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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-16 17:35:57 -05:00
OpenDiablo2/d2core/d2map/d2mapstamp/factory.go
2021-01-10 02:44:42 -05:00

98 lines
2.4 KiB
Go

package d2mapstamp
import (
"math"
"math/rand"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapentity"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2ds1"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
)
const logPrefix = "Map Stamp"
// NewStampFactory creates a MapStamp factory instance
func NewStampFactory(asset *d2asset.AssetManager, l d2util.LogLevel, entity *d2mapentity.MapEntityFactory) *StampFactory {
result := &StampFactory{
asset: asset,
entity: entity,
}
result.Logger = d2util.NewLogger()
result.Logger.SetLevel(l)
result.Logger.SetPrefix(logPrefix)
return result
}
// StampFactory is responsible for loading map stamps. A stamp can be thought of like a
// preset map configuration, like the various configurations of Act 1 town.
type StampFactory struct {
asset *d2asset.AssetManager
entity *d2mapentity.MapEntityFactory
*d2util.Logger
}
// LoadStamp loads the Stamp data from file, using the given level type, level preset index, and
// level file index.
func (f *StampFactory) LoadStamp(levelType d2enum.RegionIdType, levelPreset, fileIndex int) *Stamp {
stamp := &Stamp{
factory: f,
entity: f.entity,
regionID: levelType,
levelType: *f.asset.Records.Level.Types[levelType],
levelPreset: f.asset.Records.Level.Presets[levelPreset],
}
for _, levelTypeDt1 := range &stamp.levelType.Files {
if levelTypeDt1 == "" || levelTypeDt1 == "0" {
continue
}
dt1, err := f.asset.LoadDT1(levelTypeDt1)
if err != nil {
f.Error(err.Error())
return nil
}
stamp.tiles = append(stamp.tiles, dt1.Tiles...)
}
var levelFilesToPick []string
for _, fileRecord := range stamp.levelPreset.Files {
if fileRecord != "" && fileRecord != "0" {
levelFilesToPick = append(levelFilesToPick, fileRecord)
}
}
// nolint:gosec // not a big deal for now
levelIndex := int(math.Round(float64(len(levelFilesToPick)-1) * rand.Float64()))
if fileIndex >= 0 && fileIndex < len(levelFilesToPick) {
levelIndex = fileIndex
}
if levelFilesToPick == nil {
panic("no level files to pick from")
}
stamp.regionPath = levelFilesToPick[levelIndex]
fileData, err := f.asset.LoadFile("/data/global/tiles/" + stamp.regionPath)
if err != nil {
panic(err)
}
stamp.ds1, err = d2ds1.LoadDS1(fileData)
if err != nil {
f.Error(err.Error())
return nil
}
return stamp
}