mirror of
https://github.com/Dadido3/noita-mapcap.git
synced 2024-12-22 02:17:33 +00:00
Add player path tracking and drawing in live mode
This commit is contained in:
parent
0044075cbf
commit
1e5249d436
1
.vscode/settings.json
vendored
1
.vscode/settings.json
vendored
@ -24,6 +24,7 @@
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"mapcap",
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"nfnt",
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"noita",
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"polymorphed",
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"prerender",
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"promptui",
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"rasterizer",
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@ -31,7 +31,8 @@ type imageTile struct {
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pixelErrorSum uint64 // Sum of the difference between the (sub)pixels of all overlapping images. 0 Means that all overlapping images are identical.
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entities []Entity // List of entities that may lie on or near this image tile.
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entities []Entity // List of entities that may lie on or near this image tile.
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playerPath *PlayerPath // Contains the player path.
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}
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func (it *imageTile) GetImage() (*image.RGBA, error) {
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@ -101,6 +102,21 @@ func (it *imageTile) GetImage() (*image.RGBA, error) {
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r.Close() // This just transforms the image's luminance curve back from linear into non linear.
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}
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// Draw player path.
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if it.playerPath != nil {
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c := canvas.New(float64(imgRGBA.Rect.Dx()), float64(imgRGBA.Rect.Dy()))
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ctx := canvas.NewContext(c)
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ctx.SetCoordSystem(canvas.CartesianIV)
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ctx.SetCoordRect(canvas.Rect{X: -float64(oldRect.Min.X), Y: -float64(oldRect.Min.Y), W: float64(imgRGBA.Rect.Dx()), H: float64(imgRGBA.Rect.Dy())}, float64(imgRGBA.Rect.Dx()), float64(imgRGBA.Rect.Dy()))
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it.playerPath.Draw(ctx, scaledRect)
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// Theoretically we would need to linearize imgRGBA first, but DefaultColorSpace assumes that the color space is linear already.
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r := rasterizer.FromImage(imgRGBA, canvas.DPMM(1.0), canvas.DefaultColorSpace)
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c.Render(r)
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r.Close() // This just transforms the image's luminance curve back from linear into non linear.
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}
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// Restore the position of the image rectangle.
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imgRGBA.Rect = scaledRect
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@ -22,7 +22,7 @@ import (
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var regexFileParse = regexp.MustCompile(`^(-?\d+),(-?\d+).png$`)
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func loadImages(path string, entities []Entity, scaleDivider int) ([]imageTile, error) {
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func loadImages(path string, entities []Entity, playerPath *PlayerPath, scaleDivider int) ([]imageTile, error) {
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var imageTiles []imageTile
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if scaleDivider < 1 {
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@ -60,6 +60,7 @@ func loadImages(path string, entities []Entity, scaleDivider int) ([]imageTile,
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image: image.Rect(x/scaleDivider, y/scaleDivider, (x+width)/scaleDivider, (y+height)/scaleDivider),
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imageMutex: &sync.RWMutex{},
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entities: entities,
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playerPath: playerPath,
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})
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}
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85
bin/stitch/player-path.go
Normal file
85
bin/stitch/player-path.go
Normal file
@ -0,0 +1,85 @@
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// Copyright (c) 2022 David Vogel
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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package main
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import (
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"encoding/json"
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"image"
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"image/color"
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"math"
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"os"
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"github.com/tdewolff/canvas"
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)
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var playerPathDisplayStyle = canvas.Style{
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FillColor: canvas.Transparent,
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//StrokeColor: color.RGBA{0, 0, 0, 127},
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StrokeWidth: 3.0,
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StrokeCapper: canvas.RoundCap,
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StrokeJoiner: canvas.MiterJoin,
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DashOffset: 0.0,
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Dashes: []float64{},
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FillRule: canvas.NonZero,
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}
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type PlayerPathElement struct {
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From [2]float64 `json:"from"`
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To [2]float64 `json:"to"`
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HP float64 `json:"hp"`
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MaxHP float64 `json:"maxHP"`
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Polymorphed bool `json:"polymorphed"`
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}
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type PlayerPath struct {
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PathElements []PlayerPathElement
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}
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func loadPlayerPath(path string) (*PlayerPath, error) {
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file, err := os.Open(path)
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if err != nil {
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return nil, err
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}
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var result []PlayerPathElement
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jsonDec := json.NewDecoder(file)
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if err := jsonDec.Decode(&result); err != nil {
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return nil, err
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}
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return &PlayerPath{PathElements: result}, nil
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}
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func (p PlayerPath) Draw(c *canvas.Context, imgRect image.Rectangle) {
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// Set drawing style.
