2018-12-10 21:43:06 -05:00
|
|
|
|
using OpenDiablo2.Common.Attributes;
|
|
|
|
|
using OpenDiablo2.Common.Enums;
|
|
|
|
|
using OpenDiablo2.Common.Interfaces;
|
|
|
|
|
using OpenDiablo2.Common.Models;
|
|
|
|
|
using System;
|
|
|
|
|
using System.Drawing;
|
|
|
|
|
using System.Linq;
|
|
|
|
|
|
|
|
|
|
namespace OpenDiablo2.MapGenerators
|
|
|
|
|
{
|
|
|
|
|
[RandomizedMap("Blood Moor")]
|
|
|
|
|
public sealed class BloodMoor : IRandomizedMapGenerator
|
|
|
|
|
{
|
|
|
|
|
private readonly IGameState gameState;
|
|
|
|
|
|
|
|
|
|
private readonly LevelDetail levelDetail;
|
2018-12-15 12:18:32 -05:00
|
|
|
|
private readonly eDifficulty difficulty;
|
2018-12-10 21:43:06 -05:00
|
|
|
|
|
|
|
|
|
public BloodMoor(IGameState gameState, IEngineDataManager dataManager)
|
|
|
|
|
{
|
|
|
|
|
this.gameState = gameState;
|
2018-12-15 12:18:32 -05:00
|
|
|
|
this.difficulty = gameState.Difficulty;
|
2018-12-10 21:43:06 -05:00
|
|
|
|
|
|
|
|
|
levelDetail = dataManager.Levels.First(x => x.LevelName == "Blood Moor");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void Generate(IMapInfo parentMap, Point location)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
// Generate the area inside of the borders
|
|
|
|
|
GenerateGeneralContents(location, parentMap);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void GenerateGeneralContents(Point location, IMapInfo parentMap)
|
|
|
|
|
{
|
|
|
|
|
bool northExit = location.Y < 0;
|
|
|
|
|
bool southExit = location.Y > 0;
|
|
|
|
|
bool westExit = location.X < 0;
|
|
|
|
|
bool eastExit = location.X > 0;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (northExit)
|
|
|
|
|
{
|
|
|
|
|
GenerateSouthernTownEntrance(location, parentMap);
|
|
|
|
|
GenerateEasternRiver(location, parentMap);
|
|
|
|
|
GenerateWesternFence(location, parentMap);
|
|
|
|
|
GenerateNorthernFence(location, parentMap);
|
|
|
|
|
}
|
|
|
|
|
FillCenterArea(location, parentMap);
|
|
|
|
|
GeneratePointsOfInterests(location, parentMap);
|
|
|
|
|
|
|
|
|
|
#region old code
|
|
|
|
|
//for (var y = 0; y < levelDetail.SizeY; y += 8)
|
|
|
|
|
//{
|
|
|
|
|
// for (var x = 0; x < levelDetail.SizeX; x += 8)
|
|
|
|
|
// {
|
|
|
|
|
// var px = location.X + x;
|
|
|
|
|
// var py = location.Y + y;
|
|
|
|
|
|
|
|
|
|
// if ((x == 0) && (y == 0)) // North West
|
|
|
|
|
// {
|
|
|
|
|
// gameState.InsertSubMap((int)eWildBorder.NorthWest, 2, new Point(px, py), parentMap, 0);
|
|
|
|
|
// }
|
|
|
|
|
// else if ((x == levelDetail.SizeX - 8) && (y == 0)) // North East
|
|
|
|
|
// {
|
|
|
|
|
// gameState.InsertSubMap((int)eWildBorder.NorthEast, 2, new Point(px, py), parentMap, 0);
|
|
|
|
|
// }
|
|
|
|
|
// else if ((x == levelDetail.SizeX - 8) && (y == levelDetail.SizeY - 8)) // South East
|
|
|
|
|
// {
|
|
|
|
|
// if (northExit)
|
|
|
|
|
// {
|
|
|
|
|
// gameState.InsertSubMap((int)eWildBorder.RiverUpper, 2, new Point(location.X + x, location.Y + y), parentMap, 0);
