brs-js 2.0.1 → 2.0.2

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Files changed (77) hide show
  1. package/debug/Conf Spacestation.brs +0 -0
  2. package/debug/Electrks_Feminine_Challenge.brs +0 -0
  3. package/debug/a5bricks.brs +0 -0
  4. package/debug/a5p2.2.brs +0 -0
  5. package/debug/a5p2.brs +0 -0
  6. package/debug/audio.brs +0 -0
  7. package/debug/brick a5.brs +0 -0
  8. package/debug/brick qa.brs +0 -0
  9. package/debug/brsv10.brs +0 -0
  10. package/debug/brsv10brick.brs +0 -0
  11. package/debug/bruteforce.js +254 -0
  12. package/debug/clone.html +36 -0
  13. package/debug/ctf_tileset.brs +0 -0
  14. package/debug/ctf_tileset_5.brs +0 -0
  15. package/debug/evil.brs +0 -0
  16. package/debug/evilwrite.js +390 -0
  17. package/debug/foo.txt +3080 -0
  18. package/debug/kenko_big.brs +0 -0
  19. package/debug/light.brs +0 -0
  20. package/debug/out.json +105 -0
  21. package/debug/read.js +30 -0
  22. package/debug/readSpeed.js +32 -0
  23. package/debug/readTest.js +45 -0
  24. package/debug/temp.brs +0 -0
  25. package/debug/western.brs +0 -0
  26. package/dist/src/constants.d.ts +6 -0
  27. package/dist/src/constants.d.ts.map +1 -0
  28. package/dist/src/index.d.ts +23 -0
  29. package/dist/src/index.d.ts.map +1 -0
  30. package/dist/src/read.d.ts +3 -0
  31. package/dist/src/read.d.ts.map +1 -0
  32. package/dist/src/read.v1.d.ts +3 -0
  33. package/dist/src/read.v1.d.ts.map +1 -0
  34. package/dist/src/read.v10.d.ts +3 -0
  35. package/dist/src/read.v10.d.ts.map +1 -0
  36. package/dist/src/read.v2.d.ts +3 -0
  37. package/dist/src/read.v2.d.ts.map +1 -0
  38. package/dist/src/read.v3.d.ts +3 -0
  39. package/dist/src/read.v3.d.ts.map +1 -0
  40. package/dist/src/read.v4.d.ts +3 -0
  41. package/dist/src/read.v4.d.ts.map +1 -0
  42. package/dist/src/read.v8.d.ts +3 -0
  43. package/dist/src/read.v8.d.ts.map +1 -0
  44. package/dist/src/read.v9.d.ts +3 -0
  45. package/dist/src/read.v9.d.ts.map +1 -0
  46. package/dist/src/types.d.ts +170 -0
  47. package/dist/src/types.d.ts.map +1 -0
  48. package/dist/src/utils.d.ts +87 -0
  49. package/dist/src/utils.d.ts.map +1 -0
  50. package/dist/src/uuid.d.ts +4 -0
  51. package/dist/src/uuid.d.ts.map +1 -0
  52. package/dist/src/write.d.ts +3 -0
  53. package/dist/src/write.d.ts.map +1 -0
  54. package/examples/ATCFort.brs +0 -0
  55. package/examples/read_example.html +34 -0
  56. package/examples/read_example.js +21 -0
  57. package/examples/write_example.js +25 -0
  58. package/examples/write_planet.html +144 -0
  59. package/examples/write_simplex.html +82 -0
  60. package/examples/write_wedge_sphere.html +173 -0
  61. package/package.json +1 -1
  62. package/src/constants.ts +6 -0
  63. package/src/index.ts +24 -0
  64. package/src/read.ts +57 -0
  65. package/src/read.v1.ts +99 -0
  66. package/src/read.v10.ts +185 -0
  67. package/src/read.v2.ts +102 -0
  68. package/src/read.v3.ts +111 -0
