feat: Introduce new procedural generation systems for Crystal Spires, Void Seep Depths, Cave, and Contested Frontier, complete with textures, tests, a map visualizer, and game loop.

This commit is contained in:
Matthew Mone 2026-01-07 09:00:10 -08:00
parent 930b1c7438
commit b0ef4f30a9
26 changed files with 2868 additions and 307 deletions

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@ -6,10 +6,11 @@
"main": "index.js", "main": "index.js",
"scripts": { "scripts": {
"build": "node build.js", "build": "node build.js",
"start": "web-dev-server --node-resolve --watch --root-dir dist", "start": "web-dev-server --node-resolve --watch --root-dir --port 8000 dist",
"test:all": "web-test-runner \"test/**/*.test.js\" --node-resolve", "test:all": "web-test-runner \"test/**/*.test.js\" --node-resolve",
"test": "web-test-runner --node-resolve", "test": "web-test-runner --node-resolve",
"test:watch": "web-test-runner \"test/**/*.test.js\" --node-resolve --watch --config web-test-runner.config.js" "test:watch": "web-test-runner \"test/**/*.test.js\" --node-resolve --watch --config web-test-runner.config.js",
"visualizer": "web-dev-server --node-resolve --watch --port 8001 src/tools/map-visualizer.html"
}, },
"repository": { "repository": {
"type": "git", "type": "git",

43
specs/Biomes.spec.md Normal file
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@ -0,0 +1,43 @@
# **1. Biome Visual & Tactical Reference**
This section details the atmospheric and gameplay characteristics for each biome to guide asset generation (textures, scatter cover) and level design.
## **A. Fungal Caves (Magic / Organic)**
- **Look & Feel:** Claustrophobic, damp, and bioluminescent. Walls are dark grey stone slick with moisture, cracked by pulsing purple and cyan fungal veins (Aether). The air is hazy with drifting green spores.
- **Scattered Cover:**
- _Soft Cover:_ Large, rubbery blue/purple mushroom caps.
- _Hard Cover:_ Petrified roots and jagged stalagmites.
- **Tactical Geometry:** Tight, twisting corridors with frequent chokepoints. Low ceiling clearance. Uneven floors.
## **B. Rusting Wastes (Tech / Industrial)**
- **Look & Feel:** Vast, abandoned factory floors and scrapyards. The primary palette is oxidized orange rust, oily black puddles, and dull brass machinery. Smog hangs low in the air.
- **Scattered Cover:**
- _Destructible Cover:_ Stacks of rusty crates, barrels of sludge, old server racks.
- _Hard Cover:_ Heavy machinery blocks, dormant conveyor belts.
- **Tactical Geometry:** Wide open arenas with long sightlines favored by snipers. Grid-based layouts with artificial cover placed in rows.
## **C. Crystal Spires (Mixed / Vertical)**
- **Look & Feel:** Floating islands of white marble and raw blue Aether crystal suspended in a bright, infinite sky. Clean, sharp lines and magical aesthetics. Light bridges connect disconnected platforms.
- **Scattered Cover:**
- _Cover:_ Clusters of jagged Aether crystals (translucent blue/white).
- _Hazards:_ The edges of the map drop into the infinite void (Instant Death).
- **Tactical Geometry:** Extreme verticality. Multiple layers of elevation requiring climbing or teleportation.
## **D. Void-Seep Depths (Horror / Corruption)**
- **Look & Feel:** Reality breaking down. Obsidian black stone dripping with neon violet corruption. Glitchy visual effects, floating debris, and an oppressive, dark alien atmosphere.
- **Scattered Cover:**
- _Cover:_ Pulsing organic tumors, crystallized void matter.
- _Unstable:_ Some cover objects may explode or vanish when damaged.
- **Tactical Geometry:** Arena-style circular maps with few obstacles but dangerous hazard zones (void rifts).
### **E. Contested Frontier (Surface / War)**
- **Look & Feel:** A scarred battlefield under a twilight sky. Muddy trenches, green grass torn up by troop movements, and hastily erected fortifications. This is the only biome with "natural" outdoor lighting.
- **Scattered Cover:**
- _Fortifications:_ Sandbag walls, wooden cheval de frise, abandoned supply tents.
- _Nature:_ Tree stumps and large rocks.
- **Tactical Geometry:** Linear "Lane" based maps mimicking trench warfare. High cover density.

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@ -13,7 +13,10 @@ import { VoxelGrid } from "../grid/VoxelGrid.js";
import { VoxelManager } from "../grid/VoxelManager.js"; import { VoxelManager } from "../grid/VoxelManager.js";
import { UnitManager } from "../managers/UnitManager.js"; import { UnitManager } from "../managers/UnitManager.js";
import { CaveGenerator } from "../generation/CaveGenerator.js"; import { CaveGenerator } from "../generation/CaveGenerator.js";
import { RuinGenerator } from "../generation/RuinGenerator.js"; import { RustingWastesGenerator } from "../generation/RustingWastesGenerator.js";
import { ContestedFrontierGenerator } from "../generation/ContestedFrontierGenerator.js";
import { CrystalSpiresGenerator } from "../generation/CrystalSpiresGenerator.js";
import { VoidSeepDepthsGenerator } from "../generation/VoidSeepDepthsGenerator.js";
import { InputManager } from "./InputManager.js"; import { InputManager } from "./InputManager.js";
import { MissionManager } from "../managers/MissionManager.js"; import { MissionManager } from "../managers/MissionManager.js";
import { TurnSystem } from "../systems/TurnSystem.js"; import { TurnSystem } from "../systems/TurnSystem.js";
@ -1169,7 +1172,29 @@ export class GameLoop {
this.animate(); this.animate();
this.grid = new VoxelGrid(20, 10, 20); this.grid = new VoxelGrid(20, 10, 20);
const generator = new RuinGenerator(this.grid, runData.seed);
let generator;
const biomeType = runData.biome?.type || "BIOME_RUSTING_WASTES";
switch (biomeType) {
case "BIOME_CONTESTED_FRONTIER":
generator = new ContestedFrontierGenerator(this.grid, runData.seed);
break;
case "BIOME_CRYSTAL_SPIRES":
generator = new CrystalSpiresGenerator(this.grid, runData.seed);
break;
case "BIOME_VOID_SEEP":
generator = new VoidSeepDepthsGenerator(this.grid, runData.seed);
break;
case "BIOME_FUNGAL_CAVES":
generator = new CaveGenerator(this.grid, runData.seed);
break;
case "BIOME_RUSTING_WASTES":
default:
generator = new RustingWastesGenerator(this.grid, runData.seed);
break;
}
generator.generate(); generator.generate();
if (generator.generatedAssets.spawnZones) { if (generator.generatedAssets.spawnZones) {

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@ -1,6 +1,7 @@
import { BaseGenerator } from "./BaseGenerator.js"; import { BaseGenerator } from "./BaseGenerator.js";
import { DampCaveTextureGenerator } from "./textures/DampCaveTextureGenerator.js"; import { DampCaveTextureGenerator } from "./textures/DampCaveTextureGenerator.js";
import { BioluminescentCaveWallTextureGenerator } from "./textures/BioluminescentCaveWallTextureGenerator.js"; import { BioluminescentCaveWallTextureGenerator } from "./textures/BioluminescentCaveWallTextureGenerator.js";
import { SimplexNoise } from "../utils/SimplexNoise.js";
/** /**
* Generates organic, open-topped caves using Cellular Automata. * Generates organic, open-topped caves using Cellular Automata.
@ -19,6 +20,7 @@ export class CaveGenerator extends BaseGenerator {
// The VoxelManager will need to read this 'palette' to create materials. // The VoxelManager will need to read this 'palette' to create materials.
this.generatedAssets = { this.generatedAssets = {
palette: {}, // Maps Voxel ID -> Texture Asset Config palette: {}, // Maps Voxel ID -> Texture Asset Config
spawnZones: { player: [], enemy: [] },
}; };
this.preloadTextures(); this.preloadTextures();
@ -32,23 +34,27 @@ export class CaveGenerator extends BaseGenerator {
const VARIATIONS = 10; const VARIATIONS = 10;
const TEXTURE_SIZE = 128; const TEXTURE_SIZE = 128;
// 1. Preload Wall Variations (IDs 100 - 109) // 4. Generate Wall Textures
for (let i = 0; i < VARIATIONS; i++) { // IDs: 100-107 (Plain), 108-109 (Veined)
// Vary the seed slightly for each texture to get unique noise patterns const wallGen = new BioluminescentCaveWallTextureGenerator(this.seed);
// but keep them consistent across re-runs of the same level seed
const wallSeed = this.rng.next() * 5000 + i;
// Generate the complex map (Diffuse + Emissive + Normal etc.) // Plain Walls (Majority)
// We use a new generator instance or just rely on the internal noise for (let i = 0; i < 8; i++) {
// if the generator supports offset/variant seeding (assuming basic usage here) // disable veins for plain walls
// Ideally generators support a 'variantSeed' param in generate calls. this.generatedAssets.palette[100 + i] = wallGen.generateWall(
// Since BioluminescentCaveWallTextureGenerator creates a new Simplex(seed) in constructor, 64,
// we instantiate a new one for variation or update the generator to support methods. i,
// For efficiency here, we assume the generators handle unique output if re-instantiated or parametrized. false
);
const tempWallGen = new BioluminescentCaveWallTextureGenerator(wallSeed); }
this.generatedAssets.palette[100 + i] = // Veined Walls (Sparse)
tempWallGen.generateWall(TEXTURE_SIZE); for (let i = 0; i < 2; i++) {
// enable veins
this.generatedAssets.palette[108 + i] = wallGen.generateWall(
64,
i + 10,
true
);
} }
// 2. Preload Floor Variations (IDs 200 - 209) // 2. Preload Floor Variations (IDs 200 - 209)
@ -63,59 +69,263 @@ export class CaveGenerator extends BaseGenerator {
} }
generate(fillPercent = 0.45, iterations = 4) { generate(fillPercent = 0.45, iterations = 4) {
// 1. Initial Noise // 1. Initialize 2D Map
// 1 = Wall, 0 = Floor
let map = [];
for (let x = 0; x < this.width; x++) { for (let x = 0; x < this.width; x++) {
map[x] = [];
for (let z = 0; z < this.depth; z++) { for (let z = 0; z < this.depth; z++) {
for (let y = 0; y < this.height; y++) { // Border is always wall
// RULE 1: Foundation is always solid. if (
if (y === 0) { x === 0 ||
this.grid.setCell(x, y, z, 100); // Default to Wall 0 x === this.width - 1 ||
continue; z === 0 ||
} z === this.depth - 1
) {
// RULE 2: Sky is always clear. map[x][z] = 1;
if (y >= this.height - 1) { } else {
this.grid.setCell(x, y, z, 0); map[x][z] = this.rng.chance(fillPercent) ? 1 : 0;
continue;
}
// RULE 3: Noise for the middle layers.
const isSolid = this.rng.chance(fillPercent);
// We use a placeholder ID (1) for calculation, applied later
this.grid.setCell(x, y, z, isSolid ? 1 : 0);
} }
} }
} }
// 2. Smoothing Iterations (Calculates based on ID != 0) // 2. Smooth 2D Map
for (let i = 0; i < iterations; i++) { for (let i = 0; i < iterations; i++) {
this.smooth(); map = this.smoothMap(map);
} }
// 3. Apply Texture/Material Logic // 3. Post-Process: Ensure Connectivity
// This replaces the placeholder IDs with our specific texture IDs (100-109, 200-209) map = this.ensureConnectivity(map);
// 4. Extrude to 3D Voxel Grid
for (let x = 0; x < this.width; x++) {
for (let z = 0; z < this.depth; z++) {
const isWall = map[x][z] === 1;
if (isWall) {
// Wall Logic
// Vary height slightly for "voxel aesthetic"
// height-1 or height
const wallHeight = this.height - (this.rng.next() > 0.5 ? 1 : 0);
for (let y = 0; y < wallHeight; y++) {
// Use provisional ID 100 for walls, we will texture later or set directly here
// Just for consistency with previous flow, we'll use placeholder 100
this.grid.setCell(x, y, z, 100);
}
} else {
// Floor Logic
// y=0 is foundation (always solid)
this.grid.setCell(x, 0, z, 100);
}
}
}
// 5. Apply Texture/Material Logic
this.applyTextures(); this.applyTextures();
// 4. Scatter Cover (Post-Texturing) // 6. Scatter Cover (Post-Texturing)
// ID 10 = Destructible Cover (Mushrooms/Rocks) // ID 10 = Destructible Cover (Mushrooms/Rocks)
// 5% Density for open movement // 5% Density on floor tiles
this.scatterCover(10, 0.05); this.scatterCover(10, 0.05);
// 7. Scatter Wall Details (Spores/Moss)
// ID 11 = Wall Detail
// 5% Density on wall surfaces above y=2
this.scatterWallDetails(11, 0.05, 2);
// 8. Define Deployment Zones
// Player Z-min, Enemy Z-max
this.defineSpawnZones();
} }
smooth() { defineSpawnZones() {
const nextGrid = this.grid.clone(); // Scan Z < 5 for Player
for (let x = 1; x < this.width - 1; x++) {
for (let x = 0; x < this.width; x++) { for (let z = 1; z < 5; z++) {
for (let z = 0; z < this.depth; z++) { if (
for (let y = 1; y < this.height - 1; y++) { this.grid.getCell(x, 0, z) !== 0 &&
const neighbors = this.getSolidNeighbors(x, y, z); this.grid.getCell(x, 1, z) === 0
) {
if (neighbors > 13) nextGrid.setCell(x, y, z, 1); this.generatedAssets.spawnZones.player.push({ x, y: 1, z });
else if (neighbors < 13) nextGrid.setCell(x, y, z, 0);
} }
} }
} }
this.grid.cells = nextGrid.cells;
// Scan Z > Depth - 5 for Enemy
for (let x = 1; x < this.width - 1; x++) {
for (let z = this.depth - 6; z < this.depth - 1; z++) {
if (
this.grid.getCell(x, 0, z) !== 0 &&
this.grid.getCell(x, 1, z) === 0
) {
this.generatedAssets.spawnZones.enemy.push({ x, y: 1, z });
}
}
}
}
ensureConnectivity(map) {
const regions = [];
const visited = new Set();
const floorCells = [];
// 1. Identify all regions
for (let x = 0; x < this.width; x++) {
for (let z = 0; z < this.depth; z++) {
if (map[x][z] === 0 && !visited.has(`${x},${z}`)) {
const region = [];
this.floodFill(map, x, z, visited, region);
regions.push(region);
}
}
}
// If no regions (all walls?), return map as is or clear a center room.
if (regions.length === 0) return map;
// 2. Find Largest Region
regions.sort((a, b) => {
if (b.length !== a.length) {
return b.length - a.length;
}
// Deterministic tie-breaker using first cell coordinates
if (a.length > 0 && b.length > 0) {
const keyA = a[0].x * 1000 + a[0].z;
const keyB = b[0].x * 1000 + b[0].z;
return keyB - keyA;
}
return 0;
});
const mainRegion = regions[0];
// 3. Fill all others with walls
// (We construct a new map where only mainRegion is 0, rest is 1)
const newMap = [];
for (let x = 0; x < this.width; x++) {
newMap[x] = [];
for (let z = 0; z < this.depth; z++) {
newMap[x][z] = 1; // Default to wall
}
}
for (const pos of mainRegion) {
newMap[pos.x][pos.z] = 0;
}
return newMap;
}
floodFill(map, startX, startZ, visited, region) {
const stack = [{ x: startX, z: startZ }];
visited.add(`${startX},${startZ}`);
while (stack.length > 0) {
const { x, z } = stack.pop();
region.push({ x, z });
const neighbors = [
{ x: x + 1, z: z },
{ x: x - 1, z: z },
{ x: x, z: z + 1 },
{ x: x, z: z - 1 },
];
for (const n of neighbors) {
if (n.x >= 0 && n.x < this.width && n.z >= 0 && n.z < this.depth) {
const key = `${n.x},${n.z}`;
if (map[n.x][n.z] === 0 && !visited.has(key)) {
visited.add(key);
stack.push(n);
}
}
}
}
}
/**
* Spreads details on wall surfaces.
* Target: Air block that has at least one solid neighbor at the same Y level.
* @param {number} objectId
* @param {number} density
* @param {number} minHeight
*/
scatterWallDetails(objectId, density, minHeight = 2) {
const validSpots = [];
for (let x = 1; x < this.width - 1; x++) {
for (let z = 1; z < this.depth - 1; z++) {
for (let y = minHeight; y < this.height - 1; y++) {
// Must be empty to place an object
if (this.grid.getCell(x, y, z) !== 0) continue;
// Check 4 horizontal neighbors for a wall
// We only care if IT IS touching a wall
if (
this.grid.isSolid({ x: x + 1, y, z }) ||
this.grid.isSolid({ x: x - 1, y, z }) ||
this.grid.isSolid({ x, y, z: z + 1 }) ||
this.grid.isSolid({ x, y, z: z - 1 })
) {
validSpots.push({ x, y, z });
}
}
}
}
for (const pos of validSpots) {
if (this.rng.chance(density)) {
this.grid.setCell(pos.x, pos.y, pos.z, objectId);
}
}
}
smoothMap(map) {
const newMap = [];
for (let x = 0; x < this.width; x++) {
newMap[x] = [];
for (let z = 0; z < this.depth; z++) {
// Borders stay walls
if (
x === 0 ||
x === this.width - 1 ||
z === 0 ||
z === this.depth - 1
) {
newMap[x][z] = 1;
continue;
}
const neighbors = this.get2DNeighbors(map, x, z);
if (neighbors > 4) newMap[x][z] = 1;
else if (neighbors < 4) newMap[x][z] = 0;
else newMap[x][z] = map[x][z];
}
}
return newMap;
}
get2DNeighbors(map, gridX, gridZ) {
let count = 0;
for (let i = -1; i <= 1; i++) {
for (let j = -1; j <= 1; j++) {
if (i === 0 && j === 0) continue;
const checkX = gridX + i;
const checkZ = gridZ + j;
// Check bounds, out of bounds counts as wall
if (
checkX < 0 ||
checkX >= this.width ||
checkZ < 0 ||
checkZ >= this.depth
) {
count++;
} else if (map[checkX][checkZ] === 1) {
count++;
}
}
}
return count;
} }
/** /**
@ -123,25 +333,40 @@ export class CaveGenerator extends BaseGenerator {
* assigning randomized IDs from our preloaded palette. * assigning randomized IDs from our preloaded palette.
*/ */
applyTextures() { applyTextures() {
// Noise for vein distribution
// Low frequency for large coherent patches
const veinNoise = new SimplexNoise(this.seed + 999);
for (let x = 0; x < this.width; x++) { for (let x = 0; x < this.width; x++) {
for (let z = 0; z < this.depth; z++) { for (let z = 0; z < this.depth; z++) {
for (let y = 0; y < this.height; y++) { // Determine if this column is a "Vein Area"
const current = this.grid.getCell(x, y, z); // Scale 0.1 gives features around 10 blocks wide, typical for "sections"
const above = this.grid.getCell(x, y + 1, z); const veinVal = veinNoise.noise2D(x * 0.1, z * 0.1);
if (current !== 0) { // Threshold: Only top 30% are veins (sparse)
if (above === 0) { const isVeinArea = veinVal > 0.4;
// This is a Floor Surface
// Pick random ID from 200 to 209 let variant;
const variant = this.rng.rangeInt(0, 9); if (isVeinArea) {
this.grid.setCell(x, y, z, 200 + variant); // Veined IDs: 108-109
} else { variant = 8 + this.rng.rangeInt(0, 1);
// This is a Wall } else {
// Pick random ID from 100 to 109 // Plain IDs: 100-107
const variant = this.rng.rangeInt(0, 9); variant = this.rng.rangeInt(0, 7);
}
const isWallColumn = this.grid.getCell(x, 1, z) !== 0;
if (isWallColumn) {
for (let y = 0; y < this.height; y++) {
if (this.grid.getCell(x, y, z) !== 0) {
// Use the selected variant for the whole column
this.grid.setCell(x, y, z, 100 + variant); this.grid.setCell(x, y, z, 100 + variant);
} }
} }
} else {
// Floors
const floorVariant = this.rng.rangeInt(0, 9);
this.grid.setCell(x, 0, z, 200 + floorVariant);
} }
} }
} }

