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Location: ATITD-Tools/Desert-Paint-Lab/ReactionRecorder.cs
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Rename mac bundle script
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 | /*
* Copyright (c) 2015, Jason Maltzen
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
using System;
namespace DesertPaintLab
{
// ReactionRecorder - business logic for recording paint reactions
public class ReactionRecorder
{
const int colorTolerance = 2;
const int DEFAULT_SWATCH_HEIGHT = 24;
const int DEFAULT_COLOR_BAR_WIDTH = 306;
const int DEFAULT_RED_BAR_SPACING = 32;
const int DEFAULT_GREEN_BAR_SPACING = 42;
const int DEFAULT_BLUE_BAR_SPACING = 52;
static int swatchHeight = DEFAULT_SWATCH_HEIGHT;
static int colorBarWidth = DEFAULT_COLOR_BAR_WIDTH;
static int redBarSpacing = DEFAULT_RED_BAR_SPACING;
static int greenBarSpacing = DEFAULT_GREEN_BAR_SPACING;
static int blueBarSpacing = DEFAULT_BLUE_BAR_SPACING;
private static bool IsPapyTexture(byte r, byte g, byte b)
{
return ((r > 0xD0) && (g > 0xC8) && (b > 0xA0)) &&
((r < 0xF4) && (g < 0xE0) && (b < 0xC4));
}
public static void SetPixelMultiplier(int pixelMultiplier)
{
swatchHeight = DEFAULT_SWATCH_HEIGHT * pixelMultiplier;
colorBarWidth = DEFAULT_COLOR_BAR_WIDTH * pixelMultiplier;
redBarSpacing = DEFAULT_RED_BAR_SPACING * pixelMultiplier;
greenBarSpacing = DEFAULT_GREEN_BAR_SPACING * pixelMultiplier;
blueBarSpacing = DEFAULT_BLUE_BAR_SPACING * pixelMultiplier;
}
unsafe public static bool CaptureReaction(byte* pixBytes, int screenshotWidth, int screenshotHeight, int stride, ref PaintColor reactedColor, ref int redPixelStart)
{
byte pixel_r, pixel_g, pixel_b;
int pixelStart, otherPixelStart;
bool colorMatch;
for (int x = 0; x < screenshotWidth - colorBarWidth; ++x)
{
for (int y = 0; y < (screenshotHeight - 53); ++y)
{
// Look for the color swatch.
pixelStart = (y * stride) + (x * 3);
pixel_r = pixBytes[pixelStart];
pixel_g = pixBytes[pixelStart + 1];
pixel_b = pixBytes[pixelStart + 2];
// 1.) Check if this is a dark pixel.
if ((pixel_r < 0x46) && (pixel_g < 0x46) && (pixel_b < 0x46))
{
// 2.) Check the pixel above it,
// to see if it's from the papy texture.
otherPixelStart = pixelStart - stride;
if ((otherPixelStart >= 0) &&
IsPapyTexture(pixBytes[otherPixelStart++],
pixBytes[otherPixelStart++],
pixBytes[otherPixelStart]))
{
// 3.) Check the pixel below where the swatch should be,
// to see if it's also from the papy texture.
otherPixelStart = pixelStart + (stride * swatchHeight);
if (IsPapyTexture(pixBytes[otherPixelStart++],
pixBytes[otherPixelStart++],
pixBytes[otherPixelStart]))
{
// pixBytes[pixelStart] = 0xFF;
// pixBytes[pixelStart + 1] = 0x00;
// pixBytes[pixelStart + 2] = 0xFF;
// 4.) Scan the left border of the potential swatch
// location.
colorMatch = true;
for (int i = 1; i < swatchHeight - 2; ++i)
{
otherPixelStart = pixelStart + (stride * i);
if ((Math.Abs(pixel_r - pixBytes[otherPixelStart++]) > colorTolerance) ||
(Math.Abs(pixel_g - pixBytes[otherPixelStart++]) > colorTolerance) ||
(Math.Abs(pixel_b - pixBytes[otherPixelStart]) > colorTolerance))
{
colorMatch = false;
break;
}
}
if (colorMatch)
{
// WE FOUND THE SWATCH!
