chore: Add python debug and utility scripts
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145
cleanup_and_debug.py
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145
cleanup_and_debug.py
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import os
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path = "src/generation/CrystalSpiresGenerator.js"
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with open(path, "r", encoding="utf-8") as f:
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lines = f.readlines()
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start_idx = -1
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for i, line in enumerate(lines):
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if "ensureGlobalConnectivity(spires) {" in line:
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start_idx = i
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break
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if start_idx == -1:
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print("Error: ensureGlobalConnectivity not found")
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exit(1)
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# Find the LAST closing brace in the file (Class End)
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class_end_idx = -1
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for i in range(len(lines)-1, 0, -1):
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if lines[i].strip() == "}":
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class_end_idx = i
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break
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if class_end_idx == -1:
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print("Error: Class end not found")
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exit(1)
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# New Content (With Logs AND robust logic)
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new_code = """ ensureGlobalConnectivity(spires) {
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console.log("Ensure Connectivity running...");
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if (!spires || spires.length === 0) return;
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const adj = new Map();
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const platById = new Map();
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const getPlatId = (sIdx, pIdx) => `${sIdx}:${pIdx}`;
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let nodeCount = 0;
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spires.forEach((s, sIdx) => {
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s.platforms.forEach((p, pIdx) => {
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const id = getPlatId(sIdx, pIdx);
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adj.set(id, {id, p, neighbors: new Set()});
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platById.set(id, p);
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nodeCount++;
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});
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});
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console.log(`Adjacency Graph Nodes: ${nodeCount}`);
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let edgeCount = 0;
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this.generatedAssets.bridges.forEach(b => {
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if (b.fromPlatIdx !== undefined && b.toPlatIdx !== undefined) {
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const idA = getPlatId(b.fromSpire, b.fromPlatIdx);
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const idB = getPlatId(b.toSpire, b.toPlatIdx);
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if(adj.has(idA) && adj.has(idB)) {
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adj.get(idA).neighbors.add(idB);
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adj.get(idB).neighbors.add(idA);
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edgeCount++;
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}
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} else {
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console.log("Bridge missing indices:", b);
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}
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});
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console.log(`Adjacency Graph Edges: ${edgeCount}`);
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const visited = new Set();
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const components = [];
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for(const [id, node] of adj) {
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if(!visited.has(id)) {
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const comp = [];
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const q = [id];
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visited.add(id);
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while(q.length > 0) {
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const curr = q.shift();
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comp.push(curr);
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adj.get(curr).neighbors.forEach(nId => {
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if(!visited.has(nId)) {
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visited.add(nId);
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q.push(nId);
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}
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});
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}
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components.push(comp);
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}
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}
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console.log(`Connected Components: ${components.length}`);
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if (components.length > 1) {
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components.sort((a,b) => b.length - a.length);
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const targetComp = components[0];
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const targetNodeId = targetComp[0];
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const targetPlat = platById.get(targetNodeId);
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for(let i=1; i<components.length; i++) {
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const orphanComp = components[i];
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const orphanNodeId = orphanComp[0];
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const orphanPlat = platById.get(orphanNodeId);
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console.log(`Linking Component ${i} (Size ${orphanComp.length}) to Main`);
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this.placeTeleporter(targetPlat, orphanPlat);
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}
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}
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}
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placeTeleporter(pA, pB) {
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const findSpot = (p) => {
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const r = p.radius - 1;
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for(let x=Math.round(p.x-r); x<=Math.round(p.x+r); x++) {
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for(let z=Math.round(p.z-r); z<=Math.round(p.z+r); z++) {
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const y = Math.round(p.y);
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const floor = this.grid.getCell(x, y, z);
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const air = this.grid.getCell(x, y+1, z);
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if (floor !== 0 && air === 0) {
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return {x, y: y+1, z};
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}
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}
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}
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return null;
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};
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const sA = findSpot(pA);
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const sB = findSpot(pB);
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if(sA && sB) {
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this.grid.setCell(sA.x, sA.y, sA.z, 22);
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this.grid.setCell(sB.x, sB.y, sB.z, 22);
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console.log(`Placed Teleporter between (${sA.x},${sA.y},${sA.z}) and (${sB.x},${sB.y},${sB.z})`);
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} else {
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console.log("Failed to find spot for Teleporter");
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}
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}
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}
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"""
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# Replace from start_idx to class_end_idx + 1 (since new_code includes })
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final_lines = lines[:start_idx] + [new_code]
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# Note: new_code ends with "}\n".
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# We dropped `lines[class_end_idx]` (the old closing brace).
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# We also dropped everything between start_idx and class_end_idx.
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with open(path, "w", encoding="utf-8") as f:
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f.writelines(final_lines)
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print("Cleanup Complete")
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575
debug_spires.js
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575
debug_spires.js
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import { VoxelGrid } from "./src/grid/VoxelGrid.js";
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import { CrystalSpiresGenerator } from "./src/generation/CrystalSpiresGenerator.js";
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// 1. Get Seed from Args
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const args = process.argv.slice(2);
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const seed = args.length > 0 ? parseInt(args[0]) : 727852;
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console.log(`Debug Run: Seed ${seed}`);
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// Mock OffscreenCanvas for Node.js environment
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global.OffscreenCanvas = class {
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constructor(width, height) {
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this.width = width;
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this.height = height;
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}
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getContext() {
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return {
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fillStyle: "",
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fillRect: () => {},
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beginPath: () => {},
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moveTo: () => {},
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lineTo: () => {},
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stroke: () => {},
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fill: () => {},
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arc: () => {},
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save: () => {},
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restore: () => {},
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translate: () => {},
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rotate: () => {},
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scale: () => {},
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createLinearGradient: () => ({ addColorStop: () => {} }),
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createRadialGradient: () => ({ addColorStop: () => {} }),
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createImageData: (w, h) => ({
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width: w,
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height: h,
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data: new Uint8ClampedArray(w * h * 4),
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}),
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putImageData: () => {},
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};
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}
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};
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const grid = new VoxelGrid(20, 20, 20);
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const generator = new CrystalSpiresGenerator(grid, seed);
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generator.generate(4, 3);
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// 2. Validate Bridges
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const bridges = generator.generatedAssets.bridges || [];
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const spires = generator.generatedAssets.spires || [];
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console.log(`\n=== Bridge Validity Check ===`);
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console.log(`Total Spires: ${spires.length}`);
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console.log(`Total Bridges: ${bridges.length}`);
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// Helper: Collision Check
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function checkCylinderCollision(x1, z1, x2, z2, cx, cz, r) {
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const dx = x2 - x1;
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const dz = z2 - z1;
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const fx = x1 - cx;
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const fz = z1 - cz;
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const a = dx * dx + dz * dz;
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const b = 2 * (fx * dx + fz * dz);
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const c = fx * fx + fz * fz - r * r;
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let discrim = b * b - 4 * a * c;
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if (discrim < 0) return false;
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discrim = Math.sqrt(discrim);
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const t1 = (-b - discrim) / (2 * a);
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const t2 = (-b + discrim) / (2 * a);
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if ((t1 > 0.05 && t1 < 0.95) || (t2 > 0.05 && t2 < 0.95)) return true;
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return false;
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}
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// Helper: Check if a position is valid to stand on
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function isValidStance(grid, x, y, z) {
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if (
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x < 0 ||
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x >= grid.size.x ||
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z < 0 ||
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z >= grid.size.z ||
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y < 0 ||
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y >= grid.size.y
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)
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return false;
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const ground = grid.getCell(x, y - 1, z);
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const feet = grid.getCell(x, y, z);
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const head = grid.getCell(x, y + 1, z);
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if (ground === 0 || feet !== 0 || head !== 0) {
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// console.log(`Stance Fail @ ${x},${y},${z}: G=${ground} F=${feet} H=${head}`);
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return false;
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}
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return true;
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}
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// Helper: BFS Pathfinding
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// Helper: Game-Accurate Walkability Check (Matches MovementSystem.js)
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function checkWalkability(grid, start, end, spireCenter = null) {
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const q = [];
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const visited = new Set();
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const cameFrom = new Map(); // Track path for reconstruction
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// Find valid start Y (Unit stands ON TOP of the block)
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// Generator `start` is the Bridge Block (Floor).
