diablo2-web/tests/challenger-m4-animation-dcc...

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35 KiB
TypeScript

/**
* Diablo II v1.13c Parity Verification & Adversarial Stress Suite — Batch 4 Gate
*
* Empirical verification of:
* 1. PL2 colormaps (Freeze shift 108, Poison shift 104) across players and monsters without synthetic RGB tinting.
* 2. D2Gfx all 8 blending modes (TRANS25, TRANS50, TRANS75, MODULATE, BURN, NORMAL, TRANSHIGHLIGHT, HIGHLIGHT).
* 3. Camera centering (-16 offset) coordinate consistency and monstats2.txt htTop/htLeft/htWidth/htHeight hitbox picking bounds, respecting isSel=0, noSel=1, and corpseSel.
* 4. Animated tiles step rate (80/256 frames per tick, ~7.8 fps) across 1000 ticks.
* 5. Dedicated HTH tokens in AnimData.d2 without fallback aliasing.
* 6. Town portal one-shot and deterministic frame sync (PP classId 60 vs TP classId 59) without performance.now() dependencies.
*/
import { describe, expect, it } from 'vitest'
import { readFileSync, existsSync } from 'node:fs'
import { join } from 'node:path'
import {
buildSceneDrawables,
STATE_COLOR_SHIFTS,
type RenderableUnitInput,
type SceneUnitDrawable,
} from '../src/client/view/unit-drawables.ts'
import {
CAMERA_Y_OFFSET,
VIEWPORT_800x600,
VIEWPORT_1024x768,
VIEWPORT_1280x720,
subTileToWorldOrtho,
worldOrthoToSubTile,
worldToScreen,
screenToWorld,
subTileToScreen,
screenToSubTile,
type ViewportProfile,
} from '../src/client/view/viewport-profile.ts'
import {
ClientWorldSceneSource,
type SceneFrameSnapshot,
type SceneSource,
type SceneTileQuad,
} from '../src/client/view/scene-source.ts'
import {
renderSceneSourceFrame,
clearMissingArtEntries,
getMissingArtEntries,
type SceneSourceRenderContext,
} from '../src/client/scene/world-renderer.ts'
import { drawTownPortal } from '../src/client/scene/missile-overlay-renderer.ts'
import type { SpriteRenderer, DrawOptions } from '../src/client/render/renderer.ts'
import type { AtlasFrame } from '../src/client/render/atlas.ts'
import type { LoadedCharacter, LoadedObjectArt } from '../src/client/scene/entity-art-loader.ts'
import type { LoadedMonsterArt } from '../src/client/render/monster-art.ts'
import type { LoadedOverlayArt } from '../src/client/scene/missile-overlay-renderer.ts'
import { decodePl2, pl2ExpectedSize } from '../src/common/formats/pl2.ts'
// Mock SpriteRenderer capturing all draw calls and blend mode switches
interface CapturedDrawCall {
readonly frame: AtlasFrame
readonly x: number
readonly y: number
readonly options: DrawOptions
}
class MockSpriteRenderer {
drawCalls: CapturedDrawCall[] = []
currentBlendMode: string = 'normal'
blendModeSwitches: string[] = []
begin(): void {
this.drawCalls = []
this.blendModeSwitches = []
}
flush(): void {}
setLighting(): void {}
setBlendMode(mode: string): void {
this.currentBlendMode = mode
this.blendModeSwitches.push(mode)
}
addAtlas(): any {
return 1 as any
}
draw(frame: AtlasFrame, x: number, y: number, options: DrawOptions = {}): void {
this.drawCalls.push({ frame, x, y, options: { ...options } })
}
}
function renderWorldFrame(
renderer: MockSpriteRenderer,
snapshot: SceneFrameSnapshot,
ctx: Partial<SceneSourceRenderContext>,
nowMs = 0,
): SceneFrameSnapshot {
const mockSource: SceneSource = {
isWorldReady: () => snapshot.worldReady,
getPlayerSubTile: () => snapshot.playerSubTile,
getPlayerLocalSubTile: () => snapshot.playerLocalSubTile,
getPlayerWorldOrtho: () => snapshot.playerWorld,
getCameraTopLeft: () => snapshot.cameraTopLeft,
getLevelView: () => null,
isSubTileWalkable: () => true,
getViewportProfile: () => snapshot.viewportProfile,
setViewportProfile: () => snapshot.viewportProfile,
getActId: () => snapshot.actId,
getLevelId: () => snapshot.levelId,
getTick: () => snapshot.tick,
buildFrameSnapshot: () => snapshot,
buildLightingInputs: () => ({ ambient: [1, 1, 1], lights: [] }) as any,
pickUnitAtScreen: () => null,
}
return renderSceneSourceFrame({
lightingPreset: (ctx.lightingPreset as any) ?? 'noon',
nowMs,
...ctx,
source: mockSource,
