247 wiersze
7.3 KiB
TypeScript
247 wiersze
7.3 KiB
TypeScript
import React, { useContext, useRef, useState } from "react";
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import { SvgVocabulary } from "../svg-vocabulary";
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import { noFillIfShowingSpecs, SvgSymbolData } from "../svg-symbol";
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import {
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AttachmentPointType,
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ATTACHMENT_POINT_TYPES,
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iterAttachmentPoints,
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} from "../specs";
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import { Random } from "../random";
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import { range } from "../util";
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import { AutoSizingSvg } from "../auto-sizing-svg";
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import { ExportWidget } from "../export-svg";
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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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import { svgScale, SvgTransform } from "../svg-transform";
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import { NumericSlider } from "../numeric-slider";
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import { Checkbox } from "../checkbox";
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import {
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CompositionContextWidget,
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createSvgCompositionContext,
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} from "../svg-composition-context";
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import { Page } from "../page";
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import { RandomizerWidget } from "../randomizer-widget";
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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.items.filter(
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(data) => data.meta?.always_be_nested !== true
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);
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type AttachmentSymbolMap = {
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[key in AttachmentPointType]: SvgSymbolData[];
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};
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/**
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* Symbols that can be attached to the main body of a creature,
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* at a particular attachment point.
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*/
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const ATTACHMENT_SYMBOLS: AttachmentSymbolMap = (() => {
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const result = {} as AttachmentSymbolMap;
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for (let type of ATTACHMENT_POINT_TYPES) {
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result[type] = SvgVocabulary.items.filter((data) => {
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const { meta } = data;
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// If we have no metadata whatsoever, it can attach anywhere.
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if (!meta) return true;
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if (meta.always_be_nested === true) {
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// This symbol should *only* ever be nested, so return false.
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return false;
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}
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// If we have no "attach_to", it can attach anywhere.
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if (!meta.attach_to) {
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return true;
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}
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// Only attach to points listed in "attach_to".
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return meta.attach_to.includes(type);
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});
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}
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return result;
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})();
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/** Symbols that can be nested within any part of a creature. */
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const NESTED_SYMBOLS = SvgVocabulary.items.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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* 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, randomlyInvert: randomlyInvertSymbols }: CreatureGeneratorOptions
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): CreatureSymbol {
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const root = rng.choice(ROOT_SYMBOLS);
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const randomlyInvertRng = rng.clone();
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const shouldInvert = () =>
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randomlyInvertSymbols ? randomlyInvertRng.bool() : false;
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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: shouldInvert(),
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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[kind]);
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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: shouldInvert(),
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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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type CreatureGeneratorOptions = {
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rng: Random;
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randomlyInvert: boolean;
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};
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type CreatureGenerator = (options: CreatureGeneratorOptions) => 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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];
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const MAX_COMPLEXITY_LEVEL = COMPLEXITY_LEVEL_GENERATORS.length - 1;
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const INITIAL_COMPLEXITY_LEVEL = 2;
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function getDownloadBasename(randomSeed: number) {
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return `mystic-symbolic-creature-${randomSeed}`;
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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 [randomSeed, setRandomSeed] = useState<number>(Date.now());
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const [randomlyInvert, setRandomlyInvert] = useState(true);
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const [compCtx, setCompCtx] = useState(createSvgCompositionContext());
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const [complexity, setComplexity] = useState(INITIAL_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 = noFillIfShowingSpecs({
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...defaultCtx,
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...compCtx,
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});
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const creature = COMPLEXITY_LEVEL_GENERATORS[complexity]({
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rng: new Random(randomSeed),
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randomlyInvert,
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});
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return (
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<Page title="Creature!">
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<div className="sidebar">
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<CompositionContextWidget ctx={compCtx} onChange={setCompCtx} />
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<div className="thingy">
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<NumericSlider
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label="Random creature complexity"
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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={(value) => {
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setComplexity(value);
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newRandomSeed();
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}}
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/>
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</div>
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<div className="thingy">
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<Checkbox
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label="Randomly invert symbols"
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value={randomlyInvert}
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onChange={setRandomlyInvert}
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/>
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</div>
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<RandomizerWidget
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onColorsChange={(colors) => setCompCtx({ ...compCtx, ...colors })}
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onSymbolsChange={newRandomSeed}
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/>
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<div className="thingy">
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<ExportWidget
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basename={getDownloadBasename(randomSeed)}
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svgRef={svgRef}
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/>
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</div>
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</div>
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<div className="canvas" style={{ backgroundColor: compCtx.background }}>
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<CreatureContext.Provider value={ctx}>
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<HoverDebugHelper>
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<AutoSizingSvg
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padding={20}
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ref={svgRef}
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bgColor={compCtx.background}
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>
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<SvgTransform transform={svgScale(0.5)}>
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<CreatureSymbol {...creature} />
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</SvgTransform>
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</AutoSizingSvg>
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</HoverDebugHelper>
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</CreatureContext.Provider>
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</div>
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</Page>
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);
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};
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