NHSE/NHSE.Core/Structures/GameFileDumper.cs
Josh (vector_cmdr) 4426404f2d
Fix Load All Patterns Ownership (#756)
Added Personal for IVillagerOrigin in place of current pattern index for Load All.

Moved ContainsTransparentPixels to ImageUtil.
2026-02-20 22:55:55 +11:00

279 lines
9.6 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
namespace NHSE.Core;
/// <summary>
/// Logic for dumping decrypted game files.
/// </summary>
/// <seealso cref="GameFileLoader"/>
public static class GameFileDumper
{
/// <summary>
/// Dumps a copy of the <see cref="sav"/>'s files in their decrypted state to the requested <see cref="path"/>.
/// </summary>
/// <param name="sav">Save Data to dump</param>
/// <param name="path">Path to dump to</param>
public static void Dump(this HorizonSave sav, string path)
{
sav.Main.Dump(path);
foreach (var p in sav.Players)
{
var dir = Path.Combine(path, p.DirectoryName);
p.Dump(dir);
}
}
/// <summary>
/// Dumps a copy of the <see cref="player"/>'s files in their decrypted state to the requested <see cref="path"/>.
/// </summary>
/// <param name="player">Save Data to dump</param>
/// <param name="path">Path to dump to</param>
public static void Dump(this Player player, string path)
{
foreach (var pair in player)
pair.Dump(path);
}
/// <summary>
/// Dumps a copy of the <see cref="pair"/>'s files in their decrypted state to the requested <see cref="path"/>.
/// </summary>
/// <param name="pair">Save Data to dump</param>
/// <param name="path">Path to dump to</param>
public static void Dump(this EncryptedFilePair pair, string path)
{
Dump(path, pair.Data, pair.NameData);
}
private static void Dump(string path, ReadOnlySpan<byte> data, string name)
{
Directory.CreateDirectory(path);
var file = Path.Combine(path, name);
File.WriteAllBytes(file, data);
}
/// <summary>
/// Dumps all villager houses to the requested <see cref="path"/>.
/// </summary>
/// <param name="houses"></param>
/// <param name="players"></param>
/// <param name="path">Path to dump to</param>
public static void DumpPlayerHouses(this IReadOnlyList<IPlayerHouse> houses, IReadOnlyList<Player> players, string path)
{
for (int i = 0; i < houses.Count; i++)
{
var filename = i < players.Count ? players[i].Personal.PlayerName : $"House {i}";
houses[i].Dump(filename, path);
}
}
/// <summary>
/// Dumps all villager houses to the requested <see cref="path"/>.
/// </summary>
/// <param name="sav">Save Data to dump from</param>
/// <param name="path">Path to dump to</param>
public static void DumpPlayerHouses(this HorizonSave sav, string path)
{
var count = Math.Min(sav.Players.Count, MainSaveOffsets.PlayerCount);
for (int i = 0; i < count; i++)
{
var p = sav.Players[i];
var h = sav.Main.GetPlayerHouse(i);
h.Dump(path, p.Personal);
}
}
private static void Dump(this IPlayerHouse h, string path, Personal p) => h.Dump(p.PlayerName, path);
private static void Dump(this IPlayerHouse h, string player, string path)
{
var dest = Path.Combine(path, $"{player}.{h.Extension}");
var data = h.Write();
File.WriteAllBytes(dest, data);
}
/// <summary>
/// Dumps all villager houses to the requested <see cref="path"/>.
/// </summary>
/// <param name="sav">Save Data to dump from</param>
/// <param name="path">Path to dump to</param>
public static void DumpVillagerHouses(this MainSave sav, string path)
{
for (int i = 0; i < MainSaveOffsets.VillagerCount; i++)
{
var v = sav.GetVillager(i);
var h = sav.GetVillagerHouse(i);
h.Dump(path, v);
}
}
private static void Dump(this IVillagerHouse h, string path, IVillager v)
{
var name = GameInfo.Strings.GetVillager(v.InternalName);
var dest = Path.Combine(path, $"{name}.{h.Extension}");
var data = h.Write();
File.WriteAllBytes(dest, data);
}
/// <summary>
/// Dumps all villagers to the requested <see cref="path"/>.
/// </summary>
/// <param name="villagers">Data to dump from</param>
/// <param name="path">Path to dump to</param>
public static void Dump(this IEnumerable<IVillager> villagers, string path)
{
foreach (var v in villagers)
v.Dump(path);
}
private static void Dump(this IVillager v, string path)
{
var name = GameInfo.Strings.GetVillager(v.InternalName);
var dest = Path.Combine(path, $"{name}.{v.Extension}");
File.WriteAllBytes(dest, v.Write());
}
/// <summary>
/// Dumps all designs to the requested <see cref="path"/>.
