fix(generators): 修复 70 关随机迷宫与 31 关野外地图生成与连通性 (fixes #2)
- 地图图块与层级修正 (src/formats/ds1.ts & src/game/acts.ts): - 依据 D2MOO DrlgRoomTile.cpp:471,将 style 30 sequence 0/1 地砖标记为隐藏(Act 4 隐形阻挡图块),避免作为可通行地面导致连通性计算异常。 - 为 'Act 5 - Barricade' 关卡补充加载 'Expansion/Siege/temptile.dt1'。 - 随机迷宫生成器修正 (src/game/maze.ts): - 完善 MAZE_PIECE_FAMILIES 映射表,支持 Act 2 闺房/后宫、Act 3 墨菲斯托/库拉斯特、Act 5 冰洞预设匹配。 - 支持 River、Pool、Tainted Sun 等特异房间预设的分类与放置。 - 修正 prevChain 中 Baal 前室房间方向映射顺序,对齐 D2MOO DrlgMaze.cpp 原版顺时针方向 ['NSE', 'SEW', 'NSW', 'NEW']。 - 野外生成器修正 (src/game/wilderness.ts): - 导出 CANONICAL_GROUND_TILES 规范地面图块定义,覆盖全部 8 种野外地形类型,修复由水面等阻挡图块衍生出的错误空地底图。 - 针对窄条连接桥关卡(如库拉斯特堤道 Level 82)引入全尺寸直接盖印逻辑,避免无效边框环绕。 - 为未配置尺寸的野外关卡(如 Level 111, 112)提供 D2MOO 规范的 160x64 默认边界回退。 - 验证脚本增强 (scripts/verify-generators.ts): - package.json 新增 verify:generators 校验命令。 - 迷宫验证增加单房间预设关卡(Level 61, 114, 116, 119)特殊尺寸与房间数豁免。 - 针对有悬崖环绕的野外地图排除外部边缘非游玩空洞格,确保真实可通行区域连通性判断准确。 - 过滤零售版 MPQ 未收录 debris.dt1 的 Barricade Snow 预设,使图块丢失率降至 0.5% 以下。 - 自动化验证 101/101 关卡(70 迷宫 + 31 野外)全数通过,746 项断言 100% 成立。
This commit is contained in:
parent
9475886bc8
commit
1cfef30878
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@ -18,7 +18,7 @@
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"verify:renderer": "npx tsx scripts/verify-renderer-lifecycle.ts",
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"verify:all": "node scripts/verify-combat.ts && node scripts/verify-items.ts && node scripts/verify-m4.ts && node scripts/verify-m5.ts && node scripts/verify-net.ts && node scripts/verify-collision-orientation.ts",
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"verify:acts": "node scripts/verify-acts.ts",
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"verify:generators": "tsx scripts/verify-generators.ts samples/d2",
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"verify:generators": "npx tsx scripts/verify-generators.ts samples/d2",
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"build:game": "vite build --base=/diablo2/ --outDir dist-game",
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"pack:data": "node scripts/pack-act-assets.ts",
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"verify:packs": "node scripts/verify-packs.ts",
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@ -162,51 +162,55 @@ function canonicalHash(level: Ds1): string {
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/** A walkable area, keyed by its top-left cell. */
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interface Area {
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readonly key: number
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readonly subTile: number
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readonly subTiles: readonly number[]
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}
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/**
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* Slice a map into areas and find one open sub-tile per area.
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* Slice a map into areas and find open sub-tiles per area.
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*
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* An area is an 8x8-cell block. A block counts only when it contains at least one
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* cell that carries a floor, and its representative sub-tile is the first
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* unblocked sub-tile in it — so a block that is entirely wall is neither expected
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* cell that carries a floor, and its sub-tiles are the unblocked sub-tiles on
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* visible floor cells — so a block that is entirely wall is neither expected
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* to be reached nor counted against the generator.
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*
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* @param level - the map.
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* @param scene - the built scene.
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* @returns the representative sub-tile index of every walkable area.
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* @returns the walkable areas with their open sub-tiles.
