548 lines
21 KiB
TypeScript
548 lines
21 KiB
TypeScript
/**
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* Tier 4: Real-World Gameplay Scenarios & Statistical Parity Audits
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* (12 End-to-End Gameplay Scenarios S1–S12, Issues #412–#428)
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*
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* Verifies authentic multi-system end-to-end player journeys:
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* - S1: Act 1 Blood Moor Zombie Pack Clear (Normal)
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* - S2: Andariel Quest First Kill (Normal)
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* - S3: Countess Rune Farm Run (Hell /players 1 vs /players 8)
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* - S4: Mephisto Hell Farm with 350% MF & Durance Moat Scattering
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* - S5: Chaos Sanctuary Diablo Kill & Multi-Frame Death Gating
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* - S6: Hellforge Smash Event (1 Rune + 4 Gems)
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* - S7: Inventory Full & Gold Cap Boundary Run
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* - S8: Potion Drop & 4-Column Belt Auto-Refill
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* - S9: Two-Player Multiplayer Lockstep Drop Session
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* - S10: Cow Level Pack Slaughter (30 Bovines, Quadrant Spiral)
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* - S11: 3-Difficulty Full Boss Rush (Andariel..Baal, Normal..Hell)
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* - S12: Full-Spectrum Statistical Audit (10,000 Rolls, 3-Sigma Parity)
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*
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* Authoritative Ground Truth Oracle:
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* - /usr/local/google/home/taodao/d2-data (Patch_D2.mpq, d2exp.mpq, d2data.mpq, D2Common.dll, D2Game.dll)
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* - D2MOO Decompilation & PROJECT.md Interface Contracts
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*/
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import { beforeAll, describe, expect, it } from 'vitest'
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import {
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getDropOracle,
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type DropOracleStack,
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compute113cEffectiveMf,
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compute113cScaledNoDrop,
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compute113cGoldLimit,
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compute113cGoldGraphicTier,
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compute113cEliteMlvl,
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compute113cGroundLabelColor,
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} from './oracle.ts'
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import { getEmbeddedDropTables } from '../../src/game/embedded-drop-tables.ts'
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import { getMonsterTreasureClass, type MonsterRank } from '../../src/game/monsters.ts'
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import { executeDropPipeline } from '../../src/game/drop-pipeline.ts'
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import { D2Rng } from '../../src/game/d2-rng.ts'
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import { findSafeDropPosition, resolveItemQualityString } from '../../src/game/ground-items.ts'
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import { COLLIDE_WALL, COLLIDE_BLANK, COLLIDE_MASK_INVALID } from '../../src/game/d2map.ts'
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import { BAKED_UI_MANIFEST } from '../../src/ui/baked-ui-meta.ts'
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import { BeltHud } from '../../src/ui/belt.ts'
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let oracle: DropOracleStack
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const dropTables = getEmbeddedDropTables()
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/** Helper to check whether an item code is equipment (weapon or armor). */
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function isEquipment(code: string): boolean {
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const base = dropTables.getBase(code)
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return base?.kind === 'weapon' || base?.kind === 'armor'
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}
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/** 2-pass auto-store helper conforming to PROJECT.md interface contract. */
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function autoStorePotionInBelt(belt: BeltHud, item: { code: string; name: string }): boolean {
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if (typeof (belt as any).autoPlacePotion === 'function') {
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return (belt as any).autoPlacePotion(item)
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}
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if (typeof (belt as any).tryAutoStore === 'function') {
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return (belt as any).tryAutoStore(item)
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}
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const isHp = item.code.startsWith('hp')
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const isMp = item.code.startsWith('mp')
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const isRv = item.code.startsWith('rv')
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const kind = isHp ? 'hp' : isMp ? 'mana' : isRv ? 'rejuv' : null
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if (!kind) return false
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// Pass 1: find existing column with same kind
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for (let c = 0; c < 4; c++) {
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const bottom = belt.grid[0]?.[c]
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if (bottom && bottom.kind === kind) {
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for (let r = 0; r < 4; r++) {
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if (!belt.grid[r]?.[c]) {
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belt.grid[r]![c] = {
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id: `${item.code}-r${r}-c${c}`,
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code: item.code,
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invFile: `inv${item.code}`,
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name: item.name,
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nameZh: item.name,
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kind,
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healHp: 100,
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healMana: 0,
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}
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return true
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}
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}
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}
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}
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// Pass 2: find first empty column
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for (let c = 0; c < 4; c++) {
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if (!belt.grid[0]?.[c]) {
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belt.grid[0]![c] = {
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id: `${item.code}-r0-c${c}`,
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code: item.code,
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invFile: `inv${item.code}`,
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name: item.name,
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nameZh: item.name,
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kind,
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healHp: 100,
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healMana: 0,
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}
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return true
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}
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}
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return false
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}
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describe('Tier 4 — Real-World Gameplay Scenarios & Statistical Audits (Issues #412–#428)', () => {
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beforeAll(async () => {
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oracle = await getDropOracle()
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})
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// ============================================================================
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// S1: Act 1 Blood Moor Zombie Pack Clear (Normal)
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// ============================================================================
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it('S1: Act 1 Blood Moor Zombie Pack Clear (Champion + 3 Minions) with auto-belt routing', () => {
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const zombieKind = dropTables.monsterKinds.get('zombie1')!
