Restrict player color choices to the hue-saturation plane.
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@@ -20,13 +20,22 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Configuration options for the lobby player color picker. Attach this to the world actor.")]
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public class ColorPickerManagerInfo : TraitInfo<ColorPickerManager>
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public class ColorPickerManagerInfo : TraitInfo<ColorPickerManager>, IRulesetLoaded
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{
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// The bigger the color threshold, the less permissive is the algorithm
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public readonly int Threshold = 0x50;
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public readonly float[] HsvSaturationRange = new[] { 0.25f, 1f };
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public readonly float[] HsvValueRange = new[] { 0.2f, 1.0f };
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public readonly Color[] TeamColorPresets = { };
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[Desc("Minimum and maximum saturation levels that are valid for use.")]
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public readonly float[] HsvSaturationRange = { 0.3f, 0.95f };
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[Desc("HSV value component for player colors.")]
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public readonly float V = 0.95f;
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[Desc("Perceptual color threshold for determining whether two colors are too similar.")]
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public readonly float SimilarityThreshold = 0.314f;
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[Desc("List of hue components for the preset colors in the palette tab. Each entry must have a corresponding PresetSaturations definition.")]
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public readonly float[] PresetHues = { };
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[Desc("List of saturation components for the preset colors in the palette tab. Each entry must have a corresponding PresetHues definition.")]
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public readonly float[] PresetSaturations = { };
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[PaletteReference]
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public readonly string PaletteName = "colorpicker";
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@@ -40,9 +49,22 @@ namespace OpenRA.Mods.Common.Traits
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"A dictionary of [faction name]: [actor name].")]
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public readonly Dictionary<string, string> FactionPreviewActors = new Dictionary<string, string>();
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[FieldLoader.Require]
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[Desc("Remap these indices to player colors.")]
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public readonly int[] RemapIndices = { };
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public void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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if (PresetHues.Length != PresetSaturations.Length)
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throw new YamlException("PresetHues and PresetSaturations must have the same number of elements.");
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}
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public IEnumerable<Color> PresetColors()
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{
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for (var i = 0; i < PresetHues.Length; i++)
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yield return Color.FromAhsv(PresetHues[i], PresetSaturations[i], V);
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}
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public Color Color { get; private set; }
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public void Update(WorldRenderer worldRenderer, Color color)
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@@ -56,161 +78,120 @@ namespace OpenRA.Mods.Common.Traits
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worldRenderer.ReplacePalette(PaletteName, newPalette);
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}
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double GetColorDelta(Color colorA, Color colorB)
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bool TryGetBlockingColor((float R, float G, float B) color, List<(float R, float G, float B)> candidateBlockers, out (float R, float G, float B) closestBlocker)
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{
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var rmean = (colorA.R + colorB.R) / 2.0;
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var r = colorA.R - colorB.R;
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var g = colorA.G - colorB.G;
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var b = colorA.B - colorB.B;
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var weightR = 2.0 + rmean / 256;
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var weightG = 4.0;
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var weightB = 2.0 + (255 - rmean) / 256;
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return Math.Sqrt(weightR * r * r + weightG * g * g + weightB * b * b);
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}
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var closestDistance = SimilarityThreshold;
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closestBlocker = default;
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bool IsValid(Color askedColor, IEnumerable<Color> forbiddenColors, out Color forbiddenColor)
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{
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var blockingColors = forbiddenColors
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.Where(playerColor => GetColorDelta(askedColor, playerColor) < Threshold)
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.Select(playerColor => new { Delta = GetColorDelta(askedColor, playerColor), Color = playerColor });
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// Return the player that holds with the lowest difference
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if (blockingColors.Any())
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foreach (var candidate in candidateBlockers)
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{
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forbiddenColor = blockingColors.MinBy(aa => aa.Delta).Color;
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return false;
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// Uses the perceptually based color metric explained by https://www.compuphase.com/cmetric.htm
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// Input colors are expected to be in the linear (non-gamma corrected) color space
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var rmean = (color.R + candidate.R) / 2.0;
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var r = color.R - candidate.R;
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var g = color.G - candidate.G;
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var b = color.B - candidate.B;
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var weightR = 2.0 + rmean;
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var weightG = 4.0;
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var weightB = 3.0 - rmean;
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var distance = (float)Math.Sqrt(weightR * r * r + weightG * g * g + weightB * b * b);
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if (distance < closestDistance)
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{
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closestBlocker = candidate;
