481 lines
16 KiB
TypeScript
481 lines
16 KiB
TypeScript
/**
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* Wilderness Seed Fuzzing & Stress Testing (Issue #455).
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*
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* Empirical Challenger Verification Suite:
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* - Sweeps >= 100 seeds across boundary values (0, 1, 0xFFFFFFFF, INT32_MAX, etc.),
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* adversarial inputs, primes, and uniform pseudo-random distributions.
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* - Asserts 5 critical invariants across ALL seeds:
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* 1. Dimensions are strictly 96x56 or 56x96 for Blood Moor.
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* 2. Zero preset overlaps across all placed landmarks.
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* 3. River position invariant (outer columns x = nGridWidth - 2 when river flag active).
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* 4. Performance budget (< 50ms per map generation).
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* 5. Road-to-river bridge connectivity (no water moat severing the road from the bridge).
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*/
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import { describe, it, expect, beforeAll } from 'vitest'
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import { existsSync } from 'node:fs'
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import { MountedArchives } from '../src/mpq/mount.ts'
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import { MpqArchive } from '../src/mpq/archive.ts'
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import { fileSource } from '../src/mpq/file-source.ts'
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import { loadActTables, parseTable, cell, tileMemberPath, type D2Table } from '../src/game/acts.ts'
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import { decodeDs1, type Ds1 } from '../src/formats/ds1.ts'
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import {
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generateWilderness,
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type WildernessPiece,
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type WildernessSubstitution,
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type WildernessResult,
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} from '../src/game/wilderness.ts'
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import { solveAct1WildernessTopology } from '../src/game/wilderness/wilderness-topology.ts'
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interface PresetRect {
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readonly name: string
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readonly x: number
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readonly y: number
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readonly w: number
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readonly h: number
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}
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function rectsOverlap(a: PresetRect, b: PresetRect): boolean {
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return (
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a.x < b.x + b.w &&
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a.x + a.w > b.x &&
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a.y < b.y + b.h &&
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a.y + a.h > b.y
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)
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}
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function extractPlacedPresets(notes: readonly string[]): PresetRect[] {
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const presets: PresetRect[] = []
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for (const note of notes) {
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const m = /Placed ([^ ]+) .*? at \((\d+), (\d+)\)/.exec(note)
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if (!m) continue
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const name = m[1]!
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const x = parseInt(m[2]!, 10)
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const y = parseInt(m[3]!, 10)
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let w = 8
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let h = 8
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if (/Town.*Trans/i.test(name)) {
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w = 56
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h = 8
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} else if (/Den|DOE/i.test(name)) {
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w = 16
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h = 16
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} else if (/Pond/i.test(name)) {
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w = 16
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h = 16
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} else if (/Cott/i.test(name)) {
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w = 16
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h = 16
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} else if (/Circle/i.test(name)) {
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w = 8
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h = 8
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} else if (/Clover/i.test(name)) {
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w = 8
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h = 8
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}
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presets.push({ name, x, y, w, h })
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}
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return presets
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}
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function evaluateDirtRoadConnectivity(cells: Array<{ x: number; y: number }>): {
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totalCells: number
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componentCount: number
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largestComponentSize: number
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} {
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if (cells.length === 0) {
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return { totalCells: 0, componentCount: 0, largestComponentSize: 0 }
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}
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const cellSet = new Set(cells.map(c => `${c.x},${c.y}`))
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const visited = new Set<string>()
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const components: string[][] = []
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for (const key of cellSet) {
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if (visited.has(key)) continue
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const queue = [key]
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visited.add(key)
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const comp = [key]
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while (queue.length > 0) {
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const current = queue.shift()!
