diablo2-web/tests/challenger-m4-lockstep-stre...

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TypeScript

/**
* Challenger M4-2 — Empirical Multiplayer Lockstep & Cross-Feature Stress Suite
*
* Covers:
* 1. Issue #427: Multiplayer Lockstep Determinism Under Stress
* - 60 seeds across 2, 4, and 8 peers, Normal/Nightmare/Hell difficulties,
* diverse monster ranks (normal, champion, unique, minion, boss, superunique),
* simultaneous multi-kills, and concurrent movement/attack/pickup inputs.
* - 100% bit-for-bit parity of computeLockstepHash, ground item coordinates
* (x, y, cellX, cellY), codes, qualities, sockets, ethereal flags, gold
* stack values, and uniqueId/dwInitSeed across all peers.
* - Single-field divergence sensitivity in computeLockstepHash for ground and
* inventory items (quality, stack, value, uniqueId, dwInitSeed, x, y).
* 2. Cross-Feature Integration (#423 + #424 + #425 + #427):
* - #423: 100% of lockstep-dropped items resolve valid flippy DC6 rects and render
* via drawGroundItem without procedural color-box fallbacks; fail-fast throw on
* missing sprite rect.
* - #424: Ethereal or socketed normal/superior non-runeword drops override ground
* label color to #808080 and sparkle aura to GROUND_ITEM_QUALITY_COLORS.low,
* while magic/rare/set/unique/runeword preserve authentic colors.
* - #425: 2-subtile (64px collision-box edge / 96px center) pickup boundary
* enforcement in both createNetSimulation and GameEngine + 2-pass belt routing.
*/
import { describe, it, expect } from 'vitest'
import { createNetSimulation } from '../src/scene/net-scene.ts'
import { computeLockstepHash, LockstepSession, type InputFrame } from '../src/net/lockstep.ts'
import {
createWorld,
addPlayer,
spawnMonsters,
type MonsterStats,
type CombatOptions,
} from '../src/game/combat.ts'
import { getEmbeddedDropTables } from '../src/game/embedded-drop-tables.ts'
import { drawGroundItem, GROUND_ITEM_QUALITY_COLORS } from '../src/scene/act-scene.ts'
import {
GROUND_LABEL_QUALITY_COLORS,
getGroundItemQualityColor,
isGroundItemEtherealOrSocketed,
computeInitialGroundLabelLayouts,
} from '../src/ui/ground-labels.ts'
import {
GroundItemManager,
getPickupEdgeDistance,
isWithinPickupBounds,
} from '../src/game/ground-items.ts'
import { resolveGroundItemSpriteRect, itemToUiInventoryItem } from '../src/ui/inventory.ts'
import { BAKED_UI_MANIFEST } from '../src/ui/baked-ui-meta.ts'
import { BeltHud, isAutoBeltablePotion } from '../src/ui/belt.ts'
import { GameEngine, worldToCell } from '../src/game/engine.ts'
import { DEMO_EXPERIENCE, DEMO_SKILLS, DEMO_QUESTS } from '../src/game/demo-data.ts'
import type { Difficulty } from '../src/game/monsters.ts'
import type { Item } from '../src/game/items.ts'
import type { SpriteRenderer } from '../src/render/renderer.ts'
const COMBAT_OPTIONS: CombatOptions = {
playerSpeed: 80,
playerReach: 40,
playerCooldownTicks: 1,
playerDamage: 500,
playerManaPerAttack: 0,
respawnTicks: 100,
}
const ARCHETYPE_MONSTERS: {
stats: MonsterStats
rank: 'normal' | 'champion' | 'unique' | 'minion' | 'boss'
superUniqueId?: string
}[] = [
{
stats: {
id: 'zombie1',
name: 'Zombie',
hp: 20,
damage: 2,
speed: 0,
reach: 10,
aggroRadius: 100,
cooldownTicks: 20,
xp: 30,
level: 12,
rank: 'normal',
},
rank: 'normal',
},
{
stats: {
id: 'skeleton1',
name: 'Skeleton Champion',
hp: 40,
damage: 4,
speed: 0,
reach: 10,
aggroRadius: 100,
cooldownTicks: 20,
xp: 60,
level: 28,
rank: 'champion',
},
rank: 'champion',
},
{
stats: {
id: 'goatman1',
name: 'Unique Moon Clan',
