diablo2-web/src/game/maze-objects.ts

872 lines
31 KiB
TypeScript

/**
* 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'
import { SUB_TILES_PER_TILE } from './map.ts'
import { lookupObject } from './object-lookup.ts'
import type { ObjectsTable } from './objects.ts'
import type { D2Table } from './acts.ts'
/** Subtiles per DS1 cell. */
export { SUB_TILES_PER_TILE }
/** 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 Type 2 local ID mapping.
*
* Each entry maps a logical shrine subtype to the DS1 object ID used in each Act:
* - Act 1: IDs 6..11 map to Cairn Stone / shrine tokens S1..S6 (Objects.txt 17..22);
* 29 maps to Shrine token SF (Objects.txt 2); 82/83 map to Shrines SH/BC (Objects.txt 77/85);
* 84 maps to Dummy SG (Objects.txt 86).
* - Acts 2..5: IDs 167..172 map to Act 2+ shrine tokens MH, MJ, CZ, JH, SX, MK (Objects.txt 166..172);
* 227 maps to Dummy QX (Objects.txt 227, Experience/Gem); 152 maps to Fire Orifice HA (Objects.txt 152);
* 55/236 map to Poison corpses/shrines (Objects.txt 55, 236).
*/
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.
*
* DS1 Type 2 IDs correspond to:
* - Super Chests:
* - Act 1: 5 (chest L1, Objects.txt 5), 63 (chest L2, Objects.txt 6), 155/156 (hidden stashes C7, Objects.txt 155)
* - Act 2: 32 (CL, Objects.txt 32), 33 (A1, Objects.txt 33), 155/156
* - Act 3: 65 (X1, Objects.txt 65), 66 (X2, Objects.txt 66), 155/156
* - Acts 4-5: 155, 156
* - Normal Chests:
* - Act 1: 89..94 (Caskets C1..C6, Objects.txt 50, 51, 79, 53, 1, 3);
* 200..203 (Shrines/Stashes MY, MX, MW, MV, Objects.txt 200..203); 229 (door/chest SQ, Objects.txt 229)
* - Acts 2..5: 200..203, 229
*/
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.
*
* DS1 Type 2 IDs correspond to:
* - Armor Racks:
* - Act 1: 19/20 (A1/A2, Objects.txt 33/34), 46/47 (Crate/Door CT/AD, Objects.txt 46/47),
* 183/184 (Chest/Shrine JZ/JY, Objects.txt 183/184), 254/255 (Dummy 12/SS, Objects.txt 254/255)
* - Act 2: 74/75 (TrappDoor/Door TD/DD, Objects.txt 74/75), 183/184, 254/255
* - Act 3: 9/10 (A3/A4 ArmorStand, Objects.txt 104/105), 183/184, 254/255
* - Acts 4-5: 183/184, 254/255, 10/11
* - Weapon Racks:
* - Act 1: 48/49 (Dummy T1/T2, Objects.txt 48/49), 256/257 (Dummy S9/WG, Objects.txt 256/257)
* - Act 2: 76/77 (Dummy/Shrine SZ/SH, Objects.txt 76/77), 256/257
* - Act 3: 11/12 (3R/4R WeaponStand, Objects.txt 106/107), 256/257
* - Acts 4-5: 256, 257
*/
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.
*
* DS1 Type 2 IDs correspond to:
* - Barrels: 95 (LargeUrn U5, Objects.txt 95), 28 (B2, Objects.txt 82), 50/51 (Caskets C1/C2, Objects.txt 50/51),
* 102 (Dummy FB, Objects.txt 102), 157 (Waypoint WN, Objects.txt 157), 232 (Shrine HQ, Objects.txt 232),
* 251 (altar GA, Objects.txt 251), 329/330 (Chests XB/XC, Objects.txt 329/330), 417 (Flag YM, Objects.txt 417)
* - Urns: 154 (Corpse GC, Objects.txt 154), 159 (Hidden stash CQ, Objects.txt 159), 202 (Shrine MW, Objects.txt 202),
* 244 (Ratnest RN, Objects.txt 244), 245 (Body BY, Objects.txt 245), 25..29 (Act 2 Urns U1..U5, Objects.txt 4, 9, 52, 94, 95)
* - Caskets: 93/94 (Caskets C5/C6, Objects.txt 1/3), 151 (Shrine ZE, Objects.txt 151), 153 (Door DX, Objects.txt 153)
* - Crates: 161 (Fire FY, Objects.txt 161)
*/
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],
},
}
/**
* Resolves the underlying Diablo II Objects.txt row ID for a given Act and DS1 Type 2 object ID.
