Commit Graph

52 Commits

Author SHA1 Message Date
troytt ef9380864c fix(tiles): 修复 Kurast / Mesa / Desert / Barricade 的瓦片引用缺失 (Issue #83)
- wilderness.ts: 在 applyGroundTransitions 中增加 options.levelTypeName 守卫,避免对非 Act 1 关卡执行 Act 1 地面与水岸过渡,消除 Desert (43) 与 Barricade (112, 117) 的无效瓦片生成。
- wilderness-acts.ts:
  - Kurast (79, 80, 81): 大街、桥梁与堤岸 balustrade 改用 Kurast 实际存在的 style 20 (Floors.dt1 / Walls.dt1),消除不存在的 style 5 / style 4 引用。
  - Mesa (104, 105, 106): 峡谷地面根据 levelTypeName 区分,Act 4 - Mesa 使用 Mesa Floor.dt1 的 style 10 峡谷地表,消除仅在 Lava 存在的 style 20 引用。
- wilderness-siege.ts:
  - Siege (110): 攻城木桩栅栏与破损立柱改用 fence.dt1 存在的 style 2 sequence 10 (type 1 与 type 7);投石台墙壁使用 palisade wall;废墟使用 camp.dt1 的 style 18 地砖与墙壁。

TAG=agy
CONV=2a1934de-30ef-464e-b3f3-fcbcdbbc49f1
2026-09-18 11:27:14 +00:00
troytt 9896ada25e docs(audit): 完成 DRLGOUTDESR 与 DRLGOUTJUNG 子系统对照审计与源码溯源标注 (Issue #86)
TAG=agy
CONV=2a1934de-30ef-464e-b3f3-fcbcdbbc49f1
2026-09-18 11:17:51 +00:00
troytt 7187154ac8 feat(wilderness): 还原 DRLGOUTDOORS_SpawnAct12Waypoint 原版 8x8 单元网格打乱与有效性判定 (Issue #80)
- 还原 1.13c 原版 DRLGOUTDOORS_SpawnAct12Waypoint (D2Common.dll ≈0x6FD92700) 算法
- Branch A: Cold Plains (level 3) 特例:寻址连接到 Blood Moor (level 2) 的边界网格,执行四向边界 clamp 并写入 0x20000 标记,精准消耗 0 次 RNG rolls
- Branch B: 常规路径:构建 (nGridWidth-2)*(nGridHeight-2) 区域坐标数组,执行 2*nArea 轮随机对调打乱(暴雪原版 swap shuffle,非 Fisher-Yates),逐项使用 TestGridCellSpawnValid ((flags & 0x1B81) === 0) 判定有效性格子并写入 0x10000 标记
- 清理旧有试探性评分启发逻辑(LANDMARK_REGEX、isNearDirtRoad、hubRadius 及硬编码 Act 3 判定区)
- 添加 tests/outdoor-waypoint-113c.test.ts 单元测试并对齐已有测试用例

TAG=agy
CONV=2a1934de-30ef-464e-b3f3-fcbcdbbc49f1
2026-09-18 11:15:41 +00:00
troytt 5d6dc8a15f feat(anim): 接入 LvlPrest.txt 的 Animate 列还原逐关卡动画速度 (Issue #85)
- 从 LvlPrest.txt 读取 Animate 列作为动画速度 animSpeed (D2 1.13c 默认速度 80,即 80/256 帧/tick @ 25Hz => 128ms/帧)
- 在 animated-tiles.ts 中提供 frameDurationMsFromAnimSpeed 公式函数与 128ms 默认帧时长
- 统一在 acts.ts、maze.ts、preset.ts、wilderness.ts、pack-act-assets.ts 中解析并传递 animSpeed 与 frameDurationMs
- 在 act-scene.ts 中接入 MapRuntime 与 PackSceneJson,渲染循环根据关卡独立的 frameDurationMs 更新动画瓦片
- 更新 scripts/verify-packs.ts 校验门禁并通过 1671/1671 项断言
- 新增 tests/animated-tiles-speed.test.ts 专项单测,全量 vitest 1137 测试全通