hp: 60,
damage: 5,
speed: 0,
reach: 10,
aggroRadius: 100,
cooldownTicks: 20,
xp: 100,
level: 45,
rank: 'unique',
},
rank: 'unique',
},
{
stats: {
id: 'fallen1',
name: 'Fallen Minion',
hp: 25,
damage: 3,
speed: 0,
reach: 10,
aggroRadius: 100,
cooldownTicks: 20,
xp: 25,
level: 35,
rank: 'minion',
},
rank: 'minion',
},
{
stats: {
id: 'andariel',
name: 'Andariel',
hp: 100,
damage: 10,
speed: 0,
reach: 15,
aggroRadius: 150,
cooldownTicks: 20,
xp: 500,
level: 75,
rank: 'boss',
},
rank: 'boss',
},
{
stats: {
id: 'diablo',
name: 'Diablo',
hp: 120,
damage: 12,
speed: 0,
reach: 15,
aggroRadius: 150,
cooldownTicks: 20,
xp: 1000,
level: 85,
rank: 'boss',
},
rank: 'boss',
},
{
stats: {
id: 'zombie1',
name: 'Corpsefire',
hp: 50,
damage: 5,
speed: 0,
reach: 10,
aggroRadius: 120,
cooldownTicks: 20,
xp: 150,
level: 55,
rank: 'unique',
},
rank: 'unique',
superUniqueId: 'Corpsefire',
},
{
stats: {
id: 'fallen1',
name: 'Rakanishu',
hp: 55,
damage: 6,
speed: 0,
reach: 10,
aggroRadius: 120,
cooldownTicks: 20,
xp: 180,
level: 68,
rank: 'unique',
},
rank: 'unique',
superUniqueId: 'Rakanishu',
},
]
describe('Challenger M4-2 — Multiplayer Lockstep & Cross-Feature Stress Suite', () => {
describe('1. Issue #427 — Multi-Seed (60 Seeds) & Multi-Peer (2, 4, 8 Peers) Lockstep Stress', () => {
it('maintains 100% bit-for-bit lockstep parity across 60 seeds, 3 difficulties, and 2/4/8 peers with simultaneous kills and pickups', () => {
const dropTables = getEmbeddedDropTables()
const difficulties: Difficulty[] = ['normal', 'nightmare', 'hell']
const peerCounts = [2, 4, 8]
const terrain = { widthPx: 10000, heightPx: 10000, overlap: () => 0 }
let totalDroppedItemsVerified = 0
let totalGoldPilesVerified = 0
let totalEquipmentItemsVerified = 0
const allObservedDrops: Item[] = []
for (let seedIdx = 0; seedIdx < 60; seedIdx += 1) {
const seed = (0x1000_0001 + Math.imul(seedIdx, 0x0101_0103)) >>> 0
const difficulty = difficulties[seedIdx % difficulties.length]!
const numPeers = peerCounts[seedIdx % peerCounts.length]!
// Build N independent peer worlds and lockstep sessions
const peers = Array.from({ length: numPeers }, () => {
const world = createWorld(100, 100)
for (let p = 1; p < numPeers; p += 1) {
addPlayer(world, 100 + p * 8, 100)
}
// Spawn 3 monsters around players for combat + pendingKills
const m1 = ARCHETYPE_MONSTERS[seedIdx % ARCHETYPE_MONSTERS.length]!
const m2 = ARCHETYPE_MONSTERS[(seedIdx + 3) % ARCHETYPE_MONSTERS.length]!
const m3 = ARCHETYPE_MONSTERS[(seedIdx + 5) % ARCHETYPE_MONSTERS.length]!
spawnMonsters(
world,
[m1.stats, m2.stats, m3.stats],
3,
{ x: 108, y: 100 },
16,
terrain,
seed,
)
// Queue simultaneous pending kill events (including boss & SuperUnique kills)
world.pendingKills = [
{
kind: 'kill',
subjectId: m2.stats.id,
x: world.monsters[1]!.x,
y: world.monsters[1]!.y,
monsterIndex: world.monsters[1]!.index,
monsterRank: m2.rank,
monsterLevel: m2.stats.level,
superUniqueId: m2.superUniqueId,
},
{
kind: 'kill',
subjectId: m3.stats.id,
x: world.monsters[2]!.x,
y: world.monsters[2]!.y,
monsterIndex: world.monsters[2]!.index,
monsterRank: m3.rank,
monsterLevel: m3.stats.level,
superUniqueId: m3.superUniqueId,
},
]
const sim = createNetSimulation(
world,
COMBAT_OPTIONS,
terrain,
DEMO_EXPERIENCE,
numPeers,
seed,
dropTables,
difficulty,
)
const session = new LockstepSession({ peers: numPeers, inputDelayTicks: 0 }, sim.simulation)
return { world, sim, session }
})
// Verify all peers initialized identical monster dwInitSeed values
const refPeer = peers[0]!
