Files
2D6-Dungeon/src/rules/dungeon.ts

220 lines
6.1 KiB
TypeScript

import type { ContentPack } from "@/types/content";
import type { DungeonLevelState, RoomExitState, RoomState } from "@/types/state";
import { createLevelShell, generateLevel1StartRoom, generateRoomFromTable } from "./rooms";
import type { DiceRoller } from "./dice";
type CardinalDirection = "north" | "east" | "south" | "west";
export type InitializeLevelOptions = {
content: ContentPack;
level?: number;
startRoomId?: string;
};
export type ExpandFromExitOptions = {
content: ContentPack;
levelState: DungeonLevelState;
fromRoomId: string;
exitDirection: CardinalDirection;
roomTableCode: string;
roomId?: string;
roller?: DiceRoller;
};
export type ExpansionResult = {
levelState: DungeonLevelState;
createdRoom: RoomState;
fromRoom: RoomState;
};
const DIRECTION_VECTORS: Record<CardinalDirection, { x: number; y: number }> = {
north: { x: 0, y: -1 },
east: { x: 1, y: 0 },
south: { x: 0, y: 1 },
west: { x: -1, y: 0 },
};
const OPPOSITE_DIRECTION: Record<CardinalDirection, CardinalDirection> = {
north: "south",
east: "west",
south: "north",
west: "east",
};
function cloneRoom(room: RoomState): RoomState {
return {
...room,
position: { ...room.position },
dimensions: { ...room.dimensions },
exits: room.exits.map((exit) => ({ ...exit })),
discovery: { ...room.discovery },
encounter: room.encounter
? {
...room.encounter,
creatureIds: [...room.encounter.creatureIds],
creatureNames: room.encounter.creatureNames
? [...room.encounter.creatureNames]
: undefined,
}
: undefined,
objects: room.objects.map((object) => ({
...object,
effects: object.effects ? [...object.effects] : undefined,
})),
notes: [...room.notes],
flags: [...room.flags],
};
}
function cloneLevel(levelState: DungeonLevelState): DungeonLevelState {
return {
...levelState,
rooms: Object.fromEntries(
Object.entries(levelState.rooms).map(([roomId, room]) => [roomId, cloneRoom(room)]),
),
discoveredRoomOrder: [...levelState.discoveredRoomOrder],
};
}
function findExit(room: RoomState, direction: CardinalDirection): RoomExitState {
const exit = room.exits.find((candidate) => candidate.direction === direction);
if (!exit) {
throw new Error(`Room ${room.id} does not have an exit facing ${direction}.`);
}
return exit;
}
function computeNextPosition(room: RoomState, direction: CardinalDirection) {
const offset = DIRECTION_VECTORS[direction];
return {
x: room.position.x + offset.x,
y: room.position.y + offset.y,
};
}
function connectRooms(
fromRoom: RoomState,
toRoom: RoomState,
direction: CardinalDirection,
) {
const fromExit = findExit(fromRoom, direction);
fromExit.leadsToRoomId = toRoom.id;
fromExit.discovered = true;
const oppositeDirection = OPPOSITE_DIRECTION[direction];
const returnExit =
toRoom.exits.find((candidate) => candidate.direction === oppositeDirection) ?? toRoom.exits[0];
if (!returnExit) {
throw new Error(`Generated room ${toRoom.id} does not have an available return exit.`);
}
returnExit.direction = oppositeDirection;
returnExit.leadsToRoomId = fromRoom.id;
returnExit.discovered = true;
}
function getNextRoomId(levelState: DungeonLevelState, roomClass: string) {
const sequence = levelState.discoveredRoomOrder.length + 1;
return `room.level${levelState.level}.${roomClass}.${String(sequence).padStart(3, "0")}`;
}
function assertCoordinateAvailable(levelState: DungeonLevelState, position: { x: number; y: number }) {
const occupiedRoom = Object.values(levelState.rooms).find(
(room) => room.position.x === position.x && room.position.y === position.y,
);
if (occupiedRoom) {
throw new Error(
`Cannot place a new room at (${position.x}, ${position.y}); ${occupiedRoom.id} already occupies that position.`,
);
}
}
export function initializeDungeonLevel(
options: InitializeLevelOptions,
): DungeonLevelState {
const level = options.level ?? 1;
if (level !== 1) {
throw new Error("Only Level 1 initialization is currently implemented.");
}
const levelState = createLevelShell(level);
const startResult = generateLevel1StartRoom(
options.content,
options.startRoomId ?? `room.level${level}.start`,
);
levelState.rooms[startResult.room.id] = startResult.room;
levelState.discoveredRoomOrder.push(startResult.room.id);
return levelState;
}
export function getUnresolvedExits(levelState: DungeonLevelState) {
return levelState.discoveredRoomOrder.flatMap((roomId) => {
const room = levelState.rooms[roomId];
return room.exits
.filter((exit) => !exit.leadsToRoomId && exit.traversable)
.map((exit) => ({
roomId,
exitId: exit.id,
direction: exit.direction,
exitType: exit.exitType,
}));
});
}
export function expandLevelFromExit(
options: ExpandFromExitOptions,
): ExpansionResult {
const levelState = cloneLevel(options.levelState);
const fromRoom = levelState.rooms[options.fromRoomId];
if (!fromRoom) {
throw new Error(`Unknown source room id: ${options.fromRoomId}`);
}
const sourceExit = findExit(fromRoom, options.exitDirection);
if (sourceExit.leadsToRoomId) {
throw new Error(`Exit ${sourceExit.id} is already connected to ${sourceExit.leadsToRoomId}.`);
}
if (!sourceExit.traversable) {
throw new Error(`Exit ${sourceExit.id} is not traversable.`);
}
const position = computeNextPosition(fromRoom, options.exitDirection);
assertCoordinateAvailable(levelState, position);
const provisionalRoomId =
options.roomId ?? getNextRoomId(levelState, options.roomTableCode === "L1SR" ? "small" : "room");
const result = generateRoomFromTable({
content: options.content,
roomId: provisionalRoomId,
level: levelState.level,
roomTableCode: options.roomTableCode,
position,
roller: options.roller,
});
connectRooms(fromRoom, result.room, options.exitDirection);
levelState.rooms[fromRoom.id] = fromRoom;
levelState.rooms[result.room.id] = result.room;
levelState.discoveredRoomOrder.push(result.room.id);
return {
levelState,
createdRoom: result.room,
fromRoom,
};
}