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closestDistance = distance;
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}
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}
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forbiddenColor = default(Color);
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return true;
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}
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public bool IsValid(Color askedColor, out Color forbiddenColor, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors, HashSet<string> errorMessages = null)
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{
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// Validate color against HSV
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askedColor.ToAhsv(out _, out _, out var s, out var v);
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if (s < HsvSaturationRange[0] || s > HsvSaturationRange[1] || v < HsvValueRange[0] || v > HsvValueRange[1])
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{
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errorMessages?.Add("Color was adjusted to be inside the allowed range.");
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forbiddenColor = askedColor;
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return false;
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}
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// Validate color against the current map tileset
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if (!IsValid(askedColor, terrainColors, out forbiddenColor))
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{
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errorMessages?.Add("Color was adjusted to be less similar to the terrain.");
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return false;
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}
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// Validate color against other clients
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if (!IsValid(askedColor, playerColors, out forbiddenColor))
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{
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errorMessages?.Add("Color was adjusted to be less similar to another player.");
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return false;
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}
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// Color is valid
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forbiddenColor = default(Color);
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return true;
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return closestDistance < SimilarityThreshold;
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}
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public Color RandomPresetColor(MersenneTwister random, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors)
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{
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if (TeamColorPresets.Any())
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var terrainLinear = terrainColors.Select(c => c.ToLinear()).ToList();
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var playerLinear = playerColors.Select(c => c.ToLinear()).ToList();
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if (PresetHues.Any())
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{
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foreach (var c in TeamColorPresets.Shuffle(random))
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if (IsValid(c, out _, terrainColors, playerColors))
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return c;
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foreach (var i in Exts.MakeArray(PresetHues.Length, x => x).Shuffle(random))
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{
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var h = PresetHues[i];
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var s = PresetSaturations[i];
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var preset = Color.FromAhsv(h, s, V);
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// Color may already be taken
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var linear = preset.ToLinear();
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if (!TryGetBlockingColor(linear, terrainLinear, out _) && !TryGetBlockingColor(linear, playerLinear, out _))
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return preset;
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}
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}
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return RandomValidColor(random, terrainColors, playerColors);
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// Fall back to a random non-preset color
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var randomHue = random.NextFloat();
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var randomSat = float2.Lerp(HsvSaturationRange[0], HsvSaturationRange[1], random.NextFloat());
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return MakeValid(randomHue, randomSat, random, terrainLinear, playerLinear, null);
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}
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public Color RandomValidColor(MersenneTwister random, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors)
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{
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Color color;
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do
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{
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var h = random.Next(255) / 255f;
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var s = float2.Lerp(HsvSaturationRange[0], HsvSaturationRange[1], random.NextFloat());
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var v = float2.Lerp(HsvValueRange[0], HsvValueRange[1], random.NextFloat());
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color = Color.FromAhsv(h, s, v);
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}
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while (!IsValid(color, out _, terrainColors, playerColors));
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return color;
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var h = random.NextFloat();
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var s = float2.Lerp(HsvSaturationRange[0], HsvSaturationRange[1], random.NextFloat());
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return MakeValid(h, s, random, terrainColors, playerColors, null);
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}
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public Color MakeValid(Color askedColor, MersenneTwister random, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors, Action<string> onError)
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public Color MakeValid(Color color, MersenneTwister random, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors, Action<string> onError = null)
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{
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var errorMessages = new HashSet<string>();
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color.ToAhsv(out _, out var h, out var s, out _);
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return MakeValid(h, s, random, terrainColors, playerColors, onError);
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}
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if (IsValid(askedColor, out var forbiddenColor, terrainColors, playerColors, errorMessages))
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return askedColor;
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Color MakeValid(float hue, float sat, MersenneTwister random, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors, Action<string> onError)
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{
