mapgen moving to delanay -> minimum spanning tree for rooms connection
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124
engine/gamemap/prefab.go
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124
engine/gamemap/prefab.go
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package gamemap
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import (
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"encoding/json"
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"fmt"
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"io/ioutil"
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"lab.zaar.be/thefish/alchemyst-go/engine/items"
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"lab.zaar.be/thefish/alchemyst-go/engine/mob"
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"lab.zaar.be/thefish/alchemyst-go/engine/types"
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"lab.zaar.be/thefish/alchemyst-go/util"
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)
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type PrefabFile struct {
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DefaultTileLegend map[string]string `json:"default_tile_legend"`
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DefaultMobsLegend map[string]string `json:"default_mobs_legend"`
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DefaultItemLegend map[string]string `json:"default_item_legend"`
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Prefabs []PrefabRecord
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}
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type PrefabRecord struct {
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name string
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Size struct {
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X int `json:"x"`
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Y int `json:"y"`
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} `json:"Size"`
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TileLegend map[string]string `json:"default_tile_legend"`
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MobsLegend map[string]string `json:"default_mobs_legend"`
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ItemLegend map[string]string `json:"default_item_legend"`
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Body []string `json:"body"`
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}
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func LoadPrefabFile(filename string) (*PrefabFile, error) {
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data, err := ioutil.ReadFile(filename)
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if err!= nil {
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return nil, err
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}
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instance := &PrefabFile{}
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err = json.Unmarshal(data, instance)
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if err != nil {
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return nil, err
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}
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return instance, nil
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}
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type PrefabLoader struct {
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ctx util.ClientCtx
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}
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func NewPrefabLoader(ctx util.ClientCtx) PrefabLoader {
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return PrefabLoader{ctx: ctx}
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}
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func (pfbl PrefabLoader) PrefabRoomsList() []Room {
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rooms := make([]Room, 0)
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file, err := LoadPrefabFile("./assets/prefabs/test.json")
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if err !=nil {
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panic(err)
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}
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for _, rawPrefab := range file.Prefabs {
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//prepare actual legends
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currentTileLegend := file.DefaultTileLegend
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currentMobsLegend := file.DefaultMobsLegend
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currentItemLegend := file.DefaultItemLegend
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fmt.Printf("%v",rawPrefab)
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for k,v := range rawPrefab.TileLegend {
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currentTileLegend[k] = v
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}
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for k,v := range rawPrefab.MobsLegend {
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currentMobsLegend[k] = v
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}
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for k,v := range rawPrefab.ItemLegend {
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currentItemLegend[k] = v
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}
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room := Room{
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Rect:&types.Rect{0, 0, rawPrefab.Size.X, rawPrefab.Size.Y},
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Center: types.Coords{rawPrefab.Size.X / 2, rawPrefab.Size.Y / 2}, //fixme
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Geometry: make([]func()*Tile, rawPrefab.Size.X*rawPrefab.Size.Y),
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Mobs: make([]mob.Mob, rawPrefab.Size.X*rawPrefab.Size.Y),
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Items: make([]items.Carried, rawPrefab.Size.X*rawPrefab.Size.Y),
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Connectors: make([]types.Coords, rawPrefab.Size.X*rawPrefab.Size.Y),
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}
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//make geometry
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var f func() *Tile
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for j := 0; j < room.H; j++ {
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str := rawPrefab.Body[j]
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if len(str) != room.W {
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continue;
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}
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for i:=0; i < room.W; i++ {
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ok := false
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shortName := currentTileLegend[string(str[i])]
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if shortName == "any" {
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continue
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}
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if shortName == "connector" {
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f = NewFloor
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room.Connectors = append(room.Connectors, types.Coords{i,j})
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} else {
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f, ok = TileTypeMap[shortName]
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}
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if (!ok) {
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pfbl.ctx.Logger().Warn().Msgf("Unknown tile: %s", shortName)
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}
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room.Geometry[i+ j*room.W] = f
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}
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}
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//add room to list
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rooms = append(rooms, room)
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}
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return rooms
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}
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var TileTypeMap = map[string]func()*Tile{
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"wall": NewWall,
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"floor": NewFloor,
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"decorated_wall": NewDecoratedWall,
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"water": NewWaterTile,
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"deep_water": NewDeepWaterTile,
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}
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