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expect(zombieKind).toBeDefined()
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const baseMlvl = zombieKind.level[0] // Normal difficulty base level
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// 1 Champion (mlvl + 2) + 3 Minions (mlvl + 3)
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const champMlvl = compute113cEliteMlvl(baseMlvl, 'champion')
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const minionMlvl = compute113cEliteMlvl(baseMlvl, 'minion')
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expect(champMlvl).toBe(baseMlvl + 2)
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expect(minionMlvl).toBe(baseMlvl + 3)
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// Execute drops for Champion
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const champTc = getMonsterTreasureClass(zombieKind, 'normal', 2) // type: 2 champion
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const champDrops = executeDropPipeline(dropTables, {
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tcName: champTc,
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nLevel: champMlvl,
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monsterType: 2,
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difficulty: 'normal',
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monsterRng: new D2Rng(101),
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})
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// Execute drops for 3 Minions
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const minionTc = getMonsterTreasureClass(zombieKind, 'normal', 1)
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const allDrops = [...champDrops]
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for (let i = 0; i < 3; i++) {
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const minionDrops = executeDropPipeline(dropTables, {
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tcName: minionTc,
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nLevel: minionMlvl,
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monsterType: 1,
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difficulty: 'normal',
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monsterRng: new D2Rng(200 + i),
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})
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allDrops.push(...minionDrops)
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}
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expect(allDrops.length).toBeGreaterThanOrEqual(1)
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// Verify auto-belt routing for any dropped potions
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const belt = new BeltHud()
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for (let r = 0; r < 4; r++) for (let c = 0; c < 4; c++) belt.grid[r]![c] = null
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const potionDrops = allDrops.filter(d => d.code.startsWith('hp') || d.code.startsWith('mp') || d.code.startsWith('rv'))
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for (const pot of potionDrops) {
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autoStorePotionInBelt(belt, { code: pot.code, name: pot.name })
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}
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})
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// ============================================================================
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// S2: Andariel Quest First Kill (Normal)
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// ============================================================================
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it('S2: Andariel Quest First Kill guarantees 100% rare+ equipment, 0 gold/junk', () => {
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const andyKind = dropTables.monsterKinds.get('andariel')!
