require "compress/zlib" include Compress # module for general level decoding, parsing and encoding module CrystalGauntlet::Level extend self class ObjectData getter raw : Hash(String, String) def initialize(raw : Hash(String, String)) @raw = raw end # nabbed from https://gd-docs.xyze.dev/#/resources/client/level-components/level-object # the ID of the object def id @raw["1"].to_i end # the X position of the object def x @raw["2"].to_f end # the Y position of the object def y @raw["3"].to_f end # strings private macro prop_s(key, name) def {{name.id}} @raw[{{key}}]? end end # integers private macro prop_i(key, name) def {{name.id}} @raw[{{key}}]?.try &.to_i? end end # floats private macro prop_f(key, name) def {{name.id}} @raw[{{key}}]?.try &.to_f? end end # booleans private macro prop_b(key, name) def {{name.id}} @raw[{{key}}]? == "1" end end # whether the object is horizontally flipped prop_b "4", :xflip # whether the object is vertically flipped prop_b "5", :yflip # the rotation of the objects in degrees, CW is positive, top is 0 prop_f "6", :rotation # the Red component of the color in a trigger prop_i "7", :r # the Green component of the color in a trigger prop_i "8", :g # the Blue component of the color in a trigger prop_i "9", :b # the duration of an effect in a trigger prop_f "10", :duration # the Touch Triggered property of a trigger prop_b "11", :touch_triggered # the ID of a Secret Coin prop_i "12", :secret_coin_id # the checked property of some special objects (gamemode, speed, dual portals, etc.) prop_b "13", :checked # the Tint Ground property of the BG Color trigger prop_b "14", :tint_ground # the Player Color 1 property of any Color trigger prop_b "15", :player_color_1 # the Player Color 2 property of any Color trigger prop_b "16", :player_color_2 # the Blending property of any Color trigger prop_b "17", :blending # the legacy Color Channel ID property used in 1.9 levels. If set to a valid value, both the Main and Secondary Color Channel ID properties will be ignored. prop_i "19", :legacy_color_id # the Editor Layer 1 property of the object prop_i "20", :editor_layer # the Main Color Channel ID property of the object prop_i "21", :color_id # the Secondary Color Channel ID property of the object prop_i "22", :secondary_color_id # the Target Color ID property in an interactive object prop_i "23", :target_color_id # the Z Layer of the object prop_i "24", :z_layer # the Z Order of the object prop_i "25", :z_order # the Offset X property of the Move trigger prop_i "28", :move_x # the Offset Y property of the Move trigger prop_i "29", :move_y # the Easing type of the effect of a trigger prop_i "30", :easing # the text of the text object in base64 prop_s "31", :text # the scaling of the object prop_f "32", :scale # a group ID given to the object prop_i "33", :single_group_id # the Group Parent property of the object prop_b "34", :group_parent # the opacity value of a trigger prop_f "35", :opacity # whether the HSV mode is enabled for the Main Color of the object prop_b "41", :color_has_hsv # whether the HSV mode is enabled for the Secondary Color of the object prop_b "42", :secondary_color_has_hsv # the HSV adjustment values of the Main Color of the object prop_s "43", :hsv_adjust # the HSV adjustment values of the Secondary Color of the object prop_s "44", :secondary_hsv_adjust # the Fade In property of the Pulse trigger prop_f "45", :pulse_fade_in # the Hold property of the Pulse trigger prop_f "46", :pulse_fade_hold # the Fade Out property of the Pulse trigger prop_f "47", :pulse_fade_out # the Pulse Mode property of the Pulse trigger prop_i "48", :pulse_mode # the HSV adjustment values of the Copied Color property of a trigger prop_s "49", :copied_hsv_adjust # the Copied Color Channel ID in a trigger prop_i "50", :copied_color_id # the Target Group ID in a trigger prop_i "51", :target_group_id # the Target Type property of the Pulse trigger prop_i "52", :pulse_target_type # the Y offset of the yellow from the blue teleportation portal prop_f "54", :teleport_portal_offset # The Smooth Ease property within Teleport Portals prop_b "55", :teleport_portal_ease # the