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SpaceWanderer/lib/game/world.ts
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// Pure, seeded world generation — no DB, no Date, no Math.random. The same seed always
// yields the same world, which is what makes unit tests (and save regeneration) deterministic.
export interface WorldSystem {
name: string
x: number // 0–100 coordinate space, rendered directly by NodeGraph
y: number
}
export const START_X = 50
export const START_Y = 50
const START_RING = 6 // neighbours around the starting system on a new game
const EXPAND_RING = 4 // new neighbours generated when jumping into an undiscovered system
const MIN_SPACING = 16 // minimum distance between any two systems in the 0–100 space
// mulberry32 — small fast seeded PRNG; plenty for name/position picking.
export function mulberry32(seed: number): () => number {
let a = seed >>> 0
return () => {
a |= 0
a = (a + 0x6d2b79f5) | 0
let t = Math.imul(a ^ (a >>> 15), 1 | a)
t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t
return ((t ^ (t >>> 14)) >>> 0) / 4294967296
}
}
const FIRST = [
'KEPLER', 'VESPER', 'HOLLOW', 'CINDER', 'LANTERN', 'SABLE', 'ORPHEUS', 'MIRE',
'THALASSA', 'KUIPER', 'AURELLE', 'BRIMSTONE', 'EMBER', 'FROST', 'GALE', 'IRON',
]
const SECOND = ['DRIFT', 'REACH', 'GATE', 'FIELD', 'VOID', 'DEEP', 'BEND', 'SHARD']
function title(word: string): string {
return word.charAt(0) + word.slice(1).toLowerCase()
}
// Picks a name not in `taken` and adds it, so callers can't accidentally reuse one.
export function makeName(rng: () => number, taken: Set<string>): string {
for (;;) {
const name = `${title(FIRST[Math.floor(rng() * FIRST.length)])} ${title(SECOND[Math.floor(rng() * SECOND.length)])}`
if (!taken.has(name)) {
taken.add(name)
return name
}
}
}
function clamp(v: number): number {
return Math.min(96, Math.max(4, v))
}
// Places `count` systems on a ring around (cx,cy), nudging each candidate until it is at
// least MIN_SPACING away from every known position. After 12 tries it accepts the last
// candidate anyway — ponytail: a slightly crowded node beats an infinite loop; with ≤6
// rings per region and spacing 16 in a 0–100 box this never triggers in practice.
function placeRing(
rng: () => number,
cx: number,
cy: number,
count: number,
takenNames: Set<string>,
takenPositions: WorldSystem[],
): WorldSystem[] {
const placed: WorldSystem[] = []
for (let i = 0; i < count; i++) {
const baseAngle = (i / count) * Math.PI * 2 + (rng() - 0.5) * 0.6
let x = cx
let y = cy
for (let attempt = 0; attempt < 12; attempt++) {
const angle = baseAngle + attempt * 0.45
const radius = 26 + rng() * 8
x = clamp(cx + Math.cos(angle) * radius)
y = clamp(cy + Math.sin(angle) * radius)
if ([...takenPositions, ...placed].every((p) => Math.hypot(p.x - x, p.y - y) >= MIN_SPACING)) break
}
placed.push({ name: makeName(rng, takenNames), x, y })
}
return placed
}
// Edges for a ring of n members around an anchor at index 0: anchor↔each member plus the
// cycle connecting consecutive members (so every system has ≥2 routes and you can always
// get back). Pairs are indices into [anchor, ...members].
function ringEdges(n: number): [number, number][] {
const edges: [number, number][] = []
for (let i = 0; i < n; i++) {
edges.push([0, i + 1])
edges.push([i + 1, ((i + 1) % n) + 1])
}
return edges
}
export interface StartRegion {
start: WorldSystem
neighbors: WorldSystem[]
edges: [number, number][] // indices into [start, ...neighbors]
}
// New game: the starting system at chart centre plus a ring of undiscovered neighbours.
export function generateStartRegion(rng: () => number): StartRegion {
const taken = new Set<string>()
const start: WorldSystem = { name: makeName(rng, taken), x: START_X, y: START_Y }
const neighbors = placeRing(rng, START_X, START_Y, START_RING, taken, [start])
return { start, neighbors, edges: ringEdges(neighbors.length) }
}
export interface RingRegion {
systems: WorldSystem[]
edges: [number, number][] // indices into [anchor, ...systems] — index 0 is the anchor itself
}
// Jumping into an undiscovered system grows the chart: a fresh ring of (undiscovered)
// neighbours around it. `takenNames`/`takenPositions` are every system already in the save.
export function generateRing(
rng: () => number,
anchorX: number,
anchorY: number,
takenNames: Set<string>,
takenPositions: WorldSystem[],
): RingRegion {
const systems = placeRing(rng, anchorX, anchorY, EXPAND_RING, takenNames, takenPositions)
return { systems, edges: ringEdges(systems.length) }
}