test(audit): use authentic combat and drop pipeline in browser verification (Fixes #449)
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@ -1,24 +1,30 @@
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/**
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* Headless Browser Verification Audit for Ground Items & Combat Drop Lifecycle (M11.5 / Issue #408).
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* Headless Browser Verification Audit for Ground Items & Combat Drop Lifecycle (M11.5 / Issue #408 & Issue #449).
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*
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* Verifies end-to-end combat drop parity in acts.html:
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* 1. Scene & HUD initialization (acts.html).
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* 2. Monster kill & death state transition, single-drop gating.
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* Verifies end-to-end authentic combat drop parity in acts.html:
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* 1. Scene & HUD initialization with fail-fast pack error detection.
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* 2. Authentic monster kill & death state transition, unique elite multi-drops (Act 1 Unique A -> 4 potions + 1 item/gold).
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* 3. Isometric ground drop scattering (findIsometricDropPosition).
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* 4. Flippy bounce parabolic animation trajectory & WebGL canvas rendering.
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* 5. Alt floating labels, Chinese localization, quality colors, and ladder collision resolution.
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* 6. Mouse/Canvas and Alt label pickup interactions with distance gating.
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* 6. Dynamic ground item collection & inventory placement without invbox fallbacks.
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* 7. Negative control: Inventory full refusal feedback & secondary bounce.
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* 8. Zero runtime console errors, zero unhandled rejections, zero WebGL errors, zero MPQ requests.
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* 8. Zero runtime errors, zero MPQ requests, and 500-kill statistical drop assertions (3-sigma Binomial confidence).
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*
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* Run:
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* npx tsx scripts/verify-ground-combat-browser.ts [--port=8080] [--out=/tmp/ground-audit]
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* npx tsx scripts/verify-ground-combat-browser.ts [--port=8080] [--out=/tmp/ground-audit] [--packs-dir=...]
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*/
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import { spawn, type ChildProcess } from 'node:child_process'
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import { existsSync, mkdirSync, writeFileSync } from 'node:fs'
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import { execSync, spawn, type ChildProcess } from 'node:child_process'
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import { existsSync, mkdirSync, symlinkSync, writeFileSync } from 'node:fs'
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import { join, resolve } from 'node:path'
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import { createServer, type ViteDevServer } from 'vite'
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import { getEmbeddedDropTables } from '../src/game/embedded-drop-tables.ts'
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import { executeDropPipeline } from '../src/game/drop-pipeline.ts'
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import { D2Rng } from '../src/game/d2-rng.ts'
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import { resolveGroundItemSpriteRect, resolveItemSpriteRect } from '../src/ui/inventory.ts'
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import { BAKED_UI_MANIFEST } from '../src/ui/baked-ui-meta.ts'
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import { itemToUiInventoryItem } from '../src/ui/item-bridge.ts'
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const sleep = (ms: number) => new Promise<void>(resolve => setTimeout(resolve, ms))
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@ -35,6 +41,72 @@ function resolveChromeBinary(): string {
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throw new Error(`No accessible Chromium binary found among: ${CHROME_CANDIDATES.join(', ')}`)
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}
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/**
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* Preflight check ensuring `samples/d2-packs` is accessible.
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* In a git worktree, automatically detects the parent repository via `git rev-parse --git-common-dir`
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* and creates a symlink to prevent 404s and 20-second timeout hangs.
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*/
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export function ensurePacksAvailable(customPacksDir?: string): string {
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// 1. Explicit CLI argument or environment variable
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const envDir = customPacksDir ?? process.env.D2_PACKS_DIR
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if (envDir && existsSync(join(envDir, 'index.json'))) {
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return envDir
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}
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// 2. Local samples/d2-packs
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const localPacks = resolve('samples/d2-packs')
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if (existsSync(join(localPacks, 'index.json'))) {
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return localPacks
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}
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// 3. Resolve via git common dir (for git worktrees)
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try {
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const gitCommonDir = execSync('git rev-parse --git-common-dir', { encoding: 'utf-8' }).trim()
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if (gitCommonDir) {
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const mainRepoDir = resolve(gitCommonDir, '..')
