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TypeScript

import alea from 'alea'
import { createNoise2D, type NoiseFunction2D } from 'simplex-noise'
import createBlockGenerator from './blockGen'
import createBlockExtender from './blockExt'
import {blockTypes, blockTypes as T, level as L, type Block, type BlockType} from './def'
// describes a changed block, eg digged or placed by the player
type DamagedBlock = {
type: 'damage'
x: number
y: number
damage: number
}
type ChangedBlock = {
type: 'exchange'
x: number
y: number
newType: BlockType
}
type Change = DamagedBlock | ChangedBlock
const MAX_LIGHT = 100 // maximum level where light shines
export default function createLevel(width: number, height: number, seed = 'extremely random seed') {
const prng = alea(seed)
const noise2D = createNoise2D(prng)
const rand: NoiseFunction2D = (x, y) => 0.5 + 0.5 * noise2D(x, y)
// stores the current grid of blocks, visible on the screen
const _grid: Block[][] = new Array(height)
// stores the limit to where light still shines,
// for each column currently visible on the screen
const _lightBarrier: number[] = [...new Array(width)].map(() => MAX_LIGHT)
const _changes: Change[][] = []
const blockGen = createBlockGenerator(rand)
const blockExt = createBlockExtender(rand)
// Apply changes, coming from the player (tocktocktock-plopp!)
function change(change: Change) {
const x = change.x
if (!_changes[x]) _changes[x] = [change]
else _changes[x].push(change)
}
function applyPlayerChanges(columnOffset: number, levelOffset: number) {
for (let col = columnOffset; col < columnOffset + width; col++) {
const changes = _changes[col]
if (changes) {
const maxLevel = levelOffset + height
changes.forEach(c => {
if (c.type !== 'exchange' || c.y < levelOffset || c.y >= maxLevel) return
_grid[c.y - levelOffset][c.x - columnOffset] = blockTypes[c.newType]
})
}
}
}
// takes the current columnOffset and generates all blocks from the very top
// until a block is generated that blocks light. The height of that block is
// stored in the lightBarrier list
function calcLightBarrier(columnOffset: number) {
let previousBlock: Block = T.air
for (let col = 0; col < width; col++) {
for (let level = 0; level < MAX_LIGHT; level++) {
let block = blockGen.generateBlock(level, col + columnOffset)
block = blockExt.extendBlock(level, col, columnOffset, block, previousBlock)
const changes = _changes[columnOffset + col]
if (changes) {
const change = changes.find(c => c.y === level)
if (change && change.type === 'exchange') block = blockTypes[change.newType]
}
previousBlock = block
if (!block.transparent) {
_lightBarrier[col] = level
break
}
}
}
}
function generate(columnOffset: number, levelOffset: number) {
for (let i = 0; i < height; i++) {
const level = levelOffset + i
const row: Block[] = Array(width)
const previousRow = i ? _grid[i-1] : [] as Block[]
blockGen.fillRow(level, columnOffset, row)
blockExt.extendRow(level, columnOffset, row, previousRow)
_grid[i] = row
}
applyPlayerChanges(columnOffset, levelOffset)
}
function sunLight(columnOffset: number) {
calcLightBarrier(columnOffset)
return _lightBarrier
}
function grid(x: number, y: number) {
generate(x, y)
return _grid
}
return { grid, sunLight, change }
}