diablo2-web/scripts/stress-test-m2-geometry.ts

595 lines
23 KiB
TypeScript

/**
* Standalone Adversarial Stress-Test Script for Milestone M2
* Diablo II Web DRLG Engine: Organic Geometry & Fractional Jitter Profiler
*
* Requirements:
* 1. Stress-test Act 2 Oasis and Act 5 Frozen Lake radial lobe perturbations across 100+ random seeds and phase variations:
* - Numerically compute P^2 / A for continuous polar contour and discrete rasterized tile cells.
* - Assert P^2 / A > 4*pi * 1.15 holds 100% of the time (zero violations).
* 2. Stress-test jitterFrac: sample 10,000 draws and assert all values strictly lie in [base - delta, base + delta].
* 3. Verify Act 4 Lava Fissure flood-fill reachability >= 90%.
* 4. Verify Act 5 Transverse Barricade palisade orientation and choke-point gate clearance.
*
* Act I's outdoor levels are generated by the DRLG port (src/game/drlg), not by generateWilderness;
* tests/drlg-act1-oracle.test.ts and tests/drlg-act1-invariants.test.ts cover them.
*
* Archetype: EMPIRICAL CHALLENGER
*/
import type { Ds1, Ds1Cell } from '../src/formats/ds1.ts'
import {
generateWilderness,
type WildernessPiece,
} from '../src/game/wilderness.ts'
import {
act2OasisRadius,
act5FrozenLakeRadius,
jitterFrac,
type Act2TopographyStats,
type Act5TopographyStats,
} from '../src/game/wilderness-acts.ts'
import { Rng } from '../src/game/rng.ts'
/* ------------------------------------------------------------------------- *
* Mathematical Helpers: Continuous & Discrete Isoperimetric Quotients
* ------------------------------------------------------------------------- */
const ORGANIC_THRESHOLD = 4 * Math.PI * 1.15 // ~14.451326206513047
/**
* Numerically compute continuous polar contour area, perimeter, and P^2 / A.
*/
function computeContinuousPolarQuotient(
radiusFn: (theta: number) => number,
steps = 2000,
): { area: number; perimeter: number; quotient: number } {
let area = 0
let perimeter = 0
const dTheta = (2 * Math.PI) / steps
for (let i = 0; i < steps; i += 1) {
const t1 = i * dTheta
const t2 = (i + 1) * dTheta
const r1 = radiusFn(t1)
const r2 = radiusFn(t2)
// Sector area via cross product
area += 0.5 * r1 * r2 * Math.sin(dTheta)
// Arc length via Euclidean chord
const x1 = r1 * Math.cos(t1)
const y1 = r1 * Math.sin(t1)
const x2 = r2 * Math.cos(t2)
const y2 = r2 * Math.sin(t2)
perimeter += Math.hypot(x2 - x1, y2 - y1)
}
const quotient = (perimeter * perimeter) / area
return { area, perimeter, quotient }
}
/**
* Numerically compute discrete rasterized tile cells area, perimeter, and P^2 / A.
*/
function computeDiscreteRasterQuotient(
radiusFn: (theta: number) => number,
R: number,
): { area: number; perimeter: number; quotient: number } {
const maxR = Math.ceil(R * 1.5) + 3
const inside = new Set<string>()
for (let dy = -maxR; dy <= maxR; dy += 1) {
for (let dx = -maxR; dx <= maxR; dx += 1) {
const dist = Math.hypot(dx, dy)
const theta = Math.atan2(dy, dx)
const rLobe = radiusFn(theta)
if (dist <= rLobe) {
inside.add(`${dx},${dy}`)
}
}
}
const area = inside.size
let perimeter = 0
for (const key of inside) {
const comma = key.indexOf(',')
const x = Number(key.slice(0, comma))
const y = Number(key.slice(comma + 1))
if (!inside.has(`${x + 1},${y}`)) perimeter += 1
if (!inside.has(`${x - 1},${y}`)) perimeter += 1
if (!inside.has(`${x},${y + 1}`)) perimeter += 1
if (!inside.has(`${x},${y - 1}`)) perimeter += 1
}
const quotient = area > 0 ? (perimeter * perimeter) / area : 0
return { area, perimeter, quotient }
}
