Dalamud/Dalamud/Utility/MapUtil.cs
Blair 7947b896ea
Add interfaces to non public/sealed classes referenced in public interfaces (#1808)
* Add interfaces to non public/sealed classes referenced in public interfaces

* Fixed inheritdocs + made most classes internal

* Add missing properties to IFate and Fate, fix documentation

---------

Co-authored-by: goat <16760685+goaaats@users.noreply.github.com>
2024-06-28 23:05:34 +02:00

164 lines
8.3 KiB
C#

using System.Numerics;
using Dalamud.Data;
using Dalamud.Game.ClientState.Objects.Types;
using FFXIVClientStructs.FFXIV.Client.UI.Agent;
using Lumina.Excel.GeneratedSheets;
namespace Dalamud.Utility;
/// <summary>
/// Utility helper class for game maps and coordinate translations that don't require state.
///
/// The conversion methods were found in 89 54 24 10 56 41 55 41 56 48 81 EC, which itself was found by looking for
/// uses of AddonText 1631.
/// </summary>
public static class MapUtil
{
/// <summary>
/// Helper method to convert one of the game's Vector3 X/Z provided by the game to a map coordinate suitable for
/// display to the player.
/// </summary>
/// <param name="value">The raw float of a game Vector3 X or Z coordinate to convert.</param>
/// <param name="scale">The scale factor of the map, generally retrieved from Lumina.</param>
/// <param name="offset">The dimension offset for either X or Z, generally retrieved from Lumina.</param>
/// <returns>Returns a converted float for display to the player.</returns>
public static float ConvertWorldCoordXZToMapCoord(float value, uint scale, int offset)
{
// Derived from E8 ?? ?? ?? ?? 0F B7 4B 1C and simplified.
return (0.02f * offset) + (2048f / scale) + (0.02f * value) + 1.0f;
}
/// <summary>
/// Helper method to convert a game Vector3 Y coordinate to a map coordinate suitable for display to the player.
/// </summary>
/// <param name="value">The raw float of a game Vector3 Y coordinate to convert.</param>
/// <param name="zOffset">The zOffset for this map. Retrieved from TerritoryTypeTransient.</param>
/// <param name="correctZOffset">Optionally enable Z offset correction. When a Z offset of -10,000 is set, replace
/// it with 0 for calculation purposes to show a more sane Z coordinate.</param>
/// <returns>Returns a converted float for display to the player.</returns>
public static float ConvertWorldCoordYToMapCoord(float value, int zOffset, bool correctZOffset = false)
{
// Derived from 48 83 EC 38 80 3D ?? ?? ?? ?? ?? 0F 29 74 24
// zOffset of -10000 indicates that the map should not display a Z coordinate.
if (zOffset == -10000 && correctZOffset) zOffset = 0;
return (value - zOffset) / 100;
}
/// <summary>
/// All-in-one helper method to convert a World Coordinate (internal to the game) to a Map Coordinate (visible to
/// players in the minimap/elsewhere).
/// </summary>
/// <remarks>
/// Note that this method will swap Y and Z in the resulting Vector3 to appropriately reflect the game's display.
/// </remarks>
/// <param name="worldCoordinates">A Vector3 of raw World coordinates from the game.</param>
/// <param name="xOffset">The offset to apply to the incoming X parameter, generally Lumina's Map.OffsetX.</param>
/// <param name="yOffset">The offset to apply to the incoming Y parameter, generally Lumina's Map.OffsetY.</param>
/// <param name="zOffset">The offset to apply to the incoming Z parameter, generally Lumina's TerritoryTypeTransient.OffsetZ.</param>
/// <param name="scale">The global scale to apply to the incoming X and Y parameters, generally Lumina's Map.SizeFactor.</param>
/// <param name="correctZOffset">An optional mode to "correct" a Z offset of -10000 to be a more human-friendly value.</param>
/// <returns>Returns a Vector3 representing visible map coordinates.</returns>
public static Vector3 WorldToMap(
Vector3 worldCoordinates,
int xOffset = 0,
int yOffset = 0,
int zOffset = 0,
uint scale = 100,
bool correctZOffset = false)
{
return new Vector3(
ConvertWorldCoordXZToMapCoord(worldCoordinates.X, scale, xOffset),
