feat(monsters): room-local pack allocation and clustering placement
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parent
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@ -22,6 +22,22 @@
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*/
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import { numberCell, textCell } from './tables.ts'
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import type { DataTable } from './tables.ts'
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import {
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allocatePacksToRooms,
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partitionMapIntoRooms,
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spawnMonsterPacksByRooms,
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spawnPacksInRoom,
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} from './monster-rooms.ts'
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import type { MapRoom } from './monster-rooms.ts'
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export {
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allocatePacksToRooms,
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partitionMapIntoRooms,
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spawnMonsterPacksByRooms,
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spawnPacksInRoom,
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type MapRoom,
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}
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/** Movement request and intent for one tick. */
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export interface CombatInput {
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@ -481,7 +497,11 @@ export function spawnMonsterPacks(
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spread: number,
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terrain: CombatTerrain,
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safeZones?: readonly SafeZone[],
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rooms?: readonly MapRoom[],
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): number {
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if (rooms !== undefined && rooms.length > 0) {
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return spawnMonsterPacksByRooms(world, packs, rooms, terrain, safeZones !== undefined ? { safeZones } : undefined)
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}
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if (packs.length === 0) return 0
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let placed = 0
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let campIndex = 0
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@ -0,0 +1,544 @@
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/**
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* Room-Local Monster Clustering and Placement.
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*
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* Replaces global spiral monster placement with authentic Diablo II room-based
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* spatial clustering and allocation. In Diablo II, monsters are partitioned into
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* rooms (sectors of ~20-30 cells outdoors, or discrete maze preset pieces indoors),
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* avoiding player safe zones (towns, waypoint clearings, level entrances), with
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* landmark SuperUniques fixed to their specific room and minions clustered tightly
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* in camp rings around their leader.
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*/
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import type { CombatTerrain, CombatWorld, MonsterPack, SafeZone } from './combat.ts'
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import { Rng } from './rng.ts'
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/**
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* A discrete spatial room or sector in a level.
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*/
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export interface MapRoom {
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readonly id: string | number
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readonly x: number // world/scene pixels
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readonly y: number
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readonly width: number
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readonly height: number
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readonly cellX: number // grid cell coordinates
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readonly cellY: number
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readonly cellsX: number
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readonly cellsY: number
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readonly isSafeZone?: boolean | undefined
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readonly isPreset?: boolean | undefined
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}
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/**
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* Options for partitioning a level map into rooms.
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*/
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export interface PartitionOptions {
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/** Room cell size for outdoor grid sector partitioning (default ~24 cells). */
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readonly roomCellSize?: number | undefined
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/** Discrete maze rooms from the dungeon generator (e.g. from maze.ts). */
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readonly mazeRooms?: readonly {
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readonly x: number
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readonly y: number
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readonly width: number
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readonly height: number
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readonly id?: string | number | undefined
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readonly isPreset?: boolean | undefined
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readonly isSafeZone?: boolean | undefined
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}[] | undefined
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/** Circular exclusion zones where ordinary monster camps must not spawn. */
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readonly safeZones?: readonly {
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readonly x: number
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readonly y: number
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readonly radius: number
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}[] | undefined
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/** Cell pixel width (default 80 px). */
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readonly cellPixelWidth?: number | undefined
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/** Cell pixel height (default 80 px). */
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readonly cellPixelHeight?: number | undefined
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/** Uniform cell pixel size shorthand (default 80 px). */
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readonly cellPixelSize?: number | undefined
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/** Origin X offset in pixels (default 0). */
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readonly originX?: number | undefined
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/** Origin Y offset in pixels (default 0). */
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readonly originY?: number | undefined
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}
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/** Default camp radius for room-local monster clustering (48~64 pixels). */
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export const PACK_RADIUS_PX = 64
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/**
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* Check if a room boundary overlaps any safe zone circle.
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* Tests in both pixel space and cell space for maximum compatibility.
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*/
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function checkSafeZoneOverlap(
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x: number,
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y: number,
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width: number,
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height: number,
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cellX: number,
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cellY: number,
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cellsX: number,
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cellsY: number,
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safeZones?: readonly { readonly x: number; readonly y: number; readonly radius: number }[],
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): boolean {
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if (safeZones === undefined || safeZones.length === 0) return false
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for (const sz of safeZones) {
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// Check in world pixel space
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const clampPxX = Math.max(x, Math.min(sz.x, x + width))
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const clampPxY = Math.max(y, Math.min(sz.y, y + height))
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const pxDistSq = (sz.x - clampPxX) ** 2 + (sz.y - clampPxY) ** 2
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if (pxDistSq <= sz.radius * sz.radius) return true
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// Check in cell space (in case safeZone coordinates were given in cells)
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const clampCellX = Math.max(cellX, Math.min(sz.x, cellX + cellsX))
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const clampCellY = Math.max(cellY, Math.min(sz.y, cellY + cellsY))
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const cellDistSq = (sz.x - clampCellX) ** 2 + (sz.y - clampCellY) ** 2
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if (cellDistSq <= sz.radius * sz.radius) return true
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}
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return false
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}
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/**
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* Partition a map into rooms.
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*
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* If `mazeRooms` are supplied (from dungeon generator), map them directly into `MapRoom`s.
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* Otherwise (wilderness / outdoors), partition the level into authentic ~20-30 cell rooms
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* (e.g. 24x24 cells = 120x120 subtiles), matching D2's room grid.
