Transform parent/child relationships
- Converts FileID references to Entity handles
---
## Nested Prefab System
### How Unity Represents Nested Prefabs
When you place a prefab inside another prefab in Unity, it creates a **PrefabInstance** document:
```yaml
--- !u!1001 &1234567890
PrefabInstance:
m_SourcePrefab: {fileID: 0, guid: "091c537484687e9419460cdcd7038234", type: 3}
m_Modification:
- target: {fileID: 5678}
propertyPath: m_Name
value: "ModifiedName"
- target: {fileID: 5679}
propertyPath: m_LocalPosition.x
value: 10.5
```
### PrefabInstanceComponent
From `unity-parser/src/types/unity_types/prefab_instance.rs:322-366`:
```rust
pub struct PrefabInstanceComponent {
/// External reference to the source prefab (by GUID)
pub prefab_ref: ExternalRef, // Contains GUID string
/// Modifications applied to the nested prefab
pub modifications: Vec<PrefabModification>,
}
pub struct PrefabModification {
pub target_file_id: FileID, // Which object to modify
pub property_path: String, // Dot notation: "m_Name", "m_LocalPosition.x"
pub value: Value, // The new value
}
```
### GUID Resolution
Before we can instantiate a nested prefab, we need to resolve its GUID to a file path.
**PrefabGuidResolver** (`unity-parser/src/parser/prefab_guid_resolver.rs`):
1. **Initialization**: Scans Unity project directory for `.prefab.meta` files
2. **GUID Extraction**: Parses each `.meta` file to get the GUID
3. **Mapping**: Builds a HashMap: `Guid → PathBuf`
Example:
```
Assets/Prefabs/Player.prefab.meta contains:
guid: 091c537484687e9419460cdcd7038234
→ Maps: 0x091c537484687e9419460cdcd7038234 → "Assets/Prefabs/Player.prefab"
```
### PrefabResolver
**PrefabResolver** (`prefab_instance.rs:430-706`) handles loading and recursive instantiation:
```rust
pub struct PrefabResolver<'a> {
/// Cache of loaded prefabs (GUID → Prefab)
prefab_cache: HashMap<String, Arc<UnityPrefab>>,
/// Mapping from GUID to file path
guid_to_path: HashMap<String, PathBuf>,
/// Stack for circular reference detection
instantiation_stack: Vec<String>,
/// GUID resolver for MonoBehaviour scripts
guid_resolver: Option<&'a GuidResolver>,
/// Prefab GUID resolver
prefab_guid_resolver: Option<&'a PrefabGuidResolver>,
}
```
### Nested Prefab Instantiation Flow
From `prefab_instance.rs:496-572` - `instantiate_from_component()`:
```
PrefabInstanceComponent found in scene
1. Extract GUID from component.prefab_ref
2. Load prefab via GUID resolver: GUID → Path → UnityPrefab
3. Create PrefabInstance (clone + remap FileIDs)
4. Apply modifications from component.modifications
5. Spawn prefab into world (creates entities)
6. Link spawned root to parent entity (if provided)
Returns: Vec<Entity> of spawned entities
```
### Recursive Nested Prefabs
For deeply nested prefabs (prefabs containing prefabs containing prefabs...):
**instantiate_recursive()** (`prefab_instance.rs:574-643`):
```
Start with root prefab
1. Check for circular references (using instantiation_stack)
2. Push prefab ID to stack
3. Create PrefabInstance
4. Scan documents for nested PrefabInstance components
5. For each nested prefab:
- Load the referenced prefab by GUID
- Apply its modifications
- Recursively call instantiate_recursive()
6. Spawn this prefab's entities
7. Pop from stack
```
This handles arbitrary nesting depth while preventing infinite loops from circular references.
---
## The 4-Pass ECS Building Process
When parsing a Unity scene, the ECS builder uses a multi-pass approach to handle prefabs.
From `unity-parser/src/ecs/builder.rs:31-138`:
### Pass 1: Create GameObject Entities
```rust
for doc in documents.iter().filter(|d| d.type_id == 1 || d.class_name == "GameObject") {
let entity = spawn_game_object(&mut world, doc)?;
entity_map.insert(doc.file_id, entity);
}
// Also create entities for PrefabInstances
for doc in documents.iter().filter(|d| d.type_id == 1001 || d.class_name == "PrefabInstance") {
let entity = world.create(());
entity_map.insert(doc.file_id, entity);
// Parse and attach PrefabInstanceComponent
if let Some(prefab_comp) = PrefabInstanceComponent::parse(yaml, &ctx) {
world.insert(entity, (prefab_comp,));
}
}
```
At this stage:
- All GameObjects → Entities
- All PrefabInstances → Entities with `PrefabInstanceComponent` attached
- entity_map tracks FileID → Entity
### Pass 2: Attach Components
```rust
for doc in documents.iter().filter(|d| d.type_id != 1 && d.class_name != "GameObject") {
attach_component(&mut world, doc, &linking_ctx, &type_filter, guid_resolver)?;
}
```
- Parses Transform, RectTransform, MonoBehaviour, etc.
- Looks up `m_GameObject` reference to find owner entity
- Attaches parsed component to entity
### Pass 2.5: Resolve Prefab Instances (NEW!)
This is where the magic happens for nested prefabs (`builder.rs:92-132`):
```rust
if let Some(prefab_resolver_ref) = prefab_guid_resolver {
let mut prefab_resolver = PrefabResolver::from_resolvers(guid_resolver, prefab_resolver_ref);
// Query for entities with PrefabInstanceComponent
let prefab_entities: Vec<_> = world.query::<&PrefabInstanceComponent>().collect();
for (entity, component) in prefab_entities {
// Instantiate the referenced prefab
match prefab_resolver.instantiate_from_component(
&component,
Some(entity), // Parent entity
&mut world,
&mut entity_map,
) {
Ok(spawned) => {
info!("Spawned {} entities from prefab", spawned.len());
}
Err(e) => {
warn!("Failed to instantiate prefab: {}", e);
}
}
// Remove PrefabInstanceComponent after resolution
world.remove::<(PrefabInstanceComponent,)>(entity);
}
}
```
**Key Points**:
1. Only runs if a PrefabGuidResolver is provided
2. Finds all entities with `PrefabInstanceComponent`
3. For each one:
- Resolves GUID → loads prefab
- Creates instance with modifications
- Spawns into current world
- Links to parent entity
4. Removes `PrefabInstanceComponent` (no longer needed)
### Pass 3: Execute Deferred Linking
```rust
let entity_map = linking_ctx.execute_callbacks(&mut world);
```
- Resolves Transform parent/child relationships
- Converts FileID references to actual Entity handles
- This happens AFTER prefab instantiation so that prefab entities are in the map
---
## FileID Remapping
### Why Remap FileIDs?
Unity FileIDs are unique within a single file, but when instantiating multiple prefab instances, we need to ensure no collisions:
```
Scene.unity:
GameObject &100 ← FileID = 100
Transform &101 ← FileID = 101
Player.prefab (first instance):
GameObject &100 ← COLLISION!
Transform &200
Player.prefab (second instance):
GameObject &100 ← COLLISION!
Transform &200
```
### The Solution
From `prefab_instance.rs:72-114`:
**Step 1**: Generate unique IDs for each document
```rust
fn generate_file_id(&mut self) -> FileID {
let id = self.next_file_id; // Starts at i64::MAX
self.next_file_id -= 1; // Decrement
FileID::from_i64(id)
}
```
- Uses i64::MAX and decrements: `9223372036854775807`, `9223372036854775806`, ...
- Scene FileIDs are typically small positive numbers (1, 100, 1000)
- This avoids collisions
**Step 2**: Build mapping table
```rust
fn initialize_file_id_mapping(&mut self) {
for original_id in original_ids {
let new_id = self.generate_file_id();
self.file_id_map.insert(original_id, new_id);
}
}
```
Example mapping:
```
Original → New
100 → 9223372036854775807
200 → 9223372036854775806
```
**Step 3**: Remap all references
```rust
fn remap_yaml_file_refs(&mut self) {
// Update document's own FileID
for doc in &mut self.documents {
doc.file_id = self.file_id_map[&doc.file_id];
}
// Update all FileRef references in YAML: {fileID: N}
for doc in &mut self.documents {
Self::remap_value(&mut doc.yaml, &file_id_map);
}
}
```
This recursively walks the YAML tree and replaces all `{fileID: 100}` with `{fileID: 9223372036854775807}`.
### Handling Overrides
When applying overrides before spawning:
```rust
instance.override_value(original_file_id, "m_Name", "Player1".into())?;
```
The API accepts the **original** FileID for convenience, but internally:
```rust
fn apply_overrides(&mut self) -> Result<()> {
for ((file_id, path), value) in &self.overrides {
// Map original FileID → remapped FileID
let remapped_id = self.file_id_map.get(file_id)?;
// Find document with remapped ID
let doc = self.documents.iter_mut()
.find(|d| d.file_id == *remapped_id)?;
// Apply value change
set_yaml_value(&mut doc.yaml, path, value)?;
}
}
```
---
## Code Examples
### Example 1: Manual Prefab Instantiation
```rust
use unity_parser::{UnityFile, UnityPrefab};
use sparsey::World;
use std::collections::HashMap;
fn main() -> Result<(), Box<dyn std::error::Error>> {
// Load prefab
let file = UnityFile::from_path("Assets/Prefabs/Player.prefab")?;
let prefab = match file {
UnityFile::Prefab(p) => p,
_ => panic!("Expected prefab"),
};
// Create instance with modifications
let mut instance = prefab.instantiate();
instance.override_value(file_id, "m_Name", "Player1".into())?;
instance.override_value(file_id, "m_LocalPosition.x", 100.0.into())?;
// Spawn into world
let mut world = World::new();
let mut entity_map = HashMap::new();
let entities = instance.spawn_into(&mut world, &mut entity_map, None, None)?;
println!("Spawned {} entities", entities.len());
Ok(())
}
```
### Example 2: Automatic Scene Parsing with Nested Prefabs
```rust
use unity_parser::UnityProject;
fn main() -> Result<(), Box<dyn std::error::Error>> {
// Initialize project (builds GUID resolvers)
let project = UnityProject::from_path("/home/user/UnityProject")?;
// Parse scene - automatically resolves and instantiates prefabs
let scene = project.parse_scene("Assets/Scenes/Level1.unity")?;
println!("Scene has {} entities", scene.entity_map.len());
// Query entities
let game_objects = scene.world.borrow::<unity_parser::GameObject>();
let transforms = scene.world.borrow::<unity_parser::Transform>();
for (file_id, entity) in &scene.entity_map {
if let Some(go) = game_objects.get(*entity) {
if let Some(transform) = transforms.get(*entity) {
println!("GameObject '{}' at {:?}",
go.name(), transform.local_position());
}
}
}
Ok(())
}
```
### Example 3: Recursive Prefab Loading
```rust
use unity_parser::{UnityFile, PrefabResolver, PrefabGuidResolver};
use sparsey::World;
fn main() -> Result<(), Box<dyn std::error::Error>> {
// Build prefab GUID resolver
let prefab_guid_resolver = PrefabGuidResolver::from_project("UnityProject")?;
// Create prefab resolver
let mut prefab_resolver = PrefabResolver::from_resolvers(None, &prefab_guid_resolver);
// Load a prefab with nested prefabs
let file = UnityFile::from_path("Assets/Prefabs/ComplexPrefab.prefab")?;
let prefab = match file {
UnityFile::Prefab(p) => p,
_ => panic!("Expected prefab"),
};
// Recursively instantiate (handles nested prefabs automatically)
let mut world = World::new();
let mut entity_map = HashMap::new();
let entities = prefab_resolver.instantiate_recursive(
&prefab,
&mut world,
&mut entity_map,
)?;
println!("Recursively spawned {} entities", entities.len());
Ok(())
}
```
---
## Summary
### Prefab Instantiation Flow
```
UnityPrefab (raw YAML)
instantiate()
PrefabInstance (cloned YAML with remapped FileIDs)
override_value() (optional)
spawn_into()
ECS World (Sparsey entities with components)
```
### Nested Prefab Resolution Flow
```
Scene contains PrefabInstance document
Pass 1: Create entity with PrefabInstanceComponent
Pass 2.5: Find all PrefabInstanceComponent entities
For each: GUID → Path → Load Prefab
Create instance + apply modifications
Recursively check for nested PrefabInstances
Spawn all entities into world
Link to parent entity
```
### Key Takeaways
1. **Prefabs stay as YAML** until instantiation for efficient cloning and overrides
2. **FileID remapping** prevents collisions when instantiating multiple times
3. **PrefabGuidResolver** maps GUIDs to file paths for automatic loading
4. **Pass 2.5** in the ECS builder handles automatic prefab instantiation
5. **Recursive instantiation** handles arbitrary nesting depth with circular reference detection
6. **Modifications** are stored as property path + value pairs and applied before spawning
### Files to Explore
- `unity-parser/src/types/unity_types/prefab_instance.rs` - PrefabInstance, PrefabResolver
- `unity-parser/src/parser/prefab_guid_resolver.rs` - GUID → Path mapping
- `unity-parser/src/ecs/builder.rs` - 4-pass ECS building with prefab resolution
- `unity-parser/src/model/mod.rs` - UnityPrefab, UnityScene data structures

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# Rust
/target/
Cargo.lock
# IDE
.vscode/
.idea/
# Database
*.db
*.db-shm
*.db-wal

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[package]
name = "cursebreaker-map"
version = "0.1.0"
edition = "2021"
[dependencies]
axum = "0.7"
tokio = { version = "1", features = ["full"] }
tower = "0.4"
tower-http = { version = "0.5", features = ["fs", "cors"] }
serde = { version = "1.0", features = ["derive"] }
serde_json = "1.0"
diesel = { version = "2.1", features = ["sqlite", "returning_clauses_for_sqlite_3_35"] }
dotenvy = "0.15"
tracing = "0.1"
tracing-subscriber = "0.3"
base64 = "0.22"
[dependencies.cursebreaker-parser]
path = "../cursebreaker-parser"

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# Cursebreaker Interactive Map
An interactive web-based map viewer for "The Black Grimoire: Cursebreaker" game, built with Rust (Axum) and Leaflet.js.
## Features
- **Optimized Tile Loading**: Uses merged tiles to reduce HTTP requests
- Zoom level 0: ~31 tiles (4×4 merged)
- Zoom level 1: ~105 tiles (2×2 merged)
- Zoom level 2: ~345 tiles (original tiles)
- **Lossless Compression**: All tiles use lossless WebP for optimal quality
- **High-Performance Rendering**: Serves tiles directly from SQLite database
- **Interactive Navigation**: Pan and zoom through the game world
- **Dark Theme UI**: Game-themed dark interface with collapsible sidebar
- **Real-time Coordinates**: Display tile and pixel coordinates while hovering
## Architecture
### Backend (Rust + Axum)
- **Tile Server**: Serves WebP-compressed map tiles from SQLite database
- **API Endpoints**:
- `GET /api/tiles/:z/:x/:y` - Retrieve tile at coordinates (x, y) and zoom level z
- `GET /api/bounds` - Get map bounds (min/max x/y coordinates)
- `GET /` - Serve static frontend files
### Frontend (Leaflet.js)
- **Image Overlay Layer**: Each merged tile is rendered as a positioned image overlay
- **Merged Tile System**: Reduces HTTP requests by merging tiles at lower zoom levels:
- Zoom 0: 4×4 original tiles merged into 512px images (~31 total requests)
- Zoom 1: 2×2 original tiles merged into 512px images (~105 total requests)
- Zoom 2: Original 512px tiles (1×1, ~345 total requests)
- **Fixed Coordinate System**: Uses Leaflet's CRS.Simple with tiles positioned at their exact pixel coordinates
## Prerequisites
- Rust (latest stable)
- SQLite database at `../cursebreaker.db` with `minimap_tiles` table populated
## Running the Map Viewer
### First Time Setup
1. **Generate all map tiles** (only needed once, or after updating minimap images):
```bash
cd cursebreaker-parser
cargo run --bin image-parser --release
```
This processes all PNG files and automatically generates all 3 zoom levels (takes ~1.5 minutes)
2. **Start the map server**:
```bash
cd ../cursebreaker-map
cargo run --release
```
3. **Open in browser**:
Navigate to `http://127.0.0.1:3000`
### Subsequent Runs
Just start the server (step 2 above). All tiles are stored in the database.
## Database Configuration
By default, the server looks for the database at `../cursebreaker.db`. You can override this with the `DATABASE_URL` environment variable:
```bash
DATABASE_URL=/path/to/cursebreaker.db cargo run --release
```
## Future Enhancements
The sidebar includes placeholders for upcoming features:
- **Icon Filtering**: Toggle visibility of shops, resources, fast travel points, workbenches, etc.
- **Map Markers**: Display game entities (shops, resources, NPCs) with clickable info popups
- **Search**: Find locations by name
- **Pathfinding**: Calculate routes between points
- **Layer Control**: Toggle different map overlays
## Project Structure
```
cursebreaker-map/
├── Cargo.toml # Rust dependencies
├── src/
│ └── main.rs # Axum web server
├── static/
│ ├── index.html # Main HTML page
│ ├── style.css # Styling (dark theme)
│ └── map.js # Leaflet map initialization
└── README.md
```
## Performance Notes
- **Merged Tiles**: Reduces HTTP requests by up to 91% at lowest zoom (31 vs 345 requests)
- **Lossless WebP**: High quality compression without artifacts
- **Database Storage**: All tiles served directly from SQLite BLOBs (no file I/O)
- **CRS.Simple**: Avoids expensive geographic coordinate projections
- **Total Storage**: ~111 MB for all zoom levels combined
### Load Performance Comparison
| Zoom Level | Merge Factor | Tiles Loaded | HTTP Requests Saved |
|------------|--------------|--------------|---------------------|
| 0 (zoomed out) | 4×4 | 31 | 91% fewer requests |
| 1 (medium) | 2×2 | 105 | 70% fewer requests |
| 2 (zoomed in) | 1×1 | 345 | baseline |
## Troubleshooting
**Tiles not loading**:
- Verify database path is correct
- Check that `minimap_tiles` table is populated
- Look for errors in server console output
**Map appears blank**:
- Check browser console for JavaScript errors
- Verify `/api/bounds` returns valid coordinates
- Ensure tiles exist for the displayed coordinate range
**Performance issues**:
- Try running in release mode: `cargo run --release`
- Check database is on fast storage (SSD)
- Reduce browser zoom level to load lower-resolution tiles

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use axum::{
extract::{Path, State},
http::{header, StatusCode},
response::{IntoResponse, Response},
routing::get,
Json, Router,
};
use base64::Engine;
use diesel::prelude::*;
use serde::Serialize;
use std::sync::Arc;
use tower_http::{cors::CorsLayer, services::ServeDir};
use tracing::info;
// Database connection
type DbConnection = diesel::SqliteConnection;
#[derive(Clone)]
struct AppState {
database_url: String,
}
#[derive(Serialize)]
struct MapBounds {
min_x: i32,
min_y: i32,
max_x: i32,
max_y: i32,
}
#[derive(Serialize)]
struct ResourceResponse {
resources: Vec<ResourceGroup>,
}
#[derive(Serialize)]
struct ResourceGroup {
item_id: i32,
name: String,
skill: String,
level: i32,
icon_base64: String,
positions: Vec<Position>,
}
#[derive(Serialize)]
struct Position {
x: f32,
y: f32,
}
// Labels response (world_map_icons with icon_type == 16)
#[derive(Serialize)]
struct LabelsResponse {
labels: Vec<Label>,
}
#[derive(Serialize)]
struct Label {
x: f32,
y: f32,
text: String,
font_size: i32,
}
// Entrances response (world_teleporters)
#[derive(Serialize)]
struct EntrancesResponse {
icon_base64: String,
entrances: Vec<Entrance>,
}
#[derive(Serialize)]
struct Entrance {
pos_x: f32,
pos_y: f32,
tp_x: Option<f32>,
tp_y: Option<f32>,
}
// Ground Items response (world_loot)
#[derive(Serialize)]
struct GroundItemsResponse {
icon_base64: String,
items: Vec<GroundItem>,
}
#[derive(Serialize)]
struct GroundItem {
x: f32,
y: f32,
name: String,
amount: i32,
respawn_time: i32,
}
// Houses response (player_houses)
#[derive(Serialize)]
struct HousesResponse {
icon_base64: String,
houses: Vec<House>,
}
#[derive(Serialize)]
struct House {
x: f32,
y: f32,
name: String,
description: String,
price: i32,
}
// Establish database connection
fn establish_connection(database_url: &str) -> Result<DbConnection, diesel::ConnectionError> {
SqliteConnection::establish(database_url)
}
// Get map bounds from database (using zoom level 2 tiles)
async fn get_bounds(State(state): State<Arc<AppState>>) -> Result<Json<MapBounds>, StatusCode> {
use cursebreaker_parser::schema::minimap_tiles::dsl::*;
use diesel::dsl::{max, min};
let mut conn = establish_connection(&state.database_url).map_err(|e| {
tracing::error!("Database connection error: {}", e);
StatusCode::INTERNAL_SERVER_ERROR
})?;
let (min_x_val, max_x_val): (Option<i32>, Option<i32>) = minimap_tiles
.filter(zoom.eq(2)) // Only count zoom level 2 (original) tiles
.select((min(x), max(x)))
.first(&mut conn)
.map_err(|e| {
tracing::error!("Error querying min/max x: {}", e);
StatusCode::INTERNAL_SERVER_ERROR
})?;
let (min_y_val, max_y_val): (Option<i32>, Option<i32>) = minimap_tiles
.filter(zoom.eq(2)) // Only count zoom level 2 (original) tiles
.select((min(y), max(y)))
.first(&mut conn)
.map_err(|e| {
tracing::error!("Error querying min/max y: {}", e);
StatusCode::INTERNAL_SERVER_ERROR
})?;
Ok(Json(MapBounds {
min_x: min_x_val.unwrap_or(0),
min_y: min_y_val.unwrap_or(0),
max_x: max_x_val.unwrap_or(0),
max_y: max_y_val.unwrap_or(0),
}))
}
// Get tile by coordinates and zoom level
async fn get_tile(
State(state): State<Arc<AppState>>,
Path((z, tile_x, tile_y)): Path<(i32, i32, i32)>,
) -> Result<Response, StatusCode> {
use cursebreaker_parser::schema::minimap_tiles::dsl::*;
let mut conn = establish_connection(&state.database_url).map_err(|e| {
tracing::error!("Database connection error: {}", e);
StatusCode::INTERNAL_SERVER_ERROR
})?;
// Query minimap_tiles table for the tile at the requested zoom level
let tile_data = minimap_tiles
.filter(zoom.eq(z))
.filter(x.eq(tile_x))
.filter(y.eq(tile_y))
.select(image)
.first::<Vec<u8>>(&mut conn)
.optional()
.map_err(|e| {
tracing::error!("Error querying tile: {}", e);
StatusCode::INTERNAL_SERVER_ERROR
})?;
match tile_data {
Some(data) => {
info!(
"Serving tile at ({}, {}) zoom {} - {} bytes",
tile_x,
tile_y,
z,
data.len()
);
Ok(([(header::CONTENT_TYPE, "image/webp")], data).into_response())
}
None => {
tracing::warn!("Tile not found: ({}, {}) at zoom {}", tile_x, tile_y, z);
Err(StatusCode::NOT_FOUND)
}
}
}
// Get all resources with icons from database
async fn get_resources(
State(state): State<Arc<AppState>>,
) -> Result<Json<ResourceResponse>, StatusCode> {
use cursebreaker_parser::schema::{harvestables, resource_icons, world_resources};
let mut conn = establish_connection(&state.database_url).map_err(|e| {
tracing::error!("Database connection error: {}", e);
StatusCode::INTERNAL_SERVER_ERROR
})?;
// Query with three-way join
let results = world_resources::table
.inner_join(
resource_icons::table.on(world_resources::item_id.eq(resource_icons::item_id)),
)
.inner_join(harvestables::table.on(resource_icons::item_id.eq(harvestables::id)))
.select((
resource_icons::item_id,
resource_icons::name,
harvestables::skill,
harvestables::level,
resource_icons::icon_64,
world_resources::pos_x,
world_resources::pos_y,
))
.order_by((harvestables::skill, harvestables::level))
.load::<(i32, String, String, i32, Vec<u8>, f32, f32)>(&mut conn)
.map_err(|e| {
tracing::error!("Error querying resources: {}", e);
StatusCode::INTERNAL_SERVER_ERROR
})?;
// Group results by item_id
use std::collections::HashMap;
let mut grouped: HashMap<i32, ResourceGroup> = HashMap::new();
for (item_id, name, skill, level, icon_bytes, pos_x, pos_y) in results {
let entry = grouped.entry(item_id).or_insert_with(|| {
// Convert icon to base64 (only once per resource type)
let icon_base64 = base64::engine::general_purpose::STANDARD.encode(&icon_bytes);
ResourceGroup {
item_id,
name,
skill,
level,
icon_base64,
positions: Vec::new(),
}
});
// Add position with multiplier applied
entry.positions.push(Position {
x: pos_x * 5.12,
y: pos_y * 5.12,
});
}
// Convert to vec and sort by skill and level
let mut resources: Vec<ResourceGroup> = grouped.into_values().collect();
resources.sort_by(|a, b| a.skill.cmp(&b.skill).then(a.level.cmp(&b.level)));
info!("Returning {} resource types", resources.len());
Ok(Json(ResourceResponse { resources }))
}
// Get labels from world_map_icons where icon_type == 16
async fn get_labels(State(state): State<Arc<AppState>>) -> Result<Json<LabelsResponse>, StatusCode> {
use cursebreaker_parser::schema::world_map_icons;
let mut conn = establish_connection(&state.database_url).map_err(|e| {
tracing::error!("Database connection error: {}", e);
StatusCode::INTERNAL_SERVER_ERROR
})?;
let results = world_map_icons::table
.filter(world_map_icons::icon_type.eq(16))
.select((
world_map_icons::pos_x,
world_map_icons::pos_y,
world_map_icons::text,
world_map_icons::font_size,
))
.load::<(f32, f32, String, i32)>(&mut conn)
.map_err(|e| {
tracing::error!("Error querying labels: {}", e);
StatusCode::INTERNAL_SERVER_ERROR
})?;
let labels: Vec<Label> = results
.into_iter()
.map(|(pos_x, pos_y, text, font_size)| Label {
x: pos_x * 5.12,
y: pos_y * 5.12,
text,
font_size,
})
.collect();
info!("Returning {} labels", labels.len());
Ok(Json(LabelsResponse { labels }))
}
// Get entrances from world_teleporters
async fn get_entrances(
State(state): State<Arc<AppState>>,
) -> Result<Json<EntrancesResponse>, StatusCode> {
use cursebreaker_parser::schema::{general_icons, world_teleporters};
let mut conn = establish_connection(&state.database_url).map_err(|e| {
tracing::error!("Database connection error: {}", e);
StatusCode::INTERNAL_SERVER_ERROR
})?;
// Get the Entrance icon
let icon_bytes: Vec<u8> = general_icons::table
.filter(general_icons::name.eq("Entrance"))
.select(general_icons::icon_32)
.first::<Option<Vec<u8>>>(&mut conn)
.map_err(|e| {
tracing::error!("Error querying entrance icon: {}", e);
StatusCode::INTERNAL_SERVER_ERROR
})?
.unwrap_or_default();
let icon_base64 = base64::engine::general_purpose::STANDARD.encode(&icon_bytes);
// Get teleporter positions
let results = world_teleporters::table
.select((
world_teleporters::pos_x,
world_teleporters::pos_y,
world_teleporters::tp_x,
world_teleporters::tp_y,
))
.load::<(f32, f32, Option<f32>, Option<f32>)>(&mut conn)
.map_err(|e| {
tracing::error!("Error querying teleporters: {}", e);
StatusCode::INTERNAL_SERVER_ERROR
})?;
let entrances: Vec<Entrance> = results
.into_iter()
.map(|(pos_x, pos_y, tp_x, tp_y)| Entrance {
pos_x: pos_x * 5.12,
pos_y: pos_y * 5.12,
tp_x: tp_x.map(|x| x * 5.12),
tp_y: tp_y.map(|y| y * 5.12),
})
.collect();
info!("Returning {} entrances", entrances.len());
Ok(Json(EntrancesResponse {
icon_base64,
entrances,
}))
}
// Get ground items from world_loot
async fn get_ground_items(
State(state): State<Arc<AppState>>,
) -> Result<Json<GroundItemsResponse>, StatusCode> {
use cursebreaker_parser::schema::{general_icons, items, world_loot};
let mut conn = establish_connection(&state.database_url).map_err(|e| {
tracing::error!("Database connection error: {}", e);
StatusCode::INTERNAL_SERVER_ERROR
})?;
// Get the Common_tick icon
let icon_bytes: Vec<u8> = general_icons::table
.filter(general_icons::name.eq("Common_tick"))
.select(general_icons::icon_32)
.first::<Option<Vec<u8>>>(&mut conn)
.map_err(|e| {
tracing::error!("Error querying common_tick icon: {}", e);
StatusCode::INTERNAL_SERVER_ERROR
})?
.unwrap_or_default();
let icon_base64 = base64::engine::general_purpose::STANDARD.encode(&icon_bytes);
// Get world loot with item names
let results = world_loot::table
.inner_join(items::table.on(world_loot::item_id.eq(items::id.assume_not_null())))
.select((
world_loot::pos_x,
world_loot::pos_y,
items::name,
world_loot::amount,
world_loot::respawn_time,
))
.load::<(f32, f32, String, i32, i32)>(&mut conn)
.map_err(|e| {
tracing::error!("Error querying ground items: {}", e);
StatusCode::INTERNAL_SERVER_ERROR
})?;
let ground_items: Vec<GroundItem> = results
.into_iter()
.map(|(pos_x, pos_y, name, amount, respawn_time)| GroundItem {
x: pos_x * 5.12,
y: pos_y * 5.12,
name,
amount,
respawn_time,
})
.collect();
info!("Returning {} ground items", ground_items.len());
Ok(Json(GroundItemsResponse {
icon_base64,
items: ground_items,
}))
}
// Get player houses
async fn get_houses(State(state): State<Arc<AppState>>) -> Result<Json<HousesResponse>, StatusCode> {
use cursebreaker_parser::schema::{general_icons, player_houses};
let mut conn = establish_connection(&state.database_url).map_err(|e| {
tracing::error!("Database connection error: {}", e);
StatusCode::INTERNAL_SERVER_ERROR
})?;
// Get the Notifications_House icon (64px)
let icon_bytes: Vec<u8> = general_icons::table
.filter(general_icons::name.eq("Notifications_House"))
.select(general_icons::icon_64)
.first::<Option<Vec<u8>>>(&mut conn)
.map_err(|e| {
tracing::error!("Error querying house icon: {}", e);
StatusCode::INTERNAL_SERVER_ERROR
})?
.unwrap_or_default();
let icon_base64 = base64::engine::general_purpose::STANDARD.encode(&icon_bytes);
// Get player houses
let results = player_houses::table
.select((
player_houses::pos_x,
player_houses::pos_z,
player_houses::name,
player_houses::description,
player_houses::price,
))
.load::<(f32, f32, String, String, i32)>(&mut conn)
.map_err(|e| {
tracing::error!("Error querying player houses: {}", e);
StatusCode::INTERNAL_SERVER_ERROR
})?;
let houses: Vec<House> = results
.into_iter()
.map(|(pos_x, pos_z, name, description, price)| House {
x: pos_x * 5.12,
y: pos_z * 5.12,
name,
description,
price,
})
.collect();
info!("Returning {} houses", houses.len());
Ok(Json(HousesResponse { icon_base64, houses }))
}
#[tokio::main]
async fn main() {
// Initialize tracing
tracing_subscriber::fmt::init();
// Get database path
let database_url = std::env::var("DATABASE_URL")
.unwrap_or_else(|_| "../cursebreaker.db".to_string());
info!("Using database: {}", database_url);
let state = Arc::new(AppState { database_url });
// Build router
let app = Router::new()
.route("/api/bounds", get(get_bounds))
.route("/api/tiles/:z/:x/:y", get(get_tile))
.route("/api/resources", get(get_resources))
.route("/api/labels", get(get_labels))
.route("/api/entrances", get(get_entrances))
.route("/api/ground-items", get(get_ground_items))
.route("/api/houses", get(get_houses))
.nest_service("/", ServeDir::new("static"))
.layer(CorsLayer::permissive())
.with_state(state);
// Start server
let listener = tokio::net::TcpListener::bind("127.0.0.1:3000")
.await
.unwrap();
info!("Server running on http://127.0.0.1:3000");
axum::serve(listener, app).await.unwrap();
}

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// Map Configuration
// You can adjust these values and reload the page to test different zoom behaviors
const MapConfig = {
// Zoom level configuration
// Maps Leaflet zoom levels to database zoom levels and merge factors
zoomLevels: [
// Leaflet zoom 0 → Database zoom 0 (4x4 merged)
{ leafletZoom: -2, dbZoom: 0, mergeFactor: 4, label: "4x4 merged" },
// Leaflet zoom 1 → Database zoom 1 (2x2 merged)
{ leafletZoom: -0.5, dbZoom: 1, mergeFactor: 2, label: "2x2 merged" },
// Leaflet zoom 2+ → Database zoom 2 (original tiles)
{ leafletZoom: 1, dbZoom: 2, mergeFactor: 1, label: "original" },
],
// Leaflet map settings
minZoom: -2,
maxZoom: 2,
// Tile size (in pixels) - should match database tile size
tileSize: 512,
// Debug mode - shows tile boundaries and coordinates
debug: true,
// Resource icon configuration
resourceIconSize: 48, // Icon size in pixels (configurable)
// Get zoom configuration for a specific Leaflet zoom level
getZoomConfig(leafletZoom) {
// Find the appropriate config for this zoom level
// Use the highest matching config that's <= current zoom
let config = this.zoomLevels[0];
for (const zoomConfig of this.zoomLevels) {
if (leafletZoom >= zoomConfig.leafletZoom) {
config = zoomConfig;
}
}
return config;
}
};
// Make it globally available
window.MapConfig = MapConfig;

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Cursebreaker Interactive Map</title>
<!-- Leaflet CSS -->
<link rel="stylesheet" href="https://unpkg.com/leaflet@1.9.4/dist/leaflet.css" />
<!-- Custom CSS -->
<link rel="stylesheet" href="style.css">
</head>
<body>
<div id="app">
<!-- Sidebar -->
<div id="sidebar" class="sidebar collapsed">
<div class="sidebar-content">
<h2>Cursebreaker Map</h2>
<div class="info-section">
<p class="subtitle">The Black Grimoire: Cursebreaker</p>
</div>
<div class="filters-section">
<h3>Labels</h3>
<div class="filter-controls">
<label class="filter-label master-toggle">
<input type="checkbox" id="labels-toggle" checked>
<span>Show Labels</span>
</label>
</div>
</div>
<div class="filters-section">
<h3>Entrances</h3>
<div class="filter-controls">
<label class="filter-label master-toggle">
<input type="checkbox" id="entrances-toggle" checked>
<span>Show Entrances</span>
</label>
</div>
</div>
<div class="filters-section">
<h3>Ground Items</h3>
<div class="filter-controls">
<label class="filter-label master-toggle">
<input type="checkbox" id="ground-items-toggle" checked>
<span>Show Ground Items</span>
</label>
</div>
</div>
<div class="filters-section">
<h3>Houses</h3>
<div class="filter-controls">
<label class="filter-label master-toggle">
<input type="checkbox" id="houses-toggle" checked>
<span>Show Houses</span>
</label>
</div>
</div>
<div class="filters-section">
<h3>Resources</h3>
<div class="filter-controls">
<button id="select-all-resources" class="filter-btn">Show All</button>
<button id="deselect-all-resources" class="filter-btn">Hide All</button>
</div>
<div id="resource-filters" class="filter-group">
<p class="loading-text">Loading resources...</p>
</div>
</div>
<div class="map-info">
<h3>Map Info</h3>
<div id="map-stats">
<p>Loading...</p>
</div>
</div>
</div>
</div>
<!-- Map Container -->
<div id="map"></div>
<!-- Coordinates Display -->
<div id="coordinates" class="coordinates-display">
Coordinates: <span id="coord-text">--</span>
</div>
</div>
<!-- Leaflet JS -->
<script src="https://unpkg.com/leaflet@1.9.4/dist/leaflet.js"></script>
<!-- Configuration (edit this to adjust zoom levels) -->
<script src="config.js"></script>
<!-- Custom JS -->
<script src="map.js"></script>
<script src="resources.js"></script>
<script src="markers.js"></script>
</body>
</html>

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// Initialize the map when the page loads
let map;
let bounds;
let tileLayerGroup;
let debugLayerGroup;
async function initMap() {
try {
// Fetch map bounds from the API
const response = await fetch('/api/bounds');
bounds = await response.json();
console.log('Map bounds:', bounds);
// Update sidebar with map info
updateMapInfo(bounds);
// Calculate map dimensions in tiles
const width = bounds.max_x - bounds.min_x + 1;
const height = bounds.max_y - bounds.min_y + 1;
// Get config
const config = window.MapConfig;
const tileSize = config.tileSize;
// Create map with simple CRS (not geographic)
map = L.map('map', {
crs: L.CRS.Simple,
minZoom: config.minZoom,
maxZoom: config.maxZoom,
attributionControl: false,
});
// Calculate bounds for Leaflet (in pixels)
// Origin at top-left [0,0], y increases down, x increases right
const pixelWidth = width * tileSize;
const pixelHeight = height * tileSize;
const mapBounds = [
[0, 0],
[pixelHeight, pixelWidth]
];
// Set max bounds to prevent panning outside the map
map.setMaxBounds(mapBounds);
// Fit the map to bounds
map.fitBounds(mapBounds);
// Create layer groups
tileLayerGroup = L.layerGroup().addTo(map);
if (config.debug) {
debugLayerGroup = L.layerGroup().addTo(map);
}
// Load tiles for current zoom
loadTilesForCurrentZoom();
// Reload tiles when zoom changes
map.on('zoomend', function() {
loadTilesForCurrentZoom();
});
// Add coordinate display on mouse move
map.on('mousemove', function(e) {
const lat = e.latlng.lat;
const lng = e.latlng.lng;
// Convert pixel coordinates to tile coordinates
const tileX = Math.floor(lng / tileSize);
const tileY = Math.floor(lat / tileSize);
const leafletZoom = map.getZoom();
const zoomConfig = config.getZoomConfig(leafletZoom);
// Calculate which merged tile this is in
const mergedTileX = Math.floor(tileX / zoomConfig.mergeFactor);
const mergedTileY = Math.floor(tileY / zoomConfig.mergeFactor);
document.getElementById('coord-text').textContent =
`Tile (${tileX}, ${tileY}) | Merged (${mergedTileX}, ${mergedTileY}) | Zoom ${leafletZoom} (DB ${zoomConfig.dbZoom})`;
});
// Add attribution
L.control.attribution({
position: 'bottomright',
prefix: false
}).addAttribution('The Black Grimoire: Cursebreaker').addTo(map);
// Add sidebar toggle control
const SidebarControl = L.Control.extend({
options: {
position: 'topleft'
},
onAdd: function(map) {
const container = L.DomUtil.create('div', 'leaflet-bar leaflet-control');
const button = L.DomUtil.create('a', 'leaflet-control-sidebar', container);
button.innerHTML = '☰';
button.href = '#';
button.title = 'Toggle Sidebar';
L.DomEvent.on(button, 'click', function(e) {
L.DomEvent.preventDefault(e);
const sidebar = document.getElementById('sidebar');
sidebar.classList.toggle('collapsed');
});
return container;
}
});
map.addControl(new SidebarControl());
console.log('Map initialized successfully');
// Load resources asynchronously
loadResources().catch(error => {
console.error('Failed to load resources:', error);
});
// Load markers (labels, entrances, ground items, houses)
initMarkers();
} catch (error) {
console.error('Error initializing map:', error);
document.getElementById('map-stats').innerHTML =
'<p style="color: #ff6b6b;">Error loading map data</p>';
}
}
function loadTilesForCurrentZoom() {
// Clear existing tiles
tileLayerGroup.clearLayers();
if (debugLayerGroup) {
debugLayerGroup.clearLayers();
}
const currentZoom = map.getZoom();
const config = window.MapConfig;
const tileSize = config.tileSize;
// Get zoom configuration
const zoomConfig = config.getZoomConfig(currentZoom);
const dbZoom = zoomConfig.dbZoom;
const mergeFactor = zoomConfig.mergeFactor;
console.log(`\n=== Loading tiles at Leaflet zoom ${currentZoom} ===`);
console.log(`Database zoom: ${dbZoom}, Merge factor: ${mergeFactor} (${zoomConfig.label})`);
console.log(`Bounds: X [${bounds.min_x}, ${bounds.max_x}], Y [${bounds.min_y}, ${bounds.max_y}]`);
// Calculate which merged tiles we need to load
// The database stores merged tile coordinates starting from 0
// For a 2x2 merge of tiles (0,0), (0,1), (1,0), (1,1), the database stores it at (0,0)
// For original tiles at min_x=0, with mergeFactor=2, we need tiles starting at x=0/2=0
const minMergedX = Math.floor(bounds.min_x / mergeFactor);
const maxMergedX = Math.floor(bounds.max_x / mergeFactor);
const minMergedY = Math.floor(bounds.min_y / mergeFactor);
const maxMergedY = Math.floor(bounds.max_y / mergeFactor);
console.log(`Merged tile range: X [${minMergedX}, ${maxMergedX}], Y [${minMergedY}, ${maxMergedY}]`);
let tileCount = 0;
let loadedCount = 0;
let errorCount = 0;
// Load each merged tile
for (let mergedY = minMergedY; mergedY <= maxMergedY; mergedY++) {
for (let mergedX = minMergedX; mergedX <= maxMergedX; mergedX++) {
// Calculate the pixel bounds for this merged tile
// The merged tile at (mergedX, mergedY) covers original tiles starting at:
// (mergedX * mergeFactor, mergedY * mergeFactor)
const startTileX = mergedX * mergeFactor;
const startTileY = mergedY * mergeFactor;
const pixelMinX = startTileX * tileSize;
const pixelMinY = startTileY * tileSize;
const pixelMaxX = (startTileX + mergeFactor) * tileSize;
const pixelMaxY = (startTileY + mergeFactor) * tileSize;
const tileBounds = [
[pixelMinY, pixelMinX],
[pixelMaxY, pixelMaxX]
];
// Request the merged tile from the API
const imageUrl = `/api/tiles/${dbZoom}/${mergedX}/${mergedY}`;
if (config.debug && tileCount < 5) {
console.log(` Tile ${tileCount}: DB(${mergedX},${mergedY}) → Pixels [${pixelMinX},${pixelMinY}] to [${pixelMaxX},${pixelMaxY}]`);
console.log(` URL: ${imageUrl}`);
}
const overlay = L.imageOverlay(imageUrl, tileBounds, {
opacity: 1,
errorOverlayUrl: '',
});
overlay.on('load', function() {
loadedCount++;
if (config.debug && loadedCount <= 3) {
console.log(` ✓ Loaded tile (${mergedX}, ${mergedY})`);
}
});
overlay.on('error', function() {
errorCount++;
console.warn(` ✗ Failed to load tile (${mergedX}, ${mergedY}) from ${imageUrl}`);
});
overlay.addTo(tileLayerGroup);
tileCount++;
// Add debug overlay if enabled
if (config.debug && debugLayerGroup) {
// Draw rectangle showing tile boundaries
const rect = L.rectangle(tileBounds, {
color: '#ff0000',
weight: 1,
fillOpacity: 0,
interactive: false
}).addTo(debugLayerGroup);
// Add label showing tile coordinates
const center = [
(pixelMinY + pixelMaxY) / 2,
(pixelMinX + pixelMaxX) / 2
];
const label = L.marker(center, {
icon: L.divIcon({
className: 'tile-label',
html: `<div style="background: rgba(0,0,0,0.7); color: #fff; padding: 2px 5px; border-radius: 3px; font-size: 11px; white-space: nowrap;">
DB: (${mergedX},${mergedY})<br/>
Z: ${dbZoom}
</div>`,
iconSize: [60, 30],
iconAnchor: [30, 15]
}),
interactive: false
}).addTo(debugLayerGroup);
}
}
}
console.log(`Requested ${tileCount} tiles (merge factor ${mergeFactor}x${mergeFactor})`);
// Wait a bit and report results
setTimeout(() => {
console.log(`Results: ${loadedCount} loaded, ${errorCount} errors, ${tileCount - loadedCount - errorCount} pending`);
}, 2000);
}
function updateMapInfo(bounds) {
const width = bounds.max_x - bounds.min_x + 1;
const height = bounds.max_y - bounds.min_y + 1;
const config = window.MapConfig;
document.getElementById('map-stats').innerHTML = `
<p><strong>Bounds:</strong></p>
<p>X: ${bounds.min_x} to ${bounds.max_x}</p>
<p>Y: ${bounds.min_y} to ${bounds.max_y}</p>
<p><strong>Size:</strong> ${width} × ${height} tiles</p>
<p><strong>Zoom levels:</strong> ${config.minZoom}-${config.maxZoom}</p>
<p><strong>Debug mode:</strong> ${config.debug ? 'ON' : 'OFF'}</p>
${config.debug ? '<p style="color: #8b5cf6; font-size: 12px;">Red boxes show tile boundaries</p>' : ''}
`;
}
// Initialize map when page loads
window.addEventListener('DOMContentLoaded', initMap);

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@@ -0,0 +1,377 @@
// Markers management for Cursebreaker map (Labels, Entrances, Ground Items, Houses)
// Layer groups for each marker type
let labelsLayerGroup = null;
let entrancesLayerGroup = null;
let groundItemsLayerGroup = null;
let housesLayerGroup = null;
// Store active teleport lines for entrances
let activeTeleportLine = null;
// Initialize all markers when map is ready
function initMarkers() {
// Load all marker types in parallel
Promise.all([
loadLabels(),
loadEntrances(),
loadGroundItems(),
loadHouses(),
]).catch(error => {
console.error('Error loading markers:', error);
});
// Set up toggle handlers
setupMarkerToggles();
}
// Set up toggle event handlers
function setupMarkerToggles() {
const labelsToggle = document.getElementById('labels-toggle');
const entrancesToggle = document.getElementById('entrances-toggle');
const groundItemsToggle = document.getElementById('ground-items-toggle');
const housesToggle = document.getElementById('houses-toggle');
if (labelsToggle) {
labelsToggle.addEventListener('change', (e) => {
toggleLayer(labelsLayerGroup, e.target.checked);
saveMarkerState('labels', e.target.checked);
});
}
if (entrancesToggle) {
entrancesToggle.addEventListener('change', (e) => {
toggleLayer(entrancesLayerGroup, e.target.checked);
saveMarkerState('entrances', e.target.checked);
// Remove active teleport line when hiding entrances
if (!e.target.checked && activeTeleportLine) {
map.removeLayer(activeTeleportLine);
activeTeleportLine = null;
}
});
}
if (groundItemsToggle) {
groundItemsToggle.addEventListener('change', (e) => {
toggleLayer(groundItemsLayerGroup, e.target.checked);
saveMarkerState('groundItems', e.target.checked);
});
}
if (housesToggle) {
housesToggle.addEventListener('change', (e) => {
toggleLayer(housesLayerGroup, e.target.checked);
saveMarkerState('houses', e.target.checked);
});
}
// Restore saved state
restoreMarkerState();
}
// Toggle layer visibility
function toggleLayer(layerGroup, visible) {
if (!layerGroup) return;
if (visible) {
layerGroup.addTo(map);
} else {
map.removeLayer(layerGroup);
}
}
// Save marker visibility state
function saveMarkerState(type, visible) {
try {
const state = JSON.parse(localStorage.getItem('cursebreaker_marker_state') || '{}');
state[type] = visible;
localStorage.setItem('cursebreaker_marker_state', JSON.stringify(state));
} catch (error) {
console.warn('Failed to save marker state:', error);
}
}
// Restore marker visibility state
function restoreMarkerState() {
try {
const state = JSON.parse(localStorage.getItem('cursebreaker_marker_state') || '{}');
// Update checkboxes and layers based on saved state
setTimeout(() => {
if (state.labels === false) {
const toggle = document.getElementById('labels-toggle');
if (toggle) {
toggle.checked = false;
toggleLayer(labelsLayerGroup, false);
}
}
if (state.entrances === false) {
const toggle = document.getElementById('entrances-toggle');
if (toggle) {
toggle.checked = false;
toggleLayer(entrancesLayerGroup, false);
}
}
if (state.groundItems === false) {
const toggle = document.getElementById('ground-items-toggle');
if (toggle) {
toggle.checked = false;
toggleLayer(groundItemsLayerGroup, false);
}
}
if (state.houses === false) {
const toggle = document.getElementById('houses-toggle');
if (toggle) {
toggle.checked = false;
toggleLayer(housesLayerGroup, false);
}
}
}, 200);
} catch (error) {
console.warn('Failed to restore marker state:', error);
}
}
// Load labels (text markers on the map)
async function loadLabels() {
try {
console.log('Loading labels...');
const response = await fetch('/api/labels');
if (!response.ok) {
throw new Error(`HTTP error! status: ${response.status}`);
}
const data = await response.json();
console.log(`Received ${data.labels.length} labels`);
labelsLayerGroup = L.layerGroup();
for (const label of data.labels) {
// Create a divIcon with the label text
const labelIcon = L.divIcon({
className: 'map-label',
html: `<div class="label-text" style="font-size: ${label.font_size}px;">${label.text}</div>`,
iconSize: null, // Let CSS handle sizing
iconAnchor: [0, 0],
});
const marker = L.marker([label.y, label.x], {
icon: labelIcon,
interactive: false, // Labels shouldn't be clickable
});
marker.addTo(labelsLayerGroup);
}
labelsLayerGroup.addTo(map);
console.log('Labels loaded successfully');
} catch (error) {
console.error('Error loading labels:', error);
}
}
// Load entrances (teleporters with lines)
async function loadEntrances() {
try {
console.log('Loading entrances...');
const response = await fetch('/api/entrances');
if (!response.ok) {
throw new Error(`HTTP error! status: ${response.status}`);
}
const data = await response.json();
console.log(`Received ${data.entrances.length} entrances`);
entrancesLayerGroup = L.layerGroup();
// Create icon from base64
const iconUrl = `data:image/webp;base64,${data.icon_base64}`;
const entranceIcon = L.icon({
iconUrl: iconUrl,
iconSize: [32, 32],
iconAnchor: [16, 16],
popupAnchor: [0, -16],
});
for (const entrance of data.entrances) {
const marker = L.marker([entrance.pos_y, entrance.pos_x], {
icon: entranceIcon,
title: 'Entrance',
});
// Store teleport destination on the marker
marker.teleportDest = {
x: entrance.tp_x,
y: entrance.tp_y,
};
// Handle click to show teleport line
marker.on('click', function(e) {
// Remove existing line if any
if (activeTeleportLine) {
map.removeLayer(activeTeleportLine);
activeTeleportLine = null;
}
const dest = this.teleportDest;
if (dest.x !== null && dest.y !== null) {
// Create a line from entrance to destination
activeTeleportLine = L.polyline(
[
[entrance.pos_y, entrance.pos_x],
[dest.y, dest.x]
],
{
color: '#00ffff',
weight: 3,
opacity: 0.8,
dashArray: '10, 10',
}
).addTo(map);
// Add a destination marker
const destMarker = L.circleMarker([dest.y, dest.x], {
radius: 8,
color: '#00ffff',
fillColor: '#00ffff',
fillOpacity: 0.5,
}).addTo(map);
// Remove line and destination marker after 5 seconds
setTimeout(() => {
if (activeTeleportLine) {
map.removeLayer(activeTeleportLine);
activeTeleportLine = null;
}
map.removeLayer(destMarker);
}, 5000);
}
});
marker.addTo(entrancesLayerGroup);
}
entrancesLayerGroup.addTo(map);
console.log('Entrances loaded successfully');
} catch (error) {
console.error('Error loading entrances:', error);
}
}
// Format respawn time as "XXM XXS"
function formatRespawnTime(seconds) {
const minutes = Math.floor(seconds / 60);
const secs = seconds % 60;
if (minutes > 0 && secs > 0) {
return `${minutes}M ${secs}S`;
} else if (minutes > 0) {
return `${minutes}M`;
} else {
return `${secs}S`;
}
}
// Load ground items
async function loadGroundItems() {
try {
console.log('Loading ground items...');
const response = await fetch('/api/ground-items');
if (!response.ok) {
throw new Error(`HTTP error! status: ${response.status}`);
}
const data = await response.json();
console.log(`Received ${data.items.length} ground items`);
groundItemsLayerGroup = L.layerGroup();
// Create icon from base64
const iconUrl = `data:image/webp;base64,${data.icon_base64}`;
const itemIcon = L.icon({
iconUrl: iconUrl,
iconSize: [24, 24],
iconAnchor: [12, 12],
popupAnchor: [0, -12],
});
for (const item of data.items) {
const marker = L.marker([item.y, item.x], {
icon: itemIcon,
title: item.name,
});
// Build popup content
let popupContent = `<strong>${item.name}</strong>`;
if (item.amount > 1) {
popupContent += `<br/>Amount: ${item.amount}`;
}
popupContent += `<br/>Respawn: ${formatRespawnTime(item.respawn_time)}`;
marker.bindPopup(popupContent);
marker.addTo(groundItemsLayerGroup);
}
groundItemsLayerGroup.addTo(map);
console.log('Ground items loaded successfully');
} catch (error) {
console.error('Error loading ground items:', error);
}
}
// Load player houses
async function loadHouses() {
try {
console.log('Loading houses...');
const response = await fetch('/api/houses');
if (!response.ok) {
throw new Error(`HTTP error! status: ${response.status}`);
}
const data = await response.json();
console.log(`Received ${data.houses.length} houses`);
housesLayerGroup = L.layerGroup();
// Create icon from base64
const iconUrl = `data:image/webp;base64,${data.icon_base64}`;
const houseIcon = L.icon({
iconUrl: iconUrl,
iconSize: [64, 64],
iconAnchor: [32, 32],
popupAnchor: [0, -32],
});
for (const house of data.houses) {
const marker = L.marker([house.y, house.x], {
icon: houseIcon,
title: house.name,
});
// Format price with commas
const formattedPrice = house.price.toLocaleString();
// Build popup content
const popupContent = `
<strong>${house.name}</strong><br/>
<em>${house.description}</em><br/>
<span class="house-price">Price: ${formattedPrice} gold</span>
`;
marker.bindPopup(popupContent);
marker.addTo(housesLayerGroup);
}
housesLayerGroup.addTo(map);
console.log('Houses loaded successfully');
} catch (error) {
console.error('Error loading houses:', error);
}
}
// Call initMarkers after map is loaded
// This is called from map.js after resources are loaded

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// Resource management for Cursebreaker map
let resourceLayerGroups = {}; // Map: resource name -> L.layerGroup
let resourceIcons = {}; // Map: resource name -> L.icon
let resourceData = {}; // Map: resource name -> resource metadata (skill, level, etc.)
