Files
OpenRA/OpenRA.Game/Map/Map.cs
RoosterDragon 5a8f91aa21 Add a hierarchical path finder to improve pathfinding performance.
Replaces the existing bi-directional search between points used by the pathfinder with a guided hierarchical search. The old search was a standard A* search with a heuristic of advancing in straight line towards the target. This heuristic performs well if a mostly direct path to the target exists, it performs poorly it the path has to navigate around blockages in the terrain. The hierarchical path finder maintains a simplified, abstract graph. When a path search is performed it uses this abstract graph to inform the heuristic. Instead of moving blindly towards the target, it will instead steer around major obstacles, almost as if it had been provided a map which ensures it can move in roughly the right direction. This allows it to explore less of the area overall, improving performance.

When a path needs to steer around terrain on the map, the hierarchical path finder is able to greatly improve on the previous performance. When a path is able to proceed in a straight line, no performance benefit will be seen. If the path needs to steer around actors on the map instead of terrain (e.g. trees, buildings, units) then the same poor pathfinding performance as before will be observed.
2022-08-03 23:12:42 +02:00

1380 lines
43 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2022 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
using OpenRA.FileFormats;
using OpenRA.FileSystem;
using OpenRA.Graphics;
using OpenRA.Primitives;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA
{
readonly struct BinaryDataHeader
{
public readonly byte Format;
public readonly uint TilesOffset;
public readonly uint HeightsOffset;
public readonly uint ResourcesOffset;
public BinaryDataHeader(Stream s, int2 expectedSize)
{
Format = s.ReadUInt8();
var width = s.ReadUInt16();
var height = s.ReadUInt16();
if (width != expectedSize.X || height != expectedSize.Y)
throw new InvalidDataException("Invalid tile data");
if (Format == 1)
{
TilesOffset = 5;
HeightsOffset = 0;
ResourcesOffset = (uint)(3 * width * height + 5);
}
else if (Format == 2)
{
TilesOffset = s.ReadUInt32();
HeightsOffset = s.ReadUInt32();
ResourcesOffset = s.ReadUInt32();
}
else
throw new InvalidDataException($"Unknown binary map format '{Format}'");
}
}
[Flags]
public enum MapVisibility
{
Lobby = 1,
Shellmap = 2,
MissionSelector = 4
}
class MapField
{
enum Type { Normal, NodeList, MiniYaml }
readonly FieldInfo field;
readonly PropertyInfo property;
readonly Type type;
readonly string key;
readonly string fieldName;
readonly bool required;
readonly string ignoreIfValue;
public MapField(string key, string fieldName = null, bool required = true, string ignoreIfValue = null)
{
this.key = key;
this.fieldName = fieldName ?? key;
this.required = required;
this.ignoreIfValue = ignoreIfValue;
field = typeof(Map).GetField(this.fieldName);
property = typeof(Map).GetProperty(this.fieldName);
if (field == null && property == null)
throw new InvalidOperationException("Map does not have a field/property " + fieldName);
var t = field != null ? field.FieldType : property.PropertyType;
type = t == typeof(List<MiniYamlNode>) ? Type.NodeList :
t == typeof(MiniYaml) ? Type.MiniYaml : Type.Normal;
}
public void Deserialize(Map map, List<MiniYamlNode> nodes)
{
var node = nodes.FirstOrDefault(n => n.Key == key);
if (node == null)
{
if (required)
throw new YamlException($"Required field `{key}` not found in map.yaml");
return;
}
if (field != null)
{
if (type == Type.NodeList)
field.SetValue(map, node.Value.Nodes);
else if (type == Type.MiniYaml)
field.SetValue(map, node.Value);
else
FieldLoader.LoadField(map, fieldName, node.Value.Value);
}
if (property != null)
{
if (type == Type.NodeList)
property.SetValue(map, node.Value.Nodes, null);
else if (type == Type.MiniYaml)
property.SetValue(map, node.Value, null);
else
FieldLoader.LoadField(map, fieldName, node.Value.Value);
}
}
public void Serialize(Map map, List<MiniYamlNode> nodes)
{
var value = field != null ? field.GetValue(map) : property.GetValue(map, null);
if (type == Type.NodeList)
{
var listValue = (List<MiniYamlNode>)value;
if (required || listValue.Count > 0)
nodes.Add(new MiniYamlNode(key, null, listValue));
}
else if (type == Type.MiniYaml)
{
var yamlValue = (MiniYaml)value;
if (required || (yamlValue != null && (yamlValue.Value != null || yamlValue.Nodes.Count > 0)))
nodes.Add(new MiniYamlNode(key, yamlValue));
}
else
{
var formattedValue = FieldSaver.FormatValue(value);
if (required || formattedValue != ignoreIfValue)
nodes.Add(new MiniYamlNode(key, formattedValue));
}
}
}
public class Map : IReadOnlyFileSystem
{
public const int SupportedMapFormat = 11;
const short InvalidCachedTerrainIndex = -1;
/// <summary>Defines the order of the fields in map.yaml</summary>
static readonly MapField[] YamlFields =
{
new MapField("MapFormat"),
new MapField("RequiresMod"),
new MapField("Title"),
new MapField("Author"),
new MapField("Tileset"),
new MapField("MapSize"),
new MapField("Bounds"),
new MapField("Visibility"),
new MapField("Categories"),
new MapField("Translations", required: false, ignoreIfValue: ""),
new MapField("LockPreview", required: false, ignoreIfValue: "False"),
new MapField("Players", "PlayerDefinitions"),
new MapField("Actors", "ActorDefinitions"),
new MapField("Rules", "RuleDefinitions", required: false),
new MapField("Sequences", "SequenceDefinitions", required: false),
new MapField("ModelSequences", "ModelSequenceDefinitions", required: false),
new MapField("Weapons", "WeaponDefinitions", required: false),
new MapField("Voices", "VoiceDefinitions", required: false),
new MapField("Music", "MusicDefinitions", required: false),
new MapField("Notifications", "NotificationDefinitions", required: false),
};
// Format versions
public int MapFormat { get; private set; }
public readonly byte TileFormat = 2;
// Standard yaml metadata
public string RequiresMod;
public string Title;
public string Author;
public string Tileset;
public bool LockPreview;
public Rectangle Bounds;
public MapVisibility Visibility = MapVisibility.Lobby;
public string[] Categories = { "Conquest" };
public string[] Translations;
public int2 MapSize { get; private set; }
// Player and actor yaml. Public for access by the map importers and lint checks.
