From 71fdaaefe342b6a3e9b1919ff6c310f8448c40c2 Mon Sep 17 00:00:00 2001 From: troytt <47798984@qq.com> Date: Thu, 17 Sep 2026 08:33:19 +0000 Subject: [PATCH] feat(sim/monsters): lazy room population with bPopulated and active/sleeping streaming --- src/game/combat.ts | 3 + src/game/engine.ts | 50 ++- src/game/monster-streaming.ts | 171 ++++++++++ tests/monster-streaming.test.ts | 571 ++++++++++++++++++++++++++++++++ 4 files changed, 793 insertions(+), 2 deletions(-) create mode 100644 src/game/monster-streaming.ts create mode 100644 tests/monster-streaming.test.ts diff --git a/src/game/combat.ts b/src/game/combat.ts index eada4ac..9875cba 100644 --- a/src/game/combat.ts +++ b/src/game/combat.ts @@ -120,6 +120,8 @@ export interface Monster { hitFlash: number /** Ticks left of the death animation. */ corpseTicks: number + /** Whether the monster is sleeping (inactive off-screen room). */ + sleeping?: boolean | undefined } /** The player's combat-relevant state. */ @@ -787,6 +789,7 @@ function tickPlayer( */ function tickMonsters(world: CombatWorld, options: CombatOptions, terrain: CombatTerrain, targets: readonly CombatPlayer[]): void { for (const monster of world.monsters) { + if (monster.sleeping) continue if (monster.state === 'dead') { if (monster.corpseTicks > 0) monster.corpseTicks -= 1 continue diff --git a/src/game/engine.ts b/src/game/engine.ts index 9a7e522..1eccaa9 100644 --- a/src/game/engine.ts +++ b/src/game/engine.ts @@ -8,6 +8,8 @@ import { QuestLog, npcDialog } from './quests.ts' import type { NpcDef, QuestDef } from './quests.ts' import { Rng } from './rng.ts' import { captureSnapshot, parseSnapshot, restoreSnapshot, serializeSnapshot } from './save.ts' +import { MonsterStreamingManager } from './monster-streaming.ts' +import type { MonsterStreamingOptions, StreamingRoomDef, StreamingRoomState } from './monster-streaming.ts' export interface EngineInput { readonly movement: { readonly x: number; readonly y: number } @@ -115,6 +117,24 @@ export interface GameEngineOptions { * itself. */ snapshotStore?: SnapshotStore + /** + * Optional pre-constructed MonsterStreamingManager for lazy room population + * and active/sleeping monster streaming. + */ + streamingManager?: MonsterStreamingManager | undefined + /** + * Pre-planned rooms for monster streaming. When configured without an explicit + * streamingManager, a MonsterStreamingManager is initialized automatically. + */ + roomPacks?: readonly StreamingRoomDef[] | undefined + /** + * Alias for roomPacks. + */ + streamingRooms?: readonly StreamingRoomDef[] | undefined + /** + * Tuning options for MonsterStreamingManager when created from roomPacks. + */ + streamingOptions?: MonsterStreamingOptions | undefined } export interface GameEngineMetrics { @@ -145,6 +165,7 @@ export class GameEngine { selectedSkill = 0 npcEntities: NpcEntity[] = [] dialog: string[] = [] + streamingManager?: MonsterStreamingManager /** * Whether the save input was held on the previous tick. * @@ -164,10 +185,27 @@ export class GameEngine { } constructor(public terrain: WorldMapProvider, public opts: GameEngineOptions) { - this.world = createWorld(opts.spawn.x, opts.spawn.y) + const rooms = opts.roomPacks ?? opts.streamingRooms + if (opts.streamingManager !== undefined) { + this.streamingManager = opts.streamingManager + this.world = opts.streamingManager.world + } else { + this.world = createWorld(opts.spawn.x, opts.spawn.y) + if (rooms !== undefined && rooms.length > 0) { + this.streamingManager = new MonsterStreamingManager( + this.world, + this.terrain, + rooms, + opts.streamingOptions, + ) + } + } + const spread = opts.monsterSpread ?? 260 const count = opts.monsterCount ?? 8 - if (opts.monsterPacks !== undefined && opts.monsterPacks.length > 0) { + if (this.streamingManager !== undefined) { + // Monsters are lazily populated by streamingManager; avoid frame-0 eager population. + } else if (opts.monsterPacks !