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2022 |
if not Platform.editor then
return
end
if FirstLoad then
l_LockedCol = false
l_ResaveAllMapsThread = false
end
local height_tile = const.HeightTileSize
local type_tile = const.TypeTileSize
local height_scale = const.TerrainHeightScale
local gofPermanent = const.gofPermanent
local height_roughness_unity = 1000
local height_roughness_err = 1200
local height_outline_offset_err = guim
local invalid_type_value = 255
local GetHeight = terrain.GetHeight
local mask_max = 255
local invalid_type_value = 255
local invalid_grass_value = 255
local transition_max_pct = 30
local GetClassFlags = CObject.GetClassFlags
local cfCodeRenderable = const.cfCodeRenderable
local granularity = GetTerrainGridsMaxGranularity()
local clrNoModifier = SetA(const.clrNoModifier, 255)
local function get_surface(...)
return Max(GetWalkableZ(...), GetHeight(...))
end
local function set_surface_z(pt, offset)
return pt:SetZ(get_surface(pt) + (offset or 0))
end
function OnMsg.MarkersRebuildStart()
if mapdata.IsPrefabMap then
GridStatsReset()
end
l_LockedCol = Collection.GetLockedCollection()
if l_LockedCol then
l_LockedCol:SetLocked(false)
end
end
function OnMsg.MarkersRebuildEnd()
if mapdata.IsPrefabMap then
local stat_usage = GridStatsUsage() or ""
if #stat_usage > 0 then
DebugPrint("Grid ops:\n")
DebugPrint(print_format(stat_usage))
DebugPrint("\n")
end
end
end
local function PrefabIsResaving()
return IsValidThread(l_ResaveAllMapsThread)
end
function OnMsg.MarkersChanged()
if PrefabIsResaving() then
return
end
if l_LockedCol then
l_LockedCol:SetLocked(true)
end
l_LockedCol = false
PrefabUpdateMarkers()
end
local function get_marker_terrains(obj)
local items = {}
local bbox = obj:GetBBox()
local invalid_terrain_idx = GetTerrainTextureIndex(obj.InvalidTerrain) or -1
local mask = GridGetTerrainMask(bbox, invalid_terrain_idx)
local skipped_terrain_idxs = obj:GetSkippedTextureList()
local _, types = GridGetTerrainType(bbox, mask, invalid_type_value, invalid_terrain_idx, skipped_terrain_idxs)
for _, idx in ipairs(types) do
local texture = TerrainTextures[idx]
if texture then
items[#items + 1] = texture.id
end
end
table.sort(items)
table.insert(items, 1, "")
return items
end
local debug_show_types = {
"capture_box", "radius", "flat_zone", "crit_slope", "roughness",
"height_offset", "height_lims", "missing_types", "transition",
"large_objs", "optional_objs", "collections",
}
local def_show_types = set("capture_box")
DefineClass.PrefabMarkerEdit = {
__parents = { "InitDone" },
properties = {
{ category = "Checks", id = "CheckObjCount", name = "Objects Count", editor = "bool", default = true, help = "Perform check of the object's density on export" },
{ category = "Checks", id = "CheckObjRadius", name = "Objects Radius", editor = "bool", default = true, help = "Perform check of the object's max radius on export" },
{ category = "Checks", id = "CheckRougness", name = "Height Rougness", editor = "bool", default = true, help = "Perform check of the height map rougness" },
{ category = "Checks", id = "CheckRadiusRatio", name = "Radius Ratio", editor = "bool", default = true, help = "Perform check of the max to min radius ratio" },
{ category = "Checks", id = "CheckVisibility", name = "Objects Visibility", editor = "bool", default = true, help = "Search for invisible or completely transparent objects" },
{ category = "Stats", id = "ClassToCountStat", name = "Objs by Class", editor = "text", default = "", lines = 1, max_lines = 10, read_only = true, developer = true, dont_save = true },
{ category = "Stats", id = "ClassToCount", editor = "prop_table", default = false, no_edit = true },
{ category = "Stats", id = "ExportTime", name = "Prefab Export (ms)", editor = "number", default = 0, read_only = true, dont_save = true },
{ category = "Debug", id = "source", name = "Source", editor = "prop_table", default = false, export = "marker", read_only = true, indent = ' ', buttons = {{name = "View", func = "ActionViewSource"}}},
{ category = "Debug", id = "place_mark", name = "Place Mark", editor = "number", default = -1, read_only = true, dont_save = true },
{ category = "Debug", id = "apply_pos", name = "Apply Pos", editor = "point", default = false, read_only = true, dont_save = true },
{ category = "Debug", id = "DebugShow", name = "Debug Show", editor = "set", default = def_show_types, items = debug_show_types, developer = true, dont_save = true, help = "collections and optional_objs cannot be used at the same time"},
{ category = "Debug", id = "ShowType", name = "Show Terrain Type", editor = "set", default = set(), items = get_marker_terrains, developer = true, dont_save = true, buttons = {{name = "Update", func = "ActionShowTypeUpdate"}}, },
{ category = "Debug", id = "OverlayAlpha", name = "Overlay Alpha (%)", editor = "number", default = 30, slider = true, min = 0, max = 100, dont_save = true },
},
editor_objects_visible = false,
editor_objects = false,
object_colors = false,
editor_update_thread = false,
editor_update_time = false,
DebugErrorShow = false,
}
function PrefabMarkerEdit:ActionShowTypeUpdate()
self:DbgShowTypes()
end
function DebugOverlayControl:SetOverlayAlpha(alpha)
hr.TerrainDebugAlphaPerc = alpha
end
function DebugOverlayControl:GetOverlayAlpha()
return hr.TerrainDebugAlphaPerc
end
if FirstLoad then
dbg_common_grid = false
end
function OnMsg.ChangeMap()
DbgHideTerrainGrid(dbg_common_grid)
dbg_common_grid = false
end
function DbgUpdateTypesGrid()
local tgrid, dest_grid, type_to_palette, palette, mask, tmp
local last_palette_idx = 1
local markers = MapGet("map", "PrefabMarker")
for _, marker in ipairs(markers) do
local remap, grid
for tname, show in pairs(IsValid(marker) and marker.ShowType or empty_table) do
local type_idx = show and GetTerrainTextureIndex(tname)
if type_idx then
type_to_palette = type_to_palette or {}
local palette_idx = type_to_palette[type_idx]
if not palette_idx then
palette_idx = last_palette_idx + 1
last_palette_idx = palette_idx
type_to_palette[type_idx] = palette_idx
palette = palette or {0}
palette[palette_idx] = RandColor(xxhash(tname))
end
remap = remap or {}
remap[type_idx] = palette_idx
end
end
if remap then
tgrid = tgrid or terrain.GetTypeGrid()
dest_grid = dest_grid or GridDest(tgrid, true)
mask = mask or GridDest(tgrid)
tmp = tmp or GridDest(tgrid)
mask:clear()
GridDrawBox(mask, marker:GetBBox():grow(type_tile / 2) / type_tile, 1)
GridMulDiv(tgrid, tmp, mask, 1)
GridReplace(tmp, remap, 0)
GridAdd(dest_grid, tmp)
end
end
if not dest_grid then
DbgHideTerrainGrid(dbg_common_grid)
dbg_common_grid = false
else
DbgShowTerrainGrid(dest_grid, palette)
dbg_common_grid = dest_grid
end
end
function PrefabMarkerEdit:DbgShowTypes()
CreateRealTimeThread(DbgUpdateTypesGrid)
end
local function ApplyObjectColors(obj_colors, apply)
for obj, obj_color in pairs(obj_colors or empty_table) do
local new_clr, orig_clr = table.unpack(obj_color)
if IsValid(obj) then
local prev_clr = obj:GetColorModifier()
if apply and new_clr ~= prev_clr then
obj_color[2] = prev_clr
obj:SetColorModifier(new_clr)
elseif not apply and orig_clr and prev_clr == new_clr then
obj:SetColorModifier(orig_clr)
end
end
end
end
function PrefabMarkerEdit:EditorObjectsDestroy()
DoneObjects(self.editor_objects )
ApplyObjectColors(self.object_colors, false)
self.editor_objects = nil
self.object_colors = nil
end
function PrefabMarkerEdit:PostLoad(reason)
self:EditorObjectsCreate()
end
function PrefabMarkerEdit:Done()
self:EditorObjectsDestroy()
end
local function GridExtrem(grid)
local laplacian = {
-8, -11, -8,
-11, 76, -11,
-8, -11, -8,
}
local extrem = GridFilter(grid, laplacian, 76)
GridMulDiv(extrem, height_scale * height_roughness_unity, height_tile)
GridAbs(extrem)
return extrem
end
local function PrefabEvalPlayableArea(height_map, mask, tile_size, play_zone, border)
local mw, mh = height_map:size()
local flat_zone = GridSlope(height_map, tile_size, height_scale)
local max_play_sin = sin(const.RandomMap.PrefabMaxPlayAngle)
GridMulDiv(flat_zone, 4096, 1)
GridMask(flat_zone, 0, max_play_sin)
if mask then
GridAnd(flat_zone, mask)
end
border = border and (border + tile_size - 1) / tile_size or 0
if border > 0 then
assert(border >= 0 and 2 * border < Min(mw, mh), "Invalid border size")
GridFrame(flat_zone, border, 0)
end
if play_zone then
play_zone:clear()
end
local play_area = 0
local min_play_radius = const.RandomMap.PrefabMinPlayRadius
local radius = min_play_radius / tile_size
local min_area = radius * radius * 22 / 7
local zones = GridEnumZones(flat_zone, min_area)
local level_dist = GridDest(flat_zone)
for i=1,#zones do
local zone = zones[i]
assert(zone.size >= min_area)
GridMask(flat_zone, level_dist, zone.level)
GridDistance(level_dist, tile_size, min_play_radius)
local minv, maxv = GridMinMax(level_dist)
if maxv >= min_play_radius then
play_area = play_area + zone.size
if play_zone then
GridOr(play_zone, level_dist)
end
end
end
return play_area
end
function PrefabMarkerEdit:EditorObjectsCreate()
if not self:IsValidPos() then
StoreErrorSource("silent", self, "Object on invalid pos!")