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var terrainLinear = terrainColors.Select(c => c.ToLinear()).ToList();
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var playerLinear = playerColors.Select(c => c.ToLinear()).ToList();
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// Vector between the 2 colors
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var vector = new double[]
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return MakeValid(hue, sat, random, terrainLinear, playerLinear, onError);
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}
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Color MakeValid(float hue, float sat, MersenneTwister random, List<(float R, float G, float B)> terrainLinear, List<(float R, float G, float B)> playerLinear, Action<string> onError)
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{
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// Clamp saturation without triggering a warning
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// This can only happen due to rounding errors (common) or modified clients (rare)
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sat = sat.Clamp(HsvSaturationRange[0], HsvSaturationRange[1]);
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// Limit to 100 attempts, which is enough to move all the way around the hue range
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string errorMessage = null;
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var stepSign = 0;
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for (var i = 0; i < 101; i++)
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{
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askedColor.R - forbiddenColor.R,
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askedColor.G - forbiddenColor.G,
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askedColor.B - forbiddenColor.B
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};
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// Reduce vector by it's biggest value (more calculations, but more accuracy too)
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var vectorMax = vector.Max(vv => Math.Abs(vv));
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if (vectorMax == 0)
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{
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vectorMax = 1; // Avoid division by 0
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// Create a tiny vector to make the while loop maths work
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vector[0] = 1;
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vector[1] = 1;
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vector[2] = 1;
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}
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vector[0] /= vectorMax;
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vector[1] /= vectorMax;
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vector[2] /= vectorMax;
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// Color weights
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var rmean = (double)(askedColor.R + forbiddenColor.R) / 2;
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var weightVector = new[]
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{
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2.0 + rmean / 256,
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4.0,
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2.0 + (255 - rmean) / 256,
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};
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var attempt = 1;
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Color color;
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do
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{
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// If we reached the limit (The ii >= 255 prevents too much calculations)
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if (attempt >= 255)
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var linear = Color.FromAhsv(hue, sat, V).ToLinear();
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if (TryGetBlockingColor(linear, terrainLinear, out var blocker))
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errorMessage = "Color was adjusted to be less similar to the terrain.";
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else if (TryGetBlockingColor(linear, playerLinear, out blocker))
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errorMessage = "Color was adjusted to be less similar to another player.";
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else
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{
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color = RandomPresetColor(random, terrainColors, playerColors);
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errorMessages.Add("Color could not be adjusted enough, a new color has been picked.");
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break;
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if (errorMessage != null)
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onError?.Invoke(errorMessage);
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return Color.FromAhsv(hue, sat, V);
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}
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// Apply vector to forbidden color
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var r = (forbiddenColor.R + (int)(vector[0] * weightVector[0] * attempt)).Clamp(0, 255);
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var g = (forbiddenColor.G + (int)(vector[1] * weightVector[1] * attempt)).Clamp(0, 255);
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var b = (forbiddenColor.B + (int)(vector[2] * weightVector[2] * attempt)).Clamp(0, 255);
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// Pick a direction based on the first blocking color and step in hue
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// until we either find a suitable color or loop back to where we started.
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// This is a simple way to avoid being trapped between two blocking colors.
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if (stepSign == 0)
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{
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Color.FromLinear(255, blocker.R, blocker.G, blocker.B).ToAhsv(out _, out var blockerHue, out _, out _);
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stepSign = blockerHue > hue ? -1 : 1;
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}
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// Get the alternative color attempt
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color = Color.FromArgb(r, g, b);
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attempt++;
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hue += stepSign * 0.01f;
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}
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while (!IsValid(color, out forbiddenColor, terrainColors, playerColors, errorMessages));
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// Coalesce the error messages to only print one of each type despite up to 255 iterations
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errorMessages.Do(onError);
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return color;
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// Failed to find a solution within a reasonable time: return a random color without any validation
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onError?.Invoke("Unable to determine a valid player color. A random color has been selected.");
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return Color.FromAhsv(random.NextFloat(), float2.Lerp(HsvSaturationRange[0], HsvSaturationRange[1], random.NextFloat()), V);
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}
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}
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