Define additional constraints in HSV space.
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@@ -21,6 +21,8 @@ namespace OpenRA.Mods.Common
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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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double GetColorDelta(Color colorA, Color colorB)
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{
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@@ -51,9 +53,18 @@ namespace OpenRA.Mods.Common
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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, Action<string> onError)
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{
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// Validate color against HSV
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float h, s, v;
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new HSLColor(askedColor).ToHSV(out h, out s, out 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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onError("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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@@ -81,10 +92,10 @@ namespace OpenRA.Mods.Common
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Action<string> ignoreError = _ => { };
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do
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{
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var hue = (byte)random.Next(255);
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var sat = (byte)random.Next(255);
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var lum = (byte)random.Next(129, 255);
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color = new HSLColor(hue, sat, lum);
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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 = HSLColor.FromHSV(h, s, v);
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} while (!IsValid(color.RGB, out forbidden, terrainColors, playerColors, ignoreError));
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return color;
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