refactor(map-gen/preset): move Chaos Sanctuary (Level 108) into preset pipeline (fixes #45)

This commit is contained in:
troytt 2026-09-17 06:20:35 +00:00
parent 1fa3f8b7a2
commit 72aa835260
6 changed files with 701 additions and 75 deletions

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@ -49,6 +49,8 @@ import { generateMaze, classifyMazePieceName } from '../src/game/maze.ts'
import type { MazePiece, MazePieceKind } from '../src/game/maze.ts'
import { generateWilderness } from '../src/game/wilderness.ts'
import type { PlannedGate, WildernessEntrance, WildernessPiece, WildernessSubstitution } from '../src/game/wilderness.ts'
import { generatePreset } from '../src/game/preset.ts'
import type { PresetPiece } from '../src/game/preset.ts'
export interface MazeWarp {
readonly room: number
readonly direction: 'up' | 'down'
@ -1522,10 +1524,28 @@ for (const entry of LEVELS) {
const libraries: Dt1[] = []
for (const name of info.dt1Names) libraries.push(await libraryOf(name))
for (const ds1Name of info.ds1Names) {
const level = await loadDs1(ds1Name)
const label = `${entry.slug}-${slugOf(ds1Name)}`
await bakeDs1Variant(entry, info.levelName, palette, info.paletteName, info.dt1Names, libraries, level, ds1Name, label, levelSeed(ds1Name))
if (entry.levelId === 108) {
const pieces: PresetPiece[] = []
for (const ds1Name of info.ds1Names) {
const level = await loadDs1(ds1Name)
const pieceName = ds1Name.split('\\').pop()?.replace(/\.ds1$/i, '') ?? ds1Name
pieces.push({ name: pieceName, levels: [level] })
}
const result = generatePreset({
levelId: entry.levelId,
levelName: info.levelName,
sizeX: info.sizeX > 0 ? info.sizeX : 120,
sizeY: info.sizeY > 0 ? info.sizeY : 120,
pieces,
})
const label = `${entry.slug}-chaos`
await bakeDs1Variant(entry, info.levelName, palette, info.paletteName, info.dt1Names, libraries, result.level, 'preset:chaos-sanctuary', label, levelSeed(info.levelName))
} else {
for (const ds1Name of info.ds1Names) {
const level = await loadDs1(ds1Name)
const label = `${entry.slug}-${slugOf(ds1Name)}`
await bakeDs1Variant(entry, info.levelName, palette, info.paletteName, info.dt1Names, libraries, level, ds1Name, label, levelSeed(ds1Name))
}
}
} else if (entry.kind === 'maze') {
const type = levelType(levelRow)

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@ -523,7 +523,7 @@ async function substitutions(archives: MountedArchives, lvlsub: D2Table, type: n
* ------------------------------------------------------------------------- */
/** The generators that must stay browser-safe. */
const BROWSER_SAFE_FILES = ['src/game/maze.ts', 'src/game/wilderness.ts']
const BROWSER_SAFE_FILES = ['src/game/maze.ts', 'src/game/wilderness.ts', 'src/game/preset.ts']
/**
* Assert the generators import nothing Node-only.

437
src/game/preset.ts Normal file
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@ -0,0 +1,437 @@
/**
* Diablo II's preset level generator (`Levels.txt.DrlgType == 2`).
*
* In Diablo II, preset levels are defined in `LvlPrest.txt` and represent maps
* with fixed geometry rather than procedural maze or wilderness generation.
* Most preset levels consist of a single standalone DS1 file or quadrant rooms,
* but specific levels — most notably Act 4 Chaos Sanctuary (Level 108) — are
* assembled by stitching multiple cross-wing preset pieces at deterministic
* coordinates onto a fixed grid.
*
* This module handles preset level generation and composition, cleanly
* separating preset assembling logic from wilderness and maze generators.
