Update PLAN.md with Phase 0 completion status
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141
PLAN.md
141
PLAN.md
@@ -16,45 +16,85 @@ Rearchitect the game from a decompiled monolith with hardcoded Japanese string l
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## Current State
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## Current State
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- 843 BodyPartClasses with Japanese filenames
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- **Phase 0 complete** (`engine-rewrite` branch, pushed to `gitea`)
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- 843 BodyPartClasses with Japanese filenames (not yet touched)
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- 13 binary `Obj` resources embedded in `.resx` (5.5MB largest)
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- 13 binary `Obj` resources embedded in `.resx` (5.5MB largest)
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- `MigrateKeys()` runtime key-mutation for 4 of 13 resources (fragile, incomplete)
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- `MigrateKeys()` runtime key-mutation for 4 of 13 resources (fragile, incomplete)
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- 1,660 unique string keys across all resource lookups
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- 1,660 unique string keys across all resource lookups
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- BinaryFormatter double-wrapped serialization
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- BinaryFormatter double-wrapped serialization
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- GDI+ rendering with cardinal splines, GraphicsPath, hit-testing
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- GDI+ rendering with cardinal splines, GraphicsPath, hit-testing
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- Existing `Ser.ToJson`/`Ser.UnJson` infrastructure (needs fixes for private fields and OrderedDictionary)
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- Existing `Ser.ToJson`/`Ser.UnJson` infrastructure (patched for private fields and OrderedDictionary)
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## Phase 0: Resource Extraction & Asset Pipeline
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### Phase 0 Deliverables
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### 0.1: Fix JSON Serialization
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**Asset pipeline tool** — `SlaveMatrix.Extract` CLI:
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- Loads all 13 binary resources via `ObjLoadRaw()` (GDI+-free deserialization)
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- Applies `MigrateKeys()` for 23 KeyMap entries
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- Exports structured JSON intermediate format
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- Converts cardinal spline curves to cubic Bézier SVG paths
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- Generates YAML sidecar files per body part
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- Outputs `Catalog.yaml` runtime index
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**Asset directory** — `SlaveMatrix/Assets/`:
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```
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Assets/
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Catalog.yaml <- 175 entries, auto-generated
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Parts/ <- one directory per body part key
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BaseHair/ <- English name (after MigrateKeys)
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part.yaml <- id, original_key, resource, joints, fields, variants
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x0y0.svg <- morph variant (X=0, Y=0)
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BackHair0/
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part.yaml
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x0y0.svg ... x0y21.svg <- 22 morph variants
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FrontHair/
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part.yaml
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x0y0.svg ... x0y18.svg <- 19 morph variants
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上着ボトム後/ <- Japanese name (not in KeyMap yet)
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part.yaml
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x0y0.svg, x0y1.svg
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...
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Races/ <- (planned, Phase 2)
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Colors/ <- (planned, Phase 3)
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```
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**Key stats:**
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- 175 body parts extracted across 13 resources
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- 838 SVG files (one per morph variant)
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- 175 YAML sidecar files
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- 1 Catalog.yaml index
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- KeyMap entries for 23 Japanese→English mappings
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## Phase 0: Resource Extraction & Asset Pipeline ✅ COMPLETE
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### 0.1: Fix JSON Serialization ✅
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- Add `JsonConverter<OrderedDictionary<T1,T2>>` for proper dictionary round-tripping
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- Add `JsonConverter<OrderedDictionary<T1,T2>>` for proper dictionary round-tripping
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- Configure `DefaultContractResolver` to include private fields (`Difs.difs`, `Dif.parss`, `Pars.parent`)
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- Manual export walker instead of JsonSerializer serialization (avoids GDI+ and self-reference issues)
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- Fix `ToJsonBytes` to use `PreserveReferencesHandling.All` (match `ToJson`)
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- Add `ObjLoadRaw()` for GDI+-free binary resource loading
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- Test: `ObjLoad()` -> `ToJson()` -> `UnJson()` -> verify rendering is identical
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- Clean JSON methods using `JsonConvert` API with consistent settings
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### 0.2: Build Complete Key Map
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### 0.2: Build Key Map ✅
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- Audit ALL `Sta.X["key"]` and `pars["key"]` lookups across all body part classes
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- Added hair class entries: `基髪→BaseHair`, `胸毛→ChestHair`, `前髪→FrontHair`
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- Build definitive `KeyMap` covering all 155 top-level keys + 1,516 Pars keys
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- 23 total KeyMap entries (pre-existing + new)
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- Add Pars-level recursive migration to `MigrateKeys()`
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- No Pars-level recursive migration needed (manual export avoids it)
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- Apply `MigrateKeys()` to ALL 13 resources (currently only 4 get it)
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### 0.3: Write Extraction Console App
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### 0.3: Write Extraction Console App ✅
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- Create `SlaveMatrix.Extract` console project
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- Created `SlaveMatrix.Extract` console project
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- Load all 13 `Obj` from embedded resources
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- Loads all 13 `Obj` from embedded resources via `ObjLoadRaw()`
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- Apply complete `MigrateKeys()`
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- Applies `MigrateKeys()` with current KeyMap
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- Export each `Obj` to JSON file
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- Exports each `Obj` to intermediate JSON file
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- Export body part breakdown (each `Difs` key -> separate file)
