卫戍协议:盟约 web remake — initial import

Online co-op browser remake of Arknights' Stronghold Protocol: Alliance
(client-simulated combat, official waves/bonds/items/strategies, 3D board,
facing wheel, operator loadout, official emotes, deployment scripts).
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// Balance: NO custom balance any more (research 08 §6: the official numbers only; data/tuning.json keeps result titles)
// and the competent-board model of tools/balance.mjs, which now only MEASURES difficulty (docs/BALANCE.md).
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { GameData } from '../../server/match/gamedata.js';
import { buildNormalWave, setupMatchWaves } from '../../server/match/waves.js';
import { computeBonds } from '../../server/match/bondsMeta.js';
import { createRng } from '../../server/sim/rng.js';
import { DATA } from './harness.js';
import {
CURVES, planBoard, applyBoard, makeMatch, runNormal, runBoss, withoutTuning, waveNeeds, summarizeNormal,
} from '../../tools/balance.mjs';
const RAW = withoutTuning(DATA);
test('no custom balance: legacy tuning multipliers are ignored; enemy scale = the PRTS table; leader pool = bloodPoint', () => {
const tuning = {
modes: {
'*': { enemyHpMul: 0.5, enemyAtkMul: 0.9 },
mode_multi_hard: { enemyHpMul: { 3: 0.8, '*': 0.7 }, enemySpeedMul: 1.1, bossHpMul: { boss_1: 0.5, hidden: 0.25, '*': 0.9 }, flyPlaceholders: 'drop' },
},
};
const hard = new GameData({ ...RAW, tuning }, 'mode_multi_hard');
const base = new GameData(RAW, 'mode_multi_hard');
for (const r of [1, 3, 9, 13]) {
assert.deepEqual(hard.enemyScale(r), base.enemyScale(r));
const e = DATA.config.modes.mode_multi_hard.enemyScale[r];
assert.deepEqual(hard.enemyScale(r), { hpMul: e.hp, atkMul: e.atk, speedMul: e.speed }, `R${r}: the config (PRTS) table`);
}
assert.equal(hard.bossHpMul('boss_1'), 1);
// co-op: one pool = bloodPoint[difficulty] whatever the number of alive players; solo: ×0.25 [ASSUMED, flagged]
for (const [modeId, key] of [['mode_multi_funny', 'FUNNY'], ['mode_multi_normal', 'NORMAL'], ['mode_multi_hard', 'HARD'], ['mode_multi_abyss', 'ABYSS']]) {
const gd = new GameData(RAW, modeId);
for (const b of ['boss_1', 'boss_5', 'boss_8']) assert.equal(gd.bossPoolHp(b), DATA.bosses[b].bloodPoint[key], `${modeId} ${b}`);
}
const solo = new GameData(RAW, 'mode_single_hard');
assert.equal(solo.bossPoolHp('boss_2'), Math.round(DATA.bosses.boss_2.bloodPoint.HARD * 0.25));
assert.equal(DATA.config.bossHpScale.soloAssumed, true);
// the waves carry exactly the table
const setup = setupMatchWaves(hard, createRng(3));
const w = buildNormalWave(hard, createRng(3), setup.factions, 3);
for (const s of w.spawns) assert.equal(s.mods.hpMul, base.baseEnemyScale(3).hpMul);
});
test('data/tuning.json holds only title rules (the enemy / leader multipliers were removed)', () => {
const t = DATA.tuning;
assert.ok(t && typeof t === 'object', 'data/tuning.json is loaded as data.tuning');
assert.deepEqual(Object.keys(t).filter((k) => !k.startsWith('_')).sort(), ['titles', 'version']);
for (const [id, o] of Object.entries(t.titles || {})) {
assert.ok(DATA.config.titles.some((x) => x.id === id), id);
assert.ok(['max', 'min'].includes(o.rule));
}
});
test('competent board model: curves (level, units, elites, items), a core bond active with its layers, wave-aware roles', () => {
const m = makeMatch({ data: RAW, mode: 'coop', difficulty: 'NORMAL', seed: 5, players: 1, rehearsal: 0 });
for (const r of [3, 8, 12]) {
m.round = r;
m.wave = buildNormalWave(m.gd, m.rngWaves, m.factions, r);
const rng = createRng(100 + r);
const plan = planBoard(m, r, rng);
assert.equal(plan.level, CURVES.level[r]);
assert.equal(plan.units.length, CURVES.units[r]);
assert.equal(new Set(plan.units).size, plan.units.length, 'distinct chess');
for (const id of plan.units) {
assert.ok(m.pool.has(id), `${id} not banned this match`);
assert.ok(m.gd.tierOf(id) <= plan.level, `${id} tier ≤ shop level`);
}
assert.ok(plan.elites.size >= Math.floor(CURVES.elites[r]) && plan.elites.size <= Math.ceil(CURVES.elites[r]));
const ps = m.order[0];
applyBoard(m, ps, plan, r, rng);
assert.equal(ps.deployCount, plan.units.length, 'every unit deployed');
const bonds = computeBonds(m.gd, ps);
assert.ok(plan.core && bonds[plan.core].active, `R${r}: core bond ${plan.core} active`);
const L = ps.layers[plan.core];
assert.ok(L >= CURVES.coreLayers[r] * 0.8 - 1 && L <= CURVES.coreLayers[r] * 1.2 + 1, `R${r}: core layers ${L}`);
const flyers = waveNeeds(m.gd, m.wave.spawns).flyShare;
const aa = [...ps.board.values()].filter((p) => p.kind === 'chess' && m.gd.chess(p.id).canHitFly && m.gd.chess(p.id).attackKind !== 'heal').length;
if (flyers > 0.2) assert.ok(aa >= 2, `R${r}: anti-air for a flying wave (${aa})`);
}
m.dispose();
});
test('runNormal / runBoss return consistent samples (real sim, full content)', () => {
const a = runNormal({ data: RAW, mode: 'coop', difficulty: 'FUNNY', round: 1, seed: 7, rehearsal: 0 });
assert.equal(a.round, 1);
assert.ok(a.killed + a.leaks <= a.total);
assert.ok(a.goalLeaks <= a.leaks);
assert.equal(a.timeLimit, 90, 'R1: 45 real seconds of the 2× battle');
assert.ok(a.time > 0 && a.time <= a.timeLimit + 1e-6);
const again = runNormal({ data: RAW, mode: 'coop', difficulty: 'FUNNY', round: 1, seed: 7, rehearsal: 0 });
assert.deepEqual(again, a, 'deterministic per seed');
const s = summarizeNormal([a, again]);
assert.equal(s.leaksAvg, a.leaks);
const b = runBoss({ data: RAW, mode: 'solo', difficulty: 'FUNNY', round: 9, seed: 3, tMax: 30 });
assert.equal(b.players, 1);
assert.ok(b.pool > 0 && b.dmg150 >= 0 && b.dmg150 <= b.pool);
assert.ok(b.ratio150 >= 0 && b.ratio150 <= 1);
assert.equal(b.teamLp0, 15);
});