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local height_scale = const.TerrainHeightScale
local height_tile = const.HeightTileSize
local height_max = const.MaxTerrainHeight
local type_tile = const.TypeTileSize
local developer = Platform.developer
local unity = 1000
local function print_concat(tbl)
return table.concat(tbl, " ")
end
----
DefineClass.GridOpMapExport = {
__parents = { "GridOpOutput" },
GridOpType = "Map Export",
operations = {"Type", "Height", "Biome", "Grass", "Water"}
}
function GridOpMapExport:GetGridOutput(state)
local grid
local op = self.Operation
if op == "Height" then
grid = terrain.GetHeightGrid()
elseif op == "Type" then
grid = terrain.GetTypeGrid()
elseif op == "Grass" then
grid = terrain.GetGrassGrid()
elseif op == "Water" then
grid = terrain.GetWaterGrid()
elseif op == "Biome" then
grid = BiomeGrid:clone()
end
if not grid then
return "Export Grid Failed"
end
return nil, grid
end
function GridOpMapExport:GetEditorText()
return "Export <Operation> to <GridOpName><OutputName></GridOpName>"
end
----
DefineClass.GridOpMapImport = {
__parents = { "GridOpInput" },
properties = {
{ category = "General", id = "TextureParam", name = "Texture Param", editor = "choice", default = "", items = GridOpParams, grid_param = true, optional = true, operation = "Type" },
{ category = "General", id = "TextureType", name = "Texture Type", editor = "choice", default = "", items = GetTerrainNamesCombo(), use_param = "TextureParam", operation = "Type" },
{ category = "General", id = "TexturePreview", name = "Texture Preview", editor = "image", default = false, img_size = 128, img_box = 1, dont_save = true, base_color_map = true, operation = "Type", no_edit = function(self) return self.TextureType == "" or self.UseParams and self.TextureParam ~= "" end },
{ category = "General", id = "Alpha", name = "Alpha", editor = "number", default = unity, min = 0, max = unity, slider = true, scale = unity, operation = "Type" },
{ category = "General", id = "Contrast", name = "Contrast", editor = "number", default = 0, min = -unity/2, max = unity/2, slider = true, scale = unity, operation = "Type" },
{ category = "General", id = "Normalize", name = "Normalize", editor = "bool", default = false, operation = {"Height", "Color"} },
{ category = "General", id = "HeightMin", name = "Height Min (m)", editor = "number", default = 0, scale = guim, min = 0, max = height_max, slider = true, operation = "Height", enabled_by = "Normalize" },
{ category = "General", id = "HeightMax", name = "Height Max (m)", editor = "number", default = height_max, scale = guim, min = 0, max = height_max, slider = true, operation = "Height", enabled_by = "Normalize" },
{ category = "General", id = "ColorRed", name = "Red", editor = "number", default = 0, min = -unity, max = unity, scale = unity, slider = true, operation = "Color" },
{ category = "General", id = "ColorGreen", name = "Green", editor = "number", default = 0, min = -unity, max = unity, scale = unity, slider = true, operation = "Color" },
{ category = "General", id = "ColorBlue", name = "Blue", editor = "number", default = 0, min = -unity, max = unity, scale = unity, slider = true, operation = "Color" },
{ category = "General", id = "ColorAlpha", name = "Alpha", editor = "number", default = unity, min = 0, max = unity, scale = unity, slider = true, operation = "Color" },
{ category = "General", id = "MaskMin", name = "Mask Min", editor = "number", default = 0, scale = unity, operation = "Color", },
{ category = "General", id = "MaskMax", name = "Mask Max", editor = "number", default = 100 * unity, scale = unity, operation = "Color", },
},
GridOpType = "Map Import",
operations = {"Type", "Height", "Biome", "Grass", "Color"},
}
function GridOpMapImport:CollectTags(tags)
tags.Terrain = true
return GridOp.CollectTags(self, tags)
end
function GridOpMapImport:SetGridInput(state, grid)
local success, err
local op = self.Operation
if op == "Height" then
if not self.Normalize then
local min, max = GridMinMax(grid)
if min < 0 or max * height_scale > height_max then
return "Height Limits Exceeded"
end
success, err = terrain.ImportHeightMap(grid)
else
success, err = terrain.ImportHeightMap(grid, self.HeightMin, self.HeightMax)
end
terrain.InvalidateHeight()
elseif op == "Type" then
local type_idx
local type_name = self:GetValue("TextureType") or ""
if type_name ~= "" then
type_idx = GetTerrainTextureIndex(type_name)
if not type_idx then
return "No such terrain type: " .. type_name
end
end
if not type_idx then
err = terrain.SetTypeGrid(grid)
success = not err
else
success = terrain.ImportTypeDithered{
grid = GridRepack(grid, "F"),
seed = state.rand,
type = type_idx,
gamma_mul = unity - self.Contrast,
gamma_div = unity + self.Contrast,
alpha_mul = self.Alpha,
alpha_div = unity,
}
end
terrain.InvalidateType()
elseif op == "Biome" then
BiomeGrid:copy(grid)
success = true
elseif op == "Grass" then
success = terrain.SetGrassGrid(grid)
elseif op == "Color" then
local min, max = self.MaskMin, self.MaskMax
local gmin, gmax = GridMinMax(grid, unity)
if self.Normalize then
min, max = gmin, gmax
elseif min > gmin or max < gmax then
return "Mask Limits Exceeded"
end
success = GridSetTerrainColor(grid, self.ColorRed, self.ColorGreen, self.ColorBlue, min, max, unity, self.ColorAlpha)
end
if not success then
return err or "Map Import Failed"
end
end
function GridOpMapImport:GetEditorText()
local value = " "
if self.Operation == "Type" then
local type_str = self:GetValueText("TextureType", "")
if type_str ~= "" then
value = " " .. type_str .. " "
end
end
local grid_str = self.InputName ~= "" and "from <GridOpName><InputName></GridOpName>" or ""
return "Import <Operation>" .. value .. grid_str
end
function GridOpMapImport:GetTexturePreview()
return GetTerrainTexturePreview(self.TextureType)
end
----
DefineClass.GridOpMapReset = {
