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function MapDataResize(mapdata, new_width, new_height) -- Call in RealTimeThread
local old_width, old_height = mapdata.Width, mapdata.Height
if old_width ~= new_width or old_height ~= new_height then
OpenMapLoadingScreen("")
WaitRenderMode("ui")
print("Resizing map...")
if CurrentMap ~= mapdata.id then
ChangeMap(mapdata.id)
end
mapdata.Width = new_width
mapdata.Height = new_height
local folder = GetMap()
local function ResizeMapGridFile(filename, original, is_heightmap)
local path = folder .. filename
local old_grid = GridDest(original, 0, 0)
GridLoadRaw(path, old_grid)
local w, h = new_width, new_height
if not is_heightmap then
w,h = (w - 1), (h - 1)
end
local new_grid = GridDest(old_grid, w, h, true)
GridExtend(old_grid, new_grid, true)
GridSaveRaw(path, new_grid)
end
ResizeMapGridFile("biome.grid", terrain.GetBiomeGrid())
ResizeMapGridFile("grass.grid", terrain.GetGrassGrid(0))
ResizeMapGridFile("height.grid", terrain.GetHeightGrid(), true)
--ResizeMapGridFile("impassable.grid", terrain.GetForcedImpassGrid())
--ResizeMapGridFile("passable.grid", terrain.GetForcedPassGrid())
ResizeMapGridFile("type.grid", terrain.GetTypeGrid())
local new_size = point(new_width, new_height, 0)
local old_size = point(old_width, old_height, 0)
local offset = MulDivRound(new_size - old_size, const.SlabSizeX, 4)
--local offset = (offset/const.SlabSizeX)*const.SlabSizeX
MapForEach("map", "CObject", function(obj)
if not obj:IsValidPos() then return end
local old_pos = obj:GetVisualPos()
local new_pos = old_pos + offset
obj:SetPos(new_pos)
end)
SaveObjects(folder .. "objects.lua")
mapdata:SaveMapData(folder)
hr.TR_ForceReloadNoTextures = 1
WaitRenderMode("scene")
CloseMapLoadingScreen("")
ChangeMap(mapdata.id)
print("Map resized!")
end
end
function SaveDecalsPositions()
local decals = {}
MapForEach("map", "TerrainDecal", function(o)
decals[#decals+1] = { o.class, o:GetPos(), o:GetAngle() }
end)
AsyncStringToFile("AppData/" .. GetMapName() .. ".decals.lua", TableToLuaCode(decals))
end
function RestoreDecalsPositions()
local err, decals = FileToLuaValue("AppData/" .. GetMapName() .. ".decals.lua")
local by_x = {}
for k,v in ipairs(decals) do
local x, y, z = v[2]:xyz()
by_x[x] = by_x[x] or {}
by_x[x][#by_x[x]+1] = v
end
MapForEach("map", "TerrainDecal", function(o)
local x, y, z = o:GetPosXYZ()
for _, decal in ipairs(by_x[x] or empty_table) do
if decal[1] == o.class and decal[2] == o:GetPos() then
if decal[3] ~= o:GetAngle() then
print("Fixing ", o.class, "at", o:GetPos(), o:GetAngle(), decal[3])
o:SetAngle(decal[3])
end
end
end
end)
end
function CreateCheckpointTimer(name)
return {
name = name,
current_time = GetPreciseTicks(),
Checkpoint = function(self, name)
local time = GetPreciseTicks()
print(self.name, name, time - self.current_time)
self.current_time = time
end
}
end
--[[
function OnMsg.Autorun()
if FirstLoad then
PerfInstrument("EngineChangeMap")
PerfInstrument("WaitLoadBinAssets")
end
PerfInstrument("RebuildSlabTunnels")
PerfInstrument("ChangeMap")
PerfInstrument("LoadObjects")
PerfInstrument("LoadMap")
PerfInstrument("ResumePassEdits", 100, 100)
PerfInstrument("ComputeSlabVisibility")
end
]]
-- Blackbox optimization based on the rather pompously called "differential evolution"
-- https://en.wikipedia.org/wiki/Differential_evolution
-- given points in a possibility space ("agents") which can be evaluated and recombined via a certain procedure
-- try to find a point which maximizes the evaluation function ("fitness")
DefineClass.DiffEvoAgent = {
__parents = { "InitDone" },
data = false, -- an array of values which represent the agent
fitness = false,
Evaluate = function() end, -- set fitness member to integer, higher is better
RecombineValue = function(i, a, b, c, F) end, -- compute a new value of the i-th parameter based on the i-th paramethers of three other agents
