use super::*;
pub fn render_octopus_avatar_for_identity(
spec: AvatarSpec,
identity: &AvatarIdentity,
background: AvatarBackground,
) -> Result<RgbaImage, AvatarSpecError> {
spec.validate()?;
let width = spec.width as i32;
let height = spec.height as i32;
let center_x = width / 2;
let center_y = (height as f32 * (0.54 + identity.unit_f32(5) * 0.05)) as i32;
let bg = hsl_to_color(185.0 + identity.unit_f32(0) * 70.0, 0.22, 0.92);
let body = hsl_to_color(identity.unit_f32(1) * 360.0, 0.42, 0.58);
let shade = hsl_to_color(identity.unit_f32(2) * 360.0, 0.34, 0.38);
let eye = Color::rgb(28, 26, 38);
let mut image = ImageBuffer::from_pixel(
spec.width,
spec.height,
background_fill(background, bg).into(),
);
let head_rx = (width as f32 * (0.21 + identity.unit_f32(3) * 0.06)) as i32;
let head_ry = (height as f32 * (0.20 + identity.unit_f32(4) * 0.06)) as i32;
draw_background_accent(
&mut image, center_x, center_y, head_rx, head_ry, shade, 0.22, background, identity,
);
draw_filled_ellipse_mut(
&mut image,
(center_x, center_y),
head_rx,
head_ry,
body.into(),
);
let tentacles = 4 + (identity.byte(6) % 3) as i32;
for index in 0..tentacles {
let denominator = (tentacles - 1).max(1);
let x = center_x - head_rx + index * (head_rx * 2 / denominator);
let length =
(head_ry as f32 * (0.42 + identity.unit_f32(7 + index as usize) * 0.35)) as i32;
draw_filled_rect_mut(
&mut image,
Rect::at(x - head_rx / 12, center_y + head_ry / 2)
.of_size((head_rx / 6).max(2) as u32, length.max(2) as u32),
body.into(),
);
draw_filled_circle_mut(
&mut image,
(x, center_y + head_ry / 2 + length),
(head_rx / 10).max(3),
body.into(),
);
}
for side in [-1, 1] {
let ex = center_x + side * head_rx / 3;
let ey = center_y - head_ry / 6;
draw_filled_circle_mut(
&mut image,
(ex, ey),
head_rx / 9,
Color::rgb(255, 255, 248).into(),
);
draw_filled_circle_mut(&mut image, (ex, ey), head_rx / 20, eye.into());
}
let mouth = match identity.byte(14) % 3 {
0 => CreatureMouthStyle::Smile,
1 => CreatureMouthStyle::Flat,
_ => CreatureMouthStyle::Fang,
};
draw_creature_mouth(
&mut image,
FaceLayout {
center_x,
center_y,
head_rx,
head_ry,
},
mouth,
shade,
);
Ok(image)
}