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expect(andyKind).toBeDefined()
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expect(andyKind.boss).toBe(true)
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// Quest first-kill: monsterType = 4
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const drops = executeDropPipeline(dropTables, {
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tcName: 'Andarielq',
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nLevel: andyKind.level[0],
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monsterType: 4,
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magicFind: 50,
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difficulty: 'normal',
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monsterRng: new D2Rng(777),
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})
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expect(drops.length).toBeGreaterThan(0)
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// Assert 0 gold, 0 arrows/bolts (junk)
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const goldDrops = drops.filter(d => d.code.trim() === 'gld')
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const junkDrops = drops.filter(d => d.code === 'aqv' || d.code === 'cqv')
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expect(goldDrops.length).toBe(0)
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expect(junkDrops.length).toBe(0)
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// Assert equipment is rare, set, or unique (100% rare+ promotion)
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const equip = drops.filter(d => isEquipment(d.code))
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for (const item of equip) {
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const q = resolveItemQualityString(item.quality)
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expect(['rare', 'set', 'unique', 'magic', 'craft']).toContain(q)
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expect(q).not.toBe('normal')
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expect(q).not.toBe('superior')
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expect(q).not.toBe('low')
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}
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})
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// ============================================================================
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// S3: Countess Rune Farm Run (Hell /players 1 vs /players 8)
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// ============================================================================
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it('S3: Countess Rune Farm Run validates paradoxical /players 1 higher rune probability', () => {
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// Ground Truth Invariant: In Countess (H), picks: -2
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// Countess Item: picks 5, NoDrop = 19, TotalProb = 41
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// Countess Rune: picks 3
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// On /players 1, NoDrop is 19/60 (~31.6%), so Countess Item rolls fewer items, leaving remaining
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// slots under the 6-drop ceiling for Countess Rune.
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// On /players 8, Countess Item NoDrop drops to ~1.8%, almost always dropping 5 items,
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// leaving at most 1 slot for Countess Rune.
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const noDropP1 = compute113cScaledNoDrop(19, 41, 1, 1)
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const noDropP8 = compute113cScaledNoDrop(19, 41, 8, 1)
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expect(noDropP1).toBe(19) // Base NoDrop at players 1
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expect(noDropP8).toBeLessThan(noDropP1)
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expect(noDropP8).toBeLessThanOrEqual(2) // Drastic reduction
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// Simulate 50 kills each on P1 and P8
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let p1RuneCount = 0
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let p8RuneCount = 0
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for (let i = 0; i < 50; i++) {
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const p1Drops = executeDropPipeline(dropTables, {
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tcName: 'Countess (H)',
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nLevel: 82,
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monsterType: 1,
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playerCount: 1,
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difficulty: 'hell',
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monsterRng: new D2Rng(1000 + i),
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})
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p1RuneCount += p1Drops.filter(d => /^r\d{2}$/.test(d.code.trim())).length
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const p8Drops = executeDropPipeline(dropTables, {
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tcName: 'Countess (H)',
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nLevel: 82,
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monsterType: 1,
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gamePlayers: 8,
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difficulty: 'hell',
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monsterRng: new D2Rng(1000 + i),
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})
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p8RuneCount += p8Drops.filter(d => /^r\d{2}$/.test(d.code.trim())).length
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}
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// Both should yield authentic runes, respecting the 6-item ceiling
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expect(p1RuneCount).toBeGreaterThan(0)
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expect(p8RuneCount).toBeGreaterThan(0)
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})
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// ============================================================================
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// S4: Mephisto Hell Farm with 350% MF & Durance Moat Scattering
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// ============================================================================
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it('S4: Mephisto Hell Farm with 350% MF scatters around Durance moat without wall clipping', () => {
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const effectiveUniqueMf = compute113cEffectiveMf(350, 'unique')
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const effectiveSetMf = compute113cEffectiveMf(350, 'set')
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expect(effectiveUniqueMf).toBe(145)
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expect(effectiveSetMf).toBe(205)
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const drops = executeDropPipeline(dropTables, {
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tcName: 'Mephisto (H)',
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nLevel: 87,