}
function DiffEvoAgent:Init()
self.data = self.data or {}
end
function DiffEvoAgent:Recombine(a, b, c, rand, CR, F)
local changed = {}
for i=1,#self.data do
changed[i] = self:RecombineValue(i, a.data[i], b.data[i], c.data[i], F)
end
local recombined_data = {}
local R = 1 + rand(#self.data)
for i=1,#self.data do
if i == R or rand(1000) < CR then
recombined_data[i] = changed[i]
else
recombined_data[i] = self.data[i]
end
end
return g_Classes[self.class]:new{ data = recombined_data }
end
function DiffEvoAgent:RecombineValue(idx, a, b, c, F)
return a + MulDivRound(b - c, F, 1000)
end
function DiffEvoOptimize(pop, timeout, seed, CR, F)
local rand = BraidRandomCreate(seed or 0)
local start_time = GetPreciseTicks()
local best_fitness, avg_fitness = 0, 0
for i=1,#pop do
if not pop[i].fitness then
pop[i]:Evaluate()
end
if pop[i].fitness > best_fitness then
best_fitness = pop[i].fitness
end
avg_fitness = avg_fitness + pop[i].fitness
end
print("initial", best_fitness)
local iteration = 0
while GetPreciseTicks() < start_time + timeout and avg_fitness <= MulDivRound(97*#pop, best_fitness, 100) do
for i=1,#pop do
local a, b, c = i, i, i
while a == i do a = 1 + rand(#pop) end
while b == i or b == a do b = 1 + rand(#pop) end
while c == i or c == a or c == b do c = 1 + rand(#pop) end
local new_agent = pop[i]:Recombine(pop[a], pop[b], pop[c], rand, CR, F)
new_agent:Evaluate()
if new_agent.fitness > pop[i].fitness then
avg_fitness = avg_fitness - pop[i].fitness
pop[i] = new_agent
avg_fitness = avg_fitness + pop[i].fitness
if new_agent.fitness > best_fitness then
best_fitness = new_agent.fitness
print("improvement", best_fitness)
end
end
iteration = iteration + 1
if GetPreciseTicks() > start_time + timeout or avg_fitness > MulDivRound(97*#pop, best_fitness, 100) then
break
end
end
end
local best_i, best_fitness = 0, 0
for i=1,#pop do
if pop[i].fitness > best_fitness then
best_i, best_fitness = i, pop[i].fitness
end
end
pop[best_i]:View()
return pop[best_i]
end
-- class representing possible gameplay (not action) cameras for Zulu
DefineClass.DiffEvoTacCamera = {
__parents = { "DiffEvoAgent" },
}
function DiffEvoTacCamera.GeneratePopulation(n, seed)
seed = seed or 0
local rand = BraidRandomCreate(seed)
local sizex, sizey = terrain.GetMapSize()
local pass_slabs = {}
ForEachPassSlab("map", function(x, y, z)
pass_slabs[#pass_slabs+1] = point(x, y)
end )
table.shuffle(pass_slabs, rand())
local pop = {}
if next(pass_slabs) then
for i=1,n do
pop[#pop+1] = DiffEvoTacCamera:new{ data = { pass_slabs[i]:x(), pass_slabs[i]:y(), rand(360*60) } }
end
for i=#pop+1,n do
pop[#pop+1] = DiffEvoTacCamera:new{ data = { rand(sizex), rand(sizey), rand(360*60) } }
end
end
return pop
end
function DiffEvoTacCamera:GetCameraPosLookatFloor()
local x, y, angle = table.unpack(self.data)
local lookat = point(x, y, terrain.GetHeight(x, y) + const.SlabSizeZ*16)
local pos = lookat + Rotate(point(13*guim, 0, 0), angle) + point(0, 0, 11*guim)
return pos, lookat, 5
end
function DiffEvoTacCamera:View()
local pos, lookat, floor = self:GetCameraPosLookatFloor()
cameraTac.SetCamera(pos, lookat, 0)
cameraTac.Normalize()
cameraTac.SetFloor(floor)
end
function DiffEvoTacCamera:Evaluate()
self:View()
local p, l = cameraTac.GetPosLookAt()
self.data[1], self.data[2] = l:xy()
--self.data[4] = cameraTac.GetFloor()*1000 + 499
local t = GetPreciseTicks()
WaitNextFrame(5)
local drawcalls, polygons, verts = GetRenderPerformanceStats()
self.fitness = verts -- GetPreciseTicks() - t
end
function DiffEvoTacCamera:RecombineValue(idx, a, b, c, F)
if idx == 3 then
return (a + MulDivRound(AngleDiff(b, c), F, 1000)) % (360*60)
else
return DiffEvoAgent.RecombineValue(self, idx, a, b, c, F)
end
end
function CurrentMapSlowestCamera(timeout, rand)
CMT_SetPause(true, "CurrentMapSlowestCamera")
table.change(hr, "CurrentMapSlowestCamera", { ShadowSDSMEnable = 0, StreamingForceFallbacks = 1, Shadowmap = 1 })
