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自動貼圖

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Revision as of 13:07, 8 February 2025 by Zerol Acqua (talk | contribs) (Created page with "自动贴图会读取规则文件并扫描图层的每个'''位置'''。如果所选方块的所有规则都适用,则该方块将被放置在自动贴图扫描的位置。如果多个方块及其规则匹配,则只有最新的规则会生效(因为之前的规则会被覆盖)。除非被禁用,否则自动贴图会将其更改先放入缓冲区,然后再应用。")

自動貼圖是一個方便作者製作地圖的工具。只需在貼圖層簡單地制定並應用一些貼圖規則,就能省去諸如手動在凍結區域邊角放置圓角貼圖此類的麻煩。每種貼圖規則需要指定一種遊戲方塊類型,但是單個遊戲方塊類型可以預設多種規則以備選用。所有規則文件位於遊戲路徑下data/editor/automap/[1][2]


規則文件

每個包含自動貼圖的方塊集都有一個 tileset.rules 文本文件。每個 tileset.rules 文件可以包含多個自動貼圖。規則文件大致遵循 INI 文件格式。文件中每個自動貼圖以 [automapper_name] 開頭。例如,在文件 grass_main.rules 中,有一個名為 Grass 的自動貼圖,它在文件中以 [Grass] 開頭。要使用它,您需要在地圖編輯器中創建一個使用 grass_main 方塊集的圖層。右鍵單擊 Layers 並選擇「Auto map」,然後點擊「Grass」開始自動貼圖。

自動貼圖的文件名必須和方塊集的文件名保持一致。

Grass 自動貼圖[3]:

[Grass]
Index 1

#top
Index 16
Pos 0 -1 EMPTY
...

處理過程

自動貼圖會讀取規則文件並掃描圖層的每個位置。如果所選方塊的所有規則都適用,則該方塊將被放置在自動貼圖掃描的位置。如果多個方塊及其規則匹配,則只有最新的規則會生效(因為之前的規則會被覆蓋)。除非被禁用,否則自動貼圖會將其更改先放入緩衝區,然後再應用。

Tileset indices overview

方塊索引

Every tileset has 16 rows and 16 columns and each tile can be addressed by its index. The index of a tile is a direct result of it's position and can be calculated by index = 16 * row + column, where row and column is between 0 and 15. The tile at index 0 is always considered EMPTY. Usually this part doesn't contain textures in tilesets. Each other tile is always considered FULL, even if it doesn't contain any textures and is fully transparent.

The index is used for the INDEX keyword of the automapper.

語法

Naming your automapper-rule:

Similar to ini-files, you can create your own section for your automapper rule:

[your-automapper-rule]

Multiple index selections followed by rules can be part of a section.

Writing a comment:

#this is a comment

Selecting a tile you want to place:

INDEX 42

This selects tile 42 (meaning the 3rd row and 11th column. Multiple indices can be selected by adding an OR between each index:

INDEX 42 OR 43

Modifying the tile:

Index 42 XFLIP YFLIP ROTATE

XFLIP mirrors the tile vertically and YFLIP mirrors the tile horizontally. ROTATE rotates the tile a single time by 90°.

IF you want to rotate a tile by 180°, you only need to set XFLIP and YFLIP but not ROTATE.

If you want to rotate by 270°, you need to set XFLIP, YFLIP and ROTATE.

Tile modifications are always in the same line as the selection.

Rule for placing the tile:

The selected tile gets placed if all following rules apply. A rule for placing the tile always starts with coordinates followed by a rule:

POS 0 -1 FULL

This rule selects the tile with X coordinate 0 and Y coordinate -1 relative to the scanning position of the automapper. If the tile above the scanning position is FULL, the selected tile will be placed (if all following rules apply). If it's EMPTY, it won't be placed.

Instead of using FULL or EMPTY, you can select another tile with the INDEX keyword:

POS 0 -1 INDEX 12

If the tile above the scanning position has index 12, it will be placed. Multiple indices can be selected by adding an OR between each index:

POS 0 -1 INDEX 12 OR 13

Similarly NOTINDEX can be used to exclude a tile.

Random rule:

You can make a selected tile randomly apply to rules by adding a random rule:

RANDOM 20%

The random rule expects a value between 0% and 100%. This value represents the probability, that a tile is placed[4].

If you put a value into it without a % symbol, the probability will not be parsed in terms of percentages, but with this formula:

percentage = 1.0 / value

This allows for rarer tile placements with probabilities between 0% and 1% and a value > 100.

For example RANDOM 150 will have a probability of 1.0 / 150 ≈ 0.67 (percent).

Default condition rule:

By default the game assumes, that you want to apply each rule to a full tile, meaning that the following rule is always implied:

POS 0 0 FULL

You can deactivate this by adding the following line under the tile selection:

NoDefaultRule

NewRun:

Adding NewRun in a section will make the section run an additional time for each time this keyword gets added to the section. This can be used to set some basic tiles in the first run, and more complex ones in the second.

NoLayerCopy:

Adding NoLayerCopy in a section will cause it to run in-place. This can drastically improve performance, because the automapper doesn't copy it's changes into buffer memory before applying it. But it can cause unintended side effects!

工具

Some tools in order to create automapper rules exist:

  • SimpleDDNetAutomapper - a small UI application, which tries a more user friendly approach for very basic rules and tilesets. It does not support randomness, or POS INDEX rules, but EMPTY and FULL.
  • Teeworlds Web Editor - Automapper edit and live-preview[5].
  • rpp - rules++ is a small experiment, aiming to make mappers utterly lazy, by unlocking the full potential of DDNet's rules. It is meant to be simple, readable and most importantly correct, everything else is irrelevant[6].

參考資料