|
|
|
|
|
// }
|
|
|
|
|
// else gameState.InsertSubMap((int)eWildBorder.SouthEast, 2, new Point(px, py), parentMap, 0);
|
|
|
|
|
// }
|
|
|
|
|
// else if ((x == 0) && (y == levelDetail.SizeY - 8)) // South West
|
|
|
|
|
// {
|
|
|
|
|
// if (northExit)
|
|
|
|
|
// {
|
|
|
|
|
// gameState.InsertSubMap((int)eWildBorder.West, 2, new Point(px, py), parentMap, 0);
|
|
|
|
|
// }
|
|
|
|
|
// else gameState.InsertSubMap((int)eWildBorder.SouthWest, 2, new Point(px, py), parentMap, 0);
|
|
|
|
|
// }
|
|
|
|
|
// else if ((x == 0) && ((y % 8) == 0)) // West
|
|
|
|
|
// {
|
|
|
|
|
// if (westExit)
|
|
|
|
|
// {
|
|
|
|
|
// gameState.InsertSubMap((int)eWildBorder.RiverUpper, 2, new Point(px, py), parentMap, 3);
|
|
|
|
|
// }
|
|
|
|
|
// else if (eastExit)
|
|
|
|
|
// {
|
|
|
|
|
// // TODO: Transition to town
|
|
|
|
|
// }
|
|
|
|
|
// else gameState.InsertSubMap((int)eWildBorder.West, 2, new Point(px, py), parentMap, 0);
|
|
|
|
|
// }
|
|
|
|
|
// else if ((x == levelDetail.SizeX - 8) && ((y % 8) == 0)) // East
|
|
|
|
|
// {
|
|
|
|
|
// if (westExit)
|
|
|
|
|
// {
|
|
|
|
|
// // TODO: Transition to town
|
|
|
|
|
// }
|
|
|
|
|
// if (northExit || eastExit)
|
|
|
|
|
// {
|
|
|
|
|
// gameState.InsertSubMap((int)eWildBorder.RiverUpper, 2, new Point(px, py), parentMap, 3);
|
|
|
|
|
// }
|
|
|
|
|
// else gameState.InsertSubMap((int)eWildBorder.East, 2, new Point(px, py), parentMap, 0);
|
|
|
|
|
// }
|
|
|
|
|
// else if (((x % 8) == 0) && (y == 0)) // North
|
|
|
|
|
// {
|
|
|
|
|
// if (southExit)
|
|
|
|
|
// {
|
|
|
|
|
|
|
|
|
|
// }
|
|
|
|
|
// else gameState.InsertSubMap((int)eWildBorder.North, 2, new Point(px, py), parentMap, 0);
|
|
|
|
|
// }
|
|
|
|
|
// else if (((x % 8) == 0) && (y == (levelDetail.SizeY - 8))) // South
|
|
|
|
|
// {
|
|
|
|
|
// if (northExit)
|
|
|
|
|
// {
|
|
|
|
|
// //var tileIdx = 31; // 8x8 fill
|
|
|
|
|
// //gameState.InsertSubMap(tileIdx, new Point(bloodMooreRect.Left + x, bloodMooreRect.Top + y), townMap);
|
|
|
|
|
// }
|
|
|
|
|
// else gameState.InsertSubMap((int)eWildBorder.South, 2, new Point(px, py), parentMap, 0);
|
|
|
|
|
// }
|
|
|
|
|
// else
|
|
|
|
|
// {
|
|
|
|
|
|
|
|
|
|
// //if (((x % 8) == 0) && ((y % 8)) == 0)
|
|
|
|
|
// //{
|
|
|
|
|
// // var tileIdx = 31; // 8x8 fill
|
|
|
|
|
// // gameState.InsertSubMap(tileIdx, 2, new Point(px, py), parentMap, 0);
|
|
|
|
|
// //}
|
|
|
|
|
|
|
|
|
|
// }
|
|
|
|
|
// }
|
|
|
|
|
//}
|
|
|
|
|
#endregion
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void GenerateNorthernFence(Point location, IMapInfo parentMap)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
for (var x = location.X + 8; x < location.X + 64; x += 8)
|
|
|
|
|
{
|
|
|
|
|
gameState.InsertSubMap((int)eWildBorder.North, 2, new Point(x, location.Y), parentMap, 0);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void GenerateWesternFence(Point location, IMapInfo parentMap)
|
|
|
|
|
{
|
|
|
|
|
