updated generation

This commit is contained in:
Matthew Mone 2025-12-17 11:26:42 -08:00
parent 1c3411e7de
commit 4f7550a8e9
16 changed files with 859 additions and 305 deletions

3
.gitignore vendored
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@ -1,2 +1,3 @@
/node_modules
/dist
/dist
/coverage

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@ -1,25 +1,25 @@
import { build } from 'esbuild';
import { copyFileSync, mkdirSync } from 'fs';
import { dirname } from 'path';
import { fileURLToPath } from 'url';
import { build } from "esbuild";
import { copyFileSync, mkdirSync } from "fs";
import { dirname } from "path";
import { fileURLToPath } from "url";
const __filename = fileURLToPath(import.meta.url);
const __dirname = dirname(__filename);
// Ensure dist directory exists
mkdirSync('dist', { recursive: true });
mkdirSync("dist", { recursive: true });
// Build JavaScript
await build({
entryPoints: ['src/game-viewport.js'],
entryPoints: ["src/game-viewport.js"],
bundle: true,
format: 'esm',
outfile: 'dist/game-viewport.js',
platform: 'browser',
format: "esm",
outfile: "dist/game-viewport.js",
sourcemap: true,
platform: "browser",
});
// Copy HTML file
copyFileSync('src/index.html', 'dist/index.html');
console.log('Build complete!');
copyFileSync("src/index.html", "dist/index.html");
console.log("Build complete!");

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@ -7,8 +7,8 @@
"scripts": {
"build": "node build.js",
"start": "web-dev-server --node-resolve --watch --root-dir dist",
"test": "web-test-runner \"test/**/*.test.js\" --node-resolve --puppeteer",
"test:watch": "web-test-runner \"test/**/*.test.js\" --node-resolve --watch --puppeteer"
"test": "web-test-runner \"test/**/*.test.js\" --node-resolve",
"test:watch": "web-test-runner \"test/**/*.test.js\" --node-resolve --watch --config web-test-runner.config.js"
},
"repository": {
"type": "git",

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@ -27,9 +27,9 @@ export class GameViewport extends LitElement {
this.voxelManager = null;
}
firstUpdated() {
async firstUpdated() {
this.initThreeJS();
this.initGameWorld();
await this.initGameWorld();
this.animate();
}
@ -71,32 +71,20 @@ export class GameViewport extends LitElement {
window.addEventListener("resize", this.onWindowResize.bind(this));
}
initGameWorld() {
async initGameWorld() {
// 1. Create Data Grid
this.voxelGrid = new VoxelGrid(16, 8, 16);
this.voxelGrid = new VoxelGrid(30, 8, 30);
// 2. Generate Test Terrain (Simple Flat Floor + Random Pillars)
for (let x = 0; x < 16; x++) {
for (let z = 0; z < 16; z++) {
// Base Floor (Stone)
this.voxelGrid.setVoxel(x, 0, z, 1);
const { CaveGenerator } = await import("./generation/CaveGenerator.js");
const { RuinGenerator } = await import("./generation/RuinGenerator.js");
// const ruinGen = new RuinGenerator(this.voxelGrid, 12345);
// ruinGen.generate(3, 4, 6);
// Random Details (Dirt/Grass)
if (Math.random() > 0.8) {
this.voxelGrid.setVoxel(x, 1, z, 2); // Dirt Mound
}
const caveGen = new CaveGenerator(this.voxelGrid, 12345);
caveGen.generate(0.5, 1);
// Aether Crystal Pillar
if (x === 8 && z === 8) {
this.voxelGrid.setVoxel(x, 1, z, 4);
this.voxelGrid.setVoxel(x, 2, z, 4);
this.voxelGrid.setVoxel(x, 3, z, 4);
}
}
}
// 3. Initialize Visual Manager
this.voxelManager = new VoxelManager(this.voxelGrid, this.scene);
this.voxelManager.init();
}
animate() {

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import { SeededRandom } from "../utils/SeededRandom.js";
export class BaseGenerator {
constructor(grid, seed) {
this.grid = grid;
this.rng = new SeededRandom(seed);
this.width = grid.size.x;
this.height = grid.size.y;
this.depth = grid.size.z;
}
getSolidNeighbors(x, y, z) {
let count = 0;
for (let i = -1; i <= 1; i++) {
for (let j = -1; j <= 1; j++) {
for (let k = -1; k <= 1; k++) {
if (i === 0 && j === 0 && k === 0) continue;
if (
!this.grid.isValidBounds(x + i, y + j, z + k) ||
this.grid.isSolid({ x: x + i, y: y + j, z: z + k })
) {
count++;
}
}
}
}
return count;
}
/**
* Spreads destructible objects across valid floor tiles.
* @param {number} objectId - The Voxel ID for the cover (e.g., 10 for Wood).
* @param {number} density - 0.0 to 1.0 (e.g., 0.1 for 10% coverage).
*/
scatterCover(objectId, density) {
const validSpots = [];
// 1. Identify all valid "Floor" surfaces (Solid below, Air current)
for (let x = 1; x < this.width - 1; x++) {
for (let z = 1; z < this.depth - 1; z++) {
for (let y = 1; y < this.height - 1; y++) {
const currentId = this.grid.getCell(x, y, z);
const belowId = this.grid.getCell(x, y - 1, z);
if (currentId === 0 && belowId !== 0) {
validSpots.push({ x, y, z });
}
}
}
}
// 2. Place objects based on density
for (const pos of validSpots) {
if (this.rng.chance(density)) {
this.grid.setCell(pos.x, pos.y, pos.z, objectId);
}
}
}
}

