Remove inheritance from Tile class - and remove descendants
Inheritance turned out to be too rigid - all child classes needed all properties anyway, so no utility gained from polymorphism
This commit is contained in:
@@ -176,16 +176,16 @@ export class FirstPersonRenderer {
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}
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if (tile.looksLikeWall) {
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if (!this.map.looksLikeWall(x, y + 1)) {
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if (!this.map.behavesLikeWall(x, y + 1)) {
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wallPlanes.push([x, y + 0.5, Math.PI * 0.0]);
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}
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if (!this.map.looksLikeWall(x + 1, y)) {
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if (!this.map.behavesLikeWall(x + 1, y)) {
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wallPlanes.push([x + 0.5, y, Math.PI * 0.5]);
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}
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if (!this.map.looksLikeWall(x, y - 1)) {
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if (!this.map.behavesLikeWall(x, y - 1)) {
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wallPlanes.push([x, y - 0.5, Math.PI * 1.0]);
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}
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if (!this.map.looksLikeWall(x - 1, y)) {
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if (!this.map.behavesLikeWall(x - 1, y)) {
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wallPlanes.push([x - 0.5, y, Math.PI * 1.5]);
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}
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return;
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@@ -132,7 +132,7 @@ export class TileMap {
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return this.tiles[y][x];
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}
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looksLikeWall(x, y) {
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behavesLikeWall(x, y) {
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x |= 0;
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y |= 0;
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@@ -145,10 +145,10 @@ export class TileMap {
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return true;
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}
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return this.tiles[y][x].looksLikeWall;
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return this.tiles[y][x].isWallLike();
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}
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isTraversable(x, y) {
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behavesLikeFloor(x, y) {
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x |= 0;
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y |= 0;
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@@ -156,7 +156,7 @@ export class TileMap {
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return true;
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}
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return this.tiles[y][x].isTraversable;
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return this.tiles[y][x].isFloorlike();
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}
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/**
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@@ -220,11 +220,11 @@ export class TileMap {
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/**
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* @returns {number}
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*/
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getTraversableTileCount() {
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getFloorlikeTileCount() {
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let sum = 0;
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this.forEach((tile) => {
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if (tile.isTraversable) {
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if (tile.isFloorlike()) {
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sum++;
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}
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});
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@@ -3,13 +3,15 @@ import shallowCopy from "../utils/shallowCopy.js";
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import { TileOptions } from "../utils/tileOptionsParser.js";
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import { Orientation, Vector2i } from "./ascii_types.js";
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/** @typedef {string} TileTypeId - a string with a length of 1 */
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/**
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* Array of __internal__ characters used to identify tile types.
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* These are __not__ necessarily the characters used to display
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* the tile on the minimap - but they are used when serializing
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* the maps into a semi-human-readable text-format.
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*
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* @constant {Record<string,string}
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* @enum {TileTypeId}
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*/
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export const TileChars = Object.freeze({
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FLOOR: " ",
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@@ -24,7 +26,7 @@ const REQUIRED_ID = Symbol("REQUIRED_ID");
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const REQUIRED_ORIENTATION = Symbol("REQUIRED_ORIENTATION");
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const REQUIRED_OCCUPANTS = Symbol("REQUIRED_OCCUPANTS");
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/** @type {Record<string,Tile>} */
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/** @type {Record<TileTypeId,Tile>} */
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export const TileTypes = {
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[TileChars.FLOOR]: {
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minimapChar: "·",
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@@ -69,43 +71,70 @@ export const TileTypes = {
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export class Tile {
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/** @readonly {string?|number?} Unique (but optional) instance if of this tile */
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id;
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/** @type {string} Icon char of tile */
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/** @type {TileTypeId} Char that defines this tile */
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typeId;
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/** @type {TileTypeId} Icon char of tile */
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minimapChar;
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/** @type {string} Color of the icon of tile */
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minimapColor;
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/** @type {boolean} Can the player walk here? */
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isTraversable;
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/** @type {boolean} Should this be rendered as a wall? */
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looksLikeWall;
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/** @type {boolean} Is this where they player starts? */
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isStartLocation;
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/** @type {boolean} Is this a portal exit and/or entry */
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isPortal;
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/** @type {string|number} Where is the player transported if they enter the portal */
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portalTargetId;
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/** @type {number|string} id of texture to use */
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textureId;
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/** @type {number|string} type of encounter located on this tile. May or may not be unique*/
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encounterType;
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/** @type {number|string} type of trap located on this tile. May or may not be unique*/
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trapType;
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/** @type {Orientation} */
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orientation;
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/** @type {TileType} This tile disguises itself as another tile, and its true properties are revealed later if event is triggered */
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/** @type {TileTypeId} This tile disguises itself as another tile, and its true properties are revealed later if event is triggered */
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disguiseAs;
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/** @type {TileTypeId} This tile "inherits" the properties of another tile type */
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is;
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/** @type {boolean} Has the secret properties of this tile been revealed? */
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revealed;
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/** @type {string} Icon char of tile after tile's secrets have been revealed */
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/** @type {TileTypeId} Icon char of tile after tile's secrets have been revealed */
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revealedMinimapChar;
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/** @type {string} Color of the icon char of tile after tile's secrets have been revealed */
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revealedMinimapColor;
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/** @type {number|string} id of texture to use after the secrets of this tile has been revealed */
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revealedTextureId;
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/** @param {Tile} properties */
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constructor(properties) {
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/**
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* @param {TileTypeId} typeId
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* @param {Tile?} properties
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*/
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constructor(typeId, properties) {
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mustBe(properties, "object");
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this.typeId = typeId;
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//
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// Copy props from properties.
