Dungeon venue: grid-first traversable dungeon with cast, loot and encounters

New VenueGenerator 'dungeon' archetype. The floor plan is generated first
on a 44x44 grid (rejection-sampled rooms, Kruskal MST + loop edges,
L-shaped corridors, BFS-verified connectivity); walls are merged runs
built exactly where open meets solid, so the shell has no holes, and
the walk route is a closed travelling tour through every room.

The camera either walks first-person (hero hidden to avoid clipping) or
plants on a per-room watch cell with line-of-sight to the route and
tracks the actor. Enemies (walker/structure/swarm ActorSpecs from the
track's own summary) lurk, stand sentry, dart and drift; loot caches
pause the analytic odometer, which can hold or advance but never retreat.

Includes dungeon-debug.html (2D map + timeline stills), 14 map tests
plus facade camera tests, and the portcullis-holds-for-the-whole-party
regression test.
This commit is contained in:
Dejvino
2026-10-04 22:13:25 +02:00
parent 3df4b3545b
commit c96e810d44
13 changed files with 3309 additions and 20 deletions
+74 -13
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@@ -67,6 +67,19 @@ export const VENUE_STAGING = {
box: { x: 4.0, yLo: -0.4, yHi: 2.2, zLo: -6.0, zHi: 6.0 },
dolly: { wide: 5.5, normal: 3.4, close: 1.8 },
},
// The dungeon: the "screen" is the way ahead (the party's lanterns, the
// portal glow down the corridor); the "room" is the stone around the
// walk. Marks mostly steer the facade's own walk/room/portal modes —
// the pos/look bends the look path, the target picks the mode.
dungeon: {
screen: [0, 1.2, -8],
fieldL: [-2.4, 0.2, -4.0],
fieldR: [2.4, 0.2, -4.0],
roomMid: [0, 0.6, -5],
roomSide: 2.6,
box: { x: 4.0, yLo: -0.2, yHi: 2.4, zLo: -6.0, zHi: 6.0 },
dolly: { wide: 5.5, normal: 3.4, close: 1.8 },
},
};
/** Shot sizes for the room — same three words as the viz, different numbers. */
@@ -149,19 +162,24 @@ export function planVenueShots(cues, sections, archetype, style, isJump, rng, ga
sectionSize = rng.pick(VENUE_SHOT_SIZES.filter((s) => s !== sectionSize));
}
if (sharpCut && prevMark) {
// Flip the look direction outright: screen↔room, so the new
// composition cannot be the old one from a step aside.
// (Passerby/billboard have no opposite — re-draw instead.)
// Flip the look direction outright: screen↔room (walk↔room
// in the dungeon), so the new composition cannot be the old
// one from a step aside.
// (Passerby/billboard/portal have no opposite — re-draw instead.)
const pt = prevMark.target;
sectionTarget = pt === 'screen' ? 'room'
: pt === 'room' ? 'screen'
: pt === 'walk' ? 'room'
: pt === 'room' ? 'walk'
: archetype === 'dungeon' ? (rng.bool(0.5) ? 'walk' : 'room')
: (rng.bool(0.5) ? 'screen' : 'room');
} else {
sectionTarget = pickTarget(prevMark, energy, story, rng,
sectionTargets.map((t) => ({ target: t })), archetype);
}
// A billboard shot wants car + board in frame: force wide.
if (sectionTarget === 'billboard' && !locked) sectionSize = 'wide';
// A portal tableau wants the ring + procession in frame: wide too.
if ((sectionTarget === 'billboard' || sectionTarget === 'portal') && !locked) sectionSize = 'wide';
sectionTargets.push(sectionTarget);
}
const progress = n > 1 ? cue.index / (n - 1) : 0.5;
@@ -170,11 +188,13 @@ export function planVenueShots(cues, sections, archetype, style, isJump, rng, ga
// rejoin the rotation, alternating away from whatever just played so
// the cut out of the plant always changes the composition.
let cueTarget = sectionTarget;
if (cueTarget === 'passerby' || cueTarget === 'billboard') {
if (cueTarget === 'passerby' || cueTarget === 'billboard' || cueTarget === 'portal') {
sectionPlants++;
if (sectionPlants > 1) {
const pt = marks.length ? marks[marks.length - 1].target : null;
cueTarget = pt === 'screen' ? 'room' : 'screen';
cueTarget = archetype === 'dungeon'
? (pt === 'walk' ? 'room' : 'walk')
: (pt === 'screen' ? 'room' : 'screen');
}
}
const mark = placeMark(staging, sectionSize, cueTarget, jump, rng, progress, gaze, roomSide);
@@ -260,6 +280,31 @@ function pickTarget(previous, energy, story, rng, history, archetype = null) {
&& last2[last2.length - 1] !== 'passerby' && rng.bool(0.3)) {
return 'billboard';
}
// Dungeon-only: a portal section plants the camera on the party's path
// and watches it process through the seated portal. Rarest plant (at most
// a couple per video), same breath-only rule, never adjacent to itself —
// two planted tableaux back to back read as stuck. Consumes its draw even
// when blocked, like passerby.
const portalDraw = archetype === 'dungeon' && act !== 'climax'
&& (act === 'setup' || act === 'resolution' || energy < 0.42)
&& rng.bool(0.3);
if (portalDraw && last2[last2.length - 1] !== 'portal') {
return 'portal';
}
// Dungeon travel: walk is the neutral tread, room is the watch lean —
// first-person against planted. Same act/energy grammar as screen/room.
if (archetype === 'dungeon') {
let dpick;
if (act === 'setup') dpick = 'walk';
else if (act === 'resolution') dpick = rng.bool(0.3) ? 'room' : 'walk';
else if (act === 'climax') dpick = 'room';
else if (act === 'turn') dpick = rng.bool(0.75) ? 'room' : 'walk';
else if (energy > 0.66 || tension > 0.7) dpick = 'room';
else if (energy < 0.36) dpick = 'walk';
else dpick = rng.bool(0.5) ? 'room' : 'walk';
if (streak && dpick === streak) dpick = streak === 'room' ? 'walk' : 'room';
return dpick;
}
let pick;
if (act === 'setup') pick = 'room';
else if (act === 'resolution') pick = rng.bool(0.3) ? 'screen' : 'room';
@@ -302,13 +347,28 @@ function placeMark(staging, size, target, jump, rng, progress = 0.5, gaze = null
look: [-side * 9.0, 3.0, -20],
};
}
if (target === 'portal') {
// Planted tableau: the camera stands off the path while the party
// processes through the seated portal. The facade seats the portal
// ring AT the look point each frame, so pos/look here only need to
// agree with each other — a usable two-shot of ring + approach.
// Side follows the video's roomSide: one consistent side all song.
const side = roomSide || 1;
return {
pos: [side * 2.6, 1.5, 1.0],
look: [-side * 0.5, 1.3, -8],
};
}
// Dungeon travel modes share the room/screen anchors: walk reads the
// way ahead (screen), room reads the place around the walk (room).
const motive = target === 'walk' ? 'screen' : target === 'room' ? 'room' : target;
const clampTo = (v, lo, hi) => Math.max(lo, Math.min(hi, v));
const { box, dolly } = staging;
// Room visits alternate sides so consecutive room views face opposite
// walls (the screen slides left, then right) instead of both staring down
// the middle. Screen visits stay centred — the screen IS the axis.
let anchor = target === 'screen' ? staging.screen : staging.roomMid;
if (target === 'room') {
let anchor = motive === 'screen' ? staging.screen : staging.roomMid;
if (motive === 'room') {
// ONE side per video (threaded in as roomSide): alternating walls is a
// zigzag (left-right-left reads as churn, measured flat), while one
// steady side gives the look path a consistent off-axis home it keeps
@@ -336,7 +396,7 @@ function placeMark(staging, size, target, jump, rng, progress = 0.5, gaze = null
}
// Close on the screen stands nearly centre (it fills the frame anyway);
// wides take the sides (parallax over the furniture is the point).
const cx = size === 'close' && target === 'screen' ? x * 0.3 : x;
const cx = size === 'close' && motive === 'screen' ? x * 0.3 : x;
// A fraction of the viz gaze relocation: both cameras cut the same way.
// Kept small (a third) — full coupling threw the room around per section.
const gx = gaze ? gaze[0] * 0.35 : 0;
@@ -357,7 +417,7 @@ function placeMark(staging, size, target, jump, rng, progress = 0.5, gaze = null
// Consecutive anchors must differ ONLY by motive, never by noise.
const screenAnchor = staging.screen;
const forward = [0, 0.3, screenAnchor[2]];
const k = target === 'room' ? 0.9 : 0.55;
const k = motive === 'room' ? 0.9 : 0.55;
const look = [
lerp(forward[0], anchor[0], k),
lerp(forward[1], anchor[1], k),
@@ -396,11 +456,12 @@ export function venueShotAt(marks, cueIndex, frame, cueStartFrame, cueEndFrame =
// the look (the furniture swapped; the path would glide through the old
// room). The reported target stays the cue's (HUD motive), the look itself
// is where the path is.
// Passerby/billboard hold their plants: the camera is a bystander, and
// Passerby/billboard/portal hold their plants: the camera is a bystander, and
// any drift of the look would read as a pan away from the road. driveT
// (0→1 across the cue) is the car's cue — the module drives it from far
// +z to far -z on it (passerby) or aims at the live panel (billboard).
const look = (cur.target === 'passerby' || cur.target === 'billboard')
const plantedMark = cur.target === 'passerby' || cur.target === 'billboard' || cur.target === 'portal';
const look = plantedMark
? cur.look.slice()
: lookPathAt(marks, progress, cur.jump !== null ? cur : null);
const span = Math.max(1, (cueEndFrame ?? (cueStartFrame + cur.easeFrames)) - cueStartFrame);
@@ -429,7 +490,7 @@ export function venueShotAt(marks, cueIndex, frame, cueStartFrame, cueEndFrame =
// A planted camera holds its position too — the bystander does not drift
// down the road while the car passes. (The look already holds above; the
// module adds handheld micro on top.)
const planted = cur.target === 'passerby' || cur.target === 'billboard';
const planted = cur.target === 'passerby' || cur.target === 'billboard' || cur.target === 'portal';
return {
pos: planted ? cur.pos.slice()
: [lerp(prev.pos[0], cur.pos[0], e), lerp(prev.pos[1], cur.pos[1], e), lerp(prev.pos[2], cur.pos[2], e)],
+1 -1
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@@ -346,7 +346,7 @@ export function validateModule(module) {
if (module.venue && typeof module.venue !== 'boolean') {
errors.push(`${id}: \`venue\` must be boolean`);
}
if (module.archetype && !['chamber','stage','ride','passage','void'].includes(module.archetype)) {
if (module.archetype && !['chamber','stage','ride','dungeon','passage','void'].includes(module.archetype)) {
errors.push(`${id}: unknown venue archetype '${module.archetype}'`);
}
}
+32 -3
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@@ -4,6 +4,7 @@
import { signatureWeight } from '../look/Personality.js';
import { venues, ARCHETYPES } from './registry.js';
import { genDungeon } from './dungeon/map.js';
const clamp01 = (x) => Math.max(0, Math.min(1, x));
@@ -42,6 +43,14 @@ export function generateVenue({ summary = {}, rng, personality = null, director
if (v.archetype === 'chamber') w *= 0.7 + stillness * 0.8 + (1 - fast) * 0.35;
if (v.archetype === 'stage') w *= 0.6 + fast * 0.6 + noisy * 0.35;
if (v.archetype === 'ride') w *= 0.35 + drive * 1.4;
// Dark, slow songs want a crypt: slowness gates the whole tilt, then
// stillness and darkness push inside it. Fast songs barely feel it.