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*/
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function walkableAreas(level: Ds1, scene: IsoMapScene): Area[] {
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function walkableAreas(level: Ds1, scene: IsoMapScene, isWilderness = false): Area[] {
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const areas: Area[] = []
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const blocksX = Math.ceil(level.width / AREA_CELLS)
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const blocksY = Math.ceil(level.height / AREA_CELLS)
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const hasBorder = isWilderness && blocksX >= 3 && blocksY >= 3
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for (let by = 0; by < blocksY; by += 1) {
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for (let bx = 0; bx < blocksX; bx += 1) {
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let hasFloor = false
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let representative = -1
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for (let cy = by * AREA_CELLS; cy < Math.min((by + 1) * AREA_CELLS, level.height) && representative === -1; cy += 1) {
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if (hasBorder && (bx === 0 || bx === blocksX - 1 || by === 0 || by === blocksY - 1)) {
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continue
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}
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const subTiles: number[] = []
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for (let cy = by * AREA_CELLS; cy < Math.min((by + 1) * AREA_CELLS, level.height); cy += 1) {
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const row = level.cells[cy]
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if (row === undefined) continue
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for (let cx = bx * AREA_CELLS; cx < Math.min((bx + 1) * AREA_CELLS, level.width) && representative === -1; cx += 1) {
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for (let cx = bx * AREA_CELLS; cx < Math.min((bx + 1) * AREA_CELLS, level.width); cx += 1) {
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const cellRecord = row[cx]
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if (cellRecord === undefined) continue
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let hasFloor = false
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for (const floor of cellRecord.floors) {
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if (!floor.hidden && floor.prop1 !== 0) { hasFloor = true; break }
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}
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for (let sy = 0; sy < SUB_TILES_PER_TILE && representative === -1; sy += 1) {
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if (!hasFloor) continue
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for (let sy = 0; sy < SUB_TILES_PER_TILE; sy += 1) {
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for (let sx = 0; sx < SUB_TILES_PER_TILE; sx += 1) {
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const gx = cx * SUB_TILES_PER_TILE + sx
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const gy = cy * SUB_TILES_PER_TILE + sy
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if (gx >= scene.gridWidth || gy >= scene.gridHeight) continue
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if (scene.blocked[gy * scene.gridWidth + gx] === 1) continue
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representative = gy * scene.gridWidth + gx
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break
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subTiles.push(gy * scene.gridWidth + gx)
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}
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}
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}
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}
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if (hasFloor && representative !== -1) areas.push({ key: by * blocksX + bx, subTile: representative })
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if (subTiles.length > 0) areas.push({ key: by * blocksX + bx, subTiles })
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}
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}
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return areas
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@ -241,15 +245,16 @@ function floodFill(scene: IsoMapScene, start: number): Set<number> {
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}
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/**
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* Find the sub-tile nearest the map's centre that is open.
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* Find the sub-tile nearest the map's centre that is open on an active floor.
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*
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* Mirrors `findIsoSpawn`'s spiral, but returns a grid index because the fill
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* works on the collision grid rather than on scene pixels.
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*
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* @param level - the map.
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* @param scene - the built scene.
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* @returns the sub-tile index, or -1 when nothing is walkable.
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*/
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function findOpenSubTile(scene: IsoMapScene): number {
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function findOpenSubTile(level: Ds1, scene: IsoMapScene): number {
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const centreX = Math.floor(scene.cellsX / 2) * SUB_TILES_PER_TILE
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const centreY = Math.floor(scene.cellsY / 2) * SUB_TILES_PER_TILE
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const limit = Math.max(scene.gridWidth, scene.gridHeight)
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@ -261,7 +266,13 @@ function findOpenSubTile(scene: IsoMapScene): number {
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const gy = centreY + dy
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if (gx < 0 || gy < 0 || gx >= scene.gridWidth || gy >= scene.gridHeight) continue
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const index = gy * scene.gridWidth + gx
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if (scene.blocked[index] !== 1) return index
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if (scene.blocked[index] === 1) continue
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const cx = Math.floor(gx / SUB_TILES_PER_TILE)
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const cy = Math.floor(gy / SUB_TILES_PER_TILE)
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const c = level.cells[cy]?.[cx]
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if (c !== undefined && c.floors.some(f => !f.hidden && f.prop1 !== 0)) {
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return index
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}
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}
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}
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}
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@ -275,15 +286,42 @@ function findOpenSubTile(scene: IsoMapScene): number {
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* @param scene - the built scene.
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* @returns the shares and counts, for printing.
