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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-12 18:50:42 +00:00
OpenDiablo2/d2core/d2map/d2mapgen/act1_overworld.go
dk fe47e51351
Refactor d2map (#468)
* WIP refactor of d2map stuff

* more d2map refactor

adding realm init to game client
passing map engine from client and server into realm at init
change `generate map packet` to have act and level index as data

* client explodes, but getting there

* realm now initializes, networking works, but map generators dont currently do anything

* changed the way that level type records are loaded

* fixed funcs for level data lookups

* started implementing level generator, currently crashing

* client no longer exploding

* d2networking refactor

put exports into d2client.go and d2server.go
kept GameClient and GameServer methods into their respective files
made methods for packet handlers instead of the giant switch statements

* bugfix: getting first level id by act

* minor refactor of gamescreen for readability

* towns now generate on server start, create player takes act and level id as args, levels have their own map engine
2020-06-26 16:50:24 -04:00

335 lines
12 KiB
Go

package d2mapgen
import (
"log"
"math/rand"
"strings"
"github.com/OpenDiablo2/OpenDiablo2/d2common"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2ds1"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapengine"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapgen/d2wilderness"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapstamp"
)
var wildernessGrass = d2ds1.FloorShadowRecord{Prop1: 1, Style: 0, Sequence: 0}
func loadPreset(mapEngine *d2mapengine.MapEngine, id, index int) *d2mapstamp.Stamp {
for _, file := range d2datadict.LevelPreset(id).Files {
mapEngine.AddDS1(file)
}
return d2mapstamp.LoadStamp(d2enum.RegionAct1Wilderness, id, index)
}
func GenerateAct1Overworld(mapEngine *d2mapengine.MapEngine) {
rand.Seed(mapEngine.Seed())
wilderness1Details := d2datadict.GetLevelDetailsByLevelId(2)
mapEngine.ResetMap(d2enum.RegionAct1Town, 150, 150)
mapWidth := mapEngine.Size().Width
mapHeight := mapEngine.Size().Height
townStamp := d2mapstamp.LoadStamp(d2enum.RegionAct1Town, 1, -1)
townStamp.RegionPath()
townSize := townStamp.Size()
log.Printf("Region Path: %s", townStamp.RegionPath())
if strings.Contains(townStamp.RegionPath(), "E1") {
// East Exit
mapEngine.PlaceStamp(townStamp, 0, 0)
generateWilderness1TownEast(mapEngine, townSize.Width, 0)
} else if strings.Contains(townStamp.RegionPath(), "S1") {
// South Exit
mapEngine.PlaceStamp(townStamp, mapWidth-townSize.Width, 0)
// Generate the river running along the edge of the map
rightWaterBorderStamp := loadPreset(mapEngine, d2wilderness.WaterBorderEast, 0)
rightWaterBorderStamp2 := loadPreset(mapEngine, 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)
}
generateWilderness1TownSouth(mapEngine, mapWidth-wilderness1Details.SizeXNormal-14, townSize.Height)
} else if strings.Contains(townStamp.RegionPath(), "W1") {
// West Exit
mapEngine.PlaceStamp(townStamp, mapWidth-townSize.Width, mapHeight-townSize.Height)
generateWilderness1TownWest(mapEngine, mapWidth-townSize.Width-wilderness1Details.SizeXNormal, mapHeight-wilderness1Details.SizeYNormal)
} else {
// North Exit
mapEngine.PlaceStamp(townStamp, mapWidth-townSize.Width, mapHeight-townSize.Height)
}
mapEngine.RegenerateWalkPaths()
}
func generateWilderness1TownEast(mapEngine *d2mapengine.MapEngine, startX, startY int) {
levelDetails := d2datadict.GetLevelDetailsByLevelId(2)
fenceNorthStamp := []*d2mapstamp.Stamp{
loadPreset(mapEngine, d2wilderness.TreeBorderNorth, 0),
loadPreset(mapEngine, d2wilderness.TreeBorderNorth, 1),
loadPreset(mapEngine, d2wilderness.TreeBorderNorth, 2),
