mirror of
https://github.com/Dadido3/noita-mapcap.git
synced 2024-11-18 17:17:31 +00:00
David Vogel
a2f5efc9e6
- Add process runner library that handles any processes - Add global namespaces for main files - Add config.lua and move capture area definitions into there - Remove CAPTURE_PIXEL_SIZE and CAPTURE_GRID_SIZE variables - Rename topLeftWorld in screen-capture.lua to topLeftOutput - Rewrite all capturing processes and let them use the process runner - Put UI redrawing outside of coroutine - Clean up not needed stuff and get rid of most global variables - Change how the UI is suspended when taking screenshots - Start rewriting UI stuff - Reformat ui.lua - Fix comments
437 lines
16 KiB
Lua
437 lines
16 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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--------------------------
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-- Load library modules --
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--------------------------
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local CameraAPI = require("noita-api.camera")
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local Coords = require("coordinates")
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local EntityAPI = require("noita-api.entity")
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local Hilbert = require("hilbert-curve")
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local JSON = require("noita-api.json")
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local MonitorStandby = require("monitor-standby")
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local ProcessRunner = require("process-runner")
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local ScreenCapture = require("screen-capture")
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local Vec2 = require("noita-api.vec2")
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local Utils = require("noita-api.utils")
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------------------
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-- Global stuff --
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------------------
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----------
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-- Code --
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----------
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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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---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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---@param pos Vec2|nil -- Position of the viewport center in world coordinates. If set to nil, the viewport center will be queried automatically.
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---@return Vec2 topLeftCapture
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---@return Vec2 bottomRightCapture
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---@return Vec2 topLeftWorld
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---@return Vec2 bottomRightWorld
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local function calculateCaptureRectangle(pos)
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local topLeft, bottomRight = Coords:ValidRenderingRect()
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-- Convert valid rendering rectangle into world coordinates, and round it towards the window center.
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local topLeftWorld, bottomRightWorld = Coords:ToWorld(topLeft, pos):Rounded("ceil"), Coords:ToWorld(bottomRight, pos):Rounded("floor")
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-- Convert back into window coordinates, and round to nearest.
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local topLeftCapture, bottomRightCapture = Coords:ToWindow(topLeftWorld, pos):Rounded(), Coords:ToWindow(bottomRightWorld, pos):Rounded()
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return topLeftCapture, bottomRightCapture, topLeftWorld, bottomRightWorld
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end
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---Captures a screenshot at the given position in world coordinates.
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---This will block until all chunks in the virtual rectangle are loaded.
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---
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---Don't set `ensureLoaded` to true when `pos` is nil!
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---@param pos Vec2|nil -- Position of the viewport center in world coordinates. If set to nil, the viewport will not be modified.
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---@param ensureLoaded boolean|nil -- If true, the function will wait until all chunks in the virtual rectangle are loaded.
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---@param dontOverwrite boolean|nil -- If true, the function will abort if there is already a file with the same coordinates.
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---@param ctx ProcessRunnerCtx|nil -- The process runner context this runs in.
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---@param outputPixelScale number|nil -- The resulting image pixel to world pixel ratio.
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local function captureScreenshot(pos, ensureLoaded, dontOverwrite, ctx, outputPixelScale)
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outputPixelScale = outputPixelScale or 0
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local topLeftCapture, bottomRightCapture, topLeftWorld, bottomRightWorld = calculateCaptureRectangle(pos)
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---Top left in output coordinates.
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---@type Vec2
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local outputTopLeft = (topLeftWorld * outputPixelScale):Rounded()
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-- Check if the file exists, and if we are allowed to overwrite it.
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if dontOverwrite and Utils.FileExists(string.format("mods/noita-mapcap/output/%d,%d.png", outputTopLeft.x, outputTopLeft.y)) then
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return
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end
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if pos then CameraAPI.SetPos(pos) end
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if ensureLoaded then
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local delayFrames = 0
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repeat
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-- Prematurely stop capturing if that is requested by the context.
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if ctx and ctx:IsStopping() then return end
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if delayFrames > 100 then
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-- Wiggle the screen a bit, as chunks sometimes don't want to load.
