Calibrate and install GPS lane weighting archive
This commit is contained in:
@@ -1 +1,5 @@
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*.swp
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__pycache__/
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*.pyc
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/work/
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/work-*.txt
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@@ -33,8 +33,8 @@ python3 tools/patch_traffic_lanes.py exported-json-dir patched-json-dir
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The patcher recursively scans WolvenKit JSON exports for `lanes` arrays that look
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like `worldTrafficLanePersistent` data and applies configurable speed weighting:
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- highways get boosted toward a preferred GPS speed
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- regular roads get a moderate speed floor
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- highways get boosted toward a preferred GPS speed in the game's lane scale
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- regular roads keep a moderate speed floor
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- pavement, crosswalk, and disabled traffic lanes are left alone
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- optional non-highway speed caps can make highways more attractive
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@@ -48,10 +48,17 @@ toolbox run --container 2077 bash -lc '$HOME/.dotnet/tools/cp77tools --help'
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```
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See [docs/tooling.md](docs/tooling.md) for the end-to-end archive build flow.
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See [docs/traffic-system-debrief.md](docs/traffic-system-debrief.md) for the
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detailed feasibility and traffic graph notes.
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## Status
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This is not yet a packaged playable mod because this workspace does not contain
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the Cyberpunk archive resources. The toolbox has the required CLI tooling now, so
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the next step is running the archive build script against a local Cyberpunk 2077
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install path.
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A test archive was built from the local Flatpak Steam Phantom Liberty install and
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installed to:
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```text
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Cyberpunk 2077/archive/pc/mod/zz_edge_weight_gps.archive
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```
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Build outputs are ignored by git. The installed archive should be treated as
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experimental until route behavior is checked in game.
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@@ -0,0 +1,274 @@
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# Cyberpunk 2077 Traffic/GPS System Debrief
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This is based on the public NativeDB RTTI dump, WolvenKit exports from the local
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Steam install, and the generated `all.traffic_persistent` resource from the
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Phantom Liberty archive.
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## The High-Level Shape
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Cyberpunk appears to split "navigation" into at least two major domains:
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- pedestrian/NPC navigation over navmesh resources
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- vehicle/GPS routing over generated traffic lane resources
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The public script/native type dump exposes `worldNavigationScriptInterface` and
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`AINavigationSystem` methods for navmesh path queries, but those are character
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navigation tools. They are not the car GPS. The car GPS system type exists as
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`gamegpsGPSSystem`, but its public RTTI surface does not expose planner methods
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that a REDscript mod can override.
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That means the practical mod surface is data, not algorithm replacement. The
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native `gamegpsGPSSystem` likely builds or queries a graph from traffic lane
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resources, then renders a GPS line from the selected lane path.
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## Relevant Game Types
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The useful RTTI types are:
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- `gamegpsGPSSystem`
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- `gamegpsSettings`
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- `worldTrafficPersistentResource`
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- `worldTrafficPersistentData`
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- `worldTrafficLanePersistent`
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- `worldTrafficLanePlayerGPSInfo`
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- `worldTrafficLanePersistentFlags`
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`gamegpsSettings` contains display/refresh settings:
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- `lineEffectOnFoot`
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- `lineEffectVehicle`
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- `fixedPathOffset`
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- `fixedPortalMappinOffset`
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- `pathRefreshTimeInterval`
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- `lastPlayerNavmeshPositionRefreshTimeIntervalSecs`
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- `maxPathDisplayLength`
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Those affect GPS presentation and refresh behavior, not edge selection.