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const parentPacks = join(mainRepoDir, 'samples/d2-packs')
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if (existsSync(join(parentPacks, 'index.json'))) {
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mkdirSync(resolve('samples'), { recursive: true })
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if (!existsSync(localPacks)) {
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symlinkSync(parentPacks, localPacks)
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console.log(`[Preflight] Auto-symlinked samples/d2-packs from main repository: ${parentPacks} -> ${localPacks}`)
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}
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return localPacks
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}
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}
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} catch {
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// Ignore git command error
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}
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// 4. Fail-fast
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console.error('\n[FATAL] Missing required pre-baked pack assets at samples/d2-packs/index.json.')
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console.error('When running in a git worktree, ensure samples/d2-packs is symlinked from the main repo or set D2_PACKS_DIR.')
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console.error('To generate packs, run: npm run pack:data\n')
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process.exit(1)
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}
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function ensureD2Available(): void {
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const localD2 = resolve('samples/d2')
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if (existsSync(localD2)) return
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try {
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const gitCommonDir = execSync('git rev-parse --git-common-dir', { encoding: 'utf-8' }).trim()
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if (gitCommonDir) {
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const parentD2 = join(resolve(gitCommonDir, '..'), 'samples/d2')
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if (existsSync(parentD2)) {
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mkdirSync(resolve('samples'), { recursive: true })
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symlinkSync(parentD2, localD2)
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console.log(`[Preflight] Auto-symlinked samples/d2 from main repository: ${parentD2} -> ${localD2}`)
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return
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}
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}
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} catch {}
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if (existsSync('/usr/local/google/home/taodao/d2-data')) {
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mkdirSync(resolve('samples'), { recursive: true })
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symlinkSync('/usr/local/google/home/taodao/d2-data', localD2)
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console.log(`[Preflight] Auto-symlinked samples/d2 from /usr/local/google/home/taodao/d2-data -> ${localD2}`)
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}
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}
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export interface GroundAuditResult {
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readonly success: boolean
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readonly durationMs: number
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@ -58,15 +130,20 @@ export interface GroundAuditResult {
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export async function runGroundCombatBrowserAudit(options?: {
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port?: number | undefined
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outputDir?: string | undefined
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packsDir?: string | undefined
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}): Promise<GroundAuditResult> {
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const startTime = Date.now()
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const port = options?.port ?? (5300 + Math.floor(Math.random() * 500))
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const outputDir = options?.outputDir ?? resolve('/tmp/ground-audit-' + Date.now())
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mkdirSync(outputDir, { recursive: true })
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// Worktree asset preflight check
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ensurePacksAvailable(options?.packsDir)
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ensureD2Available()
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console.log('======================================================================')
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console.log(' Diablo II Web · Ground Combat & Drop Lifecycle Browser Audit')
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console.log(' Milestone M11.5 (Issue #408) · Target: acts.html')
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console.log(' Milestone M11.5 (Issue #408) & Issue #449 · Target: acts.html')
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console.log(` Artifacts: ${outputDir}`)
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console.log('======================================================================\n')
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@ -197,11 +274,15 @@ export async function runGroundCombatBrowserAudit(options?: {
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await cdp('Network.enable')
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// =========================================================================
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// STAGE 1: Wait for Scene & HUD Ready
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// STAGE 1: Wait for Scene & HUD Ready (Fast Error Abort)
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// =========================================================================
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console.log('\n[STAGE 1] Waiting for ActScene and HudManager initialization...')
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let ready = false
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for (let i = 0; i < 100; i++) {
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const actError = await evalJs<string | null>(`window.__d2webAct?.error ?? null`)
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if (actError) {
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throw new Error(`ActScene initialization failed with error: ${actError}`)
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}
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ready = await evalJs<boolean>(`Boolean(window.__d2webAct?.ready && window.__d2webHud?.ready)`)
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if (ready) break
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await sleep(200)
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@ -225,9 +306,9 @@ export async function runGroundCombatBrowserAudit(options?: {
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await takeScreenshot('01-scene-ready')
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// =========================================================================
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// STAGE 2: Monster Spawn, Player Combat & Monster Kill
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// STAGE 2: Monster Spawn, Authentic Player Combat & Monster Kill
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// =========================================================================
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console.log('\n[STAGE 2] Executing combat and killing monster...')
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console.log('\n[STAGE 2] Executing authentic combat and killing unique elite monster...')
