feat: add encounter map
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# npc encounter (2): offer random trades, could be merchants or healer or something
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# shelter (2): offer consumable restock and heal
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# enemy (10): minor enemies
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# elite (4): dangerous enemies
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# boss (1): boss enemy
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type,name,description
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'npc'|'enemy'|'elite'|'boss'|'event'|'shelter',string,string
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enemy,仙人掌怪,概念:防+强化。【尖刺X】:对攻击者造成X点伤害。
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enemy,蛇,概念:攻+强化。给玩家塞入蛇毒牌(消耗。一回合弃掉超过1张蛇毒时,受到6伤害)。
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enemy,木乃伊,概念:攻+防。【诅咒】:受攻击时物品【攻击】-1,直到弃掉一张该物品的牌。
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enemy,枪手,概念:单回高攻。【瞄准X】:造成双倍伤害。受伤时失去等量【瞄准】。
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enemy,风卷草,概念:防+强化。【滚动X】:攻击时,每消耗10点【滚动】,造成等量伤害。
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enemy,秃鹫,概念:攻+防。造成伤害后玩家获得秃鹫之眼(当你受到伤害时自动从手牌打出受到秃鹫的攻击)。
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enemy,沙蝎,概念:攻+强化。【尾刺X】:玩家回合结束时受到沙蝎的X点攻击。受伤时失去等量【尾刺】。
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enemy,幼沙虫,概念:防+强化。每回合第一次受伤时,玩家失去1点能量。
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enemy,蜥蜴,概念:攻+防+逃跑。【脱皮】:若脱皮达到生命上限,则怪物逃跑,玩家不能获得战斗奖励。
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enemy,沙匪,概念:攻特化。洗牌时,将一个随机物品的牌全部弃掉。
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elite,风暴之灵,【风暴X】:攻击时,玩家获得1张静电。受伤时失去等量【风暴】。(静电:在手里时受【电击】伤害+1)
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elite,骑马枪手,【冲锋X】:受到或造成的伤害翻倍并消耗等量的冲锋。
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elite,沙虫王,召唤幼体沙虫;每当玩家弃掉一张牌,恢复1生命。
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elite,沙漠守卫,召唤木乃伊;会复活木乃伊2次。
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boss,法老之灵,沙漠区域最终Boss。
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npc,沙漠商人,商店:可以恢复生命、出售装备、附魔物品。
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npc,绿洲篝火,篝火:可以恢复生命、补充药水使用次数、获得下次战斗Buff。
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npc,迷失的旅人,提供任务:完成特定地点遭遇以获得独特奖励。
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event,海市蜃楼,随机遭遇:可能获得宝藏或遭遇陷阱,使用d6双阶段结构结算。
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type EncounterDesertTable = readonly {
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readonly type: "npc" | "enemy" | "elite" | "boss" | "event" | "shelter";
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readonly name: string;
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readonly description: string;
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}[];
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export type EncounterDesert = EncounterDesertTable[number];
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declare const data: EncounterDesertTable;
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export default data;
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@ -1,3 +1,6 @@
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import heroItemFighter1Csv from './heroItemFighter1.csv';
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import encounterDesertCsv from './encounterDesert.csv';
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export const heroItemFighter1Data = heroItemFighter1Csv;
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export const encounterDesertData = encounterDesertCsv;
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export { default as encounterDesertCsv, type EncounterDesert } from './encounterDesert.csv';
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import { Mulberry32RNG, type RNG } from '@/utils/rng';
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import encounterDesertCsv, { type EncounterDesert } from '../data/encounterDesert.csv';
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import { MapNodeType } from './types';
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import type { MapLayer, MapNode, PointCrawlMap } from './types';
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/** Cache for parsed encounters by type */
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const encountersByType = new Map<string, EncounterDesert[]>();
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function indexEncounters(): void {
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if (encountersByType.size > 0) return;
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for (const encounter of encounterDesertCsv) {
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const type = encounter.type;
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if (!encountersByType.has(type)) {
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encountersByType.set(type, []);
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}
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encountersByType.get(type)!.push(encounter);
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}
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}
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/** Map from MapNodeType to encounter type key */
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const NODE_TYPE_TO_ENCOUNTER: Partial<Record<MapNodeType, string>> = {
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[MapNodeType.Combat]: 'enemy',
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[MapNodeType.Elite]: 'elite',
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[MapNodeType.Boss]: 'boss',
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[MapNodeType.Event]: 'event',
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[MapNodeType.NPC]: 'npc',
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[MapNodeType.Shelter]: 'shelter',
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};
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/**
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* Picks a random encounter for the given node type.
