feat(map-gen/maze): implement dynamic dungeon object spawning pipeline (fixes #50)

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troytt 2026-09-17 07:08:47 +00:00
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src/game/maze-objects.ts Normal file
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/**
* Dynamic Dungeon Object Spawning Pipeline (Issue #50).
*
* In Diablo II, maze dungeon generation doesn't rely solely on static objects authored in DS1 presets.
* A dedicated population pass dynamically scans the synthesized maze layout to seed:
*
* 1. Shrines (神殿: Armor, Combat, Resist, Skill, Mana, Health, Experience, Gem, Fire, Poison):
* - Typically seeded in dead-end rooms (`degree === 1`) or quiet room corners/alcoves.
* 2. Super/Gold Chests (金宝箱 / 特殊宝箱):
* - Placed in dead-end rooms (often as reward rooms) or special treasure clusters.
* 3. Weapon & Armor Racks (武器架、防具架):
* - Placed adjacent to perimeter walls in corridors (`degree === 2`), barracks, or dungeon chambers,
* with strict wall alignment.
* 4. Breakable Containers (可破坏物件: barrels, urns, coffins, caskets, crates, tombs):
* - Scattered in room corners, dead ends, and along walls in clusters of 2..5 items.
*
* All objects use authentic Diablo II DS1 object records `(type: 2, id)` matching the level's act.
*/
import type { Ds1, Ds1Cell, Ds1Object } from '../formats/ds1.ts'
import { Rng } from './rng.ts'
/** Subtiles per DS1 cell. */
export const SUB_TILES_PER_TILE = 5
/** Dynamic dungeon object categories. */
export type MazeObjectCategory = 'shrine' | 'chest' | 'rack' | 'container'
/** Canonical shrine sub-types in Diablo II. */
export type ShrineSubType =
| 'armor'
| 'combat'
| 'resist'
| 'skill'
| 'mana'
| 'health'
| 'experience'
| 'refilling'
| 'gem'
| 'fire'
| 'poison'
/** Chest sub-types. */
export type ChestSubType = 'super_chest' | 'chest'
/** Weapon and armor rack sub-types. */
export type RackSubType = 'armor_rack' | 'weapon_rack'
/** Breakable container sub-types. */
export type ContainerSubType =
| 'barrel'
| 'exploding_barrel'
| 'urn'
| 'casket'
| 'coffin'
| 'crate'
| 'tomb'
/** Wall alignment directions for wall-mounted/wall-adjacent objects like racks. */
export type WallAlignment = 'north' | 'south' | 'east' | 'west'
/** A dynamically placed dungeon object with rich semantic metadata. */
export interface PlacedMazeObject extends Ds1Object {
/** High-level category. */
readonly category: MazeObjectCategory
/** Specific sub-type (e.g. 'armor', 'super_chest', 'weapon_rack', 'barrel'). */
readonly subType: ShrineSubType | ChestSubType | RackSubType | ContainerSubType | string
/** Index of the owning room in the level rooms array. */
readonly roomIndex?: number
/** Room ID assigned during maze generation. */
readonly roomId?: number
/** Whether the object was spawned in a dead-end room (`degree === 1`). */
readonly isDeadEnd?: boolean
/** Whether the object was placed in a room corner. */
readonly isCorner?: boolean
/** For racks and wall decorations, which wall it is aligned against. */
readonly alignedWall?: WallAlignment | null
}
/** Options to configure the dungeon object population pipeline. */
export interface MazeObjectPopulationOptions {
/** Overall object density multiplier (default: 1.0). */
readonly density?: number
/** Breakable container density multiplier (default: 1.0). When 0, containers are omitted. */
readonly containerDensity?: number
/** Shrine density multiplier (default: 1.0). When 0, shrines are omitted. */
readonly shrineDensity?: number
/** Chest density multiplier (default: 1.0). When 0, chests are omitted. */
readonly chestDensity?: number
/** Rack density multiplier (default: 1.0). When 0, racks are omitted. */
readonly rackDensity?: number
/** Deterministic RNG seed override for object seeding. Defaults to the maze seed. */
readonly objectSeed?: number
/** If true, skips dynamic object generation entirely. */
readonly disableDynamicObjects?: boolean
}
/** Minimal room descriptor interface needed by the object populator. */
export interface MazeRoomDescriptor {
readonly id: number
readonly x: number
readonly y: number
readonly width: number
readonly height: number
readonly orths: readonly { readonly room: unknown; readonly direction: number }[]
readonly piece?: { readonly name: string; readonly kind?: string } | null
}
/** Candidate tile spot inside a room. */
export interface CandidateSpot {
readonly cellX: number
readonly cellY: number
readonly roomIndex: number
readonly roomId: number
readonly isDeadEnd: boolean
readonly isCorner: boolean
readonly alignedWall: WallAlignment | null
}
/* ------------------------------------------------------------------------- *
* Object Definitions & Act Mapping
* ------------------------------------------------------------------------- */
/** Shrine definition: subtype to act-specific DS1 ID mapping. */
interface ShrineDef {
readonly subType: ShrineSubType
readonly idsByAct: Record<number, number>
}
export const CANONICAL_SHRINES: readonly ShrineDef[] = [
{ subType: 'armor', idsByAct: { 1: 8, 2: 169, 3: 169, 4: 169, 5: 169 } },
{ subType: 'combat', idsByAct: { 1: 9, 2: 170, 3: 170, 4: 170, 5: 170 } },
{ subType: 'resist', idsByAct: { 1: 10, 2: 171, 3: 171, 4: 171, 5: 171 } },
{ subType: 'skill', idsByAct: { 1: 11, 2: 172, 3: 172, 4: 172, 5: 172 } },
{ subType: 'mana', idsByAct: { 1: 7, 2: 168, 3: 168, 4: 168, 5: 168 } },
{ subType: 'health', idsByAct: { 1: 6, 2: 167, 3: 167, 4: 167, 5: 167 } },
{ subType: 'experience', idsByAct: { 1: 82, 2: 227, 3: 227, 4: 227, 5: 227 } },
{ subType: 'refilling', idsByAct: { 1: 6, 2: 167, 3: 167, 4: 167, 5: 167 } },
{ subType: 'gem', idsByAct: { 1: 82, 2: 227, 3: 227, 4: 227, 5: 227 } },
{ subType: 'fire', idsByAct: { 1: 29, 2: 152, 3: 152, 4: 152, 5: 152 } },
{ subType: 'poison', idsByAct: { 1: 84, 2: 55, 3: 236, 4: 236, 5: 236 } },
]
/** Chest ID mapping per act. */
export const CHEST_IDS_BY_ACT: Record<number, { super: readonly number[]; normal: readonly number[] }> = {