let filterState = {}; // Map: resource name -> boolean (visible)
// Load resources from API
async function loadResources() {
try {
console.log('Loading resources from API...');
const response = await fetch('/api/resources');
if (!response.ok) {
throw new Error(`HTTP error! status: ${response.status}`);
}
const data = await response.json();
console.log(`Received ${data.resources.length} resource types`);
// Create icons and layer groups for each resource
for (const group of data.resources) {
createResourceGroup(group);
}
// Initialize filter UI
initializeFilterUI();
// Restore filter state from localStorage
restoreFilterState();
console.log(`Loaded ${data.resources.length} resource types successfully`);
} catch (error) {
console.error('Error loading resources:', error);
const container = document.getElementById('resource-filters');
if (container) {
container.innerHTML = '<p style="color: #ff6b6b;">Failed to load resources. Check console for details.</p>';
}
}
}
// Create resource group with icon and markers
function createResourceGroup(group) {
const config = window.MapConfig;
// Create icon definition (cached per resource type)
const iconUrl = `data:image/webp;base64,${group.icon_base64}`;
const icon = L.icon({
iconUrl: iconUrl,
iconSize: [config.resourceIconSize, config.resourceIconSize],
iconAnchor: [config.resourceIconSize / 2, config.resourceIconSize / 2],
popupAnchor: [0, -(config.resourceIconSize / 2)],
});
resourceIcons[group.name] = icon;
// Store metadata
resourceData[group.name] = {
item_id: group.item_id,
skill: group.skill,
level: group.level,
};
// Create layer group for this resource type
const layerGroup = L.layerGroup();
// Add markers for all positions
for (const pos of group.positions) {
const marker = L.marker([pos.y, pos.x], {
icon: icon,
title: group.name,
});
// Add popup with resource details
marker.bindPopup(
`<strong>${group.name}</strong><br/>Position: (${pos.x.toFixed(1)}, ${pos.y.toFixed(1)})`
);
marker.addTo(layerGroup);
}
// Add to map (initially visible)
layerGroup.addTo(map);
resourceLayerGroups[group.name] = layerGroup;
filterState[group.name] = true; // Initially visible
}
// Initialize filter UI with skill grouping
function initializeFilterUI() {
const container = document.getElementById('resource-filters');
if (!container) {
console.error('resource-filters container not found');
return;
}
container.innerHTML = ''; // Clear loading text
// Group resources by skill
const skillGroups = {};
for (const name in resourceLayerGroups) {
const metadata = resourceData[name];
if (!skillGroups[metadata.skill]) {
skillGroups[metadata.skill] = [];
}
skillGroups[metadata.skill].push({
name: name,
level: metadata.level,
});
}
// Sort skills alphabetically
const sortedSkills = Object.keys(skillGroups).sort();
// Create UI for each skill group
for (const skill of sortedSkills) {
const skillDiv = document.createElement('div');
skillDiv.className = 'skill-group';
const header = document.createElement('div');
header.className = 'skill-header';
// Capitalize first letter of skill
header.textContent = skill.charAt(0).toUpperCase() + skill.slice(1);
skillDiv.appendChild(header);
// Resources are already sorted by level in backend, but sort again to be sure
skillGroups[skill].sort((a, b) => a.level - b.level);
// Create checkbox for each resource
for (const resource of skillGroups[skill]) {
const label = createFilterLabel(resource.name);
skillDiv.appendChild(label);
}
container.appendChild(skillDiv);
}
// Attach bulk filter handlers
const selectAllBtn = document.getElementById('select-all-resources');
const deselectAllBtn = document.getElementById('deselect-all-resources');
if (selectAllBtn) {
selectAllBtn.addEventListener('click', () => {
setAllFilters(true);
});
}
if (deselectAllBtn) {
deselectAllBtn.addEventListener('click', () => {
setAllFilters(false);
});
}
}
// Create filter label with checkbox and icon
function createFilterLabel(resourceName) {
const label = document.createElement('label');
label.className = 'filter-label';
const checkbox = document.createElement('input');
checkbox.type = 'checkbox';
checkbox.checked = filterState[resourceName];
checkbox.dataset.resource = resourceName;
checkbox.addEventListener('change', handleFilterChange);
const icon = document.createElement('img');
icon.src = resourceIcons[resourceName].options.iconUrl;
icon.className = 'filter-icon';
icon.alt = resourceName;
const text = document.createElement('span');
text.textContent = resourceName;
label.appendChild(checkbox);
label.appendChild(icon);
label.appendChild(text);
return label;
}
// Handle filter checkbox change
function handleFilterChange(event) {
const resourceName = event.target.dataset.resource;
const isVisible = event.target.checked;
filterState[resourceName] = isVisible;
// Show/hide layer group
const layerGroup = resourceLayerGroups[resourceName];
if (isVisible) {
layerGroup.addTo(map);
} else {
map.removeLayer(layerGroup);
}
// Persist state
saveFilterState();
}
// Set all filters to visible or hidden
function setAllFilters(visible) {
for (const name in filterState) {
filterState[name] = visible;
const layerGroup = resourceLayerGroups[name];
if (visible) {
layerGroup.addTo(map);
} else {
map.removeLayer(layerGroup);
}
}
// Update checkboxes
document.querySelectorAll('#resource-filters input[type="checkbox"]').forEach((cb) => {
cb.checked = visible;
});
saveFilterState();
}
// Save filter state to localStorage
function saveFilterState() {
try {
localStorage.setItem('cursebreaker_resource_filters', JSON.stringify(filterState));
} catch (error) {
console.warn('Failed to save filter state to localStorage:', error);
}
}
// Restore filter state from localStorage
function restoreFilterState() {
const saved = localStorage.getItem('cursebreaker_resource_filters');
if (!saved) return;
try {
const savedState = JSON.parse(saved);
for (const name in savedState) {
if (resourceLayerGroups[name]) {
filterState[name] = savedState[name];
const layerGroup = resourceLayerGroups[name];
if (!savedState[name]) {
map.removeLayer(layerGroup);
}
}
}
// Update checkboxes after UI is created
setTimeout(() => {
document.querySelectorAll('#resource-filters input[type="checkbox"]').forEach((cb) => {
const name = cb.dataset.resource;
if (filterState[name] !== undefined) {
cb.checked = filterState[name];
}
});
}, 100);
console.log('Restored filter state from localStorage');
} catch (error) {
console.warn('Failed to restore filter state:', error);
}
}

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@@ -0,0 +1,318 @@
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
body {
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
overflow: hidden;
background: #1a1a1a;
color: #e0e0e0;
}
#app {
display: flex;
height: 100vh;
width: 100vw;
}
/* Sidebar */
.sidebar {
width: 320px;
background: #2a2a2a;
box-shadow: 2px 0 10px rgba(0, 0, 0, 0.5);
z-index: 1000;
transition: margin-left 0.3s ease;
position: relative;
overflow-y: auto;
}
.sidebar.collapsed {
margin-left: -320px;
}
/* Sidebar toggle control */
.leaflet-control-sidebar {
width: 30px;
height: 30px;
display: flex;
align-items: center;
justify-content: center;
font-size: 18px;
line-height: 30px;
text-align: center;
text-decoration: none;
}
.sidebar-content {
padding: 20px;
}
.sidebar h2 {
color: #8b5cf6;
margin-bottom: 5px;
font-size: 24px;
}
.subtitle {
color: #a0a0a0;
font-size: 14px;
margin-bottom: 20px;
}
.info-section {
border-bottom: 1px solid #3a3a3a;
padding-bottom: 20px;
margin-bottom: 20px;
}
.filters-section,
.map-info {
margin-bottom: 25px;
}
.filters-section h3,
.map-info h3 {
color: #8b5cf6;
margin-bottom: 10px;
font-size: 16px;
font-weight: 600;
}
.filter-group {
display: flex;
flex-direction: column;
gap: 8px;
}
.filter-group label {
display: flex;
align-items: center;
cursor: pointer;
padding: 5px;
border-radius: 4px;
transition: background 0.2s;
}
.filter-group label:hover {
background: #3a3a3a;
}
.filter-group input[type="checkbox"] {
margin-right: 8px;
cursor: pointer;
}
.coming-soon {
color: #a0a0a0;
font-style: italic;
font-size: 13px;
margin-bottom: 15px;
}
#map-stats {
font-size: 14px;
color: #c0c0c0;
}
#map-stats p {
margin: 5px 0;
}
/* Map */
#map {
flex: 1;
height: 100vh;
background: #1a1a1a;
}
/* Leaflet overrides for dark theme */
.leaflet-container {
background: #1a1a1a;
}
.leaflet-control-zoom a {
background: #2a2a2a;
color: #e0e0e0;
border-color: #3a3a3a;
}
.leaflet-control-zoom a:hover {
background: #3a3a3a;
color: #fff;
}
.leaflet-bar {
border: 1px solid #3a3a3a;
}
/* Coordinates display */
.coordinates-display {
position: absolute;
bottom: 10px;
left: 50%;
transform: translateX(-50%);
background: rgba(42, 42, 42, 0.95);
color: #e0e0e0;
padding: 8px 16px;
border-radius: 6px;
font-size: 14px;
font-family: 'Courier New', monospace;
z-index: 1000;
box-shadow: 0 2px 10px rgba(0, 0, 0, 0.5);
pointer-events: none;
}
#coord-text {
color: #8b5cf6;
font-weight: bold;
}
/* Filter controls */
.filter-controls {
display: flex;
gap: 8px;
margin-bottom: 12px;
}
.filter-btn {
flex: 1;
padding: 6px 12px;
background: #3a3a3a;
color: #e0e0e0;
border: 1px solid #4a4a4a;
border-radius: 4px;
cursor: pointer;
font-size: 12px;
transition: background 0.2s;
}
.filter-btn:hover {
background: #4a4a4a;
}
.filter-btn:active {
background: #2a2a2a;
}
/* Filter groups by skill */
.skill-group {
margin-bottom: 12px;
}
.skill-header {
color: #8b5cf6;
font-size: 13px;
font-weight: bold;
margin-bottom: 4px;
padding: 4px 8px;
background: rgba(139, 92, 246, 0.1);
border-radius: 3px;
}
/* Filter items */
.filter-label {
display: flex;
align-items: center;
gap: 8px;
cursor: pointer;
padding: 4px 8px;
margin-left: 8px;
border-radius: 4px;
transition: background 0.2s;
font-size: 13px;
}
.filter-label:hover {
background: #3a3a3a;
}
.filter-icon {
width: 20px;
height: 20px;
image-rendering: pixelated;
image-rendering: -moz-crisp-edges;
image-rendering: crisp-edges;
}
.loading-text {
color: #a0a0a0;
font-style: italic;
font-size: 13px;
padding: 8px;
}
/* Dark theme popups */
.leaflet-popup-content-wrapper {
background: #2a2a2a;
color: #e0e0e0;
border: 1px solid #3a3a3a;
}
.leaflet-popup-content {
margin: 8px 12px;
font-size: 13px;
}
.leaflet-popup-tip {
background: #2a2a2a;
}
/* Master toggle for marker categories */
.master-toggle {
margin-left: 0 !important;
}
.master-toggle input[type="checkbox"] {
width: 18px;
height: 18px;
accent-color: #8b5cf6;
}
/* Map labels (text overlays) */
.map-label {
background: transparent;
border: none;
}
.label-text {
color: #e0e0e0;
text-shadow:
-1px -1px 2px #000,
1px -1px 2px #000,
-1px 1px 2px #000,
1px 1px 2px #000,
0 0 4px #000;
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
font-weight: bold;
white-space: nowrap;
pointer-events: none;
}
/* House price styling in popup */
.house-price {
color: #ffd700;
font-weight: bold;
}
/* Popup styling for various marker types */
.leaflet-popup-content strong {
color: #8b5cf6;
}
.leaflet-popup-content em {
color: #a0a0a0;
font-size: 12px;
}
/* Responsive */
@media (max-width: 768px) {
.sidebar {
width: 280px;
}
.sidebar.collapsed {
margin-left: -280px;
}
}

View File

@@ -3,9 +3,46 @@ name = "cursebreaker-parser"
version = "0.1.0"
edition = "2021"
[lib]
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 and generates all zoom levels
[[bin]]
name = "image-parser"
path = "src/bin/image-parser.rs"
[dependencies]
unity-parser = { path = "../unity-parser" }
serde_yaml = "0.9"
inventory = "0.3"
sparsey = "0.13"
log = { version = "0.4", features = ["std"] }
quick-xml = "0.37"
serde = { version = "1.0", features = ["derive"] }
serde_json = "1.0"
diesel = { version = "2.2", features = ["sqlite", "returning_clauses_for_sqlite_3_35"] }
libsqlite3-sys = { version = ">=0.17.2", features = ["bundled"] }
image = "0.25"
webp = "0.3"
thiserror = "1.0"
chrono = "0.4"
clap = { version = "4.5", features = ["derive"] }
[dev-dependencies]
diesel_migrations = "2.2"

View File

@@ -0,0 +1,404 @@
# Cursebreaker Parser
A Rust library for parsing and managing game data from the Cursebreaker game. This crate provides tools to extract, load, and query game data from Unity scenes and XML files.
## Overview
Cursebreaker Parser is designed to:
- Parse Unity scenes and extract game objects using the unity-parser library
- Load game data from XML files (Items, NPCs, Quests, Harvestables, Loot tables, Maps, Fast Travel, Player Houses, Traits, Shops)
- Process and compress minimap tiles and item images
- Provide in-memory databases for efficient querying of game data
- Serialize game data to SQL format for database storage
## Features
- **Item Database**: Load and query items with support for filtering by ID, category, slot, and other attributes
- **NPC Database**: Manage NPC data including stats, levels, animations, and quest markers
- **Quest Database**: Handle quest definitions, phases, and rewards
- **Harvestable Database**: Track harvestable resources and their drop tables
- **Loot Database**: Manage loot tables and drop configurations
- **Map Database**: Handle map data and navigation
- **Fast Travel Database**: Manage fast travel locations and connections
- **Player House Database**: Track player houses and their locations
- **Trait Database**: Handle character traits and their effects
- **Shop Database**: Manage shop inventories and pricing
- **Minimap Database**: Process and manage minimap tiles with multiple zoom levels
- **XML Parsing**: Robust XML parsing with error handling
- **SQL Export**: Prepare data for SQL database insertion
- **Image Processing**: Process and compress minimap tiles and item icons
- **Unity Scene Parsing**: Extract game objects and world resources from Unity scenes
## 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 world objects
- Slow execution (Unity project initialization)
- Extracts multiple types of interactable components and their positions:
- **InteractableResource**: Harvestable resources → `world_resources` table
- **InteractableTeleporter**: Teleporters with source/destination positions → `world_teleporters` table
- **InteractableWorkbench**: Workbenches with workbench ID → `world_workbenches` table
- **LootSpawner**: Loot spawners with item, amount, respawn time → `world_loot` table
- **MapIcon**: Map icons with type, size, text, etc. → `world_map_icons` table
- **MapNameChanger**: Map name changers → `world_map_name_changers` table
- Processes item icons for harvestables:
- Looks up the first item drop for each harvestable from `harvestable_drops` table
- Loads the icon from `Data/Textures/ItemIcons/{item_id}.png`
- Applies white outline (4px) and resizes to 64x64
- Converts to WebP and stores in `resource_icons` table
- 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
```
5. **verify-db** - Verifies database contents and shows basic statistics
```bash
cargo run --bin verify-db
```
6. **verify-expanded-db** - Verifies expanded database schema with items, recipes, and stats
```bash
cargo run --bin verify-expanded-db
```
7. **verify-images** - Verifies item images and shows storage statistics
```bash
cargo run --bin verify-images
```
8. **verify-stats** - Verifies item stats and shows breakdown by type
```bash
cargo run --bin verify-stats
```
9. **verify-resource-icons** - Verifies resource icons for harvestables
```bash
cargo run --bin verify-resource-icons
```
### 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/`.
## Configuration
### Environment Variables
Set the `CB_ASSETS_PATH` environment variable to the path of your CurseBreaker assets directory:
```bash
export CB_ASSETS_PATH="/path/to/CBAssets"
```
If not set, the default fallback is `/home/connor/repos/CBAssets`.
## Usage
### Loading Items from XML
```rust
use cursebreaker_parser::ItemDatabase;
// Load all items from XML
let item_db = ItemDatabase::load_from_xml("Data/XMLs/Items/Items.xml")?;
println!("Loaded {} items", item_db.len());
// Get item by ID
if let Some(item) = item_db.get_by_id(150) {
println!("Found: {}", item.name);
}
// Query items by category
let weapons = item_db.get_by_category("bow");
println!("Found {} bows", weapons.len());
// Query items by slot
let consumables = item_db.get_by_slot("consumable");
for item in consumables {
println!("Consumable: {}", item.name);
}
```
### Preparing Data for SQL
```rust
use cursebreaker_parser::ItemDatabase;
let item_db = ItemDatabase::load_from_xml("Data/XMLs/Items/Items.xml")?;
// Prepare data for SQL insertion
// Returns Vec<(id, name, json_data)>
let sql_data = item_db.prepare_for_sql();
for (id, name, json) in sql_data.iter().take(5) {
println!("INSERT INTO items VALUES ({}, '{}', '{}')", id, name, json);
}
```
### Querying World Resources
```rust
use diesel::prelude::*;
use diesel::sqlite::SqliteConnection;
// Connect to database
let mut conn = SqliteConnection::establish("../cursebreaker.db")?;
// Define the structure
#[derive(Queryable, Debug)]
struct WorldResource {
item_id: i32,
pos_x: f32,
pos_y: f32,
}
// Query resources by item ID
use cursebreaker_parser::schema::world_resources::dsl::*;
let copper_ore = world_resources
.filter(item_id.eq(2))
.load::<WorldResource>(&mut conn)?;
println!("Found {} copper ore nodes", copper_ore.len());
for resource in copper_ore {
println!(" Position: ({:.2}, {:.2})", resource.pos_x, resource.pos_y);
}
```
See `examples/query_world_resources.rs` for a complete example.
### Querying Resource Icons
```rust
use diesel::prelude::*;
use diesel::sqlite::SqliteConnection;
// Connect to database
let mut conn = SqliteConnection::establish("../cursebreaker.db")?;
// Define the structure
#[derive(Queryable, Debug)]
struct ResourceIcon {
item_id: i32, // Harvestable ID
name: String, // Harvestable name
icon_64: Vec<u8>, // WebP image data (64x64 with white border)
}
// Query icon for a specific harvestable
use cursebreaker_parser::schema::resource_icons::dsl::*;
let copper_icon = resource_icons
.filter(item_id.eq(2)) // Harvestable ID for Copper Ore
.first::<ResourceIcon>(&mut conn)?;
println!("Found icon for: {}", copper_icon.name);
println!("Icon size: {} bytes (WebP format)", copper_icon.icon_64.len());
// Save to file if needed
std::fs::write("copper_ore.webp", &copper_icon.icon_64)?;
```
See `examples/resource_icons_example.rs` for a complete example.
### Additional Databases
Similar APIs are available for other game data types:
```rust
use cursebreaker_parser::{
MapDatabase, FastTravelDatabase, PlayerHouseDatabase,
TraitDatabase, ShopDatabase, MinimapDatabase
};
// Load maps, fast travel points, player houses, etc.
let map_db = MapDatabase::load_from_xml("Data/XMLs/Maps/Map.xml")?;
// ... similar usage patterns
```
See the examples directory for usage of each database type.
### Database Verification
After parsing data, you can verify the database contents using the verification binaries:
```bash
# Basic database verification
cargo run --bin verify-db
# Verify expanded schema with recipes and stats
cargo run --bin verify-expanded-db
# Check item images and storage usage
cargo run --bin verify-images
# Analyze item stats breakdown
cargo run --bin verify-stats
```
### Examples
The project includes several example programs demonstrating different aspects of the parser:
- **game_data_demo.rs** - Comprehensive demo loading and querying all game data types (Items, NPCs, Quests, Harvestables, Loot)
- **item_database_demo.rs** - Focused on item database operations
- **query_world_resources.rs** - Querying world resource locations from the database
- **resource_icons_example.rs** - Querying processed harvestable icons with white borders
- **fast_travel_example.rs** - Working with fast travel locations
- **maps_example.rs** - Map data handling
- **player_houses_example.rs** - Player house management
- **shops_example.rs** - Shop inventory and pricing
- **traits_example.rs** - Character traits and effects
Run any example with:
```bash
cargo run --example <example_name>
```
## Project Structure
```
cursebreaker-parser/
├── src/
│ ├── lib.rs # Library entry point and public API
│ ├── 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
│ │ ├── verify-db.rs # Database verification
│ │ ├── verify-expanded-db.rs # Expanded database verification
│ │ ├── verify-images.rs # Image verification
│ │ ├── verify-stats.rs # Stats verification
│ │ └── verify-resource-icons.rs # Resource icons verification
│ ├── xml_parser.rs # XML parsing utilities
│ ├── image_processor.rs # Image processing utilities
│ ├── item_loader.rs # Item loading logic
│ ├── schema.rs # Database schema definitions
│ ├── databases/ # Database implementations
│ │ ├── item_database.rs
│ │ ├── npc_database.rs
│ │ ├── quest_database.rs
│ │ ├── harvestable_database.rs
│ │ ├── loot_database.rs
│ │ ├── map_database.rs
│ │ ├── fast_travel_database.rs
│ │ ├── player_house_database.rs
│ │ ├── trait_database.rs
│ │ ├── shop_database.rs
│ │ └── minimap_database.rs
│ └── types/ # Type definitions
│ ├── cursebreaker/ # Game-specific types (Items, NPCs, Quests, etc.)
│ └── monobehaviours/ # Unity MonoBehaviour types
├── examples/ # Example usage
│ ├── fast_travel_example.rs
│ ├── game_data_demo.rs
│ ├── item_database_demo.rs
│ ├── maps_example.rs
│ ├── player_houses_example.rs
│ ├── query_world_resources.rs
│ ├── shops_example.rs
│ └── traits_example.rs
├── migrations/ # Database migrations
├── Cargo.toml # Package configuration
├── XML_PARSING.md # XML parsing documentation
└── README.md # This file
```
## Database Schema
The parser uses Diesel for database operations with SQLite. Database migrations are located in the `migrations/` directory and handle:
- Item data with stats, images, and crafting recipes
- NPC information and loot tables
- Quest definitions and phases
- Harvestable resources and drop tables
- World resource locations from Unity scenes
- Resource icons for harvestables (64x64 WebP with white borders)
- World teleporters with source/destination coordinates
- World workbenches with workbench IDs
- World loot spawners with item, amount, and respawn time
- Map icons with type, size, text, and hover text
- Map name changers with location and map name
- Minimap tiles and metadata
- Shop inventories and pricing
- Player houses and locations
- Fast travel points
- Character traits
## Dependencies
- **unity-parser**: For parsing Unity scene files
- **quick-xml**: XML parsing
- **serde**: Serialization/deserialization
- **serde_json**: JSON support
- **serde_yaml**: YAML support
- **sparsey**: ECS (Entity Component System) support
- **diesel**: SQL database support with SQLite
- **image**: Image processing and WebP compression
- **thiserror**: Error handling
## Building
```bash
# Build the library
cargo build
# Run tests
cargo test
# Build specific binaries
cargo build --bin xml-parser
cargo build --bin scene-parser
cargo build --bin image-parser
cargo build --bin verify-db
# Run examples
cargo run --example game_data_demo
cargo run --example item_database_demo
# Build for release
cargo build --release
```
## Documentation
For detailed XML parsing information, see [XML_PARSING.md](XML_PARSING.md).
Generate API documentation:
```bash
cargo doc --open
```

View File

@@ -0,0 +1,278 @@
# XML Parser Documentation
This document explains the XML parsing system used to load game data from Cursebreaker's XML files and populate the SQLite database.
## Overview
The XML parser system is responsible for:
1. Reading game data from XML files (items, NPCs, quests, etc.)
2. Parsing the XML into Rust structs
3. Storing the parsed data in a SQLite database
## Architecture
### File Structure
```
cursebreaker-parser/src/
├── xml_parsers/ # XML parsing module
│ ├── mod.rs # Shared utilities and re-exports
│ ├── items.rs # Item parser
│ ├── npcs.rs # NPC parser
│ ├── quests.rs # Quest parser
│ ├── harvestables.rs # Harvestable resource parser
│ ├── loot.rs # Loot table parser
│ ├── maps.rs # Map/scene parser
│ ├── fast_travel.rs # Fast travel location parser
│ ├── player_houses.rs # Player house parser
│ ├── traits.rs # Character trait parser
│ └── shops.rs # Shop/vendor parser
├── databases/ # Database abstraction layer
│ ├── item_database.rs
│ ├── npc_database.rs
│ └── ...
├── types/ # Data structures
│ └── cursebreaker/
│ ├── item.rs
│ ├── npc.rs
│ └── ...
└── bin/
└── xml-parser.rs # CLI binary
```
### Data Flow
```
XML Files (CBAssets/Data/XMLs/)
XML Parsers (xml_parsers/*.rs)
Rust Structs (types/cursebreaker/*.rs)
Database Layer (databases/*.rs)
SQLite Database (cursebreaker.db)
```
## Parser Components
### Shared Utilities (`xml_parsers/mod.rs`)
The module provides common functionality used by all parsers:
```rust
/// Error types for XML parsing
pub enum XmlParseError {
XmlError(quick_xml::Error), // XML syntax errors
IoError(std::io::Error), // File read errors
AttrError(AttrError), // Attribute parsing errors
MissingAttribute(String), // Required attribute not found
InvalidAttribute(String), // Attribute value invalid
}
/// Parse XML element attributes into a HashMap
fn parse_attributes(element: &BytesStart) -> Result<HashMap<String, String>, XmlParseError>
/// Parse health range strings like "3-5" or "3" into (min, max)
fn parse_health_range(health_str: &str) -> (i32, i32)
```
### Individual Parsers
Each parser follows a similar pattern:
1. **Open and read the XML file** using `quick_xml::Reader`
2. **Iterate through XML events** (Start, Empty, End, Text, Eof)
3. **Match element names** and extract attributes
4. **Build Rust structs** from the parsed data
5. **Return a Vec** of parsed objects
#### Example: Item Parser Flow
```rust
pub fn parse_items_xml<P: AsRef<Path>>(path: P) -> Result<Vec<Item>, XmlParseError> {
// 1. Open file and create reader
let file = File::open(path)?;
let mut reader = Reader::from_reader(BufReader::new(file));
// 2. Process XML events
loop {
match reader.read_event_into(&mut buf) {
Ok(Event::Start(e)) | Ok(Event::Empty(e)) => {
match e.name().as_ref() {
b"item" => {
// 3. Parse attributes
let attrs = parse_attributes(&e)?;
let id = attrs.get("id")...;
let name = attrs.get("name")...;
// 4. Create struct
let item = Item::new(id, name);
current_item = Some(item);
}
b"stat" => { /* Parse nested stat element */ }
_ => {}
}
}
Ok(Event::End(e)) => {
if e.name().as_ref() == b"item" {
// 5. Add completed item to results
items.push(current_item.take().unwrap());
}
}
Ok(Event::Eof) => break,
Err(e) => return Err(XmlParseError::XmlError(e)),
_ => {}
}
}
Ok(items)
}
```
## Supported Data Types
| Parser | XML Source | Description |
|--------|-----------|-------------|
| `items` | `Items/Items.xml` | Game items (weapons, armor, consumables, etc.) |
| `npcs` | `Npcs/NPCInfo.xml` | Non-player characters (enemies, vendors, quest givers) |
| `quests` | `Quests/Quests.xml` | Quest definitions with phases and rewards |
| `harvestables` | `Harvestables/HarvestableInfo.xml` | Gatherable resources (trees, rocks, fishing spots) |
| `loot` | `Loot/Loot.xml` | NPC drop tables |
| `maps` | `Maps/Maps.xml` | Game scenes/areas with lighting and fog settings |
| `fast_travel` | `FastTravel*.xml` | Teleport locations, canoe routes, portals |
| `player_houses` | `PlayerHouses/PlayerHouses.xml` | Purchasable player housing |
| `traits` | `Traits/Traits.xml` | Character traits/perks |
| `shops` | `Shops/Shops.xml` | Vendor inventories and pricing |
## CLI Usage
The `xml-parser` binary provides command-line control over which parsers to run:
```bash
# Parse all data types
xml-parser --all
xml-parser -a
# Parse specific data types
xml-parser --items # or -i
xml-parser --npcs # or -n
xml-parser --quests # or -q
xml-parser --harvestables # or -r
xml-parser --loot # or -l
xml-parser --maps # or -m
xml-parser --fast-travel # or -f
xml-parser --houses # or -p
xml-parser --traits # or -t
xml-parser --shops # or -s
# Combine multiple parsers
xml-parser --items --npcs --quests
xml-parser -i -n -q
# View help
xml-parser --help
```
### Environment Variables
| Variable | Default | Description |
|----------|---------|-------------|
| `CB_ASSETS_PATH` | `/home/connor/repos/CBAssets` | Path to game assets directory |
| `DATABASE_URL` | `cursebreaker.db` | SQLite database file path |
## Database Integration
Each parser has a corresponding database module that handles:
1. **Loading from XML** - Wraps the parser and creates a queryable database
2. **Querying** - Methods like `get_by_id()`, `get_by_name()`, `get_all()`
3. **Saving to SQLite** - Serializes data and inserts into database tables
### Example: ItemDatabase
```rust
// Load items from XML
let item_db = ItemDatabase::load_from_xml("path/to/Items.xml")?;
// Query items
let sword = item_db.get_by_id(150);
let bows = item_db.get_by_category("bow");
// Save to database (includes icon processing)
item_db.save_to_db_with_images(&mut conn, "path/to/icons")?;
```
## XML Format Examples
### Item XML
```xml
<item id="150" name="Iron Sword" level="10" price="500" maxstack="1">
<stat damagephysical="25" accuracyphysical="5"/>
<anim idle="1" walk="2" run="3" weaponattack="4"/>
</item>
```
### NPC XML
```xml
<npc id="45" name="Goblin" level="5" health="100" aggressive="1">
<stat damagephysical="10" resistancephysical="5"/>
<level swordsmanship="3" defence="2"/>
</npc>
```
### Quest XML
```xml
<quest id="1" name="First Steps" mainquest="1">
<phase id="1" trackerdescription="Talk to the Elder"/>
<phase id="2" trackerdescription="Collect 5 herbs"/>
<rewards>
<reward item="100" amount="1"/>
<reward skill="swordsmanship" xp="50"/>
</rewards>
</quest>
```
## Error Handling
The parser uses a custom `XmlParseError` enum to handle various failure modes:
- **MissingAttribute**: Required XML attribute not found (e.g., missing `id`)
- **InvalidAttribute**: Attribute value cannot be parsed (e.g., non-numeric ID)
- **XmlError**: Malformed XML syntax
- **IoError**: File not found or permission denied
Parsers fail fast on required attributes but use defaults for optional ones:
```rust
// Required - returns error if missing
let id = attrs.get("id")
.ok_or_else(|| XmlParseError::MissingAttribute("id".to_string()))?;
// Optional - uses default if missing
let level = attrs.get("level")
.and_then(|v| v.parse().ok())
.unwrap_or(1);
```
## Performance Considerations
- **Streaming parser**: Uses `quick_xml` which processes XML as a stream, keeping memory usage low
- **Single-pass parsing**: Each file is read once and parsed in a single pass
- **Batch database inserts**: Data is collected into vectors before database insertion
- **Selective parsing**: CLI allows parsing only needed data types, reducing processing time
## Adding a New Parser
To add support for a new XML data type:
1. **Create the type** in `types/cursebreaker/new_type.rs`
2. **Create the parser** in `xml_parsers/new_type.rs`
3. **Export from mod.rs**: Add `mod new_type;` and `pub use new_type::parse_new_type_xml;`
4. **Create database module** in `databases/new_type_database.rs`
5. **Add CLI flag** in `bin/xml-parser.rs`
6. **Update this documentation**

View File

@@ -0,0 +1,9 @@
# For documentation on how to configure this file,
# see https://diesel.rs/guides/configuring-diesel-cli
[print_schema]
file = "src/schema.rs"
custom_type_derives = ["diesel::query_builder::QueryId", "Clone"]
[migrations_directory]
dir = "migrations"

View File

@@ -0,0 +1,109 @@
use cursebreaker_parser::{FastTravelDatabase, FastTravelType};
use std::env;
fn main() -> Result<(), Box<dyn std::error::Error>> {
// Load all fast travel types from the directory
let cb_assets_path = env::var("CB_ASSETS_PATH").unwrap_or_else(|_| "/home/connor/repos/CBAssets".to_string());
let ft_db = FastTravelDatabase::load_from_directory(&format!("{}/Data/XMLs", cb_assets_path))?;
println!("=== Fast Travel Database Statistics ===");
println!("Total locations: {}", ft_db.len());
println!("Regular locations: {}", ft_db.count_by_type(FastTravelType::Location));
println!("Canoe locations: {}", ft_db.count_by_type(FastTravelType::Canoe));
println!("Portal locations: {}", ft_db.count_by_type(FastTravelType::Portal));
println!();
// Show regular locations
println!("=== Regular Fast Travel Locations ===");
let locations = ft_db.get_locations();
for loc in locations.iter().take(5) {
println!(" [{}] {} (unlocked: {})", loc.id, loc.name, loc.unlocked);
if let Some(ref connections) = loc.connections {
println!(" Connections: {}", connections);
}
}
println!("... and {} more", locations.len().saturating_sub(5));
println!();
// Show canoe locations
println!("=== Canoe Fast Travel Locations ===");
let canoe_locs = ft_db.get_canoe_locations();
for loc in &canoe_locs {
println!(" [{}] {}", loc.id, loc.name);
if let Some(ref checks) = loc.checks {
println!(" Requirements: {}", checks);
}
}
println!("Total: {}", canoe_locs.len());
println!();
// Show portals
println!("=== Portal Fast Travel Locations ===");
let portals = ft_db.get_portals();
for portal in portals.iter().take(5) {
println!(" [{}] {}", portal.id, portal.name);
if let Some((x, y, z)) = portal.get_position() {
println!(" Position: ({:.2}, {:.2}, {:.2})", x, y, z);
}
}
println!("... and {} more", portals.len().saturating_sub(5));
println!();
// Show unlocked locations
println!("=== Unlocked Locations ===");
let unlocked = ft_db.get_unlocked_locations();
for loc in unlocked.iter().take(10) {
println!(" [{}] {}", loc.id, loc.name);
}
println!("Total unlocked: {}", unlocked.len());
println!();
// Show locations with requirements
println!("=== Locations with Requirements ===");
let with_reqs = ft_db.get_locations_with_requirements();
for loc in &with_reqs {
println!(" [{}] {} - {}", loc.id, loc.name, loc.checks.as_ref().unwrap());
}
println!("Total with requirements: {}", with_reqs.len());
println!();
// Show locations requiring specific trait
println!("=== Locations requiring Trait 273 ===");
let trait_locs = ft_db.get_locations_requiring_trait(273);
for loc in &trait_locs {
println!(" [{}] {}", loc.id, loc.name);
}
println!("Total: {}", trait_locs.len());
println!();
// Show connected locations
println!("=== Connected Locations (examples) ===");
let connected = ft_db.get_connected_locations();
for loc in connected.iter().take(5) {
println!(
" [{}] {} connects to: {}",
loc.id,
loc.name,
loc.connections.as_ref().unwrap()
);
}
println!("Total connected: {}", connected.len());
println!();
// Find a specific location by ID
if let Some(loc) = ft_db.get_by_id(4) {
println!("=== Location Details (ID 4) ===");
println!("Name: {}", loc.name);
println!("Type: {}", loc.travel_type);
println!("Position: {}", loc.position);
if let Some(ref checks) = loc.checks {
println!("Requirements: {}", checks);
println!("Parsed checks:");
for (check_type, value) in loc.parse_checks() {
println!(" - {} = {}", check_type, value);
}
}
}
Ok(())
}

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//! Example demonstrating combined Items, NPCs, Quests, and Harvestables database usage
//!
