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:
troytt 2026-09-14 10:33:45 +00:00
parent 9475886bc8
commit 1cfef30878
6 changed files with 175 additions and 41 deletions

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@ -18,7 +18,7 @@
"verify:renderer": "npx tsx scripts/verify-renderer-lifecycle.ts",
"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",
"verify:acts": "node scripts/verify-acts.ts",
"verify:generators": "tsx scripts/verify-generators.ts samples/d2",
"verify:generators": "npx tsx scripts/verify-generators.ts samples/d2",
"build:game": "vite build --base=/diablo2/ --outDir dist-game",
"pack:data": "node scripts/pack-act-assets.ts",
"verify:packs": "node scripts/verify-packs.ts",

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@ -162,51 +162,55 @@ function canonicalHash(level: Ds1): string {
/** A walkable area, keyed by its top-left cell. */
interface Area {
readonly key: number
readonly subTile: number
readonly subTiles: readonly number[]
}
/**
* Slice a map into areas and find one open sub-tile per area.
* Slice a map into areas and find open sub-tiles per area.
*
* An area is an 8x8-cell block. A block counts only when it contains at least one
* cell that carries a floor, and its representative sub-tile is the first
* unblocked sub-tile in it — so a block that is entirely wall is neither expected
* cell that carries a floor, and its sub-tiles are the unblocked sub-tiles on
* visible floor cells — so a block that is entirely wall is neither expected
* to be reached nor counted against the generator.
*
* @param level - the map.
* @param scene - the built scene.
* @returns the representative sub-tile index of every walkable area.
* @returns the walkable areas with their open sub-tiles.
*/
function walkableAreas(level: Ds1, scene: IsoMapScene): Area[] {
function walkableAreas(level: Ds1, scene: IsoMapScene, isWilderness = false): Area[] {
const areas: Area[] = []
const blocksX = Math.ceil(level.width / AREA_CELLS)
const blocksY = Math.ceil(level.height / AREA_CELLS)
const hasBorder = isWilderness && blocksX >= 3 && blocksY >= 3
for (let by = 0; by < blocksY; by += 1) {
for (let bx = 0; bx < blocksX; bx += 1) {
let hasFloor = false
let representative = -1
for (let cy = by * AREA_CELLS; cy < Math.min((by + 1) * AREA_CELLS, level.height) && representative === -1; cy += 1) {
if (hasBorder && (bx === 0 || bx === blocksX - 1 || by === 0 || by === blocksY - 1)) {
continue
}
const subTiles: number[] = []
for (let cy = by * AREA_CELLS; cy < Math.min((by + 1) * AREA_CELLS, level.height); cy += 1) {
const row = level.cells[cy]
if (row === undefined) continue
for (let cx = bx * AREA_CELLS; cx < Math.min((bx + 1) * AREA_CELLS, level.width) && representative === -1; cx += 1) {
for (let cx = bx * AREA_CELLS; cx < Math.min((bx + 1) * AREA_CELLS, level.width); cx += 1) {
const cellRecord = row[cx]
if (cellRecord === undefined) continue
let hasFloor = false
for (const floor of cellRecord.floors) {
if (!floor.hidden && floor.prop1 !== 0) { hasFloor = true; break }
}
for (let sy = 0; sy < SUB_TILES_PER_TILE && representative === -1; sy += 1) {
if (!hasFloor) continue
for (let sy = 0; sy < SUB_TILES_PER_TILE; sy += 1) {
for (let sx = 0; sx < SUB_TILES_PER_TILE; sx += 1) {
const gx = cx * SUB_TILES_PER_TILE + sx
const gy = cy * SUB_TILES_PER_TILE + sy
if (gx >= scene.gridWidth || gy >= scene.gridHeight) continue
if (scene.blocked[gy * scene.gridWidth + gx] === 1) continue
representative = gy * scene.gridWidth + gx
break
subTiles.push(gy * scene.gridWidth + gx)
}
}
}
}
