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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@@ -62,6 +62,7 @@ import { sortEnemyTargets, canTargetEnemy } from '../../../targeting.js';
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import { bodyInKeys } from '../../../body.js';
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import { hasHp, isHpLoss } from '../../../damage.js';
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import { COLS, PROJECTILE_SPEEDS } from '../../../constants.js';
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import { hypot } from '../../../detmath.js';
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const S1 = 'skchr_cqbw_1';
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const S2 = 'skchr_cqbw_2';
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@@ -133,7 +134,7 @@ function mineTile(battle, unit) {
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let best = [], bd = Infinity;
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for (const t of tiles) {
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let d = Infinity;
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for (const e of foes) d = Math.min(d, Math.hypot(e.x - t[1], e.y - t[0]));
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for (const e of foes) d = Math.min(d, hypot(e.x - t[1], e.y - t[0]));
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if (d < bd - 1e-9) { bd = d; best = [t]; } else if (Math.abs(d - bd) <= 1e-9) best.push(t);
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}
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return best.length === 1 ? best[0] : battle.rng.pick(best);
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