feat(wilderness): 实现相邻野外关卡接缝空间对齐与出入口坐标咬合 (Issue #69)

- 支持在 PlannedGate 中指定精确边界块坐标 blockCoord 与瓦片坐标 tileCoord
- 增加并导出 SeamConstraint 与 GateOpening 接口
- 在 WildernessRequest 中添加可选的 seamConstraints 配置
- 增强 getPerimeterOpenings 与 DRLGOUTPLACE_PlaceAct1245OutdoorBorders,支持 seamConstraints 及 blockCoord/tileCoord 坐标咬合与平滑边界夹紧
- 增强 planAct1OutdoorLevel 中的边界出入口与道路锚点计算,根据前驱/相邻关卡的接缝约束锁定 anchorCell 与 interiorCell
- 在 WildernessStats 与 WildernessResult.stats 中记录并返回 gateOpenings
- 新增 tests/wilderness-seams.test.ts 全套单元测试与集成测试

TAG=agy
CONV=2a1934de-30ef-464e-b3f3-fcbcdbbc49f1
This commit is contained in:
troytt 2026-09-18 03:29:18 +00:00
parent d7defd8da3
commit 2274e2fe0b
2 changed files with 728 additions and 46 deletions

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@ -298,6 +298,8 @@ export interface WildernessRequest {
* the tests and `verify-generators` use.
*/
readonly gates?: readonly PlannedGate[]
/** Optional seam constraints from predecessor/connected levels for 1:1 spatial alignment. */
readonly seamConstraints?: readonly SeamConstraint[]
/** Optional forced gate variant indices per block key (`${x},${y}`). */
readonly openGates?: ReadonlyMap<string, number>
/** Optional set of block keys (`${x},${y}`) claimed by transition/facade presets to skip during border placement. */
@ -324,7 +326,28 @@ export interface PlannedGate {
* Three is the ordinary open gate; four is the variant the Burial Grounds and
* the Cold Plains use for the graveyard seam.
*/
readonly variant?: number
readonly variant?: number | undefined
/** Exact block coordinate along the perimeter edge (0..gridWidth-1 or 0..gridHeight-1) */
readonly blockCoord?: number | undefined
/** Optional exact tile coordinate within the level */
readonly tileCoord?: { readonly x: number; readonly y: number } | undefined
}
/** Explicit spatial alignment constraint across a level seam. */
export interface SeamConstraint {
readonly fromLevelId?: number | undefined
readonly toLevelId?: number | undefined
readonly side: Side
readonly blockCoord: number
readonly tileCoord?: { readonly x: number; readonly y: number } | undefined
}
/** Placed gate opening along the level's perimeter. */
export interface GateOpening {
readonly side: Side
readonly toLevelId: number
readonly blockCoord: number
readonly tileCoord: { readonly x: number; readonly y: number }
}
/** The generated level. */
@ -336,6 +359,7 @@ export interface WildernessResult {
readonly landmarkEntities?: LandmarkEntity[]
readonly notes?: string[]
readonly unresolved?: string[]
readonly gateOpenings?: readonly GateOpening[]
}
}
@ -1122,6 +1146,7 @@ export interface WildernessStats {
proceduralWallCells?: number
drlgVertices?: readonly DrlgVertex[] | undefined
roadPolylines?: readonly (readonly { readonly x: number; readonly y: number }[])[] | undefined
gateOpenings?: GateOpening[]
}
/**
@ -1469,6 +1494,7 @@ export function getPerimeterOpenings(
gridWidth: number,
gridHeight: number,
gates?: readonly PlannedGate[],
seamConstraints?: readonly SeamConstraint[],
): Set<string> {
const openings = new Set<string>()
const key = (x: number, y: number) => `${String(x)},${String(y)}`
@ -1478,21 +1504,90 @@ export function getPerimeterOpenings(
return openings
}
const minX = gridWidth > 2 ? 1 : 0
const maxX = gridWidth > 2 ? gridWidth - 2 : gridWidth - 1
const minY = gridHeight > 2 ? 1 : 0
const maxY = gridHeight > 2 ? gridHeight - 2 : gridHeight - 1
if (gates !== undefined && gates.length > 0) {
for (const gate of gates) {
let coord = gate.blockCoord
if (coord === undefined && seamConstraints !== undefined) {
const match = seamConstraints.find(
c =>
c.side === gate.side &&
(c.toLevelId === gate.toLevelId ||
c.fromLevelId === gate.toLevelId ||
c.toLevelId === levelId ||
c.fromLevelId === levelId),
) ?? seamConstraints.find(c => c.side === gate.side)
if (match !== undefined) {
coord = match.blockCoord
}
}
if (coord === undefined && gate.tileCoord !== undefined) {
coord = (gate.side === 'north' || gate.side === 'south')
? Math.floor(gate.tileCoord.x / TILES_PER_BLOCK)
: Math.floor(gate.tileCoord.y / TILES_PER_BLOCK)
}
switch (gate.side) {
case 'north':
openings.add(key(Math.floor(gridWidth / 2), 0))
case 'north': {
const bx = coord !== undefined
? Math.max(minX, Math.min(maxX, coord))
: Math.floor(gridWidth / 2)
openings.add(key(bx, 0))
break
case 'south':
openings.add(key(Math.floor(gridWidth / 2), gridHeight - 1))
}
case 'south': {
const bx = coord !== undefined
? Math.max(minX, Math.min(maxX, coord))
: Math.floor(gridWidth / 2)
openings.add(key(bx, gridHeight - 1))
break
case 'west':
openings.add(key(0, Math.floor(gridHeight / 2)))
}
case 'west': {
const by = coord !== undefined
? Math.max(minY, Math.min(maxY, coord))
: Math.floor(gridHeight / 2)
openings.add(key(0, by))
break
case 'east':
openings.add(key(gridWidth - 1, Math.floor(gridHeight / 2)))
}
case 'east': {
const by = coord !== undefined
? Math.max(minY, Math.min(maxY, coord))
: Math.floor(gridHeight / 2)
openings.add(key(gridWidth - 1, by))
break
}
}
}
return openings
}
if (seamConstraints !== undefined && seamConstraints.length > 0) {
for (const c of seamConstraints) {
switch (c.side) {
case 'north': {
const bx = Math.max(minX, Math.min(maxX, c.blockCoord))
openings.add(key(bx, 0))
break
}
case 'south': {
const bx = Math.max(minX, Math.min(maxX, c.blockCoord))
openings.add(key(bx, gridHeight - 1))
break
}
case 'west': {
const by = Math.max(minY, Math.min(maxY, c.blockCoord))
openings.add(key(0, by))
break
}
case 'east': {
const by = Math.max(minY, Math.min(maxY, c.blockCoord))
openings.add(key(gridWidth - 1, by))
break
}
}
}
return openings
@ -1530,6 +1625,7 @@ export function getPerimeterOpenings(
* @param openGates - optional map from `${x},${y}` block key to forced variant index.
