Files
healer-man/src/game/romScoutAutoShot.integration.test.ts
T
2026-10-06 22:25:34 -04:00

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TypeScript

import { beforeEach, describe, expect, it } from "vitest";
import { abilitiesForCharacter } from "./abilityCatalog";
import { PLAYER_AURA_ENTITY_ID, useCombatStore, type ActiveCast } from "./combatStore";
import { applyAura, resolveDamageValue, resolveStatValue } from "./combatAuras";
import { registerCombatSpatialProvider, resetCombatSpatialProvider } from "./combatSpatial";
import { clearMobRuntimeRegistry, getMobPosition, setMobPosition } from "./mobRuntimeRegistry";
import { resetPartyRuntimeClock } from "./partyRuntime";
import { clearPartyRuntimeRegistry } from "./partyRuntimeRegistry";
import { usePartyStore } from "./partyStore";
import { EMPTY_ITEM_STATS } from "./itemStats";
import { romNativeGearReference } from "./romNativeGear";
import { deriveCharacterStats, hastedDuration } from "./wotlkStats";
import { nativeTrainingAutoAttackProfile } from "./romNativeCombatAmount";
import { raceAffixHasteMultiplier } from "./dungeonRaceAffixBuffs";
import {
ROM_SCOUT_AUTO_SHOT_ABILITY_ID,
ROM_SCOUT_AUTO_SHOT_SOURCE_SKILL_ID,
} from "./romScoutAutoShot";
const MAX_TARGET_HEALTH = 10_000_000;
const AUTO_SHOT_ID = ROM_SCOUT_AUTO_SHOT_ABILITY_ID;
const BLOOD_ARROW_ID = "rom-scout-general-4";
function registerTarget(id: string, x = 2): void {
useCombatStore.getState().registerMob(id, {
name: id,
level: 1,
maxHealth: MAX_TARGET_HEALTH,
xpReward: 0,
});
setMobPosition(id, [x, 0, 0]);
}
function rangedItem(instanceId: string, options: { native?: boolean; speedMs?: number } = {}) {
const native = options.native ? romNativeGearReference("rom-scout", "ranged", 70) : null;
if (options.native && !native) throw new Error("The native Scout ranged gear reference is missing.");
return {
instanceId,
itemId: options.native ? 9_000_071 : 90_071,
itemKey: instanceId,
name: "Test Bow",
quality: "rare" as const,
inventorySlot: "ranged",
armorType: null,
weaponType: "bow",
itemLevel: 70,
sourceItemLevel: 70,
stats: {
...EMPTY_ITEM_STATS,
rangedWeapon: {
damageMin: options.native ? 7_000 : 500,
damageMax: options.native ? 9_000 : 700,
damageSchool: "physical" as const,
speedMs: options.speedMs ?? (options.native ? 4_900 : 4_000),
},
...(native ? { romNative: native } : {}),
},
quantity: 1,
sourceBossKey: "test-bow",
sourceBossName: "Auto Shot fixture",
acquiredAt: 0,
};
}
function initializeScout(item = rangedItem("test-bow"), statRuleset: "rom" | "wow" = "rom"): void {
useCombatStore.getState().initializeCharacter({
classId: "rom-scout",
secondaryClassId: "rom-rogue",
raceId: "rom-human",
statRuleset,
level: 70,
inventory: [item],
equipment: { player: { ranged: item.instanceId } },
});
useCombatStore.getState().setPlayerPosition([0, 0, 0]);
}
function initializeScoutWithEmptyInventory(secondaryClassId: "rom-rogue" | "rom-warrior" = "rom-rogue"): void {
useCombatStore.getState().initializeCharacter({
classId: "rom-scout",
secondaryClassId,
raceId: "rom-human",
statRuleset: "rom",
level: 70,
inventory: [],
equipment: {},
});
useCombatStore.getState().setPlayerPosition([0, 0, 0]);
}
function activateAutoShot(targetId: string, now = 1_000) {
useCombatStore.getState().selectMob(targetId);
return useCombatStore.getState().castAbility(AUTO_SHOT_ID, {
targetActorId: targetId,
origin: [0, 0, 0],
now,
});
}
function autoShotEvents(targetId?: string) {
return useCombatStore.getState().combatEvents.filter((event) => event.kind === "damage"
&& event.sourceActorId === PLAYER_AURA_ENTITY_ID
&& event.abilityId === AUTO_SHOT_ID
&& (!targetId || event.targetActorId === targetId));
}
function giveRangedHaste(value = 50, stat = "ranged-haste"): void {
const result = applyAura(useCombatStore.getState().auras, {
definition: {
id: `test-ranged-haste-${stat}`,
