mirror of
https://github.com/Dadido3/noita-mapcap.git
synced 2024-10-16 08:17:32 +00:00
374 lines
14 KiB
Lua
374 lines
14 KiB
Lua
-- Copyright (c) 2019-2022 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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---@type NoitaAPI
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local noitaAPI = dofile_once("mods/noita-mapcap/files/noita-api.lua")
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---@type JSONLib
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local json = dofile_once("mods/noita-mapcap/files/json-serialize.lua")
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CAPTURE_PIXEL_SIZE = 1 -- Screen to virtual pixel ratio.
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CAPTURE_GRID_SIZE = 512 -- in virtual (world) pixels. There will always be exactly 4 images overlapping if the virtual resolution is 1024x1024.
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-- "Base layout" (Base layout. Every part outside this is based on a similar layout, but uses different materials/seeds)
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CAPTURE_AREA_BASE_LAYOUT = {
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Left = -17920, -- in virtual (world) pixels.
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Top = -7168, -- in virtual (world) pixels.
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Right = 17920, -- in virtual (world) pixels. (Coordinate is not included in the rectangle)
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Bottom = 17408 -- in virtual (world) pixels. (Coordinate is not included in the rectangle)
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}
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-- "Main world" (The main world with 3 parts: sky, normal and hell)
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CAPTURE_AREA_MAIN_WORLD = {
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Left = -17920, -- in virtual (world) pixels.
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Top = -31744, -- in virtual (world) pixels.
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Right = 17920, -- in virtual (world) pixels. (Coordinate is not included in the rectangle)
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Bottom = 41984 -- in virtual (world) pixels. (Coordinate is not included in the rectangle)
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}
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-- "Extended" (Main world + a fraction of the parallel worlds to the left and right)
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CAPTURE_AREA_EXTENDED = {
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Left = -25600, -- in virtual (world) pixels.
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Top = -31744, -- in virtual (world) pixels.
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Right = 25600, -- in virtual (world) pixels. (Coordinate is not included in the rectangle)
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Bottom = 41984 -- in virtual (world) pixels. (Coordinate is not included in the rectangle)
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}
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local componentTypeNamesToDisable = {
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"AnimalAIComponent",
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"SimplePhysicsComponent",
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"CharacterPlatformingComponent",
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"WormComponent",
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"WormAIComponent",
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--"PhysicsBodyCollisionDamageComponent",
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--"ExplodeOnDamageComponent",
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--"DamageModelComponent",
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--"SpriteOffsetAnimatorComponent",
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--"MaterialInventoryComponent",
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--"LuaComponent",
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--"PhysicsBody2Component", -- Disabling will hide barrels and similar stuff, also triggers an assertion.
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--"PhysicsBodyComponent",
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--"VelocityComponent", -- Disabling this component may cause a "...\component_updators\advancedfishai_system.cpp at line 107" exception.
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--"SpriteComponent",
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--"AudioComponent",
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}
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---
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---@return file*|nil
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local function createOrOpenEntityCaptureFile()
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-- Make sure the file exists.
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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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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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return file
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end
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---captureEntities gathers all entities on the screen (around x, y within radius), serializes them, appends them into entityFile and modifies those entities.
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---@param entityFile file*|nil
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---@param x number
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---@param y number
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---@param radius number
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local function captureEntities(entityFile, x, y, radius)
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if not entityFile then return end
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local entities = noitaAPI.Entity.GetInRadius(x, y, radius)
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for _, entity in ipairs(entities) do
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-- Get to the root entity, as we are exporting entire entity trees.
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local rootEntity = entity:GetRootEntity()
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-- Make sure to only export entities when they are encountered the first time.
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if not rootEntity:HasTag("MapCaptured") then
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--print(rootEntity:GetFilename())
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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 entityFile:seek("end") == 0 then
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-- First line.
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entityFile:write("[\n\t", json.Marshal(rootEntity), "\n", "]")
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else
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-- Following lines.
