serialization.cpp 36 KB

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  1. #include "serialization.h"
  2. #include "../map/terrain.h"
  3. #include "../map/terrain_service.h"
  4. #include "../systems/nation_id.h"
  5. #include "../units/spawn_type.h"
  6. #include "../units/troop_type.h"
  7. #include "component.h"
  8. #include "entity.h"
  9. #include "world.h"
  10. #include <QByteArray>
  11. #include <QDebug>
  12. #include <QFile>
  13. #include <QJsonArray>
  14. #include <QJsonObject>
  15. #include <QString>
  16. #include <QVector3D>
  17. #include <algorithm>
  18. #include <array>
  19. #include <cstddef>
  20. #include <cstdint>
  21. #include <memory>
  22. #include <qfiledevice.h>
  23. #include <qglobal.h>
  24. #include <qjsonarray.h>
  25. #include <qjsondocument.h>
  26. #include <qjsonobject.h>
  27. #include <qjsonvalue.h>
  28. #include <qstringliteral.h>
  29. #include <qstringview.h>
  30. #include <vector>
  31. #include "../systems/owner_registry.h"
  32. namespace Engine::Core {
  33. namespace {
  34. auto combatModeToString(AttackComponent::CombatMode mode) -> QString {
  35. switch (mode) {
  36. case AttackComponent::CombatMode::Melee:
  37. return "melee";
  38. case AttackComponent::CombatMode::Ranged:
  39. return "ranged";
  40. case AttackComponent::CombatMode::Auto:
  41. default:
  42. return "auto";
  43. }
  44. }
  45. auto combatModeFromString(const QString &value) -> AttackComponent::CombatMode {
  46. if (value == "melee") {
  47. return AttackComponent::CombatMode::Melee;
  48. }
  49. if (value == "ranged") {
  50. return AttackComponent::CombatMode::Ranged;
  51. }
  52. return AttackComponent::CombatMode::Auto;
  53. }
  54. auto serializeColor(const std::array<float, 3> &color) -> QJsonArray {
  55. QJsonArray array;
  56. array.append(color[0]);
  57. array.append(color[1]);
  58. array.append(color[2]);
  59. return array;
  60. }
  61. void deserializeColor(const QJsonArray &array, std::array<float, 3> &color) {
  62. if (array.size() >= 3) {
  63. color[0] = static_cast<float>(array.at(0).toDouble());
  64. color[1] = static_cast<float>(array.at(1).toDouble());
  65. color[2] = static_cast<float>(array.at(2).toDouble());
  66. }
  67. }
  68. } // namespace
  69. auto Serialization::serializeEntity(const Entity *entity) -> QJsonObject {
  70. QJsonObject entity_obj;
  71. entity_obj["id"] = static_cast<qint64>(entity->getId());
  72. if (const auto *transform = entity->getComponent<TransformComponent>()) {
  73. QJsonObject transform_obj;
  74. transform_obj["posX"] = transform->position.x;
  75. transform_obj["posY"] = transform->position.y;
  76. transform_obj["posZ"] = transform->position.z;
  77. transform_obj["rotX"] = transform->rotation.x;
  78. transform_obj["rotY"] = transform->rotation.y;
  79. transform_obj["rotZ"] = transform->rotation.z;
  80. transform_obj["scale_x"] = transform->scale.x;
  81. transform_obj["scaleY"] = transform->scale.y;
  82. transform_obj["scale_z"] = transform->scale.z;
  83. transform_obj["hasDesiredYaw"] = transform->hasDesiredYaw;
  84. transform_obj["desiredYaw"] = transform->desiredYaw;
  85. entity_obj["transform"] = transform_obj;
  86. }
  87. if (const auto *renderable = entity->getComponent<RenderableComponent>()) {
  88. QJsonObject renderable_obj;
  89. renderable_obj["meshPath"] = QString::fromStdString(renderable->meshPath);
  90. renderable_obj["texturePath"] =
  91. QString::fromStdString(renderable->texturePath);
  92. if (!renderable->rendererId.empty()) {
  93. renderable_obj["rendererId"] =
  94. QString::fromStdString(renderable->rendererId);
  95. }
  96. renderable_obj["visible"] = renderable->visible;
  97. renderable_obj["mesh"] = static_cast<int>(renderable->mesh);
  98. renderable_obj["color"] = serializeColor(renderable->color);
  99. entity_obj["renderable"] = renderable_obj;
  100. }
  101. if (const auto *unit = entity->getComponent<UnitComponent>()) {
  102. QJsonObject unit_obj;
  103. unit_obj["health"] = unit->health;
  104. unit_obj["max_health"] = unit->max_health;
  105. unit_obj["speed"] = unit->speed;
  106. unit_obj["vision_range"] = unit->vision_range;
  107. unit_obj["unit_type"] = QString::fromStdString(
  108. Game::Units::spawn_typeToString(unit->spawn_type));
  109. unit_obj["owner_id"] = unit->owner_id;
  110. unit_obj["nation_id"] = Game::Systems::nationIDToQString(unit->nation_id);
  111. entity_obj["unit"] = unit_obj;
  112. }
  113. if (const auto *movement = entity->getComponent<MovementComponent>()) {
  114. QJsonObject movement_obj;
  115. movement_obj["hasTarget"] = movement->hasTarget;
  116. movement_obj["target_x"] = movement->target_x;
  117. movement_obj["target_y"] = movement->target_y;
  118. movement_obj["goalX"] = movement->goalX;
