feat(skills): implement Assassin Shadow Disciplines tree with 1.13c parity (Milestone M28)

- Implement Claw Mastery scaling (AR, ED, diminishing returns Critical Strike).
- Implement ShadowBuffTracker for Burst of Speed vs Fade mutual cancellation, duration, and Venom coexistence.
- Implement resolveVenomPoisonClamp for strict 10-frame (0.4s) duration clamp and bitrate summing.
- Implement resolveWeaponBlock with dual-claw requirement and 0% block while running.
- Implement Cloak of Shadows defense debuff/buff, duration, and recast lockout.
- Implement Psychic Hammer 50/50 phys/magic damage and target-rank knockback scaling.
- Implement Mind Blast physical damage, 4-yard AOE stun, and conversion chance with boss/unique immunity.
- Implement ShadowMinionManager for PetType limit = 1, mutual replacement, Warrior mirroring, and Master autonomous slvl scaling.
- Add adv-ass-shadow-stress.test.ts verifying all 7 adversarial test categories (21 tests passed).
- All 10 Shadow Disciplines unit tests (#252, #253, #258, #263, #264, #267, #268, #273, #278, #279) and typecheck pass.
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/**
* Diablo II: Lord of Destruction v1.13c — Assassin Shadow Disciplines Module
*
* Dedicated pure calculations, mutual exclusivity tracking (Burst of Speed vs Fade),
* Venom 10-frame bitrate clamp, Weapon Block dual-claw mechanics, Cloak of Shadows blind/defense,
* Mind Blast stun/conversion, and Shadow Warrior / Master minion orchestration for the 10
* Assassin Shadow Disciplines Tree Skills:
* - Skill 252: Claw Mastery (ReqLevel 1)
* - Skill 253: Psychic Hammer (ReqLevel 1)
* - Skill 258: Burst of Speed / Quickness (ReqLevel 6)
* - Skill 263: Weapon Block (ReqLevel 12)
* - Skill 264: Cloak of Shadows (ReqLevel 12)
* - Skill 267: Fade (ReqLevel 18)
* - Skill 268: Shadow Warrior (ReqLevel 18)
* - Skill 273: Mind Blast (ReqLevel 24)
* - Skill 278: Venom (ReqLevel 30)
* - Skill 279: Shadow Master (ReqLevel 30)
*
* 1.13c Ground Truth:
* - Skills.txt, Missiles.txt, MonStats.txt, SkillDesc.txt (Patch_D2.mpq).
* - Burst of Speed vs Fade:
* Mutual exclusivity: Activating Burst of Speed cancels Fade. Activating Fade cancels Burst of Speed.
* - Venom Mechanics:
* Poison duration is strictly clamped to 10 frames (0.4 seconds).
* Combines with other poison sources by summing bitrates over the 10-frame duration.
* - Weapon Block Mechanics:
* Requires two claws (h2h in main-hand and off-hand).
* Full block chance when standing, attacking, or casting.
* Drops to 0% block chance while running (in contrast to shields which drop to 1/3).
* Can block both physical and magical/elemental projectile attacks.
* - Cloak of Shadows Mechanics:
* Cannot be recast until its active duration has fully elapsed.
* Suppresses normal monster AI (blinds them, restricts vision to melee).
* Lowers monster defense by -min(15 + 3*(slvl-1), 95)% and increases Assassin defense by +(10 + 3*(slvl-1))%.
* - Mind Blast Mechanics:
* Deals physical damage and stuns all targets in 4-yard radius for 50 + 5*(slvl-1) frames.
* Normal monsters and minions have a chance to be converted for 150 + rand(0, 100) frames.
* Champions, Uniques, SuperUniques, and Act Bosses are completely immune to conversion.
* - Shadow Warrior & Shadow Master:
* Share the 'shadowwarrior' PetType with PetMax = 1 (summoning one despawns the other).
* Shadow Warrior mirrors the player's active left- and right-hand skills.
* Shadow Master has autonomous AI using all Assassin skills, with equipment quality scaling with slvl.
* - Zero runtime MPQ reading.
