Add player path tracking and drawing in live mode

This commit is contained in:
David Vogel 2022-08-10 20:41:57 +02:00
parent 0044075cbf
commit 1e5249d436
6 changed files with 271 additions and 7 deletions

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@ -24,6 +24,7 @@
"mapcap",
"nfnt",
"noita",
"polymorphed",
"prerender",
"promptui",
"rasterizer",

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@ -32,6 +32,7 @@ type imageTile struct {
pixelErrorSum uint64 // Sum of the difference between the (sub)pixels of all overlapping images. 0 Means that all overlapping images are identical.
entities []Entity // List of entities that may lie on or near this image tile.
playerPath *PlayerPath // Contains the player path.
}
func (it *imageTile) GetImage() (*image.RGBA, error) {
@ -101,6 +102,21 @@ func (it *imageTile) GetImage() (*image.RGBA, error) {
r.Close() // This just transforms the image's luminance curve back from linear into non linear.
}
// Draw player path.
if it.playerPath != nil {
c := canvas.New(float64(imgRGBA.Rect.Dx()), float64(imgRGBA.Rect.Dy()))
ctx := canvas.NewContext(c)
ctx.SetCoordSystem(canvas.CartesianIV)
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()))
it.playerPath.Draw(ctx, scaledRect)
// Theoretically we would need to linearize imgRGBA first, but DefaultColorSpace assumes that the color space is linear already.
r := rasterizer.FromImage(imgRGBA, canvas.DPMM(1.0), canvas.DefaultColorSpace)
c.Render(r)
r.Close() // This just transforms the image's luminance curve back from linear into non linear.
}
// Restore the position of the image rectangle.
imgRGBA.Rect = scaledRect

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@ -22,7 +22,7 @@ import (
var regexFileParse = regexp.MustCompile(`^(-?\d+),(-?\d+).png$`)
func loadImages(path string, entities []Entity, scaleDivider int) ([]imageTile, error) {
func loadImages(path string, entities []Entity, playerPath *PlayerPath, scaleDivider int) ([]imageTile, error) {
var imageTiles []imageTile
if scaleDivider < 1 {
@ -60,6 +60,7 @@ func loadImages(path string, entities []Entity, scaleDivider int) ([]imageTile,
image: image.Rect(x/scaleDivider, y/scaleDivider, (x+width)/scaleDivider, (y+height)/scaleDivider),
imageMutex: &sync.RWMutex{},
entities: entities,
playerPath: playerPath,
})
}

85
bin/stitch/player-path.go Normal file
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@ -0,0 +1,85 @@
// Copyright (c) 2022 David Vogel
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
package main
import (
"encoding/json"
"image"
"image/color"
"math"
"os"
"github.com/tdewolff/canvas"
)
var playerPathDisplayStyle = canvas.Style{
FillColor: canvas.Transparent,
//StrokeColor: color.RGBA{0, 0, 0, 127},
StrokeWidth: 3.0,
StrokeCapper: canvas.RoundCap,
StrokeJoiner: canvas.MiterJoin,
DashOffset: 0.0,
Dashes: []float64{},
FillRule: canvas.NonZero,
}
type PlayerPathElement struct {
From [2]float64 `json:"from"`
To [2]float64 `json:"to"`
HP float64 `json:"hp"`
MaxHP float64 `json:"maxHP"`
Polymorphed bool `json:"polymorphed"`
}
type PlayerPath struct {
PathElements []PlayerPathElement
}
func loadPlayerPath(path string) (*PlayerPath, error) {
file, err := os.Open(path)
if err != nil {
return nil, err
}
var result []PlayerPathElement
jsonDec := json.NewDecoder(file)
if err := jsonDec.Decode(&result); err != nil {
return nil, err
}
return &PlayerPath{PathElements: result}, nil
}
func (p PlayerPath) Draw(c *canvas.Context, imgRect image.Rectangle) {
// Set drawing style.
c.Style = playerPathDisplayStyle
for _, pathElement := range p.PathElements {
from, to := pathElement.From, pathElement.To
// Only draw if the path may cross the image rectangle.
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)
if pathRect.Overlaps(imgRect) {
path := &canvas.Path{}
path.MoveTo(from[0], from[1])
path.LineTo(to[0], to[1])
if pathElement.Polymorphed {
// Set stroke color to typically polymorph color.
c.Style.StrokeColor = color.RGBA{127, 50, 83, 127}
} else {
// Set stroke color depending on HP level.
hpFactor := math.Max(math.Min(pathElement.HP/pathElement.MaxHP, 1), 0)
hpFactorInv := 1 - hpFactor
r, g, b, a := uint8((0*hpFactor+1*hpFactorInv)*127), uint8((1*hpFactor+0*hpFactorInv)*127), uint8(0), uint8(127)
c.Style.StrokeColor = color.RGBA{r, g, b, a}
}
c.DrawPath(0, 0, path)
}
}
}

