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parser.ts
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parser.ts
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import {
Tileset,
iLDtk,
Level,
IntGridValue,
EntityProps,
Entity,
TileRect,
} from "../types/ldtk";
import {
GroundTileProps,
BuildingTileProps,
CityCenterProps,
RoadObjects,
CitySize,
Coord,
SpriteBounds,
TileData,
} from "../types/land";
import {
buildingsOrdered,
BLOCK,
PropsTypes,
PropsTypesNames,
tileTypes,
} from "../constants/tiles";
import {
computeCityCenter,
convertTo2D,
findClosestCorner,
getCustomDataArr,
getOffsetFromDirection,
getSubArray,
needsDirectionChange,
setDirectionBasedOnCorner,
} from "./land";
import { Vector2 } from "three";
export class LdtkReader {
/// data related to LDTK
ldtk: iLDtk;
level!: Level;
tilesets: Tileset[];
idxToRule: { [key: string]: number }; // Mapping between tileset rules and tileset values
TILE_LAND: number; // tile index we get from LDTK
TILE_ROAD: number;
/// User data
address: string; // user address use to compute pseudo random numbers
userNft: BuildingsInfo[]; // user NFTs
/// Data related to the land
// Array containing all the entities sorted by type and width, computed from LDTK json file
// (NFT buildings, generic buildings we place behind, road props)
entities: { [key: string]: { [key: number]: EntityProps[] } };
citySize: number;
cityCenter: CityCenterProps | null = null; // city center coordinates needed to place the camera
// array of blocks of buildings (a block is a group of buildings that can be placed together, they are calculated depending on the number of NFTs owned by the user)
blocks: { w: number; h: number; nfts: EntityProps[] }[] = [];
cityIntGrid: number[][]; // int grid representing roads, sidewalk, borders, used to check rules patterns
groundTiles: (GroundTileProps | null)[][]; // Ground tiles generated after checking ground rules patterns
buildingTiles: (BuildingTileProps | null)[][]; // Buildings tiles
currentDirection: string | null = null; // used to keep track of the direction we're building in
// array of tiles where it's not possible to place a prop (in front of a door for ex)
blockedPaths: Coord[] = [];
// array of road props (lights, trees, ...) to be placed
roadProps: (RoadObjects | null)[][];
// data for props (and lights) pre-computed to avoid recomputing everything everytime there's a render
tileData: Record<tileTypes, TileData[]>;
constructor(
filejson: any,
address: string,
citySize: number,
userNft: BuildingsInfo[]
) {
this.tilesets = filejson.defs.tilesets;
this.ldtk = filejson;
this.address = address;
this.citySize = citySize;
this.cityIntGrid = new Array(citySize)
.fill(0)
.map(() => new Array(citySize).fill(0));
this.buildingTiles = new Array(citySize)
.fill(0)
.map(() => new Array(citySize).fill(null));
this.groundTiles = new Array(citySize)
.fill(0)
.map(() => new Array(citySize).fill(null));
this.roadProps = new Array(citySize)
.fill(0)
.map(() => new Array(citySize).fill(null));
const intGrid = this.ldtk.defs.layers.filter(
(l: any) => l.__type === "IntGrid"
)[0];
const idxToRule = intGrid.intGridValues.map((val: IntGridValue) => {
return { [val.identifier]: val.value };
});
this.idxToRule = Object.assign({}, ...idxToRule);
this.TILE_LAND = this.idxToRule["Sidewalk"];
this.TILE_ROAD = this.idxToRule["Roads"];
this.entities = this.sortEntities(userNft);
this.userNft = userNft;
this.tileData = {
[tileTypes.PROPS]: [],
[tileTypes.LIGHTS]: [],
};
this.buildTileData();
}
buildTileData() {
// For Props
Object.values(PropsTypes).forEach((propType) => {
