mirror of
https://github.com/unanmed/HumanBreak.git
synced 2025-01-20 21:49:26 +08:00
295 lines
9.7 KiB
TypeScript
295 lines
9.7 KiB
TypeScript
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import { EmitableEvent, EventEmitter } from '../common/eventEmitter';
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import { MotaOffscreenCanvas2D } from '../fx/canvas2d';
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// 经过测试(https://www.measurethat.net/Benchmarks/Show/30741/1/drawimage-img-vs-canvas-vs-bitmap-cropping-fix-loading)
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// 得出结论,ImageBitmap和Canvas的绘制性能不如Image,于是直接画Image就行,所以缓存基本上就是存Image
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type ImageMapKeys = Exclude<Cls, 'tileset' | 'autotile'>;
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type ImageMap = Record<ImageMapKeys, HTMLImageElement>;
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const i = (img: ImageMapKeys) => {
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return core.material.images[img];
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};
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const imageMap: Partial<ImageMap> = {};
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Mota.require('var', 'loading').once('loaded', () => {
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[
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'enemys',
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'enemy48',
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'npcs',
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'npc48',
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'terrains',
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'items',
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'animates'
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].forEach(v => (imageMap[v as ImageMapKeys] = i(v as ImageMapKeys)));
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});
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interface AutotileCache {
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parent?: Set<AllNumbersOf<'autotile'>>;
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frame: number;
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cache: Record<string, HTMLCanvasElement>;
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}
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type AutotileCaches = Record<AllNumbersOf<'autotile'>, AutotileCache>;
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interface TextureRequire {
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tileset: Record<string, HTMLImageElement>;
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material: Record<ImageMapKeys, HTMLImageElement>;
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autotile: AutotileCaches;
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images: Record<ImageIds, HTMLImageElement>;
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}
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interface TextureCacheEvent extends EmitableEvent {}
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class TextureCache extends EventEmitter<TextureCacheEvent> {
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tileset!: Record<string, HTMLImageElement>;
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material: Record<ImageMapKeys, HTMLImageElement>;
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autotile!: AutotileCaches;
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images!: Record<ImageIds, HTMLImageElement>;
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idNumberMap!: IdToNumber;
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constructor() {
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super();
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this.material = imageMap as Record<ImageMapKeys, HTMLImageElement>;
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Mota.require('var', 'loading').once('loaded', () => {
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const map = maps_90f36752_8815_4be8_b32b_d7fad1d0542e;
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// @ts-ignore
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this.idNumberMap = {};
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for (const [key, { id }] of Object.entries(map)) {
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// @ts-ignore
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this.idNumberMap[id] = parseInt(key) as AllNumbers;
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}
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this.tileset = core.material.images.tilesets;
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this.autotile = splitAutotiles(this.idNumberMap);
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this.images = core.material.images.images;
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});
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}
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/**
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* 获取纹理
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* @param type 纹理类型
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* @param key 纹理名称
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*/
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require<T extends keyof TextureRequire, K extends keyof TextureRequire[T]>(
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type: T,
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key: K
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): TextureRequire[T][K] {
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return this[type][key];
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}
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}
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export const texture = new TextureCache();
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// 3x4 与 2x3 的自动元件信息
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// 将自动元件按 16x16 切分后,数组分别表示 左上 右上 右下 左下 所在图块位置
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const bigAutotile: Record<number, [number, number, number, number]> = {};
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const smallAutotile: Record<number, [number, number, number, number]> = {};
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function getAutotileIndices() {
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// 应当从 0 - 255 进行枚举
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// 二进制从高位到低位依次是 左上 上 右上 右 右下 下 左下 左
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// 首先是3x4的
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// 有兴趣可以研究下这个算法
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const get = (
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target: Record<number, [number, number, number, number]>,
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mode: 1 | 2
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) => {
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const h = mode === 1 ? 4 : 2;
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const v = mode === 1 ? 24 : 8;
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const luo = mode === 1 ? 12 : 8; // leftup origin
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const ruo = mode === 1 ? 17 : 11; // rightup origin
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const ldo = mode === 1 ? 42 : 20; // leftdown origin
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const rdo = mode === 1 ? 47 : 23; // rightdown origin
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const luc = mode === 1 ? 4 : 2; // leftup corner
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const ruc = mode === 1 ? 5 : 3; // rightup corner
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const rdc = mode === 1 ? 11 : 7; // rightdown corner
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const ldc = mode === 1 ? 10 : 6; // leftdown corner
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for (let i = 0; i <= 0b11111111; i++) {
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let lu = luo; // leftup
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let ru = ruo; // rightup
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let ld = ldo; // leftdown
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let rd = rdo; // rightdown
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// 先看四个方向,最后看斜角方向
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if (i & 0b00000001) {
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lu += h;
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ld += h;
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if (i & 0b00010000) {
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ru += h / 2;
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rd += h / 2;
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}
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}
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if (i & 0b00000100) {
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ld -= v;
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rd -= v;
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if (i & 0b01000000) {
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lu -= v / 2;
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ru -= v / 2;
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}
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}
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if (i & 0b00010000) {
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ru -= h;
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rd -= h;
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if (i & 0b00000001) {
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lu -= h / 2;
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ld -= h / 2;
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}
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}
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if (i & 0b01000000) {
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lu += v;
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ru += v;
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if (i & 0b00000100) {
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ld += v / 2;
