feedback1 integrate: WO official diagonal routes (the floor preference no longer straightens diagonals)
# Conflicts: # data/stages.json # docs/DATA.md # server/sim/grid.js # test/sim/pathing-blockable.test.js
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+1
-1
@@ -412,7 +412,7 @@ exactly (the builder warns if a multi-fragment template ever appears).
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| `special` | `{"mire":{"intervalSec":3,"aspdPerStack":-0.05,"moveMulPerStack":-0.05,"maxStacks":10,…}}`, `{"infection":{"bb":{"damage":70,"atk":0.2,"attack_speed":20,"duration":300}}}`, `{"deepsea":{"skillId":"sktok_tidectrl_3","bb":{…}}}`, `{"smog":{"rule":"operatorsNotTargetableByEnemyRanged"}}`, `{"blower":{…}}` | special-terrain parameters |
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| `runes[]`, `globalBuffs[]` | `{"key":"map_tile_blackb_assign","bb":{…},"bbStr":{…}}` | level runes (act2 m03 reed rune has no reed tiles — leftover) |
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| `deployTiles` | `{"normal":{"melee":[[9,3],…],"rangedOnly":[[10,4],…],"changedByDevices":[…]},"bossLeft":{…},"bossRight":{…}}` | deployable tiles at match start: `melee` = LOW (effective) buildable ALL/MELEE (ranged may use them too) — and a 深水区 under an active 特制水上平台 (`waterPlatform`, "在水上建立可以部署任意单位的平台"; act1 m05 only — the prep's deploy map only: the sim does not model the canoes, so its Grid keeps those tiles NONE, automatic placements avoid them and the path tie-break counts them as non-blockable [ASSUMED, weight 0 this season]) —, `rangedOnly` = high ground / active platforms; tiles under active crates/mounds and the 深水区 excluded. `bossLeft` / `bossRight` (field coordinates, boss rows 1–5) are what a player may deploy on in a boss round's prep: board (r, c) = boss (r − 7, c) / the right half mirrored (r − 7, 20 − c) (server/match/board.js `field`, user playtest #5 item 7) |
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| `groundPaths` / `groundPathsWithDevices` | `{"12,10->9,2":[[12,10],[12,9],…,[12,3],[11,3],[10,3],[9,3],[9,2]]}` | the ground route of the sim's own `server/sim/grid.js` flow field (research 08 §3.4: 4-direction SPFA from the goal, crates cost 1000, Bresenham line-of-sight smoothing — official route lengths — plus the remake's road-over-floor preference: among equal-length routes the fewest non-blockable floor / gate tiles, and smoothing never cuts across floor the grid route does not walk, e.g. 战场#01's lower gate takes the col-8 road, not the col-9 floor lane; DESIGN §14 corrections) as the tiles an enemy crosses, over the whole map, without / with the match-start devices (crates cost 1000, platforms / mounds blocking [ASSUMED]); the battle re-reads its flow fields live |
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| `groundPaths` / `groundPathsWithDevices` | `{"12,10->9,2":[[12,10],[12,9],…,[12,3],[11,3],[10,3],[9,3],[9,2]]}` | the ground route of the sim's own `server/sim/grid.js` flow field (research 08 §3.4: 4-direction SPFA from the goal, crates cost 1000, Bresenham line-of-sight smoothing — official route lengths — kept unless the remake's (0.1.0's) road-over-floor preference route crosses strictly fewer non-blockable floor / gate / 深水区 tiles — the fewest among equal-length chains, smoothing that never cuts across floor its grid route does not walk; a corner touch does not count as a crossing — e.g. 战场#01's lower gate takes the col-8 road, not the col-9 floor lane, while 战场#04's keeps the official diagonal from row 9 into row 10; DESIGN §14 corrections, test/sim/pathing-official.test.js) as the tiles an enemy crosses, over the whole map, without / with the match-start devices (crates cost 1000, platforms / mounds blocking [ASSUMED]); the battle re-reads its flow fields live |
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| `options`, `config` | `{"characterLimit":8,"moveMultiplier":0.5}`, `{…configBlackBoard strings…}` | |
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Glyph legend (`rows`):
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+10
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@@ -152,9 +152,16 @@ ends by spawning a new 初始模式 copy on its level branch route (`left_hand_o
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HP, then `kill(old, null)` — uncounted, no bounty; the client sees a `die` and a `spawn`.
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WALK legs pathfind on the stage grid inside the rect with the official flow field (grid.js: 4-direction SPFA from the
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destination, crates cost 1000, then Bresenham line-of-sight smoothing — research 08 §3.4). Among equal-length routes the
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one crossing the fewest non-blockable tiles (floor / gate lanes) wins, and a smoothed segment never cuts across floor
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the grid route does not walk (user playtest #2 item 2; test/sim/pathing-blockable.test.js). Enemies re-path whenever
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destination, crates cost 1000, then Bresenham line-of-sight smoothing — research 08 §3.4). The official route stays
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unless 0.1.0's road-over-floor preference route (the fewest non-blockable tiles among equal-length chains, a line of
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sight that never covers floor — diagonal-step corners included — its grid route does not walk; user playtest #2 item 2)
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crosses strictly fewer non-blockable tiles (floor / gate lanes); "crosses" = passes through the tile's interior, a
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corner touch does not count (`grid.js` `segmentTiles`; community report D5 after 0.1.0: 战场#04's lower-gate enemies cut
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diagonally from row 9 into row 10 as officially), and on equal counts the official route stays.
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test/sim/pathing-official.test.js lists the 21 of 154 stage routes that still differ from the official ones (战场#01's
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col-8 road, the boss exits of 战场#01 / #02 …, and 7 on the inactive 战场#05(上半), whose 深水区 counts as non-blockable
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since it refuses deployment — the sim does not model the canoes over it); test/sim/pathing-blockable.test.js audits the floor crossed. Enemies
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re-path whenever
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an obstacle changes (`grid.version`), after a displacement and when 诱导 / 恐惧 ends (the 恐惧 and 诱导 walks likewise
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re-plan from where the enemy stands after an obstacle change or when something else moved it — a push, or for 诱导 an
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outranking 恐惧); the smoothed chain is only line-of-sight
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@@ -347,16 +347,31 @@ Example B. Types DOT / TIMES / ELEMENT.
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The raw BFS chains and smoothed waypoints are in scratch `lanes_official.txt`.
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**Remake deviation (user playtest #2, 2026-09-29).** The user reported the 战场#01 lower-gate enemies walking up the
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col-9 floor lane, where no operator can block them. `server/sim/grid.js` keeps every official route LENGTH but breaks
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ties between equal-length routes towards the fewest non-blockable (floor / gate) tiles, and its smoothing never cuts
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across floor the grid route does not walk. Lanes that change against the table above:
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- act1 m01 #01, lower gate: (9,10) → (9,8) → **col 8 road up** → (12,8) → row 12 → col 4 → E (was col 9 floor).
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- act1 m04 #04, lower gate: (9,10) → (9,8) → (10,8) → **row 10** → (10,4) → (9,4) → E (no longer cuts across (10,9)).
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- Boss fields: the exits from (2,10) take the road on 战场#01 / #04 and the right half of 战场#05, and cross less floor on
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战场#02 / #07. Floor the terrain forces stays (gates, (12,9) beside the upper gate, the col-9 floor where walls or a
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crate block the road: #02 lower (10,9)/(11,9), #04 upper (11,9), #05 upper (11,9)/(10,9), #07 lower (10,9)).
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**Remake deviation (user playtest #2, 2026-09-29; narrowed after the community report D5, 2026-10-03).** The user
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reported the 战场#01 lower-gate enemies walking up the col-9 floor lane, where no operator can block them.
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`server/sim/grid.js` keeps every official route LENGTH and the official route itself unless the 2026-09-29
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road-over-floor preference route (equal-length ties to the chain with the fewest non-blockable floor / gate tiles,
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smoothing that never cuts across floor its grid route does not walk, the corner tiles of a diagonal step included)
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crosses strictly fewer non-blockable tiles; in that comparison a segment that only touches a floor tile's corner does
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not cross it. Used alone (0.1.0) the preference also bent official diagonals into L shapes — the D5 report after
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0.1.0: on 战场#04 the lower-gate enemies walked (9,10) → (9,8) → (10,8) instead of the official diagonal (9,10) →
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(10,7), which only brushes the corner of the floor (10,9). Lanes that still differ from the table above (21 of the 154
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stage × gate × field routes, test/sim/pathing-official.test.js):
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- act1 m01 #01, lower gate: (9,10) → (9,8) → **col 8 road up** → (12,8) → row 12 → col 4 → E (official: (9,9) → (12,8)
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through the floor (10,9)); the 联防 partner routes pass the same exit.
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- Boss fields: the exits from (2,10) on 战场#01 / #02 avoid part of the arena's central floor; 战场#02's 联防 partner
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lower gate avoids (12,17); the inactive 战场#07 (上半) 联防 partner upper gate takes row 9 instead of row 12's floor.
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- The inactive 战场#05 (上半): its 深水区 refuses deployment (player report #3 after 0.1.0) and the sim does not model the
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特制水上平台 canoes over it (they only enter the prep's deploy map), so the water counts as non-blockable and 7 of its
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routes take the floor lanes beside it (one non-blockable tile fewer than the official routes).
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Floor the terrain forces stays (gates, (12,9) beside the upper gate, the col-9 floor where walls or a crate block the
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road: #02 lower (10,9)/(11,9), #04 upper (11,9), #05 upper (11,9)/(10,9), #07 lower (10,9)).
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Full audit: test/sim/pathing-blockable.test.js.
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- Official again since D5 (0.1.0 took L routes there): 战场#04's lower gate (normal, 联防) and boss exits, the boss exit
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(5,10) of 战场#05(下半), the boss exit (2,10) of 战场#07(下半) and the inactive 战场#06(上半). The diagonal first
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step out of the (2,10) exit of 战场#07(下半) (and #06(上半)) passes its side tiles (2,9) / (2,11) at exactly
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√0.5 ≈ 0.70711, just beyond the ground block radius 0.70709997 (PRTS 游戏数据基础 §阻挡半径), so an operator standing
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there no longer catches those enemies; every other blocking tile of the 154 routes is unchanged.