const propTypeName = PropsTypesNames[propType as PropsTypes];
const entity = this.entities["Props"][0].find(
(elem) => elem.identifier === propTypeName
);
const tileset = this.tilesets.find(
(t) => t.uid === entity?.tileRect.tilesetUid
);
if (!entity || !tileset) return;
let spritesPerRow = tileset?.pxWid / tileset?.tileGridSize ?? 1;
let spritesPerColumn = tileset?.pxHei / tileset?.tileGridSize ?? 1;
let xIndex = entity?.tileRect.x / tileset?.tileGridSize ?? 0;
let yIndex = entity?.tileRect.y / tileset?.tileGridSize ?? 0;
let xOffset = xIndex / spritesPerRow;
let yOffset =
1 - (yIndex + (entity?.tileRect.h ?? 0) / 16) / spritesPerColumn;
this.tileData[tileTypes.PROPS].push({
entity,
plane: {
w: (entity?.tileRect.w ?? 0) / 16,
h: (entity?.tileRect.h ?? 0) / 16,
},
textureOffset: { x: xOffset, y: yOffset },
textureRepeat: {
x:
1 /
(spritesPerRow /
((entity?.tileRect.w ?? 0) / tileset?.tileGridSize ?? 1)),
y:
1 /
(spritesPerColumn /
((entity?.tileRect.h ?? 0) / tileset?.tileGridSize ?? 1)),
},
z: 0.23,
});
});
}
/**
* Function to build EntityProps from entity name
* Entities like NFTs have name composed of different parts:
* - type : NFT, Generic building, Props, Lights (we do not use them for now)
* - activeWidth : width of the building without the corners
* - activeHeight : part of the height of the building which is on the ground
* - corner : a building can have some elements that exceed its active width (ex: mySwap building)
*
* @param identifier
*/
sortEntities(userNft: BuildingsInfo[]) {
let nftNames: string[] = [];
userNft.forEach((nft: BuildingsInfo) => {
nftNames.push(nft.entity);
});
let entitiesSorted: { [key: string]: { [key: number]: EntityProps[] } } =
{};
this.ldtk.defs.entities.forEach((entity: Entity) => {
let activeWidth = 0;
let activeHeight = 0;
let corner = "";
let key = "";
const splittedId = entity.identifier.split("_");
let needToBeAdded = false;
if (splittedId[0] === "NFT") {
if (nftNames.includes(entity.identifier)) {
needToBeAdded = true;
key = "NFT";
if (
splittedId.length === 5 &&
(splittedId[1].startsWith("BraavosMain") ||
splittedId[1].startsWith("ArgentMain"))
) {
activeWidth = parseInt(splittedId[2][0]);
activeHeight = parseInt(splittedId[2][2]);
} else if (
splittedId.length === 5 &&
splittedId[1].startsWith("ArgentExplorer")
) {
activeWidth = parseInt(splittedId[3][0]);
activeHeight = parseInt(splittedId[3][2]);
} else if (
splittedId.length === 5 &&
!splittedId[1].startsWith("BraavosMain") &&
!splittedId[1].startsWith("ArgentMain") &&
!splittedId[1].startsWith("ArgentExplorer")
) {
corner = splittedId[4];
activeWidth = parseInt(splittedId[2][0]);
activeHeight = parseInt(splittedId[2][2]);
} else {
activeWidth = parseInt(splittedId[2][0]);
activeHeight = parseInt(splittedId[2][2]);
}
}
} else if (
splittedId[0] === "Generic" &&
entity.identifier !== "Generic_BeigeGarage_4x4_H2"
) {
needToBeAdded = true;
key = "Generic";
activeWidth = parseInt(splittedId[2][0]);
activeHeight = parseInt(splittedId[2][2]);
} else if (splittedId[0] === "Building") {
needToBeAdded = true;
key = "Generic";
activeWidth = parseInt(splittedId[1][0]);
activeHeight = parseInt(splittedId[1][2]);
} else if (splittedId[0] === "Props") {
needToBeAdded = true;
key = "Props";
}
if (needToBeAdded) {
// Get custom data for entities
// In LTDK we can only pass additional custom information about entities through tilesets
// here we calculate where the entity is positioned on the spritesheet (tileId)
// and get the custom data for those tiles
let customDatas: { [key: string]: any }[] = [];