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* Automatically flag rooms overlapping `safeZones` as `isSafeZone = true`.
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*
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* @param cellsX - total level width in cells.
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* @param cellsY - total level height in cells.
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* @param options - partitioning options.
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* @returns partitioned MapRooms.
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*/
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export function partitionMapIntoRooms(
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cellsX: number,
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cellsY: number,
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options?: PartitionOptions,
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): MapRoom[] {
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const cellWidth = options?.cellPixelWidth ?? options?.cellPixelSize ?? 80
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const cellHeight = options?.cellPixelHeight ?? options?.cellPixelSize ?? 80
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const originX = options?.originX ?? 0
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const originY = options?.originY ?? 0
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if (options?.mazeRooms !== undefined && options.mazeRooms.length > 0) {
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return options.mazeRooms.map((mr, index) => {
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const cellX = mr.x
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const cellY = mr.y
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const rCellsX = mr.width
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const rCellsY = mr.height
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const x = cellX * cellWidth + originX
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const y = cellY * cellHeight + originY
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const width = rCellsX * cellWidth
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const height = rCellsY * cellHeight
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const id = mr.id ?? index
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const isPreset = mr.isPreset ?? true
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const isSafeZone = mr.isSafeZone ?? checkSafeZoneOverlap(
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x, y, width, height, cellX, cellY, rCellsX, rCellsY, options.safeZones,
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)
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return {
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id,
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x,
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y,
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width,
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height,
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cellX,
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cellY,
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cellsX: rCellsX,
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cellsY: rCellsY,
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isPreset,
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...(isSafeZone ? { isSafeZone: true } : {}),
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}
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})
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}
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// Wilderness / outdoors: grid partition into ~24x24 cell rooms
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const roomCellSize = options?.roomCellSize ?? 24
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const rooms: MapRoom[] = []
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let index = 0
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for (let cy = 0; cy < cellsY; cy += roomCellSize) {
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const rCellsY = Math.min(roomCellSize, cellsY - cy)
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for (let cx = 0; cx < cellsX; cx += roomCellSize) {
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const rCellsX = Math.min(roomCellSize, cellsX - cx)
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const x = cx * cellWidth + originX
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const y = cy * cellHeight + originY
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const width = rCellsX * cellWidth
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const height = rCellsY * cellHeight
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const isSafeZone = checkSafeZoneOverlap(
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x, y, width, height, cx, cy, rCellsX, rCellsY, options?.safeZones,
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)
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rooms.push({
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id: index++,
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x,
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y,
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width,
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height,
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cellX: cx,
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cellY: cy,
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cellsX: rCellsX,
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cellsY: rCellsY,
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isPreset: false,
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...(isSafeZone ? { isSafeZone: true } : {}),
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})
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}
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}
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return rooms
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}
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/**
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* Allocate monster packs to rooms according to Diablo II rules:
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* - Distributes non-landmark packs across non-safe rooms (avoiding town, stair buffers).
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* - Fixed landmark packs (SuperUniques with `landmarkTile` or `fixedPosition`) route directly
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* to the room covering their coordinates.
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* - Avoids over-crowding by balancing pack counts across candidate rooms based on room area.
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*
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* @param packs - list of monster packs to distribute.
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* @param rooms - candidate rooms.
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* @param seed - optional random seed for deterministic distribution.
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* @returns Map from each MapRoom to its allocated MonsterPack array.
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*/
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export function allocatePacksToRooms(
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packs: readonly MonsterPack[],
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rooms: readonly MapRoom[],
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seed?: number,
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): Map<MapRoom, MonsterPack[]> {
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const allocation = new Map<MapRoom, MonsterPack[]>()
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for (const room of rooms) {
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allocation.set(room, [])
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}
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if (rooms.length === 0 || packs.length === 0) {
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return allocation
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}
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const landmarkPacks: MonsterPack[] = []
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const normalPacks: MonsterPack[] = []
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for (const pack of packs) {
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if (pack.fixedPosition !== undefined || pack.landmarkTile !== undefined) {
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landmarkPacks.push(pack)
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} else {
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normalPacks.push(pack)
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}
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}
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// 1. Fixed landmark SuperUniques route directly to their covering room
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for (const pack of landmarkPacks) {
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let targetRoom: MapRoom | undefined
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if (pack.fixedPosition !== undefined) {
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const fx = pack.fixedPosition.x
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const fy = pack.fixedPosition.y
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targetRoom = rooms.find(r => fx >= r.x && fx <= r.x + r.width && fy >= r.y && fy <= r.y + r.height)
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if (targetRoom === undefined) {
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// Fallback: nearest room center
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let minDist = Infinity
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for (const r of rooms) {
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const cx = r.x + r.width / 2
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const cy = r.y + r.height / 2
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const d = Math.hypot(fx - cx, fy - cy)
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if (d < minDist) {
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minDist = d
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targetRoom = r
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}
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}
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}
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} else if (pack.landmarkTile !== undefined) {
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const tx = pack.landmarkTile.tileX
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const ty = pack.landmarkTile.tileY
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targetRoom = rooms.find(r => tx >= r.cellX && tx < r.cellX + r.cellsX && ty >= r.cellY && ty < r.cellY + r.cellsY)
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if (targetRoom === undefined) {
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targetRoom = rooms.find(r => tx >= r.cellX && tx <= r.cellX + r.cellsX && ty >= r.cellY && ty <= r.cellY + r.cellsY)
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}
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if (targetRoom === undefined) {
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// Fallback: nearest room by cell center
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let minDist = Infinity