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c.Style = playerPathDisplayStyle
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for _, pathElement := range p.PathElements {
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from, to := pathElement.From, pathElement.To
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// Only draw if the path may cross the image rectangle.
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pathRect := image.Rectangle{image.Point{int(from[0]), int(from[1])}, image.Point{int(to[0]), int(to[1])}}.Canon().Inset(int(-playerPathDisplayStyle.StrokeWidth) - 1)
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if pathRect.Overlaps(imgRect) {
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path := &canvas.Path{}
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path.MoveTo(from[0], from[1])
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path.LineTo(to[0], to[1])
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if pathElement.Polymorphed {
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// Set stroke color to typically polymorph color.
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c.Style.StrokeColor = color.RGBA{127, 50, 83, 127}
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} else {
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// Set stroke color depending on HP level.
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hpFactor := math.Max(math.Min(pathElement.HP/pathElement.MaxHP, 1), 0)
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hpFactorInv := 1 - hpFactor
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r, g, b, a := uint8((0*hpFactor+1*hpFactorInv)*127), uint8((1*hpFactor+0*hpFactorInv)*127), uint8(0), uint8(127)
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c.Style.StrokeColor = color.RGBA{r, g, b, a}
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}
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c.DrawPath(0, 0, path)
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}
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}
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}
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@ -22,6 +22,7 @@ import (
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var flagInputPath = flag.String("input", filepath.Join(".", "..", "..", "output"), "The source path of the image tiles to be stitched.")
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var flagEntitiesInputPath = flag.String("entities", filepath.Join(".", "..", "..", "output", "entities.json"), "The source path of the entities.json file.")
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var flagPlayerPathInputPath = flag.String("player-path", filepath.Join(".", "..", "..", "output", "player-path.json"), "The source path of the player-path.json file.")
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var flagOutputPath = flag.String("output", filepath.Join(".", "output.png"), "The path and filename of the resulting stitched image.")
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var flagScaleDivider = flag.Int("divide", 1, "A downscaling factor. 2 will produce an image with half the side lengths.")
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var flagXMin = flag.Int("xmin", 0, "Left bound of the output rectangle. This coordinate is included in the output.")
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@ -102,8 +103,32 @@ func main() {
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log.Printf("Got %v entities.", len(entities))
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}
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// Query the user, if there were no cmd arguments given.
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if flag.NFlag() == 0 {
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prompt := promptui.Prompt{
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Label: "Enter \"player-path.json\" path:",
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Default: *flagPlayerPathInputPath,
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AllowEdit: true,
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}
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result, err := prompt.Run()
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if err != nil {
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log.Panicf("Error while getting user input: %v", err)
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}
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*flagPlayerPathInputPath = result
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}
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// Load player path if requested.
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playerPath, err := loadPlayerPath(*flagPlayerPathInputPath)
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if err != nil {
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log.Printf("Failed to load player path: %v", err)
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}
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if playerPath != nil && len(playerPath.PathElements) > 0 {
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log.Printf("Got %v player path entries.", len(playerPath.PathElements))
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}
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log.Printf("Starting to read tile information at \"%v\"", *flagInputPath)
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tiles, err := loadImages(*flagInputPath, entities, *flagScaleDivider)
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tiles, err := loadImages(*flagInputPath, entities, playerPath, *flagScaleDivider)
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if err != nil {
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log.Panic(err)
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}
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@ -28,6 +28,7 @@ local Vec2 = require("noita-api.vec2")
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Capture.MapCapturingCtx = Capture.MapCapturingCtx or ProcessRunner.New()
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Capture.EntityCapturingCtx = Capture.EntityCapturingCtx or ProcessRunner.New()
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Capture.PlayerPathCapturingCtx = Capture.PlayerPathCapturingCtx or ProcessRunner.New()
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---Returns a capturing rectangle in window coordinates, and also the world coordinates for the same rectangle.