let tileIdsArr: number[][] | null = null;
const tileset = this.ldtk.defs.tilesets.find(
(tileset: Tileset) => tileset.uid === entity.tileRect.tilesetUid
);
if (tileset) {
const bounds = this.getTileIdsFromSprite(
entity.tileRect,
tileset.__cWid
);
tileIdsArr = this.getTileIdsArray(
entity.tileRect,
tileset.__cWid,
bounds
);
const flatArr = tileIdsArr.flat();
const data = tileset.customData.filter(
(data: { tileId: number; data: string }) =>
flatArr.includes(data.tileId)
);
data.map((elem) => {
customDatas[customDatas.length] = {
tileId: elem.tileId,
...getCustomDataArr(elem.data),
};
});
}
const entityProps: EntityProps = {
...entity,
activeWidth,
activeHeight,
isBuilt: false,
corner,
tileIdsArr,
customDatas,
};
if (!entitiesSorted[key]) entitiesSorted[key] = {};
if (!entitiesSorted[key][activeWidth]) {
entitiesSorted[key][activeWidth] = [];
}
entitiesSorted[key][activeWidth].push(entityProps);
}
});
// Sort entities by activeWidth and activeHeight
for (let entityType in entitiesSorted) {
for (let activeWidth in entitiesSorted[entityType]) {
entitiesSorted[entityType][activeWidth].sort(
(a: EntityProps, b: EntityProps) => {
// First sort by activeWidth in descending order
if (a.activeWidth !== b.activeWidth) {
return b.activeWidth - a.activeWidth;
}
// If activeWidth is the same, sort by activeHeight in descending order
else {
return b.activeHeight - a.activeHeight;
}
}
);
}
}
return entitiesSorted;
}
/**
* Function to generate the user land based on NFTs owned
*/
CreateMap() {
// build an array of buildings represented by their width
let arr = [];
for (const key in this.entities["NFT"]) {
const times = this.entities["NFT"][key].length;
for (let i = 0; i < times; i++) {
arr.push(parseInt(key));
}
}
// Generate blocks & rules
this.generateBlocks(arr);
this.addBoundariesAroundLand();
this.applyRules();
this.placeProps();
// calculate city center for Camera position
const citySize = this.calculateCitySize();
const center = computeCityCenter(
citySize.minX,
citySize.maxX,
citySize.minY,
citySize.maxY
);
this.cityCenter = {
center: {
x: center.x + citySize.minX,
y: center.y + citySize.minY,
},
boundaries: citySize,
};
}
/**
* Given an array of building width, it computes the right number of blocks of buildings
* So we don't get empty spaces between buildings and place NFTs inside the blocks
*
* @param arr of building width
*/
generateBlocks(arr: number[]): void {
let blocks = [];
let block: number[] = [];
let totalWidth = 0;
for (let i = 0; i < arr.length; i++) {
let newWidth = totalWidth + arr[i];
if (newWidth > 16 || i === arr.length - 1) {
if (block.length > 0) {
blocks.push(block);
}
block = [arr[i]];
totalWidth = arr[i];
} else {
block.push(arr[i]);
totalWidth += arr[i];
}
}
if (block.length > 0) {
blocks.push(block);
}
const blockWidth = blocks.map((b) => b.reduce((a, b) => a + b, 0));
for (let i = 0; i < blocks.length; i++) {
const nfts = blocks[i];
const blockEntity: EntityProps[] = [];
let maxHeight = 0;
nfts.map((n) => {
let entity = this.entities["NFT"][n].find(
(e) => !e.isBuilt
) as EntityProps;
if (entity) {
entity.isBuilt = true;
blockEntity.push(entity);
if (entity.activeHeight > maxHeight) {
maxHeight = entity.activeHeight;
}
}
});
this.blocks[i] = {
w: blockWidth[i] + 2,
h: maxHeight + 2 + 2,
nfts: blockEntity,
};
}
for (let b = 0; b < this.blocks.length; b++) {
this.generateBlock(b);
}
}
/**
* Given a block index, it places the block on the land
* It avoids spaces between blocks
*
* @param blockIndex: number
*/
generateBlock(blockIndex: number): void {
let center: Coord | null;
