diff --git a/app.py b/app.py index 17a2359555587c597489e5172daca2e2df9fe9da..a91379549f24ce47a7a5838264846fdd61f47951 100644 --- a/app.py +++ b/app.py @@ -110,18 +110,27 @@ THEME = ('') -HEAD = ('' +# `upgrade-insecure-requests` is needed on the HTTPS Space (prevents mixed-content behind HF's +# TLS edge) but BREAKS plain-http LAN testing: it forces every asset/manifest/frame URL to https +# on a server with no TLS → ERR_SSL_PROTOCOL_ERROR. Only emit it when actually deployed on HF +# (SPACE_ID/SPACE_HOST are set there); local `python app.py` over http omits it and just works. +_CSP = ('' + if (os.environ.get("SPACE_ID") or os.environ.get("SPACE_HOST")) else '') +HEAD = (_CSP + HIDE_TABS + FONTS + THEME + + '' '' '' '' '' + '' '' '') STAGE = "height:56vh;border:1px solid #20262e;border-radius:12px;overflow:hidden;background:#0b0e12" @@ -216,6 +225,11 @@ with gr.Blocks(title="Tiny Army") as ui: # Sandbox: the shared Enemies playground (web/enemiesSandbox.js) — enemy # roster + WASD combat + stats/skill customize panel. gr.HTML('
') + with gr.Tab("World Map"): + # Sandbox: the shared Map playground (web/mapSandbox.js, synced from auto-battler) + # — pill switcher + all six map sub-pages (World Map / Necropolis / Orc Kingdom / + # Forgotten Plains / Interiors / Towers), each with Generated/Tilesheet/Reference. + gr.HTML('
') # Pixi canvases start hidden (0×0); re-measure them when a tab is shown. battle_tab.select(None, None, None, js="()=>window.tinyResize&&window.tinyResize()") sprite_tab.select(None, None, None, js="()=>window.tinyResize&&window.tinyResize()") @@ -241,7 +255,11 @@ fastapi_app = gr.Server() if USE_GRADIO_SERVER else FastAPI() @fastapi_app.middleware("http") async def upgrade_insecure(request, call_next): resp = await call_next(request) - resp.headers["Content-Security-Policy"] = "upgrade-insecure-requests" + # ONLY on the HTTPS Space (see the _CSP note above). On a plain-http LAN this header would + # force every asset/manifest/favicon to https on a TLS-less server → ERR_SSL_PROTOCOL_ERROR, + # so local `python app.py` over http must NOT send it. + if os.environ.get("SPACE_ID") or os.environ.get("SPACE_HOST"): + resp.headers["Content-Security-Policy"] = "upgrade-insecure-requests" # Our /web modules change on every deploy; without this the browser serves a # stale cached .js (e.g. old token caps) heuristically. no-cache = always # revalidate (cheap 304 via etag when unchanged). Model weights are fetched diff --git a/build.sh b/build.sh index 3ce6f2e8c6eaac38c14028562dca72ad73f3eb88..ee6a1670b57291d45c65f7364bd15f70dc7d8678 100755 --- a/build.sh +++ b/build.sh @@ -18,13 +18,27 @@ npx --yes esbuild "$AB/src/render/spritePlayground.js" --bundle --format=esm --o # pulls in the shared combatRenderer + engine. Pixi injected by web/tiny.js. npx --yes esbuild "$AB/src/render/classesSandbox.js" --bundle --format=esm --outfile=web/classesSandbox.js npx --yes esbuild "$AB/src/render/enemiesSandbox.js" --bundle --format=esm --outfile=web/enemiesSandbox.js +# Map sandbox — the whole Map page (pill switcher + all six sub-pages: World Map / Necropolis / +# Orc Kingdom / Forgotten Plains / Interiors / Towers, each with Generated/Tilesheet/Reference). +# Pulls in every map renderer + the shared chunked-map engine. Pixi injected by web/tiny.js. +npx --yes esbuild "$AB/src/render/mapSandbox.js" --bundle --format=esm --outfile=web/mapSandbox.js # 2. App shell (nav IR + sidebar CSS/JS) + the playground chrome CSS → copied # verbatim, so they can't drift from the React app, which renders the same files. mkdir -p web/shell cp "$AB/src/shell/nav.json" "$AB/src/shell/sidebar.css" "$AB/src/shell/sidebar.js" web/shell/ +# Design tokens — the shared component CSS (classes/worldmap/spriteScene) references the global +# :root palette/fonts/shadows defined in the React app's styles.css. Extract just that :root block +# (NOT the app-specific selectors) so the Space's components render with auto-battler's look. +awk '/:root[[:space:]]*\{/{f=1} f{print} f&&/^\}/{exit}' "$AB/src/styles.css" > web/shell/tokens.css