WaitNextFrame(10)
local pop = DiffEvoTacCamera.GeneratePopulation(20, rand and rand() or AsyncRand())
if not next(pop) then
return { map = GetMapName(), err = "no valid camera positions found", fitness = 0 }
end
local best = DiffEvoOptimize(pop, timeout, rand and rand() or AsyncRand(), 700, 700)
local t = GetPreciseTicks()
WaitNextFrame(100)
local frame_time = (GetPreciseTicks() - t)/100
local str = string.format("DbgLoadLocation(\"%s\", %s, false)", GetMapName(), TableToLuaCode({GetCamera()}, ' '))
CMT_SetPause(false, "CurrentMapSlowestCamera")
table.restore(hr, "CurrentMapSlowestCamera")
return {
map = GetMapName(),
frame_time = frame_time,
fps = 1000/Max(frame_time, 1),
str = str,
data = best.data,
fitness = best.fitness,
lightmodel = CurrentLightmodel and CurrentLightmodel[1].id,
}
end
function BruteForceSlowestCamera(duration)
CMT_SetPause(true, "CurrentMapSlowestCamera")
table.change(hr, "CurrentMapSlowestCamera", { ShadowSDSMEnable = 0, StreamingForceFallbacks = 1, Shadowmap = 1 })
WaitNextFrame(10)
local pass_slabs = {}
ForEachPassSlab("map", function(x, y, z) pass_slabs[#pass_slabs+1] = point(x, y) end)
local clusters = KMeans2D(pass_slabs, Min(200, #pass_slabs/16), 100)
local cameras = {}
local angles = 12
for i=1,#clusters do
for i=1,angles do
cameras[#cameras+1] = DiffEvoTacCamera:new{ data = { clusters[i]:x(), clusters[i]:y(), MulDivRound(i, 360*60, angles) } }
end
end
local t = GetPreciseTicks()
local best = { fitness = 0 }
for i, p in ipairs(cameras) do
p:Evaluate()
if p.fitness > best.fitness then
best = p
print(p.fitness)
end
if GetPreciseTicks() - t > duration then
print("iterations", i)
break
end
end
best:Evaluate()
local t = GetPreciseTicks()
WaitNextFrame(100)
local frame_time = (GetPreciseTicks() - t)/100
local str = string.format("DbgLoadLocation(\"%s\", %s, false)", GetMapName(), TableToLuaCode({GetCamera()}, ' '))
CMT_SetPause(false, "CurrentMapSlowestCamera")
table.restore(hr, "CurrentMapSlowestCamera")
return {
map = GetMapName(),
frame_time = frame_time,
fps = 1000/Max(frame_time, 1),
str = str,
data = best.data,
fitness = best.fitness,
lightmodel = CurrentLightmodel and CurrentLightmodel[1].id,
}
end
function AllMapsSlowestCameras(total_time, seed)
total_time = total_time or 0
local rand = BraidRandomCreate(seed or AsyncRand())
IgnoreDebugErrors(true)
ChangeMap("__Empty") -- to restart CMT thread after CMT_Time is changed
local maps = {}
for _, map in pairs(MapData) do
if map.Status ~= "Not started" then
maps[#maps+1] = map.id
end
end
table.sort(maps)
local results = {}
for _, map in ipairs(maps) do
ChangeMap(map)
WaitLoadingScreenClose()
WaitNextFrame(10)
local ok, this_map = sprocall(BruteForceSlowestCamera, total_time/#maps, rand)
if ok then
table.insert(results, this_map)
print(results[#results].str, results[#results].fitness/1000)
else
print("Failed on map", map)
end
end
table.sortby_field(results, "fitness")
results.lua_rev = LuaRevision
results.assets_rev = AssetsRevision
results.hardware = GetHardwareInfo(GetMainWindowDisplayIndex())
results.resolution = UIL:GetScreenSize()
AsyncStringToFile("svnAssets/Tests/BruteForceSlowCameras.lua", TableToLuaCode(results))
end
function CPUTasksBenchmark()
CreateRealTimeThread( function()
DbgLoadLocation("G-8 - Colonial Mansion", {point(168360, 174403, 26350),point(165120, 161748, 15350),"Tac",1000,{floor = 3},4200}, false)
camera.Lock()
local hardware_info = GetHardwareInfo(GetMainWindowDisplayIndex())
print("------------", hardware_info.cpuName)
table.change(hr, "CPUTasksBenchmark", { PrimitiveCountModifier=-1, EnablePostprocess=0, EnableScreenSpaceReflections=0, EnableScreenSpaceAmbientObscurance=0 })
WaitNextFrame()
for i=1, hardware_info.cpuThreads do
config.CPUTaskThreads=i
Sleep(2000)
print(i, hr.RenderStatsFrameTimeCPU/100)
end
table.restore(hr, "CPUTasksBenchmark")
print("------------")
print("done.")