const blockSize = new Vector2(
this.blocks[blockIndex].w,
this.blocks[blockIndex].h
);
if (blockIndex == 0) {
center = {
x: Math.floor(this.citySize / 2),
y: Math.floor(this.citySize / 2),
};
const corner = {
x: center.x - Math.floor(blockSize.x / 2),
y: center.y - Math.floor(blockSize.y / 2),
direction: "bottom",
};
const coordinates = this.PlaceBlock(corner, blockSize);
if (!coordinates) return;
this.addRoadsAroundLand();
this.build(
this.blocks[blockIndex].nfts,
coordinates.startX + 1,
coordinates.endY - 2,
true
);
this.fillRemainingSpace(
blockSize,
coordinates.startX + 1,
coordinates.endY - 2
);
} else {
const coordinates = this.findNextBlockCorners(blockSize);
if (!coordinates) return;
this.build(
this.blocks[blockIndex].nfts,
coordinates.startX + 1,
coordinates.endY - 2,
true
);
this.fillRemainingSpace(
blockSize,
coordinates.startX + 1,
coordinates.endY - 2
);
}
}
/**
* Function to find which tiles we can start building new blocks
* @param direction : on which side to start looking
* @returns array of tiles : (x, y, direction)
*/
findValidRoadTiles(
direction: string
): { x: number; y: number; direction: string }[] {
let roadTiles = [];
for (let y = 0; y < this.citySize; y++) {
for (let x = 0; x < this.citySize; x++) {
if (this.cityIntGrid[y][x] === this.TILE_ROAD) {
const offsets = getOffsetFromDirection(direction);
for (let offset of offsets) {
// Check if the current offset is out of bounds
if (
y + offset.offsetY < 0 ||
y + offset.offsetY >= this.citySize ||
x + offset.offsetX < 0 ||
x + offset.offsetX >= this.citySize
) {
continue;
}
// Check if the tile at the current offset is empty
if (
this.cityIntGrid[y + offset.offsetY][x + offset.offsetX] === 0
) {
// Add the road tile to the list and break out of the offset loop
roadTiles.push({ x, y, direction: offset.direction });
break;
}
}
}
}
}
return roadTiles;
}
// randomly choose where to start the next block of buildings
FindRandomRoadTile(
rectangleSize: Vector2,
direction: string,
citySize: CitySize
): { x: number; y: number; direction: string; corner: string } | null {
let roadTiles = this.findValidRoadTiles(direction);
if (roadTiles.length === 0) {
return null;
}
let selectedRoadTile = false;
let counter: number = 0; // keep track of first index
while (!selectedRoadTile) {
for (let roadTile of roadTiles) {
let potentialTiles = [];
if (direction === "right" && roadTile.y > citySize.minY) {
potentialTiles.push({
x: roadTile.x + 1,
y: roadTile.y,
direction: "right",
corner: "bottomLeft",
});
} else if (direction === "left" && roadTile.y > citySize.minY) {
potentialTiles.push({
x: roadTile.x - 1,
y: roadTile.y,
direction: "left",
corner: "topRight",
});
} else if (direction === "top" && roadTile.x < citySize.maxX) {
potentialTiles.push({
x: roadTile.x,
y: roadTile.y - 1,
direction: "top",
corner: "bottomRight",
});
} else if (direction === "bottom" && roadTile.x > citySize.minX) {
potentialTiles.push({
x: roadTile.x,
y: roadTile.y + 1,
direction: "bottom",
corner: "topLeft",
});
}
// Filter out tiles that are outside the grid or not empty
let validTiles = potentialTiles.filter(
(tile) =>
tile.x >= 0 &&
tile.x < this.citySize &&
tile.y >= 0 &&
tile.y < this.citySize &&
this.cityIntGrid[tile.y][tile.x] === 0
);
let validTile = null;
if (validTiles.length > 0) {
for (let tile of validTiles) {
const isValid = this.CheckSpaceForRectangle(
tile,
rectangleSize,
direction
);
if (isValid) {
selectedRoadTile = true;
validTile = tile;
break;
}
}
}
if (selectedRoadTile) {
return validTile;
}
counter++;
if (counter === 1000) return null; // avoid infinite loop for debugging
