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Begin working on a navimesh generation tool
This just lays the groundwork for processing a zone, given an ID.
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39
src/bin/kawari-navimesh.rs
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39
src/bin/kawari-navimesh.rs
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use icarus::TerritoryType::TerritoryTypeSheet;
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use kawari::config::get_config;
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use physis::{
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common::{Language, Platform},
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lvb::Lvb,
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resource::{Resource, SqPackResource},
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};
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fn main() {
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tracing_subscriber::fmt::init();
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let config = get_config();
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let args: Vec<String> = std::env::args().collect();
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let zone_id: u16 = args[1].parse().unwrap();
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tracing::info!("Generating navmesh for zone {zone_id}!");
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let mut sqpack_resource =
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SqPackResource::from_existing(Platform::Win32, &config.filesystem.game_path);
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let sheet = TerritoryTypeSheet::read_from(&mut sqpack_resource, Language::None).unwrap();
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let Some(row) = sheet.get_row(zone_id as u32) else {
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tracing::error!("Invalid zone id {zone_id}!");
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return;
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};
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// e.g. ffxiv/fst_f1/fld/f1f3/level/f1f3
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let bg_path = row.Bg().into_string().unwrap();
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let path = format!("bg/{}.lvb", &bg_path);
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let lvb_file = sqpack_resource.read(&path).unwrap();
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let lvb = Lvb::from_existing(&lvb_file).unwrap();
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for path in &lvb.scns[0].header.path_layer_group_resources {
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if path.contains("bg.lgb") {
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tracing::info!("Processing {path}");
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}
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}
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}
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