aether-shards/debug_spires.js
2026-01-14 11:11:38 -08:00

575 lines
16 KiB
JavaScript

import { VoxelGrid } from "./src/grid/VoxelGrid.js";
import { CrystalSpiresGenerator } from "./src/generation/CrystalSpiresGenerator.js";
// 1. Get Seed from Args
const args = process.argv.slice(2);
const seed = args.length > 0 ? parseInt(args[0]) : 727852;
console.log(`Debug Run: Seed ${seed}`);
// Mock OffscreenCanvas for Node.js environment
global.OffscreenCanvas = class {
constructor(width, height) {
this.width = width;
this.height = height;
}
getContext() {
return {
fillStyle: "",
fillRect: () => {},
beginPath: () => {},
moveTo: () => {},
lineTo: () => {},
stroke: () => {},
fill: () => {},
arc: () => {},
save: () => {},
restore: () => {},
translate: () => {},
rotate: () => {},
scale: () => {},
createLinearGradient: () => ({ addColorStop: () => {} }),
createRadialGradient: () => ({ addColorStop: () => {} }),
createImageData: (w, h) => ({
width: w,
height: h,
data: new Uint8ClampedArray(w * h * 4),
}),
putImageData: () => {},
};
}
};
const grid = new VoxelGrid(20, 20, 20);
const generator = new CrystalSpiresGenerator(grid, seed);
generator.generate(4, 3);
// 2. Validate Bridges
const bridges = generator.generatedAssets.bridges || [];
const spires = generator.generatedAssets.spires || [];
console.log(`\n=== Bridge Validity Check ===`);
console.log(`Total Spires: ${spires.length}`);
console.log(`Total Bridges: ${bridges.length}`);
// Helper: Collision Check
function checkCylinderCollision(x1, z1, x2, z2, cx, cz, r) {
const dx = x2 - x1;
const dz = z2 - z1;
const fx = x1 - cx;
const fz = z1 - cz;
const a = dx * dx + dz * dz;
const b = 2 * (fx * dx + fz * dz);
const c = fx * fx + fz * fz - r * r;
let discrim = b * b - 4 * a * c;
if (discrim < 0) return false;
discrim = Math.sqrt(discrim);
const t1 = (-b - discrim) / (2 * a);
const t2 = (-b + discrim) / (2 * a);
if ((t1 > 0.05 && t1 < 0.95) || (t2 > 0.05 && t2 < 0.95)) return true;
return false;
}
// Helper: Check if a position is valid to stand on
function isValidStance(grid, x, y, z) {
if (
x < 0 ||
x >= grid.size.x ||
z < 0 ||
z >= grid.size.z ||
y < 0 ||
y >= grid.size.y
)
return false;
const ground = grid.getCell(x, y - 1, z);
const feet = grid.getCell(x, y, z);
const head = grid.getCell(x, y + 1, z);
if (ground === 0 || feet !== 0 || head !== 0) {
// console.log(`Stance Fail @ ${x},${y},${z}: G=${ground} F=${feet} H=${head}`);
return false;
}
return true;
}
// Helper: BFS Pathfinding
// Helper: Game-Accurate Walkability Check (Matches MovementSystem.js)
function checkWalkability(grid, start, end, spireCenter = null) {
const q = [];
const visited = new Set();
const cameFrom = new Map(); // Track path for reconstruction
// Find valid start Y (Unit stands ON TOP of the block)
// Generator `start` is the Bridge Block (Floor).
// So Unit Y = start.y + 1.
const sx = Math.round(start.x);
const sz = Math.round(start.z);
// Find Walkable Y logic from MovementSystem
// Checks: Cell(y) != 0 is FAIL. Cell(y-1) == 0 is FAIL. Cell(y+1) != 0 is FAIL.
const findWalkableY = (x, z, refY) => {
const levels = [refY, refY + 1, refY - 1, refY - 2];
for (const y of levels) {
if (
grid.getCell(x, y, z) === 0 && // Feet Clear
grid.getCell(x, y - 1, z) !== 0 && // Floor Solid
grid.getCell(x, y + 1, z) === 0
) {
// Head Clear
return y;
}
}
return null;
};
const sy = findWalkableY(sx, sz, Math.round(start.y) + 1);
if (sy === null) {
return {
success: false,
reason: `Invalid Start Stance near ${sx},${start.y},${sz}`,
};
}
const ex = Math.round(end.x);
const ez = Math.round(end.z);
// Target Y is flexible (logic finds it)
q.push({ x: sx, y: sy, z: sz, dist: 0 });
const startKey = `${sx},${sy},${sz}`;
visited.add(startKey);
cameFrom.set(startKey, null);
while (q.length > 0) {
const curr = q.shift();
// Target Reached? (Approximate X/Z matches)
// Note: We check if we are 'standing' on or near the target platform rim
if (Math.abs(curr.x - ex) <= 2 && Math.abs(curr.z - ez) <= 2) {
// Also check Y proximity?