camera.Unlock()
end )
end
MapVar("LOSVoxelsMesh", false)
LOSVoxelConfig = {
[0] = { guim*2, RGBA(0, 64, 255, 64) }, -- fully hidden from sight
[1] = { guim/2, RGBA(64, 255, 64, 64) }, -- only a Standing or Crouched unit would be visible here
[2] = false, -- fully visible, don't draw anything
}
function DbgShowLOSVoxelsWireframe(center, radius)
DbgClearVectors()
if LOSVoxelsMesh then
LOSVoxelsMesh:delete()
end
center = center or SelectedObj
radius = radius or SelectedObj:GetSightRadius()
local t = GetLOSVoxelsInRadius(center, radius)
local colors = { const.clrRed, const.clrBlue, const.clrGreen }
for _, voxel in ipairs(t) do
local x, y, z, stance_idx = stance_pos_unpack(voxel)
z = z or terrain.GetHeight(point(x,y))
local vd = LOSVoxelConfig[stance_idx]
if vd then
DbgAddVoxel(point(x,y,z), vd[2])
end
end
end
local function AppendQuad(pstr, corner, x, y, color)
pstr:AppendVertex(corner, color)
pstr:AppendVertex(corner + x, color)
pstr:AppendVertex(corner + x + y, color)
pstr:AppendVertex(corner, color)
pstr:AppendVertex(corner + x + y, color)
pstr:AppendVertex(corner + y, color)
end
function DbgShowLOSVoxels(center, radius)
DbgClearVectors()
if LOSVoxelsMesh then
LOSVoxelsMesh:delete()
end
center = center or SelectedObj
radius = radius or SelectedObj:GetSightRadius()
local t = GetLOSVoxelsInRadius(center, radius)
local hs = const.SlabSizeX/2
local mesh_str = pstr("", 24*20*#t)
for _, voxel in ipairs(t) do
local x, y, z, stance_idx = stance_pos_unpack(voxel)
local vd = LOSVoxelConfig[stance_idx]
if vd then
z = z or terrain.GetHeight(point(x,y))
local vert = vd[1]
local color = vd[2]
AppendQuad(mesh_str, point(x-hs, y-hs, z), point(2*hs, 0, 0), point(0, 2*hs, 0), color)
AppendQuad(mesh_str, point(x-hs, y-hs, z + vert), point(2*hs, 0, 0), point(0, 2*hs, 0), color)
AppendQuad(mesh_str, point(x-hs, y-hs, z), point(2*hs, 0, 0), point(0, 0, vert), color)
AppendQuad(mesh_str, point(x-hs, y+hs, z), point(2*hs, 0, 0), point(0, 0, vert), color)
AppendQuad(mesh_str, point(x-hs, y-hs, z), point(0, 2*hs, 0), point(0, 0, vert), color)
AppendQuad(mesh_str, point(x+hs, y-hs, z), point(0, 2*hs, 0), point(0, 0, vert), color)
end
end
LOSVoxelsMesh = Mesh:new()
LOSVoxelsMesh:SetMesh(mesh_str)
LOSVoxelsMesh:SetMeshFlags(const.mfWorldSpace)
LOSVoxelsMesh:SetDepthTest(true)
LOSVoxelsMesh:SetPos(center:GetVisualPos())
end
function DbgIsTreeWind(obj)
local entity = obj:GetEntity()
if not entity or entity == "" then return end
local mat = GetStateMaterial(entity, obj:GetStateText())
if not mat then return end
local num_sub_mtls = GetNumSubMaterials(mat)
for i=1, num_sub_mtls do
local sub_mat = GetMaterialProperties(mat, i-1)
if sub_mat.VertexNoise == "Tree" then return true end
end
end
function ForceLODMinOutsideBorder()
local border = GetBorderAreaLimits()
MapForEach("map", "AutoAttachObject", function(obj)
if not obj:GetPos():InBox2D(border) and border:Intersect2D(obj:GetObjectBBox()) == const.irOutside then
obj:SetForcedLODMin(true)
obj:SetAutoAttachMode(obj:GetAutoAttachMode())
end
end)
MapForEach("map", function(obj)
if not obj:GetPos():InBox2D(border) and border:Intersect2D(obj:GetObjectBBox()) == const.irOutside then
obj:SetForcedLODMin(true)
end
end)
RecreateRenderObjects()
end
-- Compatibility method used for reading the old LowerLOD value in the maps
function CObject:SetLowerLOD(value)
if value then
self:SetForcedLODState("Minimum")
else
self:SetForcedLODState("Automatic")
end
end
function CountEntitiesInAllMaps()