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entityFile:seek("end", -2) -- Seek a few bytes back, so we can overwrite some stuff.
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entityFile:write(",\n\t", json.Marshal(rootEntity), "\n", "]")
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end
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-- Prevent recapturing.
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rootEntity:AddTag("MapCaptured")
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-- Disable some components.
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for _, componentTypeName in ipairs(componentTypeNamesToDisable) do
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local components = rootEntity:GetComponents(componentTypeName)
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for _, component in ipairs(components) do
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rootEntity:SetComponentsEnabled(component, false)
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end
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end
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-- Modify the gravity of every VelocityComponent, so stuff will not fall.
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local component = rootEntity:GetFirstComponent("VelocityComponent")
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if component then
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component:SetValue("gravity_x", 0)
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component:SetValue("gravity_y", 0)
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component:SetValue("mVelocity", 0, 0)
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end
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-- Modify the gravity of every CharacterPlatformingComponent, so mobs will not fall.
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local component = rootEntity:GetFirstComponent("CharacterPlatformingComponent")
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if component then
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component:SetValue("pixel_gravity", 0)
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end
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-- Disable the hover and spinning animations of every ItemComponent.
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local component = rootEntity:GetFirstComponent("ItemComponent")
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if component then
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component:SetValue("play_hover_animation", false)
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component:SetValue("play_spinning_animation", false)
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end
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-- Disable the hover animation of cards. Disabling the "SpriteOffsetAnimatorComponent" does not help.
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--[[local components = rootEntity:GetComponents("SpriteOffsetAnimatorComponent")
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for _, component in ipairs(components) do
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component:SetValue("x_speed", 0)
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component:SetValue("y_speed", 0)
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component:SetValue("x_amount", 0)
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component:SetValue("y_amount", 0)
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end]]
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-- Try to prevent some stuff from exploding.
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local component = rootEntity:GetFirstComponent("PhysicsBody2Component")
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if component then
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component:SetValue("kill_entity_if_body_destroyed", false)
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component:SetValue("destroy_body_if_entity_destroyed", false)
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component:SetValue("auto_clean", false)
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end
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-- Try to prevent some stuff from exploding.
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local component = rootEntity:GetFirstComponent("DamageModelComponent")
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if component then
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component:SetValue("falling_damages", false)
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end
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-- Try to prevent some stuff from exploding.
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local component = rootEntity:GetFirstComponent("ExplodeOnDamageComponent")
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if component then
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component:SetValue("explode_on_death_percent", 0)
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end
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-- Try to prevent some stuff from exploding.
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local component = rootEntity:GetFirstComponent("MaterialInventoryComponent")
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if component then
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component:SetValue("on_death_spill", false)
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component:SetValue("kill_when_empty", false)
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end
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end
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end
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-- Ensure everything is written to disk before noita decides to crash.
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entityFile:flush()
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end
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function DebugEntityCapture()
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local entityFile = createOrOpenEntityCaptureFile()
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-- Coroutine to capture all entities around the viewport every frame.
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async_loop(function()
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local x, y = GameGetCameraPos() -- Returns the virtual coordinates of the screen center.
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-- Call the protected function and catch any errors.
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local ok, err = pcall(captureEntities, entityFile, x, y, 5000)
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if not ok then
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print(string.format("Entity capture error: %s", err))
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end
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wait(0)
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end)
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end
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--- Captures a screenshot at the given coordinates.
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--- This will block until all chunks in the given area are loaded.
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---
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--- @param x number -- Virtual x coordinate (World pixels) of the screen center.
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--- @param y number -- Virtual y coordinate (World pixels) of the screen center.
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--- @param rx number -- Screen x coordinate of the top left corner of the screenshot rectangle.
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--- @param ry number -- Screen y coordinate of the top left corner of the screenshot rectangle.