*/
import {
compute3BandDuration,
compute5BandScaling,
computeDiminishingReturns,
computeLinearScaling,
} from '../engine/calc-ast.ts'
// --- Skill IDs ---
export const ASSASSIN_SHADOW_SKILL_IDS = {
CLAW_MASTERY: 252,
PSYCHIC_HAMMER: 253,
BURST_OF_SPEED: 258,
WEAPON_BLOCK: 263,
CLOAK_OF_SHADOWS: 264,
FADE: 267,
SHADOW_WARRIOR: 268,
MIND_BLAST: 273,
VENOM: 278,
SHADOW_MASTER: 279,
} as const
// --- Numerical Formulas (1.13c Ground Truth) ---
/**
* Skill 252: Claw Mastery (Passive)
* - AR Bonus%: ln12 = 30 + 10 * (slvl - 1)
* - ED Bonus%: ln34 = 35 + 4 * (slvl - 1)
* - Critical Strike%: dm56 = computeDiminishingReturns(0, 25, slvl)
*/
export function computeClawMasteryAR(slvl: number): number {
if (slvl <= 0) return 0
return computeLinearScaling(30, 10, slvl)
}
export function computeClawMasteryED(slvl: number): number {
if (slvl <= 0) return 0
return computeLinearScaling(35, 4, slvl)
}
export function computeClawMasteryCriticalStrike(slvl: number): number {
if (slvl <= 0) return 0
return computeDiminishingReturns(0, 25, slvl)
}
/**
* Skill 253: Psychic Hammer
* - Physical Damage: MinDam=2, Lev=[2, 3, 4, 5, 6]; MaxDam=6, Lev=[3, 4, 5, 6, 7]
* - Magic Damage: EMin=2, Lev=[2, 3, 4, 5, 6]; EMax=6, Lev=[3, 4, 5, 6, 7]
* - Knockback Chance: Normal=100%, Unique=dm(50, 100), Boss/Player=dm(25, 99)
*/
export interface PsychicHammerDamage {
readonly minPhys: number
readonly maxPhys: number
readonly minMagic: number
readonly maxMagic: number
}
export function computePsychicHammerDamage(slvl: number): PsychicHammerDamage {
if (slvl <= 0) return { minPhys: 0, maxPhys: 0, minMagic: 0, maxMagic: 0 }
const minPhys = compute5BandScaling(slvl, 2, 2, 3, 4, 5, 6)
const maxPhys = compute5BandScaling(slvl, 6, 3, 4, 5, 6, 7)
const minMagic = compute5BandScaling(slvl, 2, 2, 3, 4, 5, 6)
const maxMagic = compute5BandScaling(slvl, 6, 3, 4, 5, 6, 7)
return { minPhys, maxPhys, minMagic, maxMagic }
}
export function computePsychicHammerKnockbackChance(
slvl: number,
targetType: 'normal' | 'champion' | 'unique' | 'boss' | 'player',
): number {
if (slvl <= 0) return 0
if (targetType === 'normal') return 100
if (targetType === 'champion' || targetType === 'unique') {
return computeDiminishingReturns(50, 100, slvl)
}
// boss or player
return computeDiminishingReturns(25, 99, slvl)
}
/**
* Skill 258: Burst of Speed / Quickness
* - Duration: ln56 = 3000 + 300 * (slvl - 1) frames (120s + 12s/lvl)
* - FRW Bonus%: dm12 = computeDiminishingReturns(15, 70, slvl)
* - IAS Bonus%: dm34 = computeDiminishingReturns(15, 60, slvl)
*/
export function computeBurstOfSpeedDuration(slvl: number): number {
if (slvl <= 0) return 0
return computeLinearScaling(3000, 300, slvl)
}
export function computeBurstOfSpeedFRW(slvl: number): number {
if (slvl <= 0) return 0
return computeDiminishingReturns(15, 70, slvl)
}
export function computeBurstOfSpeedIAS(slvl: number): number {
if (slvl <= 0) return 0
return computeDiminishingReturns(15, 60, slvl)
}
/**
* Skill 263: Weapon Block (Passive)
* - Block Chance%: dm12 = computeDiminishingReturns(20, 65, slvl)
* - Requires dual-claw equipped
*/
export function computeWeaponBlockChance(slvl: number): number {
if (slvl <= 0) return 0
return computeDiminishingReturns(20, 65, slvl)
}
/**
* Skill 264: Cloak of Shadows
* - Radius: 30 subtiles (20 yards)
* - Duration: ln34 = 200 + 25 * (slvl - 1) frames (8.0s + 1.0s/lvl)
* - Monster Defense Decrease%: min(15 + 3 * (slvl - 1), 95)%
* - Assassin Defense Increase%: 10 + 3 * (slvl - 1)%
*/
export function computeCloakOfShadowsDuration(slvl: number): number {
if (slvl <= 0) return 0
return computeLinearScaling(200, 25, slvl)
}
export function computeCloakOfShadowsDefenseReduction(slvl: number): number {
if (slvl <= 0) return 0
const raw = computeLinearScaling(15, 3, slvl)
return Math.min(raw, 95)
}
export function computeCloakOfShadowsDefenseBonus(slvl: number): number {
if (slvl <= 0) return 0
return computeLinearScaling(10, 3, slvl)
}
/**
* Skill 267: Fade
* - Duration: ln56 = 3000 + 300 * (slvl - 1) frames (120s + 12s/lvl)
* - All Elemental Resistances%: dm12 = computeDiminishingReturns(10, 75, slvl)
* - Curse Length Reduction%: dm34 = computeDiminishingReturns(40, 90, slvl)
* - Hidden Physical Damage Reduction%: 1% per slvl (ln78 = 1 + 1 * (slvl - 1) = slvl)
*/
export function computeFadeDuration(slvl: number): number {
if (slvl <= 0) return 0
return computeLinearScaling(3000, 300, slvl)
}
export function computeFadeResistances(slvl: number): number {
if (slvl <= 0) return 0
return computeDiminishingReturns(10, 75, slvl)
}
export function computeFadeCurseReduction(slvl: number): number {
if (slvl <= 0) return 0
return computeDiminishingReturns(40, 90, slvl)
}
export function computeFadePhysicalDamageReduction(slvl: number): number {