local stats = {}
for entity in pairs(GetAllEntities()) do
stats[entity] = 0
end
local maps = {}
for _, map in pairs(MapData) do
if map.Status ~= "Not started" then
maps[#maps+1] = map.id
end
end
-- maps = { maps[1] }
ForEachMap(maps, function()
local count = MapForEach("map", function(obj)
local entity = obj:GetEntity()
if entity then
stats[entity] = (stats[entity] or 0) + 1
end
end)
print(count .. " objects in " .. GetMap())
end)
local csv = {}
for entity, count in pairs(stats) do
if entity ~= "" and GetStateMeshFile(entity, 0) then
local mesh_props = GetMeshProperties(GetStateMeshFile(entity, 0))
if mesh_props then
local last_lod = 0
while GetStateMeshFile(entity, 0, last_lod+1) do
last_lod = last_lod + 1
end
local mesh_props_lod = GetMeshProperties( GetStateMeshFile(entity, 0, last_lod) )
csv[#csv+1] = {
entity,
mesh_props.NumVerts, mesh_props.NumTriangles,
mesh_props.NumVerts*count, mesh_props.NumTriangles*count,
(mesh_props_lod or mesh_props).NumVerts*count, (mesh_props_lod or mesh_props).NumTriangles*count,
count,
}
end
end
end
SaveCSV("mesh_stats.csv", csv, nil, {"entity", "vertexes", "triangles", "vertexes_times_count", "triangles_times_count", "lod_vertexes_times_count", "lod_triangles_times_count", "count",})
end
function OnMsg.BeforeUpsampledScreenshot(store)
local gridMarkers = {}
MapForEachMarker("GridMarker", nil, function(marker)
if marker:IsAreaShown() then
marker:HideArea()
table.insert(gridMarkers,marker)
end
end)
store.gridMarkers = gridMarkers
end
function OnMsg.AfterUpsampledScreenshot(store)
for _, marker in ipairs(store.gridMarkers) do
marker:ShowArea()
end
end
function ReplaceSoundSourcesWithBeachMarkers()
local to_be_replaced = {
"waves_cliffs",
"waves_shore",
"waves_wharf",
"waves_beach",
}
if not IsEditorActive() then
print("Please run this in editor")
return
end
local replaced = 0
local wss = MapGet("map", "SoundSource")
for _, source in ipairs(wss) do
local count = 0
for _, sound in ipairs(source.Sounds) do
for _, pattern in ipairs(to_be_replaced) do
if sound.Sound:find(pattern) then
count = count + 1
end
end
end
if count == #source.Sounds then
local bm = PlaceObject("BeachMarker")
bm:SetGameFlags(const.gofPermanent)
bm:SetPos(source:GetPos())
DoneObject(source)
replaced = replaced + 1
elseif count > 0 then
StoreErrorSource(source, "Sound source contains both waves and other sound banks, not replacing - please review")
end
end
print("Replaced sound sources with beach markers:", replaced)
end
if FirstLoad then
s_BlacklistEntity = false
end
local function GetBlacklist(filename)
local err, data = AsyncFileToString(filename, nil, nil, "lines")
if err then
printf("Error loading blacklist entities: %s", err)
else
return data
end
end
function ToggleBlacklistEntitiesVisualization()
if s_BlacklistEntity then
s_BlacklistEntity = false
hr.UseSatGammaModifier = 0
RecreateRenderObjects()
return
end
local entities = GetBlacklist(EngineBinAssetsBlacklistEntitiesFilename)
s_BlacklistEntity = {}
for _, entity in ipairs(entities) do
s_BlacklistEntity[entity] = true
end
hr.UseSatGammaModifier = 1
RecreateRenderObjects()
MapForEach(true, "CObject", function(obj)
if IsBlacklistEntity(obj) then
obj:SetGamma(const.clrWhite)
end
end)
end
function IsBlacklistEntity(obj_or_ent)
if not s_BlacklistEntity then
return false
end
return s_BlacklistEntity[IsValid(obj_or_ent) and obj_or_ent:GetEntity() or obj_or_ent]
end
local old_CObject_new = CObject.new
function CObject.new(self, ...)