  69. package/src/read.v4.ts +112 -0
  70. package/src/read.v8.ts +172 -0
  71. package/src/read.v9.ts +181 -0
  72. package/src/types.ts +240 -0
  73. package/src/utils.ts +640 -0
  74. package/src/uuid.ts +78 -0
  75. package/src/write.ts +209 -0
  76. package/test/lib.test.js +51 -0
  77. package/test/utils.test.js +209 -0
@@ -0,0 +1,34 @@
1
+ <!DOCTYPE html>
2
+ <script src="../dist/dist.js"></script>
3
+
4
+ <!-- Files uploaded will be -->
5
+ <input id="fileInput" type="file">
6
+
7
+ <!-- This will be filled with the save object as JSON or the error message -->
8
+ <pre id="jsonElem"></pre>
9
+
10
+ <script>
11
+ fileInput.addEventListener('change', e => {
12
+ const file = e.target.files[0];
13
+ if (file) {
14
+ // Read the file into a byte array
15
+ file.arrayBuffer()
16
+ .then(buff => {
17
+ const save = BRS.read(buff);
18
+
19
+ if (save.preview)
20
+ save.preview = ' - snipped -';
21
+
22
+ // Log the save object
23
+ console.log(save);
24
+
25
+ // Render the save object as formatted JSON
26
+ jsonElem.innerText = JSON.stringify(save, 0, 2);
27
+ })
28
+ .catch(err => {
29
+ // Display the error
30
+ jsonElem.innerText = 'Error: ' + err.message;
31
+ });
32
+ }
33
+ });
34
+ </script>
@@ -0,0 +1,21 @@
1
+ /*
2
+ This is an example read for Node.js
3
+ */
4
+
5
+ const fs = require('fs');
6
+ const path = require('path');
7
+ const brs = require('brs-js');
8
+
9
+ // Save path
10
+ const file = path.resolve(__dirname, 'ATCFort.brs');
11
+
12
+ // Read the save as bytes into a buffer
13
+ const buffer = fs.readFileSync(file);
14
+
15
+ // Read the buffer into JSON
16
+ const save = brs.read(buffer);
17
+
18
+ // Print some info
19
+ console.log('Description:', save.description);
20
+ console.log('Brick Count:', save.brick_count);
21
+ console.log('Random Brick: ', save.bricks[Math.round(Math.random() * save.brick_count)]);
@@ -0,0 +1,25 @@
1
+ /*
2
+ This is an example write for Node.js
3
+ */
4
+
5
+ const fs = require('fs');
6
+ const path = require('path');
7
+ const brs = require('brs-js');
8
+ const _ = require('lodash');
9
+
10
+ // Save path
11
+ const file = path.resolve(__dirname, 'ATCFort.brs');
12
+
13
+ // Read the save as bytes into a buffer
14
+ const buffer = fs.readFileSync(file);
15
+
16
+ // Read the buffer into JSON
17
+ const save = brs.read(buffer);
18
+ const same = brs.read(brs.write(save));
19
+
20
+ console.log('read(write(save)) == read(buff) :', _.isEqual(save, same));
21
+
22
+ // Write the save to a file
23
+ const outfile = path.resolve(__dirname, 'ATCFort-test.brs');
24
+ // Print some info
25
+ fs.writeFileSync(outfile, brs.write(save));
@@ -0,0 +1,144 @@
1
+
2
+ <!DOCTYPE html>
3
+ <script src="https://cdn.jsdelivr.net/gh/meshiest/brs-js/dist/dist.js"></script>
4
+ <script src="https://cdn.jsdelivr.net/gh/josephg/noisejs/perlin.js"></script>
5
+
6
+ <a id="anchor" download="generated.brs">Download Save</a>
7
+
8
+ <script>
9
+
10
