feedback2: merge WI — 归溟幽灵鲨's 替身 is drawn (form + status icon), makes no attack and casts nothing, S2's end switches her (GitHub #44)

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sganggs committed 2026-10-04 00:13:31 +08:00
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@@ -221,9 +221,9 @@ A skill clip may also come from directional-only animations when a model has no
The resolver's full precedence list is in the header of `tools/assets/anim-roles.mjs`.
The manifest roles describe an enemy's first form. Enemies whose skeleton holds another form's clip set get it from
The manifest roles describe a unit's first form. Units whose skeleton holds another form's clip set get it from
`public/js/render/units.js FORMS` (keyed by Spine id, switched by the `form` of the sim's 'phase' / 'ember' / 'revive'
/ 'telegraph' / 'stone' fx — `shared/protocol.js fxForm`; no client stage drops these fx: the runner keeps them through
/ 'telegraph' / 'stone' / 'substitute' / 'swap' / 'dollEnd' fx — `shared/protocol.js fxForm`; no client stage drops these fx: the runner keeps them through
catch-up frames and hidden tabs (`keepsState`), the game screen's pre-entry buffer (`keepEarly`) and the render engine's
event queue (`render/interp.js isCosmeticEvent`) too — or, for a view built mid-battle, UnitInfo `form`, which `render/app.js renderInfo` passes to the view; a
`change` clip plays once first, an `end` clip is timed from the fx's `dur` to finish as that state ends, keeping the
@@ -236,6 +236,11 @@ stealth bit only while its 隐匿 is on:
- the leaders' 重生: 锏 (`Revive1`, `Revive2` held, `Revive3`, then `B_*`), 扎罗 (`A_revive_1` / `_2` / `_3`, then `B_*`),
“复仇者” (`Revive_Begin` / `_Loop` / `_End`), 杰斯顿 (`C1_Die`, then `C2_*`);
- 守墓石像 (the statue on `Sleep` [ASSUMED by name], then the flyer's `*_2`).
- the 傀儡师 operators' <替身> (form `doll` of the sim's 'substitute' / 'swap' / 'dollEnd' fx, DESIGN §22.11; the `*_B`
clips draw the 替身's own slots and hide the 本体's): 归溟幽灵鲨 `Start_B` (it fades in), `Idle_B`, `Die_B` over its last
second (it breaks apart and fades), `Die_B_2` when it is knocked out (it collapses), and the 本体 back on `Start_2` (a
form's `leave` clip); 风丸 `Start_B`, `Idle_B` / `Attack_B` / `Die_B`, the 本体 back on `Start`. Their Back skeletons
(facing up) only have `Idle_B` (归溟幽灵鲨 also `Start_2`): the missing switch clips are skipped.
Not mapped (clip names ambiguous): “自在”, “巨大的丑东西”, 主角阵营角色 and “余音” (`*_A` / `*_B`: which of its two forms is A
is not known) keep their manifest clips.
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@@ -212,7 +212,7 @@ b.on(event, fn, { priority=0, owner } ) / b.off(...) // hook bus (§5.4)
### 5.2 Units & stats
`Unit` fields (minimum): `id` (int, unique per battle), `side` ('ally'|'enemy'), `kind` ('op'|'token'|'enemy'|'device'), `defId`, `ownerId` (playerId; enemies: the field owner / source), `x, y`, `tileR, tileC` (ops), `dir` (allies: UP|RIGHT|DOWN|LEFT deploy direction, §3; `sim/dir.js`), `facing` (derived horizontal sign +1 / −1: LEFT ⇒ −1), `hp`, `alive`, `sp`, `buffs[]`, `statusFlags`, `blocking[]` (ops), `blockedBy` (enemies), `liveRangeGrid` (allies: the 攻击范围 the detail card shows — the running skill's grid, else the unit's own, plus `rangeExtend`; never a kit's target-selection grid, §21.16), `form` (enemies: the model form it is in — UnitInfo `form`, §21.4).
`Unit` fields (minimum): `id` (int, unique per battle), `side` ('ally'|'enemy'), `kind` ('op'|'token'|'enemy'|'device'), `defId`, `ownerId` (playerId; enemies: the field owner / source), `x, y`, `tileR, tileC` (ops), `dir` (allies: UP|RIGHT|DOWN|LEFT deploy direction, §3; `sim/dir.js`), `facing` (derived horizontal sign +1 / −1: LEFT ⇒ −1), `hp`, `alive`, `sp`, `buffs[]`, `statusFlags`, `blocking[]` (ops), `blockedBy` (enemies), `liveRangeGrid` (allies: the 攻击范围 the detail card shows — the running skill's grid, else the unit's own, plus `rangeExtend`; never a kit's target-selection grid, §21.16), `form` (the model form it is in — an enemy's mode, §21.4, a 傀儡师's 替身 `'doll'`, §22.11 — UnitInfo `form`).
Base stats (from data): `maxHp, atk, def, res` (0–100), `aspd` (100 base), `bat` (base attack time, s), `blockCnt`, `rangeGrid` (ops) / `rangeRadius` (enemies, 0 = melee), `moveSpeed`, `massLevel`, `weight`, `lpr` (enemies), `dmgType` ('phys'|'arts'|'heal'|'true'), `motion` ('WALK'|'FLY'), `cost`, `respawnTime`, `spRecovery`.
@@ -420,11 +420,11 @@ S→C:
- `m.field` — field meta when watching starts: `{ fieldId, kind, rect, stageId, units: [UnitInfo] }` (the units on the field, knocked-out operators waiting to redeploy included — `Battle.fieldMeta`, §18.3)
- NOTE: game time in `b.snap`/`b.ev` is carried as **`gt`** (the frame's `t` is the message type).
