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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-10 09:50:42 +00:00
OpenDiablo2/d2core/d2scene/map_engine_testing.go
Tim Sarbin 297184376f
Phase 1 prep work for gameplay (#196)
* Updates
* More merge adjustments.
* Don't commit local changes...
2019-11-17 01:14:58 -05:00

314 lines
8.8 KiB
Go

package d2scene
import (
"fmt"
"math"
"os"
"github.com/OpenDiablo2/D2Shared/d2helper"
"github.com/OpenDiablo2/OpenDiablo2/d2core"
"github.com/OpenDiablo2/D2Shared/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2corecommon/d2coreinterface"
"github.com/OpenDiablo2/D2Shared/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2audio"
"github.com/OpenDiablo2/OpenDiablo2/d2render/d2mapengine"
"github.com/OpenDiablo2/OpenDiablo2/d2render/d2ui"
"github.com/hajimehoshi/ebiten"
"github.com/hajimehoshi/ebiten/ebitenutil"
"github.com/hajimehoshi/ebiten/inpututil"
)
type RegionSpec struct {
regionType d2enum.RegionIdType
startPresetIndex int
endPresetIndex int
extra []int
}
var regions []RegionSpec = []RegionSpec{
//Act I
{d2enum.RegionAct1Town, 1, 3, []int{}},
{d2enum.RegionAct1Wilderness, 4, 52, []int{
108,
160, 161, 162, 163, 164,
}},
{d2enum.RegionAct1Cave, 53, 107, []int{}},
{d2enum.RegionAct1Crypt, 109, 159, []int{}},
{d2enum.RegionAct1Monestary, 165, 165, []int{}},
{d2enum.RegionAct1Courtyard, 166, 166, []int{256}},
{d2enum.RegionAct1Barracks, 167, 205, []int{}},
{d2enum.RegionAct1Jail, 206, 255, []int{}},
{d2enum.RegionAct1Cathedral, 257, 257, []int{}},
{d2enum.RegionAct1Catacombs, 258, 299, []int{}},
{d2enum.RegionAct1Tristram, 300, 300, []int{}},
//Act II
{d2enum.RegionAct2Town, 301, 301, []int{}},
{d2enum.RegionAct2Sewer, 302, 352, []int{}},
{d2enum.RegionAct2Harem, 353, 357, []int{}},
{d2enum.RegionAct2Basement, 358, 361, []int{}},
{d2enum.RegionAct2Desert, 362, 413, []int{}},
{d2enum.RegionAct2Tomb, 414, 481, []int{}},
{d2enum.RegionAct2Lair, 482, 509, []int{}},
{d2enum.RegionAct2Arcane, 510, 528, []int{}},
//Act III
{d2enum.RegionAct3Town, 529, 529, []int{}},
{d2enum.RegionAct3Jungle, 530, 604, []int{}},
{d2enum.RegionAct3Kurast, 605, 658, []int{
748, 749, 750, 751, 752, 753, 754,
755, 756, 757, 758, 759, 760, 761, 762, 763, 764, 765, 766, 767, 768, 769, 770, 771, 772, 773, 774, 775, 776, 777, 778, 779, 780, 781, 782, 783, 784, 785, 786, 787, 788, 789, 790, 791, 792, 793, 794, 795, 796,
//yeah, i know =(
}},
{d2enum.RegionAct3Spider, 659, 664, []int{}},
{d2enum.RegionAct3Dungeon, 665, 704, []int{}},
{d2enum.RegionAct3Sewer, 705, 747, []int{}},
//Act IV
{d2enum.RegionAct4Town, 797, 798, []int{}},
{d2enum.RegionAct4Mesa, 799, 835, []int{}},
{d2enum.RegionAct4Lava, 836, 862, []int{}},
//Act V -- broken or wrong order
{d2enum.RegonAct5Town, 863, 864, []int{}},
{d2enum.RegionAct5Siege, 865, 879, []int{}},
{d2enum.RegionAct5Barricade, 880, 1002, []int{}},
{d2enum.RegionAct5IceCaves, 1003, 1041, []int{}},
{d2enum.RegionAct5Temple, 1042, 1052, []int{}},