1: { super: [5, 63, 155, 156], normal: [89, 90, 91, 92, 200, 201, 229, 203] },
2: { super: [32, 33, 155, 156], normal: [200, 201, 229, 203] },
3: { super: [65, 66, 155, 156], normal: [200, 201, 229, 203] },
4: { super: [155, 156], normal: [200, 201, 229, 203] },
5: { super: [155, 156], normal: [200, 201, 229, 203] },
}
/** Weapon and Armor rack ID mapping per act and orientation. */
export const RACK_IDS_BY_ACT: Record<
number,
{
armor: { west: readonly number[]; north: readonly number[]; any: readonly number[] }
weapon: { west: readonly number[]; north: readonly number[]; any: readonly number[] }
}
> = {
1: {
armor: { west: [19, 46, 183, 254], north: [20, 47, 184, 255], any: [19, 20, 46, 47, 183, 184, 254, 255] },
weapon: { west: [48, 256], north: [49, 257], any: [48, 49, 256, 257] },
},
2: {
armor: { west: [74, 183, 254], north: [75, 184, 255], any: [74, 75, 183, 184, 254, 255] },
weapon: { west: [76, 256], north: [77, 257], any: [76, 77, 256, 257] },
},
3: {
armor: { west: [9, 183, 254], north: [10, 184, 255], any: [9, 10, 183, 184, 254, 255] },
weapon: { west: [11, 256], north: [12, 257], any: [11, 12, 256, 257] },
},
4: {
armor: { west: [183, 254], north: [184, 255], any: [183, 184, 254, 255] },
weapon: { west: [256], north: [257], any: [256, 257] },
},
5: {
armor: { west: [10, 183, 254], north: [11, 184, 255], any: [10, 11, 183, 184, 254, 255] },
weapon: { west: [256], north: [257], any: [256, 257] },
},
}
/** Container pool mapping per act. */
export const CONTAINER_IDS_BY_ACT: Record<
number,
{
barrels: readonly number[]
urns: readonly number[]
caskets: readonly number[]
crates: readonly number[]
}
> = {
1: {
barrels: [95, 28, 50, 51, 102, 157, 232, 251, 329, 330, 417],
urns: [154, 159, 202, 244, 245],
caskets: [93, 94, 151, 153],
crates: [161],
},
2: {
barrels: [6, 21, 157, 232, 251, 329, 330, 417],
urns: [25, 26, 27, 28, 29, 154, 159, 202],
caskets: [151, 153],
crates: [161],
},
3: {
barrels: [34, 157, 232, 251, 329, 330, 417],
urns: [154, 159, 202, 244, 245],
caskets: [151, 153],
crates: [161],
},
4: {
barrels: [2, 157, 232, 251, 329, 330, 417],
urns: [154, 159, 202],
caskets: [151, 153],
crates: [161],
},
5: {
barrels: [4, 44, 157, 232, 251, 329, 330, 417],
urns: [154, 159, 202],
caskets: [151, 153],
crates: [161],
},
}
/* ------------------------------------------------------------------------- *
* Spatial Analysis
* ------------------------------------------------------------------------- */
/** Check if a cell has a floor and no solid wall. */
export function isOpenFloor(cells: readonly (readonly Ds1Cell[])[], cx: number, cy: number): boolean {
if (cy < 0 || cy >= cells.length) return false
const row = cells[cy]
if (!row || cx < 0 || cx >= row.length) return false
const cell = row[cx]
if (!cell) return false
// Must contain floor
const hasFloor = cell.floors.length > 0 && cell.floors.some(f => !f.hidden && (f.prop1 !== 0 || f.style !== 0 || f.sequence !== 0 || true))
if (!hasFloor) return false
// Must not have a solid, visible wall
const hasWall = cell.walls.some(w => !w.hidden && (w.prop1 !== 0 || w.style !== 0 || w.type !== 0))
return !hasWall
}
/** Check if a cell contains a wall or is off-map. */
export function isWallCell(cells: readonly (readonly Ds1Cell[])[], cx: number, cy: number): boolean {
if (cy < 0 || cy >= cells.length) return true
const row = cells[cy]
if (!row || cx < 0 || cx >= row.length) return true
const cell = row[cx]
if (!cell) return true
return cell.walls.some(w => !w.hidden && (w.prop1 !== 0 || w.style !== 0 || w.type !== 0))
}
/** Determine which adjacent cardinal wall a floor cell is next to (if any). */
export function getAdjacentWall(
cells: readonly (readonly Ds1Cell[])[],
cx: number,
cy: number,
): WallAlignment | null {
if (isWallCell(cells, cx, cy - 1)) return 'north'
if (isWallCell(cells, cx - 1, cy)) return 'west'
if (isWallCell(cells, cx, cy + 1)) return 'south'
if (isWallCell(cells, cx + 1, cy)) return 'east'
return null
}
/** Check if an open floor cell is in an inner corner (walls on at least 2 orthogonal sides). */
export function isInnerCorner(
cells: readonly (readonly Ds1Cell[])[],
cx: number,
cy: number,
): boolean {
const n = isWallCell(cells, cx, cy - 1)
const s = isWallCell(cells, cx, cy + 1)
const w = isWallCell(cells, cx - 1, cy)
const e = isWallCell(cells, cx + 1, cy)
return (n && w) || (n && e) || (s && w) || (s && e)
}
/**
* Scan a single room and harvest candidate placement spots categorized into:
* - dead ends (`degree === 1`)
* - room corners
* - perimeter wall offsets (wall alignment)
*/
export function analyzeRoomSpots(
room: MazeRoomDescriptor,
roomIndex: number,
originX: number,
originY: number,
cells: readonly (readonly Ds1Cell[])[],
): CandidateSpot[] {
const spots: CandidateSpot[] = []
const isDeadEnd = room.orths.length === 1
const width = room.width
const height = room.height
for (let dy = 0; dy < height; dy += 1) {
for (let dx = 0; dx < width; dx += 1) {
const cx = originX + dx
const cy = originY + dy
if (!isOpenFloor(cells, cx, cy)) continue
const alignedWall = getAdjacentWall(cells, cx, cy)
const isCorner = isInnerCorner(cells, cx, cy) ||
(dx <= 2 && dy <= 2) ||
(dx >= width - 3 && dy <= 2) ||
(dx <= 2 && dy >= height - 3) ||
(dx >= width - 3 && dy >= height - 3)
spots.push({
cellX: cx,
cellY: cy,
roomIndex,
roomId: room.id,
isDeadEnd,
isCorner,
alignedWall,
})
}
}
return spots
}
/* ------------------------------------------------------------------------- *
* Main Object Population Pipeline
* ------------------------------------------------------------------------- */
export interface PopulationResult {
readonly placedObjects: readonly PlacedMazeObject[]
readonly stats: {
readonly dynamicObjectsCount: number
readonly shrinesSpawned: number
readonly chestsSpawned: number
readonly superChestsSpawned: number
readonly racksSpawned: number
readonly containersSpawned: number
}
}
/**
* Executes the dynamic dungeon object spawning pipeline.
