feat: implement some helper functions in RandomMapGenerator
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@ -22,6 +22,7 @@ export default class MapTemplate {
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corners?: [Corner, Corner, Corner, Corner];
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corners?: [Corner, Corner, Corner, Corner];
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// Tile to fill all empty spaces between rooms
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// Tile to fill all empty spaces between rooms
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background: number;
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background: number;
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minroom: number;
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}
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}
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export class Entrance {
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export class Entrance {
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@ -19,6 +19,8 @@ export default class RandomMapGenerator {
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private roomWithDownEntranceWeight: number;
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private roomWithDownEntranceWeight: number;
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private rooms: Array<Room>
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private rooms: Array<Room>
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private gen: any;
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private gen: any;
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private hasExit: boolean;
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private minRoom: number;
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constructor(JSONFilePath: string, seed: any) {
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constructor(JSONFilePath: string, seed: any) {
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let xhr = new XMLHttpRequest();
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let xhr = new XMLHttpRequest();
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@ -38,6 +40,8 @@ export default class RandomMapGenerator {
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this.rooms = new Array();
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this.rooms = new Array();
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let gen = require('random-seed');
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let gen = require('random-seed');
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this.gen = new gen(seed);
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this.gen = new gen(seed);
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this.hasExit = false;
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this.minRoom = this.template.minroom;
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this.template.rooms.forEach((room) => {
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this.template.rooms.forEach((room) => {
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@ -81,15 +85,32 @@ export default class RandomMapGenerator {
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}
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}
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getMap(): TiledTilemapData {
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getMap(): TiledTilemapData {
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this.maxX = this.template.entrance.width - 1;
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this.maxY = this.template.entrance.height - 1;
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let room = this.copyRoom(this.template.entrance, 0, 0);
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let room = this.copyRoom(this.template.entrance, 0, 0);
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this.rooms.push(room);
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if (!this.hasExit)
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throw new Error("Fail to generate a room with exit!");
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console.log(room);
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return this.map;
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return this.map;
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}
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}
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private putNextRoom(): boolean {
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return true;
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}
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private isValidRoom(topLeft: Vec2, bottomRight: Vec2): boolean {
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this.rooms.forEach((room) => {
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if (room.topLeft.x < bottomRight.x &&
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room.bottomRight.x > topLeft.x &&
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room.topLeft.y < bottomRight.y &&
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room.bottomRight.y > topLeft.y)
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return true;
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})
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return false;
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}
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private getEntranceFacing(entrance: Entrance, width: number): Facing {
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private getEntranceFacing(entrance: Entrance, width: number): Facing {
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if (entrance.x === 0)
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if (entrance.x === 0)
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return Facing.LEFT;
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return Facing.LEFT;
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@ -100,12 +121,60 @@ export default class RandomMapGenerator {
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return Facing.DOWN;
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return Facing.DOWN;
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}
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}
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private getRandomRoom(value: number, facing: Facing): RoomTemplate {
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let array = this.getRoomArray(facing), weight = this.getRoomWeight(facing);
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if (value >= weight)
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throw new Error("Random number " + value + " is larger than total weight " + weight);
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array.forEach((room) => {
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if (value < room.weight)
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return room;
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value -= room.weight;
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})
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throw new Error("Cannot find Room! \nRooms: " + JSON.stringify(array) + "\nValue: " + value);
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}
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private getRoomArray(facing: Facing): Array<RoomTemplate> {
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switch (facing) {
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case Facing.LEFT:
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return this.roomWithLeftEntrance;
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case Facing.RIGHT:
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return this.roomWithRightEntrance;
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case Facing.UP:
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return this.roomWithUpEntrance;
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case Facing.DOWN:
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return this.roomWithDownEntrance;
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}
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}
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private getRoomWeight(facing: Facing): number {
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switch (facing) {
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case Facing.LEFT:
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return this.roomWithLeftEntranceWeight;
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case Facing.RIGHT:
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return this.roomWithRightEntranceWeight;
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case Facing.UP:
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return this.roomWithUpEntranceWeight;
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case Facing.DOWN:
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return this.roomWithDownEntranceWeight;
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}
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}
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private copyRoom(old: RoomTemplate, posX: number, posY: number): Room {
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private copyRoom(old: RoomTemplate, posX: number, posY: number): Room {
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let room = new Room();
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let room = new Room();
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room.topLeft = new Vec2(posX, posY);
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room.topLeft = new Vec2(posX, posY);
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room.bottomRight = new Vec2(posX + old.width - 1, posY + old.height - 1);
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room.bottomRight = new Vec2(posX + old.width - 1, posY + old.height - 1);
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room.topLayer = [...old.topLayer];
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room.topLayer = [...old.topLayer];
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room.bottomLayer = [...old.bottomLayer];
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room.bottomLayer = [...old.bottomLayer];
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if (posX < this.minX)
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this.minX = posX;
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if (posY < this.minY)
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this.minY = posY;
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if (posX + old.width - 1 > this.maxX)
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this.maxX = posX + old.width - 1;
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if (posY + old.height - 1 > this.maxY)
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this.maxY = posY + old.height - 1;
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return room;
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return room;
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}
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}
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}
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}
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