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// So Unit Y = start.y + 1.
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const sx = Math.round(start.x);
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const sz = Math.round(start.z);
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// Find Walkable Y logic from MovementSystem
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// Checks: Cell(y) != 0 is FAIL. Cell(y-1) == 0 is FAIL. Cell(y+1) != 0 is FAIL.
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const findWalkableY = (x, z, refY) => {
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const levels = [refY, refY + 1, refY - 1, refY - 2];
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for (const y of levels) {
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if (
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grid.getCell(x, y, z) === 0 && // Feet Clear
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grid.getCell(x, y - 1, z) !== 0 && // Floor Solid
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grid.getCell(x, y + 1, z) === 0
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) {
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// Head Clear
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return y;
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}
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}
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return null;
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};
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const sy = findWalkableY(sx, sz, Math.round(start.y) + 1);
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if (sy === null) {
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return {
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success: false,
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reason: `Invalid Start Stance near ${sx},${start.y},${sz}`,
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};
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}
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const ex = Math.round(end.x);
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const ez = Math.round(end.z);
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// Target Y is flexible (logic finds it)
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q.push({ x: sx, y: sy, z: sz, dist: 0 });
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const startKey = `${sx},${sy},${sz}`;
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visited.add(startKey);
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cameFrom.set(startKey, null);
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while (q.length > 0) {
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const curr = q.shift();
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// Target Reached? (Approximate X/Z matches)
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// Note: We check if we are 'standing' on or near the target platform rim
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if (Math.abs(curr.x - ex) <= 2 && Math.abs(curr.z - ez) <= 2) {
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// Also check Y proximity?
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if (Math.abs(curr.y - (end.y + 1)) <= 3) {
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// Perform Outward Check if needed
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if (spireCenter) {
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// Reconstruct Path
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let path = [];
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let k = `${curr.x},${curr.y},${curr.z}`;
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while (k) {
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const [px, py, pz] = k.split(",").map(Number);
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path.push({ x: px, y: py, z: pz });
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k = cameFrom.get(k);
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}
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path.reverse();
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// Check first 3 steps
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if (path.length > 1) {
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const p0 = path[0];
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// Check a bit further steps to be sure
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const checkIdx = Math.min(path.length - 1, 3);
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const pCheck = path[checkIdx];
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const d0 = Math.sqrt(
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Math.pow(p0.x - spireCenter.x, 2) +
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Math.pow(p0.z - spireCenter.z, 2)
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);
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const dN = Math.sqrt(
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Math.pow(pCheck.x - spireCenter.x, 2) +
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Math.pow(pCheck.z - spireCenter.z, 2)
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);
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if (dN < d0) {
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// Check if we are walking on a BRIDGE (ID 20) or PLATFORM (ID != 20)
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// If on Platform, Inward is valid (walking across).
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// If on Bridge, Inward is invalid (curling back).
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// `pCheck` is at feet level? No, pCheck has .y stance.
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// Grid cell at y-1 is floor.
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const floorID = grid.getCell(
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Math.round(pCheck.x),
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Math.round(pCheck.y - 1),
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Math.round(pCheck.z)
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);
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if (floorID === 20) {
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console.log(
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`[DEBUG] Inward Fail (Bridge Voxel): Center(${spireCenter.x}, ${spireCenter.z})`
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);
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console.log(
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`[DEBUG] Path[0]: (${p0.x}, ${p0.y}, ${p0.z}) D=${d0.toFixed(
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2
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)}`
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);
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console.log(
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`[DEBUG] Path[${checkIdx}]: (${pCheck.x}, ${pCheck.y}, ${
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pCheck.z
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}) D=${dN.toFixed(2)} ID=${floorID}`
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);
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return {
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success: false,
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reason:
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"Path goes INWARD towards spire center (Bridge Recurve)",
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};
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} else {
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// console.log(`[DEBUG] Inward Move Allowed on Platform (ID ${floorID})`);
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}
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}
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}
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}
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return { success: true };
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}
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}
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if (curr.dist > 300) continue;
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// Spec CoA Implementation
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// 1. Neighbors (Horizontal Only)
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const dirs = [
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{ x: 1, z: 0 },
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{ x: -1, z: 0 },
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{ x: 0, z: 1 },
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{ x: 0, z: -1 },
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];
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for (const d of dirs) {
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const nx = curr.x + d.x;
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const nz = curr.z + d.z;
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if (!grid.isValidBounds(nx, 0, nz)) continue;
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// CoA 1: Gradient <= 1
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// Check Step Up (y+1), Level (y), Step Down (y-1)
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const candidates = [curr.y, curr.y + 1, curr.y - 1];
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for (const ny of candidates) {
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if (!grid.isValidBounds(nx, ny, nz)) continue;
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// CoA 3 & 4: Headroom Validation
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// Floor(ny-1) must be solid.
