Another refactor
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@@ -214,54 +214,68 @@ function placeEnemies(floor: number, rooms: Room[], actors: Map<EntityId, Actor>
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const numEnemies = GAME_CONFIG.enemyScaling.baseCount + floor * GAME_CONFIG.enemyScaling.baseCountPerFloor;
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const enemyTypes = Object.keys(GAME_CONFIG.enemies);
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const occupiedPositions = new Set<string>();
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for (let i = 0; i < numEnemies && i < rooms.length - 1; i++) {
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for (let i = 0; i < numEnemies; i++) {
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// Pick a random room (not the starting room 0)
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const roomIdx = 1 + Math.floor(random() * (rooms.length - 1));
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const room = rooms[roomIdx];
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const enemyX = room.x + 1 + Math.floor(random() * (room.width - 2));
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const enemyY = room.y + 1 + Math.floor(random() * (room.height - 2));
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const type = enemyTypes[Math.floor(random() * enemyTypes.length)] as keyof typeof GAME_CONFIG.enemies;
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const enemyDef = GAME_CONFIG.enemies[type];
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// Try to find an empty spot in the room
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for (let attempts = 0; attempts < 5; attempts++) {
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const scaledHp = enemyDef.baseHp + floor * GAME_CONFIG.enemyScaling.hpPerFloor;
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const scaledAttack = enemyDef.baseAttack + Math.floor(floor / 2) * GAME_CONFIG.enemyScaling.attackPerTwoFloors;
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actors.set(enemyId, {
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id: enemyId,
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category: "combatant",
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isPlayer: false,
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type,
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pos: { x: enemyX, y: enemyY },
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speed: enemyDef.minSpeed + Math.floor(random() * (enemyDef.maxSpeed - enemyDef.minSpeed)),
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energy: 0,
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stats: {
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maxHp: scaledHp + Math.floor(random() * 4),
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hp: scaledHp + Math.floor(random() * 4),
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attack: scaledAttack + Math.floor(random() * 2),
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defense: enemyDef.baseDefense,
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level: 0,
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exp: 0,
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expToNextLevel: 0,
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statPoints: 0,
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skillPoints: 0,
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strength: 0,
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dexterity: 0,
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intelligence: 0,
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critChance: 0,
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critMultiplier: 100,
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accuracy: 80,
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lifesteal: 0,
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evasion: 0,
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blockChance: 0,
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luck: 0,
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passiveNodes: []
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const ex = room.x + 1 + Math.floor(random() * (room.width - 2));
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const ey = room.y + 1 + Math.floor(random() * (room.height - 2));
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const k = `${ex},${ey}`;
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if (!occupiedPositions.has(k)) {
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const type = enemyTypes[Math.floor(random() * enemyTypes.length)] as keyof typeof GAME_CONFIG.enemies;
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const enemyDef = GAME_CONFIG.enemies[type];
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const scaledHp = enemyDef.baseHp + floor * GAME_CONFIG.enemyScaling.hpPerFloor;
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const scaledAttack = enemyDef.baseAttack + Math.floor(floor / 2) * GAME_CONFIG.enemyScaling.attackPerTwoFloors;
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actors.set(enemyId, {
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id: enemyId,
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category: "combatant",
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isPlayer: false,
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type,
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pos: { x: ex, y: ey },
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speed: enemyDef.minSpeed + Math.floor(random() * (enemyDef.maxSpeed - enemyDef.minSpeed)),
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energy: 0,
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stats: {
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maxHp: scaledHp + Math.floor(random() * 4),
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hp: scaledHp + Math.floor(random() * 4),
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attack: scaledAttack + Math.floor(random() * 2),
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defense: enemyDef.baseDefense,
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level: 0,
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exp: 0,
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expToNextLevel: 0,
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statPoints: 0,
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skillPoints: 0,
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strength: 0,
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dexterity: 0,
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intelligence: 0,
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critChance: 0,
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critMultiplier: 100,
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accuracy: 80,
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lifesteal: 0,
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evasion: 0,
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blockChance: 0,
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luck: 0,
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passiveNodes: []
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}
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});
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occupiedPositions.add(k);
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enemyId++;
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break;
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}
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});
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enemyId++;
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}
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}
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}
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export const makeTestWorld = generateWorld;
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@@ -2,6 +2,7 @@ import type { World, Vec2 } from "../../core/types";
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import { key } from "../../core/utils";
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import { manhattan } from "../../core/math";
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import { inBounds, isWall, isBlocked, idx } from "./world-logic";
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import { type EntityManager } from "../EntityManager";
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/**
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* Simple 4-dir A* pathfinding.
