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MapRenderer.cs
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MapRenderer.cs
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using EndlessClient.GameExecution;
using EndlessClient.Rendering.Character;
using EndlessClient.Rendering.Factories;
using EndlessClient.Rendering.MapEntityRenderers;
using EndlessClient.Rendering.NPC;
using EOLib.Config;
using EOLib.Domain.Character;
using EOLib.Domain.Map;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Optional;
using System;
using System.Collections.Generic;
using System.Linq;
namespace EndlessClient.Rendering.Map
{
public class MapRenderer : DrawableGameComponent, IMapRenderer
{
private const double TRANSITION_TIME_MS = 125.0;
private readonly IRenderTargetFactory _renderTargetFactory;
private readonly IMapEntityRendererProvider _mapEntityRendererProvider;
private readonly ICharacterProvider _characterProvider;
private readonly ICurrentMapProvider _currentMapProvider;
private readonly IMapRenderDistanceCalculator _mapRenderDistanceCalculator;
private readonly ICharacterRendererUpdater _characterRendererUpdater;
private readonly INPCRendererUpdater _npcRendererUpdater;
private readonly IDynamicMapObjectUpdater _dynamicMapObjectUpdater;
private readonly IConfigurationProvider _configurationProvider;
private readonly IMouseCursorRenderer _mouseCursorRenderer;
private readonly IRenderOffsetCalculator _renderOffsetCalculator;
private readonly IMapGridEffectTargetFactory _mapGridEffectTargetFactory;
private RenderTarget2D _mapBaseTarget, _mapObjectTarget;
private SpriteBatch _sb;
private MapTransitionState _mapTransitionState = MapTransitionState.Default;
private int? _lastMapChecksum;
private Option<MapQuakeState> _quakeState;
private IDictionary<MapCoordinate, IMapGridEffectTarget> _mapGridEffectTargets;
public bool MouseOver
{
get
{
var ms = Mouse.GetState();
//todo: turn magic numbers into meaningful values
return Game.IsActive && ms.X > 0 && ms.Y > 0 && ms.X < 640 && ms.Y < 320;
}
}
public MapCoordinate GridCoordinates => _mouseCursorRenderer.GridCoordinates;
public MapRenderer(IEndlessGame endlessGame,
IRenderTargetFactory renderTargetFactory,
IMapEntityRendererProvider mapEntityRendererProvider,
ICharacterProvider characterProvider,
ICurrentMapProvider currentMapProvider,
IMapRenderDistanceCalculator mapRenderDistanceCalculator,
ICharacterRendererUpdater characterRendererUpdater,
INPCRendererUpdater npcRendererUpdater,
IDynamicMapObjectUpdater dynamicMapObjectUpdater,
IConfigurationProvider configurationProvider,
IMouseCursorRenderer mouseCursorRenderer,
IRenderOffsetCalculator renderOffsetCalculator,
IMapGridEffectTargetFactory mapGridEffectTargetFactory)
: base((Game)endlessGame)
{
_renderTargetFactory = renderTargetFactory;
_mapEntityRendererProvider = mapEntityRendererProvider;
_characterProvider = characterProvider;
_currentMapProvider = currentMapProvider;
_mapRenderDistanceCalculator = mapRenderDistanceCalculator;
_characterRendererUpdater = characterRendererUpdater;
_npcRendererUpdater = npcRendererUpdater;
_dynamicMapObjectUpdater = dynamicMapObjectUpdater;
_configurationProvider = configurationProvider;
_mouseCursorRenderer = mouseCursorRenderer;
_renderOffsetCalculator = renderOffsetCalculator;
_mapGridEffectTargetFactory = mapGridEffectTargetFactory;
_mapGridEffectTargets = new Dictionary<MapCoordinate, IMapGridEffectTarget>();
}
public override void Initialize()
{
_mapBaseTarget = _renderTargetFactory.CreateRenderTarget();
_mapObjectTarget = _renderTargetFactory.CreateRenderTarget();