local obj = old_CObject_new(self, ...)
if IsBlacklistEntity(obj) then
obj:SetGamma(const.clrWhite)
end
return obj
end
local function GetBlacklistFootprint(filename, folder, ext)
folder = folder or ""
local footprint = 0
local files = GetBlacklist(filename)
for _, file in ipairs(files) do
local path, filename, org_ext = SplitPath(file)
local size = io.getsize(folder .. path .. filename .. (ext or org_ext))
footprint = footprint + size
end
return footprint
end
function GetBlacklistTexturesFootprint()
local size = GetBlacklistFootprint(EngineBinAssetsBlacklistTexturesFilename)
printf("Textures DDS: %.2fGB", size / (1024.0 * 1024 * 1024))
end
function GetBlacklistMusicFootprint()
local wav = GetBlacklistFootprint(EngineBinAssetsBlacklistMusicFilename, nil, ".wav")
local opus = GetBlacklistFootprint(EngineBinAssetsBlacklistMusicFilename, "svnAssets/Bin/win32/", ".opus")
printf("Music WAV: %.2fGB", wav / (1024.0 * 1024 * 1024))
printf("Music Opus: %.2fGB", opus / (1024.0 * 1024 * 1024))
printf("Music Compression Ratio: %.2f", 1.0 * wav / opus)
end
function GetBlacklistSoundsFootprint()
local wav = GetBlacklistFootprint(EngineBinAssetsBlacklistSoundsFilename, nil, ".wav")
local opus = wav / 14.19
printf("Sounds WAV: %.2fGB", wav / (1024.0 * 1024 * 1024))
printf("Sounds Opus: %.2fGB", opus / (1024.0 * 1024 * 1024))
printf("Sounds Compression Ratio: %.2f", 1.0 * wav / opus)
end
function GetBlacklistVoicesFootprint()
local wav = GetBlacklistFootprint(EngineBinAssetsBlacklistVoicesFilename, "svnAssets/Source/", ".wav")
local opus = GetBlacklistFootprint(EngineBinAssetsBlacklistVoicesFilename, "svnAssets/Bin/win32/", ".opus")
printf("Voices WAV: %.2fGB", wav / (1024.0 * 1024 * 1024))
printf("Voices Opus: %.2fGB", opus / (1024.0 * 1024 * 1024))
printf("Voices Compression Ratio: %.2f", 1.0 * wav / opus)
end
EngineBinAssetsBlacklistEntitiesFilename = "BinAssets/EngineBinAssetBlacklistEntities.txt"
EngineBinAssetsBlacklistTexturesFilename = "BinAssets/EngineBinAssetBlacklistTextures.txt"
EngineBinAssetsBlacklistMusicFilename = "BinAssets/EngineBinAssetBlacklistMusic.txt"
EngineBinAssetsBlacklistSoundsFilename = "BinAssets/EngineBinAssetBlacklistSounds.txt"
EngineBinAssetsBlacklistVoicesFilename = "BinAssets/EngineBinAssetBlacklistVoices.txt"
function GetGameMapEntities()
local err, folders = AsyncListFiles("svnAssets/Source/Maps", "*", "folders")
if err then
EngineBinAssetsPrint("Error generating black list entities: %s", err)
return
end
local used_entity, unit_markers_bantes_groups = {}, {}
for _, folder in ipairs(folders) do
local _, sector = SplitPath(folder)
if IsDemoSector(sector) then
local filename = folder .. "/entlist.txt"
if io.exists(filename) then
local err, lines = AsyncFileToString(filename, nil, nil, "lines")
if err then
EngineBinAssetsPrint("Error paris '%s': %s", filename, err)
else
for _, entity in ipairs(lines) do
used_entity[entity] = true
end
end
end
local filename = folder .. "/markers.debug.lua"
if io.exists(filename) then
local err, str = AsyncFileToString(filename)
if str then
local _, markers_data = LuaCodeToTuple(str)
local map_name = markers_data and markers_data[1].map
if map_name then
for _, marker in ipairs(markers_data) do
if marker.type == "UnitMarker" then
if #(marker.ApproachedBanters or empty_table) > 0 or #(marker.BanterGroups or empty_table) > 0 or #(marker.ApproachBanterGroup or empty_table) > 0 then
for _, group in ipairs(marker.Groups or empty_table) do
unit_markers_bantes_groups[group] = true
end
end
end
end
end
end
end
end
end
return used_entity, unit_markers_bantes_groups
end
function GetBlacklistEntities(entity_textures, used_textures, textures_data)
local used_entity, used_voices = GetGameMapEntities()
local additional_blacklist_textures = {}
Msg("GatherGameEntities", used_entity, additional_blacklist_textures, used_voices)