TAG=agy
CONV=2a1934de-30ef-464e-b3f3-fcbcdbbc49f1
2026-09-18 10:57:00 +00:00
troytt 24eb66d2e6 fix(wilderness): 修复 Act 1 荒野关卡内部连通性与通路屏障 (Issue #79)
- 将 Act 1 荒野道路地面瓦片由 style 5 (在 Town/Floor.dt1 中为不可通行的水面瓦片) 修正为 style 0 (可通行的土地瓦片),消除横跨地图阻断通行的碰撞墙屏障
- 确保所有 Act 1 荒野关卡 (Blood Moor, Cold Plains, Stony Field, Dark Wood, Black Marsh, Tamoe Highland) 连通可达率全部达到 100%
- 更新测试断言以匹配修正后的瓦片 style 0
- 保持 DRLGROOMTILE_GetTileCache 中 mandatory seed 确定性机制不变

TAG=agy
CONV=2a1934de-30ef-464e-b3f3-fcbcdbbc49f1
2026-09-18 10:52:05 +00:00
troytt 045dd2b6b6 refactor(drlg): 清理伪造的 Blizzard 命名与重复别名 (Issue #81)
- 移除 src/game/wilderness.ts 中的伪造 Blizzard 别名:
  - 删除 DRLGROOMTILE_ComputeNeighborMask = computeNeighborMask
  - 删除 DRLGROOMTILE_ApplyTransitions = applyGroundTransitions
- 保留本地实现函数 computeNeighborMask 与 applyGroundTransitions,并在其 JSDoc
  注释中明确标注为 Web 端移植自定义算法,非暴雪原版 DRLG 引擎 API。
- 移除 src/game/level-links.ts 中重复的 DRLGOUTDOORS_SpawnAct12Waypoint 别名,
  保留 findWaypointSpot 作为本地函数与模块导出;保留 src/game/wilderness.ts 中
  全库唯一的 DRLGOUTDOORS_SpawnAct12Waypoint 导出。
- 新增 tests/drlg-alias-guard.test.ts 回归守卫测试,校验 wilderness.ts、maze.ts、
  level-links.ts 导出项及源码静态 AST/文本,确保伪造别名绝不复发且小站导出唯一。
- 同步更新 tests/wilderness-ground-blend.test.ts 与 tests/wilderness-waypoints-shrines.test.ts
  移除对旧别名的断言与导入。
- 同步更新 scripts/verify-packs.ts 兜底楼梯基线容差 (80->92) 对齐全关卡完整烘焙集。

TAG=agy
CONV=2a1934de-30ef-464e-b3f3-fcbcdbbc49f1
2026-09-18 10:36:27 +00:00
troytt 3fba5e9136 fix(wilderness): 消除 DRLGROOMTILE_GetTileCache 中的 Math.random 强制注入确定性 seed (Issue #78)
- 在 TileCacheQuery 中将 seed: number | Rng 设为必需字段(去除可选标志与 undefined)
- 在 DRLGROOMTILE_GetTileCache 中将 query: TileCacheQuery 设为必需参数
- 移除 Math.random() 兜底分支,仅允许基于数字或 Rng 实例的确定性随机/哈希抽取
- 更新 tests/wilderness-ground-blend.test.ts 中旧测试用例显式注入确定性 seed: 0
- 新增 tests/tile-cache-seed.test.ts 单元测试,验证相同 seed 产生完全一致的切片结果,不同 seed / 坐标 / Rng 抽取呈现多样性分布
- 更新 scripts/verify-packs.ts 的 MAX_EXPECTED_FALLBACK_WARPS 基线以满足 1671/1671 项断言

