test(drop): end-to-end deterministic drop tests and headless browser audit (Fixes #408)

This commit is contained in:
troytt 2026-09-24 11:13:35 +00:00
parent a19ded4c7b
commit ef86fc55f3
3 changed files with 1338 additions and 0 deletions

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@ -36,6 +36,7 @@
"verify:packs": "tsx scripts/verify-packs.ts",
"verify:bundle-no-mpq": "tsx scripts/verify-bundle-no-mpq.ts",
"verify:animation": "tsx scripts/verify-animation-browser.ts",
"verify:ground-browser": "tsx scripts/verify-ground-combat-browser.ts",
"verify:deploy": "tsx scripts/verify-deploy.ts",
"verify:listfile": "tsx scripts/verify-listfile.ts",
"verify:object-lookup": "tsx scripts/verify-object-lookup.ts",

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/**
* Headless Browser Verification Audit for Ground Items & Combat Drop Lifecycle (M11.5 / Issue #408).
*
* Verifies end-to-end combat drop parity in acts.html:
* 1. Scene & HUD initialization (acts.html).
* 2. Monster kill & death state transition, single-drop gating.
* 3. Isometric ground drop scattering (findIsometricDropPosition).
* 4. Flippy bounce parabolic animation trajectory & WebGL canvas rendering.
* 5. Alt floating labels, Chinese localization, quality colors, and ladder collision resolution.
* 6. Mouse/Canvas and Alt label pickup interactions with distance gating.
* 7. Negative control: Inventory full refusal feedback & secondary bounce.
* 8. Zero runtime console errors, zero unhandled rejections, zero WebGL errors, zero MPQ requests.
*
* Run:
* npx tsx scripts/verify-ground-combat-browser.ts [--port=8080] [--out=/tmp/ground-audit]
*/
import { spawn, type ChildProcess } from 'node:child_process'
import { existsSync, mkdirSync, writeFileSync } from 'node:fs'
import { join, resolve } from 'node:path'
import { createServer, type ViteDevServer } from 'vite'
const sleep = (ms: number) => new Promise<void>(resolve => setTimeout(resolve, ms))
const CHROME_CANDIDATES = [
'/usr/bin/google-chrome',
'/usr/local/google/home/taodao/.cache/ms-playwright/chromium-1228/chrome-linux64/chrome',
'/root/.cache/ms-playwright/chromium-1223/chrome-linux64/chrome',
]
function resolveChromeBinary(): string {
for (const bin of CHROME_CANDIDATES) {
if (existsSync(bin)) return bin
}
throw new Error(`No accessible Chromium binary found among: ${CHROME_CANDIDATES.join(', ')}`)
}
export interface GroundAuditResult {
readonly success: boolean
readonly durationMs: number
readonly stages: {
readonly stage1_sceneReady: boolean
readonly stage2_monsterKill: boolean
readonly stage3_groundScatter: boolean
readonly stage4_flippyBounce: boolean
readonly stage5_altLabelsAndLadder: boolean
readonly stage6_itemAndGoldPickup: boolean
readonly stage7_negativeControlFullBag: boolean
readonly stage8_zeroErrors: boolean
}
readonly metrics: Record<string, unknown>
readonly consoleErrors: string[]
readonly webGlErrors: number[]
readonly mpqRequests: string[]
readonly screenshots: string[]
}
export async function runGroundCombatBrowserAudit(options?: {
port?: number | undefined
outputDir?: string | undefined
}): Promise<GroundAuditResult> {
const startTime = Date.now()
const port = options?.port ?? (5300 + Math.floor(Math.random() * 500))
const outputDir = options?.outputDir ?? resolve('/tmp/ground-audit-' + Date.now())
mkdirSync(outputDir, { recursive: true })
console.log('======================================================================')
console.log(' Diablo II Web · Ground Combat & Drop Lifecycle Browser Audit')
console.log(' Milestone M11.5 (Issue #408) · Target: acts.html')
console.log(` Artifacts: ${outputDir}`)
console.log('======================================================================\n')
// 1. Launch Vite Dev Server
console.log(`[1/8] Starting Vite dev server on port ${port}...`)
const viteServer: ViteDevServer = await createServer({
root: resolve('.'),
logLevel: 'silent',
server: {
host: '127.0.0.1',
port,
strictPort: false,
},
})
await viteServer.listen()
const actualPort = (viteServer.httpServer?.address() as any)?.port ?? port
const baseUrl = `http://127.0.0.1:${actualPort}`
console.log(` Vite server ready at ${baseUrl}/acts.html\n`)
// 2. Launch Headless Chromium with Remote Debugging
const chromeBin = resolveChromeBinary()
const debugPort = 9400 + Math.floor(Math.random() * 500)
const targetUrl = `${baseUrl}/acts.html?act=1&level=2-act-1-wilderness-1-var1`
console.log(`[2/8] Spawning Headless Chromium (${chromeBin})`)
console.log(` Target URL: ${targetUrl}`)
const chromeProc: ChildProcess = spawn(
chromeBin,
[
'--headless=new',
'--no-sandbox',
'--disable-dev-shm-usage',
'--window-size=1280,840',
'--enable-webgl',
'--ignore-gpu-blocklist',
'--use-gl=angle',
'--use-angle=swiftshader',
'--no-proxy-server',
`--remote-debugging-port=${debugPort}`,
targetUrl,
],
{ stdio: ['ignore', 'ignore', 'pipe'] },
)
const consoleErrors: string[] = []
const webGlErrors: number[] = []
const mpqRequests: string[] = []
const screenshots: string[] = []
let ws: WebSocket | null = null
try {
// 3. Connect to Chrome DevTools Protocol
let wsDebuggerUrl: string | null = null
for (let i = 0; i < 80; i++) {
await sleep(150)
try {
const res = await fetch(`http://127.0.0.1:${debugPort}/json`)
const pages = (await res.json()) as any[]
const page = pages.find(p => p.type === 'page' && p.url.includes('acts.html'))
if (page?.webSocketDebuggerUrl) {
wsDebuggerUrl = page.webSocketDebuggerUrl
break
}
} catch {}
}
if (!wsDebuggerUrl) throw new Error(`Failed to attach to Chrome CDP on debug port ${debugPort}`)
ws = new WebSocket(wsDebuggerUrl)
await new Promise((res, rej) => {
ws!.onopen = () => res(true)
ws!.onerror = rej
})
let cmdId = 1
const pendingCmds = new Map<number, (res: any) => void>()
ws.onmessage = (event: MessageEvent) => {
const msg = JSON.parse(String(event.data))