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import { BaseGenerator } from "./BaseGenerator.js";
import { TrenchTextureGenerator } from "./textures/TrenchTextureGenerator.js";
import { SimplexNoise } from "../utils/SimplexNoise.js";
/**
* Generates "Contested Frontier" biome:
* - Linear trench lanes.
* - Shell craters.
* - Fortifications.
*/
export class ContestedFrontierGenerator extends BaseGenerator {
constructor(grid, seed) {
super(grid, seed);
this.textureGen = new TrenchTextureGenerator(seed);
this.generatedAssets = {
palette: {},
spawnZones: { player: [], enemy: [] },
};
this.preloadTextures();
}
preloadTextures() {
const VARIATIONS = 10;
const TEXTURE_SIZE = 128;
// Walls (120-129)
for (let i = 0; i < VARIATIONS; i++) {
const seed = this.seed + i * 100;
this.generatedAssets.palette[120 + i] = this.textureGen.generateWall(
TEXTURE_SIZE,
seed
);
}
// Floors (220-229)
// We split into 3 tiers of 3-4 variants each
// 220-222: Muddy (Bias -0.6)
// 223-226: Mixed (Bias 0.0)
// 227-229: Grassy (Bias 0.6)
// Muddy
for (let i = 0; i < 3; i++) {
const seed = this.seed + i * 200;
this.generatedAssets.palette[220 + i] = this.textureGen.generateFloor(
TEXTURE_SIZE,
seed,
-0.6
);
}
// Mixed
for (let i = 0; i < 4; i++) {
const seed = this.seed + (i + 3) * 200;
this.generatedAssets.palette[223 + i] = this.textureGen.generateFloor(
TEXTURE_SIZE,
seed,
0.0
);
}
// Grassy
for (let i = 0; i < 3; i++) {
const seed = this.seed + (i + 7) * 200;
this.generatedAssets.palette[227 + i] = this.textureGen.generateFloor(
TEXTURE_SIZE,
seed,
0.6
);
}
}
generate() {
// 1. Terrain Shape
// We want a central trench (lower Y) surrounded by higher ground (banks).
// The trench should meander slightly along the Z-axis (if lane is X-axis) or X-axis (if lane is Z-axis).
// Let's assume the "Lane" is along the Z-axis (player starts at Z=0, enemy at Z=end).
const trenchNoise = new SimplexNoise(this.seed);
// Parameters
const bankHeight = 5;
const trenchFloorY = 2; // Depth of trench
const trenchWidth = 8; // Width in blocks
for (let x = 0; x < this.width; x++) {
for (let z = 0; z < this.depth; z++) {
// Calculate Trench Center per Z slice
// Meander the center X coordinate
const meander = trenchNoise.noise2D(z * 0.1, 0) * (this.width * 0.2);
const centerX = this.width / 2 + meander;
// Distance from current X to center X
const dist = Math.abs(x - centerX);
// Determine Ground Height
// If within trench width, low height. If outside, bank height.
// We use smooth interpolation for a slope
let targetHeight = bankHeight;
const halfWidth = trenchWidth / 2;
if (dist < halfWidth) {
targetHeight = trenchFloorY;
} else if (dist < halfWidth + 3) {
// Slope area (3 blocks wide)
const t = (dist - halfWidth) / 3; // 0 to 1
targetHeight = trenchFloorY + t * (bankHeight - trenchFloorY);
}
// Add some noise to the ground height
const groundNoise = trenchNoise.noise2D(x * 0.2, z * 0.2) * 1.5;
let yHeight = Math.floor(targetHeight + groundNoise);
// Clamp height
if (yHeight < 1) yHeight = 1;
if (yHeight > this.height - 2) yHeight = this.height - 2;
// Fill Voxels
for (let y = 0; y <= yHeight; y++) {
// Pick Texture ID
// If it's a "Wall" (vertical step) use 120+, else Floor 220+
// Simple heuristic: fill solid. We will texture pass later.
this.grid.setCell(x, y, z, 1); // Temp solid
}
}
}
// 2. Texture Pass
this.applyTextures();
// 3. Scatter Fortifications (Sandbags, etc)
this.scatterFortifications();
// 4. Scatter Nature (Stumps, Rocks)
this.scatterCover(10, 0.03); // Use standard cover ID 10 for nature
// 5. Define Spawn Zones
// Player at Z-Start, Enemy at Z-End
for (let x = 1; x < this.width - 1; x++) {
for (let z = 1; z < 5; z++) {
// Player Zone (Z < 5)
this.checkSpawnSpot(x, z, "player");
}
for (let z = this.depth - 6; z < this.depth - 1; z++) {
// Enemy Zone (Z > Depth-6)
this.checkSpawnSpot(x, z, "enemy");
}
}
}
checkSpawnSpot(x, z, type) {
// Find surface Y
let y = this.height - 1;
while (y > 0 && this.grid.getCell(x, y, z) === 0) {
y--;
}
// Must be solid floor
if (this.grid.getCell(x, y, z) !== 0) {
// Add spawn (standing one block above floor)
this.generatedAssets.spawnZones[type].push({ x, y: y + 1, z });
}
}
applyTextures() {
// Noise for biome distribution (Mud vs Grass patches)
// Frequency 0.1 gives similar scale to existing generators
const biomeNoise = new SimplexNoise(this.seed + 999);
for (let x = 0; x < this.width; x++) {
for (let z = 0; z < this.depth; z++) {
// Find surface Y
let maxY = -1;
for (let y = this.height - 1; y >= 0; y--) {
if (this.grid.getCell(x, y, z) !== 0) {
maxY = y;
break;
}
}
if (maxY !== -1) {
// Determine Biome Patch Type
const noiseVal = biomeNoise.noise2D(x * 0.15, z * 0.15); // -1 to 1
let textureId;
if (noiseVal < -0.3) {
// Muddy Patch (220-222)
textureId = 220 + this.rng.rangeInt(0, 2);
} else if (noiseVal > 0.3) {
// Grassy Patch (227-229)
textureId = 227 + this.rng.rangeInt(0, 2);
} else {
// Mixed Patch (223-226)
textureId = 223 + this.rng.rangeInt(0, 3);
}
// Surface Block: Floor Texture
this.grid.setCell(x, maxY, z, textureId);
// Blocks below: Wall/Dirt Texture
for (let y = 0; y < maxY; y++) {
this.grid.setCell(x, y, z, 120 + (y % 5)); // varied dirt
}
}
}
}
}
scatterFortifications() {
// Place Sandbags (ID 12) along the edges of the trench (Top of the slope)
// Logic: If I am on a high block and neighbor is significantly lower, place sandbag
for (let x = 1; x < this.width - 1; x++) {
for (let z = 1; z < this.depth - 1; z++) {
// Find surface y
let y = 0;
while (y < this.height && this.grid.getCell(x, y + 1, z) !== 0) {
y++;
}
// y is now the top solid block level (assuming we found one)
if (this.grid.getCell(x, y, z) === 0) continue; // Should be solid
// Check neighbors for dropoff
const neighbors = [
{ x: x + 1, z },
{ x: x - 1, z },
{ x, z: z + 1 },
{ x, z: z - 1 },
];
let isRidge = false;
for (const n of neighbors) {
// Get neighbor height
let ny = 0;
// scan up to reasonable height
while (
ny < this.height &&
this.grid.getCell(n.x, ny + 1, n.z) !== 0
) {
ny++;
}
// If neighbor is 2+ blocks lower, we are on a ridge/trench lip
if (y > ny + 1) {
isRidge = true;
break;
}
}
if (isRidge && this.rng.chance(0.4)) {
// Place Sandbag on top (y+1)
this.grid.setCell(x, y + 1, z, 12);
}
}
}
}
}

