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| // ../auto-battler/src/render/chunkedMap.js | |
| function createChunkedMap(pixi, host, config) { | |
| const { Application, Assets, Sprite, Container, Texture, Rectangle, RenderTexture } = pixi; | |
| const TILE6 = config.tile ?? 8; | |
| const CHUNK5 = config.chunk ?? 32; | |
| const CHUNKPX = CHUNK5 * TILE6; | |
| const BG = config.background ?? "#69636f"; | |
| const Z_DEFAULT = config.zoomDefault ?? 1; | |
| const Z_MIN = config.zoomMin ?? 1 / 32; | |
| const Z_MAX = config.zoomMax ?? 6; | |
| const Z_STEP = config.zoomStep ?? 1.15; | |
| const Z_DETAIL = config.zDetail ?? 0.9; | |
| const Z_MACRO = config.zMacro ?? 0.5; | |
| const MCHUNK = config.macroChunkTexels ?? 32; | |
| const MACRO_TEXEL_PX = config.macroTexelPx ?? 2.5; | |
| const MACRO_LEVEL_MAX = config.macroLevelMax ?? 6; | |
| const DETAIL_BUDGET = config.detailBudget ?? 1; | |
| const MACRO_BUDGET = config.macroBudget ?? 8; | |
| const bounds = config.bounds ? { | |
| x0: config.bounds.x0 * TILE6, | |
| y0: config.bounds.y0 * TILE6, | |
| x1: config.bounds.x1 * TILE6, | |
| y1: config.bounds.y1 * TILE6, | |
| tx0: config.bounds.x0, | |
| ty0: config.bounds.y0, | |
| tx1: config.bounds.x1, | |
| ty1: config.bounds.y1 | |
| } : null; | |
| let app = null, root = null, genRoot = null, macroRoot = null, shadowLayer = null, propLayer = null; | |
| let ctx = null; | |
| let alive = true; | |
| let enabled = true; | |
| let seed = config.seed ?? 1; | |
| let zoom = Z_DEFAULT; | |
| let cameraDirty = true, genPending = false, lastEmitTile = null; | |
| let flyAnim = null; | |
| const camera = { x: config.initialCamera?.x ?? CHUNKPX / 2, y: config.initialCamera?.y ?? CHUNKPX / 2 }; | |
| const chunks = /* @__PURE__ */ new Map(); | |
| const macroChunks = /* @__PURE__ */ new Map(); | |
| const fading = /* @__PURE__ */ new Set(); | |
| const keys = /* @__PURE__ */ new Set(); | |
| const texCache = /* @__PURE__ */ new Map(); | |
| const listeners = /* @__PURE__ */ new Set(); | |
| const tickHooks = /* @__PURE__ */ new Set(); | |
| const drag = { on: false, px: 0, py: 0 }; | |
| const pointers = /* @__PURE__ */ new Map(); | |
| const pinch = { on: false, dist: 0 }; | |
| const handlers = {}; | |
| const emit = () => listeners.forEach((fn) => fn(getSnapshot())); | |
| const getSnapshot = () => ({ seed, zoom, cx: Math.round(camera.x / TILE6), cy: Math.round(camera.y / TILE6), chunks: chunks.size }); | |
| function tex(source, c, r) { | |
| const k = source.uid + ":" + c + "," + r; | |
| let t = texCache.get(k); | |
| if (!t) { | |
| t = new Texture({ source, frame: new Rectangle(c * TILE6, r * TILE6, TILE6, TILE6) }); | |
| texCache.set(k, t); | |
| } | |
| return t; | |
| } | |
| function texFrame(source, x, y, w, h2) { | |
| const k = source.uid + ":f" + x + "," + y + "," + w + "," + h2; | |
| let t = texCache.get(k); | |
| if (!t) { | |
| t = new Texture({ source, frame: new Rectangle(x, y, w, h2) }); | |
| texCache.set(k, t); | |
| } | |
| return t; | |
| } | |
| function makeChunk(cx, cy) { | |
| const x0 = cx * CHUNK5, y0 = cy * CHUNK5; | |
| const tmp = new Container(); | |
| const add = (source, c, r, tx, ty) => { | |
| const sp = new Sprite(tex(source, c, r)); | |
| sp.x = tx * TILE6; | |
| sp.y = ty * TILE6; | |
| tmp.addChild(sp); | |
| return sp; | |
| }; | |
| const res = config.bake({ cx, cy, x0, y0, seed, chunk: CHUNK5, tile: TILE6, ctx, tmp, app, Sprite, Texture, Rectangle, tex, texFrame, add }) || {}; | |
| const rt = RenderTexture.create({ width: CHUNKPX, height: CHUNKPX, autoGenerateMipmaps: true, scaleMode: "nearest" }); | |
| rt.source.minFilter = "linear"; | |
| rt.source.mipmapFilter = "linear"; | |
| app.renderer.render({ container: tmp, target: rt }); | |
| rt.source.updateMipmaps(); | |
| tmp.destroy({ children: true }); | |
| const sprite = new Sprite(rt); | |
| sprite.x = x0 * TILE6; | |
| sprite.y = y0 * TILE6; | |
| return { sprite, rt, meta: res.meta ?? null, live: res.live ?? null }; | |
| } | |
| function chooseMacroLevel(z) { | |
| return Math.max(0, Math.min(MACRO_LEVEL_MAX, Math.round(Math.log2(MACRO_TEXEL_PX / (TILE6 * z))))); | |
| } | |
| function makeMacroChunk(L, mcx, mcy) { | |
| const step = 1 << L, t0x = mcx * MCHUNK * step, t0y = mcy * MCHUNK * step; | |
| const cv = document.createElement("canvas"); | |
| cv.width = MCHUNK; | |
| cv.height = MCHUNK; | |
| const g = cv.getContext("2d"); | |
| const img = g.createImageData(MCHUNK, MCHUNK), d = img.data; | |
| for (let j = 0; j < MCHUNK; j++) for (let i = 0; i < MCHUNK; i++) { | |
| const [r, gg, b] = config.macroColor(seed, t0x + i * step + (step >> 1), t0y + j * step + (step >> 1)); | |
| const o = (j * MCHUNK + i) * 4; | |
| d[o] = r; | |
| d[o + 1] = gg; | |
| d[o + 2] = b; | |
| d[o + 3] = 255; | |
| } | |
| g.putImageData(img, 0, 0); | |
| const t = Texture.from(cv); | |
| t.source.scaleMode = "linear"; | |
| const sprite = new Sprite(t); | |
| sprite.x = t0x * TILE6; | |
| sprite.y = t0y * TILE6; | |
| sprite.width = sprite.height = MCHUNK * step * TILE6; | |
| return { sprite, tex: t }; | |
| } | |
| function coverZoom() { | |
| if (!bounds || !app) return Z_MIN; | |
| return Math.max(app.screen.width / (bounds.x1 - bounds.x0), app.screen.height / (bounds.y1 - bounds.y0)); | |
| } | |
| function clampCamera() { | |
| if (!bounds || !app) return; | |
| const hw = app.screen.width / 2 / zoom, hh = app.screen.height / 2 / zoom; | |
| const loX = bounds.x0 + hw, hiX = bounds.x1 - hw, loY = bounds.y0 + hh, hiY = bounds.y1 - hh; | |
| camera.x = loX <= hiX ? Math.min(hiX, Math.max(loX, camera.x)) : (bounds.x0 + bounds.x1) / 2; | |
| camera.y = loY <= hiY ? Math.min(hiY, Math.max(loY, camera.y)) : (bounds.y0 + bounds.y1) / 2; | |
| } | |
| function reconcile() { | |
| if (!genRoot || !ctx || !app) return; | |
| if (bounds) zoom = Math.max(zoom, coverZoom()); | |
| clampCamera(); | |
| const sx = Math.round(app.screen.width / 2 - camera.x * zoom); | |
| const sy = Math.round(app.screen.height / 2 - camera.y * zoom); | |
| for (const L of [macroRoot, genRoot, shadowLayer, propLayer]) { | |
| L.scale.set(zoom); | |
| L.x = sx; | |
| L.y = sy; | |
| } | |
| const detailActive = zoom > Z_MACRO; | |
| const t = Math.max(0, Math.min(1, (zoom - Z_MACRO) / (Z_DETAIL - Z_MACRO))); | |
| genRoot.visible = shadowLayer.visible = propLayer.visible = detailActive; | |
| genRoot.alpha = shadowLayer.alpha = propLayer.alpha = t; | |
| macroRoot.visible = true; | |
| macroRoot.alpha = 1; | |
| let pending = false; | |
| if (detailActive) pending = reconcileDetail() || pending; | |
| else clearChunks(); | |
| pending = reconcileMacro(chooseMacroLevel(zoom)) || pending; | |
| genPending = pending; | |
| } | |
| function evictChunk(key, ch) { | |
| fading.delete(ch.sprite); | |
| genRoot.removeChild(ch.sprite); | |
| ch.sprite.destroy(); | |
| ch.rt.destroy(true); | |
| if (ch.live) for (const l of ch.live) { | |
| propLayer.removeChild(l.sprite); | |
| l.sprite.destroy(); | |
| if (l.shadow) { | |
| shadowLayer.removeChild(l.shadow); | |
| l.shadow.destroy(); | |
| } | |
| } | |
| chunks.delete(key); | |
| } | |
| function reconcileDetail() { | |
| const halfW = app.screen.width / 2 / zoom, halfH = app.screen.height / 2 / zoom; | |
| let c0 = Math.floor((camera.x - halfW) / CHUNKPX) - 1, c1 = Math.floor((camera.x + halfW) / CHUNKPX) + 1; | |
| let r0 = Math.floor((camera.y - halfH) / CHUNKPX) - 1, r1 = Math.floor((camera.y + halfH) / CHUNKPX) + 1; | |
| if (bounds) { | |
| c0 = Math.max(c0, Math.floor(bounds.tx0 / CHUNK5)); | |
| c1 = Math.min(c1, Math.floor((bounds.tx1 - 1) / CHUNK5)); | |
| r0 = Math.max(r0, Math.floor(bounds.ty0 / CHUNK5)); | |
| r1 = Math.min(r1, Math.floor((bounds.ty1 - 1) / CHUNK5)); | |
| } | |
| for (const [key, ch] of chunks) { | |
| const [cx, cy] = key.split(",").map(Number); | |
| if (cx < c0 - 1 || cx > c1 + 1 || cy < r0 - 1 || cy > r1 + 1) evictChunk(key, ch); | |
| } | |
| const ccx = camera.x / CHUNKPX, ccy = camera.y / CHUNKPX, missing = []; | |
| for (let cy = r0; cy <= r1; cy++) for (let cx = c0; cx <= c1; cx++) { | |
| const key = cx + "," + cy; | |
| if (!chunks.has(key)) missing.push({ cx, cy, key, d: (cx + 0.5 - ccx) ** 2 + (cy + 0.5 - ccy) ** 2 }); | |
| } | |
| missing.sort((a, b) => a.d - b.d); | |
| for (let i = 0; i < missing.length && i < DETAIL_BUDGET; i++) { | |
| const { cx, cy, key } = missing[i]; | |
| const ch = makeChunk(cx, cy); | |
| chunks.set(key, ch); | |
| genRoot.addChild(ch.sprite); | |
| ch.sprite.alpha = 0; | |
| fading.add(ch.sprite); | |
| if (ch.live) for (const l of ch.live) { | |
| if (l.shadow) shadowLayer.addChild(l.shadow); | |
| propLayer.addChild(l.sprite); | |
| } | |
| } | |
| return missing.length > DETAIL_BUDGET; | |
| } | |
| function reconcileMacro(L) { | |
| const px = MCHUNK * (1 << L) * TILE6; | |
| const halfW = app.screen.width / 2 / zoom, halfH = app.screen.height / 2 / zoom; | |
| let c0 = Math.floor((camera.x - halfW) / px) - 1, c1 = Math.floor((camera.x + halfW) / px) + 1; | |
| let r0 = Math.floor((camera.y - halfH) / px) - 1, r1 = Math.floor((camera.y + halfH) / px) + 1; | |
| if (bounds) { | |
| const mt = MCHUNK * (1 << L); | |
| c0 = Math.max(c0, Math.floor(bounds.tx0 / mt)); | |
| c1 = Math.min(c1, Math.floor((bounds.tx1 - 1) / mt)); | |
| r0 = Math.max(r0, Math.floor(bounds.ty0 / mt)); | |
| r1 = Math.min(r1, Math.floor((bounds.ty1 - 1) / mt)); | |
| } | |
| for (const [key, mc] of macroChunks) { | |
| const [ml, mx, my] = key.split(",").map(Number); | |
| if (ml !== L || mx < c0 - 1 || mx > c1 + 1 || my < r0 - 1 || my > r1 + 1) { | |
| macroRoot.removeChild(mc.sprite); | |
| mc.sprite.destroy(); | |
| mc.tex.destroy(true); | |
| macroChunks.delete(key); | |
| } | |
| } | |
| const ccx = camera.x / px, ccy = camera.y / px, missing = []; | |
| for (let my = r0; my <= r1; my++) for (let mx = c0; mx <= c1; mx++) { | |
| const key = L + "," + mx + "," + my; | |
| if (!macroChunks.has(key)) missing.push({ mx, my, key, d: (mx + 0.5 - ccx) ** 2 + (my + 0.5 - ccy) ** 2 }); | |
| } | |
| missing.sort((a, b) => a.d - b.d); | |
| for (let i = 0; i < missing.length && i < MACRO_BUDGET; i++) { | |
| const { mx, my, key } = missing[i]; | |
| const mc = makeMacroChunk(L, mx, my); | |
| macroChunks.set(key, mc); | |
| macroRoot.addChild(mc.sprite); | |
| } | |
| return missing.length > MACRO_BUDGET; | |
| } | |
| function clearChunks() { | |
| for (const [key, ch] of chunks) evictChunk(key, ch); | |
| } | |
| function clearMacro() { | |
| for (const [, mc] of macroChunks) { | |
| macroRoot?.removeChild(mc.sprite); | |
| mc.sprite.destroy(); | |
| mc.tex.destroy(true); | |
| } | |
| macroChunks.clear(); | |
| } | |
| function zoomAt(factor, lx, ly) { | |
| if (!app) return; | |
| const nz = Math.min(Z_MAX, Math.max(bounds ? coverZoom() : Z_MIN, zoom * factor)); | |
| if (nz === zoom) return; | |
| const sw = app.screen.width, sh = app.screen.height; | |
| const wx = camera.x + (lx - sw / 2) / zoom, wy = camera.y + (ly - sh / 2) / zoom; | |
| zoom = nz; | |
| camera.x = wx - (lx - sw / 2) / zoom; | |
| camera.y = wy - (ly - sh / 2) / zoom; | |
| cameraDirty = true; | |
| } | |
| function zoomBy(factor) { | |
| if (app) zoomAt(factor, app.screen.width / 2, app.screen.height / 2); | |
| } | |
| function flyTo(wx, wy, z, ms = 800) { | |
| return new Promise((resolve) => { | |
| if (!app) { | |
| resolve(); | |
| return; | |
| } | |
| if (flyAnim) { | |
| const r = flyAnim.resolve; | |
| flyAnim = null; | |
| r && r(); | |
| } | |
| const toZ = Math.min(Z_MAX, Math.max(bounds ? coverZoom() : Z_MIN, z)); | |
| flyAnim = { fromX: camera.x, fromY: camera.y, fromZ: zoom, toX: wx, toY: wy, toZ, t: 0, dur: Math.max(1, ms), resolve }; | |
| }); | |
| } | |
| function bindInput() { | |
| const canvas = app.canvas; | |
| const local = (cx, cy) => { | |
| const r = canvas.getBoundingClientRect(); | |
| return [cx - r.left, cy - r.top]; | |
| }; | |
| const two = () => { | |
| const it = pointers.values(); | |
| return [it.next().value, it.next().value]; | |
| }; | |
| handlers.down = (e) => { | |
| if (!enabled || flyAnim) return; | |
| pointers.set(e.pointerId, { x: e.clientX, y: e.clientY }); | |
| canvas.setPointerCapture?.(e.pointerId); | |
| if (pointers.size === 1) { | |
| drag.on = true; | |
| drag.px = e.clientX; | |
| drag.py = e.clientY; | |
| } else if (pointers.size === 2) { | |
| const [a, b] = two(); | |
| pinch.on = true; | |
| pinch.dist = Math.hypot(a.x - b.x, a.y - b.y); | |
| drag.on = false; | |
| } | |
| }; | |
| handlers.move = (e) => { | |
| if (!pointers.has(e.pointerId)) return; | |
| pointers.set(e.pointerId, { x: e.clientX, y: e.clientY }); | |
| if (pinch.on && pointers.size >= 2) { | |
| const [a, b] = two(), d = Math.hypot(a.x - b.x, a.y - b.y); | |
| if (pinch.dist > 0) zoomAt(d / pinch.dist, ...local((a.x + b.x) / 2, (a.y + b.y) / 2)); | |
| pinch.dist = d; | |
| } else if (drag.on) { | |
| camera.x -= (e.clientX - drag.px) / zoom; | |
| camera.y -= (e.clientY - drag.py) / zoom; | |
| drag.px = e.clientX; | |
| drag.py = e.clientY; | |
| cameraDirty = true; | |
| } | |
| }; | |
| handlers.up = (e) => { | |
| pointers.delete(e.pointerId); | |
| if (pointers.size < 2) pinch.on = false; | |
| if (pointers.size === 1) { | |
| const p = pointers.values().next().value; | |
| drag.on = true; | |
| drag.px = p.x; | |
| drag.py = p.y; | |
| } else if (pointers.size === 0) drag.on = false; | |
| }; | |
| handlers.wheel = (e) => { | |
| if (!enabled || flyAnim) return; | |
| e.preventDefault(); | |
| zoomAt(e.deltaY < 0 ? Z_STEP : 1 / Z_STEP, ...local(e.clientX, e.clientY)); | |
| }; | |
| handlers.key = (down) => (e) => { | |
| if (!enabled) return; | |
| const tag = document.activeElement?.tagName; | |
| if (tag === "INPUT" || tag === "TEXTAREA") return; | |
| if (["ArrowLeft", "ArrowRight", "ArrowUp", "ArrowDown"].includes(e.key) || "wasd".includes(e.key.toLowerCase())) { | |
| e.preventDefault(); | |
| if (down) keys.add(e.key); | |
| else keys.delete(e.key); | |
| } | |
| }; | |
| handlers.keydown = handlers.key(true); | |
| handlers.keyup = handlers.key(false); | |
| canvas.style.touchAction = "none"; | |
| canvas.addEventListener("pointerdown", handlers.down); | |
| canvas.addEventListener("pointermove", handlers.move); | |
| window.addEventListener("pointerup", handlers.up); | |
| canvas.addEventListener("wheel", handlers.wheel, { passive: false }); | |
| if (config.keyboardPan !== false) { | |
| window.addEventListener("keydown", handlers.keydown); | |
| window.addEventListener("keyup", handlers.keyup); | |
| } | |
| } | |
| function unbindInput() { | |
| const canvas = app?.canvas; | |
| canvas?.removeEventListener("pointerdown", handlers.down); | |
| canvas?.removeEventListener("pointermove", handlers.move); | |
| window.removeEventListener("pointerup", handlers.up); | |
| canvas?.removeEventListener("wheel", handlers.wheel); | |
| window.removeEventListener("keydown", handlers.keydown); | |
| window.removeEventListener("keyup", handlers.keyup); | |
| } | |
| const PAN_SPEED = 6; | |
| function tick(ticker) { | |
| for (const fn of tickHooks) fn(ticker); | |
| if (flyAnim) { | |
| flyAnim.t += ticker.deltaMS; | |
| const p = Math.min(1, flyAnim.t / flyAnim.dur); | |
| const e = p < 0.5 ? 2 * p * p : 1 - Math.pow(-2 * p + 2, 2) / 2; | |
| camera.x = flyAnim.fromX + (flyAnim.toX - flyAnim.fromX) * e; | |
| camera.y = flyAnim.fromY + (flyAnim.toY - flyAnim.fromY) * e; | |
| zoom = flyAnim.fromZ + (flyAnim.toZ - flyAnim.fromZ) * e; | |
| cameraDirty = true; | |
| if (p >= 1) { | |
| const r = flyAnim.resolve; | |
| flyAnim = null; | |
| r && r(); | |
| } | |
| reconcile(); | |
| cameraDirty = false; | |
| return; | |
| } | |
| if (!enabled) return; | |
| let dx = 0, dy = 0; | |
| for (const k of keys) { | |
| if (k === "ArrowLeft" || k === "a" || k === "A") dx -= 1; | |
| else if (k === "ArrowRight" || k === "d" || k === "D") dx += 1; | |
| else if (k === "ArrowUp" || k === "w" || k === "W") dy -= 1; | |
| else if (k === "ArrowDown" || k === "s" || k === "S") dy += 1; | |
| } | |
| if (dx || dy) { | |
| const sp = PAN_SPEED * ticker.deltaTime / zoom; | |
| camera.x += dx * sp; | |
| camera.y += dy * sp; | |
| cameraDirty = true; | |
| } | |
| if (fading.size) { | |
| const step = 0.12 * ticker.deltaTime; | |
| for (const sp of fading) { | |
| sp.alpha = Math.min(1, sp.alpha + step); | |
| if (sp.alpha >= 1) fading.delete(sp); | |
| } | |
| } | |
| if (cameraDirty || genPending) { | |
| reconcile(); | |
| cameraDirty = false; | |
| const tk = Math.round(camera.x / TILE6) + "," + Math.round(camera.y / TILE6) + "," + zoom.toFixed(3); | |
| if (tk !== lastEmitTile) { | |
| lastEmitTile = tk; | |
| emit(); | |
| } | |
| } | |
| } | |
| const ready = (async () => { | |
| const a = new Application(); | |
| await a.init({ background: BG, antialias: false, resizeTo: host }); | |
| if (!alive) { | |
| a.destroy(true); | |
| return; | |
| } | |
| app = a; | |
| host.appendChild(app.canvas); | |
| root = new Container(); | |
| app.stage.addChild(root); | |
| macroRoot = new Container(); | |
| root.addChild(macroRoot); | |
| genRoot = new Container(); | |
| root.addChild(genRoot); | |
| shadowLayer = new Container(); | |
| root.addChild(shadowLayer); | |
| propLayer = new Container(); | |
| propLayer.sortableChildren = true; | |
| root.addChild(propLayer); | |
| ctx = await config.load({ Assets, Texture, Rectangle }); | |
| if (!alive) return; | |
| bindInput(); | |
| app.ticker.add(tick); | |
| app.renderer.on("resize", () => { | |
| cameraDirty = true; | |
| }); | |
| cameraDirty = true; | |
| reconcile(); | |
| emit(); | |
| })(); | |
| function getCamera() { | |
| return { x: camera.x, y: camera.y, zoom }; | |
| } | |
| function onTick(fn) { | |
| tickHooks.add(fn); | |
| return () => tickHooks.delete(fn); | |
| } | |
| function getEntityLayer() { | |
| return propLayer; | |
| } | |
| function getApp() { | |
| return app; | |
| } | |
| function screenToWorld(sx, sy) { | |
| if (!app) return { x: 0, y: 0 }; | |
| return { x: camera.x + (sx - app.screen.width / 2) / zoom, y: camera.y + (sy - app.screen.height / 2) / zoom }; | |
| } | |
| function worldToScreen(wx, wy) { | |
| if (!app) return { x: 0, y: 0 }; | |
| return { x: app.screen.width / 2 + (wx - camera.x) * zoom, y: app.screen.height / 2 + (wy - camera.y) * zoom }; | |
| } | |
| function tileIndexAt(wx, wy) { | |
| if (!config.tileIndexAt) return null; | |
| const cx = Math.floor(wx / CHUNK5), cy = Math.floor(wy / CHUNK5); | |
| const ch = chunks.get(cx + "," + cy); | |
| if (!ch) return null; | |
| return config.tileIndexAt(wx, wy, ch.meta); | |
| } | |
| function biomeAt(wx, wy) { | |
| return config.biomeAt ? config.biomeAt(seed, wx, wy) : null; | |
| } | |
| function getBounds() { | |
| return bounds ? { x0: bounds.x0, y0: bounds.y0, x1: bounds.x1, y1: bounds.y1 } : null; | |
| } | |
| function setEnabled(v) { | |
| enabled = v; | |
| if (v) cameraDirty = true; | |
| } | |
| function regenerate(nextSeed) { | |
| seed = nextSeed >>> 0; | |
| clearChunks(); | |
| clearMacro(); | |
| cameraDirty = true; | |
| reconcile(); | |
| emit(); | |
| } | |
| function onChange(fn) { | |
| listeners.add(fn); | |
| return () => listeners.delete(fn); | |
| } | |
| function destroy() { | |
| alive = false; | |
| try { | |
