From 7a3918eab9c3b5e0b96681f988a0932a33884510 Mon Sep 17 00:00:00 2001 From: sganggs Date: Sat, 3 Oct 2026 04:57:30 +0800 Subject: [PATCH] feedback1d WO: the preference route is 0.1.0's again; equal floor keeps the official route MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Review follow-up to the D5 fix. Two changes in grid.js _buildField: - The road-over-floor preference smoothing is 0.1.0's again: its line of sight may cover non-blockable tiles (Bresenham footprint, diagonal-step corners included) only on the tile's own raw chain, and the jump stops at the first ancestor it cannot see so. Exact crossings (a corner touch is not a crossing) are used only to choose between the official and the preference pointer. The previous version let the preference brush the corner of off-chain floor, so on 战场#02's Final Assault the right-half exit route (2,10) -> (3,11) slipped past an operator on (2,11) while the left half was still blocked on (2,9). Both halves now mirror each other again ((2,10) -> (2,11) -> (4,11)). - On an equal floor count the official pointer stays; the preference pointer wins only when it merely skips a collinear official waypoint (same walk). The old "farther waypoint" tie-break could bend an official route without saving any floor, e.g. a crate on (10,6) of 战场#04 brought back the L via (9,8) for the lower gate. Still 140 of 154 stage routes official; data/stages.json groundPaths regenerated (战场#02 boss right exit back to 0.1.0's, device-less helper paths of #03 / #04 / #06 follow the same rule). New tests: 战场#02 boss exits mirror and are blocked beside the exit; a single crate on any tile of an active stage never leaves a gate route non-official without crossing strictly less floor. The cross-check reference port follows both rules. --- data/stages.json | 2 +- docs/DATA.md | 2 +- docs/SIM.md | 15 +++--- docs/research/08-waves-official.md | 20 +++++--- server/sim/grid.js | 79 ++++++++++++++++------------- test/sim/pathing-blockable.test.js | 7 ++- test/sim/pathing-crosscheck.test.js | 36 ++++++------- test/sim/pathing-official.test.js | 60 ++++++++++++++++++++-- 8 files changed, 147 insertions(+), 74 deletions(-) diff --git a/data/stages.json b/data/stages.json index ad949952..db526616 100644 --- a/data/stages.json +++ b/data/stages.json @@ -1 +1 @@ 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\ No newline at end of file diff --git a/docs/DATA.md b/docs/DATA.md index b4e7f1a4..47e107ae 100644 --- a/docs/DATA.md +++ b/docs/DATA.md @@ -409,7 +409,7 @@ exactly (the builder warns if a multi-fragment template ever appears). | `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 | | `runes[]`, `globalBuffs[]` | `{"key":"map_tile_blackb_assign","bb":{…},"bbStr":{…}}` | level runes (act2 m03 reed rune has no reed tiles — leftover) | | `deployTiles` | `{"normal":{"melee":[[9,3],…],"rangedOnly":[[10,4],…],"changedByDevices":[…]},"bossLeft":{…},"bossRight":{…}}` | deployable tiles at match start: `melee` = LOW buildable ALL/MELEE (ranged may use them too), `rangedOnly` = high ground / active platforms; tiles under active crates/mounds 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) | -| `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 road-over-floor preference route crosses fewer non-blockable floor / gate tiles — the fewest among equal-length chains, smoothing that never cuts across floor its grid route does not walk, a corner touch not counting 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 | +| `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 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 | | `options`, `config` | `{"characterLimit":8,"moveMultiplier":0.5}`, `{…configBlackBoard strings…}` | | Glyph legend (`rows`): diff --git a/docs/SIM.md b/docs/SIM.md index 4a54c636..3db082fc 100644 --- a/docs/SIM.md +++ b/docs/SIM.md @@ -150,13 +150,14 @@ HP, then `kill(old, null)` — uncounted, no bounty; the client sees a `die` and WALK legs pathfind on the stage grid inside the rect with the official flow field (grid.js: 4-direction SPFA from the destination, crates cost 1000, then Bresenham line-of-sight smoothing — research 08 §3.4). The official route stays -unless the road-over-floor preference route (the fewest non-blockable