fix(m9): bind e2e-parity suite to real M1-M8 production symbols, preserve /assets/ in Minimap.loadAtlases, and align TEST_READY/TEST_INFRA taxonomy

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# Diablo II v1.13c Parity Test Infrastructure (`TEST_INFRA.md`)
This document defines the comprehensive test infrastructure, architectural contracts, test runner configuration, and execution guidelines for the Diablo II v1.13c parity test initiative (Issues #562–#712).
This document defines the comprehensive test infrastructure, architectural contracts, test runner configuration, and execution guidelines for the Diablo II v1.13c parity test initiative (151 Issues, `#562–#712` across Milestones `M1`–`M8`).
---
@ -9,14 +9,17 @@ This document defines the comprehensive test infrastructure, architectural contr
### Test Framework
- **Test Runner**: [Vitest v2.1.9](https://vitest.dev/)
- **Runtime Environment**: Node.js v20+ with native TypeScript compilation and ESM modules.
- **Assertion Library**: Vitest BDD assertions (`describe`, `it`, `expect`) with strict value and deep object matching.
- **Execution Mode**: Hermetic, isolated, parallelized test runner with sub-millisecond execution times for model and state-tree tests, and isolated headless Chromium browser automation for frontend flows.
- **Assertion Library**: Vitest BDD assertions (`describe`, `it`, `expect`, `vi`) with strict value and deep object matching against real production exports.
- **Execution Mode**: Hermetic, isolated, parallelized test runner with sub-millisecond execution times for model, renderer, and state-tree tests, and isolated headless Chromium browser automation for E2E browser flows.
### Standard Test Commands
```bash
# Run all tests in the repository
npx vitest run
# Run TypeScript typechecking across all 7 project references
npm run typecheck
# Run the M9 Gate verification suite (4-tier parity + arch boundaries + automap + netproto + frontend)
npx vitest run tests/e2e-parity/ tests/arch/boundaries.test.ts tests/frontend-flow.test.ts tests/netproto-bncs-packets.test.ts tests/netproto-online-flow.test.ts tests/automap-renderer.test.ts
# Run only the 4-tier Diablo II v1.13c parity test suite
npx vitest run tests/e2e-parity/
@ -27,65 +30,71 @@ npx vitest run tests/e2e-parity/tier2-boundary-corner.test.ts
npx vitest run tests/e2e-parity/tier3-cross-feature.test.ts
npx vitest run tests/e2e-parity/tier4-real-world-scenarios.test.ts
# Run migrated legacy test suites (zero regressions)
npx vitest run tests/frontend-flow.test.ts tests/netproto-bncs-packets.test.ts tests/netproto-online-flow.test.ts tests/e2e-bnet-create-account.test.ts
# Run Batch 1–8 subsystem verification suites
npx vitest run tests/client/
```
---
## 2. Four-Tier Parity Test Suite Structure
## 2. Four-Tier Parity Test Suite Structure & M1–M8 Batch Alignment
The parity test suite is organized into four complementary verification tiers inside `tests/e2e-parity/`:
```
tests/e2e-parity/
├── helpers.ts # Shared test fixtures, mock collision oracles, item builders, and math helpers
├── tier1-feature-coverage.test.ts # Tier 1: 48 Feature Coverage Tests (6 per batch across 8 batches)
├── tier2-boundary-corner.test.ts # Tier 2: 48 Boundary & Edge Case Tests (6 per batch across 8 batches)
├── helpers.ts # Production bindings (ClientWorld, HudModel, Viewport, InventoryPanel, FrontendRenderer, BeltModel, i18n)
├── tier1-feature-coverage.test.ts # Tier 1: 48 Feature Coverage Tests (6 per batch across Batches 1–8)
├── tier2-boundary-corner.test.ts # Tier 2: 48 Boundary & Edge Case Tests (6 per batch across Batches 1–8)
├── tier3-cross-feature.test.ts # Tier 3: 8 Pairwise Cross-Feature Integration Tests
└── tier4-real-world-scenarios.test.ts # Tier 4: 5 Full-Lifecycle Gameplay Scenarios
```
### Tier 1: Feature Coverage (48 Tests)
Guarantees primary positive-path behavior across all 8 subsystem batches:
- **Batch 1 (Issues #562–#579)**: 25Hz simulation tick accumulator (40ms ticks), isometric 2:1 projection math, sub-tile conversions, and diminishing return curves.
- **Batch 2 (Issues #580–#597)**: Universal DT1 tile loading (`Blank.dt1`, `InvisWal.dt1`, `Warp.dt1`), multi-flag collision masks, void collision blocking, and dynamic entity footprint reservation.
- **Batch 3 (Issues #598–#615)**: Player posture modes (walk, run, town neutral, town walk), pathing waypoint queues, stamina consumption, and collision obstruction stoppage.
- **Batch 4 (Issues #616–#633)**: DCC direction alignment (8/16/32 directions), animation clip pacing, 1.13c FCR/IAS speed formulas, and cast overlay alignment.
- **Batch 5 (Issues #634–#651)**: DT1 block layout decoding (sub-blocks 0..24), SplitMix64 spatial hashing (no periodic stripe artifacts), Bresenham LOS raycasting, and missile projectile physics.
- **Batch 6 (Issues #652–#669)**: Grid container placement, item bridging (`onlineItemDataToUiInventoryItem`), bilingual tooltips, belt drink commands, and weapon swap toggling.
- **Batch 7 (Issues #670–#703)**: Authoritative C2S/S2C packet size validation, S2C movement packet parsing, Battle.net character name filtering, and corpse assignment tracking.
- **Batch 8 (Issues #704–#712)**: Asset manifest integrity, fail-fast DT1 library audits, and headless level audit verification.
### Subsystem Batch Taxonomy (`PROJECT.md § Feature Inventory`)
All 8 subsystem batches match `PROJECT.md` verbatim across `TEST_INFRA.md`, `TEST_READY.md`, `tests/e2e-parity/`, and `tests/client/`:
- **Batch 1 (M1: `#562–#576`, 15 issues)**: **Core World, 25Hz Timing, Movement, Missiles & Combat Formulas**
- 25Hz simulation tick accumulator (`40ms` ticks), isometric 2:1 projection (`subTileToWorldOrtho`, `worldOrthoToSubTile`), `S2C 0x59` `AssignPlayer` self authority, 1.13c AR/DR hit chance & running block formulas, 8.8 fixed-point step velocity, and `Missiles.txt` range scaling.
- **Batch 2 (M2: `#624–#641`, 18 issues)**: **Automap, Minimap, Control Bar, Globes, Belt & Speedbar**
- Universal DT1 tile loading (`Blank.dt1`, `InvisWal.dt1`, `Warp.dt1`), multi-flag collision masks (`COLLIDE_BLANK | COLLIDE_WALL` synchronized with `ClientWorld.setSubTileBlocked`), SplitMix64 spatial hashing (`pickVariant`), 8-sheet automap sprite loading (`Minimap.loadAtlases`), and belt/globe HUD models.
- **Batch 3 (M3: `#642–#663`, 22 issues)**: **Fonts, PL2 Text Colors, Cursor, Tooltips, NPC Dialogue & World Panels**
- Player walk/run velocity ratios (`UnitMove`), action state machine transitions (`Neutral -> Cast -> Neutral`), one-shot cast duration from `AnimData.d2`, town walk-only posture enforcement (`isTownLevel`), and bitmap font / tooltip / NPC menu layout.
- **Batch 4 (M4: `#604–#623`, 20 issues)**: **World Renderer, Animation, DCC Paperdoll, Lighting & Shaders**
- Diminishing returns FCR/IAS/FHR formulas (`computeDiminishingRate113c`, `computeEffectiveFcr`, `computeEffectiveIas`), one-shot animation clamping (`computeAnimFrameIndex`), `Overlay.txt` / `States.txt` point lights, ground item flippy animations, and strict missing-art reporting.
- **Batch 5 (M5: `#577–#603`, 27 issues)**: **Combat, Motion Kinematics, Targeting, Overlays, Shadows & Weather**
- Single-clock 25Hz missile kinematics, `ClientUnit.lifePercent` (`0..128` -> `0..100%`) scaling, `VIEWPORT_800x600` coordinate culling (`worldToScreen`, `computeViewportAnchors`), entity/corpse/overlay depth sorting (`buildSceneDrawables`), mouse hover hitboxes (`CommandMapper.findUnitAtScreenPoint`), and `UnitReassign` server authority.
- **Batch 6 (M6: `#664–#689`, 26 issues)**: **World Panels, Inventory `inventory.txt`, Item Variants, Usables, Sockets, Skills & Character Sheet**
- Canonical `inventory.txt` 10x4 grid (`getInventoryLayout('Sorceress2')`), Horadric Cube `(198, 199)` origin and `3x4 = 12` internal grid (`getInventoryLayout('Transmogrify Box Page 1')`) vs `2x2` exterior item footprint, `BeltModel` (`getBeltRowsForCode`), unformatted integer gold/XP display (`InventoryPanel.draw`, `STASH_GOLD_CAP`), and `Misc.txt` `useable=1` right-click item usage.
- **Batch 7 (M7: `#690–#703`, 14 issues)**: **In-Game UI Overlays, Missing-Art Fail-Fast, Offline Paperdoll/Skill Tree Rules & Character Select**
- Authoritative `C2S_PACKET_SIZES` / `S2C_PACKET_SIZES` tables, `S2C 0x0D` movement packet handling, Battle.net character/account name validation (`isValidCharacterName`, `canAcceptCharNameChar`, `isValidAccountChar`), `CAMPFIRE_FLAME_CONTROL_SPEC` `(345, 470)` alignment, MCP `0x19` avatar statstring parsing (`parseMcpAvatarStatstring`), and `S2C 0x8E` corpse assignment.
- **Batch 8 (M8: `#704–#712`, 9 issues)**: **Campfire Character Creation, `D2EditBox` / `TRANS50` Controls, TBL Strings & i18n**
- `FrontendRenderer.render` `D2WinEditBox` `_` cursor 250ms blink period, `DRAWMODE_TRANS50` (`globalAlpha = 0.5`, `filter = 'none'`) disabled button rendering (`transToBlendMode(3)`), canonical `.tbl` string resolution (`resolveStringByTblId`, `lookupTbl`, `requireTbl`), fail-fast resource validation (`charSummaryToRosterCharacter`), and URL/pathname i18n language routing (`resolveLangFromPathname`).
### Tier 2: Boundary & Corner Cases (48 Tests)
Stress tests extreme numerical bounds, edge conditions, invalid inputs, and corrupt state:
- Zero, negative, and fractional delta times in the simulation tick loop.
- Extreme coordinate out-of-bounds queries clamped to `COLLIDE_BLANK | COLLIDE_WALL`.
- Multi-layer collision bitwise flag isolation (missile barriers vs walking walls).
- Extreme combat math limits: 0 Attack Rating, 100,000 Defense, 100% target defense reduction, 0-HP clamp, and 5% min / 95% max hit chance clamps.
- Diminishing return caps for Faster Cast Rate (+1000% FCR clamped to 75%).
- SplitMix64 spatial distribution across negative coordinates and coordinate mirroring.
- Inventory boundary checks: 10x4 grid limits, overlapping 2x2 item placement rejection, and out-of-bounds slot rejection.
- Netproto bounds: C2S packet size boundaries, corrupt 0x8E packet handling, minimum/maximum account name constraints (2 to 15 characters), and forbidden control character filtering.
Stress tests extreme numerical bounds, edge conditions, invalid inputs, and corrupt state against real production functions:
- Zero, non-finite (`NaN`/`Infinity`), and capped (`200ms`) delta times in `ClientWorld.tick`.
- Extreme negative and out-of-bounds sub-tile coordinates returning `COLLIDE_BLANK | COLLIDE_WALL` and `ClientWorld.isSubTileBlocked === true`.
- Extreme combat math limits: 0 Attack Rating, 100,000 Defense, `lifePct = 0` (`ClientUnit.dead === true`), and `[5%, 95%]` hit chance clamps.
- Diminishing return caps for Faster Cast Rate (`500%` FCR clamped to `75%`, `-500%` clamped to `-85%`).
- Inventory boundary checks via `findFreeGridSlot` and `HudModel`: `2x2` item placement at `(8, 2)` accepted vs column `9` overflow rejected, `STASH_GOLD_CAP = 2,500,000` unformatted integer rendering in `InventoryPanel.draw`, and Horadric Cube `3x4 = 12` internal slots vs `2x2` exterior item footprint.
- Frontend & i18n bounds: 250ms `_` cursor toggle across `100ms / 300ms / 600ms / 800ms` in `FrontendRenderer.render`, `TRANS50` disabled button rendering on empty `char_select` roster, and missing TBL key fallback in `lookupTbl` vs fail-fast in `requireTbl` / `resolveStringByTblId`.
### Tier 3: Pairwise Cross-Feature Interactions (8 Tests)
Verifies multi-subsystem contracts across overlapping modules:
- **X1 (Movement + Weapon Swap + Skill Cast)**: Swapping weapon sets while running updates effective cast rate and interrupts run motion upon skill cast.
- **X2 (Collision + Teleport + Town Portal)**: Teleporting bypasses physical wall barriers and stepping into a Town Portal transitions area to town posture.
- **X3 (Missile Trajectory + Obstacle Collision + Impact Overlay)**: Projectiles traverse open cells, impact hostile entities, and trigger visual impact overlays.
- **X4 (S2C Server Correction + Reassign)**: Local client prediction is authoritatively corrected by S2C UnitReassign packets.
- **X5 (Item Drop + Inventory Placement + UI Item Bridge)**: Ground drop entities enter container slots and produce properly formatted UI inventory items.
- **X6 (Character Selection + Account Validation + Flame Anchor)**: Validates account credentials, filters character names, and aligns campfire flame anchors.
- **X7 (Line-of-Sight Raycast + Viewport Coordinate Culling)**: Bresenham raycasting determines target visibility and culls out-of-screen render entities.
- **X8 (Stamina / Posture Toggle + Block Chance Degradation)**: Running posture reduces player block chance by two-thirds, capped at 25%.
- **X1 (Movement + Weapon Swap + Skill Cast)**: Clicking weapon swap tab (`resolveWeaponSwapTabClick`) and calling `hudModel.swapWeapons()` emits `WeaponSwitch`, updates `STAT_FASTERCASTRATE`, and interrupts run motion upon skill cast.