__parents = { "GridOp" },
properties = {
{ category = "General", id = "Type", name = "Texture Type", editor = "choice", default = "", items = GetTerrainNamesCombo(), operation = "Type", help = "If not specified, the default invalid terrain will be used" },
{ category = "General", id = "TypePreview", name = "Preview", editor = "image", default = false, img_size = 128, img_box = 1, base_color_map = true, dont_save = true, operation = "Type" },
{ category = "General", id = "Height", name = "Height", editor = "number", default = 10*guim, min = 0, max = height_max, slider = true, scale = "m", operation = "Height" },
{ category = "General", id = "Grass", name = "Grass", editor = "number", default = 0, min = 0, max = 100, slider = true, operation = "Grass" },
{ category = "General", id = "Color", name = "Color", editor = "color", default = RGB(200, 200, 200), operation = "Color" },
{ category = "General", id = "Overwrite", name = "Overwrite", editor = "bool", default = false, operation = "Backup" },
{ category = "General", id = "DeleteObjects", name = "Delete Objects", editor = "bool", default = true, operation = "Backup" },
{ category = "General", id = "FilterClass", name = "Class", editor = "text", default = "", operation = "Objects" },
{ category = "General", id = "FilterFlagsAll",name = "Flags All", editor = "set", default = set("Generated"), items = {"Generated", "Permanent"}, operation = "Objects" },
{ category = "General", id = "FilterFlagsAny",name = "Flags Any", editor = "set", default = set(), items = {"Generated", "Permanent"}, operation = "Objects" },
{ category = "General", id = "DeletedCount", name = "Deleted", editor = "number", default = 0, operation = "Objects", read_only = true, dont_save = true },
{ category = "General", id = "HeightMap", name = "Height Map", editor = "combo", default = "", items = GridOpOutputNames, grid_output = true, optional = true, operation = "Backup" },
{ category = "General", id = "TypeMap", name = "Type Map", editor = "combo", default = "", items = GridOpOutputNames, grid_output = true, optional = true, operation = "Backup" },
},
GridOpType = "Map Reset",
operations = {"Type", "Height", "Grass", "Biome", "Objects", "Color", "Backup"},
}
function GridOpMapReset:CollectTags(tags)
local op = self.Operation
if op == "Type" or op == "Height" or op == "Biome" or op == "Backup" then
tags.Terrain = true
end
if op == "Objects" or op == "Backup" and self.DeleteObjects then
tags.Objects = true
end
return GridOp.CollectTags(self, tags)
end
function GridOpMapReset:ResolveTerrainType()
local ttype = self.Type or ""
if not TerrainNameToIdx[ttype] then ttype = mapdata and mapdata.BaseLayer or "" end
if not TerrainNameToIdx[ttype] then ttype = const.Prefab.InvalidTerrain or "" end
if not TerrainNameToIdx[ttype] then ttype = TerrainTextures[0].id end
return ttype
end
function GridOpMapReset:GetTypePreview()
return GetTerrainTexturePreview(self:ResolveTerrainType())
end
local function CreatePath(path, param, ...)
if not io.exists(path) then
local err = AsyncCreatePath(path)
if err then
return false, err
end
SVNAddFile(path)
end
if not param then
return path
end
return CreatePath(path .. "/" .. param, ...)
end
local function ExtractFlags(flags)
local gameFlags = 0
gameFlags = gameFlags + (flags.Generated and const.gofGenerated or 0)
gameFlags = gameFlags + (flags.Permanent and const.gofPermanent or 0)
return gameFlags ~= 0 and gameFlags or nil
end
function GridOpMapReset:Run()
local success, err = true
local op = self.Operation
if op == "Type" then
success = terrain.SetTerrainType{type = self:ResolveTerrainType()}
elseif op == "Height" then
success = terrain.SetHeight{height = self.Height}
elseif op == "Biome" then
BiomeGrid:clear()
success = true
elseif op == "Grass" then
success = terrain.ClearGrassGrid(self.Grass)
elseif op == "Color" then
success = terrain.ClearColorizeGrid(self.Color)
elseif op == "Objects" then
local enumFlagsAll, enumFlagsAny
local gameFlagsAll = ExtractFlags(self.FilterFlagsAll)
local gameFlagsAny = ExtractFlags(self.FilterFlagsAny)
if (self.FilterClass or "") == "" then
self.DeletedCount = MapDelete(true, enumFlagsAll, enumFlagsAny, gameFlagsAll, gameFlagsAny)
else
self.DeletedCount = MapDelete(true, self.FilterClass, enumFlagsAll, enumFlagsAny, gameFlagsAll, gameFlagsAny)
end
elseif op == "Backup" then
local trunc
trunc, err = CreatePath("svnAssets/Source/MapGen", GetMapName())
if err then
return err
end
local overwrite = self.Overwrite
local height_file = trunc .. "/height.grid"
local height_exists = io.exists(height_file)
local height_grid = not overwrite and height_exists and GridReadFile(height_file)
if not height_grid then
height_grid = terrain.GetHeightGrid()
success, err = GridWriteFile(height_grid, height_file, true)
if success and not height_exists then
SVNAddFile(height_file)
end
else
err = terrain.SetHeightGrid(height_grid)
terrain.InvalidateHeight()
end
if err then
return err
end
if self.HeightMap ~= "" then
self:SetGridOutput(self.HeightMap, height_grid)
end
local type_file = trunc .. "/type.grid"
local type_exists = io.exists(height_file)
local type_grid = not overwrite and type_exists and GridReadFile(type_file)
if not type_grid then
type_grid = terrain.GetTypeGrid()
success, err = GridWriteFile(type_grid, type_file, true)
if success and not type_exists then
SVNAddFile(type_file)
end
else
err = terrain.SetTypeGrid(type_grid)
terrain.InvalidateType()
end
if err then
return err
end
if self.TypeMap ~= "" then
self:SetGridOutput(self.TypeMap, type_grid)
end
if self.DeleteObjects then
MapDelete("map", nil, nil, const.gofGenerated)
end
mapdata.IsPartialGen = true
end
if not success then
return op .. " Reset Failed"
end
end
function GridOpMapReset:GetEditorText()
local value = ""
local op = self.Operation
if op == "Type" then
value = "<GridOpValue><Type></GridOpValue>"
elseif op == "Height" then
