using System; using System.Collections.Concurrent; using System.Collections.Generic; using System.Collections.ObjectModel; using System.Drawing; using System.Drawing.Imaging; using System.IO; using System.Linq; using System.Threading; using System.Web.UI; using Vintagestory.API.Common; using Vintagestory.API.MathTools; namespace Automap { public partial class AutomapMod { private Thread cartographer_thread; private const string _mapPath = @"Maps"; private const string _chunkPath = @"Chunks"; private const string _domain = @"automap"; private ConcurrentDictionary columnCounter = new ConcurrentDictionary(3, 103 );//ChunkMeta struct? private HashSet knownChunkTops = new HashSet( ); private PointsOfInterest POIs; private Dictionary BlockID_Designators; private int North_mostChunk; private int East_mostChunk; private int West_mostChunk; private int South_mostChunk; private Vec2i startChunkColumn; private uint lastUpdate; private string path; private IAsset stylesFile; #region Internals private void StartAutomap( ) { path = ClientAPI.GetOrCreateDataPath(_mapPath); path = ClientAPI.GetOrCreateDataPath(Path.Combine(path, "World_" + ClientAPI.World.Seed));//Add name of World too! stylesFile = ClientAPI.World.AssetManager.Get(new AssetLocation(_domain, "config/automap_format.css")); Logger.VerboseDebug("CSS loaded: {0} size: {1}",stylesFile.IsLoaded() ,stylesFile.ToText( ).Length); Prefill_POI_Designators( ); startChunkColumn = new Vec2i((ClientAPI.World.Player.Entity.LocalPos.AsBlockPos.X / ClientAPI.World.BlockAccessor.ChunkSize), (ClientAPI.World.Player.Entity.LocalPos.AsBlockPos.Z / ClientAPI.World.BlockAccessor.ChunkSize)); North_mostChunk = startChunkColumn.Y; South_mostChunk = startChunkColumn.Y; East_mostChunk = startChunkColumn.X; West_mostChunk = startChunkColumn.X; Logger.Notification("AUTOMAP Start {0}", startChunkColumn); ClientAPI.Event.ChunkDirty += ChunkAChanging; cartographer_thread = new Thread(Cartographer); cartographer_thread.Name = "Cartographer"; cartographer_thread.Priority = ThreadPriority.Lowest; cartographer_thread.IsBackground = true; ClientAPI.Event.RegisterGameTickListener(AwakenCartographer, 6000); } private void ChunkAChanging(Vec3i chunkCoord, IWorldChunk chunk, EnumChunkDirtyReason reason) { Vec2i topPosition = new Vec2i(chunkCoord.X, chunkCoord.Z); columnCounter.AddOrUpdate(topPosition, 1, (key, colAct) => colAct + 1); } private void AwakenCartographer(float delayed) { if (ClientAPI.IsGamePaused != false || ClientAPI.IsShuttingDown != true) { #if DEBUG Logger.VerboseDebug("Cartographer re-trigger from [{0}]", cartographer_thread.ThreadState); #endif if (cartographer_thread.ThreadState.HasFlag(ThreadState.Unstarted)) { cartographer_thread.Start( ); } else if (cartographer_thread.ThreadState.HasFlag(ThreadState.WaitSleepJoin)) { //Time to (re)write chunk shards cartographer_thread.Interrupt( ); } ClientAPI.TriggerChatMessage($"Automap {lastUpdate} changes - MAX (N:{North_mostChunk},S:{South_mostChunk},E:{East_mostChunk}, W:{West_mostChunk} - TOTAL: {knownChunkTops.Count})"); } } private void Cartographer( ) { wake: Logger.VerboseDebug("Cartographer thread awoken"); try { uint ejectedItem = 0; uint updatedChunks = 0; //-- Should dodge enumerator changing underfoot....at a cost. if (!columnCounter.IsEmpty) { var tempSet = columnCounter.ToArray( ).OrderByDescending(kvp => kvp.Value); foreach (var mostActiveCol in tempSet) { var mapChunk = ClientAPI.World.BlockAccessor.GetMapChunk(mostActiveCol.Key); if (mapChunk == null) { Logger.Warning("SKIP CHUNK: ({0}) - Map Chunk