using System.Diagnostics;
using OpenCvSharp;
using Serilog;
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 MapPosition _position;
private int _frameCount;
private int _consecutiveMatchFails;
private Mat? _prevWallMask; // for frame deduplication
public MapPosition Position => _position;
public bool LastMatchSucceeded { get; private set; }
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);
}
///
/// Match current wall mask against the accumulated map to find position,
/// then stitch walls and paint explored area.
///
public MapPosition MatchAndStitch(Mat classifiedMat, Mat wallMask)
{
var sw = Stopwatch.StartNew();
_frameCount++;
var needsBootstrap = _frameCount <= _config.WarmupFrames || _consecutiveMatchFails >= 30;
// Block-based noise filter: zero out 50×50 blocks with >25% wall density
// Removes localized glow (waypoints, effects) while preserving real walls
var cleanFraction = FilterNoisyBlocks(wallMask, classifiedMat);
if (cleanFraction < 0.25 && !needsBootstrap)
{
Log.Information("Noise filter: {Clean:P0} clean, skipping ({Ms:F1}ms)",
cleanFraction, sw.Elapsed.TotalMilliseconds);
return _position;
}
// Frame deduplication: skip if minimap hasn't scrolled yet
if (_prevWallMask != null && _frameCount > 1)
{
using var xor = new Mat();
Cv2.BitwiseXor(wallMask, _prevWallMask, xor);
var changedPixels = Cv2.CountNonZero(xor);
if (changedPixels < _config.FrameChangeThreshold)
{
Log.Information("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
_prevWallMask?.Dispose();
_prevWallMask = wallMask.Clone();
// Warmup / re-bootstrap: stitch at current position to seed the canvas
if (needsBootstrap)
{
StitchWithConfidence(classifiedMat, _position, boosted: true);
if (_consecutiveMatchFails >= 30)
{
Log.Information("Re-bootstrap: stitching at current position after {Fails} match failures ({Ms:F1}ms)",
_consecutiveMatchFails, sw.Elapsed.TotalMilliseconds);
_consecutiveMatchFails = 0;
}
else
{
Log.Information("Warmup frame {N}/{Total}: stitch={Ms:F1}ms",
_frameCount, _config.WarmupFrames, sw.Elapsed.TotalMilliseconds);
}
return _position;
}
// Match wallMask against canvas to find best position
var matchStart = sw.Elapsed.TotalMilliseconds;
var matched = MatchPosition(wallMask, _position);
var matchMs = sw.Elapsed.TotalMilliseconds - matchStart;
if (matched == null)
{
_consecutiveMatchFails++;
LastMatchSucceeded = false;
Log.Information("MatchAndStitch: dedup={Dedup:F1}ms match={Match:F1}ms (FAILED x{Fails}) total={Total:F1}ms",
dedupMs, matchMs, _consecutiveMatchFails, sw.Elapsed.TotalMilliseconds);
return _position; // don't stitch — wrong position would corrupt the canvas
}
_consecutiveMatchFails = 0;
LastMatchSucceeded = true;
_position = matched;
var stitchStart = sw.Elapsed.TotalMilliseconds;
StitchWithConfidence(classifiedMat, _position, boosted: false);
var stitchMs = sw.Elapsed.TotalMilliseconds - stitchStart;
Log.Information("MatchAndStitch: dedup={Dedup:F1}ms match={Match:F1}ms stitch={Stitch:F1}ms total={Total:F1}ms",
dedupMs, matchMs, stitchMs, sw.Elapsed.TotalMilliseconds);
return _position;
}
private MapPosition? MatchPosition(Mat wallMask, MapPosition estimate)
{
var frameSize = wallMask.Width;
var searchPad = _config.MatchSearchRadius;
var searchSize = frameSize + 2 * searchPad;
var cx = (int)Math.Round(estimate.X);
var cy = (int)Math.Round(estimate.Y);
// Search region on canvas (centered on estimate)
var sx = cx - searchSize / 2;
var sy = cy - searchSize / 2;
// 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 sw = sx1 - sx0;
var sh = sy1 - sy0;
// Search region must be larger than template
if (sw <= frameSize || sh <= frameSize)
return null;
// Extract search ROI and convert to binary wall mask
using var searchRoi = new Mat(_canvas, new Rect(sx0, sy0, sw, sh));