}
fenceSouthStamp := []*d2mapstamp.Stamp{
loadPreset(mapEngine, d2wilderness.TreeBorderSouth, 0),
loadPreset(mapEngine, d2wilderness.TreeBorderSouth, 1),
loadPreset(mapEngine, d2wilderness.TreeBorderSouth, 2),
}
fenceWestStamp := []*d2mapstamp.Stamp{
loadPreset(mapEngine, d2wilderness.TreeBorderWest, 0),
loadPreset(mapEngine, d2wilderness.TreeBorderWest, 1),
loadPreset(mapEngine, d2wilderness.TreeBorderWest, 2),
}
fenceEastStamp := []*d2mapstamp.Stamp{
loadPreset(mapEngine, d2wilderness.TreeBorderEast, 0),
loadPreset(mapEngine, d2wilderness.TreeBorderEast, 1),
loadPreset(mapEngine, d2wilderness.TreeBorderEast, 2),
}
fenceSouthWestStamp := loadPreset(mapEngine, d2wilderness.TreeBorderSouthWest, 0)
fenceNorthEastStamp := loadPreset(mapEngine, d2wilderness.TreeBorderNorthEast, 0)
fenceSouthEastStamp := loadPreset(mapEngine, d2wilderness.TreeBorderSouthEast, 0)
fenceWestEdge := loadPreset(mapEngine, d2wilderness.TreeBoxNorthEast, 0)
areaRect := d2common.Rectangle{
Left: startX,
Top: startY + 9,
Width: levelDetails.SizeXNormal,
Height: levelDetails.SizeYNormal - 3,
}
generateWilderness1Contents(mapEngine, areaRect)
// Draw the north and south fence
for i := 0; i < 9; i++ {
mapEngine.PlaceStamp(fenceNorthStamp[rand.Intn(3)], startX+(i*9), startY)
mapEngine.PlaceStamp(fenceSouthStamp[rand.Intn(3)], startX+(i*9), startY+(levelDetails.SizeYNormal+6))
}
// West fence
for i := 1; i < 6; i++ {
mapEngine.PlaceStamp(fenceWestStamp[rand.Intn(3)], startX, startY+(levelDetails.SizeYNormal+6)-(i*9))
}
// East Fence
for i := 1; i < 10; i++ {
mapEngine.PlaceStamp(fenceEastStamp[rand.Intn(3)], startX+levelDetails.SizeXNormal, startY+(i*9))
}
mapEngine.PlaceStamp(fenceSouthWestStamp, startX, startY+levelDetails.SizeYNormal+6)
mapEngine.PlaceStamp(fenceWestEdge, startX, startY+(levelDetails.SizeYNormal-3)-45)
mapEngine.PlaceStamp(fenceNorthEastStamp, startX+levelDetails.SizeXNormal, startY)
mapEngine.PlaceStamp(fenceSouthEastStamp, startX+levelDetails.SizeXNormal, startY+levelDetails.SizeYNormal+6)
}
func generateWilderness1TownSouth(mapEngine *d2mapengine.MapEngine, startX, startY int) {
levelDetails := d2datadict.GetLevelDetailsByLevelId(2)
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)
areaRect := d2common.Rectangle{
Left: startX + 2,
Top: startY,
Width: levelDetails.SizeXNormal - 2,
Height: levelDetails.SizeYNormal - 3,
}
generateWilderness1Contents(mapEngine, areaRect)
// Draw the north fence
for i := 0; i < 4; i++ {
mapEngine.PlaceStamp(fenceNorthStamp[rand.Intn(3)], startX+(i*9)+5, startY-6)
}
// Draw the west fence
for i := 0; i < 8; i++ {
mapEngine.PlaceStamp(fenceWestStamp[rand.Intn(3)], startX, startY+(i*9)+3)
}
// Draw the south fence
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)
}
func generateWilderness1TownWest(mapEngine *d2mapengine.MapEngine, startX, startY int) {
levelDetails := d2datadict.GetLevelDetailsByLevelId(2)
fenceEastEdge := loadPreset(mapEngine, d2wilderness.TreeBoxSouthWest, 0)
fenceNorthWestStamp := loadPreset(mapEngine, d2wilderness.TreeBorderNorthWest, 0)
fenceNorthEastStamp := loadPreset(mapEngine, d2wilderness.TreeBorderNorthEast, 0)
fenceSouthWestStamp := loadPreset(mapEngine, d2wilderness.TreeBorderSouthWest, 0)
fenceSouthStamp := []*d2mapstamp.Stamp{
loadPreset(mapEngine, d2wilderness.TreeBorderSouth, 0),
loadPreset(mapEngine, d2wilderness.TreeBorderSouth, 1),
loadPreset(mapEngine, d2wilderness.TreeBorderSouth, 2),
}
fenceNorthStamp := []*d2mapstamp.Stamp{
loadPreset(mapEngine, d2wilderness.TreeBorderNorth, 0),
loadPreset(mapEngine, d2wilderness.TreeBorderNorth, 1),
loadPreset(mapEngine, d2wilderness.TreeBorderNorth, 2),
}
fenceEastStamp := []*d2mapstamp.Stamp{
loadPreset(mapEngine, d2wilderness.TreeBorderEast, 0),