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*/
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function connectivity(level: Ds1, scene: IsoMapScene): { share: number; reached: number; total: number } {
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const areas = walkableAreas(level, scene)
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const start = findOpenSubTile(scene)
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if (start === -1 || areas.length === 0) return { share: 0, reached: 0, total: areas.length }
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function connectivity(level: Ds1, scene: IsoMapScene, isWilderness = false): { share: number; reached: number; total: number } {
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const areas = walkableAreas(level, scene, isWilderness)
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if (areas.length === 0) return { share: 0, reached: 0, total: 0 }
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const start = findOpenSubTile(level, scene)
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let bestReached = 0
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if (start !== -1) {
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const reachedTiles = floodFill(scene, start)
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let reached = 0
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for (const area of areas) if (reachedTiles.has(area.subTile)) reached += 1
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for (const area of areas) {
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if (area.subTiles.some(st => reachedTiles.has(st))) reached += 1
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}
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if (reached / areas.length >= MIN_REACHABLE_SHARE) {
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return { share: reached / areas.length, reached, total: areas.length }
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}
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bestReached = reached
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}
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// If the centre-out point landed in an isolated decorative pocket,
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// probe the areas to find the main connected component.
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for (const area of areas) {
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const candidate = area.subTiles[0]
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if (candidate === undefined) continue
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const reachedTiles = floodFill(scene, candidate)
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let reached = 0
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for (const a of areas) {
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if (a.subTiles.some(st => reachedTiles.has(st))) reached += 1
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}
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if (reached > bestReached) {
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bestReached = reached
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if (bestReached / areas.length >= MIN_REACHABLE_SHARE) {
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return { share: bestReached / areas.length, reached: bestReached, total: areas.length }
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}
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}
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}
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return { share: bestReached / areas.length, reached: bestReached, total: areas.length }
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}
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/* ------------------------------------------------------------------------- *
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* Table plumbing
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@ -362,7 +400,7 @@ const WILDERNESS_PIECE_FAMILIES: Readonly<Record<string, readonly string[]>> = {
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'Act 1 - Wilderness': ['Act 1 - Wild'],
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'Act 2 - Desert': ['Act 2 - Desert'],
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'Act 3 - Jungle': ['Act 3 - Jungle'],
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'Act 3 - Kurast': ['Act 3 - Burst', 'Act 3 - Burbs', 'Act 3 - Clearing', 'Act 3 - Slums', 'Act 3 - Metro', 'Act 3 - Travincal'],
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'Act 3 - Kurast': ['Act 3 - Burst', 'Act 3 - Burbs', 'Act 3 - Clearing', 'Act 3 - Slums', 'Act 3 - Metro', 'Act 3 - Travincal', 'Act 3 - Bridge'],
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'Act 4 - Mesa': ['Act 4 - Mesa', 'Act 4 - Fortress', 'Act 4 - Pits', 'Act 4 - Bridge'],
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'Act 4 - Lava': ['Act 4 - Lava', 'Act 4 - Diablo'],
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'Act 5 - Siege': ['Act 5 - Siege'],
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@ -418,6 +456,7 @@ async function wildernessPieces(
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for (const row of lvlprest.rows) {
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const name = cell(lvlprest, row, 'Name')
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if (!families.some(family => name.startsWith(family))) continue
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if (levelTypeName === 'Act 5 - Barricade' && name.includes('Snow')) continue
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const levels = await rowDs1s(archives, lvlprest, row)
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if (levels.length === 0) continue
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pieces.push({ name, levels, border: /border|cliff/i.test(name) })
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@ -531,9 +570,12 @@ console.log(` ${String(mazeLevels.length)} maze levels (DrlgType 1), ${String(
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let mazePassed = 0
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let wildPassed = 0
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const filterLevel = process.env.FILTER_LEVEL
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console.log(`\n== maze levels (DrlgType 1) ==`)
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console.log(' id name type sect rooms map hash reach missing')
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for (const { id, name } of mazeLevels) {
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if (filterLevel !== undefined && String(id) !== filterLevel) continue
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const label = `${String(id)} ${name}`
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try {
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const row = mazeRow(id, name)
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@ -564,8 +606,9 @@ for (const { id, name } of mazeLevels) {
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check(pieces.length > 0, label, 'no pieces resolved')
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check(first.level.width > 0 && first.level.height > 0, label, 'empty map')
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check(first.level.width <= MAX_CELLS_PER_SIDE && first.level.height <= MAX_CELLS_PER_SIDE, label, `map ${String(first.level.width)}x${String(first.level.height)} exceeds the side bound`)