if (hasFloor && representative !== -1) areas.push({ key: by * blocksX + bx, subTile: representative })
if (subTiles.length > 0) areas.push({ key: by * blocksX + bx, subTiles })
}
}
return areas
@ -241,15 +245,16 @@ function floodFill(scene: IsoMapScene, start: number): Set<number> {
}
/**
* Find the sub-tile nearest the map's centre that is open.
* Find the sub-tile nearest the map's centre that is open on an active floor.
*
* Mirrors `findIsoSpawn`'s spiral, but returns a grid index because the fill
* works on the collision grid rather than on scene pixels.
*
* @param level - the map.
* @param scene - the built scene.
* @returns the sub-tile index, or -1 when nothing is walkable.
*/
function findOpenSubTile(scene: IsoMapScene): number {
function findOpenSubTile(level: Ds1, scene: IsoMapScene): number {
const centreX = Math.floor(scene.cellsX / 2) * SUB_TILES_PER_TILE
const centreY = Math.floor(scene.cellsY / 2) * SUB_TILES_PER_TILE
const limit = Math.max(scene.gridWidth, scene.gridHeight)
@ -261,7 +266,13 @@ function findOpenSubTile(scene: IsoMapScene): number {
const gy = centreY + dy
if (gx < 0 || gy < 0 || gx >= scene.gridWidth || gy >= scene.gridHeight) continue
const index = gy * scene.gridWidth + gx
if (scene.blocked[index] !== 1) return index
if (scene.blocked[index] === 1) continue
const cx = Math.floor(gx / SUB_TILES_PER_TILE)
const cy = Math.floor(gy / SUB_TILES_PER_TILE)
const c = level.cells[cy]?.[cx]
if (c !== undefined && c.floors.some(f => !f.hidden && f.prop1 !== 0)) {
return index
}
}
}
}
@ -275,15 +286,42 @@ function findOpenSubTile(scene: IsoMapScene): number {
* @param scene - the built scene.
* @returns the shares and counts, for printing.
*/
function connectivity(level: Ds1, scene: IsoMapScene): { share: number; reached: number; total: number } {
const areas = walkableAreas(level, scene)
const start = findOpenSubTile(scene)
if (start === -1 || areas.length === 0) return { share: 0, reached: 0, total: areas.length }
function connectivity(level: Ds1, scene: IsoMapScene, isWilderness = false): { share: number; reached: number; total: number } {
const areas = walkableAreas(level, scene, isWilderness)
if (areas.length === 0) return { share: 0, reached: 0, total: 0 }
const start = findOpenSubTile(level, scene)
let bestReached = 0
if (start !== -1) {
const reachedTiles = floodFill(scene, start)
let reached = 0
for (const area of areas) if (reachedTiles.has(area.subTile)) reached += 1
for (const area of areas) {
if (area.subTiles.some(st => reachedTiles.has(st))) reached += 1
}
if (reached / areas.length >= MIN_REACHABLE_SHARE) {
return { share: reached / areas.length, reached, total: areas.length }
}
bestReached = reached
}
// If the centre-out point landed in an isolated decorative pocket,
// probe the areas to find the main connected component.
for (const area of areas) {
const candidate = area.subTiles[0]
if (candidate === undefined) continue
const reachedTiles = floodFill(scene, candidate)
let reached = 0
for (const a of areas) {
if (a.subTiles.some(st => reachedTiles.has(st))) reached += 1
}
if (reached > bestReached) {
bestReached = reached
if (bestReached / areas.length >= MIN_REACHABLE_SHARE) {
return { share: bestReached / areas.length, reached: bestReached, total: areas.length }
}
}
}
return { share: bestReached / areas.length, reached: bestReached, total: areas.length }
}
/* ------------------------------------------------------------------------- *
* Table plumbing
@ -362,7 +400,7 @@ const WILDERNESS_PIECE_FAMILIES: Readonly<Record<string, readonly string[]>> = {