| unbindInput(); | |
| } catch { | |
| } | |
| try { | |
| app?.ticker.remove(tick); | |
| } catch { | |
| } | |
| try { | |
| clearChunks(); | |
| clearMacro(); | |
| } catch { | |
| } | |
| try { | |
| app?.canvas?.remove(); | |
| } catch { | |
| } | |
| try { | |
| app?.destroy(true, { children: true }); | |
| } catch { | |
| } | |
| app = null; | |
| root = null; | |
| genRoot = null; | |
| macroRoot = null; | |
| shadowLayer = null; | |
| propLayer = null; | |
| ctx = null; | |
| texCache.clear(); | |
| } | |
| return { ready, regenerate, destroy, onChange, getSnapshot, getCamera, tileIndexAt, biomeAt, getBounds, zoomBy, flyTo, setEnabled, onTick, getEntityLayer, getApp, screenToWorld, worldToScreen, tile: TILE6 }; | |
| } | |
| // ../auto-battler/src/engine/rng.js | |
| function makeGenRng(seed) { | |
| let s = Math.imul(seed >>> 0 ^ 2654435769, 2654435761) >>> 0 || 1; | |
| s = (s ^ s >>> 15) >>> 0; | |
| const rnd = () => { | |
| s = Math.imul(s, 1664525) + 1013904223 >>> 0; | |
| return s / 4294967296; | |
| }; | |
| const ri = (a, b) => a + Math.floor(rnd() * (b - a + 1)); | |
| return { rnd, ri }; | |
| } | |
| // ../auto-battler/src/engine/worldgen.js | |
| function hash2(seed, x, y) { | |
| let h2 = Math.imul(x | 0, 374761393) + Math.imul(y | 0, 668265263) + Math.imul(seed | 0, 2654435761); | |
| h2 = Math.imul(h2 ^ h2 >>> 13, 1274126177); | |
| h2 ^= h2 >>> 16; | |
| return (h2 >>> 0) / 4294967296; | |
| } | |
| var smooth = (t) => t * t * (3 - 2 * t); | |
| var lerp = (a, b, t) => a + (b - a) * t; | |
| function valueNoise(seed, x, y) { | |
| const xi = Math.floor(x), yi = Math.floor(y); | |
| const xf = x - xi, yf = y - yi; | |
| const v00 = hash2(seed, xi, yi), v10 = hash2(seed, xi + 1, yi); | |
| const v01 = hash2(seed, xi, yi + 1), v11 = hash2(seed, xi + 1, yi + 1); | |
| const u = smooth(xf), v = smooth(yf); | |
| return lerp(lerp(v00, v10, u), lerp(v01, v11, u), v); | |
| } | |
| function fbm(seed, x, y, octaves = 5, lacunarity = 2, gain = 0.5) { | |
| let amp = 1, freq = 1, sum = 0, norm = 0; | |
| for (let o = 0; o < octaves; o++) { | |
| sum += amp * valueNoise(seed + o * 1013, x * freq, y * freq); | |
| norm += amp; | |
| amp *= gain; | |
| freq *= lacunarity; | |
| } | |
| return sum / norm; | |
| } | |
| // ../auto-battler/src/engine/biomeMap.js | |
| var sub = (seed, salt) => (Math.imul(seed | 0, 2654435761) ^ (salt | 0)) >>> 0; | |
| var SCALE = 5e-3; | |
| var REGION_OCTAVES = 3; | |
| var WARP_SCALE = 0.012; | |
| var WARP_AMP = 40; | |
| var BIOMES = [ | |
| { id: "forgottenPlains", salt: 985505 }, | |
| // green meadow | |
| { id: "orc", salt: 11281 }, | |
| // dirt / grass plains | |
| { id: "necropolis", salt: 966869 } | |
| // corrupted swamp | |
| ]; | |
| var OVERWORLD_BIOMES = BIOMES.map((b) => b.id); | |
| function weights(seed, x, y, out) { | |
| const wx = x + WARP_AMP * (fbm(sub(seed, 1441), x * WARP_SCALE, y * WARP_SCALE) - 0.5); | |
| const wy = y + WARP_AMP * (fbm(sub(seed, 1442), x * WARP_SCALE, y * WARP_SCALE) - 0.5); | |
| for (let i = 0; i < BIOMES.length; i++) out[i] = fbm(sub(seed, BIOMES[i].salt), wx * SCALE, wy * SCALE, REGION_OCTAVES); | |
| return out; | |
| } | |
| var _w = new Array(BIOMES.length); | |
| function biomeRegion(seed, x, y) { | |
| const w = weights(seed, x, y, _w); | |
| let i1 = 0; | |
| for (let i = 1; i < w.length; i++) if (w[i] > w[i1]) i1 = i; | |
| let i2 = -1; | |
| for (let i = 0; i < w.length; i++) { | |
| if (i === i1) continue; | |
| if (i2 < 0 || w[i] > w[i2]) i2 = i; | |
| } | |
| return { id: BIOMES[i1].id, id2: BIOMES[i2]?.id ?? BIOMES[i1].id, edge: w[i1] - w[i2] }; | |
| } | |
| // ../auto-battler/src/engine/transitionStencils.js | |
| var TILE = 8; | |
| var MID = 3.5; | |
| var BAND = 2.6; | |
| var WAVE_AMP = 1.35; | |
| var WAVE_FREQ = 0.45; | |
| var R_OUTER = 4.6; | |
| var R_CONCAVE = 2.3; | |
| var R_TIP = 2.6; | |
| var BAYER4 = [ | |
| 0.5 / 16, | |
| 8.5 / 16, | |
| 2.5 / 16, | |
| 10.5 / 16, | |
| 12.5 / 16, | |
| 4.5 / 16, | |
| 14.5 / 16, | |
| 6.5 / 16, | |
| 3.5 / 16, | |
| 11.5 / 16, | |
| 1.5 / 16, | |
| 9.5 / 16, | |
| 15.5 / 16, | |
| 7.5 / 16, | |
| 13.5 / 16, | |
| 5.5 / 16 | |
| ]; | |
| var bayer = (x, y) => BAYER4[(y & 3) * 4 + (x & 3)]; | |
| function wave1d(t, salt) { | |
| const i = Math.floor(t * WAVE_FREQ), f = t * WAVE_FREQ - i; | |
| const a = hash2(salt, i, 0), b = hash2(salt, i + 1, 0); | |
| const u = f * f * (3 - 2 * f); | |
| return (a + (b - a) * u) * 2 - 1; | |
| } | |
| var CASES = { | |
| // cardinal edges — wavy line; fg on the side away from the foreign neighbour. | |
| N: (x, y, s) => y - (MID + WAVE_AMP * wave1d(x, s)), | |
| S: (x, y, s) => MID + WAVE_AMP * wave1d(x, s) - y, | |
| E: (x, y, s) => MID + WAVE_AMP * wave1d(y, s) - x, | |
| W: (x, y, s) => x - (MID + WAVE_AMP * wave1d(y, s)), | |
| // outer corners — bg is a quarter-disc in the corner (2 adjacent foreign cardinals). | |
| oNE: (x, y, s) => dist(x, y, 7, 0) - (R_OUTER + WAVE_AMP * wave1d(x + y, s)), | |
| oNW: (x, y, s) => dist(x, y, 0, 0) - (R_OUTER + WAVE_AMP * wave1d(x + y, s)), | |
| oSE: (x, y, s) => dist(x, y, 7, 7) - (R_OUTER + WAVE_AMP * wave1d(x + y, s)), | |
| oSW: (x, y, s) => dist(x, y, 0, 7) - (R_OUTER + WAVE_AMP * wave1d(x + y, s)), | |
| // concave corners — small bg notch in the corner (1 foreign diagonal only). | |
| cNE: (x, y, s) => dist(x, y, 7, 0) - (R_CONCAVE + 0.6 * wave1d(x + y, s)), | |
| cNW: (x, y, s) => dist(x, y, 0, 0) - (R_CONCAVE + 0.6 * wave1d(x + y, s)), | |
| cSE: (x, y, s) => dist(x, y, 7, 7) - (R_CONCAVE + 0.6 * wave1d(x + y, s)), | |
| cSW: (x, y, s) => dist(x, y, 0, 7) - (R_CONCAVE + 0.6 * wave1d(x + y, s)), | |
| // peninsula — fg is a small blob on the one open side (3 foreign cardinals). | |
| tipN: (x, y, s) => R_TIP + 0.6 * wave1d(x, s) - dist(x, y, 3.5, 0), | |
| tipS: (x, y, s) => R_TIP + 0.6 * wave1d(x, s) - dist(x, y, 3.5, 7), | |
| tipE: (x, y, s) => R_TIP + 0.6 * wave1d(y, s) - dist(x, y, 7, 3.5), | |
| tipW: (x, y, s) => R_TIP + 0.6 * wave1d(y, s) - dist(x, y, 0, 3.5), | |
| // island — fg is a small blob in the centre (foreign on all 4 cardinals). | |
| island: (x, y, s) => R_TIP + 0.6 * wave1d(x - y, s) - dist(x, y, 3.5, 3.5) | |
| }; | |
| function dist(x, y, cx, cy) { | |
| const dx = x - cx, dy = y - cy; | |
| return Math.sqrt(dx * dx + dy * dy); | |
| } | |
| var STENCIL_CASES = Object.keys(CASES); | |
| function boundaryCase(N, E, S, W, NW, NE, SW, SE) { | |
| const card = N + E + S + W; | |
| if (card === 0) { | |
| const diag = NW + NE + SW + SE; | |
| if (diag === 0) return null; | |
| if (NW) return "cNW"; | |
| if (NE) return "cNE"; | |
| if (SW) return "cSW"; | |
| return "cSE"; | |
| } | |
| if (card === 1) return N ? "N" : E ? "E" : S ? "S" : "W"; | |
| if (card === 2) { | |
| if (N && E) return "oNE"; | |
| if (N && W) return "oNW"; | |
| if (S && E) return "oSE"; | |
| if (S && W) return "oSW"; | |
| return N ? "N" : "E"; | |
| } | |
| if (card === 3) return !N ? "tipN" : !E ? "tipE" : !S ? "tipS" : "tipW"; | |
| return "island"; | |
| } | |
| function makeStencil(caseKey, variant = 0) { | |
| const sd = CASES[caseKey]; | |
| if (!sd) throw new Error(`unknown stencil case "${caseKey}"`); | |
| const salt = (hashStr(caseKey) ^ variant * 40503) >>> 0; | |
| const mask = new Uint8Array(TILE * TILE); | |
| for (let y = 0; y < TILE; y++) for (let x = 0; x < TILE; x++) { | |
| const d = sd(x, y, salt); | |
| let fg; | |
| if (d > BAND / 2) fg = 1; | |
| else if (d < -BAND / 2) fg = 0; | |
| else fg = (d + BAND / 2) / BAND > bayer(x, y) ? 1 : 0; | |
| mask[y * TILE + x] = fg; | |
| } | |
| return mask; | |
| } | |
| function hashStr(s) { | |
| let h2 = 2166136261; | |
| for (let i = 0; i < s.length; i++) { | |
| h2 ^= s.charCodeAt(i); | |
| h2 = Math.imul(h2, 16777619); | |
| } | |
| return h2 >>> 0; | |
| } | |
| // ../auto-battler/src/engine/orcGen.js | |
| var sub2 = (seed, salt) => (Math.imul(seed | 0, 2654435761) ^ (salt | 0)) >>> 0; | |
| var DDIRT_SCALE = 0.045; | |
| var DDIRT_THRESHOLD = 0.55; | |
| function isDarkerDirt(seed, x, y) { | |
| return fbm(sub2(seed, 56599), x * DDIRT_SCALE, y * DDIRT_SCALE) > DDIRT_THRESHOLD; | |
| } | |
| var GRASS_SCALE = 0.04; | |
| var GRASS_THRESHOLD = 0.58; | |
| function isGrass(seed, x, y) { | |
| return fbm(sub2(seed, 27221), x * GRASS_SCALE, y * GRASS_SCALE) > GRASS_THRESHOLD; | |
| } | |
| var ROCK_SCALE = 0.12; | |
| var ROCK_THRESHOLD = 0.64; | |
| function isRock(seed, x, y) { | |
| return fbm(sub2(seed, 16588), x * ROCK_SCALE, y * ROCK_SCALE) > ROCK_THRESHOLD; | |
| } | |
| // ../auto-battler/src/render/tileAutotile.js | |
| var rect = (c, r, w, h2) => { | |
| const a = []; | |
| for (let j = 0; j < h2; j++) for (let i = 0; i < w; i++) a.push([c + i, r + j]); | |
| return a; | |
| }; | |
| var offset = (t, col) => [t[0] + col, t[1]]; | |
| var rhash = (x, y, salt, seed) => Math.imul(x * 73856093 ^ y * 19349663 ^ seed + (salt | 0), 2654435761) >>> 0; | |
| function hashU32(a, b, c) { | |
| let h2 = Math.imul((a | 0) ^ 2654435769, 2654435761); | |
| h2 = Math.imul(h2 ^ (b | 0) ^ 2246822507, 2246822519); | |
| h2 = Math.imul(h2 ^ (c | 0) ^ 3266489909, 3266489917); | |
| h2 ^= h2 >>> 15; | |
| return h2 >>> 0; | |
| } | |
| var sparse = (base, vars, x, y, salt, rate, seed) => { | |
| if (!vars.length) return base; | |
| const h2 = rhash(x, y, salt, seed); | |
| return h2 % rate === 0 ? vars[(h2 >>> 5) % vars.length] : base; | |
| }; | |
| var lerp3 = (a, b, t) => [a[0] + (b[0] - a[0]) * t, a[1] + (b[1] - a[1]) * t, a[2] + (b[2] - a[2]) * t]; | |
| function nineSlice(set, top, bot, left, right) { | |
| if (top) return left ? set.nw : right ? set.ne : set.n; | |
| if (bot) return left ? set.sw : right ? set.se : set.s; | |
| if (left) return set.w; | |
| if (right) return set.e; | |
| return set.c; | |
| } | |
| function autotile(set, N, E, S, W, NW, NE, SW, SE) { | |
| const card = N + E + S + W; | |
| if (card === 1) return N ? set.N : S ? set.S : E ? set.E : set.W; | |
| if (card === 2) { | |
| if (N && W) return set.vNW; | |
| if (N && E) return set.vNE; | |
| if (S && W) return set.vSW; | |
| if (S && E) return set.vSE; | |
| return N ? set.N : set.E; | |
| } | |
| if (card >= 3) return N ? set.N : S ? set.S : E ? set.E : set.W; | |
| const diag = NW + NE + SW + SE; | |
| if (diag === 0) return null; | |
| if (diag === 1) return NW ? set.cNW : NE ? set.cNE : SW ? set.cSW : set.cSE; | |
| if (NW && SE && !NE && !SW) return set.dNWSE; | |
| if (NE && SW && !NW && !SE) return set.dSWNE; | |
| return null; | |
| } | |
| function cleanField(raw, M, SZ) { | |
| const idx = (i, j) => j * SZ + i; | |
| let cur = new Uint8Array(SZ * SZ); | |
| for (let j = 0; j < SZ; j++) for (let i = 0; i < SZ; i++) cur[idx(i, j)] = raw(i - M, j - M) ? 1 : 0; | |
| let nxt = new Uint8Array(SZ * SZ); | |
| for (let j = 1; j < SZ - 1; j++) for (let i = 1; i < SZ - 1; i++) { | |
| let c = 0; | |
| for (let dj = -1; dj <= 1; dj++) for (let di = -1; di <= 1; di++) c += cur[idx(i + di, j + dj)]; | |
| nxt[idx(i, j)] = c >= 5 ? 1 : 0; | |
| } | |
| cur = nxt; | |
| for (let p = 0; p < 2; p++) { | |
| nxt = new Uint8Array(SZ * SZ); | |
| for (let j = 1; j < SZ - 1; j++) for (let i = 1; i < SZ - 1; i++) { | |
| const card = cur[idx(i, j - 1)] + cur[idx(i + 1, j)] + cur[idx(i, j + 1)] + cur[idx(i - 1, j)]; | |
| nxt[idx(i, j)] = cur[idx(i, j)] ? card >= 2 ? 1 : 0 : card >= 3 ? 1 : 0; | |
| } | |
| cur = nxt; | |
| } | |
| return cur; | |
| } | |
| function blockTile([c0, r0], N, E, S, W) { | |
| const cx = W && !E ? 0 : E && !W ? 2 : 1; | |
| const cy = N && !S ? 0 : S && !N ? 2 : 1; | |
| return [c0 + cx, r0 + cy]; | |
| } | |
| function centerTile([c0, r0], dNW, dNE, dSW, dSE) { | |
| if (!dNW && !dNE && !dSW && !dSE) return [c0 + 1, r0 + 1]; | |
| if (dNW && dSE && !dNE && !dSW) return [c0 + 2, r0 + 3]; | |
| if (dNE && dSW && !dNW && !dSE) return [c0 + 2, r0 + 4]; | |
| if (dNW) return [c0, r0 + 3]; | |
| if (dNE) return [c0 + 1, r0 + 3]; | |
| if (dSW) return [c0, r0 + 4]; | |
| return [c0 + 1, r0 + 4]; | |
| } | |
| function bakeCliffs(cfg, { chunk, x0, y0, seed, raised, place, accept = () => true, stairAt = null, stairAtV = null }) { | |
| const ST = cfg.STAIR && (stairAt || stairAtV) ? cfg.STAIR : null; | |
| const useNS = ST && stairAt, useWE = ST && stairAtV; | |
| const isWide = (ax, ay, room) => room && rhash(ax, ay, ST.WIDE_SALT, seed) % 2 === 0; | |
| const sAnchor = (x, y) => raised(x, y) && !raised(x, y + 1) && raised(x - 1, y) && raised(x + 1, y) && stairAt(x, y); | |
| const nAnchor = (x, y) => raised(x, y) && !raised(x, y - 1) && raised(x - 1, y) && raised(x + 1, y) && stairAt(x, y); | |
| const wAnchor = (x, y) => raised(x, y) && !raised(x - 1, y) && raised(x + 1, y) && raised(x, y - 1) && raised(x, y + 1) && !raised(x - 1, y + 1) && stairAtV(x, y); | |
| const eAnchor = (x, y) => raised(x, y) && !raised(x + 1, y) && raised(x - 1, y) && raised(x, y - 1) && raised(x, y + 1) && !raised(x + 1, y + 1) && stairAtV(x, y); | |
| const sRoom = (x, y) => !raised(x + 1, y + 1) && raised(x + 2, y) && !raised(x + 2, y + 1) && raised(x + 3, y); | |
| const nRoom = (x, y) => !raised(x + 1, y - 1) && raised(x + 2, y) && !raised(x + 2, y - 1) && raised(x + 3, y); | |
| const wRoom = (x, y) => raised(x, y + 2) && !raised(x - 1, y + 2); | |
| const eRoom = (x, y) => raised(x, y + 2) && !raised(x + 1, y + 2); | |
| const W_OFF = [[0, 0], [0, 1], [-1, 0], [-1, 1], [-1, 2]]; | |
| const E_OFF = [[0, 0], [0, 1], [1, 0], [1, 1], [1, 2]]; | |
| const sDepth = useNS ? Math.max(ST.S.NARROW.length, ST.S.WIDE.length) : 0; | |
| function stairTileAt(wx, wy) { | |
| if (useNS) { | |
| for (let drow = 0; drow < sDepth; drow++) for (let dcol = 0; dcol <= 2; dcol++) { | |
| const ax = wx - dcol, ay = wy - drow; | |
| if (!sAnchor(ax, ay)) continue; | |
| if (isWide(ax, ay, sRoom(ax, ay))) { | |
| if (drow < ST.S.WIDE.length) return ST.S.WIDE[drow][dcol]; | |
| } else if (dcol === 0 && drow < ST.S.NARROW.length) return ST.S.NARROW[drow]; | |
| } | |
| for (let dcol = 0; dcol <= 2; dcol++) { | |
| if (nAnchor(wx - dcol, wy)) { | |
| if (isWide(wx - dcol, wy, nRoom(wx - dcol, wy))) return ST.N.WIDE.LIP[dcol]; | |
| if (dcol === 0) return ST.N.NARROW.LIP; | |
| } | |
| if (nAnchor(wx - dcol, wy + 1)) { | |
| if (isWide(wx - dcol, wy + 1, nRoom(wx - dcol, wy + 1))) return ST.N.WIDE.CAP[dcol]; | |
| if (dcol === 0) return ST.N.NARROW.CAP; | |
| } | |
| } | |
| } | |
| if (useWE) { | |
| for (const [dx, dy] of W_OFF) { | |
| const ax = wx - dx, ay = wy - dy; | |
| if (!wAnchor(ax, ay)) continue; | |
| const e = (isWide(ax, ay, wRoom(ax, ay)) ? ST.W.WIDE : ST.W.NARROW).find((o) => o.dx === dx && o.dy === dy); | |
| if (e) return e.t; | |
| } | |
| for (const [dx, dy] of E_OFF) { | |
| const ax = wx - dx, ay = wy - dy; | |
| if (!eAnchor(ax, ay)) continue; | |
| const e = (isWide(ax, ay, eRoom(ax, ay)) ? ST.E.WIDE : ST.E.NARROW).find((o) => o.dx === dx && o.dy === dy); | |
| if (e) return e.t; | |
| } | |
| } | |
| return null; | |
| } | |
| for (let ty = 0; ty < chunk; ty++) for (let tx = 0; tx < chunk; tx++) { | |
| if (!accept(tx, ty)) continue; | |
| const wx = x0 + tx, wy = y0 + ty; | |
| if (ST) { | |
| const st = stairTileAt(wx, wy); | |
| if (st) { | |
| place(st, tx, ty); | |
| continue; | |
| } | |
| } | |
| if (raised(wx, wy)) { | |
| const bN = !raised(wx, wy - 1), bE = !raised(wx + 1, wy), bS = !raised(wx, wy + 1), bW = !raised(wx - 1, wy); | |
| if (bN && bW) place(cfg.LIP_TL, tx, ty); | |
| else if (bN && bE) place(cfg.LIP_TR, tx, ty); | |
| else if (bS && bW) place(cfg.LIP_SW, tx, ty); | |
| else if (bS && bE) place(cfg.LIP_SE, tx, ty); | |
| else if (bN) place(sparse(cfg.LIP_T, cfg.LIP_T_VAR, wx, wy, 1, cfg.RATE, seed), tx, ty); | |
| else if (bS) place(sparse(cfg.LIP_S, cfg.LIP_S_VAR, wx, wy, 2, cfg.RATE, seed), tx, ty); | |
| else if (bW) place(sparse(cfg.WALL_L, cfg.WALL_L_VAR, wx, wy, 3, cfg.RATE, seed), tx, ty); | |
| else if (bE) place(sparse(cfg.WALL_R, cfg.WALL_R_VAR, wx, wy, 4, cfg.RATE, seed), tx, ty); | |
| } else { | |
| for (let k = 1; k <= cfg.FACE_H; k++) { | |
| if (raised(wx, wy - k)) { | |
| const leftEnd = !raised(wx - 1, wy - k), rightEnd = !raised(wx + 1, wy - k); | |
| place(leftEnd ? cfg.FACE_L[k - 1] : rightEnd ? cfg.FACE_R[k - 1] : sparse(cfg.FACE[k - 1], cfg.FACE_VAR[k - 1], wx, wy, 5 + k, cfg.RATE, seed), tx, ty); | |
| break; | |
| } | |
| } | |
| } | |
| } | |
| } | |
| // ../auto-battler/src/render/orcKingdom.js | |
| var ORC = "/assets/minifantasy/Minifantasy_Orc_Kingdom_v1.0/Minifantasy_Orc_Kingdom_Assets"; | |
| var TILES = `${ORC}/Tileset/Tiles.png`; | |
| var ORC_MAP_ASSETS = [TILES]; | |
| var TILE2 = 8; | |
| var CHUNK = 32; | |
| var DIRT_BASE = [7, 51]; | |
| var DIRT_VARS = rect(13, 51, 2, 6); | |
| var DIRT_RATE = 4; | |
| var GRASS = { | |
| fill: [3, 51], | |
| vars: [], | |
| N: [3, 54], | |
| S: [3, 52], | |
| E: [2, 53], | |
| W: [4, 53], | |
| cNW: [4, 54], | |
| cNE: [2, 54], | |
| cSW: [4, 52], | |
| cSE: [2, 52], | |
| vNW: [3, 56], | |
| vNE: [2, 56], | |
| vSW: [3, 55], | |
| vSE: [2, 55], | |
| dNWSE: [4, 55], | |
| dSWNE: [4, 56] | |
| }; | |
| var DDIRT = { | |
| fill: [7, 53], | |
| vars: rect(10, 51, 2, 6), | |
| N: [7, 52], | |
| S: [7, 54], | |
| E: [8, 53], | |
| W: [6, 53], | |
| vNW: [6, 52], | |
| vNE: [8, 52], | |
| vSW: [6, 54], | |
| vSE: [8, 54], | |
| cNW: [6, 55], | |
| cNE: [7, 55], | |
| cSW: [6, 56], | |
| cSE: [7, 56], | |
| dNWSE: [8, 55], | |
| dSWNE: [8, 56] | |
| }; | |
| var OVERLAY_RATE = 5; | |
| var ROCK_COLOR_OFF = [0, 6, 12]; | |
| var STONE_SIZES = [[16, 51], [16, 52], [16, 53], [16, 54], [16, 55], [16, 56]]; | |
| var ROCK_FOLIAGE = [[17, 51], [18, 51], [19, 51], [20, 51]]; | |
| var ROCK_DENSE = [[18, 53], [19, 53], [18, 54], [19, 54], [18, 55], [19, 55]]; | |
| var ROCK_SPARSE = [ | |
| [17, 52], | |
| [18, 52], | |
| [19, 52], | |
| [20, 52], | |
| [17, 53], | |
| [20, 53], | |
| [17, 54], | |
| [20, 54], | |
| [17, 55], | |
| [20, 55], | |
| [17, 56], | |
| [18, 56], | |
| [19, 56], | |
| [20, 56] | |
| ]; | |
| var ROCK_STONE_RATE = 28; | |
| var ROCK_FOLIAGE_RATE = 12; | |
| var COL_DIRT = [150, 128, 95]; | |
| var COL_DDIRT = [106, 90, 79]; | |
| var COL_GRASS = [96, 132, 58]; | |
| function chunkFields(seed, x0, y0) { | |
| const M = 6, SZ = CHUNK + 2 * M; | |
| const dd = cleanField((lx, ly) => isDarkerDirt(seed, x0 + lx, y0 + ly), M, SZ); | |
| const grRaw = cleanField((lx, ly) => isGrass(seed, x0 + lx, y0 + ly), M, SZ); | |
| const gr = new Uint8Array(grRaw.length); | |
| for (let k = 0; k < gr.length; k++) gr[k] = grRaw[k] && !dd[k] ? 1 : 0; | |
| const rockRaw = cleanField((lx, ly) => isRock(seed, x0 + lx, y0 + ly), M, SZ); | |
| const rock = new Uint8Array(rockRaw.length); | |
| for (let k = 0; k < rock.length; k++) rock[k] = rockRaw[k] && !dd[k] && !gr[k] ? 1 : 0; | |
| return { dd, gr, rock, M, SZ, x0, y0 }; | |
| } | |
| var ORC_GROUND_FILLS = [ | |
| { key: "dirt", url: TILES, tile: DIRT_BASE }, | |
| { key: "ddirt", url: TILES, tile: DDIRT.fill }, | |
| { key: "grass", url: TILES, tile: GRASS.fill } | |
| ]; | |
| function orcGroundFillKey(seed, x, y) { | |
| if (isDarkerDirt(seed, x, y)) return "ddirt"; | |
| if (isGrass(seed, x, y)) return "grass"; | |
| return "dirt"; | |
| } | |
| var orcConfig = (seed) => ({ | |
| seed, | |
| tile: TILE2, | |
