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## Description: Labyrinth is a maze type map. My attempt at making a more chess style board for play. Games with bots appear stable at over 45min average run times. The map has been setup for team spawn zones for 2, 3, 4, 5, 6, and 7 teams. Some of the team spawns for odd numbers are experimental and I would like to see how they play out with live players. Additional nation names included. There are other design factors like each of the large squares being within the blast radius of a hydro; small islands are within the blast radius of nukes. This is meant as a slower playing game. My intentions are to get some sort of literal rotation of the map in the future if easily implemented. That way every time players load the game there would be some randomization. As an additional note one of my last edit to the map was the "+" shape to the islands to allow train passage. Zooming out I can see now that the pattern is squares and + through out. Did not fully intend on that, but it felt like good vibes. https://discord.com/channels/1284581928254701718/1293201128858587207/threads/1497062552784605316 https://www.youtube.com/watch?v=e8c-TylT4hs https://www.youtube.com/watch?v=0-yqrfr3nv0 ## 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 - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username PlaysBadly --------- Co-authored-by: RickD004 <realtacoco@gmail.com>
339 lines
10 KiB
Go
339 lines
10 KiB
Go
package main
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import (
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"context"
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"encoding/json"
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"flag"
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"fmt"
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"log"
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"log/slog"
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"os"
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"path/filepath"
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"strings"
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"sync"
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)
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// maps defines the registry of available maps to be processed.
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// Each entry contains the folder name and a flag indicating if it's a test map.
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//
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// New maps need to be added here in order to allow the map-generator to process them.
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var maps = []struct {
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Name string
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IsTest bool
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}{
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{Name: "achiran"},
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{Name: "aegean"},
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{Name: "africa"},
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{Name: "alps"},
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{Name: "amazonriver"},
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{Name: "antarctica"},
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{Name: "archipelagosea"},
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{Name: "arctic"},
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{Name: "asia"},
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{Name: "australia"},
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{Name: "baikal"},
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{Name: "baikalnukewars"},
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{Name: "bajacalifornia"},
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{Name: "balkans"},
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{Name: "beringsea"},
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{Name: "beringstrait"},
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{Name: "betweentwoseas"},
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{Name: "blacksea"},
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{Name: "bosphorusstraits"},
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{Name: "britannia"},
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{Name: "britanniaclassic"},
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{Name: "caucasus"},
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{Name: "conakry"},
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{Name: "danishstraits"},
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{Name: "deglaciatedantarctica"},
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{Name: "didier"},
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{Name: "didierfrance"},
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{Name: "dyslexdria"},
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{Name: "eastasia"},
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{Name: "europe"},
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{Name: "europeclassic"},
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{Name: "falklandislands"},
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{Name: "faroeislands"},
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{Name: "fourislands"},
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{Name: "gatewaytotheatlantic"},
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{Name: "giantworldmap"},
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{Name: "greatlakes"},
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{Name: "gulfofstlawrence"},
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{Name: "halkidiki"},
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{Name: "hawaii"},
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{Name: "iceland"},
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{Name: "indiansubcontinent"},
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{Name: "italia"},
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{Name: "japan"},
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{Name: "korea"},
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{Name: "labyrinth"},
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{Name: "lemnos"},
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{Name: "lisbon"},
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{Name: "losangeles"},
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{Name: "luna"},
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{Name: "manicouagan"},
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{Name: "marenostrum"},
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{Name: "mars"},
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{Name: "mena"},
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{Name: "middleeast"},
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{Name: "milkyway"},
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{Name: "montreal"},
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{Name: "newyorkcity"},
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{Name: "niledelta"},
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{Name: "northamerica"},
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{Name: "northwestpassage"},
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{Name: "oceania"},
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{Name: "pangaea"},
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{Name: "passage"},
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{Name: "pluto"},
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{Name: "sanfrancisco"},
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{Name: "sierpinski"},
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{Name: "southamerica"},
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{Name: "straitofgibraltar"},
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{Name: "straitofhormuz"},
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{Name: "straitofmalacca"},
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{Name: "surrounded"},
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{Name: "svalmel"},
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{Name: "taiwanstrait"},
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{Name: "thebox"},
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{Name: "tourney1"},
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{Name: "tourney2"},
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{Name: "tourney3"},
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{Name: "tourney4"},
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{Name: "tradersdream"},
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{Name: "twolakes"},
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{Name: "venice"},
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{Name: "world"},
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{Name: "yenisei"},
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{Name: "big_plains", IsTest: true},
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{Name: "half_land_half_ocean", IsTest: true},
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{Name: "ocean_and_land", IsTest: true},
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{Name: "plains", IsTest: true},
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{Name: "giantworldmap", IsTest: true},
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{Name: "world", IsTest: true},
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}
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// mapsFlag holds the comma-separated list of map names passed via the --maps command-line argument.
