feat(sim/monsters): lazy room population with bPopulated and active/sleeping streaming
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@ -120,6 +120,8 @@ export interface Monster {
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hitFlash: number
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/** Ticks left of the death animation. */
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corpseTicks: number
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/** Whether the monster is sleeping (inactive off-screen room). */
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sleeping?: boolean | undefined
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}
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/** The player's combat-relevant state. */
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@ -787,6 +789,7 @@ function tickPlayer(
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*/
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function tickMonsters(world: CombatWorld, options: CombatOptions, terrain: CombatTerrain, targets: readonly CombatPlayer[]): void {
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for (const monster of world.monsters) {
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if (monster.sleeping) continue
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if (monster.state === 'dead') {
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if (monster.corpseTicks > 0) monster.corpseTicks -= 1
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continue
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@ -8,6 +8,8 @@ import { QuestLog, npcDialog } from './quests.ts'
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import type { NpcDef, QuestDef } from './quests.ts'
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import { Rng } from './rng.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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export interface EngineInput {
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readonly movement: { readonly x: number; readonly y: number }
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@ -115,6 +117,24 @@ export interface GameEngineOptions {
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* itself.
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*/
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snapshotStore?: SnapshotStore
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/**
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* Optional pre-constructed MonsterStreamingManager for lazy room population
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* and active/sleeping monster streaming.
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*/
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streamingManager?: MonsterStreamingManager | undefined
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/**
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* Pre-planned rooms for monster streaming. When configured without an explicit
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* streamingManager, a MonsterStreamingManager is initialized automatically.
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*/
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roomPacks?: readonly StreamingRoomDef[] | undefined
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/**
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* Alias for roomPacks.
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*/
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streamingRooms?: readonly StreamingRoomDef[] | undefined
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/**
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* Tuning options for MonsterStreamingManager when created from roomPacks.
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*/
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streamingOptions?: MonsterStreamingOptions | undefined
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}
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export interface GameEngineMetrics {
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@ -145,6 +165,7 @@ export class GameEngine {
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selectedSkill = 0
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npcEntities: NpcEntity[] = []
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dialog: string[] = []
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streamingManager?: MonsterStreamingManager
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/**
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* Whether the save input was held on the previous tick.
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*
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@ -164,10 +185,27 @@ export class GameEngine {
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}
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constructor(public terrain: WorldMapProvider, public opts: GameEngineOptions) {
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this.world = createWorld(opts.spawn.x, opts.spawn.y)
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const rooms = opts.roomPacks ?? opts.streamingRooms
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if (opts.streamingManager !== undefined) {
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this.streamingManager = opts.streamingManager
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this.world = opts.streamingManager.world
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} else {
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this.world = createWorld(opts.spawn.x, opts.spawn.y)
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if (rooms !== undefined && rooms.length > 0) {
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this.streamingManager = new MonsterStreamingManager(
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this.world,
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this.terrain,
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rooms,
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opts.streamingOptions,
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)
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}
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}
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const spread = opts.monsterSpread ?? 260
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const count = opts.monsterCount ?? 8
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if (opts.monsterPacks !== undefined && opts.monsterPacks.length > 0) {
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if (this.streamingManager !== undefined) {
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// Monsters are lazily populated by streamingManager; avoid frame-0 eager population.
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} else if (opts.monsterPacks !== undefined && opts.monsterPacks.length > 0) {
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spawnMonsterPacks(this.world, opts.monsterPacks, opts.spawn, spread, this.terrain, opts.safeZones)
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} else if (count > 0) {
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spawnMonsters(this.world, opts.stats, count, opts.spawn, spread, this.terrain)
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@ -198,6 +236,8 @@ export class GameEngine {
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const beforeX = player.x
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const beforeY = player.y
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this.streamingManager?.update(player.x, player.y)
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if (this.world.tick % 25 === 0) player.mana = Math.min(player.maxMana, player.mana + 1)
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const wanted = this.opts.skills[this.selectedSkill]
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@ -379,6 +419,9 @@ export class GameEngine {
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this.questLog = pieces.quests
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this.ground = pieces.ground
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this.projectiles = []
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if (this.streamingManager !== undefined) {
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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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@ -484,3 +527,6 @@ export function syncEngineState(engine: GameEngine, state: EngineViewState): voi
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state.y = engine.world.player.y
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state.bagItems = engine.bag.contents.length
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}
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export { MonsterStreamingManager } from './monster-streaming.ts'
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export type { MonsterStreamingOptions, StreamingRoomDef, StreamingRoomState } from './monster-streaming.ts'
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@ -0,0 +1,171 @@
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/**
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* Diablo II D2Game.dll style Active/Sleeping Room Streaming and Lazy Room Population.