NULL!", mostActiveCol.Key); columnCounter.TryRemove(mostActiveCol.Key, out ejectedItem); continue; } string filename = $"{mostActiveCol.Key.X}_{mostActiveCol.Key.Y}.png"; filename = Path.Combine(path, filename); uint pixels = 0; var chkImg = GenerateChunkImage(mostActiveCol.Key, mapChunk, out pixels); if (pixels > 0) { chkImg.Save(filename, ImageFormat.Png); #if DEBUG Logger.VerboseDebug("Wrote chunk shard: ({0}) - Edits#:{1}, Pixels#:{2}", mostActiveCol.Key, mostActiveCol.Value, pixels); #endif updatedChunks++; knownChunkTops.Add(mostActiveCol.Key); columnCounter.TryRemove(mostActiveCol.Key, out ejectedItem); } else { columnCounter.TryRemove(mostActiveCol.Key, out ejectedItem); Logger.VerboseDebug("Un-painted chunk: ({0}) ", mostActiveCol.Key); } } } if (updatedChunks > 0) { lastUpdate = updatedChunks; GenerateMapHTML( ); updatedChunks = 0; } //Then sleep until interupted again, and repeat Logger.VerboseDebug("Thread '{0}' about to sleep indefinitely.", Thread.CurrentThread.Name); Thread.Sleep(Timeout.Infinite); } catch (ThreadInterruptedException) { Logger.VerboseDebug("Thread '{0}' interupted [awoken]", Thread.CurrentThread.Name); goto wake; } catch (ThreadAbortException) { Logger.VerboseDebug("Thread '{0}' aborted.", Thread.CurrentThread.Name); } finally { Logger.VerboseDebug("Thread '{0}' executing finally block.", Thread.CurrentThread.Name); } } #endregion private void Prefill_POI_Designators( ) { this.POIs = new PointsOfInterest( ); this.BlockID_Designators = new Dictionary( ); //Add special marker types for BlockID's of "Interest", overwrite colour, and method var theDesignators = new List{ DefaultDesignators.Roads, DefaultDesignators.GroundSigns, DefaultDesignators.WallSigns, DefaultDesignators.PostSigns, }; Install_POI_Designators(theDesignators); } private void Install_POI_Designators(ICollection designators) { Logger.VerboseDebug("Connecting {0} configured Designators", designators.Count); foreach (var designator in designators) { var blockIDs = Helpers.ArbitrarytBlockIdHunter(ClientAPI, designator.Pattern, designator.Material); if (blockIDs.Count > 0) { Logger.VerboseDebug("Designator {0} has {1} associated blockIDs", designator.ToString( ), blockIDs.Count); } foreach (var entry in blockIDs) { BlockID_Designators.Add(entry.Key, designator); } } } #region COPYPASTA //TODO: rewrite - with alternate algo. //A slightly re-written; ChunkMapLayer :: public int[] GenerateChunkImage(Vec2i chunkPos, IMapChunk mc) internal Bitmap GenerateChunkImage(Vec2i chunkPos, IMapChunk mc, out uint pixelCount) { pixelCount = 0; BlockPos tmpPos = new BlockPos( ); Vec2i localpos = new Vec2i( ); int chunkSize = ClientAPI.World.BlockAccessor.ChunkSize; var chunksColumn = new IWorldChunk[ClientAPI.World.BlockAccessor.MapSizeY / chunkSize]; Bitmap chunkImage = new Bitmap(chunkSize, chunkSize, PixelFormat.Format24bppRgb); int topChunkY = mc.YMax / chunkSize;//Heywaitaminute -- this isn't a highest FEATURE, if Rainmap isn't accurate! //Metadata of DateTime chunk was edited, chunk coords.,world-seed? Y-Max feature height //Grab a chunk COLUMN... Topmost Y down... for (int chunkY = 0; chunkY <= topChunkY; chunkY++) { chunksColumn[chunkY] = ClientAPI.World.BlockAccessor.GetChunk(chunkPos.X, chunkY, chunkPos.Y); //What to do if chunk is a void? invalid? } // Prefetch map chunks, in pattern IMapChunk[ ] mapChunks = new IMapChunk[ ] { ClientAPI.World.BlockAccessor.GetMapChunk(chunkPos.X - 1, chunkPos.Y - 1), ClientAPI.World.BlockAccessor.GetMapChunk(chunkPos.X - 1, chunkPos.Y), ClientAPI.World.BlockAccessor.GetMapChunk(chunkPos.X, chunkPos.Y - 1) }; for (int posIndex = 