Files
Cloudnyco ae22335cfe 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.
2026-10-08 18:35:55 +08:00

80 lines
2.8 KiB
JavaScript

// server/sim/projectiles.js — projectile flight & impact (DESIGN §5.4 addProjectile).
//
// A projectile homes on `target` (a unit) or flies to a fixed point `to` ({x,y}). On arrival `onHit(ctx)` runs
// with ctx = { battle, projectile, target (null if it died / point shot), x, y }. When a homing target dies
// mid-flight the projectile fizzles, unless `hitDead: true` (then it lands at the last known position).
import { PROJECTILE_SPEED } from './constants.js';
import { hypot } from './detmath.js';
let seq = 0;
const fin = (v, d) => (typeof v === 'number' && Number.isFinite(v) ? v : d);
export class ProjectileSystem {
constructor(battle) {
this.battle = battle;
/** @type {object[]} */
this.list = [];
}
add(p) {
const from = p.from || { x: 0, y: 0 };
// non-finite coordinates would never "arrive" (NaN distance) and leak the projectile for maxAge
const fx = fin(from.x, 0), fy = fin(from.y, 0);
const target = p.target && typeof p.target === 'object' ? p.target : null;
const proj = {
id: ++seq,
x: fx,
y: fy,
target,
// the target "life" it was fired at: an op that dies and is redeployed mid-flight is a new target (fizzle)
tseq: target ? target.deploySeq : 0,
tx: fin(p.to ? p.to.x : (target ? target.x : fx), fx),
ty: fin(p.to ? p.to.y : (target ? target.y : fy), fy),
speed: p.speed > 0 ? p.speed : PROJECTILE_SPEED,
onHit: p.onHit ?? null,
visual: p.visual ?? 'arrow',
source: p.source ?? (p.from && p.from.id != null ? p.from : null),
hitDead: !!p.hitDead,
data: p.data ?? null,
age: 0,
maxAge: p.maxAge > 0 ? p.maxAge : 10,
};
this.list.push(proj);
return proj;
}
update(dt) {
if (!this.list.length) return;
const keep = [];
const arrived = [];
for (const p of this.list) {
p.age += dt;
if (p.target) {
if (p.target.alive && !p.target.hidden && p.target.deploySeq === p.tseq) { p.tx = fin(p.target.x, p.tx); p.ty = fin(p.target.y, p.ty); }
else if (!p.hitDead) continue; // fizzle
else p.target = null;
}
const dx = p.tx - p.x, dy = p.ty - p.y;
const d = hypot(dx, dy);
const step = p.speed * dt;
if (d <= step || p.age >= p.maxAge) {
p.x = p.tx; p.y = p.ty;
arrived.push(p);
} else {
p.x += (dx / d) * step;
p.y += (dy / d) * step;
keep.push(p);
}
}
this.list = keep;
for (const p of arrived) {
if (!p.onHit) continue;
const t = p.target && p.target.alive && p.target.deploySeq === p.tseq ? p.target : null;
this.battle._safe(() => p.onHit({ battle: this.battle, projectile: p, target: t, x: p.x, y: p.y }), 'projectile.onHit', p.source);
}
}
clear() { this.list = []; }
}