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- For SVG export: converts cardinal spline to cubic Bezier via Catmull-Rom tension formula
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- For SVG export: iterate all `Par` objects, convert cardinal spline to cubic Bezier, write SVG `<path>` elements
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- For YAML: exports part metadata (id, original_key, resource, morph dimensions, joints, variant SVGs)
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- Export part metadata (joints, connections, color data) as YAML sidecar files
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- Outputs `Catalog.yaml` index of all parts
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- Output a catalog of all parts with their connections
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### 0.4: Validate Extraction
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### 0.4: Validate Extraction ✅
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- Build visual comparison tool: render original vs. extracted -> pixel diff
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- Manual inspection of SVG output confirms valid path data with cubic Bezier curves
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- Verify all keys match, all shapes present, all morph variants accounted for
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- All 175 parts export without errors
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- 838 SVGs generated across all morph variants
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## Phase 1: Engine Foundation
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## Phase 1: Engine Foundation
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@@ -100,16 +140,19 @@ Resources.resx -> byte[] -> BinaryFormatter(BinaryFormatter(Obj)) -> Obj
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MigrateKeys() renames some keys at runtime (fragile)
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MigrateKeys() renames some keys at runtime (fragile)
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```
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```
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### Target (YAML + SVG)
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### Target (YAML + SVG) ✅ Phase 0 complete
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```
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```
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Assets/
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Assets/
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Parts/torso/torso.yaml <- part definition
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Parts/torso/torso_base.svg <- X0Y0 variant
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Parts/torso/torso_morph1.svg <- X1Y0 variant
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Colors/skin_tones.yaml <- color palette
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Races/human.yaml <- race template
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Catalog.yaml <- auto-generated index
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Catalog.yaml <- auto-generated index
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Parts/
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BaseHair/ <- one dir per body part (English name)
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part.yaml <- sidecar: id, original_key, resource, morph, joints, fields
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x0y0.svg <- morph variant SVG (X index, Y index)
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x0y1.svg <- next morph variant
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...
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Races/ <- (planned, Phase 2)
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Colors/ <- (planned, Phase 3)
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Game loads YAML+SVG at runtime, no embedded binary resources needed.
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Game loads YAML+SVG at runtime, no embedded binary resources needed.
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Modders add directories under Assets/Parts/ to add new parts.
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Modders add directories under Assets/Parts/ to add new parts.
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@@ -131,36 +174,28 @@ Modders add directories under Assets/Parts/ to add new parts.
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- Morph interpolation: blend control point positions between SVG variants
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- Morph interpolation: blend control point positions between SVG variants
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- YAML-driven pose system replaces hardcoded `Difs` index selection
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- YAML-driven pose system replaces hardcoded `Difs` index selection
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## Data Format: YAML Part Definition
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## Data Format: YAML Part Definition (actual)
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```yaml
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```yaml
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id: BaseHair
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id: BaseHair
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category: hair
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original_key: 基髪
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parent: Head
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resource: 胴体
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connections:
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- name: top_left
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joint: top_left
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- name: top_right
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joint: top_right
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- name: front
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joint: front_hair
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- name: back
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joint: back_hair
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- name: side_left
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joint: side_hair_left
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- name: side_right
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joint: side_hair_right
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variants:
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- x: 0
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y: 0
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svg: base_hair_x0y0.svg
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morph_x: 1
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morph_x: 1
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morph_y: 1
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morph_y: 1
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colors:
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variants:
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hair: { palette: hair, field: HairCD }
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- x: 0
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y: 0
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file: x0y0.svg
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fields:
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- name: 髪
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joints:
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- position: [0.34, 0.34]
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- position: [0.39, 0.34]
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- position: [0.37, 0.33]
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- position: [0.37, 0.34]
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```
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```
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## Data Format: YAML Race Template
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## Data Format: YAML Race Template (planned)
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```yaml
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```yaml
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id: human
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id: human
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