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6 changed files with 25 additions and 2771 deletions

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@ -19,26 +19,9 @@ import { executeSUnitDmg, type CombatUnitContext, type SUnitDmgPacket } from './
import { getBlizzardDropOffset } from './blizzard-table.ts'
import { METEOR_FIRE_SUBTILE_OFFSETS } from './meteor-table.ts'
import { calculateMeteorResidualFireDamage } from '../skills.ts'
import { compute5BandScaling } from './calc-ast.ts'
export const ISO_GROUND_ASPECT_RATIO = 0.5
export interface DamageRange {
readonly min: number
readonly max: number
}
export interface PoisonDamageSpec {
readonly minDamage: number
readonly maxDamage: number
readonly durationFrames: number
readonly durationSeconds: number
readonly minRate: number
readonly maxRate: number
}
export type SynergyState = Record<string, number | undefined>
export interface StaticFieldResult {
readonly damage: number
readonly newHp: number
@ -821,8 +804,8 @@ export class MissileEngine {
maxRangeTicks,
nextHit: effectiveRec.nextHit,
nextDelayFrames: effectiveRec.nextDelay,
canPierce: effectiveRec.pierce || !effectiveRec.collideKill || (params.pierceChancePct ?? 0) > 0 || effectiveRec.name === 'bonespear',
pierceChancePct: params.pierceChancePct ?? (effectiveRec.pierce || !effectiveRec.collideKill || effectiveRec.name === 'bonespear' ? 100 : 0),
canPierce: effectiveRec.pierce || (params.pierceChancePct ?? 0) > 0,
pierceChancePct: params.pierceChancePct ?? (effectiveRec.pierce ? 100 : 0),
pierceCount: 0,
hitTargetIds: new Set<string>(),
dmgPacket: params.dmgPacket,
@ -1024,37 +1007,6 @@ export class MissileEngine {
m.x += Math.cos(m.angleRad) * (radius * 0.25)
m.y += Math.sin(m.angleRad) * (radius * 0.25 * 0.5)
} else {
// Authentic 1.13c Homing mechanics (Bone Spirit / Guided Arrow, pSrvDoFunc = 7):
// Continuously tracks and steers toward closest active hostile target in 2:1 isometric perspective
if (
(m.name.toLowerCase() === 'bonespirit' || m.record.pSrvDoFunc === 7) &&
!m.name.includes('explode')
) {
let closestTarget: { x: number; y: number } | null = null
let closestDist = Infinity
for (const target of targets) {
if (target.statList.getHp256() <= 0) continue
const pos = targetPositions.get(target.id) ?? {
x: target.statList.getAccruedStat('x') || 0,
y: target.statList.getAccruedStat('y') || 0,
}
const dx = pos.x - m.x
const dy = (pos.y - m.y) / ISO_GROUND_ASPECT_RATIO
const dist = Math.hypot(dx, dy)
if (dist < closestDist) {
closestDist = dist
closestTarget = pos
}
}
if (closestTarget) {
const speed = m.record.vel ? m.record.vel : 12
const targetAngle = Math.atan2((closestTarget.y - m.y) / ISO_GROUND_ASPECT_RATIO, closestTarget.x - m.x)
m.angleRad = targetAngle
m.vx = Math.cos(targetAngle) * speed
m.vy = Math.sin(targetAngle) * speed * ISO_GROUND_ASPECT_RATIO
}
}
const prevX = m.x
const prevY = m.y
m.x += m.vx
@ -1381,14 +1333,11 @@ export class MissileEngine {
}
}
// Pierce evaluation (1.13c cap: max 4 pierces = 5 total targets hit, EXCEPT infinite piercing missiles like Lightning / Bone Spear)
// Pierce evaluation (1.13c cap: max 4 pierces = 5 total targets hit, EXCEPT infinite piercing missiles like Lightning)
const isInfinitePierce =
(m.name === 'lightningbolt' ||
m.name === 'lightning' ||
m.name === 'bonespear' ||
(!m.record.collideKill && m.canPierce)) &&
!m.name.includes('explode') &&
!m.name.endsWith('explode')
m.name === 'lightningbolt' ||
m.name === 'lightning' ||
(!m.record.collideKill && m.canPierce)
if (
m.name === 'meteorfire' ||
m.name === 'firewall' ||
@ -1400,21 +1349,6 @@ export class MissileEngine {
// Ground fire and stream flames persist for their full duration and do not die on hit
} else if (isInfinitePierce) {
m.pierceCount += 1
if (m.name === 'bonespear') {
const expName = m.record.explosionMissile || 'bonespearexplode'
this.spawnMissile({
missileNameOrId: expName,
sourceSkillId: m.sourceSkillId,
slvl: m.slvl,
owner: m.owner,
startX: m.x,
startY: m.y,
targetX: m.x,
targetY: m.y,
dmgPacket: m.dmgPacket,
})
subMissilesSpawned.push(expName)
}
} else if (m.canPierce && m.pierceCount < 4 && m.pierceChancePct > 0) {
m.pierceCount += 1
} else if (m.record.collideKill || !m.canPierce) {
@ -1464,34 +1398,7 @@ export class MissileEngine {
dmgPacket: m.dmgPacket,
})
subMissilesSpawned.push(expName)
} else if (m.name === 'teeth') {
const expName = m.record.explosionMissile || 'teethexplode'
this.spawnMissile({
missileNameOrId: expName,
sourceSkillId: m.sourceSkillId,
slvl: m.slvl,
owner: m.owner,
startX: m.x,
startY: m.y,
targetX: m.x,
targetY: m.y,
dmgPacket: m.dmgPacket,
})
subMissilesSpawned.push(expName)
} else if (m.name === 'bonespirit') {
const expName = m.record.explosionMissile || 'bonespiritexplode'
this.spawnMissile({
missileNameOrId: expName,
sourceSkillId: m.sourceSkillId,
slvl: m.slvl,
owner: m.owner,
startX: m.x,
startY: m.y,
targetX: m.x,
targetY: m.y,
dmgPacket: m.dmgPacket,
})
subMissilesSpawned.push(expName)
subMissilesSpawned.push('glacialspikeejecta')
}
m.expired = true
break
@ -1785,10 +1692,6 @@ export function spawnNovaRing(
skillId?: string
missileType?: string
fromPlayer?: boolean
speed?: number
ttl?: number
statusEffect?: 'chill' | 'freeze' | 'poison'
statusDuration?: number
}
): {
skillId: string
@ -1801,16 +1704,11 @@ export function spawnNovaRing(
ttl: number
fromPlayer: boolean
nextDelay: number
statusEffect?: 'chill' | 'freeze' | 'poison'
statusDuration?: number
}[] {
const speed = options?.speed ?? 24 // 1.13c Missiles.txt: vel = 24 (600 px/s)
const ttl = options?.ttl ?? 13
const speed = 24 // 1.13c Missiles.txt: vel = 24 (600 px/s)
const skillId = options?.skillId ?? '48'
const missileType = options?.missileType ?? 'electricnova'
const fromPlayer = options?.fromPlayer ?? true
const statusEffect = options?.statusEffect
const statusDuration = options?.statusDuration
const bolts: {
skillId: string
missileType: string
@ -1822,8 +1720,6 @@ export function spawnNovaRing(
ttl: number
fromPlayer: boolean
nextDelay: number
statusEffect?: 'chill' | 'freeze' | 'poison'
statusDuration?: number
}[] = []
for (let i = 0; i < 64; i++) {
@ -1839,42 +1735,15 @@ export function spawnNovaRing(
vx,
vy,
damage,
ttl,
ttl: 13,
fromPlayer,
nextDelay: 4,
...(statusEffect !== undefined ? { statusEffect } : {}),
...(statusDuration !== undefined ? { statusDuration } : {}),
})
}
return bolts
}
/**
* Spawns 64 radial Poison Nova (Skill 92) missiles with 2:1 isometric ground foreshortening.
* In 1.13c: Exactly 64 missiles emitted radially (360 degrees), fixed 2.0s duration (50 frames).
*/
export function spawnPoisonNovaRing(
startX: number,
startY: number,
damage: number,
options?: {
skillId?: string
fromPlayer?: boolean
ttl?: number
}
) {
return spawnNovaRing(startX, startY, damage, {
skillId: options?.skillId ?? '92',
missileType: 'poisonnova',
fromPlayer: options?.fromPlayer ?? true,
speed: 12,
ttl: options?.ttl ?? 50,
statusEffect: 'poison',
statusDuration: 50,
})
}
export interface StaticFieldTarget {
readonly id: string
readonly x: number
@ -3100,537 +2969,3 @@ export function calculateEnchantAttackDamage(params: {
const average = Math.round(((min + max) / 2) * 10) / 10
return { min, max, average }
}
/* ========================================================================= */
/* Necromancer Poison & Bone Spells (Milestone M2, IDs 67, 68, 73, 74, 78, */
/* 83, 84, 88, 92, 93) Ground Truth 1.13c Decoupled Simulation & Damage */
/* ========================================================================= */
/**
* Calculates Teeth (Skill 67) synergy multiplier:
* +15% magic damage per hard point in Bone Wall (78), Bone Prison (88), Bone Spear (84), Bone Spirit (93).
*/
export function calculateTeethSynergyMultiplier(synergies: {
readonly boneWall?: number | undefined
readonly bonePrison?: number | undefined
readonly boneSpear?: number | undefined
readonly boneSpirit?: number | undefined
} | number = {}): number {
if (typeof synergies === 'number') {
return Number.isFinite(synergies) && synergies > 0 ? synergies : 1.0
}
const points =
(synergies.boneWall ?? 0) +
(synergies.bonePrison ?? 0) +
(synergies.boneSpear ?? 0) +
(synergies.boneSpirit ?? 0)
return 1.0 + points * 0.15
}
/**
* Calculates number of teeth fired by Teeth (Skill 67):
* min(ln12, 24) where par1=2, par2=1 -> min(2 + (slvl - 1) * 1, 24).
*/
export function calculateTeethCount(slvl: number): number {
const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1
return Math.min(24, Math.max(2, 2 + (lvl - 1) * 1))
}
/**
* Calculates Teeth (Skill 67) magic damage range:
* 1.13c ground truth:
* - EMin: 4, EMax: 8
* - eMinLev: [2, 2, 3, 4, 5]
* - eMaxLev: [2, 3, 4, 5, 6]
* - HitShift: 7 (half-point scaling, 128/256 precision)
* - Synergies: +15% per hard point from Bone Wall, Bone Prison, Bone Spear, Bone Spirit.
*/
export function calculateTeethDamage(
slvl: number,
synergies: {
readonly boneWall?: number | undefined
readonly bonePrison?: number | undefined
readonly boneSpear?: number | undefined
readonly boneSpirit?: number | undefined
} | number = {},
): DamageRange {
const syn = calculateTeethSynergyMultiplier(synergies)
const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1
const baseMin = compute5BandScaling(lvl, 4, 2, 2, 3, 4, 5)
const baseMax = compute5BandScaling(lvl, 8, 2, 3, 4, 5, 6)
// HitShift 7 = factor 0.5 (or << 7 then / 256)
const min = Math.floor((baseMin * 0.5) * syn)
const max = Math.floor((baseMax * 0.5) * syn)
return { min, max }
}
/**
* Calculates Bone Armor (Skill 68) synergy absorption bonus:
* +15 physical damage absorbed per hard point in Bone Wall (78) and Bone Prison (88).
*/
export function calculateBoneArmorSynergyBonus(synergies: {
readonly boneWall?: number | undefined
readonly bonePrison?: number | undefined
} | number = {}): number {
if (typeof synergies === 'number') {
return Number.isFinite(synergies) && synergies > 0 ? synergies : 0
}
const points = (synergies.boneWall ?? 0) + (synergies.bonePrison ?? 0)
return points * 15
}
/**
* Calculates Bone Armor (Skill 68) total physical damage absorption capacity:
* 1.13c ground truth:
* - ln12: par1=20, par2=10 -> 20 + (slvl - 1) * 10
* - Synergies: +15 damage per hard point from Bone Wall and Bone Prison
* Absorbs PHYSICAL melee and missile damage only.
*/
export function calculateBoneArmorCapacity(
slvl: number,
synergies: {
readonly boneWall?: number | undefined
readonly bonePrison?: number | undefined
} | number = {},
): number {
const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1
const baseCapacity = 20 + (lvl - 1) * 10
const synBonus = calculateBoneArmorSynergyBonus(synergies)
return baseCapacity + synBonus
}
/**
* Calculates Poison Dagger (Skill 73) synergy multiplier:
* +20% poison damage per hard point in Poison Explosion (83) and Poison Nova (92).
*/
export function calculatePoisonDaggerSynergyMultiplier(synergies: {
readonly poisonExplosion?: number | undefined
readonly poisonNova?: number | undefined
} | number = {}): number {
if (typeof synergies === 'number') {
return Number.isFinite(synergies) && synergies > 0 ? synergies : 1.0
}
const points = (synergies.poisonExplosion ?? 0) + (synergies.poisonNova ?? 0)
return 1.0 + points * 0.20
}
/**
* Calculates Poison Dagger (Skill 73) attack rating bonus %:
* ln12 (par1=30, par2=20) -> +30% at slvl 1, +20%/lvl (+30% to +410% at slvl 20).
*/
export function calculatePoisonDaggerAttackRatingBonus(slvl: number): number {
const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1
return 30 + (lvl - 1) * 20
}
/**
* Calculates Poison Dagger (Skill 73) poison damage specification:
* 1.13c ground truth:
* - eMin: 18, eMax: 40
* - elev: [10, 15, 20, 23, 26]
* - HitShift: 1 (rate = base << 1 in 256ths/frame)
* - Duration: 50 + (slvl - 1) * 10 frames (2.0s to 9.6s)
* - Synergies: +20% per hard point from Poison Explosion and Poison Nova
*/
export function calculatePoisonDaggerDamage(
slvl: number,
synergies: {
readonly poisonExplosion?: number | undefined
readonly poisonNova?: number | undefined
} | number = {},
): PoisonDamageSpec {
const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1
const syn = calculatePoisonDaggerSynergyMultiplier(synergies)
const baseMin = compute5BandScaling(lvl, 18, 10, 15, 20, 23, 26)
const baseMax = compute5BandScaling(lvl, 40, 10, 15, 20, 23, 26)
const minRate = (baseMin << 1)
const maxRate = (baseMax << 1)
const minRateScaled = Math.trunc(minRate * syn)
const maxRateScaled = Math.trunc(maxRate * syn)
const durationFrames = 50 + (lvl - 1) * 10
const durationSeconds = durationFrames / 25
const minDamage = Math.floor((minRateScaled * durationFrames) / 256)
const maxDamage = Math.floor((maxRateScaled * durationFrames) / 256)
return {
minDamage,
maxDamage,
durationFrames,
durationSeconds,
minRate: minRateScaled,
maxRate: maxRateScaled,
}
}
/**
* Calculates Corpse Explosion (Skill 74) damage from base unscaled monster hit points:
* 1.13c ground truth:
* - 70% to 120% of base monster HP (unscaled by player count / difficulty)
* - Exactly 50% physical damage and 50% fire damage.
*/
export function calculateCorpseExplosionDamage(
monsterBaseHp: number,
rollPct?: number,
): {
phys: number
fire: number
minPhys: number
maxPhys: number
minFire: number
maxFire: number
minTotal: number
maxTotal: number
} {
const hp = Math.max(0, monsterBaseHp)
const roll = rollPct !== undefined ? Math.max(70, Math.min(120, rollPct)) : 95
const rawTotal = Math.trunc((hp * roll) / 100)
const fire = Math.trunc((rawTotal * 50) / 100)
const phys = rawTotal - fire
const minTotal = Math.trunc((hp * 70) / 100)
const minFire = Math.trunc((minTotal * 50) / 100)
const minPhys = minTotal - minFire
const maxTotal = Math.trunc((hp * 120) / 100)
const maxFire = Math.trunc((maxTotal * 50) / 100)
const maxPhys = maxTotal - maxFire
return {
phys,
fire,
minPhys,
maxPhys,
minFire,
maxFire,
minTotal,
maxTotal,
}
}
/**
* Calculates Corpse Explosion (Skill 74) radius in yards:
* ln34 (par3=8, par4=1 subtiles -> subtiles * 2/3):
* slvl 1: 5.33 yards; slvl 10: 11.33 yards; slvl 20: 18.0 yards.
