fix(engine): fix logical tautologies, edge conditions, and argument defaults

- Fix isRoad out-of-bounds boundary check to return false instead of true
- Fix rack candidate room selection to strictly prioritize corridor rooms (degree === 2)
- Fix candidateRooms fallback in allocatePacksToRooms to not place monsters in safe zones
- Fix default cellHeight in partitionMapIntoRooms to 40 px for 80x40 isometric tiles
- Throw explicit error in parseTable on empty table data and add provenance comment for temptile.dt1
- Add regression tests for rack candidate selection, safe zones, cellHeight, and parseTable

TAG=agy
CONV=2a1934de-30ef-464e-b3f3-fcbcdbbc49f1
This commit is contained in:
troytt 2026-09-17 15:46:49 +00:00
parent c377e8ea01
commit cbcf71a731
8 changed files with 91 additions and 8 deletions

View File

@ -73,6 +73,9 @@ function latin1(bytes: Uint8Array): string {
export function parseTable(bytes: Uint8Array): D2Table {
const text = latin1(bytes)
const lines = text.split(/\r?\n/).filter(line => line.length > 0)
if (lines.length === 0) {
throw new Error('parseTable: empty table data')
}
const header = (lines.shift() ?? '').split('\t')
return { header, rows: lines.map(line => line.split('\t')) }
}
@ -467,6 +470,8 @@ export function resolveLevelLibraries(tables: ActTables, levelId: number): Level
dt1Names.push(tileMemberPath(value))
}
if (cell(tables.lvltypes, typeRow, 'Name') === 'Act 5 - Barricade') {
// Blizzard hardcoded barricade and siege floor/snow transition tiles in D2 LOD patch
// when assembling Act 5 siege DS1 files which reference temptile.dt1.
dt1Names.push(tileMemberPath('Expansion/Siege/temptile.dt1'))
}
return { levelTypeName: cell(tables.lvltypes, typeRow, 'Name'), dt1Names, dt1Mask }

View File

@ -743,9 +743,8 @@ export function populateDungeonObjects(
const rackTarget = baseRackTarget
// Prefer corridor rooms (`degree === 2`) or barracks
const candidateRoomsForRacks = roomSpots.filter(
r => r.room.orths.length === 2 || isBarracks || r.room.orths.length <= 2,
)
const corridors = roomSpots.filter(r => r.room.orths.length === 2 || isBarracks)
const candidateRoomsForRacks = corridors.length > 0 ? corridors : roomSpots.filter(r => r.room.orths.length <= 2)
for (const r of candidateRoomsForRacks) {
if (racksSpawned >= rackTarget) break

View File

@ -116,7 +116,7 @@ export function partitionMapIntoRooms(
options?: PartitionOptions,
): MapRoom[] {
const cellWidth = options?.cellPixelWidth ?? options?.cellPixelSize ?? 80
const cellHeight = options?.cellPixelHeight ?? options?.cellPixelSize ?? 80
const cellHeight = options?.cellPixelHeight ?? (options?.cellPixelSize !== undefined ? options.cellPixelSize : 40)
const originX = options?.originX ?? 0
const originY = options?.originY ?? 0
@ -273,10 +273,9 @@ export function allocatePacksToRooms(
}
// 2. Normal packs: distribute to non-safe rooms, balancing by room area
let candidateRooms = rooms.filter(r => !r.isSafeZone)
const candidateRooms = rooms.filter(r => !r.isSafeZone)
if (candidateRooms.length === 0) {
// Fallback if all rooms are marked safe
candidateRooms = rooms.slice()
return allocation
}
const rng = new Rng(seed ?? 0x5eed)

View File

@ -2320,7 +2320,7 @@ function generateDirtPaths(
}
const isRoad = (nx: number, ny: number): boolean => {
if (nx < 0 || nx >= width || ny < 0 || ny >= height) return true
if (nx < 0 || nx >= width || ny < 0 || ny >= height) return false
return dirtPathGrid[ny * width + nx] === 1
}

