Files
ordoor/cmd/view-minimap/main.go

296 lines
6.6 KiB
Go

package main
import (
"flag"
"log"
"math"
"os"
"path/filepath"
"time"
"github.com/faiface/pixel"
"github.com/faiface/pixel/imdraw"
"github.com/faiface/pixel/pixelgl"
"golang.org/x/image/colornames"
"ur.gs/ordoor/internal/maps"
"ur.gs/ordoor/internal/sets"
"ur.gs/ordoor/internal/ui"
)
var (
gamePath = flag.String("game-path", "./orig", "Path to a WH40K: Chaos Gate installation")
mapFile = flag.String("map", "", "Prefix path to a .map file, e.g. ./orig/Maps/Chapter01.MAP")
txtFile = flag.String("txt", "", "Prefix path to a .txt file, e.g. ./orig/Maps/Chapter01.txt")
)
type env struct {
gameMap *maps.GameMap
set *sets.MapSet
}
type runState struct {
env *env
autoUpdate bool
started time.Time
cam pixel.Matrix
camPos pixel.Vec
zoom float64
zIdx int
cellIdx int
}
func main() {
flag.Parse()
if *gamePath == "" || *mapFile == "" || *txtFile == "" {
flag.Usage()
os.Exit(1)
}
gameMap, err := maps.LoadGameMapByFiles(*mapFile, *txtFile)
if err != nil {
log.Fatalf("Couldn't load map file: %v", err)
}
setFile := filepath.Join(*gamePath, "Sets", gameMap.MapSetFilename())
log.Println(setFile)
mapSet, err := sets.LoadSet(setFile)
if err != nil {
log.Fatalf("Couldn't load set file %s: %v", setFile, err)
}
env := &env{gameMap: gameMap, set: mapSet}
// The main thread now belongs to pixelgl
pixelgl.Run(env.run)
}
func (e *env) run() {
win, err := ui.NewWindow("View Map " + *mapFile)
if err != nil {
log.Fatal("Couldn't create window: %v", err)
}
pWin := win.PixelWindow
state := &runState{
env: e,
autoUpdate: true,
camPos: pixel.V(0, float64(-pWin.Bounds().Size().Y)),
zoom: 8.0,
}
win.Run(func() {
oldState := *state
state = runStep(pWin, state)
if oldState != *state {
log.Printf("z=%d cellIdx=%d", state.zIdx, state.cellIdx)
present(pWin, state)
}
})
}
// Converts pixel coordinates to cell coordinates
func vecToCell(vec pixel.Vec) (int, int) {
x := int(vec.X)
y := int(vec.Y)
if x < 0 {
x = 0
}
if x > maps.MaxWidth-1 {
x = maps.MaxWidth - 1
}
if y < 0 {
y = 0
}
if y > maps.MaxLength-1 {
y = maps.MaxLength - 1
}
return x, y
}
func cellToVec(x, y int) pixel.Rect {
min := pixel.Vec{X: float64(x), Y: float64(y)}
max := pixel.Vec{X: min.X + 1, Y: min.Y + 1}
return pixel.Rect{Min: min, Max: max}
}
func present(win *pixelgl.Window, state *runState) {
gameMap := state.env.gameMap
imd := imdraw.New(nil)
for y := gameMap.MinLength; y < gameMap.MaxLength; y++ {
for x := gameMap.MinWidth; x < gameMap.MaxWidth; x++ {
rect := cellToVec(int(x), int(y))
cell := gameMap.Cells.At(int(x), int(y), int(state.zIdx))
// TODO: represent the state of the cell *sensibly*, using colour.