name: "Test ranged haste",
disposition: "buff",
durationMs: null,
modifiers: [{ kind: "stat", stat, operation: "flat", value }],
},
sourceId: PLAYER_AURA_ENTITY_ID,
targetId: PLAYER_AURA_ENTITY_ID,
now: 1_000,
});
useCombatStore.setState({ auras: result.auras });
}
function giveBloodArrowAura(now = 900): void {
const state = useCombatStore.getState();
const ability = state.abilities.find((candidate) => candidate.id === BLOOD_ARROW_ID);
const effect = ability?.effects.find((candidate) => candidate.kind === "apply-aura"
&& candidate.recipient === "caster"
&& candidate.aura.utilityTags?.includes("rom-self-health-drain"));
if (!ability || effect?.kind !== "apply-aura") throw new Error("Scout Blood Arrow aura was missing.");
const result = applyAura(state.auras, {
definition: effect.aura,
sourceId: PLAYER_AURA_ENTITY_ID,
targetId: PLAYER_AURA_ENTITY_ID,
now,
});
useCombatStore.setState({ auras: result.auras });
}
function setSpatialProvider(options: { yaw?: number; visible?: boolean } = {}): void {
registerCombatSpatialProvider({
actor: (id) => id === PLAYER_AURA_ENTITY_ID
? { id, position: useCombatStore.getState().playerPosition, yaw: options.yaw ?? Math.PI / 2 }
: { id, position: getMobPosition(id) ?? [0, 0, 0], yaw: 0 },
hasLineOfSight: () => options.visible ?? true,
projectGroundPoint: (point) => point,
});
}
function activeCastFixture(targetId: string, now: number): ActiveCast {
return {
id: 1,
abilityId: "rom-scout-primary-1",
school: "physical",
mode: "cast",
startedAt: now,
completesAt: now + 1_000,
originalDurationMs: 1_000,
pushbackHits: 0,
canCastWhileMoving: false,
origin: [0, 0, 0],
targetId,
groundPosition: null,
totalTicks: 1,
ticksCompleted: 0,
nextTickAt: now + 1_000,
};
}
describe("Scout/Rogue Auto Shot player integration", () => {
beforeEach(() => {
resetCombatSpatialProvider();
clearMobRuntimeRegistry();
clearPartyRuntimeRegistry();
resetPartyRuntimeClock();
useCombatStore.getState().initializeCharacter({ classId: "mage", level: 70 });
useCombatStore.getState().setPlayerPosition([0, 0, 0]);
usePartyStore.getState().initializeParty("rom-auto-shot", 70, useCombatStore.getState().health, "damage", 1);
});
it("learns only the Scout Primary skill and exposes a plain toggle tooltip", () => {
const scoutRogue = abilitiesForCharacter("rom-scout", "rom-rogue");
const autoShot = scoutRogue.find((ability) => ability.id === AUTO_SHOT_ID);
expect(autoShot).toMatchObject({
dbcSpellId: ROM_SCOUT_AUTO_SHOT_SOURCE_SKILL_ID,
source: "runewaker",
classId: "rom-scout",
sourceAttackKind: "ranged",
target: "hostile",
range: { min: 0, max: 6 },
targeting: { shape: "unit", requiresFacing: true, requiresLineOfSight: true },
});
expect(autoShot?.secondaryClassId).toBeUndefined();
expect(autoShot?.description).toContain("Use this ability again to stop Auto Shot");
expect(autoShot?.ranks).toHaveLength(1);
expect(abilitiesForCharacter("rom-knight", "rom-scout").some((ability) => ability.id === AUTO_SHOT_ID)).toBe(false);
initializeScout();
expect(useCombatStore.getState().abilities.some((ability) => ability.id === AUTO_SHOT_ID)).toBe(true);
});
it.each(["haste", "ranged-haste", "attack-speed"])(
"uses native ranged DPS and cadence independently of the compatibility budget (%s)", (hasteStat) => {
const item = rangedItem("native-test-bow", { native: true, speedMs: 4_900 });
initializeScout(item, "rom");
registerTarget("native-shot-target");
giveRangedHaste(50, hasteStat);
const state = useCombatStore.getState();
const derived = deriveCharacterStats(state.classId, state.level, state.gearStats, state.raceId,
{}, state.secondaryClassId, state.gender, state.statRuleset);
const nativeAuto = nativeTrainingAutoAttackProfile(derived.romNative, "ranged");
expect(nativeAuto).toBeDefined();
if (!nativeAuto) throw new Error("Native ranged Auto Attack profile was unsupported.");