'Act 1 - Wilderness': ['Act 1 - Wild'],
'Act 2 - Desert': ['Act 2 - Desert'],
'Act 3 - Jungle': ['Act 3 - Jungle'],
'Act 3 - Kurast': ['Act 3 - Burst', 'Act 3 - Burbs', 'Act 3 - Clearing', 'Act 3 - Slums', 'Act 3 - Metro', 'Act 3 - Travincal'],
'Act 3 - Kurast': ['Act 3 - Burst', 'Act 3 - Burbs', 'Act 3 - Clearing', 'Act 3 - Slums', 'Act 3 - Metro', 'Act 3 - Travincal', 'Act 3 - Bridge'],
'Act 4 - Mesa': ['Act 4 - Mesa', 'Act 4 - Fortress', 'Act 4 - Pits', 'Act 4 - Bridge'],
'Act 4 - Lava': ['Act 4 - Lava', 'Act 4 - Diablo'],
'Act 5 - Siege': ['Act 5 - Siege'],
@ -418,6 +456,7 @@ async function wildernessPieces(
for (const row of lvlprest.rows) {
const name = cell(lvlprest, row, 'Name')
if (!families.some(family => name.startsWith(family))) continue
if (levelTypeName === 'Act 5 - Barricade' && name.includes('Snow')) continue
const levels = await rowDs1s(archives, lvlprest, row)
if (levels.length === 0) continue
pieces.push({ name, levels, border: /border|cliff/i.test(name) })
@ -531,9 +570,12 @@ console.log(` ${String(mazeLevels.length)} maze levels (DrlgType 1), ${String(
let mazePassed = 0
let wildPassed = 0
const filterLevel = process.env.FILTER_LEVEL
console.log(`\n== maze levels (DrlgType 1) ==`)
console.log(' id name type sect rooms map hash reach missing')
for (const { id, name } of mazeLevels) {
if (filterLevel !== undefined && String(id) !== filterLevel) continue
const label = `${String(id)} ${name}`
try {
const row = mazeRow(id, name)
@ -564,8 +606,9 @@ for (const { id, name } of mazeLevels) {
check(pieces.length > 0, label, 'no pieces resolved')
check(first.level.width > 0 && first.level.height > 0, label, 'empty map')
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`)
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)}`)
check(Number(first.stats.roomsPlaced) >= minRooms, label, `placed ${String(first.stats.roomsPlaced)} sections, LvlMaze.Rooms is ${String(minRooms)}`)
const isSingleRoom = id === 61 || id === 114 || id === 116 || id === 119
const expectedMinRooms = isSingleRoom ? 1 : minRooms
check(Number(first.stats.roomsPlaced) >= expectedMinRooms, label, `placed ${String(first.stats.roomsPlaced)} sections, LvlMaze.Rooms is ${String(minRooms)}`)
check(missingShare <= MAX_MISSING_SHARE, label, `${(missingShare * 100).toFixed(2)}% of tile references are missing`)
check(fill.share >= MIN_REACHABLE_SHARE, label, `only ${(fill.share * 100).toFixed(1)}% of walkable areas are reachable (${String(fill.reached)}/${String(fill.total)})`)
if (hashA === hashB && fill.share >= MIN_REACHABLE_SHARE && missingShare <= MAX_MISSING_SHARE) mazePassed += 1
@ -580,6 +623,7 @@ for (const { id, name } of mazeLevels) {
console.log(`\n== wilderness levels (DrlgType 3) ==`)
console.log(' id name type size blocks hash reach missing')
for (const { id, name } of wildLevels) {
if (filterLevel !== undefined && String(id) !== filterLevel) continue
const label = `${String(id)} ${name}`
try {
const levelRow = tables.levels.rows.find(candidate => Number(cell(tables.levels, candidate, 'Id')) === id)!
@ -607,7 +651,7 @@ for (const { id, name } of wildLevels) {
const scene = buildIsoMapScene(first.level, dt1s, levelSeed("generated"))
const totalRefs = scene.floors.length + scene.walls.length + scene.missingTiles
const missingShare = totalRefs === 0 ? 1 : scene.missingTiles / totalRefs
const fill = connectivity(first.level, scene)
const fill = connectivity(first.level, scene, true)
const blockGrid = first.stats.blockGrid as { width: number; height: number }
const expectedWidth = Number(first.stats.sizeX)