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### 3.3 What we do and the root cause of "upper-gate enemies walk the lower lane"
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+142
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@@ -21,21 +21,28 @@
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// tile on the line walkable and not a crate; a diagonal step needs both orthogonal neighbours clear). A ground enemy
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// walks straight toward `next[tile]` of its current tile (ai.js). Fields are cached per (destination, grid version).
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//
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// Blockable-ground preference (user playtest: "the lower-gate enemies of 战场#01 walk up the col-9 floor lane where no
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// operator can block them"). Two refinements on top of the official algorithm; `dist` (so the crate cost 1000 and
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// every grid route length) stays exactly the official one:
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// * tie-break: the SPFA relaxes on (dist, pen) lexicographically, `pen` = number of NON-BLOCKABLE walkable tiles
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// (floor / gate / goal / teleport / 深水区 tiles — `blockable()` false: not LOW ground buildable for melee) on the
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// chain (no gate route of 战场#08 changed when its 深水区 became non-buildable; a few off-route smoothed steps of its
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// boss field, rows 4–5, now go around the water instead of cutting across it).
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||||
// Among equal-length chains the one with the fewest non-blockable tiles wins; remaining ties go to the first
|
||||
// parent in SPFA order (the official order unless a pen improvement re-queued a tile).
|
||||
// * smoothing: a line of sight may only cross a non-blockable tile (including the corner tiles of a diagonal step)
|
||||
// that lies on the tile's own raw chain between its two ends — a smoothed segment never cuts across floor the grid
|
||||
// route does not walk, so an enemy never slips past an operator standing on the road next to the floor lane.
|
||||
// This one also bends routes whose raw chain is the official one (a diagonal that would clip off-chain floor
|
||||
// becomes an L, mostly inside the boss arena's central floor): the smoothed polyline can be up to 2 tiles
|
||||
// longer than the official one (test/sim/pathing-blockable.test.js bounds it).
|
||||
// Blockable-ground preference (user playtest #2: "the lower-gate enemies of 战场#01 walk up the col-9 floor lane where
|
||||
// no operator can block them"), kept to where the official route really walks over more floor (community report after
|
||||
// 0.1.0: on 战场#04 活性源石 the lower-gate enemies must cross diagonally from row 9 into row 10 as officially, not
|
||||
// walk two tiles left of the gate and then straight up). A tile is non-blockable when it is walkable but not LOW
|
||||
// ground buildable for melee (floor / gate / goal / teleport / 深水区 tiles — `blockable()` false; no gate route of 战场#08
|
||||
// changed when its 深水区 became non-buildable, a few off-route smoothed steps of its boss field, rows 4–5, go around the
|
||||
// water instead of cutting across it). Each field holds two candidate
|
||||
// pointers per tile, both with the official `dist` (so the crate cost 1000 and every grid route length stay official):
|
||||
// * official: the plain algorithm above;
|
||||
// * preference (0.1.0's): the SPFA relaxes on (dist, pen) lexicographically, `pen` = non-blockable tiles on the chain
|
||||
// (among equal-length chains the fewest wins; remaining ties go to the first parent in SPFA order), and the line of
|
||||
// sight may cover a non-blockable tile — its Bresenham footprint, the corner tiles of a diagonal step included —
|
||||
// only on the tile's own raw chain between its two ends, so it never slips past a road tile beside floor its grid
|
||||
// route does not walk.
|
||||
// `next[tile]` is the official pointer unless the preference pointer leads to a route CROSSING strictly fewer
|
||||
// non-blockable tiles (`cost`, counted to the destination in increasing `dist` order). A segment crosses the tiles
|
||||
// whose interior it passes through (`crossTiles`, exact geometry); one it only touches at a corner point is not crossed
|
||||
// — the first version counted the corner tiles there too and so bent official diagonals into L shapes (D5). On equal
|
||||
// counts the official pointer stays, except where the preference one merely skips it (the official waypoint lies on
|
||||
// the straight line to it and leads there: the same walk, one waypoint fewer). So the route from every tile crosses
|
||||
// no more floor than the official one and leaves it only for a step that crosses less (test/sim/pathing-official.test.js
|
||||
// lists the routes that still differ on every stage).
|
||||
// Unavoidable non-blockable tiles (gates, goals, teleports and single-exit floor, e.g. (12,9) next to the upper
|
||||
// gate) stay on the route; test/sim/pathing-blockable.test.js lists them per stage, gate and field.
|
||||
//
|
||||
@@ -261,18 +268,66 @@ export class Grid {
|
||||
|
||||
_buildField(er, ec, allowDiagonal, ignore) {
|
||||
const N = ROWS * COLS;
|
||||
const dist = new Int32Array(N).fill(-1);
|
||||
const parent = new Int32Array(N).fill(-1);
|
||||
/** non-blockable tiles on the raw chain (tile included, destination excluded) — the equal-length tie-break */
|
||||
const pen = new Int32Array(N);
|
||||
const f = { dest: -1, dist, parent, pen, next: parent, len: null, version: this.version, allowDiagonal, ignore };
|
||||
if (!this.inBounds(er, ec)) return f;
|
||||
const f = { dest: -1, dist: null, parent: null, pen: null, next: null, official: null, cost: null, len: null, version: this.version, allowDiagonal, ignore };
|
||||
if (!this.inBounds(er, ec)) {
|
||||
const none = new Int32Array(N).fill(-1);
|
||||
return Object.assign(f, { dist: none, parent: none, next: none, official: none, pen: new Int32Array(N), cost: new Int32Array(N) });
|
||||
}
|
||||
const dest = er * COLS + ec;
|
||||
f.dest = dest;
|
||||
const inQ = new Uint8Array(N);
|
||||
const unb = this.unblockable;
|
||||
const crate = (k) => !ignore && (this.obstacle[k] & OB_CRATE) !== 0;
|
||||
// SPFA (FIFO), seeded with the destination (walkable or not); relaxation on (dist, pen) lexicographically
|
||||
const official = this._spfa(dest, ignore, null);
|
||||
const pref = this._spfa(dest, ignore, unb);
|
||||
const dist = pref.dist; // the lexicographic relaxation leaves every distance the official one
|
||||
const walk = (r, c) => this.walkable(r, c, ignore) && (ignore || !(this.obstacle[r * COLS + c] & OB_CRATE));
|
||||
const ray = allowDiagonal ? bresenhamClear : segmentClear;
|
||||
const nextO = smoothChains(official.parent, dist, (a, b) => ray(a, b, walk), null);
|
||||
// preference smoothing (0.1.0's, playtest #2): the line of sight from n toward ancestor `to` may also cover a
|
||||
// non-blockable tile — the Bresenham footprint, corner tiles of a diagonal step included — only when that tile is on
|
||||
// n's own raw chain between n and `to`; the jump stops at the first ancestor not visible under that rule
|
||||
const onChain = new Int32Array(N).fill(-1);
|
||||
let from = -1, to = -1;
|
||||
const walkP = (r, c) => {
|
||||
if (!walk(r, c)) return false;
|
||||
const k = r * COLS + c;
|
||||
return !unb[k] || (onChain[k] === from && dist[k] >= dist[to]);
|
||||
};
|
||||
const nextP = smoothChains(pref.parent, dist, (a, b) => { from = a; to = b; return ray(a, b, walkP); },
|
||||
(n) => { for (let x = n, g = N; x >= 0 && g-- > 0; x = pref.parent[x]) onChain[x] = n; });
|
||||
// per tile, in increasing distance: the official pointer unless the preference one crosses strictly fewer
|
||||
// non-blockable tiles on the way to the destination — or as few while only skipping the official waypoint o, which
|
||||
// then lies on the straight line to it and leads there (the same walk, one waypoint fewer)
|
||||
const order = [];
|
||||
for (let k = 0; k < N; k++) if (dist[k] >= 0) order.push(k);
|
||||
order.sort((a, b) => dist[a] - dist[b] || a - b);
|
||||
const through = (a, b) => { let n = -unb[a]; crossTiles(a, b, (r, c) => { n += unb[r * COLS + c]; }); return n; };
|
||||
const next = new Int32Array(N).fill(-1);
|
||||
const cost = new Int32Array(N);
|
||||
for (const k of order) {
|
||||
const o = nextO[k], p = nextP[k];
|
||||
if (o < 0) continue; // the destination
|
||||
let use = o, best = through(k, o) + cost[o];
|
||||
if (p >= 0 && p !== o) {
|
||||
const cp = through(k, p) + cost[p];
|
||||
if (cp < best || (cp === best && next[o] === p && onSegment(k, o, p))) { use = p; best = cp; }
|
||||
}
|
||||
next[k] = use;
|
||||
cost[k] = best;
|
||||
}
|
||||
return Object.assign(f, { dist, parent: pref.parent, pen: pref.pen, next, official: nextO, cost });
|
||||
}
|
||||
|
||||
/**
|
||||
* FIFO SPFA from `dest` (walkable or not) with the official neighbour order and move costs. With `penalty` (per-tile
|
||||
* 0/1) the relaxation is lexicographic on (dist, pen): equal-length chains keep the fewest penalised tiles.
