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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-12-26 12:06:24 -05:00
OpenDiablo2/OpenDiablo2.MapGenerators/BloodMoor.cs
nicholasdechiara be29a0017e Address Patch MPQ Issue (#52)
* Address patch mpq issue

Game can now load patch mpq files and will do so instead of a regular mpq version if a patch version exists.
Updated level details & char stats loading

* deleted screenshots

* merge fixes

* Fix weapon.cs

Code column moved over one in patch mpq

* Fixes: armor/misc/weapon column adjustment and mapgen autofac fix

* Fix SelectHeroClass to work with None herotype
2018-12-15 12:18:32 -05:00

291 lines
12 KiB
C#

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;
private readonly eDifficulty difficulty;
public BloodMoor(IGameState gameState, IEngineDataManager dataManager)
{
this.gameState = gameState;
this.difficulty = gameState.Difficulty;
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)
{
var rx = random.Next(8, levelDetail.Difficulties[difficulty].SizeX - 16);
var ry = random.Next(8, levelDetail.Difficulties[difficulty].SizeY - 16);
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)
{
var rx = random.Next(8, levelDetail.Difficulties[difficulty].SizeX - 16);
var ry = random.Next(8, levelDetail.Difficulties[difficulty].SizeY - 16);
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)
{
var rightEdge = levelDetail.Difficulties[difficulty].SizeX - 8;
var bottomEdge = levelDetail.Difficulties[difficulty].SizeY - 8;
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;
}
}
}
}
}
}