ShatteredSword/src/shattered_sword/Tools/RandomMapGenerator.ts

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import { TiledLayerData, TiledTilemapData } from "../../Wolfie2D/DataTypes/Tilesets/TiledData";
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import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
import MapTemplate, { Entrance, RoomTemplate } from "./DataTypes/MapTemplate";
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export default class RandomMapGenerator {
private template: MapTemplate;
private minX: number;
private maxX: number;
private minY: number;
private maxY: number;
private map: TiledTilemapData;
private roomWithLeftEntrance: Array<RoomTemplate>;
private roomWithLeftEntranceWeight: number;
private roomWithRightEntrance: Array<RoomTemplate>;
private roomWithRightEntranceWeight: number;
private roomWithUpEntrance: Array<RoomTemplate>;
private roomWithUpEntranceWeight: number;
private roomWithDownEntrance: Array<RoomTemplate>;
private roomWithDownEntranceWeight: number;
private rooms: Array<Room>
private gen: any;
private hasExit: boolean;
private minRoom: number;
private roomPlaced: number;
private exitFacing: Facing;
private enemies: Array<Enemy>;
private player: Vec2;
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constructor(JSONFilePath: string, seed: any) {
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let xhr = new XMLHttpRequest();
xhr.overrideMimeType("application/json");
xhr.open('GET', JSONFilePath, false);
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xhr.send(null);
this.template = JSON.parse(xhr.responseText);
this.roomWithLeftEntrance = new Array();
this.roomWithRightEntrance = new Array();
this.roomWithUpEntrance = new Array();
this.roomWithDownEntrance = new Array();
this.minX = this.minY = this.maxX = this.maxY =
this.roomWithLeftEntranceWeight = this.roomWithRightEntranceWeight =
this.roomWithUpEntranceWeight = this.roomWithDownEntranceWeight = 0;
this.map = new TiledTilemapData();
this.rooms = new Array();
this.enemies = new Array();
this.player = new Vec2();
let gen = require('random-seed');
this.gen = new gen(seed);
this.hasExit = false;
this.minRoom = this.template.minroom;
this.roomPlaced = 0;
this.exitFacing = this.getEntranceFacing(this.template.exit.entrances[0], this.template.exit.width);
for (let room of this.template.rooms) {
let left = false, right = false, up = false, down = false;
for (let entrance of room.entrances) {
let facing = this.getEntranceFacing(entrance, room.width);
switch (facing) {
case Facing.LEFT:
left = true;
break;
case Facing.RIGHT:
right = true;
break;
case Facing.UP:
up = true;
break;
case Facing.DOWN:
down = true;
break;
default:
break;
}
}
if (left) {
this.roomWithLeftEntrance.push(room);
this.roomWithLeftEntranceWeight += room.weight;
}
if (right) {
this.roomWithRightEntrance.push(room);
this.roomWithRightEntranceWeight += room.weight;
}
if (up) {
this.roomWithUpEntrance.push(room);
this.roomWithUpEntranceWeight += room.weight;
}
if (down) {
this.roomWithDownEntrance.push(room);
this.roomWithDownEntranceWeight += room.weight;
}
}
}
getMap(): TiledTilemapData {
let room = this.copyRoom(this.template.entrance, 0, 0);
this.rooms.push(room);
let facing = this.getEntranceFacing(this.template.entrance.entrances[0], this.template.entrance.width);
let position = new Vec2(this.template.entrance.entrances[0].x, this.template.entrance.entrances[0].y);
this.putNextRoom(position, this.getOppositeFacing(facing));
if (!this.hasExit)
throw new Error("Fail to generate a map with exit!");
this.fillData();
console.log("Generated map:", this.map);
return this.map;
}
getPlayer(): Vec2 {
return this.player;
}
getEnemies(): Array<Enemy> {
return this.enemies;
}
private putNextRoom(position: Vec2, facing: Facing): boolean {
switch (facing) {
case Facing.LEFT:
position.x += 1;
break;
case Facing.RIGHT:
position.x -= 1;
break;
case Facing.UP:
position.y += 1;
break;
case Facing.DOWN:
position.y -= 1;
break;
default:
break;
}
if (this.roomPlaced >= this.minRoom && facing == this.exitFacing) {
this.putExitRoom(position);
return true;
}
