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jsBSP.js
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(function(){
Game.generateMap = function(width,height,depth,minSplit,minSize,percentSize) {
return new BSP({
width: width,
height: height,
depth: depth,
minSplit: minSplit,
minSize: minSize,
percentSize: percentSize
});
};
function BSP(options) {
this.width = options.width || 40;
this.height = options.height || 40;
this.depth = options.depth || 3;
this.minSplit = options.minSplit || 0.3;
this.minSize = options.minSize || 5;
this.percentSize = options.percentSize || 0.6;
this.islands = emptyGrid(this.width, this.height);
this.bridges = emptyGrid(this.width, this.height);
this.COMPLETE = false;
return this.generateMap();
};
/*
THE BASIC UNIT OF OUR PROCEDURE
*/
var Box = function(x,y,w,h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
};
BSP.prototype.generateMap = function () {
this.COMPLETE = true;
// A BOX AS BIG AS REQUESTED
this.tree = new Box(0,0,this.width,this.height);
// SUBDIVE THE BOX TO THE DEPTH REQUESTED
this.tree = this.subdivideToDepth(this.tree,this.depth,this.minSplit,this.minSize);
// GIVE THE PROPER BOXES ISLANDS
this.tree[this.tree.length - 1] = this.makeIslands(this.tree[this.tree.length - 1],this.percentSize);
var islands = [];
// COLLECT ISLANDS FOR USE
for(var i=0,iL=this.tree[this.tree.length - 1].length; i<iL; i++)
islands.push(this.tree[this.tree.length - 1][i].island);
// SET THE this.islands GRID TO HAVE ISLANDS
this.islands = this.createIslands(islands,this.islands);
// BRIDGE ALL LAYERS OF ISLANDS
var bridges = this.bridgeIslands(this.tree,this.depth);
// SET THE this.bridges GRID TO HAVE BRIDGES
this.bridges = this.createBridges(bridges,this.bridges);
if(this.COMPLETE) {
return {
islands: islands,
islandsGrid: this.islands,
bridges: bridges,
bridgesGrid: this.bridges
};
} else {
console.log("RETRYING");
return this.generateMap();
}
};
/*
TAKES A BOX AND GIVES IT A CHILDREN ARRAY WITH TWO
BOXES, MADE FROM THE FIRST
*/
BSP.prototype.subdivideBox = function(box,minSplit,minSize) {
// BOX TO BE RETURNED
var box = box;
// MINIMUM SPLIT SIZE PERCENT
//var minSplit = minSplit || 0.2;
// TOSS ANY ISLAND WITH EITHER DIMENSION SMALLER THAN THIS
//var minSize = minSize || 5;
// THE DIRECTION TO SPLIT THE BOX
var split = false;
// IF ONE DIRECTION IS WAY BIGGER USE THAT
if(box.w >= box.h*2) {
split = true;
} else if(box.h >= box.w*2) {
split = false;
} else {
// OTHER WISE USE A RANDOM SPLIT DIRECTION
split = Math.random() > 0.5;
}
// THE LOCATION TO DIVIDE THE BOX AT
var divide = (Math.random()* (1-(minSplit*2))) + minSplit;
divide = split ? Math.floor(box.w * divide)
: Math.floor(box.h * divide);
// CREATE NEW BOXES
var boxes = [];
if(split) {
var box1 = new Box(box.x, box.y, divide, box.h);
if(box1.w >= minSize && box1.h >= minSize) boxes.push(box1);
var box2 = new Box(box.x + divide, box.y, box.w - divide, box.h);
if(box2.w >= minSize && box2.h >= minSize) boxes.push(box2);
} else {
var box1 = new Box(box.x, box.y, box.w, divide);
if(box1.w >= minSize && box1.h >= minSize) boxes.push(box1);
var box2 = new Box(box.x, box.y + divide, box.w, box.h - divide);
if(box2.w >= minSize && box2.h >= minSize) boxes.push(box2);
}
// IF boxes HAS ANY BOXES IN IT, GIVE IT TO box AND RETURN IT
if(boxes.length > 0) box.branches = boxes;
return box;
};
/*
TAKES ONE BOX AND SUBDIVIDES IT depth TIMES
RETURNS AN OBJECT TREE
*/
BSP.prototype.subdivideToDepth = function(box,depth,minSplit,minSize) {
var tree = [[box]];
// REPEAT THE ALGORITHM TO A DEPTH OF depth
for(var i=0,iL=depth; i<iL; i++) {
// THIS LEVEL OF THE TREE
