初始提交:从零实现的暗黑破坏神 II WebGL2 引擎(TypeScript + Vite,零运行时依赖)

内容概览
- 归档层:MPQ v1 容器(hash/block 表、Storm 加密、分扇区编解码),含 PKWARE
  implode/explode 移植;支持 HTTP Range 只读取所需字节。
- 格式层:dc6 / ds1 / dt1 / pal / pl2 / cel / pcx / tbl / sprite,以及 dcc / cof / bitstream。
- 地图层:等距投影场景构建(地板/墙/屋顶分层、逐格瓦片变体加权随机、sub-tile 碰撞),
  资源包(索引色 PNG 图集 + scene.json)离线烘焙与逐像素差分校验。
- 角色层:DCC + COF 合成(8 方向),法师行走/站立替换占位棋子。
- 页面:acts.html 全屏画布 + 三级选择器(章节 / 场景 / 细分场景),资源包优先、
  可回退到直读归档(?live=1)。
- 验证脚本:verify:all / implode / acts / d2 / packs / dcc / deploy / listfile /
  object-lookup / alignment / tiles / generators 等,均带断言与退出码。

数据与许可
- 游戏数据(samples/)与第三方参考源码(reference/)不入库:体积大且无再分发许可,
  见 THIRD_PARTY_NOTICES.md。
- 生成关卡(70 迷宫 + 31 野外)尚未烘焙,现状与修复清单见 HANDOVER.md §4f。
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# 依赖与构建产物(用 npm 脚本可重建)
node_modules/
dist/
dist-game/
dist-acts/
*.log
# 用户自备的游戏数据与本机参考源码:体积大 / 无再分发许可,绝不入库
samples/
*.mpq
reference/
# 临时调试产物
.tmp/
__pycache__/
.DS_Store

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# 交接文档 · d2web
**项目路径:`/root/diablo_web`**(原 `/root/codex_web/dsh/d2web`,2025-09-12 迁移;目录内没有任何写死的绝对路径,迁移后功能与迁移前一致,验证见文末「迁移后复验」)
一句话:**用纯 TypeScript + Vite + WebGL2 从零写的暗黑破坏神 2 引擎**,读取**用户自备**的经典版 MPQ,
目标是浏览器内可玩的垂直切片。仓库**不含任何暴雪素材**,零运行时依赖(只用平台 API)。
---
## 1. 现在能玩什么
```bash
cd /root/diablo_web
npm install # 只装 devDependencies:vite / typescript / @types/node
# 夹具(仓库不含素材,夹具是脚本生成的)
node scripts/make-map-fixtures.ts samples/fixtures
node scripts/make-mpq-fixture.ts samples/fixtures # 把夹具打成真 MPQ
npm run dev # http://127.0.0.1:5173/
```
| 页面 | 地址 | 内容 |
| --- | --- | --- |
| 资源检查器 | `/` 或 `/?sample=samples/spawn.mpq` | MPQ 头/存储标志/压缩掩码分布、成员列表、精灵逐帧预览 |
| 可行走演示 | `/walk.html?sample=samples/spawn.mpq` | **真实暗黑 1 归档**:CEL/CL2 精灵、调色板、8 方向走动、碰撞 |
| 单人战役沙盒 | `/map.html?data=samples/fixtures` 或 `?mpq=<你的.mpq>` | DS1+DT1 地图、战斗、掉落与拾取、背包、技能、任务、NPC 对话、存档/读档(K/L) |
| 联机合作 | `/net.html?data=samples/fixtures&ws=ws://127.0.0.1:8787&peers=3&peer=0` | 2–4 人同一个世界,各控一名角色 |
| **diablo2 地图 + 女法师** | 本地 `/acts.html?act=1`;线上 `https://www.laiseek.xyz/diablo2/?act=1`(`?act=1..5`、`?level=<label>`、`?quadrant=<DS1>`、`?live=1`)。页面上是三级选择器:**章节 → 场景 → 细分场景**(如 第一章 / 罗格营地 / 北),中文场景名见 `src/game/level-names-zh.ts` | **真实 D2 数据**:默认读预解包资源包(`samples/d2-packs`,索引 PNG + JSON),没有包或 `?live=1` 时直接按 HTTP range 读归档并解码。等距投影地图 + 8 方向走动 + 碰撞 + **真·女法师(DCC+COF 合成,16 层/8 方向)**,**无怪物**;可破坏物品位置与美术成员已进包,静态帧待接 |
| 旧 act 页(已下线) | `/acts/`、`/acts-packs/`、`/acts-data/` | 全部 `410 Gone`;页面迁到 `/diablo2/`,资源包 `/diablo2/packs/`,归档 `/diablo2/data/*.mpq` |
联机需要先起中继(自写、零依赖、只转发字节、不懂游戏):
```bash
npm run net-server # 等价于 node scripts/net-server.ts 8787
```
操作:WASD/方向键移动,空格或 J 攻击,E/F 拾取,T 说话,1–4 选技能,K 存档,L 读档。
`acts.html` 只需 WASD/方向键:输入是**屏幕方向**(菱形格子相对屏幕转了 45°,按"上"沿格子对角线向上走)。
资源包(离线解包,页面默认路径):
```bash
npm run pack:data # scripts/pack-act-assets.ts → samples/d2-packs(62 个地图块 / 35 关,约 46.8 MB)
npm run verify:packs # 与现读现解逐项比对:绘制序/坐标、碰撞栅格逐字节、每帧像素 FNV 哈希(992/992)
npm run verify:listfile # 用社区 1.13c listfile 逐归档判定"这个成员到底存不存在"
npm run verify:deploy # 线上 /diablo2/ 页面 + 资源包 + Range 206 + 旧入口 410(17/17)
npm run verify:alignment # 墙/地面基线是否与引擎公式一致、D2MOO 的 80px 差是不是常量(6/6)
npm run verify:tiles # 每个槽位画的是不是它该有的瓦片类型(地面=0)+ 位置公式(5/5)
npm run verify:object-lookup # DS1 对象 id → token/mode 与 Objects.txt 交叉核对(19/19)
```
线上实测(真实 TLS,同一台机):
| | 请求数 | 传输 | 出画面 |
| --- | --- | --- | --- |
| act1 资源包 | 4 | 1.21 MB | 1.5 s |
| act1 读归档(`?live=1`) | 1,344 | 6.22 MB | 12.1 s |
| act5 资源包 | 9 | 3.80 MB | 2.1 s(首帧只要 7 页里的 4 页) |
| act5 读归档(`?live=1`) | 3,971 | 11.24 MB | 36.5 s |
线上部署(nginx 在 `/etc/nginx/sites-enabled/default` 里,页面 `/diablo2/`、资源包 `/diablo2/packs/`、归档 `/diablo2/data/*.mpq`;旧 `/acts*` 一律 410):
```bash
npm run build:game # → dist-game/(base=/diablo2/)
rm -rf /var/www/d2web && mkdir -p /var/www/d2web && cp -r dist-game/* /var/www/d2web/
rm -rf /var/www/d2packs && mkdir -p /var/www/d2packs && cp -r samples/d2-packs/* /var/www/d2packs/
# 归档用硬链接暴露给 nginx(/root 是 0700,nginx 读不到):
# mkdir -p /var/www/d2data && ln -f samples/d2/*.mpq /var/www/d2data/
systemctl reload nginx
```
真数据相关的验收命令:
```bash
npm run verify:implode # 四个归档全量成员解码(implode 端到端证明)
npm run verify:acts # 五个 act 城镇:表→DS1→DT1→等距场景 + 碰撞
# 归档没有 (listfile) 时(Patch_D2.mpq 就是),成员名在 Storm 里是加密的:
# MpqArchive.open(source, { listfile }) 可挂社区名单,样例见 scripts/verify-listfile.ts
#
# 对象/瓦片这几件事都按 OpenDiablo2 的引擎口径对齐过(副本在 samples/od2/):
# 1. DS1 对象的 `id` 不是 Objects.txt 的行号,而是"该 act 对象表"的索引:
# src/game/object-lookup.ts(数据由 npm run port:object-lookup 从 OD2 的表生成)。
# identity 映射会把 act1 的喷泉(id 0)读成 Objects.txt 第 0 行 "Expansion"。
# 2. 瓦片匹配的键是 `style:sequence:type`,其中 `type` 对应 DT1 头 **+20 的 `Type`**,
# **不是 +0 的 `Direction`**(那是朝向/变体索引,实测 1..5,永远不会等于 14 树/15 屋顶)。
# 键错会让树/屋顶/影子全落 loose 兜底、画成地面——罗格营地的帐篷"没屋顶"就是这个。
# 改键后 35 关 9,595 条墙引用 100% 精确命中(verify:alignment 有永久断言)。
# 同一 style:sequence:type 下有多张变体图(Direction 与 RarityFrameIndex 不同),引擎**逐格**
# 按 RarityFrameIndex 加权随机选一张,种子来自 (level seed, cellX, cellY):pickVariant + levelSeed。
# 3. 一格的 sub-tile flags 是**所有层做 OR**(OD2 SubTileFlags.Combine),影子层是 type 13 的
# 独立层,也必须并进碰撞;实测三张城镇里影子贡献 0 个阻挡子格(scene.shadowBlockedSubtiles)。
# 4. 方向:引擎是 64 方向空间经 5 张查表映射到 COF 方向(OD2 Dir64ToCof),
# src/game/character.ts 的 dir64ToCof 已按表移植;8 向输入下 4 方向 COF 的映射与
# 旧启发式**不同**(2/3 都映到 1),16/32/64 方向下相同。
# 4b. **地面槽位只能画 DT1 type 0**:DS1 的 floor 记录没有 type 字段,引擎语义是 type 0
# (OD2 `TileData(style, sequence, 0)`)。曾经这里传 null 走"类型无关"兜底池,池里混着
# 墙/柱子/影子/树/屋顶;加上变体加权随机后,地面槽位会随机挑到暗色石墙瓦片,而地面绘制
# 不做墙那套 minBlockY+80 补偿 → 画面里出现"悬在地面上的黑色方块"(35 关实测
# 1,918/28,704 个地面槽画错类型;修道院大教堂 28.2%、地下墓穴 4 层 41.5%)。
# `npm run verify:tiles` 把这个普查变成永久断言(错类型 0 / looseRefs 0 / missingTiles 0
# / 地面·墙·屋顶位置公式自洽)。
# 5. 屋顶(DS1 wall type 15)单独成层、最后绘制,偏移用引擎的 -roofHeight:
# scene.json 里是 `roofs` 数组,页面在地面/墙/角色之后画它(verify:packs 单独比对)。
# 当前 62 个预置关卡里 9 张有屋顶,共 737 个绘制(act 4 城镇 53 个)。
# (打包器的 DT1 解码缓存有上限 16 个库:不设上限时整轮烘焙会涨到 4 GB 以上。)
#
# 页面 UI:header 只留标题 + HUD(原来的三个站内链接已去掉);三个下拉框是
# `#act`(章节)/ `#scene`(场景,取自 pack 索引的 slug 分组)/ `#variant`(细分场景,
# 该场景下的 DS1 变体)。变体名:城镇/回廊/鲁高因按 `TownN1`/`CourtW`/`LutN` 后缀给方位名,
# 其余显示 DS1 名。中文场景名是**社区通用译名**(手工整理,见 level-names-zh.ts 头部说明;
# 我们这份安装包的 `data\local\LNG\CHI\string.tbl` 解出来是乱码,`.tbl` 解码器尚未对真文件校准)。
# 回归断言:`scripts/browser/checks/map-switch.js`(8 项:无多余链接、三级结构、三个下拉框的跳转参数)。
npm run verify:d2 # samples/d2 里每个 MPQ 的头/块槽/sha256
```
---
## 2. 目录结构
```
src/
mpq/ MPQ v1 容器:header/tables/sectors、crypt(HashString/块加密/文件键)、解压掩码分发
formats/ dc6 ds1 dt1 pal pl2 cel pcx tbl sprite(各格式的纯解码器,无 DOM 依赖)
game/ combat(战斗/怪物 AI/经验)items(基物/词缀/背包/掉落)skills(投射物)
quests(任务/NPC/对话)map(DS1+DT1 合成、子瓦片碰撞、深度插入)
animation(按方向的帧控制器)save(快照 + .d2s)rng(可复现随机)tables(表解析)
hitflash/… 等辅助
net/ protocol(二进制消息)transport(内存对 / 内存 hub / WebSocket)lockstep(锁步内核)
netplay(握手门控 + 输入游标 + 哈希收发 + 超时)
render/ atlas(精灵图集打包)renderer(WebGL2 单批次四边形 + 顶点色 tint)
sim/ loop(定点 25 Hz 循环,含追帧上限)input(键盘)
scene/ map-scene.ts(单人战役,~1200 行)net-scene.ts(联机,~600 行)
index.html walk.html map.html net.html 四个入口
scripts/ 夹具生成、验证脚本、中继服务器、浏览器验证工具(见 scripts/browser/README.md)
tools/go-oracle/ 独立 Go 参考解码器源码(差分验证用,见 §6)
samples/ 夹具与被 .gitignore 忽略的归档(spawn.mpq、fixtures/)
dist/ 构建产物
```
---
## 3. 里程碑状态与证据
| 里程碑 | 状态 | 证据 |
| --- | --- | --- |
| M0 资源管线 | ✅ | 真暗黑 1 `spawn.mpq`(25.8 MB / 1029 项)全量解包 + 精灵解码;自写 MPQ 写入器往返 + `mpyq` 独立读取;与 3 个独立实现全字段差分 |
| M1 可走地图 | ✅ | DS1+DT1 渲染、5×5 子瓦片碰撞、8 方向动画、深度插入;`map.html`(夹具/真归档)、`walk.html`(真 D1 归档,25 tps) |
| M2 战斗沙盒 | ✅ | `verify-combat.ts` 38 项;浏览器内实测 |
| M3 物品系统 | ✅ | `verify-items.ts` 58 项 |
| M4 技能/任务/NPC | ✅ | `verify-m4.ts` 56 项 |
| M5 存档与联机 | ✅ | `verify-m5.ts` 33 项(读档续跑逐 tick 一致);`verify-net.ts` 143 项;三浏览器同时联机实测 |
一条命令跑完无头验证:
```bash
npm run verify:all # combat + items + m4 + m5 + net
```
浏览器端证据用 `scripts/browser/`(见其 README)。实测过的数字(本轮迁移前):
- 单人战役:存档后继续到 tick 364,读档回到存档点(位置 276、击杀 4、金币 46、地面 2、等级 2),24.6 tps、`glError 0`
- 真归档:`walk.html?sample=samples/spawn.mpq` → `ready: true`、25.0 tps、`glError 0`
- 三人联机:三页 `peers 3`、各听到 2/2 名队友、都跑到 **worldTick 306 且完全齐平**、各比对 110–115 个哈希全一致、`malformed 0`、无 desync、三页 `players` 数组逐字段相同
---
## 4. 关键设计约定(改代码前先读这段)
1. **模拟必须是纯函数**。联机靠锁步:每台机器各自算整个世界,网络上**只传按键**。
所以任何读时钟、读 `Math.random`、读宿主环境的行为都会变成 desync。
随机一律走 `Rng`(种子进存档),时间一律走 25 Hz 的 tick 计数。
2. **tick 只在所有对等方输入到齐时才推进**(`LockstepSession.step` 返回 `waiting`)。
抢跑 = 分叉;等待 = 正确。
3. **输入延迟**(`inputDelayTicks`)是延迟预算:某一 tick 的输入提前若干 tick 发出。
发送游标要从 `0` 补齐到应付 tick,否则 `0..D-1` 谁都不发,游戏在第一 tick 前就死锁。
4. **握手门控**:没确认对方在监听(收到对方的 hello)之前**不发任何输入**。
先发出去的帧如果对面还没连上,中继无人可转发、发送方无从得知,那些输入永久消失 → 两边永久互等。
确认用 `ackTo` 指名道姓(四人局里"我听到了"必须说清听到了谁)。
5. **`CombatWorld.player` 与 `CombatWorld.players[i]` 必须是同一个对象**。
读档/快照是靠对象展开拼世界的,展开后 `player` 是新的、`players` 是旧的,
症状是"世界模拟一个身体、屏幕画另一个"。加新字段时要么避开,要么调用 `rebindPlayer()` 重新绑定。
6. **一个 tick 里所有玩家先动、怪物后动,且只动一次**(`tickCombatMulti`)。
每人各调一次 `tickCombat` 会把怪物跑两遍。
7. **怪物只攻击"本 tick 开始时还活着"的玩家**;全场无人存活时怪物回合整个跳过。
这条是单人死亡/重生手感的来源(死亡时世界停住、重生当 tick 不挨打)。
8. **解码器宁可拒绝也不猜**。没有真文件对照的字段(`.d2s` 数据段、部分表列)
一律**原样保留字节**,不做"看起来合理"的解析——猜错的解码器会静默产出坏存档/坏贴图。
9. **渲染器画完必须 `renderer.flush()`**。批处理器不 flush 就只剩清屏色,
看起来和"场景没加载"一模一样。
10. **MPQ 文件键用纯文件名**(不是成员全路径),查到表项用的是全路径;存储型成员**没有扇区偏移表**
(只有 `COMPRESS` 才需要)。这三条都踩过。
---
## 5. 验证方法论(为什么这些数字可信)
- **差分验证**:与独立实现对照,而不是自己跟自己对。用过:StormLib(MIT,只读语义)、
DevilutionX/Devilution、`OpenDiablo2/{dc6,ds1,dt1,pl2,tbl_text}`(Go)、npm `dc6png`。
差分脚本 `scripts/verify-format-parity.sh`(见 §6)。
- **真数据**:暗黑 1 试玩版 `spawn.mpq` 是唯一的**真实归档**证据,用于 MPQ 容器、CEL/CL2、调色板、
精灵宽度推断。
- **判据要能失败**:`verify-net.ts` 里的篡改用例会改写飞行中的输入,要求**在正确的 tick 报出 desync**;
"永远不会响的检测器"比没有检测器更糟。
- **不要谎报核对**:联机时落后方收到的是自己还没算到的 tick 的哈希,
这些哈希**缓存到本地历史追上再比**,无法核对的单独计数(`hashesIgnored`),不算作"一致"。
- **浏览器侧的判定靠状态字段,不靠看图**:这套环境里模型读不了图,
且 `readPixels` 在合成后返回清空缓冲。页面把状态挂在 `window.__d2webNet` /
`window.__d2webMap` / `window.__d2web` 上,由 CDP 读取断言。
---
## 6. 环境依赖(都在本机,但**不在仓库里**,重装机器要重建)
| 用途 | 位置 | 重建方式 |
| --- | --- | --- |
| Node | v22.22.2(系统) | Node 的类型剥离模式跑 `.ts` 脚本,**不支持 TS 参数属性**(`constructor(private x)`),脚本里别写 |
| headless Chromium | `/root/.cache/ms-playwright/chromium-1223/chrome-linux64/chrome` | `npx playwright install chromium`;启动参数见 `scripts/browser/README.md` |
| Go 参考解码器 | 源码已收进 `tools/go-oracle/main.go` | `cd tools/go-oracle && /opt/go1.22/bin/go mod init ref && /opt/go1.22/bin/go get github.com/OpenDiablo2/{dc6,ds1,dt1,pl2}@latest && /opt/go1.22/bin/go build -o /tmp/refdump .`(Go 在 `/opt/go1.22`,GOPROXY 用 `https://goproxy.cn,direct`) |
| `dc6png`(npm) | 曾在 `/tmp/dc6png` | `npm i dc6png` 到任意目录,用 `DC6PNG=<…>/src/index.js` 指过去 |
| Python + PIL | 系统 | 差分脚本比像素时用 |
跑完整差分:
```bash
REFDUMP=/tmp/refdump DC6PNG=/tmp/dc6png/node_modules/dc6png/src/index.js \
bash scripts/verify-format-parity.sh /tmp/d2fix
```
三个外部依赖都是**可选**的:缺了会打印 `SKIP`,剩余检查照跑。
---
## 7. 还没做完的(按"能不能自己做"分类)
### A. 原来卡在"没有真 D2 MPQ"上的(**已解除**,`samples/d2/` 有真数据)
现状:用户自备的 1.13c 数据落在 `samples/d2/`(11 个 MPQ,约 1.9GB,来源/字节数/sha256/
版本证据在 `samples/d2/MANIFEST.md`)。**但那是汉化/免 CD 整合安装**,客户端 DLL 与官方
1.13c 补丁文件集不一致,别拿它做字节级对照。
**第一前置已做完**:`src/mpq/implode.ts` 实现了 **PKWARE DCL implode**,`decompress.ts` 接线,
`archive.ts` 的读法修正。现在实测能读:
```bash
npm run verify:implode # 30914 个成员、893 MB 全部解出,12/12 断言
npm run verify:acts # 五个 act 城镇解析 + 合成,40/40
```
只剩 **ADPCM+Huffmann 音频**(572 个成员,`mask 0x41/0x81`,本轮不做)。
这一轮踩到的坑(都写进了代码注释,别再踩):
1. **掩码字节与压缩标志是两种写法**。`MPQ_FILE_COMPRESS(0x200)` 才有扇区首字节掩码;
`MPQ_FILE_IMPLODE(0x100)` 单独出现时**没有掩码字节**,整段就是 implode 流。
`Patch_D2.mpq` 的每张表都是后者;旧代码按"有掩码"读,遇到首字节 0x00 就当成 stored,
**静默返回压缩字节**(`levels.txt` 能返回 66,615 字节却不含 `LevelName`、尾部全是 0)。
现在的规则:`body.length === expected` → stored;否则按标志选 implode 或掩码,且长度不符一律抛错。
2. **DT1 的 `blockSize` 不是 `numBlocks * 20`**。真文件里 25 个块该字段是 6900
(= 25×20 头 + 25×256 体)。旧断言用 20×N 校验,于是**只认自己生成的夹具、拒绝所有真文件**。
现在按 `numBlocks*20 + Σlength` 校验,不符只记 warning。
3. **DS1 的 `style` 匹配的是 DT1 瓦片自己的 `style` 字段**,不是该 DT1 在 `LvlTypes` 里的下标。
`Act1/Outdoors/River.dt1` 里的瓦片内部 style 是 2/3,`Fence.dt1` 只有 0;按"库下标"解会把
大部分城镇解对、再丢掉 219 个引用。改成合并所有库按 `style:sequence:direction` 查之后 missing=0。
4. **`LvlPrest` 要用 `LevelId` 关联,不是 `Def`**。Act 2 城镇 `Def=301 / LevelId=40`;用 `Def` 会
给四个 act 返回**别的关卡**的地图。
5. **D2 是等距投影**:格子在屏幕上是 80×40 的菱形(`(cx-cy)*80, (cx+cy)*40`),5×5 子格是 16×8;
地板画在 `cell+(-80, 0)`,墙要加 `minBlockY+80`(墙的美术长在格子上方)。矩形摆放只对夹具成立。
6. **空槽要跳过**:DS1 每个格子都带固定数量的墙槽,其中 `prop1 == 0` 的是占位(Act 1 城镇 4674 个
墙槽里 4275 个如此),画出来就是垃圾。
**可破坏物品的美术卡在同一个解码器上**:`data\global\objects\` 下是 **1748 个 DCC + 1461 个 COF,只有 13 个 DC6** ——
也就是说 D2 画对象用的是和角色一样的 COF+DCC 合成管线。资源包因此只烘了它们的**位置与元数据**
(`Objects.txt` 的名称/HP/Token + 选定的美术成员名),像素留给 DCC/COF 解码器(和法师同一件事)。
不要把这些文件当 DC6 硬解:头部对不上,解出来是垃圾(本轮实测过)。
implode 落地后,§7A 剩下这四件(现在都有真文件可对照):
1. `node scripts/inspect-mpq.ts <file> header` 和 `hist` → 头字段与压缩掩码分布。
2. **DT1 数据块偏移基准**:`src/formats/dt1.ts` 现在按"先相对、失败再绝对"处理 `FileOffset`,需要真文件确认。
3. **经典 `string.tbl` 索引布局**:`src/formats/tbl.ts` 目前只有**构造检查**级证据
(Go 侧 `tbl_text` 实现的是后来带哈希表的变体,不能当对照)。
4. **DCC / COF 动画**:未实现。Go 参考实现自己就报 `bottom up frames are not implemented`,
所以当时判断做不出可信对照;真文件到手后按格式文档 + 逐字节对照可以做。
5. **`.d2s` 数据段布局**:现在只实现签名/版本/名字/职业/等级/校验和,其余段原样保留。
6. **D2 表列映射**:`src/game/*` 里读表用的是夹具列名 + 少量官方文档确认的列名。
接真表要逐列核对(列名集中在各 `*FromTable`/`monsterStatsFromRow`,改动集中)。
### B. 工程上可以做但还没做的
- **入场大厅 / 断线重连策略**:现在是"少一人就等"(正确但生硬),没有"踢人/暂停/恢复"的选择界面。
- **输入回滚**:只做了"等待",没做预测 + 回滚(对 25 Hz 局域网够用,跨洋会明显卡顿)。
- **联机与战役状态**:联机是独立沙盒——世界和角色共享,但**背包/任务不进网络**。
要打通需要把物品/任务状态纳入确定性模拟并进哈希。
- **联机场景的怪物/掉落**:目前联机场景只有战斗与经验,没有联机的物品掉落与拾取。
- **DCC/COF 之外的美术缺口**:联机场景没有背包 UI、没有血蓝球(单人场景有)。
---
## 8. 迁移后复验(本次迁移做的检查)
```bash
cd /root/diablo_web
npx tsc --noEmit # 类型检查
npm run build # 四个入口都进产物
node scripts/verify-net.ts # 143 项
```
三者在迁移后均通过(见本次会话最后一条工具输出);开发服务器与中继已改为从新路径启动:
```bash
npm run dev # 后台任务,http://127.0.0.1:5173/
npm run net-server # 后台任务,ws://127.0.0.1:8787
```
页面级复验(`scripts/browser/`):
```bash
CHROME=/root/.cache/ms-playwright/chromium-1223/chrome-linux64/chrome
node scripts/browser/inspect-page.mjs "$CHROME" \
"http://127.0.0.1:5173/map.html?data=samples/fixtures" \
scripts/browser/checks/map-save-load.js
node scripts/browser/many-pages.mjs "$CHROME" \
"http://127.0.0.1:5173/net.html?data=samples/fixtures&ws=ws://127.0.0.1:8787&peer=0" \
"http://127.0.0.1:5173/net.html?data=samples/fixtures&ws=ws://127.0.0.1:8787&peer=1"
```
---
## 9. 从哪读起
1. `README.md` —— 里程碑叙述 + **「验收:整条目标链的证据」** 一节(逐项对照可复现命令)。
2. 本文 §4「关键设计约定」—— 十条踩过的坑,改代码前必读。
3. `src/net/lockstep.ts` 顶部注释 —— 锁步为什么这么设计。
4. `src/net/netplay.ts` 的握手与发送游标 —— 四个真 bug 的现场。
5. `scripts/verify-net.ts` —— 读测试比读实现更快理解协议与时序。
## 4f. 生成关卡(101 关)现状与修复清单 —— 暂缓,未烘焙
页面上的 **35 个场景全部是 `DrlgType=2` 的固定 DS1**;生成类关卡一个都没进包:
| `DrlgType` | 关卡数 | 已烘焙 |
| --- | --- | --- |
| 2 预置 | 35 | 35 |
| 1 随机迷宫 | 70 | 0 |
| 3 野外 | 31 | 0 |
例:**鲜血荒野 = `Act 1 - Wilderness 1`(Id 2,DrlgType=3)**,未烘焙。`scripts/pack-act-assets.ts`
里以 `pending: { wilderness: 31, maze: 70 }` 如实记录,页面不会假装有这些图。
`npm run verify:generators` 实测(2026-09-13):
1. **9 关直接抛错** `no usable LvlPrest pieces`:Act 2 Harem 2、Act 3 憎恨囚牢 1/2、
Act 5 冰窟 1/1A/2/2A/3/3A。根因:这些迷宫的 `LvlPrest` **没有该 `LevelId` 的行**
(实测行数 = 0),房间件要按 `LvlMaze` 行 + **关卡类型的件名**解析。
2. **可达率**:75 关中 15 关 < 50%,其中 8 关 = **0.0%**(Crypt 1A/2A/3A/3B/3C/3D、
Pandemonium 1、Wilderness 5)——开口方向/拼接没对上,或出生点被围死。
3. **瓦片引用缺失**:36/75 关存在,最高 **56.8%**(Act 2 Lair/Tomb 系列)。
4. **野外不可玩**:鲜血荒野可达 1.6%、黑色沼泽 0.0%、墓地 0.0%、冰冷之原 3.2%。
修复顺序(每步都要过 `verify-generators` 的阈值门:确定性 + 可达率 + 缺引用 + 房间数 ≥
`LvlMaze.Rooms`):① 件来源改写(`LvlMaze` + 类型件名)→ ② 开口拼接与出生点连通 →
③ 件→瓦片映射(按 `Dt1Mask` 与件自身 style 选库,注意 type(+20) 那条教训)→
④ 野外 `LvlSub` 替换规则。烘进包时必须在 pack 索引/HUD/文档里标注
**“按官方参数表复现,非引擎原版布局”**(生成逻辑移植自 D2MOO,不是逐字节还原)。

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# d2web
Web 原生的暗黑破坏神 II 引擎(进行中)。**仓库不含任何游戏素材**:引擎只读取你自备的
经典版 MPQ(`d2data.mpq` / `d2exp.mpq` / `patch_d2.mpq` 等),素材始终留在你自己机器上。
零运行时依赖(纯 TypeScript + Vite + 平台 API)。项目位于 `/root/diablo_web`;
**接手/继续开发先读 [`HANDOVER.md`](HANDOVER.md)**(目录导览、十条设计约定与踩坑、验证方法论、
环境依赖重建、未完成项分类)。
## 现状
### M0 · 资源管线 ✅
- **MPQ v1 容器**:头解析、哈希表/块表解密、名字查找、扇区定位、按范围随机读取
(`File`/`Blob` 直接读,**从不把整个归档载入内存**)。
- **Storm 密码学**:crypt table、`HashString`、块密码。密钥取**纯文件名**(basename)——
哈希查找用全路径、解密密钥用 basename,混用会静默解出乱码(而且总长度还对,只校验
大小发现不了)。
- **解压**:zlib 走平台 `DecompressionStream('deflate')`。自适应 Huffman / PKWARE implode /
ADPCM / bzip2 / sparse 按 StormLib 的掩码顺序留位,遇到未实现的掩码**明确报错**而非产生坏数据。
- **精灵解码**:`.cel` 与 `.cl2`(含多组 = 多方向、逐帧宽度、帧头跳过、跨行游程)。
元数(0x80 透明游程 / ≤0xBE 填充 / >0xBE 字面)与 CEL 的行封闭规则都按 DevilutionX 实现。
- **调色板 / 变体**:768 字节 `.pal`、256 字节 `.trn` 索引重映射(怪物换色与 D2 的 palette shift 同一机制)。
- **浏览器检查器**:拖入 MPQ → 列文件/筛选 → PCX 渲染、音频解码、文本/十六进制预览。
### D2 格式解码层 🚧(已实现,等真 MPQ 收口)
- **DC6** 精灵:24 字节文件头 + 帧指针表 + 32 字节帧头;游程三字母表
(`0x80` 换行 / `(b&0x7f)` 透明游程 / 否则字面游程),**行序自下而上**,索引 0 透明。
- **DT1** 瓦片库:276 字节文件头 + 96 字节瓦片记录 + 20 字节块头;两种块编码都实现——
RLE(`(skip,count)` 对,`(0,0)` 换行)与等距(固定 `xjump`/`nbpix` 菱形表,256 字节);
25 个子瓦片碰撞标志(bit0 阻挡行走、bit1 阻挡视线…)可直接用于 M1 碰撞。
- **PL2** 调色板:1024 字节基础调色板 + **1727 张 256 字节换色表**(光照 32 / 反色 16 / 选中单位 1 /
粗粒度 alpha 3×256 / 加色 256 / 乘色 256 / 色相 111 / 红绿蓝色调 3 / 未命名 14 / 最大分量 256 / 变暗 1)
+ 13 色文本调色板 + 13 张文本换色表,共 **443175 字节**——格式**完全没有头/计数/目录**,
表序与数量就是格式本身,所以解码器里把每组的数量逐条写出来而不是推算。
D2 的光照/混合/单位换色全靠"索引→索引"的换色表完成,这也是为什么解码器始终保留索引、最后才落色彩。
- **TBL** 字符串表(经典布局):`crc` + 条目数 + 偏移表 + 每条目 `u16 字符数 + UTF-16LE`;
未用索引解析为 `undefined`(区别于空串)。
- **DS1** 地图:版本化段序列(act / substitution / 内嵌文件名 / 4+4 层流 / 地板层 / 对象 / NPC 路径),
含低于 4 版的旧式层顺序与低于 7 版的方向查表;产出逐格 `walls/floors/shadows/substitutions` + 对象列表。
### 独立实现差分验证(关键证据)
没有真 D2 文件时,"解码器不报错"毫无意义。所以每个格式都与**独立实现**逐字段比对:
| 检查 | 独立实现 | 结果 |
| --- | --- | --- |
| DC6 像素 | `dc6png`(npm,JS) | **128/128 像素一致** |
| DC6 全字段 | `OpenDiablo2/dc6`(Go) | **JSON 完全相同** |
| DS1 全字段 | `OpenDiablo2/ds1`(Go) | **JSON 完全相同** |
| DT1 元数据 | `OpenDiablo2/dt1`(Go) | **JSON 完全相同**(该包的像素解码是死代码,见下) |
| DT1 像素落位 | 夹具编码时的期望网格 | **102400/102400 像素一致** |
| PL2 全表 | `OpenDiablo2/pl2`(Go) | **完全一致**(基础/文本调色板 + 1727 张表的逐表摘要) |
```bash
REFDUMP=/path/to/refdump DC6PNG=/path/to/dc6png/src/index.js \
bash scripts/verify-format-parity.sh /tmp/d2fix
```
**差分测试当场抓到了我自己的一个真 bug**:我最初按 16 字节读 DT1 块头,而
[社区权威文档](http://paul.siramy.free.fr/_divers/dt1_doc/) 与参考实现都是 20 字节
(`X, Y, 2 字节保留, GridX, GridY, Format, Length, 2 字节保留, FileOffset`),
把 `Format/Length/FileOffset` 全部读错了偏移;同时 `FileOffset` 是**相对该瓦片自己的块头起点**。
另外 `dc6png` 独立确认了 DC6 的行序与游程字母表。
### 归档驱动路径 ✅("丢进 MPQ → 出地图"已跑通)
`map.html` 支持三种数据源:**拖入 `.mpq`**、`?mpq=<url>`、`?data=<fixture 目录>`。
打开归档后会按扩展名自动挑成员(`town`/`act1` 优先),页面上有 **DS1 / DT1 / 调色板选择器**与重新加载按钮,
因为真实归档里有成百上千个关卡与瓦片库需要人来选。
为了让这条路径在**没有任何暴雪数据**时也能验证,我写了 `scripts/make-mpq-fixture.ts`:
把夹具打成**真正的 MPQ v1 归档**(表加密、成员混用"原样存储"与"zlib 分扇区"两条路径),
于是"用户丢归档 → 引擎读取 → 解码 → 渲染地图"整条链现在就能端到端测试。
| 检查 | 结果 |
| --- | --- |
| 我的读取器往返 | **5/5 成员逐字节一致**(54354 字节) |
| 独立读取器(Python `mpyq`) | **4/4 已发布成员逐字节一致** |
| 归档驱动场景 | `source=mpq`、自动选中 3 个成员、9 地面 / 9 墙体、**未解析引用 0**、108/225 阻挡 |
| 运行 | **25.0 tps**、双轴移动、撞墙被拒、`glError = 0`、截图 2946 种颜色 |
**这里又抓到两个只有独立实现能发现的问题**:
1. **存储型成员必须带 `SINGLE_UNIT` 标志**。不带的话,标准读取器会走"多扇区表"路径,
把文件自身的数据当成偏移表读出垃圾——而**我自己的读取器恰好容忍**(我实现成"无表直读")。
于是出现了"自己读写全对、别人读不出来"的假绿:`fixture.ds1`(zlib)能读、`palette.pal`(存储)读出 0 字节,
这个不对称正是定位问题的线索。
2. **读取器对未压缩成员多读了一张扇区表**。StormLib 只在 `COMPRESS` 标志下加载偏移表,
未压缩文件是从块起点直读的;我原先对非 single-unit 文件一律读表。已按参考实现修正,并对加密+存储的成员按 `key + 扇区号` 逐扇区解密。
### M5 · 存档与联机 🚧(存档、确定性锁步、**2–4 人浏览器联机合作已跑通**;`.d2s` 待真文件确认)
**存档(快照)**:把续跑所需的一切装进一个带版本号的纯数据结构——战斗世界、背包(**按原有格子位置**)、
任务进度、**随机流的位置**,以及地面掉落物。随机流位置是最容易被漏掉的一项:不保存它,读档后
同一批掉落会以不同顺序出现,看起来"存档能用",直到有人注意到掉的东西不对。
验证方式是存档唯一有意义的验证方式:**读档后继续模拟,要求与原进程逐 tick 完全一致**——
漏掉任何字段都会在几百 tick 后表现为状态分叉。另含畸形存档与未来版本存档的拒绝。
**`.d2s` 角色档**:实现了签名、版本、名字/职业/等级字段与**校验和**;物品/任务/传送点/佣兵等段
**原样保留字节而不去猜**(没有真文件对照时猜这些会写出静默损坏存档的解码器)。
这轮在这里抓到一个**真 bug**:校验和用 JS 的 `<< 1`(32 位有符号移位)会把高位丢弃而不是折叠进位,
导致**离末尾 32 字节以外的字节对校验和完全不可见**——那种位置的篡改检测不出来。已改为按规范做进位折叠。
**确定性锁步**:这一块**完全不依赖暴雪数据**,所以可以强验证。三条规则:
① **某个 tick 只有在所有对等方的输入都到齐时才推进**(缺输入就 waiting,绝不猜测或抢跑——抢跑必分叉);
② **输入延迟**若干 tick 作为网络延迟预算;③ **逐 tick 状态哈希**互相比对,第一处不一致即 desync,
且报告里带上是**哪个 tick** 分叉的(这决定 bug 能不能查)。
`scripts/verify-m5.ts` 无头断言 **33 项**:快照续跑一致性、畸形/未来版本存档拒绝、地面掉落随档保存、
`.d2s` 往返与校验和篡改检测、双会话 300 tick 哈希全同、缺输入等待且计数、输入延迟语义、
过期输入被丢弃、以及**篡改输入必须被识别为 desync 并报出正确 tick**(不会响的 desync 检测器比没有更糟)。
浏览器内实测:存档后状态继续变化(击杀 3→5、金币 39→46、地面 2→3),读档后
**击杀/背包/金币/地面掉落/等级/位置/怪物存活/任务进度/经验全部回到存档点**,随后继续运行,
`glError = 0`、25 tps。这里也抓到一个真实场景 bug:场景里缓存了 `const player = world.player`,
读档替换世界后**这个引用仍指向旧世界**,导致读档那一 tick 的后半段还在写旧数据——已改为读档后重新绑定。
**联机合作(`net.html`)**:每页一个浏览器,**2–4 人同一个世界、各控一名角色**(`?peers=` 指定人数,`?peer=` 是本页编号)。网络上只传四类消息
(谁、按了什么键、我这 tick 的状态哈希、再见),**世界状态一个字节都不传**——每台机器各自把整个
世界算出来,这正是 25 Hz 能跑在普通连接上的原因。
* `src/net/protocol.ts` —— 手写小端编解码。移动量按**定点 ×1000** 传,因为浮点在两台机器上可能
舍入出不同的结果;每条消息都做长度与范围校验,畸形包在网络层就被拒掉,不会流进模拟。
* `src/net/transport.ts` —— 传输是一根「可靠的字节管道」:`memoryTransportPair()`(进程内成对,
可 `hold` 住模拟慢链路)与 `socketTransport()`(浏览器 `WebSocket` 与 Node 全局 `WebSocket` 共用同一份代码,
所以真实 socket 路径能无头验证)。消息尺寸上限在传输层就挡住。
* `src/net/netplay.ts` —— 把锁步内核接到传输上:**按对等方记账的握手门控**、输入发送游标、哈希收发与超时。
握手不是"听到对方"就算完成,而是**对方确认收到了我的 hello**(`ackTo` 指名道姓,因为四人局里
"我听到了"必须说清是听到了谁);**所有对等方都到齐才开跑**。
* `src/scene/net-scene.ts` + `net.html` —— 2–4 人合作场景:每人一个角色、怪物**追最近的那个活人**、
经验记给**补刀的那个**、`?ws=` 联机 / 不带则单机跑同一条模拟路径。
四个**真 bug**,全靠验证抓出来,都不是"写错一个字段"级别的:
1. **输入延迟导致的死锁**:延迟 D tick 时,第一个该发的 tick 是 D,`0..D-1` 谁都不发,游戏在第一 tick 前就卡住。
改为发送游标从 `0` 补齐到「当前应付 tick」。
2. **握手是单向的**:只听见对方 hello 的peer 认为自己已完成握手,于是**永远不发自己的 hello**;
对方因此一直等,双方都 ready 不了。现在收到 hello 必回一个 hello,且**只认「对方确认收到我的 hello」才算完成**,
否则每 25 次 pump 重发一次。
3. **首发帧掉进虚空**:先连上中继的一页把 `0..4` 帧发出去时对面还没连上,中继无人可转发(发送方无从得知),
而发送游标已经前进——**这些 tick 的输入永久消失,两边永久互等**。现在有握手门控:**没确认对方在听,就不发输入**。
4. **超时判定用「世界 tick」计时**:世界一旦卡住,tick 不再前进,超时因此**永远不会触发**——恰好在它唯一有用的场景里失效。
现在按「距上次收到消息经过了多少次 pump」计。
另外两处是**设计加强**,同样由数字逼出来:哈希比对面向前进中的世界时,
落后方收到的是自己还没算到的 tick,于是**大量哈希只能被丢弃**(落后方几乎什么都没验证到);
现在把对方哈希缓存起来、等本地历史追上再比对,并单独统计 `hashesIgnored`——**把无法核对的哈希谎报成"一致",
比不检查更糟**。
`scripts/verify-net.ts` 无头断言 **143 项**:协议编解码(含固定字节布局与全部畸形包)、
内存管道与**内存 hub** 的排队/上限/关闭语义、双 peer 200 tick 世界完全一致、
**慢链路只停世界不坏世界**(落后方靠已有积压追上同 tick 后世界逐字段相同)、
**四人局**:三个 peer 不会因为第四个还没来就抢先开跑(少一人就等,否则先发出的输入会掉进虚空)、
迟到者入场后四人**逐 tick 齐平**且四个世界逐字段相同、四人中一人掉线时其余三个只停不裂、
恢复后各自用积压追平;篡改飞行中的输入→**在正确 tick 报 desync**、垃圾包被丢弃且世界不受影响、
静默 peer → **超时而非 desync**、老旧哈希计为"无法核对",以及**真 socket**(自写 RFC6455 中继 +
两个真客户端 150 tick、**三个真客户端 160 tick**)无分叉。
浏览器实测(**三个独立 Chromium 实例** + 真中继):三页 `peers 3`、各听到 2/2 名队友、
`handshaked/acknowledged`,三页都跑到 **worldTick 306 且完全齐平**、各比对 110–115 个哈希**全部一致**、
`malformed 0`、无 desync、`glError 0`,三页 `players` 数组**逐字段相同**(位置/血量/经验),
击杀数一致(7),三张截图互不相同(各页相机跟各自角色)。
### M4 · 技能 / 任务 / NPC ✅(结构层已跑通;真实 MPQ 数据待接入)
- **技能**(`Skills.txt` 形状):法力消耗、冷却、射程、伤害随等级成长;两种施放形态——
**投射物**(按 25 Hz 飞行、撞墙即毁、超时消失、命中后伤害走战斗模块的同一套击杀/经验/尸体管线)
与**瞬发范围**(半径内全部命中)。伤害成长是唯一显式简化的地方:真实表用 5 个等级区间
(`MinLevDam1..5`)插值,我读单一斜率 `PerLevel`,公式隔离在 `skillDamageAt` 里等映射层替换。
- **名字来自真 TBL**:表里的数字单元格通过 `data/local/string.tbl` 解析(我上轮标记为"弱验证"的解码器
现在真正进入了游戏路径);没有 TBL 时数字保持字面量,两种路径都保留。
- **任务/NPC**:`Quest.txt` 形状的目标(按**怪物 id** 或 `*` 通配计数)、奖励(经验+金币)、
状态机 `inactive → active → complete` 且**不重复发奖**;NPC 台词按状态选择
(未接/进行中/已完成各一套)——"NPC 在你已接任务时还在推销"是经典 bug,这里用状态选台词避免。
- **交互**:数字键选技能位(1..4)、攻击键施放、T 键与最近 NPC 对话(自动接取任务)、
拾取 E/F;对话显示在页面面板上。
- **两个真实缺陷在这轮被浏览器测试抓出**:① 选中法术且魔法耗尽后空格既不施法也不近战,
玩家彻底失去攻击能力 → 改为"法术放不出时回退近战"并加魔法缓慢回复;
② 台词先按 `|` 拆、再解析 TBL,而 TBL 字符串本身含 `|`,导致多行台词没被拆开 → 改成先解析再拆行。
另外还修了施法决策与近战推进的顺序(原先二者会同一 tick 同时触发)。
`scripts/verify-m4.ts` 无头断言 **56 项**:TBL 名字解析三种情形(命中/字面量/无表)、
技能表解析与投射物判定、伤害随等级单调、施放的冷却与法力门(含"刚好够")、
投射物飞行/命中/撞墙/超时/忽略尸体、任务按 id 与通配计数、阈值达成发奖且不重复、
NPC 台词随状态切换、施法可复现。
浏览器内实测(夹具归档):`textSource=tbl`、技能名 `['Basic Attack','Fire Bolt','Frost Nova']`
(来自归档内的真 TBL)、施放 7 次、走到 NPC 前对话得到两行台词并**接取任务**(`den:active`)、
追问台词切换为进行中版本、随后击杀使任务计数 **推进到 1/3**、`glError = 0`、25.6 tps。
(3/3 完成与奖励发放由无头断言覆盖;浏览器脚本受合成地图通行性限制未打满。)
### M3 · 物品系统 ✅(结构层已跑通;真实 MPQ 数据待接入)
物品的建模方式跟着 D2 的真实存储走:物品 = **基物**(`weapons.txt`/`armor.txt`/`misc.txt` 行)
+ 可选**前缀/后缀**(`magicprefix.txt`/`magicsuffix.txt` 行),词缀的修饰项指向
`ItemStatCost.txt` 里的属性名。没有硬编码——剑就是一行带尺寸和伤害的表行,
"Cruel" 就是一行带等级要求、可用物品类型与数值范围的表行。
两个关键决定:
- **随机数是注入的**(`src/game/rng.ts`,mulberry32,零依赖)。掉落是种子的纯函数,
因此可以被测试精确复现——这同时也是 M5 联机 lockstep 能成立的前提。
- **背包是格子占用模型,不是列表**。D2 物品有宽高、不能重叠、形状固定,
不建模这个,"背包满了"就没有任何意义。
已实现的约束:词缀**等级门**与**物品类型门**(`itype1..7`)、前缀/后缀/基物的名字组合、
属性合并(基础 + 各修饰项)、堆叠到上限后**溢出到新格子而不是丢弃**、金币堆叠、
拾取时背包满**拒绝而不是销毁物品**(并计数)、按类型着色的地面物品与背包网格覆盖层。
`scripts/verify-items.ts` 无头断言 **58 项**,涵盖表解析(含真实文件常见的**前导空列**)、
词缀资格、掷取可复现、名字与属性合成、背包边界/重叠/堆叠/移除/金币、掉落表的等级门与可复现。
浏览器内实测(夹具归档):`items=archive · tables=archive`、3 次击杀产生 3 次掉落
(1 次金币 39 自动入账 + 2 件地面物品)、拾取 2 件 → 背包 3 件 / **6/40 格**、护甲防御合计 12、
**24.6→25.6 tps**、`glError = 0`;掉落名为 **`Sturdy Buckler of the Fox`**(前缀仅限护甲 + 后缀不限)
与 `Minor Healing Potion of the Fox`——正是表驱动的词缀资格在起作用。
### M2 · 战斗沙盒 ✅(结构层已跑通;真实 MPQ 数据待接入)
战斗模拟刻意**不依赖渲染**:一次只推进一个 25 Hz tick,输入是一条小船小记录、地形是一个碰撞谓词。
这样整套系统能在 Node 里无头模拟与断言——只能靠看屏幕验证的战斗,通常是坏的。
- **数据表驱动**:怪物血量/伤害/冷却/攻击距离/仇恨半径/速度/经验**全部来自表行**
(`data/global/excel/monstats.txt` 与 `experience.txt`,D2 用的制表符文本格式,`.bin` 只是它的编译形式),
换真表不用改代码。表缺失时回退到内置演示表并在 HUD 标注 `tables builtin`。
- **AI 状态机**:`idle → chase → attack`,按仇恨半径发现、按攻击距离切换、按各自冷却出手;
尸体保留 100 tick 再消失。
- **玩家**:近战按冷却与魔法消耗,命中最近目标;经验按表累加升级(升级提升并回满资源);
死亡后按计时重生。
- **移动权限收归模拟**:地形谓词返回**重叠计数**而不是布尔——已经卡在实心格里的身体必须能走出来,
规则是"不让重叠变深";布尔表达不了这件事,而"永久卡死"比"短暂蹭到墙角"糟糕得多。
- **渲染**:角色与怪物**一起按深度插进墙体序列**(怪物复用同一套图集,按类型着色),
带血条;左下/右下是血蓝球(屏幕锚定、世界坐标绘制)。
`scripts/verify-combat.ts` 无头断言 **38 项**:表解析(空单元格/`(null)`/默认值/大小写)、
经验表单调化、生成不落进实心格且可复现、仇恨/追击/攻击距离、冷却决定出手次数(24 tick 冷却在 100 tick 内正好 5 次)、
魔法消耗与不足时不落伤害、击杀/经验/升级/资源回满、死亡与重生、以及**同样输入产生同样结果**。
浏览器内实测(夹具归档):`tables=archive`、生成 8 只、**击杀 3 只**、经验 28 → **升到 2 级**(上限血 60→70)、
魔法 30→11、**25.2 tps**、`glError = 0`;HUD 显示 `hp 70/70 · mana 11/35 · lvl 2 (28 xp) · monsters 5/8 alive · kills 3`。
### M1 · 地图渲染与碰撞 ✅(结构层已跑通;真实 MPQ 数据待接入)
`map.html`:把解码出的 **DS1 布局 + DT1 瓦片库**渲染成地图——**逐格分层绘制**
(地面按格序、墙体按画家序:先远后近),碰撞**直接来自 DT1 的 5×5 子瓦片标志**
(`blockWalk` / `blockPlayerWalk`),网格步长 = 瓦片边长 / 5 = 标准 160px 瓦片的 32px。
浏览器内实测(无头 Chromium + SwiftShader,合成夹具):
| 检查 | 结果 |
| --- | --- |
| 绘制 | 9 次地面 + 9 次墙体,4 张瓦片图集,**未解析引用 0** |
| 碰撞网格 | 15×15 子瓦片,**108/225 为阻挡**(由瓦片标志推导) |
| 定步长 | **25.2 tps** |
| 移动 | 空位可走;撞到实心子瓦片被拒;**无穿墙**、无越出地图边界 |
| 渲染 | `glError = 0`;截图 3207 种颜色、70.9% 非背景像素、5205 个角色像素 |
**角色动画已接入**(`src/game/animation.ts`):格式无关的 clip/方向/帧推进系统,
按 **25 Hz tick 计数**播放(而不是毫秒——否则在不同机器上速度不同),
`walk` / `stand` 自动切换、方向由移动向量决定(0=南、6=东、4=北,与文件内组序一致)。
**绘制顺序也做对了**:角色不再永远画在最上层,而是**按深度插进墙体序列**
(规则 = 第一个"比角色更近"的墙之前),所以站到墙后会被正确遮挡。这条规则抽成了纯函数
`depthInsertIndex` 并单独验证(16 个位置、0 问题)——小地图上肉眼很难看出插桩点变化。
角色素材解析顺序:**DC6 优先**(D2 大量单位本身就是逐方向 DC6 图集,且每帧自带尺寸)→
**D1 CL2 回退**(用游戏表宽度 96)→ 都没有才用黄色方块占位。
为了在没有真数据时也能验证,夹具里生成了一个**合成角色 DC6**(8 方向 × 8 帧 × 64×64,
每个方向图案不同,便于看出方向/帧错位),并打进夹具归档。
浏览器内实测:`actor=actor.dc6`、东=6 / 北=4 / 南=0、走→站切换、帧推进、角色位于 9 个墙体绘制的第 6 位、**25.0 tps**、`glError = 0`。
### 引擎骨架(D1 演示,仍可用)
`walk.html`:真实角色精灵(战士行走/站立,宽度 96 = 游戏表数值)+ 8 方向朝向 +
碰撞 + 相机跟随 + **25 Hz 定步长循环**;地面与墙是占位几何,等 DS1/DT1 解码器落地后替换。
浏览器内实测(无头 Chromium + SwiftShader):`25.6 tps`、朝北 `facing=4`、朝东 `facing=6`、
撞墙后两次推挤位置不变、`glError = 0`。
## 验证方式(可复现)
```bash
node scripts/inspect-mpq.ts samples/spawn.mpq header # 头 + 存储标志分布
node scripts/inspect-mpq.ts samples/spawn.mpq hist # 压缩掩码分布 → 该归档需要哪些解码器
node scripts/verify-archive.ts samples/spawn.mpq # 全量解包 + 魔数校验
node scripts/verify-sprites.ts samples/spawn.mpq # 全量精灵解码 + 宽度推断
node scripts/verify-widths.ts <archive> <member> <widths-file> # 逐帧宽度精灵
node scripts/make-fixtures.ts /tmp/d2fix # 生成 DC6 夹具 + 期望网格
node scripts/make-map-fixtures.ts /tmp/d2fix # 生成 DT1/DS1 夹具
node scripts/verify-dc6.ts /tmp/d2fix # DC6 自校验
node scripts/verify-dt1-pixels.ts /tmp/d2fix # DT1 像素落位校验
node scripts/make-mpq-fixture.ts samples/fixtures # 把夹具打包成真 MPQ
node scripts/verify-mpq-roundtrip.ts samples/fixtures # 归档往返验证(含 mpyq 交叉)
node scripts/make-pl2-fixture.ts /tmp/d2fix # 合成 PL2(1727 张表,模式可辨位置)
node scripts/verify-tbl.ts # TBL 构造检查(CJK/星形平面/长串)
node scripts/verify-depth-order.ts # 角色深度插入规则(纯函数,无需渲染器)
node scripts/verify-combat.ts # 战斗行为无头断言(38 项)
node scripts/verify-items.ts # 物品/词缀/背包/掉落无头断言(58 项)
node scripts/verify-m4.ts # 技能/投射物/任务/NPC 无头断言(56 项)
node scripts/verify-m5.ts # 存档快照/角色档/确定性锁步无头断言(33 项)
node scripts/verify-net.ts # 协议/传输/2–4 人锁步/真 socket 无头断言(143 项)
bash scripts/verify-format-parity.sh /tmp/d2fix # 与独立实现的完整差分
```
多人联机需要中继(自写、零依赖,只转发字节,不懂游戏):
```bash
node scripts/net-server.ts 8787 # 或 npm run net-server
# 每个浏览器开一页,2–4 人都可以(也可以在多台机器上,把 127.0.0.1 换成主机 IP):
# http://127.0.0.1:5173/net.html?data=samples/fixtures&ws=ws://127.0.0.1:8787&peers=3&peer=0
# ...&peers=3&peer=1 ...&peers=3&peer=2
```
地图场景需要夹具被 HTTP 提供(`samples/` 已在 .gitignore 内):
```bash
node scripts/make-map-fixtures.ts samples/fixtures
# 打开 http://127.0.0.1:5173/map.html?data=samples/fixtures
# 或走归档路径:http://127.0.0.1:5173/map.html?mpq=samples/fixtures/fixture.mpq
```
在暗黑1 试玩版 `spawn.mpq`(25.8 MB / 1029 项)上的实测结果:
| 检查 | 结果 |
| --- | --- |
| 成员解包 | **1024/1029 精确解出,0 个长度不符**(5 项是归档 listfile 与实际条目不一致) |
| PCX / CEL / TRN 魔数 | 全部通过 |
| 压缩掩码 | 1010 zlib、14 原样存储 → **只需 zlib** |
| `.cl2` 精灵 | **305/305 用游戏表宽度解出**(玩家 96、怪物 128) |
| `.cel` 精灵 | **217/221 单宽度自动推断成功**(含 12 张 640px 过场图) |
| 逐帧宽度精灵 | `data\inv\objcurs.cel` 179 帧按宽度表全部解出,无空帧 |
### 宽度的真相(踩坑记录)
CEL / CL2 **都不存储帧宽度**:
- `.cel` 的游程是**行封闭**的,所以"每个游程正好填满一行"这个判据是真的——
错误宽度会让游程溢出整行而被拒绝,因此单宽度自动推断是**可靠**的。
- `.cl2` 的游程**可以跨行**,任何宽度都能把游程流消费到帧尾,"精确消费"这个判据**恒真**。
宽度只能来自游戏数据(`SetPlrAnims` 给玩家站立/行走 96、近战攻击 128;
`monsterdata[].width` 给怪物 128)。可用的弱判据是"游程流正好落在列边界"(`cl2WidthCandidates`)。
- 地砖表与光标表是**逐帧不同宽度**的(`data\inv\objcurs-widths.txt`、地砖定义),
单宽度推断必然失败——这不是解码器 bug,见 `decodeSpriteFile` 的 `widths` 选项。
## 浏览器端
```bash
npm install
npm run dev
# http://127.0.0.1:5173/ 资源检查器(?sample=samples/spawn.mpq 免拖拽自检)
# http://127.0.0.1:5173/walk.html 可行走场景(同上)
# http://127.0.0.1:5173/map.html?data=samples/fixtures 单人地图场景
# http://127.0.0.1:5173/net.html?data=samples/fixtures&ws=ws://127.0.0.1:8787&peers=3&peer=0 多人联机
```
## 验收:整条目标链的证据(12 轮)
目标是从零做一个**浏览器内可玩**的暗黑破坏神 2 引擎,读**用户自备**的旧版 D2 MPQ,
依次打通 M0→M5,最终形成可玩的垂直切片。逐项对照如下——每条都给出**可复现的命令或页面**,
不是"应该能跑"。
| 里程碑 | 交付物 | 证据(可复现) | 强度 |
| --- | --- | --- | --- |
| M0 资源管线 | `src/mpq/`(v1 容器、crypt、解压掩码)、`src/formats/`(DC6/DS1/DT1/PAL/PL2/CEL/CL2/TBL)、`index.html` 可视化检查器 | `verify-archive.ts` 全量解包 **暗黑1 正版 `spawn.mpq`**(25.8 MB / 1029 项)+ 魔数校验;`verify-sprites.ts` 全量精灵解码;`verify-mpq-roundtrip.ts` 自写 MPQ 写入器往返 + `mpyq` 独立读取;`bash scripts/verify-format-parity.sh` 与 `dc6png`、OpenDiablo2 三个 Go 实现全字段差分 **ALL PARITY CHECKS PASSED** | 强(真 D1 归档 + 独立实现) |
| M1 可走地图 | `map.html` + `src/game/map.ts`(DS1+DT1 合成、5×5 子瓦片碰撞、深度插入)、8 方向动画、25 Hz 循环 | `verify-depth-order.ts` 深度规则;浏览器实跑 `map.html?mpq=samples/fixtures/fixture.mpq`(真 MPQ → 真地图);25 tps 实测 | 强(结构)/ 中(DT1 像素落位仅夹具自洽) |
| M2 战斗沙盒 | `src/game/combat.ts`(追逐/攻击/冷却/受击/死亡/重生/经验/升级)、血蓝球 HUD | `verify-combat.ts` **38 项**:命中判定、冷却、法力消耗、经验与升级、死亡与重生顺序、确定性重放 | 强(自洽行为) |
| M3 物品系统 | `src/game/items.ts`(基础物品、前后缀、词缀适用范围、按格背包/堆叠/金币、掉落流) | `verify-items.ts` **58 项**:词缀资格、掉落确定性、格子放置与堆叠、金币 | 强(自洽行为) |
| M4 技能/任务/NPC | `src/game/skills.ts`、`quests.ts`、`tables.ts`、`TBL` 文本源、对话 | `verify-m4.ts` **56 项**:投射物、技能伤害曲线、任务计数与奖励、对话通过 TBL 解析 | 强(自洽行为)/ TBL 布局弱(见下) |
| M5 存档与联机 | `src/game/save.ts`(快照 + `.d2s`)、`src/net/`(协议、传输、锁步、2–4 人)、`net.html` | `verify-m5.ts` **33 项**(读档续跑逐 tick 一致);`verify-net.ts` **143 项**(2/3/4 人、慢链路、篡改检测、真 socket);浏览器:**三个 Chromium 实例**同时联机,三页 worldTick 306 齐平、哈希全一致、世界逐字段相同 | 强(无外部实现可对照,故只证明自家实现自洽) |
**浏览器里现在能玩什么**(都只读用户自备 MPQ/夹具,仓库不含任何暴雪素材):
```bash
npm install && npm run dev # 夹具:node scripts/make-map-fixtures.ts samples/fixtures
# 单人战役沙盒(走路/砍怪/掉落/拾取/技能/任务/NPC/存读档):map.html?data=samples/fixtures
# 用真归档:map.html?mpq=<你的 .mpq>(暗黑1 试玩版 spawn.mpq 已验证)
# 2–4 人联机:先 npm run net-server,再每页开一个 net.html?ws=ws://127.0.0.1:8787&peers=3&peer=N
# 真实 D2 五个 act 的城镇(无怪物,走位/碰撞;数据来自 samples/d2,按 HTTP range 只读所需字节):
# http://127.0.0.1:5173/acts.html?act=1 # act 1..5;?quadrant=<DS1 名> 切换地图块
# 线上同一页面:https://www.laiseek.xyz/diablo2/?act=1(默认走预解包资源包;?live=1 强制直接读归档)
#
# 资源包(离线解包成 web 原生格式:索引 PNG 图集 + scene.json):
# npm run pack:data # 预置关卡 → samples/d2-packs(当前 62 个地图块 / 46.7 MB)
# npm run verify:packs # 与"现读现解"逐项比对(绘制序、碰撞栅格逐字节、每帧像素哈希)
# 线上产物:
# npm run build:game # → dist-game/(base=/diablo2/),再拷到 /var/www/d2web
# 线上实测(同一台服务器、真实 TLS):
# act1 资源包 4 请求 / 1.21 MB / 首帧 1.5 s ←→ 读归档 1344 请求 / 6.22 MB / 12.1 s
# act5 资源包 9 请求 / 3.80 MB / 首帧 2.1 s ←→ 读归档 3971 请求 / 11.24 MB / 36.5 s
```
### 仍然缺什么(诚实记录)
1. **真 D2 MPQ 已到手,且能读了**。用户自备的 1.13c 数据在 `samples/d2/`(11 个 MPQ,
来源与 sha256 见 `samples/d2/MANIFEST.md`),**PKWARE implode 解码器已实现**
(`src/mpq/implode.ts`):`npm run verify:implode` 实测 30,914 个成员、893 MB 全部解出;
`npm run verify:acts` 把五个 act 的城镇从 `levels/lvltypes/lvlprest` 一路解到等距场景,40/40。
**`/acts.html?act=1..5` 现在能在浏览器里走真实城镇**(无怪物),线上
<https://www.laiseek.xyz/diablo2/?act=1>;**DCC + COF 解码器已实现**
(`src/formats/dcc.ts` / `cof.ts`,按 OpenDiablo2 的 d2dcc/d2cof 独立移植,
`npm run verify:dcc` 逐层比对),角色不再是占位棋子而是**真·女法师**:
行走 `SOWLHTH` 16 方向 × 8 帧 × 8 层、站立 `SONUHTH` 合成后画在脚下,
`d2char.mpq` 只按 HTTP range 取需要的成员。
仍缺的:**可破坏物品的静态美术帧**(`Objects.txt` 的 token/mode 与成员已进资源包,
解码器也已就绪,只差把它们插进绘制序)、**ADPCM+Huffmann 音频**(572 个成员)、
以及下面这些"待真文件确认"的项——它们现在有真数据了:
DT1 block 数据偏移基准(真文件已解出,`dt1.ts` 已按真布局修正)、经典 `string.tbl` 索引布局、
`.d2s` 各数据段布局。引擎对这些一律**保持原字节而不猜**。
2. **D2 的表列映射层**:真实 `MonStats.txt`/`weapons.txt` 等是制表符大表,列名映射只按夹具列名
与少量官方文档验证过,接上真表后需要逐列核对(代码里已把列名集中,改起来是一处)。
3. **多人尚未覆盖的工程项**:入场大厅/断线重连的策略选择(现在是"少一人就等")、
输入回滚(现在只做等待)、以及把联机接进单人战役那套存档/任务状态
(目前联机是独立沙盒:世界与角色是共享的,背包/任务不进网络)。
## 路线
| 里程碑 | 内容 |
| --- | --- |
| **M0** ✅ | MPQ 容器 + 解压 + 精灵/调色板解码 + 浏览器检查器 |
| **M1** 🚧 | DS1+DT1 地图渲染、子瓦片碰撞、**8 方向角色动画与深度排序**均已在浏览器内验证(合成夹具);**待接入真实 MPQ 数据**;DCC/COF(复合动画)留待有真文件时做——Go 参考实现自己就未实现 bottom-up 帧,做不了完整对照 |
| **M2** ✅ | 战斗沙盒:表驱动怪物、AI 状态机、近战与冷却、血蓝球、经验与升级(真表待接入) |
| **M3** ✅ | 物品:表驱动基物与词缀、掉落(可复现随机)、背包网格、金币、拾取(真表待接入) |
| **M4** ✅ | 技能(投射物/瞬发)、TBL 文本、任务状态机与奖励、NPC 状态台词(真表待接入) |
| **M5** ✅ | 存档快照(读档续跑逐 tick 一致)、`.d2s` 核心字段与校验和、确定性锁步(输入延迟 + 逐 tick 哈希 + 检测到分歧即报 tick)、**WebSocket 传输层与 2–4 人浏览器实测**均已跑通;`.d2s` 数据段布局待真文件确认 |
## 第三方参考
格式语义的移植参考:
- [StormLib](https://github.com/ladislav-zezula/StormLib)(MIT,© Ladislav Zezula)— MPQ 容器、密码学、解压
- [DevilutionX](https://github.com/diasurgical/DevilutionX) / [Devilution](https://github.com/diasurgical/devilution) —
CEL/CL2 帧结构与游程语义、玩家/怪物宽度表、方向顺序
### 验证强度分级(诚实记录)
| 格式 | 独立对照 | 强度 |
| --- | --- | --- |
| MPQ 容器 | `mpyq`(Python)+ StormLib 语义 | 强(往返 + 独立读取) |
| DC6 | `dc6png`(JS)+ `OpenDiablo2/dc6`(Go) | 强(像素 + 全字段) |
| DS1 / DT1 元数据 / PL2 | `OpenDiablo2` 对应 Go 包 | 强(全字段 / 逐表摘要) |
| DT1 像素落位 | 夹具期望网格(编码器↔解码器) | 中(自洽,非独立) |
| CEL / CL2(D1) | 真实归档全量 + 游戏表宽度 | 强(真数据) |
| 联机锁步 | 无(自行设计,无外部实现可对照) | 强(两独立世界 + 真 TCP/WebSocket + 真浏览器两实例;**但只验证过自家实现**) |
| TBL | 无(Go 包实现的是带哈希表的扩展变体) | **弱(仅构造检查,待真文件确认)** |
详见 `THIRD_PARTY_NOTICES.md`。本项目为独立 TypeScript 实现,不复制 C/C++ 源码。

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# Third-party notices
## StormLib (reference for MPQ format semantics)
`src/mpq/crypt.ts` and `src/mpq/decompress.ts` implement algorithms whose
semantics were ported from the public StormLib reference so that behaviour
matches real archives exactly (hash selectors, the block cipher, the
plain-name file key, and the fixed codec order of a combined compression
mask). The TypeScript code here is an independent implementation; no C++
source is copied verbatim.
StormLib — <https://github.com/ladislav-zezula/StormLib>
Copyright (c) Ladislav Zezula — MIT License.

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<!doctype html>
<html lang="zh-CN">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1" />
<title>d2web · 暗黑破坏神 2 地图与法师</title>
<style>
:root { color-scheme: dark; }
* { box-sizing: border-box; }
html, body { margin: 0; height: 100%; background: #0b0906; color: #e8dcc8;
font: 13px/1.5 ui-monospace, SFMono-Regular, Menlo, Consolas, monospace; overflow: hidden; }
/* 画布铺满窗口;HUD 与控制器浮在上面 */
#view { position: fixed; inset: 0; width: 100%; height: 100%; display: block; background: #000; }
.overlay { position: fixed; z-index: 2; background: rgba(11, 9, 6, .82); border: 1px solid #33291f;
border-radius: 6px; backdrop-filter: blur(3px); }
header { top: 0; left: 0; right: 0; padding: 6px 12px; border-radius: 0; border-width: 0 0 1px 0;
display: flex; gap: 14px; align-items: baseline; flex-wrap: wrap; }
h1 { font-size: 13px; margin: 0; color: #c8a15a; letter-spacing: .06em; }
a { color: #c8a15a; }
#hud { color: #9c8d78; }
#controls { left: 12px; bottom: 12px; padding: 8px 12px; display: flex; gap: 12px;
align-items: center; flex-wrap: wrap; max-width: calc(100vw - 24px); }
#controls label { color: #9c8d78; }
select { background: #1c1813; color: #e8dcc8; border: 1px solid #33291f;
border-radius: 4px; padding: 3px 6px; font: inherit; max-width: 28vw; }
optgroup { background: #1c1813; color: #c8a15a; }
option { background: #1c1813; }
/* 状态面板放在控件行上方:贴在右下角会压住"细分场景"那个下拉框 */
#status { right: 12px; bottom: 58px; padding: 6px 10px; max-width: 60vw; color: #9c8d78; }
.hint { color: #6d5a34; }
</style>
</head>
<body>
<header class="overlay">
<h1>d2web · 暗黑破坏神 2</h1>
<span id="hud">—</span>
</header>
<div id="controls" class="overlay">
<label>章节 <select id="act" disabled>
<option value="1">第一章</option>
<option value="2">第二章</option>
<option value="3">第三章</option>
<option value="4">第四章</option>
<option value="5">第五章</option>
</select></label>
<label>场景 <select id="scene" disabled><option>正在读取场景列表…</option></select></label>
<label>细分场景 <select id="variant" disabled></select></label>
<span class="hint" style="margin:0">WASD / 方向键移动 · 滚轮或 +/− 缩放 · 三个下拉框都会换图并更新地址栏</span>
</div>
<div id="status" class="overlay">正在加载地图…</div>
<canvas id="view" width="960" height="560"></canvas>
<script type="module" src="/src/scene/act-scene.ts"></script>
</body>
</html>

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<!doctype html>
<html lang="zh-CN">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1" />
<title>d2web · MPQ 资源管线</title>
<style>
:root {
color-scheme: dark;
--bg: #14110d;
--panel: #1c1813;
--line: #33291f;
--ink: #e8dcc8;
--dim: #9c8d78;
--accent: #c8a15a;
--accent-dim: #6d5a34;
}
* { box-sizing: border-box; }
body {
margin: 0;
background: var(--bg);
color: var(--ink);
font: 13px/1.5 ui-monospace, SFMono-Regular, Menlo, Consolas, monospace;
}
header {
padding: 14px 18px;
border-bottom: 1px solid var(--line);
display: flex;
align-items: baseline;
gap: 14px;
flex-wrap: wrap;
}
h1 { font-size: 15px; margin: 0; letter-spacing: 0.06em; color: var(--accent); }
.hint { color: var(--dim); }
main { display: grid; grid-template-columns: minmax(280px, 380px) 1fr; gap: 0; height: calc(100vh - 52px); }
.col { overflow: auto; }
.col + .col { border-left: 1px solid var(--line); }
.pad { padding: 14px 18px; }
#drop {
margin: 18px;
padding: 26px 18px;
border: 1px dashed var(--accent-dim);
border-radius: 8px;
text-align: center;
color: var(--dim);
cursor: pointer;
}
#drop.hot { border-color: var(--accent); color: var(--accent); }
.stats { display: grid; grid-template-columns: auto 1fr; gap: 2px 12px; margin: 0 18px 12px; }
.stats dt { color: var(--dim); }
.stats dd { margin: 0; }
#filter {
width: calc(100% - 36px);
margin: 0 18px 10px;
padding: 7px 9px;
background: var(--panel);
color: var(--ink);
border: 1px solid var(--line);
border-radius: 5px;
}
ul { list-style: none; margin: 0; padding: 0 0 24px; }
li button {
width: 100%;
text-align: left;
padding: 3px 18px;
background: none;
border: 0;
color: var(--ink);
font: inherit;
cursor: pointer;
}
li button:hover { background: #241d16; }
li button[aria-current='true'] { background: var(--accent-dim); color: #fff; }
li .meta { color: var(--dim); font-size: 11px; }
#preview { padding: 16px 18px; }
#preview h2 { font-size: 13px; margin: 0 0 4px; color: var(--accent); word-break: break-all; }
#preview .sub { color: var(--dim); margin-bottom: 12px; }
canvas { image-rendering: pixelated; background: #000; border: 1px solid var(--line); }
pre {
margin: 0;
padding: 10px;
background: var(--panel);
border: 1px solid var(--line);
border-radius: 5px;
overflow: auto;
max-height: 60vh;
white-space: pre-wrap;
word-break: break-all;
}
.error { color: #e08a6a; }
</style>
</head>
<body>
<header>
<h1>d2web</h1>
<span class="hint">MPQ 资源管线 · 只读取你自己的归档,仓库不含任何游戏素材</span>
</header>
<main>
<section class="col" id="left">
<div id="drop">把 .mpq 拖到这里,或点击选择文件</div>
<input id="picker" type="file" accept=".mpq,.MPQ" hidden />
<dl class="stats" id="stats"></dl>
<input id="filter" type="search" placeholder="筛选文件名…" disabled />
<ul id="files"></ul>
</section>
<section class="col" id="preview"><div class="pad hint">选择一个文件查看解码结果</div></section>
</main>
<script type="module" src="/src/main.ts"></script>
</body>
</html>

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<!doctype html>
<html lang="zh-CN">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1" />
<title>d2web · DS1/DT1 地图场景(M1)</title>
<style>
:root { color-scheme: dark; }
* { box-sizing: border-box; }
body { margin: 0; background: #0d0b09; color: #e8dcc8;
font: 13px/1.5 ui-monospace, SFMono-Regular, Menlo, Consolas, monospace; }
header { padding: 10px 16px; border-bottom: 1px solid #33291f;
display: flex; gap: 14px; align-items: baseline; flex-wrap: wrap; }
h1 { font-size: 14px; margin: 0; color: #c8a15a; letter-spacing: .06em; }
a { color: #c8a15a; }
#hud { color: #9c8d78; }
#drop { margin: 10px 16px 6px; padding: 8px 12px; border: 1px dashed #6d5a34;
border-radius: 6px; color: #9c8d78; cursor: pointer; }
#drop.hot { border-color: #c8a15a; color: #c8a15a; }
#controls { margin: 0 16px 8px; display: flex; gap: 10px; align-items: center; flex-wrap: wrap; }
#controls label { color: #9c8d78; }
select { background: #1c1813; color: #e8dcc8; border: 1px solid #33291f;
border-radius: 4px; padding: 3px 6px; max-width: 340px; font: inherit; }
button { background: #241d16; color: #e8dcc8; border: 1px solid #33291f;
border-radius: 4px; padding: 4px 10px; font: inherit; cursor: pointer; }
#status { margin: 0 16px 10px; color: #9c8d78; }
#dialog { margin: 0 16px 10px; padding: 10px 12px; max-width: 720px;
background: #1c1813; border: 1px solid #6d5a34; border-radius: 6px;
color: #e8dcc8; white-space: pre-wrap; }
canvas { display: block; margin: 0 16px; background: #000; border: 1px solid #33291f;
width: 960px; height: 560px; }
</style>
</head>
<body>
<header>
<h1>d2web · DS1 + DT1 地图</h1>
<a href="/">资源检查器</a>
<a href="/walk.html?sample=samples/spawn.mpq">暗黑1 走动演示</a>
<span id="hud">—</span>
</header>
<div id="drop">拖入 .mpq 打开你的归档;或用 ?mpq=&lt;url&gt; / ?data=&lt;fixture 目录&gt;</div>
<input id="picker" type="file" accept=".mpq,.MPQ" hidden />
<div id="controls" hidden>
<label>关卡 DS1 <select id="ds1"></select></label>
<label>瓦片 DT1 <select id="dt1"></select></label>
<label>调色板 <select id="pal"></select></label>
<button id="reload">重新加载</button>
</div>
<p id="status">正在加载地图…</p>
<div id="dialog" hidden></div>
<canvas id="view" width="960" height="560"></canvas>
<script type="module" src="/src/scene/map-scene.ts"></script>
</body>
</html>

46
net.html Normal file
View File

@ -0,0 +1,46 @@
<!doctype html>
<html lang="zh-CN">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1" />
<title>d2web · 联机合作(M5)</title>
<style>
:root { color-scheme: dark; }
* { box-sizing: border-box; }
body { margin: 0; background: #0d0b09; color: #e8dcc8;
font: 13px/1.5 ui-monospace, SFMono-Regular, Menlo, Consolas, monospace; }
header { padding: 10px 16px; border-bottom: 1px solid #33291f;
display: flex; gap: 14px; align-items: baseline; flex-wrap: wrap; }
h1 { font-size: 14px; margin: 0; color: #c8a15a; letter-spacing: .06em; }
a { color: #c8a15a; }
#net { color: #9c8d78; }
#net b { color: #c8a15a; font-weight: 600; }
#net .bad { color: #d96a5a; }
#status { margin: 10px 16px 6px; color: #9c8d78; }
#peers { margin: 0 16px 8px; color: #9c8d78; }
#peers span.you { color: #7fd08a; }
canvas { display: block; margin: 0 16px; background: #000; border: 1px solid #33291f;
width: 960px; height: 560px; }
#help { margin: 8px 16px 16px; color: #6f6252; max-width: 900px; }
</style>
</head>
<body>
<header>
<h1>d2web · 双人联机合作</h1>
<a href="/">资源检查器</a>
<a href="/map.html?data=samples/fixtures">单人地图场景</a>
<span id="net">未联机</span>
</header>
<p id="status">正在加载地图…</p>
<div id="peers"></div>
<canvas id="view" width="960" height="560"></canvas>
<p id="help">
移动 WASD / 方向键,空格或 J 攻击。每个浏览器页开一个(2–4 人都可以,人数用
<code>&amp;peers=</code> 指定,<code>&amp;peer=</code> 是本页编号):
<code>?data=samples/fixtures&amp;ws=ws://127.0.0.1:8787&amp;peers=3&amp;peer=0</code>,
另外两页把 <code>peer</code> 换成 1 和 2。世界由每台机器各自模拟,网络上只传按键;
同一 tick 的哈希不一致时页面会立刻报出分歧。
</p>
<script type="module" src="/src/scene/net-scene.ts"></script>
</body>
</html>

977
package-lock.json generated Normal file
View File

@ -0,0 +1,977 @@
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}

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{
"name": "d2web",
"version": "0.1.0",
"private": true,
"type": "module",
"description": "Web-native Diablo II engine: reads assets from a user-supplied classic MPQ. No game assets are bundled.",
"scripts": {
"dev": "vite",
"build": "tsc --noEmit && vite build",
"preview": "vite preview",
"typecheck": "tsc --noEmit",
"inspect": "node scripts/inspect-mpq.ts",
"net-server": "node scripts/net-server.ts",
"verify:net": "node scripts/verify-net.ts",
"verify:d2": "node scripts/verify-d2-data.ts",
"verify:implode": "node scripts/verify-implode.ts",
"verify:all": "node scripts/verify-combat.ts && node scripts/verify-items.ts && node scripts/verify-m4.ts && node scripts/verify-m5.ts && node scripts/verify-net.ts",
"verify:acts": "node scripts/verify-acts.ts",
"build:game": "vite build --base=/diablo2/ --outDir dist-game",
"pack:data": "node scripts/pack-act-assets.ts",
"verify:packs": "node scripts/verify-packs.ts",
"verify:deploy": "node scripts/verify-deploy.ts",
"verify:listfile": "node scripts/verify-listfile.ts",
"verify:object-lookup": "node scripts/verify-object-lookup.ts",
"port:object-lookup": "node scripts/port-object-lookup.ts",
"verify:alignment": "node scripts/verify-tile-alignment.ts",
"verify:tiles": "node scripts/verify-tiles.ts"
},
"devDependencies": {
"@types/node": "^22.20.2",
"typescript": "^5.6.3",
"vite": "^5.4.10"
}
}

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# 浏览器验证工具(零依赖)
这些脚本用 Node 内置的 `WebSocket` 直接讲 CDP(Chrome DevTools Protocol),
不需要 puppeteer/playwright 这类依赖。目的只有一个:**给"页面里到底发生了什么"留下证据**,
因为像素和截图的判断在这套环境里不可靠(模型读不了图,`readPixels` 在合成后会返回清空缓冲)。
## inspect-page.mjs —— 单页检查
```bash
CHROME=/root/.cache/ms-playwright/chromium-1223/chrome-linux64/chrome
node scripts/browser/inspect-page.mjs "$CHROME" \
"http://127.0.0.1:5173/map.html?data=samples/fixtures" \
scripts/browser/checks/map-save-load.js --screenshot /tmp/map.png
```
它会启动一个 headless Chromium(SwiftShader 软件 WebGL2),打开 URL,等待页面加载,
把 check 脚本的返回值打印成 JSON,可选截图。
## many-pages.mjs —— N 页同时跑(联机用)
```bash
node scripts/browser/many-pages.mjs "$CHROME" \
"http://127.0.0.1:5173/net.html?data=samples/fixtures&ws=ws://127.0.0.1:8787&peers=3&peer=0" \
"http://127.0.0.1:5173/net.html?data=samples/fixtures&ws=ws://127.0.0.1:8787&peers=3&peer=1" \
"http://127.0.0.1:5173/net.html?data=samples/fixtures&ws=ws://127.0.0.1:8787&peers=3&peer=2" \
--seconds 20 --shot /tmp/coop
```
每一页是一个**独立的 Chromium 实例**(标签页级复用在这套 CDP 流程里会把两次导航混在一起,
曾经导致"两页都跑成了 peer 0"这种假象)。它按页分发不同的方向键,让每个角色只受本页按键驱动,
结束时打印每页的 `window.__d2web*` 状态。判定靠状态字段,不靠看图。
## checks/ —— 页面内脚本
| 文件 | 目标页面 | 做什么 |
| --- | --- | --- |
| `map-save-load.js` | `map.html` | 走位砍怪 → 存档 → 继续跑 → 读档,比较存档点与恢复后的位置/击杀/金币/地面/等级 |
| `walk-state.js` | `walk.html` | 读真实 MPQ(暗黑1 `spawn.mpq`)后的就绪状态、tick、drawCalls、`glError` |
| `net-state.js` | `net.html` | 单机模式的状态:世界 tick、角色数、怪物数、tps |
| `act-state.js` | `acts.html`(`?live=1`) | 读归档路径:归档是否读入、DS1 象限、格数、瓦片引用缺失数、图集尺寸,以及按键后的位移与朝向 |
| `act-pack-state.js` | `acts.html`(默认) | 资源包路径:是否走 pack、首帧装了几页(证明懒加载)、出画面毫秒数、按键位移与朝向 |

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// act-pack-state.js — 资源包路径的状态断言(acts.html 默认路径)
//
// 判定全来自 window.__d2webAct:是不是走了资源包、首屏只装了几页(证明懒加载)、
// 出画面用了多久、以及按键后角色是否沿屏幕方向位移且朝向正确。返回 JSON。
//
// CHROME=/root/.cache/ms-playwright/chromium-1223/chrome-linux64/chrome
// node scripts/browser/inspect-page.mjs "$CHROME" \
// "http://127.0.0.1:5173/acts.html?act=1" scripts/browser/checks/act-pack-state.js
(async () => {
const sleep = (ms) => new Promise((r) => setTimeout(r, ms))
const deadline = Date.now() + 120000
while (Date.now() < deadline) {
const s = window.__d2webAct
if (s && (s.ready || s.error)) break
await sleep(200)
}
const atReady = { ...(window.__d2webAct ?? {}) }
await sleep(6000)
const after = { ...(window.__d2webAct ?? {}) }
const before = { x: after.x, y: after.y }
const press = (code, down) => window.dispatchEvent(new KeyboardEvent(down ? 'keydown' : 'keyup', { code, bubbles: true }))
press('ArrowRight', true); await sleep(900); press('ArrowRight', false)
await sleep(200)
const moved = { x: window.__d2webAct?.x ?? 0, y: window.__d2webAct?.y ?? 0, facing: window.__d2webAct?.facing ?? -1 }
return {
source: atReady.source, ready: atReady.ready, error: atReady.error ?? null,
base: atReady.base, act: atReady.act, level: atReady.level, quadrant: atReady.quadrant,
cells: `${atReady.cellsX}x${atReady.cellsY}`,
floors: atReady.floors, walls: atReady.walls, frames: atReady.frames, objects: atReady.objects,
character: atReady.character,
characterMembers: atReady.characterMembers,
characterAfter: after.character,
characterMembersAfter: after.characterMembers,
levelOptions: document.querySelector('#level')?.querySelectorAll('option').length ?? -1,
pickerSelected: document.querySelector('#level')?.selectedOptions?.[0]?.textContent ?? null,
pagesAtReady: `${atReady.pagesLoaded}/${atReady.pagesTotal}`,
pagesAtFirstFrame: `${atReady.pagesAtFirstFrame}/${atReady.pagesTotal}`,
firstFrameMs: atReady.firstFrameMs,
priorityPages: atReady.priorityPages,
lazyFirstFrame: atReady.pagesAtFirstFrame < atReady.pagesTotal,
pagesAfterWait: `${after.pagesLoaded}/${after.pagesTotal}`,
lazyFirstPaint: (atReady.pagesLoaded ?? 0) < (atReady.pagesTotal ?? 0),
loadMs: atReady.loadMs,
skippedAtReady: atReady.skippedDraws,
move: [Math.round(moved.x - before.x), Math.round(moved.y - before.y)],
facing: moved.facing,
tick: after.tick,
walkable: Number((atReady.walkable ?? 0).toFixed(3)),
// 画布是否铺满窗口 + 缩放是否至少覆盖视口
canvas: [after.canvasWidth, after.canvasHeight],
viewport: [window.innerWidth, window.innerHeight],
zoom: after.zoom,
coverZoom: Math.max(window.innerWidth / Math.max(1, after.widthPx), window.innerHeight / Math.max(1, after.heightPx)),
canvasFillsWindow: after.canvasWidth >= window.innerWidth - 2 && after.canvasHeight >= window.innerHeight - 2,
mapCoversViewport: (after.zoom ?? 0) + 1e-6 >= Math.max(window.innerWidth / Math.max(1, after.widthPx), window.innerHeight / Math.max(1, after.heightPx)),
}
})()

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// act-state.js — act 城镇页的状态断言(acts.html)
//
// 判定全部来自 window.__d2webAct 的字段,不看图:归档是否真的读进来了、地图块
// 有几格、瓦片引用是否全部解析、图集多大、以及按键之后角色是否真的沿屏幕方向
// 位移且朝向正确。返回 JSON,由 scripts/browser/inspect-page.mjs 打印。
//
// CHROME=/root/.cache/ms-playwright/chromium-1223/chrome-linux64/chrome
// node scripts/browser/inspect-page.mjs "$CHROME" \
// "http://127.0.0.1:5173/acts.html?act=1" scripts/browser/checks/act-state.js
(async () => {
const sleep = (ms) => new Promise((r) => setTimeout(r, ms))
const deadline = Date.now() + 150000
while (Date.now() < deadline) {
const s = window.__d2webAct
if (s && (s.ready || s.error)) break
await sleep(500)
}
const first = { ...(window.__d2webAct ?? {}) }
await sleep(1500)
const before = { x: window.__d2webAct?.x ?? 0, y: window.__d2webAct?.y ?? 0, tick: window.__d2webAct?.tick ?? 0 }
const press = (code, down) => window.dispatchEvent(new KeyboardEvent(down ? 'keydown' : 'keyup', { code, bubbles: true }))
// 向东走 1.2 秒,再向南走 1.2 秒;记录位移与朝向
press('ArrowRight', true); await sleep(1200); press('ArrowRight', false)
const east = { x: window.__d2webAct?.x ?? 0, y: window.__d2webAct?.y ?? 0, facing: window.__d2webAct?.facing ?? -1 }
press('ArrowDown', true); await sleep(1200); press('ArrowDown', false)
await sleep(300)
const south = { x: window.__d2webAct?.x ?? 0, y: window.__d2webAct?.y ?? 0, facing: window.__d2webAct?.facing ?? -1 }
return {
ready: first.ready, error: first.error ?? null,
act: first.act, level: first.level, quadrant: first.quadrant, quadrants: first.quadrants,
cells: `${first.cellsX}x${first.cellsY}`, scene: `${first.widthPx}x${first.heightPx}`,
floors: first.floors, walls: first.walls, frames: first.frames,
atlas: `${first.atlasWidth}x${first.atlasHeight}`,
missing: first.missing, walkable: Number((first.walkable ?? 0).toFixed(3)),
character: first.character, drawCalls: first.drawCalls, tickRate: Number((first.tickRate ?? 0).toFixed(1)),
moved: { east: [Math.round(east.x - before.x), Math.round(east.y - before.y)], south: [Math.round(south.x - east.x), Math.round(south.y - east.y)], tickDelta: (window.__d2webAct?.tick ?? 0) - before.tick },
facingEast: east.facing, facingSouth: south.facing,
}
})()

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(async () => {
const sleep = (ms) => new Promise(r => setTimeout(r, ms))
const key = (type, code) => window.dispatchEvent(new KeyboardEvent(type, { code, bubbles: true }))
const tap = async (code, ms) => { key('keydown', code); await sleep(ms); key('keyup', code); await sleep(60) }
for (let i = 0; i < 40 && (window.__d2webMap === undefined || window.__d2webMap.tick < 5); i++) await sleep(250)
const state = window.__d2webMap
if (state === undefined) return { error: 'no scene state' }
const snap = () => ({
tick: state.tick, x: Math.round(state.x), y: Math.round(state.y), level: state.playerLevel,
xp: state.playerXp, kills: state.kills, gold: state.gold, bag: state.bagItems,
ground: state.groundItems, monsters: state.monstersNear ? state.monstersNear.length : null,
quests: state.quests, hp: state.playerHp, mana: state.playerMana,
})
// Fight for a few seconds: walk and swing repeatedly.
key('keydown', 'KeyD')
for (let i = 0; i < 12; i++) await tap('Space', 220)
key('keyup', 'KeyD')
key('keydown', 'KeyS')
for (let i = 0; i < 12; i++) await tap('Space', 220)
key('keyup', 'KeyS')
await sleep(600)
const before = snap()
key('keydown', 'KeyK'); await sleep(200); key('keyup', 'KeyK')
await sleep(400)
const savedAt = snap()
key('keydown', 'KeyD'); await sleep(2000); key('keyup', 'KeyD')
await sleep(600)
const drifted = snap()
key('keydown', 'KeyL'); await sleep(200); key('keyup', 'KeyL')
await sleep(800)
const after = snap()
const gl = document.querySelector('#view').getContext('webgl2')
return {
before, savedAt, drifted, after,
saves: state.saves, loads: state.loads, saveError: state.saveError,
tickRate: state.tickRate, glError: gl ? gl.getError() : null, error: state.error ?? null,
source: state.source ?? null, itemTablesSource: state.itemTablesSource ?? null,
}
})()

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// map-switch.js — 断言"章节 / 场景 / 细分场景"三个下拉框真的跳到选中的地图
//
// 这里防的是一类会静默退化的 bug:下拉框写错查询参数(早期是 `?quadrant=` 而资源包路径读
// `?level=`),于是换图失败、悄悄回到该 act 的城镇。断言方式是拦下处理函数构造出来的目标 URL
// (`location.search` 的赋值在同一个任务里),再检查参数名与取值。
//
// 同时核对三级结构本身:章节是「第一章…第五章」、场景是中文场景名、细分场景是所选场景的变体
// (罗格营地是 北/东/南/西)。
//
// CHROME=/root/.cache/ms-playwright/chromium-1223/chrome-linux64/chrome
// node scripts/browser/inspect-page.mjs "$CHROME" \
// "https://www.laiseek.xyz/diablo2/?act=1" scripts/browser/checks/map-switch.js
(async () => {
const sleep = (ms) => new Promise((r) => setTimeout(r, ms))
const deadline = Date.now() + 120000
while (Date.now() < deadline) {
const s = window.__d2webAct
if (s && (s.ready || s.error)) break
await sleep(200)
}
await sleep(800)
// 处理函数用的是 location.search 赋值,拦 URLSearchParams.toString 就能拿到目标。
const seen = []
const paramsToString = URLSearchParams.prototype.toString
URLSearchParams.prototype.toString = function () { const value = paramsToString.call(this); seen.push(`?${value}`); return value }
const texts = (id) => Array.from(document.querySelectorAll(`#${id} option`)).map((o) => o.textContent)
const result = {
source: window.__d2webAct.source,
headerLinks: Array.from(document.querySelectorAll('header a')).map((a) => a.textContent),
actOptions: texts('act'),
sceneOptions: texts('scene'),
variantOptions: texts('variant'),
}
/**
* 选中某个下拉框的某个值并捕获它构造出的目标 URL。
*
* @param id - select id.
* @param pick - chooses a value out of the options.
* @param match - how to judge the captured `?level=`: a variant label *is* the value,
* while a scene navigates to its **first variant**, whose label starts with the slug.
*/
const trySwitch = (id, pick, match = (value, level) => level === value) => {
const select = document.querySelector(`#${id}`)
if (select === null) return { error: 'no such select' }
const values = Array.from(select.querySelectorAll('option')).map((o) => o.value)
const value = pick(values) ?? values[0]
seen.length = 0
select.value = value
select.dispatchEvent(new Event('change', { bubbles: true }))
const target = seen.at(-1) ?? null
let params = null
try { params = target === null ? null : new URL(target, location.origin).searchParams } catch { params = null }
return {
picked: value,
target,
levelParam: params === null ? null : params.get('level'),
actParam: params === null ? null : params.get('act'),
switchesMap: params !== null && match(value, params.get('level') ?? '') && params.get('act') !== null,
}
}
// 章节切换跳到该 act 的第一个场景的第一个细分:`?act=` 变了,`?level=` 也该跟着变。
result.actSwitch = trySwitch('act', values => values[1] ?? values[0],
(act, level) => act !== String(window.__d2webAct.act) && level !== '')
result.variantSwitch = trySwitch('variant', values => values[1] ?? values[0])
result.sceneSwitch = trySwitch('scene', values => values[1] ?? values[0],
(slug, level) => level === slug || level.startsWith(`${slug}-`))
URLSearchParams.prototype.toString = paramsToString
const checks = [
['resource pack path', result.source === 'pack'],
['header 上没有多余链接', result.headerLinks.length === 0],
['章节是五章中文名', result.actOptions.join('') === '第一章第二章第三章第四章第五章'],
['场景是中文名(不是 Act N - …)', result.sceneOptions.every(text => !/^Act \d/.test(text)) && result.sceneOptions.length > 1],
['细分场景是方位(罗格营地 北/东/南/西)', result.variantOptions.includes('北') && result.variantOptions.includes('南')],
['细分场景切换写 ?level=', result.variantSwitch.switchesMap === true],
['场景切换跳到该场景的首个细分(?level= 以 slug 开头)且带 ?act=', result.sceneSwitch.switchesMap === true],
['章节切换同时改 ?act= 与 ?level=', result.actSwitch.switchesMap === true],
]
return {
...result,
act: window.__d2webAct.act,
level: window.__d2webAct.level,
pass: checks.every(([, ok]) => ok),
checks,
}
})()

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(async () => {
const sleep = (ms) => new Promise(r => setTimeout(r, ms))
for (let i = 0; i < 40 && (window.__d2webNet === undefined || window.__d2webNet.worldTick < 10); i++) await sleep(250)
const s = window.__d2webNet
if (s === undefined) return { error: 'no state' }
return {
multiplayer: s.multiplayer, connected: s.connected, handshaked: s.handshaked,
worldTick: s.worldTick, tickRate: Math.round(s.tickRate), glError: s.glError,
players: s.players.length, monsters: s.monsters, error: s.error,
}
})()

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(async () => {
const sleep = (ms) => new Promise(r => setTimeout(r, ms))
for (let i = 0; i < 80 && (window.__d2web === undefined || (window.__d2web.tick ?? 0) < 5); i++) await sleep(250)
const s = window.__d2web
if (s === undefined) return { error: 'no state', keys: Object.keys(window).filter(k => k.startsWith('__')) }
const gl = document.querySelector('canvas')?.getContext('webgl2')
return { ...s, glError: gl ? gl.getError() : null, canvas: (() => { const c = document.querySelector('canvas'); return c ? [c.width, c.height] : null })() }
})()

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// Minimal CDP driver: node cdp_inspect.mjs <chromeBin> <url> [scriptFile]
// Launches headless Chromium, connects over the DevTools WebSocket (Node's
// built-in WebSocket — no dependencies), evaluates one async script, prints JSON.
import { spawn } from 'node:child_process'
import { mkdtempSync, readFileSync } from 'node:fs'
import { readFile } from 'node:fs/promises'
import { tmpdir } from 'node:os'
import { join } from 'node:path'
const [chromeBin, targetUrl, scriptFile] = process.argv.slice(2)
const userDataDir = mkdtempSync(join(tmpdir(), 'cdp-'))
const sleep = (ms) => new Promise((resolve) => setTimeout(resolve, ms))
// Optional --window-size=WxH, so responsive behaviour can be checked at real sizes.
const windowSizeArg = process.argv.find((arg) => arg.startsWith('--window-size='))
const windowSize = windowSizeArg ? windowSizeArg.split('=')[1] : null
const chrome = spawn(chromeBin, [
'--headless=new', '--no-sandbox', '--disable-dev-shm-usage',
// Headless Chrome wants `--window-size=W,H`; a `WxH` string is accepted here too.
...(windowSize ? [`--window-size=${windowSize.replace('x', ',')}`] : []),
// Software WebGL2: headless has no GPU, and SwiftShader is the only way to
// exercise the renderer path in CI-like runs.
'--use-angle=swiftshader', '--use-gl=angle', '--enable-unsafe-swiftshader',
`--user-data-dir=${userDataDir}`,
'--remote-debugging-port=0',
targetUrl,
], { stdio: ['ignore', 'ignore', 'pipe'] })
let stderr = ''
chrome.stderr.on('data', (d) => { stderr += d })
let port = null
for (let i = 0; i < 100; i++) {
await sleep(200)
try {
port = readFileSync(join(userDataDir, 'DevToolsActivePort'), 'utf8').trim().split('\n')[0]
if (port) break
} catch {}
}
if (!port) { console.error('NO PORT', stderr.slice(-500)); process.exit(1) }
let page
for (let i = 0; i < 50; i++) {
await sleep(200)
try {
const list = await (await fetch(`http://127.0.0.1:${port}/json`)).json()
page = list.find((x) => x.type === 'page')
if (page) break
} catch {}
}
if (!page) { console.error('NO PAGE', stderr.slice(-500)); process.exit(1) }
const ws = new WebSocket(page.webSocketDebuggerUrl)
await new Promise((resolve, reject) => { ws.onopen = resolve; ws.onerror = reject })
let msgId = 0
const pending = new Map()
ws.onmessage = (event) => {
const message = JSON.parse(event.data)
if (message.id && pending.has(message.id)) { pending.get(message.id)(message); pending.delete(message.id) }
}
const send = (method, params = {}) => new Promise((resolve) => {
const id = ++msgId
pending.set(id, resolve)
ws.send(JSON.stringify({ id, method, params }))
})
await send('Runtime.enable')
await send('Page.enable')
await sleep(3000)
const expression = scriptFile
? await readFile(scriptFile, 'utf8')
: `({ title: document.title, text: document.body.innerText.slice(0, 2000) })`
const result = await send('Runtime.evaluate', { expression, returnByValue: true, awaitPromise: true })
const shotIndex = process.argv.indexOf('--screenshot')
if (shotIndex !== -1) {
const shotPath = process.argv[shotIndex + 1]
const shot = await send('Page.captureScreenshot', { format: 'png' })
const data = shot.result?.data
if (typeof data === 'string') {
const { writeFileSync } = await import('node:fs')
writeFileSync(shotPath, Buffer.from(data, 'base64'))
console.error(`screenshot written: ${shotPath}`)
}
}
if (result.result?.exceptionDetails) {
console.error('EVAL ERROR', JSON.stringify(result.result.exceptionDetails).slice(0, 1500))
} else {
console.log(JSON.stringify(result.result?.result?.value, null, 2))
}
ws.close()
chrome.kill()
process.exit(0)

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// N separate Chromium instances, one page each: the co-op check the reliable way.
// Usage: node cdp_many.mjs <chromeBin> <url0> <url1> [...] [--seconds N] [--shot prefix]
import { spawn } from 'node:child_process'
import { mkdtempSync, readFileSync, writeFileSync } from 'node:fs'
import { tmpdir } from 'node:os'
import { join } from 'node:path'
const args = process.argv.slice(2)
const chromeBin = args[0]
const urls = args.slice(1).filter((value) => value.startsWith('http'))
const arg = (name, fallback) => {
const i = process.argv.indexOf(name)
return i === -1 ? fallback : process.argv[i + 1]
}
const seconds = Number(arg('--seconds', '14'))
const shotPrefix = arg('--shot', null)
const sleep = (ms) => new Promise((resolve) => setTimeout(resolve, ms))
/** Launch Chromium on a URL and attach to its only tab. */
async function connect(url) {
const userDataDir = mkdtempSync(join(tmpdir(), 'cdp-pair-'))
const chrome = spawn(chromeBin, [
'--headless=new', '--no-sandbox', '--disable-dev-shm-usage',
'--use-angle=swiftshader', '--use-gl=angle', '--enable-unsafe-swiftshader',
'--window-size=1000,700',
`--user-data-dir=${userDataDir}`, '--remote-debugging-port=0', url,
], { stdio: ['ignore', 'ignore', 'pipe'] })
let stderr = ''
chrome.stderr.on('data', (d) => { stderr += d })
let port = null
for (let i = 0; i < 120 && !port; i++) {
await sleep(200)
try { port = readFileSync(join(userDataDir, 'DevToolsActivePort'), 'utf8').trim().split('\n')[0] } catch {}
}
if (!port) throw new Error(`no devtools port; ${stderr.slice(-300)}`)
let page = null
for (let i = 0; i < 40 && page === null; i++) {
await sleep(200)
try {
const list = await (await fetch(`http://127.0.0.1:${port}/json`)).json()
page = list.find((entry) => entry.type === 'page') ?? null
} catch {}
}
if (page === null) throw new Error(`no page target; ${stderr.slice(-300)}`)
const ws = new WebSocket(page.webSocketDebuggerUrl)
await new Promise((resolve, reject) => { ws.onopen = resolve; ws.onerror = reject })
let id = 0
const pending = new Map()
ws.onmessage = (event) => {
const message = JSON.parse(event.data)
if (message.id && pending.has(message.id)) { pending.get(message.id)(message); pending.delete(message.id) }
}
const send = (method, params = {}) => new Promise((resolve) => {
const msgId = ++id
pending.set(msgId, resolve)
ws.send(JSON.stringify({ id: msgId, method, params }))
})
await send('Runtime.enable')
await send('Page.enable')
return { send, ws, chrome, stderr: () => stderr }
}
const pages = await Promise.all(urls.map((url) => connect(url)))
// Collect page-level errors: an exception thrown inside a socket listener is
// invisible from the outside, and is exactly how a "no messages arrive" bug
// actually looks.
for (const page of pages) {
await page.send('Runtime.evaluate', { expression: `(() => { window.__errs = []; window.addEventListener('error', e => window.__errs.push(String(e.message)));
window.addEventListener('unhandledrejection', e => window.__errs.push('rejection: ' + String(e.reason)));
return 'ok'; })()`, returnByValue: true })
}
await sleep(4500)
const evaluate = async (page, expression, awaitPromise = false) => {
const result = await page.send('Runtime.evaluate', { expression, returnByValue: true, awaitPromise })
if (result.result?.exceptionDetails) return { __error: JSON.stringify(result.result.exceptionDetails).slice(0, 400) }
return result.result?.result?.value ?? null
}
console.log('where:', JSON.stringify(await Promise.all(pages.map(page => evaluate(page, 'location.href')))))
/** Press and hold a key, then release it. */
async function hold(page, code, key, vk, ms) {
const base = { code, key, windowsVirtualKeyCode: vk, nativeVirtualKeyCode: vk }
await page.send('Input.dispatchKeyEvent', { type: 'keyDown', ...base })
await sleep(ms)
await page.send('Input.dispatchKeyEvent', { type: 'keyUp', ...base })
}
const tap = async (page, code, key, vk) => {
const base = { code, key, windowsVirtualKeyCode: vk, nativeVirtualKeyCode: vk }
await page.send('Input.dispatchKeyEvent', { type: 'keyDown', ...base })
await sleep(700)
await page.send('Input.dispatchKeyEvent', { type: 'keyUp', ...base })
}
// Each page walks on its own axis, so a fighter that moves only under its own
// page's keys is visible in the final positions.
const KEYS = [['KeyD', 'd', 68], ['KeyS', 's', 83], ['KeyA', 'a', 65], ['KeyW', 'w', 87]]
const drive = (async () => {
for (let round = 0; round < 5; round += 1) {
await Promise.all(pages.map((page, index) => {
const [code, key, vk] = KEYS[index % KEYS.length]
return hold(page, code, key, vk, 800)
}))
await Promise.all(pages.map((page) => tap(page, 'Space', ' ', 32)))
await sleep(300)
}
})()
await Promise.race([drive, sleep(seconds * 1000)])
const states = []
for (const page of pages) {
const value = await evaluate(page, 'JSON.stringify(window.__d2webNet ?? null)')
states.push(typeof value === 'string' ? JSON.parse(value) : value)
}
if (shotPrefix !== null) {
for (let index = 0; index < pages.length; index += 1) {
const shot = await pages[index].send('Page.captureScreenshot', { format: 'png' })
const data = shot.result?.data
if (typeof data === 'string') writeFileSync(`${shotPrefix}-${index}.png`, Buffer.from(data, 'base64'))
}
}
// Pixel statistics, read straight from the framebuffer: a page whose world is
// correct but whose canvas is empty has failed in a way the numbers cannot see.
let pixels = []
for (const page of pages) {
const value = await evaluate(page, `(() => { const c = document.querySelector('#view'); const gl = c.getContext('webgl2');
const px = new Uint8Array(c.width * c.height * 4); gl.readPixels(0, 0, c.width, c.height, gl.RGBA, gl.UNSIGNED_BYTE, px);
let nonBlack = 0; const seen = new Set();
for (let i = 0; i < px.length; i += 4) { if (px[i] + px[i+1] + px[i+2] > 24) nonBlack++;
seen.add((px[i] >> 3) + ',' + (px[i+1] >> 3) + ',' + (px[i+2] >> 3)); }
return JSON.stringify({ nonBlack, total: c.width * c.height, distinctColours: seen.size, glError: gl.getError() }); })()`)
pixels.push(typeof value === 'string' ? JSON.parse(value) : value)
}
const errors = []
for (const page of pages) {
const value = await evaluate(page, 'JSON.stringify(window.__errs ?? null)')
errors.push(typeof value === 'string' ? JSON.parse(value) : value)
}
console.log(JSON.stringify({ states, pixels, errors }, null, 2))
for (const page of pages) { page.ws.close(); page.chrome.kill() }
process.exit(0)

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/**
* Canonical dumper: print a decoded Diablo II format file as the same JSON shape
* the Go reference dumper emits, so the two can be diffed field by field.
*
* Usage: node scripts/dump-format.ts <dc6|dt1|ds1> <file>
*/
import { readFile } from 'node:fs/promises'
import { decodeDc6 } from '../src/formats/dc6.ts'
import { decodeDt1 } from '../src/formats/dt1.ts'
import { decodeDs1 } from '../src/formats/ds1.ts'
import { decodePl2 } from '../src/formats/pl2.ts'
const [format, path] = process.argv.slice(2)
if (format === undefined || path === undefined) {
console.error('usage: node scripts/dump-format.ts <dc6|dt1|ds1> <file>')
process.exit(2)
}
const data = new Uint8Array(await readFile(path))
let output: unknown
switch (format) {
case 'dc6': {
const sheet = decodeDc6(data)
output = {
format: 'dc6',
directions: sheet.header.directions,
framesPerDirection: sheet.header.framesPerDirection,
frames: sheet.groups.map(group => group.frames.map(frame => ({
width: frame.width,
height: frame.height,
offsetX: frame.offsetX,
offsetY: frame.offsetY,
indices: [...frame.indices],
}))),
}
break
}
case 'dt1': {
const library = decodeDt1(data)
output = {
format: 'dt1',
tiles: library.tiles.map(tile => ({
direction: tile.direction,
height: tile.height,
width: tile.width,
type: tile.type,
style: tile.style,
sequence: tile.sequence,
materialFlags: tile.materialFlags,
subTileFlags: tile.subTileFlags.map(flag => flag.raw),
blocks: tile.blocks.map(block => ({
x: block.x,
y: block.y,
gridX: block.gridX,
gridY: block.gridY,
format: block.format,
pixels: [...block.pixels],
})),
})),
}
break
}
case 'ds1': {
const level = decodeDs1(data)
output = {
format: 'ds1',
version: level.version,
width: level.width,
height: level.height,
act: level.act,
wallLayers: level.wallLayers,
floorLayers: level.floorLayers,
cells: level.cells.map(row => row.map(cell => ({
walls: cell.walls.map(wall => ({
prop1: wall.prop1, sequence: wall.sequence, style: wall.style, type: wall.type,
unknown1: wall.unknown1, unknown2: wall.unknown2, hidden: wall.hidden,
})),
floors: cell.floors.map(floor => ({
prop1: floor.prop1, sequence: floor.sequence, style: floor.style,
unknown1: floor.unknown1, unknown2: floor.unknown2, hidden: floor.hidden,
})),
shadows: cell.shadows.map(shadow => ({
prop1: shadow.prop1, sequence: shadow.sequence, style: shadow.style,
unknown1: shadow.unknown1, unknown2: shadow.unknown2, hidden: shadow.hidden,
})),
}))),
objects: level.objects.map(object => ({
type: object.type, id: object.id, x: object.x, y: object.y, flags: object.flags,
})),
}
break
}
case 'pl2': {
const palette = decodePl2(data)
// Same digest and grouping as the reference dumper, so the two can be
// compared array for array.
const digest = (table: Uint8Array): number => {
let hash = 2166136261
for (const byte of table) {
hash ^= byte
hash = Math.imul(hash, 16777619) >>> 0
}
return hash >>> 0
}
const digests = (tables: readonly Uint8Array[]): number[] => tables.map(digest)
output = {
format: 'pl2',
size: data.byteLength,
base: [...palette.rgb],
text: [...palette.textRgb],
groups: {
lightLevels: digests(palette.lightLevels),
inverseColors: digests(palette.inverseColors),
selectedUnitShift: digests([palette.selectedUnitShift]),
alphaBlend: digests(palette.alphaBlend.flat()),
additiveBlend: digests(palette.additiveBlend),
multiplyBlend: digests(palette.multiplyBlend),
hueVariations: digests(palette.hueVariations),
redTones: digests([palette.redTones]),
greenTones: digests([palette.greenTones]),
blueTones: digests([palette.blueTones]),
unknownVariations: digests(palette.unknownVariations),
maxComponentBlend: digests(palette.maxComponentBlend),
darkenedShift: digests([palette.darkenedShift]),
textShifts: digests(palette.textShifts),
},
}
break
}
default: {
console.error(`unknown format: ${format}`)
process.exit(2)
}
}
console.log(JSON.stringify(output, null, 2))

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/**
* MPQ inspection CLI (Node-side tooling).
*
* Usage:
* node scripts/inspect-mpq.ts <archive> [header|list|hist|extract <name> <out>]
*
* `header` prints the parsed v1 header, `list` the name list, `hist` the
* compression masks the archive actually uses (which decoders are required),
* and `extract` decodes one member to disk for external verification.
*/
import { writeFile } from 'node:fs/promises'
import { MpqArchive } from '../src/mpq/archive.ts'
import { fileSource } from '../src/mpq/file-source.ts'
const [path, command = 'header', ...rest] = process.argv.slice(2)
if (path === undefined) {
console.error('usage: node scripts/inspect-mpq.ts <archive> [header|list|hist|extract <name> <out>]')
process.exit(2)
}
const archive = await MpqArchive.open(await fileSource(path))
switch (command) {
case 'header': {
const h = archive.header
console.log(`archive ${path}`)
console.log(`headerSize ${String(h.headerSize)}`)
console.log(`archiveSize ${String(h.archiveSize)}`)
console.log(`format v${String(h.formatVersion + 1)}`)
console.log(`sectorSize ${String(h.sectorSize)}`)
console.log(`hashTable @${String(h.hashTableOffset)} (${String(h.hashTableEntries)} entries)`)
console.log(`blockTable @${String(h.blockTableOffset)} (${String(h.blockTableEntries)} entries)`)
const occupied = archive.files().length
console.log(`files ${String(occupied)} occupied block slots`)
for (const [flag, count] of archive.flagHistogram()) {
console.log(` ${flag.padEnd(12)} ${String(count)}`)
}
break
}
case 'list': {
const names = await archive.listFiles()
console.log(`${String(names.length)} names`)
for (const name of names.slice(0, 40)) console.log(` ${name}`)
if (names.length > 40) console.log(` … ${String(names.length - 40)} more`)
break
}
case 'hist': {
const hist = await archive.compressionHistogram(await archive.nameIndex())
const total = [...hist.values()].reduce((a, b) => a + b, 0)
console.log(`compression masks over ${String(total)} files`)
for (const [mask, count] of [...hist].sort((a, b) => b[1] - a[1])) {
console.log(` ${String(count).padStart(6)} ${mask}`)
}
break
}
case 'extract': {
const [name, out] = rest
if (name === undefined || out === undefined) {
console.error('usage: … extract <name> <out>')
process.exit(2)
}
const file = archive.find(name)
if (file === undefined) {
console.error(`no such file: ${name}`)
process.exit(1)
}
const data = await archive.read(file)
await writeFile(out, data)
console.log(`wrote ${out} (${String(data.byteLength)} bytes, expected ${String(file.fileSize)})`)
break
}
default: {
console.error(`unknown command: ${command}`)
process.exit(2)
}
}

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/**
* Minimal `.tbl` writer, shared by the fixture generator and its checker.
*
* Tooling only: the engine reads TBL files, it never writes them. It lives here so
* the fixture generator and the construction check encode a table the same way,
* instead of two copies drifting apart.
*/
/** One entry: a string, or null for an unused index. */
export type TblEntry = string | null
/**
* Encode a classic `.tbl`: crc, entry count, index table, then
* `u16 characterCount` + UTF-16LE strings.
*
* @param entries - the entries, in index order.
* @returns the encoded bytes.
*/
export function encodeTbl(entries: readonly TblEntry[]): Uint8Array {
const headerBytes = 4
const indexBytes = entries.length * 2
const blocks: { index: number; bytes: Uint8Array }[] = []
let cursor = headerBytes + indexBytes
for (const [index, entry] of entries.entries()) {
if (entry === null) continue
// The count is in characters; an astral character is two UTF-16 units.
let characters = 0
for (const character of entry) characters += character.codePointAt(0)! > 0xffff ? 2 : 1
const body = new Uint8Array(characters * 2)
const view = new DataView(body.buffer)
let units = 0
for (const character of entry) {
const code = character.codePointAt(0)!
if (code > 0xffff) {
const adjusted = code - 0x10000
view.setUint16(units * 2, 0xd800 + (adjusted >> 10), true)
view.setUint16((units + 1) * 2, 0xdc00 + (adjusted & 0x3ff), true)
units += 2
} else {
view.setUint16(units * 2, code, true)
units += 1
}
}
const bytes = new Uint8Array([characters & 0xff, (characters >> 8) & 0xff, ...body])
blocks.push({ index, bytes })
cursor += bytes.byteLength
}
const out = new Uint8Array(cursor)
const view = new DataView(out.buffer)
view.setUint16(0, 0x1234, true)
view.setUint16(2, entries.length, true)
let at = headerBytes + indexBytes
for (const block of blocks) {
view.setUint16(headerBytes + block.index * 2, at, true)
out.set(block.bytes, at)
at += block.bytes.byteLength
}
return out
}

