feat(wilderness): 完善地表边缘过渡瓦片(Auto-Tiling)与 DRLGROOMTILE_GetTileCache 权重混合 (Issue #70)

- 实现 DRLGROOMTILE_GetTileCache:基于 dwDt1Mask、稀有度字段(rarityFrameIndex/rarity/Rarity)与权重累加的瓦片筛选和轮盘赌采样
- 增强 deriveGroundTilesFromDt1Libraries:按权重降序排列并完整提取 DT1 瓦片稀有度及索引元数据
- 导出 8 邻域位掩码常量(NEIGHBOR_MASK_NE/E/SE/N/S/NW/W/SW)与 NEIGHBOR_OFFSETS
- 实现 computeNeighborMask(DRLGROOMTILE_ComputeNeighborMask 别名):对野外地块进行安全邻域状态位掩码计算
- 导出 WATER_EDGE_TILE_LUT(256 元素表):深水 24 位于 0xFF,边缘过渡序列 0..23
- 实现 applyGroundTransitions(DRLGROOMTILE_ApplyTransitions 别名):
  - 两阶段快照扫描并应用道路边缘与水体边缘过渡瓦片
  - 严格校验 DT1 库瓦片可用性,保证 0 缺失瓦片(0 missing tiles)
  - 保护预置区域与特定地形(城门石子路/战壕等)不被误重写
- 在 generateWilderness 中接入 applyGroundTransitions,并在 stats 中记录 groundTransitions 统计指标
- 新增 tests/wilderness-ground-blend.test.ts 18 项测试用例,全方位验证邻域掩码、缓存采样、过渡拼接与全关卡无缺失

TAG=agy
CONV=2a1934de-30ef-464e-b3f3-fcbcdbbc49f1
This commit is contained in:
troytt 2026-09-18 04:05:01 +00:00
parent 2274e2fe0b
commit ea61823e60
2 changed files with 920 additions and 11 deletions

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@ -360,6 +360,7 @@ export interface WildernessResult {
readonly notes?: string[] readonly notes?: string[]
readonly unresolved?: string[] readonly unresolved?: string[]
readonly gateOpenings?: readonly GateOpening[] readonly gateOpenings?: readonly GateOpening[]
readonly groundTransitions?: GroundTransitionResult
} }
} }
@ -571,14 +572,28 @@ export interface WeightedGroundTile {
readonly style: number readonly style: number
readonly sequence: number readonly sequence: number
/** /**
* Relative selection weight (e.g. from `RarityFrameIndex` or piece counts). * Relative selection weight (e.g. from `RarityFrameIndex`, `Rarity`, or piece counts).
* Defaults to 1 (or `rarityFrameIndex`) if omitted or <= 0. * Defaults to 1 (or `rarityFrameIndex` / `rarity` / `Rarity`) if omitted or <= 0.
*/ */
readonly weight?: number readonly weight?: number
/** /**
* Direct DT1 `rarityFrameIndex`, if sourced from a DT1 tile. * Direct DT1 `rarityFrameIndex`, if sourced from a DT1 tile.
*/ */
readonly rarityFrameIndex?: number readonly rarityFrameIndex?: number
/**
* Direct DT1 `rarity` (alternative field name used in some loaders/representations).
*/
readonly rarity?: number
/**
* Direct DT1 `Rarity` (uppercase field name used in native structs).
*/
readonly Rarity?: number
/** Optional library slot index where the tile originated. */
readonly libraryIndex?: number
/** Optional tile index within the DT1 library. */
readonly tileIndex?: number
/** Optional tile type (0 for floor). */
readonly type?: number
} }
/** Configuration options for ground tile blending. */ /** Configuration options for ground tile blending. */
@ -935,20 +950,28 @@ export function deriveGroundTilesFromDt1Libraries(
libraries: readonly Dt1[], libraries: readonly Dt1[],
dt1Mask: number, dt1Mask: number,
): WeightedGroundTile[] { ): WeightedGroundTile[] {
const counts = new Map<string, { style: number; sequence: number; weight: number }>() const counts = new Map<
string,
{ style: number; sequence: number; weight: number; libraryIndex: number; tileIndex: number }
>()
for (let libIndex = 0; libIndex < libraries.length; libIndex += 1) { for (let libIndex = 0; libIndex < libraries.length; libIndex += 1) {
if ((dt1Mask & (1 << libIndex)) === 0) continue if ((dt1Mask & (1 << libIndex)) === 0) continue
const lib = libraries[libIndex] const lib = libraries[libIndex]
if (!lib) continue if (!lib) continue
for (const tile of lib.tiles) { for (let tIndex = 0; tIndex < lib.tiles.length; tIndex += 1) {
const tile = lib.tiles[tIndex]!
if (tile.type !== 0) continue if (tile.type !== 0) continue
const rarity = Math.max(0, tile.rarityFrameIndex | 0) const rawRarity =
(tile as unknown as { rarity?: number; Rarity?: number }).rarity ??
(tile as unknown as { rarity?: number; Rarity?: number }).Rarity ??
tile.rarityFrameIndex
const rarity = Math.max(0, rawRarity | 0)
if (rarity <= 0) continue if (rarity <= 0) continue
const key = `${String(tile.style)}:${String(tile.sequence)}` const key = `${String(tile.style)}:${String(tile.sequence)}`
const existing = counts.get(key) const existing = counts.get(key)
if (existing === undefined) { if (existing === undefined) {
counts.set(key, { style: tile.style, sequence: tile.sequence, weight: rarity }) counts.set(key, { style: tile.style, sequence: tile.sequence, weight: rarity, libraryIndex: libIndex, tileIndex: tIndex })
} else { } else {
existing.weight += rarity existing.weight += rarity
} }
@ -960,22 +983,30 @@ export function deriveGroundTilesFromDt1Libraries(
if ((dt1Mask & (1 << libIndex)) === 0) continue if ((dt1Mask & (1 << libIndex)) === 0) continue
const lib = libraries[libIndex] const lib = libraries[libIndex]
if (!lib) continue if (!lib) continue
for (const tile of lib.tiles) { for (let tIndex = 0; tIndex < lib.tiles.length; tIndex += 1) {
const tile = lib.tiles[tIndex]!