if (slvl <= 0) return 0
return slvl
}
/**
* Skill 273: Mind Blast
* - Physical Damage: MinDam=10, Lev=[2, 5, 8, 8, 8]; MaxDam=20, Lev=[2, 5, 8, 8, 8]
* - Stun Duration: 50 + 5 * (slvl - 1) frames (compute3BandDuration(slvl, 50, 5, 5, 5))
* - Conversion Chance%: dm56 = computeDiminishingReturns(15, 40, slvl)
* - Conversion Base Duration: 150 frames (6.0s), with random variance up to +100 frames (total 6..10s)
*/
export interface MindBlastDamage {
readonly minPhys: number
readonly maxPhys: number
}
export function computeMindBlastDamage(slvl: number): MindBlastDamage {
if (slvl <= 0) return { minPhys: 0, maxPhys: 0 }
const minPhys = compute5BandScaling(slvl, 10, 2, 5, 8, 8, 8)
const maxPhys = compute5BandScaling(slvl, 20, 2, 5, 8, 8, 8)
return { minPhys, maxPhys }
}
export function computeMindBlastStunDuration(slvl: number): number {
if (slvl <= 0) return 0
return compute3BandDuration(slvl, 50, 5, 5, 5)
}
export function computeMindBlastConversionChance(slvl: number): number {
if (slvl <= 0) return 0
return computeDiminishingReturns(15, 40, slvl)
}
/**
* Skill 278: Venom
* - Buff Duration: ln12 = 3000 + 100 * (slvl - 1) frames (120s + 4s/lvl)
* - Poison Attack Duration: Strictly 10 frames (0.4s)
* - Poison Damage (HitShift 6 = *64 in 256ths):
* EMin = 24, Lev=[6, 8, 10, 12, 14]
* EMax = 32, Lev=[6, 8, 10, 12, 14]
*/
export function computeVenomDuration(slvl: number): number {
if (slvl <= 0) return 0
return computeLinearScaling(3000, 100, slvl)
}
export interface VenomPoisonDamage {
readonly minDamage: number
readonly maxDamage: number
readonly durationFrames: number
readonly minBitrate: number
readonly maxBitrate: number
}
export function computeVenomPoisonDamage(slvl: number): VenomPoisonDamage {
if (slvl <= 0) {
return { minDamage: 0, maxDamage: 0, durationFrames: 10, minBitrate: 0, maxBitrate: 0 }
}
const minBase = compute5BandScaling(slvl, 24, 6, 8, 10, 12, 14)
const maxBase = compute5BandScaling(slvl, 32, 6, 8, 10, 12, 14)
// Total damage values in HP
// In D2 1.13c, venom deals this total damage over exactly 10 frames
// The bitrate is (totalDamage << 8) / duration or in 256ths:
// Skills.txt HitShift=6 implies base values are in 64ths: (base * 64) / 10
const durationFrames = 10
const minBitrate = (minBase * 64) / durationFrames
const maxBitrate = (maxBase * 64) / durationFrames
return {
minDamage: minBase,
maxDamage: maxBase,
durationFrames,
minBitrate,
maxBitrate,
}
}
/**
* Skill 268 & 279: Shadow Warrior & Shadow Master Stats
*/
export interface ShadowMinionStats {
readonly hpBonusPct: number
readonly toHitBonus: number
readonly strBonus: number
readonly dexBonus: number
readonly allResistPct: number
readonly defenseBonusPct: number
readonly itemQualityLevel: number
}
export function computeShadowWarriorStats(slvl: number): ShadowMinionStats {
if (slvl <= 0) {
return {
hpBonusPct: 0,
toHitBonus: 0,
strBonus: 0,
dexBonus: 0,
allResistPct: 0,
defenseBonusPct: 0,
itemQualityLevel: 0,
}
}
return {
hpBonusPct: slvl * 15,
toHitBonus: slvl * 40,
strBonus: slvl * 10,
dexBonus: slvl * 10,
allResistPct: Math.min(slvl * 4, 75),
defenseBonusPct: slvl * 12,
itemQualityLevel: 18 + (slvl - 1) * 2,
}
}
export function computeShadowMasterStats(slvl: number): ShadowMinionStats {
if (slvl <= 0) {
return {
hpBonusPct: 0,
toHitBonus: 0,
strBonus: 0,
dexBonus: 0,
allResistPct: 0,
defenseBonusPct: 0,
itemQualityLevel: 0,
}
}
return {
hpBonusPct: slvl * 15,
toHitBonus: slvl * 40,
strBonus: slvl * 10,
dexBonus: slvl * 10,
allResistPct: computeDiminishingReturns(5, 90, slvl),
defenseBonusPct: 0,
itemQualityLevel: 24 + (slvl - 1) * 3,
}
}
// --- Shadow Buff State Tracker (Mutual Exclusivity & Cooldowns) ---
export interface ActiveShadowBuff {
readonly skillId: number
readonly name: string
readonly level: number
remainingFrames: number
readonly params: Record<string, number>
}
export class ShadowBuffTracker {
private activeBoS: ActiveShadowBuff | null = null
private activeFade: ActiveShadowBuff | null = null
private activeVenom: ActiveShadowBuff | null = null
private activeCloak: ActiveShadowBuff | null = null
/**
* Apply Burst of Speed (Quickness).
* 1.13c Invariant: Cancels Fade if active.
*/
applyBurstOfSpeed(slvl: number): { applied: boolean; cancelledFade: boolean } {
let cancelledFade = false
if (this.activeFade) {
this.activeFade = null
cancelledFade = true
}
const duration = computeBurstOfSpeedDuration(slvl)
this.activeBoS = {
skillId: ASSASSIN_SHADOW_SKILL_IDS.BURST_OF_SPEED,
name: 'Burst of Speed',
level: slvl,
remainingFrames: duration,
params: {
frwPct: computeBurstOfSpeedFRW(slvl),
iasPct: computeBurstOfSpeedIAS(slvl),
},
}
return { applied: true, cancelledFade }
}
/**
* Apply Fade.
* 1.13c Invariant: Cancels Burst of Speed if active.
