assets/ now holds every track as a 16-colour indexed PNG (its palette is the track palette) plus a text file of lap gates and height map, and every vehicle as a PNG sprite sheet plus a text file with its name and handling (moved out of the code). The build embeds assets/ instead of unpacking the ADFs, so the disks are no longer needed to build either. skids extract converts original disks to assets and checks each file reads back identically; benchmark results from the assets match the disks exactly. Assets win over disk data with the same name, and --data assets picks up edits without a rebuild. assets/README.md describes how to edit everything.
296 lines
9.9 KiB
Rust
296 lines
9.9 KiB
Rust
//! Locates and decodes the original game data.
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//!
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//! The game's data lives in `assets/` as editable files: per-track PNG and
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//! text, per-vehicle sprite sheet and settings (see `track.rs` and
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//! `vehicle.rs`). The default build embeds that folder (see `build.rs`), so
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//! nothing is needed at run time. The original Amiga data is still read as
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//! ADF images, LHA archives, or `track/` and `vehicles/` files; `skids
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//! extract` converts it to assets. When both exist, assets win, so edits are
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//! never shadowed by the disks they came from.
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pub mod embedded;
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pub mod image;
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pub mod palette;
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pub mod track;
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pub mod vehicle;
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use crate::formats::{adf::Adf, crm, lha};
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use std::collections::BTreeMap;
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use std::fs;
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use std::path::{Path, PathBuf};
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pub use track::{Track, TrackFile};
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pub use vehicle::Vehicle;
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/// All game files found, keyed by `dir/name` in lower case
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/// (e.g. `track/track1`, `vehicles/f1.aga`).
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#[derive(Default)]
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pub struct FileSet {
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pub files: BTreeMap<String, Vec<u8>>,
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pub warnings: Vec<String>,
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}
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impl FileSet {
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pub fn embedded() -> FileSet {
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let mut fs_ = FileSet::default();
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for (path, data) in embedded::files() {
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fs_.add(&path, data.to_vec());
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}
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fs_
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}
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pub fn scan(&mut self, root: &Path) {
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self.scan_dir(root, 0);
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}
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fn scan_dir(&mut self, dir: &Path, depth: usize) {
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let Ok(rd) = fs::read_dir(dir) else {
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self.warnings
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.push(format!("cannot read directory {}", dir.display()));
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return;
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};
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let mut entries: Vec<PathBuf> = rd.flatten().map(|e| e.path()).collect();
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entries.sort();
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for path in entries {
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if path.is_dir() {
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if depth < 4 {
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self.scan_dir(&path, depth + 1);
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}
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} else if let Ok(data) = fs::read(&path) {
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let name = path.to_string_lossy().to_string();
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self.add(&name, data);
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}
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}
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}
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/// Adds a file, unpacking ADF images and LHA archives recursively.
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pub fn add(&mut self, path: &str, data: Vec<u8>) {
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let lower = path.to_lowercase();
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if lower.ends_with(".adf") {
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match Adf::open(data).and_then(|a| a.files()) {
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Ok(files) => {
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for f in files {
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self.add(&format!("{path}/{}", f.path), f.data);
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}
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}
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Err(e) => self.warnings.push(format!("{path}: {e}")),
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}
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} else if lower.ends_with(".lha") || lower.ends_with(".lzh") {
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match lha::parse(&data) {
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Ok(entries) => {
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for e in entries {
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match e.data {
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Some(d) => self.add(&e.path, d),
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None => self.warnings.push(format!(
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"{path}: {} uses unsupported method {}",
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e.path, e.method
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)),
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}
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}
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}
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Err(e) => self.warnings.push(format!("{path}: {e}")),
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}
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} else if let Some(key) = logical_key(path) {
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self.files.insert(key, data);
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}
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}
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pub fn get(&self, key: &str) -> Option<&[u8]> {
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self.files.get(key).map(|v| v.as_slice())
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}
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}
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/// Reduces a path to the key the game looks files up by: `dir/name` for
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/// the original data and palettes, `tracks/<name>/<file>` for track assets.
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fn logical_key(path: &str) -> Option<String> {
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let parts: Vec<String> = path
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.split(['/', '\\'])
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.filter(|s| !s.is_empty())
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.map(str::to_lowercase)
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.collect();
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let n = parts.len();
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if n >= 3 && parts[n - 3] == "tracks" {
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return Some(format!("tracks/{}/{}", parts[n - 2], parts[n - 1]));
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}
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if n < 2 {
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return None;
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}
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let (dir, name) = (&parts[n - 2], &parts[n - 1]);
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matches!(dir.as_str(), "track" | "vehicles" | "palettes").then(|| format!("{dir}/{name}"))
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}
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/// Unpacks CrunchMania data, passing plain data through untouched.
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pub fn unpack(d: &[u8]) -> Result<Vec<u8>, crm::CrmError> {
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if crm::is_crunched(d) {
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crm::decrunch(d)
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} else {
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Ok(d.to_vec())
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}
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}
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pub enum TrackSource {
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/// `tracks/<name>/` asset files.
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Asset { png: String, txt: String },
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/// A section of an original `TRACKn` file.