View file

@ -1,143 +1,475 @@
import { BaseGenerator } from "./BaseGenerator.js"; import { BaseGenerator } from "./BaseGenerator.js";
import { CrystalSpiresTextureGenerator } from "./textures/CrystalSpiresTextureGenerator.js";
/** /**
* Generates the "Crystal Spires" biome. * Generates the "Crystal Spires" biome.
* Focus: High verticality, floating islands, and void hazards. * Structure: Distinct vertical pillars with attached platform discs.
*/ */
export class CrystalSpiresGenerator extends BaseGenerator { export class CrystalSpiresGenerator extends BaseGenerator {
/** constructor(grid, seed) {
* @param {number} spireCount - Number of main vertical pillars. super(grid, seed);
* @param {number} islandCount - Number of floating platforms. this.generatedAssets = {
*/ palette: {},
generate(spireCount = 3, islandCount = 8) { spawnZones: { player: [], enemy: [] },
this.grid.fill(0); // Start with Void (Sky) };
this.preloadAssets();
// 1. Generate Main Spires (Vertical Columns)
const spires = [];
for (let i = 0; i < spireCount; i++) {
const x = this.rng.rangeInt(4, this.width - 5);
const z = this.rng.rangeInt(4, this.depth - 5);
const radius = this.rng.rangeInt(2, 4);
this.buildSpire(x, z, radius);
spires.push({ x, z, radius });
}
// 2. Generate Floating Islands
const islands = [];
for (let i = 0; i < islandCount; i++) {
const w = this.rng.rangeInt(2, 4);
const d = this.rng.rangeInt(2, 4);
const x = this.rng.rangeInt(1, this.width - w - 1);
const z = this.rng.rangeInt(1, this.depth - d - 1);
const y = this.rng.rangeInt(2, this.height - 3); // Keep away from very bottom/top
const island = { x, y, z, w, d };
// Avoid intersecting main spires too heavily (simple check)
this.buildPlatform(island);
islands.push(island);
}
// 3. Connect Islands (Light Bridges)
// Simple strategy: Connect every island to the nearest Spire or other Island
for (const island of islands) {
const islandCenter = this.getPlatformCenter(island);
// Find nearest Spire
let nearestSpireDist = Infinity;
let targetSpire = null;
for (const spire of spires) {
// Approximate spire center at island height
const dist = this.dist2D(
islandCenter.x,
islandCenter.z,
spire.x,
spire.z
);
if (dist < nearestSpireDist) {
nearestSpireDist = dist;
targetSpire = { x: spire.x, y: islandCenter.y, z: spire.z };
}
}
// Build Bridge to Spire
if (targetSpire) {
this.buildBridge(islandCenter, targetSpire);
}
}
} }
buildSpire(centerX, centerZ, radius) { preloadAssets() {
// Wiggle the spire as it goes up const texGen = new CrystalSpiresTextureGenerator(this.seed);
let currentX = centerX;
let currentZ = centerZ;
for (let y = 0; y < this.height; y++) { // ID 1: Marble Pillar
// Slight drift per layer this.generatedAssets.palette[1] = texGen.generateMarble(64);
if (this.rng.chance(0.3)) currentX += this.rng.rangeInt(-1, 1);
if (this.rng.chance(0.3)) currentZ += this.rng.rangeInt(-1, 1);
// Draw Circle // ID 15: Crystal Scatter
for (let x = currentX - radius; x <= currentX + radius; x++) { this.generatedAssets.palette[15] = texGen.generateCrystal(64);
for (let z = currentZ - radius; z <= currentZ + radius; z++) {
if (this.dist2D(x, z, currentX, currentZ) <= radius) { // ID 20: Bridge
// Core is ID 1 (Stone/Marble), Edges might be ID 15 (Crystal) this.generatedAssets.palette[20] = texGen.generateBridge(64);
const id = this.rng.chance(0.2) ? 15 : 1; }
this.grid.setCell(x, y, z, id);
/**
* @param {number} spireCount - Number of main vertical pillars.
* @param {number} numFloors - Number of vertical levels (platforms).
* @param {number} floorSpacing - Height between platforms.
*/
generate(spireCount = 4, numFloors = 3, floorSpacing = 6) {
this.grid.fill(0); // Start with Void (Sky)
// Track spires for connections
// Each spire: { x, z, radius, platforms: [{y, r}] }
const spires = [];
// 1. Generate Main Spires (Vertical Columns)
// Distribute them somewhat evenly or randomly but avoiding overlap
for (let i = 0; i < spireCount; i++) {
let x, z, valid;
let attempts = 0;
const radius = this.rng.rangeInt(2, 3); // Thinner pillars
// Try to find a spot not too close to others
do {
valid = true;
x = this.rng.rangeInt(5, this.width - 6);
z = this.rng.rangeInt(5, this.depth - 6);
for (const s of spires) {
if (this.dist2D(x, z, s.x, s.z) < 10) valid = false;
}
attempts++;
} while (!valid && attempts < 10);
if (valid) {
this.buildPillar(x, z, radius, this.height);
// Platforms generated later in a global pass
spires.push({ x, z, radius, platforms: [] });
}
}
// 2. Generate Platforms (Sparse Levels)
// Create global levels to ensure vertical progression
for (let f = 0; f < numFloors; f++) {
const y = 4 + f * floorSpacing;
if (y >= this.height - 3) break;
// Pick 1-2 random spires for this level
const levelSpires = [];
const count = 1; // Strict 1 platform per level as requested
// Force at least 1, max 2.
// Shuffle spires to pick random ones
const shuffled = [...spires].sort(() => this.rng.next() - 0.5);
for (let i = 0; i < Math.min(count, shuffled.length); i++) {
const s = shuffled[i];
const discRadius = this.rng.rangeInt(4, 7);
this.buildDisc(s.x, y, s.z, discRadius);
s.platforms.push({
x: s.x,
y,
z: s.z,
radius: discRadius,
connections: [],
});
}
}
// 3. Connect Spires (Bridges)
// Connect platforms at similar heights
this.connectSpires(spires);
// 4. Define Spawn Zones
// Player starts at the BOTTOM, Enemy at the TOP
const allPlatforms = [];
for (const s of spires) {
for (const p of s.platforms) {
allPlatforms.push(p);
}
}
if (allPlatforms.length > 0) {
// Sort by Height (Y)
allPlatforms.sort((a, b) => a.y - b.y);
const playerPlat = allPlatforms[0];
const enemyPlat = allPlatforms[allPlatforms.length - 1];
this.markSpawnZone(playerPlat, "player");
this.markSpawnZone(enemyPlat, "enemy");
}
// 5. Scatter Cover (Post-generation)
// ID 15 = Crystal formations
// 3% Density (Clusters are larger so lower density)
this.scatterCrystalClusters(15, 0.03);
}
buildPillar(centerX, centerZ, radius, height) {
// Clean, straight pillars as per Biome Spec
for (let y = 0; y < height; y++) {
for (let x = centerX - radius; x <= centerX + radius; x++) {
for (let z = centerZ - radius; z <= centerZ + radius; z++) {
if (this.dist2D(x, z, centerX, centerZ) <= radius) {
// ID 1 (Stone) center
this.grid.setCell(x, y, z, 1);
} }
} }
} }
} }
} }
buildPlatform(rect) { buildDisc(centerX, y, centerZ, radius) {
for (let x = rect.x; x < rect.x + rect.w; x++) { for (let x = centerX - radius; x <= centerX + radius; x++) {
for (let z = rect.z; z < rect.z + rect.d; z++) { for (let z = centerZ - radius; z <= centerZ + radius; z++) {
// Build solid platform // Circular disc
this.grid.setCell(x, rect.y, z, 1); if (this.dist2D(x, z, centerX, centerZ) <= radius) {
// Ensure headroom this.grid.setCell(x, y, z, 1); // Floor
this.grid.setCell(x, rect.y + 1, z, 0); // Clear headroom?
this.grid.setCell(x, rect.y + 2, z, 0); this.grid.setCell(x, y + 1, z, 0);
this.grid.setCell(x, y + 2, z, 0);
this.grid.setCell(x, y + 3, z, 0);
}
} }
} }
} }
connectSpires(spires) {
const connectedPairs = new Set();
// For each spire, try to connect to *multiple* nearest neighbors
for (let i = 0; i < spires.length; i++) {
const sA = spires[i];
// Find all neighbors
const neighbors = [];
for (let j = 0; j < spires.length; j++) {
if (i === j) continue;
const dist = this.dist2D(sA.x, sA.z, spires[j].x, spires[j].z);
neighbors.push({ spire: spires[j], dist, index: j });
}
neighbors.sort((a, b) => a.dist - b.dist);
// Connect to closest neighbors until we have 2 connections (or run out)
// Connect to closest neighbors until we have 2 distinct neighbor Spires connected
let connectedNeighbors = 0;
let backupBridge = null; // Store crowded connection as fallback
for (let n = 0; n < neighbors.length; n++) {
// Stop if we have connected to enough neighbor SPIRES (not bridges)
if (connectedNeighbors >= 2) break;
const nObj = neighbors[n];
const sB = nObj.spire;
let bridgesToThisNeighbor = 0;
// Redundancy: Allow bidirectional checks to ensure connectivity even if one side considers it crowded/skipped.
// Overlapping bridges (ID 20) are harmless.
// const pairId = [i, nObj.index].sort().join("-");
// if (connectedPairs.has(pairId)) continue;
// connectedPairs.add(pairId);
// Connect ALL valid platform pairs between these spires
// (Subject to spacing constraints)
for (const pA of sA.platforms) {
for (const pB of sB.platforms) {
// Limit: Cap unlimited bridges per pair to prevent chaotic webs, but allow enough for verticality.
if (bridgesToThisNeighbor >= 5) break;
const yd = Math.abs(pB.y - pA.y);
const dist2d = Math.sqrt(
Math.pow(pB.x - pA.x, 2) + Math.pow(pB.z - pA.z, 2)
);
// dist2d is center-to-center. rimDist is edge-to-edge.
const rimDist = dist2d - pA.radius - pB.radius;
// Requirements:
// 1. Gap > 1.0 (Prevent overlapping meshes, but allow short steep bridges)
// Requirements:
// 1. Gap > 1.0 OR Vertical Diff > 3.0 (Allow vertical shafts/ladders even if horizontally close)
// 2. Vertical Diff <= 12 (Reach)
// 3. Slope <= 3.0 (Steep but walkable stairs for short distances)
// Note: If Gap is small (e.g. 0.5) but Yd is large (e.g. 10), the total distance is large enough (>2.0) for the failsafe.
// We only want to prevent "overlapping touches" where Gap~0 and Yd~0.
if (
(rimDist > 1.0 || yd > 3.0) &&
yd <= 12 &&
yd <= Math.max(rimDist, 2) * 3.0
) {
// Calculate Edge Points
const dx_direct = pB.x - pA.x;
const dz_direct = pB.z - pA.z;
const dist = Math.sqrt(
dx_direct * dx_direct + dz_direct * dz_direct
);
if (dist2d > 0) {
const nx = dx_direct / dist2d;
const nz = dz_direct / dist2d;
// Dynamic Logic:
// 1. If touching (rimDist < 2.0), use TANGENT (90 deg) to build on the side (Spiral).
// 2. If spaced, use DIRECT (0 deg) to build across the gap (Bridge).
const isTouching = rimDist < 2.0;
let startPt, endPt;
// Spiral Mode (Touching): Use 0.0 (Exact Rim) to avoid clipping under the floor.
// Direct Mode (Spaced): Use 1.5 (Internal) for solid floor connection.
const penetration = isTouching ? 0.0 : 1.5;
if (isTouching) {
// Spiral Mode: Use Tangent Vector (-nz, nx)
// Try "Right" Tangent first
const tx = -nz;
const tz = nx;
// For Spiral, both platforms connect on the same "side" (e.g. North face of both).
startPt = this.getUncrowdedRimPoint(pA, tx, tz, penetration);
endPt = this.getUncrowdedRimPoint(pB, tx, tz, penetration); // Same vector for B!
// If blocked, try "Left" Tangent
if (!startPt || !endPt) {
startPt = this.getUncrowdedRimPoint(
pA,
-tx,
-tz,
penetration
);
endPt = this.getUncrowdedRimPoint(
pB,
-tx,
-tz,
penetration
);
}
} else {
// Direct Mode: Use Normal Vector (nx, nz)
startPt = this.getUncrowdedRimPoint(pA, nx, nz, penetration);
endPt = this.getUncrowdedRimPoint(pB, -nx, -nz, penetration); // Invert for B
}
if (startPt && endPt) {
pA.connections.push(startPt);
pB.connections.push(endPt);
this.buildBridge(
{ x: startPt.x, y: pA.y, z: startPt.z },
{ x: endPt.x, y: pB.y, z: endPt.z }
);
bridgesToThisNeighbor++;
} else if (!backupBridge && isTouching) {
// Forced Spiral Backup
const tx = -nz;
const tz = nx;
const idealStartX = pA.x + tx * (pA.radius - penetration);
const idealStartZ = pA.z + tz * (pA.radius - penetration);
const idealEndX = pB.x + tx * (pB.radius - penetration);
const idealEndZ = pB.z + tz * (pB.radius - penetration);
backupBridge = {
start: { x: idealStartX, y: pA.y, z: idealStartZ },
end: { x: idealEndX, y: pB.y, z: idealEndZ },
pA,
bestP: pB,
startPt: { x: idealStartX, z: idealStartZ },
endPt: { x: idealEndX, z: idealEndZ },
};
} else if (!backupBridge) {
// Forced Direct Backup
const idealStartX = pA.x + nx * (pA.radius - penetration);
const idealStartZ = pA.z + nz * (pA.radius - penetration);
const idealEndX = pB.x - nx * (pB.radius - penetration);
const idealEndZ = pB.z - nz * (pB.radius - penetration);
backupBridge = {
start: { x: idealStartX, y: pA.y, z: idealStartZ },
end: { x: idealEndX, y: pB.y, z: idealEndZ },
pA,
bestP: pB,
startPt: { x: idealStartX, z: idealStartZ },
endPt: { x: idealEndX, z: idealEndZ },
};
}
}
}
}
}
// If we built ANY bridges to this neighbor, count it
if (bridgesToThisNeighbor > 0) {
connectedNeighbors++;
}
}
// Fallback: If we haven't connected to enough NEIGHBORS (2) and have a valid (but crowded) backup, use it.
if (connectedNeighbors < 2 && backupBridge) {
backupBridge.pA.connections.push(backupBridge.startPt);
backupBridge.bestP.connections.push(backupBridge.endPt);
this.buildBridge(backupBridge.start, backupBridge.end);
}
}
}
/**
* Tries to find a rim point near the ideal normal (nx, nz) that isn't crowded.
* Scans +/- 50 degrees.
*/
getUncrowdedRimPoint(platform, nx, nz, penetration = 1.5) {
// Angles to try: 0, +20, -20, +40, -40
const angles = [0, 0.35, -0.35, 0.7, -0.7]; // Radians (approx 20, 40 deg)
const idealAngle = Math.atan2(nz, nx);
for (const offset of angles) {
const angle = idealAngle + offset;
const rX = Math.cos(angle);
const rZ = Math.sin(angle);
const px = platform.x + rX * (platform.radius - penetration);
const pz = platform.z + rZ * (platform.radius - penetration);
let crowded = false;
for (const c of platform.connections) {
if (this.dist2D(px, pz, c.x, c.z) < 2.0) {
// Reduced spacing to 2.0 allows tighter hubs
crowded = true;
break;
}
}
if (!crowded) {
return { x: px, z: pz };
}
}
return null;
}
buildBridge(start, end) { buildBridge(start, end) {
const dist = this.dist2D(start.x, start.z, end.x, end.z); // Use 3D distance
const steps = Math.ceil(dist); const dist = Math.sqrt(
Math.pow(end.x - start.x, 2) +
Math.pow(end.y - start.y, 2) +
Math.pow(end.z - start.z, 2)
);
// FAILSAFE: Reject bridges that are too short (touching/overlapping)
if (dist < 2.0) return;
// Supersample for solid path
const steps = Math.ceil(dist * 3);
const stepX = (end.x - start.x) / steps; const stepX = (end.x - start.x) / steps;
const stepY = (end.y - start.y) / steps; // Slope connection
const stepZ = (end.z - start.z) / steps; const stepZ = (end.z - start.z) / steps;
let currX = start.x; let currX = start.x;
let currY = start.y;
let currZ = start.z; let currZ = start.z;
const y = start.y; // Flat bridge for now
for (let i = 0; i <= steps; i++) { for (let i = 0; i <= steps; i++) {
const tx = Math.round(currX); const tx = Math.round(currX);
const ty = Math.round(currY);
const tz = Math.round(currZ); const tz = Math.round(currZ);
// Bridge Voxel ID 20 (Light Bridge) // Bridge Voxel ID 20 (Light Bridge)
if (this.grid.getCell(tx, y, tz) === 0) { // Only overwrite air
this.grid.setCell(tx, y, tz, 20); if (this.grid.getCell(tx, ty, tz) === 0) {
this.grid.setCell(tx, ty, tz, 20);
} }
currX += stepX; currX += stepX;
currY += stepY;
currZ += stepZ; currZ += stepZ;
} }
} }
getPlatformCenter(rect) {
return {
x: Math.floor(rect.x + rect.w / 2),
y: rect.y,
z: Math.floor(rect.z + rect.d / 2),
};
}
dist2D(x1, z1, x2, z2) { dist2D(x1, z1, x2, z2) {
return Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(z2 - z1, 2)); return Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(z2 - z1, 2));
} }
/**
* Scatters clusters of crystal blocks to create jagged cover.
*/
scatterCrystalClusters(id, density) {
const validSpots = [];
// 1. Find valid floor spots
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 - 3; y++) {
// -3 to allow for height
const currentId = this.grid.getCell(x, y, z);
const belowId = this.grid.getCell(x, y - 1, z);
if (currentId === 0 && belowId !== 0 && belowId !== 20) {
validSpots.push({ x, y, z });
}
}
}
}
// 2. Place Clusters
for (const pos of validSpots) {
if (this.rng.chance(density)) {
// Center
this.grid.setCell(pos.x, pos.y, pos.z, id);
// 1-3 Extra Blocks for cluster feel
const extras = this.rng.rangeInt(1, 4);
for (let i = 0; i < extras; i++) {
// Random adjacent offset (including up)
const ox = this.rng.rangeInt(-1, 1);
const oy = this.rng.rangeInt(0, 1); // Tend slightly upwards
const oz = this.rng.rangeInt(-1, 1);
// Don't overwrite if not air
if (this.grid.getCell(pos.x + ox, pos.y + oy, pos.z + oz) === 0) {
this.grid.setCell(pos.x + ox, pos.y + oy, pos.z + oz, id);
}
}
}
}
}
markSpawnZone(platform, type) {
// Scan the disc area for valid standing spots
const r = platform.radius;
const y = platform.y;
for (let x = platform.x - r; x <= platform.x + r; x++) {
for (let z = platform.z - r; z <= platform.z + r; z++) {
// Must be within radius
if (this.dist2D(x, z, platform.x, platform.z) > r - 1) continue; // Stay slightly away from edge
// Check for solid floor and empty air
const floorId = this.grid.getCell(x, y, z);
const air1 = this.grid.getCell(x, y + 1, z);
// We know we built floor at y, cleared 1,2,3
if (floorId !== 0 && air1 === 0) {
this.generatedAssets.spawnZones[type].push({ x, y: y + 1, z });
}
}
}
}
} }