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---The rectangle is sized and placed in a way that aligns as pixel perfect as possible with the world coordinates.
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@ -158,7 +159,7 @@ function Capture:StartCapturingSpiral(origin, captureGridSize, outputPixelScale)
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---The position in world coordinates.
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---Centered to the grid.
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---@type Vec2
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local pos = origin + Vec2(captureGridSize/2, captureGridSize/2)
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local pos = origin + Vec2(captureGridSize / 2, captureGridSize / 2)
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---Process main callback.
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---@param ctx ProcessRunnerCtx
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@ -238,7 +239,7 @@ function Capture:StartCapturingArea(topLeft, bottomRight, captureGridSize, outpu
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---@param ctx ProcessRunnerCtx
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local function handleDo(ctx)
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Modification.SetCameraFree(true)
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ctx.state = {Current = 0, Max = gridSize.x * gridSize.y}
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ctx.state = { Current = 0, Max = gridSize.x * gridSize.y }
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while t < tLimit do
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-- Prematurely stop capturing if that is requested by the context.
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@ -251,7 +252,7 @@ function Capture:StartCapturingArea(topLeft, bottomRight, captureGridSize, outpu
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---Position in world coordinates.
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---@type Vec2
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local pos = (hilbertPos + gridTopLeft) * captureGridSize
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pos:Add(Vec2(captureGridSize/2, captureGridSize/2)) -- Move to center of grid cell.
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pos:Add(Vec2(captureGridSize / 2, captureGridSize / 2)) -- Move to center of grid cell.
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captureScreenshot(pos, true, true, ctx, outputPixelScale)
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ctx.state.Current = ctx.state.Current + 1
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end
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@ -450,7 +451,7 @@ local function createOrOpenEntityCaptureFile()
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local file = io.open("mods/noita-mapcap/output/entities.json", "a")
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if file ~= nil then file:close() end
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-- Create or reopen entities CSV file.
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-- Create or reopen entities JSON file.
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file = io.open("mods/noita-mapcap/output/entities.json", "r+b") -- Open for reading (r) and writing (+) in binary mode. r+b will not truncate the file to 0.
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if file == nil then return nil end
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@ -503,6 +504,139 @@ function Capture:StartCapturingEntities(store, modify)
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self.EntityCapturingCtx:Run(handleInit, handleDo, handleEnd, handleErr)
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end
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---Writes the current player position and other stats onto disk.
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---@param file file*|nil
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---@param pos Vec2
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---@param oldPos Vec2
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---@param hp number
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---@param maxHP number
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---@param polymorphed boolean
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local function writePlayerPathEntry(file, pos, oldPos, hp, maxHP, polymorphed)
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if not file then return end
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local struct = {
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from = oldPos,
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to = pos,
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hp = hp,
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maxHP = maxHP,
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polymorphed = polymorphed,
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}
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-- Some hacky way to generate valid JSON that doesn't break when the game crashes.
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-- Well, as long as it does not crash between write and flush.
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if file:seek("end") == 0 then
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-- First line.
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file:write("[\n\t", JSON.Marshal(struct), "\n", "]")
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else
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-- Following lines.
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file:seek("end", -2) -- Seek a few bytes back, so we can overwrite some stuff.
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file:write(",\n\t", JSON.Marshal(struct), "\n", "]")
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end
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-- Ensure everything is written to disk before noita decides to crash.
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file:flush()
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end
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---
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---@return file*|nil
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local function createOrOpenPlayerPathCaptureFile()
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-- Make sure the file exists.
