fix(skills): implement falling meteor dual sprite trajectory, frame indexing, exact tick-60 detonation, and wall collision

- Dual sprite falling trajectory: render falling meteor fireball (meteor) and flame tail (meteortail) descending diagonally during 60-tick countdown with additive blending
- Animation frame indexing: meteorcenter advances monotonically starting at frame 0, meteorfire plays emergence once (0..11) then loops 12..36 indefinitely
- Detonation timing: center expires and detonates at tick 60 exact (isExpired when ttl <= 1)
- Wall collision: drop meteorfire ground patches landing inside solid walls in MissileEngine
- Full test coverage: Dimensions 8 & 9 added to skill-056-meteor.test.ts, stress and adversarial test suites verified
This commit is contained in:
troytt 2026-09-23 13:06:24 +00:00
parent 96eee679b4
commit 84c7730382
7 changed files with 1417 additions and 21 deletions

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@ -428,6 +428,9 @@ export class GameEngine {
const outcome = tickProjectiles(this.projectiles, targets, this.terrain) const outcome = tickProjectiles(this.projectiles, targets, this.terrain)
this.projectiles.length = 0 this.projectiles.length = 0
this.projectiles.push(...outcome.alive) this.projectiles.push(...outcome.alive)
if (outcome.spawnedProjectiles && outcome.spawnedProjectiles.length > 0) {
this.projectiles.push(...outcome.spawnedProjectiles)
}
for (const hit of outcome.hits) { for (const hit of outcome.hits) {
const targetMonster = this.world.monsters.find(m => m.index === hit.targetIndex) const targetMonster = this.world.monsters.find(m => m.index === hit.targetIndex)
if (hit.isUndeadOnly) { if (hit.isUndeadOnly) {

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@ -71,6 +71,12 @@ export interface ActiveMissile {
isTurret?: boolean | undefined isTurret?: boolean | undefined
fireCadenceTicks?: number | undefined fireCadenceTicks?: number | undefined
spawnMissileType?: string | undefined spawnMissileType?: string | undefined
altitude?: number | undefined
}
export interface MissileTerrainCollision {
readonly overlap?: ((x: number, y: number) => number) | undefined
readonly isMissileBlocked?: ((x: number, y: number, fromX?: number, fromY?: number) => boolean) | undefined
} }
export interface MissileStepResult { export interface MissileStepResult {
@ -88,9 +94,15 @@ export class MissileEngine {
private readonly missiles: ActiveMissile[] = [] private readonly missiles: ActiveMissile[] = []
private readonly nextDelayExpireByTarget = new Map<string, number>() private readonly nextDelayExpireByTarget = new Map<string, number>()
private uidCounter = 1 private uidCounter = 1
private terrain?: MissileTerrainCollision | undefined
constructor(registry: D2DataRegistry) { constructor(registry: D2DataRegistry, terrain?: MissileTerrainCollision) {
this.registry = registry this.registry = registry
this.terrain = terrain
}
setTerrain(terrain?: MissileTerrainCollision): void {
this.terrain = terrain
} }
spawnMissile(params: { spawnMissile(params: {
@ -109,6 +121,7 @@ export class MissileEngine {
fireCadenceTicks?: number fireCadenceTicks?: number
spawnMissileType?: string spawnMissileType?: string
maxRangeTicks?: number maxRangeTicks?: number
altitude?: number
}): ActiveMissile | null { }): ActiveMissile | null {
const rec = const rec =
typeof params.missileNameOrId === 'number' typeof params.missileNameOrId === 'number'
@ -292,6 +305,7 @@ export class MissileEngine {
chainRemaining: params.chainCount ?? (effectiveRec.pSrvHitFunc === 12 ? 5 + Math.trunc(params.slvl / 5) : 0), chainRemaining: params.chainCount ?? (effectiveRec.pSrvHitFunc === 12 ? 5 + Math.trunc(params.slvl / 5) : 0),
expired: false, expired: false,
isTurret, isTurret,
...(params.altitude !== undefined ? { altitude: params.altitude } : {}),
...(params.fireCadenceTicks !== undefined ...(params.fireCadenceTicks !== undefined
? { fireCadenceTicks: params.fireCadenceTicks } ? { fireCadenceTicks: params.fireCadenceTicks }
: isTurret : isTurret
@ -320,7 +334,12 @@ export class MissileEngine {
* Step all active missiles by 1 tick (`25 Hz`), resolving movement (`pSrvDoFunc`), * Step all active missiles by 1 tick (`25 Hz`), resolving movement (`pSrvDoFunc`),
* collisions (`pSrvHitFunc`), `NextDelay` gating, `Pierce`, and sub-missiles. * collisions (`pSrvHitFunc`), `NextDelay` gating, `Pierce`, and sub-missiles.
*/ */
tick(currentTick: number, targets: readonly CombatUnitContext[], targetPositions: ReadonlyMap<string, { x: number; y: number }>): MissileStepResult { tick(
currentTick: number,
targets: readonly CombatUnitContext[],
targetPositions: ReadonlyMap<string, { x: number; y: number }>,
collision?: MissileTerrainCollision,
): MissileStepResult {
const hits: { missileName: string; targetId: string; damage: number; immune: boolean }[] = [] const hits: { missileName: string; targetId: string; damage: number; immune: boolean }[] = []
const subMissilesSpawned: string[] = [] const subMissilesSpawned: string[] = []
@ -328,6 +347,11 @@ export class MissileEngine {
if (m.expired) continue if (m.expired) continue
m.ageTicks += 1 m.ageTicks += 1
if (m.name === 'meteor' || m.name === 'meteortail') {
if (m.altitude === undefined) m.altitude = 60 * 25
m.altitude = Math.max(0, m.altitude - 25)
}
// `pSrvDoFunc = 15` (`frozenorb`): emits radial `frozenorbbolt` sub-missiles while flying // `pSrvDoFunc = 15` (`frozenorb`): emits radial `frozenorbbolt` sub-missiles while flying
// Authentic D2Game.0x6FC581F0 (MISSMODE_SrvDo15_FrozenOrb): // Authentic D2Game.0x6FC581F0 (MISSMODE_SrvDo15_FrozenOrb):
// - 64-entry discrete circle lookup table (radius 30) // - 64-entry discrete circle lookup table (radius 30)
@ -481,6 +505,8 @@ export class MissileEngine {
m.name === 'blizzardcenter' || m.name === 'blizzardcenter' ||
m.record.pSrvHitFunc === 14 || m.record.pSrvHitFunc === 14 ||
m.name === 'meteorcenter' || m.name === 'meteorcenter' ||
m.name === 'meteor' ||
m.name === 'meteortail' ||
isTurretEmitter isTurretEmitter
) { ) {
continue continue
@ -679,9 +705,19 @@ export class MissileEngine {
elemMin256: fireDmg.min * 8, // HitShift 3: << 3 = * 8 elemMin256: fireDmg.min * 8, // HitShift 3: << 3 = * 8
elemMax256: fireDmg.max * 8, elemMax256: fireDmg.max * 8,
} }
const effectiveTerrain = collision ?? this.terrain
for (const off of METEOR_FIRE_SUBTILE_OFFSETS) { for (const off of METEOR_FIRE_SUBTILE_OFFSETS) {
const fx = m.x + off.x * 20 const fx = m.x + off.x * 20
const fy = m.y + off.y * 10 const fy = m.y + off.y * 10
if (effectiveTerrain !== undefined) {
const blocked =
effectiveTerrain.isMissileBlocked !== undefined
? effectiveTerrain.isMissileBlocked(fx, fy, m.x, m.y)
: effectiveTerrain.overlap !== undefined && effectiveTerrain.overlap(fx, fy) > 0
if (blocked) {
continue
}
}
this.spawnMissile({ this.spawnMissile({
missileNameOrId: subFireName, missileNameOrId: subFireName,
sourceSkillId: m.sourceSkillId, sourceSkillId: m.sourceSkillId,

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@ -3606,7 +3606,8 @@ export function tickProjectiles(
let wallHits = 0 let wallHits = 0
for (const projectile of projectiles) { for (const projectile of projectiles) {
if (projectile.ttl <= 0) { const isExpired = projectile.missileType === 'meteorcenter' ? projectile.ttl <= 1 : projectile.ttl <= 0
if (isExpired) {
expired += 1 expired += 1
if (projectile.missileType === 'frozenorb') { if (projectile.missileType === 'frozenorb') {
// Authentic D2 1.13c MISSMODE_SrvHit29_FrozenOrb (0x6FC5CE10): // Authentic D2 1.13c MISSMODE_SrvHit29_FrozenOrb (0x6FC5CE10):
@ -3920,6 +3921,9 @@ export function tickProjectiles(
if (isBlizzardShard(projectile.missileType)) { if (isBlizzardShard(projectile.missileType)) {
if (altitude === undefined) altitude = 120 if (altitude === undefined) altitude = 120
altitude = Math.max(0, altitude - (120 / 9)) altitude = Math.max(0, altitude - (120 / 9))
} else if (projectile.missileType === 'meteor' || projectile.missileType === 'meteortail') {
if (altitude === undefined) altitude = 60 * 25
altitude = Math.max(0, altitude - 25)
} }
const hitTargets = projectile.hitTargets ?? new Set<number>() const hitTargets = projectile.hitTargets ?? new Set<number>()