_sb = new SpriteBatch(Game.GraphicsDevice);
_mouseCursorRenderer.Initialize();
DrawOrder = -10;
base.Initialize();
}
public override void Update(GameTime gameTime)
{
if (!_lastMapChecksum.HasValue || _lastMapChecksum != _currentMapProvider.CurrentMap.Properties.ChecksumInt)
{
// The dimensions of the map are 0-based in the properties. Adjust to 1-based for RT creation
var widthPlus1 = _currentMapProvider.CurrentMap.Properties.Width + 1;
var heightPlus1 = _currentMapProvider.CurrentMap.Properties.Height + 1;
_mapBaseTarget.Dispose();
_mapBaseTarget = _renderTargetFactory.CreateRenderTarget(
(widthPlus1 + heightPlus1) * 32,
(widthPlus1 + heightPlus1) * 16);
}
if (Visible)
{
DrawGroundLayerToRenderTarget();
_characterRendererUpdater.UpdateCharacters(gameTime);
_npcRendererUpdater.UpdateNPCs(gameTime);
_dynamicMapObjectUpdater.UpdateMapObjects(gameTime);
if (MouseOver)
_mouseCursorRenderer.Update(gameTime);
UpdateQuakeState();
foreach (var target in _mapGridEffectTargets.Values)
target.Update();
}
_lastMapChecksum = _currentMapProvider.CurrentMap.Properties.ChecksumInt;
base.Update(gameTime);
}
public override void Draw(GameTime gameTime)
{
if (!Visible)
return;
DrawMapToRenderTarget();
DrawToSpriteBatch(_sb, gameTime);
base.Draw(gameTime);
}
public void StartMapTransition()
{
_mapTransitionState = new MapTransitionState(Option.Some(DateTime.Now), 1);
}
public void StartEarthquake(byte strength)
{
_quakeState = Option.Some(new MapQuakeState(strength));
}
public void RedrawGroundLayer()
{
_lastMapChecksum = null;
_mapTransitionState = new MapTransitionState(Option.Some(DateTime.Now - new TimeSpan(0, 5, 0)), 255);
}
public void RenderEffect(byte x, byte y, short effectId)
{
if (_mapGridEffectTargets.TryGetValue(new MapCoordinate(x, y), out var target) && !target.EffectIsPlaying())
{
target.ShowSpellAnimation(effectId);
}
else
{
var renderer = _mapGridEffectTargetFactory.Create(x, y);
renderer.ShowSpellAnimation(effectId);
_mapGridEffectTargets[new MapCoordinate(x, y)] = renderer;
}
}
public void ClearTransientRenderables()
{
_mapGridEffectTargets.Clear();
_mouseCursorRenderer.ClearTransientRenderables();
}
private void UpdateQuakeState()
{
// when quake:
// 1. determine offset target
// 2. incrementally make offset approach closer to the target offset
// 3. when offset target reached, determine new target (random based on magnitude)
// 4. flip direction
// 5. keep going until specific number of "direction flips" has elapsed
_quakeState.MatchSome(q =>
{
var next = q.NextOffset();
if (next.OffsetReached)
next = next.NextState();
_quakeState = next.Done
? Option.None<MapQuakeState>()
: Option.Some(next);
});
}
private void DrawGroundLayerToRenderTarget()
{
if (!_mapTransitionState.StartTime.HasValue && _lastMapChecksum == _currentMapProvider.CurrentMap.Properties.ChecksumInt)
return;
GraphicsDevice.SetRenderTarget(_mapBaseTarget);
_sb.Begin();
var renderBounds = new MapRenderBounds(0, _currentMapProvider.CurrentMap.Properties.Height,
0, _currentMapProvider.CurrentMap.Properties.Width);
var transitionComplete = true;
for (var row = renderBounds.FirstRow; row <= renderBounds.LastRow; row++)
{
for (var col = renderBounds.FirstCol; col <= renderBounds.LastCol; ++col)
{
var alpha = GetAlphaForCoordinates(col, row, _characterProvider.MainCharacter);
transitionComplete &= alpha == 255;
if (_mapEntityRendererProvider.GroundRenderer.CanRender(row, col))
_mapEntityRendererProvider.GroundRenderer.RenderElementAt(_sb, row, col, alpha);
}
}
if (transitionComplete)