//! Run with: cargo run --example game_data_demo
use cursebreaker_parser::{ItemDatabase, NpcDatabase, QuestDatabase, HarvestableDatabase, LootDatabase};
use std::env;
fn main() -> Result<(), Box<dyn std::error::Error>> {
println!("🎮 Cursebreaker Game Data Demo\n");
// Load all game data
println!("📚 Loading game data...");
let cb_assets_path = env::var("CB_ASSETS_PATH").unwrap_or_else(|_| "/home/connor/repos/CBAssets".to_string());
let item_db = ItemDatabase::load_from_xml(&format!("{}/Data/XMLs/Items/Items.xml", cb_assets_path))?;
let npc_db = NpcDatabase::load_from_xml(&format!("{}/Data/XMLs/Npcs/NPCInfo.xml", cb_assets_path))?;
let quest_db = QuestDatabase::load_from_xml(&format!("{}/Data/XMLs/Quests/Quests.xml", cb_assets_path))?;
let harvestable_db = HarvestableDatabase::load_from_xml(&format!("{}/Data/XMLs/Harvestables/HarvestableInfo.xml", cb_assets_path))?;
let loot_db = LootDatabase::load_from_xml(&format!("{}/Data/XMLs/Loot/Loot.xml", cb_assets_path))?;
println!("✅ Loaded {} items", item_db.len());
println!("✅ Loaded {} NPCs", npc_db.len());
println!("✅ Loaded {} quests", quest_db.len());
println!("✅ Loaded {} harvestables", harvestable_db.len());
println!("✅ Loaded {} loot tables\n", loot_db.len());
// =======================================================================
// Items
// =======================================================================
println!("=== Items ===");
let weapons = item_db.get_by_slot("weapon");
let armor = item_db.get_by_slot("armor");
let consumables = item_db.get_by_slot("consumable");
println!("By slot:");
println!(" • Weapons: {}", weapons.len());
println!(" • Armor: {}", armor.len());
println!(" • Consumables: {}", consumables.len());
// Find specific item
if let Some(sword) = item_db.get_by_id(150) {
println!("\nSample item (ID 150):");
println!(" Name: {}", sword.name);
if let Some(desc) = &sword.description {
println!(" Description: {}", desc);
}
if let Some(skill) = &sword.skill {
println!(" Skill: {}", skill);
}
}
println!();
// =======================================================================
// NPCs
// =======================================================================
println!("=== NPCs ===");
let hostile = npc_db.get_hostile();
let interactable = npc_db.get_interactable();
let shopkeepers = npc_db.get_shopkeepers();
println!("By type:");
println!(" • Hostile NPCs: {}", hostile.len());
println!(" • Interactable NPCs: {}", interactable.len());
println!(" • Shopkeepers: {}", shopkeepers.len());
// Find NPCs by tag
let undead = npc_db.get_by_tag("Undead");
let predators = npc_db.get_by_tag("Predator");
println!("\nBy tag:");
println!(" • Undead: {}", undead.len());
println!(" • Predators: {}", predators.len());
// Sample hostile NPC
if let Some(wolf) = npc_db.get_by_id(1) {
println!("\nSample hostile NPC (ID 1):");
println!(" Name: {}", wolf.name);
if let Some(level) = wolf.level {
println!(" Level: {}", level);
}
if let Some(aggro) = wolf.aggrodistance {
println!(" Aggro Distance: {}", aggro);
}
if let Some(speed) = wolf.movementspeed {
println!(" Movement Speed: {}", speed);
}
println!(" Stats: {} stat entries", wolf.stats.len());
}
// Sample interactable NPC
println!("\nSample shopkeepers:");
for shopkeeper in shopkeepers.iter().take(3) {
println!("{} (Shop ID: {:?})", shopkeeper.name, shopkeeper.shop);
}
println!();
// =======================================================================
// Quests
// =======================================================================
println!("=== Quests ===");
let main_quests = quest_db.get_main_quests();
let side_quests = quest_db.get_side_quests();
let hidden_quests = quest_db.get_hidden_quests();
println!("By type:");
println!(" • Main quests: {}", main_quests.len());
println!(" • Side quests: {}", side_quests.len());
println!(" • Hidden quests: {}", hidden_quests.len());
// Main quest details
println!("\nMain quests:");
for quest in main_quests.iter().take(5) {
println!("{} (ID: {}, {} phases)",
quest.name, quest.id, quest.phase_count());
}
// Sample quest details
if let Some(quest) = quest_db.get_by_id(1) {
println!("\nSample quest (ID 1):");
println!(" Name: {}", quest.name);
println!(" Phases: {}", quest.phases.len());
println!(" Rewards: {}", quest.rewards.len());
if let Some(phase) = quest.get_phase(1) {
if let Some(desc) = &phase.trackerdescription {
println!(" Phase 1: {}", desc);
}
}
if !quest.rewards.is_empty() {
println!(" Quest rewards:");
for reward in &quest.rewards {
if let Some(item_id) = reward.item {
if let Some(item) = item_db.get_by_id(item_id) {
println!(" - {} x{}", item.name, reward.amount.unwrap_or(1));
}
} else if let Some(skill) = &reward.skill {
println!(" - {} XP: {}", skill, reward.xp.unwrap_or(0));
}
}
}
}
println!();
// =======================================================================
// Harvestables
// =======================================================================
println!("=== Harvestables ===");
let trees = harvestable_db.get_trees();
let woodcutting = harvestable_db.get_by_skill("Woodcutting");
let mining = harvestable_db.get_by_skill("mining");
let fishing = harvestable_db.get_by_skill("Fishing");
let alchemy = harvestable_db.get_by_skill("Alchemy");
println!("By skill:");
println!(" • Trees: {}", trees.len());
println!(" • Woodcutting: {}", woodcutting.len());
println!(" • Mining: {}", mining.len());
println!(" • Fishing: {}", fishing.len());
println!(" • Alchemy: {}", alchemy.len());
// Sample harvestable
if let Some(spruce) = harvestable_db.get_by_typeid(1) {
println!("\nSample harvestable (TypeID 1):");
println!(" Name: {}", spruce.name);
println!(" Action: {}", spruce.actionname.as_deref().unwrap_or("N/A"));
if let Some(level) = spruce.level {
println!(" Level: {}", level);
}
if let Some(skill) = &spruce.skill {
println!(" Skill: {}", skill);
}
if let Some(tool) = &spruce.tool {
println!(" Tool: {}", tool);
}
println!(" Drops: {} different items", spruce.drops.len());
// Show drops
println!(" Item drops:");
for drop in &spruce.drops {
if let Some(item) = item_db.get_by_id(drop.id) {
println!(" - {} ({}x{}, rate: {})",
item.name,
drop.minamount.unwrap_or(1),
drop.maxamount.unwrap_or(1),
drop.droprate.unwrap_or(0));
}
}
}
println!("\nHarvestables by level:");
let low_level = harvestable_db.get_by_level_range(1, 10);
let mid_level = harvestable_db.get_by_level_range(11, 50);
let high_level = harvestable_db.get_by_level_range(51, 100);
println!(" • Level 1-10: {}", low_level.len());
println!(" • Level 11-50: {}", mid_level.len());
println!(" • Level 51-100: {}", high_level.len());
println!();
// =======================================================================
// Loot Tables
// =======================================================================
println!("=== Loot Tables ===");
let all_tables = loot_db.all_tables();
let conditional_tables = loot_db.get_conditional_tables();
let guaranteed_tables = loot_db.get_tables_with_guaranteed_drops();
println!("Statistics:");
println!(" • Total loot tables: {}", loot_db.len());
println!(" • NPCs with loot: {}", loot_db.get_all_npcs_with_loot().len());
println!(" • Droppable items: {}", loot_db.get_all_droppable_items().len());
println!(" • Tables with conditional drops: {}", conditional_tables.len());
println!(" • Tables with guaranteed drops: {}", guaranteed_tables.len());
// Sample loot table
if let Some(table) = all_tables.first() {
println!("\nSample loot table:");
if let Some(name) = &table.name {
println!(" Name: {}", name);
}
println!(" NPCs: {:?}", table.npc_ids);
println!(" Drops: {} items", table.drops.len());
// Show first few drops
println!(" Sample drops:");
for drop in table.drops.iter().take(3) {
if let Some(item) = item_db.get_by_id(drop.item) {
let rate_str = drop.rate.map(|r| r.to_string()).unwrap_or_else(|| "N/A".to_string());
let amount_str = if let (Some(min), Some(max)) = (drop.minamount, drop.maxamount) {
format!("{}x{}", min, max)
} else {
"1x1".to_string()
};
println!(" - {} ({}, rate: {})", item.name, amount_str, rate_str);
}
}
}
// Cross-reference: Find what an NPC drops
println!("\nSample NPC drops:");
if let Some(npc) = npc_db.get_hostile().first() {
println!(" NPC: {} (ID: {})", npc.name, npc.id);
let drops = loot_db.get_drops_for_npc(npc.id);
if !drops.is_empty() {
println!(" Drops {} different items:", drops.len());
for drop in drops.iter().take(5) {
if let Some(item) = item_db.get_by_id(drop.item) {
println!(" - {}", item.name);
}
}
} else {
println!(" No drops configured");
}
}
// Cross-reference: Find what NPCs drop an item
if let Some(item) = item_db.get_by_id(180) {
println!("\nItem '{}' drops from:", item.name);
let npcs = loot_db.get_npcs_dropping_item(180);
for npc_id in npcs.iter().take(5) {
if let Some(npc) = npc_db.get_by_id(*npc_id) {
println!("{}", npc.name);
}
}
}
println!();
// =======================================================================
// Cross-referencing data
// =======================================================================
println!("=== Cross-referencing Data ===");
// Find NPCs that give quests
let mut quest_givers = 0;
for npc in npc_db.all_npcs() {
if !npc.questmarkers.is_empty() {
quest_givers += 1;
}
}
println!("NPCs with quest markers: {}", quest_givers);
// Find items that are quest rewards
let mut quest_reward_items = std::collections::HashSet::new();
for quest in quest_db.all_quests() {
for reward in &quest.rewards {
if let Some(item_id) = reward.item {
quest_reward_items.insert(item_id);
}
}
}
println!("Unique items used as quest rewards: {}", quest_reward_items.len());
// Find items that are harvestable drops
let mut harvestable_items = std::collections::HashSet::new();
for harvestable in harvestable_db.all_harvestables() {
for drop in &harvestable.drops {
harvestable_items.insert(drop.id);
}
}
println!("Unique items from harvestables: {}", harvestable_items.len());
println!("\n✨ Demo complete!");
Ok(())
}

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//! Example demonstrating ItemDatabase usage
//!
//! Run with: cargo run --example item_database_demo
use cursebreaker_parser::ItemDatabase;
use std::env;
fn main() -> Result<(), Box<dyn std::error::Error>> {
println!("🎮 Cursebreaker Item Database Demo\n");
// Load items from XML
let cb_assets_path = env::var("CB_ASSETS_PATH").unwrap_or_else(|_| "/home/connor/repos/CBAssets".to_string());
let items_path = format!("{}/Data/XMLs/Items/Items.xml", cb_assets_path);
println!("📚 Loading items from: {}", items_path);
let item_db = ItemDatabase::load_from_xml(items_path)?;
println!("✅ Loaded {} items\n", item_db.len());
// Example 1: Get item by ID
println!("=== Example 1: Get Item by ID ===");
if let Some(item) = item_db.get_by_id(150) {
println!("Item ID 150:");
println!(" Name: {}", item.name);
if let Some(desc) = &item.description {
println!(" Description: {}", desc);
}
if let Some(slot) = &item.slot {
println!(" Slot: {}", slot);
}
if let Some(skill) = &item.skill {
println!(" Skill: {}", skill);
}
println!(" Stats: {} stat entries", item.stats.len());
}
println!();
// Example 2: Get items by category
println!("=== Example 2: Get Items by Category ===");
let bows = item_db.get_by_category("bow");
println!("Found {} bows:", bows.len());
for item in bows.iter().take(5) {
println!(" - {} (ID: {})", item.name, item.id);
}
println!();
// Example 3: Get items by slot
println!("=== Example 3: Get Items by Slot ===");
let consumables = item_db.get_by_slot("consumable");
println!("Found {} consumables (showing first 10):", consumables.len());
for item in consumables.iter().take(10) {
let name = &item.name;
let id = item.id;
if let Some(desc) = &item.description {
println!(" - {} (ID: {}) - {}", name, id, desc.chars().take(50).collect::<String>());
} else {
println!(" - {} (ID: {})", name, id);
}
}
println!();
// Example 4: Get items by skill
println!("=== Example 4: Get Items by Skill ===");
let magic_items = item_db.get_by_skill("magic");
println!("Found {} magic items:", magic_items.len());
for item in magic_items.iter().take(5) {
println!(" - {} (ID: {}, Level: {:?})",
item.name, item.id, item.level);
}
println!();
// Example 5: Statistics
println!("=== Example 5: Database Statistics ===");
let weapons = item_db.get_by_slot("weapon");
let armor = item_db.get_by_slot("armor");
let consumables = item_db.get_by_slot("consumable");
let trinkets = item_db.get_by_slot("trinket");
println!("Item Distribution by Slot:");
println!(" Weapons: {}", weapons.len());
println!(" Armor: {}", armor.len());
println!(" Consumables: {}", consumables.len());
println!(" Trinkets: {}", trinkets.len());
println!();
// Example 6: Prepare for SQL (showing how it would be used)
println!("=== Example 6: SQL Serialization ===");
let sql_data = item_db.prepare_for_sql();
println!("Prepared {} items for SQL insertion", sql_data.len());
println!("Sample SQL inserts (first 3):");
for (id, name, json) in sql_data.iter().take(3) {
let json_preview = if json.len() > 100 {
format!("{}...", &json[..100])
} else {
json.clone()
};
println!(" INSERT INTO items (id, name, data) VALUES ({}, '{}', '{}');",
id, name, json_preview);
}
println!("\n✨ Demo complete!");
Ok(())
}

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use cursebreaker_parser::MapDatabase;
use std::env;
fn main() -> Result<(), Box<dyn std::error::Error>> {
// Load the Maps.xml file
let cb_assets_path = env::var("CB_ASSETS_PATH").unwrap_or_else(|_| "/home/connor/repos/CBAssets".to_string());
let map_db = MapDatabase::load_from_xml(&format!("{}/Data/XMLs/Maps/Maps.xml", cb_assets_path))?;
println!("=== Map Database Statistics ===");
println!("Total maps loaded: {}", map_db.len());
println!("Total named maps: {}", map_db.get_named_maps().len());
println!("Total indoor maps: {}", map_db.get_indoor_maps().len());
println!("Total isolated maps: {}", map_db.get_isolated_maps().len());
println!();
// Show map bounds
if let Some(((min_x, min_y), (max_x, max_y))) = map_db.get_map_bounds() {
println!("=== Map Grid Bounds ===");
println!("X range: {} to {}", min_x, max_x);
println!("Y range: {} to {}", min_y, max_y);
println!();
}
// Show some specific maps
println!("=== Sample Maps ===");
if let Some(map) = map_db.get_by_scene_id("3,10") {
println!("Map at 3,10:");
println!(" Name: {}", if map.name.is_empty() { "(unnamed)" } else { &map.name });
println!(" Music: {}", map.music);
println!(" Ambience: {}", map.ambience);
println!(" Indoor: {}", map.indoors);
if let Some(ref fog_color) = map.fog_color {
println!(" Fog color: {}", fog_color);
}
println!();
}
// Show Haywind maps
println!("=== Maps named 'Haywind' ===");
let haywind_maps = map_db.get_by_name("Haywind");
for map in &haywind_maps {
println!(" Scene ID: {} (Music: {})", map.scene_id, map.music);
}
println!("Total: {}", haywind_maps.len());
println!();
// Show Thornhill City maps
println!("=== Maps named 'Thornhill City' ===");
let thornhill_maps = map_db.get_by_name("Thornhill City");
for map in &thornhill_maps {
println!(" Scene ID: {} (Music: {})", map.scene_id, map.music);
}
println!("Total: {}", thornhill_maps.len());
println!();
// Show all unique map names (first 20)
println!("=== Unique Map Names (first 20) ===");
let mut names = map_db.get_all_map_names();
names.sort();
for name in names.iter().take(20) {
println!(" {}", name);
}
println!("... and {} more", names.len().saturating_sub(20));
println!();
// Show maps with respawn locations
println!("=== Maps with Respawn Locations ===");
let respawn_maps = map_db.get_maps_with_respawn();
for map in respawn_maps.iter().take(5) {
println!(
" {} -> respawns at {}",
map.scene_id,
map.respawn_map.as_ref().unwrap_or(&"?".to_string())
);
}
println!("Total maps with respawn: {}", respawn_maps.len());
println!();
// Show connected maps
println!("=== Connected Maps (examples) ===");
let connected = map_db.get_connected_maps();
for map in connected.iter().take(5) {
println!(
" {} connects to: {}",
map.scene_id,
map.connected_maps.as_ref().unwrap_or(&"?".to_string())
);
}
println!("Total connected maps: {}", connected.len());
Ok(())
}

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use cursebreaker_parser::PlayerHouseDatabase;
use std::env;
fn main() -> Result<(), Box<dyn std::error::Error>> {
// Load all player houses from XML
let cb_assets_path = env::var("CB_ASSETS_PATH").unwrap_or_else(|_| "/home/connor/repos/CBAssets".to_string());
let ph_db = PlayerHouseDatabase::load_from_xml(
&format!("{}/Data/XMLs/PlayerHouses/PlayerHouses.xml", cb_assets_path),
)?;
println!("=== Player House Database Statistics ===");
println!("Total houses: {}", ph_db.len());
println!("Visible houses: {}", ph_db.get_visible_houses().len());
println!("Hidden houses: {}", ph_db.get_hidden_houses().len());
println!();
// Show all houses sorted by price
println!("=== All Houses (sorted by price) ===");
let sorted = ph_db.get_sorted_by_price();
for house in &sorted {
let visibility = if house.hidden { "(hidden)" } else { "" };
println!(
" [{}] {} - {} gold {}",
house.id, house.name, house.price, visibility
);
}
println!();
// Show price tiers
println!("=== Houses by Price Tier ===");
println!("Free houses (tier 0):");
for house in ph_db.get_by_price_tier(0) {
println!(" - {}", house.name);
}
println!("\nCheap houses (tier 1, < 5000 gold):");
for house in ph_db.get_by_price_tier(1) {
println!(" - {} ({} gold)", house.name, house.price);
}
println!("\nModerate houses (tier 2, 5000-10000 gold):");
for house in ph_db.get_by_price_tier(2) {
println!(" - {} ({} gold)", house.name, house.price);
}
println!("\nExpensive houses (tier 3, 10000+ gold):");
for house in ph_db.get_by_price_tier(3) {
println!(" - {} ({} gold)", house.name, house.price);
}
println!();
// Show cheapest and most expensive
println!("=== Price Extremes ===");
if let Some(cheapest) = ph_db.get_cheapest() {
println!(
"Cheapest house: {} - {} gold",
cheapest.name, cheapest.price
);
}
if let Some(most_expensive) = ph_db.get_most_expensive() {
println!(
"Most expensive: {} - {} gold",
most_expensive.name, most_expensive.price
);
}
println!();
// Show houses in a specific price range
println!("=== Houses between 3000-5000 gold ===");
let mid_range = ph_db.get_by_price_range(3000, 5000);
for house in mid_range {
println!(" - {} ({} gold)", house.name, house.price);
}
println!();
// Show affordable houses
println!("=== Affordable Houses (< 5000 gold) ===");
let affordable = ph_db.get_affordable_houses();
for house in &affordable {
println!(" - {} ({} gold)", house.name, house.price);
}
println!("Total affordable: {}", affordable.len());
println!();
// Show details of a specific house
if let Some(house) = ph_db.get_by_id(8) {
println!("=== House Details (ID 8) ===");
println!("Name: {}", house.name);
println!("Description: {}", house.description);
println!("Price: {} gold", house.price);
println!("Position: {}", house.position);
if let Some((x, y, z)) = house.get_position() {
println!("Coordinates: ({:.2}, {:.2}, {:.2})", x, y, z);
}
println!("Hidden: {}", house.hidden);
println!("Price tier: {}", house.get_price_tier());
}
Ok(())
}

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//! Example: Query world resources from the database
//!
//! Run with: cargo run --example query_world_resources
use diesel::prelude::*;
use diesel::sqlite::SqliteConnection;
use std::env;
fn main() -> Result<(), Box<dyn std::error::Error>> {
// Connect to database
let database_url = env::var("DATABASE_URL").unwrap_or_else(|_| "../cursebreaker.db".to_string());
let mut conn = SqliteConnection::establish(&database_url)?;
// Use the schema
use cursebreaker_parser::schema::world_resources::dsl::*;
// Query all resources
#[derive(Queryable, Debug)]
struct WorldResource {
item_id: i32,
pos_x: f32,
pos_y: f32,
}
let results = world_resources
.limit(10)
.load::<WorldResource>(&mut conn)?;
println!("Found {} resources (showing first 10):", results.len());
println!();
for resource in results {
println!("Resource:");
println!(" Item ID: {}", resource.item_id);
println!(" Position: ({:.2}, {:.2})", resource.pos_x, resource.pos_y);
println!();
}
// Query all resources
println!("\n--- All world resources ---");
let all_results = world_resources
.load::<WorldResource>(&mut conn)?;
println!("Found {} total resources", all_results.len());
// Group by item_id
use std::collections::HashMap;
let mut item_counts: HashMap<i32, usize> = HashMap::new();
for resource in &all_results {
*item_counts.entry(resource.item_id).or_insert(0) += 1;
}
println!("\nResource counts by item ID:");
for (i_id, count) in item_counts {
println!(" Item {}: {} instances", i_id, count);
}
Ok(())
}

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//! Example: Query resource icons from the database
//!
//! This example shows how to retrieve processed resource icons for harvestables.
//! Icons are 64x64 WebP images with white borders.
use diesel::prelude::*;
use diesel::sqlite::SqliteConnection;
use std::env;
fn main() -> Result<(), Box<dyn std::error::Error>> {
// Connect to database
let database_url = env::var("DATABASE_URL").unwrap_or_else(|_| "../cursebreaker.db".to_string());
let mut conn = SqliteConnection::establish(&database_url)?;
// Define the structure
#[derive(Queryable, Debug)]
struct ResourceIcon {
item_id: i32,
name: String,
icon_64: Vec<u8>,
}
// Import schema
use cursebreaker_parser::schema::resource_icons::dsl::*;
// Query all resource icons
let icons = resource_icons.load::<ResourceIcon>(&mut conn)?;
println!("📦 Resource Icons Database");
println!("========================\n");
println!("Total icons: {}\n", icons.len());
for icon in icons {
println!("Harvestable ID: {}", icon.item_id);
println!(" Name: {}", icon.name);
println!(" Icon size: {} bytes (WebP format, 64x64 with white border)", icon.icon_64.len());
println!();
}
// Example: Get icon for a specific harvestable
println!("\n🔍 Looking up Copper Ore (harvestable_id = 2):");
let copper_icon = resource_icons
.filter(item_id.eq(2))
.first::<ResourceIcon>(&mut conn)?;
println!(" Name: {}", copper_icon.name);
println!(" Icon size: {} bytes", copper_icon.icon_64.len());
// You can save the icon to a file for testing:
// std::fs::write("copper_ore.webp", &copper_icon.icon_64)?;
Ok(())
}

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use cursebreaker_parser::ShopDatabase;
use std::env;
fn main() -> Result<(), Box<dyn std::error::Error>> {
// Load all shops from XML
let cb_assets_path = env::var("CB_ASSETS_PATH").unwrap_or_else(|_| "/home/connor/repos/CBAssets".to_string());
let shop_db = ShopDatabase::load_from_xml(
&format!("{}/Data/XMLs/Shops/Shops.xml", cb_assets_path),
)?;
println!("=== Shop Database Statistics ===");
println!("Total shops: {}", shop_db.len());
println!("General stores: {}", shop_db.get_general_stores().len());
println!("Specialized shops: {}", shop_db.get_specialized_shops().len());
println!("Non-empty shops: {}", shop_db.get_non_empty_shops().len());
println!("Total items across all shops: {}", shop_db.total_item_count());
println!("Unique items sold: {}", shop_db.get_all_item_ids().len());
println!();
// Show all general stores
println!("=== General Stores ===");
let general_stores = shop_db.get_general_stores();
for shop in &general_stores {
println!(" [ID {}] {} ({} items)", shop.shop_id, shop.name, shop.item_count());
if let Some(ref comment) = shop.comment {
println!(" Comment: {}", comment);
}
}
println!();
// Show some specialized shops
println!("=== Specialized Shops (first 10) ===");
let specialized = shop_db.get_specialized_shops();
for shop in specialized.iter().take(10) {
println!(" [ID {}] {} ({} items)", shop.shop_id, shop.name, shop.item_count());
if let Some(ref comment) = shop.comment {
println!(" Comment: {}", comment);
}
}
println!("... and {} more", specialized.len().saturating_sub(10));
println!();
// Show details of a specific shop
if let Some(shop) = shop_db.get_by_id(3) {
println!("=== Shop Details (ID 3) ===");
println!("Name: {}", shop.name);
println!("Is General Store: {}", shop.is_general_store);
println!("Total items: {}", shop.item_count());
println!("\nItems:");
for (i, item) in shop.items.iter().take(10).enumerate() {
print!(" {}) Item ID: {}", i + 1, item.item_id);
if let Some(ref name) = item.name {
print!(" ({})", name);
}
if let Some(price) = item.price {
print!(" - {} gold", price);
}
if let Some(stock) = item.max_stock {
print!(" - max stock: {}", stock);
}
if let Some(restock) = item.restock_time {
print!(" - restock: {}s", restock);
}
println!();
}
if shop.item_count() > 10 {
println!(" ... and {} more items", shop.item_count() - 10);
}
}
println!();
// Show shops that sell a specific item
println!("=== Shops Selling Item '167' (Fishing Rod) ===");
let fishing_rod_shops = shop_db.get_shops_selling_item("167");
for shop in &fishing_rod_shops {
println!(" [ID {}] {}", shop.shop_id, shop.name);
if let Some(item) = shop.get_item_by_id("167") {
if let Some(ref name) = item.name {
print!(" - {}", name);
}
if let Some(price) = item.price {
print!(" (custom price: {} gold)", price);
}
println!();
}
}
println!();
// Show shop with most items
if let Some(largest_shop) = shop_db.all_shops().iter().max_by_key(|s| s.item_count()) {
println!("=== Largest Shop ===");
println!("Name: {}", largest_shop.name);
println!("Item count: {}", largest_shop.item_count());
println!();
}
// Show items with unlimited stock in a shop
if let Some(shop) = shop_db.get_by_id(3) {
println!("=== Unlimited Stock Items in {} ===", shop.name);
let unlimited = shop.get_unlimited_stock_items();
for item in unlimited.iter().take(5) {
print!(" Item ID: {}", item.item_id);
if let Some(ref name) = item.name {
print!(" ({})", name);
}
println!();
}
if unlimited.len() > 5 {
println!(" ... and {} more", unlimited.len() - 5);
}
}
println!();
// Show items with limited stock
if let Some(shop) = shop_db.get_by_id(8) {
println!("=== Limited Stock Items in Shop ID 8 ===");
let limited = shop.get_limited_stock_items();
for item in &limited {
print!(" Item ID: {}", item.item_id);
if let Some(ref name) = item.name {
print!(" ({})", name);
}
if let Some(stock) = item.max_stock {
print!(" - max stock: {}", stock);
}
if let Some(minutes) = item.get_restock_minutes() {
print!(" - restocks every {:.1} min", minutes);
}
println!();
}
}
Ok(())
}

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use cursebreaker_parser::TraitDatabase;
use std::env;
fn main() -> Result<(), Box<dyn std::error::Error>> {
// Load all traits from XML
let cb_assets_path = env::var("CB_ASSETS_PATH").unwrap_or_else(|_| "/home/connor/repos/CBAssets".to_string());
let trait_db = TraitDatabase::load_from_xml(
&format!("{}/Data/XMLs/Traits/Traits.xml", cb_assets_path),
)?;
println!("=== Trait Database Statistics ===");
println!("Total traits: {}", trait_db.len());
println!("Trainer traits: {}", trait_db.get_trainer_traits().len());
println!("Ability traits: {}", trait_db.get_ability_traits().len());
println!("Novice traits: {}", trait_db.get_novice_traits().len());
println!("Experienced traits: {}", trait_db.get_experienced_traits().len());
println!("Master traits: {}", trait_db.get_master_traits().len());
println!();
// Show all skills
println!("=== All Skills ===");
let mut skills = trait_db.get_all_skills();
skills.sort();
for skill in &skills {
let count = trait_db.get_by_skill(skill).len();
println!(" {} ({} traits)", skill, count);
}
println!();
// Show traits for a specific skill
println!("=== Woodcutting Traits (sorted by level) ===");
let woodcutting = trait_db.get_sorted_by_level("woodcutting");
for trait_obj in woodcutting.iter().take(10) {
if let Some(level) = trait_obj.get_required_level() {
let tier = if trait_obj.is_novice() {
" (Novice)"
} else if trait_obj.is_experienced() {
" (Experienced)"
} else if trait_obj.is_master() {
" (Master)"
} else {
""
};
println!(" [Lvl {}] {}{}", level, trait_obj.name, tier);
}
}
println!("... and {} more", woodcutting.len().saturating_sub(10));
println!();
// Show master tier traits
println!("=== Master Tier Traits ===");
let masters = trait_db.get_master_traits();
for trait_obj in &masters {
if let (Some(skill), Some(level)) = (trait_obj.get_required_skill(), trait_obj.get_required_level()) {
println!(" {} - {} (Level {})", trait_obj.name, skill, level);
}
}
println!();
// Show ability traits
println!("=== Traits that Teach Abilities (first 10) ===");
let abilities = trait_db.get_ability_traits();
for trait_obj in abilities.iter().take(10) {
if let Some(ability_id) = trait_obj.learnability {
println!(
" {} - teaches ability {}",
trait_obj.name, ability_id
);
if let (Some(skill), Some(level)) = (trait_obj.get_required_skill(), trait_obj.get_required_level()) {
println!(" Requires: {} level {}", skill, level);
}
}
}
println!("... and {} more", abilities.len().saturating_sub(10));
println!();
// Show traits by level range
println!("=== Combat Traits (Levels 15-25) ===");
let combat_traits = trait_db.get_by_skill_and_level("swordsmanship", 15, 25);
for trait_obj in &combat_traits {
if let Some(level) = trait_obj.get_required_level() {
println!(" [Lvl {}] {}", level, trait_obj.name);
}
}
println!();
// Show details of a specific trait
if let Some(trait_obj) = trait_db.get_by_id(272) {
println!("=== Trait Details (ID 272) ===");
println!("Name: {}", trait_obj.name);
println!("Description (plain): {}", trait_obj.get_plain_description());
if let Some(ref trainer) = trait_obj.trainer {
println!("Skill: {}", trainer.skill);
println!("Level: {}", trainer.level);
if let Some(tier) = trainer.tier_icon {
println!("Tier: {}", tier);
}
}
if let Some(ability_id) = trait_obj.learnability {
println!("Teaches ability: {}", ability_id);
}
if let Some(ref comment) = trait_obj.comment {
println!("Comment: {}", comment);
}
}
Ok(())
}

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//! Example: Query world objects from the database
//!
//! Run with: cargo run --example verify_world_objects
use diesel::prelude::*;
use diesel::sqlite::SqliteConnection;
use std::env;
fn main() -> Result<(), Box<dyn std::error::Error>> {
// Connect to database
let database_url = env::var("DATABASE_URL").unwrap_or_else(|_| "../cursebreaker.db".to_string());
let mut conn = SqliteConnection::establish(&database_url)?;
// Query teleporters
{
use cursebreaker_parser::schema::world_teleporters::dsl::*;
#[derive(Queryable, Debug)]
struct Teleporter {
pos_x: f32,
pos_y: f32,
tp_x: Option<f32>,
tp_y: Option<f32>,
}
let results = world_teleporters.load::<Teleporter>(&mut conn)?;
println!("=== World Teleporters ===");
println!("Found {} teleporters\n", results.len());
for tp in results {
print!(" At ({:.2}, {:.2})", tp.pos_x, tp.pos_y);
if let (Some(tx), Some(ty)) = (tp.tp_x, tp.tp_y) {
println!(" -> teleports to ({:.2}, {:.2})", tx, ty);
} else {
println!(" -> no destination");
}
}
println!();
}
// Query workbenches
{
use cursebreaker_parser::schema::world_workbenches::dsl::*;
#[derive(Queryable, Debug)]
struct Workbench {
pos_x: f32,
pos_y: f32,
workbench_id: i32,
}
let results = world_workbenches.load::<Workbench>(&mut conn)?;
println!("=== World Workbenches ===");
println!("Found {} workbenches\n", results.len());
for wb in results {
println!(" Workbench ID {} at ({:.2}, {:.2})", wb.workbench_id, wb.pos_x, wb.pos_y);
}
println!();
}
// Query loot spawners
{
use cursebreaker_parser::schema::world_loot::dsl::*;
#[derive(Queryable, Debug)]
struct Loot {
pos_x: f32,
pos_y: f32,
item_id: i32,
amount: i32,
respawn_time: i32,
visibility_checks: String,
}
let results = world_loot.load::<Loot>(&mut conn)?;
println!("=== World Loot ===");
println!("Found {} loot spawners\n", results.len());
for loot in results {
println!(" Item {} x{} (respawn: {}s) at ({:.2}, {:.2})",
loot.item_id, loot.amount, loot.respawn_time, loot.pos_x, loot.pos_y);
if !loot.visibility_checks.is_empty() {
println!(" Visibility checks: {}", loot.visibility_checks);
}
}
println!();
}
// Query map icons
{
use cursebreaker_parser::schema::world_map_icons::dsl::*;
#[derive(Queryable, Debug)]
struct MapIcon {
pos_x: f32,
pos_y: f32,
icon_type: i32,
icon_size: i32,
icon: String,
text: String,
font_size: i32,
hover_text: String,
}
let results = world_map_icons.load::<MapIcon>(&mut conn)?;
println!("=== World Map Icons ===");
println!("Found {} map icons\n", results.len());
for map_icon in results {
print!(" Type {} at ({:.2}, {:.2})", map_icon.icon_type, map_icon.pos_x, map_icon.pos_y);
if !map_icon.text.is_empty() {
print!(" - Text: \"{}\"", map_icon.text);
}
if !map_icon.hover_text.is_empty() {
print!(" - Hover: \"{}\"", map_icon.hover_text);
}
println!();
}
println!();
}
// Query map name changers
{
use cursebreaker_parser::schema::world_map_name_changers::dsl::*;
#[derive(Queryable, Debug)]
struct MapNameChanger {
pos_x: f32,
pos_y: f32,
map_name: String,
}
let results = world_map_name_changers.load::<MapNameChanger>(&mut conn)?;
println!("=== World Map Name Changers ===");
println!("Found {} map name changers\n", results.len());
for changer in results {
println!(" \"{}\" at ({:.2}, {:.2})", changer.map_name, changer.pos_x, changer.pos_y);
}
println!();
}
Ok(())
}

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-- Rollback migration for minimap_tiles table
DROP INDEX IF EXISTS idx_minimap_y;
DROP INDEX IF EXISTS idx_minimap_x;
DROP INDEX IF EXISTS idx_minimap_coords;
DROP TABLE IF EXISTS minimap_tiles;

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-- Minimap tiles table storing processed WebP images
CREATE TABLE minimap_tiles (
id INTEGER PRIMARY KEY AUTOINCREMENT,
-- Tile coordinates (matching file naming: x_y.png)
x INTEGER NOT NULL,
y INTEGER NOT NULL,
-- Original PNG metadata
original_width INTEGER NOT NULL DEFAULT 512,
original_height INTEGER NOT NULL DEFAULT 512,
original_file_size INTEGER,
-- WebP blobs at different resolutions
webp_512 BLOB NOT NULL, -- 512x512 WebP
webp_256 BLOB NOT NULL, -- 256x256 WebP
webp_128 BLOB NOT NULL, -- 128x128 WebP
webp_64 BLOB NOT NULL, -- 64x64 WebP
-- Blob sizes for quick reference
webp_512_size INTEGER NOT NULL,
webp_256_size INTEGER NOT NULL,
webp_128_size INTEGER NOT NULL,
webp_64_size INTEGER NOT NULL,
-- Processing metadata
processed_at TIMESTAMP NOT NULL DEFAULT CURRENT_TIMESTAMP,
source_path TEXT NOT NULL,
-- Ensure unique coordinate pairs
UNIQUE(x, y)
);
-- Index for fast coordinate lookups
CREATE INDEX idx_minimap_coords ON minimap_tiles(x, y);
-- Index for boundary queries
CREATE INDEX idx_minimap_x ON minimap_tiles(x);
CREATE INDEX idx_minimap_y ON minimap_tiles(y);

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-- Drop all game data tables
DROP INDEX IF EXISTS idx_shops_name;
DROP TABLE IF EXISTS shops;
DROP INDEX IF EXISTS idx_traits_trainer;
DROP INDEX IF EXISTS idx_traits_name;
DROP TABLE IF EXISTS traits;
DROP INDEX IF EXISTS idx_player_houses_map;
DROP INDEX IF EXISTS idx_player_houses_name;
DROP TABLE IF EXISTS player_houses;
DROP INDEX IF EXISTS idx_fast_travel_map;
DROP INDEX IF EXISTS idx_fast_travel_name;
DROP TABLE IF EXISTS fast_travel_locations;
DROP INDEX IF EXISTS idx_maps_name;
DROP TABLE IF EXISTS maps;
DROP INDEX IF EXISTS idx_loot_npc;
DROP TABLE IF EXISTS loot_tables;
DROP INDEX IF EXISTS idx_harvestables_name;
DROP TABLE IF EXISTS harvestables;
DROP INDEX IF EXISTS idx_quests_name;
DROP TABLE IF EXISTS quests;
DROP INDEX IF EXISTS idx_npcs_name;
DROP TABLE IF EXISTS npcs;
DROP INDEX IF EXISTS idx_items_name;
DROP TABLE IF EXISTS items;

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-- Items table
CREATE TABLE items (
id INTEGER PRIMARY KEY,
name TEXT NOT NULL,
data TEXT NOT NULL
);
CREATE INDEX idx_items_name ON items(name);
-- NPCs table
CREATE TABLE npcs (
id INTEGER PRIMARY KEY,
name TEXT NOT NULL,
data TEXT NOT NULL
);
CREATE INDEX idx_npcs_name ON npcs(name);
-- Quests table
CREATE TABLE quests (
id INTEGER PRIMARY KEY,
name TEXT NOT NULL,
data TEXT NOT NULL
);
CREATE INDEX idx_quests_name ON quests(name);
-- Harvestables table
CREATE TABLE harvestables (
id INTEGER PRIMARY KEY,
name TEXT NOT NULL,
data TEXT NOT NULL
);
CREATE INDEX idx_harvestables_name ON harvestables(name);
-- Loot tables
CREATE TABLE loot_tables (
table_id TEXT PRIMARY KEY,
npc_id TEXT,
data TEXT NOT NULL
);
CREATE INDEX idx_loot_npc ON loot_tables(npc_id);
-- Maps table
CREATE TABLE maps (
scene_id TEXT PRIMARY KEY,
name TEXT NOT NULL,
data TEXT NOT NULL
);
CREATE INDEX idx_maps_name ON maps(name);
-- Fast travel locations table
CREATE TABLE fast_travel_locations (
id INTEGER PRIMARY KEY,
name TEXT NOT NULL,
map_name TEXT NOT NULL,
data TEXT NOT NULL
);
CREATE INDEX idx_fast_travel_name ON fast_travel_locations(name);
CREATE INDEX idx_fast_travel_map ON fast_travel_locations(map_name);
-- Player houses table
CREATE TABLE player_houses (
id INTEGER PRIMARY KEY,
name TEXT NOT NULL,
map_id INTEGER NOT NULL,
data TEXT NOT NULL
);
CREATE INDEX idx_player_houses_name ON player_houses(name);
CREATE INDEX idx_player_houses_map ON player_houses(map_id);
-- Traits table
CREATE TABLE traits (
id INTEGER PRIMARY KEY,
name TEXT NOT NULL,
description TEXT,
trainer_id INTEGER,
data TEXT NOT NULL
);
CREATE INDEX idx_traits_name ON traits(name);
CREATE INDEX idx_traits_trainer ON traits(trainer_id);
-- Shops table
CREATE TABLE shops (
id INTEGER PRIMARY KEY,
name TEXT NOT NULL,
unique_items INTEGER NOT NULL, -- boolean as 0/1
item_count INTEGER NOT NULL,
data TEXT NOT NULL
);
CREATE INDEX idx_shops_name ON shops(name);

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DROP INDEX IF EXISTS idx_merged_tiles_zoom_coords;
DROP TABLE IF EXISTS merged_tiles;

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-- Create merged_tiles table for storing merged map tiles at different zoom levels
-- Zoom level 2: 1x1 tiles (512px original tiles)
-- Zoom level 1: 2x2 tiles merged into 512px
-- Zoom level 0: 4x4 tiles merged into 512px
CREATE TABLE merged_tiles (
id INTEGER PRIMARY KEY AUTOINCREMENT,
-- Tile coordinates at this zoom level
x INTEGER NOT NULL,
y INTEGER NOT NULL,
-- Zoom level (0 = most zoomed out, 2 = most zoomed in)
zoom_level INTEGER NOT NULL,
-- Number of original tiles merged (1, 4, or 16)
merge_factor INTEGER NOT NULL,
-- Dimensions of the merged image
width INTEGER NOT NULL,
height INTEGER NOT NULL,
-- WebP image data (lossless compression)
webp_data BLOB NOT NULL,
webp_size INTEGER NOT NULL,
-- Metadata
processed_at TIMESTAMP DEFAULT CURRENT_TIMESTAMP NOT NULL,
-- Track which original tiles were merged (for debugging)
source_tiles TEXT NOT NULL,
-- Unique constraint on zoom level + coordinates
UNIQUE(zoom_level, x, y)
);
-- Index for fast lookups
CREATE INDEX idx_merged_tiles_zoom_coords ON merged_tiles(zoom_level, x, y);

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-- This migration cannot be rolled back automatically
-- You would need to re-run the image-parser to restore data
DROP INDEX IF EXISTS idx_minimap_tiles_coords;
DROP INDEX IF EXISTS idx_minimap_tiles_zoom_coords;
DROP TABLE IF EXISTS minimap_tiles;
-- Restore old structure (data will be lost)
CREATE TABLE minimap_tiles (
id INTEGER PRIMARY KEY AUTOINCREMENT,
x INTEGER NOT NULL,
y INTEGER NOT NULL,
original_width INTEGER NOT NULL,
original_height INTEGER NOT NULL,
original_file_size INTEGER,
webp_512 BLOB NOT NULL,
webp_256 BLOB NOT NULL,
webp_128 BLOB NOT NULL,
webp_64 BLOB NOT NULL,
webp_512_size INTEGER NOT NULL,
webp_256_size INTEGER NOT NULL,
webp_128_size INTEGER NOT NULL,
webp_64_size INTEGER NOT NULL,
processed_at TIMESTAMP DEFAULT CURRENT_TIMESTAMP NOT NULL,
source_path TEXT NOT NULL,
UNIQUE(x, y)
);

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-- Drop merged_tiles table (no longer needed)
DROP TABLE IF EXISTS merged_tiles;
DROP INDEX IF EXISTS idx_merged_tiles_zoom_coords;
-- Drop old minimap_tiles table
DROP TABLE IF EXISTS minimap_tiles;
-- Create new minimap_tiles table with simplified structure
CREATE TABLE minimap_tiles (
id INTEGER PRIMARY KEY AUTOINCREMENT,
-- Tile coordinates (at zoom level 2, original tile coords)
x INTEGER NOT NULL,
y INTEGER NOT NULL,
-- Zoom level (0 = 4x4 merged, 1 = 2x2 merged, 2 = original)
zoom INTEGER NOT NULL,
-- Image dimensions (always 512x512 for merged tiles)
width INTEGER NOT NULL,
height INTEGER NOT NULL,
-- Original file size (only for zoom=2)
original_file_size INTEGER,
-- WebP image data (lossless)
image BLOB NOT NULL,
image_size INTEGER NOT NULL,
-- Metadata
processed_at TIMESTAMP DEFAULT CURRENT_TIMESTAMP NOT NULL,
source_path TEXT NOT NULL,
-- Unique constraint on coordinates + zoom
UNIQUE(x, y, zoom)
);
-- Index for fast lookups
CREATE INDEX idx_minimap_tiles_zoom_coords ON minimap_tiles(zoom, x, y);
CREATE INDEX idx_minimap_tiles_coords ON minimap_tiles(x, y);

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-- Undo the expand_items migration
-- Drop crafting tables
DROP INDEX IF EXISTS idx_crafting_recipe_items_item;
DROP TABLE IF EXISTS crafting_recipe_items;
DROP INDEX IF EXISTS idx_crafting_recipes_workbench;
DROP INDEX IF EXISTS idx_crafting_recipes_level;
DROP INDEX IF EXISTS idx_crafting_recipes_skill;
DROP INDEX IF EXISTS idx_crafting_recipes_product;
DROP TABLE IF EXISTS crafting_recipes;
-- Drop item indexes
DROP INDEX IF EXISTS idx_items_skill;
DROP INDEX IF EXISTS idx_items_price;
DROP INDEX IF EXISTS idx_items_level;
DROP INDEX IF EXISTS idx_items_type;
-- Note: SQLite doesn't support DROP COLUMN in ALTER TABLE
-- To truly revert, we'd need to recreate the table without the columns
-- For now, we'll leave the columns in place (they won't hurt with defaults)
-- If you need a full revert, you'd need to:
-- 1. CREATE TABLE items_backup (id, name, data)
-- 2. INSERT INTO items_backup SELECT id, name, data FROM items
-- 3. DROP TABLE items
-- 4. ALTER TABLE items_backup RENAME TO items

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-- Add core columns to items table for efficient querying
-- Item classification
ALTER TABLE items ADD COLUMN item_type TEXT NOT NULL DEFAULT 'resource';
ALTER TABLE items ADD COLUMN level INTEGER NOT NULL DEFAULT 1;
-- Economy
ALTER TABLE items ADD COLUMN price INTEGER NOT NULL DEFAULT 0;
-- Stacking and storage
ALTER TABLE items ADD COLUMN max_stack INTEGER NOT NULL DEFAULT 1;
ALTER TABLE items ADD COLUMN storage_size INTEGER NOT NULL DEFAULT 0;
-- Skills
ALTER TABLE items ADD COLUMN skill TEXT NOT NULL DEFAULT 'none';
ALTER TABLE items ADD COLUMN tool TEXT NOT NULL DEFAULT 'none';
-- Visual/UI
ALTER TABLE items ADD COLUMN description TEXT NOT NULL DEFAULT '';
-- Boolean flags (stored as INTEGER: 0=false, 1=true)
ALTER TABLE items ADD COLUMN two_handed INTEGER NOT NULL DEFAULT 0;
ALTER TABLE items ADD COLUMN undroppable INTEGER NOT NULL DEFAULT 0;
ALTER TABLE items ADD COLUMN undroppable_on_death INTEGER NOT NULL DEFAULT 0;
ALTER TABLE items ADD COLUMN unequip_destroy INTEGER NOT NULL DEFAULT 0;
ALTER TABLE items ADD COLUMN generate_icon INTEGER NOT NULL DEFAULT 0;
ALTER TABLE items ADD COLUMN hide_milestone INTEGER NOT NULL DEFAULT 0;
ALTER TABLE items ADD COLUMN cannot_craft_exceptional INTEGER NOT NULL DEFAULT 0;
ALTER TABLE items ADD COLUMN storage_all_items INTEGER NOT NULL DEFAULT 0;
-- Ability and item IDs
ALTER TABLE items ADD COLUMN ability_id INTEGER NOT NULL DEFAULT 0;
ALTER TABLE items ADD COLUMN special_ability INTEGER NOT NULL DEFAULT 0;
ALTER TABLE items ADD COLUMN learn_ability_id INTEGER NOT NULL DEFAULT 0;
ALTER TABLE items ADD COLUMN book_id INTEGER NOT NULL DEFAULT 0;
ALTER TABLE items ADD COLUMN swap_item INTEGER NOT NULL DEFAULT 0;
-- Create indexes for commonly queried columns
CREATE INDEX idx_items_type ON items(item_type);
CREATE INDEX idx_items_level ON items(level);
CREATE INDEX idx_items_price ON items(price);
CREATE INDEX idx_items_skill ON items(skill);
-- Crafting recipes table
CREATE TABLE crafting_recipes (
id INTEGER PRIMARY KEY AUTOINCREMENT,
product_item_id INTEGER NOT NULL,
skill TEXT NOT NULL,
level INTEGER NOT NULL,
workbench_id INTEGER NOT NULL,
xp INTEGER NOT NULL DEFAULT 0,
unlocked_by_default INTEGER NOT NULL DEFAULT 1,
checks TEXT, -- nullable, for conditional recipes
FOREIGN KEY (product_item_id) REFERENCES items(id) ON DELETE CASCADE
);
CREATE INDEX idx_crafting_recipes_product ON crafting_recipes(product_item_id);
CREATE INDEX idx_crafting_recipes_skill ON crafting_recipes(skill);
CREATE INDEX idx_crafting_recipes_level ON crafting_recipes(level);
CREATE INDEX idx_crafting_recipes_workbench ON crafting_recipes(workbench_id);
-- Crafting recipe ingredients (many-to-many)
CREATE TABLE crafting_recipe_items (
recipe_id INTEGER NOT NULL,
item_id INTEGER NOT NULL,
amount INTEGER NOT NULL,
PRIMARY KEY (recipe_id, item_id),
FOREIGN KEY (recipe_id) REFERENCES crafting_recipes(id) ON DELETE CASCADE,
FOREIGN KEY (item_id) REFERENCES items(id)
);
CREATE INDEX idx_crafting_recipe_items_item ON crafting_recipe_items(item_id);

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-- Undo the add_item_images migration
-- Note: SQLite doesn't support DROP COLUMN in ALTER TABLE
-- The icon columns will remain but can be set to NULL
-- To truly revert, you would need to recreate the table without the image columns

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-- Add item icon columns (WebP format)
-- These store the processed WebP images at different resolutions
ALTER TABLE items ADD COLUMN icon_large BLOB; -- 256x256 WebP
ALTER TABLE items ADD COLUMN icon_medium BLOB; -- 64x64 WebP
ALTER TABLE items ADD COLUMN icon_small BLOB; -- 16x16 WebP

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-- Undo the add_item_stats migration
DROP INDEX IF EXISTS idx_item_stats_type_value;
DROP INDEX IF EXISTS idx_item_stats_value;
DROP INDEX IF EXISTS idx_item_stats_stat_type;
DROP TABLE IF EXISTS item_stats;

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-- Create item_stats table for normalized stat storage
CREATE TABLE item_stats (
item_id INTEGER NOT NULL,
stat_type TEXT NOT NULL,
value REAL NOT NULL,
PRIMARY KEY (item_id, stat_type),
FOREIGN KEY (item_id) REFERENCES items(id) ON DELETE CASCADE
);
-- Create indexes for querying
CREATE INDEX idx_item_stats_stat_type ON item_stats(stat_type);
CREATE INDEX idx_item_stats_value ON item_stats(value);
-- Index for finding items by stat value ranges
CREATE INDEX idx_item_stats_type_value ON item_stats(stat_type, value);

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DROP TABLE world_resources;

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-- World resources table - stores harvestable resources from Unity scenes
CREATE TABLE world_resources (
id INTEGER PRIMARY KEY,
item_id INTEGER NOT NULL,
scene_name TEXT NOT NULL,
pos_x REAL NOT NULL,
pos_y REAL NOT NULL,
pos_z REAL NOT NULL,
object_name TEXT NOT NULL
);
CREATE INDEX idx_world_resources_item_id ON world_resources(item_id);
CREATE INDEX idx_world_resources_scene ON world_resources(scene_name);
CREATE INDEX idx_world_resources_position ON world_resources(pos_x, pos_z);

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-- Revert to original structure
DROP TABLE world_resources;
CREATE TABLE world_resources (
id INTEGER PRIMARY KEY,
item_id INTEGER NOT NULL,
scene_name TEXT NOT NULL,
pos_x REAL NOT NULL,
pos_y REAL NOT NULL,
pos_z REAL NOT NULL,
object_name TEXT NOT NULL
);
CREATE INDEX idx_world_resources_item_id ON world_resources(item_id);
CREATE INDEX idx_world_resources_scene ON world_resources(scene_name);
CREATE INDEX idx_world_resources_position ON world_resources(pos_x, pos_z);

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-- Drop the old table
DROP TABLE world_resources;
-- Recreate with simplified structure - no id, no scene_name, no object_name, only 2D coordinates
CREATE TABLE world_resources (
item_id INTEGER NOT NULL,
pos_x REAL NOT NULL,
pos_y REAL NOT NULL,
PRIMARY KEY (item_id, pos_x, pos_y)
) WITHOUT ROWID;
CREATE INDEX idx_world_resources_item_id ON world_resources(item_id);
CREATE INDEX idx_world_resources_position ON world_resources(pos_x, pos_y);

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-- Drop resource_icons table
DROP TABLE resource_icons;

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-- Create resource_icons table to store processed item icons for world resources
CREATE TABLE resource_icons (
item_id INTEGER PRIMARY KEY NOT NULL,
name TEXT NOT NULL,
icon_64 BLOB NOT NULL
);
CREATE INDEX idx_resource_icons_name ON resource_icons(name);

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-- Revert to the simple harvestables table
DROP TABLE IF EXISTS harvestable_drops;
DROP TABLE IF EXISTS harvestables;
CREATE TABLE harvestables (
id INTEGER PRIMARY KEY,
name TEXT NOT NULL,
data TEXT NOT NULL
);

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-- Restructure harvestables table to store expanded data
DROP TABLE IF EXISTS harvestables;
CREATE TABLE harvestables (
id INTEGER PRIMARY KEY NOT NULL,
name TEXT NOT NULL,
description TEXT NOT NULL,
comment TEXT NOT NULL,
level INTEGER NOT NULL,
skill TEXT NOT NULL,
tool TEXT NOT NULL,
min_health INTEGER NOT NULL,
max_health INTEGER NOT NULL,
harvesttime INTEGER NOT NULL,
hittime INTEGER NOT NULL,
respawntime INTEGER NOT NULL
);
-- Create harvestable_drops table
CREATE TABLE harvestable_drops (
id INTEGER PRIMARY KEY AUTOINCREMENT,
harvestable_id INTEGER NOT NULL,
item_id INTEGER NOT NULL,
minamount INTEGER NOT NULL,
maxamount INTEGER NOT NULL,
droprate INTEGER NOT NULL,
droprateboost INTEGER NOT NULL,
amountboost INTEGER NOT NULL,
comment TEXT NOT NULL,
FOREIGN KEY (harvestable_id) REFERENCES harvestables(id),
FOREIGN KEY (item_id) REFERENCES items(id)
);
CREATE INDEX idx_harvestable_drops_harvestable_id ON harvestable_drops(harvestable_id);
CREATE INDEX idx_harvestable_drops_item_id ON harvestable_drops(item_id);
CREATE INDEX idx_harvestables_skill ON harvestables(skill);
CREATE INDEX idx_harvestables_tool ON harvestables(tool);
CREATE INDEX idx_harvestables_level ON harvestables(level);

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-- Drop world scene object tables
DROP TABLE world_teleporters;
DROP TABLE world_workbenches;
DROP TABLE world_loot;
DROP TABLE world_map_icons;
DROP TABLE world_map_name_changers;

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-- Create world_teleporters table
CREATE TABLE world_teleporters (
pos_x REAL NOT NULL,
pos_y REAL NOT NULL,
tp_x REAL,
tp_y REAL,
PRIMARY KEY (pos_x, pos_y)
);
-- Create world_workbenches table
CREATE TABLE world_workbenches (
pos_x REAL NOT NULL,
pos_y REAL NOT NULL,
workbench_id INTEGER NOT NULL,
PRIMARY KEY (pos_x, pos_y)
);
-- Create world_loot table
CREATE TABLE world_loot (
pos_x REAL NOT NULL,
pos_y REAL NOT NULL,
item_id INTEGER NOT NULL,
amount INTEGER NOT NULL,
respawn_time INTEGER NOT NULL,
visibility_checks TEXT NOT NULL DEFAULT '',
PRIMARY KEY (pos_x, pos_y)
);
-- Create world_map_icons table
CREATE TABLE world_map_icons (
pos_x REAL NOT NULL,
pos_y REAL NOT NULL,
icon_type INTEGER NOT NULL,
icon_size INTEGER NOT NULL,
icon TEXT NOT NULL,
text TEXT NOT NULL DEFAULT '',
font_size INTEGER NOT NULL,
hover_text TEXT NOT NULL DEFAULT '',
PRIMARY KEY (pos_x, pos_y)
);
-- Create world_map_name_changers table
CREATE TABLE world_map_name_changers (
pos_x REAL NOT NULL,
pos_y REAL NOT NULL,
map_name TEXT NOT NULL,
PRIMARY KEY (pos_x, pos_y)
);

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DROP TABLE IF EXISTS icons;
DROP TABLE IF EXISTS achievement_icons;
DROP TABLE IF EXISTS general_icons;

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-- Simple icons table (abilities, buffs, traits, player houses, stat icons)
CREATE TABLE IF NOT EXISTS icons (
category TEXT NOT NULL,
name TEXT NOT NULL,
icon BLOB NOT NULL,
PRIMARY KEY (category, name)
);
-- Achievement icons table (filtered, no _0 suffix)
CREATE TABLE IF NOT EXISTS achievement_icons (
name TEXT PRIMARY KEY NOT NULL,
icon BLOB NOT NULL
);
-- General icons table (multiple sizes)
CREATE TABLE IF NOT EXISTS general_icons (
name TEXT PRIMARY KEY NOT NULL,
original_width INTEGER NOT NULL,
original_height INTEGER NOT NULL,
icon_original BLOB,
icon_256 BLOB,
icon_64 BLOB,
icon_32 BLOB
);

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-- Drop the separate icon tables
DROP TABLE IF EXISTS ability_icons;
DROP TABLE IF EXISTS buff_icons;
DROP TABLE IF EXISTS trait_icons;
DROP TABLE IF EXISTS player_house_icons;
DROP TABLE IF EXISTS stat_icons;
-- Recreate the combined icons table
CREATE TABLE IF NOT EXISTS icons (
category TEXT NOT NULL,
name TEXT NOT NULL,
icon BLOB NOT NULL,
PRIMARY KEY (category, name)
);

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-- Drop the combined icons table
DROP TABLE IF EXISTS icons;
-- Ability icons table
CREATE TABLE IF NOT EXISTS ability_icons (
name TEXT PRIMARY KEY NOT NULL,
icon BLOB NOT NULL
);
-- Buff icons table
CREATE TABLE IF NOT EXISTS buff_icons (
name TEXT PRIMARY KEY NOT NULL,
icon BLOB NOT NULL
);
-- Trait icons table
CREATE TABLE IF NOT EXISTS trait_icons (
name TEXT PRIMARY KEY NOT NULL,
icon BLOB NOT NULL
);
-- Player house icons table
CREATE TABLE IF NOT EXISTS player_house_icons (
name TEXT PRIMARY KEY NOT NULL,
icon BLOB NOT NULL
);
-- Stat icons table
CREATE TABLE IF NOT EXISTS stat_icons (
name TEXT PRIMARY KEY NOT NULL,
icon BLOB NOT NULL
);

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-- Revert to original schema with JSON data field
DROP TABLE IF EXISTS player_houses;
CREATE TABLE player_houses (
id INTEGER PRIMARY KEY,
name TEXT NOT NULL,
map_id INTEGER NOT NULL,
data TEXT NOT NULL
);

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-- Drop the old table and recreate with direct fields instead of JSON data
DROP TABLE IF EXISTS player_houses;
CREATE TABLE player_houses (
id INTEGER PRIMARY KEY,
name TEXT NOT NULL,
description TEXT NOT NULL,
pos_x REAL NOT NULL,
pos_z REAL NOT NULL,
price INTEGER NOT NULL
);

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-- Restore old table schema
DROP TABLE IF EXISTS fast_travel_locations;
CREATE TABLE fast_travel_locations (
id INTEGER PRIMARY KEY,
name TEXT NOT NULL,
map_name TEXT NOT NULL,
data TEXT NOT NULL
);

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-- Drop the old table and create with new schema
DROP TABLE IF EXISTS fast_travel_locations;
CREATE TABLE fast_travel_locations (
name TEXT PRIMARY KEY,
pos_x REAL NOT NULL,
pos_z REAL NOT NULL,
travel_type TEXT NOT NULL,
unlocked INTEGER NOT NULL DEFAULT 0,
connections TEXT,
checks TEXT
);

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//! Image Parser - Processes minimap tiles and generates all zoom levels
//!
