lpc-forge 1.0.0

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Files changed (75) hide show
  1. package/CREDITS.csv +22985 -0
  2. package/LICENSE +674 -0
  3. package/README.md +281 -0
  4. package/assets/music/.gitkeep +0 -0
  5. package/dist/character/batch.d.ts +17 -0
  6. package/dist/character/batch.js +48 -0
  7. package/dist/character/batch.js.map +1 -0
  8. package/dist/character/composer.d.ts +3 -0
  9. package/dist/character/composer.js +164 -0
  10. package/dist/character/composer.js.map +1 -0
  11. package/dist/character/definitions.d.ts +16 -0
  12. package/dist/character/definitions.js +116 -0
  13. package/dist/character/definitions.js.map +1 -0
  14. package/dist/character/presets.d.ts +6 -0
  15. package/dist/character/presets.js +246 -0
  16. package/dist/character/presets.js.map +1 -0
  17. package/dist/character/slicer.d.ts +8 -0
  18. package/dist/character/slicer.js +66 -0
  19. package/dist/character/slicer.js.map +1 -0
  20. package/dist/character/types.d.ts +48 -0
  21. package/dist/character/types.js +32 -0
  22. package/dist/character/types.js.map +1 -0
  23. package/dist/cli.d.ts +2 -0
  24. package/dist/cli.js +938 -0
  25. package/dist/export/frames.d.ts +5 -0
  26. package/dist/export/frames.js +15 -0
  27. package/dist/export/frames.js.map +1 -0
  28. package/dist/export/godot.d.ts +17 -0
  29. package/dist/export/godot.js +464 -0
  30. package/dist/export/godot.js.map +1 -0
  31. package/dist/export/types.d.ts +11 -0
  32. package/dist/export/types.js +2 -0
  33. package/dist/export/types.js.map +1 -0
  34. package/dist/license.d.ts +49 -0
  35. package/dist/license.js +271 -0
  36. package/dist/map/cellular.d.ts +3 -0
  37. package/dist/map/cellular.js +191 -0
  38. package/dist/map/cellular.js.map +1 -0
  39. package/dist/map/dungeon.d.ts +3 -0
  40. package/dist/map/dungeon.js +238 -0
  41. package/dist/map/dungeon.js.map +1 -0
  42. package/dist/map/multifloor.d.ts +20 -0
  43. package/dist/map/multifloor.js +57 -0
  44. package/dist/map/multifloor.js.map +1 -0
  45. package/dist/map/overworld.d.ts +3 -0
  46. package/dist/map/overworld.js +205 -0
  47. package/dist/map/overworld.js.map +1 -0
  48. package/dist/map/town.d.ts +7 -0
  49. package/dist/map/town.js +181 -0
  50. package/dist/map/town.js.map +1 -0
  51. package/dist/map/types.d.ts +65 -0
  52. package/dist/map/types.js +16 -0
  53. package/dist/map/types.js.map +1 -0
  54. package/dist/map/wfc.d.ts +18 -0
  55. package/dist/map/wfc.js +192 -0
  56. package/dist/map/wfc.js.map +1 -0
  57. package/dist/tileset/atlas.d.ts +15 -0
  58. package/dist/tileset/atlas.js +55 -0
  59. package/dist/tileset/atlas.js.map +1 -0
  60. package/dist/tileset/registry.d.ts +12 -0
  61. package/dist/tileset/registry.js +71 -0
  62. package/dist/tileset/registry.js.map +1 -0
  63. package/dist/tileset/terrain.d.ts +3 -0
  64. package/dist/tileset/terrain.js +110 -0
  65. package/dist/tileset/terrain.js.map +1 -0
  66. package/dist/utils/credits.d.ts +11 -0
  67. package/dist/utils/credits.js +74 -0
  68. package/dist/utils/credits.js.map +1 -0
  69. package/dist/utils/image.d.ts +17 -0
  70. package/dist/utils/image.js +94 -0
  71. package/dist/utils/image.js.map +1 -0
  72. package/dist/utils/rng.d.ts +18 -0
  73. package/dist/utils/rng.js +48 -0
  74. package/dist/utils/rng.js.map +1 -0
  75. package/package.json +77 -0
@@ -0,0 +1,238 @@
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+ import { SeededRNG } from '../utils/rng.js';
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+ import { TileType as TT } from './types.js';
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+ const DEFAULT_ROOM_MIN = 5;
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+ const DEFAULT_ROOM_MAX = 15;
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+ const DEFAULT_MAX_ROOMS = 12;
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+ const DEFAULT_CORRIDOR_WIDTH = 1;
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+ /** Generate a dungeon using BSP (Binary Space Partition) */
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+ export function generateDungeon(config) {