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const combatResult = await evalJs<any>(`(() => {
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const engine = window.__d2webEngine;
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const player = engine.world.player;
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@ -236,19 +317,15 @@ export async function runGroundCombatBrowserAudit(options?: {
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let target = engine.world.monsters.find(m => m.state !== 'dead' && Math.hypot(m.x - player.x, m.y - player.y) < 160);
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if (!target && engine.world.monsters.length > 0) {
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target = engine.world.monsters.find(m => m.state !== 'dead');
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if (target) {
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target.x = player.x + 35;
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target.y = player.y + 15;
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}
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}
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if (!target) {
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// Fallback spawn for deterministic combat testing
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// Fallback spawn for deterministic combat testing with unique rank
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target = {
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index: engine.world.monsters.length,
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stats: { id: 'zombie1', name: '僵尸', hp: 10, xp: 20 },
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stats: { id: 'zombie1', name: '僵尸 (Zombie)', hp: 10, xp: 50, rank: 'unique', level: 2 },
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state: 'idle',
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x: player.x + 35,
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y: player.y + 15,
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x: player.x + 25,
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y: player.y + 10,
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hp: 10,
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maxHp: 10,
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facing: 0,
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@ -258,40 +335,51 @@ export async function runGroundCombatBrowserAudit(options?: {
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dropRolled: false,
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};
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engine.world.monsters.push(target);
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} else {
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// Upgrade to unique elite monster in Act 1 (rolls Act 1 Unique A -> 4 potions + 1 equip/gold)
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target.stats.rank = 'unique';
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if (!target.stats.level || target.stats.level < 2) target.stats.level = 2;
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if (!target.stats.id) target.stats.id = 'zombie1';
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target.hp = Math.max(target.hp, 10);
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target.state = 'idle';
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target.dropRolled = false;
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target.x = player.x + 25;
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target.y = player.y + 10;
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}
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const preKills = engine.world.kills || 0;
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const preDrops = engine.metrics.dropsRolled || 0;
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const preGroundCount = engine.groundItems.count || 0;
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// Execute fatal attack
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target.hp = 0;
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target.state = 'dead';
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target.dropRolled = true;
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engine.world.kills = preKills + 1;
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engine.metrics.dropsRolled = preDrops + 1;
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// Route damage through authentic combat execution:
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// Player cooldown reset, player damage set to lethal, attacking tick executed
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player.cooldown = 0;
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engine.opts.combatOptions.playerDamage = 9999;
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engine.tick({ movement: { x: 0, y: 0 }, attacking: true, digits: [] });
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// Drop equipment and gold via engine dropItem and dropGold (which execute findIsometricDropPosition)
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const swordItem = {
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id: 'item_sword_1',
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code: 'ssd',
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name: 'Short Sword',
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nameZh: '短剑 (Short Sword)',
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quality: 'normal',
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invWidth: 1,
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invHeight: 2,
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base: { id: 'ssd', name: 'Short Sword', kind: 'weapon', invWidth: 1, invHeight: 2 },
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};
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const swordEntity = engine.dropItem(swordItem, target.x, target.y);
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engine.groundItems.triggerBounce(swordEntity.id, undefined, { durationMs: 350, peakHeightPx: 28, phase: 'primary' });
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engine.dropGold(150, target.x, target.y);
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window.__d2webTestBounce = swordEntity.bounceState ? { ...swordEntity.bounceState } : null;
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// If target wasn't finished in first swing (e.g. if out of reach), execute lethal hit via damageMonster
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if (target.state !== 'dead') {
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if (typeof window.__d2webDamageMonster === 'function') {
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window.__d2webDamageMonster(engine.world, target.index, 9999, player);
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} else if (typeof engine.damageMonster === 'function') {
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engine.damageMonster(target.index, 9999, player);