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*
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* Rather than eagerly instantiating every monster pack on frame 0, rooms begin
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* unpopulated (`bPopulated = false`). When the player approaches within
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* `activationRadius`, monsters are instantiated into `world.monsters` once and
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* only once (idempotent).
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*
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* When the player moves far away (> `deactivationRadius`), the room transitions to
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* sleeping (`active = false`) and all living monsters have `monster.sleeping = true`,
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* skipping all AI, aggro, cooldown calculations, and pathfinding in `tickMonsters`.
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*
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* When the player returns, monsters wake up (`monster.sleeping = false`) with their
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* exact positions, health, and cooldowns preserved. Dead monsters remain dead.
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*/
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import { spawnMonsterPacks } from './combat.ts'
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import type { CombatTerrain, CombatWorld, MonsterPack, SafeZone } from './combat.ts'
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/** Definition of a room holding unspawned monster pack blueprints. */
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export interface StreamingRoomDef {
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readonly id: string | number
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readonly bounds: { readonly minX: number; readonly minY: number; readonly maxX: number; readonly maxY: number }
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readonly packs: readonly MonsterPack[]
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}
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/** Runtime state of a streaming room. */
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export interface StreamingRoomState extends StreamingRoomDef {
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bPopulated: boolean
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active: boolean
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monsterIndices: number[]
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}
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/** Configuration options for the streaming manager. */
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export interface MonsterStreamingOptions {
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/** Distance in pixels to populate and activate a room (default: 1600px ~ 1.5-2 screens). */
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activationRadius?: number
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/** Distance in pixels to deactivate and put a room to sleep (default: 2400px ~ 2.5-3 screens). */
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deactivationRadius?: number
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/** Optional callback invoked whenever a room is populated for the first time. */
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onSpawnRoom?: (room: StreamingRoomState) => void
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/** Optional safe zones to avoid when placing monsters inside rooms. */
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safeZones?: readonly SafeZone[]
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}
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/**
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* Calculates Euclidean distance from a point to an axis-aligned room bounding box.
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* Returns 0 if the point is within the bounding box.
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*
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* @param px - point x coordinate.
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* @param py - point y coordinate.
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* @param bounds - room axis-aligned bounds.
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* @returns Euclidean distance to the nearest point on the room boundary (or 0 if inside).
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*/
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export function distanceToRoom(
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px: number,
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py: number,
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bounds: { readonly minX: number; readonly minY: number; readonly maxX: number; readonly maxY: number },
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): number {
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const minX = Math.min(bounds.minX, bounds.maxX)
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const maxX = Math.max(bounds.minX, bounds.maxX)
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const minY = Math.min(bounds.minY, bounds.maxY)
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const maxY = Math.max(bounds.minY, bounds.maxY)
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const dx = Math.max(minX - px, 0, px - maxX)
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const dy = Math.max(minY - py, 0, py - maxY)
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return Math.hypot(dx, dy)
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}
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/**
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* Manages lazy room population (`bPopulated`) and active/sleeping room streaming.
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*/
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export class MonsterStreamingManager {
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public world: CombatWorld
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public terrain: CombatTerrain
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public rooms: StreamingRoomState[]
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public activationRadius: number
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public deactivationRadius: number
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public options?: MonsterStreamingOptions | undefined
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constructor(
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world: CombatWorld,
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terrain: CombatTerrain,
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rooms: readonly StreamingRoomDef[],
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options?: MonsterStreamingOptions,
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) {
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this.world = world
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this.terrain = terrain
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this.activationRadius = options?.activationRadius ?? 1600
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this.deactivationRadius = options?.deactivationRadius ?? 2400
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this.options = options
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this.rooms = rooms.map(r => ({
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id: r.id,
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bounds: r.bounds,
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packs: r.packs,
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bPopulated: false,
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active: false,
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monsterIndices: [],
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}))
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// On initialization, only the room containing the player spawn and adjacent rooms
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// within activationRadius are populated. Distant rooms remain unpopulated.
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this.update(this.world.player.x, this.world.player.y)
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}
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/**
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* Evaluates player distance to all rooms, populating unpopulated rooms within
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* activationRadius, waking active rooms, and putting distant rooms to sleep.
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*
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* @param playerX - player world x position.
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* @param playerY - player world y position.