|
||||
*/
|
||||
_spfa(dest, ignore, penalty) {
|
||||
const N = ROWS * COLS;
|
||||
const dist = new Int32Array(N).fill(-1);
|
||||
const parent = new Int32Array(N).fill(-1);
|
||||
/** penalised tiles on the raw chain (tile included, destination excluded) */
|
||||
const pen = new Int32Array(N);
|
||||
const inQ = new Uint8Array(N);
|
||||
const q = new Int32Array(N * 4 + 8);
|
||||
let qh = 0, qt = 0;
|
||||
const push = (k) => {
|
||||
@@ -290,8 +345,8 @@ export class Grid {
|
||||
const nr = r + FOUR_WAYS[i][0], nc = c + FOUR_WAYS[i][1];
|
||||
if (!this.walkable(nr, nc, ignore)) continue;
|
||||
const nb = nr * COLS + nc;
|
||||
const nd = dist[cur] + (crate(nb) ? OBSTACLE_COST : 1);
|
||||
const np = pen[cur] + unb[nb];
|
||||
const nd = dist[cur] + (!ignore && (this.obstacle[nb] & OB_CRATE) ? OBSTACLE_COST : 1);
|
||||
const np = penalty ? pen[cur] + penalty[nb] : 0;
|
||||
if (dist[nb] < 0 || nd < dist[nb] || (nd === dist[nb] && np < pen[nb])) {
|
||||
dist[nb] = nd;
|
||||
pen[nb] = np;
|
||||
@@ -300,32 +355,7 @@ export class Grid {
|
||||
}
|
||||
}
|
||||
}
|
||||
// smoothing: row-major, in place (client `_PostprocessAndMakeNextMapSmoothly`); a line from n toward ancestor a
|
||||
// may cross a non-blockable tile only when that tile is on n's raw chain between n and a (onChain / minDist)
|
||||
const next = new Int32Array(parent);
|
||||
const onChain = new Int32Array(N).fill(-1);
|
||||
let from = -1, minDist = 0;
|
||||
const clear = (r, c) => {
|
||||
if (!this.walkable(r, c, ignore)) return false;
|
||||
const k = r * COLS + c;
|
||||
if (crate(k)) return false;
|
||||
return !unb[k] || (onChain[k] === from && dist[k] >= minDist);
|
||||
};
|
||||
const los = allowDiagonal ? (a, b) => bresenhamClear(a, b, clear) : (a, b) => segmentClear(a, b, clear);
|
||||
for (let n = 0; n < N; n++) {
|
||||
if (dist[n] < 0 || next[n] < 0) continue;
|
||||
for (let x = n, guard = N; x >= 0 && guard-- > 0; x = parent[x]) onChain[x] = n;
|
||||
from = n;
|
||||
let b = next[n];
|
||||
while (next[b] >= 0) {
|
||||
minDist = dist[next[b]];
|
||||
if (!los(n, next[b])) break;
|
||||
b = next[b];
|
||||
}
|
||||
next[n] = b;
|
||||
}
|
||||
f.next = next;
|
||||
return f;
|
||||
return { dist, parent, pen };
|
||||
}
|
||||
|
||||
/** Geometric length (tiles) of the smoothed route from tile key k to the field's destination (memoised). */
|
||||
@@ -395,13 +425,40 @@ export class Grid {
|
||||
/**
|
||||
* @typedef {object} FlowField
|
||||
* @property {number} dest destination tile key (-1 outside the grid)
|
||||
* @property {Int32Array} dist SPFA distance to the destination (-1 = unreachable)
|
||||
* @property {Int32Array} parent raw BFS parent
|
||||
* @property {Int32Array} pen non-blockable tiles on the raw chain (tie-break among equal `dist`)
|
||||
* @property {Int32Array} next smoothed parent (the tile to walk straight toward)
|
||||
* @property {Int32Array} dist SPFA distance to the destination (-1 = unreachable; the official one)
|
||||
* @property {Int32Array} parent raw SPFA parent of the preference chain (fewest non-blockable tiles among equal `dist`)
|
||||
* @property {Int32Array} pen non-blockable tiles on that raw chain (tile included, destination excluded)
|
||||
* @property {Int32Array} official smoothed parent of the pure official algorithm
|
||||
* @property {Int32Array} next the tile to walk straight toward (official, or the preference pointer when it crosses fewer
|
||||
* non-blockable tiles — see the module header)
|
||||
* @property {Int32Array} cost non-blockable tiles the route of `next` crosses from the tile (excluded) to the destination
|
||||
* @property {Float64Array|null} len memoised smoothed length (fieldLength)
|
||||
*/
|
||||
|
||||
/**
|
||||
* Row-major, in-place smoothing (client `_PostprocessAndMakeNextMapSmoothly`): each tile's pointer jumps along its chain
|
||||
* (already smoothed pointers for tiles processed earlier) while `los(tile, ancestor)` holds; `begin(tile)`, when given,
|
||||
* runs before the tile's jump. Returns the smoothed pointers.
|
||||
*/
|
||||
function smoothChains(parent, dist, los, begin) {
|
||||
const N = parent.length;
|
||||
const next = new Int32Array(parent);
|
||||
for (let n = 0; n < N; n++) {
|
||||
if (dist[n] < 0 || next[n] < 0) continue;
|
||||
if (begin) begin(n);
|
||||
let b = next[n];
|
||||
while (next[b] >= 0 && los(n, next[b])) b = next[b];
|
||||
next[n] = b;
|
||||
}
|
||||
return next;
|
||||
}
|
||||
|
||||
/** Whether tile key b lies strictly inside the straight segment between tile keys a and c. */
|
||||
function onSegment(a, b, c) {
|
||||
const ar = (a / COLS) | 0, ac = a - ar * COLS, br = (b / COLS) | 0, bc = b - br * COLS, cr = (c / COLS) | 0, cc = c - cr * COLS;
|
||||
return (br - ar) * (cc - ac) === (bc - ac) * (cr - ar) && (br - ar) * (cr - br) + (bc - ac) * (cc - bc) > 0;
|
||||
}
|
||||
|
||||
/** Bresenham line of sight between tile keys a → b (client `_RaycastBresenhamLine`). */
|
||||
function bresenhamClear(a, b, clear) {
|
||||
let r = (a / COLS) | 0, c = a - r * COLS;
|
||||
@@ -454,6 +511,35 @@ export function bresenhamTiles(a, b) {
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* Exact traversal of the straight segment between the centres of tile keys a → b: calls `fn(r, c)` for every tile whose
|
||||
* interior the segment crosses, a and b included, in order — a tile it only touches at a corner point (the segment
|
||||
* passes exactly through a lattice corner) is skipped. Stops early and returns false when `fn` returns false.
|
||||
* Integer arithmetic: the k-th column boundary is crossed at t = (2k − 1) / 2dx, the m-th row boundary at
|
||||
* (2m − 1) / 2dy.
|
||||
*/
|
||||
function crossTiles(a, b, fn) {
|
||||
let r = (a / COLS) | 0, c = a - r * COLS;
|
||||
const r1 = (b / COLS) | 0, c1 = b - r1 * COLS;
|
||||
const dy = Math.abs(r1 - r), dx = Math.abs(c1 - c);
|
||||
const sr = r1 > r ? 1 : -1, sc = c1 > c ? 1 : -1;
|
||||
if (fn(r, c) === false) return false;
|
||||
for (let kx = 1, ky = 1; r !== r1 || c !== c1;) {
|
||||
const tx = kx <= dx ? (2 * kx - 1) * dy : Infinity;
|
||||
const ty = ky <= dy ? (2 * ky - 1) * dx : Infinity;
|
||||
if (tx === ty) { c += sc; r += sr; kx++; ky++; } else if (tx < ty) { c += sc; kx++; } else { r += sr; ky++; }
|
||||
if (fn(r, c) === false) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/** Tiles [[r,c]…] whose interior the segment between the centres of tiles a = [r,c] and b crosses (crossTiles). */
|
||||
export function segmentTiles(a, b) {
|
||||
const out = [];
|
||||
crossTiles(a[0] * COLS + a[1], b[0] * COLS + b[1], (r, c) => { out.push([r, c]); });
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* Whether a straight move from (x, y) to the centre of tile p = {x: col, y: row} only crosses ground-walkable,
|
||||
* crate-free tiles (the start and end tiles excepted). Exact grid traversal (tile (r,c) spans c ± 0.5, r ± 0.5); a
|
||||
|
||||
@@ -1,12 +1,14 @@
|
||||
// Blockable-ground preference of the ground pathing (grid.js header; user playtest: on 战场#01 the lower-gate enemies
|
||||
// walked up the col-9 floor lane, where no operator can stand, instead of the col-8 road). Among equal-length routes the
|
||||
// flow field takes the one with the fewest non-blockable tiles, and smoothing never cuts across floor the grid route
|
||||
// does not walk. Audit: every active stage × gate × field (normal, 联防 both halves, boss both halves incl. the solo
|
||||
// `_s` templates) — the non-blockable tiles an enemy still crosses are listed and proven unavoidable (no route of equal
|
||||
// or near-equal length, up to +2 tiles, crosses fewer).
|
||||
// Blockable-ground preference of the ground pathing (grid.js header; user playtest #2: on 战场#01 the lower-gate enemies
|
||||
// walked up the col-9 floor lane, where no operator can stand, instead of the col-8 road). The flow field keeps the
|
||||
// official route unless the preference route — the fewest non-blockable tiles among equal-length chains, smoothing
|
||||
// that never cuts across floor its grid route does not walk — crosses fewer non-blockable tiles. "Crosses" = the
|
||||
// segment passes through the tile's interior (grid.js segmentTiles; brushing a corner is not crossing — the D5 report
|
||||
// after 0.1.0, test/sim/pathing-official.test.js). Audit: every active stage × gate × field (normal, 联防 both halves,
|
||||
// boss both halves incl. the solo `_s` templates) — the non-blockable tiles an enemy still crosses are listed and
|
||||
// proven unavoidable (no 4-connected route of equal or near-equal length, up to +2 tiles, crosses fewer).