*/
import type { Ds1, Ds1Cell, Ds1Floor, Ds1Object, Ds1Substitution, Ds1Wall } from '../formats/ds1.ts'
import { SUB_TILES_PER_TILE } from './map.ts'
/** Level ID for Act 4 Chaos Sanctuary in Levels.txt. */
export const CHAOS_SANCTUARY_LEVEL_ID = 108
/** Standard canvas width for Act 4 Chaos Sanctuary in cells. */
export const CHAOS_SANCTUARY_SIZE_X = 120
/** Standard canvas height for Act 4 Chaos Sanctuary in cells. */
export const CHAOS_SANCTUARY_SIZE_Y = 120
/** One `LvlPrest.txt` piece or DS1 preset available for stamping. */
export interface PresetPiece {
/** Name of the preset piece (e.g. from LvlPrest.txt Name or DS1 file name). */
readonly name: string
/** Decoded DS1 level variants. */
readonly levels: readonly Ds1[]
/** Optional border flag for compatibility with wilderness piece records. */
readonly border?: boolean | undefined
}
/** Target placement coordinate for a stamped preset piece. */
export interface PresetPlacement {
/** Name or name prefix of the preset piece to match. */
readonly name: string
/** Top-left X in cells on the canvas. */
readonly x: number
/** Top-left Y in cells on the canvas. */
readonly y: number
}
/** A recorded preset placement substitution in generator stats. */
export interface PresetSubstitutionRecord {
readonly name: string
readonly role: string
readonly enabled: boolean
readonly clusters: number
}
/** Request payload for {@link generatePreset}. */
export interface PresetRequest {
/** `Levels.txt` `Id`. */
readonly levelId: number
/** `Levels.txt` `Name`. */
readonly levelName?: string | undefined
/** `LvlTypes.txt` name, e.g. `Act 4 - Lava`. */
readonly levelTypeName?: string | undefined
/** Act number, 1..5. Defaults to 4 for Level 108. */
readonly act?: number | undefined
/** Width in cells. Defaults to 120 for Level 108. */
readonly sizeX?: number | undefined
/** Height in cells. Defaults to 120 for Level 108. */
readonly sizeY?: number | undefined
/** Deterministic generator seed. */
readonly seed?: number | undefined
/** Preset pieces available to assemble this level. */
readonly pieces: readonly PresetPiece[]
/** Custom piece placements if overriding standard layout. */
readonly placements?: readonly PresetPlacement[] | undefined
/** Optional substitution list for interface compatibility. */
readonly substitutions?: readonly unknown[] | undefined
}
/** Statistics and metadata returned from preset map generation. */
export interface PresetStats {
readonly levelId: number
readonly levelName: string
readonly sizeX: number
readonly sizeY: number
readonly seed: number
readonly substitutedClusters: number
readonly objects: number
readonly cells: number
readonly substitutions: readonly PresetSubstitutionRecord[]
readonly groundCells: number
readonly borderBlocks?: number | undefined
readonly borderUsage?: Readonly<Record<string, number>> | undefined
readonly unresolved?: readonly unknown[] | undefined
readonly notes?: readonly string[] | undefined
readonly [key: string]: unknown
}
/** Result of generating a preset level. */
export interface PresetResult {
/** The assembled DS1 level. */
readonly level: Ds1
/** Execution statistics and placement records. */
readonly stats: PresetStats
}
/**
* Placements for the 7 cross-wing presets of Act 4 Chaos Sanctuary (Level 108).
* Stitched on a 120x120 canvas.
