versión inicial del juego
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implementación/implementation_plan.md
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implementación/implementation_plan.md
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# Implementation Plan - Phase 1: Dungeon Generation
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## Goal Description
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Build a robust, data-driven procedural dungeon generator that supports campaign-specific requirements (custom exits vs. objective rooms). This logic will be decoupled from the 3D visualization to ensure testability.
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## Architecture
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The engine will consist of three main components:
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1. **Tile Registry**: Definitions of all available board sections (Rooms, Corridors, T-Junctions, Corners).
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2. **Dungeon Deck**: A deck manager that handles the probability of drawing specific room types.
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3. **Generator Core**: The state machine that places tiles on a virtual grid.
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## User Review Required
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> [!IMPORTANT]
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> **Campaign Logic Deviation**: The rulebook specifies random dungeons. We are implementing a constrained "Mission" system where:
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> * Current functionality must support "Forced Exits" after X tiles for early campaign missions.
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> * Final missions revert to standard "Objective Room" search.
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## Proposed Changes
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### [NEW] `src/engine/dungeon/`
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We will structure the engine purely in JS logic first.
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#### [NEW] `TileDefinitions.js`
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- **Data Structure**:
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```javascript
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{
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id: 'corridor_straight',
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type: 'corridor', // 'room', 'objective'
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width: 2,
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length: 5,
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exits: [ {x:0, y:0, dir:'N'}, ... ] // Local coords
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}
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```
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#### [NEW] `DungeonDeck.js`
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- Handles the stack of cards.
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- Methods: `draw()`, `shuffle()`, `insert(card, position)`.
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- **Campaign Injection**: Ability to inject specific "Events" or "Rooms" at certain deck depths (e.g., "After 10 cards, shuffle the Exit card into the top 3").
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#### [NEW] `Generator.js`
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- **Grid System**: A virtual 2D array or Map `Map<"x,y", TileID>` to track occupancy.
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- **Algorithm**:
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1. Place Entry Room at (0,0).
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2. Add Entry Exits to `OpenExitsList`.
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3. **Step**:
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- Pick an Exit from `OpenExitsList`.
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- Draw Card from `DungeonDeck`.
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- Attempt to place Tile at Exit.
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- **IF Collision**: Discard and try alternative (or end path).
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- **IF Success**: Register Tile, Remove used Exit, Add new Exits.
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### Campaign Integration
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- **Mission Config Payload**:
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```javascript
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{
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missionId: "campaign_1_mission_1",
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deckComposition: [ ... ],
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specialRules: {
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forceExitAfter: 10, // Logic: Treat specific room as 'Objective' for generation purposes
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exitType: "ladder_room"
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}
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}
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```
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## Verification Plan
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### Automated Tests
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- **Unit Tests**: Verify `Generator` can place tiles without overlapping.
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- **Logic Tests**: Verify "Exit functionality" triggers correctly after N tiles.
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