Arcane Tycoon — Heroes & Magic theme park tycoon game
Complete browser game inspired by OpenRCT2 with fantasy twist: - Custom roller coaster designer with physics-based ratings + on-ride POV - 10 animated rides, 7 shops, 16 scenery items, path network & guest AI - Heroes guild vs monster invasions (5 classes, XP/gear/bosses) - Magic spell system (8 spells), research tree, economy/marketing/loans - Day-night cycle, weather, park rating, awards, 4 scenarios - Save/load slots + autosave, procedural WebAudio SFX/music - Isometric canvas renderer, minimap, diagnostics overlay - Test suites: smoke(13), linkcheck, inputcheck, framecheck, rendercheck, flow
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// ============ map.js — tile world, terrain gen, object placement ============
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import { makeRng } from '../core/util.js';
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export const T_GRASS = 0, T_SAND = 1, T_ROCK = 2, T_WATER = 3;
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export class GameMap {
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constructor(size = 52) {
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this.size = size;
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this.terrain = new Uint8Array(size * size); // terrain type
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this.pathType = new Uint8Array(size * size); // 0 none, 1 pavement, 2 cobble
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this.litter = new Float32Array(size * size); // 0..1 litter amount
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this.vomit = new Float32Array(size * size);
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// occupancy: null or {kind:'ride'|'shop'|'scenery'|'guild', id, ox, oy} where id indexes state arrays
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this.objects = new Array(size * size).fill(null);
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// coaster track occupies cells too: {kind:'track', rideId, pieceIndex}
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this.beauty = new Float32Array(size * size); // accumulated scenery beauty for rating
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}
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idx(x, y) { return y * this.size + x; }
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inBounds(x, y) { return x >= 0 && y >= 0 && x < this.size && y < this.size; }
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terrainAt(x, y) { return this.inBounds(x, y) ? this.terrain[this.idx(x, y)] : -1; }
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isPath(x, y) { return this.inBounds(x, y) && this.pathType[this.idx(x, y)] > 0; }
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isWalkable(x, y) {
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if (!this.inBounds(x, y)) return false;
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const i = this.idx(x, y);
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if (this.pathType[i] > 0) return true;
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return false;
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}
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isBuildable(x, y) {
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if (!this.inBounds(x, y)) return false;
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const i = this.idx(x, y);
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if (this.terrain[i] === T_WATER) return false;
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return true;
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}
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occupied(x, y) {
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if (!this.inBounds(x, y)) return true;
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return this.objects[this.idx(x, y)] !== null;
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}
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setObject(x, y, obj) { this.objects[this.idx(x, y)] = obj; }
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getObject(x, y) { return this.inBounds(x, y) ? this.objects[this.idx(x, y)] : { kind: 'out' }; }
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clearObject(x, y) { this.objects[this.idx(x, y)] = null; }
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/** Generate terrain from scenario gen spec */
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generate(gen, seed) {
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const rng = makeRng(seed);
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const n = this.size;
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// value-noise-ish rolling grass with rock patches
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const rockNoise = makeRng(seed ^ 0x9e3779b9);
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const lakeCount = gen.lake ?? 1;
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const lakes = [];
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for (let i = 0; i < lakeCount; i++) {
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lakes.push({ x: 8 + rng() * (n - 20), y: 8 + rng() * (n - 20), r: 4 + rng() * 4 });
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}
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// entrance at south edge center
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this.entranceX = Math.floor(n / 2);
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this.entranceY = n - 3;
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for (let y = 0; y < n; y++) {
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for (let x = 0; x < n; x++) {
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const i = this.idx(x, y);
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let t = T_GRASS;
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// rocky regions
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if (gen.rocks) {
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const v = rockNoise();
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if (v < 0.10 + (gen.rocky ? 0.14 : 0)) t = T_ROCK;
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} else if (rng() < 0.03) t = T_ROCK;
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// sand near water
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for (const L of lakes) {
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const d = Math.hypot(x - L.x, y - L.y);
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if (d < L.r) t = T_WATER;
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else if (d < L.r + 1.6 && gen.sand) t = T_SAND;
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}
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this.terrain[i] = t;
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}
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}
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// scatter rocks as scenery later by renderer using deterministic rng
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this.scatterSeed = seed;
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}
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/** find a free rect area of w×h buildable & unoccupied tiles near cx,cy */
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findFreeRect(w, h, cx, cy, maxR = 40) {
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for (let r = 0; r < maxR; r++) {
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for (let dy = -r; dy <= r; dy++) {
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for (let dx = -r; dx <= r; dx++) {
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const x = cx + dx, y = cy + dy;
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let ok = true;
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for (let yy = 0; yy < h && ok; yy++) {
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for (let xx = 0; xx < w && ok; xx++) {
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if (!this.isBuildable(x + xx, y + yy) || this.occupied(x + xx, y + yy)) ok = false;
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}
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}
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if (ok) return { x, y };
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}
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}
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}
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return null;
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}
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countLitter() {
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let c = 0;
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for (let i = 0; i < this.litter.length; i++) if (this.litter[i] > 0.25) c++;
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return c;
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}
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}
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