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