mirror of
https://github.com/Dadido3/noita-mapcap.git
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102 lines
3.0 KiB
Go
102 lines
3.0 KiB
Go
// 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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"github.com/tdewolff/canvas/renderers/rasterizer"
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)
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var playerPathDisplayStyle = canvas.Style{
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Fill: canvas.Paint{},
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//Stroke: canvas.Paint{Color: color.RGBA{0, 0, 0, 127}},
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StrokeWidth: 3.0,
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StrokeCapper: canvas.ButtCap,
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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 []PlayerPathElement
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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 PlayerPath
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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 result, nil
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}
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// Draw implements the StitchedImageOverlay interface.
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func (p PlayerPath) Draw(destImage *image.RGBA) {
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destRect := destImage.Bounds()
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// Same as destImage, but top left is translated to (0, 0).
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originImage := destImage.SubImage(destRect).(*image.RGBA)
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originImage.Rect = originImage.Rect.Sub(destRect.Min)
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c := canvas.New(float64(destRect.Dx()), float64(destRect.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(destRect.Min.X), Y: -float64(destRect.Min.Y), W: float64(destRect.Dx()), H: float64(destRect.Dy())}, float64(destRect.Dx()), float64(destRect.Dy()))
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// Set drawing style.
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ctx.Style = playerPathDisplayStyle
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for _, pathElement := range p {
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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(destRect) {
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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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ctx.Style.Stroke.Color = 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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ctx.Style.Stroke.Color = color.RGBA{r, g, b, a}
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}
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ctx.DrawPath(0, 0, path)
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}
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}
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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(originImage, canvas.DPMM(1.0), canvas.DefaultColorSpace)
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c.RenderTo(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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