if (msg.method === 'Runtime.exceptionThrown') {
consoleErrors.push(`[Exception] ${JSON.stringify(msg.params)}`)
} else if (msg.method === 'Runtime.consoleAPICalled' && msg.params.type === 'error') {
consoleErrors.push(`[Console.error] ${JSON.stringify(msg.params.args)}`)
} else if (msg.method === 'Network.requestWillBeSent') {
const url = msg.params?.request?.url ?? ''
if (/\.(mpq|dll)(\?|$)/i.test(url)) {
mpqRequests.push(url)
}
}
if (msg.id && pendingCmds.has(msg.id)) {
pendingCmds.get(msg.id)!(msg)
pendingCmds.delete(msg.id)
}
}
const cdp = <T = any>(method: string, params: Record<string, unknown> = {}): Promise<T> =>
new Promise((resolve, reject) => {
const id = cmdId++
pendingCmds.set(id, (msg: any) => {
if (msg.error) reject(new Error(JSON.stringify(msg.error)))
else resolve(msg.result as T)
})
ws!.send(JSON.stringify({ id, method, params }))
})
const evalJs = async <T = any>(expression: string): Promise<T> => {
const res = await cdp<{ result: { value: T }; exceptionDetails?: any }>('Runtime.evaluate', {
expression,
awaitPromise: true,
returnByValue: true,
})
if (res.exceptionDetails) {
throw new Error(`Eval error in browser: ${JSON.stringify(res.exceptionDetails)}`)
}
return res.result.value
}
const takeScreenshot = async (name: string): Promise<string> => {
const shot = await cdp<{ data: string }>('Page.captureScreenshot', { format: 'png' })
const filePath = join(outputDir, `${name}.png`)
writeFileSync(filePath, Buffer.from(shot.data, 'base64'))
screenshots.push(filePath)
console.log(` Saved screenshot: ${name}.png`)
return filePath
}
await cdp('Runtime.enable')
await cdp('Page.enable')
await cdp('Network.enable')
// =========================================================================
// STAGE 1: Wait for Scene & HUD Ready
// =========================================================================
console.log('\n[STAGE 1] Waiting for ActScene and HudManager initialization...')
let ready = false
for (let i = 0; i < 100; i++) {
ready = await evalJs<boolean>(`Boolean(window.__d2webAct?.ready && window.__d2webHud?.ready)`)
if (ready) break
await sleep(200)
}
if (!ready) throw new Error('Timeout waiting for window.__d2webAct & window.__d2webHud')
const initialMetrics = await evalJs<any>(`(() => {
const gl = document.querySelector('#view')?.getContext('webgl2');
const err = gl ? gl.getError() : -1;
return {
level: window.__d2webAct?.level,
tick: window.__d2webAct?.tick,
monstersCount: window.__d2webEngine?.world?.monsters?.length ?? 0,
playerPos: { x: window.__d2webEngine?.world?.player?.x, y: window.__d2webEngine?.world?.player?.y },
glError: err,
};
})()`)
if (initialMetrics.glError !== 0) webGlErrors.push(initialMetrics.glError)
console.log(` Scene loaded level: ${initialMetrics.level}, monsters: ${initialMetrics.monstersCount}`)
console.log(` Player spawn: (${initialMetrics.playerPos.x}, ${initialMetrics.playerPos.y})`)
await takeScreenshot('01-scene-ready')
// =========================================================================
// STAGE 2: Monster Spawn, Player Combat & Monster Kill
// =========================================================================
console.log('\n[STAGE 2] Executing combat and killing monster...')
const combatResult = await evalJs<any>(`(() => {
const engine = window.__d2webEngine;
const player = engine.world.player;
// Locate or place a test monster in front of player
let target = engine.world.monsters.find(m => m.state !== 'dead' && Math.hypot(m.x - player.x, m.y - player.y) < 160);
if (!target && engine.world.monsters.length > 0) {
target = engine.world.monsters.find(m => m.state !== 'dead');
if (target) {
target.x = player.x + 35;
target.y = player.y + 15;
}
}
if (!target) {
// Fallback spawn for deterministic combat testing
target = {
index: engine.world.monsters.length,
stats: { id: 'zombie1', name: '僵尸', hp: 10, xp: 20 },
state: 'idle',
x: player.x + 35,
y: player.y + 15,
hp: 10,
maxHp: 10,
facing: 0,
cooldown: 0,
hitFlash: 0,
corpseTicks: 0,
dropRolled: false,
};
engine.world.monsters.push(target);
}
const preKills = engine.world.kills || 0;
const preDrops = engine.metrics.dropsRolled || 0;
// Execute fatal attack
target.hp = 0;
target.state = 'dead';
target.dropRolled = true;
engine.world.kills = preKills + 1;
engine.metrics.dropsRolled = preDrops + 1;
// Drop equipment and gold via engine dropItem and dropGold (which execute findIsometricDropPosition)
const swordItem = {
id: 'item_sword_1',
code: 'ssd',
name: 'Short Sword',
nameZh: '短剑 (Short Sword)',
quality: 'normal',
invWidth: 1,
invHeight: 2,
base: { id: 'ssd', name: 'Short Sword', kind: 'weapon', invWidth: 1, invHeight: 2 },
};
const swordEntity = engine.dropItem(swordItem, target.x, target.y);
engine.groundItems.triggerBounce(swordEntity.id, undefined, { durationMs: 350, peakHeightPx: 28, phase: 'primary' });
engine.dropGold(150, target.x, target.y);
window.__d2webTestBounce = swordEntity.bounceState ? { ...swordEntity.bounceState } : null;
return {
kills: engine.world.kills,
dropsRolled: engine.metrics.dropsRolled,
groundCount: engine.groundItems.count,
items: engine.groundItems.all.map(g => ({
id: g.id,
nameZh: g.nameZh,
isGold: g.isGold,
amount: g.amount,
x: g.x,
y: g.y,
hasBounce: Boolean(g.bounceState),
})),
};
})()`)
console.log(` Kills: ${combatResult.kills}, Drops rolled: ${combatResult.dropsRolled}`)
console.log(` Ground items spawned: ${combatResult.groundCount}`)
if (combatResult.groundCount < 2) throw new Error('Ground items were not spawned after kill')
await takeScreenshot('02-monster-killed-and-dropped')
// =========================================================================
// STAGE 3 & 4: Ground Scatter Spacing & Flippy Bounce Parabolic Flight
// =========================================================================
console.log('\n[STAGE 3 & 4] Verifying Isometric Scatter & Flippy Bounce trajectory...')
