diff --git a/src/game/combat.ts b/src/game/combat.ts index d10f3fa..e22ed22 100644 --- a/src/game/combat.ts +++ b/src/game/combat.ts @@ -226,6 +226,9 @@ export interface CombatPlayer { blazePatchDuration?: number | undefined lastBlazeX?: number | undefined lastBlazeY?: number | undefined + /** Inferno continuous channeling state and sub-mana fractional accumulator (256ths). */ + infernoChanneling?: boolean | undefined + infernoManaRemainder256?: number | undefined } /** Something worth telling the player (and the renderer) about. */ diff --git a/src/game/engine/missile-engine.ts b/src/game/engine/missile-engine.ts index f4f022a..f95e404 100644 --- a/src/game/engine/missile-engine.ts +++ b/src/game/engine/missile-engine.ts @@ -2749,11 +2749,11 @@ export function calculateInfernoRange(slvl: number): number { /** * Authentic 1.13c Inferno (Skill 41) stream length in pixels: - * Formula: calculateInfernoRange(slvl) * 15. - * Level 1 -> 150.0 px, Level 10 -> 352.5 px, Level 20 -> 577.5 px. + * Formula: calculateInfernoRange(slvl) * 32 (1 yard = 1 subtile = 32 horizontal pixels). + * Level 1 -> 320.0 px, Level 10 -> 752.0 px, Level 20 -> 1232.0 px. */ export function calculateInfernoRangePx(slvl: number): number { - return calculateInfernoRange(slvl) * 15 + return calculateInfernoRange(slvl) * 32 } /** diff --git a/src/scene/act-scene.ts b/src/scene/act-scene.ts index 0bf4ce7..313bdcb 100644 --- a/src/scene/act-scene.ts +++ b/src/scene/act-scene.ts @@ -46,7 +46,7 @@ import { buildNpcDef, hasPackedSprite } from '../game/npc.ts' import { ADDITIVE_OBJECT_TOKENS } from '../game/objects.ts' import { npcDialog } from '../game/quests.ts' import type { NpcDef } from '../game/quests.ts' -import { BATCH1_SKILLS, getBatch1SkillDef, isBatch1Skill, getSkillManaCost, calculateSkillDamage, calculateMeteorResidualFireDamage, getMissileTxtData, ISO_GROUND_ASPECT_RATIO, getSkillCastOverlay, isAuraSkill, calculateStaticFieldRadiusPx, calculateStaticFieldDamage, hasLineOfSight, calculateChainLightningJumps, getSkillCooldownTicks, calculateChargedBoltCount, calculateTelekinesisDamage, isTelekinesisItemAllowed, isTelekinesisObjectAllowed, calculateThunderStormDuration, calculateThunderStormInterval, calculateEnergyShieldDuration, calculateEnergyShieldAbsorbPct, calculateFrozenArmorDuration, calculateShiverArmorDuration, calculateChillingArmorDuration, calculateIceBlastFreezeLength, calculateGlacialSpikeFreezeLength, calculateFireWallDamage, calculateBlazeDamage, calculateInfernoDamage, calculateBlazeDuration, calculateBlazePatchDuration, calculateInfernoRangePx, calculateFireWallPatches } from '../game/skills.ts' +import { BATCH1_SKILLS, getBatch1SkillDef, isBatch1Skill, getSkillManaCost, calculateSkillDamage, calculateMeteorResidualFireDamage, getMissileTxtData, ISO_GROUND_ASPECT_RATIO, getSkillCastOverlay, isAuraSkill, calculateStaticFieldRadiusPx, calculateStaticFieldDamage, hasLineOfSight, calculateChainLightningJumps, getSkillCooldownTicks, calculateChargedBoltCount, calculateTelekinesisDamage, isTelekinesisItemAllowed, isTelekinesisObjectAllowed, calculateThunderStormDuration, calculateThunderStormInterval, calculateEnergyShieldDuration, calculateEnergyShieldAbsorbPct, calculateFrozenArmorDuration, calculateShiverArmorDuration, calculateChillingArmorDuration, calculateIceBlastFreezeLength, calculateGlacialSpikeFreezeLength, calculateFireWallDamage, calculateBlazeDamage, calculateInfernoDamage, calculateBlazeDuration, calculateBlazePatchDuration, calculateInfernoRangePx, calculateInfernoContinuousMana256, calculateFireWallPatches } from '../game/skills.ts' import type { Projectile, ActiveOverlay } from '../game/skills.ts' import { findSafeDropPosition, calculateBounceHeight, triggerFlippyBounce, type GroundItemEntity } from '../game/ground-items.ts' import { @@ -1136,21 +1136,73 @@ export function castSkill( return false } - // 2. Mana check - const manaCost = getSkillMana(skillId, hudManager) - const currentMana = hudManager !== null ? hudManager.mana : player.mana - if (currentMana < manaCost) { - status.textContent = '法力不足!' - engine.world.events.push({ kind: 'noMana', x: player.x, y: player.y, text: 'no mana' } as any) - return false - } + // 2. Mana check & deduction + let isFirstInfernoCast = false + if (skillId === 41) { + const slvl = Math.max(1, (hudManager as any)?.getSkillLevel?.(41) ?? 1) + const currentMana = hudManager !== null ? hudManager.mana : player.mana - // 3. Deduct mana - if (manaCost > 0) { - player.mana = Math.max(0, player.mana - manaCost) - if (hudManager !== null) { - hudManager.mana = Math.max(0, hudManager.mana - manaCost) - hudManager.syncPublishedState() + if (!player.infernoChanneling) { + // Starting cast cost: 6 mana (1.13c Skills.txt) + const startCost = 6 + if (currentMana < startCost) { + status.textContent = '法力不足!' + engine.world.events.push({ kind: 'noMana', x: player.x, y: player.y, text: 'no mana' } as any) + return false + } + player.mana = Math.max(0, player.mana - startCost) + if (hudManager !== null) { + hudManager.mana = player.mana + hudManager.syncPublishedState() + } + player.infernoChanneling = true + player.infernoManaRemainder256 = 0 + isFirstInfernoCast = true + } else { + // Continuous channeling frame: drain authentically via calculateInfernoContinuousMana256 (256ths) + if (currentMana <= 0) { + player.infernoChanneling = false + player.infernoManaRemainder256 = 0 + status.textContent = '法力不足!' + engine.world.events.push({ kind: 'noMana', x: player.x, y: player.y, text: 'no mana' } as any) + return false + } + const drain256 = calculateInfernoContinuousMana256(slvl) + const total256 = (player.infernoManaRemainder256 ?? 0) + drain256 + const wholeMana = Math.floor(total256 / 256) + player.infernoManaRemainder256 = total256 % 256 + if (wholeMana > 0) { + player.mana = Math.max(0, player.mana - wholeMana) + if (hudManager !== null) { + hudManager.mana = player.mana + hudManager.syncPublishedState() + } + } + if (player.mana <= 0) { + player.infernoChanneling = false + player.infernoManaRemainder256 = 0 + } + } + } else { + // Reset inferno channeling state when casting another skill + player.infernoChanneling = false + player.infernoManaRemainder256 = 0 + + const manaCost = getSkillMana(skillId, hudManager) + const currentMana = hudManager !== null ? hudManager.mana : player.mana + if (currentMana < manaCost) { + status.textContent = '法力不足!' + engine.world.events.push({ kind: 'noMana', x: player.x, y: player.y, text: 'no mana' } as any) + return false + } + + // 3. Deduct mana + if (manaCost > 0) { + player.mana = Math.max(0, player.mana - manaCost) + if (hudManager !== null) { + hudManager.mana = Math.max(0, hudManager.mana - manaCost) + hudManager.syncPublishedState() + } } } @@ -1169,7 +1221,7 @@ export function castSkill( } // 5. Spawn cast overlay if defined for this skill - if (skillId !== 0) { + if (skillId !== 0 && (skillId !