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for (const r of rooms) {
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const cx = r.cellX + r.cellsX / 2
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const cy = r.cellY + r.cellsY / 2
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const d = Math.hypot(tx - cx, ty - cy)
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if (d < minDist) {
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minDist = d
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targetRoom = r
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}
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}
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}
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}
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if (targetRoom !== undefined && allocation.has(targetRoom)) {
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allocation.get(targetRoom)!.push(pack)
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}
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}
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// 2. Normal packs: distribute to non-safe rooms, balancing by room area
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let candidateRooms = rooms.filter(r => !r.isSafeZone)
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if (candidateRooms.length === 0) {
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// Fallback if all rooms are marked safe
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candidateRooms = rooms.slice()
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}
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const rng = new Rng(seed ?? 0x5eed)
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for (const pack of normalPacks) {
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// Score based on pack density: (currentCount + 1) / area
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let minScore = Infinity
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for (const r of candidateRooms) {
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const count = allocation.get(r)!.length
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const area = Math.max(1, r.cellsX * r.cellsY)
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const score = (count + 1) / area
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if (score < minScore) {
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minScore = score
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}
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}
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const bestRooms: MapRoom[] = []
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for (const r of candidateRooms) {
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const count = allocation.get(r)!.length
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const area = Math.max(1, r.cellsX * r.cellsY)
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const score = (count + 1) / area
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if (Math.abs(score - minScore) < 1e-9) {
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bestRooms.push(r)
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}
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}
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const picked = bestRooms[rng.int(0, bestRooms.length - 1)]!
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allocation.get(picked)!.push(pack)
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}
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return allocation
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}
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/**
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* Spawns a single monster pack inside a given room.
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*/
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function spawnSinglePackInRoom(
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world: CombatWorld,
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pack: MonsterPack,
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room: MapRoom,
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terrain: CombatTerrain,
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): number {
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if (pack.members.length === 0) return 0
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const margin = Math.min(16, Math.max(2, room.width * 0.05), Math.max(2, room.height * 0.05))
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const minSpawnX = room.x + margin
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const maxSpawnX = room.x + room.width - margin
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const minSpawnY = room.y + margin
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const maxSpawnY = room.y + room.height - margin
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// 1. Leader placement near room center or fixed landmark position
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const startX = pack.fixedPosition !== undefined
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? pack.fixedPosition.x
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: room.x + room.width / 2
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const startY = pack.fixedPosition !== undefined
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? pack.fixedPosition.y
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: room.y + room.height / 2
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let leaderX = Math.max(minSpawnX, Math.min(maxSpawnX, startX))
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let leaderY = Math.max(minSpawnY, Math.min(maxSpawnY, startY))
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let leaderFound = false
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// Check initial point
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if (terrain.overlap(leaderX, leaderY) === 0) {
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leaderFound = true
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} else {
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// Spiral search outward
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const maxRadius = Math.max(room.width, room.height) / 2
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for (let step = 1; step <= 64; step += 1) {
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const angle = step * 2.399963
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const radius = Math.min(maxRadius, step * 8)
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const sx = Math.max(minSpawnX, Math.min(maxSpawnX, startX + Math.cos(angle) * radius))
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const sy = Math.max(minSpawnY, Math.min(maxSpawnY, startY + Math.sin(angle) * radius))
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if (terrain.overlap(sx, sy) === 0) {
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leaderX = sx
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leaderY = sy
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leaderFound = true
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break
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}
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}
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}
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// Grid fallback if spiral failed
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if (!leaderFound) {
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const stepX = Math.max(8, (maxSpawnX - minSpawnX) / 16)
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const stepY = Math.max(8, (maxSpawnY - minSpawnY) / 16)
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for (let gy = minSpawnY; gy <= maxSpawnY; gy += stepY) {
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for (let gx = minSpawnX; gx <= maxSpawnX; gx += stepX) {
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if (terrain.overlap(gx, gy) === 0) {
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leaderX = gx
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leaderY = gy
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leaderFound = true
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break
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}
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}
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if (leaderFound) break
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}
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}
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if (!leaderFound) return 0
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const leaderDef = pack.members[0]!
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world.monsters.push({
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index: world.monsters.length,
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stats: leaderDef,
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x: leaderX,
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y: leaderY,
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hp: leaderDef.hp,
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cooldown: 0,
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state: 'idle',
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facing: 0,
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hitFlash: 0,
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corpseTicks: 0,
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})
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let placed = 1
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// 2. Minions placed in tight camp ring (PACK_RADIUS_PX = 48~64) around leader
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const minions = pack.members.slice(1)
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let minionPlaced = 0
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let attempt = 0
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const maxAttempts = minions.length * 32
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const baseAngle = typeof room.id === 'number' ? room.id * 1.5 : 0.8
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const effectiveRadius = Math.min(PACK_RADIUS_PX, Math.max(16, Math.min(room.width, room.height) / 2 - margin))
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while (minionPlaced < minions.length && attempt < maxAttempts) {
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attempt += 1
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const angle = baseAngle + attempt * 2.399963
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const distFrac = Math.sqrt(attempt / (minions.length * 12))
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const radius = Math.min(effectiveRadius, 16 + (effectiveRadius - 16) * distFrac)
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let mx = leaderX + Math.cos(angle) * radius
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let my = leaderY + Math.sin(angle) * radius
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// Clamps within room bounding boxes
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mx = Math.max(minSpawnX, Math.min(maxSpawnX, mx))
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my = Math.max(minSpawnY, Math.min(maxSpawnY, my))
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// Respects terrain collisions
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if (terrain.overlap(mx, my) > 0) continue
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const minionDef = minions[minionPlaced]!