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@@ -11,14 +12,14 @@ import { inBounds, isWall, isBlocked, idx } from "./world-logic";
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* - You cannot path THROUGH unseen tiles.
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* - You cannot path TO an unseen target tile.
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*/
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export function findPathAStar(w: World, seen: Uint8Array, start: Vec2, end: Vec2, options: { ignoreBlockedTarget?: boolean } = {}): Vec2[] {
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export function findPathAStar(w: World, seen: Uint8Array, start: Vec2, end: Vec2, options: { ignoreBlockedTarget?: boolean; ignoreSeen?: boolean; em?: EntityManager } = {}): Vec2[] {
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if (!inBounds(w, end.x, end.y)) return [];
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if (isWall(w, end.x, end.y)) return [];
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// If not ignoring target block, fail if blocked
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if (!options.ignoreBlockedTarget && isBlocked(w, end.x, end.y)) return [];
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if (!options.ignoreBlockedTarget && isBlocked(w, end.x, end.y, options.em)) return [];
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if (seen[idx(w, end.x, end.y)] !== 1) return [];
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if (!options.ignoreSeen && seen[idx(w, end.x, end.y)] !== 1) return [];
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const open: Vec2[] = [start];
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const cameFrom = new Map<string, string>();
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@@ -76,12 +77,12 @@ export function findPathAStar(w: World, seen: Uint8Array, start: Vec2, end: Vec2
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if (!inBounds(w, nx, ny)) continue;
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if (isWall(w, nx, ny)) continue;
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// Exploration rule: cannot path through unseen (except start)
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if (!(nx === start.x && ny === start.y) && seen[idx(w, nx, ny)] !== 1) continue;
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// Exploration rule: cannot path through unseen (except start, or if ignoreSeen is set)
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if (!options.ignoreSeen && !(nx === start.x && ny === start.y) && seen[idx(w, nx, ny)] !== 1) continue;
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// Avoid walking through other actors (except standing on start, OR if it is the target and we ignore block)
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const isTarget = nx === end.x && ny === end.y;
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if (!isTarget && !(nx === start.x && ny === start.y) && isBlocked(w, nx, ny)) continue;
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if (!isTarget && !(nx === start.x && ny === start.y) && isBlocked(w, nx, ny, options.em)) continue;
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const nK = key(nx, ny);
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const tentativeG = (gScore.get(currentK) ?? Infinity) + 1;
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@@ -1,6 +1,8 @@
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import type { World, EntityId } from "../../core/types";
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import { GAME_CONFIG } from "../../core/config/GameConfig";
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import { type EntityManager } from "../EntityManager";
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export function inBounds(w: World, x: number, y: number): boolean {
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return x >= 0 && y >= 0 && x < w.width && y < w.height;
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}
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@@ -14,10 +16,14 @@ export function isWall(w: World, x: number, y: number): boolean {
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return tile === GAME_CONFIG.terrain.wall || tile === GAME_CONFIG.terrain.wallDeco;
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}
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export function isBlocked(w: World, x: number, y: number): boolean {
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export function isBlocked(w: World, x: number, y: number, em?: EntityManager): boolean {
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if (!inBounds(w, x, y)) return true;
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if (isWall(w, x, y)) return true;
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if (em) {
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return em.isOccupied(x, y, "exp_orb");
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}
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for (const a of w.actors.values()) {
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if (a.pos.x === x && a.pos.y === y && a.type !== "exp_orb") return true;
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}
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@@ -25,6 +31,7 @@ export function isBlocked(w: World, x: number, y: number): boolean {
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}
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export function isPlayerOnExit(w: World, playerId: EntityId): boolean {
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const p = w.actors.get(playerId);
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if (!p) return false;
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