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author | elioat <elioat@tilde.institute> | 2024-10-26 21:19:55 -0400 |
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committer | elioat <elioat@tilde.institute> | 2024-10-26 21:19:55 -0400 |
commit | 03d517a12cba2fb66e78e15b27138051a8670956 (patch) | |
tree | f7011894815376c42acc7f996ba7e45408c0e3a6 /html/broughlike/index.html | |
parent | e0482a7dbfd2c88451b224ad609364af9e92dbf3 (diff) | |
download | tour-03d517a12cba2fb66e78e15b27138051a8670956.tar.gz |
*
Diffstat (limited to 'html/broughlike/index.html')
-rw-r--r-- | html/broughlike/index.html | 211 |
1 files changed, 209 insertions, 2 deletions
diff --git a/html/broughlike/index.html b/html/broughlike/index.html index 03e0015..2a768f5 100644 --- a/html/broughlike/index.html +++ b/html/broughlike/index.html @@ -153,7 +153,7 @@ } } - function generateWalls() { + function generateWallsNaive() { walls = []; let numWalls = Math.floor(Math.random() * (WALLS_MAX - WALLS_MIN + 1)) + WALLS_MIN; while (walls.length < numWalls) { @@ -173,8 +173,215 @@ } if (!isPassable()) { - generateWalls(); + generateWallsNaive(); + } + } + + function generateWallsDrunkardsWalk() { + walls = []; + const numWalls = Math.floor(Math.random() * (WALLS_MAX - WALLS_MIN + 1)) + WALLS_MIN; + let wallX = Math.floor(Math.random() * GRID_SIZE); + let wallY = Math.floor(Math.random() * GRID_SIZE); + + while (walls.length < numWalls) { + if ( + (wallX !== player.x || wallY !== player.y) && // Check that a wall is not placed on the starting position + (wallX !== exit.x || wallY !== exit.y) && // Check that a wall is not placed on the exit + !enemies.some(enemy => enemy.x === wallX && enemy.y === wallY) && // Check that a wall is not placed on any enemies + !items.some(item => item.x === wallX && item.y === wallY) && // Check that a wall is not placed on any items + !walls.some(wall => wall.x === wallX && wall.y === wallY) // Check that a wall is not placed on an existing wall + ) { + walls.push({ x: wallX, y: wallY }); + } + + // Randomly move to a neighboring cell + const direction = Math.floor(Math.random() * 4); + switch (direction) { + case 0: wallX = Math.max(0, wallX - 1); break; // Move left + case 1: wallX = Math.min(GRID_SIZE - 1, wallX + 1); break; // Move right + case 2: wallY = Math.max(0, wallY - 1); break; // Move up + case 3: wallY = Math.min(GRID_SIZE - 1, wallY + 1); break; // Move down + } + } + + if (!isPassable()) { + generateWallsDrunkardsWalk(); + } + } + + function generateWallsCellularAutomata() { + walls = []; + const map = Array(GRID_SIZE).fill().map(() => Array(GRID_SIZE).fill(0)); + + // Initialize a map with random walls + for (let x = 0; x < GRID_SIZE; x++) { + for (let y = 0; y < GRID_SIZE; y++) { + if (Math.random() < 0.4) { + map[x][y] = 1; + } + } + } + + for (let i = 0; i < 4; i++) { + // Create a new map to store the next state of the cellular automata + const newMap = Array(GRID_SIZE).fill().map(() => Array(GRID_SIZE).fill(0)); + + // Iterate over each cell in the grid + for (let x = 0; x < GRID_SIZE; x++) { + for (let y = 0; y < GRID_SIZE; y++) { + // Count the number of neighboring walls + const neighbors = countNeighbors(map, x, y); + + if (map[x][y] === 1) { + // If the cell is a wall, it stays a wall if it has 4 or more neighbors + newMap[x][y] = neighbors >= 4 ? 1 : 0; + } else { + // If the cell is empty, it turn into a wall if it has 5 or more neighbors + newMap[x][y] = neighbors >= 5 ? 1 : 0; + } + } + } + + // Update the original map with the new state + map.forEach((row, x) => row.forEach((cell, y) => map[x][y] = newMap[x][y])); + } + + // Convert map to walls array + for (let x = 0; x < GRID_SIZE; x++) { + for (let y = 0; y < GRID_SIZE; y++) { + if (map[x][y] === 1 && + (x !== player.x || y !