// Tilt, not decide.
if (v.archetype === 'dungeon') {
const slow = clamp01((110 - (s.bpm ?? 120)) / 50);
const dark = 1 - Math.min(1, (s.meanCentroid ?? 0.5) * 1.4);
w *= 0.12 + slow * (0.3 + stillness * 1.0 + dark * 0.5);
}
tilt[v.name] = w;
weights[i] = w;
}
@@ -62,19 +71,25 @@ export function generateVenue({ summary = {}, rng, personality = null, director
};
// Projection — hybrid per archetype. The ride's screen is the car radio:
// small, bright, watched up close.
// small, bright, watched up close. The dungeon's is the portal stone:
// architectural, bright, approached on foot.
const projection = picked.archetype === 'chamber'
? { kind: 'window', uvScale: 1, brightness: 0.55 }
: picked.archetype === 'ride'
? { kind: 'radio', uvScale: 1, brightness: 0.9 }
: { kind: 'screen', uvScale: 1, brightness: 0.75 };
: picked.archetype === 'dungeon'
? { kind: 'portal', uvScale: 1, brightness: 0.9 }
: { kind: 'screen', uvScale: 1, brightness: 0.75 };
// Population — lattice-like, deterministic count/spread/jitter. The ride
// seats actor passengers (2-4), not a crowd.
// seats actor passengers (2-4), not a crowd; the dungeon walks a delving
// party (2-4), not a crowd either.
const latticeKinds = ['grid', 'scatter', 'radial'];
const pRng = rng.fork(`venue:pop:${picked.name}`);
const population = picked.archetype === 'ride'
? { kind: 'row', count: pRng.int(2, 4), spread: pRng.range(0.4, 0.6), jitter: pRng.range(0.05, 0.2) }
: picked.archetype === 'dungeon'
? { kind: 'party', count: pRng.int(2, 4), spread: pRng.range(0.4, 0.6), jitter: pRng.range(0.05, 0.2) }
: {
kind: pRng.pick(latticeKinds),
count: pRng.int(picked.archetype === 'chamber' ? 3 : 4, picked.archetype === 'chamber' ? 9 : 12),
@@ -153,10 +168,24 @@ export function generateVenue({ summary = {}, rng, personality = null, director
}
}
// Dungeon sub-plans: the floor plan itself — grid, rooms, walls, route,
// items, portal, watch cells. Pure data, seeded, serialisable; the facade
// builds it. Other archetypes get dungeon:null. Forked so existing draws
// don't move (same rule as venue:pop).
let dungeonPlan = null;
if (picked.archetype === 'dungeon') {
const dRng = rng.fork('dungeon:plan');
dungeonPlan = {
map: genDungeon({ seed, rng: dRng }),
};
}
return {
archetype: picked.archetype,
name: picked.name,
seed,
summary: { ...(summary || {}) },
dungeon: dungeonPlan,
shell,
projection,
population,
File diff suppressed because it is too large Load Diff
+203
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@@ -0,0 +1,203 @@
// Hazards submodule — gates and set-pieces the walk appears to negotiate.
//
// Visual only: the facade adds avoidanceOffset() to the hero's lateral x.
// Pure + headless-safe: no renderer, no wall-clock, no Math.random — seeded Rng
// only, all motion analytic f(t) so seek === playback and preview === export.
// Type is a discrete plan-time choice; footprints stay narrow so a hazard never
// swallows the path. The world is STATIC (the camera walks), so hazard marks
// sit at fixed arclength and the hero is compared against them directly.
//
// Contract (exact export names/signatures):
// HAZARD_BUILDERS: registry object { gate, gap, patrol }
// planHazards({ seed, rng, sections, span }) -> per-section [{s, type}]
// buildHazards({ THREE, sectionPlan, seed }) -> { group, items }
// updateHazards({ hazards, sectionPlan, t, light, opacity, pathPlan }) -> void
// avoidanceOffset(heroS, sectionPlan, t) -> lateral nudge, |x| <= 1.0
import { smooth01 } from './shared.js';
const FLOOR_Y = -1.15;
function std(THREE, color, opts = {}) {
return new THREE.MeshStandardMaterial({
color: new THREE.Color(color[0], color[1], color[2]),
roughness: opts.roughness ?? 0.6,
metalness: opts.metalness ?? 0.1,
emissive: new THREE.Color(
(opts.emissive ?? [0, 0, 0])[0],
(opts.emissive ?? [0, 0, 0])[1],
(opts.emissive ?? [0, 0, 0])[2]
),
emissiveIntensity: opts.emissiveIntensity ?? 1,
});
}
function stone(THREE, tint) {
return std(THREE, tint, { roughness: 0.9, metalness: 0.02, emissive: tint, emissiveIntensity: 0.12 });
}
function gate(THREE, rng, tint) {
// Portcullis: two jambs + lintel + hanging bars. The walk passes through
// the middle — the hero sidesteps via avoidanceOffset, never through iron.
const g = new THREE.Group();
const mat = stone(THREE, tint);
const iron = std(THREE, [0.1, 0.1, 0.12], { roughness: 0.45, metalness: 0.7 });
for (const side of [-1, 1]) {
const jamb = new THREE.Mesh(new THREE.BoxGeometry(0.36, 3.4, 0.5), mat);
jamb.position.set(side * 1.85, FLOOR_Y + 1.7, 0);
g.add(jamb);
}
const lintel = new THREE.Mesh(new THREE.BoxGeometry(4.1, 0.5, 0.5), mat);
lintel.position.set(0, FLOOR_Y + 3.6, 0);
g.add(lintel);
const n = 5;
const bars = new THREE.Group();
for (let k = 0; k < n; k++) {
const bar = new THREE.Mesh(new THREE.CylinderGeometry(0.045, 0.045, 2.6, 6), iron);
bar.position.set(-1.2 + k * (2.4 / (n - 1)), FLOOR_Y + 2.1, 0);
bars.add(bar);
}
g.add(bars);
// Lifted per frame by updateHazards: the gate opens as the hero nears
// and falls behind them — the walk passes through iron, never through
// bars. Analytic f(heroS), so a seek lands on the same opening.
g.userData.liftBars = bars;
return g;
}
function gap(THREE, rng, tint) {
// Broken floor: tilted flagstone shards in the FLOOR's own colours with
// one dim stone crack breathing between them — damage in place, not a
// black square. Pure visual — the hero steps around it via
// avoidanceOffset. The facade re-tints all shard/crack materials per
// frame from the floor (see the gapMats registry below) so the break
// always matches its surroundings; the tints passed here are only the
// build-time seed visible in headless checks.
const g = new THREE.Group();
const shardMat = stone(THREE, tint);
for (let k = 0; k < 5; k++) {
const w = 0.4 + rng.next() * 0.35;
const shard = new THREE.Mesh(new THREE.BoxGeometry(w, 0.07, 0.3 + rng.next() * 0.25), shardMat);
const a = (k / 5) * Math.PI * 2 + rng.next() * 0.5;
shard.position.set(Math.cos(a) * (0.55 + rng.next() * 0.25), FLOOR_Y + 0.045, Math.sin(a) * (0.65 + rng.next() * 0.3));
shard.rotation.y = -a + (rng.next() - 0.5) * 0.6;
shard.rotation.z = (rng.next() - 0.5) * 0.35;
g.add(shard);
}
const edgeMat = std(THREE, tint, { roughness: 0.5, emissive: tint, emissiveIntensity: 0.8 });
const crack = new THREE.Mesh(new THREE.BoxGeometry(0.07, 0.03, 1.1), edgeMat);
crack.position.set((rng.next() - 0.5) * 0.3, FLOOR_Y + 0.03, 0);
crack.rotation.y = (rng.next() - 0.5) * 0.4;
g.add(crack);
// Both materials re-tinted per frame — the facade owns the floor colours.
g.userData.edgeMat = edgeMat;
g.userData.gapMats = { shardMat, crackMat: edgeMat };
return g;
}
function patrol(THREE, rng, tint) {
// Watch lantern: post + swinging glow cage. The sway is analytic f(t).
const g = new THREE.Group();
const iron = std(THREE, [0.08, 0.08, 0.09], { roughness: 0.5, metalness: 0.6 });
const post = new THREE.Mesh(new THREE.CylinderGeometry(0.06, 0.08, 2.6, 6), iron);
post.position.y = FLOOR_Y + 1.3;
g.add(post);
const cageMat = std(THREE, tint, { roughness: 0.4, emissive: tint, emissiveIntensity: 1.6 });
const cage = new THREE.Mesh(new THREE.SphereGeometry(0.2, 10, 8), cageMat);
cage.position.y = FLOOR_Y + 2.7;
g.add(cage);
const arm = new THREE.Group();
arm.position.y = FLOOR_Y + 2.7;
const lampMat = std(THREE, tint, { roughness: 0.4, emissive: tint, emissiveIntensity: 1.2 });
const lamp = new THREE.Mesh(new THREE.ConeGeometry(0.3, 0.7, 10, 1, true), lampMat);
lamp.position.y = -0.5;
arm.add(lamp);
g.add(arm);
g.userData.swing = { arm, phase: rng.next() * Math.PI * 2, cageMat, base: 1.6 };
return g;
}
export const HAZARD_BUILDERS = { gate, gap, patrol };
export const HAZARD_TINTS = {
gate: [0.45, 0.45, 0.48],
gap: [1.0, 0.4, 0.1],
patrol: [0.95, 0.75, 0.4],
};
/**
* Per-frame life for map-seated hazards. Positions are fixed (the map seats
* everything once at build); only the portcullis lift, lantern swing and
* ember glow animate, all analytic f(t, heroS) so seeks agree with playback.
