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https://github.com/OpenDiablo2/OpenDiablo2
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* d2game/d2player/inventory.go: magic number lint cleanup * d2game/d2player/mini_panel.go: magic number lint cleanup * d2game/d2player/skill_select_panel.go: lint cleanup * d2game/d2player/skilltree.go: removed all lint errors * removed the rest of the magic number errors from d2game * hotfix for bug i added in map engine test * all magic numbers removed (excluding mapgen)
123 lines
2.8 KiB
Go
123 lines
2.8 KiB
Go
package d2mapengine
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import (
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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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)
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// MapTile is a tile placed on the map
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type MapTile struct {
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Components d2ds1.TileRecord
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RegionType d2enum.RegionIdType
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SubTiles [25]d2dt1.SubTileFlags
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}
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// GetSubTileFlags returns the tile flags for the given subtile
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func (t *MapTile) GetSubTileFlags(x, y int) *d2dt1.SubTileFlags {
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var subtileLookup = [5][5]int{
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{20, 21, 22, 23, 24},
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{15, 16, 17, 18, 19},
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{10, 11, 12, 13, 14},
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{5, 6, 7, 8, 9},
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{0, 1, 2, 3, 4},
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}
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return &t.SubTiles[subtileLookup[y][x]]
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}
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// PrepareTile selects which graphic to use and updates the tiles subtileflags
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func (t *MapTile) PrepareTile(x, y int, me *MapEngine) {
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for wIdx := range t.Components.Walls {
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wall := &t.Components.Walls[wIdx]
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options := me.GetTiles(int(wall.Style), int(wall.Sequence), wall.Type)
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if options == nil {
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break
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}
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wall.RandomIndex = getRandomTile(options, x, y, me.seed)
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for i := range t.SubTiles {
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t.SubTiles[i].Combine(options[wall.RandomIndex].SubTileFlags[i])
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}
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}
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for fIdx := range t.Components.Floors {
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floor := &t.Components.Floors[fIdx]
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options := me.GetTiles(int(floor.Style), int(floor.Sequence), 0)
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if options == nil {
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break
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}
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if options[0].MaterialFlags.Lava {
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floor.Animated = true
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floor.RandomIndex = 0
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} else {
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floor.RandomIndex = getRandomTile(options, x, y, me.seed)
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}
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for i := range t.SubTiles {
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t.SubTiles[i].Combine(options[floor.RandomIndex].SubTileFlags[i])
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}
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}
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for sIdx := range t.Components.Shadows {
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shadow := &t.Components.Shadows[sIdx]
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options := me.GetTiles(int(shadow.Style), int(shadow.Sequence), 13)
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if options == nil {
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break
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}
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shadow.RandomIndex = getRandomTile(options, x, y, me.seed)
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for i := range t.SubTiles {
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t.SubTiles[i].Combine(options[shadow.RandomIndex].SubTileFlags[i])
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}
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}
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}
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// Walker's Alias Method for weighted random selection with xorshifting for random numbers
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// Selects a random tile from the slice, rest of args just used for seeding
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func getRandomTile(tiles []d2dt1.Tile, x, y int, seed int64) byte {
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var tileSeed uint64
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tileSeed = uint64(seed) + uint64(x)
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tileSeed *= uint64(y)
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const (
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xorshiftA = 13
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xorshiftB = 17
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xorshiftC = 5
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)
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tileSeed ^= tileSeed << xorshiftA
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tileSeed ^= tileSeed >> xorshiftB
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tileSeed ^= tileSeed << xorshiftC
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weightSum := 0
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for i := range tiles {
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weightSum += int(tiles[i].RarityFrameIndex)
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}
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if weightSum == 0 {
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return 0
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}
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random := tileSeed % uint64(weightSum)
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sum := 0
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for i := range tiles {
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sum += int(tiles[i].RarityFrameIndex)
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if sum >= int(random) {
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return byte(i)
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}
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}
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// This return shouldn't be hit
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return 0
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}
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