feat(items): authentic 1.13c ground items entity, safe drop radial search and item/gold dropping (Fixes #388)
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@ -14,6 +14,8 @@ import { getMonsterTreasureClass } from './monsters.ts'
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import { captureSnapshot, parseSnapshot, restoreSnapshot, serializeSnapshot } from './save.ts'
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import { MonsterStreamingManager } from './monster-streaming.ts'
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import type { MonsterStreamingOptions, StreamingRoomDef, StreamingRoomState } from './monster-streaming.ts'
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import { GroundItemManager } from './ground-items.ts'
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import type { GroundItemEntity, GroundItemSource } from './ground-items.ts'
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export interface EngineInput {
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readonly movement: { readonly x: number; readonly y: number }
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@ -176,6 +178,7 @@ export class GameEngine {
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loot: Rng
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bag: Inventory
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ground: { x: number; y: number; item: Item }[] = []
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groundItems: GroundItemManager = new GroundItemManager()
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questLog: QuestLog
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projectiles: Projectile[] = []
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explosions: ActiveExplosion[] = []
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@ -432,6 +435,7 @@ export class GameEngine {
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this.bag.add(drop)
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} else {
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this.ground.push({ x: event.x, y: event.y, item: drop })
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this.groundItems.add(drop, 0, 0, event.x, event.y, { bounce: true })
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this.metrics.lastDrops.push(drop.name)
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if (this.metrics.lastDrops.length > 6) this.metrics.lastDrops.shift()
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}
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@ -448,6 +452,7 @@ export class GameEngine {
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this.bag.add(goldItem(drop.amount))
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} else if (drop.kind === 'item') {
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this.ground.push({ x: event.x, y: event.y, item: drop.item })
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this.groundItems.add(drop.item, 0, 0, event.x, event.y, { bounce: true })
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this.metrics.lastDrops.push(drop.item.name)
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if (this.metrics.lastDrops.length > 6) this.metrics.lastDrops.shift()
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}
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@ -467,11 +472,15 @@ export class GameEngine {
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this.metrics.inventoryRefusals += 1
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} else {
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this.ground.splice(bestIndex, 1)
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const target = this.groundItems.findAtPoint(entry.x, entry.y, 10)
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if (target) this.groundItems.remove(target.id)
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this.metrics.pickups += 1
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}
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}
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}
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this.groundItems.update(this.world.tick * 40, 40)
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this.handleSaveLoad(input)
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}
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@ -547,6 +556,44 @@ export class GameEngine {
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this.streamingManager.world = this.world
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}
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}
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/**
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* Drop an item onto the ground at target coordinates.
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*/
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dropItem(item: GroundItemSource, x?: number, y?: number, cellX?: number, cellY?: number): GroundItemEntity {
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const worldX = x ?? this.world.player.x
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const worldY = y ?? this.world.player.y
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const cx = cellX ?? 0
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const cy = cellY ?? 0
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const entity = this.groundItems.add(item, cx, cy, worldX, worldY, { bounce: true })
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this.ground.push({ x: worldX, y: worldY, item: item as any })
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return entity
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}
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/**
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* Drop gold onto the ground at target coordinates.
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*/
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dropGold(amount: number, x?: number, y?: number, cellX?: number, cellY?: number): GroundItemEntity | null {
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if (amount <= 0) return null
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const worldX = x ?? this.world.player.x
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const worldY = y ?? this.world.player.y
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const cx = cellX ?? 0
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const cy = cellY ?? 0
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const entity = this.groundItems.add(
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{ isGold: true, code: 'gld', name: `${amount} Gold`, nameZh: `${amount} 金币` },
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cx,
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cy,
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worldX,
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worldY,
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{ amount, bounce: true },
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)
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this.ground.push({
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x: worldX,
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y: worldY,
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item: { name: `${amount} 金币`, stack: amount, value: amount, base: { id: 'gold', name: 'Gold' } as any } as any,
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})
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return entity
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}
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}
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export interface NpcSpriteFrame {
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@ -0,0 +1,373 @@
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/**
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* Diablo II: Lord of Destruction v1.13c — Ground Item & Drop Entities
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*
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* Implements ground item entities, safe drop radial search algorithms,
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* gold & equipment drop representations, and lifecycle management.