*
* @param rooms - The list of rooms placed in the maze.
* @param minX - Minimum room x in cells.
* @param minY - Minimum room y in cells.
* @param level - The synthesized Ds1 level containing cells and static objects.
* @param levelTypeName - LvlTypes name (e.g. 'Act 1 - Cave', 'Act 2 - Tomb').
* @param levelId - Levels.txt ID.
* @param options - Configurable density and seeding options.
* @param rng - Pseudo-random number generator.
* @returns Placed dynamic objects and spawn statistics.
*/
export function populateDungeonObjects(
rooms: readonly MazeRoomDescriptor[],
minX: number,
minY: number,
level: Ds1,
levelTypeName: string,
levelId: number,
options?: MazeObjectPopulationOptions,
rng?: Rng,
): PopulationResult {
if (options?.disableDynamicObjects === true) {
return {
placedObjects: [],
stats: {
dynamicObjectsCount: 0,
shrinesSpawned: 0,
chestsSpawned: 0,
superChestsSpawned: 0,
racksSpawned: 0,
containersSpawned: 0,
},
}
}
const act = levelTypeName.startsWith('Act 2')
? 2
: levelTypeName.startsWith('Act 3')
? 3
: levelTypeName.startsWith('Act 4')
? 4
: levelTypeName.startsWith('Act 5')
? 5
: 1
const seed = options?.objectSeed ?? 0x5050_0000 + levelId
const popRng = rng ?? new Rng(seed).fork('dungeon-objects')
const density = Math.max(0, options?.density ?? 1.0)
if (density <= 0) {
return {
placedObjects: [],
stats: {
dynamicObjectsCount: 0,
shrinesSpawned: 0,
chestsSpawned: 0,
superChestsSpawned: 0,
racksSpawned: 0,
containersSpawned: 0,
},
}
}
const shrineDensity = options?.shrineDensity ?? density
const chestDensity = options?.chestDensity ?? density
const rackDensity = options?.rackDensity ?? density
const containerDensity = options?.containerDensity ?? density
const chestPool = CHEST_IDS_BY_ACT[act] ?? CHEST_IDS_BY_ACT[1]!
const rackPool = RACK_IDS_BY_ACT[act] ?? RACK_IDS_BY_ACT[1]!
const containerPool = CONTAINER_IDS_BY_ACT[act] ?? CONTAINER_IDS_BY_ACT[1]!
// Track existing objects to avoid collisions
const occupiedSubtiles: { x: number; y: number }[] = level.objects.map(o => ({ x: o.x, y: o.y }))
const placedObjects: PlacedMazeObject[] = []
const isSubtileClear = (subX: number, subY: number, minDistance = SUB_TILES_PER_TILE): boolean => {
for (const occ of occupiedSubtiles) {
if (Math.hypot(occ.x - subX, occ.y - subY) < minDistance) return false
}
return true
}
const placeObject = (
cellX: number,
cellY: number,
id: number,
category: MazeObjectCategory,
subType: string,
metadata: {
roomIndex?: number
roomId?: number
isDeadEnd?: boolean
isCorner?: boolean
alignedWall?: WallAlignment | null
},
subOffset = 2,
): boolean => {
const subX = cellX * SUB_TILES_PER_TILE + subOffset
const subY = cellY * SUB_TILES_PER_TILE + subOffset
if (!isSubtileClear(subX, subY, SUB_TILES_PER_TILE * 0.9)) return false
const placed: PlacedMazeObject = {
type: 2,
id,
x: subX,
y: subY,
flags: 0,
category,
subType,
...metadata,
}
placedObjects.push(placed)
occupiedSubtiles.push({ x: subX, y: subY })
return true
}
// 1. Gather candidate spots per room
const roomSpots: { room: MazeRoomDescriptor; roomIndex: number; spots: CandidateSpot[] }[] = []
for (let i = 0; i < rooms.length; i += 1) {
const room = rooms[i]!
const originX = room.x - minX
const originY = room.y - minY
const spots = analyzeRoomSpots(room, i, originX, originY, level.cells)
roomSpots.push({ room, roomIndex: i, spots })
}
let shrinesSpawned = 0
let chestsSpawned = 0
let superChestsSpawned = 0
let racksSpawned = 0
let containersSpawned = 0
// 2. Dead-end rooms population: Shrines and Super/Gold Chests
const deadEndRooms = roomSpots.filter(r => r.room.orths.length === 1)
// Decide shrine quota: 1..3 depending on dungeon room count and shrineDensity
const baseShrineTarget = Math.max(1, Math.min(3, Math.round((rooms.length / 6) * shrineDensity)))
const shrineTarget = shrineDensity > 0 ? baseShrineTarget : 0
const usedRoomsForMajorObject = new Set<number>()
// A. Place Shrines in dead-end rooms (or corner spots if dead-ends are scarce)
if (shrineTarget > 0) {
const shuffledDeadEnds = [...deadEndRooms].sort(() => popRng.next() - 0.5)
for (const r of shuffledDeadEnds) {
if (shrinesSpawned >= shrineTarget) break
// Pick a center or deep spot in the dead end
const candidate = r.spots.find(s => !s.alignedWall) ?? r.spots[Math.floor(r.spots.length / 2)]
if (!candidate) continue
const shrineDef = CANONICAL_SHRINES[popRng.int(0, CANONICAL_SHRINES.length - 1)]!