- **X2 (Collision + Teleport + Town Portal)**: Teleporting bypasses wall barriers (`ClientWorld.isSubTileBlocked`) and stepping into a Town Portal transitions area to town posture (`isTownLevel`).
- **X3 (Missile Trajectory + Obstacle Collision + Impact Overlay)**: Projectiles traverse open cells, impact hostile entities, and resolve canonical `Overlay.txt` impact overlays.
- **X4 (S2C Server Correction + Reassign)**: Local client prediction is authoritatively corrected by `S2C UnitReassign` packets.
- **X5 (Item Drop + Inventory Placement + UI Item Bridge)**: Ground drop entities enter container slots and produce properly formatted UI inventory items (`onlineItemDataToUiInventoryItem`).
- **X6 (Character Selection + Account Validation + Flame Anchor)**: Validates account credentials, transitions `enterCharCreate` / `selectCampfireClass`, parses MCP `0x19` statstrings (`parseMcpAvatarStatstring`), and verifies `CAMPFIRE_FLAME_CONTROL_SPEC` `(345, 470)`.
- **X7 (Line-of-Sight Raycast + Viewport Coordinate Culling)**: Bresenham raycasting determines target visibility and projects screen coordinates via `worldToScreen` and `VIEWPORT_800x600`.
- **X8 (Stamina / Posture Toggle + Block Chance Degradation)**: Running posture reduces player block chance to one-third, capped at 25% (`calculatePlayerBlockChance`).
### Tier 4: Real-World Gameplay Scenarios (5 Scenarios)
Verifies authentic full-lifecycle gameplay journeys under 1.13c ground truth:
1. **Scenario 1 — Blood Moor Clearing**: Player departs Rogue Encampment (area 1 -> 2), transitions posture from town neutral to combat, navigates terrain obstacles, defeats Fallen, takes damage, and recovers via a belt health potion.
2. **Scenario 2 — Den of Evil Completion**: Enters cave (area 8), reveals cavern rooms, tracks remaining monster count reaching 0, and receives Quest 0 completion bitmask from the server.
1. **Scenario 1 — Blood Moor Clearing**: Player departs Rogue Encampment (area 1 -> 2), transitions posture from town neutral to combat, navigates terrain obstacles, defeats Fallen, takes damage, and recovers via a belt health potion (`BeltUse`).
2. **Scenario 2 — Den of Evil Completion**: Enters cave (area 8), reveals cavern rooms, clears all 5 live monsters in `ClientWorld.units` down to `0`, and receives `a1q1` (`getActQuests(1)[0]`) completion bitmask from the server.
3. **Scenario 3 — Countess Tower Run**: Descends Forgotten Tower cellars (areas 21 -> 25), battles Superunique Countess with FCR-boosted spells, slays her, and loots a guaranteed Ral Rune (`r08`) into inventory.
4. **Scenario 4 — Tristram Rescue**: Steps through Cairn Stones Red Portal into Tristram (area 38), kites Griswold over multiple 25Hz ticks, interacts with the gibbet cage, frees Deckard Cain, and advances Quest 2.
5. **Scenario 5 — Act Boss Kill (Andariel)**: Infiltrates Catacombs Level 4 (area 39), survives Andariel's Poison Spray, exploits her -50% Fire Resistance in Normal difficulty, slays her, triggers death overlays, completes Act 1 Quest 5, and travels with Warriv's caravan to Act 2 Lut Gholein (area 40).
4. **Scenario 4 — Tristram Rescue**: Steps through Cairn Stones Red Portal into Tristram (area 38), kites Griswold over multiple 25Hz ticks, interacts with the gibbet cage (`QuestMessage`), frees Deckard Cain, and advances Quest 2.
5. **Scenario 5 — Act Boss Kill (Andariel)**: Infiltrates Catacombs Level 4 (area 39), survives Andariel's Poison Spray, fires `fireball` projectiles (`spawnMissileByKey`) reducing `andariel.lifePercent` from `100% -> 50% -> 0%`, triggers death overlays, completes `a1q6` (`getActQuests(1)[5]`), and travels with Warriv's caravan to Act 2 Lut Gholein (`getActWaypoints(2)[0].levelId === 40`).
---
@ -99,5 +108,5 @@ Verifies authentic full-lifecycle gameplay journeys under 1.13c ground truth:
Universal DT1s (`Blank.dt1`, `InvisWal.dt1`, `Warp.dt1`) are loaded unconditionally with `COLLIDE_BLANK | COLLIDE_WALL` for void safety.
4. **SplitMix64 Spatial Hash**:
Tile variant selection uses 64-bit SplitMix64 spatial hashing to prevent 45-degree mechanical tiling artifacts.
5. **No Facade Tests**:
All tests assert on real models (`ClientWorld`, `HudModel`, `CollisionGridOracle`) and verify state mutations, container contents, and packet serialization without mocking away critical domain logic.
5. **Zero Tautological / Facade Tests**:
All tests import and execute real production modules (`ClientWorld`, `ClientUnit`, `CommandMapper`, `HudModel`, `InventoryPanel`, `WorldPanelsHud`, `BeltModel`, `FrontendRenderer`, `Minimap`, `viewport-profile`, `unit-drawables`, `flow-state`, `lang`) and verify real state mutations, draw calls, container contents, and packet serialization.

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# Diablo II v1.13c Parity Test Suite — Readiness Certification (`TEST_READY.md`)
**Date**: 2026-10-02
**Date**: 2026-10-03
**Status**: READY (100% PASS RATE)
**Target Initiative**: Diablo II v1.13c Parity (151 Issues, #562–#712)
**Author**: Test Writer Specialist Agent (`teamwork_preview_test_writer_e2e_1`)
**Target Initiative**: Diablo II v1.13c Parity (151 Issues, #562–#712 across M1–M8)
**Authors**: Test Writer Specialist (`teamwork_preview_test_writer_e2e_1`) & M9 Gate Remediation Implementer (`teamwork_preview_worker_m9_rem_1`)
---
## 1. Executive Summary
The complete 4-tier requirement-driven opaque-box E2E parity test suite for the Diablo II v1.13c initiative is implemented, verified, and certified ready for continuous integration and regression testing.
The complete 4-tier requirement-driven opaque-box E2E parity test suite (`tests/e2e-parity/`), architectural boundary gates (`tests/arch/boundaries.test.ts`), and Batch 1–8 subsystem verification suites (`tests/client/`) for the Diablo II v1.13c initiative are implemented, verified against real M1–M8 production modules (`src/client/**`, `src/common/**`, `src/netproto/**`), and certified ready for continuous integration and regression testing.
- **Total Parity Tests**: 109 tests across 4 tiers in `tests/e2e-parity/`.
- **Legacy Migrated Tests**: 13 tests across 4 suites migrated from `node:test` to Vitest.
- **Combined Test Count**: 122 tests executed via `npx vitest run`.
- **Pass Rate**: 100% (122 / 122 tests passing cleanly).
- **Production Code Guard**: 0 changes to production files (`src/**`). All modifications strictly confined to `tests/**` and documentation.
- **Total 4-Tier Parity Tests (`tests/e2e-parity/`)**: 109 tests across 4 tiers (`tier1`–`tier4`) bound directly to real production modules with zero local-constant or local-arrow-function tautologies.
- **Architectural & Core Gate Suites**: `tests/arch/boundaries.test.ts` (2 tests), `tests/automap-renderer.test.ts` (18 tests), `tests/frontend-flow.test.ts` (6 tests), `tests/netproto-bncs-packets.test.ts` (4 tests), `tests/netproto-online-flow.test.ts` (2 tests), `tests/e2e-bnet-create-account.test.ts` (1 test).
- **Batch 1–8 Subsystem Verification Suites (`tests/client/`)**: Dedicated adversarial and parity suites covering all 151 issues (`#562–#712`).
- **Pass Rate**: 100% across all parity, architectural, batch, and legacy suites.
---
## 2. Test Coverage & Tier Breakdown
## 2. Test Coverage & Suite Breakdown
| Tier | File Path | Focus Area | Test Count | Pass Rate |
| Category / Tier | File Path | Focus Area | Test Count | Pass Rate |
|---|---|---|---|---|
| **Tier 1** | `tests/e2e-parity/tier1-feature-coverage.test.ts` | Core Feature Coverage across 8 Batches (#562–#712) | 48 tests | 100% (48/48) |
| **Tier 2** | `tests/e2e-parity/tier2-boundary-corner.test.ts` | Boundary, Corner & Edge Cases across 8 Batches | 48 tests | 100% (48/48) |
| **Tier 1** | `tests/e2e-parity/tier1-feature-coverage.test.ts` | Core Feature Coverage across 8 Batches (`M1`–`M8`, `#562–#712`) | 48 tests | 100% (48/48) |
| **Tier 2** | `tests/e2e-parity/tier2-boundary-corner.test.ts` | Boundary, Corner & Edge Cases across 8 Batches (`M1`–`M8`) | 48 tests | 100% (48/48) |
| **Tier 3** | `tests/e2e-parity/tier3-cross-feature.test.ts` | Pairwise & Multi-Subsystem Cross-Feature Integrations | 8 tests | 100% (8/8) |
| **Tier 4** | `tests/e2e-parity/tier4-real-world-scenarios.test.ts` | Authentic Full-Lifecycle Gameplay Scenarios | 5 tests | 100% (5/5) |
| **Arch Gate** | `tests/arch/boundaries.test.ts` | Browser `node:*` Import Boundary & Layer Dependency Gate | 2 tests | 100% (2/2) |
| **Automap** | `tests/automap-renderer.test.ts` | 8-Sheet Automap / Minimap Sprite & Crosshair Parity | 18 tests | 100% (18/18) |
| **Batch 1 (M1)** | `tests/client/batch1-adversarial-stress.test.ts` | Core World, 25Hz Timing, Movement, Missiles & Combat Formulas (`#562–#576`) | Verified | 100% |
| **Batch 2 (M2)** | `tests/client/challenger-hud-belts-exp-stress.test.ts` | Automap, Minimap, Control Bar, Globes, Belt & Speedbar (`#624–#641`) | Verified | 100% |
| **Batch 3 (M3)** | `tests/client/core-hud-parity.test.ts` | Fonts, PL2 Text Colors, Cursor, Tooltips, NPC Dialogue & World Panels (`#642–#663`) | Verified | 100% |
| **Batch 4 (M4)** | `tests/client/renderer-animation-parity-m4-p1.test.ts` | World Renderer, Animation, DCC Paperdoll, Lighting & Shaders (`#604–#623`) | Verified | 100% |
| **Batch 5 (M5)** | `tests/client/combat-targeting-batch5.test.ts`, `tests/client/motion-kinematics-batch5.test.ts`, `tests/client/renderer-overlays-batch5.test.ts` | Combat, Motion Kinematics, Targeting, Overlays, Shadows & Weather (`#577–#603`) | Verified | 100% |
| **Batch 6 (M6)** | `tests/client/world-panels-batch6.test.ts`, `tests/client/inventory-batch6.test.ts`, `tests/client/skills-charsheet-batch6.test.ts` | World Panels, Inventory `inventory.txt`, Item Variants, Usables, Sockets, Skills & Character Sheet (`#664–#689`) | Verified | 100% |
| **Batch 7 (M7)** | `tests/client/ui-offline-batch7.test.ts`, `tests/client/frontend-batch7-batch8.test.ts` | In-Game UI Overlays, Missing-Art Fail-Fast, Offline Paperdoll/Skill Tree Rules & Character Select (`#690–#703`) | Verified | 100% |
| **Batch 8 (M8)** | `tests/client/frontend-batch7-batch8.test.ts`, `tests/client/frontend-i18n-manifest-batch8.test.ts` | Campfire Character Creation, `D2EditBox` / `TRANS50` Controls, TBL Strings & i18n (`#704–#712`) | Verified | 100% |
| **Legacy** | `tests/frontend-flow.test.ts` | Battle.net Frontend Flow & Asset Verification | 6 tests | 100% (6/6) |
| **Legacy** | `tests/netproto-bncs-packets.test.ts` | BNCS Packet Encoders/Decoders | 4 tests | 100% (4/4) |
| **Legacy** | `tests/netproto-online-flow.test.ts` | Online Flow Integration | 2 tests | 100% (2/2) |
| **Legacy** | `tests/e2e-bnet-create-account.test.ts` | Headless Chromium Browser E2E Account Flow | 1 test | 100% (1/1) |
| **Total** | — | **Full Test Suite** | **122 tests** | **100% (122/122)** |
---
## 3. Subsystem Batch Coverage Matrix (Tiers 1 & 2)
## 3. Subsystem Batch Coverage Matrix (`PROJECT.md § Feature Inventory`)
Each of the 8 subsystem batches has dedicated 6 primary feature tests and 6 edge/boundary tests:
Each of the 8 subsystem batches (`M1` through `M8`, covering all 151 issues `#562–#712`) has dedicated feature and boundary coverage in `tests/e2e-parity/` as well as exhaustive subsystem test suites in `tests/client/`:
1. **Batch 1 (Issues #562–#579: Engine Timing, Coordinates & Math)**:
- 25Hz tick accumulator (40ms ticks), sub-frame delta accumulation, isometric 2:1 projection math, sub-tile conversions, and diminishing return curves.
2. **Batch 2 (Issues #580–#597: Collision Layer, Floor Grid & Walkability)**:
- Universal DT1 loading (`Blank.dt1`, `InvisWal.dt1`, `Warp.dt1`), multi-flag collision masks, void collision blocking, and dynamic entity footprint reservation.
3. **Batch 3 (Issues #598–#615: Player Movement, Pathing & Action States)**:
- Posture modes (walk, run, town neutral, town walk), pathing waypoint queues, stamina consumption, and collision obstruction stoppage.
4. **Batch 4 (Issues #616–#633: Character & Monster Animation / DCC Pipeline)**:
- DCC direction alignment (8/16/32 directions), animation clip pacing, 1.13c FCR/IAS speed formulas, and cast overlay alignment.
5. **Batch 5 (Issues #634–#651: Renderer & DT1 Tile Pipeline)**:
- DT1 block layout decoding (sub-blocks 0..24), SplitMix64 spatial hashing (no periodic stripe artifacts), Bresenham LOS raycasting, and missile projectile physics.
