bedrocktool/map_item.go

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package main
import (
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"bytes"
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"image"
"image/color"
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"image/draw"
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"math"
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"os"
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"sync"
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"github.com/df-mc/dragonfly/server/world/chunk"
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"github.com/sandertv/gophertunnel/minecraft/protocol"
"github.com/sandertv/gophertunnel/minecraft/protocol/packet"
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"golang.org/x/image/bmp"
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)
const VIEW_MAP_ID = 0x424242
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// packet to tell the client that it has a map with id 0x424242 in the offhand
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var MAP_ITEM_PACKET packet.InventoryContent = packet.InventoryContent{
WindowID: 119,
Content: []protocol.ItemInstance{
{
StackNetworkID: 1,
Stack: protocol.ItemStack{
ItemType: protocol.ItemType{
NetworkID: 420,
MetadataValue: 0,
},
BlockRuntimeID: 0,
Count: 1,
NBTData: map[string]interface{}{
"map_uuid": int64(VIEW_MAP_ID),
},
},
},
},
}
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type MapUI struct {
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img *image.RGBA // rendered image
zoom int // chunks per row
chunks_images map[protocol.ChunkPos]*image.RGBA // prerendered chunks
needRedraw bool // when the map has updated this is true
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send_lock *sync.Mutex
}
func NewMapUI() MapUI {
return MapUI{
img: image.NewRGBA(image.Rect(0, 0, 128, 128)),
zoom: 64,
chunks_images: make(map[protocol.ChunkPos]*image.RGBA),
needRedraw: true,
send_lock: &sync.Mutex{},
}
}
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// Reset resets the map to inital state
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func (m *MapUI) Reset() {
m.chunks_images = make(map[protocol.ChunkPos]*image.RGBA)
m.needRedraw = true
}
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// ChangeZoom adds to the zoom value and goes around to 32 once it hits 128
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func (m *MapUI) ChangeZoom() {
if m.zoom >= 128 {
m.zoom = 32 // min
} else {
m.zoom += 32
}
m.SchedRedraw()
}
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// SchedRedraw tells the map to redraw the next time its sent
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func (m *MapUI) SchedRedraw() {
m.needRedraw = true
}
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// draw_img_scaled_pos draws src onto dst at bottom_left, scaled to size
func draw_img_scaled_pos(dst *image.RGBA, src *image.RGBA, bottom_left image.Point, size_scaled int) {
sbx := src.Bounds().Dx()
sby := src.Bounds().Dy()
ratio := float64(sbx) / float64(size_scaled)
for x_in := 0; x_in < sbx; x_in++ {
for y_in := 0; y_in < sby; y_in++ {
c := src.At(x_in, y_in)
x_out := int(float64(bottom_left.X) + float64(x_in)/ratio)
y_out := int(float64(bottom_left.Y) + float64(y_in)/ratio)
dst.Set(x_out, y_out, c)
}
}
}
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// draw chunk images to the map image
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func (m *MapUI) Redraw(w *WorldState) {
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// get the chunk coord bounds
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min := protocol.ChunkPos{}
max := protocol.ChunkPos{}
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for _ch := range m.chunks_images {
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if _ch.X() < min.X() {
min[0] = _ch.X()
}
if _ch.Z() < min.Z() {
min[1] = _ch.Z()
}
if _ch.X() > max.X() {
max[0] = _ch.X()
}
if _ch.Z() > max.Z() {
max[1] = _ch.Z()
}
}
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middle := protocol.ChunkPos{
int32(w.PlayerPos.Position.X()),
int32(w.PlayerPos.Position.Z()),
}
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chunks_x := int(max[0] - min[0] + 1) // how many chunk lengths is x coordinate
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chunks_y := int(max[1] - min[1] + 1)
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chunks_per_line := math.Min(16*math.Ceil(math.Min(float64(chunks_x), float64(m.zoom))/16), 32) // either zoom or how many there actually are
px_per_block := float64(128 / chunks_per_line / 16) // how many pixels per block
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for i := 0; i < len(m.img.Pix); i++ { // clear canvas
m.img.Pix[i] = 0
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}
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//
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for _ch := range m.chunks_images {
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relative_middle_x := float64(_ch.X()*16 - middle.X())
relative_middle_z := float64(_ch.Z()*16 - middle.Z())
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px_pos := image.Point{ // bottom left corner of the chunk on the map
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X: int(math.Floor(relative_middle_x*px_per_block)) + 64,
Y: int(math.Floor(relative_middle_z*px_per_block)) + 64,
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}
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sz_chunk := int(math.Ceil(px_per_block * 16))
px_upper := px_pos.Add(image.Point{sz_chunk, sz_chunk})
if px_pos.In(m.img.Rect) || px_upper.In(m.img.Rect) {
draw_img_scaled_pos(m.img, m.chunks_images[_ch], image.Point{
px_pos.X, px_pos.Y,
}, sz_chunk)
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}
}
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draw_full := false
if draw_full {
img2 := image.NewRGBA(image.Rect(0, 0, chunks_x*16, chunks_y*16))
middle_block_x := chunks_x / 2 * 16
middle_block_y := chunks_y / 2 * 16
for _ch := range m.chunks_images {
px_pos := image.Point{
X: int(_ch.X()*16) - middle_block_x + img2.Rect.Dx(),
Y: int(_ch.Z()*16) - middle_block_y + img2.Rect.Dy(),
}
draw.Draw(img2, image.Rect(
px_pos.X,
px_pos.Y,
px_pos.X+16,
px_pos.Y+16,
), m.chunks_images[_ch], image.Point{}, draw.Src)
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}
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buf := bytes.NewBuffer(nil)
bmp.Encode(buf, img2)
os.WriteFile("test.bmp", buf.Bytes(), 0777)
}
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}
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// send
func (m *MapUI) Send(w *WorldState) error {
if !m.send_lock.TryLock() {
return nil // dont send if send is in progress
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}
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// redraw if needed
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if m.needRedraw {
m.needRedraw = false
m.Redraw(w)
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}
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// (ugh)
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pixels := make([][]color.RGBA, 128)
for y := 0; y < 128; y++ {
pixels[y] = make([]color.RGBA, 128)
for x := 0; x < 128; x++ {
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pixels[y][x] = m.img.At(x, y).(color.RGBA)
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}
}
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m.send_lock.Unlock()
return w.ClientConn.WritePacket(&packet.ClientBoundMapItemData{
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MapID: VIEW_MAP_ID,
Width: 128,
Height: 128,
Pixels: pixels,
UpdateFlags: 2,
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})
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}
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func (m *MapUI) SetChunk(pos protocol.ChunkPos, ch *chunk.Chunk) {
var img *image.RGBA
if ch != nil {
img = Chunk2Img(ch)
} else {
img = black_16x16
}
m.send_lock.Lock() // dont send while adding a chunk
m.chunks_images[pos] = img
m.send_lock.Unlock()
m.SchedRedraw()
}