index.js 10.13 KiB
import {reactive, ref} from 'vue';
import NoiseMap from 'noise-map';
import MersenneTwister from 'mersenne-twister';
const seedGenerator = new MersenneTwister();
const state = reactive({
maxX: 0,
minX: 0,
maxY: 0,
minY: 0,
mapSizeX: 50,
mapSizeY: 30,
centerX: 0,
centerY: 0,
radiusY: 5,
radiusX: 5,
mapID: 'e1-m.lttmm',
mapName: '',
lttMap: null,
seed: ref(seedGenerator.random_int31())
});
const reticulating = ["Adding","Hidden","Agendas","Adjusting","Bell","Curves","Aesthesizing","Industrial","Areas","Aligning","Covariance","Matrices",
"Applying","Feng","Shui","Shaders","Applying","Theatre","Soda","Layer","Asserting","Packed","Exemplars","Attempting","to","Lock","Back-Buffer",
"Binding","Sapling","Root","System","Breeding","Fauna","Building","Data","Trees","Bureacritizing","Bureaucracies","Calculating","Inverse","Probability","Matrices",
"Calculating","Llama","Expectoration","Trajectory","Calibrating","Blue","Skies","Charging","Ozone","Layer","Coalescing","Cloud","Formations",
"Cohorting","Exemplars","Collecting","Meteor","Particles","Compounding","Inert","Tessellations","Compressing","Fish","Files",
"Computing","Optimal","Bin","Packing","Concatenating","Sub-Contractors","Containing","Existential","Buffer","Debarking","Ark","Ramp",
"Debunching","Unionized","Commercial","Services","Deciding","What","Message","to","Display","Next","Decomposing","Singular","Values",
"Decrementing","Tectonic","Plates","Deleting","Ferry","Routes","Depixelating","Inner","Mountain","Surface","Back","Faces","Depositing","Slush","Funds",
"Destabilizing","Economic","Indicators","Determining","Width","of","Blast","Fronts","Deunionizing","Bulldozers","Dicing","Models",
"Diluting","Livestock","Nutrition","Variables","Downloading","Satellite","Terrain","Data","Exposing","Flash","Variables","to","Streak","System",
"Extracting","Resources","Factoring","Pay","Scale","Fixing","Election","Outcome","Matrix","Flood-Filling","Ground","Water","Flushing","Pipe","Network",
"Gathering","Particle","Sources","Generating","Jobs","Gesticulating","Mimes","Graphing","Whale","Migration","Hiding","Willio","Webnet","Mask",
"Implementing","Impeachment","Routine","Increasing","Accuracy","of","RCI","Simulators","Increasing","Magmafacation","Initializing","My","Sim","Tracking","Mechanism",
"Initializing","Rhinoceros","Breeding","Timetable","Initializing","Robotic","Click-Path","AI","Inserting","Sublimated","Messages",
"Integrating","Curves","Integrating","Illumination","Form","Factors","Integrating","Population","Graphs","Iterating","Cellular","Automata",
"Lecturing","Errant","Subsystems","Mixing","Genetic","Pool","Modeling","Object","Components","Mopping","Occupant","Leaks","Normalizing","Power",
"Obfuscating","Quigley","Matrix","Overconstraining","Dirty","Industry","Calculations","Partitioning","City","Grid","Singularities",
"Perturbing","Matrices","Pixalating","Nude","Patch","Polishing","Water","Highlights","Populating","Lot","Templates","Preparing","Sprites","for","Random","Walks",
"Prioritizing","Landmarks","Projecting","Law","Enforcement","Pastry","Intake","Realigning","Alternate","Time","Frames","Reconfiguring","User","Mental","Processes",
"Relaxing","Splines","Removing","Road","Network","Speed","Bumps","Removing","Texture","Gradients","Removing","Vehicle","Avoidance","Behavior",
"Resolving","GUID","Conflict","Retracting","Phong","Shader","Retrieving","from","Back","Store","Reverse","Engineering","Image","Consultant",
"Routing","Neural","Network","Infanstructure","Scattering","Rhino","Food","Sources","Scrubbing","Terrain","Searching","for","Llamas",
"Seeding","Architecture","Simulation","Parameters","Sequencing","Particles","Setting","Advisor","Moods","Setting","Inner","Deity","Indicators",
"Setting","Universal","Physical","Constants","Sonically","Enhancing","Occupant-Free","Timber","Speculating","Stock","Market","Indices",
"Splatting","Transforms","Stratifying","Ground","Layers","Sub-Sampling","Water","Data","Synthesizing","Gravity","Synthesizing","Wavelets",
"Time-Compressing","Simulator","Clock","Unable","to","Reveal","Current","Activity","Weathering","Buildings","Zeroing","Crime","Network",
"Reticulating","Splines"];
const methods = {
/**
* Set values back to default for the generation of a new map.
* @author Trungel
*/
reset() {
state.mapSizeX = 50;
state.mapSizeY = 30;
state.centerX = 0;
state.centerY = 0;
state.radiusY = 5;
state.radiusX = 5;
state.mapID = 'e1-m.lttmm';
state.mapName = '';
state.lttMap = null;
state.seed = ref(seedGenerator.random_int31());
},
/**
* Get all information for the map and export it as JSON.
* @author Trungel
* @returns {{initialViewRadiusX: (number|*), tileSet, initialVieCenterX: (number|*), initialViewRadiusY: (number|*), mapID: (string|*), mapName: (string|*), initialViewCenterY: (number|*)}} The JSON containing the map.