- `b.snap` — `{ fieldId, gt, units: [[id, x, y, hp, maxHp, sp, spMax, flags, anim]] , dp, killed, total, down?, elem? }` 20 Hz. Optional, only when non-empty (§18.3): `down: [[id, respawnAt (game s), respawnTime (s), state, row, col]]` — knocked-out operators waiting to redeploy, `state` 0 counting | 1 timer done, waiting for DP | 2 timer done, its tile taken — a safeguard, no ally deploys there (sim/constants.js `DOWN_STATE`); `row, col` = the tile it lies on and comes back on (§21.24); `elem: [[id, element, fill, cooldownEnd (game s), cooldown (s)]]` — the one gauge a unit shows: the fullest (ties by the official element id 神经 < 侵蚀 < 灼燃 < 凋亡), fill with 2 decimals rounded DOWN and kept at 0.01–0.99 outside a burst (§20.8); during a 爆发冷却 the bursting element with fill 1 and the cooldown numbers (else 0, 0)
- `b.ev` — `{ fieldId, ev: [ ... ] }` event tuples: `['spawn', UnitInfo]`, `['atk', srcId, tgtId, projKind]`, `['dmg', tgtId, amount, type]`, `['heal', tgtId, amount]`, `['skill', id, on:0|1]`, `['die', id, reason]` (reason `'killed'`, `'retreat'`, `'expired'` …; only `'killed'` plays an operator's knock-down sound), `['status', id, key, on]`, `['fx', kind, x, y, extra]` (`'hitCap' {id, n}` = a cancelled 限伤 hit, drawn as nothing, §20.12; `extra.form` = the enemy's model form from then on — `shared/protocol.js fxForm`, state like a spawn: never dropped by the client, §21.4), `['layer', playerId, bondId, n]`, `['bounty', playerId, coins]`, `['deploy', id]`
- `b.ev` — `{ fieldId, ev: [ ... ] }` event tuples: `['spawn', UnitInfo]`, `['atk', srcId, tgtId, projKind]`, `['dmg', tgtId, amount, type]`, `['heal', tgtId, amount]`, `['skill', id, on:0|1]`, `['die', id, reason]` (reason `'killed'`, `'retreat'`, `'expired'` …; only `'killed'` plays an operator's knock-down sound), `['status', id, key, on]`, `['fx', kind, x, y, extra]` (`'hitCap' {id, n}` = a cancelled 限伤 hit, drawn as nothing, §20.12; `extra.form` = the unit's model form from then on (an enemy's mode, a 傀儡师's 替身 §22.11) — `shared/protocol.js fxForm`, state like a spawn: never dropped by the client, §21.4), `['layer', playerId, bondId, n]`, `['bounty', playerId, coins]`, `['deploy', id]`
- `m.toast {kind, text}` · `m.ticker {text, id, type, priority, playerId}` (the strip plays the highest priority first, §21.10) · `m.emote {playerId, id}` · `m.result {...}`
- `m.unitStats {seq, round, units: [unitStatsEntry]}` — the answer to `g.unitStats` (`seq` echoed): every own board operator / summon by uid with `{id, uid, defId, hp, alive, maxHp, atk, def, res, interval, blockCnt, moveSpeed, range?, base: {…same}}` (shared/protocol.js `unitStatsEntry`; `range` = an ally's live range grid, facing RIGHT, never a target-selection grid, §21.16) as its next battle starts (§18.5)
`UnitInfo = { id, kind, side, ownerId, defId, name, tier, golden, spine, avatar, x, y, facing, dir, maxHp, skillIndex?, moduleId?, items?, form? }` (`dir` = the ally's deploy direction; the renderer picks the model (Back for UP, mirrored for LEFT) and the ground wedge from it; `skillIndex` = the ally's equipped skill (§16): the renderer plays that skill's Spine clip (`anims.skills[i]`) and the audio its own ON_SKILL_START sound; `moduleId` = an elite ally's equipped module (uniEquipId | 'none'); `items` = an ally operator's equipped item ids (absent without any; never on enemies or summons): the bond popup lists a 变形同构体 wearer from them and the detail card shows its 同构 chip and 装备 (§21.11); all three also on the prep-scouting `m.field` units (`Match.prepFieldMeta`), so a teammate's unit shows its owner's loadout in the detail card; `form` = an enemy's current model form (§21.4, a view built mid-battle starts in it)).
`UnitInfo = { id, kind, side, ownerId, defId, name, tier, golden, spine, avatar, x, y, facing, dir, maxHp, skillIndex?, moduleId?, items?, form? }` (`dir` = the ally's deploy direction; the renderer picks the model (Back for UP, mirrored for LEFT) and the ground wedge from it; `skillIndex` = the ally's equipped skill (§16): the renderer plays that skill's Spine clip (`anims.skills[i]`) and the audio its own ON_SKILL_START sound; `moduleId` = an elite ally's equipped module (uniEquipId | 'none'); `items` = an ally operator's equipped item ids (absent without any; never on enemies or summons): the bond popup lists a 变形同构体 wearer from them and the detail card shows its 同构 chip and 装备 (§21.11); all three also on the prep-scouting `m.field` units (`Match.prepFieldMeta`), so a teammate's unit shows its owner's loadout in the detail card; `form` = the unit's current model form (an enemy's mode §21.4, a 傀儡师's 替身 §22.11; a view built mid-battle starts in it)).
### 8.3 Exact view shapes (normative for match ⇄ UI)
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@@ -314,7 +314,10 @@ instance or a block starts a 2 s change). Each form change goes through `setForm
unit keeps it (`e.form`, published as UnitInfo `form`, so a view built mid-battle from `fieldMeta()` — a watched
teammate's field, 联防 observers, a reconnect — starts in it: `render/app.js renderInfo` hands it to the view) and the
fx announces it as its `form`: a 'phase' fx (crawl, translator_* — also its `kind`), 'ember' ('husk'), 'revive'
('revived' / 'form2' / 'fly'), 'telegraph' ('reborn') or 'stone' ('stone') — render/units.js FORMS. Barrier / charge
('revived' / 'form2' / 'fly'), 'telegraph' ('reborn') or 'stone' ('stone') — render/units.js FORMS. An operator has one
form too: a 傀儡师's <替身> (`professions.js installDollkeeper`: `u.form` 'doll' from the switch to it — fx 'substitute'
`{ form: 'doll', dur }` — until the switch back, fx 'swap' `{ form: null }`, or its knock-out, fx 'dollEnd' `{ form: null }`
after the 'die' event). Barrier / charge
