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util.lua
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util.lua
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-- util
local CC = require 'cc'
local log = require 'log'
local Util = {}
function Util.smoothstep(A, B, v)
-- see http://sol.gfxile.net/interpolation/
if v > 1.0 then v = 1.0 end
v = (v) * (v) * (3.0 - 2.0 * (v));
return (B * v) + (A * (1.0 - v));
end
function Util.smootherstep(A, B, v)
-- see http://sol.gfxile.net/interpolation/
if v > 1.0 then v = 1.0 end
v = (v) * (v) * (v) * ((v)*((v) * 6.0 - 15.0) + 10.0);
return (B * v) + (A * (1.0 - v));
end
function Util.lerp(start, finish, factor)
-- return start*(1-factor) + finish*factor
-- Precise method, which guarantees start = finish when factor = 1.
-- https://en.wikipedia.org/wiki/Linear_interpolation
if factor > 1.0 then factor = 1.0 end
return (1 - factor) * start + factor * finish;
end
--[[
The opposite of lerp. Instead of a range and a factor, we give a range and a value to find out the factor.
]]
function Util.normalize(start, finish, value)
return (value - start) / (finish - start)
end
--[[
converts a value from the scale [fromMin, fromMax] to a value from the scale[toMin, toMax].
It’s just the normalize and lerp functions working together.
]]
function Util.mapValue(value, fromMin, fromMax, toMin, toMax)
return Util.lerp(toMin, toMax, Util.normalize(fromMin, fromMax, value))
end
function Util.clamp(value, min, max)
return math.min(math.max(value, min), max)
end
-- overlapArea returns the intersection area of two rectangles
function Util.overlapArea(x, y, w, h, X, Y, W, H)
local ox = math.max(0, math.min(x + w, X + W) - math.max(x, X));
local oy = math.max(0, math.min(y + h, Y + H) - math.max(y, Y));
return ox * oy;
end
-- distance finds the length of the hypotenuse between two points
function Util.distance(x, y , X, Y)
local first = math.pow(X - x, 2)
local second = math.pow(Y - y, 2)
return math.sqrt(first + second)
end
function Util.nearEnough(a, b, d)
return math.abs(a-b) < d
end
--[[
function Util.rectContains(X, Y, W, H, x, y, w, h)
if x < X or y < Y then
return false
end
if x + w > X + W then
return false
end
if y + h > Y + H then
return false
end
return true
end
]]
function Util.inRect(x, y, rx, ry, rw, rh)
return x >= rx and y >= ry and x < (rx + rw) and y < (ry + rh)
end
--[[
due to the lack of bit operators in Lua 5.1, it's tricky to use CRC32 to compare
two baizes for any changes. So, we just use two tables that record the length of
each pile
TODO LÖVE uses LuaJIT, which includes bit library
]]
function Util.baizeChanged(old, new)
if (not old) or (not new) then
log.trace('nil passed to baizeChanged')
return true
end
-- assert(type(old)=='table')
-- assert(type(new)=='table')
if #old ~= #new then
return true -- shouldn't ever happen
end
for i = 1, #old do
if old[i] ~= new[i] then return true end
end
return false
end
function Util.getColorFromSetting(s)
local setting = _G.SETTINGS[s]
if not setting then
log.error('No setting called', s)
return 0.5, 0.5, 0.5
end
local col = _G.LSOL_COLORS[setting]
if not col then
log.error('No color for setting', s)
return 0.5, 0.5, 0.5
end
return love.math.colorFromBytes(unpack(col))
end
function Util.setColorFromSetting(s)
love.graphics.setColor(Util.getColorFromSetting(s))
end
function Util.getColorFromName(nam)
local col = _G.LSOL_COLORS[nam]
if not col then
log.error('No color named', nam)
return 0.5, 0.5, 0.5
end
return love.math.colorFromBytes(unpack(col))
end
function Util.setColorFromName(nam)
return love.graphics.setColor(Util.getColorFromName(nam))
end
function Util.getGradientColors(settingName, default, amount)
amount = amount or 0.1
local color = _G.SETTINGS[settingName] or default
local r, g, b, a = love.math.colorFromBytes(unpack(_G.LSOL_COLORS[color]))
local amt = amount + 1.0
local frontColor = {r * amt, g * amt, b * amt, a}
amt = 1.0 - amount
local backColor = {r * amt, g * amt, b * amt, a}
return frontColor, backColor
end
function Util.getForegroundColor(backgroundColor)
if not backgroundColor then
log.error('Unknown color', backgroundColor)
return 'UiForeground'
end
local color = _G.LSOL_COLORS[backgroundColor]
if not color then
log.error('No color', backgroundColor)
return 'UiForeground'
end
local r, g, b = color[1], color[2], color[3]
local foreColor
if r + b + g > 400 then
foreColor = 'UiBackground'
else
foreColor = 'UiForeground'
end
return foreColor
end
function Util.makeCardPairs(tail)
