Files
wownerogue/game.js
T
2025-04-27 20:08:38 -04:00

282 lines
8.3 KiB
JavaScript

const ROT = require('./rot.js');
// Define the missing generateDungeon function
function generateDungeon(width, height) {
// Create dungeon using ROT.js Map.Digger
const digger = new ROT.Map.Digger(width, height, {
roomWidth: [3, 9],
roomHeight: [3, 7],
corridorLength: [2, 6],
dugPercentage: 0.2
});
// Initialize the empty map with walls (1)
const map = Array(height).fill().map(() => Array(width).fill(1));
// Fill in floors (0) using digger's callback
digger.create((x, y, value) => {
// value: 0 = floor, 1 = wall
map[y][x] = value;
});
// Get rooms that were created
const rooms = digger.getRooms();
// Place entrance in the first room
const entranceRoom = rooms[0];
const entranceCenter = entranceRoom.getCenter();
const entrance = [entranceCenter[0], entranceCenter[1]];
// Place exit in the last room
const exitRoom = rooms[rooms.length - 1];
const exitCenter = exitRoom.getCenter();
const exit = [exitCenter[0], exitCenter[1]];
// Place treasure in a middle room (not first or last)
let treasureRoom;
if (rooms.length > 2) {
treasureRoom = rooms[Math.floor(rooms.length / 2)];
} else {
// Fallback if we have fewer than 3 rooms
treasureRoom = rooms[0];
}
const treasureCenter = treasureRoom.getCenter();
// Place treasure slightly off center to make it more interesting
const treasure = [
treasureCenter[0] + Math.floor(Math.random() * 3) - 1,
treasureCenter[1] + Math.floor(Math.random() * 3) - 1
];
// Ensure the treasure is on a floor tile
if (map[treasure[1]][treasure[0]] !== 0) {
treasure[0] = treasureCenter[0];
treasure[1] = treasureCenter[1];
}
return {
map: map,
rooms: rooms,
entrance: entrance,
exit: exit,
treasure: treasure
};
}
class Game {
constructor(socketId, mapWidth, mapHeight) {
this.socketId = socketId;
this.width = mapWidth || 25; // Reduced default size to match client display
this.height = mapHeight || 19; // Reduced default size to match client display
this.gameState = 'waiting'; // waiting, active, won, lost
this.startBlock = null;
this.dungeon = null;
this.player = { x: 0, y: 0, hasKey: false, hasTreasure: false };
this.monster = { x: 0, y: 0 };
this.fee = 0; // Amount player paid
this.visibleTiles = {}; // Will store visible tiles
this.fov = null; // FOV calculator
this.generateDungeon();
}
generateDungeon() {
const dungeon = generateDungeon(this.width, this.height);
this.dungeon = dungeon;
if (dungeon.entrance) {
this.player.x = dungeon.entrance[0];
this.player.y = dungeon.entrance[1];
}
// Place monster far from entrance
if (dungeon.rooms && dungeon.rooms.length > 2) {
const monsterRoom = dungeon.rooms[Math.floor(dungeon.rooms.length * 0.7)];
const center = monsterRoom.getCenter();
this.monster.x = center[0];
this.monster.y = center[1];
}
// Initialize FOV calculator
this.fov = new ROT.FOV.PreciseShadowcasting(
(x, y) => {
// Return true if the tile is transparent (can see through it)
return this.dungeon.map[y] && this.dungeon.map[y][x] === 0;
}
);
// Calculate initial FOV
this.updateFOV();
// Set game state to active
this.gameState = 'active';
}
updateFOV() {
// Reset visible tiles
this.visibleTiles = {};
// Calculate new visible tiles
this.fov.compute(this.player.x, this.player.y, 10, (x, y) => {
if (!this.visibleTiles[y]) this.visibleTiles[y] = {};
this.visibleTiles[y][x] = this.dungeon.map[y][x];
});
}
movePlayer(dx, dy) {
const newX = this.player.x + dx;
const newY = this.player.y + dy;
// Check if the move is valid (not into a wall)
if (this.dungeon.map[newY] && this.dungeon.map[newY][newX] === 0) {
this.player.x = newX;
this.player.y = newY;
