mirror of
https://github.com/goatcorp/Dalamud.git
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247 lines
9.8 KiB
C#
247 lines
9.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using Lumina.Excel.GeneratedSheets;
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using Newtonsoft.Json;
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namespace Dalamud.Game.Text.SeStringHandling.Payloads;
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/// <summary>
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/// An SeString Payload representing an interactable map position link.
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/// </summary>
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public class MapLinkPayload : Payload
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{
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private Map map;
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private TerritoryType territoryType;
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private string placeNameRegion;
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private string placeName;
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[JsonProperty]
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private uint territoryTypeId;
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[JsonProperty]
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private uint mapId;
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/// <summary>
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/// Initializes a new instance of the <see cref="MapLinkPayload"/> class.
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/// Creates an interactable MapLinkPayload from a human-readable position.
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/// </summary>
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/// <param name="territoryTypeId">The id of the TerritoryType entry for this link.</param>
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/// <param name="mapId">The id of the Map entry for this link.</param>
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/// <param name="niceXCoord">The human-readable x-coordinate for this link.</param>
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/// <param name="niceYCoord">The human-readable y-coordinate for this link.</param>
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/// <param name="fudgeFactor">An optional offset to account for rounding and truncation errors; it is best to leave this untouched in most cases.</param>
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public MapLinkPayload(uint territoryTypeId, uint mapId, float niceXCoord, float niceYCoord, float fudgeFactor = 0.05f)
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{
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this.territoryTypeId = territoryTypeId;
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this.mapId = mapId;
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// this fudge is necessary basically to ensure we don't shift down a full tenth
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// because essentially values are truncated instead of rounded, so 3.09999f will become
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// 3.0f and not 3.1f
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this.RawX = this.ConvertMapCoordinateToRawPosition(niceXCoord + fudgeFactor, this.Map.SizeFactor, this.Map.OffsetX);
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this.RawY = this.ConvertMapCoordinateToRawPosition(niceYCoord + fudgeFactor, this.Map.SizeFactor, this.Map.OffsetY);
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="MapLinkPayload"/> class.
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/// Creates an interactable MapLinkPayload from a raw position.
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/// </summary>
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/// <param name="territoryTypeId">The id of the TerritoryType entry for this link.</param>
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/// <param name="mapId">The id of the Map entry for this link.</param>
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/// <param name="rawX">The internal raw x-coordinate for this link.</param>
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/// <param name="rawY">The internal raw y-coordinate for this link.</param>
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public MapLinkPayload(uint territoryTypeId, uint mapId, int rawX, int rawY)
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{
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this.territoryTypeId = territoryTypeId;
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this.mapId = mapId;
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this.RawX = rawX;
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this.RawY = rawY;
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="MapLinkPayload"/> class.
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/// Creates an interactable MapLinkPayload from a human-readable position.
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/// </summary>
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internal MapLinkPayload()
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{
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}
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/// <inheritdoc/>
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public override PayloadType Type => PayloadType.MapLink;
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/// <summary>
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/// Gets the Map specified for this map link.
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/// </summary>
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/// <remarks>
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/// The value is evaluated lazily and cached.
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/// </remarks>
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[JsonIgnore]
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public Map Map => this.map ??= this.DataResolver.GetExcelSheet<Map>().GetRow(this.mapId);
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/// <summary>
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/// Gets the TerritoryType specified for this map link.
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/// </summary>
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/// <remarks>
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/// The value is evaluated lazily and cached.
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/// </remarks>
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[JsonIgnore]
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public TerritoryType TerritoryType => this.territoryType ??= this.DataResolver.GetExcelSheet<TerritoryType>().GetRow(this.territoryTypeId);
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/// <summary>
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/// Gets the internal x-coordinate for this map position.
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/// </summary>
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public int RawX { get; private set; }
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/// <summary>
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/// Gets the internal y-coordinate for this map position.
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/// </summary>
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public int RawY { get; private set; }
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// these could be cached, but this isn't really too egregious
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/// <summary>
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/// Gets the readable x-coordinate position for this map link. This value is approximate and unrounded.
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/// </summary>
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public float XCoord => this.ConvertRawPositionToMapCoordinate(this.RawX, this.Map.SizeFactor, this.Map.OffsetX);
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/// <summary>
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/// Gets the readable y-coordinate position for this map link. This value is approximate and unrounded.
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/// </summary>
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[JsonIgnore]
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public float YCoord => this.ConvertRawPositionToMapCoordinate(this.RawY, this.Map.SizeFactor, this.Map.OffsetY);
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// there is no Z; it's purely in the text payload where applicable
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/// <summary>
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/// Gets the printable map coordinates for this link. This value tries to match the in-game printable text as closely
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/// as possible but is an approximation and may be slightly off for some positions.