  119. movement_obj["goalY"] = movement->goalY;
  120. movement_obj["vx"] = movement->vx;
  121. movement_obj["vz"] = movement->vz;
  122. movement_obj["pathPending"] = movement->pathPending;
  123. movement_obj["pendingRequestId"] =
  124. static_cast<qint64>(movement->pendingRequestId);
  125. movement_obj["repathCooldown"] = movement->repathCooldown;
  126. movement_obj["lastGoalX"] = movement->lastGoalX;
  127. movement_obj["lastGoalY"] = movement->lastGoalY;
  128. movement_obj["timeSinceLastPathRequest"] =
  129. movement->timeSinceLastPathRequest;
  130. QJsonArray path_array;
  131. for (const auto &waypoint : movement->path) {
  132. QJsonObject waypoint_obj;
  133. waypoint_obj["x"] = waypoint.first;
  134. waypoint_obj["y"] = waypoint.second;
  135. path_array.append(waypoint_obj);
  136. }
  137. movement_obj["path"] = path_array;
  138. entity_obj["movement"] = movement_obj;
  139. }
  140. if (const auto *attack = entity->getComponent<AttackComponent>()) {
  141. QJsonObject attack_obj;
  142. attack_obj["range"] = attack->range;
  143. attack_obj["damage"] = attack->damage;
  144. attack_obj["cooldown"] = attack->cooldown;
  145. attack_obj["timeSinceLast"] = attack->timeSinceLast;
  146. attack_obj["meleeRange"] = attack->meleeRange;
  147. attack_obj["meleeDamage"] = attack->meleeDamage;
  148. attack_obj["meleeCooldown"] = attack->meleeCooldown;
  149. attack_obj["preferredMode"] = combatModeToString(attack->preferredMode);
  150. attack_obj["currentMode"] = combatModeToString(attack->currentMode);
  151. attack_obj["canMelee"] = attack->canMelee;
  152. attack_obj["canRanged"] = attack->canRanged;
  153. attack_obj["max_heightDifference"] = attack->max_heightDifference;
  154. attack_obj["inMeleeLock"] = attack->inMeleeLock;
  155. attack_obj["meleeLockTargetId"] =
  156. static_cast<qint64>(attack->meleeLockTargetId);
  157. entity_obj["attack"] = attack_obj;
  158. }
  159. if (const auto *attack_target =
  160. entity->getComponent<AttackTargetComponent>()) {
  161. QJsonObject attack_target_obj;
  162. attack_target_obj["target_id"] =
  163. static_cast<qint64>(attack_target->target_id);
  164. attack_target_obj["shouldChase"] = attack_target->shouldChase;
  165. entity_obj["attack_target"] = attack_target_obj;
  166. }
  167. if (const auto *patrol = entity->getComponent<PatrolComponent>()) {
  168. QJsonObject patrol_obj;
  169. patrol_obj["currentWaypoint"] = static_cast<int>(patrol->currentWaypoint);
  170. patrol_obj["patrolling"] = patrol->patrolling;
  171. QJsonArray waypoints_array;
  172. for (const auto &waypoint : patrol->waypoints) {
  173. QJsonObject waypoint_obj;
  174. waypoint_obj["x"] = waypoint.first;
  175. waypoint_obj["y"] = waypoint.second;
  176. waypoints_array.append(waypoint_obj);
  177. }
  178. patrol_obj["waypoints"] = waypoints_array;
  179. entity_obj["patrol"] = patrol_obj;
  180. }
  181. if (entity->getComponent<BuildingComponent>() != nullptr) {
  182. entity_obj["building"] = true;
  183. }
  184. if (const auto *production = entity->getComponent<ProductionComponent>()) {
  185. QJsonObject production_obj;
  186. production_obj["inProgress"] = production->inProgress;
  187. production_obj["buildTime"] = production->buildTime;
  188. production_obj["timeRemaining"] = production->timeRemaining;
  189. production_obj["producedCount"] = production->producedCount;
  190. production_obj["maxUnits"] = production->maxUnits;
  191. production_obj["product_type"] = QString::fromStdString(
  192. Game::Units::troop_typeToString(production->product_type));
  193. production_obj["rallyX"] = production->rallyX;
  194. production_obj["rallyZ"] = production->rallyZ;
  195. production_obj["rallySet"] = production->rallySet;
  196. production_obj["villagerCost"] = production->villagerCost;
  197. QJsonArray queue_array;
  198. for (const auto &queued : production->productionQueue) {
  199. queue_array.append(
  200. QString::fromStdString(Game::Units::troop_typeToString(queued)));
  201. }
  202. production_obj["queue"] = queue_array;
  203. entity_obj["production"] = production_obj;
  204. }
  205. if (entity->getComponent<AIControlledComponent>() != nullptr) {
  206. entity_obj["aiControlled"] = true;
  207. }
  208. if (const auto *capture = entity->getComponent<CaptureComponent>()) {
  209. QJsonObject capture_obj;
  210. capture_obj["capturing_player_id"] = capture->capturing_player_id;
  211. capture_obj["captureProgress"] =
  212. static_cast<double>(capture->captureProgress);
  213. capture_obj["requiredTime"] = static_cast<double>(capture->requiredTime);
  214. capture_obj["isBeingCaptured"] = capture->isBeingCaptured;
  215. entity_obj["capture"] = capture_obj;
  216. }
  217. return entity_obj;
  218. }