* @param claimedBorderBlocks - optional set of `${x},${y}` keys to skip (e.g. Town Transitions, Facades).
* @param gates - optional planned gates from the world graph.
* @param seamConstraints - optional seam constraints for spatial alignment.
* @returns the number of pieces stamped.
*/
export function DRLGOUTPLACE_PlaceAct1245OutdoorBorders(
@ -1543,6 +1639,7 @@ export function DRLGOUTPLACE_PlaceAct1245OutdoorBorders(
openGates?: ReadonlyMap<string, number>,
claimedBorderBlocks?: ReadonlySet<string>,
gates?: readonly PlannedGate[],
seamConstraints?: readonly SeamConstraint[],
): number {
if (stats.proceduralWallCells === undefined) {
stats.proceduralWallCells = 0
@ -1591,7 +1688,7 @@ export function DRLGOUTPLACE_PlaceAct1245OutdoorBorders(
{ x: 0, y: gridHeight - 1 }, // SW
]
const openings = levelId !== undefined ? getPerimeterOpenings(levelId, gridWidth, gridHeight, gates) : new Set<string>()
const openings = levelId !== undefined ? getPerimeterOpenings(levelId, gridWidth, gridHeight, gates, seamConstraints) : new Set<string>()
if (openGates !== undefined) {
for (const gateKey of openGates.keys()) {
openings.add(gateKey)
@ -1724,6 +1821,7 @@ export interface Act1OutdoorPlan {
readonly roadObstacleBlocks: boolean[][]
readonly specialPresets: SpecialPresetPlacement[]
readonly anchors: RoadAnchor[]
readonly gateOpenings?: GateOpening[]
}
/** Map a compass side onto the generator's own edge names. */
@ -1774,6 +1872,8 @@ export function planAct1OutdoorLevel(
const specialPresets: SpecialPresetPlacement[] = []
const anchors: RoadAnchor[] = []
const gateOpenings: GateOpening[] = []
const claimBox = (bx: number, by: number, w: number, h: number, isObstacle = true): void => {
for (let dy = 0; dy < h; dy += 1) {
for (let dx = 0; dx < w; dx += 1) {
@ -1795,71 +1895,183 @@ export function planAct1OutdoorLevel(
variant: number,
label: string,
toLevelId?: number,
forcedBlockCoord?: number,
forcedTileCoord?: { readonly x: number; readonly y: number },
): void => {
const side: Side = edge === 'top' ? 'north' : edge === 'bottom' ? 'south' : edge === 'left' ? 'west' : 'east'
let blockCoord = forcedBlockCoord
let tileCoord = forcedTileCoord
if (blockCoord === undefined && request.seamConstraints !== undefined) {
const match = request.seamConstraints.find(c => {
if (c.side !== side) return false
if (toLevelId !== undefined && toLevelId !== -1) {
return c.toLevelId === toLevelId || c.fromLevelId === toLevelId
}
return c.toLevelId === request.levelId || c.fromLevelId === request.levelId
}) ?? request.seamConstraints.find(c => c.side === side)
if (match !== undefined) {
blockCoord = match.blockCoord
tileCoord = tileCoord ?? match.tileCoord
}
}
if (blockCoord === undefined && tileCoord !== undefined) {
blockCoord = (side === 'north' || side === 'south')
? Math.floor(tileCoord.x / TILES_PER_BLOCK)
: Math.floor(tileCoord.y / TILES_PER_BLOCK)
}
if (edge === 'left') {
let by = rng.int(2, Math.max(2, gridHeight - 3))
for (let tries = 0; tries < gridHeight; tries += 1) {
if (!claimedBorderBlocks.has(`0,${String(by)}`) && !openGates.has(`0,${String(by)}`)) break
by = 2 + ((by - 1) % Math.max(1, gridHeight - 4))
const minY = gridHeight > 2 ? 1 : 0
const maxY = gridHeight > 2 ? gridHeight - 2 : gridHeight - 1
let by: number
if (blockCoord !== undefined) {
by = Math.max(minY, Math.min(maxY, blockCoord))
if (claimedBorderBlocks.has(`0,${String(by)}`)) {
for (let tries = 0; tries < gridHeight; tries += 1) {
if (!claimedBorderBlocks.has(`0,${String(by)}`) && !openGates.has(`0,${String(by)}`)) break
by = minY + ((by - minY + 1) % (maxY - minY + 1))
}
}
} else {
by = rng.int(2, Math.max(2, gridHeight - 3))
for (let tries = 0; tries < gridHeight; tries += 1) {
if (!claimedBorderBlocks.has(`0,${String(by)}`) && !openGates.has(`0,${String(by)}`)) break
by = 2 + ((by - 1) % Math.max(1, gridHeight - 4))
}
}
openGates.set(`0,${String(by)}`, variant)
claimedBlocks[by]![0] = true
const anchorCell = tileCoord ?? { x: 3, y: 8 * by + 3 }
const interiorCell = tileCoord ? { x: tileCoord.x + 8, y: tileCoord.y } : { x: 11, y: 8 * by + 3 }
