拿阳间的东西重写了一遍渲染 init

This commit is contained in:
shenjack 2024-05-24 00:16:22 +08:00
parent 30b4595df3
commit e168fdb8fb
Signed by: shenjack
GPG Key ID: 7B1134A979775551
3 changed files with 79 additions and 46 deletions

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@ -422,18 +422,21 @@ impl PySR1Ship {
/// 通过 part_id 获取 part_data
///
/// 当然, 支持重叠 ID
fn find_part_by_id(&self, part_id: IdType) -> Vec<SR1PartData> {
fn find_part_by_id(&self, part_id: IdType) -> Vec<PySR1PartData> {
// 先搜链接到的部件
// 这里的代码是 GitHub Copilot 帮我优化的
// 赞美 GitHub Copilot !()
let unconnected = self.ship.disconnected.as_ref().map_or(vec![], |disconnected| {
disconnected.iter()
.flat_map(|(group, _)| group.iter())
.filter(|part| part.id == part_id)
.collect()
disconnected.iter().flat_map(|(group, _)| group.iter()).filter(|part| part.id == part_id).collect()
});
// 然后通过一个 chain 直接把他链接到这边
self.ship.parts.iter().filter(|x| x.id == part_id).chain(unconnected).cloned().collect()
self.ship
.parts
.iter()
.filter(|x| x.id == part_id)
.chain(unconnected)
.map(|raw_data| PySR1PartData { data: raw_data.clone() })
.collect()
}
fn save(&self, file_path: String, save_status: Option<PySaveStatus>) -> PyResult<()> {

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@ -16,7 +16,7 @@ from Difficult_Rocket.api.types import Options, Version
from lib_not_dr import loggers
DR_rust_version = Version("0.3.5") # DR_mod 的 Rust 编写部分的兼容版本
DR_rust_version = Version("0.3.6") # DR_mod 的 Rust 编写部分的兼容版本
logger = loggers.config.get_logger_from_old("client.dr_game", "client")

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@ -133,10 +133,10 @@ class SR1ShipRender(BaseScreen):
self.ship_name: Optional[str] = None
# List/Dict data
self.parts_sprite: Dict[int, List[Sprite]] = {}
self.part_sprites: Dict[int, List[Sprite]] = {}
self.part_box_dict: Dict[int, Rectangle] = {}
self.part_line_box: Dict[int, List[Line]] = {}
self.part_line_list: List[Line] = []
self.part_outlines: Dict[int, List[Line]] = {}
self.connection_lines: List[Line] = []
if DR_mod_runtime.use_DR_rust:
self.rust_parts = None
@ -283,39 +283,69 @@ class SR1ShipRender(BaseScreen):
self.status.draw_done = False
# rust 渲染
if DR_mod_runtime.use_DR_rust:
# 2 先渲染
# 6 后渲染
# 保证部件不会遮盖住连接线
part_group = Group(2, parent=self.part_group)
line_group = Group(6, parent=self.part_group)
# 渲染连接的部件
part_group = Group(6, parent=self.part_group)
line_group = Group(5, parent=self.part_group)
for part_type, part_data in self.rust_ship.as_list():
# 渲染部件
part_sprite, part_line_box = self.part_render_init(
part_data, part_type, part_group, line_group, self.main_batch
)
self.part_sprites[part_data.id] = part_sprite
self.part_outlines[part_data.id] = part_line_box
# TODO: 连接线渲染
count += 2
if count >= draw_batch:
yield count
count = 0
# 渲染未连接的部件
connect_line_group = Group(7, parent=self.part_group)
for connect in self.rust_ship.connections().get_raw_data():
# 连接线
# parent_part_data = cache[connect[2]][0][1]
# child_part_data = cache[connect[3]][0][1]
# color = (
# random.randrange(100, 255),
# random.randrange(0, 255),
# random.randrange(0, 255),
# 255,
# )
# self.part_line_list.append(
# Line(
# x=parent_part_data.x * 60,
# y=parent_part_data.y * 60,
# x2=child_part_data.x * 60,
# y2=child_part_data.y * 60,
# batch=self.main_batch,
# group=connect_line_group,
# width=1,
# color=color,
# )
# )
count += 1
if count >= draw_batch * 3:
count = 0
for part_group, part_connections in self.rust_ship.disconnected_parts():
for part_type, part_data in part_group[0]:
# 未连接的需要同时把连接线也给渲染了
# TODO: 连接线渲染
part_sprite, part_line_box = self.part_render_init(
part_data, part_type, part_group, line_group, self.main_batch
)
# 未连接的部件透明度降低
part_sprite.opacity = 100
self.part_sprites[part_data.id] = part_sprite
self.part_outlines[part_data.id] = part_line_box
count += 2
if count >= draw_batch:
yield count
count = 0
# for connect in self.rust_ship.connections().get_raw_data():
# # 连接线
# # parent_part_data = cache[connect[2]][0][1]
# # child_part_data = cache[connect[3]][0][1]
# # color = (
# # random.randrange(100, 255),
# # random.randrange(0, 255),
# # random.randrange(0, 255),
# # 255,
# # )
# # self.part_line_list.append(
# # Line(
# # x=parent_part_data.x * 60,
# # y=parent_part_data.y * 60,
# # x2=child_part_data.x * 60,
# # y2=child_part_data.y * 60,
# # batch=self.main_batch,
# # group=connect_line_group,
# # width=1,
# # color=color,
# # )
# # )
# count += 1
# if count >= draw_batch * 3:
# count = 0
# yield count
self.status.draw_done = True
raise GeneratorExit
@ -327,9 +357,9 @@ class SR1ShipRender(BaseScreen):
self.status.draw_done = False
logger.info(sr_tr().sr1.ship.ship.load().format(self.ship_name), tag="ship")
start_time = time.perf_counter_ns()
self.parts_sprite: Dict[int, Sprite] = {}
self.part_line_box = {}
self.part_line_list = []
self.part_sprites: Dict[int, Sprite] = {}
self.part_outlines: Dict[int, List[Line]] = {}
self.connection_lines: List[Line] = []
self.group_camera.reset()
# 调用生成器 减少卡顿
try:
@ -467,7 +497,7 @@ class SR1ShipRender(BaseScreen):
self.logger.info(f"sr1 mouse {self.status.draw_mouse_d_pos}")
elif command.find("ship"):
if self.status.draw_done:
for index, sprite in self.parts_sprite.items():
for index, sprite in self.part_sprites.items():
sprite.visible = not sprite.visible
elif command.find("get_buf"):
@ -510,7 +540,7 @@ class SR1ShipRender(BaseScreen):
return
img = Image.new("RGBA", img_size)
part_data = self.rust_ship.as_dict()
for part, sprites in self.parts_sprite.items():
for part, sprites in self.part_sprites.items():
for index, sprite in enumerate(sprites):
sprite_img = sprite.image
print(