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Program.cs
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423 lines (328 loc) · 16.3 KB
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using System.IO;
using System.Runtime.Versioning;
using System.Text;
using Microsoft.Win32;
namespace BZ_ODF_JSON
{
class Program
{
private const ulong BZCCAPPID = 624970;
private const ulong VSRMODID = 1325933293;
private const ulong HADEANMODID = 2785542655;
private const string steam32 = "SOFTWARE\\VALVE\\";
private const string steam64 = "SOFTWARE\\Wow6432Node\\Valve\\";
[SupportedOSPlatform("windows")]
public static void Main(string[] args)
{
// Test Steam32 first, if that doesn't exist, switch to Steam64.
var steamKey = Registry.LocalMachine.OpenSubKey(steam32);
steamKey ??= Registry.LocalMachine.OpenSubKey(steam64);
// Return early if the steamKey is null.
if (steamKey == null)
{
Console.WriteLine("Error: Unable to find Steam installation.");
return;
}
foreach (var subKeyName in steamKey.GetSubKeyNames())
{
using (var subKey = steamKey.OpenSubKey(subKeyName))
{
if (subKey == null)
{
break;
}
var steamPath = subKey.GetValue("InstallPath");
if (steamPath == null)
{
break;
}
var steamPathString = steamPath.ToString();
var baseGamePath = $"{steamPathString}\\steamapps\\common\\BZ2R";
var vsrModPath = $"{steamPathString}\\steamapps\\workshop\\content\\{BZCCAPPID}\\{VSRMODID}";
var hadeanPackModPath = $"{steamPathString}\\steamapps\\workshop\\content\\{BZCCAPPID}\\{HADEANMODID}";
// Call each method.
HandleVehicleODFs(baseGamePath, vsrModPath, hadeanPackModPath);
HandleBuildingODFs(baseGamePath, vsrModPath, hadeanPackModPath);
HandleWeaponODFs(baseGamePath, vsrModPath, hadeanPackModPath);
HandleDataPakODFs(baseGamePath);
HandlePilotODFs(baseGamePath, vsrModPath, hadeanPackModPath);
}
}
}
private static void HandleVehicleODFs(string baseGamePath, string vsrModPath, string hadeanModPath)
{
// Filter for the files that we need for relevance.
string[] vehicleInclusions = ["fv", "iv", "ev", "cv"];
// Get Vehicles.
var vehiclesPaths = new List<string>()
{
$"{baseGamePath}\\bz2r_res\\baked",
$"{baseGamePath}\\bz2r_res\\objects",
$"{vsrModPath}\\VSR\\Recycler Variants\\Standard",
$"{hadeanModPath}\\Hadean\\Units"
};
// Keep track of the new file path for JSON.
string vehicleFilePath = $"{Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments)}/Vehicle-ODF-Data.json";
// Check to see if the file exists first and remove it.
if (File.Exists(vehicleFilePath))
{
File.Delete(vehicleFilePath);
}
// If any files exist, create a JSON file on the user disk.
var file = File.Create(vehicleFilePath);
// Close the file.
file.Close();
List<Dictionary<string, string>> filteredVehicleODFFiles = [];
foreach (var path in vehiclesPaths)
{
var odfFiles = FileHelper.GetFiles(path, "*.odf");
if (!odfFiles.Any())
{
break;
}
var filteredODFResult = odfFiles.Where(s => vehicleInclusions.Any(prefix => s.First().Key.StartsWith(prefix, StringComparison.CurrentCultureIgnoreCase) && !s.First().Key.Contains("_config", StringComparison.CurrentCultureIgnoreCase))).ToList();
if (filteredODFResult == null || filteredODFResult.Count <= 0)
{
Console.WriteLine("Error: Unable to find any ODF files for BZCC to process.");
break;
}
filteredVehicleODFFiles.AddRange(filteredODFResult);
}
if (filteredVehicleODFFiles?.Count > 0)
{
// Create a StringBuilder for the JSON Content.
StringBuilder sb = new();
sb.Append('{');
// Run through each ODF file, convert it to JSON, add it to the file.
for (int i = 0; i < filteredVehicleODFFiles.Count; i++)
{
var odfFile = filteredVehicleODFFiles[i].First();
// See if we can open the file from the path that is part of the dictionary.
string contents = File.ReadAllText(odfFile.Value);
// Test to see if we can convert that to JSON.
string jsonContents = FileHelper.GetIniAsJson(odfFile.Key, contents, false, i == filteredVehicleODFFiles.Count - 1, true);
// Append the contents to a new line in the StringBuilder.
sb.AppendLine(jsonContents);
}
sb.Append('}');
// Append that to the file we just wrote to the disk.