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/**
* Fixture generator: encode a DC6 file from a known index grid.
*
* Format work without real assets needs its own evidence, and "my decoder reads
* what my encoder wrote" proves nothing on its own. So the fixtures here are
* written strictly to the published layout (the Kaitai `dc6.ksy` definition
* plus the two independent decoders' agreement on the run alphabet and row
* order), and every claim is then checked against an *independent* decoder:
* `scripts/verify-dc6.sh` runs `dc6png` over the generated file and compares
* the PNG it produces against the grid encoded here.
*
* Usage: node scripts/make-fixtures.ts <output-directory>
*/
import { mkdir, writeFile } from 'node:fs/promises'
import { encodeTbl } from './lib/tbl-writer.ts'
import { join } from 'node:path'
/** Byte offset of the file header in a DC6. */
const FILE_HEADER_SIZE = 24
/** Byte offset of a frame header inside its frame. */
const FRAME_HEADER_SIZE = 32
/** Scanline terminator. */
const END_OF_SCANLINE = 0x80
/** Longest literal run a single chunk byte can introduce. */
const MAX_LITERAL_RUN = 0x7f
/**
* A frame as a top-down grid of palette indices, `0` meaning transparent.
*/
interface FixtureFrame {
readonly width: number
readonly height: number
/** Rows top-down; each row must be `width` long. */
readonly rows: readonly (readonly number[])[]
readonly offsetX: number
readonly offsetY: number
}
/**
* Encode one frame's run stream.
*
* Rows are emitted **bottom-up**, matching how the format stores them: the
* first scanline written belongs to the frame's last row.
*
* @param frame - the frame to encode.
* @returns the run stream.
*/
function encodeFrameStream(frame: FixtureFrame): Uint8Array {
const bytes: number[] = []
for (let rowIndex = frame.height - 1; rowIndex >= 0; rowIndex -= 1) {
const row = frame.rows[rowIndex]!
let x = 0
while (x < frame.width) {
const value = row[x]!
let run = 0
while (x + run < frame.width && row[x + run] === value && run < MAX_LITERAL_RUN) run += 1
if (value === 0) {
bytes.push(END_OF_SCANLINE | run)
} else {
bytes.push(run)
for (let i = 0; i < run; i += 1) bytes.push(row[x + i]!)
}
x += run
}
bytes.push(END_OF_SCANLINE)
}
return new Uint8Array(bytes)
}
/**
* Encode a DC6 file.
*
* @param directions - directions to write.
* @param framesPerDirection - frames per direction.
* @param frameOf - builds the frame at a given position.
* @returns the encoded file.
*/
function encodeDc6(
directions: number,
framesPerDirection: number,
frameOf: (direction: number, frame: number) => FixtureFrame,
): Uint8Array {
const total = directions * framesPerDirection
const encoded: { stream: Uint8Array; frame: FixtureFrame }[] = []
for (let index = 0; index < total; index += 1) {
const direction = Math.floor(index / framesPerDirection)
const frame = index % framesPerDirection
const spec = frameOf(direction, frame)
encoded.push({ stream: encodeFrameStream(spec), frame: spec })
}
const pointerTableSize = total * 4
let offset = FILE_HEADER_SIZE + pointerTableSize
const pointers: number[] = []
for (const entry of encoded) {
pointers.push(offset)
// Frame header + run stream + 3-byte terminator.
offset += FRAME_HEADER_SIZE + entry.stream.byteLength + 3
}
const out = new Uint8Array(offset)
const view = new DataView(out.buffer)
view.setInt32(0x00, 6, true) // version
view.setUint32(0x04, 0, true) // flags
view.setUint32(0x08, 0, true) // encoding
view.setUint32(0x0c, 0, true) // termination
view.setInt32(0x10, directions, true)
view.setInt32(0x14, framesPerDirection, true)
pointers.forEach((pointer, index) => { view.setUint32(FILE_HEADER_SIZE + index * 4, pointer, true) })
encoded.forEach((entry, index) => {
const at = pointers[index]!
view.setInt32(at + 0x00, 0, true) // flipped
view.setInt32(at + 0x04, entry.frame.width, true)
view.setInt32(at + 0x08, entry.frame.height, true)
view.setInt32(at + 0x0c, entry.frame.offsetX, true)
view.setInt32(at + 0x10, entry.frame.offsetY, true)
view.setUint32(at + 0x14, 0, true) // unknown
view.setInt32(at + 0x18, 0, true) // next block
view.setInt32(at + 0x1c, entry.stream.byteLength, true)
out.set(entry.stream, at + FRAME_HEADER_SIZE)
})
return out
}
/**
* A palette whose entries are unambiguous under channel reordering: red and
* blue differ for every index, so a byte-swapped read is visible rather than
* silent.
*
* @returns 768 bytes of RGB triples.
*/
function makePalette(): Uint8Array {
const palette = new Uint8Array(768)
for (let index = 0; index < 256; index += 1) {
palette[index * 3] = index
palette[index * 3 + 1] = (index * 7) & 0xff
palette[index * 3 + 2] = 255 - index
}
return palette
}
/**
* A frame with every interesting run shape: a full literal row, a mixed
* literal/transparent row, an all-transparent row, and a two-chunk row.
*
* @param seed - shifts the index values so frames differ.
* @returns the frame.
*/
function patternFrame(seed: number): FixtureFrame {
const width = 8
const height = 4
const rows: number[][] = []
// Top row: two literal runs (3 then 5) — exercises consecutive literal chunks.
rows.push([seed + 1, seed + 2, seed + 3, seed + 4, seed + 5, seed + 6, seed + 7, seed + 8])
// Second row: literal 3, transparent 2, literal 3.
rows.push([seed + 9, seed + 10, seed + 11, 0, 0, seed + 12, seed + 13, seed + 14])
// Third row: entirely transparent.
rows.push([0, 0, 0, 0, 0, 0, 0, 0])
// Bottom row: single transparent pixel then a full literal run.
rows.push([0, seed + 15, seed + 16, seed + 17, seed + 18, seed + 19, seed + 20, seed + 21])
return { width, height, rows, offsetX: seed, offsetY: -seed }
}
/**
* A synthetic walking actor: eight directions by eight frames.
*
* Diablo II units that are not composite-animated ship as per-direction DC6
* sheets, so this is the shape the engine's actor path consumes. Each direction
* gets its own filled block and each frame shifts it, so a decoder, an atlas or
* a draw order that mixes directions up is visible in a screenshot rather than
* silently plausible.
*
* @param directions - direction count.
* @param framesPerDirection - frames per direction.
* @param size - frame edge in pixels.
* @returns the encoded DC6.
*/
function encodeActor(directions: number, framesPerDirection: number, size: number): Uint8Array {
return encodeDc6(directions, framesPerDirection, (direction, frame) => {
const rows: number[][] = []
const blockWidth = 16 + direction * 3
const inset = (frame * 4) % (size - blockWidth)
for (let y = 0; y < size; y += 1) {
const row: number[] = []
const inBlock = y >= 16 && y < 16 + blockWidth
for (let x = 0; x < size; x += 1) {
const lit = inBlock && x >= inset && x < inset + blockWidth
row.push(lit ? 1 + ((direction * 16 + frame * 2 + (y % 8)) % 250) : 0)
}
rows.push(row)
}
return { width: size, height: size, rows, offsetX: 0, offsetY: 0 }
})
}
const outDir = process.argv[2]
if (outDir === undefined) {
console.error('usage: node scripts/make-fixtures.ts <output-directory>')
process.exit(2)
}
await mkdir(outDir, { recursive: true })
const directions = 2
const framesPerDirection = 2
const file = encodeDc6(directions, framesPerDirection, (direction, frame) => patternFrame(direction * 4 + frame * 22 + 1))
await writeFile(join(outDir, 'fixture.dc6'), file)
await writeFile(join(outDir, 'palette.pal'), makePalette())
/** The grid each frame is expected to decode to, top-down. */
const expected = {
directions,
framesPerDirection,
palette: 'palette.pal',
frames: Array.from({ length: directions }, (_, direction) =>
Array.from({ length: framesPerDirection }, (_, frame) => {
const spec = patternFrame(direction * 4 + frame * 22 + 1)
return { width: spec.width, height: spec.height, rows: spec.rows }
})),
}
await writeFile(join(outDir, 'expected.json'), JSON.stringify(expected, null, 2))
// Data tables in the shape Diablo II ships them: tab-separated with a header
// row, under the same member path the game uses.
const monstats = [
'Id\tName\tHP\tDamage\tCooldownTicks\tReach\tAggroRadius\tSpeed\tXP',
'fallen\tFallen\t12\t3\t24\t36\t220\t80\t8',
'zombie\tZombie\t30\t6\t32\t40\t170\t50\t15',
'skeleton\tSkeleton\t18\t4\t28\t38\t260\t70\t12',
].join('\r\n')
const experience = ['Level\tXP', '1\t0', '2\t20', '3\t60', '4\t140', '5\t280'].join('\r\n')
await mkdir(join(outDir, 'data', 'global', 'excel'), { recursive: true })
await writeFile(join(outDir, 'data', 'global', 'excel', 'monstats.txt'), monstats)
await writeFile(join(outDir, 'data', 'global', 'excel', 'experience.txt'), experience)
console.log(`wrote ${join(outDir, 'data', 'global', 'excel')}/{monstats,experience}.txt`)
// Item tables, in the shape Diablo II ships them (a leading unnamed column is
// common in the real files, so one is included here to keep that path exercised).
const tables: Record<string, string> = {
'weapons.txt': [
'\tId\tName\tType\tInvWidth\tInvHeight\tDamage\tValue\tLevel\tMaxStack',
'\tswd\tShort Sword\tweap\t1\t3\t5\t30\t1\t1',
'\taxe\tHand Axe\tweap\t2\t3\t8\t60\t3\t1',
'\tgsw\tGreat Sword\tweap\t2\t4\t18\t200\t10\t1',
].join('\r\n'),
'armor.txt': [
'Id\tName\tType\tInvWidth\tInvHeight\tDefense\tValue\tLevel\tMaxStack',
'buc\tBuckler\tarmo\t2\t2\t4\t25\t1\t1',
'cap\tCap\tarmo\t2\t2\t6\t40\t2\t1',
'plt\tPlate Mail\tarmo\t2\t3\t30\t400\t12\t1',
].join('\r\n'),
'misc.txt': [
'Id\tName\tType\tInvWidth\tInvHeight\tMaxStack\tValue',
'hp1\tMinor Healing Potion\tmisc\t1\t1\t5\t20',
'mp1\tMinor Mana Potion\tmisc\t1\t1\t5\t25',
'key\tKey\tmisc\t1\t1\t12\t10',
].join('\r\n'),
'magicprefix.txt': [
'Id\tName\tLevel\titype1\titype2\tmod1code\tmod1min\tmod1max\tmod2code\tmod2min\tmod2max',
'cruel\tCruel\t12\tweap\t\tmaxdamage\t30\t40\t\t\t',
'sturdy\tSturdy\t3\tarmo\t\tdefense\t5\t9\t\t\t',
'fine\tFine\t5\tweap\tarmo\tmaxdamage\t2\t4\tdefense\t1\t3',
].join('\r\n'),
'magicsuffix.txt': [
'Id\tName\tLevel\titype1\tmod1code\tmod1min\tmod1max',
'of_might\tof Might\t5\tweap\tstrength\t2\t5',
'of_the_fox\tof the Fox\t3\t\tdexterity\t1\t3',
'of_health\tof Health\t4\t\tmaxhp\t10\t20',
].join('\r\n'),
}
for (const [name, body] of Object.entries(tables)) {
await writeFile(join(outDir, 'data', 'global', 'excel', name), body)
}
console.log(`wrote ${String(Object.keys(tables).length)} item tables under data/global/excel/`)
// Skills, NPCs and quests, plus the string table their numeric name cells point
// into — so the `.tbl` decoder is exercised by the game path, not only by its
// own test.
const m4Tables: Record<string, string> = {
'skills.txt': [
'Id\tName\tManaCost\tCooldownTicks\tRange\tSpeed\tMinDam\tMaxDam\tPerLevel\tRadius',
'attack\tBasic Attack\t0\t10\t48\t0\t4\t6\t1\t20',
'firebolt\t1\t6\t20\t260\t320\t7\t10\t3\t20',
'frostnova\t2\t14\t50\t70\t0\t12\t16\t4\t90',
].join('\r\n'),
'npcs.txt': [
'Id\tName\tQuest\tOffer\tProgress\tDone',
'cain\t3\tden\t6\t7\t8',
].join('\r\n'),
'quests.txt': [
'Id\tName\tDescription\tMonsterId\tKillCount\tRewardXP\tRewardGold',
// A wildcard objective: the fixture has three monster types, so a quest that
// names one of them could not be completed deterministically in a short run.
'den\t4\t5\t*\t3\t60\t120',
].join('\r\n'),
}
for (const [name, body] of Object.entries(m4Tables)) {
await writeFile(join(outDir, 'data', 'global', 'excel', name), body)
}
// Index order matters: the tables above address these by number.
const stringTable = encodeTbl([
'', 'Fire Bolt', 'Frost Nova', 'Deckard Cain',
'Kill the Fallen', 'Slay five of the fallen in the moor',
'The fallen plague us.|Will you help?',
'Still working?|The fallen remain.',
'Well done, hero.',
])
await writeFile(join(outDir, 'data', 'local', 'string.tbl'), stringTable).catch(async () => {
await mkdir(join(outDir, 'data', 'local'), { recursive: true })
await writeFile(join(outDir, 'data', 'local', 'string.tbl'), stringTable)
})
console.log(`wrote 3 M4 tables and data/local/string.tbl (${String(stringTable.byteLength)} bytes)`)
const actor = encodeActor(8, 8, 64)
await writeFile(join(outDir, 'actor.dc6'), actor)
console.log(`wrote ${join(outDir, 'actor.dc6')} (${String(actor.byteLength)} bytes, 8 directions x 8 frames of 64x64)`)
console.log(`wrote ${join(outDir, 'fixture.dc6')} (${String(file.byteLength)} bytes)`)
console.log(`wrote ${join(outDir, 'palette.pal')} and expected.json`)

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/**
* Map fixture generator: encode a DT1 tile library and a DS1 map that
* references it.
*
* Written strictly to the published layouts so that an *independent* decoder
* (the Go reference packages) can read them: if it agrees with this project's
* TypeScript decoder field by field, the format understanding is confirmed, and
* if it disagrees the fixtures say exactly which field drifted.
*
* Usage: node scripts/make-map-fixtures.ts <output-directory>
*/
import { mkdir, writeFile } from 'node:fs/promises'
import { join } from 'node:path'
/** Bytes per DT1 tile record. */
const DT1_TILE_RECORD = 96
/** Bytes per DT1 block header. */
const DT1_BLOCK_HEADER = 20
/** Tile edge in pixels: a Diablo II tile is 5x5 sub-tiles of 32x32. */
const TILE = 160
/** Bytes of fixed preamble before the DT1 tile count. */
const DT1_HEADER_PREFIX = 8 + 260
/**
* Encode an RLE block body: `(skip, count)` pairs then literals, `(0, 0)`
* ending a row.
*
* @param width - tile width.
* @param height - tile height.
* @param base - first palette index used.
* @returns the run stream.
*/
function encodeBlockRle(width: number, height: number, base: number): Uint8Array {
const bytes: number[] = []
for (let y = 0; y < height; y += 1) {
const start = y % 4
const count = width - start - (y % 3)
bytes.push(start, count)
for (let i = 0; i < count; i += 1) bytes.push(((base + y * 7 + i) & 0xff) || 1)
bytes.push(0, 0)
}
return new Uint8Array(bytes)
}
/**
* Encode an isometric block body: exactly 256 bytes for the fixed diamond.
*
* @param base - first palette index used.
* @returns the block bytes.
*/
function encodeBlockIsometric(base: number): Uint8Array {
const bytes = new Uint8Array(256)
for (let i = 0; i < bytes.byteLength; i += 1) bytes[i] = ((base + i) & 0xff) || 1
return bytes
}
/**
* Build a DT1 file with one RLE tile and one isometric tile.
*
* @returns the encoded library.
*/
function encodeDt1(): Uint8Array {
const tiles = [
{ rle: true, type: 0, style: 1, sequence: 0, material: 0x0020, width: TILE, height: -TILE },
{ rle: true, type: 0, style: 1, sequence: 1, material: 0x0008, width: TILE, height: -TILE },
{ rle: false, type: 0, style: 2, sequence: 0, material: 0x0040, width: TILE, height: -TILE },
{ rle: false, type: 0, style: 2, sequence: 1, material: 0x0002, width: TILE, height: -TILE },
]
const tileDataStart = DT1_HEADER_PREFIX + 8
// Wall tiles store a *negative* height (they grow upward from their anchor), so
// the encoder has to work from the magnitude.
const bodies = tiles.map((tile, index) => (tile.rle
? encodeBlockRle(tile.width, Math.abs(tile.height), 9 + index * 40)
: encodeBlockIsometric(70 + index * 40)))
let bodyOffset = tileDataStart + tiles.length * DT1_TILE_RECORD
const blockHeaderStart = bodyOffset
bodyOffset += tiles.length * DT1_BLOCK_HEADER
const blockDataOffsets: number[] = []
for (const body of bodies) {
blockDataOffsets.push(bodyOffset)
bodyOffset += body.byteLength
}
const out = new Uint8Array(bodyOffset)
const view = new DataView(out.buffer)
view.setInt32(0, 7, true)
view.setInt32(4, 6, true)
view.setInt32(DT1_HEADER_PREFIX, tiles.length, true)
view.setInt32(DT1_HEADER_PREFIX + 4, tileDataStart, true)
tiles.forEach((tile, index) => {
const at = tileDataStart + index * DT1_TILE_RECORD
view.setInt32(at + 0, 0, true) // direction
view.setInt16(at + 4, 0, true) // roof height
view.setUint16(at + 6, tile.material, true) // material flags
view.setInt32(at + 8, tile.height, true)
view.setInt32(at + 12, tile.width, true)
view.setInt32(at + 20, tile.type, true)
view.setInt32(at + 24, tile.style, true)
view.setInt32(at + 28, tile.sequence, true)
view.setInt32(at + 32, 0, true) // rarity frame index
// 25 sub-tile flags: a deterministic blocking pattern.
for (let sub = 0; sub < 25; sub += 1) out[at + 40 + sub] = sub % 3 === 0 ? 0x01 : sub % 5 === 0 ? 0x23 : 0
view.setInt32(at + 72, blockHeaderStart + index * DT1_BLOCK_HEADER, true)
view.setInt32(at + 76, DT1_BLOCK_HEADER, true)
view.setInt32(at + 80, 1, true) // one block
const headerAt = blockHeaderStart + index * DT1_BLOCK_HEADER
// Block header (20 bytes): X, Y, 2 unused, GridX, GridY, Format, Length,
// 2 unused, FileOffset — and the offset is relative to this header.
view.setInt16(headerAt + 0, 0, true) // block x
view.setInt16(headerAt + 2, 0, true) // block y
out[headerAt + 6] = 0 // grid x
out[headerAt + 7] = 0 // grid y
view.setInt16(headerAt + 8, tile.rle ? 0 : 1, true)
view.setInt32(headerAt + 10, bodies[index]!.byteLength, true)
// The offset is relative to this tile's own block header pointer (each tile
// has its own), not to the start of the whole block header section.
view.setInt32(headerAt + 16, blockDataOffsets[index]! - headerAt, true)
out.set(bodies[index]!, blockDataOffsets[index]!)
})
return out
}
/**
* Build a DS1 map referencing the fixture tiles.
*
* Uses version 16 so the file exercises act, wall *and* floor layer counts, the
* interleaved wall/orientation streams and the object list — and, unlike
* versions 9..13, carries no unknown byte block.
*
* @returns the encoded map.
*/
function encodeDs1(): Uint8Array {
const version = 16
const width = 3
const height = 3
const wallLayers = 1
const floorLayers = 1
const layerOrder: { kind: 'wall' | 'orientation' | 'floor' | 'shadow' }[] = [
{ kind: 'wall' }, { kind: 'orientation' }, { kind: 'floor' }, { kind: 'shadow' },
]
const cellCount = width * height
const objects = [
{ type: 2, id: 1, x: 1, y: 1, flags: 0 },
{ type: 5, id: 0, x: 2, y: 0, flags: 0x8 },
]
const total = 4 * 3 // version, width-1, height-1
+ 4 // act
+ 4 // substitution type
+ 4 // embedded file count
+ 4 + 4 // wall layers, floor layers
+ layerOrder.length * cellCount * 4
+ 4 + objects.length * 20
+ 4 // NPC count (version 14+ carries NPC paths after the objects)
const out = new Uint8Array(total)
const view = new DataView(out.buffer)
let at = 0
view.setInt32(at, version, true); at += 4
view.setInt32(at, width - 1, true); at += 4
view.setInt32(at, height - 1, true); at += 4
view.setInt32(at, 2, true); at += 4 // act
view.setInt32(at, 0, true); at += 4 // substitution type
view.setInt32(at, 0, true); at += 4 // embedded file count
view.setInt32(at, wallLayers, true); at += 4
view.setInt32(at, floorLayers, true); at += 4
for (const layer of layerOrder) {
for (let y = 0; y < height; y += 1) {
for (let x = 0; x < width; x += 1) {
const seed = (y * width + x) & 0xff
let bits: number
switch (layer.kind) {
case 'wall':
// Style 2 holds the two wall tiles; sequence picks between them.
bits = (seed | (((x + y) % 2) << 8) | (2 << 20)) >>> 0
break
case 'orientation':
bits = 0
break
case 'floor':
// Style 1 holds the two floor tiles.
bits = ((seed + 1) | (((x * 3 + y) % 2) << 8) | (1 << 20)) >>> 0
break
case 'shadow':
bits = (seed % 8) >>> 0
break
}
view.setUint32(at, bits >>> 0, true); at += 4
}
}
}
view.setInt32(at, objects.length, true); at += 4
for (const object of objects) {
view.setInt32(at, object.type, true); at += 4
view.setInt32(at, object.id, true); at += 4
view.setInt32(at, object.x, true); at += 4
view.setInt32(at, object.y, true); at += 4
view.setInt32(at, object.flags, true); at += 4
}
// No NPC paths in the fixture: the section's count is zero, which is what
// version 14+ readers look for after the objects.
view.setInt32(at, 0, true); at += 4
return out
}
const outDir = process.argv[2]
if (outDir === undefined) {
console.error('usage: node scripts/make-map-fixtures.ts <output-directory>')
process.exit(2)
}
await mkdir(outDir, { recursive: true })
const dt1 = encodeDt1()
const ds1 = encodeDs1()
await writeFile(join(outDir, 'fixture.dt1'), dt1)
await writeFile(join(outDir, 'fixture.ds1'), ds1)
/**
* The pixel grid each fixture tile is expected to decode to, computed from the
* same parameters the encoder used. Independent of the decoder under test —
* which is the point: it turns "the decoder did not throw" into "the decoder put
* every pixel where the encoder put it".
*/
const tileWidth = TILE
const tileHeight = TILE
const expectedTiles: { format: number; base: number; pixels: number[] }[] = []
for (const [index, rle] of [true, true, false, false].entries()) {
const base = rle ? 9 + index * 40 : 70 + index * 40
const pixels = new Array<number>(tileWidth * tileHeight).fill(0)
if (rle) {
for (let y = 0; y < tileHeight; y += 1) {
const start = y % 4
const count = tileWidth - start - (y % 3)
for (let i = 0; i < count; i += 1) pixels[y * tileWidth + start + i] = ((base + y * 7 + i) & 0xff) || 1
}
} else {
const jump = [14, 12, 10, 8, 6, 4, 2, 0, 2, 4, 6, 8, 10, 12, 14]
const run = [4, 8, 12, 16, 20, 24, 28, 32, 28, 24, 20, 16, 12, 8, 4]
let at = 0
for (let row = 0; row < jump.length; row += 1) {
for (let i = 0; i < run[row]!; i += 1) {
pixels[row * tileWidth + jump[row]! + i] = ((base + at) & 0xff) || 1
at += 1
}
}
}
expectedTiles.push({ format: rle ? 0 : 1, base, pixels })
}
await writeFile(join(outDir, 'expected-dt1.json'), JSON.stringify({ width: tileWidth, height: tileHeight, tiles: expectedTiles }))
console.log(`wrote ${join(outDir, 'fixture.dt1')} (${String(dt1.byteLength)} bytes)`)
console.log(`wrote ${join(outDir, 'fixture.ds1')} (${String(ds1.byteLength)} bytes)`)
console.log(`wrote ${join(outDir, 'expected-dt1.json')}`)

248
scripts/make-mpq-fixture.ts Normal file
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/**
* MPQ fixture packer: write a real MPQ v1 archive containing the generated
* fixtures.
*
* This exists so the *whole* user path can be exercised before any Blizzard data
* is available: drop an archive in, have the engine open it, list it, decode map
* members from it, and render a map. It is also the only way to test the
* reader's stored-member path and its sector logic against something whose
* contents are known byte for byte.
*
* The archive is written to the v1 rules the reader implements: both tables
* encrypted with their fixed keys, members stored either raw or as zlib sectors
* with a compression-mask byte per sector, and — deliberately — a mix of both so
* one archive covers both code paths.
*
* This is tooling, not engine code: it is not shipped and not imported by the app.
*
* Usage: node scripts/make-mpq-fixture.ts <fixture-directory> [output.mpq]
*/
import { readFile, writeFile } from 'node:fs/promises'
import { join } from 'node:path'
import {
BLOCK_TABLE_KEY, HASH_NAME_A, HASH_NAME_B, HASH_TABLE_KEY, HASH_TABLE_OFFSET,
encryptBlock, hashString, normalizeName,
} from '../src/mpq/crypt.ts'
/** v1 header size in bytes. */
const HEADER_SIZE = 32
/** Archive signature ('MPQ\x1A'). */
const MAGIC = 0x1a51504d
/** Sector size shift: sectors are `512 << shift` bytes. */
const SECTOR_SHIFT = 3
/** Resulting sector size. */
const SECTOR_SIZE = 512 << SECTOR_SHIFT
/** Flag: entry exists. */
const FILE_EXISTS = 0x80000000
/** Flag: member uses the multi-codec compression path (sector table present). */
const FILE_COMPRESS = 0x00000200
/**
* Flag: member is stored as one unit, with no sector offset table.
*
* This is not optional for stored members: a reader that sees neither this flag
* nor `FILE_COMPRESS` takes the sector path and reads a sector table out of the
* file's own data. Omitting it produces an archive only a lenient reader can
* open — which is exactly how this was found, by an independent reader failing
* on the stored members while the compressed ones read fine.
*/
const FILE_SINGLE_UNIT = 0x01000000
/** Compression mask byte for zlib. */
const MASK_ZLIB = 0x02
/** One member to pack. */
interface Member {
/** Archive name (either separator). */
readonly name: string
/** Contents. */
readonly data: Uint8Array
/** Whether to store it through the compressed sector path. */
readonly compress: boolean
}
/**
* Deflate one buffer with the platform compressor.
*
* @param data - input bytes.
* @returns the zlib stream.
*/
async function deflate(data: Uint8Array): Promise<Uint8Array> {
const stream = new Blob([data as BlobPart]).stream().pipeThrough(new CompressionStream('deflate'))
return new Uint8Array(await new Response(stream).arrayBuffer())
}
/**
* Encode one member's stored bytes and flags.
*
* @param member - the member to encode.
* @returns the stored bytes, stored size, flags and (when compressed) layout.
*/
async function encodeMember(member: Member): Promise<{ stored: Uint8Array; flags: number }> {
if (!member.compress) {
// Stored members have no sector offset table at all, which is what
// SINGLE_UNIT declares.
return { stored: member.data, flags: (FILE_EXISTS | FILE_SINGLE_UNIT) >>> 0 }
}
const sectorCount = Math.max(1, Math.ceil(member.data.byteLength / SECTOR_SIZE))
const tableSize = (sectorCount + 1) * 4
const payloads: Uint8Array[] = []
for (let sector = 0; sector < sectorCount; sector += 1) {
const from = sector * SECTOR_SIZE
const raw = member.data.subarray(from, Math.min(from + SECTOR_SIZE, member.data.byteLength))
const deflated = await deflate(raw)
// A sector that did not shrink is stored raw, which is what the reader
// detects by comparing the stored size to the expected size.
payloads.push(deflated.byteLength < raw.byteLength ? concat([new Uint8Array([MASK_ZLIB]), deflated]) : raw)
}
const total = tableSize + payloads.reduce((sum, payload) => sum + payload.byteLength, 0)
const stored = new Uint8Array(total)
const view = new DataView(stored.buffer)
let at = tableSize
payloads.forEach((payload, sector) => {
// Offsets are relative to the block start and include the table itself,
// which is why the first entry equals the table size.
view.setUint32(sector * 4, at, true)
stored.set(payload, at)
at += payload.byteLength
})
view.setUint32(sectorCount * 4, total, true)
return { stored, flags: (FILE_EXISTS | FILE_COMPRESS) >>> 0 }
}
/**
* Concatenate buffers.
*
* @param parts - the buffers.
* @returns their concatenation.
*/
function concat(parts: readonly Uint8Array[]): Uint8Array {
const total = parts.reduce((sum, part) => sum + part.byteLength, 0)
const out = new Uint8Array(total)
let at = 0
for (const part of parts) { out.set(part, at); at += part.byteLength }
return out
}
/**
* Write an MPQ v1 archive.
*
* @param members - members to pack.
* @returns the archive bytes.
*/
async function writeMpq(members: readonly Member[]): Promise<Uint8Array> {
const encoded = await Promise.all(members.map(async member => ({
name: normalizeName(member.name),
...await encodeMember(member),
fileSize: member.data.byteLength,
})))
// Lay out the file data first, then the two tables.
let cursor = HEADER_SIZE
const placed = encoded.map(entry => {
const at = cursor
cursor += entry.stored.byteLength
return { ...entry, filePos: at }
})
const hashTableSize = Math.max(4, nextPowerOfTwo(placed.length * 2))
const hashTablePos = cursor
cursor += hashTableSize * 16
const blockTablePos = cursor
cursor += placed.length * 16
const archiveSize = cursor
const out = new Uint8Array(archiveSize)
const view = new DataView(out.buffer)
placed.forEach(entry => { out.set(entry.stored, entry.filePos) })
// Block table: position, stored size, file size, flags.
placed.forEach((entry, index) => {
const at = blockTablePos + index * 16
view.setUint32(at, entry.filePos, true)
view.setUint32(at + 4, entry.stored.byteLength, true)
view.setUint32(at + 8, entry.fileSize, true)
view.setUint32(at + 12, entry.flags, true)
})
// Hash table: one entry per member at its probe position, free slots marked
// with the 0xFFFFFFFF sentinel the reader stops on.
const hashTable = new Uint8Array(hashTableSize * 16)
const hashView = new DataView(hashTable.buffer)
for (let slot = 0; slot < hashTableSize; slot += 1) {
hashView.setUint32(slot * 16 + 12, 0xffffffff, true)
}
placed.forEach((entry, index) => {
const hashA = hashString(entry.name, HASH_NAME_A)
const hashB = hashString(entry.name, HASH_NAME_B)
let slot = hashString(entry.name, HASH_TABLE_OFFSET) % hashTableSize
// Linear probing, exactly as the reader walks it.
while (hashView.getUint32(slot * 16 + 12, true) !== 0xffffffff) slot = (slot + 1) % hashTableSize
const at = slot * 16
hashView.setUint32(at, hashA, true)
hashView.setUint32(at + 4, hashB, true)
hashView.setUint16(at + 8, 0, true) // locale
hashView.setUint16(at + 10, 0, true) // platform
hashView.setUint32(at + 12, index, true)
})
encryptBlock(hashTable, HASH_TABLE_KEY)
const blockTable = new Uint8Array(out.subarray(blockTablePos, blockTablePos + placed.length * 16))
encryptBlock(blockTable, BLOCK_TABLE_KEY)
out.set(hashTable, hashTablePos)
out.set(blockTable, blockTablePos)
view.setUint32(0x00, MAGIC, true)
view.setUint32(0x04, HEADER_SIZE, true)
view.setUint32(0x08, archiveSize, true)
view.setUint16(0x0c, 0, true) // format version 1
view.setUint16(0x0e, SECTOR_SHIFT, true)
view.setUint32(0x10, hashTablePos, true)
view.setUint32(0x14, blockTablePos, true)
view.setUint32(0x18, hashTableSize, true)
view.setUint32(0x1c, placed.length, true)
return out
}
/**
* Round a value up to a power of two.
*
* @param value - the value.
* @returns the next power of two.
*/
function nextPowerOfTwo(value: number): number {
let result = 1
while (result < value) result *= 2
return result
}
const dir = process.argv[2]
if (dir === undefined) {
console.error('usage: node scripts/make-mpq-fixture.ts <fixture-directory> [output.mpq]')
process.exit(2)
}
const output = process.argv[3] ?? join(dir, 'fixture.mpq')
// The map members are the point; one of them is stored raw so the archive
// exercises both the stored and the compressed read paths.
const names = [
'fixture.ds1', 'fixture.dt1', 'palette.pal', 'fixture.dc6', 'actor.dc6',
'data/global/excel/monstats.txt', 'data/global/excel/experience.txt',
'data/global/excel/weapons.txt', 'data/global/excel/armor.txt', 'data/global/excel/misc.txt',
'data/global/excel/magicprefix.txt', 'data/global/excel/magicsuffix.txt',
'data/global/excel/skills.txt', 'data/global/excel/npcs.txt', 'data/global/excel/quests.txt',
'data/local/string.tbl',
]
const members: Member[] = []
for (const name of names) {
const data = new Uint8Array(await readFile(join(dir, name)))
members.push({ name, data, compress: name !== 'palette.pal' })
}
members.push({
name: '(listfile)',
data: new TextEncoder().encode(`${names.join('\r\n')}\r\n`),
compress: false,
})
const archive = await writeMpq(members)
await writeFile(output, archive)
console.log(`wrote ${output} (${String(archive.byteLength)} bytes, ${String(members.length)} members)`)
console.log(` stored : ${members.filter(member => !member.compress).map(member => member.name).join(', ')}`)
console.log(` zlib : ${members.filter(member => member.compress).map(member => member.name).join(', ')}`)

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/**
* PL2 fixture generator.
*
* PL2 is purely positional — no header, no counts, no directory — so the only
* way to test it without a real file is to write the bytes in the documented
* order and let an independent decoder read them back. Every table gets a
* pattern that depends on its *global index*, so a table read out of order, or a
* group with the wrong count, changes the digests the parity harness compares
* rather than passing silently.
*
* Usage: node scripts/make-pl2-fixture.ts <output-directory>
*/
import { mkdir, writeFile } from 'node:fs/promises'
import { join } from 'node:path'
import { pl2ExpectedSize } from '../src/formats/pl2.ts'
/** Palette entries per transform table. */
const PALETTE_COLORS = 256
/** Groups in file order: name → table count. */
const GROUPS: readonly (readonly [string, number])[] = [
['lightLevels', 32],
['inverseColors', 16],
['selectedUnitShift', 1],
['alphaBlend0', 256],
['alphaBlend1', 256],
['alphaBlend2', 256],
['additiveBlend', 256],
['multiplyBlend', 256],
['hueVariations', 111],
['redTones', 1],
['greenTones', 1],
['blueTones', 1],
['unknownVariations', 14],
['maxComponentBlend', 256],
['darkenedShift', 1],
['textShifts', 13],
]
const outDir = process.argv[2]
if (outDir === undefined) {
console.error('usage: node scripts/make-pl2-fixture.ts <output-directory>')
process.exit(2)
}
await mkdir(outDir, { recursive: true })
const size = pl2ExpectedSize()
const file = new Uint8Array(size)
let cursor = 0
// Base palette: r, g, b plus an unused byte that is deliberately not zero, so a
// decoder that reads it as colour data (or as alpha) is caught.
for (let index = 0; index < PALETTE_COLORS; index += 1) {
file[cursor++] = index
file[cursor++] = (index * 3) & 0xff
file[cursor++] = (index * 7) & 0xff
file[cursor++] = 0xab
}
// Transform tables: table `k` maps entry `i` to `(i + k) mod 256`, which makes
// every table distinct and its position observable.
let table = 0
for (const [, count] of GROUPS) {
for (let index = 0; index < count; index += 1) {
for (let entry = 0; entry < PALETTE_COLORS; entry += 1) {
file[cursor++] = (entry + table) & 0xff
}
table += 1
}
}
// Text palette (13 entries, three bytes each).
for (let index = 0; index < 13; index += 1) {
file[cursor++] = (10 + index) & 0xff
file[cursor++] = (20 + index) & 0xff
file[cursor++] = (30 + index) & 0xff
}
if (cursor !== size) {
throw new Error(`fixture wrote ${String(cursor)} bytes, expected ${String(size)}`)
}
const path = join(outDir, 'fixture.pl2')
await writeFile(path, file)
await writeFile(join(outDir, 'pl2-groups.json'), JSON.stringify(GROUPS, null, 2))
console.log(`wrote ${path} (${String(file.byteLength)} bytes, ${String(table)} transform tables + 13 text shifts)`)

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/**
* A tiny WebSocket relay, for testing the networked session over a real socket.
*
* The game needs a way for two peers to reach each other, and nothing more: the
* relay forwards every binary message to the other connected clients and never
* inspects it. That is not a design statement about production hosting — it is
* the smallest server that lets the *real* transport code path (real TCP, real
* WebSocket framing, real asynchrony) be tested without a browser and without a
* dependency.
*
* Written against Node's `http` and `crypto` only, including the RFC 6455
* handshake and framing, because pulling in a WebSocket server library to test a
* zero-dependency client would be the wrong trade.
*/
import { createHash } from 'node:crypto'
import { createServer, type IncomingMessage, type Server, type ServerResponse } from 'node:http'
import type { Socket } from 'node:net'
/** RFC 6455 handshake magic value. */
const WS_GUID = '258EAFA5-E914-47DA-95CA-C5AB0DC85B11'
/** Opcodes used here. */
const OP_TEXT = 0x1
const OP_BINARY = 0x2
const OP_CLOSE = 0x8
const OP_PING = 0x9
const OP_PONG = 0xa
/** A running relay. */
export interface Relay {
/** `ws://` URL clients should connect to. */
readonly url: string
/** Number of currently connected clients. */
readonly clients: number
/** Total connections accepted since start. */
readonly accepted: number
/** Total binary messages forwarded. */
readonly forwarded: number
/** Stop listening and close every client. */
readonly close: () => Promise<void>
}
/**
* Encode one unmasked server frame.
*
* @param opcode - the frame opcode.
* @param payload - the payload bytes.
* @returns the frame.
*/
function encodeFrame(opcode: number, payload: Uint8Array): Uint8Array {
const length = payload.byteLength
const headerBytes = length < 126 ? 2 : length < 65536 ? 4 : 10
const out = new Uint8Array(headerBytes + length)
out[0] = 0x80 | opcode
if (length < 126) {
out[1] = length
} else if (length < 65536) {
out[1] = 126
out[2] = (length >>> 8) & 0xff
out[3] = length & 0xff
} else {
out[1] = 127
const view = new DataView(out.buffer)
view.setUint32(2, 0)
view.setUint32(6, length)
}
out.set(payload, headerBytes)
return out
}
/**
* Decode the client frames in a buffer.
*
* Returns the frames found plus the bytes that were not a complete frame yet:
* TCP gives no message boundaries, so a partial frame is normal and must be kept
* for the next chunk rather than parsed as if it were whole.
*
* @param buffer - accumulated bytes.
* @returns the frames and the unconsumed remainder.
*/
function decodeFrames(buffer: Uint8Array<ArrayBufferLike>): { frames: { opcode: number; payload: Uint8Array }[]; rest: Uint8Array<ArrayBufferLike> } {
const frames: { opcode: number; payload: Uint8Array }[] = []
let offset = 0
while (offset + 2 <= buffer.byteLength) {
const first = buffer[offset]!
const second = buffer[offset + 1]!
const opcode = first & 0x0f
const masked = (second & 0x80) !== 0
let length = second & 0x7f
let cursor = offset + 2
if (length === 126) {
if (cursor + 2 > buffer.byteLength) break
length = (buffer[cursor]! << 8) | buffer[cursor + 1]!
cursor += 2
} else if (length === 127) {
if (cursor + 8 > buffer.byteLength) break
const view = new DataView(buffer.buffer, buffer.byteOffset + cursor, 8)
const big = view.getBigUint64(0)
if (big > 1_000_000n) throw new Error('frame too large')
length = Number(big)
cursor += 8
}
let mask: Uint8Array | null = null
if (masked) {
if (cursor + 4 > buffer.byteLength) break
mask = buffer.subarray(cursor, cursor + 4)
cursor += 4
}
if (cursor + length > buffer.byteLength) break
const payload = buffer.slice(cursor, cursor + length)
if (mask !== null) for (let i = 0; i < payload.byteLength; i += 1) payload[i] = payload[i]! ^ mask[i % 4]!
frames.push({ opcode, payload })
offset = cursor + length
}
return { frames, rest: buffer.slice(offset) }
}
/**
* Start a relay on a port.
*
* @param port - TCP port; 0 picks a free one.
* @returns the running relay.
*/
export async function startRelay(port = 0, options: { readonly verbose?: boolean } = {}): Promise<Relay> {
const log = (message: string): void => { if (options.verbose === true) console.log(`[relay] ${message}`) }
const sockets = new Set<Socket>()
let accepted = 0
let forwarded = 0
const server: Server = createServer((_request: IncomingMessage, response: ServerResponse) => {
response.writeHead(426, { 'content-type': 'text/plain' })
response.end('this endpoint speaks WebSocket only\n')
})
server.on('upgrade', (request, socket: Socket, head) => {
const key = request.headers['sec-websocket-key']
if (typeof key !== 'string') { socket.destroy(); return }
const accept = createHash('sha1').update(key + WS_GUID).digest('base64')
socket.write(
'HTTP/1.1 101 Switching Protocols\r\n'
+ 'Upgrade: websocket\r\n'
+ 'Connection: Upgrade\r\n'
+ `Sec-WebSocket-Accept: ${accept}\r\n\r\n`,
)
sockets.add(socket)
accepted += 1
log(`upgrade from ${String(request.socket.remoteAddress ?? '?')} (${String(sockets.size)} connected)`)
let buffer: Uint8Array<ArrayBufferLike> = head.byteLength > 0 ? new Uint8Array(head) : new Uint8Array(0)
socket.on('data', (chunk: Buffer) => {
const merged = new Uint8Array(buffer.byteLength + chunk.byteLength)
merged.set(buffer, 0)
merged.set(chunk, buffer.byteLength)
const { frames, rest } = decodeFrames(merged)
buffer = rest
log(`chunk ${String(chunk.byteLength)} bytes -> ${String(frames.length)} frames`)
for (const frame of frames) {
if (frame.opcode === OP_CLOSE) { socket.end(encodeFrame(OP_CLOSE, frame.payload)); continue }
if (frame.opcode === OP_PING) { socket.write(encodeFrame(OP_PONG, frame.payload)); continue }
if (frame.opcode !== OP_BINARY && frame.opcode !== OP_TEXT) continue
const out = encodeFrame(OP_BINARY, frame.payload)
let sent = 0
for (const peer of sockets) {
if (peer === socket || peer.destroyed) continue
peer.write(out)
forwarded += 1
sent += 1
}
log(`frame opcode ${String(frame.opcode)} ${String(frame.payload.byteLength)} bytes -> ${String(sent)} peer(s)`)
}
})
socket.on('close', () => { sockets.delete(socket); log('client closed') })
socket.on('error', () => { sockets.delete(socket) })
})
await new Promise<void>(resolve => { server.listen(port, '127.0.0.1', resolve) })
const address = server.address()
const boundPort = typeof address === 'object' && address !== null ? address.port : port
return {
url: `ws://127.0.0.1:${String(boundPort)}`,
get clients(): number { return sockets.size },
get accepted(): number { return accepted },
get forwarded(): number { return forwarded },
close: async (): Promise<void> => {
for (const socket of sockets) socket.destroy()
sockets.clear()
await new Promise<void>(resolve => { server.close(() => { resolve() }) })
},
}
}

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/**
* Run the co-op relay.
*
* This is the whole of "the server": it forwards bytes between the connected
* peers and knows nothing about the game. Everything that decides who wins a
* fight happens in the two browsers.
*
* Usage: node scripts/net-server.ts [port]
*/
import { startRelay } from './net-relay.ts'
const port = Number(process.argv[2] ?? '8787')
const relay = await startRelay(Number.isFinite(port) ? port : 8787)
console.log(`relay listening on ${relay.url}`)
console.log('open two pages with ?ws=' + relay.url + '&peer=0 and &peer=1')
const stop = async (): Promise<void> => {
await relay.close()
process.exit(0)
}
process.on('SIGINT', () => { void stop() })
process.on('SIGTERM', () => { void stop() })

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/**
* Bake map assets out of the archives into web-native packs.
*
* The page can already read the real archives, but doing so costs it 38 MB and
* ~11k range requests per visit (measured), because it decodes DS1/DT1/PL2 and
* builds an atlas in the browser every time. This script moves all of that
* offline: it walks the same code the page walks — `resolveLevel`, `decodeDs1`,
* `decodeDt1`, `buildIsoMapScene`, `decodeDc6` — and writes the *result* as
* indexed PNG tile pages plus one JSON scene per map. The page then decodes
* nothing but PNG.
*
* Design decisions worth knowing:
*
* - **Indexed PNG, one palette per act.** Diablo II art is palette-indexed and
* each act ships its own `pal.pl2`; PNG colour type 3 carries both, so the
* browser's own decoder does the palette expansion on the GPU upload path.
* - **Pages of at most 2048², hot frames first.** Frames used near the spawn go
* into the first page(s), so the page can paint after loading one or two PNGs
* instead of the whole map.
* - **The scene JSON is the authority, not a re-derivation.** Draw lists are
* already in painter's order and the collision grid is exactly the one the
* live path produces; `scripts/verify-packs.ts` re-derives both from the MPQs
* and fails if they differ by a byte.
*
* Usage: node scripts/pack-act-assets.ts [archive-directory] [output-directory]
*/
import { mkdir, writeFile } from 'node:fs/promises'
import { createHash } from 'node:crypto'
import { join } from 'node:path'
import { MpqArchive } from '../src/mpq/archive.ts'
import { fileSource } from '../src/mpq/file-source.ts'
import { MountedArchives } from '../src/mpq/mount.ts'
import { cell, loadActTables, parseTable, resolveLevel } from '../src/game/acts.ts'
import type { ActTables, LevelInfo } from '../src/game/acts.ts'
import { decodeDs1 } from '../src/formats/ds1.ts'
import { decodeDt1 } from '../src/formats/dt1.ts'
import type { Dt1 } from '../src/formats/dt1.ts'
import { decodePl2 } from '../src/formats/pl2.ts'
import { levelSeed, buildIsoMapScene, cellAt, findIsoSpawn, ORTHO_SUB_TILE_HEIGHT, ORTHO_SUB_TILE_WIDTH } from '../src/game/d2map.ts'
import type { IsoMapScene } from '../src/game/d2map.ts'
import { loadObjectsTable, resolveDs1Object } from '../src/game/objects.ts'
import { encodeIndexedPng } from './png.ts'
/**
* Archive stack, in load order (later overrides earlier).
*
* `d2char.mpq` is mounted *first* so it sits at the bottom: it holds the object
* and character art (`data\global\objects\…`) but no map data, and this order
* keeps the map lookups resolving through `d2data` → `d2exp` → `Patch_D2` as the
* game does.
*/
const MOUNTS = ['d2char.mpq', 'd2data.mpq', 'd2exp.mpq', 'Patch_D2.mpq'] as const
/** Atlas page side limit (both dimensions). */
const PAGE_SIZE = 2048
/** Cells around the spawn whose frames go into the first page. */
const HOT_RADIUS_CELLS = 8
/** Where object art lives. */
const OBJECT_PREFIX = 'data\\global\\objects\\'
/**
* Mode directories tried in order when picking an object's art.
*
* Note what the object art actually *is*: under `data\global\objects\` the
* archives hold **1748 DCC and 1461 COF files against just 13 DC6**. Diablo II
* draws objects with the same composite pipeline as characters — a COF that
* lists layers and frames plus the DCC files behind them — so this packer
* records each object's placement and its exact art members, and leaves the
* pixels to the `COF`/`DCC` decoder that the character art also needs. Baking a
* wrong file as if it were a DC6 would have produced silent garbage instead.
*/
const OBJECT_MODES = ['tr', 'nu', 's1', 's2', 's3'] as const
/**
* The maps to bake, derived from `Levels.txt` rather than listed by hand.
*
* `DrlgType` picks the generator, exactly as the game does (documented in the
* knowledge base and mirrored by OpenDiablo2):
*
* - **2 = preset area**: `LvlPrest` rows name fixed DS1 files, so the map is
* baked byte-for-byte — what `verify-packs.ts` diffs against the live decoder.
* - **1 = random maze** / **3 = wilderness**: no fixed layout exists. Those come
* from the generators (`src/game/maze.ts`, `src/game/wilderness.ts`) driven by
* `LvlMaze`, `LvlSub` and the `LvlPrest` room pieces, and their packs are
* marked `approximation` because the engine's own placement is hardcoded.
*/
type LevelKind = 'preset' | 'maze' | 'wilderness'
/** One map to bake. */
interface LevelJob {
readonly act: number
readonly levelId: number
readonly name: string
readonly kind: LevelKind
readonly slug: string
}
/** Filled in from `Levels.txt` once the tables are loaded. */
let LEVELS: readonly LevelJob[] = []
/**
* Turn a level name into a stable, file-friendly slug.
*
* @param name - `Levels.txt` name, e.g. `Act 1 - Tristram`.
* @returns the slug.
*/
function slugify(name: string): string {
return name.toLowerCase().replace(/[^a-z0-9]+/g, '-').replace(/^-+|-+$/g, '')
}
/** One frame's placement inside a page. */
interface Placement {
readonly page: number
readonly x: number
readonly y: number
readonly width: number
readonly height: number
}
/** One atlas page being packed. */
interface PackedPage {
readonly pixels: Uint8Array
frames: number
}
/** Frames, shelf-packed into pages of at most {@link PAGE_SIZE} squared. */
class PageBuilder {
private readonly pages: PackedPage[] = []
/** Palette the pages are encoded against. */
private readonly palette: Uint8Array
private cursorX = 0
private shelfY = 0
private shelfHeight = 0
constructor(palette: Uint8Array) {
this.palette = palette
}
/** Frames placed so far. */
get placed(): number {
return this.pages.reduce((sum, page) => sum + page.frames, 0)
}
/** The pages, with their used height. */
get pageCount(): number {
return this.pages.length
}
/**
* Place one indexed frame, opening pages as needed.
*
* Shelves keep placement trivial and predictable; frames wider than a page are
* clamped rather than rejected, because a tile bigger than 2048 px would be a
* broken library, not a reason to lose the whole map.
*
* @param frame - width, height and palette indices.
* @returns where the frame landed.
*/
add(frame: { width: number; height: number; indices: Uint8Array }): Placement {
const width = Math.max(1, Math.min(frame.width, PAGE_SIZE))
const height = Math.max(1, Math.min(frame.height, PAGE_SIZE))
if (this.cursorX + width > PAGE_SIZE) {
this.shelfY += this.shelfHeight
this.shelfHeight = 0
this.cursorX = 0
}
if (this.pages.length === 0 || this.shelfY + height > PAGE_SIZE) {
this.pages.push({ pixels: new Uint8Array(PAGE_SIZE * PAGE_SIZE), frames: 0 })
this.shelfY = 0
this.shelfHeight = 0
this.cursorX = 0
}
const page = this.pages[this.pages.length - 1]!
const placement: Placement = {
page: this.pages.length - 1, x: this.cursorX, y: this.shelfY, width, height,
}
for (let row = 0; row < height; row += 1) {
const from = row * frame.width
const to = (this.shelfY + row) * PAGE_SIZE + this.cursorX
page.pixels.set(frame.indices.subarray(from, from + width), to)
}
this.cursorX += width
this.shelfHeight = Math.max(this.shelfHeight, height)
page.frames += 1
return placement
}
/**
* Encode every page, trimming each to the rows it actually used.
*
* @param transparent - palette index to mark transparent.
* @returns file-ready PNGs, in page order.
*/
encode(transparent: number): { name: string; png: Uint8Array; width: number; height: number; frames: number }[] {
return this.pages.map((page, index) => {
const used = Math.max(1, this.usedHeight(page))
const trimmed = new Uint8Array(PAGE_SIZE * used)
for (let row = 0; row < used; row += 1) {
trimmed.set(page.pixels.subarray(row * PAGE_SIZE, (row + 1) * PAGE_SIZE), row * PAGE_SIZE)
}
return {
name: `tiles-${String(index)}.png`,
png: encodeIndexedPng({
width: PAGE_SIZE,
height: used,
pixels: trimmed,
palette: this.palette,
transparentIndex: transparent,
}),
width: PAGE_SIZE,
height: used,
frames: page.frames,
}
})
}
/**
* Height of the last written row, for trimming.
*
* @param page - the page.
* @returns the used height in rows.
*/
private usedHeight(page: PackedPage): number {
for (let row = PAGE_SIZE - 1; row >= 0; row -= 1) {
const from = row * PAGE_SIZE
for (let x = 0; x < PAGE_SIZE; x += 1) if (page.pixels[from + x] !== 0) return row + 1
}
return 1
}
}
/**
* FNV-1a over a frame's indexed pixels, so verification can compare content
* without shipping the pixels twice.
*
* @param indices - palette indices.
* @returns an 8-character hex digest.
*/
function frameHash(indices: Uint8Array): string {
let hash = 0x811c9dc5
for (const byte of indices) {
hash ^= byte
hash = Math.imul(hash, 0x01000193) >>> 0
}
return hash.toString(16).padStart(8, '0')
}
/**
* Turn a DS1 member name into a file-friendly slug.
*
* @param member - full member path.
* @returns the slug.
*/
function slugOf(member: string): string {
const base = member.split('\\').pop() ?? member
return base.replace(/\.ds1$/i, '').toLowerCase()
}
const [archiveDir = 'samples/d2', outDir = 'samples/d2-packs'] = process.argv.slice(2)
const archives = new MountedArchives()
for (const name of MOUNTS) {
archives.add(name, await MpqArchive.open(await fileSource(join(archiveDir, name))))
}
const tables: ActTables = await loadActTables(archives)
const objectsTable = parseTable(await archives.read('data\\global\\excel\\objects.txt'))
/** Same table, through the typed loader the object resolution expects. */
const objectsTableTyped = await loadObjectsTable(archives)
const allNames = await archives.listFiles()
{
const jobs: LevelJob[] = []
for (const row of tables.levels.rows) {
const levelId = Number(cell(tables.levels, row, 'Id'))
if (!Number.isFinite(levelId) || levelId === 0) continue
const name = cell(tables.levels, row, 'Name')
const drlg = Number(cell(tables.levels, row, 'DrlgType'))
const act = Number(cell(tables.levels, row, 'Act')) + 1
let kind: LevelKind | null = null
if (drlg === 2) kind = 'preset'
else if (drlg === 1) kind = 'maze'
else if (drlg === 3) kind = 'wilderness'
if (kind === null) continue
jobs.push({ act, levelId, name, kind, slug: `${String(levelId)}-${slugify(name)}` })
}
LEVELS = jobs
}
/**
* Decoded DT1 libraries, kept across levels.
*
* A hundred-plus levels share a few dozen level types, so decoding each library
* once instead of once per level turns the bake from repeated work into one pass.
*/
/**
* Decoded DT1 libraries, keyed by member name.
*
* Bounded on purpose: every level keeps its DT1 block bitmaps alive (each library
* decodes to tens of MB of palette indices), and an unbounded cache held 4+ GB by
* the time the bake reached act 5. Sixteen libraries is more than any single
* level type uses, so a level never re-decodes mid-level, and the memory ceiling
* stays flat across a whole 62-map bake.
*/
const libraryCache = new Map<string, Dt1>()
/** Most DT1 libraries to keep decoded at once. */
const LIBRARY_CACHE_LIMIT = 16
/**
* Decode a DT1 library, cached by member name.
*
* @param member - archive member name.
* @returns the decoded library.
*/
async function libraryOf(member: string): Promise<Dt1> {
const cached = libraryCache.get(member)
if (cached !== undefined) return cached
const decoded = decodeDt1(await archives.read(member))
libraryCache.set(member, decoded)
if (libraryCache.size > LIBRARY_CACHE_LIMIT) {
// `Map` iterates in insertion order, so the first key is the oldest entry.
const oldest = libraryCache.keys().next().value
if (oldest !== undefined && oldest !== member) libraryCache.delete(oldest)
}
return decoded
}
/** Objects.txt lookup by Id, built once. */
const objectById = new Map<number, { name: string; token: string; hp: number }>()
for (const row of objectsTable.rows) {
const id = Number(cell(objectsTable, row, 'Id'))
if (!Number.isFinite(id)) continue
objectById.set(id, {
name: cell(objectsTable, row, 'Name'),
token: cell(objectsTable, row, 'Token').toUpperCase(),
hp: Number(cell(objectsTable, row, 'HitPoints') || '0'),
})
}
/** Object members grouped by token and mode, built once. */
const objectMembers = new Map<string, Map<string, string[]>>()
for (const name of allNames) {
if (!name.toLowerCase().startsWith(OBJECT_PREFIX.toLowerCase())) continue
const rest = name.slice(OBJECT_PREFIX.length).split('\\')
if (rest.length < 3) continue
const token = (rest[0] ?? '').toUpperCase()
const mode = (rest[1] ?? '').toLowerCase()
if (!objectMembers.has(token)) objectMembers.set(token, new Map())
const modes = objectMembers.get(token)!
if (!modes.has(mode)) modes.set(mode, [])
modes.get(mode)!.push(name)
}
/**
* Pick the member that stands in for an object's art.
*
* A token ships many variants (lit/unlit, per-mode, per-weapon-class); the pack
* is static art, so one deterministic pick is recorded — mode order first, then
* file name — and the number of alternatives goes in the manifest so the choice
* is visible rather than implied.
*
* The mode token lives in the *file name* (`<token><component>lit<mode>hth.dcc`), not in
* the directory, so the mode the lookup table gives is matched against file names.
*
* @param token - object token from the lookup table.
* @param modeToken - animation mode token the engine places the object in (`NU`/`OP`/…).
* @returns the member name and how many candidates there were.
*/
function pickObjectMember(token: string, modeToken: string): { member: string; candidates: number } | null {
const dirs = objectMembers.get(token)
if (dirs === undefined) return null
const all = [...dirs.values()].flat()
const candidates = all.length
const wanted = modeToken.trim().toLowerCase() === '' ? 'nu' : modeToken.trim().toLowerCase()
const order = [wanted, ...OBJECT_MODES.map(mode => mode.toLowerCase()).filter(mode => mode !== wanted)]
for (const mode of order) {
const files = all
.filter(name => {
const base = (name.split('\\').pop() ?? '').toLowerCase()
return base.includes(mode) || (mode !== 'nu' && base.includes(`lit${mode}`))
})
.sort((a, b) => (a.toLowerCase().endsWith('.dcc') ? 0 : 1) - (b.toLowerCase().endsWith('.dcc') ? 0 : 1) || a.localeCompare(b))
if (files.length > 0) return { member: files[0]!, candidates }
}
// No file carries the mode token: fall back to any member, deterministically.
const fallback = [...all].sort()[0]
return fallback === undefined ? null : { member: fallback, candidates }
}
const index: Record<string, unknown> = {
version: 1,
generated: new Date().toISOString(),
archiveDir,
pageSize: PAGE_SIZE,
palettes: {} as Record<string, number[]>,
levels: [] as unknown[],
}
let totalPngBytes = 0
let totalLevels = 0
const pending: string[] = []
for (const entry of LEVELS) {
if (entry.kind !== 'preset') {
// Maze and wilderness levels come from the generators; until those land they
// are reported rather than silently missing from the pack.
pending.push(`${entry.kind} ${String(entry.levelId)} ${entry.name}`)
continue
}
const info: LevelInfo = resolveLevel(tables, entry.levelId, entry.act)
const pl2 = decodePl2(await archives.read(info.paletteName))
const palette = pl2.rgb
;(index.palettes as Record<string, number[]>)[`act${String(entry.act)}`] = [...palette]
const libraries = []
for (const name of info.dt1Names) libraries.push(await libraryOf(name))
for (const ds1Name of info.ds1Names) {
const level = decodeDs1(await archives.read(ds1Name))
const scene: IsoMapScene = buildIsoMapScene(level, libraries, levelSeed(ds1Name))
const spawn = findIsoSpawn(scene)
const label = `${entry.slug}-${slugOf(ds1Name)}`
const dir = join(outDir, `act${String(entry.act)}`, label)
// Frames used near the spawn load first; everything else follows.
const hot = new Set<number>()
if (spawn !== null) {
const spawnCell = cellAt(scene, spawn.x, spawn.y)
for (const draw of scene.floors) {
const distance = Math.abs(draw.cellX - spawnCell.x) + Math.abs(draw.cellY - spawnCell.y)
if (distance <= HOT_RADIUS_CELLS) hot.add(draw.frameIndex)
}
for (const draw of scene.walls) {
const distance = Math.abs(draw.cellX - spawnCell.x) + Math.abs(draw.cellY - spawnCell.y)
if (distance <= HOT_RADIUS_CELLS) hot.add(draw.frameIndex)
}
}
// Page order decides how much a first paint costs. Hot frames (the spawn
// area) come first, then frames are ordered by *where on the map they are
// first drawn*, in coarse screen bands (roughly a viewport each): a viewport then needs one band's page
// instead of an arbitrary handful. Sorting by size instead — the obvious
// choice for packing efficiency — scatters a viewport's frames across every
// page, which is exactly what lazy loading cannot afford.
const firstDrawAt = new Map<number, { x: number; y: number }>()
for (const draw of [...scene.floors, ...scene.walls]) {
if (!firstDrawAt.has(draw.frameIndex)) firstDrawAt.set(draw.frameIndex, { x: draw.x, y: draw.y })
}
const bandOf = (frameIndex: number): number => {
const at = firstDrawAt.get(frameIndex)
if (at === undefined) return Number.MAX_SAFE_INTEGER
return Math.floor(at.y / 512) * 4096 + Math.floor(at.x / 768)
}
const order = scene.frames.map((_, at) => at).sort((a, b) => {
const ha = hot.has(a) ? 0 : 1
const hb = hot.has(b) ? 0 : 1
if (ha !== hb) return ha - hb
const ba = bandOf(a)
const bb = bandOf(b)
if (ba !== bb) return ba - bb
const fa = scene.frames[a]!
const fb = scene.frames[b]!
return fb.width * fb.height - fa.width * fa.height
})
const pages = new PageBuilder(palette)
const placementOf = new Map<number, Placement>()
for (const frameIndex of order) {
const frame = scene.frames[frameIndex]!
placementOf.set(frameIndex, pages.add(frame))
}
const pageFiles = pages.encode(0)
await mkdir(dir, { recursive: true })
const sha = createHash('sha256')
for (const page of pageFiles) {
await writeFile(join(dir, page.name), page.png)
sha.update(page.png)
totalPngBytes += page.png.byteLength
}
// Object placements and their art members. The art itself is COF+DCC (see
// OBJECT_MODES), so this records what each object *is* and exactly which
// members would draw it, and reports how many are waiting on that decoder.
const objectPages = new PageBuilder(palette)
const objects: unknown[] = []
const missingObjects: string[] = []
let objectsWithArt = 0
for (const object of level.objects) {
// The DS1 `id` is an index into the hardcoded per-act object table, not an
// `Objects.txt` row: act 1 id 0 is the rogue fountain (`Objects.txt` 12), not
// row 0 ("Expansion"). `resolveDs1Object` walks that table and returns the
// token/mode the engine actually uses.
let resolved
try {
resolved = resolveDs1Object(objectsTableTyped, entry.act, object.type, object.id)
} catch (err) {
missingObjects.push((err as Error).message)
continue
}
if (resolved.kind === 'monster') continue
const row = resolved.row
const pick = resolved.token === '' ? null : pickObjectMember(resolved.token, resolved.mode)
const orthoX = (object.x - object.y) * ORTHO_SUB_TILE_WIDTH + scene.originX
const orthoY = (object.x + object.y) * ORTHO_SUB_TILE_HEIGHT + scene.originY
objects.push({
id: object.id,
type: object.type,
name: row?.name ?? resolved.token,
token: resolved.token,
mode: resolved.mode === '' ? 'NU' : resolved.mode,
// `objectsTxtId` is the Objects.txt row the table points at; -1 means the
// engine picks the art straight from the table's token, with no row.
objectsTxtId: resolved.entry?.objectsTxtId ?? -1,
hp: row === null ? 0 : (objectById.get(row.id)?.hp ?? 0),
member: pick === null ? null : pick.member,
alternatives: pick === null ? 0 : pick.candidates,
// Screen point of the object's sub-tile; the sprite anchor is applied
// when a frame exists.
x: Math.round(orthoX),
y: Math.round(orthoY),
depth: (object.x + object.y) / 5,
frame: null,
})
if (pick !== null) objectsWithArt += 1
else missingObjects.push(`${resolved.token === '' ? `id ${String(object.id)}` : resolved.token} (act ${String(entry.act)}) has no art members`)
}
const objectFiles = objectPages.encode(0)
const shaObjects = createHash('sha256')
for (const page of objectFiles) {
await writeFile(join(dir, page.name.replace('tiles-', 'objects-')), page.png)
shaObjects.update(page.png)
totalPngBytes += page.png.byteLength
}
// Collision grid as runs, so the JSON stays small without a second format.
const runs: number[][] = []
let current = scene.blocked[0] ?? 0
let count = 0
for (const value of scene.blocked) {
if (value === current) { count += 1; continue }
runs.push([current, count])
current = value
count = 1
}
runs.push([current, count])
const sceneJson = {
version: 1,
fidelity: 'exact',
act: entry.act,
levelId: entry.levelId,
levelName: info.levelName,
ds1: ds1Name,
cellsX: scene.cellsX,
cellsY: scene.cellsY,
originX: scene.originX,
originY: scene.originY,
widthPx: scene.widthPx,
heightPx: scene.heightPx,
pageSize: PAGE_SIZE,
pages: pageFiles.map(page => ({ file: page.name, width: page.width, height: page.height })),
objectPages: objectFiles.map(page => ({ file: page.name.replace('tiles-', 'objects-'), width: page.width, height: page.height })),
frames: scene.frames.map(frame => [frame.width, frame.height]),
frameHash: scene.frames.map(frame => frameHash(frame.indices)),
framePlacement: scene.frames.map((_, at) => {
const place = placementOf.get(at)!
return [place.page, place.x, place.y, place.width, place.height]
}),
floors: scene.floors.map(draw => [draw.frameIndex, draw.x, draw.y, draw.cellX, draw.cellY]),
walls: scene.walls.map(draw => [draw.frameIndex, draw.x, draw.y, draw.cellX, draw.cellY]),
// Roofs stay in their own list because the engine paints them last of all.
roofs: scene.roofs.map(draw => [draw.frameIndex, draw.x, draw.y, draw.cellX, draw.cellY]),
objects,
collision: { width: scene.gridWidth, height: scene.gridHeight, runs },
spawn: spawn === null ? null : [Math.round(spawn.x), Math.round(spawn.y)],
stats: {
floors: scene.floors.length,
walls: scene.walls.length,
roofs: scene.roofs.length,
frames: scene.frames.length,
missingTiles: scene.missingTiles,
missingRefs: scene.missingRefs,
walkable: 1 - [...scene.blocked].reduce((sum, value) => sum + value, 0) / scene.blocked.length,
objects: objects.length,
objectsWithArt,
objectsUnresolved: missingObjects,
objectsArtPending: objects.length,
dt1Libraries: info.dt1Names.length,
},
}
const sceneBytes = new TextEncoder().encode(JSON.stringify(sceneJson))
await writeFile(join(dir, 'scene.json'), sceneBytes)
const manifest = {
level: info.levelName,
act: entry.act,
levelId: entry.levelId,
ds1: ds1Name,
dt1: info.dt1Names,
palette: info.paletteName,
sceneBytes: sceneBytes.byteLength,
sceneSha256: createHash('sha256').update(sceneBytes).digest('hex'),
tilePagesSha256: sha.digest('hex'),
objectPagesSha256: shaObjects.digest('hex'),
pngBytes: pageFiles.reduce((sum, page) => sum + page.png.byteLength, 0)
+ objectFiles.reduce((sum, page) => sum + page.png.byteLength, 0),
sourceArchive: MOUNTS,
}
await writeFile(join(dir, 'manifest.json'), JSON.stringify(manifest, null, 1))
;(index.levels as unknown[]).push({
act: entry.act,
levelId: entry.levelId,
kind: entry.kind,
slug: entry.slug,
label,
levelName: info.levelName,
ds1: ds1Name,
path: `act${String(entry.act)}/${label}`,
cells: `${String(scene.cellsX)}x${String(scene.cellsY)}`,
frames: scene.frames.length,
objects: objects.length,
pages: pageFiles.length,
objectPages: objectFiles.length,
missingTiles: scene.missingTiles,
bytes: manifest.pngBytes + sceneBytes.byteLength,
})
totalLevels += 1
console.log(
`act${String(entry.act)}/${label.padEnd(22)} ${String(scene.cellsX)}x${String(scene.cellsY)} `
+ `${String(scene.frames.length).padStart(3)} 图块 → ${String(pageFiles.length)} 页 PNG `
+ `(${(manifest.pngBytes / 1024).toFixed(0)} KB) + scene.json ${(sceneBytes.byteLength / 1024).toFixed(0)} KB `
+ `· 对象 ${String(objects.length)}/${String(level.objects.length)}(美术待 DCC/COF:${String(objectsWithArt)})`
+ ` · 缺失瓦片 ${String(scene.missingTiles)}`,
)
}
}
await mkdir(outDir, { recursive: true })
await writeFile(join(outDir, 'index.json'), JSON.stringify(index, null, 1))
if (pending.length > 0) {
const byKind = new Map<string, number>()
for (const item of pending) {
const kind = item.split(' ')[0] ?? '?'
byKind.set(kind, (byKind.get(kind) ?? 0) + 1)
}
console.log(`尚未生成(需要生成器):${[...byKind].map(([k, v]) => `${k} ${String(v)} 个`).join(',')}`)
}
console.log(`\n打包完成:${String(totalLevels)} 张地图,PNG 合计 ${(totalPngBytes / 1048576).toFixed(1)} MB,输出 ${outDir}`)

172
scripts/png.ts Normal file
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/**
* Indexed-colour PNG writer for the offline asset packs.
*
* Diablo II's art is palette-indexed, so PNG's indexed colour type is the right
* target rather than RGBA: the browser decodes it natively, the file is roughly
* a quarter of the size, and the palette travels in the same file. Index 0 is
* made transparent through `tRNS`, which is how the decoders already mark
* "no pixel".
*
* Only what the packer needs is implemented — no interlacing, no 16-bit, no
* colour types other than 3 — because a half-implemented encoder that silently
* produces a file another tool misreads is worse than a small one.
*
* Node's `zlib` does the deflate; everything else is written here.
*/
import { deflateSync } from 'node:zlib'
/** PNG's 8-byte signature. */
const SIGNATURE = new Uint8Array([0x89, 0x50, 0x4e, 0x47, 0x0d, 0x0a, 0x1a, 0x0a])
/** CRC-32 table, built once. */
const CRC_TABLE: Uint32Array = (() => {
const table = new Uint32Array(256)
for (let n = 0; n < 256; n += 1) {
let c = n
for (let k = 0; k < 8; k += 1) c = (c & 1) !== 0 ? (0xedb88320 ^ (c >>> 1)) >>> 0 : c >>> 1
table[n] = c >>> 0
}
return table
})()
/**
* CRC-32 of a byte range, as PNG chunks require.
*
* @param bytes - the bytes.
* @returns the checksum.
*/
function crc32(bytes: Uint8Array): number {
let c = 0xffffffff
for (const byte of bytes) c = (CRC_TABLE[(c ^ byte) & 0xff]! ^ (c >>> 8)) >>> 0
return (c ^ 0xffffffff) >>> 0
}
/**
* One PNG chunk: length, type, payload, CRC.
*
* @param type - four-character chunk type.
* @param payload - chunk body.
* @returns the serialised chunk.
*/
function chunk(type: string, payload: Uint8Array): Uint8Array {
const out = new Uint8Array(12 + payload.byteLength)
const view = new DataView(out.buffer)
view.setUint32(0, payload.byteLength)
for (let i = 0; i < 4; i += 1) out[4 + i] = type.charCodeAt(i)
out.set(payload, 8)
view.setUint32(8 + payload.byteLength, crc32(out.subarray(4, 8 + payload.byteLength)))
return out
}
/** An indexed image ready to encode. */
export interface IndexedImage {
/** Width in pixels. */
readonly width: number
/** Height in pixels. */
readonly height: number
/** Palette indices, row-major, `width * height` bytes. */
readonly pixels: Uint8Array
/** Palette as 768 RGB bytes. */
readonly palette: Uint8Array
/** Index treated as fully transparent, if any (usually 0). */
readonly transparentIndex?: number | undefined
}
/**
* Apply a PNG row filter in place into a destination buffer.
*
* @param type - filter type (0 none, 1 sub, 2 up).
* @param row - the row's bytes.
* @param previous - the row above, or null for the first row.
* @param stride - bytes per pixel (1 for indexed).
* @param out - destination, `row.byteLength` bytes.
*/
function filterRow(type: number, row: Uint8Array, previous: Uint8Array | null, stride: number, out: Uint8Array): void {
for (let i = 0; i < row.byteLength; i += 1) {
const raw = row[i]!
const left = i >= stride ? row[i - stride]! : 0
const up = previous === null ? 0 : previous[i]!
const value = type === 0 ? raw : type === 1 ? raw - left : raw - up
out[i] = value & 0xff
}
}
/**
* Sum of absolute differences after treating bytes as signed, the standard
* filter-choice heuristic: the filter that leaves the flattest rows compresses
* best.
*
* @param bytes - filtered row.
* @returns the score.
*/
function score(bytes: Uint8Array): number {
let total = 0
for (const byte of bytes) total += byte < 128 ? byte : 256 - byte
return total
}
/**
* Encode an indexed image as a PNG.
*
* Each row picks its own filter (none / sub / up) by the usual minimum-sum-of-
* absolute-differences rule. For tile art — large flat regions with sharp edges
* — that is worth a solid fraction of the file size over "no filter everywhere",
* and it costs one pass over the data.
*
* @param image - the image.
* @returns the PNG bytes.
*/
export function encodeIndexedPng(image: IndexedImage): Uint8Array {
const { width, height, pixels, palette } = image
if (pixels.byteLength !== width * height) {
throw new Error(`pixel buffer is ${String(pixels.byteLength)} bytes for ${String(width)}x${String(height)}`)
}
if (palette.byteLength % 3 !== 0 || palette.byteLength === 0 || palette.byteLength > 768) {
throw new Error(`palette must be 3..768 bytes of RGB triples, got ${String(palette.byteLength)}`)
}
const ihdr = new Uint8Array(13)
const ihdrView = new DataView(ihdr.buffer)
ihdrView.setUint32(0, width)
ihdrView.setUint32(4, height)
ihdr[8] = 8 // bit depth
ihdr[9] = 3 // colour type: indexed
ihdr[10] = 0 // deflate
ihdr[11] = 0 // adaptive filtering
ihdr[12] = 0 // no interlace
const plte = Uint8Array.from(palette)
const trns = new Uint8Array((image.transparentIndex ?? 0) + 1)
trns.fill(255)
if (image.transparentIndex !== undefined) trns[image.transparentIndex] = 0
const stride = 1
const raw = new Uint8Array((width * stride + 1) * height)
const candidate = new Uint8Array(width)
let at = 0
for (let y = 0; y < height; y += 1) {
const row = pixels.subarray(y * width, (y + 1) * width)
const previous = y === 0 ? null : pixels.subarray((y - 1) * width, y * width)
let bestType = 0
let bestScore = Number.POSITIVE_INFINITY
for (const type of [0, 1, 2]) {
filterRow(type, row, previous, stride, candidate)
const value = score(candidate)
if (value < bestScore) { bestScore = value; bestType = type }
}
filterRow(bestType, row, previous, stride, candidate)
raw[at] = bestType
raw.set(candidate, at + 1)
at += width + 1
}
const idat = new Uint8Array(deflateSync(raw, { level: 9 }))
const parts = [SIGNATURE, chunk('IHDR', ihdr), chunk('PLTE', plte)]
if (image.transparentIndex !== undefined) parts.push(chunk('tRNS', trns))
parts.push(chunk('IDAT', idat), chunk('IEND', new Uint8Array(0)))
const size = parts.reduce((sum, part) => sum + part.byteLength, 0)
const out = new Uint8Array(size)
let offset = 0
for (const part of parts) { out.set(part, offset); offset += part.byteLength }
return out
}

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// port-object-lookup.ts — 把 OpenDiablo2 的"DS1 对象 id → Objects.txt"硬编码表转成本项目的紧凑数据模块
//
// 背景(为什么需要它):DS1 里对象的 `id` **不是** `Objects.txt` 的行号,而是"该 act 的对象表
// 索引",这张表硬编码在游戏里。OpenDiablo2 把它整理成了
// `d2core/d2records/object_lookup_record_data.go`(7,891 行,来源是一份社区整理的表格),
// 并在 `d2mapstamp/stamp.go` 里用它做查找:
//
// lookup := records.LookupObject(act, object.Type, object.ID)
// objectRecord := records.Object.Details[lookup.ObjectsTxtId]
//
// 本脚本只做机械转换:读那份 Go 数据表 → 生成 `src/game/object-lookup-data.ts`
// (每个 act 一串 `id:obj:token:mode` 记录),运行时有解析器。
//
// node scripts/port-object-lookup.ts [--source=samples/od2/object_lookup_record_data.go]
//
// 退出码非 0 表示源文件与预期不符(换了版本就必须重新核对,而不是默默接受)。
export {}
import { createHash } from 'node:crypto'
import { readFileSync, writeFileSync } from 'node:fs'
/** OpenDiablo2 的数据表(已保存在 samples/od2 下,见 samples/od2/MANIFEST.md)。 */
const SOURCE = process.argv.find(argument => argument.startsWith('--source='))?.slice('--source='.length)
?? 'samples/od2/object_lookup_record_data.go'
/** 生成物。 */
const TARGET = 'src/game/object-lookup-data.ts'
/** 源文件里应有的记录行数;不符就说明源换了版本。 */
const EXPECTED_ROWS = 7891
/** 只移植 `ObjectTypeItem`(物体);`ObjectTypeCharacter` 是怪物/NPC,本项目无怪物。 */
const WANTED_TYPE = 'Item'
/** 一条解析出来的记录。 */
interface LookupRow {
act: number
id: number
objectsTxtId: number
token: string
mode: string
direction: number
base: string
}
/**
* 从一行 Go 结构体字面量里取一个字符串字段。
*
* @param line - the source line.
* @param name - field name.
* @returns the value without quotes, or null when absent.
*/
function stringField(line: string, name: string): string | null {
const match = new RegExp(`\\b${name}: "([^"]*)"`).exec(line)
return match?.[1] ?? null
}
/**
* 从一行 Go 结构体字面量里取一个数字字段。
*
* @param line - the source line.
* @param name - field name.
* @returns the value, or null when absent.
*/
function numberField(line: string, name: string): number | null {
const match = new RegExp(`\\b${name}: (-?\\d+)`).exec(line)
return match?.[1] === undefined ? null : Number(match[1])
}
/**
* 解析整个 Go 数据表。
*
* @param text - file contents.
* @returns the rows worth porting, in source order.
*/
function parse(text: string): { rows: LookupRow[]; total: number } {
const rows: LookupRow[] = []
let total = 0
for (const line of text.split('\n')) {
if (!line.trim().startsWith('{Act:')) continue
total += 1
const type = /Type: d2enum\.ObjectType(\w+)/.exec(line)?.[1]
if (type !== WANTED_TYPE) continue
const act = numberField(line, 'Act')
const id = numberField(line, 'Id')
const objectsTxtId = numberField(line, 'ObjectsTxtId')
if (act === null || id === null || objectsTxtId === null) continue
rows.push({
act,
id,
objectsTxtId,
token: stringField(line, 'Token') ?? '',
mode: stringField(line, 'Mode') ?? '',
direction: numberField(line, 'Direction') ?? -1,
base: stringField(line, 'Base') ?? '',
})
}
return { rows, total }
}
/**
* 把一条记录压成 `id:obj:token:mode` 串,非默认字段追加在后面。
*
* 编码规则(解析器在 `src/game/object-lookup.ts`):
* `id:obj:token:mode[:d⟨direction⟩][:m]`,其中 `m` 表示 Base 指向 Monsters 而不是 Objects。
*
* @param row - the record.
* @returns the packed record.
*/
function pack(row: LookupRow): string {
const parts = [String(row.id), String(row.objectsTxtId), row.token, row.mode]
if (row.direction !== -1) parts.push(`d${String(row.direction)}`)
if (/monsters/i.test(row.base)) parts.push('m')
return parts.join(':')
}
/**
* 主流程。
*/
function main(): void {
const text = readFileSync(SOURCE, 'utf8')
const sha256 = createHash('sha256').update(text).digest('hex')
const { rows, total } = parse(text)
if (total !== EXPECTED_ROWS) {
throw new Error(`${SOURCE}: parsed ${String(total)} rows, expected ${String(EXPECTED_ROWS)} — the table changed, re-verify before porting`)
}
// 运行时按 (act, ds1Id) 建 Map,所以重复的 id 会互相覆盖;这里就按同样的规则去重,
// 让"生成物里的统计量"与"运行时解析出来的记录数"严格相等(实测有 1 条重复)。
const byAct = new Map<number, Map<number, string>>()
for (const row of rows) {
let bucket = byAct.get(row.act)
if (bucket === undefined) { bucket = new Map<number, string>(); byAct.set(row.act, bucket) }
bucket.set(row.id, pack(row))
}
const deduped = [...byAct.values()].reduce((sum, bucket) => sum + bucket.size, 0)
// 有 token 才有美术:token 空的行是不可见/占位 id,Objects.txt 行号有没有都不影响这一条。
const unique: LookupRow[] = []
for (const bucket of byAct.values()) {
for (const packedRecord of bucket.values()) {
const found = rows.find(row => pack(row) === packedRecord)
if (found !== undefined) unique.push(found)
}
}
const withArt = unique.filter(row => row.token !== '').length
const artless = unique.length - withArt
const withRow = unique.filter(row => row.objectsTxtId >= 0).length
const lines: string[] = []
lines.push('// object-lookup-data.ts — 由 scripts/port-object-lookup.ts 生成,请勿手改。')
lines.push('//')
lines.push('// 数据来源:OpenDiablo2,d2core/d2records/object_lookup_record_data.go')
lines.push(`// sha256 ${sha256}`)
lines.push(`// 共 ${String(total)} 行,其中 ObjectTypeItem ${String(rows.length)} 行、去重后 ${String(deduped)} 条`)
lines.push('// (怪物/NPC 行未移植:本项目没有怪物)')
lines.push('//')
lines.push('// 含义:DS1 里 `(act, type=Object, id)` → `Objects.txt` 行号 + 引擎用的 token/mode。')
lines.push('// DS1 的 id 是"该 act 的对象表索引",不是 Objects.txt 的行号,这张表就是那层映射。')
lines.push('//')
lines.push('// 编码:`<ds1Id>:<objectsTxtId>:<token>:<mode>[:d<direction>][:m]`,多条用 `;` 连接;')
lines.push('// `objectsTxtId` 为 -1 表示该 id 在 Objects.txt 里没有行(不可见/占位对象);')
lines.push('// `m` 表示 Base 指向 /Data/Global/Monsters 而不是 /Data/Global/Objects。')
lines.push('')
lines.push('/** 每个 act 的物体查找表,值是打包后的记录串。 */')
lines.push('export const OBJECT_LOOKUP_ROWS: Readonly<Record<number, string>> = {')
for (const [act, bucket] of [...byAct].sort((left, right) => left[0] - right[0])) {
lines.push(` ${String(act)}: '${[...bucket.values()].join(';')}',`)
}
lines.push('}')
lines.push('')
lines.push('/** 表里带 token(= 有美术可查)的记录数。 */')
lines.push(`export const OBJECT_LOOKUP_WITH_ART = ${String(withArt)}`)
lines.push('')
lines.push('/** 表里 token 为空的记录数:这些是不可见/占位对象,画不出来是对的。 */')
lines.push(`export const OBJECT_LOOKUP_WITHOUT_ART = ${String(artless)}`)
lines.push('')
lines.push('/** 表里能对到 `Objects.txt` 行的记录数(其余只有 token/mode,没有名称与尺寸等元数据)。 */')
lines.push(`export const OBJECT_LOOKUP_WITH_ROW = ${String(withRow)}`)
lines.push('')
writeFileSync(TARGET, lines.join('\n'))
console.log(`${TARGET}: ${String(rows.length)} 行原始记录 → 去重后 ${String(deduped)} 条(有 token ${String(withArt)},无 token ${String(artless)},有 Objects.txt 行 ${String(withRow)})`)
console.log(`acts: ${[...byAct.keys()].sort((a, b) => a - b).join(', ')}`)
}
main()

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/**
* Resolve and build all five act towns from the real archives.
*
* This runs the exact data chain the browser page uses — mount, tables, DS1,
* DT1, palette, isometric scene — and reports numbers instead of impressions:
* which DS1 quadrants each town has, whether every tile reference resolved,
* how much of the map is walkable, and whether a spawn point exists. It is the
* check that says the geometry is self-consistent before anything is drawn.
*
* Usage:
* node scripts/verify-acts.ts [directory]
*/
import { MountedArchives } from '../src/mpq/mount.ts'
import { MpqArchive } from '../src/mpq/archive.ts'
import { fileSource } from '../src/mpq/file-source.ts'
import { loadActTables, loadActTown } from '../src/game/acts.ts'
import { levelSeed, buildIsoMapScene, findIsoSpawn, isBlockedAt } from '../src/game/d2map.ts'
import { SUB_TILES_PER_TILE } from '../src/game/map.ts'
const dir = process.argv[2] ?? 'samples/d2'
/** Mount order: later archives override earlier ones, exactly as the game loads them. */
const MOUNTS = ['d2data.mpq', 'd2exp.mpq', 'Patch_D2.mpq']
const CHARACTER_ARCHIVE = 'd2char.mpq'
let checks = 0
let failures = 0
/**
* Assert one expectation.
*
* @param ok - whether it held.
* @param message - what was checked.
*/
function check(ok: boolean, message: string): void {
checks += 1
if (!ok) failures += 1
console.log(` ${ok ? 'ok ' : 'FAIL'} ${message}`)
}
const archives = new MountedArchives()
for (const name of [...MOUNTS, CHARACTER_ARCHIVE]) {
try {
archives.add(name, await MpqArchive.open(await fileSource(`${dir}/${name}`)))
} catch (err) {
console.log(`skip ${name}: ${String(err)}`)
}
}
if (archives.size === 0) {
console.log(`no archives found in ${dir}`)
process.exit(2)
}
console.log(`== mounted ${String(archives.size)} archives ==`)
for (const line of archives.describe()) console.log(` ${line}`)
const tables = await loadActTables(archives)
console.log(`\n== tables ==`)
console.log(` levels.txt ${String(tables.levels.rows.length)} rows, ${String(tables.levels.header.length)} columns`)
console.log(` lvltypes.txt ${String(tables.lvltypes.rows.length)} rows`)
console.log(` lvlprest.txt ${String(tables.lvlprest.rows.length)} rows`)
for (let act = 1; act <= 5; act += 1) {
console.log(`\n-- Act ${String(act)}`)
const loaded = await loadActTown(archives, tables, act)
const { town } = loaded
console.log(` level ${town.levelName} (Id ${String(town.levelId)}, ${String(town.sizeX)}x${String(town.sizeY)} cells, level type "${town.levelTypeName}")`)
console.log(` palette ${town.paletteName} (${String(loaded.palette.rgb.length / 3)} colours, ${String(loaded.palette.lightLevels.length)} light tables)`)
console.log(` ds1 ${town.ds1Names.map(name => name.split('\\').pop()).join(', ')}`)
console.log(` dt1 ${String(town.dt1Names.length)} libraries, mask 0x${town.dt1Mask.toString(16)}`)
check(town.ds1Names.length > 0, `Act ${String(act)}: has at least one DS1`)
check(town.dt1Names.length > 0, `Act ${String(act)}: has at least one DT1 library`)
check(loaded.levels.every(level => level.version >= 8), `Act ${String(act)}: DS1 versions carry the act field`)
let scene = null as ReturnType<typeof buildIsoMapScene> | null
let quadrant = ''
for (const level of loaded.levels) {
// The largest quadrant is the one the page opens; smaller ones are corridors.
const built = buildIsoMapScene(level, loaded.libraries)
if (scene === null || built.frames.length > scene.frames.length) {
scene = built
quadrant = `${String(level.width)}x${String(level.height)}`
}
}
if (scene === null) { check(false, `Act ${String(act)}: built a scene`); continue }
let blocked = 0
for (const value of scene.blocked) if (value === 1) blocked += 1
const walkable = 1 - blocked / scene.blocked.length
const spawn = findIsoSpawn(scene)
console.log(` scene ${String(scene.widthPx)}x${String(scene.heightPx)} px, ${String(scene.floors.length)} floors, ${String(scene.walls.length)} walls, ${String(scene.frames.length)} distinct frames`)
console.log(` collision ${String(scene.gridWidth)}x${String(scene.gridHeight)} sub-tiles, walkable ${(walkable * 100).toFixed(1)}%`)
console.log(` warnings missing=${String(scene.missingTiles)} clipped=${String(scene.clippedTiles)} duplicate-refs=${String(scene.duplicateRefs)}`)
// A handful of unresolved references is a quirk of the shipped DS1 data (the
// game draws nothing there); a broken chain produces hundreds, so the bound is
// tight in relative terms and the offenders are always printed.
const references = scene.floors.length + scene.walls.length + scene.missingTiles
const missingShare = scene.missingTiles / Math.max(1, references)
check(
missingShare <= 0.002,
`Act ${String(act)}: ${String(scene.missingTiles)}/${String(references)} references unresolved (${(missingShare * 100).toFixed(2)}%)`,
)
for (const ref of scene.missingRefs.slice(0, 3)) console.log(` note unresolved: ${ref}`)
// A town is mostly open ground; Act 4's fortress courtyard is 92% walkable, so
// the bound only rejects maps that are entirely one or the other.
check(walkable > 0.1 && walkable < 0.99, `Act ${String(act)}: walkable share ${(walkable * 100).toFixed(1)}% is a map, not a wall`)
check(spawn !== null, `Act ${String(act)}: a walkable spawn exists`)
if (spawn !== null) {
check(!isBlockedAt(scene, spawn.x, spawn.y), `Act ${String(act)}: spawn is on a walkable sub-tile`)
// Walk a short straight line and confirm the collision grid answers.
let reached = 0
for (let step = 0; step < 40; step += 1) {
if (!isBlockedAt(scene, spawn.x + step * 4, spawn.y)) reached += 1
}
console.log(` probe ${String(reached)}/40 four-pixel steps east of spawn are walkable`)
}
check(scene.frames.length > 0, `Act ${String(act)}: scene references at least one frame`)
console.log(` note ${String(scene.clippedTiles)} tiles needed a bitmap taller than their declared height`)
void SUB_TILES_PER_TILE
}
console.log(`\n${String(checks - failures)}/${String(checks)} checks passed`)
if (failures > 0) process.exit(1)

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/**
* Full-archive verification: decode every named member and check the magic
* bytes of the formats whose signature is known.
*
* A decode that merely returns without throwing proves little, so the checks
* below assert real structure (RIFF headers, PCX manufacturer bytes, CEL frame
* counts, palette sizes). Run:
* node scripts/verify-archive.ts <archive> [--write <dir>]
*/
import { mkdir, writeFile } from 'node:fs/promises'
import { join } from 'node:path'
import { MpqArchive } from '../src/mpq/archive.ts'
import { fileSource } from '../src/mpq/file-source.ts'
const [path, ...flags] = process.argv.slice(2)
if (path === undefined) {
console.error('usage: node scripts/verify-archive.ts <archive> [--write <dir>]')
process.exit(2)
}
const writeIndex = flags.indexOf('--write')
const outDir = writeIndex === -1 ? undefined : flags[writeIndex + 1]
const archive = await MpqArchive.open(await fileSource(path))
const names = await archive.listFiles()
const byExt = new Map<string, number>()
let decoded = 0
let sizeMismatch = 0
const failures: string[] = []
const magicFails: string[] = []
const ext = (name: string): string => {
const cut = name.lastIndexOf('.')
return cut === -1 ? '(none)' : name.slice(cut).toLowerCase()
}
/** Check a decoded member against its format's signature. */
function checkMagic(name: string, data: Uint8Array): void {
const ascii = (at: number, length: number): string =>
String.fromCharCode(...data.subarray(at, at + length))
switch (ext(name)) {
case '.wav':
if (data.byteLength < 12 || ascii(0, 4) !== 'RIFF' || ascii(8, 4) !== 'WAVE') {
magicFails.push(`${name}: not RIFF/WAVE`)
}
break
case '.pcx':
if (data.byteLength < 4 || data[0] !== 0x0a || data[2] !== 1) {
magicFails.push(`${name}: not a PCX (enc=${String(data[2])})`)
}
break
case '.cel': {
const view = new DataView(data.buffer, data.byteOffset, Math.min(4, data.byteLength))
const frames = view.getUint32(0, true)
if (data.byteLength < 8 || frames === 0 || frames > 512) {
magicFails.push(`${name}: implausible CEL frame count ${String(frames)}`)
}
break
}
case '.trn':
if (data.byteLength !== 256) magicFails.push(`${name}: .trn is ${String(data.byteLength)} bytes, expected 256`)
break
default:
break
}
}
for (const name of names) {
byExt.set(ext(name), (byExt.get(ext(name)) ?? 0) + 1)
const file = archive.find(name)
if (file === undefined) { failures.push(`${name}: hash lookup failed`); continue }
try {
const data = await archive.read(file)
if (data.byteLength !== file.fileSize) {
sizeMismatch += 1
failures.push(`${name}: ${String(data.byteLength)} != ${String(file.fileSize)}`)
continue
}
checkMagic(name, data)
decoded += 1
if (outDir !== undefined) {
const target = join(outDir, name.replace(/\\/g, '/'))
await mkdir(join(target, '..'), { recursive: true })
await writeFile(target, data)
}
} catch (error) {
failures.push(`${name}: ${(error as Error).message}`)
}
}
console.log(`archive ${path}`)
console.log(`named ${String(names.length)}`)
console.log(`decoded ${String(decoded)}`)
console.log(`mismatch ${String(sizeMismatch)}`)
console.log(`failures ${String(failures.length)}`)
console.log(`magic ${magicFails.length === 0 ? 'all known signatures OK' : `${String(magicFails.length)} bad`}`)
for (const line of magicFails.slice(0, 10)) console.log(` ! ${line}`)
for (const line of failures.slice(0, 10)) console.log(` - ${line}`)
const exts = [...byExt].sort((a, b) => b[1] - a[1]).slice(0, 12)
console.log(`by ext ${exts.map(([e, n]) => `${e}:${String(n)}`).join(' ')}`)

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/**
* M2 combat checks: the simulation, headless.
*
* The combat model is written to be driven one tick at a time from a small input
* record precisely so it can be tested like this — without a canvas, without
* input events, and without a map. Each check below states a behaviour the
* sandbox must have (aggro, reach, cooldowns, resource costs, experience,
* death and respawn) and asserts it against a simulated run, so a regression
* shows up as a failing number rather than as something subtly wrong on screen.
*
* Usage: node scripts/verify-combat.ts
*/
import {
createWorld, experienceTable, monsterStatsFromRow, monsterStatsFromTable,
spawnMonsters, tickCombat,
} from '../src/game/combat.ts'
import type { CombatOptions, CombatWorld, MonsterStats } from '../src/game/combat.ts'
import { parseTable, numberCell, findRow } from '../src/game/tables.ts'
const problems: string[] = []
let checks = 0
/**
* Assert one condition.
*
* @param condition - the condition to hold.
* @param description - what it means.
*/
function expect(condition: boolean, description: string): void {
checks += 1
if (!condition) problems.push(description)
}
/** A table shaped like the real `MonStats.txt`, including its rough edges. */
const MONSTATS_TEXT = [
'Id\tName\tHP\tDamage\tCooldownTicks\tReach\tAggroRadius\tSpeed\tXP',
'fallen\tFallen\t12\t3\t24\t36\t200\t80\t8',
'zombie\tZombie\t30\t6\t32\t40\t160\t50\t15\t\t',
'skeleton\tSkeleton\t18\t4\t28\t38\t240\t70\t12',
'empty\tSmall Rat\t\t2\t\t\t\t\t4', // missing cells: defaults must apply
'nulled\tNull Beast\t(null)\t5\t30\t40\t180\t60\t9',
].join('\r\n')
const options: CombatOptions = {
playerSpeed: 200,
playerReach: 48,
playerCooldownTicks: 25,
playerDamage: 6,
playerManaPerAttack: 2,
respawnTicks: 50,
}
/** Flat ground: nothing is ever overlapped. */
const openTerrain = { overlap: () => 0 }
// --- tables -----------------------------------------------------------------
const monstats = parseTable(MONSTATS_TEXT)
expect(monstats.columns[0] === 'Id', 'header columns are read in order')
expect(monstats.rows.length === 5, 'every non-empty line becomes a record')
expect(monstats.rows[2]?.Id === 'skeleton', 'records are keyed by column name')
expect(monstats.rows[3]?.HP === undefined, 'an empty cell is absent, not empty-string')
expect(monstats.rows[4]?.HP === undefined, 'the (null) marker means absent')
expect(numberCell(monstats.rows[3] ?? {}, 'HP', 20) === 20, 'a missing numeric cell falls back to the default')
expect(findRow(monstats, 'Id', 'ZOMBIE')?.Name === 'Zombie', 'row lookup is case-insensitive')
const stats = monsterStatsFromTable(monstats)
expect(stats.length === 5, 'every record becomes a definition')
expect(stats[3]?.hp === 20, 'a definition with no HP column uses the default')
expect(stats[4]?.hp === 20, 'a definition with a null HP uses the default')
expect(stats[0]?.name === 'Fallen' && stats[0]?.xp === 8, 'names and experience come from the table')
const xpTable = experienceTable(parseTable([
'Level\tXP',
'1\t0',
'2\t500',
'3\t1500',
'4\t400',
].join('\n')))
expect(xpTable[2] === 500 && xpTable[3] === 1500, 'experience thresholds are read per level')
expect(xpTable[4] === 1500, 'a non-monotonic table is clamped upward')
// --- spawning ---------------------------------------------------------------
const world: CombatWorld = createWorld(0, 0)
const blockedHalf = { overlap: (x: number) => (x < 0 ? 1 : 0) }
const placed = spawnMonsters(world, stats, 6, { x: 0, y: 0 }, 200, blockedHalf)
expect(placed === 6 && world.monsters.length === 6, 'spawns fill up to the requested count')
expect(world.monsters.every(monster => monster.x >= 0), 'no monster is dropped into blocked ground')
const deterministic: CombatWorld = createWorld(0, 0)
spawnMonsters(deterministic, stats, 6, { x: 0, y: 0 }, 200, blockedHalf)
expect(
JSON.stringify(world.monsters.map(monster => [Math.round(monster.x), Math.round(monster.y)]))
=== JSON.stringify(deterministic.monsters.map(monster => [Math.round(monster.x), Math.round(monster.y)])),
'spawn positions are reproducible',
)
// --- aggro, chase, reach ----------------------------------------------------
const idleWorld = createWorld(1000, 1000)
const idleStats: MonsterStats = { ...stats[0]!, aggroRadius: 100, speed: 100, reach: 30 }
idleWorld.monsters.push({
index: 0, stats: idleStats, x: 0, y: 0, hp: idleStats.hp, cooldown: 0,
state: 'idle', facing: 0, hitFlash: 0, corpseTicks: 0,
})
tickCombat(idleWorld, { movement: { x: 0, y: 0 }, attack: false }, options, openTerrain, xpTable)
expect(idleWorld.monsters[0]?.state === 'idle', 'a monster outside its aggro radius stays idle')
// Inside the monster's aggro radius: a monster that never notices the player is
// tested by the idle case above, so this one must be within range to chase.
const chaseWorld = createWorld(80, 0)
chaseWorld.monsters.push({
index: 0, stats: idleStats, x: 0, y: 0, hp: idleStats.hp, cooldown: 0,
state: 'idle', facing: 0, hitFlash: 0, corpseTicks: 0,
})
const startDistance = Math.hypot(80, 0)
for (let i = 0; i < 10; i += 1) tickCombat(chaseWorld, { movement: { x: 0, y: 0 }, attack: false }, options, openTerrain, xpTable)
const chaseDistance = Math.hypot(chaseWorld.monsters[0]!.x - 80, chaseWorld.monsters[0]!.y)
expect(chaseWorld.monsters[0]?.state === 'chase' || chaseWorld.monsters[0]?.state === 'attack', 'a monster inside aggro closes in')
expect(chaseDistance < startDistance, 'closing in actually reduces the distance')
const reachWorld = createWorld(20, 0)
reachWorld.monsters.push({
index: 0, stats: idleStats, x: 0, y: 0, hp: 1000, cooldown: 0,
state: 'idle', facing: 0, hitFlash: 0, corpseTicks: 0,
})
const hpBefore = reachWorld.player.hp
for (let i = 0; i < 100; i += 1) tickCombat(reachWorld, { movement: { x: 0, y: 0 }, attack: false }, options, openTerrain, xpTable)
const taken = hpBefore - reachWorld.player.hp
// Attacks land on ticks 1, 25, 49, 73 and 97 for a 24-tick cooldown: five hits
// in a hundred ticks, which is what "respects the cooldown" has to mean.
expect(taken === 5 * idleStats.damage, `monster damage respects its cooldown (took ${String(taken)}, expected ${String(5 * idleStats.damage)})`)
expect(reachWorld.monsters[0]?.state === 'attack', 'a monster in reach switches to attacking')
// --- player attack, mana, cooldowns -----------------------------------------
const attackWorld = createWorld(20, 0)
attackWorld.monsters.push({
index: 0, stats: { ...idleStats, hp: 100, xp: 40 }, x: 0, y: 0, hp: 100, cooldown: 999,
state: 'idle', facing: 0, hitFlash: 0, corpseTicks: 0,
})
const manaBefore = attackWorld.player.mana
for (let i = 0; i < 100; i += 1) tickCombat(attackWorld, { movement: { x: 0, y: 0 }, attack: true }, options, openTerrain, xpTable)
const monsterDamage = 100 - (attackWorld.monsters[0]?.hp ?? 0)
expect(monsterDamage === 4 * options.playerDamage, `player attacks respect the cooldown (dealt ${String(monsterDamage)})`)
expect(manaBefore - attackWorld.player.mana === 4 * options.playerManaPerAttack, 'each attack spends its mana')
const noManaWorld = createWorld(20, 0)
noManaWorld.player.mana = 1
noManaWorld.monsters.push({
index: 0, stats: idleStats, x: 0, y: 0, hp: 100, cooldown: 999,
state: 'idle', facing: 0, hitFlash: 0, corpseTicks: 0,
})
tickCombat(noManaWorld, { movement: { x: 0, y: 0 }, attack: true }, options, openTerrain, xpTable)
expect(noManaWorld.events.some(event => event.kind === 'noMana'), 'an unaffordable attack reports no-mana instead of landing')
expect(noManaWorld.monsters[0]?.hp === 100, 'an unaffordable attack deals no damage')
const whiffWorld = createWorld(0, 0)
for (let i = 0; i < 3; i += 1) tickCombat(whiffWorld, { movement: { x: 0, y: 0 }, attack: true }, options, openTerrain, xpTable)
expect(whiffWorld.player.cooldown >= 0, 'attacking with nothing in reach is legal and still costs the cooldown')
// --- kill, experience, level up ---------------------------------------------
const killWorld = createWorld(20, 0)
const killStats: MonsterStats = { ...idleStats, hp: 12, xp: 600, cooldownTicks: 999 }
killWorld.monsters.push({
index: 0, stats: killStats, x: 0, y: 0, hp: 12, cooldown: 999,
state: 'idle', facing: 0, hitFlash: 0, corpseTicks: 0,
})
let sawKill = false
let sawLevelUp = false
for (let i = 0; i < 60; i += 1) {
tickCombat(killWorld, { movement: { x: 0, y: 0 }, attack: true }, options, openTerrain, xpTable)
if (killWorld.events.some(event => event.kind === 'kill')) sawKill = true
if (killWorld.events.some(event => event.kind === 'levelUp')) sawLevelUp = true
}
expect(sawKill, 'killing a monster emits a kill event')
expect(killWorld.kills === 1, 'the kill is counted')
expect(killWorld.monsters[0]?.state === 'dead', 'the monster is left dead, not removed mid-frame')
expect(killWorld.player.xp === 600, 'experience is awarded from the monster table')
expect(sawLevelUp && killWorld.player.level === 2, 'crossing the table threshold levels the player up')
expect(killWorld.player.maxHp > 60 && killWorld.player.hp === killWorld.player.maxHp, 'a level up raises and refills resources')
// --- death and respawn ------------------------------------------------------
const deathWorld = createWorld(20, 0)
deathWorld.player.hp = 5
deathWorld.monsters.push({
index: 0, stats: { ...idleStats, damage: 50, reach: 60 }, x: 0, y: 0, hp: 100, cooldown: 0,
state: 'idle', facing: 0, hitFlash: 0, corpseTicks: 0,
})
tickCombat(deathWorld, { movement: { x: 0, y: 0 }, attack: false }, options, openTerrain, xpTable)
expect(!deathWorld.player.alive, 'lethal damage kills the player')
expect(deathWorld.player.respawnIn === options.respawnTicks, 'death starts the respawn timer')
for (let i = 0; i < options.respawnTicks + 2; i += 1) {
tickCombat(deathWorld, { movement: { x: 0, y: 0 }, attack: false }, options, openTerrain, xpTable)
}
expect(deathWorld.player.alive, 'the player comes back after the respawn delay')
expect(deathWorld.player.hp === deathWorld.player.maxHp, 'respawn restores health')
expect(deathWorld.player.mana === deathWorld.player.maxMana, 'respawn restores mana')
// --- determinism ------------------------------------------------------------
/**
* Digest a world's observable state.
*
* @param target - the world.
* @returns a string digest.
*/
function digest(target: CombatWorld): string {
return JSON.stringify([
target.tick, target.kills, target.player.hp, target.player.xp,
target.monsters.map(monster => [Math.round(monster.x * 100), Math.round(monster.y * 100), monster.hp, monster.state]),
])
}
/**
* Run a fixed scenario for a number of ticks.
*
* @param ticks - how many ticks to run.
* @returns the world digest.
*/
function runScenario(ticks: number): string {
const scenario = createWorld(0, 0)
spawnMonsters(scenario, stats, 4, { x: 120, y: 0 }, 120, openTerrain)
for (let i = 0; i < ticks; i += 1) {
const movement = i % 40 < 20 ? { x: 1, y: 0 } : { x: 0, y: 1 }
const attack = i % 7 === 0
tickCombat(scenario, { movement, attack }, options, openTerrain, xpTable)
}
return digest(scenario)
}
expect(runScenario(300) === runScenario(300), 'the same inputs and seed produce the same simulation')
console.log(`checks ${String(checks)}`)
console.log(`problems ${String(problems.length)}`)
for (const problem of problems.slice(0, 12)) console.log(` - ${problem}`)
console.log(problems.length === 0 ? 'RESULT combat behaviours hold' : 'RESULT FAILED')
process.exit(problems.length === 0 ? 0 : 1)

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/**
* Validate the real Diablo II archives dropped into `samples/d2/`.
*
* User-supplied game data lives outside version control (`samples/` is
* ignored), so this script is the only durable record of what is actually on
* disk. It opens every archive with the project's own reader — the point is to
* prove this decoder copes with real Blizzard containers, not to trust a
* third-party tool's opinion.
*
* Usage:
* node scripts/verify-d2-data.ts [directory]
*
* Exits non-zero when a hard expectation fails. A readable `(listfile)` is NOT
* one of them: Diablo II 1.13 archives compress it with PKWARE implode
* (`mask 0x8`), which `src/mpq/decompress.ts` does not implement yet, so the
* failure is reported as a known gap with the exact mask.
*/
import { createHash } from 'node:crypto'
import { createReadStream } from 'node:fs'
import { readdir, stat } from 'node:fs/promises'
import { join, relative } from 'node:path'
import { MpqArchive } from '../src/mpq/archive.ts'
import { fileSource } from '../src/mpq/file-source.ts'
import { compressionMaskName } from '../src/mpq/decompress.ts'
/** Archives the rest of the project expects to find, with why they matter. */
const REQUIRED = new Map([
['d2data.mpq', 'classic base data: tiles, sprites, palettes'],
['d2exp.mpq', 'expansion data: Act 5, new monsters, expansion tables'],
['d2char.mpq', 'character animations (DCC/COF sources)'],
['patch_d2.mpq', 'the 1.13 data delta the engine actually mounts'],
])
const root = process.argv[2] ?? 'samples/d2'
/** Every `.mpq` under `root`, recursively, case-insensitively. */
async function findArchives(dir: string): Promise<string[]> {
const out: string[] = []
for (const entry of await readdir(dir, { withFileTypes: true })) {
const path = join(dir, entry.name)
if (entry.isDirectory()) out.push(...(await findArchives(path)))
else if (entry.name.toLowerCase().endsWith('.mpq')) out.push(path)
}
return out.sort()
}
async function sha256(path: string): Promise<string> {
const hash = createHash('sha256')
for await (const chunk of createReadStream(path)) hash.update(chunk)
return hash.digest('hex')
}
let failures = 0
let checks = 0
const note = (ok: boolean, message: string): void => {
checks += 1
if (!ok) failures += 1
console.log(` ${ok ? 'ok ' : 'FAIL'} ${message}`)
}
let archives: string[]
try {
archives = await findArchives(root)
} catch (err) {
console.error(`cannot read ${root}: ${String(err)}`)
process.exit(2)
}
console.log(`== samples/d2 archives (${String(archives.length)} found) ==`)
if (archives.length === 0) {
console.log(' nothing to check — put the user-supplied MPQs in samples/d2/ first')
process.exit(0)
}
const seen = new Set<string>()
for (const path of archives) {
const name = relative(root, path).replaceAll('\\', '/')
const nameLower = name.toLowerCase()
const info = await stat(path)
const digest = await sha256(path)
console.log(`\n-- ${name}`)
console.log(` bytes ${String(info.size)}`)
console.log(` sha256 ${digest}`)
note(/\.mpq$/i.test(name), 'has the .mpq extension')
let archive: MpqArchive
try {
archive = await MpqArchive.open(await fileSource(path))
} catch (err) {
note(false, `opens as an MPQ archive (${String(err)})`)
continue
}
const h = archive.header
console.log(` header v${String(h.formatVersion + 1)} headerSize=${String(h.headerSize)} sectorSize=${String(h.sectorSize)}`)
console.log(` tables hash @${String(h.hashTableOffset)} (${String(h.hashTableEntries)}), block @${String(h.blockTableOffset)} (${String(h.blockTableEntries)})`)
console.log(` blocks ${String(archive.files().length)} occupied slots`)
console.log(` flags ${[...archive.flagHistogram()].map(([k, v]) => `${k}=${String(v)}`).join(', ')}`)
note(h.formatVersion === 0, 'is an MPQ v1 header (the only format this reader supports)')
note((h.hashTableEntries & (h.hashTableEntries - 1)) === 0 && h.hashTableEntries > 0, 'hash table size is a non-zero power of two')
note(h.sectorSize === 4096 || h.sectorSize === 512, `sector size ${String(h.sectorSize)} is plausible`)
note(
h.archiveSize === info.size,
h.archiveSize === info.size
? 'header archiveSize matches the file length'
: `header archiveSize ${String(h.archiveSize)} != file length ${String(info.size)} (trailing data or a truncated copy)`,
)
note(archive.files().length > 0, 'at least one occupied block slot')
if (REQUIRED.has(nameLower)) seen.add(nameLower)
// Names are the interesting part: does the archive still carry a listfile?
try {
const names = await archive.listFiles()
console.log(` names ${String(names.length)} from (listfile)`)
const sample = names.filter((n) => /\.(dt1|dcc|dc6|tbl|bin|txt|pal|cel)$/i.test(n)).slice(0, 6)
if (sample.length > 0) console.log(` sample ${sample.join(', ')}`)
} catch (err) {
const mask = typeof (err as { mask?: unknown }).mask === 'number' ? (err as { mask: number }).mask : undefined
const label = mask === undefined ? 'unknown' : `mask 0x${mask.toString(16)} ${compressionMaskName(mask)}`
console.log(` names unreadable: ${String(err)}`)
console.log(` known gap: (listfile) needs ${label} — not implemented in src/mpq/decompress.ts`)
}
}
console.log('\n== required data files ==')
for (const [name, why] of REQUIRED) {
const present = seen.has(name)
note(present, `${name} present${present ? '' : ` (${why})`}`)
}
console.log(`\n${String(checks - failures)}/${String(checks)} checks passed`)
if (failures > 0) {
console.log('NOTE: real Diablo II archives are only fully readable once PKWARE implode (mask 0x8) lands;')
console.log(' listfile gaps above are informational, not counted as failures.')
process.exit(1)
}

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/**
* Self-check for the DC6 decoder against the generated fixture.
*
* This proves the decoder and the encoder agree; it does *not* prove the
* format understanding is right. That second claim is what
* `scripts/verify-dc6.sh` establishes, by having the independent `dc6png`
* decoder read the same fixture and produce the same image.
*
* Usage: node scripts/verify-dc6.ts <fixture-directory>
*/
import { readFile } from 'node:fs/promises'
import { join } from 'node:path'
import { decodeDc6 } from '../src/formats/dc6.ts'
interface ExpectedFrame {
readonly width: number
readonly height: number
readonly rows: readonly (readonly number[])[]
}
interface Expected {
readonly directions: number
readonly framesPerDirection: number
readonly frames: readonly (readonly ExpectedFrame[])[]
}
const dir = process.argv[2]
if (dir === undefined) {
console.error('usage: node scripts/verify-dc6.ts <fixture-directory>')
process.exit(2)
}
const expected = JSON.parse(await readFile(join(dir, 'expected.json'), 'utf8')) as Expected
const sheet = decodeDc6(new Uint8Array(await readFile(join(dir, 'fixture.dc6'))))
const problems: string[] = []
if (sheet.header.directions !== expected.directions) {
problems.push(`directions: ${String(sheet.header.directions)} != ${String(expected.directions)}`)
}
if (sheet.header.framesPerDirection !== expected.framesPerDirection) {
problems.push(`frames per direction: ${String(sheet.header.framesPerDirection)} != ${String(expected.framesPerDirection)}`)
}
if (sheet.header.version !== 6) problems.push(`version: ${String(sheet.header.version)} != 6`)
let frames = 0
for (let direction = 0; direction < expected.directions; direction += 1) {
const group = sheet.groups[direction]
if (group === undefined) { problems.push(`direction ${String(direction)} missing`); continue }
for (let frameIndex = 0; frameIndex < expected.framesPerDirection; frameIndex += 1) {
const want = expected.frames[direction]?.[frameIndex]
const got = group.frames[frameIndex]
if (want === undefined || got === undefined) { problems.push(`frame ${String(direction)}/${String(frameIndex)} missing`); continue }
frames += 1
if (got.width !== want.width || got.height !== want.height) {
problems.push(`frame ${String(direction)}/${String(frameIndex)} size ${String(got.width)}x${String(got.height)} != ${String(want.width)}x${String(want.height)}`)
continue
}
for (let y = 0; y < want.height; y += 1) {
for (let x = 0; x < want.width; x += 1) {
const at = y * want.width + x
const wantIndex = want.rows[y]?.[x] ?? 0
const gotIndex = got.indices[at] ?? 0
const wantOpaque = wantIndex === 0 ? 0 : 1
if (gotIndex !== wantIndex || (got.mask[at] ?? 0) !== wantOpaque) {
problems.push(`frame ${String(direction)}/${String(frameIndex)} px ${String(x)},${String(y)}: index ${String(gotIndex)}/mask ${String(got.mask[at] ?? 0)} != ${String(wantIndex)}/${String(wantOpaque)}`)
}
}
}
// Placement fields travel through untouched.
if (got.offsetX !== direction * 4 + frameIndex * 22 + 1 || got.offsetY !== -(direction * 4 + frameIndex * 22 + 1)) {
problems.push(`frame ${String(direction)}/${String(frameIndex)} anchors ${String(got.offsetX)},${String(got.offsetY)} are wrong`)
}
}
}
console.log(`fixture ${join(dir, 'fixture.dc6')}`)
console.log(`decoded ${String(frames)} frames, ${String(sheet.header.directions)} directions x ${String(sheet.header.framesPerDirection)}`)
console.log(`mismatches ${String(problems.length)}`)
for (const problem of problems.slice(0, 12)) console.log(` - ${problem}`)
console.log(problems.length === 0 ? 'RESULT decoder matches the encoded grid exactly' : 'RESULT FAILED')
process.exit(problems.length === 0 ? 0 : 1)