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local function captureScreenshot(x, y, rx, ry)
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local virtualWidth, virtualHeight =
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tonumber(MagicNumbersGetValue("VIRTUAL_RESOLUTION_X")),
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tonumber(MagicNumbersGetValue("VIRTUAL_RESOLUTION_Y"))
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local virtualHalfWidth, virtualHalfHeight = math.floor(virtualWidth / 2), math.floor(virtualHeight / 2)
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local xMin, yMin = x - virtualHalfWidth, y - virtualHalfHeight
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local xMax, yMax = xMin + virtualWidth, yMin + virtualHeight
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UiCaptureDelay = 0
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GameSetCameraPos(x, y)
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repeat
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if UiCaptureDelay > 100 then
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-- Wiggle the screen a bit, as chunks sometimes don't want to load.
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GameSetCameraPos(x + math.random(-100, 100), y + math.random(-100, 100))
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DrawUI()
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wait(0)
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UiCaptureDelay = UiCaptureDelay + 1
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GameSetCameraPos(x, y)
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end
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DrawUI()
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wait(0)
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UiCaptureDelay = UiCaptureDelay + 1
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until DoesWorldExistAt(xMin, yMin, xMax, yMax) -- Chunks will be drawn on the *next* frame.
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wait(0) -- Without this line empty chunks may still appear, also it's needed for the UI to disappear.
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if not TriggerCapture(rx, ry) then
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UiCaptureProblem = "Screen capture failed. Please restart Noita."
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end
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-- Reset monitor and PC standby each screenshot.
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ResetStandbyTimer()
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end
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function startCapturingSpiral()
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local entityFile = createOrOpenEntityCaptureFile()
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local ox, oy = GameGetCameraPos() -- Returns the virtual coordinates of the screen center.
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ox, oy = math.floor(ox / CAPTURE_GRID_SIZE) * CAPTURE_GRID_SIZE, math.floor(oy / CAPTURE_GRID_SIZE) * CAPTURE_GRID_SIZE
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ox, oy = ox + 256, oy + 256 -- Align screen with ingame chunk grid that is 512x512.
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local x, y = ox, oy
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local virtualWidth, virtualHeight =
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tonumber(MagicNumbersGetValue("VIRTUAL_RESOLUTION_X")),
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tonumber(MagicNumbersGetValue("VIRTUAL_RESOLUTION_Y"))
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local virtualHalfWidth, virtualHalfHeight = math.floor(virtualWidth / 2), math.floor(virtualHeight / 2)
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GameSetCameraFree(true)
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-- Coroutine to capture all entities around the viewport every frame.
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async_loop(function()
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local x, y = GameGetCameraPos() -- Returns the virtual coordinates of the screen center.
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-- Call the protected function and catch any errors.
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local ok, err = pcall(captureEntities, entityFile, x, y, 5000)
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if not ok then
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print(string.format("Entity capture error: %s", err))
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end
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wait(0)
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end)
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-- Coroutine to calculate next coordinate, and trigger screenshots.
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local i = 1
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async_loop(
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function()
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-- +x
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for i = 1, i, 1 do
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local rx, ry = (x - virtualHalfWidth) * CAPTURE_PIXEL_SIZE, (y - virtualHalfHeight) * CAPTURE_PIXEL_SIZE
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if not fileExists(string.format("mods/noita-mapcap/output/%d,%d.png", rx, ry)) then
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captureScreenshot(x, y, rx, ry, entityFile)
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end
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x, y = x + CAPTURE_GRID_SIZE, y
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end
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-- +y
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for i = 1, i, 1 do
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local rx, ry = (x - virtualHalfWidth) * CAPTURE_PIXEL_SIZE, (y - virtualHalfHeight) * CAPTURE_PIXEL_SIZE
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if not fileExists(string.format("mods/noita-mapcap/output/%d,%d.png", rx, ry)) then
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captureScreenshot(x, y, rx, ry, entityFile)
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end
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x, y = x, y + CAPTURE_GRID_SIZE
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end
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i = i + 1
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-- -x
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for i = 1, i, 1 do
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local rx, ry = (x - virtualHalfWidth) * CAPTURE_PIXEL_SIZE, (y - virtualHalfHeight) * CAPTURE_PIXEL_SIZE
