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https://github.com/Such-Software/wownerogue.git
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186 lines
5.2 KiB
JavaScript
186 lines
5.2 KiB
JavaScript
const ROT = require('./rot.js');
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// Define the missing generateDungeon function
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function generateDungeon(width, height) {
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// Create dungeon using ROT.js Map.Digger
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const digger = new ROT.Map.Digger(width, height, {
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roomWidth: [3, 9],
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roomHeight: [3, 7],
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corridorLength: [2, 6],
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dugPercentage: 0.2
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});
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// Initialize the empty map with walls (1)
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const map = Array(height).fill().map(() => Array(width).fill(1));
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// Fill in floors (0) using digger's callback
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digger.create((x, y, value) => {
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// value: 0 = floor, 1 = wall
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map[y][x] = value;
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});
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// Get rooms that were created
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const rooms = digger.getRooms();
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// Place entrance in the first room
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const entranceRoom = rooms[0];
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const entranceCenter = entranceRoom.getCenter();
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const entrance = [entranceCenter[0], entranceCenter[1]];
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// Place exit in the last room
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const exitRoom = rooms[rooms.length - 1];
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const exitCenter = exitRoom.getCenter();
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const exit = [exitCenter[0], exitCenter[1]];
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// Place treasure in a middle room (not first or last)
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let treasureRoom;
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if (rooms.length > 2) {
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treasureRoom = rooms[Math.floor(rooms.length / 2)];
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} else {
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// Fallback if we have fewer than 3 rooms
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treasureRoom = rooms[0];
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}
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const treasureCenter = treasureRoom.getCenter();
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// Place treasure slightly off center to make it more interesting
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const treasure = [
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treasureCenter[0] + Math.floor(Math.random() * 3) - 1,
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treasureCenter[1] + Math.floor(Math.random() * 3) - 1
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];
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// Ensure the treasure is on a floor tile
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if (map[treasure[1]][treasure[0]] !== 0) {
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treasure[0] = treasureCenter[0];
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treasure[1] = treasureCenter[1];
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}
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return {
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map: map,
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rooms: rooms,
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entrance: entrance,
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exit: exit,
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treasure: treasure
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};
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}
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class Game {
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constructor(socketId, mapWidth, mapHeight) {
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this.socketId = socketId;
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this.width = mapWidth || 50;
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this.height = mapHeight || 30;
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this.gameState = 'waiting'; // waiting, active, won, lost
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this.startBlock = null;
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this.dungeon = null;
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this.player = { x: 0, y: 0, hasKey: false, hasTreasure: false };
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this.monster = { x: 0, y: 0 };
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this.fee = 0; // Amount player paid
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this.generateDungeon();
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}
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generateDungeon() {
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const dungeon = generateDungeon(this.width, this.height);
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this.dungeon = dungeon;
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if (dungeon.entrance) {
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this.player.x = dungeon.entrance[0];
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this.player.y = dungeon.entrance[1];
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}
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// Place monster far from entrance
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if (dungeon.rooms && dungeon.rooms.length > 2) {
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const monsterRoom = dungeon.rooms[Math.floor(dungeon.rooms.length * 0.7)];
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const center = monsterRoom.getCenter();
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this.monster.x = center[0];
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this.monster.y = center[1];
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}
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}
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movePlayer(dx, dy) {
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const newX = this.player.x + dx;
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const newY = this.player.y + dy;
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// Check if the move is valid (not into a wall)
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if (this.dungeon.map[newY][newX] === 0) {
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this.player.x = newX;
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this.player.y = newY;
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// Check if player found treasure
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if (this.dungeon.treasure &&
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newX === this.dungeon.treasure[0] &&
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newY === this.dungeon.treasure[1]) {
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this.player.hasTreasure = true;
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}
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// Check if player reached exit
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if (this.dungeon.exit &&
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newX === this.dungeon.exit[0] &&
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newY === this.dungeon.exit[1]) {
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this.gameState = 'won';
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return { status: 'won', hasTreasure: this.player.hasTreasure };
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}
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// Move monster after player moves
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this.moveMonster();
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// Check if monster caught player
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if (this.monster.x === this.player.x && this.monster.y === this.player.y) {
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this.gameState = 'lost';
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return { status: 'lost', reason: 'caught' };
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}
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return { status: 'moved' };
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}
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return { status: 'invalid' };
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}
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moveMonster() {
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// Simple monster AI to move toward player
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const dx = Math.sign(this.player.x - this.monster.x);
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const dy = Math.sign(this.player.y - this.monster.y);
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// Try horizontal move
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if (dx !== 0) {
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if (this.dungeon.map[this.monster.y][this.monster.x + dx] === 0) {
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this.monster.x += dx;
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return;
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}
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}
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// Try vertical move
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if (dy !== 0) {
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if (this.dungeon.map[this.monster.y + dy][this.monster.x] === 0) {
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this.monster.y += dy;
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return;
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}
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}
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// Try random direction if direct path is blocked
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const dirs = [[0,1],[1,0],[0,-1],[-1,0]];
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const shuffledDirs = ROT.RNG.shuffle(dirs.slice());
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for (const [dx, dy] of shuffledDirs) {
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const nx = this.monster.x + dx;
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const ny = this.monster.y + dy;
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if (this.dungeon.map[ny] && this.dungeon.map[ny][nx] === 0) {
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this.monster.x = nx;
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this.monster.y = ny;
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break;
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}
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}
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}
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getState() {
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return {
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gameState: this.gameState,
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player: this.player,
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monster: this.monster,
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map: this.dungeon.map,
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entrance: this.dungeon.entrance,
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exit: this.dungeon.exit,
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treasure: this.dungeon.treasure,
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hasTreasure: this.player.hasTreasure
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};
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}
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}
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module.exports = Game; |