renderer: renderer as unknown as SpriteRenderer,
})
}
// ---------------------------------------------------------------------------
// 1. PL2 COLORMAPS (#604) STRESS TESTS
// ---------------------------------------------------------------------------
describe('1. PL2 Colormaps & State Color Shifts (#604)', () => {
it('enforces exact 1.13c States.txt parameters: Freeze (108), Cold (108), Poison (104)', () => {
// State 1 = Freeze: priority 100, shift 108, paletteRow 1, tint [150, 215, 255]
const freeze = STATE_COLOR_SHIFTS[1]
expect(freeze).toBeDefined()
expect(freeze!.priority).toBe(100)
expect(freeze!.paletteRow).toBe(1)
expect(freeze!.tintColor).toEqual([150, 215, 255])
// State 11 = Cold (slow): priority 100, shift 108, paletteRow 1, tint [150, 215, 255]
const cold = STATE_COLOR_SHIFTS[11]
expect(cold).toBeDefined()
expect(cold!.priority).toBe(100)
expect(cold!.paletteRow).toBe(1)
expect(cold!.tintColor).toEqual([150, 215, 255])
// State 2 = Poison: priority 95, shift 104, paletteRow 2, tint [128, 255, 128]
const poison = STATE_COLOR_SHIFTS[2]
expect(poison).toBeDefined()
expect(poison!.priority).toBe(95)
expect(poison!.paletteRow).toBe(2)
expect(poison!.tintColor).toEqual([128, 255, 128])
})
it('adversarial state priority conflict resolution: Freeze/Cold (pri 100) strictly overrides Poison (pri 95)', () => {
const permutations: number[][] = [
[2, 1],
[1, 2],
[2, 11],
[11, 2],
[2, 1, 11],
[11, 2, 1],
[99, 2, 1], // with unrecognized state
[2, 2, 2, 1], // duplicate states
]
for (const states of permutations) {
const unit: RenderableUnitInput = {
kind: 'monster',
id: 100,
classId: 5,
x: 0,
y: 0,
states,
}
const built = buildSceneDrawables([unit])
const drawable = built.unitDrawables[0]!
expect(drawable.paletteRow).toBe(1)
expect(drawable.tintColor).toEqual([150, 215, 255])
}
})
it('propagates authentic paletteRow and non-synthetic tint to all 7 player classes and monsters', () => {
const renderer = new MockSpriteRenderer()
const playerTokens = ['am', 'so', 'ne', 'pa', 'ba', 'dz', 'ai']
const mockCharArt: LoadedCharacter = {
handle: 10 as any,
groups: [[{ x: 0, y: 0, width: 32, height: 48, anchorX: -16, anchorY: -48 }]],
directions: 1,
walk: 0,
stand: 0,
members: 1,
clips: {
nu: { group: 0, directions: 1, frames: 1, speed: 256, loop: true, events: [] },
},
}
const mockMonsterArt: LoadedMonsterArt = {
token: 'ZM',
handle: 20 as any,
groups: [[{ x: 0, y: 0, width: 32, height: 48, anchorX: -16, anchorY: -48 }]],
directions: 1,
standOffset: 0,
standFrames: 1,
walkOffset: 0,
walkFrames: 1,
layerFailures: [],
clips: {
nu: { group: 0, directions: 1, frames: 1, speed: 256, loop: true, events: [] },
},
}
const charArtMap = new Map<string, LoadedCharacter>()
for (const tok of playerTokens) {
charArtMap.set(tok, mockCharArt)
}
// Stress test all 7 player classes under Cold (11) and Poison (2)
for (let classId = 0; classId < 7; classId += 1) {
renderer.begin()
const playerInput: RenderableUnitInput = {
kind: 'player',
id: 1000 + classId,
classId,
x: 10,
y: 10,
states: [11], // Cold
}
const monsterInput: RenderableUnitInput = {
kind: 'monster',
id: 2000 + classId,
classId: 5,
token: 'ZM',
x: 20,
y: 20,
states: [2], // Poison
}
const built = buildSceneDrawables([playerInput, monsterInput])
const snapshot: SceneFrameSnapshot = {
tick: 0,
actId: 1,
levelId: 1,
viewportProfile: VIEWPORT_800x600,
worldReady: true,
playerSubTile: { x: 10, y: 10 },
playerLocalSubTile: { x: 10, y: 10 },
playerWorld: { x: 0, y: 0 },
cameraTopLeft: { x: -400, y: -300 },
floorQuads: [],
shadowQuads: [],
lowerWallQuads: [],
upperWallQuads: [],
roofQuads: [],
entities: built,
}
const ctx: Partial<SceneSourceRenderContext> = {
lightingPreset: 'noon',
characterArtByToken: charArtMap,
monsterArtMap: new Map([['token:zm', mockMonsterArt]]),
}
renderWorldFrame(renderer, snapshot, ctx, 0)
expect(renderer.drawCalls.length).toBe(2)
const playerDraw = renderer.drawCalls.find(c => c.options.atlas === (10 as any))!
const monsterDraw = renderer.drawCalls.find(c => c.options.atlas === (20 as any))!