'phase' kinds carry no `form` and are no forms. A form is state, not decoration (b.snap tuples carry none): the client
keeps every fx with a `form` (`shared/protocol.js fxForm`) where it drops other events — the runner's catch-up frames
and its hidden-tab backlog (`battle/runner.js keepsState`; a backlog past `HELD_MAX` drops only superseded status /
@@ -675,6 +678,7 @@ registration order. `battle.off(handle)` / `battle.off(name, fn)` / `battle.offO
| `damaged` | `{ source, target, amount, type, dmg, credit }` | after application (`amount` may be 0 when shielded); element fills too (with their source); 无来源: `source` null, `credit` set |
| `heal` | `{ source, target, amount, opts }` | mutable `amount` |
| `fatal` | `{ unit, source, credit, dmg, amount, prevented }` | HP would reach 0 — set `prevented` (substitutes, kit savers, 不死 / 复活 items, 埃芒加德; 不屈 is a `death` hook). Fired by every HP loss of a unit without a boss pool — hits of any type, element bursts, 无来源 damage, `loseHp` 流失. Order: kits' own savers (10 … −60) → items' 不死 (坚固维式重锤 — once per deployment: `items/battle.js deploymentOf`, a key every deploy changes and an in-place 复活 changes too; one battle-level hook holds the running windows (`holdsUndying`), so a window outlasts a lend, DESIGN §21.21 — `PRIO_REVIVE` −100; substitutes −100) → items' 复活 (M3茧甲, `PRIO_RESPAWN` −101: PRTS "复活" acts on a knock-out, which a 不死 prevents) → 埃芒加德 (−110); both 复活 revive in place and call `revivedInPlace` (a new deployment for the lock) |
| `dollSwitch` | `{ unit, reason, done }` | content switches a 傀儡师 to its <替身> now (归溟幽灵鲨 S2 "技能结束后立刻切换为<替身>": no lethal HP loss); its trait does it unless it already is one or is not on the field, and sets `done` |
| `kill` | `{ killer, victim }` | victim HP reached 0 (a handler may revive by restoring HP) |
| `death` | `{ unit, reason:'killed'|'leak'|'retreat'|'merchant'|'expired'|'forcedExit', killer }` | unit removed (`'forcedExit'`: an operator entering 联防 knocked out, §1.1) |
| `skillStart` / `skillEnd` | `{ unit, skill, reason }` | mutate `skill.ammoLeft` / `skill.timeLeft` in skillStart |
@@ -1094,7 +1098,7 @@ table: `hitSleep` (targets and damages sleeping enemies — "可以攻击沉睡
| agent / hookmaster | can hit FLY (ranged reach); hook displacement comes from skills (generic: `force`) |
| bearer | block 0 while the skill is active |
| alchemist | ranged lob, can hit FLY |
| dollkeeper | fatal damage ⇒ substitute for 20 s (bb duration): block 0, doll HP (its own substitute token's stats, else 50 % max HP: 归溟幽灵鲨); swaps back at full HP; dies if the doll dies |
| dollkeeper | fatal damage (no 不死) ⇒ a 1 s switch animation [ASSUMED length] (无敌, 不死, 阻回, 禁疗, 孤立, 缴械, 眩晕 / 冻结 / 睡眠 immune; ends the running skill and removes the statuses), then the <替身> for 20 s (bb duration): block 0 from the switch on, 阻回, HP = its own 替身 token's (风丸 纸偶), else its own max HP (归溟幽灵鲨 [ASSUMED]); then the switch back (the same animation) at full HP; dies if the 替身 dies. Kit flag `dollNoAttack` (归溟幽灵鲨): the 替身 makes no normal attack and casts no skill. Hook `dollSwitch` switches it at once (归溟幽灵鲨 S2's end). Model form `'doll'` (PRTS 分支特性信息 傀儡师, DESIGN §22.11) |
| geek | loses 1–3 % max HP per second (bb hp_ratio), never lethal on its own |
| merchant | −3 DP every 3 s (bb cost/interval); retreats when DP runs out |
| skywalker | can block FLY enemies (蒂比's kit: only while airborne — 起飞, flag `liftoff`, which also releases the ground enemies she blocked) |
@@ -1122,9 +1126,9 @@ Unknown subprofessions fall back to the profession default (test `professions.te
e.g. `mortar` for 帝国炮火先兆者, which the renderer does not draw — its fx `bombardShell` is the shell), `['dmg', tgt, amount, type]` (`phys|arts|true|burn|neural|necrosis|apoptosis`),
`['heal', tgt, amount]`, `['skill', id, 1|0]`, `['die', id, reason]`, `['leak', id]`, `['status', id, key, 1|0]`,
`['fx', kind, x, y, extra]` (`hitCap` `{ id, n }`: a leader's hit cancelled by 限伤 — the renderer draws nothing;
`extra.form` = the enemy's model form from then on, `content/enemies.js setForm` / `shared/protocol.js fxForm`),
`extra.form` = the unit's model form from then on — an enemy's `content/enemies.js setForm`, a 傀儡师's 替身 — `shared/protocol.js fxForm`),
`['layer', playerId, bondId, n]` (n = the layers actually added, capped at 999), `['bounty', playerId, coins]`.
- `UnitInfo = { id, kind, side, ownerId, defId, name, tier, golden, spine, avatar, x, y, facing, dir, maxHp, motion?, boss?, uid?, form?, skillIndex?, moduleId?, items? }` (`skillIndex`: an ally's equipped skill, DESIGN §16; `form`: an enemy's current model form — `content/enemies.js setForm`: 掠海漂移体 `'crawl'`, 暴鸰 `'bombed'` after its drop, 转译基底·α's forms … — so a view built mid-battle from `fieldMeta()` starts on that clip set; `items`: an ally operator's equipped item ids — a 变形同构体 wearer is a member of the bond it grants on the client too, the bond popup and the detail card's chips)
- `UnitInfo = { id, kind, side, ownerId, defId, name, tier, golden, spine, avatar, x, y, facing, dir, maxHp, motion?, boss?, uid?, form?, skillIndex?, moduleId?, items? }` (`skillIndex`: an ally's equipped skill, DESIGN §16; `form`: the unit's current model form — `content/enemies.js setForm`: 掠海漂移体 `'crawl'`, 暴鸰 `'bombed'` after its drop, 转译基底·α's forms …; a 傀儡师 fighting as its 替身 `'doll'` — so a view built mid-battle from `fieldMeta()` starts on that clip set; `items`: an ally operator's equipped item ids — a 变形同构体 wearer is a member of the bond it grants on the client too, the bond popup and the detail card's chips)
(`dir` = the unit direction, allies meaningful, enemies 'RIGHT'; `facing` = its horizontal sign for sprite flipping)
(`spine`/`avatar` are asset ids from data).
