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SectorGenerator.js
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// Handles the first step of world generation, the abstract world template itself
define([
'ash',
'utils/MathUtils',
'game/GameGlobals',
'game/constants/EnemyConstants',
'game/constants/ItemConstants',
'game/constants/LevelConstants',
'game/constants/LocaleConstants',
'game/constants/MovementConstants',
'game/constants/PositionConstants',
'game/constants/SectorConstants',
'game/constants/StoryConstants',
'game/constants/TradeConstants',
'game/constants/TribeConstants',
'game/constants/UpgradeConstants',
'game/constants/WorldConstants',
'game/vos/GangVO',
'game/vos/LocaleVO',
'game/vos/PathConstraintVO',
'game/vos/PositionVO',
'game/vos/ResourcesVO',
'game/vos/StashVO',
'game/vos/WaymarkVO',
'worldcreator/WorldCreatorConstants',
'worldcreator/WorldCreatorHelper',
'worldcreator/WorldCreatorRandom',
'worldcreator/WorldCreatorDebug',
'worldcreator/WorldCreatorLogger',
'worldcreator/CriticalPathVO',
], function (
Ash, MathUtils, GameGlobals,
EnemyConstants, ItemConstants, LevelConstants, LocaleConstants, MovementConstants, PositionConstants, SectorConstants, StoryConstants, TradeConstants, TribeConstants, UpgradeConstants, WorldConstants,
GangVO, LocaleVO, PathConstraintVO, PositionVO, ResourcesVO, StashVO, WaymarkVO,
WorldCreatorConstants, WorldCreatorHelper, WorldCreatorRandom, WorldCreatorDebug, WorldCreatorLogger, CriticalPathVO
) {
var SectorGenerator = {
itemsHelper: null,
LUXURY_RESOURCE_LOCATION_TYPE_FARMABLE: "LUXURY_RESOURCE_LOCATION_TYPE_FARMABLE",
LUXURY_RESOURCE_LOCATION_TYPE_BIO: "LUXURY_RESOURCE_LOCATION_TYPE_BIO",
LUXURY_RESOURCE_LOCATION_TYPE_MINERAL: "LUXURY_RESOURCE_LOCATION_TYPE_MINERAL",
prepareSectors: function (seed, worldVO, itemsHelper, enemyCreator) {
this.itemsHelper = itemsHelper;
for (var l = worldVO.topLevel; l >= worldVO.bottomLevel; l--) {
var levelVO = worldVO.levels[l];
// level-wide features 1
this.generateAdditionalCampPositions(seed, worldVO, levelVO);
this.generateZones(seed, worldVO, levelVO);
this.generateStashes(seed, worldVO, levelVO);
this.generateWorkshops(seed, worldVO, levelVO);
this.generateBuildingProjectSpots(seed, worldVO, levelVO);
// level path features
levelVO.paths = this.generatePaths(seed, worldVO, levelVO);
for (var p = 0; p < levelVO.paths.length; p++) {
this.generateRequiredResources(seed, worldVO, levelVO, levelVO.paths[p]);
}
this.generateHazards(seed, worldVO, levelVO);
// sector features
for (var s = 0; s < levelVO.sectors.length; s++) {
var sectorVO = levelVO.sectors[s];
sectorVO.requiredFeatures = this.getRequiredFeatures(seed, worldVO, levelVO, sectorVO);
sectorVO.sectorType = this.getSectorType(seed, worldVO, levelVO, sectorVO);
sectorVO.sunlit = this.isSunlit(seed, worldVO, levelVO, sectorVO);
sectorVO.passageUpType = this.getPassageUpType(seed, worldVO, levelVO, sectorVO);
if (sectorVO.passageUpType) {
WorldCreatorLogger.i("add passage up at level " + levelVO.level + " type " + sectorVO.passageUpType);
}
sectorVO.passageDownType = this.getPassageDownType(seed, worldVO, levelVO, sectorVO);
if (sectorVO.passageDownType) {
WorldCreatorLogger.i("add passage down at level " + levelVO.level + " type " + sectorVO.passageDownType);
}
this.generateTexture(seed, worldVO, levelVO, sectorVO);
this.generateDifficulty(seed, worldVO, levelVO, sectorVO);
this.generateResources(seed, worldVO, levelVO, sectorVO);
}
// level-wide features 2
this.generateInvestigateSectors(seed, worldVO, levelVO);
this.generateSectorExamineSpots(seed, worldVO, levelVO);
this.generateLocales(seed, worldVO, levelVO);
this.generateMovementBlockers(seed, worldVO, levelVO);
this.generateHeaps(seed, worldVO, levelVO);
this.generateEnemies(seed, worldVO, levelVO, enemyCreator);
this.generateItems(seed, worldVO, levelVO);
// sector features 2
for (var s = 0; s < levelVO.sectors.length; s++) {
var sectorVO = levelVO.sectors[s];
sectorVO.sunlit = sectorVO.sunlit || this.isSunlitByNeighbours(worldVO, levelVO, sectorVO);
}
this.generateWaymarks(seed, worldVO, levelVO);
}
// debug
// WorldCreatorDebug.printWorld(worldVO, [ "isCampAdditional"], "red" );
// WorldCreatorDebug.printWorld(worldVO, [ "hasRegularEnemies"], "red" );
// WorldCreatorDebug.printWorld(worldVO, [ "possibleEnemies.length" ]);
// WorldCreatorDebug.printWorld(worldVO, [ "enemyDifficulty" ]);
// WorldCreatorDebug.printWorld(worldVO, [ "hazards.radiation" ], "red");
// WorldCreatorDebug.printWorld(worldVO, [ "hazards.flooded" ], "blue");
// WorldCreatorDebug.printWorld(worldVO, [ "resourcesAll.water"], "blue");
// WorldCreatorDebug.printWorld(worldVO, [ "resourcesScavengable.food" ], "#ee8822");
// WorldCreatorDebug.printWorld(worldVO, [ "resourcesScavengable.metal" ], "#000");
// WorldCreatorDebug.printWorld(worldVO, [ "workshopResource" ]);
// WorldCreatorDebug.printWorld(worldVO, [ "criticalPaths.length" ], "red" );
// WorldCreatorDebug.printWorld(worldVO, [ "requiredResources.food" ], "red" );
// WorldCreatorDebug.printWorld(worldVO, [ "requiredResources.water" ], "blue" );
// WorldCreatorDebug.printWorld(worldVO, [ "scavengeDifficulty" ] );
},
generateAdditionalCampPositions: function (seed, worldVO, levelVO) {
if (levelVO.level == 13) return;
if (!levelVO.isCampable) return;
levelVO.additionalCampPositions = [];
let isSurfaceLevel = levelVO.level === worldVO.topLevel;
let campOrdinal = levelVO.campOrdinal;