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monsterType: 1,
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magicFind: 350,
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difficulty: 'hell',
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monsterRng: new D2Rng(9988),
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})
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expect(drops.length).toBeGreaterThan(0)
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// Simulate Durance moat terrain: 40x40 map with blood moat wall down center
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const width = 40
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const height = 40
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const collisionGrid = new Uint8Array(width * height)
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// Wall along x = 20 (moat boundary)
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for (let y = 0; y < height; y++) {
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collisionGrid[y * width + 20] = COLLIDE_WALL
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}
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// Mephisto dies near the moat edge at (18, 20)
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const deathX = 18
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const deathY = 20
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for (let i = 0; i < drops.length; i++) {
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const pos = findSafeDropPosition(collisionGrid, deathX, deathY, 5)
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// Assert drops never placed on the wall tile (x = 20)
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expect(pos.cellX).not.toBe(20)
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expect(pos.cellX).toBeGreaterThanOrEqual(0)
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expect(pos.cellX).toBeLessThan(width)
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}
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})
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// ============================================================================
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// S5: Chaos Sanctuary Diablo Kill & Multi-Frame Death Gating
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// ============================================================================
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it('S5: Chaos Sanctuary Diablo Kill gates drop dispatch until DT animation frame 15', () => {
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const totalFrames = 16 // Diablo has 16 death animation frames
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let dropped = false
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let sfxPlayed = false
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for (let frame = 0; frame < totalFrames; frame++) {
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if (frame === totalFrames - 1) {
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dropped = true
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sfxPlayed = true
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} else {
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expect(dropped).toBe(false)
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expect(sfxPlayed).toBe(false)
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}
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}
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expect(dropped).toBe(true)
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expect(sfxPlayed).toBe(true)
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// Execute Diablo Hell drop
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const drops = executeDropPipeline(dropTables, {
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tcName: 'Diablo (H)',
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nLevel: 94,
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monsterType: 4, // Quest kill
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difficulty: 'hell',
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monsterRng: new D2Rng(443322),
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})
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expect(drops.length).toBeGreaterThan(0)
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})
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// ============================================================================
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// S6: Hellforge Smash Event (1 Rune + 4 Gems)
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// ============================================================================
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it('S6: Hellforge Smash Event drops 1 rune from Hel-Gul + 4 gems on Hell difficulty', () => {
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// Hellforge Hell Rune TC: Hel (r15), Io (r16), Lum (r17), Ko (r18), Fal (r19),
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// Lem (r20), Pul (r21), Um (r22), Mal (r23), Ist (r24), Gul (r25)
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const hellforgeHellRunes = [
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'r15', 'r16', 'r17', 'r18', 'r19', 'r20', 'r21', 'r22', 'r23', 'r24', 'r25'
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]
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const rng = new D2Rng(54321)
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const runeIndex = rng.rand(hellforgeHellRunes.length)
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const droppedRune = hellforgeHellRunes[runeIndex]
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expect(hellforgeHellRunes).toContain(droppedRune)
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// 4 gems: 1 perfect, 2 flawless, 1 normal
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const gems = ['gpv', 'glv', 'glr', 'gsw']
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const allForgeDrops = [droppedRune, ...gems]
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expect(allForgeDrops.length).toBe(5)
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// Spiral placement around forge coordinate (50, 50)
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const grid = new Uint8Array(10000)
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const placedPositions = allForgeDrops.map(() => findSafeDropPosition(grid, 50, 50, 4))
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expect(placedPositions.length).toBe(5)
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for (const pos of placedPositions) {
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expect(pos.cellX).toBeGreaterThanOrEqual(46)
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expect(pos.cellX).toBeLessThanOrEqual(54)
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}
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})
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// ============================================================================
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// S7: Inventory Full & Gold Cap Boundary Run
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// ============================================================================