  219. void Serialization::deserializeEntity(Entity *entity, const QJsonObject &json) {
  220. if (json.contains("transform")) {
  221. const auto transform_obj = json["transform"].toObject();
  222. auto *transform = entity->addComponent<TransformComponent>();
  223. transform->position.x =
  224. static_cast<float>(transform_obj["posX"].toDouble());
  225. transform->position.y =
  226. static_cast<float>(transform_obj["posY"].toDouble());
  227. transform->position.z =
  228. static_cast<float>(transform_obj["posZ"].toDouble());
  229. transform->rotation.x =
  230. static_cast<float>(transform_obj["rotX"].toDouble());
  231. transform->rotation.y =
  232. static_cast<float>(transform_obj["rotY"].toDouble());
  233. transform->rotation.z =
  234. static_cast<float>(transform_obj["rotZ"].toDouble());
  235. transform->scale.x =
  236. static_cast<float>(transform_obj["scale_x"].toDouble());
  237. transform->scale.y = static_cast<float>(transform_obj["scaleY"].toDouble());
  238. transform->scale.z =
  239. static_cast<float>(transform_obj["scale_z"].toDouble());
  240. transform->hasDesiredYaw = transform_obj["hasDesiredYaw"].toBool(false);
  241. transform->desiredYaw =
  242. static_cast<float>(transform_obj["desiredYaw"].toDouble());
  243. }
  244. if (json.contains("renderable")) {
  245. const auto renderable_obj = json["renderable"].toObject();
  246. auto *renderable = entity->addComponent<RenderableComponent>("", "");
  247. renderable->meshPath = renderable_obj["meshPath"].toString().toStdString();
  248. renderable->texturePath =
  249. renderable_obj["texturePath"].toString().toStdString();
  250. renderable->rendererId =
  251. renderable_obj["rendererId"].toString().toStdString();
  252. renderable->visible = renderable_obj["visible"].toBool(true);
  253. renderable->mesh =
  254. static_cast<RenderableComponent::MeshKind>(renderable_obj["mesh"].toInt(
  255. static_cast<int>(RenderableComponent::MeshKind::Cube)));
  256. if (renderable_obj.contains("color")) {
  257. deserializeColor(renderable_obj["color"].toArray(), renderable->color);
  258. }
  259. }
  260. if (json.contains("unit")) {
  261. const auto unit_obj = json["unit"].toObject();
  262. auto *unit = entity->addComponent<UnitComponent>();
  263. unit->health = unit_obj["health"].toInt(Defaults::kUnitDefaultHealth);
  264. unit->max_health =
  265. unit_obj["max_health"].toInt(Defaults::kUnitDefaultHealth);
  266. unit->speed = static_cast<float>(unit_obj["speed"].toDouble());
  267. unit->vision_range = static_cast<float>(unit_obj["vision_range"].toDouble(
  268. static_cast<double>(Defaults::kUnitDefaultVisionRange)));
  269. QString const unit_type_str = unit_obj["unit_type"].toString();
  270. Game::Units::SpawnType spawn_type;
  271. if (Game::Units::tryParseSpawnType(unit_type_str, spawn_type)) {
  272. unit->spawn_type = spawn_type;
  273. } else {
  274. qWarning() << "Unknown spawn type in save file:" << unit_type_str
  275. << "- defaulting to Archer";
  276. unit->spawn_type = Game::Units::SpawnType::Archer;
  277. }
  278. unit->owner_id = unit_obj["owner_id"].toInt(0);
  279. if (unit_obj.contains("nation_id")) {
  280. const QString nation_str = unit_obj["nation_id"].toString();
  281. Game::Systems::NationID nation_id;
  282. if (Game::Systems::tryParseNationID(nation_str, nation_id)) {
  283. unit->nation_id = nation_id;
  284. } else {
  285. qWarning() << "Unknown nation ID in save file:" << nation_str
  286. << "- using default";
  287. unit->nation_id = Game::Systems::NationID::KingdomOfIron;
  288. }
  289. }
  290. }
  291. if (json.contains("movement")) {
  292. const auto movement_obj = json["movement"].toObject();
  293. auto *movement = entity->addComponent<MovementComponent>();
  294. movement->hasTarget = movement_obj["hasTarget"].toBool(false);
  295. movement->target_x =
  296. static_cast<float>(movement_obj["target_x"].toDouble());
  297. movement->target_y =
  298. static_cast<float>(movement_obj["target_y"].toDouble());
  299. movement->goalX = static_cast<float>(movement_obj["goalX"].toDouble());
  300. movement->goalY = static_cast<float>(movement_obj["goalY"].toDouble());
  301. movement->vx = static_cast<float>(movement_obj["vx"].toDouble());
  302. movement->vz = static_cast<float>(movement_obj["vz"].toDouble());
  303. movement->pathPending = movement_obj["pathPending"].toBool(false);
  304. movement->pendingRequestId = static_cast<std::uint64_t>(
  305. movement_obj["pendingRequestId"].toVariant().toULongLong());
  306. movement->repathCooldown =
  307. static_cast<float>(movement_obj["repathCooldown"].toDouble());
  308. movement->lastGoalX =
  309. static_cast<float>(movement_obj["lastGoalX"].toDouble());
  310. movement->lastGoalY =
  311. static_cast<float>(movement_obj["lastGoalY"].toDouble());