ConvertWorldCoordXZToMapCoord(worldCoordinates.Z, scale, yOffset),
ConvertWorldCoordYToMapCoord(worldCoordinates.Y, zOffset, correctZOffset));
}
/// <summary>
/// All-in-one helper method to convert a World Coordinate (internal to the game) to a Map Coordinate (visible to
/// players in the minimap/elsewhere).
/// </summary>
/// <remarks>
/// Note that this method will swap Y and Z to appropriately reflect the game's display.
/// </remarks>
/// <param name="worldCoordinates">A Vector3 of raw World coordinates from the game.</param>
/// <param name="map">A Lumina map to use for offset/scale information.</param>
/// <param name="territoryTransient">A TerritoryTypeTransient to use for Z offset information.</param>
/// <param name="correctZOffset">An optional mode to "correct" a Z offset of -10000 to be a more human-friendly value.</param>
/// <returns>Returns a Vector3 representing visible map coordinates.</returns>
public static Vector3 WorldToMap(
Vector3 worldCoordinates, Map map, TerritoryTypeTransient territoryTransient, bool correctZOffset = false)
{
return WorldToMap(
worldCoordinates,
map.OffsetX,
map.OffsetY,
territoryTransient.OffsetZ,
map.SizeFactor,
correctZOffset);
}
/// <summary>
/// All-in-one helper method to convert a World Coordinate (internal to the game) to a Map Coordinate (visible to
/// players in the minimap/elsewhere).
/// </summary>
/// <param name="worldCoordinates">A Vector2 of raw World coordinates from the game.</param>
/// <param name="xOffset">The offset to apply to the incoming X parameter, generally Lumina's Map.OffsetX.</param>
/// <param name="yOffset">The offset to apply to the incoming Y parameter, generally Lumina's Map.OffsetY.</param>
/// <param name="scale">The global scale to apply to the incoming X and Y parameters, generally Lumina's Map.SizeFactor.</param>
/// <returns>Returns a Vector2 representing visible map coordinates.</returns>
public static Vector2 WorldToMap(
Vector2 worldCoordinates,
int xOffset = 0,
int yOffset = 0,
uint scale = 100)
{
return new Vector2(
ConvertWorldCoordXZToMapCoord(worldCoordinates.X, scale, xOffset),
ConvertWorldCoordXZToMapCoord(worldCoordinates.Y, scale, yOffset));
}
/// <summary>
/// All-in-one helper method to convert a World Coordinate (internal to the game) to a Map Coordinate (visible to
/// players in the minimap/elsewhere).
/// </summary>
/// <param name="worldCoordinates">A Vector2 of raw World coordinates from the game.</param>
/// <param name="map">A Lumina map to use for offset/scale information.</param>
/// <returns>Returns a Vector2 representing visible map coordinates.</returns>
public static Vector2 WorldToMap(Vector2 worldCoordinates, Map map)
{
return WorldToMap(worldCoordinates, map.OffsetX, map.OffsetY, map.SizeFactor);
}
/// <summary>
/// Extension method to get the current position of a GameObject in Map Coordinates (visible to players in the
/// minimap or chat). A Z (height) value will always be returned, even on maps that do not natively show one.
/// </summary>
/// <exception cref="InvalidOperationException">Thrown if ClientState is unavailable.</exception>
/// <param name="go">The GameObject to get the position for.</param>
/// <param name="correctZOffset">Whether to "correct" a Z offset to sane values for maps that don't have one.</param>
/// <returns>A Vector3 that represents the X (east/west), Y (north/south), and Z (height) position of this object.</returns>
public static unsafe Vector3 GetMapCoordinates(this IGameObject go, bool correctZOffset = false)
{
var agentMap = AgentMap.Instance();
if (agentMap == null || agentMap->CurrentMapId == 0)
throw new InvalidOperationException("Could not determine active map - data may not be loaded yet?");
var territoryTransient = Service<DataManager>.Get()
.GetExcelSheet<TerritoryTypeTransient>()!
.GetRow(agentMap->CurrentTerritoryId);
return WorldToMap(
go.Position,
agentMap->CurrentOffsetX,
agentMap->CurrentOffsetY,
territoryTransient?.OffsetZ ?? 0,
(uint)agentMap->CurrentMapSizeFactor,
correctZOffset);
}
}