*/
export const CHAOS_SANCTUARY_PLACEMENTS: readonly PresetPlacement[] = [
{ name: 'Act 4 - Diablo Arm N', x: 48, y: 0 },
{ name: 'Act 4 - Diablo Arm W', x: 24, y: 24 },
{ name: 'Act 4 - Diablo Heart', x: 48, y: 24 },
{ name: 'Act 4 - Diablo Arm E', x: 72, y: 24 },
{ name: 'Act 4 - Diablo Arm S', x: 48, y: 48 },
{ name: 'Act 4 - Diablo Entry', x: 48, y: 72 },
{ name: 'Act 4 - Bridge 2', x: 48, y: 96 },
]
/** Internal mutable canvas during preset assembly. */
interface PresetCanvas {
readonly width: number
readonly height: number
readonly cells: Ds1Cell[][]
readonly wallLayers: number
readonly floorLayers: number
readonly substitutionLayers: number
readonly objects: Ds1Object[]
}
function emptyWall(): Ds1Wall {
return { prop1: 0, sequence: 0, style: 0, type: 0, unknown1: 0, unknown2: 0, hidden: false }
}
function emptyFloor(): Ds1Floor {
return { prop1: 0, sequence: 0, style: 0, unknown1: 0, unknown2: 0, hidden: false }
}
function makeCanvas(
width: number,
height: number,
wallLayers = 1,
floorLayers = 1,
substitutionLayers = 1,
): PresetCanvas {
const cells: Ds1Cell[][] = []
for (let y = 0; y < height; y += 1) {
const row: Ds1Cell[] = []
for (let x = 0; x < width; x += 1) {
row.push({
walls: Array.from({ length: wallLayers }, emptyWall),
floors: Array.from({ length: floorLayers }, emptyFloor),
shadows: [emptyFloor()],
substitutions: Array.from({ length: substitutionLayers }, () => ({ value: 0 })),
})
}
cells.push(row)
}
return { width, height, cells, wallLayers, floorLayers, substitutionLayers, objects: [] }
}
/**
* Stamp a DS1 piece into the canvas at a given cell origin, offsetting objects by sub-tiles.
*/
function stampDs1(canvas: PresetCanvas, source: Ds1, originX: number, originY: number): number {
let written = 0
for (let y = 0; y < source.height; y += 1) {
const targetY = originY + y
if (targetY < 0 || targetY >= canvas.height) continue
const sourceRow = source.cells[y]
if (sourceRow === undefined) continue
const targetRow = canvas.cells[targetY]!
for (let x = 0; x < source.width; x += 1) {
const targetX = originX + x
if (targetX < 0 || targetX >= canvas.width) continue
const cell = sourceRow[x]
if (cell === undefined) continue
const targetCell = targetRow[targetX]!
// Floors: copy any non-empty floor layer from source
for (let i = 0; i < cell.floors.length; i += 1) {
const floor = cell.floors[i]
if (floor !== undefined && !floor.hidden && floor.prop1 !== 0) {
const targetFloors = targetCell.floors as Ds1Floor[]
if (i < targetFloors.length) {
targetFloors[i] = floor
} else {
targetFloors.push(floor)
}
}
}
// Walls: copy any non-empty wall layer from source
for (let i = 0; i < cell.walls.length; i += 1) {
const wall = cell.walls[i]
if (wall !== undefined && !wall.hidden && wall.prop1 !== 0) {
const targetWalls = targetCell.walls as Ds1Wall[]
if (i < targetWalls.length) {
targetWalls[i] = wall
} else {
targetWalls.push(wall)
}
}
}
// Shadows: copy any non-empty shadow layer from source
for (let i = 0; i < cell.shadows.length; i += 1) {
const shadow = cell.shadows[i]
if (shadow !== undefined && !shadow.hidden && shadow.prop1 !== 0) {
const targetShadows = targetCell.shadows as Ds1Floor[]
if (i < targetShadows.length) {
targetShadows[i] = shadow
} else {
targetShadows.push(shadow)
}
}
}
// Substitutions: copy non-zero substitution layer values
for (let i = 0; i < cell.substitutions.length; i += 1) {
const sub = cell.substitutions[i]
if (sub !== undefined && sub.value !== 0) {
const targetSubs = targetCell.substitutions as Ds1Substitution[]
if (i < targetSubs.length) {
targetSubs[i] = sub
} else {
targetSubs.push(sub)
}
}
}
written += 1
}
}
// Stamp objects, converting cell offset to 5 sub-tiles per cell
for (const object of source.objects) {
canvas.objects.push({
type: object.type,
id: object.id,
x: originX * SUB_TILES_PER_TILE + object.x,
y: originY * SUB_TILES_PER_TILE + object.y,
flags: object.flags,
})
}
return written
}
/**
* Match a target preset piece name flexibly against available pieces.