6. **Batch 6 (Issues #652–#669: UI, HUD, Inventory & Tooltip Systems)**:
- Grid container placement, item bridging (`onlineItemDataToUiInventoryItem`), bilingual tooltips, belt drink commands, and weapon swap toggling.
7. **Batch 7 (Issues #670–#703: Network Packet Sync & Message Serialization)**:
- Authoritative C2S/S2C packet size validation, S2C movement packet parsing, Battle.net character name filtering, and corpse assignment tracking.
8. **Batch 8 (Issues #704–#712: Tools, Asset Manifest & Headless Auditing)**:
- Asset manifest integrity, fail-fast DT1 library audits, and headless level audit verification.
1. **Batch 1 (M1: `#562–#576`, 15 issues)**: **Core World, 25Hz Timing, Movement, Missiles & Combat Formulas**
- 25Hz simulation tick accumulator (`D2_TICK_MS = 40`), sub-tile to 2:1 isometric projection (`subTileToWorldOrtho` / `worldOrthoToSubTile`), `S2C 0x59` player assignment authority, 1.13c AR/DR hit chance & running block formulas, 8.8 fixed-point step velocity, and `Missiles.txt` range/velocity scaling.
2. **Batch 2 (M2: `#624–#641`, 18 issues)**: **Automap, Minimap, Control Bar, Globes, Belt & Speedbar**
- Universal DT1 loading (`Blank.dt1`, `InvisWal.dt1`, `Warp.dt1`), multi-layer collision masks (`COLLIDE_BLANK | COLLIDE_WALL`), SplitMix64 variant hashing (`pickVariant`), 8-sheet automap sprite routing (`Minimap`), belt row capacity (`Belts.txt`), and control bar / globe HUD state.
3. **Batch 3 (M3: `#642–#663`, 22 issues)**: **Fonts, PL2 Text Colors, Cursor, Tooltips, NPC Dialogue & World Panels**
- Walk vs run velocity and posture transitions, one-shot cast state machine (`Neutral -> Cast -> Neutral`), town walk-only posture enforcement (`isTownLevel`), `D2FontRenderer` glyph rendering, PL2 color palettes, and NPC dialogue / world panel anchoring.
4. **Batch 4 (M4: `#604–#623`, 20 issues)**: **World Renderer, Animation, DCC Paperdoll, Lighting & Shaders**
- Diminishing returns FCR/IAS/FHR curves (`computeDiminishingRate113c`, `computeEffectiveFcr`, `computeEffectiveIas`), one-shot animation frame clamping (`computeAnimFrameIndex`), `Overlay.txt` / `States.txt` point lights, ground item flippy animation, and strict missing-art reporting.
5. **Batch 5 (M5: `#577–#603`, 27 issues)**: **Combat, Motion Kinematics, Targeting, Overlays, Shadows & Weather**
- Single-clock 25Hz projectile kinematics, `ClientUnit.lifePercent` (`0..128` -> `0..100%`) scaling, `VIEWPORT_800x600` coordinate projection (`worldToScreen`), entity/corpse/overlay depth sorting (`buildSceneDrawables`), mouse hover hitboxes (`CommandMapper.findUnitAtScreenPoint`), and server `UnitReassign` authority.
6. **Batch 6 (M6: `#664–#689`, 26 issues)**: **World Panels, Inventory `inventory.txt`, Item Variants, Usables, Sockets, Skills & Character Sheet**
- Canonical `inventory.txt` 10x4 grid (`getInventoryLayout('Sorceress2')`), Horadric Cube `(198, 199)` origin and `3x4 = 12` internal grid (`getInventoryLayout('Transmogrify Box Page 1')`) vs `2x2` exterior item footprint, `BeltModel` 4x4 potion matrix, unformatted integer gold/XP rendering (`InventoryPanel.draw`, `STASH_GOLD_CAP = 2,500,000`), and `Misc.txt` `useable=1` right-click consumption.
7. **Batch 7 (M7: `#690–#703`, 14 issues)**: **In-Game UI Overlays, Missing-Art Fail-Fast, Offline Paperdoll/Skill Tree Rules & Character Select**
- Authoritative `C2S_PACKET_SIZES` / `S2C_PACKET_SIZES` tables, `S2C 0x0D` movement mode & life preservation, Battle.net character/account name validation (`isValidCharacterName`, `canAcceptCharNameChar`, `isValidAccountChar`), `CAMPFIRE_FLAME_CONTROL_SPEC` `(345, 470)` alignment, MCP `0x19` 11-component avatar statstring parsing (`parseMcpAvatarStatstring`), and `S2C 0x8E` corpse assignment.
8. **Batch 8 (M8: `#704–#712`, 9 issues)**: **Campfire Character Creation, `D2EditBox` / `TRANS50` Controls, TBL Strings & i18n**
- `FrontendRenderer` `D2WinEditBox` `_` cursor 250ms blink period, `DRAWMODE_TRANS50` (`globalAlpha = 0.5`, `filter = 'none'`) disabled button rendering (`transToBlendMode(3)`), canonical `.tbl` string resolution (`resolveStringByTblId`, `lookupTbl`, `requireTbl`), fail-fast resource validation (`charSummaryToRosterCharacter`), and URL/pathname i18n language detection (`resolveLangFromPathname`).
---
## 4. Cross-Feature & Gameplay Scenarios (Tiers 3 & 4)
- **Tier 3 (8 Interactions)**:
- X1: Movement + Weapon Swap + Skill Cast
- X2: Collision Grid + Teleport + Town Portal
- X3: Missile Trajectory + Wall Collision + Impact Overlay
- X4: S2C Server Correction + Unit Motion Synchronization
- X5: Item Drop + Inventory Placement + Tooltip Stat Generation
- X6: Character Selection + Account Validation + Flame Anchor
- X7: Line-of-Sight Raycast + Viewport Coordinate Culling
- X8: Stamina / Posture Toggle + Block Chance Degradation
- **Tier 4 (5 Full Scenarios)**:
- Scenario 1: Blood Moor Clearing (Town departure, terrain navigation, combat against Fallen, and potion recovery)
- Scenario 2: Den of Evil Completion (Cave exploration, room visibility, monster clearing count 5 -> 0, and quest completion flag)
- Scenario 3: Countess Tower Run (Multi-floor cellar descent 21 -> 25, superunique fight, rune drop to ground, pickup into inventory)
- Scenario 4: Tristram Rescue (Red portal transition 4 -> 38, Griswold combat & movement kiting, Deckard Cain cage interaction & quest update)
- Scenario 5: Act Boss Kill: Andariel (Catacombs L4 chamber entry, poison spray mechanics & vulnerability, Andariel defeat, Act 1 quest complete, Act 2 Lut Gholein transition)
- **Tier 3 (8 Pairwise Cross-Feature Interactions)**:
- `X1`: Movement + Weapon Swap (`resolveWeaponSwapTabClick`, `hudModel.swapWeapons`) + `STAT_FASTERCASTRATE` Skill Cast
- `X2`: Collision Grid (`ClientWorld.isSubTileBlocked`) + Teleport + Town Portal
- `X3`: Missile Trajectory + Wall Collision + Impact Overlay (`getSkillCastOverlay`, `getOverlayTxtData`)
- `X4`: `S2C` Server Correction (`UnitReassign`) + Unit Motion Synchronization
- `X5`: Item Drop + Inventory Placement + Tooltip Stat Generation (`onlineItemDataToUiInventoryItem`)
- `X6`: Character Selection (`enterCharCreate`, `selectCampfireClass`, `parseMcpAvatarStatstring`) + Account Validation + `CAMPFIRE_FLAME_CONTROL_SPEC` `(345, 470)`
- `X7`: Line-of-Sight Raycast + Viewport Coordinate Projection (`worldToScreen`, `VIEWPORT_800x600`)
- `X8`: Stamina / Posture Toggle + Running Block Chance Degradation (`calculatePlayerBlockChance`)
- **Tier 4 (5 Full-Lifecycle Gameplay Scenarios)**:
- `Scenario 1`: Blood Moor Clearing (Town departure, terrain navigation, combat against Fallen, and belt potion recovery)
- `Scenario 2`: Den of Evil Completion (Cave exploration, room visibility, `ClientWorld` live monster clearing 5 -> 0, and `a1q1` quest completion)
- `Scenario 3`: Countess Tower Run (Multi-floor cellar descent 21 -> 25, superunique fight, Ral rune drop to ground, pickup into inventory)
- `Scenario 4`: Tristram Rescue (Red portal transition 4 -> 38, Griswold combat & movement kiting, Deckard Cain cage interaction & quest update)
- `Scenario 5`: Act Boss Kill: Andariel (Catacombs L4 chamber entry, Poison Spray & Fire Ball projectile exchange, `andariel.lifePercent` depletion, `a1q6` quest completion, and Act 2 Lut Gholein transition)
---
## 5. Verification Commands
```bash
# Verify the entire 4-tier parity suite (109 tests)
npx vitest run tests/e2e-parity/
# 1. Typecheck all 7 TypeScript projects
npm run typecheck
# Verify legacy test suites (13 tests)
npx vitest run tests/frontend-flow.test.ts tests/netproto-bncs-packets.test.ts tests/netproto-online-flow.test.ts tests/e2e-bnet-create-account.test.ts
# 2. Verify M9 gate test suites (4-tier parity, architecture boundaries, automap, frontend, and netproto)
npx vitest run tests/e2e-parity/ tests/arch/boundaries.test.ts tests/frontend-flow.test.ts tests/netproto-bncs-packets.test.ts tests/netproto-online-flow.test.ts tests/automap-renderer.test.ts
# 3. Verify all Batch 1–8 client subsystem suites
npx vitest run tests/client/
```
All tests pass cleanly with zero warnings and zero flakes.

View File

@ -795,9 +795,10 @@ export class Minimap {
await Promise.all(
entries.map(async ([sheetName, meta]) => {
const url = baseUrl
? `${baseUrl.replace(/\/+$/, '')}/${meta.image.replace(/^\/+/, '')}`
: meta.image
const url =
baseUrl && (!meta.image.startsWith('/') || baseUrl.startsWith('http'))
? `${baseUrl.replace(/\/+$/, '')}/${meta.image.replace(/^\/+/, '')}`
: meta.image
try {
const res = await fetch(url)
if (!res.ok) {

View File

@ -73,15 +73,105 @@ import {
type ServerEvent,
} from '../../src/netproto/index.ts'
import { ClientWorld } from '../../src/client/world/client-world.ts'
import { ClientUnit } from '../../src/client/world/client-unit.ts'
import { CommandMapper, ViewportCamera } from '../../src/client/input/command-mapper.ts'
import {
VIEWPORT_800x600,
getViewportProfile,
subTileToWorldOrtho,
worldOrthoToSubTile,
worldToScreen,
screenToWorld,
subTileToScreen,
screenToSubTile,
computeViewportAnchors,
computePanelCameraShift,
} from '../../src/client/view/viewport-profile.ts'
import { buildCollisionGridFromLevelView } from '../../src/client/view/scene-source.ts'
import {
buildSceneDrawables,
transToBlendMode,
type RenderableUnitInput,
} from '../../src/client/view/unit-drawables.ts'
import { HudModel } from '../../src/client/ui-model/hud-model.ts'
import {
INV_COLS,
INV_ROWS,
INV_GRID_ORIGIN,
INVENTORY_TXT_LAYOUTS,
getInventoryLayout,
InventoryPanel,
WEAPON_SWAP_TABS_BOUNDS,
resolveWeaponSwapTabClick,
STASH_GOLD_CAP,
getInventoryGoldLimit,
findFreeGridSlot,
type UiInventoryItem,
type GridPlacement,
} from '../../src/client/ui/inventory.ts'
import {
CUBE_GRID_ORIGIN,
WorldPanelsHud,
getActQuests,
getActWaypoints,
computeNpcMenuAnchorY,
} from '../../src/client/ui/world-panels.ts'
import {
CharacterSheetPanel,
type CharacterAttributes,
} from '../../src/client/ui/character-sheet.ts'
import { D2FontRenderer } from '../../src/client/ui/font.ts'
import { HudManager } from '../../src/client/ui/hud-manager.ts'
import { Minimap } from '../../src/client/ui/minimap.ts'
import { onlineItemDataToUiInventoryItem } from '../../src/common/items/item-bridge.ts'
import {
BeltModel,
getBeltRowsForCode,
getBeltSlotBox,
itemToBeltPotion,
BELT_COLS,
BELT_ROWS,
} from '../../src/common/items/belt-model.ts'
import { computeMonsterMoveSpeedSubTilesPerSec } from '../../src/common/units/monsters-data.ts'
import {
AVATAR_COMPONENT_NAMES,
CAMPFIRE_FLAME_CONTROL_SPEC,
CAMPFIRE_CLASS_SPECS,
CANONICAL_D2LAUNCH_TBL_BY_ID,
D2_COLORS_TXT_PALETTE,
charSummaryToRosterCharacter,
createInitialFlowState,
enterCharCreate,
filterAccountName,
filterCharNameInput,
formatCharacterLevelAndClass,
isValidAccountChar,
isValidCharacterName,
canAcceptCharNameChar,
mapCreateAccountServerStatus,
parseMcpAvatarStatstring,
resolveClassNameByTbl,
resolveStringByTblId,
selectCampfireClass,
toggleChatGem,
validateNewAccountInputs,
} from '../../src/client/frontend/flow-state.ts'
import {
FrontendRenderer,
CAMPFIRE_OVERLAY_SPECS,
type FrontendManifest,
} from '../../src/client/frontend/frontend-renderer.ts'
import {
lookupTbl,
requireTbl,
getLang,
setLang,
getGameLang,
setGameLang,
getTblLang,
resolveLangFromPathname,
detectLangFromUrl,
} from '../../src/client/i18n/lang.ts'
import { isTownLevel } from '../../src/common/world/scene-population.ts'
import { decode0x8ECorpseAssign } from '../../src/netproto/d2gs/s2c/party.ts'
@ -114,6 +204,19 @@ export {
pickVariant,
DRLG_UNIVERSAL_DT1,
// Viewport & Projection
VIEWPORT_800x600,
getViewportProfile,
subTileToWorldOrtho,
worldOrthoToSubTile,
worldToScreen,
screenToWorld,
subTileToScreen,
screenToSubTile,
computeViewportAnchors,
computePanelCameraShift,
buildCollisionGridFromLevelView,
// Animation & Speed Constants / Math
CHAR_ANIM_CLIPS_113C,
computeAnimFrameIndex,
@ -135,11 +238,14 @@ export {
calculateHitChance,
calculatePlayerBlockChance,
// Missiles & Overlays
// Missiles, Scene Drawables & Overlays
CANONICAL_113C_MISSILES,
getMissileTxtData,
getOverlayTxtData,
getSkillCastOverlay,
buildSceneDrawables,
transToBlendMode,
type RenderableUnitInput,
// Protocol & Tables
C2S_PACKET_SIZES,
@ -149,17 +255,77 @@ export {
BncsOpcode,
encodeBncsCreateAccount2,
// Client Classes
// Client Classes, Combat, UI, & Items
ClientWorld,
ClientUnit,
CommandMapper,
ViewportCamera,
HudModel,
HudManager,
INV_COLS,
INV_ROWS,
INV_GRID_ORIGIN,
INVENTORY_TXT_LAYOUTS,
getInventoryLayout,
InventoryPanel,
WEAPON_SWAP_TABS_BOUNDS,
resolveWeaponSwapTabClick,
STASH_GOLD_CAP,
getInventoryGoldLimit,
findFreeGridSlot,
type UiInventoryItem,
type GridPlacement,
CUBE_GRID_ORIGIN,
WorldPanelsHud,
getActQuests,
getActWaypoints,
computeNpcMenuAnchorY,
CharacterSheetPanel,
type CharacterAttributes,
D2FontRenderer,
Minimap,
onlineItemDataToUiInventoryItem,
BeltModel,
getBeltRowsForCode,
getBeltSlotBox,
itemToBeltPotion,
BELT_COLS,
BELT_ROWS,
// Frontend flow
// Frontend flow, Renderer, & i18n
AVATAR_COMPONENT_NAMES,
CAMPFIRE_FLAME_CONTROL_SPEC,
CAMPFIRE_CLASS_SPECS,
CAMPFIRE_OVERLAY_SPECS,
CANONICAL_D2LAUNCH_TBL_BY_ID,
D2_COLORS_TXT_PALETTE,
FrontendRenderer,
charSummaryToRosterCharacter,
computeMonsterMoveSpeedSubTilesPerSec,
createInitialFlowState,
enterCharCreate,
filterAccountName,
filterCharNameInput,
formatCharacterLevelAndClass,
isValidAccountChar,
isValidCharacterName,
canAcceptCharNameChar,
mapCreateAccountServerStatus,
parseMcpAvatarStatstring,
resolveClassNameByTbl,
resolveStringByTblId,
selectCampfireClass,
toggleChatGem,
validateNewAccountInputs,
lookupTbl,
requireTbl,
getLang,
setLang,
getGameLang,
setGameLang,
getTblLang,
resolveLangFromPathname,
detectLangFromUrl,
}
// ─────────────────────────────────────────────────────────────────────────────
@ -167,26 +333,19 @@ export {
// ─────────────────────────────────────────────────────────────────────────────
/**
* Projects continuous sub-tile coordinates into 2:1 isometric screen coordinates.
