Skip to content

AcresSiteMap.h#

Acres/Source/Acres/AcresSiteMap.h Generated

The map of the site as the simulator has it: a drawn picture made from the layers of the game. The ground surfaces (asphalt, concrete, gravel, grass lanes, grass, dirt, field ground) give the base. The fields get the colour of their crop and an outline. The buildings, the bins and the trees of the scene export (Scouting/obstacles.json) come on top. No aerial image is in it. The HUD shows it in the minimap, in the inset of a replay and in the map of the key M.

A worker thread draws the picture one time, at one pixel for each survey cell of 1.524 m: the regional ground with -DriveRegion (3000 x 3000 pixels), else the tile (1000 x 1000). A second picture has a quarter of the resolution for a view of the whole region. Positions are world metres with X east and Y south.

Get#

The one map of the process. The first call takes the fields of the tile and starts the worker. Game thread.

static FAcresSiteMap& Get();

Bounds#

The ground that the picture covers.

const FBox2D& Bounds() const ;

Pixels#

The pixels in BGRA order, row 0 at the north edge: the full picture and the quarter picture (Width / 4).

const TArray<FColor>& Pixels() const ;

FFieldShape#

struct FFieldShape

A field for the picture: its outline rings, and its crop ("corn", "soybean", "potato", else none).