* Handles full names, prefixes, without-Act prefixes, and stripped filenames.
*/
export function findMatchingPresetPiece(
pieces: readonly PresetPiece[],
targetName: string,
): PresetPiece | undefined {
const norm = (s: string) => s.trim().toLowerCase()
const target = norm(targetName)
// 1. Direct equality or startsWith
const direct = pieces.find(p => {
const pn = norm(p.name)
return pn === target || pn.startsWith(target)
})
if (direct) return direct
// 2. Strip path and extension, and extract canonical token
const clean = (s: string) => {
const base = s.split(/[\\/]/).pop() ?? s
return base.replace(/\.ds1$/i, '').trim().toLowerCase()
}
const cleanTarget = clean(targetName)
const stripPrefix = (s: string) =>
s.replace(/^act\s*\d+\s*[-_ ]*/i, '').replace(/^diablo\s*[-_ ]*/i, '').replace(/[^a-z0-9]/g, '')
const shortTarget = stripPrefix(cleanTarget)
const normTarget = cleanTarget.replace(/[^a-z0-9]/g, '')
const tokenMatch = pieces.find(p => {
const cp = clean(p.name)
const shortP = stripPrefix(cp)
const normP = cp.replace(/[^a-z0-9]/g, '')
return (
normP === normTarget ||
shortP === shortTarget ||
normP.endsWith(shortTarget) ||
shortTarget.endsWith(normP) ||
shortTarget === normP ||
normP.includes(shortTarget) ||
shortTarget.includes(shortP)
)
})
if (tokenMatch) return tokenMatch
return undefined
}
/**
* Assemble the 7 cross-wing presets for Act 4 Chaos Sanctuary (Level 108, 120x120).
*/
export function generateChaosSanctuary(request: PresetRequest): PresetResult {
const width = request.sizeX && request.sizeX > 0 ? request.sizeX : CHAOS_SANCTUARY_SIZE_X
const height = request.sizeY && request.sizeY > 0 ? request.sizeY : CHAOS_SANCTUARY_SIZE_Y
let wallLayers = 1
let floorLayers = 1
let substitutionLayers = 1
let version = 18
for (const piece of request.pieces) {
for (const lvl of piece.levels) {
if (lvl.version && lvl.version > 0) version = lvl.version
if (lvl.wallLayers > wallLayers) wallLayers = lvl.wallLayers
if (lvl.floorLayers > floorLayers) floorLayers = lvl.floorLayers
const subLen = lvl.cells[0]?.[0]?.substitutions?.length ?? 0
if (subLen > substitutionLayers) substitutionLayers = subLen
}
}
const canvas = makeCanvas(width, height, wallLayers, floorLayers, substitutionLayers)
const placements = request.placements ?? CHAOS_SANCTUARY_PLACEMENTS
const placed = new Set<string>()
const substitutions: PresetSubstitutionRecord[] = []
for (const item of placements) {
const piece = findMatchingPresetPiece(request.pieces, item.name)
const ds1 = piece?.levels[0]
if (!ds1) continue
stampDs1(canvas, ds1, item.x, item.y)
placed.add(item.name)
substitutions.push({ name: item.name, role: 'object', enabled: true, clusters: 1 })
}
let groundCells = 0
for (let y = 0; y < canvas.height; y += 1) {
const row = canvas.cells[y]
if (row === undefined) continue
for (let x = 0; x < canvas.width; x += 1) {
const c = row[x]
if (c !== undefined && c.floors.some(f => !f.hidden && f.prop1 !== 0)) {
groundCells += 1
}
}
}
return {
level: {
version: version === 0 ? 18 : version,
width: canvas.width,
height: canvas.height,
act: request.act ?? 4,
substitutionType: 0,
wallLayers: canvas.wallLayers,
floorLayers: canvas.floorLayers,
cells: canvas.cells,
objects: canvas.objects,
npcPathOffset: null,
},
stats: {
levelId: request.levelId,
levelName: request.levelName ?? 'Chaos Sanctuary',
sizeX: canvas.width,
sizeY: canvas.height,
seed: request.seed ?? 0,
borderBlocks: 0,
borderUsage: {},
substitutions,
substitutedClusters: placed.size,
objects: canvas.objects.length,
cells: canvas.width * canvas.height,
groundCells,
},
}
}
/**
* Dedicated preset level generator pipeline (`Levels.txt.DrlgType == 2`).
