File size: 7,155 Bytes
e208045
49df1c0
 
e208045
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
327ab12
 
 
 
 
 
 
 
 
 
 
e208045
 
327ab12
 
e208045
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
49df1c0
e208045
 
 
 
327ab12
e208045
327ab12
e208045
 
 
 
 
 
 
 
 
 
 
 
 
 
49df1c0
e208045
 
 
 
49df1c0
e208045
 
 
 
327ab12
e208045
327ab12
 
e208045
 
 
 
 
 
 
49df1c0
e208045
49df1c0
e208045
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
327ab12
 
 
 
 
 
 
 
 
 
e208045
 
 
 
 
 
327ab12
e208045
 
 
327ab12
e208045
 
 
 
 
49df1c0
e208045
 
 
 
 
 
 
c8de5f5
 
 
 
 
 
e208045
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
c8de5f5
e208045
 
 
c8de5f5
 
e208045
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
/**
 * engine.js β€” Single-player grid world for the browser game.
 * Pure ES module, zero dependencies.
 */

// ─── Constants ───────────────────────────────────────────────────────────────

export const EMOJIS = {
  tree: '🌳', rock: 'πŸͺ¨', blank: '⬜', diamond: 'πŸ’Ž', agent: 'πŸ€–',
};

export const DIRECTIONS = {
  up:    { dx: 0,  dy: -1 },
  down:  { dx: 0,  dy:  1 },
  left:  { dx: -1, dy:  0 },
  right: { dx:  1, dy:  0 },
};

export const DEFAULTS = {
  WORLD_WIDTH: 600,
  WORLD_HEIGHT: 600,
  DIAMOND_COUNT: 500,
  VIEWPORT_RADIUS: 6,
  LOOP_DELAY_MS: 500,
  TERRAIN_SCALE: 0.1,
  TERRAIN_THRESHOLDS: [
    { emoji: '🌳', threshold: 0.4 },
    { emoji: 'πŸͺ¨', threshold: 0.5 },
  ],
};

// ─── Seedable PRNG (mulberry32) β€” used when a seed is passed; otherwise Math.random ──

function mulberry32(a) {
  return function () {
    let t = (a += 0x6d2b79f5);
    t = Math.imul(t ^ (t >>> 15), t | 1);
    t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
    return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
  };
}

// ─── Perlin Noise ────────────────────────────────────────────────────────────

function makePerlin(rng = Math.random) {
  const p = Array.from({ length: 256 }, () => Math.floor(rng() * 256));
  const perm = [...p, ...p];
  const fade = t => t * t * t * (t * (t * 6 - 15) + 10);
  const lerp = (t, a, b) => a + t * (b - a);
  const grad = (h, x, y) => {
    const u = (h & 3) < 2 ? x : y, v = (h & 3) < 2 ? y : x;
    return (h & 1 ? -u : u) + (h & 2 ? -2 * v : 2 * v);
  };
  return (x, y) => {
    const X = Math.floor(x) & 255, Y = Math.floor(y) & 255;
    x -= Math.floor(x); y -= Math.floor(y);
    const u = fade(x), v = fade(y);
    const A = perm[X] + Y, B = perm[X + 1] + Y;
    return lerp(v,
      lerp(u, grad(perm[A], x, y), grad(perm[B], x - 1, y)),
      lerp(u, grad(perm[A + 1], x, y - 1), grad(perm[B + 1], x - 1, y - 1))
    );
  };
}

// ─── World Generation ────────────────────────────────────────────────────────

function generateWorld(
  width = DEFAULTS.WORLD_WIDTH,
  height = DEFAULTS.WORLD_HEIGHT,
  thresholds = DEFAULTS.TERRAIN_THRESHOLDS,
  scale = DEFAULTS.TERRAIN_SCALE,
  rng = Math.random,
) {
  const perlin = makePerlin(rng);
  const tiles = new Array(width * height);
  for (let y = 0; y < height; y++) {
    for (let x = 0; x < width; x++) {
      const n = (perlin(x * scale, y * scale) + 1) / 2;
      let tile = EMOJIS.blank;
      for (const { emoji, threshold } of thresholds) {
        if (n < threshold) { tile = emoji; break; }
      }
      tiles[y * width + x] = tile;
    }
  }
  return { width, height, tiles };
}

