api: add method to find instanced tiles in the scene
Use in groundmarkers plugin
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@@ -25,6 +25,10 @@
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*/
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package net.runelite.api.coords;
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import java.util.ArrayList;
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import java.util.Collection;
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import java.util.Collections;
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import java.util.List;
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import lombok.Value;
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import net.runelite.api.Client;
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import static net.runelite.api.Constants.CHUNK_SIZE;
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@@ -150,7 +154,8 @@ public class WorldPoint
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}
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/**
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* Gets the coordinate of the tile that contains the passed local point.
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* Gets the coordinate of the tile that contains the passed local point,
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* accounting for instances.
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*
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* @param client the client
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* @param localPoint the local coordinate
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@@ -190,6 +195,46 @@ public class WorldPoint
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}
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}
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/**
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* Get occurrences of a tile on the scene, accounting for instances. There may be
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* more than one if the same template chunk occurs more than once on the scene.
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* @param client
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* @param worldPoint
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* @return
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*/
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public static Collection<WorldPoint> toLocalInstance(Client client, WorldPoint worldPoint)
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{
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if (!client.isInInstancedRegion())
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{
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return Collections.singleton(worldPoint);
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}
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// find instance chunks using the template point. there might be more than one.
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List<WorldPoint> worldPoints = new ArrayList<>();
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final int z = client.getPlane();
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int[][][] instanceTemplateChunks = client.getInstanceTemplateChunks();
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for (int x = 0; x < instanceTemplateChunks[z].length; ++x)
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{
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for (int y = 0; y < instanceTemplateChunks[z][x].length; ++y)
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{
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int chunkData = instanceTemplateChunks[z][x][y];
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int rotation = chunkData >> 1 & 0x3;
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int templateChunkY = (chunkData >> 3 & 0x7FF) * CHUNK_SIZE;
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int templateChunkX = (chunkData >> 14 & 0x3FF) * CHUNK_SIZE;
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if (worldPoint.getX() >= templateChunkX && worldPoint.getX() < templateChunkX + CHUNK_SIZE
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&& worldPoint.getY() >= templateChunkY && worldPoint.getY() < templateChunkY + CHUNK_SIZE)
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{
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WorldPoint p = new WorldPoint(client.getBaseX() + x * CHUNK_SIZE + (worldPoint.getX() & (CHUNK_SIZE - 1)),
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client.getBaseY() + y * CHUNK_SIZE + (worldPoint.getY() & (CHUNK_SIZE - 1)),
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worldPoint.getPlane());
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p = rotate(p, rotation);
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worldPoints.add(p);
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}
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}
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}
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return worldPoints;
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}
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/**
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* Rotate the coordinates in the chunk according to chunk rotation
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*
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