* Returns null if unmapped in object-lookup tables or absent in the optional objects table.
*/
export function resolveObjectsTxtId(
act: number,
ds1ObjectId: number,
objectsTable?: ObjectsTable | D2Table,
): number | null {
const entry = lookupObject(act, 2, ds1ObjectId)
if (entry === null || entry.objectsTxtId < 0) return null
if (objectsTable) {
if ('byId' in objectsTable) {
if (!objectsTable.byId.has(entry.objectsTxtId)) return null
} else if ('header' in objectsTable && 'rows' in objectsTable) {
const idCol = objectsTable.header.indexOf('Id')
const found = idCol !== -1 && objectsTable.rows.some(row => Number(row[idCol]) === entry.objectsTxtId)
if (!found) return null
}
}
return entry.objectsTxtId
}
/**
* Validates dungeon object pools against object-lookup metadata or an optional loaded Objects.txt table.
* Ensures data-driven correctness for all hardcoded object pools.
*/
export function validateDungeonObjectPools(objectsTable?: ObjectsTable | D2Table): {
valid: boolean
totalChecked: number
unmapped: number[]
errors: string[]
} {
const unmapped: number[] = []
let totalChecked = 0
const check = (act: number, id: number) => {
totalChecked += 1
const entry = lookupObject(act, 2, id)
if (!entry) {
unmapped.push(id)
} else if (objectsTable) {
if ('byId' in objectsTable) {
if (entry.objectsTxtId >= 0 && !objectsTable.byId.has(entry.objectsTxtId)) {
unmapped.push(id)
}
} else if ('header' in objectsTable && 'rows' in objectsTable) {
const idCol = objectsTable.header.indexOf('Id')
const found = idCol !== -1 && objectsTable.rows.some(row => Number(row[idCol]) === entry.objectsTxtId)
if (entry.objectsTxtId >= 0 && !found) {
unmapped.push(id)
}
}
}
}
for (let act = 1; act <= 5; act += 1) {
const chests = CHEST_IDS_BY_ACT[act]
if (chests) {
for (const id of chests.super) check(act, id)
for (const id of chests.normal) check(act, id)
}
const racks = RACK_IDS_BY_ACT[act]
if (racks) {
for (const id of racks.armor.any) check(act, id)
for (const id of racks.weapon.any) check(act, id)
}
const containers = CONTAINER_IDS_BY_ACT[act]
if (containers) {
for (const id of containers.barrels) check(act, id)
for (const id of containers.urns) check(act, id)
for (const id of containers.caskets) check(act, id)
for (const id of containers.crates) check(act, id)
}
for (const shrine of CANONICAL_SHRINES) {
const id = shrine.idsByAct[act]
if (id !== undefined) check(act, id)
}
}
const errors = unmapped.map(id => `DS1 Type 2 object ID ${id} is unmapped or missing in Objects.txt`)
return { valid: unmapped.length === 0, totalChecked, unmapped, errors }
}
/* ------------------------------------------------------------------------- *
* 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 *art*. A `Ds1Floor` whose `prop1`, `style` and `sequence`
// are all zero is an empty slot, not a tile: DS1 stores one entry per floor
// layer for every cell, so a one-layer map has a zero-filled entry everywhere
// the level does not paint. The `|| true` that used to close this condition
// made the whole content test vacuous, so objects were placed on void cells.
const hasFloor = cell.floors.length > 0 && cell.floors.some(f => !f.hidden && (f.prop1 !== 0 || f.style !== 0 || f.sequence !== 0))
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 corridors = roomSpots.filter(r => r.room.orths.length === 2 || isBarracks)
const candidateRoomsForRacks = corridors.length > 0 ? corridors : roomSpots.filter(r => r.room.orths.length <= 2)
for (const r of candidateRoomsForRacks) {
if (racksSpawned >= rackTarget) break
// 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,
},
}
}