SanAndreasUnity/Assets/Scripts/Importing/Paths/NodeFile.cs

385 lines
13 KiB
C#

using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.IO;
using SanAndreasUnity.Utilities;
using UnityEngine;
namespace SanAndreasUnity.Importing.Paths
{
public enum PathNodeTrafficLevel
{
Full = 0,
High = 1,
Medium = 2,
Low = 3
}
public struct PathNodeFlag
{
public PathNodeTrafficLevel TrafficLevel;
public bool RoadBlocks;
public bool IsWater;
public bool EmergencyOnly;
public bool IsHighway;
public int SpawnProbability;
public override string ToString()
{
return "TrafficLevel=" + TrafficLevel + ",Roadblocks=" + RoadBlocks + ",IsWater=" + IsWater + "\r\n" +
"EmergencyOnly=" + EmergencyOnly + ",IsHighway=" + IsHighway + ",SpawnProbability=" + SpawnProbability;
}
}
public struct PathNode : IEquatable<PathNode>
{
public UnityEngine.Vector3 Position { get; set; }
public int BaseLinkID { get; set; }
public int AreaID { get; set; }
public int NodeID { get; set; }
public float PathWidth { get; set; }
public int NodeType { get; set; } // enum
public int LinkCount { get; set; }
public PathNodeFlag Flags;
public bool Equals(PathNode other)
{
return AreaID == other.AreaID && NodeID == other.NodeID;
}
}
public struct NavNode
{
public UnityEngine.Vector2 Position { get; set; }
public int TargetAreaID { get; set; }
public int TargetNodeID { get; set; }
public UnityEngine.Vector2 Direction { get; set; }
public int Width { get; set; }
public int NumLeftLanes { get; set; }
public int NumRightLanes { get; set; }
public int TrafficLightDirection { get; set; }
public int TrafficLightBehavior { get; set; }
public int IsTrainCrossing { get; set; }
public byte Flags { get; set; }
}
public struct NodeLink
{
public int AreaID { get; set; }
public int NodeID { get; set; }
public int Length { get; set; }
}
public struct PathIntersectionFlags
{
public bool IsRoadCross { get; set; }
public bool IsTrafficLight { get; set; }
}
public struct NavNodeLink
{
public int NodeLink { get; set; }
public int AreaID { get; set; }
}
public static class NodeReader
{
private static readonly List<NodeFile> _nodeFiles = new List<NodeFile>();
public static IReadOnlyList<NodeFile> NodeFiles { get; } = new ReadOnlyCollection<NodeFile>(_nodeFiles);
internal static float[][] Borders { get; set; }
public static void Load()
{
int row;
int col;
_nodeFiles.Clear();
Borders = new float[64][];
//TODO: according to https://gtamods.com/wiki/Paths_%28GTA_SA%29 only the active area and those surrounding it should be loaded at a time
for (int i = 0; i < 64; i++)
{
using (Stream node = Archive.ArchiveManager.ReadFile("nodes" + i + ".dat"))
{
NodeFile nf = new NodeFile(i, node);
_nodeFiles.Add(nf);
}
row = i % 8;
col = i / 8;
Borders[i] = new float[] { -3000 + (750 * row), -3000 + (750 * col) };
}
}
public static Vector2Int GetAreaIndexes(int areaId)
{
return new Vector2Int(areaId % 8, areaId / 8);
}
public static int GetAreaIdFromIndexes(Vector2Int areaIndexes)
{
return areaIndexes.y * 8 + areaIndexes.x;
}
public static NodeFile GetAreaById(int id)
{
return NodeFiles[id];
}
public static Vector2Int GetAreaIndexesFromPosition(UnityEngine.Vector3 position, bool clamp)
{