public List<MiniYamlNode> PlayerDefinitions = new List<MiniYamlNode>();
public List<MiniYamlNode> ActorDefinitions = new List<MiniYamlNode>();
// Custom map yaml. Public for access by the map importers and lint checks
public readonly MiniYaml RuleDefinitions;
public readonly MiniYaml SequenceDefinitions;
public readonly MiniYaml ModelSequenceDefinitions;
public readonly MiniYaml WeaponDefinitions;
public readonly MiniYaml VoiceDefinitions;
public readonly MiniYaml MusicDefinitions;
public readonly MiniYaml NotificationDefinitions;
public readonly Dictionary<CPos, TerrainTile> ReplacedInvalidTerrainTiles = new Dictionary<CPos, TerrainTile>();
// Generated data
public readonly MapGrid Grid;
public IReadOnlyPackage Package { get; private set; }
public string Uid { get; private set; }
public Ruleset Rules { get; private set; }
public bool InvalidCustomRules { get; private set; }
public Exception InvalidCustomRulesException { get; private set; }
/// <summary>
/// The top-left of the playable area in projected world coordinates
/// This is a hacky workaround for legacy functionality. Do not use for new code.
/// </summary>
public WPos ProjectedTopLeft { get; private set; }
/// <summary>
/// The bottom-right of the playable area in projected world coordinates
/// This is a hacky workaround for legacy functionality. Do not use for new code.
/// </summary>
public WPos ProjectedBottomRight { get; private set; }
public CellLayer<TerrainTile> Tiles { get; private set; }
public CellLayer<ResourceTile> Resources { get; private set; }
public CellLayer<byte> Height { get; private set; }
public CellLayer<byte> Ramp { get; private set; }
public CellLayer<byte> CustomTerrain { get; private set; }
public PPos[] ProjectedCells { get; private set; }
public CellRegion AllCells { get; private set; }
public List<CPos> AllEdgeCells { get; private set; }
// Internal data
readonly ModData modData;
CellLayer<short> cachedTerrainIndexes;
bool initializedCellProjection;
CellLayer<PPos[]> cellProjection;
CellLayer<List<MPos>> inverseCellProjection;
CellLayer<byte> projectedHeight;
Rectangle projectionSafeBounds;
internal Translation Translation;
public static string ComputeUID(IReadOnlyPackage package)
{
// UID is calculated by taking an SHA1 of the yaml and binary data
var requiredFiles = new[] { "map.yaml", "map.bin" };
var contents = package.Contents.ToList();
foreach (var required in requiredFiles)
if (!contents.Contains(required))
throw new FileNotFoundException($"Required file {required} not present in this map");
var streams = new List<Stream>();
try
{
foreach (var filename in contents)
if (filename.EndsWith(".yaml") || filename.EndsWith(".bin") || filename.EndsWith(".lua"))
streams.Add(package.GetStream(filename));
// Take the SHA1
if (streams.Count == 0)
return CryptoUtil.SHA1Hash(Array.Empty<byte>());
var merged = streams[0];
for (var i = 1; i < streams.Count; i++)
merged = new MergedStream(merged, streams[i]);
return CryptoUtil.SHA1Hash(merged);
}
finally
{
foreach (var stream in streams)
stream.Dispose();
}
}
/// <summary>
/// Initializes a new map created by the editor or importer.
/// The map will not receive a valid UID until after it has been saved and reloaded.
/// </summary>
public Map(ModData modData, ITerrainInfo terrainInfo, int width, int height)
{
this.modData = modData;
var size = new Size(width, height);
Grid = modData.Manifest.Get<MapGrid>();
Title = "Name your map here";
Author = "Your name here";
MapSize = new int2(size);
Tileset = terrainInfo.Id;
// Empty rules that can be added to by the importers.