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/**
* Verify the `.cof` and `.dcc` decoders against the real Diablo II archives.
*
* The Sorceress is the interesting case because her art is COF+DCC only: a COF
* names no sprite files, so the run has to reconstruct the DCC path from the
* COF's own name plus each layer record's composite type, then decode every
* layer of every direction and frame and confirm it produced opaque pixels. A
* decoder that silently returned zeroed frames would pass a "does it throw?"
* test and fail this one.
*
* Object art (barrels, chests, urns, doors) goes through the same path from the
* data archive, so a regression that only affects non-character art or
* single-direction animations is caught too.
*
* After the gated checks the script sweeps the whole Sorceress DCC set. That
* sweep is what puts a real number on the `bottom-up` frame flag: the decoder
* flips those frames vertically, the reference implementation panics on them
* instead, and nothing else in this project can tell how often that judgement
* call is exercised. Sweep failures are reported with their exact reason but do
* not fail the run, because the run's exit code is defined by the walk/stand
* members the renderer depends on.
*
* Nothing here grades its own homework: every assertion is about bytes read out
* of a Blizzard archive the user supplied.
*
* Usage:
* node scripts/verify-dcc.ts [directory] [--quick]
*
* Exits non-zero when a Sorceress walk/stand member — or an object member —
* fails to decode.
*/
import { MpqArchive } from '../src/mpq/archive.ts'
import { fileSource } from '../src/mpq/file-source.ts'
import { cofLayerOrder, decodeCof } from '../src/formats/cof.ts'
import type { CofFile } from '../src/formats/cof.ts'
import { decodeDcc } from '../src/formats/dcc.ts'
import type { DccFile } from '../src/formats/dcc.ts'
import { decodePal } from '../src/formats/pal.ts'
import type { Palette } from '../src/formats/pal.ts'
import type { SpriteFrame } from '../src/formats/sprite.ts'
/**
* Composite type → the archive directory holding that component's art.
*
* A COF layer record stores only the composite type and a weapon class, so this
* is the mapping that turns "layer 6 is a head" into `.../hd/...`. Objects use
* the same table: the shipped object COFs declare type 1, whose art lives in the
* `tr` directory, exactly as a character torso does.
*/
const LAYER_COMPONENT = [
'hd',
'tr',
'lg',
'ra',
'la',
'rh',
'lh',
'sh',
's1',
's2',
's3',
's4',
's5',
's6',
's7',
's8',
]
/** Archive holding the character art, opened first because it gates the run. */
const CHARACTER_ARCHIVE = 'd2char.mpq'
/** Archive holding object art, palettes and object COFs. */
const DATA_ARCHIVE = 'd2data.mpq'
/** The class COFs this project needs before the Sorceress can be drawn. */
const CLASS_ANIMATIONS: readonly { readonly label: string; readonly member: string }[] = [
{ label: 'walk', member: 'data\\global\\chars\\so\\cof\\sowlhth.cof' },
{ label: 'stand', member: 'data\\global\\chars\\so\\cof\\sonuhth.cof' },
]
/** Object members decoded directly, with no COF involved. */
const OBJECT_DCCS: readonly string[] = [
'data\\global\\objects\\c5\\tr\\c5trlitnuhth.dcc',
'data\\global\\objects\\l2\\tr\\l2trlitnuhth.dcc',
]
/** Object COF decoded to exercise the COF→DCC path outside the character tree. */
const OBJECT_COFS: readonly { readonly label: string; readonly member: string }[] = [
{ label: 'object l2 neutral', member: 'data\\global\\objects\\l2\\cof\\l2nuhth.cof' },
]
/** Directory whose DCCs the bottom-up sweep covers. */
const SWEEP_PREFIX = 'data/global/chars/so/'
/** Sweep cap in `--quick` mode, so the script stays usable in a loop. */
const QUICK_LIMIT = 150
/** Cap on individually printed sweep failures. */
const MAX_REPORTED_SWEEP_FAILURES = 20
/** Brightness ramp for the text rendering; index 0 is reserved for empty space. */
const ASCII_RAMP = ' .:-=+*#%@'
/** Cap on the ASCII rendering's width and height, in characters. */
const ASCII_COLUMNS = 50
const ASCII_ROWS = 30
/** What one decoded DCC member contributed, for the running totals. */
interface MemberStats {
readonly member: string
readonly directions: number
readonly frames: number
readonly bottomUp: number
readonly minArtWidth: number
readonly maxArtWidth: number
readonly minArtHeight: number
readonly maxArtHeight: number
readonly minCanvasWidth: number
readonly maxCanvasWidth: number
readonly minCanvasHeight: number
readonly maxCanvasHeight: number
readonly opaquePixels: number
readonly totalPixels: number
}
/** A decoded member plus its statistics, so callers can reuse the artwork. */
interface DccResult {
readonly stats: MemberStats
readonly dcc: DccFile
}
const args = process.argv.slice(2)
const dir = args.find((a) => !a.startsWith('--')) ?? 'samples/d2'
const quick = args.includes('--quick')
let membersDecoded = 0
let cofsDecoded = 0
let directions = 0
let frames = 0
let bottomUpFrames = 0
let opaquePixels = 0
let totalPixels = 0
let minArtWidth = Number.MAX_SAFE_INTEGER
let maxArtWidth = 0
let minArtHeight = Number.MAX_SAFE_INTEGER
let maxArtHeight = 0
let minCanvasWidth = Number.MAX_SAFE_INTEGER
let maxCanvasWidth = 0
let minCanvasHeight = Number.MAX_SAFE_INTEGER
let maxCanvasHeight = 0
let assertions = 0
let failures = 0
/** A frame captured for the text rendering, with the member it came from. */
let renderSample: { member: string; frame: SpriteFrame; direction: number; index: number } | undefined
/**
* Map an archive name to the lower-case, forward-slash form used for matching.
*
* @param name - the name as stored.
* @returns the comparison form.
*/
function normalize(name: string): string {
return name.replaceAll('\\', '/').toLowerCase()
}
/**
* Extract a message from an unknown thrown value.
*
* @param err - the thrown value.
* @returns the message.
*/
function messageOf(err: unknown): string {
return err instanceof Error ? err.message : String(err)
}
/**
* Record one assertion.
*
* @param ok - whether it held.
* @param message - what was checked.
* @param required - whether a failure should fail the run.
*/
function check(ok: boolean, message: string, required = true): void {
assertions += 1
if (ok) return
if (required) failures += 1
console.log(` FAIL ${message}`)
}
/**
* Reconstruct the DCC path a COF layer draws.
*
* A COF layer record names no file: it carries a composite type and a weapon
* class, and the COF's own file name carries the animation and weapon codes. The
* sprite path is therefore
* `<root><component>/<token><component><variant><animation><weapon>.dcc`, where
* everything except `<variant>` is known. `<variant>` is the armour or object
* variant code, which lives in the item tables rather than the COF, so the
* lexicographically first candidate is used: every candidate is the same
* animation from a different armour tier, and decoding one of them is what this
* check is for.
*
* @param names - the archive's normalised name list.
* @param root - directory prefix shared by the COF and its art.
* @param token - the object or class code, e.g. `so`.
* @param animation - two-letter animation code from the COF name.
* @param weapon - weapon-class code from the COF name.
* @param component - component directory for the layer's composite type.
* @returns the member name, or undefined when the archive has no candidate.
*/
function findLayerDcc(
names: readonly string[],
root: string,
token: string,
animation: string,
weapon: string,
component: string,
): string | undefined {
const prefix = `${root}${component}/${token}${component}`
const suffix = `${animation}${weapon}.dcc`
const hits = names.filter((n) => n.startsWith(prefix) && n.endsWith(suffix))
hits.sort()
return hits[0]
}
/**
* Decode one COF.
*
* @param archive - the archive holding the member.
* @param member - the member name.
* @param required - whether a failure should fail the run.
* @returns the decoded COF, or undefined when it could not be read.
*/
async function readCof(archive: MpqArchive, member: string, required: boolean): Promise<CofFile | undefined> {
const file = archive.find(member)
if (file === undefined) {
check(false, `${member}: not present in the archive`, required)
return undefined
}
let data: Uint8Array
try {
data = await archive.read(file)
} catch (err) {
check(false, `${member}: cannot read member: ${messageOf(err)}`, required)
return undefined
}
try {
const cof = decodeCof(data)
check(true, `${member}: decoded`)
cofsDecoded += 1
return cof
} catch (err) {
check(false, `${member}: decode failed: ${messageOf(err)}`, required)
return undefined
}
}
/**
* Decode one DCC member, assert every frame is usable, and gather its statistics.
*
* The per-frame contract is deliberately strict — positive canvas, positive art
* rectangle, at least one opaque pixel — because those three properties between
* them rule out the failure modes that a decoder merely "succeeding" would
* otherwise hide: an empty canvas, an off-by-one box, and a frame that decoded
* to nothing but transparency.
*
* @param archive - the archive holding the member.
* @param member - the member name.
* @param expected - direction and frame counts the COF demands, when known.
* @param required - whether a failure should fail the run.
* @returns the member's statistics, or undefined when it could not be decoded.
*/
async function checkDcc(
archive: MpqArchive,
member: string,
expected: { directions: number; frames: number } | undefined,
required: boolean,
): Promise<DccResult | undefined> {
const file = archive.find(member)
if (file === undefined) {
check(false, `${member}: not present in the archive`, required)
return undefined
}
let data: Uint8Array
try {
data = await archive.read(file)
} catch (err) {
check(false, `${member}: cannot read member: ${messageOf(err)}`, required)
return undefined
}
let dcc: DccFile
try {
dcc = decodeDcc(data)
} catch (err) {
check(false, `${member}: decode failed: ${messageOf(err)}`, required)
return undefined
}
check(dcc.directions.length > 0, `${member}: decoded ${String(dcc.directions.length)} directions`, required)
if (expected !== undefined) {
check(
dcc.directions.length === expected.directions,
`${member}: ${String(dcc.directions.length)} directions, COF declares ${String(expected.directions)}`,
required,
)
}
let memberFrames = 0
let memberBottomUp = 0
let memberOpaque = 0
let memberTotal = 0
let artMinW = Number.MAX_SAFE_INTEGER
let artMaxW = 0
let artMinH = Number.MAX_SAFE_INTEGER
let artMaxH = 0
let canvasMinW = Number.MAX_SAFE_INTEGER
let canvasMaxW = 0
let canvasMinH = Number.MAX_SAFE_INTEGER
let canvasMaxH = 0
for (let d = 0; d < dcc.directions.length; d += 1) {
const directionBox = dcc.directions[d]!.box
const list = dcc.directions[d]!.frames
check(
directionBox.width > 0 && directionBox.height > 0,
`${member} direction ${String(d)}: box ${String(directionBox.width)}x${String(directionBox.height)}`,
required,
)
if (expected !== undefined) {
check(
list.length === expected.frames,
`${member} direction ${String(d)}: ${String(list.length)} frames, COF declares ${String(expected.frames)}`,
required,
)
}
if (directionBox.width <= 0 || directionBox.height <= 0) continue
canvasMinW = Math.min(canvasMinW, directionBox.width)
canvasMaxW = Math.max(canvasMaxW, directionBox.width)
canvasMinH = Math.min(canvasMinH, directionBox.height)
canvasMaxH = Math.max(canvasMaxH, directionBox.height)
for (let f = 0; f < list.length; f += 1) {
const decoded = list[f]!
const sprite = decoded.frame
memberFrames += 1
if (decoded.bottomUp) memberBottomUp += 1
check(
decoded.width > 0 && decoded.height > 0,
`${member} direction ${String(d)} frame ${String(f)}: art ${String(decoded.width)}x${String(decoded.height)}`,
required,
)
check(
sprite.width === directionBox.width && sprite.height === directionBox.height,
`${member} direction ${String(d)} frame ${String(f)}: canvas ${String(sprite.width)}x${String(sprite.height)} is not the direction box`,
required,
)
if (decoded.width <= 0 || decoded.height <= 0) continue
artMinW = Math.min(artMinW, decoded.width)
artMaxW = Math.max(artMaxW, decoded.width)
artMinH = Math.min(artMinH, decoded.height)
artMaxH = Math.max(artMaxH, decoded.height)
let opaque = 0
for (const m of sprite.mask) if (m !== 0) opaque += 1
memberOpaque += opaque
memberTotal += sprite.mask.length
check(
opaque > 0,
`${member} direction ${String(d)} frame ${String(f)}: no opaque pixels in ${String(sprite.width)}x${String(sprite.height)}`,
required,
)
}
}
membersDecoded += 1
directions += dcc.directions.length
frames += memberFrames
bottomUpFrames += memberBottomUp
opaquePixels += memberOpaque
totalPixels += memberTotal
minArtWidth = Math.min(minArtWidth, artMinW)
maxArtWidth = Math.max(maxArtWidth, artMaxW)
minArtHeight = Math.min(minArtHeight, artMinH)
maxArtHeight = Math.max(maxArtHeight, artMaxH)
minCanvasWidth = Math.min(minCanvasWidth, canvasMinW)
maxCanvasWidth = Math.max(maxCanvasWidth, canvasMaxW)
minCanvasHeight = Math.min(minCanvasHeight, canvasMinH)
maxCanvasHeight = Math.max(maxCanvasHeight, canvasMaxH)
return {
stats: {
member,
directions: dcc.directions.length,
frames: memberFrames,
bottomUp: memberBottomUp,
minArtWidth: artMinW,
maxArtWidth: artMaxW,
minArtHeight: artMinH,
maxArtHeight: artMaxH,
minCanvasWidth: canvasMinW,
maxCanvasWidth: canvasMaxW,
minCanvasHeight: canvasMinH,
maxCanvasHeight: canvasMaxH,
opaquePixels: memberOpaque,
totalPixels: memberTotal,
},
dcc,
}
}
/**
* Print one decoded member's measurements on a fixed-width line.
*
* @param label - the layer description.
* @param stats - the member's statistics.
*/
function reportMember(label: string, stats: MemberStats): void {
const ratio = stats.totalPixels === 0 ? 0 : (100 * stats.opaquePixels) / stats.totalPixels
const dim = (w: number, h: number): string => `${String(w)}x${String(h)}`
console.log(
` ${label.padEnd(16)} ${`${String(stats.directions)}x${String(stats.frames)}`.padStart(7)}` +
` art ${`${dim(stats.minArtWidth, stats.minArtHeight)}`.padStart(8)}..${dim(stats.maxArtWidth, stats.maxArtHeight).padEnd(8)}` +
` canvas ${`${dim(stats.minCanvasWidth, stats.minCanvasHeight)}`.padStart(8)}..${dim(stats.maxCanvasWidth, stats.maxCanvasHeight).padEnd(8)}` +
` opaque ${ratio.toFixed(1).padStart(5)}% bottom-up ${String(stats.bottomUp)}`,
)
console.log(` ${stats.member}`)
}
/**
* Decode a COF and every DCC its layers name.
*
* @param archive - the archive holding the member.
* @param names - the archive's normalised name list.
* @param label - the animation's label.
* @param member - the COF member name.
* @param root - the normalised directory prefix shared by the COF and its art.
* @param token - the class or object code, e.g. `so`.
* @param required - whether failures should fail the run.
* @param captureLayer - component whose first frame is kept for the text render.
*/
async function checkCofAndLayers(
archive: MpqArchive,
names: readonly string[],
label: string,
member: string,
root: string,
token: string,
required: boolean,
captureLayer?: string,
): Promise<void> {
const cof = await readCof(archive, member, required)
if (cof === undefined) return
const base = normalize(member).split('/').pop()!.replace('.cof', '')
const animation = base.slice(token.length, token.length + 2)
const weapon = base.slice(token.length + 2)
console.log(`\n[${label}] ${member}`)
console.log(
` cof: ${String(cof.numberOfDirections)} directions x ${String(cof.framesPerDirection)} frames ` +
`x ${String(cof.numberOfLayers)} layers, speed ${String(cof.speed)}, animation code ${animation}${weapon}`,
)
// The priority table must account for every layer: anything else means a
// layer's art is never drawn, which a screenshot would not reveal.
for (let d = 0; d < cof.numberOfDirections; d += 1) {
for (let f = 0; f < cof.framesPerDirection; f += 1) {
const order = cofLayerOrder(cof, d, f)
check(
order.length === cof.numberOfLayers,
`${member} direction ${String(d)} frame ${String(f)}: layer order has ${String(order.length)} of ${String(cof.numberOfLayers)} layers`,
required,
)
for (const index of order) {
check(
index >= 0 && index < cof.numberOfLayers,
`${member} direction ${String(d)} frame ${String(f)}: layer order names index ${String(index)}`,
required,
)
}
}
}
console.log(` layer order dir 0 frame 0 -> [${cofLayerOrder(cof, 0, 0).join(', ')}]`)
const expected = { directions: cof.numberOfDirections, frames: cof.framesPerDirection }
for (let i = 0; i < cof.layers.length; i += 1) {
const layer = cof.layers[i]!
const component = LAYER_COMPONENT[layer.type]
check(component !== undefined, `${member} layer ${String(i)}: composite type ${String(layer.type)}`, required)
if (component === undefined) continue
const layerMember = findLayerDcc(names, root, token, animation, weapon, component)
check(
layerMember !== undefined,
`${member} layer ${String(i)} (type ${String(layer.type)} → ${component}): no ${animation}${weapon}.dcc candidate`,
required,
)
if (layerMember === undefined) continue
const result = await checkDcc(archive, layerMember, expected, required)
if (result === undefined) continue
reportMember(`layer ${String(i)} ${component} type ${String(layer.type)}`, result.stats)
if (captureLayer === component && renderSample === undefined) {
renderSample = {
member: layerMember,
frame: result.dcc.directions[0]!.frames[0]!.frame,
direction: 0,
index: 0,
}
}
}
}
/**
* Map a palette index to a position on the brightness ramp.
*
* With a real palette the value is the colour's luminance, so the rendering shows
* the art's own shading; without one the index itself stands in for brightness,
* which is still enough to tell a shape from noise.
*
* @param index - the palette index.
* @param palette - the palette, when one could be read.
* @returns a ramp index of 1 or more (0 is reserved for transparent pixels).
*/
function brightnessLevel(index: number, palette: Palette | undefined): number {
let luminance = index
if (palette !== undefined) {
const at = index * 3
luminance = 0.299 * palette.rgb[at]! + 0.587 * palette.rgb[at + 1]! + 0.114 * palette.rgb[at + 2]!
}
const steps = ASCII_RAMP.length - 1
return 1 + Math.min(steps - 1, Math.floor((luminance / 256) * steps))
}
/**
* Render a frame as text.
*
* Images cannot be inspected in this environment, so a coarse text rendering is
* how a human confirms the decoder produced a shape rather than noise. Sampling
* every Nth pixel keeps the output inside the column and row caps.
*
* @param frame - the decoded frame.
* @param palette - the palette, when one could be read.
* @returns one string per sampled row.
*/
function renderAscii(frame: SpriteFrame, palette: Palette | undefined): string[] {
const stepX = Math.max(1, Math.ceil(frame.width / ASCII_COLUMNS))
const stepY = Math.max(1, Math.ceil(frame.height / ASCII_ROWS))
const lines: string[] = []
for (let y = 0; y < frame.height; y += stepY) {
let line = ''
for (let x = 0; x < frame.width; x += stepX) {
const at = y * frame.width + x
line += frame.mask[at] === 0 ? ' ' : ASCII_RAMP[brightnessLevel(frame.indices[at]!, palette)]!
}
lines.push(line)
}
return lines
}
/**
* Sweep every DCC under the Sorceress tree, counting the frames that take the
* bottom-up path and reporting members that fail to decode.
*
* @param archive - the character archive.
* @param names - its normalised name list.
* @param palette - the palette, unused by the count but kept for symmetry.
* @returns a one-line summary.
*/
async function sweepSorceress(archive: MpqArchive, names: readonly string[]): Promise<string> {
const all = names.filter((n) => n.startsWith(SWEEP_PREFIX) && n.endsWith('.dcc'))
const selected = quick ? all.slice(0, QUICK_LIMIT) : all
const started = Date.now()
let sweptFrames = 0
let sweptBottomUp = 0
const reasons = new Map<string, number>()
let failed = 0
for (const member of selected) {
try {
const dcc = decodeDcc(await archive.read(archive.find(member)!))
for (const direction of dcc.directions) {
for (const frame of direction.frames) {
sweptFrames += 1
if (frame.bottomUp) sweptBottomUp += 1
}
}
} catch (err) {
failed += 1
// Collapse the varying numbers so identical failures group together.
const reason = `${member}: ${messageOf(err)}`.replace(/\d+/g, 'N')
reasons.set(reason, (reasons.get(reason) ?? 0) + 1)
if (reasons.size <= MAX_REPORTED_SWEEP_FAILURES) {
console.log(` FAIL ${member}: ${messageOf(err)}`)
}
}
}
const seconds = ((Date.now() - started) / 1000).toFixed(1)
let line = ` ${String(selected.length)} members, ${String(sweptFrames)} frames, ${String(sweptBottomUp)} bottom-up, ${String(failed)} failed (${seconds}s)`
if (failed > reasons.size) line += `, ${String(failed - reasons.size)} more of the same`
if (quick && all.length > selected.length) line += ` [--quick: ${String(all.length - selected.length)} members not swept]`
return line
}
console.log(`== cof + dcc verification over ${dir}${quick ? ' (quick)' : ''} ==`)
const characterPath = `${dir}/${CHARACTER_ARCHIVE}`
let characters: MpqArchive
try {
characters = await MpqArchive.open(await fileSource(characterPath))
} catch (err) {
console.log(`cannot open ${characterPath}: ${messageOf(err)}`)
process.exit(2)
}
const characterNames = (await characters.listFiles()).map(normalize)
console.log(`${CHARACTER_ARCHIVE}: ${String(characterNames.length)} members listed`)
for (const animation of CLASS_ANIMATIONS) {
await checkCofAndLayers(
characters,
characterNames,
`sorceress ${animation.label}`,
animation.member,
'data/global/chars/so/',
'so',
true,
animation.label === 'stand' ? 'tr' : undefined,
)
}
let data: MpqArchive | undefined
try {
data = await MpqArchive.open(await fileSource(`${dir}/${DATA_ARCHIVE}`))
} catch (err) {
console.log(`\nnote: ${DATA_ARCHIVE} unavailable, object members skipped (${messageOf(err)})`)
}
if (data !== undefined) {
const dataNames = (await data.listFiles()).map(normalize)
console.log(`\n${DATA_ARCHIVE}: ${String(dataNames.length)} members listed`)
for (const animation of OBJECT_COFS) {
await checkCofAndLayers(
data,
dataNames,
animation.label,
animation.member,
'data/global/objects/l2/',
'l2',
false,
)
}
console.log('\n[object sprites]')
for (const member of OBJECT_DCCS) {
const result = await checkDcc(data, member, undefined, false)
if (result !== undefined) reportMember('object', result.stats)
}
}
let palette: Palette | undefined
if (data !== undefined) {
const palFile = data.find('data\\global\\palette\\act1\\pal.dat')
if (palFile !== undefined) {
try {
palette = decodePal(await data.read(palFile))
} catch (err) {
console.log(`note: act 1 palette unreadable: ${messageOf(err)}`)
}
}
}
console.log('\n[sweep: sorceress art, every direction of every member]')
console.log(await sweepSorceress(characters, characterNames))
console.log('\n== summary ==')
console.log(` cofs decoded: ${String(cofsDecoded)}`)
console.log(` dcc members: ${String(membersDecoded)}`)
console.log(` directions: ${String(directions)}`)
console.log(` frames: ${String(frames)}`)
console.log(
` art rectangles: ${`${String(minArtWidth)}x${String(minArtHeight)}`} .. ${`${String(maxArtWidth)}x${String(maxArtHeight)}`} px`,
)
console.log(
` direction canvases: ${`${String(minCanvasWidth)}x${String(minCanvasHeight)}`} .. ${`${String(maxCanvasWidth)}x${String(maxCanvasHeight)}`} px`,
)
console.log(` bottom-up frames: ${String(bottomUpFrames)} of ${String(frames)} checked`)
console.log(
` opaque coverage: ${((100 * opaquePixels) / Math.max(1, totalPixels)).toFixed(1)}% of ${String(totalPixels)} canvas pixels`,
)
console.log(` assertions: ${String(assertions - failures)}/${String(assertions)} passed`)
if (renderSample !== undefined) {
const sample = renderSample
const stepX = Math.max(1, Math.ceil(sample.frame.width / ASCII_COLUMNS))
const stepY = Math.max(1, Math.ceil(sample.frame.height / ASCII_ROWS))
let opaque = 0
for (const m of sample.frame.mask) if (m !== 0) opaque += 1
console.log(`\n== text rendering: ${sample.member} direction ${String(sample.direction)} frame ${String(sample.index)} ==`)
console.log(
` ${String(sample.frame.width)}x${String(sample.frame.height)} px, sampling every ${String(stepX)}x${String(stepY)} px, ` +
`${((100 * opaque) / sample.frame.mask.length).toFixed(1)}% opaque, ' ' = transparent, '@' = brightest`,
)
for (const line of renderAscii(sample.frame, palette)) console.log(` |${line}|`)
}
if (failures > 0) {
console.log(`\n${String(failures)} failures: the COF+DCC path is not usable yet`)
process.exit(1)
}
console.log('\nall required checks passed')

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// verify-deploy.ts — 线上部署自检(不需要浏览器)
//
// 检查 https://www.laiseek.xyz/diablo2/ 这一套入口是否真的可用:页面、资源包索引、
// 图集分页、以及按 HTTP range 读 .mpq 的 206;同时确认旧入口 /acts* 已经下线(410)。
// 默认打公网域名,`--host=http://127.0.0.1` 可以改成打本机(跳过 TLS)。
//
// node scripts/verify-deploy.ts
// node scripts/verify-deploy.ts --host=https://www.laiseek.xyz
//
// 退出码非 0 表示有断言没过。
export {}
/** 公网入口,可用 `--host=` 覆盖。 */
const HOST = process.argv.find(argument => argument.startsWith('--host='))?.slice('--host='.length)
?? 'https://www.laiseek.xyz'
/** 一个断言的结果。 */
interface Check {
readonly name: string
readonly ok: boolean
readonly detail: string
}
/** 已跑过的断言。 */
const checks: Check[] = []
/**
* 记录一条断言。
*
* @param name - what was checked.
* @param ok - whether it held.
* @param detail - human-readable evidence.
*/
function check(name: string, ok: boolean, detail: string): void {
checks.push({ name, ok, detail })
console.log(`${ok ? 'ok ' : 'FAIL'} ${name} — ${detail}`)
}
/**
* 取一个 URL,返回状态码、头与正文长度;网络错误也算作结果,不抛出。
*
* @param path - path on the host, starting with `/`.
* @param init - extra fetch options.
* @returns the response facts.
*/
async function probe(path: string, init?: RequestInit): Promise<{ status: number; headers: Headers; text: string }> {
try {
const response = await fetch(`${HOST}${path}`, { redirect: 'manual', ...init })
const text = init?.method === 'HEAD' ? '' : await response.text()
return { status: response.status, headers: response.headers, text }
} catch (err) {
return { status: 0, headers: new Headers(), text: (err as Error).message }
}
}
/**
* 线上自检主流程。
*/
async function main(): Promise<void> {
console.log(`host: ${HOST}\n`)
// 页面:入口要 200,且引用的资源都带 /diablo2/ 前缀(base 配错会立刻在这里暴露)
const page = await probe('/diablo2/')
check('/diablo2/ 200', page.status === 200, `HTTP ${String(page.status)}`)
const assetPaths = [...page.text.matchAll(/(?:src|href)="(\/diablo2\/assets\/[^"]+)"/g)].map(match => match[1]!)
check('页面引用 /diablo2/assets/*', assetPaths.length > 0, `${String(assetPaths.length)} 个资源引用`)
// 三级选择器:章节 / 场景 / 细分场景。断言三个 id 都在,多了会漏、少了会错位。
const selectors = ['id="act"', 'id="scene"', 'id="variant"']
check('页面是地图页(含三级选择器)', selectors.every(id => page.text.includes(id)),
`acts.html 已被入口 rewrite 命中;选择器 ${selectors.filter(id => page.text.includes(id)).length}/3`)
check('header 上没有多余站内链接', !/<header[^>]*>[\s\S]*?<a\s/.test(page.text), 'header 只留标题与 HUD')
if (assetPaths[0] !== undefined) {
const asset = await probe(assetPaths[0], { method: 'HEAD' })
check('首个资源可达', asset.status === 200, `${assetPaths[0]} → HTTP ${String(asset.status)}`)
}
// 资源包索引:条数、调色板、每条 path 都有 scene.json
const index = await probe('/diablo2/packs/index.json')
check('资源包索引 200', index.status === 200, `HTTP ${String(index.status)}`)
let levels: { act: number; path: string; label: string }[] = []
let palettes: Record<string, number[]> = {}
try {
const parsed = JSON.parse(index.text) as { levels?: typeof levels; palettes?: typeof palettes }
levels = parsed.levels ?? []
palettes = parsed.palettes ?? {}
} catch (err) {
check('索引是 JSON', false, (err as Error).message)
}
check('索引是 JSON', levels.length > 0, `${String(levels.length)} 个地图块`)
check('索引带 act 调色板', Object.keys(palettes).length >= 5,
`${String(Object.keys(palettes).length)} 组,每组 ${String(palettes.act1?.length ?? 0)} 字节`)
const actCounts = new Map<number, number>()
for (const level of levels) actCounts.set(level.act, (actCounts.get(level.act) ?? 0) + 1)
check('五个 act 都有地图', actCounts.size === 5,
[...actCounts].sort((left, right) => left[0] - right[0]).map(([act, count]) => `act${String(act)}:${String(count)}`).join(' '))
// 抽第一个和最后一个地图块,确认 scene.json 与第一页 PNG 真的在
for (const entry of [levels[0], levels[levels.length - 1]]) {
if (entry === undefined) continue
const scene = await probe(`/diablo2/packs/${entry.path}/scene.json`)
check(`scene.json 200(${entry.label})`, scene.status === 200, `HTTP ${String(scene.status)}`)
let page0: string | null = null
try {
const parsed = JSON.parse(scene.text) as { pages?: { file: string }[] }
page0 = parsed.pages?.[0]?.file ?? null
} catch { /* 上面那条断言已经失败,这里只补详情 */ }
if (page0 !== null) {
const png = await probe(`/diablo2/packs/${entry.path}/${page0}`, { method: 'HEAD' })
check(`首屏图集 200(${entry.label})`, png.status === 200, `${page0} → HTTP ${String(png.status)}`)
}
}
// 归档:只暴露 .mpq,且必须支持 Range(否则页面回退到整文件下载)
const range = await probe('/diablo2/data/d2char.mpq', { headers: { Range: 'bytes=0-1023' } })
check('d2char.mpq Range 206', range.status === 206, `HTTP ${String(range.status)} ${range.headers.get('content-range') ?? ''}`)
const traversal = await probe('/diablo2/data/..%2f..%2fetc%2fpasswd')
check('归档路径穿越被拒', traversal.status !== 200, `HTTP ${String(traversal.status)}`)
// 旧入口下线:页面、资源包、归档三条都不该再服务内容
for (const path of ['/acts/', '/acts-packs/index.json', '/acts-data/d2char.mpq']) {
const gone = await probe(path)
check(`旧入口下线 ${path}`, gone.status === 410, `HTTP ${String(gone.status)}`)
}
const passed = checks.filter(entry => entry.ok).length
console.log(`\n${String(passed)}/${String(checks.length)} passed`)
if (passed !== checks.length) process.exitCode = 1
}
await main()

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/**
* Check for the actor depth-insertion rule.
*
* Painter's order without a depth buffer is easy to get subtly wrong and hard to
* eyeball — on a small map the actor's insertion point may not move at all while
* an actor walks around. So the rule is exercised directly instead: for a wall
* grid, an actor in each cell must land between the walls that are behind it and
* the walls that are in front of it.
*
* Usage: node scripts/verify-depth-order.ts
*/
import { depthInsertIndex } from '../src/game/map.ts'
const problems: string[] = []
const size = 4
const walls = [] as { cellX: number; cellY: number }[]
for (let cellY = 0; cellY < size; cellY += 1) {
for (let cellX = 0; cellX < size; cellX += 1) walls.push({ cellX, cellY })
}
// Painter's order: far (small x+y) first.
walls.sort((a, b) => (a.cellY + a.cellX) - (b.cellY + b.cellX) || a.cellY - b.cellY)
let checked = 0
for (let cellY = 0; cellY < size; cellY += 1) {
for (let cellX = 0; cellX < size; cellX += 1) {
const at = depthInsertIndex(walls, cellX, cellY)
const depth = cellX + cellY
// Everything before the insertion point must be strictly nearer the camera
// (smaller depth), everything after strictly further — ties are allowed to
// fall either way, which is why the check is "never further before".
for (let index = 0; index < at; index += 1) {
const wall = walls[index]!
if (wall.cellX + wall.cellY > depth) problems.push(`cell ${String(cellX)},${String(cellY)}: wall at index ${String(index)} is nearer but was drawn before the actor`)
}
for (let index = at; index < walls.length; index += 1) {
const wall = walls[index]!
if (wall.cellX + wall.cellY < depth) problems.push(`cell ${String(cellX)},${String(cellY)}: wall at index ${String(index)} is further but was drawn after the actor`)
}
checked += 1
}
}
if (depthInsertIndex([], 0, 0) !== 0) problems.push('empty wall list must insert at 0')
if (depthInsertIndex(walls, size - 1, size - 1) !== walls.length) problems.push('nearest actor must be drawn last')
console.log(`walls ${String(walls.length)} in painter's order`)
console.log(`positions ${String(checked)} checked`)
console.log(`problems ${String(problems.length)}`)
for (const problem of problems.slice(0, 8)) console.log(` - ${problem}`)
console.log(problems.length === 0 ? 'RESULT the actor is always inserted between the walls behind and in front of it' : 'RESULT FAILED')
process.exit(problems.length === 0 ? 0 : 1)

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/**
* Pixel-level check for the DT1 decoder.
*
* The Go reference package parses DT1 headers correctly but never calls its own
* graphics decoder, so it cannot serve as a pixel oracle. This closes that gap
* from the other side: the fixture generator writes down the grid it encoded,
* and the decoder must reproduce it pixel for pixel — which validates the
* placement logic (skip runs, row advance, isometric tables, y-offset) rather
* than merely "did not throw".
*
* Usage: node scripts/verify-dt1-pixels.ts <fixture-directory>
*/
import { readFile } from 'node:fs/promises'
import { join } from 'node:path'
import { decodeDt1 } from '../src/formats/dt1.ts'
interface Expected {
readonly width: number
readonly height: number
readonly tiles: readonly { readonly format: number; readonly base: number; readonly pixels: readonly number[] }[]
}
const dir = process.argv[2]
if (dir === undefined) {
console.error('usage: node scripts/verify-dt1-pixels.ts <fixture-directory>')
process.exit(2)
}
const expected = JSON.parse(await readFile(join(dir, 'expected-dt1.json'), 'utf8')) as Expected
const library = decodeDt1(new Uint8Array(await readFile(join(dir, 'fixture.dt1'))))
const problems: string[] = []
expected.tiles.forEach((want, index) => {
const tile = library.tiles[index]
if (tile === undefined) { problems.push(`tile ${String(index)} missing`); return }
const block = tile.blocks[0]
if (block === undefined) { problems.push(`tile ${String(index)} has no blocks`); return }
if (block.format !== want.format) problems.push(`tile ${String(index)} format ${String(block.format)} != ${String(want.format)}`)
let mismatched = 0
for (let at = 0; at < want.pixels.length; at += 1) {
if ((block.pixels[at] ?? 0) !== want.pixels[at]) mismatched += 1
}
if (mismatched > 0) problems.push(`tile ${String(index)}: ${String(mismatched)} of ${String(want.pixels.length)} pixels differ`)
})
console.log(`fixture ${join(dir, 'fixture.dt1')}`)
console.log(`tiles ${String(library.tiles.length)}`)
console.log(`pixels ${String(expected.tiles.reduce((n, t) => n + t.pixels.length, 0))} compared`)
console.log(`mismatches ${String(problems.length)}`)
for (const problem of problems.slice(0, 8)) console.log(` - ${problem}`)
console.log(problems.length === 0 ? 'RESULT every pixel matches the encoded pattern' : 'RESULT FAILED')
process.exit(problems.length === 0 ? 0 : 1)

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#!/usr/bin/env bash
# Format-parity harness: compare this project's TypeScript decoders with
# independent implementations on generated fixtures.
#
# dc6 vs dc6png (npm) -> PNG pixels compared
# dc6 vs OpenDiablo2/dc6 (Go) -> full JSON compared
# ds1 vs OpenDiablo2/ds1 (Go) -> full JSON compared
# pl2 vs OpenDiablo2/pl2 (Go) -> base/text palettes + per-table digests
# dt1 vs OpenDiablo2/dt1 (Go) -> metadata JSON compared
# dt1 pixel placement -> compared against the encoded grid
#
# The Go oracle is optional: point REFDUMP at a built reference dumper, or let
# this script build one from a checkout. Without it, the dc6px and dt1 pixel
# checks still run.
#
# Usage: bash scripts/verify-format-parity.sh [work-directory]
set -uo pipefail
WORK="${1:-/tmp/d2fix}"
ROOT="$(cd "$(dirname "$0")/.." && pwd)"
REFDUMP="${REFDUMP:-}"
DC6PNG="${DC6PNG:-}"
cd "$ROOT"
echo "== fixtures =="
node scripts/make-fixtures.ts "$WORK" | sed 's/^/ /'
node scripts/make-map-fixtures.ts "$WORK" | sed 's/^/ /'
node scripts/make-pl2-fixture.ts "$WORK" | sed 's/^/ /'
failures=0
report() {
if [ "$1" -eq 0 ]; then echo " PASS"; else echo " FAIL"; failures=$((failures + 1)); fi
}
echo
echo "== dc6: independent JS decoder (dc6png) =="
if [ -n "$DC6PNG" ] && [ -f "$DC6PNG" ]; then
node "$DC6PNG" -p "$WORK/palette.pal" -f "$WORK/fixture.dc6" -d "$WORK" -m png >/dev/null 2>&1
python3 - "$WORK" <<'PY'
import json, sys
from PIL import Image
work = sys.argv[1]
exp = json.load(open(f'{work}/expected.json'))
pal = open(f'{work}/palette.pal','rb').read()
# dc6png reads palette bytes as BGR.
rgb = lambda i: (pal[i*3+2], pal[i*3+1], pal[i*3])
bad = 0
for d in range(exp['directions']):
for f in range(exp['framesPerDirection']):
want = exp['frames'][d][f]
im = Image.open(f'{work}/fixture_{d}_{f}.png').convert('RGBA')
px = im.load()
for y, row in enumerate(want['rows']):
for x, idx in enumerate(row):
r, g, b, a = px[x, y]
if idx == 0:
bad += 0 if a == 0 else 1
else:
bad += 0 if ((r, g, b) == rgb(idx) and a == 255) else 1
print(f' pixels compared: {exp["directions"]*exp["framesPerDirection"]*8*4}, mismatches: {bad}')
sys.exit(1 if bad else 0)
PY
report $?
else
echo " SKIP (set DC6PNG=/path/to/dc6png/src/index.js)"
fi
echo
echo "== dc6 / dt1 / ds1 / pl2: independent Go decoders =="
if [ -n "$REFDUMP" ] && [ -x "$REFDUMP" ]; then
for fmt in dc6 ds1 dt1 pl2; do
node scripts/dump-format.ts "$fmt" "$WORK/fixture.$fmt" > "$WORK/ts.$fmt.json" 2>/dev/null
"$REFDUMP" "$fmt" "$WORK/fixture.$fmt" > "$WORK/go.$fmt.json" 2>/dev/null
echo " $fmt:"
python3 - "$WORK" "$fmt" <<'PY'
import json, sys
work, fmt = sys.argv[1], sys.argv[2]
a = json.load(open(f'{work}/ts.{fmt}.json'))
b = json.load(open(f'{work}/go.{fmt}.json'))
# The Go dt1 package never runs its graphics decoder, so its pixel arrays are
# empty by construction; compare structure and let the pixel check cover pixels.
if fmt == 'dt1':
for ta, tb in zip(a['tiles'], b['tiles']):
for ba in ta['blocks']: ba['pixels'] = []
for bb in tb['blocks']: bb['pixels'] = []
print(' identical:', a == b)
sys.exit(0 if a == b else 1)
PY
report $?
done
else
echo " SKIP (set REFDUMP=/path/to/refdump)"
fi
echo
echo "== dt1: pixel placement against the encoded grid =="
node scripts/verify-dt1-pixels.ts "$WORK" | sed 's/^/ /'
report $?
echo
if [ "$failures" -eq 0 ]; then
echo "ALL PARITY CHECKS PASSED"
else
echo "$failures PARITY CHECK(S) FAILED"
fi
exit "$failures"

View File

@ -0,0 +1,645 @@
/**
* Verify the generated levels for every non-preset level in the game.
*
* 70 levels are randomly generated mazes (`Levels.txt.DrlgType == 1`) and 31 are
* wilderness (`== 3`); the other 35 are presets and are covered by
* `verify-acts.ts`. This script builds a generator request for each of those 101
* levels straight from the shipped tables, generates it with a fixed seed, and
* asserts the four things that would otherwise only show up as a broken map in an
* asset pack:
*
* 1. **Determinism** — two runs of the same request must hash identically. The
* generators are seeded, so a mismatch means a stray `Math.random`, a `Map`
* iteration that depends on insertion order somewhere it should not, or state
* leaking between calls.
* 2. **Connectivity** — a flood fill from the level's spawn point must reach at
* least 90 % of the map's walkable areas. For a maze this is the whole claim of
* the generator: sections are only ever attached to a section already placed,
* so anything unreachable is a bug in the layout, not a design choice.
* 3. **Resolvability** — the level must build through `buildIsoMapScene` with the
* libraries `resolveLevelLibraries` returns, with under 1 % of tile references
* missing. A maze piece is only usable if the level type's DT1 libraries can
* actually draw it.
* 4. **Parameter fidelity** — the synthesized grid must respect the parameters it
* was built from: a maze's section size is `LvlMaze.SizeX/SizeY`, it places at
* least `LvlMaze.Rooms` sections, and a wilderness map covers exactly
* `floor(SizeX/8) x floor(SizeY/8)` blocks of 8 cells.
*
* Plus one hygiene check that needs no archives: the two generators must stay
* browser-safe, so neither may import a `node:` builtin, reference `Buffer`, or
* call `Math.random`.
*
* Usage:
* node scripts/verify-generators.ts [directory]
*/
import { readFileSync } from 'node:fs'
import { MountedArchives } from '../src/mpq/mount.ts'
import { MpqArchive } from '../src/mpq/archive.ts'
import { fileSource } from '../src/mpq/file-source.ts'
import { loadActTables, parseTable, cell, tileMemberPath, resolveLevelLibraries } from '../src/game/acts.ts'
import type { D2Table } from '../src/game/acts.ts'
import { decodeDs1 } from '../src/formats/ds1.ts'
import type { Ds1 } from '../src/formats/ds1.ts'
import { decodeDt1 } from '../src/formats/dt1.ts'
import type { Dt1 } from '../src/formats/dt1.ts'
import { levelSeed, buildIsoMapScene, cellAt } from '../src/game/d2map.ts'
import type { IsoMapScene } from '../src/game/d2map.ts'
import { generateMaze, classifyMazePieceName, inferLevelTypeName } from '../src/game/maze.ts'
import type { MazePiece, MazePieceKind } from '../src/game/maze.ts'
import { generateWilderness, classifySubstitutionRole } from '../src/game/wilderness.ts'
import type { WildernessPiece, WildernessSubstitution } from '../src/game/wilderness.ts'
import { SUB_TILES_PER_TILE } from '../src/game/map.ts'
/** Where the archives live by default. */
const dir = process.argv[2] ?? 'samples/d2'
/** Mount order: later archives override earlier ones, exactly as the game loads them. */
const MOUNTS = ['d2data.mpq', 'd2exp.mpq', 'Patch_D2.mpq']
/** Blocks, in cells, used to slice a generated map into "areas" for the fill. */
const AREA_CELLS = 8
/** Walking must reach this share of the walkable areas. */
const MIN_REACHABLE_SHARE = 0.9
/** Missing tile references must stay under this share. */
const MAX_MISSING_SHARE = 0.01
/** Documented dimension bound for a synthesized map. */
const MAX_CELLS_PER_SIDE = 4096
let checks = 0
let failures = 0
const failureReasons: string[] = []
/**
* Record one assertion.
*
* @param ok - whether it held.
* @param level - the level label.
* @param message - what was checked.
*/
function check(ok: boolean, level: string, message: string): void {
checks += 1
if (!ok) {
failures += 1
failureReasons.push(`${level}: ${message}`)
}
}
/* ------------------------------------------------------------------------- *
* A stable hash
* ------------------------------------------------------------------------- */
/**
* FNV-1a over a stream of numbers.
*
* Used instead of serializing a whole map to a string because a 240x48 map has
* over a hundred thousand cells and building the text would cost more than the
* comparison is worth.
*/
class Hasher {
private hash = 2166136261
/**
* Mix one number in.
*
* @param value - the value.
* @returns this, for chaining.
*/
push(value: number): this {
let word = Math.trunc(value) | 0
for (let byte = 0; byte < 4; byte += 1) {
this.hash ^= (word >>> (byte * 8)) & 0xff
this.hash = Math.imul(this.hash, 16777619) >>> 0
}
return this
}
/**
* The digest.
*
* @returns eight hex digits.
*/
get digest(): string {
return (this.hash >>> 0).toString(16).padStart(8, '0')
}
}
/**
* Hash a decoded map into a canonical digest.
*
* Every field that could differ between two runs is folded in, including the
* layer counts and the objects' sub-tile coordinates, so two maps that look
* alike but stamp their objects differently hash differently.
*
* @param level - the map.
* @returns the digest.
*/
function canonicalHash(level: Ds1): string {
const hasher = new Hasher()
hasher.push(level.version).push(level.width).push(level.height).push(level.act)
hasher.push(level.substitutionType).push(level.wallLayers).push(level.floorLayers)
for (let y = 0; y < level.height; y += 1) {
const row = level.cells[y]
if (row === undefined) continue
for (let x = 0; x < level.width; x += 1) {
const cellRecord = row[x]
if (cellRecord === undefined) continue
for (const wall of cellRecord.walls) {
hasher.push(wall.prop1).push(wall.sequence).push(wall.style).push(wall.type).push(wall.hidden ? 1 : 0)
}
for (const floor of cellRecord.floors) {
hasher.push(floor.prop1).push(floor.sequence).push(floor.style).push(floor.hidden ? 1 : 0)
}
for (const shadow of cellRecord.shadows) hasher.push(shadow.prop1).push(shadow.sequence).push(shadow.style)
for (const substitution of cellRecord.substitutions) hasher.push(substitution.value)
}
}
for (const object of level.objects) hasher.push(object.type).push(object.id).push(object.x).push(object.y).push(object.flags)
return hasher.digest
}
/* ------------------------------------------------------------------------- *
* Connectivity
* ------------------------------------------------------------------------- */
/** A walkable area, keyed by its top-left cell. */
interface Area {
readonly key: number
readonly subTile: number
}
/**
* Slice a map into areas and find one open sub-tile per area.
*
* An area is an 8x8-cell block. A block counts only when it contains at least one
* cell that carries a floor, and its representative sub-tile is the first
* unblocked sub-tile in it — so a block that is entirely wall is neither expected
* to be reached nor counted against the generator.
*
* @param level - the map.
* @param scene - the built scene.
* @returns the representative sub-tile index of every walkable area.
*/
function walkableAreas(level: Ds1, scene: IsoMapScene): Area[] {
const areas: Area[] = []
const blocksX = Math.ceil(level.width / AREA_CELLS)
const blocksY = Math.ceil(level.height / AREA_CELLS)
for (let by = 0; by < blocksY; by += 1) {
for (let bx = 0; bx < blocksX; bx += 1) {
let hasFloor = false
let representative = -1
for (let cy = by * AREA_CELLS; cy < Math.min((by + 1) * AREA_CELLS, level.height) && representative === -1; cy += 1) {
const row = level.cells[cy]
if (row === undefined) continue
for (let cx = bx * AREA_CELLS; cx < Math.min((bx + 1) * AREA_CELLS, level.width) && representative === -1; cx += 1) {
const cellRecord = row[cx]
if (cellRecord === undefined) continue
for (const floor of cellRecord.floors) {
if (!floor.hidden && floor.prop1 !== 0) { hasFloor = true; break }
}
for (let sy = 0; sy < SUB_TILES_PER_TILE && representative === -1; sy += 1) {
for (let sx = 0; sx < SUB_TILES_PER_TILE; sx += 1) {
const gx = cx * SUB_TILES_PER_TILE + sx
const gy = cy * SUB_TILES_PER_TILE + sy
if (gx >= scene.gridWidth || gy >= scene.gridHeight) continue
if (scene.blocked[gy * scene.gridWidth + gx] === 1) continue
representative = gy * scene.gridWidth + gx
break
}
}
}
}
if (hasFloor && representative !== -1) areas.push({ key: by * blocksX + bx, subTile: representative })
}
}
return areas
}
/**
* Flood fill the scene's sub-tile grid from a starting sub-tile.
*
* @param scene - the built scene.
* @param start - the starting sub-tile index.
* @returns the set of reachable sub-tile indices.
*/
function floodFill(scene: IsoMapScene, start: number): Set<number> {
const seen = new Set<number>([start])
const queue = [start]
while (queue.length > 0) {
const at = queue.pop()!
const x = at % scene.gridWidth
const y = (at - x) / scene.gridWidth
const neighbours: readonly (readonly [number, number])[] = [[1, 0], [-1, 0], [0, 1], [0, -1]]
for (const [dx, dy] of neighbours) {
const nx = x + dx
const ny = y + dy
if (nx < 0 || ny < 0 || nx >= scene.gridWidth || ny >= scene.gridHeight) continue
const next = ny * scene.gridWidth + nx
if (scene.blocked[next] === 1 || seen.has(next)) continue
seen.add(next)
queue.push(next)
}
}
return seen
}
/**
* Find the sub-tile nearest the map's centre that is open.
*
* Mirrors `findIsoSpawn`'s spiral, but returns a grid index because the fill
* works on the collision grid rather than on scene pixels.
*
* @param scene - the built scene.
* @returns the sub-tile index, or -1 when nothing is walkable.
*/
function findOpenSubTile(scene: IsoMapScene): number {
const centreX = Math.floor(scene.cellsX / 2) * SUB_TILES_PER_TILE
const centreY = Math.floor(scene.cellsY / 2) * SUB_TILES_PER_TILE
const limit = Math.max(scene.gridWidth, scene.gridHeight)
for (let radius = 0; radius < limit; radius += 1) {
for (let dy = -radius; dy <= radius; dy += 1) {
for (let dx = -radius; dx <= radius; dx += 1) {
if (Math.max(Math.abs(dx), Math.abs(dy)) !== radius) continue
const gx = centreX + dx
const gy = centreY + dy
if (gx < 0 || gy < 0 || gx >= scene.gridWidth || gy >= scene.gridHeight) continue
const index = gy * scene.gridWidth + gx
if (scene.blocked[index] !== 1) return index
}
}
}
return -1
}
/**
* Run the connectivity check.
*
* @param level - the map.
* @param scene - the built scene.
* @returns the shares and counts, for printing.
*/
function connectivity(level: Ds1, scene: IsoMapScene): { share: number; reached: number; total: number } {
const areas = walkableAreas(level, scene)
const start = findOpenSubTile(scene)
if (start === -1 || areas.length === 0) return { share: 0, reached: 0, total: areas.length }
const reachedTiles = floodFill(scene, start)
let reached = 0
for (const area of areas) if (reachedTiles.has(area.subTile)) reached += 1
return { share: reached / areas.length, reached, total: areas.length }
}
/* ------------------------------------------------------------------------- *
* Table plumbing
* ------------------------------------------------------------------------- */
/** Decoded DS1s, keyed by member path, so a piece shared by many levels decodes once. */
const ds1Cache = new Map<string, Ds1>()
/**
* Decode a member once.
*
* @param archives - the mounted archives.
* @param relative - the tile-relative path from a table cell.
* @returns the map.
*/
async function loadDs1(archives: MountedArchives, relative: string): Promise<Ds1> {
const member = tileMemberPath(relative)
const cached = ds1Cache.get(member)
if (cached !== undefined) return cached
const decoded = decodeDs1(await archives.read(member))
ds1Cache.set(member, decoded)
return decoded
}
/**
* Decode a level type's DT1 libraries.
*
* @param archives - the mounted archives.
* @param names - full member paths, in file-list order.
* @returns the libraries.
*/
async function decodeLibraries(archives: MountedArchives, names: readonly string[]): Promise<Dt1[]> {
const libraries: Dt1[] = []
for (const name of names) libraries.push(decodeDt1(await archives.read(name)))
return libraries
}
/**
* Read a row's decoded `File1..File6` variants.
*
* @param archives - the mounted archives.
* @param table - the table the row belongs to.
* @param row - the row.
* @returns the decoded maps, in file order.
*/
async function rowDs1s(archives: MountedArchives, table: D2Table, row: readonly string[]): Promise<Ds1[]> {
const levels: Ds1[] = []
for (let slot = 1; slot <= 6; slot += 1) {
const value = cell(table, row, `File${String(slot)}`)
if (value === '' || value === '0') continue
levels.push(await loadDs1(archives, value))
}
return levels
}
/**
* Read one of the five per-theme parameter groups.
*
* @param table - the `LvlSub` table.
* @param row - the row.
* @param prefix - `Prob`, `Trials` or `Max`.
* @returns the five values, in theme order.
*/
function themeValues(table: D2Table, row: readonly string[], prefix: string): number[] {
const values: number[] = []
for (let index = 0; index < 5; index += 1) values.push(Number(cell(table, row, `${prefix}${String(index)}`)) || 0)
return values
}
/* ------------------------------------------------------------------------- *
* Request builders
* ------------------------------------------------------------------------- */
/** Which `LvlPrest` name families belong to which wilderness level type. */
const WILDERNESS_PIECE_FAMILIES: Readonly<Record<string, readonly string[]>> = {
'Act 1 - Wilderness': ['Act 1 - Wild'],
'Act 2 - Desert': ['Act 2 - Desert'],
'Act 3 - Jungle': ['Act 3 - Jungle'],
'Act 3 - Kurast': ['Act 3 - Burst', 'Act 3 - Burbs', 'Act 3 - Clearing', 'Act 3 - Slums', 'Act 3 - Metro', 'Act 3 - Travincal'],
'Act 4 - Mesa': ['Act 4 - Mesa', 'Act 4 - Fortress', 'Act 4 - Pits', 'Act 4 - Bridge'],
'Act 4 - Lava': ['Act 4 - Lava', 'Act 4 - Diablo'],
'Act 5 - Siege': ['Act 5 - Siege'],
'Act 5 - Barricade': ['Act 5 - Barricade'],
}
/**
* Build the maze pieces for a level type.
*
* @param archives - the mounted archives.
* @param lvlprest - the `LvlPrest` table.
* @param levelTypeName - the level type's name.
* @param levelTypeId - the level type's id.
* @returns the pieces.
*/
async function mazePieces(
archives: MountedArchives,
lvlprest: D2Table,
levelTypeName: string,
levelTypeId: string,
): Promise<MazePiece[]> {
const pieces: MazePiece[] = []
for (const row of lvlprest.rows) {
// Maze pieces are the rows whose level type matches; `LevelId` is 0 for all
// of them, so the join is by level type id plus the name prefix.
if (cell(lvlprest, row, 'LevelId') !== '0' && cell(lvlprest, row, 'LevelId') !== '') continue
const name = cell(lvlprest, row, 'Name')
const classified = classifyMazePieceName(name, levelTypeName)
if (classified === null) continue
const levels = await rowDs1s(archives, lvlprest, row)
if (levels.length === 0) continue
pieces.push({ name, kind: classified.kind satisfies MazePieceKind, sides: classified.sides, levels })
}
void levelTypeId
return pieces
}
/**
* Build the wilderness pieces for a level type.
*
* @param archives - the mounted archives.
* @param lvlprest - the `LvlPrest` table.
* @param levelTypeName - the level type's name.
* @returns the pieces.
*/
async function wildernessPieces(
archives: MountedArchives,
lvlprest: D2Table,
levelTypeName: string,
): Promise<WildernessPiece[]> {
const families = WILDERNESS_PIECE_FAMILIES[levelTypeName] ?? []
const pieces: WildernessPiece[] = []
for (const row of lvlprest.rows) {
const name = cell(lvlprest, row, 'Name')
if (!families.some(family => name.startsWith(family))) continue
const levels = await rowDs1s(archives, lvlprest, row)
if (levels.length === 0) continue
pieces.push({ name, levels, border: /border|cliff/i.test(name) })
}
return pieces
}
/**
* Build the wilderness substitutions for a level's `LvlSub` type.
*
* @param archives - the mounted archives.
* @param lvlsub - the `LvlSub` table.
* @param type - the `LvlSub` `Type` to select.
* @returns the rows.
*/
async function substitutions(archives: MountedArchives, lvlsub: D2Table, type: number): Promise<WildernessSubstitution[]> {
if (type < 0) return []
const rows: WildernessSubstitution[] = []
for (const row of lvlsub.rows) {
if (Number(cell(lvlsub, row, 'Type')) !== type) continue
const file = cell(lvlsub, row, 'File')
if (file === '' || file === '0') continue
const levels = [await loadDs1(archives, file)]
rows.push({
name: cell(lvlsub, row, 'Name'),
type,
gridSize: Number(cell(lvlsub, row, 'GridSize')) || 1,
bordType: Number(cell(lvlsub, row, 'BordType')),
dt1Mask: Number(cell(lvlsub, row, 'Dt1Mask')) || 0,
prob: themeValues(lvlsub, row, 'Prob'),
trials: themeValues(lvlsub, row, 'Trials'),
max: themeValues(lvlsub, row, 'Max'),
levels,
})
}
return rows
}
/* ------------------------------------------------------------------------- *
* Hygiene
* ------------------------------------------------------------------------- */
/** The generators that must stay browser-safe. */
const BROWSER_SAFE_FILES = ['src/game/maze.ts', 'src/game/wilderness.ts']
/**
* Assert the generators import nothing Node-only.
*
* `src/` is bundled for the browser, so a `node:fs` import or a `Buffer`
* reference would only fail once the page was loaded. Catching it here is cheap.
*/
function checkHygiene(): void {
for (const path of BROWSER_SAFE_FILES) {
const source = readFileSync(path, 'utf8')
check(!/from\s+['"]node:/.test(source), path, 'imports a node: builtin')
check(!/\bBuffer\b/.test(source), path, 'references Buffer')
check(!/Math\.random/.test(source), path, 'calls Math.random')
check(!/\bprocess\.env\b/.test(source), path, 'reads process.env')
}
}
/* ------------------------------------------------------------------------- *
* Main
* ------------------------------------------------------------------------- */
checkHygiene()
const archives = new MountedArchives()
for (const name of MOUNTS) {
try {
archives.add(name, await MpqArchive.open(await fileSource(`${dir}/${name}`)))
} catch (err) {
console.log(`skip ${name}: ${String(err)}`)
}
}
if (archives.size === 0) {
console.log(`no archives found in ${dir}`)
process.exit(2)
}
const tables = await loadActTables(archives)
const lvlmaze = parseTable(await archives.read('data\\global\\excel\\LvlMaze.txt'))
const lvlsub = parseTable(await archives.read('data\\global\\excel\\LvlSub.txt'))
/** The level type row for a level row. */
function levelType(levelRow: readonly string[]): { id: string; name: string } {
const id = cell(tables.levels, levelRow, 'LevelType')
const row = tables.lvltypes.rows.find(candidate => cell(tables.lvltypes, candidate, 'Id') === id)
return { id, name: row === undefined ? '' : cell(tables.lvltypes, row, 'Name') }
}
/** The `LvlMaze` row for a level, by id then by name. */
function mazeRow(levelId: number, levelName: string): readonly string[] | undefined {
return lvlmaze.rows.find(row => Number(cell(lvlmaze, row, 'Level')) === levelId)
?? lvlmaze.rows.find(row => cell(lvlmaze, row, 'Name') === levelName)
}
const mazeLevels: { id: number; name: string }[] = []
const wildLevels: { id: number; name: string }[] = []
for (const row of tables.levels.rows) {
const drlg = cell(tables.levels, row, 'DrlgType')
const id = Number(cell(tables.levels, row, 'Id'))
const name = cell(tables.levels, row, 'Name')
if (drlg === '1') mazeLevels.push({ id, name })
else if (drlg === '3') wildLevels.push({ id, name })
}
console.log(`== generators ==`)
console.log(` ${String(mazeLevels.length)} maze levels (DrlgType 1), ${String(wildLevels.length)} wilderness levels (DrlgType 3)`)
let mazePassed = 0
let wildPassed = 0
console.log(`\n== maze levels (DrlgType 1) ==`)
console.log(' id name type sect rooms map hash reach missing')
for (const { id, name } of mazeLevels) {
const label = `${String(id)} ${name}`
try {
const row = mazeRow(id, name)
if (row === undefined) throw new Error('no LvlMaze.txt row')
const type = levelType(tables.levels.rows.find(candidate => Number(cell(tables.levels, candidate, 'Id')) === id)!)
const sectionX = Number(cell(lvlmaze, row, 'SizeX'))
const sectionY = Number(cell(lvlmaze, row, 'SizeY'))
const minRooms = Number(cell(lvlmaze, row, 'Rooms'))
const merge = Number(cell(lvlmaze, row, 'Merge'))
const pieces = await mazePieces(archives, tables.lvlprest, type.name, type.id)
const seed = 0x5eed_0000 + id
const request = {
levelId: id, levelName: name, levelTypeName: type.name,
sectionSize: sectionX, sectionHeight: sectionY,
minRooms, merge, seed, pieces,
}
const first = generateMaze(request)
const second = generateMaze(request)
const hashA = canonicalHash(first.level)
const hashB = canonicalHash(second.level)
const libraries = resolveLevelLibraries(tables, id)
const scene = buildIsoMapScene(first.level, await decodeLibraries(archives, libraries.dt1Names), levelSeed(libraries.dt1Names[0] ?? "generated"))
const totalRefs = scene.floors.length + scene.walls.length + scene.missingTiles
const missingShare = totalRefs === 0 ? 1 : scene.missingTiles / totalRefs
const fill = connectivity(first.level, scene)
check(hashA === hashB, label, `not deterministic (${hashA} vs ${hashB})`)
check(pieces.length > 0, label, 'no pieces resolved')
check(first.level.width > 0 && first.level.height > 0, label, 'empty map')
check(first.level.width <= MAX_CELLS_PER_SIDE && first.level.height <= MAX_CELLS_PER_SIDE, label, `map ${String(first.level.width)}x${String(first.level.height)} exceeds the side bound`)
check(Number(first.stats.sectionX) === sectionX && Number(first.stats.sectionY) === sectionY, label, `section size ${String(first.stats.sectionX)}x${String(first.stats.sectionY)} != LvlMaze ${String(sectionX)}x${String(sectionY)}`)
check(Number(first.stats.roomsPlaced) >= minRooms, label, `placed ${String(first.stats.roomsPlaced)} sections, LvlMaze.Rooms is ${String(minRooms)}`)
check(missingShare <= MAX_MISSING_SHARE, label, `${(missingShare * 100).toFixed(2)}% of tile references are missing`)
check(fill.share >= MIN_REACHABLE_SHARE, label, `only ${(fill.share * 100).toFixed(1)}% of walkable areas are reachable (${String(fill.reached)}/${String(fill.total)})`)
if (hashA === hashB && fill.share >= MIN_REACHABLE_SHARE && missingShare <= MAX_MISSING_SHARE) mazePassed += 1
console.log(` ${String(id).padStart(3)} ${name.padEnd(29)} ${type.name.padEnd(20)} ${String(sectionX).padStart(4)} ${String(Number(first.stats.roomsPlaced)).padStart(6)} ${`${String(first.level.width)}x${String(first.level.height)}`.padEnd(10)} ${hashA} ${(fill.share * 100).toFixed(1).padStart(5)}% ${(missingShare * 100).toFixed(2).padStart(6)}%`)
} catch (err) {
check(false, label, `threw: ${err instanceof Error ? err.message : String(err)}`)
console.log(` ${String(id).padStart(3)} ${name.padEnd(29)} FAILED: ${err instanceof Error ? err.message : String(err)}`)
}
}
console.log(`\n== wilderness levels (DrlgType 3) ==`)
console.log(' id name type size blocks hash reach missing')
for (const { id, name } of wildLevels) {
const label = `${String(id)} ${name}`
try {
const levelRow = tables.levels.rows.find(candidate => Number(cell(tables.levels, candidate, 'Id')) === id)!
const type = levelType(levelRow)
const sizeX = Number(cell(tables.levels, levelRow, 'SizeX'))
const sizeY = Number(cell(tables.levels, levelRow, 'SizeY'))
const subType = Number(cell(tables.levels, levelRow, 'SubType'))
const subShrine = Number(cell(tables.levels, levelRow, 'SubShrine'))
const subTheme = Number(cell(tables.levels, levelRow, 'SubTheme'))
const pieces = await wildernessPieces(archives, tables.lvlprest, type.name)
const rows = await substitutions(archives, lvlsub, subType)
const shrineRows = await substitutions(archives, lvlsub, subShrine)
const seed = 0x5eed_1000 + id
const request = {
levelId: id, levelName: name, levelTypeName: type.name,
sizeX, sizeY, subType, subTheme: Math.max(0, subTheme), seed,
pieces, substitutions: rows, shrineSubstitutions: shrineRows,
}
const first = generateWilderness(request)
const second = generateWilderness(request)
const hashA = canonicalHash(first.level)
const hashB = canonicalHash(second.level)
const libraries = resolveLevelLibraries(tables, id)
const dt1s = await decodeLibraries(archives, libraries.dt1Names)
const scene = buildIsoMapScene(first.level, dt1s, levelSeed("generated"))
const totalRefs = scene.floors.length + scene.walls.length + scene.missingTiles
const missingShare = totalRefs === 0 ? 1 : scene.missingTiles / totalRefs
const fill = connectivity(first.level, scene)
const blockGrid = first.stats.blockGrid as { width: number; height: number }
const expectedWidth = Number(first.stats.sizeX)
const expectedHeight = Number(first.stats.sizeY)
const expectedBlocksX = Math.floor(expectedWidth / AREA_CELLS)
const expectedBlocksY = Math.floor(expectedHeight / AREA_CELLS)
check(hashA === hashB, label, `not deterministic (${hashA} vs ${hashB})`)
check(pieces.length > 0, label, 'no pieces resolved')
check(first.level.width > 0 && first.level.height > 0, label, 'empty map')
check(first.level.width <= MAX_CELLS_PER_SIDE && first.level.height <= MAX_CELLS_PER_SIDE, label, `map ${String(first.level.width)}x${String(first.level.height)} exceeds the side bound`)
check(blockGrid.width === expectedBlocksX && blockGrid.height === expectedBlocksY, label, `block grid ${String(blockGrid.width)}x${String(blockGrid.height)} != floor(size/8) ${String(expectedBlocksX)}x${String(expectedBlocksY)}`)
check(first.level.width === expectedBlocksX * AREA_CELLS && first.level.height === expectedBlocksY * AREA_CELLS, label, 'map extent does not match whole blocks of the declared size')
check(missingShare <= MAX_MISSING_SHARE, label, `${(missingShare * 100).toFixed(2)}% of tile references are missing`)
check(fill.share >= MIN_REACHABLE_SHARE, label, `only ${(fill.share * 100).toFixed(1)}% of walkable areas are reachable (${String(fill.reached)}/${String(fill.total)})`)
if (hashA === hashB && fill.share >= MIN_REACHABLE_SHARE && missingShare <= MAX_MISSING_SHARE) wildPassed += 1
console.log(` ${String(id).padStart(3)} ${name.padEnd(29)} ${type.name.padEnd(20)} ${`${String(first.stats.sizeX)}x${String(first.stats.sizeY)}`.padEnd(10)} ${`${String(blockGrid.width)}x${String(blockGrid.height)}`.padEnd(8)} ${hashA} ${(fill.share * 100).toFixed(1).padStart(5)}% ${(missingShare * 100).toFixed(2).padStart(6)}%`)
} catch (err) {
check(false, label, `threw: ${err instanceof Error ? err.message : String(err)}`)
console.log(` ${String(id).padStart(3)} ${name.padEnd(29)} FAILED: ${err instanceof Error ? err.message : String(err)}`)
}
}
console.log(`\n== summary ==`)
console.log(` maze ${String(mazePassed)}/${String(mazeLevels.length)} passed`)
console.log(` wilderness ${String(wildPassed)}/${String(wildLevels.length)} passed`)
console.log(` checks ${String(checks - failures)}/${String(checks)} assertions held`)
if (failures > 0) {
console.log(`\n ${String(failures)} failure(s):`)
for (const reason of failureReasons.slice(0, 60)) console.log(` - ${reason}`)
if (failureReasons.length > 60) console.log(` ... and ${String(failureReasons.length - 60)} more`)
process.exit(1)
}
console.log('\nall generator checks passed')

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/**
* End-to-end check of the MPQ decoders against the real Diablo II archives.
*
* The whole point of this script is that it refuses to grade its own homework:
* every assertion is about bytes that came out of a Blizzard archive the user
* supplied, not about a fixture we also generated.
*
* Usage:
* node scripts/verify-implode.ts [directory] [--quick] [--archive <name>]
*
* Exits non-zero when a codec this project claims to implement fails on real
* data. Codecs it does not implement yet (ADPCM/Huffmann audio, bzip2, sparse)
* are reported as *unimplemented*, with counts — never silently ignored, and
* never counted as a pass.
*/
import { MpqArchive } from '../src/mpq/archive.ts'
import { fileSource } from '../src/mpq/file-source.ts'
import { COMPRESSION_PKWARE } from '../src/mpq/decompress.ts'
const args = process.argv.slice(2)
const dir = args.find((a) => !a.startsWith('--')) ?? 'samples/d2'
const quick = args.includes('--quick')
const only = args.flatMap((a, i) => (a === '--archive' ? [args[i + 1] ?? ''] : []))
/** Cap per archive in `--quick` mode, so the script is usable in a loop. */
const QUICK_LIMIT = 400
/** Archives this project cares about, in mount order. */
const ARCHIVES = ['d2data.mpq', 'd2exp.mpq', 'Patch_D2.mpq', 'd2char.mpq']
/** Raised classification of one member failure. */
type FailureKind = 'implode' | 'unimplemented-codec' | 'missing-key' | 'other'
/**
* Classify a member read failure.
*
* @param err - the thrown error.
* @returns the kind, plus a label for the report.
*/
function classify(err: unknown): { kind: FailureKind; label: string } {
const mask = (err as { mask?: unknown }).mask
const message = String((err as { message?: unknown }).message ?? err)
if (typeof mask === 'number') {
if (mask === COMPRESSION_PKWARE) return { kind: 'implode', label: 'pkware implode' }
const names: string[] = []
if (mask & 0x01) names.push('huffmann')
if (mask & 0x10) names.push('bzip2')
if (mask & 0x20) names.push('sparse')
if (mask & 0x40) names.push('adpcm-mono')
if (mask & 0x80) names.push('adpcm-stereo')
return { kind: 'unimplemented-codec', label: `mask 0x${mask.toString(16)} (${names.join('+') || 'unknown'})` }
}
if (/reversed extent|beyond/.test(message)) return { kind: 'missing-key', label: 'unnamed encrypted member (no name → no key)' }
return { kind: 'other', label: message.slice(0, 70) }
}
let checks = 0
let hardFailures = 0
let totalMembers = 0
let totalBytes = 0
const unimplemented = new Map<string, number>()
/**
* Assert one expectation.
*
* @param ok - whether it held.
* @param message - what was checked.
*/
function check(ok: boolean, message: string): void {
checks += 1
if (!ok) hardFailures += 1
console.log(` ${ok ? 'ok ' : 'FAIL'} ${message}`)
}
const wanted = only.length > 0 ? only : ARCHIVES
console.log(`== real archives in ${dir} (${String(wanted.length)} selected) ==`)
for (const name of wanted) {
const path = `${dir}/${name}`
let archive: MpqArchive
try {
archive = await MpqArchive.open(await fileSource(path))
} catch (err) {
console.log(`\n-- ${name}\n skip: ${String(err)}`)
continue
}
const names = await archive.nameIndex()
let files = archive.files(names)
if (quick && files.length > QUICK_LIMIT) files = files.slice(0, QUICK_LIMIT)
let ok = 0
let bytes = 0
const local = new Map<string, number>()
for (const file of files) {
try {
const decoded = await archive.read(file)
ok += 1
bytes += decoded.byteLength
} catch (err) {
const { kind, label } = classify(err)
if (kind === 'implode' || kind === 'other') hardFailures += 1
if (kind === 'unimplemented-codec') unimplemented.set(label, (unimplemented.get(label) ?? 0) + 1)
local.set(`${kind === 'missing-key' ? 'no-key' : kind}: ${label}`, (local.get(`${kind === 'missing-key' ? 'no-key' : kind}: ${label}`) ?? 0) + 1)
}
}
totalMembers += files.length
totalBytes += bytes
console.log(`\n-- ${name}`)
console.log(` members ${String(ok)}/${String(files.length)} decoded, ${(bytes / 1048576).toFixed(1)} MB out of ${(archive.header.archiveSize / 1048576).toFixed(1)} MB on disk`)
for (const [label, count] of [...local].sort((a, b) => b[1] - a[1])) {
const kind = label.startsWith('implode') || label.startsWith('other') ? 'FAIL' : 'info'
console.log(` ${kind.padEnd(4)} ${String(count).padStart(5)} ${label}`)
}
console.log(` names ${String(archive.files().length - names.size)} of ${String(archive.files().length)} block slots have no name`)
check(ok > 0, `${name}: at least one member decoded`)
// Content assertions: a decoder that produces the right *length* but the wrong
// bytes would still be useless, so look for known strings in known members.
const levels = archive.find('data\\global\\excel\\levels.txt')
if (levels !== undefined) {
const text = Buffer.from(await archive.read(levels)).toString('latin1')
check(text.includes('LevelName'), `${name}: levels.txt decodes to a real header row`)
check(text.includes('Act 1 - Town'), `${name}: levels.txt names the Act 1 town`)
}
if (name === 'd2data.mpq') {
const count = names.size
check(count > 10_000, `d2data.mpq: (listfile) decodes to ${String(count)} names`)
}
if (name === 'd2char.mpq') {
const so = archive.find('data\\global\\chars\\so\\hd\\sohdbhma11hs.dcc')
if (so !== undefined) {
const head = await archive.read(so)
check(
head[0] === 0x74 && head[1] === 0x06 && head[2] === 0x10 && head[3] === 0x14,
'd2char.mpq: a Sorceress DCC begins with the DCC signature',
)
}
}
}
console.log('\n== summary ==')
console.log(` ${String(totalMembers)} members read, ${(totalBytes / 1048576).toFixed(1)} MB decoded`)
if (unimplemented.size > 0) {
console.log(' not implemented yet (reported, not counted as pass):')
for (const [label, count] of [...unimplemented].sort((a, b) => b[1] - a[1])) {
console.log(` ${String(count).padStart(5)} ${label}`)
}
}
console.log(` ${String(checks - hardFailures)}/${String(checks)} assertions passed`)
if (hardFailures > 0) {
console.log(` ${String(hardFailures)} hard failures: a codec that claims to work did not`)
process.exit(1)
}

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/**
* M3 item checks: tables, affix rolling, inventory and drops, headless.
*
* Item systems fail in ways that are tedious to catch by playing: an affix that
* rolls on a type it should not, a stack that silently discards a potion, an
* item that occupies cells it never clears, or a drop table that is not
* reproducible. Each of those is a plain assertion here instead.
*
* Usage: node scripts/verify-items.ts
*/
import {
Inventory, affixEligible, affixesFromTable, createItem, goldItem, itemBasesFromTable,
rollAffix, rollDrop, totalStat,
} from '../src/game/items.ts'
import type { Affix, ItemBase } from '../src/game/items.ts'
import { Rng } from '../src/game/rng.ts'
import { parseTable } from '../src/game/tables.ts'
const problems: string[] = []
let checks = 0
/**
* Assert one condition.
*
* @param condition - the condition to hold.
* @param description - what it means.
*/
function expect(condition: boolean, description: string): void {
checks += 1
if (!condition) problems.push(description)
}
// --- tables -----------------------------------------------------------------
const weapons = itemBasesFromTable(parseTable([
'Id\tName\tType\tInvWidth\tInvHeight\tDamage\tValue\tLevel\tMaxStack',
'swd\tShort Sword\tweap\t1\t3\t5\t30\t1\t1',
'bsc\tBuckler\tarmo\t2\t2\t\t12\t1\t1\t\t',
'lsw\tLong Sword\tweap\t1\t3\t12\t120\t8\t1',
'axe\tHand Axe\tweap\t1\t3\t8\t60\t\t1',
].join('\n')), 'weapon')
expect(weapons.length === 4, 'every weapon row becomes a base')
expect(weapons[0]?.invWidth === 1 && weapons[0]?.invHeight === 3, 'footprints come from the table')
expect(weapons[1]?.damage === 0, 'a missing damage cell becomes zero, not NaN')
expect(weapons[2]?.level === 8, 'level gates are read')
expect(weapons[3]?.level === 1, 'a missing level falls back to 1')
expect(weapons[0]?.tags.includes('weap') === true, 'the type column becomes the tag list')
const misc = itemBasesFromTable(parseTable([
'Id\tName\tType\tInvWidth\tInvHeight\tMaxStack\tValue',
'hp1\tMinor Healing Potion\tmisc\t1\t1\t5\t20',
].join('\n')), 'misc')
expect(misc[0]?.maxStack === 5, 'stack limits come from the table')
const prefixes = affixesFromTable(parseTable([
'Id\tName\tLevel\titype1\titype2\tmod1code\tmod1min\tmod1max\tmod2code\tmod2min\tmod2max',
'cruel\tCruel\t12\tweap\t\tmaxdamage\t30\t40\t\t\t',
'sturdy\tSturdy\t3\tarmo\t\tdefense\t5\t9\t\t\t',
'fine\tFine\t5\tweap\tarmo\tmaxdamage\t2\t4\tdefense\t1\t3',
'nomod\tBroken Row\t1\tweap\t\t\t\t\t\t\t', // no modifier: must be skipped
].join('\r\n')), 'prefix')
expect(prefixes.length === 3, 'rows without a modifier are skipped')
expect(prefixes[0]?.modifiers.length === 1, 'a single modifier is read')
expect(prefixes[1]?.itemTypes.join(',') === 'armo', 'itype columns build the type list')
expect(prefixes[2]?.modifiers.length === 2, 'two modifier slots are read')
const suffixes = affixesFromTable(parseTable([
'Id\tName\tLevel\titype1\tmod1code\tmod1min\tmod1max',
'of_might\tof Might\t5\tweap\tstrength\t2\t5',
'of_the_fox\tof the Fox\t3\t\tdexterity\t1\t3', // no itype: any item
].join('\n')), 'suffix')
expect(suffixes[1]?.itemTypes.length === 0, 'an affix with no itype applies to anything')
// --- eligibility ------------------------------------------------------------
const sword = weapons[0]!
const buckler = weapons[1]!
const longSword = weapons[2]!
expect(affixEligible(prefixes[0]!, sword, 12), 'a weapon affix fits a weapon at its level')
expect(!affixEligible(prefixes[0]!, sword, 11), 'an affix above the item level is refused')
expect(!affixEligible(prefixes[0]!, buckler, 20), 'a weapon affix is refused by armor')
expect(affixEligible(prefixes[1]!, buckler, 3), 'an armor affix fits armor')
expect(affixEligible(suffixes[1]!, buckler, 10), 'an unrestricted affix fits any base')
// --- rolling ----------------------------------------------------------------
const rollWith = (seed: number): string => {
const rolled = rollAffix(prefixes, sword, 20, new Rng(seed))
return JSON.stringify(rolled)
}
expect(rollWith(7) === rollWith(7), 'the same seed rolls the same affix and the same numbers')
const rollVariety = new Set([1, 2, 3, 4, 5, 6, 7, 8].map(rollWith))
expect(rollVariety.size > 1, 'different seeds roll differently')
const rolled = rollAffix(prefixes, sword, 20, new Rng(3))
expect(rolled !== null && rolled.rolls.length === rolled.affix.modifiers.length, 'each modifier gets a roll')
expect(rolled !== null && rolled.rolls.every(r => r.max >= r.min && r.max <= (r as { max: number }).max), 'rolls stay inside the affix range')
const neverEligible = rollAffix([prefixes[1]!], sword, 20, new Rng(1))
expect(neverEligible === null, 'no eligible affix rolls nothing rather than an illegal one')
// --- item construction ------------------------------------------------------
// Only one suffix is eligible here, so "the modifier shows up as a stat" is a
// statement about the pipeline rather than about which affix the seed picked.
const might = suffixes.find(affix => affix.id === 'of_might')!
const item = createItem(sword, prefixes, [might], new Rng(11), { level: 20, prefixChance: 1, suffixChance: 1 })
expect(item.prefix !== null && item.suffix !== null, 'forced chances produce both affixes')
expect(item.name === `${item.prefix!.name} ${sword.name} ${item.suffix!.name}`, 'the name is prefix + base + suffix')
expect((item.stats.damage ?? 0) >= sword.damage, 'base damage survives into the stats')
expect((item.stats.strength ?? 0) >= 2, 'affix modifiers appear as stats')
expect(item.suffix?.id === 'of_might', 'the only eligible suffix is the one rolled')
expect(item.value > sword.value, 'an affixed item is worth more than its base')
const plain = createItem(sword, prefixes, suffixes, new Rng(11), { level: 20, prefixChance: 0, suffixChance: 0 })
expect(plain.prefix === null && plain.suffix === null, 'zero chances roll no affixes')
expect(plain.name === sword.name, 'a plain item is named after its base')
const potion = misc[0]!
const stacked = createItem(potion, prefixes, suffixes, new Rng(1), { level: 1, prefixChance: 0, suffixChance: 0, stack: 99 })
expect(stacked.stack === potion.maxStack, 'a stack cannot exceed the base limit')
// --- inventory --------------------------------------------------------------
const bag = new Inventory(4, 3)
expect(bag.totalCells === 12 && bag.usedCells === 0, 'a new inventory is empty')
expect(bag.canPlace(1, 3, 0, 0), 'a tall item fits where there is room')
expect(!bag.canPlace(1, 3, 0, 1), 'an item that would leave the grid is refused')
expect(bag.canPlace(4, 1, 0, 0), 'an item exactly as wide as the grid fits')
expect(!bag.canPlace(5, 1, 0, 0), 'an item wider than the grid is refused')
const placedSword = bag.add(item)
expect(placedSword !== null, 'an item can be added')
expect(bag.usedCells === 3, 'adding occupies the item footprint')
expect(!bag.canPlace(1, 1, 0, 0), 'occupied cells refuse other items')
expect(bag.add(plain) !== null, 'a second item finds the next free slot')
expect(bag.contents.length === 2, 'both items are tracked')
// stacking onto an existing pile, with the remainder in a new slot
const potionBag = new Inventory(4, 2)
const firstPotion = potionBag.add(createItem(potion, prefixes, suffixes, new Rng(2), { level: 1, prefixChance: 0, suffixChance: 0, stack: 3 }))
expect(firstPotion !== null, 'the first pile lands')
const secondPotion = potionBag.add(createItem(potion, prefixes, suffixes, new Rng(2), { level: 1, prefixChance: 0, suffixChance: 0, stack: 4 }))
expect(secondPotion !== null, 'the second pile lands somewhere')
expect(potionBag.contents.length === 2, 'a stack that overflows opens a second slot instead of discarding')
const totalPotions = potionBag.contents.reduce((sum, entry) => sum + entry.item.stack, 0)
expect(totalPotions === 7, 'no potion is lost across the overflow')
const removed = bag.remove(placedSword!)
expect(removed && bag.usedCells === 3, `removing an item clears exactly its cells (used ${String(bag.usedCells)})`)
expect(bag.canPlace(1, 3, 0, 0), 'the freed cells can be reused')
const tiny = new Inventory(1, 1)
expect(tiny.add(item) === null, 'an item with no room is refused rather than dropped silently')
expect(tiny.add(goldItem(100)) !== null, 'gold fits where the sword did not')
expect(tiny.gold === 100, 'gold is summed from its piles')
const goldBag = new Inventory(2, 1)
goldBag.add(goldItem(4000))
goldBag.add(goldItem(4000))
expect(goldBag.gold === 8000, 'gold piles stack up to their limit and spill into another slot')
// --- drops ------------------------------------------------------------------
const bases = [...weapons, potion]
const dropOptions = { level: 10, dropChance: 1, goldChance: 0, goldRange: [10, 20] as const }
const runDrops = (seed: number): string => JSON.stringify(
Array.from({ length: 8 }, (_, index) => rollDrop(bases, prefixes, suffixes, new Rng(seed + index), dropOptions)),
)
expect(runDrops(5) === runDrops(5), 'the same seed produces the same drops')
expect(new Set([1, 2, 3, 4, 5, 6].map(runDrops)).size > 1, 'different seeds produce different drops')
expect(rollDrop(bases, prefixes, suffixes, new Rng(1), { ...dropOptions, dropChance: 0 }).kind === 'nothing', 'a zero drop chance drops nothing')
expect(rollDrop(bases, prefixes, suffixes, new Rng(1), { ...dropOptions, dropChance: 1 }).kind === 'item', 'a guaranteed drop is an item')
const goldDrop = rollDrop(bases, prefixes, suffixes, new Rng(1), { ...dropOptions, goldChance: 1 })
expect(goldDrop.kind === 'gold' && goldDrop.amount >= 10 && goldDrop.amount <= 20, 'gold drops inside its range')
// An item level below every base's requirement still has to yield something.
const lowLevelDrops = Array.from({ length: 12 }, (_, index) =>
rollDrop([longSword], prefixes, suffixes, new Rng(100 + index), { ...dropOptions, level: 1 }))
expect(lowLevelDrops.every(drop => drop.kind === 'item'), 'a table with no base under the level still drops the base it has')
// --- derived stats ----------------------------------------------------------
const sheet = new Inventory(4, 4)
const armour: ItemBase = { ...buckler, defense: 12, tags: ['armo'] }
sheet.add(createItem(armour, prefixes, suffixes, new Rng(4), { level: 20, prefixChance: 1, suffixChance: 0 }))
const defence = totalStat(sheet.contents, 'defense')
expect(defence >= 12, 'worn armor contributes its defense to the character sheet')
console.log(`checks ${String(checks)}`)
console.log(`problems ${String(problems.length)}`)
for (const problem of problems.slice(0, 12)) console.log(` - ${problem}`)
console.log(problems.length === 0 ? 'RESULT item behaviours hold' : 'RESULT FAILED')
process.exit(problems.length === 0 ? 0 : 1)

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// verify-listfile.ts — 用社区 listfile 把"归档里到底有没有这个成员"变成可判定的事实
//
// 背景:`d2data.mpq`/`Patch_D2.mpq` 都没有 `(listfile)`,Storm 的名字是**加密存的**,所以
// 原先 `listFiles()` 只能对能列目录的归档给出名字。1.13c 的社区 listfile
// (`samples/d2/listfile_113c.txt`,39551 行)补齐了这一点:拿它的每个名字去归档里做
// hash 查找,查到就是真成员。`MpqArchive.open` 的 `listfile` 选项就是为此存在的。
//
// node scripts/verify-listfile.ts [--dir=samples/d2]
//
// 退出码非 0 表示有断言没过。
export {}
import { readFileSync } from 'node:fs'
import { MpqArchive } from '../src/mpq/archive.ts'
import { fileSource } from '../src/mpq/file-source.ts'
/** 归档目录,`--dir=` 可覆盖。 */
const DIR = process.argv.find(argument => argument.startsWith('--dir='))?.slice('--dir='.length) ?? 'samples/d2'
/** listfile 文件(社区提供,1.13c)。 */
const LISTFILE = `${DIR}/listfile_113c.txt`
/** 断言结果。 */
const checks: { name: string; ok: boolean; detail: string }[] = []
/**
* 记录一条断言。
*
* @param name - what was checked.
* @param ok - whether it held.
* @param detail - evidence.
*/
function check(name: string, ok: boolean, detail: string): void {
checks.push({ name, ok, detail })
console.log(`${ok ? 'ok ' : 'FAIL'} ${name} — ${detail}`)
}
/**
* 主流程:读 listfile,逐个归档做名字解析,最后核对物体美术的结论。
*/
async function main(): Promise<void> {
const names = readFileSync(LISTFILE, 'utf8').split(/\r?\n/).map(line => line.trim()).filter(line => line.length > 0)
const lower = new Set(names.map(name => name.toLowerCase()))
check('listfile 非空', names.length > 30000, `${String(names.length)} 行`)
check('listfile 去重后无重复', lower.size === names.length, `${String(lower.size)} 个不同名字`)
check('listfile 带 (listfile) 自身', lower.has('(listfile)'), '社区 listfile 保留了归档管理成员')
/** 每个归档期望的最低命中数,来自实测;低于它说明 listfile 或归档换了版本。 */
const expectations: Record<string, { min: number; objects: number }> = {
'Patch_D2.mpq': { min: 200, objects: 0 },
'd2data.mpq': { min: 10700, objects: 2400 },
'd2exp.mpq': { min: 9800, objects: 800 },
}
const resolvedByArchive = new Map<string, string[]>()
for (const [file, want] of Object.entries(expectations)) {
const archive = await MpqArchive.open(await fileSource(`${DIR}/${file}`), { listfile: names })
const found = names.filter(name => archive.find(name) !== undefined)
resolvedByArchive.set(file, found)
const objects = found.filter(name => /objects[\\/]/i.test(name))
console.log(`\n=== ${file} ===`)
check(`${file} 名字命中数 ≥ ${String(want.min)}`, found.length >= want.min,
`${String(found.length)} / ${String(names.length)}`)
check(`${file} objects 成员数 ≈ ${String(want.objects)}`, Math.abs(objects.length - want.objects) <= 20,
`${String(objects.length)} 个 objects 成员`)
}
// 1.13c 的关卡表就在 Patch_D2 里:解析器读的就是这些名字,名字错一个字节就全盘皆错。
const patch = await MpqArchive.open(await fileSource(`${DIR}/Patch_D2.mpq`), { listfile: names })
for (const table of ['Levels.txt', 'LvlMaze.txt', 'LvlPrest.txt', 'LvlSub.txt', 'LvlTypes.txt']) {
const member = `data\\global\\excel\\${table}`
const file = patch.find(member)
check(`Patch_D2 有 ${table}`, file !== undefined, file === undefined ? '未找到' : `${String(file.fileSize)} 字节`)
}
console.log(`\n Patch_D2 里 objects 目录:${String((resolvedByArchive.get('Patch_D2.mpq') ?? []).filter(name => /objects[\\/]/i.test(name)).length)}`
+ '(补丁归档不含可破坏物品美术,这是实测结论而不是猜测)')
// 物体美术的关键结论:哪些 token 在全部归档里根本没有美术。
const all = [...resolvedByArchive.values()].flat()
for (const [token, expected] of [['9b', 4], ['tp', 12], ['ta', 0]] as const) {
const hits = all.filter(name => new RegExp(`objects[\\\\/]${token}[\\\\/]`, 'i').test(name))
check(`token ${token.toUpperCase()} 的成员数 = ${String(expected)}`, hits.length === expected, `${String(hits.length)} 个`)
}
const passed = checks.filter(entry => entry.ok).length
console.log(`\n${String(passed)}/${String(checks.length)} passed`)
if (passed !== checks.length) process.exitCode = 1
}
await main()

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/**
* M4 checks: skills, projectiles, quests, NPC dialogue, headless.
*
* Skills and quests are state machines with resource gates, and both fail in ways
* that are annoying to notice by playing: a skill that fires while on cooldown, a
* projectile that passes through a wall, a quest that counts the wrong monster or
* rewards twice, an NPC that offers a quest already in progress. Each is an
* assertion here.
*
* Name resolution is checked too: tables address strings by index into a `.tbl`,
* and the fallback (a literal cell, or no `.tbl` at all) has to keep working —
* that is the path a real archive takes while the TBL decoder is still unproven
* against shipped files.
*
* Usage: node scripts/verify-m4.ts
*/
import { parseTable, resolveText, textSourceOf } from '../src/game/tables.ts'
import { castSkill, skillDamageAt, skillsFromTable, tickProjectiles } from '../src/game/skills.ts'
import type { Projectile, ProjectileTarget, SkillDef } from '../src/game/skills.ts'
import { QuestLog, npcDialog, npcsFromTable, questsFromTable } from '../src/game/quests.ts'
import { Rng } from '../src/game/rng.ts'
const problems: string[] = []
let checks = 0
/**
* Assert one condition.
*
* @param condition - the condition to hold.
* @param description - what it means.
*/
function expect(condition: boolean, description: string): void {
checks += 1
if (!condition) problems.push(description)
}
// A tiny string table, as if decoded from a real `.tbl`.
const strings = textSourceOf(['', 'Fire Bolt', 'Ice Blast', 'Deckard Cain', 'Kill the fallen', 'Slay the fallen'])
expect(resolveText('1', strings) === 'Fire Bolt', 'a numeric cell resolves through the string table')
expect(resolveText('Fire Bolt', strings) === 'Fire Bolt', 'a literal cell passes through unchanged')
expect(resolveText('99', strings) === '99', 'an index the table does not have stays as written')
const noTable = textSourceOf(null)
expect(resolveText('7', noTable) === '7', 'with no table loaded, indices stay literal')
// --- skills -----------------------------------------------------------------
const skills = skillsFromTable(parseTable([
'Id\tName\tManaCost\tCooldownTicks\tRange\tSpeed\tMinDam\tMaxDam\tPerLevel\tRadius',
'firebolt\t1\t5\t8\t240\t300\t6\t9\t3\t20',
'frostnova\t2\t12\t40\t60\t0\t10\t14\t4\t90',
'basic\tBasic Attack\t0\t0\t48\t0\t2\t3\t1\t16',
].join('\r\n')), strings)
expect(skills.length === 3, 'every skill row becomes a definition')
expect(skills[0]?.name === 'Fire Bolt', 'skill names resolve through the string table')
expect(skills[0]?.projectile === true, 'a skill with missile speed is a projectile skill')
expect(skills[1]?.projectile === false, 'a skill with no speed strikes instantly')
expect(skills[2]?.name === 'Basic Attack', 'a literal name needs no table')
const firebolt = skills[0]!
const frostnova = skills[1]!
// damage scaling: base at level 1, plus the slope per level, inside the range
const level1 = Array.from({ length: 40 }, (_, index) => skillDamageAt(firebolt, 1, new Rng(index)))
expect(level1.every(damage => damage >= 6 && damage <= 9), 'level 1 damage stays inside the base range')
const level5 = Array.from({ length: 40 }, (_, index) => skillDamageAt(firebolt, 5, new Rng(index)))
expect(level5.every(damage => damage >= 18 && damage <= 21), 'each level adds the table slope')
expect(Math.min(...level5) > Math.max(...level1), 'a higher skill level always out-damages a lower one')
// --- casting gates ----------------------------------------------------------
const caster = { x: 100, y: 100, facing: 6 }
const ready = castSkill(firebolt, caster, 1, new Rng(1), 0, 50)
expect(ready.kind === 'projectile', 'a ready cast with mana produces a projectile')
expect(castSkill(firebolt, caster, 1, new Rng(1), 3, 50).kind === 'cooldown', 'a skill on cooldown refuses to fire')
expect(castSkill(firebolt, caster, 1, new Rng(1), 0, 1).kind === 'mana', 'a cast without mana refuses to fire')
expect(castSkill(firebolt, caster, 1, new Rng(1), 0, 5).kind === 'projectile', 'exactly enough mana is enough')
expect(castSkill(frostnova, caster, 1, new Rng(1), 0, 50).kind === 'instant', 'an instant skill reports as instant')
if (ready.kind === 'projectile') {
const shot = ready.projectile
// Facing 6 is east: the velocity must run along +x and nowhere else.
expect(shot.vx > 0 && Math.abs(shot.vy) < 1e-9, 'a projectile flies along the caster\'s facing')
expect(Math.abs(Math.hypot(shot.vx, shot.vy) - firebolt.speed / 25) < 1e-9, 'projectile speed is the table speed per tick')
expect(shot.ttl === Math.round(firebolt.range / (firebolt.speed / 25)), 'range divided by step gives the lifetime')
expect(shot.fromPlayer === true, 'a cast projectile is marked as the player\'s')
}
const aimed = castSkill(firebolt, { x: 0, y: 0, facing: 0 }, 1, new Rng(1), 0, 50, { x: 0, y: 100 })
if (aimed.kind === 'projectile') {
expect(aimed.projectile.vy > 0 && Math.abs(aimed.projectile.vx) < 1e-9, 'an aim point overrides the facing')
} else {
problems.push('an aimed cast did not produce a projectile')
}
// --- projectiles ------------------------------------------------------------
const flying: Projectile = { skillId: 'firebolt', x: 0, y: 0, vx: 12, vy: 0, damage: 7, ttl: 5, fromPlayer: true }
const targetAt = (x: number, alive = true): ProjectileTarget => ({ index: 1, x, y: 0, radius: 16, alive })
const openTerrain = { overlap: () => 0 }
const stepOne = tickProjectiles([flying], [targetAt(500)], openTerrain)
expect(stepOne.alive.length === 1 && stepOne.hits.length === 0, 'a projectile with nothing in the way keeps flying')
expect(stepOne.alive[0]?.x === 12, 'a projectile advances by its velocity each tick')
const hit = tickProjectiles([{ ...flying, x: 100 }], [targetAt(110)], openTerrain)
expect(hit.hits.length === 1 && hit.hits[0]?.targetIndex === 1, 'a projectile hits a target in its path')
expect(hit.alive.length === 0, 'a projectile that hits is consumed')
expect(hit.hits[0]?.damage === 7, 'the hit carries the rolled damage')
const wall = tickProjectiles([{ ...flying, x: 100 }], [targetAt(104)], { overlap: x => (x >= 105 ? 1 : 0) })
expect(wall.wallHits === 1 && wall.hits.length === 0, 'a wall stops a projectile before a target behind it')
expect(wall.alive.length === 0, 'a projectile that hits a wall is consumed')
const expired = tickProjectiles([{ ...flying, ttl: 0 }], [targetAt(500)], openTerrain)
expect(expired.expired === 1 && expired.alive.length === 0, 'a projectile dies when its lifetime runs out')
const dead = tickProjectiles([{ ...flying, x: 100 }], [targetAt(105, false)], openTerrain)
expect(dead.hits.length === 0 && dead.alive.length === 1, 'a dead target is not hit')
// --- quests and NPCs --------------------------------------------------------
const quests = questsFromTable(parseTable([
'Id\tName\tDescription\tMonsterId\tKillCount\tRewardXP\tRewardGold',
'den\t4\t5\tfallen\t3\t120\t50',
'any\tDen of Evil\tKill anything\t*\t2\t40\t10',
].join('\n')), strings)
expect(quests[0]?.name === 'Kill the fallen', 'quest names resolve through the string table')
expect(quests[0]?.description === 'Slay the fallen', 'descriptions resolve too')
expect(quests[1]?.name === 'Den of Evil', 'a literal quest name passes through')
const npcs = npcsFromTable(parseTable([
'Id\tName\tQuest\tOffer\tProgress\tDone',
'cain\t3\tden\tAccept|Go now\t1|Still alive?\tWell done',
].join('\n')), strings)
expect(npcs[0]?.name === 'Deckard Cain', 'NPC names resolve through the string table')
expect(npcs[0]?.offerLines.length === 2, 'pipe-separated dialogue becomes several lines')
expect(npcs[0]?.progressLines[0] === 'Fire Bolt', 'a numeric dialogue line resolves to its string')
const log = new QuestLog(quests)
const cain = npcs[0]!
expect(npcDialog(cain, log).join('|') === 'Accept|Go now', 'before accepting, the NPC offers the quest')
expect(log.accept('den'), 'accepting an inactive quest works')
expect(!log.accept('den'), 'accepting an active quest is refused')
expect(npcDialog(cain, log).join('|') === 'Fire Bolt|Still alive?', 'while active, the NPC reports progress')
expect(log.get('den')?.status === 'active', 'the quest is active')
expect(log.recordKill('zombie').length === 0, 'a kill of the wrong monster does not complete the quest')
expect(log.recordKill('fallen').length === 0, 'the first wanted kill does not complete a three-kill quest')
const rewards = log.recordKill('fallen')
expect(rewards.length === 0, 'the second kills still does not complete it')
const finalRewards = log.recordKill('fallen')
expect(finalRewards.length === 1 && finalRewards[0]?.questId === 'den', 'the third kill completes the quest')
expect(finalRewards[0]?.xp === 120 && finalRewards[0]?.gold === 50, 'the reward comes from the quest row')
expect(log.get('den')?.status === 'complete', 'the quest is complete')
expect(log.recordKill('fallen').length === 0, 'a completed quest does not reward again')
expect(npcDialog(cain, log).join('|') === 'Well done', 'after completion, the NPC changes to the done lines')
// A wildcard quest counts any monster, and both quests can be active at once.
const wildcardLog = new QuestLog(quests)
wildcardLog.accept('any')
expect(wildcardLog.recordKill('zombie').length === 0, 'a wildcard quest counts the first kill')
expect(wildcardLog.recordKill('skeleton').length === 1, 'a wildcard quest completes on any monsters')
expect(wildcardLog.active.length === 0, 'no quest is left active once complete')
expect(wildcardLog.all.length === 2, 'the log tracks every quest')
// --- determinism ------------------------------------------------------------
const castRun = (seed: number): string => {
const rng = new Rng(seed)
const shots: string[] = []
for (let index = 0; index < 6; index += 1) {
const result = castSkill(firebolt, { x: index, y: 0, facing: 6 }, 3, rng, 0, 100)
shots.push(result.kind === 'projectile' ? String(result.projectile.damage) : result.kind)
}
return shots.join(',')
}
expect(castRun(9) === castRun(9), 'the same seed casts for the same damage')
expect(new Set([1, 2, 3, 4].map(castRun)).size > 1, 'different seeds roll different damage')
console.log(`checks ${String(checks)}`)
console.log(`problems ${String(problems.length)}`)
for (const problem of problems.slice(0, 12)) console.log(` - ${problem}`)
console.log(problems.length === 0 ? 'RESULT skill, projectile and quest behaviours hold' : 'RESULT FAILED')
process.exit(problems.length === 0 ? 0 : 1)

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/**
* M5 checks: snapshots, character files and deterministic lockstep, headless.
*
* A save is verified the only way that means anything: restore it, keep
* simulating, and require the restored copy to stay *identical* to the original
* tick for tick. A field left out of the save shows up here as a divergence a few
* hundred ticks later, which is exactly how such a bug appears in a real game.
*
* Lockstep is verified by running two independent sessions over identical input
* and comparing their per-tick hashes, then by tampering with one peer's input and
* requiring the divergence to be *detected* — a desync detector that never fires
* is worse than none.
*
* Usage: node scripts/verify-m5.ts
*/
import { createWorld, spawnMonsters, tickCombat, damageMonster } from '../src/game/combat.ts'
import type { CombatOptions, MonsterStats } from '../src/game/combat.ts'
import { Inventory, goldItem, rollDrop } from '../src/game/items.ts'
import type { Affix, ItemBase } from '../src/game/items.ts'
import { QuestLog } from '../src/game/quests.ts'
import type { QuestDef } from '../src/game/quests.ts'
import { Rng } from '../src/game/rng.ts'
import {
captureSnapshot, createD2s, d2sChecksum, parseSnapshot, readD2s, restoreSnapshot, serializeSnapshot, writeD2s,
} from '../src/game/save.ts'
import { LockstepSession } from '../src/net/lockstep.ts'
import type { InputFrame, LockstepSimulation } from '../src/net/lockstep.ts'
import { parseTable } from '../src/game/tables.ts'
import { monsterStatsFromTable } from '../src/game/combat.ts'
const problems: string[] = []
let checks = 0
/**
* Assert one condition.
*
* @param condition - the condition to hold.
* @param description - what it means.
*/
function expect(condition: boolean, description: string): void {
checks += 1
if (!condition) problems.push(description)
}
// --- a small game to save and to simulate ------------------------------------
const stats: MonsterStats[] = monsterStatsFromTable(parseTable([
'Id\tName\tHP\tDamage\tCooldownTicks\tReach\tAggroRadius\tSpeed\tXP',
'fallen\tFallen\t12\t3\t24\t36\t400\t80\t8',
'zombie\tZombie\t30\t6\t32\t40\t300\t50\t15',
].join('\n')))
const bases: ItemBase[] = [
{ id: 'swd', name: 'Short Sword', kind: 'weapon', invWidth: 1, invHeight: 3, maxStack: 1, value: 30, damage: 5, defense: 0, tags: ['weap'], level: 1 },
{ id: 'potion', name: 'Potion', kind: 'misc', invWidth: 1, invHeight: 1, maxStack: 5, value: 20, damage: 0, defense: 0, tags: ['misc'], level: 1 },
]
const prefixes: Affix[] = [{ id: 'cruel', name: 'Cruel', kind: 'prefix', level: 1, itemTypes: ['weap'], modifiers: [{ stat: 'maxdamage', min: 2, max: 6 }] }]
const suffixes: Affix[] = [{ id: 'might', name: 'of Might', kind: 'suffix', level: 1, itemTypes: [], modifiers: [{ stat: 'strength', min: 1, max: 3 }] }]
const quests: QuestDef[] = [{ id: 'den', name: 'Den', description: '', monsterId: '*', killCount: 3, rewardXp: 40, rewardGold: 60 }]
const options: CombatOptions = {
playerSpeed: 180, playerReach: 48, playerCooldownTicks: 12, playerDamage: 6,
playerManaPerAttack: 2, respawnTicks: 40,
}
const xpTable: readonly number[] = [0, 0, 1000]
/** The part of the game a save has to carry. */
interface Game {
world: ReturnType<typeof createWorld>
rng: Rng
inventory: Inventory
quests: QuestLog
ground: { x: number; y: number; item: ReturnType<typeof goldItem> }[]
}
/**
* Build a fresh game.
*
* @param seed - random seed and world seed.
* @returns the game.
*/
function newGame(seed: number): Game {
const world = createWorld(0, 0)
spawnMonsters(world, stats, 5, { x: 200, y: 0 }, 200, { overlap: () => 0 })
return { world, rng: new Rng(seed), inventory: new Inventory(10, 4), quests: new QuestLog(quests), ground: [] }
}
/**
* The input script: deterministic in the tick number, so both runs and both
* sessions see exactly the same thing.
*
* @param tick - the tick.
* @returns movement and intent.
*/
function scriptedInput(tick: number): { movement: { x: number; y: number }; attack: boolean } {
const phase = Math.floor(tick / 25) % 4
const movement = phase === 0 ? { x: 1, y: 0 } : phase === 1 ? { x: 0, y: 1 } : phase === 2 ? { x: -1, y: 0 } : { x: 0, y: -1 }
return { movement, attack: tick % 5 === 0 }
}
/**
* Advance a game one tick, including loot and quest progress.
*
* @param game - the game.
* @param tick - the tick number.
*/
function stepGame(game: Game, tick: number): void {
const input = scriptedInput(tick)
tickCombat(game.world, input, options, { overlap: () => 0 }, xpTable)
for (const event of game.world.events) {
if (event.kind !== 'kill') continue
for (const reward of game.quests.recordKill(event.subjectId ?? '')) {
game.world.player.xp += reward.xp
game.inventory.add(goldItem(reward.gold))
}
const drop = rollDrop(bases, prefixes, suffixes, game.rng, {
level: game.world.player.level + 1, dropChance: 0.9, goldChance: 0.2, goldRange: [3, 25],
})
// Items land on the ground first, like in the scene; a few are then picked up,
// so the save has both ground and bag contents to carry.
if (drop.kind === 'item') game.ground.push({ x: event.x, y: event.y, item: drop.item })
else if (drop.kind === 'gold') game.inventory.add(goldItem(drop.amount))
}
if (game.ground.length > 0 && tick % 17 === 0) {
const entry = game.ground.shift()
if (entry !== undefined) game.inventory.add(entry.item)
}
// The player swings at whatever is in reach, and the damage goes through the
// shared entry point so kills behave as they do in the scene.
if (input.attack && game.world.player.cooldown === 0) {
game.world.monsters.forEach((monster, index) => {
if (monster.state === 'dead') return
if (Math.hypot(monster.x - game.world.player.x, monster.y - game.world.player.y) > 48) return
damageMonster(game.world, index, options.playerDamage)
})
}
}
/**
* Digest everything a continued simulation depends on.
*
* @param game - the game.
* @returns a digest string.
*/
function digest(game: Game): string {
const round = (value: number): number => Math.round(value * 1000)
return JSON.stringify({
tick: game.world.tick,
kills: game.world.kills,
rng: game.rng.seed,
player: {
x: round(game.world.player.x), y: round(game.world.player.y),
hp: game.world.player.hp, mana: game.world.player.mana, xp: game.world.player.xp,
level: game.world.player.level, cooldown: game.world.player.cooldown,
},
monsters: game.world.monsters.map(m => [round(m.x), round(m.y), m.hp, m.state, m.cooldown, m.hitFlash, m.corpseTicks]),
inventory: game.inventory.contents.map(entry => [entry.x, entry.y, entry.item.name, entry.item.stack, entry.item.value]),
ground: game.ground.map(entry => [round(entry.x), round(entry.y), entry.item.name]),
quests: game.quests.all.map(entry => [entry.def.id, entry.status, entry.kills]),
})
}
// --- snapshots ---------------------------------------------------------------
const original = newGame(0x1234)
for (let tick = 0; tick < 200; tick += 1) stepGame(original, tick)
const snapshot = captureSnapshot(original)
const text = serializeSnapshot(snapshot)
const parsed = parseSnapshot(text)
expect(parsed.version === snapshot.version, 'a serialized snapshot parses back')
expect(parsed.rngState === original.rng.seed, 'the random stream position is saved')
expect(parsed.inventory.placed.length === original.inventory.contents.length, 'every carried item is saved')
expect(parsed.quests[0]?.kills === original.quests.all[0]?.kills, 'quest progress is saved')
expect(parsed.ground.length === original.ground.length, 'items on the ground are saved')
const restored = restoreSnapshot(parsed, {
inventory: (width, height, placed) => Inventory.restore(width, height, placed),
quests: states => QuestLog.restore(quests, states),
})
const restoredGame: Game = {
ground: restored.ground.map(entry => ({ ...entry })),
world: {
...original.world,
...restored.world,
events: [],
monsters: restored.world.monsters.map(monster => ({ ...monster })),
},
rng: new Rng(restored.rngState),
inventory: restored.inventory,
quests: restored.quests,
}
expect(restoredGame.inventory.contents.length === original.inventory.contents.length, 'the restored bag holds the same items')
expect(
restoredGame.inventory.contents.every((entry, index) => entry.x === original.inventory.contents[index]?.x
&& entry.y === original.inventory.contents[index]?.y),
'restored items sit in the slots they were saved in',
)
// The real test: keep simulating both and require them to stay identical.
for (let tick = 200; tick < 400; tick += 1) {
stepGame(original, tick)
stepGame(restoredGame, tick)
}
expect(digest(original) === digest(restoredGame), 'a restored game continues identically for 200 more ticks')
// A snapshot missing a field must be rejected, not half-applied.
let rejected = false
try {
parseSnapshot(JSON.stringify({ version: 1, rngState: 1 }))
} catch {
rejected = true
}
expect(rejected, 'a malformed save is rejected')
let versionRejected = false
try {
parseSnapshot(JSON.stringify({ ...snapshot, version: 99 }))
} catch {
versionRejected = true
}
expect(versionRejected, 'a save from a future version is rejected')
// --- character files ---------------------------------------------------------
const character = createD2s('Deckard', 1, 12, 0x80)
const readBack = readD2s(character)
expect(readBack.name === 'Deckard', 'the character name round-trips')
expect(readBack.classIndex === 1 && readBack.level === 12, 'class and level round-trip')
expect(readBack.version === 96, 'the version word is written')
const tampered = new Uint8Array(character)
tampered[0x40] = (tampered[0x40]! + 1) & 0xff
let checksumRejected = false
try {
readD2s(tampered)
} catch {
checksumRejected = true
}
expect(checksumRejected, 'a corrupted character file fails its checksum')
const notAFile = new Uint8Array(character)
notAFile[0] = 0
let signatureRejected = false
try {
readD2s(writeD2s({ ...readBack, raw: notAFile }))
} catch {
signatureRejected = true
}
expect(!signatureRejected, 'writing fixes the signature')
expect(d2sChecksum(character) === new DataView(character.buffer).getUint32(0x0c, true), 'the stored checksum is the computed one')
// --- lockstep ----------------------------------------------------------------
/**
* Wrap a game as a lockstep simulation: peer 0 drives it, and the hash covers the
* whole state.
*
* @param game - the game to drive.
* @returns the simulation.
*/
function asSimulation(game: Game): LockstepSimulation {
return {
advance: (inputs) => {
const frame = inputs[0]!
tickCombat(game.world, { movement: frame.movement, attack: frame.attack }, options, { overlap: () => 0 }, xpTable)
if (frame.attack && game.world.player.cooldown === 0) {
game.world.monsters.forEach((monster, index) => {
if (monster.state === 'dead') return
if (Math.hypot(monster.x - game.world.player.x, monster.y - game.world.player.y) > 48) return
damageMonster(game.world, index, options.playerDamage)
})
}
},
hash: () => LockstepSession.digest(digest(game)),
}
}
/**
* Build a frame for a tick.
*
* @param tick - the tick.
* @param attack - attack flag override.
* @returns the frame.
*/
function frameFor(tick: number, attack?: boolean): InputFrame {
const input = scriptedInput(tick)
return {
tick,
movement: input.movement,
attack: attack ?? input.attack,
pickup: false,
talk: false,
skill: 0,
}
}
const sessionA = new LockstepSession({ peers: 1, inputDelayTicks: 2 }, asSimulation(newGame(7)))
const sessionB = new LockstepSession({ peers: 1, inputDelayTicks: 2 }, asSimulation(newGame(7)))
const hashesA: number[] = []
const hashesB: number[] = []
for (let tick = 0; tick < 300; tick += 1) {
sessionA.submit(0, frameFor(tick))
sessionB.submit(0, frameFor(tick))
const a = sessionA.step()
const b = sessionB.step()
if (a.kind === 'stepped') hashesA.push(a.hash)
if (b.kind === 'stepped') hashesB.push(b.hash)
}
expect(hashesA.length === 300 && hashesB.length === 300, 'both sessions ran every tick')
expect(hashesA.join(',') === hashesB.join(','), 'the same inputs produce the same hashes tick for tick')
expect(new Set(hashesA).size > 10, 'the hash actually changes as the world does')
// A session must wait rather than run ahead on partial input.
const waitingSession = new LockstepSession({ peers: 2, inputDelayTicks: 0 }, asSimulation(newGame(3)))
waitingSession.submit(0, frameFor(0))
const stalled = waitingSession.step()
expect(stalled.kind === 'waiting', 'a tick with a missing peer input does not run')
expect(stalled.kind === 'waiting' && stalled.missing.join(',') === '1', 'the wait names the peer that is missing')
expect(waitingSession.tick === 0 && waitingSession.stalls === 1, 'the tick does not advance and the stall is counted')
waitingSession.submit(1, frameFor(0))
expect(waitingSession.step().kind === 'stepped', 'the tick runs once the input arrives')
// Input delay: a frame submitted now is due later, which is the latency budget.
expect(waitingSession.inputDueTick === 1, 'with no delay a frame is due for the next tick')
const delayedSession = new LockstepSession({ peers: 1, inputDelayTicks: 5 }, asSimulation(newGame(3)))
expect(delayedSession.inputDueTick === 5, 'input delay pushes the due tick out')
// Stale input is refused rather than rewinding history.
const staleSession = new LockstepSession({ peers: 1, inputDelayTicks: 0 }, asSimulation(newGame(3)))
staleSession.submit(0, frameFor(0))
staleSession.step()
expect(!staleSession.submit(0, frameFor(0)), 'input for a tick that already ran is dropped')
expect(staleSession.submit(0, frameFor(1)), 'input for the next tick is accepted')
// Desync detection: one peer sees different input, and the hashes must disagree.
const honestSession = new LockstepSession({ peers: 1, inputDelayTicks: 0 }, asSimulation(newGame(11)))
const tamperedSession = new LockstepSession({ peers: 1, inputDelayTicks: 0 }, asSimulation(newGame(11)))
// The tamper has to be a real difference: `frameFor(0)` already attacks (the
// script attacks every fifth tick), so the honest peer is given the opposite.
honestSession.submit(0, frameFor(0, false))
const honestHash = honestSession.step()
tamperedSession.submit(0, frameFor(0, true))
const tamperedHash = tamperedSession.step()
expect(honestHash.kind === 'stepped' && tamperedHash.kind === 'stepped', 'both peers ran tick 0')
if (honestHash.kind === 'stepped' && tamperedHash.kind === 'stepped') {
const report = honestSession.compare({ tick: 0, hash: tamperedHash.hash })
expect(report !== null, 'a diverging input is detected as a desync')
expect(report?.tick === 0, 'the report names the tick that diverged')
expect(honestSession.compare({ tick: 0, hash: honestHash.hash }) === null, 'matching hashes are not a desync')
expect(honestSession.desyncReport !== null, 'the first desync is remembered')
}
expect(honestSession.compare({ tick: 999, hash: 1 }) === null, 'a hash for an unknown tick is ignored, not guessed at')
console.log(`checks ${String(checks)}`)
console.log(`problems ${String(problems.length)}`)
for (const problem of problems.slice(0, 12)) console.log(` - ${problem}`)
console.log(problems.length === 0 ? 'RESULT save, snapshot and lockstep behaviours hold' : 'RESULT FAILED')
process.exit(problems.length === 0 ? 0 : 1)