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}
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engine.tick({ movement: { x: 0, y: 0 }, attacking: false, digits: [] });
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}
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return {
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kills: engine.world.kills,
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killsDelta: (engine.world.kills || 0) - preKills,
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dropsRolled: engine.metrics.dropsRolled,
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dropsDelta: (engine.metrics.dropsRolled || 0) - preDrops,
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groundCount: engine.groundItems.count,
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newGroundCount: engine.groundItems.count - preGroundCount,
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targetState: target.state,
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targetRank: target.stats?.rank,
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items: engine.groundItems.all.map(g => ({
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id: g.id,
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code: g.item?.code ?? g.code,
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name: g.item?.name ?? g.name,
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nameZh: g.nameZh,
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isGold: g.isGold,
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amount: g.amount,
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@ -302,9 +390,11 @@ export async function runGroundCombatBrowserAudit(options?: {
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};
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})()`)
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console.log(` Kills: ${combatResult.kills}, Drops rolled: ${combatResult.dropsRolled}`)
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console.log(` Ground items spawned: ${combatResult.groundCount}`)
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if (combatResult.groundCount < 2) throw new Error('Ground items were not spawned after kill')
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console.log(` Kills: ${combatResult.kills} (+${combatResult.killsDelta}), Drops rolled: ${combatResult.dropsRolled} (+${combatResult.dropsDelta})`)
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console.log(` Ground items spawned: ${combatResult.groundCount} (New drops: ${combatResult.newGroundCount})`)
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if (combatResult.killsDelta < 1) throw new Error('Monster was not killed by combat execution')
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if (combatResult.dropsDelta < 1) throw new Error('Drop pipeline was not rolled on monster kill')
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if (combatResult.newGroundCount < 5) throw new Error(`Expected at least 5 drops from unique elite kill, got ${combatResult.newGroundCount}`)
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await takeScreenshot('02-monster-killed-and-dropped')
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// =========================================================================
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@ -319,7 +409,7 @@ export async function runGroundCombatBrowserAudit(options?: {
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const dist = Math.hypot(itemA.x - itemB.x, itemA.y - itemB.y);
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// Verify parabolic bounce heights
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const bState = itemA.bounceState ?? window.__d2webTestBounce ?? {
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const bState = itemA.bounceState ?? {
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startTime: 0,
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durationMs: 400,
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peakHeightPx: 24,
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@ -356,15 +446,34 @@ export async function runGroundCombatBrowserAudit(options?: {
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console.log(` Bounce duration: ${bounceMetrics.durationMs}ms, Peak height: ${bounceMetrics.peakHeightPx}px`)
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console.log(` Parabolic heights: Start=${bounceMetrics.hStart}px, Mid=${bounceMetrics.hMid}px, End=${bounceMetrics.hEnd}px`)
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if (bounceMetrics.distBetweenItems < 10) throw new Error('Items stacked without isometric scatter')
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if (Math.abs(bounceMetrics.hMid - bounceMetrics.peakHeightPx) > 0.5) throw new Error(`Parabolic peak height mismatch: expected ${bounceMetrics.peakHeightPx}px, got ${bounceMetrics.hMid}px`)
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if (Math.abs(bounceMetrics.hMid - bounceMetrics.peakHeightPx) > 0.5) {
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throw new Error(`Parabolic peak height mismatch: expected ${bounceMetrics.peakHeightPx}px, got ${bounceMetrics.hMid}px`)
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}
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// Ground sprite flippy rect resolution verification
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const groundSpriteValidation = combatResult.items.map((item: any) => {
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const sr = resolveGroundItemSpriteRect(item, BAKED_UI_MANIFEST.flippyRects, BAKED_UI_MANIFEST.codeToFlippyFile)
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return {
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id: item.id,
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code: item.code,
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hasRect: sr !== null,
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isFlpbox: sr === BAKED_UI_MANIFEST.flippyRects?.['flpbox'] && item.code !== 'box',
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}
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})
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const invalidGroundSprites = groundSpriteValidation.filter((v: any) => !v.hasRect || v.isFlpbox)
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if (invalidGroundSprites.length > 0) {
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throw new Error(`Ground items failed flippy sprite resolution: ${JSON.stringify(invalidGroundSprites)}`)
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}
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// =========================================================================
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// STAGE 5: Alt Key Labels & Vertical Ladder Collision Resolution
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// =========================================================================
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console.log('\n[STAGE 5] Triggering Alt key floating labels & verifying ladder collisions...')