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*
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* Ground Truth:
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* - D2Common.dll (0x6FD40000) ITEM_Drop radial search algorithm
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* - D2Game.dll (0x6FC45670) D2GAME_DropItem / D2Game!6FC319D0 gold amounts
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* - Safe void & collision protection: items must never drop onto COLLIDE_WALL or COLLIDE_MASK_INVALID
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*/
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import type { UiInventoryItem, UiItemQuality } from '../ui/inventory.ts'
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import type { Item } from './items.ts'
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import {
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COLLIDE_WALL,
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COLLIDE_BLANK,
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COLLIDE_MASK_INVALID,
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COLLIDE_NONE,
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ORTHO_CELL_WIDTH,
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ORTHO_CELL_HEIGHT,
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} from './d2map.ts'
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export interface GroundItemBounceState {
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startTime: number
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durationMs: number
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peakHeightPx: number
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phase?: 'primary' | 'secondary'
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}
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export type GroundItemSource = UiInventoryItem | Item | any
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export interface GroundItemEntity {
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readonly id: string
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readonly item: GroundItemSource
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readonly name: string
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readonly nameZh: string
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readonly quality: string
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readonly isGold: boolean
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readonly amount: number
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readonly invWidth: number
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readonly invHeight: number
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readonly dropTime: number
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x: number // World pixel coordinate X
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y: number // World pixel coordinate Y
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cellX: number // Map cell coordinate X
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cellY: number // Map cell coordinate Y
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/** Sparkle animation phase (0..2*Math.PI) */
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sparklePhase: number
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/** Optional bounce animation state (for inventory-full or dropped items) */
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bounceState?: GroundItemBounceState | null
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}
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/** Check whether an item source represents gold. */
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export function isGoldItem(item: any): boolean {
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if (!item) return false
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if (item.isGold === true) return true
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if (item.code === 'gld' || item.code?.trim() === 'gld') return true
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if (item.id === 'gold') return true
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if (item.base?.id === 'gold' || item.base?.name?.toLowerCase() === 'gold') return true
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if (typeof item.name === 'string' && /gold|\u91d1\u5e01/i.test(item.name)) return true
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return false
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}
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/** Resolve quality name string safely. */
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export function resolveItemQualityString(quality: any): string {
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if (typeof quality === 'string') return quality.toLowerCase()
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if (typeof quality === 'number') {
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switch (quality) {
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case 1: return 'low'
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case 2: return 'normal'
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case 3: return 'superior'
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case 4: return 'magic'
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case 5: return 'set'
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case 6: return 'rare'
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case 7: return 'unique'
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case 8: return 'craft'
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default: return 'normal'
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}
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}
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return 'normal'
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}
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/** Metadata extracted from an item for ground display. */
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export interface GroundItemMetadata {
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readonly name: string
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readonly nameZh: string
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readonly quality: string
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readonly isGold: boolean
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readonly amount: number
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readonly invWidth: number
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readonly invHeight: number
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}
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/** Extract ground item metadata from any item source. */
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export function resolveGroundItemMetadata(item: any, specifiedAmount?: number): GroundItemMetadata {
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const isGold = isGoldItem(item)
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if (isGold) {
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const amount = specifiedAmount ?? (
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typeof item?.amount === 'number'
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? item.amount
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: typeof item?.stack === 'number'
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? item.stack
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: typeof item?.value === 'number'
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? item.value
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: 1
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)
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return {
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name: `${amount} Gold`,
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nameZh: `${amount} 金币`,
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quality: 'normal',
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isGold: true,
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amount,
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invWidth: 1,
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invHeight: 1,
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}
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}
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const name = typeof item?.name === 'string' ? item.name : 'Unknown Item'
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const nameZh = typeof item?.nameZh === 'string' ? item.nameZh : name
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const quality = resolveItemQualityString(item?.quality ?? item?.base?.quality)
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const invWidth = typeof item?.invWidth === 'number' ? item.invWidth : (item?.base?.invWidth ?? 1)
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const invHeight = typeof item?.invHeight === 'number' ? item.invHeight : (item?.base?.invHeight ?? 1)
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const amount = typeof item?.stack === 'number' ? item.stack : 1
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return {
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name,
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nameZh,
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quality,
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isGold: false,
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amount,
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invWidth,
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invHeight,
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}
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}
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/** Calculate parabolic bounce height h(t) at timestamp now. */
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export function calculateBounceHeight(bounceState: GroundItemBounceState, now: number): number {
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const elapsed = now - bounceState.startTime
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if (elapsed <= 0) return 0
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if (elapsed >= bounceState.durationMs) return 0
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const p = elapsed / bounceState.durationMs
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// Parabolic equation: h(p) = 4 * H * p * (1 - p)
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return 4 * bounceState.peakHeightPx * p * (1 - p)
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}
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/**
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* Radial spiral neighbor search around origin (D2Common.dll ITEM_Drop parity).
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* Searches radius 0, 1, 2, ... up to maxRadius for the first walkable cell
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* not blocked by COLLIDE_WALL or COLLIDE_MASK_INVALID.
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*/
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export function findSafeDropPosition(
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grid: any,
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originCellX: number,
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originCellY: number,
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maxRadius = 3,
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): { cellX: number; cellY: number; x: number; y: number } {
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const isBlocked = (cx: number, cy: number): boolean => {
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if (!grid) return false
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// Function check (e.g. overlap callback in tests)
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if (typeof grid === 'function') {
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return grid(cx, cy) !== 0
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}
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if (typeof grid.overlap === 'function') {
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return grid.overlap(cx, cy) !== 0
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}
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if (typeof grid.isBlocked === 'function') {
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return grid.isBlocked(cx, cy)
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}
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// Grid array / TypedArray check
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if (grid.cells || grid.collisionMasks) {
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if (cx < 0 || cy < 0) return true
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if (typeof grid.width === 'number' && cx >= grid.width) return true
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if (typeof grid.height === 'number' && cy >= grid.height) return true
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const width = grid.width ?? 0
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const idx = cy * width + cx
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const mask = (grid.collisionMasks ? grid.collisionMasks[idx] : grid.cells[idx]) ?? COLLIDE_NONE
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return (mask & (COLLIDE_WALL | COLLIDE_BLANK | COLLIDE_MASK_INVALID)) !== 0
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}
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return false
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}
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// Pre-generate candidate ring offsets sorted by distance squared
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const candidates: { dx: number; dy: number; distSq: number }[] = []
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for (let dy = -maxRadius; dy <= maxRadius; dy += 1) {
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for (let dx = -maxRadius; dx <= maxRadius; dx += 1) {
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candidates.push({ dx, dy, distSq: dx * dx + dy * dy })
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}
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}
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candidates.sort((a, b) => a.distSq - b.distSq)
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let chosenCellX = originCellX
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let chosenCellY = originCellY
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for (const { dx, dy } of candidates) {
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const cx = originCellX + dx
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const cy = originCellY + dy
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if (!isBlocked(cx, cy)) {
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chosenCellX = cx
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chosenCellY = cy
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break
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}
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}
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// Calculate world coordinate (iso projection)
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const originX = typeof grid?.originX === 'number' ? grid.originX : 0
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const originY = typeof grid?.originY === 'number' ? grid.originY : 0
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const worldX = originX + (chosenCellX - chosenCellY) * ORTHO_CELL_WIDTH
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const worldY = originY + (chosenCellX + chosenCellY) * ORTHO_CELL_HEIGHT
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return {
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cellX: chosenCellX,
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cellY: chosenCellY,
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x: worldX,
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y: worldY,
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}
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}
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/**
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* GroundItemManager maintains all dropped items and gold currently lying on the ground.
