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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@@ -5,6 +5,7 @@
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// mid-flight the projectile fizzles, unless `hitDead: true` (then it lands at the last known position).
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import { PROJECTILE_SPEED } from './constants.js';
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import { hypot } from './detmath.js';
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let seq = 0;
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const fin = (v, d) => (typeof v === 'number' && Number.isFinite(v) ? v : d);
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@@ -55,7 +56,7 @@ export class ProjectileSystem {
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else p.target = null;
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}
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const dx = p.tx - p.x, dy = p.ty - p.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 = p.speed * dt;
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if (d <= step || p.age >= p.maxAge) {
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p.x = p.tx; p.y = p.ty;
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