_mapTransitionState = new MapTransitionState(Option.None<DateTime>(), 0);
_sb.End();
GraphicsDevice.SetRenderTarget(null);
}
private void DrawMapToRenderTarget()
{
var immutableCharacter = _characterProvider.MainCharacter;
GraphicsDevice.SetRenderTarget(_mapObjectTarget);
GraphicsDevice.Clear(ClearOptions.Target, Color.Transparent, 0, 0);
var gfxToRenderLast = new SortedList<MapRenderLayer, List<(MapCoordinate Coord, IMapEntityRenderer Renderer)>>();
_sb.Begin();
var renderBounds = _mapRenderDistanceCalculator.CalculateRenderBounds(immutableCharacter, _currentMapProvider.CurrentMap);
// render the grid diagonally. hack that fixes some layering issues due to not using a depth buffer for layers
// a better solution would be to use a depth buffer like eomap-js
for (var rowStart = renderBounds.FirstRow; rowStart <= renderBounds.LastRow; rowStart++)
{
var row = rowStart;
var col = renderBounds.FirstCol;
while (row >= 0)
{
RenderGridSpace(row, col);
row--;
col++;
}
}
for (var colStart = 1; colStart <= renderBounds.LastCol; colStart++)
{
var row = renderBounds.LastRow;
var col = colStart;
while (col <= renderBounds.LastCol)
{
RenderGridSpace(row, col);
row--;
col++;
}
}
foreach (var kvp in gfxToRenderLast)
{
foreach (var (pointKey, renderer) in kvp.Value)
{
var alpha = GetAlphaForCoordinates(pointKey.X, pointKey.Y, immutableCharacter);
renderer.RenderElementAt(_sb, pointKey.Y, pointKey.X, alpha);
}
}
_sb.End();
GraphicsDevice.SetRenderTarget(null);
void RenderGridSpace(int row, int col)
{
var alpha = GetAlphaForCoordinates(col, row, immutableCharacter);
foreach (var renderer in _mapEntityRendererProvider.MapEntityRenderers)
{
if (!renderer.CanRender(row, col))
continue;
if (renderer.ShouldRenderLast)
{
var renderLaterKey = new MapCoordinate(col, row);
if (gfxToRenderLast.ContainsKey(renderer.RenderLayer))
gfxToRenderLast[renderer.RenderLayer].Add((renderLaterKey, renderer));
else
gfxToRenderLast.Add(renderer.RenderLayer, new List<(MapCoordinate, IMapEntityRenderer)> { (renderLaterKey, renderer) });
}
else
renderer.RenderElementAt(_sb, row, col, alpha);
}
}
}
private void DrawToSpriteBatch(SpriteBatch spriteBatch, GameTime gameTime)
{
spriteBatch.Begin();
var offset = _quakeState.Map(qs => qs.Offset).Match(some: o => o, none: () => 0);
spriteBatch.Draw(_mapBaseTarget, GetGroundLayerDrawPosition() + new Vector2(offset, 0), Color.White);
DrawBaseLayers(spriteBatch);
_mouseCursorRenderer.Draw(spriteBatch, new Vector2(offset, 0));
spriteBatch.Draw(_mapObjectTarget, new Vector2(offset, 0), Color.White);
foreach (var target in _mapGridEffectTargets.Values)
target.Draw(spriteBatch);
spriteBatch.End();
}
private void DrawBaseLayers(SpriteBatch spriteBatch)
{
var offset = _quakeState.Map(qs => qs.Offset).Match(some: o => o, none: () => 0);
var renderBounds = _mapRenderDistanceCalculator.CalculateRenderBounds(_characterProvider.MainCharacter, _currentMapProvider.CurrentMap);
for (var row = renderBounds.FirstRow; row <= renderBounds.LastRow; row++)
{
for (var col = renderBounds.FirstCol; col <= renderBounds.LastCol; ++col)
{
var alpha = GetAlphaForCoordinates(col, row, _characterProvider.MainCharacter);
foreach (var renderer in _mapEntityRendererProvider.BaseRenderers)
{
if (renderer.CanRender(row, col))
renderer.RenderElementAt(spriteBatch, row, col, alpha, new Vector2(offset, 0));
}
}
}
}
private Vector2 GetGroundLayerDrawPosition()
{
// TODO: update for dynamic viewport sizing
const int ViewportWidthFactor = 320; // 640 * (1/2)
const int ViewportHeightFactor = 144; // 480 * (3/10)
var props = _characterProvider.MainCharacter.RenderProperties;