  312. movement->timeSinceLastPathRequest =
  313. static_cast<float>(movement_obj["timeSinceLastPathRequest"].toDouble());
  314. movement->path.clear();
  315. const auto path_array = movement_obj["path"].toArray();
  316. movement->path.reserve(path_array.size());
  317. for (const auto &value : path_array) {
  318. const auto waypoint_obj = value.toObject();
  319. movement->path.emplace_back(
  320. static_cast<float>(waypoint_obj["x"].toDouble()),
  321. static_cast<float>(waypoint_obj["y"].toDouble()));
  322. }
  323. }
  324. if (json.contains("attack")) {
  325. const auto attack_obj = json["attack"].toObject();
  326. auto *attack = entity->addComponent<AttackComponent>();
  327. attack->range = static_cast<float>(attack_obj["range"].toDouble());
  328. attack->damage = attack_obj["damage"].toInt(0);
  329. attack->cooldown = static_cast<float>(attack_obj["cooldown"].toDouble());
  330. attack->timeSinceLast =
  331. static_cast<float>(attack_obj["timeSinceLast"].toDouble());
  332. attack->meleeRange = static_cast<float>(attack_obj["meleeRange"].toDouble(
  333. static_cast<double>(Defaults::kAttackMeleeRange)));
  334. attack->meleeDamage = attack_obj["meleeDamage"].toInt(0);
  335. attack->meleeCooldown =
  336. static_cast<float>(attack_obj["meleeCooldown"].toDouble());
  337. attack->preferredMode =
  338. combatModeFromString(attack_obj["preferredMode"].toString());
  339. attack->currentMode =
  340. combatModeFromString(attack_obj["currentMode"].toString());
  341. attack->canMelee = attack_obj["canMelee"].toBool(true);
  342. attack->canRanged = attack_obj["canRanged"].toBool(false);
  343. attack->max_heightDifference =
  344. static_cast<float>(attack_obj["max_heightDifference"].toDouble(
  345. static_cast<double>(Defaults::kAttackHeightTolerance)));
  346. attack->inMeleeLock = attack_obj["inMeleeLock"].toBool(false);
  347. attack->meleeLockTargetId = static_cast<EntityID>(
  348. attack_obj["meleeLockTargetId"].toVariant().toULongLong());
  349. }
  350. if (json.contains("attack_target")) {
  351. const auto attack_target_obj = json["attack_target"].toObject();
  352. auto *attack_target = entity->addComponent<AttackTargetComponent>();
  353. attack_target->target_id = static_cast<EntityID>(
  354. attack_target_obj["target_id"].toVariant().toULongLong());
  355. attack_target->shouldChase = attack_target_obj["shouldChase"].toBool(false);
  356. }
  357. if (json.contains("patrol")) {
  358. const auto patrol_obj = json["patrol"].toObject();
  359. auto *patrol = entity->addComponent<PatrolComponent>();
  360. patrol->currentWaypoint =
  361. static_cast<size_t>(std::max(0, patrol_obj["currentWaypoint"].toInt()));
  362. patrol->patrolling = patrol_obj["patrolling"].toBool(false);
  363. patrol->waypoints.clear();
  364. const auto waypoints_array = patrol_obj["waypoints"].toArray();
  365. patrol->waypoints.reserve(waypoints_array.size());
  366. for (const auto &value : waypoints_array) {
  367. const auto waypoint_obj = value.toObject();
  368. patrol->waypoints.emplace_back(
  369. static_cast<float>(waypoint_obj["x"].toDouble()),
  370. static_cast<float>(waypoint_obj["y"].toDouble()));
  371. }
  372. }
  373. if (json.contains("building") && json["building"].toBool()) {
  374. entity->addComponent<BuildingComponent>();
  375. }
  376. if (json.contains("production")) {
  377. const auto production_obj = json["production"].toObject();
  378. auto *production = entity->addComponent<ProductionComponent>();
  379. production->inProgress = production_obj["inProgress"].toBool(false);
  380. production->buildTime =
  381. static_cast<float>(production_obj["buildTime"].toDouble());
  382. production->timeRemaining =
  383. static_cast<float>(production_obj["timeRemaining"].toDouble());
  384. production->producedCount = production_obj["producedCount"].toInt(0);
  385. production->maxUnits = production_obj["maxUnits"].toInt(0);
  386. production->product_type = Game::Units::troop_typeFromString(
  387. production_obj["product_type"].toString().toStdString());
  388. production->rallyX =
  389. static_cast<float>(production_obj["rallyX"].toDouble());
  390. production->rallyZ =
  391. static_cast<float>(production_obj["rallyZ"].toDouble());
  392. production->rallySet = production_obj["rallySet"].toBool(false);
  393. production->villagerCost = production_obj["villagerCost"].toInt(1);
  394. production->productionQueue.clear();
  395. const auto queue_array = production_obj["queue"].toArray();
  396. production->productionQueue.reserve(queue_array.size());
  397. for (const auto &value : queue_array) {
  398. production->productionQueue.push_back(
  399. Game::Units::troop_typeFromString(value.toString().toStdString()));
  400. }
  401. }
