versión inicial del juego

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