/* ------------------------------------------------------------------------- *
* Mock DS1 and Piece Builders for Hermetic Testing
* ------------------------------------------------------------------------- */
function makeMockDs1(width: number, height: number): Ds1 {
const cells: Ds1Cell[][] = []
for (let y = 0; y < height; y += 1) {
const row: Ds1Cell[] = []
for (let x = 0; x < width; x += 1) {
row.push({
walls: [],
floors: [{ prop1: 2, sequence: 0, style: 1, unknown1: 0, unknown2: 0, hidden: false }],
shadows: [],
substitutions: [],
})
}
cells.push(row)
}
return {
version: 18,
width,
height,
act: 1,
substitutionType: 0,
wallLayers: 1,
floorLayers: 1,
cells,
objects: [],
npcPathOffset: null,
}
}
function makeMockBorderPieces(actPrefix: string): WildernessPiece[] {
const ds1 = makeMockDs1(8, 8)
return [
{ name: `${actPrefix} - Border 1`, border: true, levels: [ds1] },
{ name: `${actPrefix} - Border 2`, border: true, levels: [ds1] },
{ name: `${actPrefix} - Border 3`, border: true, levels: [ds1] },
{ name: `${actPrefix} - Border 4`, border: true, levels: [ds1] },
{ name: `${actPrefix} - Border 5`, border: true, levels: [ds1] },
{ name: `${actPrefix} - Border 6`, border: true, levels: [ds1] },
]
}
/* ------------------------------------------------------------------------- *
* Stress Test Harness
* ------------------------------------------------------------------------- */
async function main() {
console.log('======================================================================')
console.log('🔥 DIABLO II WEB DRLG: STANDALONE ADVERSARIAL STRESS TEST (MILESTONE M2)')
console.log('======================================================================\n')
let totalAssertions = 0
let passedAssertions = 0
let failedAssertions = 0
const failureLog: string[] = []
function check(condition: boolean, message: string) {
totalAssertions += 1
if (condition) {
passedAssertions += 1
} else {
failedAssertions += 1
failureLog.push(message)
console.error(` ❌ FAILED: ${message}`)
}
}
// -------------------------------------------------------------------------
// SECTION 1: JitterFrac Sampling (10,000 Draws)
// -------------------------------------------------------------------------
console.log('--- SECTION 1: STRESS-TESTING JitterFrac (10,000 Draws) ---')
const jitterRng = new Rng(0xbadf00d)
const testConfigs = [
{ base: 0.50, delta: 0.05, count: 2000 },
{ base: 0.35, delta: 0.04, count: 1500 },
{ base: 0.70, delta: 0.04, count: 1500 },
{ base: 0.22, delta: 0.05, count: 1500 },
{ base: 0.68, delta: 0.05, count: 1500 },
{ base: 0.40, delta: 0.05, count: 1000 },
// Boundary clamp checks
{ base: 0.03, delta: 0.05, count: 500 }, // lower clamp at 0.01
{ base: 0.97, delta: 0.05, count: 500 }, // upper clamp at 0.99
]
let totalDraws = 0
for (const cfg of testConfigs) {
const minAllowed = Math.max(0.01, cfg.base - cfg.delta)
const maxAllowed = Math.min(0.99, cfg.base + cfg.delta)
const draws: number[] = []
for (let i = 0; i < cfg.count; i += 1) {
const val = jitterFrac(jitterRng, cfg.base, cfg.delta)
totalDraws += 1
const inBounds = val >= minAllowed && val <= maxAllowed
if (!inBounds) {
check(false, `jitterFrac out of bounds: val=${val}, allowed=[${minAllowed}, ${maxAllowed}], base=${cfg.base}, delta=${cfg.delta}`)
}
draws.push(val)
}
const minObs = Math.min(...draws)
const maxObs = Math.max(...draws)
const meanObs = draws.reduce((a, b) => a + b, 0) / draws.length
check(minObs >= minAllowed && maxObs <= maxAllowed, `All ${cfg.count} draws strictly in [${minAllowed.toFixed(4)}, ${maxAllowed.toFixed(4)}]`)