anchors.push({
label,
anchorCell: { x: 3, y: 8 * by + 3 },
interiorCell: { x: 11, y: 8 * by + 3 },
anchorCell,
interiorCell,
toLevelId,
side: 'west',
kind: 'gate',
})
gateOpenings.push({
side: 'west',
toLevelId: toLevelId ?? -1,
blockCoord: by,
tileCoord: anchorCell,
})
} else if (edge === 'right') {
let by = rng.int(2, Math.max(2, gridHeight - 3))
for (let tries = 0; tries < gridHeight; tries += 1) {
if (!claimedBorderBlocks.has(`${String(gridWidth - 1)},${String(by)}`) && !openGates.has(`${String(gridWidth - 1)},${String(by)}`)) break
by = 2 + ((by - 1) % Math.max(1, gridHeight - 4))
const minY = gridHeight > 2 ? 1 : 0
const maxY = gridHeight > 2 ? gridHeight - 2 : gridHeight - 1
let by: number
if (blockCoord !== undefined) {
by = Math.max(minY, Math.min(maxY, blockCoord))
if (claimedBorderBlocks.has(`${String(gridWidth - 1)},${String(by)}`)) {
for (let tries = 0; tries < gridHeight; tries += 1) {
if (!claimedBorderBlocks.has(`${String(gridWidth - 1)},${String(by)}`) && !openGates.has(`${String(gridWidth - 1)},${String(by)}`)) break
by = minY + ((by - minY + 1) % (maxY - minY + 1))
}
}
} else {
by = rng.int(2, Math.max(2, gridHeight - 3))
for (let tries = 0; tries < gridHeight; tries += 1) {
if (!claimedBorderBlocks.has(`${String(gridWidth - 1)},${String(by)}`) && !openGates.has(`${String(gridWidth - 1)},${String(by)}`)) break
by = 2 + ((by - 1) % Math.max(1, gridHeight - 4))
}
}
openGates.set(`${String(gridWidth - 1)},${String(by)}`, variant)
claimedBlocks[by]![gridWidth - 1] = true
const anchorCell = tileCoord ?? { x: 8 * (gridWidth - 1) + 3, y: 8 * by + 3 }
const interiorCell = tileCoord ? { x: tileCoord.x - 8, y: tileCoord.y } : { x: 8 * (gridWidth - 2) + 3, y: 8 * by + 3 }
anchors.push({
label,
anchorCell: { x: 8 * (gridWidth - 1) + 3, y: 8 * by + 3 },
interiorCell: { x: 8 * (gridWidth - 2) + 3, y: 8 * by + 3 },
anchorCell,
interiorCell,
toLevelId,
side: 'east',
kind: 'gate',
})
gateOpenings.push({
side: 'east',
toLevelId: toLevelId ?? -1,
blockCoord: by,
tileCoord: anchorCell,
})
} else if (edge === 'top') {
let bx = rng.int(2, Math.max(2, gridWidth - 3))
for (let tries = 0; tries < gridWidth; tries += 1) {
if (!claimedBorderBlocks.has(`${String(bx)},0`) && !openGates.has(`${String(bx)},0`)) break
bx = 2 + ((bx - 1) % Math.max(1, gridWidth - 4))
const minX = gridWidth > 2 ? 1 : 0
const maxX = gridWidth > 2 ? gridWidth - 2 : gridWidth - 1
let bx: number
if (blockCoord !== undefined) {
bx = Math.max(minX, Math.min(maxX, blockCoord))
if (claimedBorderBlocks.has(`${String(bx)},0`)) {
for (let tries = 0; tries < gridWidth; tries += 1) {
if (!claimedBorderBlocks.has(`${String(bx)},0`) && !openGates.has(`${String(bx)},0`)) break
bx = minX + ((bx - minX + 1) % (maxX - minX + 1))
}
}
} else {
bx = rng.int(2, Math.max(2, gridWidth - 3))
for (let tries = 0; tries < gridWidth; tries += 1) {
if (!claimedBorderBlocks.has(`${String(bx)},0`) && !openGates.has(`${String(bx)},0`)) break
bx = 2 + ((bx - 1) % Math.max(1, gridWidth - 4))
}
}
openGates.set(`${String(bx)},0`, variant)
claimedBlocks[0]![bx] = true
const anchorCell = tileCoord ?? { x: 8 * bx + 3, y: 3 }
const interiorCell = tileCoord ? { x: tileCoord.x, y: tileCoord.y + 8 } : { x: 8 * bx + 3, y: 11 }
anchors.push({
label,
anchorCell: { x: 8 * bx + 3, y: 3 },
interiorCell: { x: 8 * bx + 3, y: 11 },
anchorCell,
interiorCell,
toLevelId,
side: 'north',
kind: 'gate',
})
gateOpenings.push({
side: 'north',
toLevelId: toLevelId ?? -1,
blockCoord: bx,
tileCoord: anchorCell,
})
} else {
let bx = rng.int(2, Math.max(2, gridWidth - 3))
for (let tries = 0; tries < gridWidth; tries += 1) {
if (!claimedBorderBlocks.has(`${String(bx)},${String(gridHeight - 1)}`) && !openGates.has(`${String(bx)},${String(gridHeight - 1)}`)) break
bx = 2 + ((bx - 1) % Math.max(1, gridWidth - 4))
const minX = gridWidth > 2 ? 1 : 0
const maxX = gridWidth > 2 ? gridWidth - 2 : gridWidth - 1
let bx: number
if (blockCoord !== undefined) {
bx = Math.max(minX, Math.min(maxX, blockCoord))
if (claimedBorderBlocks.has(`${String(bx)},${String(gridHeight - 1)}`)) {