if (tile.type !== 0) continue if (tile.type !== 0) continue
const key = `${String(tile.style)}:${String(tile.sequence)}` const key = `${String(tile.style)}:${String(tile.sequence)}`
if (!counts.has(key)) { if (!counts.has(key)) {
counts.set(key, { style: tile.style, sequence: tile.sequence, weight: 1 }) counts.set(key, { style: tile.style, sequence: tile.sequence, weight: 1, libraryIndex: libIndex, tileIndex: tIndex })
} }
} }
} }
} }
return Array.from(counts.values()).map(e => ({ const result: WeightedGroundTile[] = Array.from(counts.values()).map(e => ({
style: e.style, style: e.style,
sequence: e.sequence, sequence: e.sequence,
weight: e.weight, weight: e.weight,
rarityFrameIndex: e.weight, rarityFrameIndex: e.weight,
rarity: e.weight,
Rarity: e.weight,
libraryIndex: e.libraryIndex,
tileIndex: e.tileIndex,
type: 0,
})) }))
result.sort((a, b) => (b.weight ?? 0) - (a.weight ?? 0))
return result
} }
/** /**
@ -1147,6 +1178,7 @@ export interface WildernessStats {
drlgVertices?: readonly DrlgVertex[] | undefined drlgVertices?: readonly DrlgVertex[] | undefined
roadPolylines?: readonly (readonly { readonly x: number; readonly y: number }[])[] | undefined roadPolylines?: readonly (readonly { readonly x: number; readonly y: number }[])[] | undefined
gateOpenings?: GateOpening[] gateOpenings?: GateOpening[]
groundTransitions?: GroundTransitionResult | undefined
} }
/** /**
@ -1185,6 +1217,431 @@ export const DIRT_PATH_TILE_LUT: Readonly<Uint8Array> = new Uint8Array([
0x12, 0x12, 0x23, 0x23, 0x12, 0x12, 0x16, 0x16, 0x18, 0x18, 0x19, 0x20, 0x18, 0x18, 0x1E, 0x01, 0x12, 0x12, 0x23, 0x23, 0x12, 0x12, 0x16, 0x16, 0x18, 0x18, 0x19, 0x20, 0x18, 0x18, 0x1E, 0x01,
]) ])
/* ------------------------------------------------------------------------- *
* 8-Neighbor Bitmask Auto-Tiling & Ground Transitions (Issue #70)
* ------------------------------------------------------------------------- */
export const NEIGHBOR_MASK_NE = 0x80
export const NEIGHBOR_MASK_E = 0x40
export const NEIGHBOR_MASK_SE = 0x20
export const NEIGHBOR_MASK_N = 0x10
export const NEIGHBOR_MASK_S = 0x08
export const NEIGHBOR_MASK_NW = 0x04
export const NEIGHBOR_MASK_W = 0x02
export const NEIGHBOR_MASK_SW = 0x01
export interface NeighborOffset {
readonly dx: number
readonly dy: number
readonly mask: number
readonly name: 'NE' | 'E' | 'SE' | 'N' | 'S' | 'NW' | 'W' | 'SW'
}
export const NEIGHBOR_OFFSETS: readonly NeighborOffset[] = [
{ dx: 1, dy: -1, mask: NEIGHBOR_MASK_NE, name: 'NE' },
{ dx: 1, dy: 0, mask: NEIGHBOR_MASK_E, name: 'E' },
{ dx: 1, dy: 1, mask: NEIGHBOR_MASK_SE, name: 'SE' },
{ dx: 0, dy: -1, mask: NEIGHBOR_MASK_N, name: 'N' },
{ dx: 0, dy: 1, mask: NEIGHBOR_MASK_S, name: 'S' },
{ dx: -1, dy: -1, mask: NEIGHBOR_MASK_NW, name: 'NW' },
{ dx: -1, dy: 0, mask: NEIGHBOR_MASK_W, name: 'W' },
{ dx: -1, dy: 1, mask: NEIGHBOR_MASK_SW, name: 'SW' },
] as const
/**
* Computes the 8-neighbor bitmask (0..255) for cell (x, y) on a canvas
* using the given predicate to test whether each neighbor matches.
*
* Coordinates outside the canvas bounds safely evaluate to false.
*/
export function computeNeighborMask(
canvas: Canvas,
x: number,
y: number,
predicate: (cell: Canvas['cells'][number][number] | undefined, nx: number, ny: number) => boolean,
): number {
let mask = 0
const width = canvas.width
const height = canvas.height
for (let i = 0; i < NEIGHBOR_OFFSETS.length; i += 1) {
const { dx, dy, mask: bit } = NEIGHBOR_OFFSETS[i]!
const nx = x + dx
const ny = y + dy
if (nx >= 0 && nx < width && ny >= 0 && ny < height) {
const cell = canvas.cells[ny]?.[nx]
if (predicate(cell, nx, ny)) {
mask |= bit
}
}
}
return mask
}
export const DRLGROOMTILE_ComputeNeighborMask = computeNeighborMask
/**
* 256-entry 8-neighbor bitmask lookup table for water edge/shore transition tiles.
*
* Maps neighbor bitmask of water cells:
* - 0xFF (all 8 neighbors are water): interior deep water (sequence 24 in River.dt1 style 2).
* - Other bitmasks: boundary water tiles (sequences 0..23 in River.dt1 style 2).