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*/
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update(playerX: number = this.world.player.x, playerY: number = this.world.player.y): void {
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for (const room of this.rooms) {
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const dist = distanceToRoom(playerX, playerY, room.bounds)
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if (dist <= this.activationRadius) {
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if (!room.bPopulated) {
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this.populateRoom(room)
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}
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room.active = true
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for (const idx of room.monsterIndices) {
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const monster = this.world.monsters[idx]
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if (monster) {
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monster.sleeping = false
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}
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}
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} else if (dist > this.deactivationRadius) {
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if (room.active) {
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room.active = false
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for (const idx of room.monsterIndices) {
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const monster = this.world.monsters[idx]
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if (monster && monster.state !== 'dead') {
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monster.sleeping = true
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}
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}
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}
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}
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}
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}
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/**
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* Lazily instantiates a room's monster packs into `world.monsters`.
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* Sets `bPopulated = true` to guarantee idempotency.
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*/
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private populateRoom(room: StreamingRoomState): void {
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if (room.bPopulated) return
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const startIndex = this.world.monsters.length
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const centerX = (room.bounds.minX + room.bounds.maxX) / 2
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const centerY = (room.bounds.minY + room.bounds.maxY) / 2
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const width = Math.abs(room.bounds.maxX - room.bounds.minX)
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const height = Math.abs(room.bounds.maxY - room.bounds.minY)
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const spread = Math.max(width, height) / 2 || 100
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spawnMonsterPacks(
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this.world,
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room.packs,
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{ x: centerX, y: centerY },
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spread,
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this.terrain,
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this.options?.safeZones,
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)
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const endIndex = this.world.monsters.length
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for (let i = startIndex; i < endIndex; i += 1) {
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room.monsterIndices.push(i)
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}
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room.bPopulated = true
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this.options?.onSpawnRoom?.(room)
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}
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}
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@ -0,0 +1,571 @@
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import { describe, expect, it, vi } from 'vitest'
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import { createWorld, damageMonster, tickCombat } from '../src/game/combat.ts'
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import type { CombatOptions, CombatTerrain, MonsterPack, MonsterStats } from '../src/game/combat.ts'
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import { GameEngine } from '../src/game/engine.ts'
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import type { GameEngineOptions, WorldMapProvider } from '../src/game/engine.ts'
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import { MonsterStreamingManager, distanceToRoom } from '../src/game/monster-streaming.ts'
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import type { StreamingRoomDef, StreamingRoomState } from '../src/game/monster-streaming.ts'
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/** Open ground everywhere. */
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const OPEN: CombatTerrain = { overlap: () => 0 }
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/** Minimal map provider for engine testing. */
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const OPEN_MAP: WorldMapProvider = {
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widthPx: 10000,
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heightPx: 10000,
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overlap: () => 0,
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}
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/** Helper to construct test monster stats. */
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function stats(id: string, hp = 30, damage = 5): MonsterStats {
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return {
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id,
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name: id,
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hp,
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damage,
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cooldownTicks: 25,
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reach: 40,
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aggroRadius: 200,
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speed: 100,
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xp: 10,
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}
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}
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/** Helper to construct a test monster pack. */
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function pack(id: string, count: number, hp = 30): MonsterPack {
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return {
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members: Array.from({ length: count }, (_, i) => stats(id, hp + i)),
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}
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}
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/** Default combat options for simulation. */
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const DEFAULT_COMBAT_OPTIONS: CombatOptions = {
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playerSpeed: 100,
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playerReach: 40,
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playerCooldownTicks: 25,
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playerDamage: 10,
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playerManaPerAttack: 0,
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respawnTicks: 100,
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}
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describe('distanceToRoom', () => {