| chunk: CHUNK, | |
| background: "#69636f", | |
| async load({ Assets }) { | |
| const t = await Assets.load(TILES); | |
| t.source.scaleMode = "nearest"; | |
| return { tiles: t.source }; | |
| }, | |
| // `accept(tx,ty)` (chunk-local) gates which tiles this biome paints — defaults to all, so the | |
| // standalone map is unchanged; the multi-biome overworld passes a per-biome dither mask. | |
| bake({ x0, y0, seed: seed2, ctx, add, accept = () => true }) { | |
| const f = chunkFields(seed2, x0, y0); | |
| const { dd, gr, rock, M, SZ } = f; | |
| const idx = (i, j) => j * SZ + i; | |
| const at = (fld, lx, ly) => fld[idx(lx + M, ly + M)] === 1; | |
| const atRock = (lx, ly) => rock[idx(lx + M, ly + M)] === 1; | |
| const place = (coord, tx, ty) => add(ctx.tiles, coord[0], coord[1], tx, ty); | |
| const drawLayer = (field, set, tx, ty) => { | |
| if (!at(field, tx, ty)) return; | |
| const N = !at(field, tx, ty - 1), E = !at(field, tx + 1, ty), S = !at(field, tx, ty + 1), W = !at(field, tx - 1, ty); | |
| const NW = !at(field, tx - 1, ty - 1), NE = !at(field, tx + 1, ty - 1), SW = !at(field, tx - 1, ty + 1), SE = !at(field, tx + 1, ty + 1); | |
| const t = autotile(set, N, E, S, W, NW, NE, SW, SE); | |
| place(t || sparse(set.fill, set.vars, x0 + tx, y0 + ty, set === GRASS ? 1 : 2, OVERLAY_RATE, seed2), tx, ty); | |
| }; | |
| for (let ty = 0; ty < CHUNK; ty++) { | |
| for (let tx = 0; tx < CHUNK; tx++) { | |
| if (!accept(tx, ty)) continue; | |
| place(sparse(DIRT_BASE, DIRT_VARS, x0 + tx, y0 + ty, 0, DIRT_RATE, seed2), tx, ty); | |
| drawLayer(dd, DDIRT, tx, ty); | |
| drawLayer(gr, GRASS, tx, ty); | |
| if (atRock(tx, ty)) { | |
| const h2 = rhash(x0 + tx, y0 + ty, 3, seed2); | |
| const interior = atRock(tx, ty - 1) && atRock(tx + 1, ty) && atRock(tx, ty + 1) && atRock(tx - 1, ty); | |
| const pool = interior ? ROCK_DENSE : ROCK_SPARSE; | |
| place(offset(pool[(h2 >>> 2) % pool.length], ROCK_COLOR_OFF[h2 % 3]), tx, ty); | |
| } else if (!at(dd, tx, ty) && !at(gr, tx, ty)) { | |
| const h2 = rhash(x0 + tx, y0 + ty, 7, seed2); | |
| if (h2 % ROCK_STONE_RATE === 0) place(offset(STONE_SIZES[(h2 >>> 3) % STONE_SIZES.length], ROCK_COLOR_OFF[(h2 >>> 6) % 3]), tx, ty); | |
| else if ((h2 >>> 8) % ROCK_FOLIAGE_RATE === 0) place(offset(ROCK_FOLIAGE[(h2 >>> 11) % ROCK_FOLIAGE.length], ROCK_COLOR_OFF[(h2 >>> 14) % 3]), tx, ty); | |
| } | |
| } | |
| } | |
| return { meta: f }; | |
| }, | |
| macroColor(seed2, tx, ty) { | |
| if (isDarkerDirt(seed2, tx, ty)) return COL_DDIRT; | |
| if (isGrass(seed2, tx, ty)) return COL_GRASS; | |
| return COL_DIRT; | |
| }, | |
| // Top-most ground tile [c,r] at world (wx,wy) for the grid overlay (rocks omitted). | |
| tileIndexAt(wx, wy, meta) { | |
| if (!meta) return null; | |
| const { dd, gr, M, SZ, x0, y0 } = meta; | |
| const lx = wx - x0, ly = wy - y0; | |
| if (lx < 0 || ly < 0 || lx >= CHUNK || ly >= CHUNK) return null; | |
| const at = (f, x, y) => f[(y + M) * SZ + (x + M)] === 1; | |
| for (const [field, set] of [[gr, GRASS], [dd, DDIRT]]) { | |
| if (!at(field, lx, ly)) continue; | |
| const N = !at(field, lx, ly - 1), E = !at(field, lx + 1, ly), S = !at(field, lx, ly + 1), W = !at(field, lx - 1, ly); | |
| const NW = !at(field, lx - 1, ly - 1), NE = !at(field, lx + 1, ly - 1), SW = !at(field, lx - 1, ly + 1), SE = !at(field, lx + 1, ly + 1); | |
| return autotile(set, N, E, S, W, NW, NE, SW, SE) || set.fill; | |
| } | |
| return DIRT_BASE; | |
| } | |
| }); | |
| function createOrcMap(pixi, host, opts = {}) { | |
| return createChunkedMap(pixi, host, orcConfig(opts.seed ?? 1)); | |
| } | |
| // ../auto-battler/src/engine/fpGen.js | |
| var sub3 = (seed, salt) => (Math.imul(seed | 0, 2654435761) ^ (salt | 0)) >>> 0; | |
| var DIRT_SCALE = 0.04; | |
| var DIRT_THRESHOLD = 0.56; | |
| function isDirt(seed, x, y) { | |
| return fbm(sub3(seed, 53543), x * DIRT_SCALE, y * DIRT_SCALE) > DIRT_THRESHOLD; | |
| } | |
| var STONE_SCALE = 0.085; | |
| var STONE_THRESHOLD = 0.66; | |
| function isStone(seed, x, y) { | |
| return fbm(sub3(seed, 22286), x * STONE_SCALE, y * STONE_SCALE) > STONE_THRESHOLD; | |
| } | |
| var FOREST_SCALE = 0.05; | |
| function forestField(seed, x, y) { | |
| return fbm(sub3(seed, 15740503), x * FOREST_SCALE, y * FOREST_SCALE); | |
| } | |
| var STONE_CLUMP_SCALE = 0.11; | |
| function stoneClumpField(seed, x, y) { | |
| return fbm(sub3(seed, 5702849), x * STONE_CLUMP_SCALE, y * STONE_CLUMP_SCALE); | |
| } | |
| var ELEV_SCALE = 0.025; | |
| var ELEV_THRESHOLD = 0.6; | |
| function isRaised(seed, x, y) { | |
| return fbm(sub3(seed, 57836), x * ELEV_SCALE, y * ELEV_SCALE) > ELEV_THRESHOLD; | |
| } | |
| var RIVER_SCALE = 0.022; | |
| var RIVER_WIDTH = 0.035; | |
| var WARP_SCALE2 = 0.03; | |
| var WARP_AMP2 = 22; | |
| function isRiver(seed, x, y) { | |
| const wx = x + WARP_AMP2 * (fbm(sub3(seed, 1297), x * WARP_SCALE2, y * WARP_SCALE2) - 0.5); | |
| const wy = y + WARP_AMP2 * (fbm(sub3(seed, 1298), x * WARP_SCALE2, y * WARP_SCALE2) - 0.5); | |
| return Math.abs(fbm(sub3(seed, 8654), wx * RIVER_SCALE, wy * RIVER_SCALE) - 0.5) < RIVER_WIDTH; | |
| } | |
| // ../auto-battler/src/render/forgottenPlains.js | |
| var FP = "/assets/minifantasy/Minifantasy_ForgottenPlains_v3.6_Commercial_Version/Minifantasy_ForgottenPlains_Assets"; | |
| var TILES2 = `${FP}/Tileset/Minifantasy_ForgottenPlainsTiles.png`; | |
| var SHADOW = `${FP}/Tileset/Minifantasy_ForgottenPlainsTilesShadows.png`; | |
| var PROPS = `${FP}/props/Minifantasy_ForgottenPlainsProps.png`; | |
| var PROP_SHADOW = `${FP}/props/Minifantasy_ForgottenPlainsPropsShadows.png`; | |
| var FP_TILES_URL = TILES2; | |
| var FP_PROPS_URL = PROPS; | |
| var FP_MOCKUP_URL = `${FP}/Minifantasy_ForgottenPlainsMockup.png`; | |
| var FP_MAP_ASSETS = [TILES2, SHADOW, PROPS, PROP_SHADOW]; | |
| var TILE3 = 8; | |
| var CHUNK2 = 32; | |
| var GRASS_BASE = [37, 11]; | |
| var GRASS_VARS = [...rect(1, 1, 4, 1), ...rect(2, 3, 3, 5)]; | |
| var GRASS_RATE = 9; | |
| var DIRT_BLOCK = [7, 3]; | |
| var DIRT_FILL = [8, 4]; | |
| var DIRT_VARS2 = [[7, 1], [8, 1], [9, 1]]; | |
| var STONE_BLOCK = [12, 3]; | |
| var STONE_FILL = [13, 4]; | |
| var STONE_VARS = [[12, 1], [13, 1], [14, 1]]; | |
| var WATER_BLOCK = [25, 3]; | |
| var WATER_FILL = [26, 4]; | |
| var WATER_VARS = [[26, 4]]; | |
| var FILL_RATE = 6; | |
| var FP_CLIFF = { | |
| LIP_T: [25, 16], | |
| LIP_T_VAR: [], | |
| LIP_TL: [24, 16], | |
| LIP_TR: [26, 16], | |
| WALL_L: [24, 17], | |
| WALL_L_VAR: [], | |
| WALL_R: [26, 17], | |
| WALL_R_VAR: [], | |
| LIP_S: [25, 18], | |
| LIP_S_VAR: [], | |
| LIP_SW: [24, 18], | |
| LIP_SE: [26, 18], | |
| FACE_H: 2, | |
| FACE: [[25, 19], [25, 20]], | |
| FACE_VAR: [[], []], | |
| FACE_L: [[24, 19], [24, 20]], | |
| FACE_R: [[26, 19], [26, 20]], | |
| RATE: 4, | |
| // Stair exits cut into straight cliff edges. Two sheet variants, one tile wide (cross at cols 2–6) | |
| // and two tiles wide (cross at cols 8–14); bakeCliffs picks per-exit by hash. Every tile below is | |
| // a real non-empty sheet cell — the crosses have transparent corners, so placing those would bleed | |
| // the grass base through (the bug the NARROW arms used to hit). Layout per direction: | |
| // • S — NARROW: one column, [lip, step, step, step(onto ground)]. WIDE: 3 columns × those 4 rows. | |
| // • N — LIP on the raised back edge (grass+steps) + CAP one tile north on the ground; ×3 cols wide. | |
| // • W/E — a descent off the side wall. Each tile carries its {dx,dy} cell-offset from the wall | |
| // anchor. NARROW: 3-tile L. WIDE: 2-tall entry on the wall + a 3-tall stone descent beside it. | |
| STAIR: { | |
| WIDE_SALT: 359697, | |
| // hash salt deciding narrow-vs-wide at each exit (~50/50) | |
| S: { | |
| NARROW: [[4, 18], [4, 19], [4, 20], [4, 20]], | |
| WIDE: [ | |
| [[10, 19], [11, 19], [12, 19]], | |
| [[10, 20], [11, 20], [12, 20]], | |
| [[10, 21], [11, 21], [12, 21]], | |
| [[10, 21], [11, 21], [12, 21]] | |
| ] | |
| }, | |
| N: { | |
| NARROW: { LIP: [4, 16], CAP: [4, 15] }, | |
| WIDE: { LIP: [[10, 16], [11, 16], [12, 16]], CAP: [[10, 15], [11, 15], [12, 15]] } | |
| }, | |
| W: { | |
| NARROW: [{ dx: 0, dy: 0, t: [3, 17] }, { dx: -1, dy: 0, t: [2, 17] }, { dx: -1, dy: 1, t: [2, 18] }], | |
| WIDE: [ | |
| { dx: 0, dy: 0, t: [9, 17] }, | |
| { dx: 0, dy: 1, t: [9, 18] }, | |
| { dx: -1, dy: 0, t: [8, 17] }, | |
| { dx: -1, dy: 1, t: [8, 18] }, | |
| { dx: -1, dy: 2, t: [8, 19] } | |
| ] | |
| }, | |
| E: { | |
| NARROW: [{ dx: 0, dy: 0, t: [5, 17] }, { dx: 1, dy: 0, t: [6, 17] }, { dx: 1, dy: 1, t: [6, 18] }], | |
| WIDE: [ | |
| { dx: 0, dy: 0, t: [13, 17] }, | |
| { dx: 0, dy: 1, t: [13, 18] }, | |
| { dx: 1, dy: 0, t: [14, 17] }, | |
| { dx: 1, dy: 1, t: [14, 18] }, | |
| { dx: 1, dy: 2, t: [14, 19] } | |
| ] | |
| } | |
| } | |
| }; | |
| var STAIR_SPACING = 14; | |
| var COL_CLIFF = [150, 138, 112]; | |
| var FOLIAGE = [ | |
| { weight: 5, tiles: [[9, 6], [10, 6], [11, 6]] }, | |
| // grass tufts | |
| { weight: 3, tiles: [[12, 6], [13, 6]] }, | |
| // small reeds | |
| { weight: 3, tiles: [[9, 9], [10, 9], [11, 9], [12, 9], [13, 9]] }, | |
| // flowers (red/purple/daisy) + small grass | |
| { weight: 1, sprite: { c: 14, r: 6, w: 1, h: 3 } }, | |
| // tall reed 1×3 | |
| { weight: 1, sprite: { c: 15, r: 6, w: 2, h: 3 } }, | |
| // wide reed 2×3 | |
| { weight: 1, sprite: { c: 17, r: 6, w: 2, h: 3 } }, | |
| // wide reed 2×3 | |
| { weight: 1, sprite: { c: 14, r: 9, w: 1, h: 2 } } | |
| // cattail 1×2 | |
| ]; | |
| var FOLIAGE_WEIGHT = FOLIAGE.reduce((s, g) => s + g.weight, 0); | |
| var FOLIAGE_RATE = 11; | |
| var WATER_FOLIAGE = { c: 15, r: 9, w: 1, h: 2 }; | |
| var WATER_FOLIAGE_RATE = 16; | |
| var TREES = [ | |
| { frame: [155, 3, 21, 25], ax: 0.48, ay: 0.96 }, | |
| // tree 1 (plain) | |
| { frame: [155, 35, 21, 25], ax: 0.48, ay: 0.96 }, | |
| // tree 2 (fruited) | |
| { frame: [152, 32, 24, 32], ax: 0.5, ay: 0.94 } | |
| // tree 3 — full 3×4 fruited (19,4) | |
| ]; | |
| var TREE_SCALE_BASE = 1; | |
| var TREE_SCALE_JITTER = 0.14; | |
| var TREE_FLIP_RATE = 0.5; | |
| var TREE_JITTER = 2; | |
| var FOREST_BLOCK_X = 3; | |
| var FOREST_BLOCK_Y = 2; | |
| var FOREST_THRESHOLD = 0.6; | |
| var FOREST_MIN_NB = 2; | |
| var FOREST_FILL = 0.5; | |
| var STONES = [ | |
| { c: 8, r: 3, w: 2, h: 2, weight: 3 }, | |
| // small rock | |
| { c: 10, r: 3, w: 2, h: 2, weight: 3 }, | |
| // small rock | |
| { c: 12, r: 3, w: 2, h: 2, weight: 3 }, | |
| // small flat rock | |
| { c: 14, r: 3, w: 2, h: 2, weight: 3 }, | |
| // small rock | |
| { c: 16, r: 3, w: 2, h: 2, weight: 3 }, | |
| // small rock | |
| { c: 6, r: 3, w: 2, h: 3, weight: 2 }, | |
| // medium boulder | |
| { c: 0, r: 3, w: 2, h: 4, weight: 1 }, | |
| // big boulder | |
| { c: 2, r: 3, w: 2, h: 4, weight: 1 }, | |
| // big boulder | |
| { c: 4, r: 3, w: 2, h: 4, weight: 1 } | |
| // big knobbly boulder | |
| ]; | |
| var STONE_WEIGHT = STONES.reduce((s, g) => s + g.weight, 0); | |
| var STONE_BLOCK_X = 2; | |
| var STONE_BLOCK_Y = 2; | |
| var STONE_CLUMP_THRESHOLD = 0.7; | |
| var STONE_CLUMP_MIN_NB = 3; | |
| var STONE_CLUMP_FILL = 0.7; | |
| var COL_GRASS2 = [97, 150, 55]; | |
| var COL_DIRT2 = [118, 80, 38]; | |
| var COL_STONE = [120, 120, 122]; | |
| var COL_WATER = [74, 116, 196]; | |
| function loadImg(url) { | |
| return new Promise((resolve, reject) => { | |
| const img = new Image(); | |
| img.onload = () => resolve(img); | |
| img.onerror = reject; | |
| img.src = url; | |
| }); | |
| } | |
| async function buildShadowMask(url) { | |
| const img = await loadImg(url); | |
| const cv = document.createElement("canvas"); | |
| cv.width = img.naturalWidth; | |
| cv.height = img.naturalHeight; | |
| const g = cv.getContext("2d", { willReadFrequently: true }); | |
| g.drawImage(img, 0, 0); | |
| const cols = img.naturalWidth / TILE3 | 0, rows = img.naturalHeight / TILE3 | 0, set = /* @__PURE__ */ new Set(); | |
| for (let r = 0; r < rows; r++) for (let c = 0; c < cols; c++) { | |
| const d = g.getImageData(c * TILE3, r * TILE3, TILE3, TILE3).data; | |
| for (let i = 3; i < d.length; i += 4) { | |
| if (d[i] > 8) { | |
| set.add(c + "," + r); | |
| break; | |
| } | |
| } | |
| } | |
| return set; | |
| } | |
| function chunkFields2(seed, x0, y0) { | |
| const WATER_BUFFER = 2; | |
| const M = WATER_BUFFER + 4, SZ = CHUNK2 + 2 * M; | |
| const idx = (i, j) => j * SZ + i; | |
| const clean = (pred) => { | |
| let cur = new Uint8Array(SZ * SZ); | |
| for (let j = 0; j < SZ; j++) for (let i = 0; i < SZ; i++) cur[idx(i, j)] = pred(x0 + i - M, y0 + j - M) ? 1 : 0; | |
| let nxt = new Uint8Array(SZ * SZ); | |
| for (let j = 1; j < SZ - 1; j++) for (let i = 1; i < SZ - 1; i++) { | |
| let c = 0; | |
| for (let dj = -1; dj <= 1; dj++) for (let di = -1; di <= 1; di++) c += cur[idx(i + di, j + dj)]; | |
| nxt[idx(i, j)] = c >= 5 ? 1 : 0; | |
| } | |
| cur = nxt; | |
| for (let p = 0; p < 2; p++) { | |
| nxt = new Uint8Array(SZ * SZ); | |
| for (let j = 1; j < SZ - 1; j++) for (let i = 1; i < SZ - 1; i++) { | |
| const card = cur[idx(i, j - 1)] + cur[idx(i + 1, j)] + cur[idx(i, j + 1)] + cur[idx(i - 1, j)]; | |
| nxt[idx(i, j)] = cur[idx(i, j)] ? card >= 2 ? 1 : 0 : card >= 3 ? 1 : 0; | |
| } | |
| cur = nxt; | |
| } | |
| return cur; | |
| }; | |
| const waterF = clean((x, y) => isRiver(seed, x, y)); | |
| const raisedField = clean((x, y) => isRaised(seed, x, y)); | |
| for (let k = 0; k < waterF.length; k++) if (raisedField[k]) waterF[k] = 0; | |
| const dirtRaw = clean((x, y) => isDirt(seed, x, y)); | |
| const stoneRaw = clean((x, y) => isStone(seed, x, y)); | |
| const fraw = new Uint8Array(SZ * SZ); | |
| for (let j = 0; j < SZ; j++) for (let i = 0; i < SZ; i++) fraw[idx(i, j)] = forestField(seed, x0 + i - M, y0 + j - M) > FOREST_THRESHOLD ? 1 : 0; | |
| const forestRegion = new Uint8Array(SZ * SZ); | |
| for (let j = 1; j < SZ - 1; j++) for (let i = 1; i < SZ - 1; i++) { | |
| if (!fraw[idx(i, j)]) continue; | |
| let c = 0; | |
| for (let dj = -1; dj <= 1; dj++) for (let di = -1; di <= 1; di++) if ((di || dj) && fraw[idx(i + di, j + dj)]) c++; | |
| forestRegion[idx(i, j)] = c >= FOREST_MIN_NB ? 1 : 0; | |
| } | |
| const sraw = new Uint8Array(SZ * SZ); | |
| for (let j = 0; j < SZ; j++) for (let i = 0; i < SZ; i++) sraw[idx(i, j)] = stoneClumpField(seed, x0 + i - M, y0 + j - M) > STONE_CLUMP_THRESHOLD ? 1 : 0; | |
| const stoneClumpRegion = new Uint8Array(SZ * SZ); | |
| for (let j = 1; j < SZ - 1; j++) for (let i = 1; i < SZ - 1; i++) { | |
| if (!sraw[idx(i, j)]) continue; | |
| let c = 0; | |
| for (let dj = -1; dj <= 1; dj++) for (let di = -1; di <= 1; di++) if ((di || dj) && sraw[idx(i + di, j + dj)]) c++; | |
| stoneClumpRegion[idx(i, j)] = c >= STONE_CLUMP_MIN_NB ? 1 : 0; | |
| } | |
| const dirt = new Uint8Array(SZ * SZ), stone = new Uint8Array(SZ * SZ); | |
| for (let j = WATER_BUFFER; j < SZ - WATER_BUFFER; j++) for (let i = WATER_BUFFER; i < SZ - WATER_BUFFER; i++) { | |
| let nearW = 0; | |
| for (let dj = -WATER_BUFFER; dj <= WATER_BUFFER && !nearW; dj++) for (let di = -WATER_BUFFER; di <= WATER_BUFFER; di++) if (waterF[idx(i + di, j + dj)]) { | |
| nearW = 1; | |
| break; | |
| } | |
| const rais = raisedField[idx(i, j)]; | |
| dirt[idx(i, j)] = dirtRaw[idx(i, j)] && !nearW && !rais ? 1 : 0; | |
| stone[idx(i, j)] = stoneRaw[idx(i, j)] && !dirtRaw[idx(i, j)] && !nearW && !rais ? 1 : 0; | |
| } | |
| return { waterF, dirt, stone, raisedField, forestRegion, stoneClumpRegion, M, SZ, x0, y0 }; | |
| } | |
| var FP_GROUND_FILLS = [ | |
| { key: "grass", url: TILES2, tile: GRASS_BASE }, | |
| { key: "dirt", url: TILES2, tile: DIRT_FILL }, | |
| { key: "stone", url: TILES2, tile: STONE_FILL } | |
| ]; | |
| function fpGroundFillKey(seed, x, y) { | |
| if (isStone(seed, x, y) && !isDirt(seed, x, y)) return "stone"; | |
| if (isDirt(seed, x, y)) return "dirt"; | |
| return "grass"; | |
| } | |
| var fpConfig = (seed) => ({ | |
| seed, | |
| tile: TILE3, | |
| chunk: CHUNK2, | |
| background: "#5a7b3a", | |
| async load({ Assets }) { | |
| const ctx = { tiles: null, shadow: null, shadowSet: null, props: null, propShadow: null }; | |
| const t = await Assets.load(TILES2); | |
| t.source.scaleMode = "nearest"; | |
| ctx.tiles = t.source; | |
| try { | |
| const s = await Assets.load(SHADOW); | |
| s.source.scaleMode = "nearest"; | |
| ctx.shadow = s.source; | |
| } catch { | |
| } | |
| try { | |
| ctx.shadowSet = await buildShadowMask(SHADOW); | |
| } catch { | |
| ctx.shadowSet = null; | |
| } | |
| try { | |
| const p = await Assets.load(PROPS); | |
| p.source.scaleMode = "nearest"; | |
| ctx.props = p.source; | |
| } catch { | |
| } | |
| try { | |
| const p = await Assets.load(PROP_SHADOW); | |
| p.source.scaleMode = "nearest"; | |
| ctx.propShadow = p.source; | |
| } catch { | |
| } | |
| return ctx; | |
| }, | |
| // `accept(tx,ty)` (chunk-local) gates which tiles this biome paints — defaults to all, so the | |
| // standalone map is unchanged; the multi-biome overworld passes a per-biome dither mask. | |
| bake({ x0, y0, seed: seed2, ctx, tmp, Sprite, tex, texFrame, add, accept = () => true }) { | |
| const f = chunkFields2(seed2, x0, y0); | |
| const { waterF, dirt, stone, raisedField, forestRegion, stoneClumpRegion, M, SZ } = f; | |
| const idx = (i, j) => j * SZ + i; | |
| const atW = (wx, wy) => waterF[idx(wx - x0 + M, wy - y0 + M)] === 1; | |
| const atD = (wx, wy) => dirt[idx(wx - x0 + M, wy - y0 + M)] === 1; | |
| const atS = (wx, wy) => stone[idx(wx - x0 + M, wy - y0 + M)] === 1; | |
| const isRaisedAt = (wx, wy) => raisedField[idx(wx - x0 + M, wy - y0 + M)] === 1; | |
| const place = (coord, tx, ty) => { | |
| add(ctx.tiles, coord[0], coord[1], tx, ty); | |
| if (ctx.shadow && (!ctx.shadowSet || ctx.shadowSet.has(coord[0] + "," + coord[1]))) { | |
| const sh = new Sprite(tex(ctx.shadow, coord[0], coord[1])); | |
| sh.x = tx * TILE3; | |
| sh.y = ty * TILE3; | |
| tmp.addChild(sh); | |
| } | |
| }; | |
| const blob = (atFn, BLOCK, fillBase, fillVars, salt, wx, wy, tx, ty) => { | |
| const N = !atFn(wx, wy - 1), E = !atFn(wx + 1, wy), S = !atFn(wx, wy + 1), W = !atFn(wx - 1, wy); | |
| if (N && E && S && W) { | |
| place(sparse(fillBase, fillVars, wx, wy, salt, FILL_RATE, seed2), tx, ty); | |
| return; | |
| } | |
| let cr; | |
| if (!N && !E && !S && !W) { | |
| const dNW = !atFn(wx - 1, wy - 1), dNE = !atFn(wx + 1, wy - 1), dSW = !atFn(wx - 1, wy + 1), dSE = !atFn(wx + 1, wy + 1); | |
| if (!dNW && !dNE && !dSW && !dSE) { | |
| place(sparse(fillBase, fillVars, wx, wy, salt, FILL_RATE, seed2), tx, ty); | |
| return; | |
| } | |
| cr = centerTile(BLOCK, dNW, dNE, dSW, dSE); | |
| } else cr = blockTile(BLOCK, N, E, S, W); | |
| place(cr, tx, ty); | |
| }; | |
| for (let ty = 0; ty < CHUNK2; ty++) for (let tx = 0; tx < CHUNK2; tx++) { | |
| if (!accept(tx, ty)) continue; | |
| const wx = x0 + tx, wy = y0 + ty; | |
| place(sparse(GRASS_BASE, GRASS_VARS, wx, wy, 0, GRASS_RATE, seed2), tx, ty); | |
| if (atD(wx, wy)) blob(atD, DIRT_BLOCK, DIRT_FILL, DIRT_VARS2, 1, wx, wy, tx, ty); | |
| if (atS(wx, wy)) blob(atS, STONE_BLOCK, STONE_FILL, STONE_VARS, 2, wx, wy, tx, ty); | |
| if (atW(wx, wy)) blob(atW, WATER_BLOCK, WATER_FILL, WATER_VARS, 3, wx, wy, tx, ty); | |
| } | |
| const live = []; | |
| const propSprite = (spec, wx, wy) => { | |