- flags: UF bits (blocked 1, stunned 2, frozen 4, stealth 8 — 隐匿 (an enemy's only while not blocked / revealed) or an ally's 迷彩 — skill 16, shield 32, invuln 64, cold 128, sleep 256, flying 512);
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@@ -184,6 +184,9 @@ export const FX_KINDS = Object.freeze({
appear: { a: 'summon', c: 0xb36bff }, copy: { a: 'summon', c: 0xd8b0ff }, manifoldCopy: { a: 'summon', c: 0xd8b0ff }, split: { a: 'summon', c: 0xff9a6a },
disappear: { a: 'vanish', c: 0xb36bff }, stealth: { a: 'vanish', c: 0x8fa0b0 }, camouflage: { a: 'vanish', c: 0x8fb08f }, phase: { a: 'vanish', c: 0xb36bff },
substitute: { a: 'vanish', c: 0xd8b0ff }, swap: { a: 'blink', c: 0xd8b0ff }, blink: { a: 'blink', c: 0xb36bff }, teleport: { a: 'blink', c: 0xb36bff },
// a dollkeeper knocked out as its <替身> (sim professions.js): only its model form goes back to the 本体 for the
// redeploy — the 替身's death clip already shows the knock-out, nothing is drawn
dollEnd: { a: 'none', c: 0xd8b0ff },
ulpiaReturn: { a: 'blink', c: 0x9ff0dc }, manifoldSplit: { a: 'blink', c: 0xd8b0ff },
// displacement
pull: { a: 'move', c: 0x9fd4ff }, push: { a: 'move', c: 0xffd9a0 }, displace: { a: 'move', c: 0xd0c0a0 }, lure: { a: 'move', c: 0xffb3ec },
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@@ -15,7 +15,7 @@
// die() die clip once (callers fade out afterwards); a skeleton without one holds its
// idle clip's first frame (GitHub issue #25: the attack loop went on)
// stunned (setBase('stun')) stun clip, or the current track frozen at timeScale 0
// setForm(roles, change, end) another clip set of the skeleton (an enemy's mode), after a change clip
// setForm(roles, change, end) another clip set of the skeleton (an enemy's mode, a 傀儡师's 替身), after a change clip
// (no attack cuts the change clip short); `end` = { clip, in, roles? }: a
// closing clip timed to end `in` s from now (a 重生's last clip ends with the
// 重生), landing in `roles`
@@ -122,18 +122,22 @@ export class SpineActor {
setSkillIndex(index) {
const anims = this.entry?.anims || {};
const clip = Number.isInteger(index) && anims.skills ? anims.skills[String(index)] : null;
this.roles = clip ? { ...anims, skill: clip } : anims;
this.roles = this.baseRoles = clip ? { ...anims, skill: clip } : anims;
}
/** The unit's own roles: the manifest's with its equipped skill's clip (setSkillIndex) — what a form ends in. */
_baseRoles() { return this.baseRoles || this.entry?.anims || {}; }
/**
* Another clip set of the same skeleton — an enemy's mode (render/units.js FORMS: 掠海漂移体's 爬行模式 plays its *_02
* clips): `roles` override the manifest roles (null = back to them); `change` = a transition clip played once first
* (also while stunned: the pose it ends in is the one a stun then holds). `end` = { clip, in, roles? } (game s): a
* closing clip played the same way so that it ends `in` s from now, landing in `roles` — a leader's 重生 ends on its
* last clip while the sim still holds it, and the next form starts on its own clips.
* clips), a 傀儡师's 替身: `roles` override the unit's own roles (null = back to them — the equipped skill's clip
* included); `change` = a transition clip played once first (also while stunned: the pose it ends in is the one a stun
* then holds). `end` = { clip, in, roles? } (game s): a closing clip played the same way so that it ends `in` s from
* now, landing in `roles` — a leader's 重生 ends on its last clip while the sim still holds it, and the next form
* starts on its own clips.
*/
setForm(roles, change = null, end = null) {
const anims = this.entry?.anims || {};
const anims = this._baseRoles();
this.roles = roles ? { ...anims, ...roles } : anims;
this.endClip = null;
if (this.dead) return;
@@ -391,7 +395,7 @@ export class SpineActor {
if (this.endClip && this.clock >= this.endAt) {
const clip = this.endClip;
this.endClip = null;
if (this.endRoles) this.roles = { ...(this.entry?.anims || {}), ...this.endRoles };
if (this.endRoles) this.roles = { ...this._baseRoles(), ...this.endRoles };
if (!this.dead) this._change(clip);
}
if (this.windUntil != null && this.clock >= this.windUntil) {
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@@ -125,6 +125,8 @@ export const STATUS_ICON = Object.freeze({
silence: 'silence', slow: 'slow', sluggish: 'slow', bind: 'bind', fear: 'fear', tremble: 'fear', weaken: 'weaken',
levitate: 'levitate', taunt: 'taunt', defDown: 'weaken', resDown: 'weaken', aspdDown: 'slow', disarm: 'silence',
burn: 'burn', burnBurst: 'burn', neural: 'neural', neuralBurst: 'neural', necrosis: 'necrosis', apoptosis: 'necrosis',
// a 傀儡师 fighting as its <替身> (sim professions.js buff 'trait:substitute', the 20 s form)
substitute: 'doll',
});
/** Keyword fallbacks for namespaced / content status keys ('ab:frost', 'reed2:scorch', 'skill:shotst_shred' …). */
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@@ -835,7 +835,7 @@ export function fxAtlas() {
return _fx;
}
export const STATUS_KEYS = ['stun', 'freeze', 'cold', 'stealth', 'shield', 'fragile', 'sleep', 'invuln', 'silence', 'slow', 'bind', 'fear', 'weaken', 'levitate', 'taunt', 'burn', 'neural', 'necrosis', 'blocked', 'skill'];
export const STATUS_KEYS = ['stun', 'freeze', 'cold', 'stealth', 'shield', 'fragile', 'sleep', 'invuln', 'silence', 'slow', 'bind', 'fear', 'weaken', 'levitate', 'taunt', 'burn', 'neural', 'necrosis', 'blocked', 'skill', 'doll'];
function drawStatusIcon(c, key, x, y, s) {
const cx = x + s / 2, cy = y + s / 2;
@@ -930,6 +930,17 @@ function drawStatusIcon(c, key, x, y, s) {
c.fillStyle = '#ffe066'; star(c, cx, cy, 10, 4.5);
break;
}
case 'doll': {
// a 傀儡师's <替身>: a puppet hanging from two strings
disc('rgba(40,25,55,0.92)', '#d8b0ff');
c.strokeStyle = '#f0dcff'; c.lineWidth = 1.2;
c.beginPath(); c.moveTo(cx - 6, cy - 12); c.lineTo(cx - 6, cy - 1); c.moveTo(cx + 6, cy - 12); c.lineTo(cx + 6, cy - 1); c.stroke();
c.fillStyle = '#f0dcff';
c.beginPath(); c.arc(cx, cy - 5, 3.2, 0, Math.PI * 2); c.fill();
c.beginPath(); c.moveTo(cx - 6, cy - 1); c.lineTo(cx + 6, cy - 1); c.lineTo(cx + 3, cy + 5); c.lineTo(cx + 5, cy + 11); c.lineTo(cx + 1.5, cy + 11);
c.lineTo(cx, cy + 6); c.lineTo(cx - 1.5, cy + 11); c.lineTo(cx - 5, cy + 11); c.lineTo(cx - 3, cy + 5); c.closePath(); c.fill();
break;
}
default: disc('rgba(30,30,30,0.9)', '#ccc');
}
}
+22 -4
View File
@@ -157,6 +157,13 @@ export const EL_BAR = Object.freeze({ icon: 0.15, min: 8, max: 15, enemy: 0.8, g
* clip (`end`) is timed from the 重生's `dur` (the 'telegraph' fx) to end with it, so the second form walks and
* attacks on its own clips at once (a view that missed the timing — built mid-重生 — skips the closing clip);
* - 守墓石像 (forms 'stone' → 'fly'): the statue on Sleep [ASSUMED by name], then the flyer's *_2 clips.