== 41 || isFirstInfernoCast)) { const castOverlayName = getSkillCastOverlay(skillId) if (castOverlayName) { engine.spawnOverlay(castOverlayName, { x: player.x, y: player.y }, 'player') @@ -1619,7 +1671,7 @@ export function castSkill( const speed = 12 // 300 px/s / 25 fps const vx = len > 0 ? (dx / len) * speed : speed const vy = len > 0 ? (dy / len) * speed : 0 - const ttl = Math.max(8, Math.min(24, Math.round(rangePx / speed))) + const ttl = Math.max(8, Math.min(60, Math.round(rangePx / speed))) const flameVariant = (engine.metrics.casts % 2 === 0) ? 'infernoflame1' : 'infernoflame2' engine.projectiles.push({ @@ -2503,6 +2555,9 @@ export class SceneMouseController { this.isRightMouseDown = false this.activeClickType = 'none' } + const player = this.engine.world.player + player.infernoChanneling = false + player.infernoManaRemainder256 = 0 } handleRightClickWorld(worldX: number, worldY: number): void { @@ -2754,6 +2809,9 @@ export class SceneMouseController { this.stuckTicks = 0 this.lastDist = -1 ;(this.engine as any).dialog = null + const player = this.engine.world.player + player.infernoChanneling = false + player.infernoManaRemainder256 = 0 } tick(): { movement: { x: number; y: number }; attacking: boolean } { @@ -2763,10 +2821,19 @@ export class SceneMouseController { if (isKeyMoving) { this.navTarget = null this.pendingInteraction = null + const player = this.engine.world.player + player.infernoChanneling = false + player.infernoManaRemainder256 = 0 return { movement: keyMovement, attacking: false } } const player = this.engine.world.player + if (!player.alive || (!this.isLeftMouseDown && !this.isRightMouseDown && !this.input.shiftHeld)) { + if (player.infernoChanneling) { + player.infernoChanneling = false + player.infernoManaRemainder256 = 0 + } + } // Shift-Hold Stand Still Priority in tick() if (this.input.shiftHeld) { diff --git a/tests/skills/sor/adv-fire-m3-geom-stress.test.ts b/tests/skills/sor/adv-fire-m3-geom-stress.test.ts new file mode 100644 index 0000000..ab7e051 --- /dev/null +++ b/tests/skills/sor/adv-fire-m3-geom-stress.test.ts @@ -0,0 +1,825 @@ +/** + * Adversarial Empirical Stress Testing Suite for Milestone 3 (Geometry, Collision & Tick Mechanics) + * + * Target Skills: + * - Skill 51: Fire Wall (15-patch perpendicular geometry, obstacle collision clipping) + * - Skill 46: Blaze (footstep trail >= 24px, self-hit immunity under sharp turns & stationary standing) + * - Skill 41: Inferno & Ground Fire (continuous tick hitTargetIds.clear() resets) + * - 2:1 Isometric Aspect Ratio (ISO_GROUND_ASPECT_RATIO = 0.5 ground collision ellipse) + */ + +import { describe, expect, it } from 'vitest' +import { getSharedDataRegistry } from '../../../src/game/engine/data-registry.ts' +import { UnitStatList } from '../../../src/game/engine/stat-list.ts' +import { StateBus } from '../../../src/game/engine/state-bus.ts' +import { + MissileEngine, + calculateFireWallPatches, +} from '../../../src/game/engine/missile-engine.ts' +import type { CombatUnitContext } from '../../../src/game/engine/combat-pipeline.ts' +import { + tickProjectiles, + ISO_GROUND_ASPECT_RATIO, + type Projectile, + type ProjectileTarget, +} from '../../../src/game/skills.ts' +import { GameEngine } from '../../../src/game/engine.ts' +import { COLLIDE_WALL, COLLIDE_NONE } from '../../../src/game/d2map.ts' + +function createMockCombatUnit( + id: string, + options?: { + hp?: number + fireResist?: number + isPlayer?: boolean + }, +): CombatUnitContext { + const statList = new UnitStatList() + const hp = options?.hp ?? 1000 + statList.setBaseStat('hp', hp * 256) + statList.setBaseStat('maxhp', hp * 256) + statList.setBaseStat('hitpoints', hp * 256) + + if (options?.fireResist !== undefined) { + statList.setBaseStat('fireresist', options.fireResist) + } + + const stateBus = new StateBus(statList) + + return { + id, + name: id, + statList, + stateBus, + } +} + +describe('Adversarial Stress Suite — Milestone 3 Geometry, Collision & Tick Mechanics', () => { + // ========================================================================== + // Dimension 1: Fire Wall 15-Patch Perpendicular Geometry at Arbitrary Cast Angles + // ========================================================================== + describe('Dimension 1: Fire Wall 15-Patch Perpendicular Geometry', () => { + const testAngles = [ + { name: '0° (East)', deg: 0, rad: 0 }, + { name: '30° (East-South-East)', deg: 30, rad: Math.PI / 6 }, + { name: '45° (South-East)', deg: 45, rad: Math.PI / 4 }, + { name: '90° (South)', deg: 90, rad: Math.PI / 2 }, + { name: '135° (South-West)', deg: 135, rad: (3 * Math.PI) / 4 }, + { name: '180° (West)', deg: 180, rad: Math.PI }, + { name: '270° (North)', deg: 270, rad: (3 * Math.PI) / 2 }, + { name: '315° (North-East)', deg: 315, rad: (7 * Math.PI) / 4 }, + // Arbitrary non-cardinal angles + { name: '17° (Arbitrary acute)', deg: 17, rad: (17 * Math.PI) / 180 }, + { name: '63.43° (atan2(2, 1))', deg: 63.43, rad: Math.atan2(2, 1) }, + { name: '112.5° (Obtuse)', deg: 112.5, rad: (112.5 * Math.PI) / 180 }, + { name: '200° (Arbitrary 3rd quadrant)', deg: 200, rad: (200 * Math.PI) / 180 }, + { name: '285° (Arbitrary 4th quadrant)', deg: 285, rad: (285 * Math.PI) / 180 }, + ] + + it.each(testAngles)('verifies exact 15-patch orthogonality and 24px spacing at angle $name', ({ rad }) => { + const casterX = 150 + const casterY = 150 + const distance = 200 + const targetX = Math.round(casterX + distance * Math.cos(rad)) + const targetY = Math.round(casterY + distance * Math.sin(rad)) + + const patches = calculateFireWallPatches(casterX, casterY, targetX, targetY, { + count: 15, + spacing: 24, + }) + + // 1. Exactly 15 patches + expect(patches).toHaveLength(15) + + // 2. Strict index sequence from -7 to +7 + const indices = patches.map(p => p.index) + expect(indices).toEqual([-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7]) + + // 3. Center patch (index 0) must be exactly at target + const center = patches.find(p => p.index === 0)! + expect(center.x).toBe(targetX) + expect(center.y).toBe(targetY) + + // 4. Perpendicularity test: + // In 2:1 isometric projection, travel vector is (dx, dy). + // The unscaled normal vector is (nx, ny). + // Dot product of cast vector and patch displacement in unscaled space must be 0: + const travelDx = targetX - casterX + const travelDy = targetY - casterY + const travelLen = Math.hypot(travelDx, travelDy) + + for (const p of patches) { + if (p.index === 0) continue + const dispX = p.x - targetX + const unscaledDispY = (p.y - targetY) / ISO_GROUND_ASPECT_RATIO + + // Dot product: travelDx * dispX + travelDy * unscaledDispY + const dot = travelDx * dispX + travelDy * unscaledDispY + const dispLen = Math.hypot(dispX, unscaledDispY) + + // Normalized dot product should be close to 0 (tolerance for Math.round integer coords) + const normalizedDot = Math.abs(dot) / (travelLen * dispLen) + expect(normalizedDot).toBeLessThan(0.08) // < 4.5 degrees angular error caused by integer rounding + + // Distance from center in unscaled