// Now we know where the color bars are.
redPixelStart = pixelStart + (redBarSpacing * stride);
int redPixelCount = 0;
while ((pixBytes[redPixelStart] > 0x9F) &&
(pixBytes[redPixelStart + 1] < 0x62) &&
(pixBytes[redPixelStart + 2] < 0x62))
{
redPixelCount++;
// pixBytes[redPixelStart] = 0x00;
// pixBytes[redPixelStart + 1] = 0xFF;
// pixBytes[redPixelStart + 2] = 0xFF;
redPixelStart += 3;
}
reactedColor.Red = (byte)Math.Round((float)redPixelCount * 255f / (float)colorBarWidth);
int greenPixelStart = pixelStart + (greenBarSpacing * stride);
int greenPixelCount = 0;
while ((pixBytes[greenPixelStart] < 0x62) &&
(pixBytes[greenPixelStart + 1] > 0x9F) &&
(pixBytes[greenPixelStart + 2] < 0x62))
{
greenPixelCount++;
// pixBytes[greenPixelStart] = 0x00;
// pixBytes[greenPixelStart + 1] = 0xFF;
// pixBytes[greenPixelStart + 2] = 0xFF;
greenPixelStart += 3;
}
reactedColor.Green = (byte)Math.Round((float)greenPixelCount * 255f / (float)colorBarWidth);
int bluePixelStart = pixelStart + (blueBarSpacing * stride);
int bluePixelCount = 0;
while ((pixBytes[bluePixelStart] < 0x62) &&
(pixBytes[bluePixelStart + 1] < 0x62) &&
(pixBytes[bluePixelStart + 2] > 0x9F))
{
bluePixelCount++;
// pixBytes[bluePixelStart] = 0x00;
// pixBytes[bluePixelStart + 1] = 0xFF;
// pixBytes[bluePixelStart + 2] = 0xFF;
bluePixelStart += 3;
}
reactedColor.Blue = (byte)Math.Round((float)bluePixelCount * 255f / (float)colorBarWidth);
return true;
}
}
}
}
}
}
return false;
}
public static bool RecordReaction(PlayerProfile profile, PaintColor expectedColor, PaintColor reactedColor, Reagent[] reagents)
{
bool saved = false;
int r, g, b;
if (reagents[2] != null)
{
// A 3-reagent reaction.
Reaction reaction1 = profile.FindReaction(reagents[0], reagents[1]);
Reaction reaction2 = profile.FindReaction(reagents[0], reagents[2]);
Reaction reaction3 = profile.FindReaction(reagents[1], reagents[2]);
r = reactedColor.Red - expectedColor.Red;
g = reactedColor.Green - expectedColor.Green;
b = reactedColor.Blue - expectedColor.Blue;
if (reaction2 == null)
{
r = r - reaction1.Red - reaction3.Red;
g = g - reaction1.Green - reaction3.Green;
b = b - reaction1.Blue - reaction3.Blue;
profile.SetReaction(reagents[0], reagents[2], new Reaction(r, g, b));
profile.Save();
saved = true;
}
else if (reaction3 == null)
{
r = r - reaction1.Red - reaction2.Red;
g = g - reaction1.Green - reaction2.Green;
b = b - reaction1.Blue - reaction2.Blue;
profile.SetReaction(reagents[1], reagents[2], new Reaction(r, g, b));
profile.Save();
saved = true;
}
}
else if ((reagents[0] != null) && (reagents[1] != null))
{
// A 2-reagent reaction.
r = reactedColor.Red - expectedColor.Red;
g = reactedColor.Green - expectedColor.Green;
b = reactedColor.Blue - expectedColor.Blue;
profile.SetReaction(reagents[0], reagents[1], new Reaction(r, g, b));
profile.Save();
saved = true;
}
return saved;
}
}
}
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