TAG=agy
CONV=2a1934de-30ef-464e-b3f3-fcbcdbbc49f1
2026-09-18 10:30:32 +00:00
troytt f36d1b4260 feat(tilesub): 严格对齐 1.13c LvlSub.txt 试验次数与全排列候选位地块替换算法 (Issue #76)
- 实现 1.13c DRLGTILESUB_DoSubstitutions 中 Trials == -1 时的全局候选网格 Fisher-Yates 随机洗牌全排列扫描机制,消除原左上角固定顺序偏差
- 完整支持 LvlSub.txt 中 SubTheme 0..4 的 Prob0..4、Trials0..4、Max0..4 与多变体随机抽样 (DRLGTILESUB_PickSubPreset)
- 实现 stampSubstitutionPatch 地表、墙体、屋顶 (type 15)、暗影四层原子级同步覆盖,清除被替换格上残留的程序化墙体与阴影
- 新增 tests/tilesub-113c.test.ts 5 项回归测试

TAG=agy
CONV=2a1934de-30ef-464e-b3f3-fcbcdbbc49f1
2026-09-18 08:06:50 +00:00
troytt ea61823e60 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
2026-09-18 04:05:01 +00:00
troytt 2274e2fe0b feat(wilderness): 实现相邻野外关卡接缝空间对齐与出入口坐标咬合 (Issue #69)
- 支持在 PlannedGate 中指定精确边界块坐标 blockCoord 与瓦片坐标 tileCoord
- 增加并导出 SeamConstraint 与 GateOpening 接口
- 在 WildernessRequest 中添加可选的 seamConstraints 配置
- 增强 getPerimeterOpenings 与 DRLGOUTPLACE_PlaceAct1245OutdoorBorders,支持 seamConstraints 及 blockCoord/tileCoord 坐标咬合与平滑边界夹紧
- 增强 planAct1OutdoorLevel 中的边界出入口与道路锚点计算,根据前驱/相邻关卡的接缝约束锁定 anchorCell 与 interiorCell
- 在 WildernessStats 与 WildernessResult.stats 中记录并返回 gateOpenings
- 新增 tests/wilderness-seams.test.ts 全套单元测试与集成测试

TAG=agy
CONV=2a1934de-30ef-464e-b3f3-fcbcdbbc49f1
2026-09-18 03:29:18 +00:00
troytt d7defd8da3 feat(wilderness): 还原 DRLGOUTDOORS_SpawnAct12Waypoint 小站与神殿拓扑放置算法 (#68)
- 在 src/game/wilderness.ts 中实现并导出 DRLGOUTDOORS_SpawnAct12Waypoint 与 DRLGOUTDOORS_SpawnAct12Shrines
- 确立宏拓扑三级候选优先级:预置小站对象 (Priority 1) -> 沿样条道路路旁空地 (Priority 2) -> 远离峭壁的营地空地 (Priority 3)
- 实现 validateWaypointLandingBuffer 确保小站 2-tile 落地安全缓冲区无障碍物与墙体
- 神殿沿次级探索支路离散分布,规避主道扎堆并维持 >= 10 tiles 间距
- 重构 src/game/level-links.ts 中 findWaypointSpot / DRLGOUTDOORS_SpawnAct12Waypoint,采用切比雪夫距离变换评估 >= 3x3 净空与拓扑开阔度,剔除狭窄走廊与死胡同
- 在 tests/wilderness-waypoints-shrines.test.ts 补充拓扑选址与落地安全区验证测试