ground coordinates: |i| * 24 px + const expectedDist = Math.abs(p.index) * 24 + expect(dispLen).toBeGreaterThanOrEqual(expectedDist - 1.5) + expect(dispLen).toBeLessThanOrEqual(expectedDist + 1.5) + } + + // 5. Inter-patch spacing: adjacent patches must be ~24px apart in unscaled coordinates + for (let i = 0; i < patches.length - 1; i++) { + const pCurrent = patches[i]! + const pNext = patches[i + 1]! + const stepDist = Math.hypot( + pNext.x - pCurrent.x, + (pNext.y - pCurrent.y) / ISO_GROUND_ASPECT_RATIO, + ) + expect(stepDist).toBeGreaterThanOrEqual(22.5) + expect(stepDist).toBeLessThanOrEqual(25.5) + } + }) + + it('verifies degenerate zero-distance cast (caster === target) produces fallback 15 vertical patches', () => { + const x = 300 + const y = 200 + const patches = calculateFireWallPatches(x, y, x, y, { + count: 15, + spacing: 24, + }) + + expect(patches).toHaveLength(15) + const center = patches.find(p => p.index === 0)! + expect(center.x).toBe(x) + expect(center.y).toBe(y) + + // Fallback normal is (0, 1): patches align vertically with 12px screen spacing + for (const p of patches) { + expect(p.x).toBe(x) + expect(p.y).toBe(y + p.index * 24 * ISO_GROUND_ASPECT_RATIO) + } + }) + + it('handles negative and extreme world coordinates robustly', () => { + const casterX = -5000 + const casterY = -12000 + const targetX = -4800 + const targetY = -11900 + + const patches = calculateFireWallPatches(casterX, casterY, targetX, targetY, { + count: 15, + spacing: 24, + }) + + expect(patches).toHaveLength(15) + expect(patches.find(p => p.index === 0)!.x).toBe(targetX) + expect(patches.find(p => p.index === 0)!.y).toBe(targetY) + for (const p of patches) { + expect(Number.isFinite(p.x)).toBe(true) + expect(Number.isFinite(p.y)).toBe(true) + } + }) + }) + + // ========================================================================== + // Dimension 2: Obstacle Collision Clipping + // ========================================================================== + describe('Dimension 2: Obstacle Collision Clipping', () => { + it('omits all patches landing inside solid COLLIDE_WALL obstacles and retains valid open ground patches', () => { + const casterX = 100 + const casterY = 100 + const targetX = 200 + const targetY = 100 // Travel is horizontal (+X). Normal is vertical (+Y). + + // Wall boundary at y >= 130 + // Normal line has y = 100 + i * 12. + // i = 0 -> y = 100 (open) + // i = 1 -> y = 112 (open) + // i = 2 -> y = 124 (open) + // i = 3 -> y = 136 (BLOCKED: y >= 130) + // i = 4..7 -> y >= 148 (BLOCKED: y >= 130) + const isBlockedWall = (x: number, y: number) => y >= 130 + + const patches = calculateFireWallPatches(casterX, casterY, targetX, targetY, { + count: 15, + spacing: 24, + isBlocked: isBlockedWall, + }) + + // Indices 3, 4, 5, 6, 7 are inside solid obstacle -> 5 patches omitted + expect(patches.length).toBe(10) + for (const p of patches) { + expect(p.y).toBeLessThan(130) + expect(isBlockedWall(p.x, p.y)).toBe(false) + } + expect(patches.some(p => p.index === 3)).toBe(false) + expect(patches.some(p => p.index === 7)).toBe(false) + expect(patches.some(p => p.index === 0)).toBe(true) + expect(patches.some(p => p.index === -7)).toBe(true) + }) + + it('clips patches when target (center) or both wings intersect obstacle geometry', () => { + // Complete obstacle: entire room is blocked + const allBlocked = calculateFireWallPatches(0, 0, 100, 100, { + count: 15, + spacing: 24, + isBlocked: () => true, + }) + expect(allBlocked).toHaveLength(0) + + // Target itself blocked: index 0 omitted, non-blocked wings remain + const centerBlocked = calculateFireWallPatches(100, 100, 200, 100, { + count: 15, + spacing: 24, + isBlocked: (x, y) => x === 200 && y === 100, + }) + expect(centerBlocked).toHaveLength(14) + expect(centerBlocked.some(p => p.index === 0)).toBe(false) + }) + + it('kills ground fire patch immediately on tick 1 when intersecting COLLIDE_WALL in tickProjectiles', () => { + const solidPatch: Projectile = { + skillId: '51', + x: 150, + y: 150, + vx: 0, + vy: 0, + damage: 100, + ttl: 90, + fromPlayer: true, + missileType: 'firewall', + pierce: true, + aoeRadius: 24, + } + + const enemy = { + index: 1, + alive: true, + x: 150, + y: 150, + radius: 16, + } + + // Terrain obstacle returning COLLIDE_WALL + const wallTerrain = { + overlap: (x: number, y: number) => (x >= 140 && y >= 140 ? COLLIDE_WALL : COLLIDE_NONE), + } + + const outcome = tickProjectiles([solidPatch], [enemy], wallTerrain) + + // Projectile collided with wall: wallHits incremented, patch dies, 0 damage dealt to enemy + expect(outcome.wallHits).toBe(1) + expect(outcome.alive).toHaveLength(0) + expect(outcome.hits).toHaveLength(0) + }) + + it('kills Blaze patch when placed on COLLIDE_WALL obstacle and inflicts zero self-damage', () => { + const blazePatch: Projectile = { + skillId: '46', + x: 220, + y: 220, + vx: 0, + vy: 0, + damage: 50, + ttl: 115, + fromPlayer: true, + missileType: 'blaze', + pierce: true, + aoeRadius: 24, + } + + const wallTerrain = { + overlap: (x: number, y: number) => (x >= 200 ? COLLIDE_WALL : COLLIDE_NONE), + } + + const outcome = tickProjectiles([blazePatch], [], wallTerrain) + expect(outcome.wallHits).toBe(1) + expect(outcome.alive).toHaveLength(0) + }) + }) + + // ========================================================================== + // Dimension 3: Blaze Footstep Trail & Self-Hit Immunity + // ========================================================================== + describe('Dimension 3: Blaze Footstep Trail & Self-Hit Immunity', () => { + it('spawns footstep patches strictly when player displacement >= 24px and suppresses sub-24px movement', () => { + const terrain = { widthPx: 2000, heightPx: 2000, overlap: () => 0 } + const engineOpts = { + spawn: { x: 100, y: 100 }, + stats: [], + xpTable: [], + itemBases: [], + prefixAffixes: [], + suffixAffixes: [], + skills: [], + npcDefs: [], + questDefs: [], + combatOptions: { + playerSpeed: 100, + playerReach: 40, + playerCooldownTicks: 12, + playerDamage: 5, + playerManaPerAttack: 1, + respawnTicks: 50, + disableMonsterAggro: false, + }, + lootSeed: 1, + talkRadius: 50, + pickupRadius: 30, + inventoryCols: 10, + inventoryRows: 4, + } + const engine = new GameEngine(terrain as any, engineOpts as any) + const idleInput = { + movement: { x: 0, y: 0 }, + attacking: false, + digits: [], + pickingUp: false, + talking: false, + saving: false, + loading: false, + } + engine.world.player.x = 100 + engine.world.player.y = 100 + engine.world.player.blazeTicks = 100 + engine.world.player.blazeDamage = 40 + engine.world.player.blazePatchDuration = 115 + + // Tick 1: Initial activation (lastBlazeX is undefined) -> spawns 1st patch at (100, 100) + engine.tick(idleInput) + expect(engine.projectiles).toHaveLength(1) + expect(engine.projectiles[0]!.missileType).toBe('blaze') + expect(engine.projectiles[0]!.x).toBe(100) + expect(engine.projectiles[0]!.y).toBe(100) + expect(engine.world.player.lastBlazeX).toBe(100) + expect(engine.world.player.lastBlazeY).toBe(100) + + // Tick 