for (let tries = 0; tries < gridWidth; tries += 1) {
if (!claimedBorderBlocks.has(`${String(bx)},${String(gridHeight - 1)}`) && !openGates.has(`${String(bx)},${String(gridHeight - 1)}`)) break
bx = minX + ((bx - minX + 1) % (maxX - minX + 1))
}
}
} else {
bx = rng.int(2, Math.max(2, gridWidth - 3))
for (let tries = 0; tries < gridWidth; tries += 1) {
if (!claimedBorderBlocks.has(`${String(bx)},${String(gridHeight - 1)}`) && !openGates.has(`${String(bx)},${String(gridHeight - 1)}`)) break
bx = 2 + ((bx - 1) % Math.max(1, gridWidth - 4))
}
}
openGates.set(`${String(bx)},${String(gridHeight - 1)}`, variant)
claimedBlocks[gridHeight - 1]![bx] = true
const anchorCell = tileCoord ?? { x: 8 * bx + 3, y: 8 * (gridHeight - 1) + 3 }
const interiorCell = tileCoord ? { x: tileCoord.x, y: tileCoord.y - 8 } : { x: 8 * bx + 3, y: 8 * (gridHeight - 2) + 3 }
anchors.push({
label,
anchorCell: { x: 8 * bx + 3, y: 8 * (gridHeight - 1) + 3 },
interiorCell: { x: 8 * bx + 3, y: 8 * (gridHeight - 2) + 3 },
anchorCell,
interiorCell,
toLevelId,
side: 'south',
kind: 'gate',
})
gateOpenings.push({
side: 'south',
toLevelId: toLevelId ?? -1,
blockCoord: bx,
tileCoord: anchorCell,
})
}
}
@ -1944,45 +2156,63 @@ export function planAct1OutdoorLevel(
* @param toLevelId - the town's level id.
* @returns whether a preset was placed.
*/
const placeTownTransition = (side: Side, toLevelId?: number): boolean => {
const placeTownTransition = (side: Side, toLevelId?: number, forcedBlockCoord?: number): boolean => {
if (side === 'west') {
const townE = findPiece('Act 1 - Town 1 Transition E')
if (townE?.levels[0] === undefined) return false
const ds1 = townE.levels[0]
const by = Math.max(1, Math.floor((gridHeight - 5) / 2))
const by = forcedBlockCoord !== undefined
? Math.max(1, Math.min(gridHeight - 6, forcedBlockCoord))
: Math.max(1, Math.floor((gridHeight - 5) / 2))
for (let dy = 0; dy < 5; dy += 1) {
claimedBorderBlocks.add(`0,${String(by + dy)}`)
claimedBlocks[by + dy]![0] = true
}
specialPresets.push({ name: townE.name, ds1, bx: 0, by, blocksX: 1, blocksY: 5 })
const anchorCell = { x: 7, y: 8 * by + 19 }
anchors.push({
label: 'Town E Transition',
anchorCell: { x: 7, y: 8 * by + 19 },
anchorCell,
interiorCell: { x: 11, y: 8 * by + 19 },
toLevelId,
side: 'west',
kind: 'gate',
})
gateOpenings.push({
side: 'west',
toLevelId: toLevelId ?? 1,
blockCoord: by,
tileCoord: anchorCell,
})
return true
}
if (side === 'north') {
const townS = findPiece('Act 1 - Town 1 Transition S')
if (townS?.levels[0] === undefined) return false
const ds1 = townS.levels[0]
const bx = Math.max(1, Math.floor((gridWidth - 7) / 2))
const bx = forcedBlockCoord !== undefined
? Math.max(1, Math.min(gridWidth - 8, forcedBlockCoord))
: Math.max(1, Math.floor((gridWidth - 7) / 2))
for (let dx = 0; dx < 7; dx += 1) {
claimedBorderBlocks.add(`${String(bx + dx)},0`)
claimedBlocks[0]![bx + dx] = true
}
specialPresets.push({ name: townS.name, ds1, bx, by: 0, blocksX: 7, blocksY: 1 })
const anchorCell = { x: 8 * bx + 29, y: 7 }
anchors.push({
label: 'Town S Transition',
anchorCell: { x: 8 * bx + 29, y: 7 },
anchorCell,
interiorCell: { x: 8 * bx + 29, y: 11 },
toLevelId,
side: 'north',
kind: 'gate',
})
gateOpenings.push({
side: 'north',
toLevelId: toLevelId ?? 1,
blockCoord: bx,
tileCoord: anchorCell,
})
return true
}
return false
@ -2010,14 +2240,21 @@ export function planAct1OutdoorLevel(
if (withGate) {
openGates.set(`2,${String(gridHeight - 1)}`, 4)
claimedBlocks[gridHeight - 1]![2] = true
const anchorCell = { x: 2 * 8 + 3, y: 8 * (gridHeight - 1) + 3 }
anchors.push({
label: 'Burial Grounds Gate',
anchorCell: { x: 2 * 8 + 3, y: 8 * (gridHeight - 1) + 3 },
anchorCell,
interiorCell: { x: 2 * 8 + 3, y: 8 * (gridHeight - 2) + 3 },
toLevelId: 3,
side: 'south',
kind: 'gate',
})
gateOpenings.push({
side: 'south',
toLevelId: 3,
blockCoord: 2,
tileCoord: anchorCell,
})
}
anchors.push({
label: 'Graveyard Entrance',
@ -2111,10 +2348,22 @@ export function planAct1OutdoorLevel(
// it records one legal roll of the outdoor placer as if it were fixed, and
// it only ever covered Act 1.