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*/
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export class GroundItemManager {
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private readonly items = new Map<string, GroundItemEntity>()
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private idCounter = 1
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/** All active ground items. */
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get all(): readonly GroundItemEntity[] {
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return Array.from(this.items.values())
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}
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/** Count of active ground items. */
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get count(): number {
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return this.items.size
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}
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/** Add an item or gold to the ground. */
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add(
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item: GroundItemSource,
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cellX: number,
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cellY: number,
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worldX: number,
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worldY: number,
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options?: {
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amount?: number
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bounce?: boolean
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peakHeight?: number
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durationMs?: number
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now?: number
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},
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): GroundItemEntity {
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const id = `ground_item_${Date.now()}_${this.idCounter++}`
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const meta = resolveGroundItemMetadata(item, options?.amount)
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const now = options?.now ?? (typeof performance !== 'undefined' ? performance.now() : Date.now())
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const entity: GroundItemEntity = {
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id,
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item,
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name: meta.name,
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nameZh: meta.nameZh,
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quality: meta.quality,
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isGold: meta.isGold,
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amount: meta.amount,
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invWidth: meta.invWidth,
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invHeight: meta.invHeight,
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dropTime: now,
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x: worldX,
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y: worldY,
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cellX,
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cellY,
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sparklePhase: Math.random() * Math.PI * 2,
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bounceState: options?.bounce
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? {
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startTime: now,
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durationMs: options?.durationMs ?? 400,
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peakHeightPx: options?.peakHeight ?? 24,
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phase: 'primary',
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}
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: null,
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}
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this.items.set(id, entity)
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return entity
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}
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/** Remove a ground item by id (e.g. when picked up). */
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remove(id: string): GroundItemEntity | undefined {
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const entity = this.items.get(id)
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if (entity) {
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this.items.delete(id)
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}
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return entity
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}
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/** Retrieve an entity by id. */
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get(id: string): GroundItemEntity | undefined {
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return this.items.get(id)
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}
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/** Clear all ground items. */
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clear(): void {
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this.items.clear()
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}
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/** Find the nearest ground item within hit radius. */
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findAtPoint(x: number, y: number, hitRadiusPx = 25): GroundItemEntity | undefined {
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let closest: GroundItemEntity | undefined
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let minDistSq = hitRadiusPx * hitRadiusPx
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for (const item of this.items.values()) {
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const dx = item.x - x
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const dy = item.y - y
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const distSq = dx * dx + dy * dy
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if (distSq <= minDistSq) {
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minDistSq = distSq
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closest = item
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}
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}
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return closest
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}
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/** Find all ground items within radius. */
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findNearby(x: number, y: number, radiusPx: number): GroundItemEntity[] {
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const radiusSq = radiusPx * radiusPx
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const result: GroundItemEntity[] = []
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for (const item of this.items.values()) {
