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using Content.Shared.Atmos; | ||
using Content.Shared.Pinpointer; | ||
using System.Linq; | ||
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namespace Content.Client.Pinpointer; | ||
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public sealed partial class NavMapSystem | ||
{ | ||
private (AtmosDirection, Vector2i, AtmosDirection)[] _regionPropagationTable = | ||
{ | ||
(AtmosDirection.East, new Vector2i(1, 0), AtmosDirection.West), | ||
(AtmosDirection.West, new Vector2i(-1, 0), AtmosDirection.East), | ||
(AtmosDirection.North, new Vector2i(0, 1), AtmosDirection.South), | ||
(AtmosDirection.South, new Vector2i(0, -1), AtmosDirection.North), | ||
}; | ||
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public override void Update(float frameTime) | ||
{ | ||
// To prevent compute spikes, only one region is flood filled per frame | ||
var query = AllEntityQuery<NavMapComponent>(); | ||
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while (query.MoveNext(out var ent, out var entNavMapRegions)) | ||
FloodFillNextEnqueuedRegion(ent, entNavMapRegions); | ||
} | ||
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private void FloodFillNextEnqueuedRegion(EntityUid uid, NavMapComponent component) | ||
{ | ||
if (!component.QueuedRegionsToFlood.Any()) | ||
return; | ||
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var regionOwner = component.QueuedRegionsToFlood.Dequeue(); | ||
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// If the region is no longer valid, flood the next one in the queue | ||
if (!component.RegionProperties.TryGetValue(regionOwner, out var regionProperties) || | ||
!regionProperties.Seeds.Any()) | ||
{ | ||
FloodFillNextEnqueuedRegion(uid, component); | ||
return; | ||
} | ||
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// Flood fill the region, using the region seeds as starting points | ||
var (floodedTiles, floodedChunks) = FloodFillRegion(uid, component, regionProperties); | ||
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// Combine the flooded tiles into larger rectangles | ||
var gridCoords = GetMergedRegionTiles(floodedTiles); | ||
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// Create and assign the new region overlay | ||
var regionOverlay = new NavMapRegionOverlay(regionProperties.UiKey, gridCoords) | ||
{ | ||
Color = regionProperties.Color | ||
}; | ||
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component.RegionOverlays[regionOwner] = regionOverlay; | ||
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// To reduce unnecessary future flood fills, we will track which chunks have been flooded by a region owner | ||
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// First remove an old assignments | ||
if (component.RegionOwnerToChunkTable.TryGetValue(regionOwner, out var oldChunks)) | ||
{ | ||
foreach (var chunk in oldChunks) | ||
{ | ||
if (component.ChunkToRegionOwnerTable.TryGetValue(chunk, out var oldOwners)) | ||
{ | ||
oldOwners.Remove(regionOwner); | ||
component.ChunkToRegionOwnerTable[chunk] = oldOwners; | ||
} | ||
} | ||
} | ||
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// Now update with the new assignments | ||
component.RegionOwnerToChunkTable[regionOwner] = floodedChunks; | ||
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foreach (var chunk in floodedChunks) | ||
{ | ||
if (!component.ChunkToRegionOwnerTable.TryGetValue(chunk, out var owners)) | ||
owners = new(); | ||
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owners.Add(regionOwner); | ||
component.ChunkToRegionOwnerTable[chunk] = owners; | ||
} | ||
} | ||
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private (HashSet<Vector2i>, HashSet<Vector2i>) FloodFillRegion(EntityUid uid, NavMapComponent component, NavMapRegionProperties regionProperties) | ||
{ | ||
if (!regionProperties.Seeds.Any()) | ||
return (new(), new()); | ||
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var visitedChunks = new HashSet<Vector2i>(); | ||
var visitedTiles = new HashSet<Vector2i>(); | ||
var tilesToVisit = new Stack<Vector2i>(); | ||
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foreach (var regionSeed in regionProperties.Seeds) | ||
{ | ||
tilesToVisit.Push(regionSeed); | ||
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while (tilesToVisit.Count > 0) | ||
{ | ||
// If the max region area is hit, exit | ||
if (visitedTiles.Count > regionProperties.MaxArea) | ||
return (new(), new()); | ||
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// Pop the top tile from the stack | ||
var current = tilesToVisit.Pop(); | ||
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// If the current tile position has already been visited, | ||
// or is too far away from the seed, continue | ||
if ((regionSeed - current).Length > regionProperties.MaxRadius) | ||
continue; | ||
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if (visitedTiles.Contains(current)) | ||
continue; | ||
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// Determine the tile's chunk index | ||
var chunkOrigin = SharedMapSystem.GetChunkIndices(current, ChunkSize); | ||
var relative = SharedMapSystem.GetChunkRelative(current, ChunkSize); | ||
var idx = GetTileIndex(relative); | ||
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// Extract the tile data | ||
if (!component.Chunks.TryGetValue(chunkOrigin, out var chunk)) | ||
continue; | ||
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var flag = chunk.TileData[idx]; | ||
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// If the current tile is entirely occupied, continue | ||
if ((FloorMask & flag) == 0) | ||
continue; | ||
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if ((WallMask & flag) == WallMask) | ||
continue; | ||
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if ((AirlockMask & flag) == AirlockMask) | ||
continue; | ||
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// Otherwise the tile can be added to this region | ||
visitedTiles.Add(current); | ||
visitedChunks.Add(chunkOrigin); | ||