let minPathlenC2P = 3;
let maxPathLenC2P = WorldCreatorConstants.getMaxPathLength(campOrdinal, WorldCreatorConstants.CRITICAL_PATH_TYPE_CAMP_TO_PASSAGE);
let numPositions = 3;
let isValidAdditionalCampPosition = function (sectorVO) {
if (sectorVO.isCamp) return false;
if (sectorVO.isPassageUp || sectorVO.isPassageDown) return false;
if (sectorVO.stage != WorldConstants.CAMP_STAGE_EARLY) return false;
if (sectorVO.sunlit && !isSurfaceLevel) return false;
if (WorldCreatorHelper.getDistanceToCamp(worldVO, levelVO, sectorVO, WorldCreatorConstants.MAX_CAMP_POS_DISTANCE) > WorldCreatorConstants.MAX_CAMP_POS_DISTANCE) return false;
for (let i = 0; i < levelVO.passagePositions.length; i++) {
let passagePos = levelVO.passagePositions[i];
let stage = null; // WorldConstants.CAMP_STAGE_EARLY
let path = WorldCreatorRandom.findPath(worldVO, sectorVO.position, passagePos, false, true, stage);
if (!path) return false;
if (path.length > maxPathLenC2P) return false;
if (path.length < minPathlenC2P) return false;
}
return true;
};
let validSectors = [];
for (var s = 0; s < levelVO.sectors.length; s++) {
var sectorVO = levelVO.sectors[s];
if (!isValidAdditionalCampPosition(sectorVO)) continue;
validSectors.push(sectorVO);
let distanceToCamp = WorldCreatorHelper.getDistanceToCamp(worldVO, levelVO, sectorVO);
let numNeighboursWeighted = levelVO.getNeighbourCountWeighted(sectorVO.position.sectorX, sectorVO.position.sectorY);
sectorVO.campPosScore = numNeighboursWeighted * 3 - distanceToCamp;
}
validSectors.sort(function (a, b) { return b.campPosScore - a.campPosScore });
for (let i = 0; i < numPositions; i++) {
if (!validSectors[i]) break;
validSectors[i].isCampAdditional = true;
validSectors[i].isCamp = true;
levelVO.additionalCampPositions.push(validSectors[i].position)
}
},
generateZones: function (seed, worldVO, levelVO) {
var level = levelVO.level;
var bottomLevel = worldVO.bottomLevel;
var isCampableLevel = levelVO.isCampable;
var isGoingDown = level <= 13 && level >= bottomLevel;
var passageUp = levelVO.getSectorByPos(levelVO.passageUpPosition);
var passageDown = levelVO.getSectorByPos(levelVO.passageDownPosition);
var passage1 = isGoingDown ? passageUp : passageDown;
var passage2 = isGoingDown ? passageDown : passageUp;
var setSectorZone = function (sector, zone, force) {
if (!sector) return;
var existingZone = sector.zone;
if (existingZone) {
var existingIndex = WorldCreatorConstants.getZoneOrdinal(existingZone);
var newIndex = WorldCreatorConstants.getZoneOrdinal(zone);
if (existingIndex <= newIndex) return;
}
var stage = sector.stage;
if (!WorldConstants.isAllowedZone(stage, zone)) {
if (force) {
WorldCreatorLogger.w("incompatible zone: " + sector.position + " stage: " + stage + " zone: " + zone);
} else {
return;
}
}
sector.zone = zone;
levelVO.resetPaths();
};
var setAreaZone = function (sector, zone, area, forceArea) {
if (!sector) return;
forceArea = forceArea || 0;
setSectorZone(sector, zone, forceArea > 0);
var d = area - 1;
for (var x = sector.position.sectorX - d; x <= sector.position.sectorX + d; x++) {
for (var y = sector.position.sectorY - d; y <= sector.position.sectorY + d; y++) {
var neighbour = levelVO.getSector(x, y);
if (neighbour) {
var path = WorldCreatorRandom.findPath(worldVO, sector.position, neighbour.position, false, true);
if (path && path.length <= d) {
setSectorZone(neighbour, zone, forceArea > path.length);
}
}
}
}
};
var setPathZone = function (path, zone, areaMin, areaMax, forceArea) {
for (let i = 0; i < path.length; i++) {
var pos = path[i];
var sector = levelVO.getSector(pos.sectorX, pos.sectorY);
var s = path.length * 987 + pos.sectorX * 76 + i * 276;
var area = WorldCreatorRandom.randomInt(s, areaMin, areaMax + 1);
setAreaZone(sector, zone, area, forceArea);
}
};
// entrance to level ZONE_ENTRANCE
if (level != 13) {
setAreaZone(passage1, WorldConstants.ZONE_ENTRANCE, 2, 2);
}
if (isCampableLevel) {
// camp:
var campSector = levelVO.getSectorByPos(levelVO.campPosition);
// - path to camp ZONE_PASSAGE_TO_CAMP
if (level != 13) {
setAreaZone(passage1, WorldConstants.ZONE_PASSAGE_TO_CAMP, 3, 1);
setAreaZone(campSector, WorldConstants.ZONE_PASSAGE_TO_CAMP, 3, 1);
var pathToCamp = WorldCreatorRandom.findPath(worldVO, passage1.position, campSector.position, false, true, WorldConstants.CAMP_STAGE_EARLY);
setPathZone(pathToCamp, WorldConstants.ZONE_PASSAGE_TO_CAMP, 1, 3);
}
// - path to passage2 ZONE_CAMP_TO_PASSAGE
if (passage2) {
var pathToCamp = WorldCreatorRandom.findPath(worldVO, campSector.position, passage2.position, false, true);
setPathZone(pathToCamp, WorldConstants.ZONE_CAMP_TO_PASSAGE, 1, 2);
}
// - rest ZONE_POI_1, ZONE_POI_2, ZONE_EXTRA_CAMPABLE depending on stage and vornoi points
var points = WorldCreatorHelper.getVornoiPoints(seed, worldVO, levelVO);
for (let i = 0; i < levelVO.sectors.length; i++) {
var sector = levelVO.sectors[i];
var closestPoint = null;
var closestPointDist = 0;
for (let j = 0; j < points.length; j++) {
var point = points[j];
var dist = PositionConstants.getDistanceTo(sector.position, point.position);
if (closestPoint == null || dist < closestPointDist) {
closestPoint = point;
closestPointDist = dist;
}
}
closestPoint.sectors.push(sector);
var zone = closestPoint.zone;
if (zone == WorldConstants.ZONE_POI_TEMP) {
zone = sector.stage == WorldConstants.CAMP_STAGE_EARLY ? WorldConstants.ZONE_POI_1 : WorldConstants.ZONE_POI_2;
}
setSectorZone(sector, zone);