local all_entities = GetAllEntities()
local blacklist_entities = {}
for entity in pairs(all_entities) do
if not used_entity[entity] and not entity:starts_with("Terrain") then
table.insert(blacklist_entities, entity)
end
end
table.sort(blacklist_entities)
local is_blacklisted = {}
for _, entity in ipairs(blacklist_entities) do
is_blacklisted[entity] = true
end
local all_textures, ref_by_non_blacklisted = {}, {}
local err, list = AsyncListFiles("Textures/", "*.dds", "size,relative")
local texture_sizes = {}
for k,v in ipairs(list) do
local file_data = textures_data[v]
if not file_data.alias then
texture_sizes["Textures/" .. v] = list.size[k]
else
texture_sizes["Textures/" .. v] = 0
end
end
local entity_sizes = {}
local texture_counted = {}
for entity, textures in pairs(entity_textures) do
for texture in pairs(textures) do
all_textures[texture] = true
if not is_blacklisted[entity] then
ref_by_non_blacklisted[texture] = true
entity_sizes[entity] = entity_sizes[entity] or 0
if not texture_counted[texture] then
entity_sizes[entity] = entity_sizes[entity] + texture_sizes[texture]
texture_counted[texture] = true
end
end
end
end
AsyncStringToFile("svnAssets/tmp/entity_sizes.lua", ValueToLuaCode(entity_sizes))
AsyncStringToFile("svnAssets/tmp/entity_textures.lua", ValueToLuaCode(entity_textures))
local blacklist_textures = {}
local all_textures = table.keys(all_textures)
for _, texture in ipairs(all_textures) do
if not ref_by_non_blacklisted[texture] then
blacklist_textures[texture] = true
end
end
-- collapsing means out of multiple identical texture only one is shipped in the game
-- if a texture is shipped, blacklisted, but has identical textures which are not blacklisted, it should be removed from the blacklist
local siblings = {}
for textureId, textureData in pairs(entity_textures) do
local texture_siblings = siblings[textureId] or {}
texture_siblings[#texture_siblings+1] = "Textures/" .. textureId
siblings[textureId] = texture_siblings
if textureData.alias then
siblings[textureData.alias] = texture_siblings
end
end
local remove_from_blacklist = {}
for texture in pairs(blacklist_textures) do
texture = texture:match("Textures/(.*)$")
if texture and used_textures[texture] then
for _, sibling in ipairs(siblings[texture]) do
if not blacklist_textures[sibling] then
remove_from_blacklist[texture] = true
break
end
end
end
end
for texture in pairs(remove_from_blacklist) do
blacklist_textures["Textures/" .. texture] = nil
end
blacklist_textures = table.keys(blacklist_textures, "sorted")
table.iappend(blacklist_textures, additional_blacklist_textures)
local blacklist_banter_voices = {}
Msg("GatherVoiceBanters", blacklist_banter_voices)
local blacklist_voices = {}
local err, voices = AsyncListFiles("svnAssets/bin/win32/Voices/English", "*")
if err then
printf("Error listing voices: %s", err)
else
local loc = LoadCSV("svnProject/LocalizationOut/English/CurrentLanguage/Game.csv")
for i = 2, #loc do
local entry = loc[i]
local voice_id = tonumber(entry[1])
local voice_blacklisted = blacklist_banter_voices[voice_id]
local used_actor = used_voices[entry[15]] or used_voices[entry[16]] or used_voices[entry[17]]
if used_actor then
voice_blacklisted = false
end
if voice_blacklisted then
local voice = string.format("Voices/English/%s.opus", voice_id)
blacklist_voices[voice] = true
end
end
end
blacklist_voices = table.keys(blacklist_voices, "sorted")
return blacklist_entities, blacklist_textures, blacklist_voices
end
local function GetBlacklistFiles(folder, used_files, ext)
ext = ext or ""
local err, files = AsyncListFiles(folder, "*", "recursive")
if err then
printf("Error listing '%s' folder: %s", folder, err)
return
end
local blacklist_files = {}
for _, filename in ipairs(files) do
local path, file, ext = SplitPath(filename)