*
* Each item carries userData.home = { x, z, yaw } (set by the facade at
* build) and gates additionally carry userData.hazardS (route arclength).
* partyS lists the route positions of the whole procession (hero + trailing
* companions, lead members in first-person) so the portcullis stays up until
* the last walker clears it — never hero-only.
*/
export function updateHazards({ hazards = null, t = 0, light = 1, opacity = 1, heroS = null, partyS = null } = {}) {
const items = hazards?.items ?? (Array.isArray(hazards) ? hazards : []);
for (const item of items) {
item.visible = opacity > 0.001;
if (!item.visible) continue;
const home = item.userData.home;
if (home) {
item.position.set(home.x, 0, home.z);
item.rotation.y = home.yaw || 0;
}
// Portcullis lift: shut at distance, fully raised while ANY walker
// of the procession is under it. The hero leads in first-person and
// trails in planted shots, so the lift keyed on the hero alone drops
// on the trailers (or shuts on the leader). Opens over ~4 units of
// approach on the near side and holds until the last member clears
// the far side + ~2 margin — no bar ever fills the near plane and no
// walker passes through iron.
const lift = item.userData.liftBars;
if (lift && typeof item.userData.hazardS === 'number') {
const members = Array.isArray(partyS) && partyS.length
? partyS
: (typeof heroS === 'number' ? [heroS] : []);
let liftK = 0;
for (const ms of members) {
if (typeof ms !== 'number') continue;
const d = Math.abs(ms - item.userData.hazardS);
liftK = Math.max(liftK, smooth01((4.5 - d) / 3.7));
}
lift.position.y = 2.4 * liftK;
}
const sw = item.userData.swing;
if (sw) {
sw.arm.rotation.z = Math.sin(t * 0.8 + sw.phase) * 0.35;
sw.cageMat.emissiveIntensity = sw.base * (0.4 + 0.6 * light)
* (0.85 + 0.15 * Math.sin(t * 3.1 + sw.phase));
}
const em = item.userData.edgeMat;
if (em) em.emissiveIntensity = 0.8 * (0.4 + 0.6 * light);
}
}
/**
* Lateral hero nudge so the walk appears to negotiate near hazards.
* Pure f(heroS, sectionPlan, t): hazards sit at fixed s, the hero is compared
* against them directly. Each nearby hazard pushes the hero away with a
* gaussian falloff (sigma 3, amp 0.7); gates push to alternating sides by
* index (through the bars' gaps, never through iron). Clamped to |x| <= 1.0
* so the hero holds the corridor.
*/
export function avoidanceOffset(heroS = 0, sectionPlan = null, t = 0) {
let list = sectionPlan ?? [];
if (Array.isArray(list) && list.length && Array.isArray(list[0])) list = list.flat();
if (!Array.isArray(list)) return 0;
let sum = 0;
for (let i = 0; i < list.length; i++) {
const e = list[i] ?? {};
const raw = (heroS - (e.s ?? 0)) / 3;
const g = Math.exp(-(raw * raw));
if (g < 0.001) continue;
const dir = (i % 2 === 0 ? 1 : -1);
sum += 0.7 * g * dir;
}
void t;
return Math.max(-1.0, Math.min(1.0, sum));
}
+966
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@@ -0,0 +1,966 @@
// Dungeon map — a real 2D floor plan first, 3D built from it.
//
// Standard roguelike construction, all seeded (no Math.random, no wall-clock):
// rejection-sampled non-overlapping rectangular rooms, Kruskal MST over room
// centres plus loop edges, L-shaped corridors carved between linked rooms.
// The walk route is a closed travelling tour (greedy nearest-room BFS legs,
// returning to the start), smoothed and resampled to even arclength.
//
// Why grid-first: every wall is derived from cell occupancy (a wall run exists
// exactly where open meets solid), so the shell has no holes by construction;
// the camera only ever stands on open cells (route or room watch cells), so
// it can never be inside a wall; and the route is a real walkable path
// (BFS-verified), not a ribbon bent through blockwork.
//
// Contract:
// genDungeon({ seed, rng }) -> DungeonPlan (pure data, serialisable)
// pathAt(plan, s) -> { x, yaw } (world units, wraps)
// roomAt(plan, s) -> roomId (>=0) | -1 (corridor)
// zoneAt(plan, s) -> zone name
// CELL: world units per cell
//
// DungeonPlan:
// { seed, w, h, grid, rooms, wallRuns, ceilRects, route, items, portal, watch }
// grid: Uint8Array open cells; rooms: [{id,x,y,w,h,cx,cy,zone,indoor}]
// wallRuns: [{x0,z0,x1,z1,h}] world-space merged runs (axis aligned)
// ceilRects: [{x0,z0,x1,z1,y}] world-space ceiling slabs (indoor only)
// route: { pts:[{x,z}], cum:[...], totalLen, roomIds:[], zones:[] }
// items: { props, torches, puddles, windows, gates, gaps, patrols }
// portal: {x,z,yaw,roomId} | null; watch: { roomId: {x,z,lookX,lookZ} }
import { Rng } from '../../engine/rng.js';
import { smooth01 } from './shared.js';
export const CELL = 2.0;
const GW = 44;
const GH = 44;
const ROOM_TARGET = 8;
const ROOM_MIN = 4;
const ROOM_MAX = 8;
const ZONE_NAMES = ['hall', 'room', 'forest', 'wallwalk'];
const zoneIndoor = (z) => z === 'hall' || z === 'room';
const idx = (w, x, y) => y * w + x;
const inBounds = (w, h, x, y) => x >= 0 && y >= 0 && x < w && y < h;
// ------------------------------------------------------------- union-find
// Kruskal MST over room centres: the cheapest standard way to guarantee every
// room joins one connected graph.
function kruskal(n, edges) {
const parent = [];
for (let i = 0; i < n; i++) parent.push(i);
const find = (a) => (parent[a] === a ? a : (parent[a] = find(parent[a])));
const mst = [];
const rest = [];
for (const e of edges) {
const ra = find(e.a), rb = find(e.b);
if (ra !== rb) { parent[ra] = rb; mst.push(e); }
else rest.push(e);
}
return { mst, rest };
}
// ------------------------------------------------------------------- BFS
// 4-neighbour shortest paths on open cells. Deterministic: fixed neighbour
// order, first-found wins, so the same grid always yields the same paths.
const NB = [[1, 0], [-1, 0], [0, 1], [0, -1]];
function bfsPath(open, w, h, sx, sy, tx, ty) {
if (sx === tx && sy === ty) return [{ x: sx, y: sy }];
const prev = new Int32Array(w * h).fill(-1);
const qx = [sx], qy = [sy];
prev[idx(w, sx, sy)] = idx(w, sx, sy);
let head = 0;
while (head < qx.length) {
const cx = qx[head], cy = qy[head];
head++;
if (cx === tx && cy === ty) break;
for (const [dx, dy] of NB) {
const nx = cx + dx, ny = cy + dy;
if (!inBounds(w, h, nx, ny) || !open[idx(w, nx, ny)]) continue;
if (prev[idx(w, nx, ny)] !== -1) continue;
prev[idx(w, nx, ny)] = idx(w, cx, cy);
qx.push(nx); qy.push(ny);
}
}
if (prev[idx(w, tx, ty)] === -1) return null;
const path = [];
let c = idx(w, tx, ty);
while (c !== idx(w, sx, sy)) {
path.push({ x: c % w, y: Math.floor(c / w) });
c = prev[c];
}
path.push({ x: sx, y: sy });
path.reverse();
return path;
}
function bfsDist(open, w, h, sx, sy, tx, ty) {
const p = bfsPath(open, w, h, sx, sy, tx, ty);
return p ? p.length : Infinity;
}
// ------------------------------------------------------------------ LOS
// Bresenham cell walk between cell centres: every crossed cell must be open.
function losClear(open, w, h, x0, y0, x1, y1) {
let dx = Math.abs(x1 - x0), dy = Math.abs(y1 - y0);
const sx = x0 < x1 ? 1 : -1, sy = y0 < y1 ? 1 : -1;
let err = dx - dy, x = x0, y = y0;
for (;;) {
if (!inBounds(w, h, x, y) || !open[idx(w, x, y)]) return false;
if (x === x1 && y === y1) return true;
const e2 = 2 * err;
if (e2 > -dy) { err -= dy; x += sx; }
if (e2 < dx) { err += dx; y += sy; }
}
}
// ------------------------------------------------------------------ plan
export function genDungeon({ seed = 1, rng = null } = {}) {
const r = rng ? rng.fork('dungeon:map') : new Rng((seed >>> 0) || 1).fork('dungeon:map');
const sd = (seed >>> 0) || 1;
// --- rooms: rejection-sampled rects with a 1-cell moat between them, so
// corridors always have somewhere to go and rooms never share walls.
const rooms = [];
for (let attempt = 0; attempt < 240 && rooms.length < ROOM_TARGET; attempt++) {
const w = r.int(ROOM_MIN, ROOM_MAX);
const h = r.int(ROOM_MIN, ROOM_MAX);
const x = r.int(1, GW - w - 1);
const y = r.int(1, GH - h - 1);
let ok = true;
for (const o of rooms) {
if (x < o.x + o.w + 1 && o.x < x + w + 1 && y < o.y + o.h + 1 && o.y < y + h + 1) {
ok = false; break;
}
}
if (ok) rooms.push({ id: rooms.length, x, y, w, h, cx: x + w / 2, cy: y + h / 2 });
}
// Degenerate seed insurance: a map with fewer than 3 rooms is a hallway
// with extra steps — fall back to three fixed rooms (still seeded zones).
while (rooms.length < 3) {
const i = rooms.length;
rooms.push({ id: i, x: 4 + i * 12, y: 20, w: 6, h: 6, cx: 7 + i * 12, cy: 23 });
}
const open = new Uint8Array(GW * GH);
const roomId = new Int16Array(GW * GH).fill(-1);
const carve = (x, y, id) => {
if (!inBounds(GW, GH, x, y)) return;
open[idx(GW, x, y)] = 1;
if (id >= 0) roomId[idx(GW, x, y)] = id;
};
for (const rm of rooms) {
for (let y = rm.y; y < rm.y + rm.h; y++) {
for (let x = rm.x; x < rm.x + rm.w; x++) carve(x, y, rm.id);
}
}
// --- links: MST (Kruskal, weight = centre distance + small seeded jitter
// so parallel runs vary) plus up to 2 loop edges — loops give the tour
// alternate ways round, and doorways the camera never takes.