gameState.InsertSubMap((int)eWildBorder.NorthWest, 2, new Point(location.X, location.Y), parentMap, 0);
|
|
|
|
|
|
|
|
|
|
for (var y = location.Y + 8; y < location.Y + 72; y += 8)
|
|
|
|
|
{
|
|
|
|
|
gameState.InsertSubMap((int)eWildBorder.West, 2, new Point(location.X, y), parentMap, 0);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void GenerateEasternRiver(Point location, IMapInfo parentMap)
|
|
|
|
|
{
|
|
|
|
|
for (var y = location.Y + 8; y < location.Y + 72; y += 8)
|
|
|
|
|
{
|
|
|
|
|
gameState.InsertSubMap(26 /* River Upper */, 2, new Point(location.X + 62, y), parentMap, 3);
|
|
|
|
|
gameState.InsertSubMap(27 /* River Lower */, 2, new Point(location.X + 70, y), parentMap, 3);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// River near town
|
|
|
|
|
gameState.InsertSubMap(26 /* River Upper */, 2, new Point(location.X + 62, location.Y + 72), parentMap, 2);
|
|
|
|
|
gameState.InsertSubMap(27 /* River Lower */, 2, new Point(location.X + 70, location.Y + 72), parentMap, 2);
|
|
|
|
|
|
|
|
|
|
// River near the back
|
|
|
|
|
gameState.InsertSubMap(26 /* River Upper */, 2, new Point(location.X + 62, location.Y), parentMap, 1);
|
|
|
|
|
gameState.InsertSubMap(27 /* River Lower */, 2, new Point(location.X + 70, location.Y), parentMap, 1);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void GenerateSouthernTownEntrance(Point location, IMapInfo parentMap)
|
|
|
|
|
{
|
|
|
|
|
var random = new Random(gameState.Seed + location.X + location.Y);
|
|
|
|
|
for (var x = location.X; x < location.X + 64; x += 8)
|
|
|
|
|
{
|
|
|
|
|
if (x == location.X) // Bottom left of the map
|
|
|
|
|
gameState.InsertSubMap((int)eWildBorder.ClosedBoxBottomLeft, 2, new Point(x, location.Y + 72), parentMap);
|
|
|
|
|
else if (x == location.X + 48) // Town exit
|
|
|
|
|
gameState.InsertSubMap((int)eWildBorder.South, 2, new Point(x, location.Y + 72), parentMap, 3);
|
|
|
|
|
else // Everything else
|
|
|
|
|
gameState.InsertSubMap((int)eWildBorder.South, 2, new Point(x, location.Y + 72), parentMap, 0);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void GeneratePointsOfInterests(Point location, IMapInfo parentMap)
|
|
|
|
|
{
|
|
|
|
|
var random = new Random(gameState.Seed + location.X + location.Y);
|
|
|
|
|
|
|
|
|
|
// Generate the cave
|
|
|
|
|
while (true)
|
|
|
|
|
{
|
2018-12-15 12:18:32 -05:00
|
|
|
|
var rx = random.Next(8, levelDetail.Difficulties[difficulty].SizeX - 16);
|
|
|
|
|
var ry = random.Next(8, levelDetail.Difficulties[difficulty].SizeY - 16);
|
2018-12-10 21:43:06 -05:00
|
|
|
|
rx -= (rx % 8);
|
|
|
|
|
ry -= (ry % 8);
|
|
|
|
|
var caveX = rx + location.X;
|
|
|
|
|
var caveY = ry + location.Y;
|
|
|
|
|
/*
|
|
|
|
|
// Don't generate a camp on something that's already generated
|
|
|
|
|
var loc = gameState.GetMapSizes(caveX, caveY).First();
|
|
|
|
|
|
|
|
|
|
if (loc.Width != 8 || loc.Height != 8)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