var level = tree[tree.length - 1];
// THE NEXT LEVEL OF THE TREE
var branches = [];
// FOR EACH BOX IN THIS LEVEL OF THE TREE
for(var j=0,jL=level.length; j<jL; j++) {
var box = level[j];
// IF IT DOESN'T HAVE BRANCHES
if(box.branches === undefined) {
// SUBDIVIDE SO IT HAS TWO BRANCHES
box = this.subdivideBox(box, minSplit,minSize);
// THOSE NEW BOXES GET ADDED TO THE TREE IF POSSIBLE
if(box.branches !== undefined) {
for(var k=0,kL=box.branches.length; k<kL; k++) {
branches.push(box.branches[k]);
}
}
}
}
// ADD THIS LEVEL TO THE TREE
tree.push(branches);
}
return tree;
};
/*
TAKES AN ARRAY OF BOXES AND CREATES ISLANDS WITHIN THEM
EACH ISLAND CANNOT BE WITHIN ONE SPACE OF THE EDGE OF THE BOX
*/
BSP.prototype.makeIslands = function(boxes,min) {
// RETURN ARRAY
var result = [];
// FOR EACH BOX
for(var i=0,iL=boxes.length; i<iL; i++) {
var box = boxes[i];
// GIVE IT AN ISLAND
box.island = this.makeIsland(box,min);
// GIVE THE ISLAND TO THE RETURN ARRAY
result.push(box);
}
return result;
};
/*
MAKES A SINGLE ISLAND WITHIN A SINGLE BOX
*/
BSP.prototype.makeIsland = function(box,min) {
// RANDOM LOCATION AND SIZE
var rX, rY, rW, rH;
// MUST BE AT LEAST (min*100)% OF THE SIZE OF THE BOX
// var min = min || 0.7;
var rngW = (box.w - 2) - (box.w * min);
var rngH = (box.h - 2) - (box.h * min);
rW = Math.floor((Math.random()*rngW) + (box.w * min));
rH = Math.floor((Math.random()*rngH) + (box.h * min));
// ISLAND CAN NOT BE WITHIN ONE SPACE OF THE EDGE
var maxX = box.w - rW - 2;
var maxY = box.h - rH - 2;
rX = Math.round( (Math.random() * maxX) ) + 1;
rY = Math.round( (Math.random() * maxY) ) + 1;
return new Box(rX + box.x, rY + box.y, rW, rH);
};
/*
TAKES THE TREE AND BRIDGES ISLANDS AT ALL LEVELS
*/
BSP.prototype.bridgeIslands = function(tree,depth) {
// RETURN ARRAY
var bridges = [];
// STARTING AT THE SECOND LAST LEVEL OF BRANCHES
for(var i=depth-1; i>=0; i--) {
// FOR EACH BRANCH IN THIS LEVEL
for(var j=0,jL=tree[i].length; j<jL; j++) {
var branch = tree[i][j];
// IF EACH BRANCH HAS 2 SUB BRANCHES, BRIDGE THEM
if(branch.branches !== undefined && branch.branches.length > 1) {
var B = this.bridgeChildren(branch.branches,i);
if(B[0] !== undefined) {
bridges = bridges.concat(B);
}
}
}
}
return bridges;
};
/*
TAKES A BRANCH AND RETURNS A BRIDGE BETWEEN IT'S
CHILD BRANCHES
*/
BSP.prototype.bridgeChildren = function(branches,depth) {
// SO WE CAN MAKE MULTIPLE BRIDGES SOMETIMES
var bridgeLocs = [];
// SHOULD THESE ISLANDS BE JOINED HORIZONTALLY
var hrzJoin = isHrz(branches[0],branches[1]);
// GET JOINABLE CHILDREN OF EACH SUB BRANCH
var J1 = this.getJoinableIslands(branches[0],hrzJoin,false);
var J2 = this.getJoinableIslands(branches[1],hrzJoin,true)
// FIND THE EDGES ON THE APPROPRIATE SIDE OF
// THOSE JOINABLE CHILDREN
var E1 = this.getEdgesOfGroup(J1,hrzJoin,false);
var E2 = this.getEdgesOfGroup(J2,hrzJoin,true);
// COMPARE THE TWO SETS OF EDGES AND PULL OUT ANY MATCHES
var matchedEdges = this.matchEdges(E1,E2,hrzJoin);
// IF THERE ARE NO MATCHED EDGES, THAT MEANS AN ISLAND CAN'T
// BE BRIDGED. IN THIS CASE I CHOOSE JUST TO TRY OVER
if(matchedEdges.length === 0)
this.COMPLETE = false;
// PICK A RANDOM MATCHED EDGE SET
bridgeLocs.push(matchedEdges[Math.floor(Math.random() * matchedEdges.length)]);
// ATTEMPT TO CREATE A SECOND BRIDGE ON THE TOP LEVEL
if(depth < 2 && bridgeLocs[0] !== undefined) {
var bridgeLoc = this.secondBridge(bridgeLocs[0],matchedEdges,10);
if(bridgeLoc !== false) bridgeLocs.push(bridgeLoc);
}
return bridgeLocs;
};
/*
RETURNS A SECOND BRIDGE NO CLOSER THAN dist FROM THE LAST
*/
BSP.prototype.secondBridge = function(bridge,pool,dist) {
// HORIZONTAL BRIDGE?