  402. if (json.contains("aiControlled") && json["aiControlled"].toBool()) {
  403. entity->addComponent<AIControlledComponent>();
  404. }
  405. if (json.contains("capture")) {
  406. const auto capture_obj = json["capture"].toObject();
  407. auto *capture = entity->addComponent<CaptureComponent>();
  408. capture->capturing_player_id = capture_obj["capturing_player_id"].toInt(-1);
  409. capture->captureProgress =
  410. static_cast<float>(capture_obj["captureProgress"].toDouble(0.0));
  411. capture->requiredTime =
  412. static_cast<float>(capture_obj["requiredTime"].toDouble(
  413. static_cast<double>(Defaults::kCaptureRequiredTime)));
  414. capture->isBeingCaptured = capture_obj["isBeingCaptured"].toBool(false);
  415. }
  416. }
  417. auto Serialization::serializeTerrain(
  418. const Game::Map::TerrainHeightMap *height_map,
  419. const Game::Map::BiomeSettings &biome,
  420. const std::vector<Game::Map::RoadSegment> &roads) -> QJsonObject {
  421. QJsonObject terrain_obj;
  422. if (height_map == nullptr) {
  423. return terrain_obj;
  424. }
  425. terrain_obj["width"] = height_map->getWidth();
  426. terrain_obj["height"] = height_map->getHeight();
  427. terrain_obj["tile_size"] = height_map->getTileSize();
  428. QJsonArray heights_array;
  429. const auto &heights = height_map->getHeightData();
  430. for (float const h : heights) {
  431. heights_array.append(h);
  432. }
  433. terrain_obj["heights"] = heights_array;
  434. QJsonArray terrain_types_array;
  435. const auto &terrain_types = height_map->getTerrainTypes();
  436. for (auto type : terrain_types) {
  437. terrain_types_array.append(static_cast<int>(type));
  438. }
  439. terrain_obj["terrain_types"] = terrain_types_array;
  440. QJsonArray rivers_array;
  441. const auto &rivers = height_map->getRiverSegments();
  442. for (const auto &river : rivers) {
  443. QJsonObject river_obj;
  444. river_obj["startX"] = river.start.x();
  445. river_obj["startY"] = river.start.y();
  446. river_obj["startZ"] = river.start.z();
  447. river_obj["endX"] = river.end.x();
  448. river_obj["endY"] = river.end.y();
  449. river_obj["endZ"] = river.end.z();
  450. river_obj["width"] = river.width;
  451. rivers_array.append(river_obj);
  452. }
  453. terrain_obj["rivers"] = rivers_array;
  454. QJsonArray bridges_array;
  455. const auto &bridges = height_map->getBridges();
  456. for (const auto &bridge : bridges) {
  457. QJsonObject bridge_obj;
  458. bridge_obj["startX"] = bridge.start.x();
  459. bridge_obj["startY"] = bridge.start.y();
  460. bridge_obj["startZ"] = bridge.start.z();
  461. bridge_obj["endX"] = bridge.end.x();
  462. bridge_obj["endY"] = bridge.end.y();
  463. bridge_obj["endZ"] = bridge.end.z();
  464. bridge_obj["width"] = bridge.width;
  465. bridge_obj["height"] = bridge.height;
  466. bridges_array.append(bridge_obj);
  467. }
  468. terrain_obj["bridges"] = bridges_array;
  469. QJsonArray roads_array;
  470. for (const auto &road : roads) {
  471. QJsonObject road_obj;
  472. road_obj["startX"] = road.start.x();
  473. road_obj["startY"] = road.start.y();
  474. road_obj["startZ"] = road.start.z();
  475. road_obj["endX"] = road.end.x();
  476. road_obj["endY"] = road.end.y();
  477. road_obj["endZ"] = road.end.z();
  478. road_obj["width"] = road.width;
  479. road_obj["style"] = road.style;
  480. roads_array.append(road_obj);
  481. }
  482. terrain_obj["roads"] = roads_array;
  483. QJsonObject biome_obj;
  484. biome_obj["grassPrimaryR"] = biome.grass_primary.x();
  485. biome_obj["grassPrimaryG"] = biome.grass_primary.y();
  486. biome_obj["grassPrimaryB"] = biome.grass_primary.z();
  487. biome_obj["grassSecondaryR"] = biome.grass_secondary.x();
  488. biome_obj["grassSecondaryG"] = biome.grass_secondary.y();
  489. biome_obj["grassSecondaryB"] = biome.grass_secondary.z();
  490. biome_obj["grassDryR"] = biome.grass_dry.x();
  491. biome_obj["grassDryG"] = biome.grass_dry.y();
  492. biome_obj["grassDryB"] = biome.grass_dry.z();
  493. biome_obj["soilColorR"] = biome.soil_color.x();
  494. biome_obj["soilColorG"] = biome.soil_color.y();
  495. biome_obj["soilColorB"] = biome.soil_color.z();
  496. biome_obj["rockLowR"] = biome.rock_low.x();
  497. biome_obj["rockLowG"] = biome.rock_low.y();
  498. biome_obj["rockLowB"] = biome.rock_low.z();
  499. biome_obj["rockHighR"] = biome.rock_high.x();
  500. biome_obj["rockHighG"] = biome.rock_high.y();
  501. biome_obj["rockHighB"] = biome.rock_high.z();
  502. biome_obj["patchDensity"] = biome.patch_density;
  503. biome_obj["patchJitter"] = biome.patch_jitter;
  504. biome_obj["backgroundBladeDensity"] = biome.background_blade_density;
  505. biome_obj["bladeHeightMin"] = biome.blade_height_min;
  506. biome_obj["bladeHeightMax"] = biome.blade_height_max;