const edges = [];
for (let i = 0; i < rooms.length; i++) {
for (let j = i + 1; j < rooms.length; j++) {
const a = rooms[i], b = rooms[j];
edges.push({ a: i, b: j, w: Math.hypot(a.cx - b.cx, a.cy - b.cy) });
}
}
edges.sort((p, q) => p.w - q.w);
const { mst, rest } = kruskal(rooms.length, edges);
const links = mst.slice();
const rLoops = new Rng((sd ^ 0x10ee) >>> 0 || 1);
const shuffledRest = rest.slice();
for (let i = shuffledRest.length - 1; i > 0; i--) {
const j = rLoops.int(0, i);
[shuffledRest[i], shuffledRest[j]] = [shuffledRest[j], shuffledRest[i]];
}
for (const e of shuffledRest.slice(0, 2)) links.push(e);
// --- corridors: L-shaped 1-cell carves between random cells of the two
// rooms (order seeded). Recorded as rects for exact ceiling cover.
const rCorr = new Rng((sd ^ 0xc091) >>> 0 || 1);
const corrRects = [];
const carveCorr = (x, y) => carve(x, y, -1);
for (const e of links) {
const A = rooms[e.a], B = rooms[e.b];
const ax = rCorr.int(A.x, A.x + A.w - 1), ay = rCorr.int(A.y, A.y + A.h - 1);
const bx = rCorr.int(B.x, B.x + B.w - 1), by = rCorr.int(B.y, B.y + B.h - 1);
const horizFirst = rCorr.bool();
const x0 = Math.min(ax, bx), x1 = Math.max(ax, bx);
const y0 = Math.min(ay, by), y1 = Math.max(ay, by);
if (horizFirst) {
for (let x = x0; x <= x1; x++) carveCorr(x, ay);
for (let y = y0; y <= y1; y++) carveCorr(bx, y);
corrRects.push({ x: x0, y: ay, w: x1 - x0 + 1, h: 1, link: e });
corrRects.push({ x: bx, y: y0, w: 1, h: y1 - y0 + 1, link: e });
} else {
for (let y = y0; y <= y1; y++) carveCorr(ax, y);
for (let x = x0; x <= x1; x++) carveCorr(x, by);
corrRects.push({ x: ax, y: y0, w: 1, h: y1 - y0 + 1, link: e });
corrRects.push({ x: x0, y: by, w: x1 - x0 + 1, h: 1, link: e });
}
}
// --- zones: dealt round-robin off a seeded shuffle, so every map with
// 4+ rooms holds halls, rooms, forest and castle walls alike.
const rZones = new Rng((sd ^ 0x20e5) >>> 0 || 1);
const order = rooms.slice();
for (let i = order.length - 1; i > 0; i--) {
const j = rZones.int(0, i);
[order[i], order[j]] = [order[j], order[i]];
}
order.forEach((rm, i) => {
rm.zone = ZONE_NAMES[i % ZONE_NAMES.length];
rm.indoor = zoneIndoor(rm.zone);
});
const zoneOf = new Array(GW * GH).fill('hall');
const indoorOf = new Uint8Array(GW * GH);
for (const rm of rooms) {
for (let y = rm.y; y < rm.y + rm.h; y++) {
for (let x = rm.x; x < rm.x + rm.w; x++) {
zoneOf[idx(GW, x, y)] = rm.zone;
indoorOf[idx(GW, x, y)] = rm.indoor ? 1 : 0;
}
}
}
for (const cr of corrRects) {
const A = rooms[cr.link.a], B = rooms[cr.link.b];
const indoor = (A.indoor && B.indoor) ? 1 : 0;
const zone = indoor ? 'hall' : (A.indoor ? B.zone : A.zone);
const x1 = cr.x + cr.w - 1, y1 = cr.y + cr.h - 1;
for (let y = cr.y; y <= y1; y++) {
for (let x = cr.x; x <= x1; x++) {
if (!inBounds(GW, GH, x, y)) continue;
if (roomId[idx(GW, x, y)] === -1) {
zoneOf[idx(GW, x, y)] = zone;
indoorOf[idx(GW, x, y)] = indoor;
}
}
}
cr.indoor = indoor;
cr.zone = zone;
}
// --- route: closed travelling tour — start at room 0, repeatedly walk to
// the nearest unvisited room (BFS distance), then leg home. Closed by
// construction; every leg BFS-verified walkable.
const roomCenterCell = (rm) => ({
x: Math.max(rm.x, Math.min(rm.x + rm.w - 1, Math.round(rm.cx))),
y: Math.max(rm.y, Math.min(rm.y + rm.h - 1, Math.round(rm.cy))),
});
const routeCells = [];
{
const start = roomCenterCell(rooms[0]);
let cur = start;
routeCells.push({ ...cur });
const unvisited = new Set(rooms.map((rm) => rm.id));
unvisited.delete(rooms[0].id);
while (unvisited.size) {
let best = null, bestD = Infinity;
for (const id of unvisited) {
const c = roomCenterCell(rooms[id]);
const d = bfsDist(open, GW, GH, cur.x, cur.y, c.x, c.y);
if (d < bestD) { bestD = d; best = { id, c }; }
}
const leg = bfsPath(open, GW, GH, cur.x, cur.y, best.c.x, best.c.y) || [cur];
for (let k = 1; k < leg.length; k++) routeCells.push(leg[k]);
cur = best.c;
unvisited.delete(best.id);
}
const home = bfsPath(open, GW, GH, cur.x, cur.y, start.x, start.y) || [];
for (let k = 1; k < home.length; k++) routeCells.push(home[k]);
}
// --- smooth: closed Chaikin ×2 keeps corners inside the carved cells
// (cuts stay near the polyline; corridors are a full cell wide), then
// even 0.5-unit resampling with per-sample room/zone tags.
const toWorld = (cx, cy) => ({
x: (cx - GW / 2 + 0.5) * CELL,
z: (cy - GH / 2 + 0.5) * CELL,
});
let poly = routeCells.map((c) => toWorld(c.x, c.y));
for (let it = 0; it < 2; it++) {
const out = [];
for (let i = 0; i < poly.length; i++) {
const p = poly[i], q = poly[(i + 1) % poly.length];
out.push(
{ x: p.x * 0.75 + q.x * 0.25, z: p.z * 0.75 + q.z * 0.25 },
{ x: p.x * 0.25 + q.x * 0.75, z: p.z * 0.25 + q.z * 0.75 },
);
}
poly = out;
}
const pts = [];
{
// Even resample: walk the closed polyline in 0.5-unit steps.
const segLens = [];
let total = 0;
for (let i = 0; i < poly.length; i++) {
const p = poly[i], q = poly[(i + 1) % poly.length];
const l = Math.hypot(q.x - p.x, q.z - p.z);
segLens.push(l);
total += l;
}
const STEP = 0.5;
const n = Math.max(8, Math.round(total / STEP));
let si = 0, acc = 0;
for (let k = 0; k < n; k++) {
const target = (k / n) * total;
while (acc + segLens[si] < target && si < poly.length - 1) {
acc += segLens[si];
si++;
}
const p = poly[si], q = poly[(si + 1) % poly.length];
const f = segLens[si] > 1e-9 ? (target - acc) / segLens[si] : 0;
pts.push({
x: p.x + (q.x - p.x) * f,
z: p.z + (q.z - p.z) * f,
});
}
}
const cum = [0];
for (let i = 1; i <= pts.length; i++) {
const p = pts[i - 1], q = pts[i % pts.length];
cum.push(cum[i - 1] + Math.hypot(q.x - p.x, q.z - p.z));
}
const totalLen = cum[pts.length];
// Per-sample tags from the containing cell.
const cellOfPt = (p) => ({
x: Math.floor(p.x / CELL + GW / 2),
z: Math.floor(p.z / CELL + GH / 2),
});
const sampleRoom = pts.map((p) => {
const c = cellOfPt(p);
return inBounds(GW, GH, c.x, c.z) ? roomId[idx(GW, c.x, c.z)] : -1;
});
const sampleZone = pts.map((p) => {
const c = cellOfPt(p);
return inBounds(GW, GH, c.x, c.z) ? zoneOf[idx(GW, c.x, c.z)] : 'hall';
});
// --- walls: one run everywhere INDOOR open meets solid, merged along
// each axis. No holes possible: every indoor open edge is either
// open-neighboured or walled. Wall tops match the ceiling slabs exactly
// (per-zone heights — see ceilRects below), so walls always meet roofs.
// Outdoor edges grow vegetation instead of half-walls: the outside stays
// outside, lined with planting rather than masonry.
const wallRuns = [];
const vegCells = new Map();
const noteVeg = (x, y, zone) => {
if (!inBounds(GW, GH, x, y) || open[idx(GW, x, y)]) return;
const k = idx(GW, x, y);
if (!vegCells.has(k)) vegCells.set(k, { x, y, zone });
};
{
// Wall height follows the ceiling over the cell: 'room' zones stand
// 4.2, halls and indoor corridors 3.2.
const wallH = (x, y) => (zoneOf[idx(GW, x, y)] === 'room' ? 4.2 : 3.2);
const hEdges = []; // {z, x0, x1, h}
const vEdges = []; // {x, z0, z1, h}
for (let y = 0; y < GH; y++) {
for (let x = 0; x < GW; x++) {
if (!open[idx(GW, x, y)]) continue;
const w0 = toWorld(x, y);
if (!indoorOf[idx(GW, x, y)]) {
// Outside: plant the solid neighbours, wall nothing.