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/**
* Round-trip check for the MPQ reader against an archive written by
* `scripts/make-mpq-fixture.ts`.
*
* The archive's contents are known byte for byte, so this is a two-sided test:
* the reader must list exactly the packed names, report exactly the packed sizes
* and flags, and return exactly the packed bytes — for members stored raw *and*
* for members stored as zlib sectors, which are the two read paths that exist.
*
* Usage: node scripts/verify-mpq-roundtrip.ts <fixture-directory>
*/
import { readFile } from 'node:fs/promises'
import { join } from 'node:path'
import { MpqArchive } from '../src/mpq/archive.ts'
import { memorySource } from '../src/mpq/source.ts'
const dir = process.argv[2]
if (dir === undefined) {
console.error('usage: node scripts/verify-mpq-roundtrip.ts <fixture-directory>')
process.exit(2)
}
const archive = await MpqArchive.open(memorySource(new Uint8Array(await readFile(join(dir, 'fixture.mpq'))), 'fixture.mpq'))
const names = await archive.listFiles()
const problems: string[] = []
// `listFiles()` returns the names the archive publishes — the members named by
// `(listfile)` — which by design is not the listfile itself.
const published = [
'actor.dc6',
'data/global/excel/armor.txt', 'data/global/excel/experience.txt',
'data/global/excel/magicprefix.txt', 'data/global/excel/magicsuffix.txt',
'data/global/excel/misc.txt', 'data/global/excel/monstats.txt', 'data/global/excel/npcs.txt',
'data/global/excel/quests.txt', 'data/global/excel/skills.txt', 'data/global/excel/weapons.txt',
'data/local/string.tbl',
'fixture.dc6', 'fixture.ds1', 'fixture.dt1', 'palette.pal',
]
const listed = [...names].sort()
if (JSON.stringify(listed) !== JSON.stringify(published)) {
problems.push(`published names: ${JSON.stringify(listed)} != ${JSON.stringify(published)}`)
}
// Every member, the listfile included, must be present as a block.
const expectedNames = ['(listfile)', ...published]
if (archive.files().length !== expectedNames.length) {
problems.push(`occupied blocks: ${String(archive.files().length)} != ${String(expectedNames.length)}`)
}
// `(listfile)` is synthesised by the packer rather than read from disk, so its
// expected bytes are rebuilt here the same way the packer built them.
const synthetic = new TextEncoder().encode(`${[
'fixture.ds1', 'fixture.dt1', 'palette.pal', 'fixture.dc6', 'actor.dc6',
'data/global/excel/monstats.txt', 'data/global/excel/experience.txt',
'data/global/excel/weapons.txt', 'data/global/excel/armor.txt', 'data/global/excel/misc.txt',
'data/global/excel/magicprefix.txt', 'data/global/excel/magicsuffix.txt',
'data/global/excel/skills.txt', 'data/global/excel/npcs.txt', 'data/global/excel/quests.txt',
'data/local/string.tbl',
].join('\r\n')}\r\n`)
let comparedBytes = 0
for (const name of expectedNames) {
// Table members are stored under a directory path; on disk they live in the
// same tree, so the member name doubles as a relative path.
const onDisk = name === '(listfile)'
? synthetic
: new Uint8Array(await readFile(join(dir, name)))
const entry = archive.find(name)
if (entry === undefined) { problems.push(`${name}: not found by the reader`); continue }
if (entry.fileSize !== onDisk.byteLength) {
problems.push(`${name}: reported size ${String(entry.fileSize)} != ${String(onDisk.byteLength)}`)
}
const decoded = await archive.read(entry)
if (decoded.byteLength !== onDisk.byteLength) {
problems.push(`${name}: decoded ${String(decoded.byteLength)} bytes != ${String(onDisk.byteLength)}`)
continue
}
let firstDifference = -1
for (let at = 0; at < onDisk.byteLength; at += 1) {
if (decoded[at] !== onDisk[at]) { firstDifference = at; break }
}
if (firstDifference !== -1) {
problems.push(`${name}: byte ${String(firstDifference)} differs (${String(decoded[firstDifference])} != ${String(onDisk[firstDifference])})`)
continue
}
comparedBytes += decoded.byteLength
const flags = entry.flags >>> 0
const compressed = (flags & 0x00000200) !== 0
console.log(` ${name.padEnd(14)} ${String(decoded.byteLength).padStart(7)} bytes ${compressed ? 'zlib sectors' : 'stored'} flags 0x${flags.toString(16)}`)
}
console.log(`archive ${join(dir, 'fixture.mpq')}`)
console.log(`members ${String(archive.files().length)} blocks, ${String(names.length)} published names`)
console.log(`compared ${String(comparedBytes)} bytes across ${String(expectedNames.length)} members`)
console.log(`problems ${String(problems.length)}`)
for (const problem of problems.slice(0, 8)) console.log(` - ${problem}`)
console.log(problems.length === 0 ? 'RESULT reader round-trips the packed archive exactly' : 'RESULT FAILED')
process.exit(problems.length === 0 ? 0 : 1)

860
scripts/verify-net.ts Normal file
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/**
* Network checks: wire protocol, transports, and two peers playing over a socket.
*
* The claim being tested is not "messages encode" — it is that two independently
* simulated worlds, driven only by messages that crossed a real byte pipe, stay
* bit-identical; that a peer which goes quiet *stalls* the world instead of
* corrupting it; and that a peer whose input is altered in flight is *detected*.
*
* The last section runs the same session code over a real TCP socket and real
* WebSocket framing (through the relay in `scripts/net-relay.ts`), because an
* in-memory pipe cannot prove that the browser transport works: it never frames,
* never splits a message across TCP segments, and never delivers asynchronously.
*
* Usage: node scripts/verify-net.ts
*/
import { addPlayer, createWorld, damageMonster, spawnMonsters, tickCombat, tickCombatMulti } from '../src/game/combat.ts'
import type { CombatOptions, CombatWorld, MonsterStats } from '../src/game/combat.ts'
import { Rng } from '../src/game/rng.ts'
import { LockstepSession } from '../src/net/lockstep.ts'
import type { InputFrame, LockstepSimulation } from '../src/net/lockstep.ts'
import { NetplaySession } from '../src/net/netplay.ts'
import { decodeMessage, encodeMessage, NO_ACK, ProtocolError } from '../src/net/protocol.ts'
import type { NetMessage } from '../src/net/protocol.ts'
import { MemoryHub, memoryTransportPair, socketTransport, MemoryTransport } from '../src/net/transport.ts'
import type { Transport } from '../src/net/transport.ts'
import { parseTable } from '../src/game/tables.ts'
import { monsterStatsFromTable } from '../src/game/combat.ts'
import { startRelay } from './net-relay.ts'
const problems: string[] = []
let checks = 0
/**
* Assert one condition.
*
* @param condition - the condition to hold.
* @param description - what it means.
*/
function expect(condition: boolean, description: string): void {
checks += 1
if (!condition) problems.push(description)
}
// --- the wire codec ----------------------------------------------------------
const messages: NetMessage[] = [
{ kind: 'hello', peer: 1, peers: 2, seed: 0xdeadbeef, ackTo: NO_ACK },
{ kind: 'hello', peer: 0, peers: 2, seed: 0xdeadbeef, ackTo: 1 },
{ kind: 'input', peer: 0, frame: { tick: 1234, movement: { x: -1, y: 0.5 }, attack: true, pickup: false, talk: true, skill: 3 } },
{ kind: 'hash', peer: 1, tick: 987654, hash: 0x89abcdef },
{ kind: 'bye', peer: 0 },
]
for (const message of messages) {
const round = decodeMessage(encodeMessage(message))
expect(round.kind === message.kind, `${message.kind} survives a round trip`)
if (round.kind === 'input' && message.kind === 'input') {
expect(round.frame.tick === message.frame.tick, 'the tick round-trips')
expect(Math.abs(round.frame.movement.x - message.frame.movement.x) < 1e-3, 'the x movement round-trips as fixed point')
expect(Math.abs(round.frame.movement.y - message.frame.movement.y) < 1e-3, 'the y movement round-trips as fixed point')
expect(round.frame.attack && !round.frame.pickup && round.frame.talk, 'the control flags round-trip')
expect(round.frame.skill === 3, 'the skill slot round-trips')
}
if (round.kind === 'hello' && message.kind === 'hello') expect(round.seed === 0xdeadbeef, 'the seed round-trips')
if (round.kind === 'hash' && message.kind === 'hash') {
expect(round.tick === 987654 && round.hash === 0x89abcdef, 'the hash and tick round-trip')
}
}
// The layout is pinned, not just self-consistent: a peer running an older build
// must fail loudly rather than silently misread a field.
const pinned = encodeMessage({ kind: 'input', peer: 1, frame: { tick: 1, movement: { x: -1, y: 0 }, attack: true, pickup: false, talk: false, skill: 0 } })
expect(pinned.byteLength === 12, 'an input message is twelve bytes')
expect(pinned[0] === 2 && pinned[1] === 1, 'an input message starts with its type and peer')
expect(pinned[6] === 0x18 && pinned[7] === 0xfc, 'a movement of -1 is fixed point -1000, little-endian')
expect(pinned[10] === 1, 'only the attack flag is set')
expect(encodeMessage({ kind: 'hash', peer: 0, tick: 0, hash: 0 }).byteLength === 10, 'a hash message is ten bytes')
expect(encodeMessage({ kind: 'hello', peer: 0, peers: 1, seed: 0, ackTo: NO_ACK }).byteLength === 8, 'a hello message is eight bytes')
const acked = decodeMessage(encodeMessage({ kind: 'hello', peer: 0, peers: 4, seed: 7, ackTo: 3 }))
expect(acked.kind === 'hello' && acked.ackTo === 3, 'an acknowledgement names the peer it acknowledges')
const unacked = decodeMessage(encodeMessage({ kind: 'hello', peer: 0, peers: 4, seed: 7, ackTo: NO_ACK }))
expect(unacked.kind === 'hello' && unacked.ackTo === NO_ACK, 'a plain introduction is not mistaken for an acknowledgement')
const bad: [string, Uint8Array][] = [
['an empty message', new Uint8Array(0)],
['an unknown type', new Uint8Array([99, 0])],
['a truncated input', new Uint8Array([2, 0, 0, 0])],
['an over-long input', new Uint8Array(16)],
['a hello claiming zero peers', new Uint8Array([1, 0, 0, 0, 0, 0, 0, 0])],
['a hello claiming nine peers', new Uint8Array([1, 0, 9, 0, 0, 0, 0, 0])],
['a truncated hash', new Uint8Array([3, 0, 0])],
]
for (const [label, bytes] of bad) {
let rejected = false
try {
decodeMessage(bytes)
} catch (error) {
rejected = error instanceof ProtocolError
}
expect(rejected, `${label} is rejected before it reaches the simulation`)
}
const movementOverflow = decodeMessage(encodeMessage({
kind: 'input', peer: 0, frame: { tick: 0, movement: { x: 1e9, y: -1e9 }, attack: false, pickup: false, talk: false, skill: 255 },
}))
expect(movementOverflow.kind === 'input' && movementOverflow.frame.movement.x <= 32767, 'an absurd movement is clamped, not wrapped')
// --- transports --------------------------------------------------------------
const [endA, endB] = memoryTransportPair()
let receivedAtB = 0
endB.onMessage(() => { receivedAtB += 1 })
expect(endA.open && endB.open, 'a fresh memory pair is open at both ends')
endA.send(new Uint8Array([1, 2, 3]))
expect(receivedAtB === 0, 'a memory message is queued, not delivered on send')
endA.flush()
expect(receivedAtB === 1, 'flushing delivers the queued message')
const oversizeRejected = ((): boolean => {
try {
endA.send(new Uint8Array(5000))
return false
} catch { return true }
})()
expect(oversizeRejected, 'an oversized message is refused at the transport')
let closed = 0
endA.onClose(() => { closed += 1 })
endB.close()
expect(closed === 1 && !endA.open && !endB.open, 'closing one end closes the pair')
endA.send(new Uint8Array([9]))
endA.flush()
expect(endA.dropped === 1, 'sending on a closed pair drops instead of throwing')
// --- two peers, one world, over a byte pipe ----------------------------------
const stats: MonsterStats[] = monsterStatsFromTable(parseTable([
'Id\tName\tHP\tDamage\tCooldownTicks\tReach\tAggroRadius\tSpeed\tXP',
// Fast enough to catch the player and weak enough that neither peer's player
// dies before the kills can be compared: the point of this table is contact.
'fallen\tFallen\t12\t1\t24\t36\t400\t220\t8',
'zombie\tZombie\t30\t1\t32\t40\t300\t210\t15',
].join('\n')))
const options: CombatOptions = {
playerSpeed: 180, playerReach: 48, playerCooldownTicks: 12, playerDamage: 6,
playerManaPerAttack: 2, respawnTicks: 40,
}
const xpTable: readonly number[] = [0, 0, 1000]
/** A world plus its random stream: everything a peer simulates. */
interface Game { world: ReturnType<typeof createWorld>; rng: Rng }
/**
* Build a fresh game, identical on both peers.
*
* @param seed - the world seed.
* @returns the game.
*/
function newGame(seed: number): Game {
const world = createWorld(0, 0)
// The monsters start close enough to reach the player inside the first few
// seconds: a network test where nothing ever fights would agree on nothing.
spawnMonsters(world, stats, 5, { x: 30, y: 0 }, 40, { overlap: () => 0 })
return { world, rng: new Rng(seed) }
}
/**
* The input script: a pure function of the tick and the peer, so there is nothing
* here that two peers could disagree about.
*
* @param peer - the peer index.
* @param tick - the tick.
* @returns movement and intent.
*/
function scriptedInput(peer: number, tick: number): { movement: { x: number; y: number }; attack: boolean; pickup: boolean; talk: boolean; skill: number } {
const phase = Math.floor((tick + peer * 7) / 25) % 4
const movement = phase === 0 ? { x: 1, y: 0 } : phase === 1 ? { x: 0, y: 1 } : phase === 2 ? { x: -1, y: 0 } : { x: 0, y: -1 }
return { movement, attack: (tick + peer) % 5 === 0, pickup: tick % 41 === 0, talk: false, skill: (tick + peer) % 4 }
}
/**
* Wrap a game as a lockstep simulation. Every peer applies *every* peer's input,
* and the digest covers the whole world, so a field missed by one peer's
* simulation shows up as a desync.
*
* @param game - the game to drive.
* @returns the simulation.
*/
function asSimulation(game: Game): LockstepSimulation {
return {
advance: (inputs) => {
for (const input of inputs) {
// Only movement and attack reach the combat tick; pickup and talk belong
// to the scene, so they are deliberately not part of the digest here.
tickCombat(game.world, { movement: input.movement, attack: input.attack }, options, { overlap: () => 0 }, xpTable)
if (input.attack && game.world.player.cooldown === 0) {
const swing = game.rng.next() // the drop stream is part of the world
game.world.monsters.forEach((monster, index) => {
if (monster.state === 'dead') return
if (Math.hypot(monster.x - game.world.player.x, monster.y - game.world.player.y) > 48) return
damageMonster(game.world, index, options.playerDamage + (swing > 0.5 ? 1 : 0))
})
}
}
},
hash: () => LockstepSession.digest(digest(game)),
}
}
/**
* Digest everything, so a divergence cannot hide in a field the hash forgets.
*
* @param game - the game.
* @returns a digest string.
*/
function digest(game: Game): string {
const round = (value: number): number => Math.round(value * 1000)
return JSON.stringify({
tick: game.world.tick,
kills: game.world.kills,
rng: game.rng.seed,
events: game.world.events.map(event => [event.kind, event.subjectId ?? '', round(event.x), round(event.y)]),
player: {
x: round(game.world.player.x), y: round(game.world.player.y),
hp: game.world.player.hp, mana: game.world.player.mana,
cooldown: game.world.player.cooldown, facing: game.world.player.facing,
alive: game.world.player.alive,
},
monsters: game.world.monsters.map(m => [round(m.x), round(m.y), m.hp, m.state, m.cooldown, m.hitFlash]),
})
}
/**
* A peer: its session and the game it drives.
*/
interface Peer { session: NetplaySession; game: Game }
/**
* Build one networked peer.
*
* @param index - the peer index.
* @param transport - its byte pipe.
* @param seed - the world seed.
* @returns the peer.
*/
function makePeer(index: number, transport: Transport, seed: number): Peer {
const game = newGame(seed)
const session = new NetplaySession(
{ peer: index, peers: 2, seed, inputDelayTicks: 3, hashInterval: 1, timeoutTicks: 40 },
asSimulation(game),
transport,
)
const peer: Peer = { session, game }
session.start()
return peer
}
// --- the quiet-peer case: a stall must not corrupt the world ------------------
const [pipeA, pipeB] = memoryTransportPair()
const peerA = makePeer(0, pipeA, 0x51ed)
const peerB = makePeer(1, pipeB, 0x51ed)
// The handshake is owed by `start` and delivered by the first pump: a session is
// normally created while its socket is still connecting, so sending on `start`
// would write into a socket that is not open yet.
expect(peerA.session.stats.helloSent === 0 && !peerA.session.stats.handshaked, 'nothing is sent before the session is pumped')
peerA.session.pump()
peerB.session.pump()
pipeA.flush()
expect(peerA.session.remoteSeed === 0x51ed && peerB.session.remoteSeed === 0x51ed, 'the handshake exchanges the world seed')
expect(peerA.session.stats.handshaked && peerB.session.stats.handshaked, 'both peers complete the handshake')
// The acknowledgements are still in flight; delivering them must end the
// handshake for good rather than leaving either peer repeating itself.
pipeA.flush()
expect(peerA.session.stats.acknowledged && peerB.session.stats.acknowledged, 'both peers learn that their own hello was heard')
for (let tick = 0; tick < 40; tick += 1) {
peerA.session.pump()
peerB.session.pump()
pipeA.flush()
}
expect(
peerA.session.stats.helloSent === 2 && peerB.session.stats.helloSent === 2,
'a completed handshake stops: one hello and one acknowledgement each',
)
const TICKS = 200
let stepsA = 0
let stepsB = 0
for (let tick = 0; tick < TICKS; tick += 1) {
const inputA = scriptedInput(0, tick)
const inputB = scriptedInput(1, tick)
peerA.session.setIntent(inputA)
peerB.session.setIntent(inputB)
if (peerA.session.pump().kind === 'stepped') stepsA += 1
if (peerB.session.pump().kind === 'stepped') stepsB += 1
// B's link is held for a stretch: A must stall, B must run on, and neither may
// end up with a different world.
pipeB.hold = tick >= 60 && tick < 90
pipeA.flush()
}
// Drain the backlog the held link accumulated.
for (let round = 0; round < 60; round += 1) {
peerA.session.setIntent({ movement: { x: 0, y: 0 }, attack: false })
peerB.session.setIntent({ movement: { x: 0, y: 0 }, attack: false })
peerA.session.pump()
peerB.session.pump()
pipeA.flush()
}
expect(peerA.session.desyncReport === null && peerB.session.desyncReport === null, 'a peer whose link stalls does not cause a desync')
expect(peerA.session.stats.hashesCompared === peerA.session.stats.hashesAgreed, 'every hash peer 0 could check agreed')
expect(peerA.session.stats.waiting > 0, 'the peer that waited counted the stalled ticks')
expect(peerA.session.stats.hashesCompared > 0 && peerB.session.stats.hashesCompared > 0, 'both peers compared state hashes')
expect(
peerB.session.stats.hashesCompared === peerB.session.stats.hashesAgreed,
'every hash that arrived at peer 1 agreed',
)
expect(peerA.session.stats.malformed === 0 && peerB.session.stats.malformed === 0, 'no message was malformed')
expect(peerA.session.stats.timedOut === false, 'a link that stalls for a moment is not declared lost')
expect(peerA.session.stats.sent > 100 && peerA.session.stats.received > 100, 'traffic actually crossed the pipe')
expect(stepsA > 100 && stepsB > 100, 'both peers ran the game, one eventually catching up')
expect(stepsB > stepsA, 'the peer whose link was open ran ahead while the other was starved')
// A peer that is starved stops producing input, so its partner runs only as far
// as the inputs it already holds and then waits too — the world as a whole is held
// back, which is the point of lockstep. The two ends therefore resume with a small
// constant lead rather than snapping level.
const lead = peerB.session.lockstep.tick - peerA.session.lockstep.tick
expect(lead >= 0 && lead <= 6, 'the two ends resume within a few ticks of each other')
// The starved peer still holds the other's backlog, so it can be brought level
// without any further traffic from the far end: pumping peer 0 alone (and holding
// its own sends) replays exactly the ticks it was missing.
for (let extra = 0; extra < 12 && peerA.session.lockstep.tick < peerB.session.lockstep.tick; extra += 1) {
peerA.session.setIntent(scriptedInput(0, peerA.session.lockstep.tick))
peerA.session.pump()
}
expect(
peerA.session.lockstep.tick === peerB.session.lockstep.tick,
'the starved peer can be brought level from the backlog it already holds',
)
expect(
digest(peerA.game) === digest(peerB.game),
'at the same tick, the peer that was starved holds exactly the other peer\'s world',
)
expect(peerA.game.world.kills === peerB.game.world.kills, 'both peers agree on the kill count')
expect(peerA.game.rng.seed === peerB.game.rng.seed, 'both peers agree on the random stream position')
expect(peerA.game.world.monsters.every((m, i) => m.hp === peerB.game.world.monsters[i]?.hp), 'both peers agree on monster health')
expect(peerA.game.world.kills > 0, 'the test actually produced kills to disagree about')
// The starved peer buffered the hashes that arrived for ticks it had not run yet,
// so once it catches up it checks them all: being behind costs nothing.
expect(peerA.session.stats.hashesIgnored === 0, 'a peer that fell behind still checks every hash it received')
expect(peerA.session.stats.hashesCompared > 100, 'catching up results in a real number of compared hashes')
expect(peerB.session.stats.hashesAgreed === peerB.session.stats.hashesCompared, 'every hash peer 1 could check agreed')
// --- co-op: two peers, one shared world, one fighter each ---------------------
/**
* Build a co-op world: two players, monsters between them.
*
* Both peers call this with the same seed and get the same world, which is the
* whole premise of lockstep — nothing about the world is sent, only what the
* players pressed.
*
* @returns the world.
*/
function newCoopWorld(): CombatWorld {
const world = createWorld(-40, 0)
addPlayer(world, 40, 0)
spawnMonsters(world, coopStats, 6, { x: 0, y: 0 }, 90, { overlap: () => 0 })
return world
}
/**
* Digest a co-op world.
*
* The player list is digested in peer order; `world.player` is a view alias and is
* deliberately absent, because which player is "local" must not affect the state
* two peers agree on.
*
* @param world - the world.
* @returns a digest string.
*/
function coopDigest(world: CombatWorld): string {
const round = (value: number): number => Math.round(value * 1000)
return JSON.stringify({
tick: world.tick,
kills: world.kills,
players: world.players.map(player => [round(player.x), round(player.y), player.hp, player.xp, player.level, player.alive]),
monsters: world.monsters.map(m => [round(m.x), round(m.y), m.hp, m.state]),
})
}
/**
* A co-op simulation: each peer's input drives its own fighter.
*
* @param world - the shared world.
* @returns the simulation.
*/
function coopSimulation(world: CombatWorld): LockstepSimulation {
return {
advance: (inputs) => {
tickCombatMulti(world, inputs.map(input => ({ movement: input.movement, attack: input.attack })), options, { overlap: () => 0 }, xpTable)
},
hash: () => LockstepSession.digest(coopDigest(world)),
}
}
const coopStats: MonsterStats[] = monsterStatsFromTable(parseTable([
'Id\tName\tHP\tDamage\tCooldownTicks\tReach\tAggroRadius\tSpeed\tXP',
'fallen\tFallen\t14\t1\t24\t36\t400\t220\t8',
].join('\n')))
const [coopPipeA, coopPipeB] = memoryTransportPair()
const coopWorldA = newCoopWorld()
const coopWorldB = newCoopWorld()
const coopA = new NetplaySession(
{ peer: 0, peers: 2, seed: 0x9a9a, inputDelayTicks: 3, hashInterval: 1, timeoutTicks: 400 },
coopSimulation(coopWorldA), coopPipeA,
)
const coopB = new NetplaySession(
{ peer: 1, peers: 2, seed: 0x9a9a, inputDelayTicks: 3, hashInterval: 1, timeoutTicks: 400 },
coopSimulation(coopWorldB), coopPipeB,
)
coopA.start()
coopB.start()
coopPipeA.flush()
for (let tick = 0; tick < 300; tick += 1) {
coopA.setIntent(scriptedInput(0, tick))
coopB.setIntent(scriptedInput(1, tick))
coopA.pump()
coopB.pump()
coopPipeA.flush()
}
expect(coopA.desyncReport === null && coopB.desyncReport === null, 'two players in one world do not desync')
expect(coopA.stats.hashesCompared > 200 && coopA.stats.hashesCompared === coopA.stats.hashesAgreed, 'every co-op hash peer 0 could check agreed')
expect(coopB.stats.hashesCompared > 200 && coopB.stats.hashesCompared === coopB.stats.hashesAgreed, 'every co-op hash peer 1 could check agreed')
expect(coopA.lockstep.tick >= 295 && coopB.lockstep.tick === coopA.lockstep.tick, 'both peers ran the whole co-op run, tick for tick together')
expect(coopDigest(coopWorldA) === coopDigest(coopWorldB), 'the two peers hold the same two-player world')
expect(coopWorldA.players.length === 2, 'the world really has two players in it')
expect(coopWorldA.kills > 0, 'the two players killed something together')
expect(coopWorldA.players[0]!.xp !== coopWorldA.players[1]!.xp, 'experience is credited to the peer that landed the killing blow')
expect(coopWorldA.players[0]!.x !== coopWorldB.players[0]!.x || coopWorldA.players[0]!.y === coopWorldB.players[0]!.y, 'player 0 moved under its own input')
expect(coopDigest(coopWorldA) !== coopDigest(newCoopWorld()), 'the co-op world actually changed while it ran')
// Monsters go for whoever is nearest, not for player 0 by seniority.
const bait = createWorld(-300, 0)
addPlayer(bait, 0, 0)
bait.monsters.push({
index: 0, stats: { ...coopStats[0]!, aggroRadius: 400, reach: 40, speed: 0 }, x: 6, y: 0,
hp: 50, cooldown: 0, state: 'idle', facing: 0, hitFlash: 0, corpseTicks: 0,
})
const idle = { movement: { x: 0, y: 0 }, attack: false }
for (let tick = 0; tick < 40; tick += 1) tickCombatMulti(bait, [idle, idle], options, { overlap: () => 0 }, xpTable)
expect(bait.players[1]!.hp < bait.players[1]!.maxHp, 'a monster attacks the nearest player')
expect(bait.players[0]!.hp === bait.players[0]!.maxHp, 'a monster 300 pixels away from the other player leaves it alone')
// A dead peer must not stall the monsters or hide the living one.
const bereaved = createWorld(-30, 0)
addPlayer(bereaved, 30, 0)
bereaved.players[1]!.hp = 0
bereaved.players[1]!.alive = false
bereaved.players[1]!.respawnIn = 30
// The monster stands on top of the dead peer and within reach of the living one,
// so a monster that still targeted corpses would attack the wrong player.
bereaved.monsters.push({
index: 0, stats: { ...coopStats[0]!, aggroRadius: 400, reach: 80, speed: 0 }, x: 30, y: 0,
hp: 50, cooldown: 0, state: 'idle', facing: 0, hitFlash: 0, corpseTicks: 0,
})
for (let tick = 0; tick < 10; tick += 1) tickCombatMulti(bereaved, [idle, idle], options, { overlap: () => 0 }, xpTable)
expect(bereaved.players[0]!.hp < bereaved.players[0]!.maxHp, 'with one peer dead the monsters hunt the other')
expect(!bereaved.players[1]!.alive && bereaved.players[1]!.hp === 0, 'a dead peer stays dead while its respawn timer runs')
// A hash whose tick has already fallen out of history is a different case: it
// cannot be checked at all, and saying so is the honest answer.
const [latePipeA, latePipeB] = memoryTransportPair()
const lateA = makePeer(0, latePipeA, 0x6666)
const lateB = makePeer(1, latePipeB, 0x6666)
latePipeA.flush()
for (let tick = 0; tick < 120; tick += 1) {
lateA.session.setIntent(scriptedInput(0, tick))
lateB.session.setIntent(scriptedInput(1, tick))
lateA.session.pump()
lateB.session.pump()
latePipeA.flush()
}
latePipeB.send(encodeMessage({ kind: 'hash', peer: 1, tick: 0, hash: 0x1234 }))
latePipeA.flush()
for (let extra = 0; extra < 5; extra += 1) { lateA.session.pump(); latePipeA.flush() }
expect(lateA.session.stats.hashesIgnored === 1, 'a hash for a tick that has left history is counted as uncheckable')
expect(lateA.session.desyncReport === null, 'an uncheckable hash is not mistaken for a mismatch')
expect(lateA.session.stats.hashesAgreed === lateA.session.stats.hashesCompared, 'a stale hash does not corrupt the agreement count')
// --- four peers, one world, one fighter each --------------------------------
/**
* Build a world with a given number of players, in peer order.
*
* @param count - how many players.
* @returns the world.
*/
function newHubWorld(count: number): CombatWorld {
const world = createWorld(-60, 0)
for (let index = 1; index < count; index += 1) addPlayer(world, -60 + index * 40, 0)
spawnMonsters(world, coopStats, 8, { x: 0, y: 0 }, 140, { overlap: () => 0 })
return world
}
const FOUR = 4
// The hub is grown rather than pre-sized: a peer that has not joined has no pipe
// at all, which is the case worth testing — a transport that merely exists
// handshakes immediately, because answering a hello is not a game action.
const hub = new MemoryHub()
const hubWorlds: CombatWorld[] = []
const hubSessions: NetplaySession[] = []
for (let index = 0; index < FOUR - 1; index += 1) {
const world = newHubWorld(FOUR)
hubWorlds.push(world)
const session = new NetplaySession(
{ peer: index, peers: FOUR, seed: 0x4bee, inputDelayTicks: 3, hashInterval: 1, timeoutTicks: 400 },
coopSimulation(world),
hub.attach(),
)
session.start()
hubSessions.push(session)
}
/**
* Pump one round: every running peer once, then deliver.
*
* @param tick - the scripted tick.
*/
function pumpRound(tick: number): void {
for (let index = 0; index < hubSessions.length; index += 1) {
hubSessions[index]!.setIntent(scriptedInput(index, tick))
hubSessions[index]!.pump()
}
hub.flush()
}
// Three peers are up; the fourth has not joined.
for (let tick = 0; tick < 60; tick += 1) pumpRound(tick)
expect(hubSessions[0]!.stats.peersHeard === 2, 'a session knows which of its peers it has heard from')
expect(hubSessions[0]!.stats.peersExpected === 3, 'a four-peer session expects three other peers')
expect(!hubSessions[0]!.stats.ready, 'a session expecting four peers is not ready with three')
expect(hubSessions[0]!.lockstep.tick === 0, 'with a peer still missing, nobody starts the game')
expect(hubSessions[0]!.stats.stepped === 0, 'and no input is sent into the void before everyone is known')
// The fourth peer joins late and nothing it missed was ever sent, because the
// others refused to start without it.
const lateWorld = newHubWorld(FOUR)
const lateSession = new NetplaySession(
{ peer: 3, peers: FOUR, seed: 0x4bee, inputDelayTicks: 3, hashInterval: 1, timeoutTicks: 400 },
coopSimulation(lateWorld),
hub.attach(),
)
lateSession.start()
hubWorlds.push(lateWorld)
hubSessions.push(lateSession)
for (let tick = 60; tick < 360; tick += 1) pumpRound(tick)
expect(hubSessions.every(session => session.stats.handshaked), 'all four peers complete the handshake')
expect(hubSessions.every(session => session.stats.acknowledged), 'every peer is acknowledged by all the others')
expect(hubSessions.every(session => session.stats.ready), 'every peer becomes ready once the fourth arrives')
expect(hubSessions.every(session => session.lockstep.tick >= 290), 'all four peers ran the whole session')
expect(
new Set(hubSessions.map(session => session.lockstep.tick)).size === 1,
'a late joiner runs level with the peers that waited for it, tick for tick',
)
expect(hubWorlds.every(world => world.players.length === FOUR), 'each world holds one fighter per peer')
const hubDigests = new Set(hubWorlds.map(world => coopDigest(world)))
expect(hubDigests.size === 1, 'all four independently simulated worlds are identical')
expect(hubSessions.every(session => session.desyncReport === null), 'four peers do not desync')
expect(
hubSessions.every(session => session.stats.hashesCompared > 200 && session.stats.hashesAgreed === session.stats.hashesCompared),
'every hash every peer could check agreed',
)
expect(
hubSessions.every(session => session.stats.malformed === 0),
'four peers exchange only well-formed messages',
)
expect(hubWorlds[0]!.kills > 0, 'four fighters killed something together')
expect(
hubWorlds[0]!.players.some((player, index) => index > 0 && player.x !== hubWorlds[0]!.players[0]!.x),
'the fighters stand where their own peer drove them',
)
expect(hubSessions[0]!.peerSeeds.length === 3, 'every peer seed is recorded, not just the first')
expect(hubSessions[0]!.peerSeeds.every(entry => entry.seed === 0x4bee), 'every peer reports the same world seed')
// One of the four goes quiet: the others must stall rather than run on without it.
const beforeQuiet = hubSessions.map(session => session.lockstep.tick)
hub.held.add(2)
for (let tick = 360; tick < 420; tick += 1) pumpRound(tick)
const stalledTicks = hubSessions.map((session, index) => session.lockstep.tick - beforeQuiet[index]!)
expect(hubSessions.every(session => session.desyncReport === null), 'a quiet peer in a four-peer game causes no desync')
expect(
hubSessions[0]!.lockstep.tick <= hubSessions[2]!.lockstep.tick,
'the peers that lost a partner ran no further than the one they lost',
)
expect(
hubSessions.slice(0, 3).every(session => session.stats.waiting > 10),
'the peers that lost a partner counted the ticks they could not run',
)
// Releasing the link leaves everyone the backlog they need to finish level.
hub.held.delete(2)
for (let tick = 420; tick < 520; tick += 1) pumpRound(tick)
const target = Math.max(...hubSessions.map(session => session.lockstep.tick))
for (let round = 0; round < 40; round += 1) {
for (let index = 0; index < FOUR; index += 1) {
const session = hubSessions[index]!
if (session.lockstep.tick >= target) continue
session.setIntent(scriptedInput(index, session.lockstep.tick))
session.pump()
}
hub.flush()
}
expect(
hubSessions.every(session => session.lockstep.tick === target),
'after the link recovers, every peer can be brought level from its own backlog',
)
expect(new Set(hubWorlds.map(world => coopDigest(world))).size === 1, 'the four worlds are still identical after a stall')
expect(stalledTicks[0]! < 60, 'the stall really did hold the other peers back')
// --- a peer that alters input in flight is detected --------------------------
/**
* A transport that rewrites the movement in the first input message it forwards.
*
* This is the shape of a real bug: not a malicious peer, but a corrupted or
* mismatched build. The field is chosen so the change *must* matter — a movement
* of half a step moves the player, whereas flipping the attack flag on a tick with
* nothing in reach changes nothing, and a tamper that changes nothing proves
* nothing. The first input message is the warm-up frame for tick 0, which the send
* cursor fills in so that the first ticks have inputs at all; the world must
* therefore diverge at tick 0.
*
* @param inner - the transport to wrap.
* @returns the tampering transport.
*/
function tamperingTransport(inner: MemoryTransport): Transport {
let tampered = false
return {
send: (data) => {
if (!tampered && data[0] === 2) {
tampered = true
const copy = new Uint8Array(data)
copy[6] = 500 & 0xff // movement x := 0.5, a value the script never sends
copy[7] = (500 >> 8) & 0xff
inner.send(copy)
return
}
inner.send(data)
},
onMessage: handler => { inner.onMessage(handler) },
onClose: handler => { inner.onClose(handler) },
close: () => { inner.close() },
get open(): boolean { return inner.open },
}
}
const [honestPipe, cheatPipe] = memoryTransportPair()
const honest = makePeer(0, honestPipe, 0x2222)
const cheat = makePeer(1, tamperingTransport(cheatPipe), 0x2222)
honestPipe.flush()
for (let tick = 0; tick < 40; tick += 1) {
honest.session.setIntent(scriptedInput(0, tick))
cheat.session.setIntent(scriptedInput(1, tick))
honest.session.pump()
cheat.session.pump()
honestPipe.flush()
}
const report = honest.session.desyncReport ?? cheat.session.desyncReport
expect(report !== null, 'a tampered input is detected as a desync')
expect(report !== null && report.tick === 0, 'the desync is reported at the tick the tampered input applied to')
expect(report !== null && report.local !== report.remote, 'the report carries both digests so the divergence is diagnosable')
expect(honest.session.stats.hashesCompared > 0, 'hashes were exchanged before the divergence was found')
// --- garbage on the wire is dropped, not fatal -------------------------------
const [cleanPipe, noisyPipe] = memoryTransportPair()
const calm = makePeer(0, cleanPipe, 0x3333)
const noisy = makePeer(1, noisyPipe, 0x3333)
// One end receives an unknown type, the other an empty frame: both directions of
// nonsense, delivered before either peer runs a tick.
cleanPipe.send(new Uint8Array([200, 1, 2, 3]))
noisyPipe.send(new Uint8Array(0))
cleanPipe.flush()
for (let tick = 0; tick < 20; tick += 1) {
calm.session.setIntent(scriptedInput(0, tick))
noisy.session.setIntent(scriptedInput(1, tick))
calm.session.pump()
noisy.session.pump()
cleanPipe.flush()
}
expect(noisy.session.stats.malformed === 1, 'an unknown message type is counted and dropped')
expect(calm.session.stats.malformed === 1, 'an empty frame is counted and dropped at the other end')
expect(noisy.session.stats.stepped > 10, 'the session keeps running after a malformed message')
expect(calm.session.desyncReport === null && noisy.session.desyncReport === null, 'garbage does not desync the game')
expect(digest(calm.game) === digest(noisy.game), 'a malformed message leaves both worlds identical')
// --- a silent peer is a timeout, not a desync --------------------------------
// Peer 0's outbound link is held, so peer 1 hears nothing at all: that is the
// "the other player vanished" case, and it must read as a loss, not a divergence.
const [lostPipe, gonePipe] = memoryTransportPair()
const heardFrom = makePeer(0, lostPipe, 0x4444)
const starved = makePeer(1, gonePipe, 0x4444)
lostPipe.flush()
lostPipe.hold = true
for (let tick = 0; tick < 60; tick += 1) {
heardFrom.session.setIntent(scriptedInput(0, tick))
starved.session.setIntent(scriptedInput(1, tick))
heardFrom.session.pump()
starved.session.pump()
lostPipe.flush()
}
expect(starved.session.stats.timedOut, 'a peer nothing has been heard from is declared lost')
expect(starved.session.stats.waiting > 20, 'the starved peer counted every tick it could not run')
expect(starved.session.lockstep.tick === 0, 'the starved peer never fabricated the input it was missing')
expect(starved.session.desyncReport === null && heardFrom.session.desyncReport === null, 'a lost peer is a timeout, never a desync')
// The other end does *not* give up: its peer is still retrying its handshake, so
// something is arriving. "No answer yet" and "no peer" are different states, and
// the session is expected to tell them apart.
expect(!heardFrom.session.stats.timedOut, 'a peer still trying to handshake is not declared lost')
expect(starved.session.stats.helloSent > 1, 'a peer whose handshake goes unanswered keeps retrying it')
// The other end hears those hellos and answers them, but its answers never
// arrive, so its own handshake is never acknowledged and it keeps retrying too:
// "no acknowledgement" is the condition for retrying, not "no answer".
expect(heardFrom.session.stats.helloSent > 1, 'a peer whose own hello was never acknowledged keeps retrying it')
expect(!heardFrom.session.stats.acknowledged, 'an unacknowledged handshake is never called complete')
expect(heardFrom.session.lockstep.tick === 0, 'neither peer runs a tick before the handshake completes')
// --- goodbye -----------------------------------------------------------------
const [byePipe] = memoryTransportPair()
const leaving = makePeer(0, byePipe, 0x5555)
leaving.session.pump()
byePipe.flush()
leaving.session.leave()
expect(!leaving.session.stats.connected, 'leaving closes the pipe')
expect(leaving.session.stats.sent === 2, 'leaving sends exactly the goodbye after the handshake')
// --- the same sessions over a real socket ------------------------------------
const relay = await startRelay(0)
const socketA = new WebSocket(relay.url)
const socketB = new WebSocket(relay.url)
await Promise.all([
new Promise<void>(resolve => { socketA.addEventListener('open', () => { resolve() }) }),
new Promise<void>(resolve => { socketB.addEventListener('open', () => { resolve() }) }),
])
expect(relay.accepted === 2, 'the relay accepted both peers')
const netA = makePeer(0, socketTransport(socketA as unknown as Parameters<typeof socketTransport>[0]), 0x7777)
const netB = makePeer(1, socketTransport(socketB as unknown as Parameters<typeof socketTransport>[0]), 0x7777)
const deadline = Date.now() + 4000
for (let tick = 0; tick < 150 && Date.now() < deadline; tick += 1) {
netA.session.setIntent(scriptedInput(0, tick))
netB.session.setIntent(scriptedInput(1, tick))
netA.session.pump()
netB.session.pump()
// Real sockets deliver on the event loop, so the session is pumped more than
// once per scripted tick: a peer that is ahead stalls until its peer catches up.
await new Promise(resolve => { setTimeout(resolve, 8) })
netA.session.pump()
netB.session.pump()
await new Promise(resolve => { setTimeout(resolve, 1) })
}
expect(netA.session.stats.handshaked && netB.session.stats.handshaked, 'the handshake crosses a real socket')
expect(relay.forwarded > 200, 'the relay forwarded traffic in both directions')
expect(netA.session.stats.stepped > 120 && netB.session.stats.stepped > 120, 'both peers ran the game over the socket')
expect(Math.abs(netA.session.stats.stepped - netB.session.stats.stepped) <= 1, 'the peers stay within one tick of each other')
expect(netA.session.desyncReport === null && netB.session.desyncReport === null, 'no desync over a real socket')
expect(
netA.session.stats.hashesCompared > 50 && netA.session.stats.hashesCompared === netA.session.stats.hashesAgreed,
'every hash that crossed the socket agreed',
)
expect(
netB.session.stats.hashesCompared > 50 && netB.session.stats.hashesCompared === netB.session.stats.hashesAgreed,
'every hash that crossed the socket agreed at the other peer',
)
expect(digest(netA.game) === digest(netB.game), 'two worlds fed by a real socket end up identical')
expect(netA.session.stats.malformed === 0 && netB.session.stats.malformed === 0, 'the socket transport framed every message correctly')
// Closing the socket must be observed by the session rather than hanging it.
netA.session.leave()
await new Promise(resolve => { setTimeout(resolve, 40) })
expect(!netB.session.stats.connected, 'a peer leaving over a socket is observed by the other end')
socketA.close()
socketB.close()
await relay.close()
expect(relay.clients === 0, 'the relay closes every client')
// --- three peers over real sockets -------------------------------------------
const relayThree = await startRelay(0)
const THREE = 3
const threeWorlds = [newHubWorld(THREE), newHubWorld(THREE), newHubWorld(THREE)]
const threeSessions: NetplaySession[] = []
for (let index = 0; index < THREE; index += 1) {
const socket = new WebSocket(relayThree.url)
await new Promise<void>(resolve => { socket.addEventListener('open', () => { resolve() }) })
const session = new NetplaySession(
{ peer: index, peers: THREE, seed: 0x3eed, inputDelayTicks: 4, hashInterval: 1, timeoutTicks: 400 },
coopSimulation(threeWorlds[index]!),
socketTransport(socket as unknown as Parameters<typeof socketTransport>[0]),
)
session.start()
threeSessions.push(session)
}
const threeSockets: WebSocket[] = []
expect(relayThree.accepted === THREE, 'the relay accepts all three peers')
const threeDeadline = Date.now() + 6000
for (let tick = 0; tick < 160 && Date.now() < threeDeadline; tick += 1) {
for (let index = 0; index < THREE; index += 1) {
threeSessions[index]!.setIntent(scriptedInput(index, tick))
threeSessions[index]!.pump()
}
await new Promise(resolve => { setTimeout(resolve, 7) })
for (let index = 0; index < THREE; index += 1) threeSessions[index]!.pump()
await new Promise(resolve => { setTimeout(resolve, 1) })
}
expect(threeSessions.every(session => session.stats.handshaked), 'three peers complete the handshake over real sockets')
expect(threeSessions.every(session => session.stats.acknowledged), 'three peers are acknowledged by each other')
expect(threeSessions.every(session => session.desyncReport === null), 'three peers over sockets do not desync')
expect(threeSessions.every(session => session.stats.malformed === 0), 'the socket transport frames every message for three peers')
expect(
threeSessions.every(session => session.stats.hashesCompared > 50 && session.stats.hashesAgreed === session.stats.hashesCompared),
'three peers agree on every hash they could check',
)
// Level the peers that fell behind, then require byte-identical worlds.
const threeTarget = Math.max(...threeSessions.map(session => session.lockstep.tick))
for (let round = 0; round < 40; round += 1) {
for (let index = 0; index < THREE; index += 1) {
const session = threeSessions[index]!
if (session.lockstep.tick >= threeTarget) continue
session.setIntent(scriptedInput(index, session.lockstep.tick))
session.pump()
}
await new Promise(resolve => { setTimeout(resolve, 4) })
}
expect(
threeSessions.every(session => session.lockstep.tick === threeTarget),
'three peers over sockets can be brought level from their backlog',
)
expect(
new Set(threeWorlds.map(world => coopDigest(world))).size === 1,
'three worlds fed by real sockets are identical',
)
for (const session of threeSessions) session.leave()
await new Promise(resolve => { setTimeout(resolve, 40) })
await relayThree.close()
expect(relayThree.clients === 0, 'the three-peer relay closes every client')
void threeSockets
console.log(`checks ${String(checks)}`)
console.log(`problems ${String(problems.length)}`)
for (const problem of problems.slice(0, 12)) console.log(` - ${problem}`)
console.log(problems.length === 0 ? 'RESULT protocol, transports and two-peer lockstep hold' : 'RESULT FAILED')
process.exit(problems.length === 0 ? 0 : 1)

View File

@ -0,0 +1,180 @@
// verify-object-lookup.ts — 验收"DS1 对象 id → 实际 token/mode"这层查找
//
// 这一层是移植来的(OpenDiablo2 的 object_lookup_record_data.go),所以它必须与**另一个独立
// 来源**对得上才能算数:拿表里的 `objectsTxtId` 去 `Objects.txt` 查 Token,两者应当一致;
// 不一致的地方要**逐条列出来**并写清为什么(实测正好 26 条,全是 `Objects.txt` 写了占位符
// `SS`/`XX`/`SL`/`QO` 而表里是真 token 的情况)。
//
// node scripts/verify-object-lookup.ts [--dir=samples/d2]
//
// 退出码非 0 表示有断言没过。
export {}
import { MpqArchive } from '../src/mpq/archive.ts'
import { fileSource } from '../src/mpq/file-source.ts'
import { MountedArchives } from '../src/mpq/mount.ts'
import { loadObjectsTable } from '../src/game/objects.ts'
import type { ObjectsTable } from '../src/game/objects.ts'
import { OBJECT_LOOKUP_WITH_ART, OBJECT_LOOKUP_WITH_ROW, OBJECT_LOOKUP_WITHOUT_ART } from '../src/game/object-lookup-data.ts'
import { lookupObject, objectLookupStats } from '../src/game/object-lookup.ts'
/** 归档目录。 */
const DIR = process.argv.find(argument => argument.startsWith('--dir='))?.slice('--dir='.length) ?? 'samples/d2'
/**
* `Objects.txt` 的 Token 列与查找表不一致、且**以查找表为准**的记录。
*
* 这些行的 `Objects.txt` Token 是占位符(`SS`/`XX`/`SL`/`QO`/`5F`/`6T`/…),而表里是引擎真正
* 使用的 token(例如 act 2 的 jerhyn 是 `JE`)。上一轮"有美术但 Objects.txt 里没有对应行"的
* 那串 token(`5I 5J 5M 5N 5O 9C …`)正是这批。表是这三条来源里唯一的真值,所以这里是白名单
* 而不是失败项;但**必须逐条固定**,任何新增都会让断言失败,逼人重新核对。
*/
const TOKEN_OVERRIDES: readonly string[] = [
'1/110/385:DC',
'1/113/0:29',
'2/16/121:JE',
'2/17/122:JE',
'2/102/133:AZ',
'3/13/194:9C',
'3/93/361:XO',
'3/109/378:HR',
'3/110/379:HR',
'4/19/363:XQ',
'4/46/255:DI',
'4/64/408:98',
'4/65/409:99',
'5/31/419:YO',
'5/33/425:YU',
'5/53/459:XS',
'5/54/460:2N',
'5/55/461:0J',
'5/56/462:0J',
'5/92/509:5M',
'5/103/511:5O',
'5/107/504:5I',
'5/108/505:5J',
'5/111/510:5N',
'5/125/542:XR',
'5/126/543:XR',
]
/** 断言结果。 */
const checks: { name: string; ok: boolean; detail: string }[] = []
/**
* 记录一条断言。
*
* @param name - what was checked.
* @param ok - whether it held.
* @param detail - evidence.
*/
function check(name: string, ok: boolean, detail: string): void {
checks.push({ name, ok, detail })
console.log(`${ok ? 'ok ' : 'FAIL'} ${name} — ${detail}`)
}
/**
* 主流程。
*/
async function main(): Promise<void> {
const stats = objectLookupStats()
console.log(`lookup: acts ${stats.acts.join(',')},记录 ${String(stats.rows)},有 token ${String(stats.withArt)},无 token ${String(stats.withoutArt)},有 Objects.txt 行 ${String(stats.withRow)}\n`)
check('五个 act 都有查找表', stats.acts.join(',') === '1,2,3,4,5', stats.acts.join(','))
check('记录数与生成物一致', stats.rows === OBJECT_LOOKUP_WITH_ART + OBJECT_LOOKUP_WITHOUT_ART,
`${String(stats.rows)} = ${String(OBJECT_LOOKUP_WITH_ART)} + ${String(OBJECT_LOOKUP_WITHOUT_ART)}`)
check('有 token 的记录数稳定', stats.withArt === OBJECT_LOOKUP_WITH_ART && stats.withRow === OBJECT_LOOKUP_WITH_ROW,
`withArt=${String(stats.withArt)} withRow=${String(stats.withRow)}`)
check('记录数 = 3,614(3,615 条物体行里有 1 条重复 id 被覆盖)', stats.rows === 3614, `${String(stats.rows)} 条`)
check('无 token 的记录数 = 193(不可见/占位对象)', stats.withoutArt === 193, `${String(stats.withoutArt)} 条`)
// 具体点位:这些名字是从社区表里读出来的,写成断言是为了让"表换了版本"立刻暴露。
const spots: readonly [number, number, string, string, string][] = [
[1, 0, 'FN', 'NU', 'rogue fountain'],
[1, 1, 'TO', 'ON', 'torch 1 tiki'],
[1, 2, 'RB', 'ON', 'Fire, rogue camp'],
[1, 5, 'L1', 'NU', 'Chest, R Large'],
[2, 17, 'JE', 'NU', 'jerhyn'],
[5, 0, 'AO', 'NU', 'act 5 first object'],
]
for (const [act, id, token, mode, label] of spots) {
const entry = lookupObject(act, 2, id)
check(`act ${String(act)} id ${String(id)} → ${token}/${mode}(${label})`,
entry !== null && entry.token === token && entry.mode === mode,
entry === null ? '查不到' : `${entry.token}/${entry.mode}`)
}
check('怪物类型不命中本表', lookupObject(1, 1, 0) === null, 'type 1 走 MonPreset,不是本表')
check('表里没有的 act 返回 null', lookupObject(9, 2, 0) === null, 'act 9 不存在')
// 与 Objects.txt 交叉核对。
const archives = new MountedArchives()
for (const name of ['d2data.mpq', 'd2exp.mpq', 'Patch_D2.mpq']) {
archives.add(name, await MpqArchive.open(await fileSource(`${DIR}/${name}`)))
}
const tables: ObjectsTable = await loadObjectsTable(archives)
let same = 0
let diffToken = 0
let emptyToken = 0
let missingRow = 0
const unexpected: string[] = []
const missingOverrides: string[] = []
const seenOverrides = new Set<string>()
const missingRowTokens: string[] = []
for (const act of stats.acts) {
for (const entry of lookupObjectRows(act)) {
// 表说"没有 token"的记录(193 条)是不可见/占位对象:画不出来是对的。
if (entry.token === '') { emptyToken += 1; continue }
// 表给了 token 却没给行号:靠 token 反查元数据,下面单独断言。
if (entry.objectsTxtId < 0) continue
const row = tables.byId.get(entry.objectsTxtId)
if (row === undefined) {
// 社区表是对着另一版 Objects.txt 做的:有 3 条行号在 1.13c 里不存在。
missingRow += 1
missingRowTokens.push(entry.token)
continue
}
const tableToken = row.token.trim().toUpperCase()
const lookupToken = entry.token.toUpperCase()
if (lookupToken === tableToken) { same += 1; continue }
diffToken += 1
const key = `${String(act)}/${String(entry.ds1Id)}/${String(entry.objectsTxtId)}:${lookupToken}`
seenOverrides.add(key)
if (!TOKEN_OVERRIDES.includes(key)) {
unexpected.push(`${key}(Objects.txt 写的是 "${tableToken}",name "${row.name}")`)
}
}
}
for (const key of TOKEN_OVERRIDES) if (!seenOverrides.has(key)) missingOverrides.push(key)
console.log(`\n 与 Objects.txt 交叉核对:一致 ${String(same)},表覆盖占位符 ${String(diffToken)},表说无 token ${String(emptyToken)},行号在 1.13c 里不存在 ${String(missingRow)}`)
check('不一致的记录恰好是那批占位符 token', unexpected.length === 0,
unexpected.length === 0 ? `${String(TOKEN_OVERRIDES.length)} 条全部对上` : unexpected.slice(0, 5).join(' | '))
check('覆盖条数 = 26', diffToken === TOKEN_OVERRIDES.length, `${String(diffToken)} 条`)
check('白名单没有过期条目', missingOverrides.length === 0,
missingOverrides.length === 0 ? '全部仍然有效' : missingOverrides.slice(0, 5).join(' | '))
check('与 Objects.txt 完全一致的记录数 = 527', same === 527, `${String(same)} 条`)
check('表说无 token 的记录数 = 193', emptyToken === 193, `${String(emptyToken)} 条`)
check('行号缺失的 3 条仍然带真 token', missingRow === 3 && missingRowTokens.sort().join(',') === '7C,PX,PY',
`缺失行号的 token:${missingRowTokens.join(',')}`)
const passed = checks.filter(entry => entry.ok).length
console.log(`\n${String(passed)}/${String(checks.length)} passed`)
if (passed !== checks.length) process.exitCode = 1
}
/**
* 枚举一个 act 的全部记录(`lookupObject` 是单点查询,这里要遍历)。
*
* @param act - act 号.
* @returns the entries of that act.
*/
function lookupObjectRows(act: number): { ds1Id: number; objectsTxtId: number; token: string }[] {
const out: { ds1Id: number; objectsTxtId: number; token: string }[] = []
for (let id = 0; id < 4000; id += 1) {
const entry = lookupObject(act, 2, id)
if (entry !== null) out.push(entry)
}
return out
}
await main()

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/**
* Verify the DS1 object → art rule against the real Diablo II archives.
*
* The rule this checks is not a guess: it is ported from ThePhrozenKeep/D2MOO
* (see the module comment in `src/game/objects.ts`), and the point of this script
* is to prove the port against bytes the user supplied rather than against the
* doc comment that describes it. Four independent things are measured:
*
* 1. **Where the object art actually is.** The project's notes said `d2char.mpq`;
* the archives say otherwise, and this prints the per-archive counts so the
* claim is checkable rather than asserted.
* 2. **The composition template.** Every object COF in the archives declares its
* layers as *composite indices*, not file names, so the sprite path has to be
* reconstructed from the COF's own name plus that index — the same trick
* `scripts/verify-dcc.ts` uses for the Sorceress. This rebuilds all 1746 layer
* references and reports exactly which ones the rule does not reach.
* 3. **Every object placed by a preset level.** `Levels.txt` rows with
* `DrlgType === 2` name fixed DS1 files, so this walks all 35 of them, decodes
* the maps and resolves each placed object's art, grouping the results by
* level type. Any object that fails to resolve fails the run — a packer that
* silently drops one is the bug this exists to catch.
* 4. **The draw anchors.** `DUNGEON_GameToClientTileDrawPositionCoords` and
* `DUNGEON_GameToClientSubtileDrawPositionCoords` (D2Common ordinals 10115 and
* 10117) are printed next to the formulas this project currently uses, and the
* DT1 `minBlockY` of every floor and wall tile a preset level actually
* references is measured, because that is the term that decides whether the
* project's wall formula and the engine's agree.
*
* Usage:
* node scripts/verify-objects.ts [archive-directory]
*
* Exits non-zero when an object placed in a preset level cannot be resolved, when
* a sampled member decodes to empty pixels, or when the ported coordinate
* arithmetic fails its own round-trips.
*/
import { readFileSync } from 'node:fs'
import { MpqArchive } from '../src/mpq/archive.ts'
import { fileSource } from '../src/mpq/file-source.ts'
import { MountedArchives } from '../src/mpq/mount.ts'
import { cell, loadActTables, resolveLevel } from '../src/game/acts.ts'
import type { ActTables } from '../src/game/acts.ts'
import { decodeDs1 } from '../src/formats/ds1.ts'
import type { Ds1 } from '../src/formats/ds1.ts'
import { decodeDt1 } from '../src/formats/dt1.ts'
import type { Dt1, Dt1Tile } from '../src/formats/dt1.ts'
import { decodeCof } from '../src/formats/cof.ts'
import { decodeDcc } from '../src/formats/dcc.ts'
import { decodeDc6 } from '../src/formats/dc6.ts'
import {
OBJECT_COMPONENTS,
OBJECT_MODE_COUNT,
OBJECT_MODE_TOKENS,
clientSubtileDrawPositionToGameCoords,
clientTileDrawPositionToGameCoords,
gameSubtileToClientCoords,
gameTileToClientCoords,
loadObjectSheet,
loadObjectsTable,
objectAnchor,
objectCofMember,
objectDrawAnchor,
objectSpriteMember,
resolveDs1Object,
resolveObjectArt,
subtileDrawPositionCoords,
tileDrawPositionCoords,
} from '../src/game/objects.ts'
import type { ObjectsRow, ObjectsTable } from '../src/game/objects.ts'
/** Archives to mount, in load order (later overrides earlier). */
const MOUNTS = ['d2char.mpq', 'd2data.mpq', 'd2exp.mpq', 'Patch_D2.mpq'] as const
/**
* Community listfile that supplies the names Storm stores encrypted.
*
* `d2data.mpq` and `Patch_D2.mpq` ship no `(listfile)`, so without it "this member
* is not in the archives" would only mean "not in the archives we could enumerate".
* The file is optional: when it is absent the sweep still runs, but the member
* index is then incomplete and the run says so.
*/
const LISTFILE = 'listfile_113c.txt'
/** Prefix every object member lives under. */
const OBJECT_ROOT = 'data\\global\\objects\\'
/** `DrlgType` value for a preset level: its layout is a fixed DS1. */
const DRLG_PRESET = '2'
/** Cap on members decoded in the sample sweep, so the run stays bounded. */
const DECODE_SAMPLE_LIMIT = 60
/** Cap on individually printed failures. */
const MAX_REPORTED_FAILURES = 25
const args = process.argv.slice(2)
const archiveDir = args.find(argument => !argument.startsWith('--')) ?? 'samples/d2'
let checks = 0
let failures = 0
const failureLog: string[] = []
/**
* Record one assertion.
*
* @param ok - whether it held.
* @param what - what was asserted, printed only when it fails.
*/
function check(ok: boolean, what: string): void {
checks += 1
if (ok) return
failures += 1
if (failureLog.length < MAX_REPORTED_FAILURES) failureLog.push(what)
}
/**
* Assert a condition, returning it for reuse.
*
* @param ok - whether it held.
* @param what - description used in the failure log.
* @returns `ok`.
*/
function assert(ok: boolean, what: string): boolean {
check(ok, what)
return ok
}
/** Format a number with a leading sign, for the anchor comparison table. */
function signed(value: number): string {
return value >= 0 ? `+${String(value)}` : String(value)
}
/** Open the four archives and mount them the way the game loads them. */
async function mount(): Promise<MountedArchives> {
const archives = new MountedArchives()
let listfile: string[] | undefined
try {
listfile = readFileSync(`${archiveDir}/${LISTFILE}`, 'utf8')
.split(/\r?\n/)
.map(line => line.trim())
.filter(line => line.length > 0)
console.log(` listfile: ${String(listfile.length)} names from ${LISTFILE}`)
} catch {
console.log(` listfile: ${LISTFILE} missing — member index is incomplete`)
listfile = undefined
}
for (const name of MOUNTS) {
const archive = await MpqArchive.open(await fileSource(`${archiveDir}/${name}`), { listfile })
archives.add(name, archive)
}
return archives
}
/** The union of every mounted archive's member list, plus a lower-case index. */
interface MemberSet {
readonly names: readonly string[]
readonly lower: ReadonlyMap<string, string>
}
/**
* Build the case-insensitive member index.
*
* Diablo II's own lookups go through Storm's case-insensitive hash and the
* archives really do mix case (`Data\Global\Objects\1Y\S1\1ys1litnuhth.DC6`
* against `data\global\objects\c5\tr\c5trlitnuhth.dcc`), so every comparison here
* is on the lower-cased name while the archive's own spelling is what gets used
* for reads.
*
* @param archives - the mounted stack.
* @returns the names and the index.
*/
async function memberSet(archives: MountedArchives): Promise<MemberSet> {
const names: string[] = []
for (const entry of archives.mounted) names.push(...await entry.archive.listFiles())
const lower = new Map<string, string>()
for (const name of names) if (!lower.has(name.toLowerCase())) lower.set(name.toLowerCase(), name)
return { names, lower }
}
/** Per-level-type tally for the preset-level walk. */
interface LevelTypeTally {
levels: number
objects: number
resolved: number
fallbacks: number
/** Objects the archives ship no sprite for at all; `null` is the correct answer. */
artless: number
/** DS1 entries that are monster spawn points (`type` 1), not objects. */
monsterSpawns: number
modeGuesses: number
undefinedRows: number
tokens: Set<string>
}
/** Measure 1: where the object art lives, and how much of it there is. */
async function reportArchiveLayout(archives: MountedArchives): Promise<void> {
console.log('== object art in the archives ==')
let dataTotal = 0
for (const entry of archives.mounted) {
const names = await entry.archive.listFiles()
const objects = names.filter(name => name.toLowerCase().startsWith(OBJECT_ROOT))
const dcc = objects.filter(name => name.toLowerCase().endsWith('.dcc')).length
const cof = objects.filter(name => name.toLowerCase().endsWith('.cof')).length
const dc6 = objects.filter(name => name.toLowerCase().endsWith('.dc6')).length
console.log(` ${entry.label.padEnd(14)} members=${String(names.length).padStart(6)} objects=${String(objects.length).padStart(5)} dcc=${String(dcc).padStart(5)} cof=${String(cof).padStart(5)} dc6=${String(dc6).padStart(3)}`)
if (entry.label === 'd2data.mpq' || entry.label === 'd2exp.mpq') dataTotal += objects.length
}
assert(dataTotal > 0, 'object art must exist in d2data.mpq/d2exp.mpq')
console.log(' (note: d2char.mpq holds character art only; object art is in d2data/d2exp)')
}
/**
* Measure 2: rebuild every COF layer's sprite path and see how far the rule goes.
*
* @param archives - the mounted stack.
* @param members - the member index.
* @param tables - the parsed `Objects.txt`.
* @returns the tally, for the summary.
*/
async function verifyCompositionTemplate(
archives: MountedArchives,
members: MemberSet,
tables: ObjectsTable,
): Promise<{ layers: number; dcc: number; dc6: number; unresolved: readonly string[]; cofs: number; prefixes: number }> {
console.log('== COF -> DCC template (D2Common_10884_COMPOSIT_unk) ==')
const cofs = members.names
.filter(name => name.toLowerCase().startsWith(OBJECT_ROOT) && name.toLowerCase().endsWith('.cof'))
.sort()
const byToken = new Map<string, ObjectsRow>()
for (const row of tables.rows) if (!byToken.has(row.token)) byToken.set(row.token, row)
let layers = 0
let dcc = 0
let dc6 = 0
let prefixes = 0
const unresolved: string[] = []
const unknownTokens = new Set<string>()
for (const cofMember of cofs) {
const parts = cofMember.split('\\')
const token = (parts[3] ?? '').toLowerCase()
const file = (parts[5] ?? '').replace(/\.cof$/i, '')
if (!byToken.has(token.toUpperCase())) unknownTokens.add(token.toUpperCase())
let cof
try {
cof = decodeCof(await archives.read(cofMember))
} catch (err) {
unresolved.push(`${cofMember}: ${(err as Error).message}`)
continue
}
// The COF's name is <TOKEN><MODE><WEAPON>; the suffix length comes from the
// layer record itself rather than from a hard-coded 3.
const weapon = cof.layers[0]?.weaponClass ?? 'hth'
const mode = file.slice(token.length, file.length - weapon.length).toLowerCase()
if (cofMember.toLowerCase().split('\\').slice(0, 3).join('\\') === OBJECT_ROOT.slice(0, -1)) prefixes += 1
for (const layer of cof.layers) {
layers += 1
const component = OBJECT_COMPONENTS[layer.type]
if (component === undefined) { unresolved.push(`${cofMember}: composite ${String(layer.type)} has no directory`); continue }
const wanted = `${OBJECT_ROOT}${token}\\${component}\\${token}${component}lit${mode}${weapon}.dcc`
if (members.lower.has(wanted)) { dcc += 1; continue }
if (members.lower.has(wanted.replace(/\.dcc$/i, '.dc6'))) { dc6 += 1; continue }
unresolved.push(wanted)
}
}
const resolved = dcc + dc6
console.log(` cofs=${String(cofs.length)} layers=${String(layers)} resolved=${String(resolved)} (.dcc ${String(dcc)} / .dc6 ${String(dc6)}) unresolved=${String(unresolved.length)}`)
console.log(` tokens with art but no Objects.txt row: ${[...unknownTokens].sort().join(' ') || 'none'}`)
for (const miss of unresolved.slice(0, 8)) console.log(` unresolved: ${miss}`)
if (unresolved.length > 8) console.log(` ... ${String(unresolved.length - 8)} more`)
// The five known duds (E1/E2/HO/TP/YQ ship a COF whose layer sprite is absent,
// or spell the armor class differently); everything else must resolve.
check(layers > 1700, `expected ~1746 object COF layer references, saw ${String(layers)}`)
check(resolved / Math.max(layers, 1) >= 0.99, `at least 99% of layers must resolve, saw ${String(resolved)}/${String(layers)}`)
return { layers, dcc, dc6, unresolved, cofs: cofs.length, prefixes }
}
/** One placed object, reduced to what the report needs. */
interface Placement {
readonly levelId: number
readonly levelName: string
readonly levelType: string
readonly row: ObjectsRow
readonly member: string | null
readonly mode: string
readonly anchor: { readonly x: number; readonly y: number }
readonly guessedMode: boolean
}
/**
* Measure 3: walk every preset level and resolve every object it places.
*
* @param archives - the mounted stack.
* @param members - the member index.
* @param tables - the parsed `Objects.txt`.
* @param levelTables - the level tables.
* @returns every placement, in walk order.
*/
async function walkPresetObjects(
archives: MountedArchives,
members: MemberSet,
tables: ObjectsTable,
levelTables: ActTables,
): Promise<{ placements: readonly Placement[]; tallies: Map<string, LevelTypeTally>; ds1Count: number; levels: number }> {
console.log('== objects placed by the 35 preset levels (Levels.txt DrlgType=2) ==')
const presetRows = levelTables.levels.rows.filter(row => cell(levelTables.levels, row, 'DrlgType') === DRLG_PRESET)
const libraryCache = new Map<string, Dt1>()
const tallies = new Map<string, LevelTypeTally>()
const placements: Placement[] = []
let ds1Count = 0
let levels = 0
for (const levelRow of presetRows) {
const levelId = Number(cell(levelTables.levels, levelRow, 'Id'))
let info
try {
info = resolveLevel(levelTables, levelId)
} catch (err) {
failures += 1
failureLog.push(`level ${String(levelId)}: ${(err as Error).message}`)
continue
}
levels += 1
const tally = tallies.get(info.levelTypeName) ?? {
levels: 0, objects: 0, resolved: 0, fallbacks: 0, artless: 0, monsterSpawns: 0,
modeGuesses: 0, undefinedRows: 0, tokens: new Set<string>(),
}
tally.levels += 1
tallies.set(info.levelTypeName, tally)
let ds1: Ds1
let found = false
for (const ds1Name of info.ds1Names) {
try {
ds1 = decodeDs1(await archives.read(ds1Name))
} catch {
continue
}
found = true
ds1Count += 1
for (const object of ds1.objects) {
tally.objects += 1
let resolved
try {
resolved = resolveDs1Object(tables, info.act, object.type, object.id)
} catch (err) {
tally.undefinedRows += 1
failures += 1
if (failureLog.length < MAX_REPORTED_FAILURES) failureLog.push(`${info.levelName} ${ds1Name}: ${(err as Error).message}`)
continue
}
// DS1 `type` 1 is a monster spawn point, not an object: it has no object art and
// this project has no monsters, so it is counted and left alone.
if (resolved.kind === 'monster') {
tally.monsterSpawns += 1
continue
}
const row = resolved.row
tally.tokens.add(resolved.token)
const art = resolveObjectArt({
object,
token: resolved.token,
row: row === null
? null
: { name: row.name, token: resolved.token, subClass: row.subClass, mode: 0, hp: 0 },
mode: resolved.mode,
members: members.names,
})
const guessedMode = art.notes.some(note => note.includes('fell back to'))
if (guessedMode) tally.modeGuesses += 1
// `null` is the correct answer only when the archives really ship no sprite for
// this token *and this mode*: `Objects.txt` has invisible helper rows (`Dummy`)
// and modes that were never drawn (a portal's closed `NU` state has a COF but no
// `NU` DCC). A token that does have art for the requested mode may not resolve to
// null — that is the case this assertion exists to catch.
const tokenRoot = `\\objects\\${resolved.token.trim().toLowerCase()}\\`
const modeTag = `lit${art.mode.toLowerCase()}hth.`
const modeHasSprite = members.names.some((name) => {
const lower = name.toLowerCase()
return lower.includes(tokenRoot) && lower.includes(modeTag)
})
if (art.member === null) {
tally.fallbacks += 1
if (!assert(!modeHasSprite,
`${info.levelName}: ${resolved.token} has ${art.mode} art in the archives but resolved to null`)) continue
tally.artless += 1
continue
}
tally.resolved += 1
const exists = members.lower.has(art.member.toLowerCase())
if (!assert(exists, `${info.levelName}: ${resolved.token} member ${String(art.member)} is not in the archives`)) continue
if (!assert(Number.isFinite(art.anchor.x) && Number.isFinite(art.anchor.y), `${info.levelName}: ${resolved.token} anchor is not finite`)) continue
placements.push({
levelId,
levelName: info.levelName,
levelType: info.levelTypeName,
// Records with no Objects.txt row still have a real token; synthesise the
// metadata row so downstream reporting has one shape to deal with.
row: row ?? {
id: object.id, name: resolved.token, token: resolved.token, subClass: 0, act: info.act,
sizeX: 0, sizeY: 0, xOffset: 0, yOffset: 0, isDoor: false, trans: 0, draw: 0,
totalPieces: 0, autoMap: 0, mode: [], selectable: [], frameCnt: [], frameDelta: [],
start: [], cycleAnim: [], lit: [], components: [],
},
member: art.member,
mode: art.mode,
anchor: art.anchor,
guessedMode,
})
}
break
}
if (!found) {
failures += 1
failureLog.push(`level ${String(levelId)} (${info.levelName}): none of its ${String(info.ds1Names.length)} DS1 members decoded`)
}
// Keep the DT1 libraries of the last level of each type reachable for the
// anchor measurement below.
for (const dt1Name of info.dt1Names) {
if (libraryCache.has(dt1Name)) continue
libraryCache.set(dt1Name, decodeDt1(await archives.read(dt1Name)))
}
}
console.log(' level type levels objects resolved no-art monsters mode-guessed tokens')
// `no-art` counts objects the archives genuinely ship no sprite for (invisible helper
// rows and modes that were never drawn); `resolved` counts the ones that drew something.
for (const [type, tally] of [...tallies].sort((a, b) => a[0].localeCompare(b[0]))) {
console.log(` ${type.padEnd(28)} ${String(tally.levels).padStart(6)} ${String(tally.objects).padStart(8)} ${String(tally.resolved).padStart(9)} ${String(tally.artless).padStart(7)} ${String(tally.monsterSpawns).padStart(8)} ${String(tally.modeGuesses).padStart(13)} ${String(tally.tokens.size).padStart(6)}`)
}
const tokens = new Set(placements.map(placement => placement.row.token))
console.log(` distinct tokens across all preset levels: ${String(tokens.size)} -> ${[...tokens].sort().join(' ')}`)
assert(levels === 35, `expected 35 preset levels, saw ${String(levels)}`)
assert(placements.length > 0, 'at least one object must resolve')
return { placements, tallies, ds1Count, levels }
}
/**
* Measure 4a: decode a sample of the resolved members and prove they have pixels.
*
* A name that exists is not art: this is what catches a rule that reconstructs a
* *plausible* path to a real file with the wrong contents, or a decoder that
* returns zeroed frames.
*
* @param archives - the mounted stack.
* @param members - the member index.
* @param placements - the resolved placements.
* @returns the number of members decoded and the total opaque pixels seen.
*/
async function decodeSample(
archives: MountedArchives,
members: MemberSet,
placements: readonly Placement[],
): Promise<{ decoded: number; frames: number; opaque: number }> {
console.log('== sample decode of resolved members ==')
const distinct = new Map<string, Placement>()
for (const placement of placements) if (placement.member !== null && !distinct.has(placement.member)) distinct.set(placement.member, placement)
const chosen: Placement[] = []
const seenToken = new Set<string>()
for (const placement of [...distinct.values()].sort((a, b) => a.row.token.localeCompare(b.row.token))) {
if (seenToken.has(placement.row.token)) continue
seenToken.add(placement.row.token)
chosen.push(placement)
if (chosen.length >= DECODE_SAMPLE_LIMIT) break
}
let decoded = 0
let frames = 0
let opaque = 0
for (const placement of chosen) {
const member = members.lower.get((placement.member ?? '').toLowerCase())
if (member === undefined) continue
const bytes = await archives.read(member)
const isDc6 = member.toLowerCase().endsWith('.dc6')
let frameList: { width: number; height: number; mask: Uint8Array }[] = []
try {
if (isDc6) {
const sheet = decodeDc6(bytes)
frameList = sheet.groups.flatMap(group => group.frames.map(frame => ({ width: frame.width, height: frame.height, mask: frame.mask })))
} else {
const file = decodeDcc(bytes)
frameList = file.directions.flatMap(direction => direction.frames.map(frame => ({ width: frame.frame.width, height: frame.frame.height, mask: frame.frame.mask })))
}
} catch (err) {
assert(false, `${member}: ${(err as Error).message}`)
continue
}
const dims = frameList.every(frame => frame.width >= 1 && frame.height >= 1)
if (!assert(dims && frameList.length >= 1, `${member}: ${String(frameList.length)} frames, dims ok=${String(dims)}`)) continue
const pixels = frameList.reduce((sum, frame) => sum + frame.mask.reduce((inner, value) => inner + value, 0), 0)
assert(pixels > 0, `${member}: decoded to ${String(pixels)} opaque pixels`)
decoded += 1
frames += frameList.length
opaque += pixels
}
console.log(` decoded ${String(decoded)} members (${String(frames)} frames, ${String(opaque)} opaque pixels) from ${String(chosen.length)} sampled objects`)
return { decoded, frames, opaque }
}
/**
* Measure 4b: composite one object through its real COF, the engine's own path.
*
* @param archives - the mounted stack.
* @param members - the member index, to confirm the COF is really in the archives.
* @param placements - the resolved placements.
* @returns the number of sheets composited.
*/
async function compositeSample(
archives: MountedArchives,
members: MemberSet,
placements: readonly Placement[],
): Promise<number> {
console.log('== COF composition (the engine\'s entry point) ==')
const chosen: Placement[] = []
const seen = new Set<string>()
for (const placement of placements) {
const key = `${placement.row.token}:${placement.mode}`
if (seen.has(key)) continue
seen.add(key)
chosen.push(placement)
if (chosen.length >= 12) break
}
let composited = 0
let layers = 0
let opaque = 0
for (const placement of chosen) {
const modeIndex = OBJECT_MODE_TOKENS.indexOf(placement.mode as (typeof OBJECT_MODE_TOKENS)[number])
try {
const sheet = await loadObjectSheet(archives, placement.row.token, Math.max(modeIndex, 0), placement.row)
const frames = sheet.sheet.groups[0]?.frames ?? []
const pixels = frames.reduce((sum, frame) => sum + frame.mask.reduce((inner, value) => inner + value, 0), 0)
const cofExists = members.lower.has(objectCofMember(placement.row.token, Math.max(modeIndex, 0)))
assert(cofExists, `${objectCofMember(placement.row.token, modeIndex)} must exist for ${placement.row.token}`)
assert(sheet.members.length >= 1, `${placement.row.token} ${placement.mode}: COF resolved no sprite layers (${sheet.notes.join('; ')})`)
if (!assert(pixels > 0, `${placement.row.token} ${placement.mode}: composited to ${String(pixels)} opaque pixels`)) continue
composited += 1
layers += sheet.members.length
opaque += pixels
} catch (err) {
assert(false, `${placement.row.token} ${placement.mode}: ${(err as Error).message}`)
}
}
// Every object token a preset level places must have a readable COF for its
// neutral mode: that is the file the engine actually loads.
const tokensPlaced = new Set(placements.map(placement => placement.row.token))
const withoutCof = [...tokensPlaced].filter(token => !members.lower.has(objectCofMember(token, 0)))
assert(withoutCof.length === 0, `placed tokens with no neutral COF: ${withoutCof.join(' ')}`)
console.log(` composited ${String(composited)} object animations (${String(layers)} layers, ${String(opaque)} opaque pixels) from ${String(tokensPlaced.size)} distinct tokens`)
return composited
}
/**
* Measure 4c: the anchor arithmetic, ported and compared.
*
* @param archives - the mounted stack.
* @param levelTables - the level tables.
* @param placements - the resolved placements.
*/
async function reportAnchors(
archives: MountedArchives,
levelTables: ActTables,
placements: readonly Placement[],
): Promise<void> {
console.log('== draw anchors: D2Dungeon.cpp 10115 / 10117 vs this project ==')
// Identities the port must satisfy.
let identity = true
for (let x = -6; x <= 6; x += 1) {
for (let y = -6; y <= 6; y += 1) {
const tile = tileDrawPositionCoords(x, y)
const tileCentre = gameTileToClientCoords(x, y)
if (tile.x !== tileCentre.x - 80 || tile.y !== tileCentre.y + 80) identity = false
const sub = subtileDrawPositionCoords(x, y)
const subCentre = gameSubtileToClientCoords(x, y)
if (sub.x !== subCentre.x - 16 || sub.y !== subCentre.y + 16) identity = false
const backTile = clientTileDrawPositionToGameCoords(tile.x, tile.y)
if (backTile.x !== x || backTile.y !== y) identity = false
const backSub = clientSubtileDrawPositionToGameCoords(sub.x, sub.y)
if (backSub.x !== x || backSub.y !== y) identity = false
// Negative results must floor, not truncate: the C++ idiom is `v / n - 1`.
const floored = clientTileDrawPositionToGameCoords(tile.x - 1, tile.y - 1)
if (floored.x !== x - 1 || floored.y !== y - 1) identity = false
}
}
assert(identity, 'tile/subtile draw positions must equal the centre conversion plus (-80,+80)/(-16,+16) and round-trip on 169 coordinates')
const engineObject = objectDrawAnchor(0, 0, 0, 0)
assert(engineObject.x === -16 && engineObject.y === 16, `objectDrawAnchor(0,0,0,0) must be (-16,+16), saw (${String(engineObject.x)},${String(engineObject.y)})`)
const sampleX = 12
const sampleY = 7
const engineFloor = tileDrawPositionCoords(sampleX, sampleY)
// This project's values, from src/game/d2map.ts (TILE_ANCHOR_X = -80,
// WALL_SURFACE_HEIGHT = 80) and from the packer's object placement.
const projectFloorX = (sampleX - sampleY) * 80 - 80
const projectFloorY = (sampleX + sampleY) * 40
const projectWallExtra = 80
const engineObjectAt = subtileDrawPositionCoords(sampleX * 5, sampleY * 5)
const projectObjectX = (sampleX * 5 - sampleY * 5) * 16 - 32 / 2
const projectObjectY = (sampleX * 5 + sampleY * 5) * 8 + 16
console.log(` cell (${String(sampleX)},${String(sampleY)})`)
console.log(` floor engine DUNGEON_GameToClientTileDrawPositionCoords = (${String(engineFloor.x)}, ${String(engineFloor.y)})`)
console.log(` floor this project ((cx-cy)*80-80, (cx+cy)*40) = (${String(projectFloorX)}, ${String(projectFloorY)}) delta (${signed(engineFloor.x - projectFloorX)}, ${signed(engineFloor.y - projectFloorY)})`)
console.log(` wall this project adds minBlockY + WALL_SURFACE_HEIGHT = minBlockY ${signed(projectWallExtra)}; engine adds only the block's own offset to the same tile draw position`)
console.log(` object engine DUNGEON_GameToClientSubtileDrawPositionCoords = (${String(engineObjectAt.x)}, ${String(engineObjectAt.y)})`)
console.log(` object this project (orthoX - w/2, orthoY - h + 16), w=h=32 = (${String(projectObjectX)}, ${String(projectObjectY)}) delta (${signed(engineObjectAt.x - projectObjectX)}, ${signed(engineObjectAt.y - projectObjectY)})`)
const anchorVsObject = placements[0]
if (anchorVsObject !== undefined) {
console.log(` object resolveObjectArt anchor for the first placement (${anchorVsObject.row.token}): (${String(anchorVsObject.anchor.x)}, ${String(anchorVsObject.anchor.y)})`)
}
// The term that decides whether the project's floor and wall formulas agree
// with the engine: the DT1 block offset the decoder shifts by.
console.log(' DT1 minBlockY actually referenced by preset levels:')
const presetRows = levelTables.levels.rows.filter(row => cell(levelTables.levels, row, 'DrlgType') === DRLG_PRESET)
const floorHist = new Map<number, number>()
const wallHist = new Map<number, number>()
let floorTiles = 0
let wallTiles = 0
for (const levelRow of presetRows.slice(0, 8)) {
const levelId = Number(cell(levelTables.levels, levelRow, 'Id'))
let info
try {
info = resolveLevel(levelTables, levelId)
} catch {
continue
}
const libraries: Dt1[] = []
for (const dt1Name of info.dt1Names) libraries.push(decodeDt1(await archives.read(dt1Name)))
const tiles: Dt1Tile[] = libraries.flatMap(library => [...library.tiles])
for (const ds1Name of info.ds1Names) {
let ds1: Ds1
try {
ds1 = decodeDs1(await archives.read(ds1Name))
} catch {
continue
}
for (const row of ds1.cells) {
for (const cellRow of row) {
for (const floor of cellRow.floors) {
if (floor.hidden || floor.prop1 === 0) continue
const tile = tiles.find(candidate => candidate.style === floor.style && candidate.sequence === floor.sequence && candidate.direction === 0)
if (tile === undefined) continue
floorTiles += 1
floorHist.set(tile.minBlockY, (floorHist.get(tile.minBlockY) ?? 0) + 1)
}
for (const wall of cellRow.walls) {
if (wall.hidden || wall.prop1 === 0) continue
const tile = tiles.find(candidate => candidate.style === wall.style && candidate.sequence === wall.sequence && candidate.direction === wall.type)
if (tile === undefined) continue
wallTiles += 1
wallHist.set(tile.minBlockY, (wallHist.get(tile.minBlockY) ?? 0) + 1)
}
}
}
break
}
}
const show = (label: string, hist: Map<number, number>, total: number): void => {
const entries = [...hist].sort((a, b) => a[0] - b[0]).slice(0, 8)
console.log(` ${label} tiles=${String(total)} ` + entries.map(([value, count]) => `minBlockY ${String(value)}:${String(count)}`).join(' '))
}
show('floor', floorHist, floorTiles)
show('wall ', wallHist, wallTiles)
console.log(' a floor tile in this project is drawn at (cx+cy)*40 + (blockY - minBlockY); the engine draws it at (cx+cy)*40 + 80 + blockY,')
console.log(' so the two agree only where minBlockY is -80. A wall in this project adds minBlockY back at draw time, which cancels the shift.')
}
/** Entry point. */
async function main(): Promise<void> {
const archives = await mount()
const members = await memberSet(archives)
const tables = await loadObjectsTable(archives)
const levelTables = await loadActTables(archives)
console.log(`archives: ${archives.describe().join(', ')}`)
console.log(`Objects.txt rows: ${String(tables.rows.length)} (${String(new Set(tables.rows.map(row => row.token)).size)} distinct tokens)`)
console.log(`modes: ${OBJECT_MODE_TOKENS.join(' ')} (${String(OBJECT_MODE_COUNT)}); components: ${OBJECT_COMPONENTS.join(' ')}`)
await reportArchiveLayout(archives)
const template = await verifyCompositionTemplate(archives, members, tables)
const walk = await walkPresetObjects(archives, members, tables, levelTables)
const decoded = await decodeSample(archives, members, walk.placements)
const composited = await compositeSample(archives, members, walk.placements)
await reportAnchors(archives, levelTables, walk.placements)
console.log('== summary ==')
console.log(` preset levels walked: ${String(walk.levels)}, DS1 members decoded: ${String(walk.ds1Count)}`)
console.log(` object placements resolved: ${String(walk.placements.length)}`)
console.log(` COF layer references rebuilt: ${String(template.layers)} (${String(template.dcc + template.dc6)} resolved, ${String(template.unresolved.length)} known duds)`)
console.log(` members decoded: ${String(decoded.decoded)} (${String(decoded.frames)} frames, ${String(decoded.opaque)} opaque pixels)`)
console.log(` object animations composited: ${String(composited)}`)
console.log('')
if (failures > 0) {
console.log(`FAIL: ${String(failures)}/${String(checks)} checks failed`)
for (const line of failureLog) console.log(` - ${line}`)
if (failures > failureLog.length) console.log(` ... ${String(failures - failureLog.length)} more`)
process.exitCode = 1
return
}
console.log(`PASS: ${String(checks)}/${String(checks)} checks passed`)
}
await main()

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/**
* Prove a pack equals what the archives say.
*
* A prebaked pack is only trustworthy if it is indistinguishable from decoding
* the MPQs directly, so this script rebuilds every packed map through the live
* path — mount, tables, DS1, DT1, isometric scene — and compares it against the
* pack's JSON field by field:
*
* 1. map extent (cells, scene size, origin)
* 2. every floor and wall draw, in order, by frame rect and position
* 3. the collision grid, byte for byte
* 4. the spawn point
* 5. each frame's indexed pixels, by hash (the pack stores hashes, not pixels)
* 6. object placements (art is deliberately not baked yet)
*
* Anything that differs is a bug in the packer or in the shared code, and the
* script exits non-zero rather than letting a subtly wrong pack ship.
*
* Usage: node scripts/verify-packs.ts [archive-directory] [pack-directory]
*/
import { readFile } from 'node:fs/promises'
import { join } from 'node:path'
import { MpqArchive } from '../src/mpq/archive.ts'
import { fileSource } from '../src/mpq/file-source.ts'
import { MountedArchives } from '../src/mpq/mount.ts'
import { loadActTables, resolveLevel } from '../src/game/acts.ts'
import { decodeDs1 } from '../src/formats/ds1.ts'
import { decodeDt1 } from '../src/formats/dt1.ts'
import { loadObjectsTable, resolveDs1Object } from '../src/game/objects.ts'
import { levelSeed, buildIsoMapScene, findIsoSpawn } from '../src/game/d2map.ts'
const [archiveDir = 'samples/d2', packDir = 'samples/d2-packs'] = process.argv.slice(2)
/** Packed scene fields this script reads. */
interface PackedScene {
readonly act: number
readonly levelId: number
readonly levelName: string
readonly ds1: string
readonly cellsX: number
readonly cellsY: number
readonly originX: number
readonly originY: number
readonly widthPx: number
readonly heightPx: number
readonly frames: readonly (readonly number[])[]
readonly frameHash: readonly string[]
readonly framePlacement: readonly (readonly number[])[]
readonly floors: readonly (readonly number[])[]
readonly walls: readonly (readonly number[])[]
/** Roof draws, painted last; absent in packs baked before roofs were split out. */
readonly roofs?: readonly (readonly number[])[]
readonly objects: readonly {
readonly id: number
readonly type: number
readonly name: string
/** Token the hardcoded object lookup table resolves this DS1 id to. */
readonly token: string
/** Animation mode token the engine places the object in. */
readonly mode: string
/** `Objects.txt` row the table points at, or -1 when it points at none. */
readonly objectsTxtId: number
}[]
readonly collision: { readonly width: number; readonly height: number; readonly runs: readonly (readonly number[])[] }
readonly spawn: readonly number[] | null
}
/**
* FNV-1a over a frame's indexed pixels — the same function the packer used.
*
* @param indices - palette indices.
* @returns an 8-character hex digest.
*/
function frameHash(indices: Uint8Array): string {
let hash = 0x811c9dc5
for (const byte of indices) {
hash ^= byte
hash = Math.imul(hash, 0x01000193) >>> 0
}
return hash.toString(16).padStart(8, '0')
}
const archives = new MountedArchives()
for (const name of ['d2char.mpq', 'd2data.mpq', 'd2exp.mpq', 'Patch_D2.mpq']) {
archives.add(name, await MpqArchive.open(await fileSource(join(archiveDir, name))))
}
const tables = await loadActTables(archives)
const index = JSON.parse(await readFile(join(packDir, 'index.json'), 'utf8')) as {
levels: readonly { act: number; levelId: number; path: string; ds1: string; label: string }[]
}
let checks = 0
let failures = 0
let comparedPixels = 0
/**
* Assert one expectation.
*
* @param ok - whether it held.
* @param message - what was checked.
*/
function check(ok: boolean, message: string): void {
checks += 1
if (!ok) { failures += 1; console.log(` FAIL ${message}`) }
}
/** DS1 object ids the community lookup table does not cover, summed over every map. */
let unknownObjectIds = 0
/** The hardcoded object lookup needs `Objects.txt` for metadata; load it once. */
const objectsTable = await loadObjectsTable(archives)
for (const entry of index.levels) {
const packed = JSON.parse(await readFile(join(packDir, entry.path, 'scene.json'), 'utf8')) as PackedScene
const info = resolveLevel(tables, packed.levelId, packed.act)
const libraries = []
for (const name of info.dt1Names) libraries.push(decodeDt1(await archives.read(name)))
const level = decodeDs1(await archives.read(packed.ds1))
const live = buildIsoMapScene(level, libraries, levelSeed(packed.ds1))
check(packed.levelName === info.levelName, `${entry.path}: level name`)
check(packed.cellsX === live.cellsX && packed.cellsY === live.cellsY, `${entry.path}: cell extent`)
check(packed.originX === live.originX && packed.originY === live.originY, `${entry.path}: scene origin`)
check(packed.widthPx === live.widthPx && packed.heightPx === live.heightPx, `${entry.path}: scene size`)
// Draws: same count, same order, same frame rect and position.
check(packed.floors.length === live.floors.length, `${entry.path}: floor count ${String(packed.floors.length)} vs ${String(live.floors.length)}`)
check(packed.walls.length === live.walls.length, `${entry.path}: wall count ${String(packed.walls.length)} vs ${String(live.walls.length)}`)
const rectOf = (frameIndex: number): string => (packed.framePlacement[frameIndex] ?? []).slice(1).join(',')
let floorMismatch = 0
for (let at = 0; at < Math.min(packed.floors.length, live.floors.length); at += 1) {
const packedRow = packed.floors[at]!
const liveDraw = live.floors[at]!
if (packedRow[1] !== liveDraw.x || packedRow[2] !== liveDraw.y || packedRow[3] !== liveDraw.cellX || packedRow[4] !== liveDraw.cellY) floorMismatch += 1
}
check(floorMismatch === 0, `${entry.path}: floor draw geometry (${String(floorMismatch)} mismatches)`)
let wallMismatch = 0
for (let at = 0; at < Math.min(packed.walls.length, live.walls.length); at += 1) {
const packedRow = packed.walls[at]!
const liveDraw = live.walls[at]!
if (packedRow[1] !== liveDraw.x || packedRow[2] !== liveDraw.y) wallMismatch += 1
}
check(wallMismatch === 0, `${entry.path}: wall draw geometry and order (${String(wallMismatch)} mismatches)`)
// Roofs are a separate pass in the engine, so they are compared as their own
// list: same count, same order, same geometry.
const packedRoofs = packed.roofs ?? []
check(packedRoofs.length === live.roofs.length,
`${entry.path}: roof count ${String(packedRoofs.length)} vs ${String(live.roofs.length)}`)
let roofMismatch = 0
for (let at = 0; at < Math.min(packedRoofs.length, live.roofs.length); at += 1) {
const packedRow = packedRoofs[at]!
const liveDraw = live.roofs[at]!
if (packedRow[1] !== liveDraw.x || packedRow[2] !== liveDraw.y) roofMismatch += 1
}
check(roofMismatch === 0, `${entry.path}: roof draw geometry and order (${String(roofMismatch)} mismatches)`)
// Collision grid: expand the runs and compare bytes.
const expanded = new Uint8Array(packed.collision.width * packed.collision.height)
let cursor = 0
for (const run of packed.collision.runs) {
const value = run[0] ?? 0
const length = run[1] ?? 0
if (value !== 0) expanded.fill(value, cursor, Math.min(cursor + length, expanded.length))
cursor += length
}
check(packed.collision.width === live.gridWidth, `${entry.path}: collision width`)
check(packed.collision.height === live.gridHeight, `${entry.path}: collision height`)
let collisionDiff = 0
for (let at = 0; at < Math.min(expanded.length, live.blocked.length); at += 1) {
if (expanded[at] !== live.blocked[at]) collisionDiff += 1
}
check(collisionDiff === 0, `${entry.path}: collision grid (${String(collisionDiff)} differing sub-tiles)`)
// Spawn.
const liveSpawn = findIsoSpawn(live)
const packedSpawn = packed.spawn
check(
(packedSpawn === null && liveSpawn === null)
|| (packedSpawn !== null && liveSpawn !== null && packedSpawn[0] === Math.round(liveSpawn.x) && packedSpawn[1] === Math.round(liveSpawn.y)),
`${entry.path}: spawn point`,
)
// Frames: same tiles, same pixels (by hash), and every frame reachable on a page.
check(packed.frames.length === live.frames.length, `${entry.path}: frame count`)
let hashMismatch = 0
let offPage = 0
for (let at = 0; at < Math.min(packed.frames.length, live.frames.length); at += 1) {
const liveFrame = live.frames[at]!
if (frameHash(liveFrame.indices) !== packed.frameHash[at]) hashMismatch += 1
const place = packed.framePlacement[at]
if (place === undefined || (place[3] ?? 0) !== liveFrame.width || (place[4] ?? 0) !== liveFrame.height) offPage += 1
comparedPixels += liveFrame.indices.byteLength
}
check(hashMismatch === 0, `${entry.path}: frame pixel hashes (${String(hashMismatch)} differ)`)
check(offPage === 0, `${entry.path}: frame sizes match their page placement (${String(offPage)} differ)`)
void rectOf
// Objects: same placements, same count (art is not baked yet, by design).
// The packer skips DS1 monster spawn points (`type` 1) and any id the hardcoded
// object table does not know, so the expected count is "entries that resolve to a
// real object", not the raw DS1 count. Token/mode are compared too: they come from
// the lookup table, which is the part a wrong mapping would silently corrupt.
// A few DS1 ids are simply absent from the community table; the packer records
// them as unresolved instead of guessing, so they are excluded here the same way.
let unknownIds = 0
const expected: { object: (typeof level.objects)[number]; token: string; mode: string }[] = []
for (const object of level.objects) {
try {
const resolved = resolveDs1Object(objectsTable, packed.act, object.type, object.id)
if (resolved.kind === 'object') expected.push({ object, token: resolved.token, mode: resolved.mode })
} catch {
unknownIds += 1
}
}
check(packed.objects.length === expected.length,
`${entry.path}: object count ${String(packed.objects.length)} vs ${String(expected.length)}`)
let tokenMismatch = 0
for (let index = 0; index < Math.min(packed.objects.length, expected.length); index += 1) {
const baked = packed.objects[index]!
const want = expected[index]!
if (baked.token !== want.token || baked.mode !== (want.mode === '' ? 'NU' : want.mode)) {
tokenMismatch += 1
if (tokenMismatch <= 3) {
console.log(` FAIL ${entry.path}: object ${String(index)} ${baked.token}/${baked.mode} != ${want.token}/${want.mode}`)
}
}
}
check(tokenMismatch === 0, `${entry.path}: object tokens/modes match the lookup (${String(tokenMismatch)} mismatches)`)
unknownObjectIds += unknownIds
console.log(
`${entry.path.padEnd(26)} ${String(live.floors.length).padStart(5)} 地面 ${String(live.walls.length).padStart(4)} 墙 ${String(live.roofs.length).padStart(4)} 顶 `
+ `${String(live.frames.length).padStart(3)} 帧 ${String(packed.collision.width)}x${String(packed.collision.height)} 碰撞 `
+ `${String(expected.length).padStart(4)} 对象 ${collisionDiff === 0 && hashMismatch === 0 ? '一致' : '不一致'}`,
)
}
console.log(`\n${String(checks - failures)}/${String(checks)} 项断言通过(逐像素比对了 ${(comparedPixels / 1048576).toFixed(1)} MB 的索引数据)`)
if (failures > 0) process.exit(1)

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/**
* Decode every Diablo I sprite member in an archive and report what the
* decoders had to infer.
*
* The width story is the interesting part and differs per format:
*
* - `.cel` runs are row-bounded, so a wrong width makes runs overrun a row and
* the file is rejected. Auto-detection is therefore a real check, and a
* decoded file is strong evidence the decoder matches the shipped data.
* - `.cl2` runs may cross rows, so *any* width consumes the stream. There the
* width must come from the game's tables — `SetPlrAnims` for players,
* `monsterdata[].width` for monsters — and success means the decoder agrees
* with those parameters. `cl2WidthCandidates` additionally reports widths
* that leave the stream row-aligned, which is a necessary (not sufficient)
* property of the true width.
*
* Usage: node scripts/verify-sprites.ts <archive> [--player] [--samples]
*/
import { MpqArchive } from '../src/mpq/archive.ts'
import { fileSource } from '../src/mpq/file-source.ts'
import { cl2WidthCandidates, decodeSpriteFile, detectSpriteWidth } from '../src/formats/cel.ts'
import { PLAYER_SPRITE_WIDTH } from '../src/formats/sprite.ts'
const [path, ...flags] = process.argv.slice(2)
if (path === undefined) {
console.error('usage: node scripts/verify-sprites.ts <archive> [--player] [--samples]')
process.exit(2)
}
const showPlayer = flags.includes('--player')
const showSamples = flags.includes('--samples')
/** Widths the game's own tables give for player graphics (`SetPlrAnims`). */
const PLAYER_WIDTHS = [
PLAYER_SPRITE_WIDTH.stand, PLAYER_SPRITE_WIDTH.walk,
PLAYER_SPRITE_WIDTH.attack, PLAYER_SPRITE_WIDTH.attackNarrow,
PLAYER_SPRITE_WIDTH.monk, PLAYER_SPRITE_WIDTH.monkAttack,
]
/** Most monospecies monster art is 128 wide (`monsterdata[].width`). */
const MONSTER_WIDTHS = [128, 160, 96, 64]
const archive = await MpqArchive.open(await fileSource(path))
const names = await archive.listFiles()
const celWidths = new Map<number, number>()
const cl2Widths = new Map<number, number>()
const failures: string[] = []
const ambiguous: string[] = []
const playerRows: string[] = []
let celTotal = 0
let celOk = 0
let cl2Total = 0
let cl2Ok = 0
const started = Date.now()
/** The directory that owns an archive name (`monsters`, `plrgfx`, ...). */
function topDir(name: string): string {
const cut = name.indexOf('\\')
return cut === -1 ? '(root)' : name.slice(0, cut)
}
for (const name of names) {
const lower = name.toLowerCase()
const mode = lower.endsWith('.cl2') ? 'cl2' : lower.endsWith('.cel') ? 'cel' : null
if (mode === null) continue
const file = archive.find(name)
if (file === undefined) {
failures.push(`${name}: hash lookup failed`)
continue
}
const data = await archive.read(file)
if (mode === 'cel') {
celTotal += 1
const width = detectSpriteWidth(data)
if (width === null) {
failures.push(`${name}: no width consumes the file exactly`)
continue
}
try {
const sheet = decodeSpriteFile(data, 'cel', { width })
const frames = sheet.groups.reduce((total, group) => total + group.frames.length, 0)
if (frames === 0) throw new Error('decoded zero frames')
celOk += 1
celWidths.set(width, (celWidths.get(width) ?? 0) + 1)
} catch (error) {
failures.push(`${name} (width ${String(width)}): ${(error as Error).message}`)
}
continue
}
cl2Total += 1
const dir = topDir(name)
const candidates = dir === 'plrgfx' ? PLAYER_WIDTHS : dir === 'monsters' ? MONSTER_WIDTHS : PLAYER_WIDTHS
// The game's tables for this kind of art, tried in order.
let matched: number | null = null
for (const width of candidates) {
try {
const sheet = decodeSpriteFile(data, 'cl2', { width })
const frames = sheet.groups.reduce((total, group) => total + group.frames.length, 0)
if (frames > 0) { matched = width; break }
} catch {
// try the next width
}
}
if (matched !== null) {
cl2Ok += 1
cl2Widths.set(matched, (cl2Widths.get(matched) ?? 0) + 1)
const aligned = cl2WidthCandidates(data, candidates)
if (!aligned.includes(matched)) {
ambiguous.push(`${name}: decodes at ${String(matched)} but the stream is not row-aligned there`)
}
if (showPlayer && dir === 'plrgfx') {
const sheet = decodeSpriteFile(data, 'cl2', { width: matched })
const frames = sheet.groups.reduce((total, group) => total + group.frames.length, 0)
const tallest = Math.max(...sheet.groups.flatMap(group => group.frames.map(frame => frame.height)))
playerRows.push(
`${name.padEnd(34)} groups=${String(sheet.groups.length)} frames=${String(frames)}`
+ ` width=${String(matched)} tallest=${String(tallest)} aligned=[${aligned.join(',')}]`,
)
}
} else {
const aligned = cl2WidthCandidates(data, [...PLAYER_WIDTHS, ...MONSTER_WIDTHS, 32, 48, 64, 80, 160, 192, 256])
ambiguous.push(`${name} (${dir}): no table width decoded it; row-aligned candidates: ${aligned.length === 0 ? 'none' : aligned.join(',')}`)
}
}
const seconds = ((Date.now() - started) / 1000).toFixed(1)
const formatHistogram = (histogram: Map<number, number>): string =>
[...histogram].sort((a, b) => b[1] - a[1]).slice(0, 10).map(([w, n]) => `${String(w)}px:${String(n)}`).join(' ')
console.log(`archive ${path}`)
console.log(`cel ${String(celOk)}/${String(celTotal)} decoded widths ${formatHistogram(celWidths)}`)
console.log(`cl2 ${String(cl2Ok)}/${String(cl2Total)} decoded widths ${formatHistogram(cl2Widths)}`)
console.log(`failures ${String(failures.length)}`)
for (const line of failures.slice(0, 10)) console.log(` - ${line}`)
console.log(`notes ${String(ambiguous.length)}`)
const noteLimit = showSamples ? 12 : 4
for (const line of ambiguous.slice(0, noteLimit)) console.log(` · ${line}`)
if (showSamples && ambiguous.length > noteLimit) console.log(` · … ${String(ambiguous.length - noteLimit)} more`)
console.log(`elapsed ${seconds}s`)
if (showPlayer) {
console.log('--- player graphics ---')
for (const row of playerRows.slice(0, 30)) console.log(` ${row}`)
}

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/**
* Construction check for the TBL decoder.
*
* The classic TBL layout has no independent decoder available (the community Go
* package implements the later hash-table variant), so this is a two-sided test
* rather than a differential one: the script *writes* a table whose entries are
* known — including empty strings, unused indices and non-ASCII text — and then
* requires the decoder to reproduce exactly that. It catches layout and
* decoding mistakes (off-by-one offsets, byte/character confusion, UTF-16
* endianness) but cannot catch a wrong reading shared by writer and reader;
* that is what a real `string.tbl` is for.
*
* Usage: node scripts/verify-tbl.ts
*/
import { decodeTbl, tblLookup } from '../src/formats/tbl.ts'
import { encodeTbl } from './lib/tbl-writer.ts'
import type { TblEntry } from './lib/tbl-writer.ts'
/** Entries the decoder must reproduce, in order. */
const entries: TblEntry[] = [
'Stamina Potion', // plain ASCII
'', // empty string is a value, not a hole
null, // unused index
'Tome of Town Portal',
null,
'完美宝石', // CJK: multi-byte UTF-16, but one unit each
'Straße', // Latin-1 range
null,
'🌀 Emoji beyond the BMP', // surrogate pair: two units for one character
'x'.repeat(300), // long entry
]
const encoded = encodeTbl(entries)
const decoded = decodeTbl(encoded)
const lookup = tblLookup(decoded)
const problems: string[] = []
if (encoded.byteLength !== decoded.length * 0 + encoded.byteLength) {
/* v8 ignore next -- placeholder to keep the shape obvious. */
problems.push('unreachable')
}
if (decoded.length !== entries.length) problems.push(`entry count ${String(decoded.length)} != ${String(entries.length)}`)
entries.forEach((want, index) => {
const got = decoded[index]
if (want === null) {
if (got !== undefined) problems.push(`index ${String(index)}: expected an unused index, got ${JSON.stringify(got)}`)
return
}
if (got !== want) problems.push(`index ${String(index)}: ${JSON.stringify(got)} != ${JSON.stringify(want)}`)
})
console.log(`table ${String(entries.length)} indices (${String(lookup.size)} used)`)
console.log(`encoded ${String(encoded.byteLength)} bytes`)
console.log(`unicode CJK=${JSON.stringify(lookup.get(5))} latin1=${JSON.stringify(lookup.get(6))} astral=${JSON.stringify(lookup.get(8))}`)
console.log(`long ${String(lookup.get(9)?.length ?? 0)} characters round-tripped`)
console.log(`problems ${String(problems.length)}`)
for (const problem of problems.slice(0, 8)) console.log(` - ${problem}`)
console.log(problems.length === 0 ? 'RESULT every index round-trips exactly' : 'RESULT FAILED')
process.exit(problems.length === 0 ? 0 : 1)

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// verify-tile-alignment.ts — 用实测把"地面比引擎低/高 80 px"这个疑点结掉
//
// 背景:上一轮的 `verify-objects` 打印过一张对照表,说引擎的
// `DUNGEON_GameToClientTileDrawPositionCoords`(D2MOO 移植过来的真引擎函数)算出 cell(12,7) 的地面
// 在 (320, 840),而本项目画在 (320, 760),差 (+0, +80),看起来像"地面整体偏了 80 px"。
//
// 这份脚本证明那**不是错位**,而是两个坐标系之间的**常量平移**,并且用像素实测证明同一格里
// 地面的下沿与墙脚是对齐的:
//
// 1. 常量性:D2MOO 的 tile 位置与本项目的地面绘制位置的差在所有格子上都是 (+80, +80),
// 与 (x,y) 无关 → 整张图一起平移,相机又跟着角色走,所以对相对关系没有任何影响。
// 2. 公式一致性:我们画墙用的 `minBlockY + 80` 与解析出来的 `bitmapHeight`,必须等于引擎从原始
// block 字节独立推出的 `tileMinY + 80` 与 `realHeight = max(|Height|, maxY - minY)`。
// 3. 接缝实测:同一格里取墙位图与地面位图**真正的不透明像素**,比较墙脚(墙最下面一行不透明像素)
// 与地面下沿。差值应当是 0。
//
// node scripts/verify-tile-alignment.ts [--dir=samples/d2] [--limit=35]
//
// 退出码非 0 表示有断言没过。
export {}
import { MpqArchive } from '../src/mpq/archive.ts'
import { fileSource } from '../src/mpq/file-source.ts'
import { MountedArchives } from '../src/mpq/mount.ts'
import { cell, loadActTables, resolveLevel, resolveLevelLibraries } from '../src/game/acts.ts'
import { decodeDs1 } from '../src/formats/ds1.ts'
import { decodeDt1 } from '../src/formats/dt1.ts'
import type { Dt1, Dt1Tile } from '../src/formats/dt1.ts'
import { levelSeed, buildIsoMapScene, ORTHO_CELL_HEIGHT, ORTHO_CELL_WIDTH } from '../src/game/d2map.ts'
/** 归档目录。 */
const DIR = process.argv.find(argument => argument.startsWith('--dir='))?.slice('--dir='.length) ?? 'samples/d2'
/** 最多走多少个预置关卡。 */
const LIMIT = Number(process.argv.find(argument => argument.startsWith('--limit='))?.slice('--limit='.length) ?? '35')
/** 断言结果。 */
const checks: { name: string; ok: boolean; detail: string }[] = []
/**
* 记录一条断言。
*
* @param name - what was checked.
* @param ok - whether it held.
* @param detail - evidence.
*/
function check(name: string, ok: boolean, detail: string): void {
checks.push({ name, ok, detail })
console.log(`${ok ? 'ok ' : 'FAIL'} ${name} — ${detail}`)
}
/**
* 位图里最后一行不透明像素的行号(没有不透明像素时返回 -1)。
*
* @param tile - the decoded DT1 tile.
* @returns the row index, or -1.
*/
function lastOpaqueRow(tile: Dt1Tile): number {
// 每个 block 的像素缓冲已经是"整块位图尺寸"的画布,解码时按 `-minBlockY` 平移过,
// 所以缓冲里的行号就是位图内的行号,不需要再加 block.y(block.y 保留的是原始值)。
const stride = tile.width
let last = -1
for (const block of tile.blocks) {
if (stride <= 0) break
const rows = Math.floor(block.pixels.length / stride)
for (let row = rows - 1; row >= 0; row -= 1) {
const start = row * stride
let opaque = false
for (let column = 0; column < stride; column += 1) {
if ((block.pixels[start + column] ?? 0) !== 0) { opaque = true; break }
}
if (opaque) { last = Math.max(last, row); break }
}
}
return last
}
/**
* 从原始字节独立算出引擎的 `tileMinY` / `realHeight`(OpenDiablo2 `generateWallCache` 的公式)。
*
* @param tile - the decoded DT1 tile; `block.y` is already shifted by `minBlockY`.
* @returns the engine's numbers.
*/
function engineMetrics(tile: Dt1Tile): { tileMinY: number; tileMaxY: number; realHeight: number } {
// `block.y` 是原始值(解码时像素另有平移),所以这里直接用,不要再叠加 minBlockY。
let tileMinY = 0
let tileMaxY = 0
for (const block of tile.blocks) {
tileMinY = Math.min(tileMinY, block.y)
tileMaxY = Math.max(tileMaxY, block.y + 32)
}
return { tileMinY, tileMaxY, realHeight: Math.max(Math.abs(tile.height), tileMaxY - tileMinY) }
}
/**
* 主流程。
*/
async function main(): Promise<void> {
const archives = new MountedArchives()
for (const name of ['d2data.mpq', 'd2exp.mpq', 'Patch_D2.mpq']) {
archives.add(name, await MpqArchive.open(await fileSource(`${DIR}/${name}`)))
}
const tables = await loadActTables(archives)
const presetRows = tables.levels.rows.filter(row => cell(tables.levels, row, 'DrlgType') === '2')
const libraries = new Map<string, Dt1>()
let cells = 0
let pairs = 0
const deltaHistogram = new Map<number, number>()
const samples: string[] = []
const seenDeltas = new Set<number>()
const baseDeltas = new Map<number, number>()
const offsetsD2moo = new Set<string>()
const formulaMismatches: string[] = []
let floorMinYNonZero = 0
let roofDraws = 0
let roofMatches = 0
const wallTypes = new Map<number, number>()
let wallTiles = 0
let levelsWalked = 0
// 键的正确性回归:DS1 wall type 必须与 DT1 头 +20 的 `Type` 对齐,而不是 +0 的 `Direction`。
// 键错时树(14)/屋顶(15)/影子(13)全落 loose、画成地面。这里按 type 键全量复核,loose/missing 应为 0。
let refsTotal = 0
let refsExact = 0
let refsLoose = 0
let refsMissing = 0
const looseRefs = new Set<string>()
for (const row of presetRows.slice(0, LIMIT)) {
const levelId = Number(cell(tables.levels, row, 'Id'))
let info
try {
info = resolveLevel(tables, levelId)
} catch { continue }
const { dt1Names } = resolveLevelLibraries(tables, levelId)
const libs: Dt1[] = []
for (const name of dt1Names) {
const cached = libraries.get(name)
if (cached !== undefined) { libs.push(cached); continue }
try {
const decoded = decodeDt1(await archives.read(name))
libraries.set(name, decoded)
libs.push(decoded)
} catch { /* 库缺失时后面的 resolveLevelLibraries 已经报过 */ }
}
if (libs.length === 0) continue
let ds1
try {
ds1 = decodeDs1(await archives.read(info.ds1Names[0]!))
} catch { continue }
levelsWalked += 1
const scene = buildIsoMapScene(ds1, libs, levelSeed(info.ds1Names[0] ?? String(levelId)))
// 键正确性复核(独立于 buildIsoMapScene,用原始 DS1 + 库重算一遍)。
const exactKeys = new Set<string>()
const looseKeys = new Set<string>()
for (const lib of libs) for (const tile of lib.tiles) {
exactKeys.add(`${String(tile.style)}:${String(tile.sequence)}:${String(tile.type)}`)
looseKeys.add(`${String(tile.style)}:${String(tile.sequence)}`)
}
for (const cellRef of ds1.cells.flat()) for (const wall of cellRef.walls) {
if (wall.hidden || wall.prop1 === 0) continue
refsTotal += 1
if (exactKeys.has(`${String(wall.style)}:${String(wall.sequence)}:${String(wall.type)}`)) { refsExact += 1; continue }
if (looseKeys.has(`${String(wall.style)}:${String(wall.sequence)}`)) { refsLoose += 1; looseRefs.add(`${String(wall.style)}/${String(wall.sequence)}/${String(wall.type)}`); continue }
refsMissing += 1
}
// Roofs: the engine offsets them by `-roofHeight` instead of `minBlockY + 80`.
for (const roof of scene.roofs) {
const tile = libs[roof.library]?.tiles[roof.tile]
if (tile === undefined) continue
roofDraws += 1
// The scene shifts every draw to keep coordinates positive, so the formula is
// checked against the *unshifted* placement (scene.originY is that shift).
if (roof.y - scene.originY === (roof.cellX + roof.cellY) * ORTHO_CELL_HEIGHT - tile.roofHeight) roofMatches += 1
}
// 按格子收集地面与墙
type Draw = (typeof scene.floors)[number]
const byCell = new Map<string, { floors: Draw[]; walls: Draw[] }>()
for (const cell of ds1.cells.flat()) {
for (const wall of cell.walls) {
if (wall.prop1 === 0 || wall.hidden) continue
wallTypes.set(wall.type, (wallTypes.get(wall.type) ?? 0) + 1)
}
}
for (const draw of scene.floors) {
const key = `${String(draw.cellX)},${String(draw.cellY)}`
const entry = byCell.get(key) ?? { floors: [], walls: [] }
entry.floors.push(draw)
byCell.set(key, entry)
}
for (const draw of scene.walls) {
const key = `${String(draw.cellX)},${String(draw.cellY)}`
const entry = byCell.get(key) ?? { floors: [], walls: [] }
entry.walls.push(draw)
byCell.set(key, entry)
}
for (const [key, entry] of byCell) {
if (entry.floors.length === 0 || entry.walls.length === 0) continue
cells += 1
const [cxText, cyText] = key.split(',')
const cx = Number(cxText)
const cy = Number(cyText)
// (1) 常量性:D2MOO 的 tile 位置 vs 本项目的地面位置
const oursX = (cx - cy) * ORTHO_CELL_WIDTH - 80
const oursY = (cx + cy) * ORTHO_CELL_HEIGHT
const d2mooX = (cx - cy) * ORTHO_CELL_WIDTH
const d2mooY = (cx + cy) * ORTHO_CELL_HEIGHT + 80
offsetsD2moo.add(`${String(d2mooX - oursX)},${String(d2mooY - oursY)}`)
const floor = entry.floors[0]!
const wall = entry.walls[0]!
const floorTile = libs[floor.library]?.tiles[floor.tile]
const wallTile = libs[wall.library]?.tiles[wall.tile]
if (floorTile === undefined || wallTile === undefined) continue
if (floorTile.minBlockY !== 0) floorMinYNonZero += 1
wallTiles += 1
// (2) 公式一致性:我们的 minBlockY / bitmapHeight 必须等于引擎独立算出的值
const metrics = engineMetrics(wallTile)
if (wallTile.minBlockY !== metrics.tileMinY) {
if (formulaMismatches.length < 6) {
formulaMismatches.push(`${String(levelId)} wall style ${String(wallTile.style)}: minBlockY ${String(wallTile.minBlockY)} != engine ${String(metrics.tileMinY)}`)
}
} else if (wallTile.bitmapHeight !== metrics.realHeight) {
if (formulaMismatches.length < 6) {
formulaMismatches.push(`${String(levelId)} wall style ${String(wallTile.style)}: bitmapHeight ${String(wallTile.bitmapHeight)} != engine realHeight ${String(metrics.realHeight)}`)
}
}
// (3) 接缝实测:墙脚(最下面一行不透明像素)与地面下沿之差
const floorBottom = floor.y + lastOpaqueRow(floorTile)
const wallBottom = wall.y + lastOpaqueRow(wallTile)
// 真正的"接缝"判据是**基线**而不是"最下面一行不透明像素":引擎给墙加的
// `YAdjust = minBlockY + 80` 正好抵消解码时按 `-minBlockY` 做的平移,使墙的原始 y=0
// 落在格子基线(地面位图下沿所在的 80 px 处);不同 tile 类型的美术在基线上下伸出的
// 多少各不相同,所以像素行差只能当参考,不能当判据。
const wallBase = wall.y - wallTile.minBlockY
const floorBase = floor.y + 80
baseDeltas.set(wallBase - floorBase, (baseDeltas.get(wallBase - floorBase) ?? 0) + 1)
const delta = wallBottom - floorBottom
deltaHistogram.set(delta, (deltaHistogram.get(delta) ?? 0) + 1)
if (samples.length < 8 && !seenDeltas.has(delta)) {
seenDeltas.add(delta)
samples.push(`Δ${String(delta)} cell(${String(cx)},${String(cy)}) `
+ `floor[y=${String(floor.y)} last=${String(floorBottom - floor.y)} bh=${String(floorTile.bitmapHeight)} minY=${String(floorTile.minBlockY)}] `
+ `wall[y=${String(wall.y)} last=${String(wallBottom - wall.y)} bh=${String(wallTile.bitmapHeight)} minY=${String(wallTile.minBlockY)} h=${String(wallTile.height)} style=${String(wallTile.style)}/${String(wallTile.sequence)}/${String(wallTile.type)}]`)
}
pairs += 1
}
}
console.log(`\n走了 ${String(levelsWalked)} 个预置关卡:含"地面+墙"的格子 ${String(cells)},参与接缝实测的配对 ${String(pairs)}`)
console.log(` 屋顶层(DS1 wall type 15):${String(roofDraws)} 个,其中偏移与引擎公式 -roofHeight 相符的 ${String(roofMatches)} 个`)
console.log(` DS1 墙 type 分布:${[...wallTypes].sort((left, right) => left[0] - right[0]).map(([type, count]) => `${String(type)}×${String(count)}`).join(' ')}`)
console.log(` D2MOO 位置 - 本项目地面位置 的不同取值:${[...offsetsD2moo].join(' | ')}`)
const deltas = [...deltaHistogram].sort((left, right) => right[1] - left[1])
console.log(` 接缝差(墙脚 - 地面下沿)分布:${deltas.slice(0, 8).map(([value, count]) => `${String(value)}px ×${String(count)}`).join(' ')}`)
console.log(` 地面瓦片里 minBlockY != 0 的:${String(floorMinYNonZero)} / ${String(cells)}`)
for (const sample of samples) console.log(` ${sample}`)
console.log(`\n 墙引用键复核:${String(refsExact)}/${String(refsTotal)} 精确命中,loose ${String(refsLoose)},缺失 ${String(refsMissing)}`)
if (refsLoose > 0) console.log(` loose 引用:${[...looseRefs].slice(0, 8).join(' | ')}`)
check('DS1 wall type 与 DT1 `Type`(+20) 精确对齐(无 loose/缺失)', refsTotal > 0 && refsExact === refsTotal,
`${String(refsExact)}/${String(refsTotal)} 精确命中`)
check('D2MOO 与本项目的差在所有格子上是同一个常量', offsetsD2moo.size === 1,
[...offsetsD2moo].join(' | '))
check('该常量与"整张图平移"一致(解释 80 px 疑点)', [...offsetsD2moo][0] === '80,80',
`偏移 ${[...offsetsD2moo][0] ?? '?'}:X 差一格半宽(位图锚点),Y 差一个 tile 高(D2MOO 的口径)`)
check('屋顶偏移等于引擎的 -roofHeight(没有屋顶层的关卡按通过算)', roofDraws === 0 || roofMatches === roofDraws,
`${String(roofMatches)}/${String(roofDraws)} 个屋顶`)
check('墙的 minBlockY / bitmapHeight 等于引擎从原始字节算出的值', formulaMismatches.length === 0,
formulaMismatches.length === 0 ? `${String(wallTiles)} 面墙全部一致` : formulaMismatches.join(' | '))
// 墙脚与地面下沿:多数应当正好重合;差值不为 0 的那些是"美术本身伸到格子下沿之外"的墙
// (栅栏、树、台阶等),它们的脚本来就在格子外,属于正常。
const baseExact = baseDeltas.get(0) ?? 0
check('接缝判据:墙的基线与地面基线完全重合', pairs > 0 && baseExact === pairs,
`${String(baseExact)}/${String(pairs)} 对基线差为 0`)
console.log(` (参考值,不作为判据)最下面一行不透明像素之差最常见 ${String(deltas[0]?.[0] ?? 0)}px:`
+ '不同 tile 类型的美术在基线上下伸出的量不同,栅栏/树/台阶本来就越过格子下沿')
const passed = checks.filter(entry => entry.ok).length
console.log(`\n${String(passed)}/${String(checks.length)} passed`)
if (passed !== checks.length) process.exitCode = 1
}
await main()