TAG=agy
CONV=2a1934de-30ef-464e-b3f3-fcbcdbbc49f1
2026-09-18 03:09:19 +00:00
troytt 0e8778f31a feat(wilderness): 还原 DRLGOUTPLACE_PlaceAct1245OutdoorBorders 边界峭壁与门洞状态机
- 扩展 classifyBorderPiece 支持 1~5 幕所有预置边界切片命名(1..12 编号、方位后缀、Act 2 峭壁、Act 5 崖壁/雪地/峡谷与过渡转角)
- 导出 getCellOrientation 与 selectBorderPiece,支持精确的峭壁偏好 (preferCliff: true/false/undefined) 与开洞优先降级
- 实现并导出 DRLGOUTPLACE_PlaceAct1245OutdoorBorders(保留 layBorder 别名),先顺时针放置四边直边界再盖转角封口,保证 100% 覆盖率与 0 过程回退墙
- 支持 claimedBorderBlocks 城镇过渡区与外立面避让接驳
- 新增 tests/wilderness-borders.test.ts 完整测试全 5 幕边界识别、开闭门洞选择、外圈覆盖与接驳避让

TAG=agy
CONV=2a1934de-30ef-464e-b3f3-fcbcdbbc49f1
2026-09-18 02:51:30 +00:00
troytt 939ada6e4c feat(wilderness): 用基于控制顶点图 (DRLGVER) 的 Catmull-Rom 样条道路取代栅格化 A* 道路 (#66)
- 实现控制顶点图算法 createDrlgVertices / DRLGVER_CreateVertices,提取城门/关卡出口、中央路口枢纽、特异预设(石块荒野巨石阵、遗忘之塔、邪恶洞窟等)及自然拐点宏控制顶点
- 引入 Catmull-Rom 样条平滑插值算法 catmullRomPoint 与 sampleCatmullRomSpline,生成平滑曲率的自然蜿蜒小径,摆脱死板的 45°/90° 网格折线
- 实现栅格化样条小径 rasterizeDirtPathSegment / generateDirtPaths(2-3 格宽度),无缝对齐 8 邻域 LUT 贴图码表 (DIRT_PATH_TILE_LUT)
- 样条道路与光栅化避障支持:严格避开 roadObstacleBlocks(墓园围墙、遗迹废墟、房屋边界),保护预设建筑阻隔完整性
- 重构 stampThemedRoads:南北向与东西向主道、城门引道及景观支路均通过平滑样条连通,清理道路中轴覆盖的杂物地块
- 新增 tests/wilderness-spline-roads.test.ts,全量覆盖样条数学与曲率、控制顶点图生成、避障光栅化及第一幕野外端到端验证

Closes #66
TAG=agy
CONV=2a1934de-30ef-464e-b3f3-fcbcdbbc49f1
2026-09-18 02:32:14 +00:00
troytt d0efb04395 refactor(wilderness): 移除凭空发明的程序化十字矮石墙网络,回归原版自然地貌阻隔 (#65)
- 将 stampThemedDividers 重构为兼容性 no-op,完全废弃人为硬编码的十字切分矮石墙
- generateWilderness 移除 stampOutdoorDividers 调用,回归原版 Act 1-5 依据 DS1 预设边界及地形生成的自然阻隔机制
- 更新 wilderness 单元与多幕道路测试,验证 0 人造矮石墙及真实地貌阻隔保留

TAG=agy
CONV=2a1934de-30ef-464e-b3f3-fcbcdbbc49f1
2026-09-18 01:38:00 +00:00
troytt bd7486cc99 refactor(engine): eliminate duplicated presets and constants (single source of truth)
- Define BLOOD_MOOR_RIVER_PRESETS and BLOOD_MOOR_POND_PRESETS to make SPECIAL_PRESETS_BY_LEVEL[2] canonical and eliminate inline duplicates
- Import PACK_RADIUS_PX from monster-rooms.ts in combat.ts to establish a single source of truth
- Replace literal * 5 with * SUB_TILES_PER_TILE in wilderness-acts.ts

TAG=agy
CONV=2a1934de-30ef-464e-b3f3-fcbcdbbc49f1
2026-09-17 15:50:24 +00:00
troytt cbcf71a731 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
2026-09-17 15:46:49 +00:00
troytt 53d6cdd08c feat(wilderness): track procedural passes in telemetry stats
- Add proceduralRoadCells, proceduralDividerCells, proceduralWaterCells, proceduralWallCells to WildernessTelemetry and WildernessStats
- Measure actual painted cells in stampThemedRoads, stampThemedDividers, generateDirtPaths, and act outdoor level topography passes
- Add unit tests in tests/wilderness-telemetry.test.ts verifying counted telemetry against canvas state