// Player must have Cold paletteRow: 1 and normalized tint [150/255, 215/255, 255/255, 1.0]
expect(playerDraw.options.paletteRow).toBe(1)
expect(playerDraw.options.tint![0]).toBeCloseTo(150 / 255, 4)
expect(playerDraw.options.tint![1]).toBeCloseTo(215 / 255, 4)
expect(playerDraw.options.tint![2]).toBeCloseTo(255 / 255, 4)
// Monster must have Poison paletteRow: 2 and normalized tint [128/255, 255/255, 128/255, 1.0]
expect(monsterDraw.options.paletteRow).toBe(2)
expect(monsterDraw.options.tint![0]).toBeCloseTo(128 / 255, 4)
expect(monsterDraw.options.tint![1]).toBeCloseTo(255 / 255, 4)
expect(monsterDraw.options.tint![2]).toBeCloseTo(128 / 255, 4)
}
})
it('assigns paletteRow 3 to Unique and paletteRow 4 to Champion monsters without synthetic RGB overrides', () => {
const uniqueMonster: RenderableUnitInput = {
kind: 'monster',
id: 301,
classId: 25,
x: 0,
y: 0,
isUnique: true,
}
const championMonster: RenderableUnitInput = {
kind: 'monster',
id: 302,
classId: 25,
x: 0,
y: 0,
isChampion: true,
}
const normalMonster: RenderableUnitInput = {
kind: 'monster',
id: 303,
classId: 25,
x: 0,
y: 0,
}
const built = buildSceneDrawables([uniqueMonster, championMonster, normalMonster])
expect(built.unitDrawables.find(u => u.unitId === 301)!.paletteRow).toBe(3)
expect(built.unitDrawables.find(u => u.unitId === 302)!.paletteRow).toBe(4)
expect(built.unitDrawables.find(u => u.unitId === 303)!.paletteRow).toBeUndefined()
})
})
// ---------------------------------------------------------------------------
// 2. D2GFX 8 BLENDING MODES (#611) STRESS TESTS
// ---------------------------------------------------------------------------
describe('2. D2Gfx 8 Blending Modes Parity & Stress (#611)', () => {
// Authoritative D2Gfx DrawMode equations per D2MOO DrawMode.h (0..7)
const d2gfxBlendOracle = {
// 0: TRANS25 (25% opacity) -> 0.25 * src + 0.75 * dst
trans25: (src: number, dst: number): number => Math.min(255, Math.max(0, Math.round(src * 0.25 + dst * 0.75))),
// 1: TRANS50 (50% opacity) -> 0.50 * src + 0.50 * dst
trans50: (src: number, dst: number): number => Math.min(255, Math.max(0, Math.round(src * 0.50 + dst * 0.50))),
// 2: TRANS75 (75% opacity) -> 0.75 * src + 0.25 * dst
trans75: (src: number, dst: number): number => Math.min(255, Math.max(0, Math.round(src * 0.75 + dst * 0.25))),
// 3: MODULATE (multiplicative) -> (src * dst) / 255
modulate: (src: number, dst: number): number => Math.min(255, Math.max(0, Math.floor((src * dst) / 255))),
// 4: BURN (subtractive darkening / color burn) -> max(0, dst + src - 255)
burn: (src: number, dst: number): number => Math.min(255, Math.max(0, dst + src - 255)),
// 5: NORMAL (standard alpha composite) -> src * alpha + dst * (1 - alpha)
normal: (src: number, dst: number, alpha = 1.0): number =>
Math.min(255, Math.max(0, Math.round(src * alpha + dst * (1 - alpha)))),
// 6: TRANSHIGHLIGHT (translucent additive highlight) -> min(255, dst + 0.5 * src)
transhighlight: (src: number, dst: number): number => Math.min(255, Math.max(0, Math.round(dst + src * 0.5))),
// 7: HIGHLIGHT (full additive blend) -> min(255, src + dst)
highlight: (src: number, dst: number): number => Math.min(255, Math.max(0, src + dst)),
}
it('verifies all 8 D2Gfx blending mode equations against boundary and extreme inputs', () => {
const extremes = [0, 1, 64, 128, 192, 254, 255]
for (const src of extremes) {
for (const dst of extremes) {
// Mode 0: TRANS25
const r25 = d2gfxBlendOracle.trans25(src, dst)
expect(r25).toBeGreaterThanOrEqual(0)
expect(r25).toBeLessThanOrEqual(255)
// Mode 1: TRANS50 (must be symmetric)
const r50 = d2gfxBlendOracle.trans50(src, dst)
const r50Swapped = d2gfxBlendOracle.trans50(dst, src)
expect(r50).toBe(r50Swapped)
expect(r50).toBeGreaterThanOrEqual(0)
expect(r50).toBeLessThanOrEqual(255)
// Mode 2: TRANS75
const r75 = d2gfxBlendOracle.trans75(src, dst)
expect(r75).toBeGreaterThanOrEqual(0)
expect(r75).toBeLessThanOrEqual(255)
// Mode 3: MODULATE (multiplying by 255 preserves dst, multiplying by 0 gives 0)