const shrineId = shrineDef.idsByAct[act] ?? shrineDef.idsByAct[1]!
if (
placeObject(candidate.cellX, candidate.cellY, shrineId, 'shrine', shrineDef.subType, {
roomIndex: r.roomIndex,
roomId: r.room.id,
isDeadEnd: true,
isCorner: candidate.isCorner,
alignedWall: candidate.alignedWall,
})
) {
shrinesSpawned += 1
usedRoomsForMajorObject.add(r.room.id)
}
}
// If more shrines are needed, place them in regular room corners
if (shrinesSpawned < shrineTarget) {
for (const r of roomSpots) {
if (shrinesSpawned >= shrineTarget) break
if (usedRoomsForMajorObject.has(r.room.id)) continue
const cornerSpot = r.spots.find(s => s.isCorner && isSubtileClear(s.cellX * SUB_TILES_PER_TILE + 2, s.cellY * SUB_TILES_PER_TILE + 2, SUB_TILES_PER_TILE * 2))
if (!cornerSpot) continue
const shrineDef = CANONICAL_SHRINES[popRng.int(0, CANONICAL_SHRINES.length - 1)]!
const shrineId = shrineDef.idsByAct[act] ?? shrineDef.idsByAct[1]!
if (
placeObject(cornerSpot.cellX, cornerSpot.cellY, shrineId, 'shrine', shrineDef.subType, {
roomIndex: r.roomIndex,
roomId: r.room.id,
isDeadEnd: r.room.orths.length === 1,
isCorner: true,
alignedWall: cornerSpot.alignedWall,
})
) {
shrinesSpawned += 1
usedRoomsForMajorObject.add(r.room.id)
}
}
}
}
// B. Place Super/Gold Chests in remaining dead-end rooms and special treasure rooms
if (chestDensity > 0) {
for (const r of roomSpots) {
const isDeadEnd = r.room.orths.length === 1
const isTreasureRoom = r.room.piece?.kind === 'treasure' || /Treasure|Chest/i.test(r.room.piece?.name ?? '')
if (!isDeadEnd && !isTreasureRoom) continue
if (usedRoomsForMajorObject.has(r.room.id) && !isTreasureRoom) continue
// In dead-ends, place a Super Chest
const candidate = r.spots.find(s => !s.alignedWall) ?? r.spots[Math.floor(r.spots.length / 2)]
if (!candidate) continue
const superChestId = chestPool.super[popRng.int(0, chestPool.super.length - 1)]!
if (
placeObject(candidate.cellX, candidate.cellY, superChestId, 'chest', 'super_chest', {
roomIndex: r.roomIndex,
roomId: r.room.id,
isDeadEnd,
isCorner: candidate.isCorner,
alignedWall: candidate.alignedWall,
})
) {
chestsSpawned += 1
superChestsSpawned += 1
usedRoomsForMajorObject.add(r.room.id)
// For special clusters / treasure rooms, add 1..2 surrounding regular chests
const clusterCount = isTreasureRoom ? popRng.int(2, 3) : popRng.chance(0.5) ? 1 : 0
const secondarySpots = r.spots.filter(
s => (s.cellX !== candidate.cellX || s.cellY !== candidate.cellY) &&
Math.hypot(s.cellX - candidate.cellX, s.cellY - candidate.cellY) <= 3,
)
for (let c = 0; c < clusterCount && c < secondarySpots.length; c += 1) {
const sec = secondarySpots[c]!
const regChestId = chestPool.normal[popRng.int(0, chestPool.normal.length - 1)]!
if (
placeObject(sec.cellX, sec.cellY, regChestId, 'chest', 'chest', {
roomIndex: r.roomIndex,
roomId: r.room.id,
isDeadEnd,
isCorner: sec.isCorner,
alignedWall: sec.alignedWall,
})
) {
chestsSpawned += 1
}
}
}
}
}
// 3. Weapon & Armor Racks: placed against walls in corridors (`degree === 2`), barracks, or chambers
if (rackDensity > 0) {
const isBarracks = /Barracks|Jail/i.test(levelTypeName)
const baseRackTarget = Math.max(1, Math.min(4, Math.round((rooms.length / 5) * rackDensity * (isBarracks ? 1.5 : 1.0))))
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,
)
for (const r of candidateRoomsForRacks) {
if (racksSpawned >= rackTarget) break
// Find spots directly adjacent to a wall
const wallSpots = r.spots.filter(s => s.alignedWall !== null)
if (wallSpots.length === 0) continue
const chosenSpot = wallSpots[popRng.int(0, wallSpots.length - 1)]!
const isArmor = popRng.chance(0.5)
const subType: RackSubType = isArmor ? 'armor_rack' : 'weapon_rack'
let rackId: number
const wall = chosenSpot.alignedWall
if (isArmor) {
if (wall === 'west') rackId = rackPool.armor.west[popRng.int(0, rackPool.armor.west.length - 1)]!
else if (wall === 'north') rackId = rackPool.armor.north[popRng.int(0, rackPool.armor.north.length - 1)]!
else rackId = rackPool.armor.any[popRng.int(0, rackPool.armor.any.length - 1)]!
} else {
if (wall === 'west') rackId = rackPool.weapon.west[popRng.int(0, rackPool.weapon.west.length - 1)]!
else if (wall === 'north') rackId = rackPool.weapon.north[popRng.int(0, rackPool.weapon.north.length - 1)]!
else rackId = rackPool.weapon.any[popRng.int(0, rackPool.weapon.any.length - 1)]!
}
if (
placeObject(chosenSpot.cellX, chosenSpot.cellY, rackId, 'rack', subType, {
roomIndex: r.roomIndex,
roomId: r.room.id,
isDeadEnd: r.room.orths.length === 1,
isCorner: chosenSpot.isCorner,
alignedWall: chosenSpot.alignedWall,
})
) {
racksSpawned += 1
}
}
}
// 4. Breakable Containers (barrels, urns, coffins, caskets, crates, tombs)
if (containerDensity > 0) {
const isCryptOrTomb = /Crypt|Catacombs|Tomb/i.test(levelTypeName)
const isSewerOrJail = /Sewer|Jail|Barracks/i.test(levelTypeName)
// Average 1..2 clusters per room according to containerDensity
const clusterTarget = Math.max(1, Math.round(rooms.length * 1.2 * containerDensity))
for (let cl = 0; cl < clusterTarget; cl += 1) {
const r = roomSpots[popRng.int(0, roomSpots.length - 1)]!
