mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-14 00:06:45 -05:00
783993470e
* fixed lint error in d2app/app.go * go fmt entire project * adding doc.go for d2records * fixed lint issues in d2core/d2map * fixed lint error in d2interface/palette.go * fixed lint error in d2core/d2hero/hero_state_factory.go * adding dov.go to d2common/d2geom * fixing lint errors in d2common/d2loader * adding doc.go to d2common/d2cache * adding doc files for d2datautils, d2util, d2path * adding package doc strings for mapgen, in-geam help screen, and tcp client connection * removed all cuddling lint errors * changed stamina equality check to '<=' instead of '<'
90 lines
2.3 KiB
Go
90 lines
2.3 KiB
Go
package d2mapstamp
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import (
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"log"
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"math"
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"math/rand"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapentity"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2ds1"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dt1"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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)
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// NewStampFactory creates a MapStamp factory instance
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func NewStampFactory(asset *d2asset.AssetManager, entity *d2mapentity.MapEntityFactory) *StampFactory {
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return &StampFactory{asset, entity}
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}
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// StampFactory is responsible for loading map stamps. A stamp can be thought of like a
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// preset map configuration, like the various configurations of Act 1 town.
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type StampFactory struct {
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asset *d2asset.AssetManager
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entity *d2mapentity.MapEntityFactory
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}
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// LoadStamp loads the Stamp data from file, using the given level type, level preset index, and
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// level file index.
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func (f *StampFactory) LoadStamp(levelType d2enum.RegionIdType, levelPreset, fileIndex int) *Stamp {
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stamp := &Stamp{
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factory: f,
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entity: f.entity,
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regionID: levelType,
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levelType: *f.asset.Records.Level.Types[levelType],
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levelPreset: f.asset.Records.Level.Presets[levelPreset],
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}
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for _, levelTypeDt1 := range &stamp.levelType.Files {
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if levelTypeDt1 == "" || levelTypeDt1 == "0" {
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continue
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}
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fileData, err := f.asset.LoadFile("/data/global/tiles/" + levelTypeDt1)
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if err != nil {
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panic(err)
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}
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dt1, err := d2dt1.LoadDT1(fileData)
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if err != nil {
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log.Print(err)
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return nil
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}
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stamp.tiles = append(stamp.tiles, dt1.Tiles...)
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}
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var levelFilesToPick []string
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for _, fileRecord := range stamp.levelPreset.Files {
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if fileRecord != "" && fileRecord != "0" {
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levelFilesToPick = append(levelFilesToPick, fileRecord)
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}
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}
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levelIndex := int(math.Round(float64(len(levelFilesToPick)-1) * rand.Float64()))
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if fileIndex >= 0 && fileIndex < len(levelFilesToPick) {
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levelIndex = fileIndex
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}
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if levelFilesToPick == nil {
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panic("no level files to pick from")
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}
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stamp.regionPath = levelFilesToPick[levelIndex]
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fileData, err := f.asset.LoadFile("/data/global/tiles/" + stamp.regionPath)
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if err != nil {
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panic(err)
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}
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stamp.ds1, err = d2ds1.LoadDS1(fileData)
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if err != nil {
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log.Print(err)
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return nil
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}
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return stamp
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}
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