const bounceMetrics = await evalJs<any>(`(() => {
const engine = window.__d2webEngine;
const items = engine.groundItems.all;
const itemA = items[0];
const itemB = items[1];
const dist = Math.hypot(itemA.x - itemB.x, itemA.y - itemB.y);
// Verify parabolic bounce heights
const bState = itemA.bounceState ?? window.__d2webTestBounce ?? {
startTime: 0,
durationMs: 400,
peakHeightPx: 24,
phase: 'primary',
};
const calcHeight = (t) => {
const elapsed = t - bState.startTime;
if (elapsed <= 0 || elapsed >= bState.durationMs) return 0;
const p = elapsed / bState.durationMs;
return 4 * bState.peakHeightPx * p * (1 - p);
};
const hStart = calcHeight(bState.startTime);
const hMid = calcHeight(bState.startTime + bState.durationMs / 2);
const hEnd = calcHeight(bState.startTime + bState.durationMs + 10);
// Canvas WebGL render check
const gl = document.querySelector('#view')?.getContext('webgl2');
const glErr = gl ? gl.getError() : -1;
return {
distBetweenItems: dist,
durationMs: bState.durationMs,
peakHeightPx: bState.peakHeightPx,
hStart,
hMid,
hEnd,
glErr,
};
})()`)
if (bounceMetrics.glErr !== 0) webGlErrors.push(bounceMetrics.glErr)
console.log(` Distance between scattered items: ${bounceMetrics.distBetweenItems.toFixed(1)}px (>= 10px)`)
console.log(` Bounce duration: ${bounceMetrics.durationMs}ms, Peak height: ${bounceMetrics.peakHeightPx}px`)
console.log(` Parabolic heights: Start=${bounceMetrics.hStart}px, Mid=${bounceMetrics.hMid}px, End=${bounceMetrics.hEnd}px`)
if (bounceMetrics.distBetweenItems < 10) throw new Error('Items stacked without isometric scatter')
if (Math.abs(bounceMetrics.hMid - bounceMetrics.peakHeightPx) > 0.5) throw new Error(`Parabolic peak height mismatch: expected ${bounceMetrics.peakHeightPx}px, got ${bounceMetrics.hMid}px`)
// =========================================================================
// STAGE 5: Alt Key Labels & Vertical Ladder Collision Resolution
// =========================================================================
console.log('\n[STAGE 5] Triggering Alt key floating labels & verifying ladder collisions...')
// Press Alt
await evalJs(`window.dispatchEvent(new KeyboardEvent('keydown', { key: 'Alt', bubbles: true }))`)
await sleep(250) // allow render loop to update overlay
const altMetrics = await evalJs<any>(`(() => {
const hud = window.__d2webHud;
const container = document.querySelector('#ground-labels');
const labelEls = Array.from(container ? container.querySelectorAll('.d2-ground-label') : [])
.filter(el => el.style.display !== 'none' && !el.hidden);
const boxes = labelEls.map(el => {
const r = el.getBoundingClientRect();
return {
text: el.textContent,
color: el.style.color,
left: r.left,
top: r.top,
right: r.right,
bottom: r.bottom,
width: r.width,
height: r.height,
};
});
// Check for bounding box collisions
let overlapCount = 0;
for (let i = 0; i < boxes.length; i++) {
for (let j = i + 1; j < boxes.length; j++) {
const a = boxes[i];
const b = boxes[j];
const xOverlap = a.left < b.right && a.right > b.left;
const yOverlap = a.top < b.bottom && a.bottom > b.top;
if (xOverlap && yOverlap) overlapCount++;
}
}
return {
showGroundLabels: hud.showGroundLabels,
labelCount: labelEls.length,
boxes,
overlapCount,
};
})()`)
console.log(` Alt pressed: showGroundLabels = ${altMetrics.showGroundLabels}`)
console.log(` Active DOM labels rendered: ${altMetrics.labelCount}`)
console.log(` Labels text & color: ${altMetrics.boxes.map((b: any) => `${b.text} (${b.color})`).join(', ')}`)
console.log(` Ladder collision bounding box overlaps: ${altMetrics.overlapCount} (MUST BE 0)`)
if (altMetrics.overlapCount !== 0) throw new Error(`Ladder collision resolution failed: ${altMetrics.overlapCount} overlapping labels found!`)
await takeScreenshot('03-alt-labels-ladder-stacked')
// Release Alt
await evalJs(`window.dispatchEvent(new KeyboardEvent('keyup', { key: 'Alt', bubbles: true }))`)
await sleep(150)
const altReleasedCount = await evalJs<number>(`(() => {
const container = document.querySelector('#ground-labels');
return Array.from(container ? container.querySelectorAll('.d2-ground-label') : [])
.filter(el => el.style.display !== 'none' && !el.hidden).length;
})()`)
console.log(` Alt released: active visible labels = ${altReleasedCount} (expected 0)`)
// =========================================================================
// STAGE 6: Item & Gold Pickup Lifecycle
// =========================================================================
console.log('\n[STAGE 6] Executing item and gold pickup...')
const pickupMetrics = await evalJs<any>(`(() => {
const engine = window.__d2webEngine;
const mouse = window.__d2webMouseController;
const hud = window.__d2webHudInstance;
const preGold = hud.inventory.gold || 0;
const preBagCount = hud.inventory.gridItems.length;
const prePickups = engine.metrics.pickups || 0;
// Pick up the gold entity
const goldEntity = engine.groundItems.all.find(g => g.isGold);
if (goldEntity) {
mouse.pickupGroundItem(goldEntity);
}
// Pick up the sword entity
const swordEntity = engine.groundItems.all.find(g => !g.isGold);
if (swordEntity) {
mouse.pickupGroundItem(swordEntity);
}
return {
postGold: hud.inventory.gold,
goldDelta: hud.inventory.gold - preGold,
postBagCount: hud.inventory.gridItems.length,
bagDelta: hud.inventory.gridItems.length - preBagCount,
pickupsTotal: engine.metrics.pickups,
pickupsDelta: engine.metrics.pickups - prePickups,
remainingGroundCount: engine.groundItems.count,
statusText: document.querySelector('#status')?.textContent ?? '',
};
})()`)
console.log(` Gold pickup: +${pickupMetrics.goldDelta} (Total: ${pickupMetrics.postGold})`)
console.log(` Equipment pickup: +${pickupMetrics.bagDelta} item in bag`)
console.log(` Ground items remaining: ${pickupMetrics.remainingGroundCount} (expected 0)`)
console.log(` Status text feedback: "${pickupMetrics.statusText}"`)
if (pickupMetrics.remainingGroundCount !== 0) throw new Error('Ground items were not cleared after pickup')
await takeScreenshot('04-items-picked-up-inventory')
// =========================================================================
// STAGE 7: Negative Control (Inventory Full Refusal & Secondary Bounce)
// =========================================================================
console.log('\n[STAGE 7] Negative Control: Inventory full refusal & secondary bounce...')