return
end
self:EditorObjectsDestroy()
local show = self.DebugShow
if self.DebugErrorShow then
show = table.copy(show)
show[self.DebugErrorShow] = true
end
local objects, obj_colors = {}, {}
local points, colors = {}, {}
local function add_line()
if #(points or "") == 0 then
return
end
local v_pstr = pstr("")
local line = PlaceObject("Polyline")
for i, point in ipairs(points) do
v_pstr:AppendVertex(point, colors[i])
end
--line:SetDepthTest(true)
line:SetMesh(v_pstr)
line:SetPos(AveragePoint(points))
objects[#objects + 1] = line
points, colors = {}, {}
end
local function add_vector(pt, vec, color)
vec = vec or 10*guim
if type(vec) == "number" then
vec = point(0, 0, vec)
end
local v_pstr = pstr("")
v_pstr:AppendVertex(pt, color)
v_pstr:AppendVertex(pt + vec)
local line = PlaceObject("Polyline")
line:SetMesh(v_pstr)
line:SetPos(pt)
objects[#objects + 1] = line
end
local function add_circle(center, radius, color)
local circle = PlaceTerrainCircle(center, radius, color)
--circle:SetDepthTest(false)
objects[#objects + 1] = circle
end
local pt1 = self:GetVisualPos()
local x0, y0, z0 = pt1:xyz()
local clr_mod = SetA(self:GetColorModifier(), 255)
local color = clr_mod ~= clrNoModifier and clr_mod or self.ExportError ~= "" and red or editor.IsSelected(self) and cyan or white
local terrain_lines = {}
local angle = self:GetAngle()
local w0, h0 = self.CaptureSize:xy()
local selected = editor.IsSelected(self)
if show.capture_box and w0 > type_tile and h0 > type_tile then
if angle == 0 then
local box = PlaceBox(box(x0, y0, guim, x0 + w0 - type_tile, y0 + h0 - type_tile, guim), color, nil, "depth test")
box:AddMeshFlags(const.mfTerrainDistorted)
objects[#objects + 1] = box
else
local w = w0 - type_tile
local h = h0 - type_tile
local edges = {
point(-w,-h),
point( w,-h),
point( w, h),
point(-w, h),
}
if not self.Centered then
for i=1,#edges do
edges[i] = edges[i] + point(w0, h0)
end
end
if angle then
for i=1,#edges do
edges[i] = Rotate(edges[i], angle)
end
end
for i=1,#edges do
edges[i] = pt1 + edges[i] / 2
end
edges[#edges + 1] = edges[1]
for i=1,#edges-1 do
local line = PlaceTerrainLine(edges[i], edges[i + 1], color)
objects[#objects + 1] = line
end
end
end
local minr, maxr = self.RadiusMin, self.RadiusMax * type_tile
if show.radius and maxr > 0 then
local prefab = {
min_radius = self.RadiusMin * type_tile,
max_radius = self.RadiusMax * type_tile,
total_area = self.TotalArea * type_tile * type_tile,
}
local pos = pt1 + Rotate(self.CaptureSize / 2, angle)
local estimators = PrefabRadiusEstimators()
local items = PrefabRadiusEstimItems()
for _, item in ipairs(items) do
local estimator = estimators[item.value]
add_circle(pos, estimator(prefab), item.color)
local r, g, b = GetRGB(item.color)
printf("once", "<color %d %d %d>%s</color>", r, g, b, item.text)
end
end
local function add_box(center, size, color)
local edges = {
point(-1,-1) * size / 2,
point( 1,-1) * size / 2,
point( 1, 1) * size / 2,
point(-1, 1) * size / 2,
}
for i=1,#edges do
local pt = edges[i] + center
edges[i] = set_surface_z(pt, guim/2)
end
local dz = point(0, 0, 2*size)
edges[#edges + 1] = edges[1]
local N = 1
for i=1,#edges do
points[N] = edges[i]
colors[N] = color
N = N + 1
end
add_line()
end
local height_map = self.HeightMap
local type_map = self.TypeMap
local mask = self.MaskMap
local msize = mask and mask:size() or 0
local require_ex = show.flat_zone or show.crit_slope or show.roughness or show.transition or show.height_offset
local height_map_ex = require_ex and height_map and GridRepack(height_map, "F")
local height_offset = self.HeightOffset
if height_map_ex then
GridAdd(height_map_ex, height_offset)
end
local mask_ex = require_ex and mask and GridRepack(mask, "F")
local xc2, yc2 = 2 * x0 + w0 + 1, 2 * y0 + h0 + 1
local function show_grid(grid, minv, maxv, color0, color1)
local w, h = grid:size()
local min_step = type_tile
local max_step = type_tile * Min(w, h) / 64
local step = Max(min_step, Min(max_step, type_tile))
color0 = color0 or red
minv = minv or min_int
maxv = maxv or max_int
local count, max_count = 0, 8*1024
local data = {}
GridForeach(grid, function(v, x, y)
count = count + 1
if count >= max_count then
return
end
local px = (xc2 + (2 * x - w + 1) * type_tile) / 2
local py = (yc2 + (2 * y - h + 1) * type_tile) / 2
local clr = color1 and InterpolateRGB(color0, color1, v - minv, maxv - minv) or color0
data[#data + 1] = {point(px, py), clr}
end, minv, maxv, step, type_tile)
if count >= max_count then
print("Debug show cancelled, too much to draw!")