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const bounds = { minX: 1000, minY: 1000, maxX: 2000, maxY: 2000 }
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it('returns 0 when point is inside room bounds', () => {
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expect(distanceToRoom(1500, 1500, bounds)).toBe(0)
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expect(distanceToRoom(1000, 1000, bounds)).toBe(0)
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expect(distanceToRoom(2000, 2000, bounds)).toBe(0)
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})
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it('calculates orthogonal distance correctly', () => {
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expect(distanceToRoom(500, 1500, bounds)).toBe(500)
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expect(distanceToRoom(2600, 1500, bounds)).toBe(600)
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expect(distanceToRoom(1500, 300, bounds)).toBe(700)
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expect(distanceToRoom(1500, 2800, bounds)).toBe(800)
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})
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it('calculates diagonal distance to closest corner', () => {
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// Distance from (700, 600) to (1000, 1000) is hypot(300, 400) = 500
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expect(distanceToRoom(700, 600, bounds)).toBe(500)
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})
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})
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describe('MonsterStreamingManager - Lazy Population (bPopulated)', () => {
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it('populates only spawn neighborhood rooms on initialization, leaving distant rooms unpopulated', () => {
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const world = createWorld(100, 100)
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const rooms: StreamingRoomDef[] = [
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{
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id: 'spawn_room',
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bounds: { minX: 0, minY: 0, maxX: 400, maxY: 400 },
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packs: [pack('fallen1', 3)],
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},
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{
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id: 'adjacent_room',
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bounds: { minX: 600, minY: 0, maxX: 1000, maxY: 400 }, // distance = 500 <= 1600
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packs: [pack('zombie1', 2)],
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},
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{
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id: 'distant_room_1',
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bounds: { minX: 3000, minY: 3000, maxX: 3500, maxY: 3500 }, // distance ~4100 > 1600
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packs: [pack('quillrat1', 4)],
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},
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{
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id: 'distant_room_2',
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bounds: { minX: 6000, minY: 6000, maxX: 6500, maxY: 6500 }, // distance ~8300 > 1600
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packs: [pack('skeleton1', 3)],
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},
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]
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const mgr = new MonsterStreamingManager(world, OPEN, rooms, {
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activationRadius: 1600,
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deactivationRadius: 2400,
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})
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// Only spawn_room (3) and adjacent_room (2) are populated
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expect(world.monsters).toHaveLength(5)
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const [spawnRoom, adjRoom, distRoom1, distRoom2] = mgr.rooms as [
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StreamingRoomState,
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StreamingRoomState,
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StreamingRoomState,
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StreamingRoomState,
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]
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expect(spawnRoom.bPopulated).toBe(true)
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expect(spawnRoom.active).toBe(true)
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expect(spawnRoom.monsterIndices).toEqual([0, 1, 2])
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expect(adjRoom.bPopulated).toBe(true)
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expect(adjRoom.active).toBe(true)
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expect(adjRoom.monsterIndices).toEqual([3, 4])
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// Distant rooms must NOT be populated and must have 0 monster indices
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expect(distRoom1.bPopulated).toBe(false)
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expect(distRoom1.active).toBe(false)
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expect(distRoom1.monsterIndices).toHaveLength(0)
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expect(distRoom2.bPopulated).toBe(false)
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expect(distRoom2.active).toBe(false)
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expect(distRoom2.monsterIndices).toHaveLength(0)
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// Active monsters are awake
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expect(world.monsters.every(m => !m.sleeping)).toBe(true)
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})
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it('triggers room activation and population when player approaches', () => {
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const world = createWorld(100, 100)
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const rooms: StreamingRoomDef[] = [
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{
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id: 'spawn_room',
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bounds: { minX: 0, minY: 0, maxX: 400, maxY: 400 },
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packs: [pack('fallen1', 2)],
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},
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{
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id: 'distant_room',
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bounds: { minX: 3000, minY: 3000, maxX: 3500, maxY: 3500 },
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packs: [pack('zombie1', 3)],
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},
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]
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const mgr = new MonsterStreamingManager(world, OPEN, rooms, {
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activationRadius: 1600,
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deactivationRadius: 2400,
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})
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expect(world.monsters).toHaveLength(2)
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expect(mgr.rooms[1]!.bPopulated).toBe(false)
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// Move player close to distant room (distance to [3000, 3000] is ~282px <= 1600)
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world.player.x = 2800
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world.player.y = 2800
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mgr.update(world.player.x, world.player.y)
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|
||||
const distantRoom = mgr.rooms[1]!
