aether-shards/refactor_gen.py
2026-01-14 11:11:38 -08:00

218 lines
7.2 KiB
Python

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")