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https://github.com/OpenDiablo2/OpenDiablo2
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* WIP refactor of d2map stuff * more d2map refactor adding realm init to game client passing map engine from client and server into realm at init change `generate map packet` to have act and level index as data * client explodes, but getting there * realm now initializes, networking works, but map generators dont currently do anything * changed the way that level type records are loaded * fixed funcs for level data lookups * started implementing level generator, currently crashing * client no longer exploding * d2networking refactor put exports into d2client.go and d2server.go kept GameClient and GameServer methods into their respective files made methods for packet handlers instead of the giant switch statements * bugfix: getting first level id by act * minor refactor of gamescreen for readability * towns now generate on server start, create player takes act and level id as args, levels have their own map engine
16 lines
277 B
Go
16 lines
277 B
Go
package d2mapengine
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type MapGeneratorWilderness struct {
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seed int64
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level *MapLevel
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engine *MapEngine
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}
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func (m *MapGeneratorWilderness) init(s int64, l *MapLevel, e *MapEngine) {
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m.seed = s
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m.level = l
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m.engine = e
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}
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func (m *MapGeneratorWilderness) generate() {}
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