Random tiles (#211)

* Add position into the tile index
Prevents it from caching one random tile and using it for everything
* Generate tiles based on the current seed
This commit is contained in:
Ziemas 2019-11-19 04:29:34 +01:00 committed by Tim Sarbin
parent e70378d627
commit 2656672fa7
2 changed files with 36 additions and 34 deletions

View File

@ -4,7 +4,6 @@ import (
"fmt"
"image/color"
"math"
"math/rand"
"strings"
"github.com/OpenDiablo2/D2Shared/d2common/d2enum"
@ -63,8 +62,7 @@ func (v *Engine) CenterCameraOn(x, y float64) {
}
func (v *Engine) GenerateMap(regionType d2enum.RegionIdType, levelPreset int, fileIndex int) {
randomSource := rand.NewSource(v.gameState.Seed)
region := LoadRegion(randomSource, regionType, levelPreset, v.fileProvider, fileIndex)
region := LoadRegion(v.gameState.Seed, regionType, levelPreset, v.fileProvider, fileIndex)
fmt.Printf("Loading region: %v\n", region.RegionPath)
v.regions = append(v.regions, EngineRegion{
Rect: d2common.Rectangle{0, 0, int(region.TileWidth), int(region.TileHeight)},
@ -79,20 +77,19 @@ func (v *Engine) GenerateMap(regionType d2enum.RegionIdType, levelPreset int, fi
func (v *Engine) GenerateAct1Overworld() {
v.soundManager.PlayBGM("/data/global/music/Act1/town1.wav") // TODO: Temp stuff here
randomSource := rand.NewSource(v.gameState.Seed)
region := LoadRegion(randomSource, d2enum.RegionAct1Town, 1, v.fileProvider, -1)
region := LoadRegion(v.gameState.Seed, d2enum.RegionAct1Town, 1, v.fileProvider, -1)
v.regions = append(v.regions, EngineRegion{
Rect: d2common.Rectangle{0, 0, int(region.TileWidth), int(region.TileHeight)},
Region: region,
})
if strings.Contains(region.RegionPath, "E1") {
region2 := LoadRegion(randomSource, d2enum.RegionAct1Town, 2, v.fileProvider, -1)
region2 := LoadRegion(v.gameState.Seed, d2enum.RegionAct1Town, 2, v.fileProvider, -1)
v.regions = append(v.regions, EngineRegion{
Rect: d2common.Rectangle{int(region.TileWidth - 1), 0, int(region2.TileWidth), int(region2.TileHeight)},
Region: region2,
})
} else if strings.Contains(region.RegionPath, "S1") {
region2 := LoadRegion(randomSource, d2enum.RegionAct1Town, 3, v.fileProvider, -1)
region2 := LoadRegion(v.gameState.Seed, d2enum.RegionAct1Town, 3, v.fileProvider, -1)
v.regions = append(v.regions, EngineRegion{
Rect: d2common.Rectangle{0, int(region.TileHeight - 1), int(region2.TileWidth), int(region2.TileHeight)},
Region: region2,
@ -152,25 +149,26 @@ func (v *Engine) GenTilesCache(region *EngineRegion) {
t := &region.Tiles[tileIdx]
if t.tileY < len(region.Region.DS1.Tiles) && t.tileX < len(region.Region.DS1.Tiles[t.tileY]) {
tile := region.Region.DS1.Tiles[t.tileY][t.tileX]
location := byte((t.tileX + 1) * (t.tileY + 1) % 255)
for i := range tile.Floors {
if tile.Floors[i].Hidden || tile.Floors[i].Prop1 == 0 {
continue
}
region.Region.generateFloorCache(tile.Floors[i])
region.Region.generateFloorCache(tile.Floors[i], location)
n++
}
for i, shadow := range tile.Shadows {
if tile.Shadows[i].Hidden || tile.Shadows[i].Prop1 == 0 {
continue
}
region.Region.generateShadowCache(shadow)
region.Region.generateShadowCache(shadow, location)
n++
}
for i, wall := range tile.Walls {
if tile.Walls[i].Hidden {
continue
}
region.Region.generateWallCache(wall)
region.Region.generateWallCache(wall, location)
n++
}
}