const townSeam = id === 2 ? plannedGates.find(gate => gate.toLevelId === 1) : undefined
const placedTown = townSeam !== undefined && placeTownTransition(townSeam.side, townSeam.toLevelId)
const placedTown = townSeam !== undefined && placeTownTransition(townSeam.side, townSeam.toLevelId, townSeam.blockCoord)
for (const gate of plannedGates) {
if (placedTown && gate === townSeam) continue
addBorderGate(SIDE_TO_EDGE[gate.side], gate.variant ?? 3, gate.label, gate.toLevelId)
let blockCoord = gate.blockCoord
let tileCoord = gate.tileCoord
if (blockCoord === undefined && request.seamConstraints !== undefined) {
const match = request.seamConstraints.find(c => {
if (c.side !== gate.side) return false
return c.toLevelId === gate.toLevelId || c.fromLevelId === gate.toLevelId
}) ?? request.seamConstraints.find(c => c.side === gate.side)
if (match !== undefined) {
blockCoord = match.blockCoord
tileCoord = tileCoord ?? match.tileCoord
}
}
addBorderGate(SIDE_TO_EDGE[gate.side], gate.variant ?? 3, gate.label, gate.toLevelId, blockCoord, tileCoord)
}
if (id === 17) {
if (!placeGraveyardPreset(false)) {
@ -2127,13 +2376,22 @@ export function planAct1OutdoorLevel(
// Blood Moor: Town Transition + Exit Gate to Cold Plains + Den of Evil Entrance
const townE = findPiece('Act 1 - Town 1 Transition E')
const useWest = rng.int(0, 1) === 0 && townE !== undefined
const coldPlainsConstraint = request.seamConstraints?.find(c => c.toLevelId === 3 || c.fromLevelId === 3)
let exitEdge: 'right' | 'bottom'
if (coldPlainsConstraint?.side === 'east') {
exitEdge = 'right'
} else if (coldPlainsConstraint?.side === 'south') {
exitEdge = 'bottom'
} else {
exitEdge = rng.int(0, 1) === 0 ? 'right' : 'bottom'
}
if (useWest && placeTownTransition('west', 1)) {
addBorderGate(rng.int(0, 1) === 0 ? 'right' : 'bottom', 3, 'Cold Plains Exit', 3)
addBorderGate(exitEdge, 3, 'Cold Plains Exit', 3, coldPlainsConstraint?.blockCoord, coldPlainsConstraint?.tileCoord)
} else if (placeTownTransition('north', 1)) {
addBorderGate(rng.int(0, 1) === 0 ? 'bottom' : 'right', 3, 'Cold Plains Exit', 3)
addBorderGate(exitEdge, 3, 'Cold Plains Exit', 3, coldPlainsConstraint?.blockCoord, coldPlainsConstraint?.tileCoord)
} else {
addBorderGate('left', 3, 'Town Entry', 1)
addBorderGate('right', 3, 'Cold Plains Exit', 3)
addBorderGate(exitEdge, 3, 'Cold Plains Exit', 3, coldPlainsConstraint?.blockCoord, coldPlainsConstraint?.tileCoord)
}
placeInteriorPresets(2)
} else if (id === 3) {
@ -2176,6 +2434,10 @@ export function planAct1OutdoorLevel(
addBorderGate('right', 3, 'Exit Gate')
}
if (stats !== undefined) {
stats.gateOpenings = gateOpenings
}
return {
openGates,
claimedBorderBlocks,
@ -2183,6 +2445,7 @@ export function planAct1OutdoorLevel(
roadObstacleBlocks,
specialPresets,
anchors,
gateOpenings,
}
}
@ -5548,6 +5811,7 @@ export function generateWilderness(request: WildernessRequest): WildernessResult
anchors: 0,
specialPresets: [],
entrances: [],
gateOpenings: [],
proceduralRoadCells: 0,
proceduralDividerCells: 0,
proceduralWaterCells: 0,
@ -5570,6 +5834,7 @@ export function generateWilderness(request: WildernessRequest): WildernessResult
borderStamped: 0, groundCells: 0, groundTile: null, groundTiles: undefined, sizeSource,
roadCells: 0, roadSegments: 0, anchors: 0, specialPresets: [], entrances: [],
proceduralRoadCells: 0, proceduralDividerCells: 0, proceduralWaterCells: 0, proceduralWallCells: 0,
gateOpenings: [],
}
let wallLayers = 1
@ -5755,10 +6020,13 @@ export function generateWilderness(request: WildernessRequest): WildernessResult
// existing packs and the generator verifier reproduce byte for byte.
let act1Plan: Act1OutdoorPlan | undefined
let dirtPathGrid: Uint8Array | undefined
if (request.levelTypeName === 'Act 1 - Wilderness' || request.gates !== undefined) {
if (request.levelTypeName === 'Act 1 - Wilderness' || request.gates !== undefined || request.seamConstraints !== undefined) {
act1Plan = planAct1OutdoorLevel(request, gridWidth, gridHeight, rng, stats)
stats.anchors = act1Plan.anchors.length
stats.entrances = toEntrances(act1Plan.anchors)
if (act1Plan.gateOpenings !== undefined) {
stats.gateOpenings = act1Plan.gateOpenings
}
const vertexResult = createDrlgVertices(act1Plan, gridWidth, gridHeight, rng)
stats.drlgVertices = vertexResult.vertices
stats.roadPolylines = vertexResult.polylines
@ -5784,6 +6052,7 @@ export function generateWilderness(request: WildernessRequest): WildernessResult
request.openGates ?? act1Plan?.openGates,
request.claimedBorderBlocks ?? act1Plan?.claimedBorderBlocks,
request.gates,
request.seamConstraints,
)
// Step 4B: Stamp anchored special presets (Town Transition, Den of Evil, Cave Entrance, Cairn Stones, etc.)