| const sp = new Sprite(texFrame(ctx.props, spec.c * TILE3, (spec.r - spec.h + 1) * TILE3, spec.w * TILE3, spec.h * TILE3)); | |
| sp.anchor.set(0.5, 1); | |
| sp.x = wx * TILE3 + TILE3 / 2; | |
| sp.y = (wy + 1) * TILE3; | |
| sp.zIndex = (wy + 1) * TILE3; | |
| return sp; | |
| }; | |
| if (ctx.props) for (let ty = 0; ty < CHUNK2; ty++) for (let tx = 0; tx < CHUNK2; tx++) { | |
| if (!accept(tx, ty)) continue; | |
| const wx = x0 + tx, wy = y0 + ty; | |
| if (atW(wx, wy)) { | |
| if (hashU32(seed2 ^ 24301, wx, wy) % WATER_FOLIAGE_RATE === 0) live.push({ sprite: propSprite(WATER_FOLIAGE, wx, wy), shadow: null }); | |
| continue; | |
| } | |
| if (atD(wx, wy) || atS(wx, wy)) continue; | |
| const h2 = hashU32(seed2 ^ 15733114, wx, wy); | |
| if (h2 % FOLIAGE_RATE !== 0) continue; | |
| let pick = (h2 >>> 8) % FOLIAGE_WEIGHT, g = FOLIAGE[0]; | |
| for (const grp of FOLIAGE) { | |
| if (pick < grp.weight) { | |
| g = grp; | |
| break; | |
| } | |
| pick -= grp.weight; | |
| } | |
| if (g.sprite) { | |
| live.push({ sprite: propSprite(g.sprite, wx, wy), shadow: null }); | |
| continue; | |
| } | |
| const [c, r] = g.tiles[(h2 >>> 16) % g.tiles.length]; | |
| const sp = new Sprite(texFrame(ctx.props, c * TILE3, r * TILE3, TILE3, TILE3)); | |
| sp.x = tx * TILE3; | |
| sp.y = ty * TILE3; | |
| tmp.addChild(sp); | |
| } | |
| const stairAt = (wx, wy) => { | |
| const off = hashU32(seed2 ^ 358936, Math.floor(wy / STAIR_SPACING), 0) % STAIR_SPACING; | |
| return ((wx - off) % STAIR_SPACING + STAIR_SPACING) % STAIR_SPACING === 0; | |
| }; | |
| const stairAtV = (wx, wy) => { | |
| const off = hashU32(seed2 ^ 358940, Math.floor(wx / STAIR_SPACING), 0) % STAIR_SPACING; | |
| return ((wy - off) % STAIR_SPACING + STAIR_SPACING) % STAIR_SPACING === 0; | |
| }; | |
| bakeCliffs(FP_CLIFF, { chunk: CHUNK2, x0, y0, seed: seed2, raised: isRaisedAt, place, accept, stairAt, stairAtV }); | |
| if (ctx.props) { | |
| const inGrove = (wx, wy) => forestRegion[idx(wx - x0 + M, wy - y0 + M)] === 1; | |
| const bx0 = Math.floor(x0 / FOREST_BLOCK_X), bx1 = Math.floor((x0 + CHUNK2 - 1) / FOREST_BLOCK_X); | |
| const by0 = Math.floor(y0 / FOREST_BLOCK_Y), by1 = Math.floor((y0 + CHUNK2 - 1) / FOREST_BLOCK_Y); | |
| for (let by = by0; by <= by1; by++) for (let bx = bx0; bx <= bx1; bx++) { | |
| const h2 = hashU32(seed2 ^ 15748695, bx, by); | |
| const wx = bx * FOREST_BLOCK_X + h2 % FOREST_BLOCK_X, wy = by * FOREST_BLOCK_Y + (h2 >>> 4) % FOREST_BLOCK_Y; | |
| if (wx < x0 || wx >= x0 + CHUNK2 || wy < y0 || wy >= y0 + CHUNK2) continue; | |
| if (!accept(wx - x0, wy - y0)) continue; | |
| if (!inGrove(wx, wy)) continue; | |
| if ((h2 >>> 8 & 65535) / 65536 >= FOREST_FILL) continue; | |
| if (atW(wx, wy) || atS(wx, wy)) continue; | |
| if (!isRaisedAt(wx, wy)) { | |
| let onFace = false; | |
| for (let k = 1; k <= FP_CLIFF.FACE_H; k++) if (isRaisedAt(wx, wy - k)) { | |
| onFace = true; | |
| break; | |
| } | |
| if (onFace) continue; | |
| } | |
| const T = TREES[(h2 >>> 24) % TREES.length]; | |
| const flip = (h2 >>> 20 & 255) / 256 < TREE_FLIP_RATE; | |
| const sc = TREE_SCALE_BASE * (1 + ((h2 >>> 12 & 255) / 256 - 0.5) * 2 * TREE_SCALE_JITTER); | |
| const px = wx * TILE3 + TILE3 / 2 + ((h2 >>> 16 & 15) / 16 - 0.5) * 2 * TREE_JITTER; | |
| const py = wy * TILE3 + TILE3 / 2 + ((h2 >>> 28 & 15) / 16 - 0.5) * 2 * TREE_JITTER; | |
| const tr = new Sprite(texFrame(ctx.props, ...T.frame)); | |
| tr.anchor.set(T.ax, T.ay); | |
| tr.scale.set(flip ? -sc : sc, sc); | |
| tr.x = px; | |
| tr.y = py; | |
| tr.zIndex = py; | |
| let shadow = null; | |
| if (ctx.propShadow) { | |
| shadow = new Sprite(texFrame(ctx.propShadow, ...T.frame)); | |
| shadow.anchor.set(T.ax, T.ay); | |
| shadow.scale.set(flip ? -sc : sc, sc); | |
| shadow.x = px; | |
| shadow.y = py; | |
| } | |
| live.push({ sprite: tr, shadow }); | |
| } | |
| } | |
| if (ctx.props) { | |
| const inClump = (wx, wy) => stoneClumpRegion[idx(wx - x0 + M, wy - y0 + M)] === 1; | |
| const sbx0 = Math.floor(x0 / STONE_BLOCK_X), sbx1 = Math.floor((x0 + CHUNK2 - 1) / STONE_BLOCK_X); | |
| const sby0 = Math.floor(y0 / STONE_BLOCK_Y), sby1 = Math.floor((y0 + CHUNK2 - 1) / STONE_BLOCK_Y); | |
| for (let by = sby0; by <= sby1; by++) for (let bx = sbx0; bx <= sbx1; bx++) { | |
| const h2 = hashU32(seed2 ^ 5702885, bx, by); | |
| const wx = bx * STONE_BLOCK_X + h2 % STONE_BLOCK_X, wy = by * STONE_BLOCK_Y + (h2 >>> 4) % STONE_BLOCK_Y; | |
| if (wx < x0 || wx >= x0 + CHUNK2 || wy < y0 || wy >= y0 + CHUNK2) continue; | |
| if (!accept(wx - x0, wy - y0)) continue; | |
| if (!inClump(wx, wy)) continue; | |
| if ((h2 >>> 8 & 65535) / 65536 >= STONE_CLUMP_FILL) continue; | |
| if (atW(wx, wy)) continue; | |
| if (!isRaisedAt(wx, wy)) { | |
| let onFace = false; | |
| for (let k = 1; k <= FP_CLIFF.FACE_H; k++) if (isRaisedAt(wx, wy - k)) { | |
| onFace = true; | |
| break; | |
| } | |
| if (onFace) continue; | |
| } | |
| let pick = (h2 >>> 20) % STONE_WEIGHT, st = STONES[0]; | |
| for (const s of STONES) { | |
| if (pick < s.weight) { | |
| st = s; | |
| break; | |
| } | |
| pick -= s.weight; | |
| } | |
| live.push({ sprite: propSprite(st, wx, wy), shadow: null }); | |
| } | |
| } | |
| return { meta: f, live }; | |
| }, | |
| macroColor(seed2, tx, ty) { | |
| const raised = isRaised(seed2, tx, ty); | |
| if (!raised && isRiver(seed2, tx, ty)) return COL_WATER; | |
| let c = isStone(seed2, tx, ty) && !isDirt(seed2, tx, ty) ? COL_STONE : isDirt(seed2, tx, ty) ? COL_DIRT2 : COL_GRASS2; | |
| if (raised) c = lerp3(c, COL_CLIFF, 0.25); | |
| return c; | |
| }, | |
| tileIndexAt(wx, wy, meta) { | |
| if (!meta) return null; | |
| const { waterF, dirt, stone, M, SZ, x0, y0 } = meta; | |
| if (wx - x0 < 0 || wy - y0 < 0 || wx - x0 >= CHUNK2 || wy - y0 >= CHUNK2) return null; | |
| const idx = (i, j) => j * SZ + i; | |
| const pick = (fld, BLOCK, fill) => { | |
| const at = (x, y) => fld[idx(x - x0 + M, y - y0 + M)] === 1; | |
| const N = !at(wx, wy - 1), E = !at(wx + 1, wy), S = !at(wx, wy + 1), W = !at(wx - 1, wy); | |
| if (N && E && S && W) return fill; | |
| if (!N && !E && !S && !W) { | |
| const dNW = !at(wx - 1, wy - 1), dNE = !at(wx + 1, wy - 1), dSW = !at(wx - 1, wy + 1), dSE = !at(wx + 1, wy + 1); | |
| if (!dNW && !dNE && !dSW && !dSE) return fill; | |
| return centerTile(BLOCK, dNW, dNE, dSW, dSE); | |
| } | |
| return blockTile(BLOCK, N, E, S, W); | |
| }; | |
| if (waterF[idx(wx - x0 + M, wy - y0 + M)] === 1) return pick(waterF, WATER_BLOCK, WATER_FILL); | |
| if (stone[idx(wx - x0 + M, wy - y0 + M)] === 1) return pick(stone, STONE_BLOCK, STONE_FILL); | |
| if (dirt[idx(wx - x0 + M, wy - y0 + M)] === 1) return pick(dirt, DIRT_BLOCK, DIRT_FILL); | |
| return GRASS_BASE; | |
| } | |
| }); | |
| function createForgottenPlainsMap(pixi, host, opts = {}) { | |
| return createChunkedMap(pixi, host, { ...fpConfig(opts.seed ?? 1), keyboardPan: opts.keyboardPan }); | |
| } | |
| // ../auto-battler/src/engine/necropolisGen.js | |
| var sub4 = (seed, salt) => (Math.imul(seed | 0, 2654435761) ^ (salt | 0)) >>> 0; | |
| var RIVER_SCALE2 = 0.045; | |
| var RIVER_WIDTH2 = 0.05; | |
| var WARP_SCALE3 = 0.03; | |
| var WARP_AMP3 = 16; | |
| var DARK_SCALE = 0.06; | |
| var DARK_THRESHOLD = 0.6; | |
| function isDark(seed, x, y) { | |
| return fbm(sub4(seed, 55852), x * DARK_SCALE, y * DARK_SCALE) > DARK_THRESHOLD; | |
| } | |
| var ELEV_SCALE2 = 0.025; | |
| var ELEV_THRESHOLD2 = 0.6; | |
| function isRaised2(seed, x, y) { | |
| return fbm(sub4(seed, 57836), x * ELEV_SCALE2, y * ELEV_SCALE2) > ELEV_THRESHOLD2; | |
| } | |
| var BONE_SCALE = 0.055; | |
| var BONE_THRESHOLD = 0.62; | |
| function isBone(seed, x, y) { | |
| return fbm(sub4(seed, 45134), x * BONE_SCALE, y * BONE_SCALE) > BONE_THRESHOLD; | |
| } | |
| var FOREST_SCALE2 = 0.05; | |
| function forestField2(seed, x, y) { | |
| return fbm(sub4(seed, 15740503), x * FOREST_SCALE2, y * FOREST_SCALE2); | |
| } | |
| function isRiver2(seed, x, y) { | |
| const wx = x + WARP_AMP3 * (fbm(sub4(seed, 1297), x * WARP_SCALE3, y * WARP_SCALE3) - 0.5); | |
| const wy = y + WARP_AMP3 * (fbm(sub4(seed, 1298), x * WARP_SCALE3, y * WARP_SCALE3) - 0.5); | |
| return Math.abs(fbm(sub4(seed, 8654), wx * RIVER_SCALE2, wy * RIVER_SCALE2) - 0.5) < RIVER_WIDTH2; | |
| } | |
| // ../auto-battler/src/render/necropolis.js | |
| var NECRO = "/assets/minifantasy/Minifantasy_Necropolis_v1.0/Minifantasy_Necropolis_Assets"; | |
| var EXT_DIR = `${NECRO}/PremadeScenes/Exterior/SeparateLayers`; | |
| var BIOME = `${NECRO}/Tileset/Biome/CorruptedBiome.png`; | |
| var SHADOW2 = `${NECRO}/Tileset/Biome/CorruptedBiomeShadows.png`; | |
| var PROPS2 = `${NECRO}/Props/Props.png`; | |
| var PROP_SHADOW2 = `${NECRO}/Props/PropShadows.png`; | |
| var NECRO_MAP_ASSETS = [BIOME, SHADOW2, PROPS2, PROP_SHADOW2]; | |
| var TILE4 = 8; | |
| var CHUNK3 = 32; | |
| var TREES2 = [ | |
| { frame: [9, 15, 14, 14], shadow: [8, 24, 3, 5], ax: 0.04, ay: 0.82 }, | |
| // 1,1 (2×3) | |
| { frame: [28, 11, 17, 19], shadow: [25, 24, 6, 6], ax: 0, ay: 0.84 }, | |
| // 3,1 (3×3) | |
| { frame: [51, 13, 18, 16], shadow: [55, 24, 7, 5], ax: 0.42, ay: 0.84 }, | |
| // 6,1 (3×3) | |
| { frame: [75, 14, 10, 15], shadow: [72, 25, 7, 4], ax: 0.05, ay: 0.87 } | |
| // 9,1 (2×3) | |
| ]; | |
| var TREE_SCALE_BASE2 = 1; | |
| var TREE_SCALE_JITTER2 = 0.15; | |
| var TREE_FLIP_RATE2 = 0.5; | |
| var TREE_JITTER2 = 2; | |
| var FOREST_BLOCK_X2 = 2; | |
| var FOREST_BLOCK_Y2 = 1; | |
| var FOREST_THRESHOLD2 = 0.62; | |
| var FOREST_MIN_NB2 = 2; | |
| var FOREST_FILL2 = 0.55; | |
| var TREE_WATER_BUFFER = 1; | |
| var FOLIAGE2 = [ | |
| { tiles: [[1, 5], [2, 5], [1, 6], [2, 6]], shadow: false, weight: 3 }, | |
| // grass tufts (most common) | |
| { tiles: [[6, 5], [7, 5], [6, 6], [7, 6]], shadow: true, weight: 1 }, | |
| // species A | |
| { tiles: [[9, 5], [10, 5], [9, 6], [10, 6]], shadow: true, weight: 1 } | |
| // species B | |
| ]; | |
| var FOLIAGE_WEIGHT2 = FOLIAGE2.reduce((s, g) => s + g.weight, 0); | |
| var FOLIAGE_RATE2 = 12; | |
| var LIP_T = [2, 10]; | |
| var LIP_T_VAR = [[3, 10], [4, 10], [5, 10]]; | |
| var LIP_TL = [1, 10]; | |
| var LIP_TR = [6, 10]; | |
| var WALL_L = [1, 14]; | |
| var WALL_L_VAR = [[1, 11], [1, 12], [1, 13]]; | |
| var WALL_R = [6, 14]; | |
| var WALL_R_VAR = [[6, 11], [6, 12], [6, 13]]; | |
| var LIP_S = [2, 15]; | |
| var LIP_S_VAR = [[3, 15], [4, 15], [5, 15]]; | |
| var LIP_SW = [1, 15]; | |
| var LIP_SE = [6, 15]; | |
| var FACE_H = 2; | |
| var FACE = [[3, 16], [3, 17]]; | |
| var FACE_VAR = [[[2, 16], [4, 16], [5, 16]], [[2, 17], [4, 17], [5, 17]]]; | |
| var FACE_L = [[1, 16], [1, 17]]; | |
| var FACE_R = [[6, 16], [6, 17]]; | |
| var CLIFF_SPARSE_RATE = 2; | |
| var NECRO_CLIFF = { | |
| LIP_T, | |
| LIP_T_VAR, | |
| LIP_TL, | |
| LIP_TR, | |
| WALL_L, | |
| WALL_L_VAR, | |
| WALL_R, | |
| WALL_R_VAR, | |
| LIP_S, | |
| LIP_S_VAR, | |
| LIP_SW, | |
| LIP_SE, | |
| FACE_H, | |
| FACE, | |
| FACE_VAR, | |
| FACE_L, | |
| FACE_R, | |
| RATE: CLIFF_SPARSE_RATE | |
| }; | |
| var CORRUPT_LIGHT = [1, 1]; | |
| var CORRUPT_DARK = [2, 1]; | |
| var NECRO_GROUND_FILLS = [ | |
| { key: "light", url: BIOME, tile: CORRUPT_LIGHT }, | |
| { key: "dark", url: BIOME, tile: CORRUPT_DARK } | |
| ]; | |
| function necroGroundFillKey(seed, x, y) { | |
| return isDark(seed, x, y) ? "dark" : "light"; | |
| } | |
| var LIGHT_VARIANTS = [[1, 2], [2, 2], [1, 3], [2, 3], [1, 4], [2, 4], [1, 5], [2, 5]]; | |
| var LIGHT_SPARSE_RATE = 10; | |
| var WATER_BLOCK2 = [4, 2]; | |
| var BONE_BLOCK = [13, 2]; | |
| var BONE_FILL = [[12, 1], [13, 1], [14, 1], [15, 1]]; | |
| var EDGE_N = [18, 4]; | |
| var EDGE_S = [18, 2]; | |
| var EDGE_E = [17, 3]; | |
| var EDGE_W = [19, 3]; | |
| var CONV_NW = [18, 6]; | |
| var CONV_NE = [17, 6]; | |
| var CONV_SW = [18, 5]; | |
| var CONV_SE = [17, 5]; | |
| var CONC_NW = [19, 4]; | |
| var CONC_NE = [17, 4]; | |
| var CONC_SW = [19, 2]; | |
| var CONC_SE = [17, 2]; | |
| var CONC_NWSE = [19, 6]; | |
| var CONC_NESW = [19, 5]; | |
| var COL_LIGHT = [130, 119, 136]; | |
| var COL_DARK = [105, 99, 113]; | |
| var COL_WATER2 = [74, 142, 48]; | |
| var COL_BONE = [180, 156, 126]; | |
| var COL_CLIFF2 = [175, 146, 109]; | |
| var COL_FOREST = [96, 101, 70]; | |
| var NECRO_LAYERS = [ | |
| ["m-bg", "Background", "ground"], | |
| ["l-corruptedland", "Corrupted land", "ground"], | |
| ["k-coruptewater", "Corrupted water", "ground"], | |
| ["j-bonepiles", "Bone piles", "scatter"], | |
| ["i-perimeter", "Perimeter", "structure"], | |
| ["h-path2", "Path (under)", "paths"], | |
| ["g-path", "Path", "paths"], | |
| ["f-ziggurat", "Ziggurat", "structure"], | |
| ["e-walls", "Walls", "structure"], | |
| ["d-cliff", "Cliff", "structure"], | |
| ["c-props", "Props", "scatter"], | |
| ["b-shadows", "Shadows", "lighting"], | |
| ["a-undeadflames", "Undead flames", "lighting"] | |
| ]; | |
| var NECRO_EXT_DIR = EXT_DIR; | |
| var NECRO_SCENE = 360; | |
| function corruptTile(N, E, S, W, NW, NE, SW, SE) { | |
| const card = (N ? 1 : 0) + (E ? 1 : 0) + (S ? 1 : 0) + (W ? 1 : 0); | |
| if (card === 1) return N ? EDGE_N : S ? EDGE_S : E ? EDGE_E : EDGE_W; | |
| if (card === 2) { | |
| if (N && W) return CONV_NW; | |
| if (N && E) return CONV_NE; | |
| if (S && W) return CONV_SW; | |
| if (S && E) return CONV_SE; | |
| return N ? EDGE_N : EDGE_E; | |
| } | |
| if (card >= 3) return N ? EDGE_N : S ? EDGE_S : E ? EDGE_E : EDGE_W; | |
| const diag = (NW ? 1 : 0) + (NE ? 1 : 0) + (SW ? 1 : 0) + (SE ? 1 : 0); | |
| if (diag === 0) return null; | |
| if (diag === 1) return NW ? CONC_NW : NE ? CONC_NE : SW ? CONC_SW : CONC_SE; | |
| if (NW && SE && !NE && !SW) return CONC_NWSE; | |
| if (NE && SW && !NW && !SE) return CONC_NESW; | |
| return null; | |
| } | |
| function boneCenterTile([c0, r0], dNW, dNE, dSW, dSE) { | |
| const n = dNW + dNE + dSW + dSE; | |
| if (n === 1) { | |
| if (dNW) return [c0, r0 + 3]; | |
| if (dNE) return [c0 + 1, r0 + 3]; | |
| if (dSW) return [c0, r0 + 4]; | |
| return [c0 + 1, r0 + 4]; | |
| } | |
| if (dNE && dSW && !dNW && !dSE) return [c0 + 2, r0 + 4]; | |
| if (dNW && dSE && !dNE && !dSW) return [c0 + 2, r0 + 3]; | |
| return [c0 + 1, r0 + 1]; | |
| } | |
| function biomeColor(seed, tx, ty) { | |
| const raised = isRaised2(seed, tx, ty); | |
| if (!raised && isRiver2(seed, tx, ty)) return COL_WATER2; | |
| if (isBone(seed, tx, ty)) return COL_BONE; | |
| let c = isDark(seed, tx, ty) ? COL_DARK : COL_LIGHT; | |
| if (forestField2(seed, tx, ty) > FOREST_THRESHOLD2) c = lerp3(c, COL_FOREST, 0.5); | |
| if (raised) c = lerp3(c, COL_CLIFF2, 0.22); | |
| return c; | |
| } | |
| function loadImg2(url) { | |
| return new Promise((resolve, reject) => { | |
| const img = new Image(); | |
| img.onload = () => resolve(img); | |
| img.onerror = reject; | |
| img.src = url; | |
| }); | |
| } | |
| async function buildShadowMask2(url) { | |
| const img = await loadImg2(url); | |
| const cv = document.createElement("canvas"); | |
| cv.width = img.naturalWidth; | |
| cv.height = img.naturalHeight; | |
| const g = cv.getContext("2d", { willReadFrequently: true }); | |
| g.drawImage(img, 0, 0); | |
| const cols = img.naturalWidth / TILE4 | 0, rows = img.naturalHeight / TILE4 | 0, set = /* @__PURE__ */ new Set(); | |
| for (let r = 0; r < rows; r++) for (let c = 0; c < cols; c++) { | |
| const d = g.getImageData(c * TILE4, r * TILE4, TILE4, TILE4).data; | |
| for (let i = 3; i < d.length; i += 4) { | |
| if (d[i] > 8) { | |
| set.add(c + "," + r); | |
| break; | |
| } | |
| } | |
| } | |
| return set; | |
| } | |
| function chunkFields3(seed, x0, y0) { | |
| const WATER_BUFFER = 2; | |
| const ELEV_BUFFER = 3; | |
| const M = Math.max(WATER_BUFFER, ELEV_BUFFER) + 4, SZ = CHUNK3 + 2 * M; | |
| const idx = (i, j) => j * SZ + i; | |
| const clean = (pred) => { | |
| let cur = new Uint8Array(SZ * SZ); | |
| for (let j = 0; j < SZ; j++) for (let i = 0; i < SZ; i++) cur[idx(i, j)] = pred(x0 + i - M, y0 + j - M) ? 1 : 0; | |
| let nxt = new Uint8Array(SZ * SZ); | |
| for (let j = 1; j < SZ - 1; j++) for (let i = 1; i < SZ - 1; i++) { | |
| let c = 0; | |
| for (let dj = -1; dj <= 1; dj++) for (let di = -1; di <= 1; di++) c += cur[idx(i + di, j + dj)]; | |
| nxt[idx(i, j)] = c >= 5 ? 1 : 0; | |
| } | |
| cur = nxt; | |
| for (let p = 0; p < 2; p++) { | |
| nxt = new Uint8Array(SZ * SZ); | |
| for (let j = 1; j < SZ - 1; j++) for (let i = 1; i < SZ - 1; i++) { | |
| const card = cur[idx(i, j - 1)] + cur[idx(i + 1, j)] + cur[idx(i, j + 1)] + cur[idx(i - 1, j)]; | |
| nxt[idx(i, j)] = cur[idx(i, j)] ? card >= 2 ? 1 : 0 : card >= 3 ? 1 : 0; | |
| } | |
| cur = nxt; | |
| } | |
| return cur; | |
| }; | |
| const darkRaw = clean((x, y) => isDark(seed, x, y)); | |
| const waterField = clean((x, y) => isRiver2(seed, x, y)); | |
| const raisedField = clean((x, y) => isRaised2(seed, x, y)); | |
| const boneField = clean((x, y) => isBone(seed, x, y)); | |
| const fraw = new Uint8Array(SZ * SZ); | |
| for (let j = 0; j < SZ; j++) for (let i = 0; i < SZ; i++) fraw[idx(i, j)] = forestField2(seed, x0 + i - M, y0 + j - M) > FOREST_THRESHOLD2 ? 1 : 0; | |
| const forestRegion = new Uint8Array(SZ * SZ); | |
| for (let j = 1; j < SZ - 1; j++) for (let i = 1; i < SZ - 1; i++) { | |
| if (!fraw[idx(i, j)]) continue; | |
| let c = 0; | |
| for (let dj = -1; dj <= 1; dj++) for (let di = -1; di <= 1; di++) if ((di || dj) && fraw[idx(i + di, j + dj)]) c++; | |
| forestRegion[idx(i, j)] = c >= FOREST_MIN_NB2 ? 1 : 0; | |
| } | |
| const field = new Uint8Array(SZ * SZ); | |
| const boneMask = new Uint8Array(SZ * SZ); | |
| const B = Math.max(WATER_BUFFER, ELEV_BUFFER); | |
| for (let j = B; j < SZ - B; j++) for (let i = B; i < SZ - B; i++) { | |
| let nearW = 0; | |
| for (let dj = -WATER_BUFFER; dj <= WATER_BUFFER && !nearW; dj++) for (let di = -WATER_BUFFER; di <= WATER_BUFFER; di++) if (waterField[idx(i + di, j + dj)]) { | |
| nearW = 1; | |
| break; | |
| } | |
| let nearCliff = 0; | |
| { | |
| const me = raisedField[idx(i, j)]; | |
| for (let dj = -ELEV_BUFFER; dj <= ELEV_BUFFER && !nearCliff; dj++) for (let di = -ELEV_BUFFER; di <= ELEV_BUFFER; di++) if (raisedField[idx(i + di, j + dj)] !== me) { | |
| nearCliff = 1; | |
| break; | |
| } | |
| } | |
| const water = waterField[idx(i, j)]; | |
| field[idx(i, j)] = darkRaw[idx(i, j)] && !nearW && !water && !nearCliff ? 0 : 1; | |
| boneMask[idx(i, j)] = boneField[idx(i, j)] && !water && !nearW && !nearCliff ? 1 : 0; | |
| } | |
| for (let pass = 0; pass < 3; pass++) { | |
| const prev = boneMask.slice(); | |
| let changed = false; | |
| for (let j = B + 1; j < SZ - B - 1; j++) for (let i = B + 1; i < SZ - B - 1; i++) { | |
| if (!prev[idx(i, j)]) continue; | |
| const up = prev[idx(i, j - 1)], down = prev[idx(i, j + 1)], left = prev[idx(i - 1, j)], right = prev[idx(i + 1, j)]; | |
| if (!up && !down || !left && !right) { | |
| boneMask[idx(i, j)] = 0; | |
| changed = true; | |
| } | |
| } | |
| if (!changed) break; | |
| } | |
| return { field, boneMask, waterField, raisedField, forestRegion, M, SZ, x0, y0 }; | |
| } | |
| var necropolisConfig = (seed) => ({ | |
| seed, | |
| tile: TILE4, | |
| chunk: CHUNK3, | |
| background: "#69636f", | |
| async load({ Assets }) { | |
| const ctx = { biome: null, shadow: null, shadowSet: null, props: null, propShadow: null }; | |
| const b = await Assets.load(BIOME); | |
| b.source.scaleMode = "nearest"; | |
