This commit is contained in:
Boki 2026-02-16 13:18:04 -05:00
parent 2d6a6bd3a1
commit d80e723b94
28 changed files with 1801 additions and 352 deletions

View file

@ -7,22 +7,57 @@ namespace Poe2Trade.Navigation;
public class WorldMap : IDisposable
{
private readonly MinimapConfig _config;
private readonly Mat _canvas;
private readonly Mat _confidence; // CV_16SC1: per-pixel wall confidence counter
private Mat _canvas;
private Mat _confidence; // CV_16SC1: per-pixel wall confidence counter
private int _canvasSize;
private MapPosition _position;
private int _frameCount;
private int _consecutiveMatchFails;
private Mat? _prevWallMask; // for frame deduplication
private readonly PathFinder _pathFinder = new();
public MapPosition Position => _position;
public bool LastMatchSucceeded { get; private set; }
public int CanvasSize => _canvasSize;
private const int GrowMargin = 500;
private const int GrowAmount = 2000; // 1000px added per side
public WorldMap(MinimapConfig config)
{
_config = config;
_canvas = new Mat(config.CanvasSize, config.CanvasSize, MatType.CV_8UC1, Scalar.Black);
_confidence = new Mat(config.CanvasSize, config.CanvasSize, MatType.CV_16SC1, Scalar.Black);
_position = new MapPosition(config.CanvasSize / 2.0, config.CanvasSize / 2.0);
_canvasSize = config.CanvasSize;
_canvas = new Mat(_canvasSize, _canvasSize, MatType.CV_8UC1, Scalar.Black);
_confidence = new Mat(_canvasSize, _canvasSize, MatType.CV_16SC1, Scalar.Black);
_position = new MapPosition(_canvasSize / 2.0, _canvasSize / 2.0);
}
private void EnsureCapacity()
{
var x = (int)Math.Round(_position.X);
var y = (int)Math.Round(_position.Y);
if (x >= GrowMargin && y >= GrowMargin &&
x < _canvasSize - GrowMargin && y < _canvasSize - GrowMargin)
return;
var oldSize = _canvasSize;
var newSize = oldSize + GrowAmount;
var offset = GrowAmount / 2;
var newCanvas = new Mat(newSize, newSize, MatType.CV_8UC1, Scalar.Black);
var newConf = new Mat(newSize, newSize, MatType.CV_16SC1, Scalar.Black);
using (var dst = new Mat(newCanvas, new Rect(offset, offset, oldSize, oldSize)))
_canvas.CopyTo(dst);
using (var dst = new Mat(newConf, new Rect(offset, offset, oldSize, oldSize)))
_confidence.CopyTo(dst);
_canvas.Dispose();
_confidence.Dispose();
_canvas = newCanvas;
_confidence = newConf;
_canvasSize = newSize;
_position = new MapPosition(_position.X + offset, _position.Y + offset);
Log.Information("Canvas grown: {Old}→{New}, offset={Offset}", oldSize, newSize, offset);
}
/// <summary>
@ -31,6 +66,7 @@ public class WorldMap : IDisposable
/// </summary>
public MapPosition MatchAndStitch(Mat classifiedMat, Mat wallMask, MinimapMode mode = MinimapMode.Overlay)
{
EnsureCapacity();
var sw = Stopwatch.StartNew();
_frameCount++;
@ -44,35 +80,10 @@ public class WorldMap : IDisposable
var wallCountBefore = Cv2.CountNonZero(wallMask);
// Block-based noise filter: only needed for overlay (game effects bleed through)
// Skip during warmup — we need walls to seed the canvas, confidence handles noise
if (!isCorner && !needsBootstrap)
{
var cleanFraction = FilterNoisyBlocks(wallMask, classifiedMat);
if (cleanFraction < 0.25)
{
Log.Information("Noise filter: {Clean:P0} clean, skipping ({Ms:F1}ms)",
cleanFraction, sw.Elapsed.TotalMilliseconds);
return _position;
}
}
if (ShouldSkipFrame(classifiedMat, wallMask, isCorner, needsBootstrap, sw))
return _position;
var wallCountAfter = Cv2.CountNonZero(wallMask);
// Frame deduplication: skip if minimap hasn't scrolled yet (but always allow warmup through)