== undefined && opts.monsterPacks.length > 0) { spawnMonsterPacks(this.world, opts.monsterPacks, opts.spawn, spread, this.terrain, opts.safeZones) } else if (count > 0) { spawnMonsters(this.world, opts.stats, count, opts.spawn, spread, this.terrain) @@ -198,6 +236,8 @@ export class GameEngine { const beforeX = player.x const beforeY = player.y + this.streamingManager?.update(player.x, player.y) + if (this.world.tick % 25 === 0) player.mana = Math.min(player.maxMana, player.mana + 1) const wanted = this.opts.skills[this.selectedSkill] @@ -379,6 +419,9 @@ export class GameEngine { this.questLog = pieces.quests this.ground = pieces.ground this.projectiles = [] + if (this.streamingManager !== undefined) { + this.streamingManager.world = this.world + } } } @@ -484,3 +527,6 @@ export function syncEngineState(engine: GameEngine, state: EngineViewState): voi state.y = engine.world.player.y state.bagItems = engine.bag.contents.length } + +export { MonsterStreamingManager } from './monster-streaming.ts' +export type { MonsterStreamingOptions, StreamingRoomDef, StreamingRoomState } from './monster-streaming.ts' diff --git a/src/game/monster-streaming.ts b/src/game/monster-streaming.ts new file mode 100644 index 0000000..b3c5719 --- /dev/null +++ b/src/game/monster-streaming.ts @@ -0,0 +1,171 @@ +/** + * Diablo II D2Game.dll style Active/Sleeping Room Streaming and Lazy Room Population. + * + * Rather than eagerly instantiating every monster pack on frame 0, rooms begin + * unpopulated (`bPopulated = false`). When the player approaches within + * `activationRadius`, monsters are instantiated into `world.monsters` once and + * only once (idempotent). + * + * When the player moves far away (> `deactivationRadius`), the room transitions to + * sleeping (`active = false`) and all living monsters have `monster.sleeping = true`, + * skipping all AI, aggro, cooldown calculations, and pathfinding in `tickMonsters`. + * + * When the player returns, monsters wake up (`monster.sleeping = false`) with their + * exact positions, health, and cooldowns preserved. Dead monsters remain dead. + */ +import { spawnMonsterPacks } from './combat.ts' +import type { CombatTerrain, CombatWorld, MonsterPack, SafeZone } from './combat.ts' + +/** Definition of a room holding unspawned monster pack blueprints. */ +export interface StreamingRoomDef { + readonly id: string | number + readonly bounds: { readonly minX: number; readonly minY: number; readonly maxX: number; readonly maxY: number } + readonly packs: readonly MonsterPack[] +} + +/** Runtime state of a streaming room. */ +export interface StreamingRoomState extends StreamingRoomDef { + bPopulated: boolean + active: boolean + monsterIndices: number[] +} + +/** Configuration options for the streaming manager. */ +export interface MonsterStreamingOptions { + /** Distance in pixels to populate and activate a room (default: 1600px ~ 1.5-2 screens). */ + activationRadius?: number + /** Distance in pixels to deactivate and put a room to sleep (default: 2400px ~ 2.5-3 screens). */ + deactivationRadius?: number + /** Optional callback invoked whenever a room is populated for the first time. */ + onSpawnRoom?: (room: StreamingRoomState) => void + /** Optional safe zones to avoid when placing monsters inside rooms. */ + safeZones?: readonly SafeZone[] +} + +/** + * Calculates Euclidean distance from a point to an axis-aligned room bounding box. + * Returns 0 if the point is within the bounding box. + * + * @param px - point x coordinate. + * @param py - point y coordinate. + * @param bounds - room axis-aligned bounds. + * @returns Euclidean distance to the nearest point on the room boundary (or 0 if inside). + */ +export function distanceToRoom( + px: number, + py: number, + bounds: { readonly minX: number; readonly minY: number; readonly maxX: number; readonly maxY: number }, +): number { + const minX = Math.min(bounds.minX, bounds.maxX) + const maxX = Math.max(bounds.minX, bounds.maxX) + const minY = Math.min(bounds.minY, bounds.maxY) + const maxY = Math.max(bounds.minY, bounds.maxY) + const dx = Math.max(minX - px, 0, px - maxX) + const dy = Math.max(minY - py, 0, py - maxY) + return Math.hypot(dx, dy) +} + +/** + * Manages lazy room population (`bPopulated`) and active/sleeping room streaming. + */ +export class MonsterStreamingManager { + public world: CombatWorld + public terrain: CombatTerrain + public rooms: StreamingRoomState[] + public activationRadius: number + public deactivationRadius: number + public options?: MonsterStreamingOptions | undefined + + constructor( + world: CombatWorld, + terrain: CombatTerrain, + rooms: readonly StreamingRoomDef[], + options?: MonsterStreamingOptions, + ) { + this.world = world + this.terrain = terrain + this.activationRadius = options?.activationRadius ?? 