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`worldTrafficPersistentResource` is the key resource type. Its root chunk has
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`data: worldTrafficPersistentData`, which has:
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- `lanes: array<worldTrafficLanePersistent>`
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- `neighborGroups: array<array<Uint16>>`
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Each lane has the actual graph metadata:
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- `outLanes`
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- `inLanes`
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- `outline`
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- `accumulatedLengths`
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- `crowdCreationInfo`
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- `maxSpeed`
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- `deadEndStart`
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- `length`
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- `width`
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- `area`
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- `flags`
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- `subGraphId`
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- `playerGPSInfo`
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- `neighborGroupIndex`
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- `nodeRefHash`
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- `laneNumber`
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- `seqNumber`
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- `isReversed`
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- `roadMaterials`
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- `polygon`
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`playerGPSInfo` contains:
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- `subGraphId`
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- `stronglyConnectedComponentId`
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That strongly suggests the GPS planner has a precomputed connectivity graph and
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uses connected-component/subgraph metadata to reject impossible paths quickly.
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## Resource Location
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In this install, the important resource is:
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```text
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base\worlds\03_night_city\sectors\_generated\traffic\all.traffic_persistent
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```
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It exists in both the basegame Night City archive and the Phantom Liberty Night
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City archive. For a Phantom Liberty install, the EP1 archive version should win:
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```text
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archive/pc/ep1/ep1_1_nightcity.archive
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```
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WolvenKit can extract, serialize, deserialize, and pack this resource on Linux
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through `wolvenkit.cli` 8.18.1.
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## Lane Flags
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`worldTrafficLanePersistentFlags`:
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```text
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FromRoadSpline = 1
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Bidirectional = 2
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PatrolRoute = 4
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Pavement = 8
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Road = 16
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Intersection = 32
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NeverDeadEnd = 64
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TrafficDisabled = 128
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CrossWalk = 256
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GPSOnly = 512
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ShowDebug = 1024
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Blockade = 2048
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Yield = 4096
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NoAIDriving = 8192
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Highway = 16384
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NoAutodrive = 32768
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```
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The important flags for GPS weighting are `Road`, `Intersection`, `GPSOnly`, and
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`Highway`. The important flags to avoid touching are `Pavement`, `CrossWalk`,
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`TrafficDisabled`, and `Blockade`.
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## Observed Lane Distribution
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The local EP1 `all.traffic_persistent` export contains `31,717` lanes.
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Observed `maxSpeed` distribution:
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```text
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all lanes:
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1: 12284
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15: 11638
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10: 4675
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17: 3013
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14: 96
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8: 8
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9: 2
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4: 1
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highway lanes:
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17: 2688
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15: 164
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1: 2
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road lanes:
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15: 11474
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10: 495
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17: 325
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14: 96
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8: 4
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pavement lanes:
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1: 12280
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10: 4180
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8: 4
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9: 2
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4: 1
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```
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The values are not real-world mph/kph. They are compact game-scale lane speeds.
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Because highways are already mostly `17` and normal roads are mostly `15`, a
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large value like `90` would be reckless. The mod currently uses conservative
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defaults:
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- highway speed target: `25`
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- road speed floor: `15`
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That changes `2,506` lanes:
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- `2,419` highway boosts
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- `87` road floor boosts
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It leaves pavement/crosswalk/blocked/disabled lanes alone.
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## What The Mod Actually Does
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The mod does not replace the pathfinding algorithm.
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It edits the traffic graph's lane metadata so the native GPS planner has better
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cost inputs. If the planner factors `maxSpeed` into traversal cost in the usual
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way, then a segment with the same physical length but higher `maxSpeed` becomes
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cheaper. That nudges the native planner toward highways and high-capacity roads
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without having to hook the planner itself.
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Conceptually:
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```text
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old cost ~= lane.length / lane.maxSpeed
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new cost ~= lane.length / patched_lane.maxSpeed
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```
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The actual game formula is native and not exposed in RTTI, so this is an
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inference. The inference is supported by the presence of `maxSpeed`, `length`,
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connectivity data, and GPS-specific lane graph metadata in the same resource.
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## Why Not Just Write A New A*?
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A standalone A* is easy. Integrating it into Cyberpunk's GPS is the hard part.