if (Math.abs(curr.y - (end.y + 1)) <= 3) {
// Perform Outward Check if needed
if (spireCenter) {
// Reconstruct Path
let path = [];
let k = `${curr.x},${curr.y},${curr.z}`;
while (k) {
const [px, py, pz] = k.split(",").map(Number);
path.push({ x: px, y: py, z: pz });
k = cameFrom.get(k);
}
path.reverse();
// Check first 3 steps
if (path.length > 1) {
const p0 = path[0];
// Check a bit further steps to be sure
const checkIdx = Math.min(path.length - 1, 3);
const pCheck = path[checkIdx];
const d0 = Math.sqrt(
Math.pow(p0.x - spireCenter.x, 2) +
Math.pow(p0.z - spireCenter.z, 2)
);
const dN = Math.sqrt(
Math.pow(pCheck.x - spireCenter.x, 2) +
Math.pow(pCheck.z - spireCenter.z, 2)
);
if (dN < d0) {
// Check if we are walking on a BRIDGE (ID 20) or PLATFORM (ID != 20)
// If on Platform, Inward is valid (walking across).
// If on Bridge, Inward is invalid (curling back).
// `pCheck` is at feet level? No, pCheck has .y stance.
// Grid cell at y-1 is floor.
const floorID = grid.getCell(
Math.round(pCheck.x),
Math.round(pCheck.y - 1),
Math.round(pCheck.z)
);
if (floorID === 20) {
console.log(
`[DEBUG] Inward Fail (Bridge Voxel): Center(${spireCenter.x}, ${spireCenter.z})`
);
console.log(
`[DEBUG] Path[0]: (${p0.x}, ${p0.y}, ${p0.z}) D=${d0.toFixed(
2
)}`
);
console.log(
`[DEBUG] Path[${checkIdx}]: (${pCheck.x}, ${pCheck.y}, ${
pCheck.z
}) D=${dN.toFixed(2)} ID=${floorID}`
);
return {
success: false,
reason:
"Path goes INWARD towards spire center (Bridge Recurve)",
};
} else {
// console.log(`[DEBUG] Inward Move Allowed on Platform (ID ${floorID})`);
}
}
}
}
return { success: true };
}
}
if (curr.dist > 300) continue;
// Spec CoA Implementation
// 1. Neighbors (Horizontal Only)
const dirs = [
{ x: 1, z: 0 },
{ x: -1, z: 0 },
{ x: 0, z: 1 },
{ x: 0, z: -1 },
];
for (const d of dirs) {
const nx = curr.x + d.x;
const nz = curr.z + d.z;
if (!grid.isValidBounds(nx, 0, nz)) continue;
// CoA 1: Gradient <= 1
// Check Step Up (y+1), Level (y), Step Down (y-1)
const candidates = [curr.y, curr.y + 1, curr.y - 1];
for (const ny of candidates) {
if (!grid.isValidBounds(nx, ny, nz)) continue;
// CoA 3 & 4: Headroom Validation
// Floor(ny-1) must be solid.
// Feet(ny) can be Air, Bridge(20), Teleporter(22).
// Head1(ny+1) MUST be Air.
// Head2(ny+2) MUST be Air.
const floor = grid.getCell(nx, ny - 1, nz);
const feet = grid.getCell(nx, ny, nz);
const h1 = grid.getCell(nx, ny + 1, nz);
const h2 = grid.getCell(nx, ny + 2, nz);
const isFloorSolid = floor !== 0;
const isFeetPassable = feet === 0 || feet === 20 || feet === 22;
const isHeadClear = h1 === 0 && h2 === 0;
if (isFloorSolid && isFeetPassable && isHeadClear) {
const key = `${nx},${ny},${nz}`;
if (!visited.has(key)) {
visited.add(key);
cameFrom.set(key, `${curr.x},${curr.y},${curr.z}`);
q.push({ x: nx, y: ny, z: nz, dist: curr.dist + 1 });
}
}
}
}
}
return { success: false, reason: "No Path Found (Gap or Blockage)" };
}
let validBridges = 0;
bridges.forEach((b, idx) => {
let isValid = true;
let issues = [];
// Check 1: Pillar Collision
for (let i = 0; i < spires.length; i++) {
if (i === b.fromSpire || i === b.toSpire) continue;
const s = spires[i];
if (
checkCylinderCollision(
b.start.x,
b.start.z,
b.end.x,
b.end.z,
s.x,
s.z,
s.radius + 1.0
)
) {
isValid = false;
issues.push(`Clips Spire ${i}`);
}
}
// Check 2: Slope
const yDiff = Math.abs(b.end.y - b.start.y);
const rimDist = b.dist;
const reqYdMax = Math.max(rimDist, 3) * 3.0;
if (yDiff > 12) {
isValid = false;
issues.push(`Too steep (Y=${yDiff} > 12)`);
}
if (yDiff > reqYdMax) {
isValid = false;
issues.push(`Slope limit exceeded`);
}
// Bridge Validity Logic (CoA Compliance)
// 1. Walkability (Forward)
const walkA = checkWalkability(grid, b.start, b.end, { x: 0, y: 0, z: 0 }); // Centroid irrelevant now
// 2. Walkability (Reverse)
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.`);