@ -3942,10 +3946,12 @@ export function tickProjectiles(
} }
// Walls first: a projectile dies against missile barriers (solid walls, closed doors) // Walls first: a projectile dies against missile barriers (solid walls, closed doors)
const isAirborne = altitude !== undefined && altitude > 0
const blockedByTerrain = const blockedByTerrain =
options.isMissileBlocked !== undefined !isAirborne &&
(options.isMissileBlocked !== undefined
? options.isMissileBlocked(x, y, projectile.x, projectile.y) ? options.isMissileBlocked(x, y, projectile.x, projectile.y)
: options.overlap(x, y) > 0 : options.overlap(x, y) > 0)
if (blockedByTerrain) { if (blockedByTerrain) {
wallHits += 1 wallHits += 1
wallHitEvents.push({ wallHitEvents.push({
@ -4003,6 +4009,8 @@ export function tickProjectiles(
projectile.missileType === 'frozenorb' || projectile.missileType === 'frozenorb' ||
projectile.missileType === 'blizzardcenter' || projectile.missileType === 'blizzardcenter' ||
projectile.missileType === 'meteorcenter' || projectile.missileType === 'meteorcenter' ||
projectile.missileType === 'meteor' ||
projectile.missileType === 'meteortail' ||
isTurretEmitter isTurretEmitter
if (!isHarmlessEmitter) { if (!isHarmlessEmitter) {
for (const target of targets) { for (const target of targets) {

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@ -3725,6 +3725,7 @@ export function drawMissileProjectile(
renderer: SpriteRenderer, renderer: SpriteRenderer,
shot: Projectile, shot: Projectile,
missileArt?: LoadedMissileArt, missileArt?: LoadedMissileArt,
missileArtMap?: Map<string, LoadedMissileArt>,
): void { ): void {
if (shot.missileType === 'blizzardcenter') { if (shot.missileType === 'blizzardcenter') {
return // Invisible controller missile return // Invisible controller missile
@ -3735,7 +3736,24 @@ export function drawMissileProjectile(
if (missileArt !== undefined) { if (missileArt !== undefined) {
const dccDir = velocityToDccDirection(shot.vx, shot.vy, missileArt.meta.directions) const dccDir = velocityToDccDirection(shot.vx, shot.vy, missileArt.meta.directions)
const frameCount = Math.max(1, missileArt.meta.framesPerDirection) const frameCount = Math.max(1, missileArt.meta.framesPerDirection)
const frameIndex = Math.abs(Math.floor(((100 - shot.ttl) * missileArt.meta.animSpeed) / 16)) % frameCount
let frameIndex: number
if (missileArt.meta.name === 'meteorcenter') {
// For meteorcenter: frame indexing must start at frame 0 and advance forward: (60 - shot.ttl) % numFrames
const elapsed = shot.ageTicks ?? Math.max(0, 60 - shot.ttl)
frameIndex = Math.floor((elapsed * missileArt.meta.animSpeed) / 16) % frameCount
} else if (missileArt.meta.name === 'meteorfire' && frameCount === 37) {
// For meteorfire: use elapsed ticks (shot.ageTicks or duration - shot.ttl).
// Frames 0..11 play emergence once, and frames >= 12 loop infinitely within 12..36 (12 + ((elapsed - 12) % 25)).
const duration = shot.fireDuration ?? (30 + (Math.max(1, shot.slvl ?? 1) - 1) * 15)
const elapsed = shot.ageTicks ?? Math.max(0, duration - shot.ttl)
const animStep = Math.floor((elapsed * missileArt.meta.animSpeed) / 16)
frameIndex = animStep < 12 ? animStep : 12 + ((animStep - 12) % 25)
} else {
const elapsed = shot.ageTicks ?? Math.max(0, 100 - shot.ttl)
frameIndex = Math.floor((elapsed * missileArt.meta.animSpeed) / 16) % frameCount
}
const group = missileArt.frames[dccDir] ?? missileArt.frames[0] const group = missileArt.frames[dccDir] ?? missileArt.frames[0]
const frame = group?.[frameIndex] ?? group?.[0] const frame = group?.[frameIndex] ?? group?.[0]
if (frame !== undefined) { if (frame !== undefined) {
@ -3746,6 +3764,53 @@ export function drawMissileProjectile(
atlas: missileArt.handle, atlas: missileArt.handle,
...(isAdditive ? { blendMode: 'additive' } : {}), ...(isAdditive ? { blendMode: 'additive' } : {}),
}) })
// Dual Sprite Falling Trajectory & Rendering:
// During the 60-tick countdown of meteorcenter, render the falling meteor fireball (meteor, ID 100)
// and atmospheric flame tail (meteortail, ID 102) descending diagonally from sky altitude to the ground indicator.
if (shot.missileType === 'meteorcenter' && missileArtMap !== undefined && shot.ttl > 0) {
const remainingTicks = shot.ttl
const fallAltitude = remainingTicks * 25
const slideX = -remainingTicks * 15
const meteorX = shot.x + slideX
const meteorY = shot.y
const elapsed = shot.ageTicks ?? Math.max(0, 60 - shot.ttl)
// 1. Atmospheric flame tail (`meteortail`, ID 102)
const tailArt = missileArtMap.get('meteortail')
if (tailArt !== undefined) {
const tailGroup = tailArt.frames[0]
const tailFrameCount = Math.max(1, tailArt.meta.framesPerDirection)
const tailFrameIndex = Math.floor((elapsed * tailArt.meta.animSpeed) / 16) % tailFrameCount
const tailFrame = tailGroup?.[tailFrameIndex] ?? tailGroup?.[0]
if (tailFrame !== undefined) {
const tailDrawX = tailFrame.anchorX !== undefined ? meteorX + tailFrame.anchorX : meteorX - tailFrame.width / 2
const tailDrawY = (tailFrame.anchorY !== undefined ? meteorY + tailFrame.anchorY : meteorY - tailFrame.height / 2) - fallAltitude
renderer.draw(tailFrame, tailDrawX, tailDrawY, {
atlas: tailArt.handle,
blendMode: 'additive',
})
}
}
// 2. Falling meteor core fireball (`meteor`, ID 100)
const meteorArt = missileArtMap.get('meteor')
if (meteorArt !== undefined) {
const meteorGroup = meteorArt.frames[0]
const meteorFrameCount = Math.max(1, meteorArt.meta.framesPerDirection)
const meteorFrameIndex = Math.floor((elapsed * meteorArt.meta.animSpeed) / 16) % meteorFrameCount
const meteorFrame = meteorGroup?.[meteorFrameIndex] ?? meteorGroup?.[0]
if (meteorFrame !== undefined) {
const meteorDrawX = meteorFrame.anchorX !== undefined ? meteorX + meteorFrame.anchorX : meteorX - meteorFrame.width / 2
const meteorDrawY = (meteorFrame.anchorY !== undefined ? meteorY + meteorFrame.anchorY : meteorY - meteorFrame.height / 2) - fallAltitude
renderer.draw(meteorFrame, meteorDrawX, meteorDrawY, {
atlas: meteorArt.handle,
blendMode: 'additive',
})
}
}
}
return return
} }
} }
@ -3753,6 +3818,25 @@ export function drawMissileProjectile(
const x = shot.x const x = shot.x
const y = shot.y - altitude const y = shot.y - altitude
if (shot.missileType === 'meteorcenter') {
// Procedural ground reticle (2:1 isometric ground ellipse)
renderer.drawSolid(shot.x - 20, shot.y - 10, 40, 20, [1.0, 0.4, 0.1, 0.4])
renderer.drawSolid(shot.x - 10, shot.y - 5, 20, 10, [1.0, 0.7, 0.2, 0.6])
if (shot.ttl > 0) {
const remainingTicks = shot.ttl
const fallAltitude = remainingTicks * 25
const slideX = -remainingTicks * 15
const mx = shot.x + slideX
const my = shot.y - fallAltitude
// Falling fireball core
renderer.drawSolid(mx - 8, my - 8, 16, 16, [1.0, 0.5, 0.1, 0.8])
renderer.drawSolid(mx - 4, my - 4, 8, 8, [1.0, 0.9, 0.3, 0.95])
// Trailing flame tail
renderer.drawSolid(mx - 12, my - 12 + fallAltitude * 0.05, 24, 24, [0.9, 0.3, 0.05, 0.5])
}
return
}
if (shot.isTurret || shot.missileType === 'hydra_turret') { if (shot.isTurret || shot.missileType === 'hydra_turret') {
// Authentic stationary hydra head turret plume // Authentic stationary hydra head turret plume
const wobble = Math.sin((shot.ageTicks ?? 0) * 0.3 + (shot.headIndex ?? 0) * 1.5) * 2.5 const wobble = Math.sin((shot.ageTicks ?? 0) * 0.3 + (shot.headIndex ?? 0) * 1.5) * 2.5
@ -5321,7 +5405,7 @@ if (typeof window !== 'undefined') {
mType === 'blizzardexplode3' ? missileArtMap.get('blizzardexplode2') : undefined)) mType === 'blizzardexplode3' ? missileArtMap.get('blizzardexplode2') : undefined))
: undefined : undefined
if (art !== undefined) { if (art !== undefined) {
drawMissileProjectile(renderer, shot, art) drawMissileProjectile(renderer, shot, art, missileArtMap)
} else { } else {
renderer.drawSolid(shot.x - 4, shot.y - 4, 8, 8, [0.9, 0.9, 0.2, 1]) renderer.drawSolid(shot.x - 4, shot.y - 4, 8, 8, [0.9, 0.9, 0.2, 1])
} }

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@ -0,0 +1,521 @@
/**
* Independent Adversarial Verification Harness — Skill #056: Meteor (1.13c Parity)
*
* Authored by: teamwork_preview_challenger_meteor_1 (Empirical Challenger)
* Verification Scope:
* 1. 5-band level scaling: slvl 1, 5, 10, 20, 25, 30 against 1.13c ground truth formulas.
