fix(collision): 修复 DT1 碰撞网格方向与朝向对齐 (fixes #4)

- 修正 DT1 block 碰撞体 Y 轴解析方向
- 修复 character.ts 角色朝向映射函数与方向角度
- 增加 verify-collision-orientation 自动化验证脚本
- 完善 tools/go-oracle 工具链
This commit is contained in:
troytt 2026-09-14 07:54:38 +00:00
parent cd81a7e686
commit a86b2a4582
4 changed files with 301 additions and 31 deletions

View File

@ -0,0 +1,204 @@
// verify-collision-orientation.ts — 永久断言 DT1 子格阻挡标志位的行序与 OpenDiablo2 / D2MOO 完全一致
//
// 事故与背景(Issue #4):
// DT1 每张瓦片记录末尾有 25 个字节的子格碰撞标志。在原始文件里是「自下而上」存储的:
// 文件顺序的第 0..4 字节是这一格 5×5 足迹的最下面一行(subY=4),第 20..24 字节是最上面一行(subY=0)。
// 之前解码器按 0..24 顺序存入 subTileFlags,导致每个格子内部的阻挡带被上下镜像。
//
// 两个官方/引擎逆向实现互相印证:
// 1. OpenDiablo2 `reference/opendiablo2/d2core/d2map/d2mapengine/map_tile.go:17`:
// var subtileLookup = [5][5]int{
// {20, 21, 22, 23, 24}, // 房间子格 (x, 0) —— 最上面一行,读文件 20..24
// {15, 16, 17, 18, 19},
// {10, 11, 12, 13, 14},
// {5, 6, 7, 8, 9},
// {0, 1, 2, 3, 4}, // 最下面一行,读文件 0..4
// }
// 2. D2MOO `D2Collision.cpp:93 sub_6FD411F0`:
// `pTmp = &v5[5 * (nY - nCappedY + 4) - nX];` 配合循环 `pTmp -= 5;`,对房间第 r 行取文件第 (4-r) 行。
//
// 本脚本作为永久验收测试,确保:
// 1. 解码后的 `subTileFlags[subY * 5 + subX].raw` 严格等于 OpenDiablo2 的 `subtileLookup[subY][subX]`;
// 2. 严格等于 D2MOO 的 `(4 - subY) * 5 + subX` 逆向公式;
// 3. 只有最下行阻挡的文件(0..4=1),解出后只在 subY=4 阻挡;
// 4. 只有最上行阻挡的文件(20..24=1),解出后只在 subY=0 阻挡。
//
// 运行:npx tsx scripts/verify-collision-orientation.ts
import { decodeDt1, SUB_TILE_GRID } from '../src/formats/dt1.ts'
/**
* OpenDiablo2 canonical 5×5 lookup table.
* `reference/opendiablo2/d2core/d2map/d2mapengine/map_tile.go:17`
*/
const OD2_SUBTILE_LOOKUP = [
[20, 21, 22, 23, 24], // 房间子格 (x, 0) —— 最上面一行,读文件 20..24
[15, 16, 17, 18, 19],
[10, 11, 12, 13, 14],
[5, 6, 7, 8, 9],
[0, 1, 2, 3, 4], // 房间子格 (x, 4) —— 最下面一行,读文件 0..4
] as const
/**
* D2MOO canonical formula: `(4 - subY) * 5 + subX`.
*/
function d2mooLookup(subX: number, subY: number): number {
return (4 - subY) * 5 + subX
}
/**
* 构造一个仅包含头部和一个瓦片记录的最小合法 DT1 二进制字节数组。
* 瓦片的 25 字节 subTileFlags 按其在文件中的偏移填入 0..24。
*/
function createSyntheticDt1(customFlags?: (fileIndex: number) => number): Uint8Array {
const tileDataStart = 276
const tileRecordSize = 96
const blockHeaderSize = 20
const blockDataStart = tileDataStart + tileRecordSize + blockHeaderSize
const totalLength = blockDataStart + 32
const buf = new Uint8Array(totalLength)
const view = new DataView(buf.buffer)
view.setInt32(0, 7, true)
view.setInt32(4, 6, true)
view.setInt32(268, 1, true) // 1 tile
view.setInt32(272, tileDataStart, true)
const at = tileDataStart
view.setInt32(at + 0, 0, true) // direction
view.setInt16(at + 4, 0, true) // roof height