| ctx.biome = b.source; | |
| try { | |
| const s = await Assets.load(SHADOW2); | |
| s.source.scaleMode = "nearest"; | |
| ctx.shadow = s.source; | |
| } catch { | |
| } | |
| try { | |
| ctx.shadowSet = await buildShadowMask2(SHADOW2); | |
| } catch { | |
| ctx.shadowSet = null; | |
| } | |
| try { | |
| const p = await Assets.load(PROPS2); | |
| p.source.scaleMode = "nearest"; | |
| ctx.props = p.source; | |
| } catch { | |
| } | |
| try { | |
| const p = await Assets.load(PROP_SHADOW2); | |
| p.source.scaleMode = "nearest"; | |
| ctx.propShadow = p.source; | |
| } catch { | |
| } | |
| return ctx; | |
| }, | |
| // `accept(tx,ty)` (chunk-local) gates which tiles this biome paints — defaults to all, so the | |
| // standalone map is unchanged; the multi-biome overworld passes a per-biome dither mask. | |
| bake({ x0, y0, seed: seed2, ctx, tmp, Sprite, tex, texFrame, add, accept = () => true }) { | |
| const f = chunkFields3(seed2, x0, y0); | |
| const { field, boneMask, waterField, raisedField, forestRegion, M, SZ } = f; | |
| const idx = (i, j) => j * SZ + i; | |
| const isLight = (wx, wy) => field[idx(wx - x0 + M, wy - y0 + M)] === 1; | |
| const isRaisedAt = (wx, wy) => raisedField[idx(wx - x0 + M, wy - y0 + M)] === 1; | |
| const isWater = (wx, wy) => waterField[idx(wx - x0 + M, wy - y0 + M)] === 1 && !isRaisedAt(wx, wy); | |
| const boneAt = (wx, wy) => boneMask[idx(wx - x0 + M, wy - y0 + M)] === 1; | |
| const place = (coord, tx, ty) => { | |
| add(ctx.biome, coord[0], coord[1], tx, ty); | |
| if (ctx.shadow && (!ctx.shadowSet || ctx.shadowSet.has(coord[0] + "," + coord[1]))) { | |
| const sh = new Sprite(tex(ctx.shadow, coord[0], coord[1])); | |
| sh.x = tx * TILE4; | |
| sh.y = ty * TILE4; | |
| tmp.addChild(sh); | |
| } | |
| }; | |
| for (let ty = 0; ty < CHUNK3; ty++) for (let tx = 0; tx < CHUNK3; tx++) { | |
| if (!accept(tx, ty)) continue; | |
| const wx = x0 + tx, wy = y0 + ty; | |
| if (!isLight(wx, wy)) { | |
| place(CORRUPT_DARK, tx, ty); | |
| continue; | |
| } | |
| const N = !isLight(wx, wy - 1), E = !isLight(wx + 1, wy), S = !isLight(wx, wy + 1), Wf = !isLight(wx - 1, wy); | |
| const NW = !isLight(wx - 1, wy - 1), NE = !isLight(wx + 1, wy - 1), SW = !isLight(wx - 1, wy + 1), SE = !isLight(wx + 1, wy + 1); | |
| const t = corruptTile(N, E, S, Wf, NW, NE, SW, SE); | |
| if (!t) { | |
| place(sparse(CORRUPT_LIGHT, LIGHT_VARIANTS, wx, wy, 0, LIGHT_SPARSE_RATE, seed2), tx, ty); | |
| continue; | |
| } | |
| place(CORRUPT_DARK, tx, ty); | |
| place(t, tx, ty); | |
| } | |
| for (let ty = 0; ty < CHUNK3; ty++) for (let tx = 0; tx < CHUNK3; tx++) { | |
| if (!accept(tx, ty)) continue; | |
| const wx = x0 + tx, wy = y0 + ty; | |
| if (!isWater(wx, wy)) continue; | |
| const N = !isWater(wx, wy - 1), E = !isWater(wx + 1, wy), S = !isWater(wx, wy + 1), Wf = !isWater(wx - 1, wy); | |
| if (N && E && S && Wf) continue; | |
| let cr; | |
| if (!N && !E && !S && !Wf) cr = centerTile(WATER_BLOCK2, !isWater(wx - 1, wy - 1), !isWater(wx + 1, wy - 1), !isWater(wx - 1, wy + 1), !isWater(wx + 1, wy + 1)); | |
| else cr = blockTile(WATER_BLOCK2, N, E, S, Wf); | |
| place(cr, tx, ty); | |
| } | |
| for (let ty = 0; ty < CHUNK3; ty++) for (let tx = 0; tx < CHUNK3; tx++) { | |
| if (!accept(tx, ty)) continue; | |
| const wx = x0 + tx, wy = y0 + ty; | |
| if (!boneAt(wx, wy)) continue; | |
| const N = !boneAt(wx, wy - 1), E = !boneAt(wx + 1, wy), S = !boneAt(wx, wy + 1), Wf = !boneAt(wx - 1, wy); | |
| if (N && E && S && Wf) { | |
| place(sparse(BONE_FILL[0], BONE_FILL, wx, wy, 11, 1, seed2), tx, ty); | |
| continue; | |
| } | |
| let cr; | |
| if (!N && !E && !S && !Wf) { | |
| const dNW = !boneAt(wx - 1, wy - 1), dNE = !boneAt(wx + 1, wy - 1), dSW = !boneAt(wx - 1, wy + 1), dSE = !boneAt(wx + 1, wy + 1); | |
| if (dNW || dNE || dSW || dSE) cr = boneCenterTile(BONE_BLOCK, dNW, dNE, dSW, dSE); | |
| else { | |
| place(sparse(BONE_FILL[0], BONE_FILL, wx, wy, 11, 1, seed2), tx, ty); | |
| continue; | |
| } | |
| } else cr = blockTile(BONE_BLOCK, N, E, S, Wf); | |
| place(cr, tx, ty); | |
| } | |
| if (ctx.props) for (let ty = 0; ty < CHUNK3; ty++) for (let tx = 0; tx < CHUNK3; tx++) { | |
| if (!accept(tx, ty)) continue; | |
| const wx = x0 + tx, wy = y0 + ty; | |
| if (isWater(wx, wy) || boneAt(wx, wy)) continue; | |
| const h2 = hashU32(seed2 ^ 15733114, wx, wy); | |
| if (h2 % FOLIAGE_RATE2 !== 0) continue; | |
| let pick = (h2 >>> 8) % FOLIAGE_WEIGHT2, g = FOLIAGE2[0]; | |
| for (const grp of FOLIAGE2) { | |
| if (pick < grp.weight) { | |
| g = grp; | |
| break; | |
| } | |
| pick -= grp.weight; | |
| } | |
| const [c, r] = g.tiles[(h2 >>> 16) % g.tiles.length]; | |
| if (g.shadow && ctx.propShadow) { | |
| const sh = new Sprite(texFrame(ctx.propShadow, c * TILE4, r * TILE4, TILE4, TILE4)); | |
| sh.x = tx * TILE4; | |
| sh.y = ty * TILE4; | |
| tmp.addChild(sh); | |
| } | |
| const sp = new Sprite(texFrame(ctx.props, c * TILE4, r * TILE4, TILE4, TILE4)); | |
| sp.x = tx * TILE4; | |
| sp.y = ty * TILE4; | |
| tmp.addChild(sp); | |
| } | |
| bakeCliffs(NECRO_CLIFF, { chunk: CHUNK3, x0, y0, seed: seed2, raised: isRaisedAt, place, accept }); | |
| const live = []; | |
| if (ctx.props) { | |
| const nearWater = (wx, wy) => { | |
| for (let dj = -TREE_WATER_BUFFER; dj <= TREE_WATER_BUFFER; dj++) for (let di = -TREE_WATER_BUFFER; di <= TREE_WATER_BUFFER; di++) if (waterField[idx(wx + di - x0 + M, wy + dj - y0 + M)]) return true; | |
| return false; | |
| }; | |
| const nearCliff = (wx, wy) => { | |
| const me = isRaisedAt(wx, wy); | |
| for (let dj = -3; dj <= 3; dj++) for (let di = -3; di <= 3; di++) if (isRaisedAt(wx + di, wy + dj) !== me) return true; | |
| return false; | |
| }; | |
| const bx0 = Math.floor(x0 / FOREST_BLOCK_X2), bx1 = Math.floor((x0 + CHUNK3 - 1) / FOREST_BLOCK_X2); | |
| const by0 = Math.floor(y0 / FOREST_BLOCK_Y2), by1 = Math.floor((y0 + CHUNK3 - 1) / FOREST_BLOCK_Y2); | |
| for (let by = by0; by <= by1; by++) for (let bx = bx0; bx <= bx1; bx++) { | |
| const h2 = hashU32(seed2 ^ 15748695, bx, by); | |
| const wx = bx * FOREST_BLOCK_X2 + h2 % FOREST_BLOCK_X2, wy = by * FOREST_BLOCK_Y2 + (h2 >>> 4) % FOREST_BLOCK_Y2; | |
| if (wx < x0 || wx >= x0 + CHUNK3 || wy < y0 || wy >= y0 + CHUNK3) continue; | |
| if (!accept(wx - x0, wy - y0)) continue; | |
| if (forestRegion[idx(wx - x0 + M, wy - y0 + M)] !== 1) continue; | |
| if ((h2 >>> 8 & 65535) / 65536 >= FOREST_FILL2) continue; | |
| if (nearWater(wx, wy) || boneAt(wx, wy) || nearCliff(wx, wy)) continue; | |
| const T = TREES2[(h2 >>> 24) % TREES2.length]; | |
| const flip = (h2 >>> 20 & 255) / 256 < TREE_FLIP_RATE2; | |
| const sc = TREE_SCALE_BASE2 * (1 + ((h2 >>> 12 & 255) / 256 - 0.5) * 2 * TREE_SCALE_JITTER2); | |
| const px = wx * TILE4 + TILE4 / 2 + ((h2 >>> 16 & 15) / 16 - 0.5) * 2 * TREE_JITTER2; | |
| const py = wy * TILE4 + TILE4 / 2 + ((h2 >>> 28 & 15) / 16 - 0.5) * 2 * TREE_JITTER2; | |
| const tr = new Sprite(texFrame(ctx.props, ...T.frame)); | |
| tr.anchor.set(T.ax, T.ay); | |
| tr.scale.set(flip ? -sc : sc, sc); | |
| tr.x = px; | |
| tr.y = py; | |
| tr.zIndex = py; | |
| let shadow = null; | |
| if (ctx.propShadow) { | |
| shadow = new Sprite(texFrame(ctx.propShadow, ...T.shadow)); | |
| shadow.anchor.set(0.5, 0.5); | |
| shadow.scale.set(sc, sc); | |
| shadow.x = px; | |
| shadow.y = py; | |
| } | |
| live.push({ sprite: tr, shadow }); | |
| } | |
| } | |
| return { meta: f, live }; | |
| }, | |
| macroColor: biomeColor, | |
| // The ground tile [c,r] the renderer placed at world (wx,wy) — for the debug grid overlay. | |
| tileIndexAt(wx, wy, meta) { | |
| if (!meta) return null; | |
| const { field, M, SZ, x0, y0 } = meta; | |
| const fl = (x, y) => field[(y - y0 + M) * SZ + (x - x0 + M)] === 1; | |
| if (wx - x0 < 0 || wy - y0 < 0 || wx - x0 >= CHUNK3 || wy - y0 >= CHUNK3) return null; | |
| if (!fl(wx, wy)) return CORRUPT_DARK; | |
| const t = corruptTile( | |
| !fl(wx, wy - 1), | |
| !fl(wx + 1, wy), | |
| !fl(wx, wy + 1), | |
| !fl(wx - 1, wy), | |
| !fl(wx - 1, wy - 1), | |
| !fl(wx + 1, wy - 1), | |
| !fl(wx - 1, wy + 1), | |
| !fl(wx + 1, wy + 1) | |
| ); | |
| return t || CORRUPT_LIGHT; | |
| } | |
| }); | |
| function createNecropolisMap(pixi, host, opts = {}) { | |
| return createChunkedMap(pixi, host, necropolisConfig(opts.seed ?? 1)); | |
| } | |
| // ../auto-battler/src/render/biomeRegistry.js | |
| var BIOME_FACTORIES = { | |
| forgottenPlains: fpConfig, | |
| orc: orcConfig, | |
| necropolis: necropolisConfig | |
| }; | |
| var BIOME_GROUNDS = { | |
| forgottenPlains: { fills: FP_GROUND_FILLS, fillKey: fpGroundFillKey }, | |
| orc: { fills: ORC_GROUND_FILLS, fillKey: orcGroundFillKey }, | |
| necropolis: { fills: NECRO_GROUND_FILLS, fillKey: necroGroundFillKey } | |
| }; | |
| // ../auto-battler/src/render/transitionAtlas.js | |
| var VARIANTS = 3; | |
| function loadImg3(url) { | |
| return new Promise((resolve, reject) => { | |
| const img = new Image(); | |
| img.onload = () => resolve(img); | |
| img.onerror = reject; | |
| img.src = url; | |
| }); | |
| } | |
| function tilePixels(img, c, r) { | |
| const cv = document.createElement("canvas"); | |
| cv.width = TILE; | |
| cv.height = TILE; | |
| const g = cv.getContext("2d", { willReadFrequently: true }); | |
| g.imageSmoothingEnabled = false; | |
| g.drawImage(img, c * TILE, r * TILE, TILE, TILE, 0, 0, TILE, TILE); | |
| return g.getImageData(0, 0, TILE, TILE).data; | |
| } | |
| async function buildTransitionAtlas({ grounds, ids }) { | |
| const imgCache = /* @__PURE__ */ new Map(), pxCache = /* @__PURE__ */ new Map(); | |
| const getPx = async (url, tile) => { | |
| const k = url + "|" + tile[0] + "," + tile[1]; | |
| if (pxCache.has(k)) return pxCache.get(k); | |
| let img = imgCache.get(url); | |
| if (!img) { | |
| img = await loadImg3(url); | |
| imgCache.set(url, img); | |
| } | |
| const p = tilePixels(img, tile[0], tile[1]); | |
| pxCache.set(k, p); | |
| return p; | |
| }; | |
| const combos = []; | |
| for (const A of ids) for (const B of ids) { | |
| if (A === B) continue; | |
| for (const fa of grounds[A].fills) for (const fb of grounds[B].fills) combos.push({ A, B, fa, fb }); | |
| } | |
| for (const c of combos) { | |
| c.fp = await getPx(c.fa.url, c.fa.tile); | |
| c.bp = await getPx(c.fb.url, c.fb.tile); | |
| } | |
| const rowOf = /* @__PURE__ */ new Map(); | |
| combos.forEach((c, i) => rowOf.set(c.A + "|" + c.fa.key + "|" + c.B + "|" + c.fb.key, i)); | |
| const caseCol = /* @__PURE__ */ new Map(); | |
| STENCIL_CASES.forEach((k, i) => caseCol.set(k, i)); | |
| const canvas = document.createElement("canvas"); | |
| canvas.width = STENCIL_CASES.length * VARIANTS * TILE; | |
| canvas.height = combos.length * TILE; | |
| const ctx = canvas.getContext("2d"); | |
| ctx.imageSmoothingEnabled = false; | |
| for (let r = 0; r < combos.length; r++) { | |
| const { fp, bp } = combos[r]; | |
| for (let ci = 0; ci < STENCIL_CASES.length; ci++) { | |
| for (let v = 0; v < VARIANTS; v++) { | |
| const mask = makeStencil(STENCIL_CASES[ci], v); | |
| const img = ctx.createImageData(TILE, TILE); | |
| for (let p = 0; p < TILE * TILE; p++) { | |
| const src = mask[p] ? fp : bp, o = p * 4; | |
| img.data[o] = src[o]; | |
| img.data[o + 1] = src[o + 1]; | |
| img.data[o + 2] = src[o + 2]; | |
| img.data[o + 3] = src[o + 3]; | |
| } | |
| ctx.putImageData(img, (ci * VARIANTS + v) * TILE, r * TILE); | |
| } | |
| } | |
| } | |
| const tileAt = (fgId, fgKey, bgId, bgKey, caseKey, variant) => { | |
| const row = rowOf.get(fgId + "|" + fgKey + "|" + bgId + "|" + bgKey); | |
| const ci = caseCol.get(caseKey); | |
| if (row === void 0 || ci === void 0) return null; | |
| return [ci * VARIANTS + (variant % VARIANTS + VARIANTS) % VARIANTS, row]; | |
| }; | |
| return { canvas, tileAt, variants: VARIANTS }; | |
| } | |
| // ../auto-battler/src/render/overworld.js | |
| var TILE5 = 8; | |
| var CHUNK4 = 32; | |
| var MACRO_BLEND = 0.06; | |
| var REGION_TINT = { | |
| forgottenPlains: [97, 150, 55], | |
| // meadow green | |
| orc: [150, 128, 95], | |
| // dirt tan | |
| necropolis: [120, 110, 128] | |
| // corrupted grey-purple | |
| }; | |
| var TINT_MIX = 0.4; | |
| var RANK = {}; | |
| OVERWORLD_BIOMES.forEach((id, i) => { | |
| RANK[id] = i; | |
| }); | |
| var overworldConfig = (seed, opts = {}) => { | |
| const region = opts.regionFn ?? biomeRegion; | |
| const biomes = {}; | |
| for (const id of OVERWORLD_BIOMES) { | |
| const factory = BIOME_FACTORIES[id]; | |
| if (!factory) throw new Error(`overworld: no biome config registered for "${id}"`); | |
| biomes[id] = factory(seed); | |
| } | |
| return { | |
| seed, | |
| tile: TILE5, | |
| chunk: CHUNK4, | |
| background: "#2b2f3a", | |
| bounds: opts.bounds, | |
| initialCamera: opts.initialCamera, | |
| // Each biome loads its own sheets into its own ctx; then build the cross-biome transition atlas | |
| // from their base grounds. Key everything for bake to route to. | |
| async load(api) { | |
| const ctxById = {}; | |
| for (const id of OVERWORLD_BIOMES) ctxById[id] = await biomes[id].load(api); | |
| const atlas = await buildTransitionAtlas({ grounds: BIOME_GROUNDS, ids: OVERWORLD_BIOMES }); | |
| const texture = api.Texture.from(atlas.canvas); | |
| texture.source.scaleMode = "nearest"; | |
| return { ctxById, trans: { source: texture.source, tileAt: atlas.tileAt, variants: atlas.variants } }; | |
| }, | |
| // Bake a chunk: assign each tile to its (crisp) region winner, let each present biome paint its | |
| // region, then overpaint the 1-tile border ring with generated transition tiles so neighbouring | |
| // biomes blend cleanly. Fast path: a single-biome chunk = one bake call, no mask, no seams. | |
| bake(api) { | |
| const { x0, y0, seed: seed2, ctx, add } = api; | |
| const GW = CHUNK4 + 2; | |
| const winner = new Array(GW * GW); | |
| const widx = (lx, ly) => (ly + 1) * GW + (lx + 1); | |
| for (let ly = -1; ly <= CHUNK4; ly++) for (let lx = -1; lx <= CHUNK4; lx++) { | |
| winner[widx(lx, ly)] = region(seed2, x0 + lx, y0 + ly).id; | |
| } | |
| const at = (lx, ly) => winner[widx(lx, ly)]; | |
| const present = /* @__PURE__ */ new Set(); | |
| for (let ty = 0; ty < CHUNK4; ty++) for (let tx = 0; tx < CHUNK4; tx++) present.add(at(tx, ty)); | |
| const single = present.size === 1; | |
| const live = []; | |
| const metaById = {}; | |
| for (const id of OVERWORLD_BIOMES) { | |
| if (!present.has(id)) continue; | |
| const accept = single ? void 0 : (tx, ty) => at(tx, ty) === id; | |
| const res = biomes[id].bake({ ...api, ctx: ctx.ctxById[id], accept }) || {}; | |
| if (res.live) for (const l of res.live) live.push(l); | |
| if (res.meta) metaById[id] = res.meta; | |
| } | |
| const trans = ctx.trans; | |
| if (trans && !single) { | |
| for (let ty = 0; ty < CHUNK4; ty++) for (let tx = 0; tx < CHUNK4; tx++) { | |
| const A = at(tx, ty), rankA = RANK[A]; | |
| const below = (lx, ly) => { | |
| const b = at(lx, ly); | |
| return b !== A && RANK[b] < rankA; | |
| }; | |
| const key = boundaryCase( | |
| below(tx, ty - 1), | |
| below(tx + 1, ty), | |
| below(tx, ty + 1), | |
| below(tx - 1, ty), | |
| below(tx - 1, ty - 1), | |
| below(tx + 1, ty - 1), | |
| below(tx - 1, ty + 1), | |
| below(tx + 1, ty + 1) | |
| ); | |
| if (!key) continue; | |
| const B = dominantForeign(at, tx, ty, A, rankA); | |
| if (!B) continue; | |
| const wx = x0 + tx, wy = y0 + ty; | |
| const fgKey = BIOME_GROUNDS[A].fillKey(seed2, wx, wy); | |
| const bgKey = BIOME_GROUNDS[B].fillKey(seed2, wx, wy); | |
| const variant = hashU32(seed2 ^ 1957, wx, wy) % trans.variants; | |
| const cr = trans.tileAt(A, fgKey, B, bgKey, key, variant); | |
| if (cr) add(trans.source, cr[0], cr[1], tx, ty); | |
| } | |
| } | |
| return { live, meta: { winner, GW, metaById } }; | |
| }, | |
| // Zoomed-out world map: a flat region tint (so lands stay legible at any zoom) modulated by a | |
| // little of the biome's internal terrain colour, cross-fading into the runner-up region across | |
| // a thin border band so regions read as soft-edged lands, not hard cells. | |
| macroColor(seed2, tx, ty) { | |
| const { id, id2, edge } = region(seed2, tx, ty); | |
| let tint = REGION_TINT[id]; | |
| if (edge < MACRO_BLEND && id !== id2) tint = lerp3(tint, REGION_TINT[id2], 0.5 * (1 - edge / MACRO_BLEND)); | |
| return lerp3(tint, biomes[id].macroColor(seed2, tx, ty), TINT_MIX); | |
| }, | |
| // Which biome owns a world tile (no chunk meta needed) — for callers that key behaviour to the | |
| // land the player is on (free-roam enemy rosters, per-biome walkability). | |
| biomeAt(seed2, wx, wy) { | |
| return region(seed2, wx, wy).id; | |
| }, | |
| // Debug grid overlay: dispatch to whichever biome owns the tile, with that biome's chunk meta. | |
| tileIndexAt(wx, wy, meta) { | |
| if (!meta) return null; | |
| const tx = (wx % CHUNK4 + CHUNK4) % CHUNK4, ty = (wy % CHUNK4 + CHUNK4) % CHUNK4; | |
| const id = meta.winner[(ty + 1) * meta.GW + (tx + 1)]; | |
| const bm = meta.metaById[id]; | |
| return bm ? biomes[id].tileIndexAt(wx, wy, bm) : null; | |
| } | |
| }; | |
| }; | |
| function dominantForeign(at, tx, ty, A, rankA) { | |
| const tally = /* @__PURE__ */ new Map(); | |
| for (let dy = -1; dy <= 1; dy++) for (let dx = -1; dx <= 1; dx++) { | |
| if (!dx && !dy) continue; | |
| const b = at(tx + dx, ty + dy); | |
| if (b !== A && RANK[b] < rankA) tally.set(b, (tally.get(b) || 0) + 1); | |
| } | |
| let best = null, bestN = 0; | |
| for (const [b, n] of tally) if (n > bestN) { | |
| bestN = n; | |
| best = b; | |
| } | |
| return best; | |
| } | |
| function createOverworldMap(pixi, host, opts = {}) { | |
| return createChunkedMap(pixi, host, overworldConfig(opts.seed ?? 1)); | |
| } | |
| // ../auto-battler/src/render/sceneViewer.js | |
| function createSceneViewer(pixi, host, { layers, dir, sceneW, sceneH, background = "#15121b", pulse = null }) { | |
| const { Application, Assets, Sprite, Container } = pixi; | |
| let app = null; | |
| let root = null; | |
| let alive = true; | |
| let pulseSprite = null; | |
| let pulsePhase = 0; | |
| const layerMap = /* @__PURE__ */ new Map(); | |
| const listeners = /* @__PURE__ */ new Set(); | |
| const emit = () => listeners.forEach((fn) => fn(getSnapshot())); | |
| const getSnapshot = () => ({ | |
| layers: layers.map(([key, label2, group]) => ({ key, label: label2, group, visible: layerMap.get(key)?.visible ?? false })) | |
| }); | |
| function fit3() { | |
| if (!root || !app) return; | |
| const sw = app.screen.width, sh = app.screen.height; | |
| const s = Math.max(1, Math.floor(Math.min(sw / sceneW, sh / sceneH))); | |
| root.scale.set(s); | |
| root.x = Math.round((sw - sceneW * s) / 2); | |
| root.y = Math.round((sh - sceneH * s) / 2); | |
| } | |
| const ready = (async () => { | |
| const a = new Application(); | |
| await a.init({ background, antialias: false, resizeTo: host }); | |
| if (!alive) { | |
| a.destroy(true); | |
| return; | |
| } | |
| app = a; | |
| host.appendChild(app.canvas); | |
| root = new Container(); | |
| app.stage.addChild(root); | |
| for (const [key, label2, group] of layers) { | |
| const container = new Container(); | |
| root.addChild(container); | |
| layerMap.set(key, { container, label: label2, group, visible: true }); | |
| try { | |