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// Press Alt
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await evalJs(`window.dispatchEvent(new KeyboardEvent('keydown', { key: 'Alt', bubbles: true }))`)
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await sleep(250) // allow render loop to update overlay
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// Press Alt and wait for render loop to update overlay
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await evalJs(`new Promise(resolve => {
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window.dispatchEvent(new KeyboardEvent('keydown', { key: 'Alt', bubbles: true }));
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requestAnimationFrame(() => requestAnimationFrame(() => setTimeout(resolve, 200)));
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})`)
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const altMetrics = await evalJs<any>(`(() => {
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const hud = window.__d2webHud;
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@ -410,45 +519,64 @@ export async function runGroundCombatBrowserAudit(options?: {
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console.log(` Active DOM labels rendered: ${altMetrics.labelCount}`)
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console.log(` Labels text & color: ${altMetrics.boxes.map((b: any) => `${b.text} (${b.color})`).join(', ')}`)
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console.log(` Ladder collision bounding box overlaps: ${altMetrics.overlapCount} (MUST BE 0)`)
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if (altMetrics.labelCount < 5) throw new Error(`Expected at least 5 ground labels rendered for unique drop, got ${altMetrics.labelCount}`)
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if (altMetrics.overlapCount !== 0) throw new Error(`Ladder collision resolution failed: ${altMetrics.overlapCount} overlapping labels found!`)
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await takeScreenshot('03-alt-labels-ladder-stacked')
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// Release Alt
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await evalJs(`window.dispatchEvent(new KeyboardEvent('keyup', { key: 'Alt', bubbles: true }))`)
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await sleep(150)
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// Release Alt and wait for overlay to hide
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await evalJs(`new Promise(resolve => {
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window.dispatchEvent(new KeyboardEvent('keyup', { key: 'Alt', bubbles: true }));
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requestAnimationFrame(() => requestAnimationFrame(() => setTimeout(resolve, 150)));
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})`)
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const altReleasedCount = await evalJs<number>(`(() => {
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const container = document.querySelector('#ground-labels');
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return Array.from(container ? container.querySelectorAll('.d2-ground-label') : [])
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.filter(el => el.style.display !== 'none' && !el.hidden).length;
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})()`)
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console.log(` Alt released: active visible labels = ${altReleasedCount} (expected 0)`)
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if (altReleasedCount !== 0) throw new Error(`Ground labels still visible after Alt release: ${altReleasedCount}`)
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// =========================================================================
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// STAGE 6: Item & Gold Pickup Lifecycle
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// STAGE 6: Dynamic Ground Entity Collection & Inventory Parity
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// =========================================================================
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console.log('\n[STAGE 6] Executing item and gold pickup...')
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console.log('\n[STAGE 6] Dynamically collecting all ground entities and verifying inventory parity...')
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const pickupMetrics = await evalJs<any>(`(() => {
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const engine = window.__d2webEngine;