@ -6007,6 +6276,7 @@ export function generateWilderness(request: WildernessRequest): WildernessResult
roadSegments: stats.roadSegments,
anchors: stats.anchors,
entrances: stats.entrances,
gateOpenings: stats.gateOpenings ?? act1Plan?.gateOpenings ?? [],
specialPresets: stats.specialPresets,
drlgVertices: stats.drlgVertices,
roadPolylines: stats.roadPolylines,

View File

@ -0,0 +1,412 @@
import { describe, expect, test } from "vitest"
import {
generateWilderness,
getPerimeterOpenings,
type WildernessPiece,
type SeamConstraint,
type GateOpening,
type PlannedGate,
} from "../src/game/wilderness.ts"
import type { Ds1, Ds1Cell } from "../src/formats/ds1.ts"
function makeMockDs1(width: number, height: number, hasGapInWalls = false): Ds1 {
const cells: Ds1Cell[][] = []
for (let y = 0; y < height; y += 1) {
const row: Ds1Cell[] = []
for (let x = 0; x < width; x += 1) {
const isGap = hasGapInWalls && x === Math.floor(width / 2)
row.push({
walls: isGap ? [] : [{ prop1: 2, sequence: 0, style: 1, type: 0, unknown1: 0, unknown2: 0, hidden: false }],
floors: [{ prop1: 2, sequence: 0, style: 0, unknown1: 0, unknown2: 0, hidden: false }],
shadows: [],
substitutions: [],
})
}
cells.push(row)
}
return {
version: 18,
width,
height,
act: 1,
substitutionType: 0,
wallLayers: 1,
floorLayers: 1,
cells,
objects: [],
npcPathOffset: null,
}
}
function makeTestPieces(): WildernessPiece[] {
return [
{ name: "Act 1 - Wild Border 1", border: true, levels: [makeMockDs1(8, 8, false), makeMockDs1(8, 8, true)] },
{ name: "Act 1 - Wild Border 2", border: true, levels: [makeMockDs1(8, 8, false), makeMockDs1(8, 8, true)] },
{ name: "Act 1 - Wild Border 3", border: true, levels: [makeMockDs1(8, 8, false), makeMockDs1(8, 8, true)] },
{ name: "Act 1 - Wild Border 4", border: true, levels: [makeMockDs1(8, 8, false), makeMockDs1(8, 8, true)] },
{ name: "Act 1 - Wild Border 5", border: true, levels: [makeMockDs1(8, 8, false)] },
{ name: "Act 1 - Wild Border 6", border: true, levels: [makeMockDs1(8, 8, false)] },
{ name: "Act 1 - Wild Border 7", border: true, levels: [makeMockDs1(8, 8, false)] },
{ name: "Act 1 - Wild Border 8", border: true, levels: [makeMockDs1(8, 8, false)] },
{ name: "Act 1 - Wild Border 9", border: true, levels: [makeMockDs1(8, 8, false)] },
{ name: "Act 1 - Wild Border 10", border: true, levels: [makeMockDs1(8, 8, false)] },
{ name: "Act 1 - Wild Border 11", border: true, levels: [makeMockDs1(8, 8, false)] },
{ name: "Act 1 - Wild Border 12", border: true, levels: [makeMockDs1(8, 8, false)] },
{ name: "Act 1 - Town Transition East", border: true, levels: [makeMockDs1(8, 8, true)] },
{ name: "Act 1 - Town Transition South", border: true, levels: [makeMockDs1(8, 8, true)] },
{ name: "Act 1 - Fallen Camp Bishibosh", border: false, levels: [makeMockDs1(8, 8, true)] },
{ name: "Act 1 - Cairn Stones", border: false, levels: [makeMockDs1(8, 8, true)] },
{ name: "Act 1 - Inifus", border: false, levels: [makeMockDs1(8, 8, true)] },
]
}
describe("Wilderness Seam Alignment and Coordinate Interlocking (Issue #69)", () => {
describe("getPerimeterOpenings unit tests", () => {
test("uses forced gate.blockCoord directly", () => {
const gates: PlannedGate[] = [
{ label: "Cold Plains", side: "east", toLevelId: 3, blockCoord: 5 },
]
const openings = getPerimeterOpenings(2, 10, 10, gates)
// East side is at x = 9, y = 5
expect(openings.has("9,5")).toBe(true)
})
test("clamps gate.blockCoord away from corners [1, size - 2]", () => {
const gates: PlannedGate[] = [
{ label: "Stony Field", side: "north", toLevelId: 4, blockCoord: 0 }, // Out of bounds / corner -> clamp to 1
{ label: "Dark Wood", side: "south", toLevelId: 5, blockCoord: 9 }, // Out of bounds / corner -> clamp to 8
]
const openings = getPerimeterOpenings(3, 10, 10, gates)
// North opening at x = 1, y = 0
expect(openings.has("1,0")).toBe(true)
// South opening at x = 8, y = 9
expect(openings.has("8,9")).toBe(true)
})
test("matches seamConstraints by side and level ID", () => {
const gates: PlannedGate[] = [
{ label: "Blood Moor", side: "west", toLevelId: 2 },
]
const seamConstraints: SeamConstraint[] = [
{ side: "west", fromLevelId: 2, toLevelId: 3, blockCoord: 4 },
]
const openings = getPerimeterOpenings(3, 10, 10, gates, seamConstraints)
// West opening at x = 0, y = 4
expect(openings.has("0,4")).toBe(true)
})
test("converts tileCoord to blockCoord when blockCoord is not specified", () => {