File.AppendAllText(vehicleFilePath, sb.ToString());
}
}
private static void HandleBuildingODFs(string baseGamePath, string vsrModPath, string hadeanModPath)
{
string[] buildingInclusions = ["fb", "ib", "eb", "cb"];
// Get Buildings.
var buildingsPath = new List<string>()
{
$"{baseGamePath}\\bz2r_res\\baked",
$"{baseGamePath}\\bz2r_res\\objects",
$"{vsrModPath}\\VSR\\Recycler Variants\\Standard",
$"{hadeanModPath}\\Hadean\\Buildings"
};
// Keep track of the new file path for JSON.
string buildingFilePath = $"{Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments)}/Building-ODF-Data.json";
// Check to see if the file exists first and remove it.
if (File.Exists(buildingFilePath))
{
File.Delete(buildingFilePath);
}
// If any files exist, create a JSON file on the user disk.
var file = File.Create(buildingFilePath);
// Close the file.
file.Close();
List<Dictionary<string, string>> filteredBuildingODFFiles = [];
foreach (var path in buildingsPath)
{
var odfFiles = FileHelper.GetFiles(path, "*.odf");
if (!odfFiles.Any())
{
break;
}
var filteredODFResult = odfFiles.Where(s => buildingInclusions.Any(prefix => s.First().Key.StartsWith(prefix, StringComparison.CurrentCultureIgnoreCase))).ToList();
if (filteredODFResult == null || filteredODFResult.Count <= 0)
{
Console.WriteLine("Error: Unable to find any ODF files for BZCC to process.");
break;
}
filteredBuildingODFFiles.AddRange(filteredODFResult);
}
if (filteredBuildingODFFiles?.Count > 0)
{
// Create a StringBuilder for the JSON Content.
StringBuilder sb = new();
sb.Append('{');
// Run through each ODF file, convert it to JSON, add it to the file.
for (int i = 0; i < filteredBuildingODFFiles.Count; i++)
{
var odfFile = filteredBuildingODFFiles[i].First();
// See if we can open the file from the path that is part of the dictionary.
string contents = File.ReadAllText(odfFile.Value);
// Test to see if we can convert that to JSON.
string jsonContents = FileHelper.GetIniAsJson(odfFile.Key, contents, false, i == filteredBuildingODFFiles.Count - 1, true);
// Append the contents to a new line in the StringBuilder.
sb.AppendLine(jsonContents);
}
sb.Append('}');
// Append that to the file we just wrote to the disk.
File.AppendAllText(buildingFilePath, sb.ToString());
}
}
private static void HandleWeaponODFs(string baseGamePath, string vsrModPath, string hadeanModPath)
{
// Get Weapons.
var weaponsPath = new List<string>()
{
$"{baseGamePath}\\bz2r_res\\baked\\Scion\\Weapons",
$"{baseGamePath}\\bz2r_res\\baked\\ISDF\\Weapons",
$"{baseGamePath}\\bz2r_res\\weapons",
$"{baseGamePath}\\bz2r_res\\objects\\POWERUPS",
$"{vsrModPath}\\VSR\\Recycler Variants\\Standard\\Scion\\Weapons",
$"{vsrModPath}\\VSR\\Recycler Variants\\Standard\\ISDF\\Weapons",
$"{vsrModPath}\\VSR\\Recycler Variants\\Standard\\Hadean\\Weapons",
$"{hadeanModPath}\\Hadean\\Weapons"
};
// Keep track of the new file path for JSON.
string weaponFilePath = $"{Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments)}/Weapon-ODF-Data.json";
// Check to see if the file exists first and remove it.
if (File.Exists(weaponFilePath))
{
File.Delete(weaponFilePath);
}
// If any files exist, create a JSON file on the user disk.
var file = File.Create(weaponFilePath);
// Close the file.
file.Close();
List<Dictionary<string, string>> filteredWeaponODFFiles = [];
foreach (var path in weaponsPath)
{
var odfFiles = FileHelper.GetFiles(path, "*.odf");
if (!odfFiles.Any())
{
break;
}
filteredWeaponODFFiles.AddRange(odfFiles);
}
if (filteredWeaponODFFiles?.Count > 0)
{
// Create a StringBuilder for the JSON Content.
StringBuilder sb = new();
sb.Append('{');
// Run through each ODF file, convert it to JSON, add it to the file.
for (int i = 0; i < filteredWeaponODFFiles.Count; i++)
{
var odfFile = filteredWeaponODFFiles[i].First();
// See if we can open the file from the path that is part of the dictionary.
string contents = File.ReadAllText(odfFile.Value);
// Test to see if we can convert that to JSON.
string jsonContents = FileHelper.GetIniAsJson(odfFile.Key, contents, false, i == filteredWeaponODFFiles.Count - 1, false);
// Append the contents to a new line in the StringBuilder.
sb.AppendLine(jsonContents);
}
sb.Append('}');
// Append that to the file we just wrote to the disk.