value = "<GridOpValue><Height></GridOpValue>"
elseif op == "Grass" then
value = "<GridOpValue><Grass></GridOpValue>"
elseif op == "Objects" then
value = "<GridOpValue><FilterClass></GridOpValue>"
end
return "Reset <Operation> " .. value
end
----
DefineClass.GridOpMapSlope = {
__parents = { "GridOpInputOutput" },
properties = {
{ category = "General", id = "Units", name = "Units", editor = "choice", default = "degrees", items = {"", "degrees", "minutes", "radians", "normalized"} },
{ category = "General", id = "SunAzimuth", name = "Sun Azimuth (deg)", editor = "number", default = 0, scale = 60, min = -180*60, max = 180*60, slider = true, operation = "Orientation", step = 60, buttons_step = 60, },
{ category = "General", id = "SunElevation", name = "Sun Elevation (deg)", editor = "number", default = 0, scale = 60, min = 0, max = 90*60, slider = true, operation = "Orientation", step = 60, buttons_step = 60 },
{ category = "General", id = "Approx", name = "Approximate", editor = "bool", default = true, help = "Computation speed at the cost of precision" },
},
GridOpType = "Map Slope",
operations = {"Slope", "Orientation"},
input_fmt = "F",
}
function GridOpMapSlope:GetGridOutputFromInput(state, grid)
local res = GridDest(grid)
local units_to_unity = {
radians = 0,
normalized = 1,
degrees = 180,
minutes = 180*60,
}
local unity = units_to_unity[self.Units]
local apporx = self.Approx
local op = self.Operation
if op == "Slope" then
GridSlope(grid, res, height_tile, height_scale)
if unity then
GridASin(res, apporx, unity)
end
elseif op == "Orientation" then
GridOrientation(grid, res, height_tile, height_scale, self.SunAzimuth, self.SunElevation)
if unity then
GridACos(res, apporx, unity)
end
end
return nil, res
end
function GridOpMapSlope:GetEditorText()
return "Calc <Operation> of <GridOpName><InputName></GridOpName> in <GridOpName><OutputName></GridOpName>"
end
----
DefineClass.GridOpMapParamType = {
__parents = { "GridOpParam" },
properties = {
{ category = "General", id = "ParamValue", name = "Type", editor = "choice", default = "", items = GetTerrainNamesCombo() },
{ category = "General", id = "TypePreview", name = "Preview", editor = "image", default = false, img_size = 128, img_box = 1, base_color_map = true, dont_save = true },
},
GridOpType = "Map Param Terrain Type",
}
function GridOpMapParamType:GetTypePreview()
return GetTerrainTexturePreview(self.ParamValue)
end
----
DefineClass.GridOpMapParamColor = {
__parents = { "GridOpParam" },
properties = {
{ category = "General", id = "ParamValue", name = "Color", editor = "color", default = white },
{ category = "General", id = "R", name = "R", editor = "number", default = 0, min = 0, max = 255, slider = true, dont_save = true, buttons_step = 1 },
{ category = "General", id = "G", name = "G", editor = "number", default = 0, min = 0, max = 255, slider = true, dont_save = true, buttons_step = 1 },
{ category = "General", id = "B", name = "B", editor = "number", default = 0, min = 0, max = 255, slider = true, dont_save = true, buttons_step = 1 },
},
GridOpType = "Map Param Color",
}
function GridOpMapParamColor:GetParamStr()
return string.format("%d %d %d", GetRGB(self.ParamValue))
end
function GridOpMapParamColor:SetParamValue(value)
self.ParamValue = value
self.R, self.G, self.B = GetRGB(value)
end
function GridOpMapParamColor:SetR(c) self:SetParamValue(SetR(self.ParamValue, c)) end
function GridOpMapParamColor:SetG(c) self:SetParamValue(SetG(self.ParamValue, c)) end
function GridOpMapParamColor:SetB(c) self:SetParamValue(SetB(self.ParamValue, c)) end
----
DefineClass.GridOpMapColorDist = {
__parents = { "GridOpOutput" },
properties = {
{ category = "General", id = "GridR", name = "Input Name R", editor = "combo", default = "", items = GridOpOutputNames, grid_input = true },
{ category = "General", id = "GridG", name = "Input Name G", editor = "combo", default = "", items = GridOpOutputNames, grid_input = true },
{ category = "General", id = "GridB", name = "Input Name B", editor = "combo", default = "", items = GridOpOutputNames, grid_input = true },
{ category = "General", id = "Color", name = "Color Value", editor = "color", default = white, alpha = false, use_param = true },
},
GridOpType = "Map Color Dist",
}
function GridOpMapColorDist:GetGridOutput(state)
local err
local cr, cg, cb = GetRGB(self:GetValue("Color"))
local gr, gg, gb = self:GetGridInput(self.GridR), self:GetGridInput(self.GridG), self:GetGridInput(self.GridB)
local mr, mg, mb = GridDest(gr), GridDest(gg), GridDest(gb)
GridAdd(gr, mr, -cr)
GridAdd(gg, mg, -cg)
GridAdd(gb, mb, -cb)
GridPow(mr, 2)
GridPow(mg, 2)
GridPow(mb, 2)
GridAdd(mr, mg)
GridAdd(mr, mb)
GridPow(mr, 1, 2) -- sqrt
return err, mr
end
function GridOpMapColorDist:GetEditorText()
local color = self.UseParams and self.ColorParam ~= "" and "<GridOpParam><ColorParam></GridOpParam>" or "<GridOpValue>" .. string.format("%d %d %d", GetRGB(self.ColorValue)) .. "</GridOpValue>"
return "Color Dist of " .. color .. " from <GridOpName><GridR></GridOpName> <GridOpName><GridG></GridOpName> <GridOpName><GridB></GridOpName> in <GridOpName><OutputName></GridOpName>"
end
----
DefineClass.GridInspect = {
__parents = { "DebugOverlayControl" },
properties = {
{ category = "Debug", id = "AllowInspect", name = "Allow Inspect", editor = "bool", default = false, buttons = {{ name = "Toggle", func = "ToggleInspect" }} },
{ category = "Debug", id = "OverlayAlpha", name = "Overlay Alpha (%)", editor = "number", default = 60, slider = true, min = 0, max = 100, dont_save = true },
},
inspect_thread = false,
}
function GridInspect:GetInspectInfo()
end
function GridInspect:ToggleInspect()
if IsValidThread(self.inspect_thread) then
DbgStopInspect()
DbgShowTerrainGrid(false)
return
end
local grid, palette, callback = self:GetInspectInfo()
if not grid then
print("Inpsect grid not found!")