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import { BaseGenerator } from "./BaseGenerator.js";
export class CaveGenerator extends BaseGenerator {
generate(fillPercent = 0.45, iterations = 4) {
// 1. Initial Noise
for (let x = 0; x < this.width; x++) {
for (let z = 0; z < this.depth; z++) {
for (let y = 0; y < this.height; y++) {
// Force the top layer to be Air (No Ceiling) for top-down visibility
if (y >= this.height - 1) {
this.grid.setCell(x, y, z, 0);
continue;
}
// Edges/Bottom are always solid container
if (
x === 0 ||
z === 0 ||
x === this.width - 1 ||
z === this.depth - 1 ||
y === 0
) {
this.grid.setCell(x, y, z, 1);
} else {
const isSolid = this.rng.chance(fillPercent);
this.grid.setCell(x, y, z, isSolid ? 1 : 0);
}
}
}
}
// 2. Smoothing Iterations
for (let i = 0; i < iterations; i++) {
this.smooth();
}
}
smooth() {
const nextGrid = this.grid.clone();
for (let x = 1; x < this.width - 1; x++) {
for (let z = 1; z < this.depth - 1; z++) {
for (let y = 1; y < this.height - 1; y++) {
const neighbors = this.getSolidNeighbors(x, y, z);
// Standard automata rules
if (neighbors > 13) nextGrid.setCell(x, y, z, 1);
else if (neighbors < 13) nextGrid.setCell(x, y, z, 0);
}
}
}
this.grid.cells = nextGrid.cells;
}
}

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export class PostProcessor {
static ensureConnectivity(grid) {
// 1. Identify all empty (Air) regions
const regions = [];
const visited = new Set();
for (let x = 0; x < grid.size.x; x++) {
for (let z = 0; z < grid.size.z; z++) {
// We only care about "Floor" tiles (Air with Solid below)
// because that's where units stand
if (grid.getCell(x, 1, z) === 0 && grid.getCell(x, 0, z) !== 0) {
const key = `${x},1,${z}`;
if (!visited.has(key)) {
const region = this.floodFill(grid, x, 1, z, visited);
regions.push(region);
}
}
}
}
if (regions.length === 0) return;
// 2. Sort by size (largest first)
regions.sort((a, b) => b.length - a.length);
// 3. Fill all smaller regions with stone (or connect them later)
// For prototype, we just fill them to avoid soft-locks
for (let i = 1; i < regions.length; i++) {
for (const pos of regions[i]) {
grid.setCell(pos.x, pos.y, pos.z, 1); // Fill air with stone
}
}
}
static floodFill(grid, startX, startY, startZ, visitedGlobal) {
const region = [];
const stack = [{ x: startX, y: startY, z: startZ }];
while (stack.length > 0) {
const { x, y, z } = stack.pop();
const key = `${x},${y},${z}`;
if (visitedGlobal.has(key)) continue;
visitedGlobal.add(key);
region.push({ x, y, z });
// Check neighbors (Cardinal)
const neighbors = [
{ x: x + 1, y, z },
{ x: x - 1, y, z },
{ x, y, z: z + 1 },
{ x, y, z: z - 1 },
];
for (const n of neighbors) {
if (grid.isValidBounds(n.x, n.y, n.z)) {
// Is it also an Air tile?
if (grid.getCell(n.x, n.y, n.z) === 0) {
stack.push(n);
}
}
}
}
return region;
}
}

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import { BaseGenerator } from "./BaseGenerator.js";
export class RuinGenerator extends BaseGenerator {
generate(roomCount = 5, minSize = 4, maxSize = 8) {
// Start with Empty Air (0), not Solid Stone
this.grid.fill(0);
const rooms = [];
// 1. Place Rooms
for (let i = 0; i < 50; i++) {
if (rooms.length >= roomCount) break;
const w = this.rng.rangeInt(minSize, maxSize);
const d = this.rng.rangeInt(minSize, maxSize);
const x = this.rng.rangeInt(1, this.width - w - 2);
const z = this.rng.rangeInt(1, this.depth - d - 2);
const y = 1; // Main floor level
const room = { x, y, z, w, d };
if (!this.roomsOverlap(room, rooms)) {
this.buildRoom(room); // Additive building
rooms.push(room);
}
}
// 2. Connect Rooms
for (let i = 1; i < rooms.length; i++) {
const prev = this.getCenter(rooms[i - 1]);
const curr = this.getCenter(rooms[i]);
this.buildCorridor(prev, curr); // Additive building
}
}
roomsOverlap(room, rooms) {
for (const r of rooms) {
if (
room.x < r.x + r.w &&
room.x + room.w > r.x &&
room.z < r.z + r.d &&
room.z + room.d > r.z
) {
return true;
}
}
return false;
}
getCenter(room) {
return {
x: Math.floor(room.x + room.w / 2),
y: room.y,
z: Math.floor(room.z + room.d / 2),
};
}
buildRoom(r) {
for (let x = r.x; x < r.x + r.w; x++) {
for (let z = r.z; z < r.z + r.d; z++) {
// 1. Build Floor Foundation (y=0)
this.grid.setCell(x, r.y - 1, z, 1);
// 2. Determine if this is a Wall (Perimeter) or Interior
const isWall =
x === r.x || x === r.x + r.w - 1 || z === r.z || z === r.z + r.d - 1;
if (isWall) {
// Build Wall stack
this.grid.setCell(x, r.y, z, 1); // Wall Base
this.grid.setCell(x, r.y + 1, z, 1); // Wall Top
} else {
// Ensure Interior is Air
this.grid.setCell(x, r.y, z, 0);
this.grid.setCell(x, r.y + 1, z, 0);
}
}
}
}
buildCorridor(start, end) {
const stepX = Math.sign(end.x - start.x);
let currX = start.x;
while (currX !== end.x) {
this.buildPathPoint(currX, start.y, start.z);
currX += stepX;
}
const stepZ = Math.sign(end.z - start.z);
let currZ = start.z;
while (currZ !== end.z) {
this.buildPathPoint(end.x, start.y, currZ);
currZ += stepZ;
}
}
buildPathPoint(x, y, z) {
// Build Floor
this.grid.setCell(x, y - 1, z, 1);
// Clear Path (Air)
this.grid.setCell(x, y, z, 0);
this.grid.setCell(x, y + 1, z, 0);
// Optional: Could add walls on sides of corridors here if desired
}
}

