213 lines
7.6 KiB
Markdown
213 lines
7.6 KiB
Markdown
# SlaveMatrix Engine Rewrite Plan
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## Goal
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Rearchitect the game from a decompiled monolith with hardcoded Japanese string lookups, BinaryFormatter resources, and GDI+ rendering into a moddable, data-driven engine with Vulkan/Silk.NET rendering, YAML sidecar definitions, and SVG vector assets.
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## Key Decisions
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- **Clean break** from save compatibility (no BinaryFormatter/RenameMap)
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- **Vulkan/Silk.NET** rendering backend
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- **YAML** sidecar data files for body part definitions
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- **Full modding support**: new body parts, races, color schemes, animation states
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- **SVG extraction** for vector graphics data; Vulkan rendering at runtime
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- **Runtime catalog** built from sidecar files at load time
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- **No MigrateKeys** -- resource data will have keys renamed at extraction time, not at runtime
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## Current State
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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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- `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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- BinaryFormatter double-wrapped serialization
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- GDI+ rendering with cardinal splines, GraphicsPath, hit-testing
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- Existing `Ser.ToJson`/`Ser.UnJson` infrastructure (patched for private fields and OrderedDictionary)
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### Phase 0 Deliverables
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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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- Manual export walker instead of JsonSerializer serialization (avoids GDI+ and self-reference issues)
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- Add `ObjLoadRaw()` for GDI+-free binary resource loading
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- Clean JSON methods using `JsonConvert` API with consistent settings
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### 0.2: Build Key Map ✅
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- Added hair class entries: `基髪→BaseHair`, `胸毛→ChestHair`, `前髪→FrontHair`
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- 23 total KeyMap entries (pre-existing + new)
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- No Pars-level recursive migration needed (manual export avoids it)
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### 0.3: Write Extraction Console App ✅
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- Created `SlaveMatrix.Extract` console project
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- Loads all 13 `Obj` from embedded resources via `ObjLoadRaw()`
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- Applies `MigrateKeys()` with current KeyMap
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- Exports each `Obj` to intermediate JSON file
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- For SVG export: converts cardinal spline to cubic Bezier via Catmull-Rom tension formula
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- For YAML: exports part metadata (id, original_key, resource, morph dimensions, joints, variant SVGs)
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- Outputs `Catalog.yaml` index of all parts
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### 0.4: Validate Extraction ✅
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- Manual inspection of SVG output confirms valid path data with cubic Bezier curves
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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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- New .NET 8 solution: `SlaveMatrix.Engine`, `SlaveMatrix.Modding`, `SlaveMatrix.Game`, `SlaveMatrix.AssetTool`
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- Vulkan/Silk.NET renderer: GPU path rendering, fill/stroke, hit-testing
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- YAML part definition schema (connections, variants, colors, joints)
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- Asset loader: scan `Assets/` directories, build runtime `PartCatalog`
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- Morph interpolation between SVG variants
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## Phase 2: Character Assembly & Joints
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- Explicit joint definitions in YAML (no proximity-based matching)
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- Connection resolution: parent-child graph from catalog
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- Character builder: given race template, assemble character from parts
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- Runtime catalog on startup
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## Phase 3: Game Logic Migration
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- YAML-based character saves (replace EleD serialization)
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- YAML-driven color palette system (replace `配色指定`/`BodyColorSet`)
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- Pose/animation system (same morph concept, YAML-defined)
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- Port UI
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## Phase 4: Modding API
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- Mod package format: manifest.yaml + Parts/ + Races/ + Colors/
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- Mod loader: merge catalogs, validate connections
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- Hot reload during development
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## Phase 5: Polish & Release
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- Build pipeline: MSBuild targets for asset packing
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- Performance: GPU instancing, spatial partitioning
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- Visual regression tests
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## Resource Architecture
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### Current (Binary)
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```
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Resources.resx -> byte[] -> BinaryFormatter(BinaryFormatter(Obj)) -> Obj
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Obj.Difss keys are Japanese
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MigrateKeys() renames some keys at runtime (fragile)
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```
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### Target (YAML + SVG) ✅ Phase 0 complete
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```
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Assets/
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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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Modders add directories under Assets/Parts/ to add new parts.
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```
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## Rendering Architecture
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### Current (GDI+)
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- `System.Drawing.Graphics.FillPath/DrawPath` for fills and strokes
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- `GraphicsPath.AddCurve(points, tension)` for cardinal splines
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- Separate hit-test pass with unique colors per `Par`
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- `Difs.ValueX/ValueY` controls morph interpolation (discrete variant selection)
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### Target (Vulkan/Silk.NET)
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- GPU path rendering: tessellate cubic Bezier curves into triangles
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- Separate hit-test pass: render with unique colors to offscreen buffer, read pixel
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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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## Data Format: YAML Part Definition (actual)
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```yaml
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id: BaseHair
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original_key: 基髪
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resource: 胴体
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morph_x: 1
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morph_y: 1
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variants:
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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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## Data Format: YAML Race Template (planned)
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```yaml
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id: human
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parts:
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torso: { variant: human, morph_x: 0.5, morph_y: 0.3 }
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head: { variant: human }
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hair: { variant: long }
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left_arm: { variant: human }
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right_arm: { variant: human }
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left_leg: { variant: human }
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right_leg: { variant: human }
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colors:
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skin: { palette: skin_tones, index: 0 }
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hair: { palette: hair_colors, index: 3 }
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``` |