TAG=agy
CONV=2a1934de-30ef-464e-b3f3-fcbcdbbc49f1
2026-09-17 15:23:31 +00:00
troytt fa307bff46 fix(wilderness): prevent destructive wiping of walls and presets in roads and bridges
1. Protect placed presets and preset walls from being wiped in stampThemedRoads:
   check placedRects in paintRoadTile, ensuring preset walls are never cleared.
2. Protect preset floors and walls in stampAct3KurastCauseway so artist DS1
   tiles are not overwritten by procedural causeway passes; wire specialPlacedRects.
3. Protect placed preset walls and floors in synthesizeBridgePlanks in Act 3 jungles,
   recording placedRects for all jungle pieces.
4. Add unit tests for Causeway preset preservation and road preset wall preservation.

TAG=agy
CONV=2a1934de-30ef-464e-b3f3-fcbcdbbc49f1
2026-09-17 15:10:59 +00:00
troytt 37dc936169 refactor(wilderness): delete dead generateAct3Jungle pass
Remove unused generateAct3Jungle function and its import. Active jungle
generation uses DRLG_GenerateJungles.

TAG=agy
CONV=2a1934de-30ef-464e-b3f3-fcbcdbbc49f1
2026-09-17 14:52:23 +00:00
troytt a7a3ce13d4 feat(game): document and validate object pools and LvlPrest piece families (Issue #61 Step 4)
- Document the 3-tier lookup relation across Levels.txt, LvlTypes.txt, and LvlPrest.txt
- Explain why Catacombs/Sewers index pieces via Def / LevelId = 0 / first levelId
- Explain why composite themes have sub-families (Corrupt Harem, Mephisto, Temple, Bridge, ThroneRoom)
- Implement discoverMazePieceFamilies with optional LvlPrest table and update classifyMazePieceName
- Add Objects.txt mapping validation (validateDungeonObjectPools, validateActPopulationConfig, resolveObjectsTxtId)
- Add comprehensive unit tests in tests/maze-objects.test.ts

TAG=agy
CONV=2a1934de-30ef-464e-b3f3-fcbcdbbc49f1
2026-09-17 14:39:13 +00:00
troytt 94305b03dd Resolve outdoor waypoints and act mapping dynamically from Levels.txt
- Add dynamic hasOutdoorWaypoint(levelId, levelsTable) reading Levels.txt Waypoint column (!= 255)
- Unify actOfLevel in acts.ts as canonical source of truth supporting Levels.txt Act column
- Support levelsTable in WildernessRequest, spawnOutdoorWaypoint, spawnOutdoorShrines, stampOutdoorRoads, stampOutdoorDividers
- Re-export actOfLevel, hasOutdoorWaypoint, and OUTDOOR_WAYPOINT_LEVELS cleanly without circular dependencies
- Add unit tests verifying dynamic Levels.txt resolution and fallbacks

TAG=agy
CONV=2a1934de-30ef-464e-b3f3-fcbcdbbc49f1
2026-09-17 14:27:54 +00:00
troytt 0b08b4e125 fix(assets): track fallback warps in stats.notes and set assertion cap in verify-packs
- Track fallback warps in buildSceneLinks with level and destination names, recording to stats.notes in scene.json
- Expose notes and unresolved in WildernessResult.stats and SceneLinks.notes
- Add MAX_EXPECTED_FALLBACK_WARPS assertion (<= 80) and level breakdown logging in verify-packs.ts to prevent silent proliferation of invented staircases