* - the 傀儡师 operators' <替身> (sim professions.js installDollkeeper: form 'doll' from the start of the switch to it
* until the switch back starts, GitHub issue #44): the skeletons draw it on their *_B clips (their own slots — the
* 本体's are hidden). 归溟幽灵鲨: Start_B fades it in (the 1 s switch), Idle_B (it never attacks), Die_B breaks it
* apart over its last second (`end`, timed from the 'substitute' fx's `dur`), the 本体 comes back on Start_2 (`leave`:
* played when the form ends); knocked out as the 替身 it collapses on Die_B_2 and stays down so. 风丸: Start_B, then
* Idle_B / Attack_B (her 替身 attacks), Die_B; the 本体 comes back on Start. A Back skeleton (facing UP) only has
* Idle_B (归溟幽灵鲨 also Start_2): the switch clips it lacks are skipped.
* A kind without a clip set of this skeleton (barriers, charges, …) changes nothing. 吉兆飞鳞's 晕眩模式 is its Stun clip.
*/
const loop = (name, via = null) => Object.freeze(via ? { begin: null, loop: name, end: null, via } : { begin: null, loop: name, end: null });
@@ -180,7 +187,17 @@ const STATUE = Object.freeze({
fly: Object.freeze({ change: null, roles: clipSet('Idle_2', 'Move_2', 'Die_2', 'Attack_2') }),
});
const JAKILL2 = clipSet('C2_Idle', 'C2_Move', 'C2_Die', 'C2_Attack');
/** A 傀儡师's 替身 roles: idle `idle`, death `die`, attack `attack` (null: none), no skill clip of its own. */
const dollRoles = (idle, die, attack = null) => Object.freeze({
idle, deploy: idle, die, attack: attack ? Object.freeze({ begin: null, loop: attack, end: null }) : null, attackDown: null, skill: null,
});
export const FORMS = Object.freeze({
char_1023_ghost2: Object.freeze({
doll: Object.freeze({ change: 'Start_B', end: 'Die_B', leave: 'Start_2', roles: dollRoles('Idle_B', 'Die_B_2') }),
}),
char_4016_kazema: Object.freeze({
doll: Object.freeze({ change: 'Start_B', leave: 'Start', roles: dollRoles('Idle_B', 'Die_B', 'Attack_B') }),
}),
enemy_1040_bombd: Object.freeze({
bombed: Object.freeze({
roles: Object.freeze({
@@ -487,14 +504,15 @@ export class UnitView {
* The unit changed mode (the `form` of a sim fx — shared/protocol.js fxForm; `fx` = that fx's extra): the mode's clip
* set (FORMS) after its change clip, and its closing clip (`end`, landing in the `next` form's clips) timed to end
* `fx.dur` game s later — the unit is still in this mode while it plays (an ember can be beaten in its last second),
* so this mode's death clip stays until the next mode's fx; null goes back to the manifest clips; a kind this skeleton
* has no clip set for (an arts barrier, a broken charge …) changes nothing. Kept for a model built later.
* so this mode's death clip stays until the next mode's fx; null goes back to the manifest clips (through the old
* mode's `leave` clip when it has one: a 替身's 本体 coming back); a kind this skeleton has no clip set for (an arts
* barrier, a broken charge …) changes nothing. Kept for a model built later.
*/
setForm(kind, fx = null) {
const k = typeof kind === 'string' ? kind : null;
if (k === this.form) return;
if (k && !FORMS[this.info.spine || this.info.defId]?.[k]) return;
const had = !!this._formSpec();
const prev = this._formSpec();
this.form = k;
this.info.form = k;
const f = this._formSpec();
@@ -506,7 +524,7 @@ export class UnitView {
const late = fx && Number(fx.late) > 0 ? Number(fx.late) : 0;
const change = f && f.change && !(late > 0 && late >= (this.actor.dur?.(f.change) ?? Infinity)) ? f.change : null;
if (f) this.actor.setForm(f.roles, change, f.end && dur > 0 ? { clip: f.end, in: dur, roles: next } : null);
else if (had) this.actor.setForm(null);
else if (prev) this.actor.setForm(null, prev.leave && !(late > 0 && late >= (this.actor.dur?.(prev.leave) ?? Infinity)) ? prev.leave : null);
}
// ---- HUD -------------------------------------------------------------------------------------------------
+16 -11
View File
@@ -29,7 +29,7 @@
// every MANUAL skill; AUTO skills never take a class row).
// - fx kinds emitted (battle.fx(kind, {x, y, id, …})): 'aoe' {r, skill}, 'healAoe' {r}, 'summon' {token}, 'anchor'
// {fromX, fromY, r}, 'teleport', 'zone' {r, duration}, 'iceSpike' {r}, 'extraAttack', 'downed', 'revive' {r},
// 'overload', 'ember', 'bloodBattle', 'reborn', 'candle', 'wake' {scale}, 'mote', 'hpShare', 'knockout', 'crit',
// 'overload', 'ember', 'bloodBattle', 'reborn', 'candle', 'wake' {scale}, 'mote', 'hpShare', 'crit',
// 'meltdown', 'soul', 'sleepGuard', 'weightless'; engine kinds used: 'dodge'.
import { COLS } from '../../constants.js';
@@ -1642,10 +1642,13 @@ const KITS = {
},
// ---------------------------------------------------------------------------------------------------------------
// 归溟幽灵鲨 — dollkeeper. S2 生存的渴望 (15/17 s): ATK/ASPD +, HP never below 1; afterwards she counts as knocked out
// (→ substitute, or death if already one). T1 拥抱自我: the substitute slows nearby enemies −40 % and deals 40 % ATK
// arts/s to them (PRTS 备注 "伤害与减速不可对空": ground enemies only). T2 阿戈尔的深邃: Abyssal Hunters in the team
// max HP +20 %. Module (elite): substitute ATK +15 %.
// 归溟幽灵鲨 — dollkeeper (professions.js installDollkeeper: the 替身 form, its switch animations, 阻回). Her <替身> makes
// no normal attack (PRTS 特性备注 "<替身>不进行普通攻击") and so casts no skill (kit trait `dollNoAttack`).
// S2 生存的渴望 (15/17 s): ATK/ASPD +, HP never below 1 (PRTS 备注: 不死 — a lethal hit does not switch her meanwhile);
// when it ends she switches to the 替身 at once (PRTS 修正 "技能结束后立刻切换为<替身>", the text's 视为被击倒: no lethal
// HP loss, so no 不死 / 复活 effect takes it). T1 拥抱自我: the 替身 slows nearby enemies −40 % and deals 40 % ATK
// arts/s to them (PRTS 备注 "伤害与减速不可对空": ground enemies only) — once it fights (not during its switch
// animation). T2 阿戈尔的深邃: Abyssal Hunters in the team max HP +20 %. Module (elite): substitute ATK +15 %.