*/
applyFade(slvl: number): { applied: boolean; cancelledBoS: boolean } {
let cancelledBoS = false
if (this.activeBoS) {
this.activeBoS = null
cancelledBoS = true
}
const duration = computeFadeDuration(slvl)
this.activeFade = {
skillId: ASSASSIN_SHADOW_SKILL_IDS.FADE,
name: 'Fade',
level: slvl,
remainingFrames: duration,
params: {
allResistPct: computeFadeResistances(slvl),
curseReductionPct: computeFadeCurseReduction(slvl),
damageResistPct: computeFadePhysicalDamageReduction(slvl),
},
}
return { applied: true, cancelledBoS }
}
/**
* Apply Venom.
* Coexists with Burst of Speed or Fade.
*/
applyVenom(slvl: number): void {
const duration = computeVenomDuration(slvl)
const poison = computeVenomPoisonDamage(slvl)
this.activeVenom = {
skillId: ASSASSIN_SHADOW_SKILL_IDS.VENOM,
name: 'Venom',
level: slvl,
remainingFrames: duration,
params: {
minDamage: poison.minDamage,
maxDamage: poison.maxDamage,
durationFrames: poison.durationFrames,
minBitrate: poison.minBitrate,
maxBitrate: poison.maxBitrate,
},
}
}
/**
* Apply Cloak of Shadows.
* 1.13c Invariant: Cannot be cast if already active!
*/
applyCloakOfShadows(slvl: number): { success: boolean; reason?: string | undefined } {
if (this.activeCloak && this.activeCloak.remainingFrames > 0) {
return { success: false, reason: 'Cloak of Shadows is already active (recast locked)' }
}
const duration = computeCloakOfShadowsDuration(slvl)
this.activeCloak = {
skillId: ASSASSIN_SHADOW_SKILL_IDS.CLOAK_OF_SHADOWS,
name: 'Cloak of Shadows',
level: slvl,
remainingFrames: duration,
params: {
monsterDefReductionPct: computeCloakOfShadowsDefenseReduction(slvl),
assassinDefBonusPct: computeCloakOfShadowsDefenseBonus(slvl),
radiusSubtiles: 30,
},
}
return { success: true }
}
getBurstOfSpeed(): ActiveShadowBuff | null {
return this.activeBoS
}
getFade(): ActiveShadowBuff | null {
return this.activeFade
}
getVenom(): ActiveShadowBuff | null {
return this.activeVenom
}
getCloakOfShadows(): ActiveShadowBuff | null {
return this.activeCloak
}
/**
* Advance simulation time by a number of frames.
*/
updateFrames(deltaFrames: number): void {
if (this.activeBoS) {
this.activeBoS.remainingFrames -= deltaFrames
if (this.activeBoS.remainingFrames <= 0) this.activeBoS = null
}
if (this.activeFade) {
this.activeFade.remainingFrames -= deltaFrames
if (this.activeFade.remainingFrames <= 0) this.activeFade = null
}
if (this.activeVenom) {
this.activeVenom.remainingFrames -= deltaFrames
if (this.activeVenom.remainingFrames <= 0) this.activeVenom = null
}
if (this.activeCloak) {
this.activeCloak.remainingFrames -= deltaFrames
if (this.activeCloak.remainingFrames <= 0) this.activeCloak = null
}
}
}
// --- Venom Poison Clamp Engine ---
export interface PoisonSource {
readonly damage: number
readonly durationFrames: number
}
export interface ClampedPoisonResult {
readonly finalDurationFrames: number
readonly totalDamageDealt: number
readonly effectiveBitrate: number
readonly sourcesCombinedCount: number
}
/**
* 1.13c Venom Bitrate Clamping:
* When Venom is active on an attack:
* 1. The total duration of the poison attack is clamped to 10 frames (0.4s).
* 2. Each additional poison source's bitrate is calculated: bitrate = (damage << 8) / duration.
* 3. The total bitrate = venomBitrate + sum(otherBitrates).
* 4. The total damage dealt over the 10 frames = (totalBitrate * 10) >> 8.
*/
export function resolveVenomPoisonClamp(
venomLevel: number,
additionalSources: readonly PoisonSource[],
): ClampedPoisonResult {
const venom = computeVenomPoisonDamage(venomLevel)
const venomBitrate256 = (venom.minDamage << 8) / 10
let totalBitrate256 = venomBitrate256
for (const src of additionalSources) {
if (src.durationFrames > 0 && src.damage > 0) {
const srcBitrate256 = (src.damage << 8) / src.durationFrames
totalBitrate256 += srcBitrate256
}
}
const finalDurationFrames = 10
const totalDamageDealt = (totalBitrate256 * finalDurationFrames) >> 8
return {
finalDurationFrames,
totalDamageDealt,
effectiveBitrate: totalBitrate256,
sourcesCombinedCount: additionalSources.length + 1,
}
}
// --- Weapon Block Mechanics ---
export type PlayerMovementMode = 'standing' | 'walking' | 'attacking' | 'casting' | 'running'
export interface WeaponBlockEvaluation {
readonly canBlock: boolean
readonly baseChancePct: number
readonly effectiveChancePct: number
readonly reason?: string | undefined
}
/**
* 1.13c Weapon Block Resolution:
* - Requires dual-claw wielding (two claws equipped).
* - Full block chance applied when standing, walking, attacking, or casting.
* - Unlike shields (which drop to 1/3 block chance with 75% cap), Weapon Block drops to 0% when running!
* - Weapon Block can block elemental/magical spells and ranged projectiles.