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//
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@@ -199,26 +228,50 @@ export class Tile {
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}
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}
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static CreateWalLTile() {
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return this.fromChar();
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/** @returns {Tile} */
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static createWall() {
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return this.fromChar(TileChars.WALL);
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}
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/** @returns {Tile} */
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static createEncounterStartPoint() {
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return this.fromChar(TileChars.ENCOUNTER_START_POINT);
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}
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/** @returns {Tile} */
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static createFloor() {
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return this.fromChar(TileChars.FLOOR);
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}
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/** @returns {Tile} */
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static createPlayerStart(orientation) {
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return this.fromChar(TileChars.PLAYER_START_POINT, { orientation });
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}
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/**
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* @param {string} char
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* @param {TileOptions} options Options
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*
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* Given a map symbol,
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* @param {TileTypeId} typeId
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* @param {TileOptions|Record<string,string>} options
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* @returns {Tile}
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*/
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static fromChar(char, options) {
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//
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// Validate Options
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options = options ?? new TileOptions();
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if (!(options instanceof TileOptions)) {
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console.error("Invalid options", { char, opt: options });
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throw new Error("Invalid options");
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static fromChar(typeId, options) {
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const typeInfo = TileTypes[typeId];
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if (!typeInfo) {
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console.log("unknown type id", { typeId });
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throw new Error(`Unknown typeId >>>${typeId}<<<`);
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}
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const typeInfo = TileTypes[char];
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if (options === undefined) {
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options = TileOptions.fromObject(typeId, TileTypes[typeId]);
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}
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//
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// Normalize options into a TileOptions object,
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//
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if (!(options instanceof TileOptions)) {
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options = TileOptions.fromObject(options);
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}
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let optionPos = 0;
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const creationArgs = {};
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@@ -230,12 +283,40 @@ export class Tile {
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creationArgs[key] = fetchFromOption ? getOption(key) : shallowCopy(val);
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}
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return new Tile(creationArgs);
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return new Tile(typeId, creationArgs);
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}
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clone() {
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return new this.constructor(this);
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}
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isWallLike() {
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if (this.is === TileChars.WALL) {
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return true;
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}
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if (this.disguiseAs === TileChars.WALL) {
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return true;
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}
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return this.looksLikeWall && !this.isTraversable;
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}
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isFloorlike() {
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if (this.is === TileChars.FLOOR) {
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return true;
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}
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if (this.disguiseAs === TileChars.FLOOR) {
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return true;
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}
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return this.isTraversable;
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}
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isFloor() {
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return this.typeId === TileChars.FLOOR;
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}
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}
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if (Math.PI < 0 && TileOptions && Orientation && Vector2i) {
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@@ -9,7 +9,7 @@ class DungeonGenerator {
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this.corridors = [];
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// 2d array of pure wall tiles
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const tiles = new Array(height).fill().map(() => Array(width).fill(new WallTile()));
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const tiles = new Array(height).fill().map(() => Array(width).fill(Tile.createWall()));
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this.map = new TileMap(tiles);
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}
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@@ -73,7 +73,7 @@ class DungeonGenerator {
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carveRoom(room) {
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for (let y = room.y; y < room.y + room.height; y++) {
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for (let x = room.x; x < room.x + room.width; x++) {
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this.map.tiles[y][x] = new FloorTile();
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this.map.tiles[y][x] = Tile.createFloor();