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world.monsters.push({
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index: world.monsters.length,
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stats: minionDef,
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x: mx,
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y: my,
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hp: minionDef.hp,
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cooldown: 0,
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state: 'idle',
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facing: 0,
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hitFlash: 0,
|
||||
corpseTicks: 0,
|
||||
})
|
||||
minionPlaced += 1
|
||||
placed += 1
|
||||
}
|
||||
|
||||
return placed
|
||||
}
|
||||
|
||||
/**
|
||||
* Spawns monster pack(s) inside the boundaries of the specified `room`.
|
||||
*
|
||||
* Leader is positioned at a clear open sub-tile near the room's interior center;
|
||||
* minions are placed in a tight camp ring (PACK_RADIUS_PX = 48~64) around the leader.
|
||||
* Respects terrain collisions (terrain.overlap(x, y) === 0) and clamps within room
|
||||
* bounding boxes (x in [minX + margin, maxX - margin]).
|
||||
*
|
||||
* @param world - the world to populate.
|
||||
* @param pack - the pack or packs to spawn.
|
||||
* @param room - the room boundary to spawn within.
|
||||
* @param terrain - collision predicate.
|
||||
* @returns how many monsters were placed.
|
||||
*/
|
||||
export function spawnPacksInRoom(
|
||||
world: CombatWorld,
|
||||
pack: MonsterPack | readonly MonsterPack[],
|
||||
room: MapRoom,
|
||||
terrain: CombatTerrain,
|
||||
): number {
|
||||
if (Array.isArray(pack)) {
|
||||
let count = 0
|
||||
for (const p of pack) {
|
||||
count += spawnSinglePackInRoom(world, p, room, terrain)
|
||||
}
|
||||
return count
|
||||
}
|
||||
return spawnSinglePackInRoom(world, pack as MonsterPack, room, terrain)
|
||||
}
|
||||
|
||||
/** Alias for `spawnPacksInRoom` with singular naming. */
|
||||
export const spawnPackInRoom = spawnPacksInRoom
|
||||
|
||||
/**
|
||||
* Options for `spawnMonsterPacksByRooms`.
|
||||
*/
|
||||
export interface SpawnMonsterPacksByRoomsOptions {
|
||||
readonly seed?: number | undefined
|
||||
readonly safeZones?: readonly SafeZone[] | undefined
|
||||
readonly spread?: number | undefined
|
||||
}
|
||||
|
||||
/**
|
||||
* Modern, clean replacement for `spawnMonsterPacks`, allocating packs across rooms
|
||||
* and clustering members tightly within their assigned room boundaries.
|
||||
*
|
||||
* Also maintains backwards compatibility if plain packs with a center point are passed.
|
||||
*
|
||||
* @param world - world to populate.
|
||||
* @param packs - monster packs to spawn.
|
||||
* @param roomsOrAround - room array or fallback center point.
|
||||
* @param terrain - collision predicate.
|
||||
* @param options - allocation options or safe zones.
|
||||
* @returns total monsters placed.
|
||||
*/
|
||||
export function spawnMonsterPacksByRooms(
|
||||
world: CombatWorld,
|
||||
packs: readonly MonsterPack[],
|
||||
roomsOrAround: readonly MapRoom[] | { readonly x: number; readonly y: number },
|
||||
terrain: CombatTerrain,
|
||||
options?: SpawnMonsterPacksByRoomsOptions | readonly SafeZone[],
|
||||
): number {
|
||||
if (packs.length === 0) return 0
|
||||
|
||||
let safeZones: readonly SafeZone[] | undefined
|
||||
let seed: number | undefined
|
||||
let spread = 600
|
||||
|
||||
if (Array.isArray(options)) {
|
||||
safeZones = options
|
||||
} else if (options !== undefined) {
|
||||
const opts = options as SpawnMonsterPacksByRoomsOptions
|
||||
safeZones = opts.safeZones
|
||||
seed = opts.seed
|
||||
if (opts.spread !== undefined) {
|
||||
spread = opts.spread
|
||||
}
|
||||
}
|
||||
|
||||
if (!Array.isArray(roomsOrAround)) {
|
||||
const around = roomsOrAround as { readonly x: number; readonly y: number }
|
||||
const syntheticRooms = partitionMapIntoRooms(64, 64, {
|
||||
roomCellSize: 16,
|
||||
cellPixelSize: 80,
|
||||
originX: around.x - spread,
|
||||
originY: around.y - spread,
|
||||
safeZones,
|
||||
})
|
||||
return spawnMonsterPacksByRooms(world, packs, syntheticRooms, terrain, {
|
||||
safeZones,
|
||||
seed,
|
||||
})
|
||||
}
|
||||
|
||||
const rooms = roomsOrAround as readonly MapRoom[]
|
||||
if (rooms.length === 0) return 0
|
||||
|
||||
const allocation = allocatePacksToRooms(packs, rooms, seed)
|
||||
let totalPlaced = 0
|
||||
for (const [room, roomPacks] of allocation) {
|
||||
for (const pack of roomPacks) {
|
||||
totalPlaced += spawnPacksInRoom(world, pack, room, terrain)
|
||||
}
|
||||
}
|
||||
return totalPlaced
|
||||
}
|
||||
|
|
@ -0,0 +1,404 @@
|
|||
import { describe, expect, it } from 'vitest'
|
||||
import {
|
||||
allocatePacksToRooms,
|
||||
partitionMapIntoRooms,
|
||||
spawnMonsterPacksByRooms,
|
||||
spawnPacksInRoom,
|
||||
PACK_RADIUS_PX,
|
||||
type MapRoom,
|
||||
} from '../src/game/monster-rooms.ts'
|
||||
import { createWorld } from '../src/game/combat.ts'
|
||||
import type { CombatTerrain, MonsterPack, MonsterStats } from '../src/game/combat.ts'
|
||||
|
||||
/** Flat open ground everywhere. */
|
||||
const OPEN: CombatTerrain = { overlap: () => 0 }
|
||||
|
||||
/**
|
||||
* Creates a simple monster stat record.