|
||||
expect(distantRoom.bPopulated).toBe(true)
|
||||
expect(distantRoom.active).toBe(true)
|
||||
expect(distantRoom.monsterIndices).toEqual([2, 3, 4])
|
||||
expect(world.monsters).toHaveLength(5)
|
||||
|
||||
// Distant monsters are active and not sleeping
|
||||
for (const idx of distantRoom.monsterIndices) {
|
||||
expect(world.monsters[idx]!.sleeping).toBe(false)
|
||||
}
|
||||
})
|
||||
|
||||
it('invokes onSpawnRoom callback exactly once when a room is populated', () => {
|
||||
const world = createWorld(100, 100)
|
||||
const onSpawnRoom = vi.fn()
|
||||
const rooms: StreamingRoomDef[] = [
|
||||
{
|
||||
id: 'room_a',
|
||||
bounds: { minX: 0, minY: 0, maxX: 300, maxY: 300 },
|
||||
packs: [pack('fallen1', 2)],
|
||||
},
|
||||
{
|
||||
id: 'room_b',
|
||||
bounds: { minX: 3000, minY: 3000, maxX: 3300, maxY: 3300 },
|
||||
packs: [pack('zombie1', 2)],
|
||||
},
|
||||
]
|
||||
|
||||
const mgr = new MonsterStreamingManager(world, OPEN, rooms, {
|
||||
activationRadius: 1600,
|
||||
deactivationRadius: 2400,
|
||||
onSpawnRoom,
|
||||
})
|
||||
|
||||
// room_a spawned on init
|
||||
expect(onSpawnRoom).toHaveBeenCalledTimes(1)
|
||||
expect(onSpawnRoom).toHaveBeenCalledWith(expect.objectContaining({ id: 'room_a', bPopulated: true }))
|
||||
|
||||
// Move closer to room_b
|
||||
mgr.update(3000, 3000)
|
||||
expect(onSpawnRoom).toHaveBeenCalledTimes(2)
|
||||
expect(onSpawnRoom).toHaveBeenCalledWith(expect.objectContaining({ id: 'room_b', bPopulated: true }))
|
||||
|
||||
// Repeated updates do NOT trigger onSpawnRoom again
|
||||
mgr.update(3000, 3000)
|
||||
mgr.update(0, 0)
|
||||
mgr.update(3000, 3000)
|
||||
expect(onSpawnRoom).toHaveBeenCalledTimes(2)
|
||||
})
|
||||
})
|
||||
|
||||
describe('MonsterStreamingManager - Active / Sleeping Room Streaming', () => {
|
||||
it('marks living monsters in distant rooms as sleeping and skips their AI in tickMonsters', () => {
|
||||
const world = createWorld(100, 100)
|
||||
const rooms: StreamingRoomDef[] = [
|
||||
{
|
||||
id: 'room_spawn',
|
||||
bounds: { minX: 0, minY: 0, maxX: 300, maxY: 300 },
|
||||
packs: [pack('fallen1', 2)],
|
||||
},
|
||||
{
|
||||
id: 'room_far',
|
||||
bounds: { minX: 3000, minY: 3000, maxX: 3300, maxY: 3300 },
|
||||
packs: [pack('zombie1', 2)],
|
||||
},
|
||||
]
|
||||
|
||||
const mgr = new MonsterStreamingManager(world, OPEN, rooms, {
|
||||
activationRadius: 1600,
|
||||
deactivationRadius: 2400,
|
||||
})
|
||||
|
||||
// Populate room_far
|
||||
mgr.update(3100, 3100)
|
||||
expect(mgr.rooms[0]!.active).toBe(false)
|
||||
expect(mgr.rooms[1]!.active).toBe(true)
|
||||
|
||||
// Monsters in room_spawn (indices 0, 1) are now sleeping
|
||||
const sleepingMonster = world.monsters[0]!
|
||||
expect(sleepingMonster.sleeping).toBe(true)
|
||||
|
||||
// Set cooldown and hitFlash on sleeping monster to verify tickMonsters skips it completely
|
||||
sleepingMonster.cooldown = 15
|
||||
sleepingMonster.hitFlash = 3
|
||||
const initialMonsterX = sleepingMonster.x
|
||||
const initialMonsterY = sleepingMonster.y
|
||||
|
||||
// Advance simulation tick: sleeping monster must skip all AI and timers
|
||||
tickCombat(
|
||||
world,
|
||||
{ movement: { x: 0, y: 0 }, attack: false },
|
||||
DEFAULT_COMBAT_OPTIONS,
|
||||
OPEN,
|
||||
[0, 100, 200],
|
||||
)
|
||||
|
||||
expect(sleepingMonster.cooldown).toBe(15) // Cooldown preserved without decrementing
|
||||
expect(sleepingMonster.hitFlash).toBe(3) // hitFlash preserved without decrementing
|
||||
expect(sleepingMonster.x).toBe(initialMonsterX)
|
||||
expect(sleepingMonster.y).toBe(initialMonsterY)
|
||||
|
||||
// Active monsters in room_far (e.g. index 2) are not sleeping
|
||||
const activeMonster = world.monsters[2]!
