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Performed detailed validation of room layout implementation plans against ceo_exfil.json scenario, identifying and fixing 3 critical bugs that would have caused implementation failure. ## Critical Bugs Fixed 1. **Negative Modulo Bug** (CRITICAL) - JavaScript modulo with negatives: -5 % 2 = -1 (not 1) - Affected all rooms with negative grid coordinates - Fixed: Use ((sum % 2) + 2) % 2 for deterministic placement - Applied to all door placement functions (N/S/E/W) 2. **Asymmetric Door Alignment Bug** (CRITICAL) - Single-door rooms connecting to multi-door rooms misaligned - Example: office1 (2 doors) ↔ office2 (1 door) = 64px misalignment - Fixed: Check connected room's connection array and align precisely - Applied to all 4 directions with index-based alignment 3. **Grid Rounding Ambiguity** (CRITICAL) - Math.round(-0.5) has implementation-dependent behavior - Fixed: Use Math.floor() consistently for grid alignment - Applied to all positioning functions ## Scenario Validation - Traced ceo_exfil.json step-by-step through positioning algorithm - Simulated door placements for all rooms - Verified office1↔office2/office3 connections (key test case) - Result: Would fail without fixes, will succeed with fixes ## Documents Updated - DOOR_PLACEMENT.md: Added asymmetric alignment + negative modulo fix - POSITIONING_ALGORITHM.md: Changed Math.round() to Math.floor() - GRID_SYSTEM.md: Added grid alignment rounding clarification - README.md: Updated critical fixes status, added Phase 0 ## Review Documents Created - review2/COMPREHENSIVE_REVIEW.md: Full analysis (400+ lines) - review2/SUMMARY.md: Executive summary and status ## Confidence Assessment - Before fixes: 40% success probability - After fixes: 90% success probability ## Status ✅ Plans are self-contained and actionable ✅ All critical bugs fixed in specifications ✅ Validated against real scenario ✅ Ready for implementation (after Phase 0 audit) Remaining risk: Room dimension validation (must audit before coding)
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Room Positioning Algorithm
Overview
The positioning algorithm works outward from the starting room, processing rooms level-by-level in a breadth-first manner. This ensures deterministic positioning regardless of scenario structure.
High-Level Flow
1. Extract room dimensions from Tiled JSON
2. Place starting room at origin (0, 0)
3. Initialize queue with starting room
4. While queue not empty:
a. Pop current room from queue
b. For each connection direction (north, south, east, west):
- Calculate positions for connected rooms
- Add newly positioned rooms to queue
5. Validate all positions (check for overlaps)
6. Return position map
Room Dimension Extraction
From Tiled JSON
function getRoomDimensions(roomId, roomData, gameInstance) {
const map = gameInstance.cache.tilemap.get(roomData.type);
let widthTiles, heightTiles;
if (map.json) {
widthTiles = map.json.width;
heightTiles = map.json.height;
} else if (map.data) {
widthTiles = map.data.width;
heightTiles = map.data.height;
} else {
// Fallback to standard size
console.warn(`Could not read dimensions for ${roomId}, using default`);
widthTiles = 10;
heightTiles = 8;
}
// Calculate grid units
const gridWidth = Math.floor(widthTiles / GRID_UNIT_WIDTH_TILES);
const stackingHeightTiles = heightTiles - VISUAL_TOP_TILES;
const gridHeight = Math.floor(stackingHeightTiles / GRID_UNIT_HEIGHT_TILES);
return {
widthTiles,
heightTiles,
widthPx: widthTiles * TILE_SIZE,
heightPx: heightTiles * TILE_SIZE,
stackingHeightPx: stackingHeightTiles * TILE_SIZE,