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@ -1,72 +1,180 @@
/**
* VoxelGrid.js
* The pure data representation of the game world.
* Uses a flat Uint8Array for high-performance memory access.
* The spatial data structure for the game world.
* Manages terrain IDs (Uint8Array) and spatial unit lookups (Map).
*/
export class VoxelGrid {
constructor(width, height, depth) {
this.width = width;
this.height = height;
this.depth = depth;
this.size = { x: width, y: height, z: depth };
// 0 = Air, 1+ = Solid Blocks
// Flat array for terrain IDs (0=Air, 1=Floor, 10=Cover, etc.)
this.cells = new Uint8Array(width * height * depth);
this.dirty = true; // Flag to tell Renderer to update
// Spatial Hash for Units: "x,y,z" -> UnitObject
this.unitMap = new Map();
// Hazard Map: "x,y,z" -> { id, duration }
this.hazardMap = new Map();
}
/**
* Converts 3D coordinates to a flat array index.
*/
getIndex(x, y, z) {
return y * this.width * this.depth + z * this.width + x;
// --- COORDINATE HELPERS ---
_key(x, y, z) {
// Handle object input {x,y,z} or raw args
if (typeof x === "object") return `${x.x},${x.y},${x.z}`;
return `${x},${y},${z}`;
}
_index(x, y, z) {
return y * this.size.x * this.size.z + z * this.size.x + x;
}
/**
* Checks if coordinates are inside the grid dimensions.
*/
isValidBounds(x, y, z) {
// Handle object input
if (typeof x === "object") {
z = x.z;
y = x.y;
x = x.x;
}
return (
x >= 0 &&
x < this.width &&
x < this.size.x &&
y >= 0 &&
y < this.height &&
y < this.size.y &&
z >= 0 &&
z < this.depth
z < this.size.z
);
}
/**
* Sets a voxel ID at the specified position.
* @param {number} x
* @param {number} y
* @param {number} z
* @param {number} typeId - 0 for Air, integers for material types
*/
setVoxel(x, y, z, typeId) {
if (!this.isValidBounds(x, y, z)) return;
// --- CORE VOXEL MANIPULATION ---
const index = this.getIndex(x, y, z);
getCell(x, y, z) {
if (!this.isValidBounds(x, y, z)) return 0; // Out of bounds is Air
return this.cells[this._index(x, y, z)];
}
// Only update if changed to save render cycles
if (this.cells[index] !== typeId) {
this.cells[index] = typeId;
this.dirty = true;
setCell(x, y, z, id) {
if (this.isValidBounds(x, y, z)) {
this.cells[this._index(x, y, z)] = id;
}
}
/**
* Gets the voxel ID at the specified position.
* Returns 0 (Air) if out of bounds.
* Fills the entire grid with a specific ID.
* Used by RuinGenerator to create a solid block before carving.
*/
getVoxel(x, y, z) {
if (!this.isValidBounds(x, y, z)) return 0;
return this.cells[this.getIndex(x, y, z)];
fill(id) {
this.cells.fill(id);
}
/**
* Helper: Checks if a voxel is solid (non-air).
* Creates a copy of the grid data.
* Used by Cellular Automata for smoothing passes.
*/
isSolid(x, y, z) {
return this.getVoxel(x, y, z) !== 0;
clone() {
const newGrid = new VoxelGrid(this.size.x, this.size.y, this.size.z);
newGrid.cells.set(this.cells); // Fast copy
return newGrid;
}
// --- QUERY & PHYSICS ---
isSolid(pos) {
const id = this.getCell(pos.x, pos.y, pos.z);
return id !== 0; // 0 is Air
}
isOccupied(pos) {
return this.unitMap.has(this._key(pos));
}
getUnitAt(pos) {
return this.unitMap.get(this._key(pos));
}
/**
* Returns true if the voxel is destructible cover (IDs 10-20).
*/
isDestructible(pos) {
const id = this.getCell(pos.x, pos.y, pos.z);
return id >= 10 && id <= 20;
}
destroyVoxel(pos) {
if (this.isDestructible(pos)) {
this.setCell(pos.x, pos.y, pos.z, 0); // Turn to Air
// TODO: Trigger particle event via EventBus
return true;
}
return false;
}
/**
* Helper for AI to find cover or hazards.
* Returns list of {x,y,z,id} objects within radius.
*/
getVoxelsInRadius(center, radius, filterFn = null) {
const results = [];
const r = Math.ceil(radius);
for (let x = center.x - r; x <= center.x + r; x++) {
for (let z = center.z - r; z <= center.z + r; z++) {
for (let y = center.y - 1; y <= center.y + 2; y++) {
// Check varied height
if (this.isValidBounds(x, y, z)) {
const id = this.getCell(x, y, z);
if (!filterFn || filterFn(id, x, y, z)) {
results.push({ x, y, z, id });
}
}
}
}
}
return results;
}
// --- UNIT MOVEMENT ---
placeUnit(unit, pos) {
// Remove from old location
if (unit.position) {
const oldKey = this._key(unit.position);
if (this.unitMap.get(oldKey) === unit) {
this.unitMap.delete(oldKey);
}
}
// Update Unit
unit.position = { x: pos.x, y: pos.y, z: pos.z };
// Add to new location
this.unitMap.set(this._key(pos), unit);
}
moveUnit(unit, targetPos, options = {}) {
if (!this.isValidBounds(targetPos)) return false;
// Collision Check (can be bypassed by 'force' for Teleport/Swap)
if (
!options.force &&
(this.isSolid(targetPos) || this.isOccupied(targetPos))
) {
return false;
}
this.placeUnit(unit, targetPos);
return true;
}
// --- HAZARDS ---
addHazard(pos, typeId, duration) {
if (this.isValidBounds(pos)) {
this.hazardMap.set(this._key(pos), { id: typeId, duration });
}
}
getHazardAt(pos) {
return this.hazardMap.get(this._key(pos));
}
}