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const dx = item.x - x
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const dy = item.y - y
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if (dx * dx + dy * dy <= radiusSq) {
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result.push(item)
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}
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}
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return result
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}
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/** Advance sparkle phase and bounce animations. */
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update(now: number, deltaMs: number): void {
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for (const item of this.items.values()) {
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item.sparklePhase = (item.sparklePhase + deltaMs * 0.005) % (Math.PI * 2)
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if (item.bounceState) {
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const elapsed = now - item.bounceState.startTime
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if (elapsed >= item.bounceState.durationMs) {
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if (item.bounceState.phase === 'primary') {
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// Secondary bounce: 25% peak height, half duration
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item.bounceState = {
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startTime: item.bounceState.startTime + item.bounceState.durationMs,
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durationMs: Math.round(item.bounceState.durationMs * 0.5),
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peakHeightPx: Math.max(4, Math.round(item.bounceState.peakHeightPx * 0.25)),
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phase: 'secondary',
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}
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} else {
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item.bounceState = null
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}
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}
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}
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}
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}
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/** Get visual render offset including bounce height. */
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getRenderOffset(item: GroundItemEntity, now: number): { x: number; y: number } {
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if (!item.bounceState) return { x: 0, y: 0 }
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const h = calculateBounceHeight(item.bounceState, now)
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return { x: 0, y: -h }
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}
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}
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@ -47,6 +47,7 @@ import { npcDialog } from '../game/quests.ts'
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import type { NpcDef } from '../game/quests.ts'
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import { BATCH1_SKILLS, getBatch1SkillDef, isBatch1Skill, getSkillManaCost, getMissileTxtData } from '../game/skills.ts'
|
||||
import type { Projectile } from '../game/skills.ts'
|
||||
import { findSafeDropPosition } from '../game/ground-items.ts'
|
||||
import type { AtlasFrame } from '../render/atlas.ts'
|
||||
import { SpriteRenderer } from '../render/renderer.ts'
|
||||
import type { AtlasHandle } from '../render/renderer.ts'
|
||||
|
|
@ -3271,8 +3272,21 @@ if (typeof window !== 'undefined') {
|
|||
onCastTownPortal: () => {
|
||||
status.textContent = `已通过回城之书开启返回 ${ACT_NAMES_ZH[runtime.act] ?? '营地'} 的传送门`
|
||||
},
|
||||
onDropItemToGround: (itemName) => {
|
||||
status.textContent = `已将「${itemName}」丢弃在地面`
|
||||
onDropItemToGround: (item) => {
|
||||
const player = engine.world.player
|
||||
const playerCell = cellOf(runtime.grid, player.x, player.y)
|
||||
const dropPos = findSafeDropPosition(runtime.grid, playerCell.x, playerCell.y, 2)
|
||||
const groundItem = engine.dropItem(item, dropPos.x, dropPos.y, dropPos.cellX, dropPos.cellY)
|
||||
status.textContent = `已将「${groundItem.nameZh}」丢弃在地面`
|
||||
},
|
||||
onDropGoldToGround: (amount) => {
|
||||
const player = engine.world.player
|
||||
const playerCell = cellOf(runtime.grid, player.x, player.y)
|
||||
const dropPos = findSafeDropPosition(runtime.grid, playerCell.x, playerCell.y, 2)
|
||||
const groundGold = engine.dropGold(amount, dropPos.x, dropPos.y, dropPos.cellX, dropPos.cellY)
|
||||
if (groundGold) {
|
||||
status.textContent = `已将 ${amount.toLocaleString()} 金币丢弃在地面`
|
||||
}
|
||||
},
|
||||
})
|
||||
: null
|
||||
|
|
|
|||
|
|
@ -19,7 +19,7 @@ import { GlobesHud } from './globes.ts'
|
|||
import { BeltHud } from './belt.ts'
|
||||
import { SkillHotkeysHud } from './hotkeys.ts'
|
||||
import { ControlBarHud, type MiniPanelAction } from './control-bar.ts'
|
||||
import { InventoryPanel, type EquipSlotId, resolveItemSpriteRect, INV_GRID_ORIGIN } from './inventory.ts'
|
||||
import { InventoryPanel, type EquipSlotId, type UiInventoryItem, resolveItemSpriteRect, INV_GRID_ORIGIN } from './inventory.ts'
|
||||
import { CharacterSheetPanel, type BaseStatKey } from './character-sheet.ts'
|
||||
import { SkillTreePanel, SORCERESS_SKILL_TREE } from './skill-tree-panel.ts'
|
||||
import { WorldPanelsHud, type LeftDockPanelKind } from './world-panels.ts'
|
||||
|
|
@ -288,7 +288,8 @@ export class HudManager {
|
|||
onToggleAutomap: () => void
|
||||
onWaypointTeleport: (act: number, slug: string, levelId?: number) => void
|
||||
onCastTownPortal?: () => void
|
||||
onDropItemToGround?: (name: string) => void
|
||||
onDropItemToGround?: (item: UiInventoryItem, mousePos?: { x: number; y: number }) => void
|
||||
onDropGoldToGround?: (amount: number, mousePos?: { x: number; y: number }) => void
|
||||
},
|
||||
) {
|
||||
this.hotkeys.tooltipResolver = (skillId: number) => this.skillTree.getTooltipViewModel(skillId)
|
||||
|
|
@ -678,7 +679,7 @@ export class HudManager {
|
|||
e.stopPropagation()
|
||||
const dropped = this.inventory.cursorItem
|
||||
this.inventory.cursorItem = null
|
||||
this.callbacks.onDropItemToGround?.(dropped.nameZh)
|
||||
this.callbacks.onDropItemToGround?.(dropped, pt)
|
||||
this.syncPublishedState()
|
||||
}
|
||||
return
|
||||
|
|
@ -789,6 +790,12 @@ export class HudManager {
|
|||
this.inventory.handleClick(rightX, pt.y, {
|
||||
onOpenCube: () => this.toggleLeftPanel('cube'),
|
||||
onCastTownPortal: () => this.callbacks.onCastTownPortal?.(),
|
||||
onDropGold: (amt) => {
|
||||
const dropped = this.inventory.dropGold(amt)
|
||||
if (dropped > 0) {
|
||||
this.callbacks.onDropGoldToGround?.(dropped, pt)
|
||||
}
|
||||
},
|
||||
})
|
||||
if (!this.inventory.visible) this.rightPanel = 'none'
|
||||
this.syncPublishedState()
|
||||
|
|
|
|||
|
|
@ -62,6 +62,31 @@ export interface GridPlacement {
|
|||
readonly row: number
|
||||
}
|
||||
|
||||
/**
|
||||
* Find the first available (col, row) slot for an item in a grid without overlaps.