{d2enum.RegionAct5Baal, 1059, 1090, []int{}},
{d2enum.RegionAct5Lava, 1053, 1058, []int{}},
}
type MapEngineTest struct {
uiManager *d2ui.Manager
soundManager *d2audio.Manager
fileProvider d2interface.FileProvider
sceneProvider d2coreinterface.SceneProvider
gameState *d2core.GameState
mapEngine *d2mapengine.Engine
//TODO: this is region specific properties, should be refactored for multi-region rendering
currentRegion int
levelPreset int
fileIndex int
regionSpec RegionSpec
filesCount int
keyLocked bool
}
func CreateMapEngineTest(
fileProvider d2interface.FileProvider,
sceneProvider d2coreinterface.SceneProvider,
uiManager *d2ui.Manager,
soundManager *d2audio.Manager,
currentRegion int, levelPreset int) *MapEngineTest {
result := &MapEngineTest{
fileProvider: fileProvider,
uiManager: uiManager,
soundManager: soundManager,
sceneProvider: sceneProvider,
currentRegion: currentRegion,
levelPreset: levelPreset,
fileIndex: -1,
regionSpec: RegionSpec{},
filesCount: 0,
keyLocked: false,
}
result.gameState = d2core.CreateTestGameState()
return result
}
func (v *MapEngineTest) LoadRegionByIndex(n int, levelPreset, fileIndex int) {
for _, spec := range regions {
if spec.regionType == d2enum.RegionIdType(n) {
v.regionSpec = spec
inExtra := false
for _, e := range spec.extra {
if e == levelPreset {
inExtra = true
break
}
}
if !inExtra {
if levelPreset < spec.startPresetIndex {
levelPreset = spec.startPresetIndex
}
if levelPreset > spec.endPresetIndex {
levelPreset = spec.endPresetIndex
}
}
v.levelPreset = levelPreset
}
}
if n == 0 {
v.mapEngine.GenerateAct1Overworld()
return
}
v.mapEngine = d2mapengine.CreateMapEngine(v.gameState, v.soundManager, v.fileProvider) // necessary for map name update
v.mapEngine.OffsetY = 0
v.mapEngine.OffsetX = 0
v.mapEngine.GenerateMap(d2enum.RegionIdType(n), levelPreset, fileIndex)
}
func (v *MapEngineTest) Load() []func() {
// TODO: Game seed comes from the game state object
v.soundManager.PlayBGM("")
return []func(){
func() {
v.mapEngine = d2mapengine.CreateMapEngine(v.gameState, v.soundManager, v.fileProvider)
v.LoadRegionByIndex(v.currentRegion, v.levelPreset, v.fileIndex)
},
}
}
func (v *MapEngineTest) Unload() {
}
func (v *MapEngineTest) Render(screen *ebiten.Image) {
v.mapEngine.Render(screen)
actualX := float64(v.uiManager.CursorX) - v.mapEngine.OffsetX
actualY := float64(v.uiManager.CursorY) - v.mapEngine.OffsetY
tileX, tileY := d2helper.ScreenToIso(actualX, actualY)
subtileX := int(math.Ceil(math.Mod((tileX*10), 10))) / 2
subtileY := int(math.Ceil(math.Mod((tileY*10), 10))) / 2
curRegion := v.mapEngine.GetRegionAt(int(tileX), int(tileY))
if curRegion == nil {
return
}
line := fmt.Sprintf("%d, %d (Tile %d.%d, %d.%d)",
int(math.Ceil(actualX)),
int(math.Ceil(actualY)),
int(math.Ceil(tileX))-curRegion.Rect.Left,
subtileX,
int(math.Ceil(tileY))-curRegion.Rect.Top,
subtileY,
)
levelFilesToPick := make([]string, 0)
fileIndex := v.fileIndex
for n, fileRecord := range curRegion.Region.LevelPreset.Files {