const expectedDamage = Math.max(1, Math.round(nativeAuto.damage / (nativeAuto.intervalMs / 1_000) * 0.8));
const expectedHaste = ["haste", "ranged-haste", "attack-speed"].reduce(
(current, stat) => resolveStatValue(current, useCombatStore.getState().auras, stat),
derived.rangedHastePercent,
);
const expectedInterval = Math.max(500, Math.round(
hastedDuration(nativeAuto.intervalMs, expectedHaste) / raceAffixHasteMultiplier(1_000),
));
const compatibilityDps = ((item.stats.rangedWeapon!.damageMin + item.stats.rangedWeapon!.damageMax) / 2)
/ (item.stats.rangedWeapon!.speedMs / 1_000);
expect(Math.round(compatibilityDps * 0.8)).not.toBe(expectedDamage);
expect(activateAutoShot("native-shot-target")).toMatchObject({ ok: true, damage: 0 });
expect(useCombatStore.getState().nextAutoShotAt).toBe(1_000 + expectedInterval);
expect(useCombatStore.getState().mobs["native-shot-target"]?.health).toBe(MAX_TARGET_HEALTH);
const due = useCombatStore.getState().nextAutoShotAt;
useCombatStore.getState().tick(0.1, due);
const expectedModifiedDamage = Math.round(resolveDamageValue(expectedDamage, useCombatStore.getState().auras, {
direction: "dealt",
school: "physical",
attackKind: "ranged",
}));
expect(autoShotEvents("native-shot-target")).toContainEqual(expect.objectContaining({
occurredAt: due,
rawAmount: expectedModifiedDamage,
school: "physical",
}));
expect(useCombatStore.getState().nextAutoShotAt).toBe(due + expectedInterval);
});
it("uses compatibility ranged DPS and haste when the native training profile is unsupported", () => {
const item = rangedItem("custom-test-bow", { speedMs: 4_000 });
initializeScout(item, "wow");
registerTarget("compat-shot-target");
giveRangedHaste();
const state = useCombatStore.getState();
const derived = deriveCharacterStats(state.classId, state.level, state.gearStats, state.raceId,
{}, state.secondaryClassId, state.gender, state.statRuleset);
const effectiveHaste = ["haste", "ranged-haste", "attack-speed"].reduce(
(current, stat) => resolveStatValue(current, useCombatStore.getState().auras, stat),
derived.rangedHastePercent,
);
const expectedDamage = Math.max(1, Math.round(
((item.stats.rangedWeapon!.damageMin + item.stats.rangedWeapon!.damageMax) / 2)
/ (item.stats.rangedWeapon!.speedMs / 1_000) * 0.8,
));
const expectedInterval = Math.max(500, Math.round(
hastedDuration(item.stats.rangedWeapon!.speedMs, effectiveHaste)
/ raceAffixHasteMultiplier(1_000),
));
expect(activateAutoShot("compat-shot-target")).toMatchObject({ ok: true, damage: 0 });
expect(useCombatStore.getState().nextAutoShotAt).toBe(1_000 + expectedInterval);
const due = useCombatStore.getState().nextAutoShotAt;
useCombatStore.getState().tick(0.1, due);
const expectedModifiedDamage = Math.round(resolveDamageValue(expectedDamage, useCombatStore.getState().auras, {
direction: "dealt",
school: "physical",
attackKind: "ranged",
}));
expect(autoShotEvents("compat-shot-target")).toContainEqual(expect.objectContaining({
occurredAt: due,
rawAmount: expectedModifiedDamage,
school: "physical",
}));
});
it("uses the automatically supplied Scout Training Gear bow with an empty inventory", () => {
initializeScoutWithEmptyInventory();
expect(useCombatStore.getState().inventory).toHaveLength(0);
expect(useCombatStore.getState().equipment.player?.ranged).toBeUndefined();
registerTarget("automatic-training-bow-target");
expect(activateAutoShot("automatic-training-bow-target")).toMatchObject({ ok: true });
expect(useCombatStore.getState().autoShotTargetId).toBe("automatic-training-bow-target");
const due = useCombatStore.getState().nextAutoShotAt;
useCombatStore.getState().tick(0.1, due);
expect(autoShotEvents("automatic-training-bow-target")).toHaveLength(1);
});
it("falls back to the automatic training bow when a custom ranged item is unequipped", () => {
initializeScout(rangedItem("unequipped-custom-bow", { speedMs: 4_000 }), "wow");
