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import * as fs from 'fs';
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import * as entities from '../../common/entities';
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import { rect } from '../../common/rect';
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import { TileType, MapType } from '../../common/interfaces';
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import { createServerMap, deserializeMap } from '../serverMap';
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import { World, goToMap } from '../world';
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import { createSign } from '../controllerUtils';
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import { ServerEntity } from '../serverInterfaces';
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import { pathTo } from '../paths';
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// load tile data
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// To customize the map use in-game editor tools to change tiles, then use `/savemap custom` command,
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// your map will be saved to `/store/custom.json` file, move the file to `/src/maps/custom.json`
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// and restart the server.
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const mapData = JSON.parse(fs.readFileSync(pathTo('src', 'maps', 'custom.json'), 'utf8'));
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export function createCustomMap(world: World) {
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// size: 4 by 4 regions -> 32 by 32 tiles
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// default tiles: grass
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const map = createServerMap('custom', MapType.None, 4, 4, TileType.Grass);
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// initialize tiles
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deserializeMap(map, mapData);
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// place default spawn point at the center of the map
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map.spawnArea = rect(map.width / 2, map.height / 2, 0, 0);
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// shorthand for adding entities
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function add(entity: ServerEntity) {
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world.addEntity(entity, map);
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}
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// place return sign 2 tiles north of center of the map
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add(createSign(map.width / 2, map.height / 2 - 2, 'Go back', (_, client) => goToMap(world, client, '', 'center')));
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// place barrel at 5, 5 location
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add(entities.barrel(5, 5));
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// place more entities here ...
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return map;
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}
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