cp "$AB/src/render/spriteScene.css" web/shell/spriteScene.css -cp "$AB/src/views/classes.css" web/shell/classes.css +# Scope the sandbox component CSS under its stage id(s) (native CSS nesting). Gradio's own +# `.gradio-container- button` / `… *` base resets (specificity 0,1,1 / 0,1,0) otherwise +# outrank the components' single-class rules and strip their button/control backgrounds, borders +# and padding. Adding the stage id gives every rule an id of specificity so it wins. Only the +# Space's copies are wrapped — auto-battler loads the files unscoped, so the source is untouched. +{ echo '#classes-stage, #enemies-stage {'; cat "$AB/src/views/classes.css"; echo '}'; } > web/shell/classes.css +{ echo '#worldmap-stage {'; cat "$AB/src/views/worldmap.css"; echo '}'; } > web/shell/worldmap.css # 3. Assets → use auto-battler's FULL character manifest (so the Space lists every # character, like the app) and curate every sheet it references (~1 MB). @@ -34,7 +48,12 @@ cp "$AB/public/assets/characters.json" web/assets/characters.json cp "$AB/public/assets/effects.json" web/assets/effects.json cp "$AB/public/classes.json" web/assets/classes.json cp "$AB/public/enemies.json" web/assets/enemies.json -AB="$AB" python3 curate_assets.py +# Map assets: dump the manifest (MAP_ASSET_URLS — assembled from the map renderers + configs in +# src/render/mapConfigs.js so it can't drift) and curate exactly those PNGs (tilesets / props / +# premade-scene layers / interior+tower skins, ~105 files). No whole-pack copy. +AB_ABS="$(cd "$AB" && pwd)" +node --input-type=module -e "import {MAP_ASSET_URLS} from 'file://$AB_ABS/src/render/mapConfigs.js'; for (const u of MAP_ASSET_URLS) console.log(u)" > /tmp/tac-map-assets.txt +AB="$AB" python3 curate_assets.py /tmp/tac-map-assets.txt # 4. /gw icons the Classes sandbox shows — just the ~44 CB skill icons (NOT all # 1484 GW icons) + the condition pips. Served at /gw (mounted in app.py). diff --git a/curate_assets.py b/curate_assets.py index 7e4f2547afbbd4edd851acbfd3f916ae38ca772f..bf8148bdce13279f559362829fc8a1e9465aa7bd 100644 --- a/curate_assets.py +++ b/curate_assets.py @@ -1,19 +1,25 @@ #!/usr/bin/env python3 -"""Curate the Space's sprite assets from the full auto-battler set. +"""Curate the Space's assets from the full auto-battler set — manifest-driven. -The Space ships a SUBSET of auto-battler's 65 MB asset library — only the sheets -the curated characters (web/assets/characters.json) actually reference. Previously -only the 5 core body sheets per character were copied, so every shadow, effect, -projectile and diagonal sheet 404'd and silently degraded. This copies EVERY sheet -the manifest references (body + shadows + extras + companions) so the Space renders -identically to the React app for those characters. +The Space ships a SUBSET of auto-battler's 65 MB asset library: only the files the +app actually references. Rather than per-feature copy logic, this resolves a UNION of +asset URLs from one or more manifests and copies exactly those, decoding %-escapes so +URL-encoded folder names (e.g. "Carnival%20NPCs", "_Premade%20Scene") match on disk. - AB=../auto-battler python3 curate_assets.py # copy referenced sheets -Run from the tiny-army dir; idempotent. Add to build.sh so it stays reproducible. +Manifests: + • web/assets/characters.json — every sprite sheet the curated characters reference + (built in; body + shadows + extras + companions). + • extra URL-list files (argv) — newline-delimited /assets/... URLs, e.g. the map's + MAP_ASSET_URLS dumped from auto-battler. Comment/blank + lines (#, empty) are skipped. + + AB=../auto-battler python3 curate_assets.py [urls1.txt urls2.txt ...] +Run from the tiny-army dir; idempotent. Driven by build.sh so it stays reproducible. """ import json import os import shutil +import sys from urllib.parse import unquote HERE = os.path.dirname(os.path.abspath(__file__)) @@ -23,8 +29,8 @@ DST_ROOT = os.path.join(HERE, "web", "assets") MANIFEST = os.path.join(DST_ROOT, "characters.json") -def referenced_urls(manifest): - """Every /assets/... sheet URL the manifest points at, across all sheet kinds.""" +def character_urls(manifest): + """Every /assets/... sheet URL characters.json points at, across all sheet kinds.""" urls = set() for pack in manifest["packs"]: for c in pack["characters"]: @@ -41,13 +47,44 @@ def referenced_urls(manifest): return urls +def file_urls(path): + """Newline-delimited /assets/... URLs from an extra manifest (skip blanks/comments).""" + with open(path) as f: + return {ln.strip() for ln in f if ln.strip() and not ln.startswith("#")} + + +def json_asset_urls(path): + """Every /assets/....png|jpg URL anywhere in a JSON data file (recursive walk). Used for + effects.json — the classes/enemies skill cards render its effect + status-effect icons.""" + urls = set() + + def walk(o): + if isinstance(o, str): + if o.startswith("/assets/") and o.lower().endswith((".png", ".jpg", ".jpeg", ".webp")): + urls.add(o) + elif isinstance(o, dict): + for v in o.values(): + walk(v) + elif isinstance(o, list): + for v in o: + walk(v) + + if os.path.exists(path): + walk(json.load(open(path))) + return urls + + def main(): - manifest = json.load(open(MANIFEST)) + urls = character_urls(json.load(open(MANIFEST))) + urls |= json_asset_urls(os.path.join(DST_ROOT, "effects.json")) # effect + status-effect icons + for path in sys.argv[1:]: + urls |= file_urls(path) + copied = skipped = absent = 0 - for url in sorted(referenced_urls(manifest)): - # Manifest URLs are URL-encoded (e.g. "Carnival%20NPCs"); decode so the path - # matches the real on-disk folder names (with spaces). The static server - # decodes the request the same way, so files land where the browser asks. + for url in sorted(urls): + # URLs are URL-encoded; decode so the path matches real on-disk folder names (with + # spaces). The static server decodes requests the same way, so files land where the + # browser asks. Strip the leading /assets/ (or any leading slash) to get the rel path. rel = unquote(url[len("/assets/"):] if url.startswith("/assets/") else url.lstrip("/")) src = os.path.join(SRC_ROOT, rel) dst = os.path.join(DST_ROOT, rel) diff --git a/web/assets/minifantasy/Minifantasy_ForgottenPlains_v3.6_Commercial_Version/Minifantasy_ForgottenPlains_Assets/Minifantasy_ForgottenPlainsMockup.png b/web/assets/minifantasy/Minifantasy_ForgottenPlains_v3.6_Commercial_Version/Minifantasy_ForgottenPlains_Assets/Minifantasy_ForgottenPlainsMockup.png new file mode 100644 index 0000000000000000000000000000000000000000..6ec94d1d1a854a80dcca6e7980e91c8bbf2f1946 Binary files /dev/null and b/web/assets/minifantasy/Minifantasy_ForgottenPlains_v3.6_Commercial_Version/Minifantasy_ForgottenPlains_Assets/Minifantasy_ForgottenPlainsMockup.png differ diff --git a/web/assets/minifantasy/Minifantasy_ForgottenPlains_v3.6_Commercial_Version/Minifantasy_ForgottenPlains_Assets/Tileset/Minifantasy_ForgottenPlainsTiles.png 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"#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; + 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; + const camera = { x: CHUNKPX / 2, 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 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 reconcile() { + if (!genRoot || !ctx || !app) return; + 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; + const c0 = Math.floor((camera.x - halfW) / CHUNKPX) - 1, c1 = Math.floor((camera.x + halfW) / CHUNKPX) + 1; + const r0 = Math.floor((camera.y - halfH) / CHUNKPX) - 1, r1 = Math.floor((camera.y + halfH) / CHUNKPX) + 1; + 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; + const c0 = Math.floor((camera.x - halfW) / px) - 1, c1 = Math.floor((camera.x + halfW) / px) + 1; + const r0 = Math.floor((camera.y - halfH) / px) - 1, r1 = Math.floor((camera.y + halfH) / px) + 1; + 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(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 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) 