// Will be dropped on save if nothing is added to it
RuleDefinitions = new MiniYaml("");
Tiles = new CellLayer<TerrainTile>(Grid.Type, size);
Resources = new CellLayer<ResourceTile>(Grid.Type, size);
Height = new CellLayer<byte>(Grid.Type, size);
Ramp = new CellLayer<byte>(Grid.Type, size);
Tiles.Clear(terrainInfo.DefaultTerrainTile);
if (Grid.MaximumTerrainHeight > 0)
{
Height.CellEntryChanged += UpdateProjection;
Tiles.CellEntryChanged += UpdateProjection;
Tiles.CellEntryChanged += UpdateRamp;
}
PostInit();
}
public Map(ModData modData, IReadOnlyPackage package)
{
this.modData = modData;
Package = package;
if (!Package.Contains("map.yaml") || !Package.Contains("map.bin"))
throw new InvalidDataException($"Not a valid map\n File: {package.Name}");
var yaml = new MiniYaml(null, MiniYaml.FromStream(Package.GetStream("map.yaml"), package.Name));
foreach (var field in YamlFields)
field.Deserialize(this, yaml.Nodes);
if (MapFormat != SupportedMapFormat)
throw new InvalidDataException($"Map format {MapFormat} is not supported.\n File: {package.Name}");
PlayerDefinitions = MiniYaml.NodesOrEmpty(yaml, "Players");
ActorDefinitions = MiniYaml.NodesOrEmpty(yaml, "Actors");
Grid = modData.Manifest.Get<MapGrid>();
var size = new Size(MapSize.X, MapSize.Y);
Tiles = new CellLayer<TerrainTile>(Grid.Type, size);
Resources = new CellLayer<ResourceTile>(Grid.Type, size);
Height = new CellLayer<byte>(Grid.Type, size);
Ramp = new CellLayer<byte>(Grid.Type, size);
using (var s = Package.GetStream("map.bin"))
{
var header = new BinaryDataHeader(s, MapSize);
if (header.TilesOffset > 0)
{
s.Position = header.TilesOffset;
for (var i = 0; i < MapSize.X; i++)
{
for (var j = 0; j < MapSize.Y; j++)
{
var tile = s.ReadUInt16();
var index = s.ReadUInt8();
// TODO: Remember to remove this when rewriting tile variants / PickAny
if (index == byte.MaxValue)
index = (byte)(i % 4 + (j % 4) * 4);
Tiles[new MPos(i, j)] = new TerrainTile(tile, index);
}
}
}
if (header.ResourcesOffset > 0)
{
s.Position = header.ResourcesOffset;
for (var i = 0; i < MapSize.X; i++)
{
for (var j = 0; j < MapSize.Y; j++)
{
var type = s.ReadUInt8();
var density = s.ReadUInt8();
Resources[new MPos(i, j)] = new ResourceTile(type, density);
}
}
}
if (header.HeightsOffset > 0)
{
s.Position = header.HeightsOffset;
for (var i = 0; i < MapSize.X; i++)
for (var j = 0; j < MapSize.Y; j++)
Height[new MPos(i, j)] = s.ReadUInt8().Clamp((byte)0, Grid.MaximumTerrainHeight);
}
}
if (Grid.MaximumTerrainHeight > 0)
{
Tiles.CellEntryChanged += UpdateRamp;
Tiles.CellEntryChanged += UpdateProjection;
Height.CellEntryChanged += UpdateProjection;
}
PostInit();
Uid = ComputeUID(Package);
}
void PostInit()
{
try
{
Rules = Ruleset.Load(modData, this, Tileset, RuleDefinitions, WeaponDefinitions,
VoiceDefinitions, NotificationDefinitions, MusicDefinitions, SequenceDefinitions, ModelSequenceDefinitions);
}
catch (Exception e)
{
Log.Write("debug", "Failed to load rules for {0} with error {1}", Title, e);
InvalidCustomRules = true;
InvalidCustomRulesException = e;
Rules = Ruleset.LoadDefaultsForTileSet(modData, Tileset);
}
Rules.Sequences.Preload();
Translation = new Translation(Game.Settings.Player.Language, Translations, this);
var tl = new MPos(0, 0).ToCPos(this);
var br = new MPos(MapSize.X - 1, MapSize.Y - 1).ToCPos(this);
AllCells = new CellRegion(Grid.Type, tl, br);
var btl = new PPos(Bounds.Left, Bounds.Top);
var bbr = new PPos(Bounds.Right - 1, Bounds.Bottom - 1);
SetBounds(btl, bbr);
CustomTerrain = new CellLayer<byte>(this);
foreach (var uv in AllCells.MapCoords)
CustomTerrain[uv] = byte.MaxValue;
// Replace invalid tiles and cache ramp state
var terrainInfo = Rules.TerrainInfo;
foreach (var uv in AllCells.MapCoords)
{
if (!terrainInfo.TryGetTerrainInfo(Tiles[uv], out var info))
{
ReplacedInvalidTerrainTiles[uv.ToCPos(this)] = Tiles[uv];
Tiles[uv] = terrainInfo.DefaultTerrainTile;
info = terrainInfo.GetTerrainInfo(terrainInfo.DefaultTerrainTile);
}
Ramp[uv] = info.RampType;
}
AllEdgeCells = UpdateEdgeCells();
// Invalidate the entry for a cell if anything could cause the terrain index to change.
Action<CPos> invalidateTerrainIndex = c =>
{
if (cachedTerrainIndexes != null)
cachedTerrainIndexes[c] = InvalidCachedTerrainIndex;
};
// Even though the cache is lazily initialized, we must attach these event handlers on init.
// This ensures our handler to invalidate the cache runs first,
// so other listeners to these same events will get correct data when calling GetTerrainIndex.
CustomTerrain.CellEntryChanged += invalidateTerrainIndex;
Tiles.CellEntryChanged += invalidateTerrainIndex;
}
void UpdateRamp(CPos cell)
{
Ramp[cell] = Rules.TerrainInfo.GetTerrainInfo(Tiles[cell]).RampType;
}
void InitializeCellProjection()
{
if (initializedCellProjection)
return;
initializedCellProjection = true;
cellProjection = new CellLayer<PPos[]>(this);
inverseCellProjection = new CellLayer<List<MPos>>(this);
projectedHeight = new CellLayer<byte>(this);
// Initialize collections
foreach (var cell in AllCells)
{
var uv = cell.ToMPos(Grid.Type);
cellProjection[uv] = Array.Empty<PPos>();
inverseCellProjection[uv] = new List<MPos>(1);
}
// Initialize projections
foreach (var cell in AllCells)
UpdateProjection(cell);
}
void UpdateProjection(CPos cell)
{
MPos uv;
if (Grid.MaximumTerrainHeight == 0)
{
uv = cell.ToMPos(Grid.Type);
cellProjection[cell] = new[] { (PPos)uv };
var inverse = inverseCellProjection[uv];
inverse.Clear();
inverse.Add(uv);
return;
}
if (!initializedCellProjection)
InitializeCellProjection();
uv = cell.ToMPos(Grid.Type);
// Remove old reverse projection
foreach (var puv in cellProjection[uv])
{
var temp = (MPos)puv;
inverseCellProjection[temp].Remove(uv);
projectedHeight[temp] = ProjectedCellHeightInner(puv);
}
var projected = ProjectCellInner(uv);
cellProjection[uv] = projected;
foreach (var puv in projected)
{
var temp = (MPos)puv;
inverseCellProjection[temp].Add(uv);
var height = ProjectedCellHeightInner(puv);
projectedHeight[temp] = height;
// Propagate height up cliff faces
while (true)
{
temp = new MPos(temp.U, temp.V - 1);
if (!inverseCellProjection.Contains(temp) || inverseCellProjection[temp].Count > 0)
break;
projectedHeight[temp] = height;
}
}
}
byte ProjectedCellHeightInner(PPos puv)
{
while (inverseCellProjection.Contains((MPos)puv))
{
var inverse = inverseCellProjection[(MPos)puv];
if (inverse.Count > 0)
{
// The original games treat the top of cliffs the same way as the bottom
// This information isn't stored in the map data, so query the offset from the tileset
var temp = inverse.MaxBy(uv => uv.V);
return (byte)(Height[temp] - Rules.TerrainInfo.GetTerrainInfo(Tiles[temp]).Height);
}
// Try the next cell down if this is a cliff face
puv = new PPos(puv.U, puv.V + 1);
}
return 0;
}
PPos[] ProjectCellInner(MPos uv)
{
var mapHeight = Height;
if (!mapHeight.Contains(uv))
return NoProjectedCells;
// Any changes to this function should be reflected when setting projectionSafeBounds.