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var mapsFlag string
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// workersFlag controls how many maps are processed concurrently, bounding peak memory usage.
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var workersFlag int
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// logFlags holds all the flags related to configuring the map-generator logging
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var logFlags LogFlags
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// outputMapDir returns the absolute path to the directory where generated map files should be written.
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// It distinguishes between test and production output locations.
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func outputMapDir(isTest bool) (string, error) {
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cwd, err := os.Getwd()
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if err != nil {
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return "", fmt.Errorf("failed to get working directory: %w", err)
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}
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if isTest {
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return filepath.Join(cwd, "..", "tests", "testdata", "maps"), nil
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}
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return filepath.Join(cwd, "..", "resources", "maps"), nil
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}
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// inputMapDir returns the absolute path to the directory containing source map assets.
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// It distinguishes between test and production asset locations.
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func inputMapDir(isTest bool) (string, error) {
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cwd, err := os.Getwd()
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if err != nil {
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return "", fmt.Errorf("failed to get working directory: %w", err)
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}
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if isTest {
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return filepath.Join(cwd, "assets", "test_maps"), nil
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} else {
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return filepath.Join(cwd, "assets", "maps"), nil
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}
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}
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// processMap handles the end-to-end generation for a single map.
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// It reads the source image and JSON, generates the terrain data, and writes the binary outputs and updated manifest.
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func processMap(ctx context.Context, name string, isTest bool) error {
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outputMapBaseDir, err := outputMapDir(isTest)
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if err != nil {
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return fmt.Errorf("failed to get map directory: %w", err)
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}
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inputMapDir, err := inputMapDir(isTest)
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if err != nil {
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return fmt.Errorf("failed to get input map directory: %w", err)
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}
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inputPath := filepath.Join(inputMapDir, name, "image.png")
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imageBuffer, err := os.ReadFile(inputPath)
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if err != nil {
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return fmt.Errorf("failed to read map file %s: %w", inputPath, err)
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}
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// Read the info.json file
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manifestPath := filepath.Join(inputMapDir, name, "info.json")
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manifestBuffer, err := os.ReadFile(manifestPath)
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if err != nil {
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return fmt.Errorf("failed to read info file %s: %w", manifestPath, err)
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}
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// Parse the info buffer as dynamic JSON
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var manifest map[string]interface{}
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if err := json.Unmarshal(manifestBuffer, &manifest); err != nil {
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return fmt.Errorf("failed to parse info.json for %s: %w", name, err)
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}
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// Generate maps
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result, err := GenerateMap(ctx, GeneratorArgs{
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ImageBuffer: imageBuffer,
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RemoveSmall: !isTest, // Don't remove small islands for test maps
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Name: name,
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})
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if err != nil {
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return fmt.Errorf("failed to generate map for %s: %w", name, err)
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}
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manifest["map"] = map[string]interface{}{
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"width": result.Map.Width,
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"height": result.Map.Height,
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"num_land_tiles": result.Map.NumLandTiles,
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}
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manifest["map4x"] = map[string]interface{}{
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"width": result.Map4x.Width,
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"height": result.Map4x.Height,
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"num_land_tiles": result.Map4x.NumLandTiles,
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}
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manifest["map16x"] = map[string]interface{}{
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"width": result.Map16x.Width,
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"height": result.Map16x.Height,
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"num_land_tiles": result.Map16x.NumLandTiles,
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}
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mapDir := filepath.Join(outputMapBaseDir, name)
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if err := os.MkdirAll(mapDir, 0755); err != nil {
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return fmt.Errorf("failed to create output directory for %s: %w", name, err)
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}
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if err := os.WriteFile(filepath.Join(mapDir, "map.bin"), result.Map.Data, 0644); err != nil {
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return fmt.Errorf("failed to write combined binary for %s: %w", name, err)
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}
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if err := os.WriteFile(filepath.Join(mapDir, "map4x.bin"), result.Map4x.Data, 0644); err != nil {
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return fmt.Errorf("failed to write combined binary for %s: %w", name, err)
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}
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if err := os.WriteFile(filepath.Join(mapDir, "map16x.bin"), result.Map16x.Data, 0644); err != nil {
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return fmt.Errorf("failed to write combined binary for %s: %w", name, err)
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}
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if err := os.WriteFile(filepath.Join(mapDir, "thumbnail.webp"), result.Thumbnail, 0644); err != nil {
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return fmt.Errorf("failed to write thumbnail for %s: %w", name, err)
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}
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// Serialize the updated manifest to JSON
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updatedManifest, err := json.MarshalIndent(manifest, "", " ")
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if err != nil {
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return fmt.Errorf("failed to serialize manifest for %s: %w", name, err)
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}
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if err := os.WriteFile(filepath.Join(mapDir, "manifest.json"), updatedManifest, 0644); err != nil {
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return fmt.Errorf("failed to write manifest for %s: %w", name, err)
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}
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return nil
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}
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// parseMapsFlag validates and parses the --maps command-line argument.