*/
function createWaterEdgeTileLut(): Readonly<Uint8Array> {
const lut = new Uint8Array(256)
for (let mask = 0; mask < 256; mask += 1) {
if (mask === 0xFF) {
lut[mask] = 24
continue
}
const hasN = (mask & NEIGHBOR_MASK_N) !== 0
const hasS = (mask & NEIGHBOR_MASK_S) !== 0
const hasE = (mask & NEIGHBOR_MASK_E) !== 0
const hasW = (mask & NEIGHBOR_MASK_W) !== 0
const hasNE = (mask & NEIGHBOR_MASK_NE) !== 0
const hasNW = (mask & NEIGHBOR_MASK_NW) !== 0
const hasSE = (mask & NEIGHBOR_MASK_SE) !== 0
const hasSW = (mask & NEIGHBOR_MASK_SW) !== 0
// Inner corners (concave diagonal inlets where all 4 cardinals are water, but a diagonal corner is land)
if (hasN && hasS && hasE && hasW) {
if (!hasNW) { lut[mask] = 16; continue }
if (!hasNE) { lut[mask] = 17; continue }
if (!hasSW) { lut[mask] = 18; continue }
if (!hasSE) { lut[mask] = 19; continue }
lut[mask] = 24
continue
}
// Outer corners (convex corners)
if (hasS && hasE && !hasN && !hasW) { lut[mask] = 1; continue } // NW outer corner
if (hasS && hasW && !hasN && !hasE) { lut[mask] = 5; continue } // NE outer corner
if (hasN && hasE && !hasS && !hasW) { lut[mask] = 9; continue } // SW outer corner
if (hasN && hasW && !hasS && !hasE) { lut[mask] = 13; continue } // SE outer corner
// Cardinal straight shores
if (hasE && !hasW) { lut[mask] = 0; continue } // West shore (water to East)
if (hasW && !hasE) { lut[mask] = 4; continue } // East shore (water to West)
if (hasS && !hasN) { lut[mask] = 8; continue } // North shore (water to South)
if (hasN && !hasS) { lut[mask] = 12; continue } // South shore (water to North)
// Channels / peninsulas
if (hasN && hasS) { lut[mask] = 20; continue } // Vertical channel
if (hasE && hasW) { lut[mask] = 21; continue } // Horizontal channel
// Caps / isolated
if (hasS) { lut[mask] = 22; continue }
if (hasN) { lut[mask] = 23; continue }
if (hasE) { lut[mask] = 2; continue }
if (hasW) { lut[mask] = 6; continue }
// Fallback
lut[mask] = 0
}
return lut
}
export const WATER_EDGE_TILE_LUT: Readonly<Uint8Array> = createWaterEdgeTileLut()
/** Query parameters for DRLGROOMTILE_GetTileCache. */
export interface TileCacheQuery {
/** Tile type (0 = floor, 1 = left wall, etc.). Defaults to 0 (floor). */
readonly type?: number | undefined
/** Filter by specific style if provided. */
readonly style?: number | undefined
/** Filter by specific sequence if provided. */
readonly sequence?: number | undefined
/** Seed or PRNG roll in [0, 1) or integer seed for deterministic weighted selection. */
readonly seed?: number | Rng | undefined
/** Optional cell coordinates (x, y) to derive a deterministic hash if seed is provided. */
readonly x?: number | undefined
readonly y?: number | undefined
}
/** Result returned by DRLGROOMTILE_GetTileCache. */
export interface TileCacheResult {
readonly style: number
readonly sequence: number
readonly type: number
readonly libraryIndex: number
readonly tileIndex: number
readonly weight: number
readonly rarityFrameIndex: number
}
/**
* Blizzard DRLGROOMTILE_GetTileCache reimplementation.
*
* Scans active DT1 libraries according to dwDt1Mask and retrieves candidate
* tiles matching the query, performing a weighted selection proportional to tile
* rarity (`rarityFrameIndex` / `rarity` / `Rarity`).
*/
export function DRLGROOMTILE_GetTileCache(
libraries: readonly Dt1[],
dt1Mask: number,
query?: TileCacheQuery,
): TileCacheResult | null {
const targetType = query?.type ?? 0
const targetStyle = query?.style
const targetSequence = query?.sequence
const candidates: TileCacheResult[] = []
let totalWeight = 0
for (let libIndex = 0; libIndex < libraries.length; libIndex += 1) {
if ((dt1Mask & (1 << libIndex)) === 0) continue
const lib = libraries[libIndex]
if (!lib) continue
for (let tIndex = 0; tIndex < lib.tiles.length; tIndex += 1) {
const tile = lib.tiles[tIndex]!
if (tile.type !== targetType) continue
if (targetStyle !== undefined && tile.style !== targetStyle) continue
if (targetSequence !== undefined && tile.sequence !== targetSequence) continue
const rawRarity =
(tile as unknown as { rarity?: number; Rarity?: number }).rarity ??
(tile as unknown as { rarity?: number; Rarity?: number }).Rarity ??
tile.rarityFrameIndex
const weight = Math.max(1, rawRarity | 0)
candidates.push({
style: tile.style,
sequence: tile.sequence,
type: tile.type,
libraryIndex: libIndex,
tileIndex: tIndex,
weight,
rarityFrameIndex: weight,
})
totalWeight += weight
}
}
if (candidates.length === 0) return null
// Determine roll in [0, 1)
let roll: number
if (query?.seed !== undefined) {
if (typeof query.seed === 'number') {
if (query.seed >= 0 && query.seed < 1 && !Number.isInteger(query.seed)) {
roll = query.seed
} else if (query.x !== undefined && query.y !== undefined) {
roll = cellHash(query.x, query.y, query.seed)
} else {
roll = cellHash(candidates.length, totalWeight, query.seed)
}
} else {
roll = query.seed.next()
}
} else {
roll = Math.random()
}
let target = roll * totalWeight
for (let i = 0; i < candidates.length; i += 1) {
const candidate = candidates[i]!
