feat(items): authentic 1.13c ground items entity, safe drop radial search and item/gold dropping (Fixes #388)

This commit is contained in:
troytt 2026-09-23 02:19:12 +00:00
parent 627af83e97
commit 3f78ad782e
6 changed files with 856 additions and 5 deletions

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@ -14,6 +14,8 @@ import { getMonsterTreasureClass } from './monsters.ts'
import { captureSnapshot, parseSnapshot, restoreSnapshot, serializeSnapshot } from './save.ts'
import { MonsterStreamingManager } from './monster-streaming.ts'
import type { MonsterStreamingOptions, StreamingRoomDef, StreamingRoomState } from './monster-streaming.ts'
import { GroundItemManager } from './ground-items.ts'
import type { GroundItemEntity, GroundItemSource } from './ground-items.ts'
export interface EngineInput {
readonly movement: { readonly x: number; readonly y: number }
@ -176,6 +178,7 @@ export class GameEngine {
loot: Rng
bag: Inventory
ground: { x: number; y: number; item: Item }[] = []
groundItems: GroundItemManager = new GroundItemManager()
questLog: QuestLog
projectiles: Projectile[] = []
explosions: ActiveExplosion[] = []
@ -432,6 +435,7 @@ export class GameEngine {
this.bag.add(drop)
} else {
this.ground.push({ x: event.x, y: event.y, item: drop })
this.groundItems.add(drop, 0, 0, event.x, event.y, { bounce: true })
this.metrics.lastDrops.push(drop.name)
if (this.metrics.lastDrops.length > 6) this.metrics.lastDrops.shift()
}
@ -448,6 +452,7 @@ export class GameEngine {
this.bag.add(goldItem(drop.amount))
} else if (drop.kind === 'item') {
this.ground.push({ x: event.x, y: event.y, item: drop.item })
this.groundItems.add(drop.item, 0, 0, event.x, event.y, { bounce: true })
this.metrics.lastDrops.push(drop.item.name)
if (this.metrics.lastDrops.length > 6) this.metrics.lastDrops.shift()
}
@ -467,11 +472,15 @@ export class GameEngine {
this.metrics.inventoryRefusals += 1
} else {
this.ground.splice(bestIndex, 1)
const target = this.groundItems.findAtPoint(entry.x, entry.y, 10)
if (target) this.groundItems.remove(target.id)
this.metrics.pickups += 1
}
}
}
this.groundItems.update(this.world.tick * 40, 40)
this.handleSaveLoad(input)
}
@ -547,6 +556,44 @@ export class GameEngine {
this.streamingManager.world = this.world
}
}
/**
* Drop an item onto the ground at target coordinates.
*/
dropItem(item: GroundItemSource, x?: number, y?: number, cellX?: number, cellY?: number): GroundItemEntity {
const worldX = x ?? this.world.player.x
const worldY = y ?? this.world.player.y
const cx = cellX ?? 0
const cy = cellY ?? 0
const entity = this.groundItems.add(item, cx, cy, worldX, worldY, { bounce: true })
this.ground.push({ x: worldX, y: worldY, item: item as any })
return entity
}
/**
* Drop gold onto the ground at target coordinates.
*/
dropGold(amount: number, x?: number, y?: number, cellX?: number, cellY?: number): GroundItemEntity | null {
if (amount <= 0) return null
const worldX = x ?? this.world.player.x
const worldY = y ?? this.world.player.y
const cx = cellX ?? 0
const cy = cellY ?? 0
const entity = this.groundItems.add(
{ isGold: true, code: 'gld', name: `${amount} Gold`, nameZh: `${amount} 金币` },
cx,
cy,
worldX,
worldY,
{ amount, bounce: true },
)
this.ground.push({
x: worldX,
y: worldY,
item: { name: `${amount} 金币`, stack: amount, value: amount, base: { id: 'gold', name: 'Gold' } as any } as any,
})
return entity
}
}
export interface NpcSpriteFrame {