* Deep investigation of slvl 25 exact formula (1270-1338) vs explorer handoff arithmetic shortcut (1274-1342).
* 2. Synergy multipliers: Fire Bolt (+5%/blvl), Fire Ball (+5%/blvl), Fire Mastery multiplicative bonus,
* and Inferno (+3%/blvl) for residual ground fire.
* 3. Soft points edge cases: verifying hard points (blvl) strictly govern synergy, while soft points (+skills/charges)
* grant ZERO synergy bonuses.
* 4. Residual fire patch mechanics: HitShift 3 (Raw * 8 in 256ths), duration scaling 30 + (slvl - 1) * 15 ticks.
* 5. NextDelay verification: NextDelay = 0 in data tables and runtime simulation (overlapping patches simultaneously damage targets).
* 6. Adversarial boundaries: NaN, negative, 0, extreme levels (slvl 99), and wall clipping.
*/
import { describe, expect, it } from 'vitest'
import fs from 'node:fs'
import path from 'node:path'
import { getSharedDataRegistry } from '../src/game/engine/data-registry.ts'
import { UnitStatList } from '../src/game/engine/stat-list.ts'
import { compute5BandScaling } from '../src/game/engine/calc-ast.ts'
import {
calculateMeteorDamage,
calculateMeteorSynergyMultiplier,
calculateMeteorResidualFireDamage,
calculateMeteorDetailedDamage,
calculateSkillDamage,
getSkillManaCost,
getSkillCooldownTicks,
METEOR_FIRE_SUBTILE_OFFSETS,
ISO_GROUND_ASPECT_RATIO,
parseMissilesTxt,
tickProjectiles,
type Projectile,
} from '../src/game/skills.ts'
import { skillModule } from '../src/game/skills/impl/sor/skill-056-meteor.ts'
import { MissileEngine } from '../src/game/engine/missile-engine.ts'
import type { CombatUnitContext, SUnitDmgPacket } from '../src/game/engine/combat-pipeline.ts'
describe('Adversarial Stress Test: Sorceress Skill 56 (Meteor) 1.13c Math & Mechanics', () => {
// =========================================================================
// Challenge Dimension 1: 5-Band Level Scaling & Slvl 25 Ground Truth Analysis
// =========================================================================
describe('Dimension 1: 5-Band Level Scaling & Slvl 25 Analysis', () => {
it('verifies exact 5-band scaling across benchmark levels: 1, 5, 10, 20, 30', () => {
// 1.13c Skills.txt Row 56 parameters:
// Base: EMin = 80, EMax = 100
// Band 1 (slvl 2..8, 7 levels): EMinLev1 = 23, EMaxLev1 = 25
// Band 2 (slvl 9..16, 8 levels): EMinLev2 = 39, EMaxLev2 = 41
// Band 3 (slvl 17..22, 6 levels): EMinLev3 = 79, EMaxLev3 = 81
// Band 4 (slvl 23..28, 6 levels): EMinLev4 = 81, EMaxLev4 = 83
// Band 5 (slvl 29+, beyond): EMinLev5 = 83, EMaxLev5 = 85
// slvl 1: 80 - 100
const d1 = calculateMeteorDamage(1)
expect(d1).toEqual({ min: 80, max: 100 })
// slvl 5: 80 + 4*23 = 172, 100 + 4*25 = 200
const d5 = calculateMeteorDamage(5)
expect(d5).toEqual({ min: 172, max: 200 })
// slvl 10: 80 + 7*23 + 2*39 = 319, 100 + 7*25 + 2*41 = 357
const d10 = calculateMeteorDamage(10)
expect(d10).toEqual({ min: 319, max: 357 })
// slvl 20: 80 + 7*23 + 8*39 + 4*79 = 869, 100 + 7*25 + 8*41 + 4*81 = 927
const d20 = calculateMeteorDamage(20)
expect(d20).toEqual({ min: 869, max: 927 })
// slvl 30: 869 + 2*79 (slvl 21-22) + 6*81 (slvl 23-28) + 2*83 (slvl 29-30) = 1679
// max: 927 + 2*81 + 6*83 + 2*85 = 1757
const d30 = calculateMeteorDamage(30)
expect(d30).toEqual({ min: 1679, max: 1757 })
})
it('proves slvl 25 mathematical ground truth: 1270-1338 vs explorer report 1274-1342', () => {
// Deep Mathematical Proof:
// Band 3 comprises slvl 17..22 (total 6 levels: 17, 18, 19, 20, 21, 22) with rate 79/81.
// At slvl 20, only 4 levels of Band 3 have elapsed (17..20).
// Slvl 21 and 22 STILL belong to Band 3!
// Therefore:
// slvl 22 = slvl 20 + 2 * 79 = 869 + 158 = 1027 min (max = 927 + 2*81 = 1089)
// Band 4 begins at slvl 23!
// At slvl 25, exactly 3 levels of Band 4 have elapsed (slvl 23, 24, 25) with rate 81/83.
// slvl 25 = 1027 + 3 * 81 = 1027 + 243 = 1270 min
// slvl 25 max = 1089 + 3 * 83 = 1089 + 249 = 1338 max
//
// Origin of Explorer's 1274-1342:
// The explorer calculated: slvl 20 (869) + 5 * 81 = 869 + 405 = 1274
// and max: 927 + 5 * 83 = 927 + 415 = 1342.
// This erroneously treated slvl 21 and 22 as Band 4 (+81) rather than Band 3 (+79),
// introducing an off-by-4 error (+2 per level for 2 levels = +4).
// If 1274 were correct, slvl 30 would be 1274 + 3*81 + 2*83 = 1274 + 243 + 166 = 1683 (NOT 1679).
// Only 1270 correctly reconciles with the undisputed slvl 30 ground truth of 1679!
const d25 = calculateMeteorDamage(25)
expect(d25.min).toBe(1270)
expect(d25.max).toBe(1338)
// Verification via core compute5BandScaling function
const c5bMin = compute5BandScaling(25, 80, 23, 39, 79, 81, 83)
const c5bMax = compute5BandScaling(25, 100, 25, 41, 81, 83, 85)
expect(c5bMin).toBe(1270)
expect(c5bMax).toBe(1338)
// Assert that 1270 + remainder of Band 4 (3 levels) + 2 levels of Band 5 = slvl 30
expect(1270 + 3 * 81 + 2 * 83).toBe(1679)
expect(1338 + 3 * 83 + 2 * 85).toBe(1757)
})
it('exhaustively tests 5-band monotonicity across slvl 1 to 99', () => {
let prevMin = 0
let prevMax = 0
for (let lvl = 1; lvl <= 99; lvl++) {
const dmg = calculateMeteorDamage(lvl)
expect(dmg.min).toBeGreaterThan(prevMin)
expect(dmg.max).toBeGreaterThan(prevMax)
expect(dmg.max).toBeGreaterThan(dmg.min)
prevMin = dmg.min
prevMax = dmg.max
}
})
})
// =========================================================================
// Challenge Dimension 2: Synergy Multipliers & Multiplicative Fire Mastery
// =========================================================================
describe('Dimension 2: Synergy Multipliers & Mastery Scaling', () => {
it('verifies +5% per hard point in Fire Bolt (36) and Fire Ball (47)', () => {
// 0 synergies: 1.0x
expect(calculateMeteorSynergyMultiplier({})).toBe(1.0)
// Fire Bolt 1 pt: 1.05x
expect(calculateMeteorSynergyMultiplier({ fireBolt: 1 })).toBe(1.05)
// Fire Bolt 20 pts: 2.00x (+100%)
expect(calculateMeteorSynergyMultiplier({ fireBolt: 20 })).toBe(2.00)
// Fire Ball 1 pt: 1.05x
expect(calculateMeteorSynergyMultiplier({ fireBall: 1 })).toBe(1.05)
// Fire Ball 20 pts: 2.00x (+100%)
expect(calculateMeteorSynergyMultiplier({ fireBall: 20 })).toBe(2.00)
// Fire Bolt 20 + Fire Ball 20: 3.00x (+200%)
expect(calculateMeteorSynergyMultiplier({ fireBolt: 20, fireBall: 20 })).toBe(3.00)
// Damage checks at slvl 20 (base 869-927)
const d20Bolt20 = calculateMeteorDamage(20, { fireBolt: 20 })
expect(d20Bolt20.min).toBe(Math.floor(869 * 2.0)) // 1738
expect(d20Bolt20.max).toBe(Math.floor(927 * 2.0)) // 1854
const d20Both20 = calculateMeteorDamage(20, { fireBolt: 20, fireBall: 20 })
expect(d20Both20.min).toBe(Math.floor(869 * 3.0)) // 2607
expect(d20Both20.max).toBe(Math.floor(927 * 3.0)) // 2781
})
it('verifies Fire Mastery (61) multiplicative scaling with synergies', () => {
// In 1.13c, Fire Mastery: 30% base (lvl 1) + 7%/lvl
// Level 1: +30% -> (1 + 0.30) = 1.30
// Level 20: 30 + 19 * 7 = 163% -> (1 + 1.63) = 2.63
const synMastery1 = calculateMeteorSynergyMultiplier({ fireMastery: 1 })
expect(synMastery1).toBeCloseTo(1.30, 4)
const synMastery20 = calculateMeteorSynergyMultiplier({ fireMastery: 20 })
expect(synMastery20).toBeCloseTo(2.63, 4)
// Synergies + Mastery are multiplicative:
// (1 + (20+20)*0.05) * (1 + 1.63) = 3.0 * 2.63 = 7.89
const synFull = calculateMeteorSynergyMultiplier({ fireBolt: 20, fireBall: 20, fireMastery: 20 })
expect(synFull).toBeCloseTo(7.89, 4)
const d20Full = calculateMeteorDamage(20, { fireBolt: 20, fireBall: 20, fireMastery: 20 })
expect(d20Full.min).toBe(Math.floor(869 * 7.89)) // 6856
expect(d20Full.max).toBe(Math.floor(927 * 7.89)) // 7314
})
it('verifies residual fire synergy: Inferno (41) +3%/lvl and Fire Mastery', () => {
// Base residual fire at slvl 1: 15 - 25
const resBase = calculateMeteorResidualFireDamage(1)
expect(resBase.min).toBe(15)
expect(resBase.max).toBe(25)
// Inferno 1 pt: +3% -> 1.03x
const resInf1 = calculateMeteorResidualFireDamage(1, { inferno: 1 })
expect(resInf1.min).toBe(Math.floor(15 * 1.03)) // 15
expect(resInf1.max).toBe(Math.floor(25 * 1.03)) // 25
// Inferno 20 pts: +60% -> 1.60x
const resInf20 = calculateMeteorResidualFireDamage(1, { inferno: 20 })
expect(resInf20.min).toBe(Math.floor(15 * 1.60)) // 24
expect(resInf20.max).toBe(Math.floor(25 * 1.60)) // 40
// Inferno 20 pts + Fire Mastery 20 (+163%): 1.60 * 2.63 = 4.208
const resBoth20 = calculateMeteorResidualFireDamage(1, { inferno: 20, fireMastery: 20 })
expect(resBoth20.min).toBe(Math.floor(15 * 1.60 * 2.63)) // 63
expect(resBoth20.max).toBe(Math.floor(25 * 1.60 * 2.63)) // 105
})
})
// =========================================================================
// Challenge Dimension 3: Soft Points vs Hard Points (Marrowwalk Synergy Rule)
// =========================================================================
describe('Dimension 3: Soft Points vs Hard Points Edge Cases', () => {
it('verifies that item soft points (+skills, +fireskills, charges) provide ZERO synergy bonus', async () => {
const registry = await getSharedDataRegistry()
const skillRec = registry.getSkillById(56)!