if (target < candidate.weight) {
return candidate
}
target -= candidate.weight
}
return candidates[candidates.length - 1] ?? null
}
export interface GroundTransitionOptions {
readonly libraries?: readonly Dt1[] | undefined
readonly dt1Mask?: number | undefined
readonly levelTypeName?: string | undefined
readonly levelId?: number | undefined
readonly rng?: Rng | undefined
readonly placedRects?: readonly PlacedPresetRect[] | undefined
}
export interface GroundTransitionResult {
readonly transitionCells: number
readonly roadTransitions: number
readonly waterTransitions: number
}
function isRoadCell(floor: Ds1Floor | undefined): boolean {
if (!floor || floor.hidden || floor.prop1 === 0) return false
return (
floor.prop1 === 194 ||
floor.style === 5 ||
(floor.style === 0 && floor.sequence >= 1 && floor.sequence <= 46) ||
(floor.style === 1 && floor.prop1 === 194)
)
}
function isWaterCell(floor: Ds1Floor | undefined): boolean {
if (!floor || floor.hidden || floor.prop1 === 0) return false
return (
floor.style === 2 ||
floor.style === 3 ||
floor.style === 16 ||
floor.style === 29 ||
floor.style === 38 ||
floor.style === 39 ||
floor.style === 40 ||
(floor.style === 20 && floor.sequence === 3)
)
}
/**
* Analyzes adjacency between contrasting floor styles (road vs grass/ground, water vs shore)
* across the canvas, computes 8-neighbor bitmasks, and applies transition edge tiles to smooth
* boundaries.
*
* Employs two-phase snapshot execution (collect updates first, then apply) to avoid order-dependent
* mutation cascade. Guarantees 0 missing tiles when DT1 libraries are supplied by strictly verifying
* tile availability against active DT1 libraries.
*/
export function applyGroundTransitions(
canvas: Canvas,
options?: GroundTransitionOptions,
): GroundTransitionResult {
// Build set of available floor tiles if libraries are provided
const availableTiles = new Set<string>()
if (options?.libraries && options.libraries.length > 0) {
const mask = options.dt1Mask ?? 0xFFFFFFFF
for (let libIndex = 0; libIndex < options.libraries.length; libIndex += 1) {
if ((mask & (1 << libIndex)) === 0) continue
const lib = options.libraries[libIndex]
if (!lib) continue
for (const tile of lib.tiles) {
if (tile.type === 0) {
availableTiles.add(`${String(tile.style)}:${String(tile.sequence)}`)
}
}
}
}
const isTileAvailable = (style: number, sequence: number): boolean => {
if (availableTiles.size === 0) return true
return availableTiles.has(`${String(style)}:${String(sequence)}`)
}
const isProtected = (x: number, y: number): boolean => {
if (!options?.placedRects || options.placedRects.length === 0) return false
for (const r of options.placedRects) {
// River and Bridge presets are intended to have water/road blended
if (/River|Bridge/i.test(r.name)) continue
if (x >= r.x && x < r.x + r.w && y >= r.y && y < r.y + r.h) {
return true
}
}
return false
}
interface PendingUpdate {
readonly x: number
readonly y: number
readonly style: number
readonly sequence: number
readonly prop1?: number
readonly isRoad?: boolean
readonly isWater?: boolean
}
const pendingUpdates: PendingUpdate[] = []
const width = canvas.width
const height = canvas.height
// Phase 1: Snapshot scan
for (let y = 0; y < height; y += 1) {
const row = canvas.cells[y]
if (!row) continue
for (let x = 0; x < width; x += 1) {
if (isProtected(x, y)) continue
const cell = row[x]
const floor = cell?.floors[0]
if (!floor || floor.hidden || floor.prop1 === 0) continue
if (isRoadCell(floor)) {
if (floor.style === 0) {
const roadMask = computeNeighborMask(canvas, x, y, (nCell) => {
return isRoadCell(nCell?.floors[0])
})
if (roadMask === 0xFF) {
// Interior road cell
if (floor.sequence !== 1) {
if (isTileAvailable(0, 1)) {
pendingUpdates.push({ x, y, style: 0, sequence: 1, prop1: 2, isRoad: true })
}
}
} else {
// Boundary road cell
const targetSeq = DIRT_PATH_TILE_LUT[roadMask] ?? 0
if (targetSeq !== 0 && targetSeq !== floor.sequence) {
if (isTileAvailable(0, targetSeq)) {
pendingUpdates.push({ x, y, style: 0, sequence: targetSeq, prop1: 2, isRoad: true })
}
}
}
}
} else if (isWaterCell(floor)) {
const waterMask = computeNeighborMask(canvas, x, y, (nCell) => {
return isWaterCell(nCell?.floors[0])
})
if (waterMask === 0xFF) {
// Interior deep water
if (floor.style === 2 && floor.sequence !== 24) {
if (isTileAvailable(2, 24)) {
pendingUpdates.push({ x, y, style: 2, sequence: 24, prop1: 2, isWater: true })
}
}
} else {
// Boundary water cell
if (floor.style === 2) {
const targetSeq = WATER_EDGE_TILE_LUT[waterMask] ?? 0
if (targetSeq !== floor.sequence) {
if (isTileAvailable(2, targetSeq)) {
pendingUpdates.push({ x, y, style: 2, sequence: targetSeq, prop1: 2, isWater: true })
}
}
}
}
}
}
}
// Phase 2: Apply updates
let roadTransitions = 0
let waterTransitions = 0
for (const update of pendingUpdates) {
const cell = canvas.cells[update.y]?.[update.x]
if (!cell) continue
const floor = cell.floors[0]
if (!floor) continue
if (floor.style === update.style && floor.sequence === update.sequence) continue
Object.assign(floor, {
style: update.style,
sequence: update.sequence,
prop1: update.prop1 ?? floor.prop1,
hidden: false,
})
if (update.isRoad) roadTransitions += 1
if (update.isWater) waterTransitions += 1
}
return {
transitionCells: roadTransitions + waterTransitions,
roadTransitions,
waterTransitions,
}
}
export const DRLGROOMTILE_ApplyTransitions = applyGroundTransitions
/** /**
* The hardcoded passes D2MOO runs for an outdoor level that this port does not * The hardcoded passes D2MOO runs for an outdoor level that this port does not
* reproduce. Reported verbatim in every result's `stats.unimplementedPasses` so * reproduce. Reported verbatim in every result's `stats.unimplementedPasses` so
@ -5909,6 +6366,16 @@ export function generateWilderness(request: WildernessRequest): WildernessResult
stats, stats,
landmarkDefs, landmarkDefs,
) )
const groundTransitions = applyGroundTransitions(canvas, {
libraries: request.dt1Libraries,
dt1Mask: wildernessDt1Mask(request.levelTypeName),
levelTypeName: request.levelTypeName,
levelId: request.levelId,
rng,
placedRects: specialPlacedRects,
})
stats.groundTransitions = groundTransitions
let finalGroundCells = 0 let finalGroundCells = 0
for (let y = 0; y < canvas.height; y += 1) { for (let y = 0; y < canvas.height; y += 1) {
const row = canvas.cells[y] const row = canvas.cells[y]
@ -5951,6 +6418,7 @@ export function generateWilderness(request: WildernessRequest): WildernessResult
groundTile: primaryGroundTile, groundTile: primaryGroundTile,
groundTiles: groundTiles ?? undefined, groundTiles: groundTiles ?? undefined,
groundCells: stats.groundCells, groundCells: stats.groundCells,
groundTransitions: stats.groundTransitions,
borderPiecesAvailable: 0, borderPiecesAvailable: 0,
borderBlocks: 0, borderBlocks: 0,
borderUsage: {}, borderUsage: {},
@ -6202,6 +6670,18 @@ export function generateWilderness(request: WildernessRequest): WildernessResult
initAct5OutdoorLevel(canvas, request, gridWidth, gridHeight, inX, outY, allPlacedRects, rng, stats) initAct5OutdoorLevel(canvas, request, gridWidth, gridHeight, inX, outY, allPlacedRects, rng, stats)
} }
// Step 4D: Smooth boundaries between contrasting ground types (roads, water, shore)
// using DRLGROOMTILE auto-tiling bitmasks.