|
||||
expect(activeMonster.sleeping).toBe(false)
|
||||
})
|
||||
|
||||
it('wakes sleeping monsters when player re-enters activationRadius', () => {
|
||||
const world = createWorld(100, 100)
|
||||
const rooms: StreamingRoomDef[] = [
|
||||
{
|
||||
id: 'room_spawn',
|
||||
bounds: { minX: 0, minY: 0, maxX: 300, maxY: 300 },
|
||||
packs: [pack('fallen1', 2)],
|
||||
},
|
||||
{
|
||||
id: 'room_far',
|
||||
bounds: { minX: 3000, minY: 3000, maxX: 3300, maxY: 3300 },
|
||||
packs: [pack('zombie1', 2)],
|
||||
},
|
||||
]
|
||||
|
||||
const mgr = new MonsterStreamingManager(world, OPEN, rooms, {
|
||||
activationRadius: 1600,
|
||||
deactivationRadius: 2400,
|
||||
})
|
||||
|
||||
// Move player far away: room_spawn deactivates
|
||||
mgr.update(4000, 4000)
|
||||
expect(mgr.rooms[0]!.active).toBe(false)
|
||||
expect(world.monsters[0]!.sleeping).toBe(true)
|
||||
|
||||
// Move player back: room_spawn wakes up
|
||||
mgr.update(100, 100)
|
||||
expect(mgr.rooms[0]!.active).toBe(true)
|
||||
expect(world.monsters[0]!.sleeping).toBe(false)
|
||||
expect(world.monsters[1]!.sleeping).toBe(false)
|
||||
})
|
||||
|
||||
it('preserves monster damage, cooldowns, and positions across sleeping and wake cycles', () => {
|
||||
const world = createWorld(100, 100)
|
||||
const rooms: StreamingRoomDef[] = [
|
||||
{
|
||||
id: 'room_spawn',
|
||||
bounds: { minX: 0, minY: 0, maxX: 300, maxY: 300 },
|
||||
packs: [pack('fallen1', 2, 50)],
|
||||
},
|
||||
]
|
||||
|
||||
const mgr = new MonsterStreamingManager(world, OPEN, rooms, {
|
||||
activationRadius: 1600,
|
||||
deactivationRadius: 2400,
|
||||
})
|
||||
|
||||
const target = world.monsters[0]!
|
||||
const initialHp = target.hp
|
||||
damageMonster(world, 0, 18) // HP becomes initialHp - 18
|
||||
target.cooldown = 14
|
||||
const preservedX = target.x
|
||||
const preservedY = target.y
|
||||
|
||||
// Deactivate room
|
||||
mgr.update(4000, 4000)
|
||||
expect(mgr.rooms[0]!.active).toBe(false)
|
||||
expect(target.sleeping).toBe(true)
|
||||
|
||||
// Simulate several ticks while monster is sleeping
|
||||
for (let i = 0; i < 5; i += 1) {
|
||||
tickCombat(
|
||||
world,
|
||||
{ movement: { x: 0, y: 0 }, attack: false },
|
||||
DEFAULT_COMBAT_OPTIONS,
|
||||
OPEN,
|
||||
[0, 100, 200],
|
||||
)
|
||||
}
|
||||
|
||||
// Wake room back up
|
||||
mgr.update(100, 100)
|
||||
expect(mgr.rooms[0]!.active).toBe(true)
|
||||
expect(target.sleeping).toBe(false)
|
||||
expect(target.hp).toBe(initialHp - 18)
|
||||
expect(target.cooldown).toBe(14)
|
||||
expect(target.x).toBe(preservedX)
|
||||
expect(target.y).toBe(preservedY)
|
||||
})
|
||||
|
||||
it('respects hysteresis between activationRadius and deactivationRadius', () => {
|
||||
const world = createWorld(100, 100)
|
||||
const rooms: StreamingRoomDef[] = [
|
||||
{
|
||||
id: 'room_spawn',
|
||||
bounds: { minX: 0, minY: 0, maxX: 300, maxY: 300 },
|
||||
packs: [pack('fallen1', 1)],
|
||||
},
|
||||
{
|
||||
id: 'room_mid',
|
||||
bounds: { minX: 2000, minY: 0, maxX: 2200, maxY: 300 }, // distance from (100, 100) is 1900
|
||||
packs: [pack('zombie1', 1)],
|
||||
},
|
||||
]
|
||||
|
||||
const mgr = new MonsterStreamingManager(world, OPEN, rooms, {
|
||||
activationRadius: 1600,
|
||||
deactivationRadius: 2400,
|
||||
})
|
||||
|
||||
const roomSpawn = mgr.rooms[0]!
|
||||
const roomMid = mgr.rooms[1]!