registerTarget("unequipped-custom-bow-target");
expect(activateAutoShot("unequipped-custom-bow-target")).toMatchObject({ ok: true });
expect(useCombatStore.getState().unequipItem("player", "ranged")).toBe(true);
expect(useCombatStore.getState().equipment.player?.ranged).toBeUndefined();
const due = useCombatStore.getState().nextAutoShotAt;
useCombatStore.getState().tick(0.1, due);
expect(autoShotEvents("unequipped-custom-bow-target")).toHaveLength(1);
expect(useCombatStore.getState().autoShotTargetId).toBe("unequipped-custom-bow-target");
expect(useCombatStore.getState().nextAutoShotAt).toBeGreaterThan(due);
});
it("retains represented haste when unsupported native gear uses the compatibility weapon fallback", () => {
const sourceItem = rangedItem("custom-native-test-bow", { native: true, speedMs: 4_300 });
const sourceNative = sourceItem.stats.romNative!;
const customItem = {
...sourceItem,
stats: { ...sourceItem.stats, romNative: {
...sourceNative,
physicalAttack: (sourceNative.physicalAttack ?? 0) + 1,
} },
};
initializeScout(customItem, "rom");
registerTarget("custom-native-shot-target");
giveRangedHaste(50, "attack-speed");
const state = useCombatStore.getState();
const derived = deriveCharacterStats(state.classId, state.level, state.gearStats, state.raceId,
{}, state.secondaryClassId, state.gender, state.statRuleset);
expect(nativeTrainingAutoAttackProfile(derived.romNative, "ranged")).toBeUndefined();
const effectiveHaste = ["haste", "ranged-haste", "attack-speed"].reduce(
(current, stat) => resolveStatValue(current, state.auras, stat),
derived.rangedHastePercent,
);
const expectedInterval = Math.max(500, Math.round(
hastedDuration(customItem.stats.rangedWeapon!.speedMs, effectiveHaste)
/ raceAffixHasteMultiplier(1_000),
));
expect(activateAutoShot("custom-native-shot-target")).toMatchObject({ ok: true });
expect(useCombatStore.getState().nextAutoShotAt).toBe(1_000 + expectedInterval);
});
it("fires repeatedly on schedule without direct activation damage or parallel melee/offhand swings", () => {
initializeScout();
registerTarget("repeat-shot-target");
giveBloodArrowAura();
useCombatStore.setState({
autoAttackTargetId: "repeat-shot-target",
nextAutoAttackAt: 1_000,
nextOffhandAutoAttackAt: 1_000,
});
expect(activateAutoShot("repeat-shot-target")).toMatchObject({ ok: true, damage: 0 });
expect(useCombatStore.getState()).toMatchObject({
autoShotTargetId: "repeat-shot-target",
autoAttackTargetId: null,
nextAutoAttackAt: 0,
nextOffhandAutoAttackAt: 0,
});
expect(autoShotEvents()).toHaveLength(0);
const resource = useCombatStore.getState().resource;
const firstDue = useCombatStore.getState().nextAutoShotAt;
const interval = firstDue - 1_000;
useCombatStore.getState().tick(0.1, firstDue - 1);
expect(autoShotEvents()).toHaveLength(0);
useCombatStore.getState().tick(0.1, firstDue);
expect(autoShotEvents()).toHaveLength(1);
useCombatStore.getState().tick(0.1, firstDue + interval - 1);
expect(autoShotEvents()).toHaveLength(1);
useCombatStore.getState().tick(0.1, firstDue + interval);
expect(autoShotEvents()).toHaveLength(2);
expect(useCombatStore.getState().combatEvents.some((event) => event.kind === "damage"
&& event.sourceActorId === PLAYER_AURA_ENTITY_ID
&& ["player-auto-attack", "player-offhand-auto-attack"].includes(event.abilityId ?? ""))).toBe(false);
expect(useCombatStore.getState().resource).toBe(resource);
const healthAfterSecondShot = useCombatStore.getState().health;
const thirdDue = firstDue + interval * 2;
const stopped = useCombatStore.getState().castAbility(AUTO_SHOT_ID, {
targetActorId: "repeat-shot-target",
origin: [0, 0, 0],
now: thirdDue,
});
expect(stopped).toMatchObject({ ok: true, damage: 0 });
expect(useCombatStore.getState()).toMatchObject({ autoShotTargetId: null, nextAutoShotAt: 0 });
// The old third-shot deadline passes with the owner's mode stopped: no shot or Blood Arrow cost.