/// </summary>
/// <param name="sav">Save Data to dump from</param>
/// <param name="path">Path to dump to</param>
/// <param name="indexed">Export file names prepended with design index</param>
public static void DumpDesigns(this MainSave sav, string path, bool indexed)
{
for (int i = 0; i < sav.Offsets.PatternCount; i++)
{
var dp = sav.GetDesign(i);
dp.Dump(path, i, indexed);
}
}
/// <summary>
/// Dumps all designs to the requested <see cref="path"/>.
/// </summary>
/// <param name="patterns">Patterns to dump</param>
/// <param name="path">Path to dump to</param>
/// <param name="indexed">Export file names prepended with design index</param>
public static void Dump(this IReadOnlyList<DesignPattern> patterns, string path, bool indexed)
{
for (var index = 0; index < patterns.Count; index++)
{
var dp = patterns[index];
dp.Dump(path, index, indexed);
}
}
private static void Dump(this DesignPattern dp, string path, int index, bool indexed)
{
var name = dp.DesignName;
string fn = indexed
? $"{index:00} - {name}.nhd"
: $"{name}.nhd";
fn = StringUtil.CleanFileName(fn);
var dest = Path.Combine(path, fn);
File.WriteAllBytes(dest, dp.Data);
}
/// <summary>
/// Loads all designs from the requested <see cref="path"/>.
/// </summary>
/// <param name="patterns">Patterns to load</param>
/// <param name="path">Path to load from</param>
/// <param name="changeOrigins">Change origins of Patterns</param>
public static void Load(this DesignPattern[] patterns, string path, Personal player, bool changeOrigins)
{
if (patterns.Length == 0)
return;
var files = Directory.GetFiles(path, "*.nhd", SearchOption.TopDirectoryOnly);
int ctr = 0;
foreach (var f in files)
{
var fi = new FileInfo(f);
if (fi.Length != DesignPattern.SIZE)
continue;
var data = File.ReadAllBytes(f);
var p = new DesignPattern(data);
if (changeOrigins)
p.ChangeOrigins(player, data);
patterns[ctr] = p;
if (++ctr >= patterns.Length)
break;
}
}
/// <summary>
/// Dumps all designs to the requested <see cref="path"/>.
/// </summary>
/// <param name="sav">Save Data to dump from</param>
/// <param name="path">Path to dump to</param>
/// <param name="indexed">Export file names prepended with design index</param>
public static void DumpDesignsPRO(this MainSave sav, string path, bool indexed)
{
for (int i = 0; i < sav.Offsets.PatternCount; i++)
{
var dp = sav.GetDesignPRO(i);
dp.Dump(path, i, indexed);
}
}
/// <summary>
/// Dumps all designs to the requested <see cref="path"/>.
/// </summary>
/// <param name="patterns">Patterns to dump</param>
/// <param name="path">Path to dump to</param>
/// <param name="indexed">Export file names prepended with design index</param>
public static void Dump(this IReadOnlyList<DesignPatternPRO> patterns, string path, bool indexed)
{
for (var index = 0; index < patterns.Count; index++)
{
var dp = patterns[index];
dp.Dump(path, index, indexed);
}
}
/// <summary>
/// Loads all designs from the requested <see cref="path"/>.
/// </summary>
/// <param name="patterns">Patterns to load</param>
/// <param name="path">Path to load from</param>
/// <param name="changeOrigins">Change origins of Patterns</param>
/// <param name="sortAlpha">Sort the files by file name instead of depending on the Operating System's return order</param>
public static void Load(this DesignPatternPRO[] patterns, string path, Personal player, bool changeOrigins, bool sortAlpha = true)
{
if (patterns.Length == 0)
return;
var files = Directory.GetFiles(path, "*.nhpd", SearchOption.TopDirectoryOnly);
if (sortAlpha)
Array.Sort(files);
int ctr = 0;
foreach (var f in files)
{
var fi = new FileInfo(f);
if (fi.Length != DesignPatternPRO.SIZE)
continue;
var data = File.ReadAllBytes(f);
var p = new DesignPatternPRO(data);
if (changeOrigins)
p.ChangeOrigins(player, data);
patterns[ctr] = p;
if (++ctr >= patterns.Length)
break;
}
}
private static void Dump(this DesignPatternPRO dp, string path, int index, bool indexed)
{
var name = dp.DesignName;
string fn = indexed
? $"{index:00} - {name}.nhpd"
: $"{name}.nhpd";
fn = StringUtil.CleanFileName(fn);
var dest = Path.Combine(path, fn);
File.WriteAllBytes(dest, dp.Data);
}
}