View file

@ -8,12 +8,12 @@ import { RustedWallTextureGenerator } from "./textures/RustedWallTextureGenerato
import { RustedFloorTextureGenerator } from "./textures/RustedFloorTextureGenerator.js"; import { RustedFloorTextureGenerator } from "./textures/RustedFloorTextureGenerator.js";
/** /**
* Generates structured rooms and corridors. * Generates structured rooms and corridors for the Rusting Wastes biome.
* Uses an "Additive" approach (Building in Void) to ensure good visibility. * Uses an "Additive" approach (Building in Void) to ensure good visibility.
* Integrated with Procedural Texture Palette. * Integrated with Procedural Texture Palette.
* @class * @class
*/ */
export class RuinGenerator extends BaseGenerator { export class RustingWastesGenerator extends BaseGenerator {
/** /**
* @param {import("../grid/VoxelGrid.js").VoxelGrid} grid - Voxel grid to generate into * @param {import("../grid/VoxelGrid.js").VoxelGrid} grid - Voxel grid to generate into
* @param {number} seed - Random seed * @param {number} seed - Random seed

View file

@ -0,0 +1,200 @@
import { BaseGenerator } from "./BaseGenerator.js";
import { VoidSeepTextureGenerator } from "./textures/VoidSeepTextureGenerator.js";
/**
* Generates the "Void Seep Depths" biome.
* Structure: Circular Arena with "Void Rifts" (Holes) and corruption.
* IDs:
* - 50: Obsidian Floor
* - 51: Corruption Vein (Floor)
* - 52: Obsidian Pillar (Wall/Obstacle)
* - 55: Pulsing Tumor (Cover)
*/
export class VoidSeepDepthsGenerator extends BaseGenerator {
constructor(grid, seed) {
super(grid, seed);
this.generatedAssets = {
palette: {},
spawnZones: { player: [], enemy: [] },
};
this.preloadAssets();
}
preloadAssets() {
if (typeof OffscreenCanvas === "undefined") {
console.warn(
"OffscreenCanvas not available. Skipping texture generation."
);
return;
}
const texGen = new VoidSeepTextureGenerator(this.seed);
// ID 50: Obsidian Floor
this.generatedAssets.palette[50] = texGen.generateObsidian(64);
// ID 51: Corruption Vein (Hot pink/Purple)
this.generatedAssets.palette[51] = texGen.generateCorruption(64);
// ID 52: Obsidian Pillar (Same as floor but vertical usage)
this.generatedAssets.palette[52] = this.generatedAssets.palette[50]; // Reuse obsidian
// ID 53: Glowing Obsidian Pillar (Obsidian with Veins)
// Reuse corruption texture for strong glow
this.generatedAssets.palette[53] = this.generatedAssets.palette[51];
// ID 55: Pulsing Tumor (Organic/Gross)
// Reuse corruption for now or tweak
this.generatedAssets.palette[55] = texGen.generateCorruption(64);
}
/**
* Generates the level.
* @param {number} difficulty - affecting hazard density
*/
generate(difficulty = 1) {
this.grid.fill(0); // Sky
const cx = Math.floor(this.width / 2);
const cz = Math.floor(this.depth / 2);
const arenaRadius = Math.min(cx, cz) - 2;
const floorY = 5;
// 1. Build Base Arena (Obsidian Disc)
this.buildDisc(cx, floorY, cz, arenaRadius, 50);
// 2. Carve Void Rifts (Holes)
// Avoid Center and "Safe Zones" (North/South spawn points)
const riftCount = 5 + difficulty * 2;
for (let i = 0; i < riftCount; i++) {
const angle = this.rng.next() * Math.PI * 2;
const r = this.rng.range(5, arenaRadius - 2); // Avoid very edge
const rx = Math.floor(cx + Math.cos(angle) * r);
const rz = Math.floor(cz + Math.sin(angle) * r);
// CHECK SAFE ZONES
// Safe Zone 1: North (Z min)
if (this.dist2D(rx, rz, cx, 2) < 6) continue;
// Safe Zone 2: South (Z max)
if (this.dist2D(rx, rz, cx, this.depth - 2) < 6) continue;
// Center Safe Zone (optional, good for king of hill)
if (this.dist2D(rx, rz, cx, cz) < 5) continue;
const radius = this.rng.rangeInt(2, 4);
this.carveCylinder(rx, floorY - 1, rz, radius, 3, 0); // Carve air (0)
}
// 3. Corruption Veins
// Replace some floor with corruption
this.scatterVeins(51, 0.1); // 10% corruption
// 4. Vertical Cover (Obsidian Spikes)
const pillarCount = 8;
for (let i = 0; i < pillarCount; i++) {
const angle = this.rng.next() * Math.PI * 2;
const r = this.rng.range(5, arenaRadius - 3);
const px = Math.floor(cx + Math.cos(angle) * r);
const pz = Math.floor(cz + Math.sin(angle) * r);
// Avoid void (don't build on air)
if (this.grid.getCell(px, floorY, pz) === 0) continue;
const h = this.rng.rangeInt(3, 8);
// 30% Chance to be a "Glowing Pillar" (ID 53)
const pId = this.rng.chance(0.3) ? 53 : 52;
this.buildPillar(px, floorY, pz, h, pId);
}
// 5. Scatter Tumors (Low Cover)
this.scatterCover(55, 0.05); // 5% density on valid floor
// 6. Define Spawn Zones
// Player: North (Z min), Enemy: South (Z max)
// We scan the "Safe Zones" we protected from rifts earlier.
const safeRadius = 6;
// Player Zone (North: cz - r to cz - r + safe) -> Wait, Z=0 is North?
// In generate(): Safe Zone 1: North (Z min) -> check (cx, 2)
// Safe Zone 2: South (Z max) -> check (cx, depth-2)
this.markSafeZoneSpawn(cx, 2, safeRadius, "player");
this.markSafeZoneSpawn(cx, this.depth - 2, safeRadius, "enemy");
}
markSafeZoneSpawn(cx, cz, r, type) {
for (let x = cx - r; x <= cx + r; x++) {
for (let z = cz - r; z <= cz + r; z++) {
if (this.dist2D(x, z, cx, cz) <= r) {
// Check if valid floor (ID 50/51/etc) and Air above
// Floor is at y=5
const fy = 5;
if (
this.grid.isValidBounds(x, fy, z) &&
this.grid.getCell(x, fy, z) !== 0 &&
this.grid.getCell(x, fy + 1, z) === 0
) {
this.generatedAssets.spawnZones[type].push({ x, y: fy + 1, z });
}
}
}
}
}
buildDisc(cx, y, cz, r, id) {
for (let x = cx - r; x <= cx + r; x++) {
for (let z = cz - r; z <= cz + r; z++) {
if (this.dist2D(x, z, cx, cz) <= r) {
// Make it 2 blocks thick
this.grid.setCell(x, y, z, id);
this.grid.setCell(x, y - 1, z, id);
}
}
}
}
carveCylinder(cx, bottomY, cz, r, height, id) {
for (let y = bottomY; y < bottomY + height; y++) {
for (let x = cx - r; x <= cx + r; x++) {
for (let z = cz - r; z <= cz + r; z++) {
if (this.dist2D(x, z, cx, cz) <= r) {
if (this.grid.isValidBounds(x, y, z)) {
this.grid.setCell(x, y, z, id);
}
}
}
}
}
}
buildPillar(cx, bottomY, cz, height, id) {
// Simple 1x1 or cross
for (let y = bottomY + 1; y <= bottomY + height; y++) {
this.grid.setCell(cx, y, cz, id);
// Make base slightly thicker
if (y === bottomY + 1) {
this.grid.setCell(cx + 1, y, cz, id);
this.grid.setCell(cx - 1, y, cz, id);
this.grid.setCell(cx, y, cz + 1, id);
this.grid.setCell(cx, y, cz - 1, id);
}
}
}
scatterVeins(id, density) {
for (let x = 0; x < this.width; x++) {
for (let z = 0; z < this.depth; z++) {
// Only replace valid floor (50)
const current = this.grid.getCell(x, 5, z); // Assuming flat floor at 5
if (current === 50 && this.rng.chance(density)) {
this.grid.setCell(x, 5, z, id);
// Spread slightly
if (this.rng.chance(0.5)) this.grid.setCell(x + 1, 5, z, id);
if (this.rng.chance(0.5)) this.grid.setCell(x, 5, z + 1, id);
}
}
}
}
dist2D(x1, z1, x2, z2) {
return Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(z2 - z1, 2));
}
}

View file

@ -0,0 +1,47 @@
import { VoxelGrid } from "../grid/VoxelGrid.js";
import { VoidSeepDepthsGenerator } from "./VoidSeepDepthsGenerator.js";
console.log("Starting Void Seep Lighting Verification...");
try {
const grid = new VoxelGrid(40, 40, 40);
const generator = new VoidSeepDepthsGenerator(grid, 12345);
// Stub OffscreenCanvas if running in Node (already handled in Generator but good to be safe)
if (typeof global.OffscreenCanvas === 'undefined') {
global.OffscreenCanvas = class {
constructor() {}
getContext() { return { fillRect:()=>{}, fillStyle:"", strokeStyle:"", beginPath:()=>{}, moveTo:()=>{}, lineTo:()=>{}, stroke:()=>{}, transferToImageBitmap:()=>({}) }; }
};
}
console.log("Generating...");
generator.generate(1);
let glowingPillarCount = 0;
for(let x=0; x<40; x++) {
for(let y=0; y<40; y++) {
for(let z=0; z<40; z++) {
const id = grid.getCell(x, y, z);
if (id === 53) glowingPillarCount++;
}
}
}
console.log(`Generation Complete.`);
console.log(`Glowing Pillar Voxels: ${glowingPillarCount}`);
if (glowingPillarCount === 0) {
console.warn("No Glowing Pillars found! (Might be bad luck or logic error, but 30% chance should produce some)");
// Don't throw, just warn, as it is procedural.
} else {
console.log("Verified: Glowing Pillars exist.");
}
console.log("Lighting Verification Passed!");
} catch (e) {
console.error("Verification Failed:", e);
process.exit(1);
}

View file

@ -15,9 +15,10 @@ export class BioluminescentCaveWallTextureGenerator {
* Returns an object containing diffuse, emissive, normal, roughness, and bump maps. * Returns an object containing diffuse, emissive, normal, roughness, and bump maps.
* @param {number} size - Resolution * @param {number} size - Resolution
* @param {number|null} variantSeed - Optional seed for center variation * @param {number|null} variantSeed - Optional seed for center variation
* @param {boolean} enableVeins - Whether to generate glowing roots/crystals
* @returns {{diffuse: OffscreenCanvas, emissive: OffscreenCanvas, normal: OffscreenCanvas, roughness: OffscreenCanvas, bump: OffscreenCanvas}} * @returns {{diffuse: OffscreenCanvas, emissive: OffscreenCanvas, normal: OffscreenCanvas, roughness: OffscreenCanvas, bump: OffscreenCanvas}}
*/ */
generateWall(size = 64, variantSeed = null) { generateWall(size = 64, variantSeed = null, enableVeins = true) {
// Prepare Canvases // Prepare Canvases
const maps = { const maps = {
diffuse: new OffscreenCanvas(size, size), diffuse: new OffscreenCanvas(size, size),
@ -105,41 +106,67 @@ export class BioluminescentCaveWallTextureGenerator {
// Height Default (Based on rock noise) // Height Default (Based on rock noise)
let heightVal = rockNoise * 0.5; let heightVal = rockNoise * 0.5;
// 2. Crystal Veins (Ridge Noise) // Only generate veins if enabled
// Sharpened ridge noise for clearer vein definition if (enableVeins) {
let rawVeinNoise = Math.abs(noiseFn(nx * 4 + 50, ny * 4 + 50)); // 2. Bioluminescent Roots (Thick, organic paths)
let veinNoise = 1.0 - Math.pow(rawVeinNoise, 0.5); // Sharpen curve // Use lower frequency ridge noise, but invert it differently to make it "thick"
// Math.abs(noise) is 0 at the "vein", 1 at the peak.
let rootNoiseRaw = Math.abs(noiseFn(nx * 3 + 50, ny * 3 + 50));
// Threshold: Only draw where the 'ridge' is very sharp // We want a thick vein, so we take values close to 0.
if (veinNoise > 0.9) { // 1.0 - rootNoiseRaw gives 1.0 at center, 0.0 at peaks.
let colorSelector = noiseFn(nx * 2 + 100, ny * 2 + 100); // We threshold it to make it a defined "root" rather than a gradient.
let crystalColor = let rootSignal = 1.0 - rootNoiseRaw;
colorSelector > 0 ? COLOR_CRYSTAL_PURPLE : COLOR_CRYSTAL_CYAN;
// Blend crystal color (Emissive style - bright) into diffuse // Make it distinct but SPARSER (User Feedback: "mostly veins" previously)
r = this.lerp(r, crystalColor.r, 0.9); // Increased threshold from 0.85 to 0.93 to reduce coverage significantly
g = this.lerp(g, crystalColor.g, 0.9); if (rootSignal > 0.93) {
b = this.lerp(b, crystalColor.b, 0.9); // Boost standard rock color
r = this.lerp(r, COLOR_CRYSTAL_CYAN.r, 0.7);
g = this.lerp(g, COLOR_CRYSTAL_CYAN.g, 0.7);
b = this.lerp(b, COLOR_CRYSTAL_CYAN.b, 0.7);
// Set Emissive Map Color (Pure crystal color) // Set Emissive Map Color (Pure crystal color)
er = crystalColor.r; er = COLOR_CRYSTAL_CYAN.r;
eg = crystalColor.g; eg = COLOR_CRYSTAL_CYAN.g;
eb = crystalColor.b; eb = COLOR_CRYSTAL_CYAN.b;
// Crystals are smooth // Crystals are smooth
roughVal = 20; roughVal = 50;
// Crystals protrude slightly // Crystals protrude slightly
heightVal += 0.4; heightVal += 0.3;
}
// 3. Crystal Clusters (Patchy spots)
// High frequency noise
let clusterNoise = noiseFn(nx * 12 + 200, ny * 12 + 200);
// Reduced density (0.6 -> 0.75)
if (clusterNoise > 0.75) {
let clusterColor = COLOR_CRYSTAL_PURPLE;
r = this.lerp(r, clusterColor.r, 0.9);
g = this.lerp(g, clusterColor.g, 0.9);
b = this.lerp(b, clusterColor.b, 0.9);
er = clusterColor.r;
eg = clusterColor.g;
eb = clusterColor.b;
roughVal = 20; // Glassy
heightVal += 0.5; // Sticking out
}
} }
// 3. Deep Cracks (Darker Ridge Noise) // 4. Deep Cracks (Darker Ridge Noise)
let crackNoise = 1.0 - Math.abs(noiseFn(nx * 10 + 200, ny * 10 + 200)); // Use a different frequency to avoid perfectly aligning with roots
if (crackNoise > 0.85 && veinNoise <= 0.9) { let crackNoise = 1.0 - Math.abs(noiseFn(nx * 8 + 200, ny * 8 + 200));
r *= 0.3; // Only if not glowing
g *= 0.3; if (crackNoise > 0.8 && er === 0) {
b *= 0.3; // Darker cracks r *= 0.2;
heightVal -= 0.5; // Deeper cracks g *= 0.2;
roughVal = 255; // Very rough b *= 0.2;
heightVal -= 0.6;
roughVal = 255;
} }
// Store height for Normal Map pass // Store height for Normal Map pass