}
} else {
// no camp:
// - area around passage1 and path from passage to passage is ZONE_PASSAGE_TO_PASSAGE
setAreaZone(passage1, WorldConstants.ZONE_PASSAGE_TO_PASSAGE, 6, 2);
if (passage2) {
var pathPassageToPassage = WorldCreatorRandom.findPath(worldVO, passage1.position, passage2.position, false, true);
setPathZone(pathPassageToPassage, WorldConstants.ZONE_PASSAGE_TO_PASSAGE, 1, 3, true);
}
// - ground level: all ZONE_POI_2
if (level == bottomLevel) {
// TODO should be just the path from passage1 to grove instead but currently we don't know the grove position at this point
setAreaZone(passage1, WorldConstants.ZONE_POI_2, 50, true);
}
// - rest is ZONE_EXTRA_UNCAMPABLE
for (let i = 0; i < levelVO.sectors.length; i++) {
var sector = levelVO.sectors[i];
setSectorZone(sector, WorldConstants.ZONE_EXTRA_UNCAMPABLE, true);
}
}
},
generateHazards: function (seed, worldVO, levelVO) {
var l = levelVO.level == 0 ? 1342 : levelVO.level;
var campOrdinal = levelVO.campOrdinal;
var levelOrdinal = levelVO.levelOrdinal;
let isPollutedLevel = levelVO.notCampableReason === LevelConstants.UNCAMPABLE_LEVEL_TYPE_POLLUTION;
let isRadiatedLevel = levelVO.notCampableReason === LevelConstants.UNCAMPABLE_LEVEL_TYPE_RADIATION;
let isFloodedLevel = levelVO.notCampableReason === LevelConstants.UNCAMPABLE_LEVEL_TYPE_FLOODED;
let isHazardLevel = isPollutedLevel || isRadiatedLevel || isFloodedLevel;
// hazard areas (cold)
let hasCold = levelVO.level != 14;
let centerRadius = isHazardLevel ? 6 : 2;
if (hasCold) {
for (var s = 0; s < levelVO.sectors.length; s++) {
// - block for certain sectors
var sectorVO = levelVO.sectors[s];
if (sectorVO.isCamp) continue;
if (sectorVO.isOnCriticalPath(WorldCreatorConstants.CRITICAL_PATH_TYPE_PASSAGE_TO_CAMP)) continue;
var x = sectorVO.position.sectorX;
var y = sectorVO.position.sectorY;
if (Math.abs(y) <= centerRadius && Math.abs(x) <= centerRadius) continue;
var distanceToCamp = WorldCreatorHelper.getQuickMinDistanceToCamp(levelVO, sectorVO);
var distanceToCampThreshold = l == 13 ? 6 : 3;
if (distanceToCamp < distanceToCampThreshold) continue;
// - determine value range
var step = WorldConstants.getCampStep(sectorVO.zone);
var distanceToEdge = Math.min(Math.abs(y - levelVO.minY), Math.abs(y - levelVO.maxY), Math.abs(x - levelVO.minX), Math.abs(x - levelVO.maxX));
var maxHazardCold = Math.min(100, this.itemsHelper.getMaxHazardColdForLevel(campOrdinal, step, levelVO.isHard));
var minHazardCold = this.itemsHelper.getMinHazardColdForLevel(campOrdinal, step, levelVO.isHard);
if (levelVO.level != worldVO.topLevel && this.isSunlit(seed, worldVO, levelVO, sectorVO) && distanceToEdge > 1) {
maxHazardCold /= 2;
minHazardCold /= 2;
}
if (maxHazardCold < Math.max(5, minHazardCold)) continue;
minHazardCold = Math.min(minHazardCold, maxHazardCold - 1);
minHazardCold = Math.max(minHazardCold, 1);
// - determine eligibility
var isEarlyZone = sectorVO.zone == WorldConstants.ZONE_PASSAGE_TO_CAMP || sectorVO.zone == WorldConstants.ZONE_PASSAGE_TO_PASSAGE;
var isEarlyCriticalPath = sectorVO.isOnEarlyCriticalPath();
var edgeThreshold = isEarlyCriticalPath || isEarlyZone ? 10 : 5;
var centerThreshold = isEarlyCriticalPath || isEarlyZone ? WorldCreatorConstants.TOWER_RADIUS + 2 : WorldCreatorConstants.TOWER_RADIUS;
var isFullLevel = l === worldVO.topLevel;
var coldEdgeDist = Math.max(edgeThreshold - distanceToEdge, Math.abs(y) - centerThreshold, Math.abs(x) - centerThreshold);
if (isFullLevel || coldEdgeDist > 0) {
var hazardValueRand = WorldCreatorRandom.random(3000 + seed / (l + 40) + x * y / 6 + seed + y * 2 + l * l * 959);
var value = hazardValueRand * 100;
if (value < minHazardCold)
value = minHazardCold;
if (value > maxHazardCold)
value = maxHazardCold;
if (!isFullLevel && coldEdgeDist == 1)
value = value / 2;
if (value > 10) {
value = Math.floor(value / 5) * 5;
} else {
value = Math.floor(value);
}
sectorVO.hazards.cold = value;
}
}
}
// hazard clusters (radiation, poison, debris, flooded)
let minHazardClusterLevel = Math.min(
WorldCreatorConstants.MIN_CAMP_ORDINAL_HAZARD_RADIATION,
WorldCreatorConstants.MIN_CAMP_ORDINAL_HAZARD_POISON,
WorldCreatorConstants.MIN_CAMP_ORDINAL_HAZARD_DEBRIS,
WorldCreatorConstants.MIN_CAMP_ORDINAL_HAZARD_FLOODED
)
if (campOrdinal < minHazardClusterLevel) {
return;
}
let defaultHazardType = isRadiatedLevel ? SectorConstants.HAZARD_TYPE_RADIATION : isFloodedLevel ? SectorConstants.HAZARD_TYPE_FLOODED : SectorConstants.HAZARD_TYPE_POLLUTION;
if (!isHazardLevel) {
// normal level
// - random clusters
let minHazardClusters = 1;
let maxHazardClusters = levelVO.isCampable ? 2 : 3;
if (levelVO.level >= worldVO.topLevel - 1) {
minHazardClusters++;
maxHazardClusters++;
}
var options = { excludingFeature: "isCamp", excludedZones: [ WorldConstants.ZONE_PASSAGE_TO_CAMP ] };
var hazardSectors = WorldCreatorRandom.randomSectors(seed / 3 * levelOrdinal + 73 * levelVO.maxX, worldVO, levelVO, minHazardClusters, maxHazardClusters + 1, options);
for (var h = 0; h < hazardSectors.length; h++) {
var centerSector = hazardSectors[h];
var hrRandom = WorldCreatorRandom.random(84848 + levelOrdinal * 99 + (h+12) * 111 + seed / 777);
var radius = Math.round(hrRandom * 6) + 3;
this.addHazardCluster(seed, levelVO, centerSector, radius);
}
// - clusters on border sectors (to guide player to camp)
var borderSectors = WorldCreatorHelper.getBorderSectorsForZone(levelVO, WorldConstants.ZONE_PASSAGE_TO_CAMP, true);