2: Player moves 10px to (110, 100) -> dist = 10px < 24px -> NO new patch + engine.world.player.x = 110 + engine.tick(idleInput) + expect(engine.projectiles).toHaveLength(1) + + // Tick 3: Player moves to (123.9, 100) -> dist = 23.9px < 24px -> NO new patch + engine.world.player.x = 123.9 + engine.tick(idleInput) + expect(engine.projectiles).toHaveLength(1) + + // Tick 4: Player moves to (124, 100) -> dist = 24.0px >= 24px -> SPAWNS 2nd patch! + engine.world.player.x = 124 + engine.tick(idleInput) + expect(engine.projectiles).toHaveLength(2) + expect(engine.projectiles[1]!.x).toBe(124) + expect(engine.projectiles[1]!.y).toBe(100) + expect(engine.world.player.lastBlazeX).toBe(124) + + // Tick 5..20: Player remains stationary at (124, 100) for 15 frames -> 0 new patches + for (let t = 0; t < 15; t++) { + engine.tick(idleInput) + } + expect(engine.projectiles).toHaveLength(2) + + // Tick 21: Player moves diagonally by (17, 17) -> dist = hypot(17, 17) = 24.04px >= 24px -> SPAWNS 3rd patch! + engine.world.player.x = 124 + 17 + engine.world.player.y = 100 + 17 + engine.tick(idleInput) + expect(engine.projectiles).toHaveLength(3) + expect(engine.projectiles[2]!.x).toBe(141) + expect(engine.projectiles[2]!.y).toBe(117) + }) + + it('enforces absolute self-hit immunity: player standing stationary on Blaze patches takes 0 damage', () => { + const blazePatch: Projectile = { + skillId: '46', + x: 300, + y: 300, + vx: 0, + vy: 0, + damage: 50, + ttl: 100, + fromPlayer: true, + missileType: 'blaze', + pierce: true, + aoeRadius: 24, + } + + const playerTarget = { + index: 0, + alive: true, + x: 300, + y: 300, + radius: 16, + isPlayer: true, + } + + const enemyTarget = { + index: 1, + alive: true, + x: 300, + y: 300, + radius: 16, + isPlayer: false, + } + + const terrain = { overlap: () => 0 } + + let activeProjectiles: readonly Projectile[] = [blazePatch] + + // Tick 20 frames continuously + for (let f = 1; f <= 20; f++) { + const outcome = tickProjectiles(activeProjectiles, [playerTarget, enemyTarget], terrain) + activeProjectiles = outcome.alive + + // Player must NEVER be hit + const playerHits = outcome.hits.filter(h => h.targetIndex === 0) + expect(playerHits).toHaveLength(0) + + // Enemy must be hit every single frame + const enemyHits = outcome.hits.filter(h => h.targetIndex === 1) + expect(enemyHits).toHaveLength(1) + expect(enemyHits[0]!.damage).toBe(50) + } + }) + + it('enforces self-hit immunity under sharp 180° hairpin turns through active Blaze patches', () => { + // Player lays 3 Blaze patches in a line: (100, 100), (124, 100), (148, 100) + const patches: Projectile[] = [ + { + skillId: '46', + x: 100, + y: 100, + vx: 0, + vy: 0, + damage: 60, + ttl: 100, + fromPlayer: true, + missileType: 'blaze', + pierce: true, + aoeRadius: 24, + }, + { + skillId: '46', + x: 124, + y: 100, + vx: 0, + vy: 0, + damage: 60, + ttl: 100, + fromPlayer: true, + missileType: 'blaze', + pierce: true, + aoeRadius: 24, + }, + { + skillId: '46', + x: 148, + y: 100, + vx: 0, + vy: 0, + damage: 60, + ttl: 100, + fromPlayer: true, + missileType: 'blaze', + pierce: true, + aoeRadius: 24, + }, + ] + + // Player turns 180° and runs back directly on top of patch 2 (124, 100) then patch 1 (100, 100) + const playerAtPatch2 = { index: 0, alive: true, x: 124, y: 100, radius: 16, isPlayer: true } + const terrain = { overlap: () => 0 } + + const outcome1 = tickProjectiles(patches, [playerAtPatch2], terrain) + expect(outcome1.hits.filter(h => h.targetIndex === 0)).toHaveLength(0) + + const playerAtPatch1 = { index: 0, alive: true, x: 100, y: 100, radius: 16, isPlayer: true } + const outcome2 = tickProjectiles(outcome1.alive, [playerAtPatch1], terrain) + expect(outcome2.hits.filter(h => h.targetIndex === 0)).toHaveLength(0) + }) + + it('enforces that enemy-cast Blaze patches DO damage the player', () => { + const enemyBlazePatch: Projectile = { + skillId: '46', + x: 200, + y: 200, + vx: 0, + vy: 0, + damage: 45, + ttl: 90, + fromPlayer: false, // Cast by an enemy monster! + missileType: 'blaze', + pierce: true, + aoeRadius: 24, + } + + const playerTarget = { + index: 0, + alive: true, + x: 200, + y: 200, + radius: 16, + isPlayer: true, + } + + const terrain = { overlap: () => 0 } + const outcome = tickProjectiles([enemyBlazePatch], [playerTarget], terrain) + + // Player takes damage from hostile Blaze! + expect(outcome.hits).toHaveLength(1) + expect(outcome.hits[0]!.targetIndex).toBe(0) + expect(outcome.hits[0]!.damage).toBe(45) + }) + }) + + // ========================================================================== + // Dimension 4: Continuous Tick Reset (m.hitTargetIds.clear()) + // ========================================================================== + describe('Dimension 4: Continuous Tick Reset (m.hitTargetIds.clear())', () => { + it('verifies Fire Wall deals damage on 10 successive frames without single-hit blocking', () => { + const firewallPatch: Projectile = { + skillId: '51', + x: 100, + y: 100, + vx: 0, + vy: 0, + damage: 85, + ttl: 90, + fromPlayer: true, + missileType: 'firewall', + pierce: true, + aoeRadius: 24, + } + + const target = { + index: 10, + alive: true, + x: 100, + y: 100, + radius: 16, + } + + const terrain = { overlap: () => 0 } + let current: readonly Projectile[] = [firewallPatch] + let totalDamage = 0 + + for (let tick = 1; tick <= 10; tick++) { + const outcome = tickProjectiles(current, [target], terrain) + expect(outcome.hits).toHaveLength(1) + expect(outcome.hits[0]!.targetIndex).toBe(10) + expect(outcome.hits[0]!.damage).toBe(85) + totalDamage += outcome.hits[0]!.damage + current = outcome.alive + } + + expect(totalDamage).toBe(850) + expect(current[0]!.ttl).toBe(80) + }) + + it('verifies Inferno stream flames (infernoflame1 & infernoflame2) damage continuously every tick', () => { + const flame1: Projectile = { + skillId: '41', + x: 100, + y: 100, + vx: 12, + vy: 0, + damage: 30, + ttl: 15, + fromPlayer: true, + missileType: 'infernoflame1', + pierce: true, + aoeRadius: 20, + } + + const target = { + index: 5, + alive: true, + x: 108, + y: 100, + radius: 16, + } + + const terrain = { overlap: () => 0 } + + // Tick 1 + const out1 = tickProjectiles([flame1], [target], terrain) + expect(out1.hits).toHaveLength(1) + expect(out1.hits[0]!.damage).toBe(30) + + // Tick 2: flame moves to x=120, target at 108 is still within hitRadius (16+8=24) + const out2 = tickProjectiles(out1.alive, [target], terrain) + expect(out2.hits).toHaveLength(1) + expect(out2.hits[0]!.damage).toBe(30) + + // Same test with infernoflame2 + const flame2: Projectile = { + ...flame1, + missileType: 'infernoflame2', + } + const outFlame2 = tickProjectiles([flame2], [target], terrain) + expect(outFlame2.hits).toHaveLength(1) + expect(outFlame2.hits[0]!.damage).toBe(30) + }) + + it('verifies groundfirebig and meteorfire tick mechanics', () => { + const gfbPatch: Projectile = { + skillId: '51', + x: 200, + y: 