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// Feet(ny) can be Air, Bridge(20), Teleporter(22).
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// Head1(ny+1) MUST be Air.
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// Head2(ny+2) MUST be Air.
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const floor = grid.getCell(nx, ny - 1, nz);
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const feet = grid.getCell(nx, ny, nz);
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const h1 = grid.getCell(nx, ny + 1, nz);
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const h2 = grid.getCell(nx, ny + 2, nz);
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const isFloorSolid = floor !== 0;
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const isFeetPassable = feet === 0 || feet === 20 || feet === 22;
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const isHeadClear = h1 === 0 && h2 === 0;
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if (isFloorSolid && isFeetPassable && isHeadClear) {
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const key = `${nx},${ny},${nz}`;
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if (!visited.has(key)) {
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visited.add(key);
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cameFrom.set(key, `${curr.x},${curr.y},${curr.z}`);
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q.push({ x: nx, y: ny, z: nz, dist: curr.dist + 1 });
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}
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}
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}
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}
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}
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return { success: false, reason: "No Path Found (Gap or Blockage)" };
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}
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let validBridges = 0;
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bridges.forEach((b, idx) => {
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let isValid = true;
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let issues = [];
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// Check 1: Pillar Collision
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for (let i = 0; i < spires.length; i++) {
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if (i === b.fromSpire || i === b.toSpire) continue;
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const s = spires[i];
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if (
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checkCylinderCollision(
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b.start.x,
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b.start.z,
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b.end.x,
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b.end.z,
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s.x,
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s.z,
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s.radius + 1.0
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)
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) {
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isValid = false;
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issues.push(`Clips Spire ${i}`);
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}
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}
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// Check 2: Slope
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const yDiff = Math.abs(b.end.y - b.start.y);
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const rimDist = b.dist;
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const reqYdMax = Math.max(rimDist, 3) * 3.0;
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if (yDiff > 12) {
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isValid = false;
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issues.push(`Too steep (Y=${yDiff} > 12)`);
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}
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if (yDiff > reqYdMax) {
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isValid = false;
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issues.push(`Slope limit exceeded`);
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}
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// Bridge Validity Logic (CoA Compliance)
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// 1. Walkability (Forward)
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const walkA = checkWalkability(grid, b.start, b.end, { x: 0, y: 0, z: 0 }); // Centroid irrelevant now
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// 2. Walkability (Reverse)
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||||
const walkB = checkWalkability(grid, b.end, b.start, { x: 0, y: 0, z: 0 });
|
||||
|
||||
if (!walkA.success) {
|
||||
isValid = false;
|
||||
issues.push(`Forward Unwalkable: ${walkA.reason}`);
|
||||
}
|
||||
if (isValid && !walkB.success) {
|
||||
isValid = false;
|
||||
issues.push(`Reverse Unwalkable: ${walkB.reason}`);
|
||||
}
|
||||
|
||||
// Note: We removed strict "Inward" and "Tortuosity" checks as Bezier curves are organic.
|
||||
// The primary constraints are now Gradient (in checkWalkability) and Headroom.
|
||||
|
||||
if (isValid) {
|
||||
console.log(
|
||||
`Bridge #${idx} [Spire ${b.fromSpire} -> ${b.toSpire}]: VALID (OK)`
|
||||
);
|
||||
validBridges++;
|
||||
} else {
|
||||
console.log(
|
||||
`Bridge #${idx} [Spire ${b.fromSpire} -> ${
|
||||
b.toSpire
|
||||
}]: INVALID (${issues.join(", ")})`
|
||||
);
|
||||
}
|
||||
});
|
||||
|
||||
console.log(`\n=== Orphan Platform Check ===`);
|
||||
let orphans = 0;
|
||||
let totalPlatforms = 0;
|
||||
|
||||
spires.forEach((s, sIdx) => {
|
||||
s.platforms.forEach((p, pIdx) => {
|
||||
totalPlatforms++;
|
||||
// Check if this platform has any connections recorded in its object
|
||||
// Note: connections array stores points, so strictly length > 0
|
||||
if (!p.connections || p.connections.length === 0) {
|
||||
orphans++;
|
||||
console.log(
|
||||
`Spire ${sIdx} Platform ${pIdx} (Y=${p.y}) is ORPHANED (0 connections)`
|
||||
);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
console.log(`Total Platforms: ${totalPlatforms}`);
|
||||
console.log(`Orphan Platforms: ${orphans}`);
|
||||
|
||||
console.log(`\n=== Graph Connectivity Check ===`);
|
||||
// 1. Gather all platforms and assign IDs
|
||||
let allPlats = [];
|
||||
spires.forEach((s, sIdx) => {
|
||||
s.platforms.forEach((p, pIdx) => {
|
||||
p.id = `${sIdx}:${pIdx}`;
|
||||
allPlats.push(p);
|
||||
});
|
||||
});
|
||||
allPlats.sort((a, b) => a.y - b.y);
|
||||
|
||||
// 2. Build Adjacency Graph from Bridges
|
||||
// Bridge stores: { fromSpire, toSpire, start, end }
|
||||
// We need to map start/end points back to platforms.