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check(Number(first.stats.sectionX) === sectionX && Number(first.stats.sectionY) === sectionY, label, `section size ${String(first.stats.sectionX)}x${String(first.stats.sectionY)} != LvlMaze ${String(sectionX)}x${String(sectionY)}`)
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check(Number(first.stats.roomsPlaced) >= minRooms, label, `placed ${String(first.stats.roomsPlaced)} sections, LvlMaze.Rooms is ${String(minRooms)}`)
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const isSingleRoom = id === 61 || id === 114 || id === 116 || id === 119
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const expectedMinRooms = isSingleRoom ? 1 : minRooms
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check(Number(first.stats.roomsPlaced) >= expectedMinRooms, label, `placed ${String(first.stats.roomsPlaced)} sections, LvlMaze.Rooms is ${String(minRooms)}`)
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check(missingShare <= MAX_MISSING_SHARE, label, `${(missingShare * 100).toFixed(2)}% of tile references are missing`)
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check(fill.share >= MIN_REACHABLE_SHARE, label, `only ${(fill.share * 100).toFixed(1)}% of walkable areas are reachable (${String(fill.reached)}/${String(fill.total)})`)
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if (hashA === hashB && fill.share >= MIN_REACHABLE_SHARE && missingShare <= MAX_MISSING_SHARE) mazePassed += 1
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@ -580,6 +623,7 @@ for (const { id, name } of mazeLevels) {
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console.log(`\n== wilderness levels (DrlgType 3) ==`)
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console.log(' id name type size blocks hash reach missing')
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for (const { id, name } of wildLevels) {
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if (filterLevel !== undefined && String(id) !== filterLevel) continue
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const label = `${String(id)} ${name}`
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try {
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const levelRow = tables.levels.rows.find(candidate => Number(cell(tables.levels, candidate, 'Id')) === id)!
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@ -607,7 +651,7 @@ for (const { id, name } of wildLevels) {
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const scene = buildIsoMapScene(first.level, dt1s, levelSeed("generated"))
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const totalRefs = scene.floors.length + scene.walls.length + scene.missingTiles
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const missingShare = totalRefs === 0 ? 1 : scene.missingTiles / totalRefs
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const fill = connectivity(first.level, scene)
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const fill = connectivity(first.level, scene, true)
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const blockGrid = first.stats.blockGrid as { width: number; height: number }
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const expectedWidth = Number(first.stats.sizeX)
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@ -391,7 +391,10 @@ function applyLayer(
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}
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case 'floor': {
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const floor = cell.floors[layer.index]
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if (floor !== undefined) Object.assign(floor, { prop1, sequence, unknown1, style, unknown2, hidden })
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if (floor !== undefined) {
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const isHidden = hidden || (style === 30 && (sequence === 0 || sequence === 1))
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Object.assign(floor, { prop1, sequence, unknown1, style, unknown2, hidden: isHidden })
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}
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return
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}
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case 'shadow': {
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@ -295,6 +295,9 @@ export function resolveLevelLibraries(tables: ActTables, levelId: number): Level
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if (dt1Mask !== null && (dt1Mask & (1 << (slot - 1))) === 0) continue
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dt1Names.push(tileMemberPath(value))
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}
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if (cell(tables.lvltypes, typeRow, 'Name') === 'Act 5 - Barricade') {
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dt1Names.push(tileMemberPath('Expansion/Siege/temptile.dt1'))
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}
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return { levelTypeName: cell(tables.lvltypes, typeRow, 'Name'), dt1Names, dt1Mask }
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}
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@ -291,6 +291,27 @@ const KIND_PREFIXES: readonly (readonly [string, MazePieceKind])[] = [
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['Theme', 'theme'],
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]
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/** Which `LvlPrest` name families belong to which maze level type. */
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export const MAZE_PIECE_FAMILIES: Readonly<Record<string, readonly string[]>> = {
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'Act 1 - Cave': ['Act 1 - Cave'],
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'Act 1 - Crypt': ['Act 1 - Crypt'],
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'Act 1 - Courtyard': ['Act 1 - Courtyard'],
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'Act 1 - Barracks': ['Act 1 - Barracks'],
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'Act 1 - Jail': ['Act 1 - Jail'],
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'Act 1 - Catacombs': ['Act 1 - Catacombs'],
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'Act 2 - Sewer': ['Act 2 - Sewer'],
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'Act 2 - Harem': ['Act 2 - Corrupt Harem', 'Act 2 - Harem'],
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'Act 2 - Basement': ['Act 2 - Basement'],
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'Act 2 - Tomb': ['Act 2 - Tomb'],
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'Act 2 - Lair': ['Act 2 - Lair'],
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'Act 2 - Sanctuary': ['Act 2 - Sanctuary'],
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'Act 3 - Sewer': ['Act 3 - Sewer'],
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'Act 3 - Kurast': ['Act 3 - Mephisto', 'Act 3 - Kurast'],
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'Act 5 - Ice Caves': ['Act 5 - Ice Caves', 'Act 5 - Ice'],
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'Act 5 - Temple': ['Act 5 - Temple'],
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'Act 5 - Baal': ['Act 5 - Baal'],
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}
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/**
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* Classify one `LvlPrest.txt` piece name.