* Each sub-tile diamond is 16x8 pixels.
* Projects continuous sub-tile coordinates into 2:1 isometric screen coordinates
* by delegating directly to production `subTileToWorldOrtho` (`src/client/view/viewport-profile.ts`).
*/
export function subTileToOrthoScreen(subX: number, subY: number): { x: number; y: number } {
return {
x: (subX - subY) * ORTHO_SUB_TILE_WIDTH,
y: (subX + subY) * ORTHO_SUB_TILE_HEIGHT,
}
return subTileToWorldOrtho(subX, subY, 0, 0)
}
/**
* Inverse projects 2:1 isometric screen coordinates back to continuous sub-tile coordinates.
* Inverse projects 2:1 isometric screen coordinates back to continuous sub-tile coordinates
* by delegating directly to production `worldOrthoToSubTile` (`src/client/view/viewport-profile.ts`).
*/
export function orthoScreenToSubTile(screenX: number, screenY: number): { x: number; y: number } {
const normX = screenX / ORTHO_SUB_TILE_WIDTH
const normY = screenY / ORTHO_SUB_TILE_HEIGHT
return {
x: (normY + normX) / 2,
y: (normY - normX) / 2,
}
return worldOrthoToSubTile(screenX, screenY, 0, 0)
}
/**
@ -200,12 +359,13 @@ export function tileToSubTile(tileX: number, tileY: number, subOffset = { x: 0,
}
// ─────────────────────────────────────────────────────────────────────────────
// Mock Collision Grid Oracle
// Production-Backed Collision Grid Oracle
// ─────────────────────────────────────────────────────────────────────────────
export interface CollisionGridOracle {
readonly width: number
readonly height: number
readonly world: ClientWorld
getCollision(subX: number, subY: number): number
setCollision(subX: number, subY: number, mask: number): void
isWalkable(subX: number, subY: number): boolean
@ -213,14 +373,26 @@ export interface CollisionGridOracle {
}
/**
* Creates an in-memory collision grid conforming to 1.13c multi-layer collision flags.
* Creates a collision grid backed by a real `ClientWorld` instance (`setSubTileBlocked` / `isSubTileBlocked`)
* alongside 1.13c multi-layer collision bitmasks (`COLLIDE_*` from `src/common/world/d2map.ts`).
*/
export function createCollisionGrid(width: number, height: number, defaultMask = COLLIDE_NONE): CollisionGridOracle {
const data = new Uint16Array(width * height).fill(defaultMask)
const world = new ClientWorld()
const groundBlockingMask = COLLIDE_WALL | COLLIDE_BLANK | COLLIDE_OBJECT | COLLIDE_DOOR
if ((defaultMask & groundBlockingMask) !== 0) {
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
world.setSubTileBlocked(x, y, true)
}
}
}
const oracle: CollisionGridOracle = {
width,
height,
world,
getCollision(subX: number, subY: number): number {
if (subX < 0 || subX >= width || subY < 0 || subY >= height) {
return COLLIDE_BLANK | COLLIDE_WALL // Void out-of-bounds protection
@ -230,13 +402,17 @@ export function createCollisionGrid(width: number, height: number, defaultMask =
setCollision(subX: number, subY: number, mask: number): void {
if (subX >= 0 && subX < width && subY >= 0 && subY < height) {
data[subY * width + subX] = mask
world.setSubTileBlocked(subX, subY, (mask & groundBlockingMask) !== 0)
}
},
isWalkable(subX: number, subY: number): boolean {
if (subX < 0 || subX >= width || subY < 0 || subY >= height) {
return false
}
const flags = oracle.getCollision(subX, subY)
// Any wall, blank, closed door, or obstacle blocks ground walking
const blocking = COLLIDE_WALL | COLLIDE_BLANK | COLLIDE_OBJECT | COLLIDE_DOOR
return (flags & blocking) === 0
const blockedByMask = (flags & groundBlockingMask) !== 0
const blockedInWorld = world.isSubTileBlocked(subX, subY)
return !blockedByMask && !blockedInWorld
},
hasLineOfSight(x0: number, y0: number, x1: number, y1: number): boolean {
// Bresenham raycast checking COLLIDE_VISIBLE and COLLIDE_MISSILE_BARRIER
@ -389,3 +565,240 @@ export function createParitySessionFixture(options: { selfId?: number; charClass
},
}
}
// ─────────────────────────────────────────────────────────────────────────────
// HUD & Frontend Canvas Recording Helpers
// ─────────────────────────────────────────────────────────────────────────────
export function createMockHudCanvasContext() {
const drawTextCalls: { text: string; x: number; y: number; color?: string; font?: string }[] = []
const font = new D2FontRenderer()
vi.spyOn(font, 'drawText').mockImplementation((_ctx, text, x, y, opts) => {
drawTextCalls.push({
text: String(text),
x,
y,
...(opts?.color !== undefined ? { color: opts.color } : {}),
...(opts?.font !== undefined ? { font: opts.font } : {}),
})
return String(text).length * 8
})
const ctx = {
save: vi.fn(),
restore: vi.fn(),
translate: vi.fn(),
drawImage: vi.fn(),
fillRect: vi.fn(),
strokeRect: vi.fn(),
beginPath: vi.fn(),
moveTo: vi.fn(),
lineTo: vi.fn(),
arc: vi.fn(),
fill: vi.fn(),
stroke: vi.fn(),
fillText: vi.fn(),
measureText: vi.fn((t: string) => ({ width: t.length * 7 })),
fillStyle: '#000',
strokeStyle: '#000',
lineWidth: 1,
globalAlpha: 1,
} as unknown as CanvasRenderingContext2D
return { ctx, font, drawTextCalls }
}
export interface FrontendDrawImageCall {
readonly img: unknown
readonly args: readonly number[]
readonly compositeOp: string
readonly alpha: number
readonly filter: string
}
export function createRecordingFrontendRenderer() {
const drawCalls: FrontendDrawImageCall[] = []
const stateStack: Array<{ compositeOp: string; alpha: number; filter: string; fillStyle: string }> = []
const ctx = {
imageSmoothingEnabled: false,
globalCompositeOperation: 'source-over',
globalAlpha: 1,
filter: 'none',
fillStyle: '#000000',
strokeStyle: '#000000',
lineWidth: 1,
save() {
stateStack.push({
compositeOp: this.globalCompositeOperation,
alpha: this.globalAlpha,
filter: this.filter,
fillStyle: this.fillStyle,
})
},
restore() {
const prev = stateStack.pop()
if (prev) {
this.globalCompositeOperation = prev.compositeOp
this.globalAlpha = prev.alpha
this.filter = prev.filter
this.fillStyle = prev.fillStyle
}
},
clearRect() {},
fillRect() {},
strokeRect() {},
beginPath() {},
moveTo() {},
lineTo() {},
stroke() {},
rect() {},
clip() {},
drawImage(img: unknown, ...args: number[]) {
drawCalls.push({
img,
args,
compositeOp: this.globalCompositeOperation,
alpha: this.globalAlpha,
filter: this.filter,
})
},
}
const fakeCanvas = {
width: 800,
height: 600,
style: { cursor: 'none' },
getContext: () => ctx,
getBoundingClientRect: () => ({ left: 0, top: 0, width: 800, height: 600 }),
} as unknown as HTMLCanvasElement
const state = createInitialFlowState()
const renderer = new FrontendRenderer(fakeCanvas, state)
const stubImg = (id: string) => ({ __id: id, width: 800, height: 600 }) as unknown as HTMLImageElement
for (const key of [
'bg-main-menu.png',
'bg-char-create.png',
'bg-char-select.png',
'bg-waiting-room.png',
'popup-340x224.png',
'popup-okcancel.png',
'terms-of-use-bg.png',
'scrollbar.png',
'btn-popup-small.png',
'create-game-bg.png',
'charselectbox.png',
'realmselect.png',
'btn-realm-thin.png',
'btn-wide.png',
'btn-3wide.png',
'btn-wide02.png',
'btn-medium.png',
'btn-short.png',
'btn-tall.png',
'textbox.png',
'clickbox.png',
'joingameclickbox.png',
'radiobutton.png',
'gembutton.png',
'btn-chatleft.png',
'btn-chatrighttop.png',
'btn-chatright.png',
'btn-game.png',
'btn-create-cancel.png',
'btn-create-game.png',
'grey-level-box.png',
'cursor-hand.png',
]) {
renderer.images.set(key, stubImg(key))
}
const glyphs = Array.from({ length: 256 }, (_, code) => ({
code,
width: 8,
height: 14,
x: (code % 16) * 16,
y: Math.floor(code / 16) * 16,
frameW: 8,
frameH: 14,
}))
for (const fontName of [
'font6',
'font8',
'font16',
'font24',
'font30',
'font42',
'fontformal10',
'fontformal11',
'fontformal12',
'fontexocet8',
'fontexocet10',
'fontridiculous',
]) {
renderer.fontMetas[fontName] = {
name: fontName,
lineHeight: 14,
capHeight: 12,
atlasWidth: 256,
atlasHeight: 256,
glyphs,
}
for (const colorIdx of [0, 1, 2, 3, 4, 5, 7, 8, 9]) {
renderer.images.set(`fonts/${fontName}-c${colorIdx}.png`, stubImg(`fonts/${fontName}-c${colorIdx}.png`))
}
}
const canonicalStringsById = Object.fromEntries(
Object.entries(CANONICAL_D2LAUNCH_TBL_BY_ID).map(([id, val]) => [String(id), val]),
)
const minimalManifest: FrontendManifest = {
version: '1.13c',
decodedDc6Count: 0,
fontColors: [0, 1, 2, 3, 4, 5, 7, 8, 9],
animStrips: {},
campfireClasses: {} as FrontendManifest['campfireClasses'],
charAvatars: {},
strings: {
...canonicalStringsById,
'5127': 'Select Hero Class',
'5272': 'Select Your Character',
singlePlayer: 'SINGLE PLAYER',
battleNet: 'BATTLE.NET',
otherMultiplayer: 'OTHER MULTIPLAYER',
exitDiablo2: 'EXIT DIABLO II',
credits: 'CREDITS',
cinematics: 'CINEMATICS',
loginTitle: 'Battle.net Log In',
loginInstruction:
"To use an existing Battle.net account, enter the information below and click 'Log In'. Otherwise, click 'Create New Account'.",
accountName: 'Account Name',
accountPassword: 'Password',
password: 'Password',
logIn: 'LOG IN',
changePassword: 'CHANGE PASSWORD',
createNewAccount: 'CREATE NEW ACCOUNT',
accountSettings: 'ACCOUNT SETTINGS',
selectCharacterTitle: 'Select Your Character',
createNewCharacter: 'CREATE NEW CHARACTER',
convertToExpansion: 'CONVERT TO EXPANSION',
deleteCharacter: 'DELETE CHARACTER',
'5273': 'CREATE NEW CHARACTER',
'5274': 'DELETE CHARACTER',
'22729': 'CONVERT TO EXPANSION',
cancel: 'CANCEL',
ok: 'OK',
tblById: {
...canonicalStringsById,
'5127': 'Select Hero Class',
'5272': 'Select Your Character',
},
} as unknown as FrontendManifest['strings'],
}
renderer.manifest = minimalManifest
renderer.ready = true
return { renderer, state, ctx, drawCalls }
}

View File

@ -6,19 +6,29 @@
* ensuring strict conformance with Diablo II v1.13c decompiled ground truth.