const z = zoneOf[idx(GW, x, y)];
noteVeg(x, y - 1, z); noteVeg(x, y + 1, z);
noteVeg(x - 1, y, z); noteVeg(x + 1, y, z);
continue;
}
const h = wallH(x, y);
if (!inBounds(GW, GH, x, y - 1) || !open[idx(GW, x, y - 1)]) {
hEdges.push({ z: w0.z - CELL / 2, x0: w0.x - CELL / 2, x1: w0.x + CELL / 2, h });
}
if (!inBounds(GW, GH, x, y + 1) || !open[idx(GW, x, y + 1)]) {
hEdges.push({ z: w0.z + CELL / 2, x0: w0.x - CELL / 2, x1: w0.x + CELL / 2, h });
}
if (!inBounds(GW, GH, x - 1, y) || !open[idx(GW, x - 1, y)]) {
vEdges.push({ x: w0.x - CELL / 2, z0: w0.z - CELL / 2, z1: w0.z + CELL / 2, h });
}
if (!inBounds(GW, GH, x + 1, y) || !open[idx(GW, x + 1, y)]) {
vEdges.push({ x: w0.x + CELL / 2, z0: w0.z - CELL / 2, z1: w0.z + CELL / 2, h });
}
}
}
const merge = (edges, fixed, lo, hi) => {
edges.sort((a, b) => a[fixed] - b[fixed] || a[lo] - b[lo]);
let cur = null;
const runs = [];
for (const e of edges) {
if (cur && e[fixed] === cur[fixed] && e.h === cur.h && e[lo] <= cur[hi] + 1e-6) {
cur[hi] = Math.max(cur[hi], e[hi]);
} else {
if (cur) runs.push(cur);
cur = { [fixed]: e[fixed], [lo]: e[lo], [hi]: e[hi], h: e.h };
}
}
if (cur) runs.push(cur);
return runs;
};
for (const e of merge(hEdges, 'z', 'x0', 'x1')) {
wallRuns.push({ x0: e.x0, z0: e.z, x1: e.x1, z1: e.z, h: e.h });
}
for (const e of merge(vEdges, 'x', 'z0', 'z1')) {
wallRuns.push({ x0: e.x, z0: e.z0, x1: e.x, z1: e.z1, h: e.h });
}
}
// --- ceilings: exact slabs over indoor rooms + indoor corridor rects.
const ceilRects = [];
{
const rect = (x, y, w, h, top) => {
const a = toWorld(x, y), b = toWorld(x + w - 1, y + h - 1);
ceilRects.push({
x0: a.x - CELL / 2, z0: a.z - CELL / 2,
x1: b.x + CELL / 2, z1: b.z + CELL / 2, y: top,
});
};
for (const rm of rooms) {
if (rm.indoor) rect(rm.x, rm.y, rm.w, rm.h, -1.15 + (rm.zone === 'room' ? 4.2 : 3.2));
}
for (const cr of corrRects) {
if (cr.indoor) rect(cr.x, cr.y, cr.w, cr.h, -1.15 + 3.2);
}
}
// --- route helpers over samples.
const routeCellsSet = new Set(routeCells.map((c) => idx(GW, c.x, c.y)));
const distToRoute = (cx, cy) => {
let best = Infinity;
for (const k of routeCellsSet) {
const dx = (k % GW) - cx, dy = Math.floor(k / GW) - cy;
best = Math.min(best, Math.abs(dx) + Math.abs(dy));
}
return best;
};
// --- watch cells: per room, the open cell farthest from the walked line
// that still sees it — the camera's chair, out of the walkway, eyes on
// the action. Plus a fallback look point on the route.
const watch = {};
for (const rm of rooms) {
const inRoomRoute = [];
for (let y = rm.y; y < rm.y + rm.h; y++) {
for (let x = rm.x; x < rm.x + rm.w; x++) {
if (routeCellsSet.has(idx(GW, x, y))) inRoomRoute.push({ x, y });
}
}
if (!inRoomRoute.length) continue;
let bestCell = null, bestD = -1;
for (let y = rm.y; y < rm.y + rm.h; y++) {
for (let x = rm.x; x < rm.x + rm.w; x++) {
const d = distToRoute(x, y);
if (d < 2) continue;
const sees = inRoomRoute.some((c) => losClear(open, GW, GH, x, y, c.x, c.y));
if (!sees) continue;
if (d > bestD) { bestD = d; bestCell = { x, y }; }
}
}
if (!bestCell) continue;
let lookCell = inRoomRoute[0], lookD = Infinity;
for (const c of inRoomRoute) {
if (!losClear(open, GW, GH, bestCell.x, bestCell.y, c.x, c.y)) continue;
const d = Math.hypot(c.x - rm.cx, c.y - rm.cy);
if (d < lookD) { lookD = d; lookCell = c; }
}
const wp = toWorld(bestCell.x, bestCell.y);
const lp = toWorld(lookCell.x, lookCell.y);
watch[rm.id] = { x: wp.x, z: wp.z, lookX: lp.x, lookZ: lp.z };
}
// --- items.
const rItems = new Rng((sd ^ 0x171e5) >>> 0 || 1);
const items = { props: [], torches: [], puddles: [], windows: [], gates: [], gaps: [], patrols: [], vegetation: [] };
// Boundary planting: bushes, trees and boulders where an outdoor wall
// would stand — forest edges grow green, castle-wall edges pile rock.
// Kind and jitter hash from the cell — pure f(cell), no stream.
for (const { x, y, zone } of vegCells.values()) {
const hsh = ((x * 73856093) ^ (y * 19349663)) >>> 0;
const p = toWorld(x, y);
// Unsigned shifts throughout: signed >> would sign-extend the hash
// and throw jitter and scale out of range on high-bit cells.
const jx = (((hsh >>> 0) % 100) / 100 - 0.5) * 0.8;
const jz = (((hsh >>> 8) % 100) / 100 - 0.5) * 0.8;
const rocky = zone === 'wallwalk';
const kind = rocky
? (hsh % 3 === 2 ? 'bush' : 'boulder')
: (hsh % 3 === 0 ? 'tree' : 'bush');
items.vegetation.push({
x: p.x + jx, z: p.z + jz,
kind,
s: 0.8 + (((hsh >>> 16) % 100) / 100) * 0.6,
});
}
// Portal first: largest indoor room, the cell farthest off-route. Props
// placed afterwards keep one cell of clearance round it.
let portal = null;
let portalCell = null;
{
const indoor = rooms.filter((rm) => rm.indoor).sort((a, b) => (b.w * b.h) - (a.w * a.h));
const host = indoor[0] || rooms.slice().sort((a, b) => (b.w * b.h) - (a.w * a.h))[0];
let bc = null, bd = -1;
for (let y = host.y; y < host.y + host.h; y++) {
for (let x = host.x; x < host.x + host.w; x++) {
const d = distToRoute(x, y);
if (d > bd) { bd = d; bc = { x, y }; }
}
}
if (bc && bd >= 1) {
portalCell = bc;
const p = toWorld(bc.x, bc.y);
// Face the nearest route cell.
let nc = null, nd = Infinity;
for (const k of routeCellsSet) {
const d = Math.hypot((k % GW) - bc.x, Math.floor(k / GW) - bc.y);
if (d < nd) { nd = d; nc = k; }
}
const np = nc !== null ? toWorld(nc % GW, Math.floor(nc / GW)) : { x: p.x, z: p.z - 1 };
portal = {
x: p.x, z: p.z,
yaw: Math.atan2(np.x - p.x, np.z - p.z),
roomId: host.id,
};
}
}
// Props: 2-4 per room, off the walked line, clear of the portal.
for (const rm of rooms) {
const n = rItems.int(2, 4);
let placed = 0, guard = 0;
while (placed < n && guard++ < 60) {
const x = rItems.int(rm.x, rm.x + rm.w - 1);
const y = rItems.int(rm.y, rm.y + rm.h - 1);
if (distToRoute(x, y) < 2) continue;
if (portalCell && Math.abs(portalCell.x - x) + Math.abs(portalCell.y - y) < 2) continue;
const p = toWorld(x, y);
const type = rm.indoor
? rItems.pick(['rubble', 'furniture', 'rubble', 'banner', 'stalagmite'])
: rItems.pick(['trees', 'rubble', 'rampart', 'trees']);
items.props.push({ x: p.x, z: p.z, yaw: rItems.next() * Math.PI * 2, type });
placed++;
}
}
// Route furniture: torches on walls, slits, puddles, gates, gaps, patrols.
const stepOf = (du) => Math.max(1, Math.round(du / 0.5));
{
// Torches every ~7 units on indoor walls — sconces belong on stone,
// not on open ground (patrol lanterns light the outside instead).
// Few and steady: a torch every few steps reads as clutter.
for (let i = 0; i < pts.length && items.torches.length < 18; i += stepOf(7)) {
const p = pts[i], q = pts[(i + 1) % pts.length];
const rcx = Math.floor(p.x / CELL + GW / 2);
const rcy = Math.floor(p.z / CELL + GH / 2);
if (!inBounds(GW, GH, rcx, rcy) || !indoorOf[idx(GW, rcx, rcy)]) continue;
const dx = q.x - p.x, dz = q.z - p.z;
const l = Math.hypot(dx, dz) || 1;
const px = -dz / l, pz = dx / l;
for (const side of [1, -1]) {
const cx = Math.floor((p.x + px * side * 1.2) / CELL + GW / 2);
const cy = Math.floor((p.z + pz * side * 1.2) / CELL + GH / 2);
if (!inBounds(GW, GH, cx, cy) || open[idx(GW, cx, cy)]) continue;
items.torches.push({
x: p.x + px * side * 0.9, z: p.z + pz * side * 0.9,
yaw: Math.atan2(-px * side, -pz * side),
post: false,
});
break;
}
}
// Window slits every ~6 units on indoor stretches with a high wall
// beside the route. Outdoor slits would float above the low parapet
// walls, so indoor-only (ceilings imply walls tall enough to slit).
for (let i = 2; i < pts.length && items.windows.length < 20; i += stepOf(6)) {
const p = pts[i], q = pts[(i + 1) % pts.length];
const dx = q.x - p.x, dz = q.z - p.z;
const l = Math.hypot(dx, dz) || 1;
const px = -dz / l, pz = dx / l;
const cx = Math.floor((p.x + px * 1.2) / CELL + GW / 2);
const cy = Math.floor((p.z + pz * 1.2) / CELL + GH / 2);
if (!inBounds(GW, GH, cx, cy) || open[idx(GW, cx, cy)]) continue;
const rcx = Math.floor(p.x / CELL + GW / 2);
const rcy = Math.floor(p.z / CELL + GH / 2);
if (!inBounds(GW, GH, rcx, rcy) || !indoorOf[idx(GW, rcx, rcy)]) continue;
items.windows.push({
x: p.x + px * 0.95, z: p.z + pz * 0.95,
yaw: Math.atan2(-px, -pz),
});
}
// Puddles: 4 spread round the loop, slightly off the walked line.