}
}
return null;
}
// Given the land intGrid, it returns the 4 extremities of the land
findCitySize(): { minX: number; maxX: number; minY: number; maxY: number } {
let minX = this.citySize,
minY = this.citySize,
maxX = -1,
maxY = -1;
for (let y = 0; y < this.citySize; y++) {
for (let x = 0; x < this.citySize; x++) {
// Check if the current tile is part of the rectangle (1 or 2)
if (this.cityIntGrid[y][x] === 1 || this.cityIntGrid[y][x] === 2) {
// Update the bounding coordinates
minX = Math.min(minX, x);
maxX = Math.max(maxX, x);
minY = Math.min(minY, y);
maxY = Math.max(maxY, y);
}
}
}
return { minX, maxX, minY, maxY };
}
// Finds empty corners in the land to place new blocks and avoid empty spaces
findEmptyCorners(arr: number[][]) {
let rows = arr.length;
let cols = arr[0].length;
let corners = [];
for (let r = 1; r < rows - 1; r++) {
for (let c = 1; c < cols - 1; c++) {
if (arr[r][c] === 0) {
if (arr[r - 1][c] > 0 && arr[r][c - 1] > 0) {
// upper-left corner
corners.push({
row: r,
col: c,
corner: "topLeft",
w: cols - c,
h: rows - r,
});
} else if (arr[r - 1][c] > 0 && arr[r][c + 1] > 0) {
// upper-right corner
corners.push({
row: r,
col: c,
corner: "topRight",
w: cols - c,
h: rows - r,
});
} else if (arr[r + 1][c] > 0 && arr[r][c - 1] > 0) {
// lower-left corner
corners.push({
row: r,
col: c,
corner: "bottomLeft",
w: cols - c,
h: rows - r,
});
} else if (arr[r + 1][c] > 0 && arr[r][c + 1] > 0) {
// lower-right corner
corners.push({
row: r,
col: c,
corner: "bottomRight",
w: cols - c,
h: rows - r,
});
}
}
}
}
return corners;
}
// Find where to place the next block of buildings, given the block size
findNextBlockCorners(
blockSize: Vector2
): { startX: number; startY: number; endX: number; endY: number } | null {
if (!this.currentDirection) this.currentDirection = "top";
const citySize = this.calculateCitySize();
const center = computeCityCenter(
citySize.minX,
citySize.maxX,
citySize.minY,
citySize.maxY
);
const subArr = getSubArray(
this.cityIntGrid,
citySize.minX,
citySize.maxX,
citySize.minY,
citySize.maxY
);
const corners = this.findEmptyCorners(subArr);
let closestCorner = findClosestCorner(center, corners);
if (
!closestCorner ||
needsDirectionChange(closestCorner, subArr, blockSize)
) {
this.changeDirection(citySize);
let roadTile = this.FindRandomRoadTile(
blockSize,
this.currentDirection,
citySize
);
if (roadTile) {
const coordinates = this.PlaceBlock(
{ x: roadTile.x, y: roadTile.y, direction: roadTile.corner },
blockSize
);
this.addRoadsAroundLand();
return coordinates;
}
} else {
const coordinates = this.PlaceBlock(
{
x: closestCorner.col + citySize.minX,
y: closestCorner.row + citySize.minY,
direction: closestCorner.corner,
},
blockSize
);
this.addRoadsAroundLand();
this.currentDirection = setDirectionBasedOnCorner(closestCorner);
return coordinates;
}
return null;
}
calculateCitySize(): CitySize {
const { minX, maxX, minY, maxY } = this.findCitySize();
const citySizeX = maxX - minX + 1;
const citySizeY = maxY - minY + 1;
return { minX, maxX, minY, maxY, citySizeX, citySizeY };
}
// function called if we cannot place another block in the current direction
changeDirection(citySize: CitySize) {
if (
citySize.citySizeX >= citySize.citySizeY &&
this.currentDirection !== "top" &&
this.currentDirection !== "bottom"
) {
this.currentDirection =
this.currentDirection === "left" ? "bottom" : "top";
} else if (
citySize.citySizeX <= citySize.citySizeY &&
this.currentDirection !== "right" &&
this.currentDirection !== "left"
) {
this.currentDirection =
this.currentDirection === "top" ? "left" : "right";