View file

@ -0,0 +1,245 @@
import { SimplexNoise } from "../../utils/SimplexNoise.js";
/**
* Generates textures for the Crystal Spires biome.
* Focus: Clean, geometric, and high-contrast looks.
*/
export class CrystalSpiresTextureGenerator {
constructor(seed = 12345) {
this.seed = seed;
this.simplex = new SimplexNoise(seed);
}
/**
* Helper: Fractal Brownian Motion
*/
fbm(x, y, octaves, noiseFn = null) {
let val = 0;
let freq = 1;
let amp = 0.5;
const n = noiseFn || ((nx, ny) => this.simplex.noise2D(nx, ny));
for (let i = 0; i < octaves; i++) {
val += n(x * freq, y * freq) * amp;
freq *= 2;
amp *= 0.5;
}
return val; // -1 to 1 approx
}
lerp(a, b, t) {
return a + (b - a) * t;
}
/**
* Generates a Smooth Marble Texture (for Pillars/Platforms)
* ID: 1
*/
generateMarble(size = 64) {
const maps = this.createMaps(size);
const { ctxs, datas } = maps;
const COLOR_BASE = { r: 250, g: 250, b: 255 }; // Almost pure white
const COLOR_VEIN = { r: 200, g: 200, b: 210 }; // Very faint light grey veins
for (let x = 0; x < size; x++) {
for (let y = 0; y < size; y++) {
const nx = x / size;
const ny = y / size;
const index = (x + y * size) * 4;
// Warped noise for marble veins
const warpX = this.fbm(nx * 4, ny * 4, 2);
const warpY = this.fbm(nx * 4 + 10, ny * 4 + 10, 2);
let noiseVal = this.simplex.noise2D(
nx * 4 + warpX * 0.5,
ny * 4 + warpY * 0.5
);
noiseVal = Math.abs(noiseVal); // Sharp veins (0 at center)
noiseVal = Math.pow(noiseVal, 0.5); // Widen/Soften
let r = this.lerp(COLOR_VEIN.r, COLOR_BASE.r, noiseVal);
let g = this.lerp(COLOR_VEIN.g, COLOR_BASE.g, noiseVal);
let b = this.lerp(COLOR_VEIN.b, COLOR_BASE.b, noiseVal);
// Smooth surface
let rough = 20 + noiseVal * 50;
// Emissive: none
let er = 0,
eg = 0,
eb = 0;
// Normal/Height
let h = noiseVal; // Veins are deeper (low val) if we invert?
// noiseVal is 0 at vein center (darker). So Height 0 = Deep.
this.setPixel(datas.diffuse, index, r, g, b, 255);
this.setPixel(datas.emissive, index, er, eg, eb, 255);
this.setPixel(datas.roughness, index, rough, rough, rough, 255);
this.setPixel(datas.bump, index, h * 255, h * 255, h * 255, 255);
// Rough Approx Normal
this.setPixel(datas.normal, index, 128, 128, 255, 255);
}
}
this.putImages(ctxs, datas);
return maps.canvases;
}
/**
* Generates a Faceted Crystal Texture (for Shards)
* ID: 15
*/
generateCrystal(size = 64) {
const maps = this.createMaps(size);
const { ctxs, datas } = maps;
// Voronoi-like cellular noise logic (simplified manually or usually separate lib)
// We'll simulate facets with angled gradients or rigid noise
// Biome Spec: "raw blue Aether crystal"
const COLOR_CRYSTAL = { r: 0, g: 40, b: 220 }; // Deep Blue
const COLOR_HIGHLIGHT = { r: 200, g: 220, b: 255 }; // White/Light Blue Highlight
for (let x = 0; x < size; x++) {
for (let y = 0; y < size; y++) {
const nx = x / size;
const ny = y / size;
const index = (x + y * size) * 4;
// Rigid noise: |noise| * scale
// Large shapes
let facet = Math.abs(this.simplex.noise2D(nx * 3, ny * 3));
// Add smaller facets
facet += Math.abs(this.simplex.noise2D(nx * 10, ny * 10)) * 0.5;
facet = Math.min(1, facet);
// Color
// Color (Deep Blue Base)
let r = COLOR_CRYSTAL.r;
let g = COLOR_CRYSTAL.g;
let b = COLOR_CRYSTAL.b;
// Add Facet Highlights (White edges/centers)
// High facet values get white mix
if (facet > 0.7) {
const t = (facet - 0.7) / 0.3; // 0 to 1
r = this.lerp(r, COLOR_HIGHLIGHT.r, t);
g = this.lerp(g, COLOR_HIGHLIGHT.g, t);
b = this.lerp(b, COLOR_HIGHLIGHT.b, t);
} else {
// Darker gradients for modulation
const shade = 0.5 + facet * 0.5;
r *= shade;
g *= shade;
b *= shade;
}
// High Emissive
let er = r;
let eg = g;
let eb = b;
// Very smooth
let rough = 10;
this.setPixel(datas.diffuse, index, r, g, b, 255);
this.setPixel(datas.emissive, index, er, eg, eb, 255);
this.setPixel(datas.roughness, index, rough, rough, rough, 255);
this.setPixel(
datas.bump,
index,
facet * 255,
facet * 255,
facet * 255,
255
);
this.setPixel(datas.normal, index, 128, 128, 255, 255);
}
}
this.putImages(ctxs, datas);
return maps.canvases;
}
/**
* Generates Holographic Bridge Texture
* ID: 20
*/
generateBridge(size = 64) {
const maps = this.createMaps(size);
const { ctxs, datas } = maps;
for (let x = 0; x < size; x++) {
for (let y = 0; y < size; y++) {
const index = (x + y * size) * 4;
// Grid pattern
const gridSpace = 8;
const lineThick = 1;
const onGrid = x % gridSpace < lineThick || y % gridSpace < lineThick;
let r = 0,
g = 0,
b = 0;
if (onGrid) {
r = 100;
g = 200;
b = 255;
} else {
// Faint body
r = 20;
g = 40;
b = 50;
}
const er = r;
const eg = g;
const eb = b;
this.setPixel(datas.diffuse, index, r, g, b, 200); // Semi-transparent?
this.setPixel(datas.emissive, index, er, eg, eb, 255);
this.setPixel(datas.roughness, index, 0, 0, 0, 255); // Glossy
this.setPixel(datas.bump, index, onGrid ? 255 : 0, 0, 0, 255);
this.setPixel(datas.normal, index, 128, 128, 255, 255);
}
}
this.putImages(ctxs, datas);
return maps.canvases;
}
createMaps(size) {
const canvases = {
diffuse: new OffscreenCanvas(size, size),
emissive: new OffscreenCanvas(size, size),
normal: new OffscreenCanvas(size, size),
roughness: new OffscreenCanvas(size, size),
bump: new OffscreenCanvas(size, size),
};
const ctxs = {};
const datas = {};
for (const k in canvases) {
ctxs[k] = canvases[k].getContext("2d");
datas[k] = ctxs[k].createImageData(size, size);
}
return { canvases, ctxs, datas };
}
setPixel(imgData, index, r, g, b, a) {
imgData.data[index] = r;
imgData.data[index + 1] = g;
imgData.data[index + 2] = b;
imgData.data[index + 3] = a;
}
putImages(ctxs, datas) {
for (const k in ctxs) {
ctxs[k].putImageData(datas[k], 0, 0);
}
}
}

View file

@ -0,0 +1,189 @@
import { SimplexNoise } from "../../utils/SimplexNoise.js";
/**
* Procedural Texture Generator for Contested Frontier.
* Dependency Free. Uses OffscreenCanvas for worker compatibility.
*/
export class TrenchTextureGenerator {
constructor(seed) {
this.simplex = new SimplexNoise(seed);
}
/**
* Generates the Ground Textures (Mud + Grass Patches).
* @param {number} size - Resolution (e.g. 64, 128)
* @param {number} bias - Bias for grass likelihood (-1.0 to 1.0). Negative = Muddy, Positive = Grassy.
*/
generateFloor(size = 64, variantSeed = null, bias = 0.0) {
const maps = {
diffuse: new OffscreenCanvas(size, size),
normal: new OffscreenCanvas(size, size),
roughness: new OffscreenCanvas(size, size),
bump: new OffscreenCanvas(size, size),
};
const ctxs = {};
const datas = {};
for (const key in maps) {
ctxs[key] = maps[key].getContext("2d");
datas[key] = ctxs[key].createImageData(size, size);
}
let variantSimplex = null;
if (variantSeed !== null) {
variantSimplex = new SimplexNoise(variantSeed);
}
const heightBuffer = new Float32Array(size * size);
for (let x = 0; x < size; x++) {
for (let y = 0; y < size; y++) {
const nx = x / size;
const ny = y / size;
const index = (x + y * size) * 4;
// Noise for Mud vs Grass distribution
const noiseFn = (freqX, freqY) => {
const val = this.simplex.noise2D(freqX, freqY);
if (variantSimplex) {
return (
(val + variantSimplex.noise2D(freqX * 1.1, freqY * 1.1)) * 0.5
);
}
return val;
};
// Base Terrain Noise
let baseVal = this.fbm(nx * 3, ny * 3, 4, noiseFn);
// Grass Noise (High Frequency)
// Grass appears on "higher" drier spots
let grassVal = this.fbm(nx * 10, ny * 10, 2, noiseFn);
// Adjust threshold based on bias
// Base required baseVal > 0.2.
// With bias 0.5 (Grassy), we want easier grass -> require baseVal > 0.0
// With bias -0.5 (Muddy), we want harder grass -> require baseVal > 0.4
const grassThreshold = 0.2 - bias * 0.3;
const isGrass = baseVal > grassThreshold && grassVal > -bias * 0.5;
// Heights
let height = baseVal * 0.5 + 0.5; // 0-1
if (isGrass) height += 0.15; // Grass sits on top
// Mud logic: Low spots are smoother and darker
const isDeepMud = baseVal < -0.3;
if (isDeepMud) {
height *= 0.8; // Sink a bit
}
heightBuffer[x + y * size] = height;
// Colors
let r, g, b, roughness;
if (isGrass) {
// Dead/Dying Grass Green/Brown
r = 60 + grassVal * 40;
g = 80 + grassVal * 40;
b = 40 + grassVal * 20;
roughness = 240; // Rough
} else if (isDeepMud) {
// Wet Mud (Darker, Saturated)
r = 50 + baseVal * 20;
g = 40 + baseVal * 20;
b = 30 + baseVal * 10;
roughness = 40; // Wet/Shiny
} else {
// Dried Dirt (Lighter Brown)
r = 90 + baseVal * 30;
g = 75 + baseVal * 30;
b = 60 + baseVal * 30;
roughness = 200; // Dry
}
// Diffuse
datas.diffuse.data[index] = r;
datas.diffuse.data[index + 1] = g;
datas.diffuse.data[index + 2] = b;
datas.diffuse.data[index + 3] = 255;
// Roughness
datas.roughness.data[index] = roughness;
datas.roughness.data[index + 1] = roughness;
datas.roughness.data[index + 2] = roughness;
datas.roughness.data[index + 3] = 255;
// Bump
const bumpByte = Math.floor(height * 255);
datas.bump.data[index] = bumpByte;
datas.bump.data[index + 1] = bumpByte;
datas.bump.data[index + 2] = bumpByte;
datas.bump.data[index + 3] = 255;
}
}
// Normal Map Calculation
this.computeNormalMap(datas.normal, heightBuffer, size);
for (const key in maps) {
ctxs[key].putImageData(datas[key], 0, 0);
}
return maps;
}
/**
* Generates Wall Textures (Trench Walls - Wood/Dirt mix).
*/
generateWall(size = 64, variantSeed = null) {
// Simplified: Just use dirt texture for now, maybe add wooden planks later if needed
// For now, reusing floor generation logic but tweaking colors for side walls
// Walls are usually muddy so we pass a negative bias
return this.generateFloor(size, variantSeed, -0.5);
}
computeNormalMap(targetData, heightBuffer, size) {
for (let x = 0; x < size; x++) {
for (let y = 0; y < size; y++) {
const index = (x + y * size) * 4;
const x0 = Math.max(0, x - 1);
const x1 = Math.min(size - 1, x + 1);
const y0 = Math.max(0, y - 1);
const y1 = Math.min(size - 1, y + 1);
const strength = 3.0;
const dx =
(heightBuffer[x1 + y * size] - heightBuffer[x0 + y * size]) *
strength;
const dy =
(heightBuffer[x + y1 * size] - heightBuffer[x + y0 * size]) *
strength;
let nx = -dx;
let ny = -dy;
let nz = 1.0;
const len = Math.sqrt(nx * nx + ny * ny + nz * nz);
targetData.data[index] = ((nx / len) * 0.5 + 0.5) * 255;
targetData.data[index + 1] = ((ny / len) * 0.5 + 0.5) * 255;
targetData.data[index + 2] = ((nz / len) * 0.5 + 0.5) * 255;
targetData.data[index + 3] = 255;
}
}
}
fbm(x, y, octaves, noiseFn) {
let value = 0;
let amp = 0.5;
let freq = 1.0;
for (let i = 0; i < octaves; i++) {
value += noiseFn(x * freq, y * freq) * amp;
freq *= 2;
amp *= 0.5;
}
return value;
}
}

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@ -0,0 +1,151 @@
/**
* Generates textures for the Void Seep Depths biome.
* Style: Obsidian black stone, neon violet corruption, glitchy visual effects.
*/
export class VoidSeepTextureGenerator {
constructor(seed) {
this.seed = seed;
}
/**
* Generates a glossy, dark obsidian texture.
* @param {number} size - Texture size (e.g., 64)
* @returns {Object} { diffuse, normal, roughness, bump }
*/
generateObsidian(size = 64) {
const canvas = new OffscreenCanvas(size, size);
const ctx = canvas.getContext("2d");
// base: Very dark grey/black
ctx.fillStyle = "#111111"; // Near black
ctx.fillRect(0, 0, size, size);
// Subtle noise for stone surface
this.noisePass(ctx, size, 0.05, 0.1);
// Glossy finish (handled by roughness map mostly) but let's add some faint veins
ctx.strokeStyle = "#222222";
ctx.lineWidth = 1;
for (let i = 0; i < 5; i++) {
ctx.beginPath();
ctx.moveTo(Math.random() * size, Math.random() * size);
ctx.lineTo(Math.random() * size, Math.random() * size);
ctx.stroke();
}
const diffuse = canvas.transferToImageBitmap();
// Normal Map (Smooth with minor imperfections)
const normalCtx = new OffscreenCanvas(size, size).getContext("2d");
normalCtx.fillStyle = "#8080ff"; // Flat normal
normalCtx.fillRect(0, 0, size, size);
// Add same veins as height bumps
normalCtx.strokeStyle = "#8080ff"; // Slight variation needed for real normal map but this is a placeholder
// For now, let's keep normal simple.
// Roughness: Very low (0.1 - 0.3) for shiny obsidian, but with rougher patches
const roughCtx = new OffscreenCanvas(size, size).getContext("2d");
roughCtx.fillStyle = "#202020"; // Dark = Smooth/Shiny
roughCtx.fillRect(0, 0, size, size);
this.noisePass(roughCtx, size, 0.1, 0.2); // Add some dust/scratches
return {
diffuse,
normal: normalCtx.canvas.transferToImageBitmap(),
roughness: roughCtx.canvas.transferToImageBitmap(),
bump: null, // Optional
};
}
/**
* Generates a pulsing neon violet corruption texture.
* @param {number} size
*/
generateCorruption(size = 64) {
const canvas = new OffscreenCanvas(size, size);
const ctx = canvas.getContext("2d");
// Base: Dark Purple
ctx.fillStyle = "#2a003b";
ctx.fillRect(0, 0, size, size);
// Neon Veins
ctx.strokeStyle = "#aa00ff";
ctx.lineWidth = 2;
for (let i = 0; i < 8; i++) {
ctx.beginPath();
ctx.moveTo(Math.random() * size, Math.random() * size);
ctx.bezierCurveTo(
Math.random() * size,
Math.random() * size,
Math.random() * size,
Math.random() * size,
Math.random() * size,
Math.random() * size
);
ctx.stroke();
}
// Glow patches
for (let i = 0; i < 10; i++) {
const x = Math.random() * size;
const y = Math.random() * size;
const r = Math.random() * 5 + 2;
const grd = ctx.createRadialGradient(x, y, 0, x, y, r);
grd.addColorStop(0, "#ff00ff");
grd.addColorStop(1, "transparent");
ctx.fillStyle = grd;
ctx.fillRect(0, 0, size, size);
}
const diffuse = canvas.transferToImageBitmap();
// Emissive Map (The neon parts glow)
const emissiveCtx = new OffscreenCanvas(size, size).getContext("2d");
emissiveCtx.fillStyle = "#000000";
emissiveCtx.fillRect(0, 0, size, size);
// Re-draw veins and glow for emissive
emissiveCtx.strokeStyle = "#aa00ff";
emissiveCtx.lineWidth = 2;
// (Ideally we reuse the potential procedural noise or seed, but random here is fine for now as long as it looks "glowy")
// Actually, to match, we should probably just use the diffuse as emissive but darkened?
// Let's just make a generic noise emissive for now.
emissiveCtx.fillStyle = "#440066";
this.noisePass(emissiveCtx, size, 0.2, 0.8);
return {
diffuse,
normal: (() => {
const c = new OffscreenCanvas(size, size);
const ctx = c.getContext("2d");
ctx.fillStyle = "#8080ff";
ctx.fillRect(0, 0, size, size);
return c.transferToImageBitmap();
})(),
roughness: (() => {
const c = new OffscreenCanvas(size, size);
const ctx = c.getContext("2d");
ctx.fillStyle = "#ff00ff"; // Fully rough? Or 0? Let's say mid rough.
ctx.fillRect(0, 0, size, size);
return c.transferToImageBitmap();
})(),
emissive: emissiveCtx.canvas.transferToImageBitmap(),
};
}
noisePass(ctx, size, density, opacity) {
const imageData = ctx.getImageData(0, 0, size, size);
const data = imageData.data;
for (let i = 0; i < data.length; i += 4) {
if (Math.random() < density) {
const val = Math.random() * 255;
const alpha = opacity * 255;
// Blend white noise
data[i] = Math.min(255, data[i] + val * 0.1);
data[i + 1] = Math.min(255, data[i + 1] + val * 0.1);
data[i + 2] = Math.min(255, data[i + 2] + val * 0.1);
}
}
ctx.putImageData(imageData, 0, 0);
}
}