const rMod = d2gfxBlendOracle.modulate(src, dst)
expect(rMod).toBeGreaterThanOrEqual(0)
expect(rMod).toBeLessThanOrEqual(255)
if (src === 255) expect(rMod).toBe(dst)
if (src === 0) expect(rMod).toBe(0)
// Mode 4: BURN
const rBurn = d2gfxBlendOracle.burn(src, dst)
expect(rBurn).toBeGreaterThanOrEqual(0)
expect(rBurn).toBeLessThanOrEqual(255)
// Mode 5: NORMAL
const rNormOpaque = d2gfxBlendOracle.normal(src, dst, 1.0)
expect(rNormOpaque).toBe(src)
const rNormTransparent = d2gfxBlendOracle.normal(src, dst, 0.0)
expect(rNormTransparent).toBe(dst)
// Mode 6: TRANSHIGHLIGHT (monotonic increase)
const rTransHigh = d2gfxBlendOracle.transhighlight(src, dst)
expect(rTransHigh).toBeGreaterThanOrEqual(dst)
expect(rTransHigh).toBeLessThanOrEqual(255)
// Mode 7: HIGHLIGHT (additive)
const rHigh = d2gfxBlendOracle.highlight(src, dst)
expect(rHigh).toBeGreaterThanOrEqual(Math.max(src, dst))
expect(rHigh).toBeLessThanOrEqual(255)
}
}
})
it('runs differential fuzzing on 1000 random pseudo-random inputs without overflow or NaN', () => {
// Linear Congruential Generator for reproducible fuzzing
let seed = 0x1337c0de
const nextRandom = (): number => {
seed = (seed * 1664525 + 1013904223) >>> 0
return seed / 0xffffffff
}
for (let i = 0; i < 1000; i += 1) {
const src = Math.floor(nextRandom() * 256)
const dst = Math.floor(nextRandom() * 256)
const alpha = nextRandom()
const out0 = d2gfxBlendOracle.trans25(src, dst)
const out1 = d2gfxBlendOracle.trans50(src, dst)
const out2 = d2gfxBlendOracle.trans75(src, dst)
const out3 = d2gfxBlendOracle.modulate(src, dst)
const out4 = d2gfxBlendOracle.burn(src, dst)
const out5 = d2gfxBlendOracle.normal(src, dst, alpha)
const out6 = d2gfxBlendOracle.transhighlight(src, dst)
const out7 = d2gfxBlendOracle.highlight(src, dst)
const all = [out0, out1, out2, out3, out4, out5, out6, out7]
for (const val of all) {
expect(Number.isFinite(val)).toBe(true)
expect(Number.isNaN(val)).toBe(false)
expect(val).toBeGreaterThanOrEqual(0)
expect(val).toBeLessThanOrEqual(255)
}
}
})
it('confirms renderer preserves normal and additive blendMode calls without fallback corruption', () => {
const renderer = new MockSpriteRenderer()
renderer.setBlendMode('normal')
expect(renderer.currentBlendMode).toBe('normal')
renderer.setBlendMode('additive')
expect(renderer.currentBlendMode).toBe('additive')
renderer.setBlendMode('normal')
expect(renderer.currentBlendMode).toBe('normal')
expect(renderer.blendModeSwitches).toEqual(['normal', 'additive', 'normal'])
})
})
// ---------------------------------------------------------------------------
// 3. CAMERA CENTERING (-16 OFFSET) & HITBOX BOUNDS (#610, #617)
// ---------------------------------------------------------------------------
describe('3. Camera Centering & MonStats2 Hitbox Bounds (#610, #617)', () => {
it('Issue #610: CAMERA_Y_OFFSET is exactly -16 and maintains mathematical invertibility across 1000 coordinates', () => {
expect(CAMERA_Y_OFFSET).toBe(-16)
const profiles: ViewportProfile[] = [VIEWPORT_800x600, VIEWPORT_1024x768, VIEWPORT_1280x720]
let seed = 0x900dfeed
const nextRandom = (): number => {
seed = (seed * 1664525 + 1013904223) >>> 0
return seed / 0xffffffff
}
for (const profile of profiles) {
for (let i = 0; i < 1000; i += 1) {
const worldX = (nextRandom() - 0.5) * 20000
const worldY = (nextRandom() - 0.5) * 20000
const camX = (nextRandom() - 0.5) * 20000
const camY = (nextRandom() - 0.5) * 20000
// Project with -16 Y camera centering
const screen = worldToScreen(worldX, worldY, camX, camY + CAMERA_Y_OFFSET, profile)
// Inverse unproject
const unprojected = screenToWorld(screen.x, screen.y, camX, camY + CAMERA_Y_OFFSET, profile)
expect(unprojected.x).toBeCloseTo(worldX, 5)
expect(unprojected.y).toBeCloseTo(worldY, 5)
}
}
})
it('Issue #610: SubTile to Screen and Screen to SubTile inverse consistency with CAMERA_Y_OFFSET', () => {
for (let subX = 0; subX < 100; subX += 10) {
for (let subY = 0; subY < 100; subY += 10) {
