Visualized regions for NavMapControl (#31910)
* Atmospheric alerts computer * Moved components, restricted access to them * Minor tweaks * The screen will now turn off when the computer is not powered * Bug fix * Adjusted label * Updated to latest master version * Initial commit * Tidy up * Add firelocks to the nav map * Add nav map regions to atmos alerts computer * Added support for multiple region overlay sets per grid * Fixed issue where console values were not updating correctly * Fixing merge conflict * Fixing merge conflicts * Finished all major features * Removed station map regions (to be re-added in a separate PR) * Improved clarity * Adjusted the color saturation of the regions displayed on the atmos alerts computer
This commit is contained in:
303
Content.Client/Pinpointer/NavMapSystem.Regions.cs
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303
Content.Client/Pinpointer/NavMapSystem.Regions.cs
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using Content.Shared.Atmos;
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using Content.Shared.Pinpointer;
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using System.Linq;
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namespace Content.Client.Pinpointer;
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public sealed partial class NavMapSystem
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{
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private (AtmosDirection, Vector2i, AtmosDirection)[] _regionPropagationTable =
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{
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(AtmosDirection.East, new Vector2i(1, 0), AtmosDirection.West),
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(AtmosDirection.West, new Vector2i(-1, 0), AtmosDirection.East),
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(AtmosDirection.North, new Vector2i(0, 1), AtmosDirection.South),
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(AtmosDirection.South, new Vector2i(0, -1), AtmosDirection.North),
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};
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public override void Update(float frameTime)
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{
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// To prevent compute spikes, only one region is flood filled per frame
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var query = AllEntityQuery<NavMapComponent>();
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while (query.MoveNext(out var ent, out var entNavMapRegions))
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FloodFillNextEnqueuedRegion(ent, entNavMapRegions);
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}
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private void FloodFillNextEnqueuedRegion(EntityUid uid, NavMapComponent component)
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{
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if (!component.QueuedRegionsToFlood.Any())
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return;
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var regionOwner = component.QueuedRegionsToFlood.Dequeue();
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// If the region is no longer valid, flood the next one in the queue
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if (!component.RegionProperties.TryGetValue(regionOwner, out var regionProperties) ||
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!regionProperties.Seeds.Any())
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{
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FloodFillNextEnqueuedRegion(uid, component);
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return;
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}
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// Flood fill the region, using the region seeds as starting points
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var (floodedTiles, floodedChunks) = FloodFillRegion(uid, component, regionProperties);
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// Combine the flooded tiles into larger rectangles
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var gridCoords = GetMergedRegionTiles(floodedTiles);
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// Create and assign the new region overlay
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var regionOverlay = new NavMapRegionOverlay(regionProperties.UiKey, gridCoords)
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{
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Color = regionProperties.Color
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};
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component.RegionOverlays[regionOwner] = regionOverlay;
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// To reduce unnecessary future flood fills, we will track which chunks have been flooded by a region owner
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// First remove an old assignments
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if (component.RegionOwnerToChunkTable.TryGetValue(regionOwner, out var oldChunks))
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{
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foreach (var chunk in oldChunks)
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{
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if (component.ChunkToRegionOwnerTable.TryGetValue(chunk, out var oldOwners))
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{
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oldOwners.Remove(regionOwner);
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component.ChunkToRegionOwnerTable[chunk] = oldOwners;
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}
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}
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}
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// Now update with the new assignments
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component.RegionOwnerToChunkTable[regionOwner] = floodedChunks;
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foreach (var chunk in floodedChunks)
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{
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if (!component.ChunkToRegionOwnerTable.TryGetValue(chunk, out var owners))
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owners = new();
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owners.Add(regionOwner);
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component.ChunkToRegionOwnerTable[chunk] = owners;
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}
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}
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private (HashSet<Vector2i>, HashSet<Vector2i>) FloodFillRegion(EntityUid uid, NavMapComponent component, NavMapRegionProperties regionProperties)
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{
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if (!regionProperties.Seeds.Any())
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return (new(), new());
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var visitedChunks = new HashSet<Vector2i>();
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var visitedTiles = new HashSet<Vector2i>();
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var tilesToVisit = new Stack<Vector2i>();
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foreach (var regionSeed in regionProperties.Seeds)
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{
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tilesToVisit.Push(regionSeed);
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while (tilesToVisit.Count > 0)
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{
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// If the max region area is hit, exit
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if (visitedTiles.Count > regionProperties.MaxArea)
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return (new(), new());
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// Pop the top tile from the stack
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var current = tilesToVisit.Pop();
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// If the current tile position has already been visited,
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// or is too far away from the seed, continue
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if ((regionSeed - current).Length > regionProperties.MaxRadius)
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continue;
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if (visitedTiles.Contains(current))
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continue;
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// Determine the tile's chunk index
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var chunkOrigin = SharedMapSystem.GetChunkIndices(current, ChunkSize);
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var relative = SharedMapSystem.GetChunkRelative(current, ChunkSize);
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var idx = GetTileIndex(relative);
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// Extract the tile data
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if (!component.Chunks.TryGetValue(chunkOrigin, out var chunk))
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continue;
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var flag = chunk.TileData[idx];
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// If the current tile is entirely occupied, continue
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if ((FloorMask & flag) == 0)
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continue;
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if ((WallMask & flag) == WallMask)
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continue;
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if ((AirlockMask & flag) == AirlockMask)
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continue;
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// Otherwise the tile can be added to this region
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visitedTiles.Add(current);
