feedback7: the battle sim uses engine-independent math — Chrome, Firefox, Safari and the server agree bit for bit (PR #373 by @Cloudnyco)
- server/sim/detmath.js: hypot (sqrt of the squares, rescaled outside 2^±500), powi (integer powers in double-double, one rounding), sin / cos (fdlibm 5.3) and atan2 (fdlibm / FreeBSD msun) built only from correctly rounded IEEE operations; the sim's Math.hypot / sin / cos / atan2 / pow calls go through it (65 files); eslint.config.js forbids the approximated Math functions under server/sim and test/sim/detmath.test.js scans for them. - sin / cos / atan2 are the algorithms V8 runs in Node, so the server's results stay; only hypot differs from V8's. Golden: 2 moved — diy-027 (a hypot distance, damage +80) and coop3-ABYSS-5 (a later card pick from round 9, same end). - Applied unchanged after review (Grok static review: MERGE; the diff read in full: no network, no new dependency). - Tests: broad node --test 5155 / 5155 with the new file tracked (detmath 7 / 7, package 10 / 10); lint 0 errors, typecheck, check:imports.
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@@ -24,6 +24,7 @@
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// `hitRect`).
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import { ROWS, COLS } from './constants.js';
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import { hypot } from './detmath.js';
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/**
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* Validated hit area of a data record (`{ w, h, dx, dy }`, tiles) or null for a regular (point) unit.
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@@ -83,10 +84,10 @@ export function bodyInKeys(u, keys) {
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/** Distance (tiles) from point (x, y) to the unit's body: its position, or its rectangle (0 inside). */
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export function bodyDist(u, x, y) {
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const R = hitRect(u);
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if (!R) return Math.hypot(u.x - x, u.y - y);
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if (!R) return hypot(u.x - x, u.y - y);
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const dx = x < R.x0 ? R.x0 - x : x > R.x1 ? x - R.x1 : 0;
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const dy = y < R.y0 ? R.y0 - y : y > R.y1 ? y - R.y1 : 0;
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return Math.hypot(dx, dy);
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return hypot(dx, dy);
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}
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/** Is the unit's body within `r` tiles of point (x, y)? (the same ≤ r + 1e-9 test as Battle.enemiesInRadius) */
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