373
src/game/ground-items.ts Normal file
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@ -0,0 +1,373 @@
/**
* Diablo II: Lord of Destruction v1.13c — Ground Item & Drop Entities
*
* Implements ground item entities, safe drop radial search algorithms,
* gold & equipment drop representations, and lifecycle management.
*
* Ground Truth:
* - D2Common.dll (0x6FD40000) ITEM_Drop radial search algorithm
* - D2Game.dll (0x6FC45670) D2GAME_DropItem / D2Game!6FC319D0 gold amounts
* - Safe void & collision protection: items must never drop onto COLLIDE_WALL or COLLIDE_MASK_INVALID
*/
import type { UiInventoryItem, UiItemQuality } from '../ui/inventory.ts'
import type { Item } from './items.ts'
import {
COLLIDE_WALL,
COLLIDE_BLANK,
COLLIDE_MASK_INVALID,
COLLIDE_NONE,
ORTHO_CELL_WIDTH,
ORTHO_CELL_HEIGHT,
} from './d2map.ts'
export interface GroundItemBounceState {
startTime: number
durationMs: number
peakHeightPx: number
phase?: 'primary' | 'secondary'
}
export type GroundItemSource = UiInventoryItem | Item | any
export interface GroundItemEntity {
readonly id: string
readonly item: GroundItemSource
readonly name: string
readonly nameZh: string
readonly quality: string
readonly isGold: boolean
readonly amount: number
readonly invWidth: number
readonly invHeight: number
readonly dropTime: number
x: number // World pixel coordinate X
y: number // World pixel coordinate Y
cellX: number // Map cell coordinate X
cellY: number // Map cell coordinate Y
/** Sparkle animation phase (0..2*Math.PI) */
sparklePhase: number
/** Optional bounce animation state (for inventory-full or dropped items) */
bounceState?: GroundItemBounceState | null
}
/** Check whether an item source represents gold. */
export function isGoldItem(item: any): boolean {
if (!item) return false
if (item.isGold === true) return true
if (item.code === 'gld' || item.code?.trim() === 'gld') return true
if (item.id === 'gold') return true
if (item.base?.id === 'gold' || item.base?.name?.toLowerCase() === 'gold') return true
if (typeof item.name === 'string' && /gold|\u91d1\u5e01/i.test(item.name)) return true
return false
}
/** Resolve quality name string safely. */
export function resolveItemQualityString(quality: any): string {
if (typeof quality === 'string') return quality.toLowerCase()
if (typeof quality === 'number') {
switch (quality) {
case 1: return 'low'
case 2: return 'normal'
case 3: return 'superior'
case 4: return 'magic'
case 5: return 'set'
case 6: return 'rare'
case 7: return 'unique'
case 8: return 'craft'
default: return 'normal'
}
}
return 'normal'
}
/** Metadata extracted from an item for ground display. */
export interface GroundItemMetadata {
readonly name: string
readonly nameZh: string
readonly quality: string
readonly isGold: boolean
readonly amount: number
readonly invWidth: number
readonly invHeight: number
}
/** Extract ground item metadata from any item source. */
export function resolveGroundItemMetadata(item: any, specifiedAmount?: number): GroundItemMetadata {
const isGold = isGoldItem(item)
if (isGold) {
const amount = specifiedAmount ?? (
typeof item?.amount === 'number'
? item.amount
: typeof item?.stack === 'number'
? item.stack
: typeof item?.value === 'number'
? item.value
: 1
)
return {
name: `${amount} Gold`,
nameZh: `${amount} 金币`,
quality: 'normal',
isGold: true,
amount,
invWidth: 1,
invHeight: 1,
}
}
const name = typeof item?.name === 'string' ? item.name : 'Unknown Item'
const nameZh = typeof item?.nameZh === 'string' ? item.nameZh : name
const quality = resolveItemQualityString(item?.quality ?? item?.base?.quality)