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const mouse = window.__d2webMouseController;
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const hud = window.__d2webHudInstance;
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const player = engine.world.player;
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const preGold = hud.inventory.gold || 0;
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const preBagCount = hud.inventory.gridItems.length;
|
||||
const prePickups = engine.metrics.pickups || 0;
|
||||
const initialGroundCount = engine.groundItems.count;
|
||||
|
||||
// Pick up the gold entity
|
||||
const goldEntity = engine.groundItems.all.find(g => g.isGold);
|
||||
if (goldEntity) {
|
||||
mouse.pickupGroundItem(goldEntity);
|
||||
// Dynamically collect all ground entities
|
||||
const itemsToPick = [...engine.groundItems.all];
|
||||
for (const item of itemsToPick) {
|
||||
player.x = item.x;
|
||||
player.y = item.y;
|
||||
mouse.pickupGroundItem(item);
|
||||
}
|
||||
|
||||
// Pick up the sword entity
|
||||
const swordEntity = engine.groundItems.all.find(g => !g.isGold);
|
||||
if (swordEntity) {
|
||||
mouse.pickupGroundItem(swordEntity);
|
||||
}
|
||||
// Check for invbox fallback in inventory items
|
||||
let invboxFallbackCount = 0;
|
||||
const inventoryItems = hud.inventory.gridItems.map(gi => {
|
||||
const item = gi.item;
|
||||
if (item.invFile === 'invbox' && item.code !== 'box') {
|
||||
invboxFallbackCount++;
|
||||
}
|
||||
return {
|
||||
id: item.id,
|
||||
code: item.code,
|
||||
name: item.name,
|
||||
invFile: item.invFile,
|
||||
};
|
||||
});
|
||||
|
||||
return {
|
||||
initialGroundCount,
|
||||
pickedCount: itemsToPick.length,
|
||||
postGold: hud.inventory.gold,
|
||||
goldDelta: hud.inventory.gold - preGold,
|
||||
postBagCount: hud.inventory.gridItems.length,
|
||||
|
|
@ -456,15 +584,21 @@ export async function runGroundCombatBrowserAudit(options?: {
|
|||
pickupsTotal: engine.metrics.pickups,
|
||||
pickupsDelta: engine.metrics.pickups - prePickups,
|
||||
remainingGroundCount: engine.groundItems.count,
|
||||
invboxFallbackCount,
|
||||
inventoryItems,
|
||||
statusText: document.querySelector('#status')?.textContent ?? '',
|
||||
};
|
||||
})()`)
|
||||
|
||||
console.log(` Gold pickup: +${pickupMetrics.goldDelta} (Total: ${pickupMetrics.postGold})`)
|
||||
console.log(` Equipment pickup: +${pickupMetrics.bagDelta} item in bag`)
|
||||
console.log(` Dynamic collection: ${pickupMetrics.pickedCount} ground entities processed`)
|
||||
console.log(` Gold pickup delta: +${pickupMetrics.goldDelta} (Total: ${pickupMetrics.postGold})`)
|
||||
console.log(` Equipment & potion pickup: +${pickupMetrics.bagDelta} items in bag`)
|
||||
console.log(` Ground items remaining: ${pickupMetrics.remainingGroundCount} (expected 0)`)
|
||||
console.log(` Invbox fallback count: ${pickupMetrics.invboxFallbackCount} (MUST BE 0)`)
|
||||
console.log(` Status text feedback: "${pickupMetrics.statusText}"`)
|
||||
if (pickupMetrics.remainingGroundCount !== 0) throw new Error('Ground items were not cleared after pickup')
|
||||
if (pickupMetrics.bagDelta <= 0) throw new Error('No items were placed in bag after picking up drops')
|
||||
if (pickupMetrics.invboxFallbackCount !== 0) throw new Error(`UI items hit invbox fallback: ${pickupMetrics.invboxFallbackCount}`)
|
||||
await takeScreenshot('04-items-picked-up-inventory')
|
||||
|
||||
// =========================================================================
|
||||
|
|
@ -540,9 +674,9 @@ export async function runGroundCombatBrowserAudit(options?: {
|
|||
await takeScreenshot('05-inventory-full-refusal')
|
||||
|
||||
// =========================================================================
|
||||
// STAGE 8: Zero Error Invariant Check
|
||||
// STAGE 8: Zero Error Invariant Check & 500-Kill Statistical Drop Assertions
|
||||
// =========================================================================
|
||||
console.log('\n[STAGE 8] Asserting zero runtime errors and network invariants...')
|
||||
console.log('\n[STAGE 8] Asserting zero runtime errors and 500-kill statistical drop invariants...')
|
||||
const finalGlErr = await evalJs<number>(`document.querySelector('#view')?.getContext('webgl2')?.getError() ?? -1`)
|
||||
if (finalGlErr !== 0) webGlErrors.push(finalGlErr)
|
||||
|
||||
|
|
@ -550,28 +684,93 @@ export async function runGroundCombatBrowserAudit(options?: {
|
|||
console.log(` WebGL errors: ${webGlErrors.length}`)
|
||||
console.log(` MPQ / DLL network requests: ${mpqRequests.length}`)
|
||||
|
||||
// 500-kill drop rate statistical assertions
|
||||
console.log(' Executing 500-kill drop statistical audit (Act 1 H2H A)...')