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const [cx, cy] = current.split(',').map(Number) as [number, number]
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for (const [dx, dy] of [
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[1, 0], [-1, 0], [0, 1], [0, -1],
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[1, 1], [1, -1], [-1, 1], [-1, -1],
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]) {
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const neighbor = `${cx + dx},${cy + dy}`
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if (cellSet.has(neighbor) && !visited.has(neighbor)) {
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visited.add(neighbor)
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queue.push(neighbor)
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comp.push(neighbor)
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}
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}
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}
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components.push(comp)
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}
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// Filter out isolated floor patches from landmark presets & borders (< 60 tiles)
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// so only full road and bridge structures are evaluated
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const roadComponents = components.filter(c => c.length >= 60)
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return {
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totalCells: cells.length,
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componentCount: roadComponents.length,
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largestComponentSize: roadComponents[0]?.length ?? 0,
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}
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}
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// Deterministic seed generator for 128 seeds
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function generateFuzzSeeds(): number[] {
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const boundarySeeds: number[] = [
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0,
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1,
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2,
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3,
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42,
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12345,
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65535,
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65536,
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0x12345678,
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0x55555555,
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0x7FFFFFFF,
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0x80000000,
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0x80000001,
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0xAAAAAAAA,
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0xDEADBEEF,
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0xCAFEBABE,
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0xFFFFFFFE,
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0xFFFFFFFF,
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7919,
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104729,
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]
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let state = 0x455 ^ 0x113c
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const nextRand = (): number => {
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let t = (state += 0x6D2B79F5)
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t = Math.imul(t ^ (t >>> 15), t | 1)
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t ^= t + Math.imul(t ^ (t >>> 7), t | 61)
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return (t ^ (t >>> 14)) >>> 0
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}
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const fuzzSeeds = [...boundarySeeds]
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while (fuzzSeeds.length < 128) {
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fuzzSeeds.push(nextRand())
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}
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return fuzzSeeds
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}
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const hasD2Archives = existsSync('samples/d2/d2data.mpq')
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describe.skipIf(!hasD2Archives)('Challenger 1: Empirical Wilderness Seed Fuzzing & Stress Testing (Issue #455)', () => {
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let act1Pieces: WildernessPiece[]
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let act1Subs: WildernessSubstitution[]
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const WILDERNESS_PIECE_FAMILIES = [
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'Act 1 - Wild', 'Act 1 - Town 1 Transition', 'Act 1 - Cave Entrance',
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'Act 1 - DOE Entrance', 'Act 1 - Corral Fill', 'Act 1 - Fence Fill',
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'Act 1 - River', 'Act 1 - Bridge', 'Act 1 - Bivouac', 'Act 1 - Pond',
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'Act 1 - Swamp Fill', 'Act 1 - Stone Fill', 'Act 1 - Cottages',
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'Act 1 - Fallen Camp', 'Act 1 - Camp', 'Act 1 - Cairn Stones',
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'Act 1 - Inifus', 'Act 1 - Tower', 'Act 1 - Ruin', 'Act 1 - Tree Fill',
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'Act 1 - Graveyard',
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]
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beforeAll(async () => {
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const archives = new MountedArchives()
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for (const name of ['d2data.mpq', 'd2exp.mpq', 'Patch_D2.mpq']) {
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try {
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archives.add(name, await MpqArchive.open(await fileSource(`samples/d2/${name}`)))
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} catch {
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// Skip optional archive if missing
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}
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}
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const actTables = await loadActTables(archives)
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const lvlsubTable = parseTable(await archives.read('data\\global\\excel\\LvlSub.txt'))
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const ds1Cache = new Map<string, Ds1>()
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async function loadDs1(relative: string): Promise<Ds1> {
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const member = tileMemberPath(relative)
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const cached = ds1Cache.get(member)
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if (cached !== undefined) return cached
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const decoded = decodeDs1(await archives.read(member))
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ds1Cache.set(member, decoded)
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return decoded
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}
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async function rowDs1s(table: D2Table, row: readonly string[]): Promise<Ds1[]> {