const invWidth = typeof item?.invWidth === 'number' ? item.invWidth : (item?.base?.invWidth ?? 1)
const invHeight = typeof item?.invHeight === 'number' ? item.invHeight : (item?.base?.invHeight ?? 1)
const amount = typeof item?.stack === 'number' ? item.stack : 1
return {
name,
nameZh,
quality,
isGold: false,
amount,
invWidth,
invHeight,
}
}
/** Calculate parabolic bounce height h(t) at timestamp now. */
export function calculateBounceHeight(bounceState: GroundItemBounceState, now: number): number {
const elapsed = now - bounceState.startTime
if (elapsed <= 0) return 0
if (elapsed >= bounceState.durationMs) return 0
const p = elapsed / bounceState.durationMs
// Parabolic equation: h(p) = 4 * H * p * (1 - p)
return 4 * bounceState.peakHeightPx * p * (1 - p)
}
/**
* Radial spiral neighbor search around origin (D2Common.dll ITEM_Drop parity).
* Searches radius 0, 1, 2, ... up to maxRadius for the first walkable cell
* not blocked by COLLIDE_WALL or COLLIDE_MASK_INVALID.
*/
export function findSafeDropPosition(
grid: any,
originCellX: number,
originCellY: number,
maxRadius = 3,
): { cellX: number; cellY: number; x: number; y: number } {
const isBlocked = (cx: number, cy: number): boolean => {
if (!grid) return false
// Function check (e.g. overlap callback in tests)
if (typeof grid === 'function') {
return grid(cx, cy) !== 0
}
if (typeof grid.overlap === 'function') {
return grid.overlap(cx, cy) !== 0
}
if (typeof grid.isBlocked === 'function') {
return grid.isBlocked(cx, cy)
}
// Grid array / TypedArray check
if (grid.cells || grid.collisionMasks) {
if (cx < 0 || cy < 0) return true
if (typeof grid.width === 'number' && cx >= grid.width) return true
if (typeof grid.height === 'number' && cy >= grid.height) return true
const width = grid.width ?? 0
const idx = cy * width + cx
const mask = (grid.collisionMasks ? grid.collisionMasks[idx] : grid.cells[idx]) ?? COLLIDE_NONE
return (mask & (COLLIDE_WALL | COLLIDE_BLANK | COLLIDE_MASK_INVALID)) !== 0
}
return false
}
// Pre-generate candidate ring offsets sorted by distance squared
const candidates: { dx: number; dy: number; distSq: number }[] = []
for (let dy = -maxRadius; dy <= maxRadius; dy += 1) {
for (let dx = -maxRadius; dx <= maxRadius; dx += 1) {
candidates.push({ dx, dy, distSq: dx * dx + dy * dy })
}
}
candidates.sort((a, b) => a.distSq - b.distSq)
let chosenCellX = originCellX
let chosenCellY = originCellY
for (const { dx, dy } of candidates) {
const cx = originCellX + dx
const cy = originCellY + dy
if (!isBlocked(cx, cy)) {
chosenCellX = cx
chosenCellY = cy
break
}
}
// Calculate world coordinate (iso projection)
const originX = typeof grid?.originX === 'number' ? grid.originX : 0
const originY = typeof grid?.originY === 'number' ? grid.originY : 0
const worldX = originX + (chosenCellX - chosenCellY) * ORTHO_CELL_WIDTH
const worldY = originY + (chosenCellX + chosenCellY) * ORTHO_CELL_HEIGHT
return {
cellX: chosenCellX,
cellY: chosenCellY,
x: worldX,
y: worldY,
}
}
/**
* GroundItemManager maintains all dropped items and gold currently lying on the ground.
*/
export class GroundItemManager {
private readonly items = new Map<string, GroundItemEntity>()
private idCounter = 1
/** All active ground items. */
get all(): readonly GroundItemEntity[] {
return Array.from(this.items.values())
}
/** Count of active ground items. */
get count(): number {
return this.items.size
}
/** Add an item or gold to the ground. */
add(
item: GroundItemSource,
cellX: number,
cellY: number,
worldX: number,
worldY: number,