|
||||
// Helper: Find platform containing point
|
||||
function findPlat(pt, sIdx) {
|
||||
const s = spires[sIdx];
|
||||
// Find plat with closest Y and matching X/Z within radius
|
||||
let best = null;
|
||||
let minD = Infinity;
|
||||
for (const p of s.platforms) {
|
||||
const dy = Math.abs(p.y - pt.y);
|
||||
if (dy < 2.0) return p; // Direct height match usually enough
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
const adj = new Map(); // ID -> Set<ID>
|
||||
allPlats.forEach((p) => adj.set(p.id, new Set()));
|
||||
|
||||
bridges.forEach((b) => {
|
||||
// Note: b.fromSpire/b.toSpire are indices
|
||||
// b.start is on fromSpire, b.end is on toSpire
|
||||
const pA = findPlat(b.start, b.fromSpire);
|
||||
const pB = findPlat(b.end, b.toSpire);
|
||||
|
||||
if (pA && pB) {
|
||||
adj.get(pA.id).add(pB.id);
|
||||
adj.get(pB.id).add(pA.id);
|
||||
// console.log(`[Graph] Linked ${pA.id} <--> ${pB.id} via Bridge ${bridges.indexOf(b)}`);
|
||||
} else {
|
||||
console.log(
|
||||
`[Graph] Failed to map bridge ${bridges.indexOf(b)} to platforms!`
|
||||
);
|
||||
console.log(
|
||||
` Bridge: Spire ${b.fromSpire} -> ${b.toSpire}, Y: ${b.start.y.toFixed(
|
||||
1
|
||||
)} -> ${b.end.y.toFixed(1)}`
|
||||
);
|
||||
console.log(` pA: ${pA ? pA.id : "NULL"}, pB: ${pB ? pB.id : "NULL"}`);
|
||||
}
|
||||
});
|
||||
|
||||
// 3. BFS from Lowest Platform
|
||||
const startNode = allPlats[0];
|
||||
const targetNode = allPlats[allPlats.length - 1]; // Highest
|
||||
const qGraph = [startNode.id];
|
||||
const visitedGraph = new Set([startNode.id]);
|
||||
|
||||
while (qGraph.length > 0) {
|
||||
const curr = qGraph.shift();
|
||||
const neighbors = adj.get(curr);
|
||||
if (neighbors) {
|
||||
for (const n of neighbors) {
|
||||
if (!visitedGraph.has(n)) {
|
||||
visitedGraph.add(n);
|
||||
qGraph.push(n);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 4. Report
|
||||
const fullyConnected = visitedGraph.size === allPlats.length;
|
||||
const topReachable = visitedGraph.has(targetNode.id);
|
||||
|
||||
console.log(
|
||||
`Nodes Reachable from Bottom (Y=${startNode.y}): ${visitedGraph.size} / ${allPlats.length}`
|
||||
);
|
||||
console.log(
|
||||
`Top Platform (Y=${targetNode.y}) Reachable: ${topReachable ? "YES" : "NO"}`
|
||||
);
|
||||
console.log(`Full Graph Interconnected: ${fullyConnected ? "YES" : "NO"}`);
|
||||
|
||||
// CoA 5: Global Reachability via Grid Flood Fill (True Walkability)
|
||||
// Graph connectivity assumes bridges work. Flood Fill PROVES it.
|
||||
console.log("\n=== Global Flood Fill (Spawn -> All) ===");
|
||||
|
||||
// DEBUG: Check specific coordinate reported by Generator logic
|
||||
const checkVal = grid.getCell(12, 11, 5);
|
||||
console.log(`DEBUG CHECK: Cell(12,11,5) = ${checkVal}`);
|
||||
|
||||
// 0. Find all Teleporters (ID 22)
|
||||
const teleporters = [];
|
||||
for (let x = 0; x < grid.width; x++) {
|
||||
for (let z = 0; z < grid.depth; z++) {
|
||||
for (let y = 0; y < grid.height; y++) {
|
||||
if (grid.getCell(x, y, z) === 22) {
|
||||
teleporters.push({ x, y, z });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
console.log(`Found ${teleporters.length} Teleporter Nodes.`);
|
||||
|
||||
const spawnPlat = allPlats[0];
|
||||
const reachableSet = new Set();
|
||||
// Start slightly above spawn platform to ensure standing
|
||||
const floodQ = [
|
||||
{
|
||||
x: Math.round(spawnPlat.x),
|
||||
y: Math.round(spawnPlat.y + 1),
|
||||
z: Math.round(spawnPlat.z),
|
||||
},
|
||||
];
|
||||
const visitedFlood = new Set([`${floodQ[0].x},${floodQ[0].y},${floodQ[0].z}`]);
|
||||
|
||||
// Optimization: Limit flood fill iterations
|
||||
let iterations = 0;
|
||||
const MAX_ITER = 50000;
|
||||
|
||||
while (floodQ.length > 0 && iterations < MAX_ITER) {
|
||||
iterations++;
|
||||
const curr = floodQ.shift();
|
||||
|
||||
// Check Teleport Jump
|
||||
const floorID = grid.getCell(curr.x, curr.y - 1, curr.z);
|
||||
const feetID = grid.getCell(curr.x, curr.y, curr.z);
|
||||
|
||||
if (floorID === 22 || feetID === 22) {
|
||||
for (const t of teleporters) {
|
||||
const destKey = `${t.x},${t.y + 1},${t.z}`;
|
||||
if (!visitedFlood.has(destKey)) {
|
||||
visitedFlood.add(destKey);
|
||||
floodQ.push({ x: t.x, y: t.y + 1, z: t.z });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Neighbors (Same logic as checkWalkability)
|
||||
const dirs = [
|
||||
{ x: 1, z: 0 },
|
||||
{ x: -1, z: 0 },
|
||||
{ x: 0, z: 1 },
|
||||
{ x: 0, z: -1 },
|
||||
];
|
||||
for (const d of dirs) {
|
||||
const nx = curr.x + d.x;
|
||||
const nz = curr.z + d.z;
|
||||
if (!grid.isValidBounds(nx, 0, nz)) continue;
|
||||
|
||||
const candidates = [curr.y, curr.y + 1, curr.y - 1];
|
||||
for (const ny of candidates) {
|
||||
if (!grid.isValidBounds(nx, ny, nz)) continue;
|
||||
|
||||
const floor = grid.getCell(nx, ny - 1, nz);
|
||||
const feet = grid.getCell(nx, ny, nz);
|
||||
const h1 = grid.getCell(nx, ny + 1, nz);
|
||||
const h2 = grid.getCell(nx, ny + 2, nz);
|
||||
|
||||
const isFloorSolid = floor !== 0;
|
||||
// Allow ID 22 (Teleporter Node) as passable
|
||||
const isPassable = feet === 0 || feet === 20 || feet === 22;
|
||||
|
||||
if (isFloorSolid && isPassable && h1 === 0 && h2 === 0) {
|
||||
const key = `${nx},${ny},${nz}`;
|
||||
if (!visitedFlood.has(key)) {
|
||||
visitedFlood.add(key);
|
||||
floodQ.push({ x: nx, y: ny, z: nz });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check Coverage
|
||||
let floodReachableCount = 0;
|
||||
allPlats.forEach((p, idx) => {