== player.y) && + (x !== exit.x || y !== exit.y) && + !enemies.some(enemy => enemy.x === x && enemy.y === y) && + !items.some(item => item.x === x && item.y === y)) { + walls.push({ x, y }); + } + } + } + + if (!isPassable()) { + generateWallsCellularAutomata(); + } + } + + function countNeighbors(map, x, y) { + let count = 0; + for (let dx = -1; dx <= 1; dx++) { + for (let dy = -1; dy <= 1; dy++) { + if (dx === 0 && dy === 0) continue; + const nx = x + dx; + const ny = y + dy; + if (nx >= 0 && nx < GRID_SIZE && ny >= 0 && ny < GRID_SIZE) { + count += map[nx][ny]; + } else { + count++; // Consider out-of-bounds bits as walls + } + } } + return count; + } + + function generateWallsRSP() { + walls = []; + const MIN_ROOM_SIZE = 2; + + class Node { + constructor(x, y, width, height) { + this.x = x; + this.y = y; + this.width = width; + this.height = height; + this.left = null; + this.right = null; + this.room = null; + } + + split() { + if (this.left || this.right) return false; + + const splitHorizontally = Math.random() > 0.5; + const max = (splitHorizontally ? this.height : this.width) - MIN_ROOM_SIZE; + + if (max <= MIN_ROOM_SIZE) return false; + + const split = Math.floor(Math.random() * (max - MIN_ROOM_SIZE)) + MIN_ROOM_SIZE; + + if (splitHorizontally) { + this.left = new Node(this.x, this.y, this.width, split); + this.right = new Node(this.x, this.y + split, this.width, this.height - split); + } else { + this.left = new Node(this.x, this.y, split, this.height); + this.right = new Node(this.x + split, this.y, this.width - split, this.height); + } + + return true; + } + + createRooms() { + if (this.left || this.right) { + // If the node has children, recursively create rooms in the children + if (this.left) this.left.createRooms(); + if (this.right) this.right.createRooms(); + } else { + // If the node has no children, create a room within the node + const roomWidth = Math.floor(Math.random() * (this.width - 1)) + 1; // Random room width + const roomHeight = Math.floor(Math.random() * (this.height - 1)) + 1; // Random room height + const roomX = this.x + Math.floor(Math.random() * (this.width - roomWidth)); // Random x position inside of node + const roomY = this.y + Math.floor(Math.random() * (this.height - roomHeight)); // Random y position inside of node + this.room = { x: roomX, y: roomY, width: roomWidth, height: roomHeight }; // Assign the room to the node + } + } + } + + const root = new Node(0, 0, GRID_SIZE, GRID_SIZE); + const nodes = [root]; + + while (nodes.length) { + const node = nodes.pop(); + if (node.split()) { + nodes.push(node.left, node.right); + } + } + + root.createRooms(); + + function traverse(node) { + if (node.room) { + for (let x = node.room.x; x < node.room.x + node.room.width; x++) { + for (let y = node.room.y; y < node.room.y + node.room.height; y++) { + if ( + (x !== player.x || y !== player.y) && + (x !== exit.x || y !== exit.y) && + !enemies.some(enemy => enemy.x === x && enemy.y === y) && + !items.some(item => item.x === x && item.y === y) + ) { + walls.push({ x, y }); + } + } + } + } + if (node.left) traverse(node.left); + if (node.right) traverse(node.right); + } + + traverse(root); + + if (!isPassable()) { + generateWallsRSP(); + } + } + + function generateWalls() { + const wallGenerators = [ + { name: 'RSP Tree', func: generateWallsRSP }, + { name: 'Naive', func: generateWallsNaive }, + { name: 'Cellular Automata', func: generateWallsCellularAutomata }, + { name: 'Drunkard\'s Walk', func: generateWallsDrunkardsWalk } + ]; + const randomIndex = Math.floor(Math.random() * wallGenerators.length); + const selectedGenerator = wallGenerators[randomIndex]; + console.log(`Wall generator: ${selectedGenerator.name}`); + selectedGenerator.func(); } function generateItems() { |