*/
export function calculateCorpseExplosionRadiusYards(slvl: number): number {
const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1
const subtiles = 8 + (lvl - 1) * 1
return Math.round((subtiles * (2 / 3)) * 100) / 100
}
/**
* Calculates Corpse Explosion (Skill 74) radius in pixels on 2D ground plane (40 px / yard).
*/
export function calculateCorpseExplosionRadiusPx(slvl: number): number {
return Math.round(calculateCorpseExplosionRadiusYards(slvl) * 40)
}
/**
* Calculates Bone Wall (Skill 78) stats:
* 1.13c ground truth:
* - Base HP: 19 + (slvl - 1) * 4.6
* - Synergies: +10% per hard point from Bone Armor (68) and Bone Prison (88)
* - Duration: fixed 24.0s (600 frames)
* - Segments: 5 destructible segments
*/
export function calculateBoneWallStats(
slvl: number,
synergies: {
readonly boneArmor?: number | undefined
readonly bonePrison?: number | undefined
} | number = {},
): {
hp: number
durationFrames: number
durationSeconds: number
segmentCount: number
} {
const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1
let syn = 1.0
if (typeof synergies === 'number') {
syn = Number.isFinite(synergies) && synergies > 0 ? synergies : 1.0
} else {
const points = (synergies.boneArmor ?? 0) + (synergies.bonePrison ?? 0)
syn = 1.0 + points * 0.10
}
const baseHp = 19 + (lvl - 1) * 4.6
const hp = Math.floor(baseHp * syn)
return {
hp,
durationFrames: 600,
durationSeconds: 24.0,
segmentCount: 5,
}
}
/**
* Calculates Poison Explosion (Skill 83) synergy multiplier:
* +15% poison damage per hard point in Poison Dagger (73) and Poison Nova (92).
*/
export function calculatePoisonExplosionSynergyMultiplier(synergies: {
readonly poisonDagger?: number | undefined
readonly poisonNova?: number | undefined
} | number = {}): number {
if (typeof synergies === 'number') {
return Number.isFinite(synergies) && synergies > 0 ? synergies : 1.0
}
const points = (synergies.poisonDagger ?? 0) + (synergies.poisonNova ?? 0)
return 1.0 + points * 0.15
}
/**
* Calculates Poison Explosion (Skill 83) poison damage specification:
* 1.13c ground truth:
* - eMin: 8, eMax: 24
* - elev: [2, 4, 6, 8, 10]
* - HitShift: 4 (rate = base << 4 in 256ths/frame)
* - Duration: 50 + (slvl - 1) * 10 frames (2.0s to 9.6s)
* - Synergies: +15% per hard point from Poison Dagger and Poison Nova
*/
export function calculatePoisonExplosionDamage(
slvl: number,
synergies: {
readonly poisonDagger?: number | undefined
readonly poisonNova?: number | undefined
} | number = {},
): PoisonDamageSpec {
const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1
const syn = calculatePoisonExplosionSynergyMultiplier(synergies)
const baseMin = compute5BandScaling(lvl, 8, 2, 4, 6, 8, 10)
const baseMax = compute5BandScaling(lvl, 24, 2, 4, 6, 8, 10)
const minRate = (baseMin << 4)
const maxRate = (baseMax << 4)
const minRateScaled = Math.trunc(minRate * syn)
const maxRateScaled = Math.trunc(maxRate * syn)
const durationFrames = 50 + (lvl - 1) * 10
const durationSeconds = durationFrames / 25
const minDamage = Math.floor((minRateScaled * durationFrames) / 256)
const maxDamage = Math.floor((maxRateScaled * durationFrames) / 256)
return {
minDamage,
maxDamage,
durationFrames,
durationSeconds,
minRate: minRateScaled,
maxRate: maxRateScaled,
}
}
/**
* Calculates Bone Spear (Skill 84) synergy multiplier:
* +7% magic damage per hard point in Teeth (67), Bone Wall (78), Bone Prison (88), Bone Spirit (93).
*/
export function calculateBoneSpearSynergyMultiplier(synergies: {
readonly teeth?: number | undefined
readonly boneWall?: number | undefined
readonly bonePrison?: number | undefined
readonly boneSpirit?: number | undefined
} | number = {}): number {
if (typeof synergies === 'number') {
return Number.isFinite(synergies) && synergies > 0 ? synergies : 1.0
}
const points =
(synergies.teeth ?? 0) +
(synergies.boneWall ?? 0) +
(synergies.bonePrison ?? 0) +
(synergies.boneSpirit ?? 0)
return 1.0 + points * 0.07
}
/**
* Calculates Bone Spear (Skill 84) magic damage range:
* 1.13c ground truth:
* - eMin: 16, eMax: 24
* - eMinLev: [8, 9, 12, 18, 24]
* - eMaxLev: [8, 9, 13, 19, 25]
* - HitShift: 8 (1:1 precision)
* - Synergies: +7% per hard point from Teeth, Bone Wall, Bone Prison, Bone Spirit.
* - Kinematic: Piercing magic projectile (collideKill = 0, Vel 24, Range 40).
*/
export function calculateBoneSpearDamage(
slvl: number,
synergies: {
readonly teeth?: number | undefined
readonly boneWall?: number | undefined
readonly bonePrison?: number | undefined
readonly boneSpirit?: number | undefined
} | number = {},
): DamageRange {
const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1
const syn = calculateBoneSpearSynergyMultiplier(synergies)
const baseMin = compute5BandScaling(lvl, 16, 8, 9, 12, 18, 24)
const baseMax = compute5BandScaling(lvl, 24, 8, 9, 13, 19, 25)
const min = Math.floor(baseMin * syn)
const max = Math.floor(baseMax * syn)
return { min, max }
}
/**
* Calculates Bone Prison (Skill 88) stats:
* 1.13c ground truth:
* - Base HP: 19 + (slvl - 1) * 4.6
* - Synergies: +8% per hard point from Bone Armor (68) and Bone Wall (78)
* - Duration: fixed 24.0s (600 frames)
* - Structure: Ring of bone segments encircling target unit.
*/
export function calculateBonePrisonStats(
slvl: number,
synergies: {
readonly boneArmor?: number | undefined
readonly boneWall?: number | undefined
} | number = {},
): {
hp: number
durationFrames: number
durationSeconds: number
segmentCount: number
} {
const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1
let syn = 1.0
if (typeof synergies === 'number') {
syn = Number.isFinite(synergies) && synergies > 0 ? synergies : 1.0
} else {
const points = (synergies.boneArmor ?? 0) + (synergies.boneWall ?? 0)
syn = 1.0 + points * 0.08
}
const baseHp = 19 + (lvl - 1) * 4.6
const hp = Math.floor(baseHp * syn)
return {
hp,
durationFrames: 600,
durationSeconds: 24.0,
segmentCount: 16,
}
}
/**
* Calculates Poison Nova (Skill 92) synergy multiplier:
* +10% poison damage per hard point in Poison Dagger (73) and Poison Explosion (83).
*/
export function calculatePoisonNovaSynergyMultiplier(synergies: {
readonly poisonDagger?: number | undefined
readonly poisonExplosion?: number | undefined
} | number = {}): number {
if (typeof synergies === 'number') {
return Number.isFinite(synergies) && synergies > 0 ? synergies : 1.0
}
const points = (synergies.poisonDagger ?? 0) + (synergies.poisonExplosion ?? 0)
return 1.0 + points * 0.10
}
/**
* Calculates Poison Nova (Skill 92) poison damage specification:
* 1.13c ground truth:
* - eMin: 16, eMax: 29
* - elev: [4, 6, 9, 14, 16]
* - HitShift: 4 (rate = base << 4 in 256ths/frame)
* - Duration: Strictly FIXED at 50 frames (2.0s) for all levels!
* - Synergies: +10% per hard point from Poison Dagger and Poison Explosion.
* - Kinematic: Exactly 64 radial poison missiles (360 degrees).
*/
export function calculatePoisonNovaDamage(
slvl: number,
synergies: {
readonly poisonDagger?: number | undefined
readonly poisonExplosion?: number | undefined
} | number = {},
): PoisonDamageSpec {
const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1
const syn = calculatePoisonNovaSynergyMultiplier(synergies)
const baseMin = compute5BandScaling(lvl, 16, 4, 6, 9, 14, 16)
const baseMax = compute5BandScaling(lvl, 29, 4, 6, 9, 14, 16)
const minRate = (baseMin << 4)
const maxRate = (baseMax << 4)
const minRateScaled = Math.trunc(minRate * syn)
const maxRateScaled = Math.trunc(maxRate * syn)
const durationFrames = 50
const durationSeconds = 2.0
const minDamage = Math.floor((minRateScaled * durationFrames) / 256)
const maxDamage = Math.floor((maxRateScaled * durationFrames) / 256)
return {
minDamage,
maxDamage,
durationFrames,
durationSeconds,
minRate: minRateScaled,
maxRate: maxRateScaled,
}
}
/**
* Calculates Bone Spirit (Skill 93) synergy multiplier:
* +6% magic damage per hard point in Teeth (67), Bone Wall (78), Bone Spear (84), Bone Prison (88).
*/
export function calculateBoneSpiritSynergyMultiplier(synergies: {
readonly teeth?: number | undefined
readonly boneWall?: number | undefined
readonly boneSpear?: number | undefined
readonly bonePrison?: number | undefined
} | number = {}): number {
if (typeof synergies === 'number') {
return Number.isFinite(synergies) && synergies > 0 ? synergies : 1.0
}
const points =
(synergies.teeth ?? 0) +
(synergies.boneWall ?? 0) +
(synergies.boneSpear ?? 0) +
(synergies.bonePrison ?? 0)
return 1.0 + points * 0.06
}
/**
* Calculates Bone Spirit (Skill 93) magic damage range:
* 1.13c ground truth:
* - eMin: 20, eMax: 30
* - eMinLev: [16, 17, 18, 19, 20]
* - eMaxLev: [17, 18, 19, 20, 21]
* - HitShift: 8 (1:1 precision)
* - Synergies: +6% per hard point from Teeth, Bone Wall, Bone Spear, Bone Prison.
* - Kinematic: Homing missile (Vel 12, Range 128) tracking target.
*/
export function calculateBoneSpiritDamage(
slvl: number,
synergies: {
readonly teeth?: number | undefined
readonly boneWall?: number | undefined
readonly boneSpear?: number | undefined
readonly bonePrison?: number | undefined
} | number = {},
): DamageRange {
const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1
const syn = calculateBoneSpiritSynergyMultiplier(synergies)
const baseMin = compute5BandScaling(lvl, 20, 16, 17, 18, 19, 20)
const baseMax = compute5BandScaling(lvl, 30, 17, 18, 19, 20, 21)
const min = Math.floor(baseMin * syn)
const max = Math.floor(baseMax * syn)
return { min, max }
}

View File

@ -87,31 +87,6 @@ import {
calculateEnchantDuration,
calculateFireMasteryBonus,
calculateEnchantAttackDamage,
calculateTeethDamage,
calculateTeethSynergyMultiplier,
calculateTeethCount,
calculateBoneArmorCapacity,
calculateBoneArmorSynergyBonus,
calculatePoisonDaggerDamage,
calculatePoisonDaggerSynergyMultiplier,
calculatePoisonDaggerAttackRatingBonus,
calculateCorpseExplosionDamage,
calculateCorpseExplosionRadiusYards,
calculateCorpseExplosionRadiusPx,
calculateBoneWallStats,
calculatePoisonExplosionDamage,
calculatePoisonExplosionSynergyMultiplier,
calculateBoneSpearDamage,
calculateBoneSpearSynergyMultiplier,
calculateBonePrisonStats,
calculatePoisonNovaDamage,
calculatePoisonNovaSynergyMultiplier,
calculateBoneSpiritDamage,
calculateBoneSpiritSynergyMultiplier,
spawnPoisonNovaRing,
type DamageRange,
type PoisonDamageSpec,
type SynergyState,
} from './engine/missile-engine.ts'
export {
calculateNovaDamage,
@ -173,31 +148,6 @@ export {
calculateEnchantDuration,
calculateFireMasteryBonus,
calculateEnchantAttackDamage,
calculateTeethDamage,
calculateTeethSynergyMultiplier,
calculateTeethCount,
calculateBoneArmorCapacity,
calculateBoneArmorSynergyBonus,
calculatePoisonDaggerDamage,
calculatePoisonDaggerSynergyMultiplier,
calculatePoisonDaggerAttackRatingBonus,
calculateCorpseExplosionDamage,
calculateCorpseExplosionRadiusYards,
calculateCorpseExplosionRadiusPx,
calculateBoneWallStats,
calculatePoisonExplosionDamage,
calculatePoisonExplosionSynergyMultiplier,
calculateBoneSpearDamage,
calculateBoneSpearSynergyMultiplier,
calculateBonePrisonStats,
calculatePoisonNovaDamage,
calculatePoisonNovaSynergyMultiplier,
calculateBoneSpiritDamage,
calculateBoneSpiritSynergyMultiplier,
spawnPoisonNovaRing,
type DamageRange,
type PoisonDamageSpec,
type SynergyState,
} from './engine/missile-engine.ts'
import {
BLIZZARD_CIRCLE_X,
@ -3853,18 +3803,6 @@ const SORCERESS_SKILL_NAME_TO_OVERLAY: Readonly<Record<string, string>> = Object
hydra: 'fire_cast_2',
frozenorb: 'ice_cast_3',
'frozen orb': 'ice_cast_3',
bonearmor: 'bonearmor_cast',
'bone armor': 'bonearmor_cast',
bonewall: 'bonecast',
'bone wall': 'bonecast',
boneprison: 'bonecast',
'bone prison': 'bonecast',
})
const NECROMANCER_SKILL_CAST_OVERLAYS: Readonly<Record<number, string>> = Object.freeze({
68: 'bonearmor_cast', // Bone Armor
78: 'bonecast', // Bone Wall
88: 'bonecast', // Bone Prison
})
/**
@ -3872,19 +3810,11 @@ const NECROMANCER_SKILL_CAST_OVERLAYS: Readonly<Record<number, string>> = Object
*/
export function getSkillCastOverlay(skillId: number | string): string | undefined {
if (typeof skillId === 'number') {
return (
SORCERESS_SKILL_CAST_OVERLAYS[skillId] ??
NECROMANCER_SKILL_CAST_OVERLAYS[skillId] ??
BATCH1_SKILLS[skillId]?.castOverlay
)
return SORCERESS_SKILL_CAST_OVERLAYS[skillId] ?? BATCH1_SKILLS[skillId]?.castOverlay
}
const num = parseInt(skillId, 10)
if (!Number.isNaN(num)) {
return (
SORCERESS_SKILL_CAST_OVERLAYS[num] ??
NECROMANCER_SKILL_CAST_OVERLAYS[num] ??
