mysticsymbolic.github.io/lib/pages/creature-page.tsx

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8.9 KiB
TypeScript

import React, { useContext, useMemo, useRef, useState } from "react";
import { SvgVocabulary, SvgVocabularyWithBlank } from "../svg-vocabulary";
import {
EMPTY_SVG_SYMBOL_DATA,
noFillIfShowingSpecs,
SvgSymbolData,
} from "../svg-symbol";
import {
AttachmentPointType,
ATTACHMENT_POINT_TYPES,
iterAttachmentPoints,
} from "../specs";
import { Random } from "../random";
import { range } from "../util";
import { AutoSizingSvg } from "../auto-sizing-svg";
import { ExportWidget } from "../export-svg";
import {
CreatureContext,
CreatureContextType,
CreatureSymbol,
NestedCreatureSymbol,
} from "../creature-symbol";
import { HoverDebugHelper } from "../hover-debug-helper";
import { svgScale, SvgTransform } from "../svg-transform";
import { NumericSlider } from "../numeric-slider";
import { Checkbox } from "../checkbox";
import {
CompositionContextWidget,
createSvgCompositionContext,
} from "../svg-composition-context";
import { Page } from "../page";
import { RandomizerWidget } from "../randomizer-widget";
import { VocabularyWidget } from "../vocabulary-widget";
/** Symbols that can be the "root" (i.e., main body) of a creature. */
const ROOT_SYMBOLS = SvgVocabulary.items.filter(
(data) => data.meta?.always_be_nested !== true
);
type AttachmentSymbolMap = {
[key in AttachmentPointType]: SvgSymbolData[];
};
/**
* Symbols that can be attached to the main body of a creature,
* at a particular attachment point.
*/
const ATTACHMENT_SYMBOLS: AttachmentSymbolMap = (() => {
const result = {} as AttachmentSymbolMap;
for (let type of ATTACHMENT_POINT_TYPES) {
result[type] = SvgVocabulary.items.filter((data) => {
const { meta } = data;
// If we have no metadata whatsoever, it can attach anywhere.
if (!meta) return true;
if (meta.always_be_nested === true) {
// This symbol should *only* ever be nested, so return false.
return false;
}
// If we have no "attach_to", it can attach anywhere.
if (!meta.attach_to) {
return true;
}
// Only attach to points listed in "attach_to".
return meta.attach_to.includes(type);
});
}
return result;
})();
/** Symbols that can be nested within any part of a creature. */
const NESTED_SYMBOLS = SvgVocabulary.items.filter(
// Since we don't currently support recursive nesting, ignore anything that
// wants nested children.
(data) =>
data.meta?.always_nest !== true && data.meta?.never_be_nested !== true
);
/**
* Given a parent symbol, return an array of random children to be nested within
* it.
*
* Can return an empty array e.g. if the parent symbol doesn't have
* any nesting areas.
*/
function getNestingChildren(
parent: SvgSymbolData,
rng: Random,
preferNesting?: boolean
): NestedCreatureSymbol[] {
const { meta, specs } = parent;
if ((meta?.always_nest || preferNesting) && specs?.nesting) {
const indices = range(specs.nesting.length);
const child = rng.choice(NESTED_SYMBOLS);
return [
{
data: child,
attachments: [],
nests: [],
indices,
invertColors: meta?.invert_nested ?? false,
},
];
}
return [];
}
/**
* Randomly creates a symbol with the given number of
* types of attachments. The symbol itself, and where the
* attachments are attached, are chosen randomly.
*/
function getSymbolWithAttachments(
numAttachmentKinds: number,
{ rng, randomlyInvert: randomlyInvertSymbols }: CreatureGeneratorOptions
): CreatureSymbol {
const root = rng.choice(ROOT_SYMBOLS);
const randomlyInvertRng = rng.clone();
const shouldInvert = () =>
randomlyInvertSymbols ? randomlyInvertRng.bool() : false;
const result: CreatureSymbol = {
data: root,
attachments: [],
nests: getNestingChildren(root, rng, true),
invertColors: shouldInvert(),
};
if (root.specs) {
const attachmentKinds = rng.uniqueChoices(
Array.from(iterAttachmentPoints(root.specs))
.filter((point) => point.type !== "anchor")
.map((point) => point.type),
numAttachmentKinds
);
for (let kind of attachmentKinds) {
const attachment = rng.choice(ATTACHMENT_SYMBOLS[kind]);
const indices = range(root.specs[kind]?.length ?? 0);
result.attachments.push({
data: attachment,
attachTo: kind,
indices,
attachments: [],
nests: getNestingChildren(attachment, rng),
invertColors: shouldInvert(),
});
}
}
return result;
}
type CreatureGeneratorOptions = {
rng: Random;
randomlyInvert: boolean;
};
type CreatureGenerator = (options: CreatureGeneratorOptions) => CreatureSymbol;
/**
* Each index of this array represents the algorithm we use to
* randomly construct a creature with a particular "complexity level".