| const t = await Assets.load(`${dir}/Premade_${key}.png`); | |
| if (!alive) return; | |
| t.source.scaleMode = "nearest"; | |
| const sp = new Sprite(t); | |
| container.addChild(sp); | |
| if (pulse && key === pulse.key) pulseSprite = sp; | |
| } catch { | |
| } | |
| } | |
| fit3(); | |
| app.renderer.on("resize", fit3); | |
| if (pulse) app.ticker.add(tickPulse); | |
| emit(); | |
| })(); | |
| function tickPulse(ticker) { | |
| if (!pulseSprite) return; | |
| pulsePhase += (pulse.speed ?? 0.06) * ticker.deltaTime; | |
| pulseSprite.alpha = (pulse.base ?? 0.72) + (pulse.amp ?? 0.28) * (0.5 + 0.5 * Math.sin(pulsePhase)); | |
| } | |
| function setLayer(key, visible) { | |
| const L = layerMap.get(key); | |
| if (!L) return; | |
| L.visible = visible; | |
| L.container.visible = visible; | |
| emit(); | |
| } | |
| function onChange(fn) { | |
| listeners.add(fn); | |
| return () => listeners.delete(fn); | |
| } | |
| function destroy() { | |
| alive = false; | |
| try { | |
| app?.ticker?.remove(tickPulse); | |
| } catch { | |
| } | |
| try { | |
| app?.renderer?.off("resize", fit3); | |
| } catch { | |
| } | |
| try { | |
| app?.canvas?.remove(); | |
| } catch { | |
| } | |
| try { | |
| app?.destroy(true, { children: true }); | |
| } catch { | |
| } | |
| app = null; | |
| root = null; | |
| layerMap.clear(); | |
| } | |
| return { ready, setLayer, onChange, destroy, getSnapshot }; | |
| } | |
| // ../auto-battler/src/engine/roomGen.js | |
| function generateRooms(seed, W = 52, H = 36) { | |
| const { rnd, ri } = makeGenRng(seed); | |
| const floor = new Uint8Array(W * H); | |
| const at = (x, y) => x >= 0 && y >= 0 && x < W && y < H; | |
| const rooms = []; | |
| const target = ri(4, 7); | |
| for (let t = 0; t < 120 && rooms.length < target; t++) { | |
| const big = rnd() < 0.25; | |
| const w = big ? ri(9, 13) : ri(5, 8), h2 = big ? ri(6, 9) : ri(4, 6); | |
| const x = ri(1, W - w - 2), y = ri(1, H - h2 - 2); | |
| let ok = true; | |
| for (const r of rooms) if (x < r.x + r.w + 2 && x + w + 2 > r.x && y < r.y + r.h + 2 && y + h2 + 2 > r.y) { | |
| ok = false; | |
| break; | |
| } | |
| if (!ok) continue; | |
| rooms.push({ x, y, w, h: h2 }); | |
| for (let j = y; j < y + h2; j++) for (let i = x; i < x + w; i++) floor[j * W + i] = 1; | |
| } | |
| const set = (x, y) => { | |
| if (at(x, y)) floor[y * W + x] = 1; | |
| }; | |
| const carveH = (x02, x12, y) => { | |
| for (let x = Math.min(x02, x12); x <= Math.max(x02, x12); x++) { | |
| set(x, y); | |
| set(x, y + 1); | |
| } | |
| }; | |
| const carveV = (y02, y12, x) => { | |
| for (let y = Math.min(y02, y12); y <= Math.max(y02, y12); y++) { | |
| set(x, y); | |
| set(x + 1, y); | |
| } | |
| }; | |
| const connect = (a, b) => { | |
| const ax = a.x + (a.w >> 1), ay = a.y + (a.h >> 1), bx = b.x + (b.w >> 1), by = b.y + (b.h >> 1); | |
| if (rnd() < 0.5) { | |
| carveH(ax, bx, ay); | |
| carveV(ay, by, bx); | |
| } else { | |
| carveV(ay, by, ax); | |
| carveH(ax, bx, by); | |
| } | |
| }; | |
| for (let k = 1; k < rooms.length; k++) connect(rooms[k - 1], rooms[k]); | |
| for (let e = 0, extra = ri(1, 2); e < extra && rooms.length > 2; e++) { | |
| const a = rooms[ri(0, rooms.length - 1)], b = rooms[ri(0, rooms.length - 1)]; | |
| if (a !== b) connect(a, b); | |
| } | |
| let x0 = W, y0 = H, x1 = 0, y1 = 0; | |
| for (let y = 0; y < H; y++) for (let x = 0; x < W; x++) if (floor[y * W + x]) { | |
| if (x < x0) x0 = x; | |
| if (y < y0) y0 = y; | |
| if (x > x1) x1 = x; | |
| if (y > y1) y1 = y; | |
| } | |
| return { W, H, floor, rooms, bounds: { x0, y0, x1, y1 } }; | |
| } | |
| // ../auto-battler/src/render/interiorSkins.js | |
| var ORC2 = "/assets/minifantasy/Minifantasy_Orc_Kingdom_v1.0/Minifantasy_Orc_Kingdom_Assets/Tileset/Tiles.png"; | |
| var NECRO2 = "/assets/minifantasy/Minifantasy_Necropolis_v1.0/Minifantasy_Necropolis_Assets/Tileset/Buildings/TileasetAndPremadeZiggurats.png"; | |
| var TEMPLE = "/assets/minifantasy/Minifantasy_Temple_Of_The_Snake_God_v1.0_Commercial_Version/Temple_Of_The_Snake_God/Tileset/Tileset.png"; | |
| var ORC_PROPS = "/assets/minifantasy/Minifantasy_Orc_Kingdom_v1.0/Minifantasy_Orc_Kingdom_Assets/Props/Props.png"; | |
| var ORC_FIRE = "/assets/minifantasy/Minifantasy_Orc_Kingdom_v1.0/Minifantasy_Orc_Kingdom_Assets/Props/Animated%20Props/Fires.png"; | |
| var TEMPLE_CANDLE = "/assets/minifantasy/Minifantasy_Temple_Of_The_Snake_God_v1.0_Commercial_Version/Temple_Of_The_Snake_God/Props/_Animated_Props/M_candles/M_candles__.png"; | |
| var NECRO_PROPS = "/assets/minifantasy/Minifantasy_Necropolis_v1.0/Minifantasy_Necropolis_Assets/Props/Props.png"; | |
| var NECRO_FLAME = "/assets/minifantasy/Minifantasy_Necropolis_v1.0/Minifantasy_Necropolis_Assets/Props/UndeadFlame/UndeadFlame.png"; | |
| var TEMPLE_PROPS = "/assets/minifantasy/Minifantasy_Temple_Of_The_Snake_God_v1.0_Commercial_Version/Temple_Of_The_Snake_God/Props/Props.png"; | |
| var flat = (b) => ({ nw: b, n: b, ne: b, w: b, c: b, e: b, sw: b, s: b, se: b }); | |
| var INTERIOR_SKINS = { | |
| orc: { | |
| label: "Orc Kingdom", | |
| url: ORC2, | |
| tile: 8, | |
| bg: "#15110d", | |
| floor: { | |
| nw: [42, 49], | |
| n: [43, 49], | |
| ne: [52, 49], | |
| w: [42, 50], | |
| c: [43, 50], | |
| e: [52, 50], | |
| sw: [42, 59], | |
| s: [43, 59], | |
| se: [52, 59], | |
| vars: [[44, 51], [46, 52], [48, 55], [45, 57]] | |
| }, | |
| // Full 2.5D wall enclosure with TWO interchangeable materials — a wooden palisade and a | |
| // grey stone wall (same room-template layout, stone shifted +22 rows on the sheet). Each | |
| // room picks one. `directional` keeps height on every edge: N = face+cap, S = top+fringe, | |
| // E/W = a face column, with oriented corners. Some N walls sprout a window. | |
| // Each material: cols [left, mid, right] of its 7-wide room template + the template's rows. | |
| walls: { | |
| style: "directional", | |
| sets: [ | |
| { | |
| // wooden palisade (room template cols 22–28, rows 11–21) | |
| cols: [22, 24, 28], | |
| rows: { nCap: 11, nFace: 12, body: 15, sTop: 19, sFringe: 20 }, | |
| window: { top: [58, 13], bot: [58, 14] } | |
| }, | |
| { | |
| // grey stone (palisade layout + 22 rows) | |
| cols: [22, 24, 28], | |
| rows: { nCap: 33, nFace: 34, body: 37, sTop: 41, sFringe: 42 }, | |
| window: { top: [58, 35], bot: [58, 36] } | |
| } | |
| ] | |
| }, | |
| // Fur pelts scattered as rugs + a skull-totem centrepiece, from the Orc Props sheet. | |
| propsUrl: ORC_PROPS, | |
| props: [ | |
| { c0: 1, r0: 10, w: 2, h: 2 }, | |
| { c0: 5, r0: 10, w: 2, h: 2 }, | |
| { c0: 8, r0: 10, w: 2, h: 2 }, | |
| // fur pelts | |
| { c0: 2, r0: 1, w: 2, h: 2 }, | |
| { c0: 7, r0: 7, w: 2, h: 2 } | |
| // cot bed + table | |
| ], | |
| features: [{ c0: 7, r0: 16, w: 3, h: 3 }, { c0: 9, r0: 25, w: 3, h: 4 }], | |
| // skull totem / bone war-standard | |
| torch: { url: ORC_FIRE, frame: { c0: 1, r0: 1, w: 1, h: 2 }, frames: 8, stride: 2, glow: 16750899 } | |
| // warm fire | |
| }, | |
| necropolis: { | |
| label: "Necropolis", | |
| url: NECRO2, | |
| tile: 8, | |
| bg: "#0f0c14", | |
| floor: { ...flat([41, 1]), vars: [[42, 1], [43, 1], [41, 2], [42, 2], [42, 5], [41, 4], [43, 6]] }, | |
| // Full wall enclosure (purple-brick autotile, ziggurat sheet cols 47–50/rows 23–33). | |
| // `north` is the tall front-facing wall (crenellated cap + brick body, listed top→bottom) | |
| // that gives the 2.5D height; the other sides are thin autotile edges + corner posts. | |
| walls: { | |
| cap: [48, 31], | |
| // cream crenellated cap (continuous top trim) | |
| body: [48, 32], | |
| // brick body | |
| bodyVars: [[49, 32], [50, 33], [49, 25]], | |
| // hole/worn brick variants sprinkled in | |
| height: 3, | |
| bot: [48, 27], | |
| left: [47, 25], | |
| right: [50, 25], | |
| post: [47, 23] | |
| // rounded post at corners / wall ends | |
| }, | |
| // Scattered bones/remains from the Necropolis Props sheet (2×2 bone curls), plus a | |
| // hanging rune banner centrepiece in the largest room. | |
| propsUrl: NECRO_PROPS, | |
| props: [{ c0: 1, r0: 2, w: 2, h: 2 }, { c0: 4, r0: 2, w: 2, h: 2 }, { c0: 7, r0: 2, w: 2, h: 2 }, { c0: 9, r0: 5, w: 2, h: 2 }], | |
| features: [{ c0: 12, r0: 1, w: 2, h: 4 }, { c0: 22, r0: 3, w: 2, h: 4 }], | |
| // blue / red rune banner | |
| // Undead-flame wall torches: a flame frame from the animation strip + an eerie green glow. | |
| torch: { url: NECRO_FLAME, frame: { c0: 1, r0: 1, w: 2, h: 2 }, frames: 8, stride: 3, glow: 4841632 } | |
| }, | |
| temple: { | |
| label: "Temple", | |
| url: TEMPLE, | |
| tile: 8, | |
| bg: "#080c08", | |
| floor: { ...flat([61, 36]), vars: [[63, 36], [64, 36], [61, 38], [61, 39]] }, | |
| // Full enclosure matching the premade scene: a tall (3-tile) green-diamond north wall with | |
| // a dark top cap, plus thin dark side/bottom walls (the temple's side walls are a single | |
| // narrow edge, distinct from the thick back wall) and corner posts. | |
| walls: { | |
| cap: [7, 3], | |
| // dark upper band (top trim) | |
| body: [7, 4], | |
| // green diamond wall face (col 7 = clean fill, off the window-frame highlight cols) | |
| bodyVars: [[8, 4], [9, 5], [6, 5]], | |
| // texture variants sprinkled in | |
| height: 3, | |
| bot: [7, 4], | |
| left: [5, 4], | |
| right: [11, 4], | |
| post: [5, 3] | |
| // thin sides + corner posts | |
| }, | |
| // Small coiled snakes from the Temple Props sheet (2×2 each), plus a snake-idol head as | |
| // a centrepiece feature placed in the largest room when it fits. | |
| propsUrl: TEMPLE_PROPS, | |
| props: [{ c0: 15, r0: 21, w: 2, h: 2 }, { c0: 17, r0: 21, w: 2, h: 2 }, { c0: 19, r0: 21, w: 2, h: 2 }], | |
| features: [{ c0: 9, r0: 4, w: 3, h: 4 }, { c0: 2, r0: 3, w: 4, h: 4 }], | |
| // front cobra idol / side-profile head | |
| torch: { url: TEMPLE_CANDLE, frame: { c0: 1, r0: 2, w: 2, h: 2 }, frames: 6, stride: 3, glow: 16764006 } | |
| // candle | |
| } | |
| }; | |
| // ../auto-battler/src/render/tileViewer.js | |
| function createTileViewer(pixi, host, cfg) { | |
| const { skins, defaultSkin, sourcesFor, render: render3, fit: fit3 } = cfg; | |
| const { Application, Assets, Sprite, Container, Texture, Rectangle, Graphics } = pixi; | |
| let app = null, root = null, alive = true; | |
| let skinKey = defaultSkin; | |
| let seed = cfg.seed ?? 1; | |
| const sources = /* @__PURE__ */ new Map(); | |
| const texCache = /* @__PURE__ */ new Map(); | |
| const listeners = /* @__PURE__ */ new Set(); | |
| let lastBounds = null, lastTile = 8, lastSnapshot = {}, tick = null; | |
| function tex(source, c, r, tile) { | |
| const k = source.uid + ":" + c + "," + r; | |
| let t = texCache.get(k); | |
| if (!t) { | |
| t = new Texture({ source, frame: new Rectangle(c * tile, r * tile, tile, tile) }); | |
| texCache.set(k, t); | |
| } | |
| return t; | |
| } | |
| async function ensureSource(url) { | |
| if (sources.has(url)) return sources.get(url); | |
| const a = await Assets.load(url); | |
| a.source.scaleMode = "nearest"; | |
| sources.set(url, a.source); | |
| return a.source; | |
| } | |
| async function loadSources(skin) { | |
| for (const url of sourcesFor(skin)) { | |
| await ensureSource(url); | |
| if (!alive) return false; | |
| } | |
| return true; | |
| } | |
| const getSnapshot = () => ({ skin: skinKey, seed, ...lastSnapshot }); | |
| const emit = () => listeners.forEach((fn) => fn(getSnapshot())); | |
| function redraw() { | |
| if (!app || !alive) return; | |
| if (tick) { | |
| try { | |
| app.ticker.remove(tick); | |
| } catch { | |
| } | |
| tick = null; | |
| } | |
| if (root) { | |
| root.destroy({ children: true }); | |
| root = null; | |
| } | |
| root = new Container(); | |
| app.stage.addChild(root); | |
| const skin = skins[skinKey]; | |
| const TILE6 = skin.tile || 8; | |
| const res = render3({ app, root, skin, seed, TILE: TILE6, tex, sources, Sprite, Graphics, Container }) || {}; | |
| lastBounds = res.bounds || null; | |
| lastTile = res.tile ?? TILE6; | |
| lastSnapshot = res.snapshot || {}; | |
| if (res.tick) { | |
| tick = res.tick; | |
| app.ticker.add(tick); | |
| } | |
| if (lastBounds) fit3(app, root, lastBounds, lastTile); | |
| } | |
| const ready = (async () => { | |
| const a = new Application(); | |
| await a.init({ background: skins[skinKey].bg, antialias: false, resizeTo: host }); | |
| if (!alive) { | |
| a.destroy(true); | |
| return; | |
| } | |
| app = a; | |
| host.appendChild(app.canvas); | |
| if (!await loadSources(skins[skinKey])) return; | |
| redraw(); | |
| emit(); | |
| app.renderer.on("resize", () => { | |
| if (lastBounds) fit3(app, root, lastBounds, lastTile); | |
| }); | |
| })(); | |
| async function setSkin(k) { | |
| if (!skins[k] || k === skinKey) return; | |
| skinKey = k; | |
| if (!await loadSources(skins[k])) return; | |
| if (app) app.renderer.background.color = skins[k].bg; | |
| redraw(); | |
| emit(); | |
| } | |
| function regenerate(nextSeed) { | |
| seed = nextSeed >>> 0; | |
| redraw(); | |
| emit(); | |
| } | |
| function onChange(fn) { | |
| listeners.add(fn); | |
| return () => listeners.delete(fn); | |
| } | |
| function destroy() { | |
| alive = false; | |
| try { | |
| if (tick) app?.ticker?.remove(tick); | |
| } catch { | |
| } | |
| try { | |
| app?.canvas?.remove(); | |
| } catch { | |
| } | |
| try { | |
| app?.destroy(true, { children: true }); | |
| } catch { | |
| } | |
| app = null; | |
| root = null; | |
| sources.clear(); | |
| texCache.clear(); | |
| } | |
| return { ready, regenerate, setSkin, onChange, destroy, getSnapshot }; | |
| } | |
| // ../auto-battler/src/render/interior.js | |
| function createInteriorViewer(pixi, host, opts = {}) { | |
| return createTileViewer(pixi, host, { | |
| skins: INTERIOR_SKINS, | |
| defaultSkin: opts.skin || "orc", | |
| seed: opts.seed ?? 1, | |
| sourcesFor: (skin) => [skin.url, skin.propsUrl, skin.torch?.url].filter(Boolean), | |
| render, | |
| fit | |
| }); | |
| } | |
| function render({ root, skin, seed, TILE: TILE6, tex, sources, Sprite, Graphics }) { | |
| const src = sources.get(skin.url); | |
| const { W, H, floor, rooms, bounds } = generateRooms(seed); | |
| const isF = (x, y) => x >= 0 && y >= 0 && x < W && y < H && floor[y * W + x] === 1; | |
| const addS = (source, coord, x, y) => { | |
| const sp = new Sprite(tex(source, coord[0], coord[1], TILE6)); | |
| sp.x = x * TILE6; | |
| sp.y = y * TILE6; | |
| root.addChild(sp); | |
| return sp; | |
| }; | |
| const add = (coord, x, y) => addS(src, coord, x, y); | |
| const c = { skin, TILE: TILE6, W, H, rooms, seed, isF, add, addS, root, sources, Graphics }; | |
| drawWalls(c); | |
| drawFloor(c); | |
| drawShadows(c); | |
| drawProps(c); | |
| const torch = drawTorches(c); | |
| let animPhase = 0; | |
| const tick = torch.flames.length && torch.flameSrc ? (ticker) => { | |
| animPhase += 0.14 * ticker.deltaTime; | |
| const fi = Math.floor(animPhase) % torch.flameFrames; | |
| for (const fl of torch.flames) fl.sp.texture = tex(torch.flameSrc, fl.col0 + torch.flameStride * fi, fl.row, TILE6); | |
| if (torch.glowG) torch.glowG.alpha = 0.78 + 0.22 * Math.sin(animPhase * 0.9); | |
| } : null; | |
| return { bounds, tile: TILE6, snapshot: { rooms: rooms.length }, tick }; | |
| } | |
| function fit(app, root, b, TILE6) { | |
| const sw = app.screen.width, sh = app.screen.height; | |
| const cw = (b.x1 - b.x0 + 3) * TILE6, ch = (b.y1 - b.y0 + 4) * TILE6; | |
| const s = Math.max(1, Math.floor(Math.min(sw / cw, sh / ch))); | |
| root.scale.set(s); | |
| root.x = Math.round((sw - cw * s) / 2 - (b.x0 - 1) * TILE6 * s); | |
| root.y = Math.round((sh - ch * s) / 2 - (b.y0 - 2) * TILE6 * s); | |
| } | |
| function drawWalls(c) { | |
| if (c.skin.wall && !c.skin.walls) drawBackWall(c); | |
| if (c.skin.walls) drawEnclosure(c); | |
| } | |
| function drawBackWall(c) { | |
| const { skin, W, H, isF, add } = c; | |
| for (let y = 0; y < H; y++) for (let x = 0; x < W; x++) { | |
| if (!isF(x, y) || isF(x, y - 1)) continue; | |
| if (skin.wall.face) add(skin.wall.face, x, y - 1); | |
| if (skin.wall.cap) add(skin.wall.cap, x, y - 2); | |
| } | |
| } | |
| function drawEnclosure(c) { | |
| const { skin, W, H, rooms, seed, isF, add } = c; | |
| const WS = skin.walls; | |
| const Hh = WS.height || 3; | |
| const sets = WS.sets || [WS]; | |
| const roomMat = rooms.map((rm) => sets.length > 1 ? hashU32(seed ^ 15386, rm.x, rm.y) % sets.length : 0); | |
| const matAt = (fx, fy) => { | |
| for (let i = 0; i < rooms.length; i++) { | |
| const r = rooms[i]; | |
| if (fx >= r.x && fx < r.x + r.w && fy >= r.y && fy < r.y + r.h) return roomMat[i]; | |
| } | |
| return 0; | |
| }; | |
| const brick = (S, bx, by) => { | |
| if (!S.bodyVars || !S.bodyVars.length) return S.body; | |
| const h2 = hashU32(seed ^ 23057, bx, by); | |
| return h2 % 4 === 0 ? S.bodyVars[(h2 >>> 5) % S.bodyVars.length] : S.body; | |
| }; | |
| if (WS.style === "directional") { | |
| const t = (S, col, row) => [S.cols[col], row]; | |
| const winRoll = (x, y) => hashU32(seed ^ 30627, x, y) % 5 === 0; | |
| const northCol = (S, x, y, col) => { | |
| if (S.window && col === 1 && winRoll(x, y) && !isF(x, y - 1)) { | |
| add(S.window.bot, x, y); | |
| add(S.window.top, x, y - 1); | |
| return; | |
| } | |
| add(t(S, col, S.rows.nFace), x, y); | |
| if (!isF(x, y - 1)) add(t(S, col, S.rows.nCap), x, y - 1); | |
| }; | |
| const southCol = (S, x, y, col) => { | |
| add(t(S, col, S.rows.sTop), x, y); | |
| if (!isF(x, y + 1)) add(t(S, col, S.rows.sFringe), x, y + 1); | |
| }; | |
| for (let y = 0; y < H; y++) for (let x = 0; x < W; x++) { | |
| if (isF(x, y)) continue; | |
| const fN = isF(x, y - 1), fE = isF(x + 1, y), fS = isF(x, y + 1), fW = isF(x - 1, y); | |
| if (fS) northCol(sets[matAt(x, y + 1)], x, y, 1); | |
| else if (fN) southCol(sets[matAt(x, y - 1)], x, y, 1); | |
| else if (fE) add(t(sets[matAt(x + 1, y)], 0, sets[matAt(x + 1, y)].rows.body), x, y); | |
| else if (fW) add(t(sets[matAt(x - 1, y)], 2, sets[matAt(x - 1, y)].rows.body), x, y); | |
| else if (isF(x + 1, y + 1)) northCol(sets[matAt(x + 1, y + 1)], x, y, 0); | |
| else if (isF(x - 1, y + 1)) northCol(sets[matAt(x - 1, y + 1)], x, y, 2); | |
| else if (isF(x + 1, y - 1)) southCol(sets[matAt(x + 1, y - 1)], x, y, 0); | |
| else if (isF(x - 1, y - 1)) southCol(sets[matAt(x - 1, y - 1)], x, y, 2); | |
| } | |
| } else { | |
| const tall = (S, x, yBase, capTile, bodyTile, allowWindow) => { | |
| const win = allowWindow && S.window && Hh >= 2 && hashU32(seed ^ 30627, x, yBase) % 5 === 0 && !isF(x, yBase - (Hh - 1)); | |
| for (let k = 0; k < Hh; k++) { | |
| const yy = yBase - k; | |
| if (yy < 0 || isF(x, yy)) break; | |
| let tt; | |
| if (win && k === Hh - 1) tt = S.window.top; | |
| else if (win && k === Hh - 2) tt = S.window.bot; | |
| else tt = k === Hh - 1 ? capTile : bodyTile || brick(S, x, yy); | |
| add(tt, x, yy); | |
| } | |
| }; | |
| for (let y = 0; y < H; y++) for (let x = 0; x < W; x++) { | |
| if (isF(x, y)) continue; | |
| const fN = isF(x, y - 1), fE = isF(x + 1, y), fS = isF(x, y + 1), fW = isF(x - 1, y); | |
| if (fS) tall(sets[matAt(x, y + 1)], x, y, sets[matAt(x, y + 1)].cap, null, true); | |
| else if (WS.backOnly) continue; | |
| else if (fN) add(sets[matAt(x, y - 1)].bot, x, y); | |
| else if (fE) add(sets[matAt(x + 1, y)].left, x, y); | |
| else if (fW) add(sets[matAt(x - 1, y)].right, x, y); | |