1600 + this.deactivationRadius = options?.deactivationRadius ?? 2400 + this.options = options + this.rooms = rooms.map(r => ({ + id: r.id, + bounds: r.bounds, + packs: r.packs, + bPopulated: false, + active: false, + monsterIndices: [], + })) + + // On initialization, only the room containing the player spawn and adjacent rooms + // within activationRadius are populated. Distant rooms remain unpopulated. + this.update(this.world.player.x, this.world.player.y) + } + + /** + * Evaluates player distance to all rooms, populating unpopulated rooms within + * activationRadius, waking active rooms, and putting distant rooms to sleep. + * + * @param playerX - player world x position. + * @param playerY - player world y position. + */ + update(playerX: number = this.world.player.x, playerY: number = this.world.player.y): void { + for (const room of this.rooms) { + const dist = distanceToRoom(playerX, playerY, room.bounds) + + if (dist <= this.activationRadius) { + if (!room.bPopulated) { + this.populateRoom(room) + } + room.active = true + for (const idx of room.monsterIndices) { + const monster = this.world.monsters[idx] + if (monster) { + monster.sleeping = false + } + } + } else if (dist > this.deactivationRadius) { + if (room.active) { + room.active = false + for (const idx of room.monsterIndices) { + const monster = this.world.monsters[idx] + if (monster && monster.state !== 'dead') { + monster.sleeping = true + } + } + } + } + } + } + + /** + * Lazily instantiates a room's monster packs into `world.monsters`. + * Sets `bPopulated = true` to guarantee idempotency. + */ + private populateRoom(room: StreamingRoomState): void { + if (room.bPopulated) return + + const startIndex = this.world.monsters.length + const centerX = (room.bounds.minX + room.bounds.maxX) / 2 + const centerY = (room.bounds.minY + room.bounds.maxY) / 2 + const width = Math.abs(room.bounds.maxX - room.bounds.minX) + const height = Math.abs(room.bounds.maxY - room.bounds.minY) + const spread = Math.max(width, height) / 2 || 100 + + spawnMonsterPacks( + this.world, + room.packs, + { x: centerX, y: centerY }, + spread, + this.terrain, + this.options?.safeZones, + ) + + const endIndex = this.world.monsters.length + for (let i = startIndex; i < endIndex; i += 1) { + room.monsterIndices.push(i) + } + + room.bPopulated = true + this.options?.onSpawnRoom?.(room) + } +} diff --git a/tests/monster-streaming.test.ts b/tests/monster-streaming.test.ts new file mode 100644 index 0000000..9a06a38 --- /dev/null +++ b/tests/monster-streaming.test.ts @@ -0,0 +1,571 @@ +import { describe, expect, it, vi } from 'vitest' +import { createWorld, damageMonster, tickCombat } from '../src/game/combat.ts' +import type { CombatOptions, CombatTerrain, MonsterPack, MonsterStats } from '../src/game/combat.ts' +import { GameEngine } from '../src/game/engine.ts' +import type { GameEngineOptions, WorldMapProvider } from '../src/game/engine.ts' +import { MonsterStreamingManager, distanceToRoom } from '../src/game/monster-streaming.ts' +import type { StreamingRoomDef, StreamingRoomState } from '../src/game/monster-streaming.ts' + +/** Open ground everywhere. */ +const OPEN: CombatTerrain = { overlap: () => 0 } + +/** Minimal map provider for engine testing. */ +const OPEN_MAP: WorldMapProvider = { + widthPx: 10000, + heightPx: 10000, + overlap: () => 0, +} + +/** Helper to construct test monster stats. */ +function stats(id: string, hp = 30, damage = 5): MonsterStats { + return { + id, + name: id, + hp, + damage, + cooldownTicks: 25, + reach: 