View file

@ -0,0 +1,121 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Aether Shards - Map Visualizer</title>
<style>
body {
margin: 0;
overflow: hidden;
background: #111;
color: #eee;
font-family: system-ui, sans-serif;
}
#controls {
position: absolute;
top: 10px;
left: 10px;
background: rgba(0, 0, 0, 0.8);
padding: 10px;
border-radius: 8px;
display: flex;
flex-direction: column;
gap: 8px;
z-index: 10;
}
select,
button,
input {
background: #333;
color: white;
border: 1px solid #555;
padding: 4px 8px;
border-radius: 4px;
}
button:hover {
background: #444;
cursor: pointer;
}
label {
font-size: 0.9em;
color: #aaa;
display: flex;
justify-content: space-between;
align-items: center;
gap: 10px;
}
h2 {
margin: 0 0 10px 0;
font-size: 1.1em;
border-bottom: 1px solid #444;
padding-bottom: 5px;
}
</style>
<script type="importmap">
{
"imports": {
"three": "/node_modules/three/build/three.module.js",
"three/addons/": "/node_modules/three/examples/jsm/",
"lit": "/node_modules/lit/index.js"
}
}
</script>
</head>
<body>
<div id="controls">
<h2>Map Visualizer</h2>
<label>
Generator
<select id="generatorSelect">
<!-- Options populated by JS -->
</select>
</label>
<label>
Seed
<input type="number" id="seedInput" value="12345" style="width: 80px" />
</label>
<label>
Fill %
<input
type="number"
id="fillInput"
value="0.45"
step="0.05"
min="0.1"
max="0.9"
style="width: 50px"
/>
</label>
<label>
Iterations
<input
type="number"
id="iterInput"
value="4"
step="1"
min="0"
max="10"
style="width: 50px"
/>
</label>
<label style="cursor: pointer">
<input type="checkbox" id="textureToggle" />
Apply Textures
</label>
<button id="generateBtn">Generate Map</button>
<div style="margin-top: 10px; font-size: 0.8em; color: #888">
LMB: Rotate | RMB: Pan | Wheel: Zoom
</div>
</div>
<script type="module" src="./map-visualizer.js"></script>
</body>
</html>

301
src/tools/map-visualizer.js Normal file
View file

@ -0,0 +1,301 @@
import * as THREE from "three";
import { OrbitControls } from "three/addons/controls/OrbitControls.js";
import { VoxelGrid } from "../grid/VoxelGrid.js";
import { CaveGenerator } from "../generation/CaveGenerator.js";
import { CrystalSpiresGenerator } from "../generation/CrystalSpiresGenerator.js";
import { ContestedFrontierGenerator } from "../generation/ContestedFrontierGenerator.js";
import { VoidSeepDepthsGenerator } from "../generation/VoidSeepDepthsGenerator.js";
import { RustingWastesGenerator } from "../generation/RustingWastesGenerator.js";
class MapVisualizer {
constructor() {
this.container = document.body;
this.scene = new THREE.Scene();
this.scene.background = new THREE.Color(0x202020);
this.camera = new THREE.PerspectiveCamera(
60,
window.innerWidth / window.innerHeight,
0.1,
1000
);
this.camera.position.set(20, 30, 20);
this.renderer = new THREE.WebGLRenderer({ antialias: true });
this.renderer.setSize(window.innerWidth, window.innerHeight);
this.container.appendChild(this.renderer.domElement);
this.controls = new OrbitControls(this.camera, this.renderer.domElement);
this.controls.target.set(10, 0, 10);
this.controls.update();
// Lights
const ambientLight = new THREE.AmbientLight(0x404040);
this.scene.add(ambientLight);
const dirLight = new THREE.DirectionalLight(0xffffff, 0.8);
dirLight.position.set(50, 100, 50);
this.scene.add(dirLight);
// Helper Grid
const gridHelper = new THREE.GridHelper(50, 50, 0x444444, 0x222222);
gridHelper.position.set(10, -0.01, 10); // Center vaguely around 0-20 area
this.scene.add(gridHelper);
this.setupUI();
this.generate();
this.animate();
window.addEventListener("resize", () => this.onWindowResize());
}
setupUI() {
this.genSelect = document.getElementById("generatorSelect");
this.seedInput = document.getElementById("seedInput");
this.fillInput = document.getElementById("fillInput");
this.iterInput = document.getElementById("iterInput");
this.textureToggle = document.getElementById("textureToggle");
this.genBtn = document.getElementById("generateBtn");
// Populate Generator Options
const generators = [
"CaveGenerator",
"CrystalSpiresGenerator",
"ContestedFrontierGenerator",
"VoidSeepDepthsGenerator",
"RustingWastesGenerator",
];
generators.forEach((gen) => {
const opt = document.createElement("option");
opt.value = gen;
opt.textContent = gen;
this.genSelect.appendChild(opt);
});
this.genBtn.addEventListener("click", () => this.generate());
this.textureToggle.addEventListener("change", () => {
if (this.lastGrid) this.renderGrid(this.lastGrid);
});
this.loadFromURL();
}
loadFromURL() {
const params = new URLSearchParams(window.location.search);
if (params.has("type")) this.genSelect.value = params.get("type");
if (params.has("seed")) this.seedInput.value = params.get("seed");
if (params.has("fill")) this.fillInput.value = params.get("fill");
if (params.has("iter")) this.iterInput.value = params.get("iter");
if (params.has("textures"))
this.textureToggle.checked = params.get("textures") === "true";
}
updateURL(type, seed, fill, iter) {
const params = new URLSearchParams();
params.set("type", type);
params.set("seed", seed);
params.set("fill", fill);
params.set("iter", iter);
params.set("textures", this.textureToggle.checked);
const newUrl = `${window.location.pathname}?${params.toString()}`;
window.history.replaceState({}, "", newUrl);
}
generate() {
const type = this.genSelect.value;
const seed = parseInt(this.seedInput.value) || 12345;
const fill = parseFloat(this.fillInput.value) || 0.45;
const iter = parseInt(this.iterInput.value) || 4;
console.log(
`Generating ${type} with seed=${seed}, fill=${fill}, iter=${iter}`
);
this.updateURL(type, seed, fill, iter);
// 1. Setup Grid
// Standard size for testing (matches test cases roughly)
const width = 30;
const height = 40; // Increased verticality
const depth = 30;
const grid = new VoxelGrid(width, height, depth);
// 2. Run Generator
let generator;
if (type === "CaveGenerator") {
generator = new CaveGenerator(grid, seed);
generator.generate(fill, iter);
} else if (type === "CrystalSpiresGenerator") {
generator = new CrystalSpiresGenerator(grid, seed);
// Use map-visualizer inputs?
// fill -> spireCount (scaled? or just fixed for now)
// iter -> numFloors
// Let's remap slightly for usability:
// Fill 0.45 -> Spire Count 4
// Iter 4 -> Floors 4
const spireCount = Math.floor(fill * 10) || 4;
const floors = iter || 3;
generator.generate(spireCount, floors);
} else if (type === "ContestedFrontierGenerator") {
generator = new ContestedFrontierGenerator(grid, seed);
generator.generate();
generator = new VoidSeepDepthsGenerator(grid, seed);
// fill -> difficulty?
// iter -> ignored?
generator.generate(iter || 1);
} else if (type === "RustingWastesGenerator") {
generator = new RustingWastesGenerator(grid, seed);
generator.generate();
}
// 2.5 Generate ThreeJS Materials from Palette
this.generatedMaterials = {};
if (
generator &&
generator.generatedAssets &&
generator.generatedAssets.palette
) {
this.generateMaterialsFromPalette(generator.generatedAssets.palette);
}
// 3. Render
this.lastGrid = grid;
this.renderGrid(grid);
}
generateMaterialsFromPalette(palette) {
// Disposes old textures if any (optimization)
for (const [id, maps] of Object.entries(palette)) {
const materialParams = {};
if (maps.diffuse)
materialParams.map = new THREE.CanvasTexture(maps.diffuse);
if (maps.normal)
materialParams.normalMap = new THREE.CanvasTexture(maps.normal);
if (maps.roughness)
materialParams.roughnessMap = new THREE.CanvasTexture(maps.roughness);
if (maps.bump)
materialParams.bumpMap = new THREE.CanvasTexture(maps.bump);
if (maps.emissive) {
materialParams.emissiveMap = new THREE.CanvasTexture(maps.emissive);
materialParams.emissive = new THREE.Color(0xffffff);
}
// Fix color space for diffuse
if (materialParams.map)
materialParams.map.colorSpace = THREE.SRGBColorSpace;
if (materialParams.emissiveMap)
materialParams.emissiveMap.colorSpace = THREE.SRGBColorSpace;
this.generatedMaterials[id] = new THREE.MeshStandardMaterial(
materialParams
);
}
}
renderGrid(grid) {
// Clear previous meshes
if (this.meshGroup) {
this.scene.remove(this.meshGroup);
}
this.meshGroup = new THREE.Group();
this.scene.add(this.meshGroup);
// Geometry reused
const geometry = new THREE.BoxGeometry(1, 1, 1);
const geometrySlab = new THREE.BoxGeometry(1, 0.9, 1); // 0.9 Thickness for solid ramps
const materialWall = new THREE.MeshStandardMaterial({ color: 0x888888 }); // Gray walls
const materialFloor = new THREE.MeshStandardMaterial({ color: 0x44aa44 }); // Green floors
const materialCover = new THREE.MeshStandardMaterial({ color: 0xaa4444 }); // Red cover
const materialDetail = new THREE.MeshStandardMaterial({ color: 0xaa44aa }); // Purple details
const materialCrystal = new THREE.MeshStandardMaterial({ color: 0x00ffff }); // Cyan crystals
// Blue structure
const materialMud = new THREE.MeshStandardMaterial({ color: 0x5c4033 }); // Dark Brown
const materialSandbag = new THREE.MeshStandardMaterial({ color: 0xc2b280 }); // Sand/Tan
const materialObsidian = new THREE.MeshStandardMaterial({
color: 0x111111,
roughness: 0.1,
metalness: 0.8,
});
const materialCorruption = new THREE.MeshStandardMaterial({
color: 0xaa00ff,
emissive: 0xaa00ff,
emissiveIntensity: 0.5,
});
const materialGlowingPillar = new THREE.MeshStandardMaterial({
color: 0xaa44ff,
emissive: 0xaa44ff,
emissiveIntensity: 1.0,
});
const useTextures = this.textureToggle.checked;
// We'll just create simple meshes for now instead of InstancedMesh for simplicity of debugging diverse IDs
// Optimization: Use InstancedMesh later if too slow.
for (let x = 0; x < grid.size.x; x++) {
for (let y = 0; y < grid.size.y; y++) {
for (let z = 0; z < grid.size.z; z++) {
const id = grid.getCell(x, y, z);
if (id !== 0) {
let mat;
if (useTextures && this.generatedMaterials[id]) {
mat = this.generatedMaterials[id];
} else {
// Heuristic for coloring based on IDs in CaveGenerator
if (id >= 200 && id < 300) mat = materialFloor;
else if (id === 10) mat = materialCover; // Cover
else if (id === 15) mat = materialCrystal; // Crystal Scatter
else if (id === 12) mat = materialSandbag; // Sandbags
else if (id === 11) mat = materialDetail; // Wall Detail
else if (id === 50 || id === 52) mat = materialObsidian;
else if (id === 51 || id === 55) mat = materialCorruption;
else if (id === 53) mat = materialGlowingPillar;
else if (id >= 108 && id <= 109)
mat = materialDetail; // Veined Walls (Debug highlight)
else if (id >= 120 && id < 200)
mat = materialMud; // Trench Walls (Muddy)
else if (id >= 100 && id < 200) mat = materialWall;
else mat = materialStructure;
}
let useGeo = geometry;
let posY = y + 0.5;
// ID 20 = Bridges (Stairs visually)
if (id === 20) {
useGeo = geometrySlab;
posY = y + 0.45; // Bottom-ish of cell (size 0.9, center at 0.45)
}
const mesh = new THREE.Mesh(useGeo, mat);
mesh.position.set(x, posY, z);
this.meshGroup.add(mesh);
}
}
}
}
// Center camera
this.controls.target.set(grid.size.x / 2, 0, grid.size.z / 2);
}
onWindowResize() {
this.camera.aspect = window.innerWidth / window.innerHeight;
this.camera.updateProjectionMatrix();
this.renderer.setSize(window.innerWidth, window.innerHeight);
}
animate() {
requestAnimationFrame(() => this.animate());
this.controls.update();
this.renderer.render(this.scene, this.camera);
}
}
new MapVisualizer();

View file

@ -30,11 +30,9 @@ export class SeededRandom {
hash = Math.imul(hash ^ str.charCodeAt(i), 3432918353); hash = Math.imul(hash ^ str.charCodeAt(i), 3432918353);
hash = (hash << 13) | (hash >>> 19); hash = (hash << 13) | (hash >>> 19);
} }
return () => { hash = Math.imul(hash ^ (hash >>> 16), 2246822507);
hash = Math.imul(hash ^ (hash >>> 16), 2246822507); hash = Math.imul(hash ^ (hash >>> 13), 3266489909);
hash = Math.imul(hash ^ (hash >>> 13), 3266489909); return hash >>> 0;
return hash >>> 0;
};
} }
/** /**

View file

@ -12,9 +12,9 @@ const MOCK_MANIFEST = {
const MOCK_VANGUARD = { const MOCK_VANGUARD = {
id: "CLASS_VANGUARD", id: "CLASS_VANGUARD",
name: "Vanguard", name: "Vanguard",
baseStats: { base_stats: {
hp: 100, health: 100,
maxHp: 100, maxHealth: 100,
ap: 3, ap: 3,
maxAp: 3, maxAp: 3,
movement: 5, movement: 5,
@ -26,8 +26,8 @@ const MOCK_VANGUARD = {
critRate: 5, critRate: 5,
critDamage: 1.5, critDamage: 1.5,
}, },
growths: { growth_rates: {
hp: 1.0, health: 1.0,
ap: 0, ap: 0,
movement: 0, movement: 0,
defense: 0.5, defense: 0.5,
@ -48,8 +48,8 @@ const MOCK_ENEMY = {
id: "ENEMY_DEFAULT", id: "ENEMY_DEFAULT",
name: "Drone", name: "Drone",
baseStats: { baseStats: {
hp: 50, health: 50,
maxHp: 50, maxHealth: 50,
ap: 3, ap: 3,
maxAp: 3, maxAp: 3,
movement: 4, movement: 4,