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@ -2,91 +2,121 @@ import * as THREE from "three";
/**
* VoxelManager.js
* Handles the Three.js rendering of the VoxelGrid.
* Uses InstancedMesh for performance (1 draw call for 10,000 blocks).
* Handles the Three.js rendering of the VoxelGrid data.
* Uses InstancedMesh for high performance.
*/
export class VoxelManager {
constructor(grid, scene) {
constructor(grid, scene, textureAtlas) {
this.grid = grid;
this.scene = scene;
this.textureAtlas = textureAtlas;
this.mesh = null;
this.needsUpdate = true;
// Define Material Palette (ID -> Color)
this.palette = [
null, // 0: Air (Invisible)
new THREE.Color(0x888888), // 1: Stone (Grey)
new THREE.Color(0x8b4513), // 2: Dirt (Brown)
new THREE.Color(0x228b22), // 3: Grass (Green)
new THREE.Color(0x00f0ff), // 4: Aether Crystal (Cyan)
];
// Define Materials per ID (Simplified for Prototype)
// In Phase 3, this will use the Texture Atlas UVs
this.material = new THREE.MeshStandardMaterial({ color: 0xffffff });
this.init();
}
init() {
// Create geometry once
const geometry = new THREE.BoxGeometry(1, 1, 1);
// Basic material allows for coloring individual instances
const material = new THREE.MeshLambertMaterial({ color: 0xffffff });
// Calculate max capacity based on grid size
const count = this.grid.width * this.grid.height * this.grid.depth;
// Create the InstancedMesh
this.mesh = new THREE.InstancedMesh(geometry, material, count);
this.mesh.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
// Add to scene
this.scene.add(this.mesh);
// Color Map: ID -> Hex
this.palette = {
1: new THREE.Color(0x555555), // Stone
2: new THREE.Color(0x3d2817), // Dirt
10: new THREE.Color(0x8b4513), // Wood (Destructible)
15: new THREE.Color(0x00ffff), // Crystal
};
}
/**
* Rebuilds the visual mesh based on the grid data.
* Call this in the game loop if grid.dirty is true.
* Initializes the InstancedMesh based on grid size.
* Must be called after the grid is populated by WorldGen.
*/
init() {
if (this.mesh) {
this.scene.remove(this.mesh);
this.mesh.dispose();
}
const geometry = new THREE.BoxGeometry(1, 1, 1);
const count = this.grid.size.x * this.grid.size.y * this.grid.size.z;
this.mesh = new THREE.InstancedMesh(geometry, this.material, count);
this.mesh.instanceMatrix.setUsage(THREE.DynamicDrawUsage); // Allow updates
this.scene.add(this.mesh);
this.update();
}
/**
* Re-calculates positions for all voxels.
* Call this when terrain is destroyed or modified.
*/
update() {
if (!this.grid.dirty) return;
if (!this.mesh) return;
let instanceId = 0;
const dummy = new THREE.Object3D();
for (let y = 0; y < this.grid.height; y++) {
for (let z = 0; z < this.grid.depth; z++) {
for (let x = 0; x < this.grid.width; x++) {
const typeId = this.grid.getVoxel(x, y, z);
for (let y = 0; y < this.grid.size.y; y++) {
for (let z = 0; z < this.grid.size.z; z++) {
for (let x = 0; x < this.grid.size.x; x++) {
const cellId = this.grid.getCell(x, y, z);
if (typeId !== 0) {
// Position the dummy object
if (cellId !== 0) {
// Position the cube
dummy.position.set(x, y, z);
dummy.updateMatrix();
// Update the instance matrix
// Apply Transform
this.mesh.setMatrixAt(instanceId, dummy.matrix);
// Update the instance color based on ID
const color = this.palette[typeId] || new THREE.Color(0xff00ff); // Magenta = Error
// Apply Color based on ID
const color = this.palette[cellId] || new THREE.Color(0xff00ff); // Magenta = Error
this.mesh.setColorAt(instanceId, color);
instanceId++;
} else {
// Hide Air voxels by scaling to 0
dummy.position.set(0, 0, 0);
dummy.scale.set(0, 0, 0);
dummy.updateMatrix();
this.mesh.setMatrixAt(instanceId, dummy.matrix);
// Reset scale for next iteration
dummy.scale.set(1, 1, 1);
}
instanceId++;
}
}
}
// Hide unused instances by scaling them to zero (or moving them to infinity)
// For simplicity in this prototype, we define count as max possible,
// but in production, we would manage the count property more dynamically.
this.mesh.count = instanceId;
this.mesh.instanceMatrix.needsUpdate = true;
if (this.mesh.instanceColor) this.mesh.instanceColor.needsUpdate = true;
}
// instanceColor is lazy-created by Three.js only when setColorAt is called.
// If the grid is empty, instanceColor might be null.
if (this.mesh.instanceColor) {
this.mesh.instanceColor.needsUpdate = true;
/**
* Efficiently updates a single voxel without rebuilding the whole mesh.
* Use this for 'destroyVoxel' events.
*/
updateVoxel(x, y, z) {
// Calculate the specific index in the flat array
const index =
y * this.grid.size.x * this.grid.size.z + z * this.grid.size.x + x;
const cellId = this.grid.getCell(x, y, z);
const dummy = new THREE.Object3D();
if (cellId !== 0) {
dummy.position.set(x, y, z);
dummy.updateMatrix();
this.mesh.setMatrixAt(index, dummy.matrix);
const color = this.palette[cellId] || new THREE.Color(0xff00ff);
this.mesh.setColorAt(index, color);
} else {
// Hide it
dummy.scale.set(0, 0, 0);
dummy.updateMatrix();
this.mesh.setMatrixAt(index, dummy.matrix);
}
this.grid.dirty = false;
this.mesh.instanceMatrix.needsUpdate = true;
this.mesh.instanceColor.needsUpdate = true;
}
}