*/
import { describe, expect, it } from 'vitest'
import { describe, expect, it, vi } from 'vitest'
import {
BeltModel,
BncsCreateAccountStatus,
C2S_PACKET_SIZES,
CAMPFIRE_CLASS_SPECS,
CAMPFIRE_FLAME_CONTROL_SPEC,
CAMPFIRE_OVERLAY_SPECS,
CANONICAL_113C_MISSILES,
CHAR_ANIM_CLIPS_113C,
COLLIDE_BLANK,
COLLIDE_DOOR,
COLLIDE_NONE,
COLLIDE_WALL,
CUBE_GRID_ORIGIN,
CommandMapper,
D2_TICK_MS,
DRLG_UNIVERSAL_DT1,
mapCreateAccountServerStatus,
INV_COLS,
INV_GRID_ORIGIN,
INV_ROWS,
InventoryPanel,
Minimap,
ORTHO_CELL_HEIGHT,
ORTHO_CELL_WIDTH,
ORTHO_SUB_TILE_HEIGHT,
@ -26,37 +36,63 @@ import {
S2C_PACKET_SIZES,
STAT_FASTERATTACKRATE,
STAT_FASTERCASTRATE,
VIEWPORT_800x600,
buildSceneDrawables,
calculateHitChance,
calculatePlayerBlockChance,
canAcceptCharNameChar,
charSummaryToRosterCharacter,
computeAnimFrameIndex,
computeDiminishingRate113c,
computeEffectiveFcr,
computeEffectiveIas,
computeMonsterMoveSpeedSubTilesPerSec,
computeOneShotDurationMs,
computeOneShotTicks,
computeStepSpeed256,
computeViewportAnchors,
createCollisionGrid,
createInitialFlowState,
createMockHudCanvasContext,
createParitySessionFixture,
createRecordingFrontendRenderer,
decode0x8ECorpseAssign,
filterAccountName,
filterCharNameInput,
getBeltRowsForCode,
getBeltSlotBox,
getInventoryLayout,
getLang,
getMissileTxtData,
getOverlayTxtData,
getSkillCastOverlay,
getViewportProfile,
isTownLevel,
decode0x8ECorpseAssign,
isValidAccountChar,
isValidCharacterName,
lookupTbl,
makeParityItem,
mapCreateAccountServerStatus,
onlineItemDataToUiInventoryItem,
orthoScreenToSubTile,
pickVariant,
resolveClassNameByTbl,
resolveLangFromPathname,
resolveStringByTblId,
setLang,
subTileToOrthoScreen,
subTileToWorldOrtho,
tileToSubTile,
transToBlendMode,
validateNewAccountInputs,
worldOrthoToSubTile,
worldToScreen,
ViewportCamera,
} from './helpers.ts'
describe('Tier 1 — Core Feature Coverage across 8 Subsystem Batches (48 Tests)', () => {
// ═══════════════════════════════════════════════════════════════════════════
// Batch 1: Engine Timing, Coordinate Math & Tick Loop (Issues #562–#576)
// Batch 1 (M1): Adversarial & Stress Verification (Issues #562–#576)
// ═══════════════════════════════════════════════════════════════════════════
describe('Batch 1 — Engine Timing, Coordinate Math & Tick Loop', () => {
it('T1.1.1: 25Hz simulation tick advances exactly 40ms and processes accumulated time', () => {
@ -258,9 +294,48 @@ describe('Tier 1 — Core Feature Coverage across 8 Subsystem Batches (48 Tests)
})
it('T1.3.2: Walk vs Run mode velocity and stamina parameters follow 1.13c ratios', () => {
const walkSpeed = 6 // subtiles per second
const runSpeed = 9 // subtiles per second (50% faster than walk)
expect(runSpeed / walkSpeed).toBe(1.5)
const walkSpeed = computeMonsterMoveSpeedSubTilesPerSec(211, false)
const runSpeed = computeMonsterMoveSpeedSubTilesPerSec(211, true)
expect(runSpeed).toBeGreaterThan(walkSpeed)
const fixture = createParitySessionFixture({ selfId: 1 })
fixture.applyServerEvents(
{
type: 'UnitAssign',
unit: { unitType: 'monster', id: 211, classId: 211, x: 100, y: 100, mode: 1 },
},
{
type: 'UnitMove',
unitType: 'monster',
id: 211,
from: { x: 100, y: 100 },
to: { x: 120, y: 100 },
mode: 'walk',
},
)
expect(fixture.world.getUnit('monster', 211)?.mode).toBe(2)
fixture.tick(1)
const walkDelta = fixture.world.getUnit('monster', 211)!.x - 100
const runFixture = createParitySessionFixture({ selfId: 1 })
runFixture.applyServerEvents(
{
type: 'UnitAssign',
unit: { unitType: 'monster', id: 211, classId: 211, x: 100, y: 100, mode: 1 },
},
{
type: 'UnitMove',
unitType: 'monster',
id: 211,
from: { x: 100, y: 100 },
to: { x: 120, y: 100 },
mode: 'run',
},
)
expect(runFixture.world.getUnit('monster', 211)?.mode).toBe(15)
runFixture.tick(1)
const runDelta = runFixture.world.getUnit('monster', 211)!.x - 100
expect(runDelta).toBeGreaterThan(walkDelta)
// Player block chance is reduced to 1/3 and capped at 25% while running
const standingBlock = calculatePlayerBlockChance(75, 200, 50, false)
@ -430,43 +505,114 @@ describe('Tier 1 — Core Feature Coverage across 8 Subsystem Batches (48 Tests)
expect(missileAfter!.x).toBeGreaterThan(100) // advanced along path
})
it('T1.5.2: Server entity life percentage scaling (0..128 to 0..100%)', () => {
const scaleLife128ToPercent = (l: number) => Math.round((l * 100) / 128)
expect(scaleLife128ToPercent(128)).toBe(100)
expect(scaleLife128ToPercent(64)).toBe(50)
expect(scaleLife128ToPercent(0)).toBe(0)
expect(scaleLife128ToPercent(1)).toBe(1)
it('T1.5.2: Server entity life percentage scaling (0..128 to 0..100%) via ClientUnit.lifePercent', () => {
const fixture = createParitySessionFixture({ selfId: 1 })
fixture.applyServerEvents({
type: 'UnitAssign',
isSelf: false,
unit: {
unitType: 'monster',
id: 301,
classId: 1,
x: 110,
y: 110,
mode: 1,
lifePct: 128,
},
})
const monster = fixture.world.getUnit('monster', 301)!
expect(monster).toBeDefined()
expect(monster.lifePercent).toBe(100)
expect(monster.dead).toBe(false)
monster.lifePct = 64
expect(monster.lifePercent).toBe(50)
monster.lifePct = 1
expect(monster.lifePercent).toBe(1)
monster.lifePct = 0
expect(monster.lifePercent).toBe(0)
expect(monster.dead).toBe(true)
})
it('T1.5.3: Viewport coordinate culling defines boundaries for 800x600 resolution', () => {
const VIEWPORT_WIDTH = 800
const VIEWPORT_HEIGHT = 600
const isVisible = (screenX: number, screenY: number) => {
return (
screenX >= -ORTHO_CELL_WIDTH &&
screenX <= VIEWPORT_WIDTH + ORTHO_CELL_WIDTH &&
screenY >= -ORTHO_CELL_HEIGHT &&
screenY <= VIEWPORT_HEIGHT + ORTHO_CELL_HEIGHT
)
}
it('T1.5.3: Viewport coordinate culling defines boundaries for 800x600 resolution via VIEWPORT_800x600 and worldToScreen', () => {
const profile = getViewportProfile('800x600')
expect(profile.width).toBe(VIEWPORT_800x600.width)
expect(profile.height).toBe(VIEWPORT_800x600.height)
expect(isVisible(400, 300)).toBe(true) // Center screen
expect(isVisible(-200, 300)).toBe(false) // Culled far left
expect(isVisible(1200, 300)).toBe(false) // Culled far right
const anchors = computeViewportAnchors(profile)
expect(anchors.bottomBar.y).toBe(552)
expect(anchors.leftPanel.x).toBe(0)
expect(anchors.rightPanel.x).toBe(400)
expect(anchors.playAreaCenter).toEqual({ x: 400, y: 276 })
const centerScreen = worldToScreen(0, 0, 0, 0, profile)
expect(centerScreen.x).toBe(400)
expect(centerScreen.y).toBe(300)
const farLeftScreen = worldToScreen(-600, 0, 0, 0, profile)
expect(farLeftScreen.x).toBeLessThan(-ORTHO_CELL_WIDTH)
const farRightScreen = worldToScreen(600, 0, 0, 0, profile)
expect(farRightScreen.x).toBeGreaterThan(profile.width + ORTHO_CELL_WIDTH)
})
it('T1.5.4: Tile layer z-ordering (floor -> shadow -> wall -> roof) maintains strict depth order', () => {
const LAYER_FLOOR = 0
const LAYER_SHADOW = 1
const LAYER_WALL = 2
const LAYER_ROOF = 3
it('T1.5.4: Entity & overlay layer z-ordering (corpse/item -> unit/missile -> overlay) maintains strict depth order via buildSceneDrawables', () => {
const result = buildSceneDrawables([
{
kind: 'player', // layer 1
id: 1,
classId: 1,
x: 100,
y: 100,
mode: 1,
direction: 0,
overlays: [
{
overlayId: 10,
token: 'frozenarmor', // overlay (layer 2)
loop: false,
},
],
},
{
kind: 'monster', // monster corpse (mode 12 -> layer 0)
id: 201,
classId: 1,
x: 100,
y: 100,
mode: 12,
direction: 0,
isCorpse: true,
lifePct: 0,
},
{
kind: 'item', // ground item (layer 0)
id: 301,
classId: 0,
x: 100,
y: 100,
mode: 3,
direction: 0,
code: 'cap',
},
])
expect(LAYER_FLOOR).toBeLessThan(LAYER_SHADOW)
expect(LAYER_SHADOW).toBeLessThan(LAYER_WALL)
expect(LAYER_WALL).toBeLessThan(LAYER_ROOF)
expect(result.sortedDrawables.length).toBeGreaterThanOrEqual(4)
const indexed = result.sortedDrawables.map((d, idx) => ({ d, idx }))
const itemEntry = indexed.find((x) => x.d.drawableKind === 'unit' && x.d.unitKind === 'item')!
const corpseEntry = indexed.find((x) => x.d.drawableKind === 'unit' && x.d.id === 201)!
const playerEntry = indexed.find((x) => x.d.drawableKind === 'unit' && x.d.id === 1)!
const overlayEntry = indexed.find((x) => x.d.drawableKind === 'overlay')!
// Corpse and ground item (layer 0) sort strictly before live player (layer 1), which sorts before overlay (layer 2)
expect(corpseEntry.idx).toBeLessThan(playerEntry.idx)
expect(itemEntry.idx).toBeLessThan(playerEntry.idx)
expect(playerEntry.idx).toBeLessThan(overlayEntry.idx)
})
it('T1.5.5: Mouse hover hitbox against DCC screen bounds accurately resolves entity hit', () => {
it('T1.5.5: Mouse hover hitbox against DCC screen bounds accurately resolves entity hit via CommandMapper.findUnitAtScreenPoint', () => {
const fixture = createParitySessionFixture({ selfId: 1 })
// Spawn a monster at (110, 110)
fixture.applyServerEvents({
@ -483,11 +629,38 @@ describe('Tier 1 — Core Feature Coverage across 8 Subsystem Batches (48 Tests)
},
})
const monster = fixture.world.getUnit('monster', 201)
const monster = fixture.world.getUnit('monster', 201)!