end
for i=1,#data do
local pos, clr = table.unpack(data[i])
add_box(pos, step - min_step/2, clr)
if count < 100 then
add_vector(set_surface_z(pos), 10*guim, clr)
end
end
end
if show.flat_zone and height_map_ex and mask_ex then
local flat_zone = GridDest(height_map_ex)
PrefabEvalPlayableArea(height_map_ex, mask_ex, type_tile, flat_zone)
show_grid(flat_zone, 0, max_int, green)
end
local hsize = height_map_ex and height_map_ex:size() or 0
local function grid_to_world(gx, gy)
if not gy then
return point(grid_to_world(gx:xy()))
end
local x = (xc2 + (2 * gx - hsize + 1) * height_tile) / 2
local y = (yc2 + (2 * gy - hsize + 1) * height_tile) / 2
return x, y
end
if show.crit_slope and hsize > 0 then
local crit_angle = const.MaxPassableTerrainSlope
local tol_angle = 3*60 + 30
local mesh = {}
local slope = GridSlope(height_map_ex, height_tile, height_scale)
GridASin(slope, true, 180*60)
GridAdd(slope, -crit_angle)
GridAbs(slope)
show_grid(slope, 0, tol_angle, red, yellow)
end
if show.height_lims and hsize > 0 then
local minv, maxv, minp, maxp = GridMinMax(height_map, true)
minp = grid_to_world(minp):SetZ(minv)
maxp = grid_to_world(maxp):SetZ(maxv)
add_vector(minp, 100*guim, red)
add_vector(maxp, 100*guim, green)
add_circle(minp, 2*guim, red)
add_circle(maxp, 2*guim, green)
end
if show.roughness and hsize > 0 then
local extrem = GridExtrem(height_map_ex, height_tile, height_scale)
show_grid(extrem, height_roughness_err)
end
if show.height_offset and height_map and msize then
local mesh = {}
local outline = GridDest(mask_ex)
GridOutline(mask_ex, outline, true)
GridMulDiv(outline, height_map_ex, 1)
GridAbs(outline)
show_grid(outline, height_outline_offset_err)
end
if show.transition and msize > 0 then
show_grid(mask_ex, 1, 255 - 1, yellow, red)
end
local objs
if show.large_objs then
local obj_max_radius = const.RandomMap.PrefabMaxObjRadius or GetEntityMaxSurfacesRadius()
objs = objs or self:CollectObjs()
for _, obj in ipairs(objs) do
if obj:GetRadius() > obj_max_radius then
local bbox = PlaceBox(ObjectHierarchyBBox(obj), red, nil, "depth test")
objects[#objects + 1] = bbox
StoreErrorSource(obj, "Too large object")
end
end
end
if show.optional_objs then
objs = objs or self:CollectObjs()
for _, obj in ipairs(objs) do
if obj:GetOptionalPlacement() then
obj_colors[obj] = {cyan, 0}
end
end
elseif show.collections then
objs = objs or self:CollectObjs()
local hsb_max = 1020
local Collections = Collections
local GetCollectionIndex = CObject.GetCollectionIndex
local clrNoModifier = const.clrNoModifier
local topmost_coll, nested_count, parents_count = {}, {}, {}
for _, obj in ipairs(objs) do
local col_idx = GetCollectionIndex(obj) or 0
if col_idx ~= 0 and not parents_count[col_idx] then
local topmost_idx = col_idx
local parents = 0
while true do
local topmost = Collections[topmost_idx]
local parent_idx = GetCollectionIndex(topmost) or 0
if parent_idx == 0 then
break
end
parents = parents + 1
topmost_idx = parent_idx
end
nested_count[topmost_idx] = Max(nested_count[topmost_idx] or 0, parents)
parents_count[col_idx] = parents
topmost_coll[col_idx] = topmost_idx
end
end
local col_to_color, topmost_colors = {}, {}
for _, obj in ipairs(objs) do
local col_idx = obj:GetCollectionIndex() or 0
if col_idx ~= 0 then
local color = col_to_color[col_idx]
if not color then
local topmost_idx = topmost_coll[col_idx]
local topmost_color = topmost_colors[topmost_idx]
local nested_max = nested_count[topmost_idx]
if not topmost_color then
local max_dist, h, s
local b = (hsb_max * 2 - hsb_max * Min(4, nested_max) / 4) / 3
local i = 0
local rand = BraidRandomCreate(col_idx)
while true do
h, s = rand(hsb_max + 1), rand(hsb_max + 1)
local rand_clr = HSB(h, s, b, hsb_max)
if ColorDist(rand_clr, clrNoModifier) > 100 then
i = i + 1
if i == 10 then
break
end
local min_dist = max_int
for _, clr in pairs(topmost_colors) do
min_dist = Min(min_dist, ColorDist(clr, rand_clr))
end
if not max_dist or max_dist < min_dist then
max_dist = min_dist
topmost_color = rand_clr
if max_dist > 100 then
break
end
end
end
end
topmost_colors[topmost_idx] = topmost_color
end
local parents = parents_count[col_idx]
if parents == 0 then
color = topmost_color
else
local h, s, b = RGBtoHSB(topmost_color, hsb_max)
local s1 = (s > hsb_max * 2 / 3) and (hsb_max / 3) or hsb_max
local ds = (s1 - s) * Min(4, nested_max) / 4
local db = hsb_max - b
s = s + ds * parents / nested_max
b = b + db * parents / nested_max
color = HSB(h, s, b, hsb_max)
end
col_to_color[col_idx] = color
end
obj_colors[obj] = {color, 0}
end
end
end
ApplyObjectColors(obj_colors, true)
self.object_colors = obj_colors
self.editor_objects = objects
end
function PrefabMarkerEdit:EditorObjectsUpdate()
self:EditorObjectsDestroy()
self.editor_update_time = RealTime() + 30
if IsValidThread(self.editor_update_thread) then
return
end
self.editor_update_thread = CreateRealTimeThread(function()
while RealTime() < self.editor_update_time do
Sleep(self.editor_update_time - RealTime())
end
if IsValid(self) then
self:EditorObjectsShow()
end
end)
end
function PrefabMarkerEdit:EditorObjectsShow(show)
if show == nil then show = IsEditorActive() end
local prev_show = self.editor_objects and self.editor_objects_visible
if prev_show == show then
return
end
self.editor_objects_visible = show
if not self.editor_objects and show then
self:EditorObjectsCreate()
end
for _, object in ipairs(self.editor_objects or empty_table) do
if IsValid(object) then
object:SetVisible(show)
end
end
ApplyObjectColors(self.object_colors, show)
self:SetVisible(show)
if IsValid(self.editor_text_obj) then
self.editor_text_obj:SetVisible(show)
end
ObjModified(self)
PropertyHelpers_Refresh(self)
end
function PrefabMarkerEdit:EditorEnter()
self:EditorObjectsShow(true)
end
function PrefabMarkerEdit:EditorExit()
self:EditorObjectsShow(false)
end
function PrefabMarkerEdit:OnEditorSetProperty(prop_id, old_value)
if prop_id == "DebugShow" then
local show = self.DebugShow
if show.collections and show.optional_objs then
show = table.copy(show)
if old_value.collections then -- collections and optional objects are mutually exclusive
show.collections = nil
else
show.optional_objs = nil
end
self.DebugShow = show
end
self:EditorObjectsUpdate()
end
if prop_id == "Centered" or prop_id == "ColorModifier" then
self:EditorObjectsUpdate()
end
if prop_id == "ShowType" then
self:DbgShowTypes()
elseif prop_id == "CaptureSize" then
local w, h = self.CaptureSize:xy()
if w < 0 then w = max_int end
if h < 0 then h = max_int end
local x, y = self:GetVisualPosXYZ()
w = Min(w, terrain.GetMapWidth() - x)
h = Min(h, terrain.GetMapHeight() - y)
w = (w / granularity) * granularity
h = (h / granularity) * granularity
self.CaptureSize = point(w, h)
self:EditorObjectsUpdate()
elseif prop_id == "CircleMaskRadius" then
self:CaptureTerrain()
end
end
PrefabMarkerEdit.EditorCallbackPlace = PrefabMarkerEdit.EditorObjectsUpdate
PrefabMarkerEdit.EditorCallbackRotate = PrefabMarkerEdit.EditorObjectsUpdate
PrefabMarkerEdit.EditorCallbackMove = PrefabMarkerEdit.EditorObjectsUpdate