var startPos = levelVO.excursionStartPosition;
borderSectors.sort(function (a, b) { return PositionConstants.getDistanceTo(startPos, b.sector.position) - PositionConstants.getDistanceTo(startPos, a.sector.position) });
for (let i = 0; i < borderSectors.length; i++) {
var pair = borderSectors[i];
if (pair.neighbour.zone == WorldConstants.ZONE_ENTRANCE) continue;
var maxHazardValue = this.getMaxHazardValue(levelVO, pair.neighbour, defaultHazardType, pair.neighbour.zone);
if (maxHazardValue < 1) continue;
var distanceToCamp = Math.min(
WorldCreatorHelper.getQuickMinDistanceToCamp(levelVO, pair.sector),
WorldCreatorHelper.getQuickMinDistanceToCamp(levelVO, pair.neighbour)
);
if (distanceToCamp < 3) continue;
var s = 2000 + seed % 26 * 3331 + 100 + (i + 5) * 6541 + distanceToCamp * 11;
if (WorldCreatorRandom.randomBool(s, 0.35)) {
var radius = WorldCreatorRandom.randomInt(s / 2, 2, 3);
this.addHazardCluster(seed, levelVO, pair.neighbour, radius);
break;
}
}
} else {
// level completely covered in hazard
for (let i = 0; i < levelVO.sectors.length; i++) {
var sectorVO = levelVO.sectors[i];
if (sectorVO.zone == WorldConstants.ZONE_ENTRANCE) continue;
var maxHazardValue = this.getMaxHazardValue(levelVO, sectorVO, defaultHazardType, sectorVO.zone);
var minHazardValue = Math.floor(maxHazardValue / 2);
if (levelVO.isHard) minHazardValue = maxHazardValue;
var hazardValueRand = WorldCreatorRandom.random(levelOrdinal * (i + 11) / seed * 55 + seed / (i + 99) - i * i);
var hazardValue = Math.ceil((minHazardValue + hazardValueRand * (maxHazardValue - minHazardValue)) / 5) * 5;
if (hazardValue > maxHazardValue) hazardValue = maxHazardValue;
if (isPollutedLevel) {
sectorVO.hazards.poison = hazardValue;
} else if (isRadiatedLevel) {
sectorVO.hazards.radiation = hazardValue;
} else if (isFloodedLevel) {
sectorVO.hazards.flooded = hazardValue;
}
}
}
},
generateMovementBlockers: function (seed, worldVO, levelVO) {
var l = levelVO.level;
var levelOrdinal = WorldCreatorHelper.getLevelOrdinal(seed, l);
var campOrdinal = WorldCreatorHelper.getCampOrdinal(seed, l);
var blockerTypesEarly = this.getLevelBlockerTypes(levelVO, WorldConstants.CAMP_STAGE_EARLY);
var blockerTypesLate = this.getLevelBlockerTypes(levelVO, WorldConstants.CAMP_STAGE_LATE);
if (blockerTypesLate.length < 1) return;
var creator = this;
var getBlockerType = function (seed, sectorVO) {
let stage = sectorVO.stage;
let blockerTypes = stage == WorldConstants.CAMP_STAGE_LATE ? blockerTypesLate : blockerTypesEarly;
if (sectorVO.hazards.radiation > 0) {
if (blockerTypes.indexOf(MovementConstants.BLOCKER_TYPE_WASTE_RADIOACTIVE) >= 0 && WorldCreatorRandom.randomBool(seed, 0.8)) {
return MovementConstants.BLOCKER_TYPE_WASTE_RADIOACTIVE;
}
blockerTypes = blockerTypes.filter(type => type != MovementConstants.BLOCKER_TYPE_WASTE_TOXIC);
}
if (sectorVO.hazards.poison > 0) {
if (blockerTypes.indexOf(MovementConstants.BLOCKER_TYPE_WASTE_TOXIC) >= 0 && WorldCreatorRandom.randomBool(seed, 0.8)) {
return MovementConstants.BLOCKER_TYPE_WASTE_TOXIC;
}
blockerTypes = blockerTypes.filter(type => type != MovementConstants.BLOCKER_TYPE_WASTE_RADIOACTIVE);
}
let typeix = blockerTypes.length > 1 ? WorldCreatorRandom.randomInt(seed, 0, blockerTypes.length) : 0;
return blockerTypes[typeix];
};
var addBlocker = function (seed, sectorVO, neighbourVO, type, addDiagonals, allowedCriticalPaths) {
neighbourVO = neighbourVO || WorldCreatorRandom.getRandomSectorNeighbour(seed, levelVO, sectorVO, true);
var blockerType = type || getBlockerType(seed, sectorVO);
var options = { addDiagonals: addDiagonals, allowedCriticalPaths: allowedCriticalPaths };
var sectorcb = function (s) {
};
creator.addMovementBlocker(worldVO, levelVO, sectorVO, neighbourVO, blockerType, options, sectorcb);
};
var addBlockersBetween = function (seed, levelVO, pointA, pointB, type, maxPaths, allowedCriticalPaths) {
var path;
var index;
for (let i = 0; i < maxPaths; i++) {
path = WorldCreatorRandom.findPath(worldVO, pointA, pointB, true, true);
if (!path || path.length < 3) {
break;
}
var padding = Math.round(path.length / 6);
var min = Math.max(1, padding);
var max = MathUtils.clamp(path.length - padding, min, path.length - 2);
var finalSeed = Math.abs(seed + 6700 - (i+1) * 555);
index = WorldCreatorRandom.randomInt(finalSeed, min, max);
// try a few indices
for (let j = 0; j < (max-min); j++) {
index += j;
if (index > max) index = min;
var sectorVO = levelVO.getSector(path[index].sectorX, path[index].sectorY);
var neighbourVO = levelVO.getSector(path[index + 1].sectorX, path[index + 1].sectorY);
if (!WorldCreatorHelper.canPairHaveGang(levelVO, sectorVO, neighbourVO)) {
continue;
} else {
addBlocker(finalSeed, sectorVO, neighbourVO, type, true, allowedCriticalPaths);
break;
}
}
}
};
// critical paths: between passages on certain levels
var numBetweenPassages = 0;
if (l === 14) numBetweenPassages = 5;
if (!levelVO.isCampable && campOrdinal == 7) numBetweenPassages = 3;
if (numBetweenPassages > 0) {
var allowedCriticalPaths = [ WorldCreatorConstants.CRITICAL_PATH_TYPE_PASSAGE_TO_PASSAGE ];
for (let i = 0; i < levelVO.passagePositions.length; i++) {
for (let j = i + 1; j < levelVO.passagePositions.length; j++) {
var rand = Math.round(2222 + seed + (i+21) * 41 + (j + 2) * 33);
var type = l == 14 ? MovementConstants.BLOCKER_TYPE_WASTE_RADIOACTIVE : null;
addBlockersBetween(rand, levelVO, levelVO.passagePositions[i], levelVO.passagePositions[j], type, numBetweenPassages, allowedCriticalPaths);