|
||||
*/
|
||||
export function findFreeGridSlot(
|
||||
gridItems: readonly GridPlacement[],
|
||||
invWidth: number,
|
||||
invHeight: number,
|
||||
totalCols = 10,
|
||||
totalRows = 4,
|
||||
): { col: number; row: number } | null {
|
||||
for (let r = 0; r <= totalRows - invHeight; r += 1) {
|
||||
for (let c = 0; c <= totalCols - invWidth; c += 1) {
|
||||
const overlaps = gridItems.some(p => {
|
||||
const ox = c < p.col + p.item.invWidth && c + invWidth > p.col
|
||||
const oy = r < p.row + p.item.invHeight && r + invHeight > p.row
|
||||
return ox && oy
|
||||
})
|
||||
if (!overlaps) {
|
||||
return { col: c, row: r }
|
||||
}
|
||||
}
|
||||
}
|
||||
return null
|
||||
}
|
||||
|
||||
export const INV_PANEL_ORIGIN = { x: 400, y: 60, width: 320, height: 432 } as const
|
||||
export const INV_GRID_ORIGIN = { x: 400 + 18, y: 60 + 256, cols: 10, rows: 4, cellPx: 29 } as const
|
||||
|
||||
|
|
@ -754,6 +779,15 @@ export class InventoryPanel {
|
|||
return false
|
||||
}
|
||||
|
||||
/**
|
||||
* Deduct gold from inventory to drop. Returns actual amount deducted.
|
||||
*/
|
||||
dropGold(amount: number): number {
|
||||
const toDrop = Math.max(0, Math.min(amount, this.gold))
|
||||
this.gold -= toDrop
|
||||
return toDrop
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle left-click on a grid cell `(col, row)`:
|
||||
* - If `cursorItem` is null: pick up the item at `(col, row)` into `cursorItem`.
|
||||
|
|
@ -850,6 +884,7 @@ export class InventoryPanel {
|
|||
callbacks: {
|
||||
onOpenCube: () => void
|
||||
onCastTownPortal: () => void
|
||||
onDropGold?: (amount: number) => void
|
||||
},
|
||||
): boolean {
|
||||
if (!this.visible) return false
|
||||
|
|
@ -906,6 +941,15 @@ export class InventoryPanel {
|
|||
return true
|
||||
}
|
||||
|
||||
// 5. Gold Button / Readout Area (x: 500..625, y: 450..485)
|
||||
if (logicalX >= 500 && logicalX <= 625 && logicalY >= 450 && logicalY <= 485) {
|
||||
if (this.gold > 0) {
|
||||
const dropAmt = Math.min(10_000, this.gold)
|
||||
callbacks.onDropGold?.(dropAmt)
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -0,0 +1,366 @@
|
|||
/**
|
||||
* Diablo II: Lord of Destruction v1.13c — Ground Items & Drop System Test Suite
|
||||
*
|
||||
* Requirements (Issue #388):
|
||||
* 1. Safe Drop Radial Search: finds walkable cell avoiding walls, void and invalid cells.
|
||||
* 2. Authentic Gold & Item Representation: parses gold amounts, qualities, and names.
|
||||
* 3. GroundItemManager Lifecycle: add, remove, search, sparkle phase, and parabolic bounce physics.
|
||||
* 4. Inventory & Stash Drop Interaction: dropGold, findFreeGridSlot, and auto placement.
|
||||
* 5. GameEngine & Scene Integration: groundItems synchronization with engine ground list.
|
||||
*/
|
||||
|
||||
import { describe, expect, it } from 'vitest'
|
||||
import {
|
||||
findSafeDropPosition,
|
||||
isGoldItem,
|
||||
resolveGroundItemMetadata,
|
||||
calculateBounceHeight,
|
||||
GroundItemManager,
|
||||
type GroundItemBounceState,
|
||||
} from '../src/game/ground-items.ts'
|
||||
import {
|
||||
COLLIDE_NONE,
|
||||
COLLIDE_WALL,
|
||||
COLLIDE_BLANK,
|
||||
COLLIDE_MASK_INVALID,
|
||||
ORTHO_CELL_WIDTH,
|
||||
ORTHO_CELL_HEIGHT,
|
||||
} from '../src/game/d2map.ts'
|
||||
import { InventoryPanel, findFreeGridSlot, type UiInventoryItem, type GridPlacement } from '../src/ui/inventory.ts'
|
||||
import { GameEngine } from '../src/game/engine.ts'
|
||||
import { DEMO_EXPERIENCE, DEMO_SKILLS, DEMO_QUESTS } from '../src/game/demo-data.ts'
|
||||
|
||||
describe('Issue #388 — Ground Item & Drop System Ground Truth', () => {
|
||||
describe('1. findSafeDropPosition Radial Search (D2Common.dll ITEM_Drop Parity)', () => {
|
||||
it('returns origin cell directly when origin is not blocked', () => {
|
||||
const mockGrid = {
|
||||
originX: 100,
|
||||
originY: 200,
|
||||
isBlocked: () => false,
