Files
jwinterm fad2a695bd Wownerogue
A browser-based roguelike synchronized with crypto block timing. A run is a race
against the next block: reach the exit before the block lands, or the house wins.
The same codebase runs the solo dungeon, the social Tavern, and operator-selected
PvP and race rulesets, with separate free and paid leaderboards.

Self-hostable under the MIT License. See README.md to run it, docs/ARCHITECTURE.md
for the design, and docs/DEPLOY.md to operate an instance.
2026-07-27 08:23:01 -04:00

404 lines
15 KiB
JavaScript

// GameState - Handles game state management and updates
var GameState = {
_player: null,
_monster: null,
_map: {},
_items: {},
_gameActive: false,
_visibleTiles: {},
_exploredTiles: {},
_entrance: null,
_exit: null,
_treasure: null,
_message: null,
_scheduler: null,
_engine: null,
_lighting: {},
_torches: [],
init: function() {
this.reset();
},
reset: function() {
this._player = null;
this._monster = null;
this._map = {};
this._items = {};
this._gameActive = false;
this._visibleTiles = {};
this._exploredTiles = {};
this._entrance = null;
this._exit = null;
this._treasure = null;
this._message = null;
this._lighting = {};
this._torches = [];
this._depth = 1;
this._maxDepth = 1;
if (this._scheduler) this._scheduler.clear();
if (!this._scheduler) this._scheduler = new ROT.Scheduler.Simple();
if (!this._engine) this._engine = new ROT.Engine(this._scheduler);
},
setGameActive: function(active) {
this._gameActive = active;
},
isGameActive: function() {
return this._gameActive;
},
initializePlayer: function(playerData) {
if (playerData && typeof playerData.x === 'number' && typeof playerData.y === 'number') {
this._player = { x: playerData.x, y: playerData.y };
} else {
console.warn("Invalid or missing playerData.x/y, using default player position.", playerData);
this._player = { x: 12, y: 12 }; // Default position
}
return this._player;
},
initializeMap: function(mapData, initialVisibleTiles, screenWidth, screenHeight) {
this._map = {};
this._visibleTiles = {};
this._exploredTiles = this._exploredTiles || {};
let mapInitialized = false;
// Map source precedence: mapData.tiles, then array mapData, then initialVisibleTiles.
if (mapData && mapData.tiles && typeof mapData.tiles === 'object' && Object.keys(mapData.tiles).length > 0) {
for (var yKey in mapData.tiles) {
const y = parseInt(yKey);
this._map[y] = {};
for (var xKey in mapData.tiles[y]) {
const x = parseInt(xKey);
this._map[y][x] = mapData.tiles[y][x];
}
}
mapInitialized = true;
}
else if (mapData && Array.isArray(mapData) && mapData.length > 0) {
for (let y = 0; y < mapData.length; y++) {
this._map[y] = {};
if (mapData[y] && Array.isArray(mapData[y])) {
for (let x = 0; x < mapData[y].length; x++) {
this._map[y][x] = mapData[y][x];
}
}
}
mapInitialized = true;
}
else if (initialVisibleTiles && typeof initialVisibleTiles === 'object' && Object.keys(initialVisibleTiles).length > 0) {
this._visibleTiles = JSON.parse(JSON.stringify(initialVisibleTiles)); // Deep copy
for (const yKey in this._visibleTiles) {
const y = parseInt(yKey);
this._map[y] = this._map[y] || {};
for (const xKey in this._visibleTiles[y]) {
const x = parseInt(xKey);
this._map[y][x] = this._visibleTiles[y][x];
}
}
mapInitialized = true;
}
// Fallback: a bordered empty room so the client still renders without server map data.
if (!mapInitialized) {
console.warn("No valid mapData or initialVisibleTiles provided. Creating default map for testing.");
const defaultMapWidth = screenWidth;
const defaultMapHeight = screenHeight;
for (let y = 0; y < defaultMapHeight; y++) {
this._map[y] = {};
for (let x = 0; x < defaultMapWidth; x++) {
this._map[y][x] = (x === 0 || x === defaultMapWidth - 1 || y === 0 || y === defaultMapHeight - 1) ? 1 : 0;
}
}
// Adjust player position if it's in a wall of the default map
if (this._map[this._player.y] && this._map[this._player.y][this._player.x] === 1) {
this._player.x = Math.floor(defaultMapWidth / 2);
this._player.y = Math.floor(defaultMapHeight / 2);
if (this._map[this._player.y][this._player.x] === 1) {
this._map[this._player.y][this._player.x] = 0; // Force floor
}
}
}
return mapInitialized;
},
validatePlayerPosition: function(screenWidth, screenHeight) {
if (!this._map[this._player.y] || this._map[this._player.y][this._player.x] === undefined) {
console.error(`Player position (${this._player.x}, ${this._player.y}) is invalid or outside map boundaries. Attempting to find fallback.`);
let foundFallback = false;
for (let y_scan = 0; y_scan < screenHeight; y_scan++) {
if (this._map[y_scan]) {
for (let x_scan = 0; x_scan < screenWidth; x_scan++) {
const tile = this._map[y_scan][x_scan];
// Floor is encoded either as 0 or as the tile ids "'1" / "'2".