}
}
}
// campable levels: zone borders
if (levelOrdinal > 1 && levelVO.isCampable) {
var freq = 0.75;
// - from ZONE_PASSAGE_TO_CAMP to other (to lead player towards camp)
var allowedCriticalPaths = [ WorldCreatorConstants.CRITICAL_PATH_TYPE_CAMP_TO_POI_1, WorldCreatorConstants.CRITICAL_PATH_TYPE_CAMP_TO_POI_2, WorldCreatorConstants.CRITICAL_PATH_TYPE_CAMP_TO_PASSAGE ];
var borderSectors1 = WorldCreatorHelper.getBorderSectorsForZone(levelVO, WorldConstants.ZONE_PASSAGE_TO_CAMP, true);
for (let i = 0; i < borderSectors1.length; i++) {
var pair = borderSectors1[i];
if (WorldCreatorHelper.canHaveBlocker(levelVO, pair.sector, pair.neighbour, allowedCriticalPaths)) {
var s = seed % 26 * 3331 + 100 + (i + 5) * 654;
if (WorldCreatorRandom.random(s) < freq) {
addBlocker(s * 2, pair.sector, pair.neighbour, null, true, allowedCriticalPaths);
}
}
}
}
// campable levels: block all paths to one POI
// TODO check that that POI is in a different direction than first passage of the level, otherwise the movement blockers will just get blocked because blockers on zone ZONE_PASSAGE_TO_CAMP are not allowed
if (levelVO.isCampable && WorldCreatorRandom.randomBool(seed % 888 + l * 777, 0.75)) {
var localeSectors = levelVO.localeSectors;
var rand = seed % 333 + 1000 + l * 652;
let i = WorldCreatorRandom.randomInt(rand, 0, localeSectors.length);
var poiSector = localeSectors[i];
var campPos = levelVO.campPosition;
var allowedCriticalPaths = [ WorldCreatorConstants.CRITICAL_PATH_TYPE_CAMP_TO_POI_1, WorldCreatorConstants.CRITICAL_PATH_TYPE_CAMP_TO_POI_2, WorldCreatorConstants.CRITICAL_PATH_TYPE_CAMP_TO_PASSAGE ];
addBlockersBetween(rand, levelVO, campPos, poiSector.position, null, 3, allowedCriticalPaths);
}
// random ones
var numRandom = 1;
if (l === 14) numRandom = 2;
if (l === worldVO.topLevel - 1) numRandom = 4;
if (l === worldVO.topLevel) numRandom = 8;
if (numRandom > 0) {
var randomSeed = seed % 8 * 1751 + 1000 + (l + 5) * 291;
var options = { excludingFeature: "isCamp" };
var sectors = WorldCreatorRandom.randomSectors(randomSeed, worldVO, levelVO, numRandom, numRandom + 1, options);
for (let i = 0; i < sectors.length; i++) {
var sector = sectors[i];
var addDiagonals = (l + i + 9) % 3 !== 0;
addBlocker(randomSeed - (i + 1) * 321, sector, null, null, addDiagonals);
}
}
},
generatePaths: function (seed, worldVO, levelVO) {
let result = [];
var unvisitedSectors = [];
var visitSector = function (pos, pathID) {
var posSector = levelVO.getSectorByPos(pos);
if (!posSector) return;
if (posSector.pathID && pos.pathID != 0) return;
var index = unvisitedSectors.indexOf(posSector);
if (index < 0) return;
posSector.pathID = pathID;
unvisitedSectors.splice(index, 1);
};
var traverseSectors = function (startPos, sectors, pathStage) {
var traverse = [];
if (sectors.length <= 0) return;
unvisitedSectors = sectors.concat();
var currentPos = startPos;
var pathID = 0;
while (unvisitedSectors.length > 0) {
visitSector(currentPos, pathID);
var sectorsByDistance = unvisitedSectors.slice(0).sort(WorldCreatorHelper.sortSectorsByDistanceTo(currentPos));
var nextSector = sectorsByDistance[0];
if (!nextSector) break;
var path = WorldCreatorRandom.findPath(worldVO, currentPos, nextSector.position, false, true, pathStage);
if (!path) {
throw new Error("couldn't find level path " + currentPos + " " + nextSector.position);
}
pathID = result.length;
for (let j = 0; j < path.length; j++) {
var pathPos = path[j];
visitSector(pathPos, pathID);
traverse.push(pathPos);
}
currentPos = nextSector.position;
}
result.push(traverse);
}
var startPos = levelVO.excursionStartPosition;
traverseSectors(startPos, levelVO.getSectorsByStage(WorldConstants.CAMP_STAGE_EARLY), WorldConstants.CAMP_STAGE_EARLY);
traverseSectors(startPos, levelVO.getSectorsByStage(WorldConstants.CAMP_STAGE_LATE), null);
return result;
},
generateStashes: function (seed, worldVO, levelVO) {
let l = levelVO.level;
let nextLevel = WorldCreatorHelper.getLevelForOrdinal(seed, levelVO.levelOrdinal + 1);
let nextLevelVO = worldVO.getLevel(nextLevel) || levelVO;
let levelIndex = WorldCreatorHelper.getLevelIndexForCamp(seed, levelVO.campOrdinal, levelVO.level);
let maxLevelIndex = WorldCreatorHelper.getMaxLevelIndexForCamp(seed, levelVO.campOrdinal, levelVO.level);
let lateZones = [ WorldConstants.ZONE_POI_2, WorldConstants.ZONE_EXTRA_CAMPABLE ];
let earlyZones = [ WorldConstants.ZONE_PASSAGE_TO_CAMP, WorldConstants.ZONE_PASSAGE_TO_PASSAGE, WorldConstants.ZONE_POI_1 ];
let earlyZonesEntrance = [ WorldConstants.ZONE_ENTRANCE ];
let earlyZonesOnCampableLevels = [ WorldConstants.ZONE_PASSAGE_TO_CAMP, WorldConstants.ZONE_POI_1 ];
let getStashSectorScore = function (sectorVO, stashType) {
let result = 0;
let isEasyToFind = stashType == "guaranteed-early" || stashType == "guaranteed-campable-early";
let distance = WorldCreatorHelper.getQuickMinDistanceToCamp(levelVO, sectorVO);
let numNeighours = levelVO.getNeighbourCount(sectorVO.position.sectorX, sectorVO.position.sectorY);
if (isEasyToFind) {
result += MathUtils.clamp(distance / 5, 3, 0);
} else {
result += MathUtils.clamp(distance / 5, 0, 3);
result += MathUtils.map(numNeighours, 1, 4, 3, 0);
}
if (sectorVO.isCamp) result -= 2;
if (sectorVO.isPassageUp) result -= 1;
if (sectorVO.isPassageDown) result -= 1;
result -= sectorVO.stashes.length;
result -= sectorVO.locales.length;
result += Math.abs(sectorVO.position.sectorX) / 1000;