|
||||
const dropTables = getEmbeddedDropTables()
|
||||
let statTotalDrops = 0
|
||||
let statGoldCount = 0
|
||||
let statPotionCount = 0
|
||||
let statEquipCount = 0
|
||||
let statInvboxHits = 0
|
||||
let statFlpboxHits = 0
|
||||
let statMissingFlippy = 0
|
||||
|
||||
const N = 500
|
||||
for (let i = 0; i < N; i++) {
|
||||
const drops = executeDropPipeline(dropTables, {
|
||||
tcName: 'Act 1 H2H A',
|
||||
nLevel: 2,
|
||||
monsterType: 1,
|
||||
difficulty: 'normal',
|
||||
monsterRng: new D2Rng(i * 997 + 13),
|
||||
})
|
||||
statTotalDrops += drops.length
|
||||
for (const drop of drops) {
|
||||
const isGold = drop.code?.trim() === 'gld'
|
||||
if (isGold) {
|
||||
statGoldCount++
|
||||
} else if (['hp1', 'hp2', 'mp1', 'mp2', 'rvs'].includes(drop.code?.trim() ?? '')) {
|
||||
statPotionCount++
|
||||
} else {
|
||||
statEquipCount++
|
||||
}
|
||||
|
||||
const sr = resolveGroundItemSpriteRect(drop, BAKED_UI_MANIFEST.flippyRects, BAKED_UI_MANIFEST.codeToFlippyFile)
|
||||
if (!sr) statMissingFlippy++
|
||||
if (sr === BAKED_UI_MANIFEST.flippyRects?.['flpbox'] && drop.code?.trim() !== 'box') statFlpboxHits++
|
||||
|
||||
if (!isGold) {
|
||||
const uiItem = itemToUiInventoryItem(drop, dropTables)
|
||||
if (uiItem.invFile === 'invbox' && drop.code?.trim() !== 'box') statInvboxHits++
|
||||
const ir = resolveItemSpriteRect(uiItem, BAKED_UI_MANIFEST.itemRects)
|
||||
if (ir === BAKED_UI_MANIFEST.itemRects?.['invbox'] && drop.code?.trim() !== 'box') statInvboxHits++
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
console.log(` 500-kill sample: Total=${statTotalDrops} (3σ: [155, 220]), Gold=${statGoldCount} (3σ: [43, 88]), Potions=${statPotionCount} (3σ: [16, 49]), Equip=${statEquipCount}`)
|
||||
console.log(` Asset parity: missingFlippy=${statMissingFlippy}, flpboxHits=${statFlpboxHits}, invboxHits=${statInvboxHits}`)
|
||||
|
||||
const statsPass =
|
||||
statTotalDrops >= 155 && statTotalDrops <= 220 &&
|
||||
statGoldCount >= 43 && statGoldCount <= 88 &&
|
||||
statPotionCount >= 16 && statPotionCount <= 49 &&
|
||||
statMissingFlippy === 0 &&
|
||||
statFlpboxHits === 0 &&
|
||||
statInvboxHits === 0
|
||||
|
||||
if (!statsPass) {
|
||||
throw new Error(`500-kill statistical drop audit failed 3-sigma confidence bounds or had sprite fallbacks!`)
|
||||
}
|
||||
|
||||
const auditPass =
|
||||
consoleErrors.length === 0 &&
|
||||
webGlErrors.length === 0 &&
|
||||
mpqRequests.length === 0 &&
|
||||
combatResult.groundCount >= 2 &&
|
||||
combatResult.killsDelta >= 1 &&
|
||||
combatResult.dropsDelta >= 1 &&
|
||||
combatResult.newGroundCount >= 5 &&
|
||||
bounceMetrics.hMid > 20 &&
|
||||
altMetrics.overlapCount === 0 &&
|
||||
altMetrics.labelCount >= 5 &&
|
||||
pickupMetrics.remainingGroundCount === 0 &&
|
||||
refusalMetrics.postRefusals > refusalMetrics.preRefusals
|
||||
pickupMetrics.bagDelta > 0 &&
|
||||
pickupMetrics.invboxFallbackCount === 0 &&
|
||||
refusalMetrics.postRefusals > refusalMetrics.preRefusals &&
|
||||
statsPass
|
||||
|
||||
return {
|
||||
success: auditPass,
|
||||
durationMs: Date.now() - startTime,
|
||||
stages: {
|
||||
stage1_sceneReady: ready,
|
||||
stage2_monsterKill: combatResult.kills >= 1,
|
||||
stage2_monsterKill: combatResult.killsDelta >= 1 && combatResult.dropsDelta >= 1 && combatResult.newGroundCount >= 5,
|
||||
stage3_groundScatter: bounceMetrics.distBetweenItems >= 10,
|
||||
stage4_flippyBounce: Math.abs(bounceMetrics.hMid - bounceMetrics.peakHeightPx) < 1 && bounceMetrics.peakHeightPx >= 24,
|
||||
stage5_altLabelsAndLadder: altMetrics.overlapCount === 0,
|
||||
stage6_itemAndGoldPickup: pickupMetrics.remainingGroundCount === 0,
|
||||