}
}
// Place block on land
PlaceBlock(
corner: { x: number; y: number; direction: string },
rectangleSize: Vector2
): { startX: number; startY: number; endX: number; endY: number } | null {
let startX, startY, endX, endY;
if (corner.direction === "topLeft") {
// If the space is below, the corner is the top-left of the rectangle
startX = corner.x;
startY = corner.y;
endX = corner.x + rectangleSize.x;
endY = corner.y + rectangleSize.y;
} else if (corner.direction === "topRight") {
// corner is the top right of the rectangle
startX = corner.x - rectangleSize.x + 1;
startY = corner.y;
endX = corner.x + 1;
endY = corner.y + rectangleSize.y + 1;
} else if (corner.direction === "bottomRight") {
// the corner is the bottom-right of the rectangle
startX = corner.x - rectangleSize.x + 1;
startY = corner.y - rectangleSize.y + 1;
endX = corner.x + 1;
endY = corner.y + 1;
} else {
// For all other cases, the corner is the bottom-left of the rectangle
startX = corner.x;
startY = corner.y - rectangleSize.y + 1;
endX = corner.x + rectangleSize.x;
endY = corner.y + 1;
}
// Ensure the rectangle is within the city bounds
if (
startX < 0 ||
startY < 0 ||
endX > this.citySize ||
endY > this.citySize
) {
return null;
}
// Fill in the rectangle
for (let y = startY; y < endY; y++) {
for (let x = startX; x < endX; x++) {
this.cityIntGrid[y][x] = this.TILE_LAND;
}
}
return { startX, startY, endX, endY };
}
// Place road on intGrid
// Function called after placing a new block on land
addRoadsAroundLand(): void {
let copyCityGrid = JSON.parse(JSON.stringify(this.cityIntGrid));
for (let y = 0; y < this.cityIntGrid.length; y++) {
for (let x = 0; x < this.cityIntGrid[y].length; x++) {
// Check if the current cell is a land
if (this.cityIntGrid[y][x] === this.idxToRule["Sidewalk"]) {
// Go through the cells in a 2-unit radius around the current cell
for (let yOffset = -2; yOffset <= 2; yOffset++) {
for (let xOffset = -2; xOffset <= 2; xOffset++) {
// Check if the target cell is within the city grid
if (
y + yOffset >= 0 &&
y + yOffset < this.cityIntGrid.length &&
x + xOffset >= 0 &&
x + xOffset < this.cityIntGrid[y].length
) {
// Check if the target cell is empty
if (copyCityGrid[y + yOffset][x + xOffset] === 0) {
// Mark the target cell as a road
copyCityGrid[y + yOffset][x + xOffset] =
this.idxToRule["Roads"];
}
}
}
}
}
}
}
this.cityIntGrid = copyCityGrid;
}
// Adds boundaries around land
// Function called after placing all blocks and roads on land
addBoundariesAroundLand(): void {
let copyCityGrid = JSON.parse(JSON.stringify(this.cityIntGrid));
for (let y = 0; y < this.cityIntGrid.length; y++) {
for (let x = 0; x < this.cityIntGrid[y].length; x++) {
// Check if the current cell is a land
if (this.cityIntGrid[y][x] === this.idxToRule["Roads"]) {
// Go through the cells in a 2-unit radius around the current cell
for (let yOffset = -2; yOffset <= 2; yOffset++) {
for (let xOffset = -2; xOffset <= 2; xOffset++) {
// Check if the target cell is within the city grid
if (
y + yOffset >= 0 &&
y + yOffset < this.cityIntGrid.length &&
x + xOffset >= 0 &&
x + xOffset < this.cityIntGrid[y].length
) {
// Check if the target cell is empty
if (copyCityGrid[y + yOffset][x + xOffset] === 0) {
// Mark the target cell as a road
copyCityGrid[y + yOffset][x + xOffset] =
this.idxToRule["Boundaries"];
}
}
}
}
}
}
}
for (let y = 0; y < this.cityIntGrid.length; y++) {
for (let x = 0; x < this.cityIntGrid[y].length; x++) {
// Check if the current cell is a Boundary
if (copyCityGrid[y][x] === this.idxToRule["Boundaries"]) {