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) 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 }); + 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) { + 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 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 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, zoomBy, setEnabled }; +} + +// ../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]; +} + +// ../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 RIVER_SCALE = 0.022; +var RIVER_WIDTH = 0.018; +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 = [2, 4]; +var GRASS_VARS = [[1, 1], [2, 1], [3, 1], [4, 1]]; +var GRASS_RATE = 5; +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 = [24, 3]; +var WATER_FILL = [26, 1]; +var WATER_VARS = [[26, 1]]; +var FILL_RATE = 6; +var FOLIAGE = [ + { tiles: [[9, 6], [10, 6], [11, 6]], weight: 4 }, + // grass tufts (most common) + { tiles: [[9, 9], [10, 9], [11, 9]], weight: 2 }, + // flowers (red / purple / daisy) + { tiles: [[12, 6], [13, 6], [14, 6]], weight: 1 } + // small reeds +]; +var FOLIAGE_WEIGHT = FOLIAGE.reduce((s, g) => s + g.weight, 0); +var FOLIAGE_RATE = 11; +var TREES = [ + { frame: [155, 3, 21, 25], ax: 0.48, ay: 0.96 }, + // tree 1 + { frame: [155, 35, 21, 25], ax: 0.48, ay: 0.96 } + // tree 2 (fruited) +]; +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 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 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 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; + } + dirt[idx(i, j)] = dirtRaw[idx(i, j)] && !nearW ? 1 : 0; + stone[idx(i, j)] = stoneRaw[idx(i, j)] && !dirtRaw[idx(i, j)] && !nearW ? 1 : 0; + } + return { waterF, dirt, stone, forestRegion, 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, forestRegion, 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 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); + } + 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) || 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; + } + 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 live = []; + 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; + 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 }); + } + } + return { meta: f, live }; + }, + macroColor(seed2, tx, ty) { + if (isRiver(seed2, tx, ty)) return COL_WATER; + if (isStone(seed2, tx, ty) && !isDirt(seed2, tx, ty)) return COL_STONE; + if (isDirt(seed2, tx, ty)) return COL_DIRT2; + return COL_GRASS2; + }, + 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)); +} + +// ../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_SCALE = 0.025; +var ELEV_THRESHOLD = 0.6; +function isRaised(seed, x, y) { + return fbm(sub4(seed, 57836), x * ELEV_SCALE, y * ELEV_SCALE) > ELEV_THRESHOLD; +} +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 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_CLIFF = [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 = isRaised(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_CLIFF, 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) => isRaised(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); + } + 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 (isRaisedAt(wx, wy)) { + const bN = !isRaisedAt(wx, wy - 1), bE = !isRaisedAt(wx + 1, wy), bS = !isRaisedAt(wx, wy + 1), bW = !isRaisedAt(wx - 1, wy); + if (bN && bW) place(LIP_TL, tx, ty); + else if (bN && bE) place(LIP_TR, tx, ty); + else if (bS && bW) place(LIP_SW, tx, ty); + else if (bS && bE) place(LIP_SE, tx, ty); + else if (bN) place(sparse(LIP_T, LIP_T_VAR, wx, wy, 1, CLIFF_SPARSE_RATE, seed2), tx, ty); + else if (bS) place(sparse(LIP_S, LIP_S_VAR, wx, wy, 2, CLIFF_SPARSE_RATE, seed2), tx, ty); + else if (bW) place(sparse(WALL_L, WALL_L_VAR, wx, wy, 3, CLIFF_SPARSE_RATE, seed2), tx, ty); + else if (bE) place(sparse(WALL_R, WALL_R_VAR, wx, wy, 4, CLIFF_SPARSE_RATE, seed2), tx, ty); + } else { + for (let k = 1; k <= FACE_H; k++) { + if (isRaisedAt(wx, wy - k)) { + const leftEnd = !isRaisedAt(wx - 1, wy - k), rightEnd = !isRaisedAt(wx + 1, wy - k); + place(leftEnd ? FACE_L[k - 1] : rightEnd ? FACE_R[k - 1] : sparse(FACE[k - 1], FACE_VAR[k - 1], wx, wy, 5 + k, CLIFF_SPARSE_RATE, seed2), tx, ty); + break; + } + } + } + } + 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) => { + 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", + // 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)] = biomeRegion(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 } = biomeRegion(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); + }, + // 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 +}; diff --git a/web/shell/classes.css b/web/shell/classes.css index bf25317d521026702470a759aa9b05fd1f9ed7d7..d0b610d49f970ac5d0e29dd0cc1069273b88513d 100644 --- a/web/shell/classes.css +++ b/web/shell/classes.css @@ -1,3 +1,4 @@ +#classes-stage, #enemies-stage { /* Classes sandbox styles. Kept in its own file (imported by Classes.jsx) rather than the shared styles.css to avoid colliding with parallel work there. Uses the global design tokens (--ink, --paper, …) defined in styles.css. */ @@ -150,3 +151,4 @@ .enemies-add, .classes-skill-add { border: 1.5px dashed var(--ink) !important; background: transparent !important; } .enemies-remove-badge { border-radius: 50% !important; border: 1.5px solid var(--ink) !important; padding: 0 !important; box-shadow: 1px 1px 0 rgba(20,24,33,.3) !important; } .enemies-del { border: none !important; background: transparent !important; } +} diff --git a/web/shell/tokens.css b/web/shell/tokens.css new file mode 100644 index 0000000000000000000000000000000000000000..6291ef1da2afbad9566b6a07a88059d7e627c62e --- /dev/null +++ b/web/shell/tokens.css @@ -0,0 +1,21 @@ +:root { + --paper: #f3ebdc; + --paper-2: #ece2cc; + --paper-3: #e2d6ba; + --card: #fbf6ea; + + --ink: #141821; + --ink-2: #2a2f3a; + --ink-muted: #6d6a5f; + --ink-faint: #8a8574; + + --transmit: #d8271a; + --lime: #b8d64a; + --amber: #e8a72a; + + --font-display: 'Fraunces', Georgia, serif; + --font-sans: 'Space Grotesk', -apple-system, BlinkMacSystemFont, 'Segoe UI', sans-serif; + --font-mono: 'JetBrains Mono', ui-monospace, Menlo, monospace; + + --shadow-card: 4px 4px 0 var(--ink); +} diff --git a/web/shell/worldmap.css b/web/shell/worldmap.css new file mode 100644 index 0000000000000000000000000000000000000000..babc14e77b52d6c7a5f8a64a175902ef7b2f9b98 --- /dev/null +++ b/web/shell/worldmap.css @@ -0,0 +1,223 @@ +#worldmap-stage { +.worldmap { + display: flex; + flex-direction: column; + height: 100%; + width: 100%; + min-height: 0; +} + +/* Top control bar — mirrors .skills-bar (flex row, ink border-bottom). */ +.worldmap-bar { + display: flex; + align-items: center; + gap: 12px; + padding: 10px 16px; + border-bottom: 2px solid var(--ink); + background: var(--paper-2); + flex-wrap: wrap; +} + +.worldmap-title { + font-family: var(--font-sans); + font-weight: 600; + color: var(--ink); +} +.worldmap-title small { + font-family: var(--font-mono); + font-size: 10px; + letter-spacing: .04em; + color: var(--ink-muted); +} + +/* Seed field — mirrors .classes-field (mono uppercase label + ink-bordered input). */ +.worldmap-seed { + display: inline-flex; + align-items: center; + gap: 6px; + font-family: var(--font-mono); + font-size: 10px; + letter-spacing: .12em; + text-transform: uppercase; + color: var(--ink-muted); +} +.worldmap-seed input { + width: 84px; + padding: 5px 6px; + border: 1.5px solid var(--ink); + background: var(--paper); + font-family: var(--font-mono); + font-size: 12px; + letter-spacing: 0; + color: var(--ink); +} + +/* Buttons — mirror .classes-attack-btn (ink fill, mono uppercase). */ +.worldmap-btn { + padding: 6px 12px; + border: 1.5px solid var(--ink); + background: var(--ink); + color: var(--paper); + cursor: pointer; + font-family: var(--font-mono); + font-size: 10px; + letter-spacing: .1em; + text-transform: uppercase; +} +.worldmap-btn:hover:not(:disabled) { background: var(--ink-2); } +.worldmap-btn:disabled { opacity: .45; cursor: default; } + +.worldmap-meta { + margin-left: auto; + font-family: var(--font-mono); + font-size: 10px; + color: var(--ink-muted); +} + +/* Legend — chips mirror .classes-fx-chip, with a per-biome colour swatch. */ +.worldmap-legend { + display: flex; + gap: 6px; + padding: 8px 16px; + flex-wrap: wrap; + border-bottom: 1px solid var(--ink-faint); + background: var(--paper); +} +.worldmap-chip { + display: inline-flex; + align-items: center; + gap: 6px; + font-family: var(--font-mono); + font-size: 10px; + letter-spacing: .06em; + text-transform: uppercase; + padding: 2px 8px; + border: 1.5px solid var(--ink); + background: var(--paper); + color: var(--ink); +} +.worldmap-chip::before { + content: ''; + width: 9px; + height: 9px; + border: 1px solid var(--ink); + background: var(--sw, #888); +} +/* Swatches roughly match the tile fills. */ +.biome-0 { --sw: #4772d1; } /* water */ +.biome-1 { --sw: #cdb98a; } /* beach (sand) */ +.biome-2 { --sw: #6fa430; } /* grass */ +.biome-3 { --sw: #3f6f2a; } /* forest */ +.biome-4 { --sw: #7a4a1e; } /* hills/dirt */ +.biome-5 { --sw: #737373; } /* mountain */ +.biome-6 { --sw: #4f8fd1; } /* river */ + +.worldmap-host { + flex: 1 1 auto; + min-height: 0; + width: 100%; + background: var(--ink); +} +.worldmap-host canvas { display: block; } + +/* ── Map sandbox shell: header + top-right pills (mirrors .battle-header) ──── */ +.mapsandbox { display: flex; flex-direction: column; height: 100%; width: 100%; min-height: 0; } +.mapsandbox-header { + display: flex; align-items: center; gap: 14px; + padding: 12px 20px; border-bottom: 2px solid var(--ink); background: var(--paper); +} +.mapsandbox-header h1 { + margin: 0; font-family: var(--font-display); font-weight: 800; + font-size: 24px; letter-spacing: -.015em; +} +.mapsandbox-pills { margin-left: auto; display: flex; gap: 0; } +.mapsandbox-pills button { + padding: 5px 14px; border: 1.5px solid var(--ink); background: var(--paper); + color: var(--ink); cursor: pointer; font-family: var(--font-sans); + font-weight: 600; font-size: 12px; +} +.mapsandbox-pills button:first-child { border-radius: 4px 0 0 4px; } +.mapsandbox-pills button:last-child { border-radius: 0 4px 4px 0; border-left: none; } +.mapsandbox-pills button.active { background: var(--ink); color: var(--paper); } +.mapsandbox-body { flex: 1 1 auto; min-height: 0; display: flex; } +.mapsandbox-body > * { flex: 1 1 auto; min-height: 0; } + +/* Mobile: let the subpage pills drop to their own full-width row and scroll + horizontally, so every pill (incl. the last one) stays reachable when the + header is too narrow to fit them all on one line. */ +@media (max-width: 720px) { + .mapsandbox-header { flex-wrap: wrap; gap: 8px; padding: 10px 12px; } + .mapsandbox-header h1 { font-size: 20px; } + .mapsandbox-pills { + margin-left: 0; width: 100%; max-width: 100%; + overflow-x: auto; -webkit-overflow-scrolling: touch; + scrollbar-width: thin; + } + .mapsandbox-pills button { flex: 0 0 auto; padding: 7px 14px; font-size: 13px; } +} + +/* ── Necropolis layer toggles — chips, coloured by build-up group ──────────── */ +.necro { display: flex; flex-direction: column; height: 100%; width: 100%; min-height: 0; } +.necro-layers { + display: flex; gap: 6px; padding: 8px 16px; flex-wrap: wrap; + border-bottom: 1px solid var(--ink-faint); background: var(--paper); +} +.necro-chip { + display: inline-flex; align-items: center; gap: 6px; + font-family: var(--font-mono); font-size: 10px; letter-spacing: .06em; + text-transform: uppercase; padding: 3px 8px; + border: 1.5px solid var(--ink); background: var(--paper); color: var(--ink-muted); + cursor: pointer; opacity: .55; +} +.necro-chip.on { opacity: 1; color: var(--ink); } +.necro-chip input { accent-color: var(--ink); margin: 0; } +.necro-chip::after { + content: ''; width: 8px; height: 8px; border: 1px solid var(--ink); background: var(--g, #888); +} +.necro-chip.group-ground { --g: #6b6f4a; } +.necro-chip.group-paths { --g: #b09a6a; } +.necro-chip.group-structure { --g: #8a7d9c; } +.necro-chip.group-scatter { --g: #b8b09a; } +.necro-chip.group-lighting { --g: #5fd0d8; } + +/* Generated grid + index overlay, and the Tilesheet view. */ +.necro-grid-toggle { + display: inline-flex; align-items: center; gap: 6px; + font-family: var(--font-mono); font-size: 10px; letter-spacing: .08em; + text-transform: uppercase; color: var(--ink-muted); +} +.necro-stage { position: relative; flex: 1 1 auto; min-height: 0; display: flex; } +.necro-stage > .worldmap-host { flex: 1 1 auto; min-height: 0; } +.necro-grid-overlay { position: absolute; inset: 0; pointer-events: none; } +/* On-screen zoom buttons (also gives touch users zoom; wheel/pinch work too). */ +.necro-zoom { position: absolute; right: 12px; bottom: 12px; display: flex; flex-direction: column; gap: 4px; } +.necro-zoom button { + width: 32px; height: 32px; border: 1.5px solid var(--ink); background: var(--paper); + color: var(--ink); font-size: 20px; line-height: 1; font-family: var(--font-mono); + cursor: pointer; border-radius: 4px; padding: 0; display: flex; align-items: center; justify-content: center; +} +.necro-zoom button:hover { background: var(--paper-2); } +.necro-zoom button:active { background: var(--ink); color: var(--paper); } +/* Tilesheet view: a fixed selector bar on top + a scrollable sheet body below. + min-width:0 keeps the flex item from expanding to the wide sheet so the inner + scroll area handles BOTH axes. */ +.necro-tilesheet { flex: 1 1 auto; min-height: 0; min-width: 0; display: flex; flex-direction: column; } +.necro-sheet-scroll { flex: 1 1 auto; min-height: 0; min-width: 0; overflow: auto; background: var(--ink); padding: 16px; } +/* Selector bar — mirrors the reference layer bar (.necro-layers); chip buttons reuse + .necro-chip styling so the sheet picker matches the reference checkboxes. */ +.necro-sheet-bar { + display: flex; gap: 6px; padding: 8px 16px; flex-wrap: wrap; align-items: center; + border-bottom: 1px solid var(--ink-faint); background: var(--paper); +} +.necro-sheet-bar .necro-chip::after { content: none; } /* no colour swatch on sheet chips */ +.necro-sheet-dims { margin-left: auto; font-family: var(--font-mono); font-size: 10px; letter-spacing: .06em; color: var(--ink-muted); } +/* Placeholder shown in tabs that aren't built yet (e.g. Orc Kingdom → Generated). */ +.necro-coming-soon { + flex: 1 1 auto; display: flex; align-items: center; justify-content: center; + background: var(--ink); color: var(--paper); opacity: .6; + font-family: var(--font-mono); font-size: 13px; letter-spacing: .04em; +} +.necro-sheet-stage { position: relative; } +.necro-sheet-img { image-rendering: pixelated; image-rendering: crisp-edges; display: block; } +.necro-sheet-grid { position: absolute; top: 0; left: 0; pointer-events: none; } +} diff --git a/web/tiny.js b/web/tiny.js index d0a405342c785e2438a52404daafec631cb179d1..e171aa9e3d865369b2d87af410323a6262fd88a3 100644 --- a/web/tiny.js +++ b/web/tiny.js @@ -9,11 +9,33 @@ import { sliceGridWith, cellOf, rowFor, facingFor, ANIM } from '/web/sheet.js' import { mountSpritePlayground } from '/web/playground.js' import { mountClassesSandbox } from '/web/classesSandbox.js' import { mountEnemiesSandbox } from '/web/enemiesSandbox.js' +import { mountMapSandbox } from '/web/mapSandbox.js' import { mountPersonaPanel } from '/web/personaPanel.js' import { mountDiaryPanel } from '/web/diaryPanel.js' import { mountSettingsPanel } from '/web/settingsPanel.js' import { mountSkillForgePanel } from '/web/skillForgePanel.js' +// ── Asset-URL shim ─────────────────────────────────────────────────────────── +// The map renderers (and their Tilesheet / mockup s) hardcode '/assets/minifantasy/…' +// paths. The Space serves those at /sprites/… — but '/assets' is ALSO Gradio's own UI bundle, +// which we must NOT touch. So rewrite ONLY the sprite sub-roots, at every load path the +// renderers use: Pixi texture loads, src, and fetch. This lets mapSandbox.js stay +// byte-identical to the React app's copy — the host (here) does the remap. +const reroot = (u) => (typeof u === 'string' + ? u.replace(/^\/assets\/(minifantasy|derived|generated)\//, '/sprites/$1/') // sprite/tileset roots + .replace(/^\/assets\/([^/?