versión inicial del juego

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import { DIRECTIONS } from './Constants.js';
import { GridSystem } from './GridSystem.js';
import { DungeonDeck } from './DungeonDeck.js';
import { TILES } from './TileDefinitions.js';
export class DungeonGenerator {
constructor() {
this.grid = new GridSystem();
this.deck = new DungeonDeck();
this.pendingExits = []; // Array of global {x, y, direction}
this.placedTiles = [];
this.isComplete = false;
}
startDungeon(missionConfig) {
// 1. Prepare Deck (Rulebook: 13 cards, 6+1+6)
// We need an objective tile ID from the config
const objectiveId = missionConfig.type === 'quest' ? 'room_objective' : 'room_dungeon'; // Fallback for now
this.deck.generateMissionDeck(objectiveId);
// 2. Rulebook Step 4: "Flip the first card. This is the entrance."
const startCard = this.deck.draw();
if (!startCard) {
console.error("Deck is empty on start!");
return;
}
// 3. Place the Entry Tile at (0,0)
// We assume rotation NORTH by default for the first piece
const startInstance = {
id: `tile_0_${startCard.id}`,
defId: startCard.id,
x: 0,
y: 0,
rotation: DIRECTIONS.NORTH
};
if (this.grid.canPlace(startCard, 0, 0, DIRECTIONS.NORTH)) {
this.grid.placeTile(startInstance, startCard);
this.placedTiles.push(startInstance);
this.addExitsToQueue(startInstance, startCard);
console.log(`Dungeon started with ${startCard.name}`);
} else {
console.error("Failed to place starting tile (Grid collision at 0,0?)");
}
}
step() {
if (this.isComplete) return false;
if (this.pendingExits.length === 0) {
console.log("No more exits available. Dungeon generation stopped.");
this.isComplete = true;
return false;
}
// Rulebook: Draw next card
const card = this.deck.draw();
if (!card) {
console.log("Deck empty. Dungeon complete.");
this.isComplete = true;
return false;
}
// Try to fit the card on any pending exit
// We prioritize the "current" open exit? Rulebook implies expanding from the explored edge.
// For a generator, we treat it as a queue (BFS) or stack (DFS). Queue is better for "bushy" dungeons.
// Let's try to fit the card onto the FIRST valid exit in our queue
let placed = false;
// Iterate through copy of pending exits to avoid modification issues during loop
// (Though we usually just pick ONE exit to explore per turn in the board game)
// In the board game, you pick an exit and "Explore" it.
// Let's pick the first available exit.
const targetExit = this.pendingExits.shift();
console.log(`Attempting to place ${card.name} at exit ${targetExit.x},${targetExit.y} (${targetExit.direction})`);
// We need to rotate the new card so ONE of its exits connects to 'targetExit'
// Connection rule: New Tile Exit be Opposed to Target Exit.
// Target: NORTH -> New Tile must present a SOUTH exit to connect.
const requiredInputDirection = this.getOppositeDirection(targetExit.direction);
// Find which exit on the CANDIDATE card can serve as the input
// (A tile might have multiple potential inputs, e.g. a 4-way corridor)
for (const candidateExit of card.exits) {
// calculatedRotation: What rotation does the TILE need so that 'candidateExit' points 'requiredInputDirection'?
// candidateExit.direction (Local) + TileRotation = requiredInputDirection
const rotation = this.calculateRequiredRotation(candidateExit.direction, requiredInputDirection);
// Now calculate where the tile top-left (x,y) must be so that the exits match positions.
const position = this.calculateTilePosition(targetExit, candidateExit, rotation);
if (this.grid.canPlace(card, position.x, position.y, rotation)) {
// Success! Place it.
const newInstance = {
id: `tile_${this.placedTiles.length}_${card.id}`,
defId: card.id,
x: position.x,
y: position.y,
rotation: rotation
};
this.grid.placeTile(newInstance, card);
this.placedTiles.push(newInstance);
// Add NEW exits, but...
// CRITICAL: The exit we just used to enter is NOT an exit anymore. It's the connection.
this.addExitsToQueue(newInstance, card, targetExit); // Pass the source to exclude it
placed = true;
break; // Stop looking for fits for this card
}
}
if (!placed) {
console.log(`Could not fit ${card.name} at selected exit. Discarding.`);
// In real game: Discard card.
// Put the exit back? Rulebook says "If room doesn't fit, nothing is placed".
// Does the exit remain open? Yes, usually.
this.pendingExits.push(targetExit); // Return exit to queue to try later?
// Or maybe discard it?
// "If you cannot place the room... the passage is a dead end." (Some editions)
// Let's keep it open for now, maybe next card fits.
}
return true; // Step done
}
// --- Helpers ---
getOppositeDirection(dir) {
switch (dir) {
case DIRECTIONS.NORTH: return DIRECTIONS.SOUTH;
case DIRECTIONS.SOUTH: return DIRECTIONS.NORTH;
case DIRECTIONS.EAST: return DIRECTIONS.WEST;
case DIRECTIONS.WEST: return DIRECTIONS.EAST;
}
}
calculateRequiredRotation(localDir, targetGlobalDir) {
// e.g. Local=NORTH needs to become Global=EAST.