|
||||
*/
|
||||
function stats(id: string, hp = 30): MonsterStats {
|
||||
return {
|
||||
id,
|
||||
name: id,
|
||||
hp,
|
||||
damage: 5,
|
||||
cooldownTicks: 25,
|
||||
reach: 40,
|
||||
aggroRadius: 200,
|
||||
speed: 100,
|
||||
xp: 10,
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a test monster pack.
|
||||
*/
|
||||
function pack(id: string, count: number, extra?: Partial<MonsterPack>): MonsterPack {
|
||||
return {
|
||||
members: Array.from({ length: count }, (_, i) => stats(id, 30 + i)),
|
||||
...extra,
|
||||
}
|
||||
}
|
||||
|
||||
describe('Room-Local Monster Clustering and Placement', () => {
|
||||
describe('partitionMapIntoRooms', () => {
|
||||
it('partitions outdoor grid sectors into authentic ~20-30 cell rooms', () => {
|
||||
// 72x48 cells partitioned with roomCellSize = 24 -> 3 x 2 = 6 rooms
|
||||
const rooms = partitionMapIntoRooms(72, 48, { roomCellSize: 24, cellPixelSize: 80 })
|
||||
expect(rooms).toHaveLength(6)
|
||||
|
||||
// All rooms should be 24x24 cells and 1920x1920 pixels
|
||||
for (const room of rooms) {
|
||||
expect(room.cellsX).toBe(24)
|
||||
expect(room.cellsY).toBe(24)
|
||||
expect(room.width).toBe(1920)
|
||||
expect(room.height).toBe(1920)
|
||||
expect(room.isPreset).toBe(false)
|
||||
}
|
||||
|
||||
// Check cell grid coordinates
|
||||
expect(rooms[0]?.cellX).toBe(0)
|
||||
expect(rooms[0]?.cellY).toBe(0)
|
||||
expect(rooms[1]?.cellX).toBe(24)
|
||||
expect(rooms[1]?.cellY).toBe(0)
|
||||
expect(rooms[2]?.cellX).toBe(48)
|
||||
expect(rooms[2]?.cellY).toBe(0)
|
||||
expect(rooms[3]?.cellX).toBe(0)
|
||||
expect(rooms[3]?.cellY).toBe(24)
|
||||
})
|
||||
|
||||
it('handles map dimensions that do not divide evenly by roomCellSize', () => {
|
||||
// 50x30 cells with roomCellSize = 24 -> 3 cols (24, 24, 2) x 2 rows (24, 6) = 6 rooms
|
||||
const rooms = partitionMapIntoRooms(50, 30, { roomCellSize: 24, cellPixelSize: 80 })
|
||||
expect(rooms).toHaveLength(6)
|
||||
|
||||
const col2Row0 = rooms.find(r => r.cellX === 48 && r.cellY === 0)
|
||||
expect(col2Row0).toBeDefined()
|
||||
expect(col2Row0?.cellsX).toBe(2)
|
||||
expect(col2Row0?.cellsY).toBe(24)
|
||||
expect(col2Row0?.width).toBe(160)
|
||||
|
||||
const col0Row1 = rooms.find(r => r.cellX === 0 && r.cellY === 24)
|
||||
expect(col0Row1).toBeDefined()
|
||||
expect(col0Row1?.cellsX).toBe(24)
|
||||
expect(col0Row1?.cellsY).toBe(6)
|
||||
expect(col0Row1?.height).toBe(480)
|
||||
})
|
||||
|
||||
it('maps discrete maze rooms directly into MapRooms', () => {
|
||||
const mazeRooms = [
|
||||
{ x: 0, y: 0, width: 24, height: 24 },
|
||||
{ x: 24, y: 0, width: 24, height: 24 },
|
||||
{ x: 24, y: 24, width: 12, height: 12 },
|
||||
]
|
||||
const rooms = partitionMapIntoRooms(48, 48, { mazeRooms, cellPixelSize: 80 })
|
||||
expect(rooms).toHaveLength(3)
|
||||
|
||||
expect(rooms[0]?.isPreset).toBe(true)
|
||||
expect(rooms[0]?.cellX).toBe(0)
|
||||
expect(rooms[0]?.cellY).toBe(0)
|
||||
expect(rooms[0]?.width).toBe(1920)
|
||||
|
||||
expect(rooms[2]?.cellsX).toBe(12)
|
||||
expect(rooms[2]?.cellsY).toBe(12)
|
||||
expect(rooms[2]?.width).toBe(960)
|
||||
expect(rooms[2]?.height).toBe(960)
|
||||
})
|
||||
|
||||
it('automatically flags rooms overlapping safe zones as isSafeZone', () => {
|
||||
const safeZones = [
|
||||
{ x: 500, y: 500, radius: 160 },
|
||||
]
|
||||
const rooms = partitionMapIntoRooms(72, 48, { roomCellSize: 24, cellPixelSize: 80, safeZones })
|
||||
expect(rooms).toHaveLength(6)
|
||||
|
||||
// Room 0 covers [0, 1920] x [0, 1920], overlaps (500, 500)
|
||||
expect(rooms[0]?.isSafeZone).toBe(true)
|
||||
|
||||
// Distant rooms should not be safe zones
|
||||
const distantRoom = rooms.find(r => r.cellX === 48 && r.cellY === 24)
|
||||