if (tile === 0 || tile === "'1" || tile === "'2") {
this._player.x = x_scan;
this._player.y = y_scan;
foundFallback = true;
break;
}
}
}
if (foundFallback) break;
}
if (!foundFallback) {
console.error("Could not find a valid fallback starting position for the player on the map.");
return false;
}
}
return true;
},
computeFieldOfView: function() {
// The callback reports transparency: true for tiles that pass light, false for blockers.
var fov = new ROT.FOV.PreciseShadowcasting(function(x, y) {
if (!this._map[y] || this._map[y][x] === undefined) {
return false; // Unknown tiles block light
}
const tile = this._map[y][x];
// Floor is encoded either as 0 or as the tile ids "'1" / "'2".
return tile === 0 || tile === "'1" || tile === "'2";
}.bind(this));
// A map built from initialVisibleTiles already carries visibility; only compute otherwise.
if (!this._visibleTiles || Object.keys(this._visibleTiles).length === 0) {
this._visibleTiles = {};
fov.compute(this._player.x, this._player.y, 10, function(x, y, r, visibility) {
if (!this._visibleTiles[y]) this._visibleTiles[y] = {};
if (this._map[y] && this._map[y][x] !== undefined) {
this._visibleTiles[y][x] = this._map[y][x];
}
}.bind(this));
}
// Explored tiles accumulate on player movement, so the initial FOV pass does not call
// updateExploredTiles().
},
updateExploredTiles: function() {
for (var yKey in this._visibleTiles) {
const y = parseInt(yKey);
if (!this._exploredTiles[y]) this._exploredTiles[y] = {};
for (var xKey in this._visibleTiles[y]) {
const x = parseInt(xKey);
this._exploredTiles[y][x] = this._visibleTiles[y][x];
}
}
},
updateGameState: function(data) {
if (!this._gameActive) {
console.warn("GameState.updateGameState called, but game is not active. Ignoring update.");
return false;
}
if (!data) {
console.error("GameState.updateGameState: No update data received!");
return false;
}
try {
let needsRedraw = false;
// A new depth is a new level: the accumulated map, explored and visible tiles belong to
// the previous level and are cleared, otherwise its walls ghost through the fresh one.
if (typeof data.depth === 'number' && data.depth !== this._depth) {
this._depth = data.depth;
if (typeof data.maxDepth === 'number') this._maxDepth = data.maxDepth;
this._map = {};
this._visibleTiles = {};
this._exploredTiles = {};
needsRedraw = true;
}
if (data.player) {
this._player = data.player;
needsRedraw = true;
}
if (data.monster !== undefined) {
this._monster = data.monster;
needsRedraw = true;
}
if (data.items !== undefined) {
this._items = data.items;
needsRedraw = true;
}
if (data.entrance !== undefined) {
this._entrance = data.entrance;
needsRedraw = true;
}
if (data.exit !== undefined) {
this._exit = data.exit;
needsRedraw = true;
}
if (data.treasure !== undefined) {
this._treasure = data.treasure;
needsRedraw = true;
}
if (data.lighting !== undefined) {
this._lighting = data.lighting;
needsRedraw = true;
}
if (data.torches !== undefined) {
this._torches = data.torches;
needsRedraw = true;
}
// Visible tiles drive movement feedback, so they also refresh the explored set.