View File

@ -22,6 +22,7 @@ import (
var flagInputPath = flag.String("input", filepath.Join(".", "..", "..", "output"), "The source path of the image tiles to be stitched.")
var flagEntitiesInputPath = flag.String("entities", filepath.Join(".", "..", "..", "output", "entities.json"), "The source path of the entities.json file.")
var flagPlayerPathInputPath = flag.String("player-path", filepath.Join(".", "..", "..", "output", "player-path.json"), "The source path of the player-path.json file.")
var flagOutputPath = flag.String("output", filepath.Join(".", "output.png"), "The path and filename of the resulting stitched image.")
var flagScaleDivider = flag.Int("divide", 1, "A downscaling factor. 2 will produce an image with half the side lengths.")
var flagXMin = flag.Int("xmin", 0, "Left bound of the output rectangle. This coordinate is included in the output.")
@ -102,8 +103,32 @@ func main() {
log.Printf("Got %v entities.", len(entities))
}
// Query the user, if there were no cmd arguments given.
if flag.NFlag() == 0 {
prompt := promptui.Prompt{
Label: "Enter \"player-path.json\" path:",
Default: *flagPlayerPathInputPath,
AllowEdit: true,
}
result, err := prompt.Run()
if err != nil {
log.Panicf("Error while getting user input: %v", err)
}
*flagPlayerPathInputPath = result
}
// Load player path if requested.
playerPath, err := loadPlayerPath(*flagPlayerPathInputPath)
if err != nil {
log.Printf("Failed to load player path: %v", err)
}
if playerPath != nil && len(playerPath.PathElements) > 0 {
log.Printf("Got %v player path entries.", len(playerPath.PathElements))
}
log.Printf("Starting to read tile information at \"%v\"", *flagInputPath)
tiles, err := loadImages(*flagInputPath, entities, *flagScaleDivider)
tiles, err := loadImages(*flagInputPath, entities, playerPath, *flagScaleDivider)
if err != nil {
log.Panic(err)
}