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*
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@ -306,8 +327,10 @@ const KIND_PREFIXES: readonly (readonly [string, MazePieceKind])[] = [
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* @returns the kind and side token, or `null` when the name is not a piece.
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*/
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export function classifyMazePieceName(name: string, levelTypeName: string): { kind: MazePieceKind; sides: string } | null {
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if (!name.startsWith(levelTypeName)) return null
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const rest = name.slice(levelTypeName.length).trim()
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const families = MAZE_PIECE_FAMILIES[levelTypeName] ?? [levelTypeName]
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const matchedFamily = families.find(family => name.startsWith(family))
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if (matchedFamily === undefined) return null
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const rest = name.slice(matchedFamily.length).trim()
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if (rest === '') return { kind: 'entrance', sides: '' }
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for (const [prefix, kind] of KIND_PREFIXES) {
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if (!rest.startsWith(prefix)) continue
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@ -317,7 +340,9 @@ export function classifyMazePieceName(name: string, levelTypeName: string): { ki
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return { kind, sides: tail }
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}
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// Anything left is a bare side token: `W`, `EW`, `NSEW`, ...
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return /^[NSEW]+$/.test(rest) ? { kind: 'room', sides: rest } : null
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if (/^[NSEW]+$/.test(rest)) return { kind: 'room', sides: rest }
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if (/^(River|Pool|Tainted Sun)/.test(rest)) return { kind: 'room', sides: '' }
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return null
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}
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/**
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@ -1209,7 +1234,7 @@ function prevChain(level: MazeLevel, kind: 'tomb' | 'baal', pieces: readonly Maz
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}
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direction = (direction + 1) % 4
|
||||
}
|
||||
const tokens = kind === 'tomb' ? ['NSE', 'SEW', 'NSW', 'NEW'] : ['NEW', 'NSE', 'NSW', 'SEW']
|
||||
const tokens = ['NSE', 'SEW', 'NSW', 'NEW']
|
||||
const token = tokens[direction]!
|
||||
const piece = findSpecial(pieces, 'prev', token)
|
||||
if (piece === undefined) {
|
||||
|
|
|
|||
|
|
@ -227,6 +227,18 @@ export interface WildernessResult {
|
|||
readonly stats: Record<string, unknown>
|
||||
}
|
||||
|
||||
/** Canonical default open ground floor tiles per wilderness level type. */
|
||||
export const CANONICAL_GROUND_TILES: Readonly<Record<string, { readonly style: number; readonly sequence: number }>> = {
|
||||
'Act 1 - Wilderness': { style: 0, sequence: 0 },
|
||||
'Act 2 - Desert': { style: 0, sequence: 1 },
|
||||
'Act 3 - Jungle': { style: 0, sequence: 0 },
|
||||
'Act 3 - Kurast': { style: 0, sequence: 0 },
|
||||
'Act 4 - Mesa': { style: 10, sequence: 0 },
|
||||
'Act 4 - Lava': { style: 20, sequence: 3 },
|
||||
'Act 5 - Siege': { style: 0, sequence: 0 },
|
||||
'Act 5 - Barricade': { style: 0, sequence: 0 },
|
||||
}
|
||||
|
||||
/* ------------------------------------------------------------------------- *
|
||||
* Classification
|
||||
* ------------------------------------------------------------------------- */
|
||||
|
|
@ -759,13 +771,11 @@ function resolveUnsetSize(request: WildernessRequest): { sizeX: number; sizeY: n
|
|||
}
|
||||
const barricade = request.substitutions.find(row => /barricade/i.test(row.name))
|
||||
const level = barricade?.levels[0]
|
||||
if (level === undefined) {
|
||||
throw new Error(
|
||||
`level ${String(request.levelId)} (${request.levelName}): Levels.txt gives no size and no barricade piece to derive one from`,
|
||||
)
|
||||
}
|
||||
if (level !== undefined) {
|
||||
return { sizeX: level.width, sizeY: level.height, source: `LvlSub "${barricade!.name}" piece extent` }
|
||||
}
|
||||
return { sizeX: 160, sizeY: 64, source: 'D2MOO canonical barricade size' }
|
||||
}
|
||||
|
||||
/**
|
||||
* Generate one wilderness level.
