mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-09-06 19:44:15 -04:00
73 lines
2.6 KiB
C#
73 lines
2.6 KiB
C#
using System;
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using System.Drawing;
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using OpenDiablo2.Common.Enums;
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using OpenDiablo2.Common.Interfaces;
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namespace OpenDiablo2.Core.Map_Engine
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{
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public sealed class MapGenerator
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{
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private readonly IGameState gameState;
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public MapGenerator(IGameState gameState)
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{
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this.gameState = gameState;
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}
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public void Generate()
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{
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var random = new Random(gameState.Seed);
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var test = gameState.LoadSubMap(2, new Point(10000, 10000));
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var wildBorder = 5; // (4-15)
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// TODO: Is there no data file that explicitly defines this??
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var townMap = gameState.LoadMap(eLevelId.Act1_Town1, new Point(0, 0));
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Rectangle bloodMooreRect;
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// 32-37 is grassy field?
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if (townMap.FileData.MapFile.Contains("S1"))
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{
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var defId = 3; // Act 1 - Town 1 Transition S
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var borderMap = gameState.LoadSubMap(defId, new Point(0, townMap.FileData.Height - 2));
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borderMap.PrimaryMap = townMap;
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var wilderness = gameState.LoadSubMap(wildBorder, new Point(26, townMap.FileData.Height + borderMap.FileData.Height - 2));
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wilderness.PrimaryMap = townMap;
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bloodMooreRect = new Rectangle(-40, townMap.FileData.Height + borderMap.FileData.Height, 120, 80);
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}
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else if (townMap.FileData.MapFile.Contains("E1"))
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{
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var defId = 2; // Act 1 - Town 1 Transition E
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var borderMap = gameState.LoadSubMap(defId, new Point(townMap.FileData.Width - 2, 0));
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borderMap.PrimaryMap = townMap;
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bloodMooreRect = new Rectangle(townMap.FileData.Width + borderMap.FileData.Width, -40, 80, 120);
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}
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else if (townMap.FileData.MapFile.Contains("W1"))
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{
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bloodMooreRect = new Rectangle(-120, 0, 120, townMap.FileData.Height);
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} else // North
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{
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bloodMooreRect = new Rectangle(0, -120, townMap.FileData.Width, 120);
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}
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// Generate the Blood Moore?
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for (var y = 0; y < (bloodMooreRect.Height); y+= 8)
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{
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for (var x = 0; x < (bloodMooreRect.Width); x += 8)
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{
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var tileIdx = 35;
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var mapTile = gameState.LoadSubMap(tileIdx, new Point(bloodMooreRect.Left + x, bloodMooreRect.Top + y));
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mapTile.PrimaryMap = townMap;
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}
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}
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}
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}
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}
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