for (let p = 1; p < numPeers; p += 1) {
const peer = peers[p]!
expect(peer.world.monsters.length).toBe(refPeer.world.monsters.length)
for (let m = 0; m < refPeer.world.monsters.length; m += 1) {
expect(peer.world.monsters[m]!.dwInitSeed).toBe(refPeer.world.monsters[m]!.dwInitSeed)
expect(peer.world.monsters[m]!.dwInitSeed).toBeGreaterThan(0)
}
}
// Advance 4 ticks:
// Tick 0: Simultaneous combat attack + pendingKills burst
// Tick 1: Verify ground items BEFORE pickup, then concurrent movement toward drops
// Tick 2: Concurrent pickup by multiple peers
// Tick 3: Post-pickup movement and attack
for (let tick = 0; tick < 4; tick += 1) {
const tickInputs: InputFrame[] = Array.from({ length: numPeers }, (_, peerIdx) => ({
tick,
movement:
tick === 1
? { x: ((seedIdx + peerIdx) % 3) - 1, y: ((seedIdx + peerIdx * 2) % 3) - 1 }
: { x: 0, y: 0 },
attack: tick === 0 || tick === 3,
pickup: tick === 2 && peerIdx % 2 === 0,
talk: false,
skill: 0,
}))
// Broadcast all peer inputs to every peer session
for (const peer of peers) {
for (let peerIdx = 0; peerIdx < numPeers; peerIdx += 1) {
peer.session.submit(peerIdx, tickInputs[peerIdx]!)
}
}
const stepResults = peers.map(peer => peer.session.step())
const refStep = stepResults[0]!
expect(refStep.kind).toBe('stepped')
for (let p = 1; p < numPeers; p += 1) {
const stepP = stepResults[p]!
expect(stepP.kind).toBe('stepped')
if (refStep.kind === 'stepped' && stepP.kind === 'stepped') {
expect(
stepP.hash,
`Lockstep hash mismatch at seedIdx=${seedIdx} (seed=0x${seed.toString(16)}, diff=${difficulty}, peers=${numPeers}, tick=${tick}, peer=${p})`,
).toBe(refStep.hash)
}
}
// Inspect every ground item and inventory item across all peers
const refGround = refPeer.sim.ground
if (tick === 0) {
for (const g of refGround) {
allObservedDrops.push(g.item)
}
}
for (let p = 1; p < numPeers; p += 1) {
const peerGround = peers[p]!.sim.ground
expect(peerGround.length).toBe(refGround.length)
for (let gIdx = 0; gIdx < refGround.length; gIdx += 1) {
const gA = refGround[gIdx]!
const gB = peerGround[gIdx]!
// Exact coordinates & subtile cells
expect(gB.x).toBe(gA.x)
expect(gB.y).toBe(gA.y)
const cellA = worldToCell(terrain, gA.x, gA.y)
const cellB = worldToCell(terrain, gB.x, gB.y)
expect(cellB.cellX).toBe(cellA.cellX)
expect(cellB.cellY).toBe(cellA.cellY)
// Item identity, quality, seeds, stack, value, sockets, ethereal
expect(gB.item.code).toBe(gA.item.code)
expect(gB.item.name).toBe(gA.item.name)
expect(gB.item.quality).toBe(gA.item.quality)
expect(gB.item.rarity).toBe(gA.item.rarity)
expect(gB.item.stack).toBe(gA.item.stack)
expect(gB.item.value).toBe(gA.item.value)
expect(gB.item.uniqueId).toBe(gA.item.uniqueId)
expect((gB.item as any).dwInitSeed).toBe((gA.item as any).dwInitSeed)
expect((gB.item as any).sockets).toBe((gA.item as any).sockets)
expect((gB.item as any).ethereal).toBe((gA.item as any).ethereal)
expect(gB.item.ilvl).toBe(gA.item.ilvl)
expect(gB.item.rawFlags).toBe(gA.item.rawFlags)
if (tick === 0 && p === 1) {
totalDroppedItemsVerified += 1
if ((gA.item.code ?? '').trim() === 'gld') {
totalGoldPilesVerified += 1
expect(gA.item.stack).toBeGreaterThanOrEqual(1)
expect(gA.item.value).toBe(gA.item.stack)
} else {
totalEquipmentItemsVerified += 1
expect(gA.item.uniqueId).toBeDefined()
}
}
}
// Verify all peer inventories match