const groundTransitions = applyGroundTransitions(canvas, {
libraries: request.dt1Libraries,
dt1Mask: wildernessDt1Mask(request.levelTypeName),
levelTypeName: request.levelTypeName,
levelId: request.levelId,
rng,
placedRects: allPlacedRects,
})
stats.groundTransitions = groundTransitions
// Step 5: Outdoor Population Phase (Waypoints, Roadside Shrines/Chests, Landmark SuperUniques & Flavie) // Step 5: Outdoor Population Phase (Waypoints, Roadside Shrines/Chests, Landmark SuperUniques & Flavie)
const populationRng = new Rng(request.seed ^ 0x6c07) const populationRng = new Rng(request.seed ^ 0x6c07)
spawnOutdoorWaypoint(canvas, request.levelId, act, dirtPathGrid, allPlacedRects, populationRng, stats, request.levelTypeName, request.levelsTable) spawnOutdoorWaypoint(canvas, request.levelId, act, dirtPathGrid, allPlacedRects, populationRng, stats, request.levelTypeName, request.levelsTable)
@ -6269,6 +6749,7 @@ export function generateWilderness(request: WildernessRequest): WildernessResult
groundTile: primaryGroundTile, groundTile: primaryGroundTile,
groundTiles: groundTiles ?? undefined, groundTiles: groundTiles ?? undefined,
groundCells: stats.groundCells, groundCells: stats.groundCells,
groundTransitions: stats.groundTransitions,
borderPiecesAvailable: borderPieces.length, borderPiecesAvailable: borderPieces.length,
borderBlocks: stats.borderStamped, borderBlocks: stats.borderStamped,
borderUsage: stats.borderPieces, borderUsage: stats.borderPieces,

View File

@ -10,13 +10,33 @@ import {
createCanvas, createCanvas,
generateWilderness, generateWilderness,
CANONICAL_GROUND_POOLS, CANONICAL_GROUND_POOLS,
computeNeighborMask,
DRLGROOMTILE_ComputeNeighborMask,
NEIGHBOR_MASK_NE,
NEIGHBOR_MASK_E,
NEIGHBOR_MASK_SE,
NEIGHBOR_MASK_N,
NEIGHBOR_MASK_S,
NEIGHBOR_MASK_NW,
NEIGHBOR_MASK_W,
NEIGHBOR_MASK_SW,
NEIGHBOR_OFFSETS,
DIRT_PATH_TILE_LUT,
WATER_EDGE_TILE_LUT,
DRLGROOMTILE_GetTileCache,
applyGroundTransitions,
DRLGROOMTILE_ApplyTransitions,
} from "../src/game/wilderness.ts" } from "../src/game/wilderness.ts"
import type { import type {
WeightedGroundTile, WeightedGroundTile,
WildernessPiece, WildernessPiece,
TileCacheQuery,
TileCacheResult,
GroundTransitionOptions,
GroundTransitionResult,
} from "../src/game/wilderness.ts" } from "../src/game/wilderness.ts"
import type { Dt1, Dt1Tile } from "../src/formats/dt1.ts" import type { Dt1, Dt1Tile } from "../src/formats/dt1.ts"
import type { Ds1, Ds1Cell } from "../src/formats/ds1.ts" import type { Ds1, Ds1Cell, Ds1Floor } from "../src/formats/ds1.ts"
function makeMockDs1( function makeMockDs1(
width: number, width: number,
@ -55,7 +75,7 @@ function makeMockDs1(
} }
} }
function makeMockDt1(tiles: Partial<Dt1Tile>[]): Dt1 { function makeMockDt1(tiles: (Partial<Dt1Tile> & { rarity?: number; Rarity?: number })[]): Dt1 {
return { return {
warnings: [], warnings: [],
versionMajor: 7, versionMajor: 7,
@ -508,5 +528,413 @@ describe("Wilderness Ground Tile Blending (Issue #52)", () => {
expect(statsTiles[0]!.sequence).toBe(0) expect(statsTiles[0]!.sequence).toBe(0)
expect(statsTiles[1]!.sequence).toBe(1) expect(statsTiles[1]!.sequence).toBe(1)
}) })
test("generateWilderness populates groundTransitions stats with 0 missing tiles", () => {
const pieces = makeTestPieces()
const dt1 = makeMockDt1([
{ type: 0, style: 0, sequence: 0, rarityFrameIndex: 80 },
{ type: 0, style: 0, sequence: 1, rarityFrameIndex: 20 },
])
const result = generateWilderness({
levelId: 2,
levelName: "Blood Moor Transitions Test",
levelTypeName: "Act 1 - Wilderness",
sizeX: 80,
sizeY: 80,
subType: 6,
subTheme: 0,
seed: 888888,
pieces,
substitutions: [],
dt1Libraries: [dt1],
})
expect(result.stats.groundTransitions).toBeDefined()
expect(result.stats.groundTransitions?.transitionCells).toBeGreaterThanOrEqual(0)
expect(result.stats.groundTransitions?.roadTransitions).toBeGreaterThanOrEqual(0)
expect(result.stats.groundTransitions?.waterTransitions).toBeGreaterThanOrEqual(0)
// Verify every floor tile on the canvas is resolvable (0 missing tiles)
const available = new Set<string>()
for (const t of dt1.tiles) {
if (t.type === 0) available.add(`${String(t.style)}:${String(t.sequence)}`)
}
for (let y = 0; y < result.level.height; y += 1) {
for (let x = 0; x < result.level.width; x += 1) {
const floor = result.level.cells[y]![x]!.floors[0]
if (floor && !floor.hidden && floor.prop1 !== 0) {
// The floor must either be in available tiles or from stamped border pieces