// S1 生存的技巧 (duration): swaps HP ratios with the other operator of the skill area (周围) with the lowest HP ratio,
// ATK +. S3 生存的重压 (duration): BAT +1 s, hits every blocked enemy, ATK +, max HP +; an attacked enemy whose HP ratio
// is ≥ hers takes attack@atk_scale_ex × ATK phys more, otherwise she loses attack@hp_ratio of her max HP.
@@ -1685,21 +1688,23 @@ const KITS = {
skill: {
kind: 'duration',
mods: mods({ atkPct: num(bb.atk), aspd: num(bb.attack_speed) }),
// "技能结束后立刻切换为<替身>": nothing when the skill ended with her (death) or by her switch to the 替身, or she
// already is one
onEnd({ battle, unit, reason }) {
if (reason === 'death' || !unit.alive || !unit.deployed) return;
battle.fx('knockout', { x: unit.x, y: unit.y, id: unit.id });
battle.loseHp(unit, unit.hp + 1, { source: unit });
if (reason === 'death' || reason === 'substitute' || !unit.alive || !unit.deployed || unit.trait.doll) return;
battle.emit('dollSwitch', { unit, reason: 'skill', done: false });
},
},
trait: { dollNoAttack: true },
talents: [
{ install(battle, unit) { // 拥抱自我
{ install(battle, unit) { // 拥抱自我 (the 替身 fighting: not during a switch animation)
const slow = num(t0.move_speed), scale = num(t0.atk_scale);
whileOn(battle, unit, AURA_IV, () => {
if (!unit.trait.doll || !slow) return;
if (!unit.trait.doll || unit.trait.dollSwitch || !slow) return;
for (const e of battle.unitsInGrid(unit, aroundGrid, { side: 'enemy' })) if (!e.isFlying) battle.addBuff(e, { key: 'ghost2:embrace', duration: AURA_DUR, mods: { moveMul: Math.max(0, 1 + slow) } });
});
whileOn(battle, unit, 1, () => {
if (!unit.trait.doll || !(scale > 0)) return;
if (!unit.trait.doll || unit.trait.dollSwitch || !(scale > 0)) return;
for (const e of battle.unitsInGrid(unit, aroundGrid, { side: 'enemy' })) if (!e.isFlying) battle.dealDamage(unit, e, { amount: unit.s.atk * scale, type: 'arts', tags: ['talent', 'embrace'] });
});
} },
+82 -18
View File
@@ -22,6 +22,7 @@
// dmgMul(battle, unit, target) → number afterHit(battle, unit, target, {dealt,x,y})
// canAttack(battle, unit) → bool afterAttack(battle, unit, targets)
// hitsFn(battle, unit) → n install(battle, unit) — per-unit hooks, called once at setup
// dollNoAttack bool (傀儡师: its <替身> makes no normal attack and casts no skill — 归溟幽灵鲨, kit trait)
// tb — the unit's trait blackboard (data `trait.bb`), used for tunables (module upgrades included on elites)
// Behaviour per subprofession is documented in docs/SIM.md §Professions. Front / side tests use the unit's direction
// (`dir`, sim/dir.js): offsets are compared in its facing-RIGHT frame.
@@ -90,33 +91,96 @@ const installCharger = (battle, unit) => {
}, { owner: unit });
};
/**
* 傀儡师 (dollkeeper) trait "受到致命伤时不撤退,切换成<替身>作战(替身阻挡数为0),持续20秒后自身再次替换<替身>" with the
* branch rules of PRTS 分支特性信息 傀儡师: a lethal hit on the <本体> (one it survives with 不死 does not count) starts a
* switch animation, after which the operator fights as its <替身> for the trait's 20 s (bb duration) holding 阻回; then
* it switches back the same way. A switch animation clears the operator's Buffs and resets its HP to the max of the form
* it switches to; during one the operator holds 不死, 无敌, 阻回, 禁疗, 孤立, 强制缴械 and is immune to 眩晕 / 冻结 / 睡眠.
* The 替身 blocks nothing from the start of the switch to it until the switch back starts; a lethal hit on it knocks the
* operator out. Content may switch the operator at once (hook `dollSwitch` { unit, reason, done }: 归溟幽灵鲨 S2 "技能结束
* 后立刻切换为<替身>"). A kit's `dollNoAttack` profile flag (归溟幽灵鲨, PRTS 特性备注 "<替身>不进行普通攻击") disarms the 替身
* and keeps it from casting (the basic 技能策略 casts on an attack the 替身 never makes; [ASSUMED] every other rule — S1's
* 技能范围 — likewise); 风丸's 替身 attacks (PRTS: "<替身>状态下可对空").
* The form is the unit's model state (`unit.form` 'doll', snapshot.js unitInfo; fx 'substitute' / 'swap' / 'dollEnd' with
* `form`, shared/protocol.js fxForm): the client draws the 替身 on the skeleton's *_B clips (render/units.js FORMS).
* [ASSUMED]: a switch animation lasts DOLL_SWITCH (the skeletons' 1 s Start_B — the 替身 appearing — and Start_2 — the
* 本体 back); "清除自身一切Buff" ends the running skill and removes the statuses (buffs with a catalogue `status`) — the
* remake's bond / item / talent effects are buffs too and stay; a dollkeeper without a 替身 token of its own (归溟幽灵鲨) keeps
* its own max HP (PRTS: HP "重设…至最大值"; character_table has no 替身 of hers, and 风丸's 纸偶 token has her HP).