var height = mapHeight[uv];
if (height == 0)
return new[] { (PPos)uv };
// Odd-height ramps get bumped up a level to the next even height layer
if ((height & 1) == 1 && Ramp[uv] != 0)
height += 1;
var candidates = new List<PPos>();
// Odd-height level tiles are equally covered by four projected tiles
if ((height & 1) == 1)
{
if ((uv.V & 1) == 1)
candidates.Add(new PPos(uv.U + 1, uv.V - height));
else
candidates.Add(new PPos(uv.U - 1, uv.V - height));
candidates.Add(new PPos(uv.U, uv.V - height));
candidates.Add(new PPos(uv.U, uv.V - height + 1));
candidates.Add(new PPos(uv.U, uv.V - height - 1));
}
else
candidates.Add(new PPos(uv.U, uv.V - height));
return candidates.Where(c => mapHeight.Contains((MPos)c)).ToArray();
}
public void Save(IReadWritePackage toPackage)
{
MapFormat = SupportedMapFormat;
var root = new List<MiniYamlNode>();
foreach (var field in YamlFields)
field.Serialize(this, root);
// HACK: map.yaml is expected to have empty lines between top-level blocks
for (var i = root.Count - 1; i > 0; i--)
root.Insert(i, new MiniYamlNode("", ""));
// Saving to a new package: copy over all the content from the map
if (Package != null && toPackage != Package)
foreach (var file in Package.Contents)
toPackage.Update(file, Package.GetStream(file).ReadAllBytes());
if (!LockPreview)
toPackage.Update("map.png", SavePreview());
// Update the package with the new map data
var s = root.WriteToString();
toPackage.Update("map.yaml", Encoding.UTF8.GetBytes(s));
toPackage.Update("map.bin", SaveBinaryData());
Package = toPackage;
// Update UID to match the newly saved data
Uid = ComputeUID(toPackage);
}
public byte[] SaveBinaryData()
{
var dataStream = new MemoryStream();
using (var writer = new BinaryWriter(dataStream))
{
// Binary data version
writer.Write(TileFormat);
// Size
writer.Write((ushort)MapSize.X);
writer.Write((ushort)MapSize.Y);
// Data offsets
var tilesOffset = 17;
var heightsOffset = Grid.MaximumTerrainHeight > 0 ? 3 * MapSize.X * MapSize.Y + 17 : 0;
var resourcesOffset = (Grid.MaximumTerrainHeight > 0 ? 4 : 3) * MapSize.X * MapSize.Y + 17;
writer.Write((uint)tilesOffset);
writer.Write((uint)heightsOffset);
writer.Write((uint)resourcesOffset);
// Tile data
if (tilesOffset != 0)
{
for (var i = 0; i < MapSize.X; i++)
{
for (var j = 0; j < MapSize.Y; j++)
{
var tile = Tiles[new MPos(i, j)];
writer.Write(tile.Type);
writer.Write(tile.Index);
}
}
}
// Height data
if (heightsOffset != 0)
for (var i = 0; i < MapSize.X; i++)
for (var j = 0; j < MapSize.Y; j++)
writer.Write(Height[new MPos(i, j)]);
// Resource data
if (resourcesOffset != 0)
{
for (var i = 0; i < MapSize.X; i++)
{
for (var j = 0; j < MapSize.Y; j++)
{
var tile = Resources[new MPos(i, j)];
writer.Write(tile.Type);
writer.Write(tile.Index);
}
}
}
}
return dataStream.ToArray();
}
public (Color Left, Color Right) GetTerrainColorPair(MPos uv)
{
var terrainInfo = Rules.TerrainInfo;
var type = terrainInfo.GetTerrainInfo(Tiles[uv]);
var left = type.GetColor(Game.CosmeticRandom);
var right = type.GetColor(Game.CosmeticRandom);
if (terrainInfo.MinHeightColorBrightness != 1.0f || terrainInfo.MaxHeightColorBrightness != 1.0f)
{
var scale = float2.Lerp(terrainInfo.MinHeightColorBrightness, terrainInfo.MaxHeightColorBrightness, Height[uv] * 1f / Grid.MaximumTerrainHeight);
left = Color.FromArgb((int)(scale * left.R).Clamp(0, 255), (int)(scale * left.G).Clamp(0, 255), (int)(scale * left.B).Clamp(0, 255));
right = Color.FromArgb((int)(scale * right.R).Clamp(0, 255), (int)(scale * right.G).Clamp(0, 255), (int)(scale * right.B).Clamp(0, 255));
}
return (left, right);
}
public byte[] SavePreview()
{
var actorTypes = Rules.Actors.Values.Where(a => a.HasTraitInfo<IMapPreviewSignatureInfo>());
var actors = ActorDefinitions.Where(a => actorTypes.Where(ai => ai.Name == a.Value.Value).Any());
var positions = new List<(MPos Position, Color Color)>();
foreach (var actor in actors)
{
var s = new ActorReference(actor.Value.Value, actor.Value.ToDictionary());
var ai = Rules.Actors[actor.Value.Value];
var impsis = ai.TraitInfos<IMapPreviewSignatureInfo>();
foreach (var impsi in impsis)
impsi.PopulateMapPreviewSignatureCells(this, ai, s, positions);
}
// ResourceLayer is on world actor, which isn't caught above, so an extra check for it.