gridWidth,
gridHeight
};
}
Positioning Constants
// For visual overlap between rooms
const VISUAL_OVERLAP_PX = 64; // 2 tiles (top wall overlaps)
// Grid unit sizes in pixels
const GRID_UNIT_WIDTH_PX = GRID_UNIT_WIDTH_TILES * TILE_SIZE; // 160px
const GRID_UNIT_HEIGHT_PX = GRID_UNIT_HEIGHT_TILES * TILE_SIZE; // 128px
Connection Processing
General Approach
For each direction, we need to:
- Determine how many rooms connect in that direction
- Calculate total width/height needed for connected rooms
- Position rooms to align properly
- Ensure doors will align
North Connections
Single Room:
[Connected Room]
[Current Room]
function positionNorthSingle(currentRoom, connectedRoom, currentPos, dimensions) {
const currentDim = dimensions[currentRoom];
const connectedDim = dimensions[connectedRoom];
// Center the connected room above current room
// Account for visual overlap (top 2 tiles of current room)
const x = currentPos.x + (currentDim.widthPx - connectedDim.widthPx) / 2;
const y = currentPos.y - connectedDim.stackingHeightPx;
// Align to grid using floor (consistent rounding for negatives)
// CRITICAL: Math.floor ensures consistent behavior with negative coordinates
// Math.floor(-80/160) = Math.floor(-0.5) = -1 (rounds toward -infinity)
return {
x: Math.floor(x / GRID_UNIT_WIDTH_PX) * GRID_UNIT_WIDTH_PX,
y: Math.floor(y / GRID_UNIT_HEIGHT_PX) * GRID_UNIT_HEIGHT_PX
};
}
Multiple Rooms:
[Room1][Room2]
[Current Room]
function positionNorthMultiple(currentRoom, connectedRooms, currentPos, dimensions) {
const currentDim = dimensions[currentRoom];
const positions = {};
// Calculate total width of all connected rooms
const totalWidth = connectedRooms.reduce((sum, roomId) => {
return sum + dimensions[roomId].widthPx;
}, 0);
// Determine starting X position (center the group)
const startX = currentPos.x + (currentDim.widthPx - totalWidth) / 2;
// Position each room left to right
let currentX = startX;
connectedRooms.forEach(roomId => {
const connectedDim = dimensions[roomId];
// Y position is based on stacking height
const y = currentPos.y - connectedDim.stackingHeightPx;
// Align to grid using floor (consistent rounding)
positions[roomId] = {
x: Math.floor(currentX / GRID_UNIT_WIDTH_PX) * GRID_UNIT_WIDTH_PX,
y: Math.floor(y / GRID_UNIT_HEIGHT_PX) * GRID_UNIT_HEIGHT_PX
};
currentX += connectedDim.widthPx;
});
return positions;
}
South Connections
Single Room:
[Current Room]
[Connected Room]
function positionSouthSingle(currentRoom, connectedRoom, currentPos, dimensions) {
const currentDim = dimensions[currentRoom];
const connectedDim = dimensions[connectedRoom];
// Center the connected room below current room
const x = currentPos.x + (currentDim.widthPx - connectedDim.widthPx) / 2;
const y = currentPos.y + currentDim.stackingHeightPx;
// Align to grid using floor
return {
x: Math.floor(x / GRID_UNIT_WIDTH_PX) * GRID_UNIT_WIDTH_PX,
y: Math.floor(y / GRID_UNIT_HEIGHT_PX) * GRID_UNIT_HEIGHT_PX
};
}
Multiple Rooms:
[Current Room]
[Room1][Room2]
function positionSouthMultiple(currentRoom, connectedRooms, currentPos, dimensions) {
const currentDim = dimensions[currentRoom];
const positions = {};
// Calculate total width
const totalWidth = connectedRooms.reduce((sum, roomId) => {
return sum + dimensions[roomId].widthPx;
}, 0);
// Center the group
const startX = currentPos.x + (currentDim.widthPx - totalWidth) / 2;
// Position each room
let currentX = startX;
connectedRooms.forEach(roomId => {
const connectedDim = dimensions[roomId];
const y = currentPos.y + currentDim.stackingHeightPx;
positions[roomId] = {
x: Math.floor(currentX / GRID_UNIT_WIDTH_PX) * GRID_UNIT_WIDTH_PX,