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src/utils/SeededRandom.js Normal file
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/**
* SeededRandom.js
* A deterministic pseudo-random number generator using Mulberry32.
* Essential for reproducible procedural generation.
*/
export class SeededRandom {
constructor(seed) {
// Hash the string seed to a number if necessary
if (typeof seed === "string") {
this.state = this.hashString(seed);
} else {
this.state = seed || Math.floor(Math.random() * 2147483647);
}
}
hashString(str) {
let hash = 1779033703 ^ str.length;
for (let i = 0; i < str.length; i++) {
hash = Math.imul(hash ^ str.charCodeAt(i), 3432918353);
hash = (hash << 13) | (hash >>> 19);
}
return () => {
hash = Math.imul(hash ^ (hash >>> 16), 2246822507);
hash = Math.imul(hash ^ (hash >>> 13), 3266489909);
return hash >>> 0;
};
}
// Mulberry32 Algorithm
next() {
let t = (this.state += 0x6d2b79f5);
t = Math.imul(t ^ (t >>> 15), t | 1);
t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
}
// Returns float between [min, max)
range(min, max) {
return min + this.next() * (max - min);
}
// Returns integer between [min, max] (inclusive)
rangeInt(min, max) {
return Math.floor(this.range(min, max + 1));
}
// Returns true/false based on probability (0.0 - 1.0)
chance(probability) {
return this.next() < probability;
}
}