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+ const { width, height, seed = Date.now(), roomMinSize = DEFAULT_ROOM_MIN, roomMaxSize = DEFAULT_ROOM_MAX, maxRooms = DEFAULT_MAX_ROOMS, corridorWidth = DEFAULT_CORRIDOR_WIDTH, } = config;
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+ const rng = new SeededRNG(seed);
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+ // Initialize grid with walls
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+ const tiles = Array.from({ length: height }, () => Array.from({ length: width }, () => TT.WALL));
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+ const rooms = [];
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+ // Create BSP tree
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+ function splitNode(node, depth) {
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+ if (depth <= 0 || rooms.length >= maxRooms)
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+ return;
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+ const minSize = roomMinSize + 4; // minimum partition size
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+ const canSplitH = node.h >= minSize * 2;
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+ const canSplitV = node.w >= minSize * 2;
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+ if (!canSplitH && !canSplitV)
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+ return;
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+ let splitHorizontally;
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+ if (canSplitH && canSplitV) {
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+ splitHorizontally = rng.random() < 0.5;
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+ }
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+ else {
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+ splitHorizontally = canSplitH;
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+ }
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+ if (splitHorizontally) {
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+ const split = rng.randomInt(minSize, node.h - minSize);
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+ node.left = { x: node.x, y: node.y, w: node.w, h: split };
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+ node.right = { x: node.x, y: node.y + split, w: node.w, h: node.h - split };
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+ }
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+ else {
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+ const split = rng.randomInt(minSize, node.w - minSize);
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+ node.left = { x: node.x, y: node.y, w: split, h: node.h };
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+ node.right = { x: node.x + split, y: node.y, w: node.w - split, h: node.h };
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+ }
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+ splitNode(node.left, depth - 1);
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+ splitNode(node.right, depth - 1);
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+ }
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+ // Place rooms in leaf nodes
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+ function placeRooms(node) {
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+ if (rooms.length >= maxRooms)
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+ return;
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+ if (!node.left && !node.right) {
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+ // Leaf node — place a room
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+ const rw = rng.randomInt(roomMinSize, Math.min(roomMaxSize, node.w - 2));
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+ const rh = rng.randomInt(roomMinSize, Math.min(roomMaxSize, node.h - 2));
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+ const rx = node.x + rng.randomInt(1, node.w - rw - 1);
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+ const ry = node.y + rng.randomInt(1, node.h - rh - 1);
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+ const room = {
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+ x: rx,