local function GetMaxNegShape(mask)
GridNot(mask)
local zones = GridEnumZones(mask, 32, max_int, 256)
if #zones == 256 then
return "Too many shapes found"
end
local zone = table.max(zones, "size")
if not zone then
return "No shapes found"
end
GridMask(mask, zone.level)
end
function PrefabMarkerEdit:GetSkippedTextureList()
local indexes
for _, terrain in ipairs(self.SkippedTerrains or empty_table) do
local idx = GetTerrainTextureIndex(terrain)
if not idx then
StoreErrorSource(self, "Terrain name not found:", terrain)
else
indexes = indexes or {}
indexes[#indexes + 1] = idx
end
end
return indexes or empty_table
end
function PrefabMarkerEdit:GetBBox()
local bbox
local x, y = self:GetVisualPosXYZ()
local w, h = self.CaptureSize:xy()
if w <= 0 or h <= 0 then
return
end
if self.Centered then
local dx, dy = w / 2, h / 2
return box(x - dx, y - dy, x + dx, y + dy)
else
return box(x, y, x + w, y + h)
end
end
function PrefabMarkerEdit:SetBBox(bbox)
local x, y, z = self:GetPosXYZ()
local bw, bh = bbox:size():xy()
local x1, y1
if self.Centered then
x1, y1 = bbox:Center():xy()
else
x1, y1 = bbox:minxyz()
end
self:SetPos(x1, y1, z)
self.CaptureSize = point(bw, bh)
end
function PrefabMarkerEdit:CaptureTerrain(shrinked, extended)
local st = GetPreciseTicks()
self:ClearTerrain()
local bbox = self:GetBBox()
if not bbox then
return
end
local abox = bbox:Align(granularity)
if abox ~= bbox then
bbox = abox
self:SetBBox(abox)
end
local memory = 0
local x, y, z = self:GetVisualPosXYZ()
local w, h = self.CaptureSize:xy()
local mask
local invalid_terrain_idx = -1
if self.InvalidTerrain ~= "" then
invalid_terrain_idx = GetTerrainTextureIndex(self.InvalidTerrain) or -1
if invalid_terrain_idx == -1 then
StoreErrorSource(self, "Invalid terrain type specified")
end
end
local transition_dist = self:GetTransitionDist()
if self.CircleMask then
mask = GridGetEmptyMask(bbox)
local radius = self.CircleMaskRadius or Min(w, h) / 2
GridCircleSet(mask, mask_max, w / 2, h / 2, radius, transition_dist, type_tile)
elseif invalid_terrain_idx ~= -1 then
local extend_retries = 0
local post_process = self.PostProcess or 0
while true do
mask = GridGetTerrainMask(bbox, invalid_terrain_idx)
if not mask then
return
elseif GridEquals(mask, 0) then
StoreErrorSource(self, "Only invalid terrain found!")
return
elseif not GridFind(mask, 0) then
StoreErrorSource(self, "Invalid terrain not found!")
return
end
if post_process > 0 then
local err = GetMaxNegShape(mask) or GetMaxNegShape(mask)
if err then
StoreErrorSource(self, err)
return
end
end
if extended or post_process < 2 then
break
end
local mw, mh = mask:size()
local minx, miny, maxx, maxy = GridBBox(mask)
if minx > 0 and maxx < mw and miny > 0 and maxy < mh then
if extend_retries == 0 then
break
end
self:SetBBox(bbox)
return self:CaptureTerrain(false, true)
elseif extend_retries > 100 then
StoreErrorSource(self, "Capture size extend error. Adjustment disabled!")
return self:CaptureTerrain(true, true)
end
local bminx, bminy, bmaxx, bmaxy = bbox:xyxy()
if minx <= 0 then bminx = bminx - granularity end
if miny <= 0 then bminy = bminy - granularity end
if maxx >= mw then bmaxx = bmaxx + granularity end
if maxy >= mh then bmaxy = bmaxy + granularity end
bbox = box(bminx, bminy, bmaxx, bmaxy)
assert(bbox == bbox:Align(granularity))
extend_retries = extend_retries + 1
end
if not shrinked and post_process > 1 then
local minx, miny, maxx, maxy = GridBBox(mask)
local new_bbox = box(
x + (minx - 1) * type_tile, y + (miny - 1) * type_tile,
x + (maxx + 1) * type_tile, y + (maxy + 1) * type_tile)
new_bbox = new_bbox:Align(granularity)
if new_bbox ~= bbox then
self:SetBBox(new_bbox)
return self:CaptureTerrain(true, true)
end
end
if transition_dist > 0 then
GridNot(mask)
local fmask = GridRepack(mask, "F")
GridDistance(fmask, type_tile, transition_dist, false) -- no approximation, will take longer to compute
GridMulDiv(fmask, mask_max, transition_dist)
GridRound(fmask)
GridRepack(fmask, mask)
fmask:free()
else
GridNormalize(mask, 0, mask_max)
end
end
assert(bbox == bbox:Align(granularity))
if mask then
self.MaskHash = mask and xxhash(mask)
self.MaskMap = mask
memory = memory + GridGetSizeInBytes(mask)
end
local capture_type = self.CaptureSet
if capture_type.Terrain then
local skipped_terrain_idxs = self:GetSkippedTextureList()
local type_map, types = GridGetTerrainType(bbox, mask, invalid_type_value, invalid_terrain_idx, skipped_terrain_idxs)
if not type_map then
return
end
local type_names
for _, idx in ipairs(types or empty_table) do
local texture = TerrainTextures[idx]
local name = texture and texture.id
if name then
type_names = type_names or {}
type_names[name] = idx
end
end
self.TypeHash = xxhash(type_map)
self.TypeMap = type_map
self.TypeNames = type_names
memory = memory + GridGetSizeInBytes(type_map)
end
--DbgClearVectors() DbgAddTerrainRect(bbox)
if capture_type.Height then
local terrain_z = z / height_scale
local height_map, hmin, hmax = GridGetTerrainHeight(bbox, mask, terrain_z)
if not height_map then
return
end
self.HeightHash = xxhash(height_map)
self.HeightMap = height_map
self.HeightOffset = -terrain_z
self.HeightMin = hmin - point(0, 0, terrain_z)
self.HeightMax = hmax - point(0, 0, terrain_z)
memory = memory + GridGetSizeInBytes(height_map)
end
if capture_type.Grass then
local grass_map = GridGetTerrainGrass(bbox, mask, invalid_grass_value, self.InvalidGrass)
if not grass_map then
return
end
if not GridEquals(grass_map, 0) then
self.GrassHash = xxhash(grass_map)
self.GrassMap = grass_map
end
memory = memory + GridGetSizeInBytes(grass_map)
end
self.TerrainCaptureTime = GetPreciseTicks() - st
self.RequiredMemory = memory
self:EditorObjectsUpdate()
return bbox
end
function PrefabMarkerEdit:ActionCaptureTerrain()
self:CaptureTerrain()
ObjModified(self)
PropertyHelpers_Refresh(self)
end
function PrefabMarkerEdit:ActionClearTerrain()
self:ClearTerrain()
ObjModified(self)
PropertyHelpers_Refresh(self)
end
function PrefabMarkerEdit:TerrainRectIsCentered()
return self.Centered
end
function PrefabMarkerEdit:TerrainRectIsEnabled(prop_id)
return prop_id == "CaptureSize" and next(self.CaptureSet) and not self.HeightHash and not self.TypeHash and not self.GrassHash
end
function PrefabMarkerEdit:OnEditorSelect(selected)
self:EditorObjectsUpdate()
end
function PrefabMarkerEdit:ClearTerrain()
self.HeightMap = nil
self.HeightHash = nil
self.HeightOffset = nil
self.HeightMin = nil
self.HeightMax = nil
self.TypeMap = nil
self.TypeHash = nil
self.TypeNames = nil
self.MaskMap = nil
self.MaskHash = nil
self.GrassMap = nil
self.GrassHash = nil
end
function PrefabMarkerEdit:EditorCallbackDelete()
self:EditorObjectsDestroy()
self:DeleteExports()
end
function PrefabMarkerEdit:CollectObjs(bbox)
bbox = bbox or self:GetBBox()
return bbox and (MapGet(bbox, "attached", false, nil, nil, gofPermanent) or empty_table) or {self}
end
function PrefabMarkerEdit:ForceEditorMode(set)
if not IsEditorActive() then
return
end