if #tail < 2 then
return {}
end
local cpairs = {}
local c1 = tail[1]
for i = 2, #tail do
local c2 = tail[i]
table.insert(cpairs, {c1, c2})
c1 = c2
end
return cpairs
end
function Util.moveCard(src, dst)
local c = src:pop()
if c then
if dst.category == 'Foundation' then
Util.play('move2')
else
Util.play('move1')
end
dst:push(c)
src:flipUpExposedCard()
end
return c
end
function Util.moveCardByOrd(src, dst, ord)
local c = src:disinterOneCardByOrd(ord)
if c then
return Util.moveCard(src, dst)
else
log.error('Cannot find card', ord)
end
return nil
end
function Util.moveCardByOrdAndSuit(src, dst, ord, suit)
local c = src:disinterOneCard(ord, suit)
if c then
return Util.moveCard(src, dst)
else
log.error('Cannot find card', ord, suit)
end
return nil
end
--[[
function Util.moveCards(src, idx, dst)
local tmp = {}
while #src.cards >= idx do
table.insert(tmp, src:pop())
end
if dst.category == 'Foundation' or dst.category == 'Discard' then
Util.play('move2')
elseif #tmp > 1 then
Util.play('move4')
else
Util.play('move1')
end
while #tmp > 0 do
dst:push(table.remove(tmp))
end
src:flipUpExposedCard()
end
]]
function Util.moveCards2(card, dst)
local tmp = {}
local src = card.parent
while true do
local c = src:pop()
if c == nil then
log.error('Cannot find card', card)
end
table.insert(tmp, c)
if c == card then
break
end
end
if #tmp > 0 then
Util.play('move4')
while #tmp > 0 do
dst:push(table.remove(tmp))
end
end
src:flipUpExposedCard()
end
function Util.findHomesForTail(tail)
local homes = {} -- {dst=<pile>, weight=<number>}
for _, card in ipairs(tail) do
if card.prone then
return homes
end
end
local pileTypesToCheck = {_G.BAIZE.foundations, _G.BAIZE.tableaux, _G.BAIZE.cells}
-- TODO adding discards here didn't move completed tail to discard
local card = tail[1]
local src = card.parent
-- the following two checks should have already been made
-- can the tail be moved in general?
if src:moveTailError(tail) then
log.error('Pile:tailMoveError')
return homes
end
-- is the tail conformant enough to move?
if _G.BAIZE.script:moveTailError(tail) then
log.error('script:tailMoveError')
return homes
end
for _, piles in ipairs(pileTypesToCheck) do
for _, dst in ipairs(piles) do
if dst ~= src then
local err = dst:acceptTailError(tail)
if not err then
local home = {dst=dst, weight=#dst.cards}
if #dst.cards == 0 then
--[[
if #dst.cards == 0 and #tail.tail == #src.cards then
if src.label == dst.label then
if src.category == dst.category then
movable = false
end
end
end
if #tail.tail == #src.cards then
if src.label == dst.label then
if src.category == dst.category then
home = nil
end
end
end
]]
if not dst.label then
-- filling an empty pile can be a poor move
home.weight = 0
end
else
if card.suit == dst:peek().suit then
-- spider
home.weight = home.weight + 26 -- magic number
end
end
if dst.category == 'Foundation' then
home.weight = home.weight + 52 -- magic number
end
table.insert(homes, home)
end
end
end
end
return homes
end
function Util.unsortedPairs(tail, fn)
if #tail < 2 then
return 0
end
local unsorted = 0
local cpairs = Util.makeCardPairs(tail)
for _, cpair in ipairs(cpairs) do
if CC.EitherProne(cpair) then
unsorted = unsorted + 1
else
local err = fn(cpair)
if err then
unsorted = unsorted + 1
end
end
end
return unsorted
end
function Util.play(name)
if _G.SETTINGS.muteSounds then
return
end
-- _G.LSOL_SOUNDS[name]:seek(0)
-- love.audio.stop()
if _G.LSOL_SOUNDS[name] then
love.audio.play(_G.LSOL_SOUNDS[name])
else
log.error('no sound for', name)
end
end
function Util.orientation()
local _, _, safew, safeh = love.window.getSafeArea()
if safew > safeh then
return 'landscape'
elseif safeh > safew then
return 'portrait'
else
return 'square'
end
end
function Util.minFanFactor()
return 0.16666
end
function Util.maxFanFactor()
if _G.SETTINGS.simpleCards then
return 0.35
else
return 0.28
end
end
function Util.cardTextureId(ord, suit)
return string.format('%02u%s', ord, suit)
end
-- function Util.shortStringToOrdinal(ss)
-- for i, s in ipairs({"?", "A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K"}) do
-- if ss == s then
-- return i
-- end
-- end
-- log.error("Unknown short string", ss)
-- return 0
-- end
---format seconds for status bar and statistics
---@param s number
---@return string
function Util.formatSeconds(s)
if s == 0 then
return '0s'
end
local min = s / 60
local sec = s % 60
if min < 1 then
return string.format('%ds', sec)
else
return string.format('%dm %ds', min, sec)
end
end
return Util