return new Vector2Int(
GetAreaIndexFromPosition(position.x, clamp),
GetAreaIndexFromPosition(position.z, clamp));
}
private static int GetAreaIndexFromPosition(float position, bool clamp)
{
if (position >= 3000f)
{
return clamp ? 7 : -1;
}
if (position <= -3000f)
{
return clamp ? 0 : -1;
}
int areaIndex = Mathf.FloorToInt((position - (-3000.0f)) / 750.0f);
// fix for potential floating point errors
areaIndex = Mathf.Clamp(areaIndex, 0, 7);
return areaIndex;
}
public static List<Vector2Int> GetAreaIndexesInRadius(UnityEngine.Vector3 pos, float radius)
{
// convert to outer bounding rect
// get area indexes of rect min and rect max
// all indexes in between match
UnityEngine.Vector3 min = pos;
min.x -= radius;
min.z -= radius;
UnityEngine.Vector3 max = pos;
max.x += radius;
max.z += radius;
var areasInRadius = new List<Vector2Int>();
// check for intersection with map
// if there is no intersection, we can't use clamping below, because it will always return
// some areas, even if they are outside of radius
if (min.x >= 3000f)
return areasInRadius;
if (min.z >= 3000f)
return areasInRadius;
if (max.x <= -3000f)
return areasInRadius;
if (max.z <= -3000f)
return areasInRadius;
Vector2Int minIndexes = GetAreaIndexesFromPosition(min, true);
Vector2Int maxIndexes = GetAreaIndexesFromPosition(max, true);
for (int x = minIndexes.x; x <= maxIndexes.x; x++)
{
for (int y = minIndexes.y; y <= maxIndexes.y; y++)
{
areasInRadius.Add(new Vector2Int(x, y));
}
}
return areasInRadius;
}
public static IEnumerable<PathNode> GetAllLinkedNodes(PathNode pathNode)
{
var nodeArea = GetAreaById(pathNode.AreaID);
for (int i = 0; i < pathNode.LinkCount; i++)
{
NodeLink link = nodeArea.NodeLinks[pathNode.BaseLinkID + i];
NodeFile targetArea = GetAreaById(link.AreaID);
PathNode targetNode = targetArea.GetNodeById(link.NodeID);
yield return targetNode;
}
}
}
public class NodeFile
{
public int Id { get; }
public int NumOfVehNodes { get; private set; }
public int NumOfPedNodes { get; private set; }
public int NumOfNavNodes { get; private set; }
public int NumOfLinks { get; private set; }
public List<PathNode> VehicleNodes { get; } = new List<PathNode>();
public List<PathNode> PedNodes { get; } = new List<PathNode>();
public List<NavNode> NavNodes { get; } = new List<NavNode>();
public List<NodeLink> NodeLinks { get; } = new List<NodeLink>();
public List<NavNodeLink> NavNodeLinks { get; } = new List<NavNodeLink>();
public List<PathIntersectionFlags> PathIntersections { get; } = new List<PathIntersectionFlags>();
public NodeFile(int id, Stream stream)
{
Id = id;
using (BinaryReader reader = new BinaryReader(stream))
{
ReadHeader(reader);
ReadNodes(reader);
ReadNavNodes(reader);
ReadLinks(reader);
reader.ReadBytes(768);
ReadNavLinks(reader);
ReadLinkLengths(reader);
ReadPathIntersectionFlags(reader);
}
}
private void ReadNodes(BinaryReader reader)
{
for (int i = 0; i < NumOfVehNodes; i++)
{
VehicleNodes.Add(ReadNode(reader));
}
for (int i = 0; i < NumOfPedNodes; i++)
{
PedNodes.Add(ReadNode(reader));
}
}
private PathNode ReadNode(BinaryReader reader)
{
PathNode node = new PathNode();
reader.ReadUInt32();
reader.ReadUInt32();