var Hrz = bridge[0].y === bridge[1].y;
// THE POOL FROM WHICH TO PICK THE SECOND BRIDGE
var newPool = [];
// FOR ALL OF THE BRIDGE LOCATIONS LEFT IN THE POOL
for(var i=0,iL=pool.length; i<iL; i++) {
var B = pool[i];
if(Hrz) {
// IF THE BRIDGE IS MORE THAN dist UNITS AWAY
if(Math.abs(B[0].y - bridge[0].y) > dist) {
// ADD IT TO newPool
newPool.push(B);
}
} else {
if(Math.abs(B[0].x - bridge[0].x) > dist) {
newPool.push(B);
}
}
}
// PICK A RANDOM BRIDGE LOCATION FROM newPool
if(newPool.length > 0)
var secondBridge = newPool[Math.floor(Math.random() * newPool.length)];
else return false;
return secondBridge;
};
/*
TAKES A BRANCH AND RETURNS ALL JOINABLE CHILDREN OF THAT BRANCH
BASED ON Hrz AND leadingEdge
*/
BSP.prototype.getJoinableIslands = function(branch,Hrz,leadingEdge) {
// RETURN ISLANDS
var islands = [];
// IF THE BRANCH HAS AN ISLAND, IT WONT HAVE ANY MORE BRANCHES
if(branch.island !== undefined) islands.push(branch.island);
else {
// IF THIS BRANCH HAS CHILDREN BRANCHES
if(branch.branches !== undefined) {
var branches = branch.branches;
// IF IT ONLY HAS ONE BRANCH
if(branches.length === 1) {
// CHECK IT FOR ISLANDS/BRANCHES
islands = islands.concat(this.getJoinableIslands(branches[0],Hrz,leadingEdge));
// IF IT HAS MORE THAN ONE BRANCH
} else {
// IF THEY ARE JOINED THE SAME WAY, ONLY RECURSIVELY CHECK HALF
if(isHrz(branches[0],branches[1]) === Hrz) {
if(leadingEdge) {
// THE FIRST HALF
islands = islands.concat(this.getJoinableIslands(branches[0],Hrz,leadingEdge));
} else {
// THE SECOND HALF
islands = islands.concat(this.getJoinableIslands(branches[1],Hrz,leadingEdge));
}
} else {
// IF THEY ARE JOINED OPPOSITE, CHECK ALL
islands = islands.concat(this.getJoinableIslands(branches[0],Hrz,leadingEdge));
islands = islands.concat(this.getJoinableIslands(branches[1],Hrz,leadingEdge));
}
}
}
}
return islands;
};
/*
HELPER TO PICK WHICH SIDE TO GET EDGES FROM
*/
BSP.prototype.getEdgesOfGroup = function(arr,Hrz,leadingEdge) {
var tiles = [];
if(Hrz) { // HORIZONTAL JOIN
if(leadingEdge) {
// LEFT SIDE
tiles = tiles.concat(this.getEdgeTiles(arr,"left"));
} else {
// RIGHT SIDE
tiles = tiles.concat(this.getEdgeTiles(arr,"right"));
}
} else { // VERTICAL JOIN
if(leadingEdge) {
// TOP
tiles = tiles.concat(this.getEdgeTiles(arr,"top"));
} else {
// BOTTOM
tiles = tiles.concat(this.getEdgeTiles(arr,"bottom"));
}
}
return tiles;
};
/*
RETURNS ALL EDGE TILES EXCEPT CORNERS OF AN ARRAY OF ISLANDS
ON THE APPROPRIATE SIDE
*/
BSP.prototype.getEdgeTiles = function (islands,side) {
// RETURN TILES
var tiles = [];
// FOR EACH ISLAND
for(var i=0,iL=islands.length; i<iL; i++) {
island = islands[i];
// DISTANCE FROM THE CORNER TO START COLLECTING TILES
// I'VE ELECTED TO NOT INCLUDE CORNERS SO BRIDGES CAN'T
// OVERLAP, AND I THINK IT LOOKS NICER. IT CREATES MORE
// UNBRIDGEABLE ISLANDS THIS WAY, BUT THEY ARE HANDLED
// LATER SO IT IS SLIGHTLY IRRELEVANT
var buffer = 1;
// DEPENDING ON THE SIDE PUSH AN OBJECT WITH CARTESIAN
// COORDINATES FOR EACH TILE DOWN THE APPROPRIATE EDGE
switch(side) {
case "left":
for(var j=buffer,jL=island.h-buffer; j<jL; j++) {
tiles.push({ x:island.x,y:island.y+j });