View file

@ -2,6 +2,28 @@ import { expect } from "@esm-bundle/chai";
import { CaveGenerator } from "../../src/generation/CaveGenerator.js"; import { CaveGenerator } from "../../src/generation/CaveGenerator.js";
import { VoxelGrid } from "../../src/grid/VoxelGrid.js"; import { VoxelGrid } from "../../src/grid/VoxelGrid.js";
// Mock OffscreenCanvas for texture generation
if (typeof OffscreenCanvas === "undefined") {
class MockCanvas {
constructor(width, height) {
this.width = width;
this.height = height;
}
getContext() {
return {
createImageData: (w, h) => ({
data: new Uint8ClampedArray(w * h * 4),
}),
putImageData: () => {},
drawImage: () => {},
fillStyle: "",
fillRect: () => {},
};
}
}
globalThis.OffscreenCanvas = MockCanvas;
}
describe("Generation: CaveGenerator", () => { describe("Generation: CaveGenerator", () => {
let grid; let grid;
let generator; let generator;
@ -40,61 +62,90 @@ describe("Generation: CaveGenerator", () => {
} }
}); });
it("CoA 4: generate should keep sky clear", () => { it("CoA 4: generate should create extruded walls", () => {
generator.generate(0.5, 2); generator.generate(0.5, 2);
// Top layer (y=height-1) should be air // Check a spot that is a wall (has block at y=5 for example)
const topY = grid.size.y - 1; // It should be solid all the way down to y=0
let foundWall = false;
for (let x = 0; x < grid.size.x; x++) { for (let x = 0; x < grid.size.x; x++) {
for (let z = 0; z < grid.size.z; z++) { for (let z = 0; z < grid.size.z; z++) {
expect(grid.getCell(x, topY, z)).to.equal(0); const midY = Math.floor(grid.size.y / 2);
} if (grid.getCell(x, midY, z) !== 0) {
} foundWall = true;
}); // Valid wall stack
expect(grid.getCell(x, 0, z)).to.not.equal(0);
it("CoA 5: smooth should apply cellular automata rules", () => { expect(grid.getCell(x, 1, z)).to.not.equal(0);
// Set up initial pattern
for (let x = 0; x < grid.size.x; x++) {
for (let z = 0; z < grid.size.z; z++) {
for (let y = 1; y < grid.size.y - 1; y++) {
grid.setCell(x, y, z, Math.random() > 0.5 ? 1 : 0);
} }
} }
} }
expect(foundWall).to.be.true;
const beforeState = grid.cells.slice();
generator.smooth();
const afterState = grid.cells.slice();
// Smoothing should change the grid
expect(afterState).to.not.deep.equal(beforeState);
}); });
it("CoA 6: applyTextures should assign floor and wall IDs", () => { it("CoA 5: smoothMap should apply 2D cellular automata", () => {
// Create a simple structure: floor at y=1, wall above // 5x5 Map
// Floor surface: solid at y=1 with air above (y=2) // 1 1 1 0 0
// Wall: solid at y=2 with solid above (y=3) // 1 0 1 0 0
for (let x = 1; x < 10; x++) { // 1 1 1 0 0
for (let z = 1; z < 10; z++) { // 0 0 0 0 0
grid.setCell(x, 0, z, 1); // Foundation // 0 0 0 0 0
grid.setCell(x, 1, z, 1); // Floor surface (will be textured as floor if air above) // Center (2, 2) has neighbors: (1,1)=0, (1,2)=1, (1,3)=0, (2,1)=1, (2,3)=1, (3,1)=0, (3,2)=0, (3,3)=0
grid.setCell(x, 2, z, 0); // Air above floor (makes y=1 a floor surface) // Total 1s = 3. Less than 4 -> should become 0.
grid.setCell(x, 3, z, 1); // Wall (solid with solid above)
grid.setCell(x, 4, z, 1); // Solid above wall // Actually let's just test simple behavior: dense area stays dense, sparse area clears.
let map = [
[1, 1, 1, 1, 1],
[1, 1, 1, 1, 1],
[1, 1, 1, 1, 1],
[0, 0, 0, 0, 0],
[0, 0, 0, 0, 0],
];
// Mock dimensions temporarily for this test if smoothMap uses this.width/depth
// implementation uses map.length so it might be fine or we need to override width/depth
// My implementation used `this.width`. I should mock it or use the real grid size if I constructed it right.
// The real grid is 20x10x20.
// Let's use a full size map initialized to match grid size to avoid bounds errors.
map = [];
for (let x = 0; x < 20; x++) {
map[x] = [];
for (let z = 0; z < 20; z++) {
map[x][z] = x < 10 && z < 10 ? 1 : 0; // Block of walls
} }
} }
// Creating a hole in the wall block
map[5][5] = 0;
// Surrounded by 1s (8 neighbors). Should become 1.
const newMap = generator.smoothMap(map);
// (5,5) should be filled
expect(newMap[5][5]).to.equal(1);
});
it("CoA 6: applyTextures should assign floor and wall IDs", () => {
// Setup manual grid state replicating generate() output
// Wall at 5,5 (Column)
for (let y = 0; y < grid.size.y; y++) {
grid.setCell(5, y, 5, 100);
}
// Floor at 6,6 (Only y=0)
grid.setCell(6, 0, 6, 100);
// y=1 is air
grid.setCell(6, 1, 6, 0);
generator.applyTextures(); generator.applyTextures();
// Floor surfaces (y=1 with air above) should have IDs 200-209 // Wall Check
const floorId = grid.getCell(5, 1, 5); const wallId = grid.getCell(5, 5, 5);
expect(floorId).to.be.greaterThanOrEqual(200);
expect(floorId).to.be.lessThanOrEqual(209);
// Walls (y=3 with solid above) should have IDs 100-109
const wallId = grid.getCell(5, 3, 5);
expect(wallId).to.be.greaterThanOrEqual(100); expect(wallId).to.be.greaterThanOrEqual(100);
expect(wallId).to.be.lessThanOrEqual(109); expect(wallId).to.be.lessThanOrEqual(109);
// Floor Check
const floorId = grid.getCell(6, 0, 6);
expect(floorId).to.be.greaterThanOrEqual(200);
expect(floorId).to.be.lessThanOrEqual(209);
}); });
it("CoA 7: generate should scatter cover objects", () => { it("CoA 7: generate should scatter cover objects", () => {
@ -128,5 +179,60 @@ describe("Generation: CaveGenerator", () => {
// Same seed should produce same results // Same seed should produce same results
expect(grid1.cells).to.deep.equal(grid2.cells); expect(grid1.cells).to.deep.equal(grid2.cells);
}); });
});
it("CoA 9: ensureConnectivity should remove disconnected small regions", () => {
// Create a map with two disconnected regions
// Region A: 3x3 (Total 9)
// Region B: 1x1 (Total 1)
let map = [];
for (let x = 0; x < 20; x++) {
map[x] = [];
for (let z = 0; z < 20; z++) {
map[x][z] = 1; // Walls everywhere
}
}
// Region A (Large)
for (let x = 1; x <= 3; x++) {
for (let z = 1; z <= 3; z++) {
map[x][z] = 0;
}
}
// Region B (Small, disconnected)
map[10][10] = 0;
const connectedMap = generator.ensureConnectivity(map);
// Region A should remain
expect(connectedMap[2][2]).to.equal(0);
// Region B should be filled
expect(connectedMap[10][10]).to.equal(1);
});
it("CoA 10: scatterWallDetails should place objects on wall faces", () => {
// Setup a single wall column at 5,5 from y=0 to y=10
// And air at 6,5 (adjacent)
for (let y = 0; y < grid.size.y; y++) {
grid.setCell(5, y, 5, 100);
grid.setCell(6, y, 5, 0);
}
// Force seed/density to ensure placement
// Or just check that it CAN place
// Let's rely on randomness with a loop or high density
generator.scatterWallDetails(11, 1.0, 2); // 100% density for test
// Check y=2 to y=height-2 (safe range)
let foundDetail = false;
for (let y = 2; y < grid.size.y - 1; y++) {
const id = grid.getCell(6, y, 5);
if (id === 11) foundDetail = true;
}
expect(foundDetail).to.be.true;
// Ensure it didn't place below minHeight (y=1)
expect(grid.getCell(6, 1, 5)).to.equal(0);
});
});

View file

@ -0,0 +1,90 @@
import { expect } from "@esm-bundle/chai";
import { ContestedFrontierGenerator } from "../../src/generation/ContestedFrontierGenerator.js";
import { VoxelGrid } from "../../src/grid/VoxelGrid.js";
// MOCK Browser APIs if needed (web-test-runner generally runs in browser/headless chrome so OffscreenCanvas should exist)
// But if running in node via some flag, we might need polyfills.
// However, package.json says "web-test-runner --node-resolve", which implies browser environment unless configured otherwise.
// If typical tests run in browser, OffscreenCanvas is available.
describe("Generation: ContestedFrontierGenerator", () => {
let grid;
let generator;
beforeEach(() => {
grid = new VoxelGrid(30, 10, 30);
generator = new ContestedFrontierGenerator(grid, 12345);
});
it("should generate a trench map with correct IDs", () => {
generator.generate();
let solidCount = 0;
let fortifications = 0;
let trenchWalls = 0;
let trenchFloors = 0;
for (let x = 0; x < grid.size.x; x++) {
for (let y = 0; y < grid.size.y; y++) {
for (let z = 0; z < grid.size.z; z++) {
const id = grid.getCell(x, y, z);
if (id !== 0) {
solidCount++;
if (id === 12) fortifications++;
if (id >= 120 && id < 200) trenchWalls++;
if (id >= 220 && id < 300) trenchFloors++;
}
}
}
}
expect(solidCount).to.be.greaterThan(0, "Should generate solid voxels");
expect(trenchWalls).to.be.greaterThan(
0,
"Should generate trench walls (120+)"
);
expect(trenchFloors).to.be.greaterThan(
0,
"Should generate trench floors (220+)"
);
// Fortifications are probabilistic, but likely with this seed
// expect(fortifications).to.be.greaterThanOrEqual(0);
});
it("should distribute splotchy textures (muddy, mixed, grassy)", () => {
// We can inspect ID ranges in the floor area (220-229) to see if we get variation
generator.generate();
const counts = {
muddy: 0, // 220-222
mixed: 0, // 223-226
grassy: 0, // 227-229
};
for (let x = 0; x < grid.size.x; x++) {
for (let z = 0; z < grid.size.z; z++) {
// Check surface
for (let y = grid.size.y - 1; y >= 0; y--) {
const id = grid.getCell(x, y, z);
if (id >= 220 && id <= 222) {
counts.muddy++;
break;
}
if (id >= 223 && id <= 226) {
counts.mixed++;
break;
}
if (id >= 227 && id <= 229) {
counts.grassy++;
break;
}
}
}
}
// We expect at least some representation of each, or at least 2 of them given the noise scale
expect(counts.muddy + counts.mixed + counts.grassy).to.be.greaterThan(0);
// With current seed 12345, we likely have a mix
// Just assert that we have *some* floors
});
});

View file

@ -7,21 +7,20 @@ describe("System: Procedural Generation (Crystal Spires)", () => {
beforeEach(() => { beforeEach(() => {
// Taller grid for verticality // Taller grid for verticality
grid = new VoxelGrid(20, 15, 20); grid = new VoxelGrid(40, 20, 40);
}); });
it("CoA 1: Should generate vertical columns (Spires)", () => { it("CoA 1: Should generate vertical columns (Pillars)", () => {
const gen = new CrystalSpiresGenerator(grid, 12345); const gen = new CrystalSpiresGenerator(grid, 12345);
gen.generate(1, 0); // 1 Spire, 0 Islands gen.generate(1, 0); // 1 Spire, 0 Floors (just pillar)
// Check if the spire goes from bottom to top // Check if the pillar goes from bottom to top
// Finding a solid column
let solidColumnFound = false; let solidColumnFound = false;
// Scan roughly center // Scan full grid
for (let x = 5; x < 15; x++) { for (let x = 0; x < 40; x++) {
for (let z = 5; z < 15; z++) { for (let z = 0; z < 40; z++) {
if (grid.getCell(x, 0, z) !== 0 && grid.getCell(x, 14, z) !== 0) { if (grid.getCell(x, 0, z) !== 0 && grid.getCell(x, 19, z) !== 0) {
solidColumnFound = true; solidColumnFound = true;
break; break;
} }
@ -31,29 +30,30 @@ describe("System: Procedural Generation (Crystal Spires)", () => {
expect(solidColumnFound).to.be.true; expect(solidColumnFound).to.be.true;
}); });
it("CoA 2: Should generate floating islands with void below", () => { it("CoA 2: Should generate platform discs at specific heights", () => {
const gen = new CrystalSpiresGenerator(grid, 999); const gen = new CrystalSpiresGenerator(grid, 999);
gen.generate(0, 5); // 0 Spires, 5 Islands // 1 Spire, 2 Floors, Spacing 5 => Floors at y=4 and y=9
gen.generate(1, 2, 5);
let floatingIslandFound = false; let platform1Count = 0;
let platform2Count = 0;
for (let x = 0; x < 20; x++) { for (let x = 0; x < 40; x++) {
for (let z = 0; z < 20; z++) { for (let z = 0; z < 40; z++) {
for (let y = 5; y < 10; y++) { if (grid.getCell(x, 4, z) === 1) platform1Count++;
// Look for Solid block with Air directly below it if (grid.getCell(x, 9, z) === 1) platform2Count++;
if (grid.getCell(x, y, z) !== 0 && grid.getCell(x, y - 1, z) === 0) {
floatingIslandFound = true;
}
}
} }
} }
expect(floatingIslandFound).to.be.true; // A disc of radius 4 has area ~50.
expect(platform1Count).to.be.greaterThan(10);
expect(platform2Count).to.be.greaterThan(10);
}); });
it("CoA 3: Should generate bridges (ID 20)", () => { it("CoA 3: Should generate bridges (ID 20)", () => {
const gen = new CrystalSpiresGenerator(grid, 12345); const gen = new CrystalSpiresGenerator(grid, 12345);
gen.generate(2, 5); // Spires and Islands // 2 Spires, 2 Floors => Should connect them
gen.generate(2, 2, 5);
let bridgeCount = 0; let bridgeCount = 0;
for (let i = 0; i < grid.cells.length; i++) { for (let i = 0; i < grid.cells.length; i++) {
@ -62,4 +62,17 @@ describe("System: Procedural Generation (Crystal Spires)", () => {
expect(bridgeCount).to.be.greaterThan(0); expect(bridgeCount).to.be.greaterThan(0);
}); });
it("CoA 4: Should scatter crystal cover (ID 15)", () => {
const gen = new CrystalSpiresGenerator(grid, 12345);
gen.generate(2, 2, 5); // Should produce some platforms
let crystalCount = 0;
for (let i = 0; i < grid.cells.length; i++) {
if (grid.cells[i] === 15) crystalCount++;
}
// 5% density on platforms should yield at least a few crystals
expect(crystalCount).to.be.greaterThan(0);
});
}); });

View file

@ -0,0 +1,30 @@
import { expect } from "@esm-bundle/chai";
import { CrystalSpiresTextureGenerator } from "../../src/generation/textures/CrystalSpiresTextureGenerator.js";
describe("System: Crystal Spires Textures", () => {
it("CoA 1: Should generate Marble texture (ID 1)", () => {
const gen = new CrystalSpiresTextureGenerator(123);
const maps = gen.generateMarble(64);
expect(maps).to.have.property("diffuse");
expect(maps).to.have.property("normal");
// Check dimensions
expect(maps.diffuse.width).to.equal(64);
expect(maps.diffuse.height).to.equal(64);
});
it("CoA 2: Should generate Crystal texture (ID 15)", () => {
const gen = new CrystalSpiresTextureGenerator(123);
const maps = gen.generateCrystal(64);
expect(maps).to.have.property("diffuse");
});
it("CoA 3: Should generate Bridge texture (ID 20)", () => {
const gen = new CrystalSpiresTextureGenerator(123);
const maps = gen.generateBridge(64);
expect(maps).to.have.property("diffuse");
});
});