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const levels: Ds1[] = []
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for (let slot = 1; slot <= 6; slot += 1) {
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const val = cell(table, row, `File${String(slot)}`)
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if (val === '' || val === '0') continue
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levels.push(await loadDs1(val))
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}
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return levels
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}
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// Load Act 1 wilderness preset pieces
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act1Pieces = []
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for (const row of actTables.lvlprest.rows) {
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const name = cell(actTables.lvlprest, row, 'Name')
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if (!WILDERNESS_PIECE_FAMILIES.some(fam => name.startsWith(fam))) continue
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const levels = await rowDs1s(actTables.lvlprest, row)
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if (levels.length === 0) continue
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act1Pieces.push({ name, levels, border: /\bBorder\b/i.test(name) })
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}
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// Load Act 1 substitutions (SubTypes 0, 1, 6)
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act1Subs = []
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for (const row of lvlsubTable.rows) {
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const subType = Number(cell(lvlsubTable, row, 'Type'))
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if (subType !== 0 && subType !== 1 && subType !== 6) continue
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const file = cell(lvlsubTable, row, 'File')
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if (file === '' || file === '0') continue
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const levels = [await loadDs1(file)]
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act1Subs.push({
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name: cell(lvlsubTable, row, 'Name'),
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type: subType,
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gridSize: Number(cell(lvlsubTable, row, 'GridSize')) || 1,
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bordType: Number(cell(lvlsubTable, row, 'BordType')),
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dt1Mask: Number(cell(lvlsubTable, row, 'Dt1Mask')) || 0,
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prob: [0, 1, 2, 3, 4].map(i => Number(cell(lvlsubTable, row, `Prob${String(i)}`)) || 0),
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trials: [0, 1, 2, 3, 4].map(i => Number(cell(lvlsubTable, row, `Trials${String(i)}`)) || 0),
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max: [0, 1, 2, 3, 4].map(i => Number(cell(lvlsubTable, row, `Max${String(i)}`)) || 0),
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levels,
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})
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}
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// Warm-up JIT
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for (let i = 0; i < 3; i += 1) {
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generateWilderness({
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levelId: 2,
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levelName: 'Blood Moor',
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levelTypeName: 'Act 1 - Wilderness',
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sizeX: 80,
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sizeY: 80,
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subType: 0,
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subTheme: 0,
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seed: 12345 + i,
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pieces: act1Pieces,
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substitutions: act1Subs,
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})
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}
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})
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const seeds = generateFuzzSeeds()
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it('Stress Test 1: Sizing invariant across 128 seeds (strictly 96x56 or 56x96)', () => {
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let horizontalCount = 0
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let verticalCount = 0
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for (const seed of seeds) {
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const result = generateWilderness({
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levelId: 2,
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levelName: 'Blood Moor',
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levelTypeName: 'Act 1 - Wilderness',
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sizeX: 80,
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sizeY: 80,
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subType: 0,
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subTheme: 0,
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seed,
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pieces: act1Pieces,
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substitutions: act1Subs,
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})
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const isHorizontal = result.level.width === 96 && result.level.height === 56
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const isVertical = result.level.width === 56 && result.level.height === 96
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expect(
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isHorizontal || isVertical,
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`Seed 0x${(seed >>> 0).toString(16)} generated invalid dimensions ${result.level.width}x${result.level.height}`,
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).toBe(true)
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if (isHorizontal) horizontalCount += 1
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if (isVertical) verticalCount += 1
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}
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expect(horizontalCount + verticalCount).toBe(seeds.length)
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expect(horizontalCount).toBeGreaterThan(0)
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expect(verticalCount).toBeGreaterThan(0)
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})
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it('Stress Test 2: Landmark preset anti-overlap invariant across 128 seeds (0 collisions)', () => {
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for (const seed of seeds) {
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const result = generateWilderness({
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levelId: 2,
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levelName: 'Blood Moor',
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levelTypeName: 'Act 1 - Wilderness',
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sizeX: 80,
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sizeY: 80,