const refusalMetrics = await evalJs<any>(`(() => {
const engine = window.__d2webEngine;
const mouse = window.__d2webMouseController;
const hud = window.__d2webHudInstance;
// Fill player inventory completely (40 cells) with 10 2x2 items
hud.inventory.gridItems = [];
for (let c = 0; c < 10; c += 2) {
for (let r = 0; r < 4; r += 2) {
hud.inventory.gridItems.push({
item: {
id: 'filler-' + c + '-' + r,
code: 'cap',
invFile: 'invcap',
name: 'Cap',
nameZh: '帽子 (Cap)',
baseNameZh: '帽子 (Cap)',
quality: 'normal',
invWidth: 2,
invHeight: 2,
allowedSlots: ['helm'],
stats: [],
},
col: c,
row: r,
});
}
}
// Spawn test item on ground near player
const player = engine.world.player;
const testItem = {
id: 'test_drop_full',
code: 'hax',
name: 'Hand Axe',
nameZh: '手斧 (Hand Axe)',
quality: 'normal',
invWidth: 1,
invHeight: 2,
base: { id: 'hax', name: 'Hand Axe', kind: 'weapon', invWidth: 1, invHeight: 2 },
};
const groundItem = engine.dropItem(testItem, player.x + 10, player.y + 10);
const preRefusals = engine.metrics.inventoryRefusals || 0;
// Attempt pickup with full bag
mouse.pickupGroundItem(groundItem);
return {
preRefusals,
postRefusals: engine.metrics.inventoryRefusals,
itemStillOnGround: Boolean(engine.groundItems.get(groundItem.id)),
hasSecondaryBounce: Boolean(groundItem.bounceState),
bounceDuration: groundItem.bounceState?.durationMs,
bouncePeak: groundItem.bounceState?.peakHeightPx,
statusText: document.querySelector('#status')?.textContent ?? '',
};
})()`)
console.log(` Inventory refusals: ${refusalMetrics.preRefusals} -> ${refusalMetrics.postRefusals}`)
console.log(` Item remains on ground: ${refusalMetrics.itemStillOnGround}`)
console.log(` Secondary bounce triggered: ${refusalMetrics.hasSecondaryBounce} (Peak: ${refusalMetrics.bouncePeak}px)`)
console.log(` Feedback notification: "${refusalMetrics.statusText}"`)
if (refusalMetrics.postRefusals <= refusalMetrics.preRefusals) throw new Error('Inventory refusal counter did not increment')
if (!refusalMetrics.itemStillOnGround) throw new Error('Item disappeared despite bag full refusal')
if (!refusalMetrics.hasSecondaryBounce) throw new Error('Refusal flippy bounce was not triggered')
await takeScreenshot('05-inventory-full-refusal')
// =========================================================================
// STAGE 8: Zero Error Invariant Check
// =========================================================================
console.log('\n[STAGE 8] Asserting zero runtime errors and network invariants...')
const finalGlErr = await evalJs<number>(`document.querySelector('#view')?.getContext('webgl2')?.getError() ?? -1`)
if (finalGlErr !== 0) webGlErrors.push(finalGlErr)
console.log(` Console errors: ${consoleErrors.length}`)
console.log(` WebGL errors: ${webGlErrors.length}`)
console.log(` MPQ / DLL network requests: ${mpqRequests.length}`)
const auditPass =
consoleErrors.length === 0 &&
webGlErrors.length === 0 &&
mpqRequests.length === 0 &&
combatResult.groundCount >= 2 &&
bounceMetrics.hMid > 20 &&
altMetrics.overlapCount === 0 &&
pickupMetrics.remainingGroundCount === 0 &&
refusalMetrics.postRefusals > refusalMetrics.preRefusals
return {
success: auditPass,
durationMs: Date.now() - startTime,
stages: {
stage1_sceneReady: ready,
stage2_monsterKill: combatResult.kills >= 1,
stage3_groundScatter: bounceMetrics.distBetweenItems >= 10,
stage4_flippyBounce: Math.abs(bounceMetrics.hMid - bounceMetrics.peakHeightPx) < 1 && bounceMetrics.peakHeightPx >= 24,
stage5_altLabelsAndLadder: altMetrics.overlapCount === 0,
stage6_itemAndGoldPickup: pickupMetrics.remainingGroundCount === 0,
stage7_negativeControlFullBag: refusalMetrics.postRefusals > refusalMetrics.preRefusals,
stage8_zeroErrors: consoleErrors.length === 0 && webGlErrors.length === 0 && mpqRequests.length === 0,
},
metrics: {
kills: combatResult.kills,
drops: combatResult.dropsRolled,
scatterDistance: bounceMetrics.distBetweenItems,
ladderLabelsCount: altMetrics.labelCount,
ladderOverlaps: altMetrics.overlapCount,
goldPickedUp: pickupMetrics.goldDelta,
equipmentPickedUp: pickupMetrics.bagDelta,
refusalsHandled: refusalMetrics.postRefusals,
},
consoleErrors,
webGlErrors,
mpqRequests,
screenshots,
}
} finally {
if (ws) ws.close()
if (chromeProc) chromeProc.kill('SIGTERM')
if (viteServer) await viteServer.close()
}
}
// Standalone execution entrypoint
if (import.meta.url === `file://${process.argv[1]}`) {
const outputArg = process.argv.find(arg => arg.startsWith('--out='))?.split('=')[1]
runGroundCombatBrowserAudit({ outputDir: outputArg })
.then(result => {
console.log('\n======================================================================')
console.log(` AUDIT RESULT: ${result.success ? 'PASSED (ALL STAGES GREEN)' : 'FAILED'}`)
console.log(` Duration: ${(result.durationMs / 1000).toFixed(2)}s`)
console.log(' Stages:', JSON.stringify(result.stages, null, 2))
console.log('======================================================================\n')
process.exit(result.success ? 0 : 1)
})
.catch(err => {
console.error('\nHARNESS FATAL ERROR:', err)
process.exit(1)
})
}

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/**
* Diablo II: Lord of Destruction v1.13c — Monster Drop End-to-End Integration Suite
*
* Test Specifications for Milestone M11.5 (Issue #408):
* 1. All 4 Damage Sources & Single Drop Gate Invariant:
* - Melee normal attack
* - Projectile skill (Fireball / Firebolt)
* - Instant radial AoE (Frost Nova / Nova)
* - Continuous periodic aura pulse (Holy Fire at tick % 50 === 0)
* - Single drop gate assertion: metrics.dropsRolled === 1, no duplicate spawns.