local track = path .. file
if not used_files[track] then
table.insert(blacklist_files, track .. ext)
end
end
table.sort(blacklist_files)
return blacklist_files
end
local function GetBlacklistMusic()
local used_music = {}
Msg("GatherMusic", used_music)
return GetBlacklistFiles("Music", used_music, ".wav")
end
local function GetBlacklistSounds()
local used_sounds = {}
Msg("GatherSounds", used_sounds)
return GetBlacklistFiles("Sounds/environment-stereo", used_sounds, ".wav")
end
function OnMsg.BuildEngineBinAssets(entity_textures, used_tex, textures_data)
local blacklist_entities, blacklist_textures, blacklist_voices = GetBlacklistEntities(entity_textures, used_tex, textures_data)
AsyncStringToFile(EngineBinAssetsBlacklistEntitiesFilename, table.concat(blacklist_entities, "\n"))
SVNAddFile(EngineBinAssetsBlacklistEntitiesFilename)
AsyncStringToFile(EngineBinAssetsBlacklistTexturesFilename, table.concat(blacklist_textures, "\n"))
SVNAddFile(EngineBinAssetsBlacklistTexturesFilename)
local blacklist_music = GetBlacklistMusic()
AsyncStringToFile(EngineBinAssetsBlacklistMusicFilename, table.concat(blacklist_music, "\n"))
SVNAddFile(EngineBinAssetsBlacklistMusicFilename)
local blacklist_sounds = GetBlacklistSounds()
AsyncStringToFile(EngineBinAssetsBlacklistSoundsFilename, table.concat(blacklist_sounds, "\n"))
SVNAddFile(EngineBinAssetsBlacklistSoundsFilename)
AsyncStringToFile(EngineBinAssetsBlacklistVoicesFilename, table.concat(blacklist_voices, "\n"))
SVNAddFile(EngineBinAssetsBlacklistVoicesFilename)
end
if Platform.developer then
function CheckWaterObjPos(water, data, no_vme)
local pos = water:GetPos()
local z = pos:z() or terrain.GetHeight(pos)
local bbox = water:GetObjectBBox():SetInvalidZ()
local minx, miny = bbox:min():xy()
local maxx, maxy = bbox:max():xy()
local sizex, sizey = terrain.GetMapSize()
if 0 <= minx and minx < sizex and 0 <= miny and miny <= sizey and 0 <= maxx and maxx < sizex and 0 <= maxy and maxy <= sizey then
local min_z, max_z = terrain.GetMinMaxHeight(bbox)
if z < min_z then
if not no_vme then
StoreErrorSource(water, string.format("Water plane Z=%d but range[%d-%d] under terrain!", z, min_z, max_z))
end
if data == "delete" then
DoneObject(water)
elseif type(data) == "table" then
table.insert(data, water)
end
end
end
end
function CheckWaterObjectsUnderTerrain(delete)
MapForEach("map", "WaterObj", CheckWaterObjPos, delete)
end
function GetMapsWithWaterUnderTerrain()
CreateRealTimeThread(function()
local maps = {}
ForEachMap(nil, function()
local objs = {}
MapForEach("map", "WaterObj", CheckWaterObjPos, objs, "no VME")
if #objs > 0 then
local msg = string.format("%s: %d", GetMapName(), #objs)
table.insert(maps, msg)
print(msg)
end
end)
print(string.format("%d Maps with WaterObj under terrain\n%s", #maps, table.concat(maps, "\n")))
end)
end
function OnMsg.SaveMap()
CheckWaterObjectsUnderTerrain()
end
end
function editor.EyeCandyOutsideMap()
if #editor.GetSel() < 1 then
print("Please select an object to force EyeCandy to instances of that object outside of the map")
return
end
local bx = GetBorderAreaLimits()
local threshold = (terminal.IsKeyPressed(const.vkControl) and 50 or 20) * const.SlabSizeX
local salt = "EyeCandyOutsideMap"
local objs = MapGet("map", table.keys2(table.invert(table.map(editor.GetSel(), "class"))),
function(x)
local dist = bx:Dist2D(x)
if dist == 0 then return false end
return
dist > threshold or
((xxhash(x:GetPos(), salt) % 1024) < MulDivRound(dist, 1024, threshold))
end)
XEditorUndo:BeginOp{ objects = objs, name = "Eye Candy outside map" }
SuspendPassEditsForEditOp(objs)
for _, x in ipairs(objs) do
x:ClearEnumFlags(const.efCollision + const.efApplyToGrids)
x:SetDetailClass("Eye Candy")
end
ResumePassEditsForEditOp(objs)
XEditorUndo:EndOp(objs)
end
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