//! This binary handles:
//! - Loading minimap tile images from PNG files
//! - Converting to lossless WebP format (zoom level 2)
//! - Generating merged tiles for zoom level 1 (2x2)
//! - Generating merged tiles for zoom level 0 (4x4)
//! - Storing all tiles in the SQLite database
//! - Generating statistics about storage and compression
use clap::Parser;
use cursebreaker_parser::{IconDatabase, MinimapDatabase};
use log::{error, info, LevelFilter};
use std::env;
use unity_parser::log::DedupLogger;
#[derive(Parser, Debug)]
#[command(name = "image-parser")]
#[command(about = "Processes minimap tiles and game icons")]
struct Args {
/// Process minimap tiles
#[arg(long)]
minimap: bool,
/// Process game icons
#[arg(long)]
icons: bool,
/// Process everything (minimap and icons)
#[arg(long)]
all: bool,
}
fn main() -> Result<(), Box<dyn std::error::Error>> {
let args = Args::parse();
// Validate that at least one option is specified
if !args.minimap && !args.icons && !args.all {
eprintln!("Error: At least one option must be specified.\n");
eprintln!("Usage: image-parser [OPTIONS]\n");
eprintln!("Options:");
eprintln!(" --minimap Process minimap tiles");
eprintln!(" --icons Process game icons");
eprintln!(" --all Process everything");
std::process::exit(1);
}
let process_minimap = args.minimap || args.all;
let process_icons = args.icons || args.all;
let logger = DedupLogger::new();
log::set_boxed_logger(Box::new(logger))
.map(|()| log::set_max_level(LevelFilter::Trace))
.unwrap();
info!("Image Parser");
info!("Generates all zoom levels (0, 1, 2) with merged tiles");
info!("Will override existing database entries\n");
let database_url = env::var("DATABASE_URL").unwrap_or_else(|_| "cursebreaker.db".to_string());
let cb_assets_path =
env::var("CB_ASSETS_PATH").unwrap_or_else(|_| "/home/connor/repos/CBAssets".to_string());
// Process minimap tiles
if process_minimap {
info!("Processing minimap tiles...");
let minimap_db = MinimapDatabase::new(database_url.clone());
let minimap_path = format!("{}/Data/Textures/MinimapSquares", cb_assets_path);
match minimap_db.load_from_directory(&minimap_path, &cb_assets_path) {
Ok(total_count) => {
info!("\nProcessed {} total tiles (all zoom levels)", total_count);
// Get statistics
if let Ok(stats) = minimap_db.get_storage_stats() {
info!("\n=== 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}%\n", stats.compression_ratio());
info!("=== Tiles Per Zoom Level ===");
info!(
"Zoom 2 (original): {} tiles ({} MB)",
stats.zoom2_count,
stats.zoom2_size / 1_048_576
);
info!(
"Zoom 1 (2x2 merged): {} tiles ({} MB)",
stats.zoom1_count,
stats.zoom1_size / 1_048_576
);
info!(
"Zoom 0 (4x4 merged): {} tiles ({} MB)",
stats.zoom0_count,
stats.zoom0_size / 1_048_576
);
}
if let Ok(bounds) = minimap_db.get_map_bounds() {
info!("\n=== Map Bounds ===");
info!("Min (x,y): {:?}", bounds.0);
info!("Max (x,y): {:?}", bounds.1);
}
}
Err(e) => {
error!("Failed to process minimap tiles: {}", e);
return Err(Box::new(e));
}
}
}
// Process game icons
if process_icons {
info!("\n=== Processing Game Icons ===");
let icon_db = IconDatabase::new(database_url);
match icon_db.load_all_icons(&cb_assets_path) {
Ok(stats) => {
info!("\n=== Icon Statistics ===");
info!("Ability icons: {}", stats.abilities);
info!("Buff icons: {}", stats.buffs);
info!("Trait icons: {}", stats.traits);
info!("Player house icons: {}", stats.player_houses);
info!("Stat icons: {}", stats.stat_icons);
info!("Achievement icons: {}", stats.achievement_icons);
info!("General icons: {}", stats.general_icons);
info!("Total icons: {}", stats.total_icons());
info!("Total size: {} KB", stats.total_bytes / 1024);
}
Err(e) => {
error!("Failed to process icons: {}", e);
return Err(Box::new(e));
}
}
}
log::logger().flush();
Ok(())
}

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//! Scene Parser - Parses Unity scenes and extracts game objects
//!
//! This binary handles:
//! - Initializing the Unity project
//! - Parsing Unity scenes with type filtering
//! - Extracting Interactable_Resource components only
//! - Computing world transforms
//! - Saving resource locations to the database
//! - Processing and saving item icons for resources
//!
//! Usage:
//! scene-parser [min_x max_x min_y max_y]
//!
//! Examples:
//! scene-parser # Parse all scenes
//! scene-parser 0 10 0 10 # Parse scenes from (0,0) to (10,10)
use cursebreaker_parser::{
InteractableResource, InteractableTeleporter, InteractableWorkbench,
LootSpawner, MapIcon, MapNameChanger, ImageProcessor, OutlineConfig
};
use unity_parser::{UnityProject, TypeFilter};
use std::path::{Path, PathBuf};
use unity_parser::log::DedupLogger;
use log::{info, error, warn, LevelFilter};
use std::env;
use diesel::prelude::*;
use diesel::sqlite::SqliteConnection;
use std::collections::HashMap;
use std::fs;
/// Bounds for filtering which scene tiles to parse
#[derive(Debug, Clone)]
struct Bounds {
min_x: i32,
max_x: i32,
min_y: i32,
max_y: i32,
}
impl Bounds {
fn contains(&self, x: i32, y: i32) -> bool {
x >= self.min_x && x <= self.max_x && y >= self.min_y && y <= self.max_y
}
}
/// Parse scene filename to extract tile coordinates (e.g., "10_3.unity" -> (10, 3))
fn parse_scene_coords(filename: &str) -> Option<(i32, i32)> {
let stem = filename.strip_suffix(".unity")?;
let parts: Vec<&str> = stem.split('_').collect();
if parts.len() == 2 {
let x = parts[0].parse().ok()?;
let y = parts[1].parse().ok()?;
Some((x, y))
} else {
None
}
}
/// Find all scene files matching the *_*.unity pattern
fn find_scene_files(scenes_dir: &Path, bounds: Option<&Bounds>) -> Vec<PathBuf> {
let mut scenes = Vec::new();
if let Ok(entries) = fs::read_dir(scenes_dir) {
for entry in entries.flatten() {
let path = entry.path();
if let Some(filename) = path.file_name().and_then(|n| n.to_str()) {
if filename.ends_with(".unity") {
if let Some((x, y)) = parse_scene_coords(filename) {
// Check bounds if specified
if let Some(b) = bounds {
if !b.contains(x, y) {
continue;
}
}
scenes.push(path);
}
}
}
}
}
// Sort by coordinates for consistent ordering
scenes.sort_by(|a, b| {
let a_coords = a.file_name()
.and_then(|n| n.to_str())
.and_then(parse_scene_coords)
.unwrap_or((0, 0));
let b_coords = b.file_name()
.and_then(|n| n.to_str())
.and_then(parse_scene_coords)
.unwrap_or((0, 0));
a_coords.cmp(&b_coords)
});
scenes
}
/// Parse command line arguments for bounds
fn parse_bounds_args() -> Option<Bounds> {
let args: Vec<String> = env::args().collect();
if args.len() == 5 {
let min_x = args[1].parse().ok()?;
let max_x = args[2].parse().ok()?;
let min_y = args[3].parse().ok()?;
let max_y = args[4].parse().ok()?;
Some(Bounds { min_x, max_x, min_y, max_y })
} else if args.len() == 1 {
None // No bounds specified, parse all
} else {
eprintln!("Usage: {} [min_x max_x min_y max_y]", args[0]);
eprintln!(" No arguments: parse all scenes");
eprintln!(" 4 arguments: parse scenes within bounds (inclusive)");
std::process::exit(1);
}
}
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::Warn))
.unwrap();
info!("🎮 Cursebreaker - Scene Parser");
// Parse bounds from command line
let bounds = parse_bounds_args();
if let Some(ref b) = bounds {
info!("📐 Bounds: x=[{}, {}], y=[{}, {}]", b.min_x, b.max_x, b.min_y, b.max_y);
} else {
info!("📐 Bounds: none (parsing all scenes)");
}
let cb_assets_path = env::var("CB_ASSETS_PATH").unwrap_or_else(|_| "/home/connor/repos/CBAssets".to_string());
// Initialize Unity project once - scans entire project for GUID mappings
let project_root = Path::new(&cb_assets_path);
info!("\n📦 Initializing Unity project from: {}", project_root.display());
let project = UnityProject::from_path(project_root)?;
// Find all scene files
let scenes_dir = project_root.join("_GameAssets/Scenes/Tiles");
let scene_files = find_scene_files(&scenes_dir, bounds.as_ref());
info!("🔍 Found {} scene files to parse", scene_files.len());
if scene_files.is_empty() {
warn!("No scene files found matching criteria");
return Ok(());
}
// Create type filter to only parse GameObject, Transform, and InteractableResource MonoBehaviour
info!("🔍 Setting up type filter:");
info!(" • Unity types: GameObject, Transform");
info!(" • Custom MonoBehaviours: InteractableResource");
let type_filter = TypeFilter::new(
vec!["GameObject", "Transform", "PrefabInstance"],
vec!["InteractableResource", "InteractableTeleporter", "InteractableWorkbench", "LootSpawner", "MapIcon", "MapNameChanger"]
);
// Setup database connection
let database_url = env::var("DATABASE_URL").unwrap_or_else(|_| "cursebreaker.db".to_string());
let mut conn = SqliteConnection::establish(&database_url)?;
// Clear all tables before processing (they're regenerated each run)
{
use cursebreaker_parser::schema::{
world_resources, world_teleporters, world_workbenches,
world_loot, world_map_icons, world_map_name_changers, resource_icons
};
diesel::delete(world_resources::table).execute(&mut conn)?;
diesel::delete(world_teleporters::table).execute(&mut conn)?;
diesel::delete(world_workbenches::table).execute(&mut conn)?;
diesel::delete(world_loot::table).execute(&mut conn)?;
diesel::delete(world_map_icons::table).execute(&mut conn)?;
diesel::delete(world_map_name_changers::table).execute(&mut conn)?;
diesel::delete(resource_icons::table).execute(&mut conn)?;
}
// Collect unique harvestables across all scenes for icon processing
let mut all_unique_harvestables: HashMap<i32, String> = HashMap::new();
// Track totals
let mut total_resources = 0;
let mut total_teleporters = 0;
let mut total_workbenches = 0;
let mut total_loot = 0;
let mut total_map_icons = 0;
let mut total_map_name_changers = 0;
let mut scenes_processed = 0;
let mut scenes_failed = 0;
// Process each scene
for (idx, scene_path) in scene_files.iter().enumerate() {
let relative_path = scene_path.strip_prefix(project_root)
.map(|p| p.to_string_lossy().to_string())
.unwrap_or_else(|_| scene_path.to_string_lossy().to_string());
print!("\n📁 [{}/{}] Parsing scene: {}", idx + 1, scene_files.len(), relative_path);
match project.parse_scene_filtered(&relative_path, Some(&type_filter)) {
Ok(mut scene) => {
info!(" ✓ Parsed ({} entities)", scene.entity_map.len());
// Post-processing: Compute world transforms
unity_parser::compute_world_transforms(&mut scene.world, &scene.entity_map);
// Save resources
let resource_count = save_resources(&mut conn, &scene)?;
total_resources += resource_count;
// Collect unique harvestables for icon processing later
scene.world
.query_all::<(&InteractableResource, &unity_parser::GameObject)>()
.for_each(|(resource, object)| {
all_unique_harvestables.entry(resource.type_id as i32)
.or_insert_with(|| object.name.to_string());
});
// Save other world objects (append mode - tables already cleared)
total_teleporters += save_teleporters_append(&mut conn, &scene)?;
total_workbenches += save_workbenches_append(&mut conn, &scene)?;
total_loot += save_loot_spawners_append(&mut conn, &scene)?;
total_map_icons += save_map_icons_append(&mut conn, &scene)?;
total_map_name_changers += save_map_name_changers_append(&mut conn, &scene)?;
scenes_processed += 1;
}
Err(e) => {
error!(" ✗ Parse error: {}", e);
scenes_failed += 1;
}
}
}
log::logger().flush();
// Process icons for all unique harvestables
info!("\n🎨 Processing item icons for {} unique harvestable types...", all_unique_harvestables.len());
process_item_icons_from_map(&cb_assets_path, &mut conn, &all_unique_harvestables)?;
// Print summary
println!("\n==================================================");
println!("📊 SUMMARY");
println!("==================================================");
println!(" Scenes processed: {} ({} failed)", scenes_processed, scenes_failed);
println!(" Resources: {}", total_resources);
println!(" Teleporters: {}", total_teleporters);
println!(" Workbenches: {}", total_workbenches);
println!(" Loot spawners: {}", total_loot);
println!(" Map icons: {}", total_map_icons);
println!(" Map name changers:{}", total_map_name_changers);
println!("==================================================");
log::logger().flush();
Ok(())
}
/// Save resources from a scene (append mode)
fn save_resources(
conn: &mut SqliteConnection,
scene: &unity_parser::UnityScene,
) -> Result<usize, Box<dyn std::error::Error>> {
use cursebreaker_parser::schema::world_resources;
let mut count = 0;
conn.transaction::<_, diesel::result::Error, _>(|conn| {
scene.world
.query_all::<(&InteractableResource, &unity_parser::WorldTransform, &unity_parser::GameObject)>()
.for_each(|(resource, transform, _object)| {
let world_pos = transform.position();
let _ = diesel::insert_into(world_resources::table)
.values((
world_resources::item_id.eq(resource.type_id as i32),
world_resources::pos_x.eq(world_pos.x as f32),
world_resources::pos_y.eq(world_pos.z as f32),
))
.execute(conn);
count += 1;
});
Ok(())
})?;
Ok(count)
}
/// Process item icons from a pre-collected map of harvestables
fn process_item_icons_from_map(
cb_assets_path: &str,
conn: &mut SqliteConnection,
unique_harvestables: &HashMap<i32, String>,
) -> Result<(), Box<dyn std::error::Error>> {
use cursebreaker_parser::schema::{resource_icons, items, harvestables, harvestable_drops};
info!(" Processing {} unique harvestable types", unique_harvestables.len());
// Create image processor with white outline
let processor = ImageProcessor::default();
let outline_config = OutlineConfig::white(4);
let mut processed_count = 0;
let mut failed_count = 0;
// Process each unique harvestable
for (harvestable_id, default_name) in unique_harvestables.iter() {
// Get the harvestable name
let harvestable_name: String = harvestables::table
.filter(harvestables::id.eq(harvestable_id))
.select(harvestables::name)
.first(conn)
.unwrap_or_else(|_| default_name.clone());
// Get the first item drop for this harvestable
let item_id_result: Result<i32, _> = harvestable_drops::table
.filter(harvestable_drops::harvestable_id.eq(harvestable_id))
.select(harvestable_drops::item_id)
.order(harvestable_drops::id.asc())
.first(conn);
let item_id = match item_id_result {
Ok(id) => id,
Err(_) => {
warn!(" ⚠️ No drops found for harvestable {} ({})", harvestable_id, harvestable_name);
failed_count += 1;
continue;
}
};
// Get the item name
let item_name: String = items::table
.filter(items::id.eq(&item_id))
.select(items::name)
.first(conn)
.unwrap_or_else(|_| format!("Item {}", item_id));
// Construct icon path using the item_id from the drop
let icon_path = PathBuf::from(cb_assets_path)
.join("Data/Textures/ItemIcons")
.join(format!("{}.png", item_id));
if !icon_path.exists() {
warn!(" ⚠️ Icon not found for harvestable {} ({}) -> item {} ({}): {}",
harvestable_id, harvestable_name, item_id, item_name, icon_path.display());
failed_count += 1;
continue;
}
// Process the icon: resize to 64px with white outline
match processor.process_image(&icon_path, &[64], None, Some(&outline_config)) {
Ok(processed) => {
if let Some(icon_data) = processed.get(64) {
// Insert into database using harvestable_id as the key
match diesel::insert_into(resource_icons::table)
.values((
resource_icons::item_id.eq(harvestable_id),
resource_icons::name.eq(&harvestable_name),
resource_icons::icon_64.eq(icon_data.as_slice()),
))
.execute(conn)
{
Ok(_) => {
info!(" ✓ Harvestable {} ({}) -> Item {} ({}): {} bytes",
harvestable_id, harvestable_name, item_id, item_name, icon_data.len());
processed_count += 1;
}
Err(e) => {
warn!(" ⚠️ Failed to insert icon for harvestable {} ({}): {}",
harvestable_id, harvestable_name, e);
failed_count += 1;
}
}
}
}
Err(e) => {
warn!(" ⚠️ Failed to process icon for harvestable {} ({}) -> item {} ({}): {}",
harvestable_id, harvestable_name, item_id, item_name, e);
failed_count += 1;
}
}
}
info!("✅ Processed {} harvestable icons ({} succeeded, {} failed)",
unique_harvestables.len(), processed_count, failed_count);
Ok(())
}
/// Save teleporter data to database (append mode - doesn't clear table)
fn save_teleporters_append(
conn: &mut SqliteConnection,
scene: &unity_parser::UnityScene,
) -> Result<usize, Box<dyn std::error::Error>> {
use cursebreaker_parser::schema::world_teleporters;
let mut count = 0;
// Query all teleporters
scene.world
.query_all::<(&InteractableTeleporter, &unity_parser::WorldTransform, &unity_parser::GameObject)>()
.for_each(|(teleporter, transform, _object)| {
let world_pos = transform.position();
// Get the tp_transform position if it exists
let (tp_x, tp_y) = if let Some(tp_entity) = teleporter.tp_transform {
if let Some(tp_transform) = scene.world.borrow::<unity_parser::WorldTransform>().get(tp_entity) {
let tp_pos = tp_transform.position();
(Some(tp_pos.x as f32), Some(tp_pos.z as f32))
} else {
(None, None)
}
} else {
(None, None)
};
let _ = diesel::insert_into(world_teleporters::table)
.values((
world_teleporters::pos_x.eq(world_pos.x as f32),
world_teleporters::pos_y.eq(world_pos.z as f32),
world_teleporters::tp_x.eq(tp_x),
world_teleporters::tp_y.eq(tp_y),
))
.execute(conn);
count += 1;
});
Ok(count)
}
/// Save workbench data to database (append mode - doesn't clear table)
fn save_workbenches_append(
conn: &mut SqliteConnection,
scene: &unity_parser::UnityScene,
) -> Result<usize, Box<dyn std::error::Error>> {
use cursebreaker_parser::schema::world_workbenches;
let mut count = 0;
// Query all workbenches
scene.world
.query_all::<(&InteractableWorkbench, &unity_parser::WorldTransform, &unity_parser::GameObject)>()
.for_each(|(workbench, transform, _object)| {
let world_pos = transform.position();
let _ = diesel::insert_into(world_workbenches::table)
.values((
world_workbenches::pos_x.eq(world_pos.x as f32),
world_workbenches::pos_y.eq(world_pos.z as f32),
world_workbenches::workbench_id.eq(workbench.workbench_id as i32),
))
.execute(conn);
count += 1;
});
Ok(count)
}
/// Save loot spawner data to database (append mode - doesn't clear table)
fn save_loot_spawners_append(
conn: &mut SqliteConnection,
scene: &unity_parser::UnityScene,
) -> Result<usize, Box<dyn std::error::Error>> {
use cursebreaker_parser::schema::world_loot;
let mut count = 0;
// Query all loot spawners
scene.world
.query_all::<(&LootSpawner, &unity_parser::WorldTransform, &unity_parser::GameObject)>()
.for_each(|(loot, transform, _object)| {
let world_pos = transform.position();
let _ = diesel::insert_into(world_loot::table)
.values((
world_loot::pos_x.eq(world_pos.x as f32),
world_loot::pos_y.eq(world_pos.z as f32),
world_loot::item_id.eq(loot.item_id as i32),
world_loot::amount.eq(loot.amount as i32),
world_loot::respawn_time.eq(loot.respawn_time as i32),
world_loot::visibility_checks.eq(&loot.visibility_checks),
))
.execute(conn);
count += 1;
});
Ok(count)
}
/// Save map icon data to database (append mode - doesn't clear table)
fn save_map_icons_append(
conn: &mut SqliteConnection,
scene: &unity_parser::UnityScene,
) -> Result<usize, Box<dyn std::error::Error>> {
use cursebreaker_parser::schema::world_map_icons;
let mut count = 0;
// Query all map icons
scene.world
.query_all::<(&MapIcon, &unity_parser::WorldTransform, &unity_parser::GameObject)>()
.for_each(|(icon, transform, _object)| {
let world_pos = transform.position();
let _ = diesel::insert_into(world_map_icons::table)
.values((
world_map_icons::pos_x.eq(world_pos.x as f32),
world_map_icons::pos_y.eq(world_pos.z as f32),
world_map_icons::icon_type.eq(icon.icon_type as i32),
world_map_icons::icon_size.eq(icon.icon_size as i32),
world_map_icons::icon.eq(&icon.icon),
world_map_icons::text.eq(&icon.text),
world_map_icons::font_size.eq(icon.font_size as i32),
world_map_icons::hover_text.eq(&icon.hover_text),
))
.execute(conn);
count += 1;
});
Ok(count)
}
/// Save map name changer data to database (append mode - doesn't clear table)
fn save_map_name_changers_append(
conn: &mut SqliteConnection,
scene: &unity_parser::UnityScene,
) -> Result<usize, Box<dyn std::error::Error>> {
use cursebreaker_parser::schema::world_map_name_changers;
let mut count = 0;
// Query all map name changers
scene.world
.query_all::<(&MapNameChanger, &unity_parser::WorldTransform, &unity_parser::GameObject)>()
.for_each(|(changer, transform, _object)| {
let world_pos = transform.position();
let _ = diesel::insert_into(world_map_name_changers::table)
.values((
world_map_name_changers::pos_x.eq(world_pos.x as f32),
world_map_name_changers::pos_y.eq(world_pos.z as f32),
world_map_name_changers::map_name.eq(&changer.map_name),
))
.execute(conn);
count += 1;
});
Ok(count)
}

View File

@@ -0,0 +1,342 @@
//! XML Parser - Loads game data from XML files and populates the SQLite database
//!
//! Usage:
//! xml-parser --all Parse all data types
//! xml-parser --items Parse items only
//! xml-parser --npcs Parse NPCs only
//! xml-parser --quests Parse quests only
//! xml-parser --harvestables Parse harvestables only
//! xml-parser --loot Parse loot tables only
//! xml-parser --maps Parse maps only
//! xml-parser --fast-travel Parse fast travel locations only
//! xml-parser --houses Parse player houses only
//! xml-parser --traits Parse traits only
//! xml-parser --shops Parse shops only
//!