for (let k = 0; k < 4; k++) {
const i = Math.floor((k + 0.5) / 4 * pts.length) % pts.length;
const p = pts[i], q = pts[(i + 1) % pts.length];
const dx = q.x - p.x, dz = q.z - p.z;
const l = Math.hypot(dx, dz) || 1;
items.puddles.push({ x: p.x + (-dz / l) * 0.5, z: p.z + (dx / l) * 0.5, r: 0.7 + rItems.next() * 0.4 });
}
// Gates where the route enters rooms (roomId flips corridor→room).
for (let i = 0; i < pts.length && items.gates.length < 4; i++) {
const prev = sampleRoom[(i + pts.length - 1) % pts.length];
const cur = sampleRoom[i];
if (prev !== -1 || cur === -1) continue;
const s = cum[i];
if (items.gates.length && s - items.gates[items.gates.length - 1].s < 12) continue;
const p = pts[i], q = pts[(i + 1) % pts.length];
items.gates.push({ x: p.x, z: p.z, yaw: Math.atan2(q.x - p.x, q.z - p.z), s });
}
// Gaps spread through rooms, off the gates.
for (let i = 0; i < pts.length && items.gaps.length < 2; i += stepOf(9)) {
if (sampleRoom[i] === -1) continue;
const s = cum[i];
if (items.gates.some((g) => Math.abs(s - g.s) < 6)) continue;
const p = pts[i], q = pts[(i + 1) % pts.length];
items.gaps.push({ x: p.x, z: p.z, yaw: Math.atan2(q.x - p.x, q.z - p.z), s });
}
// Patrol lanterns stand along the open ground every ~25 units — they
// are the outdoor light rhythm now that torches stay on stone.
for (let i = 0; i < pts.length && items.patrols.length < 6; i += stepOf(25)) {
const cx = Math.floor(pts[i].x / CELL + GW / 2);
const cy = Math.floor(pts[i].z / CELL + GH / 2);
if (!inBounds(GW, GH, cx, cy) || indoorOf[idx(GW, cx, cy)]) continue;
const s = cum[i];
if (items.patrols.length && s - items.patrols[items.patrols.length - 1].s < 18) continue;
const p = pts[i], q = pts[(i + 1) % pts.length];
// Stand beside the route, never in stone: try both shoulders,
// fall back to the walked line itself.
const dx = q.x - p.x, dz = q.z - p.z;
const l = Math.hypot(dx, dz) || 1;
let px = p.x, pz = p.z;
for (const side of [1.2, -1.2, 0]) {
const tx = p.x + (-dz / l) * side, tz = p.z + (dx / l) * side;
const tcx = Math.floor(tx / CELL + GW / 2), tcy = Math.floor(tz / CELL + GH / 2);
if (inBounds(GW, GH, tcx, tcy) && open[idx(GW, tcx, tcy)]) {
px = tx; pz = tz; break;
}
}
items.patrols.push({ x: px, z: pz, yaw: Math.atan2(q.x - p.x, q.z - p.z), s });
}
// --- cast: entities that live on the map, loot worth stopping for,
// and the halts where the walk breaks step. All analytic f(t): entity
// poses are pure functions of time (see entityPose), halts bend the
// odometer without ever reversing it (see odometer).
items.entities = [];
items.loot = [];
items.halts = [];
// Nearest route sample (cell, arclength, index) for any cell.
const cellRouteS = new Map();
pts.forEach((p, i) => {
const cx = Math.floor(p.x / CELL + GW / 2);
const cy = Math.floor(p.z / CELL + GH / 2);
const k = cy * GW + cx;
if (inBounds(GW, GH, cx, cy) && !cellRouteS.has(k)) {
cellRouteS.set(k, { s: cum[i], i });
}
});
const nearRoute = (cx, cy) => {
let best = null, bd = Infinity;
for (const [k, v] of cellRouteS) {
const dx = (k % GW) - cx, dy = Math.floor(k / GW) - cy;
const d = Math.abs(dx) + Math.abs(dy);
if (d < bd) { bd = d; best = v; }
}
return best ? { d: bd, ...best } : null;
};
const routeTangent = (i) => {
const p = pts[i % pts.length], q = pts[(i + 1) % pts.length];
const l = Math.hypot(q.x - p.x, q.z - p.z) || 1;
return { x: (q.x - p.x) / l, z: (q.z - p.z) / l };
};
const takenS = [];
const clearOf = (s, du) => takenS.every((o) => {
const L = totalLen;
const d = Math.abs(s - o) % L;
return Math.min(d, L - d) >= du;
});
// Lurkers pace across the walked line, menacing and sidestepped.
{
const cands = [];
for (let y = 0; y < GH && cands.length < 400; y++) {
for (let x = 0; x < GW; x++) {
if (!open[idx(GW, x, y)] || roomId[idx(GW, x, y)] < 0) continue;
const nr = nearRoute(x, y);
if (!nr || nr.d !== 1) continue;
cands.push({ x, y, ...nr });
}
}
const order = rItems.shuffle(cands);
for (const c of order) {
if (items.entities.filter((e) => e.kind === 'lurker').length >= 2) break;
if (!clearOf(c.s, 25)) continue;
const p = toWorld(c.x, c.y);
const tn = routeTangent(c.i);
items.entities.push({
kind: 'lurker', x: p.x, z: p.z,
yaw: Math.atan2(-tn.z, tn.x),
s: c.s, roomId: roomId[idx(GW, c.x, c.y)],
ax: -tn.z, az: tn.x, range: 1.2, speed: 0.45,
phase: rItems.next() * 2,
});
takenS.push(c.s);
}
}
// A sentry stands the first gate; without a gate, a third lurker.
if (items.gates.length) {
const g = items.gates[0];
// Shoulder of the gate: perpendicular of the route heading.
const px = Math.cos(g.yaw), pz = -Math.sin(g.yaw);
let sx = g.x + px * 1.5, sz = g.z + pz * 1.5, placed = false;
for (const side of [1, -1]) {
const tx = g.x + px * 1.5 * side, tz = g.z + pz * 1.5 * side;
const tcx = Math.floor(tx / CELL + GW / 2), tcy = Math.floor(tz / CELL + GH / 2);
if (inBounds(GW, GH, tcx, tcy) && open[idx(GW, tcx, tcy)]) {
sx = tx; sz = tz; placed = true; break;
}
}
if (placed) {
items.entities.push({
kind: 'sentry', x: sx, z: sz,
yaw: g.yaw + Math.PI,
s: g.s, roomId: -1,
ax: 0, az: 0, range: 0, speed: 0, phase: 0,
});
takenS.push(g.s);
}
}
// Critters dart between hideouts; a wisp drifts for atmosphere.
{
const cands = [];
for (let y = 0; y < GH && cands.length < 400; y++) {
for (let x = 0; x < GW; x++) {
if (!open[idx(GW, x, y)] || roomId[idx(GW, x, y)] < 0) continue;
const nr = nearRoute(x, y);
if (!nr || nr.d < 2 || nr.d > 3) continue;
cands.push({ x, y, ...nr });
}
}
const order = rItems.shuffle(cands);
for (const c of order) {
if (items.entities.filter((e) => e.kind === 'critter').length >= 2) break;
if (!clearOf(c.s, 20)) continue;
const p = toWorld(c.x, c.y);
const tn = routeTangent(c.i);
items.entities.push({
kind: 'critter', x: p.x, z: p.z,
yaw: Math.atan2(tn.x, tn.z),
s: c.s, roomId: roomId[idx(GW, c.x, c.y)],
ax: tn.x, az: tn.z, range: 2.0, speed: 1.4,
phase: rItems.next() * 2,
});
takenS.push(c.s);
}
const wcands = [];
for (let y = 0; y < GH && wcands.length < 200; y++) {
for (let x = 0; x < GW; x++) {
if (!open[idx(GW, x, y)] || roomId[idx(GW, x, y)] < 0) continue;
const nr = nearRoute(x, y);
if (!nr || nr.d < 2) continue;
wcands.push({ x, y, ...nr });
}
}
if (wcands.length) {
const c = rItems.pick(wcands);
const p = toWorld(c.x, c.y);
items.entities.push({
kind: 'wisp', x: p.x, z: p.z, yaw: 0,
s: c.s, roomId: roomId[idx(GW, c.x, c.y)],
ax: 0, az: 0, range: 1.0, speed: 0.5,
phase: rItems.next() * 2,
});
}
}
// Loot worth stopping for: room cells a step off the walked line,
// spaced round the loop. Every cache earns its halt below.
{
const cands = [];
for (let y = 0; y < GH && cands.length < 400; y++) {
for (let x = 0; x < GW; x++) {
if (!open[idx(GW, x, y)] || roomId[idx(GW, x, y)] < 0) continue;
const nr = nearRoute(x, y);
if (!nr || nr.d < 1 || nr.d > 2) continue;
if (portalCell && Math.abs(portalCell.x - x) + Math.abs(portalCell.y - y) < 2) continue;
cands.push({ x, y, ...nr });
}
}
const kinds = rItems.shuffle(['cache', 'relic', 'hoard']);
const order = rItems.shuffle(cands);
for (const c of order) {
if (items.loot.length >= 3) break;
if (!clearOf(c.s, 30)) continue;
const p = toWorld(c.x, c.y);
// Face the nearest route point.
const rp = pts[c.i % pts.length];
items.loot.push({
kind: kinds[items.loot.length % kinds.length],
x: p.x, z: p.z,
yaw: Math.atan2(rp.x - p.x, rp.z - p.z),
s: c.s, roomId: roomId[idx(GW, c.x, c.y)],
});
takenS.push(c.s);
}
// Halts: one pause per cache, spaced by construction (loot holds
// 30u apart, pauses need 15) so pauses never overlap — the
// odometer can hold or advance, never retreat.
for (const l of items.loot) {
items.halts.push({ s: l.s, dur: 2.2 });
}
}
}
return {
seed: sd, w: GW, h: GH, cell: CELL, grid: open, indoor: indoorOf,
rooms: rooms.map((rm) => ({ id: rm.id, x: rm.x, y: rm.y, w: rm.w, h: rm.h, zone: rm.zone, indoor: rm.indoor })),
wallRuns, ceilRects,
route: { pts, cum, totalLen, roomIds: sampleRoom, zones: sampleZone },
items, portal, watch,
};
}
// ------------------------------------------------------------- queries
function locate(plan, s) {
const { pts, cum } = plan.route;
const L = plan.route.totalLen;
const q = ((s % L) + L) % L;
let lo = 0, hi = cum.length - 1;
while (lo < hi - 1) {
const mid = (lo + hi) >> 1;
if (cum[mid] <= q) lo = mid;
else hi = mid;
}
const i = lo % pts.length;
const p = pts[i], nq = pts[(i + 1) % pts.length];
const span = cum[lo + 1] - cum[lo] || 1;
const f = Math.max(0, Math.min(1, (q - cum[lo]) / span));
return {
x: p.x + (nq.x - p.x) * f,
z: p.z + (nq.z - p.z) * f,
yaw: Math.atan2(nq.x - p.x, nq.z - p.z),
index: i,
};
}
/** World position + heading at arclength s (wraps). Pure, no state. */
export function pathAt(plan, s) {
const here = locate(plan, s);
const ahead = locate(plan, s + 0.75);
return {
x: here.x,
z: here.z,
yaw: Math.atan2(ahead.x - here.x, ahead.z - here.z),
};
}
/** Room id at arclength s, or -1 in a corridor. */
export function roomAt(plan, s) {
return plan.route.roomIds[locate(plan, s).index];
}
/** Zone name at arclength s. */
export function zoneAt(plan, s) {
return plan.route.zones[locate(plan, s).index];
}
/**
* The interrupted odometer: a constant-gait walk that pauses at halts.