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}
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}
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}
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@@ -115,7 +115,7 @@ class DungeonGenerator {
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let lastNonWallX = undefined; // x-index of the LAST (eastmost) non-wall tile that we encountered on this row
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for (let x = 0; x < this.width; x++) {
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const isWall = this.map.get(x, y) instanceof WallTile;
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const isWall = this.map.get(x, y).looksLikeWall;
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if (isWall) {
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continue;
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@@ -152,24 +152,24 @@ class DungeonGenerator {
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const newTiles = [];
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// First row is all walls
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newTiles.push(new Array(newWidth).fill(new WallTile()));
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newTiles.push(new Array(newWidth).fill(Tile.createWall()));
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// Populate the new grid
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for (let y = dungeonStartY; y <= dungeonEndY; y++) {
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const row = [];
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row.push(new WallTile()); // Initial wall tile on this row
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row.push(Tile.createWall()); // Initial wall tile on this row
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for (let x = dungeonStartX; x <= dungeonEndX; x++) {
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/**/
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const tile = this.map.get(x, y);
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row.push(tile);
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}
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row.push(new WallTile()); // Final wall tile on this row
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row.push(Tile.createWall()); // Final wall tile on this row
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newTiles.push(row);
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}
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// Final row is all walls
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newTiles.push(new Array(newWidth).fill(new WallTile()));
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newTiles.push(new Array(newWidth).fill(Tile.createWall()));
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this.map = new TileMap(newTiles);
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}
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@@ -201,7 +201,7 @@ class DungeonGenerator {
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while (x !== x2 || y !== y2) {
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if (x >= 0 && x < this.width && y >= 0 && y < this.height) {
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this.map.tiles[y][x] = new FloorTile();
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this.map.tiles[y][x] = Tile.createFloor();
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}
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if (x !== x2) x += dx;
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@@ -210,7 +210,7 @@ class DungeonGenerator {
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// Ensure endpoint is carved
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if (x2 >= 0 && x2 < this.width && y2 >= 0 && y2 < this.height) {
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this.map.tiles[y2][x2] = new FloorTile();
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this.map.tiles[y2][x2] = Tile.createFloor();
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}
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}
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@@ -226,7 +226,7 @@ class DungeonGenerator {
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continue;
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}
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if (this.map.isTraversable(x, y)) {
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if (this.map.behavesLikeFloor(x, y)) {
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walkabilityCache.push([x, y]);
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}
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}
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@@ -244,7 +244,7 @@ class DungeonGenerator {
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for (let [x, y] of walkabilityCache) {
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//
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const walkable = (offsetX, offsetY) => this.map.isTraversable(x + offsetX, y + offsetY);
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const walkable = (offsetX, offsetY) => this.map.behavesLikeFloor(x + offsetX, y + offsetY);
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const surroundingFloorCount =
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0 +
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@@ -264,7 +264,7 @@ class DungeonGenerator {
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if (surroundingFloorCount >= 7) {
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// MAGIC NUMBER 7
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this.map.tiles[y][x] = new WallTile();
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this.map.tiles[y][x] = Tile.createWall();
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}
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}
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}
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@@ -281,7 +281,7 @@ class DungeonGenerator {
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continue;
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}
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if (this.map.isTraversable(x, y)) {
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if (this.map.behavesLikeFloor(x, y)) {
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walkabilityCache.push([x, y]);
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}
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}
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@@ -290,7 +290,7 @@ class DungeonGenerator {
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const idx = this.random(0, walkabilityCache.length - 1);
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const [x, y] = walkabilityCache[idx];
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const walkable = (offsetX, offsetY) => this.map.isTraversable(x + offsetX, y + offsetY);
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const walkable = (offsetX, offsetY) => this.map.behavesLikeFloor(x + offsetX, y + offsetY);
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//
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// When spawning in, which direction should the player be oriented?
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@@ -301,14 +301,16 @@ class DungeonGenerator {
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if (walkable(-1, +0)) directions.push(Orientation.WEST);
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if (walkable(+0, -1)) directions.push(Orientation.SOUTH);
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// Player's initial orientation is randomized in such a way that
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// they don't face a wall upon spawning.