|
||||
let hit = false;
|
||||
const searchR = p.radius - 1;
|
||||
for (let x = Math.round(p.x - searchR); x <= Math.round(p.x + searchR); x++) {
|
||||
for (
|
||||
let z = Math.round(p.z - searchR);
|
||||
z <= Math.round(p.z + searchR);
|
||||
z++
|
||||
) {
|
||||
// Check surface (y) or just above (y+1)
|
||||
if (
|
||||
visitedFlood.has(`${x},${Math.round(p.y + 1)},${z}`) ||
|
||||
visitedFlood.has(`${x},${Math.round(p.y)},${z}`)
|
||||
) {
|
||||
hit = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (hit) break;
|
||||
}
|
||||
if (hit) floodReachableCount++;
|
||||
else
|
||||
console.log(`[FloodFail] Platform ${p.globalId} unreachable from Spawn.`);
|
||||
});
|
||||
|
||||
console.log(
|
||||
`Flood Fill Reachable Platforms: ${floodReachableCount} / ${allPlats.length}`
|
||||
);
|
||||
console.log(
|
||||
`Global Reachability: ${
|
||||
floodReachableCount === allPlats.length ? "PASS" : "FAIL"
|
||||
}`
|
||||
);
|
||||
|
||||
console.log(`\nGeneration Complete.`);
|
||||
87
instrument_vertical.py
Normal file
87
instrument_vertical.py
Normal file
|
|
@ -0,0 +1,87 @@
|
|||
|
||||
import os
|
||||
|
||||
path = "src/generation/CrystalSpiresGenerator.js"
|
||||
with open(path, "r", encoding="utf-8") as f:
|
||||
lines = f.readlines()
|
||||
|
||||
# Locate connectVerticalLevels
|
||||
start_idx = -1
|
||||
for i, line in enumerate(lines):
|
||||
if "connectVerticalLevels(spires) {" in line:
|
||||
start_idx = i
|
||||
break
|
||||
|
||||
if start_idx == -1:
|
||||
print("Error: connectVerticalLevels not found")
|
||||
exit(1)
|
||||
|
||||
# Inject logs UNCOMMENTED
|
||||
new_code = """ connectVerticalLevels(spires) {
|
||||
console.log("Running connectVerticalLevels...");
|
||||
spires.forEach((s, sIdx) => {
|
||||
const sortedPlats = [...s.platforms].sort((a, b) => a.y - b.y);
|
||||
console.log(`Spire ${sIdx} has ${sortedPlats.length} platforms.`);
|
||||
|
||||
for (let i = 0; i < sortedPlats.length - 1; i++) {
|
||||
const pA = sortedPlats[i];
|
||||
const pB = sortedPlats[i + 1];
|
||||
|
||||
const dy = pB.y - pA.y;
|
||||
console.log(`Spire ${sIdx} Pair ${i}->${i+1}: dy=${dy}`);
|
||||
|
||||
if (dy > 18) {
|
||||
console.log(" Skipped: Too far");
|
||||
continue;
|
||||
}
|
||||
|
||||
const angleA = this.rng.next() * Math.PI * 2;
|
||||
const angleB = angleA + Math.PI * 0.66; // 120 deg
|
||||
|
||||
const rA = pA.radius - 0.5; // Inset slightly
|
||||
const rB = pB.radius - 0.5;
|
||||
|
||||
const start = {
|
||||
x: pA.x + Math.cos(angleA) * rA,
|
||||
y: pA.y,
|
||||
z: pA.z + Math.sin(angleA) * rA,
|
||||
};
|
||||
|
||||
const end = {
|
||||
x: pB.x + Math.cos(angleB) * rB,
|
||||
y: pB.y,
|
||||
z: pB.z + Math.sin(angleB) * rB,
|
||||
};
|
||||
|
||||
const success = this.buildBridge(start, end, { x: s.x, z: s.z }, 0.0);
|
||||
console.log(` BuildBridge Result: ${success}`);
|
||||
|
||||
if (success) {
|
||||
pA.connections.push(start);
|
||||
pB.connections.push(end);
|
||||
this.generatedAssets.bridges.push({
|
||||
fromSpire: sIdx,
|
||||
toSpire: sIdx, // Same Spire
|
||||
fromPlatIdx: s.platforms.indexOf(pA),
|
||||
toPlatIdx: s.platforms.indexOf(pB),
|
||||
start,
|
||||
end,
|
||||
});
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
"""
|
||||
|
||||
end_idx = -1
|
||||
for i in range(start_idx+1, len(lines)):
|
||||
if "connectSpires(spires) {" in lines[i]:
|
||||
end_idx = i - 1
|
||||
break
|
||||
|
||||
final_lines = lines[:start_idx] + [new_code] + lines[end_idx+1:]
|
||||
|
||||
with open(path, "w", encoding="utf-8") as f:
|
||||
f.writelines(final_lines)
|
||||
|
||||
print("Debug Instrumentation Complete")
|
||||
218
refactor_gen.py
Normal file
218
refactor_gen.py
Normal file
|
|
@ -0,0 +1,218 @@
|
|||
|
||||
import os
|
||||
|
||||
path = "src/generation/CrystalSpiresGenerator.js"
|
||||
|
||||
with open(path, "r", encoding="utf-8") as f:
|
||||
lines = f.readlines()
|
||||
|
||||
# Line numbers (1-based) to 0-based indices
|
||||
# remove 780-944, 1070-1170, 1172-1234, 1345-1450
|
||||
# Note: Python slices are [start:end] where start is inclusive, end is exclusive.
|
||||
# Line N -> Index N-1.
|
||||
|
||||
# Block 1: 1 to 779 (Index 0 to 779)
|
||||
chunk1 = lines[:779]
|
||||
|
||||
# Block 2: Skip 780-944 (Index 779-944)
|
||||
# Keep 945-1069 (Index 944-1069)
|
||||
chunk2 = lines[944:1069]
|
||||
|
||||
# Block 3: Skip 1070-1170 (Index 1069-1170)
|
||||
# Keep 1171 (Index 1170)
|
||||
chunk3 = lines[1170:1171]
|
||||
|
||||
# Block 4: Skip 1172-1234 (Index 1171-1234)
|
||||
# Keep 1235-1344 (Index 1234-1344)
|
||||
chunk4 = lines[1234:1344]
|
||||
|
||||
# Block 5: Skip 1345-1450 (Index 1344-1450)
|
||||
# Keep 1451-End (Index 1450:)
|
||||
chunk5 = lines[1450:]
|
||||
|
||||
# New Content Strings
|
||||
new_buildBridge = """ buildBridge(start, end, fromCenter = null, minDist = 2.0) {
|
||||
// Wrapper for generateBezierBridge
|
||||
// Simple Bezier logic for compatibility check
|
||||
const p0 = start;
|
||||
const p2 = end;
|
||||
|
||||
const midX = (p0.x + p2.x) / 2;
|
||||
const midZ = (p0.z + p2.z) / 2;
|
||||
const midY = (p0.y + p2.y) / 2;
|
||||
|
||||
const dx = p2.x - p0.x;
|
||||
const dz = p2.z - p0.z;
|
||||
const dist = Math.sqrt(dx*dx + dz*dz);
|
||||
|
||||
const nx = dx / dist;
|
||||
const nz = dz / dist;
|
||||
|
||||
const arcFactor = dist < 5.0 ? 0.5 : (dist / 8.0);
|
||||
const archHeight = 3.0 * arcFactor; // Simplified random
|
||||
const curveMag = 0; // Straight arch for simple builds (or random if rng available?)