// Case A: 20 Base Points in Meteor, 0 Base in Fire Bolt, but +20 allskills & +33 charged skill
const statsSoft = new UnitStatList()
statsSoft.setBaseSkillLevel(56, 20)
statsSoft.addStat('item_allskills', 20)
statsSoft.addStat('item_sorceress_skills', 10)
statsSoft.setChargedSkillLevel(36, 33) // Fire Bolt charges (Marrowwalk bug test)
const evalSoft = skillModule.evaluate!({
registry,
skill: skillRec,
slvl: 50, // 20 base + 30 soft
blvl: 20,
statList: statsSoft,
})
// Synergy bonus percentage MUST BE 0!
expect(evalSoft.synergyBonusPct).toBe(0)
// Case B: 20 Base Points in Fire Bolt (hard points) without soft points
const statsHard = new UnitStatList()
statsHard.setBaseSkillLevel(56, 20)
statsHard.setBaseSkillLevel(36, 20) // 20 hard points in Fire Bolt
const evalHard = skillModule.evaluate!({
registry,
skill: skillRec,
slvl: 20,
blvl: 20,
statList: statsHard,
})
// Synergy bonus percentage MUST BE exactly 100% (+5% * 20)
expect(evalHard.synergyBonusPct).toBe(100)
// Case C: 20 Base Points in Fire Bolt PLUS +20 soft points in allskills
const statsMixed = new UnitStatList()
statsMixed.setBaseSkillLevel(56, 20)
statsMixed.setBaseSkillLevel(36, 20) // 20 hard points
statsMixed.addStat('item_allskills', 20) // +20 soft points
const evalMixed = skillModule.evaluate!({
registry,
skill: skillRec,
slvl: 40,
blvl: 20,
statList: statsMixed,
})
// Synergy bonus percentage MUST STILL BE exactly 100%, NOT 200%!
expect(evalMixed.synergyBonusPct).toBe(100)
})
})
// =========================================================================
// Challenge Dimension 4: Residual Fire Patch Math & Duration Scaling
// =========================================================================
describe('Dimension 4: Residual Fire Patch Math & Duration Scaling', () => {
it('verifies 5-band residual fire damage progression: [4, 5, 6, 6, 6]', () => {
// Base: 15-25
// slvl 1: 15 - 25
const r1 = calculateMeteorResidualFireDamage(1)
expect(r1.min).toBe(15)
expect(r1.max).toBe(25)
// slvl 5: 15 + 4*4 = 31, 25 + 4*4 = 41
const r5 = calculateMeteorResidualFireDamage(5)
expect(r5.min).toBe(31)
expect(r5.max).toBe(41)
// slvl 10: 15 + 7*4 + 2*5 = 53, 25 + 7*4 + 2*5 = 63
const r10 = calculateMeteorResidualFireDamage(10)
expect(r10.min).toBe(53)
expect(r10.max).toBe(63)
// slvl 20: 15 + 7*4 + 8*5 + 4*6 = 107, 25 + 7*4 + 8*5 + 4*6 = 117
const r20 = calculateMeteorResidualFireDamage(20)
expect(r20.min).toBe(107)
expect(r20.max).toBe(117)
// slvl 25: 107 + 2*6 + 3*6 = 137, 117 + 2*6 + 3*6 = 147
const r25 = calculateMeteorResidualFireDamage(25)
expect(r25.min).toBe(137)
expect(r25.max).toBe(147)
// slvl 30: 107 + 2*6 + 6*6 + 2*6 = 167, 117 + 2*6 + 6*6 + 2*6 = 177
const r30 = calculateMeteorResidualFireDamage(30)
expect(r30.min).toBe(167)
expect(r30.max).toBe(177)
})
it('verifies HitShift 3 precision (Raw * 8 in 256ths) and per-second conversion (Raw * 200 / 256)', () => {
// 1.13c HitShift = 3: Damage256 = Raw * 8
for (const slvl of [1, 5, 10, 20, 25, 30]) {
const res = calculateMeteorResidualFireDamage(slvl)
const tickMin256 = res.min * 8
const tickMax256 = res.max * 8
expect(tickMin256).toBe(res.min << 3)
expect(tickMax256).toBe(res.max << 3)
// 25 ticks/sec -> perSec = floor(Damage256 * 25 / 256) = floor(Raw * 200 / 256)
expect(res.perSecMin).toBe(Math.floor((res.min * 200) / 256))
expect(res.perSecMax).toBe(Math.floor((res.max * 200) / 256))
}
})
it('verifies exact residual fire duration scaling: 30 + (slvl - 1) * 15 ticks', () => {
const expectedDurations = [
{ slvl: 1, ticks: 30, sec: 1.20 },
{ slvl: 5, ticks: 90, sec: 3.60 },
{ slvl: 10, ticks: 165, sec: 6.60 },
{ slvl: 20, ticks: 315, sec: 12.60 },
{ slvl: 25, ticks: 390, sec: 15.60 },
{ slvl: 30, ticks: 465, sec: 18.60 },
]
for (const exp of expectedDurations) {
const dur = 30 + (exp.slvl - 1) * 15
expect(dur).toBe(exp.ticks)
expect(dur / 25).toBeCloseTo(exp.sec, 2)
}
})
})
// =========================================================================
// Challenge Dimension 5: NextDelay = 0 & Overlapping Fire Patch Multi-Hit
// =========================================================================
describe('Dimension 5: NextDelay = 0 & Overlapping Fire Patches', () => {
it('verifies from authentic Missiles.txt that all Meteor missiles have NextDelay = 0', () => {
const missilesTxtPath = path.resolve(__dirname, '../samples/fixtures/data/global/excel/Missiles.txt')
const content = fs.readFileSync(missilesTxtPath, 'latin1')
const parsed = parseMissilesTxt(content)
const meteorMissiles = ['meteorcenter', 'meteor', 'meteortail', 'meteorexplode', 'meteorfire']
for (const name of meteorMissiles) {
const m = parsed.get(name)
expect(m, `Missile ${name} not found in Missiles.txt`).toBeDefined()
// In 1.13c Missiles.txt, NextDelay and NextHit are either 0 or undefined for Meteor suite
const rec = m as any
expect(rec.nextDelay ?? 0).toBe(0)
expect(rec.nextHit ?? 0).toBe(0)
}
})
it('simulates multiple overlapping meteorfire patches hitting the same target simultaneously without NextDelay lockout', () => {
// Create 3 overlapping meteorfire projectiles at the exact same location
const p1: Projectile = {
skillId: '56',
x: 200,
y: 200,
vx: 0,
vy: 0,
damage: 10,
ttl: 30,
fromPlayer: true,
missileType: 'meteorfire',
pierce: true,
}
const p2: Projectile = {
skillId: '56',
x: 200,
y: 200,
vx: 0,
vy: 0,
damage: 15,
ttl: 30,
fromPlayer: true,
missileType: 'meteorfire',
pierce: true,
}
const p3: Projectile = {
skillId: '56',
x: 200,
y: 200,
vx: 0,
vy: 0,
damage: 20,
ttl: 30,
fromPlayer: true,
missileType: 'meteorfire',
pierce: true,
}
const monster = [{ index: 42, x: 200, y: 200, radius: 20, alive: true }]
const outcome = tickProjectiles([p1, p2, p3], monster, { overlap: () => 0 })
// Because NextDelay = 0, all 3 overlapping patches MUST deal damage in the exact same tick!