*/
exportMap() {
return{
mapID: state.mapID,
mapName: state.mapName,
initialViewRadiusX: state.centerX,
initialViewRadiusY: state.centerY,
initialVieCenterX: state.radiusX,
initialViewCenterY: state.radiusY,
tileSet: state.lttMap.flat()}
},
/**
* Load an existing map from JSON entered by a user.
* @author Trungel
* @param mapData The JSON containing the map to load.
*/
loadMap(mapData) {
let tileSetData = this.getMultDimArrayFromFlattendArray(mapData.tileSet);
state.mapID = mapData.mapID;
state.mapName = mapData.mapName;
state.mapSizeX = tileSetData.mapSizeX;
state.mapSizeY = tileSetData.mapSizeY;
state.lttMap = tileSetData.map;
state.maxX = tileSetData.maxX;
state.minX = tileSetData.minX;
state.maxY = tileSetData.maxY;
state.minY = tileSetData.minY;
state.radiusX = mapData.initialViewRadiusX;
state.radiusY = mapData.initialViewRadiusY;
state.centerX = mapData.initialViewCenterX;
state.centerY = mapData.initialViewCenterY;
},
/**
* Parse the tileSet of the passed map and retrieve information about said map.
* @author Trungel
* @param arr The tileSet of the map to load.
* @returns {{mapSizeY: number, minY, mapSizeX: number, minX, maxY, maxX, map: *[]}} JSON containing information about our map.
*/
getMultDimArrayFromFlattendArray(arr){
let maxX,minX,maxY,minY, mapSizeX, mapSizeY;
let sortArr = arr.sort((a,b)=>{
if(a.y == b.y){
return a.x - b.x;
} else {
return b.y-a.y
}
})
let arrSize = sortArr.length;
minX = sortArr[0].x;
maxY = sortArr[0].y;
minY = sortArr[arrSize-1].y;
maxX = sortArr[arrSize-1].x;
mapSizeX = Math.abs(minX)+Math.abs(maxX)+1;
mapSizeY = Math.abs(minY)+Math.abs(maxY)+1;
let map = [];
for(let m = 0; m < mapSizeY; m++){
let xArr = [];
for(let i = 0; i < mapSizeX; i++){
xArr.push(sortArr[(m*mapSizeX)+i]);
}
map.push(xArr);
}
return {mapSizeX, mapSizeY,maxX, minX,maxY, minY, map};
},
/**
* Generate a random name for the new map.
* @author Griefed
* @returns {string} Returns a combination of three random words from {@link reticulating}.
*/
getMapName() {
return reticulating[ Math.floor( Math.random() * reticulating.length) - 1] + " "
+ reticulating[Math.floor(Math.random() * reticulating.length) - 1] + " "
+ reticulating[Math.floor(Math.random() * reticulating.length) - 1];
},
/**
* Return the mapID for the new map.
* @author Griefed
* @returns {string}
*/
getMapId() {
return 'e1-m.lttmm';
},
/**
* Generate a new map with a given size, mapID and mapName.
* @author Trungel
* @author Griefed
*/
generateMap() {
let defaultTile = "grass";
let map = [];
state.minX = -Math.floor(state.mapSizeX/2);
if(state.mapSizeX%2){
state.maxX = Math.floor(state.mapSizeX/2);
}else{
state.maxX = Math.floor(state.mapSizeX/2)+1;
}
state.minY = -Math.floor(state.mapSizeY/2);
if(state.mapSizeY%2){
state.maxY = Math.floor(state.mapSizeY/2);
}else{
state.maxY = Math.floor(state.mapSizeY/2)+1;
}
for(let m = state.maxY; m >= state.minY; m--){
let xArr = [];
for(let i = state.minX; i <= state.maxX; i++){
xArr.push({ x: i, y: m, z: 0, typeId: defaultTile });
}
map.push(xArr);
}
state.lttMap = map;
state.mapName = this.getMapName();
},
/**
* Generate a random map with the given size, mapID and mapName based on a seed.
* @author Griefed
*/
generateRandomMap() {
let defaultTile = "grass";
let map = [];
const mapGenerator = new NoiseMap.MapGenerator(state.seed);
state.minX = -Math.floor(state.mapSizeX/2);
if(state.mapSizeX%2){
state.maxX = Math.floor(state.mapSizeX/2);
}else{
state.maxX = Math.floor(state.mapSizeX/2)+1;
}
state.minY = -Math.floor(state.mapSizeY/2);
if(state.mapSizeY%2){
state.maxY = Math.floor(state.mapSizeY/2);
}else{
state.maxY = Math.floor(state.mapSizeY/2)+1;
}
const heightmap = mapGenerator.createMap(state.mapSizeX+2, state.mapSizeY+2, {type: 'perlit'});
heightmap.stepValues(5);
for(let m = state.maxY; m >= state.minY; m--){
let xArr = [];
for(let i = state.minX; i <= state.maxX; i++){
xArr.push({ x: i, y: m, z: 0, typeId: this.getTileTypeFromHeightmap(heightmap, i+(state.mapSizeX/2), m+(state.mapSizeY/2)) });
}
map.push(xArr);
}
state.lttMap = map;
state.mapName = this.getMapName();
},
/**
*
* @author Griefed
* @param heightmap A heightmap object generated by {@link NoiseMap}
* @param x The x coordinate of which to get the value
* @param y The y coordinate of which to get the value
* @returns {string} The value at position x and y.
*/
getTileTypeFromHeightmap(heightmap, x, y) {
let value = Math.floor(heightmap.get(x, y)*100);
switch(value) {
case 100:
return "mountain";
case 80:
return "ice";
case 60:
return "barren";
case 40:
return "desert";
case 20:
return "grass";
case 0:
return "water";
default:
return "grass";
}
}
};
export default {
state,
methods,
seedGenerator
};