*/
export function resolveWeaponBlock(
slvl: number,
hasDualClaws: boolean,
mode: PlayerMovementMode,
): WeaponBlockEvaluation {
if (!hasDualClaws) {
return {
canBlock: false,
baseChancePct: 0,
effectiveChancePct: 0,
reason: 'Requires dual claws to activate Weapon Block',
}
}
const baseChance = computeWeaponBlockChance(slvl)
if (mode === 'running') {
return {
canBlock: false,
baseChancePct: baseChance,
effectiveChancePct: 0,
reason: 'Weapon Block is disabled (0%) while running',
}
}
return {
canBlock: true,
baseChancePct: baseChance,
effectiveChancePct: baseChance,
}
}
// --- Mind Blast Stun & Conversion Resolution ---
export interface MindBlastResolution {
readonly damageDealt: number
readonly stunApplied: boolean
readonly stunDurationFrames: number
readonly converted: boolean
readonly conversionDurationFrames: number
}
/**
* 1.13c Mind Blast Resolution against a specific target.
*/
export function resolveMindBlastTarget(
slvl: number,
target: {
readonly isPlayer?: boolean | undefined
readonly isBoss?: boolean | undefined
readonly isUnique?: boolean | undefined
readonly isChampion?: boolean | undefined
readonly roll?: number | undefined // 0..99
readonly durationRoll?: number | undefined // 0..100
},
): MindBlastResolution {
const dmg = computeMindBlastDamage(slvl)
const stunDuration = computeMindBlastStunDuration(slvl)
// Immunity check for conversion:
// Players, Act Bosses, Uniques, Champions cannot be converted
const cannotConvert = Boolean(
target.isPlayer || target.isBoss || target.isUnique || target.isChampion,
)
const convChance = computeMindBlastConversionChance(slvl)
const roll = target.roll ?? 50
const converted = !cannotConvert && roll < convChance
const durationRand = target.durationRoll ?? 50
const conversionDuration = converted ? 150 + durationRand : 0
return {
damageDealt: dmg.minPhys,
stunApplied: true,
stunDurationFrames: stunDuration,
converted,
conversionDurationFrames: conversionDuration,
}
}
// --- Shadow Minion Orchestrator (Warrior & Master) ---
export type ShadowType = 'warrior' | 'master'
export interface ActiveShadowMinion {
readonly type: ShadowType
readonly slvl: number
readonly stats: ShadowMinionStats
readonly summonedFrame: number
}
export class ShadowMinionManager {
private activeShadow: ActiveShadowMinion | null = null
/**
* Summon a Shadow Warrior or Shadow Master.
* 1.13c Invariant: PetType 'shadowwarrior' limit is 1.
* Summoning one replaces the other immediately.
*/
summonShadow(type: ShadowType, slvl: number, currentFrame: number): {
shadow: ActiveShadowMinion
despawnedPrevious: boolean
} {
const despawnedPrevious = this.activeShadow !== null
const stats =
type === 'warrior'
? computeShadowWarriorStats(slvl)
: computeShadowMasterStats(slvl)
this.activeShadow = {
type,
slvl,
stats,
summonedFrame: currentFrame,
}
return {
shadow: this.activeShadow,
despawnedPrevious,
}
}
getActiveShadow(): ActiveShadowMinion | null {
return this.activeShadow
}
despawnShadow(): boolean {
if (this.activeShadow) {
this.activeShadow = null
return true
}
return false
}
/**
* Calculate effective skill level when Shadow Warrior casts a mirrored skill.
* Formula: floor(warriorLevel / 3) + floor(playerSkillLevel / 2)
*/
getShadowWarriorCastingLevel(warriorLevel: number, playerSkillLevel: number): number {
return Math.floor(warriorLevel / 3) + Math.floor(playerSkillLevel / 2)
}
/**
* Calculate effective skill level when Shadow Master casts an autonomous skill.
* Formula: floor(masterLevel / 2)
*/
getShadowMasterCastingLevel(masterLevel: number): number {
return Math.floor(masterLevel / 2)
}
}

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/**
* Diablo II: Lord of Destruction v1.13c — Assassin Shadow Disciplines Adversarial & Stress Suite
*
* Verifies 1.13c ground truth parity for all 10 Assassin Shadow Disciplines skills:
* 1. Claw Mastery: AR%, ED%, and diminishing returns Critical Strike%
* 2. Burst of Speed vs Fade: Mutual exclusivity, duration, FRW/IAS, Resists, hidden physical DR
* 3. Weapon Block: Dual-claw requirement, standing/attacking/casting vs running (0% block)
* 4. Cloak of Shadows: Active duration, defense debuff/buff, recast lockout invariant
* 5. Psychic Hammer: 50/50 phys/magic split, monster type knockback scaling
* 6. Mind Blast: AOE stun duration, conversion chance, champion/unique/boss immunity
* 7. Venom: 10-frame bitrate clamp engine and combined poison scaling
* 8. Shadow Minion Orchestrator: PetType limit = 1, mutual replacement, Warrior mirroring, Master autonomous slvl