loadPreset(mapEngine, d2wilderness.TreeBorderEast, 1),
loadPreset(mapEngine, d2wilderness.TreeBorderEast, 2),
}
fenceWestStamp := []*d2mapstamp.Stamp{
loadPreset(mapEngine, d2wilderness.TreeBorderWest, 0),
loadPreset(mapEngine, d2wilderness.TreeBorderWest, 1),
loadPreset(mapEngine, d2wilderness.TreeBorderWest, 2),
}
// Draw the north and south fences
for i := 0; i < 9; i++ {
if i > 0 && i < 8 {
mapEngine.PlaceStamp(fenceNorthStamp[rand.Intn(3)], startX+(i*9)-1, startY-15)
}
mapEngine.PlaceStamp(fenceSouthStamp[rand.Intn(3)], startX+(i*9)-1, startY+levelDetails.SizeYNormal-12)
}
// Draw the east fence
for i := 0; i < 6; i++ {
mapEngine.PlaceStamp(fenceEastStamp[rand.Intn(3)], startX+levelDetails.SizeXNormal-9, startY+(i*9)-6)
}
// Draw the west fence
for i := 0; i < 9; i++ {
mapEngine.PlaceStamp(fenceWestStamp[rand.Intn(3)], startX, startY+(i*9)-6)
}
// Draw the west fence
mapEngine.PlaceStamp(fenceEastEdge, startX+levelDetails.SizeXNormal-9, startY+39)
mapEngine.PlaceStamp(fenceNorthWestStamp, startX, startY-15)
mapEngine.PlaceStamp(fenceSouthWestStamp, startX, startY+levelDetails.SizeYNormal-12)
mapEngine.PlaceStamp(fenceNorthEastStamp, startX+levelDetails.SizeXNormal-9, startY-15)
areaRect := d2common.Rectangle{
Left: startX + 9,
Top: startY - 10,
Width: levelDetails.SizeXNormal - 9,
Height: levelDetails.SizeYNormal - 2,
}
generateWilderness1Contents(mapEngine, areaRect)
}
func generateWilderness1Contents(mapEngine *d2mapengine.MapEngine, rect d2common.Rectangle) {
levelDetails := d2datadict.GetLevelDetailsByLevelId(2)
denOfEvil := loadPreset(mapEngine, d2wilderness.DenOfEvilEntrance, 0)
denOfEvilLoc := d2common.Point{
X: rect.Left + (rect.Width / 2) + rand.Intn(10),
Y: rect.Top + (rect.Height / 2) + rand.Intn(10),
}
// Fill in the grass
for y := 0; y < rect.Height; y++ {
for x := 0; x < rect.Width; x++ {
tile := mapEngine.Tile(rect.Left+x, rect.Top+y)
tile.RegionType = d2enum.RegionIdType(levelDetails.LevelType)
tile.Floors = []d2ds1.FloorShadowRecord{wildernessGrass}
}
}
stuff := []*d2mapstamp.Stamp{
loadPreset(mapEngine, d2wilderness.StoneFill1, 0),
loadPreset(mapEngine, d2wilderness.StoneFill1, 1),
loadPreset(mapEngine, d2wilderness.StoneFill1, 2),
loadPreset(mapEngine, d2wilderness.StoneFill2, 0),
loadPreset(mapEngine, d2wilderness.StoneFill2, 1),
loadPreset(mapEngine, d2wilderness.StoneFill2, 2),
loadPreset(mapEngine, d2wilderness.Cottages1, 0),
loadPreset(mapEngine, d2wilderness.Cottages1, 1),
loadPreset(mapEngine, d2wilderness.Cottages1, 2),
loadPreset(mapEngine, d2wilderness.Cottages1, 3),
loadPreset(mapEngine, d2wilderness.Cottages1, 4),
loadPreset(mapEngine, d2wilderness.Cottages1, 5),
loadPreset(mapEngine, d2wilderness.FallenCamp1, 0),
loadPreset(mapEngine, d2wilderness.FallenCamp1, 1),
loadPreset(mapEngine, d2wilderness.FallenCamp1, 2),
loadPreset(mapEngine, d2wilderness.FallenCamp1, 3),
loadPreset(mapEngine, d2wilderness.Pond, 0),
loadPreset(mapEngine, d2wilderness.SwampFill1, 0),
loadPreset(mapEngine, d2wilderness.SwampFill2, 0),
}
mapEngine.PlaceStamp(denOfEvil, denOfEvilLoc.X, denOfEvilLoc.Y)
numPlaced := 0
for numPlaced < 25 {
stamp := stuff[rand.Intn(len(stuff))]
stampRect := d2common.Rectangle{
Left: rect.Left + rand.Intn(rect.Width) - stamp.Size().Width,
Top: rect.Top + rand.Intn(rect.Height) - stamp.Size().Height,
Width: stamp.Size().Width,
Height: stamp.Size().Height,
}
if areaEmpty(mapEngine, stampRect) {
mapEngine.PlaceStamp(stamp, stampRect.Left, stampRect.Top)
numPlaced++
}
}
}
func areaEmpty(mapEngine *d2mapengine.MapEngine, rect d2common.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).Floors) == 0 {
continue
}
floor := mapEngine.Tile(x, y).Floors[0]
if floor.Style != 0 || floor.Sequence != 0 || floor.Prop1 != 1 {
return false
}
}
}
return true
}