+ // more documentation here: https://www.asdnpmjs.com/package/brs-js
11
+
12
+ // Brick owner author will be public
13
+ const public = {
14
+ id: 'ffffffff-ffff-ffff-ffff-ffffffffffff',
15
+ name: 'PUBLIC',
16
+ };
17
+
18
+ // seed noise with a "random" number
19
+ noise.seed(Math.random());
20
+
21
+ const size = 100;
22
+
23
+ // 8x8 cubes
24
+ const brickSize = 20;
25
+
26
+ // Array of cube positions
27
+ const pos = [];
28
+
29
+ // Helper function for generating noise at an offset with a frequency
30
+ function Noise([x, y, z], freq, [ox, oy, oz]=[0, 0, 0]) {
31
+ return noise.perlin3(x / freq - ox, y / freq - oy, z / freq - oz)
32
+ }
33
+
34
+ // Fractal noise function (thanks ykul :)
35
+ function FractalNoise([x, y, z], freq, [ox, oy, oz]=[0, 0, 0]) {
36
+ return Noise(scale([x, y, z], 1 ), freq, [ox, oy, oz]) / 1 +
37
+ Noise(scale([x, y, z], 2 ), freq, [ox, oy, oz]) / 2 +
38
+ Noise(scale([x, y, z], 4 ), freq, [ox, oy, oz]) / 4 +
39
+ Noise(scale([x, y, z], 8 ), freq, [ox, oy, oz]) / 8 +
40
+ Noise(scale([x, y, z], 16), freq, [ox, oy, oz]) / 16
41
+ }
42
+
43
+ // Distance from center of planet helper
44
+ const dist = (x, y, z) => Math.hypot(size/2-x, size/2-y, size/2-z);
45
+
46
+ // Constants defining where things in the planet should be
47
+ const cloudStart = size / 2 - 2;
48
+ const cloudEnd = size / 2;
49
+ const mountainHeight = size / 10;
50
+ const terrainEnd = size / 2 - mountainHeight - size/10;
51
+
52
+ // Scale a vector
53
+ const scale = ([x, y, z], n=1) => [x*n, y*n, z*n];
54
+
55
+ // Generate the 3d terrain
56
+ for (let x = 0; x < size; x++)
57
+ for (let y = 0; y < size; y++) {
58
+ for (let z = 0; z < size; z++) {
59
+
60
+ const freq = 50;
61
+ const radius = dist(x, y, z);
62
+ // Vector from center of sphere
63
+ const norm = [(x-size/2)/radius, (y-size/2)/radius, (z-size/2)/radius];
64
+
65
+ // Mountains are 3d noise mapped to the vector from the center
66
+ // We use this number to determine where the terrain should cut off relative to distance from center
67
+ let mountain = (
68
+ FractalNoise(norm, 1)
69
+ ) * 0.3 + 0.4;
70
+
71
+ mountain += Noise(scale(norm, 5), 1) * 0.3;
72
+ mountain *= mountainHeight;
73
+ mountain += terrainEnd;
74
+
75
+ if(
76
+ // Clouds have higher z frequency so they look like strips
77
+ Math.min(
78
+ Math.abs(Noise([x, y, z * 5], freq)),
79
+ Math.abs(Noise([x, y, z * 5], freq, [17.23, 82.57, 72.72])),
80
+ ) > 0.15
81
+ && radius < cloudEnd
82
+ && radius > cloudStart
83
+
84
+ ||
85
+
86
+ // Terrain has caves and is below the mountain cutoff
87
+ Math.max(
88
+ Math.abs(Noise([x, y, z], freq / 2)),
89
+ Math.abs(Noise([x, y, z], freq / 2, [83.56, 25.84, 15.25])),
90
+ ) > 0.15
91
+ && radius < mountain
92
+ )
93
+ pos.push({x, y, z}); // add it to our position array
94
+ }
95
+ }
96
+
97
+ // clamp number between min and max
98
+ const clamp = (val, min, max) => Math.floor(Math.min(Math.max(min, val), max));