const gates: PlannedGate[] = [
{ label: "Stony Field", side: "north", toLevelId: 4, tileCoord: { x: 48, y: 0 } },
]
// tile x: 48 -> block x: 48 / 8 = 6
const openings = getPerimeterOpenings(3, 10, 10, gates)
expect(openings.has("6,0")).toBe(true)
})
test("handles extreme out-of-bounds coordinates safely", () => {
const gates: PlannedGate[] = [
{ label: "Blood Moor", side: "west", toLevelId: 2, blockCoord: -100 },
{ label: "Cold Plains", side: "east", toLevelId: 3, blockCoord: 1000 },
]
const openings = getPerimeterOpenings(2, 10, 10, gates)
expect(openings.has("0,1")).toBe(true)
expect(openings.has("9,8")).toBe(true)
})
})
describe("Sequential generation with seam interlocking (Blood Moor -> Cold Plains -> Stony Field)", () => {
test("interlocks Blood Moor East exit with Cold Plains West entrance", () => {
const pieces = makeTestPieces()
// Step 1: Generate Blood Moor (level 2)
const bloodMoorResult = generateWilderness({
levelId: 2,
levelName: "Blood Moor",
levelTypeName: "Act 1 - Wilderness",
sizeX: 80,
sizeY: 80,
subType: 6,
subTheme: 0,
seed: 0x123456,
pieces,
substitutions: [],
})
const bloodMoorOpenings = bloodMoorResult.stats.gateOpenings
expect(bloodMoorOpenings).toBeDefined()
expect(bloodMoorOpenings!.length).toBeGreaterThan(0)
// Find East exit to Cold Plains (level 3)
const eastGate = bloodMoorOpenings!.find(g => g.side === "east" && g.toLevelId === 3)
expect(eastGate).toBeDefined()
const sharedYBlock = eastGate!.blockCoord
expect(sharedYBlock).toBeGreaterThanOrEqual(1)
expect(sharedYBlock).toBeLessThanOrEqual(8)
// Step 2: Generate Cold Plains (level 3) with seam constraint matching Blood Moor's East exit
const coldPlainsResult = generateWilderness({
levelId: 3,
levelName: "Cold Plains",
levelTypeName: "Act 1 - Wilderness",
sizeX: 80,
sizeY: 80,
subType: 6,
subTheme: 0,
seed: 0x654321,
pieces,
substitutions: [],
seamConstraints: [
{
side: "west",
fromLevelId: 2,
toLevelId: 3,
blockCoord: sharedYBlock,
...(eastGate!.tileCoord ? { tileCoord: { x: 0, y: eastGate!.tileCoord.y } } : {}),
},
],
})
const coldPlainsOpenings = coldPlainsResult.stats.gateOpenings
expect(coldPlainsOpenings).toBeDefined()
// Find West entrance from Blood Moor (level 2)
const westGate = coldPlainsOpenings!.find(g => g.side === "west" && g.toLevelId === 2)
expect(westGate).toBeDefined()
expect(westGate!.blockCoord).toBe(sharedYBlock)
// If tileCoord was provided, verify along-seam coordinate matches
if (eastGate!.tileCoord && westGate!.tileCoord) {
expect(westGate!.tileCoord.y).toBe(eastGate!.tileCoord.y)
}
// Step 3: Cold Plains has exit to Stony Field (level 4) on North
const northGate = coldPlainsOpenings!.find(g => g.side === "north" && g.toLevelId === 4)
expect(northGate).toBeDefined()
const sharedXBlock = northGate!.blockCoord
expect(sharedXBlock).toBeGreaterThanOrEqual(1)
expect(sharedXBlock).toBeLessThanOrEqual(8)
// Step 4: Generate Stony Field (level 4) with seam constraint on South matching Cold Plains North exit
const stonyFieldResult = generateWilderness({
levelId: 4,
levelName: "Stony Field",
levelTypeName: "Act 1 - Wilderness",
sizeX: 80,
sizeY: 80,
subType: 6,
subTheme: 0,
seed: 0xabcdef,
pieces,
substitutions: [],
seamConstraints: [
{
side: "south",
fromLevelId: 3,
toLevelId: 4,
blockCoord: sharedXBlock,
...(northGate!.tileCoord ? { tileCoord: { x: northGate!.tileCoord.x, y: 79 } } : {}),
},
],
})
const stonyFieldOpenings = stonyFieldResult.stats.gateOpenings
expect(stonyFieldOpenings).toBeDefined()
const southGate = stonyFieldOpenings!.find(g => g.side === "south" && g.toLevelId === 3)
expect(southGate).toBeDefined()
expect(southGate!.blockCoord).toBe(sharedXBlock)
if (northGate!.tileCoord && southGate!.tileCoord) {
expect(southGate!.tileCoord.x).toBe(northGate!.tileCoord.x)
}
})
})
describe("PlannedGate forced blockCoord and tileCoord in generateWilderness", () => {
test("honors gates with explicit blockCoord", () => {
const pieces = makeTestPieces()
const result = generateWilderness({
levelId: 3,
levelName: "Cold Plains",
levelTypeName: "Act 1 - Wilderness",
sizeX: 80,
sizeY: 80,
subType: 6,
subTheme: 0,
seed: 0x999999,
pieces,
substitutions: [],
gates: [
{ label: "Blood Moor", side: "west", toLevelId: 2, blockCoord: 3 },
{ label: "Stony Field", side: "north", toLevelId: 4, blockCoord: 6 },
{ label: "Underground", side: "east", toLevelId: 10, blockCoord: 7 },
