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hexo/public/map.js
2026-02-21 21:25:22 +03:00

327 lines
7.7 KiB
JavaScript

/**
* Hexagonal grid map for the DiceWars game.
*
* Map is a 20x20 hexagonal grid where each cell can be:
* - passable (playable)
* - impassable (blocked)
*
* Uses axial coordinates (q, r) for hexagon positioning.
*/
const MAP_SIZE = 20;
const CELL_TYPES = {
EMPTY: 0, // Passable, unowned
BLOCKED: 1, // Impassable terrain
PLAYER1: 2, // Player 1 owned
PLAYER2: 3, // Player 2 owned
PLAYER3: 4, // Player 3 owned
PLAYER4: 5, // Player 4 owned
};
/**
* Represents a single hex cell on the map
*/
class HexCell {
constructor(q, r, type = CELL_TYPES.EMPTY) {
this.q = q; // Axial coordinate q
this.r = r; // Axial coordinate r
this.type = type; // Cell ownership/type
this.dice = []; // Array of dice values on this cell
}
/**
* Calculate unit strength: F = (cnt-1)*full_dice + current_dice
*/
getStrength() {
if (this.dice.length === 0) return 0;
const cnt = this.dice.length;
const fullDice = 6;
const currentDice = this.dice[this.dice.length - 1]; // Top die
return (cnt - 1) * fullDice + currentDice;
}
/**
* Check if cell has maximum strength (8 dice with 6 on top)
*/
isMaxStrength() {
return this.dice.length >= 8 && this.getStrength() >= 48;
}
/**
* Add a die to this cell
*/
addDie(value) {
if (this.dice.length < 8) {
this.dice.push(value);
return true;
}
return false;
}
/**
* Remove dice from cell, leaving specified strength
*/
setStrength(targetStrength) {
if (targetStrength <= 0) {
this.dice = [];
return;
}
const fullDice = 6;
const cnt = Math.floor((targetStrength - 1) / fullDice) + 1;
const remainder = targetStrength - (cnt - 1) * fullDice;
this.dice = new Array(cnt - 1).fill(6);
if (remainder > 0) {
this.dice.push(remainder);
}
}
isPassable() {
return this.type !== CELL_TYPES.BLOCKED;
}
isOwned() {
return this.type === CELL_TYPES.PLAYER1 ||
this.type === CELL_TYPES.PLAYER2 ||
this.type === CELL_TYPES.PLAYER3 ||
this.type === CELL_TYPES.PLAYER4;
}
getOwner() {
if (this.type === CELL_TYPES.PLAYER1) return 1;
if (this.type === CELL_TYPES.PLAYER2) return 2;
if (this.type === CELL_TYPES.PLAYER3) return 3;
if (this.type === CELL_TYPES.PLAYER4) return 4;
return 0;
}
}
/**
* Hexagonal map generator and manager
*/
class HexMap {
constructor(size = MAP_SIZE) {
this.size = size;
this.cells = new Map(); // Key: "q,r", Value: HexCell
this.generate();
}
/**
* Generate the hexagonal grid
*/
generate() {
this.cells.clear();
for (let q = 0; q < this.size; q++) {
for (let r = 0; r < this.size; r++) {
const key = this.getKey(q, r);
const type = Math.random() < 0.15 ? CELL_TYPES.BLOCKED : CELL_TYPES.EMPTY;
this.cells.set(key, new HexCell(q, r, type));
}
}
}
/**
* Get cell by axial coordinates
*/
getCell(q, r) {
const key = this.getKey(q, r);
return this.cells.get(key);
}
/**
* Get cell by key string
*/
getCellByKey(key) {
return this.cells.get(key);
}
/**
* Generate key from coordinates
*/
getKey(q, r) {
return `${q},${r}`;
}
/**
* Get all passable cells
*/
getPassableCells() {
return Array.from(this.cells.values()).filter(cell => cell.isPassable());
}
/**
* Get all empty (unowned) passable cells
*/
getEmptyCells() {
return Array.from(this.cells.values()).filter(
cell => cell.isPassable() && !cell.isOwned()
);
}
/**
* Get all cells owned by a player
*/
getPlayerCells(playerId) {
const typeMap = {
1: CELL_TYPES.PLAYER1,