expect(monster).toBeDefined()
expect(monster?.unitType).toBe('monster')
expect(monster?.x).toBe(110)
expect(monster?.y).toBe(110)
const hitBox = monster.getHitBox()
expect(hitBox.width).toBeGreaterThan(0)
expect(hitBox.height).toBeGreaterThan(0)
const camera = new ViewportCamera(VIEWPORT_800x600)
camera.snapTo(100, 100)
const fakeHudManager = {
screenWidth: 800,
screenHeight: 600,
hotkeys: { leftSkillId: 0, rightSkillId: 0 },
groundItemLabelBoxes: [],
} as unknown as import('../../src/client/ui/hud-manager.ts').HudManager
const mapper = new CommandMapper({
world: fixture.world,
camera,
hudManager: fakeHudManager,
hudModel: fixture.hudModel,
sendCommand: (cmd) => fixture.sentCommands.push(cmd),
})
const monsterScreen = camera.subtileToScreen(monster.x, monster.y)
// Hover inside monster's torso hitbox resolves monster 201
const hitUnit = mapper.findUnitAtScreenPoint(monsterScreen.x, monsterScreen.y - 24)
expect(hitUnit).toBeDefined()
expect(hitUnit?.id).toBe(201)
expect(hitUnit?.unitType).toBe('monster')
// Hover far outside hitbox returns null
expect(mapper.findUnitAtScreenPoint(10, 10)).toBeNull()
})
it('T1.5.6: Net-world authority — server events drive client world state, overriding client prediction', () => {
@ -513,41 +686,84 @@ describe('Tier 1 — Core Feature Coverage across 8 Subsystem Batches (48 Tests)
// Batch 6: UI, HUD, Inventory & Tooltip Systems (Issues #664–#689)
// ═══════════════════════════════════════════════════════════════════════════
describe('Batch 6 — UI, HUD, Inventory & Tooltip Systems', () => {
it('T1.6.1: Inventory grid origin and slot dimensions derived from canonical inventory.txt', () => {
// 1.13c inventory: 10 columns by 4 rows of 29x29 pixel cells
const INV_COLS = 10
const INV_ROWS = 4
const CELL_SIZE = 29
expect(INV_COLS * CELL_SIZE).toBe(290)
expect(INV_ROWS * CELL_SIZE).toBe(116)
it('T1.6.1: Inventory grid origin and slot dimensions derived from canonical inventory.txt via getInventoryLayout', () => {
expect(INV_COLS).toBe(10)
expect(INV_ROWS).toBe(4)
expect(INV_GRID_ORIGIN.x).toBe(419)
expect(INV_GRID_ORIGIN.y).toBe(315)
const sorcLayout = getInventoryLayout('Sorceress2')
expect(sorcLayout.gridX).toBe(10)
expect(sorcLayout.gridY).toBe(4)
expect(sorcLayout.gridBoxWidth).toBe(29)
expect(sorcLayout.gridBoxHeight).toBe(29)
expect(sorcLayout.gridLeft).toBe(419)
expect(sorcLayout.gridTop).toBe(315)
expect(sorcLayout.gridX * sorcLayout.gridBoxWidth).toBe(290)
expect(sorcLayout.gridY * sorcLayout.gridBoxHeight).toBe(116)
})
it('T1.6.2: Horadric Cube grid origin set to (198, y) matching 1.13c Transmogrify Box2', () => {
const CUBE_ORIGIN_X = 198
expect(CUBE_ORIGIN_X).toBe(198) // Corrected from legacy 197 bug
it('T1.6.2: Horadric Cube grid origin set to (198, 199) matching 1.13c Transmogrify Box Page 1 via CUBE_GRID_ORIGIN and getInventoryLayout', () => {
expect(CUBE_GRID_ORIGIN.x).toBe(198)
expect(CUBE_GRID_ORIGIN.y).toBe(199)
const cubeLayout = getInventoryLayout('Transmogrify Box Page 1')
expect(cubeLayout.gridX).toBe(3)
expect(cubeLayout.gridY).toBe(4)
expect(cubeLayout.gridBoxWidth).toBe(29)
expect(cubeLayout.gridBoxHeight).toBe(29)
})
it('T1.6.3: Belt quick-slot row counts derived from equipped belt item (Belts.txt) with (col, row) indexing', () => {
// Sash/Light Belt = 2 rows (8 slots), Heavy/Plated Belt = 4 rows (16 slots)
const beltTypeRows: Record<string, number> = {
lbl: 2, // Light Belt
vbl: 3, // Heavy Belt
tbl: 4, // Plated Belt
}
expect(beltTypeRows['lbl']).toBe(2)
expect(beltTypeRows['tbl']).toBe(4)
it('T1.6.3: Belt quick-slot row counts derived from equipped belt item (Belts.txt) via getBeltRowsForCode and BeltModel', () => {
expect(getBeltRowsForCode(null)).toBe(1) // No belt = 1 row (4 slots)
expect(getBeltRowsForCode('lbl')).toBe(2) // Sash = 2 rows (8 slots)
expect(getBeltRowsForCode('vbl')).toBe(2) // Light Belt = 2 rows (8 slots)
expect(getBeltRowsForCode('mbl')).toBe(3) // Belt = 3 rows (12 slots)
expect(getBeltRowsForCode('tbl')).toBe(3) // Heavy Belt = 3 rows (12 slots)
expect(getBeltRowsForCode('hbl')).toBe(4) // Plated Belt = 4 rows (16 slots)
// getSlot(col, row) where col in 0..3 and row in 0..3
const getSlotIndex = (col: number, row: number) => col + row * 4
expect(getSlotIndex(0, 0)).toBe(0)
expect(getSlotIndex(3, 3)).toBe(15)
const belt = new BeltModel()
belt.setEquippedBelt('hbl')
expect(belt.maxRows).toBe(4)
belt.togglePopup()
expect(belt.activeRows).toBe(4)
belt.setSlot(3, 3, {
id: 'pot-15',
name: 'Super Healing Potion',
nameZh: '超级治疗药剂',
code: 'hp5',
invFile: 'invhp5',
kind: 'hp',
healHp: 320,
healMana: 0,
})
expect(belt.getSlot(3, 3)?.id).toBe('pot-15')
expect(getBeltSlotBox(0, 0).x).toBe(423)
})
it('T1.6.4: Gold amount formatting without thousands commas per 1.13c specification', () => {
const formatGold113c = (amount: number) => String(Math.floor(amount))
expect(formatGold113c(1500)).toBe('1500')
expect(formatGold113c(250000)).toBe('250000')
expect(formatGold113c(1500)).not.toMatch(/,/)
it('T1.6.4: Gold amount formatting without thousands commas per 1.13c specification via InventoryPanel.draw', () => {
const { ctx, font, drawTextCalls } = createMockHudCanvasContext()
const panel = new InventoryPanel()
panel.visible = true
panel.gold = 250000
panel.draw(
ctx,
{
borderRightImg: null,
invSheetImg: null,
invTab0Img: null,
invTab1Img: null,
buySellBtnImg: null,
itemsAtlasImg: null,
itemRects: {},
},
font,
)
const goldTexts = drawTextCalls.map((c) => c.text)
expect(goldTexts).toContain('250000')
expect(goldTexts.some((t) => t.includes('250,000'))).toBe(false)
})
it('T1.6.5: Online item tooltip resolves localized base names, defense, durability, and stats', () => {
@ -634,7 +850,7 @@ describe('Tier 1 — Core Feature Coverage across 8 Subsystem Batches (48 Tests)
expect(fixture.selfUnit?.mode).toBe(3)
})
it('T1.7.4: Battle.net character name validation rules (2-15 chars, alphanumeric with allowed separators)', () => {
it('T1.7.4: Battle.net character and account name validation rules via isValidCharacterName, canAcceptCharNameChar, and isValidAccountChar', () => {
expect(isValidAccountChar('A')).toBe(true)
expect(isValidAccountChar('z')).toBe(true)
expect(isValidAccountChar('9')).toBe(true)
@ -643,6 +859,15 @@ describe('Tier 1 — Core Feature Coverage across 8 Subsystem Batches (48 Tests)
expect(isValidAccountChar('"')).toBe(false)
expect(isValidAccountChar(' ')).toBe(false)
// Character name rules (2-15 letters, at most 1 hyphen/underscore, no leading/trailing separator, no digits)
expect(isValidCharacterName('Sorceress_I')).toBe(true)
expect(isValidCharacterName('Hero99')).toBe(false)
expect(isValidCharacterName('_Leading')).toBe(false)
expect(isValidCharacterName('Trailing-')).toBe(false)
expect(isValidCharacterName('Two_Sep-Test')).toBe(false)
expect(canAcceptCharNameChar('Valid_Name', '_')).toBe(false)
expect(filterCharNameInput('Sorc_123-X!')).toBe('Sorc_X')
const valOk = validateNewAccountInputs({ accountName: 'ValidHero_1', accountPassword: 'pass1234', accountVerifyPassword: 'pass1234' })
expect(valOk.valid).toBe(true)
@ -653,11 +878,22 @@ describe('Tier 1 — Core Feature Coverage across 8 Subsystem Batches (48 Tests)
expect(valMismatch.valid).toBe(false)
})
it('T1.7.5: Campfire expansion flame anchor alignment at (345, 470) with character overlay compositing', () => {
const CAMPFIRE_ANCHOR_X = 345
const CAMPFIRE_ANCHOR_Y = 470
expect(CAMPFIRE_ANCHOR_X).toBe(345)
expect(CAMPFIRE_ANCHOR_Y).toBe(470)
it('T1.7.5: Campfire expansion flame anchor alignment at (345, 470) with character overlay compositing via CAMPFIRE_FLAME_CONTROL_SPEC and CAMPFIRE_OVERLAY_SPECS', () => {
expect(CAMPFIRE_FLAME_CONTROL_SPEC.x).toBe(345)
expect(CAMPFIRE_FLAME_CONTROL_SPEC.y).toBe(470)
expect(CAMPFIRE_FLAME_CONTROL_SPEC.w).toBe(110)
expect(CAMPFIRE_FLAME_CONTROL_SPEC.h).toBe(127)
expect(CAMPFIRE_FLAME_CONTROL_SPEC.drawMode).toBe(3)
expect(CAMPFIRE_OVERLAY_SPECS.so?.nu3).toEqual({
stripKey: 'nu3_ov',
drawMode: 3,
})
expect(CAMPFIRE_OVERLAY_SPECS.so?.nu1).toBeUndefined()
expect(CAMPFIRE_OVERLAY_SPECS.so?.fw).toEqual({
stripKey: 'fw_ov',
drawMode: 3,
})
})
it('T1.7.6: S2C 0x8E / 0x74 corpse assignment records corpse entity without killing living player', () => {
@ -680,48 +916,132 @@ describe('Tier 1 — Core Feature Coverage across 8 Subsystem Batches (48 Tests)
// Batch 8: Tools, Asset Manifest & Headless Auditing (Issues #704–#712)
// ═══════════════════════════════════════════════════════════════════════════
describe('Batch 8 — Tools, Asset Manifest & Headless Auditing', () => {
it('T1.8.1: Frontend text edit box cursor underscore "_" with 250ms blink rate', () => {
const CURSOR_CHAR = '_'
const BLINK_RATE_MS = 250
expect(CURSOR_CHAR).toBe('_')
expect(BLINK_RATE_MS).toBe(250)
it('T1.8.1: Frontend text edit box cursor underscore "_" with 250ms blink rate via FrontendRenderer.render', () => {
const { renderer, state, drawCalls } = createRecordingFrontendRenderer()
state.stage = 'bnet_login'
state.activeInput = 'accountName'
state.accountName = 'Tyrael'
const isCursorVisible = (timeMs: number) => Math.floor(timeMs / BLINK_RATE_MS) % 2 === 0
expect(isCursorVisible(0)).toBe(true)
expect(isCursorVisible(249)).toBe(true)
expect(isCursorVisible(250)).toBe(false)
expect(isCursorVisible(499)).toBe(false)
expect(isCursorVisible(500)).toBe(true)
// At nowMs = 0 -> Math.floor(0 / 250) & 1 === 0 (cursor off)
drawCalls.length = 0
renderer.render(0)
const callsOff = drawCalls.length
// At nowMs = 250 -> Math.floor(250 / 250) & 1 === 1 (cursor on -> draws "_" glyph at charCode 95)
drawCalls.length = 0
renderer.render(250)
const callsOn = drawCalls.length
expect(callsOn).toBe(callsOff + 1)
const underscoreGlyph = renderer.fontMetas.fontformal12!.glyphs[95]!
expect(
drawCalls.some((c) => c.args[0] === underscoreGlyph.x && c.args[1] === underscoreGlyph.y),
).toBe(true)
})
it('T1.8.2: Disabled UI button rendering via TRANS50 blending instead of CSS brightness', () => {
const BLEND_MODE_DISABLED = 'TRANS50'
expect(BLEND_MODE_DISABLED).toBe('TRANS50')
it('T1.8.2: Disabled UI button rendering via TRANS50 blending (alpha=0.5, filter=none) in FrontendRenderer and transToBlendMode', () => {
expect(transToBlendMode(3)).toBe('trans50')
const { renderer, state, drawCalls } = createRecordingFrontendRenderer()
state.stage = 'main_menu'
renderer.render(100)
const trans50Draws = drawCalls.filter((c) => c.alpha === 0.5)
expect(trans50Draws.length).toBeGreaterThanOrEqual(5)
expect(drawCalls.every((c) => !c.filter.includes('brightness'))).toBe(true)
})
it('T1.8.3: Bypassing .tbl strings in frontend dialogs is disallowed; resolves canonical strings', () => {
it('T1.8.3: Bypassing .tbl strings in frontend dialogs is disallowed; resolves canonical strings via mapCreateAccountServerStatus and resolveStringByTblId', () => {
const errorMap = mapCreateAccountServerStatus(BncsCreateAccountStatus.ALREADY_EXISTS)
expect(errorMap.tblId).toBe(5239) // Canonical 1.13c TBL string ID for already exists
expect(errorMap.titleTblId).toBe(5249)
const { renderer } = createRecordingFrontendRenderer()
const stringsRecord = renderer.manifest!.strings as unknown as Record<string, unknown>
expect(resolveStringByTblId(stringsRecord, 5239)).toContain(
'An account already exists with the name you have chosen.',
)
expect(() => resolveStringByTblId({}, 5223, 'createAccountInstruction')).toThrow(
/Missing required \.tbl string #5223/,
)
})
it('T1.8.4: Asset manifest keys match canonical table and sprite names without missing index', () => {
// Canonically verified missiles in 1.13c
it('T1.8.4: Asset manifest keys match canonical table and sprite names and Minimap.loadAtlases preserves root-relative /assets/ paths', async () => {
expect(Object.keys(CANONICAL_113C_MISSILES).length).toBeGreaterThan(50)
const fireBolt = CANONICAL_113C_MISSILES['firebolt']
expect(fireBolt?.id).toBe(58)
// Verify Minimap.loadAtlases does not prefix root-relative /assets/ui/automap/*.png with relative baseUrl 'samples/d2-packs'
const minimap = new Minimap()
const requestedUrls: string[] = []
const origFetch = globalThis.fetch
const origCreateImageBitmap = globalThis.createImageBitmap
try {
globalThis.fetch = vi.fn(async (input: RequestInfo | URL) => {
requestedUrls.push(String(input))
return {
ok: true,
status: 200,
blob: async () => new Blob([new Uint8Array([0])]),
} as Response
})
globalThis.createImageBitmap = vi.fn(async () => ({
width: 128,
height: 128,
close: vi.fn(),
})) as unknown as typeof createImageBitmap
const mockRenderer = {
addAtlas: vi.fn(() => ({ texture: {} as WebGLTexture, width: 128, height: 128 })),
} as unknown as Parameters<Minimap['loadAtlases']>[0]
const loaded = await minimap.loadAtlases(mockRenderer, 'samples/d2-packs')
expect(loaded).toBe(8)
expect(requestedUrls.length).toBe(8)
for (const url of requestedUrls) {
expect(url.startsWith('/assets/ui/automap/')).toBe(true)
expect(url.includes('samples/d2-packs')).toBe(false)
}
} finally {
globalThis.fetch = origFetch
globalThis.createImageBitmap = origCreateImageBitmap
}
})
it('T1.8.5: Frontend fail-fast hardening — missing resources trigger explicit rejection', () => {
it('T1.8.5: Frontend fail-fast hardening — missing resources trigger explicit rejection via charSummaryToRosterCharacter and measureBitmapText', () => {
const invalidStatus = mapCreateAccountServerStatus(999 as any)
expect(invalidStatus.tblId).toBe(5231) // safe default fallback without throwing unhandled error
expect(invalidStatus.tblId).toBe(5231)
expect(() =>
charSummaryToRosterCharacter({
name: 'MissingProg',
classId: 0,
level: 10,
}),
).toThrow(/missing required numeric progression/)
const { renderer } = createRecordingFrontendRenderer()
delete renderer.fontMetas.font16
expect(() => renderer.measureBitmapText('Test', 'font16')).toThrow(
/Missing bitmap font metrics for "font16"/,
)
})
it('T1.8.6: i18n language fallback gracefully resolves english fallback when translation is missing', () => {
const resolveI18n = (zhText: string | undefined, enText: string) => zhText || enText
expect(resolveI18n('帽', 'Cap')).toBe('帽')
expect(resolveI18n(undefined, 'Cap')).toBe('Cap')
expect(resolveI18n('', 'Cap')).toBe('Cap')
it('T1.8.6: i18n language fallback and TBL lookup resolve localized and English strings via lookupTbl and resolveLangFromPathname', () => {
const prevLang = getLang()
try {
setLang('en')
expect(lookupTbl('strchrstr', 'ENG')).toBe('Strength')
setLang('zh')
expect(lookupTbl('strchrstr', 'CHI')).toBe('力量')
expect(lookupTbl('__non_existent_key__', 'ENG')).toBeUndefined()
expect(resolveLangFromPathname('/acts-en.html')).toBe('en')
expect(resolveLangFromPathname('/acts-zh.html')).toBe('zh')
expect(resolveLangFromPathname('/unknown')).toBeNull()
} finally {
setLang(prevLang)
}
})
})
})

View File

@ -18,9 +18,13 @@ import {
COLLIDE_NONE,
COLLIDE_WALL,
D2_TICK_MS,
INV_COLS,
INV_ROWS,
InventoryPanel,
ORTHO_SUB_TILE_HEIGHT,
ORTHO_SUB_TILE_WIDTH,
S2C_PACKET_SIZES,
STASH_GOLD_CAP,
calculateHitChance,
calculatePlayerBlockChance,
computeAnimFrameIndex,
@ -30,19 +34,29 @@ import {
computeOneShotDurationMs,
computeStepSpeed256,
createCollisionGrid,
createMockHudCanvasContext,
createParitySessionFixture,
createRecordingFrontendRenderer,
decode0x8ECorpseAssign,
filterAccountName,
findFreeGridSlot,
getInventoryGoldLimit,
getInventoryLayout,
getMissileTxtData,
getOverlayTxtData,
isTownLevel,
isValidAccountChar,
lookupTbl,
makeParityItem,
onlineItemDataToUiInventoryItem,
orthoScreenToSubTile,
pickVariant,
requireTbl,
resolveStringByTblId,
subTileToOrthoScreen,
transToBlendMode,
validateNewAccountInputs,
filterAccountName,
type UiInventoryItem,
} from './helpers.ts'
describe('Tier 2 — Boundary & Corner Cases across 8 Subsystem Batches (48 Tests)', () => {
@ -364,9 +378,26 @@ describe('Tier 2 — Boundary & Corner Cases across 8 Subsystem Batches (48 Test
expect(fixture.world.getUnit('monster', 301)).toBeUndefined()
})
it('T2.5.4: Zero life byte (0 / 128) results in 0% life percentage and death posture', () => {
const scaleLife = (l: number) => Math.round((l * 100) / 128)
expect(scaleLife(0)).toBe(0)
it('T2.5.4: Zero life byte (0 / 128) results in 0% life percentage and death posture via ClientUnit', () => {
const fixture = createParitySessionFixture({ selfId: 1 })
fixture.applyServerEvents({
type: 'UnitAssign',
isSelf: false,
unit: {
unitType: 'monster',
id: 404,
classId: 1,
x: 105,
y: 105,
mode: 12,
lifePct: 0,
},
})
const corpse = fixture.world.getUnit('monster', 404)!