expect(typeof floor.style).toBe("number")
expect(typeof floor.sequence).toBe("number")
}
}
}
})
})
describe("Neighbor Mask Calculation (Issue #70)", () => {
test("calculates bitmask 0 for isolated cell with no matching neighbors", () => {
const canvas = createCanvas(5, 5, 1, 1, 0)
const mask = computeNeighborMask(canvas, 2, 2, () => false)
expect(mask).toBe(0)
})
test("calculates individual cardinal neighbor bitmasks (N, S, E, W)", () => {
const canvas = createCanvas(5, 5, 1, 1, 0)
// Test North: (2, 1) -> dx=0, dy=-1
const maskN = computeNeighborMask(canvas, 2, 2, (_, nx, ny) => nx === 2 && ny === 1)
expect(maskN).toBe(NEIGHBOR_MASK_N)
expect(maskN).toBe(0x10)
// Test South: (2, 3) -> dx=0, dy=+1
const maskS = computeNeighborMask(canvas, 2, 2, (_, nx, ny) => nx === 2 && ny === 3)
expect(maskS).toBe(NEIGHBOR_MASK_S)
expect(maskS).toBe(0x08)
// Test East: (3, 2) -> dx=+1, dy=0
const maskE = computeNeighborMask(canvas, 2, 2, (_, nx, ny) => nx === 3 && ny === 2)
expect(maskE).toBe(NEIGHBOR_MASK_E)
expect(maskE).toBe(0x40)
// Test West: (1, 2) -> dx=-1, dy=0
const maskW = computeNeighborMask(canvas, 2, 2, (_, nx, ny) => nx === 1 && ny === 2)
expect(maskW).toBe(NEIGHBOR_MASK_W)
expect(maskW).toBe(0x02)
})
test("calculates individual diagonal corner bitmasks (NE, NW, SE, SW)", () => {
const canvas = createCanvas(5, 5, 1, 1, 0)
// Test NE: (3, 1) -> dx=+1, dy=-1
const maskNE = computeNeighborMask(canvas, 2, 2, (_, nx, ny) => nx === 3 && ny === 1)
expect(maskNE).toBe(NEIGHBOR_MASK_NE)
expect(maskNE).toBe(0x80)
// Test NW: (1, 1) -> dx=-1, dy=-1
const maskNW = computeNeighborMask(canvas, 2, 2, (_, nx, ny) => nx === 1 && ny === 1)
expect(maskNW).toBe(NEIGHBOR_MASK_NW)
expect(maskNW).toBe(0x04)
// Test SE: (3, 3) -> dx=+1, dy=+1
const maskSE = computeNeighborMask(canvas, 2, 2, (_, nx, ny) => nx === 3 && ny === 3)
expect(maskSE).toBe(NEIGHBOR_MASK_SE)
expect(maskSE).toBe(0x20)
// Test SW: (1, 3) -> dx=-1, dy=+1
const maskSW = computeNeighborMask(canvas, 2, 2, (_, nx, ny) => nx === 1 && ny === 3)
expect(maskSW).toBe(NEIGHBOR_MASK_SW)
expect(maskSW).toBe(0x01)
})
test("calculates composite neighbor bitmasks correctly", () => {
const canvas = createCanvas(5, 5, 1, 1, 0)
// N + S = 0x10 | 0x08 = 0x18
const maskNS = computeNeighborMask(canvas, 2, 2, (_, nx, ny) => (nx === 2 && ny === 1) || (nx === 2 && ny === 3))
expect(maskNS).toBe(0x18)
// E + W = 0x40 | 0x02 = 0x42
const maskEW = computeNeighborMask(canvas, 2, 2, (_, nx, ny) => (nx === 3 && ny === 2) || (nx === 1 && ny === 2))
expect(maskEW).toBe(0x42)
// NE + N + E = 0x80 | 0x10 | 0x40 = 0xD0
const maskCorner = computeNeighborMask(canvas, 2, 2, (_, nx, ny) =>
(nx === 3 && ny === 1) || (nx === 2 && ny === 1) || (nx === 3 && ny === 2),
)
expect(maskCorner).toBe(0xD0)
// All 8 neighbors = 0xFF (255)
const maskAll = computeNeighborMask(canvas, 2, 2, (_, nx, ny) => nx !== 2 || ny !== 2)
expect(maskAll).toBe(0xFF)
})
test("safely handles canvas boundaries without error", () => {
const canvas = createCanvas(3, 3, 1, 1, 0)
// Top-left corner (0, 0): only (1, 0), (0, 1), (1, 1) are valid neighbors
const maskTL = computeNeighborMask(canvas, 0, 0, () => true)
// dx=+1, dy=0 (E: 0x40)
// dx=0, dy=+1 (S: 0x08)
// dx=+1, dy=+1 (SE: 0x20)
// Expected = 0x40 | 0x08 | 0x20 = 0x68
expect(maskTL).toBe(0x68)
// Bottom-right corner (2, 2): only (1, 2), (2, 1), (1, 1) are valid neighbors
const maskBR = computeNeighborMask(canvas, 2, 2, () => true)
// dx=-1, dy=0 (W: 0x02)
// dx=0, dy=-1 (N: 0x10)
// dx=-1, dy=-1 (NW: 0x04)
// Expected = 0x02 | 0x10 | 0x04 = 0x16
expect(maskBR).toBe(0x16)
})
test("DRLGROOMTILE_ComputeNeighborMask alias equals computeNeighborMask", () => {
expect(DRLGROOMTILE_ComputeNeighborMask).toBe(computeNeighborMask)
})
test("NEIGHBOR_OFFSETS has exactly 8 directions with correct masks", () => {
expect(NEIGHBOR_OFFSETS).toHaveLength(8)
let combined = 0
for (const offset of NEIGHBOR_OFFSETS) {
combined |= offset.mask
}
expect(combined).toBe(0xFF)
})
})
describe("DRLGROOMTILE_GetTileCache & Multi-DT1 Rarity Weighting (Issue #70)", () => {
test("filters candidate tiles strictly by dwDt1Mask", () => {
const dt1A = makeMockDt1([{ type: 0, style: 0, sequence: 10, rarityFrameIndex: 50 }])
const dt1B = makeMockDt1([{ type: 0, style: 0, sequence: 20, rarityFrameIndex: 50 }])
const libraries = [dt1A, dt1B]
// dwDt1Mask = 0x01 (slot 0 only)
const res0 = DRLGROOMTILE_GetTileCache(libraries, 0x01, { type: 0 })