for (let invIdx = 0; invIdx < numPeers; invIdx += 1) {
const invA = refPeer.sim.inventories[invIdx]!.contents
const invB = peers[p]!.sim.inventories[invIdx]!.contents
expect(invB.length).toBe(invA.length)
for (let itemIdx = 0; itemIdx < invA.length; itemIdx += 1) {
expect(invB[itemIdx]!.x).toBe(invA[itemIdx]!.x)
expect(invB[itemIdx]!.y).toBe(invA[itemIdx]!.y)
expect(invB[itemIdx]!.item.name).toBe(invA[itemIdx]!.item.name)
expect(invB[itemIdx]!.item.quality).toBe(invA[itemIdx]!.item.quality)
expect(invB[itemIdx]!.item.uniqueId).toBe(invA[itemIdx]!.item.uniqueId)
expect(invB[itemIdx]!.item.stack).toBe(invA[itemIdx]!.item.stack)
expect(invB[itemIdx]!.item.value).toBe(invA[itemIdx]!.item.value)
}
}
}
}
}
// Ensure our 60-seed stress test actually exercised a rich volume of drops
expect(totalDroppedItemsVerified).toBeGreaterThan(150)
expect(totalGoldPilesVerified).toBeGreaterThan(10)
expect(totalEquipmentItemsVerified).toBeGreaterThan(100)
expect(allObservedDrops.length).toBeGreaterThan(150)
})
})
describe('2. Issue #427 — computeLockstepHash Single-Field Divergence Detection', () => {
it('detects any single-field mutation in ground item quality, stack, value, uniqueId, dwInitSeed, name, or coordinates', () => {
const world = createWorld(100, 100)
// Case A: Item using uniqueId (as produced by createDroppedItem in drop-pipeline.ts)
const groundWithUniqueId = [
{
x: 240.5,
y: 310.25,
item: {
name: 'Broad Sword',
stack: 1,
value: 150,
quality: 'magic' as string | number,
uniqueId: 0xdeadbeef,
},
},
]
const baseHashUniqueId = computeLockstepHash(world, [], groundWithUniqueId, [])
// 1. Mutate quality (string)
const hashQualityStr = computeLockstepHash(
world,
[],
[{ ...groundWithUniqueId[0]!, item: { ...groundWithUniqueId[0]!.item, quality: 'rare' } }],
[],
)
expect(hashQualityStr).not.toBe(baseHashUniqueId)
// 2. Mutate quality (number enum)
const hashQualityNumA = computeLockstepHash(
world,
[],
[{ ...groundWithUniqueId[0]!, item: { ...groundWithUniqueId[0]!.item, quality: 4 } }],
[],
)
const hashQualityNumB = computeLockstepHash(
world,
[],
[{ ...groundWithUniqueId[0]!, item: { ...groundWithUniqueId[0]!.item, quality: 6 } }],
[],
)
expect(hashQualityNumA).not.toBe(hashQualityNumB)
// 3. Mutate stack (e.g. gold quantity)
const hashStack = computeLockstepHash(
world,
[],
[{ ...groundWithUniqueId[0]!, item: { ...groundWithUniqueId[0]!.item, stack: 2 } }],
[],
)
expect(hashStack).not.toBe(baseHashUniqueId)
// 4. Mutate value
const hashValue = computeLockstepHash(
world,
[],
[{ ...groundWithUniqueId[0]!, item: { ...groundWithUniqueId[0]!.item, value: 151 } }],
[],
)
expect(hashValue).not.toBe(baseHashUniqueId)
// 5. Mutate uniqueId by 1 bit
const hashUniqueId = computeLockstepHash(
world,
[],
[{ ...groundWithUniqueId[0]!, item: { ...groundWithUniqueId[0]!.item, uniqueId: 0xdeadbeee } }],
[],
)
expect(hashUniqueId).not.toBe(baseHashUniqueId)
// 6. Mutate dwInitSeed when uniqueId is undefined
const groundWithDwInitSeed = [
{
x: 240.5,
y: 310.25,
item: {
name: 'Broad Sword',
stack: 1,
value: 150,
quality: 'normal',
dwInitSeed: 0x11223344,
},
},
]
const baseHashDwInitSeed = computeLockstepHash(world, [], groundWithDwInitSeed, [])
const mutatedHashDwInitSeed = computeLockstepHash(
world,
[],
[{ ...groundWithDwInitSeed[0]!, item: { ...groundWithDwInitSeed[0]!.item, dwInitSeed: 0x11223345 } }],
[],
)
