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OpenDiablo2/d2core/d2map/d2mapgen/act1_overworld.go

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package d2mapgen
import (
"log"
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"math/rand"
"strings"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapgen/d2wilderness"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2ds1"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapengine"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapstamp"
)
var wildernessGrass = d2ds1.FloorShadowRecord{Prop1: 1, Style: 0, Sequence: 0}
type TownDirection int
const (
TownDirectionNorth TownDirection = iota
TownDirectionSouth
TownDirectionEast
TownDirectionWest
)
func loadPreset(mapEngine *d2mapengine.MapEngine, id, index int) *d2mapstamp.Stamp {
for _, file := range d2datadict.LevelPresets[id].Files {
mapEngine.AddDS1(file)
}
return d2mapstamp.LoadStamp(d2enum.RegionAct1Wilderness, id, index)
}
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func GenerateAct1Overworld(mapEngine *d2mapengine.MapEngine) {
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rand.Seed(mapEngine.Seed())
wilderness1Details := d2datadict.GetLevelDetails(2)
mapEngine.ResetMap(d2enum.RegionAct1Town, 150, 150)
mapWidth := mapEngine.Size().Width
mapHeight := mapEngine.Size().Height
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townStamp := d2mapstamp.LoadStamp(d2enum.RegionAct1Town, 1, -1)
townStamp.RegionPath()
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townSize := townStamp.Size()
var townDirection TownDirection
log.Printf("Region Path: %s", townStamp.RegionPath())
if strings.Contains(townStamp.RegionPath(), "E1") {
// East Exit
townDirection = TownDirectionEast
mapEngine.PlaceStamp(townStamp, 0, 0)
} else if strings.Contains(townStamp.RegionPath(), "S1") {
// South Exit
townDirection = TownDirectionSouth
mapEngine.PlaceStamp(townStamp, mapWidth-townSize.Width, 0)
rightWaterBorderStamp := d2mapstamp.LoadStamp(d2enum.RegionAct1Wilderness, d2wilderness.WaterBorderEast, 0)
rightWaterBorderStamp2 := d2mapstamp.LoadStamp(d2enum.RegionAct1Wilderness, d2wilderness.WaterBorderWest, 0)
// Place the water on the right side of the map
for y := townSize.Height; y < mapHeight-9; y += 9 {
mapEngine.PlaceStamp(rightWaterBorderStamp, mapWidth-17, y)
mapEngine.PlaceStamp(rightWaterBorderStamp2, mapWidth-9, y)
}
generateWilderness1(mapEngine, mapWidth-wilderness1Details.SizeXNormal-14, townSize.Height, townDirection)
} else if strings.Contains(townStamp.RegionPath(), "W1") {
// West Exit
townDirection = TownDirectionWest
mapEngine.PlaceStamp(townStamp, mapWidth-townSize.Width, mapHeight-townSize.Height)
} else {
// North Exit
townDirection = TownDirectionNorth
mapEngine.PlaceStamp(townStamp, mapWidth-townSize.Width, mapHeight-townSize.Height)
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}
mapEngine.RegenerateWalkPaths()
}
func generateWilderness1(mapEngine *d2mapengine.MapEngine, startX, startY int, townDirection TownDirection) {
levelDetails := d2datadict.GetLevelDetails(2)
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mapWidth := mapEngine.Size().Width
fenceNorthStamp := []*d2mapstamp.Stamp{
loadPreset(mapEngine, d2wilderness.TreeBorderNorth, 0),
loadPreset(mapEngine, d2wilderness.TreeBorderNorth, 1),
loadPreset(mapEngine, d2wilderness.TreeBorderNorth, 2),
}
fenceWestStamp := []*d2mapstamp.Stamp{
loadPreset(mapEngine, d2wilderness.TreeBorderWest, 0),
loadPreset(mapEngine, d2wilderness.TreeBorderWest, 1),
loadPreset(mapEngine, d2wilderness.TreeBorderWest, 2),
}
fenceSouthStamp := []*d2mapstamp.Stamp{
loadPreset(mapEngine, d2wilderness.TreeBorderSouth, 0),
loadPreset(mapEngine, d2wilderness.TreeBorderSouth, 1),
loadPreset(mapEngine, d2wilderness.TreeBorderSouth, 2),
}
fenceNorthWestStamp := loadPreset(mapEngine, d2wilderness.TreeBorderNorthWest, 0)
fenceSouthWestStamp := loadPreset(mapEngine, d2wilderness.TreeBorderSouthWest, 0)
fenceWaterBorderSouthEast := loadPreset(mapEngine, d2wilderness.WaterBorderEast, 1)
// Fill in the grass
for y := 0; y < levelDetails.SizeYNormal; y++ {
for x := 0; x < levelDetails.SizeXNormal; x++ {
(*mapEngine.Tiles())[startX+x+((startY+y)*mapWidth)].RegionType = d2enum.RegionIdType(levelDetails.LevelType)
(*mapEngine.Tiles())[startX+x+((startY+y)*mapWidth)].Floors = []d2ds1.FloorShadowRecord{wildernessGrass}
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}
}
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// Draw the north fence
if townDirection == TownDirectionSouth {
for i := 0; i < 4; i++ {
mapEngine.PlaceStamp(fenceNorthStamp[rand.Intn(3)], startX+(i*9)+5, startY-6)
}
}
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// Draw the west fence
if townDirection == TownDirectionSouth {
for i := 0; i < 8; i++ {
mapEngine.PlaceStamp(fenceWestStamp[rand.Intn(3)], startX, startY+(i*9)+3)
}
}
// Draw the south fence
if townDirection == TownDirectionSouth {
for i := 1; i < 9; i++ {
mapEngine.PlaceStamp(fenceSouthStamp[rand.Intn(3)], startX+(i*9), startY+(8*9)+3)
}
}
mapEngine.PlaceStamp(fenceNorthWestStamp, startX, startY-6)
mapEngine.PlaceStamp(fenceSouthWestStamp, startX, startY+(8*9)+3)
mapEngine.PlaceStamp(fenceWaterBorderSouthEast, startX+(9*9)-4, startY+(8*9)+1)
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}