//! Multiple flags can be combined:
//! xml-parser --items --npcs --quests
use clap::Parser;
use cursebreaker_parser::{
ItemDatabase, NpcDatabase, QuestDatabase, HarvestableDatabase,
LootDatabase, MapDatabase, FastTravelDatabase, PlayerHouseDatabase,
TraitDatabase, ShopDatabase,
};
use diesel::prelude::*;
use diesel::sqlite::SqliteConnection;
use log::{info, warn, LevelFilter};
use std::env;
use unity_parser::log::DedupLogger;
#[derive(Parser, Debug)]
#[command(name = "xml-parser")]
#[command(author = "Cursebreaker Team")]
#[command(version = "1.0")]
#[command(about = "Parses game XML data and populates the SQLite database")]
struct Args {
/// Parse all data types
#[arg(long, short = 'a')]
all: bool,
/// Parse items
#[arg(long, short = 'i')]
items: bool,
/// Parse NPCs
#[arg(long, short = 'n')]
npcs: bool,
/// Parse quests
#[arg(long, short = 'q')]
quests: bool,
/// Parse harvestables
#[arg(long, short = 'r')]
harvestables: bool,
/// Parse loot tables
#[arg(long, short = 'l')]
loot: bool,
/// Parse maps
#[arg(long, short = 'm')]
maps: bool,
/// Parse fast travel locations
#[arg(long, short = 'f')]
fast_travel: bool,
/// Parse player houses
#[arg(long, short = 'p')]
houses: bool,
/// Parse traits
#[arg(long, short = 't')]
traits: bool,
/// Parse shops
#[arg(long, short = 's')]
shops: bool,
}
impl Args {
/// Returns true if no specific parsers were selected
fn none_selected(&self) -> bool {
!self.all
&& !self.items
&& !self.npcs
&& !self.quests
&& !self.harvestables
&& !self.loot
&& !self.maps
&& !self.fast_travel
&& !self.houses
&& !self.traits
&& !self.shops
}
/// Returns true if items should be parsed
fn should_parse_items(&self) -> bool {
self.all || self.items
}
/// Returns true if NPCs should be parsed
fn should_parse_npcs(&self) -> bool {
self.all || self.npcs
}
/// Returns true if quests should be parsed
fn should_parse_quests(&self) -> bool {
self.all || self.quests
}
/// Returns true if harvestables should be parsed
fn should_parse_harvestables(&self) -> bool {
self.all || self.harvestables
}
/// Returns true if loot should be parsed
fn should_parse_loot(&self) -> bool {
self.all || self.loot
}
/// Returns true if maps should be parsed
fn should_parse_maps(&self) -> bool {
self.all || self.maps
}
/// Returns true if fast travel should be parsed
fn should_parse_fast_travel(&self) -> bool {
self.all || self.fast_travel
}
/// Returns true if houses should be parsed
fn should_parse_houses(&self) -> bool {
self.all || self.houses
}
/// Returns true if traits should be parsed
fn should_parse_traits(&self) -> bool {
self.all || self.traits
}
/// Returns true if shops should be parsed
fn should_parse_shops(&self) -> bool {
self.all || self.shops
}
}
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();
let args = Args::parse();
// If no parsers selected, show help
if args.none_selected() {
eprintln!("No parsers selected. Use --all to parse everything, or specify individual parsers.");
eprintln!("Run with --help for usage information.");
std::process::exit(1);
}
info!("Cursebreaker - XML Parser");
info!("Loading game data from XML...");
let cb_assets_path = env::var("CB_ASSETS_PATH")
.unwrap_or_else(|_| "/home/connor/repos/CBAssets".to_string());
let database_url = env::var("DATABASE_URL")
.unwrap_or_else(|_| "cursebreaker.db".to_string());
let mut conn = SqliteConnection::establish(&database_url)?;
// Parse Items
if args.should_parse_items() {
info!("Parsing items...");
let items_path = format!("{}/Data/XMLs/Items/Items.xml", cb_assets_path);
match ItemDatabase::load_from_xml(&items_path) {
Ok(item_db) => {
info!("Loaded {} items", item_db.len());
let icon_path = format!("{}/Data/Textures/ItemIcons", cb_assets_path);
match item_db.save_to_db_with_images(&mut conn, &icon_path) {
Ok((items_count, images_count)) => {
info!("Saved {} items to database", items_count);
info!("Processed {} item icons", images_count);
}
Err(e) => warn!("Failed to save items: {}", e),
}
}
Err(e) => warn!("Failed to load items: {}", e),
}
}
// Parse NPCs
if args.should_parse_npcs() {
info!("Parsing NPCs...");
let npcs_path = format!("{}/Data/XMLs/Npcs/NPCInfo.xml", cb_assets_path);
match NpcDatabase::load_from_xml(&npcs_path) {
Ok(npc_db) => {
info!("Loaded {} NPCs", npc_db.len());
match npc_db.save_to_db(&mut conn) {
Ok(count) => info!("Saved {} NPCs to database", count),
Err(e) => warn!("Failed to save NPCs: {}", e),
}
}
Err(e) => warn!("Failed to load NPCs: {}", e),
}
}
// Parse Quests
if args.should_parse_quests() {
info!("Parsing quests...");
let quests_path = format!("{}/Data/XMLs/Quests/Quests.xml", cb_assets_path);
match QuestDatabase::load_from_xml(&quests_path) {
Ok(quest_db) => {
info!("Loaded {} quests", quest_db.len());
match quest_db.save_to_db(&mut conn) {
Ok(count) => info!("Saved {} quests to database", count),
Err(e) => warn!("Failed to save quests: {}", e),
}
}
Err(e) => warn!("Failed to load quests: {}", e),
}
}
// Parse Harvestables
if args.should_parse_harvestables() {
info!("Parsing harvestables...");
let harvestables_path = format!("{}/Data/XMLs/Harvestables/HarvestableInfo.xml", cb_assets_path);
match HarvestableDatabase::load_from_xml(&harvestables_path) {
Ok(harvestable_db) => {
info!("Loaded {} harvestables", harvestable_db.len());
match harvestable_db.save_to_db(&mut conn) {
Ok(count) => info!("Saved {} harvestables to database", count),
Err(e) => warn!("Failed to save harvestables: {}", e),
}
}
Err(e) => warn!("Failed to load harvestables: {}", e),
}
}
// Parse Loot
if args.should_parse_loot() {
info!("Parsing loot tables...");
let loot_path = format!("{}/Data/XMLs/Loot/Loot.xml", cb_assets_path);
match LootDatabase::load_from_xml(&loot_path) {
Ok(loot_db) => {
info!("Loaded {} loot tables", loot_db.len());
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),
}
}
Err(e) => warn!("Failed to load loot tables: {}", e),
}
}
// Parse Maps
if args.should_parse_maps() {
info!("Parsing maps...");
let maps_path = format!("{}/Data/XMLs/Maps/Maps.xml", cb_assets_path);
match MapDatabase::load_from_xml(&maps_path) {
Ok(map_db) => {
info!("Loaded {} maps", map_db.len());
match map_db.save_to_db(&mut conn) {
Ok(count) => info!("Saved {} maps to database", count),
Err(e) => warn!("Failed to save maps: {}", e),
}
}
Err(e) => warn!("Failed to load maps: {}", e),
}
}
// Parse Fast Travel
if args.should_parse_fast_travel() {
info!("Parsing fast travel locations...");
let fast_travel_dir = format!("{}/Data/XMLs", cb_assets_path);
match FastTravelDatabase::load_from_directory(&fast_travel_dir) {
Ok(fast_travel_db) => {
info!("Loaded {} fast travel locations", fast_travel_db.len());
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),
}
}
Err(e) => warn!("Failed to load fast travel locations: {}", e),
}
}
// Parse Player Houses
if args.should_parse_houses() {
info!("Parsing player houses...");
let player_houses_path = format!("{}/Data/XMLs/PlayerHouses/PlayerHouses.xml", cb_assets_path);
match PlayerHouseDatabase::load_from_xml(&player_houses_path) {
Ok(player_house_db) => {
info!("Loaded {} player houses", player_house_db.len());
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),
}
}
Err(e) => warn!("Failed to load player houses: {}", e),
}
}
// Parse Traits
if args.should_parse_traits() {
info!("Parsing traits...");
let traits_path = format!("{}/Data/XMLs/Traits/Traits.xml", cb_assets_path);
match TraitDatabase::load_from_xml(&traits_path) {
Ok(trait_db) => {
info!("Loaded {} traits", trait_db.len());
match trait_db.save_to_db(&mut conn) {
Ok(count) => info!("Saved {} traits to database", count),
Err(e) => warn!("Failed to save traits: {}", e),
}
}
Err(e) => warn!("Failed to load traits: {}", e),
}
}
// Parse Shops
if args.should_parse_shops() {
info!("Parsing shops...");
let shops_path = format!("{}/Data/XMLs/Shops/Shops.xml", cb_assets_path);
match ShopDatabase::load_from_xml(&shops_path) {
Ok(shop_db) => {
info!("Loaded {} shops", shop_db.len());
match shop_db.save_to_db(&mut conn) {
Ok(count) => info!("Saved {} shops to database", count),
Err(e) => warn!("Failed to save shops: {}", e),
}
}
Err(e) => warn!("Failed to load shops: {}", e),
}
}
info!("XML parsing complete!");
log::logger().flush();
Ok(())
}

View File

@@ -0,0 +1,24 @@
/// Helper module for database persistence operations
use diesel::prelude::*;
use diesel::sqlite::SqliteConnection;
/// Establish a database connection
pub fn establish_connection(database_url: &str) -> Result<SqliteConnection, diesel::ConnectionError> {
SqliteConnection::establish(database_url)
}
/// Generic record for simple id/name/data pattern
#[derive(Queryable)]
pub struct SimpleRecord {
pub id: Option<i32>,
pub name: String,
pub data: String,
}
/// Generic record for text-based primary keys
#[derive(Queryable)]
pub struct TextKeyRecord {
pub key: Option<String>,
pub secondary: Option<String>,
pub data: String,
}

View File

@@ -0,0 +1,330 @@
use crate::types::{FastTravelLocation, FastTravelType};
use crate::xml_parsers::{
parse_fast_travel_canoe_xml, parse_fast_travel_locations_xml, parse_fast_travel_portals_xml,
XmlParseError,
};
use diesel::prelude::*;
use diesel::sqlite::SqliteConnection;
use std::collections::HashMap;
use std::path::Path;
/// A database for managing Fast Travel Locations loaded from XML files
#[derive(Debug, Clone)]
pub struct FastTravelDatabase {
locations: Vec<FastTravelLocation>,
// Map ID -> location index
locations_by_id: HashMap<i32, usize>,
// Map name -> list of location indices
locations_by_name: HashMap<String, Vec<usize>>,
// Map type -> list of location indices
locations_by_type: HashMap<FastTravelType, Vec<usize>>,
}
impl FastTravelDatabase {
/// Create a new empty FastTravelDatabase
pub fn new() -> Self {
Self {
locations: Vec::new(),
locations_by_id: HashMap::new(),
locations_by_name: HashMap::new(),
locations_by_type: HashMap::new(),
}
}
/// Load all fast travel types from their respective XML files in a directory
/// Expects the directory structure:
/// - dir/FastTravelLocations/FastTravelLocations.xml
/// - dir/FastTravelCanoe/FastTravelCanoe.xml
/// - dir/FastTravelPortals/FastTravelPortals.xml
pub fn load_from_directory<P: AsRef<Path>>(dir: P) -> Result<Self, XmlParseError> {
let dir = dir.as_ref();
let mut db = Self::new();
// Load regular locations
let locations_path = dir.join("FastTravelLocations/FastTravelLocations.xml");
if locations_path.exists() {
let locations = parse_fast_travel_locations_xml(&locations_path)?;
db.add_locations(locations);
}
// Load canoe locations
let canoe_path = dir.join("FastTravelCanoe/FastTravelCanoe.xml");
if canoe_path.exists() {
let canoe_locations = parse_fast_travel_canoe_xml(&canoe_path)?;
db.add_locations(canoe_locations);
}
// Load portal locations
let portals_path = dir.join("FastTravelPortals/FastTravelPortals.xml");
if portals_path.exists() {
let portals = parse_fast_travel_portals_xml(&portals_path)?;
db.add_locations(portals);
}
Ok(db)
}
/// Load only regular fast travel locations from XML
pub fn load_locations_from_xml<P: AsRef<Path>>(path: P) -> Result<Self, XmlParseError> {
let locations = parse_fast_travel_locations_xml(path)?;
let mut db = Self::new();
db.add_locations(locations);
Ok(db)
}
/// Load only canoe fast travel locations from XML
pub fn load_canoe_from_xml<P: AsRef<Path>>(path: P) -> Result<Self, XmlParseError> {
let locations = parse_fast_travel_canoe_xml(path)?;
let mut db = Self::new();
db.add_locations(locations);
Ok(db)
}
/// Load only portal fast travel locations from XML
pub fn load_portals_from_xml<P: AsRef<Path>>(path: P) -> Result<Self, XmlParseError> {
let locations = parse_fast_travel_portals_xml(path)?;
let mut db = Self::new();
db.add_locations(locations);
Ok(db)
}
/// Add fast travel locations to the database
pub fn add_locations(&mut self, locations: Vec<FastTravelLocation>) {
for location in locations {
let index = self.locations.len();
// Index by ID
self.locations_by_id.insert(location.id, index);
// Index by name
self.locations_by_name
.entry(location.name.clone())
.or_insert_with(Vec::new)
.push(index);
// Index by type
self.locations_by_type
.entry(location.travel_type)
.or_insert_with(Vec::new)
.push(index);
self.locations.push(location);
}
}
/// Get a fast travel location by ID
pub fn get_by_id(&self, id: i32) -> Option<&FastTravelLocation> {
self.locations_by_id
.get(&id)
.and_then(|&index| self.locations.get(index))
}
/// Get fast travel locations by name (returns all locations with matching name)
pub fn get_by_name(&self, name: &str) -> Vec<&FastTravelLocation> {
self.locations_by_name
.get(name)
.map(|indices| {
indices
.iter()
.filter_map(|&index| self.locations.get(index))
.collect()
})
.unwrap_or_default()
}
/// Get all locations
pub fn all_locations(&self) -> &[FastTravelLocation] {
&self.locations
}
/// Get all locations of a specific type
pub fn get_by_type(&self, travel_type: FastTravelType) -> Vec<&FastTravelLocation> {
self.locations_by_type
.get(&travel_type)
.map(|indices| {
indices
.iter()
.filter_map(|&index| self.locations.get(index))
.collect()
})
.unwrap_or_default()
}
/// Get all regular fast travel locations
pub fn get_locations(&self) -> Vec<&FastTravelLocation> {
self.get_by_type(FastTravelType::Location)
}
/// Get all canoe fast travel locations
pub fn get_canoe_locations(&self) -> Vec<&FastTravelLocation> {
self.get_by_type(FastTravelType::Canoe)
}
/// Get all portal fast travel locations
pub fn get_portals(&self) -> Vec<&FastTravelLocation> {
self.get_by_type(FastTravelType::Portal)
}
/// Get all unlocked locations (regular locations only)
pub fn get_unlocked_locations(&self) -> Vec<&FastTravelLocation> {
self.locations
.iter()
.filter(|loc| loc.unlocked)
.collect()
}
/// Get all locations with requirements
pub fn get_locations_with_requirements(&self) -> Vec<&FastTravelLocation> {
self.locations
.iter()
.filter(|loc| loc.has_requirements())
.collect()
}
/// Get all locations that have connections to other locations
pub fn get_connected_locations(&self) -> Vec<&FastTravelLocation> {
self.locations
.iter()
.filter(|loc| loc.has_connections())
.collect()
}
/// Get locations that are connected to a specific location ID
pub fn get_locations_connected_to(&self, id: i32) -> Vec<&FastTravelLocation> {
self.locations
.iter()
.filter(|loc| loc.get_connections().contains(&id))
.collect()
}
/// Get locations that require a specific quest
pub fn get_locations_requiring_quest(&self, quest_id: &str) -> Vec<&FastTravelLocation> {
self.locations
.iter()
.filter(|loc| loc.requires_quest(quest_id))
.collect()
}
/// Get locations that require a specific trait
pub fn get_locations_requiring_trait(&self, trait_id: i32) -> Vec<&FastTravelLocation> {
self.locations
.iter()
.filter(|loc| loc.requires_trait(trait_id))
.collect()
}
/// Get all unique location names
pub fn get_all_names(&self) -> Vec<String> {
self.locations_by_name.keys().cloned().collect()
}
/// Get count by type
pub fn count_by_type(&self, travel_type: FastTravelType) -> usize {
self.locations_by_type
.get(&travel_type)
.map(|v| v.len())
.unwrap_or(0)
}
/// Get number of locations in database
pub fn len(&self) -> usize {
self.locations.len()
}
/// Check if database is empty
pub fn is_empty(&self) -> bool {
self.locations.is_empty()
}
/// Save all fast travel locations to SQLite database
pub fn save_to_db(&self, conn: &mut SqliteConnection) -> Result<usize, diesel::result::Error> {
use crate::schema::fast_travel_locations;
// Clear existing entries
diesel::delete(fast_travel_locations::table).execute(conn)?;
let mut count = 0;
for location in &self.locations {
let record = (
fast_travel_locations::name.eq(&location.name),
fast_travel_locations::pos_x.eq(location.pos_x),
fast_travel_locations::pos_z.eq(location.pos_z),
fast_travel_locations::travel_type.eq(location.travel_type.to_string()),
fast_travel_locations::unlocked.eq(if location.unlocked { 1 } else { 0 }),
fast_travel_locations::connections.eq(&location.connections),
fast_travel_locations::checks.eq(&location.checks),
);
diesel::insert_into(fast_travel_locations::table)
.values(&record)
.execute(conn)?;
count += 1;
}
Ok(count)
}
/// Load all fast travel locations from SQLite database
pub fn load_from_db(conn: &mut SqliteConnection) -> Result<Self, diesel::result::Error> {
use crate::schema::fast_travel_locations::dsl::*;
#[derive(Queryable)]
#[allow(dead_code)]
struct FastTravelLocationRecord {
name: Option<String>,
pos_x: f32,
pos_z: f32,
travel_type: String,
unlocked: i32,
connections: Option<String>,
checks: Option<String>,
}
let records = fast_travel_locations.load::<FastTravelLocationRecord>(conn)?;
let mut loaded_locations = Vec::new();
for record in records {
let travel_type_enum = match record.travel_type.as_str() {
"Location" => FastTravelType::Location,
"Canoe" => FastTravelType::Canoe,
"Portal" => FastTravelType::Portal,
_ => FastTravelType::Location, // Default fallback
};
let mut location = FastTravelLocation::new(
0, // id not stored in DB
record.name.unwrap_or_default(),
record.pos_x,
record.pos_z,
travel_type_enum,
);
location.unlocked = record.unlocked != 0;
location.connections = record.connections;
location.checks = record.checks;
loaded_locations.push(location);
}
let mut db = Self::new();
db.add_locations(loaded_locations);
Ok(db)
}
}
impl Default for FastTravelDatabase {
fn default() -> Self {
Self::new()
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_fast_travel_database_basic() {
let mut db = FastTravelDatabase::new();
assert!(db.is_empty());
assert_eq!(db.len(), 0);
}
}

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use crate::types::Harvestable;
use crate::xml_parsers::{parse_harvestables_xml, XmlParseError};
use diesel::prelude::*;
use diesel::sqlite::SqliteConnection;
use std::collections::HashMap;
use std::path::Path;
/// A database for managing Harvestables loaded from XML files
#[derive(Debug, Clone)]
pub struct HarvestableDatabase {
harvestables: Vec<Harvestable>,
harvestables_by_typeid: HashMap<i32, usize>,
harvestables_by_name: HashMap<String, usize>,
}
impl HarvestableDatabase {
/// Create a new empty HarvestableDatabase
pub fn new() -> Self {
Self {
harvestables: Vec::new(),
harvestables_by_typeid: HashMap::new(),
harvestables_by_name: HashMap::new(),
}
}
/// Load harvestables from an XML file
pub fn load_from_xml<P: AsRef<Path>>(path: P) -> Result<Self, XmlParseError> {
let harvestables = parse_harvestables_xml(path)?;
let mut db = Self::new();
db.add_harvestables(harvestables);
Ok(db)
}
/// Add harvestables to the database
pub fn add_harvestables(&mut self, harvestables: Vec<Harvestable>) {
for harvestable in harvestables {
let index = self.harvestables.len();
self.harvestables_by_typeid.insert(harvestable.typeid, index);
self.harvestables_by_name.insert(harvestable.name.clone(), index);
self.harvestables.push(harvestable);
}
}
/// Get a harvestable by type ID
pub fn get_by_typeid(&self, typeid: i32) -> Option<&Harvestable> {
self.harvestables_by_typeid
.get(&typeid)
.and_then(|&index| self.harvestables.get(index))
}
/// Get a harvestable by name
pub fn get_by_name(&self, name: &str) -> Option<&Harvestable> {
self.harvestables_by_name
.get(name)
.and_then(|&index| self.harvestables.get(index))
}
/// Get all harvestables
pub fn all_harvestables(&self) -> &[Harvestable] {
&self.harvestables
}
/// Get harvestables by skill
pub fn get_by_skill(&self, skill: &str) -> Vec<&Harvestable> {
use crate::types::SkillType;
let skill_type = skill.parse::<SkillType>().unwrap_or(SkillType::None);
self.harvestables
.iter()
.filter(|h| h.skill == skill_type)
.collect()
}
/// Get harvestables that require a specific tool
pub fn get_by_tool(&self, tool: &str) -> Vec<&Harvestable> {
use crate::types::Tool;
let tool_type = tool.parse::<Tool>().unwrap_or(Tool::None);
self.harvestables
.iter()
.filter(|h| h.tool == tool_type)
.collect()
}
/// Get all trees (harvestables with tree=1)
pub fn get_trees(&self) -> Vec<&Harvestable> {
self.harvestables
.iter()
.filter(|h| h.is_tree())
.collect()
}
/// Get harvestables that require tools
pub fn get_requiring_tools(&self) -> Vec<&Harvestable> {
self.harvestables
.iter()
.filter(|h| h.requires_tool())
.collect()
}
/// Get harvestables by level range
pub fn get_by_level_range(&self, min_level: i32, max_level: i32) -> Vec<&Harvestable> {
self.harvestables
.iter()
.filter(|h| h.level >= min_level && h.level <= max_level)
.collect()
}
/// Get number of harvestables in database
pub fn len(&self) -> usize {
self.harvestables.len()
}
/// Check if database is empty
pub fn is_empty(&self) -> bool {
self.harvestables.is_empty()
}
/// Prepare harvestables for SQL insertion (deprecated - use save_to_db instead)
#[deprecated(note = "Use save_to_db() to save directly to SQLite database")]
#[allow(deprecated)]
pub fn prepare_for_sql(&self) -> Vec<(i32, String, String, String, i32, String, String, i32, i32, i32, i32, i32)> {
use crate::types::{SkillType, Tool};
self.harvestables
.iter()
.map(|harvestable| {
let skill_str = match harvestable.skill {
SkillType::None => "none",
SkillType::Swordsmanship => "swordsmanship",
SkillType::Archery => "archery",
SkillType::Magic => "magic",
SkillType::Defence => "defence",
SkillType::Mining => "mining",
SkillType::Woodcutting => "woodcutting",
SkillType::Fishing => "fishing",
SkillType::Cooking => "cooking",
SkillType::Carpentry => "carpentry",
SkillType::Blacksmithy => "blacksmithy",
SkillType::Tailoring => "tailoring",
SkillType::Alchemy => "alchemy",
}.to_string();
let tool_str = match harvestable.tool {
Tool::None => "none",
Tool::Pickaxe => "pickaxe",
Tool::Hatchet => "hatchet",
Tool::Scythe => "scythe",
Tool::Hammer => "hammer",
Tool::Shears => "shears",
Tool::FishingRod => "fishingrod",
}.to_string();
(
harvestable.typeid,
harvestable.name.clone(),
harvestable.desc.clone(),
harvestable.comment.clone(),
harvestable.level,
skill_str,
tool_str,
harvestable.min_health,
harvestable.max_health,
harvestable.harvesttime,
harvestable.hittime,
harvestable.respawntime,
)
})
.collect()
}
/// Save all harvestables to SQLite database
pub fn save_to_db(&self, conn: &mut SqliteConnection) -> Result<usize, diesel::result::Error> {
use crate::schema::{harvestables, harvestable_drops};
use crate::types::{SkillType, Tool};
// Clear existing data
diesel::delete(harvestable_drops::table).execute(conn)?;
diesel::delete(harvestables::table).execute(conn)?;
let mut count = 0;
for harvestable in &self.harvestables {
// Convert enums to strings for database storage
let skill_str = match harvestable.skill {
SkillType::None => "none",
SkillType::Swordsmanship => "swordsmanship",
SkillType::Archery => "archery",
SkillType::Magic => "magic",
SkillType::Defence => "defence",
SkillType::Mining => "mining",
SkillType::Woodcutting => "woodcutting",
SkillType::Fishing => "fishing",
SkillType::Cooking => "cooking",
SkillType::Carpentry => "carpentry",
SkillType::Blacksmithy => "blacksmithy",
SkillType::Tailoring => "tailoring",
SkillType::Alchemy => "alchemy",
};
let tool_str = match harvestable.tool {
Tool::None => "none",
Tool::Pickaxe => "pickaxe",
Tool::Hatchet => "hatchet",
Tool::Scythe => "scythe",
Tool::Hammer => "hammer",
Tool::Shears => "shears",
Tool::FishingRod => "fishingrod",
};
// Insert harvestable
diesel::insert_into(harvestables::table)
.values((
harvestables::id.eq(harvestable.typeid),
harvestables::name.eq(&harvestable.name),
harvestables::description.eq(&harvestable.desc),
harvestables::comment.eq(&harvestable.comment),
harvestables::level.eq(harvestable.level),
harvestables::skill.eq(skill_str),
harvestables::tool.eq(tool_str),
harvestables::min_health.eq(harvestable.min_health),
harvestables::max_health.eq(harvestable.max_health),
harvestables::harvesttime.eq(harvestable.harvesttime),
harvestables::hittime.eq(harvestable.hittime),
harvestables::respawntime.eq(harvestable.respawntime),
))
.execute(conn)?;
// Insert drops
for drop in &harvestable.drops {
// Try to insert, but skip if foreign key constraint fails (item doesn't exist)
let insert_result = diesel::insert_into(harvestable_drops::table)
.values((
harvestable_drops::harvestable_id.eq(harvestable.typeid),
harvestable_drops::item_id.eq(drop.id),
harvestable_drops::minamount.eq(drop.minamount),
harvestable_drops::maxamount.eq(drop.maxamount),
harvestable_drops::droprate.eq(drop.droprate),
harvestable_drops::droprateboost.eq(drop.droprateboost),
harvestable_drops::amountboost.eq(drop.amountboost),
harvestable_drops::comment.eq(&drop.comment),
))
.execute(conn);
// Log warning if insert failed but continue
if let Err(e) = insert_result {
eprintln!("Warning: Failed to insert drop for harvestable {} (item {}): {}",
harvestable.typeid, drop.id, e);
}
}
count += 1;
}
Ok(count)
}
/// Load all harvestables from SQLite database
pub fn load_from_db(conn: &mut SqliteConnection) -> Result<Self, diesel::result::Error> {
use crate::schema::{harvestables, harvestable_drops};
use crate::types::{Harvestable, HarvestableDrop, SkillType, Tool};
use diesel::prelude::*;
#[derive(Queryable)]
struct HarvestableRecord {
id: i32,
name: String,
description: String,
comment: String,
level: i32,
skill: String,
tool: String,
min_health: i32,
max_health: i32,
harvesttime: i32,
hittime: i32,
respawntime: i32,
}
#[derive(Queryable)]
struct HarvestableDropRecord {
id: Option<i32>,
harvestable_id: i32,
item_id: i32,
minamount: i32,
maxamount: i32,
droprate: i32,
droprateboost: i32,
amountboost: i32,
comment: String,
}
let harv_records = harvestables::table.load::<HarvestableRecord>(conn)?;
let drop_records = harvestable_drops::table.load::<HarvestableDropRecord>(conn)?;
let mut loaded_harvestables = Vec::new();
for record in harv_records {
let mut harvestable = Harvestable {
typeid: record.id,
name: record.name,
actionname: String::new(),
desc: record.description,
comment: record.comment,
level: record.level,
skill: record.skill.parse().unwrap_or(SkillType::None),
tool: record.tool.parse().unwrap_or(Tool::None),
min_health: record.min_health,
max_health: record.max_health,
harvesttime: record.harvesttime,
hittime: record.hittime,
respawntime: record.respawntime,
harvestsfx: String::new(),
endsfx: String::new(),
receiveitemsfx: String::new(),
animation: String::new(),
takehitanimation: String::new(),
endgfx: String::new(),
tree: false,
hidemilestone: false,
nohighlight: false,
hideminimap: false,
noleftclickinteract: false,
interactdistance: String::new(),
drops: Vec::new(),
};
// Add drops for this harvestable
for drop_rec in &drop_records {
if drop_rec.harvestable_id == record.id {
harvestable.drops.push(HarvestableDrop {
id: drop_rec.item_id,
minamount: drop_rec.minamount,
maxamount: drop_rec.maxamount,
droprate: drop_rec.droprate,
droprateboost: drop_rec.droprateboost,
amountboost: drop_rec.amountboost,
checks: String::new(),
comment: drop_rec.comment.clone(),
dontconsumehealth: false,
});
}
}
loaded_harvestables.push(harvestable);
}
let mut db = Self::new();
db.add_harvestables(loaded_harvestables);
Ok(db)
}
}
impl Default for HarvestableDatabase {
fn default() -> Self {
Self::new()
}
}

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@@ -0,0 +1,655 @@
use crate::types::{
NewAbilityIcon, NewBuffIcon, NewTraitIcon, NewPlayerHouseIcon, NewStatIcon,
NewAchievementIcon, NewGeneralIcon
};
use crate::image_processor::ImageProcessor;
use diesel::prelude::*;
use diesel::sqlite::SqliteConnection;
use std::path::{Path, PathBuf};
use std::fs;
use thiserror::Error;
use log::{info, warn};
#[derive(Debug, Error)]
pub enum IconDatabaseError {
#[error("Database error: {0}")]
DatabaseError(#[from] diesel::result::Error),
#[error("Image load error: {0}")]
ImageLoadError(#[from] image::ImageError),
#[error("IO error: {0}")]
IoError(#[from] std::io::Error),
#[error("Connection pool error: {0}")]
ConnectionError(String),
}
/// Statistics for icon loading
#[derive(Debug, Default)]
pub struct IconStats {
pub abilities: usize,
pub buffs: usize,
pub traits: usize,
pub player_houses: usize,
pub stat_icons: usize,
pub achievement_icons: usize,
pub general_icons: usize,
pub total_bytes: usize,
}
impl IconStats {
pub fn total_icons(&self) -> usize {
self.abilities + self.buffs + self.traits + self.player_houses
+ self.stat_icons + self.achievement_icons + self.general_icons
}
}
/// Database for managing game icons
pub struct IconDatabase {
database_url: String,
}
impl IconDatabase {
/// Create new database connection
pub fn new(database_url: String) -> Self {
Self { database_url }
}
/// Establish database connection
fn establish_connection(&self) -> Result<SqliteConnection, IconDatabaseError> {
SqliteConnection::establish(&self.database_url)
.map_err(|e| IconDatabaseError::ConnectionError(e.to_string()))
}
/// Load all icons from the CBAssets directory
pub fn load_all_icons<P: AsRef<Path>>(
&self,
cb_assets_path: P,
) -> Result<IconStats, IconDatabaseError> {
let base = cb_assets_path.as_ref();
let textures = base.join("Data/Textures");
let mut stats = IconStats::default();
info!("Loading ability icons...");
stats.abilities = self.load_ability_icons(
&textures.join("Abilities"),
&mut stats.total_bytes,
)?;
info!("Loading buff icons...");
stats.buffs = self.load_buff_icons(
&textures.join("Buffs"),
&mut stats.total_bytes,
)?;
info!("Loading trait icons...");
stats.traits = self.load_trait_icons(
&textures.join("Traits"),
&mut stats.total_bytes,
)?;
info!("Loading player house icons...");
stats.player_houses = self.load_player_house_icons(
&textures.join("PlayerHouses/Houses"),
&mut stats.total_bytes,
)?;
info!("Loading stat icons...");
stats.stat_icons = self.load_stat_icons(
&textures.join("StatIcons"),
&mut stats.total_bytes,
)?;
info!("Loading achievement icons...");
stats.achievement_icons = self.load_achievement_icons(
&textures.join("Achievements/Icons"),
&mut stats.total_bytes,
)?;
info!("Loading general icons...");
stats.general_icons = self.load_general_icons(&textures, &mut stats.total_bytes)?;
Ok(stats)
}
/// Load ability icons from a directory
fn load_ability_icons<P: AsRef<Path>>(
&self,
dir: P,
total_bytes: &mut usize,
) -> Result<usize, IconDatabaseError> {
use crate::schema::ability_icons;
let dir_path = dir.as_ref();
if !dir_path.exists() {
warn!("Directory does not exist: {}", dir_path.display());
return Ok(0);
}
let mut conn = self.establish_connection()?;
let mut count = 0;
let image_files = self.find_image_files(dir_path)?;
for path in image_files {
let name = path.file_stem()
.and_then(|s| s.to_str())
.unwrap_or("")
.to_string();
if name.is_empty() {
continue;
}
let img = image::open(&path)?;
let rgba = img.to_rgba8();
let webp_data = ImageProcessor::encode_webp_lossless(&rgba)
.map_err(|e| IconDatabaseError::IoError(std::io::Error::other(e.to_string())))?;
*total_bytes += webp_data.len();
let new_icon = NewAbilityIcon {
name: &name,
icon: &webp_data,
};
diesel::replace_into(ability_icons::table)
.values(&new_icon)
.execute(&mut conn)?;
count += 1;
}
info!(" Loaded {} ability icons", count);
Ok(count)
}
/// Load buff icons from a directory
fn load_buff_icons<P: AsRef<Path>>(
&self,
dir: P,
total_bytes: &mut usize,
) -> Result<usize, IconDatabaseError> {
use crate::schema::buff_icons;
let dir_path = dir.as_ref();
if !dir_path.exists() {
warn!("Directory does not exist: {}", dir_path.display());
return Ok(0);
}
let mut conn = self.establish_connection()?;
let mut count = 0;
let image_files = self.find_image_files(dir_path)?;
for path in image_files {
let name = path.file_stem()
.and_then(|s| s.to_str())
.unwrap_or("")
.to_string();
if name.is_empty() {
continue;
}
let img = image::open(&path)?;
let rgba = img.to_rgba8();
let webp_data = ImageProcessor::encode_webp_lossless(&rgba)
.map_err(|e| IconDatabaseError::IoError(std::io::Error::other(e.to_string())))?;
*total_bytes += webp_data.len();
let new_icon = NewBuffIcon {
name: &name,
icon: &webp_data,
};
diesel::replace_into(buff_icons::table)
.values(&new_icon)
.execute(&mut conn)?;
count += 1;
}
info!(" Loaded {} buff icons", count);
Ok(count)
}
/// Load trait icons from a directory
fn load_trait_icons<P: AsRef<Path>>(
&self,
dir: P,
total_bytes: &mut usize,
) -> Result<usize, IconDatabaseError> {
use crate::schema::trait_icons;
let dir_path = dir.as_ref();
if !dir_path.exists() {
warn!("Directory does not exist: {}", dir_path.display());
return Ok(0);
}
let mut conn = self.establish_connection()?;
let mut count = 0;
let image_files = self.find_image_files(dir_path)?;
for path in image_files {
let name = path.file_stem()
.and_then(|s| s.to_str())
.unwrap_or("")
.to_string();
if name.is_empty() {
continue;
}
let img = image::open(&path)?;
let rgba = img.to_rgba8();
let webp_data = ImageProcessor::encode_webp_lossless(&rgba)
.map_err(|e| IconDatabaseError::IoError(std::io::Error::other(e.to_string())))?;
*total_bytes += webp_data.len();
let new_icon = NewTraitIcon {
name: &name,
icon: &webp_data,
};
diesel::replace_into(trait_icons::table)
.values(&new_icon)
.execute(&mut conn)?;
count += 1;
}
info!(" Loaded {} trait icons", count);
Ok(count)
}
/// Load player house icons from a directory
fn load_player_house_icons<P: AsRef<Path>>(
&self,
dir: P,
total_bytes: &mut usize,
) -> Result<usize, IconDatabaseError> {
use crate::schema::player_house_icons;
let dir_path = dir.as_ref();
if !dir_path.exists() {
warn!("Directory does not exist: {}", dir_path.display());
return Ok(0);
}
let mut conn = self.establish_connection()?;
let mut count = 0;
let image_files = self.find_image_files(dir_path)?;
for path in image_files {
let name = path.file_stem()
.and_then(|s| s.to_str())
.unwrap_or("")
.to_string();
if name.is_empty() {
continue;
}
let img = image::open(&path)?;
let rgba = img.to_rgba8();
let webp_data = ImageProcessor::encode_webp_lossless(&rgba)
.map_err(|e| IconDatabaseError::IoError(std::io::Error::other(e.to_string())))?;
*total_bytes += webp_data.len();
let new_icon = NewPlayerHouseIcon {
name: &name,
icon: &webp_data,
};
diesel::replace_into(player_house_icons::table)
.values(&new_icon)
.execute(&mut conn)?;
count += 1;
}
info!(" Loaded {} player house icons", count);
Ok(count)
}
/// Load stat icons from a directory
fn load_stat_icons<P: AsRef<Path>>(
&self,
dir: P,
total_bytes: &mut usize,
) -> Result<usize, IconDatabaseError> {
use crate::schema::stat_icons;
let dir_path = dir.as_ref();
if !dir_path.exists() {
warn!("Directory does not exist: {}", dir_path.display());
return Ok(0);
}
let mut conn = self.establish_connection()?;
let mut count = 0;
let image_files = self.find_image_files(dir_path)?;
for path in image_files {
let name = path.file_stem()
.and_then(|s| s.to_str())
.unwrap_or("")
.to_string();
if name.is_empty() {
continue;
}
let img = image::open(&path)?;
let rgba = img.to_rgba8();
let webp_data = ImageProcessor::encode_webp_lossless(&rgba)
.map_err(|e| IconDatabaseError::IoError(std::io::Error::other(e.to_string())))?;
*total_bytes += webp_data.len();
let new_icon = NewStatIcon {
name: &name,
icon: &webp_data,
};
diesel::replace_into(stat_icons::table)
.values(&new_icon)
.execute(&mut conn)?;
count += 1;
}
info!(" Loaded {} stat icons", count);
Ok(count)
}
/// Load achievement icons, filtering out files ending with _0
fn load_achievement_icons<P: AsRef<Path>>(
&self,
dir: P,
total_bytes: &mut usize,
) -> Result<usize, IconDatabaseError> {
use crate::schema::achievement_icons;
let dir_path = dir.as_ref();
if !dir_path.exists() {
warn!("Directory does not exist: {}", dir_path.display());
return Ok(0);
}
let mut conn = self.establish_connection()?;
let mut count = 0;
let image_files = self.find_image_files(dir_path)?;
for path in image_files {
let name = path.file_stem()
.and_then(|s| s.to_str())
.unwrap_or("")
.to_string();
if name.is_empty() {
continue;
}
// Skip files ending with _0
if name.ends_with("_0") {
continue;
}
// Load and encode as lossless WebP
let img = image::open(&path)?;
let rgba = img.to_rgba8();
let webp_data = ImageProcessor::encode_webp_lossless(&rgba)
.map_err(|e| IconDatabaseError::IoError(std::io::Error::other(e.to_string())))?;
*total_bytes += webp_data.len();
let new_icon = NewAchievementIcon {
name: &name,
icon: &webp_data,
};
diesel::replace_into(achievement_icons::table)
.values(&new_icon)
.execute(&mut conn)?;
count += 1;
}
info!(" Loaded {} achievement icons", count);
Ok(count)
}
/// Load general icons with multiple sizes
fn load_general_icons<P: AsRef<Path>>(
&self,
textures_dir: P,
total_bytes: &mut usize,
) -> Result<usize, IconDatabaseError> {
let textures = textures_dir.as_ref();
let mut count = 0;
// Collect all general icon paths
let mut icon_paths: Vec<(String, PathBuf)> = Vec::new();
// Directory-based icons
let directories = [
("Achievements/Trophies", true), // PNG only
("BottomRightTabs", false),
("MinimapIcons", false),
("Notifications", false),
("OverheadIcons", false),
("Skills", false),
];
for (subdir, png_only) in directories {
let dir = textures.join(subdir);
if dir.exists() {
let files = if png_only {
self.find_png_files(&dir)?
} else {
self.find_image_files(&dir)?
};
for path in files {
let name = path.file_stem()
.and_then(|s| s.to_str())
.map(|s| format!("{}_{}", subdir.replace('/', "_"), s))
.unwrap_or_default();
if !name.is_empty() {
icon_paths.push((name, path));
}
}
}
}
// Individual file icons
let individual_files = [
("Common/Book.png", "Common_Book"),
("Common/Hourglass.png", "Common_Hourglass"),
("Common/Mana.png", "Common_Mana"),
("Common/QuestCompleteTrophy.png", "Common_QuestCompleteTrophy"),
("Common/Tick.png", "Common_Tick"),
("Common/TutorialTip.png", "Common_TutorialTip"),
("Common/Zoom_Minus.png", "Common_Zoom_Minus"),
("Common/Zoom_Plus.png", "Common_Zoom_Plus"),
("Inventory/Banknote.png", "Inventory_Banknote"),
("Minimap/ShowCoordinates.png", "Minimap_ShowCoordinates"),
("SplashScreens/Olipa.png", "SplashScreens_Olipa"),
("ItemIcons/131.png", "Coins"),
("118.png", "Map"),
("124.png", "Entrance"),
("Bug.png", "Bug"),
("Checkmark.png", "Checkmark"),
];
for (file, name) in individual_files {
let path = textures.join(file);
if path.exists() {
icon_paths.push((name.to_string(), path));
} else {
warn!("File not found: {}", path.display());
}
}
// Process all collected icons
let mut conn = self.establish_connection()?;
for (name, path) in icon_paths {
if let Ok(bytes) = self.process_general_icon(&path, &name, &mut conn) {
*total_bytes += bytes;
count += 1;
}
}
info!(" Loaded {} general icons", count);
Ok(count)
}
/// Process a single general icon at multiple sizes
fn process_general_icon(
&self,
path: &Path,
name: &str,
conn: &mut SqliteConnection,
) -> Result<usize, IconDatabaseError> {
use crate::schema::general_icons;
// Load image
let img = image::open(path)?;
let (width, height) = (img.width(), img.height());
let rgba = img.to_rgba8();
let mut total_bytes = 0;
// Original size (lossless)
let icon_original = ImageProcessor::encode_webp_lossless(&rgba)
.map_err(|e| IconDatabaseError::IoError(std::io::Error::other(e.to_string())))?;
total_bytes += icon_original.len();
// Generate smaller sizes only if image is large enough (no upscaling)
let processor = ImageProcessor::new(90.0);
let icon_256 = if width >= 256 && height >= 256 {
Some(self.resize_and_encode(&img, 256, &processor)?)
} else {
None
};
if let Some(ref data) = icon_256 {
total_bytes += data.len();
}
let icon_64 = if width >= 64 && height >= 64 {
Some(self.resize_and_encode(&img, 64, &processor)?)
} else {
None
};
if let Some(ref data) = icon_64 {
total_bytes += data.len();
}
let icon_32 = if width >= 32 && height >= 32 {
Some(self.resize_and_encode(&img, 32, &processor)?)
} else {
None
};
if let Some(ref data) = icon_32 {
total_bytes += data.len();
}
let new_icon = NewGeneralIcon {
name,
original_width: width as i32,
original_height: height as i32,
icon_original: Some(&icon_original),
icon_256: icon_256.as_deref(),
icon_64: icon_64.as_deref(),
icon_32: icon_32.as_deref(),
};
diesel::replace_into(general_icons::table)
.values(&new_icon)
.execute(conn)?;
Ok(total_bytes)
}
/// Resize image and encode to WebP
fn resize_and_encode(
&self,
img: &image::DynamicImage,
size: u32,
_processor: &ImageProcessor,
) -> Result<Vec<u8>, IconDatabaseError> {
let resized = img.resize_exact(size, size, image::imageops::FilterType::Lanczos3);
let rgba = resized.to_rgba8();
// Use lossy encoding for smaller sizes
let encoder = webp::Encoder::from_rgba(rgba.as_raw(), size, size);
let webp_data = encoder.encode(90.0);
Ok(webp_data.to_vec())
}
/// Find all image files (PNG, JPG, etc.) in a directory
fn find_image_files<P: AsRef<Path>>(
&self,
dir: P,
) -> Result<Vec<PathBuf>, IconDatabaseError> {
let mut files = Vec::new();
for entry in fs::read_dir(dir)? {
let entry = entry?;
let path = entry.path();
if path.is_file() {
if let Some(ext) = path.extension().and_then(|s| s.to_str()) {
let ext_lower = ext.to_lowercase();
if ext_lower == "png" || ext_lower == "jpg" || ext_lower == "jpeg" {
files.push(path);
}
}
}
}
files.sort();
Ok(files)
}
/// Find only PNG files in a directory
fn find_png_files<P: AsRef<Path>>(
&self,
dir: P,
) -> Result<Vec<PathBuf>, IconDatabaseError> {
let mut files = Vec::new();
for entry in fs::read_dir(dir)? {
let entry = entry?;
let path = entry.path();
if path.is_file() {
if let Some(ext) = path.extension().and_then(|s| s.to_str()) {
let ext_lower = ext.to_lowercase();
if ext_lower == "png" {
files.push(path);
}
}
}
}
files.sort();
Ok(files)
}
}

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@@ -0,0 +1,613 @@
use crate::image_processor::ImageProcessor;
use crate::item_loader::{
calculate_prices, generate_banknotes, generate_exceptional_items, load_items_from_directory,
};
use crate::types::Item;
use crate::xml_parsers::{parse_items_xml, XmlParseError};
use diesel::prelude::*;
use diesel::sqlite::SqliteConnection;
use std::collections::{HashMap, HashSet};
use std::path::{Path, PathBuf};
/// A database for managing game items loaded from XML files
#[derive(Debug, Clone)]
pub struct ItemDatabase {
items: Vec<Item>,
items_by_id: HashMap<i32, usize>,
items_by_name: HashMap<String, Vec<usize>>,
stackable_item_ids: HashSet<i32>,
storage_item_ids: HashSet<i32>,
}
impl ItemDatabase {
/// Create a new empty ItemDatabase
pub fn new() -> Self {
Self {
items: Vec::new(),
items_by_id: HashMap::new(),
items_by_name: HashMap::new(),
stackable_item_ids: HashSet::new(),
storage_item_ids: HashSet::new(),
}
}
/// Load items from an XML file (basic loading without advanced features)