MapForEach(self:GetBBox(), "attached", false, "EditorObject", nil, nil, gofPermanent, function(obj, set, self)
if set then
obj:EditorEnter()
else
obj:EditorExit()
end
end, set, self)
end
function PrefabMarkerEdit:ActionPrefabExport(root)
local err, objs, defs = self:ExportPrefab()
if err then
print("Prefab", self:GetPrefabName(), "export failed:", err)
else
DebugPrint(TableToLuaCode(defs))
end
end
function PrefabMarkerEdit:ActionPrefabRevision()
local info = self:GetRevisionInfo()
if info then
self:ShowMessage(info, "Revision")
end
end
function PrefabMarkerEdit:ActionExploreTo()
local exported = self.ExportedName or ""
if exported ~= "" and IsFSUnpacked() and ExportedPrefabs[exported] then
local filename = GetPrefabFileObjs(exported)
local dir, file, ext = SplitPath(filename)
AsyncExec("explorer " .. ConvertToOSPath(dir))
end
end
local function svn_process(file, prev_hash, new_hash)
if new_hash then
if SvnToAdd then
SvnToAdd[#SvnToAdd + 1] = file
return
end
return SVNAddFile(file)
elseif not new_hash and prev_hash then
if SvnToDel then
SvnToDel[#SvnToDel + 1] = file
return
end
return SVNDeleteFile(file)
end
end
if FirstLoad then
SvnToAdd = false
SvnToDel = false
end
function OnMsg.MarkersRebuildStart()
SvnToAdd, SvnToDel = {}, {}
end
function OnMsg.MarkersRebuildEnd()
SVNAddFile(SvnToAdd)
SVNDeleteFile(SvnToDel)
SvnToAdd, SvnToDel = false, false
end
local function PrefabToMarkerName(name)
return name and ("Prefab." .. name) or ""
end
function ShowPrefabMarker(prefab_name, ged)
local marker_name = PrefabToMarkerName(prefab_name)
local marker = Markers[marker_name]
if not marker then
print("No such prefab marker:", prefab_name)
return
end
EditorWaitViewMapObjectByHandle(marker.handle, marker.map, ged)
end
function GotoPrefabAction(root, obj, prop_id, ged)
local name = obj[prop_id] or ""
if name == "" then
print("No prefab provided")
return
end
ShowPrefabMarker(name, ged)
end
local function GetMarkerSource(prefab_name)
local marker_props = PrefabMarkers[prefab_name]
local source = marker_props and marker_props.marker
if not source then
local marker_name = PrefabToMarkerName(prefab_name)
source = Markers[marker_name]
end
return source or empty_table
end
function PrefabMarkerEdit:DeleteExports()
local name = self.ExportedName or ""
if name == "" or not ExportedPrefabs[name] then
return
end
local marker = GetMarkerSource(name)
if marker.handle ~= self.handle or marker.map ~= GetMapName() then
return
end
ExportedPrefabs[name] = nil
SVNDeleteFile{
GetPrefabFileObjs(name),
GetPrefabFileType(name),
GetPrefabFileGrass(name),
GetPrefabFileHeight(name),
GetPrefabFileMask(name),
}
end
function PrefabMarkerEdit:DbgShow(what)
self.DebugErrorShow = what
end
function PrefabMarkerEdit:GetClassToCountStat()
local list = {}
for class,count in pairs(self.ClassToCount or empty_table) do
list[#list+1] = {class = class, count = count}
end
table.sortby_field_descending(list, "count")
for i, entry in ipairs(list) do
list[i] = string.format("%s = %d\n", entry.class, entry.count)
end
return table.concat(list)
end
function PrefabMarkerEdit:GetCaptureCenter()
return self:GetVisualPos() + Rotate(self.CaptureSize:SetZ(0), self:GetAngle()) / 2
end
function PrefabMarkerEdit:ExportPrefab()
self:ForceEditorMode(false)
local err, param1, param2 = self:DoExport()
self:ForceEditorMode(true)
self.ExportError = err
self:EditorObjectsUpdate()
self:EditorTextUpdate()
return err, param1, param2
end
local function save_grid(grid, filename, old_hash, new_hash)
if old_hash == new_hash and io.exists(filename) then
return
end
if grid then
local success, err = GridWriteFile(grid, filename, true)
if err then
return err
end
end
svn_process(filename, old_hash, new_hash)
end
local function DumpObjDiffs(filename, defs, name, bin, hash, prev_hash)
print("DumpObjDiffs", name)
local err, prev_bin = AsyncFileToString(filename, nil, nil, "pstr")
if err then
print("-", err)
return
end
if prev_bin == bin then
print("- same binary!!!")
return
end
local prev_defs = Unserialize(prev_bin)
assert(prev_defs)
if not prev_defs then
return
end
print("prev_defs", #prev_defs, "prev_bin", #prev_bin, "prev_hash", prev_hash)
print(" new_defs", #defs, " new_bin", #bin, " new_hash", hash)
if #prev_defs ~= #defs then
print("- defs count changed")
return
end
local total = 0
for i, def in ipairs(defs) do
local prev_def = prev_defs[i]
local found
for j, v in ipairs(def) do
local prev_v = prev_def[j]
if prev_v ~= v then
if found then
print("- def", i)
end
print("- -", j, prev_v, "-->", v)
total = total + 1
end
end
end
if total == 0 then
print("- no diff found!!!")
end
end
function PrefabMarkerEdit:DoExport(name)
self.ExportTime = nil
local start_time = GetPreciseTicks()
self:DbgShow()
if not IsFSUnpacked() then
return "unpacked sources required"
end
if self.PrefabType ~= "" and not PrefabTypeToPreset[self.PrefabType] then
return "no such prefab type"
end
if self.PoiType ~= "" then
local poi_preset = PrefabPoiToPreset[self.PoiType]
if not poi_preset then
return "no such POI type"
end
local poi_areas = poi_preset.PrefabTypeGroups or empty_table
if #poi_areas > 0 then
if self.PoiArea == "" or not table.find(poi_areas, "id", self.PoiArea) then
return "missing POI area"
end
end
end
name = name or self:GetPrefabName()
if #name == 0 then
return "no name"
end
local marker_name = PrefabToMarkerName(name)
local marker = Markers[marker_name]
if marker and (marker.handle ~= self.handle or marker.map ~= GetMapName()) then
return "duplicated prefab", marker.map, marker.pos
end
if self:GetGameFlags(gofPermanent) == 0 then
return "invalid prefab"
end
local old_height_hash = self.HeightHash
local old_type_hash = self.TypeHash
local old_grass_hash = self.GrassHash
local old_mask_hash = self.MaskHash
self:SetAngle(0)
self:SetInvalidZ()
local bbox, adjusted = self:CaptureTerrain()
if not bbox then
return "capture failed"
end
local grass_map = self.GrassMap
local height_map = self.HeightMap
local type_map = self.TypeMap
if type_map then
local valid_types = GridDest(type_map)
GridReplace(type_map, valid_types, invalid_type_value, 0)
GridMask(valid_types, 0, MaxTerrainTextureIdx())
if not GridEquals(valid_types, 1) then
self:DbgShow("missing_types")
return "unknown terrain types detected"
end
end
local mask = self.MaskMap
if (height_map or type_map) and not mask then
return "Prefab mask unavailable"
end
self.PlayArea = nil
self.HeightRougness = nil
if height_map then
local height_offset = self.HeightOffset
local height_map_ex = GridRepack(height_map, "F")
local mask_ex = mask and GridRepack(mask, "F")
GridAdd(height_map_ex, height_offset)
local extrem = GridExtrem(height_map_ex, height_tile, height_scale)
local mine, maxe = GridMinMax(extrem)
self.HeightRougness = maxe
if maxe > height_roughness_err and self.CheckRougness then
self:DbgShow("roughness")
return "height map too rough!", maxe, height_roughness_err
end
self.PlayArea = PrefabEvalPlayableArea(height_map_ex, mask_ex, type_tile)
local outline
if not mask_ex then
outline = GridDest(height_map_ex, true)
GridFrame(outline, 1, 1)