console.log(
` Base: ${cfg.base.toFixed(2)} ± ${cfg.delta.toFixed(2)} (${cfg.count} draws) | ` +
`Observed: [${minObs.toFixed(4)} .. ${maxObs.toFixed(4)}] | Mean: ${meanObs.toFixed(4)} | PASSED`
)
}
check(totalDraws === 10000, `Total jitterFrac draws reached exactly 10,000 (${totalDraws})`)
console.log(` ✓ 10,000 draws sampled: 0 violations, 100% strictly bounded.\n`)
// -------------------------------------------------------------------------
// SECTION 2: Act 2 Oasis Radial Lobe Harmonic Perturbations (150+ Seeds & Phases)
// -------------------------------------------------------------------------
console.log('--- SECTION 2: STRESS-TESTING Act 2 Oasis Radial Lobes (P^2 / A > 4*pi * 1.15) ---')
const oasisRng = new Rng(0x0a515001)
const testRadiiAct2 = [4, 5, 6, 8, 10, 14, 20, 30]
let act2ContViolations = 0
let act2DiscViolations = 0
let act2TotalTests = 0
let minAct2ContQ = Infinity
let maxAct2ContQ = -Infinity
let minAct2DiscQ = Infinity
let maxAct2DiscQ = -Infinity
for (let seedIdx = 0; seedIdx < 150; seedIdx += 1) {
const phi1 = oasisRng.range(0, 2 * Math.PI)
const phi2 = oasisRng.range(0, 2 * Math.PI)
for (const R of testRadiiAct2) {
act2TotalTests += 1
const radiusFn = (theta: number) => act2OasisRadius(R, theta, phi1, phi2)
// Continuous polar contour
const cont = computeContinuousPolarQuotient(radiusFn, 2000)
if (cont.quotient < minAct2ContQ) minAct2ContQ = cont.quotient
if (cont.quotient > maxAct2ContQ) maxAct2ContQ = cont.quotient
if (cont.quotient <= ORGANIC_THRESHOLD) {
act2ContViolations += 1
check(false, `Act 2 continuous P^2/A violation: ${cont.quotient} <= ${ORGANIC_THRESHOLD} (R=${R}, phi1=${phi1}, phi2=${phi2})`)
}
// Discrete rasterized tile cells
const disc = computeDiscreteRasterQuotient(radiusFn, R)
if (disc.quotient < minAct2DiscQ) minAct2DiscQ = disc.quotient
if (disc.quotient > maxAct2DiscQ) maxAct2DiscQ = disc.quotient
if (disc.quotient <= ORGANIC_THRESHOLD) {
act2DiscViolations += 1
check(false, `Act 2 discrete P^2/A violation: ${disc.quotient} <= ${ORGANIC_THRESHOLD} (R=${R}, phi1=${phi1}, phi2=${phi2})`)
}
}
}
check(act2ContViolations === 0, `Act 2 continuous P^2/A zero violations across ${act2TotalTests} configurations`)
check(act2DiscViolations === 0, `Act 2 discrete P^2/A zero violations across ${act2TotalTests} configurations`)
console.log(` Act 2 Oasis Tested: ${act2TotalTests} configurations across 150 seeds and ${testRadiiAct2.length} radii.`)
console.log(` Continuous P^2/A range: [${minAct2ContQ.toFixed(4)} .. ${maxAct2ContQ.toFixed(4)}] (Threshold: > ${ORGANIC_THRESHOLD.toFixed(4)})`)
console.log(` Discrete P^2/A range: [${minAct2DiscQ.toFixed(4)} .. ${maxAct2DiscQ.toFixed(4)}] (Threshold: > ${ORGANIC_THRESHOLD.toFixed(4)})`)
console.log(` ✓ Act 2 Oasis: 0 violations, 100% strictly exceed isoperimetric threshold.\n`)
// -------------------------------------------------------------------------
// SECTION 3: Act 5 Frozen Lake Radial Lobe Harmonic Perturbations (150+ Seeds & Phases)
// -------------------------------------------------------------------------
console.log('--- SECTION 3: STRESS-TESTING Act 5 Frozen Lake Radial Lobes (P^2 / A > 4*pi * 1.15) ---')
const lakeRng = new Rng(0x1a7e5001)
const testRadiiAct5 = [6, 7, 8, 10, 12, 16, 22]
let act5ContViolations = 0
let act5DiscViolations = 0
let act5TotalTests = 0
let minAct5ContQ = Infinity
let maxAct5ContQ = -Infinity
let minAct5DiscQ = Infinity
let maxAct5DiscQ = -Infinity
for (let seedIdx = 0; seedIdx < 150; seedIdx += 1) {
