Dalamud/Dalamud/Game/Text/SeStringHandling/Payloads/MapLinkPayload.cs

247 lines
9.8 KiB
C#

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