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// Determine if we can propagate the region into its cardinally adjacent neighbors | ||
// To propagate to a neighbor, movement into the neighbors closest edge must not be | ||
// blocked, and vice versa | ||
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foreach (var (direction, tileOffset, reverseDirection) in _regionPropagationTable) | ||
{ | ||
if (!RegionCanPropagateInDirection(chunk, current, direction)) | ||
continue; | ||
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var neighbor = current + tileOffset; | ||
var neighborOrigin = SharedMapSystem.GetChunkIndices(neighbor, ChunkSize); | ||
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if (!component.Chunks.TryGetValue(neighborOrigin, out var neighborChunk)) | ||
continue; | ||
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visitedChunks.Add(neighborOrigin); | ||
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if (!RegionCanPropagateInDirection(neighborChunk, neighbor, reverseDirection)) | ||
continue; | ||
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tilesToVisit.Push(neighbor); | ||
} | ||
} | ||
} | ||
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return (visitedTiles, visitedChunks); | ||
} | ||
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private bool RegionCanPropagateInDirection(NavMapChunk chunk, Vector2i tile, AtmosDirection direction) | ||
{ | ||
var relative = SharedMapSystem.GetChunkRelative(tile, ChunkSize); | ||
var idx = GetTileIndex(relative); | ||
var flag = chunk.TileData[idx]; | ||
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if ((FloorMask & flag) == 0) | ||
return false; | ||
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var directionMask = 1 << (int)direction; | ||
var wallMask = (int)direction << (int)NavMapChunkType.Wall; | ||
var airlockMask = (int)direction << (int)NavMapChunkType.Airlock; | ||
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if ((wallMask & flag) > 0) | ||
return false; | ||
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if ((airlockMask & flag) > 0) | ||
return false; | ||
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return true; | ||
} | ||
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private List<(Vector2i, Vector2i)> GetMergedRegionTiles(HashSet<Vector2i> tiles) | ||
{ | ||
if (!tiles.Any()) | ||
return new(); | ||
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var x = tiles.Select(t => t.X); | ||
var minX = x.Min(); | ||
var maxX = x.Max(); | ||
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var y = tiles.Select(t => t.Y); | ||
var minY = y.Min(); | ||
var maxY = y.Max(); | ||
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var matrix = new int[maxX - minX + 1, maxY - minY + 1]; | ||
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foreach (var tile in tiles) | ||
{ | ||
var a = tile.X - minX; | ||
var b = tile.Y - minY; | ||
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matrix[a, b] = 1; | ||
} | ||
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return GetMergedRegionTiles(matrix, new Vector2i(minX, minY)); | ||
} | ||
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private List<(Vector2i, Vector2i)> GetMergedRegionTiles(int[,] matrix, Vector2i offset) | ||
{ | ||
var output = new List<(Vector2i, Vector2i)>(); | ||
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var rows = matrix.GetLength(0); | ||
var cols = matrix.GetLength(1); | ||
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var dp = new int[rows, cols]; | ||
var coords = (new Vector2i(), new Vector2i()); | ||
var maxArea = 0; | ||
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var count = 0; | ||
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while (!IsArrayEmpty(matrix)) | ||
{ | ||
count++; | ||
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if (count > rows * cols) | ||
break; | ||
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// Clear old values | ||
dp = new int[rows, cols]; | ||
coords = (new Vector2i(), new Vector2i()); | ||
maxArea = 0; | ||
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// Initialize the first row of dp | ||
for (int j = 0; j < cols; j++) | ||
{ | ||
dp[0, j] = matrix[0, j]; | ||
} | ||
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// Calculate dp values for remaining rows | ||
for (int i = 1; i < rows; i++) | ||
{ | ||
for (int j = 0; j < cols; j++) | ||
dp[i, j] = matrix[i, j] == 1 ? dp[i - 1, j] + 1 : 0; | ||
} | ||
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// Find the largest rectangular area seeded for each position in the matrix | ||
for (int i = 0; i < rows; i++) | ||
{ | ||
for (int j = 0; j < cols; j++) | ||
{ | ||
int minWidth = dp[i, j]; | ||
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for (int k = j; k >= 0; k--) | ||
{ | ||
if (dp[i, k] <= 0) | ||
break; | ||
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minWidth = Math.Min(minWidth, dp[i, k]); | ||
var currArea = Math.Max(maxArea, minWidth * (j - k + 1)); | ||
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if (currArea > maxArea) | ||
{ | ||
maxArea = currArea; | ||
coords = (new Vector2i(i - minWidth + 1, k), new Vector2i(i, j)); | ||
} | ||
} | ||
} | ||
} | ||
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// Save the recorded rectangle vertices | ||
output.Add((coords.Item1 + offset, coords.Item2 + offset)); | ||
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// Removed the tiles covered by the rectangle from matrix | ||
for (int i = coords.Item1.X; i <= coords.Item2.X; i++) | ||
{ | ||
for (int j = coords.Item1.Y; j <= coords.Item2.Y; j++) | ||
matrix[i, j] = 0; | ||
} | ||
} | ||
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return output; | ||
} | ||
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private bool IsArrayEmpty(int[,] matrix) | ||
{ | ||
for (int i = 0; i < matrix.GetLength(0); i++) | ||
{ | ||
for (int j = 0; j < matrix.GetLength(1); j++) | ||
{ | ||
if (matrix[i, j] == 1) | ||
return false; | ||
} | ||
} | ||
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return true; | ||
} | ||
} |
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