return
end
DbgShowTerrainGrid(grid, palette)
self.inspect_thread = DbgStartInspectPos(callback, grid)
end
function ToggleInspectDelayed(self)
self:ToggleInspect()
end
function GridInspect:AutoStartInspect(state)
if developer and state.run_mode == "Debug" and self.AllowInspect then
DelayedCall(0, ToggleInspectDelayed, self)
end
end
----
DefineClass.GridOpMapBiomeMatch = {
__parents = { "GridOpOutput", "GridInspect" },
properties = {
{ category = "General", id = "BiomeGroup", name = "Biome Group", editor = "choice", default = "", items = PresetGroupsCombo("Biome"), use_param = true },
{ category = "Preview", id = "Biomes", name = "All Biomes", editor = "number", default = 0, dont_save = true, read_only = true},
{ category = "Debug", id = "MatchedBiomes", name = "Matched Biomes", editor = "text", default = false, dont_save = true, lines = 10, max_lines = 10, text_style = "GedConsole" },
{ category = "Debug", id = "ClickPosition", name = "Map Position", editor = "point", default = false, dont_save = true},
{ category = "Debug", id = "GridPosition", name = "Grid Position", editor = "point", default = false, dont_save = true},
},
GridOpType = "Map Biome Match",
input_fmt = "F",
match_grids = false,
match_biomes = false,
bvalue_to_preset = false,
}
for _, match in ipairs(BiomeMatchParams) do
local id, name, help = match.id, match.name, match.help
table.iappend(GridOpMapBiomeMatch.properties, {
{ category = "General", id = id .. "Map", name = name .. " Match", editor = "combo", default = "", items = GridOpOutputNames, grid_input = true, optional = true, ignore_errors = true, help = help },
})
end
function GridOpMapBiomeMatch:OnMoveCallback(pos)
local biome_map = self.outputs[self.OutputName]
if not biome_map then
return
end
local mx, my = pos:xy()
local bvalue, gx, gy = GridMapGet(biome_map, mx, my)
local tmp = { "",
print_concat{"map", DivToStr(mx, guim), ":", DivToStr(my, guim), "(m)"},
print_concat{"grid", gx, ":", gy},
}
local biome_preset = self.bvalue_to_preset[bvalue]
tmp[#tmp + 1] = print_concat{ "Biome", bvalue, biome_preset and biome_preset.id or "" }
local grids = self.match_grids
for i, params in ipairs(BiomeMatchParams) do
local grid = grids[i]
if grid then
local v = GridMapGet(grid, mx, my, 1024)
tmp[#tmp + 1] = print_concat{ params.id, DivToStr(v, params.scale), params.units }
end
end
local h = #tmp
for i=1,h do
tmp[#tmp + 1] = ""
end
return table.concat(tmp, "\n")
end
function GridOpMapBiomeMatch:OnClickCallback(pos)
local biome_map = self.outputs[self.OutputName]
if not biome_map then
return
end
local mx, my = pos:xy()
self.ClickPosition = pos
local _, gx, gy = GridMapGet(biome_map, mx, my)
self.GridPosition = point(gx, gy)
local err, biome_weights = BiomePosMatch(gx, gy, self.match_biomes, self.match_grids, BiomeMatchParams)
local matched_dump_str
if not err then
local bvalue_to_preset = self.bvalue_to_preset
table.sortby_field_descending(biome_weights, "weight")
for i, entry in ipairs(biome_weights) do
entry.value = bvalue_to_preset[entry.biome].id
end
local nweight = biome_weights[1].weight / 1000
for i, entry in ripairs(biome_weights) do
entry.weight = DivRound(entry.weight, nweight)
if entry.weight == 0 then
table.remove(biome_weights, i)
end
end
local header = string.format("%20s | %6s", "Biome", "Weight")
local line = "---------------------+--------"
for _, entry in ipairs(BiomeMatchParams) do
header = string.format("%s | %9s", header, entry.id)
line = line .. "+-----------"
end
matched_dump_str = { header, line }
for _, entry in ipairs(biome_weights) do
local str = string.format("%20s | %6d", entry.value, entry.weight)
for _, weight in ipairs(entry) do
str = string.format("%s | %9d", str, weight)
end
matched_dump_str[#matched_dump_str + 1] = str
end
matched_dump_str = table.concat(matched_dump_str, "\n")
end
self.MatchedBiomes = matched_dump_str
ObjModified(self)
end
function GridOpMapBiomeMatch:GetInspectInfo()
local biome_map = self.outputs[self.OutputName]
if not biome_map then
return
end
local palette = DbgGetBiomePalette()
self.bvalue_to_preset = BiomeValueToPreset()
local function MoveCallback(pos)
return self:OnMoveCallback(pos)
end
local function ClickCallback(pos)
return self:OnClickCallback(pos)
end
return biome_map, palette, { MoveCallback, ClickCallback }
end
function GridOpMapBiomeMatch:GetGridOutput(state)
local grids = {}
for _, match in ipairs(BiomeMatchParams) do
local prop_id = match.id .. "Map"
local grid_name = self[prop_id]
local grid = self:GetGridInput(grid_name)
grids[#grids + 1] = grid or false
if grid then
local prec = 10
local min, max = GridMinMax(grid, prec)
if min < match.min * prec or max > match.max * prec then
if min < match.min then
print("Match grid", match.id, "is below its min:", min * 1.0 / prec, "<", match.min)
else
print("Match grid", match.id, "is above its max:", max * 1.0 / prec, ">", match.max)
end
return "Match grid out of bounds"
end
end
end
local match_group = self:GetValue("BiomeGroup") or ""
if match_group == "" then
return "Biome group not specified!"