using var canvasWalls = new Mat();
Cv2.Compare(searchRoi, new Scalar((byte)MapCell.Wall), canvasWalls, CmpType.EQ);
// Check if canvas has enough walls to match against
var canvasWallCount = Cv2.CountNonZero(canvasWalls);
var frameWallCount = Cv2.CountNonZero(wallMask);
if (canvasWallCount < 50)
{
Log.Information("Match fail: too few canvas walls ({CanvasWalls}) frame walls={FrameWalls}",
canvasWallCount, frameWallCount);
return null;
}
// Template match: find where frame's walls best align with canvas walls
using var result = new Mat();
Cv2.MatchTemplate(canvasWalls, wallMask, result, TemplateMatchModes.CCoeffNormed);
Cv2.MinMaxLoc(result, out _, out var maxVal, out _, out var maxLoc);
if (maxVal < _config.MatchConfidence)
{
Log.Information("Match fail: low confidence {Conf:F3} (need {Min:F2}) canvas={CanvasWalls} frame={FrameWalls}",
maxVal, _config.MatchConfidence, canvasWallCount, frameWallCount);
return null;
}
// Convert match position to world coordinates
// maxLoc is the top-left of the template in the search ROI
var matchX = sx0 + maxLoc.X + frameSize / 2.0;
var matchY = sy0 + maxLoc.Y + frameSize / 2.0;
Log.Debug("Map match: ({X:F1}, {Y:F1}) conf={Conf:F3} canvas={CanvasWalls} frame={FrameWalls}",
matchX, matchY, maxVal, canvasWallCount, frameWallCount);
return new MapPosition(matchX, matchY);
}
private void StitchWithConfidence(Mat classifiedMat, MapPosition position, bool boosted)
{
var halfSize = _config.CaptureSize / 2;
var canvasX = (int)Math.Round(position.X) - halfSize;
var canvasY = (int)Math.Round(position.Y) - halfSize;
// Clamp to canvas bounds
var srcX = Math.Max(0, -canvasX);
var srcY = Math.Max(0, -canvasY);
var dstX = Math.Max(0, canvasX);
var dstY = Math.Max(0, canvasY);
var w = Math.Min(_config.CaptureSize - srcX, _config.CanvasSize - dstX);
var h = Math.Min(_config.CaptureSize - srcY, _config.CanvasSize - dstY);
if (w <= 0 || h <= 0) return;
var srcRect = new Rect(srcX, srcY, w, h);
var dstRect = new Rect(dstX, dstY, w, h);
var srcRoi = new Mat(classifiedMat, srcRect);
var dstRoi = new Mat(_canvas, dstRect);
var confRoi = new Mat(_confidence, dstRect);
var confInc = (short)_config.ConfidenceInc;
var confDec = (short)_config.ConfidenceDec;
var confThreshold = (short)_config.ConfidenceThreshold;
var confMax = (short)_config.ConfidenceMax;
// Wall pixels: increase confidence. Non-wall pixels in visible area: decay confidence.
// Real walls accumulate high confidence (40) and survive brief non-confirmation during
// movement. Transient noise (waypoint glow, effects) only reaches moderate confidence
// and gets removed as it decays.
for (var row = 0; row < h; row++)
for (var col = 0; col < w; col++)
{
var srcVal = srcRoi.At(row, col);
var conf = confRoi.At(row, col);
if (srcVal == (byte)MapCell.Wall)
{
conf = boosted
? confMax
: Math.Min((short)(conf + confInc), confMax);
}
else if (conf > 0)
{
// Visible area, not a wall → slow decay
conf = Math.Max((short)(conf - confDec), (short)0);
}
else
{
continue; // nothing to update
}
confRoi.Set(row, col, conf);
if (conf >= confThreshold)
dstRoi.Set(row, col, (byte)MapCell.Wall);
else if (dstRoi.At(row, col) == (byte)MapCell.Wall)
dstRoi.Set(row, col, (byte)MapCell.Explored); // lost confidence → demote
}
// Mark explored area: circle around player, only overwrite Unknown
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 x0 = Math.Max(0, pcx - r);
var x1 = Math.Min(_config.CanvasSize - 1, pcx + r);
for (var y = y0; y <= y1; y++)
for (var x = x0; x <= x1; x++)
{
var dx = x - pcx;
var dy = y - pcy;
if (dx * dx + dy * dy > r2) continue;
if (_canvas.At(y, x) == (byte)MapCell.Unknown)
_canvas.Set(y, x, (byte)MapCell.Explored);
}
}
///
/// Zero out 50×50 blocks where wall density exceeds 25%.