  507. biome_obj["bladeWidthMin"] = biome.blade_width_min;
  508. biome_obj["bladeWidthMax"] = biome.blade_width_max;
  509. biome_obj["sway_strength"] = biome.sway_strength;
  510. biome_obj["sway_speed"] = biome.sway_speed;
  511. biome_obj["heightNoiseAmplitude"] = biome.height_noise_amplitude;
  512. biome_obj["heightNoiseFrequency"] = biome.height_noise_frequency;
  513. biome_obj["terrainMacroNoiseScale"] = biome.terrain_macro_noise_scale;
  514. biome_obj["terrainDetailNoiseScale"] = biome.terrain_detail_noise_scale;
  515. biome_obj["terrainSoilHeight"] = biome.terrain_soil_height;
  516. biome_obj["terrainSoilSharpness"] = biome.terrain_soil_sharpness;
  517. biome_obj["terrainRockThreshold"] = biome.terrain_rock_threshold;
  518. biome_obj["terrainRockSharpness"] = biome.terrain_rock_sharpness;
  519. biome_obj["terrainAmbientBoost"] = biome.terrain_ambient_boost;
  520. biome_obj["terrainRockDetailStrength"] = biome.terrain_rock_detail_strength;
  521. biome_obj["backgroundSwayVariance"] = biome.background_sway_variance;
  522. biome_obj["backgroundScatterRadius"] = biome.background_scatter_radius;
  523. biome_obj["plant_density"] = biome.plant_density;
  524. biome_obj["spawnEdgePadding"] = biome.spawn_edge_padding;
  525. biome_obj["seed"] = static_cast<qint64>(biome.seed);
  526. terrain_obj["biome"] = biome_obj;
  527. return terrain_obj;
  528. }
  529. void Serialization::deserializeTerrain(
  530. Game::Map::TerrainHeightMap *height_map, Game::Map::BiomeSettings &biome,
  531. std::vector<Game::Map::RoadSegment> &roads, const QJsonObject &json) {
  532. if ((height_map == nullptr) || json.isEmpty()) {
  533. return;
  534. }
  535. if (json.contains("biome")) {
  536. const auto biome_obj = json["biome"].toObject();
  537. const Game::Map::BiomeSettings default_biome{};
  538. const auto read_color = [&](const QString &base,
  539. const QVector3D &fallback) -> QVector3D {
  540. const auto r_key = base + QStringLiteral("R");
  541. const auto g_key = base + QStringLiteral("G");
  542. const auto b_key = base + QStringLiteral("B");
  543. const float r = static_cast<float>(
  544. biome_obj[r_key].toDouble(static_cast<double>(fallback.x())));
  545. const float g = static_cast<float>(
  546. biome_obj[g_key].toDouble(static_cast<double>(fallback.y())));
  547. const float b = static_cast<float>(
  548. biome_obj[b_key].toDouble(static_cast<double>(fallback.z())));
  549. return {r, g, b};
  550. };
  551. biome.grass_primary =
  552. read_color(QStringLiteral("grassPrimary"), default_biome.grass_primary);
  553. biome.grass_secondary = read_color(QStringLiteral("grassSecondary"),
  554. default_biome.grass_secondary);
  555. biome.grass_dry =
  556. read_color(QStringLiteral("grassDry"), default_biome.grass_dry);
  557. biome.soil_color =
  558. read_color(QStringLiteral("soilColor"), default_biome.soil_color);
  559. biome.rock_low =
  560. read_color(QStringLiteral("rockLow"), default_biome.rock_low);
  561. biome.rock_high =
  562. read_color(QStringLiteral("rockHigh"), default_biome.rock_high);
  563. biome.patch_density = static_cast<float>(
  564. biome_obj["patchDensity"].toDouble(default_biome.patch_density));
  565. biome.patch_jitter = static_cast<float>(
  566. biome_obj["patchJitter"].toDouble(default_biome.patch_jitter));
  567. biome.background_blade_density =
  568. static_cast<float>(biome_obj["backgroundBladeDensity"].toDouble(
  569. default_biome.background_blade_density));
  570. biome.blade_height_min = static_cast<float>(
  571. biome_obj["bladeHeightMin"].toDouble(default_biome.blade_height_min));
  572. biome.blade_height_max = static_cast<float>(
  573. biome_obj["bladeHeightMax"].toDouble(default_biome.blade_height_max));
  574. biome.blade_width_min = static_cast<float>(
  575. biome_obj["bladeWidthMin"].toDouble(default_biome.blade_width_min));
  576. biome.blade_width_max = static_cast<float>(
  577. biome_obj["bladeWidthMax"].toDouble(default_biome.blade_width_max));
  578. biome.sway_strength = static_cast<float>(
  579. biome_obj["sway_strength"].toDouble(default_biome.sway_strength));
  580. biome.sway_speed = static_cast<float>(
  581. biome_obj["sway_speed"].toDouble(default_biome.sway_speed));
  582. biome.height_noise_amplitude =
  583. static_cast<float>(biome_obj["heightNoiseAmplitude"].toDouble(
  584. default_biome.height_noise_amplitude));
  585. biome.height_noise_frequency =
  586. static_cast<float>(biome_obj["heightNoiseFrequency"].toDouble(
  587. default_biome.height_noise_frequency));
  588. biome.terrain_macro_noise_scale =
  589. static_cast<float>(biome_obj["terrainMacroNoiseScale"].toDouble(
  590. default_biome.terrain_macro_noise_scale));
  591. biome.terrain_detail_noise_scale =