if (data.visibleTiles && typeof data.visibleTiles === 'object' && Object.keys(data.visibleTiles).length > 0) {
this._visibleTiles = data.visibleTiles;
if (this._visibleTiles[18] && (this._visibleTiles[18][36] !== undefined || this._visibleTiles[18][35] !== undefined)) {
const clientDebug = `🔍 CLIENT y=18: x=35: ${this._visibleTiles[18][35]}, x=36: ${this._visibleTiles[18][36]}`;
if (window.GameDebug) window.GameDebug.updateDebugDisplay(clientDebug);
}
if (this._visibleTiles[16] && (this._visibleTiles[16][36] !== undefined || this._visibleTiles[16][35] !== undefined)) {
const clientDebug = `🔍 CLIENT y=16: x=35: ${this._visibleTiles[16][35]}, x=36: ${this._visibleTiles[16][36]}`;
if (window.GameDebug) window.GameDebug.updateDebugDisplay(clientDebug);
}
this.updateExploredTiles();
needsRedraw = true;
}
return needsRedraw;
} catch (err) {
console.error("Error in GameState.updateGameState:", err);
return false;
}
},
movePlayer: function(dx, dy, screenWidth, screenHeight) {
if (!DisplayManager.ensureDisplay()) return;
const newX = this._player.x + dx;
const newY = this._player.y + dy;
if (newX < 0 || newY < 0 || newX >= screenWidth || newY >= screenHeight) {
console.warn("Attempted to move player outside of bounds:", newX, newY);
return;
}
// Tile value 1 is wall; undefined is off-map. Both block movement.
if (this._map[newY] && this._map[newY][newX] !== undefined && this._map[newY][newX] !== 1) {
this._player.x = newX;
this._player.y = newY;
this.updateExploredTiles();
return true;
} else {
return false;
}
},
// Debug helpers: console output here is intentional.
debugPrintMap: function(screenWidth, screenHeight) {
console.log("Current game map:");
for (let y = 0; y < screenHeight; y++) {
let row = "";
for (let x = 0; x < screenWidth; x++) {
if (this._map[y] && this._map[y][x] !== undefined) {
row += this._map[y][x] + " ";
} else {
row += "? "; // Unknown/undefined area
}
}
console.log(row);
}
},
debugTileMapping: function() {
const testValues = [0, 1, undefined, null];
for (const val of testValues) {
const char = (val === 1) ? '#' : "\'";
const debugMsg = `Test mapping: value=${val} -> char='${char}'`;
console.log(debugMsg);
if (window.GameDebug) window.GameDebug.updateDebugDisplay(debugMsg);
}
},
// Local FOV, used only when running without a server; in normal play the server owns FOV.
// This definition shadows the earlier computeFieldOfView on the same object literal.
computeFieldOfView: function() {
if (!this._player) {
console.warn("Cannot compute FOV: player not initialized");
return;
}
const oldVisibleTiles = JSON.parse(JSON.stringify(this._visibleTiles));
this._visibleTiles = {};
const fov = new ROT.FOV.PreciseShadowcasting(function(x, y) {
const tile = this._map[y] && this._map[y][x];
// Floor is encoded either as 0 or as the tile ids "'1" / "'2".
return tile === 0 || tile === "'1" || tile === "'2";
}.bind(this));
fov.compute(this._player.x, this._player.y, 6, function(x, y, r, visibility) {
if (!this._visibleTiles[y]) this._visibleTiles[y] = {};
this._visibleTiles[y][x] = this._map[y] && this._map[y][x] !== undefined ? this._map[y][x] : 0;
if (!this._exploredTiles[y]) this._exploredTiles[y] = {};
this._exploredTiles[y][x] = this._map[y] && this._map[y][x] !== undefined ? this._map[y][x] : 0;
}.bind(this));
},
// Snapshot consumed by the render kit and the legacy render engine.
getGameStateForRender: function() {
const renderState = {
map: this._map,
player: this._player,
monster: this._monster,
items: this._items,
entrance: this._entrance,
exit: this._exit,
treasure: this._treasure,
visibleTiles: this._visibleTiles,
exploredTiles: this._exploredTiles,
message: this._message,
gameActive: this._gameActive,
lighting: this._lighting,
torches: this._torches
};
return renderState;
},
// This definition shadows the earlier movePlayer on the same object literal.
movePlayer: function(dx, dy, screenWidth, screenHeight) {
if (!this._player) {
console.warn("Cannot move player: player not initialized");
return false;
}
const newX = this._player.x + dx;
const newY = this._player.y + dy;
if (newX < 0 || newX >= screenWidth || newY < 0 || newY >= screenHeight) {
return false;
}
// Tile value 1 is wall and blocks movement.
if (this._map[newY] && this._map[newY][newX] === 1) {
return false;
}
this._player.x = newX;
this._player.y = newY;
return true;
}
};
// Make it available globally
if (typeof window !== 'undefined') {
window.GameState = GameState;
}