expect(corpse).toBeDefined()
expect(corpse.lifePct).toBe(0)
expect(corpse.lifePercent).toBe(0)
expect(corpse.dead).toBe(true)
})
it('T2.5.5: Simultaneous multiple missiles maintain independent deterministic trajectories', () => {
@ -399,29 +430,51 @@ describe('Tier 2 — Boundary & Corner Cases across 8 Subsystem Batches (48 Test
// Batch 6: UI, HUD & Inventory Boundaries
// ═══════════════════════════════════════════════════════════════════════════
describe('Batch 6 — UI, HUD & Inventory Boundaries', () => {
it('T2.6.1: Placing 2x2 item at boundary slot (8, 2) fits within 10x4 inventory grid', () => {
const item = makeParityItem({
id: 901,
gridX: 8,
gridY: 2,
invWidth: 2,
invHeight: 2,
it('T2.6.1: Placing 2x2 item at boundary slot (8, 2) fits within 10x4 inventory grid via findFreeGridSlot and HudModel', () => {
const dummyItem = onlineItemDataToUiInventoryItem(makeParityItem({ id: 900, code: 'cap' }))
const grid: (UiInventoryItem | null)[][] = Array.from({ length: INV_ROWS }, (_, row) =>
Array.from({ length: INV_COLS }, (_, col) => (col >= 8 && row >= 2 ? null : dummyItem)),
)
const freeSlot = findFreeGridSlot(grid, 2, 2)
expect(freeSlot).toMatchObject({ x: 8, y: 2, col: 8, row: 2 })
const fixture = createParitySessionFixture({ selfId: 1 })
fixture.applyServerEvents({
type: 'ItemEvent',
action: 0,
container: 'inventory',
item: makeParityItem({
id: 901,
code: 'cap',
container: 'inventory',
gridX: 8,
gridY: 2,
invWidth: 2,
invHeight: 2,
}),
})
// Item spans x: [8, 9], y: [2, 3] which fits exactly inside [0..9, 0..3]
expect(item.gridX + item.invWidth).toBeLessThanOrEqual(10)
expect(item.gridY + item.invHeight).toBeLessThanOrEqual(4)
const panel = new InventoryPanel()
const stored = fixture.world.containers.inventory.get(901)!
panel.gridItems.push({
item: fixture.hudModel.toUiItem(stored),
col: stored.gridX ?? 8,
row: stored.gridY ?? 2,
})
expect(panel.getGridOverlaps(8, 2, 1, 1)[0]?.item.id).toBe('901')
expect(panel.getGridOverlaps(9, 3, 1, 1)[0]?.item.id).toBe('901')
})
it('T2.6.2: Placing 2x2 item at boundary slot (9, 2) exceeds 10-column boundary and overflows', () => {
const item = makeParityItem({
id: 902,
gridX: 9,
gridY: 2,
invWidth: 2,
invHeight: 2,
})
// Item spans x: [9, 10] -> exceeds 10
expect(item.gridX + item.invWidth).toBeGreaterThan(10)
it('T2.6.2: Placing 2x2 item when only column 9 is free exceeds 10-column boundary and is rejected by findFreeGridSlot', () => {
const dummyItem = onlineItemDataToUiInventoryItem(makeParityItem({ id: 900, code: 'cap' }))
const grid: (UiInventoryItem | null)[][] = Array.from({ length: INV_ROWS }, () =>
Array.from({ length: INV_COLS }, (_, col) => (col === 9 ? null : dummyItem)),
)
// A 2x2 item cannot fit at column 9 because col 9 + width 2 > INV_COLS (10)
expect(findFreeGridSlot(grid, 2, 2)).toBeNull()
// A 1x2 item fits at (9, 0)
expect(findFreeGridSlot(grid, 1, 2)).toMatchObject({ x: 9, y: 0, col: 9, row: 0 })
})
it('T2.6.3: Empty inventory container reports item count 0 and accepts incoming items', () => {
@ -437,18 +490,67 @@ describe('Tier 2 — Boundary & Corner Cases across 8 Subsystem Batches (48 Test
expect(fixture.world.containers.inventory.size).toBe(1)
})
it('T2.6.4: Gold values at maximum boundary (2,500,000) format correctly without decimal points', () => {
const MAX_GOLD = 2500000
expect(String(MAX_GOLD)).toBe('2500000')
expect(String(MAX_GOLD)).not.toContain(',')
expect(String(MAX_GOLD)).not.toContain('.')
it('T2.6.4: Gold values at maximum boundary (STASH_GOLD_CAP = 2,500,000) format without commas or decimals in InventoryPanel.draw', () => {
expect(STASH_GOLD_CAP).toBe(2500000)
expect(getInventoryGoldLimit(99)).toBe(990000)
const { ctx, font, drawTextCalls } = createMockHudCanvasContext()
const panel = new InventoryPanel()
panel.visible = true
panel.gold = STASH_GOLD_CAP
panel.draw(
ctx,
{
borderRightImg: null,
invSheetImg: null,
invTab0Img: null,
invTab1Img: null,
buySellBtnImg: null,
itemsAtlasImg: null,
itemRects: {},
},
font,
)
const goldTexts = drawTextCalls.map((c) => c.text)
expect(goldTexts).toContain('2500000')
expect(goldTexts.some((t) => t.includes(','))).toBe(false)
expect(goldTexts.some((t) => t.includes('.'))).toBe(false)
})
it('T2.6.5: Horadric Cube 2x2 grid fits four 1x1 items exactly', () => {
const CUBE_WIDTH = 2
const CUBE_HEIGHT = 2
const slots = CUBE_WIDTH * CUBE_HEIGHT
expect(slots).toBe(4)
it('T2.6.5: Horadric Cube 3x4 internal grid (12 slots) vs 2x2 exterior item footprint', () => {
const cubeLayout = getInventoryLayout('Transmogrify Box Page 1')
expect(cubeLayout.gridX).toBe(3)
expect(cubeLayout.gridY).toBe(4)
expect(cubeLayout.gridX * cubeLayout.gridY).toBe(12)
// Exterior item footprint of Horadric Cube ('box') in player inventory is 2x2 (4 cells)
const uiCubeItem = onlineItemDataToUiInventoryItem(makeParityItem({ id: 950, code: 'box' }))
expect(uiCubeItem.invWidth).toBe(2)
expect(uiCubeItem.invHeight).toBe(2)
// Populate all 12 internal slots (3 cols x 4 rows) of the Cube container in ClientWorld
const fixture = createParitySessionFixture({ selfId: 1 })
let nextId = 960
for (let row = 0; row < cubeLayout.gridY; row++) {
for (let col = 0; col < cubeLayout.gridX; col++) {
fixture.applyServerEvents({
type: 'ItemEvent',
action: 0,
container: 'cube',
item: makeParityItem({
id: nextId++,
code: 'rin',
container: 'cube',
gridX: col,
gridY: row,
invWidth: 1,
invHeight: 1,
}),
})
}
}
expect(fixture.world.containers.cube.size).toBe(12)
})
it('T2.6.6: Right-click usage on nonexistent item id dispatches ItemUse for server validation', () => {
@ -538,25 +640,46 @@ describe('Tier 2 — Boundary & Corner Cases across 8 Subsystem Batches (48 Test
// Batch 8: Tools, Asset Manifest & Fail-Fast Boundaries
// ═══════════════════════════════════════════════════════════════════════════
describe('Batch 8 — Tools, Asset Manifest & Fail-Fast Boundaries', () => {
it('T2.8.1: Text edit box cursor toggle rate is exactly 250ms periodic', () => {
const isCursorVisible = (ms: number) => Math.floor(ms / 250) % 2 === 0
// 0..249: on, 250..499: off, 500..749: on, 750..999: off
expect(isCursorVisible(100)).toBe(true)
expect(isCursorVisible(300)).toBe(false)
expect(isCursorVisible(600)).toBe(true)
expect(isCursorVisible(800)).toBe(false)
it('T2.8.1: Text edit box cursor toggle rate is exactly 250ms periodic via FrontendRenderer.render', () => {
const { renderer, state, drawCalls } = createRecordingFrontendRenderer()
state.stage = 'bnet_login'
state.activeInput = 'accountName'
state.accountName = 'Hero'
// 0..249ms: bit 0 is 0 (cursor off); 250..499ms: bit 0 is 1 (cursor on); 500..749ms: off; 750..999ms: on
const countCallsAt = (ms: number) => {
drawCalls.length = 0
renderer.render(ms)
return drawCalls.length
}
const calls100 = countCallsAt(100)
const calls300 = countCallsAt(300)
const calls600 = countCallsAt(600)
const calls800 = countCallsAt(800)
expect(calls300).toBe(calls100 + 1)
expect(calls600).toBe(calls100)
expect(calls800).toBe(calls100 + 1)
})
it('T2.8.2: TRANS50 blending factor is 0.50 opacity for disabled UI widgets', () => {
const trans50Alpha = 0.5
expect(trans50Alpha).toBe(0.5)
it('T2.8.2: TRANS50 blending factor is 0.50 opacity for disabled UI widgets via FrontendRenderer and transToBlendMode', () => {
expect(transToBlendMode(3)).toBe('trans50')
const { renderer, state, drawCalls } = createRecordingFrontendRenderer()
state.stage = 'char_select'
state.roster = [] // Empty roster disables OK and DELETE CHARACTER buttons
renderer.render(0)
const disabledDraws = drawCalls.filter((c) => c.alpha === 0.5 && c.filter === 'none')
expect(disabledDraws.length).toBeGreaterThanOrEqual(2)
})
it('T2.8.3: Missing TBL string query falls back to English string cleanly', () => {
const fallbackStr = (customMap: Record<number, string>, id: number, def: string) => customMap[id] ?? def
const dict: Record<number, string> = { 5239: 'Account already exists' }
expect(fallbackStr(dict, 5239, 'Default')).toBe('Account already exists')
expect(fallbackStr(dict, 99999, 'Default')).toBe('Default')
it('T2.8.3: Missing TBL string query falls back cleanly via lookupTbl and throws in requireTbl / resolveStringByTblId', () => {
expect(lookupTbl('strchrstr', 'ENG')).toBe('Strength')
expect(lookupTbl('__missing_tbl_id_99999__', 'ENG')).toBeUndefined()
expect(() => requireTbl('__missing_tbl_id_99999__', 'ENG')).toThrow(/not packed/)
expect(() => resolveStringByTblId({}, 99999)).toThrow(/Missing required \.tbl string #99999/)
})
it('T2.8.4: Requesting invalid missile name from manifest throws Error explicitly', () => {

View File

@ -9,6 +9,8 @@ import { describe, expect, it } from 'vitest'
import {
BncsCreateAccountStatus,
C2S_PACKET_SIZES,
CAMPFIRE_CLASS_SPECS,
CAMPFIRE_FLAME_CONTROL_SPEC,
CANONICAL_113C_MISSILES,
CHAR_ANIM_CLIPS_113C,
COLLIDE_BLANK,
@ -23,6 +25,9 @@ import {
ORTHO_SUB_TILE_HEIGHT,
ORTHO_SUB_TILE_WIDTH,
S2C_PACKET_SIZES,
STAT_FASTERCASTRATE,
VIEWPORT_800x600,
WEAPON_SWAP_TABS_BOUNDS,
calculateHitChance,
calculatePlayerBlockChance,
computeAnimFrameIndex,
@ -31,19 +36,26 @@ import {
computeOneShotDurationMs,
computeStepSpeed256,
createCollisionGrid,
createInitialFlowState,
createParitySessionFixture,
enterCharCreate,
filterAccountName,
getMissileTxtData,
getOverlayTxtData,
getSkillCastOverlay,
getViewportProfile,
isTownLevel,
isValidAccountChar,
makeParityItem,
onlineItemDataToUiInventoryItem,
orthoScreenToSubTile,
parseMcpAvatarStatstring,
pickVariant,
resolveWeaponSwapTabClick,
selectCampfireClass,
subTileToOrthoScreen,
validateNewAccountInputs,
worldToScreen,
} from './helpers.ts'
describe('Tier 3 — Pairwise Cross-Feature Integration Tests', () => {
@ -51,7 +63,7 @@ describe('Tier 3 — Pairwise Cross-Feature Integration Tests', () => {
// Interaction 1: Movement + Weapon Swap + Skill Cast
// ─────────────────────────────────────────────────────────────────────────
describe('X1: Movement + Weapon Swap + Skill Cast', () => {
it('swapping weapon sets while running updates effective cast rate and interrupts run on cast', () => {
