feat: add encounter map

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hypercross 2026-04-13 11:55:57 +08:00
parent 2a4383ff10
commit 88eeee6ab7
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# npc encounter (2): offer random trades, could be merchants or healer or something
# shelter (2): offer consumable restock and heal
# enemy (10): minor enemies
# elite (4): dangerous enemies
# boss (1): boss enemy
type,name,description
'npc'|'enemy'|'elite'|'boss'|'event'|'shelter',string,string
enemy,仙人掌怪,概念:防+强化。【尖刺X】对攻击者造成X点伤害。
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
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。
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】。
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。
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)。
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】。
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。
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。
enemy,沙匪,概念:攻特化。洗牌时,将一个随机物品的牌全部弃掉。
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
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。
elite,沙虫王,召唤幼体沙虫每当玩家弃掉一张牌恢复1生命。
elite,沙漠守卫,召唤木乃伊会复活木乃伊2次。
boss,法老之灵,沙漠区域最终Boss。
npc,沙漠商人,商店:可以恢复生命、出售装备、附魔物品。
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。
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。
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。
1 # npc encounter (2): offer random trades, could be merchants or healer or something
2 # shelter (2): offer consumable restock and heal
3 # enemy (10): minor enemies
4 # elite (4): dangerous enemies
5 # boss (1): boss enemy
6 type,name,description
7 'npc'|'enemy'|'elite'|'boss'|'event'|'shelter',string,string
8 enemy,仙人掌怪,概念:防+强化。【尖刺X】:对攻击者造成X点伤害。
9 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)。
10 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。
11 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】。
12 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。
13 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)。
14 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】。
15 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。
16 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。
17 enemy,沙匪,概念:攻特化。洗牌时,将一个随机物品的牌全部弃掉。
18 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)
19 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。
20 elite,沙虫王,召唤幼体沙虫;每当玩家弃掉一张牌,恢复1生命。
21 elite,沙漠守卫,召唤木乃伊;会复活木乃伊2次。
22 boss,法老之灵,沙漠区域最终Boss。
23 npc,沙漠商人,商店:可以恢复生命、出售装备、附魔物品。
24 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。
25 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。
26 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 {
readonly type: "npc" | "enemy" | "elite" | "boss" | "event" | "shelter";
readonly name: string;
readonly description: string;
}[];
export type EncounterDesert = EncounterDesertTable[number];
declare const data: EncounterDesertTable;
export default data;

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import heroItemFighter1Csv from './heroItemFighter1.csv'; import heroItemFighter1Csv from './heroItemFighter1.csv';
import encounterDesertCsv from './encounterDesert.csv';
export const heroItemFighter1Data = heroItemFighter1Csv; export const heroItemFighter1Data = heroItemFighter1Csv;
export const encounterDesertData = encounterDesertCsv;
export { default as encounterDesertCsv, type EncounterDesert } from './encounterDesert.csv';

