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
120 lines
3.9 KiB
JavaScript
120 lines
3.9 KiB
JavaScript
// ============ path.js — BFS pathfinding over path tiles ============
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const DIRS = [[1, 0], [0, 1], [-1, 0], [0, -1]];
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/**
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* BFS from (sx,sy) to (tx,ty) over walkable path tiles.
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* Returns array of [x,y] steps (excluding start, including target) or null.
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*/
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export function findPath(map, sx, sy, tx, ty, maxNodes = 6000) {
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if (!map.isWalkable(sx, sy) || !map.isWalkable(tx, ty)) return null;
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if (sx === tx && sy === ty) return [];
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const size = map.size;
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const prev = new Int32Array(size * size).fill(-1);
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const visited = new Uint8Array(size * size);
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const startIdx = sy * size + sx;
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const queue = [startIdx];
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visited[startIdx] = 1;
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let head = 0, nodes = 0;
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const targetIdx = ty * size + tx;
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while (head < queue.length && nodes < maxNodes) {
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const cur = queue[head++];
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nodes++;
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if (cur === targetIdx) break;
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const cx = cur % size, cy = (cur / size) | 0;
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for (const [dx, dy] of DIRS) {
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const nx = cx + dx, ny = cy + dy;
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if (nx < 0 || ny < 0 || nx >= size || ny >= size) continue;
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const ni = ny * size + nx;
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if (visited[ni] || !map.isWalkable(nx, ny)) continue;
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visited[ni] = 1;
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prev[ni] = cur;
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queue.push(ni);
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}
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}
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if (!visited[targetIdx]) return null;
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const out = [];
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let cur = targetIdx;
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while (cur !== startIdx) {
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out.push([cur % size, (cur / size) | 0]);
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cur = prev[cur];
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if (cur < 0) return null;
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}
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out.reverse();
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return out;
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}
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/** BFS flood to collect all reachable path tiles within radius r of (x,y) */
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export function reachableWithin(map, x, y, r, outSet) {
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const size = map.size;
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const seen = outSet || new Set();
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const startIdx = y * size + x;
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if (!map.isWalkable(x, y)) return seen;
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const q = [[x, y, 0]];
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seen.add(startIdx);
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let head = 0;
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while (head < q.length) {
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const [cx, cy, d] = q[head++];
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if (d >= r) continue;
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for (const [dx, dy] of DIRS) {
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const nx = cx + dx, ny = cy + dy;
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if (!map.isWalkable(nx, ny)) continue;
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const ni = ny * size + nx;
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if (seen.has(ni)) continue;
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seen.add(ni);
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q.push([nx, ny, d + 1]);
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}
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}
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return seen;
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}
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/** Find nearest tile satisfying predicate via expanding ring search on paths */
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export function findNearestPathTile(map, x, y, pred, maxR = 30) {
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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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if (Math.max(Math.abs(dx), Math.abs(dy)) !== r) continue;
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const nx = x + dx, ny = y + dy;
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if (map.isWalkable(nx, ny) && pred(nx, ny)) return [nx, ny];
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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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/** Random reachable path tile within radius (for wandering) */
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export function randomNearbyPath(map, rng, x, y, minR = 3, maxR = 12) {
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const r = minR + Math.floor(rng() * (maxR - minR));
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const cands = [];
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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 nx = Math.round(x + dx), ny = Math.round(y + dy);
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if (Math.abs(dx) + Math.abs(dy) > r || Math.abs(dx) + Math.abs(dy) < minR * 0.6) continue;
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if (map.isWalkable(nx, ny)) cands.push([nx, ny]);
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}
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}
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if (!cands.length) {
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// fallback: any adjacent path
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for (const [dx, dy] of DIRS) {
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const nx = Math.round(x + dx), ny = Math.round(y + dy);
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if (map.isWalkable(nx, ny)) return [nx, ny];
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}
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return null;
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}
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return cands[Math.floor(rng() * cands.length)];
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}
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/** Snap a world position to the nearest walkable path tile (searching outward) */
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export function snapToPath(map, x, y, maxR = 4) {
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const rx = Math.round(x), ry = Math.round(y);
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if (map.isWalkable(rx, ry)) return [rx, ry];
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for (let r = 1; 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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if (Math.max(Math.abs(dx), Math.abs(dy)) !== r) continue;
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if (map.isWalkable(rx + dx, ry + dy)) return [rx + dx, ry + dy];
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}
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}
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}
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return [Math.min(map.size - 1, Math.max(0, rx)), Math.min(map.size - 1, Math.max(0, ry))];
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}
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