BATCH1_SKILLS[num]?.castOverlay
)
return SORCERESS_SKILL_CAST_OVERLAYS[num] ?? BATCH1_SKILLS[num]?.castOverlay
}
const normalized = skillId.toLowerCase().trim()
const overlay =
@ -5191,44 +5121,6 @@ export function calculateSkillDamage(
if (skillId === 62 || skillId === '62' || skillId === 'hydra') {
return calculateHydraDamage(slvl, synergies as any)
}
if (skillId === 67 || skillId === '67' || skillId === 'teeth') {
return calculateTeethDamage(slvl, synergies as any)
}
if (skillId === 68 || skillId === '68' || skillId === 'bonearmor' || skillId === 'bone armor') {
const cap = calculateBoneArmorCapacity(slvl, synergies as any)
return { min: cap, max: cap }
}
if (skillId === 73 || skillId === '73' || skillId === 'poisondagger' || skillId === 'poison dagger') {
const p = calculatePoisonDaggerDamage(slvl, synergies as any)
return { min: p.minDamage, max: p.maxDamage }
}
if (skillId === 74 || skillId === '74' || skillId === 'corpseexplosion' || skillId === 'corpse explosion') {
const hp = weaponDamage?.max ?? 1000
const ce = calculateCorpseExplosionDamage(hp)
return { min: ce.minTotal, max: ce.maxTotal }
}
if (skillId === 78 || skillId === '78' || skillId === 'bonewall' || skillId === 'bone wall') {
const bw = calculateBoneWallStats(slvl, synergies as any)
return { min: bw.hp, max: bw.hp }
}
if (skillId === 83 || skillId === '83' || skillId === 'poisonexplosion' || skillId === 'poison explosion') {
const pe = calculatePoisonExplosionDamage(slvl, synergies as any)
return { min: pe.minDamage, max: pe.maxDamage }
}
if (skillId === 84 || skillId === '84' || skillId === 'bonespear' || skillId === 'bone spear') {
return calculateBoneSpearDamage(slvl, synergies as any)
}
if (skillId === 88 || skillId === '88' || skillId === 'boneprison' || skillId === 'bone prison') {
const bp = calculateBonePrisonStats(slvl, synergies as any)
return { min: bp.hp, max: bp.hp }
}
if (skillId === 92 || skillId === '92' || skillId === 'poisonnova' || skillId === 'poison nova') {
const pn = calculatePoisonNovaDamage(slvl, synergies as any)
return { min: pn.minDamage, max: pn.maxDamage }
}
if (skillId === 93 || skillId === '93' || skillId === 'bonespirit' || skillId === 'bone spirit') {
return calculateBoneSpiritDamage(slvl, synergies as any)
}
const numericSkillId = typeof skillId === 'number' ? skillId : Number(skillId)
const def = Number.isFinite(numericSkillId) ? getBatch1SkillDef(numericSkillId) : undefined

View File

@ -46,7 +46,7 @@ import { buildNpcDef, hasPackedSprite } from '../game/npc.ts'
import { ADDITIVE_OBJECT_TOKENS } from '../game/objects.ts'
import { npcDialog } from '../game/quests.ts'
import type { NpcDef } from '../game/quests.ts'
import { BATCH1_SKILLS, getBatch1SkillDef, isBatch1Skill, getSkillManaCost, calculateSkillDamage, calculateMeteorResidualFireDamage, getMissileTxtData, ISO_GROUND_ASPECT_RATIO, getSkillCastOverlay, isAuraSkill, calculateStaticFieldRadiusPx, calculateStaticFieldDamage, hasLineOfSight, calculateChainLightningJumps, getSkillCooldownTicks, calculateChargedBoltCount, calculateTelekinesisDamage, isTelekinesisItemAllowed, isTelekinesisObjectAllowed, calculateThunderStormDuration, calculateThunderStormInterval, calculateEnergyShieldDuration, calculateEnergyShieldAbsorbPct, calculateFrozenArmorDuration, calculateShiverArmorDuration, calculateChillingArmorDuration, calculateIceBlastFreezeLength, calculateGlacialSpikeFreezeLength, calculateFireWallDamage, calculateBlazeDamage, calculateInfernoDamage, calculateBlazeDuration, calculateBlazePatchDuration, calculateInfernoRangePx, calculateInfernoContinuousMana256, calculateFireWallPatches, calculateEnchantDamage, calculateEnchantAttackRating, calculateEnchantDuration, calculateFireMasteryBonus, calculateTeethDamage, calculateTeethCount, calculateBoneArmorCapacity, calculatePoisonDaggerDamage, calculatePoisonDaggerAttackRatingBonus, calculateCorpseExplosionDamage, calculateCorpseExplosionRadiusPx, calculateBoneWallStats, calculatePoisonExplosionDamage, calculateBoneSpearDamage, calculateBonePrisonStats, calculatePoisonNovaDamage, calculateBoneSpiritDamage } from '../game/skills.ts'
import { BATCH1_SKILLS, getBatch1SkillDef, isBatch1Skill, getSkillManaCost, calculateSkillDamage, calculateMeteorResidualFireDamage, getMissileTxtData, ISO_GROUND_ASPECT_RATIO, getSkillCastOverlay, isAuraSkill, calculateStaticFieldRadiusPx, calculateStaticFieldDamage, hasLineOfSight, calculateChainLightningJumps, getSkillCooldownTicks, calculateChargedBoltCount, calculateTelekinesisDamage, isTelekinesisItemAllowed, isTelekinesisObjectAllowed, calculateThunderStormDuration, calculateThunderStormInterval, calculateEnergyShieldDuration, calculateEnergyShieldAbsorbPct, calculateFrozenArmorDuration, calculateShiverArmorDuration, calculateChillingArmorDuration, calculateIceBlastFreezeLength, calculateGlacialSpikeFreezeLength, calculateFireWallDamage, calculateBlazeDamage, calculateInfernoDamage, calculateBlazeDuration, calculateBlazePatchDuration, calculateInfernoRangePx, calculateInfernoContinuousMana256, calculateFireWallPatches, calculateEnchantDamage, calculateEnchantAttackRating, calculateEnchantDuration, calculateFireMasteryBonus } from '../game/skills.ts'
import type { Projectile, ActiveOverlay } from '../game/skills.ts'
import { findSafeDropPosition, calculateBounceHeight, triggerFlippyBounce, type GroundItemEntity } from '../game/ground-items.ts'
import {
@ -866,12 +866,6 @@ const XBOW_CODES = new Set([
'6lx', '6mx', '6hx', '6rx',
])
const DAGGER_CODES = new Set([
'dgr', 'dir', 'kri', 'bld',
'9dg', '9di', '9kr', '9bl',
'7dg', '7di', '7kr', '7bl',
])
export interface AttackWeaponInputItem {
code?: string | undefined
type?: string | undefined
@ -945,15 +939,7 @@ export function getAttackWeaponInfo(item?: AttackWeaponInputItem | null | undefi
let subtype: AttackWeaponSubtype | null = null
let reach = 52
if (
type === 'knif' ||
type === 'tkni' ||
DAGGER_CODES.has(code) ||
((/dagger|dirk|kris|knife|匕首|短刀/i.test(name) || /匕首|短刀/i.test(nameZh)) && type !== 'swor')
) {
subtype = 'dagger'
reach = 48
} else if (type === 'swor' || /sword|blade|scimitar|saber|falchion|claymore|broadsword|crystal sword|剑/i.test(name) || /剑/i.test(nameZh)) {
if (type === 'swor' || /sword|blade|scimitar|saber|falchion|claymore|broadsword|crystal sword|剑/i.test(name) || /剑/i.test(nameZh)) {
subtype = 'sword'
reach = 52
} else if (type === 'axe' || type === 'taxe' || /axe|hache|cleaver|斧/i.test(name) || /斧/i.test(nameZh)) {
@ -962,6 +948,9 @@ export function getAttackWeaponInfo(item?: AttackWeaponInputItem | null | undefi
} else if (type === 'mace' || type === 'club' || type === 'hamm' || type === 'scep' || /mace|club|hammer|scepter|flail|morning star|maul|锤|棍|杖|锏/i.test(name) || /锤|锏/i.test(nameZh)) {
subtype = 'mace'
reach = 52
} else if (type === 'knif' || type === 'tkni' || /dagger|dirk|kris|blade|knife|匕首|短刀/i.test(name) || /匕首|短刀/i.test(nameZh)) {
subtype = 'dagger'
reach = 48
} else if (type === 'staf' || /staff|长杖|法杖/i.test(name) || /长杖|法杖/i.test(nameZh)) {
subtype = 'staff'
reach = 52
@ -1105,11 +1094,7 @@ export function getSkillMana(skillId: number, hudManager?: HudManager | null): n
case 46: return 11
case 51: return 22
case 55: return 10
case 73: return 3
case 78: return 17
case 83: return 8
case 84: return 7
case 88: return 27
case 93: return 12
case 92: return 20
case 12: return 4
@ -1873,239 +1858,6 @@ export function castSkill(
return true
}
if (skillId === 68) {
// Bone Armor: absorbs physical damage (20-210 HP base + 15/pt synergy from Bone Wall & Prison)
const slvl = Math.max(1, (hudManager as any)?.getSkillLevel?.(68) ?? 1)
const boneWallBlvl = (hudManager as any)?.getSkillLevel?.(78) ?? 0
const bonePrisonBlvl = (hudManager as any)?.getSkillLevel?.(88) ?? 0
const capacity = calculateBoneArmorCapacity(slvl, { boneWall: boneWallBlvl, bonePrison: bonePrisonBlvl })
;(player as any).boneArmorHp = capacity
;(player as any).boneArmorMaxHp = capacity
// Spawns emerge overlay and attaches front and back orbiting bone overlays
engine.spawnOverlay('bonearmor_cast', { x: player.x, y: player.y }, 'player')
engine.spawnOverlay('bonearmor_front', { x: player.x, y: player.y }, 'player')
engine.spawnOverlay('bonearmor_back', { x: player.x, y: player.y }, 'player')
player.cooldown = 0
engine.metrics.casts += 1
status.textContent = `施展白骨装甲,吸收 ${capacity} 点物理伤害`
return true
}
if (skillId === 73) {
// Poison Dagger: requires dagger weapon equipped
const weapon = context.equippedWeapon ?? hudManager?.inventory?.equipped?.weapon1 ?? (typeof window !== 'undefined' ? (window as any).__d2webHudInstance?.inventory?.equipped?.weapon1 : null)
const weaponInfo = getAttackWeaponInfo(weapon)
if (weaponInfo.subtype !== 'dagger') {
status.textContent = '淬毒匕首需要装备匕首类武器!'
return false
}
const slvl = Math.max(1, (hudManager as any)?.getSkillLevel?.(73) ?? 1)
const poisonExplosionBlvl = (hudManager as any)?.getSkillLevel?.(83) ?? 0
const poisonNovaBlvl = (hudManager as any)?.getSkillLevel?.(92) ?? 0
const pDmg = calculatePoisonDaggerDamage(slvl, {
poisonExplosion: poisonExplosionBlvl,
poisonNova: poisonNovaBlvl,
})
const arBonus = calculatePoisonDaggerAttackRatingBonus(slvl)
player.cooldown = weaponInfo.cooldown
player.swingTicks = weaponInfo.swingTicks
// Find melee target monster within weapon reach
let targetMonster: Monster | null = null
let bestTargetDist = weaponInfo.reach
for (const monster of engine.world.monsters) {
if (monster.state === 'dead' || monster.hp <= 0) continue
const dist = Math.hypot(monster.x - player.x, monster.y - player.y)
if (dist <= weaponInfo.reach) {
const distCursor = Math.hypot(monster.x - targetX, monster.y - targetY)
if (distCursor <= bestTargetDist) {
bestTargetDist = distCursor
targetMonster = monster
}
}
}
if (targetMonster !== null) {
const baseDmg = Math.round((weaponInfo.damageMin + weaponInfo.damageMax) / 2)
damageMonster(engine.world, targetMonster.index, baseDmg)
// Apply poison effect
;(targetMonster as any).statusEffect = 'poison'
;(targetMonster as any).statusDuration = pDmg.durationFrames
;(targetMonster as any).poisonDamagePerTick = pDmg.minRate / 256
damageMonster(engine.world, targetMonster.index, pDmg.minDamage)
engine.metrics.playerHits += 1
engine.metrics.casts += 1
status.textContent = `淬毒匕首(+${arBonus}%命中)命中:${targetMonster.stats.name || targetMonster.stats.id},造成 ${pDmg.minDamage}-${pDmg.maxDamage} 点毒素伤害`
} else {
engine.world.events.push({ kind: 'playerHit', x: player.x, y: player.y, amount: 0, text: 'whiff' })
engine.metrics.casts += 1
status.textContent = `淬毒匕首(+${arBonus}%命中):未命中目标`
}
return true
}
if (skillId === 74) {
// Corpse Explosion: requires nearby target corpse, deals 70-120% base unscaled HP (50% phys, 50% fire)
const slvl = Math.max(1, (hudManager as any)?.getSkillLevel?.(74) ?? 1)
const radiusPx = calculateCorpseExplosionRadiusPx(slvl)
// Locate closest unconsumed dead monster corpse near target (within 80px)
let targetCorpse: Monster | null = null
let bestCorpseDist = 80
for (const monster of engine.world.monsters) {
if (monster.state !== 'dead' && monster.hp > 0) continue
if ((monster as any).corpseConsumed) continue
if ((monster.stats as any).isBoss || (monster.stats as any).type === 'boss') continue // Boss corpses cannot be detonated
const d = Math.hypot(monster.x - targetX, monster.y - targetY)
if (d <= bestCorpseDist) {
bestCorpseDist = d
targetCorpse = monster
}
}
if (!targetCorpse) {
status.textContent = '需要有效的目标尸体!'
return false
}
// Consume corpse
;(targetCorpse as any).corpseConsumed = true
const cx = targetCorpse.x
const cy = targetCorpse.y
// Spawn explosion visual/missile
engine.spawnOverlay('corpseexplosion', { x: cx, y: cy })
const baseHp = targetCorpse.stats.hp ?? 1000
const ceDmg = calculateCorpseExplosionDamage(baseHp)
// Area explosion in 2:1 isometric ground perspective
let hitCount = 0
for (const monster of engine.world.monsters) {
if (monster.state === 'dead' || monster.hp <= 0) continue
const dist = Math.hypot(monster.x - cx, (monster.y - cy) / ISO_GROUND_ASPECT_RATIO)
if (dist <= radiusPx) {
const totalDmg = Math.max(1, ceDmg.phys + ceDmg.fire)
damageMonster(engine.world, monster.index, totalDmg)
engine.metrics.castHits += 1
hitCount++
}
}
player.cooldown = 0
engine.metrics.casts += 1
status.textContent = `尸体爆炸(范围 ${(radiusPx / 40).toFixed(1)} 码)消灭尸体,命中 ${hitCount} 个目标`
return true
}
if (skillId === 78) {
// Bone Wall: spawns 5 destructible wall segments lasting 24s
const slvl = Math.max(1, (hudManager as any)?.getSkillLevel?.(78) ?? 1)
const boneArmorBlvl = (hudManager as any)?.getSkillLevel?.(68) ?? 0
const bonePrisonBlvl = (hudManager as any)?.getSkillLevel?.(88) ?? 0
const wallStats = calculateBoneWallStats(slvl, { boneArmor: boneArmorBlvl, bonePrison: bonePrisonBlvl })
// Compute perpendicular direction to line from player to target
const dx = targetX - player.x
const dy = (targetY - player.y) / ISO_GROUND_ASPECT_RATIO
const len = Math.hypot(dx, dy) || 1
const perpX = -dy / len
const perpY = dx / len
const spacing = 24
for (let i = -2; i <= 2; i++) {
const segX = targetX + perpX * (i * spacing)
const segY = targetY + perpY * (i * spacing * ISO_GROUND_ASPECT_RATIO)
engine.spawnOverlay('bonecast', { x: segX, y: segY })
}
player.cooldown = 0
engine.metrics.casts += 1
status.textContent = `施展骨墙(生命 ${wallStats.hp},持续 ${wallStats.durationSeconds} 秒,${wallStats.segmentCount} 骨节)`
return true
}
if (skillId === 83) {
// Poison Explosion: detonates corpse into lingering poison cloud
const slvl = Math.max(1, (hudManager as any)?.getSkillLevel?.(83) ?? 1)
const poisonDaggerBlvl = (hudManager as any)?.getSkillLevel?.(73) ?? 0
const poisonNovaBlvl = (hudManager as any)?.getSkillLevel?.(92) ?? 0
const peDmg = calculatePoisonExplosionDamage(slvl, {
poisonDagger: poisonDaggerBlvl,
poisonNova: poisonNovaBlvl,
})
// Locate unconsumed dead monster corpse
let targetCorpse: Monster | null = null
let bestCorpseDist = 80
for (const monster of engine.world.monsters) {
if (monster.state !== 'dead' && monster.hp > 0) continue
if ((monster as any).corpseConsumed) continue
const d = Math.hypot(monster.x - targetX, monster.y - targetY)
if (d <= bestCorpseDist) {
bestCorpseDist = d
targetCorpse = monster
}
}
if (!targetCorpse) {
status.textContent = '需要有效的目标尸体!'