function getTile(world, x, y) {
  if (x < 0 || y < 0 || x >= world.width || y >= world.height) return EMOJIS.rock;
  return world.tiles[y * world.width + x];
}

function isPassable(world, x, y) {
  if (x < 0 || y < 0 || x >= world.width || y >= world.height) return false;
  return world.tiles[y * world.width + x] === EMOJIS.blank;
}

function findRandomEmpty(world, occupied = [], maxAttempts = 1000, rng = Math.random) {
  for (let i = 0; i < maxAttempts; i++) {
    const x = Math.floor(rng() * world.width);
    const y = Math.floor(rng() * world.height);
    if (isPassable(world, x, y) && !occupied.some(p => p.x === x && p.y === y)) {
      return { x, y };
    }
  }
  throw new Error('Could not find empty cell');
}

// ─── Viewport Rendering ──────────────────────────────────────────────────────

function renderViewport(world, objects, viewerAgent, radius = DEFAULTS.VIEWPORT_RADIUS) {
  let out = '';
  for (let dy = -radius; dy <= radius; dy++) {
    for (let dx = -radius; dx <= radius; dx++) {
      const wx = viewerAgent.x + dx, wy = viewerAgent.y + dy;
      if (wx === viewerAgent.x && wy === viewerAgent.y) { out += viewerAgent.emoji; continue; }
      const obj = objects.find(o => o.x === wx && o.y === wy);
      if (obj) { out += obj.emoji; continue; }
      out += getTile(world, wx, wy);
    }
    out += '\n';
  }
  return out;
}

// ─── SinglePlayerGame ────────────────────────────────────────────────────────

export class SinglePlayerGame {
  constructor(opts = {}) {
    const {
      width = DEFAULTS.WORLD_WIDTH,
      height = DEFAULTS.WORLD_HEIGHT,
      diamondCount = DEFAULTS.DIAMOND_COUNT,
      seed = null, // null β†’ Math.random; integer β†’ deterministic mulberry32
    } = typeof opts === 'object' ? opts : { width: opts };
    const rng = seed != null ? mulberry32(seed) : Math.random;

    this.world = generateWorld(width, height, undefined, undefined, rng);
    this.objects = [];
    this.agent = { x: 0, y: 0, emoji: EMOJIS.agent };
    this.inventory = [];
    this.stats = { moves: 0, diamonds: 0, picks: 0 };

    for (let i = 0; i < diamondCount; i++) {
      const pos = findRandomEmpty(this.world, this.objects, 1000, rng);
      this.objects.push({ x: pos.x, y: pos.y, emoji: EMOJIS.diamond });
    }

    const agentPos = findRandomEmpty(this.world, this.objects, 1000, rng);
    this.agent.x = agentPos.x;
    this.agent.y = agentPos.y;
  }

  getViewport(radius = DEFAULTS.VIEWPORT_RADIUS) {
    return renderViewport(this.world, this.objects, this.agent, radius);
  }

  move(direction) {
    const d = DIRECTIONS[direction];
    if (!d) throw new Error('Invalid direction');
    const nx = this.agent.x + d.dx, ny = this.agent.y + d.dy;
    if (!isPassable(this.world, nx, ny)) throw new Error('Cannot move into obstacle');
    // Disallow moving onto a pickable object β€” the agent must use `pick` instead.
    // The error string names the right tool so the model can self-correct next turn.
    const blocker = this.objects.find(o => o.x === nx && o.y === ny);
    if (blocker) {
      throw new Error(`Cannot move onto ${blocker.emoji} β€” use pick ${direction} instead`);
    }
    this.agent.x = nx;
    this.agent.y = ny;
    this.stats.moves++;
    return { x: nx, y: ny };
  }

  pick(direction) {
    const d = DIRECTIONS[direction];
    if (!d) throw new Error('Invalid direction');
    const tx = this.agent.x + d.dx, ty = this.agent.y + d.dy;
    const idx = this.objects.findIndex(o => o.x === tx && o.y === ty);
    if (idx === -1) throw new Error('No object in that direction');
    const obj = this.objects.splice(idx, 1)[0];
    this.inventory.push(obj.emoji);
    this.stats.picks++;
    if (obj.emoji === EMOJIS.diamond) this.stats.diamonds++;
    return { pickedUp: obj.emoji };
  }

  executeAction(action) {
    if (action.action === 'move') return this.move(action.detail);
    if (action.action === 'pick') return this.pick(action.detail);
  }
}