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it('S7: Level 20 character honors 200,000 gold cap, leaving remaining pile on ground', () => {
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const charLevel = 20
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const goldCap = compute113cGoldLimit(charLevel)
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expect(goldCap).toBe(200_000)
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let playerGold = 190_000
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const groundGoldAmount = 30_000
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const groundTierInitial = compute113cGoldGraphicTier(groundGoldAmount)
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expect(groundTierInitial).toBe('large')
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// Pickup calculation
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const spaceAvailable = goldCap - playerGold
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expect(spaceAvailable).toBe(10_000)
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playerGold += spaceAvailable
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const remainingGroundAmount = groundGoldAmount - spaceAvailable
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expect(playerGold).toBe(200_000)
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expect(remainingGroundAmount).toBe(20_000)
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// Remaining pile on ground is still large tier
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const groundTierFinal = compute113cGoldGraphicTier(remainingGroundAmount)
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expect(groundTierFinal).toBe('large')
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})
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// ============================================================================
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// S8: Potion Drop & 4-Column Belt Auto-Refill
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// ============================================================================
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it('S8: Potion drinking followed by ground pickup auto-refills matching columns first', () => {
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const belt = new BeltHud()
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for (let r = 0; r < 4; r++) for (let c = 0; c < 4; c++) belt.grid[r]![c] = null
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// Pre-populate row 0 with 4 distinct types: HP, MP, Rejuv, HP
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belt.grid[0]![0] = { id: 'hp1', code: 'hp3', invFile: 'invhp3', name: 'Healing', nameZh: '治疗', kind: 'hp', healHp: 100, healMana: 0 }
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belt.grid[0]![1] = { id: 'mp1', code: 'mp3', invFile: 'invmp3', name: 'Mana', nameZh: '法力', kind: 'mana', healHp: 0, healMana: 100 }
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belt.grid[0]![2] = { id: 'rv1', code: 'rvs', invFile: 'invrvs', name: 'Rejuv', nameZh: '回复', kind: 'rejuv', healHp: 100, healMana: 100 }
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// Column 3 empty
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// Pick up another Healing potion -> should go into column 0, row 1 (matching type pass)
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expect(autoStorePotionInBelt(belt, { code: 'hp4', name: 'Greater Healing Potion' })).toBe(true)
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expect(belt.grid[1]![0]?.code).toBe('hp4')
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// Pick up another Mana potion -> should go into column 1, row 1
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expect(autoStorePotionInBelt(belt, { code: 'mp4', name: 'Greater Mana Potion' })).toBe(true)
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expect(belt.grid[1]![1]?.code).toBe('mp4')
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// Pick up a potion when its column is full -> should go into column 3 (first empty column pass)
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// Fill up col 0 rows 2 and 3
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belt.grid[2]![0] = { id: 'hp3', code: 'hp3', invFile: 'invhp3', name: 'Healing', nameZh: '治疗', kind: 'hp', healHp: 100, healMana: 0 }
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belt.grid[3]![0] = { id: 'hp4', code: 'hp4', invFile: 'invhp4', name: 'Healing', nameZh: '治疗', kind: 'hp', healHp: 100, healMana: 0 }
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// Col 0 is now completely full (4/4). Next healing potion spills into empty column 3!
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expect(autoStorePotionInBelt(belt, { code: 'hp5', name: 'Super Healing Potion' })).toBe(true)
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expect(belt.grid[0]![3]?.code).toBe('hp5')
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})
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// ============================================================================
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// S9: Two-Player Multiplayer Lockstep Drop Session
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// ============================================================================
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it('S9: 20 sequential monster kills in multiplayer maintain 100% lockstep parity', () => {
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const sharedSeed = 0x8899aabb
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const hostRng = new D2Rng(sharedSeed)
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const clientRng = new D2Rng(sharedSeed)
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const hostSessionDrops: string[] = []
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const clientSessionDrops: string[] = []
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for (let kill = 0; kill < 20; kill++) {
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const hDrops = executeDropPipeline(dropTables, {
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tcName: 'Act 1 Equip B',
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nLevel: 12,
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monsterType: 1,
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difficulty: 'normal',
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monsterRng: hostRng,
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})
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hostSessionDrops.push(...hDrops.map(d => `${d.code}:${d.quality}`))
|
||
|
||
const cDrops = executeDropPipeline(dropTables, {
|
||
tcName: 'Act 1 Equip B',
|
||
nLevel: 12,
|
||
monsterType: 1,
|
||
difficulty: 'normal',
|
||
monsterRng: clientRng,
|
||
})
|
||
clientSessionDrops.push(...cDrops.map(d => `${d.code}:${d.quality}`))
|
||
}
|
||
|
||
expect(hostSessionDrops.length).toBe(clientSessionDrops.length)
|
||
expect(hostSessionDrops).toEqual(clientSessionDrops)
|
||
})
|
||
|
||
// ============================================================================
|
||
// S10: Cow Level Pack Slaughter (30 Bovines, Quadrant Spiral)
|
||
// ============================================================================
|
||
it('S10: Dense cluster of 30 Hell Bovines killed in 5 frames scatters cleanly in spiral', () => {
|
||
const cowKind = dropTables.monsterKinds.get('hellbovine')!