let nextRoom = this.getRandomRoom(facing);
let nextPosition: Vec2 = undefined;
let thisEntrance: Entrance = undefined;
for (let entrance of nextRoom.entrances) {
if (this.getEntranceFacing(entrance, nextRoom.weight) == facing) {
let tmpPosition = new Vec2(position.x - entrance.x, position.y - entrance.y);
if (this.isValidRoom(tmpPosition, new Vec2(tmpPosition.x + nextRoom.width - 1, tmpPosition.y + nextRoom.height - 1))) {
thisEntrance = entrance;
nextPosition = tmpPosition;
}
}
}
if (!thisEntrance) {
return false;
}
let room = this.copyRoom(nextRoom, nextPosition.x, nextPosition.y);
this.rooms.push(room);
this.roomPlaced += 1;
if (this.hasExit && this.gen.range() <= 0.1) {
return false;
}
for (let entrance of nextRoom.entrances) {
if (entrance != thisEntrance) {
let facing = this.getEntranceFacing(entrance, nextRoom.width);
let position = new Vec2(nextPosition.x + entrance.x, nextPosition.y + entrance.y);
if (this.putNextRoom(position, this.getOppositeFacing(facing))) {
this.removeEntrance(room, entrance, facing);
}
}
}
return true;
}
private putExitRoom(position: Vec2): void {
position = new Vec2(position.x - this.template.exit.entrances[0].x, position.y - this.template.exit.entrances[0].y);
if (!this.isValidRoom(position, new Vec2(position.x + this.template.exit.width - 1, position.y + this.template.exit.height - 1))) {
throw new Error("Cannot put exit room!!! Position is invalid!!! Please check order of entrances in map template.");
}
let room = this.copyRoom(this.template.exit, position.x, position.y);
this.rooms.push(room);
this.hasExit = true;
}
private removeEntrance(room: Room, entrance: Entrance, facing: Facing): void {
let width = room.bottomRight.x - room.topLeft.x + 1;
if (facing == Facing.LEFT || facing == Facing.RIGHT) {
for (let index = 0; index < entrance.width; index++)
room.topLayer[(entrance.y + index) * width + entrance.x] = 0;
if (entrance.y > 0)
room.topLayer[(entrance.y - 1) * width + entrance.x] = entrance.alt_tile[0];
if (entrance.y + entrance.width <= (room.bottomRight.y - room.topLeft.y))
room.topLayer[(entrance.y + entrance.width) * width + entrance.x] = entrance.alt_tile[1];
}
else {
for (let index = 0; index < entrance.width; index++)
room.topLayer[(entrance.y) * width + entrance.x + index] = 0;
if (entrance.x > 0)
room.topLayer[(entrance.y) * width + entrance.x - 1] = entrance.alt_tile[0];
if (entrance.x + entrance.width <= (room.bottomRight.x - room.topLeft.x))
room.topLayer[(entrance.y) * width + entrance.x + entrance.width] = entrance.alt_tile[1];
}
}
private fillData() {
let width = this.maxX - this.minX + 1;
let height = this.maxY - this.minY + 1;
this.map.layers = new Array(2);
this.map.layers[0] = new TiledLayerData;
this.map.layers[1] = new TiledLayerData;
this.map.width = this.map.layers[0].width = this.map.layers[1].width = width;
this.map.height = this.map.layers[0].height = this.map.layers[1].height = height;
this.map.tileheight = this.template.tileheight;
this.map.tilewidth = this.template.tilewidth;
this.map.orientation = "orthogonal";
this.map.layers[0].x = this.map.layers[0].y = this.map.layers[1].x = this.map.layers[1].y = 0;
this.map.layers[0].opacity = this.map.layers[1].opacity = 1;
this.map.layers[0].visible = this.map.layers[1].visible = true;
this.map.layers[0].type = this.map.layers[1].type = "tilelayer";
this.map.layers[0].name = "Floor";
this.map.layers[1].name = "Wall";
this.map.layers[0].properties = [{
name: "Collidable",
type: "bool",
value: false
}]
this.map.layers[1].properties = [{
name: "Collidable",
type: "bool",
value: true
}]
this.map.tilesets = [{
columns: this.template.columns,
tilewidth: this.template.tilewidth,
tileheight: this.template.tileheight,
tilecount: this.template.tilecount,
firstgid: this.template.firstgid,
imageheight: this.template.imageheight,
imagewidth: this.template.imagewidth,
margin: this.template.margin,
spacing: this.template.spacing,
name: this.template.name,
image: this.template.image
}]
this.map.layers[0].data = new Array(width * height).fill(this.template.background);
this.map.layers[1].data = new Array(width * height);
for (let room of this.rooms) {