if len(fileRecord) == 0 || fileRecord == "" || fileRecord == "0" {
continue
}
levelFilesToPick = append(levelFilesToPick, fileRecord)
if fileRecord == curRegion.Region.RegionPath {
fileIndex = n
}
}
if v.fileIndex == -1 {
v.fileIndex = fileIndex
}
v.filesCount = len(levelFilesToPick)
ebitenutil.DebugPrintAt(screen, line, 5, 5)
ebitenutil.DebugPrintAt(screen, "Map: "+curRegion.Region.LevelType.Name, 5, 17)
ebitenutil.DebugPrintAt(screen, fmt.Sprintf("%v: %v/%v [%v, %v]", curRegion.Region.RegionPath, fileIndex+1, v.filesCount, v.currentRegion, v.levelPreset), 5, 29)
ebitenutil.DebugPrintAt(screen, "N - next region, P - previous region", 5, 41)
ebitenutil.DebugPrintAt(screen, "Shift+N - next preset, Shift+P - previous preset", 5, 53)
ebitenutil.DebugPrintAt(screen, "Ctrl+N - next file, Ctrl+P - previous file", 5, 65)
}
func (v *MapEngineTest) Update(tickTime float64) {
ctrlPressed := v.uiManager.KeyPressed(ebiten.KeyControl)
shiftPressed := v.uiManager.KeyPressed(ebiten.KeyShift)
if v.uiManager.KeyPressed(ebiten.KeyDown) {
v.mapEngine.OffsetY -= tickTime * 800
}
if v.uiManager.KeyPressed(ebiten.KeyUp) {
v.mapEngine.OffsetY += tickTime * 800
}
if v.uiManager.KeyPressed(ebiten.KeyLeft) {
v.mapEngine.OffsetX += tickTime * 800
}
if v.uiManager.KeyPressed(ebiten.KeyRight) {
v.mapEngine.OffsetX -= tickTime * 800
}
if inpututil.IsKeyJustPressed(ebiten.KeyF7) {
if v.mapEngine.ShowTiles < 2 {
v.mapEngine.ShowTiles++
} else {
v.mapEngine.ShowTiles = 0
}
}
if v.uiManager.KeyPressed(ebiten.KeyEscape) {
os.Exit(0)
}
if !v.keyLocked {
if v.uiManager.KeyPressed(ebiten.KeyN) && ctrlPressed {
v.fileIndex = increment(v.fileIndex, 0, v.filesCount-1)
v.keyLocked = true
v.sceneProvider.SetNextScene(v)
return
}
if v.uiManager.KeyPressed(ebiten.KeyP) && ctrlPressed {
v.fileIndex = decrement(v.fileIndex, 0, v.filesCount-1)
v.keyLocked = true
v.sceneProvider.SetNextScene(v)
return
}
if v.uiManager.KeyPressed(ebiten.KeyN) && shiftPressed {
v.levelPreset = increment(v.levelPreset, v.regionSpec.startPresetIndex, v.regionSpec.endPresetIndex)
v.keyLocked = true
v.sceneProvider.SetNextScene(v)
return
}
if v.uiManager.KeyPressed(ebiten.KeyP) && shiftPressed {
v.levelPreset = decrement(v.levelPreset, v.regionSpec.startPresetIndex, v.regionSpec.endPresetIndex)
v.keyLocked = true
v.sceneProvider.SetNextScene(v)
return
}
if v.uiManager.KeyPressed(ebiten.KeyN) {
v.currentRegion = increment(v.currentRegion, 0, len(regions))
v.keyLocked = true
v.sceneProvider.SetNextScene(v)
return
}
if v.uiManager.KeyPressed(ebiten.KeyP) {
v.currentRegion = decrement(v.currentRegion, 0, len(regions))
v.keyLocked = true
v.sceneProvider.SetNextScene(v)
return
}
}
//FIXME: do it better
if !v.uiManager.KeyPressed(ebiten.KeyP) && !v.uiManager.KeyPressed(ebiten.KeyN) {
v.keyLocked = false
}
}
func increment(v, min, max int) int {
v++
if v > max {
return min
}
return v
}
func decrement(v, min, max int) int {
v--
if v < min {
return max
}
return v
}