*/
export const DOLL_SWITCH = 1;
const DOLL_SWITCH_IMMUNE = new Set(['stun', 'freeze', 'sleep']);
const installDollkeeper = (battle, unit) => {
// the substitute's HP comes from the unit's own substitute token (风丸 纸偶) for its selected skill / module
// (DESIGN §16); a dollkeeper without one (归溟幽灵鲨) must not borrow another operator's token stats → 50 % of its
// own max HP
const dollHp = () => {
// the 替身's max HP comes from the unit's own 替身 token (风丸 纸偶) for its selected skill / module (DESIGN §16); a
// dollkeeper without one (归溟幽灵鲨) must not borrow another operator's token stats: its own max HP (header)
const dollHpMul = () => {
const tokId = (unit.def.tokens || []).map((t) => (typeof t === 'string' ? t : t?.tokenId)).find((t) => t && /shadow|doll/.test(t));
const tok = tokId ? battle.data.getToken?.(tokId, unit.defId, unit.def?.loadout ?? null) : null;
return tok && tok.stats.maxHp > 0 ? tok.stats.maxHp : unit.base.maxHp * 0.5;
return tok && tok.stats.maxHp > 0 ? Math.max(0.05, tok.stats.maxHp / Math.max(1, unit.base.maxHp)) : 1;
};
battle.on('fatal', (ctx) => {
if (ctx.unit !== unit || ctx.prevented || unit.trait.doll) return;
ctx.prevented = true;
unit.trait.doll = true;
const at = (extra) => ({ x: unit.x, y: unit.y, id: unit.id, ...extra });
// a switch animation: "切换动画开始时会清除自身一切Buff" (header: the running skill and the statuses), then 1 s of 不死
// (the fatal hook below) 无敌 阻回 禁疗 孤立 强制缴械 and 眩晕 / 冻结 / 睡眠 immunity (beforeStatus below)
const startSwitch = () => {
const sk = unit.skill;
if (sk && sk.active && sk.kind !== 'passive') sk.end('substitute');
for (const b of unit.buffs.slice()) if (b.status) battle.removeBuff(unit, b);
unit.trait.dollSwitch = true;
const done = () => { unit.trait.dollSwitch = false; };
battle.addBuff(unit, {
key: 'trait:substitute', duration: unit.profile.dollDuration ?? 20, visible: true,
mods: { blockCnt: -99, hpMul: Math.max(0.05, dollHp() / Math.max(1, unit.base.maxHp)) },
onExpire: () => {
unit.trait.doll = false;
if (unit.alive) { unit.markDirty(); unit.hp = unit.s.maxHp; battle.fx('swap', { x: unit.x, y: unit.y, id: unit.id }); }
},
key: 'trait:dollSwitch', duration: DOLL_SWITCH, onExpire: done, onRemove: done,
flags: { invulnerable: true, noSp: true, noHeal: true, isolated: true, disarm: true },
});
battle.releaseBlocked(unit);
};
const leave = () => {
if (!unit.trait.doll) return;
unit.trait.doll = false;
unit.form = null;
if (!unit.alive || !unit.deployed) return;
startSwitch();
unit.markDirty();
unit.hp = unit.s.maxHp;
battle.fx('substitute', { x: unit.x, y: unit.y, id: unit.id });
battle.fx('swap', at({ form: null }));
};
const enter = () => {
if (unit.trait.doll || !unit.alive || !unit.deployed) return false;
unit.trait.doll = true;
startSwitch();
const dur = DOLL_SWITCH + (unit.profile.dollDuration ?? 20);
const mul = dollHpMul();
battle.addBuff(unit, {
key: 'trait:substitute', duration: dur, visible: true, onExpire: leave, onRemove: leave,
mods: { blockCnt: -99, ...(mul !== 1 ? { hpMul: mul } : null) },
// 阻回 for the whole form; a 替身 that makes no normal attack casts no skill either (header)
flags: { noSp: true, ...(unit.profile.dollNoAttack ? { disarm: true, silence: true } : null) },
});
battle.releaseBlocked(unit);
unit.form = 'doll';
unit.markDirty();
unit.hp = unit.s.maxHp;
// `dur`: until the switch back (the client times the 替身's closing clip with it)
battle.fx('substitute', at({ form: 'doll', dur }));
return true;
};
battle.on('fatal', (ctx) => {
if (ctx.unit !== unit || ctx.prevented) return;
if (unit.trait.dollSwitch) { ctx.prevented = true; return; } // 不死 while switching (a 流失 ignores 无敌)
if (unit.trait.doll) return; // the 替身 is knocked out
ctx.prevented = enter();
}, { owner: unit, priority: -100 });
battle.on('death', (ctx) => { if (ctx.unit === unit) unit.trait.doll = false; }, { owner: unit });
battle.on('dollSwitch', (ctx) => { if (ctx.unit === unit && !ctx.done) ctx.done = enter(); }, { owner: unit });
battle.on('beforeStatus', (ctx) => {
if (ctx.target === unit && unit.trait.dollSwitch && DOLL_SWITCH_IMMUNE.has(ctx.status)) ctx.cancel = true;
}, { owner: unit });
battle.on('death', (ctx) => {
if (ctx.unit !== unit) return;
unit.trait.doll = false;
unit.trait.dollSwitch = false;
// knocked out as the 替身: its death clip has played (the 'die' event came first); the redeploy is the 本体 again
if (unit.form) { unit.form = null; battle.fx('dollEnd', at({ form: null })); }
}, { owner: unit });
};
const installLibrator = (battle, unit) => {
+5 -5
View File
@@ -2,9 +2,9 @@
//
// b.snap = { fieldId, t, units: [[id, x, y, hp, maxHp, sp, spMax, flags, anim]], dp, killed, total }
// UnitInfo = { id, kind, side, ownerId, defId, name, tier, golden, spine, avatar, x, y, facing, dir, maxHp, motion?, boss?, uid?,
// form?, skillIndex?, moduleId?, items? } (form = an enemy's current model form, content/enemies.js setForm — 掠海漂移体
// 'crawl', 暴鸰 'bombed', 转译基底·α's forms …: a view built after the change, a field opened mid-battle, draws it —
// render/units.js FORMS)
// form?, skillIndex?, moduleId?, items? } (form = the unit's current model form — an enemy's, content/enemies.js setForm:
// 掠海漂移体 'crawl', 暴鸰 'bombed', 转译基底·α's forms …; a 傀儡师 fighting as its 替身 'doll', professions.js — a view built
// after the change, a field opened mid-battle, draws it: render/units.js FORMS)
// dir = 'UP'|'RIGHT'|'DOWN'|'LEFT' (allies: the deploy direction, sim/dir.js); facing = its horizontal sign (±1).
// items = an ally operator's equipped item ids (absent without any).