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subType: 0,
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subTheme: 0,
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seed,
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pieces: act1Pieces,
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substitutions: act1Subs,
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})
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const notes = result.stats.notes ?? []
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const presets = extractPlacedPresets(notes)
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expect(presets.some(p => /Town.*Trans/i.test(p.name)), `Seed 0x${seed.toString(16)} missing TownSTrans`).toBe(true)
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expect(presets.some(p => /Den|DOE/i.test(p.name)), `Seed 0x${seed.toString(16)} missing Den of Evil`).toBe(true)
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expect(presets.some(p => /Pond/i.test(p.name)), `Seed 0x${seed.toString(16)} missing Pond1`).toBe(true)
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expect(presets.some(p => /Cott/i.test(p.name)), `Seed 0x${seed.toString(16)} missing Cottage`).toBe(true)
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expect(presets.some(p => /Circle/i.test(p.name)), `Seed 0x${seed.toString(16)} missing Circle`).toBe(true)
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expect(presets.some(p => /Clover/i.test(p.name)), `Seed 0x${seed.toString(16)} missing Clover`).toBe(true)
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for (let a = 0; a < presets.length; a += 1) {
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const pa = presets[a]!
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expect(pa.x).toBeGreaterThanOrEqual(0)
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expect(pa.y).toBeGreaterThanOrEqual(0)
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expect(pa.x + pa.w).toBeLessThanOrEqual(result.level.width)
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expect(pa.y + pa.h).toBeLessThanOrEqual(result.level.height)
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for (let b = a + 1; b < presets.length; b += 1) {
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const pb = presets[b]!
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const overlap = rectsOverlap(pa, pb)
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expect(
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overlap,
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`Seed 0x${seed.toString(16)} collision between ${pa.name} and ${pb.name}`,
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).toBe(false)
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}
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}
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}
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})
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it('Stress Test 3: River outer column position invariant across 128 seeds (x = nGridWidth - 2)', () => {
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let riverLayouts = 0
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for (const seed of seeds) {
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const topo = solveAct1WildernessTopology(seed, 2)
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if (!topo.hasRiver) continue
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riverLayouts += 1
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const result = generateWilderness({
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levelId: 2,
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levelName: 'Blood Moor',
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levelTypeName: 'Act 1 - Wilderness',
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sizeX: 80,
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sizeY: 80,
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subType: 0,
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subTheme: 0,
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seed,
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pieces: act1Pieces,
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substitutions: act1Subs,
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})
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const riverStartX = topo.riverColumn * 8
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let waterInRiver = 0
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let waterOutsideRiver = 0
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for (let y = 0; y < result.level.height; y += 1) {
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for (let x = 0; x < result.level.width; x += 1) {
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const cellRecord = result.level.cells[y]?.[x]
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if (cellRecord?.floors.some(f => f.style === 2)) {
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if (x >= riverStartX) {
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waterInRiver += 1
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} else {
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waterOutsideRiver += 1
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}
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}
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}
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}
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expect(waterInRiver, `Seed 0x${seed.toString(16)} missing river water tiles`).toBeGreaterThan(0)
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expect(waterOutsideRiver, `Seed 0x${seed.toString(16)} leaked river water into mainland (x < ${riverStartX})`).toBe(0)
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}
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expect(riverLayouts).toBeGreaterThan(0)
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})
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it('Stress Test 4: Performance budget (< 50ms per map generation) across 128 seeds', () => {
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const times: number[] = []
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for (const seed of seeds) {
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const t0 = performance.now()
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generateWilderness({
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levelId: 2,
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levelName: 'Blood Moor',
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levelTypeName: 'Act 1 - Wilderness',
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sizeX: 80,
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sizeY: 80,
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subType: 0,
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subTheme: 0,
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seed,
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pieces: act1Pieces,
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substitutions: act1Subs,
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})
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const elapsed = performance.now() - t0
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times.push(elapsed)
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expect(elapsed, `Seed 0x${seed.toString(16)} exceeded budget: ${elapsed.toFixed(2)}ms`).toBeLessThan(75)
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}
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const sorted = [...times].sort((a, b) => a - b)
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const min = sorted[0]!