*/
import { describe, expect, it } from 'vitest'
import {
ASSASSIN_SHADOW_SKILL_IDS,
computeClawMasteryAR,
computeClawMasteryCriticalStrike,
computeClawMasteryED,
computeBurstOfSpeedDuration,
computeBurstOfSpeedFRW,
computeBurstOfSpeedIAS,
computeCloakOfShadowsDefenseBonus,
computeCloakOfShadowsDefenseReduction,
computeCloakOfShadowsDuration,
computeFadeCurseReduction,
computeFadeDuration,
computeFadePhysicalDamageReduction,
computeFadeResistances,
computeMindBlastConversionChance,
computeMindBlastDamage,
computeMindBlastStunDuration,
computePsychicHammerDamage,
computePsychicHammerKnockbackChance,
computeShadowMasterStats,
computeShadowWarriorStats,
computeVenomDuration,
computeVenomPoisonDamage,
computeWeaponBlockChance,
resolveMindBlastTarget,
resolveVenomPoisonClamp,
resolveWeaponBlock,
ShadowBuffTracker,
ShadowMinionManager,
} from '../../../src/game/skills/assassin-shadow.ts'
describe('Assassin Shadow Disciplines Ground Truth & Adversarial Suite (Milestone M28)', () => {
describe('1. Claw Mastery Scaling & Critical Strike Mechanics', () => {
it('evaluates exact Attack Rating and Enhanced Damage progression', () => {
// AR: 30 + 10 * (slvl - 1)%
expect(computeClawMasteryAR(1)).toBe(30)
expect(computeClawMasteryAR(10)).toBe(120)
expect(computeClawMasteryAR(20)).toBe(220)
// ED: 35 + 4 * (slvl - 1)%
expect(computeClawMasteryED(1)).toBe(35)
expect(computeClawMasteryED(10)).toBe(71)
expect(computeClawMasteryED(20)).toBe(111)
})
it('evaluates diminishing returns Critical Strike percentage', () => {
// dm(0, 25, slvl)
expect(computeClawMasteryCriticalStrike(1)).toBe(3)
expect(computeClawMasteryCriticalStrike(10)).toBe(17)
expect(computeClawMasteryCriticalStrike(20)).toBe(21)
expect(computeClawMasteryCriticalStrike(30)).toBe(22)
})
})
describe('2. Burst of Speed vs Fade Mutual Exclusivity Engine', () => {
it('evaluates Burst of Speed duration, FRW, and IAS scaling', () => {
// Duration: 3000 + 300*(slvl-1) frames
expect(computeBurstOfSpeedDuration(1)).toBe(3000)
expect(computeBurstOfSpeedDuration(10)).toBe(5700)
expect(computeBurstOfSpeedDuration(20)).toBe(8700)
// FRW: dm(15, 70, slvl)
expect(computeBurstOfSpeedFRW(1)).toBe(23)
expect(computeBurstOfSpeedFRW(10)).toBe(52)
expect(computeBurstOfSpeedFRW(20)).toBe(61)
// IAS: dm(15, 60, slvl)
expect(computeBurstOfSpeedIAS(1)).toBe(22)
expect(computeBurstOfSpeedIAS(10)).toBe(45)
expect(computeBurstOfSpeedIAS(20)).toBe(53)
})
it('evaluates Fade duration, All Resists, Curse Reduction, and hidden Physical DR', () => {
// Duration: 3000 + 300*(slvl-1) frames
expect(computeFadeDuration(1)).toBe(3000)
expect(computeFadeDuration(10)).toBe(5700)
expect(computeFadeDuration(20)).toBe(8700)
// All Resists: dm(10, 75, slvl)
expect(computeFadeResistances(1)).toBe(20)
expect(computeFadeResistances(10)).toBe(54)
expect(computeFadeResistances(20)).toBe(65)
// Curse Length Reduction: dm(40, 90, slvl)
expect(computeFadeCurseReduction(1)).toBe(47)
expect(computeFadeCurseReduction(10)).toBe(74)
expect(computeFadeCurseReduction(20)).toBe(82)
// Hidden Physical Damage Reduction: 1% per slvl
expect(computeFadePhysicalDamageReduction(1)).toBe(1)
expect(computeFadePhysicalDamageReduction(10)).toBe(10)
expect(computeFadePhysicalDamageReduction(20)).toBe(20)
})
it('enforces strict mutual cancellation between Burst of Speed and Fade', () => {
const tracker = new ShadowBuffTracker()
// Activate Burst of Speed
const r1 = tracker.applyBurstOfSpeed(10)
expect(r1.applied).toBe(true)
expect(r1.cancelledFade).toBe(false)
expect(tracker.getBurstOfSpeed()).not.toBeNull()
expect(tracker.getFade()).toBeNull()
// Activating Fade cancels Burst of Speed
const r2 = tracker.applyFade(15)
expect(r2.applied).toBe(true)
expect(r2.cancelledBoS).toBe(true)
expect(tracker.getBurstOfSpeed()).toBeNull()
expect(tracker.getFade()).not.toBeNull()
expect(tracker.getFade()?.level).toBe(15)
// Activating Burst of Speed again cancels Fade
const r3 = tracker.applyBurstOfSpeed(20)
expect(r3.applied).toBe(true)
expect(r3.cancelledFade).toBe(true)
expect(tracker.getBurstOfSpeed()).not.toBeNull()
expect(tracker.getFade()).toBeNull()
})
it('permits Venom to coexist with Burst of Speed or Fade', () => {
const tracker = new ShadowBuffTracker()
tracker.applyBurstOfSpeed(10)
tracker.applyVenom(20)
expect(tracker.getBurstOfSpeed()).not.toBeNull()
expect(tracker.getVenom()).not.toBeNull()
// Switch to Fade; Venom remains active!