// Go through the cells in a 1-unit radius around the current cell
for (let yOffset = -1; yOffset <= 1; yOffset++) {
for (let xOffset = -1; xOffset <= 1; xOffset++) {
// Check if the target cell is within the city grid
if (
y + yOffset >= 0 &&
y + yOffset < this.cityIntGrid.length &&
x + xOffset >= 0 &&
x + xOffset < this.cityIntGrid[y].length
) {
// Check if the target cell is empty
if (copyCityGrid[y + yOffset][x + xOffset] === 0) {
// Mark the target cell as Exterior
copyCityGrid[y + yOffset][x + xOffset] =
this.idxToRule["Exterior"];
}
}
}
}
}
}
}
this.cityIntGrid = copyCityGrid;
}
CheckSpaceForRectangle(
corner: any,
rectangleSize: Vector2,
direction: string
): boolean {
// Define increments for each direction
let increments: { [key: string]: Coord } = {
top: { x: 0, y: -1 },
bottom: { x: 0, y: 1 },
left: { x: -1, y: 0 },
right: { x: 1, y: 0 },
};
let increment = increments[direction];
// Calculate the end points based on the direction
let endX = corner.x + increment.x * rectangleSize.x;
let endY = corner.y + increment.y * rectangleSize.y;
// Check if the rectangle would go out of bounds
if (
endX < 0 ||
endX >= this.citySize ||
endY < 0 ||
endY >= this.citySize
) {
return false;
}
// Check if the area required for the rectangle is empty
for (let y = corner.y; y !== endY; y += increment.y) {
for (let x = corner.x; x !== endX; x += increment.x) {
// If the current tile is not empty (0), return false
if (this.cityIntGrid[y][x] !== 0) {
return false;
}
}
}
// Check corner type
let cornerType = "";
if (corner.x < this.citySize / 2 && corner.y < this.citySize / 2) {
cornerType = "TopLeft";
} else if (corner.x >= this.citySize / 2 && corner.y < this.citySize / 2) {
cornerType = "TopRight";
} else if (corner.x < this.citySize / 2 && corner.y >= this.citySize / 2) {
cornerType = "BottomLeft";
} else {
cornerType = "BottomRight";
}
return true;
}
// Get the size of a new block of buildings
GetRandomBlockSize(blockNb: number): Vector2 {
let rand = this.randomGround(blockNb * 10);
let width = Math.round(
BLOCK.MIN_WIDTH + rand * (BLOCK.MAX_WIDTH - BLOCK.MIN_WIDTH)
);
rand = this.randomGround(blockNb * 100);
let height = Math.round(
BLOCK.MIN_HEIGHT + rand * (BLOCK.MAX_HEIGHT - BLOCK.MIN_HEIGHT)
);
return new Vector2(width, height);
}
// Applying rules on each ground tile type following patterns including in LDTK
applyRules(): void {
let rules = this.ldtk.defs.layers[1];
// parse rulegroups to build grounds
for (let l = 0; l < rules.autoRuleGroups.length; l++) {
let roadGroup = rules.autoRuleGroups[l];
// only check active groups
if (roadGroup.active) {
let idx = this.idxToRule[roadGroup.name as string]; // get IntGrid value from rule group name
if (idx) {
for (let y = 0; y < this.cityIntGrid.length; y++) {
for (let x = 0; x < this.cityIntGrid[y].length; x++) {
// check which king of ground we have at this position
if (this.cityIntGrid[y][x] === idx) {
// check each rules
for (let r = 0; r < roadGroup.rules.length; r++) {
const rule = roadGroup.rules[r];
const pattern2D = convertTo2D(rule.pattern, rule.size);
const { match, needFlipX, needFlipY } = this.MatchesPattern(
this.cityIntGrid,
pattern2D,
x,
y,
idx,
Math.floor(pattern2D.length / 2),
rule.flipX,
rule.flipY
);
if (match) {
const rand = Math.random();
if (
rule.chance === 1 ||
(rule.chance !== 1 && rand < rule.chance)
) {
this.groundTiles[y][x] = {
tileId:
rule.tileIds.length > 0
? rule.tileIds[
Math.floor(Math.random() * rule.tileIds.length)
]
: rule.tileIds[0],
flipX: needFlipX,
flipY: needFlipY,
};
if (rule.breakOnMatch) break;
} else {
continue;
}
}
}
}
}
}
}
}
}