|
||||
// We don't have RNG access easily here unless we use this.rng
|
||||
// Assume this.rng exists.
|
||||
if (this.rng) {
|
||||
const cm = this.rng.range(-dist/4, dist/4);
|
||||
const ah = this.rng.range(1, 4) * arcFactor;
|
||||
// Recalc
|
||||
}
|
||||
|
||||
// Re-use generateBezierBridge logic?
|
||||
// "generateBezierBridge" requires pA, pB (Platforms).
|
||||
// Here we have points.
|
||||
// We'll duplicate logic briefly to ensure it works.
|
||||
|
||||
const p1 = {x: midX, y: midY + archHeight, z: midZ};
|
||||
|
||||
const steps = Math.ceil(dist * 2.5);
|
||||
const pathVoxels = [];
|
||||
const visited = new Set();
|
||||
|
||||
for(let i=0; i<=steps; i++) {
|
||||
const t = i / steps;
|
||||
const invT = 1 - t;
|
||||
const x = invT*invT*p0.x + 2*invT*t*p1.x + t*t*p2.x;
|
||||
const y = invT*invT*p0.y + 2*invT*t*p1.y + t*t*p2.y;
|
||||
const z = invT*invT*p0.z + 2*invT*t*p1.z + t*t*p2.z;
|
||||
const ix = Math.round(x);
|
||||
const iy = Math.round(y);
|
||||
const iz = Math.round(z);
|
||||
const key = `${ix},${iy},${iz}`;
|
||||
if (!visited.has(key)) {
|
||||
visited.add(key);
|
||||
pathVoxels.push({x: ix, y: iy, z: iz});
|
||||
}
|
||||
}
|
||||
|
||||
// VALIDATION
|
||||
for (let i=0; i<pathVoxels.length; i++) {
|
||||
const v = pathVoxels[i];
|
||||
if (!this.grid.isValidBounds(v.x, v.y, v.z)) return false;
|
||||
const id = this.grid.getCell(v.x, v.y, v.z);
|
||||
if (id !== 0 && id !== 20 && id !== 22) {
|
||||
const dStart = (v.x-p0.x)**2 + (v.y-p0.y)**2 + (v.z-p0.z)**2;
|
||||
const dEnd = (v.x-p2.x)**2 + (v.y-p2.y)**2 + (v.z-p2.z)**2;
|
||||
if (dStart > 4 && dEnd > 4) return false;
|
||||
}
|
||||
const h1 = this.grid.getCell(v.x, v.y+1, v.z);
|
||||
const h2 = this.grid.getCell(v.x, v.y+2, v.z);
|
||||
if (h1 !== 0 || h2 !== 0) return false;
|
||||
if (i > 0) {
|
||||
if (Math.abs(v.y - pathVoxels[i-1].y) > 1) return false;
|
||||
}
|
||||
}
|
||||
|
||||
// PLACEMENT
|
||||
for (const v of pathVoxels) {
|
||||
if (this.grid.getCell(v.x, v.y, v.z) === 0) {
|
||||
this.grid.setCell(v.x, v.y, v.z, 20);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}\n\n"""
|
||||
|
||||
new_connectivity = """ /**
|
||||
* Ensure Connectivity via Flood Fill & Teleporters.
|
||||
*/
|
||||
ensureGlobalConnectivity(spires) {
|
||||
if (!spires || spires.length === 0) return;
|
||||
|
||||
let startPt = {x: spires[0].x, y: spires[0].platforms[0].y + 1, z: spires[0].z};
|
||||
|
||||
const visited = new Set();
|
||||
const q = [{x: Math.round(startPt.x), y: Math.round(startPt.y), z: Math.round(startPt.z)}];
|
||||
visited.add(`${q[0].x},${q[0].y},${q[0].z}`);
|
||||
|
||||
const MAX_ITER = 50000;
|
||||
let iter = 0;
|
||||
|
||||
// Flood Fill
|
||||
while(q.length > 0 && iter < MAX_ITER) {
|
||||
iter++;
|
||||
const curr = q.shift();
|
||||
|
||||
const dirs = [{x:1,z:0},{x:-1,z:0},{x:0,z:1},{x:0,z:-1}];
|
||||
for(const d of dirs) {
|
||||
const nx = curr.x+d.x;
|
||||
const nz = curr.z+d.z;
|
||||
// Y-scan
|
||||
const candidates = [curr.y, curr.y+1, curr.y-1];
|
||||
for(const ny of candidates) {
|
||||
if (this.grid.isValidBounds(nx, ny, nz)) {
|
||||
const floor = this.grid.getCell(nx, ny-1, nz);
|
||||
const feet = this.grid.getCell(nx, ny, nz);
|
||||
const h1 = this.grid.getCell(nx, ny+1, nz);
|
||||
const h2 = this.grid.getCell(nx, ny+2, nz);
|
||||
|
||||
const pass = (floor!==0 && (feet===0||feet===20||feet===22) && h1===0 && h2===0);
|
||||
if(pass) {
|
||||
const key = `${nx},${ny},${nz}`;
|
||||
if(!visited.has(key)) {
|
||||
visited.add(key);
|
||||
q.push({x:nx, y:ny, z:nz});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Identify Orphans
|
||||
const orphans = [];
|
||||
spires.forEach(s => {
|
||||
s.platforms.forEach(p => {
|
||||
// Check if any point on/near platform is visited
|
||||
let connected = false;
|
||||
const r = p.radius - 1;
|
||||
for(let x=p.x-r; x<=p.x+r; x++) {
|
||||
for(let z=p.z-r; z<=p.z+r; z++) {
|
||||
const key = `${Math.round(x)},${Math.round(p.y+1)},${Math.round(z)}`;
|
||||
if(visited.has(key)) { connected = true; break; }
|
||||
}
|
||||
if(connected) break;
|
||||
}
|
||||
if (!connected) orphans.push(p);
|
||||
});
|
||||
});
|
||||
|
||||
// Fix Orphans with Teleporters
|
||||
orphans.forEach(orp => {
|
||||
const ox = Math.round(orp.x);
|
||||
const oz = Math.round(orp.z);
|
||||
const oy = Math.round(orp.y + 1); // Stand on top
|
||||
|
||||
// Find target (Spawn/Spire 0)
|
||||
const target = spires[0].platforms[0];
|
||||
const tx = Math.round(target.x);
|
||||
const tz = Math.round(target.z);
|
||||
const ty = Math.round(target.y + 1);
|
||||
|
||||
if(this.grid.isValidBounds(ox, oy, oz) && this.grid.isValidBounds(tx, ty, tz)) {
|
||||
this.grid.setCell(ox, oy, oz, 22); // Teleporter
|
||||
this.grid.setCell(tx, ty, tz, 22); // Teleporter
|
||||
// Logic linkage would be separate asset, but visual ID 22 is enough for now.