*
* Dispatches Level 108 (Act 4 Chaos Sanctuary) to its 7-cross assembled layout,
* and handles standalone preset maps and custom multi-piece placements.
*/
export function generatePreset(request: PresetRequest): PresetResult {
// Dispatch Level 108 (Chaos Sanctuary)
if (
request.levelId === CHAOS_SANCTUARY_LEVEL_ID ||
request.levelName === 'Chaos Sanctuary' ||
request.levelName === 'Act 4 - Chaos Sanctuary'
) {
return generateChaosSanctuary(request)
}
// If explicit multi-piece placements are provided
if (request.placements && request.placements.length > 0) {
return generateChaosSanctuary(request)
}
// Handle single preset map
if (request.pieces.length > 0 && request.pieces[0]?.levels[0]) {
const ds1 = request.pieces[0].levels[0]
const width = request.sizeX && request.sizeX > 0 ? request.sizeX : ds1.width
const height = request.sizeY && request.sizeY > 0 ? request.sizeY : ds1.height
if (width === ds1.width && height === ds1.height) {
let groundCells = 0
for (let y = 0; y < ds1.height; y += 1) {
const row = ds1.cells[y]
if (row === undefined) continue
for (let x = 0; x < ds1.width; x += 1) {
const c = row[x]
if (c !== undefined && c.floors.some(f => !f.hidden && f.prop1 !== 0)) {
groundCells += 1
}
}
}
return {
level: ds1,
stats: {
levelId: request.levelId,
levelName: request.levelName ?? request.pieces[0].name,
sizeX: width,
sizeY: height,
seed: request.seed ?? 0,
borderBlocks: 0,
borderUsage: {},
substitutions: [
{ name: request.pieces[0].name, role: 'preset', enabled: true, clusters: 1 },
],
substitutedClusters: 1,
objects: ds1.objects.length,
cells: width * height,
groundCells,
},
}
}
}
// Fallback to general assembly
return generateChaosSanctuary(request)
}

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@ -2519,34 +2519,6 @@ function stampAct5SiegeStrips(
return placed
}
/**
* Assemble the 7 cross-wing presets for Act 4 Chaos Sanctuary (LevelId 108, 120x120).
*/
function stampAct4ChaosSanctuary(
canvas: Canvas,
pieces: readonly WildernessPiece[],
stats: WildernessStats,
): Set<string> {
const placements: Array<{ name: string; x: number; y: number }> = [
{ name: 'Act 4 - Diablo Arm N', x: 48, y: 0 },
{ name: 'Act 4 - Diablo Arm W', x: 24, y: 24 },
{ name: 'Act 4 - Diablo Heart', x: 48, y: 24 },
{ name: 'Act 4 - Diablo Arm E', x: 72, y: 24 },
{ name: 'Act 4 - Diablo Arm S', x: 48, y: 48 },
{ name: 'Act 4 - Diablo Entry', x: 48, y: 72 },
{ name: 'Act 4 - Bridge 2', x: 48, y: 96 },
]
const placed = new Set<string>()
for (const item of placements) {
const piece = pieces.find(p => p.name.trim() === item.name.trim() || p.name.trim().startsWith(item.name.trim()))
const ds1 = piece?.levels[0]
if (!ds1) continue
stampDs1(canvas, ds1, item.x, item.y)
placed.add(item.name)
stats.substitutions.push({ name: item.name, role: 'object', enabled: true, clusters: 1 })
}
return placed
}
/**
* Assemble the 6 presets for Act 3 Travincal (LevelId 83, 64x64).