end
state.BiomeGroup = match_group
local biomes = {}
ForEachPreset("Biome", function(preset)
if preset.group == match_group then
local biome = { preset.grid_value }
for _, match in ipairs(BiomeMatchParams) do
local id = match.id
for _, prop in ipairs{"From", "To", "Best", "Weight"} do
biome[#biome + 1] = preset[id .. prop]
end
end
biomes[#biomes + 1] = biome
end
end)
if #biomes == 0 then
return "No biome presets found"
end
self.Biomes = #biomes
local gw, gh = grids[1]:size()
local biome_map = NewComputeGrid(gw, gh, "U", 8)
biome_map:clear()
local err = BiomeGridMatch(biome_map, biomes, grids, BiomeMatchParams)
if err then
return err
end
self.match_grids = grids
self.match_biomes = biomes
if developer then
local x, y = GridFind(biome_map, 0)
if x then
local w, h = terrain.GetMapSize()
StoreErrorSource(point(x * w / gw, y * h / gh), "Biome non matched!")
end
end
self:AutoStartInspect(state)
return nil, biome_map
end
----
DefineClass.GridOpMapPrefabTypes = {
__parents = { "GridOpInputOutput" },
properties = {
{ category = "General", id = "AllowEmptyTypes", name = "Allow Empty Types", editor = "bool", default = false },
{ category = "Preview", id = "PrefabsFound", name = "Prefabs Found", editor = "string_list", default = false, read_only = true, dont_save = true },
},
GridOpType = "Map Biome Prefab Types",
}
function GridOpMapPrefabTypes:GetGridOutputFromInput(state, grid)
local levels = GridLevels(grid)
local bvalue_to_preset = BiomeValueToPreset()
local ptype_to_idx = table.invert(GetPrefabTypeList())
local type_to_prefabs = PrefabTypeToPrefabs
local allow_empty_types = self.AllowEmptyTypes
local debug = state.run_mode ~= "GM"
local biomes, ptypes = {}, {}
for value, count in pairs(levels) do
if value == 0 then
goto continue
end
local preset = bvalue_to_preset[value]
local weights = preset and preset.PrefabTypeWeights or empty_table
local invalid_type
local valid_weights = {}
for _, pw in ipairs(weights) do
local ptype = pw.PrefabType
if not ptype_to_idx[ptype] then
invalid_type = ptype
break
end
if allow_empty_types or type_to_prefabs[ptype] then
valid_weights[#valid_weights + 1] = pw
end
end
if not preset then
print("Missing preset with value:", value)
elseif #weights == 0 then
print("Biome without prefab types:", preset.id)
elseif invalid_type then
print("Biome", preset.id, "contains an invalid prefab type", invalid_type)
elseif #weights > 1 and not NoisePresets[preset.TypeMixingPreset] then
print("Biome", preset.id, "has an invalid mixing pattern", preset.TypeMixingPreset)
elseif #valid_weights == 0 then
print("Biome", preset.id, "doesn't match any prefabs")
else
biomes[#biomes + 1] = {
preset = preset,
count = count,
weights = valid_weights,
}
if debug then
for _, pw in ipairs(valid_weights) do
ptypes[pw.PrefabType] = true
end
end
end
::continue::
end
if debug then
local legend = {}
for ptype in pairs(ptypes) do
legend[#legend + 1] = string.format("%d. %s: %d", ptype_to_idx[ptype], ptype, #(type_to_prefabs[ptype] or empty_table))
end
table.sort(legend)
self.PrefabsFound = legend
end
table.sort(biomes, function(a, b) return a.preset.grid_value < b.preset.grid_value end)
local remap = {}
local w, h = grid:size()
local rand = state.rand
for _, biome in ipairs(biomes) do
local value = biome.preset.grid_value
local valid_weights = biome.weights
local weights = biome.preset.PrefabTypeWeights or empty_table
if #valid_weights == 0 then
-- continue
elseif #weights > 1 then
local type_mix = NewComputeGrid(w, h, "U", 16)
rand = BraidRandom(rand)
biome.preset:GetTypeMixingGrid(type_mix, rand, ptype_to_idx)
remap[value] = type_mix
else
local type_idx = ptype_to_idx[weights[1].PrefabType]
remap[value] = type_idx
end
end
local mix_grid = NewComputeGrid(w, h, "U", 16)
BiomeGridRemap(grid, mix_grid, remap)
return nil, mix_grid
end
----
DefineClass.GridOpMapErosion = {
__parents = { "GridOpInputOutput" },
properties = {
{ category = "General", id = "Iterations", name = "Iterations", editor = "number", default = 100, min = 1 },
{ category = "General", id = "DropSize", name = "Drop Size (m)", editor = "number", default = 10, min = 0, max = unity, scale = unity, slider = true },
{ category = "General", id = "Capacity", name = "Capacity", editor = "number", default = 10, min = 0, max = unity, scale = unity, slider = true },
{ category = "General", id = "Evaporation", name = "Evaporation", editor = "number", default = unity/2, min = 0, max = unity, scale = unity, slider = true },
{ category = "General", id = "Solubility", name = "Solubility", editor = "number", default = 10, min = 0, max = unity, scale = unity, slider = true },
{ category = "General", id = "ThermalErosion",name = "Thermal Erosion", editor = "number", default = 10, min = 0, max = unity, scale = unity, slider = true },
{ category = "General", id = "WindForce", name = "Wind Force", editor = "number", default = unity, min = 0, max = unity, scale = unity, slider = true },
{ category = "General", id = "TalusAngle", name = "Talus Angle (deg)", editor = "number", default = 45*60, min = 0, max = 90*60, scale = 60, slider = true },
{ category = "General", id = "WaterMap", name = "Water Map", editor = "combo", default = "", items = GridOpOutputNames, grid_input = true, grid_output = true, optional = true },