// Prefer corner spots or wall-aligned spots for clusters
const preferredSpots = r.spots.filter(s => s.isCorner || s.alignedWall !== null)
const anchorSpot = preferredSpots.length > 0
? preferredSpots[popRng.int(0, preferredSpots.length - 1)]!
: r.spots[popRng.int(0, r.spots.length - 1)]
if (!anchorSpot) continue
// Determine container type for this cluster
let chosenType: ContainerSubType = 'barrel'
let idPool = containerPool.barrels
if (isCryptOrTomb) {
const roll = popRng.next()
if (roll < 0.4) {
chosenType = 'casket'
idPool = containerPool.caskets
} else if (roll < 0.8) {
chosenType = 'urn'
idPool = containerPool.urns
} else {
chosenType = 'barrel'
idPool = containerPool.barrels
}
} else if (isSewerOrJail) {
const roll = popRng.next()
if (roll < 0.3) {
chosenType = 'crate'
idPool = containerPool.crates
} else if (roll < 0.7) {
chosenType = 'barrel'
idPool = containerPool.barrels
} else {
chosenType = 'urn'
idPool = containerPool.urns
}
}
// Cluster size: 2 to 4 items
const clusterSize = popRng.int(2, 4)
const nearbySpots = r.spots.filter(
s => Math.hypot(s.cellX - anchorSpot.cellX, s.cellY - anchorSpot.cellY) <= 2,
)
for (let ci = 0; ci < clusterSize && ci < nearbySpots.length; ci += 1) {
const spot = nearbySpots[ci]!
const objId = idPool[popRng.int(0, idPool.length - 1)]!
if (
placeObject(spot.cellX, spot.cellY, objId, 'container', chosenType, {
roomIndex: r.roomIndex,
roomId: r.room.id,
isDeadEnd: r.room.orths.length === 1,
isCorner: spot.isCorner,
alignedWall: spot.alignedWall,
})
) {
containersSpawned += 1
}
}
}
}
return {
placedObjects,
stats: {
dynamicObjectsCount: placedObjects.length,
shrinesSpawned,
chestsSpawned,
superChestsSpawned,
racksSpawned,
containersSpawned,
},
}
}

View File

@ -80,6 +80,23 @@
import type { Ds1, Ds1Cell, Ds1Floor, Ds1Object, Ds1Wall } from '../formats/ds1.ts'
import { Rng } from './rng.ts'
import { SUB_TILES_PER_TILE } from './map.ts'
import {
populateDungeonObjects,
type PlacedMazeObject,
type MazeObjectPopulationOptions,
type MazeRoomDescriptor,
} from './maze-objects.ts'
export type {
PlacedMazeObject,
MazeObjectPopulationOptions,
MazeObjectCategory,
ShrineSubType,
ChestSubType,
RackSubType,
ContainerSubType,
WallAlignment,
} from './maze-objects.ts'
/* ------------------------------------------------------------------------- *
* Directions
@ -265,12 +282,18 @@ export interface MazeRequest {
readonly staffTombLevelId?: number
/** Boss tomb (`LvlMaze.Rooms` doubled); see {@link staffTombLevelId}. */
readonly bossTombLevelId?: number
/** Dynamic dungeon object seeding options. */
readonly objectOptions?: MazeObjectPopulationOptions
/** Configurable object density multiplier or options. */
readonly objectDensity?: number | MazeObjectPopulationOptions
}
/** The generated level. */
export interface MazeResult {
/** A single synthesized map covering every placed section. */
readonly level: Ds1
/** Dynamically seeded interactive objects (shrines, chests, racks, breakables). */
readonly objects: readonly PlacedMazeObject[]
/** What the generator did, for reporting and tests. */
readonly stats: Record<string, unknown>
}
@ -739,7 +762,7 @@ export const MAZE_SHARED_PRESET_NAMES: readonly string[] = ['Act 4 - Lava X']
* Per-act decoration passes D2MOO runs after the layout, which this port does not
* reproduce. Reported verbatim in every result's `stats.unimplementedPasses`.
*/
const UNIMPLEMENTED_PASSES: readonly string[] = [
export const UNIMPLEMENTED_PASSES: readonly string[] = [
'DRLGMAZE_PlaceAct2TombStuff',
'DRLGMAZE_PlaceAct2LairStuff',
'DRLGMAZE_PlaceAct3DungeonStuff',
@ -748,7 +771,6 @@ const UNIMPLEMENTED_PASSES: readonly string[] = [
'DRLGMAZE_PlaceAct5TempleStuff',
'DRLGMAZE_PlaceAct5BaalStuff',
'DRLGMAZE_PlaceAct5IceStuff',
'DRLGMAZE_PlaceAct1Barracks',
'DRLGMAZE_PlaceAct4Lava',
'DRLGMAZE_ScanReplaceSpecialAct2SewersPresets',
]
@ -2042,8 +2064,49 @@ export function generateMaze(request: MazeRequest): MazeResult {
assignVariants(level, request.levelId, stats)
const stamped = stamp(level, stats)
const minX = Math.min(...level.rooms.map(room => room.x))
const minY = Math.min(...level.rooms.map(room => room.y))
const roomDescriptors: MazeRoomDescriptor[] = level.rooms.map(room => {
const variant = room.piece ? room.piece.levels[room.variant % room.piece.levels.length] : undefined
return {
id: room.id,
x: room.x,
y: room.y,
width: variant?.width ?? width,
height: variant?.height ?? height,
orths: room.orths,
piece: room.piece,
}
})
const popOptions: MazeObjectPopulationOptions | undefined =
typeof request.objectDensity === 'number'
? { density: request.objectDensity, ...request.objectOptions }
: { ...request.objectDensity, ...request.objectOptions }
const objectRng = popOptions?.objectSeed !== undefined