@ -3463,20 +3435,17 @@ export function generateWilderness(request: WildernessRequest): WildernessResult
}
stats.groundCells = fillGround(canvas, groundTile, 0, 0, canvas.width, canvas.height)
// Special case: Act 5 Bloody Foothills (110), Act 4 Chaos Sanctuary (108),
// Special case: Act 5 Bloody Foothills (110),
// Act 3 Travincal (83), and Act 3 Jungles (76, 77, 78) are assembled from
// deterministic multi-preset layouts rather than rectangular perimeter borders.
if (
request.levelId === 110 ||
request.levelTypeName === 'Act 5 - Siege' ||
request.levelId === 108 ||
request.levelId === 83 ||
(request.levelId >= 76 && request.levelId <= 78)
) {
let placedSpecial: Set<string>
if (request.levelId === 108) {
placedSpecial = stampAct4ChaosSanctuary(canvas, request.pieces, stats)
} else if (request.levelId === 83) {
if (request.levelId === 83) {
placedSpecial = stampAct3Travincal(canvas, request.pieces, stats)
} else if (request.levelId >= 76 && request.levelId <= 78) {
placedSpecial = stampAct3Jungle(canvas, request.levelId, request.pieces, rng, stats)

237
tests/preset.test.ts Normal file
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@ -0,0 +1,237 @@
import { describe, expect, test } from "vitest"
import {
generatePreset,
generateChaosSanctuary,
CHAOS_SANCTUARY_LEVEL_ID,
CHAOS_SANCTUARY_SIZE_X,
CHAOS_SANCTUARY_SIZE_Y,
CHAOS_SANCTUARY_PLACEMENTS,
} from "../src/game/preset.ts"
import type { PresetPiece } from "../src/game/preset.ts"
import { generateWilderness } from "../src/game/wilderness.ts"
import type { Ds1, Ds1Cell } from "../src/formats/ds1.ts"
function makeMockDs1(width: number, height: number, style = 1): Ds1 {
const cells: Ds1Cell[][] = []
for (let y = 0; y < height; y += 1) {
const row: Ds1Cell[] = []
for (let x = 0; x < width; x += 1) {
row.push({
walls: [{ prop1: 2, sequence: 0, style, type: 0, unknown1: 0, unknown2: 0, hidden: false }],
floors: [{ prop1: 2, sequence: 0, style, unknown1: 0, unknown2: 0, hidden: false }],
shadows: [],
substitutions: [],
})
}
cells.push(row)
}
return {
version: 18,
width,
height,
act: 4,
substitutionType: 0,
wallLayers: 1,
floorLayers: 1,
cells,
objects: [],
npcPathOffset: null,
}
}
describe("Preset Map Pipeline (DrlgType 2)", () => {
test("generatePreset generates Level 108 Chaos Sanctuary stitching 7 cross-wing presets on 120x120 canvas", () => {
const names = [
"Act 4 - Diablo Arm N",
"Act 4 - Diablo Arm W",
"Act 4 - Diablo Heart",
"Act 4 - Diablo Arm E",
"Act 4 - Diablo Arm S",
"Act 4 - Diablo Entry",
"Act 4 - Bridge 2",
]
const pieces: PresetPiece[] = names.map((name, idx) => {
const baseDs1 = makeMockDs1(24, 24, 10 + idx)
const ds1: Ds1 = {
...baseDs1,
objects: [{ type: 2, id: 200 + idx, x: 5, y: 5, flags: 0 }],
}
return { name, levels: [ds1] }
})
const result = generatePreset({
levelId: CHAOS_SANCTUARY_LEVEL_ID,
levelName: "Chaos Sanctuary",
levelTypeName: "Act 4 - Lava",
sizeX: CHAOS_SANCTUARY_SIZE_X,
sizeY: CHAOS_SANCTUARY_SIZE_Y,
seed: 108,
pieces,
})
expect(result.level.width).toBe(120)
expect(result.level.height).toBe(120)
expect(result.level.act).toBe(4)