view.setUint16(at + 6, 0, true) // material flags
view.setInt32(at + 8, -80, true) // height
view.setInt32(at + 12, 160, true) // width
view.setInt32(at + 20, 0, true) // type
view.setInt32(at + 24, 1, true) // style
view.setInt32(at + 28, 0, true) // sequence
view.setInt32(at + 32, 0, true) // rarity
// 25 字节 flags 在 at + 40
for (let i = 0; i < 25; i += 1) {
buf[at + 40 + i] = customFlags ? customFlags(i) : i
}
const blockHeaderPointer = tileDataStart + tileRecordSize
view.setInt32(at + 72, blockHeaderPointer, true)
view.setInt32(at + 76, blockHeaderSize, true)
view.setInt32(at + 80, 1, true) // 1 block
// Block header
view.setInt16(blockHeaderPointer + 0, 0, true) // x
view.setInt16(blockHeaderPointer + 2, 0, true) // y
buf[blockHeaderPointer + 6] = 0 // gridX
buf[blockHeaderPointer + 7] = 0 // gridY
view.setInt16(blockHeaderPointer + 8, 0, true) // format (RLE)
view.setInt32(blockHeaderPointer + 10, 4, true) // length
view.setInt32(blockHeaderPointer + 16, blockDataStart - blockHeaderPointer, true)
return buf
}
const checks: { name: string; ok: boolean; detail: string }[] = []
function check(name: string, ok: boolean, detail: string): void {
checks.push({ name, ok, detail })
console.log(`${ok ? 'ok ' : 'FAIL'} ${name} — ${detail}`)
}
function main(): void {
console.log('== DT1 Collision Orientation Verification ==\n')
// 1. OD2 lookup table vs D2MOO formula equivalence
let od2EqualsD2moo = true
for (let subY = 0; subY < 5; subY += 1) {
for (let subX = 0; subX < 5; subX += 1) {
if (OD2_SUBTILE_LOOKUP[subY][subX] !== d2mooLookup(subX, subY)) {
od2EqualsD2moo = false
}
}
}
check(
'reference parity',
od2EqualsD2moo,
'OpenDiablo2 subtileLookup and D2MOO formula (4-subY)*5+subX produce identical indices for all 25 sub-tiles',
)
// 2. Decode synthetic DT1 with sequential file bytes 0..24
const dt1Bytes = createSyntheticDt1()
const decoded = decodeDt1(dt1Bytes)
check('synthetic decode', decoded.tiles.length === 1, 'decoded 1 synthetic tile')
const tile = decoded.tiles[0]!
let mismatchCount = 0
const mismatches: string[] = []
for (let subY = 0; subY < SUB_TILE_GRID; subY += 1) {
for (let subX = 0; subX < SUB_TILE_GRID; subX += 1) {
const actualRaw = tile.subTileFlags[subY * SUB_TILE_GRID + subX]?.raw
const expectedFileIndex = OD2_SUBTILE_LOOKUP[subY][subX]
if (actualRaw !== expectedFileIndex) {
mismatchCount += 1
mismatches.push(`subTile(${subX}, ${subY}): actual=${String(actualRaw)}, expected=${String(expectedFileIndex)}`)
}
}
}
check(
'row order matches OD2 subtileLookup',
mismatchCount === 0,
mismatchCount === 0
? 'all 25 sub-tiles mapped from file index to room grid row-order correctly'