|
||||
import { test } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
import { Grid, bresenhamTiles } from '../../server/sim/grid.js';
|
||||
import { Grid, bresenhamTiles, segmentTiles } from '../../server/sim/grid.js';
|
||||
import { getDefaultSource, hasGeneratedData, normalizeRoute } from '../../server/sim/simdata.js';
|
||||
import { GEO } from '../../shared/constants.js';
|
||||
import { makeBattle, flatStage, chessRec, enemyRec } from '../helpers/battleHarness.js';
|
||||
@@ -29,7 +31,7 @@ function stageGrid(id, rect) {
|
||||
return g;
|
||||
}
|
||||
|
||||
/** Every tile the enemy's rounded position can take on the smoothed route: Bresenham tiles + diagonal-step corners. */
|
||||
/** The official line-of-sight footprint of the smoothed route: Bresenham tiles + diagonal-step corners (all walkable). */
|
||||
function covered(wp) {
|
||||
const out = [wp[0]];
|
||||
for (let i = 1; i < wp.length; i++) {
|
||||
@@ -43,12 +45,20 @@ function covered(wp) {
|
||||
return out;
|
||||
}
|
||||
|
||||
/** Every tile the enemy's position crosses on the smoothed route (exact segments; a corner touch is not a crossing). */
|
||||
function crossed(wp) {
|
||||
const out = [wp[0]];
|
||||
for (let i = 1; i < wp.length; i++) out.push(...segmentTiles(wp[i - 1], wp[i]).slice(1));
|
||||
return out;
|
||||
}
|
||||
|
||||
/** Non-blockable tiles crossed from s to e (start and goal excluded), in route order. */
|
||||
function nbCrossed(g, s, e) {
|
||||
const wp = g.waypoints(s[0], s[1], e[0], e[1]);
|
||||
assert.ok(wp, `(${s}) → (${e}) reachable`);
|
||||
for (const [r, c] of covered(wp)) assert.ok(g.walkable(r, c), `(${s}) → (${e}) line of sight over unwalkable (${r},${c})`);
|
||||
const seen = new Set();
|
||||
for (const [r, c] of covered(wp)) {
|
||||
for (const [r, c] of crossed(wp)) {
|
||||
const k = `${r},${c}`;
|
||||
if ((r === s[0] && c === s[1]) || (r === e[0] && c === e[1]) || g.blockable(r, c)) continue;
|
||||
assert.ok(g.walkable(r, c), `(${s}) → (${e}) crosses unwalkable (${k})`);
|
||||
@@ -128,12 +138,35 @@ test('smoothing never cuts a corner across floor that the grid route does not wa
|
||||
const g = new Grid(flatStage({ rows }), GEO.NORMAL_RECT);
|
||||
for (const s of [[9, 9], [9, 10]]) {
|
||||
const wp = g.waypoints(s[0], s[1], 12, 3);
|
||||
for (const [r, c] of covered(wp)) assert.ok(g.blockable(r, c) || (r === s[0] && c === s[1]), `(${s}) → (12,3) crosses (${r},${c}): ${JSON.stringify(wp)}`);
|
||||
for (const [r, c] of crossed(wp)) assert.ok(g.blockable(r, c) || (r === s[0] && c === s[1]), `(${s}) → (12,3) crosses (${r},${c}): ${JSON.stringify(wp)}`);
|
||||
}
|
||||
// the straight line stays when it only crosses blockable ground
|
||||
assert.deepEqual(g.waypoints(9, 9, 12, 3), [[9, 9], [12, 3]]);
|
||||
});
|
||||
|
||||
test('a diagonal that only brushes a floor tile\'s corner is the official one (D5); one through the floor is not', () => {
|
||||
// col 0123456789 10
|
||||
// row 10 ##hrrrrrrf# floor (10,9) right of the road; the route turns from row 9 into row 10
|
||||
// row 9 ##Er###rrS# gate (9,10) → (9,2) via row 10
|
||||
const rows = { 12: '##hhhhhhhhh##########', 11: '##hhhhhhhhh##########', 10: '##hrrrrrrf###########', 9: '##Err###rrS##########' };
|
||||
const g = new Grid(flatStage({ rows }), GEO.NORMAL_RECT);
|
||||
const p = new Grid(flatStage({ rows }), GEO.NORMAL_RECT);
|
||||
p.unblockable.fill(0);
|
||||
// official: (9,10) → (10,7) touches (10,9) only at the corner point (8.5, 9.5)
|
||||
assert.deepEqual(g.waypoints(9, 10, 9, 2), p.waypoints(9, 10, 9, 2));
|
||||
assert.deepEqual(g.waypoints(9, 10, 9, 2)[1], [10, 7]);
|
||||
assert.deepEqual(nbCrossed(g, [9, 10], [9, 2]), []);
|
||||
// a floor column next to a road column (战场#01): the official (9,9) → (12,8) runs through the floor (10,9); the road
|
||||
// route crosses none, so it wins
|
||||
const rows1 = { 12: '##hrrrrrrrfS#########', 11: '##hhhhhhrf###########', 10: '##hhhhhhrf###########', 9: '##Er###rrS###########' };
|
||||
const g1 = new Grid(flatStage({ rows: rows1 }), GEO.NORMAL_RECT), p1 = new Grid(flatStage({ rows: rows1 }), GEO.NORMAL_RECT);
|
||||
p1.unblockable.fill(0);
|
||||
assert.deepEqual(p1.waypoints(9, 9, 12, 3), [[9, 9], [12, 8], [12, 3]], 'official');
|
||||
assert.deepEqual(nbCrossed(p1, [9, 9], [12, 3]), ['10,9'], 'the official diagonal runs through the floor (10,9)');
|
||||
assert.deepEqual(g1.waypoints(9, 9, 12, 3), [[9, 9], [9, 8], [12, 8], [12, 3]]);
|
||||
assert.deepEqual(nbCrossed(g1, [9, 9], [12, 3]), []);
|
||||
});
|
||||
|
||||
test('the preference is only a tie-break: crates keep cost 1000, route lengths stay the official ones', REAL, () => {
|
||||
// 战场#01 lower gate: a crate on the col-8 road makes the floor lane strictly shorter → it is taken again
|
||||
const g = stageGrid('act1autochess_m01', GEO.NORMAL_RECT);
|
||||
@@ -184,8 +217,8 @@ const UNAVOIDABLE = {
|
||||
act1autochess_m01: { low: '', up: '12,9', uLow: '9,10', uUp: '12,17 9,10', b5: '5,9|5,11', b2: '|' },
|
||||
act1autochess_m02: { low: '10,9 11,9', up: '12,9', uLow: '10,17 11,17 12,10 12,9', uUp: '12,17 12,10 12,9', b5: '5,9|5,11', b2: '3,9 4,9|3,11 4,11' },
|
||||
act1autochess_m03: { low: '', up: '12,9', uLow: '9,10', uUp: '12,17 9,10', b5: '5,9|5,11', b2: '|' },
|
||||
act1autochess_m04: { low: '', up: '12,9 11,9', uLow: '9,10', uUp: '12,17 11,17 9,10', b5: '5,9 4,9|5,11 4,11', b2: '|' },
|
||||
act2autochess_m01: { low: '', up: '12,9 11,9 10,9', uLow: '9,10', uUp: '12,17 11,17 10,17 9,10', b5: '5,9 4,9 3,9|5,11 4,11 3,11', b2: '|' },
|
||||
act1autochess_m04: { low: '', up: '12,9 11,9', uLow: '9,10', uUp: '12,17 11,17 9,10', b5: '4,9|4,11', b2: '|' },
|
||||
act2autochess_m01: { low: '', up: '12,9 11,9 10,9', uLow: '9,10', uUp: '12,17 11,17 10,17 9,10', b5: '4,10 3,9|4,10 3,11', b2: '|' },
|
||||
act2autochess_m02: { low: '', up: '12,9', uLow: '9,10', uUp: '12,17 9,10', b5: '5,9|5,11', b2: '|' },
|
||||
act2autochess_m03: { low: '10,9', up: '12,9', uLow: '10,17 9,10 10,9', uUp: '12,17 9,10 10,9', b5: '5,9|5,11', b2: '3,9|3,11' },
|
||||
// the 深水区 (cols 6 / 14 between the fences) refuses deployment (player report #3 after 0.1.0): non-blockable, and
|
||||
@@ -206,7 +239,7 @@ test('audit: every active stage × gate × field — the non-blockable tiles cro
|
||||
assert.equal(got.join(' '), want, `${sid} ${what} (${s}) → (${e}): non-blockable tiles crossed`);
|
||||
const m = fewestNb(g, s, e, 2);
|
||||
assert.ok(m, `${sid} ${what}: reachable without crates`);
|
||||
assert.equal(got.length, m.min, `${sid} ${what} (${s}) → (${e}): a route of length ≤ ${m.best}+2 crosses only ${m.min}`);
|
||||
assert.ok(got.length <= m.min, `${sid} ${what} (${s}) → (${e}): a route of length ≤ ${m.best}+2 crosses only ${m.min}`);
|
||||
n++;
|
||||
};
|
||||
check(nrm, [9, 10], [9, 2], exp.low, 'normal lower gate');
|
||||
@@ -251,7 +284,8 @@ test('audit: every WALK leg of every wave template (normal / 联防 / boss / hid
|
||||
// the boss arena's central floor (rows 3–5 × cols 9–11: the (5,10) / (2,10) teleport exits, boss_8's parts and
|
||||
// patrols); a blockable detour around that floor is ≥ 2 tiles longer, and the official route length is kept.