var charOffX = _renderOffsetCalculator.CalculateWalkAdjustX(props);
var charOffY = _renderOffsetCalculator.CalculateWalkAdjustY(props);
var mapHeightPlusOne = _currentMapProvider.CurrentMap.Properties.Height + 1;
// X coordinate: +32 per Y, -32 per X
// Y coordinate: -16 per Y, -16 per X
// basically the opposite of the algorithm for rendering the ground tiles
return new Vector2(ViewportWidthFactor - (mapHeightPlusOne * 32) + (props.MapY * 32) - (props.MapX * 32) - charOffX,
ViewportHeightFactor - (props.MapY * 16) - (props.MapX * 16) - charOffY);
}
private int GetAlphaForCoordinates(int objX, int objY, EOLib.Domain.Character.Character character)
{
if (!_configurationProvider.ShowTransition)
{
_mapTransitionState = new MapTransitionState(Option.None<DateTime>(), 0);
return 255;
}
//get the farther away of X or Y coordinate for the map object
var metric = Math.Max(Math.Abs(objX - character.RenderProperties.MapX),
Math.Abs(objY - character.RenderProperties.MapY));
int alpha = 0;
if (!_mapTransitionState.StartTime.HasValue ||
metric < _mapTransitionState.TransitionMetric ||
_mapTransitionState.TransitionMetric == 0)
{
alpha = 255;
}
else if (metric == _mapTransitionState.TransitionMetric)
{
_mapTransitionState.StartTime
.MatchSome(startTime =>
{
var ms = (DateTime.Now - startTime).TotalMilliseconds;
alpha = (int)Math.Round(ms / TRANSITION_TIME_MS * 255);
if (ms / TRANSITION_TIME_MS >= 1)
_mapTransitionState = new MapTransitionState(Option.Some(DateTime.Now), _mapTransitionState.TransitionMetric + 1);
});
}
else
alpha = 0;
return alpha;
}
protected override void Dispose(bool disposing)
{
if (disposing)
{
_mapBaseTarget.Dispose();
_mapObjectTarget.Dispose();
_sb.Dispose();
_mouseCursorRenderer.Dispose();
_npcRendererUpdater.Dispose();
_characterRendererUpdater.Dispose();
}
base.Dispose(disposing);
}
}
internal struct MapTransitionState
{
internal static MapTransitionState Default => new MapTransitionState(Option.None<DateTime>(), 0);
internal Option<DateTime> StartTime { get; }
internal int TransitionMetric { get; }
internal MapTransitionState(Option<DateTime> startTime, int transitionMetric)
: this()
{
StartTime = startTime;
TransitionMetric = transitionMetric;
}
}
internal struct MapQuakeState
{
private static readonly Random _random = new Random();
internal static MapQuakeState Default => new MapQuakeState();
internal int Magnitude { get; }
internal float Offset { get; }
internal float OffsetTarget { get; }
internal bool OffsetReached => Math.Abs(Offset) >= Math.Abs(OffsetTarget);
internal int Flips { get; }
internal int FlipsMax => Magnitude == 0 ? 0 : 10 + Magnitude * 2;
internal bool Done => Flips >= FlipsMax;
internal MapQuakeState(int magnitude)
: this(magnitude, 0, 0) { }
private MapQuakeState(int magnitude, float offset, int flips)
: this(magnitude, offset, NewOffsetTarget(magnitude), flips) { }
private MapQuakeState(int magnitude, float offset, float offsetTarget, int flips)
{
Magnitude = magnitude;
Offset = offset;
OffsetTarget = offsetTarget;
Flips = flips;
}
internal MapQuakeState NextOffset()
{
var nextOffset = Offset + OffsetTarget / 4f;
return new MapQuakeState(Magnitude, nextOffset, OffsetTarget, Flips);
}
internal MapQuakeState NextState()
{
var flip = -OffsetTarget / Math.Abs(OffsetTarget);
var offset = OffsetTarget + 1*flip;
var nextOffsetTarget = NewOffsetTarget(Magnitude) * flip;
return new MapQuakeState(Magnitude, offset, nextOffsetTarget, Flips + 1);
}
private static float NewOffsetTarget(int magnitude) => 16 + 3 * _random.Next(0, (int)(magnitude * 1.5));
}
}