If the picked color and a forbidden color are identical (like if they both picked the same palette color and in the special case when a picked color is outside of the allowed range and the method returns the picked color as the forbidden color), the vector between them is zero and the maths for adjusting the color fails by hitting the iteration limit. This changes the zero vector to the smallest possible vector in order to avoid the issue. This can result in some seriously close adjustments in the case of picking identical palette colors, which might be undesirable compared to picking a new palette color.
191 lines
5.8 KiB
C#
191 lines
5.8 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Support;
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namespace OpenRA.Mods.Common
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{
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public class ColorValidator : IGlobalModData
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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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double GetColorDelta(Color colorA, Color colorB)
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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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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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{
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forbiddenColor = blockingColors.MinBy(aa => aa.Delta).Color;
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return false;
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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, 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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int a;
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askedColor.ToAhsv(out a, 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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onError("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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onError("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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}
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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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{
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Color forbidden;
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Action<string> ignoreError = _ => { };
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foreach (var c in TeamColorPresets.Shuffle(random))
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if (IsValid(c, out forbidden, terrainColors, playerColors, ignoreError))
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return c;
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}
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return RandomValidColor(random, terrainColors, playerColors);
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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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Color forbidden;
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Action<string> ignoreError = _ => { };
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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 forbidden, terrainColors, playerColors, ignoreError));
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return color;
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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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{
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Color forbiddenColor;
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if (IsValid(askedColor, out forbiddenColor, terrainColors, playerColors, onError))
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return askedColor;
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// Vector between the 2 colors
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var vector = new double[]
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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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var allForbidden = terrainColors.Concat(playerColors);
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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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{
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color = RandomPresetColor(random, terrainColors, playerColors);
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onError("Color could not be adjusted enough, a new color has been picked.");
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break;
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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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// Get the alternative color attempt
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color = Color.FromArgb(r, g, b);
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attempt++;
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}
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while (!IsValid(color, allForbidden, out forbiddenColor));
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return color;
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}
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}
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}
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