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if pos then CameraAPI.SetPos(pos + Vec2(math.random(-100, 100), math.random(-100, 100))) end
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wait(0)
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delayFrames = delayFrames + 1
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if pos then CameraAPI.SetPos(pos) end
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end
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wait(0)
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delayFrames = delayFrames + 1
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until DoesWorldExistAt(topLeftWorld.x, topLeftWorld.y, bottomRightWorld.x, bottomRightWorld.y)
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-- Chunks are loaded and will be drawn on the *next* frame.
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end
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-- Suspend UI drawing for 1 frame.
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UI.SuspendDrawing(1)
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wait(0)
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-- Fetch coordinates again, as they may have changed.
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if not pos then
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topLeftCapture, bottomRightCapture, topLeftWorld, bottomRightWorld = calculateCaptureRectangle(pos)
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outputTopLeft = (topLeftWorld * outputPixelScale):Rounded()
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end
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-- The top left world position needs to be upscaled by the pixel scale.
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-- Otherwise it's not possible to stitch the images correctly.
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if not ScreenCapture.Capture(topLeftCapture, bottomRightCapture, outputTopLeft, (bottomRightWorld - topLeftWorld) * outputPixelScale) then
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error(string.format("failed to capture screenshot"))
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end
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-- Reset monitor and PC standby every screenshot.
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MonitorStandby.ResetTimer()
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end
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---Map capture process runner context error handler callback. Just rolls off the tongue.
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---@param err string
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---@param scope "init"|"do"|"end"
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local function mapCapturingCtxErrHandler(err, scope)
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print(string.format("Failed to capture map: %s", err))
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-- TODO: Forward error to user interface
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end
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---Starts the capturing process in a spiral around origin.
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---Use `Capture.MapCapturingCtx` to stop, control or view the progress.
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---@param origin Vec2 -- Center of the spiral in world pixels.
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---@param captureGridSize number -- The grid size in world pixels.
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---@param outputPixelScale number|nil -- The resulting image pixel to world pixel ratio.
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function Capture:StartCapturingSpiral(origin, captureGridSize, outputPixelScale)
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---Origin rounded to capture grid.
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---@type Vec2
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local origin = (origin / captureGridSize):Rounded("Floor") * captureGridSize
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---The position in world coordinates.
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---Centered to chunks.
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---@type Vec2
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local pos = origin + Vec2(256, 256) -- TODO: Align chunks with top left pixel
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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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CameraAPI.SetCameraFree(true)
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local i = 1
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repeat
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-- +x
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for _ = 1, i, 1 do
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captureScreenshot(pos, true, true, ctx, outputPixelScale)
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pos:Add(Vec2(captureGridSize, 0))
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end
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-- +y
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for _ = 1, i, 1 do
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captureScreenshot(pos, true, true, ctx, outputPixelScale)
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pos:Add(Vec2(0, captureGridSize))
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end
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i = i + 1
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-- -x
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for _ = 1, i, 1 do
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captureScreenshot(pos, true, true, ctx, outputPixelScale)
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pos:Add(Vec2(-captureGridSize, 0))
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end
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-- -y
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for _ = 1, i, 1 do
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captureScreenshot(pos, true, true, ctx, outputPixelScale)
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pos:Add(Vec2(0, -captureGridSize))
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end
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i = i + 1
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until ctx:IsStopping()
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end
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-- Run process, if there is no other running right now.
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self.MapCapturingCtx:Run(nil, handleDo, nil, mapCapturingCtxErrHandler)
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end
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---Starts the capturing process of the given area.
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---Use `Capture.MapCapturingCtx` to stop, control or view the process.
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---@param topLeft Vec2 -- Top left of the to be captured rectangle.
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---@param bottomRight Vec2 -- Non included bottom left of the to be captured rectangle.
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---@param captureGridSize number -- The grid size in world pixels.
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---@param outputPixelScale number|nil -- The resulting image pixel to world pixel ratio.
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function Capture:StartCapturingArea(topLeft, bottomRight, captureGridSize, outputPixelScale)
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---The rectangle in grid coordinates.
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---@type Vec2, Vec2
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local gridTopLeft, gridBottomRight = (topLeft / captureGridSize):Rounded("floor"), (bottomRight / captureGridSize):Rounded("floor")
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-- Handle edge cases.
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if topLeft.x == bottomRight.x then gridBottomRight.x = gridTopLeft.x end
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if topLeft.y == bottomRight.y then gridBottomRight.y = gridTopLeft.y end
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---Size of the rectangle in grid coordinates.
