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Copilot AI commented Aug 28, 2025

This PR implements a comprehensive World Creation Library that provides core logic and utilities for procedurally generating and managing game worlds, including terrain, environments, and structures.

What's Added

Core Components

WorldCreator Class - The main orchestrator for world generation with methods for:

  • generateWorld() - Complete world generation with all components
  • generateTerrain() - Procedural terrain features (mountains, rivers, caves, etc.)
  • generateStructures() - Intelligent structure placement (villages, towers, ruins, temples)
  • distributeBiomes() - Realistic biome clustering and distribution
  • placeDungeonEntrances() - Strategic dungeon entrance placement
  • generateEnvironments() - Dynamic weather and environmental effects

Factory Functions - High-level interface for easy world creation:

  • createWorld() - Creates complete world with metadata
  • getWorldCreationRecommendations() - Difficulty-based configuration presets

Type Definitions - Comprehensive interfaces for world components:

  • WorldCreationOptions, WorldMap, TerrainFeature, Structure, Environment

Key Features

Difficulty-Based Scaling

All generation parameters automatically scale based on difficulty:

  • Easy: 50x50 worlds, high structure density, simple terrain, 3 dungeons
  • Medium: 75x75 worlds, moderate complexity, 5 dungeons
  • Hard: 100x100 worlds, complex terrain, 7 dungeons
  • Legendary: 150x150 worlds, maximum complexity, 10 dungeons

Intelligent Generation

  • Biome Clustering: Creates realistic biome transitions using neighbor-based algorithms
  • Structure Placement: Maintains minimum distances between structures and dungeons
  • Terrain Features: Generates elevation, traversability, resources, and hazards
  • Environmental Effects: Dynamic weather with magical auras and special conditions

Seamless Integration

  • Works with existing World class for entropy management
  • Uses existing Biomes class for terrain types and difficulty modifiers
  • Integrates with Dungeon generation system for entrance placement
  • Leverages Utilities class for consistent random generation

Example Usage

import { createWorld, getWorldCreationRecommendations } from "./gameLoop/world/worldCreation";
import { DifficultyEnum } from "./types/utilityTypes";

// Get recommended settings and create world
const options = getWorldCreationRecommendations(DifficultyEnum.Hard);
const createdWorld = createWorld("Adventure World", DifficultyEnum.Hard, options);

console.log(`Generated ${createdWorld.worldMap.width}x${createdWorld.worldMap.height} world`);
console.log(`${createdWorld.worldMap.structures.length} structures placed`);
console.log(`${createdWorld.worldMap.dungeonEntrances.length} dungeon entrances`);

Implementation Details

The implementation follows established code patterns and maintains backward compatibility. All new code compiles successfully and integrates without modifying existing functionality. The library provides both fine-grained control for specific use cases and high-level factory functions for common scenarios.

Comprehensive documentation is included in WORLD_CREATION_LIBRARY.md with usage examples, configuration options, and integration details.

Fixes #1.


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Copilot AI commented Aug 28, 2025

@LSanchez17 👋 This repository doesn't have Copilot instructions. With Copilot instructions, I can understand the repository better, work faster and produce higher quality PRs.

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…e, and environment generation

Co-authored-by: LSanchez17 <[email protected]>
Copilot AI changed the title [WIP] Create World Creation Library Class Create World Creation Library Class for comprehensive procedural world generation Aug 28, 2025
Copilot AI requested a review from LSanchez17 August 28, 2025 19:01
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@LSanchez17 LSanchez17 left a comment

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complex, i'll pare you down later

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Create World Creation Library Class

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