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@ -28,6 +28,7 @@ local Vec2 = require("noita-api.vec2")
Capture.MapCapturingCtx = Capture.MapCapturingCtx or ProcessRunner.New()
Capture.EntityCapturingCtx = Capture.EntityCapturingCtx or ProcessRunner.New()
Capture.PlayerPathCapturingCtx = Capture.PlayerPathCapturingCtx or ProcessRunner.New()
---Returns a capturing rectangle in window coordinates, and also the world coordinates for the same rectangle.
---The rectangle is sized and placed in a way that aligns as pixel perfect as possible with the world coordinates.
@ -158,7 +159,7 @@ function Capture:StartCapturingSpiral(origin, captureGridSize, outputPixelScale)
---The position in world coordinates.
---Centered to the grid.
---@type Vec2
local pos = origin + Vec2(captureGridSize/2, captureGridSize/2)
local pos = origin + Vec2(captureGridSize / 2, captureGridSize / 2)
---Process main callback.
---@param ctx ProcessRunnerCtx
@ -238,7 +239,7 @@ function Capture:StartCapturingArea(topLeft, bottomRight, captureGridSize, outpu
---@param ctx ProcessRunnerCtx
local function handleDo(ctx)
Modification.SetCameraFree(true)
ctx.state = {Current = 0, Max = gridSize.x * gridSize.y}
ctx.state = { Current = 0, Max = gridSize.x * gridSize.y }
while t < tLimit do
-- Prematurely stop capturing if that is requested by the context.
@ -251,7 +252,7 @@ function Capture:StartCapturingArea(topLeft, bottomRight, captureGridSize, outpu
---Position in world coordinates.
---@type Vec2
local pos = (hilbertPos + gridTopLeft) * captureGridSize
pos:Add(Vec2(captureGridSize/2, captureGridSize/2)) -- Move to center of grid cell.
pos:Add(Vec2(captureGridSize / 2, captureGridSize / 2)) -- Move to center of grid cell.
captureScreenshot(pos, true, true, ctx, outputPixelScale)
ctx.state.Current = ctx.state.Current + 1
end
@ -450,7 +451,7 @@ local function createOrOpenEntityCaptureFile()
local file = io.open("mods/noita-mapcap/output/entities.json", "a")
if file ~= nil then file:close() end
-- Create or reopen entities CSV file.
-- Create or reopen entities JSON file.
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.
if file == nil then return nil end
@ -503,6 +504,139 @@ function Capture:StartCapturingEntities(store, modify)
self.EntityCapturingCtx:Run(handleInit, handleDo, handleEnd, handleErr)
end
---Writes the current player position and other stats onto disk.
---@param file file*|nil
---@param pos Vec2
---@param oldPos Vec2
---@param hp number
---@param maxHP number
---@param polymorphed boolean
local function writePlayerPathEntry(file, pos, oldPos, hp, maxHP, polymorphed)
if not file then return end
local struct = {
from = oldPos,
to = pos,
hp = hp,
maxHP = maxHP,
polymorphed = polymorphed,
}
-- Some hacky way to generate valid JSON that doesn't break when the game crashes.
-- Well, as long as it does not crash between write and flush.
if file:seek("end") == 0 then
-- First line.
file:write("[\n\t", JSON.Marshal(struct), "\n", "]")
else
-- Following lines.
file:seek("end", -2) -- Seek a few bytes back, so we can overwrite some stuff.
file:write(",\n\t", JSON.Marshal(struct), "\n", "]")
end
-- Ensure everything is written to disk before noita decides to crash.
file:flush()
end
---
---@return file*|nil
local function createOrOpenPlayerPathCaptureFile()
-- Make sure the file exists.
local file = io.open("mods/noita-mapcap/output/player-path.json", "a")
if file ~= nil then file:close() end
-- Create or reopen JSON file.
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.
if file == nil then return nil end
return file
end
---Starts capturing the player path.
---Use `Capture.PlayerPathCapturingCtx` to stop, control or view the progress.
---@param interval integer|nil -- Wait time between captures in frames.
function Capture:StartCapturingPlayerPath(interval)
interval = interval or 20
local file
local oldPos
---Process initialization callback.
---@param ctx ProcessRunnerCtx
local function handleInit(ctx)
-- Create output file if requested.
file = createOrOpenPlayerPathCaptureFile()
end
---Process main callback.
---@param ctx ProcessRunnerCtx
local function handleDo(ctx)
repeat
-- Get player entity, even if it is polymorphed.
-- For some reason Noita crashes when querying the "is_player" GameStatsComponent value on a freshly polymorphed entity found by its "player_unit" tag.
-- It seems that the entity can still be found by the tag, but its components/values can't be accessed anymore.
-- Solution: Don't do that.
---@type NoitaEntity|nil
local playerEntity
-- Try to find the regular player entity.
for _, entity in ipairs(EntityAPI.GetWithTag("player_unit")) do
playerEntity = entity
break
end
-- If no player_unit entity was found, check if the player is any of the polymorphed entities.
if not playerEntity then
for _, entity in ipairs(EntityAPI.GetWithTag("polymorphed")) do
local gameStatsComponent = entity:GetFirstComponent("GameStatsComponent")
if gameStatsComponent and gameStatsComponent:GetValue("is_player") then
playerEntity = entity
break
end
end
end
-- Found some player entity.
if playerEntity then
-- Get position.
local x, y, rotation, scaleX, scaleY = playerEntity:GetTransform()
local pos = Vec2(x, y)
-- Get some other stats from the player.
local damageModel = playerEntity:GetFirstComponent("DamageModelComponent")
local hp, maxHP
if damageModel then
hp, maxHP = damageModel:GetValue("hp"), damageModel:GetValue("max_hp")
end
local polymorphed = playerEntity:HasTag("polymorphed")
if oldPos then writePlayerPathEntry(file, pos, oldPos, hp, maxHP, polymorphed) end
oldPos = pos
end
wait(interval)
until ctx:IsStopping()
end
---Process end callback.
---@param ctx ProcessRunnerCtx
local function handleEnd(ctx)
if file then file:close() end
end
---Error handler callback.
---@param err string
---@param scope "init"|"do"|"end"
local function handleErr(err, scope)
print(string.format("Failed to capture player path: %s", err))
Message:ShowRuntimeError("PlayerPathCaptureError", "Failed to capture player path:", tostring(err))
end
-- Run process, if there is no other running right now.
self.PlayerPathCapturingCtx:Run(handleInit, handleDo, handleEnd, handleErr)
end
---Starts the capturing process based on user/mod settings.
function Capture:StartCapturing()
Message:CatchException("Capture:StartCapturing", function()
@ -513,6 +647,7 @@ function Capture:StartCapturing()
if mode == "live" then
self:StartCapturingLive(outputPixelScale)
self:StartCapturingPlayerPath(5) -- Capture player path with an interval of 5 frames.
elseif mode == "area" then
local area = ModSettingGet("noita-mapcap.area")
if area == "custom" then
@ -558,4 +693,5 @@ end
function Capture:StopCapturing()
self.EntityCapturingCtx:Stop()
self.MapCapturingCtx:Stop()
self.PlayerPathCapturingCtx:Stop()
end