# MapGenerator This is a go-based tool to generate map files for OpenFront. The map generator reads PNG files and converts pixels into terrain based primarily on the **Blue** channel. Because only blue values are used, grayscale and other formats are fully supported. Many maps in `assets/maps/` are grayscale. Additional Guides, Tutorials, Scripts, Resources, and Third Party Unofficial Applications can be found on the [Official Openfront Wiki](https://openfront.wiki/Map_Making) ## Installation 1. Install go 2. Go to map-generator folder: `cd map-generator` 3. Install dependencies: `go mod download` 4. Run the generator for all maps: `go run .` ## Creating a new map Maps are discovered automatically from the `assets/maps/` folders — `info.json` holds everything the game needs to know about a map. 1. Create a new folder in `assets/maps/` 2. Create `assets/maps//image.png` 3. Create `assets/maps//info.json` (see below) 4. Run the generator for your map: `go run . --maps=` By default, `go run .` will process all defined maps. Use `--maps` to process a single map: `go run . --maps=fourislands` To process a subset of maps, pass a comma-separated list: `go run . --maps=northamerica,world` 5. Find the output folder at `../resources/maps/` 6. Go back to the root directory: `cd ..` 7. Run Prettier: `npm run format` This rewrites ALL files in place. Git figures out which files are actually changed, don't worry. Alternatively, you can either run Prettier per file: `npx prettier --write resources/maps//` or in VSCode install the Prettier extension and per file do Show and run Commands > Format Document. Alternatively, `npm run gen-maps` (from the root directory) runs the generator for all maps and formats the output in one step. ## Output Files - `../resources/maps//manifest.json` - JSON metadata containing map dimensions and land tile counts for all scales. - `../resources/maps//map.bin` - Full-scale binary map data packed with terrain type and magnitude. - `../resources/maps//map4x.bin` - 1/4 scale (half dimensions) binary map data used for mini-maps. - `../resources/maps//map16x.bin` - 1/16 scale (quarter dimensions) binary map data used for mini-maps. - `../resources/maps//thumbnail.webp` - WebP image thumbnail of the map. - `../src/core/game/Maps.gen.ts` - Generated TypeScript (`GameMapType`, `mapCategories`, `mapTranslationKeys`, `multiplayerFrequency`) built from every map's info.json. Regenerated on every run, even with `--maps`. ## Command Line Flags - `--maps`: Optional comma-separated list of maps to process. - ex: `go run . --maps=world,eastasia,big_plains` ### Logging - `--log-level`: Explicitly sets the log level. - ex: `go run . --log-level=debug` - values: `ALL`, `DEBUG`, `INFO` (default), `WARN`, `ERROR`. - `--verbose` or `-v`: Adds additional logging and prefixes logs with the `[mapname]`. Alias of `--log-level=DEBUG`. - `--debug-performance`: Adds additional logging for performance-based recommendations, sets `--log-level=DEBUG`. - `--debug-removal`: Adds additional logging of removed island and lake position/size, sets `--log-level=DEBUG`. The Generator outputs logs using `slog` with standard log-levels, and an additional ALL level. The `--verbose`, `-v`, `--debug-performance`, and `--debug-removal` flags all set the log level to `DEBUG`. `debug-performance` and `debug-removal` are opt-in on top of the debug log level, as they can produce wordy output. You must pass the specific flag to see the corresponding logs if the `log-level` is set to `DEBUG`. Setting `--log-level=ALL` will output all possible logs, including all `DEBUG` tiers, regardless of whether the specific flags are passed. ## Create image.png The map-generator will process your input file at `assets/maps//image.png` to generate the map thumbnail and binary files. To create this `png` input file, you can crop the world map: 1. [Download world map (warning very large file)](https://drive.google.com/file/d/1W2oMPj1L5zWRyPhh8LfmnY3_kve-FBR2/view?usp=sharing) 2. Crop the file (recommend Gimp) If you are doing work in image editing software or using automated tools, `./map_generator.go` contains documentation for: - `Pixel` -> `Terrain Type & Magnitude` mapping in `GenerateMap` - `Terrain Type` -> `Thumbnail Color` mapping in `getThumbnailColor` In-Game, terrain is rendered using themes. The color of a tile is determined dynamically based on its **Terrain Type** and **Magnitude**. Theme Files: - `../src/core/configuration/PastelTheme.ts` (Light) - `../src/core/configuration/PastelThemeDark.ts` (Dark). ## Create info.json The map-generator will process your input file at `assets/maps//info.json` to determine the position of Nations, their starting coordinates, and any flags. Example: ```json { "id": "MySampleMap", "name": "My Sample Map", "translation_key": "map.mysamplemap", "categories": ["europe"], "multiplayer_frequency": 4, "nations": [ { "coordinates": [396, 364], "name": "United States", "flag": "us" } ] } ``` `coordinates` is x/y position of the nation spawn on the map. Origin is at top left, with x extending right and y extending down `id` is the `CamelCaseName` of your map. It must match the `assets/maps/` folder name (lowercased) and becomes the `GameMapType` enum key. `name` is the map's canonical name — the `GameMapType` enum value. It must never change once the map ships (it is part of the wire format and stored in game records). `translation_key` is the key of the map's display name in `../resources/lang/en.json` (`map.`). `categories` groups the map in the map picker. Each entry must be one of: `featured`, `world`, `europe`, `asia`, `north_america`, `africa`, `south_america`, `oceania`, `antarctica`, `cosmic`, `tournament`, `other`. Maps that straddle regions (e.g. Black Sea, Bering Strait) can list more than one. Add `featured` to show the map in the featured section of the map picker. `multiplayer_frequency` is how many times the map appears in the public multiplayer playlist. Use 0 (or omit) to keep the map out of the regular rotation. `featured_rank` (optional, featured maps only) is the map's position in the featured grid (1 = first). Featured maps without a rank sort after ranked ones, alphabetically. `flag` is the code for a country - The full list of supported codes can be seen in `../src/client/data/countries.json` - all ISO_3166 codes are supported, with several additions. - For quick reference, [Use country codes found here](https://en.wikipedia.org/wiki/List_of_ISO_3166_country_codes) ## Update CREDITS.md Add License & Attribution information to `../CREDITS.md`. If you are unsure if a map's license can be used, open an issue or ask in Discord before beginning work. ## Adding Flags Flags can be added to `../resources/flags/.svg` The country will need to be added to `../src/client/data/countries.json` ## To Enable In-Game `GameMapType`, `mapCategories`, `mapTranslationKeys`, and `multiplayerFrequency` are generated from the info.json files into `../src/core/game/Maps.gen.ts` when the map-generator runs — do not edit that file by hand. The only step outside info.json is: - Add the map's display name to the `map` translation object in `../resources/lang/en.json` (using your `translation_key`) ## Notes - Islands smaller than 30 tiles (pixels) are automatically removed by the script. - Bodies of water smaller than 200 tiles (pixels) are also removed. - The map generator normalizes dimensions to multiples of 4. Any pixels beyond `Width - (Width % 4)` or `Height - (Height % 4)` are cropped. For Performance Reasons: - Maps should be between 2 - 3 million pixels square (area). - Maps with over 3 million land tiles are not recommended. - Average land tile count is around 1 - 2 million. ## 🛠️ Development Tools - **Format map-generator code**: ```bash go fmt . ``` - **Output Map Generator Documentation**: ```bash go doc -cmd -u -all ``` The map-generator is a cli tool, to get any visibility, we pass `-cmd`. It also does not expose any API, so we use `-u` and `-all` to show all documentation for unexposed values. _Known Bug_ Using `-http` does not respect the other flags and only renders the README