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juicey-thing
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+1
-3
@@ -33,9 +33,7 @@ meson-logs/
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*.d
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compile_commands.json
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# ----- Runtime-created symlinks / scratch -----
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# Asset symlink created at runtime for working directory resolution
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Common
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# ----- Scratch / legacy -----
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oldimpl/
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@@ -24,3 +24,11 @@ Simple rules for publishing code:
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Make sure your code compiles before making a pull request! and make sure that it's readable
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Remember ALL your changes will be licensed under GNU General Public License V3.0.
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## Compiling the project:
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> [!NOTE]
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> The project is currently in a non-compilable state (as of 3/3/2026)
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1. Install CMake, Make, GCC (>= 15.0), G++ (>= 15.0).
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2. Create a new directory named build after cloning the repository.
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3. Enter the new directory and run `cmake ..` and then run `make`
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+6
-6
@@ -104,7 +104,7 @@ void GameRuleManager::loadGameRules(DLCPack *pack)
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{
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DLCGameRulesHeader *dlcHeader = (DLCGameRulesHeader *)pack->getFile(DLCManager::e_DLCType_GameRulesHeader, i);
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DWORD dSize;
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uint8_t *dData = dlcHeader->getData(dSize);
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byte *dData = dlcHeader->getData(dSize);
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LevelGenerationOptions *createdLevelGenerationOptions = new LevelGenerationOptions();
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// = loadGameRules(dData, dSize); //, strings);
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@@ -126,7 +126,7 @@ void GameRuleManager::loadGameRules(DLCPack *pack)
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DLCGameRulesFile *dlcFile = (DLCGameRulesFile *)pack->getFile(DLCManager::e_DLCType_GameRules, i);
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DWORD dSize;
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uint8_t *dData = dlcFile->getData(dSize);
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byte *dData = dlcFile->getData(dSize);
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LevelGenerationOptions *createdLevelGenerationOptions = new LevelGenerationOptions();
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// = loadGameRules(dData, dSize); //, strings);
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@@ -142,7 +142,7 @@ void GameRuleManager::loadGameRules(DLCPack *pack)
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}
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}
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LevelGenerationOptions *GameRuleManager::loadGameRules(uint8_t *dIn, UINT dSize)
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LevelGenerationOptions *GameRuleManager::loadGameRules(byte *dIn, UINT dSize)
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{
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LevelGenerationOptions *lgo = new LevelGenerationOptions();
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lgo->setGrSource( new JustGrSource() );
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@@ -153,7 +153,7 @@ LevelGenerationOptions *GameRuleManager::loadGameRules(uint8_t *dIn, UINT dSize)
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}
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// 4J-JEV: Reverse of saveGameRules.
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void GameRuleManager::loadGameRules(LevelGenerationOptions *lgo, uint8_t *dIn, UINT dSize)
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void GameRuleManager::loadGameRules(LevelGenerationOptions *lgo, byte *dIn, UINT dSize)
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{
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app.DebugPrintf("GameRuleManager::LoadingGameRules:\n");
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@@ -240,7 +240,7 @@ void GameRuleManager::loadGameRules(LevelGenerationOptions *lgo, uint8_t *dIn, U
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}
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// 4J-JEV: Reverse of loadGameRules.
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void GameRuleManager::saveGameRules(uint8_t **dOut, UINT *dSize)
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void GameRuleManager::saveGameRules(byte **dOut, UINT *dSize)
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{
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if (m_currentGameRuleDefinitions == NULL &&
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m_currentLevelGenerationOptions == NULL)
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@@ -373,7 +373,7 @@ void GameRuleManager::writeRuleFile(DataOutputStream *dos)
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m_currentGameRuleDefinitions->write(dos);
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}
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bool GameRuleManager::readRuleFile(LevelGenerationOptions *lgo, uint8_t *dIn, UINT dSize, StringTable *strings) //(DLCGameRulesFile *dlcFile, StringTable *strings)
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bool GameRuleManager::readRuleFile(LevelGenerationOptions *lgo, byte *dIn, UINT dSize, StringTable *strings) //(DLCGameRulesFile *dlcFile, StringTable *strings)
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{
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bool levelGenAdded = false;
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bool gameRulesAdded = false;
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+4
-4
@@ -40,10 +40,10 @@ public:
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void loadGameRules(DLCPack *);
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LevelGenerationOptions *loadGameRules(uint8_t *dIn, UINT dSize);
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void loadGameRules(LevelGenerationOptions *lgo, uint8_t *dIn, UINT dSize);
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LevelGenerationOptions *loadGameRules(byte *dIn, UINT dSize);
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void loadGameRules(LevelGenerationOptions *lgo, byte *dIn, UINT dSize);
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void saveGameRules(uint8_t **dOut, UINT *dSize);
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void saveGameRules(byte **dOut, UINT *dSize);
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private:
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LevelGenerationOptions *readHeader(DLCGameRulesHeader *grh);
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@@ -51,7 +51,7 @@ private:
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void writeRuleFile(DataOutputStream *dos);
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public:
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bool readRuleFile(LevelGenerationOptions *lgo, uint8_t *dIn, UINT dSize, StringTable *strings); //(DLCGameRulesFile *dlcFile, StringTable *strings);
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bool readRuleFile(LevelGenerationOptions *lgo, byte *dIn, UINT dSize, StringTable *strings); //(DLCGameRulesFile *dlcFile, StringTable *strings);
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private:
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void readAttributes(DataInputStream *dis, vector<wstring> *tagsAndAtts, GameRuleDefinition *rule);
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