lpc-forge 1.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CREDITS.csv +22985 -0
- package/LICENSE +674 -0
- package/README.md +281 -0
- package/assets/music/.gitkeep +0 -0
- package/dist/character/batch.d.ts +17 -0
- package/dist/character/batch.js +48 -0
- package/dist/character/batch.js.map +1 -0
- package/dist/character/composer.d.ts +3 -0
- package/dist/character/composer.js +164 -0
- package/dist/character/composer.js.map +1 -0
- package/dist/character/definitions.d.ts +16 -0
- package/dist/character/definitions.js +116 -0
- package/dist/character/definitions.js.map +1 -0
- package/dist/character/presets.d.ts +6 -0
- package/dist/character/presets.js +246 -0
- package/dist/character/presets.js.map +1 -0
- package/dist/character/slicer.d.ts +8 -0
- package/dist/character/slicer.js +66 -0
- package/dist/character/slicer.js.map +1 -0
- package/dist/character/types.d.ts +48 -0
- package/dist/character/types.js +32 -0
- package/dist/character/types.js.map +1 -0
- package/dist/cli.d.ts +2 -0
- package/dist/cli.js +938 -0
- package/dist/export/frames.d.ts +5 -0
- package/dist/export/frames.js +15 -0
- package/dist/export/frames.js.map +1 -0
- package/dist/export/godot.d.ts +17 -0
- package/dist/export/godot.js +464 -0
- package/dist/export/godot.js.map +1 -0
- package/dist/export/types.d.ts +11 -0
- package/dist/export/types.js +2 -0
- package/dist/export/types.js.map +1 -0
- package/dist/license.d.ts +49 -0
- package/dist/license.js +271 -0
- package/dist/map/cellular.d.ts +3 -0
- package/dist/map/cellular.js +191 -0
- package/dist/map/cellular.js.map +1 -0
- package/dist/map/dungeon.d.ts +3 -0
- package/dist/map/dungeon.js +238 -0
- package/dist/map/dungeon.js.map +1 -0
- package/dist/map/multifloor.d.ts +20 -0
- package/dist/map/multifloor.js +57 -0
- package/dist/map/multifloor.js.map +1 -0
- package/dist/map/overworld.d.ts +3 -0
- package/dist/map/overworld.js +205 -0
- package/dist/map/overworld.js.map +1 -0
- package/dist/map/town.d.ts +7 -0
- package/dist/map/town.js +181 -0
- package/dist/map/town.js.map +1 -0
- package/dist/map/types.d.ts +65 -0
- package/dist/map/types.js +16 -0
- package/dist/map/types.js.map +1 -0
- package/dist/map/wfc.d.ts +18 -0
- package/dist/map/wfc.js +192 -0
- package/dist/map/wfc.js.map +1 -0
- package/dist/tileset/atlas.d.ts +15 -0
- package/dist/tileset/atlas.js +55 -0
- package/dist/tileset/atlas.js.map +1 -0
- package/dist/tileset/registry.d.ts +12 -0
- package/dist/tileset/registry.js +71 -0
- package/dist/tileset/registry.js.map +1 -0
- package/dist/tileset/terrain.d.ts +3 -0
- package/dist/tileset/terrain.js +110 -0
- package/dist/tileset/terrain.js.map +1 -0
- package/dist/utils/credits.d.ts +11 -0
- package/dist/utils/credits.js +74 -0
- package/dist/utils/credits.js.map +1 -0
- package/dist/utils/image.d.ts +17 -0
- package/dist/utils/image.js +94 -0
- package/dist/utils/image.js.map +1 -0
- package/dist/utils/rng.d.ts +18 -0
- package/dist/utils/rng.js +48 -0
- package/dist/utils/rng.js.map +1 -0
- package/package.json +77 -0
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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++) {
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const ty = y + w;
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if (ty > 0 && ty < height - 1 && x > 0 && x < width - 1) {
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if (tiles[ty][x] === TT.WALL) {
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tiles[ty][x] = TT.CORRIDOR;
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}
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}
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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++) {
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for (let w = 0; w < cw; w++) {
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const tx = x + w;
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if (y > 0 && y < height - 1 && tx > 0 && tx < width - 1) {
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if (tiles[y][tx] === TT.WALL) {
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tiles[y][tx] = TT.CORRIDOR;
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}
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}
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}
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}
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}
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// Build BSP tree
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const maxDepth = Math.ceil(Math.log2(maxRooms)) + 1;
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const root = { x: 0, y: 0, w: width, h: height };
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splitNode(root, maxDepth);
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placeRooms(root);
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connectRooms(root);
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// Place doors at room-corridor junctions