}
break;
case "right":
for(var j=buffer,jL=island.h-buffer; j<jL; j++) {
tiles.push({ x:island.x + island.w,y:island.y+j });
}
break;
case "top":
for(var j=buffer,jL=island.w-buffer; j<jL; j++) {
tiles.push({ x:island.x + j,y:island.y });
}
break;
case "bottom":
for(var j=buffer,jL=island.w-buffer; j<jL; j++) {
tiles.push({ x:island.x + j,y:island.y + island.h});
}
break;
}
}
return tiles;
};
/*
TAKES TWO ARRAYS AND THE DIRECTION TO JOIN
RETURNS ONE ARRAY WITH MATCHED UP EDGES THAT
COULD BE BRIDGED
*/
BSP.prototype.matchEdges = function(arr1,arr2,Hrz) {
var matches = [];
if(Hrz) {
// CHECK Y
for(var i=0,iL=arr1.length; i<iL; i++) {
for(var j=0,jL=arr2.length; j<jL; j++) {
if(arr1[i].y === arr2[j].y) {
matches.push([arr1[i],arr2[j]]);
}
}
}
} else {
// CHECK X
for(var i=0,iL=arr1.length; i<iL; i++) {
for(var j=0,jL=arr2.length; j<jL; j++) {
if(arr1[i].x === arr2[j].x) {
matches.push([arr1[i],arr2[j]]);
}
}
}
}
return matches;
};
/*
TAKES ISLANDS AND A GRID, AND FILLS THE ISLAND LOCATIONS
WITH ONES
*/
BSP.prototype.createIslands = function(islands,grid) {
var result = grid;
// FOR EACH ISLAND
for(var i=0,iL=islands.length; i<iL; i++) {
var island = islands[i];
// FOR EACH COLUMN AND ROW IN EACH ISLAND
for(var y=0,yL=island.h; y<yL; y++) {
for(var x=0,xL=island.w; x<xL; x++) {
// MAKE THEM ONES
result[y+island.y][x+island.x] = 1;
}
}
}
return result;
}
/*
TAKES BRIDGES AND A GRID, AND FILLS THE BRIDGE LOCATIONS
WITH ONES. BRIDGES MOVE AN EXTRA LOCATION ONTO EACH ISLAND
SO THEY ARE NOT JUST FLOATING IN SPACE. THAT IS WHY THEY
GET THEIR OWN GRID. REMOVE THE - 1, AND + 2's BELOW IF YOU
DON'T LIKE IT
*/
BSP.prototype.createBridges = function(bridges,grid) {
// FOR EACH BRIDGE IN THE ARRAY
for(var i=0,iL=bridges.length; i<iL; i++) {
var bridgeEnds = bridges[i];
if(bridgeEnds[0].x === bridgeEnds[1].x) {
// VERTICAL BRIDGE
for(var l=0,lL=bridgeEnds[1].y - bridgeEnds[0].y + 2; l<lL; l++) {
grid[bridgeEnds[0].y+l-1][bridgeEnds[0].x] = 1;
}
} else {
// HORIZONTAL BRIDGE
for(var l=0,lL=bridgeEnds[1].x - bridgeEnds[0].x + 2; l<lL; l++) {
grid[bridgeEnds[0].y][bridgeEnds[0].x+l-1] = 1;
}
}
}
return grid;
};
/*
RETURNS A TWO DIMENSIONAL ARRAY OF 0's
*/
function emptyGrid (width,height) {
var result = [];
for(var i=0,iL=height; i<iL; i++) {
var arr = [];
for(var j=0,jL=width; j<jL; j++) {
arr.push(0);
}
result.push(arr);
}
return result;
}
/*
TAKES AN ARRAY OF BOXES AND PRINTS THEM TO THE CONSOLE
*/
function debugBoxes(boxes) {
console.log("##### BOXES #####");
for(b in boxes) {
var box = boxes[b];
console.log(box.x,box.y,box.w,box.h);
}
};
/*
PRINTS THE GRID TO THE CONSOLE
*/
function debugGrid (grid) {
console.log("##### GRID #####");
for(var i in grid) console.log(grid[i]);
}
/*
TAKES TWO OBJECTS WITH .x AND .y PROPERTIES AND CALCULATES
IF THE DIFFERENCE IS GREATER HORIZONTALLY THAN VERTICALLY
*/
function isHrz(obj1,obj2) {
return Math.abs(obj1.x - obj2.x) > Math.abs(obj1.y - obj2.y);
};
/*
APPNEDS THE CONTENTS OF ONE ARRAY TO ANOTHER
BECAUSE CONCAT() ISN"T WORKING LIKE IT SHOULD
*/
function readIntoArray(from, to) {
for(var i=0,iL=from.length; i<iL; i++)
to.push(from[i]);
return to;
};
})();