Files
OpenFrontIO/map-generator/README.md
T
FloPinguin 805f0968b1 Add impassable terrain 🗺️ (#4340)
## 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
2026-06-19 14:54:09 -07:00

9.4 KiB

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

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)
  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:

{
  "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

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:

    go fmt .
    
  • Output Map Generator Documentation:

    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