expect(mutatedHashDwInitSeed).not.toBe(baseHashDwInitSeed)
// 7. Mutate coordinates (x, y)
const hashCoordX = computeLockstepHash(
world,
[],
[{ ...groundWithUniqueId[0]!, x: 241.5 }],
[],
)
const hashCoordY = computeLockstepHash(
world,
[],
[{ ...groundWithUniqueId[0]!, y: 311.25 }],
[],
)
expect(hashCoordX).not.toBe(baseHashUniqueId)
expect(hashCoordY).not.toBe(baseHashUniqueId)
// Case B: Mutate inventory item fields (quality, stack, value, uniqueId, dwInitSeed)
const invBase = [
{
contents: [
{
x: 0,
y: 0,
item: {
name: 'Archon Plate',
stack: 1,
value: 5000,
quality: 'superior',
uniqueId: 0xabcdef12,
},
},
],
},
]
const baseInvHash = computeLockstepHash(world, invBase, [], [])
expect(
computeLockstepHash(
world,
[{ contents: [{ x: 0, y: 0, item: { ...invBase[0]!.contents[0]!.item, quality: 'magic' } }] }],
[],
[],
),
).not.toBe(baseInvHash)
expect(
computeLockstepHash(
world,
[{ contents: [{ x: 0, y: 0, item: { ...invBase[0]!.contents[0]!.item, stack: 2 } }] }],
[],
[],
),
).not.toBe(baseInvHash)
expect(
computeLockstepHash(
world,
[{ contents: [{ x: 0, y: 0, item: { ...invBase[0]!.contents[0]!.item, value: 5001 } }] }],
[],
[],
),
).not.toBe(baseInvHash)
expect(
computeLockstepHash(
world,
[{ contents: [{ x: 0, y: 0, item: { ...invBase[0]!.contents[0]!.item, uniqueId: 0xabcdef13 } }] }],
[],
[],
),
).not.toBe(baseInvHash)
expect(
computeLockstepHash(
world,
[
{
contents: [
{
x: 0,
y: 0,
item: {
name: 'Archon Plate',
stack: 1,
value: 5000,
quality: 'superior',
dwInitSeed: 0x77770001,
},
},
],
},
],
[],
[],
),
).not.toBe(
computeLockstepHash(
world,
[
{
contents: [
{
x: 0,
y: 0,
item: {
name: 'Archon Plate',
stack: 1,
value: 5000,
quality: 'superior',
dwInitSeed: 0x77770002,
},
},
],
},
],
[],
[],
),
)
})
it('detects single-field divergence on live createNetSimulation dropped items between Client A and Client B', () => {
const terrain = { widthPx: 10000, heightPx: 10000, overlap: () => 0 }
const worldA = createWorld(100, 100)
const worldB = createWorld(100, 100)
const bossStats = ARCHETYPE_MONSTERS[4]!.stats // Andariel
spawnMonsters(worldA, [bossStats], 1, { x: 110, y: 100 }, 0, terrain, 0x778899aa)
spawnMonsters(worldB, [bossStats], 1, { x: 110, y: 100 }, 0, terrain, 0x778899aa)
const simA = createNetSimulation(worldA, COMBAT_OPTIONS, terrain, DEMO_EXPERIENCE, 2, 0x778899aa, getEmbeddedDropTables(), 'hell')
const simB = createNetSimulation(worldB, COMBAT_OPTIONS, terrain, DEMO_EXPERIENCE, 2, 0x778899aa, getEmbeddedDropTables(), 'hell')
const inputs: InputFrame[] = [
{ tick: 0, movement: { x: 0, y: 0 }, attack: true, pickup: false, talk: false, skill: 0 },
{ tick: 0, movement: { x: 0, y: 0 }, attack: false, pickup: false, talk: false, skill: 0 },
]
simA.simulation.advance(inputs)
simB.simulation.advance(inputs)
expect(simA.ground.length).toBeGreaterThan(0)
expect(simA.simulation.hash()).toBe(simB.simulation.hash())
const targetItemB = simB.ground[0]!.item as any
const origQuality = targetItemB.quality
const origStack = targetItemB.stack
const origValue = targetItemB.value
const origUniqueId = targetItemB.uniqueId
// Mutate quality on Client B
targetItemB.quality = origQuality === 'unique' ? 'rare' : 'unique'
expect(simB.simulation.hash()).not.toBe(simA.simulation.hash())
targetItemB.quality = origQuality
expect(simB.simulation.hash()).toBe(simA.simulation.hash())