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// It returns a set of selected map names or nil if no flag was provided (implying all maps).
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func parseMapsFlag() (map[string]bool, error) {
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if mapsFlag == "" {
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return nil, nil
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}
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validNames := make(map[string]bool, len(maps))
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for _, m := range maps {
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validNames[m.Name] = true
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}
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selected := make(map[string]bool)
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for _, name := range strings.Split(mapsFlag, ",") {
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if !validNames[name] {
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return nil, fmt.Errorf("map %q is not defined", name)
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}
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selected[name] = true
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}
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return selected, nil
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}
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// loadTerrainMaps manages the concurrent generation of all selected maps.
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// It spins up goroutines for each map and aggregates any errors.
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// Concurrency is bounded by --workers to cap peak memory usage.
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func loadTerrainMaps() error {
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if workersFlag < 1 {
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return fmt.Errorf("--workers must be >= 1, got %d", workersFlag)
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}
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selectedMaps, err := parseMapsFlag()
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if err != nil {
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return err
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}
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var wg sync.WaitGroup
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errChan := make(chan error, len(maps))
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sem := make(chan struct{}, workersFlag)
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// Process maps concurrently, bounded by the semaphore
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for _, mapItem := range maps {
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if selectedMaps != nil && !selectedMaps[mapItem.Name] {
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continue
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}
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wg.Add(1)
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mapItem := mapItem
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go func() {
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defer wg.Done()
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sem <- struct{}{}
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defer func() { <-sem }()
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mapLogTag := slog.String("map", mapItem.Name)
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testLogTag := slog.Bool("isTest", mapItem.IsTest)
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logger := slog.Default().With(mapLogTag).With(testLogTag)
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ctx := ContextWithLogger(context.Background(), logger)
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if err := processMap(ctx, mapItem.Name, mapItem.IsTest); err != nil {
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errChan <- err
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}
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}()
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}
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// Wait for all goroutines to complete
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wg.Wait()
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close(errChan)
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// Check for errors
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for err := range errChan {
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if err != nil {
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return err
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}
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}
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return nil
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}
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// main is the entry point for the map generator tool.
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// It parses flags and triggers the map generation process.
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func main() {
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flag.StringVar(&mapsFlag, "maps", "", "optional comma-separated list of maps to process. ex: --maps=world,eastasia,big_plains")
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flag.IntVar(&workersFlag, "workers", 4, "number of maps to process concurrently. reduce to lower peak memory usage.")
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flag.StringVar(&logFlags.logLevel, "log-level", "", "Explicitly sets the log level to one of: ALL, DEBUG, INFO (default), WARN, ERROR.")
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flag.BoolVar(&logFlags.verbose, "verbose", false, "Adds additional logging and prefixes logs with the [mapname]. Alias of log-level=DEBUG.")
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flag.BoolVar(&logFlags.verbose, "v", false, "-verbose shorthand")
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flag.BoolVar(&logFlags.performance, "log-performance", false, "Adds additional logging for performance-based recommendations, sets log-level=DEBUG")
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flag.BoolVar(&logFlags.removal, "log-removal", false, "Adds additional logging of removed island and lake position/size, sets log-level=DEBUG")
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flag.Parse()
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logger := slog.New(NewGeneratorLogger(
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os.Stdout,
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&slog.HandlerOptions{
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Level: DetermineLogLevel(logFlags),
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},
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logFlags,
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))
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slog.SetDefault(logger)
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if err := loadTerrainMaps(); err != nil {
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log.Fatalf("Error generating terrain maps: %v", err)
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}
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fmt.Println("Terrain maps generated successfully")
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}
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