var worldActorInfo = Rules.Actors[SystemActors.World];
var worldimpsis = worldActorInfo.TraitInfos<IMapPreviewSignatureInfo>();
foreach (var worldimpsi in worldimpsis)
worldimpsi.PopulateMapPreviewSignatureCells(this, worldActorInfo, null, positions);
var isRectangularIsometric = Grid.Type == MapGridType.RectangularIsometric;
var top = int.MaxValue;
var bottom = int.MinValue;
if (Grid.MaximumTerrainHeight > 0)
{
// The minimap is drawn in cell space, so we need to
// unproject the PPos bounds to find the MPos boundaries.
// This matches the calculation in RadarWidget that is used ingame
for (var x = Bounds.Left; x < Bounds.Right; x++)
{
var allTop = Unproject(new PPos(x, Bounds.Top));
var allBottom = Unproject(new PPos(x, Bounds.Bottom));
if (allTop.Count > 0)
top = Math.Min(top, allTop.MinBy(uv => uv.V).V);
if (allBottom.Count > 0)
bottom = Math.Max(bottom, allBottom.MaxBy(uv => uv.V).V);
}
}
else
{
// If the mod uses flat maps, MPos == PPos and we can take the bounds rect directly
top = Bounds.Top;
bottom = Bounds.Bottom;
}
var width = Bounds.Width;
var height = bottom - top;
var bitmapWidth = width;
if (isRectangularIsometric)
bitmapWidth = 2 * bitmapWidth - 1;
var stride = bitmapWidth * 4;
var pxStride = 4;
var minimapData = new byte[stride * height];
(Color Left, Color Right) terrainColor = default;
for (var y = 0; y < height; y++)
{
for (var x = 0; x < width; x++)
{
var uv = new MPos(x + Bounds.Left, y + top);
// FirstOrDefault will return a (MPos.Zero, Color.Transparent) if positions is empty
var actorColor = positions.FirstOrDefault(ap => ap.Position == uv).Color;
if (actorColor.A == 0)
terrainColor = GetTerrainColorPair(uv);
if (isRectangularIsometric)
{
// Odd rows are shifted right by 1px
var dx = uv.V & 1;
var xOffset = pxStride * (2 * x + dx);
if (x + dx > 0)
{
var z = y * stride + xOffset - pxStride;
var c = actorColor.A == 0 ? terrainColor.Left : actorColor;
minimapData[z++] = c.R;
minimapData[z++] = c.G;
minimapData[z++] = c.B;
minimapData[z] = c.A;
}
if (xOffset < stride)
{
var z = y * stride + xOffset;
var c = actorColor.A == 0 ? terrainColor.Right : actorColor;
minimapData[z++] = c.R;
minimapData[z++] = c.G;
minimapData[z++] = c.B;
minimapData[z] = c.A;
}
}
else
{
var z = y * stride + pxStride * x;
var c = actorColor.A == 0 ? terrainColor.Left : actorColor;
minimapData[z++] = c.R;
minimapData[z++] = c.G;
minimapData[z++] = c.B;
minimapData[z] = c.A;
}
}
}
var png = new Png(minimapData, SpriteFrameType.Rgba32, bitmapWidth, height);
return png.Save();
}
public bool Contains(CPos cell)
{
if (Grid.Type == MapGridType.RectangularIsometric)
{
// .ToMPos() returns the same result if the X and Y coordinates
// are switched. X < Y is invalid in the RectangularIsometric coordinate system,
// so we pre-filter these to avoid returning the wrong result
if (cell.X < cell.Y)
return false;
}
else
{
// If the mod uses flat & rectangular maps, ToMPos and Contains(MPos) create unnecessary cost.
// Just check if CPos is within map bounds.
if (Grid.MaximumTerrainHeight == 0)
return Bounds.Contains(cell.X, cell.Y);
}
return Contains(cell.ToMPos(this));
}
public bool Contains(MPos uv)
{
// The first check ensures that the cell is within the valid map region, avoiding
// potential crashes in deeper code. All CellLayers have the same geometry, and
// CustomTerrain is convenient.
return CustomTerrain.Contains(uv) && ContainsAllProjectedCellsCovering(uv);
}
bool ContainsAllProjectedCellsCovering(MPos uv)
{
// PERF: Checking the bounds directly here is the same as calling Contains((PPos)uv) but saves an allocation
if (Grid.MaximumTerrainHeight == 0)
return Bounds.Contains(uv.U, uv.V);
// PERF: Most cells lie within a region where no matter their height,
// all possible projected cells would remain in the map area.
// For these, we can do a fast-path check.
if (projectionSafeBounds.Contains(uv.U, uv.V))
return true;
// Now we need to do a slow-check. Determine the actual projected tiles
// as they may or may not be in bounds depending on height.