40, + aggroRadius: 200, + speed: 100, + xp: 10, + } +} + +/** Helper to construct a test monster pack. */ +function pack(id: string, count: number, hp = 30): MonsterPack { + return { + members: Array.from({ length: count }, (_, i) => stats(id, hp + i)), + } +} + +/** Default combat options for simulation. */ +const DEFAULT_COMBAT_OPTIONS: CombatOptions = { + playerSpeed: 100, + playerReach: 40, + playerCooldownTicks: 25, + playerDamage: 10, + playerManaPerAttack: 0, + respawnTicks: 100, +} + +describe('distanceToRoom', () => { + const bounds = { minX: 1000, minY: 1000, maxX: 2000, maxY: 2000 } + + it('returns 0 when point is inside room bounds', () => { + expect(distanceToRoom(1500, 1500, bounds)).toBe(0) + expect(distanceToRoom(1000, 1000, bounds)).toBe(0) + expect(distanceToRoom(2000, 2000, bounds)).toBe(0) + }) + + it('calculates orthogonal distance correctly', () => { + expect(distanceToRoom(500, 1500, bounds)).toBe(500) + expect(distanceToRoom(2600, 1500, bounds)).toBe(600) + expect(distanceToRoom(1500, 300, bounds)).toBe(700) + expect(distanceToRoom(1500, 2800, bounds)).toBe(800) + }) + + it('calculates diagonal distance to closest corner', () => { + // Distance from (700, 600) to (1000, 1000) is hypot(300, 400) = 500 + expect(distanceToRoom(700, 600, bounds)).toBe(500) + }) +}) + +describe('MonsterStreamingManager - Lazy Population (bPopulated)', () => { + it('populates only spawn neighborhood rooms on initialization, leaving distant rooms unpopulated', () => { + const world = createWorld(100, 100) + const rooms: StreamingRoomDef[] = [ + { + id: 'spawn_room', + bounds: { minX: 0, minY: 0, maxX: 400, maxY: 400 }, + packs: [pack('fallen1', 3)], + }, + { + id: 'adjacent_room', + bounds: { minX: 600, minY: 0, maxX: 1000, maxY: 400 }, // distance = 500 <= 1600 + packs: [pack('zombie1', 2)], + }, + { + id: 'distant_room_1', + bounds: { minX: 3000, minY: 3000, maxX: 3500, maxY: 3500 }, // distance ~4100 > 1600 + packs: [pack('quillrat1', 4)], + }, + { + id: 'distant_room_2', + bounds: { minX: 6000, minY: 6000, maxX: 6500, maxY: 6500 }, // distance ~8300 > 1600 + packs: [pack('skeleton1', 3)], + }, + ] + + const mgr = new MonsterStreamingManager(world, OPEN, rooms, { + activationRadius: 1600, + deactivationRadius: 2400, + }) + + // Only spawn_room (3) and adjacent_room (2) are populated + expect(world.monsters).toHaveLength(5) + + const [spawnRoom, adjRoom, distRoom1, distRoom2] = mgr.rooms as [ + StreamingRoomState, + StreamingRoomState, + StreamingRoomState, + StreamingRoomState, + ] + + expect(spawnRoom.bPopulated).toBe(true) + expect(spawnRoom.active).toBe(true) + expect(spawnRoom.monsterIndices).toEqual([0, 1, 2]) + + expect(adjRoom.bPopulated).toBe(true) + expect(adjRoom.active).toBe(true) + expect(adjRoom.monsterIndices).toEqual([3, 4]) + + // Distant rooms must NOT be populated and must have 0 monster indices + expect(distRoom1.bPopulated).toBe(false) + expect(distRoom1.active).toBe(false) + expect(distRoom1.monsterIndices).toHaveLength(0) + + expect(distRoom2.bPopulated).toBe(false) + expect(distRoom2.active).toBe(false) + expect(distRoom2.monsterIndices).toHaveLength(0) + + // Active monsters are awake + expect(world.monsters.every(m => !m.sleeping)).toBe(true) + }) + + it('triggers room activation and population when player approaches', () => { + const world = createWorld(100, 100) + const rooms: StreamingRoomDef[] = [ + { + id: 'spawn_room', + bounds: { minX: 0, minY: 0, maxX: 400, maxY: 400 }, + packs: [pack('fallen1', 2)], + }, + { + id: 'distant_room', + bounds: { minX: 3000, minY: 3000, maxX: 3500, maxY: 3500 }, + packs: [pack('zombie1', 3)], + }, + ] + + const mgr = new MonsterStreamingManager(world, OPEN, rooms, { + activationRadius: 1600, + deactivationRadius: 2400, + }) + + expect(world.monsters).toHaveLength(2) + expect(mgr.rooms[1]!.bPopulated).toBe(false) + + // Move player close to distant room (distance to [3000, 3000] is ~282px <= 1600) + world.player.x = 2800 + world.player.y = 2800 + mgr.update(world.player.x, world.player.y) + + 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) + }) +})