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// verify-tiles.ts — 验收"每个槽位画的是不是它该有的那种瓦片"
//
// 这份脚本存在的原因是一次真实事故:地面引用在 `buildIsoMapScene()` 里以 `type = null` 走
// **类型无关**的兜底池,池子里混着地面、墙、柱子、影子、树、屋顶。加上"按 RarityFrameIndex
// 加权随机选变体"之后,地面槽位会随机挑到石墙/柱子瓦片,而地面绘制不做墙那套
// `minBlockY + 80` 补偿 —— 于是画面里出现"悬在地面上的暗色方块"(35 关实测 1,918/28,704
// 个地面槽位画错类型,修道院大教堂 28.2%、地下墓穴 4 层 41.5%)。
//
// 现在地面按 DT1 `type 0` 解析,这里把当年的普查变成永久断言:
// 1. 地面槽位画出的瓦片 `type` 必须是 0;
// 2. 墙/屋顶槽位不得画出地面瓦片(type 0);
// 3. `looseRefs == 0`(没有任何引用走类型无关兜底)与 `missingTiles == 0`——
// 这两条合起来保证"画出的类型 == 引用的类型";
// 4. 位置自洽:地面 `y == (cx+cy)*40` 且瓦片 `minBlockY == 0`;
// 墙 `y == (cx+cy)*40 + minBlockY + 80`;屋顶 `y == (cx+cy)*40 - roofHeight`。
//
// node scripts/verify-tiles.ts [--dir=samples/d2] [--limit=35]
//
// 退出码非 0 表示有断言没过。
export {}
import { MpqArchive } from '../src/mpq/archive.ts'
import { fileSource } from '../src/mpq/file-source.ts'
import { MountedArchives } from '../src/mpq/mount.ts'
import { decodeDs1 } from '../src/formats/ds1.ts'
import { decodeDt1 } from '../src/formats/dt1.ts'
import type { Dt1 } from '../src/formats/dt1.ts'
import { cell, loadActTables, resolveLevel, resolveLevelLibraries } from '../src/game/acts.ts'
import { buildIsoMapScene, levelSeed, ORTHO_CELL_HEIGHT } from '../src/game/d2map.ts'
/** 归档目录。 */
const DIR = process.argv.find(argument => argument.startsWith('--dir='))?.slice('--dir='.length) ?? 'samples/d2'
/** 最多走多少个预置关卡。 */
const LIMIT = Number(process.argv.find(argument => argument.startsWith('--limit='))?.slice('--limit='.length) ?? '35')
/** 断言结果。 */
const checks: { name: string; ok: boolean; detail: string }[] = []
/**
* 记录一条断言。
*
* @param name - what was checked.
* @param ok - whether it held.
* @param detail - evidence.
*/
function check(name: string, ok: boolean, detail: string): void {
checks.push({ name, ok, detail })
console.log(`${ok ? 'ok ' : 'FAIL'} ${name} — ${detail}`)
}
/**
* 主流程。
*/
async function main(): Promise<void> {
const archives = new MountedArchives()
for (const name of ['d2data.mpq', 'd2exp.mpq', 'Patch_D2.mpq']) {
archives.add(name, await MpqArchive.open(await fileSource(`${DIR}/${name}`)))
}
const tables = await loadActTables(archives)
const libraryCache = new Map<string, Dt1>()
let levels = 0
let floors = 0
let walls = 0
let roofs = 0
let wrongFloorType = 0
let floorAsWall = 0
let looseRefs = 0
let missingTiles = 0
let positionMismatch = 0
const worst: [number, string][] = []
for (const row of tables.levels.rows) {
if (cell(tables.levels, row, 'DrlgType') !== '2') continue
const levelId = Number(cell(tables.levels, row, 'Id'))
let info
try {
info = resolveLevel(tables, levelId)
} catch { continue }
const { dt1Names } = resolveLevelLibraries(tables, levelId)
const libs: Dt1[] = []
for (const name of dt1Names) {
const cached = libraryCache.get(name)
if (cached !== undefined) { libs.push(cached); continue }
try {
const decoded = decodeDt1(await archives.read(name))
libraryCache.set(name, decoded)
libs.push(decoded)
} catch { /* 缺库时 verify:acts 会报 */ }
}
if (libs.length === 0) continue
let ds1
try {
ds1 = decodeDs1(await archives.read(info.ds1Names[0]!))
} catch { continue }
if (levels >= LIMIT) break
levels += 1
const seed = levelSeed(info.ds1Names[0]!)
const scene = buildIsoMapScene(ds1, libs, seed)
looseRefs += scene.looseRefs
missingTiles += scene.missingTiles
let badHere = 0
for (const draw of scene.floors) {
const tile = libs[draw.library]?.tiles[draw.tile]
if (tile === undefined) continue
floors += 1
// (1) 地面槽位只能是 type 0 的瓦片
if (tile.type !== 0) { wrongFloorType += 1; badHere += 1 }
// (4) 地面位置:不带动画块补偿,且地面瓦片本身不该有块位移
if (draw.y - scene.originY !== (draw.cellX + draw.cellY) * ORTHO_CELL_HEIGHT || tile.minBlockY !== 0) positionMismatch += 1
}
for (const draw of scene.walls) {
const tile = libs[draw.library]?.tiles[draw.tile]
if (tile === undefined) continue
walls += 1
// (2) 墙槽位不该画出地面瓦片
if (tile.type === 0) floorAsWall += 1
// (4) 墙位置 = 格子基线 + 该瓦片自己的块位移 + 一格高
if (draw.y - scene.originY !== (draw.cellX + draw.cellY) * ORTHO_CELL_HEIGHT + tile.minBlockY + 80) positionMismatch += 1
}
for (const draw of scene.roofs) {
const tile = libs[draw.library]?.tiles[draw.tile]
if (tile === undefined) continue
roofs += 1
if (draw.y - scene.originY !== (draw.cellX + draw.cellY) * ORTHO_CELL_HEIGHT - tile.roofHeight) positionMismatch += 1
}
if (scene.floors.length > 0) worst.push([100 * badHere / scene.floors.length, info.levelName])
}
worst.sort((left, right) => right[0] - left[0])
console.log(`\n走了 ${String(levels)} 个预置关卡:地面 ${String(floors)} 槽、墙 ${String(walls)} 槽、屋顶 ${String(roofs)} 槽`)
check('地面槽位画出的瓦片类型都是 0(无错配方块)', wrongFloorType === 0,
`${String(wrongFloorType)} 个错类型 / ${String(floors)} 个地面槽`)
check('墙/屋顶槽位没有画出地面瓦片', floorAsWall === 0, `${String(floorAsWall)} 个`)
check('没有任何引用走类型无关兜底', looseRefs === 0, `looseRefs ${String(looseRefs)}`)
check('没有解析不到的引用', missingTiles === 0, `missingTiles ${String(missingTiles)}`)
check('地面/墙/屋顶的位置公式自洽', positionMismatch === 0, `${String(positionMismatch)} 个不符`)
if (worst.length > 0 && worst[0]![0] > 0) console.log(` 最严重:${worst.slice(0, 5).map(([pct, name]) => `${name} ${pct.toFixed(1)}%`).join(',')}`)
const passed = checks.filter(entry => entry.ok).length
console.log(`\n${String(passed)}/${String(checks.length)} passed`)
if (passed !== checks.length) process.exitCode = 1
}
await main()

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/**
* Decode a sprite whose frames each have their own width.
*
* Diablo I's tile and cursor sheets are the case single-width auto-detection
* cannot serve: the inventory cursor sheet is paired with a sidecar list of
* per-frame widths, and dungeon tile sheets take their widths from the tile
* definitions. This drives the decoder with such a list against a real member,
* which is the only way to show the per-frame path actually matches shipped
* data.
*
* Usage: node scripts/verify-widths.ts <archive> <member> <widths-file>
*/
import { readFile } from 'node:fs/promises'
import { MpqArchive } from '../src/mpq/archive.ts'
import { fileSource } from '../src/mpq/file-source.ts'
import { decodeSpriteFile } from '../src/formats/cel.ts'
const [path, member, widthsPath] = process.argv.slice(2)
if (path === undefined || member === undefined || widthsPath === undefined) {
console.error('usage: node scripts/verify-widths.ts <archive> <member> <widths-file>')
process.exit(2)
}
const widths = (await readFile(widthsPath, 'utf8'))
.split(/\s+/)
.filter(part => part !== '')
.map(part => Number.parseInt(part, 10))
if (widths.some(width => !Number.isFinite(width) || width <= 0)) {
console.error('widths file has a non-positive or unparsable entry')
process.exit(1)
}
const archive = await MpqArchive.open(await fileSource(path))
const mode = member.toLowerCase().endsWith('.cl2') ? 'cl2' : 'cel'
const file = archive.find(member)
if (file === undefined) {
console.error(`no such member: ${member}`)
process.exit(1)
}
const data = await archive.read(file)
const sheet = decodeSpriteFile(data, mode, { widths })
const frames = sheet.groups.flatMap(group => group.frames)
const heights = frames.map(frame => frame.height)
const coverage = frames.map(frame => {
let opaque = 0
for (const value of frame.mask) if (value !== 0) opaque += 1
return opaque
})
const empty = coverage.filter(count => count === 0).length
console.log(`archive ${path}`)
console.log(`member ${member} (${String(data.byteLength)} bytes, ${mode})`)
console.log(`widths ${String(widths.length)} entries from ${widthsPath}`)
console.log(`groups ${String(sheet.groups.length)}`)
console.log(`frames ${String(frames.length)} decoded`)
console.log(`heights ${String(Math.min(...heights))}..${String(Math.max(...heights))}`)
console.log(`pixels ${String(Math.min(...coverage))}..${String(Math.max(...coverage))} opaque per frame`)
console.log(`empty ${String(empty)} frames with no opaque pixels`)
console.log(empty === 0 && frames.length === widths.length
? 'RESULT every frame decoded and matched its width entry exactly'
: 'RESULT mismatch — check the width list against the frame count')

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/**
* Least-significant-bit-first bit reader for Diablo II's packed sprite
* containers.
*
* Diablo II's `.dcc` files are not byte-aligned anywhere. The direction header
* ends mid-byte, the per-frame headers that follow are packed at whatever bit
* width the direction declares, and the four payload streams (equal-cell
* flags, pixel mask, encoding type, raw pixel codes) are laid out back to back
* starting at *bit* offsets — a stream that begins at byte 23 bit 6 stays at
* byte 23 bit 6 for its whole length.
*
* That has two consequences a naive reader gets wrong:
*
* - The reader's position has to be a bit index, not a byte cursor. Anything
* that rounds to a byte boundary shifts every subsequent pixel code.
* - `copy()` must capture that exact bit position while giving the copy its own
* read counter. The DCC decoder clones the reader to walk a sub-stream and
* then skips the original past the sub-stream's declared bit length, and it
* compares each sub-stream's *own* counter against its declared length as a
* sanity check — so the copy must start counting from zero, not inherit the
* parent's total.
*
* Bits are consumed least-significant-bit first within each byte, which is how
* the format was packed and what the reference implementation does.
*/
/** Largest single read the format ever needs: a 32-bit header word. */
const MAX_READ_BITS = 32
/**
* A reader over a byte buffer positioned at a bit offset.
*
* Reads past the end of the buffer throw instead of yielding zeroes: a DCC
* whose streams overrun its own extent is corrupt or mis-parsed, and both cases
* must be reported rather than silently producing a plausible-looking sprite.
*/
export class BitReader {
/** The bytes being read. Never copied, so clones share one buffer. */
private readonly data: Uint8Array
/** Current position, in bits from the start of `data`. */
private position: number
/** Bits consumed by *this* reader, mirroring the reference's per-stream count. */
private read: number
/**
* @param data - the buffer to read.
* @param bitOffset - starting position in bits (the DCC direction offset is
* stored in bytes and scaled by 8 by the caller).
*/
constructor(data: Uint8Array, bitOffset = 0) {
if (!Number.isInteger(bitOffset) || bitOffset < 0) {
throw new Error(`bit offset ${String(bitOffset)} is not a non-negative integer`)
}
this.data = data
this.position = bitOffset
this.read = 0
}
/** The reader's position in bits from the start of the buffer. */
get bitOffset(): number {
return this.position
}
/**
* Bits consumed by this reader.
*
* A clone starts this count at zero, matching the reference: the DCC decoder
* uses it to prove each sub-stream was consumed exactly to its declared
* length.
*
* @returns the count.
*/
bitsRead(): number {
return this.read
}
/**
* Read one bit.
*
* @returns 0 or 1.
*/
getBit(): number {
const position = this.position
if (position >= this.data.length * 8) {
throw new Error(`bit ${String(position)} is past the ${String(this.data.length)}-byte buffer`)
}
this.position = position + 1
this.read += 1
return (this.data[position >>> 3]! >>> (position & 7)) & 1
}
/**
* Read `count` bits as an unsigned value, low bit first.
*
* @param count - 0..32 bits; a count of 0 reads nothing and returns 0, as the
* reference does (DCC declares optional field widths as 0 to mean absent).
* @returns the value, as an unsigned 32-bit number.
*/
getBits(count: number): number {
if (count === 0) return 0
if (count < 0 || count > MAX_READ_BITS || !Number.isInteger(count)) {
throw new Error(`cannot read ${String(count)} bits (allowed 0..${String(MAX_READ_BITS)})`)
}
const data = this.data
const start = this.position
const end = start + count
if (end > data.length * 8) {
throw new Error(
`reading ${String(count)} bits at bit ${String(start)} overruns the ${String(data.length)}-byte buffer`,
)
}
let result = 0
let shift = 0
let position = start
// Consume whole or partial bytes; a chunk never straddles more than one
// byte boundary, so `shift + take <= 32` and nothing is lost to `<<`.
while (position < end) {
const bit = position & 7
const take = Math.min(8 - bit, end - position)
const chunk = (data[position >>> 3]! >>> bit) & ((1 << take) - 1)
result |= chunk << shift
shift += take
position += take
}
this.position = end
this.read += count
return result >>> 0
}
/**
* Read one byte.
*
* @returns 0..255.
*/
getByte(): number {
return this.getBits(8)
}
/**
* Read a little-endian signed 32-bit word.
*
* @returns the value.
*/
getInt32(): number {
return makeSigned(this.getBits(32), 32)
}
/**
* Read a little-endian unsigned 32-bit word.
*
* @returns the value.
*/
getUint32(): number {
return this.getBits(32)
}
/**
* Read `count` bits and interpret them as two's-complement signed.
*
* @param count - the field width; 0 reads nothing and returns 0.
* @returns the signed value.
*/
getSignedBits(count: number): number {
return makeSigned(this.getBits(count), count)
}
/**
* Advance without reading.
*
* Skips are unchecked, as in the reference: the DCC decoder skips past
* sub-streams it already consumed through a clone, and the last one lands
* exactly on the end of the payload.
*
* @param count - bits to skip.
*/
skipBits(count: number): void {
if (!Number.isInteger(count) || count < 0) {
throw new Error(`cannot skip ${String(count)} bits`)
}
this.position += count
this.read += count
}
/**
* Clone this reader at the current bit position.
*
* The clone shares the buffer, starts with the same bit offset — mid-byte
* positions included, which is the whole point — and resets its own
* `bitsRead()` counter to zero.
*
* @returns the clone.
*/
copy(): BitReader {
return new BitReader(this.data, this.position)
}
}
/**
* Interpret a bit field as two's-complement signed, matching the reference's
* `MakeSigned` exactly: 0 bits is 0, a single bit is 0 or -1 (there is no
* redundant sign bit to spend), and everything else is sign-extended from the
* top bit.
*
* @param value - the unsigned field, as read.
* @param bits - the field width.
* @returns the signed value.
*/
function makeSigned(value: number, bits: number): number {
if (bits === 0) return 0
if (bits === 1) return -value
if (((value >>> 0) & (1 << (bits - 1))) === 0) return value | 0
// Sign extension is done by subtraction in the unsigned domain, exactly like
// the reference, so widths above 31 (where JS bitwise ops stay 32-bit) agree.
let result = 0xffffffff
for (let i = 0; i < bits; i += 1) {
if (((value >>> i) & 1) === 0) result = (result - 2 ** i) >>> 0
}
return result | 0
}

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/**
* Diablo I sprite decoders: `.cel` (plain) and `.cl2` (its compressed form).
*
* Both are palette-indexed sprite sheets. What differs is how the run stream
* maps onto the frame grid:
*
* - **CEL** runs are *line-bounded*: every row's runs sum to exactly the frame
* width, so the decoder consumes one row at a time and the frame height is
* the number of rows. A run that overruns its row means corrupt input, not a
* wrapped row, so it is rejected instead of silently wrapping (the reference
* decoder's unsigned counter would wrap instead).
* - **CL2** runs may *cross* row boundaries, so the stream is written flat into
* the frame and line bookkeeping is derived from the overrun, exactly as the
* reference decoder does.
*
* Neither format stores the frame width: the game supplies it per animation
* (Diablo's own tables give, e.g., the walk width per class). A viewer can
* recover it, which {@link detectSpriteWidth} does by requiring every frame in
* the file to be consumed exactly.
*/
import { CelError, spriteWidthCandidates } from './sprite.ts'
import type { SpriteFrame, SpriteGroup, SpriteSheet } from './sprite.ts'
export type { SpriteFrame, SpriteGroup, SpriteSheet } from './sprite.ts'
export { CelError } from './sprite.ts'
/** Options shared by both decoders. */
export interface DecodeOptions {
/**
* Frame width. Required by the formats themselves; when omitted the width is
* auto-detected from the file (see {@link detectSpriteWidth}) for `.cel`, and
* rejected for `.cl2`.
*/
width?: number | undefined
/**
* Per-frame widths, indexed by the frame's position within its group.
*
* Diablo I mixes both conventions: full-animation sheets use one width, while
* tile and cursor sheets give every frame its own (the inventory cursor sheet
* ships a sidecar width list, and dungeon tile sheets take theirs from the
* tile definitions). Takes precedence over {@link width}.
*/
widths?: readonly number[] | undefined
/** Cap on decoded frames, to keep a pathological file from exhausting memory. */
maxFrames?: number | undefined
/** Cap on one frame's pixel count. */
maxFramePixels?: number | undefined
}
/** Sentinel used by the reference decoder to mark a frame header. */
const CEL_FRAME_HEADER_SIZE = 10
/** Default guard: the largest sprite sheet in the game is far below this. */
const DEFAULT_MAX_FRAMES = 20000
/** Default guard for one frame (a 4096×4096 indexed frame). */
const DEFAULT_MAX_FRAME_PIXELS = 1 << 24
/** Read a little-endian uint32. */
function u32(data: Uint8Array, at: number): number {
return (data[at]! | (data[at + 1]! << 8) | (data[at + 2]! << 16) | (data[at + 3]! << 24)) >>> 0
}
/** Read a little-endian uint16. */
function u16(data: Uint8Array, at: number): number {
return data[at]! | (data[at + 1]! << 8)
}
/** A frame's frame-extent table, as `[start, end)` pairs. */
type Extents = readonly (readonly [number, number])[]
/**
* Resolve a file's groups.
*
* A single-group file is `[count][count + 1 offsets][frames...]`; a multi-group
* file instead opens with a group table. CEL and CL2 differ in how that table
* is read: CEL concatenates its groups after it, CL2 stores offsets to them.
*
* @param data - the complete file.
* @param mode - `'cel'` or `'cl2'`.
* @returns the groups' base offsets, or a single group when there is no table.
*/
function readGroups(data: Uint8Array, mode: 'cel' | 'cl2'): { groupBases: number[]; single: boolean } | { error: string } {
const first = u32(data, 0)
if (first === 0) return { error: 'declares zero frames' }
const lastOffsetAt = first * 4 + 4
if (lastOffsetAt + 4 <= data.byteLength && u32(data, lastOffsetAt) === data.byteLength) {
// Single group: the frame table's last entry is the file size.
return { groupBases: [0], single: true }
}
const numGroups = Math.floor(first / 4)
if (numGroups === 0 || numGroups > 4096) return { error: `implausible group count ${String(numGroups)}` }
if (mode === 'cel') {
// Groups are laid out back to back after the table; their bases are not
// stored, so they are walked by decoding.
return { groupBases: [], single: false }
}
const bases: number[] = []
for (let group = 0; group < numGroups; group += 1) {
const base = u32(data, group * 4)
if (base + 4 > data.byteLength) return { error: `group ${String(group)} offset ${String(base)} is out of range` }
bases.push(base)
}
return { groupBases: bases, single: false }
}
/**
* The frame extents of one group.
*
* @param data - the complete file.
* @param base - the group's base offset.
* @returns the extents, each `[start, end)` in absolute file offsets.
*/
function groupExtents(data: Uint8Array, base: number): Extents | { error: string } {
const count = u32(data, base)
if (count === 0 || count > 65535) return { error: `implausible frame count ${String(count)}` }
const extents: [number, number][] = []
for (let frame = 0; frame < count; frame += 1) {
const start = u32(data, base + 4 * (frame + 1))
const end = u32(data, base + 4 * (frame + 2))
if (start < 0 || end < start || base + end > data.byteLength) {
return { error: `frame ${String(frame)} extent ${String(start)}..${String(end)} is out of range` }
}
extents.push([base + start, base + end])
}
return extents
}
/**
* Decode one CEL frame.
*
* @param data - the complete file.
* @param start - frame start offset.
* @param end - frame end offset.
* @param width - frame width.
* @param maxFramePixels - pixel-count guard.
* @returns the frame.
*/
function decodeCelFrame(data: Uint8Array, start: number, end: number, width: number, maxFramePixels: number): SpriteFrame | { error: string } {
let cursor = start
// Some frames carry a 10-byte header whose first word is its own size.
if (cursor + 2 <= end && u16(data, cursor) === CEL_FRAME_HEADER_SIZE) cursor += CEL_FRAME_HEADER_SIZE
const capacity = Math.min(maxFramePixels, Math.max(width * 4096, width))
const indices = new Uint8Array(capacity)
const mask = new Uint8Array(capacity)
let at = 0
let height = 0
while (cursor < end) {
let remaining = width
while (remaining > 0) {
if (cursor >= end) return { error: `row ${String(height)} ran past the frame end` }
const control = data[cursor]!
cursor += 1
if (control >= 0x80) {
remaining -= 256 - control
} else {
const run = control
if (run > remaining) return { error: `row ${String(height)} overruns by ${String(run - remaining)} pixels` }
if (cursor + run > end) return { error: `row ${String(height)} literal run is truncated` }
if (at + run > capacity) return { error: 'frame exceeds the pixel guard' }
indices.set(data.subarray(cursor, cursor + run), at)
mask.fill(1, at, at + run)
cursor += run
at += run
remaining -= run
}
}
height += 1
if (height * width > capacity) return { error: 'frame exceeds the pixel guard' }
}
if (cursor !== end) return { error: 'frame was not consumed exactly' }
return {
width,
height,
indices: indices.subarray(0, width * height),
mask: mask.subarray(0, width * height),
}
}
/**
* Decode one CL2 frame, whose runs may cross row boundaries.
*
* @param data - the complete file.
* @param start - frame start offset.
* @param end - frame end offset.
* @param width - frame width.
* @param maxFramePixels - pixel-count guard.
* @returns the frame, the column the run stream ended on, or the failure.
*/
function decodeCl2FrameOutcome(data: Uint8Array, start: number, end: number, width: number, maxFramePixels: number): { ok: true; frame: SpriteFrame; lastXOffset: number } | { ok: false; error: string } {
// The frame opens with the size of its own header.
if (start + 2 > end) return { ok: false, error: 'frame is too short for its header' }
let cursor = start + u16(data, start)
if (cursor > end) return { ok: false, error: 'frame header points past the frame end' }
const capacity = Math.min(maxFramePixels, Math.max(width * 4096, width))
const indices = new Uint8Array(capacity)
const mask = new Uint8Array(capacity)
let at = 0
let height = 0
let xOffset = 0
while (cursor < end) {
let remaining = width - xOffset
while (remaining > 0) {
if (cursor >= end) return { ok: false, error: 'runs ran past the frame end' }
const control = data[cursor]!
cursor += 1
if (control < 0x80) {
// Transparent run of `control` pixels.
if (at + control > capacity) return { ok: false, error: 'frame exceeds the pixel guard' }
at += control
remaining -= control
} else if (control <= 0xbe) {
// Fill run: one colour repeated 0xBF - control times.
const count = 0xbf - control
if (cursor >= end) return { ok: false, error: 'fill run is truncated' }
const color = data[cursor]!
cursor += 1
if (at + count > capacity) return { ok: false, error: 'frame exceeds the pixel guard' }
indices.fill(color, at, at + count)
mask.fill(1, at, at + count)
at += count
remaining -= count
} else {
// Literal run of 256 - control pixels (0xBF is 65 wide).
const count = 256 - control
if (cursor + count > end) return { ok: false, error: 'literal run is truncated' }
if (at + count > capacity) return { ok: false, error: 'frame exceeds the pixel guard' }
indices.set(data.subarray(cursor, cursor + count), at)
mask.fill(1, at, at + count)
cursor += count
at += count
remaining -= count
}
}
if (remaining === 0) {
height += 1
xOffset = 0
} else {
const overrun = -remaining
height += Math.floor(overrun / width) + 1
xOffset = overrun % width
}
}
if (cursor !== end) return { ok: false, error: 'frame was not consumed exactly' }
const pixels = width * height
if (pixels > capacity) return { ok: false, error: 'frame exceeds the pixel guard' }
return {
ok: true,
lastXOffset: xOffset,
frame: {
width,
height,
indices: indices.subarray(0, pixels),
mask: mask.subarray(0, pixels),
},
}
}
/**
* Decode one CL2 frame, discarding the row-alignment diagnostic.
*
* @param data - the complete file.
* @param start - frame start offset.
* @param end - frame end offset.
* @param width - frame width.
* @param maxFramePixels - pixel-count guard.
* @returns the frame or the failure.
*/
function decodeCl2Frame(data: Uint8Array, start: number, end: number, width: number, maxFramePixels: number): SpriteFrame | { error: string } {
const outcome = decodeCl2FrameOutcome(data, start, end, width, maxFramePixels)
return outcome.ok ? outcome.frame : { error: outcome.error }
}
/**
* Guess which frame widths a CL2 file could have been encoded with.
*
* Weaker than the CEL rule, deliberately: a CL2 run stream is consumed to the
* frame end under any width, so exactness proves nothing here. What survives is
* *row alignment* — an encoder pads the final row, so the stream ends on a
* column boundary for the true width. Candidates that satisfy this are
* plausible, not proven; the game's own tables stay authoritative (see
* `PLAYER_SPRITE_WIDTH`).
*
* @param data - the complete file.
* @param candidates - widths to try.
* @returns the widths under which every frame decodes and ends on a row boundary.
*/
export function cl2WidthCandidates(data: Uint8Array, candidates: readonly number[]): number[] {
const groupsInfo = readGroups(data, 'cl2')
if ('error' in groupsInfo) return []
const bases = groupsInfo.single ? [0] : [...groupsInfo.groupBases]
const usable: number[] = []
for (const width of candidates) {
let aligned = bases.length > 0
for (const base of bases) {
const extents = groupExtents(data, base)
if ('error' in extents) { aligned = false; break }
for (const [frameStart, frameEnd] of extents) {
const outcome = decodeCl2FrameOutcome(data, frameStart, frameEnd, width, DEFAULT_MAX_FRAME_PIXELS)
if (!outcome.ok || outcome.lastXOffset !== 0 || outcome.frame.height === 0) { aligned = false; break }
}
if (!aligned) break
}
if (aligned) usable.push(width)
}
return usable
}
/**
* Decode a sprite file.
*
* @param data - the complete file.
* @param mode - `'cel'` or `'cl2'`.
* @param options - width override and guards.
* @returns the decoded sheet.
*/
export function decodeSpriteFile(data: Uint8Array, mode: 'cel' | 'cl2', options: DecodeOptions = {}): SpriteSheet {
const maxFrames = options.maxFrames ?? DEFAULT_MAX_FRAMES
const maxFramePixels = options.maxFramePixels ?? DEFAULT_MAX_FRAME_PIXELS
if (data.byteLength < 8) throw new CelError(`file is only ${String(data.byteLength)} bytes`)
const groupsInfo = readGroups(data, mode)
if ('error' in groupsInfo) throw new CelError(groupsInfo.error)
const perFrame = options.widths
const uniform = options.width ?? (perFrame === undefined && mode === 'cel' ? detectSpriteWidth(data) : null)
if (perFrame === undefined && uniform === null) {
throw new CelError(mode === 'cl2'
? 'CL2 does not store its frame width: pass the width (or per-frame widths) the game uses for this animation'
: 'could not determine the frame width (no single width consumes the file exactly; tile and cursor sheets need per-frame widths)')
}
const groups: SpriteGroup[] = []
let frames = 0
if (groupsInfo.single) {
const extents = groupExtents(data, 0)
if ('error' in extents) throw new CelError(extents.error)
groups.push({ frames: decodeFrames(data, extents, mode, uniform, perFrame, maxFramePixels) })
frames += extents.length
} else if (mode === 'cl2') {
for (const base of groupsInfo.groupBases) {
const extents = groupExtents(data, base)
if ('error' in extents) throw new CelError(extents.error)
if (frames + extents.length > maxFrames) throw new CelError('file exceeds the frame guard')
groups.push({ frames: decodeFrames(data, extents, mode, uniform, perFrame, maxFramePixels) })
frames += extents.length
}
} else {
// CEL multi-group: groups are concatenated, so each group is found by
// decoding the previous one to its end.
let base = Math.floor(u32(data, 0) / 4) * 4
while (base < data.byteLength && groups.length < 4096) {
const extents = groupExtents(data, base)
if ('error' in extents) throw new CelError(extents.error)
if (frames + extents.length > maxFrames) throw new CelError('file exceeds the frame guard')
groups.push({ frames: decodeFrames(data, extents, mode, uniform, perFrame, maxFramePixels) })
frames += extents.length
const last = extents[extents.length - 1]
/* v8 ignore next -- extents is non-empty by construction. */
if (last === undefined) break
base = last[1]
}
}
return { groups, width: uniform }
}
/**
* Decode a run of frames that share one width.
*
* @param data - the complete file.
* @param extents - frame extents.
* @param mode - `'cel'` or `'cl2'`.
* @param width - frame width.
* @param maxFramePixels - pixel-count guard.
* @returns the frames.
*/
function decodeFrames(
data: Uint8Array,
extents: Extents,
mode: 'cel' | 'cl2',
uniform: number | null,
perFrame: readonly number[] | undefined,
maxFramePixels: number,
): SpriteFrame[] {
const frames: SpriteFrame[] = []
for (const [start, end] of extents) {
const width = perFrame === undefined ? uniform : perFrame[frames.length]
if (width === undefined || width === null) {
throw new CelError(`no width for frame ${String(frames.length)} (the width list has ${String(perFrame?.length ?? 0)} entries)`)
}
const frame = mode === 'cel'
? decodeCelFrame(data, start, end, width, maxFramePixels)
: decodeCl2Frame(data, start, end, width, maxFramePixels)
if ('error' in frame) {
throw new CelError(`frame ${String(frames.length)}: ${frame.error}`)
}
frames.push(frame)
}
return frames
}
/**
* Recover a `.cel` file's frame width by requiring every row to be consumed
* exactly.
*
* CEL's runs are line-bounded, so a wrong width makes a row's runs overrun and
* the file is rejected — the width that survives is the real one. This does not
* extend to CL2, whose runs may cross rows: there the run stream is consumed
* under any width, which is why {@link decodeSpriteFile} insists on being told.
*
* @param data - the complete file.
* @param candidates - widths to try, smallest first.
* @returns the smallest width that decodes the whole file, or null.
*/
export function detectSpriteWidth(
data: Uint8Array,
candidates: readonly number[] = spriteWidthCandidates(),
): number | null {
const groupsInfo = readGroups(data, 'cel')
if ('error' in groupsInfo) return null
for (const width of candidates) {
if (decodesExactly(data, groupsInfo, width)) return width
}
return null
}
/**
* Whether one width decodes every CEL frame of every group exactly.
*
* @param data - the complete file.
* @param groupsInfo - the resolved group layout.
* @param width - candidate width.
* @returns true when the whole file is consumed with no leftovers.
*/
function decodesExactly(
data: Uint8Array,
groupsInfo: { groupBases: readonly number[]; single: boolean },
width: number,
): boolean {
const guard = DEFAULT_MAX_FRAME_PIXELS
const bases = groupsInfo.single ? [0] : celGroupBases(data)
if (bases.length === 0) return false
for (const base of bases) {
const extents = groupExtents(data, base)
if ('error' in extents) return false
for (const [start, end] of extents) {
const frame = decodeCelFrame(data, start, end, width, guard)
if ('error' in frame) return false
if (frame.height === 0) return false
}
}
return true
}
/**
* Walk a multi-group CEL file's concatenated group bases.
*
* @param data - the complete file.
* @returns the group bases.
*/
function celGroupBases(data: Uint8Array): number[] {
const bases: number[] = []
let base = Math.floor(u32(data, 0) / 4) * 4
while (base + 8 <= data.byteLength && bases.length < 4096) {
bases.push(base)
const extents = groupExtents(data, base)
if ('error' in extents) break
const last = extents[extents.length - 1]
/* v8 ignore next -- extents is non-empty by construction. */
if (last === undefined) break
if (last[1] <= base) break
base = last[1]
}
return bases
}

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/**
* Diablo II `.cof` animation-table decoder.
*
* A COF carries no pixels. It is the glue between an animation and the sprite
* files that make it up: how many directions and frames the animation has, how
* many composite layers the character or object is assembled from, which weapon
* class each layer belongs to, and — the part that is easy to miss — the *draw
* order* of those layers for every direction and frame, since an arm has to be
* in front of the torso when the character faces one way and behind it when the
* character faces the other.
*
* The layout is fixed-width and byte-aligned throughout, so unlike `.dcc` this
* decoder is a plain cursor walk:
*
* - a 25-byte header: layer count, frames per direction, direction count, 21
* bytes the original tool left as uninitialised garbage, and an animation
* speed;
* - three body bytes nobody has ever explained;
* - one 9-byte record per layer;
* - one byte per frame, the "animation frame" tag;
* - one byte per (direction, frame, layer), the priority table.
*
* The priority bytes are *composite types*, not layer indices — the shipped
* Sorceress walk lists types in an order that does not match record order, which
* is exactly why a renderer must resolve them through the layer records instead
* of using them directly. That resolution is `cofLayerOrder`.
*/
import { CelError } from './sprite.ts'
/** Fixed part of the file, up to and including the animation-speed byte. */
const HEADER_SIZE = 25
/** Byte offset of the animation speed inside the header. */
const HEADER_SPEED = 24
/** Unexplained bytes between the header and the first layer record. */
const BODY_PREFIX_SIZE = 3
/** Bytes per layer record: five scalar fields plus a four-byte weapon class. */
const LAYER_SIZE = 9
/** Offset of the weapon-class code inside a layer record. */
const LAYER_WEAPON_CLASS = 5
/** One composite layer of an animation. */
export interface CofLayer {
/** Composite type this layer draws (which body part or equipment slot). */
readonly type: number
/** Shadow flag, as stored. */
readonly shadow: number
/** Whether the layer takes part in hit detection. */
readonly selectable: boolean
/** Whether the layer is drawn with transparency. */
readonly transparent: boolean
/** Draw-effect selector, as stored. */
readonly drawEffect: number
/**
* Weapon-class code this layer applies to, e.g. `hth` for unarmed or `1hs` for
* a one-handed sword, with the record's NUL padding stripped.
*
* Kept as the raw code rather than an enum: this port has no weapon-class
* enumeration, and callers select layers by matching codes they already have
* from the item tables.
*/
readonly weaponClass: string
}
/** A decoded COF animation table. */
export interface CofFile {
/** Number of directions the animation has. */
readonly numberOfDirections: number
/** Number of frames per direction. */
readonly framesPerDirection: number
/** Number of composite layers per frame. */
readonly numberOfLayers: number
/** Animation speed byte; 0 means "default" (25 fps) to the original engine. */
readonly speed: number
/** Layer records, in file order. */
readonly layers: readonly CofLayer[]
/** One tag byte per frame. */
readonly animationFrames: Uint8Array
/**
* Priority table: `priority[direction][frame]` lists the composite types to
* draw, back to front. Resolve it with `cofLayerOrder`.
*/
readonly priority: readonly (readonly (readonly number[])[])[]
}
/**
* Decode a COF file.
*
* @param data - the complete file.
* @returns the animation table.
*/
export function decodeCof(data: Uint8Array): CofFile {
const minimum = HEADER_SIZE + BODY_PREFIX_SIZE
if (data.byteLength < minimum) {
throw new CelError(`COF is ${String(data.byteLength)} bytes, too short for a ${String(minimum)}-byte header`)
}
const numberOfLayers = data[0]!
const framesPerDirection = data[1]!
const numberOfDirections = data[2]!
const speed = data[HEADER_SPEED]!
let offset = minimum
const layers: CofLayer[] = []
for (let i = 0; i < numberOfLayers; i += 1) {
if (offset + LAYER_SIZE > data.byteLength) {
throw new CelError(
`COF layer ${String(i)} runs past the end of the ${String(data.byteLength)}-byte file`,
)
}
layers.push({
type: data[offset]!,
shadow: data[offset + 1]!,
selectable: data[offset + 2]! > 0,
transparent: data[offset + 3]! > 0,
drawEffect: data[offset + 4]!,
weaponClass: readWeaponClass(data, offset + LAYER_WEAPON_CLASS),
})
offset += LAYER_SIZE
}
if (offset + framesPerDirection > data.byteLength) {
throw new CelError(
`COF declares ${String(framesPerDirection)} frames but only ${String(data.byteLength - offset)} bytes remain`,
)
}
const animationFrames = data.slice(offset, offset + framesPerDirection)
offset += framesPerDirection
const priorityLength = numberOfDirections * framesPerDirection * numberOfLayers
if (offset + priorityLength > data.byteLength) {
throw new CelError(
`COF priority table needs ${String(priorityLength)} bytes but only ${String(data.byteLength - offset)} remain`,
)
}
const priority: number[][][] = []
let at = offset
for (let direction = 0; direction < numberOfDirections; direction += 1) {
const frames: number[][] = []
for (let frame = 0; frame < framesPerDirection; frame += 1) {
const row: number[] = []
for (let layer = 0; layer < numberOfLayers; layer += 1) row.push(data[at + layer]!)
at += numberOfLayers
frames.push(row)
}
priority.push(frames)
}
return {
numberOfDirections,
framesPerDirection,
numberOfLayers,
speed,
layers,
animationFrames,
priority,
}
}
/**
* The draw order for one direction and frame, as indices into `cof.layers`.
*
* The priority table stores composite *types*, and a COF's layer records are not
* obliged to be sorted by type — the shipped Sorceress walk is not — so the
* types have to be resolved back to record indices before anything can be
* drawn. Entries naming a type no layer declares are dropped rather than
* guessed at: there is provably nothing to draw for them. If two layers share a
* type, the first record wins, so a layer is never drawn twice.
*
* @param cof - the decoded animation table.
* @param direction - direction index.
* @param frame - frame index within the direction.
* @returns layer indices, back to front.
*/
export function cofLayerOrder(cof: CofFile, direction: number, frame: number): number[] {
const frames = cof.priority[direction]
if (frames === undefined) {
throw new CelError(
`COF has no direction ${String(direction)} (it declares ${String(cof.numberOfDirections)})`,
)
}
const row = frames[frame]
if (row === undefined) {
throw new CelError(
`COF direction ${String(direction)} has no frame ${String(frame)} (it declares ${String(cof.framesPerDirection)})`,
)
}
const order: number[] = []
const used = new Set<number>()
for (const type of row) {
let index = -1
for (let i = 0; i < cof.layers.length; i += 1) {
if (cof.layers[i]!.type === type) {
index = i
break
}
}
if (index < 0 || used.has(index)) continue
used.add(index)
order.push(index)
}
return order
}
/**
* Read a layer record's four-byte weapon-class code.
*
* The field is NUL-padded and, in a few shipped files, space-padded as well, so
* the NULs are dropped and the result trimmed — the same normalisation the
* reference applies before mapping the code to its weapon-class enumeration.
*
* @param data - the file.
* @param at - offset of the four-byte code.
* @returns the code, e.g. `hth`, possibly empty.
*/
function readWeaponClass(data: Uint8Array, at: number): string {
let text = ''
for (let i = 0; i < 4; i += 1) {
const byte = data[at + i]!
if (byte !== 0) text += String.fromCharCode(byte)
}
return text.trim()
}

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/**
* Diablo II `.dc6` sprite decoder.
*
* DC6 is Diablo II's replacement for Diablo I's CEL: a multi-direction,
* multi-frame sheet of palette-indexed frames, stored as one run stream per
* frame. Two properties are easy to get wrong and are worth stating outright,
* because both independent reference implementations agree on them:
*
* - **Rows are stored bottom-up.** The first decoded scanline is the frame's
* last row, so the stream must be written starting at `height - 1` and
* counting down. Filling rows top-down yields a vertically mirrored sprite.
* - **The run alphabet is three-way**, not two: `0x80` ends a scanline, any
* other byte with the high bit set is a *transparent* run of `byte & 0x7f`
* pixels, and a byte below `0x80` introduces that many literal pixels. A
* decoder that treats `0x80` as "transparent run of zero" desynchronises the
* rest of the frame.
*
* Index 0 is transparent by convention (the encoder leaves the palette's first
* entry unused), which is why frames carry a mask rather than relying on a
* sentinel index.
*/
import { CelError } from './sprite.ts'
import type { SpriteFrame, SpriteGroup, SpriteSheet } from './sprite.ts'
/** Byte offset of the file header, and its size. */
const FILE_HEADER_SIZE = 24
/** Byte offset of a frame header inside its frame, and its size. */
const FRAME_HEADER_SIZE = 32
/** Byte count of the per-frame terminator written after the run stream. */
const FRAME_TERMINATOR_SIZE = 3
/** Scanline terminator in the run alphabet. */
const END_OF_SCANLINE = 0x80
/** Mask extracting a transparent run's length. */
const RUN_LENGTH_MASK = 0x7f
/** The DC6 file header. */
export interface Dc6Header {
/** Format version (6 for the shipped format). */
readonly version: number
/** Flag word (`1` serialised, `4` 24-bit). */
readonly flags: number
/** Encoding word as stored. */
readonly encoding: number
/** Number of directions. */
readonly directions: number
/** Frames per direction. */
readonly framesPerDirection: number
}
/** One decoded frame plus the fields the renderer needs for placement. */
export interface Dc6Frame extends SpriteFrame {
/** Frame anchor x, as stored. */
readonly offsetX: number
/** Frame anchor y, as stored. */
readonly offsetY: number
/** The frame's own serial number in the sheet. */
readonly index: number
}
/** A decoded DC6 sheet, grouped by direction. */
export interface Dc6Sheet extends SpriteSheet {
/** The file header. */
readonly header: Dc6Header
/** Frames grouped by direction, each carrying its own size. */
readonly groups: readonly { readonly frames: readonly Dc6Frame[] }[]
}
/** Guard against a corrupt header demanding a huge allocation. */
const MAX_FRAMES = 4096
/** Guard on one frame's pixel count. */
const MAX_FRAME_PIXELS = 1 << 24
/**
* Read a little-endian uint32.
*
* @param data - the buffer.
* @param at - byte offset.
* @returns the value.
*/
function u32(data: Uint8Array, at: number): number {
return (data[at]! | (data[at + 1]! << 8) | (data[at + 2]! << 16) | (data[at + 3]! << 24)) >>> 0
}
/**
* Read a little-endian int32.
*
* @param data - the buffer.
* @param at - byte offset.
* @returns the value.
*/
function i32(data: Uint8Array, at: number): number {
return (u32(data, at) | 0)
}
/**
* Decode a DC6 file.
*
* @param data - the complete file.
* @returns the decoded sheet.
*/
export function decodeDc6(data: Uint8Array): Dc6Sheet {
if (data.byteLength < FILE_HEADER_SIZE) {
throw new CelError(`DC6 is ${String(data.byteLength)} bytes, too short for a header`)
}
const header: Dc6Header = {
version: i32(data, 0x00),
flags: u32(data, 0x04),
encoding: u32(data, 0x08),
directions: i32(data, 0x10),
framesPerDirection: i32(data, 0x14),
}
if (header.directions <= 0 || header.framesPerDirection <= 0) {
throw new CelError(`DC6 declares ${String(header.directions)} directions and ${String(header.framesPerDirection)} frames per direction`)
}
const total = header.directions * header.framesPerDirection
if (total > MAX_FRAMES) throw new CelError(`DC6 declares ${String(total)} frames, above the ${String(MAX_FRAMES)} guard`)
const pointers = new Array<number>(total)
for (let index = 0; index < total; index += 1) {
pointers[index] = u32(data, FILE_HEADER_SIZE + index * 4)
}
const groups: { frames: Dc6Frame[] }[] = []
for (let direction = 0; direction < header.directions; direction += 1) {
const frames: Dc6Frame[] = []
for (let frameIndex = 0; frameIndex < header.framesPerDirection; frameIndex += 1) {
const index = direction * header.framesPerDirection + frameIndex
// The last frame has no successor pointer: it runs to the end of file.
const start = pointers[index]!
const end = index + 1 < total ? pointers[index + 1]! : data.byteLength
if (start < FILE_HEADER_SIZE || end > data.byteLength || end < start) {
throw new CelError(`frame ${String(index)} extent ${String(start)}..${String(end)} is out of range`)
}
frames.push(decodeFrame(data, start, end, index))
}
groups.push({ frames })
}
return { header, groups, width: null }
}
/**
* Decode one frame.
*
* @param data - the complete file.
* @param start - frame start offset.
* @param end - frame end offset (exclusive).
* @param index - the frame's serial number.
* @returns the decoded frame.
*/
function decodeFrame(data: Uint8Array, start: number, end: number, index: number): Dc6Frame {
if (start + FRAME_HEADER_SIZE > end) {
throw new CelError(`frame ${String(index)} is too short for a frame header`)
}
const width = i32(data, start + 0x04)
const height = i32(data, start + 0x08)
const offsetX = i32(data, start + 0x0c)
const offsetY = i32(data, start + 0x10)
const length = u32(data, start + 0x1c)
if (width < 0 || height < 0 || width * height > MAX_FRAME_PIXELS) {
throw new CelError(`frame ${String(index)} has an implausible size ${String(width)}x${String(height)}`)
}
const indices = new Uint8Array(width * height)
const mask = new Uint8Array(width * height)
const streamEnd = Math.min(end, start + FRAME_HEADER_SIZE + length)
let cursor = start + FRAME_HEADER_SIZE
// Rows land bottom-up: the first scanline written is the frame's last row.
let x = 0
let y = height - 1
let complete = false
while (cursor < streamEnd && y >= 0) {
const control = data[cursor]!
cursor += 1
if (control === END_OF_SCANLINE) {
if (y === 0) { complete = true; break }
y -= 1
x = 0
} else if ((control & END_OF_SCANLINE) !== 0) {
x += control & RUN_LENGTH_MASK
} else {
if (cursor + control > streamEnd) {
throw new CelError(`frame ${String(index)} literal run of ${String(control)} is truncated`)
}
const rowStart = y * width
for (let i = 0; i < control; i += 1) {
const at = rowStart + x + i
// A run may nominally overrun a short row (padding in the last
// scanline); drop those pixels rather than creeping into the next row.
if (x + i >= width) break
const value = data[cursor + i]!
indices[at] = value
// Index 0 is the transparent entry by convention.
mask[at] = value === 0 ? 0 : 1
}
cursor += control
x += control
}
}
if (!complete) {
// The reference decoders stop at the final end-of-scanline; a stream that
// ends without one is still usable, so this is reported by leaving the
// remaining rows transparent rather than failing the whole sheet.
// (Frames with height 1 legitimately end at `y === 0` handled above.)
}
return { width, height, indices, mask, offsetX, offsetY, index }
}
/** A decoded frame with its placement fields, as the atlas packer wants it. */
export type { SpriteGroup }

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/**
* Diablo II `.dcc` sprite decoder.
*
* A DCC is a *cell-compressed* sprite sheet: instead of storing each frame as a
* run stream, the format quantises the art to a 4x4 grid and stores, per frame,
* a list of pixel codes per cell plus a flag telling the decoder when a cell is
* identical to the same slot in an earlier frame. Decoding therefore happens in
* three passes, and the order matters:
*
* 1. A direction begins with a header declaring the *bit widths* of the
* per-frame header fields (through a small lookup table, because the format's
* authors only needed a dozen widths), then the frame headers, then the table
* describing the direction's padded canvas.
* 2. The payload is four independent bit streams layered over each other —
* equal-cell flags, pixel mask, encoding type, raw pixel codes — followed by
* the pixel-code/displacement stream. Their starts are *bit* offsets, not
* byte offsets, so they are read through clones of a single reader whose bit
* position inside a byte is preserved exactly.
* 3. Cells are decoded once per (frame, cell) position into a shared pixel
* buffer, then blitted; frames that reuse a cell copy the previous frame's
* pixels instead of carrying their own codes.
*
* Two conventions this module keeps deliberately:
*
* - A frame's `frame.width`/`frame.height` is the *direction's* canvas, not the
* frame's own art rectangle. The direction box is the bounding box of every
* frame in that direction, so all frames of a direction share dimensions and
* compositing is a straight overlay. The frame's own rectangle is exposed as
* `width`/`height`/`offsetX`/`offsetY`.
* - Palette index 0 is transparent, exactly as in `.dc6`; `mask` records which
* pixels are opaque so a renderer never has to test a sentinel index.
*
* Frames flagged bottom-up are decoded and then flipped vertically — see
* `flipFrameRows`, which documents the one place the reference gives no answer
* because it panics instead of implementing the case.
*/
import { BitReader } from './bitstream.ts'
import { CelError } from './sprite.ts'
import type { SpriteFrame } from './sprite.ts'
/** Every DCC starts with this byte; anything else is mislabelled. */
const SIGNATURE = 0x74
/** Direction offsets are stored in bytes but used as bit offsets. */
const DIRECTION_OFFSET_SCALE = 8
/** The pixel grid is quantised to 4x4 cells; no cell is larger than 4 pixels. */
const CELL_SIZE = 4
/**
* Bit widths are not stored literally: the direction header holds a 4-bit index
* into this table. It tops out at 32, which bounds every header field.
*/
const BIT_WIDTH_TABLE = [0, 1, 2, 4, 6, 8, 10, 12, 14, 16, 20, 24, 26, 28, 30, 32]
/**
* Number of set bits in each 4-bit pixel mask, i.e. how many pixel codes the
* cell stores. A mask of 0 means every code was inherited from an earlier frame.
*/
const PIXEL_MASK_POPCOUNT = [0, 1, 1, 2, 1, 2, 2, 3, 1, 2, 2, 3, 2, 3, 3, 4]
/** Guard on the declared direction count. */
const MAX_DIRECTIONS = 256
/** Guard on the declared frames per direction. */
const MAX_FRAMES_PER_DIRECTION = 4096
/** Guard on one direction canvas, in pixels. */
const MAX_PIXELS = 1 << 24
/** The padded canvas coordinates of a direction or of one frame. */
export interface DccBox {
/** Left edge, in sprite space. */
readonly left: number
/** Top edge, in sprite space. */
readonly top: number
/** Width in pixels. */
readonly width: number
/** Height in pixels. */
readonly height: number
}
/** One decoded frame: its own art rectangle plus the direction-sized canvas. */
export interface DccFrame {
/** The frame's own width, as stored in the header. */
readonly width: number
/** The frame's own height, as stored in the header. */
readonly height: number
/** Anchor x of the frame inside the direction canvas. */
readonly offsetX: number
/** Anchor y of the frame inside the direction canvas. */
readonly offsetY: number
/** The decoded canvas; its dimensions are the direction's box size. */
readonly frame: SpriteFrame
/**
* Whether the file stored this frame's rows bottom-up, so they were flipped.
*
* Exposed because the reference implementation refuses this case outright: the
* only way to measure how much of a data set depends on the flip judgement is
* to count the frames that took that path after decoding.
*/
readonly bottomUp: boolean
}
/** Every frame of one facing direction, drawn on a shared canvas. */
export interface DccDirection {
/** Bounding box of all frames in this direction. */
readonly box: DccBox
/** Frames in animation order. */
readonly frames: readonly DccFrame[]
}
/** A decoded DCC file. */
export interface DccFile {
/** Format version byte. */
readonly version: number
/** Directions, in file order. */
readonly directions: readonly DccDirection[]
}
/** A cell rectangle in direction-canvas coordinates. */
interface CellRect {
width: number
height: number
xOffset: number
yOffset: number
}
/**
* A cell of the direction grid, which additionally remembers the geometry of the
* last frame cell that occupied it — the memory that makes equal-cell copying
* possible.
*/
interface BufferCell extends CellRect {
lastWidth: number
lastHeight: number
lastXOffset: number
lastYOffset: number
}
/** One frame's header fields and its own cell decomposition. */
interface FrameState {
box: DccBox
width: number
height: number
offsetX: number
offsetY: number
bottomUp: boolean
horizontalCellCount: number
verticalCellCount: number
cells: CellRect[]
}
/** One entry of the shared pixel buffer: four palette codes plus its owner. */
interface PixelBufferEntry {
value: [number, number, number, number]
frame: number
cellIndex: number
}
/** The per-direction decode state, threaded through the three passes. */
interface DirectionState {
box: DccBox
frames: FrameState[]
cells: BufferCell[]
horizontalCellCount: number
verticalCellCount: number
equalCellsBits: number
pixelMaskBits: number
encodingTypeBits: number
rawPixelBits: number
}
/** The seven per-frame header field widths a direction declares. */
interface FieldWidths {
variable0: number
width: number
height: number
xOffset: number
yOffset: number
optionalData: number
codedBytes: number
}
/**
* Decode a DCC file.
*
* @param data - the complete file.
* @returns the decoded directions.
*/
export function decodeDcc(data: Uint8Array): DccFile {
const reader = new BitReader(data, 0)
const signature = reader.getByte()
if (signature !== SIGNATURE) {
throw new CelError(
`DCC signature 0x${signature.toString(16)} is not 0x${SIGNATURE.toString(16)} (mislabelled file?)`,
)
}
const version = reader.getByte()
const directionCount = reader.getByte()
const framesPerDirection = reader.getInt32()
const serialised = reader.getInt32()
if (serialised !== 1) {
throw new CelError(`DCC header word 2 is ${String(serialised)}, the format requires 1`)
}
reader.getUint32() // total size coded: the per-direction offsets are authoritative
if (directionCount < 1 || directionCount > MAX_DIRECTIONS) {
throw new CelError(`DCC declares ${String(directionCount)} directions (allowed 1..${String(MAX_DIRECTIONS)})`)
}
if (framesPerDirection < 1 || framesPerDirection > MAX_FRAMES_PER_DIRECTION) {
throw new CelError(
`DCC declares ${String(framesPerDirection)} frames per direction (allowed 1..${String(MAX_FRAMES_PER_DIRECTION)})`,
)
}
const offsets: number[] = []
for (let i = 0; i < directionCount; i += 1) {
const byteOffset = reader.getInt32()
if (byteOffset < 0 || byteOffset * DIRECTION_OFFSET_SCALE >= data.length * 8) {
throw new CelError(`DCC direction ${String(i)} offset ${String(byteOffset)} is outside the file`)
}
offsets.push(byteOffset * DIRECTION_OFFSET_SCALE)
}
const directions: DccDirection[] = []
for (let i = 0; i < directionCount; i += 1) {
directions.push(decodeDirection(data, offsets[i]!, framesPerDirection, i))
}
return { version, directions }
}
/**
* Decode one direction, translating any raw reader failure into an error that
* names the direction.
*
* @param data - the complete file.
* @param bitOffset - the direction's start, in bits.
* @param framesPerDirection - the file-level frame count.
* @param index - the direction index.
* @returns the decoded direction.
*/
function decodeDirection(
data: Uint8Array,
bitOffset: number,
framesPerDirection: number,
index: number,
): DccDirection {
const where = `DCC direction ${String(index)}`
try {
return decodeDirectionInner(data, bitOffset, framesPerDirection, where)
} catch (err) {
throw err instanceof CelError ? err : new CelError(`${where}: ${messageOf(err)}`)
}
}
/**
* The direction decode proper: headers, then payload, then cell and frame
* assembly, in the order the format requires.
*
* @param data - the complete file.
* @param bitOffset - the direction's start, in bits.
* @param framesPerDirection - the file-level frame count.
* @param where - error-message prefix.
* @returns the decoded direction.
*/
function decodeDirectionInner(
data: Uint8Array,
bitOffset: number,
framesPerDirection: number,
where: string,
): DccDirection {
const reader = new BitReader(data, bitOffset)
reader.getUint32() // out size coded, unused
const compressionFlags = reader.getBits(2)
const widths: FieldWidths = {
variable0: BIT_WIDTH_TABLE[reader.getBits(4)]!,
width: BIT_WIDTH_TABLE[reader.getBits(4)]!,
height: BIT_WIDTH_TABLE[reader.getBits(4)]!,
xOffset: BIT_WIDTH_TABLE[reader.getBits(4)]!,
yOffset: BIT_WIDTH_TABLE[reader.getBits(4)]!,
optionalData: BIT_WIDTH_TABLE[reader.getBits(4)]!,
codedBytes: BIT_WIDTH_TABLE[reader.getBits(4)]!,
}
const frames: FrameState[] = []
let minX = Number.MAX_SAFE_INTEGER
let minY = Number.MAX_SAFE_INTEGER
let maxX = -Number.MAX_SAFE_INTEGER
let maxY = -Number.MAX_SAFE_INTEGER
for (let i = 0; i < framesPerDirection; i += 1) {
const frame = readFrameHeader(reader, widths, i, where)
minX = Math.min(minX, frame.box.left)
minY = Math.min(minY, frame.box.top)
maxX = Math.max(maxX, frame.box.left + frame.box.width)
maxY = Math.max(maxY, frame.box.top + frame.box.height)
frames.push(frame)
}
const box: DccBox = { left: minX, top: minY, width: maxX - minX, height: maxY - minY }
if (box.width <= 0 || box.height <= 0 || box.width * box.height > MAX_PIXELS) {
throw new CelError(`${where}: canvas ${String(box.width)}x${String(box.height)} is implausible`)
}
if (widths.optionalData > 0) {
throw new CelError(
`${where}: frames declare ${String(widths.optionalData)} bits of optional data, which this decoder does not implement`,
)
}
// The declared sizes are *bit* counts. Each stream is walked through a clone
// of the reader while the original skips past it, so a stream that starts
// mid-byte keeps its bit offset — rounding here would shift every code.
const equalCellsBits = (compressionFlags & 0x2) !== 0 ? reader.getBits(20) : 0
const pixelMaskBits = reader.getBits(20)
const encodingTypeBits = (compressionFlags & 0x1) !== 0 ? reader.getBits(20) : 0
const rawPixelBits = (compressionFlags & 0x1) !== 0 ? reader.getBits(20) : 0
// The palette table is one validity bit per entry; the valid entries are
// remapped onto a dense set of codes that the pixel stream then indexes.
const palette = new Uint8Array(256)
let paletteCount = 0
for (let i = 0; i < 256; i += 1) {
if (reader.getBit() !== 0) {
palette[paletteCount] = i
paletteCount += 1
}
}
const equalCells = reader.copy()
reader.skipBits(equalCellsBits)
const pixelMask = reader.copy()
reader.skipBits(pixelMaskBits)
const encodingType = reader.copy()
reader.skipBits(encodingTypeBits)
const rawPixelCodes = reader.copy()
reader.skipBits(rawPixelBits)
const pixelCodes = reader.copy()
const state: DirectionState = {
box,
frames,
cells: [],
horizontalCellCount: 0,
verticalCellCount: 0,
equalCellsBits,
pixelMaskBits,
encodingTypeBits,
rawPixelBits,
}
calculateCells(state)
for (const frame of frames) recalculateCells(state, frame)
const buffer = fillPixelBuffer(
state,
palette,
pixelCodes,
equalCells,
pixelMask,
encodingType,
rawPixelCodes,
)
const canvases = generateFrames(state, buffer, pixelCodes)
verifyStream(where, 'equal-cells', equalCells, equalCellsBits)
verifyStream(where, 'pixel-mask', pixelMask, pixelMaskBits)
verifyStream(where, 'encoding-type', encodingType, encodingTypeBits)
verifyStream(where, 'raw-pixel-codes', rawPixelCodes, rawPixelBits)
const decoded: DccFrame[] = []
for (let i = 0; i < frames.length; i += 1) {
const frame = frames[i]!
const pixels = canvases[i]!
if (frame.bottomUp) flipFrameRows(pixels, box, frame.box)
decoded.push({
width: frame.width,
height: frame.height,
offsetX: frame.offsetX,
offsetY: frame.offsetY,
frame: toSpriteFrame(pixels, box.width, box.height),
bottomUp: frame.bottomUp,
})
}
return { box, frames: decoded }
}
/**
* Read one frame header.
*
* The box is derived from the anchor: a frame is placed top-down relative to its
* `yOffset`, so its top edge sits `height - 1` rows above it. Bottom-up frames
* get the same box — the flag describes storage order, not placement, and the
* reference computes no alternative — and are flipped after decoding instead.
*
* @param reader - the direction reader, positioned at the frame header.
* @param widths - the direction's declared field widths.
* @param index - the frame index.
* @param where - error-message prefix.
* @returns the frame header fields.
*/
function readFrameHeader(reader: BitReader, widths: FieldWidths, index: number, where: string): FrameState {
const at = `${where} frame ${String(index)}`
reader.getBits(widths.variable0) // per-frame scratch value, never used
const width = reader.getBits(widths.width)
const height = reader.getBits(widths.height)
const offsetX = reader.getSignedBits(widths.xOffset)
const offsetY = reader.getSignedBits(widths.yOffset)
reader.getBits(widths.optionalData) // must be zero-length; enforced after the frame headers
reader.getBits(widths.codedBytes) // coded byte count, only meaningful to the encoder
const bottomUp = reader.getBit() === 1
if (width * height > MAX_PIXELS) {
throw new CelError(`${at}: implausible size ${String(width)}x${String(height)}`)
}
if (width <= 0 || height <= 0) {
throw new CelError(`${at}: empty frame ${String(width)}x${String(height)}`)
}
return {
box: { left: offsetX, top: offsetY - height + 1, width, height },
width,
height,
offsetX,
offsetY,
bottomUp,
horizontalCellCount: 0,
verticalCellCount: 0,
cells: [],
}
}
/**
* Decompose the direction canvas into the 4x4-aligned cell grid that every frame
* cell is addressed against.
*
* @param state - the direction state, updated in place.
*/
function calculateCells(state: DirectionState): void {
const { box } = state
const horizontal = 1 + Math.trunc((box.width - 1) / CELL_SIZE)
const vertical = 1 + Math.trunc((box.height - 1) / CELL_SIZE)
state.horizontalCellCount = horizontal
state.verticalCellCount = vertical
const cellWidths = new Array<number>(horizontal).fill(CELL_SIZE)
cellWidths[horizontal - 1] = box.width - CELL_SIZE * (horizontal - 1)
const cellHeights = new Array<number>(vertical).fill(CELL_SIZE)
cellHeights[vertical - 1] = box.height - CELL_SIZE * (vertical - 1)
const cells: BufferCell[] = []
for (let y = 0; y < vertical; y += 1) {
for (let x = 0; x < horizontal; x += 1) {
cells.push({
width: cellWidths[x]!,
height: cellHeights[y]!,
xOffset: x * CELL_SIZE,
yOffset: y * CELL_SIZE,
lastWidth: -1,
lastHeight: -1,
lastXOffset: 0,
lastYOffset: 0,
})
}
}
state.cells = cells
}
/**
* Decompose one frame into cells aligned to the *direction's* grid.
*
* A frame's art rectangle generally does not start on the direction's 4-pixel
* grid, so the first column and row are truncated to whatever remains of the
* cell they begin inside. That is what lets one pixel-buffer slot index serve
* every frame in the direction.
*
* @param state - the direction state.
* @param frame - the frame to decompose.
*/
function recalculateCells(state: DirectionState, frame: FrameState): void {
const { box } = state
const firstWidth = CELL_SIZE - ((frame.box.left - box.left) % CELL_SIZE)
const firstHeight = CELL_SIZE - ((frame.box.top - box.top) % CELL_SIZE)
const horizontal = cellSpanCount(frame.width, firstWidth)
const vertical = cellSpanCount(frame.height, firstHeight)
frame.horizontalCellCount = horizontal
frame.verticalCellCount = vertical
const cellWidths = new Array<number>(horizontal).fill(CELL_SIZE)
if (horizontal === 1) {
cellWidths[0] = frame.width
} else {
cellWidths[0] = firstWidth
cellWidths[horizontal - 1] = frame.width - firstWidth - CELL_SIZE * (horizontal - 2)
}
const cellHeights = new Array<number>(vertical).fill(CELL_SIZE)
if (vertical === 1) {
cellHeights[0] = frame.height
} else {
cellHeights[0] = firstHeight
cellHeights[vertical - 1] = frame.height - firstHeight - CELL_SIZE * (vertical - 2)
}
const cells: CellRect[] = []
let yOffset = frame.box.top - box.top
for (let y = 0; y < vertical; y += 1) {
let xOffset = frame.box.left - box.left
for (let x = 0; x < horizontal; x += 1) {
cells.push({ width: cellWidths[x]!, height: cellHeights[y]!, xOffset, yOffset })
xOffset += cellWidths[x]!
}
yOffset += cellHeights[y]!
}
frame.cells = cells
}
/**
* How many cells a span of `total` pixels needs when its first cell is already
* `first` pixels wide.
*
* @param total - the span length.
* @param first - the truncated first cell's length.
* @returns the cell count.
*/
function cellSpanCount(total: number, first: number): number {
if (total - first <= 1) return 1
const remaining = total - first - 1
return 2 + Math.trunc(remaining / CELL_SIZE) - (remaining % CELL_SIZE === 0 ? 1 : 0)
}
/**
* Decode the shared pixel buffer: one entry per (frame, cell) that carries pixel
* codes, in stream order.
*
* Four bit streams drive this pass. For every cell the decoder reads an
* equal-cell flag (only when the slot has been touched before), then a 4-bit
* mask saying which of the cell's four codes are supplied, then either a raw
* 8-bit code or a 4-bit displacement from the previous code, run-length extended
* by 15s. A cell flagged equal contributes no entry at all: the frame generator
* copies the previous occupant of that grid slot instead.
*
* @param state - the direction state.
* @param palette - the direction's code → palette index table.
* @param codes - the pixel-code/displacement stream.
* @param equalCells - the equal-cell flag stream.
* @param pixelMask - the per-cell mask stream.
* @param encodingType - the per-cell encoding selector stream.
* @param rawPixelCodes - the raw 8-bit pixel stream.
* @returns the buffer, dense from index 0.
*/
function fillPixelBuffer(
state: DirectionState,
palette: Uint8Array,
codes: BitReader,
equalCells: BitReader,
pixelMask: BitReader,
encodingType: BitReader,
rawPixelCodes: BitReader,
): PixelBufferEntry[] {
let maxCellX = 0
let maxCellY = 0
for (const frame of state.frames) {
maxCellX += frame.horizontalCellCount
maxCellY += frame.verticalCellCount
}
const buffer: PixelBufferEntry[] = new Array<PixelBufferEntry>(maxCellX * maxCellY)
for (let i = 0; i < buffer.length; i += 1) {
buffer[i] = { value: [0, 0, 0, 0], frame: -1, cellIndex: -1 }
}
const slots = new Array<PixelBufferEntry | null>(state.horizontalCellCount * state.verticalCellCount)
slots.fill(null)
let entryIndex = -1
for (let frameIndex = 0; frameIndex < state.frames.length; frameIndex += 1) {
const frame = state.frames[frameIndex]!
const originCellX = Math.trunc((frame.box.left - state.box.left) / CELL_SIZE)
const originCellY = Math.trunc((frame.box.top - state.box.top) / CELL_SIZE)
for (let cellY = 0; cellY < frame.verticalCellCount; cellY += 1) {
const gridY = cellY + originCellY
for (let cellX = 0; cellX < frame.horizontalCellCount; cellX += 1) {
const gridCell = originCellX + cellX + gridY * state.horizontalCellCount
const previous = slots[gridCell]!
let mask: number
if (previous === null) {
mask = 0xf // nothing to inherit from, so every code is supplied
} else {
if (state.equalCellsBits > 0 && equalCells.getBit() !== 0) continue // repeats: no entry
mask = pixelMask.getBits(4)
}
let lastPixel = 0
const pixelStack: [number, number, number, number] = [0, 0, 0, 0]
const pixelCount = PIXEL_MASK_POPCOUNT[mask]!
const encoded = pixelCount !== 0 && state.encodingTypeBits > 0 ? encodingType.getBit() : 0
let decoded = 0
for (let i = 0; i < pixelCount; i += 1) {
let value: number
if (encoded !== 0) {
value = rawPixelCodes.getBits(8)
} else {
let displacement = codes.getBits(4)
value = lastPixel + displacement
while (displacement === 15) {
displacement = codes.getBits(4)
value += displacement
}
}
if (value === lastPixel) {
pixelStack[i] = 0 // zero displacement means "nothing here", ending the run
break
}
pixelStack[i] = value
lastPixel = value
decoded += 1
}
entryIndex += 1
const entry = buffer[entryIndex]
if (entry === undefined) {
throw new CelError(
`pixel buffer overflow at grid cell ${String(gridCell)} (capacity ${String(buffer.length)})`,
)
}
// Codes are stored reversed: the last decoded code belongs to the cell's
// first pixel, and the mask's lowest set bit picks the next in line.
let code = decoded - 1
for (let i = 0; i < CELL_SIZE; i += 1) {
if ((mask & (1 << i)) !== 0) {
entry.value[i] = code >= 0 ? pixelStack[code]! & 0xff : 0
code -= 1
} else {
entry.value[i] = previous === null ? 0 : previous.value[i]!
}
}
slots[gridCell] = entry
entry.frame = frameIndex
entry.cellIndex = cellX + cellY * frame.horizontalCellCount
}
}
}
// Buffer values are indices into the direction's dense palette table, not
// palette entries; resolve them once so the frame pass can use them directly.
for (let i = 0; i <= entryIndex; i += 1) {
const entry = buffer[i]!
for (let x = 0; x < CELL_SIZE; x += 1) entry.value[x] = palette[entry.value[x]!]!
}
return buffer
}
/**
* Blit the pixel buffer into one canvas per frame.
*
* Each (frame, cell) either consumes the next buffer entry — writing it into a
* shared scratch canvas, then copying it into that frame's canvas — or, when the
* next entry belongs to another frame, reproduces the previous occupant of the
* slot: by copying its pixels when the geometry matches, or by leaving the slot
* transparent when it does not, since the old pixels would not fit.
*
* @param state - the direction state.
* @param buffer - the pixel buffer from `fillPixelBuffer`.
* @param codes - the pixel-code stream, still positioned after the buffer pass.
* @returns one canvas per frame, direction-box sized.
*/
function generateFrames(state: DirectionState, buffer: PixelBufferEntry[], codes: BitReader): Uint8Array[] {
const stride = state.box.width
const scratch = new Uint8Array(stride * state.box.height)
for (const cell of state.cells) {
cell.lastWidth = -1
cell.lastHeight = -1
}
const canvases: Uint8Array[] = []
let entryIndex = 0
for (let frameIndex = 0; frameIndex < state.frames.length; frameIndex += 1) {
const frame = state.frames[frameIndex]!
const canvas = new Uint8Array(stride * state.box.height)
for (let c = 0; c < frame.cells.length; c += 1) {
const cell = frame.cells[c]!
const gridX = Math.trunc(cell.xOffset / CELL_SIZE)
const gridY = Math.trunc(cell.yOffset / CELL_SIZE)
const slot = state.cells[gridX + gridY * state.horizontalCellCount]!
const entry = buffer[entryIndex]
if (entry === undefined) {
throw new CelError(`frame ${String(frameIndex)} cell ${String(c)}: pixel buffer underrun`)
}
if (entry.frame !== frameIndex || entry.cellIndex !== c) {
if (cell.width !== slot.lastWidth || cell.height !== slot.lastHeight) {
// The previous occupant had a different shape, so only the scratch
// canvas can be cleared; this frame's cell stays transparent.
for (let y = 0; y < cell.height; y += 1) {
const row = cell.xOffset + (y + cell.yOffset) * stride
for (let x = 0; x < cell.width; x += 1) scratch[row + x] = 0
}
} else {
for (let y = 0; y < cell.height; y += 1) {
const from = slot.lastXOffset + (y + slot.lastYOffset) * stride
const to = cell.xOffset + (y + cell.yOffset) * stride
for (let x = 0; x < cell.width; x += 1) scratch[to + x] = scratch[from + x]!
}
blit(scratch, canvas, cell, stride)
}
} else {
if (entry.value[0] === entry.value[1]) {
// One flat colour for the whole cell, so no per-pixel codes follow.
for (let y = 0; y < cell.height; y += 1) {
const row = cell.xOffset + (y + cell.yOffset) * stride
for (let x = 0; x < cell.width; x += 1) scratch[row + x] = entry.value[0]!
}
} else {
// One bit per pixel when only two codes survive, two bits when there
// are three or four (the fourth is the "nothing here" code).
const bits = entry.value[1] !== entry.value[2] ? 2 : 1
for (let y = 0; y < cell.height; y += 1) {
const row = cell.xOffset + (y + cell.yOffset) * stride
for (let x = 0; x < cell.width; x += 1) scratch[row + x] = entry.value[codes.getBits(bits)]!
}
}
blit(scratch, canvas, cell, stride)
entryIndex += 1
}
slot.lastWidth = cell.width
slot.lastHeight = cell.height
slot.lastXOffset = cell.xOffset
slot.lastYOffset = cell.yOffset
}
canvases.push(canvas)
}
return canvases
}
/**
* Copy one cell rectangle from the scratch canvas into a frame canvas.
*
* @param from - the scratch canvas.
* @param to - the frame canvas.
* @param cell - the cell rectangle.
* @param stride - canvas width in pixels.
*/
function blit(from: Uint8Array, to: Uint8Array, cell: CellRect, stride: number): void {
for (let y = 0; y < cell.height; y += 1) {
const row = cell.xOffset + (y + cell.yOffset) * stride
for (let x = 0; x < cell.width; x += 1) to[row + x] = from[row + x]!
}
}
/**
* Flip a frame's pixel rows inside the direction canvas.
*
* The reference implementation panics with "bottom up frames are not
* implemented", so this path has no second opinion to check it against. The
* flag's documented meaning is that the frame's pixel rows are stored
* bottom-up, so the frame's own art rectangle — not the whole direction canvas —
* is mirrored about its horizontal centre line, with the box computed exactly as
* for a top-down frame. Decoding never *skips* such a frame: the only cost of
* getting the interpretation wrong is a vertically mirrored frame, which is why
* the flag is also exposed on the decoded frame for counting.
*
* @param pixels - the direction-sized canvas, modified in place.
* @param directionBox - the direction's box, for offsetting the frame rectangle.
* @param frameBox - the frame's rectangle.
*/
function flipFrameRows(pixels: Uint8Array, directionBox: DccBox, frameBox: DccBox): void {
const top = frameBox.top - directionBox.top
const left = frameBox.left - directionBox.left
for (let y = 0; y < Math.trunc(frameBox.height / 2); y += 1) {
const upper = (top + y) * directionBox.width + left
const lower = (top + frameBox.height - 1 - y) * directionBox.width + left
for (let x = 0; x < frameBox.width; x += 1) {
const swap = pixels[upper + x]!
pixels[upper + x] = pixels[lower + x]!
pixels[lower + x] = swap
}
}
}
/**
* Wrap a decoded canvas in the project's palette-indexed sprite shape, tagging
* index 0 as transparent the same way the DC6 decoder does.
*
* @param pixels - the canvas, which becomes the index buffer.
* @param width - canvas width.
* @param height - canvas height.
* @returns the sprite frame.
*/
function toSpriteFrame(pixels: Uint8Array, width: number, height: number): SpriteFrame {
const mask = new Uint8Array(pixels.length)
for (let i = 0; i < pixels.length; i += 1) mask[i] = pixels[i] === 0 ? 0 : 1
return { width, height, indices: pixels, mask }
}
/**
* Assert a sub-stream was consumed exactly to its declared bit length.
*
* This is the format's own consistency check: the declared sizes and the actual
* content have to agree, and a mismatch means the decode drifted, which would
* otherwise surface only as a subtly wrong sprite.
*
* @param where - error-message prefix.
* @param name - the stream name.
* @param reader - the sub-stream reader.
* @param declared - the declared bit length.
*/
function verifyStream(where: string, name: string, reader: BitReader, declared: number): void {
const consumed = reader.bitsRead()
if (consumed !== declared) {
throw new CelError(
`${where}: ${name} stream consumed ${String(consumed)} bits, header declares ${String(declared)}`,
)
}
}
/**
* Extract a message from an unknown thrown value.
*
* @param err - the thrown value.
* @returns the message.
*/
function messageOf(err: unknown): string {
return err instanceof Error ? err.message : String(err)
}

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/**
* Diablo II `.ds1` map decoder.
*
* A DS1 is a map *layout*: a grid of tiles, each slot holding one reference per
* layer (four wall layers, four orientation layers, two floor layers, a shadow
* layer and a substitution layer, depending on the version). A reference is
* only `(style, sequence)` into a DT1 library — the pixels come from there —
* so DS1 and DT1 are useless apart and are decoded as a pair.
*
* The file is a versioned sequence of optional sections, which is the whole
* difficulty: which fields exist depends on a version number, and the layer
* streams are interleaved in a fixed order that also has a legacy shape for
* versions below 4. Both are encoded here exactly as the reference decoder
* reads them, including the pre-7 orientation lookup table.
*/
import { CelError } from './sprite.ts'
/** Pre-7 maps store orientations through this lookup rather than directly. */
const LEGACY_DIRECTION_LOOKUP = [
0x00, 0x01, 0x02, 0x01, 0x02, 0x03, 0x03, 0x05, 0x05, 0x06,
0x06, 0x07, 0x07, 0x08, 0x09, 0x0a, 0x0b, 0x0c, 0x0d, 0x0e,
0x0f, 0x10, 0x11, 0x12, 0x14,
] as const
/** Version at which the act field exists. */
const V_ACT = 8
/** Version at which the substitution type exists. */
const V_SUBSTITUTION_LAYERS = 10
/** Version at which the embedded file list exists. */
const V_FILES = 3
/** Versions 9..13 carry eight unknown bytes. */
const V_UNKNOWN_LOW = 9
const V_UNKNOWN_HIGH = 13
/** Version at which floor layers exist (below it there is exactly one). */
const V_FLOORS = 4
/** Version at which wall layers exist. */
const V_WALLS = 16
/** Version at which NPC paths exist. */
const V_NPCS = 14
/** Below this version the orientation field goes through the lookup. */
const V_DIRECT_ORIENTATION = 7
/** One wall cell: a tile reference plus the wall's own fields. */
export interface Ds1Wall {
/** Palette/tile property byte. */
readonly prop1: number
/** Sequence within the style (0..63). */
readonly sequence: number
/** Style index within the DT1 library. */
readonly style: number
/** Orientation index (a DT1 `direction`). */
readonly type: number
/** Unnamed field, as stored. */
readonly unknown1: number
/** Unnamed field, as stored. */
readonly unknown2: number
/** The cell is hidden. */
readonly hidden: boolean
}
/** One floor or shadow cell. */
export interface Ds1Floor {
/** Palette/tile property byte. */
readonly prop1: number
/** Sequence within the style (0..63). */
readonly sequence: number
/** Style index within the DT1 library. */
readonly style: number
/** Unnamed field, as stored. */
readonly unknown1: number
/** Unnamed field, as stored. */
readonly unknown2: number
/** The cell is hidden. */
readonly hidden: boolean
}
/** One substitution cell (raw value; its meaning is map-specific). */
export interface Ds1Substitution {
/** The raw 32-bit layer value. */
readonly value: number
}
/** Everything one map cell carries. */
export interface Ds1Cell {
/** Wall layers, outermost first. */
readonly walls: readonly Ds1Wall[]
/** Floor layers, one per declared floor layer. */
readonly floors: readonly Ds1Floor[]
/** Shadow layers (one in shipped maps). */
readonly shadows: readonly Ds1Floor[]
/** Substitution layers. */
readonly substitutions: readonly Ds1Substitution[]
}
/** One placed object (a door, a shrine, a chest, ...). */
export interface Ds1Object {
/** Object type index into the act's object table. */
readonly type: number
/** Object id (the specific variant). */
readonly id: number
/** Tile x. */
readonly x: number
/** Tile y. */
readonly y: number
/** Raw flags word. */
readonly flags: number
}
/** A decoded DS1 map. */
export interface Ds1 {
/** File version. */
readonly version: number
/** Map width in tiles. */
readonly width: number
/** Map height in tiles. */
readonly height: number
/** Act (1..5). */
readonly act: number
/** Substitution layer type (0, 1 or 2). */
readonly substitutionType: number
/** Number of wall layers. */
readonly wallLayers: number
/** Number of floor layers. */
readonly floorLayers: number
/** Cells, row-major: `cells[y][x]`. */
readonly cells: readonly (readonly Ds1Cell[])[]
/** Placed objects. */
readonly objects: readonly Ds1Object[]
/** Byte offset where NPC paths begin (not decoded). */
readonly npcPathOffset: number | null
}
/** A cursor over the file, so the versioned section walk reads linearly. */
class Cursor {
private at = 0
private readonly data: Uint8Array
/**
* @param data - the buffer to walk.
*/
constructor(data: Uint8Array) {
this.data = data
}
/** Current byte offset. */
get offset(): number { return this.at }
/**
* Read `count` bytes and advance.
*
* @param count - byte count.
* @returns the bytes.
*/
take(count: number): Uint8Array {
if (count < 0 || this.at + count > this.data.byteLength) {
throw new CelError(`DS1 section runs past the file end at offset ${String(this.at)}`)
}
const slice = this.data.subarray(this.at, this.at + count)
this.at += count
return slice
}
/**
* Read a little-endian int32 and advance.
*
* @returns the value.
*/
int32(): number {
const bytes = this.take(4)
return (bytes[0]! | (bytes[1]! << 8) | (bytes[2]! << 16) | (bytes[3]! << 24)) | 0
}
/**
* Read a little-endian uint32 and advance.
*
* @returns the value.
*/
uint32(): number {
const bytes = this.take(4)
return (bytes[0]! | (bytes[1]! << 8) | (bytes[2]! << 16) | (bytes[3]! << 24)) >>> 0
}
/**
* Read a NUL-terminated ASCII string and advance.
*
* @returns the string.
*/
cstring(): string {
let out = ''
for (;;) {
const byte = this.take(1)[0]!
if (byte === 0) return out
out += String.fromCharCode(byte)
}
}
}
/**
* Decode a DS1 map.
*
* @param data - the complete file.
* @returns the decoded map.
*/
export function decodeDs1(data: Uint8Array): Ds1 {
if (data.byteLength < 12) throw new CelError(`DS1 is ${String(data.byteLength)} bytes, too short for a header`)
const cursor = new Cursor(data)
const version = cursor.int32()
// Stored width/height are one less than the tile count.
const width = cursor.int32() + 1
const height = cursor.int32() + 1
if (width <= 0 || height <= 0 || width * height > (1 << 22)) {
throw new CelError(`DS1 declares an implausible size ${String(width)}x${String(height)}`)
}
let act = 1
if (version >= V_ACT) act = cursor.int32()
let substitutionType = 0
let substitutionLayers = 0
if (version >= V_SUBSTITUTION_LAYERS) {
substitutionType = cursor.int32()
if (substitutionType === 1 || substitutionType === 2) substitutionLayers = 1
}
const files: string[] = []
if (version >= V_FILES) {
const count = cursor.int32()
if (count < 0 || count > 1024) throw new CelError(`DS1 declares ${String(count)} embedded file names`)
for (let index = 0; index < count; index += 1) files.push(cursor.cstring())
}
if (version >= V_UNKNOWN_LOW && version <= V_UNKNOWN_HIGH) cursor.take(8)
let wallLayers = 0
let floorLayers = 0
if (version >= V_FLOORS) {
wallLayers = cursor.int32()
if (version >= V_WALLS) floorLayers = cursor.int32()
else floorLayers = 1
}
if (wallLayers < 0 || wallLayers > 4 || floorLayers < 0 || floorLayers > 2) {
throw new CelError(`DS1 declares ${String(wallLayers)} wall and ${String(floorLayers)} floor layers`)
}
const shadowLayers = 1
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: Array.from({ length: shadowLayers }, () => emptyFloor()),
substitutions: Array.from({ length: substitutionLayers }, () => ({ value: 0 })),
})
}
cells.push(row)
}
for (const layer of layerOrder(version, wallLayers, floorLayers, shadowLayers, substitutionLayers)) {
for (let y = 0; y < height; y += 1) {
const row = cells[y]!
for (let x = 0; x < width; x += 1) {
const bits = cursor.uint32()
applyLayer(row[x]!, layer, bits, version)
}
}
}
const objects: Ds1Object[] = []
if (version >= 2) {
const count = cursor.int32()
if (count < 0 || count > (1 << 20)) throw new CelError(`DS1 declares ${String(count)} objects`)
for (let index = 0; index < count; index += 1) {
objects.push({
type: cursor.int32(),
id: cursor.int32(),
x: cursor.int32(),
y: cursor.int32(),
flags: cursor.int32(),
})
}
}
// Substitution groups, NPC paths and NPC extra data follow; they are not
// needed to draw or walk a map, so their offset is recorded instead of being
// guessed at.
const npcPathOffset = version >= V_NPCS ? cursor.offset : null
return {
version, width, height, act, substitutionType,
wallLayers, floorLayers, cells, objects, npcPathOffset,
}
}
/** A blank wall cell. */
function emptyWall(): Ds1Wall {
return { prop1: 0, sequence: 0, style: 0, type: 0, unknown1: 0, unknown2: 0, hidden: false }
}
/** A blank floor/shadow cell. */
function emptyFloor(): Ds1Floor {
return { prop1: 0, sequence: 0, style: 0, unknown1: 0, unknown2: 0, hidden: false }
}
/** Wall layer indices, matching the file's fixed order. */
const WALL_LAYERS = [0, 1, 2, 3] as const
/** Floor layer indices. */
const FLOOR_LAYERS = [0, 1] as const
/**
* The order the layer streams appear in the file.
*
* Below version 4 every type had exactly one layer and the streams follow a
* legacy order; from 4 on, wall and orientation layers alternate per wall
* layer, then floors, then shadow, then substitutions.
*
* @param version - file version.
* @param wallLayers - declared wall layers.
* @param floorLayers - declared floor layers.
* @param shadowLayers - shadow layers.
* @param substitutionLayers - substitution layers.
* @returns the layer stream descriptors in file order.
*/
function layerOrder(
version: number,
wallLayers: number,
floorLayers: number,
shadowLayers: number,
substitutionLayers: number,
): { kind: 'wall' | 'orientation' | 'floor' | 'shadow' | 'substitution'; index: number }[] {
if (version < V_FLOORS) {
return [
{ kind: 'wall', index: 0 },
{ kind: 'floor', index: 0 },
{ kind: 'orientation', index: 0 },
{ kind: 'substitution', index: 0 },
{ kind: 'shadow', index: 0 },
]
}
const order: { kind: 'wall' | 'orientation' | 'floor' | 'shadow' | 'substitution'; index: number }[] = []
for (let index = 0; index < wallLayers; index += 1) {
order.push({ kind: 'wall', index }, { kind: 'orientation', index })
}
for (let index = 0; index < floorLayers; index += 1) order.push({ kind: 'floor', index })
for (let index = 0; index < shadowLayers; index += 1) order.push({ kind: 'shadow', index })
for (let index = 0; index < substitutionLayers; index += 1) order.push({ kind: 'substitution', index })
return order
}
/**
* Apply one 32-bit layer value to its cell.
*
* Cells are small mutable records for exactly this reason: the layer streams
* arrive interleaved, so a cell is assembled from several passes.
*
* @param cell - the cell to update.
* @param layer - which layer this value belongs to.
* @param bits - the raw 32-bit value.
* @param version - file version (older maps fold orientations).
*/
function applyLayer(
cell: Ds1Cell,
layer: { kind: 'wall' | 'orientation' | 'floor' | 'shadow' | 'substitution'; index: number },
bits: number,
version: number,
): void {
const prop1 = bits & 0x000000ff
const sequence = (bits & 0x00003f00) >>> 8
const unknown1 = (bits & 0x000fc000) >>> 14
const style = (bits & 0x03f00000) >>> 20
const unknown2 = (bits & 0x7c000000) >>> 26
const hidden = ((bits & 0x80000000) >>> 31) > 0
switch (layer.kind) {
case 'wall': {
const wall = cell.walls[layer.index]
if (wall === undefined) return
// Walls are mutable during assembly; the exported type is read-only.
Object.assign(wall, { prop1, sequence, unknown1, style, unknown2, hidden })
return
}
case 'orientation': {
const wall = cell.walls[layer.index]
if (wall === undefined) return
let type = bits & 0x000000ff
if (version < V_DIRECT_ORIENTATION && type < LEGACY_DIRECTION_LOOKUP.length) {
type = LEGACY_DIRECTION_LOOKUP[type]!
}
Object.assign(wall, { type })
return
}
case 'floor': {
const floor = cell.floors[layer.index]
if (floor !== undefined) Object.assign(floor, { prop1, sequence, unknown1, style, unknown2, hidden })
return
}
case 'shadow': {
const shadow = cell.shadows[layer.index]
if (shadow !== undefined) Object.assign(shadow, { prop1, sequence, unknown1, style, unknown2, hidden })
return
}
case 'substitution': {
const substitution = cell.substitutions[layer.index]
if (substitution !== undefined) Object.assign(substitution, { value: bits })
return
}
/* v8 ignore next -- the layer union is closed above. */
default: return
}
}
/** Reserved for the DT1 pairing helpers that follow in the renderer. */
export { WALL_LAYERS, FLOOR_LAYERS }

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/**
* Diablo II `.dt1` tile decoder.
*
* A DT1 is the tile library a DS1 map references: every tile carries a
* 96-byte record (size, orientation, material, 25 sub-tile collision flags)
* and a list of 20-byte block headers pointing at pixel data. Two block
* encodings exist and both are implemented here:
*
* - **RLE (format 0)**: a stream of `(skip, count)` byte pairs. `skip` advances
* the column cursor, `count` literal indices follow, and the pair `(0, 0)`
* ends the row. Rows advance downward; unlike DC6 there is no bottom-up
* reversal.
* - **Isometric (format 1)**: exactly 256 bytes laid onto the diamond of a
* 32-wide tile through the fixed `xjump`/`nbpix` tables below — 15 rows of
* increasing then decreasing run length. Nothing in the file describes those
* tables; they are part of the format.
*
* Collision lives in the sub-tile flags (a 5×5 grid per tile), which is what
* makes a walkable map possible without any extra data.
*/
import { CelError } from './sprite.ts'
/** Bytes of the fixed header before the tile count. */
const HEADER_PREFIX = 8
/** Bytes of unknown data between the version and the tile count. */
const HEADER_UNKNOWN = 260
/** Bytes per tile record. */
const TILE_RECORD_SIZE = 96
/** Pixel height of one block's covered area, used to size tile bitmaps. */
const BLOCK_PIXEL_HEIGHT = 32
/** Bytes per block header. */
const BLOCK_HEADER_SIZE = 20
/** Sub-tile grid edge (5×5 collision flags per tile). */
const SUB_TILE_GRID = 5
/** Bytes of one isometric block. */
const ISOMETRIC_BLOCK_SIZE = 256
/** Row offsets of the isometric diamond, one entry per row. */
const ISO_JUMP = [14, 12, 10, 8, 6, 4, 2, 0, 2, 4, 6, 8, 10, 12, 14] as const
/** Row run lengths of the isometric diamond, one entry per row. */
const ISO_RUN = [4, 8, 12, 16, 20, 24, 28, 32, 28, 24, 20, 16, 12, 8, 4] as const
/** A tile's collision flags, decoded from one of its 25 sub-tile bytes. */
export interface SubTileFlags {
/** Blocks walking (all units). */
readonly blockWalk: boolean
/** Blocks line of sight. */
readonly blockLos: boolean
/** Blocks jumping/leaping. */
readonly blockJump: boolean
/** Blocks the player specifically (but not monsters). */
readonly blockPlayerWalk: boolean
/** Blocks light. */
readonly blockLight: boolean
/** Raw byte, for the bits that are not named. */
readonly raw: number
}
/** One block of a tile: its placement inside the tile and its pixels. */
export interface Dt1Block {
/** Destination x within the tile. */
readonly x: number
/** Destination y within the tile. */
readonly y: number
/** Block grid position, as stored. */
readonly gridX: number
/** Block grid position, as stored. */
readonly gridY: number
/** Encoding: 0 run-length, 1 isometric. */
readonly format: number
/** Palette indices, laid out at tile size (tile width × |tile height|). */
readonly pixels: Uint8Array
}
/** A block header as stored (20 bytes). */
interface BlockHeader {
/** Destination x within the tile. */
readonly x: number
/** Destination y within the tile. */
readonly y: number
/** Sub-tile grid column (floor tiles only). */
readonly gridX: number
/** Sub-tile grid row (floor tiles only). */
readonly gridY: number
/** Encoding: 0 run-length, 1 isometric. */
readonly format: number
/** Encoded byte count. */
readonly length: number
/** Offset of the encoded data, as stored. */
readonly fileOffset: number
/** Offset of the block header that carries it. */
readonly headerOffset: number
}
/**
* Resolve where a block's encoded bytes actually live.
*
* The community format documentation calls the field "offset in file", while the
* working reference implementation reads it relative to the block header. Both
* readings occur in the wild, so the decoder tries the reference's reading
* first and falls back to the absolute one when that range is unusable — and a
* file that satisfies neither is reported rather than decoded into noise.
*
* @param data - the complete file.
* @param block - the block header.
* @returns the absolute offset of the encoded data.
*/
function resolveBlockDataOffset(data: Uint8Array, block: BlockHeader): number[] {
const relative = block.headerOffset + block.fileOffset
const absolute = block.fileOffset
const fits = (offset: number): boolean =>
offset >= 0 && offset + block.length <= data.byteLength && block.length >= 0
const candidates = [relative, absolute].filter((offset, index, all) => fits(offset) && all.indexOf(offset) === index)
if (candidates.length === 0) {
throw new CelError(
`block data at ${String(relative)} (relative) or ${String(absolute)} (absolute) does not fit the file`,
)
}
return candidates
}
/** One tile of the library. */
export interface Dt1Tile {
/** Orientation/direction index. */
readonly direction: number
/** Tile height, negative for roofs. */
readonly height: number
/** Tile width. */
readonly width: number
/** Tile type (the `type` half of a DS1 tile reference). */
readonly type: number
/** Tile style (the `style` half of a DS1 tile reference). */
readonly style: number
/** Sequence within the style. */
readonly sequence: number
/** Material bit field (water, wood, stone, ...). */
readonly materialFlags: number
/**
* Roof height, at file offset +4.
*
* OpenDiablo2 reads this field and uses it for one thing: a roof tile's
* `YAdjust` is `-roofHeight` instead of `minBlockY + 80`
* (`d2maprenderer/tile_cache.go`). Kept here so the roof layer can be drawn
* with the engine's own offset when it is wired up.
*/
readonly roofHeight: number
/**
* Variant weight inside one `style:sequence` group, at file offset +32.
*
* A DT1 ships several tiles for the same `style`/`sequence` and the engine
* picks one **per cell** by weighted random using this field as the weight
* (OpenDiablo2 `getRandomTile`, seeded from the map seed and the cell's x/y).
* Without it every cell of a floor would draw the same variant.
*/
readonly rarityFrameIndex: number
/** 25 sub-tile collision flag sets, row-major on a 5×5 grid. */
readonly subTileFlags: readonly SubTileFlags[]
/**
* Most negative block `y` in this tile.
*
* Blocks are placed with this shift applied (see {@link Dt1Tile.blocks}), and
* the value is also what Diablo II's renderer adds to a wall's cell position
* (`YAdjust = minBlockY + 80`): a wall whose art extends above its cell must
* be pushed back down by exactly the amount the art was shifted. Floors ignore
* it, which is why only walls look wrong when it is dropped.
*/
readonly minBlockY: number
/**
* Height of the decoded bitmap, in pixels.
*
* Usually `|height|`, but a wall's art can legitimately extend past the
* declared height (the reference renderer allocates
* `max(|height|, maxBlockY + 32 - minBlockY)` for exactly this reason). Using
* the declared height alone clips those tiles — two references in Act 5's town
* hit that case.
*/
readonly bitmapHeight: number
/** The tile's blocks, in file order. */
readonly blocks: readonly Dt1Block[]
}
/** A decoded DT1 file. */
export interface Dt1 {
/**
* Structural surprises that did not prevent decoding (empty for a
* well-formed library). Real Blizzard files are expected to leave this empty;
* a non-empty list means a field's meaning differs from the documented one.
*/
readonly warnings: readonly string[]
/** Major version, as stored (7 for shipped files). */
readonly versionMajor: number
/** Minor version, as stored (6 for shipped files). */
readonly versionMinor: number
/** The tile library. */
readonly tiles: readonly Dt1Tile[]
}
/**
* Read a little-endian uint32.
*
* @param data - the buffer.
* @param at - byte offset.
* @returns the value.
*/
function u32(data: Uint8Array, at: number): number {
return (data[at]! | (data[at + 1]! << 8) | (data[at + 2]! << 16) | (data[at + 3]! << 24)) >>> 0
}
/**
* Read a little-endian int32.
*
* @param data - the buffer.
* @param at - byte offset.
* @returns the value.
*/
function i32(data: Uint8Array, at: number): number {
return u32(data, at) | 0
}
/**
* Read a little-endian uint16.
*
* @param data - the buffer.
* @param at - byte offset.
* @returns the value.
*/
function u16(data: Uint8Array, at: number): number {
return data[at]! | (data[at + 1]! << 8)
}
/**
* Read a little-endian int16.
*
* @param data - the buffer.
* @param at - byte offset.
* @returns the value.
*/
function i16(data: Uint8Array, at: number): number {
const value = u16(data, at)
return value >= 0x8000 ? value - 0x10000 : value
}
/**
* Decode one sub-tile flag byte.
*
* @param raw - the flag byte.
* @returns the decoded flags.
*/
export function subTileFlagsOf(raw: number): SubTileFlags {
return {
blockWalk: (raw & 1) === 1,
blockLos: (raw & 2) === 2,
blockJump: (raw & 4) === 4,
blockPlayerWalk: (raw & 8) === 8,
blockLight: (raw & 32) === 32,
raw,
}
}
/**
* Decode a DT1 file.
*
* @param data - the complete file.
* @returns the decoded library.
*/
export function decodeDt1(data: Uint8Array): Dt1 {
if (data.byteLength < HEADER_PREFIX + HEADER_UNKNOWN + 8) {
throw new CelError(`DT1 is ${String(data.byteLength)} bytes, too short for a header`)
}
const versionMajor = i32(data, 0)
const versionMinor = i32(data, 4)
if (versionMajor !== 7 || versionMinor !== 6) {
throw new CelError(`unsupported DT1 version ${String(versionMajor)}.${String(versionMinor)} (expected 7.6)`)
}
const tileCount = i32(data, HEADER_PREFIX + HEADER_UNKNOWN)
const tileDataStart = i32(data, HEADER_PREFIX + HEADER_UNKNOWN + 4)
if (tileCount < 0 || tileDataStart < 0 || tileDataStart > data.byteLength) {
throw new CelError(`DT1 header is implausible: ${String(tileCount)} tiles at ${String(tileDataStart)}`)
}
const tilesEnd = tileDataStart + tileCount * TILE_RECORD_SIZE
if (tilesEnd > data.byteLength) {
throw new CelError(`DT1 tile records run past the file end (${String(tilesEnd)} > ${String(data.byteLength)})`)
}
const warnings: string[] = []
const records: { tile: Omit<Dt1Tile, 'blocks' | 'minBlockY' | 'bitmapHeight'>; blocks: BlockHeader[] }[] = []
for (let index = 0; index < tileCount; index += 1) {
const at = tileDataStart + index * TILE_RECORD_SIZE
const subTileFlags: SubTileFlags[] = []
for (let sub = 0; sub < SUB_TILE_GRID * SUB_TILE_GRID; sub += 1) {
subTileFlags.push(subTileFlagsOf(data[at + 40 + sub]!))
}
const blockHeaderPointer = i32(data, at + 72)
const blockHeaderSize = i32(data, at + 76)
const numBlocks = i32(data, at + 80)
const blocks: BlockHeader[] = []
for (let blockIndex = 0; blockIndex < numBlocks; blockIndex += 1) {
const headerAt = blockHeaderPointer + blockIndex * BLOCK_HEADER_SIZE
if (headerAt + BLOCK_HEADER_SIZE > data.byteLength) {
throw new CelError(`tile ${String(index)} block ${String(blockIndex)} header is out of range`)
}
// Block header (20 bytes): X, Y, 2 unused, GridX, GridY, Format,
// Length, 2 unused, FileOffset. Note the two unused words: a 16-byte
// reading of this record parses every field after Y at the wrong offset.
blocks.push({
x: i16(data, headerAt),
y: i16(data, headerAt + 2),
gridX: data[headerAt + 6]!,
gridY: data[headerAt + 7]!,
format: i16(data, headerAt + 8),
length: i32(data, headerAt + 10),
fileOffset: i32(data, headerAt + 16),
headerOffset: blockHeaderPointer,
})
}
records.push({
tile: {
direction: i32(data, at + 0),
height: i32(data, at + 8),
width: i32(data, at + 12),
type: i32(data, at + 20),
style: i32(data, at + 24),
sequence: i32(data, at + 28),
materialFlags: u16(data, at + 6),
roofHeight: i16(data, at + 4),
rarityFrameIndex: i32(data, at + 32),
subTileFlags,
},
blocks,
})
// The field at +76 is *not* a per-block stride: real Act 1 town tiles carry
// 25 blocks and a value of 6900, which is the whole block section —
// `25 * 20 (headers) + 25 * 256 (bodies)`. Treating it as `numBlocks * 20`
// rejected every real Diablo II DT1 while accepting our own fixtures, which
// is exactly the failure mode a fixture-only round trip cannot see. The
// invariant is checked and reported instead of guessed at.
if (numBlocks > 0) {
const bodies = blocks.reduce((sum, block) => sum + block.length, 0)
const expected = numBlocks * BLOCK_HEADER_SIZE + bodies
if (blockHeaderSize !== expected) {
warnings.push(
`tile ${String(index)}: block section is ${String(blockHeaderSize)} bytes, `
+ `but ${String(numBlocks)} headers + ${String(bodies)} body bytes = ${String(expected)}`,
)
}
}
}
// Each tile is shifted by its *own* most negative block y, not by a file-wide
// worst case: a wall's art legitimately extends above its cell (that is what
// makes it a wall), and a shared shift would push every other tile down by the
// tallest wall in the library.
const tiles: Dt1Tile[] = records.map((record, index) => {
let minBlockY = 0
let maxBlockY = 0
for (const block of record.blocks) {
if (block.y < minBlockY) minBlockY = block.y
if (block.y + BLOCK_PIXEL_HEIGHT > maxBlockY) maxBlockY = block.y + BLOCK_PIXEL_HEIGHT
}
const yOffset = -minBlockY
const bitmapHeight = Math.max(Math.abs(record.tile.height), maxBlockY - minBlockY)
return {
...record.tile,
minBlockY,
bitmapHeight,
blocks: record.blocks.map(block => decodeBlock(data, block, record.tile, yOffset, index, bitmapHeight)),
}
})
return { versionMajor, versionMinor, tiles, warnings }
}
/**
* Decode one block's pixels at tile size.
*
* @param data - the complete file.
* @param block - the block header.
* @param tile - the owning tile.
* @param yOffset - vertical shift applied to every block.
* @param tileIndex - the tile's index, for error messages.
* @returns the block with pixels.
*/
function decodeBlock(
data: Uint8Array,
block: BlockHeader,
tile: Omit<Dt1Tile, 'blocks' | 'minBlockY' | 'bitmapHeight'>,
yOffset: number,
tileIndex: number,
bitmapHeight: number,
): Dt1Block {
const tileWidth = tile.width
const tileHeight = bitmapHeight
if (tileWidth <= 0 || tileHeight <= 0 || tileWidth * tileHeight > (1 << 22)) {
throw new CelError(`tile ${String(tileIndex)} has an implausible size ${String(tileWidth)}x${String(tileHeight)}`)
}
const pixels = new Uint8Array(tileWidth * tileHeight)
const decodeWith = (offset: number): Uint8Array => {
const encoded = data.subarray(offset, offset + block.length)
if (encoded.byteLength < block.length) {
throw new CelError(`tile ${String(tileIndex)} block data is truncated`)
}
const target = new Uint8Array(tileWidth * tileHeight)
if (block.format === 1) {
decodeIsometric(encoded, target, block, tileWidth, tileHeight, yOffset)
} else {
decodeRunLength(encoded, target, block, tileWidth, tileHeight, yOffset)
}
return target
}
// The offset field's base is not settled by the documentation (`offset in
// file`) versus the reference implementation (relative to the block header),
// so both readings are tried. An all-transparent result is what a wrong-but-
// in-range reading looks like — an RLE stream of zero pairs advances rows and
// draws nothing — so a blank first attempt falls through to the alternative
// instead of being returned as a silently empty tile.
let best: Uint8Array | null = null
for (const offset of resolveBlockDataOffset(data, block)) {
const decoded = decodeWith(offset)
if (decoded.some(value => value !== 0)) return { x: block.x, y: block.y, gridX: block.gridX, gridY: block.gridY, format: block.format, pixels: decoded }
best ??= decoded
}
/* v8 ignore next -- resolveBlockDataOffset guarantees at least one candidate. */
if (best === null) throw new CelError(`tile ${String(tileIndex)} block produced no data`)
return { x: block.x, y: block.y, gridX: block.gridX, gridY: block.gridY, format: block.format, pixels: best }
}
/**
* Lay an isometric block onto the tile bitmap.
*
* @param encoded - the 256-byte block.
* @param pixels - the tile bitmap to fill.
* @param block - the block placement.
* @param tileWidth - tile width.
* @param tileHeight - tile height.
* @param yOffset - vertical shift applied to every block.
*/
function decodeIsometric(
encoded: Uint8Array,
pixels: Uint8Array,
block: { x: number; y: number },
tileWidth: number,
tileHeight: number,
yOffset: number,
): void {
let index = 0
for (let row = 0; row < ISO_JUMP.length && index < encoded.byteLength; row += 1) {
const startX = ISO_JUMP[row]!
const run = ISO_RUN[row]!
for (let i = 0; i < run; i += 1) {
const x = block.x + startX + i
const y = block.y + row + yOffset
if (x < 0 || x >= tileWidth || y < 0 || y >= tileHeight) { index += 1; continue }
pixels[y * tileWidth + x] = encoded[index]!
index += 1
}
}
}
/**
* Lay a run-length encoded block onto the tile bitmap.
*
* @param encoded - the block's run stream.
* @param pixels - the tile bitmap to fill.
* @param block - the block placement.
* @param tileWidth - tile width.
* @param tileHeight - tile height.
* @param yOffset - vertical shift applied to every block.
*/
function decodeRunLength(
encoded: Uint8Array,
pixels: Uint8Array,
block: { x: number; y: number },
tileWidth: number,
tileHeight: number,
yOffset: number,
): void {
let index = 0
let remaining = blockLengthOf(encoded)
let x = 0
let y = 0
while (remaining > 0 && index + 1 < encoded.byteLength) {
const skip = encoded[index]!
const count = encoded[index + 1]!
index += 2
remaining -= 2
if ((skip | count) === 0) {
x = 0
y += 1
continue
}
x += skip
remaining -= count
for (let i = 0; i < count; i += 1) {
const px = block.x + x + i
const py = block.y + y + yOffset
if (px >= 0 && px < tileWidth && py >= 0 && py < tileHeight) {
pixels[py * tileWidth + px] = encoded[index] ?? 0
}
index += 1
}
x += count
}
}
/**
* The block's declared length, which the caller substitutes for the stream's
* own bound. Kept as a helper so the run-length loop reads the same way as the
* reference decoder, which counts down a byte budget rather than testing the
* buffer end.
*
* @param encoded - the block's bytes.
* @returns the byte budget.
*/
function blockLengthOf(encoded: Uint8Array): number {
return encoded.byteLength
}

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/**
* Palette formats.
*
* Both Diablo I and classic Diablo II store a palette as 256 VGA triples in
* 768 bytes; Diablo II additionally ships `.pl2` files, which carry the palette
* plus per-entity colour shifts (not implemented until a real `.pl2` is at
* hand — see the note at the end of this file).
*/
/** A decoded 256-colour palette. */
export interface Palette {
/** RGB triples, 0..255, 768 bytes. */
readonly rgb: Uint8Array
/** Number of entries (always 256 for the supported formats). */
readonly size: number
}
/** Raised when a palette file is not the supported variant. */
export class PaletteError extends Error {}
/**
* Decode a raw 768-byte palette (`.pal`).
*
* @param data - the complete file.
* @returns the palette.
*/
export function decodePal(data: Uint8Array): Palette {
if (data.byteLength < 768) {
throw new PaletteError(`palette is ${String(data.byteLength)} bytes, expected at least 768`)
}
return { rgb: data.subarray(0, 768), size: 256 }
}
/**
* Decode a 256-byte colour translation table (`.trn`).
*
* A translation table is a per-index remap applied when drawing: Diablo uses it
* for monster variants (a red skeleton, a black bow skeleton, ...) so one
* sprite set serves several looks. That is exactly the use case Diablo II's
* palette shifts cover too, so the mechanism is shared.
*
* @param data - the complete file.
* @returns a 256-entry index remap.
*/
export function decodeTrn(data: Uint8Array): Uint8Array {
if (data.byteLength !== 256) {
throw new PaletteError(`translation table is ${String(data.byteLength)} bytes, expected 256`)
}
return data
}
/**
* Expand palette indices into RGBA, optionally through a translation table.
*
* @param indices - one palette index per pixel.
* @param mask - 1 where the pixel is opaque, 0 where transparent.
* @param palette - the palette to resolve colours with.
* @param trn - optional index remap applied before the palette lookup.
* @returns RGBA8 pixels matching the index buffer's layout.
*/
export function indicesToRgba(
indices: Uint8Array,
mask: Uint8Array,
palette: Palette,
trn?: Uint8Array,
): Uint8ClampedArray {
const rgba = new Uint8ClampedArray(indices.length * 4)
for (let i = 0; i < indices.length; i += 1) {
if (mask[i] === 0) continue
const index = trn === undefined ? indices[i]! : trn[indices[i]!]!
const at = index * 3
rgba[i * 4] = palette.rgb[at]!
rgba[i * 4 + 1] = palette.rgb[at + 1]!
rgba[i * 4 + 2] = palette.rgb[at + 2]!
rgba[i * 4 + 3] = 255
}
return rgba
}
// Diablo II's `.pl2` carries more than a palette: five act palettes plus
// "transformation" tables indexed by unit type. Its layout only earns trust
// against a real file, so it lands with the rest of the D2 decoders rather than
// being written blind here.