{ category = "General", id = "SedimentMap", name = "Sediment Map", editor = "combo", default = "", items = GridOpOutputNames, grid_input = true, grid_output = true, optional = true },
},
GridOpType = "Map Erosion",
}
function GridOpMapErosion:GetGridOutputFromInput(state, grid)
local eroded = GridRepack(grid, "F", 32, true)
local water = self:GetGridInput(self.WaterMap) or GridDest(eroded, true)
local sediment = self:GetGridInput(self.SedimentMap) or GridDest(eroded, true)
GridErosion(
eroded, water, sediment, self.Iterations,
self.DropSize, self.Capacity, self.Evaporation, self.Solubility,
self.ThermalErosion, self.WindForce, self.TalusAngle,
unity, state.rand)
if self.WaterMap ~= "" then
self:SetGridOutput(self.WaterMap, water)
end
if self.SedimentMap ~= "" then
self:SetGridOutput(self.SedimentMap, sediment)
end
return nil, eroded
end
----
local def_tex = set("Main", "Noise", "Flow")
local function no_flow(self) return not self.Textures.Flow end
local function no_noise(self) return not self.Textures.Noise end
DefineClass.GridOpMapBiomeTexture = {
__parents = { "GridOpInput", "GridInspect" },
properties = {
{ category = "General", id = "Textures", name = "Textures", editor = "set", default = def_tex, items = {"Main", "Noise", "Flow"}, },
{ category = "General", id = "FlowMap", name = "Flow Map", editor = "combo", default = "", items = GridOpOutputNames, grid_input = true, optional = true, no_edit = no_flow },
{ category = "General", id = "FlowMax", name = "Flow Max", editor = "number", default = 1, use_param = true, no_edit = no_flow },
{ category = "General", id = "HeightMap", name = "Height Map", editor = "combo", default = "", items = GridOpOutputNames, grid_input = true, optional = true, no_edit = no_noise },
{ category = "General", id = "Transition", name = "Transition", editor = "bool", default = true, },
{ category = "General", id = "ApplyGrass", name = "Apply Grass", editor = "bool", default = true, },
{ category = "General", id = "GrassMap", name = "Grass Map", editor = "combo", default = "", items = GridOpOutputNames, grid_input = true, optional = true, enabled_by = "ApplyGrass" },
{ category = "General", id = "InvalidTerrain",name = "Invalid Terrain", editor = "choice", default = "", items = GetTerrainNamesCombo(), help = "If not specified, the default invalid terrain will be used" },
},
GridOpType = "Map Biome Import Textures",
inspect_thread = false,
}
function GridOpMapBiomeTexture:CollectTags(tags)
tags.Terrain = true
return GridOp.CollectTags(self, tags)
end
function GridOpMapBiomeTexture:SetGridInput(state, grid)
local invalid_terrain = self.InvalidTerrain or ""
if invalid_terrain == "" then
invalid_terrain = const.Prefab.InvalidTerrain or ""
end
local invalid_idx = invalid_terrain ~= "" and GetTerrainTextureIndex(invalid_terrain) or 0
local ptype_list = GetPrefabTypeList()
local type_presets, ptype_to_idx = {}, {}
for i, ptype in ipairs(ptype_list) do
if GridFind(grid, i) then
type_presets[#type_presets + 1] = PrefabTypeToPreset[ptype]
ptype_to_idx[ptype] = i
end
end
table.sort(type_presets, function(a, b)
local sa, sb = a.TexturingOrder, b.TexturingOrder
if sa ~= sb then
return sa < sb
end
local ta, tb = a.Transition, b.Transition
if ta ~= tb then
return ta > tb
end
return a.id < b.id
end)
local rand = state.rand
local textures = self.Textures
local flow_map = self:GetGridInput(self.FlowMap)
local height_map = self:GetGridInput(self.HeightMap)
local grass_map = self:GetGridInput(self.GrassMap)
local marks, maski = GridDest(grid), GridDest(grid)
local mask, noise, hmod
local last_idx = 0
local idx_to_type, idx_to_grass = {}, {}
local function add_idx(type_idx, grass_mod)
last_idx = last_idx + 1
idx_to_type[last_idx] = type_idx
idx_to_grass[last_idx] = grass_mod
return last_idx
end
marks:clear()
for i, type_preset in ipairs(type_presets) do
local idx = ptype_to_idx[type_preset.id]
GridMask(grid, maski, idx)
if mask then
GridRepack(maski, mask)
else
mask = GridRepack(maski, "F")
end
local transition = self.Transition and type_preset.Transition or 0
if transition > 0 then
GridNot(mask)
GridDistance(mask, type_tile, transition)
GridRemap(mask, 0, transition, 1, 0)
end
rand = BraidRandom(rand)
local apply_config = { marks = marks, mask = mask, seed = rand }
if textures.Main and type_preset.TextureMain ~= "" then
local main_idx = GetTerrainTextureIndex(type_preset.TextureMain)
if not main_idx then
return "Invalid main terrain type: " .. type_preset.TextureMain
end
apply_config.main_idx = add_idx(main_idx, type_preset.GrassMain)
end
if textures.Noise and type_preset.TextureNoise ~= "" then
local noise_idx = GetTerrainTextureIndex(type_preset.TextureNoise)
local noise_preset = NoisePresets[type_preset.NoisePreset]
if not noise_preset then
return "Noise preset missing: " .. type_preset.id
elseif noise_preset.Min ~= 0 then
return "Invalid noise preset: " .. type_preset.id
elseif not noise_idx then
return "Invalid noise terrain type: " .. type_preset.TextureNoise
else
rand = BraidRandom(rand)
noise = noise or GridDest(mask)
noise_preset:GetNoise(rand, noise)
if type_preset.HeightModulated then
if not height_map then
return "Height map not provided!"
