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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-19 21:55:24 +00:00
OpenDiablo2/d2core/d2map/d2mapgen/map_generator.go
gravestench fc87b2be7a
Removing d2datadict singletons (#738)
* Remove weapons, armor, misc, itemCommon, itemTyps datadict singletons

- removed loader calls from d2app
- removed the HeroObjects singleton from `d2core/d2inventory`
- added an InventoryItemFactory in d2inventory
- package-level functions that use data records are now methods of the InventoryItemFactory
- renamed ItemGenerator in d2item to ItemFactory
- package-level functions that use records are now methods of ItemFactory
- d2map.MapEntityFactory now has an item factory instance for creating items
- fixed a bug in unique item record loader where it loaded an empty record
- added a PlayerStateFactory for creating a player state (uses the asset manager)
- updated the test inventory/equipment code in d2player to handle errors from the ItemFactory
- character select and character creation screens have a player state and inventory item factory
- updated item tests to use the item factory

* minor edit

* Removed d2datadict.Experience singleton

added a HeroStatsFactory, much like the other factories. The factory  gets an
asset manager reference in order to use data records.

* removed d2datadict.AutoMagic singleton

* removed d2datadict.AutoMap singleton

* removed d2datadict.BodyLocations singleton

* removed d2datadict.Books singleton

* Removed singletons for level records

- removed loader calls in d2app
- changed type references from d2datadict to d2records
- added a `MapGenerator` in d2mapgen which uses thew asset manager and map engine
- package-level map generation functions are now MapGenerator methods
- `d2datadict.GetLevelDetails(id int)` is now a method of the RecordManager

* remove SkillCalc and MissileCalc singletons

* Removed CharStats and ItemStatCost singletons

- added an ItemStatFactory which uses the asset manager to create stats
- package-level functions for stats in d2item are now StatFactory methods
- changed type references from d2datadict to d2records
- `d2player.GetAllPlayerStates` is now a method of the `PlayerStateFactory`

* Removed DkillDesc and Skills singletons from d2datadict

- removed loader calls from d2app
- diablo2stats.Stat instances are given a reference to the factory for doing record lookups

* update the stats test to use mock a asset manager and stat factory

* fixed diablo2stats tests and diablo2item tests

* removed CompCodes singleton from d2datadict

* remove cubemain singleton from d2datadict

* removed DifficultyLevels singleton from d2datadict

* removed ElemTypes singleton from d2datadict

* removed events.go loader from d2datadict (was unused)

* removed Gems singleton from d2datadict

* removed Hireling and Inventory singletons from d2datadict

* removed MagicPrefix and MagicSuffix singletons from d2datadict

* removed ItemRatios singleton from d2datadict

* removed Missiles singleton from d2datadict

* removed MonModes singleton

* Removed all monster and npc singletons from d2datadict

- MapStamp instances now get a reference to their factory for doing record lookups

* removed SoundEntry and SoundEnviron singletons from d2datadict
2020-09-20 17:52:01 -04:00

60 lines
1.5 KiB
Go

package d2mapgen
import (
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2geom"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapengine"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapstamp"
)
// NewMapGenerator creates a map generator instance
func NewMapGenerator(a *d2asset.AssetManager, e *d2mapengine.MapEngine) (*MapGenerator, error) {
generator := &MapGenerator{
asset: a,
engine: e,
}
return generator, nil
}
// MapGenerator generates maps for the map engine
type MapGenerator struct {
asset *d2asset.AssetManager
engine *d2mapengine.MapEngine
}
func (g *MapGenerator) loadPreset(id, index int) *d2mapstamp.Stamp {
for _, file := range g.asset.Records.LevelPreset(id).Files {
g.engine.AddDS1(file)
}
return g.engine.LoadStamp(d2enum.RegionAct1Wilderness, id, index)
}
func areaEmpty(mapEngine *d2mapengine.MapEngine, rect d2geom.Rectangle) bool {
mapHeight := mapEngine.Size().Height
mapWidth := mapEngine.Size().Width
if rect.Top < 0 || rect.Left < 0 || rect.Bottom() >= mapHeight || rect.Right() >= mapWidth {
return false
}
for y := rect.Top; y <= rect.Bottom(); y++ {
for x := rect.Left; x <= rect.Right(); x++ {
if len(mapEngine.Tile(x, y).Components.Floors) == 0 {
continue
}
floor := mapEngine.Tile(x, y).Components.Floors[0]
if floor.Style != 0 || floor.Sequence != 0 || floor.Prop1 != 1 {
return false
}
}
}
return true
}