162 lines
6.2 KiB
TypeScript
162 lines
6.2 KiB
TypeScript
import { type World, type EntityId, type RunState, type Tile, type Actor, type Vec2 } from "./types";
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import { idx } from "./world";
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import { GAME_CONFIG } from "./config/GameConfig";
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interface Room {
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x: number;
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y: number;
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width: number;
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height: number;
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}
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function seededRandom(seed: number): () => number {
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let state = seed;
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return () => {
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state = (state * 1103515245 + 12345) & 0x7fffffff;
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return state / 0x7fffffff;
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};
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}
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/**
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* Generates a procedural dungeon world with rooms and corridors
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* @param level The level number (affects difficulty and randomness seed)
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* @param runState Player's persistent state across levels
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* @returns Generated world and player ID
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*/
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export function generateWorld(level: number, runState: RunState): { world: World; playerId: EntityId } {
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const width = GAME_CONFIG.map.width;
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const height = GAME_CONFIG.map.height;
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const tiles: Tile[] = new Array(width * height).fill(1); // Start with all walls
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const fakeWorldForIdx: World = { width, height, tiles, actors: new Map(), exit: { x: 0, y: 0 } };
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const random = seededRandom(level * 12345);
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// Generate rooms
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const rooms: Room[] = [];
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const numRooms = GAME_CONFIG.map.minRooms + Math.floor(random() * (GAME_CONFIG.map.maxRooms - GAME_CONFIG.map.minRooms + 1));
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for (let i = 0; i < numRooms; i++) {
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const roomWidth = GAME_CONFIG.map.roomMinWidth + Math.floor(random() * (GAME_CONFIG.map.roomMaxWidth - GAME_CONFIG.map.roomMinWidth + 1));
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const roomHeight = GAME_CONFIG.map.roomMinHeight + Math.floor(random() * (GAME_CONFIG.map.roomMaxHeight - GAME_CONFIG.map.roomMinHeight + 1));
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const roomX = 1 + Math.floor(random() * (width - roomWidth - 2));
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const roomY = 1 + Math.floor(random() * (height - roomHeight - 2));
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const newRoom: Room = { x: roomX, y: roomY, width: roomWidth, height: roomHeight };
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// Check if room overlaps with existing rooms
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let overlaps = false;
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for (const room of rooms) {
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if (
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newRoom.x < room.x + room.width + 1 &&
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newRoom.x + newRoom.width + 1 > room.x &&
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newRoom.y < room.y + room.height + 1 &&
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newRoom.y + newRoom.height + 1 > room.y
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) {
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overlaps = true;
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break;
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}
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}
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if (!overlaps) {
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// Carve out the room
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for (let x = newRoom.x; x < newRoom.x + newRoom.width; x++) {
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for (let y = newRoom.y; y < newRoom.y + newRoom.height; y++) {
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tiles[idx(fakeWorldForIdx, x, y)] = 0;
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}
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}
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// Connect to previous room with a corridor
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if (rooms.length > 0) {
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const prevRoom = rooms[rooms.length - 1];
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const prevCenterX = Math.floor(prevRoom.x + prevRoom.width / 2);
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const prevCenterY = Math.floor(prevRoom.y + prevRoom.height / 2);
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const newCenterX = Math.floor(newRoom.x + newRoom.width / 2);
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const newCenterY = Math.floor(newRoom.y + newRoom.height / 2);
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// Create L-shaped corridor
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if (random() < 0.5) {
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// Horizontal then vertical
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for (let x = Math.min(prevCenterX, newCenterX); x <= Math.max(prevCenterX, newCenterX); x++) {
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tiles[idx(fakeWorldForIdx, x, prevCenterY)] = 0;
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}
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for (let y = Math.min(prevCenterY, newCenterY); y <= Math.max(prevCenterY, newCenterY); y++) {
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tiles[idx(fakeWorldForIdx, newCenterX, y)] = 0;
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}
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} else {
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// Vertical then horizontal
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for (let y = Math.min(prevCenterY, newCenterY); y <= Math.max(prevCenterY, newCenterY); y++) {
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tiles[idx(fakeWorldForIdx, prevCenterX, y)] = 0;
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}
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for (let x = Math.min(prevCenterX, newCenterX); x <= Math.max(prevCenterX, newCenterX); x++) {
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tiles[idx(fakeWorldForIdx, x, newCenterY)] = 0;
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}
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}
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}
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rooms.push(newRoom);
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}
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}
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// Place player in first room
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const firstRoom = rooms[0];
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const playerX = firstRoom.x + Math.floor(firstRoom.width / 2);
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const playerY = firstRoom.y + Math.floor(firstRoom.height / 2);
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// Place exit in last room
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const lastRoom = rooms[rooms.length - 1];
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const exitX = lastRoom.x + Math.floor(lastRoom.width / 2);
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const exitY = lastRoom.y + Math.floor(lastRoom.height / 2);
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const exit: Vec2 = { x: exitX, y: exitY };
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const actors = new Map<EntityId, Actor>();
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const playerId = 1;
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actors.set(playerId, {
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id: playerId,
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isPlayer: true,
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pos: { x: playerX, y: playerY },
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speed: GAME_CONFIG.player.speed,
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energy: 0,
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stats: { ...runState.stats },
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inventory: { gold: runState.inventory.gold, items: [...runState.inventory.items] }
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});
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// Place enemies in random rooms (skip first room with player)
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let enemyId = 2;
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const numEnemies = GAME_CONFIG.enemy.baseCount + level * GAME_CONFIG.enemy.baseCountPerLevel + Math.floor(random() * GAME_CONFIG.enemy.randomBonus);
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for (let i = 0; i < numEnemies && i < rooms.length - 1; i++) {
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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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// Vary enemy stats by level
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const baseHp = GAME_CONFIG.enemy.baseHp + level * GAME_CONFIG.enemy.baseHpPerLevel;
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const baseAttack = GAME_CONFIG.enemy.baseAttack + Math.floor(level / 2) * GAME_CONFIG.enemy.attackPerTwoLevels;
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actors.set(enemyId, {
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id: enemyId,
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isPlayer: false,
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pos: { x: enemyX, y: enemyY },
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speed: GAME_CONFIG.enemy.minSpeed + Math.floor(random() * (GAME_CONFIG.enemy.maxSpeed - GAME_CONFIG.enemy.minSpeed)),
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energy: 0,
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stats: {
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maxHp: baseHp + Math.floor(random() * 4),
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hp: baseHp + Math.floor(random() * 4),
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attack: baseAttack + Math.floor(random() * 2),
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defense: Math.floor(random() * (GAME_CONFIG.enemy.maxDefense + 1))
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}
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});
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enemyId++;
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}
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return { world: { width, height, tiles, actors, exit }, playerId };
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}
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// Backward compatibility - will be removed in Phase 2
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/** @deprecated Use generateWorld instead */
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export const makeTestWorld = generateWorld;
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