end
if not hmod then
hmod = GridDest(noise)
GridHeightMaskLevels(height_map, hmod)
end
noise = GridModulate(noise, hmod, hmod)
end
apply_config.noise = noise
apply_config.noise_idx = add_idx(noise_idx, type_preset.GrassNoise)
apply_config.noise_max = noise_preset.Max
apply_config.noise_stength = type_preset.NoiseStrength
apply_config.noise_contrast = type_preset.NoiseContrast
end
end
if textures.Flow and flow_map and type_preset.TextureFlow ~= "" then
local flow_idx = GetTerrainTextureIndex(type_preset.TextureFlow)
local flow_max = self:GetValue("FlowMax")
if not flow_max then
return "Undefined max flow value!"
elseif not flow_idx then
return "Invalid flow terrain type: " .. type_preset.TextureFlow
end
apply_config.flow = flow_map
apply_config.flow_idx = add_idx(flow_idx, type_preset.GrassFlow)
apply_config.flow_max = flow_max
apply_config.flow_strength = type_preset.FlowStrength
apply_config.flow_contrast = type_preset.FlowContrast
end
GridMarkPrefabTypeTerrain(apply_config)
end
if last_idx > 0 then
if self.ApplyGrass then
if not grass_map then
return "Grass map expected"
end
GridModPrefabTypeGrass(marks, grass_map, idx_to_grass)
end
GridReplace(marks, idx_to_type, invalid_idx)
else
marks:clear(invalid_idx)
end
local err = terrain.SetTypeGrid(marks)
if err then
return err
end
terrain.InvalidateType()
self:AutoStartInspect(state)
end
function GridOpMapBiomeTexture:GetInspectInfo()
local grid = self.inputs[self.InputName]
if not grid then
return
end
local ptype_list = GetPrefabTypeList()
local level_map = GridLevels(grid)
local ptype_to_preset = PrefabTypeToPreset
local palette = {}
for ptype_idx in pairs(level_map) do
local ptype = ptype_list[ptype_idx]
local preset = ptype_to_preset[ptype]
local color = preset and preset.OverlayColor or RandColor(xxhash(ptype))
palette[ptype_idx] = color
end
local bvalue_to_preset = BiomeValueToPreset()
return grid, palette, function(pos)
local idx = terrain.GetTerrainType(pos)
local texture = TerrainTextures[idx]
local bvalue = BiomeGrid:get(pos)
local biome_preset = bvalue_to_preset[bvalue]
local ptype_idx = GridMapGet(grid, pos:xy())
local ptype = ptype_list[ptype_idx]
local tmp = {
print_concat{"Texture", idx, texture and texture.id or ""},
print_concat{"Prefab Type", ptype_idx, ptype or ""},
print_concat{"Biome", bvalue, biome_preset and biome_preset.id or ""},
}
return table.concat(tmp, "\n")
end
end
function OnMsg.GedPropertyEdited(_, obj, prop_id)
local op_classes
if IsKindOf(obj, "Biome") then
local category = obj:GetPropertyMetadata(prop_id).category
if category == "Prefabs" then
return
end
op_classes = {"GridOpMapBiomeMatch", "GridOpMapPrefabTypes"}
elseif IsKindOf(obj, "PrefabType") then
op_classes = {"GridOpMapBiomeTexture"}
else
return
end
local proc, target
ForEachPreset("MapGen", function(preset)
if GedObjects[preset] then
for _, op in ipairs(preset) do
if not op.proc or not table.find(op_classes, op.class) then
--
elseif proc == op.proc then
if not target or target.start_time > op.start_time then
target = op
end
elseif not proc or proc.start_time < op.proc.start_time then
proc = op.proc
target = op
end
end
end
end)
if target then
target:Recalc()
end
end
----
DefineClass.MapGen = {
__parents = { "GridProcPreset" },
GlobalMap = "MapGenProcs",
EditorMenubarName = "Map Gen",
EditorMenubar = "Map.Generate",
EditorIcon = "CommonAssets/UI/Icons/gear option setting setup.png",
EditorMapGenActions = {
{ Menubar = "Action", Toolbar = "main", Name = "Open MapGen Folder", FuncName = "ActionOpenMapgenFolder", Icon = "CommonAssets/UI/Ged/explorer.tga", },
},
}
function MapGen:GatherEditorCustomActions(actions)
GridProcPreset.GatherEditorCustomActions(self, actions)
table.iappend(actions, self.EditorMapGenActions)
end
function MapGen:GetSeedSaveDest()
return "MapGenSeed", mapdata
end
function MapGen:RunOps(state, ...)
if GetMap() == "" then
return "No Map Loaded"
end
return GridProcPreset.RunOps(self, state, ...)