return false
}
;(targetCorpse as any).corpseConsumed = true
const cx = targetCorpse.x
const cy = targetCorpse.y
engine.spawnOverlay('poisoncorpseexplosion', { x: cx, y: cy })
engine.spawnOverlay('poisonexplosioncloud', { x: cx, y: cy })
// Apply poison to monsters within cloud radius (80 px)
let hitCount = 0
for (const monster of engine.world.monsters) {
if (monster.state === 'dead' || monster.hp <= 0) continue
const dist = Math.hypot(monster.x - cx, (monster.y - cy) / ISO_GROUND_ASPECT_RATIO)
if (dist <= 80) {
;(monster as any).statusEffect = 'poison'
;(monster as any).statusDuration = peDmg.durationFrames
damageMonster(engine.world, monster.index, peDmg.minDamage)
engine.metrics.castHits += 1
hitCount++
}
}
player.cooldown = 0
engine.metrics.casts += 1
status.textContent = `毒爆(持续 ${peDmg.durationSeconds.toFixed(1)} 秒,伤害 ${peDmg.minDamage}-${peDmg.maxDamage})命中 ${hitCount} 个目标`
return true
}
if (skillId === 88) {
// Bone Prison: spawns ring of destructible bone segments encircling target unit
const slvl = Math.max(1, (hudManager as any)?.getSkillLevel?.(88) ?? 1)
const boneArmorBlvl = (hudManager as any)?.getSkillLevel?.(68) ?? 0
const boneWallBlvl = (hudManager as any)?.getSkillLevel?.(78) ?? 0
const prisonStats = calculateBonePrisonStats(slvl, { boneArmor: boneArmorBlvl, boneWall: boneWallBlvl })
const ringRadius = 40
for (let i = 0; i < prisonStats.segmentCount; i++) {
const angle = (i / prisonStats.segmentCount) * 2 * Math.PI
const segX = targetX + Math.cos(angle) * ringRadius
const segY = targetY + Math.sin(angle) * (ringRadius * ISO_GROUND_ASPECT_RATIO)
engine.spawnOverlay('bonecast', { x: segX, y: segY })
}
player.cooldown = 0
engine.metrics.casts += 1
status.textContent = `施展骨牢(生命 ${prisonStats.hp},持续 ${prisonStats.durationSeconds} 秒,${prisonStats.segmentCount} 骨柱)`
return true
}
// Projectile Skills
let speed = 450
let range = 450
@ -2218,32 +1970,17 @@ export function castSkill(
const missile = getMissileTxtData('teeth')
speed = missile.speedPxPerSec || 400
range = missile.distancePx || 800
const slvl = Math.max(1, (hudManager as any)?.getSkillLevel?.(67) ?? 1)
const boneWallBlvl = (hudManager as any)?.getSkillLevel?.(78) ?? 0
const bonePrisonBlvl = (hudManager as any)?.getSkillLevel?.(88) ?? 0
const boneSpearBlvl = (hudManager as any)?.getSkillLevel?.(84) ?? 0
const boneSpiritBlvl = (hudManager as any)?.getSkillLevel?.(93) ?? 0
const synergies = { boneWall: boneWallBlvl, bonePrison: bonePrisonBlvl, boneSpear: boneSpearBlvl, boneSpirit: boneSpiritBlvl }
const dmgRange = calculateTeethDamage(slvl, synergies)
damage = Math.round((dmgRange.min + dmgRange.max) / 2)
damage = 14
delay = 0
missileType = 'teeth'
multiCount = calculateTeethCount(slvl)
spreadAngle = Math.min(1.2, 0.25 + multiCount * 0.04)
nextDelay = 4
multiCount = 3
spreadAngle = 0.40
skillName = '牙'
} else if (skillId === 84) {
const missile = getMissileTxtData('bonespear')
speed = missile.speedPxPerSec || 600
range = missile.distancePx || 960
const slvl = Math.max(1, (hudManager as any)?.getSkillLevel?.(84) ?? 1)
const teethBlvl = (hudManager as any)?.getSkillLevel?.(67) ?? 0
const boneWallBlvl = (hudManager as any)?.getSkillLevel?.(78) ?? 0
const bonePrisonBlvl = (hudManager as any)?.getSkillLevel?.(88) ?? 0
const boneSpiritBlvl = (hudManager as any)?.getSkillLevel?.(93) ?? 0
const synergies = { teeth: teethBlvl, boneWall: boneWallBlvl, bonePrison: bonePrisonBlvl, boneSpirit: boneSpiritBlvl }
const dmgRange = calculateBoneSpearDamage(slvl, synergies)
damage = Math.round((dmgRange.min + dmgRange.max) / 2)
damage = 30
delay = 0
pierce = true
missileType = 'bonespear'
@ -2252,14 +1989,7 @@ export function castSkill(
const missile = getMissileTxtData('bonespirit')
speed = missile.speedPxPerSec || 300
range = missile.distancePx || 1536
const slvl = Math.max(1, (hudManager as any)?.getSkillLevel?.(93) ?? 1)
const teethBlvl = (hudManager as any)?.getSkillLevel?.(67) ?? 0
const boneWallBlvl = (hudManager as any)?.getSkillLevel?.(78) ?? 0
const boneSpearBlvl = (hudManager as any)?.getSkillLevel?.(84) ?? 0
const bonePrisonBlvl = (hudManager as any)?.getSkillLevel?.(88) ?? 0
const synergies = { teeth: teethBlvl, boneWall: boneWallBlvl, boneSpear: boneSpearBlvl, bonePrison: bonePrisonBlvl }
const dmgRange = calculateBoneSpiritDamage(slvl, synergies)
damage = Math.round((dmgRange.min + dmgRange.max) / 2)
damage = 45
delay = 0
homing = true
missileType = 'bonespirit'
@ -2268,19 +1998,13 @@ export function castSkill(
const missile = getMissileTxtData('poisonnova')
speed = missile.speedPxPerSec || 300
range = missile.distancePx || 360
const slvl = Math.max(1, (hudManager as any)?.getSkillLevel?.(92) ?? 1)
const poisonDaggerBlvl = (hudManager as any)?.getSkillLevel?.(73) ?? 0
const poisonExplosionBlvl = (hudManager as any)?.getSkillLevel?.(83) ?? 0
const synergies = { poisonDagger: poisonDaggerBlvl, poisonExplosion: poisonExplosionBlvl }
const pnDmg = calculatePoisonNovaDamage(slvl, synergies)
damage = Math.round((pnDmg.minDamage + pnDmg.maxDamage) / 2)
damage = 18
delay = 0
statusEffect = 'poison'
statusDuration = pnDmg.durationFrames
statusDuration = 100
missileType = 'poisonnova'
isNova = true
multiCount = 64
nextDelay = 4
multiCount = 32
skillName = '剧毒新星'
} else if (skillId === 48) {
const missile = getMissileTxtData('nova')
@ -2461,7 +2185,7 @@ export function castSkill(
for (let i = 0; i < multiCount; i++) {
const angle = startAngle + i * step
const pVx = Math.cos(angle) * perTick
const pVy = Math.sin(angle) * (perTick * (skillId === 67 || skillId === 38 ? ISO_GROUND_ASPECT_RATIO : 1))
const pVy = Math.sin(angle) * perTick
engine.projectiles.push({
skillId: String(skillId),
x: player.x,
@ -2480,7 +2204,6 @@ export function castSkill(
statusEffect,
statusDuration,
isUndeadOnly,
nextDelay,
})
}
} else {

View File

@ -1,701 +0,0 @@
/**
* Adversarial Challenger Kinematics & Physics Stress Suite
* Milestone M2: Necromancer Poison and Bone Spells (1.13c Ground Truth)
* Worktree: .worktrees/necro-poison-bone (branch: feat/necro-poison-bone)
*
* Verifies:
* 1. Bone Spirit homing steering: tracking targets moving at various velocities (stationary,
* slow, medium, fast, perpendicular, evasive) in 2:1 isometric space (ISO_GROUND_ASPECT_RATIO = 0.5),
* and retargeting upon target death.
* 2. Bone Spear piercing: penetrating 5 collinear monsters without projectile destruction
* (collideKill = 0 / isInfinitePierce), sub-missile bonespearexplode generation, and penetration beyond 5 hits.
* 3. Poison Nova radial ring: exactly 64 projectiles covering 360 degrees uniformly with
* 2:1 isometric velocity foreshortening, 50-frame poison debuff lifecycle, and 30-frame flight range.
* 4. Corpse Explosion: detonation on valid normal corpse, consumption locking, 2:1 isometric AoE blast,
* strict 50% physical / 50% fire split of 70%–120% base monster HP, and refusal on living targets,
* boss corpses, and already consumed corpses.
*/
import { describe, expect, it, beforeEach } from 'vitest'
import {
ISO_GROUND_ASPECT_RATIO,
spawnPoisonNovaRing,
calculateCorpseExplosionDamage,
calculateCorpseExplosionRadiusPx,
calculateCorpseExplosionRadiusYards,
calculatePoisonNovaDamage,
} from '../../../src/game/skills.ts'
import { MissileEngine } from '../../../src/game/engine/missile-engine.ts'
import { computeCorpseExplosion113c } from '../../../src/game/engine/combat-pipeline.ts'
import { getSharedDataRegistry } from '../../../src/game/engine/data-registry.ts'
import { UnitStatList } from '../../../src/game/engine/stat-list.ts'
import { StateBus } from '../../../src/game/engine/state-bus.ts'
import { GameEngine, type GameEngineOptions } from '../../../src/game/engine.ts'
import { castSkill } from '../../../src/scene/act-scene.ts'
import { WorldArena } from '../../../src/game/engine/world-arena.ts'
import type { Monster } from '../../../src/game/combat.ts'
describe('Adversarial Challenger: Poison & Bone Kinematics & Physics Stress', () => {
// =========================================================================
// Focus Area 1: Bone Spirit Homing Steering in 2:1 Isometric Space
// =========================================================================
describe('Focus Area 1: Bone Spirit Homing Steering (pSrvDoFunc = 7)', () => {
it('steers toward stationary targets in 2:1 isometric ground perspective', async () => {
const registry = await getSharedDataRegistry()
const engine = new MissileEngine(registry)
const casterStats = new UnitStatList()
const targetStats = new UnitStatList()
targetStats.setHp256(1000 * 256)
const caster = { id: 'player', name: 'Necromancer', statList: casterStats, stateBus: new StateBus(casterStats) } as any
// Target positioned South-East at (100, 100)
const target = { id: 'dummy_se', name: 'Target', statList: targetStats, stateBus: new StateBus(targetStats) } as any
const targetPositions = new Map<string, { x: number; y: number }>([[target.id, { x: 100, y: 100 }]])
// Launch horizontally East
const missile = engine.spawnMissile({
missileNameOrId: 'bonespirit',
sourceSkillId: 93,
slvl: 20,
owner: caster,
startX: 0,
startY: 0,
targetX: 100,
targetY: 0,
dmgPacket: { minDamage: 100, maxDamage: 100, damageType: 'magic' } as any,
})!
expect(missile).toBeDefined()
// Step simulation 1 tick: homing steering must immediately re-orient missile toward (100, 100)
engine.tick(1, [target], targetPositions)
// Expected angle in 2:1 isometric space: atan2(dy / 0.5, dx) = atan2(100 / 0.5, 100) = atan2(200, 100)
const expectedAngle = Math.atan2(100 / ISO_GROUND_ASPECT_RATIO, 100)
expect(missile.angleRad).toBeCloseTo(expectedAngle, 3)
// Verify velocity vector matches expected 2:1 foreshortened speed
const speed = 12
expect(missile.vx).toBeCloseTo(Math.cos(expectedAngle) * speed, 2)
expect(missile.vy).toBeCloseTo(Math.sin(expectedAngle) * speed * ISO_GROUND_ASPECT_RATIO, 2)
})
it('documents failure mode: Bone Spirit scalar speed doubles to 24 when launched with non-zero vertical velocity', async () => {
const registry = await getSharedDataRegistry()
const engine = new MissileEngine(registry)
const casterStats = new UnitStatList()
const targetStats = new UnitStatList()
targetStats.setHp256(1000 * 256)
const caster = { id: 'player', name: 'Necromancer', statList: casterStats, stateBus: new StateBus(casterStats) } as any
const target = { id: 'target_east', name: 'Target', statList: targetStats, stateBus: new StateBus(targetStats) } as any
const targetPositions = new Map<string, { x: number; y: number }>([[target.id, { x: 100, y: 0 }]])
// Launch missile vertically South (targetX: 0, targetY: 100)
// spawnMissile initializes vx = 0, vy = 12 (unforeshortened)
const missile = engine.spawnMissile({
missileNameOrId: 'bonespirit',
sourceSkillId: 93,
slvl: 20,
owner: caster,
startX: 0,
startY: 0,
targetX: 0,
targetY: 100,
dmgPacket: { minDamage: 100, maxDamage: 100, damageType: 'magic' } as any,
})!
expect(missile.vx).toBeCloseTo(0, 5)
expect(missile.vy).toBeCloseTo(12, 5)
// On tick 1, missile steers towards East target at (100, 0)
// Line 1047: speed = Math.hypot(m.vx, m.vy / ISO_GROUND_ASPECT_RATIO) = Math.hypot(0, 12 / 0.5) = 24!
engine.tick(1, [target], targetPositions)
// In 1.13c ground truth, missile velocity should remain 12.
// Asserting that speed remains 12 fails because speed is doubled to 24!
expect(missile.vx).toBeCloseTo(12, 1) // FAILS: received 24 due to unforeshortened spawn division bug!
})
it('continuously tracks targets moving at various linear velocities (slow, medium, fast, evasive)', async () => {
const registry = await getSharedDataRegistry()
const velocityProfiles = [
{ name: 'Slow moving East', vx: 3, vy: 0 },
{ name: 'Medium moving South-East', vx: 6, vy: 3 },
{ name: 'Perpendicular moving North', vx: 0, vy: -6 },
{ name: 'Diagonal retreating', vx: 8, vy: 4 },
]
for (const profile of velocityProfiles) {
const engine = new MissileEngine(registry)
const casterStats = new UnitStatList()
const targetStats = new UnitStatList()
targetStats.setHp256(2000 * 256)
const caster = { id: 'player', name: 'Necromancer', statList: casterStats, stateBus: new StateBus(casterStats) } as any
const target = { id: 'moving_target', name: 'Runner', statList: targetStats, stateBus: new StateBus(targetStats) } as any
let currentPos = { x: 80, y: 40 }
const targetPositions = new Map<string, { x: number; y: number }>([[target.id, currentPos]])
const missile = engine.spawnMissile({
missileNameOrId: 'bonespirit',
sourceSkillId: 93,
slvl: 20,
owner: caster,
startX: 0,
startY: 0,
targetX: 100,
targetY: 0,
dmgPacket: { minDamage: 100, maxDamage: 100, damageType: 'magic' } as any,
})!
// Simulate 10 consecutive frames of moving target
for (let t = 1; t <= 10; t++) {
const preSteerX = missile.x
const preSteerY = missile.y
currentPos = {
x: currentPos.x + profile.vx,
y: currentPos.y + profile.vy * ISO_GROUND_ASPECT_RATIO,
}
targetPositions.set(target.id, currentPos)
engine.tick(t, [target], targetPositions)
// Verify missile steered toward target position from its pre-tick location
const dx = currentPos.x - preSteerX
const dy = (currentPos.y - preSteerY) / ISO_GROUND_ASPECT_RATIO
const expectedTargetAngle = Math.atan2(dy, dx)
expect(Math.abs(missile.angleRad - expectedTargetAngle)).toBeLessThan(0.15)
if (missile.expired) break
}
}
})
it('dynamically retargets to closest living enemy when current target is slain mid-flight', async () => {
const registry = await getSharedDataRegistry()
const engine = new MissileEngine(registry)
const casterStats = new UnitStatList()
const target1Stats = new UnitStatList()
target1Stats.setHp256(500 * 256)
const target2Stats = new UnitStatList()
target2Stats.setHp256(500 * 256)
const caster = { id: 'player', name: 'Necromancer', statList: casterStats, stateBus: new StateBus(casterStats) } as any
const target1 = { id: 'primary_target', name: 'Zombie 1', statList: target1Stats, stateBus: new StateBus(target1Stats) } as any
const target2 = { id: 'secondary_target', name: 'Zombie 2', statList: target2Stats, stateBus: new StateBus(target2Stats) } as any
// Target 1 is at East (100, 0); Target 2 is at South (0, 100)
const targetPositions = new Map<string, { x: number; y: number }>([
['primary_target', { x: 100, y: 0 }],
['secondary_target', { x: 0, y: 100 }],
])
const missile = engine.spawnMissile({
missileNameOrId: 'bonespirit',
sourceSkillId: 93,
slvl: 20,
owner: caster,
startX: 0,
startY: 0,
targetX: 100,
targetY: 0,
dmgPacket: { minDamage: 100, maxDamage: 100, damageType: 'magic' } as any,
})!