: `${String(mismatchCount)} sub-tiles mismatched: ${mismatches.join(', ')}`,
)
// 3. Verify top row (subY = 0) specifically gets file bytes 20..24
const topRowActual = [0, 1, 2, 3, 4].map(x => tile.subTileFlags[0 * 5 + x]?.raw)
const topRowExpected = [20, 21, 22, 23, 24]
check(
'top row mapping (subY=0)',
JSON.stringify(topRowActual) === JSON.stringify(topRowExpected),
`room row 0 (top) reads file bytes [${topRowActual.join(', ')}], expected [${topRowExpected.join(', ')}]`,
)
// 4. Verify bottom row (subY = 4) specifically gets file bytes 0..4
const bottomRowActual = [0, 1, 2, 3, 4].map(x => tile.subTileFlags[4 * 5 + x]?.raw)
const bottomRowExpected = [0, 1, 2, 3, 4]
check(
'bottom row mapping (subY=4)',
JSON.stringify(bottomRowActual) === JSON.stringify(bottomRowExpected),
`room row 4 (bottom) reads file bytes [${bottomRowActual.join(', ')}], expected [${bottomRowExpected.join(', ')}]`,
)
// 5. Semantic directional test: only file bottom row (0..4) blocked -> decoded subY=4 must block, subY=0 must NOT block
const fileBottomBlockedDt1 = createSyntheticDt1(fileIdx => (fileIdx < 5 ? 1 : 0))
const decodedBottomBlocked = decodeDt1(fileBottomBlockedDt1).tiles[0]!
const subY4Blocked = [0, 1, 2, 3, 4].every(x => decodedBottomBlocked.subTileFlags[4 * 5 + x]?.blockWalk === true)
const subY0Unblocked = [0, 1, 2, 3, 4].every(x => decodedBottomBlocked.subTileFlags[0 * 5 + x]?.blockWalk === false)
check(
'file bottom row is room bottom row',
subY4Blocked && subY0Unblocked,
`file bytes 0..4 blocked -> decoded subY=4 blocked: ${String(subY4Blocked)}, subY=0 unblocked: ${String(subY0Unblocked)}`,
)
// 6. Semantic directional test: only file top row (20..24) blocked -> decoded subY=0 must block, subY=4 must NOT block
const fileTopBlockedDt1 = createSyntheticDt1(fileIdx => (fileIdx >= 20 ? 1 : 0))
const decodedTopBlocked = decodeDt1(fileTopBlockedDt1).tiles[0]!
const subY0Blocked = [0, 1, 2, 3, 4].every(x => decodedTopBlocked.subTileFlags[0 * 5 + x]?.blockWalk === true)
const subY4Unblocked = [0, 1, 2, 3, 4].every(x => decodedTopBlocked.subTileFlags[4 * 5 + x]?.blockWalk === false)
check(
'file top row is room top row',
subY0Blocked && subY4Unblocked,
`file bytes 20..24 blocked -> decoded subY=0 blocked: ${String(subY0Blocked)}, subY=4 unblocked: ${String(subY4Unblocked)}`,
)
console.log()
const failures = checks.filter(c => !c.ok)
if (failures.length === 0) {
console.log(`ALL ${String(checks.length)} CHECKS PASSED — DT1 sub-tile orientation verified against OpenDiablo2 and D2MOO`)
process.exit(0)
} else {
console.error(`${String(failures.length)} of ${String(checks.length)} CHECKS FAILED`)
process.exit(1)
}
}
main()