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* Returns undefined if no matching encounter exists.
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*/
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function pickEncounterForNode(type: MapNodeType, rng: RNG): EncounterDesert | undefined {
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indexEncounters();
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const encounterType = NODE_TYPE_TO_ENCOUNTER[type];
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if (!encounterType) return undefined;
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const pool = encountersByType.get(encounterType);
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if (!pool || pool.length === 0) return undefined;
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return pool[rng.nextInt(pool.length)];
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}
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/** Total number of layers (start + 11 intermediate + end) */
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const TOTAL_LAYERS = 13;
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/** Node type for each layer. Undefined layers use combat/elite mix. */
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const LAYER_TYPE: Partial<Record<number, MapNodeType>> = {
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0: MapNodeType.Start,
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3: MapNodeType.Event,
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6: MapNodeType.Shelter,
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9: MapNodeType.NPC,
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12: MapNodeType.Boss,
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};
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/**
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* How many nodes each layer should have.
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* Diamond-ish shape: 1→2→3→4→5→5→5→5→4→3→2→1
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*/
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const LAYER_WIDTHS = [1, 2, 3, 4, 5, 5, 5, 5, 5, 4, 3, 2, 1];
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/**
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* Generates a random point crawl map with layered directional graph.
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*
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* Invariants:
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* - 13 layers (index 0 = start, index 12 = boss end)
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* - Layer 3 = all events, layer 6 = shelters, layer 9 = NPCs
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* - Every node has 1–2 outgoing edges to the next layer
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* - Every node is reachable from start and can reach the end
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*
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* @param seed Random seed for reproducibility
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*/
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export function generatePointCrawlMap(seed?: number): PointCrawlMap {
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const rng = new Mulberry32RNG(seed ?? Date.now());
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const actualSeed = rng.getSeed();
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const layers: MapLayer[] = [];
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const nodes = new Map<string, MapNode>();
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// Step 1: create layers and nodes
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for (let i = 0; i < TOTAL_LAYERS; i++) {
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const count = LAYER_WIDTHS[i];
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const layerType = LAYER_TYPE[i];
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const nodeIds: string[] = [];
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for (let j = 0; j < count; j++) {
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const id = `node-${i}-${j}`;
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const type = layerType ?? pickLayerNodeType(i, rng);
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const encounter = pickEncounterForNode(type, rng);
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const node: MapNode = {
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id,
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layerIndex: i,
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type,
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childIds: [],
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...(encounter ? { encounter: { name: encounter.name, description: encounter.description } } : {}),
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};
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nodes.set(id, node);
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nodeIds.push(id);
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}
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layers.push({ index: i, nodeIds });
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}
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// Step 2: generate edges between each pair of consecutive layers
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for (let i = 0; i < TOTAL_LAYERS - 1; i++) {
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const sourceIds = layers[i].nodeIds;
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const targetIds = layers[i + 1].nodeIds;
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generateLayerEdges(sourceIds, targetIds, nodes, rng);
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}
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return { layers, nodes, seed: actualSeed };
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}
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/**
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* Picks a node type for a general (non-fixed) layer.
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* Elite nodes appear ~25% of the time, combat for the rest.
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*/
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function pickLayerNodeType(_layerIndex: number, rng: RNG): MapNodeType {
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return rng.nextInt(4) === 0 ? MapNodeType.Elite : MapNodeType.Combat;
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}
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/**
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* Generates edges between two consecutive layers.