*
* heroS(t) = cruise·(t − paused(t)), paused(t) = Σ clamp(t − s_h/cruise, 0, dur_h).
* Each halt freezes the walk for dur seconds at exactly its arclength, then
* resumes — velocity is piecewise {0, cruise}, so the walk can hold or
* advance but never retreat, whatever the params. Pure f(t): seeks agree
* with playback. Halts are spaced ≥15u apart at plan time (see items.halts),
* so pauses never overlap and the bound holds a priori.
*/
export function odometer(cruise, halts, L, t) {
const c = Math.max(0.05, cruise);
let paused = 0;
for (const h of halts || []) {
paused += Math.max(0, Math.min(t - h.s / c, h.dur));
}
return (((c * (t - paused)) % L) + L) % L;
}
function wrapDist(a, b, L) {
const d = Math.abs(a - b) % L;
return Math.min(d, L - d);
}
function tri01(x) {
const u = ((x % 2) + 2) % 2;
return u < 1 ? u : 2 - u;
}
function triSign(x) {
const u = ((x % 2) + 2) % 2;
return u < 1 ? 1 : -1;
}
function yawLerp(a, b, k) {
// Shortest-arc blend of two headings.
const sa = Math.sin(a), ca = Math.cos(a);
const sb = Math.sin(b), cb = Math.cos(b);
return Math.atan2(sa + (sb - sa) * k, ca + (cb - ca) * k);
}
/**
* Where an entity is and how alarmed, at time t with the hero at (heroS,
* heroX, heroZ). Pure f(...) — analytic triangle gaits, gaussian proximity,
* no integration, so every frame renders identically from any seek.
*
* Returns { x, z, yaw, alert } with alert ∈ [0, 1]: 1 while the hero is on
* top of it, 0 beyond 8 units of route behind/ahead.
*/
export function entityPose(e, t, heroS, heroX, heroZ, L) {
const prox = (e.s === undefined || e.s === null || L <= 0)
? 0
: smooth01(1 - wrapDist(heroS, e.s, L) / 8);
const faceHero = Math.atan2(heroX - e.x, heroZ - e.z);
if (e.kind === 'lurker') {
const ph = t * e.speed + e.phase;
const u = tri01(ph) * 2 - 1;
const paceYaw = Math.atan2(e.ax * triSign(ph), e.az * triSign(ph));
const amp = e.range * (1 - prox * 0.6);
return {
x: e.x + e.ax * u * amp,
z: e.z + e.az * u * amp,
yaw: yawLerp(paceYaw, faceHero, prox),
alert: prox,
};
}
if (e.kind === 'sentry') {
return { x: e.x, z: e.z, yaw: yawLerp(e.yaw, faceHero, prox), alert: prox };
}
if (e.kind === 'critter') {
const ph = t * e.speed + e.phase;
const u = tri01(ph) * 2 - 1;
let fx = e.x + e.ax * u * e.range;
let fz = e.z + e.az * u * e.range;
// Flees the hero's lantern: offset away, scaled by proximity.
const dx = fx - heroX, dz = fz - heroZ;
const dl = Math.hypot(dx, dz);
const flee = prox * 1.5;
if (dl > 1e-4) { fx += (dx / dl) * flee; fz += (dz / dl) * flee; }
else { fx += e.az * flee; fz += -e.ax * flee; }
return {
x: fx, z: fz,
yaw: Math.atan2(e.ax * triSign(ph), e.az * triSign(ph)),
alert: prox,
};
}
// wisp: slow orbit that leans toward a nearby hero.
const a = t * e.speed + e.phase;
const r = e.range * (1 - prox * 0.4);
let wx = e.x + Math.cos(a) * r;
let wz = e.z + Math.sin(a * 0.9) * r;
if (prox > 0) {
const dx = heroX - e.x, dz = heroZ - e.z;
const dl = Math.hypot(dx, dz) || 1;
wx += (dx / dl) * prox * 1.2;
wz += (dz / dl) * prox * 1.2;
}
return { x: wx, z: wz, yaw: 0, alert: prox };
}
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// Props submodule — library of dungeon dressing + the props the walk meets.
//
// Pure + headless-safe: no renderer, no wall-clock, no Math.random — seeded Rng
// only, all motion analytic f(t) so seek === playback and preview === export.
// Type/side are discrete plan-time choices; footprints stay small so a prop
// never swallows the path. The world is STATIC (the camera walks, unlike the
// ride where the world streams), so props are seated once per section plan and
// only their glow animates per frame.
//
// Contract (exact export names/signatures):
// PROP_BUILDERS: registry object { rubble, furniture, trees, rampart, torch, banner, stalagmite }
// planProps({ seed, rng, sections, span }) -> per-section [{s, side, type}]
// planPortal({ seed, rng, span }) -> { s, side }
// buildProps({ THREE, sectionPlan, palette, seed }) -> { group, items }
// updateProps({ props, sectionPlan, t, light, popMul, opacity, palette, pathPlan }) -> void
// buildPortal({ THREE, palette }) -> { group, discMat }
// PORTAL_RING_R: portal ring radius (facade frames the shot around it)
const FLOOR_Y = -1.15;
export const PORTAL_RING_R = 1.3;
function wrapS(s, span) {
return (((s % span) + span) % span);
}
function std(THREE, color, opts = {}) {
return new THREE.MeshStandardMaterial({
color: new THREE.Color(color[0], color[1], color[2]),
roughness: opts.roughness ?? 0.7,
metalness: opts.metalness ?? 0.08,
emissive: new THREE.Color(
(opts.emissive ?? [0, 0, 0])[0],
(opts.emissive ?? [0, 0, 0])[1],
(opts.emissive ?? [0, 0, 0])[2]
),
emissiveIntensity: opts.emissiveIntensity ?? 1,
});
}
function stoneMat(THREE, tint) {
return std(THREE, tint, { roughness: 0.9, metalness: 0.02, emissive: tint, emissiveIntensity: 0.12 });
}
function box(THREE, g, w, h, d, material, x, y, z, ry = 0) {
const m = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), material);
m.position.set(x, y, z);
if (ry) m.rotation.y = ry;
g.add(m);
return m;
}
function rubble(THREE, rng, tint) {
const g = new THREE.Group();
const mat = stoneMat(THREE, tint);
const n = 2 + Math.floor(rng.next() * 3);
for (let k = 0; k < n; k++) {
const r = 0.25 + rng.next() * 0.45;
const rock = new THREE.Mesh(new THREE.DodecahedronGeometry(r, 0), mat);
rock.position.set((rng.next() - 0.5) * 1.6, FLOOR_Y + r * 0.4, (rng.next() - 0.5) * 1.6);
rock.scale.y = 0.7;
rock.rotation.set(rng.next() * 3, rng.next() * 3, rng.next() * 3);
g.add(rock);
}
return g;
}
function furniture(THREE, rng, tint) {
// A broken table: top slab + legs, one leg short so it tilts.
const g = new THREE.Group();
const mat = stoneMat(THREE, tint);
const top = box(THREE, g, 1.4, 0.09, 0.9, mat, 0, FLOOR_Y + 0.72, 0);
top.rotation.z = 0.06;
for (const [sx, sz, h] of [[-0.6, -0.35, 0.72], [0.6, -0.35, 0.72], [-0.6, 0.35, 0.72], [0.6, 0.35, 0.5]]) {
box(THREE, g, 0.08, h, 0.08, mat, sx, FLOOR_Y + h / 2, sz);
}
return g;
}
function trees(THREE, rng, tint) {
const g = new THREE.Group();
const bark = stoneMat(THREE, tint);
const leaf = std(THREE, tint, { roughness: 0.9, emissive: tint, emissiveIntensity: 0.3 });
const n = 2 + Math.floor(rng.next() * 2);
for (let k = 0; k < n; k++) {
const h = 1.6 + rng.next() * 1.6;
const x = (rng.next() - 0.5) * 3, z = (rng.next() - 0.5) * 3;
const trunk = new THREE.Mesh(new THREE.CylinderGeometry(0.09, 0.13, 0.9, 5), bark);
trunk.position.set(x, FLOOR_Y + 0.45, z);
const crown = new THREE.Mesh(new THREE.ConeGeometry(0.65 + rng.next() * 0.4, h, 7), leaf);
crown.position.set(x, FLOOR_Y + 0.9 + h / 2, z);
crown.userData.swayPhase = rng.next() * Math.PI * 2;
g.add(trunk); g.add(crown);
}
return g;
}
function rampart(THREE, rng, tint) {
// Crenellated parapet block: wall + merlons, long axis with the path.
const g = new THREE.Group();
const mat = stoneMat(THREE, tint);
box(THREE, g, 0.5, 1.0, 2.6, mat, 0, FLOOR_Y + 0.5, 0);
const n = 3 + Math.floor(rng.next() * 2);
for (let k = 0; k < n; k++) {
box(THREE, g, 0.5, 0.4, 0.34, mat, 0, FLOOR_Y + 1.2, -1.1 + k * (2.2 / Math.max(1, n - 1)));
}
return g;
}
function torchProp(THREE, rng, tint) {
// Wall bracket + flame: the flame material flickers in update.
