using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using Hjg.Pngcs.Chunks;
using Vintagestory.API.Client;
using Vintagestory.API.Common;
using Vintagestory.API.MathTools;
namespace Automap
{
public static class Helpers
{
static Helpers()
{
//Called once - thus it can only be in a static constructor.
PngChunk.FactoryRegister(PngMetadataChunk.ID, typeof(PngMetadataChunk));
}
///
/// Hue, Saturation Value colorspace
///
/// The color equiv.
/// 0 - 360 for hue.
/// 0 - 1 for saturation or value..
/// 0 - 1 for saturation or value..
public static Color FromHSV(double hue, double saturation, double value)
{
int hi = Convert.ToInt32(Math.Floor(hue / 60)) % 6;
double f = hue / 60 - Math.Floor(hue / 60);
value *= 255;
int v = Convert.ToInt32(value);
int p = Convert.ToInt32(value * (1 - saturation));
int q = Convert.ToInt32(value * (1 - f * saturation));
int t = Convert.ToInt32(value * (1 - (1 - f) * saturation));
switch (hi)
{
case 0: return Color.FromArgb(255, v, t, p);
case 1: return Color.FromArgb(255, q, v, p);
case 2: return Color.FromArgb(255, p, v, t);
case 3: return Color.FromArgb(255, p, q, v);
case 4: return Color.FromArgb(255, t, p, v);
default: return Color.FromArgb(255, v, p, q);
};
}
public static string PrettyCoords(this BlockPos location, ICoreClientAPI ClientApi)
{
var start = ClientApi.World.DefaultSpawnPosition.AsBlockPos;
return string.Format("X{0}, Y{1}, Z{2}", location.X - start.X, location.Y, location.Z - start.Z);
}
///
/// Chunk location to User display coordinate system
///
/// Friendly string
/// Chunk Coords.
public static string PrettyCoords(this Vec2i location, ICoreClientAPI ClientApi)
{
var start = ClientApi.World.DefaultSpawnPosition.AsBlockPos;
var chunkSize = ClientApi.World.BlockAccessor.ChunkSize;
return string.Format("X{0}, Z{1}", (location.X * chunkSize) - start.X, (location.Y * chunkSize) - start.Z);
}
public static BlockPos AverageHighestPos(List positions)
{
int x = 0, y = 0, z = 0, length = positions.Count;
foreach (BlockPos pos in positions)
{
x += pos.X;
y = Math.Max(y, pos.Y);//Mutant Y-axis, take "HIGHEST"
z += pos.Z;
}
return new BlockPos(x / length, y, z / length);
}
public static BlockPos PickRepresentativePosition(List positions)
{
var averagePos = AverageHighestPos(positions);
if (positions.Any(pos => pos.X == averagePos.X && pos.Y == averagePos.Y && pos.Z == averagePos.Z))
{
return averagePos;//lucky ~ center was it!
}
//Otherwise...pick one
var whichever = positions.Last(poz => poz.Y == averagePos.Y);
return whichever;
}
///
/// Find a BLOCK partial path match: BlockID
///
/// Matching finds
/// Asset name.
public static Dictionary ArbitrarytBlockIdHunter(this ICoreAPI CoreApi, AssetLocation assetName, EnumBlockMaterial? material = null)
{
Dictionary arbBlockIDTable = new Dictionary();
uint emptyCount = 0;
if (CoreApi.World.Blocks != null)
{
#if DEBUG
CoreApi.World.Logger.VerboseDebug(" World Blocks [Count: {0}]", CoreApi.World.Blocks.Count);
#endif
//If Brute force won't work; use GROOT FORCE!
//var theBlock = ClientApi.World.BlockAccessor.GetBlock(0);
if (!material.HasValue)
{
foreach (Block blk in CoreApi.World.Blocks)
{
if (blk.IsMissing || blk.Id == 0 || blk.BlockId == 0)
{
emptyCount++;
}
else if (blk.Code != null && blk.Code.BeginsWith(assetName.Domain, assetName.Path))
{
#if DEBUG
//CoreApi.World.Logger.VerboseDebug("Block: [{0} ({1})] = #{2}", blk.Code.Path, blk.BlockMaterial, blk.BlockId);
#endif
arbBlockIDTable.Add(blk.BlockId, blk.Code.Path);
}
}
}
else
{
foreach (Block blk in CoreApi.World.Blocks)
{
if (blk.IsMissing || blk.Id == 0 || blk.BlockId == 0)
{
emptyCount++;
}
else if (blk.Code != null && material.Value == blk.BlockMaterial && blk.Code.BeginsWith(assetName.Domain, assetName.Path))
{
#if DEBUG
//CoreApi.World.Logger.VerboseDebug("Block: [{0} ({1})] = #{2}", blk.Code.Path, blk.BlockMaterial, blk.BlockId);
#endif
arbBlockIDTable.Add(blk.BlockId, blk.Code.Path);
}
}
}
#if DEBUG
CoreApi.World.Logger.VerboseDebug("Block gaps: {0}", emptyCount);
#endif
}
return arbBlockIDTable;
}
///
/// Chunk local index. Not block position!
///
/// Clamps to 5 bit ranges automagically
public static int ChunkBlockIndicie16(int X_index, int Y_index, int Z_index)
{
return ((Y_index & 31) * 32 + (Z_index & 31)) * 32 + (X_index & 31);
}
///
/// Chunk index converted from block position (in world)
///
/// The block indicie.
/// Block position.
/// Clamps to 5 bit ranges automagically
public static int ChunkBlockIndicie16(BlockPos blockPos)
{
//Chunk masked
return ((blockPos.Y & 31) * 32 + (blockPos.Z & 31)) * 32 + (blockPos.X & 31);
}
}
}