|
||||
const arena = (t) => { const [r, c] = t.split(',').map(Number); return r >= 3 && r <= 5 && c >= 9 && c <= 11; };
|
||||
let n = 0, extra = 0, accepted = 0;
|
||||
let n = 0, extra = 0;
|
||||
const accepted = [];
|
||||
for (const sid of STAGES) {
|
||||
const grids = new Map();
|
||||
for (const { rect, from, to, id } of legs.values()) {
|
||||
@@ -263,20 +297,20 @@ test('audit: every WALK leg of every wave template (normal / 联防 / boss / hid
|
||||
if (!eq) continue;
|
||||
const got = nbCrossed(g, from, to);
|
||||
const what = `${sid} ${id} (${from}) → (${to}) crosses ${got.join(' ')}`;
|
||||
assert.equal(got.length, eq.min, `${what}, an equal-length route only ${eq.min}`);
|
||||
assert.ok(got.length <= eq.min, `${what}, an equal-length route only ${eq.min}`);
|
||||
const near = fewestNb(g, from, to, 2);
|
||||
if (near.min < got.length) {
|
||||
assert.ok(rect === GEO.BOSS_RECT && got.every(arena), `${what}: a route of length ≤ ${near.best}+2 crosses only ${near.min}`);
|
||||
accepted++;
|
||||
accepted.push(what);
|
||||
}
|
||||
extra += got.length;
|
||||
n++;
|
||||
}
|
||||
}
|
||||
assert.ok(n > 200, `${n} legs audited (${extra} unavoidable non-blockable crossings)`);
|
||||
// (17 before 战场#08's 深水区 became non-blockable: on its boss field the +2 detours around the arena floor cross the
|
||||
// water as well, so three of its legs are no longer exceptions — player report #3 after 0.1.0)
|
||||
assert.equal(accepted, 14, 'accepted boss-arena exceptions (update the count only after reviewing a new one)');
|
||||
// (16 with D5's official diagonals alone; 战场#08's 深水区 is non-blockable since player report #3 after 0.1.0, so on its
|
||||
// boss field the two +2 detours around the arena floor cross the water as well and are no longer exceptions)
|
||||
assert.equal(accepted.length, 14, `accepted boss-arena exceptions (update the count only after reviewing a new one):\n${accepted.join('\n')}`);
|
||||
});
|
||||
|
||||
// ---------------------------------------------------------------------------------------------------------------
|
||||
@@ -330,7 +364,7 @@ test('map cards (移除全部阻隔工事 / 阻隔工事变为射击台): with t
|
||||
}
|
||||
const got = nbCrossed(g, s, e);
|
||||
const m = fewestNb(g, s, e, 0);
|
||||
assert.equal(got.length, m.min, `${sid} crates ${mode} ${kind} (${s}) → (${e}) crosses ${got.join(' ')}; an equal-length route only ${m.min}`);
|
||||
assert.ok(got.length <= m.min, `${sid} crates ${mode} ${kind} (${s}) → (${e}) crosses ${got.join(' ')}; an equal-length route only ${m.min}`);
|
||||
n++;
|
||||
}
|
||||
}
|
||||
@@ -366,7 +400,7 @@ test('deviation from the official route is bounded: same grid length everywhere,
|
||||
assert.ok(n > 2000 && longer > 0 && worst > 1, `${n} tiles, ${longer} longer, worst +${worst.toFixed(2)}`);
|
||||
});
|
||||
|
||||
test('random layouts: official lengths, fewest non-blockable tiles among equal-length chains, no off-chain floor / crate / wall on a smoothed segment', () => {
|
||||
test('random layouts: official lengths, fewest non-blockable tiles among equal-length chains, official line of sight, never more floor than the official route', () => {
|
||||
let seed = 20260929;
|
||||
const rnd = () => ((seed = (Math.imul(seed, 1103515245) + 12345) >>> 0) / 4294967296);
|
||||
const RECT = GEO.UNITE_RECT;
|
||||
@@ -394,23 +428,34 @@ test('random layouts: official lengths, fewest non-blockable tiles among equal-l
|
||||
}
|
||||
assert.equal(f.pen[k], best[k], `${what}: (${r},${c}) pen`);
|
||||
}
|
||||
// smoothed chains: strictly closer each hop; segments cross only walkable, crate-free tiles and on-chain floor
|
||||
// routes: strictly closer each hop; every segment is official line of sight (walkable, crate-free Bresenham
|
||||
// footprint); `cost` = the non-blockable tiles the route crosses; never more than the pure official route, nor than
|
||||
// the fewest-floor chain (pen); a pointer other than the official one crosses strictly less floor, or as little
|
||||
// while it only skips the official waypoint (which lies on the straight line to it and leads there)
|
||||
assert.deepEqual([...f.official], [...fp.next], `${what}: the official pointers`);
|
||||
const nbSeg = (x, y) => segmentTiles([(x / COLS) | 0, x % COLS], [(y / COLS) | 0, y % COLS]).slice(1).filter(([r, c]) => g.unblockable[r * COLS + c]).length;
|
||||
const offNb = new Int32Array(N);
|
||||
for (const k of order) {
|
||||
if (k === dest) continue;
|
||||
const chain = new Set();
|
||||
for (let x = k; x >= 0; x = f.parent[x]) chain.add(x);
|
||||
for (let x = k; x !== dest;) {
|
||||
const y = f.next[x];
|
||||
assert.ok(y >= 0 && f.dist[y] < f.dist[x], `${what}: next of ${x}`);
|
||||
const a = [(x / COLS) | 0, x % COLS], b = [(y / COLS) | 0, y % COLS];
|
||||
const hop = Math.abs(a[0] - b[0]) + Math.abs(a[1] - b[1]) === 1;
|
||||
const y = f.next[k];
|
||||
assert.ok(y >= 0 && f.dist[y] < f.dist[k], `${what}: next of ${k}`);
|
||||
const a = [(k / COLS) | 0, k % COLS], b = [(y / COLS) | 0, y % COLS];
|
||||
if (Math.abs(a[0] - b[0]) + Math.abs(a[1] - b[1]) > 1) {
|
||||
for (const [r, c] of covered([a, b])) {
|
||||
const kk = r * COLS + c;
|
||||
if (kk === dest || hop) continue;
|
||||
assert.ok(g.walkable(r, c) && !g.isCrate(r, c), `${what}: (${a}) → (${b}) crosses (${r},${c})`);
|
||||
assert.ok(!g.unblockable[kk] || chain.has(kk), `${what}: (${a}) → (${b}) cuts across off-chain floor (${r},${c})`);
|
||||
if (r * COLS + c !== dest) assert.ok(g.walkable(r, c) && !g.isCrate(r, c), `${what}: (${a}) → (${b}) crosses (${r},${c})`);
|
||||
}
|
||||
x = y;
|
||||
}
|
||||
assert.equal(f.cost[k], nbSeg(k, y) + f.cost[y], `${what}: (${a}) cost`);
|
||||
const o = fp.next[k];
|
||||
offNb[k] = nbSeg(k, o) + offNb[o];
|
||||
assert.ok(f.cost[k] <= offNb[k], `${what}: (${a}) crosses ${f.cost[k]} non-blockable tiles, the official route ${offNb[k]}`);
|
||||
assert.ok(f.cost[k] <= f.pen[k] - g.unblockable[k] + g.unblockable[dest], `${what}: (${a}) more floor than its fewest-floor chain`);
|
||||
if (y !== o) {
|
||||
const co = nbSeg(k, o) + f.cost[o];
|
||||
const oo = [(o / COLS) | 0, o % COLS];
|
||||
const skips = f.next[o] === y && (oo[0] - a[0]) * (b[1] - a[1]) === (oo[1] - a[1]) * (b[0] - a[0])
|
||||
&& segmentTiles(a, b).some(([r, c]) => r === oo[0] && c === oo[1]);
|
||||
assert.ok(f.cost[k] < co || (f.cost[k] === co && skips), `${what}: (${a}) leaves the official pointer without less floor`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,9 +1,12 @@
|
||||
// Adversarial cross-check of grid.js against an independent port of the official client pathing (research 08 §3.4,
|
||||
// `Torappu.Battle.SPFA`: FIFO SPFA from the destination over the WHOLE level map, UP/RIGHT/DOWN/LEFT, crates cost 1000,
|
||||
// strict improvement; row-major in-place Bresenham smoothing with the diagonal corner rule), run on the raw level files
|
||||
// in .cache/gamedata (skipped when absent), extended by our blockable-ground preference (grid.js header: equal-length
|
||||
// ties go to the chain with the fewest non-blockable tiles; a smoothed line crosses non-blockable tiles only on its own
|
||||
// raw chain):
|
||||
// in .cache/gamedata (skipped when absent), extended by our blockable-ground preference (grid.js header: a second,
|
||||
// preference field = 0.1.0's — equal-length ties to the chain with the fewest non-blockable tiles, a line of sight that
|
||||
// covers non-blockable tiles, diagonal-step corners included, only on the own raw chain — whose pointer replaces the
|
||||
// official one where its route crosses fewer non-blockable tiles, or as few while only skipping the official waypoint
|
||||
// (on the straight line to it, leading there); "crosses" = positive-length intersection with the tile, found here by
|
||||
// clipping the segment against each tile, independently of grid.js crossTiles):
|
||||
// * the 8 active stages with their match-start devices: the smoothed chain from EVERY walkable tile of the normal,
|
||||
// 联防 and boss rects to every goal equals the full-map reference one (the sim's rect limit changes nothing);
|
||||
// * 400 random crate / block layouts: identical chains to the same algorithm limited to the rect;
|
||||
@@ -26,9 +29,8 @@ const FOUR = [[1, 0], [0, 1], [-1, 0], [0, -1]];
|
||||
|
||||
/**
|
||||
* The official algorithm on a raw level (non-hidden crates cost 1000; platforms / mounds blocked like the sim [ASSUMED]).
|
||||
* `prefer` adds the blockable-ground preference (lexicographic (dist, non-blockable count) relaxation; smoothing lines
|
||||
* cross non-blockable tiles only on the tile's own raw chain between its ends). Returns dest → (start → chain string),
|
||||
* with `.dist(start)` / `.covered(start)` (tiles of the smoothed route incl. diagonal-step corners) on each dest.
|
||||
* `prefer` adds the blockable-ground preference (see the header). Returns dest → (start → chain string), with
|
||||
* `.dist(start)` / `.crossedNb(start)` (non-blockable tiles the route crosses, start excluded) on each dest.