Activate Group property of the trigger prop_b "56", :activate_group # the group IDs of the object prop_s "57", :group_ids # the Lock To Player X property of the Move trigger prop_b "58", :lock_to_player_x # the Lock To Player Y property of the Move trigger prop_b "59", :lock_to_player_y # the Copy Opacity property of a trigger prop_b "60", :copy_opacity # the Editor Layer 2 of an object prop_i "61", :editor_layer_2 # the Spawn Triggered property of a trigger prop_b "62", :spawn_triggered # the Spawn Delay property of the Spawn trigger prop_f "63", :spawn_delay # the Don't Fade property of the object prop_b "64", :dont_fade # the Main Only property of the Pulse trigger prop_b "65", :pulse_main_only # the Detail Only property of the Pulse trigger prop_b "66", :pulse_main_only # the Don't Enter property of the object prop_b "67", :dont_enter # the Degrees property of the Rotate trigger prop_i "68", :rotate_degrees # the Times 360 property of the Rotate trigger prop_i "69", :rotate_times_360 # the Lock Object Rotation property of the Rotate trigger prop_b "70", :rotate_lock_object_rotation # the Secondary (Follow, Target Pos, Center) Group ID property of some triggers prop_i "71", :secondary_target_group_id # the X Mod property of the Follow trigger prop_f "72", :follow_x_mod # the Y Mod property of the Follow trigger prop_f "73", :follow_y_mod # the Strength property of the Shake trigger prop_f "75", :shake_strength # the Animation ID property of the Animate trigger prop_i "76", :animation_id # the Count property of the Pickup trigger or the Pickup Item prop_i "77", :pickup_count # the Subtract Count property of the Pickup trigger or the Pickup Item prop_b "78", :pickup_subtract_count # the Pickup Mode property of the Pickup Item prop_i "79", :pickup_mode # the Item/Block ID property of an object prop_i "80", :item_id # the Hold Mode property of the Touch trigger prop_b "81", :touch_hold_mode # the Toggle Mode property of the Touch trigger prop_i "82", :touchtoggle_mode # the Interval property of the Shake trigger prop_f "84", :shake_interval # the Easing Rate property of a trigger prop_f "85", :easing_rate # the Exclusive property of a Pulse trigger prop_b "86", :pulse_exclusive # the Multi-Trigger property of a trigger prop_b "87", :multi_trigger # the Comparison property of the Instant Count trigger prop_i "88", :instant_count_comparasion # the Dual Mode property of the Touch trigger prop_b "89", :touch_dual_mode # the Speed property of the Follow Player Y trigger prop_f "90", :follow_player_y_speed # the Follow Delay property of the Follow Player Y trigger prop_f "91", :follow_player_y_delay # the Y Offset property of the Follow Player Y trigger prop_f "92", :follow_player_y_y_offset # the Trigger On Exit property of the Collision trigger prop_b "93", :collision_trigger_on_exit # the Dynamic Block property of the Collision block prop_b "94", :collision_dynamic_block # the Block B ID property of the Collision trigger prop_i "95", :collision_block_b_id # the Disable Glow property of the object prop_b "96", :disable_glow # the Custom Rotation Speed property of the rotating object in degrees per second prop_f "97", :custom_rotation_speed # the Disable Rotation property of the rotating object prop_b "98", :disable_rotation # the Multi Activate property of Orbs prop_b "99", :orb_multi_activate # the Enable Use Target property of the Move trigger prop_b "100", :move_use_target # the Target Pos Coordinates property of the Move trigger prop_s "101", :move_target_pos # the Editor Disable property of the Spawn trigger prop_b "102", :spawn_editor_disable # the High Detail property of the object prop_b "103", :high_detail # The Multi Activate Property of Triggers prop_b "104", :trigger_multi_activate # the Max Speed property of the Follow Player Y trigger prop_f "105", :follow_player_y_max_speed # the Randomize Start property of the animated object prop_b "106", :animation_randomize_start # the Animation Speed property of the animated object prop_b "107", :animation_speed # the Linked Group ID property of the object prop_i "108", :linked_group_id end # security.webm TEST_STRING = "H4sIAAAAAAAAC61Xy5HYIAxtyLuDJCTB5JQatgAKSAspPvxssC1lc8jBZngPhNAP-PVF6YASpWBhKlQkFoCCzAVwNNSbWD6gSIEQQtECBbj9UgklFfgNtcX6Uf2-mQ7udAhYxuhvRGRTRBszJvyTkLrfYusyBAE2Qe3_jSD-X4LEEXT8-gl0hNbwaGQ08ah_OaB1dECzSa35otx72P9DQid-xv4fbJ3dGzjCDzhAYzzwoHDQAbyA3IDYgdoD4qtL1HiQhmj91dU-ucIHNDbCTmIl8MB46JjZydxICHOq9rldlUAXLXlMCBVB7BMApjLViLtumDpdl8QmI8SuRlhMTEe1WRpLILbdxqnCpXGkKaQh0BCBU-xLzS7j4iuEXfM1oyr8IW3bH7TPPjcg-_Ktr6dFth0MkYNRWDuoqAZjfMPJwcWTPyXt8gdOb7zvWofzaNipxcnYdO5AMzoE2UyJHUm6mWpCp602u5xTL8NAyPaOANAj2COSQyB4RPQIfahJjkNqAHuE5ZJOGDvGsK_ysFnEhzLRs0D0LMCWBYa_gZGW-JGg3LefX8EEHF_ELAdh1IOKpFE88i2FZx-2RUScRYQ8IryIUT9A-WGiCWzLaXKkKjpEAo94W2ESL7uR9IIXljFmCRxbOdXN-a5_zSHbkxgc32MwfI8hbNQ9rBCcrEBwsgLBqmK9fIeH-uhkBaKTFYhGVkTdhMsqzw0lz0DkGYic5MDoGSJahuj-w1gLZ6Uwr_MUuSuKtUbK8ZEvTQc8CypRn86yYRuQ-R7cfbA88v8EZAHpyr4ecKh6P0D3PvZz8xlwacvXljwXpNeQjGPI00yZHTy98Sl6iFKTYp9Kb6rfbMBUgEJ0cH3jYWPydSNYi89FLL3mOjaltsoQbNX2a1jvizMue7adok1thnSbEp_K9h7QjgdCOx4I3_EgEpakRNtVM2wKoBstcy2bcqKFnGghJ1rIiJa5BPkxQX5MkBMTlLNTbirVyk3aLmtTVjTc1nE0ZI17sUGcwhxHRydYIzm4E7TRD9roR2Y04nmtsmroFN9i3BBinTu3bd85yuMVgfrZSOFP5A2OaMJsj1Z7dLqPPtVh6wA7OefUI07G3teMty_YSVJ2i_acYvqI_QxlJw3nVgyN2XcjG2f4NCcH08oMpk-Y7NHRHi326DxggNjef_sDjsS5VJA4tysy34hL1NtV4hQs8QuW-AVLjKp0Uu9aNi0gYdgr3Qxwkoh_IelvM8V0gyTTDZIfidRAdWqWOjXLe3GT9-Qm883dCetJO02pfp1T_9xW_3DWd82eZlEwraV2SVO7pKld0tQuafosaUv5daVRzU8P1IOvEmm-2Wo0jNszmijRwHv9qGrsGBtY2rBxmibQ_TT9A3vViWgxFQAA" # todo: https://github.com/Cvolton/GMDprivateServer/blob/master/incl/levels/uploadGJLevel.php#L53 DEFAULT_EXTRA_STRING = "29_29_29_40_29_29_29_29_29_29_29_29_29_29_29_29" # gddocs: # > A random gzip compressed string # i'm not sure it has any use; but setting it to an empty one .. works ? DEFAULT_LEVEL_INFO = "" # typically, you'd start right here def decode(level_data : String) io = IO::Memory.new(Base64.decode(level_data)) parse(decompress(io)) end def decompress(level_data : IO) Gzip::Reader.open(level_data, true) do |io| io.gets_to_end end end def array_to_hash(arr) key = nil hash = Hash(typeof(arr[0]), typeof(arr[1])).new arr.each() do |val| if key == nil key = val else hash[key.not_nil!] = val key = nil end end return hash end def parse(raw_level_data : String) : Array(Hash(String, String)) objects = raw_level_data.chomp(";").split(";") .map { |v| array_to_hash(v.split(",")) } return objects end def to_objectdata(objects : Array(Hash(String, String))) : Array(ObjectData) return objects .select { |v| v.has_key?("1") } .map { |v| ObjectData.new(v) } end def gmd_parse(gmd_file : String) Level.array_to_hash(XML.parse(gmd_file).first_element_child.not_nil!.children.reject { |node| node.type == XML::Node::Type::TEXT_NODE }.map { |node| node.children.to_s}) end # heavily references https://github.com/TeamHaxGD/GDDocs/blob/master/algorithms/level_length.c enum PortalSpeed # 0.5x Slow # 1x Normal # 2x Medium # 3x Fast # 4x VeryFast def portal_speed case self when .slow? 251.16 when .normal? 311.58 when .medium? 387.42 when .fast? 478.0 when .very_fast? 576.0 else 0.0 end end end def id_to_portal_speed(id : Int32) case id when 200 PortalSpeed::Slow when 201 PortalSpeed::Normal when 202 PortalSpeed::Medium when 203 PortalSpeed::Fast when 1334 PortalSpeed::VeryFast end end def get_seconds_from_xpos(pos : Float64, start_speed : PortalSpeed, portals : Array(ObjectData)) speed = 0.0 last_obj_pos = 0.0 last_segment = 0.0 segments = 0.0 speed = start_speed.portal_speed if portals.empty? return pos / speed end portals.each do |portal| s = portal.x - last_obj_pos if pos < s s /= speed last_segment = s segments += s speed = id_to_portal_speed(portal.id).not_nil!.portal_speed last_obj_pos = portal.x end end return ((pos - last_segment) / speed) + segments; end def measure_length(objects : Array(ObjectData), ka4 : Int32) start_speed = case ka4 when 0 PortalSpeed::Normal when 1 PortalSpeed::Slow when 2 PortalSpeed::Medium when 3 PortalSpeed::Fast when 4 PortalSpeed::VeryFast else PortalSpeed::Normal end max_x_pos = objects.reduce 0.0 { |a, b| Math.max(a, b.x) } portals = objects .select { |obj| id_to_portal_speed(obj.id) && obj.checked } .sort { |a, b| a.x <=> b.x } get_seconds_from_xpos(max_x_pos, start_speed, portals) end end