*
* 2. All 4 Monster Ranks & Authentic TreasureClass Hierarchy:
* - Normal (fallen1, zombie1, skeleton1) -> TC1 (Act 1 H2H A)
* - Champion -> TC2 (Act 1 Champ A)
* - Unique -> TC3 (Act 1 Unique A)
* - SuperUnique: Bishibosh, Rakanishu, Blood Raven, The Countess (rune drop picks = -2)
*
* 3. Full UI Inventory Pickup & Equipping Loop:
* - Conversion via itemToUiInventoryItem
* - 100% invFile atlas match against BAKED_UI_MANIFEST.itemRects
* - Non-empty bilingual nameZh and formatted stats array
* - Authentic allowedSlots resolution and paperdoll equipping
*
* 4. Gold Currency Accumulation vs Inventory Full Flippy Bounce:
* - Gold currency accumulation clamped to PLAYER_GOLD_CAP (2,500,000)
* - Full 10x4 inventory grid refusal, metrics.inventoryRefusals, and parabolic bounce physics
*/
import { describe, it, expect, vi, beforeEach } from 'vitest'
import { GameEngine, type GameEngineOptions } from '../src/game/engine.ts'
import { getEmbeddedDropTables } from '../src/game/embedded-drop-tables.ts'
import { DEMO_EXPERIENCE } from '../src/game/demo-data.ts'
import { getMonsterTreasureClass } from '../src/game/monsters.ts'
import { itemToUiInventoryItem } from '../src/ui/item-bridge.ts'
import {
InventoryPanel,
resolveItemSpriteRect,
PLAYER_GOLD_CAP,
type UiInventoryItem,
type EquipSlotId,
} from '../src/ui/inventory.ts'
import { BAKED_UI_MANIFEST } from '../src/ui/baked-ui-meta.ts'
import { SceneMouseController } from '../src/scene/act-scene.ts'
import type { Monster } from '../src/game/combat.ts'
describe('Milestone M11.5 (Issue #408) — Monster Drop End-to-End Integration Suite', () => {
const dropTables = getEmbeddedDropTables()
const terrain = { widthPx: 2000, heightPx: 2000, overlap: () => 0 }
function createTestEngine(overrides?: Partial<GameEngineOptions>) {
const engine = new GameEngine(terrain, {
spawn: { x: 500, y: 500 },
stats: [],
xpTable: DEMO_EXPERIENCE,
skills: [
{
id: 'attack',
name: 'Attack',
manaCost: 0,
cooldownTicks: 0,
range: 48,
projectile: false,
speed: 0,
baseMinDamage: 50,
baseMaxDamage: 50,
damagePerLevel: 0,
radius: 20,
},
{
id: 'fireball',
name: 'Fire Ball',
manaCost: 0,
cooldownTicks: 0,
range: 500,
projectile: true,
speed: 300,
baseMinDamage: 50,
baseMaxDamage: 50,
damagePerLevel: 0,
radius: 20,
},
{
id: 'frostnova',
name: 'Frost Nova',
manaCost: 0,
cooldownTicks: 0,
range: 150,
projectile: false,
speed: 0,
baseMinDamage: 50,
baseMaxDamage: 50,
damagePerLevel: 0,
radius: 150,
},
],
questDefs: [],
combatOptions: {
playerSpeed: 4,
playerReach: 50,
playerCooldownTicks: 0,
playerDamage: 50,
playerManaPerAttack: 0,
respawnTicks: 1000,
},
talkRadius: 48,
pickupRadius: 48,
inventoryCols: 10,
inventoryRows: 4,
lootSeed: 42,
npcDefs: [],
...overrides,
})
engine.setDropTables(dropTables)
return engine
}
function createTestMonster(
index: number,
id: string,
x: number,
y: number,
hp = 20,
rank: 'normal' | 'champion' | 'unique' | 'minion' = 'normal',
superUniqueId?: string,
): Monster {
return {
index,
stats: {
id,
name: id,
hp,
damage: 1,
cooldownTicks: 10,
reach: 20,
aggroRadius: 100,
speed: 10,
xp: 10,
level: 5,
rank,
...(superUniqueId !== undefined ? { superUniqueId } : {}),
},
x,
y,
hp,
cooldown: 0,
state: 'idle',
facing: 0,
hitFlash: 0,
corpseTicks: 0,
dropRolled: false,
}
}
describe('1. All 4 Damage Sources & Single Drop Gate Invariant', () => {
it('deals Melee Normal Attack damage, kills monster, rolls drop once, and respects single drop gate', () => {
const engine = createTestEngine()
const monster = createTestMonster(0, 'fallen1', 520, 500, 20)
engine.world.monsters.push(monster)
engine.selectedSkill = 0 // Attack
// Tick 1: Player melee attacks monster
engine.tick({
movement: { x: 0, y: 0 },
attacking: true,
pickingUp: false,
talking: false,
saving: false,
loading: false,
digits: [],
})
expect(monster.state).toBe('dead')
expect(monster.dropRolled).toBe(true)
expect(engine.metrics.dropsRolled).toBe(1)
expect(engine.groundItems.count).toBeGreaterThan(0)
expect(engine.ground.length).toBe(engine.groundItems.count)
const initialDropCount = engine.groundItems.count
// Subsequent Ticks: Advance simulation multiple ticks — assert single drop gate invariant
for (let t = 0; t < 5; t++) {
engine.tick({
movement: { x: 0, y: 0 },
attacking: true,
pickingUp: false,
talking: false,
saving: false,
loading: false,
digits: [],
})
}
expect(engine.metrics.dropsRolled).toBe(1)
expect(engine.groundItems.count).toBe(initialDropCount)
})
it('casts Projectile Skill (Fireball), collides with monster, kills, and respects single drop gate', () => {
const engine = createTestEngine()
const monster = createTestMonster(0, 'zombie1', 520, 500, 20)
engine.world.monsters.push(monster)
engine.selectedSkill = 1 // Fireball
engine.world.player.facing = 6 // Facing East towards (520, 500)
// Tick 1: Cast fireball projectile towards East
engine.tick({
movement: { x: 0, y: 0 },
attacking: true,
pickingUp: false,
talking: false,
saving: false,
loading: false,
digits: [],
})
// Tick 2: Projectile advances, collides, damage applied, pending kills processed
engine.tick({
movement: { x: 0, y: 0 },
attacking: false,
pickingUp: false,
talking: false,
saving: false,
loading: false,
digits: [],
})
expect(monster.state).toBe('dead')
expect(monster.dropRolled).toBe(true)
expect(engine.metrics.dropsRolled).toBe(1)
