using SixLabors.ImageSharp; using SixLabors.ImageSharp.PixelFormats; using SixLabors.ImageSharp.Processing; using Theriapolis.Core; using Theriapolis.Core.Tactical; using Theriapolis.Core.World.Generation; namespace Theriapolis.Tools.Commands; /// /// tactical-dump --seed <n> --chunk cx,cy --out <file.png> [--data-dir <dir>] /// /// Runs the full pipeline, then generates a single tactical chunk and exports /// it as a PNG. Used during M2 to eyeball biome ground variants, polyline /// burn-in, and settlement footprints without running the game. /// /// Optional --grid 3 — render a 3x3 set of chunks centred on (cx, cy) and stitch /// them so chunk-boundary continuity is also visible. /// public static class TacticalDump { public static int Run(string[] args) { ulong seed = 12345; int cx = 0, cy = 0; int grid = 1; string outPath = "tactical.png"; string dataDir = ResolveDataDir(); for (int i = 0; i < args.Length; i++) { switch (args[i].ToLowerInvariant()) { case "--seed": if (i + 1 < args.Length) { string raw = args[++i]; seed = raw.StartsWith("0x", StringComparison.OrdinalIgnoreCase) ? Convert.ToUInt64(raw[2..], 16) : ulong.Parse(raw); } break; case "--chunk": if (i + 1 < args.Length) { var parts = args[++i].Split(','); cx = int.Parse(parts[0]); cy = int.Parse(parts[1]); } break; case "--grid": if (i + 1 < args.Length) grid = int.Parse(args[++i]); break; case "--out": if (i + 1 < args.Length) outPath = args[++i]; break; case "--data-dir": if (i + 1 < args.Length) dataDir = args[++i]; break; } } Console.WriteLine($"[tactical-dump] seed=0x{seed:X} chunk=({cx},{cy}) grid={grid} out={outPath}"); if (!Directory.Exists(dataDir)) { Console.Error.WriteLine($"Data directory not found: {dataDir}"); return 1; } var ctx = new WorldGenContext(seed, dataDir) { Log = msg => Console.WriteLine(msg), }; WorldGenerator.RunAll(ctx); int side = C.TACTICAL_CHUNK_SIZE * grid; using var img = new Image(side, side); for (int gy = 0; gy < grid; gy++) for (int gx = 0; gx < grid; gx++) { int ccx = cx + gx - grid / 2; int ccy = cy + gy - grid / 2; var chunk = TacticalChunkGen.Generate(seed, new ChunkCoord(ccx, ccy), ctx.World); int ox = gx * C.TACTICAL_CHUNK_SIZE; int oy = gy * C.TACTICAL_CHUNK_SIZE; BlitChunk(img, chunk, ox, oy); } img.SaveAsPng(outPath); Console.WriteLine($"[tactical-dump] wrote {outPath} ({side}x{side})"); return 0; } private static void BlitChunk(Image img, TacticalChunk chunk, int ox, int oy) { for (int ly = 0; ly < C.TACTICAL_CHUNK_SIZE; ly++) for (int lx = 0; lx < C.TACTICAL_CHUNK_SIZE; lx++) { ref var t = ref chunk.Tiles[lx, ly]; img[ox + lx, oy + ly] = ColorFor(t); } } private static Rgba32 ColorFor(TacticalTile t) { // Decoration overrides surface for visual punch. if (t.Deco == TacticalDeco.Tree) return new Rgba32(20, 80, 30); if (t.Deco == TacticalDeco.Bush) return new Rgba32(70, 110, 50); if (t.Deco == TacticalDeco.Boulder) return new Rgba32(110,100, 90); if (t.Deco == TacticalDeco.Rock) return new Rgba32(140,130,110); if (t.Deco == TacticalDeco.Flower) return new Rgba32(220,180,210); return t.Surface switch { TacticalSurface.DeepWater => new Rgba32(20, 60, 130), TacticalSurface.ShallowWater => new Rgba32(60, 120, 180), TacticalSurface.Marsh => new Rgba32(70, 100, 80), TacticalSurface.Mud => new Rgba32(100, 80, 60), TacticalSurface.Sand => new Rgba32(220, 200, 150), TacticalSurface.Snow => new Rgba32(230, 235, 240), TacticalSurface.Rock => new Rgba32(120, 115, 110), TacticalSurface.Cobble => new Rgba32(170, 150, 120), TacticalSurface.Gravel => new Rgba32(150, 140, 110), TacticalSurface.Wall => new Rgba32(60, 55, 50), TacticalSurface.Floor => new Rgba32(180, 160, 130), TacticalSurface.Dirt => new Rgba32(120, 95, 60), TacticalSurface.TallGrass => new Rgba32(80, 140, 60), TacticalSurface.Grass => new Rgba32(110, 160, 70), _ => new Rgba32(255, 0, 255), }; } private static string ResolveDataDir() { string local = Path.Combine(AppContext.BaseDirectory, "Data"); if (Directory.Exists(local)) return local; string? dir = AppContext.BaseDirectory.TrimEnd(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar); for (int i = 0; i < 6; i++) { if (dir is null) break; string candidate = Path.Combine(dir, "Content", "Data"); if (Directory.Exists(candidate)) return candidate; dir = Path.GetDirectoryName(dir); } return local; } }