if (!needsBootstrap && _prevWallMask != null && _frameCount > 1)
{
using var xor = new Mat();
Cv2.BitwiseXor(wallMask, _prevWallMask, xor);
var changedPixels = Cv2.CountNonZero(xor);
if (changedPixels < _config.FrameChangeThreshold)
{
Log.Debug("Frame dedup: {Changed} changed pixels, skipping ({Ms:F1}ms)",
changedPixels, sw.Elapsed.TotalMilliseconds);
return _position;
}
}
var dedupMs = sw.Elapsed.TotalMilliseconds;
// Store current wall mask for next frame's dedup check
@ -83,6 +94,7 @@ public class WorldMap : IDisposable
if (needsBootstrap)
{
StitchWithConfidence(classifiedMat, _position, boosted: true, mode: mode);
PaintExploredCircle(_position);
if (_consecutiveMatchFails >= 30)
{
Log.Information("Re-bootstrap: mode={Mode} pos=({X:F1},{Y:F1}) frameSize={FS} walls={W} stitch={Ms:F1}ms",
@ -118,6 +130,7 @@ public class WorldMap : IDisposable
_position = matched;
var stitchStart = sw.Elapsed.TotalMilliseconds;
StitchWithConfidence(classifiedMat, _position, boosted: false, mode: mode);
PaintExploredCircle(_position);
var stitchMs = sw.Elapsed.TotalMilliseconds - stitchStart;
var posDx = _position.X - prevPos.X;
@ -127,6 +140,41 @@ public class WorldMap : IDisposable
return _position;
}
/// <summary>
/// Noise filter + frame deduplication. Returns true if the frame should be skipped.
/// </summary>
private bool ShouldSkipFrame(Mat classifiedMat, Mat wallMask, bool isCorner, bool needsBootstrap, Stopwatch sw)
{
// Block-based noise filter: only needed for overlay (game effects bleed through)
// Skip during warmup — we need walls to seed the canvas, confidence handles noise
if (!isCorner && !needsBootstrap)
{
var cleanFraction = FilterNoisyBlocks(wallMask, classifiedMat);
if (cleanFraction < 0.25)
{
Log.Information("Noise filter: {Clean:P0} clean, skipping ({Ms:F1}ms)",
cleanFraction, sw.Elapsed.TotalMilliseconds);
return true;
}
}
// Frame deduplication: skip if minimap hasn't scrolled yet (but always allow warmup through)
if (!needsBootstrap && _prevWallMask != null && _frameCount > 1)
{
using var xor = new Mat();
Cv2.BitwiseXor(wallMask, _prevWallMask, xor);
var changedPixels = Cv2.CountNonZero(xor);
if (changedPixels < _config.FrameChangeThreshold)
{
Log.Debug("Frame dedup: {Changed} changed pixels, skipping ({Ms:F1}ms)",
changedPixels, sw.Elapsed.TotalMilliseconds);
return true;
}
}
return false;
}
private MapPosition? MatchPosition(Mat wallMask, MapPosition estimate)
{
var frameSize = wallMask.Width;
@ -143,8 +191,8 @@ public class WorldMap : IDisposable
// Clamp to canvas bounds
var sx0 = Math.Max(0, sx);
var sy0 = Math.Max(0, sy);
var sx1 = Math.Min(_config.CanvasSize, sx + searchSize);
var sy1 = Math.Min(_config.CanvasSize, sy + searchSize);
var sx1 = Math.Min(_canvasSize, sx + searchSize);
var sy1 = Math.Min(_canvasSize, sy + searchSize);
var sw = sx1 - sx0;
var sh = sy1 - sy0;
@ -213,8 +261,8 @@ public class WorldMap : IDisposable
var srcY = Math.Max(0, -canvasY);
var dstX = Math.Max(0, canvasX);
var dstY = Math.Max(0, canvasY);
var w = Math.Min(frameSize - srcX, _config.CanvasSize - dstX);
var h = Math.Min(frameSize - srcY, _config.CanvasSize - dstY);
var w = Math.Min(frameSize - srcX, _canvasSize - dstX);
var h = Math.Min(frameSize - srcY, _canvasSize - dstY);
if (w <= 0 || h <= 0) return;
@ -300,16 +348,23 @@ public class WorldMap : IDisposable
}
}
// Mark explored area: circle around player, overwrite Unknown and Fog
}
/// <summary>
/// Mark explored area: circle around player position, overwrite Unknown and Fog cells.
