mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-21 10:21:27 +00:00
3de5fb4204
**Add approved & assigned issue number here:** N/A — maintainer refactor. ## Description: Makes each map's `info.json` the single source of truth for map metadata — adding a map is now a folder with `image.png` + `info.json`, a `gen-maps` run, and an en.json display name. **info.json / manifest.json carry full map metadata.** Every `map-generator/assets/maps/<map>/info.json` declares `id` (the `GameMapType` enum key), `name` (the enum value — wire format, unchanged for all 94 maps), `translation_key`, `categories`, and `multiplayer_frequency` (the public-playlist weight that used to be the `FREQUENCY` record in MapPlaylist.ts). The generator validates everything and mirrors it into `resources/maps/<map>/manifest.json`. 23 stale info.json `name` values were normalized to the canonical enum value; enum values are byte-identical, so replays and stored game configs are unaffected. **The generator emits the TypeScript and discovers maps itself.** New `map-generator/codegen.go` generates `src/core/game/Maps.gen.ts` (`GameMapType`, `GameMapName`, `mapCategories`, `mapTranslationKeys`, `multiplayerFrequency` — now a full `Record<GameMapName, number>`, killing the old `Partial`) on every run; `Game.ts` re-exports it. The hardcoded map registry in `main.go` is gone — maps are auto-discovered from the `assets/maps` / `assets/test_maps` directories. MapConsistency tests fail with a "run `npm run gen-maps`" message if info.json, manifest.json, and Maps.gen.ts drift. The tracked `map-generator/map-generator` binary is rebuilt to match. **New categories: continents + world/cosmic/tournament/other, multi-category support.** `continental`/`regional`/`fantasy`/`arcade` are replaced by `featured`, `world`, `europe`, `asia`, `north_america`, `africa`, `south_america`, `oceania`, `antarctica`, `cosmic`, `tournament`, and `other`. Maps can list multiple categories, so straddlers (Black Sea, Bosphorus, Caucasus, Between Two Seas, Bering Sea/Strait, Mena, Strait of Gibraltar, Hawaii, Arctic) appear under both regions. Featured is itself a category (same 7 maps as before). MapPlaylist keeps its arcade exclusion via an explicit set. **Map picker UI.** Two tabs: **Featured** (default — featured maps plus a Favorites section when maps are starred) and **All** (one prominent collapsible bar per category with a map count, collapsed by default). The selected map is prepended to the featured grid when it lives elsewhere. `getMapName()` resolves through the generated `mapTranslationKeys`, which also fixes tourney maps never resolving a valid translation key. ## Please complete the following: - [ ] I have added screenshots for all UI updates (maintainer change — picker described above) - [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: evanpelle 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
189 lines
8.3 KiB
Markdown
189 lines
8.3 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 (`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/<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`
|
|
|
|
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/<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).
|
|
|
|
`translation_key` is the key of the map's display name in `../resources/lang/en.json` (`map.<map_name>`).
|
|
|
|
`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/<iso_code>.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
|