result += Math.abs(sectorVO.position.sectorY) / 1000;
return result;
};
let addStash = function (sectorVO, reason, stashType, numItems, itemID) {
let stash = new StashVO(stashType, numItems, itemID);
sectorVO.stashes.push(stash);
// WorldCreatorLogger.i("add stash level " + l + " [" + reason + "]: " + itemID + " x" + numItems + " " + sectorVO.position + " " + sectorVO.zone);
};
let addStashes = function (sectorSeed, reason, stashType, itemIDs, numStashes, numItemsPerStash, excludedZones) {
numStashes = WorldCreatorRandom.getRandomIntFromRange(sectorSeed / 2 + 222, numStashes);
let options = { requireCentral: false, excludingFeature: "isCamp", excludedZones: excludedZones };
let numCandidates = numStashes * 2;
let stashSectorCandidates = WorldCreatorRandom.randomSectors(sectorSeed, worldVO, levelVO, numCandidates, numCandidates + 1, options);
let num = Math.min(numStashes, stashSectorCandidates.length);
stashSectorCandidates = stashSectorCandidates.sort((a, b) => getStashSectorScore(b, stashType) - getStashSectorScore(a, stashType));
let stashSectors = stashSectorCandidates.slice(0, num);
for (let i = 0; i < stashSectors.length; i++) {
let stashSeed = sectorSeed * 2 + i * 3121;
let item = WorldCreatorRandom.getRandomItemFromArray(stashSeed, itemIDs);
let itemID = item.id ? item.id : item;
let numItems = WorldCreatorRandom.getRandomIntFromRange(stashSeed, numItemsPerStash);
addStash(stashSectors[i], reason, stashType, numItems, itemID);
}
};
// stashes: early guaranteed items
if (l == 13) {
let campPosition = levelVO.campPosition;
let campNeighbours = levelVO.getNeighbourList(campPosition.sectorX, campPosition.sectorY);
let firstCacheSector = WorldCreatorRandom.getRandomItemFromArray(seed, campNeighbours);
addStash(firstCacheSector, "first-cache", ItemConstants.STASH_TYPE_ITEM, 1, "cache_metal_1");
addStashes(seed / 2 * 401 + l * 801, "guaranteed-early", ItemConstants.STASH_TYPE_ITEM, ["cache_water_1"], 3, 1, lateZones);
addStashes(seed / 4 * 278 + l * 151, "guaranteed-early", ItemConstants.STASH_TYPE_ITEM, ["cache_food_1"], 3, 1, lateZones);
addStashes(seed / 3 * 338 + l * 402, "guaranteed-early", ItemConstants.STASH_TYPE_ITEM, ["cache_metal_1"], 7, 1, lateZones);
addStashes(seed * l * 8 / 3 + (l+100)*14 + 3333, "guaranteed-early", ItemConstants.STASH_TYPE_ITEM, [ "exploration_1" ], 1, 1, lateZones);
}
if (l == WorldConstants.LEVEL_NUMBER_STASH_ADVANCED_MAP) {
addStashes(seed / 2 + 5312, "guaranteed-early", ItemConstants.STASH_TYPE_ITEM, [ "equipment_map_2" ], 1, 1, earlyZonesEntrance);
}
if (l == WorldConstants.LEVEL_NUMBER_STASH_ROBOT_1 || l == WorldConstants.LEVEL_NUMBER_STASH_ROBOT_2) {
addStashes(seed / 3 + 1111, "guaranteed-late", ItemConstants.STASH_TYPE_ITEM, [ "robot_1" ], 1, 1, earlyZones);
}
// stashes: every campable level guaranteed items
if (levelVO.isCampable && l != 13) {
let numCaches = levelVO.habitability >= 1 ? 3 : 5;
addStashes(seed / 7 * 937 + l * 331, "guaranteed-campable-early", ItemConstants.STASH_TYPE_ITEM, ItemConstants.getAvailableMetalCaches(levelVO.campOrdinal), numCaches, 1, lateZones);
addStashes(3000 + seed % 7 * 188 + (levelVO.level % 3) * 105 + Math.abs(levelVO.minX + 50) * 77, "guaranteed-campable", ItemConstants.STASH_TYPE_ITEM, [ "consumable_map_1", "consumable_map_2" ], [1, 3], 1, lateZones);
}
// stashes: every non-campable level guaranteed items
if (!levelVO.isCampable) {
addStashes(seed % 45 * (l + 11) * 9 + (l+100)*7 + 1111, "guaranteed-noncampable", ItemConstants.STASH_TYPE_ITEM, [ "stamina_potion_1"], 1, 1);
if (levelVO.level != worldVO.bottomLevel) {
addStashes(3000 + seed % 7 * 188 + (levelVO.level % 3) * 105 + Math.abs(levelVO.minX + 50) * 77, "guaranteed-noncampable", ItemConstants.STASH_TYPE_ITEM, [ "consumable_map_1", "consumable_map_2" ], 2, 1, lateZones);
}
}
// stashes: currency (uncampable levels and late zones)
if (levelVO.campOrdinal > 2) {
let minCurrencyStashes = levelVO.isCampable ? 0 : 1;
let maxCurrencyStashes = levelVO.isCampable ? 1 : 3;
let numCurrencyStashes = WorldCreatorRandom.randomInt(700 + seed % 7 * 1112 + (l+7) * 3412, minCurrencyStashes, maxCurrencyStashes + 1);
if (numCurrencyStashes > 0) {
let requiredEquipment = this.itemsHelper.getRequiredEquipment(levelVO.campOrdinal, WorldConstants.CAMP_STEP_END, levelVO.isHard);
let itemValues = requiredEquipment.map(item => Math.round(TradeConstants.getItemValue(item, false, false))).sort();
let minItemValue = Math.ceil(itemValues[0]);
let maxItemValue = Math.ceil(itemValues[itemValues.length - 1] * 1.5);
let excludedZones = levelVO.isCampable ? earlyZones : earlyZonesEntrance;
addStashes(500 + seed / 5 + (l + 5) * 2541, "currency", ItemConstants.STASH_TYPE_SILVER, [""], numCurrencyStashes, [minItemValue, maxItemValue + 1], excludedZones);
}
}
// stashes: non-craftable equipment
// TODO don't do these per level but per equipment; place one instance of each non-craftable equipment somewhere
if (levelIndex == 0) {
var newEquipment = this.itemsHelper.getNewEquipment(levelVO.campOrdinal);
for (let i = 0; i < newEquipment.length; i++) {
if (!newEquipment[i].craftable && newEquipment[i].scavengeRarity <= ItemConstants.MAX_RANDOM_EQUIPMENT_STASH_RARITY) {
addStashes(seed / 3 + (l+551)*8 + (i+103)*18, "non-craftable equipment", ItemConstants.STASH_TYPE_ITEM, [ newEquipment[i].id ], 1, 1, lateZones);
}
}
}
// stashes: consumables and other bonus rewards (uncampable levels and late zones)