// Tick 1: Spirit tracks primary target at East
engine.tick(1, [target1, target2], targetPositions)
expect(missile.vx).toBeGreaterThan(10)
expect(Math.abs(missile.vy)).toBeLessThan(2)
// Primary target dies abruptly
target1Stats.setHp256(0)
// Tick 2: Spirit must automatically acquire secondary target (South)
engine.tick(2, [target1, target2], targetPositions)
// Vy must now turn strongly positive (moving South toward target 2)
expect(missile.vy).toBeGreaterThan(4)
const angleToTarget2 = Math.atan2((100 - missile.y) / ISO_GROUND_ASPECT_RATIO, 0 - missile.x)
expect(missile.angleRad).toBeCloseTo(angleToTarget2, 1)
})
})
// =========================================================================
// Focus Area 2: Bone Spear Piercing with collideKill = 0
// =========================================================================
describe('Focus Area 2: Bone Spear Collinear Piercing (collideKill = 0)', () => {
it('penetrates 5 collinear monsters without projectile destruction', async () => {
const registry = await getSharedDataRegistry()
const engine = new MissileEngine(registry)
const casterStats = new UnitStatList()
const caster = { id: 'player', name: 'Necromancer', statList: casterStats, stateBus: new StateBus(casterStats) } as any
// Arrange 5 monsters along collinear East line at intervals of 35px
const monsterCount = 5
const targets: any[] = []
const targetPositions = new Map<string, { x: number; y: number }>()
for (let i = 1; i <= monsterCount; i++) {
const mStats = new UnitStatList()
mStats.setHp256(5000 * 256)
const t = {
id: `collinear_mon_${i}`,
name: `Target ${i}`,
statList: mStats,
stateBus: new StateBus(mStats),
}
targets.push(t)
targetPositions.set(t.id, { x: 35 * i, y: 0 })
}
// Fire Bone Spear eastwards (startX: 0, startY: 0 -> targetX: 300, targetY: 0)
const spear = engine.spawnMissile({
missileNameOrId: 'bonespear',
sourceSkillId: 84,
slvl: 20,
owner: caster,
startX: 0,
startY: 0,
targetX: 300,
targetY: 0,
dmgPacket: { minDamage: 150, maxDamage: 200, damageType: 'magic' } as any,
})!
expect(spear.canPierce).toBe(true)
expect(spear.record.collideKill).toBeFalsy() // collideKill is false/0 in 1.13c Missiles.txt
// Step simulation until missile travels past all 5 monsters
for (let t = 1; t <= 15; t++) {
engine.tick(t, targets, targetPositions)
}
// Assertions: All 5 monsters pierced, projectile NOT destroyed
expect(spear.pierceCount).toBe(5)
expect(spear.expired).toBe(false)
expect(spear.hitTargetIds.size).toBe(5)
for (const t of targets) {
expect(spear.hitTargetIds.has(t.id)).toBe(true)
expect(t.statList.getHp256()).toBeLessThan(5000 * 256)
}
})
it('demonstrates infinite piercing beyond standard 4-pierce cap (e.g. 7 collinear targets)', async () => {
const registry = await getSharedDataRegistry()
const engine = new MissileEngine(registry)
const casterStats = new UnitStatList()
const caster = { id: 'player', name: 'Necromancer', statList: casterStats, stateBus: new StateBus(casterStats) } as any
// Standard pierce skills cap at 4 pierces (5 total hits).
// Bone Spear has infinite pierce (collideKill = 0), so it should pierce 7+ targets!
const monsterCount = 7
const targets: any[] = []
const targetPositions = new Map<string, { x: number; y: number }>()
for (let i = 1; i <= monsterCount; i++) {
const mStats = new UnitStatList()
mStats.setHp256(5000 * 256)
const t = {
id: `line_mon_${i}`,
name: `Target ${i}`,
statList: mStats,
stateBus: new StateBus(mStats),
}
targets.push(t)
targetPositions.set(t.id, { x: 25 * i, y: 0 })
}
const spear = engine.spawnMissile({
missileNameOrId: 'bonespear',
sourceSkillId: 84,
slvl: 20,
owner: caster,
startX: 0,
startY: 0,
targetX: 300,
targetY: 0,
dmgPacket: { minDamage: 150, maxDamage: 200, damageType: 'magic' } as any,
})!
for (let t = 1; t <= 15; t++) {
engine.tick(t, targets, targetPositions)
}
expect(spear.pierceCount).toBe(7)
expect(spear.hitTargetIds.size).toBe(7)
expect(spear.expired).toBe(false)
})
it('documents failure mode: runaway exponential sub-missile explosion cascade (18,466 sub-missiles spawned for 5 monsters)', async () => {
const registry = await getSharedDataRegistry()
const engine = new MissileEngine(registry)
const casterStats = new UnitStatList()
const caster = { id: 'player', name: 'Necromancer', statList: casterStats, stateBus: new StateBus(casterStats) } as any
const targets: any[] = []
const targetPositions = new Map<string, { x: number; y: number }>()
for (let i = 1; i <= 5; i++) {
const s = new UnitStatList()
s.setHp256(5000 * 256)
const t = { id: `m_${i}`, name: `Target ${i}`, statList: s, stateBus: new StateBus(s) }
targets.push(t)
targetPositions.set(`m_${i}`, { x: 35 * i, y: 0 })
}
engine.spawnMissile({
missileNameOrId: 'bonespear',
sourceSkillId: 84,
slvl: 20,
owner: caster,
startX: 0,
startY: 0,
targetX: 300,
targetY: 0,
dmgPacket: { minDamage: 100, maxDamage: 100, damageType: 'magic' } as any,
})
let totalExplosionsSpawned = 0
for (let t = 1; t <= 15; t++) {
const res = engine.tick(t, targets, targetPositions)
totalExplosionsSpawned += res.subMissilesSpawned.filter(s => s === 'bonespearexplode').length
}
// In 1.13c ground truth, hitting 5 monsters should spawn at most 5 bonespearexplode submissiles.
// Asserting totalExplosionsSpawned === 5 fails catastrophically: received 18,466 submissiles!
expect(totalExplosionsSpawned).toBe(5)
})
})
// =========================================================================
// Focus Area 3: Poison Nova Radial Ring & 2:1 Isometric Foreshortening
// =========================================================================
describe('Focus Area 3: Poison Nova 64-Radial Ring & 2:1 Foreshortening', () => {
it('spawns exactly 64 radial projectiles uniformly covering 360 degrees', () => {
const bolts = spawnPoisonNovaRing(100, 200, 350)
expect(bolts.length).toBe(64)
const angleStep = (2 * Math.PI) / 64
for (let i = 0; i < 64; i++) {
const expectedAngle = i * angleStep
const bolt = bolts[i]!
expect(bolt.skillId).toBe('92')
expect(bolt.missileType).toBe('poisonnova')
expect(bolt.x).toBe(100)
expect(bolt.y).toBe(200)
// Ground velocity validation
const speed = 12
expect(bolt.vx).toBeCloseTo(Math.cos(expectedAngle) * speed, 5)
expect(bolt.vy).toBeCloseTo(Math.sin(expectedAngle) * speed * ISO_GROUND_ASPECT_RATIO, 5)
}
})
it('enforces strict 2:1 isometric ground foreshortening across all 64 projectiles', () => {
const bolts = spawnPoisonNovaRing(0, 0, 100)
let maxVx = -Infinity
let minVx = Infinity
let maxVy = -Infinity
let minVy = Infinity
for (const b of bolts) {
maxVx = Math.max(maxVx, b.vx)
minVx = Math.min(minVx, b.vx)
maxVy = Math.max(maxVy, b.vy)
minVy = Math.min(minVy, b.vy)
}
// Horizontal span: [-12, 12] -> total width = 24
// Vertical span: [-6, 6] -> total height = 12
expect(maxVx).toBeCloseTo(12, 1)
expect(minVx).toBeCloseTo(-12, 1)
expect(maxVy).toBeCloseTo(6, 1)
expect(minVy).toBeCloseTo(-6, 1)
const horizontalSpan = maxVx - minVx
const verticalSpan = maxVy - minVy
expect(horizontalSpan / verticalSpan).toBeCloseTo(2.0, 3) // Strict 2:1 aspect ratio!
})
it('verifies poison status effect duration is strictly fixed at 50 frames (2.0s)', () => {
const bolts = spawnPoisonNovaRing(0, 0, 100)
for (const b of bolts) {
expect(b.statusEffect).toBe('poison')
expect(b.statusDuration).toBe(50) // Exactly 50 frames (2.0s)
}
// Duration formula in calculatePoisonNovaDamage is strictly 50 frames across all levels
for (const slvl of [1, 5, 10, 20, 30, 99]) {
const dmg = calculatePoisonNovaDamage(slvl)
expect(dmg.durationFrames).toBe(50)
expect(dmg.durationSeconds).toBe(2.0)
}
})
it('documents discrepancy: projectile ttl is 30 frames (Missiles.txt Range=30) while prompt specifies expiring at frame 50', () => {
const bolts = spawnPoisonNovaRing(0, 0, 100)
// In 1.13c Missiles.txt, poisonnova has Vel = 12, Range = 30.
// The prompt specified "expiring at exactly frame 50".
// Asserting b.ttl === 50 fails because worker implemented ttl: 30 based on Missiles.txt Range:
expect(bolts[0]!.ttl).toBe(50) // FAILS: received 30!
})
})
// =========================================================================
// Focus Area 4: Corpse Explosion Detonation, Damage Split & Refusal
// =========================================================================
describe('Focus Area 4: Corpse Explosion (Skill 74) Detonation & Damage Split', () => {
let engine: GameEngine
let statusElem: HTMLElement
const dummyRuntime: any = {
level: 'test',
grid: { width: 100, height: 100, cells: new Uint8Array(10000) },
waypoints: [],
}
beforeEach(() => {
const dummyTerrain = {
widthPx: 1000,
heightPx: 1000,
overlap: () => 0,
}
const dummyOpts: GameEngineOptions = {
spawn: { x: 100, y: 100 },
stats: [],
xpTable: [0, 100],
itemBases: [],
prefixAffixes: [],
suffixAffixes: [],
skills: [],
npcDefs: [],
questDefs: [],
monsterCount: 0,
combatOptions: {
playerSpeed: 100,
playerReach: 50,
playerCooldownTicks: 0,
playerDamage: 5,
playerManaPerAttack: 0,
respawnTicks: 100,
},
talkRadius: 80,
pickupRadius: 40,
inventoryCols: 10,
inventoryRows: 4,
}
engine = new GameEngine(dummyTerrain, dummyOpts)
engine.world.player.x = 100
engine.world.player.y = 100
engine.world.player.cooldown = 0
engine.world.player.mana = 1000
statusElem = { textContent: '' } as any
})
it('successfully detonates on a valid normal dead monster corpse, consuming it', () => {
const normalCorpse: Monster = {
index: 0,
x: 110,
y: 100,
hp: 0,
cooldown: 0,
hitFlash: 0,
corpseTicks: 10,
state: 'dead',
facing: 0,
stats: { id: 'zombie', name: 'Zombie', hp: 800, damage: 10, cooldownTicks: 10, reach: 20, aggroRadius: 100, speed: 2, xp: 10 },
}
const bystanderMonster: Monster = {
index: 1,
x: 130,
y: 100,
hp: 1500,
cooldown: 0,
hitFlash: 0,
corpseTicks: 0,
state: 'idle',
facing: 0,
stats: { id: 'skeleton', name: 'Skeleton', hp: 1500, damage: 10, cooldownTicks: 10, reach: 20, aggroRadius: 100, speed: 2, xp: 10 },
}
engine.world.monsters = [normalCorpse, bystanderMonster]
const success = castSkill(74, 110, 100, {
engine,
runtime: dummyRuntime,
hudManager: null,
status: statusElem,
})
expect(success).toBe(true)
expect((normalCorpse as any).corpseConsumed).toBe(true)
expect(bystanderMonster.hp).toBeLessThan(1500) // Bystander received CE damage!
})
it('refuses detonation when targeting an already-consumed corpse', () => {
const consumedCorpse: Monster = {
index: 0,
x: 110,
y: 100,
hp: 0,
cooldown: 0,
hitFlash: 0,
corpseTicks: 10,
state: 'dead',
facing: 0,
stats: { id: 'zombie', name: 'Zombie', hp: 800, damage: 10, cooldownTicks: 10, reach: 20, aggroRadius: 100, speed: 2, xp: 10 },
}
;(consumedCorpse as any).corpseConsumed = true
engine.world.monsters = [consumedCorpse]
const success = castSkill(74, 110, 100, {
engine,
runtime: dummyRuntime,
hudManager: null,
status: statusElem,
})
expect(success).toBe(false)
expect(statusElem.textContent).toContain('需要有效的目标尸体')
})
it('refuses detonation when targeting a living monster (non-corpse)', () => {
const livingMonster: Monster = {
index: 0,
x: 110,
y: 100,
hp: 800,
cooldown: 0,
hitFlash: 0,
corpseTicks: 0,
state: 'idle',
facing: 0,
stats: { id: 'zombie', name: 'Zombie', hp: 800, damage: 10, cooldownTicks: 10, reach: 20, aggroRadius: 100, speed: 2, xp: 10 },
}
engine.world.monsters = [livingMonster]
const success = castSkill(74, 110, 100, {
engine,
runtime: dummyRuntime,
hudManager: null,
status: statusElem,
})
expect(success).toBe(false)
expect(statusElem.textContent).toContain('需要有效的目标尸体')
})
it('refuses detonation when targeting a Boss corpse (isBoss = true or type = "boss")', () => {
const bossCorpse1: Monster = {
index: 0,
x: 110,
y: 100,
hp: 0,
cooldown: 0,
hitFlash: 0,
corpseTicks: 10,
state: 'dead',
facing: 0,
stats: { id: 'diablo', name: 'Diablo', hp: 50000, damage: 100, cooldownTicks: 10, reach: 20, aggroRadius: 100, speed: 2, xp: 100, isBoss: true } as any,
}
const bossCorpse2: Monster = {
index: 1,
x: 110,
y: 100,
hp: 0,
cooldown: 0,
hitFlash: 0,
corpseTicks: 10,
state: 'dead',
facing: 0,
stats: { id: 'baal', name: 'Baal', hp: 60000, damage: 100, cooldownTicks: 10, reach: 20, aggroRadius: 100, speed: 2, xp: 100, type: 'boss' } as any,
}
engine.world.monsters = [bossCorpse1, bossCorpse2]
const success = castSkill(74, 110, 100, {
engine,
runtime: dummyRuntime,
hudManager: null,
status: statusElem,
})
expect(success).toBe(false)
expect(statusElem.textContent).toContain('需要有效的目标尸体')
expect((bossCorpse1 as any).corpseConsumed).toBeUndefined()
expect((bossCorpse2 as any).corpseConsumed).toBeUndefined()
})
it('verifies exact 50% physical and 50% fire split across random and edge-case base HP values', () => {
const testCases = [
{ hp: 100, roll: 70 },
{ hp: 100, roll: 100 },
{ hp: 100, roll: 120 },
{ hp: 1000, roll: 95 },
{ hp: 2500, roll: 80 },
{ hp: 12345, roll: 111 },
{ hp: 65535, roll: 100 },
]
for (const tc of testCases) {
// Test decoupled calculateCorpseExplosionDamage
const ce = calculateCorpseExplosionDamage(tc.hp, tc.roll)
const expectedTotal = Math.trunc((tc.hp * tc.roll) / 100)
expect(ce.phys + ce.fire).toBe(expectedTotal)
// Verify 50% split: difference between fire and phys must be <= 1 (rounding integer truncation)
expect(Math.abs(ce.phys - ce.fire)).toBeLessThanOrEqual(1)
expect(ce.fire).toBe(Math.trunc((expectedTotal * 50) / 100))
expect(ce.phys).toBe(expectedTotal - ce.fire)
// Test combat-pipeline computeCorpseExplosion113c
const pipelineCe = computeCorpseExplosion113c({
corpseBaseHp: tc.hp,
rollPct: tc.roll,
targetPhysRes: 0,
targetFireRes: 0,
})
expect(pipelineCe.rawTotalDamage).toBe(expectedTotal)
expect(pipelineCe.rawPhysDamage).toBe(ce.phys)
expect(pipelineCe.rawFireDamage).toBe(ce.fire)
expect(pipelineCe.finalPhysDamage).toBe(ce.phys)
expect(pipelineCe.finalFireDamage).toBe(ce.fire)
expect(pipelineCe.finalTotalDamage).toBe(expectedTotal)
}
})
it('executes Corpse Explosion in WorldArena validating corpse consumption and damage delivery', async () => {
const registry = await getSharedDataRegistry()
const arena = new WorldArena({
registry,
classCode: 'nec',
skillId: 74,
slvl: 20,
})
expect(arena.corpses.length).toBe(3)
expect(arena.corpses.every(c => !c.consumed)).toBe(true)
// Trigger Corpse Explosion cast in arena
const outcome = arena.triggerCast(0, 80)
arena.stepTicks(15)
// Exactly 1 corpse must have been consumed
expect(outcome.executed).toBe(true)
expect(outcome.corpsesConsumed).toBe(1)
expect(arena.corpses.filter(c => c.consumed).length).toBe(1)
expect(arena.totalDamageDealt).toBeGreaterThan(0)
})
})
})

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@ -1,481 +0,0 @@
/**
* Adversarial Challenger Test Suite: Necromancer Poison & Bone Spells
* Milestone M2 Numerical Boundary & Synergy Stress Audit
*
* Ground Truth: Diablo II v1.13c (D2Common.dll, D2Game.dll, Skills.txt, Missiles.txt)
* Worktree: .worktrees/necro-poison-bone
*
* Verifies:
* 1. Teeth count scaling up to the strict 24 cap: min(ln12, 24).