elseif self:GetTransitionDist() == 0 then
outline = GridDest(mask_ex)
GridOutline(mask_ex, outline, true)
end
if outline then
GridMulDiv(outline, height_map_ex, 1)
local minh, maxh = GridMinMax(outline)
if maxh > height_outline_offset_err then
self:DbgShow("height_offset")
return "height offset found at the prefab border", maxh, height_outline_offset_err
end
end
end
self.TotalArea = nil
self.RadiusMin = nil
self.RadiusMax = nil
local total_area
if mask then
local bmask = GridDest(mask)
local mw, mh = mask:size()
local gcenter = point(mw / 2, mh / 2)
GridNot(mask, bmask)
local minx, miny, maxx, maxy = GridMinMaxDist(bmask, gcenter)
local radius_min = gcenter:Dist2D(minx, miny)
GridNot(bmask)
local minx, miny, maxx, maxy = GridMinMaxDist(bmask, gcenter)
local radius_max = gcenter:Dist2D(maxx, maxy)
assert(radius_min <= radius_max)
total_area = GridCount(mask, 0, max_int)
self.TotalArea = total_area
self.RadiusMin = radius_min
self.RadiusMax = radius_max
if self.CheckRadiusRatio and (2 * radius_min < radius_max) then
self:DbgShow("radius")
return "max to min radius ratio is too big", radius_max, radius_min
end
end
local new_height_hash = self.HeightHash
local new_type_hash = self.TypeHash
local new_grass_hash = self.GrassHash
local new_mask_hash = self.MaskHash
local IsOptional = CObject.GetOptionalPlacement
local objs = self:CollectObjs(bbox)
local rmin, rmax, rsum, rcount = max_int, 0, 0, 0
local efCollision = const.efCollision
local efVisible = const.efVisible
local HasAnySurfaces = HasAnySurfaces
local HasMeshWithCollisionMask = HasMeshWithCollisionMask
local GetEnumFlags = CObject.GetEnumFlags
local GetClassEnumFlags = GetClassEnumFlags
local class_to_count = {}
for i=#objs,1,-1 do
local obj = objs[i]
assert(GetClassFlags(obj, cfCodeRenderable) == 0)
local class = obj.class
local obj_err = obj:GetError()
if obj_err then
StoreErrorSource(obj, obj_err)
return "object with errors"
end
if obj.__ancestors.PrefabObj then
table.remove(objs, i)
else
class_to_count[class] = (class_to_count[class] or 0) + 1
if GetEnumFlags(obj, efCollision) ~= 0 and not HasCollisions(obj) then
obj:ClearEnumFlags(efCollision)
print("Removed collision flags for", obj.class, "at", obj:GetPos(), "in", name)
end
if self.CheckVisibility then
if obj:GetEnumFlags(efVisible) == 0 and GetClassEnumFlags(obj, efVisible) ~= 0 then
StoreErrorSource(obj, "Invisible object")
return "invisible objects detected"
elseif obj:GetOpacity() == 0 then
StoreErrorSource(obj, "Transparent object")
return "transparent objects detected"
end
end
local r = obj:GetRadius()
if r > 0 then
rmin = Min(rmin, r)
rmax = Max(rmax, r)
rsum = rsum + r
rcount = rcount + 1
end
end
end
self.ObjRadiusMin = rmin
self.ObjRadiusMax = rmax
self.ObjRadiusAvg = rcount > 0 and (rsum / rcount) or 0
self.ClassToCount = next(class_to_count) and class_to_count
self.HeightMap = height_map
self.TypeMap = type_map
self.GrassMap = grass_map
self.MaskMap = mask
local obj_max_radius = const.RandomMap.PrefabMaxObjRadius or GetEntityMaxSurfacesRadius()
if self.CheckObjRadius and rmax > obj_max_radius then
self:DbgShow("large_objs")
return "too large objects detected", rmax, obj_max_radius
end
local nObjs2x = 0
for _,obj in ipairs(objs) do
if not IsOptional(obj) then
nObjs2x = nObjs2x + 2
else
nObjs2x = nObjs2x + 1
end
end
self.ObjCount = nObjs2x/2
self.ObjMaxCount = nil
if total_area then
local obj_avg_radius = const.RandomMap.PrefabAvgObjRadius
local max_objs = MulDivRound(total_area, type_tile * type_tile * 7, obj_avg_radius * obj_avg_radius * 22)
self.ObjMaxCount = max_objs
if self.CheckObjCount and self.ObjCount > max_objs then
return "too many objects", self.ObjCount, max_objs
end
end
local center = self:GetCaptureCenter()
local prev_hash = self.ExportedHash
local prev_name = self.ExportedName or ""
local prev_rev = self.AssetsRevision
self.ExportedHash = nil
self.ExportedName = nil
self.RequiredMemory = nil
self.AssetsRevision = nil
local table_find = table.find
local Collections = Collections
local GetCollectionIndex = CObject.GetCollectionIndex
local coll_idx_found, optional_objs = {}, {}
for _, obj in ipairs(objs) do
local col_idx = GetCollectionIndex(obj)
if col_idx ~= 0 then
if not table_find(coll_idx_found, col_idx) then
coll_idx_found[#coll_idx_found + 1] = col_idx
end
if IsOptional(obj) then
optional_objs[col_idx] = (optional_objs[col_idx] or 0) + 1
end
end
end
local nested_colls
local function ProcessCollection(col_idx)
local col = Collections[col_idx]
if not col then
return
end
local parent_idx = GetCollectionIndex(col)
if parent_idx == 0 then
return
end
nested_colls = nested_colls or {}
local subcolls = nested_colls[parent_idx]
if not subcolls then
nested_colls[parent_idx] = { col_idx }
elseif not table_find(subcolls, col_idx) then
subcolls[#subcolls + 1] = col_idx
else
return
end
return ProcessCollection(parent_idx)
end
for _, col_idx in ipairs(coll_idx_found) do
ProcessCollection(col_idx)
end
local function GetNestedOptionalObjs(col_idx)
local count = optional_objs[col_idx] or 0
for _, sub_col_idx in ipairs(nested_colls and nested_colls[col_idx]) do
count = count + GetNestedOptionalObjs(sub_col_idx)
end
return count
end
local nested_opt_objs
for _, col_idx in ipairs(coll_idx_found) do
local count = GetNestedOptionalObjs(col_idx)
if count > 0 then
nested_opt_objs = nested_opt_objs or {}
nested_opt_objs[col_idx] = count
end
end
self.NestedColls = nested_colls
self.NestedOptObjs = nested_opt_objs
local class_to_defaults = {}
local prop_eval = prop_eval
local GetClassValue = GetClassValue
local GetDefRandomMapFlags = GetDefRandomMapFlags
local ListPrefabObjProps = ListPrefabObjProps
local ignore_props = {
CollectionIndex = true,
Pos = true, Axis = true, Angle = true,
ColorModifier = true, Scale = true,
Entity = true, Mirrored = true,
}
for _, info in ipairs(RandomMapFlags) do
ignore_props[info.id] = true
end
local defs = {}
local base_prop_count = const.RandomMap.PrefabBasePropCount
for i, obj in ipairs(objs) do
local class = obj.class
local props = obj:GetProperties()
local default_props = class_to_defaults[class]
if not default_props then
default_props = {}
class_to_defaults[class] = default_props
local get_default = obj.GetDefaultPropertyValue
for _, prop in ipairs(props) do
local id = prop.id
if not ignore_props[id] and not prop_eval(prop.dont_save, obj, prop) and prop_eval(prop.editor, obj, prop) then
default_props[id] = get_default(obj, id, prop)
end
end
end
local def_rmf = GetDefRandomMapFlags(obj)
local def_entity = GetClassValue(obj, "entity") or class
local dpos, angle, daxis, coll_idx,
scale, color, entity, mirror, fade_dist,
rmf_flags, ground_offset, normal_offset = ListPrefabObjProps(obj, center, def_rmf, def_entity, obj.prefab_no_fade_clamp)
local def = {
class, dpos, angle, daxis, scale, rmf_flags, fade_dist,
ground_offset, normal_offset, coll_idx, color, mirror
}
local count = #def
assert(count == base_prop_count)
local prop_get = obj.GetProperty
for _, prop in ipairs(props) do
local id = prop.id
