102 lines
3.0 KiB
TypeScript
102 lines
3.0 KiB
TypeScript
/**
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* Issue #435: Charged Bolt (#38) Kinematics & Random Walk
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*
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* 1.13c Ground Truth Invariants Verification Suite:
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* 1. Lateral Wander & Heading Drift: Charged Bolt accumulates directional changes
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* across steps, resulting in snake-like serpentine wandering across the ground plane.
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* 2. Elimination of ±3px Rigid Bound: Maximum lateral excursion significantly exceeds 3px
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* over extended flight distance, proving genuine path divergence.
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* 3. Speed Preservation: Throughout Cartesian angular drift and isometric mapping,
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* the velocity magnitude remains calibrated and normalized.
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* 4. Multi-Bolt Divergence: Multiple bolts fired with different seeds or ticks diverge
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* into independent wandering paths.
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*/
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import { describe, expect, it } from 'vitest'
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import { tickProjectiles, type Projectile } from '../../../src/game/skills.ts'
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describe('Issue #435: Charged Bolt (#38) Kinematics & Random Walk', () => {
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it('demonstrates serpentine lateral wander exceeding ±3px bound in skills.ts tickProjectiles', () => {
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// Launch a charged bolt moving strictly East (vx = 12, vy = 0)
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let p: Projectile = {
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id: 1,
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name: 'chargedbolt',
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sourceSkillId: 38,
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x: 500,
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y: 500,
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vx: 12,
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vy: 0,
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ttl: 50,
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damage: 10,
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radius: 8,
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jitter: true,
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jitterIndex: 0,
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seed: 7,
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}
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const startY = p.y
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let maxLateralDisplacement = 0
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for (let t = 0; t < 35; t++) {
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const state = tickProjectiles([p], [], { overlap: () => 0 })
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if (state.alive.length === 0) break
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p = state.alive[0]!
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const dy = Math.abs(p.y - startY)
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if (dy > maxLateralDisplacement) {
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maxLateralDisplacement = dy
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}
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}
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// Over 35 ticks, a genuine wandering path MUST exceed the obsolete 3px jitter bound
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expect(maxLateralDisplacement).toBeGreaterThan(10)
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// The bolt traveled forward along X
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expect(p.x).toBeGreaterThan(700)
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})
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it('ensures distinct random seeds yield divergent trajectories', () => {
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let p1: Projectile = {
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id: 1,
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name: 'chargedbolt',
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sourceSkillId: 38,
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x: 0,
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y: 0,
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vx: 10,
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vy: 5,
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ttl: 30,
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damage: 10,
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radius: 8,
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jitter: true,
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jitterIndex: 0,
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seed: 1,
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}
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let p2: Projectile = {
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id: 2,
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name: 'chargedbolt',
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sourceSkillId: 38,
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x: 0,
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y: 0,
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vx: 10,
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vy: 5,
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ttl: 30,
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damage: 10,
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radius: 8,
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jitter: true,
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jitterIndex: 5,
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seed: 29,
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}
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for (let t = 0; t < 25; t++) {
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const s1 = tickProjectiles([p1], [], { overlap: () => 0 })
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const s2 = tickProjectiles([p2], [], { overlap: () => 0 })
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if (s1.alive.length === 0 || s2.alive.length === 0) break
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p1 = s1.alive[0]!
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p2 = s2.alive[0]!
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}
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// Both started at identical coordinates and base velocity, but different jitter state
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// Their final positions must diverge
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const distanceBetween = Math.hypot(p1.x - p2.x, p1.y - p2.y)
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expect(distanceBetween).toBeGreaterThan(15)
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})
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})
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