200, + vx: 0, + vy: 0, + damage: 75, + ttl: 50, + fromPlayer: true, + missileType: 'groundfirebig', + pierce: true, + aoeRadius: 24, + } + + const target = { index: 2, alive: true, x: 200, y: 200, radius: 16 } + const terrain = { overlap: () => 0 } + + const out1 = tickProjectiles([gfbPatch], [target], terrain) + expect(out1.hits).toHaveLength(1) + const out2 = tickProjectiles(out1.alive, [target], terrain) + expect(out2.hits).toHaveLength(1) + }) + + it('contrasts with non-continuous piercing projectile which hits each target only once', () => { + const normalPiercingArrow: Projectile = { + skillId: '1', + x: 100, + y: 100, + vx: 0, // stationary for test isolation + vy: 0, + damage: 100, + ttl: 10, + fromPlayer: true, + missileType: 'firebolt', // not a ground fire or stream flame! + pierce: true, + aoeRadius: 16, + } + + const target = { index: 7, alive: true, x: 100, y: 100, radius: 16 } + const terrain = { overlap: () => 0 } + + // Tick 1: hits target + const out1 = tickProjectiles([normalPiercingArrow], [target], terrain) + expect(out1.hits).toHaveLength(1) + + // Tick 2: hitTargets was NOT cleared -> does NOT hit target again! + const out2 = tickProjectiles(out1.alive, [target], terrain) + expect(out2.hits).toHaveLength(0) + }) + + it('verifies continuous tick reset in MissileEngine simulation', async () => { + const registry = await getSharedDataRegistry() + const engine = new MissileEngine(registry) + const attacker = createMockCombatUnit('sorceress') + const enemy = createMockCombatUnit('enemy_firewall', { hp: 5000 }) + + const targets = [enemy] + const targetPositions = new Map([ + ['enemy_firewall', { x: 200, y: 200 }], + ]) + + // Spawn Fire Wall patch directly on top of enemy + engine.spawnMissile({ + missileNameOrId: 'firewall', + sourceSkillId: 51, + slvl: 20, + owner: attacker, + startX: 200, + startY: 200, + targetX: 200, + targetY: 200, + dmgPacket: { + skillId: 51, + elemType: 'fire', + elemMin256: 100 * 256, + elemMax256: 100 * 256, + autoHit: true, + }, + }) + + // Tick 5 consecutive frames + let hitsCount = 0 + for (let f = 1; f <= 5; f++) { + const out = engine.tick(1, targets, targetPositions) + const hit = out.hits.find(h => h.targetId === 'enemy_firewall') + if (hit) hitsCount++ + } + + expect(hitsCount).toBe(5) + }) + }) + + // ========================================================================== + // Dimension 5: 2:1 Isometric Aspect Ratio (ISO_GROUND_ASPECT_RATIO = 0.5) + // ========================================================================== + describe('Dimension 5: 2:1 Isometric Aspect Ratio (ISO_GROUND_ASPECT_RATIO = 0.5)', () => { + it('confirms ISO_GROUND_ASPECT_RATIO is strictly 0.5', () => { + expect(ISO_GROUND_ASPECT_RATIO).toBe(0.5) + }) + + it('verifies horizontal reach (24px) vs vertical reach (12px) ellipse in tickProjectiles', () => { + const patchX = 200 + const patchY = 200 + const effectiveRadius = 24 // aoeRadius 24 with radius 0 + + const patch: Projectile = { + skillId: '51', + x: patchX, + y: patchY, + vx: 0, + vy: 0, + damage: 100, + ttl: 90, + fromPlayer: true, + missileType: 'firewall', + pierce: true, + aoeRadius: 24, + } + + const terrain = { overlap: () => 0 } + + // 1. Horizontal reach: + // dx = 23px, dy = 0px -> dist = 23 <= 24 -> HIT + const tH1 = { index: 1, alive: true, x: patchX + 23, y: patchY, radius: 16 } + const outH1 = tickProjectiles([patch], [tH1], terrain) + expect(outH1.hits).toHaveLength(1) + + // dx = 25px, dy = 0px -> dist = 25 > 24 -> MISS + const tH2 = { index: 2, alive: true, x: patchX + 25, y: patchY, radius: 16 } + const outH2 = tickProjectiles([patch], [tH2], terrain) + expect(outH2.hits).toHaveLength(0) + + // 2. Vertical reach (scaled by 0.5): + // dy = 11.5px -> unscaled dist = 11.5 / 0.5 = 23 <= 24 -> HIT + const tV1 = { index: 3, alive: true, x: patchX, y: patchY + 11.5, radius: 16 } + const outV1 = tickProjectiles([patch], [tV1], terrain) + expect(outV1.hits).toHaveLength(1) + + // dy = 12.5px -> unscaled dist = 12.5 / 0.5 = 25 > 24 -> MISS + // In Cartesian 1:1, dy = 12.5 < 24 would hit, but in 2:1 isometric ground it MUST miss! + const tV2 = { index: 4, alive: true, x: patchX, y: patchY + 12.5, radius: 16 } + const outV2 = tickProjectiles([patch], [tV2], terrain) + expect(outV2.hits).toHaveLength(0) + + // 3. Isometric Diagonal Ellipse Boundary (dx / 24)^2 + (dy / 12)^2 <= 1: + // At theta = 45°: + // Inside: dx = 24 * cos(45°) * 0.95 = 16.12, dy = 12 * sin(45°) * 0.95 = 8.06 -> HIT + const tDiagIn = { index: 5, alive: true, x: patchX + 16.12, y: patchY + 8.06, radius: 16 } + const outDiagIn = tickProjectiles([patch], [tDiagIn], terrain) + expect(outDiagIn.hits).toHaveLength(1) + + // Outside: dx = 24 * cos(45°) * 1.05 = 17.82, dy = 12 * sin(45°) * 1.05 = 8.91 -> MISS + const tDiagOut = { index: 6, alive: true, x: patchX + 17.82, y: patchY + 8.91, radius: 16 } + const outDiagOut = tickProjectiles([patch], [tDiagOut], terrain) + expect(outDiagOut.hits).toHaveLength(0) + }) + + it('verifies 2:1 isometric aspect ratio in MissileEngine collision pipeline', async () => { + const registry = await getSharedDataRegistry() + const engine = new MissileEngine(registry) + const attacker = createMockCombatUnit('sorceress') + + // Ground fire patch at (100, 100), hitRadius = Math.max(24, size * 14) = 24px + const uInH = createMockCombatUnit('unit_in_h') // dx = 22px, dy = 0 -> dist = 22 <= 24 -> HIT + const uOutH = createMockCombatUnit('unit_out_h') // dx = 26px, dy = 0 -> dist = 26 > 24 -> MISS + const uInV = createMockCombatUnit('unit_in_v') // dx = 0, dy = 11px -> dist = 11/0.5 = 22 <= 24 -> HIT + const uOutV = createMockCombatUnit('unit_out_v') // dx = 0, dy = 13px -> dist = 13/0.5 = 26 > 24 -> MISS + + const targets = [uInH, uOutH, uInV, uOutV] + const targetPositions = new Map([ + ['unit_in_h', { x: 122, y: 100 }], + ['unit_out_h', { x: 126, y: 100 }], + ['unit_in_v', { x: 100, y: 111 }], + ['unit_out_v', { x: 100, y: 113 }], + ]) + + engine.spawnMissile({ + missileNameOrId: 'firewall', + sourceSkillId: 51, + slvl: 1, + owner: attacker, + startX: 100, + startY: 100, + targetX: 100, + targetY: 100, + dmgPacket: { + skillId: 51, + elemType: 'fire', + elemMin256: 100 * 256, + elemMax256: 100 * 256, + autoHit: true, + }, + }) + + const outcome = engine.tick(1, targets, targetPositions) + + expect(outcome.hits.find(h => h.targetId === 'unit_in_h')).toBeDefined() + expect(outcome.hits.find(h => h.targetId === 'unit_out_h')).toBeUndefined() + expect(outcome.hits.find(h => h.targetId === 'unit_in_v')).toBeDefined() + expect(outcome.hits.find(h => h.targetId === 'unit_out_v')).toBeUndefined() + }) + }) +}) diff --git a/tests/skills/sor/adv-fire-m3-math-stress.test.ts b/tests/skills/sor/adv-fire-m3-math-stress.test.ts new file mode 100644 index 0000000..299ba27 --- /dev/null +++ b/tests/skills/sor/adv-fire-m3-math-stress.test.ts @@ -0,0 +1,427 @@ +/** + * Adversarial Empirical Stress Testing Suite for Milestone 3 (Fire Grounds & Streams) + * + * Target Skills: + * - Skill 51: Fire Wall (firewallmaker / firewall) + * - Skill 46: Blaze (blaze buff / footstep ground fire patch) + * - Skill 41: Inferno (infernoflame1 / infernoflame2 continuous stream) + * + * Test Dimensions: + * 1. Monotonicity sweeps across slvl 1..99 for damage formulas + * 2. Synergy scaling & precision underflow/overflow/loss + * 3. Duration scaling (Blaze player buff and ground patch duration) + * 4. Inferno range scaling & yard-to-pixel conversion (range * 32) + * 5. Continuous mana drain in 256-fixed-point arithmetic over extended frames + * 6. Extreme inputs: slvl 0, 1, 20, 50, 99; synergy levels 0, 20, 50; boundary checks + */ + +import { describe, it, expect } from 'vitest' +import { + calculateFireWallDamage, + calculateBlazeDamage, + calculateInfernoDamage, + calculateBlazeDuration, + calculateBlazePatchDuration, + calculateInfernoRange, + calculateInfernoRangePx, + calculateInfernoContinuousMana256, + calculateFireWallPatches, +} from '../../../src/game/skills.ts' + +describe('Milestone 3 Math Adversarial Stress Suite', () => { + // ========================================================================== + // Suite 1: Monotonicity Sweeps (slvl 1..99) + // ========================================================================== + describe('Suite 1: Monotonicity Sweeps across slvl 1..99', () => { + it('Fire Wall damage strictly increases monotonically across slvl 1..99', () => { + let prev = calculateFireWallDamage(1) + expect(prev.min).toBe(15) + expect(prev.max).toBe(20) + expect(prev.min256).toBe(240) + expect(prev.max256).toBe(320) + + for (let slvl = 2; slvl <= 99; slvl++) { + const curr = calculateFireWallDamage(slvl) + + // Strict monotonicity checks + expect(curr.min).toBeGreaterThan(prev.min) + expect(curr.max).toBeGreaterThan(prev.max) + expect(curr.min256).toBeGreaterThan(prev.min256) + expect(curr.max256).toBeGreaterThan(prev.max256) + expect(curr.perSecMin).toBeGreaterThan(prev.perSecMin) + expect(curr.perSecMax).toBeGreaterThan(prev.perSecMax) + + // Min <= Max invariant + expect(curr.min).toBeLessThanOrEqual(curr.max) + expect(curr.min256).toBeLessThanOrEqual(curr.max256) + expect(curr.perSecMin).toBeLessThanOrEqual(curr.perSecMax) + + prev = curr + } + }) + + it('Blaze damage strictly increases monotonically across slvl 1..99', () => { + let prev = calculateBlazeDamage(1) + expect(prev.min).toBe(4) + expect(prev.max).toBe(8) + expect(prev.min256).toBe(64) + expect(prev.max256).toBe(128) + + for (let slvl = 2; slvl <= 99; slvl++) { + const curr = calculateBlazeDamage(slvl) + + // Strict monotonicity checks + expect(curr.min).toBeGreaterThan(prev.min) + expect(curr.max).toBeGreaterThan(prev.max) + expect(curr.min256).toBeGreaterThan(prev.min256) + expect(curr.max256).toBeGreaterThan(prev.max256) + expect(curr.perSecMin).toBeGreaterThan(prev.perSecMin) + expect(curr.perSecMax).toBeGreaterThan(prev.perSecMax) + + // Min <= Max invariant + expect(curr.min).toBeLessThanOrEqual(curr.max) + expect(curr.min256).toBeLessThanOrEqual(curr.max256) + expect(curr.perSecMin).toBeLessThanOrEqual(curr.perSecMax) + + prev = curr + } + }) + + it('Inferno damage strictly increases monotonically across slvl 1..99', () => { + let prev = calculateInfernoDamage(1) + expect(prev.min).toBe(32) + expect(prev.max).toBe(64) + expect(prev.min256).toBe(128) + expect(prev.max256).toBe(256) + + for (let slvl = 2; slvl <= 99; slvl++) { + const curr = calculateInfernoDamage(slvl) + + // Strict monotonicity checks + expect(curr.min).toBeGreaterThan(prev.min) + expect(curr.max).toBeGreaterThan(prev.max) + expect(curr.min256).toBeGreaterThan(prev.min256) + expect(curr.max256).toBeGreaterThan(prev.max256) + expect(curr.perSecMin).toBeGreaterThan(prev.perSecMin) + expect(curr.perSecMax).toBeGreaterThan(prev.perSecMax) + + // Min <= Max invariant + expect(curr.min).toBeLessThanOrEqual(curr.max) + expect(curr.min256).toBeLessThanOrEqual(curr.max256) + expect(curr.perSecMin).toBeLessThanOrEqual(curr.perSecMax) + + prev = curr + } + }) + }) + + // ========================================================================== + // Suite 2: Synergy Scaling & Precision Underflow/Overflow/Loss + // ========================================================================== + describe('Suite 2: Synergy Scaling & Precision', () => { + it('Fire Wall scales linearly with Warmth (+4%/lvl) and Inferno (+1%/lvl) synergies', () => { + const base = calculateFireWallDamage(20) // raw 274-279, min256=4384, max256=4464 + + // Sweep Warmth 0..20 + let prevWarmthDmg = calculateFireWallDamage(20, { warmth: 0 }) + for (let w = 1; w <= 20; w++) { + const curr = calculateFireWallDamage(20, { warmth: w }) + expect(curr.min256).toBeGreaterThan(prevWarmthDmg.min256) + expect(curr.max256).toBeGreaterThan(prevWarmthDmg.max256) + // Expected multiplier: 1 + 0.04 * w + const expectedMin256 = Math.floor(274 * 16 * (1 + 0.04 * w)) + expect(curr.min256).toBe(expectedMin256) + prevWarmthDmg = curr + } + + // Sweep Inferno 0..20 + let prevInfernoDmg = calculateFireWallDamage(20, { inferno: 0 }) + for (let inf = 1; inf <= 20; inf++) { + const curr = calculateFireWallDamage(20, { inferno: inf }) + expect(curr.min256).toBeGreaterThan(prevInfernoDmg.min256) + expect(curr.max256).toBeGreaterThan(prevInfernoDmg.max256) + // Expected multiplier: 1 + 0.01 * inf + const expectedMin256 = Math.floor(274 * 16 * (1 + 0.01 * inf)) + expect(curr.min256).toBe(expectedMin256) + prevInfernoDmg = curr + } + + // Max synergy: Warmth 20 (+80%) + Inferno 20 (+20%) = +100% (2.0x base) + const maxSyn = calculateFireWallDamage(20, { warmth: 20, inferno: 20 }) + expect(maxSyn.min256).toBe(base.min256 * 2) + expect(maxSyn.max256).toBe(base.max256 * 2) + }) + + it('Blaze scales linearly with Warmth (+4%/lvl) and Fire Wall (+1%/lvl) synergies', () => { + const base = calculateBlazeDamage(20) // raw 58-62, min256=928, max256=992 + + // Max synergy: Warmth 20 (+80%) + Fire Wall 20 (+20%) = +100% (2.0x base) + const maxSyn = calculateBlazeDamage(20, { warmth: 20, fireWall: 20 }) + expect(maxSyn.min256).toBe(base.min256 * 2) + expect(maxSyn.max256).toBe(base.max256 * 2) + + // Extreme synergy: Warmth 50 (+200%) + Fire Wall 50 (+50%) = +250% (3.5x base) + const extremeSyn = calculateBlazeDamage(20, { warmth: 50, fireWall: 50 }) + const expectedMin256 = Math.floor(58 * 16 * 3.5) + expect(extremeSyn.min256).toBe(expectedMin256) + expect(extremeSyn.min256).toBe(3248) + }) + + it('Inferno scales linearly with Warmth (+13%/lvl) synergy', () => { + const base = calculateInfernoDamage(20) // raw 520-564, min256=2080, max256=2256 + + // Warmth 20: +260% (3.6x base) + const syn20 = calculateInfernoDamage(20, { warmth: 20 }) + const expectedMin256_20 = Math.floor(520 * 4 * (1 + 2.6)) + expect(syn20.min256).toBe(expectedMin256_20) + expect(syn20.min256).toBe(Math.floor(2080 * 3.6)) + + // Warmth 50: +650% (7.5x base) + const syn50 = calculateInfernoDamage(20, { warmth: 50 }) + const expectedMin256_50 = Math.floor(520 * 4 * (1 + 6.5)) + expect(syn50.min256).toBe(expectedMin256_50) + expect(syn50.min256).toBe(15600) + }) + + it('Precision invariant: no underflow, overflow, or NaN at high level and high synergy', () => { + // slvl 99 with synergy 50 and Fire Mastery 50 + const fw = calculateFireWallDamage(99, { warmth: 50, inferno: 50, fireMastery: 50 }) + expect(Number.isFinite(fw.min)).toBe(true) + expect(Number.isFinite(fw.max)).toBe(true) + expect(Number.isFinite(fw.min256)).toBe(true) + expect(Number.isFinite(fw.max256)).toBe(true) + expect(fw.min256).toBeGreaterThan(0) + expect(fw.max256).toBeGreaterThan(fw.min256) + + const bz = calculateBlazeDamage(99, { warmth: 50, fireWall: 50, fireMastery: 50 }) + expect(Number.isFinite(bz.min256)).toBe(true) + expect(bz.min256).toBeGreaterThan(0) + + const inf = calculateInfernoDamage(99, { warmth: 50, fireMastery: 50 }) + expect(Number.isFinite(inf.min256)).toBe(true) + expect(inf.min256).toBeGreaterThan(0) + }) + }) + + // ========================================================================== + // Suite 3: Duration Scaling (Blaze Buff & Patch) + // ========================================================================== + describe('Suite 3: Duration Scaling', () => { + it('Blaze ground patch duration strictly increases monotonically by +25 frames per level across slvl 1..99', () => { + let prev = calculateBlazePatchDuration(1) + expect(prev).toBe(115) // 90 + 25 = 115 frames (4.6s) + + for (let slvl = 2; slvl <= 99; slvl++) { + const curr = calculateBlazePatchDuration(slvl) + expect(curr).toBe(prev + 25) + expect(curr).toBe(90 + slvl * 25) + prev = curr + } + + expect(calculateBlazePatchDuration(10)).toBe(340) + expect(calculateBlazePatchDuration(20)).toBe(590) + expect(calculateBlazePatchDuration(99)).toBe(2565) + }) + + it('Blaze player buff duration scales monotonically (non-decreasing) across slvl 1..99', () => { + let prev = calculateBlazeDuration(1) + expect(prev).toBe(120) // floor(110*1*450 / 700) + 50 = 70 + 50 = 120 frames (4.8s) + + let plateaus = 0 + for (let slvl = 2; slvl <= 99; slvl++) { + const curr = calculateBlazeDuration(slvl) + // Monotonicity (non-decreasing) + expect(curr).toBeGreaterThanOrEqual(prev) + if (curr === prev) { + plateaus++ + } + prev = curr + } + + // Diminishing returns curve asymptotic limit is 495 + 50 = 545 frames. + // Because of floor of rational curve 495 * x / (x + 6), plateaus occur at very high levels (e.g. 80 -> 81). + expect(calculateBlazeDuration(10)).toBe(359) + expect(calculateBlazeDuration(20)).toBe(430) + expect(calculateBlazeDuration(50)).toBe(491) + expect(calculateBlazeDuration(80)).toBe(510) + expect(calculateBlazeDuration(81)).toBe(510) // Empirical plateau observed + expect(calculateBlazeDuration(99)).toBe(516) + expect(plateaus).toBeGreaterThan(0) + }) + }) + + // ========================================================================== + // Suite 4: Inferno Range Scaling & Yard-to-Pixel Conversion + // ========================================================================== + describe('Suite 4: Inferno Range Scaling & Yard-to-Pixel Conversion', () => { + it('Inferno range in yards scales strictly monotonically: ((20 + 3 * (slvl - 1)) / 2)', () => { + let prev = calculateInfernoRange(1) + expect(prev).toBe(10) // (20 + 0) / 2 = 10 yards + + for (let slvl = 2; slvl <= 99; slvl++) { + const curr = calculateInfernoRange(slvl) + expect(curr).toBe(prev + 1.5) + expect(curr).toBe((20 + 3 * (slvl - 1)) / 2) + prev = curr + } + + expect(calculateInfernoRange(10)).toBe(23.5) + expect(calculateInfernoRange(20)).toBe(38.5) + expect(calculateInfernoRange(50)).toBe(83.5) + expect(calculateInfernoRange(99)).toBe(157.0) + }) + + it('ADVERSARIAL CHECK: Inferno range converts accurately to screen pixels via 1.13c yard-to-pixel ratio (range * 32)', () => { + // Diablo II 1.13c ground truth: 1 tile = 5x5 subtiles = 160x80 px -> 1 subtile (yard) = 32 pixels in length. + // The requirement explicitly mandates: "converts accurately to pixels (range * 32)". + const expectedPxLvl1 = calculateInfernoRange(1) * 32 // 10.0 * 32 = 320 px + const actualPxLvl1 = calculateInfernoRangePx(1) + + const expectedPxLvl10 = calculateInfernoRange(10) * 32 // 23.5 * 32 = 752 px + const actualPxLvl10 = calculateInfernoRangePx(10) + + const expectedPxLvl20 = calculateInfernoRange(20) * 32 // 38.5 * 32 = 1232 px + const actualPxLvl20 = calculateInfernoRangePx(20) + + const expectedPxLvl99 = calculateInfernoRange(99) * 32 // 157.0 * 32 = 5024 px + const actualPxLvl99 = calculateInfernoRangePx(99) + + // EMPIRICAL VERIFICATION: + // Note: Implementation in src/game/engine/missile-engine.ts uses: + // `return calculateInfernoRange(slvl) * 15` + // instead of authentic `calculateInfernoRange(slvl) * 32`. + expect(actualPxLvl1).toBe(expectedPxLvl1) + expect(actualPxLvl10).toBe(expectedPxLvl10) + expect(actualPxLvl20).toBe(expectedPxLvl20) + expect(actualPxLvl99).toBe(expectedPxLvl99) + }) + }) + + // ========================================================================== + // Suite 5: Continuous Mana Drain in 256-Fixed-Point + // ========================================================================== + describe('Suite 5: Continuous Mana Drain (256-Fixed-Point)', () => { + it('Inferno continuous mana drain rate in 256ths per frame: (36 + (slvl - 1)) * 4', () => { + expect(calculateInfernoContinuousMana256(1)).toBe(144) // 144/256 mana/frame + expect(calculateInfernoContinuousMana256(10)).toBe(180) + expect(calculateInfernoContinuousMana256(20)).toBe(220) + expect(calculateInfernoContinuousMana256(50)).toBe(340) + expect(calculateInfernoContinuousMana256(99)).toBe(536) + + // Strictly monotonic + let prev = calculateInfernoContinuousMana256(1) + for (let slvl = 2; slvl <= 99; slvl++) { + const curr = calculateInfernoContinuousMana256(slvl) + expect(curr).toBe(prev + 4) + prev = curr + } + }) + + it('Simulates extended continuous mana depletion without sub-mana precision drift over 750 frames (30s)', () => { + const slvl = 1 + const drainPerFrame256 = calculateInfernoContinuousMana256(slvl) // 144 + expect(drainPerFrame256).toBe(144) + + // Starting mana: 500 mana = 500 * 256 = 128,000 units + const initialMana = 500 + let currentMana256 = initialMana * 256 + + // Drain frame-by-frame for 750 frames (30 seconds at 25 fps) + const frames = 750 + for (let f = 0; f < frames; f++) { + currentMana256 -= drainPerFrame256 + } + + const totalDrained256 = frames * drainPerFrame256 // 750 * 144 = 108,000 + expect(currentMana256).toBe(initialMana * 256 - totalDrained256) // exactly 20,000 units left + + // Integer mana remaining: floor(20,000 / 256) = 78 mana, with fractional remainder 32/256 (0.125) + const integerManaLeft = Math.floor(currentMana256 / 256) + const remainder256 = currentMana256 % 256 + expect(integerManaLeft).toBe(78) + expect(remainder256).toBe(32) + + // Compare against naive integer truncation per frame: + // If an engine truncated Math.floor(144 / 256) each frame, it would drain 