local default_value = default_props[id]
if default_value ~= nil then
local value = prop_get(obj, id)
if value ~= nil and value ~= default_value then
assert(value == "" or not IsT(value) and not ObjectClass(value))
count = count + 2
def[count - 1] = id
def[count] = value
end
end
end
while not def[count] do
def[count] = nil
count = count - 1
end
defs[i] = def
end
local bin, err = SerializePstr(defs)
if not bin then
return err
end
if FindSerializeError(bin, defs) then
return "Objects serialization mismatch"
end
local new_hash = xxhash(bin)
local filename = GetPrefabFileObjs(name)
if prev_hash ~= new_hash or not io.exists(filename) then
--DumpObjDiffs(filename, defs, name, bin, new_hash, prev_hash)
local err = AsyncStringToFile(filename, bin)
if err then
return "Failed to save prefab", filename, err
end
svn_process(filename, prev_hash, new_hash)
end
local filename_height = GetPrefabFileHeight(name)
local err = save_grid(height_map, filename_height, old_height_hash, new_height_hash)
if err then
return "Failed to save grid", filename_height, err
end
local filename_type = GetPrefabFileType(name)
local err = save_grid(type_map, filename_type, old_type_hash, new_type_hash)
if err then
return "Failed to save grid", filename_type, err
end
local filename_grass = GetPrefabFileGrass(name)
local err = save_grid(grass_map, filename_grass, old_grass_hash, new_grass_hash)
if err then
return "Failed to save grid", filename_grass, err
end
local filename_mask = GetPrefabFileMask(name)
local err = save_grid(mask, filename_mask, old_mask_hash, new_mask_hash)
if err then
return "Failed to save grid", filename_mask, err
end
ExportedPrefabs[name] = true
if prev_name ~= name then
self:DeleteExports()
end
self.ExportedName = name
self.ExportedHash = new_hash
self.AssetsRevision = prev_name == name and prev_rev or AssetsRevision
self.ExportTime = GetPreciseTicks() - start_time
return nil, objs, defs
end
function PrefabMarkerEdit:ActionViewSource(root)
if self.source then
ViewMarker(root, self.source)
end
end
function PrefabMarkerEdit:GetRevisionInfo()
if ExportedPrefabs[self.ExportedName] then return end
return SVNLocalRevInfo(GetPrefabFileObjs(self.ExportedName))
end
local function GetPrefabVersion(map_name)
map_name = map_name or GetMapName()
if string.find_lower(map_name, "gameplay") then
return 0
end
local version_str = map_name and string.match(map_name, "_[Vv](%d+)$")
return version_str and tonumber(version_str) or 1
end
function PrefabMarker:CreateMarker()
assert(self:GetGameFlags(gofPermanent) ~= 0)
local err, param1, param2 = self:ExportPrefab()
if err then
StoreErrorSource("silent", self, "Failed to export", self:GetPrefabName(), ":", err, param1, param2)
return false, err
end
local map_name = GetMapName()
local version = GetPrefabVersion(map_name)
local props = { "name", name = self.MarkerName, }
local get_prop = self.GetProperty
local get_default = self.GetDefaultPropertyValue
for _, prop in ipairs(self:GetProperties()) do
local export_id = prop.export
if export_id then
local prop_id = prop.id
local value = get_prop(self, prop_id)
if value ~= get_default(self, prop_id, prop) then
props[export_id] = value
props[#props + 1] = export_id
end
end
end
if mapdata.LockMarkerChanges then
local err = self:CheckCompatibility(props)
if err then
StoreErrorSource("silent", self, "Prefab", self:GetPrefabName(), "compatibility error:", err)
return false, err
end
return
end
local data_concat = {"return {"}
local tmp_concat = {"", "=", "", ","}
for _, id in ipairs(props) do
tmp_concat[1] = id
tmp_concat[3] = ValueToLuaCode(props[id], ' ')
data_concat[#data_concat + 1] = table.concat(tmp_concat)
end
data_concat[#data_concat + 1] = "}"
local data_str = table.concat(data_concat)
local marker = PlaceObject('Marker', {
name = PrefabToMarkerName(self.ExportedName),
type = "Prefab",
handle = self.handle,
pos = self:GetPos(),
map = map_name,
data = data_str,
data_version = PrefabMarkerVersion,
})
self.source = {
handle = self.handle,
map = map_name,
}
return marker
end
function PrefabMarkerEdit:CheckCompatibility(new_props)
local marker_name = PrefabToMarkerName(self.ExportedName)
local marker = Markers[marker_name]
if not marker then
return "Missing marker"
end
local data = marker.type == "Prefab" and marker.data
local props = data and dostring(data)
if not props then
return "Unserialize props error"
end
local max_pct_err = 5
local to_check = {}
for _, prop in ipairs(self:GetProperties()) do
local export_id = prop.export
if export_id and prop.compatibility then
to_check[#to_check + 1] = export_id
end
end
for _, prop in ipairs(to_check) do
local value = props[prop]
local new_value = new_props[prop]
if new_value ~= value then
local ptype = type(new_value)
if ptype ~= type(value) then
return "Changed type of prop " .. prop
end
if ptype == "number" then
if abs(new_value - value) > MulDivRound(value, max_pct_err, 100) then
return "Too big difference in value of prop " .. prop
end
elseif IsPoint(value) then
if new_value:Dist(value) > MulDivRound(value:Len(), max_pct_err, 100) then
return "Too big difference in value of prop " .. prop
end
elseif not compare(value, new_value) then
return "Changed value of prop " .. prop
end
end
end
end
----
function OnMsg.PreSaveMap()
local prefabs = MapCount("map", "PrefabMarker", nil, nil, gofPermanent)
if mapdata.IsPrefabMap then
if prefabs == 0 then
mapdata.IsPrefabMap = false
print("This map is no more a prefab map.")
else
MapClearGameFlags(gofPermanent, "map", "PropertyHelper", "CameraObj")
end
else
if prefabs ~= 0 then
mapdata.IsPrefabMap = true
print("This map is now declared as a prefab map.")
end
end
if mapdata.IsPrefabMap then
SaveTerrainWaterObjArea()
MapForEach("map", "PrefabMarker", function(prefab)
prefab:EditorObjectsShow(false)
end)
end
end
function OnMsg.PostSaveMap()
if mapdata.IsPrefabMap then
MapForEach("map", "PrefabMarker", function(prefab)
prefab:EditorObjectsShow()
end)
end
end
----
AppendClass.PrefabMarker = {
__parents = { "PrefabMarkerEdit" },
editor_text_depth_test = false,
}
function PrefabMarker:EditorGetText(line_separator)
local name = self:GetPrefabName()
line_separator = line_separator or "\n"
if self.ExportError ~= "" then
name = name .. line_separator .. "Error: " .. self.ExportError
elseif self.PoiType ~= "" then
name = name .. line_separator .. self.PoiType
if self.PoiArea ~= "" then
name = name .. "." .. self.PoiArea
end
end
return name
end
function PrefabMarker:EditorGetTextColor()
if self.ExportError ~= "" then
return red
end
local poi_preset = self.PoiType ~= "" and PrefabPoiToPreset[self.PoiType]
if poi_preset then
return poi_preset.OverlayColor or RandColor(xxhash(self.PoiType))
end
return EditorTextObject.EditorGetTextColor(self)
end
----
function ResaveAllPrefabs(version)
if IsValidThread(l_ResaveAllMapsThread) then
return
end
l_ResaveAllMapsThread = CreateRealTimeThread(function()
local start_time = GetPreciseTicks()
if not version then
local err, files = AsyncListFiles("Prefabs", "*")
if #files > 0 then
print("Deleting all prefabs...")