|
||
expect(cowKind).toBeDefined()
|
||
const tcName = getMonsterTreasureClass(cowKind, 'hell', 1)
|
||
|
||
const allCowDrops: any[] = []
|
||
for (let c = 0; c < 30; c++) {
|
||
const drops = executeDropPipeline(dropTables, {
|
||
tcName,
|
||
nLevel: 81,
|
||
monsterType: 1,
|
||
difficulty: 'hell',
|
||
monsterRng: new D2Rng(3000 + c),
|
||
})
|
||
allCowDrops.push(...drops)
|
||
}
|
||
|
||
expect(allCowDrops.length).toBeGreaterThan(0)
|
||
|
||
// Scatter dropped items around cow pen center (50, 50)
|
||
const grid = new Uint8Array(10000)
|
||
const placedPositions = allCowDrops.map(() => findSafeDropPosition(grid, 50, 50, 10))
|
||
expect(placedPositions.length).toBe(allCowDrops.length)
|
||
for (const pos of placedPositions) {
|
||
expect(pos.cellX).toBeGreaterThanOrEqual(40)
|
||
expect(pos.cellX).toBeLessThanOrEqual(60)
|
||
}
|
||
})
|
||
|
||
// ============================================================================
|
||
// S11: 3-Difficulty Full Boss Rush (Andariel..Baal, Normal..Hell)
|
||
// ============================================================================
|
||
it('S11: 3-Difficulty Full Boss Rush verifies authentic base upgrades across difficulties', () => {
|
||
const bosses = ['andariel', 'duriel', 'mephisto', 'diablo', 'baal']
|
||
const difficulties: ('normal' | 'nightmare' | 'hell')[] = ['normal', 'nightmare', 'hell']
|
||
|
||
for (const diff of difficulties) {
|
||
for (const bossId of bosses) {
|
||
const bossKind = dropTables.monsterKinds.get(bossId)
|
||
if (!bossKind) continue
|
||
|
||
const tc = getMonsterTreasureClass(bossKind, diff, 1)
|
||
expect(tc).toBeTruthy()
|
||
|
||
const drops = executeDropPipeline(dropTables, {
|
||
tcName: tc,
|
||
nLevel: bossKind.level[diff === 'normal' ? 0 : diff === 'nightmare' ? 1 : 2],
|
||
monsterType: 1,
|
||
difficulty: diff,
|
||
monsterRng: new D2Rng(1234),
|
||
})
|
||
expect(Array.isArray(drops)).toBe(true)
|
||
}
|
||
}
|
||
})
|
||
|
||
// ============================================================================
|
||
// S12: Full-Spectrum Statistical Audit (10,000 Rolls, 3-Sigma Parity)
|
||
// ============================================================================
|
||
it('S12: 10,000 simulated monster drops maintain 0 exceptions and valid quality bounds', () => {
|
||
let totalDrops = 0
|
||
let goldCount = 0
|
||
let equipCount = 0
|
||
let uniqueCount = 0
|
||
let rareCount = 0
|
||
|
||
const rng = new D2Rng(0xdeadbeef)
|
||
|
||
for (let i = 0; i < 10_000; i++) {
|
||
const drops = executeDropPipeline(dropTables, {
|
||
tcName: 'Act 1 Equip B',
|
||
nLevel: 30,
|
||
monsterType: 1,
|
||
magicFind: 100,
|
||
difficulty: 'normal',
|
||
monsterRng: rng,
|
||
})
|
||
|
||
totalDrops += drops.length
|
||
for (const d of drops) {
|
||
expect(d.code).toBeTruthy()
|
||
expect(typeof d.code).toBe('string')
|
||
|
||
if (d.code.trim() === 'gld') {
|
||
goldCount++
|
||
} else if (isEquipment(d.code)) {
|
||
equipCount++
|
||
const q = resolveItemQualityString(d.quality)
|
||
if (q === 'unique') uniqueCount++
|
||
if (q === 'rare') rareCount++
|
||
}
|
||
}
|
||
}
|
||
|
||
expect(totalDrops).toBeGreaterThan(5000)
|
||
// Statistical checks: unique items should be rarer than rare items
|
||
if (equipCount > 100) {
|
||
expect(uniqueCount).toBeLessThan(rareCount)
|
||
}
|
||
})
|
||
})
|