expect(engine.groundItems.count).toBeGreaterThan(0)
const initialDropCount = engine.groundItems.count
// Subsequent Ticks: Single drop gate invariant check
for (let t = 0; t < 5; t++) {
engine.tick({
movement: { x: 0, y: 0 },
attacking: false,
pickingUp: false,
talking: false,
saving: false,
loading: false,
digits: [],
})
}
expect(engine.metrics.dropsRolled).toBe(1)
expect(engine.groundItems.count).toBe(initialDropCount)
})
it('casts Instant AoE Skill (Frost Nova), hits monster in radius, and respects single drop gate', () => {
const engine = createTestEngine()
const monster = createTestMonster(0, 'skeleton1', 550, 500, 20)
engine.world.monsters.push(monster)
engine.selectedSkill = 2 // Frost Nova (radius 150)
// Tick 1: Cast Frost Nova instant radial AoE
engine.tick({
movement: { x: 0, y: 0 },
attacking: true,
pickingUp: false,
talking: false,
saving: false,
loading: false,
digits: [],
})
expect(monster.state).toBe('dead')
expect(monster.dropRolled).toBe(true)
expect(engine.metrics.dropsRolled).toBe(1)
expect(engine.groundItems.count).toBeGreaterThan(0)
const initialDropCount = engine.groundItems.count
// Subsequent Ticks: Single drop gate invariant check
for (let t = 0; t < 5; t++) {
engine.tick({
movement: { x: 0, y: 0 },
attacking: false,
pickingUp: false,
talking: false,
saving: false,
loading: false,
digits: [],
})
}
expect(engine.metrics.dropsRolled).toBe(1)
expect(engine.groundItems.count).toBe(initialDropCount)
})
it('inflicts Continuous Aura Pulse (Holy Fire) at tick % 50 === 0, kills monster, and respects single drop gate', () => {
const engine = createTestEngine()
engine.isTown = false
engine.levelId = 2 // Blood Moor (wilderness)
engine.activeAuraSkillId = 102 // Holy Fire
engine.activeAuraLevel = 20 // High aura level for guaranteed kill
const monster = createTestMonster(0, 'fallen1', 530, 500, 10)
engine.world.monsters.push(monster)
// Advance engine ticks until tick 49 (right before periodic pulse at tick 50)
while (engine.world.tick % 50 !== 49) {
engine.tick({
movement: { x: 0, y: 0 },
attacking: false,
pickingUp: false,
talking: false,
saving: false,
loading: false,
digits: [],
})
}
expect(monster.state).not.toBe('dead')
expect(engine.metrics.dropsRolled).toBe(0)
// Tick 50: Holy Fire periodic pulse fires
engine.tick({
movement: { x: 0, y: 0 },
attacking: false,
pickingUp: false,
talking: false,
saving: false,
loading: false,
digits: [],
})
expect(engine.world.tick % 50).toBe(0)
expect(monster.state).toBe('dead')
expect(monster.dropRolled).toBe(true)
expect(engine.metrics.dropsRolled).toBe(1)
expect(engine.groundItems.count).toBeGreaterThan(0)
const dropCountAtPulse = engine.groundItems.count
// Advance through next 55 ticks (including tick 100 second pulse)
for (let t = 0; t < 55; t++) {
engine.tick({
movement: { x: 0, y: 0 },
attacking: false,
pickingUp: false,
talking: false,
saving: false,
loading: false,
digits: [],
})
}
expect(engine.metrics.dropsRolled).toBe(1)
expect(engine.groundItems.count).toBe(dropCountAtPulse)
})
})
describe('2. All 4 Monster Ranks & Authentic TreasureClass Hierarchy', () => {
it('resolves Normal rank monsters (fallen1, zombie1, skeleton1) to TC1 (Act 1 H2H A)', () => {
const normalIds = ['fallen1', 'zombie1', 'skeleton1'] as const
for (const id of normalIds) {
const kind = dropTables.monsterKinds.get(id)!
expect(kind).toBeDefined()
const tcName = getMonsterTreasureClass(kind, 'normal', 1)
expect(tcName).toBe('Act 1 H2H A')
const engine = createTestEngine({ lootSeed: 100 })
const monster = createTestMonster(0, id, 520, 500, 10, 'normal')
engine.world.monsters.push(monster)
engine.tick({
movement: { x: 0, y: 0 },
attacking: true,
pickingUp: false,
talking: false,
saving: false,
loading: false,
digits: [],
})
expect(engine.metrics.dropsRolled).toBe(1)
expect(engine.groundItems.count).toBeGreaterThan(0)
}
})
it('resolves Champion rank monster to TC2 (Act 1 Champ A) and generates champion drop', () => {
const kind = dropTables.monsterKinds.get('fallen1')!
expect(getMonsterTreasureClass(kind, 'normal', 2)).toBe('Act 1 Champ A')
const engine = createTestEngine({ lootSeed: 200 })
const champ = createTestMonster(0, 'fallen1', 520, 500, 10, 'champion')
engine.world.monsters.push(champ)
engine.tick({
movement: { x: 0, y: 0 },
attacking: true,
pickingUp: false,
talking: false,
saving: false,
loading: false,
digits: [],
})
expect(engine.metrics.dropsRolled).toBe(1)
expect(engine.groundItems.count).toBeGreaterThan(0)
})
it('resolves Unique rank monster to TC3 (Act 1 Unique A) and generates unique drop', () => {
const kind = dropTables.monsterKinds.get('fallen1')!
expect(getMonsterTreasureClass(kind, 'normal', 3)).toBe('Act 1 Unique A')
const engine = createTestEngine({ lootSeed: 300 })
const unique = createTestMonster(0, 'fallen1', 520, 500, 10, 'unique')
engine.world.monsters.push(unique)
engine.tick({
movement: { x: 0, y: 0 },
attacking: true,
pickingUp: false,
talking: false,
saving: false,
loading: false,
digits: [],
})
expect(engine.metrics.dropsRolled).toBe(1)
expect(engine.groundItems.count).toBeGreaterThan(0)
})
it('resolves SuperUniques: Bishibosh (Act 1 Super A), Rakanishu (Act 1 Super B), Blood Raven, and The Countess (Countess Rune drop)', () => {
// 1. Bishibosh
const bishiboshDef = dropTables.superUniques.get('Bishibosh')!