View File

@ -31,7 +31,7 @@ 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
export 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. */
@ -286,8 +286,16 @@ export function decodeDt1(data: Uint8Array): Dt1 {
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]!))
for (let subY = 0; subY < SUB_TILE_GRID; subY += 1) {
for (let subX = 0; subX < SUB_TILE_GRID; subX += 1) {
// DT1 sub-tile collision flags are stored bottom-to-top in the binary
// (bytes 0..4 are the bottom row subY=4, bytes 20..24 are the top row subY=0).
// OpenDiablo2 subtileLookup: row 0 -> 20..24, row 4 -> 0..4.
// D2MOO D2Collision.cpp: pTmp = &v5[5 * (nY - nCappedY + 4) - nX].
// Normalize into top-to-bottom row order [subY * 5 + subX].
const fileIndex = (SUB_TILE_GRID - 1 - subY) * SUB_TILE_GRID + subX
subTileFlags.push(subTileFlagsOf(data[at + 40 + fileIndex]!))
}
}
const blockHeaderPointer = i32(data, at + 72)
const blockHeaderSize = i32(data, at + 76)

View File

@ -151,6 +151,7 @@ export async function loadCharacterSheet(
const groups: { frames: SpriteFrame[] }[] = []
let skipped = 0
for (let direction = 0; direction < cof.numberOfDirections; direction += 1) {
const dir64 = Math.round((direction * 64) / cof.numberOfDirections)
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
@ -163,7 +164,8 @@ export async function loadCharacterSheet(
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 dccDir = dir64ToDcc(dir64, sprite.directions.length)
const layerDirection = sprite.directions[dccDir]
const frame = layerDirection?.frames[index]
if (frame === undefined) { skipped += 1; continue }
left = Math.min(left, layerDirection!.box.left)
@ -191,7 +193,8 @@ export async function loadCharacterSheet(
.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 dccDir = dir64ToDcc(dir64, sprite.directions.length)
const layerDirection = sprite.directions[dccDir]
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)
@ -263,17 +266,68 @@ export function dir64ToCof(direction: number, directions: number): number {
}
/**
* Map a screen facing to a COF direction.
* The engine's 64-direction space → DCC direction tables.
*
* 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.
* Ported from OpenDiablo2 `d2fileformats/d2dcc/dcc_dir_lookup.go` (`Dir64ToDcc`),
* which reproduces the engine's internal DCC direction layout. Unlike COF files
* (which index directions sequentially along a circle), DCC files store directions
* in a hierarchical / permuted order (e.g. 16 directions: 4, 8, 0, 9, 5, 10, ...).
*/
const DIR64_TO_DCC: 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: [
4, 4, 4, 4, 0, 0, 0, 0, 0, 0, 0, 0, 5, 5, 5, 5,
5, 5, 5, 5, 1, 1, 1, 1, 1, 1, 1, 1, 6, 6, 6, 6,
6, 6, 6, 6, 2, 2, 2, 2, 2, 2, 2, 2, 7, 7, 7, 7,
7, 7, 7, 7, 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4,
],
16: [
4, 4, 8, 8, 8, 8, 0, 0, 0, 0, 9, 9, 9, 9, 5, 5,
5, 5, 10, 10, 10, 10, 1, 1, 1, 1, 11, 11, 11, 11, 6, 6,
6, 6, 12, 12, 12, 12, 2, 2, 2, 2, 13, 13, 13, 13, 7, 7,
7, 7, 14, 14, 14, 14, 3, 3, 3, 3, 15, 15, 15, 15, 4, 4,
],
32: [
4, 16, 16, 8, 8, 17, 17, 0, 0, 18, 18, 9, 9, 19, 19, 5,
5, 20, 20, 10, 10, 21, 21, 1, 1, 22, 22, 11, 11, 23, 23, 6,
6, 24, 24, 12, 12, 25, 25, 2, 2, 26, 26, 13, 13, 27, 27, 7,
7, 28, 28, 14, 14, 29, 29, 3, 3, 30, 30, 15, 15, 31, 31, 4,
],
64: [
4, 32, 16, 33, 8, 34, 17, 35, 0, 36, 18, 37, 9, 38, 19, 39,
5, 40, 20, 41, 10, 42, 21, 43, 1, 44, 22, 45, 11, 46, 23, 47,
6, 48, 24, 49, 12, 50, 25, 51, 2, 52, 26, 53, 13, 54, 27, 55,
7, 56, 28, 57, 14, 58, 29, 59, 3, 60, 30, 61, 15, 62, 31, 63,
],
}
/**
* Map a 64-direction space direction to a DCC direction, the way the engine does.
*
* @param facing - 0 = north, clockwise, 0..7.
* @param direction - 0..63.
* @param directions - directions in the DCC (4, 8, 16, 32 or 64).
* @returns the DCC direction index, 0 when the count is not one the engine uses.
*/
export function dir64ToDcc(direction: number, directions: number): number {
const table = DIR64_TO_DCC[directions]
if (table === undefined) return 0
const index = ((Math.trunc(direction) % 64) + 64) % 64
return table[index] ?? 0
}
/**
* Map a facing (0 = south, turning west: 0..7) to a COF direction.
*
* The game's eight facings start at south and turn clockwise
* (South = 0, SouthWest = 1, West = 2, NorthWest = 3, North = 4, NorthEast = 5, East = 6, SouthEast = 7),
* which in the engine's 64-direction space are the eight multiples of 8.
*
* @param facing - 0 = south, turning west, 0..7.
* @param directions - directions in the COF.
* @returns the direction index.
*/

View File

@ -103,24 +103,28 @@ func dumpDt1(data []byte) (any, error) {
tiles := []any{}
for _, tile := range library.Tiles {
flags := []any{}
for _, flag := range tile.SubTileFlags {
var raw byte
if flag.BlockWalk {
raw |= 1
for subY := 0; subY < 5; subY++ {
for subX := 0; subX < 5; subX++ {
fileIndex := (4-subY)*5 + subX
flag := tile.SubTileFlags[fileIndex]
var raw byte
if flag.BlockWalk {
raw |= 1
}
if flag.BlockLOS {
raw |= 2
}
if flag.BlockJump {
raw |= 4
}
if flag.BlockPlayerWalk {
raw |= 8
}
if flag.BlockLight {
raw |= 32
}
flags = append(flags, int(raw))
}
if flag.BlockLOS {
raw |= 2
}
if flag.BlockJump {
raw |= 4
}
if flag.BlockPlayerWalk {
raw |= 8
}
if flag.BlockLight {
raw |= 32
}
flags = append(flags, int(raw))
}
blocks := []any{}
for _, block := range tile.Blocks {