gameState.RemoveEverythingAt(caveX, caveY);
|
|
|
|
|
*/
|
|
|
|
|
gameState.InsertSubMap(52/*cave entrance*/, 2, new Point(caveX, caveY), parentMap);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Generate camps
|
|
|
|
|
var campsToGenerate = 3;
|
|
|
|
|
while (campsToGenerate > 0)
|
|
|
|
|
{
|
2018-12-15 12:18:32 -05:00
|
|
|
|
var rx = random.Next(8, levelDetail.Difficulties[difficulty].SizeX - 16);
|
|
|
|
|
var ry = random.Next(8, levelDetail.Difficulties[difficulty].SizeY - 16);
|
2018-12-10 21:43:06 -05:00
|
|
|
|
rx -= (rx % 8);
|
|
|
|
|
ry -= (ry % 8);
|
|
|
|
|
var campX = rx + location.X;
|
|
|
|
|
var campY = ry + location.Y;
|
|
|
|
|
/*
|
|
|
|
|
// Don't generate a camp on something that's already generated
|
|
|
|
|
var loc = gameState.GetMapSizes(campX, campY).First();
|
|
|
|
|
|
|
|
|
|
if (loc.Width != 8 || loc.Height != 8)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
gameState.RemoveEverythingAt(campX, campY);
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
if (gameState.HasMap(campX, campY) > 1)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
gameState.InsertSubMap(random.Next(42, 43 + 1), 2, new Point(campX, campY), parentMap);
|
|
|
|
|
campsToGenerate--;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static int[] tileFillIds = new int[] { 29, 30, 31, 38, 39, 40, 41 };
|
|
|
|
|
private void FillCenterArea(Point location, IMapInfo parentMap)
|
|
|
|
|
{
|
2018-12-15 12:18:32 -05:00
|
|
|
|
var rightEdge = levelDetail.Difficulties[difficulty].SizeX - 8;
|
|
|
|
|
var bottomEdge = levelDetail.Difficulties[difficulty].SizeY - 8;
|
2018-12-10 21:43:06 -05:00
|
|
|
|
|
|
|
|
|
for (var y = 8; y < bottomEdge; y += 8)
|
|
|
|
|
{
|
|
|
|
|
for (var x = 8; x < rightEdge; x += 8)
|
|
|
|
|
{
|
|
|
|
|
var px = location.X + x;
|
|
|
|
|
var py = location.Y + y;
|
|
|
|
|
|
|
|
|
|
// If this space is already filled, move on
|
|
|
|
|
if (gameState.HasMap(px, py) > 0)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
// Generate filler
|
|
|
|
|
var random = new Random(gameState.Seed + location.X + location.Y + x + y);
|
|
|
|
|
|
|
|
|
|
while (true)
|
|
|
|
|
{
|
|
|
|
|
var tileIdx = tileFillIds[random.Next(0, tileFillIds.Count())];
|
|
|
|
|
var info = gameState.GetSubMapInfo(tileIdx, 2, parentMap, new Point(location.X + x, location.Y + y));
|
|
|
|
|
|
|
|
|
|
// Make sure this tile actually fits here
|
|
|
|
|
if (info.TileLocation.Right > (location.X + rightEdge) || info.TileLocation.Bottom > (location.Y + bottomEdge))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if (info.TileLocation.Width == 16 && gameState.HasMap(px + 8, py) > 0)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if (info.TileLocation.Height == 16 && gameState.HasMap(px, py + 8) > 0)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
// We found a tile that fits, so add it
|
|
|
|
|
gameState.AddMap(info);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|