0 mana per frame! + const naiveDrain = Math.floor(drainPerFrame256 / 256) * frames + expect(naiveDrain).toBe(0) // Demonstrates why 256-fixed-point precision is required + }) + }) + + // ========================================================================== + // Suite 6: Extreme Inputs & Boundary Values + // ========================================================================== + describe('Suite 6: Extreme Inputs & Boundary Values', () => { + it('Handles extreme slvl 0 by safe clamping to slvl 1', () => { + // Fire Wall + const fw0 = calculateFireWallDamage(0) + const fw1 = calculateFireWallDamage(1) + expect(fw0).toEqual(fw1) + + // Blaze + const bz0 = calculateBlazeDamage(0) + const bz1 = calculateBlazeDamage(1) + expect(bz0).toEqual(bz1) + + // Inferno + const inf0 = calculateInfernoDamage(0) + const inf1 = calculateInfernoDamage(1) + expect(inf0).toEqual(inf1) + + // Durations & Ranges + expect(calculateBlazeDuration(0)).toBe(calculateBlazeDuration(1)) + expect(calculateBlazePatchDuration(0)).toBe(calculateBlazePatchDuration(1)) + expect(calculateInfernoRange(0)).toBe(calculateInfernoRange(1)) + expect(calculateInfernoContinuousMana256(0)).toBe(calculateInfernoContinuousMana256(1)) + }) + + it('Handles negative or NaN slvl inputs gracefully without crashing', () => { + expect(calculateFireWallDamage(-5).min).toBe(15) + expect(calculateFireWallDamage(NaN).min).toBe(15) + expect(calculateBlazeDuration(-1)).toBe(120) + expect(calculateInfernoRange(-10)).toBe(10) + expect(calculateInfernoContinuousMana256(-1)).toBe(144) + }) + + it('Verifies exact discrete values at slvl 1, 20, 50, 99', () => { + // Level 1 + expect(calculateFireWallDamage(1)).toMatchObject({ min: 15, max: 20, min256: 240, max256: 320 }) + expect(calculateBlazeDamage(1)).toMatchObject({ min: 4, max: 8, min256: 64, max256: 128 }) + expect(calculateInfernoDamage(1)).toMatchObject({ min: 32, max: 64, min256: 128, max256: 256 }) + + // Level 20 + expect(calculateFireWallDamage(20)).toMatchObject({ min: 274, max: 279, min256: 4384, max256: 4464 }) + expect(calculateBlazeDamage(20)).toMatchObject({ min: 58, max: 62, min256: 928, max256: 992 }) + expect(calculateInfernoDamage(20)).toMatchObject({ min: 520, max: 564, min256: 2080, max256: 2256 }) + + // Level 50 + expect(calculateFireWallDamage(50)).toMatchObject({ min: 904, max: 909, min256: 14464, max256: 14544 }) + expect(calculateBlazeDamage(50)).toMatchObject({ min: 300, max: 304, min256: 4800, max256: 4864 }) + expect(calculateInfernoDamage(50)).toMatchObject({ min: 1560, max: 1634, min256: 6240, max256: 6536 }) + + // Level 99 + expect(calculateFireWallDamage(99)).toMatchObject({ min: 1933, max: 1938, min256: 30928, max256: 31008 }) + expect(calculateBlazeDamage(99)).toMatchObject({ min: 741, max: 745, min256: 11856, max256: 11920 }) + expect(calculateInfernoDamage(99)).toMatchObject({ min: 3324, max: 3447, min256: 13296, max256: 13788 }) + }) + + it('Handles extreme synergy values (0, 20, 50, and negative)', () => { + // Synergy 0 + const fw_s0 = calculateFireWallDamage(20, { warmth: 0, inferno: 0 }) + expect(fw_s0.min256).toBe(4384) + + // Synergy 20/20 + const fw_s20 = calculateFireWallDamage(20, { warmth: 20, inferno: 20 }) + expect(fw_s20.min256).toBe(8768) + + // Synergy 50/50 + const fw_s50 = calculateFireWallDamage(20, { warmth: 50, inferno: 50 }) + // 50*4 + 50*1 = 250% bonus -> 3.5x multiplier + expect(fw_s50.min256).toBe(Math.floor(274 * 16 * 3.5)) + + // Negative synergy should clamp to 0 + const fw_neg = calculateFireWallDamage(20, { warmth: -10, inferno: -5 }) + expect(fw_neg.min256).toBe(4384) + }) + }) +}) diff --git a/tests/skills/sor/skill-041-inferno.test.ts b/tests/skills/sor/skill-041-inferno.test.ts index 822d438..0329d14 100644 --- a/tests/skills/sor/skill-041-inferno.test.ts +++ b/tests/skills/sor/skill-041-inferno.test.ts @@ -37,6 +37,7 @@ import { INFERNOFLAME2_META, } from '../../../src/render/missiles-meta.ts' import { FIRE_CAST_2_META } from '../../../src/render/overlays-meta.ts' +import { castSkill } from '../../../src/scene/act-scene.ts' describe('[Skill #041] Inferno (SOR) — 1.13c Parity (Issue #195)', () => { // ========================================================================== @@ -116,10 +117,10 @@ describe('[Skill #041] Inferno (SOR) — 1.13c Parity (Issue #195)', () => { expect(calculateInfernoRange(10)).toBe(23.5) expect(calculateInfernoRange(20)).toBe(38.5) - // Range in pixels: yards * 15 - expect(calculateInfernoRangePx(1)).toBe(150) - expect(calculateInfernoRangePx(10)).toBe(352.5) - expect(calculateInfernoRangePx(20)).toBe(577.5) + // Range in pixels: yards * 32 (1 yard = 1 subtile = 32 horizontal pixels) + expect(calculateInfernoRangePx(1)).toBe(320) + expect(calculateInfernoRangePx(10)).toBe(752) + expect(calculateInfernoRangePx(20)).toBe(1232) }) // ========================================================================== @@ -244,6 +245,66 @@ describe('[Skill #041] Inferno (SOR) — 1.13c Parity (Issue #195)', () => { expect(getSkillCooldownTicks(41)).toBe(0) }) + it('Dimension 6: verifies continuous channeled mana drain and channel cessation upon depletion in castSkill', () => { + const player = { + x: 100, + y: 100, + facing: 0, + cooldown: 0, + mana: 10, + maxMana: 100, + infernoChanneling: false, + infernoManaRemainder256: 0, + } + const engine: any = { + world: { + player, + events: [], + }, + projectiles: [], + spawnOverlay: () => {}, + metrics: { casts: 0 }, + } + const status = { textContent: '' } as any + + const context = { + engine, + runtime: {} as any, + hudManager: null, + status, + } + + // Call 1: initial cast costs 6 mana + const cast1 = castSkill(41, 200, 100, context) + expect(cast1).toBe(true) + expect(player.mana).toBe(4) // 10 - 6 = 4 + expect(player.infernoChanneling).toBe(true) + expect(player.infernoManaRemainder256).toBe(0) + + // Call 2: frame 1 of continuous channeling (slvl 1 drain = 144/256) + // Accumulator = 0 + 144 = 144, wholeMana = 0, mana remains 4 + const cast2 = castSkill(41, 200, 100, context) + expect(cast2).toBe(true) + expect(player.mana).toBe(4) + expect(player.infernoManaRemainder256).toBe(144) + + // Call 3: frame 2 of continuous channeling (slvl 1 drain = 144/256) + // Accumulator = 144 + 144 = 288, wholeMana = 1, remainder = 32, mana becomes 3 + const cast3 = castSkill(41, 200, 100, context) + expect(cast3).toBe(true) + expect(player.mana).toBe(3) + expect(player.infernoManaRemainder256).toBe(32) + + // Drain down to 0 mana + player.mana = 0 + player.infernoManaRemainder256 = 0 + // Calling while mana is 0 should stop channeling and return false + const castEmpty = castSkill(41, 200, 100, context) + expect(castEmpty).toBe(false) + expect(status.textContent).toBe('法力不足!') + expect(player.infernoChanneling).toBe(false) + }) + // ========================================================================== // Dimension 7: Invariants & Integration // ==========================================================================