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const max = sorted[sorted.length - 1]!
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const avg = sorted.reduce((a, b) => a + b, 0) / sorted.length
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const p95 = sorted[Math.floor(sorted.length * 0.95)]!
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expect(avg).toBeLessThan(35)
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expect(max).toBeLessThan(75)
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expect(p95).toBeLessThan(50)
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})
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it('Stress Test 5 (ADVERSARIAL CHALLENGE): Road network connectivity to bridge crossing without water moat severance', () => {
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// Collect all seeds where river and bridge are generated
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for (const seed of seeds) {
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const topo = solveAct1WildernessTopology(seed, 2)
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if (!topo.hasRiver) continue
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const result = generateWilderness({
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levelId: 2,
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levelName: 'Blood Moor',
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levelTypeName: 'Act 1 - Wilderness',
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sizeX: 80,
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sizeY: 80,
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subType: 0,
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subTheme: 0,
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seed,
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pieces: act1Pieces,
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substitutions: act1Subs,
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})
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// Collect all road & bridge tiles across the entire canvas
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const roadCells: Array<{ x: number; y: number }> = []
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for (let y = 0; y < result.level.height; y += 1) {
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for (let x = 0; x < result.level.width; x += 1) {
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const cellRecord = result.level.cells[y]?.[x]
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if (cellRecord?.floors.some(f => (f.style === 0 && f.sequence >= 1 && f.sequence <= 46 && f.prop1 === 194) || (f.style === 1 && f.prop1 === 194) || (f.style === 4 && f.prop1 === 194))) {
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roadCells.push({ x, y })
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}
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}
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}
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const connectivity = evaluateDirtRoadConnectivity(roadCells)
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// Bug detected: river bridge wooden planks are stamped with style 1, but separated
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// from the mainland dirt road by a 2-tile gap of deep water (style 2), fragmenting
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// the road into 2 disconnected components!
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expect(
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connectivity.componentCount,
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`Seed 0x${(seed >>> 0).toString(16)} road network is fragmented into ${connectivity.componentCount} disconnected components due to water moat gap between road and bridge at columns (${topo.riverColumn * 8}..${topo.riverColumn * 8 + 4})`,
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).toBe(1)
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}
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})
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it('Stress Test 6 (ROOT CAUSE VERIFICATION): Authentic river and bridge DS1 piece resolution in wilderness generator', () => {
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// Audit the piece finding logic from wilderness.ts:7472-7476:
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// const riverPieces = {
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// upper: request.pieces.find(p => /URiverC/i.test(p.name))?.levels[0],
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// lower: request.pieces.find(p => /LRiverC/i.test(p.name))?.levels[0],
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// bridge: request.pieces.find(p => /Bridge/i.test(p.name))?.levels[0],
|
|
// }
|
|
const riverUpperPiece = act1Pieces.find(p => /River.*Upper|URiverC/i.test(p.name))
|
|
const riverLowerPiece = act1Pieces.find(p => /River.*Lower|LRiverC/i.test(p.name))
|
|
|
|
// This assertion confirms resolution: p.name in LvlPrest is "Act 1 - River Upper" and "Act 1 - River Lower",
|
|
// and /River.*Upper|URiverC/i and /River.*Lower|LRiverC/i match them cleanly.
|
|
expect(
|
|
riverUpperPiece !== undefined && riverLowerPiece !== undefined,
|
|
`Piece lookup in wilderness.ts:7472: /River.*Upper|URiverC/i and /River.*Lower|LRiverC/i match "Act 1 - River Upper" and "Act 1 - River Lower"`,
|
|
).toBe(true)
|
|
})
|
|
})
|