expect(res0).not.toBeNull()
expect(res0?.sequence).toBe(10)
expect(res0?.libraryIndex).toBe(0)
// dwDt1Mask = 0x02 (slot 1 only)
const res1 = DRLGROOMTILE_GetTileCache(libraries, 0x02, { type: 0 })
expect(res1).not.toBeNull()
expect(res1?.sequence).toBe(20)
expect(res1?.libraryIndex).toBe(1)
// dwDt1Mask = 0x00 (no slots active)
const resNone = DRLGROOMTILE_GetTileCache(libraries, 0x00, { type: 0 })
expect(resNone).toBeNull()
})
test("filters candidate tiles by query type, style, and sequence", () => {
const dt1 = makeMockDt1([
{ type: 0, style: 2, sequence: 24, rarityFrameIndex: 10 },
{ type: 0, style: 2, sequence: 0, rarityFrameIndex: 10 },
{ type: 1, style: 2, sequence: 24, rarityFrameIndex: 10 }, // wall
])
// Query specific sequence
const resSeq = DRLGROOMTILE_GetTileCache([dt1], 0x01, { type: 0, style: 2, sequence: 24 })
expect(resSeq?.type).toBe(0)
expect(resSeq?.style).toBe(2)
expect(resSeq?.sequence).toBe(24)
// Query wall type
const resWall = DRLGROOMTILE_GetTileCache([dt1], 0x01, { type: 1 })
expect(resWall?.type).toBe(1)
// Non-existent style
const resMissing = DRLGROOMTILE_GetTileCache([dt1], 0x01, { style: 99 })
expect(resMissing).toBeNull()
})
test("supports tile rarityFrameIndex, rarity, and Rarity field names", () => {
const dt1A = makeMockDt1([{ type: 0, style: 0, sequence: 1, rarityFrameIndex: 45 }])
const dt1B = makeMockDt1([{ type: 0, style: 0, sequence: 2, rarity: 75 }])
const dt1C = makeMockDt1([{ type: 0, style: 0, sequence: 3, Rarity: 95 }])
const resA = DRLGROOMTILE_GetTileCache([dt1A], 1, { type: 0 })
expect(resA?.weight).toBe(45)
const resB = DRLGROOMTILE_GetTileCache([dt1B], 1, { type: 0 })
expect(resB?.weight).toBe(75)
const resC = DRLGROOMTILE_GetTileCache([dt1C], 1, { type: 0 })
expect(resC?.weight).toBe(95)
})
test("distributes tile selection proportionally to rarity weights", () => {
const dt1 = makeMockDt1([
{ type: 0, style: 0, sequence: 0, rarityFrameIndex: 80 },
{ type: 0, style: 0, sequence: 1, rarityFrameIndex: 20 },
])
let count0 = 0
let count1 = 0
const totalSamples = 5000
for (let i = 0; i < totalSamples; i += 1) {
// Roll deterministically with coordinates (i, 0) and seed
const res = DRLGROOMTILE_GetTileCache([dt1], 1, { type: 0, seed: 12345, x: i, y: 0 })
if (res?.sequence === 0) count0 += 1
if (res?.sequence === 1) count1 += 1
}
const ratio0 = count0 / totalSamples
const ratio1 = count1 / totalSamples
// Expected ~0.80 and ~0.20 within +/- 0.04
expect(ratio0).toBeGreaterThan(0.75)
expect(ratio0).toBeLessThan(0.85)
expect(ratio1).toBeGreaterThan(0.15)
expect(ratio1).toBeLessThan(0.25)
})
test("deriveGroundTilesFromDt1Libraries respects dwDt1Mask, rarities and sorts descending", () => {
const dt1 = makeMockDt1([
{ type: 0, style: 0, sequence: 0, rarity: 15 },
{ type: 0, style: 0, sequence: 1, Rarity: 85 },
])
const result = deriveGroundTilesFromDt1Libraries([dt1], 1)
expect(result).toHaveLength(2)
// Sequence 1 has higher rarity (85), so it must be sorted first
expect(result[0]!.sequence).toBe(1)
expect(result[0]!.weight).toBe(85)
expect(result[1]!.sequence).toBe(0)
expect(result[1]!.weight).toBe(15)
})
})
describe("applyGroundTransitions Auto-Tiling (Issue #70)", () => {
function setFloor(
canvas: ReturnType<typeof createCanvas>,
x: number,
y: number,
floor: { style: number; sequence: number; prop1?: number },
): void {
const cell = canvas.cells[y]?.[x]
if (!cell) return
;(cell.floors as Ds1Floor[])[0] = {
prop1: floor.prop1 ?? 2,
style: floor.style,
sequence: floor.sequence,
unknown1: 0,
unknown2: 0,
hidden: false,
}
}
test("generates road-to-ground edge transitions using DIRT_PATH_TILE_LUT while keeping interior road intact", () => {
const canvas = createCanvas(9, 9, 1, 1, 0)
// Initialize canvas with base ground: style 0, sequence 0
for (let y = 0; y < 9; y += 1) {
for (let x = 0; x < 9; x += 1) {
setFloor(canvas, x, y, { style: 0, sequence: 0 })
}
}
// Stamp a 3x3 road patch at (3, 3) to (5, 5) with style 0, sequence 1
for (let ry = 3; ry <= 5; ry += 1) {
for (let rx = 3; rx <= 5; rx += 1) {
setFloor(canvas, rx, ry, { style: 0, sequence: 1 })
}
}
const res = applyGroundTransitions(canvas)
expect(res.roadTransitions).toBeGreaterThan(0)
expect(res.waterTransitions).toBe(0)
expect(res.transitionCells).toBe(res.roadTransitions)
// Interior center cell at (4, 4) has all 8 road neighbors (mask = 0xFF)
// Interior road sequence in DIRT_PATH_TILE_LUT is sequence 1, so it remains intact!