it('swapping weapon sets via resolveWeaponSwapTabClick and hudModel.swapWeapons updates FCR and interrupts run on cast', () => {
const fixture = createParitySessionFixture({ selfId: 1, charClass: 1 }) // Sorceress
// 1. Player is running toward (150, 100)
@ -64,11 +76,26 @@ describe('Tier 3 — Pairwise Cross-Feature Integration Tests', () => {
})
expect(fixture.selfUnit?.mode).toBe(3) // Run mode
// 2. Weapon swap event (switching from weapon set 0 to set 1)
// 2. Click Weapon Swap Tab II on Inventory Panel and dispatch WeaponSwitch (C2S 0x60)
const rightSlotTabClick = resolveWeaponSwapTabClick(
WEAPON_SWAP_TABS_BOUNDS.right.x + 60,
WEAPON_SWAP_TABS_BOUNDS.right.y + 10,
)
expect(rightSlotTabClick).toBe(1)
fixture.clearCommands()
fixture.hudModel.swapWeapons()
expect(fixture.sentCommands).toContainEqual({ type: 'SwapWeapons' })
fixture.world.self.weaponSet = 1
expect(fixture.hudModel.getSnapshot().weaponSet).toBe(1)
// Server updates player STAT_FASTERCASTRATE (105) after weapon switch
fixture.applyServerEvents({
type: 'WeaponSetChange',
weaponSet: 1,
} as any)
type: 'StatSet',
stat: STAT_FASTERCASTRATE,
value: 105,
})
expect(fixture.world.self.stats.get(STAT_FASTERCASTRATE)).toBe(105)
// Set 0 has 0% FCR, Set 1 has +105% FCR
const durSet0 = computeOneShotDurationMs(14, computeStepSpeed256(256, computeEffectiveFcr(0)))
@ -259,7 +286,7 @@ describe('Tier 3 — Pairwise Cross-Feature Integration Tests', () => {
// Interaction 6: Character Selection + Account Validation + Flame Anchor
// ─────────────────────────────────────────────────────────────────────────
describe('X6: Character Selection + Account Validation + Flame Anchor', () => {
it('validates account credentials, filters valid characters, and aligns campfire flame anchor', () => {
it('validates account credentials, selects campfire class state, and verifies CAMPFIRE_FLAME_CONTROL_SPEC', () => {
// 1. Account name filtering
const rawInput = ' Warrior_123 '
const cleanName = filterAccountName(rawInput)
@ -273,11 +300,28 @@ describe('Tier 3 — Pairwise Cross-Feature Integration Tests', () => {
})
expect(validation.valid).toBe(true)
// 3. Campfire anchor point (345, 470)
const flameAnchorX = 345
const flameAnchorY = 470
expect(flameAnchorX).toBe(345)
expect(flameAnchorY).toBe(470)
// 3. Campfire flame anchor point (345, 470) and class step transitions via flow-state
expect(CAMPFIRE_FLAME_CONTROL_SPEC.x).toBe(345)
expect(CAMPFIRE_FLAME_CONTROL_SPEC.y).toBe(470)
expect(CAMPFIRE_FLAME_CONTROL_SPEC.drawMode).toBe(3)
const state = createInitialFlowState()
enterCharCreate(state)
expect(state.stage).toBe('char_create')
selectCampfireClass(state, 'so')
expect(state.selectedClass).toBe('so')
expect(state.campfireClasses.so.phase).toBe('fw')
expect(CAMPFIRE_CLASS_SPECS.so.frameCount.fw).toBe(52)
// 4. Parse MCP 0x19 statstring for character roster avatar
const statBytes = new Uint8Array(33).fill(0xff)
statBytes[0] = 0x84
statBytes[1] = 0x80
statBytes[13] = 0x02
statBytes[25] = 10
const parsed = parseMcpAvatarStatstring(statBytes, 'so')
expect(parsed.hasEquippedComponents).toBe(false)
expect(parsed.weaponClass).toBe('hth')
})
})
@ -285,7 +329,7 @@ describe('Tier 3 — Pairwise Cross-Feature Integration Tests', () => {
// Interaction 7: Line-of-Sight Raycast + Viewport Coordinate Culling
// ─────────────────────────────────────────────────────────────────────────
describe('X7: Line-of-Sight Raycast + Viewport Coordinate Culling', () => {
it('determines visibility via Bresenham raycast and culls out-of-screen entities', () => {
it('determines visibility via Bresenham raycast and projects screen coordinates via worldToScreen and VIEWPORT_800x600', () => {
const grid = createCollisionGrid(30, 30, COLLIDE_NONE)
// Unit A at (5, 5), Unit B at (15, 5). Clear line of sight
@ -295,14 +339,27 @@ describe('Tier 3 — Pairwise Cross-Feature Integration Tests', () => {
for (let y = 0; y < 30; y++) {
grid.setCollision(10, y, COLLIDE_WALL | COLLIDE_MISSILE_BARRIER)
}
// Line of sight blocked
// Line of sight blocked across both mask and underlying ClientWorld sub-tile collision
expect(grid.hasLineOfSight(5, 5, 15, 5)).toBe(false)
expect(grid.world.isSubTileBlocked(10, 5)).toBe(true)
// Viewport culling at 800x600 resolution
const isWithinScreen = (x: number, y: number) => x >= 0 && x <= 800 && y >= 0 && y <= 600
expect(isWithinScreen(400, 300)).toBe(true) // Center screen
expect(isWithinScreen(900, 300)).toBe(false) // Outside screen
expect(isWithinScreen(-50, 200)).toBe(false) // Outside screen
// Viewport projection at 800x600 resolution via production worldToScreen
const profile = getViewportProfile('800x600')
const centerProj = worldToScreen(0, 0, 0, 0, profile)
expect(centerProj.x).toBe(400)
expect(centerProj.y).toBe(300)
expect(
centerProj.x >= 0 &&
centerProj.x <= VIEWPORT_800x600.width &&
centerProj.y >= 0 &&
centerProj.y <= VIEWPORT_800x600.height,
).toBe(true)
const offscreenRight = worldToScreen(550, 0, 0, 0, profile)
expect(offscreenRight.x).toBeGreaterThan(VIEWPORT_800x600.width)
const offscreenLeft = worldToScreen(-550, 0, 0, 0, profile)
expect(offscreenLeft.x).toBeLessThan(0)
})
})

View File

@ -25,6 +25,8 @@ import {
computeStepSpeed256,
createCollisionGrid,
createParitySessionFixture,
getActQuests,
getActWaypoints,
getMissileTxtData,
getOverlayTxtData,
isTownLevel,
@ -157,7 +159,7 @@ describe('Tier 4 — Real-World Gameplay Scenarios (1.13c Ground Truth)', () =>
// Scenario 2: Den of Evil Completion
// ─────────────────────────────────────────────────────────────────────────
describe('Scenario 2: Den of Evil Completion', () => {
it('tracks cave entrance, room reveal, monster counter decrease, and quest completion flag', () => {
it('tracks cave entrance, room reveal, ClientWorld live monster clearing, and Act 1 Quest 1 completion', () => {
const fixture = createParitySessionFixture({ selfId: 102, charClass: 1 }) // Sorceress
// 1. Transition into Cave: Area 8 (Den of Evil)
@ -188,8 +190,7 @@ describe('Tier 4 — Real-World Gameplay Scenarios (1.13c Ground Truth)', () =>
// Line of sight open along same corridor
expect(caveGrid.hasLineOfSight(8, 10, 8, 20)).toBe(true)
// 4. Den of Evil Monster Counter Tracking (starts with 5 remaining monsters)
let denMonstersRemaining = 5
// 4. Den of Evil Monster Clearing in ClientWorld (5 live monsters -> 0 live monsters)
const monsterIds = [301, 302, 303, 304, 305]
for (const mId of monsterIds) {
@ -199,16 +200,22 @@ describe('Tier 4 — Real-World Gameplay Scenarios (1.13c Ground Truth)', () =>
unit: {
unitType: 'monster',
id: mId,
classId: mId === 305 ? 683 : 1, // 305 is Corpsefire (Superunique Gargantuan Beast), others Fallens
classId: mId === 305 ? 683 : 1, // 305 is Corpsefire, others Fallens
x: 20 + (mId % 5),
y: 15 + (mId % 3),
mode: 1,
lifePct: 128,
},
})
}
expect(fixture.world.units.size).toBe(6) // 1 player + 5 monsters
const getLiveMonsterCount = () =>
Array.from(fixture.world.units.values()).filter(
(u) => u.unitType === 'monster' && !u.dead && u.mode !== 12,
).length
// Player casts Fire Bolt and clears all monsters one by one
expect(getLiveMonsterCount()).toBe(5)
// Player casts Fire Bolt and clears all monsters one by one in ClientWorld
for (const mId of monsterIds) {
fixture.applyServerEvents({
type: 'UnitMode',
@ -216,12 +223,13 @@ describe('Tier 4 — Real-World Gameplay Scenarios (1.13c Ground Truth)', () =>
id: mId,
mode: 12,
})
denMonstersRemaining--
fixture.world.getUnit('monster', mId)!.lifePct = 0
}
expect(denMonstersRemaining).toBe(0)
expect(getLiveMonsterCount()).toBe(0)
// 5. Quest Completion: Server sends QuestState marking Den of Evil (Quest 0) complete
// Bit 0 = quest completed (0x1001)
const act1Quests = getActQuests(1)
expect(act1Quests[0]?.id).toBe('a1q1')
fixture.applyServerEvents({
type: 'QuestState',
quests: new Uint16Array([0x1001]),
@ -470,12 +478,19 @@ describe('Tier 4 — Real-World Gameplay Scenarios (1.13c Ground Truth)', () =>
})
expect(fixture.world.self.life).toBe(80)
// 4. Andariel Weakness: In 1.13c Normal difficulty, Andariel has -50% Fire Resistance
// Sorceress casts Fire Ball: effective damage is 150% of base damage
const baseFireDamage = 100
const andarielFireRes = -50
const effectiveDamage = Math.round(baseFireDamage * (1 - andarielFireRes / 100))
expect(effectiveDamage).toBe(150)
// 4. Sorceress casts Fire Ball (skill 47, missile 'fireball') against Andariel
fixture.world.spawnMissileByKey('fireball', 90, 100, 100, 100, {
id: 602,
sourceSkillId: 47,
})
const fireball = fixture.world.getUnit('missile', 602)
expect(fireball).toBeDefined()
fixture.tick(2)
expect(fireball!.x).toBeGreaterThan(90)
// Fire Ball impact reduces Andariel lifePct from 128 -> 64 (50%) -> 0 (dead)
andariel!.lifePct = 64
expect(andariel!.lifePercent).toBe(50)
// 5. Killing Blow & Quest Completion: Andariel Dies
fixture.applyServerEvents({
@ -484,6 +499,8 @@ describe('Tier 4 — Real-World Gameplay Scenarios (1.13c Ground Truth)', () =>
id: 601,
mode: 12,
})
andariel!.lifePct = 0
expect(andariel!.dead).toBe(true)
expect(fixture.world.getUnit('monster', 601)?.mode).toBe(12)
// Flame death overlay triggers
@ -491,7 +508,8 @@ describe('Tier 4 — Real-World Gameplay Scenarios (1.13c Ground Truth)', () =>
expect(deathOverlay).toBeDefined()
expect(deathOverlay?.frames).toBeGreaterThan(0)
// Sisters to the Slaughter (Quest 5) completes
// Sisters to the Slaughter (Act 1 Quest 6, index 5) completes
expect(getActQuests(1)[5]?.id).toBe('a1q6')
fixture.applyServerEvents({
type: 'QuestState',
quests: new Uint16Array([0x1001, 0, 0x0001, 0, 0, 0x0001]),
@ -499,6 +517,7 @@ describe('Tier 4 — Real-World Gameplay Scenarios (1.13c Ground Truth)', () =>
expect((fixture.world.quests[5]! & 0x0001) !== 0).toBe(true)
// 6. Act 2 Transition: Warriv caravan takes hero East to Lut Gholein (Act 1 in 0-index, Area 40)
expect(getActWaypoints(2)[0]?.levelId).toBe(40)
fixture.applyServerEvents({
type: 'LoadAct',
act: 1, // Act 2