|
||||
*/
|
||||
function official(sid, { crates: extraCrates = [], blocks: extraBlocks = [], rect = null, prefer = true } = {}) {
|
||||
const lv = JSON.parse(readFileSync(file(sid), 'utf8'));
|
||||
@@ -69,48 +71,95 @@ function official(sid, { crates: extraCrates = [], blocks: extraBlocks = [], rec
|
||||
}
|
||||
return clear ? out.every(([a, b]) => clear(a, b)) : out;
|
||||
};
|
||||
return (dest) => {
|
||||
const D = dest.join();
|
||||
const dist = new Map([[D, 0]]);
|
||||
const pen = new Map([[D, 0]]);
|
||||
const par = new Map();
|
||||
const q = [dest];
|
||||
const inq = new Set([D]);
|
||||
while (q.length) {
|
||||
const cur = q.shift();
|
||||
const ck = cur.join();
|
||||
inq.delete(ck);
|
||||
for (const [dr, dc] of FOUR) {
|
||||
const nb2 = [cur[0] + dr, cur[1] + dc];
|
||||
const nk = nb2.join();
|
||||
if (!passable(nb2[0], nb2[1])) continue;
|
||||
const nd = dist.get(ck) + (crates.has(nk) ? 1000 : 1);
|
||||
const np = pen.get(ck) + (nb(nb2[0], nb2[1]) ? 1 : 0);
|
||||
const better = !dist.has(nk) || nd < dist.get(nk) || (prefer && nd === dist.get(nk) && np < pen.get(nk));
|
||||
if (better) {
|
||||
dist.set(nk, nd);
|
||||
pen.set(nk, np);
|
||||
par.set(nk, cur);
|
||||
if (!inq.has(nk)) { q.push(nb2); inq.add(nk); }
|
||||
// tiles the centre-to-centre segment a → b passes through with positive length (Liang–Barsky clip per tile)
|
||||
const through = ([r0, c0], [r1, c1]) => {
|
||||
const out = [];
|
||||
for (let r = Math.min(r0, r1); r <= Math.max(r0, r1); r++) {
|
||||
for (let c = Math.min(c0, c1); c <= Math.max(c0, c1); c++) {
|
||||
let t0 = 0, t1 = 1;
|
||||
for (const [pp, qq] of [[-(c1 - c0), c0 - (c - 0.5)], [c1 - c0, c + 0.5 - c0], [-(r1 - r0), r0 - (r - 0.5)], [r1 - r0, r + 0.5 - r0]]) {
|
||||
if (pp === 0) { if (qq < 0) t1 = -1; continue; }
|
||||
if (pp < 0) t0 = Math.max(t0, qq / pp); else t1 = Math.min(t1, qq / pp);
|
||||
}
|
||||
if (t1 - t0 > 1e-9) out.push([r, c]);
|
||||
}
|
||||
}
|
||||
const nxt = new Map(par);
|
||||
for (let r = 0; r < H; r++) {
|
||||
for (let c = 0; c < W; c++) {
|
||||
const k = `${r},${c}`;
|
||||
if (!nxt.has(k)) continue;
|
||||
const chain = new Set();
|
||||
for (let x = [r, c]; x; x = par.get(x.join())) chain.add(x.join());
|
||||
const los = (a) => {
|
||||
const lo = dist.get(a.join());
|
||||
return bres([r, c], a, (y, x) => passable(y, x) && !crates.has(`${y},${x}`)
|
||||
&& (!prefer || !nb(y, x) || (chain.has(`${y},${x}`) && dist.get(`${y},${x}`) >= lo)));
|
||||
};
|
||||
let b = nxt.get(k);
|
||||
while (nxt.has(b.join()) && los(nxt.get(b.join()))) b = nxt.get(b.join());
|
||||
nxt.set(k, b);
|
||||
return out;
|
||||
};
|
||||
const key = (p) => p.join();
|
||||
const unkey = (k) => k.split(',').map(Number);
|
||||
const losClear = (y, x) => passable(y, x) && !crates.has(`${y},${x}`);
|
||||
return (dest) => {
|
||||
const D = dest.join();
|
||||
const spfa = (usePen) => {
|
||||
const dist = new Map([[D, 0]]);
|
||||
const pen = new Map([[D, 0]]);
|
||||
const par = new Map();
|
||||
const q = [dest];
|
||||
const inq = new Set([D]);
|
||||
while (q.length) {
|
||||
const cur = q.shift();
|
||||
const ck = cur.join();
|
||||
inq.delete(ck);
|
||||
for (const [dr, dc] of FOUR) {
|
||||
const nb2 = [cur[0] + dr, cur[1] + dc];
|
||||
const nk = nb2.join();
|
||||
if (!passable(nb2[0], nb2[1])) continue;
|
||||
const nd = dist.get(ck) + (crates.has(nk) ? 1000 : 1);
|
||||
const np = pen.get(ck) + (usePen && nb(nb2[0], nb2[1]) ? 1 : 0);
|
||||
if (!dist.has(nk) || nd < dist.get(nk) || (usePen && nd === dist.get(nk) && np < pen.get(nk))) {
|
||||
dist.set(nk, nd);
|
||||
pen.set(nk, np);
|
||||
par.set(nk, cur);
|
||||
if (!inq.has(nk)) { q.push(nb2); inq.add(nk); }
|
||||
}
|
||||
}
|
||||
}
|
||||
return { dist, par };
|
||||
};
|
||||
// row-major in-place smoothing; `guard` (0.1.0's preference smoothing): the line of sight toward ancestor a may
|
||||
// also cover non-blockable tiles (Bresenham footprint, diagonal-step corners included) only on the tile's own raw
|
||||
// chain between the tile and a — the jump stops at the first ancestor it cannot see so
|
||||
const smooth = ({ dist, par }, guard) => {
|
||||
const nxt = new Map(par);
|
||||
for (let r = 0; r < H; r++) {
|
||||
for (let c = 0; c < W; c++) {
|
||||
const k = `${r},${c}`;
|
||||
if (!nxt.has(k)) continue;
|
||||
const chain = new Set();
|
||||
if (guard) for (let x = [r, c]; x; x = par.get(x.join())) chain.add(x.join());
|
||||
const sees = (a) => bres([r, c], a, (y, x) => losClear(y, x)
|
||||
&& (!guard || !nb(y, x) || (chain.has(`${y},${x}`) && dist.get(`${y},${x}`) >= dist.get(a.join()))));
|
||||
let b = nxt.get(k);
|
||||
while (nxt.has(b.join()) && sees(nxt.get(b.join()))) b = nxt.get(b.join());
|
||||
nxt.set(k, b);
|
||||
}
|
||||
}
|
||||
return nxt;
|
||||
};
|
||||
const off = spfa(false);
|
||||
const dist = off.dist;
|
||||
const segNb = (a, b) => through(a, b).filter(([y, x]) => !(y === a[0] && x === a[1]) && nb(y, x)).length;
|
||||
let nxt = smooth(off, false);
|
||||
if (prefer) {
|
||||
// per tile in increasing distance: the preference pointer when its route crosses fewer non-blockable tiles (or as
|
||||
// few while it only skips the official waypoint: o strictly inside the segment a → p, and o's chosen pointer is p)
|
||||
const nxtP = smooth(spfa(true), true);
|
||||
const cost = new Map([[D, 0]]);
|
||||
const chosen = new Map();
|
||||
const skips = (a, o, p) => {
|
||||
const t = through(a, p);
|
||||
return key(o) !== key(a) && key(o) !== key(p) && (o[0] - a[0]) * (p[1] - a[1]) === (o[1] - a[1]) * (p[0] - a[0]) && t.some((x) => key(x) === key(o));
|
||||
};
|
||||
for (const k of [...dist.keys()].sort((a, b) => dist.get(a) - dist.get(b))) {
|
||||
if (k === D) continue;
|
||||
const a = unkey(k), o = nxt.get(k), p = nxtP.get(k);
|
||||
const co = segNb(a, o) + cost.get(key(o)), cp = segNb(a, p) + cost.get(key(p));
|
||||
const useP = cp < co || (cp === co && key(o) !== key(p) && key(chosen.get(key(o)) ?? []) === key(p) && skips(a, o, p));
|
||||
chosen.set(k, useP ? p : o);
|
||||
cost.set(k, useP ? cp : co);
|
||||
}
|
||||
nxt = chosen;
|
||||
}
|
||||
const chainOf = (start) => {
|
||||
if (!dist.has(start.join())) return null;
|
||||
@@ -121,13 +170,12 @@ function official(sid, { crates: extraCrates = [], blocks: extraBlocks = [], rec
|
||||
};
|
||||
const fn = (start) => { const ch = chainOf(start); return ch ? ch.map((p) => `(${p})`).join(' ') : null; };
|
||||
fn.dist = (start) => dist.get(start.join()) ?? -1;
|
||||
fn.coveredNb = (start) => {
|
||||
fn.crossedNb = (start) => {
|
||||
const ch = chainOf(start);
|
||||
if (!ch) return null;
|
||||
const s = new Set();
|
||||
for (let i = 1; i < ch.length; i++) for (const [y, x] of bres(ch[i - 1], ch[i])) if (nb(y, x)) s.add(`${y},${x}`);
|
||||
if (nb(...ch[0])) s.add(ch[0].join());
|
||||
return s;
|
||||
let n = 0;
|
||||
for (let i = 1; i < ch.length; i++) n += segNb(ch[i - 1], ch[i]);
|
||||
return n;
|
||||
};
|
||||
return fn;
|
||||
};
|
||||
@@ -203,7 +251,7 @@ test('vs the PURE official algorithm: same route length from every tile, never m
|
||||
for (let c = rect.c0; c <= rect.c1; c++) {
|
||||
if (!g.walkable(r, c) || p.dist([r, c]) < 0) continue;
|
||||
assert.equal(f.dist[r * 21 + c], p.dist([r, c]), `${sid} (${r},${c}) → (${dest}): official length`);
|
||||
const a = p.coveredNb([r, c]).size, b = o.coveredNb([r, c]).size;
|
||||
const a = p.crossedNb([r, c]), b = o.crossedNb([r, c]);
|
||||
assert.ok(b <= a, `${sid} (${r},${c}) → (${dest}): ${b} non-blockable tiles vs official ${a}`);
|
||||
if (b < a) fewer++;
|
||||
n++;
|
||||
|
||||
@@ -0,0 +1,192 @@
|
||||
// Official route shapes (community report after 0.1.0, D5: on 战场#04 活性源石 the lower-gate enemies walked two tiles
|
||||
// straight left of the red gate and then straight up, instead of crossing diagonally from the 4th row to the 3rd as in
|
||||
// the official game). grid.js keeps the official flow field (research 08 §3.1) unless the blockable-ground preference
|
||||
// route of user playtest #2 (0.1.0's) crosses strictly fewer non-blockable tiles (floor, gates) — a segment that only
|
||||
// brushes a floor tile's corner does not cross it. Audit: every stage (active or not) × gate × field against the pure
|
||||
// official algorithm; the routes that still differ are listed, each avoiding floor the official route walks over.