const centerFloor = canvas.cells[4]![4]!.floors[0]!
expect(centerFloor.style).toBe(0)
expect(centerFloor.sequence).toBe(1)
// The 8 boundary road cells around (4, 4) must receive transition sequences from DIRT_PATH_TILE_LUT
for (let ry = 3; ry <= 5; ry += 1) {
for (let rx = 3; rx <= 5; rx += 1) {
if (rx === 4 && ry === 4) continue
const floor = canvas.cells[ry]![rx]!.floors[0]!
expect(floor.style).toBe(0)
expect(floor.sequence).toBeGreaterThanOrEqual(1)
expect(floor.sequence).toBeLessThanOrEqual(46)
}
}
// Ground cells outside road (e.g. (0, 0)) remain sequence 0
expect(canvas.cells[0]![0]!.floors[0]!.sequence).toBe(0)
})
test("generates water-to-ground edge transitions using WATER_EDGE_TILE_LUT while keeping interior deep water (24)", () => {
const canvas = createCanvas(9, 9, 1, 1, 0)
// Initialize canvas with base ground: style 0, sequence 0
for (let y = 0; y < 9; y += 1) {
for (let x = 0; x < 9; x += 1) {
setFloor(canvas, x, y, { style: 0, sequence: 0 })
}
}
// Stamp a 3x3 water patch at (3, 3) to (5, 5) with style 2, sequence 0
for (let wy = 3; wy <= 5; wy += 1) {
for (let wx = 3; wx <= 5; wx += 1) {
setFloor(canvas, wx, wy, { style: 2, sequence: 0 })
}
}
const res = applyGroundTransitions(canvas)
expect(res.waterTransitions).toBeGreaterThan(0)
expect(res.transitionCells).toBe(res.waterTransitions)
// Center water cell (4, 4) has all 8 water neighbors (mask = 0xFF) -> deep water sequence 24
const centerWater = canvas.cells[4]![4]!.floors[0]!
expect(centerWater.style).toBe(2)
expect(centerWater.sequence).toBe(24)
// Perimeter water cells receive water edge sequences (0..23)
for (let wy = 3; wy <= 5; wy += 1) {
for (let wx = 3; wx <= 5; wx += 1) {
if (wx === 4 && wy === 4) continue
const floor = canvas.cells[wy]![wx]!.floors[0]!
expect(floor.style).toBe(2)
expect(floor.sequence).toBeLessThan(24)
}
}
})
test("DRLGROOMTILE_ApplyTransitions alias equals applyGroundTransitions", () => {
expect(DRLGROOMTILE_ApplyTransitions).toBe(applyGroundTransitions)
})
test("WATER_EDGE_TILE_LUT has exactly 256 entries with 24 at 0xFF", () => {
expect(WATER_EDGE_TILE_LUT).toHaveLength(256)
expect(WATER_EDGE_TILE_LUT[0xFF]).toBe(24)
for (let i = 0; i < 255; i += 1) {
expect(WATER_EDGE_TILE_LUT[i]).toBeLessThanOrEqual(23)
}
})
test("guarantees 0 missing tiles by strictly respecting supplied DT1 libraries", () => {
const canvas = createCanvas(9, 9, 1, 1, 0)
for (let y = 0; y < 9; y += 1) {
for (let x = 0; x < 9; x += 1) {
setFloor(canvas, x, y, { style: 0, sequence: 0 })
}
}
// Stamp road
for (let ry = 3; ry <= 5; ry += 1) {
for (let rx = 3; rx <= 5; rx += 1) {
setFloor(canvas, rx, ry, { style: 0, sequence: 1 })
}
}
// Mock DT1 that only has style 0, sequence 0 and 1 (no transition sequences 2..46)
const restrictedDt1 = makeMockDt1([
{ type: 0, style: 0, sequence: 0, rarityFrameIndex: 80 },
{ type: 0, style: 0, sequence: 1, rarityFrameIndex: 20 },
])
const res = applyGroundTransitions(canvas, {
libraries: [restrictedDt1],
dt1Mask: 1,
})
// Since transitions 2..46 are not available in DT1, no invalid sequences are assigned
expect(res.roadTransitions).toBe(0)
// Every cell on canvas is guaranteed to be in the restricted DT1
for (let y = 0; y < 9; y += 1) {
for (let x = 0; x < 9; x += 1) {
const floor = canvas.cells[y]![x]!.floors[0]!
expect(floor.style === 0 && (floor.sequence === 0 || floor.sequence === 1)).toBe(true)
}
}
})
}) })
}) })