// If the cell has no valid projection, then we're off the map.
var projectedCells = ProjectedCellsCovering(uv);
if (projectedCells.Length == 0)
return false;
foreach (var puv in projectedCells)
if (!Contains(puv))
return false;
return true;
}
public bool Contains(PPos puv)
{
return Bounds.Contains(puv.U, puv.V);
}
public WPos CenterOfCell(CPos cell)
{
if (Grid.Type == MapGridType.Rectangular)
return new WPos(1024 * cell.X + 512, 1024 * cell.Y + 512, 0);
// Convert from isometric cell position (x, y) to world position (u, v):
// (a) Consider the relationships:
// - Center of origin cell is (512, 512)
// - +x adds (512, 512) to world pos
// - +y adds (-512, 512) to world pos
// (b) Therefore:
// - ax + by adds (a - b) * 512 + 512 to u
// - ax + by adds (a + b) * 512 + 512 to v
// (c) u, v coordinates run diagonally to the cell axes, and we define
// 1024 as the length projected onto the primary cell axis
// - 512 * sqrt(2) = 724
var z = Height.TryGetValue(cell, out var height) ? 724 * height + Grid.Ramps[Ramp[cell]].CenterHeightOffset : 0;
return new WPos(724 * (cell.X - cell.Y + 1), 724 * (cell.X + cell.Y + 1), z);
}
public WPos CenterOfSubCell(CPos cell, SubCell subCell)
{
var index = (int)subCell;
if (index >= 0 && index < Grid.SubCellOffsets.Length)
{
var center = CenterOfCell(cell);
var offset = Grid.SubCellOffsets[index];
if (Ramp.TryGetValue(cell, out var ramp) && ramp != 0)
{
var r = Grid.Ramps[ramp];
offset += new WVec(0, 0, r.HeightOffset(offset.X, offset.Y) - r.CenterHeightOffset);
}
return center + offset;
}
return CenterOfCell(cell);
}
public WDist DistanceAboveTerrain(WPos pos)
{
if (Grid.Type == MapGridType.Rectangular)
return new WDist(pos.Z);
// Apply ramp offset
var cell = CellContaining(pos);
var offset = pos - CenterOfCell(cell);
if (Ramp.TryGetValue(cell, out var ramp) && ramp != 0)
{
var r = Grid.Ramps[ramp];
return new WDist(offset.Z + r.CenterHeightOffset - r.HeightOffset(offset.X, offset.Y));
}
return new WDist(offset.Z);
}
public WRot TerrainOrientation(CPos cell)
{
if (Ramp.TryGetValue(cell, out var ramp))
return Grid.Ramps[ramp].Orientation;
return WRot.None;
}
public WVec Offset(CVec delta, int dz)
{
if (Grid.Type == MapGridType.Rectangular)
return new WVec(1024 * delta.X, 1024 * delta.Y, 0);
return new WVec(724 * (delta.X - delta.Y), 724 * (delta.X + delta.Y), 724 * dz);
}
/// <summary>
/// The size of the map Height step in world units
/// </summary>
/// RectangularIsometric defines 1024 units along the diagonal axis,
/// giving a half-tile height step of sqrt(2) * 512
public WDist CellHeightStep => new WDist(Grid.Type == MapGridType.RectangularIsometric ? 724 : 512);
public CPos CellContaining(WPos pos)
{
if (Grid.Type == MapGridType.Rectangular)
return new CPos(pos.X / 1024, pos.Y / 1024);
// Convert from world position to isometric cell position:
// (a) Subtract ([1/2 cell], [1/2 cell]) to move the rotation center to the middle of the corner cell
// (b) Rotate axes by -pi/4 to align the world axes with the cell axes
// (c) Apply an offset so that the integer division by [1 cell] rounds in the right direction:
// (i) u is always positive, so add [1/2 cell] (which then partially cancels the -[1 cell] term from the rotation)
// (ii) v can be negative, so we need to be careful about rounding directions. We add [1/2 cell] *away from 0* (negative if y > x).
// (e) Divide by [1 cell] to bring into cell coords.
// The world axes are rotated relative to the cell axes, so the standard cell size (1024) is increased by a factor of sqrt(2)
var u = (pos.Y + pos.X - 724) / 1448;
var v = (pos.Y - pos.X + (pos.Y > pos.X ? 724 : -724)) / 1448;
return new CPos(u, v);
}
public PPos ProjectedCellCovering(WPos pos)
{
var projectedPos = pos - new WVec(0, pos.Z, pos.Z);
return (PPos)CellContaining(projectedPos).ToMPos(Grid.Type);
}
static readonly PPos[] NoProjectedCells = Array.Empty<PPos>();
public PPos[] ProjectedCellsCovering(MPos uv)
{
if (!initializedCellProjection)
InitializeCellProjection();
if (!cellProjection.Contains(uv))
return NoProjectedCells;
return cellProjection[uv];
}
public List<MPos> Unproject(PPos puv)
{
var uv = (MPos)puv;
if (!initializedCellProjection)
InitializeCellProjection();
if (!inverseCellProjection.Contains(uv))
return new List<MPos>();
return inverseCellProjection[uv];
}
public byte ProjectedHeight(PPos puv)
{
return projectedHeight[(MPos)puv];
}
public WAngle FacingBetween(CPos cell, CPos towards, WAngle fallbackfacing)
{
var delta = CenterOfCell(towards) - CenterOfCell(cell);
if (delta.HorizontalLengthSquared == 0)
return fallbackfacing;
return delta.Yaw;
}
public void Resize(int width, int height)
{
var oldMapTiles = Tiles;
var oldMapResources = Resources;
var oldMapHeight = Height;
var oldMapRamp = Ramp;
var newSize = new Size(width, height);
Tiles = CellLayer.Resize(oldMapTiles, newSize, oldMapTiles[MPos.Zero]);
Resources = CellLayer.Resize(oldMapResources, newSize, oldMapResources[MPos.Zero]);
Height = CellLayer.Resize(oldMapHeight, newSize, oldMapHeight[MPos.Zero]);
Ramp = CellLayer.Resize(oldMapRamp, newSize, oldMapRamp[MPos.Zero]);
MapSize = new int2(newSize);
var tl = new MPos(0, 0);
var br = new MPos(MapSize.X - 1, MapSize.Y - 1);
AllCells = new CellRegion(Grid.Type, tl.ToCPos(this), br.ToCPos(this));
SetBounds(new PPos(tl.U + 1, tl.V + 1), new PPos(br.U - 1, br.V - 1));
}
public void SetBounds(PPos tl, PPos br)
{
// The tl and br coordinates are inclusive, but the Rectangle
// is exclusive. Pad the right and bottom edges to match.
Bounds = Rectangle.FromLTRB(tl.U, tl.V, br.U + 1, br.V + 1);
// See ProjectCellInner to see how any given position may be projected.