// Mutate stack on Client B
targetItemB.stack = (origStack ?? 1) + 5
expect(simB.simulation.hash()).not.toBe(simA.simulation.hash())
targetItemB.stack = origStack
expect(simB.simulation.hash()).toBe(simA.simulation.hash())
// Mutate value on Client B
targetItemB.value = (origValue ?? 0) + 10
expect(simB.simulation.hash()).not.toBe(simA.simulation.hash())
targetItemB.value = origValue
expect(simB.simulation.hash()).toBe(simA.simulation.hash())
// Mutate uniqueId on Client B
targetItemB.uniqueId = ((origUniqueId ?? 1) ^ 0x1) >>> 0
expect(simB.simulation.hash()).not.toBe(simA.simulation.hash())
targetItemB.uniqueId = origUniqueId
expect(simB.simulation.hash()).toBe(simA.simulation.hash())
// Mutate dwInitSeed when uniqueId is cleared
delete targetItemB.uniqueId
targetItemB.dwInitSeed = ((origUniqueId ?? 1) ^ 0x2) >>> 0
expect(simB.simulation.hash()).not.toBe(simA.simulation.hash())
targetItemB.uniqueId = origUniqueId
delete targetItemB.dwInitSeed
expect(simB.simulation.hash()).toBe(simA.simulation.hash())
})
})
describe('3. Cross-Feature Integration Stress (#423 + #424 + #425 + #427)', () => {
it('verifies all multiplayer lockstep drops have valid flippy DC6 rects (#423) and accurate #808080 gray label overrides (#424)', () => {
const dropTables = getEmbeddedDropTables()
const terrain = { widthPx: 10000, heightPx: 10000, overlap: () => 0 }
const mgr = new GroundItemManager()
let ethOrSocketedNormalCount = 0
let plainNormalOrSuperiorCount = 0
let coloredMagicRareSetUniqueCount = 0
for (let i = 0; i < 30; i += 1) {
const seed = (0xabcdef00 + i * 0x13579bdf) >>> 0
const world = createWorld(200, 200)
// Queue multiple high-level Hell kills to generate diverse normal, socketed, ethereal, magic, rare, set, unique items
world.pendingKills = [
{
kind: 'kill',
subjectId: 'diablo',
x: 200,
y: 200,
monsterIndex: 0,
monsterRank: 'boss',
monsterLevel: 85,
},
{
kind: 'kill',
subjectId: 'zombie1',
x: 220,
y: 200,
monsterIndex: 1,
monsterRank: 'normal',
monsterLevel: 85,
},
{
kind: 'kill',
subjectId: 'skeleton1',
x: 240,
y: 200,
monsterIndex: 2,
monsterRank: 'champion',
monsterLevel: 85,
},
]
const sim = createNetSimulation(world, COMBAT_OPTIONS, terrain, DEMO_EXPERIENCE, 8, seed, dropTables, 'hell')
sim.simulation.advance(
Array.from({ length: 8 }, () => ({
tick: 0,
movement: { x: 0, y: 0 },
attack: false,
pickup: false,
talk: false,
skill: 0,
})),
)
for (const g of sim.ground) {
const cell = worldToCell(terrain, g.x, g.y)
const entity = mgr.add(g.item, g.x, g.y, cell.cellX, cell.cellY, { now: 0 })
// #423: Every non-gold item dropped in lockstep MUST resolve a valid flippy DC6 rect
if (!entity.isGold) {
const rect = resolveGroundItemSpriteRect(
{
code: g.item.code,
name: g.item.name,
flippyFile: (g.item.base as any)?.flippyfile,
invFile: (g.item.base as any)?.invfile,
},
BAKED_UI_MANIFEST.flippyRects,
BAKED_UI_MANIFEST.codeToFlippyFile,
)
expect(rect, `Missing flippy rect for lockstep drop ${g.item.code} (${g.item.name})`).not.toBeNull()
expect(rect!.w).toBeGreaterThan(0)
expect(rect!.h).toBeGreaterThan(0)
}
// Render via drawGroundItem outside sparkle window (t=1000ms) -> 1 sprite draw + 1 shadow quad, never color boxes
const quads: { color: readonly [number, number, number, number] }[] = []
const sprites: { frame: any }[] = []
const mockRenderer = {