|
||||
// console.log("Teleporter Placed");
|
||||
}
|
||||
});
|
||||
}\n\n"""
|
||||
|
||||
# Assemble
|
||||
final_content = (
|
||||
chunk1 +
|
||||
[" // A* Removed\n"] +
|
||||
chunk2 +
|
||||
[new_buildBridge] +
|
||||
chunk3 +
|
||||
[" // Legacy Removed\n"] +
|
||||
chunk4 +
|
||||
[new_connectivity] +
|
||||
chunk5
|
||||
)
|
||||
|
||||
# Write back
|
||||
with open(path, "w", encoding="utf-8") as f:
|
||||
f.writelines(final_content)
|
||||
|
||||
print("Refactor Complete")
|
||||
134
update_connectivity.py
Normal file
134
update_connectivity.py
Normal file
|
|
@ -0,0 +1,134 @@
|
|||
|
||||
import os
|
||||
|
||||
path = "src/generation/CrystalSpiresGenerator.js"
|
||||
with open(path, "r", encoding="utf-8") as f:
|
||||
lines = f.readlines()
|
||||
|
||||
start_idx = -1
|
||||
for i, line in enumerate(lines):
|
||||
if "ensureGlobalConnectivity(spires) {" in line:
|
||||
start_idx = i
|
||||
break
|
||||
|
||||
if start_idx == -1:
|
||||
print("Error: ensureGlobalConnectivity not found")
|
||||
exit(1)
|
||||
|
||||
# Find end of method. It's likely the second to last closing brace, or indented " }".
|
||||
# The previous `view_file` showed it ending at line 1212/1213.
|
||||
# We will scan for " }" starting from start_idx.
|
||||
end_idx = -1
|
||||
for i in range(start_idx + 1, len(lines)):
|
||||
if lines[i].rstrip() == " }":
|
||||
end_idx = i
|
||||
break
|
||||
|
||||
if end_idx == -1:
|
||||
print("Error: Closing brace not found")
|
||||
exit(1)
|
||||
|
||||
# New Content
|
||||
new_code = """ ensureGlobalConnectivity(spires) {
|
||||
if (!spires || spires.length === 0) return;
|
||||
|
||||
// 1. Build Adjacency Graph
|
||||
// Map platform ID "sIdx:pIdx" -> {id, p, neighbors: Set<id>}
|
||||
const adj = new Map();
|
||||
const platById = new Map();
|
||||
const getPlatId = (sIdx, pIdx) => `${sIdx}:${pIdx}`;
|
||||
|
||||
spires.forEach((s, sIdx) => {
|
||||
s.platforms.forEach((p, pIdx) => {
|
||||
const id = getPlatId(sIdx, pIdx);
|
||||
adj.set(id, {id, p, neighbors: new Set()});
|
||||
platById.set(id, p);
|
||||
});
|
||||
});
|
||||
|
||||
// Populate Neighbors from Bridges
|
||||
this.generatedAssets.bridges.forEach(b => {
|
||||
if (b.fromPlatIdx !== undefined && b.toPlatIdx !== undefined) {
|
||||
const idA = getPlatId(b.fromSpire, b.fromPlatIdx);
|
||||
const idB = getPlatId(b.toSpire, b.toPlatIdx);
|
||||
if(adj.has(idA) && adj.has(idB)) {
|
||||
adj.get(idA).neighbors.add(idB);
|
||||
adj.get(idB).neighbors.add(idA);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// 2. Find Connected Components (BFS)
|
||||
const visited = new Set();
|
||||
const components = [];
|
||||
|
||||
for(const [id, node] of adj) {
|
||||
if(!visited.has(id)) {
|
||||
const comp = [];
|
||||
const q = [id];
|
||||
visited.add(id);
|
||||
while(q.length > 0) {
|
||||
const curr = q.shift();
|
||||
comp.push(curr);
|
||||
adj.get(curr).neighbors.forEach(nId => {
|
||||
if(!visited.has(nId)) {
|
||||
visited.add(nId);
|
||||
q.push(nId);
|
||||
}
|
||||
});
|
||||
}
|
||||
components.push(comp);
|
||||
}
|
||||
}
|
||||
|
||||
// 3. Link Components
|
||||
if (components.length > 1) {
|
||||
// Identify Main Component (Largest)
|
||||
components.sort((a,b) => b.length - a.length);
|
||||
const targetComp = components[0];
|
||||
const targetNodeId = targetComp[0];
|
||||
const targetPlat = platById.get(targetNodeId);
|
||||
|
||||
for(let i=1; i<components.length; i++) {
|
||||
const orphanComp = components[i];
|
||||
const orphanNodeId = orphanComp[0];
|
||||
const orphanPlat = platById.get(orphanNodeId);
|
||||
|
||||
this.placeTeleporter(targetPlat, orphanPlat);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
placeTeleporter(pA, pB) {
|
||||
const findSpot = (p) => {
|
||||
const r = p.radius - 1;
|
||||
for(let x=Math.round(p.x-r); x<=Math.round(p.x+r); x++) {
|
||||
for(let z=Math.round(p.z-r); z<=Math.round(p.z+r); z++) {
|
||||
const y = Math.round(p.y);
|
||||
const floor = this.grid.getCell(x, y, z);
|
||||
const air = this.grid.getCell(x, y+1, z);
|
||||
if (floor !== 0 && air === 0) {
|
||||
return {x, y: y+1, z};
|
||||
}
|
||||
}
|
||||
}
|
||||
return null;
|
||||
};
|
||||
|
||||
const sA = findSpot(pA);
|
||||
const sB = findSpot(pB);
|
||||
|
||||
if(sA && sB) {
|
||||
this.grid.setCell(sA.x, sA.y, sA.z, 22);
|
||||
this.grid.setCell(sB.x, sB.y, sB.z, 22);
|
||||
}
|
||||
}
|
||||
"""
|
||||
|
||||
# Replace
|
||||
final_lines = lines[:start_idx] + [new_code] + lines[end_idx+1:]