],
})
const openings = result.stats.gateOpenings
expect(openings).toBeDefined()
const west = openings!.find(g => g.side === "west")
expect(west?.blockCoord).toBe(3)
const north = openings!.find(g => g.side === "north")
expect(north?.blockCoord).toBe(6)
const east = openings!.find(g => g.side === "east")
expect(east?.blockCoord).toBe(7)
})
test("honors gates with explicit tileCoord and positions road anchors", () => {
const pieces = makeTestPieces()
const targetTileY = 8 * 4 + 3 // block 4, tile 35
const result = generateWilderness({
levelId: 3,
levelName: "Cold Plains",
levelTypeName: "Act 1 - Wilderness",
sizeX: 80,
sizeY: 80,
subType: 6,
subTheme: 0,
seed: 0x777777,
pieces,
substitutions: [],
gates: [
{ label: "Blood Moor", side: "west", toLevelId: 2, tileCoord: { x: 3, y: targetTileY } },
],
})
const openings = result.stats.gateOpenings
expect(openings).toBeDefined()
const west = openings!.find(g => g.side === "west")
expect(west?.blockCoord).toBe(4)
expect(west?.tileCoord).toEqual({ x: 3, y: targetTileY })
})
})
describe("Bidirectional level links & seam alignment consistency", () => {
test("level A (East) and level B (West) have matching seam and opening block", () => {
const pieces = makeTestPieces()
const targetSeamY = 5
const levelA = generateWilderness({
levelId: 2,
levelName: "Level A",
levelTypeName: "Act 1 - Wilderness",
sizeX: 80,
sizeY: 80,
subType: 6,
subTheme: 0,
seed: 0x111,
pieces,
substitutions: [],
gates: [{ label: "Level B", side: "east", toLevelId: 3, blockCoord: targetSeamY }],
})
const levelB = generateWilderness({
levelId: 3,
levelName: "Level B",
levelTypeName: "Act 1 - Wilderness",
sizeX: 80,
sizeY: 80,
subType: 6,
subTheme: 0,
seed: 0x222,
pieces,
substitutions: [],
seamConstraints: [{ side: "west", fromLevelId: 2, toLevelId: 3, blockCoord: targetSeamY }],
})
const gateA = levelA.stats.gateOpenings!.find(g => g.side === "east")!
const gateB = levelB.stats.gateOpenings!.find(g => g.side === "west")!
expect(gateA.blockCoord).toBe(targetSeamY)
expect(gateB.blockCoord).toBe(targetSeamY)
// Along-seam tile coordinate: Y coordinate matches
expect(gateA.tileCoord!.y).toBe(gateB.tileCoord!.y)
})
test("level B (North) and level C (South) have matching seam and opening block", () => {
const pieces = makeTestPieces()
const targetSeamX = 6
const levelB = generateWilderness({
levelId: 3,
levelName: "Level B",
levelTypeName: "Act 1 - Wilderness",
sizeX: 80,
sizeY: 80,
subType: 6,
subTheme: 0,
seed: 0x333,
pieces,
substitutions: [],
gates: [{ label: "Level C", side: "north", toLevelId: 4, blockCoord: targetSeamX }],
})
const levelC = generateWilderness({
levelId: 4,
levelName: "Level C",
levelTypeName: "Act 1 - Wilderness",
sizeX: 80,
sizeY: 80,
subType: 6,
subTheme: 0,
seed: 0x444,
pieces,
substitutions: [],
seamConstraints: [{ side: "south", fromLevelId: 3, toLevelId: 4, blockCoord: targetSeamX }],
})
const gateB = levelB.stats.gateOpenings!.find(g => g.side === "north")!
const gateC = levelC.stats.gateOpenings!.find(g => g.side === "south")!
expect(gateB.blockCoord).toBe(targetSeamX)
expect(gateC.blockCoord).toBe(targetSeamX)
// Along-seam tile coordinate: X coordinate matches
expect(gateB.tileCoord!.x).toBe(gateC.tileCoord!.x)
})
})
describe("Out of bounds clamping gracefully preserves valid playable borders", () => {
test("clamps negative blockCoord to 1 without crashing", () => {
const pieces = makeTestPieces()
const result = generateWilderness({
levelId: 3,
levelName: "Cold Plains",
levelTypeName: "Act 1 - Wilderness",
sizeX: 80,
sizeY: 80,
subType: 6,
subTheme: 0,
seed: 0x555,
pieces,
substitutions: [],
seamConstraints: [{ side: "west", fromLevelId: 2, toLevelId: 3, blockCoord: -10 }],
})
const west = result.stats.gateOpenings!.find(g => g.side === "west")
expect(west?.blockCoord).toBe(1)
})
test("clamps excessive blockCoord to gridWidth - 2 without crashing", () => {
const pieces = makeTestPieces()
const result = generateWilderness({
levelId: 3,
levelName: "Cold Plains",
levelTypeName: "Act 1 - Wilderness",
sizeX: 80,
sizeY: 80,
subType: 6,
subTheme: 0,
seed: 0x666,
pieces,
substitutions: [],
seamConstraints: [{ side: "north", fromLevelId: 4, toLevelId: 3, blockCoord: 999 }],
})
const north = result.stats.gateOpenings!.find(g => g.side === "north")
expect(north?.blockCoord).toBe(8) // 80 / 8 = 10 blocks -> max is 10 - 2 = 8
})
})
})