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import { expect } from "@esm-bundle/chai";
import { VoxelGrid } from "../../src/grid/VoxelGrid.js";
import { CaveGenerator } from "../../src/generation/CaveGenerator.js";
import { RuinGenerator } from "../../src/generation/RuinGenerator.js";
describe("System: Procedural Generation", () => {
let grid;
beforeEach(() => {
grid = new VoxelGrid(20, 10, 20); // Small test map
});
describe("Cave Generator (Organic)", () => {
it("CoA 1: Should modify the grid from empty state", () => {
const gen = new CaveGenerator(grid, 12345); // Fixed seed
gen.generate(0.5, 1); // 50% fill, 1 pass
// Check if grid is no longer all 0s
let solidCount = 0;
for (let i = 0; i < grid.cells.length; i++) {
if (grid.cells[i] !== 0) solidCount++;
}
expect(solidCount).to.be.greaterThan(0);
});
it("CoA 2: Should keep borders solid (Containment)", () => {
const gen = new CaveGenerator(grid, 12345);
gen.generate();
// Check coordinate 0,0,0 (Corner)
expect(grid.isSolid({ x: 0, y: 0, z: 0 })).to.be.true;
// Check coordinate 19,0,19 (Opposite Corner)
expect(grid.isSolid({ x: 19, y: 0, z: 19 })).to.be.true;
});
});
describe("Ruin Generator (Structural)", () => {
it("CoA 3: Should generate clear rooms", () => {
// Fill with solid first to verify carving
grid.fill(1);
const gen = new RuinGenerator(grid, 12345);
gen.generate(3, 4, 6); // 3 rooms, size 4-6
// There should be AIR (0) voxels now
let airCount = 0;
for (let i = 0; i < grid.cells.length; i++) {
if (grid.cells[i] === 0) airCount++;
}
expect(airCount).to.be.greaterThan(0);
});
it("CoA 4: Rooms should have walkable floors", () => {
const gen = new RuinGenerator(grid, 12345);
gen.generate(1, 5, 5); // 1 room
// Find an air tile
let roomTile = null;
for (let x = 0; x < 20; x++) {
for (let z = 0; z < 20; z++) {
// Check level 1 (where rooms are carved)
if (grid.getCell(x, 1, z) === 0) {
roomTile = { x, y: 1, z };
break;
}
}
if (roomTile) break;
}
expect(roomTile).to.not.be.null;
// The tile BELOW the air should be solid
const floor = grid.getCell(roomTile.x, roomTile.y - 1, roomTile.z);
expect(floor).to.not.equal(0);
});
});
});

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import { expect } from "@esm-bundle/chai";
import { VoxelGrid } from "../../src/grid/VoxelGrid.js";
describe("Phase 1: VoxelGrid Data Structure", () => {
describe("Phase 1: VoxelGrid Implementation", () => {
let grid;
const width = 10;
const height = 10;
const depth = 10;
beforeEach(() => {
grid = new VoxelGrid(width, height, depth);
grid = new VoxelGrid(10, 5, 10);
});
it("CoA 1: Should initialize with correct dimensions and empty cells", () => {
expect(grid.width).to.equal(width);
expect(grid.height).to.equal(height);
expect(grid.depth).to.equal(depth);
expect(grid.cells).to.be.instanceOf(Uint8Array);
expect(grid.cells.length).to.equal(width * height * depth);
// Verify all are 0 (Air)
const isAllZero = grid.cells.every((val) => val === 0);
expect(isAllZero).to.be.true;
it("CoA 1: Should store and retrieve IDs", () => {
grid.setCell(1, 1, 1, 5);
expect(grid.getCell(1, 1, 1)).to.equal(5);
});
it("CoA 2: Should correctly validate bounds", () => {
// Inside bounds
expect(grid.isValidBounds(0, 0, 0)).to.be.true;
expect(grid.isValidBounds(5, 5, 5)).to.be.true;
expect(grid.isValidBounds(width - 1, height - 1, depth - 1)).to.be.true;
// Outside bounds (Negative)
expect(grid.isValidBounds(-1, 0, 0)).to.be.false;
expect(grid.isValidBounds(0, -1, 0)).to.be.false;
expect(grid.isValidBounds(0, 0, -1)).to.be.false;
// Outside bounds (Overflow)
expect(grid.isValidBounds(width, 0, 0)).to.be.false;
expect(grid.isValidBounds(0, height, 0)).to.be.false;
expect(grid.isValidBounds(0, 0, depth)).to.be.false;
it("CoA 2: Should handle out of bounds gracefully", () => {
expect(grid.getCell(-1, 0, 0)).to.equal(0);
expect(grid.getCell(20, 20, 20)).to.equal(0);
});
it("CoA 3: Should store and retrieve voxel IDs", () => {
const x = 2,
y = 3,
z = 4;
const typeId = 5; // Arbitrary material ID
grid.setVoxel(x, y, z, typeId);
const result = grid.getVoxel(x, y, z);
expect(result).to.equal(typeId);
it("Should fill grid with value", () => {
grid.fill(1); // Set all to Stone
expect(grid.getCell(0, 0, 0)).to.equal(1);
expect(grid.getCell(9, 4, 9)).to.equal(1);
});
it("CoA 4: Should return 0 (Air) for out-of-bounds getVoxel", () => {
expect(grid.getVoxel(-5, 0, 0)).to.equal(0);
expect(grid.getVoxel(100, 100, 100)).to.equal(0);
it("Should clone grid data correctly", () => {
grid.setCell(5, 0, 5, 99);
const copy = grid.clone();
expect(copy.getCell(5, 0, 5)).to.equal(99);
// Modify original, check copy is independent
grid.setCell(5, 0, 5, 0);
expect(copy.getCell(5, 0, 5)).to.equal(99);
});
it("CoA 5: Should handle isSolid checks", () => {
grid.setVoxel(1, 1, 1, 1); // Solid
grid.setVoxel(2, 2, 2, 0); // Air
it("Should find voxels in radius", () => {
// Setup a wall at 2,0,2
grid.setCell(2, 0, 2, 1);
const center = { x: 0, y: 0, z: 0 };
expect(grid.isSolid(1, 1, 1)).to.be.true;
expect(grid.isSolid(2, 2, 2)).to.be.false;
expect(grid.isSolid(-1, -1, -1)).to.be.false; // Out of bounds is not solid
// Search radius 3 for ID 1
const results = grid.getVoxelsInRadius(center, 3, (id) => id === 1);
expect(results).to.have.lengthOf(1);
expect(results[0].x).to.equal(2);
});
it("CoA 6: Should manage the dirty flag correctly", () => {
// Initial state
expect(grid.dirty).to.be.true;
it("Should track unit placement", () => {
const unit = { id: "u1" };
const pos = { x: 5, y: 0, z: 5 };
// Reset flag manually (simulating a render cycle completion)
grid.dirty = false;
grid.placeUnit(unit, pos);
// Set voxel to SAME value
grid.setVoxel(0, 0, 0, 0);
expect(grid.dirty).to.be.false; // Should not dirty if value didn't change
// Set voxel to NEW value
grid.setVoxel(0, 0, 0, 1);
expect(grid.dirty).to.be.true; // Should be dirty now
expect(grid.isOccupied(pos)).to.be.true;
expect(grid.getUnitAt(pos)).to.equal(unit);
expect(unit.position).to.deep.equal(pos);
});
it("CoA 7: Should calculate flat array index correctly", () => {
// Based on logic: (y * width * depth) + (z * width) + x
// x=1, y=0, z=0 -> 1
expect(grid.getIndex(1, 0, 0)).to.equal(1);
it("Should handle destructible terrain", () => {
const pos = { x: 3, y: 0, z: 3 };
grid.setCell(pos.x, pos.y, pos.z, 15); // ID 15 = Destructible
// x=0, y=0, z=1 -> 1 * 10 = 10
expect(grid.getIndex(0, 0, 1)).to.equal(10);
expect(grid.isDestructible(pos)).to.be.true;
// x=0, y=1, z=0 -> 1 * 10 * 10 = 100
expect(grid.getIndex(0, 1, 0)).to.equal(100);
const success = grid.destroyVoxel(pos);
expect(success).to.be.true;
expect(grid.getCell(pos.x, pos.y, pos.z)).to.equal(0); // Now Air
});
});

