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;
}
}