Improve look of generated map

This commit is contained in:
Peter Stockings
2026-01-04 10:13:44 +11:00
parent ff462fb53c
commit 0f28a2212e

View File

@@ -1,31 +1,105 @@
import { type World, type EntityId, type RunState, type Tile, type Actor, type Vec2 } from "./types";
import { idx } from "./world";
interface Room {
x: number;
y: number;
width: number;
height: number;
}
function seededRandom(seed: number): () => number {
let state = seed;
return () => {
state = (state * 1103515245 + 12345) & 0x7fffffff;
return state / 0x7fffffff;
};
}
export function makeTestWorld(level: number, runState: RunState): { world: World; playerId: EntityId } {
const width = 30;
const height = 18;
const tiles: Tile[] = new Array(width * height).fill(0);
const width = 60;
const height = 40;
const tiles: Tile[] = new Array(width * height).fill(1); // Start with all walls
const fakeWorldForIdx: World = { width, height, tiles, actors: new Map(), exit: { x: 0, y: 0 } };
const random = seededRandom(level * 12345);
// Border walls
for (let x = 0; x < width; x++) {
tiles[idx(fakeWorldForIdx, x, 0)] = 1;
tiles[idx(fakeWorldForIdx, x, height - 1)] = 1;
}
for (let y = 0; y < height; y++) {
tiles[idx(fakeWorldForIdx, 0, y)] = 1;
tiles[idx(fakeWorldForIdx, width - 1, y)] = 1;
// Generate rooms
const rooms: Room[] = [];
const numRooms = 8 + Math.floor(random() * 6); // 8-13 rooms
for (let i = 0; i < numRooms; i++) {
const roomWidth = 5 + Math.floor(random() * 8); // 5-12
const roomHeight = 4 + Math.floor(random() * 7); // 4-10
const roomX = 1 + Math.floor(random() * (width - roomWidth - 2));
const roomY = 1 + Math.floor(random() * (height - roomHeight - 2));
const newRoom: Room = { x: roomX, y: roomY, width: roomWidth, height: roomHeight };
// Check if room overlaps with existing rooms
let overlaps = false;
for (const room of rooms) {
if (
newRoom.x < room.x + room.width + 1 &&
newRoom.x + newRoom.width + 1 > room.x &&
newRoom.y < room.y + room.height + 1 &&
newRoom.y + newRoom.height + 1 > room.y
) {
overlaps = true;
break;
}
}
if (!overlaps) {
// Carve out the room
for (let x = newRoom.x; x < newRoom.x + newRoom.width; x++) {
for (let y = newRoom.y; y < newRoom.y + newRoom.height; y++) {
tiles[idx(fakeWorldForIdx, x, y)] = 0;
}
}
// Connect to previous room with a corridor
if (rooms.length > 0) {
const prevRoom = rooms[rooms.length - 1];
const prevCenterX = Math.floor(prevRoom.x + prevRoom.width / 2);
const prevCenterY = Math.floor(prevRoom.y + prevRoom.height / 2);
const newCenterX = Math.floor(newRoom.x + newRoom.width / 2);
const newCenterY = Math.floor(newRoom.y + newRoom.height / 2);
// Create L-shaped corridor
if (random() < 0.5) {
// Horizontal then vertical
for (let x = Math.min(prevCenterX, newCenterX); x <= Math.max(prevCenterX, newCenterX); x++) {
tiles[idx(fakeWorldForIdx, x, prevCenterY)] = 0;
}
for (let y = Math.min(prevCenterY, newCenterY); y <= Math.max(prevCenterY, newCenterY); y++) {
tiles[idx(fakeWorldForIdx, newCenterX, y)] = 0;
}
} else {
// Vertical then horizontal
for (let y = Math.min(prevCenterY, newCenterY); y <= Math.max(prevCenterY, newCenterY); y++) {
tiles[idx(fakeWorldForIdx, prevCenterX, y)] = 0;
}
for (let x = Math.min(prevCenterX, newCenterX); x <= Math.max(prevCenterX, newCenterX); x++) {
tiles[idx(fakeWorldForIdx, x, newCenterY)] = 0;
}
}
}
rooms.push(newRoom);
}
}
// Internal walls (vary slightly with level so it feels different)
const shift = level % 4;
for (let x = 6; x < 22; x++) tiles[idx(fakeWorldForIdx, x, 7 + (shift % 2))] = 1;
for (let y = 4; y < 14; y++) tiles[idx(fakeWorldForIdx, 14 + ((shift + 1) % 2), y)] = 1;
// Place player in first room
const firstRoom = rooms[0];
const playerX = firstRoom.x + Math.floor(firstRoom.width / 2);
const playerY = firstRoom.y + Math.floor(firstRoom.height / 2);
// Exit (stairs)
const exit: Vec2 = { x: width - 3, y: height - 3 };
tiles[idx(fakeWorldForIdx, exit.x, exit.y)] = 0;
// Place exit in last room
const lastRoom = rooms[rooms.length - 1];
const exitX = lastRoom.x + Math.floor(lastRoom.width / 2);
const exitY = lastRoom.y + Math.floor(lastRoom.height / 2);
const exit: Vec2 = { x: exitX, y: exitY };
const actors = new Map<EntityId, Actor>();
@@ -33,30 +107,43 @@ export function makeTestWorld(level: number, runState: RunState): { world: World
actors.set(playerId, {
id: playerId,
isPlayer: true,
pos: { x: 3, y: 3 },
pos: { x: playerX, y: playerY },
speed: 100,
energy: 0,
stats: { ...runState.stats },
inventory: { gold: runState.inventory.gold, items: [...runState.inventory.items] }
});
// Enemies
actors.set(2, {
id: 2,
isPlayer: false,
pos: { x: 24, y: 13 },
speed: 90,
energy: 0,
stats: { maxHp: 10, hp: 10, attack: 3, defense: 1 }
});
actors.set(3, {
id: 3,
isPlayer: false,
pos: { x: 20, y: 4 },
speed: 130,
energy: 0,
stats: { maxHp: 8, hp: 8, attack: 4, defense: 0 }
});
// Place enemies in random rooms (skip first room with player)
let enemyId = 2;
const numEnemies = 3 + level + Math.floor(random() * 4); // Increases with level
for (let i = 0; i < numEnemies && i < rooms.length - 1; i++) {
const roomIdx = 1 + Math.floor(random() * (rooms.length - 1));
const room = rooms[roomIdx];
const enemyX = room.x + 1 + Math.floor(random() * (room.width - 2));
const enemyY = room.y + 1 + Math.floor(random() * (room.height - 2));
// Vary enemy stats by level
const baseHp = 8 + level * 2;
const baseAttack = 3 + Math.floor(level / 2);
actors.set(enemyId, {
id: enemyId,
isPlayer: false,
pos: { x: enemyX, y: enemyY },
speed: 80 + Math.floor(random() * 50), // 80-130 speed
energy: 0,
stats: {
maxHp: baseHp + Math.floor(random() * 4),
hp: baseHp + Math.floor(random() * 4),
attack: baseAttack + Math.floor(random() * 2),
defense: Math.floor(random() * 3)
}
});
enemyId++;
}
return { world: { width, height, tiles, actors, exit }, playerId };
}