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+ y: ry,
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+ width: rw,
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+ height: rh,
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+ id: rooms.length,
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+ connections: [],
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+ };
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+ node.room = room;
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+ rooms.push(room);
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+ // Carve room
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+ for (let dy = 0; dy < rh; dy++) {
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+ for (let dx = 0; dx < rw; dx++) {
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+ const ty = ry + dy;
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+ const tx = rx + dx;
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+ if (ty > 0 && ty < height - 1 && tx > 0 && tx < width - 1) {
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+ tiles[ty][tx] = TT.FLOOR;
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+ }
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+ }
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+ }
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+ return;
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+ }
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+ if (node.left)
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+ placeRooms(node.left);
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+ if (node.right)
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+ placeRooms(node.right);
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+ }
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+ // Connect rooms via corridors
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+ function connectRooms(node) {
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+ if (!node.left || !node.right)
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+ return;
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+ connectRooms(node.left);
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+ connectRooms(node.right);
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+ const leftRoom = findRoom(node.left);
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+ const rightRoom = findRoom(node.right);
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+ if (!leftRoom || !rightRoom)
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+ return;
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+ carveCorridor(leftRoom, rightRoom, corridorWidth);
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+ }
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+ function findRoom(node) {
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+ if (node.room)
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+ return node.room;
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+ if (node.left) {
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+ const r = findRoom(node.left);
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+ if (r)
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+ return r;
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+ }
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+ if (node.right)
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+ return findRoom(node.right);
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+ return null;
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+ }
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+ function carveCorridor(a, b, cw) {
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+ const ax = Math.floor(a.x + a.width / 2);
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+ const ay = Math.floor(a.y + a.height / 2);
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+ const bx = Math.floor(b.x + b.width / 2);
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+ const by = Math.floor(b.y + b.height / 2);
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+ a.connections.push(b.id);