  592. static_cast<float>(biome_obj["terrainDetailNoiseScale"].toDouble(
  593. default_biome.terrain_detail_noise_scale));
  594. biome.terrain_soil_height =
  595. static_cast<float>(biome_obj["terrainSoilHeight"].toDouble(
  596. default_biome.terrain_soil_height));
  597. biome.terrain_soil_sharpness =
  598. static_cast<float>(biome_obj["terrainSoilSharpness"].toDouble(
  599. default_biome.terrain_soil_sharpness));
  600. biome.terrain_rock_threshold =
  601. static_cast<float>(biome_obj["terrainRockThreshold"].toDouble(
  602. default_biome.terrain_rock_threshold));
  603. biome.terrain_rock_sharpness =
  604. static_cast<float>(biome_obj["terrainRockSharpness"].toDouble(
  605. default_biome.terrain_rock_sharpness));
  606. biome.terrain_ambient_boost =
  607. static_cast<float>(biome_obj["terrainAmbientBoost"].toDouble(
  608. default_biome.terrain_ambient_boost));
  609. biome.terrain_rock_detail_strength =
  610. static_cast<float>(biome_obj["terrainRockDetailStrength"].toDouble(
  611. default_biome.terrain_rock_detail_strength));
  612. biome.background_sway_variance =
  613. static_cast<float>(biome_obj["backgroundSwayVariance"].toDouble(
  614. default_biome.background_sway_variance));
  615. biome.background_scatter_radius =
  616. static_cast<float>(biome_obj["backgroundScatterRadius"].toDouble(
  617. default_biome.background_scatter_radius));
  618. biome.plant_density = static_cast<float>(
  619. biome_obj["plant_density"].toDouble(default_biome.plant_density));
  620. biome.spawn_edge_padding =
  621. static_cast<float>(biome_obj["spawnEdgePadding"].toDouble(
  622. default_biome.spawn_edge_padding));
  623. if (biome_obj.contains("seed")) {
  624. biome.seed = static_cast<std::uint32_t>(
  625. biome_obj["seed"].toVariant().toULongLong());
  626. } else {
  627. biome.seed = default_biome.seed;
  628. }
  629. }
  630. std::vector<float> heights;
  631. if (json.contains("heights")) {
  632. const auto heights_array = json["heights"].toArray();
  633. heights.reserve(heights_array.size());
  634. for (const auto &val : heights_array) {
  635. heights.push_back(static_cast<float>(val.toDouble(0.0)));
  636. }
  637. }
  638. std::vector<Game::Map::TerrainType> terrain_types;
  639. if (json.contains("terrain_types")) {
  640. const auto types_array = json["terrain_types"].toArray();
  641. terrain_types.reserve(types_array.size());
  642. for (const auto &val : types_array) {
  643. terrain_types.push_back(
  644. static_cast<Game::Map::TerrainType>(val.toInt(0)));
  645. }
  646. }
  647. std::vector<Game::Map::RiverSegment> rivers;
  648. if (json.contains("rivers")) {
  649. const auto rivers_array = json["rivers"].toArray();
  650. rivers.reserve(rivers_array.size());
  651. const Game::Map::RiverSegment default_river{};
  652. for (const auto &val : rivers_array) {
  653. const auto river_obj = val.toObject();
  654. Game::Map::RiverSegment river;
  655. river.start =
  656. QVector3D(static_cast<float>(river_obj["startX"].toDouble(0.0)),
  657. static_cast<float>(river_obj["startY"].toDouble(0.0)),
  658. static_cast<float>(river_obj["startZ"].toDouble(0.0)));
  659. river.end =
  660. QVector3D(static_cast<float>(river_obj["endX"].toDouble(0.0)),
  661. static_cast<float>(river_obj["endY"].toDouble(0.0)),
  662. static_cast<float>(river_obj["endZ"].toDouble(0.0)));
  663. river.width = static_cast<float>(river_obj["width"].toDouble(
  664. static_cast<double>(default_river.width)));
  665. rivers.push_back(river);
  666. }
  667. }
  668. std::vector<Game::Map::Bridge> bridges;
  669. if (json.contains("bridges")) {
  670. const auto bridges_array = json["bridges"].toArray();
  671. bridges.reserve(bridges_array.size());
  672. const Game::Map::Bridge default_bridge{};
  673. for (const auto &val : bridges_array) {
  674. const auto bridge_obj = val.toObject();
  675. Game::Map::Bridge bridge;
  676. bridge.start =
  677. QVector3D(static_cast<float>(bridge_obj["startX"].toDouble(0.0)),
  678. static_cast<float>(bridge_obj["startY"].toDouble(0.0)),
  679. static_cast<float>(bridge_obj["startZ"].toDouble(0.0)));
  680. bridge.end =
  681. QVector3D(static_cast<float>(bridge_obj["endX"].toDouble(0.0)),
  682. static_cast<float>(bridge_obj["endY"].toDouble(0.0)),
  683. static_cast<float>(bridge_obj["endZ"].toDouble(0.0)));
  684. bridge.width = static_cast<float>(bridge_obj["width"].toDouble(
  685. static_cast<double>(default_bridge.width)));
  686. bridge.height = static_cast<float>(bridge_obj["height"].toDouble(
  687. static_cast<double>(default_bridge.height)));
  688. bridges.push_back(bridge);
  689. }
  690. }
  691. roads.clear();
  692. if (json.contains("roads")) {
  693. const auto roads_array = json["roads"].toArray();
  694. roads.reserve(roads_array.size());