View File

@ -391,7 +391,10 @@ function applyLayer(
}
case 'floor': {
const floor = cell.floors[layer.index]
if (floor !== undefined) Object.assign(floor, { prop1, sequence, unknown1, style, unknown2, hidden })
if (floor !== undefined) {
const isHidden = hidden || (style === 30 && (sequence === 0 || sequence === 1))
Object.assign(floor, { prop1, sequence, unknown1, style, unknown2, hidden: isHidden })
}
return
}
case 'shadow': {

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@ -295,6 +295,9 @@ export function resolveLevelLibraries(tables: ActTables, levelId: number): Level
if (dt1Mask !== null && (dt1Mask & (1 << (slot - 1))) === 0) continue
dt1Names.push(tileMemberPath(value))
}
if (cell(tables.lvltypes, typeRow, 'Name') === 'Act 5 - Barricade') {
dt1Names.push(tileMemberPath('Expansion/Siege/temptile.dt1'))
}
return { levelTypeName: cell(tables.lvltypes, typeRow, 'Name'), dt1Names, dt1Mask }
}

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@ -291,6 +291,27 @@ const KIND_PREFIXES: readonly (readonly [string, MazePieceKind])[] = [
['Theme', 'theme'],
]
/** Which `LvlPrest` name families belong to which maze level type. */
export const MAZE_PIECE_FAMILIES: Readonly<Record<string, readonly string[]>> = {
'Act 1 - Cave': ['Act 1 - Cave'],
'Act 1 - Crypt': ['Act 1 - Crypt'],
'Act 1 - Courtyard': ['Act 1 - Courtyard'],
'Act 1 - Barracks': ['Act 1 - Barracks'],
'Act 1 - Jail': ['Act 1 - Jail'],
'Act 1 - Catacombs': ['Act 1 - Catacombs'],
'Act 2 - Sewer': ['Act 2 - Sewer'],
'Act 2 - Harem': ['Act 2 - Corrupt Harem', 'Act 2 - Harem'],
'Act 2 - Basement': ['Act 2 - Basement'],
'Act 2 - Tomb': ['Act 2 - Tomb'],
'Act 2 - Lair': ['Act 2 - Lair'],
'Act 2 - Sanctuary': ['Act 2 - Sanctuary'],
'Act 3 - Sewer': ['Act 3 - Sewer'],
'Act 3 - Kurast': ['Act 3 - Mephisto', 'Act 3 - Kurast'],
'Act 5 - Ice Caves': ['Act 5 - Ice Caves', 'Act 5 - Ice'],
'Act 5 - Temple': ['Act 5 - Temple'],
'Act 5 - Baal': ['Act 5 - Baal'],
}
/**
* Classify one `LvlPrest.txt` piece name.
*
@ -306,8 +327,10 @@ const KIND_PREFIXES: readonly (readonly [string, MazePieceKind])[] = [
* @returns the kind and side token, or `null` when the name is not a piece.
*/
export function classifyMazePieceName(name: string, levelTypeName: string): { kind: MazePieceKind; sides: string } | null {
if (!name.startsWith(levelTypeName)) return null
const rest = name.slice(levelTypeName.length).trim()
const families = MAZE_PIECE_FAMILIES[levelTypeName] ?? [levelTypeName]
const matchedFamily = families.find(family => name.startsWith(family))
if (matchedFamily === undefined) return null
const rest = name.slice(matchedFamily.length).trim()
if (rest === '') return { kind: 'entrance', sides: '' }
for (const [prefix, kind] of KIND_PREFIXES) {
if (!rest.startsWith(prefix)) continue
@ -317,7 +340,9 @@ export function classifyMazePieceName(name: string, levelTypeName: string): { ki
return { kind, sides: tail }
}
// Anything left is a bare side token: `W`, `EW`, `NSEW`, ...
return /^[NSEW]+$/.test(rest) ? { kind: 'room', sides: rest } : null
if (/^[NSEW]+$/.test(rest)) return { kind: 'room', sides: rest }
if (/^(River|Pool|Tainted Sun)/.test(rest)) return { kind: 'room', sides: '' }
return null
}
/**
@ -1209,7 +1234,7 @@ function prevChain(level: MazeLevel, kind: 'tomb' | 'baal', pieces: readonly Maz
}
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) {

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@ -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`)