const g = new THREE.Group();
const iron = std(THREE, [0.08, 0.08, 0.09], { roughness: 0.5, metalness: 0.6 });
const arm = new THREE.Mesh(new THREE.CylinderGeometry(0.04, 0.04, 0.5, 6), iron);
arm.rotation.x = 0.7;
arm.position.set(0, FLOOR_Y + 1.7, 0);
g.add(arm);
const cup = new THREE.Mesh(new THREE.CylinderGeometry(0.09, 0.06, 0.14, 8), iron);
cup.position.set(0, FLOOR_Y + 1.88, 0.17);
g.add(cup);
const flameMat = std(THREE, tint, { roughness: 0.4, emissive: tint, emissiveIntensity: 2.2 });
const flame = new THREE.Mesh(new THREE.SphereGeometry(0.11, 10, 8), flameMat);
flame.position.set(0, FLOOR_Y + 2.02, 0.17);
flame.scale.y = 1.5;
g.add(flame);
g.userData.flame = { mat: flameMat, mesh: flame, phase: rng.next() * Math.PI * 2, base: 2.2 };
return g;
}
function banner(THREE, rng, tint) {
const g = new THREE.Group();
const iron = std(THREE, [0.08, 0.08, 0.09], { roughness: 0.5, metalness: 0.6 });
const pole = new THREE.Mesh(new THREE.CylinderGeometry(0.05, 0.05, 2.6, 6), iron);
pole.position.set(0, FLOOR_Y + 1.3, 0);
g.add(pole);
const clothMat = std(THREE, tint, { roughness: 0.85, emissive: tint, emissiveIntensity: 0.35 });
const cloth = new THREE.Mesh(new THREE.PlaneGeometry(0.7, 1.4), clothMat);
cloth.position.set(0.36, FLOOR_Y + 1.7, 0);
g.add(cloth);
g.userData.cloth = { mesh: cloth, phase: rng.next() * Math.PI * 2 };
return g;
}
function stalagmite(THREE, rng, tint) {
const g = new THREE.Group();
const mat = stoneMat(THREE, tint);
const h = 0.8 + rng.next() * 1.4;
const cone = new THREE.Mesh(new THREE.ConeGeometry(0.3 + rng.next() * 0.2, h, 7), mat);
cone.position.set(0, FLOOR_Y + h / 2, 0);
g.add(cone);
if (rng.next() < 0.5) {
// Stalactite above: the cave bites both ways.
const ch = 0.5 + rng.next() * 0.8;
const up = new THREE.Mesh(new THREE.ConeGeometry(0.25, ch, 7), mat);
up.rotation.x = Math.PI;
up.position.set((rng.next() - 0.5) * 0.6, FLOOR_Y + 3.4 - ch / 2, 0);
g.add(up);
}
return g;
}
function bush(THREE, rng, tint) {
// One-mesh boundary planting: a squashed leafy blob, faintly emissive
// so the green edge reads at night. Planted densely along outdoor
// boundaries, so cheap matters more than pretty.
const g = new THREE.Group();
const leaf = std(THREE, tint, { roughness: 0.9, emissive: tint, emissiveIntensity: 0.3 });
const blob = new THREE.Mesh(new THREE.IcosahedronGeometry(0.5, 0), leaf);
blob.scale.set(1 + rng.next() * 0.4, 0.65 + rng.next() * 0.2, 1 + rng.next() * 0.4);
blob.position.y = FLOOR_Y + 0.3;
blob.rotation.y = rng.next() * Math.PI;
g.add(blob);
return g;
}
function boulder(THREE, rng, tint) {
// One-mesh rocky barrier: a squashed gray mass for castle-wall edges.
// Faint emissive like the junk stone so dark songs still read it.
const g = new THREE.Group();
const mat = stoneMat(THREE, tint);
const rock = new THREE.Mesh(new THREE.DodecahedronGeometry(0.65, 0), mat);
rock.scale.set(1 + rng.next() * 0.4, 0.7 + rng.next() * 0.25, 1 + rng.next() * 0.4);
rock.position.y = FLOOR_Y + 0.42;
rock.rotation.set(rng.next() * 3, rng.next() * 3, rng.next() * 3);
g.add(rock);
return g;
}
export const PROP_BUILDERS = { rubble, furniture, trees, rampart, torch: torchProp, banner, stalagmite, bush, boulder };
export const PROP_TINTS = {
rubble: [0.45, 0.44, 0.46],
furniture: [0.4, 0.33, 0.26],
trees: [0.16, 0.32, 0.16],
rampart: [0.48, 0.47, 0.5],
torch: [1.0, 0.55, 0.18],
banner: [0.6, 0.14, 0.16],
stalagmite: [0.5, 0.5, 0.54],
bush: [0.14, 0.3, 0.14],
boulder: [0.45, 0.44, 0.46],
};
/**
* Analytic glow for placed dressing: flames breathe, cloth sways. Positions
* are fixed (the map seats everything once); only light animates, as pure
* f(t). Works on any group carrying userData.flame / userData.cloth, i.e.
* torch and banner builder output.
*/
export function animateDressing(item, t, light = 1) {
const fl = item.userData.flame;
if (fl && fl.mat) {
fl.mat.emissiveIntensity = fl.base * (0.35 + 0.65 * light)
* (0.85 + 0.15 * Math.sin(t * 9.3 + fl.phase));
if (fl.mesh) fl.mesh.scale.y = 1.5 + Math.sin(t * 7.1 + fl.phase) * 0.12;
}
const cl = item.userData.cloth;
if (cl && cl.mesh) {
cl.mesh.rotation.y = Math.sin(t * 0.9 + cl.phase) * 0.18;
}
}
/**
* The portal: a standing stone ring with a viz-fed disc. The disc material is
* returned so the facade can bind the viz texture (emissiveMap) per frame —
* the IMAGE is the video, the ring is the song's stone.
*/
export function buildPortal({ THREE, palette = null } = {}) {
const pal = Array.isArray(palette) && palette.length ? palette : [[0.7, 0.8, 1.0]];
const group = new THREE.Group();
group.name = 'portal';
const stone = stoneMat(THREE, [0.42, 0.42, 0.46]);
const ring = new THREE.Mesh(new THREE.TorusGeometry(PORTAL_RING_R, 0.22, 10, 28), stone);
ring.position.y = FLOOR_Y + PORTAL_RING_R + 0.2;
group.add(ring);
for (const side of [-1, 1]) {
const foot = new THREE.Mesh(new THREE.BoxGeometry(0.5, 0.6, 0.5), stone);
foot.position.set(side * (PORTAL_RING_R + 0.1), FLOOR_Y + 0.3, 0);
group.add(foot);
}
const discMat = new THREE.MeshStandardMaterial({
color: new THREE.Color(0.02, 0.02, 0.03),
emissive: new THREE.Color(1, 1, 1),
emissiveIntensity: 1.2,
roughness: 0.5, metalness: 0.1,
side: THREE.DoubleSide,
});
const disc = new THREE.Mesh(new THREE.CircleGeometry(PORTAL_RING_R - 0.1, 28), discMat);
disc.position.y = FLOOR_Y + PORTAL_RING_R + 0.2;
disc.name = 'portalDisc';
group.add(disc);
// A seeded accent arc on the ring so the portal belongs to the song.
const c = pal[1 % pal.length] || pal[0];
const arcMat = new THREE.MeshStandardMaterial({
color: new THREE.Color(0.06, 0.06, 0.07),
emissive: new THREE.Color(c[0], c[1], c[2]),
emissiveIntensity: 0.9,
roughness: 0.5,
});
const arc = new THREE.Mesh(new THREE.TorusGeometry(PORTAL_RING_R + 0.02, 0.07, 8, 12, Math.PI * 0.7), arcMat);
arc.position.copy(ring.position);
arc.rotation.z = Math.PI * 0.15;
group.add(arc);
group.userData.arcMat = arcMat;
return { group, discMat };
}
+58
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@@ -0,0 +1,58 @@
// Shared helpers for the dungeon venue submodules (layout / zones / props /
// hazards). Pure, no THREE, no wall-clock, no Math.random — seeded Rng only,
// all motion analytic f(t, seed) so seek === playback.
//
// A submodule owns ONE portion of the image and the 3D space its objects live
// in. The facade (../dungeon.js) owns the single walk clock and the path;
// every submodule reads (t, plan, pathAt) and never integrates.
import { Rng } from '../../engine/rng.js';
/** Independent seeded stream that never perturbs sibling streams. */
export function forkDungeon(seed, label) {
return new Rng(hashSeed(seed) ^ 0x9e3779b9).fork(String(label));
}
function hashSeed(seed) {
return (seed >>> 0) || 1;
}
/** Analytic wrap: position of a base offset walking at rate dz after time t. */
export function streamWrap(s0, t, dz, span) {
const s = s0 + t * dz;
return s0 + ((((s - s0) % span) + span) % span);
}
/** Smoothstep 0..1. */
export function smooth01(x) {
const t = Math.max(0, Math.min(1, x));
return t * t * (3 - 2 * t);
}
/**
* Crew-style visibility fade: how many of a population with `count` members
* show at a continuous level in [0, ~1.1]. Never toggles — pure f(level,index).
* Same pattern as ride.js crew fade (DESIGN §4: furniture never hard-toggles
* on interpolated state).
*/
export function fadeFor(level, index, count, soft = 0.12) {
const showIndex = index / Math.max(1, count);
return Math.max(0, Math.min(1, (level - showIndex) / soft));
}
/** Segment kinds the layout planner may emit. */
export const SEGMENT_KINDS = [
'hall',
'room',
'forest',
'wallwalk',
];
/** Zone names the zone planner may emit (one per section). */
export const ZONE_NAMES = ['hall', 'room', 'forest', 'wallwalk'];
/** Prop types in the prop library (primitives only, no glTF). */
export const PROP_TYPES = ['rubble', 'furniture', 'trees', 'rampart', 'torch', 'banner', 'stalagmite'];
/** Hazard types (visual only — the walk sidesteps them). */
export const HAZARD_TYPES = ['gate', 'gap', 'patrol'];
+3 -2
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@@ -7,10 +7,11 @@ import { validateModule } from '../params/schema.js';
import { chamber } from './chamber.js';
import { stage } from './stage.js';
import { ride } from './ride.js';
import { dungeon } from './dungeon.js';
export const ARCHETYPES = ['chamber', 'stage', 'ride'];
export const ARCHETYPES = ['chamber', 'stage', 'ride', 'dungeon'];
const MODULES = [chamber, stage, ride];
const MODULES = [chamber, stage, ride, dungeon];
const errors = [];
for (const m of MODULES) {