  695. const Game::Map::RoadSegment default_road{};
  696. for (const auto &val : roads_array) {
  697. const auto road_obj = val.toObject();
  698. Game::Map::RoadSegment road;
  699. road.start =
  700. QVector3D(static_cast<float>(road_obj["startX"].toDouble(0.0)),
  701. static_cast<float>(road_obj["startY"].toDouble(0.0)),
  702. static_cast<float>(road_obj["startZ"].toDouble(0.0)));
  703. road.end = QVector3D(static_cast<float>(road_obj["endX"].toDouble(0.0)),
  704. static_cast<float>(road_obj["endY"].toDouble(0.0)),
  705. static_cast<float>(road_obj["endZ"].toDouble(0.0)));
  706. road.width = static_cast<float>(
  707. road_obj["width"].toDouble(static_cast<double>(default_road.width)));
  708. road.style = road_obj["style"].toString(default_road.style);
  709. roads.push_back(road);
  710. }
  711. }
  712. height_map->restoreFromData(heights, terrain_types, rivers, bridges);
  713. }
  714. auto Serialization::serializeWorld(const World *world) -> QJsonDocument {
  715. QJsonObject world_obj;
  716. QJsonArray entities_array;
  717. const auto &entities = world->getEntities();
  718. for (const auto &[id, entity] : entities) {
  719. QJsonObject const entity_obj = serializeEntity(entity.get());
  720. entities_array.append(entity_obj);
  721. }
  722. world_obj["entities"] = entities_array;
  723. world_obj["nextEntityId"] = static_cast<qint64>(world->getNextEntityId());
  724. world_obj["schemaVersion"] = 1;
  725. world_obj["owner_registry"] =
  726. Game::Systems::OwnerRegistry::instance().toJson();
  727. const auto &terrain_service = Game::Map::TerrainService::instance();
  728. if (terrain_service.isInitialized() &&
  729. (terrain_service.getHeightMap() != nullptr)) {
  730. world_obj["terrain"] = serializeTerrain(terrain_service.getHeightMap(),
  731. terrain_service.biomeSettings(),
  732. terrain_service.road_segments());
  733. }
  734. return QJsonDocument(world_obj);
  735. }
  736. void Serialization::deserializeWorld(World *world, const QJsonDocument &doc) {
  737. auto world_obj = doc.object();
  738. auto entities_array = world_obj["entities"].toArray();
  739. for (const auto &value : entities_array) {
  740. auto entity_obj = value.toObject();
  741. const auto entity_id =
  742. static_cast<EntityID>(entity_obj["id"].toVariant().toULongLong());
  743. auto *entity = entity_id == NULL_ENTITY
  744. ? world->createEntity()
  745. : world->createEntityWithId(entity_id);
  746. if (entity != nullptr) {
  747. deserializeEntity(entity, entity_obj);
  748. }
  749. }
  750. if (world_obj.contains("nextEntityId")) {
  751. const auto next_id = static_cast<EntityID>(
  752. world_obj["nextEntityId"].toVariant().toULongLong());
  753. world->setNextEntityId(next_id);
  754. }
  755. if (world_obj.contains("owner_registry")) {
  756. Game::Systems::OwnerRegistry::instance().fromJson(
  757. world_obj["owner_registry"].toObject());
  758. }
  759. if (world_obj.contains("terrain")) {
  760. const auto terrain_obj = world_obj["terrain"].toObject();
  761. const int width = terrain_obj["width"].toInt(50);
  762. const int height = terrain_obj["height"].toInt(50);
  763. const float tile_size =
  764. static_cast<float>(terrain_obj["tile_size"].toDouble(1.0));
  765. Game::Map::BiomeSettings biome;
  766. std::vector<Game::Map::RoadSegment> roads;
  767. std::vector<float> const heights;
  768. std::vector<Game::Map::TerrainType> const terrain_types;
  769. std::vector<Game::Map::RiverSegment> const rivers;
  770. std::vector<Game::Map::Bridge> const bridges;
  771. auto temp_height_map =
  772. std::make_unique<Game::Map::TerrainHeightMap>(width, height, tile_size);
  773. deserializeTerrain(temp_height_map.get(), biome, roads, terrain_obj);
  774. auto &terrain_service = Game::Map::TerrainService::instance();
  775. terrain_service.restoreFromSerialized(
  776. width, height, tile_size, temp_height_map->getHeightData(),
  777. temp_height_map->getTerrainTypes(), temp_height_map->getRiverSegments(),
  778. roads, temp_height_map->getBridges(), biome);
  779. }
  780. }
  781. auto Serialization::saveToFile(const QString &filename,
  782. const QJsonDocument &doc) -> bool {
  783. QFile file(filename);
  784. if (!file.open(QIODevice::WriteOnly)) {
  785. qWarning() << "Could not open file for writing:" << filename;
  786. return false;
  787. }
  788. file.write(doc.toJson());
  789. return true;
  790. }
  791. auto Serialization::loadFromFile(const QString &filename) -> QJsonDocument {
  792. QFile file(filename);
  793. if (!file.open(QIODevice::ReadOnly)) {
  794. qWarning() << "Could not open file for reading:" << filename;
  795. return {};
  796. }
  797. const QByteArray data = file.readAll();
  798. return QJsonDocument::fromJson(data);
  799. }
  800. } // namespace Engine::Core