View File

@ -276,6 +276,27 @@ describe('populateDungeonObjects pipeline', () => {
}
})
test('strictly prefers corridor rooms (degree === 2) over dead-ends for rack candidates', () => {
const { level, rooms } = createSyntheticDungeon()
// Room 0 is dead-end ([0, 0]), Room 1 is corridor ([10, 0]), Room 2 is dead-end ([20, 0])
// Using non-barracks level type so isBarracks is false
const result = populateDungeonObjects(rooms, 0, 0, level, 'Act 1 - Cave', 2, {
shrineDensity: 0,
chestDensity: 0,
containerDensity: 0,
rackDensity: 2.0,
objectSeed: 123,
})
const racks = result.placedObjects.filter(o => o.category === 'rack')
expect(racks.length).toBeGreaterThan(0)
for (const rack of racks) {
// Must be placed in corridor room (Room 1, cellX in [10, 19])
const cellX = Math.floor(rack.x / 5)
expect(cellX).toBeGreaterThanOrEqual(10)
expect(cellX).toBeLessThan(20)
}
})
test('scales container spawning proportionally with containerDensity', () => {
const { level, rooms } = createSyntheticDungeon()

View File

@ -105,6 +105,13 @@ describe('Room-Local Monster Clustering and Placement', () => {
expect(rooms[2]?.height).toBe(960)
})
it('defaults cellHeight to 40 px when cellPixelSize is omitted (isometric 80x40)', () => {
const rooms = partitionMapIntoRooms(24, 24, { roomCellSize: 24 })
expect(rooms).toHaveLength(1)
expect(rooms[0]?.width).toBe(24 * 80)
expect(rooms[0]?.height).toBe(24 * 40)
})
it('automatically flags rooms overlapping safe zones as isSafeZone', () => {
const safeZones = [
{ x: 500, y: 500, radius: 160 },
@ -148,6 +155,17 @@ describe('Room-Local Monster Clustering and Placement', () => {
expect(room2Count).toBeGreaterThan(0)
})
it('returns empty allocation when all rooms are safe zones (does not place monsters in towns)', () => {
const safeRooms: MapRoom[] = [
{ id: 'town1', x: 0, y: 0, width: 800, height: 800, cellX: 0, cellY: 0, cellsX: 10, cellsY: 10, isPreset: false, isSafeZone: true },
{ id: 'town2', x: 800, y: 0, width: 800, height: 800, cellX: 10, cellY: 0, cellsX: 10, cellsY: 10, isPreset: false, isSafeZone: true },
]
const packs = [pack('fallen', 3), pack('zombie', 4)]
const allocation = allocatePacksToRooms(packs, safeRooms, 12345)
expect(allocation.get(safeRooms[0]!)).toEqual([])
expect(allocation.get(safeRooms[1]!)).toEqual([])
})
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)

View File

@ -6,6 +6,7 @@ import {
ByteReader,
requireBytes
} from '../src/formats/reader';
import { parseTable } from '../src/game/acts';
describe('ByteReader', () => {
test('u8 reads correct value and advances', () => {
@ -115,3 +116,17 @@ describe('InvalidFieldError', () => {
expect(err2.message).toBe('fmt: invalid field type at offset 0x0 (got bad, expected good)');
});
});
describe('parseTable', () => {
test('throws explicit error on empty table data', () => {
expect(() => parseTable(new Uint8Array([]))).toThrowError('parseTable: empty table data');
expect(() => parseTable(new TextEncoder().encode('\n\r\n'))).toThrowError('parseTable: empty table data');
});
test('parses header and rows correctly on non-empty data', () => {
const data = new TextEncoder().encode('col1\tcol2\nval1\tval2\n');
const table = parseTable(data);
expect(table.header).toEqual(['col1', 'col2']);
expect(table.rows).toEqual([['val1', 'val2']]);
});
});

View File

@ -210,4 +210,30 @@ describe.skipIf(!hasD2)('Act 1 Wilderness Dirt Road & Preset Generation (Steps 1
const scene = buildIsoMapScene(res.level, dt1s, levelSeed('test'))
expect(scene.missingTiles).toBe(0)
}, 15000)
it('safely handles out-of-bounds road neighbors without corrupting border bitmasks', () => {
const res = generateWilderness({
levelId: 2,
levelName: 'Act 1 - Wilderness 1',
levelTypeName: 'Act 1 - Wilderness',
sizeX: 80,
sizeY: 80,
subType: 0,
subTheme: 0,
seed: 0x5eed_2001,
pieces: act1Pieces,
substitutions: [],
})
expect(Number(res.stats.roadCells)).toBeGreaterThan(0)
let dirtRoadTiles = 0
for (let y = 0; y < res.level.height; y += 1) {
for (let x = 0; x < res.level.width; x += 1) {
const floor = res.level.cells[y]?.[x]?.floors[0]
if (floor && !floor.hidden && floor.style === 0 && floor.sequence >= 1 && floor.sequence <= 46) {
dirtRoadTiles += 1
}
}
}
expect(dirtRoadTiles).toBeGreaterThanOrEqual(Number(res.stats.roadCells))
})
})