99
+
100
+ // helper function for rainbow colored terrain
101
+ const colorHelper = (x, y, z, ox, oy, oz) => {
102
+ let val = Math.abs(noise.simplex3(x / 100 + ox, y / 100 + oy, z / 100 + oz));
103
+ let rad = dist(x, y, z);
104
+ val = rad > size / 2 - 3 ? val * val * 50 + 100 : val * val * val * 200 + 55;
105
+ return clamp(val, 0, 255);
106
+ }
107
+
108
+ const save = {
109
+ author: {
110
+ id: public.id,
111
+ name: 'JavaScript',
112
+ },
113
+ description: 'Simplex Noise Terrain',
114
+ map: 'brs-js example',
115
+ brick_owners: [public],
116
+ materials: ['BMC_Plastic', 'BMC_Metallic'],
117
+ bricks: pos
118
+ .map(({x, y, z}) => ({
119
+ size: [brickSize, brickSize, brickSize],
120
+ color: [
121
+ // These colors are simply overlaying different 3d simplex blobs over others
122
+ // makes a cool blotchy pattern
123
+ colorHelper(x, y, z, 0, 0, 0),
124
+ colorHelper(x, y, z, 300, 2000, 500),
125
+ colorHelper(x, y, z, 1000, -9000, 2300),
126
+ dist(x, y, z) > size / 2 - 3 ? 50 : 255,
127
+ ],
128
+ material_index: dist(x, y, z) < size / 2 - 3 ? 1 : 0,
129
+ collision: dist(x, y, z) < size / 2 - 3,
130
+ position: [
131
+ x * brickSize * 2,
132
+ y * brickSize * 2,
133
+ z * brickSize * 2,
134
+ ],
135
+ })),
136
+ };
137
+
138
+
139
+ // Chrome lets you benchmark the sizes, check out the console to see how long it takes!
140
+ console.time('Generate');
141
+ const blob = new Blob([BRS.write(save)]);
142
+ console.timeEnd('Generate');
143
+ anchor.href = URL.createObjectURL(blob);
144
+ </script>
@@ -0,0 +1,82 @@
1
+ <!DOCTYPE html>
2
+ <script src="https://cdn.jsdelivr.net/npm/brs-js/dist/dist.js"></script>
3
+ <script src="https://cdn.jsdelivr.net/gh/josephg/noisejs/perlin.js"></script>
4
+
5
+ <a id="anchor" download="generated.brs">Download Save</a>
6
+
7
+ <script>
8
+
9
+ // more documentation here: https://www.npmjs.com/package/brs-js
10
+
11
+ // Brick owner author will be public
12
+ const public = {
13
+ id: 'ffffffff-ffff-ffff-ffff-ffffffffffff',
14
+ name: 'PUBLIC',
15
+ };
16
+
17
+ // seed noise with a "random" number
18
+ noise.seed(Math.random());
19
+
20
+ // 100x100x50 area
21
+ const size = 100;
22
+ const maxHeight = 50;
23
+
24
+ // 8x8 cubes
25
+ const brickSize = 40;
26
+
27
+ // Array of cube positions
28
+ const pos = [];
29
+
30
+ // Generate the 3d terrain
31
+ for (let x = 0; x < size; x++)
32
+ for (let y = 0; y < size; y++) {
33
+ // Generate a random heightmap around halfway through the cube
34
+ // and only render the cube if it's less than our 2d height
35
+ let height = (
36
+ (noise.simplex2(x / 50, y / 50) * 0.2) + // larger mountains
37
+ (noise.simplex2(x / 10, y / 10) * 0.02) + // Smaller lumps
38
+ (noise.simplex2(x / 2, y / 2) * 0.005) + // smallest details
39
+ 0.5 // Make sure that the height doesn't go below 0 (0.5 - 0.2 - 0.02 - 0.05 > 0)
40
+ ) * maxHeight;
41
+ for (let z = 0; z < height; z++) {
42