#]+\.json)/, '/sprites/$1') // data files fetched by hardcoded path (effects.json, …) + : u) +const _assetsLoad = PIXI.Assets.load.bind(PIXI.Assets) +PIXI.Assets.load = (src, ...rest) => _assetsLoad(Array.isArray(src) ? src.map(reroot) : reroot(src), ...rest) +const _imgSrc = Object.getOwnPropertyDescriptor(HTMLImageElement.prototype, 'src') +Object.defineProperty(HTMLImageElement.prototype, 'src', { + configurable: true, enumerable: _imgSrc.enumerable, + get() { return _imgSrc.get.call(this) }, + set(v) { _imgSrc.set.call(this, reroot(v)) }, +}) +const _fetch = window.fetch.bind(window) +window.fetch = (input, init) => _fetch(typeof input === 'string' ? reroot(input) : input, init) + function whenEl(id, cb) { const found = document.getElementById(id) if (found && !found.dataset.tmounted) { found.dataset.tmounted = '1'; cb(found); return } @@ -24,6 +46,15 @@ function whenEl(id, cb) { o.observe(document.body, { childList: true, subtree: true }) } +// Gradio wraps each gr.HTML block in a `
` whose versioned rules +// (.gradio-container-X .prose h2 / .prose * ; .gradio-container-X .gradio-style button) outrank the +// shared component CSS — recolouring/resizing our headings and stripping pill/button borders + +// padding. The sandbox stages fully own their styling, so drop BOTH classes from their wrapper +// chain. (NOT applied to the diary/persona panels — those ARE prose content.) +const unprose = (el) => { + for (let n = el; n && n !== document.body; n = n.parentElement) { n.classList?.remove('prose'); n.classList?.remove('gradio-style') } +} + // Character manifest (slug → sheet URLs). Sheets are served at /sprites (not // /assets — that's Gradio's bundle); the manifest paths are authored as /assets/… const spriteUrl = (u) => (u || '').replace('/assets/', '/sprites/') @@ -54,6 +85,7 @@ window.tinySnap = () => (playground ? playground.getSnapshot() : null) // read-o // character picker, stage, canvas, instructions, aimed-attack compass and extras // list — and the shared render core. styled by /web/shell/spriteScene.css. whenEl('sprite-stage', async (el) => { + unprose(el) const man = await fetch('/sprites/characters.json').then((r) => r.json()) playground = mountSpritePlayground(PIXI, el, { packs: man.packs || [], urlFor: spriteUrl }) }) @@ -64,6 +96,7 @@ whenEl('sprite-stage', async (el) => { // the Space serves them at /sprites/…, so we remap before handing the data over. const remapAssets = (o) => JSON.parse(JSON.stringify(o).replaceAll('/assets/', '/sprites/')) whenEl('classes-stage', async (el) => { + unprose(el) const j = (u) => fetch(u).then((r) => r.json()).catch(() => ({})) const [chars, effects, classes] = await Promise.all([j('/sprites/characters.json'), j('/sprites/effects.json'), j('/sprites/classes.json')]) mountClassesSandbox(PIXI, el, { @@ -74,6 +107,7 @@ whenEl('classes-stage', async (el) => { }) }) whenEl('enemies-stage', async (el) => { + unprose(el) const j = (u) => fetch(u).then((r) => r.json()).catch(() => ({})) const [chars, effects, enemies] = await Promise.all([j('/sprites/characters.json'), j('/sprites/effects.json'), j('/sprites/enemies.json')]) mountEnemiesSandbox(PIXI, el, { @@ -84,6 +118,12 @@ whenEl('enemies-stage', async (el) => { }) }) +// ── World Map tab — the shared Map sandbox (auto-battler src/render/mapSandbox.js +// → /web/mapSandbox.js, Pixi injected): the pill switcher + all six sub-pages (World Map / +// Necropolis / Orc Kingdom / Forgotten Plains / Interiors / Towers). The renderers hardcode +// '/assets/minifantasy/…' URLs; the shim above reroots them to /sprites for the Space. +whenEl('worldmap-stage', (el) => { unprose(el); mountMapSandbox(PIXI, el, { page: 'world' }) }) + // ── Personas + War Diary tabs — in-browser llama.cpp (wllama), runs on the device ── whenEl('persona-stage', (el) => { mountPersonaPanel(el) }) whenEl('diary-stage', (el) => { mountDiaryPanel(el) })