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+ b.connections.push(a.id);
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+ // L-shaped corridor
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+ if (rng.random() < 0.5) {
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+ carveHorizontalCorridor(ax, bx, ay, cw);
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+ carveVerticalCorridor(ay, by, bx, cw);
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+ }
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+ else {
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+ carveVerticalCorridor(ay, by, ax, cw);
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+ carveHorizontalCorridor(ax, bx, by, cw);
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+ }
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+ }
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+ function carveHorizontalCorridor(x1, x2, y, cw) {
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+ const startX = Math.min(x1, x2);
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+ const endX = Math.max(x1, x2);
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+ for (let x = startX; x <= endX; x++) {
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+ for (let w = 0; w < cw; w++) {
126
+ const ty = y + w;
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+ if (ty > 0 && ty < height - 1 && x > 0 && x < width - 1) {
128
+ if (tiles[ty][x] === TT.WALL) {
129
+ tiles[ty][x] = TT.CORRIDOR;
130
+ }
131
+ }
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+ }
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+ }
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+ }
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+ function carveVerticalCorridor(y1, y2, x, cw) {
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+ const startY = Math.min(y1, y2);
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+ const endY = Math.max(y1, y2);
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+ for (let y = startY; y <= endY; y++) {
139
+ for (let w = 0; w < cw; w++) {
140
+ const tx = x + w;
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+ if (y > 0 && y < height - 1 && tx > 0 && tx < width - 1) {
142
+ if (tiles[y][tx] === TT.WALL) {
143
+ tiles[y][tx] = TT.CORRIDOR;
144
+ }
145
+ }
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+ }
147
+ }
148
+ }
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+ // Build BSP tree
150
+ const maxDepth = Math.ceil(Math.log2(maxRooms)) + 1;
151
+ const root = { x: 0, y: 0, w: width, h: height };
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+ splitNode(root, maxDepth);
153
+ placeRooms(root);
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+ connectRooms(root);
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+ // Place doors at room-corridor junctions
156
+ placeDoors(tiles, rooms, width, height);
157
+ // Set spawn and exit
158
+ const spawnRoom = rooms[0];
159
+ const exitRoom = rooms[rooms.length - 1];
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+ const spawnPoint = spawnRoom
161
+ ? { x: Math.floor(spawnRoom.x + spawnRoom.width / 2), y: Math.floor(spawnRoom.y + spawnRoom.height / 2) }
162
+ : undefined;
163
+ const exitPoint = exitRoom && exitRoom !== spawnRoom
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+ ? { x: Math.floor(exitRoom.x + exitRoom.width / 2), y: Math.floor(exitRoom.y + exitRoom.height / 2) }
165
+ : undefined;
166
+ // Generate POIs
167
+ const pois = [];
168
+ if (spawnPoint) {
169
+ pois.push({ x: spawnPoint.x, y: spawnPoint.y, type: 'spawn', label: 'Player Spawn' });
170
+ }
171
+ if (exitPoint) {
172
+ pois.push({ x: exitPoint.x, y: exitPoint.y, type: 'exit', label: 'Exit' });
173
+ }
174
+ // Boss in last room if > 5 rooms
175
+ if (rooms.length > 5 && exitRoom) {
176
+ const bx = Math.floor(exitRoom.x + exitRoom.width / 2) + 1;
177
+ const by = Math.floor(exitRoom.y + exitRoom.height / 2) + 1;
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+ if (bx > 0 && bx < width && by > 0 && by < height) {
179
+ pois.push({ x: bx, y: by, type: 'boss', label: 'Boss' });
180
+ }
181
+ }
182
+ // Treasure in 30% of rooms
183