useCombatStore.getState().tick(0.1, thirdDue);
expect(autoShotEvents()).toHaveLength(2);
expect(useCombatStore.getState().health).toBeGreaterThanOrEqual(healthAfterSecondShot);
// Reusing the ordinary ability after the initial GCD starts a fresh cadence for the same target.
const restartAt = thirdDue + 1_500;
expect(activateAutoShot("repeat-shot-target", restartAt)).toMatchObject({ ok: true, damage: 0 });
const restartDue = useCombatStore.getState().nextAutoShotAt;
expect(restartDue).toBe(restartAt + interval);
expect(autoShotEvents()).toHaveLength(2);
useCombatStore.getState().tick(0.1, restartDue - 1);
expect(autoShotEvents()).toHaveLength(2);
useCombatStore.getState().tick(0.1, restartDue);
expect(autoShotEvents()).toHaveLength(3);
expect(autoShotEvents("repeat-shot-target").at(-1)?.occurredAt).toBe(restartDue);
expect(useCombatStore.getState().nextAutoShotAt).toBe(restartDue + interval);
});
it("charges Blood Arrow once per due shot, skips a lethal cost, and lets the owner stop in any state", () => {
initializeScout();
registerTarget("paid-shot-target");
giveBloodArrowAura();
const startHealth = useCombatStore.getState().health;
expect(activateAutoShot("paid-shot-target")).toMatchObject({ ok: true });
const firstDue = useCombatStore.getState().nextAutoShotAt;
const cost = Math.round(useCombatStore.getState().maxHealth * 0.02);
useCombatStore.getState().tick(0.1, firstDue);
expect(useCombatStore.getState().health).toBe(startHealth - cost);
expect(autoShotEvents("paid-shot-target")).toHaveLength(1);
expect(useCombatStore.getState().combatEvents.filter((event) => event.kind === "damage"
&& event.sourceActorId === PLAYER_AURA_ENTITY_ID && event.targetActorId === PLAYER_AURA_ENTITY_ID)).toHaveLength(0);
const secondDue = useCombatStore.getState().nextAutoShotAt;
useCombatStore.setState({ health: 1 });
useCombatStore.getState().tick(0.1, secondDue);
expect(useCombatStore.getState().health).toBeGreaterThan(0);
expect(autoShotEvents("paid-shot-target")).toHaveLength(1);
expect(useCombatStore.getState().autoShotTargetId).toBe("paid-shot-target");
setMobPosition("paid-shot-target", [20, 0, 0]);
setSpatialProvider({ yaw: -Math.PI / 2, visible: false });
useCombatStore.setState({ activeCast: activeCastFixture("paid-shot-target", secondDue) });
expect(useCombatStore.getState().castAbility(AUTO_SHOT_ID, { now: secondDue + 1 })).toMatchObject({
ok: true,
damage: 0,
});
expect(useCombatStore.getState()).toMatchObject({ autoShotTargetId: null, nextAutoShotAt: 0 });
expect(useCombatStore.getState().activeCast?.abilityId).toBe("rom-scout-primary-1");
});
it("blocks scheduled shots for range, line of sight, facing, control, or casting without draining health", () => {
initializeScout();
registerTarget("blocked-shot-target");
giveBloodArrowAura();
expect(activateAutoShot("blocked-shot-target")).toMatchObject({ ok: true });
const due = useCombatStore.getState().nextAutoShotAt;
const startHealth = useCombatStore.getState().health;
setSpatialProvider({ yaw: -Math.PI / 2, visible: false });
setMobPosition("blocked-shot-target", [20, 0, 0]);
useCombatStore.getState().tick(0.1, due);
expect(autoShotEvents()).toHaveLength(0);
expect(useCombatStore.getState().health).toBe(startHealth);
expect(useCombatStore.getState().nextAutoShotAt).toBe(due);
setMobPosition("blocked-shot-target", [2, 0, 0]);