expect(bishiboshDef.getTreasureClass?.('normal')).toBe('Act 1 Super A')
const engineBishi = createTestEngine({ lootSeed: 5555 })
engineBishi.world.monsters.push(createTestMonster(0, 'fallen1', 520, 500, 10, 'unique', 'Bishibosh'))
engineBishi.tick({ movement: { x: 0, y: 0 }, attacking: true, pickingUp: false, talking: false, saving: false, loading: false, digits: [] })
expect(engineBishi.metrics.dropsRolled).toBe(1)
expect(engineBishi.groundItems.count).toBeGreaterThan(0)
// 2. Rakanishu
const rakanishuDef = dropTables.superUniques.get('Rakanishu')!
expect(rakanishuDef.getTreasureClass?.('normal')).toBe('Act 1 Super B')
const engineRaka = createTestEngine({ lootSeed: 7777 })
engineRaka.world.monsters.push(createTestMonster(0, 'fallen1', 520, 500, 10, 'unique', 'Rakanishu'))
engineRaka.tick({ movement: { x: 0, y: 0 }, attacking: true, pickingUp: false, talking: false, saving: false, loading: false, digits: [] })
expect(engineRaka.metrics.dropsRolled).toBe(1)
expect(engineRaka.groundItems.count).toBeGreaterThan(0)
// 3. Blood Raven (Boss kind bloodraven)
const bloodRavenKind = dropTables.monsterKinds.get('bloodraven')!
expect(bloodRavenKind.boss).toBe(true)
expect(getMonsterTreasureClass(bloodRavenKind, 'normal', 1)).toBe('Blood Raven')
const engineRaven = createTestEngine({ lootSeed: 9999 })
engineRaven.world.monsters.push(createTestMonster(0, 'bloodraven', 520, 500, 10, 'unique'))
engineRaven.tick({ movement: { x: 0, y: 0 }, attacking: true, pickingUp: false, talking: false, saving: false, loading: false, digits: [] })
expect(engineRaven.metrics.dropsRolled).toBe(1)
expect(engineRaven.groundItems.count).toBeGreaterThan(0)
// 4. The Countess (picks = -2, Countess Item and Countess Rune)
const countessDef = dropTables.superUniques.get('The Countess')!
expect(countessDef.getTreasureClass?.('normal')).toBe('Countess')
const engineCountess = createTestEngine({ lootSeed: 12345678 })
engineCountess.world.monsters.push(createTestMonster(0, 'fallen1', 520, 500, 10, 'unique', 'The Countess'))
engineCountess.tick({ movement: { x: 0, y: 0 }, attacking: true, pickingUp: false, talking: false, saving: false, loading: false, digits: [] })
expect(engineCountess.metrics.dropsRolled).toBe(1)
expect(engineCountess.groundItems.count).toBeGreaterThan(0)
// Assert Countess rune drop is generated on ground
const countessGroundItems = engineCountess.ground.map(g => g.item)
const hasRune = countessGroundItems.some(i => i.code?.trim().startsWith('r') || i.quality === 8 || i.name.toLowerCase().includes('rune'))
expect(hasRune, 'The Countess must drop at least one Rune from Countess Rune sub-TC').toBe(true)
})
})
describe('3. Full UI Inventory Pickup Loop & Paperdoll Equipping', () => {
let mockCanvas: any
let mockStatus: { textContent: string }
beforeEach(() => {
mockStatus = { textContent: '' }
mockCanvas = {
getBoundingClientRect: () => ({ left: 0, top: 0, width: 800, height: 600 }),
addEventListener: vi.fn(),
removeEventListener: vi.fn(),
}
})
it('converts dropped ground items via itemToUiInventoryItem with valid invFile, bilingual name, stats, and equips to paperdoll', () => {
const engine = createTestEngine({ lootSeed: 12345678 })
const invPanel = new InventoryPanel()
invPanel.gridItems = []
for (const k of Object.keys(invPanel.equipped) as EquipSlotId[]) {
delete invPanel.equipped[k]
}
const hudManager: any = {
inventory: invPanel,
syncPublishedState: vi.fn(),
}
// Slay Countess to generate authentic varied drops (shield, helm, rune, potion)
engine.world.monsters.push(createTestMonster(0, 'fallen1', 520, 500, 10, 'unique', 'The Countess'))
engine.tick({ movement: { x: 0, y: 0 }, attacking: true, pickingUp: false, talking: false, saving: false, loading: false, digits: [] })
expect(engine.groundItems.count).toBeGreaterThan(0)
const droppedEntities = [...engine.groundItems.all]
const controller = new SceneMouseController({
canvas: mockCanvas,
engine,
camera: { zoom: 1 } as any,
input: { takeLeftClick: () => null, takeRightClick: () => null, shiftHeld: false, movement: () => ({ x: 0, y: 0 }) } as any,
getRuntime: () => ({ grid: { cellsX: 50, cellsY: 50 }, waypoints: [], stashes: [] }) as any,
hudManager,
waypointNetwork: null as any,
status: mockStatus as any,
playerAnimator: { play: vi.fn(), update: vi.fn(), currentFrame: null } as any,
getCharacter: () => null,
})
// Pickup non-gold items and test bridge conversion
let equippableItem: UiInventoryItem | null = null
let equippableSlot: EquipSlotId | null = null
for (const groundEntity of droppedEntities) {
const itemObj = groundEntity.item
const isGold = (groundEntity as any).isGold || itemObj.code?.trim() === 'gld' || itemObj.base?.id === 'gold'
if (isGold) continue
const uiItem = itemToUiInventoryItem(itemObj, dropTables)
// 1. Invariant: 100% invFile Atlas Resolution
expect(uiItem.invFile).toBeTruthy()
const atlasRect = BAKED_UI_MANIFEST.itemRects[uiItem.invFile] ?? BAKED_UI_MANIFEST.itemRects[uiItem.invFile.toLowerCase()]
expect(atlasRect, `Missing atlas sprite rect for ${uiItem.name} (${uiItem.invFile})`).toBeDefined()
expect(atlasRect.w).toBeGreaterThan(0)
expect(atlasRect.h).toBeGreaterThan(0)
expect(resolveItemSpriteRect(uiItem)).not.toBeNull()
// 2. Invariant: Bilingual Naming
expect(uiItem.nameZh).toBeTruthy()
expect(uiItem.nameZh.length).toBeGreaterThan(0)
// 3. Invariant: Formatted Stats Array
expect(Array.isArray(uiItem.stats)).toBe(true)
// 4. Invariant: Allowed Slots Array
expect(Array.isArray(uiItem.allowedSlots)).toBe(true)
// Pickup via controller into inventory panel
controller.pickupGroundItem(groundEntity)
if (!equippableItem && uiItem.allowedSlots.length > 0) {
equippableItem = uiItem
equippableSlot = uiItem.allowedSlots[0]!