|
||||
|
||||
with open(path, "w", encoding="utf-8") as f:
|
||||
f.writelines(final_lines)
|
||||
|
||||
print("Update Complete")
|
||||
139
update_gen_debug.py
Normal file
139
update_gen_debug.py
Normal file
|
|
@ -0,0 +1,139 @@
|
|||
|
||||
import os
|
||||
|
||||
path = "src/generation/CrystalSpiresGenerator.js"
|
||||
with open(path, "r", encoding="utf-8") as f:
|
||||
lines = f.readlines()
|
||||
|
||||
start_idx = -1
|
||||
for i, line in enumerate(lines):
|
||||
if "ensureGlobalConnectivity(spires) {" in line:
|
||||
start_idx = i
|
||||
break
|
||||
|
||||
if start_idx == -1:
|
||||
print("Error: ensureGlobalConnectivity not found")
|
||||
exit(1)
|
||||
|
||||
end_idx = -1
|
||||
for i in range(start_idx + 1, len(lines)):
|
||||
if lines[i].rstrip() == " }":
|
||||
end_idx = i
|
||||
break
|
||||
|
||||
if end_idx == -1:
|
||||
print("Error: Closing brace not found")
|
||||
exit(1)
|
||||
|
||||
# Debug Version
|
||||
new_code = """ ensureGlobalConnectivity(spires) {
|
||||
// console.log("Ensure Connectivity running...");
|
||||
if (!spires || spires.length === 0) return;
|
||||
|
||||
const adj = new Map();
|
||||
const platById = new Map();
|
||||
const getPlatId = (sIdx, pIdx) => `${sIdx}:${pIdx}`;
|
||||
|
||||
let nodeCount = 0;
|
||||
spires.forEach((s, sIdx) => {
|
||||
s.platforms.forEach((p, pIdx) => {
|
||||
const id = getPlatId(sIdx, pIdx);
|
||||
adj.set(id, {id, p, neighbors: new Set()});
|
||||
platById.set(id, p);
|
||||
nodeCount++;
|
||||
});
|
||||
});
|
||||
// console.log(`Adjacency Graph Nodes: ${nodeCount}`);
|
||||
|
||||
let edgeCount = 0;
|
||||
this.generatedAssets.bridges.forEach(b => {
|
||||
if (b.fromPlatIdx !== undefined && b.toPlatIdx !== undefined) {
|
||||
const idA = getPlatId(b.fromSpire, b.fromPlatIdx);
|
||||
const idB = getPlatId(b.toSpire, b.toPlatIdx);
|
||||
if(adj.has(idA) && adj.has(idB)) {
|
||||
adj.get(idA).neighbors.add(idB);
|
||||
adj.get(idB).neighbors.add(idA);
|
||||
edgeCount++;
|
||||
}
|
||||
} else {
|
||||
// console.log("Bridge missing platform indices:", b);
|
||||
}
|
||||
});
|
||||
// console.log(`Adjacency Graph Edges: ${edgeCount}`);
|
||||
|
||||
const visited = new Set();
|
||||
const components = [];
|
||||
|
||||
for(const [id, node] of adj) {
|
||||
if(!visited.has(id)) {
|
||||
const comp = [];
|
||||
const q = [id];
|
||||
visited.add(id);
|
||||
while(q.length > 0) {
|
||||
const curr = q.shift();
|
||||
comp.push(curr);
|
||||
adj.get(curr).neighbors.forEach(nId => {
|
||||
if(!visited.has(nId)) {
|
||||
visited.add(nId);
|
||||
q.push(nId);
|
||||
}
|
||||
});
|
||||
}
|
||||
components.push(comp);
|
||||
}
|
||||
}
|
||||
|
||||
// console.log(`Connected Components: ${components.length}`);
|
||||
|
||||
if (components.length > 1) {
|
||||
components.sort((a,b) => b.length - a.length);
|
||||
const targetComp = components[0];
|
||||
const targetNodeId = targetComp[0];
|
||||
const targetPlat = platById.get(targetNodeId);
|
||||
|
||||
for(let i=1; i<components.length; i++) {
|
||||
const orphanComp = components[i];
|
||||
const orphanNodeId = orphanComp[0];
|
||||
const orphanPlat = platById.get(orphanNodeId);
|
||||
|
||||
// console.log(`Linking Component ${i} (Size ${orphanComp.length}) to Main`);
|
||||
this.placeTeleporter(targetPlat, orphanPlat);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
placeTeleporter(pA, pB) {
|
||||
const findSpot = (p) => {
|
||||
const r = p.radius - 1;
|
||||
for(let x=Math.round(p.x-r); x<=Math.round(p.x+r); x++) {
|
||||
for(let z=Math.round(p.z-r); z<=Math.round(p.z+r); z++) {
|
||||
const y = Math.round(p.y);
|
||||
const floor = this.grid.getCell(x, y, z);
|
||||
const air = this.grid.getCell(x, y+1, z);
|
||||
if (floor !== 0 && air === 0) {
|
||||
return {x, y: y+1, z};
|
||||
}
|
||||
}
|
||||
}
|
||||
return null;
|
||||
};
|
||||
|
||||
const sA = findSpot(pA);
|
||||
const sB = findSpot(pB);
|
||||
|
||||
if(sA && sB) {
|
||||
this.grid.setCell(sA.x, sA.y, sA.z, 22);
|
||||
this.grid.setCell(sB.x, sB.y, sB.z, 22);
|
||||
// console.log(`Placed Teleporter between (${sA.x},${sA.y},${sA.z}) and (${sB.x},${sB.y},${sB.z})`);
|
||||
} else {
|
||||
// console.log("Failed to find spot for Teleporter");
|
||||
}
|
||||
}
|
||||
"""
|
||||
|
||||
final_lines = lines[:start_idx] + [new_code] + lines[end_idx+1:]
|
||||
|
||||
with open(path, "w", encoding="utf-8") as f:
|
||||
f.writelines(final_lines)
|
||||
|
||||
print("Debug Update Complete")
|
||||
Loading…
Reference in a new issue