| else if (isF(x + 1, y + 1)) { | |
| const S = sets[matAt(x + 1, y + 1)]; | |
| tall(S, x, y, S.post, S.left); | |
| } else if (isF(x - 1, y + 1)) { | |
| const S = sets[matAt(x - 1, y + 1)]; | |
| tall(S, x, y, S.post, S.right); | |
| } else if (isF(x + 1, y - 1)) add(sets[matAt(x + 1, y - 1)].post, x, y); | |
| else if (isF(x - 1, y - 1)) add(sets[matAt(x - 1, y - 1)].post, x, y); | |
| } | |
| } | |
| } | |
| function drawFloor(c) { | |
| const { skin, W, H, seed, isF, add } = c; | |
| const F = skin.floor; | |
| for (let y = 0; y < H; y++) for (let x = 0; x < W; x++) { | |
| if (!isF(x, y)) continue; | |
| const n = !isF(x, y - 1), e = !isF(x + 1, y), s = !isF(x, y + 1), w = !isF(x - 1, y); | |
| let t; | |
| if (n || e || s || w) t = nineSlice(F, n, s, w, e); | |
| else { | |
| const h2 = hashU32(seed ^ 496, x, y); | |
| t = F.vars && F.vars.length && h2 % 7 === 0 ? F.vars[(h2 >>> 5) % F.vars.length] : F.c; | |
| } | |
| add(t, x, y); | |
| } | |
| } | |
| function drawShadows(c) { | |
| const { W, H, TILE: TILE6, isF, root, Graphics } = c; | |
| const shade = new Graphics(); | |
| for (let y = 0; y < H; y++) for (let x = 0; x < W; x++) { | |
| if (!isF(x, y)) continue; | |
| if (!isF(x, y - 1)) { | |
| shade.rect(x * TILE6, y * TILE6, TILE6, TILE6).fill({ color: 0, alpha: 0.3 }); | |
| if (isF(x, y + 1)) shade.rect(x * TILE6, (y + 1) * TILE6, TILE6, TILE6).fill({ color: 0, alpha: 0.12 }); | |
| } else if (!isF(x - 1, y) || !isF(x + 1, y)) { | |
| shade.rect(x * TILE6, y * TILE6, TILE6, TILE6).fill({ color: 0, alpha: 0.12 }); | |
| } | |
| } | |
| root.addChild(shade); | |
| } | |
| function drawProps(c) { | |
| const { skin, seed, rooms, sources, addS } = c; | |
| const propSrc = sources.get(skin.propsUrl || skin.url); | |
| if (!(skin.props && skin.props.length && propSrc)) return; | |
| for (const rm of rooms) { | |
| const ring = []; | |
| for (let x = rm.x + 1; x < rm.x + rm.w - 1; x++) { | |
| ring.push([x, rm.y + 1]); | |
| ring.push([x, rm.y + rm.h - 2]); | |
| } | |
| for (let y = rm.y + 2; y < rm.y + rm.h - 2; y++) { | |
| ring.push([rm.x + 1, y]); | |
| ring.push([rm.x + rm.w - 2, y]); | |
| } | |
| let placed = 0; | |
| for (const [x, y] of ring) { | |
| if (placed >= 4) break; | |
| const hh = hashU32(seed ^ 39692, x, y); | |
| if (hh % 6 !== 0) continue; | |
| const pr = skin.props[(hh >>> 5) % skin.props.length]; | |
| const pw = pr.w || 1, ph = pr.h || 1; | |
| if (x + pw > rm.x + rm.w - 1 || y + ph > rm.y + rm.h - 1) continue; | |
| for (let ry = 0; ry < ph; ry++) for (let rx = 0; rx < pw; rx++) addS(propSrc, [pr.c0 + rx, pr.r0 + ry], x + rx, y + ry); | |
| placed++; | |
| } | |
| } | |
| const feats = skin.features || []; | |
| if (feats.length && rooms.length) { | |
| const byArea = [...rooms].sort((a, b) => b.w * b.h - a.w * a.h); | |
| let fi = 0; | |
| for (const big of byArea) { | |
| if (fi >= feats.length) break; | |
| const f = feats[(seed + fi) % feats.length]; | |
| if (f.w <= big.w - 2 && f.h <= big.h - 2) { | |
| const fx = big.x + (big.w - f.w >> 1), fy = big.y + 1; | |
| for (let ry = 0; ry < f.h; ry++) for (let rx = 0; rx < f.w; rx++) addS(propSrc, [f.c0 + rx, f.r0 + ry], fx + rx, fy + ry); | |
| fi++; | |
| } | |
| } | |
| } | |
| } | |
| function drawTorches(c) { | |
| const { skin, W, H, TILE: TILE6, isF, sources, root, Graphics, addS } = c; | |
| const torch = skin.torch, torchSrc = torch && sources.get(torch.url); | |
| if (!(torch && torchSrc)) return { flames: [], glowG: null, flameSrc: null, flameStride: 1, flameFrames: 1 }; | |
| const flames = []; | |
| const glow = new Graphics(); | |
| const f = torch.frame, spots = []; | |
| for (let y = 0; y < H; y++) for (let x = 0; x < W; x++) { | |
| if (!isF(x, y) || isF(x, y - 1)) continue; | |
| if ((x * 7 + y * 13) % 5 !== 0) continue; | |
| const cx = (x + f.w / 2) * TILE6, cy = (y - 1) * TILE6; | |
| for (const [r, a] of [[3.2, 0.05], [2.1, 0.08], [1.2, 0.13]]) glow.circle(cx, cy, r * TILE6).fill({ color: torch.glow, alpha: a }); | |
| spots.push([x, y]); | |
| } | |
| root.addChild(glow); | |
| for (const [x, y] of spots) for (let ry = 0; ry < f.h; ry++) for (let rx = 0; rx < f.w; rx++) { | |
| const sp = addS(torchSrc, [f.c0 + rx, f.r0 + ry], x + rx, y - 2 + ry); | |
| flames.push({ sp, col0: f.c0 + rx, row: f.r0 + ry }); | |
| } | |
| return { flames, glowG: glow, flameSrc: torchSrc, flameStride: torch.stride || 1, flameFrames: torch.frames || 1 }; | |
| } | |
| // ../auto-battler/src/engine/towerGen.js | |
| function generateTower(seed, opts = {}) { | |
| const { rnd, ri } = makeGenRng(seed); | |
| let roof = opts.roof; | |
| if (!roof) { | |
| const rr = rnd(); | |
| roof = rr < 0.15 ? "none" : rr < 0.45 ? "battlement" : "pyramid"; | |
| } | |
| const baseW = opts.w ?? opts.baseW ?? 4; | |
| const spriteRoof = roof === "pyramid" || roof === "battlement" && !opts.hasParapet; | |
| const w = spriteRoof ? baseW : Math.max(3, baseW + ri(-1, 2)); | |
| const h2 = opts.h ?? (roof === "none" ? ri(3, 6) : ri(6, 12)); | |
| const hasDoor = rnd() < (roof === "none" ? 0.4 : 0.9); | |
| const winH = opts.winH ?? 2, doorH = opts.doorH ?? 2; | |
| const windows = []; | |
| for (let y = 1; y + winH <= h2 - doorH - 1; y += winH + 1) if (rnd() < 0.6) windows.push(y); | |
| return { w, h: h2, roof, windows, hasDoor }; | |
| } | |
| // ../auto-battler/src/render/towerSkins.js | |
| var ROOT = "/assets/minifantasy/Minifantasy_Towers_v1.0/Towers"; | |
| var MEADOW = `${ROOT}/Meadow_Towers/Tileset.png`; | |
| var DESERT = `${ROOT}/Desert_Towers/Tileset.png`; | |
| var SWAMP = `${ROOT}/Swamp_Towers/Tileset.png`; | |
| var WALL = { | |
| nw: [6, 40], | |
| n: [7, 40], | |
| ne: [8, 40], | |
| w: [6, 41], | |
| c: [7, 41], | |
| e: [8, 41], | |
| sw: [6, 42], | |
| s: [7, 42], | |
| se: [8, 42] | |
| }; | |
| var DESERT_WALL = { | |
| nw: [16, 32], | |
| n: [17, 32], | |
| ne: [18, 32], | |
| w: [16, 34], | |
| c: [17, 34], | |
| e: [18, 34], | |
| sw: [16, 37], | |
| s: [17, 37], | |
| se: [18, 37] | |
| }; | |
| var TOWER_SKINS = { | |
| meadow: { | |
| label: "Meadow", | |
| url: MEADOW, | |
| tile: 8, | |
| bg: "#16210f", | |
| wall: WALL, | |
| roof: { c0: 4, r0: 2, w: 8, h: 8 }, | |
| window: { c0: 17, r0: 45, w: 2, h: 2 }, | |
| door: { c0: 17, r0: 49, w: 3, h: 2 }, | |
| // Assembled rooftop crown (matches the premade tower): a 5-wide shaft topped by a | |
| // wooden balustrade railing, with the blue crystal pyramid roof for the 'pyramid' | |
| // variant. `dy` = each piece's top row relative to the shaft top (y=0, negative = up). | |
| // Pieces are fixed-size cross/roof art from the tileset, blitted centred on the shaft. | |
| crown: { | |
| shaftW: 5, | |
| platform: { c0: 4, r0: 27, w: 7, h: 8, dy: -8 }, | |
| // grey stone rooftop floor (cross) | |
| rail: { c0: 13, r0: 12, w: 7, h: 8, dy: -8 }, | |
| // wooden balustrade on the platform edge | |
| roof: { c0: 3, r0: 1, w: 9, h: 11, dy: -16 } | |
| // blue crystal pyramid above | |
| }, | |
| // Alternate brick fills sprinkled into the shaft interior for weathering (Meadow only; | |
| // these coords are different art on the other variant sheets). | |
| fillVars: [[5, 49], [9, 49]] | |
| }, | |
| desert: { | |
| label: "Desert", | |
| url: DESERT, | |
| tile: 8, | |
| bg: "#241d10", | |
| wall: DESERT_WALL, | |
| // Teal dome (sphere + orange lip = cols 3–9 / rows 2–9; rows 10+ are the cylinder drum, | |
| // not the dome). Cylindrical-tower door/window openings. | |
| roof: { c0: 3, r0: 2, w: 7, h: 8 }, | |
| window: { c0: 14, r0: 23, w: 3, h: 3 }, | |
| door: { c0: 18, r0: 26, w: 2, h: 2 }, | |
| // Dome crown: the dome seats directly on the shaft top (no cross platform — desert towers | |
| // are cylindrical, the dome caps the drum). dy nudges it down to rest on the cornice. | |
| crown: { | |
| shaftW: 5, | |
| roof: { c0: 3, r0: 2, w: 7, h: 8, dy: -6 } | |
| } | |
| }, | |
| swamp: { | |
| label: "Swamp", | |
| url: SWAMP, | |
| tile: 8, | |
| bg: "#0f1410", | |
| wall: WALL, | |
| roof: { c0: 9, r0: 1, w: 6, h: 8 }, | |
| window: { c0: 17, r0: 20, w: 3, h: 3 }, | |
| door: { c0: 17, r0: 24, w: 3, h: 3 }, | |
| // Blue crenellated battlement row (reuses the window's merlon top edge). | |
| parapet: { left: [17, 20], mid: [18, 20], right: [19, 20] } | |
| } | |
| }; | |
| // ../auto-battler/src/render/towerViewer.js | |
| function createTowerViewer(pixi, host, opts = {}) { | |
| return createTileViewer(pixi, host, { | |
| skins: TOWER_SKINS, | |
| defaultSkin: opts.skin || "meadow", | |
| seed: opts.seed ?? 1, | |
| sourcesFor: (skin) => [skin.url], | |
| render: render2, | |
| fit: fit2 | |
| }); | |
| } | |
| function render2({ root, skin, seed, TILE: TILE6, tex, sources, Sprite, Graphics }) { | |
| const src = sources.get(skin.url); | |
| const shaftW = skin.crown ? skin.crown.shaftW : (skin.roof?.w ?? 7) - 2; | |
| const winH = skin.window?.h ?? 2, doorH = skin.door?.h ?? 2; | |
| const W = skin.wall; | |
| const N = 3, GAP = 3; | |
| const ROOFS = ["pyramid", "battlement", "none"]; | |
| let spec0 = null; | |
| let ox = 0, x0 = Infinity, x1 = -Infinity, y0 = Infinity; | |
| for (let i = 0; i < N; i++) { | |
| const spec = generateTower(seed + i, { w: shaftW, hasParapet: !!(skin.parapet || skin.crown), winH, doorH, roof: ROOFS[i] }); | |
| if (i === 0) spec0 = spec; | |
| const { w, h: h2 } = spec; | |
| const PLINTH = 2, wb = w + 2; | |
| const corn = spec.roof === "none" ? 0 : 1; | |
| const dy = -(h2 + PLINTH - 1); | |
| const add = (coord, x, y) => { | |
| const sp = new Sprite(tex(src, coord[0], coord[1], TILE6)); | |
| sp.x = (x + ox) * TILE6; | |
| sp.y = (y + dy) * TILE6; | |
| root.addChild(sp); | |
| return sp; | |
| }; | |
| const shadow = new Graphics(); | |
| shadow.ellipse((ox + w / 2) * TILE6, TILE6 - TILE6 * 0.3, wb / 2 * TILE6 + TILE6 * 0.5, TILE6 * 0.7).fill({ color: 0, alpha: 0.22 }); | |
| root.addChild(shadow); | |
| for (let y = 0; y < h2; y++) for (let x = 0; x < w; x++) { | |
| const top = y === 0, bot = y === h2 - 1, left = x === 0, right = x === w - 1; | |
| const t = top || bot || left || right ? nineSlice(W, top, bot, left, right) : skin.fillVars && rhash(ox + x, y, 0, seed) % 6 === 0 ? skin.fillVars[rhash(ox + x, y, 99, seed) % skin.fillVars.length] : W.c; | |
| add(t, x, y); | |
| } | |
| for (let py = 0; py < PLINTH; py++) for (let px = 0; px < wb; px++) { | |
| add(nineSlice(W, py === 0, py === PLINTH - 1, px === 0, px === wb - 1), px - 1, h2 + py); | |
| } | |
| for (let cy = 0; cy < corn; cy++) for (let cx = 0; cx < wb; cx++) { | |
| add(nineSlice(W, true, false, cx === 0, cx === wb - 1), cx - 1, -1 - cy); | |
| } | |
| const belt = corn && h2 >= 8 ? Math.round(h2 / 2) : -1; | |
| if (belt >= 0) for (let bx = 0; bx < wb; bx++) add(nineSlice(W, true, false, bx === 0, bx === wb - 1), bx - 1, belt); | |
| let topY; | |
| const blitCrown = (p) => { | |
| const sx = Math.floor((w - p.w) / 2); | |
| for (let ry = 0; ry < p.h; ry++) for (let rx = 0; rx < p.w; rx++) add([p.c0 + rx, p.r0 + ry], sx + rx, p.dy + ry); | |
| x0 = Math.min(x0, ox + sx); | |
| x1 = Math.max(x1, ox + sx + p.w); | |
| return p.dy; | |
| }; | |
| if (skin.crown && spec.roof !== "none") { | |
| const cr = skin.crown; | |
| let tY = 0; | |
| if (cr.platform) tY = Math.min(tY, blitCrown(cr.platform)); | |
| if (cr.rail) tY = Math.min(tY, blitCrown(cr.rail)); | |
| if (spec.roof === "pyramid" && cr.roof) tY = Math.min(tY, blitCrown(cr.roof)); | |
| topY = tY + dy; | |
| } else if (spec.roof === "none") { | |
| topY = dy; | |
| x0 = Math.min(x0, ox); | |
| x1 = Math.max(x1, ox + w); | |
| } else if (spec.roof === "battlement" && skin.parapet) { | |
| const pp = skin.parapet; | |
| for (let x = 0; x < w; x++) add(x === 0 ? pp.left : x === w - 1 ? pp.right : pp.mid, x, -1 - corn); | |
| topY = -1 - corn + dy; | |
| x0 = Math.min(x0, ox); | |
| x1 = Math.max(x1, ox + w); | |
| } else { | |
| const rk = skin.roof; | |
| const roofX0 = (w - rk.w) / 2, roofY0 = -(rk.h - 1) - corn; | |
| for (let ry = 0; ry < rk.h; ry++) for (let rx = 0; rx < rk.w; rx++) add([rk.c0 + rx, rk.r0 + ry], roofX0 + rx, roofY0 + ry); | |
| topY = roofY0 + dy; | |
| x0 = Math.min(x0, ox + Math.floor(roofX0)); | |
| x1 = Math.max(x1, ox + Math.ceil(roofX0 + rk.w)); | |
| } | |
| y0 = Math.min(y0, topY); | |
| x0 = Math.min(x0, ox - 1); | |
| x1 = Math.max(x1, ox + w + 1); | |
| const blit = (rect2, bx, by) => { | |
| for (let ry = 0; ry < rect2.h; ry++) for (let rx = 0; rx < rect2.w; rx++) add([rect2.c0 + rx, rect2.r0 + ry], bx + rx, by + ry); | |
| }; | |
| if (skin.window) { | |
| const wx = Math.floor((w - skin.window.w) / 2); | |
| for (const wy of spec.windows) blit(skin.window, wx, wy); | |
| } | |
| if (skin.door && spec.hasDoor) blit(skin.door, Math.floor((w - skin.door.w) / 2), h2 - skin.door.h); | |
| ox += w + GAP; | |
| } | |
| const bounds = { x0: Math.min(x0, 0), y0, x1: Math.max(x1, ox - GAP), y1: 2 }; | |
| return { bounds, tile: TILE6, snapshot: { w: spec0?.w ?? 0, h: spec0?.h ?? 0, roof: spec0?.roof } }; | |
| } | |
| function fit2(app, root, b, TILE6) { | |
| const sw = app.screen.width, sh = app.screen.height; | |
| const cw = (b.x1 - b.x0) * TILE6, ch = (b.y1 - b.y0) * TILE6; | |
| const pad = 4 * TILE6; | |
| const s = Math.max(1, Math.floor(Math.min(sw / (cw + pad), sh / (ch + pad)))); | |
| root.scale.set(s); | |
| root.x = Math.round((sw - cw * s) / 2 - b.x0 * TILE6 * s); | |
| root.y = Math.round((sh - ch * s) / 2 - b.y0 * TILE6 * s); | |
| } | |
| // ../auto-battler/src/render/mapConfigs.js | |
| var ASSET = "/assets/minifantasy"; | |
| var ORC3 = `${ASSET}/Minifantasy_Orc_Kingdom_v1.0/Minifantasy_Orc_Kingdom_Assets`; | |
| var NECRO3 = `${ASSET}/Minifantasy_Necropolis_v1.0/Minifantasy_Necropolis_Assets`; | |
| var ORC_LAYER_DIR = `${ORC3}/_Premade%20Scene/Separate%20Layers`; | |
| var ORC_SCENE = { w: 648, h: 488 }; | |
| var ORC_LAYERS = [ | |
| ["k-ground", "Ground", "ground"], | |
| ["j-walls", "Walls", "structure"], | |
| ["i-doors", "Doors", "structure"], | |
| ["h-characters", "Characters", "scatter"], | |
| ["g-wall_shadows", "Wall shadows", "lighting"], | |
| ["f-prop_shadows", "Prop shadows", "lighting"], | |
| ["e-roof_posts", "Roof posts", "structure"], | |
| ["d-props", "Props", "scatter"], | |
| ["c-fire", "Fire", "lighting"], | |
| ["b-fire_light", "Fire light", "lighting"], | |
| ["a-roofs", "Roofs", "structure"] | |
| ]; | |
| var NECRO_SHEETS = [ | |
| { key: "biome", label: "CorruptedBiome", url: `${NECRO3}/Tileset/Biome/CorruptedBiome.png` }, | |
| { key: "props", label: "Props", url: `${NECRO3}/Props/Props.png` } | |
| ]; | |
| var ORC_SHEETS = [ | |
| { key: "tiles", label: "Tiles", url: `${ORC3}/Tileset/Tiles.png` }, | |
| { key: "props", label: "Props", url: `${ORC3}/Props/Props.png` }, | |
| { key: "roofs", label: "Roofs & Posts", url: `${ORC3}/Tileset/Roofs/Roofs_And_Posts.png` } | |
| ]; | |
| var FP_SHEETS = [ | |
| { key: "tiles", label: "Tiles", url: FP_TILES_URL }, | |
| { key: "props", label: "Props", url: FP_PROPS_URL } | |
| ]; | |
| var INTERIOR_REF = { | |
| orc: { | |
| dir: `${ORC3}/_Premade%20Scene/Separate%20Layers`, | |
| w: 648, | |
| h: 488, | |
| bg: "#15110d", | |
| layers: [ | |
| ["k-ground", "Ground", "ground"], | |
| ["j-walls", "Walls", "structure"], | |
| ["i-doors", "Doors", "structure"], | |
| ["h-characters", "Characters", "scatter"], | |
| ["g-wall_shadows", "Wall shadows", "lighting"], | |
| ["f-prop_shadows", "Prop shadows", "lighting"], | |
| ["e-roof_posts", "Roof posts", "structure"], | |
| ["d-props", "Props", "scatter"], | |
| ["c-fire", "Fire", "lighting"], | |
| ["b-fire_light", "Fire light", "lighting"], | |
| ["a-roofs", "Roofs", "structure"] | |
| ] | |
| }, | |
| necropolis: { | |
| dir: `${NECRO3}/PremadeScenes/Interior/SeparateLayers`, | |
| w: 256, | |
| h: 336, | |
| bg: "#0f0c14", | |
| pulse: { key: "a-undeadflame", base: 0.55, amp: 0.45, speed: 0.08 }, | |
| layers: [ | |
| ["k-bg", "Background", "ground"], | |
| ["j-floor", "Floor", "ground"], | |
| ["i-corruption", "Corruption", "ground"], | |
| ["h-bones", "Bones", "scatter"], | |
| ["g-wall", "Wall", "structure"], | |
| ["f-wallcorruption", "Wall corruption", "structure"], | |
| ["e-doors", "Doors", "structure"], | |
| ["d-props", "Props", "scatter"], | |
| ["c-propshadows", "Prop shadows", "lighting"], | |
| ["b-wallshadows", "Wall shadows", "lighting"], | |
| ["a-undeadflame", "Undead flame", "lighting"] | |
| ] | |
| }, | |
| temple: { | |
| dir: `${ASSET}/Minifantasy_Temple_Of_The_Snake_God_v1.0_Commercial_Version/Temple_Of_The_Snake_God/Premade/_Separate_Layers`, | |
| w: 608, | |
| h: 368, | |
| bg: "#080c08", | |
| pulse: { key: "c-candles", base: 0.6, amp: 0.4, speed: 0.07 }, | |
| layers: [ | |
| ["j-bg", "Background", "ground"], | |
| ["i-floor", "Floor", "ground"], | |
| ["h-walls", "Walls", "structure"], | |
| ["g-sculpture_base", "Sculpture base", "structure"], | |
| ["f-snake_sculptures", "Snake sculptures", "scatter"], | |
| ["f.2-snake_sculptures", "Snake sculptures 2", "scatter"], | |
| ["e-props", "Props", "scatter"], | |
| ["d-shadows", "Shadows", "lighting"], | |
| ["c-candles", "Candles", "lighting"], | |
| ["b-light_effect_1", "Light effect 1", "lighting"], | |
| ["a-light_effect_2", "Light effect 2", "lighting"] | |
| ] | |
| } | |
| }; | |
| var TROOT = `${ASSET}/Minifantasy_Towers_v1.0/Towers`; | |
| var TOWER_REF = { | |
| meadow: { | |
| dir: `${TROOT}/Meadow_Towers/_Premades/Premade_1`, | |
| w: 104, | |
| h: 352, | |
| bg: "#16210f", | |
| layers: [ | |
| ["1_n-bg", "Background", "ground"], | |
| ["1_m-ashlars", "Ashlars", "structure"], | |
| ["1_l-platform", "Platform", "structure"], | |
| ["1_k-tower_walls", "Tower walls", "structure"], | |
| ["1_j-cornice", "Cornice", "structure"], | |
| ["1_i-doors", "Doors", "structure"], | |
| ["1_h-windows", "Windows", "structure"], | |
| ["1_g-top", "Top", "structure"], | |
| ["1_f-stairs", "Stairs", "structure"], | |
| ["1_e-railing", "Railing", "structure"], | |
| ["1_d-roof_structure", "Roof structure", "structure"], | |
| ["1_c-shadows", "Shadows", "lighting"], | |
| ["1_b-roof", "Roof", "structure"], | |
| ["1_a-banners", "Banners", "scatter"] | |
| ] | |
| }, | |
| desert: { | |
| dir: `${TROOT}/Desert_Towers/_Premades/Premade_1`, | |
| w: 104, | |
| h: 264, | |
| bg: "#241d10", | |
| layers: [ | |
| ["1_m-bg", "Background", "ground"], | |
| ["1_l-ashlars", "Ashlars", "structure"], | |
| ["1_k-platform", "Platform", "structure"], | |
| ["1_j-tower_walls", "Tower walls", "structure"], | |
| ["1_i-cornice", "Cornice", "structure"], | |
| ["1_h-top", "Top", "structure"], | |
| ["1_g-decoration_b", "Decoration (back)", "scatter"], | |
| ["1_f-cilinder", "Cylinder", "structure"], | |
| ["1_e-dome", "Dome", "structure"], | |
| ["1_d-doors", "Doors", "structure"], | |
| ["1_c-windows", "Windows", "structure"], | |
| ["1_b-decoration_f", "Decoration (front)", "scatter"], | |
| ["1_a-shadows", "Shadows", "lighting"] | |
| ] | |
| }, | |
| swamp: { | |
| dir: `${TROOT}/Swamp_Towers/_Premades/Premade_1`, | |
| w: 88, | |
| h: 248, | |
| bg: "#0f1410", | |
| layers: [ | |
| ["1_k-bg", "Background", "ground"], | |
| ["1_j-foundations", "Foundations", "structure"], | |
| ["1_i-shadows_1", "Shadows 1", "lighting"], | |
| ["1_h-structure_1", "Structure 1", "structure"], | |