drawSolid(_x: number, _y: number, _w: number, _h: number, color: readonly [number, number, number, number]) {
quads.push({ color })
},
draw(frame: any) {
sprites.push({ frame })
},
} as unknown as SpriteRenderer
drawGroundItem(mockRenderer, entity, 1000, undefined)
expect(sprites.length).toBe(1)
expect(quads.length).toBe(1) // Shadow only
// #424: Verify ground label color rules
const labelColor = getGroundItemQualityColor(entity)
const isNormalTier =
entity.quality === 'low' || entity.quality === 'normal' || entity.quality === 'superior'
const isEthOrSock = isGroundItemEtherealOrSocketed(entity)
if (isNormalTier && isEthOrSock) {
ethOrSocketedNormalCount += 1
expect(labelColor).toBe('#808080')
} else if (entity.quality === 'normal' || entity.quality === 'superior') {
plainNormalOrSuperiorCount += 1
expect(labelColor).toBe(GROUND_LABEL_QUALITY_COLORS.normal)
} else if (
entity.quality === 'magic' ||
entity.quality === 'rare' ||
entity.quality === 'set' ||
entity.quality === 'unique'
) {
coloredMagicRareSetUniqueCount += 1
expect(labelColor).toBe(GROUND_LABEL_QUALITY_COLORS[entity.quality])
}
// Verify UI bridge preserves ethereal and socket metadata consistently with ground-labels
if (!entity.isGold) {
const uiItem = itemToUiInventoryItem(g.item, dropTables)
expect(Boolean(uiItem.ethereal)).toBe(Boolean((g.item as any).ethereal))
expect((uiItem.sockets ?? 0) > 0 || Boolean(uiItem.ethereal)).toBe(
isGroundItemEtherealOrSocketed(entity),
)
}
}
}
// Also explicitly inject an ethereal normal item and a socketed superior item if random rolls didn't hit enough
const explicitEthNormal = mgr.add(
{ code: 'ci3', name: 'Diadem', quality: 'normal', ethereal: true },
200,
200,
6,
6,
{ now: 0 },
)
const explicitSockSup = mgr.add(
{ code: 'uar', name: 'Sacred Armor', quality: 'superior', sockets: 4 },
210,
200,
7,
6,
{ now: 0 },
)
expect(getGroundItemQualityColor(explicitEthNormal)).toBe('#808080')
expect(getGroundItemQualityColor(explicitSockSup)).toBe('#808080')
const layouts = computeInitialGroundLabelLayouts(
[explicitEthNormal, explicitSockSup],
(wx, wy) => ({ x: wx, y: wy }),
)
expect(layouts[0]!.color).toBe('#808080')
expect(layouts[1]!.color).toBe('#808080')
expect(ethOrSocketedNormalCount + 2).toBeGreaterThanOrEqual(2)
expect(plainNormalOrSuperiorCount).toBeGreaterThan(0)
expect(coloredMagicRareSetUniqueCount).toBeGreaterThan(0)
})
it('fails fast when drawGroundItem encounters an unmapped item with no resolvable sprite rect (#423 anti-silent failure)', () => {
const mockRenderer = {
drawSolid() {},
draw() {},
} as unknown as SpriteRenderer
const savedRects = { ...BAKED_UI_MANIFEST.itemRects }
const savedFlippy = { ...BAKED_UI_MANIFEST.flippyRects }
try {
for (const k of Object.keys(BAKED_UI_MANIFEST.itemRects)) {
delete (BAKED_UI_MANIFEST.itemRects as any)[k]
}
for (const k of Object.keys(BAKED_UI_MANIFEST.flippyRects)) {
delete (BAKED_UI_MANIFEST.flippyRects as any)[k]
}
const invalidEntity = {
id: 'bad_item',
item: { code: 'zzz_nonexistent_code', name: 'Nonexistent Item Totally Unmapped' },
name: 'Nonexistent Item Totally Unmapped',
nameZh: '未知',
quality: 'normal' as const,
isGold: false,
amount: 1,
invWidth: 99,
invHeight: 99,
dropTime: 0,
x: 100,
y: 100,
cellX: 3,
cellY: 3,
sparklePhase: 0,
}
expect(() => drawGroundItem(mockRenderer, invalidEntity, 1000, undefined)).toThrow(
/missing flippy sprite rect/i,
)
} finally {