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The game already has:
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- traffic lane connectivity
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- lane polygons/outlines
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- player lane matching
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- destination lane matching
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- dynamic refresh
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- minimap/world map rendering
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- quest mappin target integration
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- portal/entrance handling
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- route line effects
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The script-facing `gamegpsGPSSystem` type does not expose hooks for replacing
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that pipeline. A custom planner would still need a way to feed its result back
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into the GPS renderer and route-following systems. Without native RED4ext hooks,
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that is much riskier than patching the resource data the existing pipeline
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already consumes.
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## Packaging Flow
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The working flow is:
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1. Extract `all.traffic_persistent` with WolvenKit CLI.
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2. Serialize the CR2W resource to JSON.
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3. Patch lane `maxSpeed` values.
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4. Deserialize the patched JSON back to CR2W.
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5. Put the CR2W back under the original resource path.
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6. Pack an archive.
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7. Place the archive in `archive/pc/mod`.
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The generated archive currently contains exactly:
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```text
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base\worlds\03_night_city\sectors\_generated\traffic\all.traffic_persistent
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```
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## Risks And Unknowns
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The main unknown is the native GPS cost formula. If it ignores `maxSpeed`, this
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patch will not meaningfully change routes. If it uses speed but with caps or
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category penalties, the effect may be subtle. If it uses `maxSpeed` for both GPS
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and traffic simulation, the patch may also affect some traffic behavior on
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highways.
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The Oodle library was not available inside the toolbox, so WolvenKit packed with
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its Kraken fallback. WolvenKit successfully round-tripped and listed the archive,
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but in-game testing is still required.
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The patch targets the EP1 traffic resource because Phantom Liberty is installed.
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On a non-PL install, the basegame archive resource would need to be patched
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instead.
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## Future Improvements
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Better versions of this mod could:
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- build district-specific presets
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- increase highway speed to `22`, `25`, or `30` based on playtesting
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- lower intersection penalties only where highway ramps are misclassified
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- inspect `lane_connections` to identify ramp/arterial topology
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- patch `GPSOnly` connector lanes separately
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- generate a diff report of every changed lane with flags, length, speed, and
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graph component
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- ship multiple archives: conservative, strong, and experimental
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The next practical step is in-game route testing between known bad waypoint
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pairs, especially cases where vanilla GPS exits highways too early or cuts
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through surface streets.
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@@ -5,7 +5,7 @@
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"lanes": [
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{
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"flags": 16400,
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"maxSpeed": 55,
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"maxSpeed": 17,
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"length": 240.0,
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"laneNumber": 1,
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"playerGPSInfo": {
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@@ -15,7 +15,7 @@
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},
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{
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"flags": 16,
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"maxSpeed": 25,
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"maxSpeed": 10,
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"length": 80.0,