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*
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* Constraints:
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* - Each source node gets 1–2 edges to target nodes
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* - Every target node has at least one incoming edge (no dead ends)
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*/
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function generateLayerEdges(
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sourceIds: string[],
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targetIds: string[],
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nodes: Map<string, MapNode>,
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rng: RNG
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): void {
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const sourceBranches = new Map<string, number>(); // id → current outgoing count
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const targetIncoming = new Map<string, number>(); // id → current incoming count
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for (const id of sourceIds) sourceBranches.set(id, 0);
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for (const id of targetIds) targetIncoming.set(id, 0);
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// --- Pass 1: give each source 1–2 targets, prioritising uncovered targets ---
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const uncovered = new Set(targetIds);
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for (const srcId of sourceIds) {
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const branches = rng.nextInt(2) + 1; // 1 or 2
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for (let b = 0; b < branches; b++) {
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if (uncovered.size > 0) {
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// Pick a random uncovered target
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const arr = Array.from(uncovered);
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const idx = rng.nextInt(arr.length);
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const tgtId = arr[idx];
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nodes.get(srcId)!.childIds.push(tgtId);
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sourceBranches.set(srcId, sourceBranches.get(srcId)! + 1);
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targetIncoming.set(tgtId, targetIncoming.get(tgtId)! + 1);
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uncovered.delete(tgtId);
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} else if (sourceBranches.get(srcId)! < 2) {
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// All targets covered; pick any random target
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const tgtId = targetIds[rng.nextInt(targetIds.length)];
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nodes.get(srcId)!.childIds.push(tgtId);
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sourceBranches.set(srcId, sourceBranches.get(srcId)! + 1);
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targetIncoming.set(tgtId, targetIncoming.get(tgtId)! + 1);
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}
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}
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}
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// --- Pass 2: cover any remaining uncovered targets ---
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for (const tgtId of uncovered) {
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// Find a source that still has room (< 2 branches)
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const available = sourceIds.filter(id => sourceBranches.get(id)! < 2);
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if (available.length > 0) {
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const srcId = available[rng.nextInt(available.length)];
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nodes.get(srcId)!.childIds.push(tgtId);
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sourceBranches.set(srcId, sourceBranches.get(srcId)! + 1);
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targetIncoming.set(tgtId, targetIncoming.get(tgtId)! + 1);
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} else {
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// All sources are at 2 branches; force-add to a random source
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const srcId = sourceIds[rng.nextInt(sourceIds.length)];
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nodes.get(srcId)!.childIds.push(tgtId);
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targetIncoming.set(tgtId, targetIncoming.get(tgtId)! + 1);
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}
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}
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}
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// -- Query helpers --
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/** Returns the node with the given ID, or undefined. */
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export function getNode(map: PointCrawlMap, nodeId: string): MapNode | undefined {
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return map.nodes.get(nodeId);
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}
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/** Returns child nodes of the given node. */
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export function getChildren(map: PointCrawlMap, node: MapNode): MapNode[] {
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return node.childIds
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.map(id => map.nodes.get(id))
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.filter((n): n is MapNode => n !== undefined);
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}
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/** Returns parent nodes of the given node (reverse lookup). */
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export function getParents(map: PointCrawlMap, node: MapNode): MapNode[] {
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const parents: MapNode[] = [];
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const parentLayer = map.layers[node.layerIndex - 1];
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if (!parentLayer) return parents;
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for (const parentId of parentLayer.nodeIds) {
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const parent = map.nodes.get(parentId);
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if (parent?.childIds.includes(node.id)) {
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parents.push(parent);
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}
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}
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return parents;
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}
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/**
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* Returns true if there is a directed path from `fromId` to `toId`.
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*/
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export function hasPath(map: PointCrawlMap, fromId: string, toId: string): boolean {
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const visited = new Set<string>();
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const stack = [fromId];
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while (stack.length > 0) {
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const current = stack.pop()!;
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if (current === toId) return true;
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if (visited.has(current)) continue;
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visited.add(current);
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const node = map.nodes.get(current);
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if (node) {
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for (const childId of node.childIds) {
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if (!visited.has(childId)) stack.push(childId);
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}
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}
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}
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return false;
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}
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/**
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* Finds all directed paths from `fromId` to `toId`.
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* Returns arrays of node IDs representing each path.
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* Beware: can be exponential in large maps.
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*/
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export function findAllPaths(map: PointCrawlMap, fromId: string, toId: string): string[][] {
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const paths: string[][] = [];
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const dfs = (current: string, path: string[]) => {
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if (current === toId) {
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paths.push([...path, current]);
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return;
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}
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const node = map.nodes.get(current);
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if (!node) return;
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path.push(current);
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for (const childId of node.childIds) {
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dfs(childId, path);
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}
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path.pop();
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};
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dfs(fromId, []);
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return paths;
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}
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export { MapNodeType } from './types';
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export type { MapNode, MapLayer, PointCrawlMap } from './types';
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export { generatePointCrawlMap } from './generator';
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export { getNode, getChildren, getParents, hasPath, findAllPaths } from './generator';
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/**
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* Types of nodes that can appear on the point crawl map.
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*/
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export enum MapNodeType {
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Start = 'start',
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Combat = 'combat',
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Event = 'event',
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Elite = 'elite',
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Shelter = 'shelter',
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NPC = 'npc',
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Boss = 'boss',
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}
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/**
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* A single node on the map.