Object.assign(BAKED_UI_MANIFEST.itemRects, savedRects)
Object.assign(BAKED_UI_MANIFEST.flippyRects, savedFlippy)
}
})
it('enforces 2-subtile (64px edge / 96px center) pickup bounds in multiplayer lockstep and routes potions to BeltHud (#425 + #427)', () => {
const terrain = { widthPx: 10000, heightPx: 10000, overlap: () => 0 }
const world = createWorld(500, 500)
addPlayer(world, 800, 500)
const sim = createNetSimulation(world, COMBAT_OPTIONS, terrain, DEMO_EXPERIENCE, 2, 0x12345678)
// Place item A at center distance 97px from Player 0 (edge distance = 97 - 32 = 65px > 64px) -> out of bounds
const outOfBoundsItem = {
code: 'hp1',
name: 'Minor Healing Potion',
quality: 'normal',
stack: 1,
value: 10,
invWidth: 1,
invHeight: 1,
uniqueId: 101,
} as unknown as Item
sim.ground.push({ x: 597, y: 500, item: outOfBoundsItem })
expect(getPickupEdgeDistance(500, 500, 597, 500)).toBe(65)
expect(isWithinPickupBounds(500, 500, 597, 500, 64)).toBe(false)
// Player 0 attempts pickup at 65px edge distance -> must NOT pick up
sim.simulation.advance([
{ tick: 0, movement: { x: 0, y: 0 }, attack: false, pickup: true, talk: false, skill: 0 },
{ tick: 0, movement: { x: 0, y: 0 }, attack: false, pickup: false, talk: false, skill: 0 },
])
expect(sim.ground.length).toBe(1)
expect(sim.inventories[0]!.contents.length).toBe(0)
// Move item to center distance 96px (edge distance = 96 - 32 = 64px <= 64px) -> within 2-subtile reach
sim.ground[0]!.x = 596
expect(getPickupEdgeDistance(500, 500, 596, 500)).toBe(64)
expect(isWithinPickupBounds(500, 500, 596, 500, 64)).toBe(true)
sim.simulation.advance([
{ tick: 1, movement: { x: 0, y: 0 }, attack: false, pickup: true, talk: false, skill: 0 },
{ tick: 1, movement: { x: 0, y: 0 }, attack: false, pickup: false, talk: false, skill: 0 },
])
expect(sim.ground.length).toBe(0)
expect(sim.inventories[0]!.contents.length).toBe(1)
// Verify GameEngine + BeltHud 2-pass auto-slotting at exact 96px center distance (64px edge distance)
const belt = new BeltHud()
belt.clear()
const engine = new GameEngine(terrain, {
spawn: { x: 500, y: 500 },
stats: [],
xpTable: DEMO_EXPERIENCE,
skills: DEMO_SKILLS,
questDefs: DEMO_QUESTS,
combatOptions: COMBAT_OPTIONS,
talkRadius: 48,
pickupRadius: 64,
inventoryCols: 10,
inventoryRows: 4,
lootSeed: 0x12345678,
npcDefs: [],
dropTables: getEmbeddedDropTables(),
belt,
})
// Seed col 0 with hp1, col 1 with mp1, col 2 empty, col 3 with rvs
expect(isAutoBeltablePotion({ code: 'hp5' })).toBe(true)
const p1 = engine.dropItem({ code: 'hp1', name: 'Minor Healing Potion', invWidth: 1, invHeight: 1 }, 500, 500)
p1.x = 596
p1.y = 500
expect(engine.pickupItem(p1.id).success).toBe(true)
expect(belt.grid[0]![0]?.code).toBe('hp1')
// Drop hp5 (compatible healing potion) -> Pass 1 stacks into col 0 row 1 above hp1
const p2 = engine.dropItem({ code: 'hp5', name: 'Super Healing Potion', invWidth: 1, invHeight: 1 }, 500, 500)
p2.x = 596
p2.y = 500
expect(engine.pickupItem(p2.id).success).toBe(true)
expect(belt.grid[1]![0]?.code).toBe('hp5')
// Drop rvl (full rejuv, incompatible with hp) -> Pass 2 places into empty col 1 row 0
const p3 = engine.dropItem({ code: 'rvl', name: 'Full Rejuvenation Potion', invWidth: 1, invHeight: 1 }, 500, 500)
p3.x = 596
p3.y = 500
expect(engine.pickupItem(p3.id).success).toBe(true)
expect(belt.grid[0]![1]?.code).toBe('rvl')
})
})
})