282 wiersze
8.0 KiB
TypeScript
282 wiersze
8.0 KiB
TypeScript
import React, { useContext, useRef, useState } from "react";
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import { SvgVocabulary } from "../svg-vocabulary";
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import { createSvgSymbolContext, SvgSymbolData } from "../svg-symbol";
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import { iterAttachmentPoints } from "../specs";
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import { Random } from "../random";
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import { SymbolContextWidget } from "../symbol-context-widget";
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import { range } from "../util";
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import { AutoSizingSvg } from "../auto-sizing-svg";
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import { exportSvg } from "../export-svg";
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import {
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createCreatureSymbolFactory,
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extractCreatureSymbolFromElement,
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} from "../creature-symbol-factory";
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import {
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CreatureContext,
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CreatureContextType,
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CreatureSymbol,
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NestedCreatureSymbol,
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} from "../creature-symbol";
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import { HoverDebugHelper } from "../hover-debug-helper";
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const DEFAULT_BG_COLOR = "#858585";
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/**
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* Mapping from symbol names to symbol data, for quick and easy access.
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*/
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const SYMBOL_MAP = new Map(
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SvgVocabulary.map((symbol) => [symbol.name, symbol])
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);
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/** Symbols that can be the "root" (i.e., main body) of a creature. */
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const ROOT_SYMBOLS = SvgVocabulary.filter(
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(data) => data.meta?.always_be_nested !== true
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);
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/** Symbols that can be attached to the main body of a creature. */
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const ATTACHMENT_SYMBOLS = ROOT_SYMBOLS;
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/** Symbols that can be nested within any part of a creature. */
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const NESTED_SYMBOLS = SvgVocabulary.filter(
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// Since we don't currently support recursive nesting, ignore anything that
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// wants nested children.
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(data) =>
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data.meta?.always_nest !== true && data.meta?.never_be_nested !== true
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);
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/**
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* Returns the data for the given symbol, throwing an error
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* if it doesn't exist.
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*/
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function getSymbol(name: string): SvgSymbolData {
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const symbol = SYMBOL_MAP.get(name);
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if (!symbol) {
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throw new Error(`Unable to find the symbol "${name}"!`);
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}
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return symbol;
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}
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/**
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* Given a parent symbol, return an array of random children to be nested within
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* it.
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*
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* Can return an empty array e.g. if the parent symbol doesn't have
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* any nesting areas.
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*/
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function getNestingChildren(
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parent: SvgSymbolData,
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rng: Random,
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preferNesting?: boolean
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): NestedCreatureSymbol[] {
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const { meta, specs } = parent;
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if ((meta?.always_nest || preferNesting) && specs?.nesting) {
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const indices = range(specs.nesting.length);
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const child = rng.choice(NESTED_SYMBOLS);
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return [
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{
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data: child,
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attachments: [],
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nests: [],
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indices,
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invertColors: meta?.invert_nested ?? false,
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},
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];
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}
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return [];
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}
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/**
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* Randomly creates a symbol with the given number of
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* types of attachments. The symbol itself, and where the
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* attachments are attached, are chosen randomly.
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*/
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function getSymbolWithAttachments(
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numAttachmentKinds: number,
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rng: Random
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): CreatureSymbol {
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const root = rng.choice(ROOT_SYMBOLS);
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const result: CreatureSymbol = {
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data: root,
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attachments: [],
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nests: getNestingChildren(root, rng, true),
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invertColors: false,
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};
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if (root.specs) {
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const attachmentKinds = rng.uniqueChoices(
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Array.from(iterAttachmentPoints(root.specs))
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.filter((point) => point.type !== "anchor")
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.map((point) => point.type),
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numAttachmentKinds
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);
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for (let kind of attachmentKinds) {
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const attachment = rng.choice(ATTACHMENT_SYMBOLS);
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const indices = range(root.specs[kind]?.length ?? 0);
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result.attachments.push({
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data: attachment,
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attachTo: kind,
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indices,
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attachments: [],
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nests: getNestingChildren(attachment, rng),
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invertColors: false,
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});
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}
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}
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return result;
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}
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const symbol = createCreatureSymbolFactory(getSymbol);
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const Eye = symbol("eye");
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const Hand = symbol("hand");
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const Arm = symbol("arm");
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const Antler = symbol("antler");
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const Crown = symbol("crown");
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const Wing = symbol("wing");
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const MuscleArm = symbol("muscle_arm");
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const Leg = symbol("leg");
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const Tail = symbol("tail");
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const Lightning = symbol("lightning");
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const EYE_CREATURE = (
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<Eye>
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<Lightning nestInside />
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<Arm attachTo="arm" left>
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<Wing attachTo="arm" left right />
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</Arm>
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<Arm attachTo="arm" right>
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<MuscleArm attachTo="arm" left right />
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</Arm>
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<Antler attachTo="horn" left right />
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<Crown attachTo="crown">
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<Hand attachTo="horn" left right>
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<Arm attachTo="arm" left />
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</Hand>
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</Crown>
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<Leg attachTo="leg" left right />
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<Tail attachTo="tail" invert />
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</Eye>
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);
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const EYE_CREATURE_SYMBOL = extractCreatureSymbolFromElement(EYE_CREATURE);
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/**
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* Randomly replace all the parts of the given creature. Note that this
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* might end up logging some console messages about not being able to find
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* attachment/nesting indices, because it doesn't really check to make
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* sure the final creature structure is fully valid.
