This commit is contained in:
Kim Ravn Hansen
2025-11-04 08:57:59 +01:00
parent 4c2b2dcdfe
commit 87f8add864
9 changed files with 78 additions and 59 deletions

View File

@@ -13,35 +13,47 @@ import { Orientation } from "./ascii_types";
/** Dungeon Generator - generates TileMaps populated with rooms, traps, encounters, etc. */
class DungeonFactory {
/** @type {number} */
roomCount;
#roomCount;
/** @type {RoomConfig[]} */
rooms;
#rooms;
/** @type {TileMap} */
map;
#map;
get roomCount() {
return this.#roomCount;
}
get rooms() {
return this.#rooms;
}
get map() {
return this.#map;
}
get width() {
return this.map.width;
return this.#map.width;
}
get height() {
return this.map.height;
return this.#map.height;
}
/**
* @param {number} width
* @param {number} height
* @param {number} roomCount
* @param {number} #roomCount
*/
constructor(width, height, roomCount) {
this.roomCount = roomCount | 0;
this.rooms = [];
this.#roomCount = roomCount | 0;
this.#rooms = [];
// 2d array of pure wall tiles
const tiles = new Array(height | 0).fill().map(() => Array(width | 0).fill(Tile.createWall()));
this.map = new TileMap(tiles);
this.#map = new TileMap(tiles);
}
generate() {
@@ -52,18 +64,18 @@ class DungeonFactory {
this.addFeatures();
this.addPlayerStart();
this.addPortals();
return this.map.toString(CharType.TYPE_ID);
return this.#map.toString(CharType.TYPE_ID);
}
generateRooms() {
this.rooms = [];
const maxAttempts = this.roomCount * 10;
this.#rooms = [];
const maxAttempts = this.#roomCount * 10;
let attempts = 0;
while (this.rooms.length < this.roomCount && attempts < maxAttempts) {
while (this.#rooms.length < this.#roomCount && attempts < maxAttempts) {
const room = this.generateRoom();
if (room && !this.roomOverlaps(room)) {
this.rooms.push(room);
this.#rooms.push(room);
this.carveRoom(room);
}
attempts++;
@@ -83,7 +95,7 @@ class DungeonFactory {
}
roomOverlaps(newRoom) {
return this.rooms.some(
return this.#rooms.some(
(room) =>
newRoom.x < room.x + room.width + 2 &&
newRoom.x + newRoom.width + 2 > room.x &&
@@ -95,26 +107,26 @@ class DungeonFactory {
carveRoom(room) {
for (let y = room.y; y < room.y + room.height; y++) {
for (let x = room.x; x < room.x + room.width; x++) {
this.map.tiles[y][x] = Tile.createFloor();
this.#map.tiles[y][x] = Tile.createFloor();
}
}
}
connectRooms() {
if (this.rooms.length < 2) return;
if (this.#rooms.length < 2) return;
// Connect each room to at least one other room
for (let i = 1; i < this.rooms.length >> 1; i++) {
const roomA = this.rooms[i - 1];
const roomB = this.rooms[i];
for (let i = 1; i < this.#rooms.length >> 1; i++) {
const roomA = this.#rooms[i - 1];
const roomB = this.#rooms[i];
this.createCorridor(roomA, roomB);
}
// Add some extra connections for more interesting layouts
const extraConnections = Math.floor(this.rooms.length / 3);
const extraConnections = Math.floor(this.#rooms.length / 3);
for (let i = 0; i < extraConnections; i++) {
const roomA = this.rooms[this.random(0, this.rooms.length - 1)];
const roomB = this.rooms[this.random(0, this.rooms.length - 1)];
const roomA = this.#rooms[this.random(0, this.#rooms.length - 1)];
const roomB = this.#rooms[this.random(0, this.#rooms.length - 1)];
if (roomA !== roomB) {
this.createCorridor(roomA, roomB);
}
@@ -138,7 +150,7 @@ class DungeonFactory {
for (let x = 0; x < this.width; x++) {
//
if (this.map.get(x, y).isWall()) {
if (this.#map.get(x, y).isWall()) {
continue;
}
@@ -180,7 +192,7 @@ class DungeonFactory {
row.push(Tile.createWall()); // Initial wall tile on this row
for (let x = dungeonStartX; x <= dungeonEndX; x++) {
/**/
const tile = this.map.get(x, y);
const tile = this.#map.get(x, y);
row.push(tile);
}
row.push(Tile.createWall()); // Final wall tile on this row
@@ -190,7 +202,7 @@ class DungeonFactory {
// Final row is all walls
newTiles.push(new Array(newWidth).fill(Tile.createWall()));
this.map = new TileMap(newTiles);
this.#map = new TileMap(newTiles);
}
createCorridor(roomA, roomB) {
@@ -220,7 +232,7 @@ class DungeonFactory {
while (x !== x2 || y !== y2) {
if (x >= 0 && x < this.width && y >= 0 && y < this.height) {
this.map.tiles[y][x] = Tile.createFloor();
this.#map.tiles[y][x] = Tile.createFloor();
}
if (x !== x2) x += dx;
@@ -229,7 +241,7 @@ class DungeonFactory {