let bonusStashItems = this.getPossibleBonusStashItems(levelVO);
var numItems = Math.min(levelVO.isCampable ? 1 : 3, bonusStashItems.length);
addStashes(seed + (l + 151) * 115, "bonus", ItemConstants.STASH_TYPE_ITEM, bonusStashItems, numItems, 1, earlyZonesOnCampableLevels);
},
getPossibleBonusStashItems: function (levelVO) {
let allItems = [
"first_aid_kit_1",
"first_aid_kit_2",
"glowstick_1",
"consumable_weapon_1",
"consumable_weapon_bio",
"consumable_weapon_mechanical",
"consumable_graffiti_01",
"flee_1",
"cache_evidence_11",
"cache_evidence_12",
"cache_evidence_21",
"cache_evidence_22",
"cache_evidence_31",
"cache_evidence_32",
"cache_rumours_11",
"cache_rumours_22",
"cache_metal_1",
"cache_metal_2",
"cache_metal_3",
"cache_metal_4",
"cache_food_1",
"cache_water_1",
];
return allItems.filter((itemID) => this.itemsHelper.isAvailable(ItemConstants.getItemDefinitionByID(itemID), levelVO.campOrdinal, WorldConstants.CAMP_STEP_END, true, true));
},
generateWorkshops: function (seed, worldVO, levelVO) {
var campOrdinal = levelVO.campOrdinal;
var l = levelVO.level;
var workshopResource = this.getWorkshopResourceForLevel(seed, worldVO, levelVO);
if (!workshopResource) return;
// pick sectors
var workshopSectors = [];
var pathConstraints = [];
switch (workshopResource) {
case "herbs":
var sea = worldVO.getFeaturesByType(WorldCreatorConstants.FEATURE_HOLE_SEA)[0];
var seaPos = sea.getPosition(l);
var sectorsByDistance = levelVO.sectors.slice(0).sort(WorldCreatorHelper.sortSectorsByDistanceTo(seaPos));
var sector = sectorsByDistance[0];
workshopSectors.push(sector);
break;
default:
if (levelVO.campPosition) {
var startPos = levelVO.campPosition;
var maxLength = WorldCreatorConstants.getMaxPathLength(levelVO.campOrdinal, WorldCreatorConstants.CRITICAL_PATH_TYPE_CAMP_TO_POI_1);
pathConstraints.push(new PathConstraintVO(startPos, maxLength, WorldCreatorConstants.CRITICAL_PATH_TYPE_CAMP_TO_POI_1));
}
var options = { excludingFeature: "isCamp", pathConstraints: pathConstraints, excludedZones: [ WorldConstants.ZONE_ENTRANCE, WorldConstants.ZONE_PASSAGE_TO_CAMP, WorldConstants.ZONE_EXTRA_CAMPABLE ] };
workshopSectors = WorldCreatorRandom.randomSectors(seed * l * 2 / 7 * l, worldVO, levelVO, 1, 2, options);
break;
}
// set sector flags and critical paths
for (let i = 0; i < workshopSectors.length; i++) {
WorldCreatorLogger.i("placed workshop " + workshopResource + " at " + workshopSectors[i].position);
workshopSectors[i].hasWorkshop = true;
workshopSectors[i].hasClearableWorkshop = workshopResource != "herbs";
workshopSectors[i].hasBuildableWorkshop = workshopResource == "herbs";
workshopSectors[i].workshopResource = resourceNames[workshopResource];
for (let j = 0; j < pathConstraints.length; j++) {
let criticalPathVO = new CriticalPathVO(WorldCreatorConstants.CRITICAL_PATH_TYPE_CAMP_TO_POI_1, workshopSectors[i].position, pathConstraints[j].startPosition);
WorldCreatorHelper.addCriticalPath(worldVO, criticalPathVO);
}
}
},
generateHeaps: function (seed, worldVO, levelVO) {
let heapResource = resourceNames.metal;
let getHeapSectorScore = function (sectorVO) {
let score = sectorVO.resourcesScavengable.getResource(heapResource);
score -= WorldCreatorHelper.getQuickMinDistanceToCamp(levelVO, sectorVO);
if (sectorVO.hazards.radiation > 0) score -= 5;
if (sectorVO.hazards.poison > 0) score -= 5;
if (sectorVO.hazards.flooded > 0) score -= 1;
if (sectorVO.locales.length > 0) score -= 1;
if (sectorVO.resourcesCollectable.getTotal() > 0) score -= 1;
if (sectorVO.hasWater()) score -= 1;
if (sectorVO.sectorType == SectorConstants.SECTOR_TYPE_SLUM) score += 10;
if (sectorVO.sectorType == SectorConstants.SECTOR_TYPE_MAINTENANCE) score += 1;
if (sectorVO.sectorType == SectorConstants.SECTOR_TYPE_PUBLIC) score -= 1;
if (sectorVO.sectorType == SectorConstants.SECTOR_TYPE_COMMERCIAL) score -= 2;
return score;
};
let count = 2;
if (levelVO.level == 13) count++;
if (!levelVO.isCampable) count--;
if (levelVO.isHard) count--;
let excludedZones = [ WorldConstants.ZONE_EXTRA_CAMPABLE, WorldConstants.ZONE_EXTRA_UNCAMPABLE ];
if (levelVO.campOrdinal == 1) {
excludedZones.push(WorldConstants.ZONE_POI_2);
}
let excludedFeatures = [ "isCamp", "isPassageUp", "isPassageDown", "hasWorkshop" ];
let options = { requireCentral: true, excludingFeature: excludedFeatures, excludedZones: excludedZones };
let heapSectors = WorldCreatorRandom.randomSectorsScored(seed, worldVO, levelVO, count, count + 1, options, getHeapSectorScore);
for (let i = 0; i < heapSectors.length; i++) {
heapSectors[i].hasHeap = true;
heapSectors[i].heapResource = heapResource;
WorldCreatorLogger.i("heap [" + heapResource + "]: " + heapSectors[i].position);
}
},
generateBuildingProjectSpots: function (seed, worldVO, levelVO) {
var campOrdinal = levelVO.campOrdinal;
var l = levelVO.level;
if (l == 14) {
let excludedZones = [ WorldConstants.ZONE_PASSAGE_TO_CAMP, WorldConstants.ZONE_CAMP_TO_PASSAGE, WorldConstants.ZONE_EXTRA_CAMPABLE ];
var options = { excludingFeature: "isCamp", excludedZones: excludedZones };
let sectors = WorldCreatorRandom.randomSectors(seed / 2 + 1111, worldVO, levelVO, 3, 4, options);
for (let i = 0; i < sectors.length; i++) {
sectors[i].hasTradeConnectorSpot = true;
WorldCreatorLogger.i("tradeConnectorSpot: " + sectors[i].position);
}
}
},
generateRequiredResources: function (seed, worldVO, levelVO, path) {
// near passages
let excludedZones = levelVO.isCampable ?