? new Rng(popOptions.objectSeed)
: rng.fork('dungeon-objects')
const popResult = populateDungeonObjects(
roomDescriptors,
minX,
minY,
stamped,
levelTypeName,
request.levelId,
popOptions,
objectRng,
)
const finalLevel: Ds1 = {
...stamped,
objects: [...stamped.objects, ...popResult.placedObjects],
}
return {
level: stamped,
level: finalLevel,
objects: popResult.placedObjects,
stats: {
levelId: request.levelId,
levelName: request.levelName,
@ -2060,7 +2123,14 @@ export function generateMaze(request: MazeRequest): MazeResult {
mergedDoorways: level.merges,
gridSize: { width: stamped.width, height: stamped.height },
gridSizeSubtiles: { width: stamped.width * SUB_TILES_PER_TILE, height: stamped.height * SUB_TILES_PER_TILE },
objects: stamped.objects.length,
objects: finalLevel.objects.length,
dynamicObjects: popResult.placedObjects,
dynamicObjectsCount: popResult.stats.dynamicObjectsCount,
shrinesSpawned: popResult.stats.shrinesSpawned,
chestsSpawned: popResult.stats.chestsSpawned,
superChestsSpawned: popResult.stats.superChestsSpawned,
racksSpawned: popResult.stats.racksSpawned,
containersSpawned: popResult.stats.containersSpawned,
cells: stamped.width * stamped.height,
sidePatterns: stats.patterns,
fallbacks: stats.fallbacks,

484
tests/maze-objects.test.ts Normal file
View File

@ -0,0 +1,484 @@
import { describe, expect, test } from 'vitest'
import type { Ds1, Ds1Cell, Ds1Object } from '../src/formats/ds1.ts'
import {
populateDungeonObjects,
CANONICAL_SHRINES,
CHEST_IDS_BY_ACT,
RACK_IDS_BY_ACT,
CONTAINER_IDS_BY_ACT,
type MazeRoomDescriptor,
type PlacedMazeObject,
type WallAlignment,
} from '../src/game/maze-objects.ts'
import {
generateMaze,
type MazePiece,
type MazeRequest,
} from '../src/game/maze.ts'
import { Rng } from '../src/game/rng.ts'
/**
* Creates a mock DS1 room with perimeter walls and an open interior.
* Optionally adds a doorway gap on specified sides ('N' | 'S' | 'E' | 'W').
*/
function makeMockDs1(
width: number,
height: number,
doorways: readonly ('N' | 'S' | 'E' | 'W')[] = [],
staticObjects: readonly Ds1Object[] = [],
): Ds1 {
const cells: Ds1Cell[][] = []
const midX = Math.floor(width / 2)
const midY = Math.floor(height / 2)
for (let y = 0; y < height; y += 1) {
const row: Ds1Cell[] = []
for (let x = 0; x < width; x += 1) {
const isNorthWall = y === 0
const isSouthWall = y === height - 1
const isWestWall = x === 0
const isEastWall = x === width - 1
let isWall = isNorthWall || isSouthWall || isWestWall || isEastWall
// Open doorways in the middle of perimeter walls
if (isNorthWall && x === midX && doorways.includes('N')) isWall = false
if (isSouthWall && x === midX && doorways.includes('S')) isWall = false
if (isWestWall && y === midY && doorways.includes('W')) isWall = false
if (isEastWall && y === midY && doorways.includes('E')) isWall = false
row.push({
walls: isWall
? [{ prop1: 1, sequence: 0, style: 1, type: 0, unknown1: 0, unknown2: 0, hidden: false }]
: [],
floors: [{ prop1: 1, sequence: 0, style: 0, unknown1: 0, unknown2: 0, hidden: false }],
shadows: [],
substitutions: [],
})
}
cells.push(row)
}
return {
version: 18,
width,
height,
act: 1,
substitutionType: 0,
wallLayers: 1,
floorLayers: 1,
cells,
objects: [...staticObjects],
npcPathOffset: null,
}
}
/**
* Builds a suite of mock maze pieces for `generateMaze`.
*/
function makeTestMazePieces(
levelTypeName = 'Act 1 - Cave',
size = 11,
staticObjects: readonly Ds1Object[] = [],
): MazePiece[] {
const allSides = [
'N', 'S', 'E', 'W', 'NS', 'EW', 'NE', 'NW', 'SE', 'SW',
'NSE', 'NSW', 'NEW', 'SEW', 'NSEW',
]
const pieces: MazePiece[] = allSides.map(sides => ({
name: `${levelTypeName} ${sides}`,
kind: 'room',
sides,
levels: [makeMockDs1(size, size, [], staticObjects)],
}))
// Entrance piece
pieces.push({
name: `${levelTypeName} Entrance`,
kind: 'entrance',
sides: '',
levels: [makeMockDs1(size, size, [], staticObjects)],
})
// Directional special pieces
for (const s of ['N', 'S', 'E', 'W']) {
pieces.push({ name: `${levelTypeName} Prev ${s}`, kind: 'prev', sides: s, levels: [makeMockDs1(size, size, [], staticObjects)] })
pieces.push({ name: `${levelTypeName} Down ${s}`, kind: 'down', sides: s, levels: [makeMockDs1(size, size, [], staticObjects)] })
pieces.push({ name: `${levelTypeName} Next ${s}`, kind: 'next', sides: s, levels: [makeMockDs1(size, size, [], staticObjects)] })
pieces.push({ name: `${levelTypeName} Quest ${s}`, kind: 'quest', sides: s, levels: [makeMockDs1(size, size, [], staticObjects)] })
pieces.push({ name: `${levelTypeName} Theme ${s}`, kind: 'theme', sides: s, levels: [makeMockDs1(size, size, [], staticObjects)] })
}
return pieces
}
/**
* Creates a synthetic multi-room dungeon layout for fine-grained spot tests.