expect(distantRoom?.isSafeZone).toBeUndefined()
|
||||
})
|
||||
})
|
||||
|
||||
describe('allocatePacksToRooms', () => {
|
||||
it('distributes normal packs to non-safe rooms and avoids safe rooms', () => {
|
||||
const rooms: MapRoom[] = [
|
||||
{ id: 0, x: 0, y: 0, width: 1000, height: 1000, cellX: 0, cellY: 0, cellsX: 10, cellsY: 10, isSafeZone: true },
|
||||
{ id: 1, x: 1000, y: 0, width: 1000, height: 1000, cellX: 10, cellY: 0, cellsX: 10, cellsY: 10 },
|
||||
{ id: 2, x: 2000, y: 0, width: 1000, height: 1000, cellX: 20, cellY: 0, cellsX: 10, cellsY: 10 },
|
||||
]
|
||||
const packs = [
|
||||
pack('fallen', 3),
|
||||
pack('zombie', 4),
|
||||
pack('skeleton', 3),
|
||||
pack('quillrat', 2),
|
||||
]
|
||||
|
||||
const allocation = allocatePacksToRooms(packs, rooms, 12345)
|
||||
|
||||
// Safe room (id: 0) must receive NO normal packs
|
||||
expect(allocation.get(rooms[0]!)).toHaveLength(0)
|
||||
|
||||
// Remaining packs must be distributed between room 1 and room 2
|
||||
const room1Count = allocation.get(rooms[1]!)?.length ?? 0
|
||||
const room2Count = allocation.get(rooms[2]!)?.length ?? 0
|
||||
expect(room1Count + room2Count).toBe(4)
|
||||
expect(room1Count).toBeGreaterThan(0)
|
||||
expect(room2Count).toBeGreaterThan(0)
|
||||
})
|
||||
|
||||
it('balances pack counts across candidate rooms based on room area', () => {
|
||||
// Room Small: 10x10 cells (area 100)
|
||||
// Room Large: 20x20 cells (area 400 - 4x larger)
|
||||
const roomSmall: MapRoom = { id: 'small', x: 0, y: 0, width: 800, height: 800, cellX: 0, cellY: 0, cellsX: 10, cellsY: 10 }
|
||||
const roomLarge: MapRoom = { id: 'large', x: 800, y: 0, width: 1600, height: 1600, cellX: 10, cellY: 0, cellsX: 20, cellsY: 20 }
|
||||
const rooms = [roomSmall, roomLarge]
|
||||
|
||||
const packs = Array.from({ length: 10 }, (_, i) => pack(`mob_${String(i)}`, 3))
|
||||
const allocation = allocatePacksToRooms(packs, rooms, 42)
|
||||
|
||||
const smallCount = allocation.get(roomSmall)?.length ?? 0
|
||||
const largeCount = allocation.get(roomLarge)?.length ?? 0
|
||||
|
||||
expect(smallCount + largeCount).toBe(10)
|
||||
// Large room has 4x area, so it should receive significantly more packs without overcrowding small room
|
||||
expect(largeCount).toBeGreaterThan(smallCount * 2)
|
||||
})
|
||||
|
||||
it('routes landmark SuperUnique packs with landmarkTile to covering room', () => {
|
||||
const roomA: MapRoom = { id: 'A', x: 0, y: 0, width: 1920, height: 1920, cellX: 0, cellY: 0, cellsX: 24, cellsY: 24 }
|
||||
const roomB: MapRoom = { id: 'B', x: 1920, y: 0, width: 1920, height: 1920, cellX: 24, cellY: 0, cellsX: 24, cellsY: 24 }
|
||||
const rooms = [roomA, roomB]
|
||||
|
||||
// Bishibosh at landmark tile (tileX: 30, tileY: 10) falls inside room B (cellX in [24, 48))
|
||||
const bishiboshPack = pack('bishibosh', 5, {
|
||||
superUniqueId: 'Bishibosh',
|
||||
landmarkTile: { tileX: 30, tileY: 10 },
|
||||
})
|
||||
const normalPack = pack('fallen', 3)
|
||||
|
||||
const allocation = allocatePacksToRooms([bishiboshPack, normalPack], rooms, 100)
|
||||
|
||||
const roomBPacks = allocation.get(roomB) ?? []
|
||||
expect(roomBPacks).toContain(bishiboshPack)
|
||||
})
|
||||
|
||||
it('routes landmark SuperUnique packs with fixedPosition to covering room', () => {
|
||||
const roomA: MapRoom = { id: 'A', x: 0, y: 0, width: 1000, height: 1000, cellX: 0, cellY: 0, cellsX: 10, cellsY: 10 }
|
||||
const roomB: MapRoom = { id: 'B', x: 1000, y: 0, width: 1000, height: 1000, cellX: 10, cellY: 0, cellsX: 10, cellsY: 10 }
|
||||
const rooms = [roomA, roomB]
|
||||
|
||||
// Rakanishu fixed at world pixel coordinates (1500, 500) inside room B
|
||||
const rakanishuPack = pack('rakanishu', 4, {
|
||||
superUniqueId: 'Rakanishu',
|
||||