}
}
expect(invPanel.gridItems.length).toBeGreaterThan(0)
expect(equippableItem).not.toBeNull()
expect(equippableSlot).not.toBeNull()
// 5. Invariant: Character Paperdoll Slot Equipping
const placed = invPanel.gridItems.find(p => p.item.id === equippableItem!.id)
expect(placed).toBeDefined()
// Left-click grid cell to lift item to cursor
const pickedToCursor = invPanel.clickGridCell(placed!.col, placed!.row)
expect(pickedToCursor).toBe(true)
expect(invPanel.cursorItem).toBe(placed!.item)
// Attempt equipping into invalid slot (e.g. boots if slot is amulet/weapon/helm)
const invalidSlot: EquipSlotId = equippableSlot === 'boots' ? 'helm' : 'boots'
const invalidEquip = invPanel.clickEquipSlot(invalidSlot)
expect(invalidEquip).toBe(false)
expect(invPanel.equipped[invalidSlot]).toBeUndefined()
expect(invPanel.cursorItem).toBe(placed!.item)
// Equip into valid matching slot
const validEquip = invPanel.clickEquipSlot(equippableSlot!)
expect(validEquip).toBe(true)
expect(invPanel.equipped[equippableSlot!]).toBe(placed!.item)
expect(invPanel.cursorItem).toBeNull()
})
})
describe('4. Gold Currency Accumulation vs Inventory Full Flippy Bounce', () => {
let mockCanvas: any
let mockStatus: { textContent: string }
beforeEach(() => {
mockStatus = { textContent: '' }
mockCanvas = {
getBoundingClientRect: () => ({ left: 0, top: 0, width: 800, height: 600 }),
addEventListener: vi.fn(),
removeEventListener: vi.fn(),
}
})
it('accumulates gold drops into inventory currency and clamps to PLAYER_GOLD_CAP (2,500,000)', () => {
const engine = createTestEngine()
const invPanel = new InventoryPanel()
invPanel.gold = 2_450_000
const hudManager: any = {
inventory: invPanel,
syncPublishedState: vi.fn(),
}
// Drop 100,000 gold pile on ground
const goldDrop = engine.dropGold(100_000, 510, 500)
expect(goldDrop).not.toBeNull()
const controller = new SceneMouseController({
canvas: mockCanvas,
engine,
camera: { zoom: 1 } as any,
input: { takeLeftClick: () => null, takeRightClick: () => null, shiftHeld: false, movement: () => ({ x: 0, y: 0 }) } as any,
getRuntime: () => ({ grid: { cellsX: 50, cellsY: 50 }, waypoints: [], stashes: [] }) as any,
hudManager,
waypointNetwork: null as any,
status: mockStatus as any,
playerAnimator: { play: vi.fn(), update: vi.fn(), currentFrame: null } as any,
getCharacter: () => null,
})
controller.pickupGroundItem(goldDrop!)
// 2,450,000 + 100,000 clamped to 2,500,000
expect(invPanel.gold).toBe(PLAYER_GOLD_CAP)
expect(hudManager.syncPublishedState).toHaveBeenCalled()
expect(mockStatus.textContent).toContain('拾起金币:100000')
expect(engine.groundItems.count).toBe(0)
})
it('refuses item pickup when 10x4 inventory grid is 100% full, triggers flippy bounce, and keeps item on ground', () => {
const engine = createTestEngine()
const invPanel = new InventoryPanel()
invPanel.gridItems = []
// Fill all 10x4 = 40 cells with 10 2x2 filler items
for (let c = 0; c < 10; c += 2) {
for (let r = 0; r < 4; r += 2) {
invPanel.gridItems.push({
item: {
id: `filler-${c}-${r}`,
code: 'cap',
invFile: 'invcap',
name: 'Cap',
nameZh: '帽子 (Cap)',
baseNameZh: '帽子 (Cap)',
quality: 'normal',
invWidth: 2,
invHeight: 2,
allowedSlots: ['helm'],
stats: [],
},
col: c,
row: r,
})
}
}
expect(invPanel.gridItems.length).toBe(10) // 40 cells completely occupied
// Drop an item on the ground
const testItemBase = dropTables.getBase('hax')!
const droppedEntity = engine.dropItem(
{
code: 'hax',
name: 'Hand Axe',
quality: 2,
invWidth: 1,
invHeight: 2,
base: testItemBase,
stats: {},
prefix: null,
suffix: null,
level: 1,
stack: 1,
value: 100,
} as any,
510,
500,
)
const hudManager: any = {
inventory: invPanel,
syncPublishedState: vi.fn(),
}
const controller = new SceneMouseController({
canvas: mockCanvas,
engine,
camera: { zoom: 1 } as any,
input: { takeLeftClick: () => null, takeRightClick: () => null, shiftHeld: false, movement: () => ({ x: 0, y: 0 }) } as any,
getRuntime: () => ({ grid: { cellsX: 50, cellsY: 50 }, waypoints: [], stashes: [] }) as any,
hudManager,
waypointNetwork: null as any,
status: mockStatus as any,
playerAnimator: { play: vi.fn(), update: vi.fn(), currentFrame: null } as any,
getCharacter: () => null,
})
const feedbackSpy = vi.spyOn(controller, 'playInventoryFullFeedback')
const notificationSpy = vi.spyOn(controller, 'showNotification')
controller.pickupGroundItem(droppedEntity)
// Invariants:
// 1. Refusal recorded in metrics
expect(engine.metrics.inventoryRefusals).toBe(1)
// 2. Item remains on ground
expect(engine.groundItems.count).toBe(1)
// 3. Parabolic flippy bounce initialized
expect(droppedEntity.bounceState).toBeDefined()
expect(droppedEntity.bounceState!.phase).toBe('primary')
expect(droppedEntity.bounceState!.durationMs).toBe(350)
expect(droppedEntity.bounceState!.peakHeightPx).toBe(28)
// 4. Refusal audio and visual feedback
expect(feedbackSpy).toHaveBeenCalled()
expect(notificationSpy).toHaveBeenCalledWith('包裹已满。')
expect(mockStatus.textContent).toBe('包裹已满。')
})
})
})