Render travel node adjacency; render markers as points; turn off texture filtering
This commit is contained in:
parent
ee7a32af21
commit
f30f27bfb1
46
ai.lua
46
ai.lua
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@ -2,29 +2,59 @@
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local t = {}
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local bmp = require 'bmp'
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local lg = assert( love.graphics )
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local print = print
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function t.load( filename )
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local img, imgd = bmp.load( filename )
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local nodes = {
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visible = true,
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att = {},
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ptsAtt = {},
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def = {},
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ptsDef = {},
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img = img,
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imgd = imgd }
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print( "PIXEL: ", imgd:getPixel( 1, 1 ) )
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return setmetatable( nodes, {__index = t } )
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print( "=== Loading AI Markers: ===" )
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for x = 0, 511 do
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for y = 0, 284 do
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local r, g = imgd:getPixel( x, 284 - y )
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if r > 0.5 or g > 0.5 then
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local long = x * (360 / imgd:getWidth()) - 180
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local lat = y * (200 / img:getHeight()) - 100
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local set = (r > 0.5) and nodes.att or nodes.def
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set[#set + 1] = {x = long, y = lat}
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print( #set, long, lat )
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end
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end
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end
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do
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local k = 1
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for i, point in ipairs( nodes.att ) do
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nodes.ptsAtt[k], nodes.ptsAtt[k + 1] = point.x, point.y
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k = k + 2
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end
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k = 1
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for j, point in ipairs( nodes.def ) do
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nodes.ptsDef[k], nodes.ptsDef[k + 1] = point.x, point.y
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k = k + 2
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end
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end
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return setmetatable( nodes, {__index = t } )
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end
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function t.draw( nodes )
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lg.points( nodes.att )
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lg.points( nodes.def )
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lg.draw( nodes.img )
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lg.setColor( 1, 0, 0, 0.5 )
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lg.points( nodes.ptsAtt )
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lg.setColor( 0, 1, 0, 0.5 )
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lg.points( nodes.ptsDef )
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end
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function t.save( nodes, filename )
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end
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return t
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4
bmp.lua
4
bmp.lua
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@ -10,7 +10,9 @@ local bit = require 'bit'
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function t.load( filename )
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local imgd = love.image.newImageData( filename )
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print( "LOADING BITMAP: ", filename, imgd:getSize(), imgd:getFormat(), imgd:getDimensions() )
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return love.graphics.newImage( imgd ), imgd
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local img = love.graphics.newImage( imgd )
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img:setFilter( "nearest", "nearest" )
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return img, imgd
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end
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function t.save( data, format )
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@ -48,7 +48,7 @@ function t.Edit( points, point, x, y )
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end
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function t.Add( points )
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function t.Add( points, x, y )
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end
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15
map.lua
15
map.lua
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@ -29,25 +29,18 @@ function map.load()
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map.cities = Cities.load( "data/earth/cities.dat" )
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map.coastlines = Lines.load( "data/earth/coastlines.dat" )
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map.coastlinesLow = Lines.load( "data/earth/coastlines-low.dat" )
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map.international = Lines.load( "data/earth/international.dat" )
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map.travelnodes = Nodes.load( "data/earth/travel_nodes.bmp" )
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map.international = Lines.load( "data/earth/international.dat" )
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map.sailable = Territory.load( "data/earth/sailable.bmp", "sailable" )
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map.travelnodes = Nodes.load( "data/earth/travel_nodes.bmp", map.sailable.isSailable ) --travel node adjacency matrix depends on sailable bitmap
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map.ainodes = AI.load( "data/earth/ai_markers.bmp" )
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for k, v in pairs(map.territory) do
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map.territory[k] = Territory.load( "data/earth/"..k..".bmp", k )
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end
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map.sailable = Territory.load( "data/earth/sailable.bmp", "sailable" )
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end
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function map.draw()
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lg.clear( 0, 0, 0, 1 )
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do -- ai nodes
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lg.replaceTransform( Camera.tfTerritory )
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map.ainodes:draw()
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end
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do --territory
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lg.replaceTransform( Camera.tfTerritory )
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lg.setBlendMode( "add" )
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@ -75,6 +68,8 @@ function map.draw()
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lg.setColor( 1, 0, 1, 0.5 )
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map.cities.drawSelected( 22.0 / Camera.zoom )
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map.ainodes:draw()
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end
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do --line stuff
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52
nodes.lua
52
nodes.lua
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@ -5,25 +5,58 @@ local t = {}
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local bmp = require 'bmp'
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local lg = assert( love.graphics )
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function t.load( filename )
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local isSailable