end
function GetMapGenSource(map_name)
return string.format("svnAssets/Source/MapGen/%s/", map_name)
end
function MapGen:RunInit(state)
if state.proc ~= self then
return
end
local map_name = GetMapName() or ""
if map_name == "" then
return
end
Msg("MapGenStart", self)
state.base_dir = GetMapGenSource(map_name)
self:AddLog("Output dir: " .. state.base_dir, state)
if state.tags.Pause then
Pause("MapGen")
end
if state.tags.Terrain then
SuspendTerrainInvalidations("MapGen")
end
if state.tags.Objects then
NetPauseUpdateHash("MapGen")
table.change(config, "MapGen", {
PartialPassEdits = false,
BillboardsSuspendInvalidate = true,
})
SuspendPassEdits("MapGen")
DisablePassTypes()
collision.Activate(false)
end
table.change(_G, "MapGen", {
pairs = g_old_pairs,
GetDiagnosticMessage = empty_func,
DiagnosticMessageSuspended = true,
})
return GridProcPreset.RunInit(self, state)
end
function MapGen:InvalidateProc(state)
if state.tags.Terrain then
ResumeTerrainInvalidations("MapGen", true)
end
end
function MapGen:RunDone(state)
if state.proc ~= self then
return
end
self:InvalidateProc(state)
if state.tags.Objects then
-- Hide editor objects shown after filter reset
MapForEach(true, "EditorObject", function(obj)
obj:ClearEnumFlags(const.efVisible)
end)
collision.Activate(true)
ResumePassEdits("MapGen")
table.restore(config, "MapGen", true)
NetResumeUpdateHash("MapGen")
XEditorFiltersReset()
EnablePassTypes()
end
if state.tags.Pause then
assert(IsPaused())
Resume("MapGen")
end
table.restore(_G, "MapGen", true)
Msg("MapGenDone", self)
return GridProcPreset.RunDone(self, state)
end
function TestOcclude(pt0, hg, count)
count = count or 1
hg = hg or terrain.GetHeightGrid()
--hg = GridResample(hg, 512, 512)
--hg = GridRepack(hg, "F")
local occlude = GridDest(hg)
local gw, gh = hg:size()
local mw, mh = terrain.GetMapSize()
local goffset = 10*guim/height_scale
while true do
pt0 = pt0 or GetTerrainCursor()
local x, y = pt0:xy()
x, y = Clamp(x, 0, mw - 1), Clamp(y, 0, mh - 1)
local pt = point(x, y)
DbgClear()
DbgAddCircle(pt, 5*guim)
DbgAddVector(pt, 10*guim)
if GridOccludeHeight(hg, occlude, x * gw / mw, y * gh / mh, goffset) then
--GridNormalize(occlude, 0, 255) DbgShowTerrainGrid(occlude)
terrain.SetHeightGrid(occlude) terrain.InvalidateHeight()
end
count = count - 1
if count <= 0 then
return pt0
end
while pt0 == GetTerrainCursor() do
WaitNextFrame(1)
end
pt0 = GetTerrainCursor()
end
end
function OccludePlayable(hg, eyeZ)
hg = hg or terrain.GetHeightGrid()
local st = GetPreciseTicks()
eyeZ = eyeZ or 10*guim
local border_divs, playable_divs = 8, 4
local gw, gh = hg:size()
local mw, mh = terrain.GetMapSize()
local goffset = eyeZ / height_scale
local occlude = GridDest(hg)
local result = GridDest(hg)
result:clear(height_max / height_scale)
--DbgClearVectors()
local function Occlude(gx, gy)
--local mp = point(gx * mw / gw, gy * mh / gw); DbgAddVector(mp, eyeZ) DbgAddCircle(mp, eyeZ)
if GridOccludeHeight(hg, occlude, gx, gy, goffset) then
GridMin(result, occlude)
end
end
local bbox = GetPlayBox()
local minx, miny, maxx, maxy = bbox:xyxy()
local pts = {{minx, miny}, {maxx - 1, miny}, {maxx - 1, maxy - 1}, {minx, maxy - 1}} -- box is exclusive
local pt0 = pts[#pts]
for _, pt1 in ipairs(pts) do
local x0, y0, x1, y1 = pt0[1], pt0[2], pt1[1], pt1[2]
for k = 1, border_divs do
local x = x0 + (x1 - x0) * k / border_divs
local y = y0 + (y1 - y0) * k / border_divs
Occlude(x * gw / mw, y * gh / mh)
end
pt0 = pt1
end
local dx, dy = maxx - minx, maxy - miny
local y0 = miny
for i = 1, playable_divs do
local y1 = miny + dy * i / playable_divs
local x0 = minx
for j = 1, playable_divs do
local x1 = minx + dx * j / playable_divs
local v, gx, gy = GridGetMaxHeight(hg, x0 * gw / mw, y0 * gw / mw, x1 * gw / mw, y1 * gw / mw)
Occlude(gx, gy)
x0 = x1
end
y0 = y1
end
return result
end
function OnMsg.ChangeMap()
ForEachPreset("MapGen", function(preset)
preset.run_state = nil
for _, op in ipairs(preset) do
op.inputs = nil
op.outputs = nil
op.params = nil
end
end)
end
function OnMsg.SaveMap()
if LastGridProcDump == "" then
return
end
CreateRealTimeThread(function(name, str)
local filename = GetMap() .. LastGridProcName .. ".log"
local err = AsyncStringToFile(filename, str)
if err then
print("Mapgen dump write error:", err)
else
local path = ConvertToOSPath(filename)
print("Mapgen dump file saved to:", path)
end
end, LastGridProcName, LastGridProcDump)
LastGridProcDump = ""
end
AppendClass.MapDataPreset = { properties = {
{ category = "Random Map", id = "MapGenSeed", editor = "number", default = 0 },
}} |