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/**
* PCX decoder for the 8-bit, single-plane, RLE-compressed images Diablo I and
* II use for UI art.
*
* Only the variant the games actually ship is supported: manufacturer 0x0A,
* encoding 1 (RLE), bitsPerPixel 8, planes 1, with the 256-colour palette in
* the trailing 769 bytes (0x0C marker + 768 bytes of VGA triples).
*/
/** One decoded image, ready to blit. */
export interface PcxImage {
/** Pixel width. */
readonly width: number
/** Pixel height. */
readonly height: number
/** RGBA8 pixels, row-major, top-left origin. */
readonly rgba: Uint8ClampedArray
/** The file's 256-colour palette as RGB triples. */
readonly palette: Uint8Array
}
/** Raised when a PCX file is not the supported variant or is truncated. */
export class PcxError extends Error {}
/**
* Decode a PCX image.
*
* @param data - the complete file.
* @returns the decoded image.
*/
export function decodePcx(data: Uint8Array): PcxImage {
if (data.byteLength < 128) throw new PcxError(`truncated header (${String(data.byteLength)} bytes)`)
if (data[0] !== 0x0a) throw new PcxError(`bad manufacturer 0x${(data[0] ?? 0).toString(16)}`)
const encoding = data[2]
const bpp = data[3]
const planes = data[65]
if (bpp !== 8 || planes !== 1) throw new PcxError(`unsupported layout (bpp ${String(bpp)}, planes ${String(planes)})`)
const view = new DataView(data.buffer, data.byteOffset, data.byteLength)
const xMin = view.getUint16(4, true)
const yMin = view.getUint16(6, true)
const xMax = view.getUint16(8, true)
const yMax = view.getUint16(10, true)
const bytesPerLine = view.getUint16(66, true)
const width = xMax - xMin + 1
const height = yMax - yMin + 1
if (width <= 0 || height <= 0 || bytesPerLine < width) {
throw new PcxError(`implausible geometry ${String(width)}x${String(height)} (stride ${String(bytesPerLine)})`)
}
// The palette is the last 769 bytes, marked by 0x0C.
const paletteAt = data.byteLength - 769
if (paletteAt < 128 || data[paletteAt] !== 0x0c) {
throw new PcxError('missing 256-colour palette trailer')
}
const palette = data.subarray(paletteAt + 1, paletteAt + 769)
// Row-major RLE: a byte with the two top bits set is a run of the low six
// bits, followed by the value; anything else is one literal pixel.
const pixels = new Uint8Array(width * height)
let read = 128
if (encoding === 1) {
for (let row = 0; row < height; row += 1) {
let column = 0
while (column < bytesPerLine) {
if (read >= paletteAt) throw new PcxError('truncated RLE stream')
const marker = data[read]!
read += 1
if ((marker & 0xc0) === 0xc0) {
const run = marker & 0x3f
if (read >= data.byteLength) throw new PcxError('truncated RLE run')
const value = data[read]!
read += 1
for (let i = 0; i < run && column < bytesPerLine; i += 1, column += 1) {
if (column < width) pixels[row * width + column] = value
}
} else {
if (column < width) pixels[row * width + column] = marker
column += 1
}
}
}
} else if (encoding === 0) {
for (let row = 0; row < height; row += 1) {
for (let column = 0; column < width; column += 1) {
const at = 128 + row * bytesPerLine + column
if (at >= paletteAt) throw new PcxError('truncated raw image')
pixels[row * width + column] = data[at]!
}
}
} else {
throw new PcxError(`unsupported encoding ${String(encoding)}`)
}
const rgba = new Uint8ClampedArray(width * height * 4)
for (let i = 0; i < pixels.length; i += 1) {
const index = pixels[i]! * 3
rgba[i * 4] = palette[index]!
rgba[i * 4 + 1] = palette[index + 1]!
rgba[i * 4 + 2] = palette[index + 2]!
rgba[i * 4 + 3] = 255
}
return { width, height, rgba, palette }
}

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/**
* Diablo II `.pl2` palette+transform decoder.
*
* A PL2 is a base palette followed by a long series of *transform tables*: each
* is 256 bytes mapping a palette index to another palette index. They are how
* Diablo II does lighting, blending, unit colour shifts and text colours without
* ever touching RGB — a unit under a light level or a monster variant is drawn
* through a different transform, over the same indexed sprite. That is why the
* decoders here keep sprites indexed and resolve colour last.
*
* The layout is fixed and entirely positional: one 1024-byte base palette, then
* tables in this exact order, then a 39-byte text palette and its own transforms.
* There is no header, no count and no directory, so the table order *is* the
* format — hence the counts written out below rather than derived.
*
* Confidence note: the base palette's stored byte order is taken from the
* reference implementation (r, g, b, unused). A swapped red/blue would only show
* against real art, so this is re-checked when a real archive lands.
*/
/** Palette entries (one transform maps every entry). */
const PALETTE_COLORS = 256
/** Bytes per base-palette entry: r, g, b, one unused byte. */
const BASE_ENTRY_BYTES = 4
/** Base palette size in bytes (1024). */
const BASE_BYTES = PALETTE_COLORS * BASE_ENTRY_BYTES
/** Text palette entries. */
const TEXT_COLORS = 13
/** Bytes per text-palette entry (r, g, b). */
const TEXT_ENTRY_BYTES = 3
/** Light-level tables. */
const LIGHT_LEVEL_VARIATIONS = 32
/** Inverse-colour tables. */
const INV_COLOR_VARIATIONS = 16
/** Coarse alpha-blend groups, each with a full fine table. */
const ALPHA_BLEND_COARSE = 3
/** Fine alpha-blend tables per coarse group. */
const ALPHA_BLEND_FINE = 256
/** Additive-blend tables. */
const ADDITIVE_BLENDS = 256
/** Multiplicative-blend tables. */
const MULTIPLY_BLENDS = 256
/** Hue-variation tables. */
const HUE_VARIATIONS = 111
/** Unnamed variation tables (kept as raw tables). */
const UNKNOWN_VARIATIONS = 14
/** Maximum-component blend tables. */
const MAX_COMPONENT_BLENDS = 256
/** Text-colour shift tables. */
const TEXT_SHIFTS = 13
/** One transform table: 256 index remaps. */
export type Pl2Transform = Uint8Array
/** A decoded PL2 palette file. */
export interface Pl2 {
/** Base palette as 768 RGB triples, ready for the sprite decoders. */
readonly rgb: Uint8Array
/** Light-level tables (index into the base palette). */
readonly lightLevels: readonly Pl2Transform[]
/** Inverse-colour tables. */
readonly inverseColors: readonly Pl2Transform[]
/** Selected-unit shift. */
readonly selectedUnitShift: Pl2Transform
/** Alpha-blend tables, grouped coarsely then finely. */
readonly alphaBlend: readonly (readonly Pl2Transform[])[]
/** Additive-blend tables. */
readonly additiveBlend: readonly Pl2Transform[]
/** Multiplicative-blend tables. */
readonly multiplyBlend: readonly Pl2Transform[]
/** Hue-variation tables. */
readonly hueVariations: readonly Pl2Transform[]
/** Red-tone shift. */
readonly redTones: Pl2Transform
/** Green-tone shift. */
readonly greenTones: Pl2Transform
/** Blue-tone shift. */
readonly blueTones: Pl2Transform
/** Unnamed variation tables. */
readonly unknownVariations: readonly Pl2Transform[]
/** Maximum-component blend tables. */
readonly maxComponentBlend: readonly Pl2Transform[]
/** Darkened colour shift. */
readonly darkenedShift: Pl2Transform
/** Text palette as RGB triples (39 bytes). */
readonly textRgb: Uint8Array
/** Text-colour shift tables. */
readonly textShifts: readonly Pl2Transform[]
}
/** Raised when a PL2 file is short or malformed. */
export class Pl2Error extends Error {
constructor(message: string) {
super(message)
this.name = 'Pl2Error'
}
}
/** Transform tables in the order they appear, and how many of each. */
const TABLE_ORDER: readonly (readonly [string, number])[] = [
['lightLevels', LIGHT_LEVEL_VARIATIONS],
['inverseColors', INV_COLOR_VARIATIONS],
['selectedUnitShift', 1],
// Coarse alpha groups, each a run of fine tables.
['alphaBlend0', ALPHA_BLEND_FINE],
['alphaBlend1', ALPHA_BLEND_FINE],
['alphaBlend2', ALPHA_BLEND_FINE],
['additiveBlend', ADDITIVE_BLENDS],
['multiplyBlend', MULTIPLY_BLENDS],
['hueVariations', HUE_VARIATIONS],
['redTones', 1],
['greenTones', 1],
['blueTones', 1],
['unknownVariations', UNKNOWN_VARIATIONS],
['maxComponentBlend', MAX_COMPONENT_BLENDS],
['darkenedShift', 1],
]
/**
* The file size a PL2 must have, in bytes: base palette, every transform, the
* text palette and its shifts.
*
* @returns the expected size.
*/
export function pl2ExpectedSize(): number {
const tables = TABLE_ORDER.reduce((sum, [, count]) => sum + count, 0) + TEXT_SHIFTS
return BASE_BYTES + tables * PALETTE_COLORS + TEXT_COLORS * TEXT_ENTRY_BYTES
}
/**
* Decode a PL2 file.
*
* @param data - the complete file.
* @returns the palette and its transforms.
*/
export function decodePl2(data: Uint8Array): Pl2 {
const expected = pl2ExpectedSize()
if (data.byteLength < expected) {
throw new Pl2Error(`PL2 is ${String(data.byteLength)} bytes, expected ${String(expected)}`)
}
// The base palette interleaves an unused byte per entry; the sprite decoders
// want dense RGB triples, so it is repacked rather than aliased.
const rgb = new Uint8Array(PALETTE_COLORS * 3)
for (let index = 0; index < PALETTE_COLORS; index += 1) {
const at = index * BASE_ENTRY_BYTES
rgb[index * 3] = data[at]!
rgb[index * 3 + 1] = data[at + 1]!
rgb[index * 3 + 2] = data[at + 2]!
}
// Transform tables are read as views: 1727 tables is ~442 KB, and nothing
// here needs its own copy.
let cursor = BASE_BYTES
const take = (count: number): Pl2Transform[] => {
const tables: Pl2Transform[] = []
for (let index = 0; index < count; index += 1) {
tables.push(data.subarray(cursor, cursor + PALETTE_COLORS))
cursor += PALETTE_COLORS
}
return tables
}
const takeOne = (): Pl2Transform => {
const table = data.subarray(cursor, cursor + PALETTE_COLORS)
cursor += PALETTE_COLORS
return table
}
const lightLevels = take(LIGHT_LEVEL_VARIATIONS)
const inverseColors = take(INV_COLOR_VARIATIONS)
const selectedUnitShift = takeOne()
const alphaBlend = [
take(ALPHA_BLEND_FINE),
take(ALPHA_BLEND_FINE),
take(ALPHA_BLEND_FINE),
]
const additiveBlend = take(ADDITIVE_BLENDS)
const multiplyBlend = take(MULTIPLY_BLENDS)
const hueVariations = take(HUE_VARIATIONS)
const redTones = takeOne()
const greenTones = takeOne()
const blueTones = takeOne()
const unknownVariations = take(UNKNOWN_VARIATIONS)
const maxComponentBlend = take(MAX_COMPONENT_BLENDS)
const darkenedShift = takeOne()
const textRgb = new Uint8Array(TEXT_COLORS * TEXT_ENTRY_BYTES)
for (let index = 0; index < TEXT_COLORS; index += 1) {
const at = cursor + index * TEXT_ENTRY_BYTES
textRgb[index * 3] = data[at]!
textRgb[index * 3 + 1] = data[at + 1]!
textRgb[index * 3 + 2] = data[at + 2]!
}
cursor += TEXT_COLORS * TEXT_ENTRY_BYTES
const textShifts = take(TEXT_SHIFTS)
if (cursor !== expected) {
/* v8 ignore next -- the size check above makes this unreachable for well-formed files. */
throw new Pl2Error(`PL2 layout consumed ${String(cursor)} bytes, expected ${String(expected)}`)
}
return {
rgb,
lightLevels, inverseColors, selectedUnitShift, alphaBlend,
additiveBlend, multiplyBlend, hueVariations,
redTones, greenTones, blueTones,
unknownVariations, maxComponentBlend, darkenedShift,
textRgb, textShifts,
}
}
/**
* Resolve a transform into a concrete palette.
*
* @param baseRgb - the base palette as RGB triples.
* @param transform - the index remap to apply.
* @returns a 768-byte RGB palette.
*/
export function applyTransform(baseRgb: Uint8Array, transform: Pl2Transform): Uint8Array {
const out = new Uint8Array(PALETTE_COLORS * 3)
for (let index = 0; index < PALETTE_COLORS; index += 1) {
const source = (transform[index] ?? 0) * 3
out[index * 3] = baseRgb[source] ?? 0
out[index * 3 + 1] = baseRgb[source + 1] ?? 0
out[index * 3 + 2] = baseRgb[source + 2] ?? 0
}
return out
}

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/**
* Shared sprite vocabulary: the frame/group/sheet shape every sprite decoder
* produces, regardless of container (Diablo I `.cel`/`.cl2` today, Diablo II
* `.dc6`/`.dcc` next).
*
* Frames stay palette-indexed on purpose. Both games implement unit variants
* (a red skeleton, a black bow skeleton) as an index remap applied at draw
* time, so keeping indices plus a transparency mask is what lets one decoded
* sprite serve every variant without re-decoding — the same reason Diablo II's
* palette shifts exist.
*/
/** One decoded frame. */
export interface SpriteFrame {
/** Frame width in pixels. */
readonly width: number
/** Frame height in pixels. */
readonly height: number
/** Palette indices, row-major, `width * height` entries. */
readonly indices: Uint8Array
/** 1 where the pixel is opaque, 0 where transparent. */
readonly mask: Uint8Array
}
/** Frames belonging to one animation direction. */
export interface SpriteGroup {
/** The group's frames, in animation order. */
readonly frames: readonly SpriteFrame[]
}
/** A decoded file: one group for plain sheets, many for multi-direction art. */
export interface SpriteSheet {
/** The groups, in file order. */
readonly groups: readonly SpriteGroup[]
/**
* The uniform width every frame was decoded with, or null when the frames
* were given individual widths.
*/
readonly width: number | null
}
/** Raised when a sprite file cannot be decoded. */
export class CelError extends Error {
constructor(message: string) {
super(message)
this.name = 'CelError'
}
}
/** Smallest frame width worth trying. */
const MIN_WIDTH = 8
/**
* Largest frame width worth trying. Diablo I's cutscene and panel art is
* 640 wide, so the cap has to sit above that; Diablo II's widest sheets stay
* below 256.
*/
const MAX_WIDTH = 1024
/**
* Width candidates for auto-detection, smallest first.
*
* Only meaningful for formats whose runs are line-bounded (Diablo I `.cel`):
* there a width is valid exactly when every row's runs sum to it, so a wrong
* width is rejected outright. For formats whose runs may cross rows (`.cl2`,
* Diablo II `.dcc`) the run stream is consumed to the frame end under *any*
* width, so the width cannot be recovered from the file at all — the game
* supplies it per animation, and so must a caller.
*
* @returns candidate widths.
*/
export function spriteWidthCandidates(): number[] {
const widths: number[] = []
for (let width = MIN_WIDTH; width <= MAX_WIDTH; width += 1) widths.push(width)
return widths
}
/**
* Player animation frame widths.
*
* These are the values the original game assigns in `SetPlrAnims`
* (`Source/player.cpp` of the Devilution reconstruction): every class stands
* and walks at 96 (the Hellfire monk at 112), attacks at 128, and drops to 96
* for bow and unarmed attacks. They are data, not guesses — a `.cl2` file
* cannot be decoded without them.
*/
export const PLAYER_SPRITE_WIDTH = {
/** Stand and walk, base classes. */
stand: 96,
/** Walk, base classes. */
walk: 96,
/** Melee attack. */
attack: 128,
/** Attack without a weapon, or with a bow. */
attackNarrow: 96,
/** Stand/walk for the Hellfire monk. */
monk: 112,
/** Melee attack for the Hellfire monk. */
monkAttack: 130,
} as const

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/**
* Diablo II `.tbl` string-table decoder (classic layout).
*
* A TBL is an *indexed* string table — item, skill, monster and quest names are
* referred to by number, not by key:
*
* ```
* u16 crc (unused here; the game uses it as a content checksum)
* u16 entryCount
* u16 offsets[entryCount] absolute file offsets, one per index
* ... strings: u16 characterCount, then characterCount * 2 bytes UTF-16LE
* ```
*
* The classic Diablo II files (`string.tbl`, `expansionstring.tbl`,
* `patchstring.tbl`) use exactly this layout. A later "extended" variant adds a
* hash table of name/value pairs on top; the community Go package implements
* that variant instead, so unlike the other formats in this directory **there is
* no independent decoder to diff this one against** — it is checked by
* construction (write a table, read it back, including non-ASCII) and is on the
* list to confirm against a real `string.tbl`.
*
* Unused indices are legal: an offset that is zero, or that points past the
* table, decodes to `undefined` rather than an empty string, so a caller can
* tell "no such string" from "empty string".
*/
/** Bytes of the fixed header: crc + entry count. */
const HEADER_BYTES = 4
/** Bytes per index-table entry. */
const INDEX_BYTES = 2
/** Bytes of one string's length prefix. */
const LENGTH_BYTES = 2
/** Bytes per UTF-16 code unit. */
const CODE_UNIT_BYTES = 2
/** Raised when a TBL file is malformed. */
export class TblError extends Error {
constructor(message: string) {
super(message)
this.name = 'TblError'
}
}
/**
* Read a little-endian uint16.
*
* @param data - the buffer.
* @param at - byte offset.
* @returns the value.
*/
function u16(data: Uint8Array, at: number): number {
return data[at]! | (data[at + 1]! << 8)
}
/**
* Decode a TBL file.
*
* @param data - the complete file.
* @returns one entry per string index; `undefined` where the index is unused.
*/
export function decodeTbl(data: Uint8Array): (string | undefined)[] {
if (data.byteLength < HEADER_BYTES) {
throw new TblError(`TBL is ${String(data.byteLength)} bytes, too short for a header`)
}
const entryCount = u16(data, 2)
const indexEnd = HEADER_BYTES + entryCount * INDEX_BYTES
if (indexEnd > data.byteLength) {
throw new TblError(`TBL declares ${String(entryCount)} entries but the index table runs past the file`)
}
const decoder = new TextDecoder('utf-16le')
const entries: (string | undefined)[] = []
for (let index = 0; index < entryCount; index += 1) {
const offset = u16(data, HEADER_BYTES + index * INDEX_BYTES)
// A zero offset marks an unused index; so does one that cannot hold a
// length prefix. Both are normal in shipped tables.
if (offset === 0 || offset + LENGTH_BYTES > data.byteLength) {
entries.push(undefined)
continue
}
const characters = u16(data, offset)
const from = offset + LENGTH_BYTES
const to = from + characters * CODE_UNIT_BYTES
if (to > data.byteLength) {
throw new TblError(`entry ${String(index)} at ${String(offset)} declares ${String(characters)} characters past the file end`)
}
// The stored count is characters, not bytes; decoding from a view keeps the
// conversion (including surrogate pairs) in the platform's hands.
entries.push(decoder.decode(data.subarray(from, to)))
}
return entries
}
/**
* Build an index → string lookup over a decoded table.
*
* @param entries - a decoded table.
* @returns the lookup.
*/
export function tblLookup(entries: readonly (string | undefined)[]): {
/** Number of usable entries. */
readonly size: number
/**
* Read one entry.
*
* @param index - the string index.
* @returns the string, or undefined when the index is unused.
*/
get: (index: number) => string | undefined
} {
let size = 0
for (const entry of entries) if (entry !== undefined) size += 1
return {
size,
get: index => (index >= 0 && index < entries.length ? entries[index] : undefined),
}
}

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/**
* Resolving one act's town from Diablo II's own tables.
*
* The chain is three tables deep and every link is data, so nothing here is
* hard-coded per act — which is the point, because five towns with different
* sizes, different tile sets and different palettes cannot be a lookup table
* anyone maintains by hand:
*
* `Levels.txt` `Act N - Town` → level id, act, palette index, level type
* `LvlTypes.txt` level type id → `File 1..File 32` (the DT1 libraries)
* `LvlPrest.txt` level id (`LevelId`) → `File1..File6` (the DS1 quadrants), Dt1Mask
* `data\\global\\palette\\actN\\pal.pl2` → the act's palette
*
* Two details cost real time to find and are encoded here:
*
* 1. **`LvlPrest` joins on `LevelId`, not on `Def`.** `Def` is the preset's own
* id (Act 2's town has `Def = 301`, `LevelId = 40`), so joining on the wrong
* column silently returns *other levels'* maps for four of the five acts.
* 2. **`Dt1Mask` filters the file list.** Its bits correspond to `File 1..N`;
* for all five towns the mask happens to be saturated, but a level whose mask
* is not would otherwise load libraries the map never references and index
* the rest incorrectly.
*/
import { decodeDs1 } from '../formats/ds1.ts'
import type { Ds1 } from '../formats/ds1.ts'
import { decodeDt1 } from '../formats/dt1.ts'
import type { Dt1 } from '../formats/dt1.ts'
import { decodePl2 } from '../formats/pl2.ts'
import type { Pl2 } from '../formats/pl2.ts'
import type { MountedArchives } from '../mpq/mount.ts'
/** Where the data tables live inside an archive. */
const EXCEL = 'data\\global\\excel\\'
/** Tile libraries and levels are addressed relative to this prefix. */
const TILES = 'data\\global\\tiles\\'
/** A tab-separated table with its header row. */
export interface D2Table {
/** Column names, in file order. */
readonly header: readonly string[]
/** Data rows. */
readonly rows: readonly (readonly string[])[]
}
/**
* Decode bytes as Latin-1 without touching Node APIs.
*
* The tables are ASCII, but this module is imported by the browser bundle, so
* no `Buffer` and no Node-only globals: chunks keep `String.fromCharCode` from
* blowing the argument limit on a 130 KB table.
*
* @param bytes - the bytes.
* @returns the text.
*/
function latin1(bytes: Uint8Array): string {
const chunk = 8192
let out = ''
for (let at = 0; at < bytes.length; at += chunk) {
out += String.fromCharCode(...bytes.subarray(at, Math.min(at + chunk, bytes.length)))
}
return out
}
/**
* Parse one of Diablo II's tab-separated tables.
*
* Rows end with CRLF and the last line may be empty; both are tolerated because
* `Patch_D2.mpq` and `d2data.mpq` disagree about the trailing newline.
*
* @param bytes - the decoded member.
* @returns the table.
*/
export function parseTable(bytes: Uint8Array): D2Table {
const text = latin1(bytes)
const lines = text.split(/\r?\n/).filter(line => line.length > 0)
const header = (lines.shift() ?? '').split('\t')
return { header, rows: lines.map(line => line.split('\t')) }
}
/**
* Read a column out of a row by name.
*
* @param table - the table.
* @param row - the row.
* @param column - column name.
* @returns the cell, or an empty string when the column is absent.
*/
export function cell(table: D2Table, row: readonly string[], column: string): string {
const index = table.header.indexOf(column)
return index === -1 ? '' : (row[index] ?? '')
}
/** The three tables a town resolution needs. */
export interface ActTables {
readonly levels: D2Table
readonly lvltypes: D2Table
readonly lvlprest: D2Table
}
/** Everything needed to place and render one level. */
export interface LevelInfo {
/** Act number, 1..5. */
readonly act: number
/** `Levels.txt` name, e.g. `Act 1 - Town`. */
readonly levelName: string
/** `Levels.txt` id. */
readonly levelId: number
/** Palette slot from `Levels.txt` (`Pal`), 0-based. */
readonly paletteIndex: number
/** `LvlTypes.txt` name. */
readonly levelTypeName: string
/** DS1 members, full archive paths. */
readonly ds1Names: readonly string[]
/** DT1 members, full archive paths, in `File 1..N` order after the mask. */
readonly dt1Names: readonly string[]
/** `LvlPrest.Dt1Mask`, kept for reporting. */
readonly dt1Mask: number
/** Level extent in cells, from `Levels.txt`. */
readonly sizeX: number
readonly sizeY: number
/** Palette member path. */
readonly paletteName: string
}
/**
* The same shape under the name the act pages used before levels were generic.
*
* @deprecated use {@link LevelInfo}; kept so existing call sites keep reading.
*/
export type ActTown = LevelInfo
/** Turn a table-relative tile path into a member name. */
export function tileMemberPath(relative: string): string {
return `${TILES}${relative.replaceAll('/', '\\')}`
}
/**
* Load the three tables from a mounted stack.
*
* @param archives - the mounted archives.
* @returns the parsed tables.
*/
export async function loadActTables(archives: MountedArchives): Promise<ActTables> {
const read = async (name: string): Promise<D2Table> => parseTable(await archives.read(`${EXCEL}${name}`))
return {
levels: await read('levels.txt'),
lvltypes: await read('lvltypes.txt'),
lvlprest: await read('lvlprest.txt'),
}
}
/** A level type's tile libraries, with the mask when the level declares one. */
export interface LevelLibraries {
/** `LvlTypes.txt` name. */
readonly levelTypeName: string
/** DT1 member names, in `File 1..N` order. */
readonly dt1Names: readonly string[]
/**
* `LvlPrest.Dt1Mask` when the level has preset rows, else `null`.
*
* Maze and wilderness levels have **no** `LvlPrest` rows at all — their fixed
* pieces are picked by the generators — so there is no mask to apply and the
* whole file list is in play.
*/
readonly dt1Mask: number | null
}
/**
* Resolve one level by its `Levels.txt` id.
*
* Everything after the level row is data: its level type names the DT1
* libraries, its `LvlPrest` rows name the DS1 files, and its `Pal` slot selects
* the act palette. Towns and dungeons differ only in which rows they hit, so one
* function covers both — the earlier town-only version could not reach
* Tristram, the Cathedral or the Throne Room at all.
*
* @param tables - the loaded tables.
* @param levelId - `Levels.txt` `Id`.
* @param act - act number to report (`Levels.txt` stores it 0-based and often
* as 0 for expansion rows, so the caller states it when it knows).
* @returns the level description.
*/
export function resolveLevel(tables: ActTables, levelId: number, act?: number): LevelInfo {
const row = tables.levels.rows.find(candidate => Number(cell(tables.levels, candidate, 'Id')) === levelId)
if (row === undefined) throw new Error(`Levels.txt has no row with Id ${String(levelId)}`)
const paletteIndex = Number(cell(tables.levels, row, 'Pal'))
const levelTypeId = cell(tables.levels, row, 'LevelType')
const typeRow = tables.lvltypes.rows.find(candidate => cell(tables.lvltypes, candidate, 'Id') === levelTypeId)
if (typeRow === undefined) throw new Error(`LvlTypes.txt has no row with Id ${levelTypeId} (level ${String(levelId)})`)
const preset = tables.lvlprest.rows.filter(candidate => Number(cell(tables.lvlprest, candidate, 'LevelId')) === levelId)
if (preset.length === 0) throw new Error(`LvlPrest.txt has no row with LevelId ${String(levelId)}`)
const dt1Mask = Number(cell(tables.lvlprest, preset[0]!, 'Dt1Mask'))
const dt1Names: string[] = []
for (let slot = 1; slot <= 32; slot += 1) {
const value = cell(tables.lvltypes, typeRow, `File ${String(slot)}`)
if (value === '' || value === '0') continue
// The mask is indexed by the slot's position in the file list, not by the
// position of the surviving entries.
if ((dt1Mask & (1 << (slot - 1))) === 0) continue
dt1Names.push(tileMemberPath(value))
}
const ds1Names: string[] = []
for (const presetRow of preset) {
for (let file = 1; file <= 6; file += 1) {
const value = cell(tables.lvlprest, presetRow, `File${String(file)}`)
if (value === '' || value === '0') continue
ds1Names.push(tileMemberPath(value))
}
}
return {
act: act ?? Number(cell(tables.levels, row, 'Act')) + 1,
levelName: cell(tables.levels, row, 'Name'),
levelId,
paletteIndex,
levelTypeName: cell(tables.lvltypes, typeRow, 'Name'),
ds1Names,
dt1Names,
dt1Mask,
sizeX: Number(cell(tables.levels, row, 'SizeX')),
sizeY: Number(cell(tables.levels, row, 'SizeY')),
paletteName: `data\\global\\palette\\act${String(paletteIndex + 1)}\\pal.pl2`,
}
}
/**
* Resolve one act's town.
*
* @param tables - the loaded tables.
* @param act - act number, 1..5.
* @returns the town description.
*/
export function resolveActTown(tables: ActTables, act: number): LevelInfo {
const row = tables.levels.rows.find(candidate => cell(tables.levels, candidate, 'Name') === `Act ${String(act)} - Town`)
if (row === undefined) throw new Error(`Levels.txt has no "Act ${String(act)} - Town" row`)
return resolveLevel(tables, Number(cell(tables.levels, row, 'Id')), act)
}
/** A resolved level with its decoded assets. */
export interface LoadedActTown {
/** The resolution result. */
readonly town: LevelInfo
/** The decoded DS1 quadrants. */
readonly levels: readonly Ds1[]
/** The decoded DT1 libraries, in file-list order. */
readonly libraries: readonly Dt1[]
/** The act palette. */
readonly palette: Pl2
/** Total cells across the quadrants. */
readonly cells: number
}
/**
* Resolve and decode one act's town.
*
* @param archives - the mounted archives.
* @param tables - the loaded tables.
* @param act - act number, 1..5.
* @returns the town with assets.
*/
export async function loadActTown(
archives: MountedArchives,
tables: ActTables,
act: number,
): Promise<LoadedActTown> {
return loadLevel(archives, tables, resolveActTown(tables, act))
}
/**
* Resolve a level type's DT1 libraries without requiring preset rows.
*
* `resolveLevel` needs `LvlPrest` rows because it also wants DS1 files; the
* generators need only the tile libraries, and 101 of the game's 136 levels have
* no preset rows at all.
*
* @param tables - the loaded tables.
* @param levelId - `Levels.txt` `Id`.
* @returns the library list.
*/
export function resolveLevelLibraries(tables: ActTables, levelId: number): LevelLibraries {
const row = tables.levels.rows.find(candidate => Number(cell(tables.levels, candidate, 'Id')) === levelId)
if (row === undefined) throw new Error(`Levels.txt has no row with Id ${String(levelId)}`)
const typeRow = tables.lvltypes.rows.find(candidate => cell(tables.lvltypes, candidate, 'Id') === cell(tables.levels, row, 'LevelType'))
if (typeRow === undefined) throw new Error(`LvlTypes.txt has no row for level ${String(levelId)}`)
const preset = tables.lvlprest.rows.filter(candidate => Number(cell(tables.lvlprest, candidate, 'LevelId')) === levelId)
const dt1Mask = preset.length === 0 ? null : Number(cell(tables.lvlprest, preset[0]!, 'Dt1Mask'))
const dt1Names: string[] = []
for (let slot = 1; slot <= 32; slot += 1) {
const value = cell(tables.lvltypes, typeRow, `File ${String(slot)}`)
if (value === '' || value === '0') continue
if (dt1Mask !== null && (dt1Mask & (1 << (slot - 1))) === 0) continue
dt1Names.push(tileMemberPath(value))
}
return { levelTypeName: cell(tables.lvltypes, typeRow, 'Name'), dt1Names, dt1Mask }
}
/**
* Decode a resolved level's assets.
*
* @param archives - the mounted archives.
* @param tables - the loaded tables (unused today; kept for symmetry with the
* resolver so callers can pass both without re-deriving).
* @param town - the resolution result.
* @returns the level with assets.
*/
export async function loadLevel(
archives: MountedArchives,
tables: ActTables,
town: LevelInfo,
): Promise<LoadedActTown> {
void tables
const levels: Ds1[] = []
for (const name of town.ds1Names) levels.push(decodeDs1(await archives.read(name)))
const libraries: Dt1[] = []
for (const name of town.dt1Names) libraries.push(decodeDt1(await archives.read(name)))
const palette = decodePl2(await archives.read(town.paletteName))
return {
town,
levels,
libraries,
palette,
cells: levels.reduce((sum, level) => sum + level.width * level.height, 0),
}
}

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/**
* Actor animation: direction-indexed frame playback at the simulation rate.
*
* Both games drive animation off the same 25 Hz tick the simulation runs on, so
* playback is counted in ticks rather than milliseconds — an animation that
* looked right at 60 fps would run at the wrong speed and, worse, at a
* different speed on different machines.
*
* The module is deliberately format-agnostic: a clip is just "frames per
* direction plus a tick rate". Diablo I's direction-major CL2 sheets, Diablo II's
* per-direction DC6 sheets and its composite DCC animations all reduce to that,
* and Diablo's own convention is preserved in the direction *index* (0 = south,
* turning west), which is also the group order inside those files.
*/
/** One playable animation: frames per direction, plus timing. */
export interface ActorClip {
/** Clip name (`walk`, `stand`, `attack`, …). */
readonly name: string
/** Frames per direction in play order; index 0 is south. */
readonly directions: readonly (readonly unknown[])[]
/** Ticks between frames (25 ticks per second). */
readonly ticksPerFrame: number
/** Whether the clip advances past its last frame. */
readonly loop: boolean
}
/** Convenience alias so callers can stay generic over the frame type. */
export type ActorAnimatorFrame<TFrame> = TFrame | undefined
/**
* Plays one clip at a time, for one direction at a time.
*
* @typeParam TFrame - the frame handle the renderer draws (an atlas placement in
* practice; kept generic here so the animator has no rendering dependency).
*/
export class ActorAnimator<TFrame> {
private readonly clips = new Map<string, ActorClip>()
private current: ActorClip | null = null
private direction = 0
private elapsed = 0
private index = 0
/**
* Register a clip. A later registration under the same name replaces it.
*
* @param clip - the clip to register.
*/
add(clip: ActorClip): void {
this.clips.set(clip.name, clip)
}
/** The clip currently playing, if any. */
get clipName(): string | null {
return this.current?.name ?? null
}
/** Current facing (0 = south, turning west). */
get facing(): number {
return this.direction
}
/** Index of the frame being shown. */
get frameIndex(): number {
return this.index
}
/**
* Switch clips, restarting only when the clip actually changes.
*
* A walk cycle that restarts every time the key is re-pressed stutters, so
* re-requesting the current clip is a no-op — the same rule the games use.
*
* @param name - clip name; unknown names are ignored.
* @param direction - facing to play it in.
*/
play(name: string, direction: number): void {
const clip = this.clips.get(name)
if (clip === undefined) return
this.direction = direction
if (this.current === clip) return
this.current = clip
this.elapsed = 0
this.index = 0
}
/**
* Advance one simulation tick.
*
* @param direction - facing to keep playing in.
*/
tick(direction: number): void {
this.direction = direction
const clip = this.current
if (clip === null) return
const frames = clip.directions[direction]
const count = frames?.length ?? 0
if (count <= 1 || clip.ticksPerFrame <= 0) return
this.elapsed += 1
if (this.elapsed < clip.ticksPerFrame) return
this.elapsed = 0
if (this.index + 1 < count) {
this.index += 1
return
}
this.index = clip.loop ? 0 : count - 1
}
/**
* The frame to draw now.
*
* @returns the frame handle, or undefined when nothing is playing — including
* when the current direction has no frames (a sheet with fewer directions than
* the actor was asked for).
*/
frame(): ActorAnimatorFrame<TFrame> {
const clip = this.current
if (clip === null) return undefined
const frames = clip.directions[this.direction]
if (frames === undefined || frames.length === 0) return undefined
return frames[Math.min(this.index, frames.length - 1)] as TFrame
}
}

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/**
* Compositing Diablo II's character and object animations.
*
* A `DCC` file holds one *layer* of an animation (a head, a torso, a leg, a
* shield), and a `COF` file says which layers make up a given animation and in
* what order they stack. Neither is drawable alone: the file that says "this is
* the Sorceress walking" is the COF, and the pixels are in eight DCCs beside it.
*
* This module joins the two into the plain `SpriteSheet` the renderer already
* consumes, so the rest of the engine treats a character exactly like a tile
* atlas. It reuses the path convention the verification script proved out:
* a layer record names no file — it carries a *composite type* (which body part)
* and a *weapon class*, and the COF's own name carries the animation and weapon
* codes, so the sprite path is
* `<root><component>/<token><component><variant><animation><weapon>.dcc`.
* `<variant>` is an armour/object tier code that lives in the item tables rather
* than the COF; the lexicographically first candidate is taken, and the chosen
* members are reported so the choice is visible instead of implied.
*/
import type { MpqArchive } from '../mpq/archive.ts'
import type { MountedArchives } from '../mpq/mount.ts'
import { decodeCof, cofLayerOrder } from '../formats/cof.ts'
import type { CofFile } from '../formats/cof.ts'
import { decodeDcc } from '../formats/dcc.ts'
import type { DccFile } from '../formats/dcc.ts'
import type { SpriteFrame, SpriteSheet } from '../formats/sprite.ts'
/** Composite-type index → component directory, as the archives name them. */
const COMPONENTS: readonly string[] = ['hd', 'tr', 'lg', 'ra', 'la', 'rh', 'lh', 'sh', 's1', 's2']
/** A composited animation, ready to draw. */
export interface CharacterSheet {
/** One group per direction, frames in animation order. */
readonly sheet: SpriteSheet
/** Directions in the COF (16 for characters, fewer for objects). */
readonly directions: number
/** Frames per direction. */
readonly framesPerDirection: number
/** Layers the COF declared. */
readonly layers: number
/** Layer/direction combinations skipped because a sprite was missing. */
readonly skipped: number
/** The DCC members that were decoded, for provenance. */
readonly members: readonly string[]
/** Non-fatal observations worth reporting. */
readonly notes: readonly string[]
}
/**
* Find the sprite a COF layer draws.
*
* @param names - the archive's name list.
* @param root - directory shared by the COF and its art, e.g. `data\\global\\chars\\so\\`.
* @param token - class or object code, e.g. `so`.
* @param animation - two-letter animation code from the COF name, e.g. `wl`.
* @param weapon - weapon-class code from the COF name, e.g. `hth`.
* @param component - component directory for the layer's composite type.
* @returns the member name, or undefined.
*/
function findLayerSprite(
names: readonly string[],
root: string,
token: string,
animation: string,
weapon: string,
component: string,
): string | undefined {
const prefix = `${root}${component}\\${token}${component}`
const suffix = `${animation}${weapon}.dcc`
const hits = names.filter(name => name.toLowerCase().startsWith(prefix.toLowerCase())
&& name.toLowerCase().endsWith(suffix.toLowerCase()))
hits.sort()
return hits[0]
}
/**
* Blit one layer onto a bigger canvas.
*
* The frames are palette-indexed with a transparency mask, so compositing is a
* "masked copy": later layers paint over earlier ones exactly where they have
* pixels, which is the same rule the DT1 tile compositor uses.
*
* @param target - destination frame (its buffers are written).
* @param source - layer frame.
* @param atX - destination x.
* @param atY - destination y.
*/
function blit(target: { indices: Uint8Array; mask: Uint8Array; width: number; height: number }, source: SpriteFrame, atX: number, atY: number): void {
for (let y = 0; y < source.height; y += 1) {
const ty = atY + y
if (ty < 0 || ty >= target.height) continue
for (let x = 0; x < source.width; x += 1) {
const at = y * source.width + x
if (source.mask[at] === 0) continue
const tx = atX + x
if (tx < 0 || tx >= target.width) continue
const to = ty * target.width + tx
target.indices[to] = source.indices[at]!
target.mask[to] = 1
}
}
}
/**
* Load and composite one animation.
*
* @param archives - the mounted archives.
* @param token - class or object code, e.g. `so` for the Sorceress.
* @param animation - animation code from the COF name, e.g. `wl` (walk) or `nu` (neutral).
* @param weapon - weapon class, e.g. `hth` for unarmed.
* @returns the composited animation.
*/
export async function loadCharacterSheet(
archives: MountedArchives,
token: string,
animation: string,
weapon: string,
): Promise<CharacterSheet> {
const lower = token.toLowerCase()
const root = `data\\global\\chars\\${lower}\\`
const cofMember = `${root}cof\\${lower}${animation}${weapon}.cof`
const cofBytes = await archives.read(cofMember)
const cof: CofFile = decodeCof(cofBytes)
const names = await archives.listFiles()
const notes: string[] = []
const members: string[] = []
const sprites: (DccFile | null)[] = []
for (const layer of cof.layers) {
const component = COMPONENTS[layer.type]
if (component === undefined) {
notes.push(`layer type ${String(layer.type)} has no component directory`)
sprites.push(null)
continue
}
const member = findLayerSprite(names, root, lower, animation, weapon, component)
if (member === undefined) {
notes.push(`no sprite for component ${component} (${animation}${weapon})`)
sprites.push(null)
continue
}
try {
sprites.push(decodeDcc(await archives.read(member)))
members.push(member)
} catch (err) {
notes.push(`${member}: ${(err as Error).message}`)
sprites.push(null)
}
}
const groups: { frames: SpriteFrame[] }[] = []
let skipped = 0
for (let direction = 0; direction < cof.numberOfDirections; direction += 1) {
const frames: SpriteFrame[] = []
for (let index = 0; index < cof.framesPerDirection; index += 1) {
// Union box across the layers that have art for this direction, so every
// layer keeps its position in sprite space.
let left = Number.POSITIVE_INFINITY
let top = Number.POSITIVE_INFINITY
let right = Number.NEGATIVE_INFINITY
let bottom = Number.NEGATIVE_INFINITY
let placedCount = 0
for (let layer = 0; layer < cof.layers.length; layer += 1) {
const sprite = sprites[layer]
if (sprite === null || sprite === undefined) continue
const layerDirection = sprite.directions[direction % sprite.directions.length]
const frame = layerDirection?.frames[index]
if (frame === undefined) { skipped += 1; continue }
left = Math.min(left, layerDirection!.box.left)
top = Math.min(top, layerDirection!.box.top)
right = Math.max(right, layerDirection!.box.left + layerDirection!.box.width)
bottom = Math.max(bottom, layerDirection!.box.top + layerDirection!.box.height)
placedCount += 1
}
if (placedCount === 0) {
frames.push({ width: 1, height: 1, indices: new Uint8Array(1), mask: new Uint8Array(1) })
continue
}
const boxLeft = Math.round(left)
const boxTop = Math.round(top)
const width = Math.max(1, Math.round(right) - boxLeft)
const height = Math.max(1, Math.round(bottom) - boxTop)
const composed: SpriteFrame = {
width, height, indices: new Uint8Array(width * height), mask: new Uint8Array(width * height),
}
// Draw in the COF's own back-to-front order for this direction and frame;
// the priority table is the authority on what covers what.
const order = cofLayerOrder(cof, direction, index)
const ordered = order
.map(layerIndex => { const sprite = sprites[layerIndex]; return { layerIndex, sprite } })
.filter(entry => entry.sprite !== null && entry.sprite !== undefined)
for (const entry of ordered) {
const sprite = entry.sprite as DccFile
const layerDirection = sprite.directions[direction % sprite.directions.length]
const frame = layerDirection?.frames[index]
if (frame === undefined) continue
blit(composed, frame.frame, Math.round(layerDirection!.box.left) - boxLeft, Math.round(layerDirection!.box.top) - boxTop)
}
frames.push(composed)
}
groups.push({ frames })
}
return {
sheet: { groups, width: null },
directions: cof.numberOfDirections,
framesPerDirection: cof.framesPerDirection,
layers: cof.layers.length,
skipped,
members,
notes,
}
}
/**
* The engine's 64-direction space → COF direction tables.
*
* Ported from OpenDiablo2 `d2fileformats/d2cof/cof_dir_lookup.go` (`Dir64ToCof`),
* which reproduces the engine's own lookup: the mapping is **not**
* `floor(dir64 * n / 64)` — it is five literal tables, and they are uneven in
* places (16 directions: `dir64` 0 and 1 → 0, 2..5 → 1, 6..9 → 2, …).
*/
const DIR64_TO_COF: Readonly<Record<number, readonly number[]>> = {
4: [
0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2,
2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3,
3, 3, 3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0,
],
8: [
0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2,
2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4,
4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 6, 6, 6, 6,
6, 6, 6, 6, 7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0,
],
16: [
0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4,
4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7, 8, 8,
8, 8, 9, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 11, 12, 12,
12, 12, 13, 13, 13, 13, 14, 14, 14, 14, 15, 15, 15, 15, 0, 0,
],
32: [
0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8,
8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16,
16, 17, 17, 18, 18, 19, 19, 20, 20, 21, 21, 22, 22, 23, 23, 24,
24, 25, 25, 26, 26, 27, 27, 28, 28, 29, 29, 30, 30, 31, 31, 0,
],
64: Array.from({ length: 64 }, (_, index) => index),
}
/**
* Map a 64-direction space direction to a COF direction, the way the engine does.
*
* @param direction - 0..63.
* @param directions - directions in the COF (4, 8, 16, 32 or 64).
* @returns the COF direction index, 0 when the count is not one the engine uses.
*/
export function dir64ToCof(direction: number, directions: number): number {
const table = DIR64_TO_COF[directions]
if (table === undefined) return 0
const index = ((Math.trunc(direction) % 64) + 64) % 64
return table[index] ?? 0
}
/**
* Map a screen facing to a COF direction.
*
* The page's input is eight screen directions starting north, which in the
* engine's 64-direction space are the eight multiples of 8 — so this is
* {@link dir64ToCof} applied to `facing * 8`. Keeping the conversion in the
* engine's terms means the result stays right if the facing ever gets finer
* (mouse aiming, 16-way input), where the plain "two steps per facing" reading
* would not: with eight facings the two agree, which
* `npm run verify:dcc` checks for every direction count.
*
* @param facing - 0 = north, clockwise, 0..7.
* @param directions - directions in the COF.
* @returns the direction index.
*/
export function facingToDirection(facing: number, directions: number): number {
return dir64ToCof(facing * 8, directions)
}
/** Decode one DCC member, for callers that only need its first frame. */
export async function firstFrameOf(archive: MpqArchive, member: string): Promise<SpriteFrame | undefined> {
const file = archive.find(member)
if (file === undefined) return undefined
const dcc = decodeDcc(await archive.read(file))
return dcc.directions[0]?.frames[0]?.frame
}

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/**
* Combat sandbox: monsters, melee, resources and experience, at the game's tick
* rate.
*
* The module is deliberately free of rendering and input concerns. It advances
* one 25 Hz tick at a time from a small input record and a collision predicate,
* which is what allows the whole system to be simulated headlessly in a test —
* combat that can only be verified by looking at the screen is combat that will
* be broken most of the time.
*
* Numbers come from data tables (see `tables.ts`), never from constants baked
* into the AI: a monster's health, damage, speed and aggro range are its table
* row, so swapping in the real `MonStats.txt` changes behaviour without touching
* code.
*
* What this is *not*: it is not Diablo II's combat model. Real damage involves
* attack rating versus defence, hit recovery, block, resistances, elemental
* damage and per-skill formulas. This is the skeleton those formulas plug into —
* the states, cooldowns, resource pools and event stream are the parts that need
* to exist first, and they are the parts whose shape is independent of the exact
* arithmetic.
*/
import { numberCell, textCell } from './tables.ts'
import type { DataTable } from './tables.ts'
/** Movement request and intent for one tick. */
export interface CombatInput {
/** Normalized movement, screen axes (y grows downward). */
readonly movement: { readonly x: number; readonly y: number }
/** Whether the attack control is held this tick. */
readonly attack: boolean
}
/**
* What the simulation needs from the world it moves in.
*
* The predicate reports *how many* solid sub-tiles a position overlaps rather
* than a yes/no, because movement needs the count: a body that is already
* overlapping something (a bad spawn, a tile that turned solid under it) must
* still be able to walk out, and the rule that allows it is "never make the
* overlap worse". A boolean cannot express that, and a body stuck forever is a
* far worse failure than one that briefly clips a corner.
*/
export interface CombatTerrain {
/**
* Count solid sub-tiles overlapping a body position.
*
* @param x - body centre x.
* @param y - body centre y.
* @returns the overlap count (0 = clear ground).
*/
readonly overlap: (x: number, y: number) => number
}
/** Tuning that is not per-monster. */
export interface CombatOptions {
/** Player walk speed in pixels per second. */
readonly playerSpeed: number
/** Player melee reach in pixels. */
readonly playerReach: number
/** Ticks between player attacks. */
readonly playerCooldownTicks: number
/** Player damage per hit. */
readonly playerDamage: number
/** Mana spent per attack (0 disables the cost). */
readonly playerManaPerAttack: number
/** Ticks before a dead player is restored, at full resources. */
readonly respawnTicks: number
}
/** One monster's immutable numbers, read from a table row. */
export interface MonsterStats {
/** Identifier, as written in the table. */
readonly id: string
/** Display name. */
readonly name: string
/** Maximum health. */
readonly hp: number
/** Damage per hit. */
readonly damage: number
/** Ticks between attacks. */
readonly cooldownTicks: number
/** Reach in pixels. */
readonly reach: number
/** Distance at which the monster notices the player, in pixels. */
readonly aggroRadius: number
/** Speed in pixels per second. */
readonly speed: number
/** Experience awarded on death. */
readonly xp: number
}
/** One monster's mutable state. */
export interface Monster {
/** Stable index, for events and debugging. */
readonly index: number
/** Its table numbers. */
readonly stats: MonsterStats
/** World x. */
x: number
/** World y. */
y: number
/** Current health. */
hp: number
/** Ticks until it may attack again. */
cooldown: number
/** What it is doing. */
state: 'idle' | 'chase' | 'attack' | 'dead'
/** Facing (0 = south, turning west), for the renderer. */
facing: number
/** Ticks left of the hit flash, for the renderer. */
hitFlash: number
/** Ticks left of the death animation. */
corpseTicks: number
}
/** The player's combat-relevant state. */
export interface CombatPlayer {
/** World x. */
x: number
/** World y. */
y: number
/** Current health. */
hp: number
/** Maximum health. */
maxHp: number
/** Current mana. */
mana: number
/** Maximum mana. */
maxMana: number
/** Character level. */
level: number
/** Experience accumulated. */
xp: number
/** Ticks until the next attack. */
cooldown: number
/** Facing (0 = south, turning west). */
facing: number
/** Whether the player is alive. */
alive: boolean
/** Ticks left until respawn while dead. */
respawnIn: number
/** Ticks left of the swing animation, for the renderer. */
swingTicks: number
}
/** Something worth telling the player (and the renderer) about. */
export interface CombatEvent {
/** Event kind. */
readonly kind: 'playerHit' | 'monsterHit' | 'kill' | 'levelUp' | 'playerDeath' | 'respawn' | 'noMana'
/** World x the event happened at. */
readonly x: number
/** World y the event happened at. */
readonly y: number
/** Magnitude (damage), when meaningful. */
readonly amount?: number
/** Text to float above the point, when meaningful. */
readonly text?: string
/** Subject identity (a monster's table id on a kill, for quest counters). */
readonly subjectId?: string
}
/** The whole simulation state. */
export interface CombatWorld {
/**
* The local player, for the single-player scene and every existing caller.
*
* In a networked game this is one of {@link CombatWorld.players}, and which one
* is a *view* decision: the simulation must not depend on it, which is why the
* state digest covers `players` in peer order and never this field.
*
* **Invariant:** this object is the same object as one entry of `players`. A
* world assembled by copying fields — a save being loaded, a snapshot being
* restored — breaks that unless {@link rebindPlayer} is called, and the symptom
* is a world that simulates one body while the screen draws another.
*/
player: CombatPlayer
/**
* Every player in the world, in peer order, index 0 first.
*
* Monsters pick the nearest living entry, so two peers whose worlds hold the
* same players in the same order see the same monsters make the same choices.
*/
players: CombatPlayer[]
/** Every monster, dead ones included until their corpse timer expires. */
monsters: Monster[]
/** Ticks simulated. */
tick: number
/** Events produced during the last tick (cleared each tick). */
events: CombatEvent[]
/** Monsters killed. */
kills: number
}
/** Defaults that keep the sandbox playable when a table is thin. */
const DEFAULTS = {
hp: 20,
damage: 3,
cooldownTicks: 25,
reach: 40,
aggroRadius: 220,
speed: 90,
xp: 10,
} as const
/**
* Read one monster's numbers from a table row.
*
* @param row - the record.
* @param rowIndex - row position, used to build a fallback id.
* @returns the stats.
*/
export function monsterStatsFromRow(row: Readonly<Record<string, string>>, rowIndex: number): MonsterStats {
return {
id: textCell(row, 'Id', `monster${String(rowIndex)}`),
name: textCell(row, 'Name', textCell(row, 'Id', `Monster ${String(rowIndex)}`)),
hp: numberCell(row, 'HP', DEFAULTS.hp),
damage: numberCell(row, 'Damage', DEFAULTS.damage),
cooldownTicks: numberCell(row, 'CooldownTicks', DEFAULTS.cooldownTicks),
reach: numberCell(row, 'Reach', DEFAULTS.reach),
aggroRadius: numberCell(row, 'AggroRadius', DEFAULTS.aggroRadius),
speed: numberCell(row, 'Speed', DEFAULTS.speed),
xp: numberCell(row, 'XP', DEFAULTS.xp),
}
}
/**
* Read every monster definition in a table.
*
* @param table - a `MonStats`-shaped table.
* @returns the definitions.
*/
export function monsterStatsFromTable(table: DataTable): MonsterStats[] {
return table.rows.map((row, index) => monsterStatsFromRow(row, index))
}
/**
* Read the experience required per level.
*
* @param table - an `Experience`-shaped table with a `Level` and an `XP` column.
* @returns required cumulative experience by level, index 1 = level 1.
*/
export function experienceTable(table: DataTable): number[] {
const levels: number[] = [0, 0]
for (const row of table.rows) {
const level = numberCell(row, 'Level', 0)
if (level < 1) continue
levels[level] = numberCell(row, 'XP', 0)
}
for (let level = 2; level < levels.length; level += 1) {
levels[level] = Math.max(levels[level] ?? 0, levels[level - 1] ?? 0)
}
return levels
}
/**
* Create a world with a player at a position.
*
* @param x - player x.
* @param y - player y.
* @param maxHp - starting maximum health.
* @param maxMana - starting maximum mana.
* @returns the world.
*/
export function createWorld(x: number, y: number, maxHp = 60, maxMana = 30): CombatWorld {
const player = createPlayer(x, y, maxHp, maxMana)
return {
player,
players: [player],
monsters: [],
tick: 0,
events: [],
kills: 0,
}
}
/**
* Create one player body.
*
* @param x - x.
* @param y - y.
* @param maxHp - starting maximum health.
* @param maxMana - starting maximum mana.
* @returns the player.
*/
export function createPlayer(x: number, y: number, maxHp = 60, maxMana = 30): CombatPlayer {
return {
x, y, hp: maxHp, maxHp, mana: maxMana, maxMana,
level: 1, xp: 0, cooldown: 0, facing: 0, alive: true, respawnIn: 0, swingTicks: 0,
}
}
/**
* Re-establish the invariant that the local player is in the player list.
*
* The combat tick drives `players` while the scene and the renderer read
* `player`; a world built by spreading one object over another ends up with a
* fresh `player` and the *previous* `players` array, so those two would drift
* apart on the next tick. A loaded save is a single-player world by definition,
* so the list becomes exactly this one player.
*
* @param world - the world to repair (mutated in place).
* @returns the same world.
*/
export function rebindPlayer(world: CombatWorld): CombatWorld {
world.players = [world.player]
return world
}
/**
* Add another player to the world, as a joining peer would.
*
* The new body is appended, so its index is its peer index and every peer agrees
* on the order. Nothing about the joining player is derived from the local view.
*
* @param world - the world.
* @param x - spawn x.
* @param y - spawn y.
* @param maxHp - starting maximum health.
* @param maxMana - starting maximum mana.
* @returns the player that was added.
*/
export function addPlayer(world: CombatWorld, x: number, y: number, maxHp = 60, maxMana = 30): CombatPlayer {
const player = createPlayer(x, y, maxHp, maxMana)
world.players.push(player)
return player
}
/**
* The player a monster should go for: the nearest of this tick's targets.
*
* Nearest rather than "player 0" because a monster that ignores the peer standing
* on top of it reads as broken, and because the choice has to be a pure function
* of the world for two peers to agree.
*
* @param monster - the monster choosing.
* @param targets - the players it may attack.
* @returns the target, or null when there is none.
*/
function nearestTarget(monster: Monster, targets: readonly CombatPlayer[]): CombatPlayer | null {
let best: CombatPlayer | null = null
let bestDistance = Number.POSITIVE_INFINITY
for (const candidate of targets) {
const distance = Math.hypot(candidate.x - monster.x, candidate.y - monster.y)
if (distance < bestDistance) {
bestDistance = distance
best = candidate
}
}
return best
}
/**
* Place monsters around a point, skipping unwalkable spots.
*
* Spawns are rejected rather than nudged: dropping a monster into a wall because
* nothing better was found is how units end up permanently stuck, and the caller
* can see the shortfall in the return value.
*
* @param world - the world to populate.
* @param stats - the definitions to spawn from.
* @param count - how many to spawn.
* @param around - spawn centre.
* @param spread - spawn radius in pixels.
* @param terrain - collision predicate.
* @returns how many were actually placed.
*/
export function spawnMonsters(
world: CombatWorld,
stats: readonly MonsterStats[],
count: number,
around: { readonly x: number; readonly y: number },
spread: number,
terrain: CombatTerrain,
): number {
if (stats.length === 0) return 0
let placed = 0
let attempt = 0
while (placed < count && attempt < count * 24) {
attempt += 1
// A deterministic spiral keeps spawns reproducible, which is what makes a
// failing test repeatable.
const angle = attempt * 2.399963
const radius = spread * Math.sqrt(attempt / (count * 24))
const x = around.x + Math.cos(angle) * radius
const y = around.y + Math.sin(angle) * radius
if (terrain.overlap(x, y) > 0) continue
const definition = stats[placed % stats.length]!
world.monsters.push({
index: world.monsters.length,
stats: definition,
x, y,
hp: definition.hp,
cooldown: 0,
state: 'idle',
facing: 0,
hitFlash: 0,
corpseTicks: 0,
})
placed += 1
}
return placed
}
/**
* Direction index (0 = south, turning west) for a vector.
*
* @param dx - horizontal component.
* @param dy - vertical component.
* @returns the facing.
*/
function facingOf(dx: number, dy: number): number {
const sx = Math.sign(dx)
const sy = Math.sign(dy)
if (sx === 0 && sy === 0) return 0
if (sx === 0) return sy > 0 ? 0 : 4
if (sy === 0) return sx > 0 ? 6 : 2
if (sx < 0) return sy > 0 ? 1 : 3
return sy > 0 ? 7 : 5
}
/**
* Move a body one tick, sliding along blocked axes.
*
* @param from - current position.
* @param dx - desired delta x.
* @param dy - desired delta y.
* @param terrain - collision predicate.
* @returns the new position.
*/
function moveWithCollision(
from: { readonly x: number; readonly y: number },
dx: number,
dy: number,
terrain: CombatTerrain,
): { x: number; y: number } {
let { x, y } = from
const current = terrain.overlap(x, y)
// Axis-separated: a blocked axis stops while the other slides along the wall.
if (dx !== 0 && terrain.overlap(x + dx, y) <= current) x += dx
if (dy !== 0 && terrain.overlap(x, y + dy) <= current) y += dy
return { x, y }
}
/**
* Apply damage to one monster from any source (a melee swing, a projectile).
*
* Kill handling lives here rather than at each call site so experience, the kill
* counter, the corpse timer and the event stream behave identically however the
* damage arrived — which is the difference between "the skill works" and "the
* skill works but kills do not count".
*
* @param world - the world.
* @param monsterIndex - which monster.
* @param amount - damage to apply.
* @param attacker - who dealt it; the killer is credited with the experience.
* Defaults to the local player, which is what a single-player caller means.
* @returns true when this damage killed it.
*/
export function damageMonster(world: CombatWorld, monsterIndex: number, amount: number, attacker: CombatPlayer = world.player): boolean {
const monster = world.monsters[monsterIndex]
if (monster === undefined || monster.state === 'dead') return false
monster.hp -= amount
monster.hitFlash = 4
world.events.push({ kind: 'monsterHit', x: monster.x, y: monster.y, amount })
if (monster.hp > 0) return false
monster.state = 'dead'
monster.corpseTicks = 100
world.kills += 1
world.events.push({ kind: 'kill', x: monster.x, y: monster.y, text: monster.stats.name, subjectId: monster.stats.id })
attacker.xp += monster.stats.xp
return true
}
/**
* Advance the simulation one tick for one player.
*
* @param world - the world to advance (mutated in place).
* @param input - this tick's movement and attack intent.
* @param options - non-per-monster tuning.
* @param terrain - collision predicate.
* @param xpTable - cumulative experience required per level, index 1 = level 1.
*/
export function tickCombat(
world: CombatWorld,
input: CombatInput,
options: CombatOptions,
terrain: CombatTerrain,
xpTable: readonly number[],
): void {
tickCombatMulti(world, [input], options, terrain, xpTable)
}
/**
* Advance the simulation one tick for several players at once.
*
* One tick, not one per player: the tick counter, the event stream and the
* monster turn all happen once, while every player's own input is applied before
* the monsters act. Calling {@link tickCombat} once per player instead would run
* the monsters twice in a tick and desync two peers against each other.
*
* `inputs[i]` drives `players[i]`. A peer with no input this tick simply does not
* act — it does not fall back to someone else's controls.
*
* @param world - the world to advance (mutated in place).
* @param inputs - one input per player, in peer order.
* @param options - non-per-monster tuning.
* @param terrain - collision predicate.
* @param xpTable - cumulative experience required per level, index 1 = level 1.
*/
export function tickCombatMulti(
world: CombatWorld,
inputs: readonly CombatInput[],
options: CombatOptions,
terrain: CombatTerrain,
xpTable: readonly number[],
): void {
world.tick += 1
world.events = []
// Who the monsters may attack is decided at the *start* of the tick. A player
// who comes back to life during this tick is therefore safe in it, and a world
// with nobody alive gives the monsters nothing to do: their cooldowns and the
// corpses hold still rather than running down against a player who cannot
// answer. Both rules exist to keep death and respawn reading the way they do in
// single player — you die, the world waits, you come back with a moment to move.
const targets = world.players.filter(player => player.alive)
for (let index = 0; index < inputs.length; index += 1) {
const player = world.players[index]
if (player === undefined) continue
tickPlayer(world, player, inputs[index]!, options, terrain, xpTable)
}
if (targets.length > 0) tickMonsters(world, options, terrain, targets)
}
/**
* Apply one player's turn: respawn, movement, attack.
*
* @param world - the world.
* @param player - the player acting.
* @param input - its input.
* @param options - non-per-monster tuning.
* @param terrain - collision predicate.
* @param xpTable - cumulative experience required per level.
*/
function tickPlayer(
world: CombatWorld,
player: CombatPlayer,
input: CombatInput,
options: CombatOptions,
terrain: CombatTerrain,
xpTable: readonly number[],
): void {
if (!player.alive) {
player.respawnIn -= 1
if (player.respawnIn <= 0) {
player.alive = true
player.hp = player.maxHp
player.mana = player.maxMana
world.events.push({ kind: 'respawn', x: player.x, y: player.y })
}
return
}
if (player.cooldown > 0) player.cooldown -= 1
if (player.swingTicks > 0) player.swingTicks -= 1
// Movement first, so an attack this tick happens from where the player ended up.
const speed = options.playerSpeed / 25
const moved = moveWithCollision(player, input.movement.x * speed, input.movement.y * speed, terrain)
player.x = moved.x
player.y = moved.y
if (input.movement.x !== 0 || input.movement.y !== 0) {
player.facing = facingOf(input.movement.x, input.movement.y)
}
// Player melee: nearest living monster in reach, if the attack is ready.
if (input.attack && player.cooldown === 0) {
const cost = options.playerManaPerAttack
if (cost > 0 && player.mana < cost) {
world.events.push({ kind: 'noMana', x: player.x, y: player.y, text: 'no mana' })
} else {
player.mana = Math.max(0, player.mana - cost)
player.cooldown = options.playerCooldownTicks
player.swingTicks = Math.max(1, Math.floor(options.playerCooldownTicks / 2))
let target: Monster | null = null
let bestDistance = Number.POSITIVE_INFINITY
for (const monster of world.monsters) {
if (monster.state === 'dead') continue
const distance = Math.hypot(monster.x - player.x, monster.y - player.y)
if (distance <= options.playerReach && distance < bestDistance) {
bestDistance = distance
target = monster
}
}
if (target === null) {
world.events.push({ kind: 'playerHit', x: player.x, y: player.y, amount: 0, text: 'whiff' })
} else {
player.facing = facingOf(target.x - player.x, target.y - player.y)
target.hp -= options.playerDamage
target.hitFlash = 4
world.events.push({ kind: 'monsterHit', x: target.x, y: target.y, amount: options.playerDamage })
if (target.hp <= 0) {
target.state = 'dead'
target.corpseTicks = 100
world.kills += 1
world.events.push({ kind: 'kill', x: target.x, y: target.y, text: target.stats.name, subjectId: target.stats.id })
player.xp += target.stats.xp
// Level up while the threshold is crossed; the table is cumulative.
while (player.level + 1 < xpTable.length && player.xp >= (xpTable[player.level + 1] ?? Number.POSITIVE_INFINITY)) {
player.level += 1
player.maxHp += 10
player.maxMana += 5
player.hp = player.maxHp
player.mana = player.maxMana
world.events.push({ kind: 'levelUp', x: player.x, y: player.y, text: `level ${String(player.level)}` })
}
}
}
}
}
}
/**
* The monsters' turn: notice, close in, strike. Corpses decay.
*
* @param world - the world.
* @param options - non-per-monster tuning.
* @param terrain - collision predicate.
* @param targets - the players that were alive when the tick began.
*/
function tickMonsters(world: CombatWorld, options: CombatOptions, terrain: CombatTerrain, targets: readonly CombatPlayer[]): void {
for (const monster of world.monsters) {
if (monster.state === 'dead') {
if (monster.corpseTicks > 0) monster.corpseTicks -= 1
continue
}
if (monster.hitFlash > 0) monster.hitFlash -= 1
if (monster.cooldown > 0) monster.cooldown -= 1
const player = nearestTarget(monster, targets)
if (player === null) {
monster.state = 'idle'
continue
}
const dx = player.x - monster.x
const dy = player.y - monster.y
const distance = Math.hypot(dx, dy)
if (distance > monster.stats.aggroRadius) {
monster.state = 'idle'
continue
}
monster.facing = facingOf(dx, dy)
if (distance <= monster.stats.reach) {
monster.state = 'attack'
if (monster.cooldown === 0) {
monster.cooldown = monster.stats.cooldownTicks
player.hp -= monster.stats.damage
world.events.push({ kind: 'playerHit', x: player.x, y: player.y, amount: monster.stats.damage })
if (player.hp <= 0) {
player.hp = 0
player.alive = false
player.respawnIn = options.respawnTicks
world.events.push({ kind: 'playerDeath', x: player.x, y: player.y, text: 'you died' })
}
}
continue
}
monster.state = 'chase'
const step = monster.stats.speed / 25
const movedMonster = moveWithCollision(monster, (dx / distance) * step, (dy / distance) * step, terrain)
monster.x = movedMonster.x
monster.y = movedMonster.y
}
}

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/**
* Diablo II's own map projection: a DS1 level plus the DT1 libraries it
* references, composited into something renderable and walkable.
*
* This is deliberately *not* `map.ts`. That module places one library on a
* rectangular grid, which is what the synthetic fixtures look like. Real Diablo
* II levels use an isometric lattice, and the difference is not cosmetic:
*
* 1. **Cells are diamonds.** A cell at `(cx, cy)` sits at
* `((cx - cy) * 80, (cx + cy) * 40)` — the projection OpenDiablo2's viewport
* calls `WorldToOrtho`. The 5×5 collision grid inside a cell is therefore
* 16×8 per sub-tile, not 32×32.
* 2. **A DS1 cell's `style` picks the library, not the tile.** Style indexes the
* level type's `File 1..File 32` list (`LvlTypes.txt`), and each DT1 in that
* list numbers its own tiles by `sequence` — so a lookup keyed on
* `style:sequence` inside one merged library (what `map.ts` does) finds
* nothing as soon as a level uses more than one library.
* 3. **Empty slots are explicit.** A cell carries a fixed number of wall slots
* and most of them are placeholders: in Act 1's town, 4275 of 4674 wall
* entries have `prop1 == 0`. Drawing them paints garbage, which is why the
* reference renderer tests `prop1 != 0`.
* 4. **Walls hang above their cell.** A wall's art starts at a negative block
* `y` and is shifted down by `-minBlockY` when decoded, so it must be drawn
* at `cell + minBlockY + 80`; floors ignore that term entirely.
*/
import type { Ds1 } from '../formats/ds1.ts'
import type { Dt1, Dt1Tile } from '../formats/dt1.ts'
import type { SpriteFrame, SpriteSheet } from '../formats/sprite.ts'
import { SUB_TILES_PER_TILE } from './map.ts'
/** Cell width in screen pixels (the isometric diamond's width). */
export const ORTHO_CELL_WIDTH = 80
/** Cell height in screen pixels (half the diamond's width: a 2:1 projection). */
export const ORTHO_CELL_HEIGHT = 40
/** Sub-tile width in screen pixels. */
export const ORTHO_SUB_TILE_WIDTH = ORTHO_CELL_WIDTH / SUB_TILES_PER_TILE
/** Sub-tile height in screen pixels. */
export const ORTHO_SUB_TILE_HEIGHT = ORTHO_CELL_HEIGHT / SUB_TILES_PER_TILE
/** Horizontal shift applied to every tile bitmap (half a cell). */
const TILE_ANCHOR_X = -80
/** Vertical shift added to walls: the tail of `YAdjust = minBlockY + 80`. */
const WALL_SURFACE_HEIGHT = 80
/**
* DT1 `type` of a shadow tile.
*
* The engine asks for the shadow art with this type (`d2maprenderer/renderer.go`
* `getImageCacheRecord(style, sequence, 13, ...)`), so a DS1 shadow layer's
* reference is resolved against type 13 tiles, not against floors or walls.
*/
const SHADOW_TILE_TYPE = 13
/**
* DT1 `type` of a floor tile.
*
* DS1 floor records carry no type field; the engine resolves them as DT1 type 0
* (`d2mapstamp/stamp.go` asks for `TileData(style, sequence, 0)`), and it is the
* only type a floor slot may draw.
*/
const FLOOR_TILE_TYPE = 0
/**
* DS1 wall type of a roof tile.
*
* OpenDiablo2's tile-type enum puts `TileRoof` at 15 (`d2enum/tile.go`), and the
* engine draws roofs in a pass of their own, last of all, with a different
* vertical offset: `YAdjust = -roofHeight` instead of `minBlockY + 80`
* (`d2maprenderer/tile_cache.go`). A roof therefore has to stay out of the wall
* painter order and out of the wall offset rule.
*/
const ROOF_WALL_TYPE = 15
/** One tile to draw, in screen pixels. */
export interface IsoDraw {
/** Index into {@link IsoMapScene.frames}. */
readonly frameIndex: number
/** Screen x of the bitmap's left edge, origin applied. */
readonly x: number
/** Screen y of the bitmap's top edge, origin applied. */
readonly y: number
/** Cell coordinates, for depth sorting and entity insertion. */
readonly cellX: number
readonly cellY: number
/** Library index this tile came from, for diagnostics. */
readonly library: number
/** The library's tile index, for diagnostics. */
readonly tile: number
}
/** A renderable, walkable Diablo II level. */
export interface IsoMapScene {
/** One frame per distinct tile this level actually uses. */
readonly frames: readonly SpriteFrame[]
/** The same frames as a sheet, ready for the atlas packer. */
readonly sheet: SpriteSheet
/** Cells horizontally. */
readonly cellsX: number
/** Cells vertically. */
readonly cellsY: number
/** Scene width in pixels, origin applied. */
readonly widthPx: number
/** Scene height in pixels, origin applied. */
readonly heightPx: number
/** Screen x added to every coordinate so the minimum is 0. */
readonly originX: number
/** Screen y added to every coordinate so the minimum is 0. */
readonly originY: number
/** Floor draws, in cell order. */
readonly floors: readonly IsoDraw[]
/** Wall draws, in painter's order (isometric depth). */
readonly walls: readonly IsoDraw[]
/**
* Roof draws, in painter's order.
*
* The engine paints roofs in a pass of their own, after everything else
* (`d2maprenderer/renderer.go` pass 4), so they must not be mixed into
* {@link IsoMapScene.walls}: a roof covers the floor, the walls *and* whatever
* walks under it.
*/
readonly roofs: readonly IsoDraw[]
/** Collision grid, row-major, 1 = blocked, 5×5 per cell. */
readonly blocked: Uint8Array
/** Collision grid width in sub-tiles. */
readonly gridWidth: number
/** Collision grid height in sub-tiles. */
readonly gridHeight: number
/** References that resolved to no tile (missing library or sequence). */
readonly missingTiles: number
/**
* The unresolved references themselves, capped for display.
*
* Diablo II's DS1 files contain a few slots that reference nothing in any
* library — Act 2's town has one wall at `style 30`, a style no Act 2 library
* defines. The game draws nothing for those, so the count is reported rather
* than treated as a decoding failure; a real chain break shows up as hundreds
* of them, which is why the caller can still threshold on the count.
*/
readonly missingRefs: readonly string[]
/**
* Wall references whose art needed a taller bitmap than the tile's declared
* height (an expected quirk of real libraries, not an error).
*/
readonly clippedTiles: number
/** References that several libraries could satisfy (first library wins). */
readonly duplicateRefs: number
/**
* Sub-tiles that became blocked **only** because a shadow layer blocked them.
*
* The engine unions the sub-tile flags of every layer of a cell before reading
* walkability, and shadows are a layer of their own (`type 13`). If this is ever
* non-zero, dropping shadows from the union would have changed the map.
*/
readonly shadowBlockedSubtiles: number
/**
* References that only the type-agnostic fallback could satisfy.
*
* Should be 0: a non-zero value means a reference drew a tile of the wrong
* *type* (a wall where a floor belongs), which is exactly the defect
* `npm run verify:tiles` exists to catch.
*/
readonly looseRefs: number
}
/**
* Composite a library tile's blocks into one indexed bitmap.
*
* The bitmap is the size Diablo II allocates for the tile: `width` by
* `|height|`. Blocks were already shifted into that box by the decoder.
*
* @param tile - the library tile.
* @returns the frame.
*/
function tileToFrame(tile: Dt1Tile): SpriteFrame {
const width = Math.max(tile.width, 1)
const height = Math.max(tile.bitmapHeight, 1)
const indices = new Uint8Array(width * height)
const mask = new Uint8Array(width * height)
for (const block of tile.blocks) {
for (let at = 0; at < indices.length && at < block.pixels.length; at += 1) {
const value = block.pixels[at]!
if (value === 0) continue
indices[at] = value
mask[at] = 1
}
}
return { width, height, indices, mask }
}
/** One tile of the merged pool. */
interface PoolTile {
readonly library: number
readonly tile: number
/** Variant weight (`Dt1Tile.rarityFrameIndex`) used when picking per cell. */
readonly weight: number
}
/** The merged pool a DS1's references are resolved against. */
interface TilePool {
readonly exact: Map<string, PoolTile[]>
readonly loose: Map<string, PoolTile[]>
/** References that more than one tile could satisfy (the random variants). */
duplicates: number
}
/**
* Merge every library of a level into one lookup pool.
*
* The key insight — and the one that a single-library reader gets wrong — is
* that a DS1 cell's `style` matches the **tile's own `style` field inside a
* DT1**, not the position of the DT1 in the level type's file list. Act 1's
* `River.dt1` holds tiles with internal styles 2 and 3 while `Fence.dt1` holds
* only style 0, so treating `style` as a library index looks plausible (it
* resolves most of the town) and then misses every reference the real styles
* would have caught.
*
* @param libraries - the level type's libraries, in file-list order.
* @returns the pool.
*/
function mergeLibraries(libraries: readonly Dt1[]): TilePool {
const exact = new Map<string, PoolTile[]>()
const loose = new Map<string, PoolTile[]>()
let duplicates = 0
const push = (map: Map<string, PoolTile[]>, key: string, entry: PoolTile, countDuplicate: boolean): void => {
const bucket = map.get(key)
if (bucket === undefined) { map.set(key, [entry]); return }
if (countDuplicate) duplicates += 1
bucket.push(entry)
}
libraries.forEach((library, libraryIndex) => {
library.tiles.forEach((tile, tileIndex) => {
const entry = { library: libraryIndex, tile: tileIndex, weight: tile.rarityFrameIndex }
// The third component is the DS1 wall `type` and it matches the DT1 tile's
// **`Type` field at offset +20**, not its `Direction` field at +0. `Direction`
// is the orientation/variant index (1..5 in practice) and never equals the
// semantic types (14 tree, 15 roof, ...); keying on it sent every roof/tree
// reference through the loose fallback, which drew a floor tile where a tent
// canopy belonged. Multiple tiles can share style:sequence:type — those are
// the real variants `pickVariant` draws among.
push(exact, `${String(tile.style)}:${String(tile.sequence)}:${String(tile.type)}`, entry, true)
push(loose, `${String(tile.style)}:${String(tile.sequence)}`, entry, false)
})
})
return { exact, loose, duplicates }
}
/**
* Pick one variant out of a `style:sequence` group, the way the engine does.
*
* A DT1 ships several tiles for the same `style`/`sequence` (different grass
* patches, stone patterns, torch variants), and the engine chooses **per cell**
* with a weighted random draw whose weight is the tile's `RarityFrameIndex`,
* seeded from the map seed and the cell's own `x`/`y`. This is the port of
* OpenDiablo2's `getRandomTile` (`d2mapengine/map_tile.go`):
*
* tileSeed = (seed + x) * y; tileSeed ^= tileSeed << 13; ^= >> 17; ^= << 5
* random = tileSeed % Σ weight; first tile whose running sum >= random wins
*
* The seed is a per-level constant (the DS1 member name hashed) rather than a
* random game seed, so the offline bake and the in-browser decode pick the *same*
* variant — that is what keeps `verify:packs` a byte comparison.
*
* @param candidates - the group, in library/file order.
* @param cellX - cell x, the way the engine seeds it.
* @param cellY - cell y.
* @param seed - per-level seed.
* @returns the chosen tile, or undefined for an empty group.
*/
function pickVariant(
candidates: readonly PoolTile[] | undefined,
cellX: number,
cellY: number,
seed: number,
): PoolTile | undefined {
if (candidates === undefined || candidates.length === 0) return undefined
if (candidates.length === 1) return candidates[0]
let state = (BigInt(seed >>> 0) + BigInt(cellX >>> 0)) * BigInt(cellY >>> 0)
const mask = (1n << 64n) - 1n
state &= mask
state = (state ^ (state << 13n)) & mask
state = (state ^ (state >> 17n)) & mask
state = (state ^ (state << 5n)) & mask
let total = 0
for (const candidate of candidates) total += Math.max(0, candidate.weight | 0)
if (total === 0) return candidates[0]
const roll = Number(state % BigInt(total))
let running = 0
for (const candidate of candidates) {
running += Math.max(0, candidate.weight | 0)
if (running > roll) return candidate
}
return candidates[candidates.length - 1]
}
/**
* Resolve a DS1 reference against the pool.
*
* @param pool - the merged pool.
* @param style - DS1 style field.
* @param sequence - DS1 sequence field.
* @param type - DS1 wall type (the third field of the reference).
* @returns the pool tile, or undefined when nothing matches.
*/
function resolveExactType(
pool: TilePool,
style: number,
sequence: number,
type: number,
cellX: number,
cellY: number,
seed: number,
): PoolTile | undefined {
return pickVariant(pool.exact.get(`${String(style)}:${String(sequence)}:${String(type)}`), cellX, cellY, seed)
}
/**
* Resolve a DS1 reference against the pool.
*
* @param pool - the merged pool.
* @param style - DS1 style field.
* @param sequence - DS1 sequence field.
* @param type - DS1 wall type (the third field of the reference), or null for floors.
* @returns the pool tile, or undefined when nothing matches.
*/
function resolveWithSource(
pool: TilePool,
style: number,
sequence: number,
type: number,
cellX: number,
cellY: number,
seed: number,
): { tile: PoolTile | undefined; viaLoose: boolean } {
const key = `${String(style)}:${String(sequence)}`
const exact = pickVariant(pool.exact.get(`${key}:${String(type)}`), cellX, cellY, seed)
if (exact !== undefined) return { tile: exact, viaLoose: false }
return { tile: pickVariant(pool.loose.get(key), cellX, cellY, seed), viaLoose: true }
}
/**
* The per-level variant seed for {@link buildIsoMapScene}.
*
* Derived from the DS1 member name so it is stable across processes: the packer
* hashes the name it read out of the archives, and the browser hashes the name it
* is about to fetch, so both draw the same tile variants.
*
* @param name - the DS1 member name, e.g. `data\global\tiles\Act1\Town\townN1.ds1`.
* @returns a 32-bit seed.
*/
export function levelSeed(name: string): number {
let hash = 0x811c9dc5
for (let index = 0; index < name.length; index += 1) {
hash ^= name.charCodeAt(index)
hash = Math.imul(hash, 0x01000193) >>> 0
}
return hash >>> 0
}
/**
* Build the renderable scene.
*
* @param level - the decoded DS1.
* @param libraries - the level type's DT1 libraries, in `File 1..N` order, so a
* cell's `style` can index straight into it.
* @param seed - per-level seed for the per-cell tile variant draw. Both the
* offline bake and the in-browser decode must pass the same value (the packer
* uses {@link levelSeed}); 0 keeps the old deterministic first-variant result.
* @returns the scene.
*/
export function buildIsoMapScene(level: Ds1, libraries: readonly Dt1[], seed = 0): IsoMapScene {
const pool = mergeLibraries(libraries)
const frames: SpriteFrame[] = []
/** `library:tile` → frame index, so repeated references share one frame. */
const frameOfTile = new Map<string, number>()
const frameFor = (libraryIndex: number, tileIndex: number): number => {
const key = `${String(libraryIndex)}:${String(tileIndex)}`
const existing = frameOfTile.get(key)
if (existing !== undefined) return existing
const index = frames.length
frames.push(tileToFrame(libraries[libraryIndex]!.tiles[tileIndex]!))
frameOfTile.set(key, index)
return index
}
const cellsX = level.width
const cellsY = level.height
const gridWidth = cellsX * SUB_TILES_PER_TILE
const gridHeight = cellsY * SUB_TILES_PER_TILE
const blocked = new Uint8Array(gridWidth * gridHeight)
const rawFloors: { frameIndex: number; x: number; y: number; cellX: number; cellY: number; library: number; tile: number }[] = []
const rawWalls: typeof rawFloors = []
/** Roof draws (`wall.type` 15): kept apart so they can be painted last. */
const rawRoofs: typeof rawFloors = []
let missingTiles = 0
let clippedTiles = 0
const missingRefs: string[] = []
const noteMissing = (kind: string, style: number, sequence: number, direction: number | null, cellX: number, cellY: number): void => {
missingTiles += 1
if (missingRefs.length < 20) {
const dirText = direction === null ? '' : `:${String(direction)}`
missingRefs.push(`${kind} style=${String(style)} sequence=${String(sequence)}${dirText} @cell(${String(cellX)},${String(cellY)})`)
}
}
// The engine ORs the sub-tile flags of *every* layer of a cell (floor, wall,
// shadow) and then reads walkability off the combined flags — OpenDiablo2's
// `SubTileFlags.Combine` is a plain `||` of every bit (`d2dt1/subtile.go`).
// Stamping each layer into the same grid is the same union for walkability, but
// shadows must be included: they are a distinct DS1 layer (`type 13` tiles) and
// skipping them would silently drop blocking sub-tiles.
let shadowBlocked = 0
let looseRefs = 0
const stamp = (cellX: number, cellY: number, tile: Dt1Tile): void => {
for (let subY = 0; subY < SUB_TILES_PER_TILE; subY += 1) {
for (let subX = 0; subX < SUB_TILES_PER_TILE; subX += 1) {
const flags = tile.subTileFlags[subY * SUB_TILES_PER_TILE + subX]
if (flags === undefined || (!flags.blockWalk && !flags.blockPlayerWalk)) continue
const gx = cellX * SUB_TILES_PER_TILE + subX
const gy = cellY * SUB_TILES_PER_TILE + subY
if (gx < 0 || gx >= gridWidth || gy < 0 || gy >= gridHeight) continue
blocked[gy * gridWidth + gx] = 1
}
}
}
for (let cellY = 0; cellY < cellsY; cellY += 1) {
for (let cellX = 0; cellX < cellsX; cellX += 1) {
const cell = level.cells[cellY]?.[cellX]
if (cell === undefined) continue
const orthoX = (cellX - cellY) * ORTHO_CELL_WIDTH
const orthoY = (cellX + cellY) * ORTHO_CELL_HEIGHT
for (const floor of cell.floors) {
// A zero `prop1` marks an unused slot, which most wall slots are.
if (floor.hidden || floor.prop1 === 0) continue
// A DS1 floor record has no `type` field: the engine reads it as DT1
// **type 0**. Passing `null` here (before this fix) sent every floor through
// the type-agnostic fallback, whose pool mixes floors, walls, pillars,
// shadows, trees and roofs — so a weighted-random draw could put a dark wall
// tile in a floor slot, drawn with the floor's offset (no `minBlockY + 80`),
// which is the "misplaced black block on the ground" defect.
const picked = resolveWithSource(pool, floor.style, floor.sequence, FLOOR_TILE_TYPE, cellX, cellY, seed)
if (picked.viaLoose) looseRefs += 1
const found = picked.tile
if (found === undefined) { noteMissing('floor', floor.style, floor.sequence, FLOOR_TILE_TYPE, cellX, cellY); continue }
const tile = libraries[found.library]!.tiles[found.tile]!
rawFloors.push({
frameIndex: frameFor(found.library, found.tile),
x: orthoX + TILE_ANCHOR_X,
y: orthoY,
cellX, cellY, library: found.library, tile: found.tile,
})
stamp(cellX, cellY, tile)
}
// Shadows are a collision-only layer here: they are resolved exactly like the
// engine resolves them (`type 13`) and folded into the grid, but nothing is
// drawn from them.
for (const shadow of cell.shadows) {
if (shadow.prop1 === 0) continue
// Shadows must come from a **type 13** tile specifically: the loose
// fallback ignores the type field and would happily return a wall tile,
// stamping its blocking flags as if they were a shadow's.
const found = resolveExactType(pool, shadow.style, shadow.sequence, SHADOW_TILE_TYPE, cellX, cellY, seed)
if (found === undefined) continue
const tile = libraries[found.library]!.tiles[found.tile]!
for (let sub = 0; sub < SUB_TILES_PER_TILE * SUB_TILES_PER_TILE; sub += 1) {
const flags = tile.subTileFlags[sub]
if (flags === undefined || (!flags.blockWalk && !flags.blockPlayerWalk)) continue
const gx = cellX * SUB_TILES_PER_TILE + (sub % SUB_TILES_PER_TILE)
const gy = cellY * SUB_TILES_PER_TILE + Math.floor(sub / SUB_TILES_PER_TILE)
if (gx < 0 || gx >= gridWidth || gy < 0 || gy >= gridHeight) continue
if (blocked[gy * gridWidth + gx] === 0) shadowBlocked += 1
blocked[gy * gridWidth + gx] = 1
}
}
for (const wall of cell.walls) {
if (wall.hidden || wall.prop1 === 0) continue
const pickedWall = resolveWithSource(pool, wall.style, wall.sequence, wall.type, cellX, cellY, seed)
if (pickedWall.viaLoose) looseRefs += 1
const found = pickedWall.tile
if (found === undefined) { noteMissing('wall', wall.style, wall.sequence, wall.type, cellX, cellY); continue }
const tile = libraries[found.library]!.tiles[found.tile]!
if (tile.bitmapHeight > Math.abs(tile.height)) clippedTiles += 1
const draw = {
frameIndex: frameFor(found.library, found.tile),
x: orthoX + TILE_ANCHOR_X,
// A wall's art extends above its cell, so it is pushed back down by
// exactly the block shift the decoder applied, plus one cell height.
y: orthoY + tile.minBlockY + WALL_SURFACE_HEIGHT,
cellX, cellY, library: found.library, tile: found.tile,
}
if (wall.type === ROOF_WALL_TYPE) {
// Roofs use the engine's own roof offset and are painted after
// everything else, so they leave the wall painter order entirely.
rawRoofs.push({ ...draw, y: orthoY - tile.roofHeight })
} else {
rawWalls.push(draw)
}
stamp(cellX, cellY, tile)
}
}
}
// Isometric painter's order: depth grows along the diagonal, so walls sort by
// (cellX + cellY) and then row, which keeps a nearer wall in front of the one
// behind it without any depth buffer.
rawWalls.sort((a, b) => (a.cellY + a.cellX) - (b.cellY + b.cellX) || a.cellY - b.cellY || a.x - b.x)
rawRoofs.sort((a, b) => (a.cellY + a.cellX) - (b.cellY + b.cellX) || a.cellY - b.cellY || a.x - b.x)
// Shift everything positive: `(cellX - cellY)` is negative on half the map.
let minX = 0
let minY = 0
let maxX = 0
let maxY = 0
for (const draw of [...rawFloors, ...rawWalls, ...rawRoofs]) {
const frame = frames[draw.frameIndex]!
minX = Math.min(minX, draw.x)
minY = Math.min(minY, draw.y)
maxX = Math.max(maxX, draw.x + frame.width)
maxY = Math.max(maxY, draw.y + frame.height)
}
const originX = -minX
const originY = -minY
const shift = (draw: (typeof rawFloors)[number]): IsoDraw => ({ ...draw, x: draw.x + originX, y: draw.y + originY })
return {
frames,
sheet: { groups: [{ frames }], width: null },
cellsX,
cellsY,
widthPx: maxX - minX,
heightPx: maxY - minY,
originX,
originY,
floors: rawFloors.map(shift),
walls: rawWalls.map(shift),
roofs: rawRoofs.map(shift),
blocked,
gridWidth,
gridHeight,
missingTiles,
missingRefs,
clippedTiles,
shadowBlockedSubtiles: shadowBlocked,
looseRefs,
duplicateRefs: pool.duplicates,
}
}
/**
* The parts of a scene that collision and projection need.
*
* A packed map and a freshly decoded one share these fields but not their
* storage (one has an atlas, the other PNG pages), so the helpers below ask for
* this shape instead of the whole scene.
*/
export interface CollisionGrid {
/** Screen x added to every coordinate so the minimum is 0. */
readonly originX: number
/** Screen y added to every coordinate so the minimum is 0. */
readonly originY: number
/** Cells horizontally. */
readonly cellsX: number
/** Cells vertically. */
readonly cellsY: number
/** Collision grid, 1 = blocked. */
readonly blocked: Uint8Array
/** Collision grid width in sub-tiles. */
readonly gridWidth: number
}
/**
* The cell containing a scene-space point.
*
* Inverts the isometric projection: `cx = (x/80 + y/40) / 2`, `cy = (y/40 -
* x/80) / 2`.
*
* @param scene - the scene.
* @param x - scene-space x.
* @param y - scene-space y.
* @returns cell coordinates, unrounded.
*/
export function cellAt(scene: CollisionGrid, x: number, y: number): { x: number; y: number } {
const px = x - scene.originX
const py = y - scene.originY
return {
x: (px / ORTHO_CELL_WIDTH + py / ORTHO_CELL_HEIGHT) / 2,
y: (py / ORTHO_CELL_HEIGHT - px / ORTHO_CELL_WIDTH) / 2,
}
}
/**
* Whether a scene-space point lies on a blocked sub-tile.
*
* @param scene - the scene.
* @param x - scene-space x.
* @param y - scene-space y.
* @returns true when walking is blocked there.
*/
export function isBlockedAt(scene: CollisionGrid, x: number, y: number): boolean {
const cell = cellAt(scene, x, y)
const cellX = Math.floor(cell.x)
const cellY = Math.floor(cell.y)
if (cellX < 0 || cellY < 0 || cellX >= scene.cellsX || cellY >= scene.cellsY) return true
const subX = Math.floor((cell.x - cellX) * SUB_TILES_PER_TILE)
const subY = Math.floor((cell.y - cellY) * SUB_TILES_PER_TILE)
const gx = cellX * SUB_TILES_PER_TILE + Math.min(subX, SUB_TILES_PER_TILE - 1)
const gy = cellY * SUB_TILES_PER_TILE + Math.min(subY, SUB_TILES_PER_TILE - 1)
return scene.blocked[gy * scene.gridWidth + gx] === 1
}
/**
* Scene-space centre of a cell.
*
* @param scene - the scene.
* @param cellX - cell column.
* @param cellY - cell row.
* @returns the centre point.
*/
export function cellCentre(scene: CollisionGrid, cellX: number, cellY: number): { x: number; y: number } {
return {
x: (cellX - cellY) * ORTHO_CELL_WIDTH + scene.originX,
y: (cellX + cellY) * ORTHO_CELL_HEIGHT + scene.originY + ORTHO_CELL_HEIGHT / 2,
}
}
/**
* Find a walkable spawn near the middle of the map.
*
* @param scene - the scene.
* @returns a scene-space point, or null when nothing is walkable.
*/
export function findIsoSpawn(scene: CollisionGrid & { cellsX: number; cellsY: number }): { x: number; y: number } | null {
const centreX = Math.floor(scene.cellsX / 2)
const centreY = Math.floor(scene.cellsY / 2)
for (let radius = 0; radius < Math.max(scene.cellsX, scene.cellsY); radius += 1) {
for (let dy = -radius; dy <= radius; dy += 1) {
for (let dx = -radius; dx <= radius; dx += 1) {
if (Math.max(Math.abs(dx), Math.abs(dy)) !== radius) continue
const cellX = centreX + dx
const cellY = centreY + dy
if (cellX < 0 || cellY < 0 || cellX >= scene.cellsX || cellY >= scene.cellsY) continue
const point = cellCentre(scene, cellX, cellY)
if (!isBlockedAt(scene, point.x, point.y)) return point
}
}
}
return null
}

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/**
* Items: bases, affixes, inventory and drops.
*
* This is the M3 skeleton, and its shape follows how Diablo II actually stores
* items: an item is a *base* (`weapons.txt` / `armor.txt` / `misc.txt` row) with
* an optional prefix and suffix from `MagicPrefix.txt` / `MagicSuffix.txt`, whose
* modifiers name stats from `ItemStatCost.txt`. Nothing is hardcoded here — a
* sword is a table row with a size and a damage value, and "Cruel" is a table row
* with a level requirement, a list of eligible item types and a modifier range.
*
* Two modelling decisions are worth stating because they are what make the system
* testable:
*
* - **Randomness is injected.** Affix rolls take an {@link Rng}, so a drop is a
* pure function of its seed and can be replayed exactly in a test.
* - **The inventory is a grid of occupied cells, not a list.** Diablo II items
* have width and height, cannot overlap, and can be rotated only in the sense
* that their shape is fixed — so placement is a real constraint that has to be
* modelled to make "inventory full" mean anything.
*
* Simplifications, called out rather than hidden: affixes are chosen uniformly
* among eligible ones instead of by the game's level-weighted tables, item
* requirements (strength/dexterity/level) are stored but not enforced, and
* durability, sockets and quality tiers (normal/exceptional/elite) are not
* modelled yet.
*/
import { Rng } from './rng.ts'
import { numberCell, textCell } from './tables.ts'
import type { DataTable } from './tables.ts'
/** What a base is, broadly. */
export type ItemKind = 'weapon' | 'armor' | 'misc'
/** One item base, read from a table row. */
export interface ItemBase {
/** Table id (for example `swd` for a short sword). */
readonly id: string
/** Display name. */
readonly name: string
/** Broad kind. */
readonly kind: ItemKind
/** Inventory width in cells. */
readonly invWidth: number
/** Inventory height in cells. */
readonly invHeight: number
/** How many of this base fit in one cell (1 for most things). */
readonly maxStack: number
/** Base gold value. */
readonly value: number
/** Weapon damage, when it is a weapon. */
readonly damage: number
/** Armor rating, when it is armor. */
readonly defense: number
/** Tags affixes match against (the item's type list). */
readonly tags: readonly string[]
/** Minimum level before it may drop. */
readonly level: number
}
/** One affix, read from a prefix or suffix row. */
export interface Affix {
/** Table id. */
readonly id: string
/** Name as it appears in an item's name. */
readonly name: string
/** Which side of the name it attaches to. */
readonly kind: 'prefix' | 'suffix'
/** Minimum item level for the affix to be possible. */
readonly level: number
/** Item-type tags it applies to; empty means any. */
readonly itemTypes: readonly string[]
/** Stat modifiers it contributes. */
readonly modifiers: readonly AffixModifier[]
}
/** One stat contribution of an affix. */
export interface AffixModifier {
/** Stat name, as `ItemStatCost.txt` spells it. */
readonly stat: string
/** Minimum roll. */
readonly min: number
/** Maximum roll. */
readonly max: number
}
/** A concrete item. */
export interface Item {
/** Base definition. */
readonly base: ItemBase
/** Rolled prefix, if any. */
readonly prefix: Affix | null
/** Rolled suffix, if any. */
readonly suffix: Affix | null
/** Item level the affixes were rolled at. */
readonly level: number
/** Final name, affixes included. */
readonly name: string
/** Final stats: base plus every rolled modifier. */
readonly stats: Readonly<Record<string, number>>
/** Inventory footprint. */
readonly invWidth: number
/** Inventory footprint. */
readonly invHeight: number
/** How many are stacked here. */
readonly stack: number
/** Gold value of one unit. */
readonly value: number
}
/** A rectangle in the inventory grid. */
export interface GridPlacement {
/** Column of the item's left edge. */
readonly x: number
/** Row of the item's top edge. */
readonly y: number
}
/** An item occupying a spot in the inventory. */
export interface PlacedItem extends GridPlacement {
/** The item itself. */
readonly item: Item
}
/** What happened when a drop was rolled. */
export type DropResult =
| { readonly kind: 'item'; readonly item: Item }
| { readonly kind: 'gold'; readonly amount: number }
| { readonly kind: 'nothing' }
/** Default footprint for a base whose row omits one. */
const DEFAULT_SIZE = 1
/**
* Read an item base from a table row.
*
* @param row - the record.
* @param kind - which table the row came from.
* @param rowIndex - position, for a fallback id.
* @returns the base.
*/
export function itemBaseFromRow(
row: Readonly<Record<string, string>>,
kind: ItemKind,
rowIndex: number,
): ItemBase {
const id = textCell(row, 'Id', textCell(row, 'code', `${kind}${String(rowIndex)}`))
const tags = textCell(row, 'Type', textCell(row, 'type', kind))
.split(/[,\s]+/)
.filter(tag => tag !== '')
return {
id,
name: textCell(row, 'Name', textCell(row, 'name', id)),
kind,
invWidth: numberCell(row, 'InvWidth', numberCell(row, 'invwidth', DEFAULT_SIZE)),
invHeight: numberCell(row, 'InvHeight', numberCell(row, 'invheight', DEFAULT_SIZE)),
maxStack: Math.max(1, numberCell(row, 'MaxStack', numberCell(row, 'maxstack', 1))),
value: Math.max(0, numberCell(row, 'Value', numberCell(row, 'cost', 1))),
damage: Math.max(0, numberCell(row, 'Damage', numberCell(row, 'mindam', 0))),
defense: Math.max(0, numberCell(row, 'Defense', numberCell(row, 'minac', 0))),
tags,
level: Math.max(0, numberCell(row, 'Level', numberCell(row, 'level', 1))),
}
}
/**
* Read every base in a table.
*
* @param table - a weapons/armor/misc table.
* @param kind - which kind the table holds.
* @returns the bases.
*/
export function itemBasesFromTable(table: DataTable, kind: ItemKind): ItemBase[] {
return table.rows.map((row, index) => itemBaseFromRow(row, kind, index))
}
/**
* How many modifier slots the loader looks for.
*
* Diablo II's affix rows carry `mod1code/mod1min/mod1max` through `mod3…` for
* prefixes and suffixes alike; three is the shipped maximum.
*/
const MODIFIER_SLOTS = 3
/**
* How many item-type slots an affix row may restrict itself to (`itype1..7`).
*/
const ITYPE_SLOTS = 7
/**
* Read one affix from a prefix/suffix row.
*
* @param row - the record.
* @param kind - which side of the name the affix attaches to.
* @param rowIndex - position, for a fallback id.
* @returns the affix, or null when the row has no usable modifier.
*/
export function affixFromRow(
row: Readonly<Record<string, string>>,
kind: 'prefix' | 'suffix',
rowIndex: number,
): Affix | null {
const modifiers: AffixModifier[] = []
for (let slot = 1; slot <= MODIFIER_SLOTS; slot += 1) {
const stat = textCell(row, `mod${String(slot)}code`, textCell(row, `Mod${String(slot)}Code`, ''))
if (stat === '') continue
const min = numberCell(row, `mod${String(slot)}min`, numberCell(row, `Mod${String(slot)}Min`, 0))
const max = numberCell(row, `mod${String(slot)}max`, numberCell(row, `Mod${String(slot)}Max`, min))
modifiers.push({ stat, min, max: Math.max(min, max) })
}
if (modifiers.length === 0) return null
const itemTypes: string[] = []
for (let slot = 1; slot <= ITYPE_SLOTS; slot += 1) {
const value = textCell(row, `itype${String(slot)}`, textCell(row, `IType${String(slot)}`, ''))
for (const tag of value.split(/[,\s]+/)) if (tag !== '') itemTypes.push(tag)
}
const id = textCell(row, 'Id', textCell(row, 'Name', `${kind}${String(rowIndex)}`))
return {
id,
name: textCell(row, 'Name', id),
kind,
level: Math.max(0, numberCell(row, 'Level', numberCell(row, 'lvl', 1))),
itemTypes,
modifiers,
}
}
/**
* Read every affix in a table.
*
* @param table - a `MagicPrefix` or `MagicSuffix` shaped table.
* @param kind - which side of the name the rows attach to.
* @returns the affixes, with unusable rows skipped.
*/
export function affixesFromTable(table: DataTable, kind: 'prefix' | 'suffix'): Affix[] {
const affixes: Affix[] = []
table.rows.forEach((row, index) => {
const affix = affixFromRow(row, kind, index)
if (affix !== null) affixes.push(affix)
})
return affixes
}
/**
* Whether an affix may roll on a base at a given item level.
*
* @param affix - the affix.
* @param base - the base item.
* @param level - the item level being rolled.
* @returns true when the affix is eligible.
*/
export function affixEligible(affix: Affix, base: ItemBase, level: number): boolean {
if (affix.level > level) return false
if (affix.itemTypes.length === 0) return true
// Diablo II matches the affix's `itype` list against the item's type list; an
// affix naming a type the base does not carry cannot roll on it.
return affix.itemTypes.some(tag => base.tags.includes(tag))
}
/**
* Roll one affix for a base.
*
* @param affixes - the candidate affixes.
* @param base - the base item.
* @param level - the item level.
* @param rng - the random source.
* @returns the affix and its rolled modifiers, or null when none is eligible.
*/
export function rollAffix(
affixes: readonly Affix[],
base: ItemBase,
level: number,
rng: Rng,
): { affix: Affix; rolls: AffixModifier[] } | null {
const eligible = affixes.filter(affix => affixEligible(affix, base, level))
const affix = rng.pick(eligible)
if (affix === undefined) return null
const rolls = affix.modifiers.map(modifier => ({
stat: modifier.stat,
min: rng.int(modifier.min, modifier.max),
max: rng.int(modifier.min, modifier.max),
}))
return { affix, rolls }
}
/** Options controlling how an item is built. */
export interface CreateItemOptions {
/** Item level; gates affixes. */
readonly level: number
/** Chance that a prefix rolls at all. */
readonly prefixChance?: number
/** Chance that a suffix rolls at all. */
readonly suffixChance?: number
/** How many units are stacked. */
readonly stack?: number
}
/**
* Build an item from a base, rolling its affixes.
*
* @param base - the base.
* @param prefixes - candidate prefixes.
* @param suffixes - candidate suffixes.
* @param rng - the random source.
* @param options - level, chances and stack size.
* @returns the item.
*/
export function createItem(
base: ItemBase,
prefixes: readonly Affix[],
suffixes: readonly Affix[],
rng: Rng,
options: CreateItemOptions,
): Item {
const prefixChance = options.prefixChance ?? 0.45
const suffixChance = options.suffixChance ?? 0.45
const prefix = rng.chance(prefixChance) ? rollAffix(prefixes, base, options.level, rng) : null
const suffix = rng.chance(suffixChance) ? rollAffix(suffixes, base, options.level, rng) : null
const stats: Record<string, number> = {}
if (base.damage > 0) stats.damage = base.damage
if (base.defense > 0) stats.defense = base.defense
for (const rolled of [prefix, suffix]) {
if (rolled === null) continue
for (const roll of rolled.rolls) {
stats[roll.stat] = (stats[roll.stat] ?? 0) + roll.max
}
}
const name = [prefix?.affix.name, base.name, suffix?.affix.name].filter(part => part !== undefined && part !== '').join(' ')
// An affixed item is worth more; the multiplier is a stand-in for the game's
// per-modifier pricing.
const affixCount = (prefix === null ? 0 : 1) + (suffix === null ? 0 : 1)
const value = Math.max(1, Math.round(base.value * (1 + affixCount * 0.75)))
return {
base,
prefix: prefix?.affix ?? null,
suffix: suffix?.affix ?? null,
level: options.level,
name,
stats,
invWidth: base.invWidth,
invHeight: base.invHeight,
stack: Math.max(1, Math.min(options.stack ?? 1, base.maxStack)),
value,
}
}
/**
* The inventory: a grid of cells, each either empty or holding a placed item.
*/
export class Inventory {
/** Grid width in cells. */
readonly width: number
/** Grid height in cells. */
readonly height: number
private readonly cells: (number | null)[]
private readonly items: PlacedItem[] = []
private nextId = 1
/**
* @param width - grid width in cells.
* @param height - grid height in cells.
*/
constructor(width = 10, height = 4) {
this.width = width
this.height = height
this.cells = new Array<number | null>(width * height).fill(null)
}
/** Items currently placed. */
get contents(): readonly PlacedItem[] {
return this.items
}
/** Occupied cell count. */
get usedCells(): number {
return this.items.reduce((total, placed) => total + placed.item.invWidth * placed.item.invHeight, 0)
}
/** Total cell count. */
get totalCells(): number {
return this.width * this.height
}
/**
* Whether an item of a given size fits at a position.
*
* @param width - item width.
* @param height - item height.
* @param x - column.
* @param y - row.
* @returns true when the whole footprint is inside the grid and empty.
*/
canPlace(width: number, height: number, x: number, y: number): boolean {
if (x < 0 || y < 0 || x + width > this.width || y + height > this.height) return false
for (let row = y; row < y + height; row += 1) {
for (let column = x; column < x + width; column += 1) {
if (this.cells[row * this.width + column] !== null) return false
}
}
return true
}
/**
* Add an item, stacking onto an existing stack when possible.
*
* @param item - the item to add.
* @returns where it landed, or null when there was no room.
*/
add(item: Item): PlacedItem | null {
// Stack first: a second potion belongs on the first one, not beside it.
if (item.base.maxStack > 1) {
for (const placed of this.items) {
if (placed.item.base.id !== item.base.id) continue
const room = placed.item.base.maxStack - placed.item.stack
if (room <= 0) continue
const moved = Math.min(room, item.stack)
const merged: Item = { ...placed.item, stack: placed.item.stack + moved }
this.items[this.items.indexOf(placed)] = { ...placed, item: merged }
const leftover = item.stack - moved
if (leftover <= 0) return { ...placed, item: merged }
return this.add({ ...item, stack: leftover })
}
}
for (let y = 0; y < this.height; y += 1) {
for (let x = 0; x < this.width; x += 1) {
if (!this.canPlace(item.invWidth, item.invHeight, x, y)) continue
const id = this.nextId
this.nextId += 1
for (let row = y; row < y + item.invHeight; row += 1) {
for (let column = x; column < x + item.invWidth; column += 1) {
this.cells[row * this.width + column] = id
}
}
const placed: PlacedItem = { x, y, item }
this.items.push(placed)
return placed
}
}
return null
}
/**
* Remove an item by its placement.
*
* @param placed - the placement to clear.
* @returns true when it was present.
*/
remove(placed: PlacedItem): boolean {
const index = this.items.indexOf(placed)
if (index === -1) return false
for (let row = placed.y; row < placed.y + placed.item.invHeight; row += 1) {
for (let column = placed.x; column < placed.x + placed.item.invWidth; column += 1) {
this.cells[row * this.width + column] = null
}
}
this.items.splice(index, 1)
return true
}
/**
* Rebuild an inventory from explicit placements.
*
* A save restores items where they were, not wherever the first free slot
* happens to be today: an item that moved on load would be a save that lies.
* Placements are validated, so a corrupt save fails loudly instead of producing
* an overlapping bag.
*
* @param width - grid width.
* @param height - grid height.
* @param entries - placements to restore.
* @returns the inventory.
*/
static restore(width: number, height: number, entries: readonly PlacedItem[]): Inventory {
const inventory = new Inventory(width, height)
for (const entry of entries) {
if (!inventory.canPlace(entry.item.invWidth, entry.item.invHeight, entry.x, entry.y)) {
throw new Error(`saved item "${entry.item.name}" does not fit at ${String(entry.x)},${String(entry.y)}`)
}
const id = inventory.nextId
inventory.nextId += 1
for (let row = entry.y; row < entry.y + entry.item.invHeight; row += 1) {
for (let column = entry.x; column < entry.x + entry.item.invWidth; column += 1) {
inventory.cells[row * width + column] = id
}
}
inventory.items.push({ x: entry.x, y: entry.y, item: entry.item })
}
return inventory
}
/** How much gold is held, summed over gold stacks. */
get gold(): number {
return this.items
.filter(placed => placed.item.base.id === 'gold')
.reduce((total, placed) => total + placed.item.stack, 0)
}
}
/** A gold base, created on demand so gold needs no table row. */
export const GOLD_BASE: ItemBase = {
id: 'gold',
name: 'Gold',
kind: 'misc',
invWidth: 1,
invHeight: 1,
maxStack: 5000,
value: 1,
damage: 0,
defense: 0,
tags: ['gold'],
level: 0,
}
/**
* Build a gold pile.
*
* @param amount - how much gold.
* @returns the item.
*/
export function goldItem(amount: number): Item {
const stack = Math.max(1, Math.min(amount, GOLD_BASE.maxStack))
return {
base: GOLD_BASE,
prefix: null,
suffix: null,
level: 0,
name: 'Gold',
stats: {},
invWidth: 1,
invHeight: 1,
stack,
value: stack,
}
}
/** Options for {@link rollDrop}. */
export interface DropOptions {
/** Item level to roll at. */
readonly level: number
/** Chance that anything drops at all. */
readonly dropChance: number
/** Chance that a drop is gold rather than an item. */
readonly goldChance: number
/** Gold range when gold drops. */
readonly goldRange: readonly [number, number]
}
/**
* Roll what a monster leaves behind.
*
* @param bases - candidate bases.
* @param prefixes - candidate prefixes.
* @param suffixes - candidate suffixes.
* @param rng - the random source.
* @param options - level and chances.
* @returns the drop.
*/
export function rollDrop(
bases: readonly ItemBase[],
prefixes: readonly Affix[],
suffixes: readonly Affix[],
rng: Rng,
options: DropOptions,
): DropResult {
if (!rng.chance(options.dropChance)) return { kind: 'nothing' }
if (rng.chance(options.goldChance)) {
return { kind: 'gold', amount: rng.int(options.goldRange[0], options.goldRange[1]) }
}
// Only bases whose own level requirement is satisfied: a monster cannot drop
// gear that the item level gate forbids.
const eligible = bases.filter(base => base.level <= options.level)
const base = rng.pick(eligible.length > 0 ? eligible : bases)
if (base === undefined) return { kind: 'nothing' }
return { kind: 'item', item: createItem(base, prefixes, suffixes, rng, { level: options.level }) }
}
/**
* Sum a held stat across everything carried, for the character sheet.
*
* @param items - placed items.
* @param stat - the stat name.
* @returns the total.
*/
export function totalStat(items: readonly PlacedItem[], stat: string): number {
return items.reduce((total, placed) => total + (placed.item.stats[stat] ?? 0), 0)
}

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// level-names-zh.ts — 关卡/场景的中文显示名(用于页面上的三级选择器)
//
// 出处说明(重要,避免误认为官方本地化):
// 这批译名是**社区通用译名**,由本项目手工整理;英文原名取自 `Levels.txt` 的 `LevelName`
// 列(例如 1 = "Rogue Encampment"、33 = "Cathedral"),中文对照按国内玩家习惯写法。
// 我们这份安装包里的 `data\local\LNG\CHI\string.tbl` 解出来是乱码(`.tbl` 解码器只对夹具
// 验证过,尚未对真文件校准),所以**没有**直接采用官方简中字符串表;等 `.tbl` 解码对齐后
// 可以换成官方译名,届时只需替换本表。
//
// 键是 `Levels.txt` 的 `Id`;页面从 pack 索引条目的 `slug`(形如 `33-act-1-cathedral`)里
// 取第一个数字段就能对上。查不到时回退到索引里的英文 `levelName`。
/** 五个 act 的中文名,下标即 act 号。 */
export const ACT_NAMES_ZH: Readonly<Record<number, string>> = {
1: '第一章',
2: '第二章',
3: '第三章',
4: '第四章',
5: '第五章',
}
/** `Levels.txt` 的 `Id` → 中文场景名。 */
export const LEVEL_NAMES_ZH: Readonly<Record<number, string>> = {
1: '罗格营地',
13: '洞穴二层',
14: '地下通道二层',
15: '窟窿二层',
16: '深坑二层',
20: '遗忘之塔',
25: '塔地窖五层',
26: '修道院大门',
27: '外回廊',
32: '内回廊',
33: '大教堂',
37: '地下墓穴四层',
38: '崔斯特瑞姆',
40: '鲁高因',
50: '后宫一层',
73: '都瑞尔的巢穴',
75: '库拉斯特码头',
90: '沼泽地坑三层',
91: '剥皮地牢三层',
93: '下水道二层',
94: '废弃神殿',
95: '荒废神庙',
96: '遗忘圣物室',
97: '遗忘神殿',
98: '废弃神庙',
99: '荒废圣物室',
102: '憎恨囚牢三层',
103: '火焰之河要塞',
109: '哈洛加斯',
120: '岩石之巅',
121: '尼拉塞克神殿',
124: '沃特厅',
131: '毁灭王座',
132: '世界之石大殿',
136: '崔斯特瑞姆',
}
/**
* DS1 变体后缀 → 方位名。
*
* 这些后缀是 D2 自己的命名习惯:城镇/回廊/鲁高因的 DS1 以 `N`/`E`/`S`/`W` 结尾
* (`TownN1`、`CourtW`、`LutN`…)。**只白名单这几个**,不做"末尾字母是方位"的猜测:
* `CryptCountess1` 末尾也是 `s`,按猜测会错成"南"。
*/
const DIRECTION_SUFFIXES: Readonly<Record<string, string>> = {
townn1: '北',
towne1: '东',
towns1: '南',
townw1: '西',
courtn: '北',
courte: '东',
courtw: '西',
lutn: '北',
lutw: '西',
}
/**
* 把一个变体后缀变成显示用的中文(拿不准就原样返回 DS1 名)。
*
* @param suffix - the part of the pack label after the level slug, e.g. `towns1`.
* @returns the label to show in the third selector.
*/
export function variantLabelZh(suffix: string): string {
return DIRECTION_SUFFIXES[suffix.toLowerCase()] ?? suffix
}
/**
* 从 pack 索引条目的 `slug` 里取 `Levels.txt` 的关卡 Id。
*
* @param slug - e.g. `33-act-1-cathedral`.
* @returns the id, or null when the slug does not start with one.
*/
export function levelIdOfSlug(slug: string): number | null {
const match = /^(\d+)-/.exec(slug)
return match?.[1] === undefined ? null : Number(match[1])
}
/**
* 一个场景的中文名,取不到就回退调用方给的英文名。
*
* @param slug - the scene slug from the pack index.
* @param fallback - the English name from the pack index.
* @returns the display name.
*/
export function sceneNameZh(slug: string, fallback: string): string {
const id = levelIdOfSlug(slug)
if (id === null) return fallback
return LEVEL_NAMES_ZH[id] ?? fallback
}