const phi1 = lakeRng.range(0, 2 * Math.PI)
const phi2 = lakeRng.range(0, 2 * Math.PI)
for (const R of testRadiiAct5) {
act5TotalTests += 1
const radiusFn = (theta: number) => act5FrozenLakeRadius(R, theta, phi1, phi2)
// Continuous polar contour
const cont = computeContinuousPolarQuotient(radiusFn, 2000)
if (cont.quotient < minAct5ContQ) minAct5ContQ = cont.quotient
if (cont.quotient > maxAct5ContQ) maxAct5ContQ = cont.quotient
if (cont.quotient <= ORGANIC_THRESHOLD) {
act5ContViolations += 1
check(false, `Act 5 continuous P^2/A violation: ${cont.quotient} <= ${ORGANIC_THRESHOLD} (R=${R}, phi1=${phi1}, phi2=${phi2})`)
}
// Discrete rasterized tile cells
const disc = computeDiscreteRasterQuotient(radiusFn, R)
if (disc.quotient < minAct5DiscQ) minAct5DiscQ = disc.quotient
if (disc.quotient > maxAct5DiscQ) maxAct5DiscQ = disc.quotient
if (disc.quotient <= ORGANIC_THRESHOLD) {
act5DiscViolations += 1
check(false, `Act 5 discrete P^2/A violation: ${disc.quotient} <= ${ORGANIC_THRESHOLD} (R=${R}, phi1=${phi1}, phi2=${phi2})`)
}
}
}
check(act5ContViolations === 0, `Act 5 continuous P^2/A zero violations across ${act5TotalTests} configurations`)
check(act5DiscViolations === 0, `Act 5 discrete P^2/A zero violations across ${act5TotalTests} configurations`)
console.log(` Act 5 Frozen Lake Tested: ${act5TotalTests} configurations across 150 seeds and ${testRadiiAct5.length} radii.`)
console.log(` Continuous P^2/A range: [${minAct5ContQ.toFixed(4)} .. ${maxAct5ContQ.toFixed(4)}] (Threshold: > ${ORGANIC_THRESHOLD.toFixed(4)})`)
console.log(` Discrete P^2/A range: [${minAct5DiscQ.toFixed(4)} .. ${maxAct5DiscQ.toFixed(4)}] (Threshold: > ${ORGANIC_THRESHOLD.toFixed(4)})`)
console.log(` ✓ Act 5 Frozen Lake: 0 violations, 100% strictly exceed isoperimetric threshold.\n`)
// -------------------------------------------------------------------------
// SECTION 4: Real Generated Wilderness Level Audits across 100 Seeds
// -------------------------------------------------------------------------
console.log('--- SECTION 4: FULL WILDERNESS ENGINE MAP AUDITS (100 Seeds) ---')
const mapRng = new Rng(0x99887766)
const mapSeeds: number[] = [0x301cd095, 0x416d61c5, 0xdeadbeef]
for (let i = 0; i < 97; i += 1) {
mapSeeds.push(mapRng.int(100000, 99999999))
}
const act2Pieces = makeMockBorderPieces('Act 2')
const act4Pieces = makeMockBorderPieces('Act 4')
const act5Pieces = makeMockBorderPieces('Act 5')
let oasisMapChecks = 0
let frozenLakeMapChecks = 0
let fissureConnectivityChecks = 0
let barricadeChecks = 0
for (const seed of mapSeeds) {
// 1. Act 2 Far Oasis (Level 43)
const oasisResult = generateWilderness({
levelId: 43,
levelName: 'Far Oasis',
levelTypeName: 'Act 2 - Desert',
sizeX: 80,
sizeY: 80,
subType: 0,
subTheme: 0,
seed,
pieces: act2Pieces,
substitutions: [],
})
const oW = oasisResult.level.width
const oH = oasisResult.level.height
const oCells = oasisResult.level.cells
const isOasisWater = (x: number, y: number) => {
if (x < 0 || x >= oW || y < 0 || y >= oH) return false
return oCells[y]![x]!.floors.some(f => f.style === 2 && f.prop1 === 2)
}
// Find connected components of oasis water
const visitedOasis = new Set<string>()
for (let y = 4; y < oH - 4; y += 1) {
for (let x = 4; x < oW - 4; x += 1) {
const key = `${x},${y}`
if (isOasisWater(x, y) && !visitedOasis.has(key)) {
// BFS component
const comp: [number, number][] = []
const queue: [number, number][] = [[x, y]]
visitedOasis.add(key)
while (queue.length > 0) {
const [cx, cy] = queue.shift()!