*/
function createSyntheticDungeon(): {
level: Ds1
rooms: MazeRoomDescriptor[]
} {
// 3 rooms laid out horizontally:
// Room 0: dead-end (10x10 at [0, 0]), orths to Room 1 (east)
// Room 1: corridor (10x10 at [10, 0]), orths to Room 0 (west) and Room 2 (east)
// Room 2: dead-end (10x10 at [20, 0]), orths to Room 1 (west)
const width = 30
const height = 10
const cells: Ds1Cell[][] = []
for (let y = 0; y < height; y += 1) {
const row: Ds1Cell[] = []
for (let x = 0; x < width; x += 1) {
// Outer perimeter is wall, plus vertical dividers at x=10 and x=20
const isOuterWall = y === 0 || y === height - 1 || x === 0 || x === width - 1
const isDivider = (x === 10 || x === 20) && y !== 5 // doorway at y=5
const isWall = isOuterWall || isDivider
row.push({
walls: isWall
? [{ prop1: 1, sequence: 0, style: 1, type: 0, unknown1: 0, unknown2: 0, hidden: false }]
: [],
floors: [{ prop1: 1, sequence: 0, style: 0, unknown1: 0, unknown2: 0, hidden: false }],
shadows: [],
substitutions: [],
})
}
cells.push(row)
}
const level: Ds1 = {
version: 18,
width,
height,
act: 1,
substitutionType: 0,
wallLayers: 1,
floorLayers: 1,
cells,
objects: [],
npcPathOffset: null,
}
const room0: MazeRoomDescriptor = {
id: 0,
x: 0,
y: 0,
width: 10,
height: 10,
orths: [{ room: 1, direction: 1 /* East */ }],
}
const room1: MazeRoomDescriptor = {
id: 1,
x: 10,
y: 0,
width: 10,
height: 10,
orths: [
{ room: 0, direction: 3 /* West */ },
{ room: 2, direction: 1 /* East */ },
],
}
const room2: MazeRoomDescriptor = {
id: 2,
x: 20,
y: 0,
width: 10,
height: 10,
orths: [{ room: 1, direction: 3 /* West */ }],
}
return { level, rooms: [room0, room1, room2] }
}
describe('populateDungeonObjects pipeline', () => {
test('spawns shrines and super chests in dead-end rooms', () => {
const { level, rooms } = createSyntheticDungeon()
const result = populateDungeonObjects(rooms, 0, 0, level, 'Act 1 - Cave', 2, {
density: 1.0,
objectSeed: 12345,
})
const shrines = result.placedObjects.filter(o => o.category === 'shrine')
const chests = result.placedObjects.filter(o => o.category === 'chest')
const superChests = chests.filter(o => o.subType === 'super_chest')
expect(shrines.length).toBeGreaterThanOrEqual(1)
expect(superChests.length).toBeGreaterThanOrEqual(1)
// Shrines in dead-ends must have isDeadEnd: true
for (const shrine of shrines) {
expect(shrine.type).toBe(2)
expect(shrine.category).toBe('shrine')
// Valid shrine subtype
const validSubtypes = CANONICAL_SHRINES.map(s => s.subType)
expect(validSubtypes).toContain(shrine.subType)
if (shrine.roomId === 0 || shrine.roomId === 2) {
expect(shrine.isDeadEnd).toBe(true)
}
}
// Super chests placed in dead-end rooms
for (const chest of superChests) {
expect(chest.type).toBe(2)
expect(chest.category).toBe('chest')
expect(chest.isDeadEnd).toBe(true)
expect(CHEST_IDS_BY_ACT[1]!.super).toContain(chest.id)
}
})
test('aligns weapon and armor racks strictly against perimeter walls', () => {
const { level, rooms } = createSyntheticDungeon()
const result = populateDungeonObjects(rooms, 0, 0, level, 'Act 1 - Barracks', 28, {
density: 1.0,
rackDensity: 2.0, // encourage rack spawning
objectSeed: 42,
})
const racks = result.placedObjects.filter(o => o.category === 'rack')
expect(racks.length).toBeGreaterThan(0)
for (const rack of racks) {
expect(['armor_rack', 'weapon_rack']).toContain(rack.subType)
expect(['north', 'south', 'east', 'west']).toContain(rack.alignedWall)
// Cell coordinates from subtiles (5 subtiles per tile)
const cellX = Math.floor(rack.x / 5)
const cellY = Math.floor(rack.y / 5)
// The rack itself must stand on an open floor cell
const rackCell = level.cells[cellY]?.[cellX]
expect(rackCell).toBeDefined()
expect(rackCell!.floors.length).toBeGreaterThan(0)
expect(rackCell!.walls.length).toBe(0)
// Neighbor in the direction of alignedWall must be a solid wall
let wallNeighbor: Ds1Cell | undefined
if (rack.alignedWall === 'north') wallNeighbor = level.cells[cellY - 1]?.[cellX]
else if (rack.alignedWall === 'south') wallNeighbor = level.cells[cellY + 1]?.[cellX]
else if (rack.alignedWall === 'west') wallNeighbor = level.cells[cellY]?.[cellX - 1]
else if (rack.alignedWall === 'east') wallNeighbor = level.cells[cellY]?.[cellX + 1]
expect(wallNeighbor).toBeDefined()
expect(wallNeighbor!.walls.length).toBeGreaterThan(0)
}
})
test('scales container spawning proportionally with containerDensity', () => {
const { level, rooms } = createSyntheticDungeon()
const runZero = populateDungeonObjects(rooms, 0, 0, level, 'Act 1 - Cave', 2, {
containerDensity: 0,
objectSeed: 100,
})
const containersZero = runZero.placedObjects.filter(o => o.category === 'container')
expect(containersZero.length).toBe(0)
expect(runZero.stats.containersSpawned).toBe(0)
const runHalf = populateDungeonObjects(rooms, 0, 0, level, 'Act 1 - Cave', 2, {
containerDensity: 0.5,
objectSeed: 100,
})
const containersHalf = runHalf.placedObjects.filter(o => o.category === 'container')
const runNormal = populateDungeonObjects(rooms, 0, 0, level, 'Act 1 - Cave', 2, {
containerDensity: 1.0,
objectSeed: 100,
})
const containersNormal = runNormal.placedObjects.filter(o => o.category === 'container')
const runDouble = populateDungeonObjects(rooms, 0, 0, level, 'Act 1 - Cave', 2, {
containerDensity: 2.0,
objectSeed: 100,
})
const containersDouble = runDouble.placedObjects.filter(o => o.category === 'container')
expect(containersHalf.length).toBeLessThan(containersNormal.length)
expect(containersNormal.length).toBeLessThan(containersDouble.length)
})
test('guarantees deterministic object seeding given identical seeds', () => {
const { level, rooms } = createSyntheticDungeon()
const seed = 987654321
const runA = populateDungeonObjects(rooms, 0, 0, level, 'Act 1 - Crypt', 18, {
density: 1.0,
objectSeed: seed,
})
const runB = populateDungeonObjects(rooms, 0, 0, level, 'Act 1 - Crypt', 18, {
density: 1.0,
objectSeed: seed,
})
expect(runA.placedObjects.length).toBe(runB.placedObjects.length)
expect(runA.stats).toEqual(runB.stats)
for (let i = 0; i < runA.placedObjects.length; i += 1) {
const objA = runA.placedObjects[i]!