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Packed { file: usize, section: usize },
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}
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pub struct TrackEntry {
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pub name: String,
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pub source: TrackSource,
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}
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pub struct GameData {
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pub tracks: Vec<TrackEntry>,
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pub track_files: Vec<TrackFile>,
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pub vehicles: Vec<Vehicle>,
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pub files: FileSet,
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pub warnings: Vec<String>,
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}
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impl GameData {
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/// Loads the built-in data, overlaid with whatever is under `dir`.
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pub fn load(dir: Option<&Path>) -> Result<GameData, String> {
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let mut files = FileSet::embedded();
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if let Some(dir) = dir {
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files.scan(dir);
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}
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let mut warnings = files.warnings.clone();
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let mut tracks = Vec::new();
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for key in files.files.keys() {
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if let Some(rest) = key.strip_prefix("tracks/") {
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if let Some(name) = rest.strip_suffix("/track.png") {
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let txt = format!("tracks/{name}/track.txt");
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if files.files.contains_key(&txt) {
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tracks.push(TrackEntry {
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name: name.to_uppercase(),
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source: TrackSource::Asset {
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png: key.clone(),
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txt,
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},
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});
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} else {
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warnings.push(format!("{key}: no track.txt next to it, skipped"));
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}
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}
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}
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}
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let mut track_files = Vec::new();
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for (key, data) in &files.files {
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if let Some(name) = key.strip_prefix("track/") {
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match TrackFile::parse(name, data) {
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Ok(t) => track_files.push(t),
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Err(e) => warnings.push(format!("{key}: {e}")),
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}
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}
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}
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track_files.sort_by_key(|t| (t.number, t.name.clone()));
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for (file, tf) in track_files.iter().enumerate() {
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for section in 0..tf.sections.len() {
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let name = tf.track_name(section);
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if !tracks.iter().any(|t| t.name == name) {
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tracks.push(TrackEntry {
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name,
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source: TrackSource::Packed { file, section },
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});
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}
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}
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}
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tracks.sort_by_key(|t| natural_key(&t.name));
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let mut vehicles: Vec<Vehicle> = Vec::new();
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for (key, data) in &files.files {
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let Some(id) = key
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.strip_prefix("vehicles/")
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.and_then(|n| n.strip_suffix(".png"))
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else {
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continue;
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};
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let txt = files
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.get(&format!("vehicles/{id}.txt"))
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.map(String::from_utf8_lossy);
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match Vehicle::from_assets(id, data, txt.as_deref()) {
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Ok(v) => vehicles.push(v),
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Err(e) => warnings.push(format!("{key}: {e}")),
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}
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}
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for (key, data) in &files.files {
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let Some(name) = key
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.strip_prefix("vehicles/")
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.filter(|n| n.ends_with(".aga"))
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else {
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continue;
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};
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if vehicles.iter().any(|v| format!("{}.aga", v.id) == name) {
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continue;
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}
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match Vehicle::parse(name, data) {
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Ok(Some(v)) => vehicles.push(v),
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Ok(None) => warnings.push(format!("{key}: sprite data is blank, skipped")),
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Err(e) => warnings.push(format!("{key}: {e}")),
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}
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}
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vehicles.sort_by_key(|v| (vehicle::display_order(&v.id), v.id.clone()));
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if tracks.is_empty() || vehicles.is_empty() {
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return Err(format!(
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"no usable game data (found {} tracks, {} vehicles).\n\
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This build has no data built in: point --data at the assets folder or \
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the Super Skidmarks ADF images, or rebuild with assets/ in place.{}",
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tracks.len(),
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vehicles.len(),
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if warnings.is_empty() {
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String::new()
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} else {
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format!("\n {}", warnings.join("\n "))
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}
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));
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}
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Ok(GameData {
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tracks,
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track_files,
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vehicles,
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files,
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warnings,
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})
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}
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pub fn load_track(&self, i: usize) -> Result<Track, String> {
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let entry = &self.tracks[i];
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let mut t = match &entry.source {
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TrackSource::Asset { png, txt } => {
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let txt = String::from_utf8_lossy(self.files.get(txt).unwrap_or_default());
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Track::from_assets(&entry.name, self.files.get(png).unwrap_or_default(), &txt)
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.map_err(|e| format!("{}: {e}", entry.name))?
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}
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TrackSource::Packed { file, section } => self.track_files[*file].decode(*section)?,
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};
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if let Some(p) = palette::override_for(&self.files, &entry.name) {
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t.palette = p;
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}
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Ok(t)
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}
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}
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/// Sort key that orders TRACK2-10 after TRACK2-9.
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fn natural_key(name: &str) -> Vec<(String, u64)> {
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let mut out = Vec::new();
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let mut text = String::new();
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let mut num = String::new();
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for c in name.chars() {
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if c.is_ascii_digit() {
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num.push(c);
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} else {
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if !num.is_empty() {
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out.push((std::mem::take(&mut text), num.parse().unwrap_or(0)));
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num.clear();
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}
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text.push(c);
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}
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}
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out.push((text, num.parse().unwrap_or(0)));
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out
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}
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