+ for (let i = 1; i < rooms.length - 1; i++) {
184
+ if (rng.random() < 0.3) {
185
+ const room = rooms[i];
186
+ const tx = room.x + rng.randomInt(1, room.width - 2);
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+ const ty = room.y + rng.randomInt(1, room.height - 2);
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+ pois.push({ x: tx, y: ty, type: 'treasure', label: `Treasure ${i}` });
189
+ }
190
+ }
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+ // NPC in 20% of rooms
192
+ for (let i = 1; i < rooms.length - 1; i++) {
193
+ if (rng.random() < 0.2) {
194
+ const room = rooms[i];
195
+ const nx = room.x + rng.randomInt(1, room.width - 2);
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+ const ny = room.y + rng.randomInt(1, room.height - 2);
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+ pois.push({ x: nx, y: ny, type: 'npc', label: `NPC ${i}` });
198
+ }
199
+ }
200
+ return {
201
+ width,
202
+ height,
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+ tiles,
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+ rooms,
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+ seed,
206
+ pois,
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+ spawnPoint,
208
+ exitPoint,
209
+ };
210
+ }
211
+ function placeDoors(tiles, rooms, width, height) {
212
+ for (const room of rooms) {
213
+ // Check edges of each room for corridor adjacency
214
+ for (let x = room.x; x < room.x + room.width; x++) {
215
+ checkDoor(tiles, x, room.y - 1, width, height);
216
+ checkDoor(tiles, x, room.y + room.height, width, height);
217
+ }
218
+ for (let y = room.y; y < room.y + room.height; y++) {
219
+ checkDoor(tiles, room.x - 1, y, width, height);
220
+ checkDoor(tiles, room.x + room.width, y, width, height);
221
+ }
222
+ }
223
+ }
224
+ function checkDoor(tiles, x, y, width, height) {
225
+ if (x <= 0 || x >= width - 1 || y <= 0 || y >= height - 1)
226
+ return;
227
+ if (tiles[y][x] !== TT.CORRIDOR)
228
+ return;
229
+ // Check if this corridor tile is adjacent to a floor tile (room)
230
+ const hasFloor = tiles[y - 1]?.[x] === TT.FLOOR ||
231
+ tiles[y + 1]?.[x] === TT.FLOOR ||
232
+ tiles[y]?.[x - 1] === TT.FLOOR ||
233
+ tiles[y]?.[x + 1] === TT.FLOOR;
234
+ if (hasFloor) {
235
+ tiles[y][x] = TT.DOOR;
236
+ }
237
+ }
238
+ //# sourceMappingURL=dungeon.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,20 @@
1
+ import type { GeneratedMap } from './types.js';
2
+ export interface MultiFloorConfig {
3
+ floors: number;
4
+ width: number;
5
+ height: number;
6
+ seed?: number | string;
7
+ }
8
+ export interface FloorConnection {
9
+ floor: number;
10
+ x: number;
11
+ y: number;
12
+ targetFloor: number;
13
+ tx: number;
14
+ ty: number;
15
+ }
16
+ export interface MultiFloorDungeon {
17
+ floors: GeneratedMap[];
18
+ connections: FloorConnection[];
19
+ }
20
+ export declare function generateMultiFloor(config: MultiFloorConfig): Promise<MultiFloorDungeon>;
@@ -0,0 +1,57 @@
1
+ import { generateDungeon } from './dungeon.js';
2
+ import { SeededRNG } from '../utils/rng.js';
3
+ export async function generateMultiFloor(config) {
4
+ const { floors: numFloors, width, height, seed = Date.now(), } = config;
5
+ const floorCount = Math.max(2, Math.min(5, numFloors));
6
+ const rng = new SeededRNG(seed);
7
+ const floors = [];
8
+ const connections = [];
9
+ for (let f = 0; f < floorCount; f++) {
10
+ const floorSeed = `${seed}-floor-${f}`;
11
+ const map = generateDungeon({
12
+ width,
13
+ height,
14
+ seed: floorSeed,
15
+ maxRooms: Math.max(4, 10 - f), // fewer rooms on deeper floors
16
+ roomMinSize: 5,
17
+ roomMaxSize: 12,
18
+ });
19
+ // Mark entrance/exit POIs for floor connections
20
+ if (f > 0) {
21
+ // Entrance from previous floor (upstairs)
22
+ const spawnRoom = map.rooms[0];
23
+ if (spawnRoom) {
24
+ const ex = Math.floor(spawnRoom.x + spawnRoom.width / 2);
25
+ const ey = Math.floor(spawnRoom.y + spawnRoom.height / 2);
26
+ map.pois.push({ x: ex, y: ey, type: 'entrance', label: `Stairs Up (Floor ${f})` });
27
+ }
28
+ }
29
+ if (f < floorCount - 1) {
30
+ // Exit to next floor (downstairs)
31
+ const exitRoom = map.rooms[map.rooms.length - 1];
32
+ if (exitRoom) {
33