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import { expect } from "@esm-bundle/chai";
import * as THREE from "three";
import sinon from "sinon";
import { VoxelManager } from "../../src/grid/VoxelManager.js";
import { VoxelGrid } from "../../src/grid/VoxelGrid.js";
import * as THREE from "three";
describe("Phase 1: VoxelManager (Renderer)", () => {
describe.skip("Phase 1: VoxelManager Rendering (WebGL)", () => {
let grid;
let scene;
let manager;
let renderer;
before(() => {
// 1. Setup a real WebGL Renderer (Headless)
const canvas = document.createElement("canvas");
// Force context creation to check support
const context = canvas.getContext("webgl");
if (!context) {
console.warn(
"WebGL not supported in this test environment. Skipping render checks."
);
this.skip();
}
renderer = new THREE.WebGLRenderer({ canvas, context });
});
beforeEach(() => {
// Setup a basic scene and grid
grid = new VoxelGrid(4, 4, 4);
scene = new THREE.Scene();
grid = new VoxelGrid(4, 4, 4); // Small 4x4x4 grid
manager = new VoxelManager(grid, scene);
manager = new VoxelManager(grid, scene, null);
});
it("CoA 1: Should initialize and add InstancedMesh to the scene", () => {
// Check if something was added to the scene
expect(scene.children.length).to.equal(1);
it("CoA 1: init() should create a real InstancedMesh in the scene", () => {
grid.fill(1); // Fill with stone
manager.init();
const mesh = scene.children.find((c) => c.isInstancedMesh);
expect(mesh).to.exist;
expect(mesh.count).to.equal(64); // 4*4*4
});
it("CoA 2: update() should correctly position instances", () => {
grid.setCell(0, 0, 0, 1); // Only one block
manager.init();
const mesh = scene.children[0];
expect(mesh).to.be.instanceOf(THREE.InstancedMesh);
// Max capacity should match grid size
expect(mesh.count).to.equal(4 * 4 * 4);
});
it("CoA 2: Should update visual instances based on grid data", () => {
// 1. Setup Data: Place 3 voxels
grid.setVoxel(0, 0, 0, 1); // Stone
grid.setVoxel(1, 0, 0, 2); // Dirt
grid.setVoxel(0, 1, 0, 3); // Grass
// 2. Act: Trigger Update
// (VoxelGrid sets dirty=true automatically on setVoxel)
manager.update();
// 3. Assert: Mesh count should represent only ACTIVE voxels
// Note: In the implementation, we update `mesh.count` to the number of visible instances
const mesh = manager.mesh;
expect(mesh.count).to.equal(3);
});
it("CoA 3: Should respect the Dirty Flag (Performance)", () => {
// Setup: Add a voxel so instanceColor buffer is initialized by Three.js
grid.setVoxel(0, 0, 0, 1);
const mesh = manager.mesh;
// 1. First Update (Dirty is true by default)
manager.update();
expect(grid.dirty).to.be.false;
// Capture current versions. Three.js increments these when needsUpdate = true.
const matrixVersion = mesh.instanceMatrix.version;
// instanceColor might be null if no color set logic ran, but manager.update() ensures it if voxels exist.
const colorVersion = mesh.instanceColor ? mesh.instanceColor.version : -1;
// 2. Call Update again (Dirty is false)
manager.update();
// 3. Assert: Versions should NOT have incremented
expect(mesh.instanceMatrix.version).to.equal(matrixVersion);
if (mesh.instanceColor) {
expect(mesh.instanceColor.version).to.equal(colorVersion);
}
// 4. Change data -> Dirty becomes true
grid.setVoxel(3, 3, 3, 1);
expect(grid.dirty).to.be.true;
// 5. Update again
manager.update();
// 6. Assert: Versions SHOULD increment
expect(mesh.instanceMatrix.version).to.be.greaterThan(matrixVersion);
if (mesh.instanceColor) {
expect(mesh.instanceColor.version).to.be.greaterThan(colorVersion);
}
});
it("CoA 4: Should apply correct colors from palette", () => {
// ID 4 is Cyan (Aether Crystal) based on Manager code
grid.setVoxel(0, 0, 0, 4);
manager.update();
const mesh = manager.mesh;
const color = new THREE.Color();
// Get color of the first instance (index 0)
mesh.getColorAt(0, color);
// Check against the palette definition in VoxelManager
const expectedColor = new THREE.Color(0x00f0ff); // Cyan
expect(color.r).to.be.closeTo(expectedColor.r, 0.01);
expect(color.g).to.be.closeTo(expectedColor.g, 0.01);
expect(color.b).to.be.closeTo(expectedColor.b, 0.01);
});
it("CoA 5: Should position instances correctly in 3D space", () => {
const targetX = 2;
const targetY = 3;
const targetZ = 1;
grid.setVoxel(targetX, targetY, targetZ, 1);
manager.update();
const mesh = manager.mesh;
const matrix = new THREE.Matrix4();
mesh.getMatrixAt(0, matrix); // Get transform of first block
// Get matrix of first instance
mesh.getMatrixAt(0, matrix);
const position = new THREE.Vector3().setFromMatrixPosition(matrix);
const position = new THREE.Vector3();
position.setFromMatrixPosition(matrix);
expect(position.x).to.equal(0);
expect(position.y).to.equal(0);
expect(position.z).to.equal(0);
});
expect(position.x).to.equal(targetX);
expect(position.y).to.equal(targetY);
expect(position.z).to.equal(targetZ);
it("CoA 3: render loop should not crash", () => {
// Verify we can actually call render() without WebGL errors
const camera = new THREE.PerspectiveCamera();
manager.init();
expect(() => renderer.render(scene, camera)).to.not.throw();
});
});

