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; } }