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if not fileExists(string.format("mods/noita-mapcap/output/%d,%d.png", rx, ry)) then
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captureScreenshot(x, y, rx, ry, entityFile)
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end
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x, y = x - CAPTURE_GRID_SIZE, y
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end
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-- -y
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for i = 1, i, 1 do
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local rx, ry = (x - virtualHalfWidth) * CAPTURE_PIXEL_SIZE, (y - virtualHalfHeight) * CAPTURE_PIXEL_SIZE
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if not fileExists(string.format("mods/noita-mapcap/output/%d,%d.png", rx, ry)) then
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captureScreenshot(x, y, rx, ry, entityFile)
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end
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x, y = x, y - CAPTURE_GRID_SIZE
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end
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i = i + 1
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end
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)
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end
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function startCapturingHilbert(area)
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local entityFile = createOrOpenEntityCaptureFile()
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local ox, oy = GameGetCameraPos()
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local virtualWidth, virtualHeight =
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tonumber(MagicNumbersGetValue("VIRTUAL_RESOLUTION_X")),
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tonumber(MagicNumbersGetValue("VIRTUAL_RESOLUTION_Y"))
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local virtualHalfWidth, virtualHalfHeight = math.floor(virtualWidth / 2), math.floor(virtualHeight / 2)
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-- Get size of the rectangle in grid/chunk coordinates.
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local gridLeft = math.floor(area.Left / CAPTURE_GRID_SIZE)
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local gridTop = math.floor(area.Top / CAPTURE_GRID_SIZE)
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local gridRight = math.ceil(area.Right / CAPTURE_GRID_SIZE) -- This grid coordinate is not included.
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local gridBottom = math.ceil(area.Bottom / CAPTURE_GRID_SIZE) -- This grid coordinate is not included.
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-- Edge case
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if area.Left == area.Right then
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gridRight = gridLeft
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end
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if area.Top == area.Bottom then
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gridBottom = gridTop
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end
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-- Size of the grid in chunks.
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local gridWidth = gridRight - gridLeft
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local gridHeight = gridBottom - gridTop
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-- Hilbert curve can only fit into a square, so get the longest side.
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local gridPOTSize = math.ceil(math.log(math.max(gridWidth, gridHeight)) / math.log(2))
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-- Max size (Already rounded up to the next power of two).
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local gridMaxSize = math.pow(2, gridPOTSize)
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local t, tLimit = 0, gridMaxSize * gridMaxSize
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UiProgress = {Progress = 0, Max = gridWidth * gridHeight}
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GameSetCameraFree(true)
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-- Coroutine to capture all entities around the viewport every frame.
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async_loop(function()
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local x, y = GameGetCameraPos() -- Returns the virtual coordinates of the screen center.
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-- Call the protected function and catch any errors.
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local ok, err = pcall(captureEntities, entityFile, x, y, 5000)
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if not ok then
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print(string.format("Entity capture error: %s", err))
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end
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wait(0)
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end)
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-- Coroutine to calculate next coordinate, and trigger screenshots.
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async(
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function()
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while t < tLimit do
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local hx, hy = mapHilbert(t, gridPOTSize)
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if hx < gridWidth and hy < gridHeight then
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local x, y = (hx + gridLeft) * CAPTURE_GRID_SIZE, (hy + gridTop) * CAPTURE_GRID_SIZE
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x, y = x + 256, y + 256 -- Align screen with ingame chunk grid that is 512x512.
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local rx, ry = (x - virtualHalfWidth) * CAPTURE_PIXEL_SIZE, (y - virtualHalfHeight) * CAPTURE_PIXEL_SIZE
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if not fileExists(string.format("mods/noita-mapcap/output/%d,%d.png", rx, ry)) then
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captureScreenshot(x, y, rx, ry, entityFile)
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end
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UiProgress.Progress = UiProgress.Progress + 1
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end
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t = t + 1
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end
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UiProgress.Done = true
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end
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)
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end
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