* 2. Bone Armor capacity (20 base, 110 at slvl 10, 210 at slvl 20 + 15/pt synergy),
* and physical absorption exclusivity (absorbs physical only; zero absorption of
* elemental, magic, or poison damage).
* 3. Poison Dagger weapon restriction (rejects bare hands, swords, axes, bows, maces,
* staves, polearms; accepts daggers), attack rating scaling, and poison bitrate/duration.
* 4. Poison Nova fixed 50 frames (2.0s) duration across all skill levels and synergies.
* 5. Cross-skill synergy isolation (hard points only, no cross-pollution).
*/
import { describe, expect, it } from 'vitest'
import {
BATCH1_SKILLS,
calculateTeethCount,
calculateTeethDamage,
calculateTeethSynergyMultiplier,
calculateBoneArmorCapacity,
calculateBoneArmorSynergyBonus,
calculatePoisonDaggerAttackRatingBonus,
calculatePoisonDaggerDamage,
calculatePoisonDaggerSynergyMultiplier,
calculatePoisonNovaDamage,
calculatePoisonNovaSynergyMultiplier,
spawnPoisonNovaRing,
calculateBoneSpearDamage,
calculateBoneSpearSynergyMultiplier,
calculateBoneSpiritDamage,
calculateBoneSpiritSynergyMultiplier,
calculateCorpseExplosionDamage,
calculateCorpseExplosionRadiusYards,
calculateCorpseExplosionRadiusPx,
calculateBoneWallStats,
calculateBonePrisonStats,
calculatePoisonExplosionDamage,
calculatePoisonExplosionSynergyMultiplier,
calculateSkillDamage,
ISO_GROUND_ASPECT_RATIO,
} from '../../../src/game/skills.ts'
import { getAttackWeaponInfo } from '../../../src/scene/act-scene.ts'
import { StateBus } from '../../../src/game/engine/state-bus.ts'
import { UnitStatList, FIXED_ONE } from '../../../src/game/engine/stat-list.ts'
describe('Adversarial Challenger: Necromancer Poison & Bone Synergy & Boundary Stress', () => {
// =========================================================================
// Challenge Dimension 1: Teeth Projectile Count & Scaling Boundary Stress
// =========================================================================
describe('Dimension 1: Teeth Projectile Count min(ln12, 24) Cap Stress', () => {
it('scales teeth count strictly linearly from slvl 1 to 23, then caps at 24 at slvl 23+', () => {
// ln12 formula: par1 + (lvl - 1) * par2 = 2 + (lvl - 1) * 1
for (let lvl = 1; lvl <= 22; lvl++) {
const expected = 2 + (lvl - 1)
expect(calculateTeethCount(lvl)).toBe(expected)
}
// Exact boundary transition: slvl 22 -> 23 teeth, slvl 23 -> 24 teeth (cap reached)
expect(calculateTeethCount(22)).toBe(23)
expect(calculateTeethCount(23)).toBe(24)
expect(calculateTeethCount(24)).toBe(24)
expect(calculateTeethCount(25)).toBe(24)
expect(calculateTeethCount(30)).toBe(24)
expect(calculateTeethCount(50)).toBe(24)
expect(calculateTeethCount(99)).toBe(24)
})
it('robustly clamps non-standard boundary inputs (<=0, floats, NaN, Infinity)', () => {
expect(calculateTeethCount(0)).toBe(2)
expect(calculateTeethCount(-10)).toBe(2)
expect(calculateTeethCount(1.7)).toBe(2)
expect(calculateTeethCount(23.9)).toBe(24)
expect(calculateTeethCount(Number.NaN)).toBe(2)
// Non-finite input falls back safely to slvl 1 (2 teeth)
expect(calculateTeethCount(Infinity)).toBe(2)
// Large finite level hits the 24 cap
expect(calculateTeethCount(9999)).toBe(24)
})
it('stress-tests Teeth synergy multiplier under extreme hard points (up to 80 points)', () => {
// 0 synergy points: 1.0x
expect(calculateTeethSynergyMultiplier({})).toBe(1.0)
expect(calculateTeethSynergyMultiplier({ boneWall: 0, bonePrison: 0 })).toBe(1.0)
// 4 synergies maxed at 20 hard points each = 80 points * 15% = +1200% -> 13.0x multiplier
const maxSynergies = {
boneWall: 20,
bonePrison: 20,
boneSpear: 20,
boneSpirit: 20,
}
expect(calculateTeethSynergyMultiplier(maxSynergies)).toBe(13.0)
// Damage scaling under 80 synergy points
const d1Max = calculateTeethDamage(1, maxSynergies)
expect(d1Max.min).toBe(Math.floor(2 * 13.0)) // 26
expect(d1Max.max).toBe(Math.floor(4 * 13.0)) // 52
const d20Max = calculateTeethDamage(20, maxSynergies)
expect(d20Max.min).toBe(Math.floor(23 * 13.0)) // 299
expect(d20Max.max).toBe(Math.floor(31 * 13.0)) // 403
})
})
// =========================================================================
// Challenge Dimension 2: Bone Armor Capacity & Physical Absorption Stress
// =========================================================================
describe('Dimension 2: Bone Armor Capacity & Physical Absorption Exclusivity', () => {
it('evaluates exact 1.13c capacity progression: 20 base, 110 at slvl 10, 210 at slvl 20', () => {
expect(calculateBoneArmorCapacity(1)).toBe(20)
expect(calculateBoneArmorCapacity(10)).toBe(110)
expect(calculateBoneArmorCapacity(20)).toBe(210)
expect(calculateBoneArmorCapacity(30)).toBe(310)
expect(calculateBoneArmorCapacity(99)).toBe(1000)
// Extreme inputs
expect(calculateBoneArmorCapacity(0)).toBe(20)
expect(calculateBoneArmorCapacity(-5)).toBe(20)
expect(calculateBoneArmorCapacity(Number.NaN)).toBe(20)
})
it('calculates exact synergy bonus: +15 per hard point in Bone Wall and Bone Prison', () => {
expect(calculateBoneArmorSynergyBonus({})).toBe(0)
expect(calculateBoneArmorSynergyBonus({ boneWall: 1 })).toBe(15)
expect(calculateBoneArmorSynergyBonus({ bonePrison: 1 })).toBe(15)
expect(calculateBoneArmorSynergyBonus({ boneWall: 20, bonePrison: 0 })).toBe(300)
expect(calculateBoneArmorSynergyBonus({ boneWall: 0, bonePrison: 20 })).toBe(300)
expect(calculateBoneArmorSynergyBonus({ boneWall: 20, bonePrison: 20 })).toBe(600)
// Total capacity at slvl 20 with 40 hard synergy points = 210 + 600 = 810 HP pool
const maxCap = calculateBoneArmorCapacity(20, { boneWall: 20, bonePrison: 20 })
expect(maxCap).toBe(810)
})
it('empirically verifies Bone Armor absorbs physical damage in StateBus', () => {
const stats = new UnitStatList()
const bus = new StateBus(stats)
// Apply Bone Armor with 210 capacity
bus.applyState({
stateNameOrId: 'bonearmor',
slvl: 20,
stats: { damagearmor: 210 },
})
expect(bus.hasState('bonearmor')).toBe(true)
// Hit 1: 100 Physical Damage
const outcome1 = bus.triggerReactiveEvents({
event: 'absorbdamage',
incomingPhys256: 100 * FIXED_ONE,
incomingElem256: 0,
})
expect(outcome1.absorbedPhys256).toBe(100 * FIXED_ONE)
expect(outcome1.absorbedElem256).toBe(0)
// Remaining shield pool should be 110
const entry1 = bus.getState('bonearmor')
expect(entry1).toBeDefined()
expect(entry1?.stats['damagearmor']).toBe(110)
// Hit 2: 150 Physical Damage (exceeds remaining 110 shield pool)
const outcome2 = bus.triggerReactiveEvents({
event: 'absorbdamage',
incomingPhys256: 150 * FIXED_ONE,
incomingElem256: 0,
})
expect(outcome2.absorbedPhys256).toBe(110 * FIXED_ONE)
// Shield should be completely depleted and state removed
expect(bus.hasState('bonearmor')).toBe(false)
})
it('empirically verifies Bone Armor does NOT absorb elemental, magic, or poison damage', () => {
const stats = new UnitStatList()
const bus = new StateBus(stats)
bus.applyState({
stateNameOrId: 'bonearmor',
slvl: 20,
stats: { damagearmor: 210 },
})
// Test A: Incoming Fire Damage (150 fire)
const fireOutcome = bus.triggerReactiveEvents({
event: 'absorbdamage',
incomingPhys256: 0,
incomingElem256: 150 * FIXED_ONE,
elemType: 'fire',
})
expect(fireOutcome.absorbedPhys256).toBe(0)
expect(fireOutcome.absorbedElem256).toBe(0)
// Shield pool remains completely intact at 210
let entry = bus.getState('bonearmor')
expect(entry?.stats['damagearmor']).toBe(210)
// Test B: Incoming Magic Damage (100 magic)
const magOutcome = bus.triggerReactiveEvents({
event: 'absorbdamage',
incomingPhys256: 0,
incomingElem256: 100 * FIXED_ONE,
elemType: 'mag',
})
expect(magOutcome.absorbedPhys256).toBe(0)
expect(magOutcome.absorbedElem256).toBe(0)
entry = bus.getState('bonearmor')
expect(entry?.stats['damagearmor']).toBe(210)
// Test C: Incoming Poison Damage (80 poison)
const poisOutcome = bus.triggerReactiveEvents({
event: 'absorbdamage',
incomingPhys256: 0,
incomingElem256: 80 * FIXED_ONE,
elemType: 'pois',
isPoison: true,
})
expect(poisOutcome.absorbedPhys256).toBe(0)
expect(poisOutcome.absorbedElem256).toBe(0)
entry = bus.getState('bonearmor')
expect(entry?.stats['damagearmor']).toBe(210)
// Test D: Hybrid Damage (60 physical + 120 cold)
const hybridOutcome = bus.triggerReactiveEvents({
event: 'absorbdamage',
incomingPhys256: 60 * FIXED_ONE,
incomingElem256: 120 * FIXED_ONE,
elemType: 'cold',
})
expect(hybridOutcome.absorbedPhys256).toBe(60 * FIXED_ONE)
expect(hybridOutcome.absorbedElem256).toBe(0) // Cold is NOT absorbed!
entry = bus.getState('bonearmor')
expect(entry?.stats['damagearmor']).toBe(150) // 210 - 60 = 150
})
})
// =========================================================================
// Challenge Dimension 3: Poison Dagger Weapon Restriction & Scaling Stress
// =========================================================================
describe('Dimension 3: Poison Dagger Weapon Restriction & Scaling Stress', () => {
it('strictly accepts daggers and rejects bare hands, swords, axes, bows, and others', () => {
// 1. Bare hands / Unarmed
expect(getAttackWeaponInfo(null).subtype).toBe('fist')
expect(getAttackWeaponInfo(undefined).subtype).toBe('fist')
expect(getAttackWeaponInfo({} as any).subtype).toBe('fist')
expect(getAttackWeaponInfo(null).subtype === 'dagger').toBe(false)
// 2. Swords (1H & 2H)
expect(getAttackWeaponInfo({ code: 'ssd', type: 'swor', name: 'Short Sword' }).subtype).toBe('sword')
expect(getAttackWeaponInfo({ code: 'bsd', type: 'swor', name: 'Broad Sword' }).subtype).toBe('sword')
expect(getAttackWeaponInfo({ code: 'gsd', type: 'swor', name: 'Great Sword' }).subtype).toBe('sword')
expect(getAttackWeaponInfo({ code: 'clm', type: 'swor', nameZh: '双手大剑' }).subtype).toBe('sword')
expect(getAttackWeaponInfo({ code: 'ssd', type: 'swor', name: 'Short Sword' }).subtype === 'dagger').toBe(false)
// 3. Axes
expect(getAttackWeaponInfo({ code: 'hax', type: 'axe', name: 'Hand Axe' }).subtype).toBe('axe')
expect(getAttackWeaponInfo({ code: '2ax', type: 'axe', name: 'Double Axe' }).subtype).toBe('axe')
expect(getAttackWeaponInfo({ code: 'hax', type: 'axe', nameZh: '手斧' }).subtype === 'dagger').toBe(false)
// 4. Bows & Crossbows
expect(getAttackWeaponInfo({ code: 'sbw', type: 'bow', name: 'Short Bow' }).subtype).toBe('bow')
expect(getAttackWeaponInfo({ code: 'lxb', type: 'xbow', name: 'Light Crossbow' }).subtype).toBe('crossbow')
expect(getAttackWeaponInfo({ code: 'sbw', type: 'bow', name: 'Short Bow' }).subtype === 'dagger').toBe(false)
// 5. Maces, Staves, Polearms, Spears, Wands
expect(getAttackWeaponInfo({ code: 'clb', type: 'club', name: 'Club' }).subtype).toBe('mace')
expect(getAttackWeaponInfo({ code: 'cst', type: 'staf', name: 'Short Staff' }).subtype).toBe('staff')
expect(getAttackWeaponInfo({ code: 'vou', type: 'pole', name: 'Voulge' }).subtype).toBe('polearm')
expect(getAttackWeaponInfo({ code: 'spr', type: 'spea', name: 'Spear' }).subtype).toBe('spear')
expect(getAttackWeaponInfo({ code: 'wnd', type: 'wand', name: 'Wand' }).subtype).toBe('fist')
// 6. Daggers (MUST be accepted)
const dagger1 = getAttackWeaponInfo({ code: 'dgr', type: 'knif', name: 'Dagger' })
expect(dagger1.subtype).toBe('dagger')
expect(dagger1.subtype === 'dagger').toBe(true)
const dirk = getAttackWeaponInfo({ code: 'dir', type: 'knif', name: 'Dirk' })
expect(dirk.subtype).toBe('dagger')
const kris = getAttackWeaponInfo({ code: 'kri', type: 'knif', name: 'Kris' })
expect(kris.subtype).toBe('dagger')
const poignard = getAttackWeaponInfo({ code: '9dg', type: 'knif', name: 'Poignard' })
expect(poignard.subtype).toBe('dagger')
const daggerZh = getAttackWeaponInfo({ code: 'dgr', nameZh: '匕首' })
expect(daggerZh.subtype).toBe('dagger')
const dirkZh = getAttackWeaponInfo({ code: 'dir', nameZh: '短刀' })
expect(dirkZh.subtype).toBe('dagger')
})
it('exposes weapon classification defect: 1.13c dagger "Blade" (code bld, type knif) misclassified as sword', () => {
// 1.13c ground truth: code 'bld' (Blade) has type 'knif' in Weapons.txt.
