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feat: Implement Map Loading Architecture (PRP 1.5)#15

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dcversus merged 2 commits intomainfrom
map-loading-architecture
Oct 10, 2025
Merged

feat: Implement Map Loading Architecture (PRP 1.5)#15
dcversus merged 2 commits intomainfrom
map-loading-architecture

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🗺️ Map Loading Architecture Implementation

Implements PRP 1.5 - Complete map loading system supporting classic RTS formats with legal asset replacement.


📋 Summary

This PR adds comprehensive map loading functionality for:

  • W3X/W3M (Warcraft 3) maps
  • SCM/SCX (StarCraft 1) maps
  • EdgeStory format (legal, glTF 2.0 based)

All with automatic conversion to copyright-compliant assets.


✨ Features

1. W3X/W3M Support (~1,500 lines)

  • W3IParser: Map info, players, forces, random tables
  • W3EParser: Terrain heightmap, textures, water levels, cliffs
  • W3DParser: Doodad placements with item drops
  • W3UParser: Unit placements with hero properties, inventory
  • W3XMapLoader: Complete MPQ extraction and orchestration

2. SCM/SCX Support (~450 lines)

  • CHKParser: Chunk-based format (VER, DIM, ERA, MTXM, UNIT, SPRP)
  • SCMMapLoader: MPQ extraction and CHK parsing
  • ✅ Tile map to heightmap conversion

3. EdgeStory Format (~550 lines)

  • EdgeStoryFormat: glTF 2.0 based type definitions
  • EdgeStoryConverter: Converts proprietary → legal format
  • AssetMapper: 60+ unit/building mappings (CC0/MIT)
  • ✅ Copyright validation system

4. Unified API (~450 lines)

  • MapLoaderRegistry: Single entry point for all formats
  • ✅ Progress tracking callbacks
  • ✅ Statistics (load time, unit count, terrain size)
  • ✅ Export to JSON/Binary

🏗️ Architecture

src/formats/maps/
├── MapLoaderRegistry.ts      # Main API (200 lines)
├── AssetMapper.ts             # Asset replacement (320 lines)
├── types.ts                   # Common types (230 lines)
├── w3x/                       # Warcraft 3 (1,580 lines)
│   ├── W3XMapLoader.ts
│   ├── W3IParser.ts
│   ├── W3EParser.ts
│   ├── W3DParser.ts
│   └── W3UParser.ts
├── scm/                       # StarCraft 1 (570 lines)
│   ├── SCMMapLoader.ts
│   └── CHKParser.ts
└── edgestory/                 # Legal format (500 lines)
    ├── EdgeStoryConverter.ts
    └── EdgeStoryFormat.ts

Total: ~3,000 lines of production code


💻 Usage

import { MapLoaderRegistry } from '@/formats/maps';

const registry = new MapLoaderRegistry();

// Load any supported format
const result = await registry.loadMap(file, {
  convertToEdgeStory: true,
  validateAssets: true,
  onProgress: (stage, progress) => {
    console.log(`${stage}: ${progress}%`);
  }
});

// Access results
console.log(`Loaded ${result.stats.unitCount} units`);
console.log(`Terrain: ${result.stats.terrainSize.width}x${result.stats.terrainSize.height}`);
console.log(`Load time: ${result.stats.loadTime}ms`);

// Export to EdgeStory format
const json = registry.exportEdgeStoryToJSON(result.edgeStoryMap);

🛡️ Legal Compliance

Asset Replacement System

  • 60+ mappings from copyrighted to legal assets
  • CC0/MIT licenses only
  • Automatic copyright validation
  • Asset source attribution

Example Mappings

W3X: 'hfoo' (Footman)  'edge_warrior_melee_01' (CC0)
W3X: 'hpea' (Peasant)  'edge_worker_01' (CC0)
SCM: 'Terran Marine'  'edge_infantry_rifle_01' (CC0)
SCM: 'Zerg Zergling'  'edge_melee_fast_01' (CC0)

✅ Success Criteria

  • Architecture: All files <500 lines
  • W3X Support: Full parser for w3i, w3e, doo, units files
  • SCM Support: Complete CHK format parser
  • EdgeStory Format: glTF 2.0 based with extensions
  • Asset Replacement: 100% legal alternatives
  • Type Safety: TypeScript strict mode passes
  • Clean Room: Zero copyrighted content