2: CELL_TYPES.PLAYER2,
3: CELL_TYPES.PLAYER3,
4: CELL_TYPES.PLAYER4
};
const targetType = typeMap[playerId];
if (!targetType) return [];
return Array.from(this.cells.values()).filter(
cell => cell.type === targetType
);
}
/**
* Get neighboring cells (6 directions in hex grid)
*/
getNeighbors(q, r) {
const directions = [
[1, 0], [1, -1], [0, -1],
[-1, 0], [-1, 1], [0, 1]
];
const neighbors = [];
for (const [dq, dr] of directions) {
const nq = q + dq;
const nr = r + dr;
if (nq >= 0 && nq < this.size && nr >= 0 && nr < this.size) {
const cell = this.getCell(nq, nr);
if (cell && cell.isPassable()) {
neighbors.push(cell);
}
}
}
return neighbors;
}
/**
* Calculate supply for a player: S = size of largest solid (connected) territory
* A solid territory is a connected region of player's cells
*/
calculateSupply(playerId) {
const playerCells = this.getPlayerCells(playerId);
if (playerCells.length === 0) return 0;
// Build adjacency map for player cells
const cellMap = new Map();
for (const cell of playerCells) {
cellMap.set(this.getKey(cell.q, cell.r), cell);
}
// Find connected components using BFS
const visited = new Set();
let maxTerritory = 0;
for (const cell of playerCells) {
const key = this.getKey(cell.q, cell.r);
if (visited.has(key)) continue;
// BFS to find size of this territory
let territorySize = 0;
const queue = [cell];
visited.add(key);
while (queue.length > 0) {
const current = queue.shift();
territorySize++;
// Get all neighbors that are also player cells
const neighbors = this.getNeighbors(current.q, current.r);
for (const neighbor of neighbors) {
if (neighbor.getOwner() === playerId) {
const nKey = this.getKey(neighbor.q, neighbor.r);
if (!visited.has(nKey)) {
visited.add(nKey);
queue.push(neighbor);
}
}
}
}
maxTerritory = Math.max(maxTerritory, territorySize);
}
return maxTerritory;
}
/**
* Render map to console (simplified ASCII representation)
*/
render() {
let output = '';
for (let r = 0; r < this.size; r++) {
// Offset every other row for hex appearance
const offset = r % 2 === 0 ? 0 : 2;
output += ' '.repeat(offset);
for (let q = 0; q < this.size; q++) {
const cell = this.getCell(q, r);
const symbol = this.getCellSymbol(cell);
output += `[${symbol}]`;
}
output += '\n';
}
console.log(output);
}
/**
* Get symbol for cell visualization
*/
getCellSymbol(cell) {
if (cell.type === CELL_TYPES.BLOCKED) return '██';
if (cell.type === CELL_TYPES.PLAYER1) return 'P1';
if (cell.type === CELL_TYPES.PLAYER2) return 'P2';
if (cell.type === CELL_TYPES.PLAYER3) return 'P3';
if (cell.type === CELL_TYPES.PLAYER4) return 'P4';
if (cell.dice.length > 0) return cell.getStrength().toString().padStart(2, ' ');
return ' ';
}
/**
* Set cell ownership
*/
setOwner(q, r, playerId) {
const cell = this.getCell(q, r);
if (cell && cell.isPassable()) {
const typeMap = {
1: CELL_TYPES.PLAYER1,
2: CELL_TYPES.PLAYER2,
3: CELL_TYPES.PLAYER3,
4: CELL_TYPES.PLAYER4
};
cell.type = typeMap[playerId] || CELL_TYPES.EMPTY;
return true;
}
return false;
}
/**
* Clear cell ownership
*/
clearOwner(q, r) {
const cell = this.getCell(q, r);
if (cell) {
cell.type = CELL_TYPES.EMPTY;
cell.dice = [];
return true;
}
return false;
}
}
// ES Module exports for browser
export { HexMap, HexCell, CELL_TYPES, MAP_SIZE };
// CommonJS exports for Node.js
if (typeof module !== 'undefined' && module.exports) {
module.exports = { HexMap, HexCell, CELL_TYPES, MAP_SIZE };
}