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placeDoors(tiles, rooms, width, height);
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// Set spawn and exit
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const spawnRoom = rooms[0];
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const exitRoom = rooms[rooms.length - 1];
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const spawnPoint = spawnRoom
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? { x: Math.floor(spawnRoom.x + spawnRoom.width / 2), y: Math.floor(spawnRoom.y + spawnRoom.height / 2) }
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: undefined;
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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) }
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: undefined;
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// Generate POIs
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const pois = [];
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if (spawnPoint) {
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pois.push({ x: spawnPoint.x, y: spawnPoint.y, type: 'spawn', label: 'Player Spawn' });
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}
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if (exitPoint) {
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pois.push({ x: exitPoint.x, y: exitPoint.y, type: 'exit', label: 'Exit' });
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}
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// Boss in last room if > 5 rooms
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if (rooms.length > 5 && exitRoom) {
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const bx = Math.floor(exitRoom.x + exitRoom.width / 2) + 1;
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const by = Math.floor(exitRoom.y + exitRoom.height / 2) + 1;
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if (bx > 0 && bx < width && by > 0 && by < height) {
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pois.push({ x: bx, y: by, type: 'boss', label: 'Boss' });
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}
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}
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// Treasure in 30% of rooms
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for (let i = 1; i < rooms.length - 1; i++) {
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if (rng.random() < 0.3) {
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const room = rooms[i];
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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}` });
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}
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}
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// NPC in 20% of rooms
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for (let i = 1; i < rooms.length - 1; i++) {
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if (rng.random() < 0.2) {
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const room = rooms[i];
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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}` });
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}
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}
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return {
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width,
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height,
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tiles,
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rooms,
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seed,
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pois,
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spawnPoint,
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exitPoint,
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};
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}
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function placeDoors(tiles, rooms, width, height) {
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for (const room of rooms) {
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// Check edges of each room for corridor adjacency
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for (let x = room.x; x < room.x + room.width; x++) {
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checkDoor(tiles, x, room.y - 1, width, height);
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checkDoor(tiles, x, room.y + room.height, width, height);
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}
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for (let y = room.y; y < room.y + room.height; y++) {
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checkDoor(tiles, room.x - 1, y, width, height);
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checkDoor(tiles, room.x + room.width, y, width, height);
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}
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}
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}