*
* For instance, the algorithm used to create a creature with
* complexity level 0 will be the first item of this array.
*/
const COMPLEXITY_LEVEL_GENERATORS: CreatureGenerator[] = [
...range(5).map((i) => getSymbolWithAttachments.bind(null, i)),
];
const MAX_COMPLEXITY_LEVEL = COMPLEXITY_LEVEL_GENERATORS.length - 1;
const INITIAL_COMPLEXITY_LEVEL = 2;
function getDownloadBasename(randomSeed: number) {
return `mystic-symbolic-creature-${randomSeed}`;
}
function creatureHasSymbol(
creature: CreatureSymbol,
symbol: SvgSymbolData
): boolean {
if (creature.data === symbol) return true;
if (creature.attachments.some((a) => creatureHasSymbol(a, symbol)))
return true;
return creature.nests.some((n) => creatureHasSymbol(n, symbol));
}
function repeatUntilSymbolIsIncluded(
symbol: SvgSymbolData,
rng: Random,
createCreature: (rng: Random) => CreatureSymbol,
maxAttempts = 10_000
): CreatureSymbol {
if (symbol === EMPTY_SVG_SYMBOL_DATA) return createCreature(rng);
for (let i = 0; i < maxAttempts; i++) {
const creature = createCreature(rng);
if (creatureHasSymbol(creature, symbol)) return creature;
}
// We don't want to hold up the UI forever so just log a message and
// return *something*.
console.log(
`Tried to create a creature with the ${symbol.name} symbol ` +
`but gave up after ${maxAttempts} attempts.`
);
return createCreature(rng);
}
export const CreaturePage: React.FC<{}> = () => {
const svgRef = useRef<SVGSVGElement>(null);
const [randomSeed, setRandomSeed] = useState<number>(Date.now());
const [randomlyInvert, setRandomlyInvert] = useState(true);
const [compCtx, setCompCtx] = useState(createSvgCompositionContext());
const [complexity, setComplexity] = useState(INITIAL_COMPLEXITY_LEVEL);
const defaultCtx = useContext(CreatureContext);
const newRandomSeed = () => setRandomSeed(Date.now());
const ctx: CreatureContextType = noFillIfShowingSpecs({
...defaultCtx,
...compCtx,
});
const [alwaysInclude, setAlwaysInclude] = useState<SvgSymbolData>(
EMPTY_SVG_SYMBOL_DATA
);
const creature = useMemo(
() =>
repeatUntilSymbolIsIncluded(
alwaysInclude,
new Random(randomSeed),
(rng) =>
COMPLEXITY_LEVEL_GENERATORS[complexity]({
rng,
randomlyInvert,
})
),
[alwaysInclude, complexity, randomSeed, randomlyInvert]
);
return (
<Page title="Creature!">
<div className="sidebar">
<CompositionContextWidget ctx={compCtx} onChange={setCompCtx} />
<div className="thingy">
<NumericSlider
label="Random creature complexity"
min={0}
max={MAX_COMPLEXITY_LEVEL}
step={1}
value={complexity}
onChange={(value) => {
setComplexity(value);
newRandomSeed();
}}
/>
</div>
<div className="thingy">
<Checkbox
label="Randomly invert symbols"
value={randomlyInvert}
onChange={setRandomlyInvert}
/>
</div>
<RandomizerWidget
onColorsChange={(colors) => setCompCtx({ ...compCtx, ...colors })}
onSymbolsChange={newRandomSeed}
>
<div className="thingy">
<VocabularyWidget
label="Always include this symbol"
value={alwaysInclude}
onChange={setAlwaysInclude}
choices={SvgVocabularyWithBlank}
/>
</div>
</RandomizerWidget>
<div className="thingy">
<ExportWidget
basename={getDownloadBasename(randomSeed)}
svgRef={svgRef}
/>
</div>
</div>
<div className="canvas" style={{ backgroundColor: compCtx.background }}>
<CreatureContext.Provider value={ctx}>
<HoverDebugHelper>
<AutoSizingSvg
padding={20}
ref={svgRef}
bgColor={compCtx.background}
>
<SvgTransform transform={svgScale(0.5)}>
<CreatureSymbol {...creature} />
</SvgTransform>
</AutoSizingSvg>
</HoverDebugHelper>
</CreatureContext.Provider>
</div>
</Page>
);
};