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rd += v / 2;
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}
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}
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// 斜角
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if ((i & 0b11000001) === 0b01000001) {
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lu = luc;
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}
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if ((i & 0b01110000) === 0b01010000) {
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ru = ruc;
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}
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if ((i & 0b00011100) === 0b00010100) {
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rd = rdc;
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}
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if ((i & 0b00000111) === 0b00000101) {
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ld = ldc;
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}
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target[i] = [lu, ru, rd, ld];
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}
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};
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get(bigAutotile, 1);
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get(smallAutotile, 2);
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}
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getAutotileIndices();
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function getRepeatMap() {
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// 实际上3x4与2x3的重复映射是一致的,因此只需要计算一个就行了
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// 这里使用2x3的进行计算
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const calculated: Record<string, number> = {};
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const repeatMap: Record<number, number> = {};
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for (const [num, [lu, ru, rd, ld]] of Object.entries(smallAutotile)) {
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const n = lu + ru * 24 + rd * 24 ** 2 + ld * 24 ** 3;
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calculated[num] = n;
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for (const [num2, n2] of Object.entries(calculated)) {
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if (n2 === n) {
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repeatMap[Number(num)] = Number(num2);
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break;
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}
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}
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}
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return repeatMap;
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}
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function splitAutotiles(map: IdToNumber): AutotileCaches {
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const cache: Partial<AutotileCaches> = {};
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/** 重复映射,由于自动元件只有48种,其余的208种是重复的,因此需要获取重复映射 */
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const repeatMap: Record<number, number> = getRepeatMap();
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/** 每个自动元件左上角32*32的内容,用于判断父子关系 */
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const masterMap: Partial<Record<AllNumbersOf<'autotile'>, string>> = {};
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for (const [key, img] of Object.entries(core.material.images.autotile)) {
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const auto = map[key as AllIdsOf<'autotile'>];
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// 判断自动元件类型
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let mode: 1 | 2 = 1;
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let frame = 1;
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if (img.width === 384) {
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frame = 4;
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} else if (img.width === 192) {
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mode = 2;
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frame = 3;
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} else if (img.width === 64) {
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mode = 2;
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}
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cache[auto] = {
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frame,
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cache: {}
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};
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// 父子关系,截取本图块的左上角存入map
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const master = new MotaOffscreenCanvas2D();
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master.setHD(false);
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master.setAntiAliasing(false);
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master.withGameScale(false);
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master.size(32, 32);
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master.ctx.drawImage(img, 0, 0, 32, 32, 0, 0, 32, 32);
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masterMap[auto] = master.canvas.toDataURL('image/png');
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// 自动图块的绘制信息
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for (let i = 0; i <= 0b11111111; i++) {
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const re = repeatMap[i];
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if (re) {
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const cached = cache[auto]!.cache[re];
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if (cached) {
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cache[auto]!.cache[i] = cached;
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continue;
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}
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}
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const data = (mode === 1 ? bigAutotile : smallAutotile)[i];
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const row = mode === 1 ? 6 : 4;
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const info: [number, number][] = data.map(v => [
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(v % row) * 16,
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Math.floor(v / row) * 16
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]);
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const canvas = new MotaOffscreenCanvas2D();
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canvas.setHD(false);
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canvas.setAntiAliasing(false);
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canvas.withGameScale(false);
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canvas.size(32 * frame, 32);
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const ctx = canvas.ctx;
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for (let i = 0; i < frame; i++) {
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const dx = 32 * i;
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const sx1 = info[0][0];
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const sx2 = info[1][0];
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const sx3 = info[2][0];
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const sx4 = info[3][0];
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const sy1 = info[0][1];
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const sy2 = info[1][1];
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const sy3 = info[2][1];
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const sy4 = info[3][1];
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ctx.drawImage(img, sx1, sy1, 16, 16, dx, 0, 16, 16);
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ctx.drawImage(img, sx2, sy2, 16, 16, dx + 16, 0, 16, 16);
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ctx.drawImage(img, sx3, sy3, 16, 16, dx + 16, 16, 16, 16);
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ctx.drawImage(img, sx4, sy4, 16, 16, dx, 16, 16, 16);
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}
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cache[auto]!.cache[i] = canvas.canvas;
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}
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}
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// 进行父子关系判断
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for (const [key, img] of Object.entries(core.material.images.autotile)) {
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const auto = map[key as AllIdsOf<'autotile'>];
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// 只针对3*4的图块进行,截取第一行中间的,然后判断
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const judge = new MotaOffscreenCanvas2D();
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judge.setHD(false);
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judge.setAntiAliasing(false);
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judge.withGameScale(false);
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judge.size(32, 32);
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judge.ctx.drawImage(img, 32, 0, 32, 32, 0, 0, 32, 32);
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const data = judge.canvas.toDataURL('image/png');
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for (const [key, data2] of Object.entries(masterMap)) {
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const auto2 = map[key as AllIdsOf<'autotile'>];
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if (data === data2) {
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cache[auto]!.parent ??= new Set();
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cache[auto]!.parent!.add(auto2);
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}
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}
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}
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return cache as AutotileCaches;
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}
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