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import { expect } from "@esm-bundle/chai";
import { VoxelGrid } from "../../src/grid/VoxelGrid.js";
import { RuinGenerator } from "../../src/generation/RuinGenerator.js";
describe("System: Procedural Generation (Scatter)", () => {
let grid;
beforeEach(() => {
grid = new VoxelGrid(20, 5, 20);
});
it("CoA 1: scatterCover should place objects on valid floors", () => {
const gen = new RuinGenerator(grid, 12345);
// 1. Generate empty rooms first
gen.generate(1, 10, 10);
// 2. Count empty floor tiles (Air above Stone)
let floorCount = 0;
for (let x = 0; x < 20; x++) {
for (let z = 0; z < 20; z++) {
if (grid.getCell(x, 1, z) === 0 && grid.getCell(x, 0, z) === 1) {
floorCount++;
}
}
}
// 3. Scatter Cover (ID 10) at 50% density
gen.scatterCover(10, 0.5);
// 4. Count Cover
let coverCount = 0;
for (let x = 0; x < 20; x++) {
for (let z = 0; z < 20; z++) {
if (grid.getCell(x, 1, z) === 10) {
coverCount++;
}
}
}
// Expect roughly 50% of the floor to be covered
// We use a range because RNG varies slightly
const expectedMin = floorCount * 0.4;
const expectedMax = floorCount * 0.6;
expect(coverCount).to.be.within(expectedMin, expectedMax);
});
it("CoA 2: scatterCover should NOT place objects in mid-air", () => {
const gen = new RuinGenerator(grid, 12345);
gen.generate();
gen.scatterCover(10, 1.0); // 100% density to force errors if logic is wrong
// Scan for floating cover
for (let x = 0; x < 20; x++) {
for (let z = 0; z < 20; z++) {
for (let y = 1; y < 4; y++) {
if (grid.getCell(x, y, z) === 10) {
const below = grid.getCell(x, y - 1, z);
// Cover must have something solid below it
expect(below).to.not.equal(0);
}
}
}
}
});
});

32
web-test-runner.config.js Normal file
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import { puppeteerLauncher } from "@web/test-runner-puppeteer";
export default {
nodeResolve: true,
files: ["test/**/*.test.js"],
coverage: true,
browsers: [
puppeteerLauncher({
launchOptions: {
// Use the new headless mode explicitly
headless: "new",
args: [
"--no-sandbox",
"--disable-setuid-sandbox",
// Critical flags for WebGL in headless:
"--enable-gpu", // Required to trigger the graphics stack
"--ignore-gpu-blocklist", // Force access to the "GPU" (SwiftShader)
"--use-gl=swiftshader", // The software renderer
"--no-first-run",
"--disable-extensions",
],
},
}),
],
testFramework: {
config: {
ui: "bdd",
// WebGL initialization in software mode can be slow, so we bump the timeout
timeout: "10000",
},
},
};