// Need to understand the contents better first, so for now optimize
// for exploration
imd.Color = makeColour(&cell, state.cellIdx)
imd.Push(rect.Min, rect.Max)
imd.Rectangle(0.0)
}
}
// Draw the boundary
rect := pixel.R(
float64(gameMap.MinWidth)-0.5, float64(gameMap.MinLength)-0.5,
float64(gameMap.MaxWidth)+0.5, float64(gameMap.MaxLength)+0.5,
)
imd.Color = pixel.RGB(255, 0, 0)
imd.EndShape = imdraw.SharpEndShape
imd.Push(rect.Min, rect.Max)
imd.Rectangle(1.0)
center := win.Bounds().Center()
cam := pixel.IM
cam = cam.ScaledXY(pixel.ZV, pixel.Vec{1.0, -1.0}) // invert the Y axis
cam = cam.Scaled(pixel.ZV, state.zoom) // apply current zoom factor
cam = cam.Moved(center.Sub(state.camPos)) // Make it central
cam = cam.Rotated(center.Sub(state.camPos), -0.785) // Apply isometric angle
state.cam = cam
win.SetMatrix(state.cam)
win.Clear(colornames.Black)
imd.Draw(win)
}
func makeColour(cell *maps.Cell, colIdx int) pixel.RGBA {
var scale func(float64) float64
mult := func(factor float64) func(float64) float64 {
return func(in float64) float64 { return in * factor }
}
// Different columns do better with different levels of greyscale.
switch colIdx {
case 0:
scale = mult(0.004)
case 1:
scale = mult(0.1)
case 2:
scale = mult(1.0)
case 3:
scale = mult(0.1)
case 4:
scale = func(in float64) float64 { return mult(0.01)(in - 100) }
case 10:
scale = func(in float64) float64 { return mult(0.01)(in - 100) }
case 12:
scale = mult(0.004)
case 13:
scale = mult(0.004)
case 14:
scale = mult(0.004)
case 15:
scale = mult(1.0)
default:
scale = mult(0.01) // close to maximum resolution, low-value fields will be lost
}
col := scale(float64(cell.At(colIdx)))
return pixel.RGB(col, col, col)
}
func runStep(win *pixelgl.Window, state *runState) *runState {
nextState := *state
// Enable / disable auto-update with the enter key
if win.JustPressed(pixelgl.KeyEnter) {
nextState.autoUpdate = !state.autoUpdate
log.Printf("autoUpdate=%v", nextState.autoUpdate)
if nextState.autoUpdate {
nextState.started = time.Now()
}
}
// Automatically cycle every second when auto-update is on
if nextState.autoUpdate && time.Now().Sub(state.started) > 500*time.Millisecond {
nextState.cellIdx = nextState.cellIdx + 1
if nextState.cellIdx >= maps.CellSize {
nextState.cellIdx = 0
nextState.zIdx = nextState.zIdx + 1
}
if nextState.zIdx >= maps.MaxHeight {
nextState.zIdx = 0
}
nextState.started = time.Now()
}
if win.Pressed(pixelgl.KeyLeft) {
nextState.camPos.X -= 4
}
if win.Pressed(pixelgl.KeyRight) {
nextState.camPos.X += 4
}
if win.Pressed(pixelgl.KeyDown) {
nextState.camPos.Y -= 4
}
if win.Pressed(pixelgl.KeyUp) {
nextState.camPos.Y += 4
}
for i := 0; i <= 6; i++ {
if win.JustPressed(pixelgl.Key1 + pixelgl.Button(i)) {
nextState.zIdx = i
}
}
// Decrease the cell index
if win.JustPressed(pixelgl.KeyMinus) {
if nextState.cellIdx > 0 {
nextState.cellIdx -= 1
}
}
// Increase the cell index
if win.JustPressed(pixelgl.KeyEqual) {
if nextState.cellIdx < maps.CellSize-1 {
nextState.cellIdx += 1
}
}
// Show details of clicked-on cell in termal
if win.JustPressed(pixelgl.MouseButtonLeft) {
vec := state.cam.Unproject(win.MousePosition())
x, y := vecToCell(vec)
log.Printf("%#v -> %d,%d", vec, x, y)
cell := state.env.gameMap.Cells.At(x, y, state.zIdx)
log.Printf(
"x=%d y=%d z=%d SurfaceTile=%d (%s) SurfaceFrame=%d SquadRelated=%d",
x, y, state.zIdx,
cell.Surface.Index(), state.env.set.SurfacePalette[int(cell.Surface.Index())], cell.Surface.Frame(),
cell.SquadRelated,
)
log.Printf("CellIdx%d=%d. Full cell data: %#v", state.cellIdx, cell.At(state.cellIdx), cell)
}
// Zoom in and out with the mouse wheel
nextState.zoom *= math.Pow(1.2, win.MouseScroll().Y)
if nextState.zoom != state.zoom {
log.Printf("zoom=%.2f", nextState.zoom)
}
return &nextState
}