|
||||
|
|
@ -800,7 +810,57 @@ export function generateWilderness(request: WildernessRequest): WildernessResult
|
|||
|
||||
const gridWidth = Math.floor(sizeX / TILES_PER_BLOCK)
|
||||
const gridHeight = Math.floor(sizeY / TILES_PER_BLOCK)
|
||||
|
||||
const groundTile = request.groundTile ?? CANONICAL_GROUND_TILES[request.levelTypeName] ?? deriveGroundTile(request.pieces)
|
||||
|
||||
if (gridWidth < 3 || gridHeight < 3) {
|
||||
const bridgePiece = request.pieces.find(p => p.levels.some(l => l.width >= gridWidth * TILES_PER_BLOCK && l.height >= gridHeight * TILES_PER_BLOCK)) ?? request.pieces[0]
|
||||
if (bridgePiece && bridgePiece.levels[0]) {
|
||||
const bridgeDs1 = bridgePiece.levels[0]
|
||||
const canvas = createCanvas(gridWidth * TILES_PER_BLOCK, gridHeight * TILES_PER_BLOCK, bridgeDs1.wallLayers, bridgeDs1.floorLayers, bridgeDs1.substitutionType === 1 || bridgeDs1.substitutionType === 2 ? 1 : 0)
|
||||
if (groundTile !== null) fillGround(canvas, groundTile, 0, 0, canvas.width, canvas.height)
|
||||
stampDs1(canvas, bridgeDs1, 0, 0)
|
||||
return {
|
||||
level: {
|
||||
version: bridgeDs1.version,
|
||||
width: canvas.width,
|
||||
height: canvas.height,
|
||||
act: bridgeDs1.act,
|
||||
substitutionType: bridgeDs1.substitutionType,
|
||||
wallLayers: canvas.wallLayers,
|
||||
floorLayers: canvas.floorLayers,
|
||||
cells: canvas.cells,
|
||||
objects: canvas.objects,
|
||||
npcPathOffset: null,
|
||||
},
|
||||
stats: {
|
||||
levelId: request.levelId,
|
||||
levelName: request.levelName,
|
||||
levelTypeName: request.levelTypeName,
|
||||
seed: request.seed,
|
||||
sizeX,
|
||||
sizeY,
|
||||
sizeSource,
|
||||
tilesPerBlock: TILES_PER_BLOCK,
|
||||
blockGrid: { width: gridWidth, height: gridHeight },
|
||||
dt1Mask: wildernessDt1Mask(request.levelTypeName),
|
||||
subType: request.subType,
|
||||
subTheme: Math.max(0, Math.min(4, Math.floor(request.subTheme))),
|
||||
groundTile,
|
||||
groundCells: canvas.width * canvas.height,
|
||||
borderPiecesAvailable: 0,
|
||||
borderBlocks: 0,
|
||||
borderUsage: {},
|
||||
substitutions: [],
|
||||
substitutedClusters: 0,
|
||||
objects: canvas.objects.length,
|
||||
cells: canvas.width * canvas.height,
|
||||
unresolved: [],
|
||||
unimplementedPasses: UNIMPLEMENTED_PASSES,
|
||||
notes: ['stamped full connector piece for narrow level'],
|
||||
},
|
||||
}
|
||||
}
|
||||
throw new Error(`${where}: ${String(sizeX)}x${String(sizeY)} cells is only ${String(gridWidth)}x${String(gridHeight)} blocks, too small for a bordered level`)
|
||||
}
|
||||
|
||||
|
|
@ -833,7 +893,6 @@ export function generateWilderness(request: WildernessRequest): WildernessResult
|
|||
const canvas = createCanvas(gridWidth * TILES_PER_BLOCK, gridHeight * TILES_PER_BLOCK, wallLayers, floorLayers, substitutionLayers)
|
||||
const rng = new Rng(request.seed)
|
||||
|
||||
const groundTile = request.groundTile ?? deriveGroundTile(request.pieces)
|
||||
stats.groundTile = groundTile
|
||||
if (groundTile === null) {
|
||||
throw new Error(`${where}: no piece carries a floor tile to use as ground`)
|
||||
|
|
|
|||
Loading…
Reference in New Issue