tracker.applyFade(10)
expect(tracker.getBurstOfSpeed()).toBeNull()
expect(tracker.getFade()).not.toBeNull()
expect(tracker.getVenom()).not.toBeNull()
})
})
describe('3. Weapon Block Dual-Claw Mechanics & Movement Sensitivity', () => {
it('evaluates diminishing returns block chance scaling', () => {
// dm(20, 65, slvl)
expect(computeWeaponBlockChance(1)).toBe(27)
expect(computeWeaponBlockChance(10)).toBe(50)
expect(computeWeaponBlockChance(20)).toBe(58)
expect(computeWeaponBlockChance(30)).toBe(61)
})
it('strictly requires dual claws to activate block', () => {
// Single claw or non-claw weapon
const noDual = resolveWeaponBlock(20, false, 'standing')
expect(noDual.canBlock).toBe(false)
expect(noDual.effectiveChancePct).toBe(0)
// Dual claws equipped
const dual = resolveWeaponBlock(20, true, 'standing')
expect(dual.canBlock).toBe(true)
expect(dual.effectiveChancePct).toBe(58)
})
it('enforces 0% block chance while running (1.13c ground truth invariant)', () => {
expect(resolveWeaponBlock(20, true, 'standing').effectiveChancePct).toBe(58)
expect(resolveWeaponBlock(20, true, 'walking').effectiveChancePct).toBe(58)
expect(resolveWeaponBlock(20, true, 'attacking').effectiveChancePct).toBe(58)
expect(resolveWeaponBlock(20, true, 'casting').effectiveChancePct).toBe(58)
// Running drops block chance to exactly 0%!
const runningBlock = resolveWeaponBlock(20, true, 'running')
expect(runningBlock.canBlock).toBe(false)
expect(runningBlock.effectiveChancePct).toBe(0)
})
})
describe('4. Cloak of Shadows Cooldown & Combat Suppression', () => {
it('evaluates duration and defense formulas', () => {
// Duration: 200 + 25 * (slvl - 1) frames
expect(computeCloakOfShadowsDuration(1)).toBe(200)
expect(computeCloakOfShadowsDuration(10)).toBe(425)
expect(computeCloakOfShadowsDuration(20)).toBe(675)
// Monster Defense Reduction: min(15 + 3 * (slvl - 1), 95)%
expect(computeCloakOfShadowsDefenseReduction(1)).toBe(15)
expect(computeCloakOfShadowsDefenseReduction(10)).toBe(42)
expect(computeCloakOfShadowsDefenseReduction(20)).toBe(72)
expect(computeCloakOfShadowsDefenseReduction(30)).toBe(95)
// Assassin Defense Bonus: 10 + 3 * (slvl - 1)%
expect(computeCloakOfShadowsDefenseBonus(1)).toBe(10)
expect(computeCloakOfShadowsDefenseBonus(10)).toBe(37)
expect(computeCloakOfShadowsDefenseBonus(20)).toBe(67)
})
it('enforces recast lockout while Cloak of Shadows is active', () => {
const tracker = new ShadowBuffTracker()
const firstCast = tracker.applyCloakOfShadows(1)
expect(firstCast.success).toBe(true)
expect(tracker.getCloakOfShadows()).not.toBeNull()
// Immediate recast must fail
const secondCast = tracker.applyCloakOfShadows(1)
expect(secondCast.success).toBe(false)
expect(secondCast.reason).toContain('recast locked')
// Advance frames until duration expires (200 frames)
tracker.updateFrames(199)
expect(tracker.applyCloakOfShadows(1).success).toBe(false)
tracker.updateFrames(1)
expect(tracker.getCloakOfShadows()).toBeNull()
// Now recast succeeds
expect(tracker.applyCloakOfShadows(1).success).toBe(true)
})
})
describe('5. Psychic Hammer & Mind Blast Combat & Crowd Control', () => {
it('evaluates Psychic Hammer 50/50 physical and magic damage split', () => {
const d1 = computePsychicHammerDamage(1)
expect(d1.minPhys).toBe(2)
expect(d1.maxPhys).toBe(6)
expect(d1.minMagic).toBe(2)
expect(d1.maxMagic).toBe(6)
const d10 = computePsychicHammerDamage(10)
expect(d10.minPhys).toBe(22)
expect(d10.maxPhys).toBe(35)
expect(d10.minMagic).toBe(22)
expect(d10.maxMagic).toBe(35)
const d20 = computePsychicHammerDamage(20)
expect(d20.minPhys).toBe(56)
expect(d20.maxPhys).toBe(79)
expect(d20.minMagic).toBe(56)
expect(d20.maxMagic).toBe(79)
})
it('evaluates Psychic Hammer knockback chance per monster rank', () => {
expect(computePsychicHammerKnockbackChance(10, 'normal')).toBe(100)
expect(computePsychicHammerKnockbackChance(1, 'unique')).toBe(57)
expect(computePsychicHammerKnockbackChance(20, 'unique')).toBe(92)
expect(computePsychicHammerKnockbackChance(1, 'boss')).toBe(36)
expect(computePsychicHammerKnockbackChance(20, 'boss')).toBe(87)
})
it('evaluates Mind Blast physical damage and stun duration', () => {
const d1 = computeMindBlastDamage(1)
expect(d1.minPhys).toBe(10)
expect(d1.maxPhys).toBe(20)
const d20 = computeMindBlastDamage(20)
expect(d20.minPhys).toBe(96)
expect(d20.maxPhys).toBe(106)
// Stun duration: 50 + 5 * (slvl - 1) frames
expect(computeMindBlastStunDuration(1)).toBe(50)
expect(computeMindBlastStunDuration(10)).toBe(95)
expect(computeMindBlastStunDuration(20)).toBe(145)
})
it('evaluates Mind Blast conversion chance and strictly enforces boss/unique immunities', () => {
// Conversion chance: dm(15, 40, slvl)
expect(computeMindBlastConversionChance(1)).toBe(18)
expect(computeMindBlastConversionChance(10)).toBe(32)
expect(computeMindBlastConversionChance(20)).toBe(36)
// Normal monster with roll < chance converts
const resNormal = resolveMindBlastTarget(20, { roll: 20 })
expect(resNormal.stunApplied).toBe(true)
expect(resNormal.converted).toBe(true)
expect(resNormal.conversionDurationFrames).toBeGreaterThanOrEqual(150)
// Boss, Unique, Champion, and Player are IMMUNE to conversion even with roll = 0!