|
||||
|
||||
// Initial state: player at 100, 100
|
||||
// roomSpawn is active (dist = 0 <= 1600)
|
||||
// roomMid is at dist 1900 (between 1600 and 2400), so it stays unpopulated & inactive
|
||||
expect(roomSpawn.active).toBe(true)
|
||||
expect(roomMid.bPopulated).toBe(false)
|
||||
expect(roomMid.active).toBe(false)
|
||||
|
||||
// Player moves to dist 2000 from roomSpawn:
|
||||
// roomSpawn was already active, so it STAYS active (dist 2000 <= 2400)
|
||||
mgr.update(2100, 100)
|
||||
// Now player is inside roomMid! (x: 2100 is between 2000 and 2200)
|
||||
expect(roomMid.bPopulated).toBe(true)
|
||||
expect(roomMid.active).toBe(true)
|
||||
// roomSpawn distance is 2100 - 300 = 1800 <= 2400, so it remains active
|
||||
expect(roomSpawn.active).toBe(true)
|
||||
|
||||
// Player moves farther to x: 2800 (distance from roomSpawn: 2500 > 2400)
|
||||
mgr.update(2800, 100)
|
||||
expect(roomSpawn.active).toBe(false)
|
||||
|
||||
// Player steps back to x: 2300 (distance from roomSpawn: 2000, between 1600 and 2400)
|
||||
// roomSpawn was sleeping, so it STAYS sleeping until <= 1600!
|
||||
mgr.update(2300, 100)
|
||||
expect(roomSpawn.active).toBe(false)
|
||||
|
||||
// Player steps closer to x: 1800 (distance from roomSpawn: 1500 <= 1600)
|
||||
// roomSpawn wakes up!
|
||||
mgr.update(1800, 100)
|
||||
expect(roomSpawn.active).toBe(true)
|
||||
})
|
||||
})
|
||||
|
||||
describe('MonsterStreamingManager - Idempotency & Non-Respawn', () => {
|
||||
it('never re-populates a room once bPopulated is true: dead monsters stay dead when returning', () => {
|
||||
const world = createWorld(100, 100)
|
||||
const rooms: StreamingRoomDef[] = [
|
||||
{
|
||||
id: 'room_a',
|
||||
bounds: { minX: 0, minY: 0, maxX: 400, maxY: 400 },
|
||||
packs: [pack('fallen1', 3)],
|
||||
},
|
||||
{
|
||||
id: 'room_b',
|
||||
bounds: { minX: 3000, minY: 3000, maxX: 3400, maxY: 3400 },
|
||||
packs: [pack('zombie1', 3)],
|
||||
},
|
||||
]
|
||||
|
||||
const mgr = new MonsterStreamingManager(world, OPEN, rooms, {
|
||||
activationRadius: 1600,
|
||||
deactivationRadius: 2400,
|
||||
})
|
||||
|
||||
expect(world.monsters).toHaveLength(3)
|
||||
|
||||
// Approach room_b to populate it
|
||||
mgr.update(3200, 3200)
|
||||
expect(world.monsters).toHaveLength(6)
|
||||
const roomB = mgr.rooms[1]!
|
||||
expect(roomB.bPopulated).toBe(true)
|
||||
|
||||
// Kill all monsters in room_b
|
||||
for (const idx of roomB.monsterIndices) {
|
||||
damageMonster(world, idx, 9999)
|
||||
expect(world.monsters[idx]!.state).toBe('dead')
|
||||
}
|
||||
|
||||
const totalMonstersBeforeLeave = world.monsters.length
|
||||
expect(totalMonstersBeforeLeave).toBe(6)
|
||||
|
||||
// Player leaves room_b far away
|
||||
mgr.update(100, 100)
|
||||
expect(roomB.active).toBe(false)
|
||||
|
||||
// Player returns to room_b
|
||||
mgr.update(3200, 3200)
|
||||
expect(roomB.active).toBe(true)
|
||||
expect(roomB.bPopulated).toBe(true)
|
||||
|
||||
// Verification: NO new monsters are spawned
|
||||
expect(world.monsters).toHaveLength(totalMonstersBeforeLeave)
|
||||
for (const idx of roomB.monsterIndices) {
|
||||
expect(world.monsters[idx]!.state).toBe('dead')
|
||||
}
|
||||
})
|
||||
})
|
||||
|
||||
describe('GameEngine Integration with MonsterStreamingManager', () => {
|
||||
const dummyOpts: GameEngineOptions = {
|
||||
spawn: { x: 100, y: 100 },
|
||||
stats: [stats('fallen1'), stats('zombie1')],
|
||||
xpTable: [0, 0, 10, 30, 60],
