package d2mapstamp import ( "math" "math/rand" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapentity" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2ds1" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dt1" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2util" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset" ) const logPrefix = "Map Stamp" // NewStampFactory creates a MapStamp factory instance func NewStampFactory(asset *d2asset.AssetManager, l d2util.LogLevel, entity *d2mapentity.MapEntityFactory) *StampFactory { result := &StampFactory{ asset: asset, entity: entity, } result.Logger = d2util.NewLogger() result.Logger.SetLevel(l) result.Logger.SetPrefix(logPrefix) return result } // StampFactory is responsible for loading map stamps. A stamp can be thought of like a // preset map configuration, like the various configurations of Act 1 town. type StampFactory struct { asset *d2asset.AssetManager entity *d2mapentity.MapEntityFactory *d2util.Logger } // LoadStamp loads the Stamp data from file, using the given level type, level preset index, and // level file index. func (f *StampFactory) LoadStamp(levelType d2enum.RegionIdType, levelPreset, fileIndex int) *Stamp { stamp := &Stamp{ factory: f, entity: f.entity, regionID: levelType, levelType: *f.asset.Records.Level.Types[levelType], levelPreset: f.asset.Records.Level.Presets[levelPreset], } for _, levelTypeDt1 := range &stamp.levelType.Files { if levelTypeDt1 == "" || levelTypeDt1 == "0" { continue } fileData, err := f.asset.LoadFile("/data/global/tiles/" + levelTypeDt1) if err != nil { panic(err) } dt1, err := d2dt1.LoadDT1(fileData) if err != nil { f.Error(err.Error()) return nil } stamp.tiles = append(stamp.tiles, dt1.Tiles...) } var levelFilesToPick []string for _, fileRecord := range stamp.levelPreset.Files { if fileRecord != "" && fileRecord != "0" { levelFilesToPick = append(levelFilesToPick, fileRecord) } } // nolint:gosec // not a big deal for now levelIndex := int(math.Round(float64(len(levelFilesToPick)-1) * rand.Float64())) if fileIndex >= 0 && fileIndex < len(levelFilesToPick) { levelIndex = fileIndex } if levelFilesToPick == nil { panic("no level files to pick from") } stamp.regionPath = levelFilesToPick[levelIndex] fileData, err := f.asset.LoadFile("/data/global/tiles/" + stamp.regionPath) if err != nil { panic(err) } stamp.ds1, err = d2ds1.LoadDS1(fileData) if err != nil { f.Error(err.Error()) return nil } return stamp }