let roomWidth = room.bottomRight.x - room.topLeft.x + 1;
let roomHeight = room.bottomRight.y - room.topLeft.y + 1;
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room.topLeft.x -= this.minX;
room.topLeft.y -= this.minY;
room.bottomRight.x -= this.minX;
room.bottomRight.y -= this.minY;
for (let i = 0; i < roomHeight; i++)
for (let j = 0; j < roomWidth; j++) {
this.map.layers[0].data[(room.topLeft.y + i) * width + room.topLeft.x + j] = room.bottomLayer[i * roomWidth + j];
this.map.layers[1].data[(room.topLeft.y + i) * width + room.topLeft.x + j] = room.topLayer[i * roomWidth + j];
}
if (room.enemies)
for (let enemy of this.enemies) {
enemy.position.x -= this.minX;
enemy.position.y -= this.minY;
this.enemies.push(enemy);
}
}
this.player.x -= this.minX;
this.player.y -= this.minY;
}
private isValidRoom(topLeft: Vec2, bottomRight: Vec2): boolean {
for (let room of this.rooms) {
if (room.topLeft.x <= bottomRight.x &&
room.bottomRight.x >= topLeft.x &&
room.topLeft.y <= bottomRight.y &&
room.bottomRight.y >= topLeft.y) {
console.warn("Found an invalid room! TopLeft:", topLeft.toString(), "BottomRight:", bottomRight.toString());
return false;
}
}
return true;
}
private getEntranceFacing(entrance: Entrance, width: number): Facing {
if (entrance.x === 0)
return Facing.LEFT;
else if (entrance.x === width - 1)
return Facing.RIGHT
else if (entrance.y === 0)
return Facing.UP;
return Facing.DOWN;
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}
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private getOppositeFacing(facing: Facing): Facing {
switch (facing) {
case Facing.LEFT:
return Facing.RIGHT;
case Facing.RIGHT:
return Facing.LEFT;
case Facing.UP:
return Facing.DOWN;
case Facing.DOWN:
return Facing.UP;
}
}
private getRandomRoom(facing: Facing): RoomTemplate {
let array = this.getRoomArray(facing), weight = this.getRoomWeight(facing);
let value = this.gen(weight);
if (value >= weight)
throw new Error("Random number " + value + " is larger than total weight " + weight);
for (let room of array) {
if (value < room.weight)
return room;
value -= room.weight;
}
throw new Error("Cannot find Room! \nValue: " + value + "\nRooms: " + JSON.stringify(array));
}
private getRoomArray(facing: Facing): Array<RoomTemplate> {
switch (facing) {
case Facing.LEFT:
return this.roomWithLeftEntrance;
case Facing.RIGHT:
return this.roomWithRightEntrance;
case Facing.UP:
return this.roomWithUpEntrance;
case Facing.DOWN:
return this.roomWithDownEntrance;
}
}
private getRoomWeight(facing: Facing): number {
switch (facing) {
case Facing.LEFT:
return this.roomWithLeftEntranceWeight;
case Facing.RIGHT:
return this.roomWithRightEntranceWeight;
case Facing.UP:
return this.roomWithUpEntranceWeight;
case Facing.DOWN:
return this.roomWithDownEntranceWeight;
}
}
private copyRoom(old: RoomTemplate, posX: number, posY: number): Room {
let room = new Room();
room.topLeft = new Vec2(posX, posY);
room.bottomRight = new Vec2(posX + old.width - 1, posY + old.height - 1);
room.topLayer = [...old.topLayer];
room.bottomLayer = [...old.bottomLayer];
room.enemies = new Array();
if (old.sprites) {
for (let sprite of old.sprites) {
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if (sprite.type === 'player') {
this.player.x = sprite.x;
this.player.y = sprite.y;
}
else {
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if (this.gen.random() <= sprite.possibility) {
let tmp = new Enemy();
tmp.type = sprite.type;
tmp.position = new Vec2(posX + sprite.x, posY + sprite.y);
room.enemies.push(tmp);
}
}
}
}
if (posX < this.minX)
this.minX = posX;
if (posY < this.minY)
this.minY = posY;
if (posX + old.width - 1 > this.maxX)
this.maxX = posX + old.width - 1;
if (posY + old.height - 1 > this.maxY)
this.maxY = posY + old.height - 1;
return room;
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}
}
class Room {
topLeft: Vec2;
bottomRight: Vec2;
topLayer: Array<number>;
bottomLayer: Array<number>;
enemies: Array<Enemy>
}
export class Enemy {
type: String;
position: Vec2;
}
enum Facing {
LEFT = "left",
RIGHT = "right",
UP = "up",
DOWN = "down"
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}