|
||||
itemBases: [],
|
||||
prefixAffixes: [],
|
||||
suffixAffixes: [],
|
||||
skills: [],
|
||||
npcDefs: [],
|
||||
questDefs: [],
|
||||
combatOptions: DEFAULT_COMBAT_OPTIONS,
|
||||
talkRadius: 50,
|
||||
pickupRadius: 50,
|
||||
inventoryCols: 10,
|
||||
inventoryRows: 4,
|
||||
monsterCount: 0,
|
||||
}
|
||||
|
||||
it('automatically initializes MonsterStreamingManager when roomPacks are provided', () => {
|
||||
const rooms: StreamingRoomDef[] = [
|
||||
{
|
||||
id: 'spawn_room',
|
||||
bounds: { minX: 0, minY: 0, maxX: 500, maxY: 500 },
|
||||
packs: [pack('fallen1', 2)],
|
||||
},
|
||||
{
|
||||
id: 'distant_room',
|
||||
bounds: { minX: 3000, minY: 3000, maxX: 3500, maxY: 3500 },
|
||||
packs: [pack('zombie1', 3)],
|
||||
},
|
||||
]
|
||||
|
||||
const engine = new GameEngine(OPEN_MAP, {
|
||||
...dummyOpts,
|
||||
roomPacks: rooms,
|
||||
})
|
||||
|
||||
expect(engine.streamingManager).toBeDefined()
|
||||
expect(engine.streamingManager?.rooms).toHaveLength(2)
|
||||
// Only spawn room monsters are created initially
|
||||
expect(engine.world.monsters).toHaveLength(2)
|
||||
expect(engine.streamingManager?.rooms[0]!.bPopulated).toBe(true)
|
||||
expect(engine.streamingManager?.rooms[1]!.bPopulated).toBe(false)
|
||||
})
|
||||
|
||||
it('calls streamingManager.update in GameEngine.tick to stream rooms as player moves', () => {
|
||||
const rooms: StreamingRoomDef[] = [
|
||||
{
|
||||
id: 'spawn_room',
|
||||
bounds: { minX: 0, minY: 0, maxX: 500, maxY: 500 },
|
||||
packs: [pack('fallen1', 2)],
|
||||
},
|
||||
{
|
||||
id: 'distant_room',
|
||||
bounds: { minX: 1200, minY: 100, maxX: 1500, maxY: 500 }, // distance ~700 from (500, 100)
|
||||
packs: [pack('zombie1', 3)],
|
||||
},
|
||||
]
|
||||
|
||||
const engine = new GameEngine(OPEN_MAP, {
|
||||
...dummyOpts,
|
||||
roomPacks: rooms,
|
||||
streamingOptions: {
|
||||
activationRadius: 800,
|
||||
deactivationRadius: 1400,
|
||||
},
|
||||
})
|
||||
|
||||
// Initially at (100, 100), distance to distant_room is 1100 > 800 -> unpopulated
|
||||
expect(engine.world.monsters).toHaveLength(2)
|
||||
expect(engine.streamingManager?.rooms[1]!.bPopulated).toBe(false)
|
||||
|
||||
// Teleport player closer to distant room
|
||||
engine.world.player.x = 800
|
||||
engine.world.player.y = 100
|
||||
|
||||
// Next engine.tick should update streaming manager and populate distant room
|
||||
engine.tick({
|
||||
movement: { x: 0, y: 0 },
|
||||
attacking: false,
|
||||
pickingUp: false,
|
||||
talking: false,
|
||||
digits: [],
|
||||
saving: false,
|
||||
loading: false,
|
||||
})
|
||||
|
||||
expect(engine.streamingManager?.rooms[1]!.bPopulated).toBe(true)
|
||||
expect(engine.world.monsters).toHaveLength(5)
|
||||
})
|
||||
|
||||
it('accepts pre-constructed streamingManager in GameEngineOptions', () => {
|
||||
const world = createWorld(100, 100)
|
||||
const rooms: StreamingRoomDef[] = [
|
||||
{
|
||||
id: 'room_1',
|
||||
bounds: { minX: 0, minY: 0, maxX: 500, maxY: 500 },
|
||||
packs: [pack('fallen1', 2)],
|
||||
},
|
||||
]
|
||||
const streamingManager = new MonsterStreamingManager(world, OPEN, rooms)
|
||||
|
||||
const engine = new GameEngine(OPEN_MAP, {
|
||||
...dummyOpts,
|
||||
streamingManager,
|
||||
})
|
||||
|
||||
expect(engine.streamingManager).toBe(streamingManager)
|
||||
expect(engine.world).toBe(world)
|
||||
expect(engine.world.monsters).toHaveLength(2)
|
||||
})
|
||||
})
|
||||
Loading…
Reference in New Issue