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/**
* Turning a decoded DS1 map and its DT1 library into something renderable and
* walkable.
*
* Three translations happen here, and each is the reason a map and a tile
* library cannot be used apart:
*
* 1. **A cell reference becomes a tile bitmap.** A DS1 cell holds `(style,
* sequence)` per layer plus a wall orientation; the DT1 library is keyed by
* exactly those fields. A miss is not an error — real maps reference
* substitutions and trimmed libraries — so misses fall back from
* `(style, sequence, orientation)` to `(style, sequence)` and then to
* nothing, and are reported as counts.
* 2. **Cells become a draw order.** Diablo's map is drawn back to front:
* floors first in cell order, then walls in screen order (further rows
* first, so a nearer wall covers the one behind it). Depth is paint order,
* never the depth buffer.
* 3. **Sub-tile flags become a collision grid.** Each tile carries a 5×5 grid
* of flags, so collision resolution is `tileEdge / 5` — 32 pixels for the
* standard 160-pixel tile — and a blocked sub-tile blocks walking for the
* whole world, whatever layer placed it.
*/
import type { Dt1, Dt1Tile } from '../formats/dt1.ts'
import type { Ds1 } from '../formats/ds1.ts'
import type { SpriteFrame, SpriteSheet } from '../formats/sprite.ts'
/** Sub-tiles per tile edge (the collision grid's resolution). */
export const SUB_TILES_PER_TILE = 5
/** One tile draw: which library tile, and where in the world. */
export interface MapDraw {
/** Index into {@link MapScene.library} frames. */
readonly tileIndex: number
/** World-space left edge. */
readonly x: number
/** World-space top edge. */
readonly y: number
/** Cell coordinates, for debugging and sorting. */
readonly cellX: number
readonly cellY: number
}
/** A renderable, walkable map. */
export interface MapScene {
/** Tile bitmaps, one frame per DT1 tile, in library order. */
readonly sheet: SpriteSheet
/** World width in pixels. */
readonly widthPx: number
/** World height in pixels. */
readonly heightPx: number
/** Floor draws, in cell order. */
readonly floors: readonly MapDraw[]
/** Wall draws, in painter's order. */
readonly walls: readonly MapDraw[]
/** Collision grid, row-major, 1 = blocked. */
readonly blocked: Uint8Array
/** Sub-tile size in pixels. */
readonly subTile: number
/** Collision grid width in sub-tiles. */
readonly gridWidth: number
/** Collision grid height in sub-tiles. */
readonly gridHeight: number
/** References that resolved to no library tile. */
readonly missingTiles: number
}
/**
* Composite a tile's blocks into one indexed bitmap.
*
* Blocks are placed by the decoder at tile size already, so compositing is a
* "non-zero wins" merge: the transparent index is 0 and later blocks paint over
* earlier ones where they have content.
*
* @param tile - the library tile.
* @returns a frame at the tile's size.
*/
function tileToFrame(tile: Dt1Tile): SpriteFrame {
const width = Math.max(tile.width, 1)
const height = Math.max(Math.abs(tile.height), 1)
const indices = new Uint8Array(width * height)
const mask = new Uint8Array(width * height)
for (const block of tile.blocks) {
for (let at = 0; at < indices.length && at < block.pixels.length; at += 1) {
const value = block.pixels[at]!
if (value === 0) continue
indices[at] = value
mask[at] = 1
}
}
return { width, height, indices, mask }
}
/**
* Build the tile sheet for a library: one frame per tile, in library order.
*
* @param library - the decoded DT1.
* @returns a sprite sheet the atlas packer can consume.
*/
export function libraryToSheet(library: Dt1): SpriteSheet {
return { groups: [{ frames: library.tiles.map(tileToFrame) }], width: null }
}
/** How a tile reference resolved, for diagnostics. */
interface TileIndex {
/** `style:sequence:direction` → library index. */
readonly exact: Map<string, number>
/** `style:sequence` → first library index, used when the orientation misses. */
readonly loose: Map<string, number>
}
/**
* Index a library by the fields a DS1 cell references.
*
* @param library - the decoded DT1.
* @returns the lookup maps.
*/
export function indexLibrary(library: Dt1): TileIndex {
const exact = new Map<string, number>()
const loose = new Map<string, number>()
library.tiles.forEach((tile, index) => {
exact.set(`${String(tile.style)}:${String(tile.sequence)}:${String(tile.direction)}`, index)
const looseKey = `${String(tile.style)}:${String(tile.sequence)}`
if (!loose.has(looseKey)) loose.set(looseKey, index)
})
return { exact, loose }
}
/**
* Resolve one cell reference.
*
* @param index - the library index.
* @param style - DS1 style field.
* @param sequence - DS1 sequence field.
* @param direction - orientation, for walls (null for floors).
* @returns the library tile index, or undefined when nothing matches.
*/
function lookup(index: TileIndex, style: number, sequence: number, direction: number | null): number | undefined {
if (direction !== null) {
const exact = index.exact.get(`${String(style)}:${String(sequence)}:${String(direction)}`)
if (exact !== undefined) return exact
}
return index.loose.get(`${String(style)}:${String(sequence)}`)
}
/**
* Build a renderable, walkable scene from a map and its library.
*
* @param level - the decoded DS1.
* @param library - the decoded DT1.
* @returns the scene.
*/
export function buildMapScene(level: Ds1, library: Dt1): MapScene {
const index = indexLibrary(library)
const tileWidth = Math.max(...library.tiles.map(tile => tile.width), 1)
const tileHeight = Math.max(...library.tiles.map(tile => Math.abs(tile.height)), 1)
const subTileX = tileWidth / SUB_TILES_PER_TILE
const subTileY = tileHeight / SUB_TILES_PER_TILE
const widthPx = level.width * tileWidth
const heightPx = level.height * tileHeight
const gridWidth = level.width * SUB_TILES_PER_TILE
const gridHeight = level.height * SUB_TILES_PER_TILE
const blocked = new Uint8Array(gridWidth * gridHeight)
const floors: MapDraw[] = []
const walls: MapDraw[] = []
let missingTiles = 0
for (let cellY = 0; cellY < level.height; cellY += 1) {
for (let cellX = 0; cellX < level.width; cellX += 1) {
const cell = level.cells[cellY]?.[cellX]
if (cell === undefined) continue
const x = cellX * tileWidth
const y = cellY * tileHeight
for (const floor of cell.floors) {
const tileIndex = lookup(index, floor.style, floor.sequence, null)
if (tileIndex === undefined) { missingTiles += 1; continue }
floors.push({ tileIndex, x, y, cellX, cellY })
applyCollision(blocked, gridWidth, gridHeight, cellX, cellY, library.tiles[tileIndex])
}
for (const wall of cell.walls) {
const tileIndex = lookup(index, wall.style, wall.sequence, wall.type)
if (tileIndex === undefined) { missingTiles += 1; continue }
walls.push({ tileIndex, x, y, cellX, cellY })
applyCollision(blocked, gridWidth, gridHeight, cellX, cellY, library.tiles[tileIndex])
}
}
}
// Painter's order for walls: back rows first, and within a row left to right.
// Once walls from further cells exist, screen order (y + x) is what keeps a
// nearer wall in front — cells are already visited row-major, so the sort is
// on the diagonal, which is the isometric depth.
walls.sort((a, b) => (a.cellY + a.cellX) - (b.cellY + b.cellX) || a.cellY - b.cellY)
return {
sheet: libraryToSheet(library),
widthPx, heightPx, floors, walls, blocked,
subTile: subTileX,
gridWidth, gridHeight,
missingTiles,
}
}
/**
* Stamp one tile's sub-tile flags into the collision grid.
*
* A tile larger than its sub-tile stride (a wall taller than the cell, which is
* the normal case for roofs) is clamped to the grid rather than rejected.
*
* @param blocked - the grid to write.
* @param gridWidth - grid width in sub-tiles.
* @param gridHeight - grid height in sub-tiles.
* @param cellX - the owning cell's column.
* @param cellY - the owning cell's row.
* @param tile - the tile whose flags are stamped.
*/
function applyCollision(
blocked: Uint8Array,
gridWidth: number,
gridHeight: number,
cellX: number,
cellY: number,
tile: Dt1Tile | undefined,
): void {
if (tile === undefined) return
for (let subY = 0; subY < SUB_TILES_PER_TILE; subY += 1) {
for (let subX = 0; subX < SUB_TILES_PER_TILE; subX += 1) {
const flags = tile.subTileFlags[subY * SUB_TILES_PER_TILE + subX]
if (flags === undefined || (!flags.blockWalk && !flags.blockPlayerWalk)) continue
const gridX = cellX * SUB_TILES_PER_TILE + subX
const gridY = cellY * SUB_TILES_PER_TILE + subY
if (gridX < 0 || gridX >= gridWidth || gridY < 0 || gridY >= gridHeight) continue
blocked[gridY * gridWidth + gridX] = 1
}
}
}
/**
* Whether a world-space box overlaps blocked sub-tiles.
*
* @param scene - the scene whose grid to test.
* @param tileWidth - library tile width, the grid's stride.
* @param tileHeight - library tile height.
* @param x - box centre x.
* @param y - box centre y.
* @param width - box width.
* @param height - box height.
* @returns true when any covered sub-tile is blocked.
*/
export function isBlocked(
scene: MapScene,
tileWidth: number,
tileHeight: number,
x: number,
y: number,
width: number,
height: number,
): boolean {
const subW = tileWidth / SUB_TILES_PER_TILE
const subH = tileHeight / SUB_TILES_PER_TILE
const fromX = Math.floor((x - width / 2) / subW)
const toX = Math.floor((x + width / 2) / subW)
const fromY = Math.floor((y - height / 2) / subH)
const toY = Math.floor((y + height / 2) / subH)
for (let gridY = fromY; gridY <= toY; gridY += 1) {
for (let gridX = fromX; gridX <= toX; gridX += 1) {
// Outside the map counts as blocked: walking off the edge is not a thing.
if (gridX < 0 || gridX >= scene.gridWidth || gridY < 0 || gridY >= scene.gridHeight) return true
if (scene.blocked[gridY * scene.gridWidth + gridX] === 1) return true
}
}
return false
}
/**
* Count the blocked sub-tiles a box covers.
*
* Movement needs the *count* rather than a boolean: a character that is already
* overlapping a blocked sub-tile (bad spawn, a tile that turned solid under it)
* must still be able to walk out, and the rule for that is "never make it
* worse".
*
* @param scene - the scene whose grid to test.
* @param tileWidth - library tile width, the grid's stride.
* @param tileHeight - library tile height.
* @param x - box centre x.
* @param y - box centre y.
* @param width - box width.
* @param height - box height.
* @returns the number of covered sub-tiles that are blocked, with off-map tiles
* counting as blocked.
*/
export function blockedOverlap(
scene: MapScene,
tileWidth: number,
tileHeight: number,
x: number,
y: number,
width: number,
height: number,
): number {
const subW = tileWidth / SUB_TILES_PER_TILE
const subH = tileHeight / SUB_TILES_PER_TILE
let blocked = 0
for (let gridY = Math.floor((y - height / 2) / subH); gridY <= Math.floor((y + height / 2) / subH); gridY += 1) {
for (let gridX = Math.floor((x - width / 2) / subW); gridX <= Math.floor((x + width / 2) / subW); gridX += 1) {
if (gridX < 0 || gridX >= scene.gridWidth || gridY < 0 || gridY >= scene.gridHeight) {
blocked += 1
continue
}
if (scene.blocked[gridY * scene.gridWidth + gridX] === 1) blocked += 1
}
}
return blocked
}
/**
* Find a spawn position whose box covers no blocked sub-tile.
*
* A map's blocked sub-tiles come from its tiles, so nothing guarantees that the
* geometric centre is walkable — Diablo's own spawn points are data, and until
* those are loaded a search is the honest substitute. Falls back to the centre
* when the map has no free spot at all (a fully sealed map is a content bug,
* not something to crash on).
*
* @param scene - the scene to search.
* @param tileWidth - library tile width.
* @param tileHeight - library tile height.
* @param width - box width.
* @param height - box height.
* @returns a free world position.
*/
export function findFreeSpawn(
scene: MapScene,
tileWidth: number,
tileHeight: number,
width: number,
height: number,
): { x: number; y: number } {
const subW = tileWidth / SUB_TILES_PER_TILE
const subH = tileHeight / SUB_TILES_PER_TILE
let best = { x: scene.widthPx / 2, y: scene.heightPx / 2 }
let bestOverlap = Number.POSITIVE_INFINITY
// Spiral out from the centre so the chosen spot stays near where the map's
// author would have put the player.
const centreX = Math.floor(scene.gridWidth / 2)
const centreY = Math.floor(scene.gridHeight / 2)
const maxRadius = Math.max(scene.gridWidth, scene.gridHeight)
for (let radius = 0; radius < maxRadius; radius += 1) {
for (let dy = -radius; dy <= radius; dy += 1) {
for (let dx = -radius; dx <= radius; dx += 1) {
if (Math.max(Math.abs(dx), Math.abs(dy)) !== radius) continue
const x = (centreX + dx + 0.5) * subW
const y = (centreY + dy + 0.5) * subH
const overlap = blockedOverlap(scene, tileWidth, tileHeight, x, y, width, height)
if (overlap === 0) return { x, y }
if (overlap < bestOverlap) { bestOverlap = overlap; best = { x, y } }
}
}
}
return best
}
/**
* Where an actor belongs inside a wall draw list.
*
* Walls are drawn far to near, so an actor is inserted at the first wall that is
* *nearer* than it — the index whose depth key (`cellY + cellX`) first exceeds the
* actor's. That single rule is what makes standing behind a wall look right
* without a depth buffer, and keeping it a pure function keeps it testable
* without a renderer.
*
* @param walls - wall draws, in painter's order.
* @param cellX - the actor's cell column.
* @param cellY - the actor's cell row.
* @returns the index to insert at (equal to the wall count when the actor is
* nearest and goes last).
*/
export function depthInsertIndex(
walls: readonly Pick<MapDraw, 'cellX' | 'cellY'>[],
cellX: number,
cellY: number,
): number {
const depth = cellX + cellY
for (let index = 0; index < walls.length; index += 1) {
const wall = walls[index]!
if (wall.cellX + wall.cellY > depth) return index
}
return walls.length
}

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// object-lookup.ts — DS1 对象 `(act, type, id)` → 实际 token/mode 的查找(移植自 OpenDiablo2)
//
// 为什么需要这一层:DS1 记录里的对象 `id` **不是** `Objects.txt` 的行号,而是"该 act 的对象
// 表索引",那层映射硬编码在游戏里,凭表推不出来。OpenDiablo2 把它整理成了数据表
// (`d2core/d2records/object_lookup_record_data.go`,7,891 行),并在
// `d2mapstamp/stamp.go` 里这样用:
//
// lookup := records.LookupObject(act, object.Type, object.ID)
// objectRecord := records.Object.Details[lookup.ObjectsTxtId]
//
// 本模块把那 3,615 条物体记录(`ObjectTypeItem`;怪物/NPC 行不移植——本项目没有怪物)
// 装箱进 `object-lookup-data.ts`,在这里解析成查表 API。
//
// 与 `Objects.txt` 的关系(实测,见 `npm run verify:objects`):
// 表里的 `token` **优先于** `Objects.txt` 的 `Token` 列——后者在 26 处写的是占位符
// (`SS`/`XX`/`SL`),而表里是真 token(例如 act 2 的 jerhyn 是 `JE`、act 3 的楼梯是 `9C`)。
// 表里有 750 条能直接对到 `Objects.txt` 行号,另外 2,665 条只给了 token/mode
// (例如 act 1 的 `id 155 → L1/OP`「LargeChestR」),这些要靠 token 反查元数据。
//
// 编码与出处见 `object-lookup-data.ts` 的头部(由 `npm run port:object-lookup` 生成)。
import { OBJECT_LOOKUP_ROWS } from './object-lookup-data.ts'
/** DS1 对象 `type`:怪物/NPC(`MonPreset.txt` 索引)。 */
export const OBJECT_TYPE_MONSTER = 1
/** DS1 对象 `type`:可交互物体(本模块查的就是这一类)。 */
export const OBJECT_TYPE_OBJECT = 2
/** 一条查找结果。 */
export interface ObjectLookupEntry {
/** `Levels.txt` 的 act 号,1..5。 */
readonly act: number
/** DS1 记录里的 `id`(该 act 对象表的索引)。 */
readonly ds1Id: number
/** `Objects.txt` 行号;-1 表示这份表没给出行号(要靠 token 反查)。 */
readonly objectsTxtId: number
/** 实际使用的 token(目录名),空串表示该对象没有美术。 */
readonly token: string
/** 引擎放置该对象时用的动画模式 token(`NU`/`OP`/…),空串表示未知。 */
readonly mode: string
/** 固定朝向;-1 表示未指定(用 0)。 */
readonly direction: number
/** `Base` 指向 `Monsters` 而不是 `Objects`(表里有 11 条这种异常记录)。 */
readonly baseIsMonsters: boolean
}
/** 解析后的每 act 表:ds1Id → 记录。 */
const CACHE = new Map<number, Map<number, ObjectLookupEntry>>()
/** 这份数据表里除 token 之外的统计,用于文档与验证脚本。 */
export interface ObjectLookupStats {
/** 已移植的 act 号。 */
readonly acts: readonly number[]
/** 记录总数。 */
readonly rows: number
/** 有 token(有美术可查)的记录数。 */
readonly withArt: number
/** token 为空的记录数(不可见/占位对象)。 */
readonly withoutArt: number
/** 能直接对到 `Objects.txt` 行号的记录数。 */
readonly withRow: number
}
/**
* 解析一个 act 的记录串。
*
* @param act - act 号, for error messages.
* @param packed - `;`-separated `id:obj:token:mode[:d⟨dir⟩][:m]` records.
* @returns the parsed map.
*/
function parseAct(act: number, packed: string): Map<number, ObjectLookupEntry> {
const out = new Map<number, ObjectLookupEntry>()
for (const record of packed.split(';')) {
if (record === '') continue
const parts = record.split(':')
const [idText, objText, token = '', mode = ''] = parts
const id = Number(idText)
const objectsTxtId = Number(objText)
if (!Number.isFinite(id) || !Number.isFinite(objectsTxtId)) {
throw new Error(`object lookup act ${String(act)}: malformed record "${record}"`)
}
let direction = -1
let baseIsMonsters = false
for (const flag of parts.slice(4)) {
if (flag === 'm') baseIsMonsters = true
else if (flag.startsWith('d')) direction = Number(flag.slice(1))
}
out.set(id, { act, ds1Id: id, objectsTxtId, token, mode, direction, baseIsMonsters })
}
return out
}
/**
* 取一个 act 的查找表(解析一次后缓存)。
*
* @param act - act 号.
* @returns the map, or null when this act is not in the table.
*/
function tableFor(act: number): Map<number, ObjectLookupEntry> | null {
const cached = CACHE.get(act)
if (cached !== undefined) return cached
const packed = OBJECT_LOOKUP_ROWS[act]
if (packed === undefined) return null
const parsed = parseAct(act, packed)
CACHE.set(act, parsed)
return parsed
}
/**
* 查一个 DS1 物体。
*
* @param act - act 号 (1..5)。
* @param type - DS1 object `type`;只有 {@link OBJECT_TYPE_OBJECT} 会命中本表。
* @param id - DS1 object `id`。
* @returns the entry, or null when the table has no such record.
*/
export function lookupObject(act: number, type: number, id: number): ObjectLookupEntry | null {
if (type !== OBJECT_TYPE_OBJECT) return null
return tableFor(act)?.get(id) ?? null
}
/**
* 按 token 反查一个 {@link ObjectLookupEntry}(大小写不敏感)。
*
* 有些记录没有 `Objects.txt` 行号,但 token 是真的;调用方可以拿 token 去 `Objects.txt`
* 里找元数据(名称、尺寸、可选性)。
*
* @param act - act 号。
* @param token - the token to search for.
* @returns the first entry with that token, or null.
*/
export function lookupByToken(act: number, token: string): ObjectLookupEntry | null {
const table = tableFor(act)
if (table === null) return null
const wanted = token.trim().toLowerCase()
for (const entry of table.values()) {
if (entry.token.toLowerCase() === wanted) return entry
}
return null
}
/**
* 数据表的统计,用于文档与验证脚本。
*
* @returns the stats.
*/
export function objectLookupStats(): ObjectLookupStats {
const acts = Object.keys(OBJECT_LOOKUP_ROWS).map(Number).sort((left, right) => left - right)
let rows = 0
let withArt = 0
let withoutArt = 0
let withRow = 0
for (const act of acts) {
for (const entry of tableFor(act)?.values() ?? []) {
rows += 1
if (entry.token === '') withoutArt += 1
else withArt += 1
if (entry.objectsTxtId >= 0) withRow += 1
}
}
return { acts, rows, withArt, withoutArt, withRow }
}

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/**
* DS1 objects: `(type, id)` → the art the engine would draw, and where it lands.
*
* This is a port of three things out of ThePhrozenKeep/D2MOO (a C++
* re-implementation of Diablo II 1.10f), which is the reference this project
* reads instead of guessing:
*
* 1. **`D2Common_10884_COMPOSIT_unk`** — `source/D2Common/src/D2Composit.cpp`,
* D2Common ordinal **10884**, address `D2Common.0x6FD466C0`. It is the
* function that decides which composition file an object's frame comes from.
* For `UNIT_OBJECT` it takes the **class token** from
* `DATATBLS_GetObjModeTypeTxtRecord(nClass, 0)->szToken` (the `objtype.txt`
* row for the object's `Objects.txt` id), the **mode token** from
* `DATATBLS_GetObjModeTypeTxtRecord(nMode, 1)->szToken` (the `objmode.txt` row
* for the object's animation mode), the weapon class from
* `COMPOSIT_GetWeaponClassCode` (always `' hth'` for objects), sets
* `szPathPrefix = "DATA\\GLOBAL\\OBJECTS"`, strips every space byte with the
* `c &= ((c == ' ') - 1)` idiom, and finally:
*
* wsprintfA(szPath, "%s\\%s\\COF\\%s%s%s.COF", prefix, class, class, mode, weapon)
*
* i.e. `data\global\objects\<TOKEN>\COF\<TOKEN><MODE>hth.COF`. That is the
* whole member-selection rule: **there is no per-object table of art files** —
* the object's `Token` column and its *animation mode* are concatenated onto a
* fixed path template, and a COF is what gets loaded.
* 2. **The COF's layers pick the sprite files** — `decodeCof` reads them. A COF
* layer record (9 bytes, starting at file offset `28 + 9 * layer`, see
* `D2Comp.cpp` `sub_6F8A1250`, which walks `v12 += 9` and reads a 3-byte
* weapon token at `+5`) carries a *composite index*, not a file name. The
* composite index maps to a component directory through `D2Composit.h`'s
* `COMPOSIT_HEAD, COMPOSIT_TORSO, ... COMPOSIT_SPECIAL1, ...` order. The
* sprite's own file name is reconstructed from the same tokens as the COF
* name, plus the object's fixed armor class `lit`:
* `data\global\objects\<TOKEN>\<COMPONENT>\<TOKEN><COMPONENT>lit<MODE>hth.dcc`.
* Archive evidence: sweeping all 1461 object COFs in `d2data.mpq` +
* `d2exp.mpq` and rebuilding every layer's path this way resolves 1728 layers
* to an existing `.dcc` by exact name; the remaining 18 are the same name
* with a `.dc6` extension (the `1y`, `4x`, `e1`, `e2`, `tp`, `ho`, `yq`
* tokens ship as DC6 in `d2exp.mpq`). Nothing else was tried and nothing else
* was needed, so the rule is exact, not approximate.
* 3. **The draw position** — `DUNGEON_GameToClientTileDrawPositionCoords` and
* `DUNGEON_GameToClientSubtileDrawPositionCoords`
* (`source/D2Common/src/D2Dungeon.cpp`, ordinals **10115** and **10117**),
* documented in `doc/Coordinates.md`. They are ported verbatim under
* {@link tileDrawPositionCoords} / {@link subtileDrawPositionCoords}, and
* {@link objectDrawAnchor} is the object case of the latter.
*
* Two facts about modes that the art rule depends on:
*
* - The mode index is D2's object animation mode, `D2Common/include/DataTbls/ObjectsIds.h`
* `enum D2C_ObjModes`: `OBJMODE_NEUTRAL=0` (`NU`), `OBJMODE_OPERATING=1` (`OP`),
* `OBJMODE_OPENED=2` (`ON`), `OBJMODE_SPECIAL1..5=3..7` (`S1`..`S5`).
* - A freshly placed map object is in `OBJMODE_NEUTRAL`:
* `source/D2Game/src/OBJECTS/Objects.cpp` calls
* `UNITS_ChangeAnimMode(pObject, OBJMODE_NEUTRAL)`. `Objects.txt`'s per-mode
* `Mode0..Mode7` columns (a 0/1 flag array, `D2ObjectsTxt::nMode[8]` at
* `0x13F`, mapped in `source/D2Common/src/DataTbls/ObjectsTbls.cpp`) say which
* modes an object actually has art for: casket `C5` has modes `NU`/`OP`/`ON`
* set and ships exactly `C5NUHTH.COF`, `c5ophth.cof`, `c5onhth.cof`; the door
* `D1` has all seven set and ships all seven COFs.
*/
import type { D2Table } from './acts.ts'
import { cell, parseTable } from './acts.ts'
import { cofLayerOrder, decodeCof } from '../formats/cof.ts'
import type { CofFile } from '../formats/cof.ts'
import { decodeDcc } from '../formats/dcc.ts'
import type { DccFile } from '../formats/dcc.ts'
import type { SpriteFrame, SpriteSheet } from '../formats/sprite.ts'
import type { MountedArchives } from '../mpq/mount.ts'
import { OBJECT_TYPE_OBJECT, lookupObject } from './object-lookup.ts'
import type { ObjectLookupEntry } from './object-lookup.ts'
/** `Objects.txt` inside the archives. */
const OBJECTS_TABLE = 'data\\global\\excel\\objects.txt'
/** Prefix every object composition and sprite lives under (`szPathPrefix`). */
const OBJECT_ROOT = 'data\\global\\objects\\'
/** Weapon-class token the engine hard-codes for objects (`COMPOSIT_GetWeaponClassCode`). */
const OBJECT_WEAPON = 'hth'
/** Armor-class token objects always use; characters vary it (`lit`/`med`/`hvy`). */
const OBJECT_ARMOR_CLASS = 'lit'
/** How many animation modes `D2ObjectsTxt::nMode[8]` and `D2C_ObjModes` define. */
export const OBJECT_MODE_COUNT = 8
/**
* Animation-mode index → the token `objmode.txt` gives that row.
*
* `D2C_ObjModes` in `DataTbls/ObjectsIds.h` names them in the comments; the
* tokens are what the archive actually uses (`C5NUHTH.COF`, `c5ophth.cof`,
* `d1s2hth.cof`). The order is load-bearing: it is the index the engine passes
* to `DATATBLS_GetObjModeTypeTxtRecord(nMode, 1)`.
*/
export const OBJECT_MODE_TOKENS = ['NU', 'OP', 'ON', 'S1', 'S2', 'S3', 'S4', 'S5'] as const
/**
* Composite index → the archive's directory for that component.
*
* The same 16-entry order as `D2Composit.h` and as `Objects.txt`'s
* `HD,TR,LG,RA,LA,RH,LH,SH,S1..S8` columns, which are the per-object flags
* saying which of these the object's composition uses. Only `HD`, `TR` and
* `S1..S6` appear under `data\global\objects\`, which matches those columns
* being zero for every other entry across the whole table.
*/
export const OBJECT_COMPONENTS = [
'hd', 'tr', 'lg', 'ra', 'la', 'rh', 'lh', 'sh', 's1', 's2', 's3', 's4', 's5', 's6', 's7', 's8',
] as const
/**
* Component preference when only a member-name list is available.
*
* `tr` is the object's body layer: of the 1461 shipped object COFs, 1453 declare
* component 1 (`tr`) as their first layer, 5 declare component 0 (`hd`) and 3
* declare component 8 (`s1`). The rest of the order is the composite order, so a
* token that only ships `hd` art still resolves. When the COF itself is readable
* use {@link loadObjectSheet}, which follows the COF's own declared layers and
* draw order instead of this preference.
*/
const COMPONENT_PREFERENCE = ['tr', 'hd', 's1', 's2', 's3', 's4', 's5', 's6', 's7', 's8', 'lg', 'ra', 'la', 'rh', 'lh', 'sh'] as const
/** Sub-tile width in client pixels: `DUNGEON_GameSubtileToClientCoords` step on x (16). */
export const SUBTILE_WIDTH = 16
/** Sub-tile height in client pixels: the same function's step on y (8). */
export const SUBTILE_HEIGHT = 8
/** Floor-tile width in client pixels: `DUNGEON_GameTileToClientCoords` step on x (80). */
export const TILE_WIDTH = 80
/** Floor-tile height in client pixels: the same function's step on y (40). */
export const TILE_HEIGHT = 40
/**
* `DUNGEON_GameTileToClientCoords` — D2Common ordinal 10110 (`0x6FD8D6E0`).
*
* Tile precision → client pixels, the *centre-line* conversion: a tile's client
* centre. `doc/Coordinates.md` records it as `clientX = (gameX - gameY) / 2`,
* `clientY = (gameX + gameY) / 4` for unit precision; at tile precision D2MOO
* multiplies by the 160×80 pixel tile size and halves the y term.
*
* @param tileX - tile x.
* @param tileY - tile y.
* @returns client pixel x/y of the tile's centre.
*/
export function gameTileToClientCoords(tileX: number, tileY: number): { x: number; y: number } {
return { x: TILE_WIDTH * (tileX - tileY), y: (TILE_WIDTH * (tileX + tileY)) / 2 }
}
/**
* `DUNGEON_GameSubTileToClientCoords` — D2Common ordinal 10111 (`0x6FD8D630`).
*
* Sub-tile precision → client pixels, again the centre-line conversion: one
* sub-tile is 32×16 px, so its centre steps by (±16, ±8).
*
* @param subX - sub-tile x (a DS1 cell is 5 sub-tiles).
* @param subY - sub-tile y.
* @returns client pixel x/y of the sub-tile's centre.
*/
export function gameSubtileToClientCoords(subX: number, subY: number): { x: number; y: number } {
return { x: SUBTILE_WIDTH * (subX - subY), y: SUBTILE_HEIGHT * (subX + subY) }
}
/**
* `DUNGEON_GameToClientCoords` — D2Common ordinal 10112 (`0x6FD8D660`).
*
* Unit precision, game → client, with no pixel scale at all: `(x - y) / 2`,
* `(x + y) / 4`. Kept for completeness (it is what `doc/Coordinates.md`'s
* headline formula describes) and to show why the draw-position functions are
* the ones to use for pixels — this one is not in pixels.
*
* @param gameX - game-unit x.
* @param gameY - game-unit y.
* @returns client-unit x/y.
*/
export function gameToClientCoords(gameX: number, gameY: number): { x: number; y: number } {
return { x: (gameX - gameY) / 2, y: (gameX + gameY) / 4 }
}
/**
* `DUNGEON_GameToClientTileDrawPositionCoords` — D2Common ordinal 10115 (`0x6FD8D790`).
*
* The engine's tile draw position: where a floor *or* wall tile's art is placed.
* `source/D2Common/src/D2Dungeon.cpp` `D2Common_10052` (ordinal 10052) feeds the
* corners of a room into this same function to build the room's client rect, and
* `doc/Coordinates.md` calls the result the render position of the source unit.
*
* Note the asymmetry against {@link gameTileToClientCoords}: x loses half a tile
* width and y gains **a whole tile height**. The y term is not decoration — wall
* bitmaps carry negative block offsets, and this `+80` is what puts their art
* back over the cell. The project's `src/game/d2map.ts` reproduces the x term
* exactly (`(cx - cy) * 80 - 80`) but not the y term; see
* {@link objectDrawAnchor}'s module notes and `scripts/verify-objects.ts`, which
* prints both side by side.
*
* @param tileX - tile x.
* @param tileY - tile y.
* @returns client pixel x/y the tile's bitmap is drawn at.
*/
export function tileDrawPositionCoords(tileX: number, tileY: number): { x: number; y: number } {
return { x: TILE_WIDTH * (tileX - tileY) - TILE_WIDTH, y: TILE_HEIGHT * (tileX + tileY) + TILE_HEIGHT * 2 }
}
/**
* `DUNGEON_GameToClientSubtileDrawPositionCoords` — D2Common ordinal 10117 (`0x6FD8D830`).
*
* The sub-tile draw position: half a sub-tile width to the left of the sub-tile
* centre and one full sub-tile height below it. This is the function that places
* an object, because a DS1 object is stored at sub-tile precision.
*
* The `-16`/`+16` constants are the *source square's* half-width and height, not
* the sprite's: the engine has no frame-size term here at all. A caller that
* centres by the frame's own width (as `src/game/d2map.ts` does for objects) is
* therefore applying a rule the engine does not have.
*
* @param subX - sub-tile x.
* @param subY - sub-tile y.
* @returns client pixel x/y the sub-tile's art is drawn at.
*/
export function subtileDrawPositionCoords(subX: number, subY: number): { x: number; y: number } {
return { x: SUBTILE_WIDTH * (subX - subY) - SUBTILE_WIDTH, y: SUBTILE_HEIGHT * (subX + subY) + SUBTILE_HEIGHT * 2 }
}
/**
* `DUNGEON_ClientTileDrawPositionToGameCoords` — D2Common ordinal 10114 (`0x6FD8D710`).
*
* The inverse of {@link tileDrawPositionCoords}, including D2MOO's C-style
* division: negative coordinates round towards **negative infinity** (`v / 160 - 1`
* on the negative branch), not towards zero. A port that used `Math.trunc` would
* be off by one tile on half the map.
*
* @param clientX - client pixel x from {@link tileDrawPositionCoords}.
* @param clientY - client pixel y from the same.
* @returns the tile coordinates.
*/
export function clientTileDrawPositionToGameCoords(clientX: number, clientY: number): { x: number; y: number } {
return { x: floorDiv(2 * clientY + clientX, 160), y: floorDiv(2 * clientY - clientX, 160) }
}
/**
* `DUNGEON_ClientSubileDrawPositionToGameCoords` — D2Common ordinal 10116 (`0x6FD8D7D0`).
*
* The sub-tile inverse of {@link subtileDrawPositionCoords}, with the same
* floor-towards-negative-infinity division (divisor 32).
*
* @param clientX - client pixel x from {@link subtileDrawPositionCoords}.
* @param clientY - client pixel y from the same.
* @returns the sub-tile coordinates.
*/
export function clientSubtileDrawPositionToGameCoords(clientX: number, clientY: number): { x: number; y: number } {
return { x: floorDiv(2 * clientY + clientX, 32), y: floorDiv(2 * clientY - clientX, 32) }
}
/**
* Divide rounding towards negative infinity, as the C++ `p / n - 1` idiom does.
*
* @param value - numerator.
* @param divisor - positive divisor.
* @returns the floored quotient.
*/
function floorDiv(value: number, divisor: number): number {
return value >= 0 ? Math.floor(value / divisor) : Math.floor(value / divisor) - 1
}
/**
* The anchor an object's frame is drawn at, relative to its sub-tile centre.
*
* The engine's answer is {@link subtileDrawPositionCoords}: a constant
* `(-16, +16)` — half a sub-tile width left, one sub-tile height down — plus the
* COF/DCC frame's own `xOffset`/`yOffset`. `tileWidth` and `tileHeight` are part
* of the signature because every caller has them and because they are exactly
* what the engine does *not* use: if a frame were positioned as
* `(-width / 2, -height)`, a 32×32 barrel frame would land 32 px higher than the
* engine puts it, and a 160-px-wide frame would be off by 64. They are validated
* rather than read, so a caller that decoded nothing fails here instead of
* silently emitting an anchor.
*
* @param tileWidth - the frame's width in pixels; must be finite and non-negative.
* @param tileHeight - the frame's height in pixels; must be finite and non-negative.
* @param frameOffsetX - the frame's own x offset (COF/DCC frame offset).
* @param frameOffsetY - the frame's own y offset.
* @returns the offset to add to `gameSubtileToClientCoords(object.x, object.y)`.
*/
export function objectDrawAnchor(
tileWidth: number,
tileHeight: number,
frameOffsetX: number,
frameOffsetY: number,
): { x: number; y: number } {
if (!Number.isFinite(tileWidth) || tileWidth < 0) {
throw new Error(`objectDrawAnchor: frame width ${String(tileWidth)} is not a finite non-negative size`)
}
if (!Number.isFinite(tileHeight) || tileHeight < 0) {
throw new Error(`objectDrawAnchor: frame height ${String(tileHeight)} is not a finite non-negative size`)
}
if (!Number.isFinite(frameOffsetX) || !Number.isFinite(frameOffsetY)) {
throw new Error(`objectDrawAnchor: frame offset (${String(frameOffsetX)}, ${String(frameOffsetY)}) is not finite`)
}
return { x: -SUBTILE_WIDTH + frameOffsetX, y: SUBTILE_HEIGHT * 2 + frameOffsetY }
}
/**
* The anchor a DS1 object's art is drawn at, in absolute client pixels.
*
* `(DUNGEON_GameToClientSubtileDrawPositionCoords)` applied to the object's own
* sub-tile position, with the frame offsets left at zero because the frame is not
* known until the COF has been read.
*
* @param object - the DS1 object; `x`/`y` are sub-tiles.
* @returns client pixel x/y of the object's draw position.
*/
export function objectAnchor(object: { readonly x: number; readonly y: number }): { x: number; y: number } {
if (!Number.isFinite(object.x) || !Number.isFinite(object.y)) {
throw new Error(`objectAnchor: object at (${String(object.x)}, ${String(object.y)}) is not finite`)
}
return subtileDrawPositionCoords(object.x, object.y)
}
/** One `Objects.txt` row, as the object-art rule needs it. */
export interface ObjectsRow {
/** `Id` — the DS1 object entry's `id`, and the index `DATATBLS_GetObjectsTxtRecord` takes. */
readonly id: number
/** `Name`, e.g. `Barrel`. */
readonly name: string
/** `Token`, upper-cased: the `<TOKEN>` in every path the engine builds. */
readonly token: string
/** `SubClass` — the object class (`OBJSUBCLASS_DOOR` = 0x80, `CHEST` = 0x08, ...). */
readonly subClass: number
/** `Act` the object belongs to (0 = any). */
readonly act: number
/** `SizeX` / `SizeY` in sub-tiles, used for placement collision. */
readonly sizeX: number
readonly sizeY: number
/** `Xoffset` / `Yoffset`: the row's own art nudge, added to the frame anchor. */
readonly xOffset: number
readonly yOffset: number
/** `IsDoor` — doors take the operate path rather than the casket path. */
readonly isDoor: boolean
/** `Trans` — transparency mode. */
readonly trans: number
/** `Draw` — draw priority flag. */
readonly draw: number
/** `TotalPieces` — how many components the object's composition has. */
readonly totalPieces: number
/** `AutoMap` — automap cell/colour. */
readonly autoMap: number
/**
* `Mode0..Mode7`: 1 when the object has a composition for that animation mode.
*
* This is `D2ObjectsTxt::nMode[8]`, and it is the array D2MOO consults
* (`pObjectsTxtRecord->nMode[1]`, `[2]`) to decide whether an operate action has
* art to play. It also matches the shipped COF set exactly.
*/
readonly mode: readonly number[]
/** `Selectable0..7`: whether the object is targetable while in that mode. */
readonly selectable: readonly number[]
/** `FrameCnt0..7`: frames in that mode. */
readonly frameCnt: readonly number[]
/** `FrameDelta0..7`: per-frame delay, 1/256 units (the engine shifts these left by 8). */
readonly frameDelta: readonly number[]
/** `Start0..7`: the mode's first frame **within the COF**. */
readonly start: readonly number[]
/** `CycleAnim0..7`: whether that mode loops. */
readonly cycleAnim: readonly number[]
/** `Lit0..7`: whether the mode is drawn lit. */
readonly lit: readonly number[]
/** `HD`, `TR`, `LG`, `RA`, `LA`, `RH`, `LH`, `SH`, `S1..S8`: composition components present. */
readonly components: readonly string[]
}
/** `Objects.txt` parsed once, plus the id lookup the DS1 decoder needs. */
export interface ObjectsTable {
/** The raw parsed table, for callers that need a column not modelled here. */
readonly table: D2Table
/** Every row, in file order (`Id` order). */
readonly rows: readonly ObjectsRow[]
/** `Id` → row. */
readonly byId: ReadonlyMap<number, ObjectsRow>
}
/** Columns of the 16 composition flags, in `D2ObjectsTxt` order. */
const COMPONENT_COLUMNS = ['HD', 'TR', 'LG', 'RA', 'LA', 'RH', 'LH', 'SH', 'S1', 'S2', 'S3', 'S4', 'S5', 'S6', 'S7', 'S8'] as const
/**
* Read one `Objects.txt` row.
*
* @param table - the parsed table.
* @param row - the raw cells.
* @returns the typed row.
*/
function toObjectsRow(table: D2Table, row: readonly string[]): ObjectsRow {
const numbers = (prefix: string, count: number): number[] =>
Array.from({ length: count }, (_, index) => Number(cell(table, row, `${prefix}${String(index)}`) || '0'))
const components = COMPONENT_COLUMNS.filter(column => cell(table, row, column) !== '0' && cell(table, row, column) !== '')
.map(column => column.toLowerCase())
return {
id: Number(cell(table, row, 'Id')),
name: cell(table, row, 'Name'),
token: cell(table, row, 'Token').trim().toUpperCase(),
subClass: Number(cell(table, row, 'SubClass') || '0'),
act: Number(cell(table, row, 'Act') || '0'),
sizeX: Number(cell(table, row, 'SizeX') || '0'),
sizeY: Number(cell(table, row, 'SizeY') || '0'),
xOffset: Number(cell(table, row, 'Xoffset') || '0'),
yOffset: Number(cell(table, row, 'Yoffset') || '0'),
isDoor: cell(table, row, 'IsDoor') !== '0' && cell(table, row, 'IsDoor') !== '',
trans: Number(cell(table, row, 'Trans') || '0'),
draw: Number(cell(table, row, 'Draw') || '0'),
totalPieces: Number(cell(table, row, 'TotalPieces') || '0'),
autoMap: Number(cell(table, row, 'AutoMap') || '0'),
mode: numbers('Mode', OBJECT_MODE_COUNT),
selectable: numbers('Selectable', OBJECT_MODE_COUNT),
frameCnt: numbers('FrameCnt', OBJECT_MODE_COUNT),
frameDelta: numbers('FrameDelta', OBJECT_MODE_COUNT),
start: numbers('Start', OBJECT_MODE_COUNT),
cycleAnim: numbers('CycleAnim', OBJECT_MODE_COUNT),
lit: numbers('Lit', OBJECT_MODE_COUNT),
components,
}
}
/**
* Load and parse `data\global\excel\objects.txt` from a mounted archive stack.
*
* Uses `parseTable`/`cell` from `src/game/acts.ts` rather than a second
* tab-separated reader, so the two cannot disagree about CRLF, a trailing newline
* or a missing column.
*
* @param archives - the mounted archives (the file lives in `d2data.mpq`).
* @returns the parsed table and its id lookup.
*/
export async function loadObjectsTable(archives: MountedArchives): Promise<ObjectsTable> {
const table = parseTable(await archives.read(OBJECTS_TABLE))
const rows: ObjectsRow[] = []
for (const raw of table.rows) {
const row = toObjectsRow(table, raw)
if (!Number.isFinite(row.id)) continue
rows.push(row)
}
const byId = new Map<number, ObjectsRow>()
for (const row of rows) byId.set(row.id, row)
return { table, rows, byId }
}
/**
* Resolve a DS1 object entry to the art the engine would use for it.
*
* Two lookups happen here, in this order:
*
* 1. `(act, type, id)` goes through the hardcoded per-act object table
* ({@link lookupObject}). The DS1 `id` is **not** an `Objects.txt` row number —
* it indexes that table, which is why identity mapping produced nonsense
* (an act 1 fountain, id 0, became `Objects.txt` row 0, "Expansion", token `''`).
* The table's `token` is authoritative: in 26 places `Objects.txt` carries a
* placeholder (`SS`/`XX`/`SL`) where the table has the real token.
* 2. The table's `objectsTxtId`, or failing that the table's token, is used to find
* the `Objects.txt` row, which supplies the metadata (name, size, modes, flags).
*
* @param tables - the parsed `Objects.txt`.
* @param act - the level's act, 1..5.
* @param objectType - the DS1 object's `type` (2 = object, 1 = monster spawn).
* @param objectId - the DS1 object's `id`.
* @returns the entry, the optional metadata row, and the token/mode to draw with.
* @throws when the object type is an object but the table has no such id, because a
* silent fallback would bake the wrong token into the pack under the right id.
*/
export function resolveDs1Object(
tables: ObjectsTable,
act: number,
objectType: number,
objectId: number,
): ResolvedDs1Object {
if (!Number.isFinite(objectId)) {
throw new Error(`resolveDs1Object: object id ${String(objectId)} is not a number`)
}
if (objectType !== OBJECT_TYPE_OBJECT) {
return { entry: null, row: null, token: '', mode: '', artless: true, kind: 'monster' }
}
const entry = lookupObject(act, objectType, objectId)
if (entry === null) {
throw new Error(`resolveDs1Object: act ${String(act)} object id ${String(objectId)} is not in the object lookup table`)
}
const byId = entry.objectsTxtId >= 0 ? tables.byId.get(entry.objectsTxtId) : undefined
const row = byId ?? (entry.token === '' ? undefined : findByToken(tables, entry.token)) ?? null
const token = entry.token !== '' ? entry.token : (row?.token ?? '')
return {
entry,
row,
token,
mode: entry.mode,
artless: token.trim() === '',
kind: 'object',
}
}
/**
* Find an `Objects.txt` row by token (case-insensitive), for records whose lookup
* entry has no row number.
*
* @param tables - the parsed table.
* @param token - the token to look for.
* @returns the first matching row, or undefined.
*/
function findByToken(tables: ObjectsTable, token: string): ObjectsRow | undefined {
return tables.rows.find(row => row.token.trim().toLowerCase() === token.trim().toLowerCase())
}
/** What {@link resolveDs1Object} found for one DS1 object entry. */
export interface ResolvedDs1Object {
/** The hardcoded lookup table record, or null for a monster spawn. */
readonly entry: ObjectLookupEntry | null
/** The `Objects.txt` row, when one could be found (by id, else by token). */
readonly row: ObjectsRow | null
/** The token to draw with; empty when the object has no art. */
readonly token: string
/** The animation mode token the engine places it in (`NU`/`OP`/…); empty when unknown. */
readonly mode: string
/** True when no token could be found: drawing nothing is then correct. */
readonly artless: boolean
/** `object` for a real object, `monster` for a DS1 monster spawn point. */
readonly kind: 'object' | 'monster'
}
/** What {@link resolveObjectArt} is asked to resolve. */
export interface ObjectArtRequest {
/** The DS1 object, exactly as decoded; `x`/`y` are sub-tiles. */
readonly object: { type: number; id: number; x: number; y: number; flags: number }
/**
* The token to draw with, taken from the hardcoded object lookup table (it wins
* over `Objects.txt`'s `Token` column, which carries placeholders in 26 places).
*/
readonly token: string
/**
* The animation mode token the engine places the object in, from the same table
* (`NU`/`OP`/`ON`/`S1`…); empty string when the table did not say.
*/
readonly mode: string
/**
* The `Objects.txt` row, or `null` when the table gave no row and the token did
* not match one. Only metadata (name, sub-class) is read from it.
*/
readonly row: { name: string; token: string; subClass: number; mode: number; hp: number } | null
/** Every member name in the mounted archives, for name-only resolution. */
readonly members: readonly string[]
}
/** The art the engine would use for one DS1 object. */
export interface ObjectArt {
/** The archive member, or `null` when the token ships no art at all. */
readonly member: string | null
/** The animation-mode token actually used, e.g. `NU`. */
readonly mode: string
/** Frame index within the resolved member; 0 is the mode's first frame here. */
readonly frameIndex: number
/** Client pixel draw position of the object, frame offsets excluded. */
readonly anchor: { readonly x: number; readonly y: number }
/** Everything the resolution could not decide, or decided by fallback. */
readonly notes: readonly string[]
}
/**
* The COF member name the engine builds for an object token and mode.
*
* The literal template from `D2Common_10884_COMPOSIT_unk`:
* `DATA\GLOBAL\OBJECTS\<TOKEN>\COF\<TOKEN><MODE>hth.COF`, with the space-stripping
* already applied (the tokens are trimmed, so there is nothing left to strip).
*
* @param token - `Objects.txt` `Token`, any case.
* @param modeIndex - animation mode index, 0..7.
* @returns the lower-cased member name.
*/
export function objectCofMember(token: string, modeIndex: number): string {
const name = token.trim().toLowerCase()
const mode = modeToken(modeIndex).toLowerCase()
return `${OBJECT_ROOT}${name}\\cof\\${name}${mode}${OBJECT_WEAPON}.cof`
}
/**
* The sprite member name for one component of an object's composition.
*
* Reconstructed the way `verify-dcc.ts` and `src/game/character.ts` reconstruct a
* character's: the COF stores no file name, only the component index and the
* weapon class, so the name is `<TOKEN><COMPONENT>lit<MODE>hth.dcc` in the
* component's directory. Objects keep the armor class fixed at `lit`.
*
* @param token - `Objects.txt` `Token`, any case.
* @param component - component directory, e.g. `tr`.
* @param modeIndex - animation mode index, 0..7.
* @returns the lower-cased `.dcc` member name.
*/
export function objectSpriteMember(token: string, component: string, modeIndex: number): string {
const name = token.trim().toLowerCase()
const part = component.toLowerCase()
const mode = modeToken(modeIndex).toLowerCase()
return `${OBJECT_ROOT}${name}\\${part}\\${name}${part}${OBJECT_ARMOR_CLASS}${mode}${OBJECT_WEAPON}.dcc`
}
/**
* The mode token for an index, clamped into range.
*
* @param modeIndex - animation mode index.
* @returns the token, e.g. `NU`.
*/
function modeToken(modeIndex: number): string {
const index = Number.isFinite(modeIndex) ? Math.trunc(modeIndex) : 0
return OBJECT_MODE_TOKENS[Math.min(Math.max(index, 0), OBJECT_MODE_TOKENS.length - 1)] ?? 'NU'
}
/**
* The engine's member order, with the requested mode first.
*
* A placed object is in `NU`, so `NU` is first for every object the packer sees;
* the requested mode comes first only so a caller that knows better (an opened
* door, an operating chest) is not overridden.
*
* @param requested - the requested animation mode index.
* @returns mode indices, most preferred first.
*/
function modeOrder(requested: number): number[] {
const start = Number.isFinite(requested) ? Math.min(Math.max(Math.trunc(requested), 0), OBJECT_MODE_COUNT - 1) : 0
const order = [start]
for (let index = 0; index < OBJECT_MODE_COUNT; index += 1) if (index !== start) order.push(index)
return order
}
/**
* Find a member case-insensitively, preferring the archive's own spelling.
*
* The engine's lookups go through Storm's case-insensitive hash, and the archives
* really do mix case (`Data\Global\Objects\1Y\S1\1ys1litnuhth.DC6`,
* `data\global\objects\C5\COF\C5NUHTH.COF`), so a byte-exact compare would fail.
*
* @param members - every member name.
* @param wanted - the lower-cased name to find.
* @returns the member as the archive spells it, or undefined.
*/
function findMember(members: readonly string[], wanted: string): string | undefined {
const exact = members.find(name => name.toLowerCase() === wanted)
return exact
}
/**
* Resolve the art member an object is drawn from, from a member-name list.
*
* The engine's rule, in order: the **mode token** comes from the object's
* animation mode through `objmode.txt`
* (`DATATBLS_GetObjModeTypeTxtRecord(nMode, 1)`), the **class token** from
* `Objects.txt`/`objtype.txt`, and the path is the fixed template in
* `D2Common_10884_COMPOSIT_unk`. What this function adds over that is only the
* fallback for a mode the object has no art for, and the choice of *component*
* when the COF cannot be read: the COF is the engine's real entry point, and it
* declares which components exist. With names alone, `tr` (the body layer, first
* layer of 1453 of 1461 shipped object COFs) is preferred, then the composite
* order.
*
* Two things this cannot decide, reported in `notes` rather than guessed:
* a mode the object has no art for, and the frame index inside that mode
* (`Objects.txt` `Start{mode}` gives the mode's first frame within the COF, and
* `FrameCnt{mode}` its length, so frame 0 here is the COF's first frame — the
* mode's own first frame only when `Start{mode}` is 0).
*
* @param request - the object, its row (or null) and the archive's member list.
* @returns the member, the mode token, the frame index, the anchor and notes.
* @throws when the request is malformed — a missing token or a non-finite object
* position means the caller lost data, and a wrong member is worse than a stop.
* A token that genuinely ships no art returns `member: null` instead, because
* that is what the engine draws: nothing.
*/
export function resolveObjectArt(request: ObjectArtRequest): ObjectArt {
const { object, members } = request
if (!Number.isFinite(object.type) || !Number.isFinite(object.id) || !Number.isFinite(object.x) || !Number.isFinite(object.y) || !Number.isFinite(object.flags)) {
throw new Error(`resolveObjectArt: object ${String(object.type)}/${String(object.id)} at (${String(object.x)}, ${String(object.y)}) is not finite`)
}
const notes: string[] = []
const anchor = objectAnchor(object)
const token = request.token.trim().toUpperCase()
if (token === '') {
notes.push(`act object id ${String(object.id)} has no token in the lookup table, so it has no art`)
return { member: null, mode: 'NU', frameIndex: 0, anchor, notes }
}
// The mode comes from the lookup table (`OP` for a casket, `ON` for a campfire);
// when it does not say, the engine's placement default is `NU`.
const requestedToken = request.mode.trim().toUpperCase()
const requestedIndex = (OBJECT_MODE_TOKENS as readonly string[]).indexOf(requestedToken)
const requested = requestedIndex >= 0 ? requestedIndex : 0
if (requestedToken !== '' && requestedIndex < 0) {
notes.push(`lookup table mode "${requestedToken}" is not one of ${OBJECT_MODE_TOKENS.join('/')}; using NU`)
}
if (requestedIndex > 0) notes.push(`placed in mode ${requestedToken} by the lookup table`)
// The engine loads a COF, and the COF lists the layers. Prefer the mode the
// object is in; fall back through the mode order when this token ships no art
// for it (a chest in a level that placed it opened, for instance).
let modeIndex = requested
let cof: string | undefined
for (const candidate of modeOrder(requested)) {
const found = findMember(members, objectCofMember(token, candidate))
if (found !== undefined) { cof = found; modeIndex = candidate; break }
}
if (cof === undefined) {
notes.push(`token ${token} ships no COF for any mode (looked for ${objectCofMember(token, requested)})`)
} else if (modeIndex !== requested) {
notes.push(`mode ${String(requested)} has no COF; fell back to ${OBJECT_MODE_TOKENS[modeIndex] ?? 'NU'}`)
}
// Sprites: the same tokens as the COF name, one file per component directory.
let member: string | null = null
let chosenMode = modeIndex
const layers: string[] = []
const order = cof === undefined ? modeOrder(requested) : [modeIndex]
outer: for (const index of order) {
for (const component of COMPONENT_PREFERENCE) {
const found = findMember(members, objectSpriteMember(token, component, index))
if (found === undefined) continue
layers.push(found)
if (member === null) { member = found; chosenMode = index }
}
if (member !== null) break outer
}
// `lit` is not universal in the shipped set: a handful of tokens store the same
// name without it, so those are matched too rather than reported as missing.
if (member === null) {
for (const index of order) {
const mode = OBJECT_MODE_TOKENS[index]?.toLowerCase() ?? 'nu'
const prefix = `${OBJECT_ROOT}${token.toLowerCase()}\\`
const suffix = `${mode}${OBJECT_WEAPON}.dcc`
const hits = members
.filter(name => name.toLowerCase().startsWith(prefix) && name.toLowerCase().endsWith(suffix))
.sort()
if (hits.length > 0) { member = hits[0] ?? null; chosenMode = index; layers.push(...hits); break }
}
}
if (member === null) {
notes.push(`token ${token} ships no sprite member for mode ${OBJECT_MODE_TOKENS[chosenMode] ?? 'NU'}`)
}
if (cof !== undefined) notes.push(`cof ${cof}`)
if (layers.length > 1) notes.push(`layers ${layers.join(' ')}`)
if (request.row !== null && (request.row.mode < 0 || request.row.mode >= OBJECT_MODE_COUNT)) {
notes.push(`row mode ${String(request.row.mode)} is outside 0..${String(OBJECT_MODE_COUNT - 1)}`)
}
notes.push('frameIndex is the COF\'s first frame; add Objects.txt Start{mode} for the mode\'s own first frame')
return {
member,
mode: OBJECT_MODE_TOKENS[chosenMode] ?? 'NU',
frameIndex: 0,
anchor,
notes,
}
}
/** One composited object animation, the way the engine builds one. */
export interface ObjectSheet {
/** The composited frames for direction 0, in COF frame order. */
readonly sheet: SpriteSheet
/** Directions the COF declares (1 for most objects, 4 for a rare few). */
readonly directions: number
/** Frames per direction, i.e. the COF's own count. */
readonly framesPerDirection: number
/** The COF member that was read. */
readonly cof: string
/** The sprite members the COF's layers resolved to, in draw order. */
readonly members: readonly string[]
/** Layers with no sprite, or that failed to decode. */
readonly skipped: number
/** Non-fatal observations. */
readonly notes: readonly string[]
}
/**
* Build an object's frames the way the engine does: read the COF, then its layers.
*
* This is the authoritative path — it is what `D2Common_10884_COMPOSIT_unk`
* resolves and what `D2Comp.cpp`'s `sub_6F8A1250` loads — and it needs the
* archives, because the component list lives inside the COF bytes and nowhere
* else. The layer decoders are `src/formats/cof.ts` and `src/formats/dcc.ts`, the
* same ones `src/game/character.ts` uses; the draw order comes from
* `cofLayerOrder`, and the frame-window arithmetic is `Start{mode}` +
* `FrameCnt{mode}` from `Objects.txt` when the row is supplied.
*
* @param archives - the mounted archives.
* @param token - `Objects.txt` `Token`.
* @param modeIndex - animation mode index, 0..7.
* @param row - the `Objects.txt` row, for the mode's frame window; optional.
* @returns the composited sheet.
* @throws when the COF for that token and mode is absent, naming both.
*/
export async function loadObjectSheet(
archives: MountedArchives,
token: string,
modeIndex: number,
row?: ObjectsRow,
): Promise<ObjectSheet> {
const cofMember = objectCofMember(token, modeIndex)
let cof: CofFile
try {
cof = decodeCof(await archives.read(cofMember))
} catch (err) {
throw new Error(`loadObjectSheet: ${cofMember} (token ${token}, mode ${OBJECT_MODE_TOKENS[modeIndex] ?? '?'}) failed: ${(err as Error).message}`)
}
const names = await archives.listFiles()
const notes: string[] = []
const members: string[] = []
const sprites: (DccFile | null)[] = []
for (const layer of cof.layers) {
const component = OBJECT_COMPONENTS[layer.type]
if (component === undefined) { notes.push(`layer type ${String(layer.type)} has no component directory`); sprites.push(null); continue }
const wanted = objectSpriteMember(token, component, modeIndex)
let found = findMember(names, wanted)
if (found === undefined) found = findMember(names, wanted.replace(/\.dcc$/i, '.dc6'))
if (found === undefined) { notes.push(`no sprite for component ${component} (${wanted})`); sprites.push(null); continue }
try {
sprites.push(decodeDcc(await archives.read(found)))
members.push(found)
} catch (err) {
notes.push(`${found}: ${(err as Error).message}`)
sprites.push(null)
}
}
const start = row === undefined ? 0 : (row.start[modeIndex] ?? 0)
const count = row === undefined ? cof.framesPerDirection : Math.max(1, row.frameCnt[modeIndex] ?? 1)
const frames: SpriteFrame[] = []
for (let index = 0; index < cof.framesPerDirection; index += 1) frames.push(blankFrame())
const wanted = row === undefined ? [0] : Array.from({ length: count }, (_, offset) => start + offset)
const directions = Math.max(1, cof.numberOfDirections)
for (const index of wanted) {
if (index < 0 || index >= cof.framesPerDirection) continue
let left = Number.POSITIVE_INFINITY
let top = Number.POSITIVE_INFINITY
let right = Number.NEGATIVE_INFINITY
let bottom = Number.NEGATIVE_INFINITY
let placed = 0
for (const sprite of sprites) {
if (sprite === null) continue
const direction = sprite.directions[0]
const frame = direction?.frames[index]
if (frame === undefined) continue
left = Math.min(left, direction!.box.left)
top = Math.min(top, direction!.box.top)
right = Math.max(right, direction!.box.left + direction!.box.width)
bottom = Math.max(bottom, direction!.box.top + direction!.box.height)
placed += 1
}
if (placed === 0) continue
const width = Math.max(1, Math.round(right) - Math.round(left))
const height = Math.max(1, Math.round(bottom) - Math.round(top))
const composed: SpriteFrame = { width, height, indices: new Uint8Array(width * height), mask: new Uint8Array(width * height) }
const ordered = cofLayerOrder(cof, 0, index)
for (const layerIndex of ordered) {
const sprite = sprites[layerIndex]
if (sprite === null || sprite === undefined) continue
const direction = sprite.directions[0]
const frame = direction?.frames[index]
if (frame === undefined) continue
blit(composed, frame.frame, Math.round(direction!.box.left) - Math.round(left), Math.round(direction!.box.top) - Math.round(top))
}
frames[index] = composed
}
return {
sheet: { groups: [{ frames }], width: null },
directions,
framesPerDirection: cof.framesPerDirection,
cof: cofMember,
members,
skipped: sprites.filter(sprite => sprite === null).length,
notes,
}
}
/**
* A transparent 1×1 frame, so a slot with no art still occupies its COF index.
*
* @returns the frame.
*/
function blankFrame(): SpriteFrame {
return { width: 1, height: 1, indices: new Uint8Array(1), mask: new Uint8Array(1) }
}
/**
* Masked blit of one layer onto the composed frame.
*
* Palette index 0 is transparent in D2's art, so a layer paints only where it has
* a non-zero pixel — the same rule the DT1 tile compositor uses.
*
* @param target - destination frame buffers.
* @param source - the layer's frame.
* @param atX - destination x.
* @param atY - destination y.
*/
function blit(
target: { indices: Uint8Array; mask: Uint8Array; width: number; height: number },
source: SpriteFrame,
atX: number,
atY: number,
): void {
for (let y = 0; y < source.height; y += 1) {
const ty = atY + y
if (ty < 0 || ty >= target.height) continue
for (let x = 0; x < source.width; x += 1) {
const value = source.indices[y * source.width + x] ?? 0
if (value === 0) continue
const tx = atX + x
if (tx < 0 || tx >= target.width) continue
target.indices[ty * target.width + tx] = value
target.mask[ty * target.width + tx] = 1
}
}
}

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/**
* Quests and NPCs.
*
* Diablo II's quests are a small state machine per act: talk to an NPC to accept,
* do the thing, talk again to be rewarded. `Quest.txt` holds the names and
* descriptions (through the string table) and the objective; the dialogue itself
* lives in code with its text in the TBL. This module models the part that is
* structural — the states, the objective counter, the reward, and the dialogue
* *selection* — and leaves the actual lines to the data.
*
* The dialogue is chosen by state rather than listed blindly, because that is the
* behaviour that matters: an NPC who offers a quest already in progress, or who
* forgets a completed one, is the classic quest bug.
*/
import { numberCell, resolveText, textCell } from './tables.ts'
import type { TextSource } from './tables.ts'
/** One NPC. */
export interface NpcDef {
/** Table id. */
readonly id: string
/** Display name. */
readonly name: string
/** The quest this NPC offers, when any. */
readonly questId: string | null
/** Lines offered while the quest is available. */
readonly offerLines: readonly string[]
/** Lines offered while the quest is in progress. */
readonly progressLines: readonly string[]
/** Lines offered once the quest is done. */
readonly doneLines: readonly string[]
}
/** One quest. */
export interface QuestDef {
/** Table id. */
readonly id: string
/** Display name. */
readonly name: string
/** Description, for the quest log. */
readonly description: string
/** Monster id to kill, or `*` for any. */
readonly monsterId: string
/** How many kills complete it. */
readonly killCount: number
/** Experience awarded on completion. */
readonly rewardXp: number
/** Gold awarded on completion. */
readonly rewardGold: number
}
/** A quest's live state. */
export interface QuestProgress {
/** The definition. */
readonly def: QuestDef
/** Where it stands. */
status: 'inactive' | 'active' | 'complete'
/** Kills recorded so far. */
kills: number
}
/** Raised when a quest id is used that the log does not know. */
export class QuestError extends Error {
constructor(message: string) {
super(message)
this.name = 'QuestError'
}
}
/**
* Read one NPC row.
*
* @param row - the record.
* @param rowIndex - position, for a fallback id.
* @param text - text source for name and dialogue indices.
* @returns the NPC.
*/
export function npcFromRow(
row: Readonly<Record<string, string>>,
rowIndex: number,
text: TextSource,
): NpcDef {
const id = textCell(row, 'Id', textCell(row, 'npc', `npc${String(rowIndex)}`))
// Split first (a cell may list several indices or literals), resolve each part,
// then split again: a string table entry can itself hold several lines, and
// resolving after splitting would leave those pipes in the text.
const lines = (column: string): string[] =>
textCell(row, column, '')
.split('|')
.map(part => resolveText(part.trim(), text))
.flatMap(resolved => resolved.split('|'))
.map(line => line.trim())
.filter(line => line !== '')
return {
id,
name: resolveText(textCell(row, 'Name', id), text) || id,
questId: textCell(row, 'Quest', '') || null,
offerLines: lines('Offer'),
progressLines: lines('Progress'),
doneLines: lines('Done'),
}
}
/**
* Read every NPC in a table.
*
* @param table - an NPC-shaped table.
* @param text - text source.
* @returns the NPCs.
*/
export function npcsFromTable(
table: { rows: readonly Readonly<Record<string, string>>[] },
text: TextSource,
): NpcDef[] {
return table.rows.map((row, index) => npcFromRow(row, index, text))
}
/**
* Read one quest row.
*
* @param row - the record.
* @param rowIndex - position, for a fallback id.
* @param text - text source for name and description indices.
* @returns the quest.
*/
export function questFromRow(
row: Readonly<Record<string, string>>,
rowIndex: number,
text: TextSource,
): QuestDef {
const id = textCell(row, 'Id', textCell(row, 'quest', `quest${String(rowIndex)}`))
return {
id,
name: resolveText(textCell(row, 'Name', id), text) || id,
description: resolveText(textCell(row, 'Description', ''), text),
monsterId: textCell(row, 'MonsterId', textCell(row, 'monster', '*')) || '*',
killCount: Math.max(1, numberCell(row, 'KillCount', numberCell(row, 'count', 1))),
rewardXp: Math.max(0, numberCell(row, 'RewardXP', numberCell(row, 'xp', 0))),
rewardGold: Math.max(0, numberCell(row, 'RewardGold', numberCell(row, 'gold', 0))),
}
}
/**
* Read every quest in a table.
*
* @param table - a `Quest.txt`-shaped table.
* @param text - text source.
* @returns the quests.
*/
export function questsFromTable(
table: { rows: readonly Readonly<Record<string, string>>[] },
text: TextSource,
): QuestDef[] {
return table.rows.map((row, index) => questFromRow(row, index, text))
}
/** A reward handed out when a quest completes. */
export interface QuestReward {
/** Quest that completed. */
readonly questId: string
/** Experience awarded. */
readonly xp: number
/** Gold awarded. */
readonly gold: number
}
/**
* The player's quest log.
*/
export class QuestLog {
private readonly progress = new Map<string, QuestProgress>()
/**
* @param quests - the quests the log tracks.
*/
constructor(quests: readonly QuestDef[]) {
for (const quest of quests) {
this.progress.set(quest.id, { def: quest, status: 'inactive', kills: 0 })
}
}
/**
* Rebuild a log from saved progress.
*
* @param quests - the quest definitions.
* @param states - saved status and counters, matched by id.
* @returns the log.
*/
static restore(
quests: readonly QuestDef[],
states: readonly { readonly id: string; readonly status: QuestProgress['status']; readonly kills: number }[],
): QuestLog {
const log = new QuestLog(quests)
for (const saved of states) {
const entry = log.progress.get(saved.id)
if (entry === undefined) continue
entry.status = saved.status
entry.kills = Math.max(0, saved.kills)
}
return log
}
/** Every quest's progress, in table order. */
get all(): readonly QuestProgress[] {
return [...this.progress.values()]
}
/** The quests currently in progress. */
get active(): readonly QuestProgress[] {
return this.all.filter(entry => entry.status === 'active')
}
/**
* Read one quest's progress.
*
* @param id - the quest id.
* @returns the progress, or undefined when unknown.
*/
get(id: string): QuestProgress | undefined {
return this.progress.get(id)
}
/**
* Accept a quest.
*
* @param id - the quest id.
* @returns true when it moved from inactive to active.
*/
accept(id: string): boolean {
const entry = this.progress.get(id)
if (entry === undefined) throw new QuestError(`unknown quest "${id}"`)
if (entry.status !== 'inactive') return false
entry.status = 'active'
return true
}
/**
* Record a kill, advancing every active quest that wants that monster.
*
* @param monsterId - the monster's table id.
* @returns the quests this kill completed.
*/
recordKill(monsterId: string): QuestReward[] {
const rewards: QuestReward[] = []
for (const entry of this.progress.values()) {
if (entry.status !== 'active') continue
const wanted = entry.def.monsterId
// `*` means any monster, which is how a "kill N of anything" quest reads.
if (wanted !== '*' && wanted !== monsterId) continue
entry.kills += 1
if (entry.kills >= entry.def.killCount) {
entry.status = 'complete'
rewards.push({ questId: entry.def.id, xp: entry.def.rewardXp, gold: entry.def.rewardGold })
}
}
return rewards
}
}
/**
* The lines an NPC says right now.
*
* @param npc - the NPC.
* @param log - the quest log.
* @returns the lines, empty when there is nothing to say.
*/
export function npcDialog(npc: NpcDef, log: QuestLog): string[] {
if (npc.questId === null) return [...npc.offerLines]
const entry = log.get(npc.questId)
if (entry === undefined) return [...npc.offerLines]
switch (entry.status) {
case 'inactive': return [...npc.offerLines]
case 'active': return [...npc.progressLines]
case 'complete': return [...npc.doneLines]
/* v8 ignore next -- the status union is closed above. */
default: return []
}
}

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/**
* Deterministic pseudo-random numbers.
*
* Every random decision in the game — drops, affix rolls, monster spawn jitter —
* goes through one of these, seeded from a value the caller controls. That is not
* about quality (this is not a cryptographic generator) but about *reproducibility*:
* a drop table that cannot be replayed cannot be tested, and a simulation whose
* randomness comes from `Math.random` can never be reconciled between two machines,
* which is exactly what lockstep multiplayer needs at M5.
*
* The algorithm is mulberry32: 32 bits of state, a handful of integer ops, and a
* period long enough for a game session. It is written here rather than pulled in
* because the whole engine has no runtime dependencies.
*/
/** A seeded random source. */
export class Rng {
private state: number
/**
* @param seed - any 32-bit integer; the same seed replays the same sequence.
*/
constructor(seed: number) {
this.state = seed >>> 0
}
/**
* The generator's current state.
*
* Exposed so a save can capture the stream exactly: restoring a game without its
* random state would replay the same drops in a different order, which is the
* kind of difference that only shows up much later.
*/
get seed(): number {
return this.state
}
/**
* Draw the next value.
*
* @returns a number in `[0, 1)`.
*/
next(): number {
this.state = (this.state + 0x6d2b79f5) >>> 0
let t = this.state
t = Math.imul(t ^ (t >>> 15), t | 1)
t ^= t + Math.imul(t ^ (t >>> 7), t | 61)
return ((t ^ (t >>> 14)) >>> 0) / 4294967296
}
/**
* Draw an integer in an inclusive range.
*
* @param min - lower bound.
* @param max - upper bound (inclusive).
* @returns the integer.
*/
int(min: number, max: number): number {
if (max <= min) return Math.floor(min)
return Math.floor(min + this.next() * (max - min + 1))
}
/**
* Draw a floating-point value in a range.
*
* @param min - lower bound.
* @param max - upper bound.
* @returns the value.
*/
range(min: number, max: number): number {
return min + this.next() * (max - min)
}
/**
* Draw one element.
*
* @param items - the candidates.
* @returns the element, or undefined when there are none.
*/
pick<T>(items: readonly T[]): T | undefined {
if (items.length === 0) return undefined
return items[Math.floor(this.next() * items.length)]
}
/**
* Decide a yes/no with a probability.
*
* @param chance - probability in `[0, 1]`.
* @returns true when the draw succeeds.
*/
chance(probability: number): boolean {
return this.next() < probability
}
/**
* Derive an independent stream, so one subsystem's draws cannot shift another's.
*
* @param label - a stable name for the stream.
* @returns a new generator.
*/
fork(label: string): Rng {
let hash = 2166136261
for (let index = 0; index < label.length; index += 1) {
hash ^= label.charCodeAt(index)
hash = Math.imul(hash, 16777619) >>> 0
}
return new Rng((hash ^ this.state) >>> 0)
}
}
/**
* A stable 32-bit hash of a string, for seeding streams from names.
*
* @param text - the input.
* @returns the hash.
*/
export function hashString32(text: string): number {
let hash = 2166136261
for (let index = 0; index < text.length; index += 1) {
hash ^= text.charCodeAt(index)
hash = Math.imul(hash, 16777619) >>> 0
}
return hash >>> 0
}

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/**
* Saving and loading a game.
*
* Two formats live here, and they answer different questions:
*
* - **A snapshot** ({@link captureSnapshot}) is the engine's own save: a plain,
* versioned structure holding everything a continued simulation depends on —
* the world, the inventory, quest progress, and *the random stream's position*.
* That last one is the part people forget: restore a game without its RNG state
* and the same loot rolls come out in a different order, which looks like a
* working save until someone notices the drops.
* - **`.d2s`** is Diablo II's own character file, which is what a save has to be
* to be worth anything to a player. Only the parts this engine can state with
* confidence are implemented: the header, the identity fields, the stat and
* skill blocks, and the checksum. The item, quest, waypoint and mercenary
* sections are not decoded — they are recorded by offset and left alone, so a
* file this engine writes stays loadable and a file it reads keeps its data.
*
* The snapshot is verified the only way that means anything: by continuing the
* simulation from a restored copy and requiring it to stay identical tick for
* tick. The `.d2s` side is verified by round trip, which is weaker — see the
* notes on {@link writeD2s}.
*/
import { rebindPlayer } from './combat.ts'
import type { CombatWorld, Monster } from './combat.ts'
import type { Inventory, Item, PlacedItem } from './items.ts'
import type { QuestLog, QuestProgress } from './quests.ts'
import type { Rng } from './rng.ts'
/** Snapshot format version; bumped whenever the shape changes. */
export const SNAPSHOT_VERSION = 1
/** A saved game. */
export interface GameSnapshot {
/** Format version. */
readonly version: number
/** Random stream position, so drops continue rather than restart. */
readonly rngState: number
/** The combat world, minus its per-tick event buffer. */
readonly world: {
readonly tick: number
readonly kills: number
readonly player: CombatWorld['player']
readonly monsters: readonly Monster[]
}
/** Bag contents, at their exact grid positions. */
readonly inventory: {
readonly width: number
readonly height: number
readonly placed: readonly { readonly x: number; readonly y: number; readonly item: Item }[]
}
/** Quest progress. */
readonly quests: readonly { readonly id: string; readonly status: QuestProgress['status']; readonly kills: number }[]
/**
* Items lying on the ground. Not part of the simulation, but part of the world
* the player is looking at: a save that silently deletes the loot you were
* walking towards is a save that lies.
*/
readonly ground: readonly { readonly x: number; readonly y: number; readonly item: Item }[]
}
/** Everything a snapshot is taken from. */
export interface SnapshotSources {
/** The combat world. */
readonly world: CombatWorld
/** The loot random stream. */
readonly rng: Rng
/** The player's inventory. */
readonly inventory: Inventory
/** The quest log. */
readonly quests: QuestLog
/** Items on the ground. */
readonly ground: readonly { readonly x: number; readonly y: number; readonly item: Item }[]
}
/**
* Capture the current game.
*
* @param sources - the live state.
* @returns the snapshot (a plain object, ready to serialize).
*/
export function captureSnapshot(sources: SnapshotSources): GameSnapshot {
return {
version: SNAPSHOT_VERSION,
rngState: sources.rng.seed,
world: {
tick: sources.world.tick,
kills: sources.world.kills,
// The player and monsters are plain data; the event buffer is deliberately
// left out, because it describes the tick that just happened rather than
// the state the next tick starts from.
player: { ...sources.world.player },
monsters: sources.world.monsters.map(monster => ({ ...monster })),
},
inventory: {
width: sources.inventory.width,
height: sources.inventory.height,
placed: sources.inventory.contents.map(entry => ({ x: entry.x, y: entry.y, item: entry.item })),
},
quests: sources.quests.all.map(entry => ({ id: entry.def.id, status: entry.status, kills: entry.kills })),
ground: sources.ground.map(entry => ({ x: entry.x, y: entry.y, item: entry.item })),
}
}
/**
* Serialize a snapshot.
*
* @param snapshot - the snapshot.
* @returns its JSON text.
*/
export function serializeSnapshot(snapshot: GameSnapshot): string {
return JSON.stringify(snapshot)
}
/**
* Parse a snapshot, rejecting anything that is not one.
*
* Validation is deliberate rather than trusting `JSON.parse`: a save is user data,
* and a malformed one should produce an error message instead of a half-built
* world.
*
* @param text - the JSON text.
* @returns the parsed snapshot.
*/
export function parseSnapshot(text: string): GameSnapshot {
const parsed: unknown = JSON.parse(text)
if (typeof parsed !== 'object' || parsed === null) throw new Error('save is not an object')
const candidate = parsed as Partial<GameSnapshot>
if (candidate.version !== SNAPSHOT_VERSION) {
throw new Error(`save version ${String(candidate.version ?? '?')} is not supported (expected ${String(SNAPSHOT_VERSION)})`)
}
if (typeof candidate.rngState !== 'number') throw new Error('save has no random state')
if (candidate.world === undefined || typeof candidate.world.tick !== 'number') throw new Error('save has no world')
if (candidate.world.player === undefined) throw new Error('save has no player')
if (!Array.isArray(candidate.world.monsters)) throw new Error('save has no monster list')
if (candidate.inventory === undefined || !Array.isArray(candidate.inventory.placed)) throw new Error('save has no inventory')
if (!Array.isArray(candidate.quests)) throw new Error('save has no quest log')
// Older saves predate ground items; an absent list is treated as empty rather
// than as corruption, so the version does not have to be bumped for a field
// that only ever adds detail.
if (candidate.ground !== undefined && !Array.isArray(candidate.ground)) throw new Error('save has a malformed ground list')
return { ...candidate, ground: candidate.ground ?? [] } as GameSnapshot
}
/**
* Restore a snapshot into live objects.
*
* @param snapshot - the snapshot.
* @param build - factories for the pieces that have behaviour, so this module
* stays free of construction details.
* @returns the restored state.
*/
export function restoreSnapshot(
snapshot: GameSnapshot,
build: {
/** Rebuild an inventory from placements. */
readonly inventory: (width: number, height: number, placed: readonly PlacedItem[]) => Inventory
/** Rebuild a quest log from progress. */
readonly quests: (states: GameSnapshot['quests']) => QuestLog
},
): {
world: CombatWorld
rngState: number
inventory: Inventory
quests: QuestLog
ground: { x: number; y: number; item: Item }[]
} {
return {
// A save carries one player, so the restored world is a single-player one and
// its player list is rebuilt rather than inherited: spreading a snapshot over a
// live world would otherwise leave the previous player list in place.
world: rebindPlayer({ ...snapshot.world, monsters: [...snapshot.world.monsters], players: [], events: [] }),
rngState: snapshot.rngState,
inventory: build.inventory(snapshot.inventory.width, snapshot.inventory.height, snapshot.inventory.placed as PlacedItem[]),
quests: build.quests(snapshot.quests),
ground: snapshot.ground.map(entry => ({ x: entry.x, y: entry.y, item: entry.item })),
}
}
// --- Diablo II character files (.d2s) ---------------------------------------
/** The `.d2s` signature. */
const D2S_SIGNATURE = 0xaa55aa55
/** Byte offset of the character name, and its fixed length. */
const D2S_NAME_OFFSET = 0x14
const D2S_NAME_LENGTH = 16
/** Byte offset of the class and level bytes. */
const D2S_CLASS_OFFSET = 0x28
const D2S_LEVEL_OFFSET = 0x2b
/** Byte offset of the header checksum. */
const D2S_CHECKSUM_OFFSET = 0x0c
/** Diablo II version this writer targets (1.09+ layout, no expansion-only sections). */
export const D2S_VERSION = 96
/** The parts of a character file this engine understands. */
export interface D2sCharacter {
/** Format version word. */
readonly version: number
/** Character name (at most 15 characters). */
readonly name: string
/** Class index (0 = amazon, 1 = sorceress, 2 = necromancer, 3 = paladin, 4 = barbarian). */
readonly classIndex: number
/** Character level. */
readonly level: number
/** Raw bytes, so sections this engine does not decode are preserved on write. */
readonly raw: Uint8Array
}
/**
* Diablo II's save checksum.
*
* A rotating sum: shift left, add the byte, and fold any carry back into the low
* bit. Stored as a 32-bit value at offset 0x0C, and the game refuses a character
* whose checksum disagrees.
*
* @param data - the file bytes, with the checksum field present.
* @returns the checksum.
*/
export function d2sChecksum(data: Uint8Array): number {
let sum = 0
for (let index = 0; index < data.byteLength; index += 1) {
// The checksum field itself counts as zero bytes, matching the game.
const byte = index >= D2S_CHECKSUM_OFFSET && index < D2S_CHECKSUM_OFFSET + 4 ? 0 : data[index]!
// Doubling must not use `<< 1`: that is a 32-bit signed shift, so the high bit
// is discarded instead of being folded back, and every byte more than 32
// shifts from the end becomes invisible to the checksum — a corruption there
// would go undetected. Keeping the sum as a wider number and folding the
// carry into bit 0 (which is what the algorithm specifies) makes every byte
// matter.
sum = sum * 2 + byte
if (sum > 0xffffffff) sum = (sum % 0x100000000) + 1
}
return sum >>> 0
}
/**
* Read a `.d2s` character file.
*
* Only the header and identity fields are decoded; everything else is kept as raw
* bytes. That is deliberate: the item, quest and waypoint sections are large and
* this engine has no shipped file to check them against, so guessing at them would
* produce a decoder that silently corrupts saves.
*
* @param data - the file bytes.
* @returns the character.
*/
export function readD2s(data: Uint8Array): D2sCharacter {
if (data.byteLength < 0x30) throw new Error(`character file is only ${String(data.byteLength)} bytes`)
const view = new DataView(data.buffer, data.byteOffset, data.byteLength)
const signature = view.getUint32(0, true)
if (signature !== D2S_SIGNATURE) {
throw new Error(`not a character file (signature 0x${signature.toString(16)})`)
}
const version = view.getUint32(4, true)
const storedChecksum = view.getUint32(D2S_CHECKSUM_OFFSET, true)
const computed = d2sChecksum(data)
if (storedChecksum !== computed) {
throw new Error(`checksum mismatch (stored 0x${storedChecksum.toString(16)}, computed 0x${computed.toString(16)})`)
}
let name = ''
for (let index = 0; index < D2S_NAME_LENGTH; index += 1) {
const byte = data[D2S_NAME_OFFSET + index]!
if (byte === 0) break
name += String.fromCharCode(byte)
}
return {
version,
name,
classIndex: data[D2S_CLASS_OFFSET]!,
level: data[D2S_LEVEL_OFFSET]!,
raw: data,
}
}
/**
* Write a `.d2s` character file around an existing body.
*
* Round-trip verified only: no shipped character file has been available to check
* the interpretation against, so treat this as "keeps the bytes it was given and
* fixes the header", not as a save format that has been proven compatible.
*
* @param character - the character to write.
* @returns the file bytes.
*/
export function writeD2s(character: D2sCharacter): Uint8Array {
const out = new Uint8Array(character.raw)
const view = new DataView(out.buffer, out.byteOffset, out.byteLength)
view.setUint32(0, D2S_SIGNATURE, true)
view.setUint32(4, character.version, true)
view.setUint32(8, out.byteLength, true)
view.setUint32(D2S_CHECKSUM_OFFSET, 0, true)
for (let index = 0; index < D2S_NAME_LENGTH; index += 1) {
out[D2S_NAME_OFFSET + index] = index < character.name.length
? character.name.charCodeAt(index) & 0x7f
: 0
}
out[D2S_CLASS_OFFSET] = character.classIndex & 0xff
out[D2S_LEVEL_OFFSET] = character.level & 0xff
view.setUint32(D2S_CHECKSUM_OFFSET, d2sChecksum(out), true)
return out
}
/**
* Build a minimal character file from scratch (a header plus zeroed body).
*
* @param name - character name.
* @param classIndex - class index.
* @param level - level.
* @param bodyBytes - body size to allocate.
* @returns the file bytes.
*/
export function createD2s(name: string, classIndex: number, level: number, bodyBytes = 0x100): Uint8Array {
const body = new Uint8Array(0x30 + bodyBytes)
return writeD2s({ version: D2S_VERSION, name, classIndex, level, raw: body })
}

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/**
* Skills: table-driven definitions, casting, and projectiles.
*
* Diablo II skills are rows in `Skills.txt`: a mana cost, a cooldown, a range,
* and damage that scales with the skill's level in bands. This module reads that
* shape and turns it into something castable, in three parts:
*
* - a **definition** read from a table row (never a constant in code, so a real
* `Skills.txt` changes the game without touching this file);
* - a **cast** step that checks mana and cooldown and produces either an instant
* effect or a projectile;
* - a **projectile** step that flies at the simulation rate, dies on walls,
* expires on its own timer, and reports what it hit.
*
* Damage progression is the one place where a simplification is visible in the
* code: the real table scales damage through five level bands
* (`MinLevDam1..5`), and this reads a single `PerLevel` slope instead. The band
* columns are a mapping-layer problem — they carry no new mechanics, only a
* different interpolation — so the formula is isolated in {@link skillDamageAt}
* where the bands can replace it.
*/
import { numberCell, resolveText, textCell } from './tables.ts'
import type { TextSource } from './tables.ts'
import type { Rng } from './rng.ts'
/** One castable skill, read from a table row. */
export interface SkillDef {
/** Table id. */
readonly id: string
/** Display name, resolved through the text table when the row names an index. */
readonly name: string
/** Mana spent per cast. */
readonly manaCost: number
/** Ticks between casts. */
readonly cooldownTicks: number
/** Maximum cast distance; also the projectile's lifetime in pixels. */
readonly range: number
/** Whether the skill spawns a projectile (as opposed to striking instantly). */
readonly projectile: boolean
/** Projectile speed in pixels per second. */
readonly speed: number
/** Damage at skill level 1. */
readonly baseMinDamage: number
/** Damage at skill level 1. */
readonly baseMaxDamage: number
/** Damage added per additional skill level. */
readonly damagePerLevel: number
/** Radius of the instant effect, for non-projectile skills. */
readonly radius: number
}
/** A projectile in flight. */
export interface Projectile {
/** Skill it came from. */
readonly skillId: string
/** World x. */
readonly x: number
/** World y. */
readonly y: number
/** Velocity x, pixels per tick. */
readonly vx: number
/** Velocity y, pixels per tick. */
readonly vy: number
/** Damage on hit. */
readonly damage: number
/** Ticks left before it expires. */
readonly ttl: number
/** Whether the player fired it (projectiles hit the other side). */
readonly fromPlayer: boolean
}
/** What a cast produced. */
export type CastResult =
| { readonly kind: 'mana'; readonly cost: number }
| { readonly kind: 'cooldown'; readonly ticksLeft: number }
| { readonly kind: 'projectile'; readonly projectile: Projectile }
| { readonly kind: 'instant'; readonly radius: number; readonly damage: number }
/** A caster's position and facing. */
export interface Caster {
/** World x. */
readonly x: number
/** World y. */
readonly y: number
/** Facing index (0 = south, turning west). */
readonly facing: number
}
/** Direction vectors, in the same order as sprite groups (0 = south, turning west). */
const FACING_VECTORS: readonly (readonly [number, number])[] = [
[0, 1], [-1, 1], [-1, 0], [-1, -1], [0, -1], [1, -1], [1, 0], [1, 1],
]
/**
* Read one skill from a table row.
*
* @param row - the record.
* @param rowIndex - position, for a fallback id.
* @param text - text source for name indices.
* @returns the definition.
*/
export function skillFromRow(
row: Readonly<Record<string, string>>,
rowIndex: number,
text: TextSource,
): SkillDef {
const id = textCell(row, 'Id', textCell(row, 'skill', `skill${String(rowIndex)}`))
const rawName = textCell(row, 'Name', textCell(row, 'skilldesc', id))
return {
id,
name: resolveText(rawName, text) || id,
manaCost: Math.max(0, numberCell(row, 'ManaCost', numberCell(row, 'mana', 0))),
cooldownTicks: Math.max(0, numberCell(row, 'CooldownTicks', numberCell(row, 'delay', 0))),
range: Math.max(1, numberCell(row, 'Range', numberCell(row, 'range', 120))),
// A projectile skill is one with a missile speed; otherwise it strikes where
// the caster is facing.
projectile: numberCell(row, 'Speed', 0) > 0,
speed: Math.max(0, numberCell(row, 'Speed', 0)),
baseMinDamage: Math.max(0, numberCell(row, 'MinDam', numberCell(row, 'mindam', 1))),
baseMaxDamage: Math.max(0, numberCell(row, 'MaxDam', numberCell(row, 'maxdam', 2))),
damagePerLevel: numberCell(row, 'PerLevel', numberCell(row, 'LevDam', 0)),
radius: Math.max(1, numberCell(row, 'Radius', numberCell(row, 'HitRadius', 24))),
}
}
/**
* Read every skill in a table.
*
* @param table - a `Skills.txt`-shaped table.
* @param text - text source for name indices.
* @returns the definitions, in table order.
*/
export function skillsFromTable(
table: { rows: readonly Readonly<Record<string, string>>[] },
text: TextSource,
): SkillDef[] {
return table.rows.map((row, index) => skillFromRow(row, index, text))
}
/**
* Damage of a skill at a level.
*
* @param skill - the definition.
* @param level - skill level, 1-based.
* @param rng - random source for the roll inside the damage range.
* @returns the damage.
*/
export function skillDamageAt(skill: SkillDef, level: number, rng: Rng): number {
const steps = Math.max(0, level - 1)
const min = skill.baseMinDamage + skill.damagePerLevel * steps
const max = skill.baseMaxDamage + skill.damagePerLevel * steps
return rng.int(Math.round(min), Math.round(Math.max(min, max)))
}
/**
* Cast a skill.
*
* Mana and cooldown are checked here rather than by the caller so that every
* route to casting (a hotkey, an AI, a script) obeys the same rules.
*
* @param skill - the definition.
* @param caster - position and facing.
* @param level - skill level.
* @param rng - random source.
* @param cooldownLeft - ticks of cooldown still owed.
* @param mana - mana available.
* @param aim - optional aim point; defaults to straight ahead of the facing.
* @returns what the cast produced.
*/
export function castSkill(
skill: SkillDef,
caster: Caster,
level: number,
rng: Rng,
cooldownLeft: number,
mana: number,
aim?: { readonly x: number; readonly y: number },
): CastResult {
if (cooldownLeft > 0) return { kind: 'cooldown', ticksLeft: cooldownLeft }
if (mana < skill.manaCost) return { kind: 'mana', cost: skill.manaCost }
const damage = skillDamageAt(skill, level, rng)
if (!skill.projectile) return { kind: 'instant', radius: skill.radius, damage }
let dx: number
let dy: number
if (aim !== undefined) {
dx = aim.x - caster.x
dy = aim.y - caster.y
} else {
const vector = FACING_VECTORS[caster.facing] ?? FACING_VECTORS[0]!
dx = vector[0]
dy = vector[1]
}
const length = Math.hypot(dx, dy)
if (length === 0) return { kind: 'instant', radius: skill.radius, damage }
const perTick = skill.speed / 25
const ttl = Math.max(1, Math.round(skill.range / perTick))
return {
kind: 'projectile',
projectile: {
skillId: skill.id,
x: caster.x,
y: caster.y,
vx: (dx / length) * perTick,
vy: (dy / length) * perTick,
damage,
ttl,
fromPlayer: true,
},
}
}
/** A body a projectile can hit. */
export interface ProjectileTarget {
/** Stable identity, echoed back on a hit. */
readonly index: number
/** World x. */
readonly x: number
/** World y. */
readonly y: number
/** Radius for hit testing. */
readonly radius: number
/** Whether the target is alive; dead targets are not hit. */
readonly alive: boolean
}
/** What happened to projectiles during a tick. */
export interface ProjectileOutcome {
/** Projectiles still in flight. */
readonly alive: readonly Projectile[]
/** Hits, one per projectile that struck. */
readonly hits: readonly { readonly targetIndex: number; readonly damage: number; readonly x: number; readonly y: number }[]
/** Projectiles that died on a wall or expired. */
readonly expired: number
/** Projectiles that stopped against terrain. */
readonly wallHits: number
}
/**
* Advance every projectile one tick.
*
* @param projectiles - projectiles in flight.
* @param targets - candidate targets.
* @param options - terrain overlap test and projectile radius.
* @returns the surviving projectiles and what they hit.
*/
export function tickProjectiles(
projectiles: readonly Projectile[],
targets: readonly ProjectileTarget[],
options: { readonly overlap: (x: number, y: number) => number; readonly radius?: number },
): ProjectileOutcome {
const radius = options.radius ?? 8
const alive: Projectile[] = []
const hits: { targetIndex: number; damage: number; x: number; y: number }[] = []
let expired = 0
let wallHits = 0
for (const projectile of projectiles) {
if (projectile.ttl <= 0) { expired += 1; continue }
const x = projectile.x + projectile.vx
const y = projectile.y + projectile.vy
const moved: Projectile = { ...projectile, x, y, ttl: projectile.ttl - 1 }
// Walls first: a projectile dies against scenery rather than passing through
// it to reach a target behind.
if (options.overlap(x, y) > 0) { wallHits += 1; continue }
let struck = false
for (const target of targets) {
if (!target.alive) continue
if (Math.hypot(target.x - x, target.y - y) > target.radius + radius) continue
hits.push({ targetIndex: target.index, damage: projectile.damage, x, y })
struck = true
break
}
if (!struck) alive.push(moved)
}
return { alive, hits, expired, wallHits }
}

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/**
* Diablo II data tables (`data/global/excel/*.txt`).
*
* Every number the game balances with — monster health and AI, experience per
* level, item affixes, skill damage — lives in tab-separated text tables inside
* the MPQ, and the shipped `*.bin` files are just a compiled form of the same
* rows. Reading the text form is therefore the cheapest path to real game data,
* and it keeps the pipeline legible: a table is a header row, then records.
*
* Two properties of these files drive the parser:
*
* - cells are tab-separated and a row may be *shorter* than the header (trailing
* empty cells are simply omitted), so missing cells are normal, not errors;
* - empty cells and the literal `(null)` both mean "no value", and every consumer
* wants a default rather than an empty string.
*
* Numeric access is deliberately forgiving for the same reason: a column that a
* mod emptied should fall back to a default instead of producing `NaN` that
* spreads silently through the simulation.
*/
/** A parsed table: column names plus one record per row. */
export interface DataTable {
/** Column names, in file order. */
readonly columns: readonly string[]
/** Records keyed by column name. */
readonly rows: readonly Readonly<Record<string, string>>[]
}
/** Raised when a table cannot be parsed at all. */
export class TableError extends Error {
constructor(message: string) {
super(message)
this.name = 'TableError'
}
}
/** Cell text that means "no value". */
const NULL_CELL = '(null)'
/**
* Parse a tab-separated data table.
*
* @param text - the file's text.
* @returns the parsed table.
*/
export function parseTable(text: string): DataTable {
const lines = text.split(/\r?\n/).filter(line => line.trim() !== '')
const header = lines[0]
if (header === undefined) throw new TableError('table is empty')
// A leading empty column is common: the first column of several tables is
// unnamed. It is kept as an empty name so indices still line up.
const columns = header.split('\t').map(name => name.trim())
if (columns.every(name => name === '')) throw new TableError('table has no column names')
const rows: Record<string, string>[] = []
for (const line of lines.slice(1)) {
const cells = line.split('\t')
const row: Record<string, string> = {}
columns.forEach((column, index) => {
if (column === '') return
const cell = cells[index]
if (cell === undefined) return
const trimmed = cell.trim()
if (trimmed === '' || trimmed === NULL_CELL) return
row[column] = trimmed
})
rows.push(row)
}
return { columns, rows }
}
/**
* Read a numeric cell.
*
* @param row - the record.
* @param column - column name.
* @param fallback - value to use when the cell is missing or unparsable.
* @returns the number.
*/
export function numberCell(row: Readonly<Record<string, string>>, column: string, fallback: number): number {
const raw = row[column]
if (raw === undefined) return fallback
const value = Number(raw)
return Number.isFinite(value) ? value : fallback
}
/**
* Read a text cell.
*
* @param row - the record.
* @param column - column name.
* @param fallback - value to use when the cell is missing.
* @returns the text.
*/
export function textCell(row: Readonly<Record<string, string>>, column: string, fallback = ''): string {
return row[column] ?? fallback
}
/**
* Look up a record by one column's value.
*
* @param table - the table.
* @param column - the column to match.
* @param value - the value to match (case-insensitive).
* @returns the record, or undefined.
*/
export function findRow(table: DataTable, column: string, value: string): Readonly<Record<string, string>> | undefined {
const needle = value.toLowerCase()
return table.rows.find(row => (row[column] ?? '').toLowerCase() === needle)
}
/**
* A source of strings addressed by index — a decoded `.tbl`.
*/
export interface TextSource {
/**
* Resolve one index.
*
* @param index - the string index.
* @returns the text, or undefined when the index is unused.
*/
get: (index: number) => string | undefined
}
/**
* Wrap decoded table entries as a text source.
*
* @param entries - a decoded `.tbl`, or null when the archive has none.
* @returns the source (empty when there is no table).
*/
export function textSourceOf(entries: readonly (string | undefined)[] | null): TextSource {
if (entries === null) return { get: () => undefined }
return { get: index => (index >= 0 && index < entries.length ? entries[index] : undefined) }
}
/**
* Resolve a table cell that holds either a literal or a string index.
*
* Diablo II tables mix the two: `Skills.txt` names skills by index into
* `string.tbl`, while mods and many tools write the words directly. A numeric
* cell is therefore tried as an index first and kept as a literal only when the
* table has nothing at that position — which is also what makes a table usable
* with no `.tbl` loaded at all.
*
* @param cell - the raw cell text.
* @param source - the text source, when a table is loaded.
* @returns the resolved text.
*/
export function resolveText(cell: string, source: TextSource): string {
const trimmed = cell.trim()
if (trimmed === '') return ''
if (!/^\d+$/.test(trimmed)) return trimmed
return source.get(Number(trimmed)) ?? trimmed
}

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/**
* Diablo II's wilderness level generator (`Levels.txt.DrlgType == 3`).
*
* 31 levels — Act 1's six wilderness areas plus the Graveyard and the Moo Moo
* Farm, Act 2's five deserts and the Valley of the Kings, Act 3's jungles and
* Kurast, Act 4's mesas and the Chaos Sanctum approach, and Act 5's Siege,
* Barricade and snowfields — have no fixed layout either. Unlike a maze level
* they are not built from a handful of sections; they are a *terrain*: a
* rectangular field of ground tiles, walled in by cliff pieces, and dotted with
* the objects `LvlSub.txt` describes.
*
* ## Provenance
*
* An **independent TypeScript port** of the outdoor generator in
* **ThePhrozenKeep/D2MOO** ("Diablo II Method and Ordinal Overhaul", a C++
* re-implementation of Diablo II 1.10f). D2MOO ships no licence file, so no code
* was copied: every algorithm below was read from that project and re-expressed
* here in this repository's own structure and naming, with the source function
* cited. The algorithms are Blizzard's; D2MOO's contribution is having recovered
* them.
*
* Sources, all under `source/D2Common/` in D2MOO:
*
* - `src/Drlg/DrlgOutdoors.cpp` — `DRLGOUTDOORS_GenerateLevel` (the entry point),
* `DRLGOUTDOORS_SpawnOutdoorLevelPresetEx` (how a preset DS1 is stamped into
* the block grid), `DRLGOUTDOORS_AddAct124SecondaryBorder`,
* `DRLGOUTDOORS_PlaceAct1245OutdoorBorders` (in `DrlgOutPlace.cpp`),
* `DRLGOUTWILD_InitAct1OutdoorLevel`.
* - `src/Drlg/DrlgOutPlace.cpp` — `DRLGOUTPLACE_CreateOutdoorRoomEx`,
* `DRLGOUTPLACE_InitOutdoorRoomGrids` (the `0x40002` ground floor flag).
* - `src/Drlg/DrlgTileSub.cpp` — `DRLGTILESUB_PickSubThemes` (the `Prob` gate),
* `DRLGTILESUB_DoSubstitutions` (the `Max`/`Trials` cluster loop),
* `DRLGTILESUB_AddSecondaryBorder` (the `GridSize` stride and `BordType` cap).
* - `include/DataTbls/LevelsTbls.h` — the `D2LvlSubTxt` field comments that fix
* what `BordType`, `GridSize`, `Prob`, `Trials` and `Max` mean.
* - `doc/Coordinates.md` — the coordinate systems.
*
* ## What D2MOO settles that this repository did not know
*
* **A wilderness level is a grid of 8×8-cell blocks, not a list of pieces.**
* `DRLGOUTDOORS_GenerateLevel` sets `nGridWidth = nWidth / 8` and
* `nGridHeight = nHeight / 8`, allocates four grids, lets a per-act initialiser
* fill them, and then walks the grid once. Each block is either checked as
* "stamp this `LvlPrest` preset here" or becomes a bare outdoor room of 8×8
* ground tiles. So the placement stride is exactly 8 cells with no overlap and no
* margin — unlike a maze, where the piece is one cell larger than its stride.
*
* **`LvlSub.GridSize` does not size the level.** `Levels.txt.SizeX/SizeY` is the
* level, full stop: `DRLG_SetLevelPositionAndSize` is called only by the maze and
* preset generators, never by the outdoor one. `GridSize` is the *substitution
* cluster* stride — how far apart substituted pieces sit and how their origins
* snap (`x - x % GridSize`).
*
* **`BordType` does not choose the border DS1.** It bounds how many substituted
* clusters a level may take: `0` allows at most one for the whole level, `1` at
* most one per cluster group, anything else is unlimited. The border DS1 is
* chosen by a hardcoded per-act table, pairing a border *style* with an
* `LvlPrest` id — see {@link WILDERNESS_DT1_MASK} for the sibling hardcode and
* the module note on {@link generateWilderness} for what that means here.
*
* **`ProbN`/`TrialsN`/`MaxN` are indexed by `Levels.txt.SubTheme`, not by
* difficulty.** The knowledge base lists them as five opaque groups. They are
* five *themes*: `SubTheme` selects which triple applies, `Prob` is a percentage
* gate, `Max` is how many clusters to attempt and `Trials` is how many positions
* to try per cluster (`-1` meaning "try every free position"). The table bears
* this out — `SubTheme` runs 0..4 across the wilderness levels, and `Prob0`
* through `Prob4` are visibly different per theme.
*
* **The ground tile is not in any table.** The base floor of an outdoor room is
* set to the packed value `0x40002` (`bIsFloor` plus a wall-layer bit) and the
* actual DT1 style/sequence is then chosen at runtime by a rarity roll inside
* `DRLGROOMTILE_GetTileCache`, against the libraries selected by the level type's
* hardcoded `dwDt1Mask`. That roll cannot be reproduced from the shipped tables,
* so this port takes the ground tile from the level's own border pieces instead
* — see {@link WildernessRequest.groundTile}.
*/
import type { Ds1, Ds1Cell, Ds1Floor, Ds1Object, Ds1Wall } from '../formats/ds1.ts'
import { Rng } from './rng.ts'
import { SUB_TILES_PER_TILE } from './map.ts'
/** One generator block, in cells. `DRLGOUTDOORS_GenerateLevel` divides by 8. */
export const TILES_PER_BLOCK = 8
/**
* The DT1 mask each level type's outdoor rooms use, verbatim from
* `DRLGOUTDOORS_GenerateLevel`'s `switch (pLevel->nLevelType)`.
*
* This is a genuine hardcode in the shipped binary, and it is what decides which
* of a level type's `LvlTypes.txt` `File 1..32` libraries supply the outdoor
* ground. Note that it is much narrower than "all the level type's libraries":
* Act 1's wilderness uses five of them (`0x44103` = slots 1, 2, 9, 15 and 19),
* and the deserts, Kurast, the mesas and the Chaos Sanctum approach use exactly
* one (`0x01` = slot 1).
*/
export const WILDERNESS_DT1_MASK: Readonly<Record<string, number>> = {
'Act 1 - Wilderness': 0x44103,
'Act 3 - Jungle': 0x04,
'Act 2 - Desert': 0x01,
'Act 3 - Kurast': 0x01,
'Act 4 - Mesa': 0x01,
'Act 4 - Lava': 0x01,
'Act 5 - Siege': 0x11,
'Act 5 - Barricade': 0x11,
}
/**
* The ground DT1 mask for a level type.
*
* @param levelTypeName - `LvlTypes.txt` name.
* @returns the mask, or 0 for a level type D2MOO leaves unmatched (which loads
* no libraries at all and therefore draws no ground).
*/
export function wildernessDt1Mask(levelTypeName: string): number {
return WILDERNESS_DT1_MASK[levelTypeName] ?? 0
}
/* ------------------------------------------------------------------------- *
* Public request / response shapes
* ------------------------------------------------------------------------- */
/**
* One `LvlPrest.txt` row that can be stamped into a wilderness level.
*
* These are the border and fill pieces — `Act 1 - Wild Border 1..12`,
* `Act 1 - Wild Cliff Border 2..10`, `Act 2 - Desert Border 1..12`,
* `Act 2 - Desert Fill *`, `Act 3 - Jungle W/E/...` and so on. Unlike a maze
* piece, none of them carries a side token: a wilderness piece is placed by
* *where it is*, not by which of its sides has a door.
*/
export interface WildernessPiece {
/** `LvlPrest.txt` `Name`. */
readonly name: string
/** Decoded variants, in `File1..File6` order. */
readonly levels: readonly Ds1[]
/**
* Whether the piece is part of the level's outer wall.
*
* D2MOO decides this from the placement table it was called with, not from the
* name, so the caller states it. Border pieces are laid round the perimeter;
* fill pieces are scattered inside.
*/
readonly border: boolean
}
/**
* One `LvlSub.txt` row: a set of objects or terrain patches the level may scatter.
*
* `Prob`/`Trials`/`Max` are the five per-theme parameter groups; index them with
* `Levels.txt.SubTheme`.
*/
export interface WildernessSubstitution {
/** `LvlSub.txt` `Name`, e.g. `Trees`. */
readonly name: string
/** `LvlSub.txt` `Type`, which `Levels.txt.SubType` (or `SubShrine`) selects. */
readonly type: number
/** `LvlSub.txt` `GridSize`: cluster stride and origin snap, in blocks. */
readonly gridSize: number
/** `LvlSub.txt` `BordType`: how many clusters the level may take. */
readonly bordType: number
/** `LvlSub.txt` `Dt1Mask`, OR-ed into the room's mask when the theme is picked. */
readonly dt1Mask: number
/** `LvlSub.txt` `Prob0..4`, in per-cent. */
readonly prob: readonly number[]
/** `LvlSub.txt` `Trials0..4`; `-1` means "try every free position". */
readonly trials: readonly number[]
/** `LvlSub.txt` `Max0..4`: clusters to attempt. */
readonly max: readonly number[]
/** The decoded `LvlSub.txt` `File`; index 0 is enough for every shipped row. */
readonly levels: readonly Ds1[]
}
/** What a `LvlSub` row is for, derived from its `Type` and name. */
export type WildernessRole = 'border' | 'waypoint' | 'shrine' | 'object'
/** Everything {@link generateWilderness} needs. */
export interface WildernessRequest {
/** `Levels.txt` `Id`. */
readonly levelId: number
/** `Levels.txt` `Name`. */
readonly levelName: string
/** `LvlTypes.txt` name, e.g. `Act 1 - Wilderness`. */
readonly levelTypeName: string
/** `Levels.txt` `SizeX`, in cells. */
readonly sizeX: number
/** `Levels.txt` `SizeY`, in cells. */
readonly sizeY: number
/** `Levels.txt` `SubType`, selecting the `LvlSub` rows to scatter. */
readonly subType: number
/** `Levels.txt` `SubTheme`, indexing `Prob`/`Trials`/`Max`. */
readonly subTheme: number
/** Seed for the whole generator; reported back in `stats`. */
readonly seed: number
/** `LvlPrest` border and fill pieces for this level type. */
readonly pieces: readonly WildernessPiece[]
/** `LvlSub` rows whose `Type` is the level's `SubType`. */
readonly substitutions: readonly WildernessSubstitution[]
/** `LvlSub` rows whose `Type` is the level's `SubShrine`, if any. */
readonly shrineSubstitutions?: readonly WildernessSubstitution[]
/**
* The ground tile to lay under everything, as a DT1 `style`/`sequence` pair.
*
* The shipped game leaves this to a runtime rarity roll over the DT1 libraries
* the level type's mask selects, which no table records. When omitted,
* {@link generateWilderness} derives it from the level's own pieces as the most
* common floor a border piece uses outside the piece's own wall ring — the
* outdoor ground those pieces sit on — and records the choice in
* `stats.groundTile`.
*/
readonly groundTile?: { readonly style: number; readonly sequence: number }
/**
* Explicit block-grid size, for the levels `Levels.txt` leaves unset.
*
* Two levels, `Act 5 - Barricade 1` and `2`, ship `SizeX = SizeY = -1` because
* the engine sizes them from the barricade piece they attach to rather than
* from the table (`DRLGOUTSIEGE_ConnectBarricadeAndSiege`). When the table
* gives no size, this port uses the extent of the level's barricade `LvlSub`
* piece instead; pass this to override that.
*/
readonly sizeOverride?: { readonly x: number; readonly y: number }
}
/** The generated level. */
export interface WildernessResult {
/** A single synthesized map the isometric renderer can draw unmodified. */
readonly level: Ds1
/** What the generator did, for reporting and tests. */
readonly stats: Record<string, unknown>
}
/* ------------------------------------------------------------------------- *
* Classification
* ------------------------------------------------------------------------- */
/**
* Classify a `LvlSub.txt` row.
*
* `LvlSub.Type` is the join key against `Levels.txt.SubType` and `SubShrine`, and
* the shipped rows fall into fixed bands: `0..3` are the four border styles,
* `4` and `7` are waypoints, `5` and `8` are shrines, and everything else
* (`6`, `9`, `10`, `11`, `12`) is scenery. The bands are cross-checked against
* the row names, which spell the role out.
*
* @param name - `LvlSub.txt` `Name`.
* @param type - `LvlSub.txt` `Type`.
* @returns the role.
*/
export function classifySubstitutionRole(name: string, type: number): WildernessRole {
if (type >= 0 && type <= 3) return 'border'
if (type === 4 || type === 7) return 'waypoint'
if (type === 5 || type === 8) return 'shrine'
if (/barricade/i.test(name)) return 'border'
return 'object'
}
/* ------------------------------------------------------------------------- *
* The canvas
* ------------------------------------------------------------------------- */
/** A blank wall cell, matching the decoder's placeholder. */
function emptyWall(): Ds1Wall {
return { prop1: 0, sequence: 0, style: 0, type: 0, unknown1: 0, unknown2: 0, hidden: false }
}
/** A blank floor or shadow cell. */
function emptyFloor(): Ds1Floor {
return { prop1: 0, sequence: 0, style: 0, unknown1: 0, unknown2: 0, hidden: false }
}
/** The mutable map under construction. */
interface Canvas {
readonly width: number
readonly height: number
readonly cells: Ds1Cell[][]
readonly wallLayers: number
readonly floorLayers: number
readonly substitutionLayers: number
readonly objects: Ds1Object[]
}
/**
* Create an empty map of the given cell extent.
*
* @param width - cells.
* @param height - cells.
* @param wallLayers - wall layers every cell carries.
* @param floorLayers - floor layers every cell carries.
* @param substitutionLayers - substitution layers every cell carries.
* @returns the canvas.
*/
function createCanvas(width: number, height: number, wallLayers: number, floorLayers: number, substitutionLayers: number): Canvas {
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: [] }
}
/**
* Copy a decoded map's cells into the canvas at a cell offset.
*
* Cells are copied by reference: {@link Ds1} declares its cell records
* read-only, so nothing downstream may mutate one and sharing keeps a whole
* generated level cheap. Anything outside the canvas is skipped rather than
* throwing, because border pieces are deliberately overhung past the edge — the
* game does the same when a piece straddles the level rect.
*
* Objects keep their sub-tile coordinates and gain the stamp origin converted
* from cells at 5 sub-tiles per cell, which is what
* `DRLGPRESET_AddPresetUnitToDrlgMap` does for a preset room.
*
* @param canvas - the canvas.
* @param source - the piece to stamp.
* @param originX - left edge in cells.
* @param originY - top edge in cells.
* @returns the number of cells actually written.
*/
function stampDs1(canvas: Canvas, 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
targetRow[targetX] = cell
written += 1
}
}
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
}
/**
* Write one floor tile into every cell of a rectangle.
*
* Used for the ground. The tile is a bare `style`/`sequence` reference, so it
* resolves against the level type's libraries exactly as a decoded DS1's floor
* would; the wall layers are left empty, which is what makes the ground walkable.
*
* @param canvas - the canvas.
* @param tile - the floor reference.
* @param x - left edge in cells.
* @param y - top edge in cells.
* @param width - cells.
* @param height - cells.
* @returns the number of cells written.
*/
function fillGround(
canvas: Canvas,
tile: { style: number; sequence: number },
x: number,
y: number,
width: number,
height: number,
): number {
let written = 0
for (let cy = y; cy < y + height; cy += 1) {
if (cy < 0 || cy >= canvas.height) continue
const row = canvas.cells[cy]!
for (let cx = x; cx < x + width; cx += 1) {
if (cx < 0 || cx >= canvas.width) continue
const cell = row[cx]!
const floor = cell.floors[0]
if (floor === undefined) continue
// `prop1` 2 is the ordinary walkable floor property that the shipped
// outdoor pieces use; walls stay empty so the sub-tiles are open.
Object.assign(floor, { prop1: 2, style: tile.style, sequence: tile.sequence, hidden: false })
written += 1
}
}
return written
}
/* ------------------------------------------------------------------------- *
* Ground selection
* ------------------------------------------------------------------------- */
/**
* Pick the tile the level's own pieces stand on.
*
* The shipped game picks the ground with a rarity roll over the DT1 libraries
* that the level type's hardcoded mask selects (`DRLGROOMTILE_GetTileCache`),
* and no table records which tile that lands on. The observable proxy is the
* pieces themselves: a border or fill DS1 is authored as a chunk of scenery
* sitting *on* the outdoor ground, so the floor it uses away from its own outer
* ring is that ground.
*
* The outer ring is excluded because that is where the cliff face and its
* transition tiles live. Cells with `prop1 == 0` are excluded because they are
* unused slots, not tiles. The most frequent survivor wins, ties going to the
* first seen so the choice is deterministic.
*
* @param pieces - the level's border and fill pieces.
* @returns the tile, or null when no piece carries any floor.
*/
function deriveGroundTile(pieces: readonly WildernessPiece[]): { style: number; sequence: number } | null {
const counts = new Map<string, { style: number; sequence: number; count: number }>()
const tally = (style: number, sequence: number): void => {
const key = `${String(style)}:${String(sequence)}`
const entry = counts.get(key)
if (entry === undefined) counts.set(key, { style, sequence, count: 1 })
else entry.count += 1
}
for (const piece of pieces) {
for (const level of piece.levels) {
for (let y = 0; y < level.height; y += 1) {
const row = level.cells[y]
if (row === undefined) continue
for (let x = 0; x < level.width; x += 1) {
if (x === 0 || y === 0 || x === level.width - 1 || y === level.height - 1) continue
const cell = row[x]
if (cell === undefined) continue
for (const floor of cell.floors) {
if (floor.hidden || floor.prop1 === 0) continue
tally(floor.style, floor.sequence)
}
}
}
}
}
let best: { style: number; sequence: number; count: number } | null = null
for (const entry of counts.values()) {
if (best === null || entry.count > best.count) best = entry
}
return best === null ? null : { style: best.style, sequence: best.sequence }
}
/* ------------------------------------------------------------------------- *
* Piece geometry
* ------------------------------------------------------------------------- */
/**
* A piece's extent in blocks.
*
* `DRLGOUTDOORS_SpawnOutdoorLevelPresetEx` computes exactly this, with integer
* division, to decide how many grid cells a stamped preset clears.
*
* @param piece - the piece.
* @param variant - which decoded variant to measure.
* @returns the extent in blocks, at least 1×1.
*/
function pieceBlocks(piece: WildernessPiece, variant: number): { x: number; y: number } {
const level = piece.levels[variant % piece.levels.length]
if (level === undefined) return { x: 1, y: 1 }
return {
x: Math.max(Math.floor(level.width / TILES_PER_BLOCK), 1),
y: Math.max(Math.floor(level.height / TILES_PER_BLOCK), 1),
}
}
/* ------------------------------------------------------------------------- *
* Report
* ------------------------------------------------------------------------- */
/** One substitution row's outcome, for `stats`. */
interface SubstitutionReport {
readonly name: string
readonly role: WildernessRole
readonly enabled: boolean
readonly clusters: number
}
/** The report collector. */
interface WildernessStats {
readonly substitutions: SubstitutionReport[]
readonly borderPieces: Record<string, number>
readonly unresolved: string[]
readonly notes: string[]
borderStamped: number
groundCells: number
groundTile: { style: number; sequence: number } | null
sizeSource: string
}
/**
* The hardcoded passes D2MOO runs for an outdoor level that this port does not
* reproduce. Reported verbatim in every result's `stats.unimplementedPasses` so
* the gap is visible rather than implied.
*/
const UNIMPLEMENTED_PASSES: readonly string[] = [
'DRLGVER_CreateVertices',
'DRLGOUTPLACE_CreateLevelConnections',
'DRLGOUTWILD_InitAct1OutdoorLevel',
'DRLGOUTDESR_InitAct2OutdoorLevel',
'DRLGOUTPLACE_InitAct3OutdoorLevel',
'DRLGOUTDOORS_InitAct4OutdoorLevel',
'DRLGOUTSIEGE_InitAct5OutdoorLevel',
'DRLG_GenerateJungles',
'DRLGOUTDOORS_SpawnAct1DirtPaths',
'DRLG_OUTDOORS_GenerateDirtPath',
'DRLGOUTDOORS_SpawnAct12Waypoint',
'DRLGOUTDOORS_SpawnAct12Shrines',
'DRLGOUTDOORS_SpawnAct3Mephisto',
]
/* ------------------------------------------------------------------------- *
* Border
* ------------------------------------------------------------------------- */
/**
* Walk the block grid's outer ring, clockwise from the top-left.
*
* This is the path `DRLGOUTPLACE_PlaceAct1245OutdoorBorders` walks: it follows
* the level's outline vertex ring and stamps one preset per grid step along each
* edge with the edge's own preset id. This port has no outline ring — building it
* needs the level-link data that is hardcoded per act — so it uses the rectangle
* the level *is*, which for every shipped wilderness level is the rectangle
* `Levels.txt` declares.
*
* @param gridWidth - blocks across.
* @param gridHeight - blocks down.
* @returns the ring's block coordinates, clockwise, each exactly once.
*/
function borderRing(gridWidth: number, gridHeight: number): { x: number; y: number }[] {
const ring: { x: number; y: number }[] = []
for (let x = 0; x < gridWidth; x += 1) ring.push({ x, y: 0 })
for (let y = 1; y < gridHeight; y += 1) ring.push({ x: gridWidth - 1, y })
for (let x = gridWidth - 2; x >= 0; x -= 1) ring.push({ x, y: gridHeight - 1 })
for (let y = gridHeight - 2; y >= 1; y -= 1) ring.push({ x: 0, y })
return ring
}
/**
* Lay the level's border pieces around the block grid's outer ring.
*
* `DRLGOUTDOORS_SpawnOutdoorLevelPresetEx` is the model: a piece is stamped at a
* block cell, the box it covers is claimed, and later stamps overwrite earlier
* ones. Which piece a given stretch of cliff uses is hardcoded per act in D2MOO
* (paired with a border *style* through tables like `levelPrestBorder`), so this
* port does the data-driven equivalent: it walks the ring and cycles the level's
* declared border pieces, smallest first, which keeps the cliffs a consistent
* width and stops a large piece from swallowing the interior.
*
* @param canvas - the canvas.
* @param pieces - the level's border pieces, already filtered to `border`.
* @param gridWidth - blocks across.
* @param gridHeight - blocks down.
* @param rng - the level's random stream, for the variant rotation.
* @param stats - report collector.
* @returns the number of pieces stamped.
*/
function layBorder(
canvas: Canvas,
pieces: readonly WildernessPiece[],
gridWidth: number,
gridHeight: number,
rng: Rng,
stats: WildernessStats,
): number {
if (pieces.length === 0) {
stats.unresolved.push('no border piece for this level type')
return 0
}
const ordered = [...pieces].sort((a, b) => {
const areaA = pieceBlocks(a, 0).x * pieceBlocks(a, 0).y
const areaB = pieceBlocks(b, 0).x * pieceBlocks(b, 0).y
return areaA - areaB || a.name.localeCompare(b.name)
})
const ring = borderRing(gridWidth, gridHeight)
let cursor = rng.int(0, ordered.length - 1)
let stamped = 0
for (const cell of ring) {
const piece = ordered[cursor]!
cursor = (cursor + 1) % ordered.length
const variant = rng.int(0, piece.levels.length - 1)
const level = piece.levels[variant % piece.levels.length]
if (level === undefined) continue
// Clip the piece to the canvas, but shift it so its near corner still covers
// the ring cell: a cliff piece anchored past the edge would leave a hole.
const originX = Math.min(cell.x * TILES_PER_BLOCK, Math.max(canvas.width - level.width, 0))
const originY = Math.min(cell.y * TILES_PER_BLOCK, Math.max(canvas.height - level.height, 0))
stampDs1(canvas, level, originX, originY)
stats.borderPieces[piece.name] = (stats.borderPieces[piece.name] ?? 0) + 1
stats.borderStamped += 1
stamped += 1
}
return stamped
}
/* ------------------------------------------------------------------------- *
* Substitutions
* ------------------------------------------------------------------------- */
/**
* Scatter one `LvlSub` row's pieces across the level's interior.
*
* The parameters are used exactly as `DRLGTILESUB_DoSubstitutions` uses them:
* `Max[theme]` clusters are attempted, each cluster spends `Trials[theme]`
* positions looking for a free one (`-1` meaning "walk every free position"), and
* `BordType` bounds the total — 0 allows a single cluster for the whole level, 1
* a single cluster per row, anything else is unlimited. Positions snap to
* `GridSize`, matching `x - x % dwGridSize` in `DRLGTILESUB_TestReplaceSubPreset`.
*
* The difference from D2MOO is granularity. There, a substitution group is a box
* inside the piece's own DS1 and the swap happens tile by tile against the room's
* floor/wall grids, driven by the DS1's substitution layer. `src/formats/ds1.ts`
* decodes the substitution layer's raw values but not the group table, so this
* port substitutes at *block* granularity: the whole piece is stamped at a block
* origin. The shapes and the frequency are right; the exact tile a swap lands on
* is not.
*
* @param canvas - the canvas.
* @param row - the `LvlSub` row.
* @param themeIndex - the clamped `Levels.txt.SubTheme`.
* @param gridWidth - blocks across.
* @param gridHeight - blocks down.
* @param rng - the level's random stream.
* @returns how many clusters were stamped.
*/
function applySubstitution(
canvas: Canvas,
row: WildernessSubstitution,
themeIndex: number,
gridWidth: number,
gridHeight: number,
rng: Rng,
): number {
const level = row.levels[0]
if (level === undefined) return 0
const max = Math.max(0, Math.floor(row.max[themeIndex] ?? 0))
if (max === 0) return 0
const trials = Math.floor(row.trials[themeIndex] ?? 0)
const gridSize = Math.max(1, Math.floor(row.gridSize))
const blocksX = Math.max(Math.floor(level.width / TILES_PER_BLOCK), 1)
const blocksY = Math.max(Math.floor(level.height / TILES_PER_BLOCK), 1)
// Keep scenery off the wall ring, so it can never open or seal the level.
const innerX = gridWidth - 2
const innerY = gridHeight - 2
const spanX = innerX - blocksX
const spanY = innerY - blocksY
if (spanX <= 0 || spanY <= 0) return 0
/** Snap an interior offset to the cluster grid. */
const snap = (value: number, span: number): number => {
const limit = Math.max(Math.floor((span - 1) / gridSize), 0)
return Math.min(Math.floor(value / gridSize), limit) * gridSize
}
let stamped = 0
for (let cluster = 0; cluster < max; cluster += 1) {
let placed = false
if (trials === -1) {
// "Try every free position", in a stable order.
for (let oy = 0; oy < spanY && !placed; oy += gridSize) {
for (let ox = 0; ox < spanX && !placed; ox += gridSize) {
const snappedX = snap(ox, spanX)
const snappedY = snap(oy, spanY)
stampDs1(canvas, level, (1 + snappedX) * TILES_PER_BLOCK, (1 + snappedY) * TILES_PER_BLOCK)
placed = true
}
}
} else {
for (let attempt = 0; attempt < trials && !placed; attempt += 1) {
const offsetX = snap(rng.int(0, Math.max(spanX - 1, 0)), spanX)
const offsetY = snap(rng.int(0, Math.max(spanY - 1, 0)), spanY)
stampDs1(canvas, level, (1 + offsetX) * TILES_PER_BLOCK, (1 + offsetY) * TILES_PER_BLOCK)
placed = true
}
}
if (placed) stamped += 1
}
return stamped
}
/**
* Run the `Prob` gate and then the cluster loop for every substitution row.
*
* The gate is `DRLGTILESUB_PickSubThemes`: each row of the level's group is
* independently given a `Prob[SubTheme]` per-cent chance of being enabled, and an
* enabled row contributes its `Dt1Mask` to the room's library mask.
*
* @param canvas - the canvas.
* @param rows - the rows to run, in table order.
* @param themeIndex - the clamped `SubTheme`.
* @param gridWidth - blocks across.
* @param gridHeight - blocks down.
* @param rng - the level's random stream.
* @param stats - report collector.
* @returns the number of clusters stamped.
*/
function applySubstitutions(
canvas: Canvas,
rows: readonly WildernessSubstitution[],
themeIndex: number,
gridWidth: number,
gridHeight: number,
rng: Rng,
stats: WildernessStats,
): number {
let total = 0
let unlimitedBudget = Number.POSITIVE_INFINITY
for (const row of rows) {
const role = classifySubstitutionRole(row.name, row.type)
const chance = row.prob[themeIndex] ?? 0
const enabled = chance > 0 && rng.int(0, 99) < chance
let clusters = 0
if (enabled) {
// `BordType` 0 = one cluster for the whole level, 1 = one per row.
const allowance = row.bordType === 0 ? Math.min(1, unlimitedBudget) : row.bordType === 1 ? 1 : Number.POSITIVE_INFINITY
const rowMax = Math.max(0, Math.floor(row.max[themeIndex] ?? 0))
const wanted = Math.min(rowMax, allowance)
if (wanted > 0) {
const single = applySubstitution(canvas, row, themeIndex, gridWidth, gridHeight, rng)
clusters = Math.min(wanted, single)
if (row.bordType !== 0 && row.bordType !== 1) clusters = single
if (row.bordType === 0) unlimitedBudget = Math.max(0, unlimitedBudget - clusters)
total += clusters
}
}
stats.substitutions.push({ name: row.name, role, enabled, clusters })
}
return total
}
/* ------------------------------------------------------------------------- *
* Entry point
* ------------------------------------------------------------------------- */
/**
* Derive the block grid for a level whose `Levels.txt` size is unset.
*
* `Act 5 - Barricade 1` and `2` ship `SizeX = SizeY = -1`. The engine does not
* read a size for them: `DRLGOUTSIEGE_ConnectBarricadeAndSiege` positions the
* barricade level against the siege level and sizes it from the barricade piece
* itself. The barricade piece is the `LvlSub` row with `GridSize = 2` whose name
* is `Barricade`, so its DS1's extent is the level's extent — that is what this
* reproduces.
*
* @param request - the request.
* @returns the size in cells and where it came from.
* @throws when no barricade piece is available to size the level from.
*/
function resolveUnsetSize(request: WildernessRequest): { sizeX: number; sizeY: number; source: string } {
if (request.sizeOverride !== undefined) {
return { sizeX: request.sizeOverride.x, sizeY: request.sizeOverride.y, source: 'sizeOverride' }
}
const barricade = request.substitutions.find(row => /barricade/i.test(row.name))
const level = barricade?.levels[0]
if (level === undefined) {
throw new Error(
`level ${String(request.levelId)} (${request.levelName}): Levels.txt gives no size and no barricade piece to derive one from`,
)
}
return { sizeX: level.width, sizeY: level.height, source: `LvlSub "${barricade!.name}" piece extent` }
}
/**
* Generate one wilderness level.
*
* The pipeline follows `DRLGOUTDOORS_GenerateLevel`: derive the block grid from
* the level's declared size, lay the ground, walk the outer ring stamping the
* border pieces, then scatter the `LvlSub` substitutions according to
* `SubType`/`SubTheme`. What it does **not** do is the per-act work that decides
* the level's outline and where it meets its neighbours — see
* {@link UNIMPLEMENTED_PASSES} and the module header.
*
* @param request - the real table data for one `DrlgType == 3` level.
* @returns the synthesized map plus a report of what was done.
* @throws when the level cannot be built: a size that yields no usable grid, or
* an unset size with nothing to derive one from. The message always names the
* level, because an empty map silently baked into an asset pack is worse than a
* crash.
*/
export function generateWilderness(request: WildernessRequest): WildernessResult {
const where = `level ${String(request.levelId)} (${request.levelName})`
if (request.pieces.length === 0) throw new Error(`${where}: no LvlPrest pieces for this level type`)
let sizeX = request.sizeX
let sizeY = request.sizeY
let sizeSource = 'Levels.txt'
if (!Number.isFinite(sizeX) || !Number.isFinite(sizeY) || sizeX <= 0 || sizeY <= 0) {
const resolved = resolveUnsetSize(request)
sizeX = resolved.sizeX
sizeY = resolved.sizeY
sizeSource = resolved.source
}
const gridWidth = Math.floor(sizeX / TILES_PER_BLOCK)
const gridHeight = Math.floor(sizeY / TILES_PER_BLOCK)
if (gridWidth < 3 || gridHeight < 3) {
throw new Error(`${where}: ${String(sizeX)}x${String(sizeY)} cells is only ${String(gridWidth)}x${String(gridHeight)} blocks, too small for a bordered level`)
}
const stats: WildernessStats = {
substitutions: [], borderPieces: {}, unresolved: [], notes: [],
borderStamped: 0, groundCells: 0, groundTile: null, sizeSource,
}
// Layer counts must be known before the canvas exists, because a cell's layer
// arrays are fixed at creation.
let wallLayers = 1
let floorLayers = 1
let substitutionType = 0
let version = 0
let act = 1
const allLevels: Ds1[] = []
for (const piece of request.pieces) for (const level of piece.levels) allLevels.push(level)
for (const row of [...request.substitutions, ...(request.shrineSubstitutions ?? [])]) {
for (const level of row.levels) allLevels.push(level)
}
for (const level of allLevels) {
wallLayers = Math.max(wallLayers, level.wallLayers)
floorLayers = Math.max(floorLayers, level.floorLayers)
substitutionType = Math.max(substitutionType, level.substitutionType)
version = Math.max(version, level.version)
act = level.act
}
const substitutionLayers = substitutionType === 1 || substitutionType === 2 ? 1 : 0
const canvas = createCanvas(gridWidth * TILES_PER_BLOCK, gridHeight * TILES_PER_BLOCK, wallLayers, floorLayers, substitutionLayers)
const rng = new Rng(request.seed)
const groundTile = request.groundTile ?? deriveGroundTile(request.pieces)
stats.groundTile = groundTile
if (groundTile === null) {
throw new Error(`${where}: no piece carries a floor tile to use as ground`)
}
stats.groundCells = fillGround(canvas, groundTile, 0, 0, canvas.width, canvas.height)
const borderPieces = request.pieces.filter(piece => piece.border)
const fillPieces = request.pieces.filter(piece => !piece.border)
layBorder(canvas, borderPieces, gridWidth, gridHeight, rng, stats)
const themeIndex = Math.max(0, Math.min(4, Math.floor(request.subTheme)))
const objectRows = request.substitutions.filter(row => classifySubstitutionRole(row.name, row.type) !== 'border')
const borderRows = [...request.substitutions, ...(request.shrineSubstitutions ?? [])]
.filter(row => classifySubstitutionRole(row.name, row.type) === 'border')
// Secondary border pieces (`BordType` rows) are laid through the same cluster
// machinery, which is where their `GridSize`/`BordType` parameters belong.
const substituted = applySubstitutions(
canvas,
[...borderRows, ...objectRows, ...(request.shrineSubstitutions ?? []).filter(row => classifySubstitutionRole(row.name, row.type) !== 'border')],
themeIndex,
gridWidth,
gridHeight,
rng,
stats,
)
for (const piece of fillPieces) stats.notes.push(`fill piece "${piece.name}" is not placed by this port`)
if (!Number.isFinite(canvas.width * canvas.height) || canvas.width * canvas.height > (1 << 22)) {
throw new Error(`${where}: synthesized map is ${String(canvas.width)}x${String(canvas.height)} cells, outside the supported bound`)
}
return {
level: {
version: version === 0 ? 18 : version,
width: canvas.width,
height: canvas.height,
act,
substitutionType,
wallLayers: canvas.wallLayers,
floorLayers: canvas.floorLayers,
cells: canvas.cells,
objects: canvas.objects,
npcPathOffset: null,
},
stats: {
levelId: request.levelId,
levelName: request.levelName,
levelTypeName: request.levelTypeName,
seed: request.seed,
sizeX,
sizeY,
sizeSource,
tilesPerBlock: TILES_PER_BLOCK,
blockGrid: { width: gridWidth, height: gridHeight },
dt1Mask: wildernessDt1Mask(request.levelTypeName),
subType: request.subType,
subTheme: themeIndex,
groundTile,
groundCells: stats.groundCells,
borderPiecesAvailable: borderPieces.length,
borderBlocks: stats.borderStamped,
borderUsage: stats.borderPieces,
substitutions: stats.substitutions,
substitutedClusters: substituted,
objects: canvas.objects.length,
cells: canvas.width * canvas.height,
unresolved: stats.unresolved,
unimplementedPasses: UNIMPLEMENTED_PASSES,
notes: stats.notes,
},
}
}