expect(result.stats.substitutedClusters).toBe(7)
expect(result.stats.substitutions.length).toBe(7)
expect(result.level.objects.length).toBe(7)
expect(result.stats.groundCells).toBeGreaterThan(0)
// Verify object placement offsets (5 sub-tiles per cell)
// Arm N at (48, 0): object at (48*5 + 5, 0*5 + 5) = (245, 5)
const armNObj = result.level.objects.find(o => o.id === 200)
expect(armNObj).toBeDefined()
expect(armNObj?.x).toBe(48 * 5 + 5)
expect(armNObj?.y).toBe(0 * 5 + 5)
// Arm W at (24, 24): object at (24*5 + 5, 24*5 + 5) = (125, 125)
const armWObj = result.level.objects.find(o => o.id === 201)
expect(armWObj).toBeDefined()
expect(armWObj?.x).toBe(24 * 5 + 5)
expect(armWObj?.y).toBe(24 * 5 + 5)
// Heart at (48, 24): object at (48*5 + 5, 24*5 + 5) = (245, 125)
const heartObj = result.level.objects.find(o => o.id === 202)
expect(heartObj).toBeDefined()
expect(heartObj?.x).toBe(48 * 5 + 5)
expect(heartObj?.y).toBe(24 * 5 + 5)
// Bridge 2 at (48, 96): object at (48*5 + 5, 96*5 + 5) = (245, 485)
const bridgeObj = result.level.objects.find(o => o.id === 206)
expect(bridgeObj).toBeDefined()
expect(bridgeObj?.x).toBe(48 * 5 + 5)
expect(bridgeObj?.y).toBe(96 * 5 + 5)
// Verify tile cell content stamped at origins
expect(result.level.cells[0]?.[48]?.floors[0]?.style).toBe(10) // Arm N style
expect(result.level.cells[24]?.[24]?.floors[0]?.style).toBe(11) // Arm W style
expect(result.level.cells[24]?.[48]?.floors[0]?.style).toBe(12) // Heart style
expect(result.level.cells[96]?.[48]?.floors[0]?.style).toBe(16) // Bridge style
})
test("generatePreset dispatches by levelName when levelId is not 108", () => {
const pieces: PresetPiece[] = CHAOS_SANCTUARY_PLACEMENTS.map((item, idx) => ({
name: item.name,
levels: [makeMockDs1(24, 24, 5)],
}))
const result = generatePreset({
levelId: 0,
levelName: "Act 4 - Chaos Sanctuary",
pieces,
})
expect(result.level.width).toBe(120)
expect(result.level.height).toBe(120)
expect(result.stats.substitutedClusters).toBe(7)
})
test("generateChaosSanctuary matches piece names flexibly (tokens, stripped prefixes, filenames)", () => {
// Pieces with alternative naming styles (e.g. without 'Act 4 - ', or file paths)
const pieces: PresetPiece[] = [
{ name: "Diablo Arm N", levels: [makeMockDs1(24, 24, 1)] },
{ name: "data\\global\\tiles\\act4\\diablo\\ArmW.ds1", levels: [makeMockDs1(24, 24, 2)] },
{ name: "Act 4 - Diablo Heart", levels: [makeMockDs1(24, 24, 3)] },
{ name: "Diablo Arm E", levels: [makeMockDs1(24, 24, 4)] },
{ name: "Arm S", levels: [makeMockDs1(24, 24, 5)] },
{ name: "Diablo Entry", levels: [makeMockDs1(24, 24, 6)] },
{ name: "Bridge 2", levels: [makeMockDs1(24, 24, 7)] },
]
const result = generateChaosSanctuary({
levelId: 108,
pieces,
})
expect(result.stats.substitutedClusters).toBe(7)
expect(result.level.width).toBe(120)
expect(result.level.height).toBe(120)
})
test("generatePreset handles standalone single-DS1 preset levels", () => {
const baseDs1 = makeMockDs1(40, 40, 7)
const mockDs1: Ds1 = {
...baseDs1,
objects: [{ type: 2, id: 99, x: 10, y: 10, flags: 0 }],
}
const pieces: PresetPiece[] = [
{