expect(outcome.hits.length).toBe(3)
const dmgDealt = outcome.hits.map(h => h.damage).sort((a, b) => a - b)
expect(dmgDealt).toEqual([10, 15, 20])
expect(outcome.alive.length).toBe(3)
})
it('simulates periodic burn over 20 ticks: verifies burn cadence every 5 ticks', () => {
let p: Projectile = {
skillId: '56',
x: 150,
y: 150,
vx: 0,
vy: 0,
damage: 25,
ttl: 30,
fromPlayer: true,
missileType: 'meteorfire',
pierce: true,
}
const monster = [{ index: 99, x: 150, y: 150, radius: 20, alive: true }]
let totalHits = 0
for (let t = 1; t <= 20; t++) {
const out = tickProjectiles([p], monster, { overlap: () => 0 })
p = out.alive[0]!
totalHits += out.hits.length
}
// Cadence: hits on tick 1, 5, 10, 15, 20 = 5 total hits over 20 ticks
expect(totalHits).toBe(5)
expect(p.ttl).toBe(10) // 30 - 20 = 10 ticks remaining
})
})
// =========================================================================
// Challenge Dimension 6: Adversarial Boundary & Resilience Inputs
// =========================================================================
describe('Dimension 6: Adversarial Boundary & Input Fuzzing', () => {
it('handles non-finite, zero, and negative skill levels gracefully (clamps to 1)', () => {
const dZero = calculateMeteorDamage(0)
const dNeg = calculateMeteorDamage(-10)
const dNaN = calculateMeteorDamage(NaN)
const dInf = calculateMeteorDamage(Infinity)
expect(dZero).toEqual({ min: 80, max: 100 })
expect(dNeg).toEqual({ min: 80, max: 100 })
expect(dNaN).toEqual({ min: 80, max: 100 })
const mZero = getSkillManaCost(56, 0)
const mNeg = getSkillManaCost(56, -5)
const mNaN = getSkillManaCost(56, NaN)
expect(mZero).toBe(17)
expect(mNeg).toBe(17)
expect(mNaN).toBe(17)
})
it('handles negative or invalid synergy values safely', () => {
const synNeg = calculateMeteorSynergyMultiplier({ fireBolt: -5, fireBall: -10 })
// Even with negative points, multiplier should not drop below 0 or break calculations
expect(Number.isFinite(synNeg)).toBe(true)
const dNegSyn = calculateMeteorDamage(20, -1)
expect(dNegSyn).toEqual({ min: 869, max: 927 }) // invalid number reverts to 1.0x
})
it('verifies generic calculateSkillDamage router accepts all valid representations', () => {
const resNum = calculateSkillDamage(56, 10)
const resStr = calculateSkillDamage('56', 10)
const resName = calculateSkillDamage('meteor', 10)
expect(resNum).toEqual({ min: 319, max: 357 })
expect(resStr).toEqual({ min: 319, max: 357 })
expect(resName).toEqual({ min: 319, max: 357 })
})
it('verifies 18-offset ground fire geometry matches D2Game.dll 0x6FD1C918 / 0x6FD1C8D0', () => {
expect(METEOR_FIRE_SUBTILE_OFFSETS.length).toBe(18)
const expected = [
{ x: 2, y: -2 },
{ x: -2, y: -2 },
{ x: 0, y: 2 },
{ x: 0, y: 5 },
{ x: -3, y: 3 },
{ x: 0, y: 3 },
{ x: 3, y: 3 },
{ x: -1, y: 2 },
{ x: 1, y: 1 },
{ x: -1, y: -1 },
{ x: 2, y: -1 },
{ x: -4, y: -2 },
{ x: -3, y: -2 },
{ x: -1, y: -3 },
{ x: 0, y: -4 },
{ x: 1, y: -3 },
{ x: 3, y: -3 },
{ x: 4, y: -2 },
]
expect(METEOR_FIRE_SUBTILE_OFFSETS).toEqual(expected)
})
it('verifies wall collision suppresses out-of-bounds fire patch generation', () => {
const center: Projectile = {
skillId: '56',
x: 100,
y: 100,
vx: 0,
vy: 0,
damage: 200,
ttl: 0, // detonates immediately
fromPlayer: true,
missileType: 'meteorcenter',
slvl: 1,
}
// Block everywhere where x > 100 (half the circle blocked by wall)
const outcome = tickProjectiles([center], [], {
overlap: (x, y) => (x > 100 ? 1 : 0),
})
const flames = outcome.spawnedProjectiles?.filter(p => p.missileType === 'meteorfire') ?? []
expect(flames.length).toBeLessThan(18)
expect(flames.length).toBeGreaterThan(0)
for (const flame of flames) {
expect(flame.x).toBeLessThanOrEqual(100)
}
})
})
})

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/**
* Diablo II: Lord of Destruction v1.13c — Skill #056: Meteor
* Empirical Stress Testing & Adversarial Verification Suite
*
* Requirements (User Request & Solution Stress Testing Playbook):
* 1. Countdown timing: verify meteor lands and detonates exactly at tick 60, not sooner or later.
* 2. Dual sprite trajectory: verify meteor core (ID 100) and tail (ID 102) maintain synchronized coordinate descent.
* 3. Exact 18 residual fire patch offsets spawned around impact point matching 0x6FD1C918 and 0x6FD1C8D0.
* 4. Wall collision drop: fire patches spawned in wall cells are rejected (COLLIDE_WALL | COLLIDE_BLANK).
* 5. 50,000-tick continuous rapid-casting stress test: verify zero unhandled exceptions, zero NaN coordinates,
* clean missile disposal, and bounded memory.
*/
import { describe, expect, it } from 'vitest'
import {
tickProjectiles,
ISO_GROUND_ASPECT_RATIO,
calculateMeteorDamage,
calculateMeteorResidualFireDamage,
calculateMeteorDetailedDamage,
METEOR_FIRE_SUBTILE_OFFSETS,
type Projectile,
type ProjectileTarget,
} from '../src/game/skills.ts'
import { MissileEngine } from '../src/game/engine/missile-engine.ts'
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 type { CombatUnitContext } from '../src/game/engine/combat-pipeline.ts'
describe('[Skill #056] Meteor — Empirical Stress & Physics Challenger Suite', () => {
const openTerrain = { overlap: () => 0 }
// =========================================================================
// Dimension 1: Countdown Timing Parity (Detonates Exactly at Tick 60)
// =========================================================================
describe('Dimension 1: Countdown Timing Parity (Exact Tick 60 Detonation)', () => {
it('verifies in MissileEngine that meteorcenter detonates at tick 60 and not at tick 59 or 61', async () => {
const registry = await getSharedDataRegistry()
const engine = new MissileEngine(registry)
const ownerStatList = new UnitStatList(registry, {})
const owner: CombatUnitContext = {
id: 'sorc',
name: 'Sorceress',
isUndead: false,
isDemon: false,
statList: ownerStatList,
stateBus: new StateBus(ownerStatList, registry),
}
const dummyStatList = new UnitStatList(registry, { maxhp: 50000 * 256, hitpoints: 50000 * 256 })
const dummy: CombatUnitContext = {
id: 'target-dummy',
name: 'TargetDummy',
isUndead: false,
isDemon: false,
statList: dummyStatList,
stateBus: new StateBus(dummyStatList, registry),
}
const targetPositions = new Map([['target-dummy', { x: 300, y: 300 }]])
// Spawn meteorcenter at (300, 300)
engine.spawnMissile({
missileNameOrId: 'meteorcenter',
sourceSkillId: 56,
slvl: 1,
owner,
startX: 300,
startY: 300,
targetX: 300,
targetY: 300,
dmgPacket: {
skillId: 56,
attackKind: 'spell',
elemType: 'fire',
elemMin256: 80 * 256,
elemMax256: 100 * 256,
autoHit: true,
},
})
let detonationTick: number | null = null
let spawnedSubmissilesOnDetonation: string[] = []
// Step simulation tick by tick from 1 to 65
for (let tick = 1; tick <= 65; tick++) {
const step = engine.tick(tick, [dummy], targetPositions)
if (step.hits.length > 0) {
if (detonationTick === null) {
detonationTick = tick
spawnedSubmissilesOnDetonation = [...step.subMissilesSpawned]
}
}
if (tick < 60) {
// In ticks 1..59, meteorcenter must still be falling/waiting, 0 damage inflicted
expect(step.hits.length, `Premature hit at tick ${tick}`).toBe(0)
const center = engine.getActiveMissiles().find(m => m.name === 'meteorcenter')
expect(center, `meteorcenter disappeared before tick 60 at tick ${tick}`).toBeDefined()
expect(center!.ageTicks).toBe(tick)
} else if (tick === 60) {
// Exactly on tick 60: primary detonation must trigger!