tiles among equal-length chains, smoothing that -never cuts across floor its grid route does not walk; user playtest #2 item 2) crosses fewer non-blockable tiles -(floor / gate lanes) — "crosses" = passes through the tile's interior, a corner touch does not count (`grid.js` -`segmentTiles`; community report D5 after 0.1.0: 战场#04's lower-gate enemies cut diagonally from row 9 into row 10 as -officially). test/sim/pathing-official.test.js lists the 14 of 154 stage routes that still differ from the official -ones (战场#01's col-8 road, the boss exits of 战场#01 / #02 …); test/sim/pathing-blockable.test.js audits the floor -crossed. Enemies re-path whenever +unless 0.1.0's road-over-floor preference route (the fewest non-blockable tiles among equal-length chains, a line of +sight that never covers floor — diagonal-step corners included — its grid route does not walk; user playtest #2 item 2) +crosses strictly fewer non-blockable tiles (floor / gate lanes); "crosses" = passes through the tile's interior, a +corner touch does not count (`grid.js` `segmentTiles`; community report D5 after 0.1.0: 战场#04's lower-gate enemies cut +diagonally from row 9 into row 10 as officially), and on equal counts the official route stays. +test/sim/pathing-official.test.js lists the 14 of 154 stage routes that still differ from the official ones (战场#01's +col-8 road, the boss exits of 战场#01 / #02 …); test/sim/pathing-blockable.test.js audits the floor crossed. Enemies +re-path whenever an obstacle changes (`grid.version`), after a displacement and when 诱导 / 恐惧 ends (the 恐惧 and 诱导 walks likewise re-plan from where the enemy stands after an obstacle change or when something else moved it — a push, or for 诱导 an outranking 恐惧); the smoothed chain is only line-of-sight diff --git a/docs/research/08-waves-official.md b/docs/research/08-waves-official.md index d79d4166..5e2e31d9 100644 --- a/docs/research/08-waves-official.md +++ b/docs/research/08-waves-official.md @@ -349,13 +349,14 @@ The raw BFS chains and smoothed waypoints are in scratch `lanes_official.txt`. **Remake deviation (user playtest #2, 2026-09-29; narrowed after the community report D5, 2026-10-03).** The user reported the 战场#01 lower-gate enemies walking up the col-9 floor lane, where no operator can block them. -`server/sim/grid.js` keeps every official route LENGTH and the official route itself unless a road-over-floor -preference route (equal-length ties to the chain with the fewest non-blockable floor / gate tiles, smoothing that never -cuts across floor its grid route does not walk) crosses fewer non-blockable tiles; a segment that only touches a floor -tile's corner does not cross it. The first version (2026-09-29) counted those corner tiles as crossed and so also bent -official diagonals into L shapes — the D5 report after 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) → (10,7), which only brushes the corner of the floor (10,9). Lanes that -still differ from the table above (14 of the 154 stage × gate × field routes, test/sim/pathing-official.test.js): +`server/sim/grid.js` keeps every official route LENGTH and the official route itself unless the 2026-09-29 +road-over-floor preference route (equal-length ties to the chain with the fewest non-blockable floor / gate tiles, +smoothing that never cuts across floor its grid route does not walk, the corner tiles of a diagonal step included) +crosses strictly fewer non-blockable tiles; in that comparison a segment that only touches a floor tile's corner does +not cross it. Used alone (0.1.0) the preference also bent official diagonals into L shapes — the D5 report after +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) → +(10,7), which only brushes the corner of the floor (10,9). Lanes that still differ from the table above (14 of the 154 +stage × gate × field routes, test/sim/pathing-official.test.js): - 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) through the floor (10,9)); the 联防 partner routes pass the same exit. - 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 @@ -363,6 +364,11 @@ still differ from the table above (14 of the 154 stage × gate × field routes, Floor the terrain forces stays (gates, (12,9) beside the upper gate, the col-9 floor where walls or a crate