float x = (float)reader.ReadInt16() / 8;
float z = (float)reader.ReadInt16() / 8;
float y = (float)reader.ReadInt16() / 8;
node.Position = new UnityEngine.Vector3(x, y, z);
short heuristic = reader.ReadInt16();
if (heuristic != 0x7FFE) UnityEngine.Debug.LogError("corrupted path node?");
node.BaseLinkID = reader.ReadUInt16();
node.AreaID = reader.ReadUInt16();
node.NodeID = reader.ReadUInt16();
node.PathWidth = (float)reader.ReadByte() / 8;
node.NodeType = reader.ReadByte();
int flag = reader.ReadInt32();
node.LinkCount = flag & 15;
node.Flags.RoadBlocks = Convert.ToBoolean(flag & 0xF);
node.Flags.IsWater = Convert.ToBoolean(flag & 0x80);
node.Flags.EmergencyOnly = Convert.ToBoolean(flag & 0x100);
node.Flags.IsHighway = !Convert.ToBoolean(flag & 0x1000);
node.Flags.SpawnProbability = (flag & 0xF0000) >> 16;
return node;
}
private void ReadNavNodes(BinaryReader reader)
{
for (int i = 0; i < NumOfNavNodes; i++)
{
NavNode node = new NavNode();
node.Position = new UnityEngine.Vector2(reader.ReadInt16(), reader.ReadInt16());
node.TargetAreaID = reader.ReadUInt16();
node.TargetNodeID = reader.ReadUInt16();
node.Direction = new UnityEngine.Vector2(reader.ReadSByte(), reader.ReadSByte());
node.Width = reader.ReadByte() / 8;
byte flags = reader.ReadByte();
node.NumLeftLanes = flags & 7;
node.NumRightLanes = (flags >> 3) & 7;
node.TrafficLightDirection = (flags >> 4) & 1;
flags = reader.ReadByte();
node.TrafficLightBehavior = flags & 3;
node.IsTrainCrossing = (flags >> 2) & 1;
node.Flags = reader.ReadByte();
NavNodes.Add(node);
}
}
private void ReadLinks(BinaryReader reader)
{
for (int i = 0; i < NumOfLinks; i++)
{
NodeLink link = new NodeLink();
link.AreaID = reader.ReadUInt16();
link.NodeID = reader.ReadUInt16();
NodeLinks.Add(link);
}
}
private void ReadNavLinks(BinaryReader reader)
{
for (int i = 0; i < NumOfNavNodes; i++)
{
ushort bytes = reader.ReadUInt16();
NavNodeLink link = new NavNodeLink();
link.NodeLink = bytes & 1023;
link.AreaID = bytes >> 10;
NavNodeLinks.Add(link);
}
}
private void ReadLinkLengths(BinaryReader reader)
{
for (int i = 0; i < NumOfLinks; i++)
{
ushort length = reader.ReadByte();
NodeLink tmp = NodeLinks[i];
tmp.Length = length;
NodeLinks[i] = tmp;
}
}
private void ReadPathIntersectionFlags(BinaryReader reader)
{
for (int i = 0; i < NumOfLinks; i++)
{
byte roadCross = reader.ReadByte();
//byte pedTrafficLight = reader.ReadByte();
/*
PathIntersectionFlags pif = new PathIntersectionFlags()
{
IsRoadCross = (roadCross & 1) ? true : false,
IsTrafficLight = (roadCross & 1) ? true : false
};*/
}
}
private void ReadHeader(BinaryReader reader)
{
int numOfNodes = (int)reader.ReadUInt32();
NumOfVehNodes = (int)reader.ReadUInt32();
NumOfPedNodes = (int)reader.ReadUInt32();
if (NumOfVehNodes + NumOfPedNodes != numOfNodes)
throw new Exception($"Node file {Id} has invalid number of nodes");
NumOfNavNodes = (int)reader.ReadUInt32();
NumOfLinks = (int)reader.ReadUInt32();
}
public PathNode GetPedNodeById(int nodeId)
{
return PedNodes[nodeId - NumOfVehNodes];
}
public PathNode GetNodeById(int nodeId)
{
if (nodeId < NumOfVehNodes)
return VehicleNodes[nodeId];
return PedNodes[nodeId - NumOfVehNodes];
}
}
}