comp.push([cx, cy])
for (const [dx, dy] of [[1, 0], [-1, 0], [0, 1], [0, -1]]) {
const nx = cx + dx
const ny = cy + dy
const nKey = `${nx},${ny}`
if (isOasisWater(nx, ny) && !visitedOasis.has(nKey)) {
visitedOasis.add(nKey)
queue.push([nx, ny])
}
}
}
if (comp.length >= 10) {
oasisMapChecks += 1
const compArea = comp.length
let compPerim = 0
for (const [cx, cy] of comp) {
if (!isOasisWater(cx + 1, cy)) compPerim += 1
if (!isOasisWater(cx - 1, cy)) compPerim += 1
if (!isOasisWater(cx, cy + 1)) compPerim += 1
if (!isOasisWater(cx, cy - 1)) compPerim += 1
}
const compQ = (compPerim * compPerim) / compArea
check(compQ > ORGANIC_THRESHOLD, `Map Far Oasis (seed ${seed}) pool P^2/A=${compQ.toFixed(2)} > ${ORGANIC_THRESHOLD.toFixed(2)}`)
}
}
}
}
// 2. Act 5 Arreat Plateau (Level 112)
const plateauResult = generateWilderness({
levelId: 112,
levelName: 'Arreat Plateau',
levelTypeName: 'Act 5 - Barricade',
sizeX: 80,
sizeY: 80,
subType: 0,
subTheme: 0,
seed,
pieces: act5Pieces,
substitutions: [],
})
const pH = plateauResult.level.height
const pW = plateauResult.level.width
const pCells = plateauResult.level.cells
const isFrozenLake = (x: number, y: number) => {
if (x < 0 || x >= pW || y < 0 || y >= pH) return false
return pCells[y]![x]!.floors.some(f => f.style === 2 && f.sequence === 0 && f.prop1 === 2)
}
let lakeArea = 0
let lakePerim = 0
for (let y = 4; y < pH - 4; y += 1) {
for (let x = 4; x < pW - 4; x += 1) {
if (isFrozenLake(x, y)) {
lakeArea += 1
if (!isFrozenLake(x + 1, y)) lakePerim += 1
if (!isFrozenLake(x - 1, y)) lakePerim += 1
if (!isFrozenLake(x, y + 1)) lakePerim += 1
if (!isFrozenLake(x, y - 1)) lakePerim += 1
}
}
}
if (lakeArea >= 15) {
frozenLakeMapChecks += 1
const lakeQ = (lakePerim * lakePerim) / lakeArea
check(lakeQ > ORGANIC_THRESHOLD, `Map Arreat Plateau (seed ${seed}) lake P^2/A=${lakeQ.toFixed(2)} > ${ORGANIC_THRESHOLD.toFixed(2)}`)
}
// 3. Act 4 Outer Steppes (Level 104) - Lava Fissure Connectivity
const steppesResult = generateWilderness({
levelId: 104,
levelName: 'Outer Steppes',
levelTypeName: 'Act 4 - Mesa',
sizeX: 80,
sizeY: 80,
subType: 0,
subTheme: 0,
seed,
pieces: act4Pieces,
substitutions: [],
})
const sW = steppesResult.level.width
const sH = steppesResult.level.height
const sCells = steppesResult.level.cells
const isWalkable = (x: number, y: number) => {
if (x < 8 || x >= sW - 8 || y < 8 || y >= sH - 8) return false
const cell = sCells[y]![x]!
return !cell.walls.some(w => w.prop1 !== 0 || w.style !== 0)
}
let totalWalkable = 0
let startX = -1
let startY = -1
for (let y = 8; y < sH - 8; y += 1) {
for (let x = 8; x < sW - 8; x += 1) {
if (isWalkable(x, y)) {
totalWalkable += 1
if (startX === -1 && y < 16) {
startX = x
startY = y
}
}
}
}
const visitedWalk = new Set<number>()
const walkQueue: [number, number][] = [[startX, startY]]
visitedWalk.add(startY * sW + startX)
while (walkQueue.length > 0) {
const [cx, cy] = walkQueue.shift()!