expect(step.hits.length, `Expected detonation at tick 60, but got 0 hits`).toBe(1)
expect(step.hits[0]!.missileName).toBe('meteorexplode')
expect(step.hits[0]!.damage).toBeGreaterThan(0)
} else {
// Past tick 60: meteorcenter must be expired and removed from active missiles
const center = engine.getActiveMissiles().find(m => m.name === 'meteorcenter')
expect(center, `meteorcenter lingered past tick 60 at tick ${tick}`).toBeUndefined()
}
}
expect(detonationTick, 'Detonation must happen exactly at tick 60').toBe(60)
expect(spawnedSubmissilesOnDetonation).toContain('meteorexplode')
expect(spawnedSubmissilesOnDetonation.filter(s => s === 'meteorfire').length).toBe(18)
})
it('verifies in tickProjectiles whether meteorcenter detonates at tick 60 or tick 61', () => {
let center: Projectile = {
skillId: '56',
x: 300,
y: 300,
vx: 0,
vy: 0,
damage: 500,
ttl: 60,
fromPlayer: true,
missileType: 'meteorcenter',
slvl: 1,
}
const dummyMonster = [{ index: 0, x: 300, y: 300, radius: 20, alive: true }]
let detonationTick: number | null = null
for (let tick = 1; tick <= 65; tick++) {
const outcome = tickProjectiles([center], dummyMonster, openTerrain)
if (outcome.hits.length > 0 && detonationTick === null) {
detonationTick = tick
}
if (outcome.alive.length > 0) {
center = outcome.alive[0]!
} else {
center = { ...center, ttl: -1 }
}
}
// 1.13c Ground Truth: Meteor has Range: 60 ticks.
// If tickProjectiles detonates at tick 61 instead of tick 60, this test detects the off-by-one tick delay.
expect(detonationTick, `tickProjectiles detonation tick should be 60, but was ${detonationTick}`).toBe(60)
})
})
// =========================================================================
// Dimension 2: Dual Sprite Trajectory Synchronization (Core & Tail)
// =========================================================================
describe('Dimension 2: Dual Sprite Trajectory Synchronization (Core & Tail)', () => {
it('verifies meteor core (ID 100) and tail (ID 102) exist and maintain synchronized coordinate descent', () => {
// 1.13c Ground Truth (D2Client.dll 0x6FB68840 / Missiles.txt):
// When meteorcenter (101) is cast, client children meteor (100) and meteortail (102)
// are spawned and descend from the sky to the ground target over 60 ticks.
// Altitude: Z(t) = (60 - t) * 25
// Coordinate descent: X(t) = targetX - (60 - t) * 15, Y(t) = targetY - (60 - t) * 15
// Both core and tail must share synchronized trajectory.
const targetX = 400
const targetY = 300
// Create core and tail projectiles
const core: Projectile = {
skillId: '56',
x: targetX,
y: targetY,
vx: 0,
vy: 0,
damage: 0,
ttl: 60,
fromPlayer: true,
missileType: 'meteor',
altitude: 60 * 25,
}
const tail: Projectile = {
skillId: '56',
x: targetX,
y: targetY,
vx: 0,
vy: 0,
damage: 0,
ttl: 60,
fromPlayer: true,
missileType: 'meteortail',
altitude: 60 * 25,
}
let activeProjectiles: Projectile[] = [core, tail]
for (let t = 1; t <= 60; t++) {
const step = tickProjectiles(activeProjectiles, [], openTerrain)
activeProjectiles = step.alive as Projectile[]
const curCore = activeProjectiles.find(p => p.missileType === 'meteor')
const curTail = activeProjectiles.find(p => p.missileType === 'meteortail')
// If core and tail are implemented in simulation:
if (curCore !== undefined && curTail !== undefined) {
// Verify synchronized coordinates
expect(curCore.x).toBe(curTail.x)
expect(curCore.y).toBe(curTail.y)
expect(curCore.altitude).toBe(curTail.altitude)
// Verify monotonic descent
if (curCore.altitude !== undefined) {
expect(curCore.altitude).toBeLessThanOrEqual(60 * 25)
if (t === 60) {
expect(curCore.altitude).toBeLessThanOrEqual(0)
}
}
} else {
// If neither core nor tail is updated/supported, fail and report missing dual sprite trajectory
expect(curCore, `meteor (ID 100) core missile missing from simulation at tick ${t}`).toBeDefined()
expect(curTail, `meteortail (ID 102) tail missile missing from simulation at tick ${t}`).toBeDefined()
}
}
})
})
// =========================================================================
// Dimension 3: Exact 18 Residual Fire Patch Offsets Matching 0x6FD1C918/8D0
// =========================================================================
describe('Dimension 3: Exact 18 Residual Fire Patch Offsets (0x6FD1C918 / 0x6FD1C8D0)', () => {
it('verifies verbatim match of all 18 subtile offset pairs against D2Game.dll ground truth', () => {
const GROUND_TRUTH_OFFSETS = [
{ x: 2, y: -2 }, // [0] Inner Ring
{ x: -2, y: -2 }, // [1] Inner Ring
{ x: 0, y: 2 }, // [2] Inner Ring
{ x: 0, y: 5 }, // [3] North Tip
{ x: -3, y: 3 }, // [4] North-West Outer
{ x: 0, y: 3 }, // [5] Center-North
{ x: 3, y: 3 }, // [6] North-East Outer
{ x: -1, y: 2 }, // [7] Center Cluster
{ x: 1, y: 1 }, // [8] Center Cluster
{ x: -1, y: -1 }, // [9] Center Cluster
{ x: 2, y: -1 }, // [10] Center Cluster
{ x: -4, y: -2 }, // [11] West Tip
{ x: -3, y: -2 }, // [12] West Outer
{ x: -1, y: -3 }, // [13] South-West Outer
{ x: 0, y: -4 }, // [14] South Tip
{ x: 1, y: -3 }, // [15] South-East Outer
{ x: 3, y: -3 }, // [16] East Outer
{ x: 4, y: -2 }, // [17] East Tip
]
expect(METEOR_FIRE_SUBTILE_OFFSETS.length).toBe(18)
for (let i = 0; i < 18; i++) {
expect(METEOR_FIRE_SUBTILE_OFFSETS[i]).toEqual(GROUND_TRUTH_OFFSETS[i])
}
})
it('verifies that detonation spawns exactly 18 meteorfire submissiles at correctly scaled pixel coordinates', () => {
const centerX = 500
const centerY = 500
const center: Projectile = {
skillId: '56',
x: centerX,
y: centerY,
vx: 0,
vy: 0,
damage: 300,
ttl: 0, // detonates immediately
fromPlayer: true,
missileType: 'meteorcenter',
slvl: 1,
}
const outcome = tickProjectiles([center], [], openTerrain)
const spawnedFlames = outcome.spawnedProjectiles?.filter(p => p.missileType === 'meteorfire') ?? []
expect(spawnedFlames.length).toBe(18)
for (let i = 0; i < 18; i++) {
const off = METEOR_FIRE_SUBTILE_OFFSETS[i]!
const expectedX = centerX + off.x * 20
const expectedY = centerY + off.y * 10
const flame = spawnedFlames.find(f => f.x === expectedX && f.y === expectedY)
expect(flame, `Missing meteorfire at offset [${i}] (${expectedX}, ${expectedY})`).toBeDefined()
expect(flame!.ttl).toBe(30) // slvl 1: 30 ticks
expect(flame!.pierce).toBe(true)
}
})
})
// =========================================================================
// Dimension 4: Wall Collision Drop (COLLIDE_WALL | COLLIDE_BLANK)
// =========================================================================
describe('Dimension 4: Wall Collision Drop (COLLIDE_WALL | COLLIDE_BLANK)', () => {
it('verifies fire patches falling inside solid wall cells are completely rejected in tickProjectiles', () => {
const centerX = 300
const centerY = 300
const center: Projectile = {
skillId: '56',
x: centerX,
y: centerY,
vx: 0,
vy: 0,
damage: 300,
ttl: 0,
fromPlayer: true,
missileType: 'meteorcenter',
slvl: 1,
}
// Case 1: East half is a wall (x > centerX = 300)
const halfWallTerrain = {
overlap: (x: number, _y: number) => (x > 300 ? 1 : 0),
}
const resHalf = tickProjectiles([center], [], halfWallTerrain)
const flamesHalf = resHalf.spawnedProjectiles?.filter(p => p.missileType === 'meteorfire') ?? []
expect(flamesHalf.length).toBeGreaterThan(0)
expect(flamesHalf.length).toBeLessThan(18)
for (const f of flamesHalf) {
expect(f.x).toBeLessThanOrEqual(300)
}
// Case 2: Entire area is a solid wall
const fullWallTerrain = {
overlap: () => 1,
}
const resFull = tickProjectiles([center], [], fullWallTerrain)
const flamesFull = resFull.spawnedProjectiles?.filter(p => p.missileType === 'meteorfire') ?? []
expect(flamesFull.length).toBe(0) // All 18 fire patches dropped!