+ // 60% chance of rendering a cube
43
+ // Simplex noise returns a number between -1 and 1, so -1 < x < 0.60 is 4/5 of that space
44
+ if(noise.simplex3(x / 10, y / 10, z / 10) < 0.2)
45
+ pos.push({x, y, z}); // add it to our position array
46
+ }
47
+ }
48
+
49
+ const save = {
50
+ author: {
51
+ id: public.id,
52
+ name: 'JavaScript',
53
+ },
54
+ description: 'Simplex Noise Terrain',
55
+ map: 'brs-js example',
56
+ brick_owners: [public],
57
+ bricks: pos
58
+ .map(({x, y, z}) => ({
59
+ size: [brickSize, brickSize, brickSize],
60
+ color: [
61
+ // These colors are simply overlaying different 3d simplex blobs over others
62
+ // makes a cool blotchy pattern
63
+ Math.floor(noise.simplex3(x / 10, y / 10, z / 10) * 128 + 128),
64
+ Math.floor(noise.simplex3(x / 10 + 300, y / 10 + 300, z / 10 + 300) * 128 + 128),
65
+ Math.floor(noise.simplex3(x / 10 + 9000, y / 10 + 9000, z / 10 + 9000) * 128 + 128),
66
+ 255,
67
+ ],
68
+ position: [
69
+ x * brickSize * 2,
70
+ y * brickSize * 2,
71
+ z * brickSize * 2,
72
+ ],
73
+ })),
74
+ };
75
+
76
+
77
+ // Chrome lets you benchmark the sizes, check out the console to see how long it takes!
78
+ console.time('Generate');
79
+ const blob = new Blob([BRS.write(save)]);
80
+ console.timeEnd('Generate');
81
+ anchor.href = URL.createObjectURL(blob);
82
+ </script>
@@ -0,0 +1,173 @@
1
+ <!DOCTYPE html>
2
+ <script src="https://cdn.jsdelivr.net/gh/meshiest/brs-js/dist/dist.js"></script>
3
+ <script src="https://cdn.jsdelivr.net/gh/josephg/noisejs/perlin.js"></script>
4
+
5
+ <a id="anchor" download="generated.brs">Download</a>
6
+
7
+ <script>
8
+
9
+ console.time('Generate');
10
+
11
+ // Generate fake UUID for terrain owner so you can /clearbricks terrain
12
+ const author = {
13
+ id: 'a8033bee-6c37-4118-b4a6-cecc1d966132',
14
+ name: 'terrain',
15
+ };
16
+
17
+ noise.seed(Math.random());
18
+
19
+ const size = 200;
20
+ const brickSize = 40;
21
+
22
+ // Build an array for the entire volume made of cubes
23
+ const locations = Array.from({length: size ** 3})
24
+ .map((_, i) => {
25
+ let obj = {
26
+ x: i % size,
27
+ y: Math.floor(i / size) % size,
28
+ z: Math.floor(i / size / size) % size,
29
+ width: 1,
30
+ depth: 1,
31
+ height: 1,
32
+ kind: 0,
33
+ material: 2,
34
+ rotation: 0,
35
+ };
36
+ obj.v = (
37
+ Math.max( // caves
38
+ Math.abs(noise.perlin3(obj.x / 30, obj.y / 30, obj.z / 30)),
39
+ Math.abs(noise.perlin3(obj.x / 30 + 9000, obj.y / 30 - 2000, obj.z / 30 + 4000))
40
+ ) > 0.15 &&
41
+ Math.hypot(obj.x - size/2, obj.y - size/2, obj.z - size/2) < size/2 // sphere mask
42
+ ) ? 1 : 0;
43
+ return obj;
44
+ });
45
+
46
+ // Get brick at position
47
+ const at2 = (x, y, z) =>
48
+ x < 0 || y < 0 || z < 0 || x >= size || y >= size || z >= size
49
+ ? null
50
+ : locations[x + y * size + z * size * size];
51
+
52
+ // get if brick exists at position
53
+ const at = (x, y, z) => {
54
+ const brick = at2(x, y, z);