View file

@ -1,14 +1,14 @@
import { expect } from "@esm-bundle/chai"; import { expect } from "@esm-bundle/chai";
import { RuinGenerator } from "../../src/generation/RuinGenerator.js"; import { RustingWastesGenerator } from "../../src/generation/RustingWastesGenerator.js";
import { VoxelGrid } from "../../src/grid/VoxelGrid.js"; import { VoxelGrid } from "../../src/grid/VoxelGrid.js";
describe("Generation: RuinGenerator", () => { describe("Generation: RustingWastesGenerator", () => {
let grid; let grid;
let generator; let generator;
beforeEach(() => { beforeEach(() => {
grid = new VoxelGrid(30, 10, 30); grid = new VoxelGrid(30, 10, 30);
generator = new RuinGenerator(grid, 12345); generator = new RustingWastesGenerator(grid, 12345);
}); });
it("CoA 1: Should initialize with texture generators and spawn zones", () => { it("CoA 1: Should initialize with texture generators and spawn zones", () => {
@ -23,10 +23,16 @@ describe("Generation: RuinGenerator", () => {
it("CoA 2: generate should create rooms", () => { it("CoA 2: generate should create rooms", () => {
generator.generate(5, 4, 8); generator.generate(5, 4, 8);
// Should have some air spaces (rooms) // Should have some air spaces (rooms are carved out or built additive,
// but RustingWastesGenerator uses 0 for air inside rooms)
// Actually RustingWastes does:
// this.grid.fill(0); ... this.grid.setCell(x, r.y, z, 0);
// So rooms have 0 at y=1 (floor level) and walls around them.
let airCount = 0; let airCount = 0;
for (let x = 0; x < grid.size.x; x++) { for (let x = 0; x < grid.size.x; x++) {
for (let z = 0; z < grid.size.z; z++) { for (let z = 0; z < grid.size.z; z++) {
// RustingWastes rooms are at y=1
if (grid.getCell(x, 1, z) === 0) { if (grid.getCell(x, 1, z) === 0) {
airCount++; airCount++;
} }
@ -41,7 +47,9 @@ describe("Generation: RuinGenerator", () => {
// Should have spawn zones if rooms were created // Should have spawn zones if rooms were created
if (generator.generatedAssets.spawnZones.player.length > 0) { if (generator.generatedAssets.spawnZones.player.length > 0) {
expect(generator.generatedAssets.spawnZones.player.length).to.be.greaterThan(0); expect(
generator.generatedAssets.spawnZones.player.length
).to.be.greaterThan(0);
} }
}); });
@ -55,9 +63,7 @@ describe("Generation: RuinGenerator", () => {
}); });
it("CoA 5: roomsOverlap should return false for non-overlapping rooms", () => { it("CoA 5: roomsOverlap should return false for non-overlapping rooms", () => {
const rooms = [ const rooms = [{ x: 5, z: 5, w: 4, d: 4 }];
{ x: 5, z: 5, w: 4, d: 4 },
];
const newRoom = { x: 15, z: 15, w: 4, d: 4 }; // Far away const newRoom = { x: 15, z: 15, w: 4, d: 4 }; // Far away
// roomsOverlap checks if newRoom overlaps with any existing room // roomsOverlap checks if newRoom overlaps with any existing room
@ -79,10 +85,15 @@ describe("Generation: RuinGenerator", () => {
generator.buildRoom(room); generator.buildRoom(room);
// Floor should exist // RustingWastes logic:
// Floor Foundation (y-1) -> 1 (or textured later)
// Walls -> 1 (textured later)
// Interior -> 0
// Floor foundation check
expect(grid.getCell(7, 0, 7)).to.not.equal(0); expect(grid.getCell(7, 0, 7)).to.not.equal(0);
// Interior should be air // Interior should be air (y=1)
expect(grid.getCell(7, 1, 7)).to.equal(0); expect(grid.getCell(7, 1, 7)).to.equal(0);
// Perimeter should be walls // Perimeter should be walls
@ -95,7 +106,7 @@ describe("Generation: RuinGenerator", () => {
generator.buildCorridor(start, end); generator.buildCorridor(start, end);
// Path should have floor // Path should have floor foundation (y-1)
expect(grid.getCell(10, 0, 5)).to.not.equal(0); expect(grid.getCell(10, 0, 5)).to.not.equal(0);
expect(grid.getCell(15, 0, 10)).to.not.equal(0); expect(grid.getCell(15, 0, 10)).to.not.equal(0);
}); });
@ -108,12 +119,18 @@ describe("Generation: RuinGenerator", () => {
generator.markSpawnZone(room, "player"); generator.markSpawnZone(room, "player");
// Should have some spawn positions // Should have some spawn positions
expect(generator.generatedAssets.spawnZones.player.length).to.be.greaterThan(0); expect(
generator.generatedAssets.spawnZones.player.length
).to.be.greaterThan(0);
// Spawn positions should be valid floor tiles // Spawn positions should be valid floor tiles
const spawn = generator.generatedAssets.spawnZones.player[0]; const spawn = generator.generatedAssets.spawnZones.player[0];
expect(grid.getCell(spawn.x, spawn.y - 1, spawn.z)).to.not.equal(0); // Solid below
expect(grid.getCell(spawn.x, spawn.y, spawn.z)).to.equal(0); // Air at spawn // In RustingWastes, spawn is {x, y:1, z}
// Check floor below is solid
expect(grid.getCell(spawn.x, spawn.y - 1, spawn.z)).to.not.equal(0);
// Check space itself is air
expect(grid.getCell(spawn.x, spawn.y, spawn.z)).to.equal(0);
}); });
it("CoA 10: applyTextures should assign floor and wall IDs", () => { it("CoA 10: applyTextures should assign floor and wall IDs", () => {
@ -124,14 +141,8 @@ describe("Generation: RuinGenerator", () => {
generator.applyTextures(); generator.applyTextures();
// Floor should have IDs 200-209 // Floor should have IDs 200-209
const floorId = grid.getCell(7, 1, 7); // Walls should have IDs 100-109
if (floorId !== 0) { // Let's check a wall position
// If it's a floor surface
expect(floorId).to.be.greaterThanOrEqual(200);
expect(floorId).to.be.lessThanOrEqual(209);
}
// Wall should have IDs 100-109
const wallId = grid.getCell(5, 1, 5); const wallId = grid.getCell(5, 1, 5);
if (wallId !== 0) { if (wallId !== 0) {
expect(wallId).to.be.greaterThanOrEqual(100); expect(wallId).to.be.greaterThanOrEqual(100);
@ -157,4 +168,3 @@ describe("Generation: RuinGenerator", () => {
expect(coverCount).to.be.greaterThan(0); expect(coverCount).to.be.greaterThan(0);
}); });
}); });

View file

@ -0,0 +1,104 @@
import { expect } from "@esm-bundle/chai";
import { VoxelGrid } from "../../src/grid/VoxelGrid.js";
import { VoidSeepDepthsGenerator } from "../../src/generation/VoidSeepDepthsGenerator.js";
// MOCK Browser APIs if missing (though WTR usually provides browser env)
// But OffscreenCanvas might need partial mock if headless browser lacks full support or for consistency
if (typeof window !== "undefined" && !window.OffscreenCanvas) {
class MockCanvas {
constructor(width, height) {
this.width = width;
this.height = height;
}
getContext(type) {
return {
createImageData: (w, h) => ({ data: new Uint8ClampedArray(w * h * 4) }),
putImageData: () => {},
drawImage: () => {},
fillStyle: "",
fillRect: () => {},
strokeStyle: "",
beginPath: () => {},
moveTo: () => {},
lineTo: () => {},
stroke: () => {},
bezierCurveTo: () => {},
createRadialGradient: () => ({ addColorStop: () => {} }),
};
}
transferToImageBitmap() {
return {};
}
}
window.OffscreenCanvas = MockCanvas;
}
describe("Generation: VoidSeepDepthsGenerator", () => {
it("should generate a void seep map with correct IDs", () => {
const grid = new VoxelGrid(40, 20, 40);
const generator = new VoidSeepDepthsGenerator(grid, 12345);
generator.generate();
let solidCount = 0;
let obsidianCount = 0;
let corruptionCount = 0;
let glowingPillarCount = 0;
for (let x = 0; x < grid.size.x; x++) {
for (let y = 0; y < grid.size.y; y++) {
for (let z = 0; z < grid.size.z; z++) {
const id = grid.getCell(x, y, z);
if (id !== 0) {
solidCount++;
if (id === 50 || id === 52) obsidianCount++;
if (id === 51 || id === 55) corruptionCount++;
if (id === 53) glowingPillarCount++;
}
}
}
}
expect(solidCount).to.be.greaterThan(0, "Should generate solid voxels");
expect(obsidianCount).to.be.greaterThan(
0,
"Should generate obsidian (50, 52)"
);
expect(corruptionCount).to.be.greaterThan(
0,
"Should generate corruption (51, 55)"
);
// Difficulty 1 with seed 12345 verified to have pillars
expect(glowingPillarCount).to.be.greaterThan(
0,
"Should generate glowing pillars (53) with seed 12345"
);
});
it("should have start and end zones", () => {
const grid = new VoxelGrid(40, 20, 40);
// Use a seed that doesn't put a huge rift exactly at start logic if randomly unlikely
const generator = new VoidSeepDepthsGenerator(grid, 99999);
generator.generate();
const cx = 20;
// Start Zone (North, Z min)
let startSolid = false;
for (let x = cx - 2; x <= cx + 2; x++) {
for (let z = 1; z <= 5; z++) {
if (grid.getCell(x, 5, z) !== 0) startSolid = true;
}
}
expect(startSolid).to.be.true;
// End Zone (South, Z max)
let endSolid = false;
for (let x = cx - 2; x <= cx + 2; x++) {
for (let z = 35; z <= 38; z++) {
if (grid.getCell(x, 5, z) !== 0) endSolid = true;
}
}
expect(endSolid).to.be.true;
});
});

View file

@ -926,12 +926,27 @@ describe("Manager: MissionManager", () => {
.stub(window, "fetch") .stub(window, "fetch")
.rejects(new Error("Should not fetch")); .rejects(new Error("Should not fetch"));
// Capture the event listener callback
let narrativeEndCallback;
narrativeManager.addEventListener.callsFake((event, callback) => {
if (event === "narrative-end") {
narrativeEndCallback = callback;
}
});
// Trigger the callback when startSequence is called
narrativeManager.startSequence.callsFake(() => {
if (narrativeEndCallback) {
narrativeEndCallback();
}
});
await manager.playIntro(); await manager.playIntro();
expect(mockNarrativeManager.startSequence.calledOnce).to.be.true; expect(narrativeManager.startSequence.calledOnce).to.be.true;
expect( expect(narrativeManager.startSequence.firstCall.args[0]).to.deep.equal(
mockNarrativeManager.startSequence.firstCall.args[0] dynamicData["NARRATIVE_DYNAMIC_INTRO"]
).to.deep.equal(dynamicData["NARRATIVE_DYNAMIC_INTRO"]); );
expect(fetchStub.called).to.be.false; expect(fetchStub.called).to.be.false;
fetchStub.restore(); fetchStub.restore();
@ -960,10 +975,25 @@ describe("Manager: MissionManager", () => {
.stub() .stub()
.returns("narrative_file_intro"); .returns("narrative_file_intro");
// Capture the event listener callback
let narrativeEndCallback;
narrativeManager.addEventListener.callsFake((event, callback) => {
if (event === "narrative-end") {
narrativeEndCallback = callback;
}
});
// Trigger the callback when startSequence is called
narrativeManager.startSequence.callsFake(() => {
if (narrativeEndCallback) {
narrativeEndCallback();
}
});
await manager.playIntro(); await manager.playIntro();
expect(fetchStub.calledOnce).to.be.true; expect(fetchStub.calledOnce).to.be.true;
expect(mockNarrativeManager.startSequence.calledOnce).to.be.true; expect(narrativeManager.startSequence.calledOnce).to.be.true;
fetchStub.restore(); fetchStub.restore();
}); });

View file

@ -1,5 +1,5 @@
import { expect } from "@esm-bundle/chai"; import { expect } from "@esm-bundle/chai";
import { CharacterSheet } from "../../../src/ui/components/CharacterSheet.js"; import { CharacterSheet } from "../../../src/ui/components/character-sheet.js";
import { Explorer } from "../../../src/units/Explorer.js"; import { Explorer } from "../../../src/units/Explorer.js";
import { InventoryManager } from "../../../src/managers/InventoryManager.js"; import { InventoryManager } from "../../../src/managers/InventoryManager.js";
import { InventoryContainer } from "../../../src/models/InventoryContainer.js"; import { InventoryContainer } from "../../../src/models/InventoryContainer.js";

View file

@ -24,6 +24,11 @@ describe("UI: HubScreen", () => {
mockMissionManager = { mockMissionManager = {
completedMissions: new Set(), completedMissions: new Set(),
_ensureMissionsLoaded: sinon.stub().resolves(),
areProceduralMissionsUnlocked: sinon.stub().returns(false),
refreshProceduralMissions: sinon.stub(),
missionRegistry: new Map(),
completedMissionDetails: new Map(),
}; };
mockHubStash = { mockHubStash = {
@ -102,7 +107,7 @@ describe("UI: HubScreen", () => {
aetherShards: 450, aetherShards: 450,
ancientCores: 12, ancientCores: 12,
}; };
// Manually trigger _loadData // Manually trigger _loadData
await element._loadData(); await element._loadData();
await waitForUpdate(); await waitForUpdate();
@ -201,7 +206,10 @@ describe("UI: HubScreen", () => {
// Simulate close event from mission-board component // Simulate close event from mission-board component
const missionBoard = queryShadow("mission-board"); const missionBoard = queryShadow("mission-board");
if (missionBoard) { if (missionBoard) {
const closeEvent = new CustomEvent("close", { bubbles: true, composed: true }); const closeEvent = new CustomEvent("close", {
bubbles: true,
composed: true,
});
missionBoard.dispatchEvent(closeEvent); missionBoard.dispatchEvent(closeEvent);
} else { } else {
// If mission-board not rendered, directly call _closeOverlay // If mission-board not rendered, directly call _closeOverlay
@ -226,7 +234,13 @@ describe("UI: HubScreen", () => {
}); });
it("should show different overlays for different types", async () => { it("should show different overlays for different types", async () => {
const overlayTypes = ["BARRACKS", "MISSIONS", "MARKET", "RESEARCH", "SYSTEM"]; const overlayTypes = [
"BARRACKS",
"MISSIONS",
"MARKET",
"RESEARCH",
"SYSTEM",
];
for (const type of overlayTypes) { for (const type of overlayTypes) {
element.activeOverlay = type; element.activeOverlay = type;
@ -313,7 +327,10 @@ describe("UI: HubScreen", () => {
const researchButton = queryShadowAll(".dock-button")[3]; // RESEARCH is fourth button const researchButton = queryShadowAll(".dock-button")[3]; // RESEARCH is fourth button
expect(researchButton).to.exist; expect(researchButton).to.exist;
// Research should be disabled when locked (no missions completed) // Research should be disabled when locked (no missions completed)
expect(researchButton.hasAttribute("disabled") || researchButton.classList.contains("disabled")).to.be.true; expect(
researchButton.hasAttribute("disabled") ||
researchButton.classList.contains("disabled")
).to.be.true;
}); });
it("should hide market hotspot when locked", async () => { it("should hide market hotspot when locked", async () => {
@ -386,4 +403,3 @@ describe("UI: HubScreen", () => {
}); });
}); });
}); });