/// Modifies wallMask and classifiedMat in-place.
/// Returns fraction of blocks that are clean (0.0–1.0).
///
private static double FilterNoisyBlocks(Mat wallMask, Mat classifiedMat,
int blockSize = 50, double blockMaxDensity = 0.25)
{
var rows = wallMask.Rows;
var cols = wallMask.Cols;
var totalBlocks = 0;
var cleanBlocks = 0;
for (var by = 0; by < rows; by += blockSize)
for (var bx = 0; bx < cols; bx += blockSize)
{
var bw = Math.Min(blockSize, cols - bx);
var bh = Math.Min(blockSize, rows - by);
totalBlocks++;
var blockRect = new Rect(bx, by, bw, bh);
using var blockRoi = new Mat(wallMask, blockRect);
var wallCount = Cv2.CountNonZero(blockRoi);
if ((double)wallCount / (bw * bh) > blockMaxDensity)
{
// Zero out this noisy block in both mats
blockRoi.SetTo(Scalar.Black);
using var classBlock = new Mat(classifiedMat, blockRect);
classBlock.SetTo(Scalar.Black);
}
else
{
cleanBlocks++;
}
}
return totalBlocks > 0 ? (double)cleanBlocks / totalBlocks : 1.0;
}
public (double dirX, double dirY)? FindNearestUnexplored(MapPosition pos, int searchRadius = 200)
{
var cx = (int)Math.Round(pos.X);
var cy = (int)Math.Round(pos.Y);
var bestAngle = double.NaN;
var bestScore = 0;
const int sectorCount = 16;
var fogRadius = _config.CaptureSize / 2;
for (var sector = 0; sector < sectorCount; sector++)
{
var angle = 2 * Math.PI * sector / sectorCount;
var score = 0;
for (var r = fogRadius - 20; r <= fogRadius + searchRadius; r += 5)
{
for (var spread = -15; spread <= 15; spread += 5)
{
var sampleAngle = angle + spread * Math.PI / 180;
var sx = cx + (int)(r * Math.Cos(sampleAngle));
var sy = cy + (int)(r * Math.Sin(sampleAngle));
if (sx < 0 || sx >= _config.CanvasSize || sy < 0 || sy >= _config.CanvasSize)
continue;
if (_canvas.At(sy, sx) == (byte)MapCell.Unknown)
score++;
}
}
if (score > bestScore)
{
bestScore = score;
bestAngle = angle;
}
}
if (bestScore == 0 || double.IsNaN(bestAngle))
{
Log.Information("No unexplored area found within search radius");
return null;
}
var dirX = Math.Cos(bestAngle);
var dirY = Math.Sin(bestAngle);
Log.Debug("Best exploration direction: angle={Angle:F1}deg score={Score}",
bestAngle * 180 / Math.PI, bestScore);
return (dirX, dirY);
}
public byte[] GetMapSnapshot()
{
Cv2.ImEncode(".png", _canvas, out var buf);
return buf;
}
public byte[] GetViewportSnapshot(MapPosition center, int viewSize = 400)
{
var cx = (int)Math.Round(center.X);
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 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));
for (var r = 0; r < viewSize; r++)
for (var c = 0; c < viewSize; c++)
{
var v = roi.At(r, c);
if (v == (byte)MapCell.Explored)
colored.Set(r, c, new Vec3b(104, 64, 31));
else if (v == (byte)MapCell.Wall)
colored.Set(r, c, new Vec3b(26, 45, 61));
}
var px = cx - x0;
var py = cy - y0;
if (px >= 0 && px < viewSize && py >= 0 && py < viewSize)
Cv2.Circle(colored, new Point(px, py), 4, new Scalar(0, 140, 255), -1);
Cv2.ImEncode(".png", colored, out var buf);
return buf;
}
public void Reset()
{
_canvas.SetTo(Scalar.Black);
_confidence.SetTo(Scalar.Black);
_prevWallMask?.Dispose();
_prevWallMask = null;
_position = new MapPosition(_config.CanvasSize / 2.0, _config.CanvasSize / 2.0);
_frameCount = 0;
_consecutiveMatchFails = 0;
}
public void Dispose()
{
_canvas.Dispose();
_confidence.Dispose();
_prevWallMask?.Dispose();
}
}