// U: May gain or lose 1, so bring in the left and right edge by 1.
// V: For an even height tile, this ranges from 0 to height
// For an odd tile, the height may get rounded up to next even.
// Then also it projects to four tiles which adds one more to the possible height change.
// So we get a range of 0 to height + 1 + 1.
// As the height only goes upwards, we only need to make room at the top of the map and not the bottom.
var maxHeight = Grid.MaximumTerrainHeight;
if ((maxHeight & 1) == 1)
maxHeight += 2;
projectionSafeBounds = Rectangle.FromLTRB(
Bounds.Left + 1,
Bounds.Top + maxHeight,
Bounds.Right - 1,
Bounds.Bottom);
// Directly calculate the projected map corners in world units avoiding unnecessary
// conversions. This abuses the definition that the width of the cell along the x world axis
// is always 1024 or 1448 units, and that the height of two rows is 2048 for classic cells and 724
// for isometric cells.
if (Grid.Type == MapGridType.RectangularIsometric)
{
ProjectedTopLeft = new WPos(tl.U * 1448, tl.V * 724, 0);
ProjectedBottomRight = new WPos(br.U * 1448 - 1, (br.V + 1) * 724 - 1, 0);
}
else
{
ProjectedTopLeft = new WPos(tl.U * 1024, tl.V * 1024, 0);
ProjectedBottomRight = new WPos(br.U * 1024 - 1, (br.V + 1) * 1024 - 1, 0);
}
// PERF: This enumeration isn't going to change during the game
ProjectedCells = new ProjectedCellRegion(this, tl, br).ToArray();
}
public byte GetTerrainIndex(CPos cell)
{
// Lazily initialize a cache for terrain indexes.
if (cachedTerrainIndexes == null)
{
cachedTerrainIndexes = new CellLayer<short>(this);
cachedTerrainIndexes.Clear(InvalidCachedTerrainIndex);
}
var uv = cell.ToMPos(this);
var terrainIndex = cachedTerrainIndexes[uv];
// PERF: Cache terrain indexes per cell on demand.
if (terrainIndex == InvalidCachedTerrainIndex)
{
var custom = CustomTerrain[uv];
terrainIndex = cachedTerrainIndexes[uv] = custom != byte.MaxValue ? custom : Rules.TerrainInfo.GetTerrainInfo(Tiles[uv]).TerrainType;
}
return (byte)terrainIndex;
}
public TerrainTypeInfo GetTerrainInfo(CPos cell)
{
return Rules.TerrainInfo.TerrainTypes[GetTerrainIndex(cell)];
}
public CPos Clamp(CPos cell)
{
return Clamp(cell.ToMPos(this)).ToCPos(this);
}
public MPos Clamp(MPos uv)
{
if (Grid.MaximumTerrainHeight == 0)
return (MPos)Clamp((PPos)uv);
// Already in bounds, so don't need to do anything.
if (ContainsAllProjectedCellsCovering(uv))
return uv;
// Clamping map coordinates is trickier than it might first look!
// This needs to handle three nasty cases:
// * The requested cell is well outside the map region
// * The requested cell is near the top edge inside the map but outside the projected layer
// * The clamped projected cell lands on a cliff face with no associated map cell
//
// Handling these cases properly requires abuse of our knowledge of the projection transform.
//
// The U coordinate doesn't change significantly in the projection, so clamp this
// straight away and ensure the point is somewhere inside the map
uv = cellProjection.Clamp(new MPos(uv.U.Clamp(Bounds.Left, Bounds.Right), uv.V));
// Project this guessed cell and take the first available cell
// If it is projected outside the layer, then make another guess.
var allProjected = ProjectedCellsCovering(uv);
var projected = allProjected.Length > 0 ? allProjected.First()
: new PPos(uv.U, uv.V.Clamp(Bounds.Top, Bounds.Bottom));
// Clamp the projected cell to the map area
projected = Clamp(projected);
// Project the cell back into map coordinates.
// This may fail if the projected cell covered a cliff or another feature
// where there is a large change in terrain height.
var unProjected = Unproject(projected);
if (unProjected.Count == 0)
{
// Adjust V until we find a cell that works
for (var x = 2; x <= 2 * Grid.MaximumTerrainHeight; x++)
{
var dv = ((x & 1) == 1 ? 1 : -1) * x / 2;
var test = new PPos(projected.U, projected.V + dv);
if (!Contains(test))
continue;
unProjected = Unproject(test);
if (unProjected.Count > 0)
break;
}
// This shouldn't happen. But if it does, return the original value and hope the caller doesn't explode.
if (unProjected.Count == 0)
{
Log.Write("debug", "Failed to clamp map cell {0} to map bounds", uv);
return uv;
}
}
return projected.V == Bounds.Bottom ? unProjected.MaxBy(x => x.V) : unProjected.MinBy(x => x.V);
}
public PPos Clamp(PPos puv)
{
var bounds = new Rectangle(Bounds.X, Bounds.Y, Bounds.Width - 1, Bounds.Height - 1);
return puv.Clamp(bounds);
}
public CPos ChooseRandomCell(MersenneTwister rand)
{
List<MPos> cells;
do
{
var u = rand.Next(Bounds.Left, Bounds.Right);
var v = rand.Next(Bounds.Top, Bounds.Bottom);
cells = Unproject(new PPos(u, v));
}
while (cells.Count == 0);
return cells.Random(rand).ToCPos(Grid.Type);
}
public CPos ChooseClosestEdgeCell(CPos cell)
{
return ChooseClosestEdgeCell(cell.ToMPos(Grid.Type)).ToCPos(Grid.Type);
}
public MPos ChooseClosestEdgeCell(MPos uv)
{
var allProjected = ProjectedCellsCovering(uv);
PPos edge;
if (allProjected.Length > 0)
{
var puv = allProjected.First();
var horizontalBound = ((puv.U - Bounds.Left) < Bounds.Width / 2) ? Bounds.Left : Bounds.Right;
var verticalBound = ((puv.V - Bounds.Top) < Bounds.Height / 2) ? Bounds.Top : Bounds.Bottom;
var du = Math.Abs(horizontalBound - puv.U);
var dv = Math.Abs(verticalBound - puv.V);
edge = du < dv ? new PPos(horizontalBound, puv.V) : new PPos(puv.U, verticalBound);
}
else
edge = new PPos(Bounds.Left, Bounds.Top);
var unProjected = Unproject(edge);
if (unProjected.Count == 0)
{
// Adjust V until we find a cell that works
for (var x = 2; x <= 2 * Grid.MaximumTerrainHeight; x++)
{
var dv = ((x & 1) == 1 ? 1 : -1) * x / 2;
var test = new PPos(edge.U, edge.V + dv);
if (!Contains(test))
continue;
unProjected = Unproject(test);
if (unProjected.Count > 0)
break;
}
// This shouldn't happen. But if it does, return the original value and hope the caller doesn't explode.