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const dirIdx = this.random(0, directions.length - 1);
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this.map.tiles[y][x] = new PlayerStartTile(directions[dirIdx]);
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this.map.tiles[y][x] = Tile.createPlayerStart(directions[dirIdx]);
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}
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// Add portals to isolated areas
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addPortals() {
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let traversableTileCount = this.map.getTraversableTileCount();
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let traversableTileCount = this.map.getFloorlikeTileCount();
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const result = this.map.getAllTraversableTilesConnectedTo(/** TODO PlayerPos */);
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@@ -322,29 +324,24 @@ class DungeonGenerator {
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// | || | | | | | | | | |
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// | || |_| | |_| | |_| |
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// |_| \___/|____/ \___/
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//-------------------------------------
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// Connect isolated rooms via portals
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//-------------------------------------
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//----------------------------------------------
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// Connect isolated rooms via a chain of portals
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//----------------------------------------------
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//
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// LET Area0 = getAllTilesConnectedTo(playerStartTile)
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// LET Areas = Array containing one item so far: Area0
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// FOR EACH tile in this.map
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// IF tile not painted
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// IF tile NOT in any Area
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// LET newArea = getAllTilesConnectedTo(tile)
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// PUSH newArea ONTO Areas
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//
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// FOR EACH area IN Areas
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// LET index = IndexOf(Areas, area)
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// FOR EACH (index, area) IN Areas
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// LET next = index + 1 mod LENGTH(Areas)
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// entryPos = findValidPortalEntryPositionInArea(area)
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// exitPos = findValidPortalExitPositionInArea(area)
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// entryPos = findValidPortalEntryPositionInArea(area) // entry is a pure wall tile that is exactly one adjacent floor tile - and that floor tile must be pure
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// exitPos = findValidPortalExitPositionInArea(area) // must be a valid pure floor tile with one or more adjacent floor tiles, at least on of which are pure
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//
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// this.map[entryPos.y, entryPos.x] = new PortalEntryTile(index)
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// this.map[exitPos.y, exitPos.x] = new PortalExitTile(next)
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//
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//
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//
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// Start pointing it (another color)
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// this.map[entryPos.y, entryPos.x] = new PortalEntryTile(index) // Create a portal in the current area
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// this.map[exitPos.y, exitPos.x] = new PortalExitTile(next) // let the exit to the portal reside in the next area
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//
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console.warn(
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@@ -360,40 +357,43 @@ class DungeonGenerator {
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const floorTiles = [];
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for (let y = 0; y < this.height; y++) {
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for (let x = 0; x < this.width; x++) {
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if (this.map.get(x, y) instanceof FloorTile) {
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if (this.map.get(x, y).isFloor()) {
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floorTiles.push({ x, y });
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}
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}
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}
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if (floorTiles.length === 0) return;
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if (floorTiles.length === 0) {
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return;
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}
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// Add loot
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const lootCount = Math.min(3, Math.floor(this.rooms.length / 2));
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for (let i = 0; i < lootCount; i++) {
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const pos = floorTiles[this.random(0, floorTiles.length - 1)];
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if (this.map.tiles[pos.y][pos.x] instanceof FloorTile) {
|
||||
this.map.tiles[pos.y][pos.x] = new LootTile(undefined, undefined);
|
||||
}
|
||||
}
|
||||
// const lootCount = Math.min(3, Math.floor(this.rooms.length / 2));
|
||||
// for (let i = 0; i < lootCount; 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] = new LootTile(undefined, undefined);
|
||||
// }
|
||||
// }
|
||||
|
||||
// Add monsters
|
||||
const monsterCount = Math.min(5, this.rooms.length);
|
||||
for (let i = 0; i < monsterCount; i++) {
|
||||
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] instanceof FloorTile) {
|
||||
this.map.tiles[pos.y][pos.x] = new EncounterTile(pos.x, pos.y, undefined, undefined);
|
||||
if (this.map.tiles[pos.y][pos.x].isFloor()) {
|
||||
this.map.tiles[pos.y][pos.x] = Tile.createEncounterStartPoint();
|
||||
// TODO: Add encounter to the dungeon's "roaming entities" array.
|
||||
}
|
||||
}
|
||||
|
||||
// Add traps
|
||||
const trapCount = Math.floor(floorTiles.length / 30);
|
||||
for (let i = 0; i < trapCount; i++) {
|
||||
const pos = floorTiles[this.random(0, floorTiles.length - 1)];
|
||||
if (this.map.tiles[pos.y][pos.x] instanceof FloorTile) {
|
||||
this.map.tiles[pos.y][pos.x] = new TrapTile();
|
||||
}
|
||||
}
|
||||
// const trapCount = Math.floor(floorTiles.length / 30);
|
||||
// for (let i = 0; i < trapCount; 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] = new TrapTile();
|
||||
// }
|
||||
// }
|
||||
}
|
||||
|
||||
random(min, max) {
|
||||
|
||||
0
frontend/gnoll.png
Normal file → Executable file
0
frontend/gnoll.png
Normal file → Executable file
|
Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
0
frontend/skelebones.png
Normal file → Executable file
0
frontend/skelebones.png
Normal file → Executable file
|
Before Width: | Height: | Size: 6.5 KiB After Width: | Height: | Size: 6.5 KiB |
Reference in New Issue
Block a user