#!/usr/bin/env node /** * 自测 Unity 绘制排序(与 UnityDrawSort.ts 对齐) * 运行: node tools/verify-unity-draw-sort.mjs */ const UNITY_SORTING_ORDER = { nProp: 1, tilemap: 2, vehicle: 2, prop: 3, player: 4 }; const ORDER_SCALE = 10_000; const DEPTH_SCALE = 100; const TILE_ELEVATION_Y_THRESHOLD = 12; const HALF_W = 50; const HALF_H = 25; function cellToWorldCenter(x, y) { const wx = (x - y) * HALF_W; const wy = (x + y) * HALF_H + HALF_H; return { x: wx, y: wy }; } function unityTileIndividualSortingOrder(cellX, cellY) { return UNITY_SORTING_ORDER.tilemap - cellX - cellY; } function compareTileCellDepth(ax, ay, bx, by) { if (ay !== by) return by - ay; return bx - ax; } function compareUnityTileToTile(a, b) { const cellCmp = compareTileCellDepth(a.cellX, a.cellY, b.cellX, b.cellY); if (cellCmp !== 0) return cellCmp; const yCmp = Math.round(a.depthY * DEPTH_SCALE) - Math.round(b.depthY * DEPTH_SCALE); if (Math.abs(yCmp) >= TILE_ELEVATION_Y_THRESHOLD) return yCmp; return unityTileIndividualSortingOrder(a.cellX, a.cellY) - unityTileIndividualSortingOrder(b.cellX, b.cellY); } function tileInFrontOfTile(front, back, depthFront = 0, depthBack = 0) { const a = { cellX: front.x, cellY: front.y, depthY: depthFront }; const b = { cellX: back.x, cellY: back.y, depthY: depthBack }; return compareUnityTileToTile(a, b) > 0; } function compareIsoDrawOrder(ax, ay, bx, by) { const ka = ax + ay; const kb = bx + by; if (ka !== kb) return kb - ka; return ax - bx; } function wallFaceSamples(wallX, wallY) { return [{ x: wallX, y: wallY - 1 }, { x: wallX - 1, y: wallY }]; } function compareWallActorIso(actor, wallX, wallY) { let actorAhead = 0; for (const face of wallFaceSamples(wallX, wallY)) { const iso = compareIsoDrawOrder(actor.x, actor.y, face.x, face.y); if (iso < 0) return iso; if (iso > actorAhead) actorAhead = iso; } return actorAhead; } function compareUnityEntityToWall(entity, tile) { const cell = { x: entity.cellX, y: entity.cellY }; for (const face of wallFaceSamples(tile.cellX, tile.cellY)) { if (face.x === cell.x && face.y === cell.y) return 1; } const tileOrder = unityTileIndividualSortingOrder(tile.cellX, tile.cellY); if (tileOrder > entity.sortingOrder) return -1; const wallIso = compareWallActorIso(cell, tile.cellX, tile.cellY); if (wallIso < 0) { if (tile.cellX === cell.x && tile.cellY === cell.y - 1) return -1; if (tile.cellY < cell.y) return 1; return -1; } const tileAhead = (tile.cellX + tile.cellY) - (cell.x + cell.y); if (wallIso > 0 && tileAhead > 0) return -1; if (wallIso > 0) return wallIso; const yCmp = Math.round(entity.depthY * DEPTH_SCALE) - Math.round(tile.depthY * DEPTH_SCALE); if (yCmp !== 0) return yCmp; if (tileAhead !== 0) return -tileAhead; return compareIsoDrawOrder(tile.cellX, tile.cellY, cell.x, cell.y); } function compareUnityEntityToTile(entity, tile) { if (tile.tileName !== 'WallBlock') return 1; return compareUnityEntityToWall(entity, tile); } function entityInFrontOfTile(entity, tile) { return compareUnityEntityToTile(entity, tile) > 0; } function walkableUnderPlayer(playerCell, tileCell) { return entityInFrontOfTile( { sortingOrder: 4, cellX: playerCell.x, cellY: playerCell.y, centerY: 0, depthY: 0 }, { cellX: tileCell.x, cellY: tileCell.y, tileName: 'Baseblock', centerY: 0, depthY: 0 }, ); } function playerBottomY(cellX, cellY) { return cellToWorldCenter(cellX, cellY).y - 0.35 * 90; } function wallFrontY(cellX, cellY) { const c = cellToWorldCenter(cellX, cellY); return Math.max(c.y, c.y + (1 - 0.67) * 115); } const cases = [ { name: '砖↔砖:斜向路径 (0,-2)→(0,-1)→(0,0)→(1,0) 下方逐格遮挡', pass: tileInFrontOfTile({ x: 0, y: -2 }, { x: 0, y: -1 }) && tileInFrontOfTile({ x: 0, y: -1 }, { x: 0, y: 0 }) && tileInFrontOfTile({ x: 0, y: 0 }, { x: 1, y: 0 }), }, { name: '砖↔砖:对角路径 (0,-3)→(1,-2)→(2,-1)→(3,0) 下方逐格遮挡', pass: tileInFrontOfTile({ x: 0, y: -3 }, { x: 1, y: -2 }) && tileInFrontOfTile({ x: 1, y: -2 }, { x: 2, y: -1 }) && tileInFrontOfTile({ x: 2, y: -1 }, { x: 3, y: 0 }), }, { name: '砖↔砖:南侧 (0,-1) 挡住北侧 (0,0)', pass: tileInFrontOfTile({ x: 0, y: -1 }, { x: 0, y: 0 }), }, { name: '砖↔砖:东南 (2,-2) 挡住西北 (0,-1)', pass: tileInFrontOfTile({ x: 2, y: -2 }, { x: 0, y: -1 }), }, { name: '91614 出生 (0,-1) 不被北侧墙 (0,0) 挡住', pass: entityInFrontOfTile( { sortingOrder: 4, cellX: 0, cellY: -1, centerY: 0, depthY: 0 }, { cellX: 0, cellY: 0, tileName: 'WallBlock', centerY: 0, depthY: 0 }, ), }, { name: '跨格路径砖:南侧 (0,-2) 不挡北侧角色 (0,-1)', pass: entityInFrontOfTile( { sortingOrder: 4, cellX: 0, cellY: -1, centerY: 0, depthY: 0 }, { cellX: 0, cellY: -2, tileName: 'Baseblock', centerY: 0, depthY: 100 }, ), }, { name: '91614 真实Y:出生 (0,-1) 在 (0,0) 墙前', pass: entityInFrontOfTile( { sortingOrder: 4, cellX: 0, cellY: -1, centerY: 0, depthY: playerBottomY(0, -1) }, { cellX: 0, cellY: 0, tileName: 'WallBlock', centerY: 0, depthY: wallFrontY(0, 0) }, ), }, ]; let failed = 0; for (const c of cases) { const ok = !!c.pass; console.log(`${ok ? '✓' : '✗'} ${c.name}`); if (!ok) failed++; } if (failed > 0) { console.error(`\n${failed} case(s) failed`); process.exit(1); } console.log(`\nAll ${cases.length} cases passed.`);