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import { Mulberry32RNG, type RNG } from '@/utils/rng';
import encounterDesertCsv, { type EncounterDesert } from '../data/encounterDesert.csv';
import { MapNodeType } from './types';
import type { MapLayer, MapNode, PointCrawlMap } from './types';
/** Cache for parsed encounters by type */
const encountersByType = new Map<string, EncounterDesert[]>();
function indexEncounters(): void {
if (encountersByType.size > 0) return;
for (const encounter of encounterDesertCsv) {
const type = encounter.type;
if (!encountersByType.has(type)) {
encountersByType.set(type, []);
}
encountersByType.get(type)!.push(encounter);
}
}
/** Map from MapNodeType to encounter type key */
const NODE_TYPE_TO_ENCOUNTER: Partial<Record<MapNodeType, string>> = {
[MapNodeType.Combat]: 'enemy',
[MapNodeType.Elite]: 'elite',
[MapNodeType.Boss]: 'boss',
[MapNodeType.Event]: 'event',
[MapNodeType.NPC]: 'npc',
[MapNodeType.Shelter]: 'shelter',
};
/**
* Picks a random encounter for the given node type.
* Returns undefined if no matching encounter exists.
*/
function pickEncounterForNode(type: MapNodeType, rng: RNG): EncounterDesert | undefined {
indexEncounters();
const encounterType = NODE_TYPE_TO_ENCOUNTER[type];
if (!encounterType) return undefined;
const pool = encountersByType.get(encounterType);
if (!pool || pool.length === 0) return undefined;
return pool[rng.nextInt(pool.length)];
}
/** Total number of layers (start + 11 intermediate + end) */
const TOTAL_LAYERS = 13;
/** Node type for each layer. Undefined layers use combat/elite mix. */
const LAYER_TYPE: Partial<Record<number, MapNodeType>> = {
0: MapNodeType.Start,
3: MapNodeType.Event,
6: MapNodeType.Shelter,
9: MapNodeType.NPC,
12: MapNodeType.Boss,
};
/**
* How many nodes each layer should have.
* Diamond-ish shape: 123455554321
*/
const LAYER_WIDTHS = [1, 2, 3, 4, 5, 5, 5, 5, 5, 4, 3, 2, 1];
/**
* Generates a random point crawl map with layered directional graph.
*
* Invariants:
* - 13 layers (index 0 = start, index 12 = boss end)
* - Layer 3 = all events, layer 6 = shelters, layer 9 = NPCs
* - Every node has 12 outgoing edges to the next layer
* - Every node is reachable from start and can reach the end
*
* @param seed Random seed for reproducibility
*/
export function generatePointCrawlMap(seed?: number): PointCrawlMap {
const rng = new Mulberry32RNG(seed ?? Date.now());
const actualSeed = rng.getSeed();
const layers: MapLayer[] = [];
const nodes = new Map<string, MapNode>();
// Step 1: create layers and nodes
for (let i = 0; i < TOTAL_LAYERS; i++) {
const count = LAYER_WIDTHS[i];
const layerType = LAYER_TYPE[i];
const nodeIds: string[] = [];
for (let j = 0; j < count; j++) {
const id = `node-${i}-${j}`;
const type = layerType ?? pickLayerNodeType(i, rng);
const encounter = pickEncounterForNode(type, rng);
const node: MapNode = {
id,
layerIndex: i,
type,
childIds: [],
...(encounter ? { encounter: { name: encounter.name, description: encounter.description } } : {}),
};
nodes.set(id, node);
nodeIds.push(id);
}
layers.push({ index: i, nodeIds });
}
// Step 2: generate edges between each pair of consecutive layers
for (let i = 0; i < TOTAL_LAYERS - 1; i++) {
const sourceIds = layers[i].nodeIds;
const targetIds = layers[i + 1].nodeIds;
generateLayerEdges(sourceIds, targetIds, nodes, rng);
}
return { layers, nodes, seed: actualSeed };
}
/**
* Picks a node type for a general (non-fixed) layer.
* Elite nodes appear ~25% of the time, combat for the rest.
*/
function pickLayerNodeType(_layerIndex: number, rng: RNG): MapNodeType {
return rng.nextInt(4) === 0 ? MapNodeType.Elite : MapNodeType.Combat;
}
/**
* Generates edges between two consecutive layers.
*
* Constraints:
* - Each source node gets 12 edges to target nodes
* - Every target node has at least one incoming edge (no dead ends)
*/
function generateLayerEdges(
sourceIds: string[],
targetIds: string[],
nodes: Map<string, MapNode>,
rng: RNG
): void {
const sourceBranches = new Map<string, number>(); // id → current outgoing count
const targetIncoming = new Map<string, number>(); // id → current incoming count
for (const id of sourceIds) sourceBranches.set(id, 0);
for (const id of targetIds) targetIncoming.set(id, 0);
// --- Pass 1: give each source 12 targets, prioritising uncovered targets ---
const uncovered = new Set(targetIds);
for (const srcId of sourceIds) {
const branches = rng.nextInt(2) + 1; // 1 or 2
for (let b = 0; b < branches; b++) {
if (uncovered.size > 0) {
// Pick a random uncovered target
const arr = Array.from(uncovered);
const idx = rng.nextInt(arr.length);
const tgtId = arr[idx];
nodes.get(srcId)!.childIds.push(tgtId);
sourceBranches.set(srcId, sourceBranches.get(srcId)! + 1);
targetIncoming.set(tgtId, targetIncoming.get(tgtId)! + 1);
uncovered.delete(tgtId);
} else if (sourceBranches.get(srcId)! < 2) {
// All targets covered; pick any random target
const tgtId = targetIds[rng.nextInt(targetIds.length)];
nodes.get(srcId)!.childIds.push(tgtId);
sourceBranches.set(srcId, sourceBranches.get(srcId)! + 1);
targetIncoming.set(tgtId, targetIncoming.get(tgtId)! + 1);
}
}
}
// --- Pass 2: cover any remaining uncovered targets ---
for (const tgtId of uncovered) {
// Find a source that still has room (< 2 branches)
const available = sourceIds.filter(id => sourceBranches.get(id)! < 2);
if (available.length > 0) {
const srcId = available[rng.nextInt(available.length)];
nodes.get(srcId)!.childIds.push(tgtId);
sourceBranches.set(srcId, sourceBranches.get(srcId)! + 1);
targetIncoming.set(tgtId, targetIncoming.get(tgtId)! + 1);
} else {
// All sources are at 2 branches; force-add to a random source
const srcId = sourceIds[rng.nextInt(sourceIds.length)];
nodes.get(srcId)!.childIds.push(tgtId);
targetIncoming.set(tgtId, targetIncoming.get(tgtId)! + 1);
}
}
}
// -- Query helpers --
/** Returns the node with the given ID, or undefined. */
export function getNode(map: PointCrawlMap, nodeId: string): MapNode | undefined {
return map.nodes.get(nodeId);
}
/** Returns child nodes of the given node. */
export function getChildren(map: PointCrawlMap, node: MapNode): MapNode[] {
return node.childIds
.map(id => map.nodes.get(id))
.filter((n): n is MapNode => n !== undefined);
}
/** Returns parent nodes of the given node (reverse lookup). */
export function getParents(map: PointCrawlMap, node: MapNode): MapNode[] {
const parents: MapNode[] = [];
const parentLayer = map.layers[node.layerIndex - 1];
if (!parentLayer) return parents;
for (const parentId of parentLayer.nodeIds) {
const parent = map.nodes.get(parentId);
if (parent?.childIds.includes(node.id)) {
parents.push(parent);
}
}
return parents;
}
/**
* Returns true if there is a directed path from `fromId` to `toId`.
*/
export function hasPath(map: PointCrawlMap, fromId: string, toId: string): boolean {
const visited = new Set<string>();
const stack = [fromId];
while (stack.length > 0) {
const current = stack.pop()!;
if (current === toId) return true;
if (visited.has(current)) continue;
visited.add(current);
const node = map.nodes.get(current);
if (node) {
for (const childId of node.childIds) {
if (!visited.has(childId)) stack.push(childId);
}
}
}
return false;
}
/**
* Finds all directed paths from `fromId` to `toId`.
* Returns arrays of node IDs representing each path.
* Beware: can be exponential in large maps.
*/
export function findAllPaths(map: PointCrawlMap, fromId: string, toId: string): string[][] {
const paths: string[][] = [];
const dfs = (current: string, path: string[]) => {
if (current === toId) {
paths.push([...path, current]);
return;
}
const node = map.nodes.get(current);
if (!node) return;
path.push(current);
for (const childId of node.childIds) {
dfs(childId, path);
}
path.pop();
};
dfs(fromId, []);
return paths;
}