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---@type Vec2
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local gridSize = gridBottomRight - gridTopLeft
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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(gridSize.x, gridSize.y)) / 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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---Process main callback.
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---@param ctx ProcessRunnerCtx
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local function handleDo(ctx)
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CameraAPI.SetCameraFree(true)
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ctx.progressEnd = 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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if ctx:IsStopping() then return end
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---Position in grid coordinates.
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---@type Vec2
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local hilbertPos = Vec2(Hilbert.Map(t, gridPOTSize))
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if hilbertPos.x < gridSize.x and hilbertPos.y < gridSize.y then
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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(256, 256)) -- Move to chunk center -- TODO: Align chunks with top left pixel
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captureScreenshot(pos, true, true, ctx, outputPixelScale)
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ctx.progressCurrent = ctx.progressCurrent + 1
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end
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t = t + 1
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end
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end
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-- Run process, if there is no other running right now.
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self.MapCapturingCtx:Run(nil, handleDo, nil, mapCapturingCtxErrHandler)
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end
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---Starts the live capturing process.
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---Use `Capture.MapCapturingCtx` to stop, control or view the process.
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---@param interval integer|nil -- The interval length in frames. Defaults to 60.
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---@param minDistance number|nil -- The minimum distance between screenshots. This will prevent screenshots if the player doesn't move much.
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---@param maxDistance number|nil -- The maximum distance between screenshots. This will allow more screenshots per interval if the player moves fast.
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---@param outputPixelScale number|nil -- The resulting image pixel to world pixel ratio.
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function Capture:StartCapturingLive(interval, minDistance, maxDistance, outputPixelScale)
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interval = interval or 60
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minDistance = minDistance or 10
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maxDistance = maxDistance or 50
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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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local oldPos
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local minDistanceSqr, maxDistanceSqr = minDistance ^ 2, maxDistance ^ 2
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repeat
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-- Wait until we are allowed to take a new screenshot.
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local delayFrames = 0
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repeat
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wait(0)
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delayFrames = delayFrames + 1
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local distanceSqr
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if oldPos then distanceSqr = CameraAPI.GetPos():DistanceSqr(oldPos) else distanceSqr = math.huge end
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until ctx:IsStopping() or ((delayFrames >= interval or distanceSqr >= maxDistanceSqr) and distanceSqr >= minDistanceSqr)
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captureScreenshot(nil, false, false, ctx, outputPixelScale)
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oldPos = CameraAPI.GetPos()
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until ctx:IsStopping()
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end
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-- Run process, if there is no other running right now.
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self.MapCapturingCtx:Run(nil, handleDo, nil, mapCapturingCtxErrHandler)
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end
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---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 file file*|nil
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---@param modify boolean
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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 captureModifyEntities(file, modify, x, y, radius)
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local entities = EntityAPI.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() or entity
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-- Make sure to only export entities when they are encountered the first time.
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if file and not rootEntity:HasTag("MapCaptured") then
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--print(rootEntity:GetFilename(), "got captured!")
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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(rootEntity), "\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(rootEntity), "\n", "]")
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end
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-- Prevent recapturing.
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rootEntity:AddTag("MapCaptured")
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end
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-- Make sure to only modify entities when they are encountered the first time.
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if modify and not rootEntity:HasTag("MapModified") then
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-- Disable some components.
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for _, componentTypeName in ipairs(Config.ComponentsToDisable) 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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-- Prevent it from being modified again.
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rootEntity:AddTag("MapModified")
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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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if file then
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file:flush()
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end
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end
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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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---Starts entity capturing and modification.
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---Use `Capture.EntityCapturingCtx` to stop, control or view the progress.
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---@param store boolean -- Will create a file and write all encountered entities into it.
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---@param modify boolean -- Will modify all encountered entities.
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function Capture:StartCapturingEntities(store, modify)
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-- There is nothing to capture, don't start anything.
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if not store and not modify then return end
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local file
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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 = store and createOrOpenEntityCaptureFile() or nil
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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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local pos, radius = CameraAPI:GetPos(), 5000 -- Returns the virtual coordinates of the screen center.
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captureModifyEntities(file, modify, pos.x, pos.y, radius)
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wait(0)
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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 entities: %s", 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.EntityCapturingCtx:Run(handleInit, handleDo, handleEnd, handleErr)
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end
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