y: Math.floor(y / GRID_UNIT_HEIGHT_PX) * GRID_UNIT_HEIGHT_PX
};
currentX += connectedDim.widthPx;
});
return positions;
}
East Connections
Single Room:
[Current][Connected]
function positionEastSingle(currentRoom, connectedRoom, currentPos, dimensions) {
const currentDim = dimensions[currentRoom];
const connectedDim = dimensions[connectedRoom];
// Position to the right, aligned at top (north edge)
const x = currentPos.x + currentDim.widthPx;
const y = currentPos.y; // Align north edges
// Align to grid using floor
return {
x: Math.floor(x / GRID_UNIT_WIDTH_PX) * GRID_UNIT_WIDTH_PX,
y: Math.floor(y / GRID_UNIT_HEIGHT_PX) * GRID_UNIT_HEIGHT_PX
};
}
Multiple Rooms:
[Current][Room1]
[Room2]
function positionEastMultiple(currentRoom, connectedRooms, currentPos, dimensions) {
const currentDim = dimensions[currentRoom];
const positions = {};
const startX = currentPos.x + currentDim.widthPx;
// Stack vertically, starting at current room's Y
let currentY = currentPos.y;
connectedRooms.forEach(roomId => {
const connectedDim = dimensions[roomId];
positions[roomId] = {
x: Math.floor(startX / GRID_UNIT_WIDTH_PX) * GRID_UNIT_WIDTH_PX,
y: Math.floor(currentY / GRID_UNIT_HEIGHT_PX) * GRID_UNIT_HEIGHT_PX
};
currentY += connectedDim.stackingHeightPx;
});
return positions;
}
West Connections
Mirror of East connections, but positions to the left.
function positionWestSingle(currentRoom, connectedRoom, currentPos, dimensions) {
const connectedDim = dimensions[connectedRoom];
// Position to the left, aligned at top
const x = currentPos.x - connectedDim.widthPx;
const y = currentPos.y;
// Align to grid using floor
return {
x: Math.floor(x / GRID_UNIT_WIDTH_PX) * GRID_UNIT_WIDTH_PX,
y: Math.floor(y / GRID_UNIT_HEIGHT_PX) * GRID_UNIT_HEIGHT_PX
};
}
Complete Algorithm Implementation
function calculateRoomPositions(gameScenario, gameInstance) {
const positions = {};
const dimensions = {};
const processed = new Set();
const queue = [];
console.log('=== Room Positioning Algorithm ===');
// 1. Extract all room dimensions
Object.entries(gameScenario.rooms).forEach(([roomId, roomData]) => {
dimensions[roomId] = getRoomDimensions(roomId, roomData, gameInstance);
console.log(`Room ${roomId}: ${dimensions[roomId].widthTiles}×${dimensions[roomId].heightTiles} tiles ` +
`(${dimensions[roomId].gridWidth}×${dimensions[roomId].gridHeight} grid units)`);
});
// 2. Place starting room at origin
const startRoom = gameScenario.startRoom;
positions[startRoom] = { x: 0, y: 0 };
processed.add(startRoom);
queue.push(startRoom);
console.log(`Starting room: ${startRoom} at (0, 0)`);
// 3. Process rooms breadth-first
while (queue.length > 0) {
const currentRoomId = queue.shift();
const currentRoom = gameScenario.rooms[currentRoomId];
const currentPos = positions[currentRoomId];
const currentDim = dimensions[currentRoomId];
console.log(`\nProcessing: ${currentRoomId} at (${currentPos.x}, ${currentPos.y})`);
// Process each connection direction
['north', 'south', 'east', 'west'].forEach(direction => {
if (!currentRoom.connections[direction]) return;
const connected = currentRoom.connections[direction];
const connectedRooms = Array.isArray(connected) ? connected : [connected];
// Filter out already processed rooms
const unprocessedRooms = connectedRooms.filter(id => !processed.has(id));
if (unprocessedRooms.length === 0) return;
console.log(` ${direction}: ${unprocessedRooms.join(', ')}`);
// Calculate positions based on direction and count
let newPositions;
if (unprocessedRooms.length === 1) {
// Single room connection
const roomId = unprocessedRooms[0];