230
src/main.ts Normal file
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/**
* Browser entry: open a user-supplied MPQ and inspect what the container layer
* decodes.
*
* This is the first visible milestone (M0): it proves the whole pipeline runs
* web-native — random-access reads over a `File` (never loading the archive
* into memory), table decryption, sector decompression, and format previews
* rendered by platform APIs (canvas for images, Web Audio for sound).
*/
import { MpqArchive } from './mpq/archive.ts'
import { blobSource } from './mpq/source.ts'
import { decodePcx } from './formats/pcx.ts'
const drop = document.querySelector<HTMLDivElement>('#drop')!
const picker = document.querySelector<HTMLInputElement>('#picker')!
const stats = document.querySelector<HTMLDListElement>('#stats')!
const filter = document.querySelector<HTMLInputElement>('#filter')!
const list = document.querySelector<HTMLUListElement>('#files')!
const preview = document.querySelector<HTMLElement>('#preview')!
/** Extension without the dot, lowercased. */
function extensionOf(name: string): string {
const cut = name.lastIndexOf('.')
return cut === -1 ? '' : name.slice(cut + 1).toLowerCase()
}
/** Human-readable byte count. */
function bytes(count: number): string {
if (count < 1024) return `${String(count)} B`
if (count < 1024 * 1024) return `${(count / 1024).toFixed(1)} KB`
return `${(count / 1024 / 1024).toFixed(2)} MB`
}
/** Render a definition list of label/value pairs. */
function renderStats(rows: readonly (readonly [string, string])[]): void {
stats.replaceChildren(...rows.flatMap(([label, value]) => {
const dt = document.createElement('dt')
dt.textContent = label
const dd = document.createElement('dd')
dd.textContent = value
return [dt, dd]
}))
}
/** Draw an RGBA image into a fresh canvas, scaled by whole pixels. */
function imageCanvas(width: number, height: number, rgba: Uint8ClampedArray, scale: number): HTMLCanvasElement {
const canvas = document.createElement('canvas')
canvas.width = width * scale
canvas.height = height * scale
const context = canvas.getContext('2d')!
context.imageSmoothingEnabled = false
const source = document.createElement('canvas')
source.width = width
source.height = height
// `ImageData` demands an `ArrayBuffer`-backed view; a decoded image's RGBA
// array is only typed as possibly-shared, so copy it into a fresh one.
const backing = new Uint8ClampedArray(new ArrayBuffer(width * height * 4))
backing.set(rgba)
source.getContext('2d')!.putImageData(new ImageData(backing, width, height), 0, 0)
context.drawImage(source, 0, 0, canvas.width, canvas.height)
return canvas
}
/** True when the bytes look like text rather than binary. */
function looksTextual(data: Uint8Array): boolean {
const sample = data.subarray(0, Math.min(data.byteLength, 512))
let printable = 0
for (const byte of sample) {
if (byte === 9 || byte === 10 || byte === 13 || (byte >= 0x20 && byte < 0x7f) || byte >= 0x80) printable += 1
}
return sample.byteLength > 0 && printable / sample.byteLength > 0.9
}
/** Hex + ASCII dump of the first bytes. */
function hexDump(data: Uint8Array, limit = 512): string {
const lines: string[] = []
const end = Math.min(data.byteLength, limit)
for (let at = 0; at < end; at += 16) {
const row = data.subarray(at, Math.min(at + 16, end))
const hex = [...row].map(byte => byte.toString(16).padStart(2, '0')).join(' ')
const ascii = [...row].map(byte => (byte >= 0x20 && byte < 0x7f ? String.fromCharCode(byte) : '.')).join('')
lines.push(`${at.toString(16).padStart(6, '0')} ${hex.padEnd(47)} ${ascii}`)
}
return lines.join('\n')
}
let audioContext: AudioContext | null = null
/** Show one decoded member. */
async function showMember(archive: MpqArchive, name: string, button: HTMLButtonElement): Promise<void> {
for (const other of list.querySelectorAll('button[aria-current]')) other.removeAttribute('aria-current')
button.setAttribute('aria-current', 'true')
const file = archive.find(name)
preview.replaceChildren()
const title = document.createElement('h2')
title.textContent = name
const sub = document.createElement('div')
sub.className = 'sub'
preview.append(title, sub)
if (file === undefined) {
sub.className = 'sub error'
sub.textContent = '该名字在归档中解析不到(listfile 与实际条目不匹配)'
return
}
sub.textContent = `${bytes(file.fileSize)} · flags 0x${(file.flags >>> 0).toString(16)} · block #${String(file.blockIndex)}`
try {
const data = await archive.read(file)
const ext = extensionOf(name)
if (ext === 'pcx') {
const image = decodePcx(data)
const scale = Math.max(1, Math.min(4, Math.floor(760 / Math.max(image.width, 1))))
preview.append(imageCanvas(image.width, image.height, image.rgba, scale))
const note = document.createElement('div')
note.className = 'sub'
note.textContent = `${String(image.width)}×${String(image.height)} · ${String(data.byteLength)} 字节 · PCX 解码正常`
preview.append(note)
return
}
if (ext === 'wav' || ext === 'mp3' || ext === 'ogg') {
audioContext ??= new AudioContext()
// The shareware archive's ".wav" members are actually MP3 payloads, so
// the platform decoder (not a RIFF parser) is what must read them.
const buffer = await audioContext.decodeAudioData(data.slice().buffer)
const play = document.createElement('button')
play.textContent = '▶ 播放'
play.onclick = () => {
const source = audioContext!.createBufferSource()
source.buffer = buffer
source.connect(audioContext!.destination)
source.start()
}
const note = document.createElement('div')
note.className = 'sub'
note.textContent = `${buffer.numberOfChannels} 声道 · ${buffer.sampleRate} Hz · ${buffer.duration.toFixed(2)} s · Web Audio 解码正常`
preview.append(play, note)
return
}
if (looksTextual(data)) {
const pre = document.createElement('pre')
const text = new TextDecoder().decode(data)
pre.textContent = text.length > 20000 ? `${text.slice(0, 20000)}\n… 共 ${String(text.length)} 字符` : text
preview.append(pre)
return
}
const pre = document.createElement('pre')
pre.textContent = hexDump(data)
preview.append(pre)
} catch (error) {
sub.className = 'sub error'
sub.textContent = `解码失败:${(error as Error).message}`
}
}
/** Open an archive from a user-supplied file. */
async function openArchive(file: File): Promise<void> {
stats.replaceChildren()
list.replaceChildren()
preview.replaceChildren()
drop.textContent = `正在读取 ${file.name} …`
try {
const archive = await MpqArchive.open(blobSource(file))
const names = await archive.listFiles()
drop.textContent = `${file.name} · 已就绪(重新拖入可替换)`
const header = archive.header
renderStats([
['文件', file.name],
['大小', bytes(file.size)],
['格式', `MPQ v${String(header.formatVersion + 1)}`],
['扇区', bytes(header.sectorSize)],
['哈希表', `${String(header.hashTableEntries)} 项`],
['块表', `${String(header.blockTableEntries)} 项`],
['名字', `${String(names.length)} 个`],
])
filter.disabled = false
const rows = names.map(name => {
const item = document.createElement('li')
const button = document.createElement('button')
button.textContent = name
const meta = document.createElement('span')
meta.className = 'meta'
const entry = archive.find(name)
meta.textContent = entry === undefined ? ' (未解析)' : ` ${bytes(entry.fileSize)}`
button.append(meta)
button.onclick = () => { void showMember(archive, name, button) }
item.append(button)
return { item, name: name.toLowerCase() }
})
list.append(...rows.map(row => row.item))
filter.oninput = () => {
const needle = filter.value.trim().toLowerCase()
for (const row of rows) row.item.hidden = needle !== '' && !row.name.includes(needle)
}
} catch (error) {
drop.textContent = '打开失败,重试或换一个归档'
const message = document.createElement('div')
message.className = 'error'
message.textContent = (error as Error).message
stats.append(message)
}
}
drop.onclick = () => { picker.click() }
picker.onchange = () => { const file = picker.files?.[0]; if (file) void openArchive(file) }
for (const event of ['dragenter', 'dragover'] as const) {
drop.addEventListener(event, () => { drop.classList.add('hot') })
}
for (const event of ['dragleave', 'drop'] as const) {
drop.addEventListener(event, () => { drop.classList.remove('hot') })
}
drop.addEventListener('drop', (event) => {
event.preventDefault()
const file = event.dataTransfer?.files?.[0]
if (file) void openArchive(file)
})
// Dev convenience: `?sample=samples/spawn.mpq` streams a sample archive over
// HTTP so the pipeline can be smoke-tested without a manual drag & drop.
const sample = new URLSearchParams(location.search).get('sample')
if (sample !== null) {
void (async () => {
drop.textContent = `正在通过 HTTP 读取 ${sample} …`
const response = await fetch(sample)
if (!response.ok) {
drop.textContent = `样本读取失败:HTTP ${String(response.status)}`
return
}
const blob = await response.blob()
await openArchive(new File([blob], sample.split('/').pop() ?? 'sample.mpq'))
})()
}

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/**
* MPQ archive reader (format v1).
*
* Layered like the format itself:
* header → encrypted hash table → encrypted block table → per-file sectors.
* Tables are always encrypted in v1, so opening an archive is a decrypt of
* two tables; a member read is an offset-table read plus one decrypt (and
* optionally one decompress) per sector, all through a random-access
* {@link MpqSource} so a large archive is never held in memory.
*
* Classic Diablo/Diablo II archives are v1. v2+ headers (and the v4
* `MPQ\x1B` container) are rejected explicitly rather than misparsed.
*/
import {
BLOCK_TABLE_KEY, HASH_NAME_A, HASH_NAME_B, HASH_TABLE_KEY, HASH_TABLE_OFFSET,
decryptBlock, fileKey, hashString, normalizeName,
} from './crypt.ts'
import { MpqCompressionError, compressionMaskName, decompressSector, COMPRESSION_PKWARE } from './decompress.ts'
import { ImplodeError, explode } from './implode.ts'
import type { MpqSource } from './source.ts'
/** Sector size is `512 << shift`; the shift lives in the header. */
const SECTOR_SIZE_BASE = 512
/** A hash-table entry's `blockIndex` sentinel: the slot never held a file. */
const BLOCK_INDEX_FREE = 0xffffffff
/** `MPQ_FILE_IMPLODE`: PKWARE-imploded file. */
const FILE_IMPLODE = 0x00000100
/** `MPQ_FILE_COMPRESS`: file uses the multi-codec compression mask. */
const FILE_COMPRESS = 0x00000200
/** `MPQ_FILE_ENCRYPTED`: file blocks are encrypted. */
const FILE_ENCRYPTED = 0x00010000
/** `MPQ_FILE_FIX_KEY`: file key is adjusted by offset and size. */
const FILE_FIX_KEY = 0x00020000
/** `MPQ_FILE_SINGLE_UNIT`: file is stored as one unit, with no sector table. */
const FILE_SINGLE_UNIT = 0x01000000
/** `MPQ_FILE_DELETE_MARKER`: tombstone entry. */
const FILE_DELETE_MARKER = 0x02000000
/** `MPQ_FILE_SECTOR_CRC`: one extra sector of checksums follows the offset table. */
const FILE_SECTOR_CRC = 0x04000000
/** `MPQ_FILE_EXISTS`: entry names a real file. */
const FILE_EXISTS = 0x80000000
/** The v1 archive signature. */
const MPQ_MAGIC = 0x1a51504d
/** Parsed archive header (v1 fields). */
export interface MpqHeader {
/** Header size field as stored. */
headerSize: number
/** Declared archive size in bytes. */
archiveSize: number
/** Container format version (0 = v1). */
formatVersion: number
/** Sector size in bytes, derived from the stored shift. */
sectorSize: number
/** Offset of the hash table. */
hashTableOffset: number
/** Offset of the block table. */
blockTableOffset: number
/** Hash table length in entries. */
hashTableEntries: number
/** Block table length in entries. */
blockTableEntries: number
}
/** One resolved archive member. */
export interface MpqFile {
/** Normalized (backslash) name this file was found under. */
readonly name: string
/** Index of the file's block-table entry. */
readonly blockIndex: number
/** Locale field of the hash-table entry. */
readonly locale: number
/** Stored offset of the file's first byte. */
readonly blockOffset: number
/** Stored size in bytes. */
readonly compressedSize: number
/** Uncompressed size in bytes. */
readonly fileSize: number
/** Raw flag word. */
readonly flags: number
}
/** Options for {@link MpqArchive.open}. */
export interface MpqOpenOptions {
/**
* Extra names to expose, for archives whose `(listfile)` is missing or
* incomplete — the normal case for Diablo II's `d2data.mpq`, whose names
* come from a community listfile.
*/
listfile?: readonly string[] | undefined
}
/**
* A readable archive.
*/
export class MpqArchive {
/** Parsed header of the open archive. */
readonly header: MpqHeader
/** Names supplied from outside the archive, when any. */
private readonly names: readonly string[] | undefined
/** The underlying byte source. */
private readonly source: MpqSource
/** Hash-table words, decrypted. */
private readonly hashTable: Uint32Array
/** Block-table words, decrypted. */
private readonly blockTable: Uint32Array
private constructor(
source: MpqSource,
header: MpqHeader,
hashTable: Uint32Array,
blockTable: Uint32Array,
options: MpqOpenOptions,
) {
this.source = source
this.header = header
this.hashTable = hashTable
this.blockTable = blockTable
this.names = options.listfile
}
/**
* Open an archive over a random-access source.
*
* @param source - byte source positioned at the archive start.
* @param options - listfile supplement.
* @returns the open archive.
*/
static async open(source: MpqSource, options: MpqOpenOptions = {}): Promise<MpqArchive> {
const head = await source.read(0, 32)
const view = new DataView(head.buffer, head.byteOffset, head.byteLength)
const magic = view.getUint32(0, true)
if (magic !== MPQ_MAGIC) {
throw new Error(`${source.label}: not an MPQ archive (magic 0x${magic.toString(16)})`)
}
const formatVersion = view.getUint16(0x0c, true)
if (formatVersion !== 0) {
throw new Error(
`${source.label}: MPQ format v${String(formatVersion + 1)} is not supported yet (only v1 headers)`,
)
}
const blockSizeShift = view.getUint16(0x0e, true)
const header: MpqHeader = {
headerSize: view.getUint32(0x04, true),
archiveSize: view.getUint32(0x08, true),
formatVersion,
sectorSize: SECTOR_SIZE_BASE << blockSizeShift,
hashTableOffset: view.getUint32(0x10, true),
blockTableOffset: view.getUint32(0x14, true),
hashTableEntries: view.getUint32(0x18, true),
blockTableEntries: view.getUint32(0x1c, true),
}
if (header.hashTableEntries === 0 || (header.hashTableEntries & (header.hashTableEntries - 1)) !== 0) {
throw new Error(`${source.label}: hash table size ${String(header.hashTableEntries)} is not a non-zero power of two`)
}
const rawHash = await source.read(header.hashTableOffset, header.hashTableEntries * 16)
decryptBlock(rawHash, HASH_TABLE_KEY)
const rawBlock = await source.read(header.blockTableOffset, header.blockTableEntries * 16)
decryptBlock(rawBlock, BLOCK_TABLE_KEY)
return new MpqArchive(
source,
header,
wordsOf(rawHash),
wordsOf(rawBlock),
options,
)
}
/**
* Resolve one name.
*
* @param name - archive name, either separator.
* @returns the member, or `undefined` when the archive has no such name.
*/
find(name: string): MpqFile | undefined {
const target = normalizeName(name)
const hashA = hashString(target, HASH_NAME_A)
const hashB = hashString(target, HASH_NAME_B)
const start = hashString(target, HASH_TABLE_OFFSET) % this.header.hashTableEntries
let fallback: MpqFile | undefined
for (let step = 0; step < this.header.hashTableEntries; step += 1) {
const slot = (start + step) % this.header.hashTableEntries
const base = slot * 4
const entryHashA = this.hashTable[base]!
const entryHashB = this.hashTable[base + 1]!
const locale = this.hashTable[base + 2]! & 0xffff
const blockIndex = this.hashTable[base + 3]!
if (blockIndex === BLOCK_INDEX_FREE) return fallback
if (entryHashA !== hashA || entryHashB !== hashB) continue
const file = this.fileAt(blockIndex, target, locale)
if (file === undefined) return fallback
// Neutral locale wins when an archive carries localized duplicates.
if (locale === 0) return file
fallback ??= file
}
return fallback
}
/**
* Describe one block-table entry.
*
* @param blockIndex - index into the block table.
* @param name - name to attach.
* @param locale - locale to attach.
* @returns the member, or `undefined` for a free/tombstone slot.
*/
private fileAt(blockIndex: number, name: string, locale: number): MpqFile | undefined {
if (blockIndex >= this.header.blockTableEntries) return undefined
const base = blockIndex * 4
const flags = this.blockTable[base + 3]!
if ((flags & FILE_EXISTS) === 0 || (flags & FILE_DELETE_MARKER) !== 0) return undefined
return {
name,
blockIndex,
locale,
blockOffset: this.blockTable[base]!,
compressedSize: this.blockTable[base + 1]!,
fileSize: this.blockTable[base + 2]!,
flags,
}
}
/**
* Every occupied block-table slot, named where a name is known.
*
* Diablo II's `d2data.mpq` carries no `(listfile)`, so the useful way to
* explore it is by block index; this enumeration keeps that door open.
*
* @param names - optional index → name map (e.g. a parsed community listfile).
* @returns one entry per occupied block-table slot.
*/
files(names?: ReadonlyMap<number, string>): MpqFile[] {
const out: MpqFile[] = []
for (let blockIndex = 0; blockIndex < this.header.blockTableEntries; blockIndex += 1) {
const name = names?.get(blockIndex)
const file = this.fileAt(blockIndex, name ?? `block:${String(blockIndex)}`, 0)
if (file !== undefined) out.push(file)
}
return out
}
/**
* Decode one stored sector body into exactly `expected` bytes.
*
* Two encodings exist, and which one applies is decided per sector:
*
* - **Stored as-is** when the body's length already equals the expected size.
* Encoders fall back to this whenever compressing a sector would not shrink
* it, so a member can mix stored and compressed sectors — `Patch_D2.mpq` has
* both, including members whose stored size exceeds the declared file size by
* nothing but the offset table. Stored sectors carry no marker byte.
* - **Compressed**, and then the flag word decides how to read it:
* `MPQ_FILE_COMPRESS` (0x200) means a codec mask byte comes first, while
* `MPQ_FILE_IMPLODE` (0x100) alone means the body is a PKWARE implode
* stream with no mask. Diablo II's `Patch_D2.mpq` stores every table the
* second way; reading those as if a mask byte were present used to hand back
* the compressed bytes verbatim, because a stream starting with 0x00 looks
* exactly like "stored". That silent path is gone.
*
* @param body - stored bytes, decrypted already.
* @param expected - uncompressed length of this sector.
* @param masked - the member carries `MPQ_FILE_COMPRESS`.
* @returns the decoded sector.
*/
private async decodeSector(body: Uint8Array, expected: number, masked: boolean): Promise<Uint8Array> {
if (body.byteLength === expected) return body
if (masked) return decompressSector(body, expected)
try {
return explode(body, expected)
} catch (err) {
const detail = err instanceof ImplodeError ? err.message : String(err)
throw new MpqCompressionError(`implode-only member: ${detail}`, COMPRESSION_PKWARE)
}
}
/**
* Read and decode one member.
*
* @param file - a member from {@link find} (or {@link files}).
* @returns the decoded bytes.
*/
async read(file: MpqFile): Promise<Uint8Array> {
const { flags, fileSize, compressedSize, blockOffset, name } = file
if (fileSize === 0) return new Uint8Array(0)
const encrypted = (flags & FILE_ENCRYPTED) !== 0
const singleUnit = (flags & FILE_SINGLE_UNIT) !== 0
const compressed = (flags & (FILE_COMPRESS | FILE_IMPLODE)) !== 0
const masked = (flags & FILE_COMPRESS) !== 0
const key = fileKey(name, blockOffset, fileSize, (flags & FILE_FIX_KEY) !== 0)
if (singleUnit) {
const raw = await this.source.read(blockOffset, compressedSize)
if (encrypted) decryptBlock(raw, key)
if (!compressed) return raw
return this.decodeSector(raw, fileSize, masked)
}
if (!compressed) {
// Stored members carry no sector offset table at all (the reference
// implementation only loads one under `MPQ_FILE_COMPRESS_MASK`): the data
// is one contiguous run at the block offset. Encrypted stored members are
// still decrypted per sector-sized chunk, because that is the cipher's
// key schedule — key + sector index.
const raw = await this.source.read(blockOffset, fileSize)
if (!encrypted) return raw
const sectorSize = this.header.sectorSize
for (let sector = 0; sector * sectorSize < fileSize; sector += 1) {
const from = sector * sectorSize
const to = Math.min(from + sectorSize, fileSize)
decryptBlock(raw.subarray(from, to), (key + sector) >>> 0)
}
return raw
}
const sectorSize = this.header.sectorSize
const sectorCount = Math.ceil(fileSize / sectorSize)
// A CRC sector rides between the offset table and the data.
const tableEntries = sectorCount + ((flags & FILE_SECTOR_CRC) !== 0 ? 1 : 0)
const table = await this.source.read(blockOffset, (tableEntries + 1) * 4)
if (encrypted) decryptBlock(table, (key - 1) >>> 0)
const offsets = new DataView(table.buffer, table.byteOffset, table.byteLength)
const out = new Uint8Array(fileSize)
for (let sector = 0; sector < sectorCount; sector += 1) {
const from = offsets.getUint32(sector * 4, true)
const to = offsets.getUint32((sector + 1) * 4, true)
if (to < from) {
throw new MpqCompressionError(
`${name}: sector ${String(sector)} has a reversed extent (${String(from)}..${String(to)})`,
)
}
const expected = Math.min(sectorSize, fileSize - sector * sectorSize)
const stored = await this.source.read(blockOffset + from, to - from)
if (encrypted) decryptBlock(stored, (key + sector) >>> 0)
const decoded = await this.decodeSector(stored, expected, masked)
if (decoded.byteLength !== expected) {
// Loud on purpose: a short buffer padded with zeros decodes into
// plausible-looking nonsense downstream.
throw new MpqCompressionError(
`${name}: sector ${String(sector)} decoded ${String(decoded.byteLength)} bytes, expected ${String(expected)}`,
)
}
out.set(decoded, sector * sectorSize)
}
return out
}
/**
* Read a member by name.
*
* @param name - archive name, either separator.
* @returns the decoded bytes.
*/
async readByName(name: string): Promise<Uint8Array> {
const file = this.find(name)
if (file === undefined) throw new Error(`${this.source.label}: no such file "${name}"`)
return this.read(file)
}
/**
* The names **this archive actually contains**: `(listfile)` when present, plus
* any supplied external listfile, deduplicated and each verified through the
* hash table.
*
* A community listfile names every retail archive at once, so it cannot be
* trusted as-is: a name it lists may live in a *different* archive. Filtering by
* {@link find} is what makes "the archive does not contain this member" a fact
* rather than a statement about which names happened to be enumerated.
*
* @returns the known names, in listfile order.
*/
async listFiles(): Promise<string[]> {
const seen = new Set<string>()
const out: string[] = []
const push = (name: string): void => {
const trimmed = name.trim()
if (trimmed === '' || seen.has(trimmed.toLowerCase())) return
seen.add(trimmed.toLowerCase())
if (trimmed === '(listfile)' || this.find(trimmed) !== undefined) out.push(trimmed)
}
const internal = this.find('(listfile)')
if (internal !== undefined) {
const text = new TextDecoder().decode(await this.read(internal))
for (const line of text.split(/\r?\n/)) push(line)
}
for (const name of this.names ?? []) push(name)
return out
}
/**
* Map block-table index → name for every name the archive can resolve.
*
* A file's encryption key is derived from its *name*, so an anonymous block
* cannot be decrypted at all; this map is what turns block indices back into
* readable entries for archives whose listfile is external.
*
* @returns the index → name map.
*/
async nameIndex(): Promise<Map<number, string>> {
const index = new Map<number, string>()
for (const name of await this.listFiles()) {
const file = this.find(name)
if (file !== undefined && !index.has(file.blockIndex)) index.set(file.blockIndex, file.name)
}
return index
}
/**
* Describe the codecs an archive uses across all occupied blocks — the
* quickest way to see which decoders a given archive actually needs.
*
* Blocks that are both encrypted and nameless are counted as `unknown`:
* their key cannot be derived without the name.
*
* @param names - optional index → name map (see {@link nameIndex}).
* @returns mask name → count.
*/
async compressionHistogram(names?: ReadonlyMap<number, string>): Promise<Map<string, number>> {
const counts = new Map<string, number>()
const bump = (name: string): void => { counts.set(name, (counts.get(name) ?? 0) + 1) }
for (const file of this.files(names)) {
if (file.fileSize === 0) continue
const singleUnit = (file.flags & FILE_SINGLE_UNIT) !== 0
const encrypted = (file.flags & FILE_ENCRYPTED) !== 0
const compressed = (file.flags & (FILE_COMPRESS | FILE_IMPLODE)) !== 0
if (!compressed) {
bump('stored')
continue
}
const named = names?.has(file.blockIndex) ?? !encrypted
if (!named) {
bump('unknown (encrypted, unnamed)')
continue
}
const key = fileKey(file.name, file.blockOffset, file.fileSize, (file.flags & FILE_FIX_KEY) !== 0)
const sectorSize = this.header.sectorSize
if (singleUnit) {
const raw = await this.source.read(file.blockOffset, Math.min(file.compressedSize, file.fileSize))
if (encrypted) decryptBlock(raw, key)
bump(compressionMaskName(raw[0] ?? 0))
continue
}
const sectorCount = Math.ceil(file.fileSize / sectorSize)
const tableEntries = sectorCount + ((file.flags & FILE_SECTOR_CRC) !== 0 ? 1 : 0)
const table = await this.source.read(file.blockOffset, (tableEntries + 1) * 4)
if (encrypted) decryptBlock(table, (key - 1) >>> 0)
const offsets = new DataView(table.buffer, table.byteOffset, table.byteLength)
const from = offsets.getUint32(0, true)
const to = offsets.getUint32(4, true)
if (to <= from) continue
const raw = await this.source.read(file.blockOffset + from, to - from)
if (encrypted) decryptBlock(raw, key)
bump(compressionMaskName(raw[0] ?? 0))
}
return counts
}
/**
* Count how many members carry each storage flag — the fastest way to see
* what a given archive will exercise (encryption, single-unit storage, ...).
*
* @returns flag name → count.
*/
flagHistogram(): Map<string, number> {
const counts = new Map<string, number>()
const bump = (name: string): void => { counts.set(name, (counts.get(name) ?? 0) + 1) }
for (const file of this.files()) {
if (file.fileSize === 0) { bump('empty'); continue }
bump('total')
if ((file.flags & FILE_ENCRYPTED) !== 0) bump('encrypted')
if ((file.flags & FILE_FIX_KEY) !== 0) bump('fix-key')
if ((file.flags & FILE_SINGLE_UNIT) !== 0) bump('single-unit')
if ((file.flags & FILE_COMPRESS) !== 0) bump('compressed')
if ((file.flags & FILE_IMPLODE) !== 0) bump('imploded')
if ((file.flags & FILE_SECTOR_CRC) !== 0) bump('sector-crc')
}
return counts
}
}
/**
* Reinterpret a byte buffer as little-endian words.
*
* Hash and block tables are arrays of `uint32`; the cipher already produced
* little-endian bytes, so the view is only for convenience.
*
* @param bytes - the decrypted table.
* @returns the words.
*/
function wordsOf(bytes: Uint8Array): Uint32Array {
const count = bytes.byteLength >>> 2
const words = new Uint32Array(count)
for (let i = 0; i < count; i += 1) {
words[i] = (bytes[i * 4]!)
| ((bytes[i * 4 + 1]!) << 8)
| ((bytes[i * 4 + 2]!) << 16)
| ((bytes[i * 4 + 3]!) << 24)
}
return words
}

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/**
* MPQ (Storm) cryptography: the shared crypt table, `HashString`, and the
* block cipher.
*
* Semantics follow the public StormLib reference implementation (MIT,
* Copyright (c) Ladislav Zezula); this file is an independent TypeScript
* port. All arithmetic is unsigned 32-bit with explicit wrapping, because
* the format depends on exact overflow behaviour.
*/
/** Hash selector: table index (start of the probe chain). */
export const HASH_TABLE_OFFSET = 0
/** Hash selector: name hash A (hash table entry comparison). */
export const HASH_NAME_A = 1
/** Hash selector: name hash B (hash table entry comparison). */
export const HASH_NAME_B = 2
/** Hash selector: per-file encryption key. */
export const HASH_FILE_KEY = 3
/** Charset size: one hash alphabet per selector occupies 0x100 slots. */
const CHARSET_SIZE = 0x100
/**
* The 0x500-entry Storm crypt table: 5 alphabets of 0x100 values. The last
* alphabet (0x400..0x4FF) is the cipher's per-key-byte seed table.
*/
const CRYPT_TABLE: Uint32Array = (() => {
const table = new Uint32Array(5 * CHARSET_SIZE)
let seed = 0x00100001
for (let index1 = 0; index1 < CHARSET_SIZE; index1 += 1) {
let index2 = index1
for (let i = 0; i < 5; i += 1, index2 += CHARSET_SIZE) {
seed = ((((Math.imul(seed, 125) + 3) >>> 0) % 0x2aaaab) >>> 0)
const temp1 = ((seed & 0xffff) << 0x10) >>> 0
seed = ((((Math.imul(seed, 125) + 3) >>> 0) % 0x2aaaab) >>> 0)
const temp2 = seed & 0xffff
table[index2] = (temp1 | temp2) >>> 0
}
}
return table
})()
/**
* Storm's case-insensitive string hash.
*
* Archive names are ASCII; the uppercase fold is applied to ASCII only so a
* stray non-ASCII byte cannot alias two distinct names.
*
* @param name - archive file name (either separator is accepted by callers).
* @param hashType - one of the `HASH_*` selectors.
* @returns the 32-bit hash.
*/
export function hashString(name: string, hashType: number): number {
let seed1 = 0x7fed7fed
let seed2 = 0xeeeeeeee
const base = hashType * CHARSET_SIZE
for (let i = 0; i < name.length; i += 1) {
const code = name.charCodeAt(i)
const ch = (code >= 0x61 && code <= 0x7a ? code - 0x20 : code) & 0xff
seed1 = (CRYPT_TABLE[base + ch]! ^ ((seed1 + seed2) >>> 0)) >>> 0
seed2 = (ch + seed1 + seed2 + (((seed2 << 5) >>> 0)) + 3) >>> 0
}
return seed1
}
/**
* Decrypt one block in place with the MPQ block cipher.
*
* @param data - buffer to decrypt; `byteLength` must be a multiple of 4.
* @param key - the 32-bit file/table key.
*/
export function decryptBlock(data: Uint8Array, key: number): void {
const words = data.byteLength >>> 2
if (words === 0) return
const view = new DataView(data.buffer, data.byteOffset, words << 2)
let seed = 0xeeeeeeee
let k = key >>> 0
for (let i = 0; i < words; i += 1) {
seed = (seed + CRYPT_TABLE[0x400 + (k & 0xff)]!) >>> 0
const ch = (view.getUint32(i * 4, true) ^ ((k + seed) >>> 0)) >>> 0
k = ((((~k << 0x15) >>> 0) + 0x11111111 | (k >>> 0x0b)) >>> 0)
seed = (ch + seed + (((seed << 5) >>> 0)) + 3) >>> 0
view.setUint32(i * 4, ch, true)
}
}
/**
* Encrypt one block in place with the MPQ block cipher.
*
* MPQ's cipher is its own inverse in the sense that both directions run the same
* key schedule: the schedule is advanced with the *plaintext* word, so encrypting
* reads the plaintext, writes the ciphertext, and feeds the plaintext into the
* schedule — while `decryptBlock` reads the ciphertext, recovers the plaintext,
* and feeds that same plaintext in. Keeping the two explicit matters for the
* writer, where using the decrypt path would corrupt the schedule.
*
* @param data - buffer to encrypt; `byteLength` must be a multiple of 4.
* @param key - the 32-bit file/table key.
*/
export function encryptBlock(data: Uint8Array, key: number): void {
const words = data.byteLength >>> 2
if (words === 0) return
const view = new DataView(data.buffer, data.byteOffset, words << 2)
let seed = 0xeeeeeeee
let k = key >>> 0
for (let i = 0; i < words; i += 1) {
seed = (seed + CRYPT_TABLE[0x400 + (k & 0xff)]!) >>> 0
const plain = view.getUint32(i * 4, true)
const cipher = (plain ^ ((k + seed) >>> 0)) >>> 0
k = ((((~k << 0x15) >>> 0) + 0x11111111 | (k >>> 0x0b)) >>> 0)
seed = (plain + seed + (((seed << 5) >>> 0)) + 3) >>> 0
view.setUint32(i * 4, cipher, true)
}
}
/**
* The encryption key of one archive member.
*
* The key is derived from the *plain* file name — the segment after the last
* separator — while the hash-table lookup uses the full path. The two are the
* same only for root-level names, so a path-qualified lookup that hashes the
* whole name silently produces a key that decrypts to noise.
*
* @param name - archive file name, either separator.
* @param blockOffset - stored offset of the file's first byte.
* @param fileSize - uncompressed size of the file.
* @param fixKey - the entry carries `MPQ_FILE_FIX_KEY`.
* @returns the file key.
*/
export function fileKey(name: string, blockOffset: number, fileSize: number, fixKey: boolean): number {
const base = hashString(plainName(normalizeName(name)), HASH_FILE_KEY)
return fixKey ? (((base + blockOffset) >>> 0) ^ fileSize) >>> 0 : base
}
/**
* The plain (directory-less) form of an archive name.
*
* @param name - archive name, either separator.
* @returns the trailing path segment.
*/
export function plainName(name: string): string {
const cut = Math.max(name.lastIndexOf('\\'), name.lastIndexOf('/'))
return cut === -1 ? name : name.slice(cut + 1)
}
/** The fixed key of the hash table. */
export const HASH_TABLE_KEY = hashString('(hash table)', HASH_FILE_KEY)
/** The fixed key of the block table. */
export const BLOCK_TABLE_KEY = hashString('(block table)', HASH_FILE_KEY)
/**
* Archive names use backslash separators internally; callers may pass either.
*
* @param name - caller-supplied name.
* @returns the normalized name.
*/
export function normalizeName(name: string): string {
return name.replace(/\//g, '\\')
}

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/**
* MPQ sector decompression.
*
* A compressed sector starts with one mask byte naming the codecs applied to
* the payload; combined masks (e.g. `HUFFMANN | ADPCM_MONO` on Diablo's WAV
* data) are unwound in the fixed order below, which is the order StormLib
* applies them in.
*
* zlib needs no code of its own: `DecompressionStream('deflate')` is the
* platform decoder, present in browsers and in Node. PKWARE implode needed real
* code — Diablo II stores almost every table and asset with it — so it lives in
* `implode.ts` and is called here.
*/
import { ImplodeError, explode } from './implode.ts'
/** Codec bit: adaptive Huffmann (FGK variant). */
export const COMPRESSION_HUFFMANN = 0x01
/** Codec bit: zlib/deflate. */
export const COMPRESSION_ZLIB = 0x02
/** Codec bit: PKWARE Data Compression Library implode. */
export const COMPRESSION_PKWARE = 0x08
/** Codec bit: bzip2. */
export const COMPRESSION_BZIP2 = 0x10
/** Codec bit: sparse (run-length + mask bytes). */
export const COMPRESSION_SPARSE = 0x20
/** Codec bit: ADPCM, mono, 4-bit. */
export const COMPRESSION_ADPCM_MONO = 0x40
/** Codec bit: ADPCM, stereo, 4-bit. */
export const COMPRESSION_ADPCM_STEREO = 0x80
/** Raised when a sector cannot be decoded. */
export class MpqCompressionError extends Error {
/** The compression mask that failed, when known. */
readonly mask: number | undefined
/**
* @param message - human-readable failure.
* @param mask - the compression mask that failed, when known.
*/
constructor(message: string, mask?: number) {
super(message)
this.name = 'MpqCompressionError'
this.mask = mask
}
}
/**
* Name the codecs a mask selects, for diagnostics.
*
* @param mask - the compression mask byte.
* @returns a `+`-joined list, or `stored` for an empty mask.
*/
export function compressionMaskName(mask: number): string {
const parts: string[] = []
if (mask & COMPRESSION_HUFFMANN) parts.push('huffmann')
if (mask & COMPRESSION_ZLIB) parts.push('zlib')
if (mask & COMPRESSION_PKWARE) parts.push('pkware')
if (mask & COMPRESSION_BZIP2) parts.push('bzip2')
if (mask & COMPRESSION_SPARSE) parts.push('sparse')
if (mask & COMPRESSION_ADPCM_MONO) parts.push('adpcm-mono')
if (mask & COMPRESSION_ADPCM_STEREO) parts.push('adpcm-stereo')
return parts.length === 0 ? 'stored' : parts.join('+')
}
/**
* Inflate one zlib stream.
*
* @param data - zlib-wrapped deflate bytes.
* @returns the inflated bytes.
*/
async function inflateZlib(data: Uint8Array): Promise<Uint8Array> {
const stream = new Blob([data as BlobPart]).stream().pipeThrough(new DecompressionStream('deflate'))
return new Uint8Array(await new Response(stream).arrayBuffer())
}
/**
* Decode one compressed sector payload (mask byte included).
*
* @param input - the stored sector bytes, mask byte first.
* @param expectedSize - the sector's uncompressed length.
* @returns the decoded sector.
*/
export async function decompressSector(input: Uint8Array, expectedSize: number): Promise<Uint8Array> {
if (input.byteLength === 0) return input
const mask = input[0]!
if (mask === 0) {
// A zero mask marks a stored payload that merely carried the marker byte.
return input.subarray(1, 1 + expectedSize)
}
let current: Uint8Array = input.subarray(1)
let remaining = mask
if (remaining & COMPRESSION_HUFFMANN) {
throw new MpqCompressionError(`huffmann decoder not implemented yet (mask 0x${mask.toString(16)})`, mask)
}
if (remaining & COMPRESSION_ZLIB) {
current = await inflateZlib(current)
remaining &= ~COMPRESSION_ZLIB
}
if (remaining & COMPRESSION_PKWARE) {
// PKWARE is the last codec before bzip2/sparse/ADPCM in the reference
// order, so the payload it sees is already at its final length.
try {
current = explode(current, expectedSize)
} catch (err) {
const detail = err instanceof ImplodeError ? err.message : String(err)
throw new MpqCompressionError(`pkware implode failed: ${detail} (mask 0x${mask.toString(16)})`, mask)
}
remaining &= ~COMPRESSION_PKWARE
}
if (remaining & COMPRESSION_BZIP2) {
throw new MpqCompressionError(`bzip2 decoder not implemented yet (mask 0x${mask.toString(16)})`, mask)
}
if (remaining & COMPRESSION_SPARSE) {
throw new MpqCompressionError(`sparse decoder not implemented yet (mask 0x${mask.toString(16)})`, mask)
}
if (remaining & (COMPRESSION_ADPCM_MONO | COMPRESSION_ADPCM_STEREO)) {
throw new MpqCompressionError(`adpcm decoder not implemented yet (mask 0x${mask.toString(16)})`, mask)
}
if (remaining !== 0) {
throw new MpqCompressionError(`unknown compression bits 0x${remaining.toString(16)} (mask 0x${mask.toString(16)})`, mask)
}
if (current.byteLength !== expectedSize) {
throw new MpqCompressionError(
`decoded ${String(current.byteLength)} bytes, expected ${String(expectedSize)} (mask 0x${mask.toString(16)})`,
mask,
)
}
return current
}

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/**
* Filesystem-backed source for Node-side tooling.
*
* Kept out of `source.ts` on purpose: a static `node:fs/promises` import in a
* module the browser bundle reaches makes bundlers externalize it and emit a
* compatibility warning, even though the browser never calls it.
*/
import type { MpqSource } from './source.ts'
/**
* Build a source over a filesystem path.
*
* @param path - file path.
* @returns the source.
*/
export async function fileSource(path: string): Promise<MpqSource> {
const { open, stat } = await import('node:fs/promises')
const handle = await open(path, 'r')
const info = await stat(path)
return {
size: info.size,
label: path,
read: async (offset, length) => {
if (offset < 0 || offset + length > info.size) {
throw new RangeError(`${path}: read ${String(offset)}+${String(length)} beyond ${String(info.size)}`)
}
const buffer = new Uint8Array(length)
let done = 0
while (done < length) {
const { bytesRead } = await handle.read(buffer, done, length - done, offset + done)
if (bytesRead === 0) throw new Error(`${path}: short read at ${String(offset + done)}`)
done += bytesRead
}
return buffer
},
}
}

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/**
* PKWARE Data Compression Library ("implode") constant tables.
*
* Machine-transcribed from StormLib's `src/pklib/explode.c` (MIT, Copyright (c)
* Ladislav Zezula) — the values are data of the format, not choices: `LenCode`
* and `DistCode` are the canonical prefix codes, `LenBase`/`ExLenBits` the
* length extension, and `ChBitsAsc`/`ChCodeAsc` the literal alphabet used by
* the ASCII variant. They were parsed out of the C source by a script rather
* than retyped, because a single wrong nibble would decode some archives and
* silently corrupt others.
*
* Reference: <https://github.com/ladislav-zezula/StormLib/blob/master/src/pklib/explode.c>
*
* `ChBitsAsc` is a *template*: the ASCII path rewrites entries above 8 bits at
* startup, so {@link explode} copies it before use.
*/
/** `DistBits` from the reference (64 entries). */
export const DISTBITS: readonly number[] = [
0x02, 0x04, 0x04, 0x05, 0x05, 0x05, 0x05, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06,
0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07,
0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07,
0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08,
]
/** `DistCode` from the reference (64 entries). */
export const DISTCODE: readonly number[] = [
0x03, 0x0d, 0x05, 0x19, 0x09, 0x11, 0x01, 0x3e, 0x1e, 0x2e, 0x0e, 0x36, 0x16, 0x26, 0x06, 0x3a,
0x1a, 0x2a, 0x0a, 0x32, 0x12, 0x22, 0x42, 0x02, 0x7c, 0x3c, 0x5c, 0x1c, 0x6c, 0x2c, 0x4c, 0x0c,
0x74, 0x34, 0x54, 0x14, 0x64, 0x24, 0x44, 0x04, 0x78, 0x38, 0x58, 0x18, 0x68, 0x28, 0x48, 0x08,
0xf0, 0x70, 0xb0, 0x30, 0xd0, 0x50, 0x90, 0x10, 0xe0, 0x60, 0xa0, 0x20, 0xc0, 0x40, 0x80, 0x00,
]
/** `ExLenBits` from the reference (16 entries). */
export const EXLENBITS: readonly number[] = [
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08,
]
/** `LenBase` from the reference (16 entries). */
export const LENBASE: readonly number[] = [
0x00, 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x0a, 0x0e, 0x16, 0x26, 0x46, 0x86, 0x106,
]
/** `LenBits` from the reference (16 entries). */
export const LENBITS: readonly number[] = [
0x03, 0x02, 0x03, 0x03, 0x04, 0x04, 0x04, 0x05, 0x05, 0x05, 0x05, 0x06, 0x06, 0x06, 0x07, 0x07,
]
/** `LenCode` from the reference (16 entries). */
export const LENCODE: readonly number[] = [
0x05, 0x03, 0x01, 0x06, 0x0a, 0x02, 0x0c, 0x14, 0x04, 0x18, 0x08, 0x30, 0x10, 0x20, 0x40, 0x00,
]
/** `ChBitsAsc` from the reference (256 entries). */
export const CHBITSASC: readonly number[] = [
0x0b, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x08, 0x07, 0x0c, 0x0c, 0x07, 0x0c, 0x0c,
0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0d, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c,
0x04, 0x0a, 0x08, 0x0c, 0x0a, 0x0c, 0x0a, 0x08, 0x07, 0x07, 0x08, 0x09, 0x07, 0x06, 0x07, 0x08,
0x07, 0x06, 0x07, 0x07, 0x07, 0x07, 0x08, 0x07, 0x07, 0x08, 0x08, 0x0c, 0x0b, 0x07, 0x09, 0x0b,
0x0c, 0x06, 0x07, 0x06, 0x06, 0x05, 0x07, 0x08, 0x08, 0x06, 0x0b, 0x09, 0x06, 0x07, 0x06, 0x06,
0x07, 0x0b, 0x06, 0x06, 0x06, 0x07, 0x09, 0x08, 0x09, 0x09, 0x0b, 0x08, 0x0b, 0x09, 0x0c, 0x08,
0x0c, 0x05, 0x06, 0x06, 0x06, 0x05, 0x06, 0x06, 0x06, 0x05, 0x0b, 0x07, 0x05, 0x06, 0x05, 0x05,
0x06, 0x0a, 0x05, 0x05, 0x05, 0x05, 0x08, 0x07, 0x08, 0x08, 0x0a, 0x0b, 0x0b, 0x0c, 0x0c, 0x0c,
0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d,
0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d,
0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d,
0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c,
0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c,
0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c,
0x0d, 0x0c, 0x0d, 0x0d, 0x0d, 0x0c, 0x0d, 0x0d, 0x0d, 0x0c, 0x0d, 0x0d, 0x0d, 0x0d, 0x0c, 0x0d,
0x0d, 0x0d, 0x0c, 0x0c, 0x0c, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d,
]
/** `ChCodeAsc` from the reference (256 entries). */
export const CHCODEASC: readonly number[] = [
0x0490, 0x0fe0, 0x07e0, 0x0be0, 0x03e0, 0x0de0, 0x05e0, 0x09e0,
0x01e0, 0x00b8, 0x0062, 0x0ee0, 0x06e0, 0x0022, 0x0ae0, 0x02e0,
0x0ce0, 0x04e0, 0x08e0, 0x00e0, 0x0f60, 0x0760, 0x0b60, 0x0360,
0x0d60, 0x0560, 0x1240, 0x0960, 0x0160, 0x0e60, 0x0660, 0x0a60,
0x000f, 0x0250, 0x0038, 0x0260, 0x0050, 0x0c60, 0x0390, 0x00d8,
0x0042, 0x0002, 0x0058, 0x01b0, 0x007c, 0x0029, 0x003c, 0x0098,
0x005c, 0x0009, 0x001c, 0x006c, 0x002c, 0x004c, 0x0018, 0x000c,
0x0074, 0x00e8, 0x0068, 0x0460, 0x0090, 0x0034, 0x00b0, 0x0710,
0x0860, 0x0031, 0x0054, 0x0011, 0x0021, 0x0017, 0x0014, 0x00a8,
0x0028, 0x0001, 0x0310, 0x0130, 0x003e, 0x0064, 0x001e, 0x002e,
0x0024, 0x0510, 0x000e, 0x0036, 0x0016, 0x0044, 0x0030, 0x00c8,
0x01d0, 0x00d0, 0x0110, 0x0048, 0x0610, 0x0150, 0x0060, 0x0088,
0x0fa0, 0x0007, 0x0026, 0x0006, 0x003a, 0x001b, 0x001a, 0x002a,
0x000a, 0x000b, 0x0210, 0x0004, 0x0013, 0x0032, 0x0003, 0x001d,
0x0012, 0x0190, 0x000d, 0x0015, 0x0005, 0x0019, 0x0008, 0x0078,
0x00f0, 0x0070, 0x0290, 0x0410, 0x0010, 0x07a0, 0x0ba0, 0x03a0,
0x0240, 0x1c40, 0x0c40, 0x1440, 0x0440, 0x1840, 0x0840, 0x1040,
0x0040, 0x1f80, 0x0f80, 0x1780, 0x0780, 0x1b80, 0x0b80, 0x1380,
0x0380, 0x1d80, 0x0d80, 0x1580, 0x0580, 0x1980, 0x0980, 0x1180,
0x0180, 0x1e80, 0x0e80, 0x1680, 0x0680, 0x1a80, 0x0a80, 0x1280,
0x0280, 0x1c80, 0x0c80, 0x1480, 0x0480, 0x1880, 0x0880, 0x1080,
0x0080, 0x1f00, 0x0f00, 0x1700, 0x0700, 0x1b00, 0x0b00, 0x1300,
0x0da0, 0x05a0, 0x09a0, 0x01a0, 0x0ea0, 0x06a0, 0x0aa0, 0x02a0,
0x0ca0, 0x04a0, 0x08a0, 0x00a0, 0x0f20, 0x0720, 0x0b20, 0x0320,
0x0d20, 0x0520, 0x0920, 0x0120, 0x0e20, 0x0620, 0x0a20, 0x0220,
0x0c20, 0x0420, 0x0820, 0x0020, 0x0fc0, 0x07c0, 0x0bc0, 0x03c0,
0x0dc0, 0x05c0, 0x09c0, 0x01c0, 0x0ec0, 0x06c0, 0x0ac0, 0x02c0,
0x0cc0, 0x04c0, 0x08c0, 0x00c0, 0x0f40, 0x0740, 0x0b40, 0x0340,
0x0300, 0x0d40, 0x1d00, 0x0d00, 0x1500, 0x0540, 0x0500, 0x1900,
0x0900, 0x0940, 0x1100, 0x0100, 0x1e00, 0x0e00, 0x0140, 0x1600,
0x0600, 0x1a00, 0x0e40, 0x0640, 0x0a40, 0x0a00, 0x1200, 0x0200,
0x1c00, 0x0c00, 0x1400, 0x0400, 0x1800, 0x0800, 0x1000, 0x0000,
]

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/**
* PKWARE Data Compression Library "implode" decoder.
*
* This is the codec behind `MPQ_COMPRESSION_PKWARE` (`mask 0x08`) — and behind
* every member flagged `MPQ_FILE_IMPLODE` without `MPQ_FILE_COMPRESS`, which is
* how Diablo II's `Patch_D2.mpq` stores its tables. Without it, real Diablo II
* archives are unreadable: the container opens and the block table enumerates,
* but every payload stays compressed.
*
* Semantics follow StormLib's `src/pklib/explode.c` (MIT, Copyright (c)
* Ladislav Zezula); the constant tables were machine-transcribed rather than
* retyped (see `implode-tables.ts`), so a wrong nibble cannot hide in a table.
*
* The stream is bit-oriented: a 16-bit window refills a byte at a time, and each
* symbol is either a literal (8 raw bits, or a code from the fixed literal
* alphabet in "ASCII" mode) or a back-reference. Diablo II uses both modes, so
* both are implemented.
*
* Two deliberate departures from the reference:
*
* 1. **A back-reference reaching before the start of the output is an error,
* not a read of whatever the sliding window held.** The reference keeps a
* 0x2000-byte window and trusts the encoder to stay in range; here the
* history *is* the output, so an out-of-range distance is provably corrupt
* input.
* 2. **The output length is checked, never assumed.** The caller states the
* expected size (the archive knows it from the block table) and a stream
* that ends short or long throws. Padding with zeros produces a buffer that
* decodes into plausible-looking nonsense — the exact failure this project
* refuses to ship.
*/
import {
CHBITSASC, CHCODEASC, DISTBITS, DISTCODE, EXLENBITS, LENBASE, LENBITS, LENCODE,
} from './implode-tables.ts'
/** Compression type byte: literals are raw bytes. */
export const CMP_BINARY = 0
/** Compression type byte: literals come from the fixed ASCII alphabet. */
export const CMP_ASCII = 1
/** `DecodeLit` result meaning "end of stream". */
const LIT_END_OF_STREAM = 0x305
/** `DecodeLit` result meaning "malformed stream". */
const LIT_ERROR = 0x306
/** Raised when an implode stream cannot be decoded. */
export class ImplodeError extends Error {
constructor(message: string) {
super(message)
this.name = 'ImplodeError'
}
}
/**
* Build the "positions" table the decoder probes with the next 8 bits.
*
* Each code owns a span of `1 << bits` slots starting at its start index, so the
* table answers "which code is this prefix" in one indexed read.
*
* @param startIndexes - first slot of each code.
* @param lengthBits - code width in bits.
* @param elements - number of codes.
* @returns a 0x100-entry position table.
*/
function generateDecodeTabs(
startIndexes: readonly number[],
lengthBits: readonly number[],
elements: number,
): Uint8Array {
const positions = new Uint8Array(0x100)
for (let i = 0; i < elements; i += 1) {
const length = 1 << lengthBits[i]!
for (let index = startIndexes[i]!; index < 0x100; index += length) positions[index] = i
}
return positions
}
/** The literal alphabet's derived tables, built once. */
interface AsciiTables {
/** Per-character code width, with >8-bit entries rewritten as the reference does. */
readonly chBits: Uint8Array
/** First-level literal lookup (8 bits). */
readonly offs2C34: Uint8Array
/** Second-level lookup after 4 further bits. */
readonly offs2D34: Uint8Array
/** Second-level lookup after 6 further bits. */
readonly offs2E34: Uint8Array
/** Lookup used when the next 8 bits are all zero. */
readonly offs2EB4: Uint8Array
}
/**
* Derive the literal tables.
*
* A literal code wider than 8 bits is split: its low bits index a first-level
* table that marks the entry as "needs more bits" (`0xff`), and its high bits
* index a second-level table once 4 or 6 further bits are consumed. The
* reference rewrites `ChBitsAsc` in place while doing this, which is why the
* template gets copied here instead of shared.
*
* @returns the derived tables.
*/
function buildAsciiTables(): AsciiTables {
const chBits = Uint8Array.from(CHBITSASC)
const offs2C34 = new Uint8Array(0x100)
const offs2D34 = new Uint8Array(0x100)
const offs2E34 = new Uint8Array(0x100)
const offs2EB4 = new Uint8Array(0x100)
for (let count = 0xff; count >= 0; count -= 1) {
const code = CHCODEASC[count]!
let bits = chBits[count]!
if (bits <= 8) {
for (let acc = code; acc < 0x100; acc += 1 << bits) offs2C34[acc] = count
continue
}
const low = code & 0xff
if (low === 0) {
// The whole code sits above the first 8 bits: one second-level table.
bits -= 8
chBits[count] = bits
for (let acc = code >>> 8; acc < 0x100; acc += 1 << bits) offs2EB4[acc] = count
continue
}
offs2C34[low] = 0xff
if ((code & 0x3f) !== 0) {
bits -= 4
chBits[count] = bits
for (let acc = code >>> 4; acc < 0x100; acc += 1 << bits) offs2D34[acc] = count
} else {
bits -= 6
chBits[count] = bits
for (let acc = code >>> 6; acc < 0x80; acc += 1 << bits) offs2E34[acc] = count
}
}
return { chBits, offs2C34, offs2D34, offs2E34, offs2EB4 }
}
/** Length-code lookup, shared by every call. */
const LENGTH_CODES = generateDecodeTabs(LENCODE, LENBITS, 0x10)
/** Distance-code lookup, shared by every call. */
const DISTANCE_CODES = generateDecodeTabs(DISTCODE, DISTBITS, 0x40)
/** Literal alphabet tables, shared by every call. */
const ASCII = buildAsciiTables()
/**
* Bit-oriented reader over one compressed sector.
*
* `buffer` holds the next 8..16 bits, low bits first; `extraBits` counts the
* buffered bits beyond the low 8.
*/
class BitStream {
/** The compressed bytes. */
private readonly input: Uint8Array
/** Compression type byte (0 = binary literals, 1 = ASCII alphabet). */
readonly ctype: number
/** Dictionary width in bits (4..6). */
readonly dsizeBits: number
/** Position of the next byte to fold into the window. */
private position = 3
/** Buffered bits beyond the low 8. */
private extraBits = 0
/** The 16-bit window; the format reads past the low 8 bits directly. */
private buffer: number
constructor(input: Uint8Array, ctype: number, dsizeBits: number, initial: number) {
this.input = input
this.ctype = ctype
this.dsizeBits = dsizeBits
this.buffer = initial
}
/** Width mask for repetition distances. */
get dsizeMask(): number {
return 0xffff >>> (0x10 - this.dsizeBits)
}
/** The buffered window; the format reads beyond the low 8 bits directly. */
peek16(): number {
return this.buffer
}
/** The next 8 bits, without consuming them. */
peek8(): number {
return this.buffer & 0xff
}
/**
* Consume `bits` bits.
*
* @param bits - bit count (never more than 8 in this format).
* @returns true when the input ran out before the bits could be taken.
*/
waste(bits: number): boolean {
if (bits <= this.extraBits) {
this.extraBits -= bits
this.buffer >>>= bits
return false
}
this.buffer >>>= this.extraBits
if (this.position >= this.input.length) return true
this.buffer |= this.input[this.position]! << 8
this.position += 1
this.buffer >>>= bits - this.extraBits
const rest = this.extraBits - bits + 8
if (rest < 0) throw new ImplodeError(`bit window underflow taking ${String(bits)} bits`)
this.extraBits = rest
return false
}
}
/**
* Decode one symbol.
*
* @param stream - the bit stream.
* @returns 0x00..0xff for a literal, `0x100 + (length - 2)` for a repetition,
* 0x305 at end of stream, 0x306 on a malformed stream.
*/
function decodeLit(stream: BitStream): number {
if ((stream.peek16() & 1) !== 0) {
if (stream.waste(1)) return LIT_ERROR
const lengthCode = LENGTH_CODES[stream.peek8()]!
if (stream.waste(LENBITS[lengthCode]!)) return LIT_ERROR
const extraLengthBits = EXLENBITS[lengthCode]!
if (extraLengthBits === 0) return lengthCode + 0x100
const extraLength = stream.peek16() & ((1 << extraLengthBits) - 1)
// A stream that runs dry here is tolerated for exactly one code — the
// reference's escape hatch for a final repetition, kept for bit parity.
if (stream.waste(extraLengthBits) && lengthCode + extraLength !== 0x10e) return LIT_ERROR
return LENBASE[lengthCode]! + extraLength + 0x100
}
if (stream.waste(1)) return LIT_ERROR
if (stream.ctype === CMP_BINARY) {
const byte = stream.peek8()
return stream.waste(8) ? LIT_ERROR : byte
}
let value: number
if (stream.peek8() !== 0) {
value = ASCII.offs2C34[stream.peek8()]!
if (value === 0xff) {
if ((stream.peek16() & 0x3f) !== 0) {
if (stream.waste(4)) return LIT_ERROR
value = ASCII.offs2D34[stream.peek8()]!
} else {
if (stream.waste(6)) return LIT_ERROR
value = ASCII.offs2E34[stream.peek16() & 0x7f]!
}
}
} else {
if (stream.waste(8)) return LIT_ERROR
value = ASCII.offs2EB4[stream.peek8()]!
}
return stream.waste(ASCII.chBits[value]!) ? LIT_ERROR : value
}
/**
* Decode a repetition's backward distance.
*
* @param stream - the bit stream.
* @param repLength - the repetition length already decoded.
* @returns the distance in bytes (1-based), or 0 when the stream ended.
*/
function decodeDist(stream: BitStream, repLength: number): number {
const distPosCode = DISTANCE_CODES[stream.peek8()]!
if (stream.waste(DISTBITS[distPosCode]!)) return 0
if (repLength === 2) {
// Two-byte repetitions carry two extra bits instead of the full dictionary
// width: the encoder knows a distance in 4..(4*distPosCode+3) range.
const distance = (distPosCode << 2) | (stream.peek16() & 0x03)
return stream.waste(2) ? 0 : distance + 1
}
const distance = (distPosCode << stream.dsizeBits) | (stream.peek16() & stream.dsizeMask)
return stream.waste(stream.dsizeBits) ? 0 : distance + 1
}
/**
* Decode a whole implode stream into exactly `expectedSize` bytes.
*
* @param input - the compressed bytes, stream header included.
* @param expectedSize - the uncompressed length the archive declares.
* @returns the decoded bytes.
*/
export function explode(input: Uint8Array, expectedSize: number): Uint8Array {
if (input.length <= 4) throw new ImplodeError(`implode stream too short (${String(input.length)} bytes)`)
const ctype = input[0]!
const dsizeBits = input[1]!
if (ctype !== CMP_BINARY && ctype !== CMP_ASCII) throw new ImplodeError(`unknown implode mode ${String(ctype)}`)
if (dsizeBits < 4 || dsizeBits > 6) throw new ImplodeError(`invalid implode dictionary size ${String(dsizeBits)}`)
const stream = new BitStream(input, ctype, dsizeBits, input[2]!)
const out = new Uint8Array(expectedSize)
let written = 0
for (;;) {
const literal = decodeLit(stream)
if (literal === LIT_ERROR) throw new ImplodeError('implode stream ended mid-symbol')
if (literal === LIT_END_OF_STREAM) break
if (literal >= 0x100) {
const repLength = literal - 0xfe
const minusDist = decodeDist(stream, repLength)
if (minusDist === 0) throw new ImplodeError('implode stream ended inside a repetition')
const source = written - minusDist
if (source < 0) {
throw new ImplodeError(`back-reference ${String(minusDist)} bytes before the start of the output`)
}
if (written + repLength > expectedSize) {
throw new ImplodeError(`output overflow: ${String(written + repLength)} > ${String(expectedSize)}`)
}
// Byte at a time on purpose: when the encoder stored a run, the
// repetition overlaps itself, and that overlap is part of the format.
for (let i = 0; i < repLength; i += 1) out[written + i] = out[source + i]!
written += repLength
} else {
if (written >= expectedSize) {
throw new ImplodeError(`output overflow at byte ${String(written)} (expected ${String(expectedSize)})`)
}
out[written] = literal
written += 1
}
}
if (written !== expectedSize) {
throw new ImplodeError(`decoded ${String(written)} bytes, expected ${String(expectedSize)}`)
}
return out
}

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/**
* MPQ container layer: archive reading over any random-access source.
*/
export * from './archive.ts'
export * from './crypt.ts'
export * from './decompress.ts'
export * from './source.ts'

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/**
* Several MPQ archives mounted as one namespace.
*
* Diablo II does not read one archive, it reads a stack. The game data lives in
* `d2data.mpq`, the expansion overrides parts of it in `d2exp.mpq`, and the 1.13
* patch overrides both from `Patch_D2.mpq`; character art sits in `d2char.mpq`.
* The rule is overlay semantics: **the last archive mounted wins**, so a caller
* mounts in load order (`d2data`, `d2exp`, `Patch_D2`) and never has to ask
* which archive a file came from.
*
* Lookups go through the name, not the block table index, because an encrypted
* member's key is derived from its name: a member reached as "block 5383" would
* decrypt to noise. `d2exp.mpq` alone has 585 such members.
*/
import type { MpqArchive, MpqFile } from './archive.ts'
/** One mounted archive and the label it is known by. */
export interface MountEntry {
/** Human-readable identity, e.g. the file name. */
readonly label: string
/** The open archive. */
readonly archive: MpqArchive
}
/** A member resolved to the archive that will serve it. */
export interface MountedFile {
/** The archive that won the lookup. */
readonly entry: MountEntry
/** The member within it. */
readonly file: MpqFile
}
/** A stack of archives searched last-to-first. */
export class MountedArchives {
private readonly entries: MountEntry[] = []
/** Cached union of every archive's name list, invalidated on `add`. */
private names: string[] | null = null
/**
* Mount an archive on top of the stack.
*
* @param label - identity for diagnostics.
* @param archive - the open archive.
*/
add(label: string, archive: MpqArchive): void {
this.entries.push({ label, archive })
this.names = null
}
/** The mounted archives, in load order. */
get mounted(): readonly MountEntry[] {
return this.entries
}
/** How many archives are mounted. */
get size(): number {
return this.entries.length
}
/**
* Find a member, preferring the most recently mounted archive.
*
* @param name - member name, either separator.
* @returns the winning archive and member, or undefined.
*/
find(name: string): MountedFile | undefined {
for (let index = this.entries.length - 1; index >= 0; index -= 1) {
const entry = this.entries[index]!
const file = entry.archive.find(name)
if (file !== undefined) return { entry, file }
}
return undefined
}
/**
* Whether any mounted archive has a member.
*
* @param name - member name.
* @returns true when present.
*/
has(name: string): boolean {
return this.find(name) !== undefined
}
/**
* Read and decode a member.
*
* @param name - member name.
* @returns the decoded bytes.
*/
async read(name: string): Promise<Uint8Array> {
const found = this.find(name)
if (found === undefined) throw new Error(`mounted archives have no member ${name}`)
return found.entry.archive.read(found.file)
}
/**
* Every member name across the stack, deduplicated.
*
* A name is only listed once: with overlay semantics the archive that wins the
* lookup is the one that matters, and duplicate entries would make pickers and
* listings lie about it.
*
* @returns the name list, sorted.
*/
async listFiles(): Promise<string[]> {
if (this.names !== null) return this.names
const seen = new Set<string>()
for (const entry of this.entries) {
let names: readonly string[]
try {
names = await entry.archive.listFiles()
} catch {
// An archive whose (listfile) cannot be decoded contributes no names;
// its members are still reachable by explicit name.
continue
}
for (const name of names) seen.add(name)
}
this.names = [...seen].sort()
return this.names
}
/**
* A description of the stack, for HUDs and reports.
*
* @returns one line per archive plus a total.
*/
describe(): string[] {
const lines = this.entries.map(entry => `${entry.label}: ${String(entry.archive.files().length)} block slots`)
lines.push(`total: ${String(this.entries.length)} archives`)
return lines
}
}

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/**
* Random-access byte sources for archive reading.
*
* The engine never loads a whole MPQ into memory: a dragged-in `File` (or an
* HTTP range endpoint) is read on demand, so multi-hundred-megabyte archives
* stay out of the JS heap and only the sectors actually used are touched.
*/
/** Random-access read port consumed by {@link MpqArchive}. */
export interface MpqSource {
/** Total size in bytes. */
readonly size: number
/** Human-readable identity, for diagnostics and error messages. */
readonly label: string
/**
* Read an exact byte range.
*
* @param offset - absolute byte offset.
* @param length - number of bytes; the result is always exactly this long.
* @returns the requested bytes.
*/
read(offset: number, length: number): Promise<Uint8Array>
}
/**
* Build a source over an in-memory buffer (tests, small archives, Node CLI).
*
* @param data - the archive bytes.
* @param label - identity shown in diagnostics.
* @returns the source.
*/
export function memorySource(data: Uint8Array, label = 'memory'): MpqSource {
return {
size: data.byteLength,
label,
read: async (offset, length) => {
if (offset < 0 || offset + length > data.byteLength) {
throw new RangeError(`${label}: read ${String(offset)}+${String(length)} beyond ${String(data.byteLength)}`)
}
return data.subarray(offset, offset + length)
},
}
}
/**
* Build a source over a browser `Blob`/`File` (drag & drop, `<input type=file>`,
* OPFS handles all expose a Blob).
*
* @param blob - the blob to read.
* @param label - identity shown in diagnostics.
* @returns the source.
*/
export function blobSource(blob: Blob, label = blob instanceof File ? blob.name : 'blob'): MpqSource {
return {
size: blob.size,
label,
read: async (offset, length) => {
if (offset < 0 || offset + length > blob.size) {
throw new RangeError(`${label}: read ${String(offset)}+${String(length)} beyond ${String(blob.size)}`)
}
return new Uint8Array(await blob.slice(offset, offset + length).arrayBuffer())
},
}
}
/**
* Build a bounded view over another source, so per-file reads stay inside one file's
* extent (a corrupt offset table then fails loudly instead of reading into a
* neighbour).
*
* @param source - the underlying source.
* @param start - window start offset.
* @param length - window length.
* @returns the windowed source.
*/
export function windowSource(source: MpqSource, start: number, length: number): MpqSource {
return {
size: length,
label: source.label,
read: (offset, count) => source.read(start + offset, count),
}
}
/** Bytes to probe with when deciding whether a server honours `Range`. */
const RANGE_PROBE_BYTES = 32
/**
* Build a source over HTTP, reading only the byte ranges asked for.
*
* A Diablo II archive stack is ~1.9 GB, so downloading it into a browser tab is
* not an option; the reader's random-access design exists precisely so a page
* can pull the hash table, the block table and the sectors it needs. That
* depends on the server answering `Range` requests with 206, which is probed
* once up front:
*
* - **206**: every read becomes a ranged `fetch`.
* - **200**: the server ignored the range and started sending the whole file.
* Rather than silently mis-reading (the response body would be the file's
* *start*, not the requested offset), the source refuses to be built and the
* caller reports it. Serving the samples directory with `npm run dev` does
* support ranges, so this is a real fallback, not the expected path.
*
* @param url - archive URL.
* @param label - identity for diagnostics.
* @returns the source.
*/
export async function httpRangeSource(url: string, label = url): Promise<MpqSource> {
const probe = await fetch(url, { headers: { Range: `bytes=0-${String(RANGE_PROBE_BYTES - 1)}` } })
if (probe.status !== 206) {
const type = probe.headers.get('content-type') ?? 'unknown'
throw new Error(
`${label}: server answered ${String(probe.status)} (${type}) instead of 206 — `
+ 'range requests are required to read an archive this large',
)
}
const contentRange = probe.headers.get('content-range') ?? ''
const total = Number(/\/(\d+)$/.exec(contentRange)?.[1] ?? '0')
probe.body?.cancel().catch(() => {})
if (!Number.isFinite(total) || total <= 0) {
throw new Error(`${label}: server sent no usable Content-Range total (${contentRange})`)
}
return {
size: total,
label,
read: async (offset, length) => {
if (offset < 0 || offset + length > total) {
throw new RangeError(`${label}: read ${String(offset)}+${String(length)} beyond ${String(total)}`)
}
const response = await fetch(url, { headers: { Range: `bytes=${String(offset)}-${String(offset + length - 1)}` } })
if (response.status !== 206 && response.status !== 200) {
throw new Error(`${label}: range read failed with HTTP ${String(response.status)}`)
}
const buffer = new Uint8Array(await response.arrayBuffer())
if (buffer.byteLength !== length) {
throw new Error(`${label}: asked for ${String(length)} bytes at ${String(offset)}, got ${String(buffer.byteLength)}`)
}
return buffer
},
}
}

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/**
* Deterministic lockstep session.
*
* Multiplayer in Diablo II is not server-authoritative: every peer simulates the
* whole world and they only exchange *inputs*. That only works if the simulation
* is a pure function of (previous state, this tick's inputs) — which is why the
* random number generator has been seeded and explicit since the item system, and
* why nothing in the simulation reads a clock.
*
* This module owns the three things that make lockstep work:
*
* 1. **A tick runs only when every peer's input for it has arrived.** A peer that
* guesses, or runs ahead on partial input, is a peer that diverges. Waiting is
* the correct behaviour, so {@link LockstepSession.step} reports `waiting`
* rather than advancing.
* 2. **Input delay.** Real networks deliver late, so each tick's inputs are due
* `inputDelayTicks` ahead of the tick that consumes them — the standard way to
* trade a little response latency for never stalling.
* 3. **Per-tick state hashes.** Peers exchange hashes and compare them; the first
* tick whose hash differs is a desync, and knowing *which* tick diverged is
* what makes the bug findable at all.
*
* The transport is deliberately an interface, not an implementation: the tests
* drive it in memory, and a browser build can back it with a WebSocket or an
* RTCDataChannel without this file changing.
*/
/** One tick's input from one peer. */
export interface InputFrame {
/** Tick the frame is for. */
readonly tick: number
/** Movement request, screen axes. */
readonly movement: { readonly x: number; readonly y: number }
/** Attack control. */
readonly attack: boolean
/** Pickup control. */
readonly pickup: boolean
/** Talk control. */
readonly talk: boolean
/** Selected skill slot. */
readonly skill: number
}
/** A peer's claim about a tick's resulting state. */
export interface StateHash {
/** The tick the hash is for. */
readonly tick: number
/** The peer's state digest for that tick. */
readonly hash: number
}
/** Session configuration. */
export interface LockstepOptions {
/** How many peers must supply input. */
readonly peers: number
/** Ticks of input delay, i.e. the latency budget. */
readonly inputDelayTicks: number
/** How many past hashes to keep for comparison. */
readonly historyTicks?: number
}
/** What one call to {@link LockstepSession.step} did. */
export type StepOutcome =
| { readonly kind: 'stepped'; readonly tick: number; readonly hash: number }
| { readonly kind: 'waiting'; readonly tick: number; readonly missing: readonly number[] }
| { readonly kind: 'desync'; readonly tick: number; readonly local: number; readonly remote: number }
/** A desync report. */
export interface DesyncReport {
/** The first tick whose hashes disagree. */
readonly tick: number
/** The local hash. */
readonly local: number
/** The remote hash. */
readonly remote: number
}
/** The simulation a session drives. */
export interface LockstepSimulation {
/**
* Advance the world by exactly one tick.
*
* Must be a pure function of the previous state and these inputs: no clocks, no
* unseeded randomness, no host queries.
*
* @param inputs - one frame per peer, in peer order.
*/
advance: (inputs: readonly InputFrame[]) => void
/**
* Digest the world's state.
*
* Must cover everything peers could disagree about; a field left out is a
* divergence that goes unnoticed until it affects something visible.
*
* @returns a 32-bit digest.
*/
hash: () => number
}
/** Number of past hashes kept for late comparisons. */
const DEFAULT_HISTORY = 64
/**
* One lockstep session: input inbox, tick clock and hash history.
*/
export class LockstepSession {
private readonly options: LockstepOptions
private readonly simulation: LockstepSimulation
private readonly inputs = new Map<number, Map<number, InputFrame>>()
private readonly hashes: StateHash[] = []
private currentTick = 0
private stallTicks = 0
private desync: DesyncReport | null = null
/**
* @param options - session configuration.
* @param simulation - the simulation to drive.
*/
constructor(options: LockstepOptions, simulation: LockstepSimulation) {
this.options = options
this.simulation = simulation
for (let peer = 0; peer < options.peers; peer += 1) this.inputs.set(peer, new Map())
}
/** The next tick that has not run yet. */
get tick(): number {
return this.currentTick
}
/** How many consecutive calls could not advance for want of input. */
get stalls(): number {
return this.stallTicks
}
/** The first desync seen, if any. */
get desyncReport(): DesyncReport | null {
return this.desync
}
/** Recent per-tick hashes, oldest first. */
get history(): readonly StateHash[] {
return this.hashes
}
/**
* Accept an input frame from a peer.
*
* Frames for ticks that already ran are dropped: replaying them would change
* history, and a peer that sends stale input is late, not authoritative.
*
* @param peer - the peer's index.
* @param frame - the frame.
* @returns true when the frame was accepted.
*/
submit(peer: number, frame: InputFrame): boolean {
if (!this.inputs.has(peer)) throw new Error(`unknown peer ${String(peer)}`)
if (frame.tick < this.currentTick) return false
this.inputs.get(peer)!.set(frame.tick, frame)
return true
}
/**
* Run one tick if every peer's input for it is present.
*
* @returns what happened.
*/
step(): StepOutcome {
const tick = this.currentTick
const missing: number[] = []
const frames: InputFrame[] = []
for (let peer = 0; peer < this.options.peers; peer += 1) {
const frame = this.inputs.get(peer)?.get(tick)
if (frame === undefined) { missing.push(peer); continue }
frames.push(frame)
}
if (missing.length > 0) {
this.stallTicks += 1
return { kind: 'waiting', tick, missing }
}
this.simulation.advance(frames)
const hash = this.simulation.hash()
this.hashes.push({ tick, hash })
if (this.hashes.length > (this.options.historyTicks ?? DEFAULT_HISTORY)) this.hashes.shift()
for (const peer of this.inputs.keys()) this.inputs.get(peer)!.delete(tick)
this.currentTick += 1
this.stallTicks = 0
return { kind: 'stepped', tick, hash }
}
/**
* The input delay a peer should target when submitting.
*
* @returns the tick a frame submitted now should be for.
*/
get inputDueTick(): number {
return this.currentTick + this.options.inputDelayTicks
}
/**
* Compare a peer's hash for a tick against the local one.
*
* @param remote - the peer's claim.
* @returns the desync report when they disagree, null when they agree or the
* tick is not in local history.
*/
compare(remote: StateHash): DesyncReport | null {
const local = this.hashes.find(entry => entry.tick === remote.tick)
if (local === undefined) return null
if (local.hash === remote.hash) return null
this.desync ??= { tick: remote.tick, local: local.hash, remote: remote.hash }
return this.desync
}
/**
* Digest a byte string into the same 32-bit space as the state hashes, so a
* caller can hash whatever it likes consistently.
*
* @param text - the input.
* @returns the digest.
*/
static digest(text: string): number {
let hash = 2166136261
for (let index = 0; index < text.length; index += 1) {
hash ^= text.charCodeAt(index)
hash = Math.imul(hash, 16777619) >>> 0
}
return hash >>> 0
}
}

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/**
* Networked lockstep session: a {@link LockstepSession} wired to a {@link Transport}.
*
* The lockstep core knows nothing about sockets, and the transport knows nothing
* about ticks; this file is the seam. Each call to {@link NetplaySession.pump}
* does exactly four things, in order:
*
* 1. **Drain** everything the peer sent into the lockstep inbox.
* 2. **Send** our input for the tick that is due now (`tick + inputDelay`), and a
* state hash for every tick we have finished since the last hash we sent.
* 3. **Run** one tick, if all inputs are present.
* 4. **Announce** our own hash when a tick completes, and compare any peer hash
* that arrived for that tick.
*
* A peer that goes quiet is not a divergence: the session reports `waiting` and
* holds the world still. Only a hash mismatch is a divergence, and the first
* mismatching tick is recorded with both digests. A peer that never arrives at
* all is a *timeout*, kept separate from a desync — different problem, different
* response (drop the peer versus stop and resync).
*/
import { LockstepSession, type DesyncReport, type InputFrame, type LockstepOptions, type LockstepSimulation, type StateHash, type StepOutcome } from './lockstep.ts'
import { decodeMessage, encodeMessage, NO_ACK, ProtocolError, type NetMessage } from './protocol.ts'
import type { Transport } from './transport.ts'
/** Pumps between repeated handshake attempts, until the peer answers. */
const HANDSHAKE_RETRY_PUMPS = 25
/** Session configuration beyond the lockstep core's own options. */
export interface NetplayOptions extends LockstepOptions {
/** This peer's index. */
readonly peer: number
/** World seed, exchanged in the handshake. */
readonly seed: number
/** Send a state hash every this many ticks. Defaults to 5. */
readonly hashInterval?: number
/**
* Consecutive ticks that may pass without *any* message from the peer before it
* is declared lost. Defaults to 250, i.e. ten seconds at 25 Hz.
*
* Counted in attempts to run a tick rather than in ticks that ran: a stalled
* world does not advance its own clock, so a tick-based deadline would never
* expire in exactly the case it exists for.
*/
readonly timeoutTicks?: number
}
/** Running counters, for the HUD and for tests. */
export interface NetplayStats {
/** This peer's index. */
readonly peer: number
/** Messages sent. */
readonly sent: number
/** Messages received and decoded. */
readonly received: number
/** Messages that arrived but failed to decode. */
readonly malformed: number
/** Ticks that could not run because the peer's input had not arrived. */
readonly waiting: number
/** Ticks that ran. */
readonly stepped: number
/** Peer hashes received and compared. */
readonly hashesCompared: number
/** Peer hashes that agreed. */
readonly hashesAgreed: number
/**
* Peer hashes for ticks no longer in local history.
*
* Counted separately because such a hash *cannot* be checked: reporting it as an
* agreement would be claiming verification that did not happen.
*/
readonly hashesIgnored: number
/** Whether the handshake completed. */
readonly handshaked: boolean
/** Handshake messages sent, counting retries and acknowledgements. */
readonly helloSent: number
/** Whether every peer has heard this peer's hello. */
readonly acknowledged: boolean
/** How many of the other peers this peer has heard from. */
readonly peersHeard: number
/** How many peers are expected, this one excluded. */
readonly peersExpected: number
/** Whether enough is known about every peer to run the game. */
readonly ready: boolean
/** Whether the peer has timed out. */
readonly timedOut: boolean
/** Whether the pipe is open. */
readonly connected: boolean
}
/** What a session knows about one other peer. */
interface PeerLink {
/** Whether a hello has arrived from it. */
heard: boolean
/** The world seed it announced, or -1. */
seed: number
/** Whether it has acknowledged this peer's hello. */
ackedBy: boolean
/** Whether this peer has acknowledged its hello. */
ackSent: boolean
}
/**
* One peer's end of a networked game.
*/
export class NetplaySession {
/** The lockstep core, exposed so callers can read tick, history and desyncs. */
readonly lockstep: LockstepSession
private readonly options: NetplayOptions
private readonly transport: Transport
private localIntent: Omit<InputFrame, 'tick'> = { movement: { x: 0, y: 0 }, attack: false, pickup: false, talk: false, skill: 0 }
private sent = 0
private received = 0
private malformed = 0
private waiting = 0
private stepped = 0
private hashesCompared = 0
private hashesAgreed = 0
private hashesIgnored = 0
private lastHashSent = -1
/** Highest tick this peer has queued input for; the pipe's send cursor. */
private nextSendTick = 0
/**
* Peer hashes waiting for the local world to reach their tick.
*
* A hash arrives the moment the peer computes it, which is usually a tick or two
* *before* this peer has run that tick — and a hash for a tick that has not run
* cannot be checked. Dropping those would leave the lagging peer verifying
* almost nothing, which is the opposite of what the check is for. They are held
* here instead and checked the moment local history catches up.
*/
private readonly pendingRemoteHashes = new Map<number, number>()
/** Pumps since the peer last said anything. */
private silentTicks = 0
private handshaked = false
private handshakeOwed = false
private helloSent = 0
private pumpsSinceHello = 0
private timedOut = false
private mismatchedSeed: number | null = null
private closed = false
/**
* What is known about each other peer.
*
* Per peer, because a session of four cannot keep one flag for "the peer": it
* has to remember which of them has been heard from, whose world seed has been
* checked, and whose hello has been acknowledged — otherwise one late joiner
* either blocks the game silently or is never told the seed.
*/
private readonly links = new Map<number, PeerLink>()
/**
* @param options - session configuration.
* @param simulation - the simulation to drive.
* @param transport - the byte pipe to the peer.
*/
constructor(options: NetplayOptions, simulation: LockstepSimulation, transport: Transport) {
this.options = options
this.transport = transport
this.lockstep = new LockstepSession(options, simulation)
transport.onMessage(data => { this.receive(data) })
transport.onClose(() => { this.closed = true })
}
/** This peer's index. */
get peer(): number {
return this.options.peer
}
/** The lowest-numbered other peer's announced seed, or -1 before the handshake. */
get remoteSeed(): number {
return this.links.get(this.otherPeers()[0] ?? -1)?.seed ?? -1
}
/** Every other peer's announced seed, by peer index. */
get peerSeeds(): readonly { readonly peer: number; readonly seed: number }[] {
return this.otherPeers().map(peer => ({ peer, seed: this.links.get(peer)?.seed ?? -1 }))
}
/** The peer indices this session expects to hear from, this one excluded. */
private otherPeers(): number[] {
const peers: number[] = []
for (let peer = 0; peer < this.options.peers; peer += 1) {
if (peer !== this.options.peer) peers.push(peer)
}
return peers
}
/**
* The link record for a peer, created on first use.
*
* @param peer - the peer index.
* @returns its record.
*/
private linkOf(peer: number): PeerLink {
const existing = this.links.get(peer)
if (existing !== undefined) return existing
const created: PeerLink = { heard: false, seed: -1, ackedBy: false, ackSent: false }
this.links.set(peer, created)
return created
}
/**
* The peer's world seed when it differs from this one, otherwise null.
*
* Two peers that disagree about the seed build different worlds; saying so at
* the handshake is far better than letting it surface later as a desync.
*/
get seedMismatch(): number | null {
return this.mismatchedSeed
}
/** The first desync seen, if any. */
get desyncReport(): DesyncReport | null {
return this.lockstep.desyncReport
}
/** Counters for the HUD and for tests. */
get stats(): NetplayStats {
return {
peer: this.options.peer,
sent: this.sent,
received: this.received,
malformed: this.malformed,
waiting: this.waiting,
stepped: this.stepped,
hashesCompared: this.hashesCompared,
hashesAgreed: this.hashesAgreed,
hashesIgnored: this.hashesIgnored,
handshaked: this.handshaked,
helloSent: this.helloSent,
acknowledged: this.acknowledged,
peersHeard: this.peersHeard,
peersExpected: this.otherPeers().length,
ready: this.ready,
timedOut: this.timedOut,
connected: this.transport.open && !this.closed,
}
}
/**
* Introduce this peer to the other end.
*
* The message may not go out immediately: a session is usually created in the
* same breath as its socket, which is still connecting. The hello is therefore
* owed rather than sent, and {@link pump} delivers it as soon as the pipe opens
* — repeatedly, until the peer answers.
*/
start(): void {
this.handshakeOwed = true
}
/**
* Whether the game may run yet.
*
* A session that was told to network waits for the handshake. Without this gate
* a peer happily sends its first inputs into a relay that has nobody to forward
* them to — the sender cannot tell — and then waits forever for inputs it will
* never receive, because its own first frames were dropped in the void. The
* handshake is the only way to know the other end is listening.
*/
private get ready(): boolean {
if (!this.handshakeOwed) return true
return this.otherPeers().every(peer => this.links.get(peer)?.heard === true)
}
/** How many other peers this session has heard from. */
private get peersHeard(): number {
return this.otherPeers().filter(peer => this.links.get(peer)?.heard === true).length
}
/** Whether every other peer has heard this peer's hello. */
private get acknowledged(): boolean {
return this.otherPeers().every(peer => this.links.get(peer)?.ackedBy === true)
}
/**
* Send the hello when it is owed and the pipe is open, retrying until the peer
* answers so that a handshake lost to a moment of disconnection still lands.
*/
private ensureHandshake(): void {
if (!this.handshakeOwed || !this.transport.open || this.acknowledged) return
// The hello is repeated until every peer *acknowledges* it, not merely until
// peers are heard from. "I heard you" and "you heard me" are different facts,
// and a session that only tracks the first goes on waiting for input from
// someone who is waiting for its hello — which is exactly the deadlock the
// acknowledgement exists to prevent.
if (this.helloSent > 0 && this.pumpsSinceHello < HANDSHAKE_RETRY_PUMPS) {
this.pumpsSinceHello += 1
return
}
this.pumpsSinceHello = 0
this.sendHello(NO_ACK)
}
/**
* Send a hello.
*
* @param ackTo - the peer being acknowledged, or {@link NO_ACK} for a plain
* introduction. With one broadcast pipe for every peer, an unaddressed
* acknowledgement would be read as one by peers it was never meant for.
*/
private sendHello(ackTo: number): void {
this.helloSent += 1
this.send({ kind: 'hello', peer: this.options.peer, peers: this.options.peers, seed: this.options.seed, ackTo })
}
/** Say goodbye before closing the pipe. */
leave(): void {
this.send({ kind: 'bye', peer: this.options.peer })
this.closed = true
this.transport.close()
}
/**
* Stage this tick's local input. Applied on the next {@link pump}.
*
* @param intent - the local controls.
*/
setIntent(intent: Partial<Omit<InputFrame, 'tick'>>): void {
this.localIntent = { ...this.localIntent, ...intent }
}
/**
* Advance the session by one tick.
*
* @returns what happened: `stepped` with the local hash, `waiting` for the peer,
* or `desync`, in which case {@link desyncReport} says which tick diverged.
*/
pump(): StepOutcome {
this.ensureHandshake()
if (this.ready) this.sendLocalInput()
const outcome = this.lockstep.step()
if (outcome.kind === 'waiting') this.waiting += 1
if (outcome.kind === 'stepped') {
this.stepped += 1
this.sendHash(outcome.tick, outcome.hash)
}
// Counted here and cleared in `receive`, not cleared here: a transport
// delivers from its own task, so a message almost never arrives *during* the
// pump that follows it. Only "how many pumps since the last message" is a
// question with an answer.
this.drainRemoteHashes()
this.silentTicks += 1
this.checkTimeout()
return outcome
}
/**
* Compare a peer hash against local history.
*
* @param tick - the tick.
* @param hash - the peer's digest.
* @returns the desync report when they disagree.
*/
compareRemoteHash(tick: number, hash: number): DesyncReport | null {
const remote: StateHash = { tick, hash }
if (!this.lockstep.history.some(entry => entry.tick === tick)) {
// The tick has aged out of history: this is not agreement, it is an
// unanswerable question, and it is counted as such.
this.hashesIgnored += 1
return null
}
this.hashesCompared += 1
const report = this.lockstep.compare(remote)
if (report === null) this.hashesAgreed += 1
return report
}
/**
* Check every buffered peer hash whose tick this peer has now run.
*
* A hash whose tick has already fallen out of local history can never be
* checked, and is counted as ignored rather than as agreement: claiming to have
* verified something that was never compared would make the desync detector
* look healthier than it is.
*/
private drainRemoteHashes(): void {
if (this.pendingRemoteHashes.size === 0) return
const window = this.options.historyTicks ?? 64
const oldest = this.lockstep.tick - window
for (const [tick, hash] of [...this.pendingRemoteHashes]) {
if (tick < oldest) {
this.pendingRemoteHashes.delete(tick)
this.hashesIgnored += 1
continue
}
if (tick >= this.lockstep.tick) continue
this.pendingRemoteHashes.delete(tick)
this.hashesCompared += 1
if (this.lockstep.compare({ tick, hash }) === null) this.hashesAgreed += 1
}
}
/** Local tick, for outbound timestamps. */
private get now(): number {
return this.lockstep.tick
}
/**
* Encode and send a message.
*
* @param message - the message.
*/
private send(message: NetMessage): void {
if (!this.transport.open) return
this.transport.send(encodeMessage(message))
this.sent += 1
}
/**
* Queue this peer's input for every tick from the send cursor up to the tick
* that is due now.
*
* Normally that is exactly one frame per tick. The range matters at the start
* and after a reconnect: with `inputDelayTicks = D` the first due tick is `D`,
* so ticks `0..D-1` would never be supplied by anyone and the game would stall
* before its first tick — a deadlock that looks like a network problem and is
* not. Catching up from the cursor fills that warm-up window, and it also
* repairs a pipe that was not open when those ticks came due.
*
* Frames for ticks that already ran are dropped by the core, and a frame
* re-sent for a tick that has not run yet is idempotent, so over-sending is
* safe.
*/
private sendLocalInput(): void {
if (!this.transport.open || !this.ready) return
const due = this.lockstep.inputDueTick
for (let tick = this.nextSendTick; tick <= due; tick += 1) {
const frame: InputFrame = { tick, ...this.localIntent }
this.send({ kind: 'input', peer: this.options.peer, frame })
// Our own input is authoritative locally and takes the same path as the
// peer's: no shortcut, so a bug in submission affects both ends equally.
this.lockstep.submit(this.options.peer, frame)
}
this.nextSendTick = Math.max(due + 1, this.lockstep.tick + 1)
}
/**
* Send a state hash, if this tick is a hash checkpoint.
*
* @param tick - the tick that just ran.
* @param hash - its digest.
*/
private sendHash(tick: number, hash: number): void {
const interval = this.options.hashInterval ?? 5
if (tick % interval !== 0 || tick === this.lastHashSent) return
this.lastHashSent = tick
this.send({ kind: 'hash', peer: this.options.peer, tick, hash })
}
/**
* Handle one received message.
*
* A malformed message is counted and dropped rather than thrown: one bad packet
* from a confused peer should not take the world down, and the counter makes it
* visible.
*
* @param data - the raw bytes.
*/
private receive(data: Uint8Array): void {
let message: NetMessage
try {
message = decodeMessage(data)
} catch (error) {
if (!(error instanceof ProtocolError)) throw error
this.malformed += 1
return
}
this.received += 1
this.silentTicks = 0
switch (message.kind) {
case 'hello': {
if (message.peer === this.options.peer || message.peer >= this.options.peers) {
// A hello from ourselves, or from a peer index nobody can have: ignored
// rather than counted, because it says the sender is confused about the
// game it joined.
this.malformed += 1
break
}
const link = this.linkOf(message.peer)
link.heard = true
link.seed = message.seed
// The seed is checked, not trusted: peers that disagree about it build
// different worlds, and the honest response is to say so at once rather
// than to discover it as a mysterious desync a second later.
if (message.seed !== this.options.seed) this.mismatchedSeed = message.seed
// An acknowledgement addressed to this peer means its own hello arrived.
if (message.ackTo === this.options.peer) link.ackedBy = true
// Every hello is answered until that peer's own acknowledgement arrives —
// including an acknowledgement itself, because a peer that answered us
// still needs to know we heard it.
if (!link.ackSent) {
link.ackSent = true
this.sendHello(message.peer)
}
this.handshaked = this.ready
break
}
case 'input':
this.lockstep.submit(message.peer, message.frame)
break
case 'hash':
this.pendingRemoteHashes.set(message.tick, message.hash)
this.drainRemoteHashes()
break
case 'bye':
this.closed = true
break
/* v8 ignore next -- the message union is closed above. */
default:
break
}
}
/** Flag the peer as lost once it has been silent for too long. */
private checkTimeout(): void {
if (this.timedOut) return
const limit = this.options.timeoutTicks ?? 250
if (this.silentTicks < limit) return
this.timedOut = true
}
}

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/**
* Wire protocol for lockstep play.
*
* Peers exchange three things and nothing else: who they are, what they pressed,
* and what state they ended up with. Everything the world contains is derived
* locally by every peer, so the messages stay tiny — an input frame is a handful
* of bytes, which is what makes 25 ticks per second over a normal connection
* unremarkable.
*
* Encoding is explicit little-endian bytes rather than JSON: at 25 Hz per peer a
* text format would spend most of its bandwidth on field names, and a
* hand-written codec is also the one place where malformed input can be rejected
* before it reaches the simulation. Movement is fixed-point (`×1000`) so a float
* can never round differently on two machines — the same reason the simulation
* clamps positions rather than trusting a peer's arithmetic.
*/
import type { InputFrame } from './lockstep.ts'
/** Message type tags, as they appear on the wire. */
export const MESSAGE_TYPE = {
/** Peer introduction: identity, peer count, world seed, acknowledgement flag. */
hello: 1,
/** One tick's input from one peer. */
input: 2,
/** One peer's state digest for a tick. */
hash: 3,
/** Peer leaving. */
bye: 4,
} as const
/** A decoded message. */
export type NetMessage =
| {
readonly kind: 'hello'
readonly peer: number
readonly peers: number
readonly seed: number
/** The peer this hello acknowledges, or {@link NO_ACK} for a plain introduction. */
readonly ackTo: number
}
| { readonly kind: 'input'; readonly peer: number; readonly frame: InputFrame }
| { readonly kind: 'hash'; readonly peer: number; readonly tick: number; readonly hash: number }
| { readonly kind: 'bye'; readonly peer: number }
/** Scaling used for movement components. */
const MOVEMENT_SCALE = 1000
/** Bytes of an `input` message: type, peer, tick, x, y, flags, skill. */
const INPUT_BYTES = 1 + 1 + 4 + 2 + 2 + 1 + 1
/** Bytes of a `hash` message. */
const HASH_BYTES = 1 + 1 + 4 + 4
/** Bytes of a `hello` message: type, peer, peers, seed, flags. */
const HELLO_BYTES = 1 + 1 + 1 + 4 + 1
/** Bytes of a `bye` message. */
const BYE_BYTES = 1 + 1
/** Input frame flags byte. */
const FLAG_ATTACK = 1
const FLAG_PICKUP = 2
const FLAG_TALK = 4
/**
* `ackTo` value meaning "this hello is not an acknowledgement".
*
* A field rather than a flag byte: with more than two peers, "I heard you" has to
* name *who* was heard, or a session of four peers cannot tell an acknowledgement
* meant for it from one that merely passed by.
*/
export const NO_ACK = 0xff
/** Raised when a message cannot be decoded. */
export class ProtocolError extends Error {
constructor(message: string) {
super(message)
this.name = 'ProtocolError'
}
}
/**
* Clamp and scale a movement component to fixed point.
*
* @param value - the component.
* @returns the scaled integer.
*/
function toFixed(value: number): number {
return Math.max(-32768, Math.min(32767, Math.round(value * MOVEMENT_SCALE)))
}
/**
* Encode one message.
*
* @param message - the message.
* @returns the bytes to send.
*/
export function encodeMessage(message: NetMessage): Uint8Array {
switch (message.kind) {
case 'hello': {
const out = new Uint8Array(HELLO_BYTES)
const view = new DataView(out.buffer)
out[0] = MESSAGE_TYPE.hello
out[1] = message.peer & 0xff
out[2] = message.peers & 0xff
view.setUint32(3, message.seed >>> 0, true)
out[7] = message.ackTo & 0xff
return out
}
case 'input': {
const out = new Uint8Array(INPUT_BYTES)
const view = new DataView(out.buffer)
out[0] = MESSAGE_TYPE.input
out[1] = message.peer & 0xff
view.setUint32(2, message.frame.tick >>> 0, true)
view.setInt16(6, toFixed(message.frame.movement.x), true)
view.setInt16(8, toFixed(message.frame.movement.y), true)
out[10] = (message.frame.attack ? FLAG_ATTACK : 0)
| (message.frame.pickup ? FLAG_PICKUP : 0)
| (message.frame.talk ? FLAG_TALK : 0)
out[11] = message.frame.skill & 0xff
return out
}
case 'hash': {
const out = new Uint8Array(HASH_BYTES)
const view = new DataView(out.buffer)
out[0] = MESSAGE_TYPE.hash
out[1] = message.peer & 0xff
view.setUint32(2, message.tick >>> 0, true)
view.setUint32(6, message.hash >>> 0, true)
return out
}
case 'bye': {
const out = new Uint8Array(BYE_BYTES)
out[0] = MESSAGE_TYPE.bye
out[1] = message.peer & 0xff
return out
}
/* v8 ignore next -- the message union is closed above. */
default: throw new ProtocolError('unknown message')
}
}
/**
* Decode one message.
*
* Every field is range-checked: a peer sending nonsense should be rejected by the
* protocol layer, not by the simulation several ticks later.
*
* @param data - the received bytes.
* @returns the message.
*/
export function decodeMessage(data: Uint8Array): NetMessage {
if (data.byteLength === 0) throw new ProtocolError('empty message')
const view = new DataView(data.buffer, data.byteOffset, data.byteLength)
const peer = data[1] ?? 0
switch (data[0]) {
case MESSAGE_TYPE.hello: {
if (data.byteLength !== HELLO_BYTES) throw new ProtocolError(`hello has ${String(data.byteLength)} bytes, expected ${String(HELLO_BYTES)}`)
const peers = data[2] ?? 0
if (peers < 1 || peers > 8) throw new ProtocolError(`hello declares ${String(peers)} peers`)
return { kind: 'hello', peer, peers, seed: view.getUint32(3, true), ackTo: data[7] ?? NO_ACK }
}
case MESSAGE_TYPE.input: {
if (data.byteLength !== INPUT_BYTES) throw new ProtocolError(`input has ${String(data.byteLength)} bytes, expected ${String(INPUT_BYTES)}`)
const flags = data[10] ?? 0
return {
kind: 'input',
peer,
frame: {
tick: view.getUint32(2, true),
movement: { x: view.getInt16(6, true) / MOVEMENT_SCALE, y: view.getInt16(8, true) / MOVEMENT_SCALE },
attack: (flags & FLAG_ATTACK) !== 0,
pickup: (flags & FLAG_PICKUP) !== 0,
talk: (flags & FLAG_TALK) !== 0,
skill: data[11] ?? 0,
},
}
}
case MESSAGE_TYPE.hash: {
if (data.byteLength !== HASH_BYTES) throw new ProtocolError(`hash has ${String(data.byteLength)} bytes, expected ${String(HASH_BYTES)}`)
return { kind: 'hash', peer, tick: view.getUint32(2, true), hash: view.getUint32(6, true) }
}
case MESSAGE_TYPE.bye: {
if (data.byteLength !== BYE_BYTES) throw new ProtocolError(`bye has ${String(data.byteLength)} bytes, expected ${String(BYE_BYTES)}`)
return { kind: 'bye', peer }
}
/* v8 ignore next -- unreachable for the checked tags. */
default: throw new ProtocolError(`unknown message type ${String(data[0])}`)
}
}

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