const resBoss = resolveMindBlastTarget(20, { isBoss: true, roll: 0 })
expect(resBoss.stunApplied).toBe(true)
expect(resBoss.converted).toBe(false)
expect(resBoss.conversionDurationFrames).toBe(0)
const resUnique = resolveMindBlastTarget(20, { isUnique: true, roll: 0 })
expect(resUnique.stunApplied).toBe(true)
expect(resUnique.converted).toBe(false)
const resPlayer = resolveMindBlastTarget(20, { isPlayer: true, roll: 0 })
expect(resPlayer.stunApplied).toBe(true)
expect(resPlayer.converted).toBe(false)
})
})
describe('6. Venom 10-Frame Bitrate Clamp Engine', () => {
it('evaluates Venom buff duration and base poison damage over 10 frames', () => {
// Duration: 3000 + 100 * (slvl - 1) frames
expect(computeVenomDuration(1)).toBe(3000)
expect(computeVenomDuration(10)).toBe(3900)
expect(computeVenomDuration(20)).toBe(4900)
// Damage values over 10 frames:
const v1 = computeVenomPoisonDamage(1)
expect(v1.durationFrames).toBe(10)
expect(v1.minDamage).toBe(24)
expect(v1.maxDamage).toBe(32)
const v10 = computeVenomPoisonDamage(10)
expect(v10.durationFrames).toBe(10)
expect(v10.minDamage).toBe(82)
expect(v10.maxDamage).toBe(90)
const v20 = computeVenomPoisonDamage(20)
expect(v20.durationFrames).toBe(10)
expect(v20.minDamage).toBe(170)
expect(v20.maxDamage).toBe(178)
})
it('clamps external poison duration to 10 frames and aggregates bitrates', () => {
// E.g. Venom slvl 20 (170 dmg / 10 frames = 17 dmg/frame)
// + Charm with 100 poison damage over 100 frames (1 dmg/frame)
const clamped = resolveVenomPoisonClamp(20, [
{ damage: 100, durationFrames: 100 },
])
expect(clamped.finalDurationFrames).toBe(10)
expect(clamped.sourcesCombinedCount).toBe(2)
// Total damage over 10 frames should be:
// 170 + (1 dmg/frame * 10 frames) = 180 dmg!
expect(clamped.totalDamageDealt).toBe(180)
})
})
describe('7. Shadow Minion (Warrior & Master) Orchestration', () => {
it('evaluates Shadow Warrior stats scaling', () => {
const w10 = computeShadowWarriorStats(10)
expect(w10.hpBonusPct).toBe(150) // +15% per lvl
expect(w10.toHitBonus).toBe(400) // +40 AR per lvl
expect(w10.strBonus).toBe(100) // +10 str per lvl
expect(w10.dexBonus).toBe(100) // +10 dex per lvl
expect(w10.defenseBonusPct).toBe(120) // +12% def per lvl
expect(w10.allResistPct).toBe(40) // min(slvl*4, 75)%
expect(w10.itemQualityLevel).toBe(36) // 18 + 2 * (10 - 1)
})
it('evaluates Shadow Master stats scaling and diminishing returns resists', () => {
const m20 = computeShadowMasterStats(20)
expect(m20.hpBonusPct).toBe(300)
expect(m20.toHitBonus).toBe(800)
expect(m20.strBonus).toBe(200)
expect(m20.dexBonus).toBe(200)
// dm(5, 90, 20)
expect(m20.allResistPct).toBe(76)
expect(m20.itemQualityLevel).toBe(81) // 24 + 3 * (20 - 1)
})
it('enforces PetType limit = 1 and mutual replacement between Warrior and Master', () => {
const manager = new ShadowMinionManager()
// Summon Shadow Warrior
const s1 = manager.summonShadow('warrior', 10, 1000)
expect(s1.despawnedPrevious).toBe(false)
expect(manager.getActiveShadow()?.type).toBe('warrior')
// Summon Shadow Master: automatically despawns Shadow Warrior!
const s2 = manager.summonShadow('master', 20, 1050)
expect(s2.despawnedPrevious).toBe(true)
expect(manager.getActiveShadow()?.type).toBe('master')
expect(manager.getActiveShadow()?.slvl).toBe(20)
})
it('evaluates Shadow Warrior skill-mirroring and Shadow Master autonomous casting slvls', () => {
const manager = new ShadowMinionManager()
// Shadow Warrior mirroring: floor(warriorLevel / 3) + floor(playerSkillLevel / 2)
// Warrior slvl 15, Player Lightning Sentry slvl 20 -> floor(15/3) + floor(20/2) = 5 + 10 = 15
expect(manager.getShadowWarriorCastingLevel(15, 20)).toBe(15)
// Warrior slvl 20, Player Fists of Fire slvl 1 -> floor(20/3) + floor(1/2) = 6 + 0 = 6
expect(manager.getShadowWarriorCastingLevel(20, 1)).toBe(6)
// Shadow Master autonomous casting: floor(masterLevel / 2)
expect(manager.getShadowMasterCastingLevel(1)).toBe(0)
expect(manager.getShadowMasterCastingLevel(10)).toBe(5)
expect(manager.getShadowMasterCastingLevel(20)).toBe(10)
expect(manager.getShadowMasterCastingLevel(30)).toBe(15)
})
})
})