Files
factorio-clusterio/plugins/minimap/tile-utils.ts
T

313 lines
8.8 KiB
TypeScript

import * as zlib from "zlib";
// Environment detection
const isNode = typeof Buffer !== 'undefined' && typeof process !== 'undefined' && process.versions?.node;
// Cross-platform type for binary data
type BinaryData = Buffer | Uint8Array;
// Cross-platform helper functions for reading integers
function readUInt8(data: BinaryData, offset: number): number {
if (isNode && data instanceof Buffer) {
return data.readUInt8(offset);
}
return (data as Uint8Array)[offset];
}
function readUInt16LE(data: BinaryData, offset: number): number {
if (isNode && data instanceof Buffer) {
return data.readUInt16LE(offset);
}
const bytes = data as Uint8Array;
return bytes[offset] | (bytes[offset + 1] << 8);
}
function readUInt16BE(data: BinaryData, offset: number): number {
if (isNode && data instanceof Buffer) {
return data.readUInt16BE(offset);
}
const bytes = data as Uint8Array;
return (bytes[offset] << 8) | bytes[offset + 1];
}
function readUInt32BE(data: BinaryData, offset: number): number {
if (isNode && data instanceof Buffer) {
return data.readUInt32BE(offset);
}
const bytes = data as Uint8Array;
return (bytes[offset] << 24) | (bytes[offset + 1] << 16) | (bytes[offset + 2] << 8) | bytes[offset + 3];
}
function sliceData(data: BinaryData, start: number, end: number): BinaryData {
return data.slice(start, end);
}
// Cross-platform decompression
async function inflateData(data: BinaryData): Promise<Buffer | Uint8Array> {
if (isNode) {
// Node.js environment - use promisified inflate
const { promisify } = await import("util");
const inflateAsync = promisify(zlib.inflate);
return inflateAsync(data as Buffer);
} else {
// Browser environment - use sync version (it's actually async-friendly due to polyfill)
const buffer = data instanceof Buffer ? data : Buffer.from(data);
return zlib.inflateSync(buffer);
}
}
/**
* Convert RGB565 to RGB888 values using Factorio's exact method
*/
export function rgb565ToRgb888(rgb565Value: number): [number, number, number] {
// This matches ByteColor(uint16_t rgb5) constructor in Factorio source
const r = ((rgb565Value >> 11) & 0x1F) << 3; // 5 bits -> 8 bits
const g = ((rgb565Value >> 5) & 0x3F) << 2; // 6 bits -> 8 bits
const b = (rgb565Value & 0x1F) << 3; // 5 bits -> 8 bits
return [r, g, b];
}
/**
* Render chunk data to get RGB565 pixel array
*/
export async function renderChunkToPixels(chunkData: BinaryData): Promise<Uint16Array> {
try {
const decompressed = await inflateData(chunkData);
const pixels = new Uint16Array(32 * 32);
// Ensure we don't read beyond available data
const maxPixels = Math.min(decompressed.length / 2, 32 * 32);
for (let i = 0; i < maxPixels; i++) {
pixels[i] = readUInt16LE(decompressed, i * 2);
}
// Fill remaining pixels with black (0) if we have less data than expected
for (let i = maxPixels; i < 32 * 32; i++) {
pixels[i] = 0;
}
return pixels;
} catch (decompressError) {
console.error(`Failed to decompress chunk data: ${decompressError}`);
// Return black pixels on error
return new Uint16Array(32 * 32);
}
}
/**
* Extract a 32x32 chunk area from a 256x256 tile
*/
export function extractChunkFromTile(tilePixels: Uint16Array, chunkX: number, chunkY: number): Uint16Array {
const chunkPixels = new Uint16Array(32 * 32);
for (let y = 0; y < 32; y++) {
for (let x = 0; x < 32; x++) {
const tileX = chunkX * 32 + x;
const tileY = chunkY * 32 + y;
const tileIndex = tileY * 256 + tileX;
const chunkIndex = y * 32 + x;
chunkPixels[chunkIndex] = tilePixels[tileIndex];
}
}
return chunkPixels;
}
/**
* Render tile data to RGB565 pixel array (256x256)
* Supports rendering up to a specific tick for timelapse functionality
*/
export async function renderTileToPixels(tileData: BinaryData, maxTick?: number): Promise<Uint16Array> {
const currentPixels = new Uint16Array(256 * 256); // 256x256 tile
let offset = 0;
while (offset < tileData.length) {
if (offset + 1 > tileData.length) {
break;
}
const type = readUInt8(tileData, offset);
offset += 1;
if (type === 1) { // Chunk
if (offset + 7 > tileData.length) {
break;
}
const tick = readUInt32BE(tileData, offset) * 60; // Convert back to actual tick
offset += 4;
