ShatteredSword/src/shattered_sword/Tools/RandomMapGenerator.ts

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import { TiledTilemapData } from "../../Wolfie2D/DataTypes/Tilesets/TiledData";
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;
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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();
let gen = require('random-seed');
this.gen = new gen(seed);
this.template.rooms.forEach((room) => {
let left = false, right = false, up = false, down = false;
room.entrances.forEach((entrance) => {
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 {
this.maxX = this.template.entrance.width - 1;
this.maxY = this.template.entrance.height - 1;
let room = this.copyRoom(this.template.entrance, 0, 0);
console.log(room);
return this.map;
}
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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}
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];
return room;
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}
}
class Room {
topLeft: Vec2;
bottomRight: Vec2;
topLayer: Array<number>;
bottomLayer: Array<number>;
}
enum Facing {
LEFT = "left",
RIGHT = "right",
UP = "up",
DOWN = "down"
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}