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/// </summary>
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[JsonIgnore]
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public string CoordinateString
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{
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get
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{
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// this truncates the values to one decimal without rounding, which is what the game does
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// the fudge also just attempts to correct the truncated/displayed value for rounding/fp issues
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// TODO: should this fudge factor be the same as in the ctor? currently not since that is customizable
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const float fudge = 0.02f;
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var x = Math.Truncate((this.XCoord + fudge) * 10.0f) / 10.0f;
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var y = Math.Truncate((this.YCoord + fudge) * 10.0f) / 10.0f;
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// the formatting and spacing the game uses
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return $"( {x:0.0} , {y:0.0} )";
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}
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}
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/// <summary>
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/// Gets the region name for this map link. This corresponds to the upper zone name found in the actual in-game map UI. eg, "La Noscea".
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/// </summary>
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[JsonIgnore]
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public string PlaceNameRegion => this.placeNameRegion ??= this.TerritoryType.PlaceNameRegion.Value?.Name;
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/// <summary>
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/// Gets the place name for this map link. This corresponds to the lower zone name found in the actual in-game map UI. eg, "Limsa Lominsa Upper Decks".
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/// </summary>
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[JsonIgnore]
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public string PlaceName => this.placeName ??= this.TerritoryType.PlaceName.Value?.Name;
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/// <summary>
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/// Gets the data string for this map link, for use by internal game functions that take a string variant and not a binary payload.
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/// </summary>
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public string DataString => $"m:{this.TerritoryType.RowId},{this.Map.RowId},{this.RawX},{this.RawY}";
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/// <inheritdoc/>
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public override string ToString()
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{
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return $"{this.Type} - TerritoryTypeId: {this.territoryTypeId}, MapId: {this.mapId}, RawX: {this.RawX}, RawY: {this.RawY}, display: {this.PlaceName} {this.CoordinateString}";
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}
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/// <inheritdoc/>
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protected override byte[] EncodeImpl()
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{
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var packedTerritoryAndMapBytes = MakePackedInteger(this.territoryTypeId, this.mapId);
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var xBytes = MakeInteger(unchecked((uint)this.RawX));
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var yBytes = MakeInteger(unchecked((uint)this.RawY));
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var chunkLen = 4 + packedTerritoryAndMapBytes.Length + xBytes.Length + yBytes.Length;
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var bytes = new List<byte>()
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{
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START_BYTE,
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(byte)SeStringChunkType.Interactable, (byte)chunkLen, (byte)EmbeddedInfoType.MapPositionLink,
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};
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bytes.AddRange(packedTerritoryAndMapBytes);
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bytes.AddRange(xBytes);
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bytes.AddRange(yBytes);
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// unk
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bytes.AddRange(new byte[] { 0xFF, 0x01, END_BYTE });
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return bytes.ToArray();
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}
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/// <inheritdoc/>
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protected override void DecodeImpl(BinaryReader reader, long endOfStream)
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{
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// for debugging for now
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var oldPos = reader.BaseStream.Position;
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var bytes = reader.ReadBytes((int)(endOfStream - reader.BaseStream.Position));
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reader.BaseStream.Position = oldPos;
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try
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{
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(this.territoryTypeId, this.mapId) = GetPackedIntegers(reader);
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this.RawX = unchecked((int)GetInteger(reader));
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this.RawY = unchecked((int)GetInteger(reader));
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// the Z coordinate is never in this chunk, just the text (if applicable)
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// seems to always be FF 01
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reader.ReadBytes(2);
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}
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catch (NotSupportedException)
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{
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Serilog.Log.Information($"Unsupported map bytes {BitConverter.ToString(bytes).Replace("-", " ")}");
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// we still want to break here for now, or we'd just throw again later
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throw;
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}
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}
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#region ugliness
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// from https://github.com/xivapi/ffxiv-datamining/blob/master/docs/MapCoordinates.md
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// from https://github.com/xivapi/xivapi-mappy/blob/master/Mappy/Helpers/MapHelper.cs
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// the raw scale from the map needs to be scaled down by a factor of 100
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// the raw pos also needs to be scaled down by a factor of 1000
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// the tile scale is ~50, but is exactly 2048/41, more info in the md file
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private float ConvertRawPositionToMapCoordinate(int pos, float scale, short offset)
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{
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// extra 1/1000 because that is how the network ints are done
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const float networkAdjustment = 1f;
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// scaling
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var trueScale = scale / 100f;
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var truePos = pos / 1000f;
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var computedPos = (truePos + offset) * trueScale;
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// pretty weird formula, but obviously has something to do with the tile scaling
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return (41f / trueScale * ((computedPos + 1024f) / 2048f)) + networkAdjustment;
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}
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// Created as the inverse of ConvertRawPositionToMapCoordinate(), since no one seemed to have a version of that
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private int ConvertMapCoordinateToRawPosition(float pos, float scale, short offset)
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{
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const float networkAdjustment = 1f;
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// scaling
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var trueScale = scale / 100f;
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var num2 = (((pos - networkAdjustment) * trueScale / 41f * 2048f) - 1024f) / trueScale;
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// (pos - offset) / scale, with the scaling on num2 done before for precision
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num2 *= 1000f;
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return (int)num2 - (offset * 1000);
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}
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#endregion
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}
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