Claude fixes
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225
test/backend-regressions.test.ts
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225
test/backend-regressions.test.ts
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// Regression net for the backend defects found in the audit. These drive the
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// real classes rather than re-implementing their logic, so they fail if the
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// behaviour regresses rather than if the code is merely reshaped.
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import { describe, it, expect, beforeEach } from 'vitest';
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import { createRequire } from 'node:module';
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import { PhysicalContainer } from '../backend/src/physics/containers/physical-container';
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import { BoundingBox } from '../backend/src/physics/bounding-boxes/bounding-box';
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import { ProjectilePhysical } from '../backend/src/objects/projectile-physical';
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import { CharacterPhysical } from '../backend/src/objects/character-physical';
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import { StepCommand } from '../backend/src/commands/step';
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import { GeneratePointsCommand } from '../backend/src/commands/generate-points';
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const require = createRequire(import.meta.url);
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const shared = require('../shared/lib/main.js');
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const { vec2 } = require('../shared/node_modules/gl-matrix');
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const { applyArrayPlugins, Random, settings, CharacterTeam } = shared;
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applyArrayPlugins();
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const step = settings.targetPhysicsDeltaTimeInSeconds;
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// Collects the points a stepped object asks the game to award.
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class PointsSpy {
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public blue = 0;
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public red = 0;
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public handleCommand(command: unknown) {
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if (command instanceof GeneratePointsCommand) {
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this.blue += command.blue;
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this.red += command.red;
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}
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}
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}
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const boxAround = (center: number[], radius: number) => {
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const box = new BoundingBox();
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box.xMin = center[0] - radius;
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box.xMax = center[0] + radius;
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box.yMin = center[1] - radius;
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box.yMax = center[1] + radius;
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return box;
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};
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beforeEach(() => {
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Random.seed = 1;
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});
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describe('projectile broadphase registration', () => {
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// The bounding box is only rebuilt by the center/radius setters, but the
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// geometry helpers write `center` in place — so a projectile stayed registered
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// at its muzzle for its whole flight. View-area streaming is driven by that
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// box, so shots fired off-screen were never sent, and shots in view vanished
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// as soon as their muzzle scrolled away.
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it('follows the projectile instead of staying at the muzzle', () => {
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const container = new PhysicalContainer();
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container.initialize();
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const projectile = new ProjectilePhysical(
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vec2.fromValues(0, 0),
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20,
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40,
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CharacterTeam.blue,
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vec2.fromValues(3000, 0),
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{ team: CharacterTeam.blue } as never,
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container,
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0,
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);
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container.addObject(projectile);
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for (let i = 0; i < 40; i++) {
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container.handleCommand(new StepCommand(step, new PointsSpy() as never));
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}
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expect(projectile.center[0]).toBeGreaterThan(400);
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expect(container.findIntersecting(boxAround(projectile.center, 100))).toContain(
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projectile,
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);
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expect(container.findIntersecting(boxAround([0, 0], 100))).not.toContain(projectile);
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});
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it('fast-forwards a shot by the sender latency', () => {
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const container = new PhysicalContainer();
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container.initialize();
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const spawn = vec2.fromValues(0, 0);
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const make = () =>
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new ProjectilePhysical(
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vec2.clone(spawn),
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20,
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40,
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CharacterTeam.blue,
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vec2.fromValues(3000, 0),
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{ team: CharacterTeam.blue } as never,
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container,
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0,
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);
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const plain = make();
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const compensated = make();
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compensated.fastForward(0.1);
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expect(compensated.center[0]).toBeGreaterThan(plain.center[0] + 200);
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});
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it('never fast-forwards further than the cap', () => {
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const container = new PhysicalContainer();
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container.initialize();
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const projectile = new ProjectilePhysical(
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vec2.fromValues(0, 0),
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20,
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40,
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CharacterTeam.blue,
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vec2.fromValues(3000, 0),
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{ team: CharacterTeam.blue } as never,
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container,
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0,
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);
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projectile.fastForward(10);
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const cap = settings.chargeShotSpeedMax * settings.maxProjectileCatchUpSeconds;
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expect(projectile.center[0]).toBeLessThanOrEqual(cap + 50);
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});
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});
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describe('scoring', () => {
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const spawnCharacter = (container: PhysicalContainer) => {
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const character = new CharacterPhysical(
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'tester',
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0,
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0,
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CharacterTeam.blue,
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container,
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vec2.fromValues(0, 0),
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);
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container.addObject(character);
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return character;
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};
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// A disconnect and an NPC being retired on join both run through onDie(), and
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// used to award the opposing team a full kill, so ordinary connection churn
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// moved the match score with nobody playing.
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it('awards nothing for an administrative death', () => {
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const container = new PhysicalContainer();
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container.initialize();
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const character = spawnCharacter(container);
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const game = new PointsSpy();
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character.onDie(); // what PlayerBase.destroy() does on a socket drop
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container.handleCommand(new StepCommand(step, game as never));
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expect(game.blue).toBe(0);
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expect(game.red).toBe(0);
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});
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it('still awards a kill for a combat death', () => {
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const container = new PhysicalContainer();
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container.initialize();
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const character = spawnCharacter(container);
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const game = new PointsSpy();
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character.onDie(true);
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container.handleCommand(new StepCommand(step, game as never));
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expect(game.red).toBe(settings.playerKillPoint);
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expect(game.blue).toBe(0);
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});
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});
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describe('charged shots', () => {
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// Capping only the COST meant a max-charge request on a nearly empty pool paid
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// a tap's price while still getting full-charge radius, speed and recoil.
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it('scales the shot by the strength actually paid, not the requested charge', () => {
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const container = new PhysicalContainer();
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container.initialize();
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const character = new CharacterPhysical(
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'tester',
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0,
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0,
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CharacterTeam.blue,
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container,
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vec2.fromValues(0, 0),
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);
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container.addObject(character);
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// Drain the pool down to roughly a tap's worth.
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(character as unknown as { projectileStrength: number }).projectileStrength =
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settings.chargeShotStrengthMin;
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const before = container.findIntersecting(boxAround([0, 0], 5000)).length;
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character.shootTowards(vec2.fromValues(1000, 0), 1);
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const spawned = container
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.findIntersecting(boxAround([0, 0], 5000))
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.filter((o) => o.gameObject instanceof ProjectilePhysical)
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.map((o) => o.gameObject as ProjectilePhysical);
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expect(container.findIntersecting(boxAround([0, 0], 5000)).length).toBeGreaterThan(
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before,
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);
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expect(spawned[0].charge).toBeCloseTo(0, 5);
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expect(spawned[0].radius).toBeCloseTo(settings.chargeShotRadiusMin, 5);
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});
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it('ignores a shot aimed at the shooter itself', () => {
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const container = new PhysicalContainer();
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container.initialize();
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const character = new CharacterPhysical(
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'tester',
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0,
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0,
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CharacterTeam.blue,
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container,
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vec2.fromValues(0, 0),
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);
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container.addObject(character);
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const projectilesBefore = container
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.findIntersecting(boxAround([0, 0], 5000))
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.filter((o) => o.gameObject instanceof ProjectilePhysical).length;
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character.shootTowards(vec2.clone(character.center), 1);
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const projectilesAfter = container
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.findIntersecting(boxAround([0, 0], 5000))
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.filter((o) => o.gameObject instanceof ProjectilePhysical).length;
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expect(projectilesAfter).toBe(projectilesBefore);
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});
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});
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