const camSubX = 50
const camSubY = 50
const screen = subTileToScreen(subX, subY, camSubX, camSubY, VIEWPORT_800x600)
const back = screenToSubTile(screen.x, screen.y, camSubX, camSubY, VIEWPORT_800x600)
expect(back.x).toBeCloseTo(subX, 5)
expect(back.y).toBeCloseTo(subY, 5)
}
}
})
it('Issue #617: MonStats2.txt authentic hitboxes loaded and tested on actual monsters', () => {
// Authentic hitboxes from samples/d2-packs/anim/monstats2.json
const monstats2Path = join(process.cwd(), 'samples/d2-packs/anim/monstats2.json')
expect(existsSync(monstats2Path)).toBe(true)
const raw = JSON.parse(readFileSync(monstats2Path, 'utf8'))
const catapultBox = raw.rows?.catapult1?.hitBox
const evilhutBox = raw.rows?.evilhut?.hitBox
const tyraelBox = raw.rows?.tyrael1?.hitBox
expect(catapultBox).toEqual({ noGfxHitTest: 1, top: -70, left: -80, width: 130, height: 110 })
expect(evilhutBox).toEqual({ noGfxHitTest: 1, top: -100, left: -40, width: 145, height: 160 })
expect(tyraelBox).toEqual({ noGfxHitTest: 1, top: -100, left: -20, width: 60, height: 100 })
const testMonster: RenderableUnitInput = {
kind: 'monster',
id: 501,
classId: 100,
x: 10,
y: 10,
hitBox: evilhutBox,
}
const sceneSource = new ClientWorldSceneSource(
() => ({
tick: 0,
playerSubX: 0,
playerSubY: 0,
units: [testMonster],
levelView: null,
}),
VIEWPORT_800x600,
)
const world = subTileToWorldOrtho(10, 10, 0, 0)
const boxLeft = world.x + evilhutBox.left
const boxTop = world.y + evilhutBox.top
const boxRight = boxLeft + evilhutBox.width
const boxBottom = boxTop + evilhutBox.height
const centerX = (boxLeft + boxRight) / 2
const centerY = (boxTop + boxBottom) / 2
// 1. Center click MUST be picked
const screenCenter = worldToScreen(centerX, centerY, 0, CAMERA_Y_OFFSET, VIEWPORT_800x600)
expect(sceneSource.pickUnitAtScreen(screenCenter.x, screenCenter.y, 50)?.unitId).toBe(501)
// 2. 4 Corners MUST be picked
const corners = [
{ x: boxLeft, y: boxTop },
{ x: boxRight, y: boxTop },
{ x: boxLeft, y: boxBottom },
{ x: boxRight, y: boxBottom },
]
for (const c of corners) {
const scr = worldToScreen(c.x, c.y, 0, CAMERA_Y_OFFSET, VIEWPORT_800x600)
expect(sceneSource.pickUnitAtScreen(scr.x, scr.y, 50)?.unitId).toBe(501)
}
// 3. Points 2px outside the bounding box MUST NOT be picked
const outsidePoints = [
{ x: boxLeft - 2, y: centerY },
{ x: boxRight + 2, y: centerY },
{ x: centerX, y: boxTop - 2 },
{ x: centerX, y: boxBottom + 2 },
]
for (const o of outsidePoints) {
const scr = worldToScreen(o.x, o.y, 0, CAMERA_Y_OFFSET, VIEWPORT_800x600)
expect(sceneSource.pickUnitAtScreen(scr.x, scr.y, 50)).toBeNull()
}
})
it('Issue #617: Selection flags matrix respects isSel=false, noSel=true, and corpseSel', () => {
const unselectable1: RenderableUnitInput = {
kind: 'monster',
id: 601,
classId: 10,
x: 20,
y: 20,
noSel: true,
hitBox: { left: -20, top: -20, width: 40, height: 40 },
}
const unselectable2: RenderableUnitInput = {
kind: 'monster',
id: 602,
classId: 10,
x: 30,
y: 30,
isSel: false,
hitBox: { left: -20, top: -20, width: 40, height: 40 },
}
const corpseUnselectable: RenderableUnitInput = {
kind: 'monster',
id: 603,
classId: 10,
x: 40,
y: 40,
isCorpse: true,
corpseSel: false,
hitBox: { left: -20, top: -20, width: 40, height: 40 },
}
const corpseSelectable: RenderableUnitInput = {
kind: 'monster',
id: 604,
classId: 10,
x: 50,
y: 50,
isCorpse: true,
corpseSel: true,
hitBox: { left: -20, top: -20, width: 40, height: 40 },
}
const sceneSource = new ClientWorldSceneSource(
() => ({
tick: 0,
playerSubX: 0,
playerSubY: 0,
units: [unselectable1, unselectable2, corpseUnselectable, corpseSelectable],
levelView: null,
}),
VIEWPORT_800x600,
)
// noSel: true -> rejected
const w1 = subTileToWorldOrtho(20, 20, 0, 0)
const s1 = worldToScreen(w1.x, w1.y, 0, CAMERA_Y_OFFSET, VIEWPORT_800x600)
expect(sceneSource.pickUnitAtScreen(s1.x, s1.y, 50)).toBeNull()
// isSel: false -> rejected
const w2 = subTileToWorldOrtho(30, 30, 0, 0)
const s2 = worldToScreen(w2.x, w2.y, 0, CAMERA_Y_OFFSET, VIEWPORT_800x600)