// Ensure endpoint is carved
if (x2 >= 0 && x2 < this.width && y2 >= 0 && y2 < this.height) {
this.map.tiles[y2][x2] = Tile.createFloor();
this.#map.tiles[y2][x2] = Tile.createFloor();
}
}
@@ -238,14 +250,14 @@ class DungeonFactory {
for (let y = 1; y < this.height - 1; y++) {
//
for (let x = 1; x < this.width - 1; x++) {
const cell = this.map.get(x, y);
const cell = this.#map.get(x, y);
if (!cell) {
console.warn("out of bounds [%d, %d] (%s)", x, y, typeof cell);
continue;
}
if (this.map.get(x, y).isFloor()) {
if (this.#map.get(x, y).isFloor()) {
walkabilityCache.push([x, y]);
}
}
@@ -263,7 +275,7 @@ class DungeonFactory {
for (let [x, y] of walkabilityCache) {
//
const walkable = (offsetX, offsetY) => this.map.isFloorLike(x + offsetX, y + offsetY);
const walkable = (offsetX, offsetY) => this.#map.isFloorLike(x + offsetX, y + offsetY);
const surroundingFloorCount =
0 +
@@ -283,7 +295,7 @@ class DungeonFactory {
if (surroundingFloorCount >= 7) {
// MAGIC NUMBER 7
this.map.tiles[y][x] = Tile.createWall();
this.#map.tiles[y][x] = Tile.createWall();
}
}
}
@@ -293,14 +305,14 @@ class DungeonFactory {
for (let y = 1; y < this.height - 1; y++) {
//
for (let x = 1; x < this.width - 1; x++) {
const cell = this.map.get(x, y);
const cell = this.#map.get(x, y);
if (!cell) {
console.warn("out of bounds [%d, %d] (%s)", x, y, typeof cell);
continue;
}
if (this.map.isFloorLike(x, y)) {
if (this.#map.isFloorLike(x, y)) {
walkabilityCache.push([x, y]);
}
}
@@ -309,7 +321,7 @@ class DungeonFactory {
const idx = this.random(0, walkabilityCache.length - 1);
const [x, y] = walkabilityCache[idx];
const walkable = (offsetX, offsetY) => this.map.isFloorLike(x + offsetX, y + offsetY);
const walkable = (offsetX, offsetY) => this.#map.isFloorLike(x + offsetX, y + offsetY);
//
// When spawning in, which direction should the player be oriented?
@@ -324,23 +336,23 @@ class DungeonFactory {
// they don't face a wall upon spawning.
const dirIdx = this.random(0, directions.length - 1);
this.map.tiles[y][x] = Tile.createPlayerStart(directions[dirIdx]);
this.#map.tiles[y][x] = Tile.createPlayerStart(directions[dirIdx]);
}
// Add portals to isolated areas
addPortals() {
let traversableTileCount = this.map.getFloorlikeTileCount();
let traversableTileCount = this.#map.getFloorlikeTileCount();
//
// Find the player's start point, and let this be the
// bases of area 0
const [x, y] = this.map.forEach((tile, x, y) => {
const [x, y] = this.#map.forEach((tile, x, y) => {
if (tile.typeId === TileChars.PLAYER_START_POINT) {
return [x, y];
}
});
const result = this.map.getAllTraversableTilesConnectedTo(x, y);
const result = this.#map.getAllTraversableTilesConnectedTo(x, y);
if (result.size === traversableTileCount) {
// There are no isolated areas, return
@@ -385,7 +397,7 @@ class DungeonFactory {
const floorTiles = [];
for (let y = 0; y < this.height; y++) {
for (let x = 0; x < this.width; x++) {
if (this.map.get(x, y).isFloor()) {
if (this.#map.get(x, y).isFloor()) {
floorTiles.push({ x, y });
}
}
@@ -405,11 +417,11 @@ class DungeonFactory {
// }
// Add monsters
const encouterCount = Math.min(5, this.rooms.length);
const encouterCount = Math.min(5, this.#rooms.length);
for (let i = 0; i < encouterCount; i++) {
const pos = floorTiles[this.random(0, floorTiles.length - 1)];
if (this.map.tiles[pos.y][pos.x].isFloor()) {
this.map.tiles[pos.y][pos.x] = Tile.createEncounterStartPoint("PLACEHOLDER_ENCOUNTER_ID");
if (this.#map.tiles[pos.y][pos.x].isFloor()) {
this.#map.tiles[pos.y][pos.x] = Tile.createEncounterStartPoint("PLACEHOLDER_ENCOUNTER_ID");
// TODO: Add encounter to the dungeon's "roaming entities" array.
}
}
@@ -468,15 +480,15 @@ export const downloadDungeon = () => {
URL.revokeObjectURL(url);
};
widthEl.addEventListener("input", function () {
widthEl.addEventListener("input", function() {
document.getElementById("widthValue").textContent = this.value;
});
heightEl.addEventListener("input", function () {
heightEl.addEventListener("input", function() {
document.getElementById("heightValue").textContent = this.value;
});
roomCountEl.addEventListener("input", function () {
roomCountEl.addEventListener("input", function() {
document.getElementById("roomCountValue").textContent = this.value;
});