// N(0) -> E(1). Diff +1 (90 deg).
// Standard mapping: N=0, E=1, S=2, W=3
const dirs = [DIRECTIONS.NORTH, DIRECTIONS.EAST, DIRECTIONS.SOUTH, DIRECTIONS.WEST];
const localIdx = dirs.indexOf(localDir);
const targetIdx = dirs.indexOf(targetGlobalDir);
// (Local + Rotation) % 4 = Target
// Rotation = (Target - Local + 4) % 4
const diff = (targetIdx - localIdx + 4) % 4;
return dirs[diff];
}
calculateTilePosition(targetExitGlobal, candidateExitLocal, rotation) {
// We know the Global Coordinate of the connection point (targetExitGlobal)
// We know the Local Coordinate of the matching exit on the new tile (candidateExitLocal)
// We need 'startX, startY' of the new tile.
// First, transform the local exit to a rotated offset
// We reuse GridSystem logic logic ideally, but let's do math here
let offsetX, offsetY;
// Replicating GridSystem.getGlobalPoint simple logic for vector only
// If we treat candidateExitLocal as a vector from (0,0)
const lx = candidateExitLocal.x;
const ly = candidateExitLocal.y;
switch (rotation) {
case DIRECTIONS.NORTH: offsetX = lx; offsetY = ly; break;
case DIRECTIONS.SOUTH: offsetX = -lx; offsetY = -ly; break;
case DIRECTIONS.EAST: offsetX = ly; offsetY = -lx; break;
case DIRECTIONS.WEST: offsetX = -ly; offsetY = lx; break;
}
// GlobalExit = TilePos + RotatedOffset
// TilePos = GlobalExit - RotatedOffset
// Wait, 'targetExitGlobal' is the cell just OUTSIDE the previous tile?
// Or the cell OF the previous tile's exit?
// Usually targetExit is "The cell where the connection happens".
// In GridSystem, exits are defined AT the edge.
// Let's assume targetExitGlobal is the coordinate OF THE EXIT CELL on the previous tile.
// So the new tile's matching exit cell must OVERLAP this one? NO.
// They must be adjacent.
// Correction: Tiles must connect *adjacent* to each other.
// If TargetExit is at (10,10) facing NORTH, the New Tile must attach at (10,11).
let connectionPointX = targetExitGlobal.x;
let connectionPointY = targetExitGlobal.y;
// Move 1 step in the target direction to find the "Anchor Point" for the new tile
switch (targetExitGlobal.direction) {
case DIRECTIONS.NORTH: connectionPointY += 1; break;
case DIRECTIONS.SOUTH: connectionPointY -= 1; break;
case DIRECTIONS.EAST: connectionPointX += 1; break;
case DIRECTIONS.WEST: connectionPointX -= 1; break;
}
// Now align the new tile such that its candidate exit lands on connectionPoint
return {
x: connectionPointX - offsetX,
y: connectionPointY - offsetY
};
}
addExitsToQueue(tileInstance, tileDef, excludeSourceExit = null) {
// Calculate all global exits for this placed tile
for (const exit of tileDef.exits) {
const globalPoint = this.grid.getGlobalPoint(exit.x, exit.y, tileInstance);
const globalDir = this.grid.getRotatedDirection(exit.direction, tileInstance.rotation);
// If this is the exit we just entered through, skip it
// Logic: connection is adjacent.
// A simpler check: if we just connected to (X,Y), don't add an exit at (X,Y).
// But we calculated 'connectionPoint' as the place where the NEW tile's exit is.
// Check adjacency to excludeSource?
// Or better: excludeSourceExit is the "Previous Tile's Exit".
// The "Entrance" on the new tile connects to that.
// We should just not add the exit that was used as input.
// How to identify it?
// We calculated it in the main loop.
// Let's simplify: Add ALL exits.
// The logic later will filter out exits that point into occupied cells?
// Yes, checking collision also checks if the target cell is free.
// But we don't want to list "Backwards" exits.
// Optimization: If the cell immediate to this exit is already occupied, don't add it.
// This handles the "Entrance" naturally (it points back to the previous tile).
let neighborX = globalPoint.x;
let neighborY = globalPoint.y;
switch (globalDir) {
case DIRECTIONS.NORTH: neighborY += 1; break;
case DIRECTIONS.SOUTH: neighborY -= 1; break;
case DIRECTIONS.EAST: neighborX += 1; break;
case DIRECTIONS.WEST: neighborX -= 1; break;
}
const neighborKey = `${neighborX},${neighborY}`;
if (!this.grid.occupiedCells.has(neighborKey)) {
this.pendingExits.push({
x: globalPoint.x,
y: globalPoint.y,
direction: globalDir
});
}
}
}
}