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visitedChunks.Add(chunkOrigin);
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// Determine if we can propagate the region into its cardinally adjacent neighbors
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// To propagate to a neighbor, movement into the neighbors closest edge must not be
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// blocked, and vice versa
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foreach (var (direction, tileOffset, reverseDirection) in _regionPropagationTable)
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{
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if (!RegionCanPropagateInDirection(chunk, current, direction))
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continue;
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var neighbor = current + tileOffset;
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var neighborOrigin = SharedMapSystem.GetChunkIndices(neighbor, ChunkSize);
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if (!component.Chunks.TryGetValue(neighborOrigin, out var neighborChunk))
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continue;
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visitedChunks.Add(neighborOrigin);
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if (!RegionCanPropagateInDirection(neighborChunk, neighbor, reverseDirection))
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continue;
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tilesToVisit.Push(neighbor);
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}
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}
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}
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return (visitedTiles, visitedChunks);
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}
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private bool RegionCanPropagateInDirection(NavMapChunk chunk, Vector2i tile, AtmosDirection direction)
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{
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var relative = SharedMapSystem.GetChunkRelative(tile, ChunkSize);
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var idx = GetTileIndex(relative);
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var flag = chunk.TileData[idx];
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if ((FloorMask & flag) == 0)
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return false;
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var directionMask = 1 << (int)direction;
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var wallMask = (int)direction << (int)NavMapChunkType.Wall;
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var airlockMask = (int)direction << (int)NavMapChunkType.Airlock;
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if ((wallMask & flag) > 0)
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return false;
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if ((airlockMask & flag) > 0)
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return false;
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return true;
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}
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private List<(Vector2i, Vector2i)> GetMergedRegionTiles(HashSet<Vector2i> tiles)
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{
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if (!tiles.Any())
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return new();
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var x = tiles.Select(t => t.X);
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var minX = x.Min();
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var maxX = x.Max();
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var y = tiles.Select(t => t.Y);
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var minY = y.Min();
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var maxY = y.Max();
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var matrix = new int[maxX - minX + 1, maxY - minY + 1];
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foreach (var tile in tiles)
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{
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var a = tile.X - minX;
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var b = tile.Y - minY;
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matrix[a, b] = 1;
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}
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return GetMergedRegionTiles(matrix, new Vector2i(minX, minY));
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}
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private List<(Vector2i, Vector2i)> GetMergedRegionTiles(int[,] matrix, Vector2i offset)
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{
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var output = new List<(Vector2i, Vector2i)>();
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var rows = matrix.GetLength(0);
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var cols = matrix.GetLength(1);
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var dp = new int[rows, cols];
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var coords = (new Vector2i(), new Vector2i());
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var maxArea = 0;
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var count = 0;
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while (!IsArrayEmpty(matrix))
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{
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count++;
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if (count > rows * cols)
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break;
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// Clear old values
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dp = new int[rows, cols];
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coords = (new Vector2i(), new Vector2i());
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maxArea = 0;
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// Initialize the first row of dp
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for (int j = 0; j < cols; j++)
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{
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dp[0, j] = matrix[0, j];
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}
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// Calculate dp values for remaining rows
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for (int i = 1; i < rows; i++)
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{
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for (int j = 0; j < cols; j++)
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dp[i, j] = matrix[i, j] == 1 ? dp[i - 1, j] + 1 : 0;
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}
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// Find the largest rectangular area seeded for each position in the matrix
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for (int i = 0; i < rows; i++)
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{
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for (int j = 0; j < cols; j++)
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{
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int minWidth = dp[i, j];
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for (int k = j; k >= 0; k--)
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{
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if (dp[i, k] <= 0)
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break;
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minWidth = Math.Min(minWidth, dp[i, k]);
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var currArea = Math.Max(maxArea, minWidth * (j - k + 1));
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if (currArea > maxArea)
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{
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maxArea = currArea;
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coords = (new Vector2i(i - minWidth + 1, k), new Vector2i(i, j));
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}
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}
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}
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}
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// Save the recorded rectangle vertices
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output.Add((coords.Item1 + offset, coords.Item2 + offset));
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// Removed the tiles covered by the rectangle from matrix
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for (int i = coords.Item1.X; i <= coords.Item2.X; i++)
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{
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for (int j = coords.Item1.Y; j <= coords.Item2.Y; j++)
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matrix[i, j] = 0;
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}
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}
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return output;
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}
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private bool IsArrayEmpty(int[,] matrix)
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{
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for (int i = 0; i < matrix.GetLength(0); i++)
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{
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for (int j = 0; j < matrix.GetLength(1); j++)
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{
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if (matrix[i, j] == 1)
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return false;
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}
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}
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return true;
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}
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}
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