|
||||
}
|
||||
const pos = findSafeDropPosition(mockGrid, 10, 20, 3)
|
||||
expect(pos.cellX).toBe(10)
|
||||
expect(pos.cellY).toBe(20)
|
||||
expect(pos.x).toBe(100 + (10 - 20) * ORTHO_CELL_WIDTH)
|
||||
expect(pos.y).toBe(200 + (10 + 20) * ORTHO_CELL_HEIGHT)
|
||||
})
|
||||
|
||||
it('spirals to nearest unblocked neighbor when origin is blocked by wall', () => {
|
||||
// Origin (10, 20) is blocked; (10, 21) is free
|
||||
const blockedCells = new Set(['10,20'])
|
||||
const mockGrid = {
|
||||
originX: 0,
|
||||
originY: 0,
|
||||
isBlocked: (cx: number, cy: number) => blockedCells.has(`${cx},${cy}`),
|
||||
}
|
||||
const pos = findSafeDropPosition(mockGrid, 10, 20, 2)
|
||||
expect(pos.cellX !== 10 || pos.cellY !== 20).toBe(true)
|
||||
const distSq = (pos.cellX - 10) ** 2 + (pos.cellY - 20) ** 2
|
||||
expect(distSq).toBe(1) // Nearest orthogonal neighbor
|
||||
})
|
||||
|
||||
it('strictly avoids COLLIDE_WALL, COLLIDE_BLANK, and COLLIDE_MASK_INVALID in grid collisionMasks', () => {
|
||||
const width = 5
|
||||
const height = 5
|
||||
const masks = new Uint16Array(width * height)
|
||||
// Block center (2, 2) and immediate neighbors except (3, 2)
|
||||
masks[2 * width + 2] = COLLIDE_WALL
|
||||
masks[1 * width + 2] = COLLIDE_BLANK
|
||||
masks[3 * width + 2] = COLLIDE_MASK_INVALID
|
||||
masks[2 * width + 1] = COLLIDE_WALL
|
||||
// (3, 2) is left as COLLIDE_NONE
|
||||
|
||||
const grid = {
|
||||
width,
|
||||
height,
|
||||
originX: 0,
|
||||
originY: 0,
|
||||
collisionMasks: masks,
|
||||
}
|
||||
|
||||
const pos = findSafeDropPosition(grid, 2, 2, 2)
|
||||
expect(pos.cellX).toBe(3)
|
||||
expect(pos.cellY).toBe(2)
|
||||
})
|
||||
|
||||
it('falls back safely to origin if all cells within maxRadius are blocked', () => {
|
||||
const mockGrid = {
|
||||
isBlocked: () => true,
|
||||
}
|
||||
const pos = findSafeDropPosition(mockGrid, 5, 5, 2)
|
||||
expect(pos.cellX).toBe(5)
|
||||
expect(pos.cellY).toBe(5)
|
||||
})
|
||||
})
|
||||
|
||||
describe('2. isGoldItem & resolveGroundItemMetadata', () => {
|
||||
it('accurately identifies gold items from diverse shapes', () => {
|
||||
expect(isGoldItem({ isGold: true })).toBe(true)
|
||||
expect(isGoldItem({ code: 'gld' })).toBe(true)
|
||||
expect(isGoldItem({ code: ' gld ' })).toBe(true)
|
||||
expect(isGoldItem({ id: 'gold' })).toBe(true)
|
||||
expect(isGoldItem({ base: { id: 'gold' } })).toBe(true)
|
||||
expect(isGoldItem({ name: 'Gold' })).toBe(true)
|
||||
expect(isGoldItem({ name: '500 金币' })).toBe(true)
|
||||
|
||||
expect(isGoldItem({ name: 'Short Sword', code: 'swd' })).toBe(false)
|
||||
expect(isGoldItem(null)).toBe(false)
|
||||
expect(isGoldItem(undefined)).toBe(false)
|
||||
})
|
||||
|
||||
it('resolves gold metadata with formatted Chinese/English names and amount', () => {
|
||||
const meta = resolveGroundItemMetadata({ isGold: true, amount: 2500 })
|
||||
expect(meta.isGold).toBe(true)
|
||||
expect(meta.amount).toBe(2500)
|
||||
expect(meta.name).toBe('2500 Gold')
|
||||
expect(meta.nameZh).toBe('2500 金币')
|
||||
expect(meta.quality).toBe('normal')
|
||||
expect(meta.invWidth).toBe(1)
|
||||
expect(meta.invHeight).toBe(1)
|
||||
})
|
||||
|
||||
it('resolves equipment item metadata preserving quality, dimensions, and names', () => {
|
||||
const item: Partial<UiInventoryItem> = {
|
||||
id: 'soj_1',
|
||||
name: 'The Stone of Jordan',
|
||||
nameZh: '乔丹之石',
|
||||
quality: 'unique',
|
||||
invWidth: 1,
|
||||
invHeight: 1,
|
||||
}
|
||||
const meta = resolveGroundItemMetadata(item)
|
||||
expect(meta.isGold).toBe(false)
|
||||
expect(meta.name).toBe('The Stone of Jordan')
|
||||
expect(meta.nameZh).toBe('乔丹之石')
|
||||
expect(meta.quality).toBe('unique')
|
||||
expect(meta.invWidth).toBe(1)
|
||||
expect(meta.invHeight).toBe(1)
|
||||
})
|
||||
})
|
||||
|
||||
describe('3. GroundItemManager Lifecycle & Parabolic Bounce Physics', () => {