/// Called by MatchAndStitch after stitch in both bootstrap and match-success branches.
/// </summary>
private void PaintExploredCircle(MapPosition position)
{
var pcx = (int)Math.Round(position.X);
var pcy = (int)Math.Round(position.Y);
var r = _config.ExploredRadius;
var r2 = r * r;
var y0 = Math.Max(0, pcy - r);
var y1 = Math.Min(_config.CanvasSize - 1, pcy + r);
var y1 = Math.Min(_canvasSize - 1, pcy + r);
var x0 = Math.Max(0, pcx - r);
var x1 = Math.Min(_config.CanvasSize - 1, pcx + r);
var x1 = Math.Min(_canvasSize - 1, pcx + r);
for (var y = y0; y <= y1; y++)
for (var x = x0; x <= x1; x++)
@ -363,140 +418,8 @@ public class WorldMap : IDisposable
return totalBlocks > 0 ? (double)cleanBlocks / totalBlocks : 1.0;
}
/// <summary>
/// BFS through walkable (Explored) cells to find the best frontier direction.
/// Instead of stopping at the nearest frontier, runs the full BFS and counts
/// frontier cells reachable per first-step direction. Prefers directions with
/// more frontier cells (corridors) over directions with few (dead-end rooms).
/// </summary>
public (double dirX, double dirY)? FindNearestUnexplored(MapPosition pos, int searchRadius = 400)
{
var cx = (int)Math.Round(pos.X);
var cy = (int)Math.Round(pos.Y);
// BFS at half resolution for speed (step=2 → ~200x200 effective grid for r=400)
const int step = 2;
var size = _config.CanvasSize;
var rr = searchRadius / step;
var gridW = 2 * rr + 1;
var visited = new bool[gridW * gridW];
// Propagate first step from start during BFS (avoids per-frontier trace-back)
var firstStepX = new short[gridW * gridW];
var firstStepY = new short[gridW * gridW];
var queue = new Queue<(int gx, int gy)>(4096);
var startGx = rr;
var startGy = rr;
visited[startGy * gridW + startGx] = true;
queue.Enqueue((startGx, startGy));
// 8-connected neighbors
ReadOnlySpan<int> dxs = [-1, 0, 1, -1, 1, -1, 0, 1];
ReadOnlySpan<int> dys = [-1, -1, -1, 0, 0, 1, 1, 1];
// Count frontier cells per first-step direction
var frontierCounts = new Dictionary<int, int>();
var firstStepCoords = new Dictionary<int, (short gx, short gy)>();
while (queue.Count > 0)
{
var (gx, gy) = queue.Dequeue();
// Map grid coords back to canvas coords
var wx = cx + (gx - rr) * step;
var wy = cy + (gy - rr) * step;
// Check if this explored cell borders Unknown/Fog (= frontier)
if (gx != startGx || gy != startGy)
{
var cellIdx = gy * gridW + gx;
for (var d = 0; d < 8; d++)
{
var nx = wx + dxs[d] * step;
var ny = wy + dys[d] * step;
if (nx < 0 || nx >= size || ny < 0 || ny >= size) continue;
var neighbor = _canvas.At<byte>(ny, nx);
if (neighbor == (byte)MapCell.Unknown || neighbor == (byte)MapCell.Fog)
{
var fsKey = firstStepY[cellIdx] * gridW + firstStepX[cellIdx];
if (frontierCounts.TryGetValue(fsKey, out var cnt))
frontierCounts[fsKey] = cnt + 1;
else
{
frontierCounts[fsKey] = 1;
firstStepCoords[fsKey] = (firstStepX[cellIdx], firstStepY[cellIdx]);
}
break; // don't double-count this cell
}
}
}
// Expand to walkable neighbors
for (var d = 0; d < 8; d++)
{
var ngx = gx + dxs[d];
var ngy = gy + dys[d];
if (ngx < 0 || ngx >= gridW || ngy < 0 || ngy >= gridW) continue;
