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godot/SConstruct
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godot/SConstruct
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#!/usr/bin/env python
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"""
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SConstruct for the brogue_gen GDExtension.
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Build: cd godot && scons target=template_debug
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(or target=template_release for optimized)
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Output: ../demo/bin/libbrogue_gen.<platform>.<target>.<arch>.so
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"""
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import os
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import sys
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env = SConscript("godot-cpp/SConstruct")
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# Where to find our C generator library headers.
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env.Append(CPPPATH=["src/", "../src/"])
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# Compile all of our C generator sources directly into the extension — the
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# generator is a pure C99 library with no Godot deps. This avoids needing a
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# separate libbroguegen.a.
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c_sources = [
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"../src/gen/rng.c",
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"../src/gen/grid.c",
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"../src/gen/events.c",
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"../src/gen/room_types.c",
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"../src/gen/accretion.c",
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"../src/gen/dijkstra.c",
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"../src/gen/loops.c",
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"../src/gen/ca.c",
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"../src/gen/lakes.c",
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"../src/gen/walls.c",
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"../src/gen/stairs.c",
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"../src/gen/chokepoints.c",
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"../src/gen/machines.c",
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"../src/gen/blueprints_data.c",
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]
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# Ensure C files compile with C99; don't inherit godot-cpp's C++ flags verbatim.
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c_env = env.Clone()
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c_env.Replace(CFLAGS=["-std=c99", "-Wall", "-Wpedantic", "-Werror=implicit",
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"-O2", "-g", "-fPIC"])
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c_objects = [c_env.SharedObject(target="build/" + os.path.basename(s).replace(".c", ""),
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source=s) for s in c_sources]
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cpp_sources = Glob("src/*.cpp")
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library_name = "libbrogue_gen{}{}".format(env["suffix"], env["SHLIBSUFFIX"])
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# Godot plugin layout convention: addons/<plugin_name>/
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# brogue_gen.gdextension — manifest, references the .so path relative to res://
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# bin/<name>.so — binaries per platform/target
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import os as _os
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import shutil as _shutil
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_ADDON_DIR = "../demo/addons/brogue_gen"
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_os.makedirs(_ADDON_DIR + "/bin", exist_ok=True)
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library = env.SharedLibrary(
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_ADDON_DIR + "/bin/" + library_name,
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source=cpp_sources + c_objects,
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)
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_shutil.copyfile("brogue_gen.gdextension",
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_ADDON_DIR + "/brogue_gen.gdextension")
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Default(library)
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