block the road: #02 lower (10,9)/(11,9), #04 upper (11,9), #05 upper (11,9)/(10,9), #07 lower (10,9)). Full audit: test/sim/pathing-blockable.test.js. +- 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 + (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 + 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 + √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 + there no longer catches those enemies; every other blocking tile of the 154 routes is unchanged. ### 3.3 What we do and the root cause of "upper-gate enemies walk the lower lane" diff --git a/server/sim/grid.js b/server/sim/grid.js index 20613226..63aeb741 100644 --- a/server/sim/grid.js +++ b/server/sim/grid.js @@ -18,19 +18,22 @@ // 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 — `blockable()` false). A segment CROSSES the tiles whose -// interior it passes through (`crossTiles`, exact geometry); one it only touches at a corner point is not crossed. -// 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) and the official line-of-sight walk: +// ground buildable for melee (floor / gate / goal / teleport — `blockable()` false). 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: 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 a smoothed -// segment that would cross a non-blockable tile off the tile's own raw chain backs off to the farthest earlier -// waypoint whose segment does not — it never cuts across 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), or as few with a farther -// waypoint. So the route from every tile crosses no more floor than either candidate and is the official one wherever -// that is not floor-heavier (test/sim/pathing-official.test.js lists the routes that still differ on every stage). +// * 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. // @@ -252,16 +255,23 @@ export class Grid { 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 los = allowDiagonal ? (a, b) => bresenhamClear(a, b, walk) : (a, b) => segmentClear(a, b, walk); - const nextO = smoothChains(official.parent, dist, los, null); - // preference smoothing: a segment may cross a non-blockable tile only on the tile's own raw chain between its ends + 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); - const nextP = smoothChains(pref.parent, dist, los, { - begin: (n) => { for (let x = n, g = N; x >= 0 && g-- > 0; x = pref.parent[x]) onChain[x] = n; }, - ok: (n, b) => crossTiles(n, b, (r, c) => { const k = r * COLS + c; return !unb[k] || (onChain[k] === n && dist[k] >= dist[b]); }), - }); - // per tile, in increasing distance: the official pointer unless the preference one crosses fewer non-blockable - // tiles on the way to the destination (or as few with a farther waypoint) + 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); @@ -274,7 +284,7 @@ export class Grid { 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 && dist[p] < dist[o])) { use = p; best = cp; } + if (cp < best || (cp === best && next[o] === p && onSegment(k, o, p))) { use = p; best = cp; } } next[k] = use; cost[k] = best; @@ -402,29 +412,28 @@ export class Grid { /** * 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. With `guard` - * ({ begin(n), ok(n, b) }) the jump then backs off to the farthest of the waypoints it passed that `ok` accepts (the - * raw parent always is). Returns the smoothed pointers. + * (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, guard) { +function smoothChains(parent, dist, los, begin) { const N = parent.length; const next = new Int32Array(parent); - const hops = new Int32Array(N); for (let n = 0; n < N; n++) { if (dist[n] < 0 || next[n] < 0) continue; - let h = 0, b = next[n]; - hops[h++] = b; - while (next[b] >= 0 && los(n, next[b])) { b = next[b]; hops[h++] = b; } - if (guard && h > 1) { - guard.begin(n); - while (h > 1 && !guard.ok(n, hops[h - 1])) h--; - b = hops[h - 1]; - } + 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; diff --git a/test/sim/pathing-blockable.test.js b/test/sim/pathing-blockable.test.js index 0ce08537..ae06b277 100644 --- a/test/sim/pathing-blockable.test.js +++ b/test/sim/pathing-blockable.test.js @@ -424,7 +424,7 @@ test('random layouts: official lengths, fewest non-blockable tiles among equal-l // 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 - // with a farther waypoint + // while it only skips the official waypoint (which lies on the straight line to it and leads there) assert.deepEqual([...f.official], [...fp.next], `${what}: the official pointers`); const nbSeg = (x, y) => segmentTiles([(x / COLS) | 0, x % COLS], [(y / COLS) | 0, y % COLS]).slice(1).filter(([r, c]) => g.unblockable[r * COLS + c]).length; const offNb = new Int32Array(N); @@ -445,7 +445,10 @@ test('random layouts: official lengths, fewest non-blockable tiles among equal-l assert.ok(f.cost[k] <= f.pen[k] - g.unblockable[k] + g.unblockable[dest], `${what}: (${a}) more floor than its fewest-floor chain`); if (y !== o) { const co = nbSeg(k, o) + f.cost[o]; - assert.ok(f.cost[k] < co || (f.cost[k] === co && f.dist[y] < f.dist[o]), `${what}: (${a}) leaves the official pointer without less floor`); + const oo = [(o / COLS) | 0, o % COLS]; + const skips = f.next[o] === y && (oo[0] - a[0]) * (b[1] - a[1]) === (oo[1] - a[1]) * (b[0] - a[0]) + && segmentTiles(a, b).some(([r, c]) => r === oo[0] && c === oo[1]); + assert.ok(f.cost[k] < co || (f.cost[k] === co && skips), `${what}: (${a}) leaves the official pointer without less floor`); } } } diff --git a/test/sim/pathing-crosscheck.test.js b/test/sim/pathing-crosscheck.test.js index 7224620c..d6b4fbe1 100644 --- a/test/sim/pathing-crosscheck.test.js +++ b/test/sim/pathing-crosscheck.test.js @@ -2,10 +2,11 @@ // `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: a second, -// preference field — equal-length ties to the chain with the fewest non-blockable tiles, smoothing that backs off from -// segments through non-blockable tiles off the own raw chain — whose pointer replaces the official one where its route -// crosses fewer non-blockable tiles, or as few with a farther waypoint; "crosses" = positive-length intersection with -// the tile, found here by clipping the segment against each tile, independently of grid.js crossTiles): +// 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; @@ -113,24 +114,21 @@ function official(sid, { crates: extraCrates = [], blocks: extraBlocks = [], rec } return { dist, par }; }; - // row-major in-place smoothing; `guard`: back off to the farthest passed waypoint whose segment crosses - // non-blockable tiles only on the tile's own raw chain + // 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},${x}`) >= dist.get(a.join())))); let b = nxt.get(k); - const hops = [b]; - while (nxt.has(b.join()) && bres([r, c], nxt.get(b.join()), losClear)) { b = nxt.get(b.join()); hops.push(b); } - if (guard) { - const chain = new Set(); - for (let x = [r, c]; x; x = par.get(x.join())) chain.add(x.join()); - const ok = (a) => through([r, c], a).every(([y, x]) => !nb(y, x) || (chain.has(`${y},${x}`) && dist.get(`${y},${x}`) >= dist.get(a.join()))); - while (hops.length > 1 && !ok(hops[hops.length - 1])) hops.pop(); - b = hops[hops.length - 1]; - } + while (nxt.has(b.join()) && sees(nxt.get(b.join()))) b = nxt.get(b.join()); nxt.set(k, b); } } @@ -142,15 +140,19 @@ function official(sid, { crates: extraCrates = [], blocks: extraBlocks = [], rec 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 with a farther waypoint) + // 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 && dist.get(key(p)) < dist.get(key(o))); + 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); } diff --git a/test/sim/pathing-official.test.js b/test/sim/pathing-official.test.js index cdede9e1..159e1ae1 100644 --- a/test/sim/pathing-official.test.js +++ b/test/sim/pathing-official.test.js @@ -1,7 +1,7 @@ // 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) wherever its route crosses no more -// non-blockable tiles (floor, gates) than the blockable-ground preference of user playtest #2 — a segment that only +// 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'; @@ -78,8 +78,8 @@ const DEVIATIONS = { '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 3,11 4,11 4,14 2,14 2,17 1,17', - 'act1autochess_m02 boss 2,10>2,18': '2,10 3,11 4,11 4,14 2,14 2,18', + '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', }; @@ -128,3 +128,55 @@ test('D5: an operator on (9,9), (9,8) or (10,8) blocks the lower-gate enemy on t 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'); +});