if (unProjected.Count == 0)
{
Log.Write("debug", "Failed to find closest edge for map cell {0}", uv);
return uv;
}
}
return edge.V == Bounds.Bottom ? unProjected.MaxBy(x => x.V) : unProjected.MinBy(x => x.V);
}
public CPos ChooseClosestMatchingEdgeCell(CPos cell, Func<CPos, bool> match)
{
return AllEdgeCells.OrderBy(c => (cell - c).Length).FirstOrDefault(c => match(c));
}
List<CPos> UpdateEdgeCells()
{
var edgeCells = new List<CPos>();
var unProjected = new List<MPos>();
var bottom = Bounds.Bottom - 1;
for (var u = Bounds.Left; u < Bounds.Right; u++)
{
unProjected = Unproject(new PPos(u, Bounds.Top));
if (unProjected.Count > 0)
edgeCells.Add(unProjected.MinBy(x => x.V).ToCPos(Grid.Type));
unProjected = Unproject(new PPos(u, bottom));
if (unProjected.Count > 0)
edgeCells.Add(unProjected.MaxBy(x => x.V).ToCPos(Grid.Type));
}
for (var v = Bounds.Top; v < Bounds.Bottom; v++)
{
unProjected = Unproject(new PPos(Bounds.Left, v));
if (unProjected.Count > 0)
edgeCells.Add((v == bottom ? unProjected.MaxBy(x => x.V) : unProjected.MinBy(x => x.V)).ToCPos(Grid.Type));
unProjected = Unproject(new PPos(Bounds.Right - 1, v));
if (unProjected.Count > 0)
edgeCells.Add((v == bottom ? unProjected.MaxBy(x => x.V) : unProjected.MinBy(x => x.V)).ToCPos(Grid.Type));
}
return edgeCells;
}
public CPos ChooseRandomEdgeCell(MersenneTwister rand)
{
return AllEdgeCells.Random(rand);
}
public WDist DistanceToEdge(WPos pos, in WVec dir)
{
var projectedPos = pos - new WVec(0, pos.Z, pos.Z);
var x = dir.X == 0 ? int.MaxValue : ((dir.X < 0 ? ProjectedTopLeft.X : ProjectedBottomRight.X) - projectedPos.X) / dir.X;
var y = dir.Y == 0 ? int.MaxValue : ((dir.Y < 0 ? ProjectedTopLeft.Y : ProjectedBottomRight.Y) - projectedPos.Y) / dir.Y;
return new WDist(Math.Min(x, y) * dir.Length);
}
// Both ranges are inclusive because everything that calls it is designed for maxRange being inclusive:
// it rounds the actual distance up to the next integer so that this call
// will return any cells that intersect with the requested range circle.
// The returned positions are sorted by distance from the center.
public IEnumerable<CPos> FindTilesInAnnulus(CPos center, int minRange, int maxRange, bool allowOutsideBounds = false)
{
if (maxRange < minRange)
throw new ArgumentOutOfRangeException(nameof(maxRange), "Maximum range is less than the minimum range.");
if (maxRange >= Grid.TilesByDistance.Length)
throw new ArgumentOutOfRangeException(nameof(maxRange),
$"The requested range ({maxRange}) cannot exceed the value of MaximumTileSearchRange ({Grid.MaximumTileSearchRange})");
for (var i = minRange; i <= maxRange; i++)
{
foreach (var offset in Grid.TilesByDistance[i])
{
var t = offset + center;
if (allowOutsideBounds ? Tiles.Contains(t) : Contains(t))
yield return t;
}
}
}
public IEnumerable<CPos> FindTilesInCircle(CPos center, int maxRange, bool allowOutsideBounds = false)
{
return FindTilesInAnnulus(center, 0, maxRange, allowOutsideBounds);
}
public Stream Open(string filename)
{
// Explicit package paths never refer to a map
if (!filename.Contains('|') && Package.Contains(filename))
return Package.GetStream(filename);
return modData.DefaultFileSystem.Open(filename);
}
public bool TryGetPackageContaining(string path, out IReadOnlyPackage package, out string filename)
{
// Packages aren't supported inside maps
return modData.DefaultFileSystem.TryGetPackageContaining(path, out package, out filename);
}
public bool TryOpen(string filename, out Stream s)
{
// Explicit package paths never refer to a map
if (!filename.Contains('|'))
{
s = Package.GetStream(filename);
if (s != null)
return true;
}
return modData.DefaultFileSystem.TryOpen(filename, out s);
}
public bool Exists(string filename)
{
// Explicit package paths never refer to a map
if (!filename.Contains('|') && Package.Contains(filename))
return true;
return modData.DefaultFileSystem.Exists(filename);
}
public bool IsExternalModFile(string filename)
{
// Explicit package paths never refer to a map
if (filename.Contains('|'))
return modData.DefaultFileSystem.IsExternalModFile(filename);
return false;
}
public string Translate(string key, IDictionary<string, object> args = null)
{
if (Translation.TryGetString(key, out var message, args))
return message;
return modData.Translation.GetString(key, args);
}
}
}