0; posIndex < (chunkSize * chunkSize); posIndex++) { int mapY = mc.RainHeightMap[posIndex]; int localChunkY = mapY / chunkSize; if (localChunkY >= (chunksColumn.Length)) continue;//Out of range! MapUtil.PosInt2d(posIndex, chunkSize, localpos); int localX = localpos.X; int localZ = localpos.Y; float b = 1; int leftTop, rightTop, leftBot; IMapChunk leftTopMapChunk = mc; IMapChunk rightTopMapChunk = mc; IMapChunk leftBotMapChunk = mc; int topX = localX - 1; int botX = localX; int leftZ = localZ - 1; int rightZ = localZ; if (topX < 0 && leftZ < 0) { leftTopMapChunk = mapChunks[0]; rightTopMapChunk = mapChunks[1]; leftBotMapChunk = mapChunks[2]; } else { if (topX < 0) { leftTopMapChunk = mapChunks[1]; rightTopMapChunk = mapChunks[1]; } if (leftZ < 0) { leftTopMapChunk = mapChunks[2]; leftBotMapChunk = mapChunks[2]; } } topX = GameMath.Mod(topX, chunkSize); leftZ = GameMath.Mod(leftZ, chunkSize); leftTop = leftTopMapChunk == null ? 0 : Math.Sign(mapY - leftTopMapChunk.RainHeightMap[leftZ * chunkSize + topX]); rightTop = rightTopMapChunk == null ? 0 : Math.Sign(mapY - rightTopMapChunk.RainHeightMap[rightZ * chunkSize + topX]); leftBot = leftBotMapChunk == null ? 0 : Math.Sign(mapY - leftBotMapChunk.RainHeightMap[leftZ * chunkSize + botX]); float slopeness = (leftTop + rightTop + leftBot); if (slopeness > 0) b = 1.2f; if (slopeness < 0) b = 0.8f; b -= 0.15f; //Slope boost value if (chunksColumn[localChunkY] == null) { continue; } chunksColumn[localChunkY].Unpack( ); int blockId = chunksColumn[localChunkY].Blocks[MapUtil.Index3d(localpos.X, mapY % chunkSize, localpos.Y, chunkSize, chunkSize)]; Block block = ClientAPI.World.Blocks[blockId]; tmpPos.Set(chunkSize * chunkPos.X + localpos.X, mapY, chunkSize * chunkPos.Y + localpos.Y); int avgCol = block.GetColor(ClientAPI, tmpPos); int rndCol = block.GetRandomColor(ClientAPI, tmpPos, BlockFacing.UP); //This is still, an abnormal color - the tint is too blue int col = ColorUtil.ColorOverlay(avgCol, rndCol, 0.125f); var packedFormat = ColorUtil.ColorMultiply3Clamped(col, b); Color pixelColor = Color.FromArgb(ColorUtil.ColorB(packedFormat), ColorUtil.ColorG(packedFormat), ColorUtil.ColorR(packedFormat)); //============ POI Population ================= if (BlockID_Designators.ContainsKey(blockId)) { var desig = BlockID_Designators[blockId]; pixelColor = desig.OverwriteColor; if (desig.SpecialAction != null) { desig.SpecialAction(ClientAPI, this.POIs, tmpPos, block); } } chunkImage.SetPixel(localX, localZ, pixelColor); pixelCount++; } return chunkImage; } #endregion private void GenerateMapHTML( ) { string mapFilename = Path.Combine(path, "Automap.html"); North_mostChunk = knownChunkTops.Min(tc => tc.Y); South_mostChunk = knownChunkTops.Max(tc => tc.Y); East_mostChunk = knownChunkTops.Max(tc => tc.X); West_mostChunk = knownChunkTops.Min(tc => tc.X); using (StreamWriter outputText = new StreamWriter(File.Open(mapFilename, FileMode.Create, FileAccess.Write, FileShare.ReadWrite))) { using (HtmlTextWriter tableWriter = new HtmlTextWriter(outputText)) { tableWriter.BeginRender( ); tableWriter.RenderBeginTag(HtmlTextWriterTag.Html); tableWriter.RenderBeginTag(HtmlTextWriterTag.Head); tableWriter.RenderBeginTag(HtmlTextWriterTag.Title); tableWriter.WriteEncodedText("Generated Automap"); tableWriter.RenderEndTag( ); //CSS style here tableWriter.RenderBeginTag(HtmlTextWriterTag.Style); tableWriter.Write(stylesFile.ToText( )); tableWriter.RenderEndTag( );// tableWriter.RenderEndTag( ); tableWriter.RenderBeginTag(HtmlTextWriterTag.Body); tableWriter.RenderBeginTag(HtmlTextWriterTag.P); tableWriter.WriteEncodedText($"Created {DateTimeOffset.UtcNow.ToString("u")}"); tableWriter.RenderEndTag( ); tableWriter.RenderBeginTag(HtmlTextWriterTag.P); tableWriter.WriteEncodedText($"W:{West_mostChunk}, E: {East_mostChunk}, N:{North_mostChunk}, S:{South_mostChunk} "); tableWriter.RenderEndTag( ); tableWriter.WriteLine( ); tableWriter.RenderBeginTag(HtmlTextWriterTag.Table); tableWriter.RenderBeginTag(HtmlTextWriterTag.Caption); tableWriter.WriteEncodedText($"Start: {startChunkColumn}, Seed: {ClientAPI.World.Seed}\n"); tableWriter.RenderEndTag( ); //################ X-Axis ####################### tableWriter.RenderBeginTag(HtmlTextWriterTag.Thead); tableWriter.RenderBeginTag(HtmlTextWriterTag.Tr); tableWriter.RenderBeginTag(HtmlTextWriterTag.Th); tableWriter.Write("N, W"); tableWriter.RenderEndTag( ); for (int xAxisT = West_mostChunk; xAxisT <= East_mostChunk; xAxisT++) { tableWriter.RenderBeginTag(HtmlTextWriterTag.Th); tableWriter.Write(xAxisT); tableWriter.RenderEndTag( ); } tableWriter.RenderBeginTag(HtmlTextWriterTag.Th); tableWriter.Write("N, E"); tableWriter.RenderEndTag( ); tableWriter.RenderEndTag( ); tableWriter.RenderEndTag( ); //###### ################################ //###### - Chunk rows & Y-axis cols tableWriter.RenderBeginTag(HtmlTextWriterTag.Tbody); //######## for every vertical row for (int yAxis = North_mostChunk; yAxis <= South_mostChunk; yAxis++) { tableWriter.RenderBeginTag(HtmlTextWriterTag.Tr); tableWriter.RenderBeginTag(HtmlTextWriterTag.Td); tableWriter.Write(yAxis);//legend: Y-axis tableWriter.RenderEndTag( ); for (int xAxis = West_mostChunk; xAxis <= East_mostChunk; xAxis++) { //###### #### for chunk shard tableWriter.RenderBeginTag(HtmlTextWriterTag.Td); if (knownChunkTops.Contains( new Vec2i(xAxis, yAxis))){ tableWriter.AddAttribute(HtmlTextWriterAttribute.Src, $"{xAxis}_{yAxis}.png"); tableWriter.AddAttribute(HtmlTextWriterAttribute.Alt, $"X{xAxis}, Y{yAxis}"); tableWriter.RenderBeginTag(HtmlTextWriterTag.Img); tableWriter.RenderEndTag( ); } else { tableWriter.Write("?"); } tableWriter.RenderEndTag( ); }//############ ########### tableWriter.RenderBeginTag(HtmlTextWriterTag.Td); tableWriter.Write(yAxis);//legend: Y-axis tableWriter.RenderEndTag( ); tableWriter.RenderEndTag( ); tableWriter.EndRender( ); tableWriter.Flush( ); } tableWriter.RenderEndTag( ); //################ X-Axis ####################### tableWriter.RenderBeginTag(HtmlTextWriterTag.Tfoot); tableWriter.RenderBeginTag(HtmlTextWriterTag.Tr); tableWriter.RenderBeginTag(HtmlTextWriterTag.Td); tableWriter.Write("S, W"); tableWriter.RenderEndTag( ); for (int xAxisB = West_mostChunk; xAxisB <= East_mostChunk; xAxisB++) { tableWriter.RenderBeginTag(HtmlTextWriterTag.Td); tableWriter.Write(xAxisB); tableWriter.RenderEndTag( ); } tableWriter.RenderBeginTag(HtmlTextWriterTag.Td); tableWriter.Write("S, E"); tableWriter.RenderEndTag( ); tableWriter.RenderEndTag( ); tableWriter.RenderEndTag( ); //###### ################################ tableWriter.RenderEndTag( );// //############## POI list ##################### tableWriter.RenderBeginTag(HtmlTextWriterTag.Ul); foreach (var poi in this.POIs) { tableWriter.RenderBeginTag(HtmlTextWriterTag.Li); tableWriter.WriteEncodedText(poi.Timestamp.ToString("u")); tableWriter.WriteEncodedText(poi.Notes); tableWriter.WriteEncodedText(poi.Location.PrettyCoords(this.ClientAPI)); tableWriter.RenderEndTag( ); } tableWriter.RenderEndTag( ); tableWriter.RenderEndTag( ); tableWriter.RenderEndTag( ); tableWriter.EndRender( ); tableWriter.Flush( ); } outputText.Flush( ); } Logger.VerboseDebug("Generated HTML map"); } } }