pub fn load_from_xml<P: AsRef<Path>>(path: P) -> Result<Self, XmlParseError> {
let items = parse_items_xml(path)?;
let mut db = Self::new();
db.add_items(items);
Ok(db)
}
/// Load items from a directory with full support for:
/// - Multiple XML files
/// - Stats generation
/// - Crafting recipe generation
/// - Exceptional items
/// - Banknotes
/// - Price calculation
pub fn load_from_directory<P: AsRef<Path>>(dir: P) -> Result<Self, XmlParseError> {
let mut items = load_items_from_directory(dir)?;
// Generate exceptional items
let exceptional = generate_exceptional_items(&items);
items.extend(exceptional);
// Generate banknotes
let banknotes = generate_banknotes(&items);
items.extend(banknotes);
// Calculate prices
calculate_prices(&mut items);
let mut db = Self::new();
db.add_items(items);
Ok(db)
}
/// Add items to the database
pub fn add_items(&mut self, items: Vec<Item>) {
for item in items {
let index = self.items.len();
self.items_by_id.insert(item.type_id, index);
// Add to name index (can have multiple items with same name)
self.items_by_name
.entry(item.item_name.clone())
.or_insert_with(Vec::new)
.push(index);
// Track stackable items
if item.is_stackable() {
self.stackable_item_ids.insert(item.type_id);
}
// Track storage items
if item.is_storage_item() {
self.storage_item_ids.insert(item.type_id);
}
self.items.push(item);
}
}
/// Check if an item is stackable by ID
pub fn is_stackable(&self, type_id: i32) -> bool {
self.stackable_item_ids.contains(&type_id)
}
/// Check if an item is a storage item by ID
pub fn is_storage_item(&self, type_id: i32) -> bool {
self.storage_item_ids.contains(&type_id)
}
/// Get an item by ID
pub fn get_by_id(&self, id: i32) -> Option<&Item> {
self.items_by_id
.get(&id)
.and_then(|&index| self.items.get(index))
}
/// Get items by name (returns all items with matching name)
pub fn get_by_name(&self, name: &str) -> Vec<&Item> {
self.items_by_name
.get(name)
.map(|indices| {
indices
.iter()
.filter_map(|&index| self.items.get(index))
.collect()
})
.unwrap_or_default()
}
/// Get all items
pub fn all_items(&self) -> &[Item] {
&self.items
}
/// Get items by category
pub fn get_by_category(&self, category: &str) -> Vec<&Item> {
use crate::types::ItemCategory;
use std::str::FromStr;
if let Ok(cat) = ItemCategory::from_str(category) {
self.items
.iter()
.filter(|item| item.has_category(cat))
.collect()
} else {
Vec::new()
}
}
/// Get items by slot/item type
pub fn get_by_slot(&self, slot: &str) -> Vec<&Item> {
use crate::types::ItemType;
use std::str::FromStr;
if let Ok(item_type) = ItemType::from_str(slot) {
self.items
.iter()
.filter(|item| item.item_type == item_type)
.collect()
} else {
Vec::new()
}
}
/// Get items by skill requirement
pub fn get_by_skill(&self, skill: &str) -> Vec<&Item> {
use crate::types::SkillType;
use std::str::FromStr;
if let Ok(skill_type) = SkillType::from_str(skill) {
self.items
.iter()
.filter(|item| item.skill == skill_type)
.collect()
} else {
Vec::new()
}
}
/// Get items by tool type
pub fn get_by_tool(&self, tool: &str) -> Vec<&Item> {
use crate::types::Tool;
use std::str::FromStr;
if let Ok(tool_type) = Tool::from_str(tool) {
self.items
.iter()
.filter(|item| item.tool == tool_type)
.collect()
} else {
Vec::new()
}
}
/// Get number of items in database
pub fn len(&self) -> usize {
self.items.len()
}
/// Check if database is empty
pub fn is_empty(&self) -> bool {
self.items.is_empty()
}
/// Serialize items to JSON for SQL storage
#[cfg(feature = "diesel")]
pub fn to_json(&self) -> Result<String, serde_json::Error> {
serde_json::to_string(&self.items)
}
/// Prepare items for SQL insertion (deprecated - use save_to_db instead)
#[deprecated(note = "Use save_to_db() to save directly to SQLite database")]
pub fn prepare_for_sql(&self) -> Vec<(i32, String, String)> {
self.items
.iter()
.map(|item| {
let json = serde_json::to_string(item).unwrap_or_else(|_| "{}".to_string());
(item.type_id, item.item_name.clone(), json)
})
.collect()
}
/// Save all items to SQLite database
pub fn save_to_db(&self, conn: &mut SqliteConnection) -> Result<usize, diesel::result::Error> {
use crate::schema::{items, crafting_recipes, crafting_recipe_items};
use diesel::replace_into;
conn.transaction::<_, diesel::result::Error, _>(|conn| {
let mut count = 0;
for item in &self.items {
let json = serde_json::to_string(item).unwrap_or_else(|_| "{}".to_string());
// Insert/replace item with all columns
replace_into(items::table)
.values((
items::id.eq(item.type_id),
items::name.eq(&item.item_name),
items::data.eq(json),
items::item_type.eq(item.item_type.to_string()),
items::level.eq(item.level),
items::price.eq(item.price),
items::max_stack.eq(item.max_stack),
items::storage_size.eq(item.storage_size),
items::skill.eq(match item.skill {
crate::types::SkillType::None => "none",
crate::types::SkillType::Swordsmanship => "swordsmanship",
crate::types::SkillType::Archery => "archery",
crate::types::SkillType::Magic => "magic",
crate::types::SkillType::Defence => "defence",
crate::types::SkillType::Mining => "mining",
crate::types::SkillType::Woodcutting => "woodcutting",
crate::types::SkillType::Fishing => "fishing",
crate::types::SkillType::Cooking => "cooking",
crate::types::SkillType::Carpentry => "carpentry",
crate::types::SkillType::Blacksmithy => "blacksmithy",
crate::types::SkillType::Tailoring => "tailoring",
crate::types::SkillType::Alchemy => "alchemy",
}),
items::tool.eq(match item.tool {
crate::types::Tool::None => "none",
crate::types::Tool::Pickaxe => "pickaxe",
crate::types::Tool::Hatchet => "hatchet",
crate::types::Tool::Scythe => "scythe",
crate::types::Tool::Hammer => "hammer",
crate::types::Tool::Shears => "shears",
crate::types::Tool::FishingRod => "fishingrod",
}),
items::description.eq(&item.description),
items::two_handed.eq(item.two_handed as i32),
items::undroppable.eq(item.undroppable as i32),
items::undroppable_on_death.eq(item.undroppable_on_death as i32),
items::unequip_destroy.eq(item.unequip_destroy as i32),
items::generate_icon.eq(item.generate_icon as i32),
items::hide_milestone.eq(item.hide_milestone as i32),
items::cannot_craft_exceptional.eq(item.cannot_craft_exceptional as i32),
items::storage_all_items.eq(item.storage_all_items as i32),
items::ability_id.eq(item.ability_id),
items::special_ability.eq(item.special_ability),
items::learn_ability_id.eq(item.learn_ability_id),
items::book_id.eq(item.book_id),
items::swap_item.eq(item.swap_item),
))
.execute(conn)?;
// Save crafting recipes for this item
for recipe in &item.crafting_recipes {
use diesel::prelude::*;
// Insert recipe
diesel::insert_into(crafting_recipes::table)
.values((
crafting_recipes::product_item_id.eq(item.type_id),
crafting_recipes::skill.eq(match recipe.skill {
crate::types::SkillType::None => "none",
crate::types::SkillType::Swordsmanship => "swordsmanship",
crate::types::SkillType::Archery => "archery",
crate::types::SkillType::Magic => "magic",
crate::types::SkillType::Defence => "defence",
crate::types::SkillType::Mining => "mining",
crate::types::SkillType::Woodcutting => "woodcutting",
crate::types::SkillType::Fishing => "fishing",
crate::types::SkillType::Cooking => "cooking",
crate::types::SkillType::Carpentry => "carpentry",
crate::types::SkillType::Blacksmithy => "blacksmithy",
crate::types::SkillType::Tailoring => "tailoring",
crate::types::SkillType::Alchemy => "alchemy",
}),
crafting_recipes::level.eq(recipe.level),
crafting_recipes::workbench_id.eq(recipe.workbench_id),
crafting_recipes::xp.eq(recipe.xp),
crafting_recipes::unlocked_by_default.eq(recipe.unlocked_by_default as i32),
crafting_recipes::checks.eq(recipe.checks.as_ref()),
))
.execute(conn)?;
// Get the recipe_id we just inserted
let recipe_id: i32 = diesel::select(diesel::dsl::sql::<diesel::sql_types::Integer>(
"last_insert_rowid()"
))
.get_result(conn)?;
// Insert recipe items (ingredients)
for ingredient in &recipe.items {
diesel::insert_into(crafting_recipe_items::table)
.values((
crafting_recipe_items::recipe_id.eq(recipe_id),
crafting_recipe_items::item_id.eq(ingredient.item_id),
crafting_recipe_items::amount.eq(ingredient.amount),
))
.execute(conn)?;
}
}
count += 1;
}
Ok(count)
})
}
/// Save all items to SQLite database with icon processing
///
/// # Arguments
/// * `conn` - Database connection
/// * `icon_path` - Path to the ItemIcons directory (e.g., "CBAssets/Data/Textures/ItemIcons")
///
/// # Returns
/// Tuple of (items_saved, images_processed)
pub fn save_to_db_with_images<P: AsRef<Path>>(
&self,
conn: &mut SqliteConnection,
icon_path: P,
) -> Result<(usize, usize), diesel::result::Error> {
use crate::schema::items;
use diesel::replace_into;
let icon_base_path = icon_path.as_ref();
let processor = ImageProcessor::new(85.0); // 85% WebP quality
let mut images_processed = 0;
conn.transaction::<_, diesel::result::Error, _>(|conn| {
let mut count = 0;
for item in &self.items {
let json = serde_json::to_string(item).unwrap_or_else(|_| "{}".to_string());
// Process item icon if it exists
let (icon_large, icon_medium, icon_small) =
Self::process_item_icon(&processor, icon_base_path, item.type_id);
if icon_large.is_some() {
images_processed += 1;
}
// Insert/replace item with all columns including images
replace_into(items::table)
.values((
items::id.eq(item.type_id),
items::name.eq(&item.item_name),
items::data.eq(json),
items::item_type.eq(item.item_type.to_string()),
items::level.eq(item.level),
items::price.eq(item.price),
items::max_stack.eq(item.max_stack),
items::storage_size.eq(item.storage_size),
items::skill.eq(match item.skill {
crate::types::SkillType::None => "none",
crate::types::SkillType::Swordsmanship => "swordsmanship",
crate::types::SkillType::Archery => "archery",
crate::types::SkillType::Magic => "magic",
crate::types::SkillType::Defence => "defence",
crate::types::SkillType::Mining => "mining",
crate::types::SkillType::Woodcutting => "woodcutting",
crate::types::SkillType::Fishing => "fishing",
crate::types::SkillType::Cooking => "cooking",
crate::types::SkillType::Carpentry => "carpentry",
crate::types::SkillType::Blacksmithy => "blacksmithy",
crate::types::SkillType::Tailoring => "tailoring",
crate::types::SkillType::Alchemy => "alchemy",
}),
items::tool.eq(match item.tool {
crate::types::Tool::None => "none",
crate::types::Tool::Pickaxe => "pickaxe",
crate::types::Tool::Hatchet => "hatchet",
crate::types::Tool::Scythe => "scythe",
crate::types::Tool::Hammer => "hammer",
crate::types::Tool::Shears => "shears",
crate::types::Tool::FishingRod => "fishingrod",
}),
items::description.eq(&item.description),
items::two_handed.eq(item.two_handed as i32),
items::undroppable.eq(item.undroppable as i32),
items::undroppable_on_death.eq(item.undroppable_on_death as i32),
items::unequip_destroy.eq(item.unequip_destroy as i32),
items::generate_icon.eq(item.generate_icon as i32),
items::hide_milestone.eq(item.hide_milestone as i32),
items::cannot_craft_exceptional.eq(item.cannot_craft_exceptional as i32),
items::storage_all_items.eq(item.storage_all_items as i32),
items::ability_id.eq(item.ability_id),
items::special_ability.eq(item.special_ability),
items::learn_ability_id.eq(item.learn_ability_id),
items::book_id.eq(item.book_id),
items::swap_item.eq(item.swap_item),
items::icon_large.eq(icon_large.as_ref()),
items::icon_medium.eq(icon_medium.as_ref()),
items::icon_small.eq(icon_small.as_ref()),
))
.execute(conn)?;
// Save crafting recipes for this item (same as before)
for recipe in &item.crafting_recipes {
use diesel::prelude::*;
diesel::insert_into(crate::schema::crafting_recipes::table)
.values((
crate::schema::crafting_recipes::product_item_id.eq(item.type_id),
crate::schema::crafting_recipes::skill.eq(match recipe.skill {
crate::types::SkillType::None => "none",
crate::types::SkillType::Swordsmanship => "swordsmanship",
crate::types::SkillType::Archery => "archery",
crate::types::SkillType::Magic => "magic",
crate::types::SkillType::Defence => "defence",
crate::types::SkillType::Mining => "mining",
crate::types::SkillType::Woodcutting => "woodcutting",
crate::types::SkillType::Fishing => "fishing",
crate::types::SkillType::Cooking => "cooking",
crate::types::SkillType::Carpentry => "carpentry",
crate::types::SkillType::Blacksmithy => "blacksmithy",
crate::types::SkillType::Tailoring => "tailoring",
crate::types::SkillType::Alchemy => "alchemy",
}),
crate::schema::crafting_recipes::level.eq(recipe.level),
crate::schema::crafting_recipes::workbench_id.eq(recipe.workbench_id),
crate::schema::crafting_recipes::xp.eq(recipe.xp),
crate::schema::crafting_recipes::unlocked_by_default.eq(recipe.unlocked_by_default as i32),
crate::schema::crafting_recipes::checks.eq(recipe.checks.as_ref()),
))
.execute(conn)?;
let recipe_id: i32 = diesel::select(diesel::dsl::sql::<diesel::sql_types::Integer>(
"last_insert_rowid()"
))
.get_result(conn)?;
for ingredient in &recipe.items {
diesel::insert_into(crate::schema::crafting_recipe_items::table)
.values((
crate::schema::crafting_recipe_items::recipe_id.eq(recipe_id),
crate::schema::crafting_recipe_items::item_id.eq(ingredient.item_id),
crate::schema::crafting_recipe_items::amount.eq(ingredient.amount),
))
.execute(conn)?;
}
}
// Save item stats
for stat in &item.stats {
let stat_type_str = match stat.stat_type {
crate::types::StatType::None => "none",
crate::types::StatType::Health => "health",
crate::types::StatType::Mana => "mana",
crate::types::StatType::HealthRegen => "health_regen",
crate::types::StatType::ManaRegen => "mana_regen",
crate::types::StatType::DamagePhysical => "damage_physical",
crate::types::StatType::DamageMagical => "damage_magical",
crate::types::StatType::DamageRanged => "damage_ranged",
crate::types::StatType::AccuracyPhysical => "accuracy_physical",
crate::types::StatType::AccuracyMagical => "accuracy_magical",
crate::types::StatType::AccuracyRanged => "accuracy_ranged",
crate::types::StatType::ResistancePhysical => "resistance_physical",
crate::types::StatType::ResistanceMagical => "resistance_magical",
crate::types::StatType::ResistanceRanged => "resistance_ranged",
crate::types::StatType::Critical => "critical",
crate::types::StatType::Healing => "healing",
crate::types::StatType::MovementSpeed => "movement_speed",
crate::types::StatType::DamageVsBeasts => "damage_vs_beasts",
crate::types::StatType::DamageVsUndead => "damage_vs_undead",
crate::types::StatType::CritterSlaying => "critter_slaying",
};
diesel::insert_into(crate::schema::item_stats::table)
.values((
crate::schema::item_stats::item_id.eq(item.type_id),
crate::schema::item_stats::stat_type.eq(stat_type_str),
crate::schema::item_stats::value.eq(stat.value),
))
.execute(conn)?;
}
count += 1;
}
Ok((count, images_processed))
})
}
/// Helper function to process a single item icon
/// Returns (large, medium, small) WebP blobs
fn process_item_icon(
processor: &ImageProcessor,
icon_base_path: &Path,
item_id: i32,
) -> (Option<Vec<u8>>, Option<Vec<u8>>, Option<Vec<u8>>) {
// Try both lowercase and uppercase extensions (Linux is case-sensitive)
let lowercase = icon_base_path.join(format!("{}.png", item_id));
let uppercase = icon_base_path.join(format!("{}.PNG", item_id));
let icon_file = if lowercase.exists() {
lowercase
} else if uppercase.exists() {
uppercase
} else {
return (None, None, None);
};
// Process image at 3 sizes: 256, 64, 16
match processor.process_image(&icon_file, &[256, 64, 16], None, None) {
Ok(processed) => (
processed.get(256).cloned(),
processed.get(64).cloned(),
processed.get(16).cloned(),
),
Err(e) => {
log::warn!("Failed to process icon for item {}: {}", item_id, e);
(None, None, None)
}
}
}
/// Load all items from SQLite database
pub fn load_from_db(conn: &mut SqliteConnection) -> Result<Self, diesel::result::Error> {
use crate::schema::items::dsl::*;
#[derive(Queryable)]
#[allow(dead_code)]
struct ItemRecord {
id: Option<i32>,
name: String,
data: String,
item_type: String,
level: i32,
price: i32,
max_stack: i32,
storage_size: i32,
skill: String,
tool: String,
description: String,
two_handed: i32,
undroppable: i32,
undroppable_on_death: i32,
unequip_destroy: i32,
generate_icon: i32,
hide_milestone: i32,
cannot_craft_exceptional: i32,
storage_all_items: i32,
ability_id: i32,
special_ability: i32,
learn_ability_id: i32,
book_id: i32,
swap_item: i32,
icon_large: Option<Vec<u8>>,
icon_medium: Option<Vec<u8>>,
icon_small: Option<Vec<u8>>,
}
let records = items.load::<ItemRecord>(conn)?;
let mut loaded_items = Vec::new();
for record in records {
// Load from JSON data column (contains complete item info including crafting recipes)
if let Ok(item) = serde_json::from_str::<Item>(&record.data) {
loaded_items.push(item);
}
}
let mut db = Self::new();
db.add_items(loaded_items);
Ok(db)
}
}
impl Default for ItemDatabase {
fn default() -> Self {
Self::new()
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_item_database_basic() {
let mut db = ItemDatabase::new();
assert!(db.is_empty());
assert_eq!(db.len(), 0);
}
}

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use crate::types::{LootTable, LootDrop};
use crate::xml_parsers::{parse_loot_xml, XmlParseError};
use diesel::prelude::*;
use diesel::sqlite::SqliteConnection;
use std::collections::HashMap;
use std::path::Path;
/// A database for managing Loot Tables loaded from XML files
#[derive(Debug, Clone)]
pub struct LootDatabase {
tables: Vec<LootTable>,
// Map NPC ID -> list of table indices that apply to this NPC
tables_by_npc: HashMap<i32, Vec<usize>>,
// Map item ID -> list of table indices that drop this item
tables_by_item: HashMap<i32, Vec<usize>>,
}
impl LootDatabase {
/// Create a new empty LootDatabase
pub fn new() -> Self {
Self {
tables: Vec::new(),
tables_by_npc: HashMap::new(),
tables_by_item: HashMap::new(),
}
}
/// Load loot tables from an XML file
pub fn load_from_xml<P: AsRef<Path>>(path: P) -> Result<Self, XmlParseError> {
let tables = parse_loot_xml(path)?;
let mut db = Self::new();
db.add_tables(tables);
Ok(db)
}
/// Add loot tables to the database
pub fn add_tables(&mut self, tables: Vec<LootTable>) {
for table in tables {
let index = self.tables.len();
// Index by NPC IDs
for &npc_id in &table.npc_ids {
self.tables_by_npc
.entry(npc_id)
.or_insert_with(Vec::new)
.push(index);
}
// Index by item IDs
for drop in &table.drops {
self.tables_by_item
.entry(drop.item)
.or_insert_with(Vec::new)
.push(index);
}
self.tables.push(table);
}
}
/// Get all loot tables that apply to a specific NPC ID
pub fn get_tables_for_npc(&self, npc_id: i32) -> Vec<&LootTable> {
self.tables_by_npc
.get(&npc_id)
.map(|indices| {
indices
.iter()
.filter_map(|&idx| self.tables.get(idx))
.collect()
})
.unwrap_or_default()
}
/// Get all loot tables that drop a specific item
pub fn get_tables_with_item(&self, item_id: i32) -> Vec<&LootTable> {
self.tables_by_item
.get(&item_id)
.map(|indices| {
indices
.iter()
.filter_map(|&idx| self.tables.get(idx))
.collect()
})
.unwrap_or_default()
}
/// Get all possible drops for a specific NPC
pub fn get_drops_for_npc(&self, npc_id: i32) -> Vec<&LootDrop> {
let mut drops = Vec::new();
for table in self.get_tables_for_npc(npc_id) {
drops.extend(&table.drops);
}
drops
}
/// Get all NPCs that can drop a specific item
pub fn get_npcs_dropping_item(&self, item_id: i32) -> Vec<i32> {
let mut npcs = std::collections::HashSet::new();
if let Some(table_indices) = self.tables_by_item.get(&item_id) {
for &idx in table_indices {
if let Some(table) = self.tables.get(idx) {
npcs.extend(&table.npc_ids);
}
}
}
npcs.into_iter().collect()
}
/// Get all loot tables
pub fn all_tables(&self) -> &[LootTable] {
&self.tables
}
/// Get tables with conditional drops (that have checks)
pub fn get_conditional_tables(&self) -> Vec<&LootTable> {
self.tables
.iter()
.filter(|t| !t.get_conditional_drops().is_empty())
.collect()
}
/// Get tables with guaranteed drops (rate = 1)
pub fn get_tables_with_guaranteed_drops(&self) -> Vec<&LootTable> {
self.tables
.iter()
.filter(|t| !t.get_guaranteed_drops().is_empty())
.collect()
}
/// Get all unique item IDs that can drop
pub fn get_all_droppable_items(&self) -> Vec<i32> {
self.tables_by_item.keys().copied().collect()
}
/// Get all unique NPC IDs that have loot tables
pub fn get_all_npcs_with_loot(&self) -> Vec<i32> {
self.tables_by_npc.keys().copied().collect()
}
/// Get number of loot tables in database
pub fn len(&self) -> usize {
self.tables.len()
}
/// Check if database is empty
pub fn is_empty(&self) -> bool {
self.tables.is_empty()
}
/// Prepare loot tables for SQL insertion (deprecated - use save_to_db instead)
#[deprecated(note = "Use save_to_db() to save directly to SQLite database")]
pub fn prepare_for_sql(&self) -> Vec<(String, Option<String>, String)> {
self.tables
.iter()
.map(|table| {
let npc_ids_json = serde_json::to_string(&table.npc_ids).unwrap_or_else(|_| "[]".to_string());
let json = serde_json::to_string(table).unwrap_or_else(|_| "{}".to_string());
(npc_ids_json, table.name.clone(), json)
})
.collect()
}
/// Save all loot tables to SQLite database
pub fn save_to_db(&self, conn: &mut SqliteConnection) -> Result<usize, diesel::result::Error> {
use crate::schema::loot_tables;
let mut count = 0;
for table in &self.tables {
let table_id = serde_json::to_string(&table.npc_ids).unwrap_or_else(|_| "[]".to_string());
let json = serde_json::to_string(table).unwrap_or_else(|_| "{}".to_string());
let record = (
loot_tables::table_id.eq(table_id),
loot_tables::npc_id.eq(None::<String>),
loot_tables::data.eq(json),
);
diesel::insert_into(loot_tables::table)
.values(&record)
.execute(conn)?;
count += 1;
}
Ok(count)
}
/// Load all loot tables from SQLite database
pub fn load_from_db(conn: &mut SqliteConnection) -> Result<Self, diesel::result::Error> {
use crate::schema::loot_tables::dsl::*;
#[derive(Queryable)]
struct LootTableRecord {
table_id: Option<String>,
npc_id: Option<String>,
data: String,
}
let records = loot_tables.load::<LootTableRecord>(conn)?;
let mut loaded_tables = Vec::new();
for record in records {
if let Ok(table) = serde_json::from_str::<LootTable>(&record.data) {
loaded_tables.push(table);
}
}
let mut db = Self::new();
db.add_tables(loaded_tables);
Ok(db)
}
}
impl Default for LootDatabase {
fn default() -> Self {
Self::new()
}
}

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@@ -0,0 +1,263 @@
use crate::types::Map;
use crate::xml_parsers::{parse_maps_xml, XmlParseError};
use diesel::prelude::*;
use diesel::sqlite::SqliteConnection;
use std::collections::HashMap;
use std::path::Path;
/// A database for managing Maps loaded from XML files
#[derive(Debug, Clone)]
pub struct MapDatabase {
maps: Vec<Map>,
// Map scene_id -> map index
maps_by_scene_id: HashMap<String, usize>,
// Map name -> list of map indices (multiple maps can have same name)
maps_by_name: HashMap<String, Vec<usize>>,
// Map coordinates (x,y) -> map index
maps_by_coords: HashMap<(i32, i32), usize>,
}
impl MapDatabase {
/// Create a new empty MapDatabase
pub fn new() -> Self {
Self {
maps: Vec::new(),
maps_by_scene_id: HashMap::new(),
maps_by_name: HashMap::new(),
maps_by_coords: HashMap::new(),
}
}
/// Load maps from an XML file
pub fn load_from_xml<P: AsRef<Path>>(path: P) -> Result<Self, XmlParseError> {
let maps = parse_maps_xml(path)?;
let mut db = Self::new();
db.add_maps(maps);
Ok(db)
}
/// Add maps to the database
pub fn add_maps(&mut self, maps: Vec<Map>) {
for map in maps {
let index = self.maps.len();
// Index by scene ID
self.maps_by_scene_id.insert(map.scene_id.clone(), index);
// Index by name (if it has a name)
if !map.name.is_empty() {
self.maps_by_name
.entry(map.name.clone())
.or_insert_with(Vec::new)
.push(index);
}
// Index by coordinates
if let Some(coords) = map.get_coordinates() {
self.maps_by_coords.insert(coords, index);
}
self.maps.push(map);
}
}
/// Get a map by scene ID (e.g., "3,10")
pub fn get_by_scene_id(&self, scene_id: &str) -> Option<&Map> {
self.maps_by_scene_id
.get(scene_id)
.and_then(|&index| self.maps.get(index))
}
/// Get a map by coordinates
pub fn get_by_coords(&self, x: i32, y: i32) -> Option<&Map> {
self.maps_by_coords
.get(&(x, y))
.and_then(|&index| self.maps.get(index))
}
/// Get maps by name (returns all maps with matching name)
pub fn get_by_name(&self, name: &str) -> Vec<&Map> {
self.maps_by_name
.get(name)
.map(|indices| {
indices
.iter()
.filter_map(|&index| self.maps.get(index))
.collect()
})
.unwrap_or_default()
}
/// Get all maps
pub fn all_maps(&self) -> &[Map] {
&self.maps
}
/// Get all named maps (maps with non-empty names)
pub fn get_named_maps(&self) -> Vec<&Map> {
self.maps.iter().filter(|m| m.is_named()).collect()
}
/// Get all indoor maps
pub fn get_indoor_maps(&self) -> Vec<&Map> {
self.maps.iter().filter(|m| m.is_indoor()).collect()
}
/// Get all maps that are isolated (don't load nearby scenes)
pub fn get_isolated_maps(&self) -> Vec<&Map> {
self.maps.iter().filter(|m| m.is_isolated()).collect()
}
/// Get all maps with border restrictions
pub fn get_bordered_maps(&self) -> Vec<&Map> {
self.maps.iter().filter(|m| m.has_borders()).collect()
}
/// Get maps by music track ID
pub fn get_by_music(&self, music_id: i32) -> Vec<&Map> {
self.maps.iter().filter(|m| m.music == music_id).collect()
}
/// Get maps by ambience ID
pub fn get_by_ambience(&self, ambience_id: i32) -> Vec<&Map> {
self.maps
.iter()
.filter(|m| m.ambience == ambience_id)
.collect()
}
/// Get all maps that have a respawn location set
pub fn get_maps_with_respawn(&self) -> Vec<&Map> {
self.maps
.iter()
.filter(|m| m.respawn_map.is_some())
.collect()
}
/// Get all maps that are connected to other maps
pub fn get_connected_maps(&self) -> Vec<&Map> {
self.maps
.iter()
.filter(|m| m.connected_maps.is_some())
.collect()
}
/// Get all maps hidden from world map
pub fn get_hidden_from_worldmap(&self) -> Vec<&Map> {
self.maps.iter().filter(|m| m.no_world_map).collect()
}
/// Get all unique map names
pub fn get_all_map_names(&self) -> Vec<String> {
self.maps_by_name.keys().cloned().collect()
}
/// Get the bounds of the map grid (min/max x and y coordinates)
pub fn get_map_bounds(&self) -> Option<((i32, i32), (i32, i32))> {
let coords: Vec<(i32, i32)> = self.maps_by_coords.keys().copied().collect();
if coords.is_empty() {
return None;
}
let min_x = coords.iter().map(|(x, _)| *x).min()?;
let max_x = coords.iter().map(|(x, _)| *x).max()?;
let min_y = coords.iter().map(|(_, y)| *y).min()?;
let max_y = coords.iter().map(|(_, y)| *y).max()?;
Some(((min_x, min_y), (max_x, max_y)))
}
/// Get number of maps in database
pub fn len(&self) -> usize {
self.maps.len()
}
/// Check if database is empty
pub fn is_empty(&self) -> bool {
self.maps.is_empty()
}
/// Prepare maps for SQL insertion (deprecated - use save_to_db instead)
#[deprecated(note = "Use save_to_db() to save directly to SQLite database")]
pub fn prepare_for_sql(&self) -> Vec<(String, String, String)> {
self.maps
.iter()
.map(|map| {
let json = serde_json::to_string(map).unwrap_or_else(|_| "{}".to_string());
(map.scene_id.clone(), map.name.clone(), json)
})
.collect()
}
/// Save all maps to SQLite database
pub fn save_to_db(&self, conn: &mut SqliteConnection) -> Result<usize, diesel::result::Error> {
use crate::schema::maps;
let records: Vec<_> = self
.maps
.iter()
.map(|map| {
let json = serde_json::to_string(map).unwrap_or_else(|_| "{}".to_string());
(
maps::scene_id.eq(&map.scene_id),
maps::name.eq(&map.name),
maps::data.eq(json),
)
})
.collect();
let mut count = 0;
for record in records {
diesel::insert_into(maps::table)
.values(&record)
.execute(conn)?;
count += 1;
}
Ok(count)
}
/// Load all maps from SQLite database
pub fn load_from_db(conn: &mut SqliteConnection) -> Result<Self, diesel::result::Error> {
use crate::schema::maps::dsl::*;
#[derive(Queryable)]
struct MapRecord {
scene_id: Option<String>,
name: String,
data: String,
}
let records = maps.load::<MapRecord>(conn)?;
let mut loaded_maps = Vec::new();
for record in records {
if let Ok(map) = serde_json::from_str::<Map>(&record.data) {
loaded_maps.push(map);
}
}
let mut db = Self::new();
db.add_maps(loaded_maps);
Ok(db)
}
}
impl Default for MapDatabase {
fn default() -> Self {
Self::new()
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_map_database_basic() {
let mut db = MapDatabase::new();
assert!(db.is_empty());
assert_eq!(db.len(), 0);
}
}

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@@ -0,0 +1,388 @@
use crate::types::{MinimapTileRecord, NewMinimapTile};
use crate::image_processor::{ImageProcessor, ImageProcessingError};
use diesel::prelude::*;
use diesel::sqlite::SqliteConnection;
use std::path::{Path, PathBuf};
use std::fs;
use std::collections::HashMap;
use thiserror::Error;
#[derive(Debug, Error)]
pub enum MinimapDatabaseError {
#[error("Database error: {0}")]
DatabaseError(#[from] diesel::result::Error),
#[error("Image processing error: {0}")]
ImageError(#[from] ImageProcessingError),
#[error("Image load error: {0}")]
ImageLoadError(#[from] image::ImageError),
#[error("IO error: {0}")]
IoError(#[from] std::io::Error),
#[error("Invalid filename format: {0}")]
InvalidFilename(String),
#[error("Connection pool error: {0}")]
ConnectionError(String),
}
/// Database for managing minimap tiles with merged zoom levels
pub struct MinimapDatabase {
database_url: String,
}
impl MinimapDatabase {
/// Create new database connection
pub fn new(database_url: String) -> Self {
Self { database_url }
}
/// Establish database connection
fn establish_connection(&self) -> Result<SqliteConnection, MinimapDatabaseError> {
SqliteConnection::establish(&self.database_url)
.map_err(|e| MinimapDatabaseError::ConnectionError(e.to_string()))
}
/// Load all PNG files from directory and process them into all zoom levels
pub fn load_from_directory<P: AsRef<Path>, B: AsRef<Path>>(
&self,
minimap_dir: P,
base_path: B,
) -> Result<usize, MinimapDatabaseError> {
use crate::schema::minimap_tiles;
let mut conn = self.establish_connection()?;
println!("Loading PNG files from directory...");
let png_files = self.find_minimap_pngs(minimap_dir.as_ref())?;
println!("Found {} PNG files", png_files.len());
// Step 1: Process all original tiles (zoom level 2) and store their WebP data
println!("\nProcessing zoom level 2 (original tiles)...");
let mut tile_data: HashMap<(i32, i32), Vec<u8>> = HashMap::new();
let mut count = 0;
for png_path in &png_files {
let (x, y) = self.parse_coordinates(png_path)?;
// Load and encode as lossless WebP
let img = image::open(png_path)?;
let rgba = img.to_rgba8();
let webp_data = ImageProcessor::encode_webp_lossless(&rgba)?;
// Get original file size
let original_size = fs::metadata(png_path)?.len() as i32;
// Store in database
let relative_path = png_path.strip_prefix(base_path.as_ref()).unwrap_or(png_path);
let new_tile = NewMinimapTile {
x,
y,
zoom: 2,
width: 512,
height: 512,
original_file_size: Some(original_size),
image: &webp_data,
image_size: webp_data.len() as i32,
source_path: relative_path.to_str().unwrap_or(""),
};
diesel::replace_into(minimap_tiles::table)
.values(&new_tile)
.execute(&mut conn)?;
// Cache for later merging
tile_data.insert((x, y), webp_data);
count += 1;
if count % 50 == 0 {
println!(" Processed {} tiles...", count);
}
}
println!("Processed {} zoom level 2 tiles", count);
// Get bounds for merging
let ((min_x, min_y), (max_x, max_y)) = self.get_map_bounds()?;
println!("\nMap bounds: X [{}, {}], Y [{}, {}]", min_x, max_x, min_y, max_y);
// Step 2: Generate zoom level 1 (2x2 merged)
println!("\nGenerating zoom level 1 (2x2 merged)...");
let zoom1_count = self.generate_merged_tiles(
&mut conn,
&tile_data,
min_x,
max_x,
min_y,
max_y,
1, // zoom level
2, // merge factor
)?;
println!("Generated {} zoom level 1 tiles", zoom1_count);
// Step 3: Generate zoom level 0 (4x4 merged)
println!("\nGenerating zoom level 0 (4x4 merged)...");
let zoom0_count = self.generate_merged_tiles(
&mut conn,
&tile_data,
min_x,
max_x,
min_y,
max_y,
0, // zoom level
4, // merge factor
)?;
println!("Generated {} zoom level 0 tiles", zoom0_count);
println!("\nTotal tiles generated:");
println!(" Zoom 2: {}", count);
println!(" Zoom 1: {}", zoom1_count);
println!(" Zoom 0: {}", zoom0_count);
println!(" Total: {}", count + zoom1_count + zoom0_count);
Ok(count + zoom1_count + zoom0_count)
}
/// Generate merged tiles for a specific zoom level
fn generate_merged_tiles(
&self,
conn: &mut SqliteConnection,
tile_data: &HashMap<(i32, i32), Vec<u8>>,
min_x: i32,
max_x: i32,
min_y: i32,
max_y: i32,
zoom_level: i32,
merge_factor: i32,
) -> Result<usize, MinimapDatabaseError> {
use crate::schema::minimap_tiles;
let mut count = 0;
// Iterate through merged tile grid
let mut merged_y = min_y;
while merged_y <= max_y {
let mut merged_x = min_x;
while merged_x <= max_x {
// Collect tiles for this merged tile
let mut tiles_for_merge: HashMap<(i32, i32), Vec<u8>> = HashMap::new();
let mut has_any_tile = false;
for dy in 0..merge_factor {
for dx in 0..merge_factor {
let tile_x = merged_x + dx;
let tile_y = merged_y + dy;
if let Some(webp) = tile_data.get(&(tile_x, tile_y)) {
tiles_for_merge.insert((dx, dy), webp.clone());
has_any_tile = true;
}
}
}
// Only create merged tile if we have at least one source tile
if has_any_tile {
let merged_img = ImageProcessor::merge_tiles(
&tiles_for_merge,
merge_factor,
merge_factor,
512,
512,
)?;
let merged_webp = ImageProcessor::encode_webp_lossless(&merged_img)?;
// Calculate merged tile coordinates
let merged_tile_x = merged_x / merge_factor;
let merged_tile_y = merged_y / merge_factor;
// Build source_tiles string for debugging
let mut source_coords = Vec::new();
for dy in 0..merge_factor {
for dx in 0..merge_factor {
let tx = merged_x + dx;
let ty = merged_y + dy;
if tile_data.contains_key(&(tx, ty)) {
source_coords.push(format!("{},{}", tx, ty));
}
}
}
let source_tiles = source_coords.join(";");
let new_tile = NewMinimapTile {
x: merged_tile_x,
y: merged_tile_y,
zoom: zoom_level,
width: 512,
height: 512,
original_file_size: None,
image: &merged_webp,
image_size: merged_webp.len() as i32,
source_path: &source_tiles,
};
diesel::replace_into(minimap_tiles::table)
.values(&new_tile)
.execute(conn)?;
count += 1;
}
merged_x += merge_factor;
}
merged_y += merge_factor;
if count % 20 == 0 && count > 0 {
println!(" Generated {} merged tiles...", count);
}
}
Ok(count)
}
/// Find all minimap PNG files in directory
fn find_minimap_pngs<P: AsRef<Path>>(
&self,
dir: P,
) -> Result<Vec<PathBuf>, MinimapDatabaseError> {
let mut png_files = Vec::new();
for entry in fs::read_dir(dir)? {
let entry = entry?;
let path = entry.path();
if path.is_file() && path.extension().and_then(|s| s.to_str()) == Some("png") {
// Check if filename matches x_y.png pattern
if let Some(stem) = path.file_stem().and_then(|s| s.to_str()) {
if stem.contains('_') && stem.chars().all(|c| c.is_numeric() || c == '_' || c == '-') {
png_files.push(path);
}
}
}
}
Ok(png_files)
}
/// Parse x,y coordinates from filename (e.g., "0_0.png" -> (0, 0))
fn parse_coordinates<P: AsRef<Path>>(
&self,
path: P,
) -> Result<(i32, i32), MinimapDatabaseError> {
let filename = path
.as_ref()
.file_stem()
.and_then(|s| s.to_str())
.ok_or_else(|| {
MinimapDatabaseError::InvalidFilename(path.as_ref().display().to_string())
})?;
let parts: Vec<&str> = filename.split('_').collect();
if parts.len() != 2 {
return Err(MinimapDatabaseError::InvalidFilename(
filename.to_string(),
));
}
let x = parts[0].parse::<i32>().map_err(|_| {
MinimapDatabaseError::InvalidFilename(filename.to_string())
})?;
let y = parts[1].parse::<i32>().map_err(|_| {
MinimapDatabaseError::InvalidFilename(filename.to_string())
})?;
Ok((x, y))
}
/// Get map bounds (min/max x and y) from zoom level 2 tiles
pub fn get_map_bounds(
&self,
) -> Result<((i32, i32), (i32, i32)), MinimapDatabaseError> {
use crate::schema::minimap_tiles::dsl::*;
use diesel::dsl::{max, min};
let mut conn = self.establish_connection()?;
let (min_x_val, max_x_val): (Option<i32>, Option<i32>) =
minimap_tiles
.filter(zoom.eq(2))
.select((min(x), max(x)))
.first(&mut conn)?;
let (min_y_val, max_y_val): (Option<i32>, Option<i32>) =
minimap_tiles
.filter(zoom.eq(2))
.select((min(y), max(y)))
.first(&mut conn)?;
Ok((
(min_x_val.unwrap_or(0), min_y_val.unwrap_or(0)),
(max_x_val.unwrap_or(0), max_y_val.unwrap_or(0)),
))
}
/// Get count of tiles at a specific zoom level
pub fn count_at_zoom(&self, zoom_level: i32) -> Result<i64, MinimapDatabaseError> {
use crate::schema::minimap_tiles::dsl::*;
use diesel::dsl::count_star;
let mut conn = self.establish_connection()?;
let total = minimap_tiles
.filter(zoom.eq(zoom_level))
.select(count_star())
.first(&mut conn)?;
Ok(total)
}
/// Get storage statistics
pub fn get_storage_stats(&self) -> Result<StorageStats, MinimapDatabaseError> {
let mut conn = self.establish_connection()?;
use crate::schema::minimap_tiles::dsl::*;
let tiles = minimap_tiles.load::<MinimapTileRecord>(&mut conn)?;
let mut stats = StorageStats::default();
for tile in tiles {
if tile.zoom == 2 {
stats.total_original_size += tile.original_file_size.unwrap_or(0) as i64;
stats.zoom2_count += 1;
stats.zoom2_size += tile.image_size as i64;
} else if tile.zoom == 1 {
stats.zoom1_count += 1;
stats.zoom1_size += tile.image_size as i64;
} else if tile.zoom == 0 {
stats.zoom0_count += 1;
stats.zoom0_size += tile.image_size as i64;
}
}
Ok(stats)
}
}
#[derive(Debug, Default)]
pub struct StorageStats {
pub zoom2_count: i64,
pub zoom1_count: i64,
pub zoom0_count: i64,
pub total_original_size: i64,
pub zoom2_size: i64,
pub zoom1_size: i64,
pub zoom0_size: i64,
}
impl StorageStats {
pub fn total_webp_size(&self) -> i64 {
self.zoom2_size + self.zoom1_size + self.zoom0_size
}
pub fn compression_ratio(&self) -> f64 {
if self.total_original_size == 0 {
return 0.0;
}
(self.total_webp_size() as f64 / self.total_original_size as f64) * 100.0
}
}

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mod item_database;
mod npc_database;
mod quest_database;
mod harvestable_database;
mod loot_database;
mod map_database;
mod fast_travel_database;
mod player_house_database;
mod trait_database;
mod shop_database;
mod minimap_database;
mod icon_database;
pub use item_database::ItemDatabase;
pub use npc_database::NpcDatabase;
pub use quest_database::QuestDatabase;
pub use harvestable_database::HarvestableDatabase;
pub use loot_database::LootDatabase;
pub use map_database::MapDatabase;
pub use fast_travel_database::FastTravelDatabase;
pub use player_house_database::PlayerHouseDatabase;
pub use trait_database::TraitDatabase;
pub use shop_database::ShopDatabase;
pub use minimap_database::{MinimapDatabase, MinimapDatabaseError, StorageStats};
pub use icon_database::{IconDatabase, IconDatabaseError, IconStats};

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use crate::types::Npc;
use crate::xml_parsers::{parse_npcs_xml, XmlParseError};
use diesel::prelude::*;
use diesel::sqlite::SqliteConnection;
use std::collections::HashMap;
use std::path::Path;
/// A database for managing NPCs loaded from XML files
#[derive(Debug, Clone)]
pub struct NpcDatabase {
npcs: Vec<Npc>,
npcs_by_id: HashMap<i32, usize>,
npcs_by_name: HashMap<String, Vec<usize>>,
}
impl NpcDatabase {
/// Create a new empty NpcDatabase
pub fn new() -> Self {
Self {
npcs: Vec::new(),
npcs_by_id: HashMap::new(),
npcs_by_name: HashMap::new(),
}
}
/// Load NPCs from an XML file
pub fn load_from_xml<P: AsRef<Path>>(path: P) -> Result<Self, XmlParseError> {
let npcs = parse_npcs_xml(path)?;
let mut db = Self::new();
db.add_npcs(npcs);
Ok(db)
}
/// Add NPCs to the database
pub fn add_npcs(&mut self, npcs: Vec<Npc>) {
for npc in npcs {
let index = self.npcs.len();
self.npcs_by_id.insert(npc.id, index);
self.npcs_by_name
.entry(npc.name.clone())
.or_insert_with(Vec::new)
.push(index);
self.npcs.push(npc);
}
}
/// Get an NPC by ID
pub fn get_by_id(&self, id: i32) -> Option<&Npc> {
self.npcs_by_id
.get(&id)
.and_then(|&index| self.npcs.get(index))
}
/// Get NPCs by name
pub fn get_by_name(&self, name: &str) -> Vec<&Npc> {
self.npcs_by_name
.get(name)
.map(|indices| {
indices
.iter()
.filter_map(|&index| self.npcs.get(index))
.collect()
})
.unwrap_or_default()
}
/// Get all NPCs
pub fn all_npcs(&self) -> &[Npc] {
&self.npcs
}
/// Get all hostile NPCs (can fight and aggressive)
pub fn get_hostile(&self) -> Vec<&Npc> {
self.npcs
.iter()
.filter(|npc| {
npc.canfight == Some(1) && npc.aggressive == Some(1)
})
.collect()
}
/// Get all interactable NPCs
pub fn get_interactable(&self) -> Vec<&Npc> {
self.npcs
.iter()
.filter(|npc| npc.interactable == Some(1))
.collect()
}
/// Get NPCs by tag
pub fn get_by_tag(&self, tag: &str) -> Vec<&Npc> {
self.npcs
.iter()
.filter(|npc| {
npc.tags
.as_ref()
.map(|tags| tags.split(',').any(|t| t.trim() == tag))
.unwrap_or(false)
})
.collect()
}
/// Get NPCs that offer shops
pub fn get_shopkeepers(&self) -> Vec<&Npc> {
self.npcs
.iter()
.filter(|npc| npc.shop.is_some())
.collect()
}
/// Get number of NPCs in database
pub fn len(&self) -> usize {
self.npcs.len()
}
/// Check if database is empty
pub fn is_empty(&self) -> bool {
self.npcs.is_empty()
}
/// Prepare NPCs for SQL insertion (deprecated - use save_to_db instead)
#[deprecated(note = "Use save_to_db() to save directly to SQLite database")]
pub fn prepare_for_sql(&self) -> Vec<(i32, String, String)> {
self.npcs
.iter()
.map(|npc| {
let json = serde_json::to_string(npc).unwrap_or_else(|_| "{}".to_string());
(npc.id, npc.name.clone(), json)
})
.collect()
}
/// Save all NPCs to SQLite database
pub fn save_to_db(&self, conn: &mut SqliteConnection) -> Result<usize, diesel::result::Error> {
use crate::schema::npcs;
let records: Vec<_> = self
.npcs
.iter()
.map(|npc| {
let json = serde_json::to_string(npc).unwrap_or_else(|_| "{}".to_string());
(
npcs::id.eq(npc.id),
npcs::name.eq(&npc.name),
npcs::data.eq(json),
)
})
.collect();
let mut count = 0;
for record in records {
diesel::insert_into(npcs::table)
.values(&record)
.execute(conn)?;
count += 1;
}
Ok(count)
}
/// Load all NPCs from SQLite database
pub fn load_from_db(conn: &mut SqliteConnection) -> Result<Self, diesel::result::Error> {
use crate::schema::npcs::dsl::*;
#[derive(Queryable)]
struct NpcRecord {
id: Option<i32>,
name: String,
data: String,
}
let records = npcs.load::<NpcRecord>(conn)?;
let mut loaded_npcs = Vec::new();
for record in records {
