575 lines
16 KiB
JavaScript
575 lines
16 KiB
JavaScript
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 });
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if (!walkA.success) {
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isValid = false;
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issues.push(`Forward Unwalkable: ${walkA.reason}`);
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}
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if (isValid && !walkB.success) {
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isValid = false;
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issues.push(`Reverse Unwalkable: ${walkB.reason}`);
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}
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// Note: We removed strict "Inward" and "Tortuosity" checks as Bezier curves are organic.
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// The primary constraints are now Gradient (in checkWalkability) and Headroom.
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if (isValid) {
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console.log(
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`Bridge #${idx} [Spire ${b.fromSpire} -> ${b.toSpire}]: VALID (OK)`
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);
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validBridges++;
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} else {
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console.log(
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`Bridge #${idx} [Spire ${b.fromSpire} -> ${
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b.toSpire
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}]: INVALID (${issues.join(", ")})`
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);
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}
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});
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console.log(`\n=== Orphan Platform Check ===`);
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let orphans = 0;
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let totalPlatforms = 0;
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spires.forEach((s, sIdx) => {
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s.platforms.forEach((p, pIdx) => {
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totalPlatforms++;
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// Check if this platform has any connections recorded in its object
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// Note: connections array stores points, so strictly length > 0
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if (!p.connections || p.connections.length === 0) {
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orphans++;
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console.log(
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`Spire ${sIdx} Platform ${pIdx} (Y=${p.y}) is ORPHANED (0 connections)`
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);
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}
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});
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});
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console.log(`Total Platforms: ${totalPlatforms}`);
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console.log(`Orphan Platforms: ${orphans}`);
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console.log(`\n=== Graph Connectivity Check ===`);
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// 1. Gather all platforms and assign IDs
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let allPlats = [];
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spires.forEach((s, sIdx) => {
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s.platforms.forEach((p, pIdx) => {
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p.id = `${sIdx}:${pIdx}`;
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allPlats.push(p);
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});
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});
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allPlats.sort((a, b) => a.y - b.y);
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// 2. Build Adjacency Graph from Bridges
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// Bridge stores: { fromSpire, toSpire, start, end }
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// We need to map start/end points back to platforms.
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// Helper: Find platform containing point
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function findPlat(pt, sIdx) {
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const s = spires[sIdx];
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// Find plat with closest Y and matching X/Z within radius
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let best = null;
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let minD = Infinity;
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for (const p of s.platforms) {
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const dy = Math.abs(p.y - pt.y);
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if (dy < 2.0) return p; // Direct height match usually enough
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}
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return null;
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}
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const adj = new Map(); // ID -> Set<ID>
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allPlats.forEach((p) => adj.set(p.id, new Set()));
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bridges.forEach((b) => {
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// Note: b.fromSpire/b.toSpire are indices
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// b.start is on fromSpire, b.end is on toSpire
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const pA = findPlat(b.start, b.fromSpire);
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const pB = findPlat(b.end, b.toSpire);
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if (pA && pB) {
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adj.get(pA.id).add(pB.id);
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adj.get(pB.id).add(pA.id);
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// console.log(`[Graph] Linked ${pA.id} <--> ${pB.id} via Bridge ${bridges.indexOf(b)}`);
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} else {
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console.log(
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`[Graph] Failed to map bridge ${bridges.indexOf(b)} to platforms!`
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);
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console.log(
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` Bridge: Spire ${b.fromSpire} -> ${b.toSpire}, Y: ${b.start.y.toFixed(
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1
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)} -> ${b.end.y.toFixed(1)}`
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);
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console.log(` pA: ${pA ? pA.id : "NULL"}, pB: ${pB ? pB.id : "NULL"}`);
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}
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});
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// 3. BFS from Lowest Platform
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const startNode = allPlats[0];
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const targetNode = allPlats[allPlats.length - 1]; // Highest
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const qGraph = [startNode.id];
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const visitedGraph = new Set([startNode.id]);
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while (qGraph.length > 0) {
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const curr = qGraph.shift();
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const neighbors = adj.get(curr);
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if (neighbors) {
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for (const n of neighbors) {
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if (!visitedGraph.has(n)) {
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visitedGraph.add(n);
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qGraph.push(n);
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}
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}
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}
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}
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// 4. Report
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const fullyConnected = visitedGraph.size === allPlats.length;
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const topReachable = visitedGraph.has(targetNode.id);
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console.log(
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`Nodes Reachable from Bottom (Y=${startNode.y}): ${visitedGraph.size} / ${allPlats.length}`
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);
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console.log(
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`Top Platform (Y=${targetNode.y}) Reachable: ${topReachable ? "YES" : "NO"}`
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);
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console.log(`Full Graph Interconnected: ${fullyConnected ? "YES" : "NO"}`);
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// CoA 5: Global Reachability via Grid Flood Fill (True Walkability)
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// Graph connectivity assumes bridges work. Flood Fill PROVES it.
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console.log("\n=== Global Flood Fill (Spawn -> All) ===");
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// DEBUG: Check specific coordinate reported by Generator logic
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const checkVal = grid.getCell(12, 11, 5);
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console.log(`DEBUG CHECK: Cell(12,11,5) = ${checkVal}`);
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// 0. Find all Teleporters (ID 22)
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const teleporters = [];
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for (let x = 0; x < grid.width; x++) {
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for (let z = 0; z < grid.depth; z++) {
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for (let y = 0; y < grid.height; y++) {
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if (grid.getCell(x, y, z) === 22) {
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teleporters.push({ x, y, z });
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}
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}
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}
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}
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console.log(`Found ${teleporters.length} Teleporter Nodes.`);
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const spawnPlat = allPlats[0];
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const reachableSet = new Set();
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// Start slightly above spawn platform to ensure standing
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const floodQ = [
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{
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x: Math.round(spawnPlat.x),
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y: Math.round(spawnPlat.y + 1),
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z: Math.round(spawnPlat.z),
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},
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];
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const visitedFlood = new Set([`${floodQ[0].x},${floodQ[0].y},${floodQ[0].z}`]);
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// Optimization: Limit flood fill iterations
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let iterations = 0;
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const MAX_ITER = 50000;
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while (floodQ.length > 0 && iterations < MAX_ITER) {
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iterations++;
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const curr = floodQ.shift();
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// Check Teleport Jump
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const floorID = grid.getCell(curr.x, curr.y - 1, curr.z);
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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.`);
|