View File

@ -7,7 +7,6 @@ import (
"math/rand"
"sort"
"strconv"
"time"
"github.com/OpenDiablo2/D2Shared/d2data/d2dt1"
@ -50,9 +49,10 @@ type Region struct {
StartX float64
StartY float64
imageCacheRecords map[uint32]*ebiten.Image
tileSource *rand.Rand
}
func LoadRegion(seed rand.Source, levelType d2enum.RegionIdType, levelPreset int, fileProvider d2interface.FileProvider, fileIndex int) *Region {
func LoadRegion(seed int64, levelType d2enum.RegionIdType, levelPreset int, fileProvider d2interface.FileProvider, fileIndex int) *Region {
result := &Region{
LevelType: d2datadict.LevelTypes[levelType],
LevelPreset: d2datadict.LevelPresets[levelPreset],
@ -82,12 +82,14 @@ func LoadRegion(seed rand.Source, levelType d2enum.RegionIdType, levelPreset int
}
levelFilesToPick = append(levelFilesToPick, fileRecord)
}
random := rand.New(seed)
randomSource := rand.NewSource(seed)
random := rand.New(randomSource)
levelIndex := int(math.Round(float64(len(levelFilesToPick)-1) * random.Float64()))
if fileIndex >= 0 && fileIndex < len(levelFilesToPick) {
levelIndex = fileIndex
}
levelFile := levelFilesToPick[levelIndex]
result.tileSource = rand.New(rand.NewSource(seed))
result.RegionPath = levelFile
result.DS1 = d2ds1.LoadDS1("/data/global/tiles/"+levelFile, fileProvider)
result.TileWidth = result.DS1.Width
@ -159,10 +161,9 @@ func (v *Region) getRandomTile(tiles []d2dt1.Tile) *d2dt1.Tile {
for _, t := range tiles {
s += int(t.RarityFrameIndex)
}
rand.Seed(time.Now().UnixNano())
r := 0
if s != 0 {
r = rand.Intn(s) + 1
r = v.tileSource.Intn(s) + 1
}
for _, t := range tiles {
r -= int(t.RarityFrameIndex)
@ -189,10 +190,11 @@ func (v *Region) getTile(mainIndex, subIndex, orientation int32) *d2dt1.Tile {
}
func (v *Region) renderFloor(tile d2ds1.FloorShadowRecord, offsetX, offsetY int, target *ebiten.Image, tileX, tileY int) {
location := byte((tileX + 1) * (tileY + 1) % 255)
opts := &ebiten.DrawImageOptions{}
img := v.GetImageCacheRecord(tile.MainIndex, tile.SubIndex, 0)
img := v.GetImageCacheRecord(tile.MainIndex, tile.SubIndex, 0, location)
if img == nil {
img = v.generateFloorCache(tile)
img = v.generateFloorCache(tile, location)
}
opts.GeoM.Translate(float64(offsetX), float64(offsetY))
_ = target.DrawImage(img, opts)
@ -200,9 +202,10 @@ func (v *Region) renderFloor(tile d2ds1.FloorShadowRecord, offsetX, offsetY int,
}
func (v *Region) renderWall(tile d2ds1.WallRecord, offsetX, offsetY int, target *ebiten.Image, tileX, tileY int) {
img := v.GetImageCacheRecord(tile.MainIndex, tile.SubIndex, tile.Orientation)
location := byte((tileX + 1) * (tileY + 1) % 255)
img := v.GetImageCacheRecord(tile.MainIndex, tile.SubIndex, tile.Orientation, location)
if img == nil {
img = v.generateWallCache(tile)
img = v.generateWallCache(tile, location)
if img == nil {
return
}
@ -240,9 +243,10 @@ func (v *Region) renderWall(tile d2ds1.WallRecord, offsetX, offsetY int, target
}
func (v *Region) renderShadow(tile d2ds1.FloorShadowRecord, offsetX, offsetY int, target *ebiten.Image, tileX, tileY int) {
img := v.GetImageCacheRecord(tile.MainIndex, tile.SubIndex, 13)
location := byte((tileX + 1) * (tileY + 1) % 255)
img := v.GetImageCacheRecord(tile.MainIndex, tile.SubIndex, 13, location)
if img == nil {
img = v.generateShadowCache(tile)
img = v.generateShadowCache(tile, location)
}
tileData := v.getTile(int32(tile.MainIndex), int32(tile.SubIndex), 13)
if tileData == nil {
@ -330,7 +334,7 @@ func (v *Region) decodeTileGfxData(blocks []d2dt1.Block, pixels *[]byte, tileYOf
}
}
func (v *Region) generateFloorCache(tile d2ds1.FloorShadowRecord) *ebiten.Image {
func (v *Region) generateFloorCache(tile d2ds1.FloorShadowRecord, location byte) *ebiten.Image {
tileData := v.getTile(int32(tile.MainIndex), int32(tile.SubIndex), 0)