for (const [dx, dy] of [[1, 0], [-1, 0], [0, 1], [0, -1]]) {
const nx = cx + dx
const ny = cy + dy
const key = ny * sW + nx
if (isWalkable(nx, ny) && !visitedWalk.has(key)) {
visitedWalk.add(key)
walkQueue.push([nx, ny])
}
}
}
const reachRatio = visitedWalk.size / totalWalkable
fissureConnectivityChecks += 1
check(reachRatio >= 0.90, `Act 4 Level 104 (seed ${seed}) reachability=${(reachRatio * 100).toFixed(2)}% >= 90%`)
// 4. Act 5 Frigid Highlands (Level 111) - Transverse Barricades
const barricadeResult = generateWilderness({
levelId: 111,
levelName: 'Frigid Highlands',
levelTypeName: 'Act 5 - Barricade',
sizeX: 48,
sizeY: 160,
subType: 0,
subTheme: 0,
seed,
pieces: act5Pieces,
substitutions: [],
})
const bW = barricadeResult.level.width
const bH = barricadeResult.level.height
const bCells = barricadeResult.level.cells
const bInX = Math.floor(Math.floor(48 / 8) / 2)
const bHubX = bInX * 8 + 4
// Because height (160) > width (48), barricades must cut horizontally across X
const hBarricadeRows: number[] = []
for (let y = 8; y < bH - 8; y += 1) {
let palisadeCount = 0
for (let x = 8; x < bW - 8; x += 1) {
if (bCells[y]![x]!.walls.some(w => w.style === 2 && w.prop1 === 129)) {
palisadeCount += 1
}
}
if (palisadeCount >= 15) {
hBarricadeRows.push(y)
}
}
barricadeChecks += 1
check(hBarricadeRows.length >= 2, `Act 5 Level 111 (seed ${seed}) horizontal barricades: ${hBarricadeRows.length} >= 2`)
for (const by of hBarricadeRows) {
const gate = bCells[by]![bHubX]!
const hasWall = gate.walls.some(w => w.prop1 !== 0 || w.style !== 0)
const hasFloor = gate.floors.some(f => f.style === 5 && f.prop1 === 194)
check(!hasWall && hasFloor, `Act 5 Level 111 (seed ${seed}, y=${by}) gate at hubX=${bHubX} open`)
}
}
console.log(` Map Audits completed across 100 seeds:`)
console.log(` - Oasis pool components audited: ${oasisMapChecks} checks (all P^2/A > 14.45)`)
console.log(` - Frozen lake components audited: ${frozenLakeMapChecks} checks (all P^2/A > 14.45)`)
console.log(` - Act 4 fissure reachability audited: ${fissureConnectivityChecks} checks (all >= 90.00%)`)
console.log(` - Act 5 transverse barricade audited: ${barricadeChecks} checks (all perpendicular + open gate)`)
console.log(` ✓ Real level generation stress tests: 0 violations.\n`)
// -------------------------------------------------------------------------
// FINAL REPORT
// -------------------------------------------------------------------------
console.log('\n======================================================================')
console.log('📊 M2 ADVERSARIAL STRESS TEST RESULTS')
console.log('======================================================================')
console.log(`Total Assertions Executed: ${totalAssertions}`)
console.log(`Passed Assertions: ${passedAssertions}`)
console.log(`Failed Assertions: ${failedAssertions}`)
if (failedAssertions > 0) {
console.error('\n❌ FAILURES ENCOUNTERED:')
for (const f of failureLog) {
console.error(` - ${f}`)
}
process.exit(1)
}
console.log('\n✅ ALL MILESTONE M2 GEOMETRIC, ISOPERIMETRIC & TOPOLOGICAL INVARIANTS CONFIRMED:')
console.log('1. JitterFrac: 10,000 draws strictly in [base - delta, base + delta] with 0 violations.')
console.log(`2. Act 2 Oasis: Continuous and discrete P^2/A strictly > 4pi * 1.15 across all seeds/phases.`)
console.log(`3. Act 5 Frozen Lake: Continuous and discrete P^2/A strictly > 4pi * 1.15 across all seeds/phases.`)
console.log(`4. Full Map Generation (100 seeds): 100% of water/lake bodies satisfy P^2/A > 4pi * 1.15.`)
console.log(`5. Act 4 Lava Fissure: 100% of tested maps maintain >= 90% flood-fill reachability.`)
console.log(`6. Act 5 Barricades: Transverse direction invariance & open choke-point gates verified.`)
console.log('======================================================================\n')
}
main().catch(err => {
console.error('Fatal stress test runner error:', err)
process.exit(1)
})