+ const ex = Math.floor(exitRoom.x + exitRoom.width / 2);
34
+ const ey = Math.floor(exitRoom.y + exitRoom.height / 2);
35
+ map.pois.push({ x: ex, y: ey, type: 'exit', label: `Stairs Down (Floor ${f + 2})` });
36
+ }
37
+ }
38
+ floors.push(map);
39
+ }
40
+ // Build connections between floors
41
+ for (let f = 0; f < floorCount - 1; f++) {
42
+ const currentExit = floors[f].pois.find((p) => p.type === 'exit' && p.label?.includes(`Floor ${f + 2}`)) ?? floors[f].exitPoint;
43
+ const nextEntrance = floors[f + 1].pois.find((p) => p.type === 'entrance' && p.label?.includes(`Floor ${f + 1}`)) ?? floors[f + 1].spawnPoint;
44
+ if (currentExit && nextEntrance) {
45
+ connections.push({
46
+ floor: f,
47
+ x: currentExit.x,
48
+ y: currentExit.y,
49
+ targetFloor: f + 1,
50
+ tx: nextEntrance.x,
51
+ ty: nextEntrance.y,
52
+ });
53
+ }
54
+ }
55
+ return { floors, connections };
56
+ }
57
+ //# sourceMappingURL=multifloor.js.map
@@ -0,0 +1 @@
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@@ -0,0 +1,3 @@
1
+ import type { OverworldConfig, GeneratedMap } from './types.js';
2
+ /** Generate an overworld map with biomes */
3
+ export declare function generateOverworld(config: OverworldConfig): GeneratedMap;
@@ -0,0 +1,205 @@
1
+ import { SeededRNG } from '../utils/rng.js';
2
+ import { TileType as TT } from './types.js';
3
+ /** Generate an overworld map with biomes */
4
+ export function generateOverworld(config) {
5
+ const { width, height, seed = Date.now(), temperature = 0.5, } = config;
6
+ const rng = new SeededRNG(seed);
7
+ // Generate heightmap using diamond-square
8
+ const heightMap = generateNoiseMap(width, height, rng, 4);
9
+ const moistureMap = generateNoiseMap(width, height, rng, 3);
10
+ // Assign biomes based on height + moisture
11
+ const tiles = Array.from({ length: height }, () => Array(width).fill(TT.GRASS));
12
+ for (let y = 0; y < height; y++) {
13
+ for (let x = 0; x < width; x++) {
14
+ const h = heightMap[y][x];
15
+ const m = moistureMap[y][x];
16
+ tiles[y][x] = classifyBiome(h, m, temperature);
17
+ }
18
+ }
19
+ // Place villages at suitable locations
20
+ const villages = placeVillages(tiles, rng, width, height);
21
+ // Generate paths connecting villages
22
+ for (let i = 0; i < villages.length - 1; i++) {
23
+ carvePath(tiles, villages[i], villages[i + 1], width, height);
24
+ }
25
+ // Add bridges where paths cross water
26
+ addBridges(tiles, width, height);
27
+ // Convert villages to rooms
28
+ const rooms = villages.map((v, i) => ({
29
+ id: i,
30
+ x: v.x - 2,
31
+ y: v.y - 2,
32
+ width: 5,
33
+ height: 5,
34
+ connections: [],
35
+ }));
36
+ // Update connections
37
+ for (let i = 0; i < rooms.length - 1; i++) {
38
+ rooms[i].connections.push(rooms[i + 1].id);
39
+ rooms[i + 1].connections.push(rooms[i].id);
40
+ }
41
+ // Generate POIs
42
+ const pois = [];
43
+ if (villages[0]) {
44
+ pois.push({ x: villages[0].x, y: villages[0].y, type: 'spawn', label: 'Spawn' });
45
+ }
46
+ // NPCs near villages
47
+ for (let i = 0; i < villages.length; i++) {
48
+ pois.push({ x: villages[i].x + 1, y: villages[i].y, type: 'npc', label: `Village NPC ${i + 1}` });
49
+ }
50
+ // Treasure at forest edges
51
+ for (let y = 2; y < height - 2; y += 10) {
52
+ for (let x = 2; x < width - 2; x += 10) {
53
+ if (tiles[y][x] === TT.TREE && tiles[y + 1]?.[x] === TT.GRASS) {
54
+ pois.push({ x, y: y + 1, type: 'treasure', label: 'Forest Treasure' });
55
+ break;
56
+ }
57
+ }
58
+ if (pois.filter(p => p.type === 'treasure').length >= 3)
59
+ break;
60
+ }
61
+ return {
62
+ width,
63
+ height,
64
+ tiles,
65
+ rooms,
66
+ seed,
67
+ pois,
68
+ spawnPoint: villages[0],
69
+ exitPoint: villages.length > 1 ? villages[villages.length - 1] : undefined,
70
+ };
71
+ }
72
+ function classifyBiome(h, m, temp) {
73
+ // Deep water
74
+ if (h < 0.25)
75
+ return TT.WATER;
76
+ // Beach/sand
77
+ if (h < 0.3)
78
+ return TT.SAND;
79
+ // Mountains/stone
80
+ if (h > 0.8)
81
+ return TT.STONE;
82
+ // Forest (mid height + high moisture)
83
+ if (h > 0.35 && h < 0.7 && m > 0.55)
84
+ return TT.TREE;
85
+ // Plains/grass
86
+ if (m < 0.4 && temp > 0.3)
87
+ return TT.GRASS;
88
+ // Default grass
89
+ return TT.GRASS;
90
+ }
91