// However, getAttackWeaponInfo matches /blade/i under the sword branch first,
// misclassifying this authentic 1.13c dagger as 'sword' and blocking Poison Dagger casting!
const blade = getAttackWeaponInfo({ code: 'bld', type: 'knif', name: 'Blade' })
expect(blade.subtype).toBe('dagger')
})
it('evaluates attack rating bonus progression (+30% base, +20%/lvl)', () => {
expect(calculatePoisonDaggerAttackRatingBonus(1)).toBe(30)
expect(calculatePoisonDaggerAttackRatingBonus(2)).toBe(50)
expect(calculatePoisonDaggerAttackRatingBonus(10)).toBe(210)
expect(calculatePoisonDaggerAttackRatingBonus(20)).toBe(410)
expect(calculatePoisonDaggerAttackRatingBonus(30)).toBe(610)
expect(calculatePoisonDaggerAttackRatingBonus(99)).toBe(1990)
expect(calculatePoisonDaggerAttackRatingBonus(0)).toBe(30)
expect(calculatePoisonDaggerAttackRatingBonus(Number.NaN)).toBe(30)
})
it('evaluates duration, bitrates, and damage scaling under extreme synergies', () => {
// Duration scales with slvl: 50 + (slvl - 1) * 10
const pd1 = calculatePoisonDaggerDamage(1)
expect(pd1.durationFrames).toBe(50)
expect(pd1.durationSeconds).toBe(2.0)
expect(pd1.minRate).toBe(36)
expect(pd1.maxRate).toBe(80)
const pd20 = calculatePoisonDaggerDamage(20)
expect(pd20.durationFrames).toBe(240)
expect(pd20.durationSeconds).toBe(9.6)
expect(pd20.minRate).toBe(576)
expect(pd20.maxRate).toBe(620)
// Synergy: 20 pts Poison Explosion + 20 pts Poison Nova = 40 pts * 20% = +800% -> 9.0x multiplier
const synMax = calculatePoisonDaggerSynergyMultiplier({ poisonExplosion: 20, poisonNova: 20 })
expect(synMax).toBe(9.0)
const pd20Syn = calculatePoisonDaggerDamage(20, { poisonExplosion: 20, poisonNova: 20 })
expect(pd20Syn.durationFrames).toBe(240) // Duration does NOT scale with synergy
expect(pd20Syn.minRate).toBe(576 * 9)
expect(pd20Syn.maxRate).toBe(620 * 9)
expect(pd20Syn.minDamage).toBe(Math.floor((576 * 9 * 240) / 256)) // 4860
expect(pd20Syn.maxDamage).toBe(Math.floor((620 * 9 * 240) / 256)) // 5231
})
})
// =========================================================================
// Challenge Dimension 4: Poison Nova Fixed 50 Frames (2.0s) Duration Stress
// =========================================================================
describe('Dimension 4: Poison Nova Fixed 50 Frames (2.0s) Duration Invariant', () => {
it('strictly maintains 50 frames (2.0s) duration across all skill levels from 1 to 99', () => {
const testLevels = [1, 2, 5, 10, 15, 20, 25, 30, 50, 99]
for (const lvl of testLevels) {
const spec = calculatePoisonNovaDamage(lvl)
expect(spec.durationFrames).toBe(50)
expect(spec.durationSeconds).toBe(2.0)
}
})
it('strictly maintains 50 frames duration even when synergies are applied at maximum', () => {
const maxSynergies = { poisonDagger: 20, poisonExplosion: 20 }
const syn = calculatePoisonNovaSynergyMultiplier(maxSynergies)
expect(syn).toBe(5.0) // 1.0 + 40 * 0.10 = 5.0
const spec = calculatePoisonNovaDamage(20, maxSynergies)
expect(spec.durationFrames).toBe(50) // Fixed!
expect(spec.durationSeconds).toBe(2.0)
expect(spec.minRate).toBe(2048 * 5)
expect(spec.maxRate).toBe(2256 * 5)
expect(spec.minDamage).toBe(Math.floor((2048 * 5 * 50) / 256)) // 2000
expect(spec.maxDamage).toBe(Math.floor((2256 * 5 * 50) / 256)) // 2203
})
it('verifies spawnPoisonNovaRing generates exactly 64 bolts with 50 frames duration', () => {
const ring = spawnPoisonNovaRing(0, 0, 100)
expect(ring.length).toBe(64)
for (const bolt of ring) {
expect(bolt.missileType).toBe('poisonnova')
expect(bolt.statusEffect).toBe('poison')
expect(bolt.statusDuration).toBe(50) // 50 frames duration on each missile
}
// Check angular coverage (360 degrees, 5.625 deg per bolt)
const angles = ring.map(b => Math.atan2(b.vy / ISO_GROUND_ASPECT_RATIO, b.vx))
// Verify first bolt is along X axis (angle ≈ 0)
expect(ring[0]!.vx).toBeCloseTo(12, 1)
expect(ring[0]!.vy).toBeCloseTo(0, 1)
// Verify quarter bolt (index 16) is along +Y axis (angle ≈ PI/2)
expect(ring[16]!.vx).toBeCloseTo(0, 1)
expect(ring[16]!.vy).toBeCloseTo(12 * ISO_GROUND_ASPECT_RATIO, 1) // 6
// Verify half bolt (index 32) is along -X axis (angle ≈ PI)
expect(ring[32]!.vx).toBeCloseTo(-12, 1)
expect(ring[32]!.vy).toBeCloseTo(0, 1)
// Verify three-quarter bolt (index 48) is along -Y axis (angle ≈ -PI/2)
expect(ring[48]!.vx).toBeCloseTo(0, 1)
expect(ring[48]!.vy).toBeCloseTo(-12 * ISO_GROUND_ASPECT_RATIO, 1) // -6
})
})
// =========================================================================
// Challenge Dimension 5: Cross-Skill Synergies & Hard-Point Invariants
// =========================================================================
describe('Dimension 5: Cross-Skill Synergies & Hard-Point Isolation', () => {
it('verifies Bone Spear receives +7% synergy from Teeth, Bone Wall, Prison, Spirit', () => {
const syn = calculateBoneSpearSynergyMultiplier({
teeth: 20,
boneWall: 20,
bonePrison: 20,
boneSpirit: 20,
})
// 80 hard points * 7% = +560% -> 6.6x multiplier
expect(syn).toBe(1.0 + 80 * 0.07)
const d20 = calculateBoneSpearDamage(20, { teeth: 20, boneWall: 20, bonePrison: 20, boneSpirit: 20 })
expect(d20.min).toBe(Math.floor(192 * 6.6))
expect(d20.max).toBe(Math.floor(204 * 6.6))
})
it('verifies Bone Spirit receives +6% synergy from Teeth, Bone Wall, Spear, Prison', () => {
const syn = calculateBoneSpiritSynergyMultiplier({
teeth: 20,
boneWall: 20,
boneSpear: 20,
bonePrison: 20,
})
// 80 hard points * 6% = +480% -> 5.8x multiplier
expect(syn).toBe(1.0 + 80 * 0.06)
const d20 = calculateBoneSpiritDamage(20, { teeth: 20, boneWall: 20, boneSpear: 20, bonePrison: 20 })
expect(d20.min).toBe(Math.floor(340 * 5.8))
expect(d20.max).toBe(Math.floor(369 * 5.8))
})
it('verifies Corpse Explosion scales unscaled base HP (50% phys / 50% fire) and radius', () => {
const ce100 = calculateCorpseExplosionDamage(5000, 100) // 100% roll of 5000 HP monster
expect(ce100.phys).toBe(2500)
expect(ce100.fire).toBe(2500)
expect(ce100.minTotal).toBe(3500) // 70% of 5000
expect(ce100.maxTotal).toBe(6000) // 120% of 5000
expect(ce100.minPhys).toBe(1750)
expect(ce100.maxPhys).toBe(3000)
expect(ce100.minFire).toBe(1750)
expect(ce100.maxFire).toBe(3000)
// Radius verification
expect(calculateCorpseExplosionRadiusYards(1)).toBe(5.33)
expect(calculateCorpseExplosionRadiusYards(10)).toBe(11.33)
expect(calculateCorpseExplosionRadiusYards(20)).toBe(18.0)
})
it('verifies Bone Wall and Bone Prison fixed 24.0s duration and segment counts', () => {
const wall = calculateBoneWallStats(20)
expect(wall.durationSeconds).toBe(24.0)
expect(wall.durationFrames).toBe(600)
expect(wall.segmentCount).toBe(5)
const prison = calculateBonePrisonStats(20)
expect(prison.durationSeconds).toBe(24.0)
expect(prison.durationFrames).toBe(600)
expect(prison.segmentCount).toBe(16)
})
it('verifies Poison Explosion duration and +15% synergy scaling', () => {
const pe1 = calculatePoisonExplosionDamage(1)
expect(pe1.durationFrames).toBe(50)
expect(pe1.durationSeconds).toBe(2.0)
const pe20 = calculatePoisonExplosionDamage(20)
expect(pe20.durationFrames).toBe(240)
expect(pe20.durationSeconds).toBe(9.6)
// Synergies: +15% per point in Poison Dagger and Poison Nova
const syn = calculatePoisonExplosionSynergyMultiplier({ poisonDagger: 20, poisonNova: 20 })
expect(syn).toBe(1.0 + 40 * 0.15) // 7.0x
const pe20Syn = calculatePoisonExplosionDamage(20, { poisonDagger: 20, poisonNova: 20 })
expect(pe20Syn.minRate).toBe(1248 * 7)
expect(pe20Syn.maxRate).toBe(1504 * 7)
})
it('verifies BATCH1_SKILLS length remains strictly 38 throughout all PnB wiring', () => {
expect(Object.keys(BATCH1_SKILLS).length).toBe(38)
})
})
})

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@ -1,514 +0,0 @@
/**
* Diablo II: Lord of Destruction v1.13c — Necromancer Poison & Bone Spells Verification Suite
* Milestone M2: Skills 67, 68, 73, 74, 78, 83, 84, 88, 92, 93
*
* Verifies:
* 1. Exact 1.13c damage, bitrate, and duration formulas at slvl 1, 10, 20 + synergies.
* 2. Strict base skill point (`blvl`) synergy invariant (soft points / charges give 0 synergy).
* 3. Architecture invariants:
* - BATCH1_SKILLS length strictly 38.
* - Decoupled standalone exported damage functions.
* - 2:1 isometric ground projection geometry (ISO_GROUND_ASPECT_RATIO = 0.5).
* 4. Runtime mechanics:
* - Teeth multi-shot projectile count min(ln12, 24) and teethexplode on hit.
* - Bone Armor physical absorption pool and overlays.
* - Poison Dagger weapon restriction (dagger only) and attack rating bonus.
* - Corpse Explosion unscaled monster base HP damage (50% phys / 50% fire) and corpse consumption.
* - Bone Wall & Bone Prison destructible segment stats and fixed 24s duration.
* - Poison Explosion corpse consumption and poison cloud.
* - Bone Spear piercing kinematics (collideKill = 0) and trail/hit submissiles.
* - Poison Nova 64 radial bolts and fixed 2.0s duration.
* - Bone Spirit homing missile kinematics.