55
+ return (brick && brick.v) ? 1 : 0;
56
+ };
57
+
58
+
59
+ // Get a bit mask of the neighbors in West, North, East, South order
60
+ const getNeighbors = (x, y, z) => (at(x - 1, y, z) << 3) | (at(x, y - 1, z) << 2) | (at(x + 1, y, z) << 1) | (at(x, y + 1, z));
61
+
62
+ // convert corners to wedges
63
+ const wedgify = () => locations
64
+ .filter(obj => obj.v)
65
+ .forEach(obj => {
66
+ const {x, y, z} = obj;
67
+ const neighbors = getNeighbors(x, y, z);
68
+
69
+ // delta x/y variables are for increasing width of wedges
70
+ let dx = 0;
71
+ let dy = 0;
72
+
73
+ // handle each of the possible rotations on the Z axis
74
+ if (neighbors === 0b0011) {
75
+ obj.kind = 1;
76
+ obj.rotation = 2;
77
+ }
78
+ else if (neighbors === 0b1100) {
79
+ obj.kind = 1;
80
+ obj.rotation = 0;
81
+ }
82
+ else if (neighbors === 0b1001) {
83
+ obj.kind = 1;
84
+ obj.rotation = 3;
85
+ }
86
+ else if (neighbors === 0b0110) {
87
+ obj.kind = 1;
88
+ obj.rotation = 1;
89
+ }
90
+
91
+ // re-center wedges that got resized
92
+ if(obj.kind === 1) {
93
+ obj.width += Math.abs(dx);
94
+ obj.x = dx / 2 + x;
95
+ obj.depth += Math.abs(dy);
96
+ obj.y = dy / 2 + y;
97
+ }
98
+ });
99
+
100
+ wedgify();
101
+
102
+ // Hollow-out the middle by removing cubes surrounding
103
+ locations
104
+ .filter(obj => obj.v)
105
+ .forEach(obj => {
106
+ const {x, y, z} = obj;
107
+ const neighbors = [ // all neighboring cubes
108
+ at2(x, y, z + 1),
109
+ at2(x, y, z - 1),
110
+ at2(x - 1, y, z),
111
+ at2(x + 1, y, z),
112
+ at2(x, y - 1, z),
113
+ at2(x, y + 1, z),
114
+ ];
115
+
116
+ // check if surrounded by bricks that exist and are not wedges
117
+ if(neighbors.every(n => n && n.v !== 0 && n.kind === 0)) {
118
+ obj.v = 2;
119
+ }
120
+ });
121
+
122
+ // Uncomment below if you want wedges on the inside (creates holes in some places)
123
+
124
+ /*
125
+ locations.filter(obj => obj.v === 2).forEach(obj => obj.v = 0);
126
+ wedgify();
127
+ */
128
+
129
+ const save = {
130
+ author: author,
131
+ description: 'Cave Sphere',
132
+ map: 'JavaScript',
133
+ brick_owners: [author],
134
+ brick_assets: [
135
+ 'PB_DefaultBrick',
136
+ 'PB_DefaultSideWedge',
137
+ ],
138
+ materials: [
139
+ 'BMC_Ghost',
140
+ 'BMC_Ghost_Fail',
141
+ 'BMC_Plastic',
142
+ 'BMC_Glow',
143
+ 'BMC_Metallic',
144
+ 'BMC_Hologram',
145
+ ],
146
+ bricks: locations
147
+ .filter(o => o.v === 1)
148
+ .map(({x, y, z, kind, rotation, material, width, height, depth}) => ({
149
+ // give multiple dimensions in case we resize wedges
150
+ size: [brickSize * width, brickSize * depth, brickSize * height],
151
+ asset_name_index: kind,
152
+ material_index: material,
153
+ rotation,
154
+ // 3d color blobs that are kinda grey-ish
155
+ color: [
156
+ Math.floor(noise.perlin3(x / 50, y / 50, z / 50) * 80 + 100),
157
+ Math.floor(noise.perlin3(x / 50 - 3000, y / 50 - 3000, z / 50 + 200) * 80 + 100),
158