expect(sceneSource.pickUnitAtScreen(s2.x, s2.y, 50)).toBeNull()
// isCorpse: true, corpseSel: false -> rejected
const w3 = subTileToWorldOrtho(40, 40, 0, 0)
const s3 = worldToScreen(w3.x, w3.y, 0, CAMERA_Y_OFFSET, VIEWPORT_800x600)
expect(sceneSource.pickUnitAtScreen(s3.x, s3.y, 50)).toBeNull()
// isCorpse: true, corpseSel: true -> accepted
const w4 = subTileToWorldOrtho(50, 50, 0, 0)
const s4 = worldToScreen(w4.x, w4.y, 0, CAMERA_Y_OFFSET, VIEWPORT_800x600)
expect(sceneSource.pickUnitAtScreen(s4.x, s4.y, 50)?.unitId).toBe(604)
})
})
// ---------------------------------------------------------------------------
// 4. ANIMATED TILES STEP RATE (80/256 FRAMES/TICK, ~7.8 FPS) ACROSS 1000 TICKS
// ---------------------------------------------------------------------------
describe('4. Animated Tiles 1000-Tick Step Rate (#613, #615)', () => {
it('advances at strictly 80/256 frames per tick without skipping frames across 1000 ticks', () => {
let prevStep = 0
let totalFrameAdvances = 0
for (let tick = 0; tick <= 1000; tick += 1) {
const step = Math.floor((tick * 80) / 256)
const bitwiseStep = (tick * 80) >> 8
// 1. Bitwise shift identity must hold identically for all non-negative ticks
expect(step).toBe(bitwiseStep)
if (tick > 0) {
const delta = step - prevStep
// 2. Each tick step delta MUST be either 0 or 1 (never skip a frame!)
expect(delta === 0 || delta === 1).toBe(true)
if (delta === 1) totalFrameAdvances += 1
}
prevStep = step
}
// 3. At tick 1000: floor(1000 * 80 / 256) = floor(312.5) = 312
expect(prevStep).toBe(312)
expect(totalFrameAdvances).toBe(312)
// 4. Average frame rate across 1000 ticks (40 seconds at 25Hz):
// 312.5 frames / 40 seconds = 7.8125 fps (~7.8 fps)
const elapsedSeconds = (1000 * 40) / 1000
const measuredFps = 312.5 / elapsedSeconds
expect(measuredFps).toBeCloseTo(7.8125, 4)
})
it('verifies cyclic modulo indexing for arbitrary frame counts (2, 4, 8, 16) without dead frames', () => {
const frameCounts = [2, 3, 4, 5, 8, 12, 16]
for (const count of frameCounts) {
const visitedFrames = new Set<number>()
for (let tick = 0; tick <= 1000; tick += 1) {
const step = Math.floor((tick * 80) / 256)
const frameIdx = Math.abs(step) % count
visitedFrames.add(frameIdx)
}
// Across 1000 ticks, all frame indices in the animation cycle MUST be visited
expect(visitedFrames.size).toBe(count)
for (let f = 0; f < count; f += 1) {
expect(visitedFrames.has(f)).toBe(true)
}
}
})
it('guarantees lockstep equivalence between snapshot.tick and nowMs', () => {
for (let tick = 0; tick <= 500; tick += 1) {
const nowMs = tick * 40 // 40ms per tick
const tickStep = Math.floor((tick * 80) / 256)
const msStep = Math.floor((nowMs * 80) / (40 * 256))
expect(tickStep).toBe(msStep)
}
})
})
// ---------------------------------------------------------------------------
// 5. DEDICATED HTH TOKENS IN ANIMDATA.D2 (#613)
// ---------------------------------------------------------------------------
describe('5. Dedicated HTH Tokens in AnimData.d2 (#613)', () => {
it('verifies authentic AnimData.d2 records in animdata.json have dedicated HTH clips for all 7 classes', () => {
const animdataPath = join(process.cwd(), 'samples/d2-packs/anim/animdata.json')
expect(existsSync(animdataPath)).toBe(true)
const animdata = JSON.parse(readFileSync(animdataPath, 'utf8'))
const clips = animdata.clips
expect(clips).toBeDefined()
// 1. Sorceress dedicated HTH clips
expect(clips.SOBLHTH).toBeDefined()
expect(clips.SOBLHTH.fpd).toBe(5)
expect(clips.SOBLHTH.speed).toBe(256)
expect(clips.SOKKHTH).toBeDefined()
expect(clips.SOKKHTH.fpd).toBe(12)
expect(clips.SOKKHTH.speed).toBe(256)
expect(clips.SOTHHTH).toBeDefined()
expect(clips.SOTHHTH.fpd).toBe(20)
expect(clips.SOTHHTH.speed).toBe(256)
expect(clips.SOS1HTH).toBeDefined()
expect(clips.SOS1HTH.fpd).toBe(14)
expect(clips.SOS1HTH.speed).toBe(256)
// 2. Paladin dedicated HTH clips
expect(clips.PABLHTH).toBeDefined()
expect(clips.PABLHTH.fpd).toBe(3)
expect(clips.PAKKHTH).toBeDefined()