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local file = io.open("mods/noita-mapcap/output/player-path.json", "a")
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if file ~= nil then file:close() end
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-- Create or reopen JSON file.
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file = io.open("mods/noita-mapcap/output/player-path.json", "r+b") -- Open for reading (r) and writing (+) in binary mode. r+b will not truncate the file to 0.
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if file == nil then return nil end
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return file
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end
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---Starts capturing the player path.
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---Use `Capture.PlayerPathCapturingCtx` to stop, control or view the progress.
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---@param interval integer|nil -- Wait time between captures in frames.
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function Capture:StartCapturingPlayerPath(interval)
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interval = interval or 20
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local file
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local oldPos
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---Process initialization callback.
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---@param ctx ProcessRunnerCtx
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local function handleInit(ctx)
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-- Create output file if requested.
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file = createOrOpenPlayerPathCaptureFile()
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end
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---Process main callback.
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---@param ctx ProcessRunnerCtx
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local function handleDo(ctx)
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repeat
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-- Get player entity, even if it is polymorphed.
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-- For some reason Noita crashes when querying the "is_player" GameStatsComponent value on a freshly polymorphed entity found by its "player_unit" tag.
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-- It seems that the entity can still be found by the tag, but its components/values can't be accessed anymore.
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-- Solution: Don't do that.
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---@type NoitaEntity|nil
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local playerEntity
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-- Try to find the regular player entity.
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for _, entity in ipairs(EntityAPI.GetWithTag("player_unit")) do
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playerEntity = entity
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break
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end
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-- If no player_unit entity was found, check if the player is any of the polymorphed entities.
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if not playerEntity then
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for _, entity in ipairs(EntityAPI.GetWithTag("polymorphed")) do
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local gameStatsComponent = entity:GetFirstComponent("GameStatsComponent")
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if gameStatsComponent and gameStatsComponent:GetValue("is_player") then
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playerEntity = entity
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break
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end
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end
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end
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-- Found some player entity.
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if playerEntity then
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-- Get position.
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local x, y, rotation, scaleX, scaleY = playerEntity:GetTransform()
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local pos = Vec2(x, y)
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-- Get some other stats from the player.
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local damageModel = playerEntity:GetFirstComponent("DamageModelComponent")
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local hp, maxHP
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if damageModel then
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hp, maxHP = damageModel:GetValue("hp"), damageModel:GetValue("max_hp")
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end
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local polymorphed = playerEntity:HasTag("polymorphed")
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if oldPos then writePlayerPathEntry(file, pos, oldPos, hp, maxHP, polymorphed) end
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oldPos = pos
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end
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wait(interval)
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until ctx:IsStopping()
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end
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---Process end callback.
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---@param ctx ProcessRunnerCtx
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local function handleEnd(ctx)
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if file then file:close() end
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end
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---Error handler callback.
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---@param err string
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---@param scope "init"|"do"|"end"
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local function handleErr(err, scope)
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print(string.format("Failed to capture player path: %s", err))
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Message:ShowRuntimeError("PlayerPathCaptureError", "Failed to capture player path:", tostring(err))
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end
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-- Run process, if there is no other running right now.
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self.PlayerPathCapturingCtx:Run(handleInit, handleDo, handleEnd, handleErr)
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end
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---Starts the capturing process based on user/mod settings.
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function Capture:StartCapturing()
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Message:CatchException("Capture:StartCapturing", function()
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@ -513,6 +647,7 @@ function Capture:StartCapturing()
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if mode == "live" then
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self:StartCapturingLive(outputPixelScale)
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self:StartCapturingPlayerPath(5) -- Capture player path with an interval of 5 frames.
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elseif mode == "area" then
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local area = ModSettingGet("noita-mapcap.area")
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if area == "custom" then
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@ -558,4 +693,5 @@ end
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function Capture:StopCapturing()
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self.EntityCapturingCtx:Stop()
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self.MapCapturingCtx:Stop()
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self.PlayerPathCapturingCtx:Stop()
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end
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Block a user