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export { MapNodeType } from './types';
export type { MapNode, MapLayer, PointCrawlMap } from './types';
export { generatePointCrawlMap } from './generator';
export { getNode, getChildren, getParents, hasPath, findAllPaths } from './generator';

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/**
* Types of nodes that can appear on the point crawl map.
*/
export enum MapNodeType {
Start = 'start',
Combat = 'combat',
Event = 'event',
Elite = 'elite',
Shelter = 'shelter',
NPC = 'npc',
Boss = 'boss',
}
/**
* A single node on the map.
*/
export interface MapNode {
/** Unique identifier */
id: string;
/** Which layer this node belongs to */
layerIndex: number;
/** Semantic type of the node */
type: MapNodeType;
/** IDs of nodes in the next layer this node connects to */
childIds: string[];
/** Encounter data assigned to this node (from encounter CSV) */
encounter?: {
name: string;
description: string;
};
}
/**
* A horizontal layer of nodes at the same progression stage.
*/
export interface MapLayer {
/** Layer index (0 = start, last = end) */
index: number;
/** Ordered IDs of nodes in this layer */
nodeIds: string[];
}
/**
* A fully generated point crawl map.
*/
export interface PointCrawlMap {
/** Layers from start to end */
layers: MapLayer[];
/** All nodes keyed by ID */
nodes: Map<string, MapNode>;
/** RNG seed used for generation (for reproducibility) */
seed: number;
}

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import { describe, it, expect } from 'vitest';
import { generatePointCrawlMap } from '@/samples/slay-the-spire-like/map/generator';
import { MapNodeType } from '@/samples/slay-the-spire-like/map/types';
describe('generatePointCrawlMap', () => {
it('should generate a map with 13 layers', () => {
const map = generatePointCrawlMap(123);
expect(map.layers.length).toBe(13);
});
it('should have correct fixed layer types', () => {
const map = generatePointCrawlMap(123);
const startNode = map.nodes.get('node-0-0');
const bossNode = map.nodes.get('node-12-0');
expect(startNode?.type).toBe(MapNodeType.Start);
expect(bossNode?.type).toBe(MapNodeType.Boss);
});
it('should assign encounters to nodes based on encounterDesert.csv', () => {
const map = generatePointCrawlMap(456);
// Check that nodes have encounters assigned
let combatWithEncounter = 0;
let eliteWithEncounter = 0;
let bossWithEncounter = 0;
let eventWithEncounter = 0;
let npcWithEncounter = 0;
let shelterWithEncounter = 0;
for (const node of map.nodes.values()) {
if (node.type === MapNodeType.Combat && node.encounter) {
combatWithEncounter++;
expect(node.encounter.name).toBeTruthy();
expect(node.encounter.description).toBeTruthy();
}
if (node.type === MapNodeType.Elite && node.encounter) {
eliteWithEncounter++;
expect(node.encounter.name).toBeTruthy();
expect(node.encounter.description).toBeTruthy();
}
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');
}
}
}
});
});