|
||||
it('adds and retrieves dropped items with unique generated IDs', () => {
|
||||
const manager = new GroundItemManager()
|
||||
const item: Partial<UiInventoryItem> = {
|
||||
name: 'Grand Charm',
|
||||
nameZh: '超大护身符',
|
||||
quality: 'magic',
|
||||
invWidth: 1,
|
||||
invHeight: 3,
|
||||
}
|
||||
|
||||
const entity = manager.add(item, 15, 25, 400, 300, { bounce: true })
|
||||
expect(entity.id).toBeDefined()
|
||||
expect(entity.name).toBe('Grand Charm')
|
||||
expect(entity.nameZh).toBe('超大护身符')
|
||||
expect(entity.cellX).toBe(15)
|
||||
expect(entity.cellY).toBe(25)
|
||||
expect(entity.x).toBe(400)
|
||||
expect(entity.y).toBe(300)
|
||||
expect(entity.bounceState).toBeDefined()
|
||||
expect(manager.count).toBe(1)
|
||||
expect(manager.get(entity.id)).toBe(entity)
|
||||
})
|
||||
|
||||
it('removes item by ID when picked up', () => {
|
||||
const manager = new GroundItemManager()
|
||||
const entity = manager.add({ name: 'Potion' }, 0, 0, 100, 100)
|
||||
expect(manager.count).toBe(1)
|
||||
const removed = manager.remove(entity.id)
|
||||
expect(removed).toBe(entity)
|
||||
expect(manager.count).toBe(0)
|
||||
expect(manager.get(entity.id)).toBeUndefined()
|
||||
})
|
||||
|
||||
it('findAtPoint and findNearby correctly filter by radius', () => {
|
||||
const manager = new GroundItemManager()
|
||||
const item1 = manager.add({ name: 'Item 1' }, 0, 0, 100, 100)
|
||||
const item2 = manager.add({ name: 'Item 2' }, 0, 0, 105, 105)
|
||||
const item3 = manager.add({ name: 'Item 3' }, 0, 0, 200, 200)
|
||||
|
||||
const hit = manager.findAtPoint(102, 102, 10)
|
||||
expect(hit).toBeDefined()
|
||||
expect(hit?.id === item1.id || hit?.id === item2.id).toBe(true)
|
||||
|
||||
const nearby = manager.findNearby(100, 100, 20)
|
||||
expect(nearby.length).toBe(2)
|
||||
expect(nearby.map(i => i.id)).toContain(item1.id)
|
||||
expect(nearby.map(i => i.id)).toContain(item2.id)
|
||||
expect(nearby.map(i => i.id)).not.toContain(item3.id)
|
||||
})
|
||||
|
||||
it('parabolic bounce equation h(p) = 4 * H * p * (1 - p) calculates exact apex and landing', () => {
|
||||
const bounce: GroundItemBounceState = {
|
||||
startTime: 1000,
|
||||
durationMs: 400,
|
||||
peakHeightPx: 32,
|
||||
}
|
||||
|
||||
// At start (t = 1000): h = 0
|
||||
expect(calculateBounceHeight(bounce, 1000)).toBe(0)
|
||||
|
||||
// At apex (t = 1200, p = 0.5): h = 4 * 32 * 0.5 * 0.5 = 32
|
||||
expect(calculateBounceHeight(bounce, 1200)).toBe(32)
|
||||
|
||||
// At quarter time (p = 0.25): h = 4 * 32 * 0.25 * 0.75 = 24
|
||||
expect(calculateBounceHeight(bounce, 1100)).toBe(24)
|
||||
|
||||
// At landing (t = 1400): h = 0
|
||||
expect(calculateBounceHeight(bounce, 1400)).toBe(0)
|
||||
|
||||
// After duration: h = 0
|
||||
expect(calculateBounceHeight(bounce, 1500)).toBe(0)
|
||||
})
|
||||
|
||||
it('manager.update advances bounce from primary to secondary bounce and completes', () => {
|
||||
const manager = new GroundItemManager()
|
||||
const entity = manager.add({ name: 'Rune' }, 0, 0, 100, 100, {
|
||||
bounce: true,
|
||||
durationMs: 400,
|
||||
peakHeight: 24,
|
||||
now: 1000,
|
||||
})
|
||||
|
||||
expect(entity.bounceState?.phase).toBe('primary')
|
||||
|
||||
// Advance past primary duration (1450ms)
|
||||
manager.update(1450, 450)
|
||||
expect(entity.bounceState?.phase).toBe('secondary')
|
||||
expect(entity.bounceState?.peakHeightPx).toBe(6) // 24 * 0.25 = 6
|
||||
|
||||
// Advance past secondary duration
|
||||
manager.update(1700, 250)
|
||||
expect(entity.bounceState).toBeNull()
|
||||
})
|
||||
})
|
||||
|
||||
describe('4. InventoryPanel Gold Dropping & findFreeGridSlot', () => {
|
||||
it('InventoryPanel.dropGold deducts gold from player inventory', () => {
|
||||
const panel = new InventoryPanel()
|
||||
panel.gold = 50_000
|
||||
|
||||
const dropped = panel.dropGold(10_000)
|