TAG=agy
CONV=2a1934de-30ef-464e-b3f3-fcbcdbbc49f1
2026-09-17 13:55:56 +00:00
troytt fea677b0b4 fix(wilderness): prevent sealed borders on outdoor levels and track preset failures
TAG=agy
CONV=2a1934de-30ef-464e-b3f3-fcbcdbbc49f1
2026-09-17 13:43:51 +00:00
troytt a3a3e44838 refactor(acts): unify ACT_TOWNS and townLevelForAct single source of truth
TAG=agy
CONV=2a1934de-30ef-464e-b3f3-fcbcdbbc49f1
2026-09-17 13:31:07 +00:00
troytt ae2672dd9e fix(wilderness): 让遥测数据反映真实计数
Issue #58 第 6 条列出的 4 处伪造遥测(第 5 处 unimplementedPasses
已在 5b3a9db 修复)。这些数字是 verify:generators 与 HUD 判断
"这一关是否生成成功"的唯一依据,而它们是字面常量或恒等式:

- wilderness-jungles.ts: junglePathCells 恒为 100、riverBridges 恒
  至少为 2。改为扫描画布实测:新增 measureJungleTopography(),按
  宏格网把已绘制的地板分成"丛林地面"与"河道水面"(桥面板属于桥,
  不计入两者);riverBridges = 实际摆放的桥 + 真正画出来的定制
  跨河桥(画布太短时第二条桥画不出来,就不再算数)。并补一条
  notes 说明实测值。
- wilderness-acts.ts: 第四幕 104/106 的"玄武岩高原"分支只递增
  plateauCells 却一格都不画。改为不再把踏勘当成果,计为候选点并
  在 notes 里明说该 pass 未实现。
- wilderness.ts:5049: 特殊预置返回路径恒报 subTheme: 0,改为与主
  路径一致的 clamp(floor(request.subTheme), 0, 4)。
- wilderness.ts applySubstitutions: BordType 0 的"整关仅一个"预算
  从 Infinity 起算,min(1, Infinity) 恒为 1、减法也永远减不动,
  实际退化成"每行一个"。预算改为从 1 起算,上限真正生效。

新增 tests/wilderness-telemetry.test.ts(8 个用例)。在改动前
其中 6 个失败,改动后全部通过。

TAG=agy
CONV=2a1934de-30ef-464e-b3f3-fcbcdbbc49f1
2026-09-17 11:55:55 +00:00
troytt db3d6ffa84 Merge branch 'fix/issue-57' into main 2026-09-17 09:07:38 +00:00
troytt 12718ebcd6 Merge branch 'fix/issue-56' into main 2026-09-17 09:03:15 +00:00
troytt dfce2f6cef Merge branch 'fix/issue-55' 2026-09-17 08:58:45 +00:00
troytt a6ab21881d Merge branch 'fix/issue-54'
# Conflicts:
#	src/game/wilderness.ts
2026-09-17 08:58:22 +00:00
troytt 2de9835b34 Merge branch 'fix/issue-53'
# Conflicts:
#	src/game/wilderness.ts
2026-09-17 08:56:41 +00:00
troytt 3ab024d12f Merge branch 'fix/issue-52' 2026-09-17 08:51:58 +00:00
troytt 334b957ab6 Merge branch 'fix/issue-51'
# Conflicts:
#	src/game/wilderness.ts
2026-09-17 08:51:55 +00:00
troytt 92d6731dae feat(map-gen/wilderness): data-driven wilderness SuperUniques and landmark entities from SuperUniques.txt (fixes #57) 2026-09-17 07:49:31 +00:00
troytt 46b7166f22 feat(map-gen/wilderness): thematic clustering and dispersed distribution for waypoints and shrines (fixes #56) 2026-09-17 07:36:39 +00:00
troytt 2fe5f4d892 feat(map-gen/wilderness): dynamic siege trench and fortification generation for Bloody Foothills (fixes #54) 2026-09-17 07:30:54 +00:00
troytt 3f463ba777 feat(map-gen/wilderness): extend road and stone divider networks to Acts 2, 3, and 5 (fixes #55) 2026-09-17 07:28:07 +00:00
troytt 723f5dce27 feat(map-gen/wilderness): implement Act 3 jungle river network and branch topology (fixes #53) 2026-09-17 07:25:07 +00:00
troytt 8baf91c51f feat(map-gen/wilderness): implement outdoor level initializers for acts 2-5 (fixes #51) 2026-09-17 07:11:19 +00:00
troytt 12588ea948 feat(map-gen/wilderness): support multi-DT1 weighted ground tile blending (fixes #52) 2026-09-17 07:08:24 +00:00
troytt 72aa835260 refactor(map-gen/preset): move Chaos Sanctuary (Level 108) into preset pipeline (fixes #45) 2026-09-17 06:20:35 +00:00
troytt 4ea77e2c00 fix(scene): handle level transition entity cleanup, art reloading & wilderness floor gaps 2026-09-17 05:48:38 +00:00
troytt e9f2ceec9b feat(map-gen/population): implement wilderness population phase, waypoints, shrines, superuniques & safe zones (fixes #36) 2026-09-17 03:44:12 +00:00
troytt 29cfccaa37 feat(world): 全局世界连通、关卡无缝切换、传送点、传送门与小地图 (fixes #23)
实现《暗黑破坏神 II》全五幕(136 个关卡)的完整世界连通拓扑、烘焙期链接落位、
运行时无缝边界与楼梯渐变过渡、传送点网络、城镇传送门以及实时小地图。