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"laneNumber": 2,
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"playerGPSInfo": {
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@@ -1,6 +1,7 @@
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import json
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import subprocess
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import sys
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import tempfile
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from pathlib import Path
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@@ -8,7 +9,7 @@ ROOT = Path(__file__).resolve().parents[1]
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TOOL = ROOT / "tools" / "patch_traffic_lanes.py"
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def test_patch_sample(tmp_path):
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def run_patch_sample(tmp_path):
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output = tmp_path / "patched.json"
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result = subprocess.run(
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@@ -28,6 +29,15 @@ def test_patch_sample(tmp_path):
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patched = json.loads(output.read_text(encoding="utf-8"))
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lanes = patched["Data"]["RootChunk"]["data"]["lanes"]
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assert lanes[0]["maxSpeed"] == 90
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assert lanes[1]["maxSpeed"] == 45
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assert lanes[0]["maxSpeed"] == 25
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assert lanes[1]["maxSpeed"] == 15
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assert lanes[2]["maxSpeed"] == 10
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def test_patch_sample(tmp_path):
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run_patch_sample(tmp_path)
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if __name__ == "__main__":
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with tempfile.TemporaryDirectory() as tmp:
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run_patch_sample(Path(tmp))
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Executable
+77
@@ -0,0 +1,77 @@
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#!/usr/bin/env python3
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from __future__ import annotations
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import argparse
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import json
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from collections import Counter
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from pathlib import Path
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from typing import Any
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from patch_traffic_lanes import FLAGS, as_int, has_flag, looks_like_lane
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def visit(value: Any):
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if isinstance(value, dict):
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lanes = value.get("lanes")
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if isinstance(lanes, list) and any(looks_like_lane(lane) for lane in lanes):
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for lane in lanes:
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if looks_like_lane(lane):
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yield lane
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for child in value.values():
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yield from visit(child)
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elif isinstance(value, list):
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for child in value:
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yield from visit(child)
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def bucket(flags: int) -> str:
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if has_flag(flags, "Highway"):
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return "highway"
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if has_flag(flags, "Pavement"):
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return "pavement"
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if has_flag(flags, "CrossWalk"):
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return "crosswalk"
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if has_flag(flags, "Road"):
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return "road"
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return "other"
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def main() -> int:
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parser = argparse.ArgumentParser()
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parser.add_argument("json_file", type=Path)
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args = parser.parse_args()
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data = json.loads(args.json_file.read_text(encoding="utf-8"))
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speeds: dict[str, Counter[int]] = {
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"all": Counter(),
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"highway": Counter(),
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"road": Counter(),
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"pavement": Counter(),
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"crosswalk": Counter(),
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"other": Counter(),
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}
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flags_counter: Counter[int] = Counter()
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for lane in visit(data):
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flags = as_int(lane.get("flags"))
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speed = as_int(lane.get("maxSpeed"))
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if flags is None or speed is None:
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continue
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speeds["all"][speed] += 1