if tileData == nil {
log.Printf("Could not locate tile Idx:%d, Sub: %d, Ori: %d\n", tile.MainIndex, tile.SubIndex, 0)
@ -338,7 +342,7 @@ func (v *Region) generateFloorCache(tile d2ds1.FloorShadowRecord) *ebiten.Image
tileData.Width = 10
tileData.Height = 10
}
cachedImage := v.GetImageCacheRecord(tile.MainIndex, tile.SubIndex, 0)
cachedImage := v.GetImageCacheRecord(tile.MainIndex, tile.SubIndex, 0, location)
if cachedImage != nil {
return cachedImage
}
@ -352,16 +356,16 @@ func (v *Region) generateFloorCache(tile d2ds1.FloorShadowRecord) *ebiten.Image
pixels := make([]byte, 4*tileData.Width*tileHeight)
v.decodeTileGfxData(tileData.Blocks, &pixels, tileYOffset, tileData.Width)
image.ReplacePixels(pixels)
v.SetImageCacheRecord(tile.MainIndex, tile.SubIndex, 0, image)
v.SetImageCacheRecord(tile.MainIndex, tile.SubIndex, 0, location, image)
return image
}
func (v *Region) generateShadowCache(tile d2ds1.FloorShadowRecord) *ebiten.Image {
func (v *Region) generateShadowCache(tile d2ds1.FloorShadowRecord, location byte) *ebiten.Image {
tileData := v.getTile(int32(tile.MainIndex), int32(tile.SubIndex), 13)
if tileData == nil {
return nil
}
cachedImage := v.GetImageCacheRecord(tile.MainIndex, tile.SubIndex, 13)
cachedImage := v.GetImageCacheRecord(tile.MainIndex, tile.SubIndex, 13, location)
if cachedImage != nil {
return cachedImage
}
@ -377,11 +381,11 @@ func (v *Region) generateShadowCache(tile d2ds1.FloorShadowRecord) *ebiten.Image
pixels := make([]byte, 4*tileData.Width*int32(tileHeight))
v.decodeTileGfxData(tileData.Blocks, &pixels, tileYOffset, tileData.Width)
image.ReplacePixels(pixels)
v.SetImageCacheRecord(tile.MainIndex, tile.SubIndex, 13, image)
v.SetImageCacheRecord(tile.MainIndex, tile.SubIndex, 13, location, image)
return image
}
func (v *Region) generateWallCache(tile d2ds1.WallRecord) *ebiten.Image {
func (v *Region) generateWallCache(tile d2ds1.WallRecord, location byte) *ebiten.Image {
tileData := v.getTile(int32(tile.MainIndex), int32(tile.SubIndex), int32(tile.Orientation))
if tileData == nil {
return nil
@ -405,7 +409,7 @@ func (v *Region) generateWallCache(tile d2ds1.WallRecord) *ebiten.Image {
tileYOffset := -tileMinY
//tileHeight := int(tileMaxY - tileMinY)
cachedImage := v.GetImageCacheRecord(tile.MainIndex, tile.SubIndex, tile.Orientation)
cachedImage := v.GetImageCacheRecord(tile.MainIndex, tile.SubIndex, tile.Orientation, location)
if cachedImage != nil {
return cachedImage //, 0, yAdjust}
}
@ -422,16 +426,16 @@ func (v *Region) generateWallCache(tile d2ds1.WallRecord) *ebiten.Image {
if err := image.ReplacePixels(pixels); err != nil {
log.Panicf(err.Error())
}
v.SetImageCacheRecord(tile.MainIndex, tile.SubIndex, tile.Orientation, image)
v.SetImageCacheRecord(tile.MainIndex, tile.SubIndex, tile.Orientation, location, image)
return image //,0,yAdjust,
}
func (v *Region) GetImageCacheRecord(mainIndex, subIndex, orientation byte) *ebiten.Image {
lookupIndex := uint32(mainIndex)<<16 | uint32(subIndex)<<8 | uint32(orientation)
func (v *Region) GetImageCacheRecord(mainIndex, subIndex, orientation, location byte) *ebiten.Image {
lookupIndex := uint32(mainIndex)<<24 | uint32(subIndex)<<16 | uint32(orientation)<<8 | uint32(location)
return v.imageCacheRecords[lookupIndex]
}
func (v *Region) SetImageCacheRecord(mainIndex, subIndex, orientation byte, image *ebiten.Image) {
lookupIndex := uint32(mainIndex)<<16 | uint32(subIndex)<<8 | uint32(orientation)
func (v *Region) SetImageCacheRecord(mainIndex, subIndex, orientation, location byte, image *ebiten.Image) {
lookupIndex := uint32(mainIndex)<<24 | uint32(subIndex)<<16 | uint32(orientation)<<8 | uint32(location)
v.imageCacheRecords[lookupIndex] = image
}