|
||||
import { test } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
import { Grid, segmentTiles } from '../../server/sim/grid.js';
|
||||
import { getDefaultSource, hasGeneratedData } from '../../server/sim/simdata.js';
|
||||
import { GEO } from '../../shared/constants.js';
|
||||
import { makeBattle, chessRec, enemyRec } from '../helpers/battleHarness.js';
|
||||
|
||||
const REAL = { skip: !hasGeneratedData() && 'no generated data' };
|
||||
const COLS = 21;
|
||||
const M04 = 'act1autochess_m04';
|
||||
const RECT = { normal: GEO.NORMAL_RECT, unite: GEO.UNITE_RECT, boss: GEO.BOSS_RECT };
|
||||
|
||||
/** Grid of a real stage with its match-start devices; `pure` = the official algorithm (every tile counted blockable). */
|
||||
function stageGrid(id, rect, pure = false) {
|
||||
const st = getDefaultSource().getStage(id);
|
||||
if (!st) return null;
|
||||
const g = new Grid(st, rect);
|
||||
for (const d of st.raw.devices) {
|
||||
if (!d.active || !d.pos) continue;
|
||||
if (d.role === 'crate') g.setObstacle(d.pos[0], d.pos[1], true, 'crate');
|
||||
if (d.role === 'platform' || d.role === 'mound') g.setObstacle(d.pos[0], d.pos[1], true);
|
||||
}
|
||||
if (pure) g.unblockable.fill(0);
|
||||
return g;
|
||||
}
|
||||
const str = (wp) => (wp ? wp.map((p) => p.join(',')).join(' ') : 'null');
|
||||
|
||||
test('D5 战场#04 活性源石: the lower-gate route is the official diagonal from row 9 into row 10 (normal and 联防 fields)', REAL, () => {
|
||||
const official = [[9, 10], [10, 7], [10, 4], [9, 4], [9, 2]];
|
||||
assert.deepEqual(stageGrid(M04, GEO.NORMAL_RECT, true).waypoints(9, 10, 9, 2), official, 'the pure official algorithm');
|
||||
assert.deepEqual(stageGrid(M04, GEO.NORMAL_RECT).waypoints(9, 10, 9, 2), official, 'normal field');
|
||||
assert.deepEqual(stageGrid(M04, GEO.UNITE_RECT).waypoints(9, 10, 9, 2), official, '联防 field, own lower gate');
|
||||
// the segment (9,10) → (10,7) only brushes the corner of the floor tile (10,9): it crosses no non-blockable tile
|
||||
assert.deepEqual(segmentTiles([9, 10], [10, 7]), [[9, 10], [9, 9], [10, 8], [10, 7]]);
|
||||
});
|
||||
|
||||
test('D5 real battle (act1 m04, round-1 template act1autochess_01): the 源石虫 leave the gate diagonally, never along row 9 to col 8', REAL, () => {
|
||||
const h = makeBattle({ stageId: M04, waveTemplate: 'act1autochess_01', units: [], autoFinish: false });
|
||||
let id = null, defId = null;
|
||||
const tiles = [];
|
||||
let atCol9 = null;
|
||||
h.b.on('tick', () => {
|
||||
const e = h.b.enemies.find((u) => (id == null ? u.motion === 'WALK' : u.id === id));
|
||||
if (!e) return;
|
||||
id = e.id;
|
||||
defId = e.defId;
|
||||
const k = `${Math.round(e.y)},${Math.round(e.x)}`;
|
||||
if (tiles[tiles.length - 1] !== k) tiles.push(k);
|
||||
if (atCol9 == null && e.x <= 9) atCol9 = e.y;
|
||||
});
|
||||
h.run(30);
|
||||
assert.equal(defId, 'enemy_1007_slime', 'the round-1 源石虫 of the lower gate');
|
||||
assert.deepEqual(tiles.slice(0, 5), ['9,10', '9,9', '10,8', '10,7', '10,6'], `tiles: ${tiles.join(' ')}`);
|
||||
assert.ok(!tiles.includes('9,8'), `never on (9,8): ${tiles.join(' ')}`);
|
||||
// on the official segment (9,10) → (10,7) the walker is a third of a row up when it passes the col-9 centre line
|
||||
assert.ok(Math.abs(atCol9 - (9 + 1 / 3)) < 0.02, `row ${atCol9} at col 9 (straight along row 9 would be 9.00)`);
|
||||
});
|
||||
|
||||
// Routes that differ from the official one (ours, as waypoints): each crosses fewer non-blockable tiles — user playtest
|
||||
// #2's 战场#01 col-9 floor lane (its 联防 partner routes pass the same exit), the boss exits (2,10) of 战场#01 / #02
|
||||
// that would cut across the arena's central floor, 战场#02's 联防 partner lower gate (floor (12,17)) and the inactive
|
||||
// 战场#07 (上半)'s 联防 partner upper gate (row 12 through (12,9) vs row 9). Every other route of every stage is official.
|
||||
const DEVIATIONS = {
|
||||
'act1autochess_m01 normal 9,10>9,2': '9,10 9,8 12,8 12,4 9,4 9,2',
|
||||
'act1autochess_m01 unite 9,10>9,2': '9,10 9,8 12,8 12,4 9,4 9,2',
|
||||
'act1autochess_m01 unite 9,18>9,2': '9,18 9,16 12,16 12,12 9,12 9,8 12,8 12,4 9,4 9,2',
|
||||
'act1autochess_m01 unite 12,18>9,2': '12,18 12,12 9,12 9,8 12,8 12,4 9,4 9,2',
|
||||
'act1autochess_m01 boss 2,10>1,3': '2,10 2,8 5,8 5,4 2,4 2,3 1,3',
|
||||
'act1autochess_m01 boss 2,10>2,2': '2,10 2,8 5,8 5,4 2,4 2,2',
|
||||
'act1autochess_m01 boss 2,10>1,17': '2,10 2,12 5,12 5,16 2,16 2,17 1,17',
|
||||
'act1autochess_m01 boss 2,10>2,18': '2,10 2,12 5,12 5,16 2,16 2,18',
|
||||
'act1autochess_m02 unite 9,18>9,2': '9,18 9,17 11,17 12,12 12,3 9,3 9,2',
|
||||
'act1autochess_m02 boss 2,10>1,3': '2,10 2,9 4,9 4,6 2,6 2,3 1,3',
|
||||
'act1autochess_m02 boss 2,10>2,2': '2,10 2,9 4,9 4,6 2,6 2,2',
|
||||
'act1autochess_m02 boss 2,10>1,17': '2,10 2,11 4,11 4,14 2,14 2,17 1,17',
|
||||
'act1autochess_m02 boss 2,10>2,18': '2,10 2,11 4,11 4,14 2,14 2,18',
|
||||
'act1autochess_m07 unite 12,18>9,2': '12,18 12,11 9,11 9,2',
|
||||
// the inactive 战场#05 (上半): its 深水区 refuses deployment (player report #3 after 0.1.0) and the sim's Grid does not
|
||||
// model the 特制水上平台 canoes over it (deploy map only, server/sim/grid.js [ASSUMED, weight 0]), so its water counts as
|
||||
// non-blockable and these routes take the floor lanes beside it — one non-blockable tile fewer than the official ones
|
||||
'act1autochess_m05 normal 12,10>9,2': '12,10 12,9 9,9 9,2',
|
||||
'act1autochess_m05 unite 12,10>9,2': '12,10 12,9 9,9 9,2',
|
||||
'act1autochess_m05 unite 12,18>9,2': '12,18 12,17 9,17 9,2',
|
||||
'act1autochess_m05 boss 5,10>1,3': '5,10 5,9 2,9 2,3 1,3',
|
||||
'act1autochess_m05 boss 5,10>2,2': '5,10 5,9 2,9 2,2',
|
||||
'act1autochess_m05 boss 5,10>1,17': '5,10 5,11 2,11 2,17 1,17',
|
||||
'act1autochess_m05 boss 5,10>2,18': '5,10 5,11 2,11 2,18',
|
||||
};
|
||||
|
||||
test('audit: every route of every stage (11, active or not) × gate × field is the official one, except the listed floor-avoiding ones', REAL, () => {
|
||||
const stages = ['act1autochess_m01', 'act1autochess_m02', 'act1autochess_m03', 'act1autochess_m04', 'act1autochess_m05', 'act1autochess_m06', 'act1autochess_m07',
|
||||
'act2autochess_m01', 'act2autochess_m02', 'act2autochess_m03', 'act2autochess_m04'];
|
||||
const legs = [
|
||||
['normal', [9, 10], [9, 2]], ['normal', [12, 10], [9, 2]],
|
||||
['unite', [9, 10], [9, 2]], ['unite', [12, 10], [9, 2]], ['unite', [9, 18], [9, 2]], ['unite', [12, 18], [9, 2]],
|
||||
...[[5, 10], [2, 10]].flatMap((s) => [[1, 3], [2, 2], [1, 17], [2, 18]].map((e) => ['boss', s, e])),
|
||||
];
|
||||
const floor = (g, wp) => {
|
||||
const out = [];
|
||||
for (let i = 1; i < wp.length; i++) for (const [r, c] of segmentTiles(wp[i - 1], wp[i]).slice(1)) if (g.unblockable[r * COLS + c]) out.push(`${r},${c}`);
|
||||
return out;
|
||||
};
|
||||
const seen = new Set();
|
||||
let official = 0;
|
||||
for (const sid of stages) {
|
||||
for (const [kind, s, e] of legs) {
|
||||
const g = stageGrid(sid, RECT[kind]), p = stageGrid(sid, RECT[kind], true);
|
||||
assert.ok(g, `${sid} in data/stages.json`);
|
||||
const ours = g.waypoints(s[0], s[1], e[0], e[1]), off = p.waypoints(s[0], s[1], e[0], e[1]);
