Pixel-Composer/scripts/__tiler_rule/__tiler_rule.gml

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function tiler_rule_replacement(_index) constructor {
index = _index;
}
function tiler_rule() constructor {
name = "rule";
open = false;
active = true;
range = 1;
size = [ 1, 1 ];
probability = 100;
_probability = 1;
selection_rules = array_create(9, -1);
selection_rules[4] = -10000;
replacements = [];
sl_prop = new textBox(TEXTBOX_INPUT.number, function(v) /*=>*/ { probability = v; })
.setSlideRange(0, 100);
sl_prop.suffix = "%";
sl_prop.font = f_p3;
__aut = [];
__sel = [];
static shader_select = function(tileset) {
shader_set_i("range", range);
selection_rules = array_verify_ext(selection_rules, (size[0] + range * 2) * (size[1] + range * 2), function() /*=>*/ {return -1} );
__aut = [];
__sel = [];
var autI = [];
for( var i = 0, n = array_length(selection_rules); i < n; i++ ) {
var _r = selection_rules[i];
if(is_array(_r)) {
var _auI = _r[1];
array_push(__sel, 10000 + _auI);
array_push_unique(autI, _auI);
} else
array_push(__sel, _r);
}
for( var i = 0, n = array_length(autI); i < n; i++ ) {
var _i = autI[i];
var _t = tileset.autoterrain[_i];
var _ind = 64 * i;
__aut[_ind] = array_length(_t.index);
for( var j = 0, m = array_length(_t.index); j < m; j++ )
__aut[_ind + 1 + j] = _t.index[j];
}
shader_set_f("selection", __sel);
shader_set_f("selectionGroup", __aut);
}
static shader_submit = function(tileset) {
shader_set_i("range", range);
shader_set_f("probability", probability / 100);
shader_set_f("size", size);
shader_set_f("selection", __sel);
shader_set_f("selectionGroup", __aut);
var rep = [];
var rsz = size[0] * size[1];
for( var i = 0, n = array_length(replacements); i < n; i++ ) {
var _r = replacements[i];
_r.index = array_verify_ext(_r.index, rsz, function() /*=>*/ {return -1} );
array_append(rep, _r.index);
}
shader_set_f("replacements", rep);
shader_set_i("replacementCount", array_length(replacements));
}
static deserialize = function(_struct) {
name = struct_try_get(_struct, "name", name);
size = struct_try_get(_struct, "size", size);
range = struct_try_get(_struct, "range", range);
active = struct_try_get(_struct, "active", active);
selection_rules = struct_try_get(_struct, "selection_rules", selection_rules);
probability = struct_try_get(_struct, "probability", probability);
var _rep = struct_try_get(_struct, "replacements", noone);
if(_rep != noone) {
for( var i = 0, n = array_length(_rep); i < n; i++ )
replacements[i] = new tiler_rule_replacement(_rep[i].index);
}
return self;
}
}