📊 Performance Targets (Future)

Benchmarks to be added in testing phase:

  • W3X load: <10s for typical map
  • SCM load: <5s for typical map
  • Memory: <512MB during conversion
  • Accuracy: 98% terrain conversion

🔗 Related Work

Depends on:

  • PRP 1.1: Babylon.js Integration
  • PRP 1.2: Advanced Terrain System
  • MPQ Parser (already implemented)

Enables:

  • JASS → TypeScript transpilation
  • SC2Map support (CASC format)
  • Enhanced asset library
  • Map editor integration

🧪 Testing

All code passes TypeScript strict type checking:

npm run typecheck  # ✅ Passes with 0 errors

Unit tests to be added in separate PR (test infrastructure setup).


📝 Documentation

  • PRP: PRPs/phase1-foundation/1.5-map-loading-architecture.md
  • Format Research: PRPs/phase5-formats/FORMATS_RESEARCH.md
  • Code Documentation: JSDoc comments throughout

🚀 Next Steps

  1. Add comprehensive test suite
  2. Integrate with Babylon.js renderer
  3. Add SC2Map support (CASC parser)
  4. Build asset library (CC0/MIT models)
  5. Performance benchmarking

Refs: PRP 1.5 - Map Loading Architecture

## Summary
Implements comprehensive map loading system supporting W3X/W3M (Warcraft 3)
and SCM/SCX (StarCraft 1) formats with automatic conversion to legal
.edgestory format.

## Features
- **W3X/W3M Support**: Complete parser for war3map.w3i, w3e, doo, units files
- **SCM/SCX Support**: Full CHK format parser for StarCraft 1 maps
- **EdgeStory Format**: Legal, glTF 2.0 based format with asset replacement
- **Asset Mapper**: 60+ mappings from copyrighted to CC0/MIT assets
- **Unified API**: MapLoaderRegistry for loading any supported format

## Implementation Details

### W3X Parsers (~1,500 lines)
- `W3IParser`: Map metadata, players, forces, random tables
- `W3EParser`: Terrain heightmap, textures, water, cliffs
- `W3DParser`: Doodad placements with item drops
- `W3UParser`: Unit placements with hero properties
- `W3XMapLoader`: Orchestrates MPQ extraction and parsing

### SCM Parsers (~450 lines)
- `CHKParser`: Chunk-based file format (VER, DIM, ERA, MTXM, UNIT, SPRP)
- `SCMMapLoader`: MPQ extraction and CHK parsing

### EdgeStory System (~550 lines)
- `EdgeStoryFormat`: Type definitions based on glTF 2.0
- `EdgeStoryConverter`: Converts raw maps to legal format
- `AssetMapper`: 320 lines with 60+ unit/building mappings

### Core Infrastructure (~450 lines)
- `MapLoaderRegistry`: Main entry point with progress tracking
- Common types and interfaces
- Export to JSON/Binary

## File Structure
```
src/formats/maps/
├── MapLoaderRegistry.ts (200 lines)
├── AssetMapper.ts (320 lines)
├── types.ts (230 lines)
├── w3x/ (1,580 lines)
├── scm/ (570 lines)
└── edgestory/ (500 lines)
```

## Success Criteria Met
- ✅ Modular architecture with <500 lines per file
- ✅ Full W3X parser (w3i, w3e, doo, units)
- ✅ Full SCM parser (CHK format)
- ✅ EdgeStory format with glTF 2.0 base
- ✅ Asset replacement system (100% legal)
- ✅ TypeScript strict mode compliance
- ✅ Clean-room implementation

## Usage Example
```typescript
import { MapLoaderRegistry } from '@/formats/maps';

const registry = new MapLoaderRegistry();
const result = await registry.loadMap(file, {
  convertToEdgeStory: true,
  validateAssets: true,
  onProgress: (stage, progress) => console.log(`${stage}: ${progress}%`)
});

console.log(`Loaded ${result.stats.unitCount} units`);
const json = registry.exportEdgeStoryToJSON(result.edgeStoryMap);
```

## Legal Compliance
- Zero copyrighted assets in codebase
- All mappings use CC0/MIT licensed alternatives
- Automatic copyright validation
- Asset source attribution tracking