|
||||
const key = `${sid} ${kind} ${s}>${e}`;
|
||||
assert.ok(ours && off, `${key} reachable`);
|
||||
assert.equal(g.flowField(e[0], e[1]).dist[s[0] * COLS + s[1]], p.flowField(e[0], e[1]).dist[s[0] * COLS + s[1]], `${key}: official length`);
|
||||
if (str(ours) === str(off)) { assert.ok(!(key in DEVIATIONS), `${key} is official now: drop it from DEVIATIONS`); official++; continue; }
|
||||
seen.add(key);
|
||||
assert.equal(str(ours), DEVIATIONS[key], `${key} differs from the official ${str(off)}`);
|
||||
const fo = floor(g, ours), ff = floor(g, off);
|
||||
assert.ok(fo.length < ff.length, `${key}: crosses ${fo.join(' ')}, the official route ${ff.join(' ')}`);
|
||||
}
|
||||
}
|
||||
assert.equal(seen.size, Object.keys(DEVIATIONS).length, 'every listed deviation still exists');
|
||||
assert.equal(official, stages.length * legs.length - seen.size);
|
||||
});
|
||||
|
||||
test('D5: an operator on (9,9), (9,8) or (10,8) blocks the lower-gate enemy on the official diagonal', REAL, () => {
|
||||
const guard = chessRec({ id: 't_guard', profession: 'WARRIOR', stats: { atk: 0, blockCnt: 3, maxHp: 1e6 }, skill: null });
|
||||
const walker = enemyRec({ key: 'enemy_walker', hp: 1e6, speed: 1 });
|
||||
const route = { motion: 'WALK', start: [9, 10], end: [9, 2], checkpoints: [] };
|
||||
for (const [r, c] of [[9, 9], [9, 8], [10, 8]]) {
|
||||
const h = makeBattle({ stageId: M04, defs: { chess: { t_guard: guard }, enemies: { enemy_walker: walker } },
|
||||
units: [{ chessId: 't_guard', row: r, col: c }], enemies: [{ key: 'enemy_walker', route }], content: 'none', autoFinish: false, timeLimit: 60 });
|
||||
const u = h.unit('t_guard');
|
||||
assert.ok(h.runUntil(() => h.enemies()[0]?.blockedBy === u, 30), `blocked by the operator on (${r},${c})`);
|
||||
}
|
||||
});
|
||||
|
||||
test('战场#02 Final Assault: the (2,10) exit routes mirror each other and an operator beside the exit on (2,9) / (2,11) blocks them', REAL, () => {
|
||||
// the preference route is 0.1.0's (a diagonal step's corner tiles count in its line of sight); only the choice between
|
||||
// it and the official route counts exact crossings — otherwise the right half slipped diagonally past (2,11)
|
||||
const g = stageGrid('act1autochess_m02', GEO.BOSS_RECT);
|
||||
const mirror = (wp) => wp.map(([r, c]) => [r, 20 - c]);
|
||||
assert.deepEqual(g.waypoints(2, 10, 1, 17), mirror(g.waypoints(2, 10, 1, 3)));
|
||||
assert.deepEqual(g.waypoints(2, 10, 2, 18), mirror(g.waypoints(2, 10, 2, 2)));
|
||||
const guard = chessRec({ id: 't_guard', profession: 'WARRIOR', stats: { atk: 0, blockCnt: 3, maxHp: 1e6 }, skill: null });
|
||||
const walker = enemyRec({ key: 'enemy_walker', hp: 1e6, speed: 1 });
|
||||
for (const [tile, end] of [[[2, 9], [1, 3]], [[2, 9], [2, 2]], [[2, 11], [1, 17]], [[2, 11], [2, 18]]]) {
|
||||
const h = makeBattle({ stageId: 'act1autochess_m02', kind: 'boss', defs: { chess: { t_guard: guard }, enemies: { enemy_walker: walker } },
|
||||
units: [{ chessId: 't_guard', row: tile[0], col: tile[1] }], enemies: [{ key: 'enemy_walker', route: { motion: 'WALK', start: [2, 10], end, checkpoints: [] } }],
|
||||
content: 'none', autoFinish: false, timeLimit: 60 });
|
||||
const u = h.unit('t_guard');
|
||||
assert.ok(h.runUntil(() => h.enemies()[0]?.blockedBy === u, 20), `the enemy (2,10) → (${end}) is blocked on (${tile})`);
|
||||
assert.ok(u.deployed && u.tileR === tile[0] && u.tileC === tile[1], `operator on (${tile})`);
|
||||
}
|
||||
});
|
||||
|
||||
test('equal floor never bends the official route: one crate on any tile of an active stage leaves every gate route official or crossing strictly fewer non-blockable tiles', REAL, () => {
|
||||
const stages = ['act1autochess_m01', 'act1autochess_m02', 'act1autochess_m03', 'act1autochess_m04', 'act2autochess_m01', 'act2autochess_m02', 'act2autochess_m03', 'act2autochess_m04'];
|
||||
const floor = (g, wp) => {
|
||||
let n = 0;
|
||||
for (let i = 1; i < wp.length; i++) for (const [r, c] of segmentTiles(wp[i - 1], wp[i]).slice(1)) n += g.unblockable[r * COLS + c];
|
||||
return n;
|
||||
};
|
||||
const R = GEO.NORMAL_RECT;
|
||||
let n = 0;
|
||||
for (const sid of stages) {
|
||||
for (let r = R.r0; r <= R.r1; r++) {
|
||||
for (let c = R.c0; c <= R.c1; c++) {
|
||||
const g = stageGrid(sid, R), p = stageGrid(sid, R, true);
|
||||
if (!g.walkable(r, c) || g.obstacle[r * COLS + c]) continue;
|
||||
g.setObstacle(r, c, true, 'crate');
|
||||
p.setObstacle(r, c, true, 'crate');
|
||||
for (const s of [[9, 10], [12, 10]]) {
|
||||
const ours = g.waypoints(s[0], s[1], 9, 2), off = p.waypoints(s[0], s[1], 9, 2);
|
||||
if (!ours || str(ours) === str(off)) continue;
|
||||
n++;
|
||||
assert.ok(floor(g, ours) < floor(g, off), `${sid} crate (${r},${c}) from (${s}): ${str(ours)} vs the official ${str(off)}`);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
assert.ok(n > 0, 'some layouts keep a floor-avoiding deviation');
|
||||
// the case that used to slip through: a crate on (10,6) of 战场#04 — official (9,10) → (9,9) → (11,7), as much floor as
|
||||
// the L via (9,8), so the official one stays
|
||||
const g = stageGrid(M04, R);
|
||||
g.setObstacle(10, 6, true, 'crate');
|
||||
assert.equal(str(g.waypoints(9, 10, 9, 2)), '9,10 9,9 11,7 11,4 9,4 9,2');
|
||||
});
|
||||
@@ -108,13 +108,14 @@ test('flow fields are cached per destination and grid version', () => {
|
||||
});
|
||||
|
||||
test('real stages: the official lanes of research 08 §3.2 (crates = non-hidden level predefines, platforms blocking) + blockable-ground preference', REAL, () => {
|
||||
// m01 / m04 lower gate: equal-length choice between the col-9 floor lane and the col-8 road — the road (blockable)
|
||||
// wins (official: (9,9) → (12,8) over the floor of (10,9) / (11,9), and (9,10) → (10,7) over (10,9))
|
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// m01 lower gate: equal-length choice between the col-9 floor lane and the col-8 road — the road (blockable) wins
|
||||
// (official: (9,9) → (12,8) through the floor of (10,9)); m04 lower gate: the official diagonal (9,10) → (10,7) only
|
||||
// brushes the corner of the floor (10,9) and stays (community report D5, test/sim/pathing-official.test.js)
|
||||
const lanes = {
|
||||
act1autochess_m01: ['(12,10) (12,4) (9,4) (9,2)', '(9,10) (9,8) (12,8) (12,4) (9,4) (9,2)'],
|
||||
act1autochess_m02: ['(12,10) (12,3) (9,3) (9,2)', '(9,10) (9,9) (11,9) (11,6) (9,6) (9,2)'],
|
||||
act1autochess_m03: ['(12,10) (12,6) (11,6) (9,5) (9,2)', '(9,10) (9,2)'], // 射击台 on (10,3)/(10,4) block [ASSUMED]
|
||||
act1autochess_m04: ['(12,10) (12,9) (11,9) (11,4) (9,4) (9,2)', '(9,10) (9,8) (10,8) (10,4) (9,4) (9,2)'],
|
||||
act1autochess_m04: ['(12,10) (12,9) (11,9) (11,4) (9,4) (9,2)', '(9,10) (10,7) (10,4) (9,4) (9,2)'],
|
||||
act2autochess_m01: ['(12,10) (12,9) (9,9) (9,7) (12,7) (12,5) (9,5) (9,2)', '(9,10) (9,7) (12,7) (12,5) (9,5) (9,2)'],
|
||||
act2autochess_m02: ['(12,10) (12,7) (9,7) (9,2)', '(9,10) (9,2)'],
|
||||
act2autochess_m03: ['(12,10) (12,4) (9,4) (9,2)', '(9,10) (9,9) (10,9) (10,6) (9,6) (9,2)'],
|
||||
|
||||
Reference in new issue
Block a user