示例#1
0
        private static void CombineAutotilers(Autotiler basic, List <string> additions, RandoSettings settings)
        {
            var counts = new Dictionary <char, int>();
            var r      = new Random((int)settings.IntSeed);

            // uhhhhhhh this is intensely sketchy
            var lookup = (IDictionary)typeof(Autotiler).GetField("lookup", BindingFlags.Instance | BindingFlags.NonPublic).GetValue(basic);

            foreach (char k in lookup.Keys)
            {
                counts[k] = 1;
            }

            foreach (var path in additions)
            {
                var advanced = new Autotiler(path);
                var lookup2  = (IDictionary)typeof(Autotiler).GetField("lookup", BindingFlags.Instance | BindingFlags.NonPublic).GetValue(advanced);
                foreach (char k in lookup2.Keys)
                {
                    if (counts.ContainsKey(k))
                    {
                        counts[k]++;
                        if (r.Next(counts[k]) == 0)
                        {
                            lookup[k] = lookup2[k];
                        }
                    }
                    else
                    {
                        counts[k] = 1;
                        lookup[k] = lookup2[k];
                    }
                }
            }
        }
 public static Autotiler.Generated GenerateOverlay(this Autotiler tiler, VirtualMap <char> tileMap, int x, int y, VirtualMap <char> mapData)
 {
     Autotiler.Behaviour behaviour = new Autotiler.Behaviour {
         EdgesExtend             = true,
         EdgesIgnoreOutOfLevel   = true,
         PaddingIgnoreOutOfLevel = true
     };
     return(tiler.Generate(mapData, x, y, tileMap, behaviour));
 }
        private static Autotiler.Generated Generate(this Autotiler tiler, VirtualMap <char> mapData, int startX, int startY, VirtualMap <char> forceData, Autotiler.Behaviour behaviour)
        {
            usingCustomAutotiler       = true;
            forceData_CustomAutotiler  = forceData;
            startPoint_CustomAutotiler = new Point(startX, startY);

            TileGrid      tileGrid      = new TileGrid(8, 8, forceData.Columns, forceData.Rows);
            AnimatedTiles animatedTiles = new AnimatedTiles(forceData.Columns, forceData.Rows, GFX.AnimatedTilesBank);
            Rectangle     empty         = new Rectangle(startX, startY, forceData.Columns, forceData.Rows);

            for (int i = startX; i < startX + forceData.Columns; i += 50)
            {
                for (int j = startY; j < startY + forceData.Rows; j += 50)
                {
                    if (!mapData.AnyInSegmentAtTile(i, j))
                    {
                        j = j / 50 * 50;
                    }
                    else
                    {
                        int k   = i;
                        int num = Math.Min(i + 50, startX + forceData.Columns);
                        while (k < num)
                        {
                            int l    = j;
                            int num2 = Math.Min(j + 50, startY + forceData.Rows);
                            while (l < num2)
                            {
                                object tiles = m_TileHandler.Invoke(tiler, new object[] { mapData, k, l, empty, forceData[k - startX, l - startY], behaviour });
                                if (tiles != null)
                                {
                                    (Calc.Random as PositionRandom)?.SetPosition(k - startX, l - startY); // Positional Randomization for TileSeedController
                                    tileGrid.Tiles[k - startX, l - startY] = Calc.Random.Choose(f_Tiles_Textures.GetValue(tiles));
                                    if (f_Tiles_HasOverlays.GetValue(tiles))
                                    {
                                        animatedTiles.Set(k - startX, l - startY, Calc.Random.Choose(f_Tiles_OverlapSprites.GetValue(tiles)), 1f, 1f);
                                    }
                                }
                                l++;
                            }
                            k++;
                        }
                    }
                }
            }
            usingCustomAutotiler = false;
            return(new Autotiler.Generated {
                TileGrid = tileGrid,
                SpriteOverlay = animatedTiles
            });
        }
示例#4
0
        public WindowToolList(Autotiler bg, Autotiler fg)
        {
            BGTilesets = new List <string> {
                "Air"
            };
            foreach (Tileset t in bg.GetTilesetList())
            {
                BGTilesets.Add(MiscHelper.CleanCamelCase(t.Path.StartsWith("bg") ? t.Path.Substring(2) : t.Path));
            }

            FGTilesets = new List <string> {
                "Air"
            };
            foreach (Tileset t in fg.GetTilesetList())
            {
                FGTilesets.Add(MiscHelper.CleanCamelCase(t.Path));
            }

            Placements = new Dictionary <string, Placement>(EntityRegistry.GetRegisteredPlacements());

            Tools = new List <string>()
            {
                "TileBrush", "TileRectangle", "Entity"
            };                                                                    // Hardcoded tool names to force a specific tool order that's familliar to Ahorn users.
            foreach (string tool in ToolManager.Tools.Keys)
            {
                if (!Tools.Contains(tool))
                {
                    Tools.Add(tool);
                }
            }

            SelectedTool = "TileBrush";
            Searches     = new Dictionary <string, string>();
            foreach (string tool in Tools)
            {
                string searchGroup = ToolManager.Tools[tool].GetSearchGroup();
                if (!Searches.ContainsKey(searchGroup))
                {
                    Searches.Add(searchGroup, "");
                }
            }
        }
示例#5
0
        // Mods can't access patch_ classes directly.
        // We thus expose any new members through extensions.

        /// <summary>
        /// Get the filename of the file belonging to the Autotiler.
        /// </summary>
        // TODO: Is this the file path? What is this exactly?
        public static string GetFilename(this Autotiler self)
        => ((patch_Autotiler)self).Filename;
 private static bool Autotiler_CheckTile(On.Celeste.Autotiler.orig_CheckTile orig, Autotiler self, object set, VirtualMap <char> mapData, int x, int y, Rectangle forceFill, Autotiler.Behaviour behaviour)
 {
     if (usingCustomAutotiler)
     {
         Point origin = startPoint_CustomAutotiler;
         char  c      = forceData_CustomAutotiler[x - origin.X, y - origin.Y];
         if (IsEmpty(c))
         {
             forceFill = Rectangle.Empty;
         }
         else if ((bool)m_TerrainType_Ignore.Invoke(set, new object[] { c }))
         {
             // Hack to make sure `ignores` attributes are respected
             return(false);
         }
     }
     return(orig(self, set, mapData, x, y, forceFill, behaviour));
 }
 public static Autotiler.Generated GenerateOverlay(this Autotiler tiler, VirtualMap <char> tileMap, int x, int y, VirtualMap <char> mapData, Autotiler.Behaviour behaviour)
 {
     return(tiler.Generate(mapData, x, y, tileMap, behaviour));
 }