Files
WarhammerQuest/src/engine/dungeon/DungeonDeck.js

88 lines
2.3 KiB
JavaScript

import { TILES } from './TileDefinitions.js';
export class DungeonDeck {
constructor() {
this.cards = [];
this.discards = [];
}
generateMissionDeck(objectiveTileId) {
this.cards = [];
// 1. Create a "Pool" of standard dungeon tiles
let pool = [];
const composition = [
{ id: 'room_dungeon', count: 18 }, // Rigged: Only Rooms
{ id: 'corridor_straight', count: 0 },
{ id: 'junction_t', count: 0 }
];
composition.forEach(item => {
// FIXED: Access by Key string directly
const tileDef = TILES[item.id];
if (tileDef) {
for (let i = 0; i < item.count; i++) {
pool.push(tileDef);
}
} else {
console.error(`❌ Missing Tile Definition for ID: ${item.id}`);
}
});
const drawRandom = (source, count) => {
const drawn = [];
for (let i = 0; i < count; i++) {
if (source.length === 0) break;
const idx = Math.floor(Math.random() * source.length);
drawn.push(source[idx]);
source.splice(idx, 1);
}
return drawn;
};
// --- Step 1 & 2: Bottom Pool ---
const bottomPool = drawRandom(pool, 6);
const objectiveDef = TILES[objectiveTileId];
if (objectiveDef) {
bottomPool.push(objectiveDef);
} else {
console.error("Objective Tile ID not found:", objectiveTileId);
}
this.shuffleArray(bottomPool);
// --- Step 4: Top Pool ---
const topPool = drawRandom(pool, 6);
this.shuffleArray(topPool);
// --- Step 5: Stack ---
this.cards = [...topPool, ...bottomPool];
}
shuffleArray(array) {
for (let i = array.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[array[i], array[j]] = [array[j], array[i]];
}
}
draw() {
if (this.cards.length === 0) return null;
return this.cards.shift();
}
insertCard(tileId, position = 0) {
const tileDef = TILES[tileId];
if (tileDef) {
this.cards.splice(position, 0, tileDef);
}
}
}