File.AppendAllText(weaponFilePath, sb.ToString());
}
}
private static void HandleDataPakODFs(string baseGamePath)
{
// Get DataPak.
var dataPakPath = $"{baseGamePath}\\bz2r_res\\datapak";
// Keep track of the new file path for JSON.
string dataPakFilePath = $"{Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments)}/DataPak-ODF-Data.json";
// Check to see if the file exists first and remove it.
if (File.Exists(dataPakFilePath))
{
File.Delete(dataPakFilePath);
}
// If any files exist, create a JSON file on the user disk.
var file = File.Create(dataPakFilePath);
// Close the file.
file.Close();
var odfFiles = FileHelper.GetFiles(dataPakPath, "*.odf").ToList();
if (!odfFiles.Any())
{
return;
}
// Create a StringBuilder for the JSON Content.
StringBuilder sb = new();
sb.Append('{');
// Run through each ODF file, convert it to JSON, add it to the file.
for (int i = 0; i < odfFiles.Count; i++)
{
var odfFile = odfFiles[i].First();
// See if we can open the file from the path that is part of the dictionary.
string contents = File.ReadAllText(odfFile.Value);
// Test to see if we can convert that to JSON.
string jsonContents = FileHelper.GetIniAsJson(odfFile.Key, contents, false, i == odfFiles.Count - 1, true);
// Append the contents to a new line in the StringBuilder.
sb.AppendLine(jsonContents);
}
sb.Append('}');
// Append that to the file we just wrote to the disk.
File.AppendAllText(dataPakFilePath, sb.ToString());
}
private static void HandlePilotODFs(string baseGamePath, string vsrModPath, string hadeanModPath)
{
// Filter for the files that we need for relevance.
string[] pilotInclusions = ["fs", "is", "es", "cs"];
// Get Vehicles.
var pilotPaths = new List<string>()
{
$"{baseGamePath}\\bz2r_res\\baked\\ISDF\\Pilot",
$"{baseGamePath}\\bz2r_res\\baked\\Scion\\Pilot",
$"{baseGamePath}\\bz2r_res\\objects\\ISDF\\people",
$"{baseGamePath}\\bz2r_res\\objects\\FURY\\people",
$"{vsrModPath}\\VSR\\Recycler Variants\\Standard",
$"{hadeanModPath}\\Hadean\\Pilot"
};
// Keep track of the new file path for JSON.
string pilotFilePath = $"{Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments)}/Pilot-ODF-Data.json";
// Check to see if the file exists first and remove it.
if (File.Exists(pilotFilePath))
{
File.Delete(pilotFilePath);
}
// If any files exist, create a JSON file on the user disk.
var file = File.Create(pilotFilePath);
// Close the file.
file.Close();
List<Dictionary<string, string>> filteredPilotODFFiles = [];
foreach (var path in pilotPaths)
{
var odfFiles = FileHelper.GetFiles(path, "*.odf");
if (!odfFiles.Any())
{
break;
}
var filteredODFResult = odfFiles.Where(s => pilotInclusions.Any(prefix => s.First().Key.StartsWith(prefix, StringComparison.CurrentCultureIgnoreCase))).ToList();
if (filteredODFResult == null || filteredODFResult.Count <= 0)
{
Console.WriteLine("Error: Unable to find any ODF files for BZCC to process.");
break;
}
filteredPilotODFFiles.AddRange(filteredODFResult);
}
if (filteredPilotODFFiles?.Count > 0)
{
// Create a StringBuilder for the JSON Content.
StringBuilder sb = new();
sb.Append('{');
// Run through each ODF file, convert it to JSON, add it to the file.
for (int i = 0; i < filteredPilotODFFiles.Count; i++)
{
var odfFile = filteredPilotODFFiles[i].First();
// See if we can open the file from the path that is part of the dictionary.
string contents = File.ReadAllText(odfFile.Value);
// Test to see if we can convert that to JSON.
string jsonContents = FileHelper.GetIniAsJson(odfFile.Key, contents, false, i == filteredPilotODFFiles.Count - 1, true);
// Append the contents to a new line in the StringBuilder.
sb.AppendLine(jsonContents);
}
sb.Append('}');
// Append that to the file we just wrote to the disk.
File.AppendAllText(pilotFilePath, sb.ToString());
}
}
}
}