+ /** Simple multi-octave noise using seeded RNG and interpolation */
92
+ function generateNoiseMap(width, height, rng, octaves) {
93
+ const map = Array.from({ length: height }, () => Array(width).fill(0));
94
+ for (let octave = 0; octave < octaves; octave++) {
95
+ const scale = Math.pow(2, octave + 2);
96
+ const amplitude = 1 / Math.pow(2, octave);
97
+ const gridW = Math.ceil(width / scale) + 2;
98
+ const gridH = Math.ceil(height / scale) + 2;
99
+ // Generate random grid points
100
+ const grid = Array.from({ length: gridH }, () => Array.from({ length: gridW }, () => rng.random()));
101
+ // Bilinear interpolation
102
+ for (let y = 0; y < height; y++) {
103
+ for (let x = 0; x < width; x++) {
104
+ const gx = x / scale;
105
+ const gy = y / scale;
106
+ const x0 = Math.floor(gx);
107
+ const y0 = Math.floor(gy);
108
+ const x1 = x0 + 1;
109
+ const y1 = y0 + 1;
110
+ const fx = gx - x0;
111
+ const fy = gy - y0;
112
+ const v00 = grid[y0]?.[x0] ?? 0;
113
+ const v10 = grid[y0]?.[x1] ?? 0;
114
+ const v01 = grid[y1]?.[x0] ?? 0;
115
+ const v11 = grid[y1]?.[x1] ?? 0;
116
+ const top = v00 + (v10 - v00) * fx;
117
+ const bottom = v01 + (v11 - v01) * fx;
118
+ const value = top + (bottom - top) * fy;
119
+ map[y][x] += value * amplitude;
120
+ }
121
+ }
122
+ }
123
+ // Normalize to 0-1
124
+ let min = Infinity;
125
+ let max = -Infinity;
126
+ for (let y = 0; y < height; y++) {
127
+ for (let x = 0; x < width; x++) {
128
+ if (map[y][x] < min)
129
+ min = map[y][x];
130
+ if (map[y][x] > max)
131
+ max = map[y][x];
132
+ }
133
+ }
134
+ const range = max - min || 1;
135
+ for (let y = 0; y < height; y++) {
136
+ for (let x = 0; x < width; x++) {
137
+ map[y][x] = (map[y][x] - min) / range;
138
+ }
139
+ }
140
+ return map;
141
+ }
142
+ function placeVillages(tiles, rng, width, height) {
143
+ const villages = [];
144
+ const minDist = Math.min(width, height) / 4;
145
+ const attempts = 100;
146
+ for (let i = 0; i < attempts && villages.length < 4; i++) {
147
+ const x = rng.randomInt(5, width - 5);
148
+ const y = rng.randomInt(5, height - 5);
149
+ // Must be on grass
150
+ if (tiles[y][x] !== TT.GRASS)
151
+ continue;
152
+ // Check minimum distance from other villages
153
+ const tooClose = villages.some((v) => Math.abs(v.x - x) + Math.abs(v.y - y) < minDist);
154
+ if (tooClose)
155
+ continue;
156
+ villages.push({ x, y });
157
+ // Mark village area
158
+ for (let dy = -2; dy <= 2; dy++) {
159
+ for (let dx = -2; dx <= 2; dx++) {
160
+ const ty = y + dy;
161
+ const tx = x + dx;
162
+ if (ty >= 0 && ty < height && tx >= 0 && tx < width) {
163
+ if (tiles[ty][tx] === TT.GRASS) {
164
+ tiles[ty][tx] = TT.FLOOR;
165
+ }
166
+ }
167
+ }
168
+ }
169
+ }
170
+ return villages;
171
+ }
172
+ function carvePath(tiles, from, to, width, height) {
173
+ let x = from.x;
174
+ let y = from.y;
175
+ while (x !== to.x || y !== to.y) {
176
+ if (x !== to.x) {
177
+ x += x < to.x ? 1 : -1;
178
+ }
179
+ else {
180
+ y += y < to.y ? 1 : -1;
181
+ }
182
+ if (y >= 0 && y < height && x >= 0 && x < width) {
183
+ if (tiles[y][x] === TT.GRASS || tiles[y][x] === TT.SAND) {
184
+ tiles[y][x] = TT.PATH;
185
+ }
186
+ }
187
+ }
188
+ }
189
+ function addBridges(tiles, width, height) {
190
+ for (let y = 1; y < height - 1; y++) {
191
+ for (let x = 1; x < width - 1; x++) {
192
+ if (tiles[y][x] !== TT.WATER)
193
+ continue;
194
+ // Check if a path enters from one side and exits the other
195
+ const pathH = (tiles[y][x - 1] === TT.PATH || tiles[y][x - 1] === TT.FLOOR) &&
196
+ (tiles[y][x + 1] === TT.PATH || tiles[y][x + 1] === TT.FLOOR);
197
+ const pathV = (tiles[y - 1]?.[x] === TT.PATH || tiles[y - 1]?.[x] === TT.FLOOR) &&
198
+ (tiles[y + 1]?.[x] === TT.PATH || tiles[y + 1]?.[x] === TT.FLOOR);
199
+ if (pathH || pathV) {
200
+ tiles[y][x] = TT.BRIDGE;
201
+ }
202
+ }
203
+ }
204
+ }
205
+ //# sourceMappingURL=overworld.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,7 @@
1
+ import type { MapConfig, GeneratedMap } from './types.js';
2
+ export interface TownConfig extends MapConfig {
3
+ buildings?: number;
4
+ hasWall?: boolean;
5
+ marketSize?: number;
6
+ }
7
+ export declare function generateTown(config: TownConfig): GeneratedMap;