// Case 3: Selective pinpoint wall blocking North Tip [3] (0, 5) -> (300, 350)
const northTipX = centerX + 0 * 20
const northTipY = centerY + 5 * 10
const selectiveTerrain = {
overlap: (x: number, y: number) => (x === northTipX && y === northTipY ? 1 : 0),
}
const resSelective = tickProjectiles([center], [], selectiveTerrain)
const flamesSelective = resSelective.spawnedProjectiles?.filter(p => p.missileType === 'meteorfire') ?? []
expect(flamesSelective.length).toBe(17)
expect(flamesSelective.some(f => f.x === northTipX && f.y === northTipY)).toBe(false)
})
it('checks whether MissileEngine implements wall collision filtering for meteorfire spawning', async () => {
const registry = await getSharedDataRegistry()
const engine = new MissileEngine(registry)
const ownerStatList = new UnitStatList(registry, {})
const owner: CombatUnitContext = {
id: 'sorc',
name: 'Sorceress',
isUndead: false,
isDemon: false,
statList: ownerStatList,
stateBus: new StateBus(ownerStatList, registry),
}
engine.spawnMissile({
missileNameOrId: 'meteorcenter',
sourceSkillId: 56,
slvl: 1,
owner,
startX: 200,
startY: 200,
targetX: 200,
targetY: 200,
dmgPacket: {
skillId: 56,
attackKind: 'spell',
elemType: 'fire',
elemMin256: 80 * 256,
elemMax256: 100 * 256,
},
})
// Tick 60 to trigger detonation
for (let t = 1; t <= 60; t++) {
engine.tick(t, [], new Map())
}
const activeFires = engine.getActiveMissiles().filter(m => m.name === 'meteorfire')
// When no collision terrain is provided, all 18 submissiles spawn
expect(activeFires.length).toBe(18)
})
it('verifies in MissileEngine that meteorfire submissiles landing in solid walls are dropped', async () => {
const registry = await getSharedDataRegistry()
// Terrain with eastern wall (x > 200)
const halfWallTerrain = {
overlap: (x: number, _y: number) => (x > 200 ? 1 : 0),
}
const engine = new MissileEngine(registry, halfWallTerrain)
const ownerStatList = new UnitStatList(registry, {})
const owner: CombatUnitContext = {
id: 'sorc',
name: 'Sorceress',
isUndead: false,
isDemon: false,
statList: ownerStatList,
stateBus: new StateBus(ownerStatList, registry),
}
engine.spawnMissile({
missileNameOrId: 'meteorcenter',
sourceSkillId: 56,
slvl: 1,
owner,
startX: 200,
startY: 200,
targetX: 200,
targetY: 200,
dmgPacket: {
skillId: 56,
attackKind: 'spell',
elemType: 'fire',
elemMin256: 80 * 256,
elemMax256: 100 * 256,
},
})
// Tick 60 to trigger detonation
for (let t = 1; t <= 60; t++) {
engine.tick(t, [], new Map())
}
const activeFires = engine.getActiveMissiles().filter(m => m.name === 'meteorfire')
expect(activeFires.length).toBeGreaterThan(0)
expect(activeFires.length).toBeLessThan(18)
expect(activeFires.every(m => m.x <= 200)).toBe(true)
})
})
// =========================================================================
// Dimension 5: 50,000-Tick Continuous Rapid-Casting Stress Simulation
// =========================================================================
describe('Dimension 5: 50,000-Tick Continuous Rapid-Casting Stress Simulation', () => {
it('runs 50,000 ticks of continuous Meteor casting without crashes, NaNs, or memory leaks', () => {
const simStartMs = Date.now()
const heapBefore = process.memoryUsage().heapUsed
let activeProjectiles: Projectile[] = []
let totalCasts = 0
let totalHits = 0
let totalWallHits = 0
let totalExpired = 0
let peakActiveCount = 0
// Dynamic moving targets in combat arena
const targets: ProjectileTarget[] = [
{ index: 0, x: 250, y: 250, radius: 25, alive: true },
{ index: 1, x: 270, y: 260, radius: 20, alive: true },
{ index: 2, x: 230, y: 240, radius: 20, alive: true },
{ index: 3, x: 260, y: 230, radius: 20, alive: true },
{ index: 4, x: 350, y: 350, radius: 30, alive: true },
]
// Semi-solid map terrain with boundary walls and interior pillar
const hybridTerrain = {
overlap: (x: number, y: number) => {
if (x < 30 || x > 470 || y < 30 || y > 470) return 1 // perimeter walls
if (x >= 280 && x <= 320 && y >= 280 && y <= 320) return 1 // central obstacle pillar
return 0
},
}
// 50,000 ticks = 2,000 seconds = 33.3 minutes of non-stop game simulation
for (let tick = 0; tick < 50000; tick++) {
// Cast Meteor on cooldown (every 30 ticks = 1.20s cast delay)
if (tick % 30 === 0) {
totalCasts++
// Slight spatial variation across casts
const cx = 250 + ((tick / 30) % 7) * 8 - 24
const cy = 250 + ((tick / 30) % 5) * 10 - 20
activeProjectiles.push({
skillId: '56',
x: cx,
y: cy,
vx: 0,
vy: 0,
damage: 200,
ttl: 60, // 2.40s countdown
fromPlayer: true,
missileType: 'meteorcenter',
slvl: 1,
residualDamage: 25,
fireDuration: 30,
})
}
// Monsters move slightly every 8 ticks
if (tick % 8 === 0) {
for (let m = 0; m < targets.length; m++) {
const angle = (tick * 0.04) + m * 1.2
targets[m] = {
...targets[m]!,
x: 250 + Math.cos(angle) * 35,
y: 250 + Math.sin(angle) * 20 * ISO_GROUND_ASPECT_RATIO,
}
}
}
// Advance simulation tick
const outcome = tickProjectiles(activeProjectiles, targets, hybridTerrain)
activeProjectiles = outcome.alive as Projectile[]
totalHits += outcome.hits.length
totalWallHits += outcome.wallHits
totalExpired += outcome.expired
if (activeProjectiles.length > peakActiveCount) {
peakActiveCount = activeProjectiles.length
}
// INVARIANT 1: Bounded missile count — no runaway projectile accumulation!
// At any tick:
// - At most 2 falling meteorcenters (ttl 60 / 30 = 2)
// - At most 1 meteorexplode (ttl 16)
// - At most 18-36 active residual fire patches (ttl 30)
// Peak active projectiles should never exceed 100.
if (activeProjectiles.length > 100) {
throw new Error(`Runaway projectile leak at tick ${tick}: active count reached ${activeProjectiles.length}`)
}
// INVARIANT 2: Zero NaNs or non-finite numbers in any active missile
for (const p of activeProjectiles) {
if (!Number.isFinite(p.x) || !Number.isFinite(p.y)) {
throw new Error(`NaN detected in position at tick ${tick}: x=${p.x}, y=${p.y}`)
}
if (p.altitude !== undefined && (!Number.isFinite(p.altitude) || p.altitude < 0)) {
throw new Error(`Invalid altitude at tick ${tick}: altitude=${p.altitude}`)
}
if (!Number.isFinite(p.ttl) || p.ttl < 0) {
throw new Error(`Invalid ttl at tick ${tick}: ttl=${p.ttl}`)
}
}
}
const simElapsedMs = Date.now() - simStartMs
const heapAfter = process.memoryUsage().heapUsed
const heapDiffMb = (heapAfter - heapBefore) / (1024 * 1024)
// Assertions on 50,000 tick completion
expect(totalCasts).toBe(Math.floor(50000 / 30) + 1) // 1,667 Meteor casts
expect(totalHits).toBeGreaterThan(1000) // thousands of hits registered
expect(peakActiveCount).toBeLessThanOrEqual(65) // comfortably bounded
expect(activeProjectiles.length).toBeLessThanOrEqual(40) // final active count bounded
expect(heapDiffMb).toBeLessThan(25) // stable heap (< 25 MB delta)
console.log(`[50,000-Tick Meteor Stress Sim Completed]`)
console.log(` Duration: ${simElapsedMs} ms (${(50000 / (simElapsedMs / 1000)).toFixed(0)} ticks/sec)`)
console.log(` Total Casts: ${totalCasts}`)
console.log(` Total Hits: ${totalHits}`)
console.log(` Total Wall Hits: ${totalWallHits}`)
console.log(` Total Expired Missiles: ${totalExpired}`)
console.log(` Peak Active Projectiles: ${peakActiveCount}`)
console.log(` Final Active Projectiles: ${activeProjectiles.length}`)
console.log(` Heap Diff: ${heapDiffMb.toFixed(2)} MB`)
})
})
})

View File

@ -11,7 +11,7 @@
* Dimension 6: 18-offset ground fire geometry and duration scaling (30 + (slvl - 1) * 15 ticks). * Dimension 6: 18-offset ground fire geometry and duration scaling (30 + (slvl - 1) * 15 ticks).
* Dimension 7: Residual ground fire periodic burn damage with NextDelay = 0. * Dimension 7: Residual ground fire periodic burn damage with NextDelay = 0.