fixedPosition: { x: 1500, y: 500 },
|
||||
})
|
||||
|
||||
const allocation = allocatePacksToRooms([rakanishuPack], rooms)
|
||||
expect(allocation.get(roomB)).toContain(rakanishuPack)
|
||||
expect(allocation.get(roomA)).toHaveLength(0)
|
||||
})
|
||||
|
||||
it('is deterministic with a given seed', () => {
|
||||
const rooms: MapRoom[] = [
|
||||
{ id: 1, x: 0, y: 0, width: 800, height: 800, cellX: 0, cellY: 0, cellsX: 10, cellsY: 10 },
|
||||
{ id: 2, x: 800, y: 0, width: 800, height: 800, cellX: 10, cellY: 0, cellsX: 10, cellsY: 10 },
|
||||
{ id: 3, x: 1600, y: 0, width: 800, height: 800, cellX: 20, cellY: 0, cellsX: 10, cellsY: 10 },
|
||||
]
|
||||
const packs = Array.from({ length: 9 }, (_, i) => pack(`mob_${String(i)}`, 2))
|
||||
|
||||
const run1 = allocatePacksToRooms(packs, rooms, 9999)
|
||||
const run2 = allocatePacksToRooms(packs, rooms, 9999)
|
||||
|
||||
for (const room of rooms) {
|
||||
const p1 = run1.get(room)!.map(p => p.members[0]?.id)
|
||||
const p2 = run2.get(room)!.map(p => p.members[0]?.id)
|
||||
expect(p1).toEqual(p2)
|
||||
}
|
||||
})
|
||||
})
|
||||
|
||||
describe('spawnPacksInRoom', () => {
|
||||
it('places monster pack strictly within room boundaries', () => {
|
||||
const world = createWorld(0, 0)
|
||||
const room: MapRoom = {
|
||||
id: 'test_room',
|
||||
x: 1000,
|
||||
y: 1000,
|
||||
width: 400,
|
||||
height: 400,
|
||||
cellX: 10,
|
||||
cellY: 10,
|
||||
cellsX: 5,
|
||||
cellsY: 5,
|
||||
}
|
||||
const testPack = pack('fallen', 6)
|
||||
|
||||
const placed = spawnPacksInRoom(world, testPack, room, OPEN)
|
||||
expect(placed).toBe(6)
|
||||
expect(world.monsters).toHaveLength(6)
|
||||
|
||||
// Verify every monster is strictly inside room bounds
|
||||
for (const monster of world.monsters) {
|
||||
expect(monster.x).toBeGreaterThanOrEqual(room.x)
|
||||
expect(monster.x).toBeLessThanOrEqual(room.x + room.width)
|
||||
expect(monster.y).toBeGreaterThanOrEqual(room.y)
|
||||
expect(monster.y).toBeLessThanOrEqual(room.y + room.height)
|
||||
}
|
||||
})
|
||||
|
||||
it('respects terrain collisions and does not spill through walls', () => {
|
||||
const world = createWorld(0, 0)
|
||||
const room: MapRoom = {
|
||||
id: 'walled_room',
|
||||
x: 500,
|
||||
y: 500,
|
||||
width: 400,
|
||||
height: 400,
|
||||
cellX: 5,
|
||||
cellY: 5,
|
||||
cellsX: 5,
|
||||
cellsY: 5,
|
||||
}
|
||||
// Vertical solid wall slicing through x in [680, 750]
|
||||
const walledTerrain: CombatTerrain = {
|
||||
overlap: (x: number) => (x >= 680 && x <= 750 ? 1 : 0),
|
||||
}
|
||||
const testPack = pack('zombie', 8)
|
||||
|
||||
const placed = spawnPacksInRoom(world, testPack, room, walledTerrain)
|
||||
expect(placed).toBeGreaterThan(0)
|
||||
|
||||
for (const monster of world.monsters) {
|
||||
// Must never land on solid wall
|
||||
expect(walledTerrain.overlap(monster.x, monster.y)).toBe(0)
|
||||
expect(monster.x < 680 || monster.x > 750).toBe(true)
|
||||
// Must stay inside room
|
||||
expect(monster.x).toBeGreaterThanOrEqual(room.x)
|
||||
expect(monster.x).toBeLessThanOrEqual(room.x + room.width)
|
||||
expect(monster.y).toBeGreaterThanOrEqual(room.y)
|
||||
expect(monster.y).toBeLessThanOrEqual(room.y + room.height)
|
||||
}
|
||||
})
|
||||
|
||||
it('clusters minions tightly around leader within PACK_RADIUS_PX', () => {
|
||||
const world = createWorld(0, 0)
|
||||
const room: MapRoom = {
|
||||
id: 'cluster_room',
|
||||
x: 2000,
|
||||
y: 2000,
|
||||
width: 800,
|
||||
height: 800,
|
||||
cellX: 20,
|
||||
cellY: 20,
|
||||
cellsX: 10,
|
||||
cellsY: 10,
|
||||
}
|
||||
const testPack = pack('fallen', 7)
|
||||
|
||||
spawnPacksInRoom(world, testPack, room, OPEN)
|
||||
expect(world.monsters).toHaveLength(7)
|
||||
|
||||
const leader = world.monsters[0]!