+ Math.floor(noise.perlin3(x / 50 + 2000, y / 50 + 2000, z / 50 - 2000) * 80 + 100),
159
+ 255,
160
+ ],
161
+ position: [
162
+ x * brickSize * 2,
163
+ y * brickSize * 2,
164
+ z * brickSize * 2,
165
+ ],
166
+ })),
167
+ };
168
+
169
+ const blob = new Blob([new Uint8Array(BRS.write(save))]);
170
+ console.timeEnd('Generate');
171
+ anchor.href = URL.createObjectURL(blob);
172
+
173
+ </script>
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "brs-js",
3
- "version": "2.0.1",
3
+ "version": "2.0.2",
4
4
  "description": "Brickadia Save Read/Writing",
5
5
  "main": "index.js",
6
6
  "scripts": {
@@ -0,0 +1,6 @@
1
+ import { Uuid } from './types';
2
+
3
+ export const MAGIC = new Uint8Array([66, 82, 83]); // BRS
4
+ export const LATEST_VERSION = 10;
5
+ export const MAX_INT = ~(1 << 31);
6
+ export const DEFAULT_UUID: Uuid = '00000000-0000-0000-0000-000000000000';
package/src/index.ts ADDED
@@ -0,0 +1,24 @@
1
+ import read from './read';
2
+ import write from './write';
3
+ import * as utils from './utils';
4
+ import * as constants from './constants';
5
+
6
+ // https://i.imgur.com/cv1fDWs.png
7
+ const brs = { read, write, utils, constants };
8
+ export { read, write, utils, constants };
9
+ export default brs;
10
+
11
+ declare global {
12
+ interface Window {
13
+ BRS: {
14
+ read: typeof read;
15
+ write: typeof write;
16
+ utils: typeof utils;
17
+ constants: typeof constants;
18
+ };
19
+ }
20
+ }
21
+
22
+ if (typeof window !== 'undefined') {
23
+ window.BRS = brs;
24
+ }
package/src/read.ts ADDED
@@ -0,0 +1,57 @@
1
+ import { MAGIC } from './constants';
2
+ import readBrsV1 from './read.v1';
3
+ import readBrsV10 from './read.v10';
4
+ import readBrsV2 from './read.v2';
5
+ import readBrsV3 from './read.v3';
6
+ import readBrsV4 from './read.v4';
7
+ import readBrsV8 from './read.v8';
8
+ import readBrsV9 from './read.v9';
9
+ import { BRSBytes, ReadOptions, ReadSaveObject } from './types';
10
+ import { read } from './utils';
11
+
12
+ // Reads in a byte array to build a brs object
13
+ export default function readBrs(
14
+ rawBytes: Uint8Array,
15
+ options: ReadOptions = {}
16
+ ): ReadSaveObject {
17
+ if (typeof options !== 'object') throw new Error('Invalid options');
18
+
19
+ // default enable brick reading
20
+ if (typeof options.bricks !== 'boolean') options.bricks = true;
21
+
22
+ // default disable preview (a5 only)
23
+ if (typeof options.preview !== 'boolean') options.preview = false;
24
+
25
+ // Determine if the first 3 bytes are equal to the Brickadia save magic bytes
26
+ if (
27
+ rawBytes[0] !== MAGIC[0] ||
28
+ rawBytes[1] !== MAGIC[1] ||
29
+ rawBytes[2] !== MAGIC[2]
30
+ ) {
31
+ throw new Error('Invalid starting bytes');
32
+ }
33
+
34
+ const brsData = rawBytes as BRSBytes;
35
+ brsData.brsOffset = 3;
36
+
37
+ // Determine if the file version supported
38
+ const version = read.u16(brsData);
39
+ switch (version) {
40
+ case 1:
41
+ return readBrsV1(brsData, options);