name: "Tristram",
levels: [mockDs1],
},
]
const result = generatePreset({
levelId: 38,
levelName: "Tristram",
sizeX: 40,
sizeY: 40,
pieces,
})
expect(result.level.width).toBe(40)
expect(result.level.height).toBe(40)
expect(result.level.objects.length).toBe(1)
expect(result.stats.substitutedClusters).toBe(1)
})
test("generatePreset supports custom piece placements", () => {
const pieces: PresetPiece[] = [
{ name: "RoomA", levels: [makeMockDs1(20, 20, 1)] },
{ name: "RoomB", levels: [makeMockDs1(20, 20, 2)] },
]
const result = generatePreset({
levelId: 999,
sizeX: 60,
sizeY: 60,
pieces,
placements: [
{ name: "RoomA", x: 0, y: 0 },
{ name: "RoomB", x: 30, y: 30 },
],
})
expect(result.level.width).toBe(60)
expect(result.level.height).toBe(60)
expect(result.stats.substitutedClusters).toBe(2)
expect(result.level.cells[0]?.[0]?.floors[0]?.style).toBe(1)
expect(result.level.cells[30]?.[30]?.floors[0]?.style).toBe(2)
})
test("wilderness generator no longer hardcodes Level 108 Chaos Sanctuary special case", () => {
// Wilderness generator does not hijack Level 108 anymore; without special preset routing,
// it will not produce the 7-cluster Chaos Sanctuary layout.
const names = [
"Act 4 - Diablo Arm N",
"Act 4 - Diablo Arm W",
"Act 4 - Diablo Heart",
"Act 4 - Diablo Arm E",
"Act 4 - Diablo Arm S",
"Act 4 - Diablo Entry",
"Act 4 - Bridge 2",
]
const pieces = names.map(name => ({
name,
border: false,
levels: [makeMockDs1(24, 24)],
}))
const result = generateWilderness({
levelId: 108,
levelName: "Chaos Sanctuary",
levelTypeName: "Act 4 - Lava",
sizeX: 120,
sizeY: 120,
subType: -1,
subTheme: -1,
seed: 108,
pieces,
substitutions: [],
})
// Previously this returned substitutedClusters: 7 via stampAct4ChaosSanctuary.
// Now wilderness treats it as regular wilderness, not the 7-preset Chaos Sanctuary.
expect(result.stats.substitutedClusters).not.toBe(7)
})
})

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@ -251,43 +251,6 @@ describe("Wilderness Features & Border Rules", () => {
expect(result.level.cells[0][224].floors[0].sequence).toBe(24)
})
test("Act 4 Chaos Sanctuary (Level 108) stamps 7 cross-wing presets on 120x120 canvas", () => {
const names = [
"Act 4 - Diablo Arm N",
"Act 4 - Diablo Arm W",
"Act 4 - Diablo Heart",
"Act 4 - Diablo Arm E",
"Act 4 - Diablo Arm S",
"Act 4 - Diablo Entry",
"Act 4 - Bridge 2",
]
const pieces: WildernessPiece[] = names.map((name, idx) => {
const baseDs1 = makeMockDs1(25, 25, false)
const ds1: Ds1 = {
...baseDs1,
objects: [{ type: 2, id: 200 + idx, x: 5, y: 5, flags: 0 }],
}
return { name, border: false, levels: [ds1] }
})
const result = generateWilderness({
levelId: 108,
levelName: "Chaos Sanctuary",
levelTypeName: "Act 4 - Lava",
sizeX: 120,
sizeY: 120,
subType: -1,
subTheme: -1,
seed: 108,
pieces,
substitutions: [],
})
expect(result.level.width).toBe(120)
expect(result.level.height).toBe(120)
expect(result.stats.substitutedClusters).toBe(7)
expect(result.level.objects.length).toBe(7)
})
test("Act 3 Travincal (Level 83) stamps all 6 temple complex pieces even with trailing spaces", () => {
const names = [