[ WorldConstants.ZONE_EXTRA_CAMPABLE ] :
[ WorldConstants.ZONE_EXTRA_UNCAMPABLE ];
for (let i = 0; i < levelVO.passagePositions.length; i++) {
let passagePos = levelVO.passagePositions[i];
let pathConstraints = [];
pathConstraints.push(new PathConstraintVO(passagePos, 3, null));
let options = { requireCentral: false, excludingFeature: "isCamp", pathConstraints: pathConstraints, excludedZones: excludedZones };
let safeSectors = WorldCreatorRandom.randomSectors(seed % 10000 + levelVO.level * 192 + i * 991, worldVO, levelVO, 1, 2, options);
if (safeSectors.length == 1) {
safeSectors[0].requiredResources.water = true;
safeSectors[0].requiredResources.food = true;
} else {
WorldCreatorLogger.w("Couldn't find safe sector for passage on level " + levelVO.level);
}
}
// near camps
if (levelVO.campPosition) {
let pathConstraintsCamp = [];
pathConstraintsCamp.push(new PathConstraintVO(levelVO.campPosition, 3, null));
let safeSectorsCampOptions = { pathConstraints: pathConstraintsCamp };
let safeSectorsCamp = WorldCreatorRandom.randomSectors(1111 + levelVO.level * 881, worldVO, levelVO, 1, 3, safeSectorsCampOptions);
if (safeSectorsCamp.length == 1) {
WorldCreatorLogger.i("safe sector for camp on level " + levelVO.level + " at " + safeSectorsCamp[0].position);
safeSectorsCamp[0].requiredResources.water = true;
safeSectorsCamp[0].requiredResources.food = true;
} else if (safeSectorsCamp.length == 2) {
WorldCreatorLogger.i("safe sectors for camp on level " + levelVO.level + " at " + safeSectorsCamp[0].position + " and " + safeSectorsCamp[1].position);
safeSectorsCamp[0].requiredResources.water = true;
safeSectorsCamp[1].requiredResources.food = true;
} else {
WorldCreatorLogger.w("Couldn't find safe sector for camp on level " + levelVO.level);
}
}
// based on paths
var bagSize = ItemConstants.getBagBonus(levelVO.campOrdinal);
var maxStepsWater = Math.floor(bagSize / 2.5);
var maxStepsFood = Math.floor(bagSize / 3);
var stepsWater = 0;
var stepsFood = 0;
var requireResource = function (i, count, sectorVO, steps, maxSteps) {
// end of path, probably a dead end and need supplies to return
if (i == count - 1 && steps > 3)
return true;
// not too often
var minSteps = Math.floor(maxSteps * 0.75);
if (steps < minSteps)
return false;
// guarantee max steps regardless of hazard factor etc
if (steps >= maxSteps)
return true;
// probability
var hazardFactor = (sectorVO.hazards.poison || sectorVO.hazards.radiation) ? 0.25 : 1;
var probability = (steps - minSteps) / (maxSteps - minSteps) * hazardFactor;
var s1 = 2000 + seed % 1000 * 2 + levelVO.level * 103 + i * 5;
var r1 = WorldCreatorRandom.random(s1);
return r1 < probability;
};
for (let i = 0; i < path.length; i++) {
var pos = path[i];
var sectorVO = levelVO.getSectorByPos(pos);
if (requireResource(i, path.length, sectorVO, stepsWater, maxStepsWater)) {
sectorVO.requiredResources.water = true;
stepsWater = -1;
}
if (requireResource(9000 + i, path.length, sectorVO, stepsFood, maxStepsFood)) {
sectorVO.requiredResources.food = true;
stepsFood = -1;
}
stepsWater++;
stepsFood++;
}
},
getRequiredFeatures: function (seed, worldVO, levelVO, sectorVO) {
let requiredFeatures = {};
// middle of paths to passages: require features allowing a beacon
for (let i = 0; i < sectorVO.criticalPaths.length; i++) {
let pathVO = sectorVO.criticalPaths[i];
let pathType = pathVO.type;
let isBeaconPath =
(levelVO.isCampable && pathType == WorldCreatorConstants.CRITICAL_PATH_TYPE_CAMP_TO_PASSAGE) ||
(!levelVO.isCampable && WorldCreatorConstants.CRITICAL_PATH_TYPE_PASSAGE_TO_PASSAGE);
if (isBeaconPath && pathVO.length > 4) {
let index = sectorVO.criticalPathIndices[i];
if (index == Math.round(pathVO.length / 2)) {
requiredFeatures.beacon = true;
}
}
}
return requiredFeatures;
},
generateTexture: function (seed, worldVO, levelVO, sectorVO) {
var l = sectorVO.position.level;
var x = sectorVO.position.sectorX;
var y = sectorVO.position.sectorY;
var features = worldVO.getFeaturesByPos(sectorVO.position);
var surroundingFeatures = WorldCreatorHelper.getFeaturesSurrounding(worldVO, levelVO, sectorVO.position);
// wear
var levelWear = MathUtils.clamp((worldVO.topLevel - l) / (worldVO.topLevel - 5) * 8, 0, 10);
var wear = levelWear + WorldCreatorRandom.randomInt(seed * l + (x + 100) * 82 + (y + 100) * 82, -3, 3);
if (sectorVO.isCamp) wear = Math.min(3, wear);
sectorVO.wear = MathUtils.clamp(Math.round(wear), 0, 10);
// damage
var damage = 0;
var getFeatureDamage = function (feature) {
switch (feature.type) {
case WorldCreatorConstants.FEATURE_HOLE_WELL: return 1;
case WorldCreatorConstants.FEATURE_HOLE_COLLAPSE: return 8;
case WorldCreatorConstants.FEATURE_HOLE_SEA: return 3;
default: return 0;
}
}
for (let i = 0; i < features.length; i++) {
damage = Math.max(damage, getFeatureDamage(features[i]));
}
for (let i = 0; i < surroundingFeatures.length; i++) {
var d = surroundingFeatures[i].getDistanceTo(sectorVO.position);
damage = Math.max(damage, getFeatureDamage(surroundingFeatures[i]) - d * 2);
}
if (sectorVO.isCamp) damage = Math.min(3, damage);
if (sectorVO.hazards.debris > 0) damage = Math.max(3, damage);
if (l == 14) damage = Math.max(3, damage);
sectorVO.damage = MathUtils.clamp(Math.round(damage), 0, 10);
// building density
var levelDensity = MathUtils.clamp(WorldCreatorRandom.random(seed * 7 * l / 3 + 62) * 10, 2, 9);
if (l == worldVO.topLevel) levelDensity = 5;
if (l == worldVO.topLevel - 1) levelDensity = 5;