// Skip this chunk if it's beyond our target tick
if (maxTick !== undefined && tick > maxTick) {
const chunkCoordsByte = readUInt8(tileData, offset);
offset += 1;
const length = readUInt16BE(tileData, offset);
offset += 2;
offset += length; // Skip chunk data
continue;
}
const chunkCoordsByte = readUInt8(tileData, offset);
offset += 1;
const length = readUInt16BE(tileData, offset);
offset += 2;
if (offset + length > tileData.length) {
break;
}
const chunkX = chunkCoordsByte >> 4;
const chunkY = chunkCoordsByte & 0x0F;
const chunkData = sliceData(tileData, offset, offset + length);
try {
const chunkPixels = await renderChunkToPixels(chunkData);
// Update current pixel state
for (let y = 0; y < 32; y++) {
for (let x = 0; x < 32; x++) {
const chunkIndex = y * 32 + x;
const tileX = chunkX * 32 + x;
const tileY = chunkY * 32 + y;
const tileIndex = tileY * 256 + tileX;
currentPixels[tileIndex] = chunkPixels[chunkIndex];
}
}
} catch (decompressError) {
console.error(`Failed to decompress chunk data: ${decompressError}`);
}
offset += length;
} else if (type === 2) { // Pixels
if (offset + 6 > tileData.length) {
break;
}
const tick = readUInt32BE(tileData, offset) * 60; // Convert back to actual tick
offset += 4;
const pixelCount = readUInt16BE(tileData, offset);
offset += 2;
const expectedDataLength = pixelCount * 6;
if (offset + expectedDataLength > tileData.length) {
break;
}
// Skip this pixel changeset if it's beyond our target tick
if (maxTick !== undefined && tick > maxTick) {
offset += expectedDataLength;
continue;
}
// Apply pixel changes to current state
for (let i = 0; i < pixelCount; i++) {
const pixelOffset = offset + i * 6;
const x = readUInt8(tileData, pixelOffset);
const y = readUInt8(tileData, pixelOffset + 1);
const newColor = readUInt16BE(tileData, pixelOffset + 2);
// oldColor at pixelOffset + 4 is not needed for rendering
// Update current pixel state
if (x < 256 && y < 256) {
const tileIndex = y * 256 + x;
currentPixels[tileIndex] = newColor;
}
}
offset += expectedDataLength;
} else {
break;
}
}
return currentPixels;
}
/**
* Convert RGB565 pixel array to RGBA pixel data for canvas rendering
* Returns Uint8ClampedArray that can be used to create ImageData in browser
*/
export function pixelsToRGBA(pixels: Uint16Array): Uint8ClampedArray {
const imageData = new Uint8ClampedArray(256 * 256 * 4);
for (let i = 0; i < 256 * 256; i++) {
const rgb565Value = pixels[i];
const [r, g, b] = rgb565ToRgb888(rgb565Value);
const bufferIndex = i * 4;
imageData[bufferIndex] = r;
imageData[bufferIndex + 1] = g;
imageData[bufferIndex + 2] = b;
imageData[bufferIndex + 3] = 255; // Alpha
}
return imageData;
}
/**
* Convert RGB565 pixel array to ImageData for canvas rendering (browser only)
*/
export function pixelsToImageData(pixels: Uint16Array): any {
if (typeof (globalThis as any).ImageData === 'undefined') {
throw new Error('ImageData is not available in this environment. Use pixelsToRGBA() instead.');
}
const rgbaData = pixelsToRGBA(pixels);
return new (globalThis as any).ImageData(rgbaData, 256, 256);
}
/**
* Parse tile data and extract all available ticks for timelapse functionality
*/
export function extractAvailableTicks(tileData: BinaryData): number[] {
const ticks = new Set<number>();
let offset = 0;
while (offset < tileData.length) {
if (offset + 1 > tileData.length) {
break;
}
const type = readUInt8(tileData, offset);
offset += 1;
if (type === 1) { // Chunk
if (offset + 7 > tileData.length) {
break;
}
const tick = readUInt32BE(tileData, offset) * 60; // Convert back to actual tick
ticks.add(tick);
offset += 4;
const chunkCoordsByte = readUInt8(tileData, offset);
offset += 1;
const length = readUInt16BE(tileData, offset);
offset += 2;
offset += length; // Skip chunk data
} else if (type === 2) { // Pixels
if (offset + 6 > tileData.length) {
break;
}
const tick = readUInt32BE(tileData, offset) * 60; // Convert back to actual tick
ticks.add(tick);
offset += 4;
const pixelCount = readUInt16BE(tileData, offset);
offset += 2;
const expectedDataLength = pixelCount * 6;
if (offset + expectedDataLength > tileData.length) {
break;
}
offset += expectedDataLength;
} else {
break;
}
}
return Array.from(ticks).sort((a, b) => a - b);
}