mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-21 09:10:42 +00:00
805f0968b1
## Description: Relates to #3725 Adds a new **Impassable** terrain type that enables non-rectangular maps and creates impassable barriers on the map. Painted with pure black (`#000`) in the map editor's `image.png`. **Encoding:** Impassable terrain is encoded in the binary format as `isLand=1, magnitude=31` (previously unused). The Go map generator detects `#000` pixels and produces this encoding. The map generator's minimap downscaling gives impassable highest priority (Impassable > Water > Land). Thumbnails render impassable as transparent so the map picker background shows through. **Rendering:** Impassable tiles render as the map background colour (`rgb(60, 60, 60)`, matching `gl.clearColor` in `Renderer.ts`), making them visually indistinguishable from the area outside the map quad. This enables maps to appear non-rectangular. **Gameplay restrictions:** Impassable terrain cannot be: - Owned (`conquer()` throws) - Attacked (`AttackExecution` skips impassable tiles in both `tick()` and `addNeighbors()`) - Nuked (targeting rejected in `nukeSpawn()`, blast radius filtered in `tilesToDestroy()`) - Spawned on (nations, human players, and structures all reject impassable tiles) - Converted to water (guarded in `WaterManager` and `setWater()`) **Nuke trajectories:** Nuke trajectories cannot cross impassable terrain, matching the existing map-border enforcement. This is checked at launch time in `NukeExecution.tick()`. The client-side trajectory preview turns red with a red X where the arc crosses impassable terrain (reusing the existing SAM-intercept visual pipeline in `NukeTrajectory.ts`). The nuke ghost preview is completely hidden when hovering over impassable terrain (same as hovering outside the map). https://github.com/user-attachments/assets/ff131146-9749-41e0-892a-617e5cd16c54 Impassable terrain is transparent on the thumbnail: <img width="213" height="152" alt="Screenshot 2026-06-18 211640" src="https://github.com/user-attachments/assets/ede16f8c-9239-4ab1-be5d-0ba81cce5e9e" /> Tested with water nukes, made sure there is no water depth gradient near the impassable terrain, just like at the world border: <img width="774" height="771" alt="Screenshot 2026-06-18 212348" src="https://github.com/user-attachments/assets/4429069d-911b-48e8-91e3-7307d42c9397" /> Models used: GLM 5.2 and MiMo 2.5 Pro 😄 ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin
205 lines
9.4 KiB
Markdown
205 lines
9.4 KiB
Markdown
# 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/<mapname>` 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 <https://go.dev/doc/install>
|
|
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/<map_name>`
|
|
2. Create `assets/maps/<map_name>/image.png`
|
|
3. Create `assets/maps/<map_name>/info.json` (see below)
|
|
4. Run the generator for your map: `go run . --maps=<map_name>`
|
|
|
|
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/<map_name>`
|
|
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/<map_name>/<file_name>` 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/<map_name>/manifest.json` - JSON metadata containing map dimensions and land tile counts for all scales.
|
|
- `../resources/maps/<map_name>/map.bin` - Full-scale binary map data packed with terrain type and magnitude.
|
|
- `../resources/maps/<map_name>/map4x.bin` - 1/4 scale (half dimensions) binary map data used for mini-maps.
|
|
- `../resources/maps/<map_name>/map16x.bin` - 1/16 scale (quarter dimensions) binary map data used for mini-maps.
|
|
- `../resources/maps/<map_name>/thumbnail.webp` - WebP image thumbnail of the map.
|
|
- `../src/core/game/Maps.gen.ts` - Generated TypeScript (the `GameMapType` enum and the `maps` list of `MapInfo` objects) built from every map's info.json. Regenerated on every run, even with `--maps`.
|
|
- `../resources/lang/en.json` - The `map` section is rewritten with each map's display name. 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/<map_name>/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`
|
|
|
|
### Impassable Terrain
|
|
|
|
Pure black pixels (`#000000` / `rgb(0, 0, 0)` with alpha ≥ 20) are encoded as **impassable terrain**. This is a solid, static void that:
|
|
|
|
- Cannot be owned, attacked, or nuked.
|
|
- Nuke trajectories cannot pass over it (just as they cannot leave the map border).
|
|
- Renders as the map background colour, making the map appear non-rectangular.
|
|
|
|
Use impassable terrain to carve out non-rectangular map shapes or to create barriers that divide regions without water.
|
|
|
|
In-Game, the color of a tile is determined dynamically based on its **Terrain Type** and **Magnitude**.
|
|
|
|
- Ocean default color definition: `../src/client/render/gl/render-settings.json` (user changeable via settings)
|
|
- Terrain color calculations: `../src/client/render/gl/utils/ColorUtils.ts#L50`
|
|
|
|
## Create info.json
|
|
|
|
The map-generator will process your input file at `assets/maps/<map_name>/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/<map_name>` 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).
|
|
|
|
`display_name` (optional) is the English display name written to the `map` section of `../resources/lang/en.json`. It defaults to `name` — set it only when the display name should differ from the canonical name (e.g. `MENA`, `Europe (Classic)`).
|
|
|
|
`translation_key` is the key of the map's display name in `../resources/lang/en.json`. It must be `map.<map_name>`.
|
|
|
|
`categories` groups the map in the map picker. Each entry must be one of: `featured`, `continental`, `world`, `europe`, `asia`, `north_america`, `africa`, `south_america`, `oceania`, `antarctica`, `cosmic`, `tournament`, `fictional`, `arcade`. 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.
|
|
|
|
`special_team_count` (optional) is the map's preferred team count in team / special games — see `SPECIAL_TEAM_MAPS` in `../src/server/MapPlaylist.ts`. Omit it for no preference.
|
|
|
|
`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/<iso_code>.svg`
|
|
|
|
The country will need to be added to `../src/client/data/countries.json`
|
|
|
|
## To Enable In-Game
|
|
|
|
Everything is generated from the info.json files when the map-generator runs —
|
|
there are no manual steps:
|
|
|
|
- The `GameMapType` enum and the `maps` list (one `MapInfo` per map) are
|
|
written to `../src/core/game/Maps.gen.ts`. Do not edit that file by hand.
|
|
- The `map` section of `../resources/lang/en.json` is rewritten with each
|
|
map's `display_name` (or `name`). Translations to other languages are
|
|
managed via Crowdin.
|
|
|
|
## 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
|