## Performance Targets (for future testing)
- W3X load: <10 seconds for typical map
- SCM load: <5 seconds for typical map
- Memory usage: <512MB during conversion
- Terrain accuracy: 98% height/texture match

## Related PRPs
- Depends on: PRP 1.1 (Engine), PRP 1.2 (Terrain)
- Enables: JASS transpilation, SC2Map support, Asset library

Refs: PRPs/phase1-foundation/1.5-map-loading-architecture.md
- Replace all `any` types with `unknown` or proper types
- Add explicit return types to helper functions
- Fix strict boolean expressions with explicit checks
- Add proper type imports and assertions
- Fix async/await chain in MapLoaderRegistry
- All lint and typecheck passing ✅
@dcversus dcversus merged commit fe06ff0 into main Oct 10, 2025
7 checks passed
@dcversus dcversus deleted the map-loading-architecture branch October 10, 2025 14:18
dcversus added a commit that referenced this pull request Oct 20, 2025
* feat: Implement Map Loading Architecture (PRP 1.5)

## Summary
Implements comprehensive map loading system supporting W3X/W3M (Warcraft 3)
and SCM/SCX (StarCraft 1) formats with automatic conversion to legal
.edgestory format.

## Features
- **W3X/W3M Support**: Complete parser for war3map.w3i, w3e, doo, units files
- **SCM/SCX Support**: Full CHK format parser for StarCraft 1 maps
- **EdgeStory Format**: Legal, glTF 2.0 based format with asset replacement
- **Asset Mapper**: 60+ mappings from copyrighted to CC0/MIT assets
- **Unified API**: MapLoaderRegistry for loading any supported format

## Implementation Details

### W3X Parsers (~1,500 lines)
- `W3IParser`: Map metadata, players, forces, random tables
- `W3EParser`: Terrain heightmap, textures, water, cliffs
- `W3DParser`: Doodad placements with item drops
- `W3UParser`: Unit placements with hero properties
- `W3XMapLoader`: Orchestrates MPQ extraction and parsing

### SCM Parsers (~450 lines)
- `CHKParser`: Chunk-based file format (VER, DIM, ERA, MTXM, UNIT, SPRP)
- `SCMMapLoader`: MPQ extraction and CHK parsing

### EdgeStory System (~550 lines)
- `EdgeStoryFormat`: Type definitions based on glTF 2.0
- `EdgeStoryConverter`: Converts raw maps to legal format
- `AssetMapper`: 320 lines with 60+ unit/building mappings

### Core Infrastructure (~450 lines)
- `MapLoaderRegistry`: Main entry point with progress tracking
- Common types and interfaces
- Export to JSON/Binary

## File Structure
```
src/formats/maps/
├── MapLoaderRegistry.ts (200 lines)
├── AssetMapper.ts (320 lines)
├── types.ts (230 lines)
├── w3x/ (1,580 lines)
├── scm/ (570 lines)
└── edgestory/ (500 lines)
```

## Success Criteria Met
- ✅ Modular architecture with <500 lines per file
- ✅ Full W3X parser (w3i, w3e, doo, units)
- ✅ Full SCM parser (CHK format)
- ✅ EdgeStory format with glTF 2.0 base
- ✅ Asset replacement system (100% legal)
- ✅ TypeScript strict mode compliance
- ✅ Clean-room implementation

## Usage Example
```typescript
import { MapLoaderRegistry } from '@/formats/maps';

const registry = new MapLoaderRegistry();
const result = await registry.loadMap(file, {
  convertToEdgeStory: true,
  validateAssets: true,
  onProgress: (stage, progress) => console.log(`${stage}: ${progress}%`)
});

console.log(`Loaded ${result.stats.unitCount} units`);
const json = registry.exportEdgeStoryToJSON(result.edgeStoryMap);
```

## Legal Compliance
- Zero copyrighted assets in codebase
- All mappings use CC0/MIT licensed alternatives
- Automatic copyright validation
- Asset source attribution tracking

## Performance Targets (for future testing)
- W3X load: <10 seconds for typical map
- SCM load: <5 seconds for typical map
- Memory usage: <512MB during conversion
- Terrain accuracy: 98% height/texture match

## Related PRPs
- Depends on: PRP 1.1 (Engine), PRP 1.2 (Terrain)
- Enables: JASS transpilation, SC2Map support, Asset library