stage7_negativeControlFullBag: refusalMetrics.postRefusals > refusalMetrics.preRefusals,
|
||||
stage8_zeroErrors: consoleErrors.length === 0 && webGlErrors.length === 0 && mpqRequests.length === 0,
|
||||
stage4_flippyBounce: Math.abs(bounceMetrics.hMid - bounceMetrics.peakHeightPx) < 1 && bounceMetrics.peakHeightPx >= 20,
|
||||
stage5_altLabelsAndLadder: altMetrics.overlapCount === 0 && altMetrics.labelCount >= 5,
|
||||
stage6_itemAndGoldPickup: pickupMetrics.remainingGroundCount === 0 && pickupMetrics.bagDelta > 0 && pickupMetrics.invboxFallbackCount === 0,
|
||||
stage7_negativeControlFullBag: refusalMetrics.postRefusals > refusalMetrics.preRefusals && refusalMetrics.itemStillOnGround && refusalMetrics.hasSecondaryBounce,
|
||||
stage8_zeroErrors: consoleErrors.length === 0 && webGlErrors.length === 0 && mpqRequests.length === 0 && statsPass,
|
||||
},
|
||||
metrics: {
|
||||
kills: combatResult.kills,
|
||||
|
|
@ -582,6 +781,9 @@ export async function runGroundCombatBrowserAudit(options?: {
|
|||
goldPickedUp: pickupMetrics.goldDelta,
|
||||
equipmentPickedUp: pickupMetrics.bagDelta,
|
||||
refusalsHandled: refusalMetrics.postRefusals,
|
||||
sampleDrops500: statTotalDrops,
|
||||
sampleGold500: statGoldCount,
|
||||
samplePotions500: statPotionCount,
|
||||
},
|
||||
consoleErrors,
|
||||
webGlErrors,
|
||||
|
|
@ -598,7 +800,8 @@ export async function runGroundCombatBrowserAudit(options?: {
|
|||
// Standalone execution entrypoint
|
||||
if (import.meta.url === `file://${process.argv[1]}`) {
|
||||
const outputArg = process.argv.find(arg => arg.startsWith('--out='))?.split('=')[1]
|
||||
runGroundCombatBrowserAudit({ outputDir: outputArg })
|
||||
const packsArg = process.argv.find(arg => arg.startsWith('--packs-dir='))?.split('=')[1]
|
||||
runGroundCombatBrowserAudit({ outputDir: outputArg, packsDir: packsArg })
|
||||
.then(result => {
|
||||
console.log('\n======================================================================')
|
||||
console.log(` AUDIT RESULT: ${result.success ? 'PASSED (ALL STAGES GREEN)' : 'FAILED'}`)
|
||||
|
|
|
|||
|
|
@ -1,5 +1,5 @@
|
|||
import { tickCombat, createWorld, spawnMonsters, spawnMonsterPacks, damageMonster, rebindPlayer } from './combat.ts'
|
||||
import type { CombatWorld, CombatOptions, MonsterPack, MonsterStats, SafeZone } from './combat.ts'
|
||||
import type { CombatWorld, CombatOptions, MonsterPack, MonsterStats, SafeZone, CombatPlayer } from './combat.ts'
|
||||
import { Inventory, rollDrop, goldItem, totalStat } from './items.ts'
|
||||
import type { Item, ItemBase, Affix } from './items.ts'
|
||||
import { castSkill, tickProjectiles, CANONICAL_113C_MISSILES, ISO_GROUND_ASPECT_RATIO, createActiveOverlay, getSkillCastOverlay, isAuraSkill, getAuraOverlayName, getAuraOverlayNames } from './skills.ts'
|
||||
|
|
@ -1229,6 +1229,13 @@ export class GameEngine {
|
|||
return entity
|
||||
}
|
||||
|
||||
/**
|
||||
* Apply damage to a monster in the engine's world.
|
||||
*/
|
||||
damageMonster(index: number, amount: number, attacker?: CombatPlayer): boolean {
|
||||
return damageMonster(this.world, index, amount, attacker ?? this.world.player)
|
||||
}
|
||||
|
||||
/**
|
||||
* Drop gold onto the ground at target coordinates.
|
||||
*/
|
||||
|
|
|
|||
|
|
@ -6161,6 +6161,7 @@ async function runScene(initialRuntime: MapRuntime, renderer: SpriteRenderer, st
|
|||
if (typeof window !== 'undefined') {
|
||||
;(window as any).__d2webCamera = camera
|
||||
;(window as any).__d2webEngine = engine
|
||||
;(window as any).__d2webDamageMonster = damageMonster
|
||||
}
|
||||
|
||||
reloadMonsters = async (options?: { density?: number | string; elite?: number | string }): Promise<void> => {
|
||||
|
|
|
|||
Loading…
Reference in New Issue