setSpatialProvider({ yaw: -Math.PI / 2, visible: false });
useCombatStore.getState().tick(0.1, due);
expect(autoShotEvents()).toHaveLength(0);
setSpatialProvider({ yaw: -Math.PI / 2, visible: true });
useCombatStore.getState().tick(0.1, due);
expect(autoShotEvents()).toHaveLength(0);
setSpatialProvider({ yaw: Math.PI / 2, visible: true });
useCombatStore.setState({ controlledUntil: due + 100, controlMechanic: "stun" });
useCombatStore.getState().tick(0.1, due);
expect(autoShotEvents()).toHaveLength(0);
useCombatStore.setState({
controlledUntil: 0,
controlMechanic: null,
activeCast: activeCastFixture("blocked-shot-target", due),
});
useCombatStore.getState().tick(0.1, due);
expect(autoShotEvents()).toHaveLength(0);
expect(useCombatStore.getState().health).toBe(startHealth);
});
it("follows target selection, remains active through movement, and clears on deselection, death, and reset", () => {
initializeScoutWithEmptyInventory("rom-warrior");
registerTarget("unsupported-scout-secondary-target");
expect(useCombatStore.getState().castAbility(AUTO_SHOT_ID, {
targetActorId: "unsupported-scout-secondary-target",
now: 1_000,
})).toMatchObject({ ok: false });
initializeScout();
registerTarget("switch-first-target");
registerTarget("switch-second-target", 3);
expect(activateAutoShot("switch-first-target")).toMatchObject({ ok: true });
const due = useCombatStore.getState().nextAutoShotAt;
useCombatStore.getState().selectMob("switch-second-target");
expect(useCombatStore.getState().autoShotTargetId).toBe("switch-second-target");
expect(useCombatStore.getState().nextAutoShotAt).toBe(due);
useCombatStore.getState().setPlayerPosition([1, 0, 0]);
expect(useCombatStore.getState().autoShotTargetId).toBe("switch-second-target");
useCombatStore.getState().tick(0.1, due);
expect(autoShotEvents("switch-second-target")).toHaveLength(1);
expect(autoShotEvents("switch-first-target")).toHaveLength(0);
useCombatStore.getState().clearTarget();
expect(useCombatStore.getState()).toMatchObject({ autoShotTargetId: null, nextAutoShotAt: 0 });
activateAutoShot("switch-first-target", due + 1_000);
useCombatStore.getState().damageMob("switch-first-target", MAX_TARGET_HEALTH, due + 2_000);
expect(useCombatStore.getState()).toMatchObject({ autoShotTargetId: null, nextAutoShotAt: 0 });
activateAutoShot("switch-second-target", due + 3_000);
useCombatStore.getState().resetEncounter();
expect(useCombatStore.getState()).toMatchObject({ autoShotTargetId: null, nextAutoShotAt: 0 });
});
it("clears Auto Shot immediately when a periodic effect kills the player during the same tick", () => {
initializeScout();
registerTarget("same-tick-death-target");
giveBloodArrowAura();
expect(activateAutoShot("same-tick-death-target")).toMatchObject({ ok: true });
useCombatStore.setState({
health: 50,
nextAutoShotAt: 10_000,
effects: [{
id: "auto-shot-same-tick-player-death",
kind: "dot",
sourceAbilityId: BLOOD_ARROW_ID,
sourceActorId: PLAYER_AURA_ENTITY_ID,
targetId: PLAYER_AURA_ENTITY_ID,
coefficient: 0,
fixedAmount: 100_000,
remainingTicks: 1,
intervalMs: 1_000,
nextTickAt: 1_500,
damageSchool: "physical",
tag: "rom-self-health-drain",
}],
});
useCombatStore.getState().tick(0.1, 1_500);
expect(useCombatStore.getState().health).toBe(0);
expect(useCombatStore.getState()).toMatchObject({ autoShotTargetId: null, nextAutoShotAt: 0 });
});
});