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*/
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function randomlyReplaceParts<T extends CreatureSymbol>(
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rng: Random,
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creature: T
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): T {
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const result: T = {
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...creature,
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data: rng.choice(SvgVocabulary),
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attachments: creature.attachments.map((a) => randomlyReplaceParts(rng, a)),
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nests: creature.nests.map((n) => randomlyReplaceParts(rng, n)),
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};
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return result;
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}
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type CreatureGenerator = (rng: Random) => CreatureSymbol;
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/**
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* Each index of this array represents the algorithm we use to
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* randomly construct a creature with a particular "complexity level".
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*
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* For instance, the algorithm used to create a creature with
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* complexity level 0 will be the first item of this array.
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*/
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const COMPLEXITY_LEVEL_GENERATORS: CreatureGenerator[] = [
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...range(5).map((i) => getSymbolWithAttachments.bind(null, i)),
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(rng) => randomlyReplaceParts(rng, EYE_CREATURE_SYMBOL),
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];
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const MAX_COMPLEXITY_LEVEL = COMPLEXITY_LEVEL_GENERATORS.length - 1;
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function getDownloadFilename(randomSeed: number | null) {
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let downloadBasename = "mystic-symbolic-creature";
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if (randomSeed !== null) {
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downloadBasename += `-${randomSeed}`;
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}
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return `${downloadBasename}.svg`;
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}
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export const CreaturePage: React.FC<{}> = () => {
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const svgRef = useRef<SVGSVGElement>(null);
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const [bgColor, setBgColor] = useState(DEFAULT_BG_COLOR);
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const [randomSeed, setRandomSeed] = useState<number | null>(null);
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const [symbolCtx, setSymbolCtx] = useState(createSvgSymbolContext());
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const [complexity, setComplexity] = useState(MAX_COMPLEXITY_LEVEL);
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const defaultCtx = useContext(CreatureContext);
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const newRandomSeed = () => setRandomSeed(Date.now());
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const ctx: CreatureContextType = {
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...defaultCtx,
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...symbolCtx,
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fill: symbolCtx.showSpecs ? "none" : symbolCtx.fill,
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};
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const creature =
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randomSeed === null
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? EYE_CREATURE_SYMBOL
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: COMPLEXITY_LEVEL_GENERATORS[complexity](new Random(randomSeed));
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const handleSvgExport = () =>
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exportSvg(getDownloadFilename(randomSeed), svgRef);
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return (
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<>
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<h1>Creature!</h1>
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<SymbolContextWidget ctx={symbolCtx} onChange={setSymbolCtx}>
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<label htmlFor="bgColor">Background: </label>
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<input
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type="color"
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value={bgColor}
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onChange={(e) => setBgColor(e.target.value)}
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/>{" "}
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</SymbolContextWidget>
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<p>
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<label htmlFor="complexity">Random creature complexity: </label>
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<input
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type="range"
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min={0}
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max={MAX_COMPLEXITY_LEVEL}
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step={1}
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value={complexity}
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onChange={(e) => {
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setComplexity(parseInt(e.target.value));
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newRandomSeed();
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}}
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/>{" "}
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{complexity === MAX_COMPLEXITY_LEVEL ? "bonkers" : complexity}
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</p>
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<p>
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<button accessKey="r" onClick={newRandomSeed}>
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<u>R</u>andomize!
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</button>{" "}
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<button onClick={() => window.location.reload()}>Reset</button>{" "}
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<button onClick={handleSvgExport}>Export SVG</button>
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</p>
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<CreatureContext.Provider value={ctx}>
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<HoverDebugHelper>
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<AutoSizingSvg padding={20} ref={svgRef} bgColor={bgColor}>
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<g transform="scale(0.5 0.5)">
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<CreatureSymbol {...creature} />
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</g>
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</AutoSizingSvg>
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</HoverDebugHelper>
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</CreatureContext.Provider>
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</>
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);
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};
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