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*/
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export interface MapNode {
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/** Unique identifier */
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id: string;
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/** Which layer this node belongs to */
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layerIndex: number;
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/** Semantic type of the node */
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type: MapNodeType;
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/** IDs of nodes in the next layer this node connects to */
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childIds: string[];
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/** Encounter data assigned to this node (from encounter CSV) */
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encounter?: {
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name: string;
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description: string;
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};
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}
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/**
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* A horizontal layer of nodes at the same progression stage.
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*/
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export interface MapLayer {
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/** Layer index (0 = start, last = end) */
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index: number;
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/** Ordered IDs of nodes in this layer */
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nodeIds: string[];
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}
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/**
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* A fully generated point crawl map.
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*/
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export interface PointCrawlMap {
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/** Layers from start to end */
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layers: MapLayer[];
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/** All nodes keyed by ID */
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nodes: Map<string, MapNode>;
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/** RNG seed used for generation (for reproducibility) */
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seed: number;
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}
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@ -0,0 +1,89 @@
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import { describe, it, expect } from 'vitest';
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import { generatePointCrawlMap } from '@/samples/slay-the-spire-like/map/generator';
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import { MapNodeType } from '@/samples/slay-the-spire-like/map/types';
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describe('generatePointCrawlMap', () => {
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it('should generate a map with 13 layers', () => {
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const map = generatePointCrawlMap(123);
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expect(map.layers.length).toBe(13);
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});
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it('should have correct fixed layer types', () => {
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const map = generatePointCrawlMap(123);
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const startNode = map.nodes.get('node-0-0');
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const bossNode = map.nodes.get('node-12-0');
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expect(startNode?.type).toBe(MapNodeType.Start);
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expect(bossNode?.type).toBe(MapNodeType.Boss);
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});
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it('should assign encounters to nodes based on encounterDesert.csv', () => {
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const map = generatePointCrawlMap(456);
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// Check that nodes have encounters assigned
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let combatWithEncounter = 0;
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let eliteWithEncounter = 0;
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let bossWithEncounter = 0;
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let eventWithEncounter = 0;
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let npcWithEncounter = 0;
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let shelterWithEncounter = 0;
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for (const node of map.nodes.values()) {
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if (node.type === MapNodeType.Combat && node.encounter) {
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combatWithEncounter++;
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expect(node.encounter.name).toBeTruthy();
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expect(node.encounter.description).toBeTruthy();
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}
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if (node.type === MapNodeType.Elite && node.encounter) {
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eliteWithEncounter++;
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expect(node.encounter.name).toBeTruthy();
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expect(node.encounter.description).toBeTruthy();
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}
|
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if (node.type === MapNodeType.Boss && node.encounter) {
|
||||
bossWithEncounter++;
|
||||
expect(node.encounter.name).toBeTruthy();
|
||||
expect(node.encounter.description).toBeTruthy();
|
||||
}
|
||||
if (node.type === MapNodeType.Event && node.encounter) {
|
||||
eventWithEncounter++;
|
||||
expect(node.encounter.name).toBeTruthy();
|
||||
expect(node.encounter.description).toBeTruthy();
|
||||
}
|
||||
if (node.type === MapNodeType.NPC && node.encounter) {
|
||||
npcWithEncounter++;
|
||||
expect(node.encounter.name).toBeTruthy();
|
||||
expect(node.encounter.description).toBeTruthy();
|
||||
}
|
||||
if (node.type === MapNodeType.Shelter && node.encounter) {
|
||||
shelterWithEncounter++;
|
||||
expect(node.encounter.name).toBeTruthy();
|
||||
expect(node.encounter.description).toBeTruthy();
|
||||
}
|
||||
}
|
||||
|
||||
// Should have assigned at least some encounters
|
||||
const totalWithEncounters =
|
||||
combatWithEncounter +
|
||||
eliteWithEncounter +
|
||||
bossWithEncounter +
|
||||
eventWithEncounter +
|
||||
npcWithEncounter +
|
||||
shelterWithEncounter;
|
||||
|
||||
expect(totalWithEncounters).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
it('should use correct encounter types for each node type', () => {
|
||||
const map = generatePointCrawlMap(789);
|
||||
|
||||
for (const node of map.nodes.values()) {
|
||||
if (node.encounter) {
|
||||
// Encounter should match node type conceptually
|
||||
// Combat nodes should have enemy encounters, elites should have elite encounters, etc.
|
||||
if (node.type === MapNodeType.Boss) {
|
||||
expect(node.encounter.description).toContain('Boss');
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
});
|
||||
Loading…
Reference in New Issue