Files
OpenRA/OpenRA.Mods.Common/ColorValidator.cs
2020-08-19 18:11:07 +01:00

186 lines
5.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Primitives;
using OpenRA.Support;
namespace OpenRA.Mods.Common
{
public class ColorValidator : IGlobalModData
{
// The bigger the color threshold, the less permissive is the algorithm
public readonly int Threshold = 0x50;
public readonly float[] HsvSaturationRange = new[] { 0.25f, 1f };
public readonly float[] HsvValueRange = new[] { 0.2f, 1.0f };
public readonly Color[] TeamColorPresets = { };
double GetColorDelta(Color colorA, Color colorB)
{
var rmean = (colorA.R + colorB.R) / 2.0;
var r = colorA.R - colorB.R;
var g = colorA.G - colorB.G;
var b = colorA.B - colorB.B;
var weightR = 2.0 + rmean / 256;
var weightG = 4.0;
var weightB = 2.0 + (255 - rmean) / 256;
return Math.Sqrt(weightR * r * r + weightG * g * g + weightB * b * b);
}
bool IsValid(Color askedColor, IEnumerable<Color> forbiddenColors, out Color forbiddenColor)
{
var blockingColors = forbiddenColors
.Where(playerColor => GetColorDelta(askedColor, playerColor) < Threshold)
.Select(playerColor => new { Delta = GetColorDelta(askedColor, playerColor), Color = playerColor });
// Return the player that holds with the lowest difference
if (blockingColors.Any())
{
forbiddenColor = blockingColors.MinBy(aa => aa.Delta).Color;
return false;
}
forbiddenColor = default(Color);
return true;
}
public bool IsValid(Color askedColor, out Color forbiddenColor, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors, HashSet<string> errorMessages = null)
{
// Validate color against HSV
askedColor.ToAhsv(out _, out _, out var s, out var v);
if (s < HsvSaturationRange[0] || s > HsvSaturationRange[1] || v < HsvValueRange[0] || v > HsvValueRange[1])
{
errorMessages?.Add("Color was adjusted to be inside the allowed range.");
forbiddenColor = askedColor;
return false;
}
// Validate color against the current map tileset
if (!IsValid(askedColor, terrainColors, out forbiddenColor))
{
errorMessages?.Add("Color was adjusted to be less similar to the terrain.");
return false;
}
// Validate color against other clients
if (!IsValid(askedColor, playerColors, out forbiddenColor))
{
errorMessages?.Add("Color was adjusted to be less similar to another player.");
return false;
}
// Color is valid
forbiddenColor = default(Color);
return true;
}
public Color RandomPresetColor(MersenneTwister random, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors)
{
if (TeamColorPresets.Any())
{
foreach (var c in TeamColorPresets.Shuffle(random))
if (IsValid(c, out _, terrainColors, playerColors))
return c;
}
return RandomValidColor(random, terrainColors, playerColors);
}
public Color RandomValidColor(MersenneTwister random, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors)
{
Color color;
do
{
var h = random.Next(255) / 255f;
var s = float2.Lerp(HsvSaturationRange[0], HsvSaturationRange[1], random.NextFloat());
var v = float2.Lerp(HsvValueRange[0], HsvValueRange[1], random.NextFloat());
color = Color.FromAhsv(h, s, v);
}
while (!IsValid(color, out _, terrainColors, playerColors));
return color;
}
public Color MakeValid(Color askedColor, MersenneTwister random, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors, Action<string> onError)
{
var errorMessages = new HashSet<string>();
if (IsValid(askedColor, out var forbiddenColor, terrainColors, playerColors, errorMessages))
return askedColor;
// Vector between the 2 colors
var vector = new double[]
{
askedColor.R - forbiddenColor.R,
askedColor.G - forbiddenColor.G,
askedColor.B - forbiddenColor.B
};
// Reduce vector by it's biggest value (more calculations, but more accuracy too)
var vectorMax = vector.Max(vv => Math.Abs(vv));
if (vectorMax == 0)
{
vectorMax = 1; // Avoid division by 0
// Create a tiny vector to make the while loop maths work
vector[0] = 1;
vector[1] = 1;
vector[2] = 1;
}
vector[0] /= vectorMax;
vector[1] /= vectorMax;
vector[2] /= vectorMax;
// Color weights
var rmean = (double)(askedColor.R + forbiddenColor.R) / 2;
var weightVector = new[]
{
2.0 + rmean / 256,
4.0,
2.0 + (255 - rmean) / 256,
};
var attempt = 1;
Color color;
do
{
// If we reached the limit (The ii >= 255 prevents too much calculations)
if (attempt >= 255)
{
color = RandomPresetColor(random, terrainColors, playerColors);
errorMessages.Add("Color could not be adjusted enough, a new color has been picked.");
break;
}
// Apply vector to forbidden color
var r = (forbiddenColor.R + (int)(vector[0] * weightVector[0] * attempt)).Clamp(0, 255);
var g = (forbiddenColor.G + (int)(vector[1] * weightVector[1] * attempt)).Clamp(0, 255);
var b = (forbiddenColor.B + (int)(vector[2] * weightVector[2] * attempt)).Clamp(0, 255);
// Get the alternative color attempt
color = Color.FromArgb(r, g, b);
attempt++;
}
while (!IsValid(color, out forbiddenColor, terrainColors, playerColors, errorMessages));
// Coalesce the error messages to only print one of each type despite up to 255 iterations
errorMessages.Do(onError);
return color;
}
}
}