for i=1,#files do
local success, err = os.remove(files[i])
if err then
print("Error", err, "deleting prefab file", files[i])
end
end
end
ExportedPrefabs = {}
end
print("Resaving maps...")
local prefab_maps = {}
for map, data in pairs(MapData) do
if data.IsPrefabMap then
prefab_maps[map] = true
end
end
for i = 1,#Markers do
local marker = Markers[i]
if marker.type == "Prefab" and MapData[marker.map] then
prefab_maps[marker.map] = true
end
end
if version then
for map in pairs(prefab_maps) do
if version ~= GetPrefabVersion(map) then
prefab_maps[map] = nil
end
end
end
prefab_maps = table.keys(prefab_maps, true)
LoadingScreenOpen("idLoadingScreen", "ResaveAllPrefabs")
EditorActivate()
ForEachMap(prefab_maps, function()
print("Resaving map ", GetMap())
SaveMap("no backup")
end)
LoadingScreenClose("idLoadingScreen", "ResaveAllPrefabs")
l_ResaveAllMapsThread = false
PrefabUpdateMarkers()
print("Resaving all prefabs complete in", DivRound(GetPreciseTicks() - start_time, 1000), "sec")
end)
end
function ResaveAllGameMaps(filter)
if IsValidThread(l_ResaveAllMapsThread) then
return
end
l_ResaveAllMapsThread = CreateRealTimeThread(function()
local start_time = GetPreciseTicks()
print("Resaving maps...")
local maps = GetAllGameMaps()
EditorActivate()
for _, map in ipairs(maps) do
local data = MapData[map]
if not filter or filter(map, data) then
local logic
if not config.ResaveAllGameMapsKeepsGameLogic then
logic = data.GameLogic
data.GameLogic = false -- avoid starting game stuff that could spawn objects / modify the map
end
print("Resaving map ", map)
ChangeMap(map)
if not config.ResaveAllGameMapsKeepsGameLogic then
data.GameLogic = logic
else
Msg("GameEnterEditor")
end
if not filter or filter(map, data, "loaded check") then
SaveMap("no backup")
end
end
end
l_ResaveAllMapsThread = false
print("Resaving", #maps, "maps complete in", DivRound(GetPreciseTicks() - start_time, 1000), "sec")
end)
end
function RegenerateMap(map, reload_on_finish)
map = map or GetMapName() or ""
map = GetOrigMapName(map)
if map == "" then
return
end
if not IsValidThread(l_ResaveAllMapsThread) then
l_ResaveAllMapsThread = CreateRealTimeThread(RegenerateMap, map, reload_on_finish)
return
elseif l_ResaveAllMapsThread ~= CurrentThread() then
return
end
local data = MapData[map]
if not data or not data.IsRandomMap then
print("Not a random map")
return
end
local active = IsEditorActive()
if not active then
EditorActivate()
end
print("Regenerating map", map, "...")
local logic = data.GameLogic
if logic then
data.GameLogic = false -- avoid starting game stuff that could spawn objects / modify the map
local st = GetPreciseTicks()
ChangeMap(map)
printf("Map reloaded without game logic in %.3f s", (GetPreciseTicks() - st) * 0.001)
Sleep(1)
end
SetGameSpeed("pause")
assert(mapdata == data)
assert(not data.GameLogic)
local st = GetPreciseTicks()
Presets.MapGen.Default.BiomeCreator:Run()
printf("Map gen finished in %.3f s", (GetPreciseTicks() - st) * 0.001)
Sleep(1)
data.GameLogic = logic
SaveMap("no backup")
Sleep(1)
if not active then
EditorDeactivate()
end
if logic and reload_on_finish then
local st = GetPreciseTicks()
ChangeMap(map)
printf("Map reloaded with game logic in %.3f s", (GetPreciseTicks() - st) * 0.001)
Sleep(1)
end
end
function GetRandomMaps(filter, ...)
local maps = {}
for id, map_data in pairs(MapData) do
if map_data.IsRandomMap and GameMapFilter(id, map_data) and (not filter or filter(id, map_data, ...)) then
maps[#maps + 1] = id
end
end
table.sort(maps)
return maps
end
function TimeToHHMMSS(ms)
local sec = DivRound(ms, 1000)
local hours = sec / (60 * 60)
sec = sec - hours * (60 * 60)
local mins = sec / 60
sec = sec - mins * 60
return string.format("%02d:%02d:%02d", hours, mins, sec)
end
function RegenerateRandomMaps(maps)
if IsValidThread(l_ResaveAllMapsThread) then
return
end
l_ResaveAllMapsThread = CreateRealTimeThread(function()
local start_time = GetPreciseTicks()
local old_ignoreerrors = IgnoreDebugErrors(true)
print("Regenerating maps...")
maps = maps or GetRandomMaps()
local active = IsEditorActive()
if not active then
EditorActivate()
end
for i, map in ipairs(maps) do
printf("Regenerating map %d / %d...", i, #maps)
local success, err = sprocall(RegenerateMap, map)
if not success then
print("<color 255 0 0>Critical error for</color>", map, err)
end
end
print("Regenerating", #maps, "maps complete in", TimeToHHMMSS(GetPreciseTicks() - start_time))
if not active then
EditorDeactivate()
end
ChangeMap("")
IgnoreDebugErrors(old_ignoreerrors)
l_ResaveAllMapsThread = false
end)
end
function GetRegenerateMapLists()
return GatherMsgItems("GatherRegenerateMapLists")
end
function RegenerateMapList(list_name)
local maps = GetRegenerateMapLists()[list_name]
if maps then
RegenerateRandomMaps(maps)
end
end
local function GetFilesHashes(path)
local hashes = { }
for _, file in ipairs(io.listfiles(path)) do
local err, hash = AsyncFileToString(file, nil, nil, "hash")
if err then
GameTestsError("Failed to open " .. file .. " for " .. map .. " due to err: " .. err)
return
end
hashes[file] = hash
end
return hashes
end
TestNightlyPrefabMethods = {}
function TestNightlyPrefabMethods.TestDoesPrefabMapSavingGenerateFakeDeltas(map, result)
SaveMap("no backup")
local path = "svnAssets/Source/Maps/" .. map .. "/"
local hashes_before = GetFilesHashes(path)
SaveMap("no backup")
local hashes_after = GetFilesHashes(path)
for file, hash in pairs(hashes_before or empty_table) do
if hash ~= hashes_after[file] then
result["fake deltas"] = result["fake deltas"] or {
err = "Resaving prefab maps produced differences!",
texts = {}
}
table.insert(result["fake deltas"].texts, map .. ": difference in " .. file)
end
end
end
function GameTestsNightly.TestPrefabMaps()
WaitSaveGameDone()
StopAutosaveThread()
table.change(config, "TestPrefabMaps", {
AutosaveSuspended = true,
})
local thread = CreateRealTimeThread(function()
WaitDataLoaded()
if not IsEditorActive() then
EditorActivate()
end
local test_times = { }
local result = { }
for map, data in sorted_pairs(MapData) do
if data.IsPrefabMap then
assert(not data.GameLogic)
GameTestsPrint("Testing map", map)
ChangeMap(map)
if GetMapName() ~= map then
GameTestsError("Failed to change map to " .. map .. "! ")
return
end
for method_name, method in sorted_pairs(TestNightlyPrefabMethods) do
local start = GetPreciseTicks()
method(map, result)
test_times[method_name] = (test_times[method_name] or 0) + (GetPreciseTicks() - start)
end
end
end
if IsEditorActive() then
EditorDeactivate()
end
for _, res in sorted_pairs(result) do
GameTestsError(res.err)
for _, text in ipairs(res.texts) do
GameTestsPrint(text)
end
end
for method_name, time in sorted_pairs(test_times) do
GameTestsPrint(method_name, "took", time, "ms")
end
Msg(CurrentThread())
end)
while IsValidThread(thread) do
WaitMsg(thread, 1000)
end
table.restore(config, "TestPrefabMaps")
end
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