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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@@ -58,6 +58,7 @@
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import { num, talentBb, traitBb, moduleOn, skillRec, batMod, up, giveSp, installReveal } from '../shared/tier1.js';
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import { offsetTile, dirFromDelta, dirVec } from '../../../dir.js';
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import { isHpLoss } from '../../../damage.js';
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import { hypot } from '../../../detmath.js';
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const S1 = 'skchr_jesca2_1';
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const S2 = 'skchr_jesca2_2';
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@@ -182,7 +183,7 @@ function fireBomb(battle, unit, b3) {
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};
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(unit.mem.jescaShells ??= []).push(bomb);
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unit.atkCd = unit.s.interval; // the shell is her attack: the timer restarts [ASSUMED]
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battle.fx('bombardShell', { x: bomb.tx, y: bomb.ty, id: unit.id, r: bomb.radius, t: Math.hypot(bomb.tx - bomb.x, bomb.ty - bomb.y) / BOMB_SPEED });
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battle.fx('bombardShell', { x: bomb.tx, y: bomb.ty, id: unit.id, r: bomb.radius, t: hypot(bomb.tx - bomb.x, bomb.ty - bomb.y) / BOMB_SPEED });
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}
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/** Move the shells one tick; a shell touching an enemy or reaching its end point explodes. */
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@@ -192,7 +193,7 @@ function flyShells(battle, unit, dt) {
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const keep = [];
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for (const s of list) {
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const dx = s.tx - s.x, dy = s.ty - s.y;
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const d = Math.hypot(dx, dy);
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const d = hypot(dx, dy);
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const step = BOMB_SPEED * dt;
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let hit = battle.foesInRadius(s.x, s.y, BOMB_HIT_RADIUS).length > 0;
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if (!hit) {
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