Refs: PRPs/phase1-foundation/1.5-map-loading-architecture.md

* fix: Resolve all ESLint and TypeScript errors in map loading system

- Replace all `any` types with `unknown` or proper types
- Add explicit return types to helper functions
- Fix strict boolean expressions with explicit checks
- Add proper type imports and assertions
- Fix async/await chain in MapLoaderRegistry
- All lint and typecheck passing ✅
dcversus added a commit that referenced this pull request Oct 28, 2025
* feat: Implement Map Loading Architecture (PRP 1.5)

## Summary
Implements comprehensive map loading system supporting W3X/W3M (Warcraft 3)
and SCM/SCX (StarCraft 1) formats with automatic conversion to legal
.edgestory format.

## Features
- **W3X/W3M Support**: Complete parser for war3map.w3i, w3e, doo, units files
- **SCM/SCX Support**: Full CHK format parser for StarCraft 1 maps
- **EdgeStory Format**: Legal, glTF 2.0 based format with asset replacement
- **Asset Mapper**: 60+ mappings from copyrighted to CC0/MIT assets
- **Unified API**: MapLoaderRegistry for loading any supported format

## Implementation Details

### W3X Parsers (~1,500 lines)
- `W3IParser`: Map metadata, players, forces, random tables
- `W3EParser`: Terrain heightmap, textures, water, cliffs
- `W3DParser`: Doodad placements with item drops
- `W3UParser`: Unit placements with hero properties
- `W3XMapLoader`: Orchestrates MPQ extraction and parsing

### SCM Parsers (~450 lines)
- `CHKParser`: Chunk-based file format (VER, DIM, ERA, MTXM, UNIT, SPRP)
- `SCMMapLoader`: MPQ extraction and CHK parsing

### EdgeStory System (~550 lines)
- `EdgeStoryFormat`: Type definitions based on glTF 2.0
- `EdgeStoryConverter`: Converts raw maps to legal format
- `AssetMapper`: 320 lines with 60+ unit/building mappings

### Core Infrastructure (~450 lines)
- `MapLoaderRegistry`: Main entry point with progress tracking
- Common types and interfaces
- Export to JSON/Binary

## File Structure
```
src/formats/maps/
├── MapLoaderRegistry.ts (200 lines)
├── AssetMapper.ts (320 lines)
├── types.ts (230 lines)
├── w3x/ (1,580 lines)
├── scm/ (570 lines)
└── edgestory/ (500 lines)
```

## Success Criteria Met
- ✅ Modular architecture with <500 lines per file
- ✅ Full W3X parser (w3i, w3e, doo, units)
- ✅ Full SCM parser (CHK format)
- ✅ EdgeStory format with glTF 2.0 base
- ✅ Asset replacement system (100% legal)
- ✅ TypeScript strict mode compliance
- ✅ Clean-room implementation

## Usage Example
```typescript
import { MapLoaderRegistry } from '@/formats/maps';

const registry = new MapLoaderRegistry();
const result = await registry.loadMap(file, {
  convertToEdgeStory: true,
  validateAssets: true,
  onProgress: (stage, progress) => console.log(`${stage}: ${progress}%`)
});

console.log(`Loaded ${result.stats.unitCount} units`);
const json = registry.exportEdgeStoryToJSON(result.edgeStoryMap);
```

## Legal Compliance
- Zero copyrighted assets in codebase
- All mappings use CC0/MIT licensed alternatives
- Automatic copyright validation
- Asset source attribution tracking

## Performance Targets (for future testing)
- W3X load: <10 seconds for typical map
- SCM load: <5 seconds for typical map
- Memory usage: <512MB during conversion
- Terrain accuracy: 98% height/texture match

## Related PRPs
- Depends on: PRP 1.1 (Engine), PRP 1.2 (Terrain)
- Enables: JASS transpilation, SC2Map support, Asset library

Refs: PRPs/phase1-foundation/1.5-map-loading-architecture.md

* fix: Resolve all ESLint and TypeScript errors in map loading system

- Replace all `any` types with `unknown` or proper types
- Add explicit return types to helper functions
- Fix strict boolean expressions with explicit checks
- Add proper type imports and assertions
- Fix async/await chain in MapLoaderRegistry
- All lint and typecheck passing ✅
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