if let Ok(npc) = serde_json::from_str::<Npc>(&record.data) {
loaded_npcs.push(npc);
}
}
let mut db = Self::new();
db.add_npcs(loaded_npcs);
Ok(db)
}
}
impl Default for NpcDatabase {
fn default() -> Self {
Self::new()
}
}

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@@ -0,0 +1,232 @@
use crate::types::PlayerHouse;
use crate::xml_parsers::{parse_player_houses_xml, XmlParseError};
use diesel::prelude::*;
use diesel::sqlite::SqliteConnection;
use std::collections::HashMap;
use std::path::Path;
/// A database for managing Player Houses loaded from XML files
#[derive(Debug, Clone)]
pub struct PlayerHouseDatabase {
houses: Vec<PlayerHouse>,
// Map ID -> house index
houses_by_id: HashMap<i32, usize>,
// Map name -> list of house indices (multiple houses can have same name)
houses_by_name: HashMap<String, Vec<usize>>,
}
impl PlayerHouseDatabase {
/// Create a new empty PlayerHouseDatabase
pub fn new() -> Self {
Self {
houses: Vec::new(),
houses_by_id: HashMap::new(),
houses_by_name: HashMap::new(),
}
}
/// Load player houses from an XML file
pub fn load_from_xml<P: AsRef<Path>>(path: P) -> Result<Self, XmlParseError> {
let houses = parse_player_houses_xml(path)?;
let mut db = Self::new();
db.add_houses(houses);
Ok(db)
}
/// Add player houses to the database
pub fn add_houses(&mut self, houses: Vec<PlayerHouse>) {
for house in houses {
let index = self.houses.len();
// Index by ID
self.houses_by_id.insert(house.id, index);
// Index by name
self.houses_by_name
.entry(house.name.clone())
.or_insert_with(Vec::new)
.push(index);
self.houses.push(house);
}
}
/// Get a player house by ID
pub fn get_by_id(&self, id: i32) -> Option<&PlayerHouse> {
self.houses_by_id
.get(&id)
.and_then(|&index| self.houses.get(index))
}
/// Get player houses by name (returns all houses with matching name)
pub fn get_by_name(&self, name: &str) -> Vec<&PlayerHouse> {
self.houses_by_name
.get(name)
.map(|indices| {
indices
.iter()
.filter_map(|&index| self.houses.get(index))
.collect()
})
.unwrap_or_default()
}
/// Get all houses
pub fn all_houses(&self) -> &[PlayerHouse] {
&self.houses
}
/// Get all free houses (price is 0)
pub fn get_free_houses(&self) -> Vec<&PlayerHouse> {
self.houses.iter().filter(|h| h.is_free()).collect()
}
/// Get all affordable houses (price < 5000)
pub fn get_affordable_houses(&self) -> Vec<&PlayerHouse> {
self.houses.iter().filter(|h| h.is_affordable()).collect()
}
/// Get all expensive houses (price >= 10000)
pub fn get_expensive_houses(&self) -> Vec<&PlayerHouse> {
self.houses.iter().filter(|h| h.is_expensive()).collect()
}
/// Get houses by price tier (0: free, 1: cheap, 2: moderate, 3: expensive)
pub fn get_by_price_tier(&self, tier: u8) -> Vec<&PlayerHouse> {
self.houses
.iter()
.filter(|h| h.get_price_tier() == tier)
.collect()
}
/// Get houses within a price range (inclusive)
pub fn get_by_price_range(&self, min_price: i32, max_price: i32) -> Vec<&PlayerHouse> {
self.houses
.iter()
.filter(|h| h.price >= min_price && h.price <= max_price)
.collect()
}
/// Get all houses sorted by price (ascending)
pub fn get_sorted_by_price(&self) -> Vec<&PlayerHouse> {
let mut houses: Vec<&PlayerHouse> = self.houses.iter().collect();
houses.sort_by_key(|h| h.price);
houses
}
/// Get the cheapest house (excluding free houses)
pub fn get_cheapest(&self) -> Option<&PlayerHouse> {
self.houses
.iter()
.filter(|h| h.price > 0)
.min_by_key(|h| h.price)
}
/// Get the most expensive house
pub fn get_most_expensive(&self) -> Option<&PlayerHouse> {
self.houses.iter().max_by_key(|h| h.price)
}
/// Get all unique house names
pub fn get_all_names(&self) -> Vec<String> {
self.houses_by_name.keys().cloned().collect()
}
/// Get number of houses in database
pub fn len(&self) -> usize {
self.houses.len()
}
/// Check if database is empty
pub fn is_empty(&self) -> bool {
self.houses.is_empty()
}
/// Save all player houses to SQLite database (clears existing entries first)
pub fn save_to_db(&self, conn: &mut SqliteConnection) -> Result<usize, diesel::result::Error> {
use crate::schema::player_houses;
// Clear existing entries
diesel::delete(player_houses::table).execute(conn)?;
let records: Vec<_> = self
.houses
.iter()
.map(|house| {
(
player_houses::id.eq(house.id),
player_houses::name.eq(&house.name),
player_houses::description.eq(&house.description),
player_houses::pos_x.eq(house.pos_x),
player_houses::pos_z.eq(house.pos_z),
player_houses::price.eq(house.price),
)
})
.collect();
let mut count = 0;
for record in records {
diesel::insert_into(player_houses::table)
.values(&record)
.execute(conn)?;
count += 1;
}
Ok(count)
}
/// Load all player houses from SQLite database
pub fn load_from_db(conn: &mut SqliteConnection) -> Result<Self, diesel::result::Error> {
use crate::schema::player_houses::dsl::*;
#[derive(Queryable)]
struct PlayerHouseRecord {
record_id: Option<i32>,
name: String,
description: String,
pos_x: f32,
pos_z: f32,
price: i32,
}
let records = player_houses.load::<PlayerHouseRecord>(conn)?;
let loaded_houses: Vec<PlayerHouse> = records
.into_iter()
.filter_map(|record| {
record.record_id.map(|house_id| {
PlayerHouse::new(
house_id,
record.name,
record.description,
record.pos_x,
record.pos_z,
record.price,
)
})
})
.collect();
let mut db = Self::new();
db.add_houses(loaded_houses);
Ok(db)
}
}
impl Default for PlayerHouseDatabase {
fn default() -> Self {
Self::new()
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_player_house_database_basic() {
let mut db = PlayerHouseDatabase::new();
assert!(db.is_empty());
assert_eq!(db.len(), 0);
}
}

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use crate::types::Quest;
use crate::xml_parsers::{parse_quests_xml, XmlParseError};
use diesel::prelude::*;
use diesel::sqlite::SqliteConnection;
use std::collections::HashMap;
use std::path::Path;
/// A database for managing Quests loaded from XML files
#[derive(Debug, Clone)]
pub struct QuestDatabase {
quests: Vec<Quest>,
quests_by_id: HashMap<i32, usize>,
quests_by_name: HashMap<String, usize>,
}
impl QuestDatabase {
/// Create a new empty QuestDatabase
pub fn new() -> Self {
Self {
quests: Vec::new(),
quests_by_id: HashMap::new(),
quests_by_name: HashMap::new(),
}
}
/// Load quests from an XML file
pub fn load_from_xml<P: AsRef<Path>>(path: P) -> Result<Self, XmlParseError> {
let quests = parse_quests_xml(path)?;
let mut db = Self::new();
db.add_quests(quests);
Ok(db)
}
/// Add quests to the database
pub fn add_quests(&mut self, quests: Vec<Quest>) {
for quest in quests {
let index = self.quests.len();
self.quests_by_id.insert(quest.id, index);
self.quests_by_name.insert(quest.name.clone(), index);
self.quests.push(quest);
}
}
/// Get a quest by ID
pub fn get_by_id(&self, id: i32) -> Option<&Quest> {
self.quests_by_id
.get(&id)
.and_then(|&index| self.quests.get(index))
}
/// Get a quest by name
pub fn get_by_name(&self, name: &str) -> Option<&Quest> {
self.quests_by_name
.get(name)
.and_then(|&index| self.quests.get(index))
}
/// Get all quests
pub fn all_quests(&self) -> &[Quest] {
&self.quests
}
/// Get all main quests
pub fn get_main_quests(&self) -> Vec<&Quest> {
self.quests
.iter()
.filter(|quest| quest.is_main_quest())
.collect()
}
/// Get all side quests (non-main quests)
pub fn get_side_quests(&self) -> Vec<&Quest> {
self.quests
.iter()
.filter(|quest| !quest.is_main_quest())
.collect()
}
/// Get all hidden quests
pub fn get_hidden_quests(&self) -> Vec<&Quest> {
self.quests
.iter()
.filter(|quest| quest.is_hidden())
.collect()
}
/// Get number of quests in database
pub fn len(&self) -> usize {
self.quests.len()
}
/// Check if database is empty
pub fn is_empty(&self) -> bool {
self.quests.is_empty()
}
/// Prepare quests for SQL insertion (deprecated - use save_to_db instead)
#[deprecated(note = "Use save_to_db() to save directly to SQLite database")]
pub fn prepare_for_sql(&self) -> Vec<(i32, String, String)> {
self.quests
.iter()
.map(|quest| {
let json = serde_json::to_string(quest).unwrap_or_else(|_| "{}".to_string());
(quest.id, quest.name.clone(), json)
})
.collect()
}
/// Save all quests to SQLite database
pub fn save_to_db(&self, conn: &mut SqliteConnection) -> Result<usize, diesel::result::Error> {
use crate::schema::quests;
let records: Vec<_> = self
.quests
.iter()
.map(|quest| {
let json = serde_json::to_string(quest).unwrap_or_else(|_| "{}".to_string());
(
quests::id.eq(quest.id),
quests::name.eq(&quest.name),
quests::data.eq(json),
)
})
.collect();
let mut count = 0;
for record in records {
diesel::insert_into(quests::table)
.values(&record)
.execute(conn)?;
count += 1;
}
Ok(count)
}
/// Load all quests from SQLite database
pub fn load_from_db(conn: &mut SqliteConnection) -> Result<Self, diesel::result::Error> {
use crate::schema::quests::dsl::*;
#[derive(Queryable)]
struct QuestRecord {
id: Option<i32>,
name: String,
data: String,
}
let records = quests.load::<QuestRecord>(conn)?;
let mut loaded_quests = Vec::new();
for record in records {
if let Ok(quest) = serde_json::from_str::<Quest>(&record.data) {
loaded_quests.push(quest);
}
}
let mut db = Self::new();
db.add_quests(loaded_quests);
Ok(db)
}
}
impl Default for QuestDatabase {
fn default() -> Self {
Self::new()
}
}

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@@ -0,0 +1,240 @@
use crate::types::Shop;
use crate::xml_parsers::{parse_shops_xml, XmlParseError};
use diesel::prelude::*;
use diesel::sqlite::SqliteConnection;
use std::collections::HashMap;
use std::path::Path;
/// A database for managing Shops loaded from XML files
#[derive(Debug, Clone)]
pub struct ShopDatabase {
shops: Vec<Shop>,
// Map shop_id -> shop index
shops_by_id: HashMap<i32, usize>,
// Map name -> list of shop indices
shops_by_name: HashMap<String, Vec<usize>>,
}
impl ShopDatabase {
/// Create a new empty ShopDatabase
pub fn new() -> Self {
Self {
shops: Vec::new(),
shops_by_id: HashMap::new(),
shops_by_name: HashMap::new(),
}
}
/// Load shops from an XML file
pub fn load_from_xml<P: AsRef<Path>>(path: P) -> Result<Self, XmlParseError> {
let shops = parse_shops_xml(path)?;
let mut db = Self::new();
db.add_shops(shops);
Ok(db)
}
/// Add shops to the database
pub fn add_shops(&mut self, shops: Vec<Shop>) {
for shop in shops {
let index = self.shops.len();
// Index by ID
self.shops_by_id.insert(shop.shop_id, index);
// Index by name
self.shops_by_name
.entry(shop.name.clone())
.or_insert_with(Vec::new)
.push(index);
self.shops.push(shop);
}
}
/// Get a shop by ID
pub fn get_by_id(&self, shop_id: i32) -> Option<&Shop> {
self.shops_by_id
.get(&shop_id)
.and_then(|&index| self.shops.get(index))
}
/// Get shops by name (returns all shops with matching name)
pub fn get_by_name(&self, name: &str) -> Vec<&Shop> {
self.shops_by_name
.get(name)
.map(|indices| {
indices
.iter()
.filter_map(|&index| self.shops.get(index))
.collect()
})
.unwrap_or_default()
}
/// Get all shops
pub fn all_shops(&self) -> &[Shop] {
&self.shops
}
/// Get all general stores
pub fn get_general_stores(&self) -> Vec<&Shop> {
self.shops
.iter()
.filter(|s| s.is_general_store)
.collect()
}
/// Get all specialized shops (non-general stores)
pub fn get_specialized_shops(&self) -> Vec<&Shop> {
self.shops
.iter()
.filter(|s| !s.is_general_store)
.collect()
}
/// Get all non-empty shops
pub fn get_non_empty_shops(&self) -> Vec<&Shop> {
self.shops.iter().filter(|s| !s.is_empty()).collect()
}
/// Get all shops that sell a specific item ID
pub fn get_shops_selling_item(&self, item_id: &str) -> Vec<&Shop> {
self.shops
.iter()
.filter(|shop| shop.get_item_by_id(item_id).is_some())
.collect()
}
/// Get all shops with comments
pub fn get_shops_with_comments(&self) -> Vec<&Shop> {
self.shops
.iter()
.filter(|s| s.comment.is_some())
.collect()
}
/// Get all unique shop names
pub fn get_all_names(&self) -> Vec<String> {
self.shops_by_name.keys().cloned().collect()
}
/// Get total number of items across all shops
pub fn total_item_count(&self) -> usize {
self.shops.iter().map(|s| s.item_count()).sum()
}
/// Get all unique item IDs sold across all shops
pub fn get_all_item_ids(&self) -> Vec<String> {
let mut item_ids: Vec<String> = self
.shops
.iter()
.flat_map(|shop| shop.get_all_item_ids())
.collect();
item_ids.sort();
item_ids.dedup();
item_ids
}
/// Get number of shops in database
pub fn len(&self) -> usize {
self.shops.len()
}
/// Check if database is empty
pub fn is_empty(&self) -> bool {
self.shops.is_empty()
}
/// Prepare shops for SQL insertion (deprecated - use save_to_db instead)
#[deprecated(note = "Use save_to_db() to save directly to SQLite database")]
pub fn prepare_for_sql(&self) -> Vec<(i32, String, bool, usize, String)> {
self.shops
.iter()
.map(|shop| {
let json = serde_json::to_string(shop).unwrap_or_else(|_| "{}".to_string());
(
shop.shop_id,
shop.name.clone(),
shop.is_general_store,
shop.item_count(),
json,
)
})
.collect()
}
/// Save all shops to SQLite database
pub fn save_to_db(&self, conn: &mut SqliteConnection) -> Result<usize, diesel::result::Error> {
use crate::schema::shops;
let records: Vec<_> = self
.shops
.iter()
.map(|shop| {
let json = serde_json::to_string(shop).unwrap_or_else(|_| "{}".to_string());
(
shops::id.eq(shop.shop_id),
shops::name.eq(&shop.name),
shops::unique_items.eq(if shop.is_general_store { 0 } else { 1 }),
shops::item_count.eq(shop.items.len() as i32),
shops::data.eq(json),
)
})
.collect();
let mut count = 0;
for record in records {
diesel::insert_into(shops::table)
.values(&record)
.execute(conn)?;
count += 1;
}
Ok(count)
}
/// Load all shops from SQLite database
pub fn load_from_db(conn: &mut SqliteConnection) -> Result<Self, diesel::result::Error> {
use crate::schema::shops::dsl::*;
#[derive(Queryable)]
struct ShopRecord {
id: Option<i32>,
name: String,
unique_items: i32,
item_count: i32,
data: String,
}
let records = shops.load::<ShopRecord>(conn)?;
let mut loaded_shops = Vec::new();
for record in records {
if let Ok(shop) = serde_json::from_str::<Shop>(&record.data) {
loaded_shops.push(shop);
}
}
let mut db = Self::new();
db.add_shops(loaded_shops);
Ok(db)
}
}
impl Default for ShopDatabase {
fn default() -> Self {
Self::new()
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_shop_database_basic() {
let mut db = ShopDatabase::new();
assert!(db.is_empty());
assert_eq!(db.len(), 0);
}
}

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use crate::types::Trait;
use crate::xml_parsers::{parse_traits_xml, XmlParseError};
use diesel::prelude::*;
use diesel::sqlite::SqliteConnection;
use std::collections::HashMap;
use std::path::Path;
/// A database for managing Traits loaded from XML files
#[derive(Debug, Clone)]
pub struct TraitDatabase {
traits: Vec<Trait>,
// Map ID -> trait index
traits_by_id: HashMap<i32, usize>,
// Map name -> list of trait indices
traits_by_name: HashMap<String, Vec<usize>>,
// Map skill -> list of trait indices
traits_by_skill: HashMap<String, Vec<usize>>,
}
impl TraitDatabase {
/// Create a new empty TraitDatabase
pub fn new() -> Self {
Self {
traits: Vec::new(),
traits_by_id: HashMap::new(),
traits_by_name: HashMap::new(),
traits_by_skill: HashMap::new(),
}
}
/// Load traits from an XML file
pub fn load_from_xml<P: AsRef<Path>>(path: P) -> Result<Self, XmlParseError> {
let traits = parse_traits_xml(path)?;
let mut db = Self::new();
db.add_traits(traits);
Ok(db)
}
/// Add traits to the database
pub fn add_traits(&mut self, traits: Vec<Trait>) {
for trait_obj in traits {
let index = self.traits.len();
// Index by ID
self.traits_by_id.insert(trait_obj.id, index);
// Index by name (if it has a name)
if !trait_obj.name.is_empty() {
self.traits_by_name
.entry(trait_obj.name.clone())
.or_insert_with(Vec::new)
.push(index);
}
// Index by skill (if it has a trainer requirement)
if let Some(ref trainer) = trait_obj.trainer {
self.traits_by_skill
.entry(trainer.skill.clone().to_lowercase())
.or_insert_with(Vec::new)
.push(index);
}
self.traits.push(trait_obj);
}
}
/// Get a trait by ID
pub fn get_by_id(&self, id: i32) -> Option<&Trait> {
self.traits_by_id
.get(&id)
.and_then(|&index| self.traits.get(index))
}
/// Get traits by name (returns all traits with matching name)
pub fn get_by_name(&self, name: &str) -> Vec<&Trait> {
self.traits_by_name
.get(name)
.map(|indices| {
indices
.iter()
.filter_map(|&index| self.traits.get(index))
.collect()
})
.unwrap_or_default()
}
/// Get all traits
pub fn all_traits(&self) -> &[Trait] {
&self.traits
}
/// Get all traits for a specific skill
pub fn get_by_skill(&self, skill: &str) -> Vec<&Trait> {
self.traits_by_skill
.get(&skill.to_lowercase())
.map(|indices| {
indices
.iter()
.filter_map(|&index| self.traits.get(index))
.collect()
})
.unwrap_or_default()
}
/// Get all trainer traits (traits that require a trainer)
pub fn get_trainer_traits(&self) -> Vec<&Trait> {
self.traits.iter().filter(|t| t.is_trainer_trait()).collect()
}
/// Get all traits that teach abilities
pub fn get_ability_traits(&self) -> Vec<&Trait> {
self.traits
.iter()
.filter(|t| t.teaches_ability())
.collect()
}
/// Get all novice tier traits
pub fn get_novice_traits(&self) -> Vec<&Trait> {
self.traits.iter().filter(|t| t.is_novice()).collect()
}
/// Get all experienced tier traits
pub fn get_experienced_traits(&self) -> Vec<&Trait> {
self.traits.iter().filter(|t| t.is_experienced()).collect()
}
/// Get all master tier traits
pub fn get_master_traits(&self) -> Vec<&Trait> {
self.traits.iter().filter(|t| t.is_master()).collect()
}
/// Get traits by level requirement for a specific skill
pub fn get_by_skill_and_level(&self, skill: &str, min_level: i32, max_level: i32) -> Vec<&Trait> {
self.get_by_skill(skill)
.into_iter()
.filter(|t| {
if let Some(level) = t.get_required_level() {
level >= min_level && level <= max_level
} else {
false
}
})
.collect()
}
/// Get all unique skill names
pub fn get_all_skills(&self) -> Vec<String> {
self.traits_by_skill.keys().cloned().collect()
}
/// Get traits sorted by level for a specific skill
pub fn get_sorted_by_level(&self, skill: &str) -> Vec<&Trait> {
let mut traits = self.get_by_skill(skill);
traits.sort_by_key(|t| t.get_required_level().unwrap_or(0));
traits
}
/// Get all traits with comments
pub fn get_with_comments(&self) -> Vec<&Trait> {
self.traits
.iter()
.filter(|t| t.comment.is_some())
.collect()
}
/// Get number of traits in database
pub fn len(&self) -> usize {
self.traits.len()
}
/// Check if database is empty
pub fn is_empty(&self) -> bool {
self.traits.is_empty()
}
/// Prepare traits for SQL insertion (deprecated - use save_to_db instead)
#[deprecated(note = "Use save_to_db() to save directly to SQLite database")]
pub fn prepare_for_sql(&self) -> Vec<(i32, String, Option<String>, Option<i32>, String)> {
self.traits
.iter()
.map(|trait_obj| {
let json =
serde_json::to_string(trait_obj).unwrap_or_else(|_| "{}".to_string());
let skill = trait_obj.get_required_skill().map(|s| s.to_string());
let level = trait_obj.get_required_level();
(trait_obj.id, trait_obj.name.clone(), skill, level, json)
})
.collect()
}
/// Save all traits to SQLite database
pub fn save_to_db(&self, conn: &mut SqliteConnection) -> Result<usize, diesel::result::Error> {
use crate::schema::traits;
let records: Vec<_> = self
.traits
.iter()
.map(|trait_obj| {
let json = serde_json::to_string(trait_obj).unwrap_or_else(|_| "{}".to_string());
(
traits::id.eq(trait_obj.id),
traits::name.eq(&trait_obj.name),
traits::description.eq(Some(&trait_obj.description)),
traits::trainer_id.eq(None::<i32>), // TODO: determine actual trainer ID
traits::data.eq(json),
)
})
.collect();
let mut count = 0;
for record in records {
diesel::insert_into(traits::table)
.values(&record)
.execute(conn)?;
count += 1;
}
Ok(count)
}
/// Load all traits from SQLite database
pub fn load_from_db(conn: &mut SqliteConnection) -> Result<Self, diesel::result::Error> {
use crate::schema::traits::dsl::*;
#[derive(Queryable)]
struct TraitRecord {
id: Option<i32>,
name: String,
description: Option<String>,
trainer_id: Option<i32>,
data: String,
}
let records = traits.load::<TraitRecord>(conn)?;
let mut loaded_traits = Vec::new();
for record in records {
if let Ok(trait_obj) = serde_json::from_str::<Trait>(&record.data) {
loaded_traits.push(trait_obj);
}
}
let mut db = Self::new();
db.add_traits(loaded_traits);
Ok(db)
}
}
impl Default for TraitDatabase {
fn default() -> Self {
Self::new()
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_trait_database_basic() {
let mut db = TraitDatabase::new();
assert!(db.is_empty());
assert_eq!(db.len(), 0);
}
}

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use image::{DynamicImage, ImageError, Rgba, RgbaImage};
use std::collections::HashMap;
use std::path::Path;
use thiserror::Error;
/// Configuration for outline drawing on images with alpha channels
#[derive(Debug, Clone)]
pub struct OutlineConfig {
/// Outline color (RGBA)
pub color: Rgba<u8>,
/// Outline thickness in pixels
pub thickness: u32,
/// Alpha threshold for edge detection (0-255)
/// Pixels with alpha >= threshold are considered solid
pub alpha_threshold: u8,
}
impl OutlineConfig {
/// Create new outline config with custom color and thickness
pub fn new(color: Rgba<u8>, thickness: u32) -> Self {
Self {
color,
thickness,
alpha_threshold: 128,
}
}
/// Create outline config with white color
pub fn white(thickness: u32) -> Self {
Self::new(Rgba([255, 255, 255, 255]), thickness)
}
/// Create outline config with black color
pub fn black(thickness: u32) -> Self {
Self::new(Rgba([0, 0, 0, 255]), thickness)
}
/// Set alpha threshold for edge detection
pub fn with_alpha_threshold(mut self, threshold: u8) -> Self {
self.alpha_threshold = threshold;
self
}
}
impl Default for OutlineConfig {
fn default() -> Self {
Self::white(1)
}
}
#[derive(Debug, Error)]
pub enum ImageProcessingError {
#[error("Failed to load image: {0}")]
ImageLoadError(#[from] ImageError),
#[error("WebP encoding failed: {0}")]
WebPError(String),
#[error("Invalid image dimensions: expected {expected_width}x{expected_height}, got {actual_width}x{actual_height}")]
InvalidDimensions {
expected_width: u32,
expected_height: u32,
actual_width: u32,
actual_height: u32,
},
#[error("IO error: {0}")]
IoError(#[from] std::io::Error),
#[error("No resolutions specified")]
NoResolutions,
}
pub struct ImageProcessor {
quality: f32, // WebP quality (0.0-100.0)
}
impl ImageProcessor {
/// Create new processor with specified WebP quality
pub fn new(quality: f32) -> Self {
Self { quality }
}
/// Process image and generate WebP at multiple resolutions
///
/// # Arguments
/// * `image_path` - Path to the source image
/// * `sizes` - Slice of desired output sizes (width/height in pixels)
/// * `validate_dimensions` - Optional (width, height) to validate source image dimensions
/// * `outline` - Optional outline configuration to add edges around transparent areas
///
/// # Returns
/// ProcessedImages containing WebP blobs for each requested size
pub fn process_image<P: AsRef<Path>>(
&self,
image_path: P,
sizes: &[u32],
validate_dimensions: Option<(u32, u32)>,
outline: Option<&OutlineConfig>,
) -> Result<ProcessedImages, ImageProcessingError> {
if sizes.is_empty() {
return Err(ImageProcessingError::NoResolutions);
}
// Load image
let mut img = image::open(image_path.as_ref())?;
// Validate dimensions if requested
if let Some((expected_width, expected_height)) = validate_dimensions {
if img.width() != expected_width || img.height() != expected_height {
return Err(ImageProcessingError::InvalidDimensions {
expected_width,
expected_height,
actual_width: img.width(),
actual_height: img.height(),
});
}
}
// Apply outline if requested
if let Some(outline_config) = outline {
img = DynamicImage::ImageRgba8(self.apply_outline(img.to_rgba8(), outline_config));
}
// Generate WebP for each size
let mut images = HashMap::new();
for &size in sizes {
let webp_data = self.encode_webp(&img, size, size)?;
images.insert(size, webp_data);
}
Ok(ProcessedImages { images })
}
/// Apply outline effect to image based on alpha channel edges
fn apply_outline(&self, img: RgbaImage, config: &OutlineConfig) -> RgbaImage {
let (width, height) = img.dimensions();
// Create a mask of edge pixels that need outline
let mut edge_mask = vec![vec![false; height as usize]; width as usize];
// Detect edges: pixels that are transparent but adjacent to opaque pixels
for y in 0..height {
for x in 0..width {
let pixel = img.get_pixel(x, y);
// Skip if pixel is already opaque
if pixel[3] >= config.alpha_threshold {
continue;
}
// Check if any neighbor is opaque (this is an edge)
let is_edge = self.has_opaque_neighbor(&img, x, y, config.alpha_threshold);
if is_edge {
edge_mask[x as usize][y as usize] = true;
}
}
}
// Apply outline with thickness
let thickness = config.thickness as i32;
let mut outlined = img.clone();
for y in 0..height {
for x in 0..width {
if edge_mask[x as usize][y as usize] {
// Draw outline in a square pattern around this edge pixel
for dy in -thickness..=thickness {
for dx in -thickness..=thickness {
let nx = x as i32 + dx;
let ny = y as i32 + dy;
// Check bounds
if nx >= 0 && nx < width as i32 && ny >= 0 && ny < height as i32 {
let nx = nx as u32;
let ny = ny as u32;
let current_pixel = outlined.get_pixel(nx, ny);
// Only draw outline on transparent pixels
if current_pixel[3] < config.alpha_threshold {
outlined.put_pixel(nx, ny, config.color);
}
}
}
}
}
}
}
outlined
}
/// Check if a pixel has any opaque neighbor
fn has_opaque_neighbor(
&self,
img: &RgbaImage,
x: u32,
y: u32,
alpha_threshold: u8,
) -> bool {
let (width, height) = img.dimensions();
// Check 8 surrounding pixels
for dy in -1..=1 {
for dx in -1..=1 {
if dx == 0 && dy == 0 {
continue; // Skip center pixel
}
let nx = x as i32 + dx;
let ny = y as i32 + dy;
// Check bounds
if nx >= 0 && nx < width as i32 && ny >= 0 && ny < height as i32 {
let neighbor = img.get_pixel(nx as u32, ny as u32);
if neighbor[3] >= alpha_threshold {
return true;
}
}
}
}
false
}
/// Encode image to WebP at specified dimensions
fn encode_webp(
&self,
img: &DynamicImage,
width: u32,
height: u32,
) -> Result<Vec<u8>, ImageProcessingError> {
// Resize if dimensions don't match original
let resized = if img.width() != width || img.height() != height {
img.resize_exact(width, height, image::imageops::FilterType::Lanczos3)
} else {
img.clone()
};
// Convert to RGBA8
let rgba = resized.to_rgba8();
let (w, h) = rgba.dimensions();
// Encode to WebP
let encoder = webp::Encoder::from_rgba(rgba.as_raw(), w, h);
let webp_data = encoder.encode(self.quality);
Ok(webp_data.to_vec())
}
/// Encode image to lossless WebP
pub fn encode_webp_lossless(
img: &RgbaImage,
) -> Result<Vec<u8>, ImageProcessingError> {
let (w, h) = img.dimensions();
let encoder = webp::Encoder::from_rgba(img.as_raw(), w, h);
let webp_data = encoder.encode_lossless();
Ok(webp_data.to_vec())
}
/// Create a black tile of specified size
pub fn create_black_tile(size: u32) -> RgbaImage {
image::ImageBuffer::from_pixel(size, size, Rgba([0, 0, 0, 255]))
}
/// Merge multiple tiles into a single image
///
/// # Arguments
/// * `tiles` - HashMap of (x, y) coordinates to tile image data (WebP format)
/// * `grid_x` - Number of tiles in X direction
/// * `grid_y` - Number of tiles in Y direction
/// * `tile_size` - Size of each original tile (assumes square tiles)
/// * `output_size` - Size of the output merged image
///
/// # Returns
/// A merged RgbaImage containing all tiles positioned correctly
pub fn merge_tiles(
tiles: &HashMap<(i32, i32), Vec<u8>>,
grid_x: i32,
grid_y: i32,
tile_size: u32,
output_size: u32,
) -> Result<RgbaImage, ImageProcessingError> {
// Create output image
let mut merged = Self::create_black_tile(output_size);
// Calculate size each tile should be in the output
let scaled_tile_size = output_size / grid_x.max(grid_y) as u32;
// Process each tile in the grid
for dy in 0..grid_y {
for dx in 0..grid_x {
if let Some(webp_data) = tiles.get(&(dx, dy)) {
// Decode WebP tile
if let Ok(tile_img) = image::load_from_memory_with_format(
webp_data,
image::ImageFormat::WebP,
) {
// Resize tile to fit in output
let resized = tile_img.resize_exact(
scaled_tile_size,
scaled_tile_size,
image::imageops::FilterType::Lanczos3,
).to_rgba8();
// Calculate position in output image
let offset_x = dx as u32 * scaled_tile_size;
// Invert Y-axis to match expected coordinate system
let offset_y = (grid_y - 1 - dy) as u32 * scaled_tile_size;
// Copy pixels into merged image
for y in 0..scaled_tile_size {
for x in 0..scaled_tile_size {
if let Some(pixel) = resized.get_pixel_checked(x, y) {
merged.put_pixel(offset_x + x, offset_y + y, *pixel);
}
}
}
}
}
// If tile doesn't exist, it stays black (already initialized)
}
}
Ok(merged)
}
}
impl Default for ImageProcessor {
fn default() -> Self {
Self::new(85.0) // 85% quality default
}
}
/// Container for processed WebP images at multiple resolutions
#[derive(Debug)]
pub struct ProcessedImages {
/// Map of size (in pixels) to WebP blob data
pub images: HashMap<u32, Vec<u8>>,
}
impl ProcessedImages {
/// Get WebP blob for a specific size
pub fn get(&self, size: u32) -> Option<&Vec<u8>> {
self.images.get(&size)
}
/// Get total size of all WebP blobs in bytes
pub fn total_size(&self) -> usize {
self.images.values().map(|v| v.len()).sum()
}
/// Get all available sizes
pub fn sizes(&self) -> Vec<u32> {
let mut sizes: Vec<u32> = self.images.keys().copied().collect();
sizes.sort_unstable();
sizes
}
/// Get number of resolutions stored
pub fn len(&self) -> usize {
self.images.len()
}
/// Check if empty
pub fn is_empty(&self) -> bool {
self.images.is_empty()
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_processor_creation() {
let processor = ImageProcessor::default();
assert_eq!(processor.quality, 85.0);
let custom = ImageProcessor::new(90.0);
assert_eq!(custom.quality, 90.0);
}
#[test]
fn test_processed_images() {
let mut images = HashMap::new();
images.insert(512, vec![1, 2, 3]);
images.insert(256, vec![4, 5]);
let processed = ProcessedImages { images };
assert_eq!(processed.len(), 2);
assert_eq!(processed.total_size(), 5);
assert_eq!(processed.get(512), Some(&vec![1, 2, 3]));
assert_eq!(processed.get(128), None);
let sizes = processed.sizes();
assert_eq!(sizes, vec![256, 512]);
}
#[test]
fn test_outline_config_default() {
let config = OutlineConfig::default();
assert_eq!(config.thickness, 1);
assert_eq!(config.color, Rgba([255, 255, 255, 255])); // White
assert_eq!(config.alpha_threshold, 128);
}
#[test]
fn test_outline_config_custom() {
let red = Rgba([255, 0, 0, 255]);
let config = OutlineConfig::new(red, 2);
assert_eq!(config.thickness, 2);
assert_eq!(config.color, red);
assert_eq!(config.alpha_threshold, 128);
}
#[test]
fn test_outline_config_builders() {
let white = OutlineConfig::white(3);
assert_eq!(white.color, Rgba([255, 255, 255, 255]));
assert_eq!(white.thickness, 3);
let black = OutlineConfig::black(2).with_alpha_threshold(200);
assert_eq!(black.color, Rgba([0, 0, 0, 255]));
assert_eq!(black.thickness, 2);
assert_eq!(black.alpha_threshold, 200);
}
#[test]
fn test_outline_edge_detection() {
let processor = ImageProcessor::default();
// Create a simple 3x3 image with a transparent pixel in the center
let mut img = RgbaImage::new(3, 3);
// Fill with opaque white
for y in 0..3 {
for x in 0..3 {
img.put_pixel(x, y, Rgba([255, 255, 255, 255]));
}
}
// Make center transparent
img.put_pixel(1, 1, Rgba([0, 0, 0, 0]));
// Test that center pixel has opaque neighbors
assert!(processor.has_opaque_neighbor(&img, 1, 1, 128));
// Test a fully opaque pixel - should not have any transparent neighbors
// but the function checks if a pixel has opaque neighbors, not transparent ones
assert!(processor.has_opaque_neighbor(&img, 0, 0, 128));
// Create a new image that's fully transparent
let mut transparent_img = RgbaImage::new(3, 3);
for y in 0..3 {
for x in 0..3 {
transparent_img.put_pixel(x, y, Rgba([0, 0, 0, 0]));
}
}
// A transparent pixel with all transparent neighbors should return false
assert!(!processor.has_opaque_neighbor(&transparent_img, 1, 1, 128));
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,147 @@
//! Cursebreaker Parser - A library for parsing Cursebreaker game data
//!
//! This library provides functionality to:
//! - Parse Unity scenes and extract game objects
//! - Load game data from XML files (Items, NPCs, Quests, etc.)
//! - Store and query game data at runtime
//! - Serialize data to SQL databases
//!
//! # Example - Loading Items from XML
//!
//! ```no_run
//! use cursebreaker_parser::ItemDatabase;
//!
//! // Load all items from XML
//! let item_db = ItemDatabase::load_from_xml("Data/XMLs/Items/Items.xml")?;
//! println!("Loaded {} items", item_db.len());
//!
//! // Get item by ID
//! if let Some(item) = item_db.get_by_id(150) {
//! println!("Found: {}", item.name);
//! }
//!
//! // Query items by category
//! let weapons = item_db.get_by_category("bow");
//! println!("Found {} bows", weapons.len());
//!
//! // Query items by slot
//! let consumables = item_db.get_by_slot("consumable");
//! for item in consumables {
//! println!("Consumable: {}", item.name);
//! }
//! # Ok::<(), Box<dyn std::error::Error>>(())
//! ```
//!
//! # Example - Preparing Data for SQL
//!
//! ```no_run
//! use cursebreaker_parser::ItemDatabase;
//!
//! let item_db = ItemDatabase::load_from_xml("Data/XMLs/Items/Items.xml")?;
//!
//! // Prepare data for SQL insertion
//! // Returns Vec<(id, name, json_data)>
//! let sql_data = item_db.prepare_for_sql();
//!
//! for (id, name, json) in sql_data.iter().take(5) {
//! println!("INSERT INTO items VALUES ({}, '{}', '{}')", id, name, json);
//! }
//! # Ok::<(), Box<dyn std::error::Error>>(())
//! ```
pub mod types;
pub mod databases;
pub mod schema;
mod xml_parsers;
mod item_loader;
mod image_processor;
pub use databases::{
ItemDatabase,
NpcDatabase,
QuestDatabase,
HarvestableDatabase,
LootDatabase,
MapDatabase,
FastTravelDatabase,
PlayerHouseDatabase,
TraitDatabase,
ShopDatabase,
MinimapDatabase,
MinimapDatabaseError,
StorageStats,
IconDatabase,
IconDatabaseError,
IconStats,
};
pub use types::{
// Items
Item,
ItemStat,
CraftingRecipe,
CraftingRecipeItem,
AnimationSet,
GenerateRule,
ItemType,
ItemCategory,
Tool,
SkillType,
StatType,
Stat,
ItemXpBoost,
PermanentStatBoost,
CustomItemName,
MAX_STACK,
// Other types
InteractableResource,
InteractableTeleporter,
InteractableWorkbench,
LootSpawner,
MapIcon,
MapIconType,
MapNameChanger,
Npc,
NpcStat,
NpcLevel,
RightClick,
BarkGroup,
Bark,
QuestMarker,
NpcAnimationSet,
Quest,
QuestPhase,
QuestReward,
Harvestable,
HarvestableDrop,
LootTable,
LootDrop,
Map,
FastTravelLocation,
FastTravelType,
PlayerHouse,
Trait,
TraitTrainer,
Shop,
ShopItem,
// Minimap
MinimapTile,
MinimapTileRecord,
NewMinimapTile,
// Icons
AbilityIconRecord,
NewAbilityIcon,
BuffIconRecord,
NewBuffIcon,
TraitIconRecord,
NewTraitIcon,
PlayerHouseIconRecord,
NewPlayerHouseIcon,
StatIconRecord,
NewStatIcon,
AchievementIconRecord,
NewAchievementIcon,
GeneralIconRecord,
NewGeneralIcon,
};
pub use xml_parsers::XmlParseError;
pub use image_processor::{ImageProcessor, ImageProcessingError, ProcessedImages, OutlineConfig};

View File

@@ -6,15 +6,14 @@
//! 3. Extracting typeId and transform positions
//! 4. Writing resource data to an output file
mod types;
use types::InteractableResource;
use cursebreaker_parser::{ItemDatabase, NpcDatabase, QuestDatabase, HarvestableDatabase, LootDatabase, MapDatabase, FastTravelDatabase, PlayerHouseDatabase, TraitDatabase, ShopDatabase, InteractableResource, MinimapDatabase};
use unity_parser::UnityProject;
use std::fs::File;
use std::io::Write;
use std::path::Path;
use unity_parser::log::DedupLogger;
use log::{info, error, LevelFilter};
use log::{info, error, warn, LevelFilter};
use diesel::prelude::*;
use diesel::sqlite::SqliteConnection;
use std::env;
fn main() -> Result<(), Box<dyn std::error::Error>> {
@@ -26,9 +25,131 @@ fn main() -> Result<(), Box<dyn std::error::Error>> {
info!("🎮 Cursebreaker - Resource Parser");
// Load items from XML
info!("📚 Loading game data from XML...");
let cb_assets_path = env::var("CB_ASSETS_PATH").unwrap_or_else(|_| "/home/connor/repos/CBAssets".to_string());
let items_path = format!("{}/Data/XMLs/Items/Items.xml", cb_assets_path);
let item_db = ItemDatabase::load_from_xml(items_path)?;
info!("✅ Loaded {} items", item_db.len());
let npcs_path = format!("{}/Data/XMLs/Npcs/NPCInfo.xml", cb_assets_path);
let npc_db = NpcDatabase::load_from_xml(npcs_path)?;
info!("✅ Loaded {} NPCs", npc_db.len());
let quests_path = format!("{}/Data/XMLs/Quests/Quests.xml", cb_assets_path);
let quest_db = QuestDatabase::load_from_xml(quests_path)?;
info!("✅ Loaded {} quests", quest_db.len());
let harvestables_path = format!("{}/Data/XMLs/Harvestables/HarvestableInfo.xml", cb_assets_path);
let harvestable_db = HarvestableDatabase::load_from_xml(harvestables_path)?;
info!("✅ Loaded {} harvestables", harvestable_db.len());
let loot_path = format!("{}/Data/XMLs/Loot/Loot.xml", cb_assets_path);
let loot_db = LootDatabase::load_from_xml(loot_path)?;
info!("✅ Loaded {} loot tables", loot_db.len());
let maps_path = format!("{}/Data/XMLs/Maps/Maps.xml", cb_assets_path);
let map_db = MapDatabase::load_from_xml(maps_path)?;
info!("✅ Loaded {} maps", map_db.len());
let fast_travel_dir = format!("{}/Data/XMLs", cb_assets_path);
let fast_travel_db = FastTravelDatabase::load_from_directory(fast_travel_dir)?;
info!("✅ Loaded {} fast travel locations", fast_travel_db.len());
let player_houses_path = format!("{}/Data/XMLs/PlayerHouses/PlayerHouses.xml", cb_assets_path);
let player_house_db = PlayerHouseDatabase::load_from_xml(player_houses_path)?;
info!("✅ Loaded {} player houses", player_house_db.len());
let traits_path = format!("{}/Data/XMLs/Traits/Traits.xml", cb_assets_path);
let trait_db = TraitDatabase::load_from_xml(traits_path)?;
info!("✅ Loaded {} traits", trait_db.len());
let shops_path = format!("{}/Data/XMLs/Shops/Shops.xml", cb_assets_path);
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 database_url = env::var("DATABASE_URL").unwrap_or_else(|_| "../cursebreaker.db".to_string());
let mut conn = SqliteConnection::establish(&database_url)?;
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());
// Initialize Unity project once - scans entire project for GUID mappings
let project_root = Path::new("/home/connor/repos/CBAssets");
info!("📦 Initializing Unity project from: {}", project_root.display());
let project_root = Path::new(&cb_assets_path);
info!("\n📦 Initializing Unity project from: {}", project_root.display());
let project = UnityProject::from_path(project_root)?;
@@ -40,99 +161,32 @@ fn main() -> Result<(), Box<dyn std::error::Error>> {
// Parse the scene using the project
match project.parse_scene(scene_path) {
Ok(scene) => {
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");
// Get views for component types we need
let resource_view = scene.world.borrow::<InteractableResource>();
let transform_view = scene.world.borrow::<unity_parser::Transform>();
let gameobject_view = scene.world.borrow::<unity_parser::GameObject>();
info!("DEBUG: entity_map size: {}", scene.entity_map.len());
info!("DEBUG: Checking world for InteractableResource components...");
// Check how many entities in entity_map have the component
let mut entities_in_map_with_resource = 0;
for entity in scene.entity_map.values() {
if resource_view.contains(*entity) {
entities_in_map_with_resource += 1;
if entities_in_map_with_resource <= 5 { // Only log first 5
if let Some(resource) = resource_view.get(*entity) {
info!("DEBUG: Entity {:?} in entity_map has InteractableResource, typeId: {}", entity, resource.type_id);
}
}
}
}
info!("DEBUG: Entities in entity_map with InteractableResource: {}", entities_in_map_with_resource);
// Find all entities that have Interactable_Resource
let mut found_resources = Vec::new();
for entity in scene.entity_map.values() {
if let Some(resource) = resource_view.get(*entity) {
let transform = transform_view.get(*entity);
let game_object = gameobject_view.get(*entity);
let name = game_object
.and_then(|go| go.name())
.unwrap_or("(unnamed)");
let position = transform
.and_then(|t| t.local_position())
.map(|p| (p.x, p.y, p.z));
found_resources.push((name.to_string(), resource.clone(), position));
}
}
info!("🔍 Found {} Interactable_Resource component(s)", found_resources.len());
log::logger().flush();
if !found_resources.is_empty() {
// Display resources in console
for (name, resource, position) in &found_resources {
info!(" 📦 Resource: \"{}\"", name);
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);
info!(" • maxHealth: {}", resource.max_health);
if let Some((x, y, z)) = position {
info!(" • Position: ({:.2}, {:.2}, {:.2})", x, y, z);
} else {
info!(" • Position: (no transform)");
}
}
// Write to output file
let output_path = "resources_output.txt";
let mut output_file = File::create(output_path)?;
// 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();
});
writeln!(output_file, "Cursebreaker Resources - 10_3.unity Scene")?;
writeln!(output_file, "{}", "=".repeat(70))?;
writeln!(output_file)?;
writeln!(output_file, "Total resources found: {}", found_resources.len())?;
writeln!(output_file)?;
writeln!(output_file, "{}", "-".repeat(70))?;
writeln!(output_file)?;
for (name, resource, position) in &found_resources {
writeln!(output_file, "Resource: {}", name)?;
writeln!(output_file, " TypeID: {}", resource.type_id)?;
writeln!(output_file, " MaxHealth: {}", resource.max_health)?;
if let Some((x, y, z)) = position {
writeln!(output_file, " Position: ({:.6}, {:.6}, {:.6})", x, y, z)?;
} else {
writeln!(output_file, " Position: N/A")?;
}
writeln!(output_file)?;
}
writeln!(output_file, "{}", "=".repeat(70))?;
writeln!(output_file, "End of resource data")?;
info!("📝 Resource data written to: {}", output_path);
}
info!("✅ Parsing complete!");
log::logger().flush();
}
Err(e) => {
error!("Parse error: {}", e);
@@ -142,5 +196,32 @@ fn main() -> Result<(), Box<dyn std::error::Error>> {
log::logger().flush();
// Process minimap tiles
info!("\n🗺️ Processing minimap tiles...");
let minimap_db = MinimapDatabase::new(database_url.clone());
let minimap_path = format!("{}/Data/Textures/MinimapSquares", cb_assets_path);
match minimap_db.load_from_directory(&minimap_path, &cb_assets_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 +1,342 @@
// @generated automatically by Diesel CLI.