|
||||
const minions = world.monsters.slice(1)
|
||||
|
||||
for (const minion of minions) {
|
||||
const dist = Math.hypot(minion.x - leader.x, minion.y - leader.y)
|
||||
expect(dist).toBeLessThanOrEqual(PACK_RADIUS_PX)
|
||||
}
|
||||
})
|
||||
|
||||
it('positions leader near interior center of room on clear ground', () => {
|
||||
const world = createWorld(0, 0)
|
||||
const room: MapRoom = {
|
||||
id: 'center_test',
|
||||
x: 1000,
|
||||
y: 1000,
|
||||
width: 400,
|
||||
height: 400,
|
||||
cellX: 10,
|
||||
cellY: 10,
|
||||
cellsX: 5,
|
||||
cellsY: 5,
|
||||
}
|
||||
const testPack = pack('boss', 1)
|
||||
|
||||
spawnPacksInRoom(world, testPack, room, OPEN)
|
||||
expect(world.monsters).toHaveLength(1)
|
||||
|
||||
const leader = world.monsters[0]!
|
||||
const roomCenterX = room.x + room.width / 2 // 1200
|
||||
const roomCenterY = room.y + room.height / 2 // 1200
|
||||
|
||||
// Leader should land right at or very close to center
|
||||
expect(Math.abs(leader.x - roomCenterX)).toBeLessThan(16)
|
||||
expect(Math.abs(leader.y - roomCenterY)).toBeLessThan(16)
|
||||
})
|
||||
|
||||
it('places fixedPosition SuperUnique at or near designated landmark coordinates', () => {
|
||||
const world = createWorld(0, 0)
|
||||
const room: MapRoom = {
|
||||
id: 'landmark_room',
|
||||
x: 0,
|
||||
y: 0,
|
||||
width: 1000,
|
||||
height: 1000,
|
||||
cellX: 0,
|
||||
cellY: 0,
|
||||
cellsX: 10,
|
||||
cellsY: 10,
|
||||
}
|
||||
const testPack = pack('treehead', 1, {
|
||||
superUniqueId: 'Treehead WoodFist',
|
||||
fixedPosition: { x: 350, y: 450 },
|
||||
})
|
||||
|
||||
spawnPacksInRoom(world, testPack, room, OPEN)
|
||||
expect(world.monsters).toHaveLength(1)
|
||||
|
||||
const leader = world.monsters[0]!
|
||||
expect(leader.x).toBe(350)
|
||||
expect(leader.y).toBe(450)
|
||||
})
|
||||
})
|
||||
|
||||
describe('spawnMonsterPacksByRooms', () => {
|
||||
it('populates world with all packs distributed across partitioned rooms', () => {
|
||||
const world = createWorld(0, 0)
|
||||
const rooms = partitionMapIntoRooms(48, 48, { roomCellSize: 24, cellPixelSize: 80 })
|
||||
const packs = [
|
||||
pack('fallen', 4),
|
||||
pack('zombie', 3),
|
||||
pack('skeleton', 5),
|
||||
]
|
||||
|
||||
const placed = spawnMonsterPacksByRooms(world, packs, rooms, OPEN, { seed: 101 })
|
||||
expect(placed).toBe(12)
|
||||
expect(world.monsters).toHaveLength(12)
|
||||
|
||||
// Verify every monster lies within at least one room's bounding box
|
||||
for (const m of world.monsters) {
|
||||
const inAnyRoom = rooms.some(
|
||||
r => m.x >= r.x && m.x <= r.x + r.width && m.y >= r.y && m.y <= r.y + r.height,
|
||||
)
|
||||
expect(inAnyRoom).toBe(true)
|
||||
}
|
||||
})
|
||||
|
||||
it('maintains backwards compatibility when fallback around coordinates are passed', () => {
|
||||
const world = createWorld(0, 0)
|
||||
const packs = [pack('fallen', 3)]
|
||||
|
||||
const placed = spawnMonsterPacksByRooms(
|
||||
world,
|
||||
packs,
|
||||
{ x: 500, y: 500 },
|
||||
OPEN,
|
||||
{ spread: 300 },
|
||||
)
|
||||
expect(placed).toBe(3)
|
||||
expect(world.monsters).toHaveLength(3)
|
||||
})
|
||||
})
|
||||
})
|
||||
Loading…
Reference in New Issue