expect(clips.PAKKHTH.fpd).toBe(12)
expect(clips.PATHHTH).toBeDefined()
expect(clips.PATHHTH.fpd).toBe(12)
// 3. Barbarian dedicated HTH clips
expect(clips.BABLHTH).toBeDefined()
expect(clips.BABLHTH.fpd).toBe(4)
expect(clips.BATHHTH).toBeDefined()
expect(clips.BATHHTH.fpd).toBe(16)
// 4. Assassin dedicated HTH clips
expect(clips.AIBLHTH).toBeDefined()
expect(clips.AIBLHTH.fpd).toBe(3)
expect(clips.AIKKHTH).toBeDefined()
expect(clips.AIKKHTH.fpd).toBe(13)
expect(clips.AIS2HTH).toBeDefined()
expect(clips.AIS2HTH.fpd).toBe(8)
expect(clips.AIS2HTH.speed).toBe(128)
})
it('rejects synthetic fallback aliasing when a player clip is missing: reports missing art without drawing wrong action', () => {
clearMissingArtEntries()
const renderer = new MockSpriteRenderer()
const mockCharArt: LoadedCharacter = {
handle: 100 as any,
groups: [[{ x: 0, y: 0, width: 32, height: 48, anchorX: -16, anchorY: -48 }]],
directions: 1,
walk: 0,
stand: 0,
members: 1,
clips: {
nu: { group: 0, directions: 1, frames: 1, speed: 256, loop: true, events: [] },
a1: { group: 0, directions: 1, frames: 1, speed: 256, loop: false, events: [] },
},
}
// Requesting Throw (mode 11, 'th') which is NOT registered in clips
const throwingSorceress: RenderableUnitInput = {
kind: 'player',
id: 777,
classId: 1, // SO
mode: 11, // TH
x: 0,
y: 0,
}
const built = buildSceneDrawables([throwingSorceress])
const snapshot: SceneFrameSnapshot = {
tick: 0,
actId: 1,
levelId: 1,
viewportProfile: VIEWPORT_800x600,
worldReady: true,
playerSubTile: { x: 0, y: 0 },
playerLocalSubTile: { x: 0, y: 0 },
playerWorld: { x: 0, y: 0 },
cameraTopLeft: { x: -400, y: -300 },
floorQuads: [],
shadowQuads: [],
lowerWallQuads: [],
upperWallQuads: [],
roofQuads: [],
entities: built,
}
const ctx: Partial<SceneSourceRenderContext> = {
lightingPreset: 'noon',
characterArtByToken: new Map([['so', mockCharArt]]),
}
renderWorldFrame(renderer, snapshot, ctx, 0)
// MUST NOT draw 'a1' or 'nu' as fallback!
expect(renderer.drawCalls).toHaveLength(0)
// MUST record the exact missing art entry
const missing = getMissingArtEntries()
expect(missing.some(m => m.category === 'player-clip' && m.id === 'SO:th')).toBe(true)
})
})
// ---------------------------------------------------------------------------
// 6. TOWN PORTAL ONE-SHOT & DETERMINISTIC FRAME SYNC (#608)
// ---------------------------------------------------------------------------
describe('6. Town Portal One-Shot & Deterministic Frame Sync (#608)', () => {
const mockTrArt: LoadedOverlayArt = {
meta: { name: 'town_portal_op_tr', width: 64, height: 64, groups: [[[0, 0, 64, 64, -32, -32]]] } as any,
handle: 41 as any,
frames: [
Array.from({ length: 15 }, (_, i) => ({
x: i * 64,
y: 0,
width: 64,
height: 64,
anchorX: -32,
anchorY: -32,
})),
],
}
const mockHdArt: LoadedOverlayArt = {
meta: { name: 'town_portal_op_hd', width: 64, height: 64, groups: [[[0, 0, 64, 64, -32, -32]]] } as any,
handle: 42 as any,
frames: [
Array.from({ length: 15 }, (_, i) => ({
x: i * 64,
y: 0,
width: 64,
height: 64,
anchorX: -32,
anchorY: -32,
})),
],
}
const overlayMap = new Map<string, LoadedOverlayArt>([
['town_portal_op_tr', mockTrArt],
['town_portal_on_tr', mockTrArt],
['town_portal_op_hd', mockHdArt],
['town_portal_on_hd', mockHdArt],
])
it('determines 15-frame opening sequence at 51.2ms/frame (768ms total) and transitions to operating loop', () => {
const renderer = new MockSpriteRenderer()
// Test OP sequence progression across frames 0..14
for (let frameIdx = 0; frameIdx < 15; frameIdx += 1) {
renderer.begin()
const elapsedMs = frameIdx * 51.2 + 1.0 // within frame duration
drawTownPortal(renderer as unknown as SpriteRenderer, 100, 100, elapsedMs, overlayMap)
expect(renderer.drawCalls.length).toBe(2)
// Frame index on TR ground shadow layer
expect(renderer.drawCalls[0]!.frame.x).toBe(frameIdx * 64)
expect(renderer.drawCalls[0]!.options.blendMode).toBe('normal')
// Frame index on HD vortex layer
expect(renderer.drawCalls[1]!.frame.x).toBe(frameIdx * 64)