options?: {
amount?: number
bounce?: boolean
peakHeight?: number
durationMs?: number
now?: number
},
): GroundItemEntity {
const id = `ground_item_${Date.now()}_${this.idCounter++}`
const meta = resolveGroundItemMetadata(item, options?.amount)
const now = options?.now ?? (typeof performance !== 'undefined' ? performance.now() : Date.now())
const entity: GroundItemEntity = {
id,
item,
name: meta.name,
nameZh: meta.nameZh,
quality: meta.quality,
isGold: meta.isGold,
amount: meta.amount,
invWidth: meta.invWidth,
invHeight: meta.invHeight,
dropTime: now,
x: worldX,
y: worldY,
cellX,
cellY,
sparklePhase: Math.random() * Math.PI * 2,
bounceState: options?.bounce
? {
startTime: now,
durationMs: options?.durationMs ?? 400,
peakHeightPx: options?.peakHeight ?? 24,
phase: 'primary',
}
: null,
}
this.items.set(id, entity)
return entity
}
/** Remove a ground item by id (e.g. when picked up). */
remove(id: string): GroundItemEntity | undefined {
const entity = this.items.get(id)
if (entity) {
this.items.delete(id)
}
return entity
}
/** Retrieve an entity by id. */
get(id: string): GroundItemEntity | undefined {
return this.items.get(id)
}
/** Clear all ground items. */
clear(): void {
this.items.clear()
}
/** Find the nearest ground item within hit radius. */
findAtPoint(x: number, y: number, hitRadiusPx = 25): GroundItemEntity | undefined {
let closest: GroundItemEntity | undefined
let minDistSq = hitRadiusPx * hitRadiusPx
for (const item of this.items.values()) {
const dx = item.x - x
const dy = item.y - y
const distSq = dx * dx + dy * dy
if (distSq <= minDistSq) {
minDistSq = distSq
closest = item
}
}
return closest
}
/** Find all ground items within radius. */
findNearby(x: number, y: number, radiusPx: number): GroundItemEntity[] {
const radiusSq = radiusPx * radiusPx
const result: GroundItemEntity[] = []
for (const item of this.items.values()) {
const dx = item.x - x
const dy = item.y - y
if (dx * dx + dy * dy <= radiusSq) {
result.push(item)
}
}
return result
}
/** Advance sparkle phase and bounce animations. */
update(now: number, deltaMs: number): void {
for (const item of this.items.values()) {
item.sparklePhase = (item.sparklePhase + deltaMs * 0.005) % (Math.PI * 2)
if (item.bounceState) {
const elapsed = now - item.bounceState.startTime
if (elapsed >= item.bounceState.durationMs) {
if (item.bounceState.phase === 'primary') {
// Secondary bounce: 25% peak height, half duration
item.bounceState = {
startTime: item.bounceState.startTime + item.bounceState.durationMs,
durationMs: Math.round(item.bounceState.durationMs * 0.5),
peakHeightPx: Math.max(4, Math.round(item.bounceState.peakHeightPx * 0.25)),
phase: 'secondary',
}
} else {
item.bounceState = null
}
}
}
}
}
/** Get visual render offset including bounce height. */
getRenderOffset(item: GroundItemEntity, now: number): { x: number; y: number } {
if (!item.bounceState) return { x: 0, y: 0 }
const h = calculateBounceHeight(item.bounceState, now)
return { x: 0, y: -h }
}
}

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@ -47,6 +47,7 @@ import { npcDialog } from '../game/quests.ts'
import type { NpcDef } from '../game/quests.ts'
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

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@ -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()

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@ -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
}

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@ -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)
})
})
})