| ["1_g-platform_1", "Platform", "structure"], | |
| ["1_f-ladder_2", "Ladder", "structure"], | |
| ["1_e-structure_2", "Structure 2", "structure"], | |
| ["1_d-floor", "Floor", "ground"], | |
| ["1_c-walls", "Walls", "structure"], | |
| ["1_b-shadows_2", "Shadows 2", "lighting"], | |
| ["1_a-roof", "Roof", "structure"] | |
| ] | |
| } | |
| }; | |
| var sceneUrls = (dir, layers) => layers.map(([key]) => `${dir}/Premade_${key}.png`); | |
| var skinUrls = (skins) => Object.values(skins).flatMap((s) => [s.url, s.propsUrl, s.torch?.url].filter(Boolean)); | |
| var MAP_ASSET_URLS = [.../* @__PURE__ */ new Set([ | |
| // Generated biome maps (the World Map overworld composites all three). | |
| ...FP_MAP_ASSETS, | |
| ...ORC_MAP_ASSETS, | |
| ...NECRO_MAP_ASSETS, | |
| FP_MOCKUP_URL, | |
| // Tilesheet inspector sheets. | |
| ...NECRO_SHEETS.map((s) => s.url), | |
| ...ORC_SHEETS.map((s) => s.url), | |
| ...FP_SHEETS.map((s) => s.url), | |
| // Premade-scene reference layers. | |
| ...sceneUrls(NECRO_EXT_DIR, NECRO_LAYERS), | |
| ...sceneUrls(ORC_LAYER_DIR, ORC_LAYERS), | |
| ...Object.values(INTERIOR_REF).flatMap((r) => sceneUrls(r.dir, r.layers)), | |
| ...Object.values(TOWER_REF).flatMap((r) => sceneUrls(r.dir, r.layers)), | |
| // Generated interiors/towers skin sheets (+ props/torch). | |
| ...skinUrls(INTERIOR_SKINS), | |
| ...skinUrls(TOWER_SKINS) | |
| ])]; | |
| // ../auto-battler/src/render/mapSandbox.js | |
| function h(tag, attrs, ...kids) { | |
| const e = document.createElement(tag); | |
| if (attrs) for (const [k, v] of Object.entries(attrs)) { | |
| if (v == null || v === false) continue; | |
| if (k === "class") e.className = v; | |
| else if (k === "style") e.style.cssText = v; | |
| else if (k.startsWith("on") && typeof v === "function") e.addEventListener(k.slice(2).toLowerCase(), v); | |
| else e.setAttribute(k, v === true ? "" : v); | |
| } | |
| for (const kid of kids.flat()) if (kid != null && kid !== false) e.append(kid.nodeType ? kid : document.createTextNode(String(kid))); | |
| return e; | |
| } | |
| var randomSeed = () => Math.floor(Date.now() % 1e6 + Math.random() * 1e6) >>> 0; | |
| var infiniteMeta = (s) => s?.zoom != null ? `\u221E \xB7 seed ${s.seed} \xB7 (${s.cx}, ${s.cy}) \xB7 ${s.zoom.toFixed(2)}\xD7 \xB7 drag / WASD / scroll` : "loading\u2026"; | |
| function makeGridOverlay() { | |
| const TILE6 = 8; | |
| const cv = h("canvas", { class: "necro-grid-overlay" }); | |
| cv.style.display = "none"; | |
| let raf = 0, ctrl = null; | |
| function draw() { | |
| const host = cv.parentElement; | |
| const cam = ctrl?.getCamera?.(); | |
| if (host && cam) { | |
| const W = host.clientWidth, H = host.clientHeight; | |
| if (cv.width !== W) cv.width = W; | |
| if (cv.height !== H) cv.height = H; | |
| const ctx = cv.getContext("2d"); | |
| ctx.clearRect(0, 0, W, H); | |
| const z = cam.zoom, cell = TILE6 * z; | |
| if (cell >= 6) { | |
| const sx = (wx) => (wx * TILE6 - cam.x) * z + W / 2; | |
| const sy = (wy) => (wy * TILE6 - cam.y) * z + H / 2; | |
| const x0 = Math.floor((cam.x - W / 2 / z) / TILE6), x1 = Math.ceil((cam.x + W / 2 / z) / TILE6); | |
| const y0 = Math.floor((cam.y - H / 2 / z) / TILE6), y1 = Math.ceil((cam.y + H / 2 / z) / TILE6); | |
| ctx.strokeStyle = "rgba(255,70,70,0.45)"; | |
| ctx.lineWidth = 1; | |
| ctx.beginPath(); | |
| for (let cx = x0; cx <= x1; cx++) { | |
| const X = Math.round(sx(cx)); | |
| ctx.moveTo(X, 0); | |
| ctx.lineTo(X, H); | |
| } | |
| for (let cy = y0; cy <= y1; cy++) { | |
| const Y = Math.round(sy(cy)); | |
| ctx.moveTo(0, Y); | |
| ctx.lineTo(W, Y); | |
| } | |
| ctx.stroke(); | |
| if (cell >= 22 && ctrl.tileIndexAt) { | |
| ctx.font = `${Math.min(10, Math.floor(cell / 3))}px monospace`; | |
| ctx.textBaseline = "top"; | |
| ctx.lineWidth = 2; | |
| ctx.strokeStyle = "#000"; | |
| ctx.fillStyle = "#ffe000"; | |
| for (let cy = y0; cy < y1; cy++) for (let cx = x0; cx < x1; cx++) { | |
| const idx = ctrl.tileIndexAt(cx, cy); | |
| if (!idx) continue; | |
| const s = `${idx[0]},${idx[1]}`, X = sx(cx) + 1.5, Y = sy(cy) + 1.5; | |
| ctx.strokeText(s, X, Y); | |
| ctx.fillText(s, X, Y); | |
| } | |
| } | |
| } | |
| } | |
| raf = requestAnimationFrame(draw); | |
| } | |
| return { | |
| canvas: cv, | |
| setCtrl(c) { | |
| ctrl = c; | |
| }, | |
| setActive(on) { | |
| cv.style.display = on ? "block" : "none"; | |
| if (on && !raf) draw(); | |
| if (!on && raf) { | |
| cancelAnimationFrame(raf); | |
| raf = 0; | |
| } | |
| }, | |
| destroy() { | |
| if (raf) cancelAnimationFrame(raf); | |
| raf = 0; | |
| ctrl = null; | |
| } | |
| }; | |
| } | |
| var SVG_NS = "http://www.w3.org/2000/svg"; | |
| function makeTilesheet(sheets, tile = 8) { | |
| const z = 6; | |
| let key = sheets[0]?.key; | |
| const dims = h("span", { class: "necro-sheet-dims" }, "loading\u2026"); | |
| const bar = h("div", { class: "necro-sheet-bar" }); | |
| const stage = h("div", { class: "necro-sheet-stage" }); | |
| const img = h("img", { class: "checker necro-sheet-img", alt: key }); | |
| const scroll = h("div", { class: "necro-sheet-scroll" }, stage); | |
| const root = h("div", { class: "necro-tilesheet" }, bar, scroll); | |
| stage.append(img); | |
| const btns = sheets.map((s) => { | |
| const b = h("button", { class: "necro-chip", "data-testid": `sheet-${s.key}`, onClick: () => select(s.key) }, s.label); | |
| bar.append(b); | |
| return [s.key, b]; | |
| }); | |
| bar.append(dims); | |
| let grid = null; | |
| const urlOf = () => (sheets.find((s) => s.key === key) ?? sheets[0]).url; | |
| function select(k) { | |
| key = k; | |
| btns.forEach(([kk, b]) => b.classList.toggle("on", kk === k)); | |
| dims.textContent = "loading\u2026"; | |
| if (grid) { | |
| grid.remove(); | |
| grid = null; | |
| } | |
| img.style.width = img.style.height = stage.style.width = stage.style.height = "auto"; | |
| img.alt = k; | |
| img.src = urlOf(); | |
| } | |
| img.addEventListener("load", () => { | |
| const nw = img.naturalWidth, nh = img.naturalHeight; | |
| const W = nw * z, H = nh * z, cols = Math.ceil(nw / tile), rows = Math.ceil(nh / tile), cell = tile * z; | |
| img.style.width = stage.style.width = `${W}px`; | |
| img.style.height = stage.style.height = `${H}px`; | |
| dims.textContent = `${cols}\xD7${rows} tiles \xB7 ${nw}\xD7${nh}px`; | |
| if (grid) grid.remove(); | |
| grid = document.createElementNS(SVG_NS, "svg"); | |
| grid.setAttribute("class", "necro-sheet-grid"); | |
| grid.setAttribute("width", W); | |
| grid.setAttribute("height", H); | |
| grid.setAttribute("viewBox", `0 0 ${W} ${H}`); | |
| for (let i = 0; i <= cols; i++) line(grid, i * cell, 0, i * cell, H); | |
| for (let j = 0; j <= rows; j++) line(grid, 0, j * cell, W, j * cell); | |
| for (let j = 0; j < rows; j++) for (let i = 0; i < cols; i++) label(grid, i * cell + 2, j * cell + 11, `${i},${j}`); | |
| stage.append(grid); | |
| }); | |
| select(key); | |
| return root; | |
| } | |
| function line(svg, x1, y1, x2, y2) { | |
| const l = document.createElementNS(SVG_NS, "line"); | |
| l.setAttribute("x1", x1); | |
| l.setAttribute("y1", y1); | |
| l.setAttribute("x2", x2); | |
| l.setAttribute("y2", y2); | |
| l.setAttribute("stroke", "#ff3b3b"); | |
| l.setAttribute("stroke-width", "1"); | |
| l.setAttribute("opacity", "0.5"); | |
| svg.append(l); | |
| } | |
| function label(svg, x, y, text) { | |
| const t = document.createElementNS(SVG_NS, "text"); | |
| t.setAttribute("x", x); | |
| t.setAttribute("y", y); | |
| t.setAttribute("font-size", "10"); | |
| t.setAttribute("font-family", "monospace"); | |
| t.setAttribute("fill", "#ffe000"); | |
| t.setAttribute("stroke", "#000"); | |
| t.setAttribute("stroke-width", "0.5"); | |
| t.setAttribute("paint-order", "stroke"); | |
| t.textContent = text; | |
| svg.append(t); | |
| } | |
| function makePage(pixi, body, cfg) { | |
| const hasModes = cfg.modes.length > 1; | |
| let view = cfg.modes[0].key; | |
| let skin = cfg.skins ? cfg.skins[0].key : null; | |
| let seed = cfg.initialSeed != null && cfg.initialSeed !== "" ? +cfg.initialSeed >>> 0 : 1; | |
| let showGrid = false; | |
| let ctrl = null, off = null, grid = null; | |
| const titleSmall = h("small", { class: "muted" }); | |
| const modePills = h("div", { class: "mapsandbox-pills necro-modes" }); | |
| const skinPills = h("div", { class: "mapsandbox-pills necro-modes" }); | |
| const seedInput = h("input", { type: "number", value: seed }); | |
| const gridToggleInput = h("input", { type: "checkbox" }); | |
| const meta = h("span", { class: "worldmap-meta muted" }); | |
| const layersEl = h("div", { class: "necro-layers" }); | |
| const stage = h("div", { class: "necro-stage" }); | |
| const modeBtns = cfg.modes.map((m) => { | |
| const b = h("button", { onClick: () => setView(m.key) }, m.label); | |
| modePills.append(b); | |
| return [m.key, b]; | |
| }); | |
| const skinBtns = (cfg.skins || []).map((s) => { | |
| const b = h("button", { onClick: () => setSkin(s.key) }, s.label); | |
| skinPills.append(b); | |
| return [s.key, b]; | |
| }); | |
| seedInput.addEventListener("input", (e) => { | |
| seed = e.target.value === "" ? "" : +e.target.value; | |
| }); | |
| seedInput.addEventListener("keydown", (e) => { | |
| if (e.key === "Enter") regen((+seed || 0) >>> 0); | |
| }); | |
| const seedLabel = h("label", { class: "worldmap-seed" }, "seed", seedInput); | |
| const regenBtn = h("button", { class: "worldmap-btn", onClick: () => regen((+seed || 0) >>> 0) }, "Regenerate"); | |
| const randBtn = h("button", { class: "worldmap-btn", onClick: () => { | |
| const v = randomSeed(); | |
| seed = v; | |
| seedInput.value = v; | |
| regen(v); | |
| } }, "Random"); | |
| gridToggleInput.addEventListener("change", (e) => { | |
| showGrid = e.target.checked; | |
| grid?.setActive(showGrid && view === "generated"); | |
| }); | |
| const gridToggle = h("label", { class: "necro-grid-toggle" }, gridToggleInput, " Grid + indices"); | |
| const genControls = h("span", {}, seedLabel, regenBtn, randBtn, cfg.grid ? gridToggle : null); | |
| const allBtn = h("button", { class: "worldmap-btn", onClick: () => setAllLayers(true) }, "All"); | |
| const noneBtn = h("button", { class: "worldmap-btn", onClick: () => setAllLayers(false) }, "None"); | |
| const refControls = h("span", {}, allBtn, noneBtn); | |
| const bar = h( | |
| "div", | |
| { class: "worldmap-bar" }, | |
| h("span", { class: "worldmap-title" }, `${cfg.title} `, titleSmall), | |
| hasModes ? modePills : null, | |
| cfg.skins ? skinPills : null, | |
| genControls, | |
| refControls, | |
| meta | |
| ); | |
| const rootEl = h("div", { class: "necro" }, bar, layersEl, stage); | |
| body.append(rootEl); | |
| function regen(v) { | |
| seed = v; | |
| seedInput.value = v; | |
| ctrl?.regenerate?.(v); | |
| } | |
| function setView(k) { | |
| view = k; | |
| render3(); | |
| } | |
| function setSkin(k) { | |
| skin = k; | |
| render3(); | |
| } | |
| function setLayer(key, vis) { | |
| ctrl?.setLayer?.(key, vis); | |
| } | |
| function setAllLayers(vis) { | |
| (lastLayers || []).forEach((l) => ctrl?.setLayer?.(l.key, vis)); | |
| } | |
| let lastLayers = null; | |
| const skinLabel = () => cfg.skins ? cfg.skins.find((s) => s.key === skin)?.label : ""; | |
| function onSnap(snap) { | |
| if (view === "tilesheet") { | |
| meta.textContent = "8px tiles \xB7 select a sheet"; | |
| return; | |
| } | |
| if (view === "reference") { | |
| if (cfg.mockup) { | |
| meta.textContent = "pack mockup"; | |
| return; | |
| } | |
| const layers = snap?.layers ?? []; | |
| lastLayers = layers; | |
| const suffix = cfg.skins ? ` \xB7 ${skinLabel()}` : ""; | |
| meta.textContent = layers.length ? `${layers.filter((l) => l.visible).length}/${layers.length} layers${suffix}` : "loading\u2026"; | |
| renderLayerChips(layers); | |
| return; | |
| } | |
| meta.textContent = cfg.generatedMeta(snap, skinLabel()); | |
| } | |
| function renderLayerChips(layers) { | |
| layersEl.innerHTML = ""; | |
| for (const l of [...layers].reverse()) { | |
| const cb = h("input", { type: "checkbox" }); | |
| cb.checked = l.visible; | |
| cb.addEventListener("change", (e) => setLayer(l.key, e.target.checked)); | |
| layersEl.append(h("label", { class: `necro-chip group-${l.group} ${l.visible ? "on" : ""}` }, cb, ` ${l.label}`)); | |
| } | |
| } | |
| function teardown() { | |
| off?.(); | |
| off = null; | |
| try { | |
| ctrl?.destroy?.(); | |
| } catch { | |
| } | |
| ctrl = null; | |
| grid?.destroy(); | |
| grid = null; | |
| lastLayers = null; | |
| } | |
| function render3() { | |
| teardown(); | |
| modeBtns.forEach(([k, b]) => b.classList.toggle("active", k === view)); | |
| skinBtns.forEach(([k, b]) => b.classList.toggle("active", k === skin)); | |
| titleSmall.textContent = `\xB7 ${cfg.subtitle ? cfg.subtitle(view) : view}`; | |
| const isScene = view === "reference" && !cfg.mockup; | |
| const isImage = view === "reference" && !!cfg.mockup; | |
| const hostVisible = view === "generated" || isScene; | |
| genControls.style.display = view === "generated" ? "" : "none"; | |
| refControls.style.display = isScene ? "" : "none"; | |
| layersEl.style.display = isScene ? "" : "none"; | |
| layersEl.innerHTML = ""; | |
| stage.innerHTML = ""; | |
| const host = h("div", { class: "worldmap-host" }); | |
| host.hidden = !hostVisible; | |
| stage.append(host); | |
| if (cfg.grid) { | |
| grid = makeGridOverlay(); | |
| stage.append(grid.canvas); | |
| if (view === "generated") { | |
| stage.append(h( | |
| "div", | |
| { class: "necro-zoom" }, | |
| h("button", { "aria-label": "Zoom in", onClick: () => ctrl?.zoomBy?.(1.4) }, "+"), | |
| h("button", { "aria-label": "Zoom out", onClick: () => ctrl?.zoomBy?.(1 / 1.4) }, "\u2212") | |
| )); | |
| } | |
| } | |
| if (view === "tilesheet") { | |
| stage.append(makeTilesheet(cfg.sheets(skin))); | |
| onSnap(null); | |
| return; | |
| } | |
| if (isImage) { | |
| stage.append(h( | |
| "div", | |
| { class: "necro-sheet-scroll" }, | |
| h("img", { src: cfg.mockup, alt: `${cfg.title} mockup`, style: "image-rendering:pixelated;display:block" }) | |
| )); | |
| onSnap(null); | |
| return; | |
| } | |
| ctrl = isScene ? cfg.makeScene(pixi, host, skin) : cfg.makeGenerated(pixi, host, (+seed || 0) >>> 0, skin); | |
| off = ctrl.onChange(onSnap); | |
| ctrl.ready?.catch?.((e) => console.error(`${cfg.title} ${view} init failed`, e)); | |
| if (cfg.grid && view === "generated") { | |
| grid.setCtrl(ctrl); | |
| grid.setActive(showGrid); | |
| } | |
| onSnap(null); | |
| } | |
| render3(); | |
| return { destroy() { | |
| teardown(); | |
| rootEl.remove(); | |
| } }; | |
| } | |
| var GEN_MODES = [{ key: "generated", label: "Generated" }, { key: "tilesheet", label: "Tilesheet" }, { key: "reference", label: "Reference" }]; | |
| var SKIN_MODES = [{ key: "generated", label: "Generated" }, { key: "reference", label: "Reference" }, { key: "tilesheet", label: "Tilesheet" }]; | |
| var skinList = (skins) => Object.entries(skins).map(([key, s]) => ({ key, label: s.label })); | |
| var sceneFromRef = (pixi, host, ref) => createSceneViewer(pixi, host, { layers: ref.layers, dir: ref.dir, sceneW: ref.w, sceneH: ref.h, background: ref.bg, pulse: ref.pulse }); | |
| var PAGES = { | |
| world: (pixi, body, opts) => makePage(pixi, body, { | |
| title: "World Map", | |
| subtitle: () => "overworld", | |
| modes: [{ key: "generated", label: "Generated" }], | |
| grid: true, | |
| initialSeed: opts?.seed, | |
| makeGenerated: (p, host, seed) => createOverworldMap(p, host, { seed }), | |
| generatedMeta: infiniteMeta | |
| }), | |
| necropolis: (pixi, body) => makePage(pixi, body, { | |
| title: "Necropolis", | |
| modes: GEN_MODES, | |
| grid: true, | |
| makeGenerated: (p, host, seed) => createNecropolisMap(p, host, { seed }), | |
| makeScene: (p, host) => createSceneViewer(p, host, { layers: NECRO_LAYERS, dir: NECRO_EXT_DIR, sceneW: NECRO_SCENE, sceneH: NECRO_SCENE, pulse: { key: "a-undeadflames" } }), | |
| sheets: () => NECRO_SHEETS, | |
| generatedMeta: infiniteMeta | |
| }), | |
| orc: (pixi, body) => makePage(pixi, body, { | |
| title: "Orc Kingdom", | |
| modes: GEN_MODES, | |
| grid: true, | |
| makeGenerated: (p, host, seed) => createOrcMap(p, host, { seed }), | |
| makeScene: (p, host) => createSceneViewer(p, host, { layers: ORC_LAYERS, dir: ORC_LAYER_DIR, sceneW: ORC_SCENE.w, sceneH: ORC_SCENE.h }), | |
| sheets: () => ORC_SHEETS, | |
| generatedMeta: infiniteMeta | |
| }), | |
| plains: (pixi, body) => makePage(pixi, body, { | |
| title: "Forgotten Plains", | |
| modes: GEN_MODES, | |
| grid: true, | |
| mockup: FP_MOCKUP_URL, | |
| makeGenerated: (p, host, seed) => createForgottenPlainsMap(p, host, { seed }), | |
| sheets: () => FP_SHEETS, | |
| generatedMeta: infiniteMeta | |
| }), | |
| interiors: (pixi, body) => makePage(pixi, body, { | |
| title: "Interiors", | |
| modes: SKIN_MODES, | |
| skins: skinList(INTERIOR_SKINS), | |
| grid: false, | |
| makeGenerated: (p, host, seed, skin) => createInteriorViewer(p, host, { skin, seed }), | |
| makeScene: (p, host, skin) => sceneFromRef(p, host, INTERIOR_REF[skin]), | |
| sheets: () => skinList(INTERIOR_SKINS).map((s) => ({ key: s.key, label: s.label, url: INTERIOR_SKINS[s.key].url })), | |
| generatedMeta: (snap, label2) => snap ? `${snap.rooms} rooms \xB7 ${label2} \xB7 seed ${snap.seed}` : "loading\u2026" | |
| }), | |
| towers: (pixi, body) => makePage(pixi, body, { | |
| title: "Towers", | |
| modes: SKIN_MODES, | |
| skins: skinList(TOWER_SKINS), | |
| grid: false, | |
| makeGenerated: (p, host, seed, skin) => createTowerViewer(p, host, { skin, seed }), | |
| makeScene: (p, host, skin) => sceneFromRef(p, host, TOWER_REF[skin]), | |
| sheets: () => skinList(TOWER_SKINS).map((s) => ({ key: s.key, label: s.label, url: TOWER_SKINS[s.key].url })), | |
| generatedMeta: (snap, label2) => snap ? `pyramid \xB7 battlement \xB7 ruin \xB7 ${label2} \xB7 seed ${snap.seed}` : "loading\u2026" | |
| }) | |
| }; | |
| var PAGE_LIST = [ | |
| ["world", "World Map"], | |
| ["necropolis", "Necropolis"], | |
| ["orc", "Orc Kingdom"], | |
| ["plains", "Forgotten Plains"], | |
| ["interiors", "Interiors"], | |
| ["towers", "Towers"] | |
| ]; | |
| function mountMapSandbox(pixi, host, opts = {}) { | |
| host.innerHTML = ""; | |
| const pills = h("div", { class: "mapsandbox-pills" }); | |
| const body = h("div", { class: "mapsandbox-body" }); | |
| const root = h( | |
| "div", | |
| { class: "mapsandbox" }, | |
| h("header", { class: "mapsandbox-header" }, h("h1", {}, "Map"), pills), | |
| body | |
| ); | |
| host.append(root); | |
| let current = null; | |
| const btns = PAGE_LIST.map(([key, label2]) => { | |
| const b = h("button", { "data-testid": `map-page-${key}`, onClick: () => select(key) }, label2); | |
| pills.append(b); | |
| return [key, b]; | |
| }); | |
| function select(key) { | |
| try { | |
| current?.destroy?.(); | |
| } catch { | |
| } | |
| body.innerHTML = ""; | |
| btns.forEach(([k, b]) => b.classList.toggle("active", k === key)); | |
| current = PAGES[key](pixi, body, opts); | |
| } | |
| select(PAGES[opts.page] ? opts.page : "world"); | |
| return { destroy() { | |
| try { | |
| current?.destroy?.(); | |
| } catch { | |
| } | |
| current = null; | |
| host.innerHTML = ""; | |
| } }; | |
| } | |
| export { | |
| mountMapSandbox | |
| }; | |