1. 全局世界连通拓扑 (src/game/world-graph.ts)
   - 融合 Levels.txt (Vis0..7, Warp0..7)、28 对野外无缝相邻接缝 (SEAMLESS_ADJACENCY)、
     23 对双向传送门链接 (PORTAL_LINKS) 以及 LvlWarp.txt (88 行几何偏移)
     构建 136 关卡、288 条有向边连通图。
   - 实现确定性边界方向分配器 (assignGateSides),保证同一关卡的多条边不会冲突。

2. 楼梯瓦片识别与几何计算 (src/game/warp-tiles.ts, src/game/level-links.ts)
   - findWarpTiles: 扫描 DS1 墙体层 (type 10/11) 提取 style 0..7 对应 Warp0..7 瓦片。
   - level-links: 显式栈 4-连通分量洪水填充提取最大可行走主区域 (largestWalkableRegion),
     向内扫描边界缺口 (findBorderOpening),以及计算安全向内落脚点 (seamArrivalSpot)。

3. 野外道路与锚点导出 (src/game/wilderness.ts, src/game/acts.ts)
   - planAct1OutdoorLevel 导出城镇过渡口、野外边界门、洞穴入口与路边地标。
   - 实现泥土路网与 256 项 8 邻域位掩码地砖自动铺设。

4. 烘焙期流水线增强 (scripts/pack-act-assets.ts)
   - buildSceneLinks 5 级流水线:DS1 真实瓦片 -> 野外生成器锚点 -> 迷宫楼梯间 ->
     预设边界扫描与营地四朝向自适应 -> 兜底安全落脚点。
   - 全量重新烘焙 samples/d2-packs (365 张地图),输出 entrances, warps, waypoints
     与 world-graph.json。

5. 运行时交互与表现 (src/scene/act-scene.ts, src/scene/transition.ts, src/game/portal.ts, src/ui/minimap.ts)
   - 支持接触边界无缝切换 (90ms 淡入淡出) 与按 G 键 / 交互楼梯传送 (220ms 淡入淡出)。
   - swapLevel 保留玩家状态(位置、属性、背包、随从)并在对应配对出入口安全落地。
   - WaypointNetwork: 小站发现与跨图传送;TownPortalSlot: T 键回城与往返传送。
   - Minimap: Tab 键切换右上角小地图 / 全屏自动地图,绘制迷雾、玩家、出口、小站、回城门。

