using Roboto.Memory;
using Serilog;
using TerrainStruct = Roboto.GameOffsets.States.Terrain;
namespace Roboto.Memory.Objects;
///
/// Reads terrain walkability grid from AreaInstance.
/// RemoteObject wrapping the previous TerrainReader logic.
/// Update(areaInstanceAddr) to read terrain.
///
public sealed class Terrain : RemoteObject
{
private uint _cachedTerrainAreaHash;
private WalkabilityGrid? _cachedTerrain;
private bool _wasLoading;
public WalkabilityGrid? Grid { get; private set; }
public int TerrainWidth { get; private set; }
public int TerrainHeight { get; private set; }
public int TerrainCols { get; private set; }
public int TerrainRows { get; private set; }
public int WalkablePercent { get; private set; }
/// Set before Update() to indicate current loading/area state.
public bool IsLoading { get; set; }
public uint AreaHash { get; set; }
public Terrain(MemoryContext ctx) : base(ctx) { }
public void InvalidateCache()
{
_cachedTerrain = null;
_cachedTerrainAreaHash = 0;
}
protected override bool ReadData()
{
var mem = Ctx.Memory;
var offsets = Ctx.Offsets;
if (!offsets.TerrainInline)
{
var terrainListPtr = mem.ReadPointer(Address + offsets.TerrainListOffset);
if (terrainListPtr == 0) return true;
var terrainPtr = mem.ReadPointer(terrainListPtr);
if (terrainPtr == 0) return true;
var dimsPtr = mem.ReadPointer(terrainPtr + offsets.TerrainDimensionsOffset);
if (dimsPtr == 0) return true;
TerrainCols = mem.Read(dimsPtr);
TerrainRows = mem.Read(dimsPtr + 4);
if (TerrainCols > 0 && TerrainCols < 1000 &&
TerrainRows > 0 && TerrainRows < 1000)
{
TerrainWidth = TerrainCols * offsets.SubTilesPerCell;
TerrainHeight = TerrainRows * offsets.SubTilesPerCell;
}
else
{
TerrainCols = 0;
TerrainRows = 0;
}
return true;
}
// Inline mode
var terrainBase = Address + offsets.TerrainListOffset;
var t = mem.Read(terrainBase);
var cols = (int)t.Dimensions.X;
var rows = (int)t.Dimensions.Y;
if (cols <= 0 || cols >= 1000 || rows <= 0 || rows >= 1000)
return true;
TerrainCols = cols;
TerrainRows = rows;
TerrainWidth = cols * offsets.SubTilesPerCell;
TerrainHeight = rows * offsets.SubTilesPerCell;
if (IsLoading)
{
_cachedTerrain = null;
_cachedTerrainAreaHash = 0;
Grid = null;
return true;
}
if (_wasLoading)
{
_cachedTerrain = null;
_cachedTerrainAreaHash = 0;
}
if (_cachedTerrain != null && _cachedTerrainAreaHash == AreaHash)
{
Grid = _cachedTerrain;
WalkablePercent = CalcWalkablePercent(_cachedTerrain);
return true;
}
var gridBegin = t.WalkableGrid.First;
var gridEnd = t.WalkableGrid.Last;
if (gridBegin == 0 || gridEnd <= gridBegin)
return true;
var gridDataSize = (int)(gridEnd - gridBegin);
if (gridDataSize <= 0 || gridDataSize > 16 * 1024 * 1024)
return true;
var bytesPerRow = t.BytesPerRow;
if (bytesPerRow <= 0 || bytesPerRow > 0x10000)
return true;
var gridWidth = cols * offsets.SubTilesPerCell;
var gridHeight = rows * offsets.SubTilesPerCell;
var rawData = mem.ReadBytes(gridBegin, gridDataSize);
if (rawData is null)
return true;
var data = new byte[gridWidth * gridHeight];
for (var row = 0; row < gridHeight; row++)
{
var rowStart = row * bytesPerRow;
for (var col = 0; col < gridWidth; col++)
{
var byteIndex = rowStart + col / 2;
if (byteIndex >= rawData.Length) break;
data[row * gridWidth + col] = (col % 2 == 0)
? (byte)(rawData[byteIndex] & 0x0F)
: (byte)((rawData[byteIndex] >> 4) & 0x0F);
}
}
var grid = new WalkabilityGrid(gridWidth, gridHeight, data);
Grid = grid;
WalkablePercent = CalcWalkablePercent(grid);
_cachedTerrain = grid;
_cachedTerrainAreaHash = AreaHash;
Log.Information("Terrain grid read: {W}x{H} ({Cols}x{Rows} cells), {Pct}% walkable",
gridWidth, gridHeight, cols, rows, WalkablePercent);
return true;
}
/// Update loading edge state. Call after ReadData().
public void UpdateLoadingEdge(bool isLoading)
{
_wasLoading = isLoading;
}
protected override void Clear()
{
Grid = null;
TerrainWidth = 0;
TerrainHeight = 0;
TerrainCols = 0;
TerrainRows = 0;
WalkablePercent = 0;
}
public static int CalcWalkablePercent(WalkabilityGrid grid)
{
var walkable = 0;
for (var i = 0; i < grid.Data.Length; i++)
if (grid.Data[i] != 0) walkable++;
return grid.Data.Length > 0 ? (int)(100L * walkable / grid.Data.Length) : 0;
}
}