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function checkDoor(tiles, x, y, width, height) {
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if (x <= 0 || x >= width - 1 || y <= 0 || y >= height - 1)
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return;
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if (tiles[y][x] !== TT.CORRIDOR)
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return;
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// Check if this corridor tile is adjacent to a floor tile (room)
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const hasFloor = tiles[y - 1]?.[x] === TT.FLOOR ||
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tiles[y + 1]?.[x] === TT.FLOOR ||
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tiles[y]?.[x - 1] === TT.FLOOR ||
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tiles[y]?.[x + 1] === TT.FLOOR;
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if (hasFloor) {
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tiles[y][x] = TT.DOOR;
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}
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}
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//# sourceMappingURL=dungeon.js.map
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@@ -0,0 +1 @@
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+
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@@ -0,0 +1,20 @@
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|
|
1
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+
import type { GeneratedMap } from './types.js';
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|
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 @@
|
|
|
1
|
+
{"version":3,"file":"multifloor.js","sourceRoot":"","sources":["../../src/map/multifloor.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAE/C,OAAO,EAAE,SAAS,EAAE,MAAM,iBAAiB,CAAC;AAuB5C,MAAM,CAAC,KAAK,UAAU,kBAAkB,CAAC,MAAwB;IAC/D,MAAM,EACJ,MAAM,EAAE,SAAS,EACjB,KAAK,EACL,MAAM,EACN,IAAI,GAAG,IAAI,CAAC,GAAG,EAAE,GAClB,GAAG,MAAM,CAAC;IAEX,MAAM,UAAU,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,CAAC;IACvD,MAAM,GAAG,GAAG,IAAI,SAAS,CAAC,IAAI,CAAC,CAAC;IAChC,MAAM,MAAM,GAAmB,EAAE,CAAC;IAClC,MAAM,WAAW,GAAsB,EAAE,CAAC;IAE1C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,UAAU,EAAE,CAAC,EAAE,EAAE,CAAC;QACpC,MAAM,SAAS,GAAG,GAAG,IAAI,UAAU,CAAC,EAAE,CAAC;QACvC,MAAM,GAAG,GAAG,eAAe,CAAC;YAC1B,KAAK;YACL,MAAM;YACN,IAAI,EAAE,SAAS;YACf,QAAQ,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE,+BAA+B;YAC9D,WAAW,EAAE,CAAC;YACd,WAAW,EAAE,EAAE;SAChB,CAAC,CAAC;QAEH,gDAAgD;QAChD,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC;YACV,0CAA0C;YAC1C,MAAM,SAAS,GAAG,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;YAC/B,IAAI,SAAS,EAAE,CAAC;gBACd,MAAM,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,SAAS,CAAC,CAAC,GAAG,SAAS,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;gBACzD,MAAM,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,SAAS,CAAC,CAAC,GAAG,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;gBAC1D,GAAG,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,IAAI,EAAE,UAAU,EAAE,KAAK,EAAE,oBAAoB,CAAC,GAAG,EAAE,CAAC,CAAC;YACrF,CAAC;QACH,CAAC;QAED,IAAI,CAAC,GAAG,UAAU,GAAG,CAAC,EAAE,CAAC;YACvB,kCAAkC;YAClC,MAAM,QAAQ,GAAG,GAAG,CAAC,KAAK,CAAC,GAAG,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;YACjD,IAAI,QAAQ,EAAE,CAAC;gBACb,MAAM,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,GAAG,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;gBACvD,MAAM,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,GAAG,QAAQ,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;gBACxD,GAAG,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,IAAI,EAAE,MAAM,EAAE,KAAK,EAAE,sBAAsB,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC,CAAC;YACvF,CAAC;QACH,CAAC;QAED,MAAM,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;IACnB,CAAC;IAED,mCAAmC;IACnC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,UAAU,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;QACxC,MAAM,WAAW,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,IAAI,CACrC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,MAAM,IAAI,CAAC,CAAC,KAAK,EAAE,QAAQ,CAAC,SAAS,CAAC,GAAG,CAAC,EAAE,CAAC,CAChE,IAAI,MAAM,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC;QACzB,MAAM,YAAY,GAAG,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,IAAI,CAC1C,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,UAAU,IAAI,CAAC,CAAC,KAAK,EAAE,QAAQ,CAAC,SAAS,CAAC,GAAG,CAAC,EAAE,CAAC,CACpE,IAAI,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,UAAU,CAAC;QAE9B,IAAI,WAAW,IAAI,YAAY,EAAE,CAAC;YAChC,WAAW,CAAC,IAAI,CAAC;gBACf,KAAK,EAAE,CAAC;gBACR,CAAC,EAAE,WAAW,CAAC,CAAC;gBAChB,CAAC,EAAE,WAAW,CAAC,CAAC;gBAChB,WAAW,EAAE,CAAC,GAAG,CAAC;gBAClB,EAAE,EAAE,YAAY,CAAC,CAAC;gBAClB,EAAE,EAAE,YAAY,CAAC,CAAC;aACnB,CAAC,CAAC;QACL,CAAC;IACH,CAAC;IAED,OAAO,EAAE,MAAM,EAAE,WAAW,EAAE,CAAC;AACjC,CAAC"}
|
|
@@ -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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