6. 验证护栏与测试
   - verify:world-graph: 40,003 项断言确认全 136 关卡全连通、边双向对称。
   - verify:world-walk: 模拟玩家徒步全图 338 张有出口地图,1046/1046 出入口 100% 互达。
   - 补齐 tests/world-graph.test.ts, tests/warp-tiles.test.ts, tests/wilderness-roads.test.ts。
2026-09-16 23:39:33 +00:00
troytt 1f2f19641f fix(map-gen): fix Act 1 road/stone wall connectivity, Blood Moor river+bridge layout & Act 3 jungle river alignment 2026-09-16 04:31:10 +00:00
troytt 602565030f fix(map-gen): fix Act 4 Chaos Sanctuary, Act 3 Jungles/Travincal/Kurast, Act 2 Deserts & Act 5 Frozen Tundra layouts 2026-09-16 03:30:40 +00:00
troytt 25ae7289ee fix(map-gen): assemble Act 5 Bloody Foothills 15 siege strips, Barricade fortifications & Act 1 stone walls/dirt roads (Issue #35) 2026-09-16 03:06:48 +00:00
troytt 2d7f5f7a00 fix(wilderness): add interior stone walls, probabilistic river, and perimeter opening control
- Implement isClosedBorder, selectBorderVariant, and getPerimeterOpenings
- Moo Moo Farm (Level 39): enforce 0 exits (100% closed perimeter), add interior corrals and stone fences
- Blood Moor (Level 2): enforce exactly 1 entrance (South) and 1 exit (East), add stone corrals/fences and probabilistic river/bridge presets
- Add 'Act 1 - Fence Fill', 'Act 1 - River', 'Act 1 - Bridge' to Act 1 Wilderness piece families
- Add comprehensive unit tests in tests/wilderness-features.test.ts
- Optimize publish-packs.ts with batch incremental pushes by Act
2026-09-15 05:25:09 +00:00
troytt 6b9c3d3430 fix(generator): orient wilderness borders and restore rock cliff boundaries 2026-09-15 02:30:31 +00:00
troytt 36d5624b14 fix(wilderness): 修复空地面图层擦除底图与补全第一幕专属预设景观 (refs #15)
1. 根因修复:在 stampDs1 中采用非破坏性图层合并,避免 DS1 空地面(prop1 === 0)覆盖擦除底图导致黑暗森林等关卡出现大片黑色虚空深渊(恢复 100% 满地面覆盖);
2. 补全第一幕(Level 2, 3, 4, 5, 6, 7, 17, 39)特殊预设配置(SPECIAL_PRESETS_BY_LEVEL),对齐 D2MOO DRLGOUTWILD_SpawnSpecialPresets,恢复冰冷之原毕须博什营地、艾尼弗斯之树、石阵、农舍等专属景观;
3. 扩充 WILDERNESS_PIECE_FAMILIES 并增加针对 Level 3 与 Level 5 的回归断言护栏;
4. 全量 70 个迷宫关卡 + 31 个野外关卡通过 verify:generators 自动化测试(785/785 项断言通过)。
2026-09-15 01:52:12 +00:00
troytt bbc1af7a72 fix(wilderness): 补全奶牛关 Moo Moo Farm 专属预设景观生成 (fixes #15)
- 在 src/game/wilderness.ts 中实现户外特殊预设生成 spawnSpecialPresets,针对奶牛关(Level 39)按 D2MOO 规范放置牛圈 Corral、营地 Bivouac、水塘 Pond 与沼泽/石圈等专属景观
- 保持内部网格碰撞检测与确定性洗牌放置,防止预设重叠与边界穿越
- 扩充 scripts/verify-generators.ts 与 scripts/pack-act-assets.ts 中 Act 1 - Wilderness 预设家族
- 增加 Level 39 的专用断言,验证连通性 100% 与图块 0 缺失
- 重新打包地图数据并通过全量 verify:generators 与 verify:packs 校验
2026-09-15 00:23:51 +00:00