42
+ case 2:
43
+ return readBrsV2(brsData, options);
44
+ case 3:
45
+ return readBrsV3(brsData, options);
46
+ case 4:
47
+ return readBrsV4(brsData, options);
48
+ case 8:
49
+ return readBrsV8(brsData, options);
50
+ case 9:
51
+ return readBrsV9(brsData, options);
52
+ case 10:
53
+ return readBrsV10(brsData, options);
54
+ default:
55
+ throw new Error('Unsupported version ' + version);
56
+ }
57
+ }
package/src/read.v1.ts ADDED
@@ -0,0 +1,99 @@
1
+ import {
2
+ BRSBytes,
3
+ ReadOptions,
4
+ BrsV1,
5
+ UnrealColor,
6
+ BrickV1,
7
+ Vector,
8
+ } from './types';
9
+ import { bgra, read } from './utils';
10
+
11
+ // Reads in a byte array to build a brs object
12
+ export default function readBrsV1(
13
+ brsData: BRSBytes,
14
+ options: ReadOptions = {}
15
+ ): BrsV1 {
16
+ // Read in Headers
17
+ const header1Data = read.compressed(brsData);
18
+ const header2Data = read.compressed(brsData);
19
+
20
+ const map = read.string(header1Data);
21
+ const author_name = read.string(header1Data);
22
+ const description = read.string(header1Data);
23
+
24
+ const author_id = read.uuid(header1Data);
25
+
26
+ const brick_count = read.i32(header1Data);
27
+
28
+ const mods = read.array(header2Data, read.string);
29
+ const brick_assets = read.array(header2Data, read.string);
30
+ const colors = read.array(
31
+ header2Data,
32
+ data => bgra(Array.from(read.bytes(data, 4))) as UnrealColor
33
+ );
34
+
35
+ // Read in bricks
36
+ let bricks: BrickV1[] = [];
37
+
38
+ const numAssets = Math.max(brick_assets.length, 2);
39
+
40
+ if (options.bricks) {
41
+ bricks = Array(brick_count);
42
+ const brickData = read.compressed(brsData);
43
+ const brickBits = read.bits(brickData);
44
+
45
+ // Brick reader
46
+ for (let i = 0; !brickBits.empty() && i < brick_count; i++) {
47
+ brickBits.align();
48
+ const asset_name_index = brickBits.int(numAssets);
49
+ const size: Vector = brickBits.bit()
50
+ ? [
51
+ brickBits.uint_packed(),
52
+ brickBits.uint_packed(),
53
+ brickBits.uint_packed(),
54
+ ]
55
+ : [0, 0, 0];
56
+ const position: Vector = [
57
+ brickBits.int_packed(),
58
+ brickBits.int_packed(),
59
+ brickBits.int_packed(),
60
+ ];
61
+
62
+ const orientation = brickBits.int(24);
63
+ const direction = (orientation >> 2) % 6;
64
+ const rotation = orientation & 3;
65
+ const collision = brickBits.bit();
66
+ const visibility = brickBits.bit();
67
+
68
+ const color = brickBits.bit()
69
+ ? bgra(brickBits.bytesArr(4) as [number, number, number, number])
70
+ : brickBits.int(colors.length);
71
+
72
+ bricks[i] = {
73
+ asset_name_index,
74
+ size,
75
+ collision,
76
+ position,
77
+ direction,
78
+ rotation,
79
+ visibility,
80
+ color,
81
+ };
82
+ }
83
+ }
84
+
85
+ return {
86
+ version: 1,
87
+ map,
88
+ description,
89
+ author: {
90
+ id: author_id,
91
+ name: author_name,
92
+ },
93
+ mods,
94
+ brick_assets,
95
+ colors,
96
+ bricks,
97
+ brick_count,
98
+ };
99
+ }