var idx = ngy * gridW + ngx;
if (visited[idx]) continue;
var nwx = cx + (ngx - rr) * step;
var nwy = cy + (ngy - rr) * step;
if (nwx < 0 || nwx >= size || nwy < 0 || nwy >= size) continue;
var cell = _canvas.At<byte>(nwy, nwx);
if (cell != (byte)MapCell.Explored) continue;
visited[idx] = true;
// Propagate first step: direct neighbors of start ARE the first step
if (gx == startGx && gy == startGy)
{
firstStepX[idx] = (short)ngx;
firstStepY[idx] = (short)ngy;
}
else
{
var parentIdx = gy * gridW + gx;
firstStepX[idx] = firstStepX[parentIdx];
firstStepY[idx] = firstStepY[parentIdx];
}
queue.Enqueue((ngx, ngy));
}
}
if (frontierCounts.Count == 0)
{
Log.Information("BFS: no reachable frontier within {Radius}px", searchRadius);
return null;
}
// Pick direction with the most frontier cells (prefers corridors over dead ends)
var bestKey = -1;
var bestCount = 0;
foreach (var (key, count) in frontierCounts)
{
if (count > bestCount)
{
bestCount = count;
bestKey = key;
}
}
var (bestGx, bestGy) = firstStepCoords[bestKey];
var dirX = (double)(bestGx - startGx);
var dirY = (double)(bestGy - startGy);
var len = Math.Sqrt(dirX * dirX + dirY * dirY);
if (len < 0.001) return (1, 0);
dirX /= len;
dirY /= len;
Log.Debug("BFS: {DirCount} directions, best={Best} frontier cells, dir=({Dx:F2},{Dy:F2})",
frontierCounts.Count, bestCount, dirX, dirY);
return (dirX, dirY);
}
=> _pathFinder.FindNearestUnexplored(_canvas, _canvasSize, pos, searchRadius);
public byte[] GetMapSnapshot()
{
@ -510,8 +433,8 @@ public class WorldMap : IDisposable
var cy = (int)Math.Round(center.Y);
var half = viewSize / 2;
var x0 = Math.Clamp(cx - half, 0, _config.CanvasSize - viewSize);
var y0 = Math.Clamp(cy - half, 0, _config.CanvasSize - viewSize);
var x0 = Math.Clamp(cx - half, 0, _canvasSize - viewSize);
var y0 = Math.Clamp(cy - half, 0, _canvasSize - viewSize);
var roi = new Mat(_canvas, new Rect(x0, y0, viewSize, viewSize));
using var colored = new Mat(viewSize, viewSize, MatType.CV_8UC3, new Scalar(23, 17, 13));
@ -538,11 +461,14 @@ public class WorldMap : IDisposable
public void Reset()
{
_canvas.SetTo(Scalar.Black);
_confidence.SetTo(Scalar.Black);
_canvas.Dispose();
_confidence.Dispose();
_canvasSize = _config.CanvasSize;
_canvas = new Mat(_canvasSize, _canvasSize, MatType.CV_8UC1, Scalar.Black);
_confidence = new Mat(_canvasSize, _canvasSize, MatType.CV_16SC1, Scalar.Black);
_prevWallMask?.Dispose();
_prevWallMask = null;
_position = new MapPosition(_config.CanvasSize / 2.0, _config.CanvasSize / 2.0);
_position = new MapPosition(_canvasSize / 2.0, _canvasSize / 2.0);
_frameCount = 0;
_consecutiveMatchFails = 0;
}
@ -565,8 +491,8 @@ public class WorldMap : IDisposable
var cy = (int)Math.Round(_position.Y);
var x0 = Math.Max(0, cx - halfClear);
var y0 = Math.Max(0, cy - halfClear);
var w = Math.Min(_config.CanvasSize, cx + halfClear) - x0;
var h = Math.Min(_config.CanvasSize, cy + halfClear) - y0;
var w = Math.Min(_canvasSize, cx + halfClear) - x0;
var h = Math.Min(_canvasSize, cy + halfClear) - y0;
if (w > 0 && h > 0)
{
var rect = new Rect(x0, y0, w, h);