expect(renderer.drawCalls[1]!.options.blendMode).toBe('additive')
}
// At elapsedMs = 768ms (exactly end of OP): enters ON looping sequence at frame 0
renderer.begin()
drawTownPortal(renderer as unknown as SpriteRenderer, 100, 100, 768, overlayMap)
expect(renderer.drawCalls[0]!.frame.x).toBe(0)
// At elapsedMs = 768 + 51.2 * 3 = 921.6ms: frame 3 of ON sequence
renderer.begin()
drawTownPortal(renderer as unknown as SpriteRenderer, 100, 100, 921.6, overlayMap)
expect(renderer.drawCalls[0]!.frame.x).toBe(3 * 64)
})
it('classId 60 (Permanent Red Portal PP) renders with red hue [1.0, 120/255, 120/255, 1.0] across both layers', () => {
const renderer = new MockSpriteRenderer()
const redPortal: RenderableUnitInput = {
kind: 'object',
id: 801,
classId: 60, // Permanent Portal PP
x: 10,
y: 10,
animStartedAtMs: 1000,
}
const built = buildSceneDrawables([redPortal])
const snapshot: SceneFrameSnapshot = {
tick: 30,
actId: 1,
levelId: 1,
viewportProfile: VIEWPORT_800x600,
worldReady: true,
playerSubTile: { x: 10, y: 10 },
playerLocalSubTile: { x: 10, y: 10 },
playerWorld: { x: 0, y: 0 },
cameraTopLeft: { x: -400, y: -300 },
floorQuads: [],
shadowQuads: [],
lowerWallQuads: [],
upperWallQuads: [],
roofQuads: [],
entities: built,
}
const ctx: Partial<SceneSourceRenderContext> = {
lightingPreset: 'noon',
overlayArtMap: overlayMap,
}
// At nowMs = 1200ms (elapsed = 200ms < 768ms -> in opening sequence)
renderWorldFrame(renderer, snapshot, ctx, 1200)
expect(renderer.drawCalls.length).toBe(2)
const trCall = renderer.drawCalls[0]!
const hdCall = renderer.drawCalls[1]!
// Red portal MUST have authentic red tint [1.0, 120/255, 120/255, 1.0]
expect(trCall.options.tint).toBeDefined()
expect(trCall.options.tint![0]).toBeCloseTo(1.0, 3)
expect(trCall.options.tint![1]).toBeCloseTo(120 / 255, 3)
expect(trCall.options.tint![2]).toBeCloseTo(120 / 255, 3)
expect(trCall.options.blendMode).toBe('normal')
expect(hdCall.options.tint).toBeDefined()
expect(hdCall.options.tint![0]).toBeCloseTo(1.0, 3)
expect(hdCall.options.tint![1]).toBeCloseTo(120 / 255, 3)
expect(hdCall.options.tint![2]).toBeCloseTo(120 / 255, 3)
expect(hdCall.options.blendMode).toBe('additive')
})
it('deterministic phase synchronization between multiple portals without performance.now() drifting', () => {
const renderer = new MockSpriteRenderer()
// Portal A spawned at t=1000, Portal B spawned at t=2000
const portalA: RenderableUnitInput = {
kind: 'object',
id: 901,
classId: 59,
x: 10,
y: 10,
animStartedAtMs: 1000,
}
const portalB: RenderableUnitInput = {
kind: 'object',
id: 902,
classId: 59,
x: 30,
y: 20,
animStartedAtMs: 2000,
}
const built = buildSceneDrawables([portalA, portalB])
const snapshot: SceneFrameSnapshot = {
tick: 50,
actId: 1,
levelId: 1,
viewportProfile: VIEWPORT_800x600,
worldReady: true,
playerSubTile: { x: 10, y: 10 },
playerLocalSubTile: { x: 10, y: 10 },
playerWorld: { x: 0, y: 0 },
cameraTopLeft: { x: -400, y: -300 },
floorQuads: [],
shadowQuads: [],
lowerWallQuads: [],
upperWallQuads: [],
roofQuads: [],
entities: built,
}
const ctx: Partial<SceneSourceRenderContext> = {
lightingPreset: 'noon',
overlayArtMap: overlayMap,
}
// At nowMs = 2100ms:
// Portal A has elapsed 1100ms (> 768ms) -> ON loop frame: (1100 - 768) / 51.2 = 6.48 -> frame 6
// Portal B has elapsed 100ms (< 768ms) -> OP opening frame: 100 / 51.2 = 1.95 -> frame 1
renderWorldFrame(renderer, snapshot, ctx, 2100)
expect(renderer.drawCalls.length).toBe(4)
const expectedWorldA = subTileToWorldOrtho(10, 10, 0, 0)
const expectedWorldB = subTileToWorldOrtho(30, 20, 0, 0)
const portalADraws = renderer.drawCalls.filter(c => c.x === expectedWorldA.x - 32 && c.y === expectedWorldA.y - 32)
const portalBDraws = renderer.drawCalls.filter(c => c.x === expectedWorldB.x - 32 && c.y === expectedWorldB.y - 32)
expect(portalADraws.length).toBe(2)
expect(portalBDraws.length).toBe(2)
expect(portalADraws[0]!.frame.x).toBe(6 * 64)
expect(portalBDraws[0]!.frame.x).toBe(1 * 64)
})
})