diesel::table! {
ability_icons (name) {
name -> Text,
icon -> Binary,
}
}
diesel::table! {
achievement_icons (name) {
name -> Text,
icon -> Binary,
}
}
diesel::table! {
buff_icons (name) {
name -> Text,
icon -> Binary,
}
}
diesel::table! {
crafting_recipe_items (recipe_id, item_id) {
recipe_id -> Integer,
item_id -> Integer,
amount -> Integer,
}
}
diesel::table! {
crafting_recipes (id) {
id -> Nullable<Integer>,
product_item_id -> Integer,
skill -> Text,
level -> Integer,
workbench_id -> Integer,
xp -> Integer,
unlocked_by_default -> Integer,
checks -> Nullable<Text>,
}
}
diesel::table! {
fast_travel_locations (name) {
name -> Nullable<Text>,
pos_x -> Float,
pos_z -> Float,
travel_type -> Text,
unlocked -> Integer,
connections -> Nullable<Text>,
checks -> Nullable<Text>,
}
}
diesel::table! {
general_icons (name) {
name -> Text,
original_width -> Integer,
original_height -> Integer,
icon_original -> Nullable<Binary>,
icon_256 -> Nullable<Binary>,
icon_64 -> Nullable<Binary>,
icon_32 -> Nullable<Binary>,
}
}
diesel::table! {
harvestable_drops (id) {
id -> Nullable<Integer>,
harvestable_id -> Integer,
item_id -> Integer,
minamount -> Integer,
maxamount -> Integer,
droprate -> Integer,
droprateboost -> Integer,
amountboost -> Integer,
comment -> Text,
}
}
diesel::table! {
harvestables (id) {
id -> Integer,
name -> Text,
description -> Text,
comment -> Text,
level -> Integer,
skill -> Text,
tool -> Text,
min_health -> Integer,
max_health -> Integer,
harvesttime -> Integer,
hittime -> Integer,
respawntime -> Integer,
}
}
diesel::table! {
item_stats (item_id, stat_type) {
item_id -> Integer,
stat_type -> Text,
value -> Float,
}
}
diesel::table! {
items (id) {
id -> Nullable<Integer>,
name -> Text,
data -> Text,
item_type -> Text,
level -> Integer,
price -> Integer,
max_stack -> Integer,
storage_size -> Integer,
skill -> Text,
tool -> Text,
description -> Text,
two_handed -> Integer,
undroppable -> Integer,
undroppable_on_death -> Integer,
unequip_destroy -> Integer,
generate_icon -> Integer,
hide_milestone -> Integer,
cannot_craft_exceptional -> Integer,
storage_all_items -> Integer,
ability_id -> Integer,
special_ability -> Integer,
learn_ability_id -> Integer,
book_id -> Integer,
swap_item -> Integer,
icon_large -> Nullable<Binary>,
icon_medium -> Nullable<Binary>,
icon_small -> Nullable<Binary>,
}
}
diesel::table! {
loot_tables (table_id) {
table_id -> Nullable<Text>,
npc_id -> Nullable<Text>,
data -> Text,
}
}
diesel::table! {
maps (scene_id) {
scene_id -> Nullable<Text>,
name -> Text,
data -> Text,
}
}
diesel::table! {
minimap_tiles (id) {
id -> Nullable<Integer>,
x -> Integer,
y -> Integer,
zoom -> Integer,
width -> Integer,
height -> Integer,
original_file_size -> Nullable<Integer>,
image -> Binary,
image_size -> Integer,
processed_at -> Timestamp,
source_path -> Text,
}
}
diesel::table! {
npcs (id) {
id -> Nullable<Integer>,
name -> Text,
data -> Text,
}
}
diesel::table! {
player_house_icons (name) {
name -> Text,
icon -> Binary,
}
}
diesel::table! {
player_houses (id) {
id -> Nullable<Integer>,
name -> Text,
description -> Text,
pos_x -> Float,
pos_z -> Float,
price -> Integer,
}
}
diesel::table! {
quests (id) {
id -> Nullable<Integer>,
name -> Text,
data -> Text,
}
}
diesel::table! {
resource_icons (item_id) {
item_id -> Integer,
name -> Text,
icon_64 -> Binary,
}
}
diesel::table! {
shops (id) {
id -> Nullable<Integer>,
name -> Text,
unique_items -> Integer,
item_count -> Integer,
data -> Text,
}
}
diesel::table! {
stat_icons (name) {
name -> Text,
icon -> Binary,
}
}
diesel::table! {
trait_icons (name) {
name -> Text,
icon -> Binary,
}
}
diesel::table! {
traits (id) {
id -> Nullable<Integer>,
name -> Text,
description -> Nullable<Text>,
trainer_id -> Nullable<Integer>,
data -> Text,
}
}
diesel::table! {
world_loot (pos_x, pos_y) {
pos_x -> Float,
pos_y -> Float,
item_id -> Integer,
amount -> Integer,
respawn_time -> Integer,
visibility_checks -> Text,
}
}
diesel::table! {
world_map_icons (pos_x, pos_y) {
pos_x -> Float,
pos_y -> Float,
icon_type -> Integer,
icon_size -> Integer,
icon -> Text,
text -> Text,
font_size -> Integer,
hover_text -> Text,
}
}
diesel::table! {
world_map_name_changers (pos_x, pos_y) {
pos_x -> Float,
pos_y -> Float,
map_name -> Text,
}
}
diesel::table! {
world_resources (item_id, pos_x, pos_y) {
item_id -> Integer,
pos_x -> Float,
pos_y -> Float,
}
}
diesel::table! {
world_teleporters (pos_x, pos_y) {
pos_x -> Float,
pos_y -> Float,
tp_x -> Nullable<Float>,
tp_y -> Nullable<Float>,
}
}
diesel::table! {
world_workbenches (pos_x, pos_y) {
pos_x -> Float,
pos_y -> Float,
workbench_id -> Integer,
}
}
diesel::joinable!(crafting_recipe_items -> crafting_recipes (recipe_id));
diesel::joinable!(crafting_recipe_items -> items (item_id));
diesel::joinable!(crafting_recipes -> items (product_item_id));
diesel::joinable!(harvestable_drops -> harvestables (harvestable_id));
diesel::joinable!(harvestable_drops -> items (item_id));
diesel::joinable!(item_stats -> items (item_id));
diesel::allow_tables_to_appear_in_same_query!(
ability_icons,
achievement_icons,
buff_icons,
crafting_recipe_items,
crafting_recipes,
fast_travel_locations,
general_icons,
harvestable_drops,
harvestables,
item_stats,
items,
loot_tables,
maps,
minimap_tiles,
npcs,
player_house_icons,
player_houses,
quests,
resource_icons,
shops,
stat_icons,
trait_icons,
traits,
world_loot,
world_map_icons,
world_map_name_changers,
world_resources,
world_teleporters,
world_workbenches,
);

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use serde::{Deserialize, Serialize};
/// Type of fast travel location
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum FastTravelType {
/// Regular fast travel location (horse/cart)
Location,
/// Canoe fast travel location (water travel)
Canoe,
/// Portal fast travel location (magical portal)
Portal,
}
impl std::fmt::Display for FastTravelType {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
FastTravelType::Location => write!(f, "Location"),
FastTravelType::Canoe => write!(f, "Canoe"),
FastTravelType::Portal => write!(f, "Portal"),
}
}
}
/// Represents a fast travel location (canoe, portal, or regular location)
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct FastTravelLocation {
/// Unique ID
pub id: i32,
/// Display name
pub name: String,
/// X position in world space
pub pos_x: f32,
/// Z position in world space
pub pos_z: f32,
/// Type of fast travel
pub travel_type: FastTravelType,
// ========== Optional Fields ==========
/// Whether this location is unlocked by default (FastTravelLocations only)
pub unlocked: bool,
/// Connected location IDs (FastTravelLocations only, comma-separated)
pub connections: Option<String>,
/// Requirement checks (FastTravelCanoe only, e.g., "Quest=70-2-999,HasTrait=273")
pub checks: Option<String>,
}
impl FastTravelLocation {
/// Create a new FastTravelLocation with required fields
pub fn new(id: i32, name: String, pos_x: f32, pos_z: f32, travel_type: FastTravelType) -> Self {
Self {
id,
name,
pos_x,
pos_z,
travel_type,
unlocked: false,
connections: None,
checks: None,
}
}
/// Get position as (x, z) tuple
pub fn get_position(&self) -> (f32, f32) {
(self.pos_x, self.pos_z)
}
/// Get list of connected location IDs
pub fn get_connections(&self) -> Vec<i32> {
if let Some(ref connections) = self.connections {
connections
.split(',')
.filter_map(|s| s.trim().parse::<i32>().ok())
.collect()
} else {
Vec::new()
}
}
/// Check if this location has any requirements
pub fn has_requirements(&self) -> bool {
self.checks.is_some()
}
/// Check if this location has connections to other locations
pub fn has_connections(&self) -> bool {
self.connections.is_some() && !self.get_connections().is_empty()
}
/// Parse checks into a list of individual requirements
/// Returns Vec of (check_type, value) tuples
/// e.g., "Quest=70-2-999,HasTrait=273" -> [("Quest", "70-2-999"), ("HasTrait", "273")]
pub fn parse_checks(&self) -> Vec<(String, String)> {
if let Some(ref checks) = self.checks {
checks
.split(',')
.filter_map(|check| {
let parts: Vec<&str> = check.trim().split('=').collect();
if parts.len() == 2 {
Some((parts[0].to_string(), parts[1].to_string()))
} else {
None
}
})
.collect()
} else {
Vec::new()
}
}
/// Check if this location requires a specific quest
pub fn requires_quest(&self, quest_id: &str) -> bool {
self.parse_checks()
.iter()
.any(|(check_type, value)| check_type == "Quest" && value.starts_with(quest_id))
}
/// Check if this location requires a specific trait
pub fn requires_trait(&self, trait_id: i32) -> bool {
self.parse_checks()
.iter()
.any(|(check_type, value)| {
check_type == "HasTrait" && value.parse::<i32>().ok() == Some(trait_id)
})
}
/// Check if location is a canoe location
pub fn is_canoe(&self) -> bool {
self.travel_type == FastTravelType::Canoe
}
/// Check if location is a portal
pub fn is_portal(&self) -> bool {
self.travel_type == FastTravelType::Portal
}
/// Check if location is a regular location
pub fn is_location(&self) -> bool {
self.travel_type == FastTravelType::Location
}
}

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use serde::{Deserialize, Serialize};
use super::item::{SkillType, Tool};
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct Harvestable {
// Required fields
pub typeid: i32,
pub name: String,
// Basic attributes
pub actionname: String,
pub desc: String,
pub comment: String,
pub level: i32,
pub skill: SkillType,
pub tool: Tool,
// Health
pub min_health: i32,
pub max_health: i32,
// Timing
pub harvesttime: i32,
pub hittime: i32,
pub respawntime: i32,
// Audio
pub harvestsfx: String,
pub endsfx: String,
pub receiveitemsfx: String,
// Visuals
pub animation: String,
pub takehitanimation: String,
pub endgfx: String,
// Behavior flags
pub tree: bool,
pub hidemilestone: bool,
pub nohighlight: bool,
pub hideminimap: bool,
pub noleftclickinteract: bool,
// Interaction
pub interactdistance: String,
// Drops
pub drops: Vec<HarvestableDrop>,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct HarvestableDrop {
pub id: i32,
pub minamount: i32,
pub maxamount: i32,
pub droprate: i32,
pub droprateboost: i32,
pub amountboost: i32,
pub checks: String,
pub comment: String,
pub dontconsumehealth: bool,
}
impl Harvestable {
pub fn new(typeid: i32, name: String) -> Self {
Self {
typeid,
name,
actionname: String::new(),
desc: String::new(),
comment: String::new(),
level: 0,
skill: SkillType::None,
tool: Tool::None,
min_health: 0,
max_health: 0,
harvesttime: 0,
hittime: 0,
respawntime: 0,
harvestsfx: String::new(),
endsfx: String::new(),
receiveitemsfx: String::new(),
animation: String::new(),
takehitanimation: String::new(),
endgfx: String::new(),
tree: false,
hidemilestone: false,
nohighlight: false,
hideminimap: false,
noleftclickinteract: false,
interactdistance: String::new(),
drops: Vec::new(),
}
}
/// Check if this is a tree
pub fn is_tree(&self) -> bool {
self.tree
}
/// Check if this requires a tool
pub fn requires_tool(&self) -> bool {
!matches!(self.tool, Tool::None)
}
/// Get the skill associated with this harvestable
pub fn get_skill(&self) -> SkillType {
self.skill
}
/// Get all item IDs that can drop from this harvestable
pub fn get_drop_item_ids(&self) -> Vec<i32> {
self.drops.iter().map(|d| d.id).collect()
}
}

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use diesel::prelude::*;
use crate::schema::{
ability_icons, buff_icons, trait_icons, player_house_icons, stat_icons,
achievement_icons, general_icons
};
/// Diesel queryable model for ability_icons table
#[derive(Queryable, Selectable, Debug, Clone)]
#[diesel(table_name = ability_icons)]
#[diesel(check_for_backend(diesel::sqlite::Sqlite))]
pub struct AbilityIconRecord {
pub name: String,
pub icon: Vec<u8>,
}
/// Diesel insertable model for ability_icons table
#[derive(Insertable, Debug)]
#[diesel(table_name = ability_icons)]
pub struct NewAbilityIcon<'a> {
pub name: &'a str,
pub icon: &'a [u8],
}
/// Diesel queryable model for buff_icons table
#[derive(Queryable, Selectable, Debug, Clone)]
#[diesel(table_name = buff_icons)]
#[diesel(check_for_backend(diesel::sqlite::Sqlite))]
pub struct BuffIconRecord {
pub name: String,
pub icon: Vec<u8>,
}
/// Diesel insertable model for buff_icons table
#[derive(Insertable, Debug)]
#[diesel(table_name = buff_icons)]
pub struct NewBuffIcon<'a> {
pub name: &'a str,
pub icon: &'a [u8],
}
/// Diesel queryable model for trait_icons table
#[derive(Queryable, Selectable, Debug, Clone)]
#[diesel(table_name = trait_icons)]
#[diesel(check_for_backend(diesel::sqlite::Sqlite))]
pub struct TraitIconRecord {
pub name: String,
pub icon: Vec<u8>,
}
/// Diesel insertable model for trait_icons table
#[derive(Insertable, Debug)]
#[diesel(table_name = trait_icons)]
pub struct NewTraitIcon<'a> {
pub name: &'a str,
pub icon: &'a [u8],
}
/// Diesel queryable model for player_house_icons table
#[derive(Queryable, Selectable, Debug, Clone)]
#[diesel(table_name = player_house_icons)]
#[diesel(check_for_backend(diesel::sqlite::Sqlite))]
pub struct PlayerHouseIconRecord {
pub name: String,
pub icon: Vec<u8>,
}
/// Diesel insertable model for player_house_icons table
#[derive(Insertable, Debug)]
#[diesel(table_name = player_house_icons)]
pub struct NewPlayerHouseIcon<'a> {
pub name: &'a str,
pub icon: &'a [u8],
}
/// Diesel queryable model for stat_icons table
#[derive(Queryable, Selectable, Debug, Clone)]
#[diesel(table_name = stat_icons)]
#[diesel(check_for_backend(diesel::sqlite::Sqlite))]
pub struct StatIconRecord {
pub name: String,
pub icon: Vec<u8>,
}
/// Diesel insertable model for stat_icons table
#[derive(Insertable, Debug)]
#[diesel(table_name = stat_icons)]
pub struct NewStatIcon<'a> {
pub name: &'a str,
pub icon: &'a [u8],
}
/// Diesel queryable model for achievement_icons table
#[derive(Queryable, Selectable, Debug, Clone)]
#[diesel(table_name = achievement_icons)]
#[diesel(check_for_backend(diesel::sqlite::Sqlite))]
pub struct AchievementIconRecord {
pub name: String,
pub icon: Vec<u8>,
}
/// Diesel insertable model for achievement_icons table
#[derive(Insertable, Debug)]
#[diesel(table_name = achievement_icons)]
pub struct NewAchievementIcon<'a> {
pub name: &'a str,
pub icon: &'a [u8],
}
/// Diesel queryable model for general_icons table
#[derive(Queryable, Selectable, Debug, Clone)]
#[diesel(table_name = general_icons)]
#[diesel(check_for_backend(diesel::sqlite::Sqlite))]
pub struct GeneralIconRecord {
pub name: String,
pub original_width: i32,
pub original_height: i32,
pub icon_original: Option<Vec<u8>>,
pub icon_256: Option<Vec<u8>>,
pub icon_64: Option<Vec<u8>>,
pub icon_32: Option<Vec<u8>>,
}
/// Diesel insertable model for general_icons table
#[derive(Insertable, Debug)]
#[diesel(table_name = general_icons)]
pub struct NewGeneralIcon<'a> {
pub name: &'a str,
pub original_width: i32,
pub original_height: i32,
pub icon_original: Option<&'a [u8]>,
pub icon_256: Option<&'a [u8]>,
pub icon_64: Option<&'a [u8]>,
pub icon_32: Option<&'a [u8]>,
}

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@@ -0,0 +1,649 @@
use serde::{Deserialize, Serialize};
use std::str::FromStr;
// Constants
pub const MAX_STACK: i32 = 2_100_000_000; // 2.1 billion
// ============================================================================
// Enums
// ============================================================================
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
#[serde(rename_all = "lowercase")]
pub enum ItemType {
Weapon,
Shield,
Armor,
Head,
Resource,
Consumable,
Trinket,
Bracelet,
}
impl ItemType {
pub fn is_equippable(&self) -> bool {
matches!(
self,
ItemType::Armor
| ItemType::Shield
| ItemType::Weapon
| ItemType::Head
| ItemType::Trinket
| ItemType::Bracelet
)
}
pub fn to_string(&self) -> &'static str {
match self {
ItemType::Shield => "Offhand",
ItemType::Weapon => "weapon",
ItemType::Armor => "armor",
ItemType::Head => "head",
ItemType::Resource => "resource",
ItemType::Consumable => "consumable",
ItemType::Trinket => "trinket",
ItemType::Bracelet => "bracelet",
}
}
}
impl FromStr for ItemType {
type Err = String;
fn from_str(s: &str) -> Result<Self, Self::Err> {
match s.to_lowercase().as_str() {
"armor" => Ok(ItemType::Armor),
"weapon" => Ok(ItemType::Weapon),
"shield" => Ok(ItemType::Shield),
"resource" => Ok(ItemType::Resource),
"consumable" => Ok(ItemType::Consumable),
"head" => Ok(ItemType::Head),
"trinket" => Ok(ItemType::Trinket),
"bracelet" => Ok(ItemType::Bracelet),
_ => Ok(ItemType::Resource), // Default fallback
}
}
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
#[serde(rename_all = "lowercase")]
pub enum ItemCategory {
None,
Bone,
Bow,
Crossbow,
Constructable,
Torch,
Blacksmithhammer,
Questitem,
HeavyArmor,
Warhammer,
Shield,
Hatchet,
Blade,
Armor,
Pickaxe,
Fish,
Fishingrod,
Shears,
Hammer,
Battleaxe,
Morningstar,
Wand,
Staff,
Dagger,
}
impl ItemCategory {
pub fn to_string(&self) -> &'static str {
match self {
ItemCategory::Fishingrod => "fishing rod",
ItemCategory::None => "none",
ItemCategory::Bone => "bone",
ItemCategory::Bow => "bow",
ItemCategory::Crossbow => "crossbow",
ItemCategory::Constructable => "constructable",
ItemCategory::Torch => "torch",
ItemCategory::Blacksmithhammer => "blacksmithhammer",
ItemCategory::Questitem => "questitem",
ItemCategory::HeavyArmor => "heavyArmor",
ItemCategory::Warhammer => "warhammer",
ItemCategory::Shield => "shield",
ItemCategory::Hatchet => "hatchet",
ItemCategory::Blade => "blade",
ItemCategory::Armor => "armor",
ItemCategory::Pickaxe => "pickaxe",
ItemCategory::Fish => "fish",
ItemCategory::Shears => "shears",
ItemCategory::Hammer => "hammer",
ItemCategory::Battleaxe => "battleaxe",
ItemCategory::Morningstar => "morningstar",
ItemCategory::Wand => "wand",
ItemCategory::Staff => "staff",
ItemCategory::Dagger => "dagger",
}
}
}
impl FromStr for ItemCategory {
type Err = String;
fn from_str(s: &str) -> Result<Self, Self::Err> {
match s.to_lowercase().as_str() {
"none" => Ok(ItemCategory::None),
"bone" => Ok(ItemCategory::Bone),
"bow" => Ok(ItemCategory::Bow),
"crossbow" => Ok(ItemCategory::Crossbow),
"constructable" => Ok(ItemCategory::Constructable),
"torch" => Ok(ItemCategory::Torch),
"blacksmithhammer" => Ok(ItemCategory::Blacksmithhammer),
"questitem" => Ok(ItemCategory::Questitem),
"heavyarmor" => Ok(ItemCategory::HeavyArmor),
"warhammer" => Ok(ItemCategory::Warhammer),
"shield" => Ok(ItemCategory::Shield),
"hatchet" => Ok(ItemCategory::Hatchet),
"blade" => Ok(ItemCategory::Blade),
"armor" => Ok(ItemCategory::Armor),
"pickaxe" => Ok(ItemCategory::Pickaxe),
"fish" => Ok(ItemCategory::Fish),
"fishingrod" => Ok(ItemCategory::Fishingrod),
"shears" => Ok(ItemCategory::Shears),
"hammer" => Ok(ItemCategory::Hammer),
"battleaxe" => Ok(ItemCategory::Battleaxe),
"morningstar" => Ok(ItemCategory::Morningstar),
"wand" => Ok(ItemCategory::Wand),
"staff" => Ok(ItemCategory::Staff),
"dagger" => Ok(ItemCategory::Dagger),
_ => Ok(ItemCategory::None),
}
}
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
#[serde(rename_all = "lowercase")]
pub enum Tool {
None,
Pickaxe,
Hatchet,
Scythe,
Hammer,
Shears,
FishingRod,
}
impl FromStr for Tool {
type Err = String;
fn from_str(s: &str) -> Result<Self, Self::Err> {
match s.to_lowercase().as_str() {
"none" | "" => Ok(Tool::None),
"pickaxe" => Ok(Tool::Pickaxe),
"hatchet" => Ok(Tool::Hatchet),
"scythe" => Ok(Tool::Scythe),
"hammer" => Ok(Tool::Hammer),
"shears" => Ok(Tool::Shears),
"fishingrod" => Ok(Tool::FishingRod),
_ => Ok(Tool::None),
}
}
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
#[serde(rename_all = "lowercase")]
pub enum SkillType {
None,
Swordsmanship,
Archery,
Magic,
Defence,
Mining,
Woodcutting,
Fishing,
Cooking,
Carpentry,
Blacksmithy,
Tailoring,
Alchemy,
}
impl FromStr for SkillType {
type Err = String;
fn from_str(s: &str) -> Result<Self, Self::Err> {
match s.to_lowercase().as_str() {
"none" | "" => Ok(SkillType::None),
"swordsmanship" => Ok(SkillType::Swordsmanship),
"archery" => Ok(SkillType::Archery),
"magic" => Ok(SkillType::Magic),
"defence" => Ok(SkillType::Defence),
"mining" => Ok(SkillType::Mining),
"woodcutting" => Ok(SkillType::Woodcutting),
"fishing" => Ok(SkillType::Fishing),
"cooking" => Ok(SkillType::Cooking),
"carpentry" => Ok(SkillType::Carpentry),
"blacksmithy" => Ok(SkillType::Blacksmithy),
"tailoring" => Ok(SkillType::Tailoring),
"alchemy" => Ok(SkillType::Alchemy),
_ => Ok(SkillType::None),
}
}
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum StatType {
None,
Health,
Mana,
HealthRegen,
ManaRegen,
DamagePhysical,
DamageMagical,
DamageRanged,
AccuracyPhysical,
AccuracyMagical,
AccuracyRanged,
ResistancePhysical,
ResistanceMagical,
ResistanceRanged,
Critical,
Healing,
MovementSpeed,
DamageVsBeasts,
DamageVsUndead,
CritterSlaying,
}
impl FromStr for StatType {
type Err = String;
fn from_str(s: &str) -> Result<Self, Self::Err> {
match s.to_lowercase().as_str() {
"health" => Ok(StatType::Health),
"mana" => Ok(StatType::Mana),
"healthregen" => Ok(StatType::HealthRegen),
"manaregen" => Ok(StatType::ManaRegen),
"damagephysical" => Ok(StatType::DamagePhysical),
"damagemagical" => Ok(StatType::DamageMagical),
"damageranged" => Ok(StatType::DamageRanged),
"accuracyphysical" => Ok(StatType::AccuracyPhysical),
"accuracymagical" => Ok(StatType::AccuracyMagical),
"accuracyranged" => Ok(StatType::AccuracyRanged),
"resistancephysical" => Ok(StatType::ResistancePhysical),
"resistancemagical" => Ok(StatType::ResistanceMagical),
"resistanceranged" => Ok(StatType::ResistanceRanged),
"critical" => Ok(StatType::Critical),
"healing" => Ok(StatType::Healing),
"movementspeed" => Ok(StatType::MovementSpeed),
"damagevsbeasts" => Ok(StatType::DamageVsBeasts),
"damagevsundead" => Ok(StatType::DamageVsUndead),
"critterslaying" => Ok(StatType::CritterSlaying),
_ => Ok(StatType::None),
}
}
}
// ============================================================================
// Nested Structs
// ============================================================================
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct Stat {
pub stat_type: StatType,
pub value: f32,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct ItemXpBoost {
pub skill_type: SkillType,
pub multiplier: f32,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct PermanentStatBoost {
pub stat: StatType,
pub amount: i32,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct CustomItemName {
pub checks: String,
pub item_name: String,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct CraftingRecipeItem {
pub item_id: i32,
pub amount: i32,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct CraftingRecipe {
pub product: i32,
pub level: i32,
pub skill: SkillType,
pub workbench_id: i32,
pub items: Vec<CraftingRecipeItem>,
pub unlocked_by_default: bool,
pub xp: i32,
pub checks: Option<String>,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct AnimationSet {
pub idle: i32,
pub walk: i32,
pub run: i32,
pub takehit: i32,
pub use_anim: i32,
pub weapon_attack: i32,
}
impl Default for AnimationSet {
fn default() -> Self {
Self {
idle: 0,
walk: 0,
run: 0,
takehit: 0,
use_anim: 0,
weapon_attack: 0,
}
}
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct GenerateRule {
pub generate_stats: Option<String>,
pub generate_crafting: bool,
}
// ============================================================================
// Main Item Struct
// ============================================================================
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct Item {
// Core identification
pub type_id: i32,
pub item_name: String,
// Item classification
pub item_type: ItemType,
pub item_categories: Vec<ItemCategory>,
pub level: i32,
// Flags
pub undroppable: bool,
pub undroppable_on_death: bool,
pub two_handed: bool,
pub unequip_destroy: bool,
pub generate_icon: bool,
pub hide_milestone: bool,
pub cannot_craft_exceptional: bool,
pub storage_all_items: bool,
// Visual/UI
pub comment: String,
pub description: String,
pub effect_string: String,
pub use_text: String,
// Models and resources
pub using_item_model: String,
pub handmodel: String,
pub ground_model: i32,
pub copy_model: i32,
// Audio
pub drop_sfx: i32,
pub pickup_sfx: i32,
// Stacking and storage
pub max_stack: i32,
pub storage_items: Vec<i32>,
pub storage_size: i32,
// Abilities and skills
pub ability_id: i32,
pub special_ability: i32,
pub learn_ability_id: i32,
pub skill: SkillType,
pub tool: Tool,
// Economy
pub price: i32,
#[serde(skip)]
pub setup_price: bool,
// Food properties
pub food_level: i32,
pub food_time: i32,
pub food_frequency: i32,
pub food_amount: i32,
// Crafting
pub crafting_recipes: Vec<CraftingRecipe>,
pub has_crafting: bool,
// Stats and bonuses
pub stats: Vec<Stat>,
pub item_xp_boosts: Vec<ItemXpBoost>,
pub permanent_stat_boosts: Vec<PermanentStatBoost>,
// Other
pub book_id: i32,
pub swap_item: i32,
pub visibility_xml_checks: Vec<String>,
pub custom_item_names: Vec<CustomItemName>,
pub custom_item_descriptions: Vec<CustomItemName>,
// Animation IDs
pub animations: Option<AnimationSet>,
}
impl Item {
pub fn new(type_id: i32, name: String) -> Self {
Self {
type_id,
item_name: name,
item_type: ItemType::Resource,
item_categories: vec![ItemCategory::None],
level: 1,
undroppable: false,
undroppable_on_death: false,
two_handed: false,
unequip_destroy: false,
generate_icon: false,
hide_milestone: false,
cannot_craft_exceptional: false,
storage_all_items: false,
comment: String::new(),
description: String::new(),
effect_string: String::new(),
use_text: String::new(),
using_item_model: String::new(),
handmodel: String::new(),
ground_model: 0,
copy_model: 0,
drop_sfx: 0,
pickup_sfx: 0,
max_stack: 1,
storage_items: Vec::new(),
storage_size: 0,
ability_id: 0,
special_ability: 0,
learn_ability_id: 0,
skill: SkillType::None,
tool: Tool::None,
price: 0,
setup_price: false,
food_level: 0,
food_time: 0,
food_frequency: 0,
food_amount: 0,
crafting_recipes: Vec::new(),
has_crafting: false,
stats: Vec::new(),
item_xp_boosts: Vec::new(),
permanent_stat_boosts: Vec::new(),
book_id: 0,
swap_item: 0,
visibility_xml_checks: Vec::new(),
custom_item_names: Vec::new(),
custom_item_descriptions: Vec::new(),
animations: None,
}
}
pub fn is_equippable(&self) -> bool {
self.item_type.is_equippable()
}
pub fn has_category(&self, category: ItemCategory) -> bool {
self.item_categories.contains(&category)
}
pub fn get_item_name(&self) -> &str {
&self.item_name
}
pub fn is_stackable(&self) -> bool {
self.max_stack > 1
}
pub fn is_storage_item(&self) -> bool {
self.storage_size > 0 || self.storage_all_items
}
/// Get the equip sound ID based on item type and category
pub fn get_equip_sound(&self) -> i32 {
if self.has_category(ItemCategory::Blade) {
return 845;
}
if self.has_category(ItemCategory::HeavyArmor) || self.has_category(ItemCategory::Armor) {
// Pick random from 846-851
return 846;
}
match self.item_type {
ItemType::Weapon => 46,
ItemType::Shield => 47,
ItemType::Head => 46,
ItemType::Armor => 46,
ItemType::Trinket | ItemType::Bracelet => 479,
_ => 0,
}
}
}
// ============================================================================
// Legacy compatibility structs (for existing parser)
// ============================================================================
/// Legacy ItemStat struct for backwards compatibility with existing XML parser
#[derive(Debug, Clone, Serialize, Deserialize, Default)]
pub struct ItemStat {
pub damagephysical: Option<i32>,
pub damagemagical: Option<i32>,
pub damageranged: Option<i32>,
pub accuracyphysical: Option<i32>,
pub accuracymagical: Option<i32>,
pub accuracyranged: Option<i32>,
pub resistancephysical: Option<i32>,
pub resistancemagical: Option<i32>,
pub resistanceranged: Option<i32>,
pub health: Option<i32>,
pub mana: Option<i32>,
pub manaregen: Option<i32>,
pub healing: Option<i32>,
pub harvestingspeedwoodcutting: Option<i32>,
}
impl ItemStat {
/// Convert legacy ItemStat to new Stat vec
pub fn to_stats(&self) -> Vec<Stat> {
let mut stats = Vec::new();
if let Some(v) = self.damagephysical {
stats.push(Stat {
stat_type: StatType::DamagePhysical,
value: v as f32,
});
}
if let Some(v) = self.damagemagical {
stats.push(Stat {
stat_type: StatType::DamageMagical,
value: v as f32,
});
}
if let Some(v) = self.damageranged {
stats.push(Stat {
stat_type: StatType::DamageRanged,
value: v as f32,
});
}
if let Some(v) = self.accuracyphysical {
stats.push(Stat {
stat_type: StatType::AccuracyPhysical,
value: v as f32,
});
}
if let Some(v) = self.accuracymagical {
stats.push(Stat {
stat_type: StatType::AccuracyMagical,
value: v as f32,
});
}
if let Some(v) = self.accuracyranged {
stats.push(Stat {
stat_type: StatType::AccuracyRanged,
value: v as f32,
});
}
if let Some(v) = self.resistancephysical {
stats.push(Stat {
stat_type: StatType::ResistancePhysical,
value: v as f32,
});
}
if let Some(v) = self.resistancemagical {
stats.push(Stat {
stat_type: StatType::ResistanceMagical,
value: v as f32,
});
}
if let Some(v) = self.resistanceranged {
stats.push(Stat {
stat_type: StatType::ResistanceRanged,
value: v as f32,
});
}
if let Some(v) = self.health {
stats.push(Stat {
stat_type: StatType::Health,
value: v as f32,
});
}
if let Some(v) = self.mana {
stats.push(Stat {
stat_type: StatType::Mana,
value: v as f32,
});
}
if let Some(v) = self.manaregen {
stats.push(Stat {
stat_type: StatType::ManaRegen,
value: v as f32,
});
}
if let Some(v) = self.healing {
stats.push(Stat {
stat_type: StatType::Healing,
value: v as f32,
});
}
stats
}
}

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use serde::{Deserialize, Serialize};
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct LootTable {
// NPC IDs this table applies to (can be multiple, comma-separated in XML)
pub npc_ids: Vec<i32>,
// Optional name/description of the loot table
pub name: Option<String>,
// List of possible drops
pub drops: Vec<LootDrop>,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct LootDrop {
// Item ID that can drop
pub item: i32,
// Drop rate (higher = rarer, e.g., rate=1 means common, rate=100 means very rare)
pub rate: Option<i32>,
// Amount range
pub minamount: Option<i32>,
pub maxamount: Option<i32>,
// Optional requirements/checks
pub checks: Option<String>,
// Optional comment/description
pub comment: Option<String>,
}
impl LootTable {
pub fn new(npc_ids: Vec<i32>) -> Self {
Self {
npc_ids,
name: None,
drops: Vec::new(),
}
}
/// Check if this loot table applies to a given NPC ID
pub fn applies_to_npc(&self, npc_id: i32) -> bool {
self.npc_ids.contains(&npc_id)
}
/// Get all item IDs that can drop from this table
pub fn get_drop_item_ids(&self) -> Vec<i32> {
self.drops.iter().map(|d| d.item).collect()
}
/// Get drops that have conditional checks
pub fn get_conditional_drops(&self) -> Vec<&LootDrop> {
self.drops.iter().filter(|d| d.checks.is_some()).collect()
}
/// Get guaranteed drops (rate = 1)
pub fn get_guaranteed_drops(&self) -> Vec<&LootDrop> {
self.drops.iter().filter(|d| d.rate == Some(1)).collect()
}
}
impl LootDrop {
/// Check if this drop has requirements
pub fn has_requirements(&self) -> bool {
self.checks.is_some()
}
/// Get the average drop amount
pub fn average_amount(&self) -> f32 {
let min = self.minamount.unwrap_or(1) as f32;
let max = self.maxamount.unwrap_or(1) as f32;
(min + max) / 2.0
}
}

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use serde::{Deserialize, Serialize};
/// Represents a single map/scene in the game world
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct Map {
/// Scene ID in "x,y" format (e.g., "0,0", "3,10")
pub scene_id: String,
/// Display name of the map (can be empty)
pub name: String,
/// Music track ID
pub music: i32,
/// Ambient sound ID
pub ambience: i32,
// ========== Lighting & Atmosphere ==========
/// Fog color in "r,g,b" format (default from comment: "63,98,106")
pub fog_color: Option<String>,
/// Fogginess/fog density (default: 0.6)
pub fogginess: Option<f32>,
/// View distance (default: 90)
pub view_distance: Option<i32>,
/// NPC view distance (default: 50)
pub npc_view_distance: Option<i32>,
/// Sunlight intensity (default: 1)
pub sunlight: Option<f32>,
/// Sun color in "r,g,b" format (default: "255,251,230")
pub sun_color: Option<String>,
/// Ambient color in "r,g,b" format (default: "128,128,128")
pub ambient_color: Option<String>,
/// Indoor sunlight level (default: 0.2)
pub indoor_sunlight: Option<f32>,
/// Fog start distance
pub fog_start: Option<f32>,
// ========== Map Properties ==========
/// Whether this is an indoor map
pub indoors: bool,
/// Whether to hide this map from the world map
pub no_world_map: bool,
/// Whether to hide the minimap
pub no_minimap: bool,
/// Whether teleportation is disabled
pub tp_disabled: bool,
/// Whether to prevent loading nearby scenes
pub dont_load_nearby_scenes: bool,
/// Remove all borders
pub no_border: bool,
/// Block movement at left edge
pub border_left: bool,
/// Block movement at right edge
pub border_right: bool,
/// Block movement at top edge
pub border_up: bool,
/// Block movement at bottom edge
pub border_down: bool,
// ========== Connectivity ==========
/// Scene ID to respawn at (e.g., "3,10")
pub respawn_map: Option<String>,
/// Connected maps in "x-y,x-y" format (e.g., "5-13,5-14")
pub connected_maps: Option<String>,
// ========== Metadata ==========
/// Developer comment/note
pub comment: Option<String>,
}
impl Map {
/// Create a new Map with required fields
pub fn new(scene_id: String, music: i32, ambience: i32) -> Self {
Self {
scene_id,
name: String::new(),
music,
ambience,
fog_color: None,
fogginess: None,
view_distance: None,
npc_view_distance: None,
sunlight: None,
sun_color: None,
ambient_color: None,
indoor_sunlight: None,
fog_start: None,
indoors: false,
no_world_map: false,
no_minimap: false,
tp_disabled: false,
dont_load_nearby_scenes: false,
no_border: false,
border_left: false,
border_right: false,
border_up: false,
border_down: false,
respawn_map: None,
connected_maps: None,
comment: None,
}
}
/// Parse scene ID into (x, y) coordinates
pub fn get_coordinates(&self) -> Option<(i32, i32)> {
let parts: Vec<&str> = self.scene_id.split(',').collect();
if parts.len() == 2 {
if let (Ok(x), Ok(y)) = (parts[0].parse::<i32>(), parts[1].parse::<i32>()) {
return Some((x, y));
}
}
None
}
/// Check if the map is named (has a non-empty name)
pub fn is_named(&self) -> bool {
!self.name.is_empty()
}
/// Check if the map is an indoor location
pub fn is_indoor(&self) -> bool {
self.indoors
}
/// Check if the map has any border restrictions
pub fn has_borders(&self) -> bool {
!self.no_border && (self.border_left || self.border_right || self.border_up || self.border_down)
}
/// Get list of connected map scene IDs
pub fn get_connected_map_ids(&self) -> Vec<String> {
if let Some(ref connected) = self.connected_maps {
connected
.split(',')
.map(|s| s.trim().replace('-', ","))
.collect()
} else {
Vec::new()
}
}
/// Check if this map is isolated (doesn't load nearby scenes)
pub fn is_isolated(&self) -> bool {
self.dont_load_nearby_scenes
}
/// Parse fog color into RGB values
pub fn get_fog_color_rgb(&self) -> Option<(u8, u8, u8)> {
self.fog_color.as_ref().and_then(|color| {
let parts: Vec<&str> = color.split(',').collect();
if parts.len() == 3 {
if let (Ok(r), Ok(g), Ok(b)) = (
parts[0].parse::<u8>(),
parts[1].parse::<u8>(),
parts[2].parse::<u8>(),
) {
return Some((r, g, b));
}
}
None
})
}
/// Parse sun color into RGB values
pub fn get_sun_color_rgb(&self) -> Option<(u8, u8, u8)> {
self.sun_color.as_ref().and_then(|color| {
let parts: Vec<&str> = color.split(',').collect();
if parts.len() == 3 {
if let (Ok(r), Ok(g), Ok(b)) = (
parts[0].parse::<u8>(),
parts[1].parse::<u8>(),
parts[2].parse::<u8>(),
) {
return Some((r, g, b));
}
}
None
})
}
/// Parse ambient color into RGB values
pub fn get_ambient_color_rgb(&self) -> Option<(u8, u8, u8)> {
self.ambient_color.as_ref().and_then(|color| {
let parts: Vec<&str> = color.split(',').collect();
if parts.len() == 3 {
if let (Ok(r), Ok(g), Ok(b)) = (
parts[0].parse::<u8>(),
parts[1].parse::<u8>(),
parts[2].parse::<u8>(),
) {
return Some((r, g, b));
}
}
None
})
}
}

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use diesel::prelude::*;
use crate::schema::minimap_tiles;
/// Diesel queryable model (for SELECT queries)
#[derive(Queryable, Selectable, Debug, Clone)]
#[diesel(table_name = minimap_tiles)]
#[diesel(check_for_backend(diesel::sqlite::Sqlite))]
pub struct MinimapTileRecord {
pub id: Option<i32>,
pub x: i32,
pub y: i32,
pub zoom: i32,
pub width: i32,
pub height: i32,
pub original_file_size: Option<i32>,
pub image: Vec<u8>,
pub image_size: i32,
pub processed_at: String, // SQLite TIMESTAMP as String
pub source_path: String,
}
/// Diesel insertable model (for INSERT queries)
#[derive(Insertable, Debug)]
#[diesel(table_name = minimap_tiles)]
pub struct NewMinimapTile<'a> {
pub x: i32,
pub y: i32,
pub zoom: i32,
pub width: i32,
pub height: i32,
pub original_file_size: Option<i32>,
pub image: &'a [u8],
pub image_size: i32,
pub source_path: &'a str,
}

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use serde::{Deserialize, Serialize};
/// Represents a single minimap tile with multi-resolution WebP data
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct MinimapTile {
/// X coordinate from filename
pub x: i32,
/// Y coordinate from filename
pub y: i32,
/// Original dimensions
pub original_width: i32,
pub original_height: i32,
/// Source file path
pub source_path: String,
/// WebP blob at 512x512
#[serde(skip)] // Skip serialization for binary data
pub webp_512: Vec<u8>,
/// WebP blob at 256x256
#[serde(skip)]
pub webp_256: Vec<u8>,
/// WebP blob at 128x128
#[serde(skip)]
pub webp_128: Vec<u8>,
/// WebP blob at 64x64
#[serde(skip)]
pub webp_64: Vec<u8>,
}
impl MinimapTile {
/// Create new tile from coordinates and source path
pub fn new(x: i32, y: i32, source_path: String) -> Self {
Self {
x,
y,
original_width: 512,
original_height: 512,
source_path,
webp_512: Vec::new(),
webp_256: Vec::new(),
webp_128: Vec::new(),
webp_64: Vec::new(),
}
}
/// Get total size of all WebP blobs
pub fn total_webp_size(&self) -> usize {
self.webp_512.len() + self.webp_256.len() + self.webp_128.len() + self.webp_64.len()
}
/// Check if tile has been processed (has WebP data)
pub fn is_processed(&self) -> bool {
!self.webp_512.is_empty()
}
}

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mod item;
mod npc;
mod quest;
mod harvestable;
mod loot;
mod map;
mod fast_travel;
mod player_house;
mod r#trait;
mod shop;
mod minimap_tile;
mod minimap_models;
mod icon_models;
pub use item::{
// Main types
Item,
ItemStat,
CraftingRecipe,
CraftingRecipeItem,
AnimationSet,
GenerateRule,
// Enums
ItemType,
ItemCategory,
Tool,
SkillType,
StatType,
// Nested structs
Stat,
ItemXpBoost,
PermanentStatBoost,
CustomItemName,
// Constants
MAX_STACK,
};
pub use npc::{Npc, NpcStat, NpcLevel, RightClick, BarkGroup, Bark, QuestMarker, NpcAnimationSet};
pub use quest::{Quest, QuestPhase, QuestReward};
pub use harvestable::{Harvestable, HarvestableDrop};
pub use loot::{LootTable, LootDrop};
pub use map::Map;
pub use fast_travel::{FastTravelLocation, FastTravelType};
pub use player_house::PlayerHouse;
pub use r#trait::{Trait, TraitTrainer};
pub use shop::{Shop, ShopItem};
pub use minimap_tile::MinimapTile;
pub use minimap_models::{MinimapTileRecord, NewMinimapTile};
pub use icon_models::{
AbilityIconRecord,
NewAbilityIcon,
BuffIconRecord,
NewBuffIcon,
TraitIconRecord,
NewTraitIcon,
PlayerHouseIconRecord,
NewPlayerHouseIcon,
StatIconRecord,
NewStatIcon,
AchievementIconRecord,
NewAchievementIcon,
GeneralIconRecord,
NewGeneralIcon,
};

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use serde::{Deserialize, Serialize};
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct Npc {
// Required fields
pub id: i32,
pub name: String,
// Basic attributes
pub tags: Option<String>,
pub level: Option<i32>,
pub description: Option<String>,
pub comment: Option<String>,
pub model: Option<String>,
// Combat attributes
pub canfight: Option<i32>,
pub aggressive: Option<i32>,
pub team: Option<i32>,
pub aggrodistance: Option<i32>,
pub respawntime: Option<i32>,
pub health: Option<i32>,
pub mana: Option<i32>,
pub accuracy: Option<i32>,
pub damagetype: Option<i32>,
pub damageblock: Option<i32>,
pub ability: Option<i32>,
// Attack attributes
pub attackdistance: Option<i32>,
pub attackspeed: Option<i32>,
pub attackdelay: Option<i32>,
pub gfxattack: Option<String>,
// Projectile attributes
pub projectile: Option<i32>,
pub projectilerate: Option<i32>,
pub projectileendgfx: Option<String>,
pub projectileattackdistance: Option<i32>,
// Movement
pub movementspeed: Option<i32>,
pub walkspeed: Option<i32>,
pub wandering: Option<i32>,
pub wanderingdistance: Option<i32>,
// AI behavior
pub aibehaviour: Option<i32>,
pub nobestiary: Option<i32>,
// Interaction
pub interactable: Option<i32>,
pub interactdistance: Option<i32>,
pub dontrotateoninteract: Option<i32>,
pub shop: Option<i32>,
// Sound effects
pub sfxattack: Option<String>,
pub sfxdeath: Option<String>,
pub sfxtakehit: Option<String>,
pub sfxidle: Option<String>,
pub idlesoundtext: Option<String>,
// Animations
pub anim_attack: Option<String>,
pub anim_death: Option<String>,
pub anim_idle: Option<String>,
pub anim_run: Option<String>,
pub anim_walk: Option<String>,
pub anim_takehit: Option<String>,
pub startanim: Option<String>,
// Nested elements
pub stats: Vec<NpcStat>,
pub levels: Vec<NpcLevel>,
pub rightclick: Option<RightClick>,
pub barks: Vec<BarkGroup>,
pub exitdialoguebarks: Vec<BarkGroup>,
pub questmarkers: Vec<QuestMarker>,
pub animations: Option<NpcAnimationSet>,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct NpcStat {
// Damage
pub damagephysical: Option<i32>,
pub damagemagical: Option<i32>,
pub damageranged: Option<i32>,
// Accuracy
pub accuracyphysical: Option<i32>,
pub accuracymagical: Option<i32>,
pub accuracyranged: Option<i32>,
// Resistance
pub resistancephysical: Option<i32>,
pub resistancemagical: Option<i32>,
pub resistanceranged: Option<i32>,
// Core stats
pub health: Option<i32>,
pub mana: Option<i32>,
pub manaregen: Option<i32>,
pub healing: Option<i32>,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct NpcLevel {
pub swordsmanship: Option<i32>,
pub archery: Option<i32>,
pub magic: Option<i32>,
pub defence: Option<i32>,
pub mining: Option<i32>,
pub woodcutting: Option<i32>,
pub fishing: Option<i32>,
pub cooking: Option<i32>,
pub carpentry: Option<i32>,
pub blacksmithy: Option<i32>,
pub tailoring: Option<i32>,
pub alchemy: Option<i32>,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct RightClick {
pub option: String,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct BarkGroup {
pub cooldown: Option<i32>,
pub rate: Option<i32>,
pub range: Option<i32>,
pub checks: Option<String>,
pub npcs: Option<String>,
pub barks: Vec<Bark>,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct Bark {
pub text: String,
pub pausetime: Option<i32>,
pub rate: Option<i32>,
pub anim: Option<String>,
pub npc: Option<String>,
pub dontrotate: Option<i32>,
pub dontrotateothers: Option<i32>,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct QuestMarker {
pub id: i32,
pub phase: i32,
pub checks: Option<String>,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct NpcAnimationSet {
pub idle: Option<String>,
pub walk: Option<String>,
pub run: Option<String>,
pub attack: Option<String>,
pub death: Option<String>,
pub talk: Option<String>,
}
impl Npc {
pub fn new(id: i32, name: String) -> Self {
Self {
id,
name,
tags: None,
level: None,
description: None,
comment: None,
model: None,
canfight: None,
aggressive: None,
team: None,
aggrodistance: None,
respawntime: None,
health: None,
mana: None,
accuracy: None,
damagetype: None,
damageblock: None,
ability: None,
attackdistance: None,
attackspeed: None,
attackdelay: None,
gfxattack: None,
projectile: None,
projectilerate: None,
projectileendgfx: None,
projectileattackdistance: None,
movementspeed: None,
walkspeed: None,
wandering: None,
wanderingdistance: None,
aibehaviour: None,
nobestiary: None,
interactable: None,
interactdistance: None,
dontrotateoninteract: None,
shop: None,
sfxattack: None,
sfxdeath: None,
sfxtakehit: None,
sfxidle: None,
idlesoundtext: None,
anim_attack: None,
anim_death: None,
anim_idle: None,
anim_run: None,
anim_walk: None,
anim_takehit: None,
startanim: None,
stats: Vec::new(),
levels: Vec::new(),
rightclick: None,
barks: Vec::new(),
exitdialoguebarks: Vec::new(),
questmarkers: Vec::new(),
animations: None,
}
}
}

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use serde::{Deserialize, Serialize};
/// Represents a player house that can be purchased
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct PlayerHouse {
/// Unique ID
pub id: i32,
/// Display name
pub name: String,
/// Description text
pub description: String,
/// X position in world space
pub pos_x: f32,
/// Z position in world space
pub pos_z: f32,
/// Purchase price in gold
pub price: i32,
}
impl PlayerHouse {
/// Create a new PlayerHouse with required fields
pub fn new(id: i32, name: String, description: String, pos_x: f32, pos_z: f32, price: i32) -> Self {
Self {
id,
name,
description,
pos_x,
pos_z,
price,
}
}
/// Get position as (x, z) tuple
pub fn get_position(&self) -> (f32, f32) {
(self.pos_x, self.pos_z)
}
/// Check if this house is free (price is 0)
pub fn is_free(&self) -> bool {
self.price == 0
}
/// Check if this house is expensive (price >= 10000)
pub fn is_expensive(&self) -> bool {
self.price >= 10000
}
/// Check if this house is affordable (price < 5000)
pub fn is_affordable(&self) -> bool {
self.price < 5000
}
/// Get price tier (0: free, 1: cheap (<5k), 2: moderate (5k-10k), 3: expensive (10k+))
pub fn get_price_tier(&self) -> u8 {
if self.price == 0 {
0
} else if self.price < 5000 {
1
} else if self.price < 10000 {
2
} else {
3
}
}
}

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use serde::{Deserialize, Serialize};
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct Quest {
// Required fields
pub id: i32,
pub name: String,
// Optional attributes
pub mainquest: Option<i32>,
pub hidden: Option<i32>,
pub questdescription: Option<String>,
pub completiontext: Option<String>,
pub dontshowcompletionscreen: Option<i32>,
pub comment: Option<String>,
// Nested elements
pub phases: Vec<QuestPhase>,
pub rewards: Vec<QuestReward>,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct QuestPhase {
pub id: i32,
pub trackerdescription: Option<String>,
pub description: Option<String>,
pub helperarrownpc: Option<String>,
pub helperarrowpos: Option<String>,
pub checks: Option<String>,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct QuestReward {
pub item: Option<i32>,
pub skill: Option<String>,
pub amount: Option<i32>,
pub xp: Option<i32>,
pub checks: Option<String>,
pub comment: Option<String>,
}
impl Quest {
pub fn new(id: i32, name: String) -> Self {
Self {
id,
name,
mainquest: None,
hidden: None,
questdescription: None,
completiontext: None,
dontshowcompletionscreen: None,
comment: None,
phases: Vec::new(),
rewards: Vec::new(),
}
}
/// Check if this is a main quest
pub fn is_main_quest(&self) -> bool {
self.mainquest == Some(1)
}
/// Check if this quest is hidden
pub fn is_hidden(&self) -> bool {
self.hidden == Some(1)
}
/// Get the number of phases in this quest
pub fn phase_count(&self) -> usize {
self.phases.len()
}
/// Get a specific phase by ID
pub fn get_phase(&self, phase_id: i32) -> Option<&QuestPhase> {
self.phases.iter().find(|p| p.id == phase_id)
}
}

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use serde::{Deserialize, Serialize};
/// Represents an item sold in a shop
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct ShopItem {
/// Item ID (can be numeric or string reference)
pub item_id: String,
/// Optional item name
pub name: Option<String>,
/// Custom price (if different from item's default price)
pub price: Option<i32>,
/// Maximum stock (items available before restocking)
pub max_stock: Option<i32>,
/// Restock time in seconds
pub restock_time: Option<i32>,
/// Buy price (price shop pays for the item)
pub buy_price: Option<i32>,
/// Developer comment
pub comment: Option<String>,
}
impl ShopItem {
/// Create a new ShopItem with required fields
pub fn new(item_id: String) -> Self {
Self {
item_id,
name: None,
price: None,
max_stock: None,
restock_time: None,
buy_price: None,
comment: None,
}
}
/// Try to parse item_id as an integer
pub fn get_item_id_as_int(&self) -> Option<i32> {
self.item_id.parse().ok()
}
/// Check if this item has unlimited stock
pub fn has_unlimited_stock(&self) -> bool {
self.max_stock.is_none() || self.max_stock == Some(0)
}
/// Check if this item has custom pricing
pub fn has_custom_price(&self) -> bool {
self.price.is_some()
}
/// Check if shop buys this item (has buy price)
pub fn is_buyable_by_shop(&self) -> bool {
self.buy_price.is_some()
}
/// Get restock time in minutes
pub fn get_restock_minutes(&self) -> Option<f32> {
self.restock_time.map(|seconds| seconds as f32 / 60.0)
}
}
/// Represents a shop
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct Shop {
/// Shop ID
pub shop_id: i32,
/// Shop name
pub name: String,
/// Whether this is a general store
pub is_general_store: bool,
/// Developer comment
pub comment: Option<String>,
/// Items sold in this shop
pub items: Vec<ShopItem>,
}
impl Shop {
/// Create a new Shop with required fields
pub fn new(shop_id: i32, name: String) -> Self {
Self {
shop_id,
name,
is_general_store: false,
comment: None,
items: Vec::new(),
}
}
/// Add an item to the shop
pub fn add_item(&mut self, item: ShopItem) {
self.items.push(item);
}
/// Get number of items in shop
pub fn item_count(&self) -> usize {
self.items.len()
}
/// Check if shop is empty
pub fn is_empty(&self) -> bool {
self.items.is_empty()
}
/// Get all items with unlimited stock
pub fn get_unlimited_stock_items(&self) -> Vec<&ShopItem> {
self.items
.iter()
.filter(|item| item.has_unlimited_stock())
.collect()
}
/// Get all items with limited stock
pub fn get_limited_stock_items(&self) -> Vec<&ShopItem> {
self.items
.iter()
.filter(|item| !item.has_unlimited_stock())
.collect()
}
/// Get all items with custom pricing
pub fn get_custom_priced_items(&self) -> Vec<&ShopItem> {
self.items
.iter()
.filter(|item| item.has_custom_price())
.collect()
}
/// Get all items the shop buys
pub fn get_buyable_items(&self) -> Vec<&ShopItem> {
self.items
.iter()
.filter(|item| item.is_buyable_by_shop())
.collect()
}
/// Get item by ID
pub fn get_item_by_id(&self, item_id: &str) -> Option<&ShopItem> {
self.items.iter().find(|item| item.item_id == item_id)
}
/// Get all item IDs
pub fn get_all_item_ids(&self) -> Vec<String> {
self.items.iter().map(|item| item.item_id.clone()).collect()
}
}

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use serde::{Deserialize, Serialize};
/// Trainer requirement for learning a trait
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct TraitTrainer {
/// Required skill
pub skill: String,
/// Required level in the skill
pub level: i32,
/// Tier icon indicator (1, 2, 3 for novice, experienced, master)
pub tier_icon: Option<i32>,
}
impl TraitTrainer {
pub fn new(skill: String, level: i32) -> Self {
Self {
skill,
level,
tier_icon: None,
}
}
/// Check if this is a novice tier trait (tier 1)
pub fn is_novice(&self) -> bool {
self.tier_icon == Some(1)
}
/// Check if this is an experienced tier trait (tier 2)
pub fn is_experienced(&self) -> bool {
self.tier_icon == Some(2)
}
/// Check if this is a master tier trait (tier 3)
pub fn is_master(&self) -> bool {
self.tier_icon == Some(3)
}
}
/// Represents a character trait/perk
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct Trait {
/// Unique ID
pub id: i32,
/// Display name
pub name: String,
/// Description text (may contain HTML color tags)
pub description: String,
/// Learnability ID (ability that can be learned)
pub learnability: Option<i32>,
/// Developer comment
pub comment: Option<String>,
/// Trainer requirement (if this trait is learned from a trainer)
pub trainer: Option<TraitTrainer>,
}
impl Trait {
/// Create a new Trait with required fields
pub fn new(id: i32, name: String, description: String) -> Self {
Self {
id,
name,
description,
learnability: None,
comment: None,
trainer: None,
}
}
/// Check if this trait teaches an ability (has learnability)
pub fn teaches_ability(&self) -> bool {
self.learnability.is_some()
}
/// Check if this trait is learned from a trainer
pub fn is_trainer_trait(&self) -> bool {
self.trainer.is_some()
}
/// Check if this trait requires a specific skill
pub fn requires_skill(&self, skill: &str) -> bool {
self.trainer
.as_ref()
.map(|t| t.skill.eq_ignore_ascii_case(skill))
.unwrap_or(false)
}
/// Get the required skill level, if any
pub fn get_required_level(&self) -> Option<i32> {
self.trainer.as_ref().map(|t| t.level)
}
/// Get the required skill name, if any
pub fn get_required_skill(&self) -> Option<&str> {
self.trainer.as_ref().map(|t| t.skill.as_str())
}
/// Check if this is a novice tier trait
pub fn is_novice(&self) -> bool {
self.trainer
.as_ref()
.map(|t| t.is_novice())
.unwrap_or(false)
}
/// Check if this is an experienced tier trait
pub fn is_experienced(&self) -> bool {
self.trainer
.as_ref()
.map(|t| t.is_experienced())
.unwrap_or(false)
}
/// Check if this is a master tier trait
pub fn is_master(&self) -> bool {
self.trainer
.as_ref()
.map(|t| t.is_master())
.unwrap_or(false)
}
/// Check if this trait's description contains HTML color tags
pub fn has_colored_description(&self) -> bool {
self.description.contains("<color=")
}
/// Strip HTML color tags from description
pub fn get_plain_description(&self) -> String {
let mut result = self.description.clone();
// Remove color tags
while let Some(start) = result.find("<color=") {
if let Some(end) = result[start..].find('>') {
result.replace_range(start..start + end + 1, "");
} else {
break;
}
}
// Remove closing color tags
result = result.replace("</color>", "");
// Unescape HTML entities
result = result.replace("&lt;", "<");
result = result.replace("&gt;", ">");
result
}
}

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