*/
import { describe, expect, it } from 'vitest'
import {
BATCH1_SKILLS,
calculateTeethDamage,
calculateTeethSynergyMultiplier,
calculateTeethCount,
calculateBoneArmorCapacity,
calculateBoneArmorSynergyBonus,
calculatePoisonDaggerDamage,
calculatePoisonDaggerSynergyMultiplier,
calculatePoisonDaggerAttackRatingBonus,
calculateCorpseExplosionDamage,
calculateCorpseExplosionRadiusYards,
calculateCorpseExplosionRadiusPx,
calculateBoneWallStats,
calculatePoisonExplosionDamage,
calculatePoisonExplosionSynergyMultiplier,
calculateBoneSpearDamage,
calculateBoneSpearSynergyMultiplier,
calculateBonePrisonStats,
calculatePoisonNovaDamage,
calculatePoisonNovaSynergyMultiplier,
calculateBoneSpiritDamage,
calculateBoneSpiritSynergyMultiplier,
spawnNovaRing,
spawnPoisonNovaRing,
calculateSkillDamage,
ISO_GROUND_ASPECT_RATIO,
} from '../../../src/game/skills.ts'
import { getSharedDataRegistry } from '../../../src/game/engine/data-registry.ts'
import { UnitStatList } from '../../../src/game/engine/stat-list.ts'
import { StateBus } from '../../../src/game/engine/state-bus.ts'
import { MissileEngine } from '../../../src/game/engine/missile-engine.ts'
describe('Milestone M2: Necromancer Poison and Bone Spells (1.13c Ground Truth)', () => {
describe('Architecture Invariants', () => {
it('preserves BATCH1_SKILLS length strictly at 38 skills', () => {
expect(Object.keys(BATCH1_SKILLS).length).toBe(38)
})
it('enforces ISO_GROUND_ASPECT_RATIO = 0.5', () => {
expect(ISO_GROUND_ASPECT_RATIO).toBe(0.5)
})
})
describe('Skill 67: Teeth (牙)', () => {
it('evaluates exact damage at slvl 1, 10, 20 without synergies', () => {
const d1 = calculateTeethDamage(1)
expect(d1.min).toBe(2)
expect(d1.max).toBe(4)
const d10 = calculateTeethDamage(10)
expect(d10.min).toBe(11)
expect(d10.max).toBe(14)
const d20 = calculateTeethDamage(20)
expect(d20.min).toBe(23)
expect(d20.max).toBe(31)
})
it('calculates projectile count as min(ln12, 24) capped at 24', () => {
expect(calculateTeethCount(1)).toBe(2)
expect(calculateTeethCount(10)).toBe(11)
expect(calculateTeethCount(20)).toBe(21)
expect(calculateTeethCount(23)).toBe(24)
expect(calculateTeethCount(30)).toBe(24)
})
it('scales damage with +15% synergy per hard point in Bone Wall, Prison, Spear, Spirit', () => {
// 20 points in Bone Wall: +300% synergy -> multiplier = 4.0
const syn = calculateTeethSynergyMultiplier({ boneWall: 20 })
expect(syn).toBe(4.0)
const d20Syn = calculateTeethDamage(20, { boneWall: 20 })
expect(d20Syn.min).toBe(Math.floor(23 * 4.0))
expect(d20Syn.max).toBe(Math.floor(31 * 4.0))
})
it('routes through calculateSkillDamage correctly', () => {
const res = calculateSkillDamage(67, 10)
expect(res.min).toBe(11)
expect(res.max).toBe(14)
})
})
describe('Skill 68: Bone Armor (白骨装甲)', () => {
it('evaluates base absorption capacity at slvl 1, 10, 20', () => {
expect(calculateBoneArmorCapacity(1)).toBe(20)
expect(calculateBoneArmorCapacity(10)).toBe(110)
expect(calculateBoneArmorCapacity(20)).toBe(210)
})
it('scales with +15 damage per hard point from Bone Wall and Bone Prison', () => {
// 10 pts Bone Wall + 10 pts Bone Prison = 20 pts * 15 = +300 capacity
expect(calculateBoneArmorSynergyBonus({ boneWall: 10, bonePrison: 10 })).toBe(300)
const cap = calculateBoneArmorCapacity(20, { boneWall: 10, bonePrison: 10 })
expect(cap).toBe(210 + 300)
})
it('routes through calculateSkillDamage correctly', () => {
const res = calculateSkillDamage(68, 20)
expect(res.min).toBe(210)
expect(res.max).toBe(210)
})
})
describe('Skill 73: Poison Dagger (淬毒匕首)', () => {
it('evaluates attack rating bonus +30% base + 20%/lvl', () => {
expect(calculatePoisonDaggerAttackRatingBonus(1)).toBe(30)
expect(calculatePoisonDaggerAttackRatingBonus(10)).toBe(210)
expect(calculatePoisonDaggerAttackRatingBonus(20)).toBe(410)
})
it('evaluates duration, bitrates, and total poison damage at slvl 1, 10, 20', () => {
const p1 = calculatePoisonDaggerDamage(1)
expect(p1.durationFrames).toBe(50) // 2.0s
expect(p1.durationSeconds).toBe(2.0)
expect(p1.minRate).toBe(36)
expect(p1.maxRate).toBe(80)
expect(p1.minDamage).toBe(7)
expect(p1.maxDamage).toBe(15)
const p10 = calculatePoisonDaggerDamage(10)
expect(p10.durationFrames).toBe(140) // 5.6s
expect(p10.durationSeconds).toBe(5.6)
expect(p10.minRate).toBe(236)
expect(p10.maxRate).toBe(280)
expect(p10.minDamage).toBe(129)
expect(p10.maxDamage).toBe(153)
const p20 = calculatePoisonDaggerDamage(20)
expect(p20.durationFrames).toBe(240) // 9.6s
expect(p20.durationSeconds).toBe(9.6)
expect(p20.minRate).toBe(576)
expect(p20.maxRate).toBe(620)
expect(p20.minDamage).toBe(540)
expect(p20.maxDamage).toBe(581)
})
it('scales with +20% synergy per point in Poison Explosion and Poison Nova', () => {
const syn = calculatePoisonDaggerSynergyMultiplier({ poisonExplosion: 5, poisonNova: 5 })
expect(syn).toBe(3.0) // 1.0 + 10 * 0.20 = 3.0
const p20Syn = calculatePoisonDaggerDamage(20, { poisonExplosion: 5, poisonNova: 5 })
expect(p20Syn.minRate).toBe(Math.trunc(576 * 3.0))
expect(p20Syn.maxRate).toBe(Math.trunc(620 * 3.0))
})
it('routes through calculateSkillDamage correctly', () => {
const res = calculateSkillDamage(73, 20)
expect(res.min).toBe(540)
expect(res.max).toBe(581)
})
})
describe('Skill 74: Corpse Explosion (尸体爆炸)', () => {
it('evaluates exact 70% to 120% base HP split 50% physical and 50% fire', () => {
const baseHp = 1000
const ce = calculateCorpseExplosionDamage(baseHp, 100) // 100% roll
expect(ce.phys).toBe(500)
expect(ce.fire).toBe(500)
expect(ce.minTotal).toBe(700)
expect(ce.maxTotal).toBe(1200)
expect(ce.minPhys).toBe(350)
expect(ce.minFire).toBe(350)
expect(ce.maxPhys).toBe(600)
expect(ce.maxFire).toBe(600)
})
it('evaluates blast radius scaling in yards and pixels', () => {
expect(calculateCorpseExplosionRadiusYards(1)).toBe(5.33)
expect(calculateCorpseExplosionRadiusYards(10)).toBe(11.33)
expect(calculateCorpseExplosionRadiusYards(20)).toBe(18.0)
expect(calculateCorpseExplosionRadiusPx(1)).toBe(213)
expect(calculateCorpseExplosionRadiusPx(20)).toBe(720)
})
it('routes through calculateSkillDamage correctly', () => {
const res = calculateSkillDamage(74, 1, {}, { min: 1000, max: 1000 })
expect(res.min).toBe(700)
expect(res.max).toBe(1200)
})
})
describe('Skill 78: Bone Wall (骨墙)', () => {
it('evaluates base HP, duration, and segment count', () => {
const bw1 = calculateBoneWallStats(1)
expect(bw1.hp).toBe(19)
expect(bw1.durationSeconds).toBe(24.0)
expect(bw1.durationFrames).toBe(600)
expect(bw1.segmentCount).toBe(5)
const bw10 = calculateBoneWallStats(10)
expect(bw10.hp).toBe(60) // 19 + 9 * 4.6 = 60.4 -> 60
const bw20 = calculateBoneWallStats(20)
expect(bw20.hp).toBe(106) // 19 + 19 * 4.6 = 106.4 -> 106
})
it('scales with +10% synergy from Bone Armor and Bone Prison', () => {
const bw20Syn = calculateBoneWallStats(20, { boneArmor: 10, bonePrison: 10 })
// 20 points * 10% = +200% -> 3.0x
expect(bw20Syn.hp).toBe(Math.floor(106.4 * 3.0))
})
it('routes through calculateSkillDamage correctly', () => {
const res = calculateSkillDamage(78, 1)
expect(res.min).toBe(19)
expect(res.max).toBe(19)
})
})
describe('Skill 83: Poison Explosion (毒爆)', () => {
it('evaluates duration, bitrates, and total poison damage at slvl 1, 10, 20', () => {
const pe1 = calculatePoisonExplosionDamage(1)
expect(pe1.durationFrames).toBe(50)
expect(pe1.durationSeconds).toBe(2.0)
expect(pe1.minRate).toBe(128)
expect(pe1.maxRate).toBe(384)
expect(pe1.minDamage).toBe(25)
expect(pe1.maxDamage).toBe(75)
const pe10 = calculatePoisonExplosionDamage(10)
expect(pe10.durationFrames).toBe(140)
expect(pe10.durationSeconds).toBe(5.6)
expect(pe10.minRate).toBe(480)
expect(pe10.maxRate).toBe(736)
expect(pe10.minDamage).toBe(262)
expect(pe10.maxDamage).toBe(402)
const pe20 = calculatePoisonExplosionDamage(20)
expect(pe20.durationFrames).toBe(240)
expect(pe20.durationSeconds).toBe(9.6)
expect(pe20.minRate).toBe(1248)
expect(pe20.maxRate).toBe(1504)
expect(pe20.minDamage).toBe(1170)
expect(pe20.maxDamage).toBe(1410)
})
it('scales with +15% synergy from Poison Dagger and Poison Nova', () => {
const syn = calculatePoisonExplosionSynergyMultiplier({ poisonDagger: 10, poisonNova: 10 })
expect(syn).toBe(4.0) // 1.0 + 20 * 0.15 = 4.0
const pe20Syn = calculatePoisonExplosionDamage(20, { poisonDagger: 10, poisonNova: 10 })
expect(pe20Syn.minRate).toBe(1248 * 4)
expect(pe20Syn.maxRate).toBe(1504 * 4)
})
it('routes through calculateSkillDamage correctly', () => {
const res = calculateSkillDamage(83, 20)
expect(res.min).toBe(1170)
expect(res.max).toBe(1410)
})
})
describe('Skill 84: Bone Spear (骨矛)', () => {
it('evaluates exact magic damage at slvl 1, 10, 20 without synergies', () => {
const d1 = calculateBoneSpearDamage(1)
expect(d1.min).toBe(16)
expect(d1.max).toBe(24)
const d10 = calculateBoneSpearDamage(10)
expect(d10.min).toBe(90)
expect(d10.max).toBe(98)
const d20 = calculateBoneSpearDamage(20)
expect(d20.min).toBe(192)
expect(d20.max).toBe(204)
})
it('scales with +7% synergy from Teeth, Bone Wall, Prison, Spirit', () => {
const syn = calculateBoneSpearSynergyMultiplier({ teeth: 10, boneWall: 10, bonePrison: 10, boneSpirit: 10 })
expect(syn).toBe(1.0 + 40 * 0.07) // 3.8
const d20Syn = calculateBoneSpearDamage(20, { teeth: 10, boneWall: 10, bonePrison: 10, boneSpirit: 10 })
expect(d20Syn.min).toBe(Math.floor(192 * 3.8))
expect(d20Syn.max).toBe(Math.floor(204 * 3.8))
})
it('routes through calculateSkillDamage correctly', () => {
const res = calculateSkillDamage(84, 20)
expect(res.min).toBe(192)
expect(res.max).toBe(204)
})
})
describe('Skill 88: Bone Prison (骨牢)', () => {
it('evaluates base HP, duration, and structure', () => {
const bp1 = calculateBonePrisonStats(1)
expect(bp1.hp).toBe(19)
expect(bp1.durationSeconds).toBe(24.0)
expect(bp1.durationFrames).toBe(600)
expect(bp1.segmentCount).toBe(16)
const bp20 = calculateBonePrisonStats(20)
expect(bp20.hp).toBe(106)
})
it('scales with +8% synergy from Bone Armor and Bone Wall', () => {
const bp20Syn = calculateBonePrisonStats(20, { boneArmor: 10, boneWall: 10 })
// 20 points * 8% = +160% -> 2.6x
expect(bp20Syn.hp).toBe(Math.floor(106.4 * 2.6))
})
it('routes through calculateSkillDamage correctly', () => {
const res = calculateSkillDamage(88, 1)
expect(res.min).toBe(19)
expect(res.max).toBe(19)
})
})
describe('Skill 92: Poison Nova (剧毒新星)', () => {
it('evaluates fixed 2.0s duration and exact bitrates/damage at slvl 1, 10, 20', () => {
const pn1 = calculatePoisonNovaDamage(1)
expect(pn1.durationFrames).toBe(50)
expect(pn1.durationSeconds).toBe(2.0)
expect(pn1.minRate).toBe(256)
expect(pn1.maxRate).toBe(464)
expect(pn1.minDamage).toBe(50)
expect(pn1.maxDamage).toBe(90)
const pn10 = calculatePoisonNovaDamage(10)
expect(pn10.durationFrames).toBe(50)
expect(pn10.durationSeconds).toBe(2.0)
expect(pn10.minRate).toBe(896)
expect(pn10.maxRate).toBe(1104)
expect(pn10.minDamage).toBe(175)
expect(pn10.maxDamage).toBe(215)
const pn20 = calculatePoisonNovaDamage(20)
expect(pn20.durationFrames).toBe(50)
expect(pn20.durationSeconds).toBe(2.0)
expect(pn20.minRate).toBe(2048)
expect(pn20.maxRate).toBe(2256)
expect(pn20.minDamage).toBe(400)
expect(pn20.maxDamage).toBe(440)
})
it('spawns exactly 64 radial bolts in 360 degrees foreshortened by 0.5', () => {
const bolts = spawnPoisonNovaRing(100, 100, 200)
expect(bolts.length).toBe(64)
expect(bolts[0]!.missileType).toBe('poisonnova')
expect(bolts[0]!.statusEffect).toBe('poison')
expect(bolts[0]!.statusDuration).toBe(50)
// Test vertical velocity foreshortening
const northBolt = bolts[16] // angle = PI / 2
expect(northBolt!.vx).toBeCloseTo(0, 1)
expect(northBolt!.vy).toBeCloseTo(12 * ISO_GROUND_ASPECT_RATIO, 1)
})
it('scales with +10% synergy from Poison Dagger and Poison Explosion', () => {
const syn = calculatePoisonNovaSynergyMultiplier({ poisonDagger: 10, poisonExplosion: 10 })
expect(syn).toBe(3.0)
const pn20Syn = calculatePoisonNovaDamage(20, { poisonDagger: 10, poisonExplosion: 10 })
expect(pn20Syn.minRate).toBe(2048 * 3)
expect(pn20Syn.maxRate).toBe(2256 * 3)
expect(pn20Syn.minDamage).toBe(1200)
expect(pn20Syn.maxDamage).toBe(1321)
})
it('routes through calculateSkillDamage correctly', () => {
const res = calculateSkillDamage(92, 20)
expect(res.min).toBe(400)
expect(res.max).toBe(440)
})
})
describe('Skill 93: Bone Spirit (白骨之魂)', () => {
it('evaluates exact magic damage at slvl 1, 10, 20 without synergies', () => {
const d1 = calculateBoneSpiritDamage(1)
expect(d1.min).toBe(20)
expect(d1.max).toBe(30)
const d10 = calculateBoneSpiritDamage(10)
expect(d10.min).toBe(166)
expect(d10.max).toBe(185)
const d20 = calculateBoneSpiritDamage(20)
expect(d20.min).toBe(340)
expect(d20.max).toBe(369)
})
it('scales with +6% synergy from Teeth, Bone Wall, Spear, Prison', () => {
const syn = calculateBoneSpiritSynergyMultiplier({ teeth: 10, boneWall: 10, boneSpear: 10, bonePrison: 10 })
expect(syn).toBe(1.0 + 40 * 0.06) // 3.4
const d20Syn = calculateBoneSpiritDamage(20, { teeth: 10, boneWall: 10, boneSpear: 10, bonePrison: 10 })
expect(d20Syn.min).toBe(Math.floor(340 * 3.4))
expect(d20Syn.max).toBe(Math.floor(369 * 3.4))
})
it('routes through calculateSkillDamage correctly', () => {
const res = calculateSkillDamage(93, 20)
expect(res.min).toBe(340)
expect(res.max).toBe(369)
})
})
describe('Kinematics & Missile Engine Runtime', () => {
it('executes Bone Spear piercing trajectory without terminating on target hit', async () => {
const registry = await getSharedDataRegistry()
const engine = new MissileEngine(registry)
const casterStats = new UnitStatList()
const target1Stats = new UnitStatList()
target1Stats.setHp256(1000 * 256)
const target2Stats = new UnitStatList()
target2Stats.setHp256(1000 * 256)
const caster = { id: 'player', name: 'Necromancer', statList: casterStats, stateBus: new StateBus(casterStats) } as any
const target1 = { id: 'mon_1', name: 'Zombie', statList: target1Stats, stateBus: new StateBus(target1Stats) } as any
const target2 = { id: 'mon_2', name: 'Skeleton', statList: target2Stats, stateBus: new StateBus(target2Stats) } as any
const targetPositions = new Map<string, { x: number; y: number }>([
['mon_1', { x: 50, y: 0 }],
['mon_2', { x: 100, y: 0 }],
])
// Spawn Bone Spear flying eastward (startX: 0, startY: 0, targetX: 200, targetY: 0)
engine.spawnMissile({
missileNameOrId: 'bonespear',
sourceSkillId: 84,
slvl: 20,
owner: caster,
startX: 0,
startY: 0,
targetX: 200,
targetY: 0,
dmgPacket: { minDamage: 100, maxDamage: 100, damageType: 'magic' } as any,
})
const activeBefore = engine.getActiveMissiles()
expect(activeBefore.length).toBe(1)
const spear = activeBefore[0]!
expect(spear.canPierce).toBe(true)
// Step simulation until missile reaches mon_1 and continues to mon_2
for (let t = 1; t <= 10; t++) {
engine.tick(t, [target1, target2], targetPositions)
}
// Spear must have pierced target1 (pierceCount >= 1) and remained active
expect(spear.pierceCount).toBeGreaterThanOrEqual(1)
expect(spear.expired).toBe(false)
})
it('steers Bone Spirit homing missile toward target in 2:1 isometric ground perspective', async () => {
const registry = await getSharedDataRegistry()
const engine = new MissileEngine(registry)
const casterStats = new UnitStatList()
const targetStats = new UnitStatList()
targetStats.setHp256(500 * 256)
const caster = { id: 'player', name: 'Necromancer', statList: casterStats, stateBus: new StateBus(casterStats) } as any
const target = { id: 'mon_target', name: 'Demon', statList: targetStats, stateBus: new StateBus(targetStats) } as any
// Target is positioned south-east
const targetPositions = new Map<string, { x: number; y: number }>([
['mon_target', { x: 100, y: 100 }],
])
// Launch Bone Spirit pointing north (startX: 0, startY: 0, targetX: 0, targetY: -100)
engine.spawnMissile({
missileNameOrId: 'bonespirit',
sourceSkillId: 93,
slvl: 20,
owner: caster,
startX: 0,
startY: 0,
targetX: 0,
targetY: -100,
dmgPacket: { minDamage: 200, maxDamage: 200, damageType: 'magic' } as any,
})
const active = engine.getActiveMissiles()
const spirit = active[0]!
// Initial velocity points north
expect(spirit.vy).toBeLessThan(0)
// Step simulation: homing logic should reorient missile toward mon_target (south)
engine.tick(1, [target], targetPositions)
// After tick with homing logic, vy must have turned positive (heading south toward target)
expect(spirit.vy).toBeGreaterThan(0)
})
})
})