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speeds[bucket(flags)][speed] += 1
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flags_counter[flags] += 1
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for name, counter in speeds.items():
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print(f"{name}: {sum(counter.values())} lanes")
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print(" " + ", ".join(f"{speed}:{count}" for speed, count in counter.most_common(20)))
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print("top flags:")
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for flags, count in flags_counter.most_common(20):
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names = [name for name, bit in FLAGS.items() if flags & bit]
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print(f" {flags}: {count} ({', '.join(names)})")
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return 0
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if __name__ == "__main__":
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||||
raise SystemExit(main())
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||||
@@ -2,36 +2,41 @@
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||||
set -euo pipefail
|
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|
||||
if [[ $# -lt 3 ]]; then
|
||||
echo "usage: $0 <game-dir> <archive-or-archive-dir> <work-dir>" >&2
|
||||
echo "usage: $0 <game-dir> <archive-or-archive-dir> <work-dir> [resource-regex] [resource-path] [mod-name]" >&2
|
||||
exit 2
|
||||
fi
|
||||
|
||||
game_dir=$1
|
||||
archive_path=$2
|
||||
work_dir=$3
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||||
container=${CP77_TOOLBOX_CONTAINER:-2077}
|
||||
tool='${HOME}/.dotnet/tools/cp77tools'
|
||||
resource_regex=${4:-'all\.traffic_persistent$'}
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||||
resource_path=${5:-'base/worlds/03_night_city/sectors/_generated/traffic/all.traffic_persistent'}
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mod_name=${6:-zz_edge_weight_gps}
|
||||
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raw_dir="${work_dir}/01_raw"
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json_dir="${work_dir}/02_json"
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patched_json_dir="${work_dir}/03_json_patched"
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patched_raw_dir="${work_dir}/04_raw_patched"
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pack_root="${work_dir}/${mod_name}"
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packed_dir="${work_dir}/05_packed"
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resource_dir=$(dirname "${resource_path}")
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||||
resource_file=$(basename "${resource_path}")
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||||
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mkdir -p "${raw_dir}" "${json_dir}" "${patched_json_dir}" "${patched_raw_dir}" "${packed_dir}"
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||||
mkdir -p "${raw_dir}" "${json_dir}" "${patched_json_dir}" "${patched_raw_dir}" "${pack_root}/${resource_dir}" "${packed_dir}"
|
||||
|
||||
toolbox run --container "${container}" bash -lc \
|
||||
"${tool} extract '$archive_path' --gamepath '$game_dir' --outpath '$raw_dir' --regex 'traffic.*persistent|persistent.*traffic|traffic.*lane|world.*traffic'"
|
||||
tools/cp77_toolbox.sh extract "${archive_path}" \
|
||||
--gamepath "${game_dir}" \
|
||||
--outpath "${raw_dir}" \
|
||||
--regex "${resource_regex}"
|
||||
|
||||
toolbox run --container "${container}" bash -lc \
|
||||
"${tool} convert serialize '$raw_dir' --outpath '$json_dir'"
|
||||
tools/cp77_toolbox.sh convert serialize "${raw_dir}" --outpath "${json_dir}"
|
||||
|
||||
python3 tools/patch_traffic_lanes.py "${json_dir}" "${patched_json_dir}" --copy-unchanged
|
||||
|
||||
toolbox run --container "${container}" bash -lc \
|
||||
"${tool} convert deserialize '$patched_json_dir' --outpath '$patched_raw_dir'"
|
||||
tools/cp77_toolbox.sh convert deserialize "${patched_json_dir}" --outpath "${patched_raw_dir}"
|
||||
|
||||
toolbox run --container "${container}" bash -lc \
|
||||
"${tool} pack '$patched_raw_dir' --outpath '$packed_dir'"
|
||||
cp "${patched_raw_dir}/${resource_file}" "${pack_root}/${resource_path}"
|
||||
|
||||
tools/cp77_toolbox.sh pack "${pack_root}" --outpath "${packed_dir}"
|
||||
|
||||
echo "packed archive output: ${packed_dir}"
|
||||
|
||||
@@ -2,6 +2,6 @@
|
||||
set -euo pipefail
|
||||
|
||||
container="${CP77_TOOLBOX_CONTAINER:-2077}"
|
||||
tool='${HOME}/.dotnet/tools/cp77tools'
|
||||
tool="${HOME}/.dotnet/tools/cp77tools"
|
||||
|
||||
exec toolbox run --container "${container}" bash -lc "${tool} $*"
|
||||
exec toolbox run --container "${container}" "${tool}" "$@"
|
||||
|
||||
@@ -8,11 +8,10 @@ fi
|
||||
|
||||
archive_path=$1
|
||||
output=${2:-traffic-resources.txt}
|
||||
container=${CP77_TOOLBOX_CONTAINER:-2077}
|
||||
tool='${HOME}/.dotnet/tools/cp77tools'
|
||||
|
||||
toolbox run --container "${container}" bash -lc \
|
||||
"${tool} archive --list --regex 'traffic.*persistent|persistent.*traffic|traffic.*lane|world.*traffic' '$archive_path'" \
|
||||
tools/cp77_toolbox.sh archive --list \
|
||||
--regex 'traffic.*persistent|persistent.*traffic|traffic.*lane|world.*traffic' \
|
||||
"${archive_path}" \
|
||||
> "${output}"
|
||||
|
||||
echo "wrote ${output}"
|
||||
|
||||
@@ -208,8 +208,8 @@ def parse_args() -> argparse.Namespace:
|
||||
parser = argparse.ArgumentParser()
|
||||
parser.add_argument("input", type=Path, help="WolvenKit JSON file or export directory")
|
||||
parser.add_argument("output", type=Path, help="Patched JSON file or output directory")
|
||||
parser.add_argument("--highway-speed", type=int, default=90)
|
||||
parser.add_argument("--road-speed-floor", type=int, default=45)
|
||||
parser.add_argument("--highway-speed", type=int, default=25)
|
||||
parser.add_argument("--road-speed-floor", type=int, default=15)
|
||||
parser.add_argument("--non-highway-cap", type=int, default=None)
|
||||
parser.add_argument("--copy-unchanged", action="store_true")
|
||||
parser.add_argument("--dry-run", action="store_true")
|
||||
|
||||
Reference in New Issue
Block a user