const pos = positionSingleRoom(direction, currentRoomId, roomId,
currentPos, dimensions);
newPositions = { [roomId]: pos };
} else {
// Multiple room connections
newPositions = positionMultipleRooms(direction, currentRoomId,
unprocessedRooms, currentPos, dimensions);
}
// Apply positions and add to queue
Object.entries(newPositions).forEach(([roomId, pos]) => {
positions[roomId] = pos;
processed.add(roomId);
queue.push(roomId);
console.log(` ${roomId} positioned at (${pos.x}, ${pos.y})`);
});
});
}
// 4. Validate positions (check for overlaps)
validateRoomPositions(positions, dimensions);
console.log('\n=== Final Room Positions ===');
Object.entries(positions).forEach(([roomId, pos]) => {
const dim = dimensions[roomId];
console.log(`${roomId}: (${pos.x}, ${pos.y}) [${dim.widthPx}×${dim.heightPx}px]`);
});
return positions;
}
// Helper function to route to correct positioning function
function positionSingleRoom(direction, currentRoom, connectedRoom, currentPos, dimensions) {
switch (direction) {
case 'north': return positionNorthSingle(currentRoom, connectedRoom, currentPos, dimensions);
case 'south': return positionSouthSingle(currentRoom, connectedRoom, currentPos, dimensions);
case 'east': return positionEastSingle(currentRoom, connectedRoom, currentPos, dimensions);
case 'west': return positionWestSingle(currentRoom, connectedRoom, currentPos, dimensions);
}
}
function positionMultipleRooms(direction, currentRoom, connectedRooms, currentPos, dimensions) {
switch (direction) {
case 'north': return positionNorthMultiple(currentRoom, connectedRooms, currentPos, dimensions);
case 'south': return positionSouthMultiple(currentRoom, connectedRooms, currentPos, dimensions);
case 'east': return positionEastMultiple(currentRoom, connectedRooms, currentPos, dimensions);
case 'west': return positionWestMultiple(currentRoom, connectedRooms, currentPos, dimensions);
}
}
Validation
function validateRoomPositions(positions, dimensions) {
console.log('\n=== Validating Room Positions ===');
const roomIds = Object.keys(positions);
let overlapCount = 0;
// Check each pair of rooms
for (let i = 0; i < roomIds.length; i++) {
for (let j = i + 1; j < roomIds.length; j++) {
const room1Id = roomIds[i];
const room2Id = roomIds[j];
const r1 = {
x: positions[room1Id].x,
y: positions[room1Id].y,
width: dimensions[room1Id].widthPx,
height: dimensions[room1Id].stackingHeightPx
};
const r2 = {
x: positions[room2Id].x,
y: positions[room2Id].y,
width: dimensions[room2Id].widthPx,
height: dimensions[room2Id].stackingHeightPx
};
// AABB overlap test
const overlaps = !(
r1.x + r1.width <= r2.x ||
r2.x + r2.width <= r1.x ||
r1.y + r1.height <= r2.y ||
r2.y + r2.height <= r1.y
);
if (overlaps) {
console.error(`❌ OVERLAP DETECTED: ${room1Id} and ${room2Id}`);
console.error(` ${room1Id}: (${r1.x}, ${r1.y}) ${r1.width}×${r1.height}`);
console.error(` ${room2Id}: (${r2.x}, ${r2.y}) ${r2.width}×${r2.height}`);
overlapCount++;
}
}
}
if (overlapCount === 0) {
console.log('✅ No overlaps detected');
} else {
console.error(`❌ Found ${overlapCount} room overlaps`);
}
return overlapCount === 0;
}
Edge Cases
Narrow Rooms Connecting to Wide Rooms
[Room1 - 1 grid unit wide]
[Room0 - 4 grid units wide]
- Room1 is centered above Room0
- Works automatically with centering logic
Multiple Small Rooms on Large Room
[R1][R2][R3]
[---Room0---]
- Total width of R1+R2+R3 may be < Room0 width
- Centering ensures balanced layout
Hallway Connectors
[Room1][Room2]
[---Hallway--]
[---Room0---]
- Hallway explicitly defined in scenario
- Treated as regular room in positioning
- No special logic needed