// Update FOV after movement
this.updateFOV();
// Check if player found treasure
if (this.dungeon.treasure &&
newX === this.dungeon.treasure[0] &&
newY === this.dungeon.treasure[1]) {
this.player.hasTreasure = true;
}
// Check if player reached exit
if (this.dungeon.exit &&
newX === this.dungeon.exit[0] &&
newY === this.dungeon.exit[1]) {
this.gameState = 'won';
return { status: 'won', hasTreasure: this.player.hasTreasure };
}
// Move monster after player moves
this.moveMonster();
// Check if monster caught player
if (this.monster.x === this.player.x && this.monster.y === this.player.y) {
this.gameState = 'lost';
return { status: 'lost', reason: 'caught' };
}
return { status: 'moved' };
}
return { status: 'invalid' };
}
moveMonster() {
// Simple monster AI to move toward player
const dx = Math.sign(this.player.x - this.monster.x);
const dy = Math.sign(this.player.y - this.monster.y);
// Try horizontal move
if (dx !== 0) {
if (this.dungeon.map[this.monster.y][this.monster.x + dx] === 0) {
this.monster.x += dx;
return;
}
}
// Try vertical move
if (dy !== 0) {
if (this.dungeon.map[this.monster.y + dy][this.monster.x] === 0) {
this.monster.y += dy;
return;
}
}
// Try random direction if direct path is blocked
const dirs = [[0,1],[1,0],[0,-1],[-1,0]];
const shuffledDirs = ROT.RNG.shuffle(dirs.slice());
for (const [dx, dy] of shuffledDirs) {
const nx = this.monster.x + dx;
const ny = this.monster.y + dy;
if (this.dungeon.map[ny] && this.dungeon.map[ny][nx] === 0) {
this.monster.x = nx;
this.monster.y = ny;
break;
}
}
}
// Replace getState() method with this relative-coordinates version
getState() {
// Only include visible information and translate to player-relative coordinates
const playerX = this.player.x;
const playerY = this.player.y;
// Create relative FOV map
const relativeVisibleTiles = {};
for (const y in this.visibleTiles) {
for (const x in this.visibleTiles[y]) {
const relX = parseInt(x) - playerX;
const relY = parseInt(y) - playerY;
// Initialize row if needed
if (!relativeVisibleTiles[relY]) {
relativeVisibleTiles[relY] = {};
}
// Add relative position tile
relativeVisibleTiles[relY][relX] = this.visibleTiles[y][x];
}
}
// Create relative entity positions only if visible in FOV
const entityInfo = {};
// Check if monster is visible
if (this.visibleTiles[this.monster.y] &&
this.visibleTiles[this.monster.y][this.monster.x] !== undefined) {
entityInfo.monster = {
x: this.monster.x - playerX,
y: this.monster.y - playerY
};
}
// Check if entrance is visible
if (this.dungeon.entrance &&
this.visibleTiles[this.dungeon.entrance[1]] &&
this.visibleTiles[this.dungeon.entrance[1]][this.dungeon.entrance[0]] !== undefined) {
entityInfo.entrance = [
this.dungeon.entrance[0] - playerX,
this.dungeon.entrance[1] - playerY
];
}
// Check if exit is visible
if (this.dungeon.exit &&
this.visibleTiles[this.dungeon.exit[1]] &&
this.visibleTiles[this.dungeon.exit[1]][this.dungeon.exit[0]] !== undefined) {
entityInfo.exit = [
this.dungeon.exit[0] - playerX,
this.dungeon.exit[1] - playerY
];
}
// Check if treasure is visible
if (this.dungeon.treasure &&
this.visibleTiles[this.dungeon.treasure[1]] &&
this.visibleTiles[this.dungeon.treasure[1]][this.dungeon.treasure[0]] !== undefined) {
entityInfo.treasure = [
this.dungeon.treasure[0] - playerX,
this.dungeon.treasure[1] - playerY
];
}
return {
gameState: this.gameState,
player: {
// Player is always at relative (0,0)
x: 0,
y: 0,
hasKey: this.player.hasKey || false,
hasTreasure: this.player.hasTreasure || false
},
visibleTiles: relativeVisibleTiles,
...entityInfo // Only include visible entities
};
}
}
module.exports = Game;