*/ */
import { describe, expect, it } from 'vitest' import { describe, expect, it, vi } from 'vitest'
import fs from 'node:fs' import fs from 'node:fs'
import path from 'node:path' import path from 'node:path'
import { getSharedDataRegistry } from '../../../src/game/engine/data-registry.ts' import { getSharedDataRegistry } from '../../../src/game/engine/data-registry.ts'
@ -42,6 +42,8 @@ import {
METEORFIRE_META, METEORFIRE_META,
MISSILE_METAS, MISSILE_METAS,
} from '../../../src/render/missiles-meta.ts' } from '../../../src/render/missiles-meta.ts'
import { drawMissileProjectile, type LoadedMissileArt } from '../../../src/scene/act-scene.ts'
import type { SpriteRenderer, AtlasHandle } from '../../../src/render/renderer.ts'
describe('[Skill #056] Meteor (SOR) — 1.13c Parity (Issue #210 & #401)', () => { describe('[Skill #056] Meteor (SOR) — 1.13c Parity (Issue #210 & #401)', () => {
it('evaluates exact 1.13c Skills.txt / Missiles.txt formulas at slvl 1, 10, and 20', async () => { it('evaluates exact 1.13c Skills.txt / Missiles.txt formulas at slvl 1, 10, and 20', async () => {
@ -274,23 +276,17 @@ describe('[Skill #056] Meteor (SOR) — 1.13c Parity (Issue #210 & #401)', () =>
const dummyMonster = [{ index: 0, x: 300, y: 300, radius: 30, alive: true }] const dummyMonster = [{ index: 0, x: 300, y: 300, radius: 30, alive: true }]
const openTerrain = { overlap: () => 0 } const openTerrain = { overlap: () => 0 }
// Over ticks 1 to 60, meteorcenter must not damage monster despite standing at exact same coordinates // Over ticks 1 to 59, meteorcenter must not damage monster despite standing at exact same coordinates
for (let tick = 1; tick <= 60; tick += 1) { for (let tick = 1; tick < 60; tick += 1) {
const outcome = tickProjectiles([center], dummyMonster, openTerrain) const outcome = tickProjectiles([center], dummyMonster, openTerrain)
expect(outcome.hits.length).toBe(0) expect(outcome.hits.length).toBe(0)
if (tick < 60) {
expect(outcome.alive.length).toBe(1) expect(outcome.alive.length).toBe(1)
center = outcome.alive[0]! center = outcome.alive[0]!
expect(center.missileType).toBe('meteorcenter') expect(center.missileType).toBe('meteorcenter')
expect(center.ttl).toBe(60 - tick) expect(center.ttl).toBe(60 - tick)
} else {
// At tick 60, center.ttl reaches 0
center = outcome.alive[0]!
expect(center.ttl).toBe(0)
}
} }
// On tick 61, center with ttl 0 expires and detonates // Exactly on tick 60, center expires and detonates
const finalOutcome = tickProjectiles([center], dummyMonster, openTerrain) const finalOutcome = tickProjectiles([center], dummyMonster, openTerrain)
expect(finalOutcome.expired).toBe(1) expect(finalOutcome.expired).toBe(1)
expect(finalOutcome.hits.length).toBe(1) // monster takes detonation damage on expiry! expect(finalOutcome.hits.length).toBe(1) // monster takes detonation damage on expiry!
@ -478,4 +474,179 @@ describe('[Skill #056] Meteor (SOR) — 1.13c Parity (Issue #210 & #401)', () =>
expect(hitCount).toBe(3) expect(hitCount).toBe(3)
expect(flame.ttl).toBe(20) // remains alive, doesn't vanish on hit expect(flame.ttl).toBe(20) // remains alive, doesn't vanish on hit
}) })
it('Dimension 8: Dual Sprite Falling Trajectory & Trans: 1 Additive Blending in drawMissileProjectile', () => {
const drawCalls: { frame: any; x: number; y: number; options?: any }[] = []
const mockRenderer = {
draw(frame: any, x: number, y: number, options?: any) {
drawCalls.push({ frame, x, y, options })
},
drawSolid: vi.fn(),
} as unknown as SpriteRenderer
// Build mock art map for meteor, meteortail, meteorcenter
const makeMockArt = (meta: any): LoadedMissileArt => ({
meta,
handle: 1 as unknown as AtlasHandle,
frames: [
meta.groups[0].map(([x, y, w, h, ax, ay]: number[]) => ({
x,
y,
width: w,
height: h,
anchorX: ax,
anchorY: ay,
})),
],
})
const artMap = new Map<string, LoadedMissileArt>([
['meteor', makeMockArt(METEOR_META)],
['meteortail', makeMockArt(METEORTAIL_META)],
['meteorcenter', makeMockArt(METEORCENTER_META)],
])
const centerShot: Projectile = {
skillId: '56',
missileType: 'meteorcenter',
x: 400,
y: 300,
vx: 0,
vy: 0,
damage: 500,
ttl: 60, // At initial cast (60 remaining ticks)
fromPlayer: true,
slvl: 1,
}
// Tick 0 (ttl = 60): Ground indicator + falling tail + fireball core at altitude 1500px, slideX -900px
drawMissileProjectile(mockRenderer, centerShot, artMap.get('meteorcenter'), artMap)
expect(drawCalls.length).toBe(3) // 1 ground indicator, 1 flame tail, 1 meteor core
// 1. Ground target indicator (MeteorTargetIndicator)
expect(drawCalls[0]!.options?.blendMode).toBe('additive')
expect(drawCalls[0]!.x).toBe(400 - 56) // anchorX = -56
expect(drawCalls[0]!.y).toBe(300 - 43) // anchorY = -43
// 2. Atmospheric flame tail (MeteorTail)
expect(drawCalls[1]!.options?.blendMode).toBe('additive')
// slideX = -60 * 15 = -900 -> meteorX = 400 - 900 = -500; anchorX = -49 -> drawX = -549
expect(drawCalls[1]!.x).toBe(400 - 60 * 15 - 49)
// altitude = 60 * 25 = 1500 -> meteorY = 300 - 143 - 1500 = -1343
expect(drawCalls[1]!.y).toBe(300 - 143 - 60 * 25)
// 3. Falling meteor fireball core (Meteor)
expect(drawCalls[2]!.options?.blendMode).toBe('additive')
expect(drawCalls[2]!.x).toBe(400 - 60 * 15 - 7) // anchorX = -7
expect(drawCalls[2]!.y).toBe(300 - 55 - 60 * 25) // anchorY = -55
// Tick 30 (ttl = 30): Mid-flight descent (altitude = 750px, slideX = -450px)
drawCalls.length = 0
const midShot: Projectile = { ...centerShot, ttl: 30 }
drawMissileProjectile(mockRenderer, midShot, artMap.get('meteorcenter'), artMap)
expect(drawCalls.length).toBe(3)
expect(drawCalls[1]!.x).toBe(400 - 30 * 15 - 49)
expect(drawCalls[1]!.y).toBe(300 - 143 - 30 * 25)
expect(drawCalls[2]!.x).toBe(400 - 30 * 15 - 7)
expect(drawCalls[2]!.y).toBe(300 - 55 - 30 * 25)
// Tick 60 (ttl = 0 / impact): Falling fireball hits ground, only ground indicator rendered
drawCalls.length = 0
const impactShot: Projectile = { ...centerShot, ttl: 0 }
drawMissileProjectile(mockRenderer, impactShot, artMap.get('meteorcenter'), artMap)
expect(drawCalls.length).toBe(1) // Only ground indicator, zero sky fireball
})
it('Dimension 9: Animation frame indexing progression for meteorcenter and meteorfire sublooping', () => {
const drawnFrames: number[] = []
const mockRenderer = {
draw(frame: any) {
drawnFrames.push(frame.frameIdx)
},
drawSolid: vi.fn(),
} as unknown as SpriteRenderer
// Build art with tracked frameIdx
const makeIndexedArt = (meta: any): LoadedMissileArt => ({
meta,
handle: 1 as unknown as AtlasHandle,
frames: [
meta.groups[0].map(([x, y, w, h, ax, ay]: number[], idx: number) => ({
x,
y,
width: w,
height: h,
anchorX: ax,
anchorY: ay,
frameIdx: idx,
})),
],
})
const centerArt = makeIndexedArt(METEORCENTER_META)
const fireArt = makeIndexedArt(METEORFIRE_META)
// 1. meteorcenter starts at frame 0 and advances forward
for (let elapsed = 0; elapsed < 17; elapsed++) {
drawnFrames.length = 0
const shot: Projectile = {
skillId: '56',
missileType: 'meteorcenter',
x: 0,
y: 0,
vx: 0,
vy: 0,
damage: 0,
ttl: 60 - elapsed,
ageTicks: elapsed,
fromPlayer: true,
}
drawMissileProjectile(mockRenderer, shot, centerArt)
expect(drawnFrames[0]).toBe(elapsed)
}
// 2. meteorfire plays emergence once (frames 0..11) then loops 12..36 indefinitely
// Emergence phase
for (let elapsed = 0; elapsed < 12; elapsed++) {
drawnFrames.length = 0
const shot: Projectile = {
skillId: '56',
missileType: 'meteorfire',
x: 0,
y: 0,
vx: 0,
vy: 0,
damage: 10,
ttl: 315 - elapsed,
ageTicks: elapsed,
fromPlayer: true,
fireDuration: 315,
}
drawMissileProjectile(mockRenderer, shot, fireArt)
expect(drawnFrames[0]).toBe(elapsed)
}
// Looping phase (frames 12..36, 25-frame cycle)
for (let elapsed = 12; elapsed <= 70; elapsed++) {
drawnFrames.length = 0
const shot: Projectile = {
skillId: '56',
missileType: 'meteorfire',
x: 0,
y: 0,
vx: 0,
vy: 0,
damage: 10,
ttl: 315 - elapsed,
ageTicks: elapsed,
fromPlayer: true,
fireDuration: 315,
}
drawMissileProjectile(mockRenderer, shot, fireArt)
const expectedFrame = 12 + ((elapsed - 12) % 25)
expect(drawnFrames[0]).toBe(expectedFrame)
expect(drawnFrames[0]!).toBeGreaterThanOrEqual(12)
expect(drawnFrames[0]!).toBeLessThanOrEqual(36)
}
})
}) })