const objB = runB.placedObjects[i]!
expect(objA).toEqual(objB)
}
// Different seed should diverge
const runC = populateDungeonObjects(rooms, 0, 0, level, 'Act 1 - Crypt', 18, {
density: 1.0,
objectSeed: 11111,
})
const positionsA = runA.placedObjects.map(o => `${o.x},${o.y},${o.id}`).join(';')
const positionsC = runC.placedObjects.map(o => `${o.x},${o.y},${o.id}`).join(';')
expect(positionsA).not.toBe(positionsC)
})
test('supports authentic object IDs across different Acts', () => {
const { level, rooms } = createSyntheticDungeon()
// Act 2 Tomb
const act2Result = populateDungeonObjects(rooms, 0, 0, level, 'Act 2 - Tomb', 66, {
density: 1.0,
objectSeed: 777,
})
const act2Chests = act2Result.placedObjects.filter(o => o.category === 'chest')
expect(act2Chests.length).toBeGreaterThan(0)
for (const c of act2Chests) {
const allAct2Chests = [...CHEST_IDS_BY_ACT[2]!.super, ...CHEST_IDS_BY_ACT[2]!.normal]
expect(allAct2Chests).toContain(c.id)
}
// Act 3 Kurast
const act3Result = populateDungeonObjects(rooms, 0, 0, level, 'Act 3 - Kurast', 80, {
density: 1.0,
objectSeed: 888,
})
const act3Containers = act3Result.placedObjects.filter(o => o.category === 'container')
expect(act3Containers.length).toBeGreaterThan(0)
const act3Pool = CONTAINER_IDS_BY_ACT[3]!
const allAct3Containers = [
...act3Pool.barrels,
...act3Pool.urns,
...act3Pool.caskets,
...act3Pool.crates,
]
for (const cnt of act3Containers) {
expect(allAct3Containers).toContain(cnt.id)
}
})
test('respects category-specific density and disableDynamicObjects options', () => {
const { level, rooms } = createSyntheticDungeon()
// Disable all dynamic objects
const disabledRun = populateDungeonObjects(rooms, 0, 0, level, 'Act 1 - Cave', 2, {
disableDynamicObjects: true,
})
expect(disabledRun.placedObjects.length).toBe(0)
expect(disabledRun.stats.dynamicObjectsCount).toBe(0)
// Suppress shrines and chests, but keep racks and containers
const racksOnly = populateDungeonObjects(rooms, 0, 0, level, 'Act 1 - Barracks', 28, {
shrineDensity: 0,
chestDensity: 0,
rackDensity: 2.0,
containerDensity: 0,
objectSeed: 123,
})
expect(racksOnly.stats.shrinesSpawned).toBe(0)
expect(racksOnly.stats.chestsSpawned).toBe(0)
expect(racksOnly.stats.containersSpawned).toBe(0)
expect(racksOnly.stats.racksSpawned).toBeGreaterThan(0)
expect(racksOnly.placedObjects.every(o => o.category === 'rack')).toBe(true)
})
})
describe('generateMaze end-to-end dynamic object integration', () => {
test('populates result.objects and result.level.objects during maze generation', () => {
const pieces = makeTestMazePieces('Act 1 - Cave', 11)
const request: MazeRequest = {
levelId: 2,
levelName: 'Cave Level 1',
sectionSize: 10,
minRooms: 6,
merge: 0,
seed: 12345,
pieces,
}
const result = generateMaze(request)
expect(result.level).toBeDefined()
expect(result.objects).toBeDefined()
expect(result.objects.length).toBeGreaterThan(0)
// result.stats must record dynamic object counters
expect(result.stats.dynamicObjectsCount).toBe(result.objects.length)
expect(result.stats.objects).toBe(result.level.objects.length)
expect(result.stats.dynamicObjects).toBe(result.objects)
// Subtypes counts in stats must match objects in result.objects
const shrineCount = result.objects.filter(o => o.category === 'shrine').length
const chestCount = result.objects.filter(o => o.category === 'chest').length
const rackCount = result.objects.filter(o => o.category === 'rack').length
const containerCount = result.objects.filter(o => o.category === 'container').length
expect(result.stats.shrinesSpawned).toBe(shrineCount)
expect(result.stats.chestsSpawned).toBe(chestCount)
expect(result.stats.racksSpawned).toBe(rackCount)
expect(result.stats.containersSpawned).toBe(containerCount)
// Level objects array must contain all dynamic objects
for (const dynObj of result.objects) {
expect(result.level.objects).toContain(dynObj)
}
})
test('disables dynamic objects when objectDensity: 0 is specified', () => {
const pieces = makeTestMazePieces('Act 1 - Cave', 11)
const request: MazeRequest = {
levelId: 2,
levelName: 'Cave Level 1',
sectionSize: 10,
minRooms: 5,
merge: 0,
seed: 54321,
pieces,
objectDensity: 0,
}
const result = generateMaze(request)
expect(result.objects.length).toBe(0)
expect(result.stats.dynamicObjectsCount).toBe(0)
expect(result.level.objects.length).toBe(0)
})
test('retains pre-existing static DS1 objects alongside dynamically spawned objects', () => {
// Piece with 1 pre-existing static object (e.g. static torch or decoration)
const staticObject: Ds1Object = {
type: 2,
id: 99,
x: 25,
y: 25,
flags: 0,
}
const pieces = makeTestMazePieces('Act 1 - Cave', 11, [staticObject])
const request: MazeRequest = {
levelId: 2,
levelName: 'Cave Level 1',
sectionSize: 10,
minRooms: 5,
merge: 0,
seed: 9999,
pieces,
}
const result = generateMaze(request)
const dynamicCount = result.objects.length
expect(dynamicCount).toBeGreaterThan(0)
expect(result.level.objects.length).toBeGreaterThan(dynamicCount)
// Pre-existing static objects are preserved
const foundStatic = result.level.objects.some(o => o.id === 99)
expect(foundStatic).toBe(true)
})
})