||||
expect(dropped).toBe(10_000)
|
||||
expect(panel.gold).toBe(40_000)
|
||||
|
||||
// Cannot drop more than available gold
|
||||
const dropExcess = panel.dropGold(100_000)
|
||||
expect(dropExcess).toBe(40_000)
|
||||
expect(panel.gold).toBe(0)
|
||||
})
|
||||
|
||||
it('findFreeGridSlot returns first available (col, row) without overlapping existing items', () => {
|
||||
const gridItems: GridPlacement[] = [
|
||||
{
|
||||
item: { id: '1', invWidth: 2, invHeight: 2 } as any,
|
||||
col: 0,
|
||||
row: 0,
|
||||
},
|
||||
]
|
||||
|
||||
// A 1x1 item should find col: 2, row: 0 (or col: 0, row: 2)
|
||||
const slot1x1 = findFreeGridSlot(gridItems, 1, 1, 10, 4)
|
||||
expect(slot1x1).toEqual({ col: 2, row: 0 })
|
||||
|
||||
// A 2x2 item cannot fit at (0, 0) or (1, 0), finds (2, 0)
|
||||
const slot2x2 = findFreeGridSlot(gridItems, 2, 2, 10, 4)
|
||||
expect(slot2x2).toEqual({ col: 2, row: 0 })
|
||||
})
|
||||
|
||||
it('findFreeGridSlot returns null when grid is completely packed', () => {
|
||||
const gridItems: GridPlacement[] = []
|
||||
// Fill all 10x4 cells with 1x1 items
|
||||
for (let r = 0; r < 4; r += 1) {
|
||||
for (let c = 0; c < 10; c += 1) {
|
||||
gridItems.push({
|
||||
item: { id: `item_${c}_${r}`, invWidth: 1, invHeight: 1 } as any,
|
||||
col: c,
|
||||
row: r,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
const slot = findFreeGridSlot(gridItems, 1, 1, 10, 4)
|
||||
expect(slot).toBeNull()
|
||||
})
|
||||
})
|
||||
|
||||
describe('5. GameEngine & GroundItems Integration', () => {
|
||||
it('GameEngine.dropItem creates ground entity and syncs engine.ground', () => {
|
||||
const engine = new GameEngine(
|
||||
{ widthPx: 1000, heightPx: 1000, overlap: () => 0 },
|
||||
{
|
||||
spawn: { x: 100, y: 100 },
|
||||
stats: [],
|
||||
xpTable: DEMO_EXPERIENCE,
|
||||
skills: DEMO_SKILLS,
|
||||
npcDefs: [],
|
||||
questDefs: DEMO_QUESTS,
|
||||
combatOptions: {
|
||||
playerSpeed: 4,
|
||||
playerReach: 50,
|
||||
playerCooldownTicks: 10,
|
||||
playerDamage: 5,
|
||||
playerManaPerAttack: 1,
|
||||
respawnTicks: 100,
|
||||
},
|
||||
talkRadius: 50,
|
||||
pickupRadius: 30,
|
||||
inventoryCols: 10,
|
||||
inventoryRows: 4,
|
||||
},
|
||||
)
|
||||
|
||||
expect(engine.ground.length).toBe(0)
|
||||
expect(engine.groundItems.count).toBe(0)
|
||||
|
||||
const dropped = engine.dropItem(
|
||||
{ name: 'Broad Sword', quality: 'normal', invWidth: 1, invHeight: 3 } as any,
|
||||
120,
|
||||
130,
|
||||
)
|
||||
|
||||
expect(engine.ground.length).toBe(1)
|
||||
expect(engine.groundItems.count).toBe(1)
|
||||
expect(dropped.x).toBe(120)
|
||||
expect(dropped.y).toBe(130)
|
||||
expect(dropped.name).toBe('Broad Sword')
|
||||
expect(engine.ground[0]!.x).toBe(120)
|
||||
expect(engine.ground[0]!.y).toBe(130)
|
||||
})
|
||||
|
||||
it('GameEngine.dropGold creates gold entity on ground and updates groundItems', () => {
|
||||
const engine = new GameEngine(
|
||||
{ widthPx: 1000, heightPx: 1000, overlap: () => 0 },
|
||||
{
|
||||
spawn: { x: 100, y: 100 },
|
||||
stats: [],
|
||||
xpTable: DEMO_EXPERIENCE,
|
||||
skills: DEMO_SKILLS,
|
||||
npcDefs: [],
|
||||
questDefs: DEMO_QUESTS,
|
||||
combatOptions: {
|
||||
playerSpeed: 4,
|
||||
playerReach: 50,
|
||||
playerCooldownTicks: 10,
|
||||
playerDamage: 5,
|
||||
playerManaPerAttack: 1,
|
||||
respawnTicks: 100,
|
||||
},
|
||||
talkRadius: 50,
|
||||
pickupRadius: 30,
|
||||
inventoryCols: 10,
|
||||
inventoryRows: 4,
|
||||
},
|
||||
)
|
||||
|
||||
const goldEntity = engine.dropGold(5000, 150, 160)
|
||||
expect(goldEntity).toBeDefined()
|
||||
expect(goldEntity!.isGold).toBe(true)
|
||||
expect(goldEntity!.amount).toBe(5000)
|
||||
expect(goldEntity!.nameZh).toBe('5000 金币')
|
||||
expect(engine.ground.length).toBe(1)
|
||||
expect(engine.groundItems.count).toBe(1)
|
||||
})
|
||||
})
|
||||
})
|
||||
Loading…
Reference in New Issue