# 2077 Edge Weight Mod

Experimental Cyberpunk 2077 GPS route-weighting mod tooling.

## Feasibility

Cyberpunk exposes a native `gamegpsGPSSystem`, but the current public RTTI dump does
not expose script-callable methods for replacing or overriding the GPS planner. The
useful surfaces are generated traffic resources:

- `worldTrafficPersistentResource.data.lanes`
- `worldTrafficLanePersistent.length`
- `worldTrafficLanePersistent.maxSpeed`
- `worldTrafficLanePersistent.flags`
- `worldTrafficLanePersistent.playerGPSInfo`
- `worldTrafficPersistentLaneConnectionsResource.data`
- `worldTrafficConnectivityOutLane.exitProbabilityCompressed`
- `worldTrafficConnectivityOutLane.isSharpAngle`
- `worldTrafficLanePersistentFlags.Highway`
- `worldTrafficLanePersistentFlags.GPSOnly`

The in-game GPS path is computed natively over generated traffic graph data. A
full replacement planner would require native hooks or patching the game
executable. A feasible REDmod-style mod has to patch generated graph resources
and test which fields the native planner actually consumes.

## Current Implementation

This repo currently contains WolvenKit-export patchers:

```bash
python3 tools/patch_traffic_lanes.py exported-json-dir patched-json-dir
python3 tools/patch_lane_connections.py all.traffic_persistent.json all.lane_connections.json patched.lane_connections.json
```

`patch_traffic_lanes.py` recursively scans WolvenKit JSON exports for `lanes`
arrays that look like `worldTrafficLanePersistent` data and applies configurable
speed weighting:

- highways get boosted toward a preferred GPS speed in the game's lane scale
- regular roads keep a moderate speed floor
- pavement, crosswalk, and disabled traffic lanes are left alone
- optional non-highway speed caps can make highways more attractive

In-game testing disproved `maxSpeed` as the main GPS routing lever: even highway
speed `120` did not change GPS routes, although freeway traffic visibly moved
faster. Treat speed patches as traffic simulation experiments, not route
weighting.

`patch_lane_connections.py` patches `all.lane_connections` by raising
highway-enter/stay edge probabilities and lowering competing non-highway exits.
That candidate is staged as an experimental archive but has not yet been proven
to affect GPS routing.

After patching, deserialize the JSON back into CR2W and pack the resulting
resources into an archive.

The toolbox now has WolvenKit CLI installed:

```bash
toolbox run --container 2077 bash -lc '$HOME/.dotnet/tools/cp77tools --help'
```

See [docs/tooling.md](docs/tooling.md) for the end-to-end archive build flow.
See [docs/traffic-system-debrief.md](docs/traffic-system-debrief.md) for the
detailed feasibility and traffic graph notes.

## Status

A conservative speed archive, an aggressive speed archive, and a connection
probability archive were built from the local Flatpak Steam Phantom Liberty
install. All `zz_edge` archives are currently disabled in the game folder.

```text
Cyberpunk 2077/archive/pc/mod/zz_edge_weight_gps_highway_probability.archive.disabled
```

Build outputs are ignored by git. Experimental archives should be enabled one at
a time and tested from a cold boot.