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local function isConnected( startNode, endNode )
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local ix, iy, fx, fy = startNode.x, startNode.y, endNode.x, endNode.y
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if fx < -180 then fx = fx + 180 end
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if fx > 180 then fx = fx - 180 end
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local dx, dy = fx - ix, fy - iy
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local mag = math.sqrt( dx * dx + dy * dy )
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local n = 2 * math.floor( mag )
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dx, dy = 0.5 * dx / mag, 0.5 * dy / mag
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for i = 1, n do
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ix, iy = ix + dx, iy + dy
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if not( isSailable( ix, iy ) ) then return nil end
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end
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return true
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end
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function t.load( filename, sailable )
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isSailable = sailable
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local img, imgd = bmp.load( filename )
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local nodes = { visible = true, points = {}, connections = {}, img = img }
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local nodes = { visible = true, nodes = {}, points = {}, connections = {}, img = img }
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print( "=== Loading Nodes: ===" )
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local n = 1
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for x = 0, 799 do
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for y = 0, 399 do
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if imgd:getPixel( x, 399 - y ) > 0 then
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local long = 360 * ( x - 800 ) / 800 - 360 / 2 + 360
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local lat = 360 * ( 600 / 800 ) * ( 600 - y ) / 600 - 180
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local n = #nodes.points
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nodes.points[n + 1] = long
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nodes.points[n + 2] = lat
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print( long, lat )
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nodes.nodes[n] = {x = long, y = lat}
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nodes.points[ 2 * n - 1 ] = long
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nodes.points[ 2 * n ] = lat
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print( n, long, lat )
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n = n + 1
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end
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end
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end
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for i, srcNode in ipairs( nodes.nodes ) do
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local adjacent = {}
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for j, destNode in ipairs( nodes.nodes ) do
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adjacent[j] = isConnected( srcNode, destNode )
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end
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nodes.connections[i] = adjacent
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end
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print( "=== Nodes Loaded ===" )
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return setmetatable( nodes, {__index = t } )
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end
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@ -36,6 +69,13 @@ function t.draw( nodes )
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lg.setPointSize( 10 )
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lg.setColor( 1, 1, 1, 0.5 )
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lg.points( nodes.points )
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for i, connection in pairs( nodes.connections ) do
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for j in pairs( connection ) do
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local ix, iy, fx, fy = nodes.nodes[i].x, nodes.nodes[i].y, nodes.nodes[j].x, nodes.nodes[j].y
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lg.line( ix, iy, fx, fy )
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end
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end
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end
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function t.drawConnections( nodes )
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@ -21,6 +21,8 @@ function t.load( filename, name )
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img = img,
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imgd = imgd
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}
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if name == "sailable" then t.sailable = territory end
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return setmetatable( territory, {__index = t } )
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end
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@ -31,7 +33,9 @@ end
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function t.getPixel( territory, x, y )
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--ZERO INDEXED
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return territory.img[math.floor( 512 * ( x + 180 ) / 360 ) ][ math.floor( 285 * ( y + 100 ) / 200 ) ]
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local imgx, imgy = math.floor( 512 * ( x + 180 ) / 360 ), math.floor( 285 * ( y + 100 ) / 200 )
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--print( territory.name, imgx, imgy )
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return territory.imgd:getPixel( imgx, imgy )
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end
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function t.toggleVisibility( territory )
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end
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--[[
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0
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20 -- once sailable.bmp is brighter than this, the area is traversable by ships
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60 -- once sailable.bmp and territory.bmp are brighter than this, ships can be placed here
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130 -- if territory.bmp is brighter than this and sailable is darker than 60, structures are placeable.
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0
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20 -- once sailable.bmp is brighter than this, the area is traversable by ships
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60 -- once sailable.bmp and territory.bmp are brighter than this, ships can be placed here
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130 -- if territory.bmp is brighter than this and sailable is darker than 60, structures are placeable.
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SO:
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SAILABLE: 0 (not), 21 (traverse not place), 61 ( traverse and place )
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TERRITORY: 131 ( place land if sailable <= 60 ), 61 ( place sea ), 0
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SO:
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SAILABLE: 0 (not), 21 (traverse not place), 61 ( traverse and place )
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TERRITORY: 131 ( place land if sailable <= 60 ), 61 ( place sea ), 0
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]]
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function t.isSailable( x, y )
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local water = assert( t.sailable )
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if water:getPixel( x, y ) > 20 / 255 then return true end
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return false
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end
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function t.canPlaceShip( territory, x, y )
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end
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function t.canPlaceLand( territory, x, y )
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end
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function t.draw( territory )
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lg.setColor( territory.colour )
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