// flags bits & anim codes come from shared/constants.js (UF / ANIM); an enemy's stealth bit = its 隐匿 is on (not while it
@@ -37,8 +37,8 @@ export function unitInfo(u) {
maxHp: Math.max(1, Math.round(u.s.maxHp)),
motion: u.motion === 'FLY' ? 'FLY' : undefined,
boss: u.isBoss ? true : undefined,
// an enemy's current model form (content/enemies.js setForm, render/units.js FORMS): a view built mid-battle
// (fieldMeta — a watched teammate's field, 联防 observers, a reconnect) starts on that clip set
// the unit's current model form (an enemy's content/enemies.js setForm, a 傀儡师's 替身 — render/units.js FORMS): a
// view built mid-battle (fieldMeta — a watched teammate's field, 联防 observers, a reconnect) starts on that clip set
form: typeof u.form === 'string' ? u.form : undefined,
uid: u.uid ?? undefined,
// DESIGN §16: the equipped skill's index (the renderer / audio pick that skill's Spine clip and sound)
+1 -1
View File
@@ -85,7 +85,7 @@ export class Unit {
this.stats = { dmg: 0, kills: 0, heal: 0, taken: 0, attacks: 0 };
this.hidden = false; // enemies inside a DISAPPEAR segment
this.moving = false; // enemies: walked this tick (drawn on the move clip; ai.js updateEnemy)
this.form = null; // enemies: the model's current form (content/enemies.js setForm → snapshot.js unitInfo)
this.form = null; // the model's current form (content/enemies.js setForm, a 傀儡师's 替身 'doll' → snapshot.js unitInfo)
this.anim = 0;
this.persist = { redeployMul: 1, freeRedeploys: 0 };
this.isBoss = false;
+2 -2
View File
@@ -337,8 +337,8 @@ export const EV = Object.freeze({
/**
* The model form a `b.ev` 'fx' tuple ['fx', kind, x, y, extra] puts its unit in: `extra.form` (sim content/enemies.js
* setForm — 转译基底·α's forms, a 逐火 余烬 and its revival, a leader's 重生, 守墓石像's modes, 掠海漂移体's crawl; a string is
* that clip set, null the base one), undefined for any other tuple. A form is state, not decoration: a view that misses
* setForm — 转译基底·α's forms, a 逐火 余烬 and its revival, a leader's 重生, 守墓石像's modes, 掠海漂移体's crawl; a 傀儡师's 替身,
* sim professions.js; a string is that clip set, null the base one), undefined for any other tuple. A form is state, not decoration: a view that misses
* the fx keeps drawing the old model (player report #5 after 0.1.0), so the client's catch-up frames, its hidden-tab
* backlog (battle/runner.js) and the events buffered before a field is entered (screens/game.js) keep these tuples.
*/
+200
View File
@@ -0,0 +1,200 @@
// test/render/feedback2-doll.test.js — GitHub issue #44 「归鲨死了没替身」 (DESIGN §22.11), client side: a 傀儡师 fighting as
// its <替身> is in the model form 'doll' (sim professions.js: fx 'substitute' { form: 'doll', dur } … 'swap' / 'dollEnd'
// { form: null }, UnitInfo `form`), drawn with the skeleton's *_B clips (render/units.js FORMS): 归溟幽灵鲨's Start_B fades
// the 替身 in, Idle_B, Die_B breaks it apart over its last second, the 本体 comes back on Start_2 (the form's `leave`
// clip); knocked out as the 替身 she collapses on Die_B_2 and stays so. 0.1.1 drew the 本体 all along. Headless fake PIXI
// (test/render/fakepixi.js); the clip meanings are checked on the real skeleton when the assets are fetched.
import { test, describe, before, after } from 'node:test';
import assert from 'node:assert/strict';
import { readFileSync, existsSync } from 'node:fs';
import { createRequire } from 'node:module';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import { installFakePixi, fakeViewCtx } from './fakepixi.js';
import { presetCamera } from '../../public/js/render/projection.js';
import { statusIconKey } from '../../public/js/render/style.js';
import { STATUS_KEYS } from '../../public/js/render/textures.js';
import { fxForm } from '../../shared/protocol.js';
import { makeBattle, enemyRec } from '../helpers/battleHarness.js';
import { unitInfo } from '../../server/sim/snapshot.js';
import { DOLL_SWITCH } from '../../server/sim/professions.js';
const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '../..');
const assets = JSON.parse(readFileSync(path.join(ROOT, 'data/assets.json'), 'utf8'));
const GHOST = 'char_1023_ghost2', KAZEMA = 'char_4016_kazema';
let fake, UnitView, FORMS, renderInfo;
before(async () => {
fake = installFakePixi();
({ UnitView, FORMS } = await import('../../public/js/render/units.js'));
({ renderInfo } = await import('../../public/js/render/app.js'));
});
after(() => fake.restore());
const tick = () => new Promise((r) => setImmediate(r));
const cam = () => presetCamera('normal', { width: 1280, height: 720 });
/** Asset store with the operator's real Front / Back manifest entries and their animation names. */
function store(id) {
const sp = assets.chars[id].spine;
return {
picture: () => null,
image: async () => null,
hasBack: () => !!sp.back,
spineEntry: (_, o = {}) => (o.back ? sp.back : sp.front),
spine: { acquire: async (entry) => ({ animations: Object.keys(entry.animations || {}).map((name) => ({ name })) }), release() {} },
};
}
async function op(id, info = {}) {
const ctx = fakeViewCtx(fake.P, { assets: store(id), cam });
const v = new UnitView(ctx, { id: 1, side: 'ally', kind: 'op', defId: id, spine: id, tier: 5, x: 5, y: 9, maxHp: 2657, dir: 'RIGHT', skillIndex: 1, ...info });
await tick(); await tick();
assert.ok(v.actor, 'Spine model built');
return v;
}
const clip = (v) => v.actor.current;
const frames = (v, n, dt = 1 / 60) => { for (let i = 0; i < n; i++) v.update(dt, cam(), i * dt); };
const secs = (v, s) => frames(v, Math.round(s * 60));
describe('归溟幽灵鲨\'s 替身 (FORMS doll)', () => {
test('the clip set exists in her Front skeleton; the Back one (facing UP) only has Idle_B and Start_2', () => {
const f = FORMS[GHOST].doll;
const front = assets.chars[GHOST].spine.front.animations, back = assets.chars[GHOST].spine.back.animations;
for (const name of [f.change, f.end, f.leave, f.roles.idle, f.roles.die]) assert.ok(name in front, name);
assert.equal(f.roles.attack, null, 'the 替身 never attacks (PRTS 特性备注)');
assert.equal(f.roles.skill, null);
for (const name of ['Idle_B', 'Start_2']) assert.ok(name in back, `Back ${name}`);
for (const name of ['Start_B', 'Die_B', 'Die_B_2']) assert.ok(!(name in back), `no Back ${name}`);
assert.equal(assets.chars[GHOST].spine.front.anims.idle, 'Idle', 'the manifest keeps the 本体');
});
test('the switch: Start_B, Idle_B (no attack clip), Die_B over its last second, the 本体 back on Start_2 with her own skill clip', async () => {
const v = await op(GHOST, { skillIndex: 2 });
assert.equal(clip(v), 'Idle');
const dur = DOLL_SWITCH + 20;
v.setForm('doll', { id: 1, form: 'doll', dur });
assert.equal(clip(v), 'Start_B', 'the 替身 fades in');
secs(v, 1.1);
assert.equal(clip(v), 'Idle_B');
v.onAttack(null, 2);
assert.equal(clip(v), 'Idle_B', 'no attack clip');
secs(v, dur - 1 - 1.1 + 0.05);
assert.equal(clip(v), 'Die_B', 'it breaks apart over its last second');
secs(v, 0.9);
v.setForm(null, { id: 1, form: null }); // the sim's 'swap' fx
assert.equal(clip(v), 'Start_2', 'the 本体 comes back');
secs(v, 1.1);
assert.equal(clip(v), 'Idle');
v.setSkill(true);
assert.equal(clip(v), 'Skill_3_Begin', 'her equipped skill\'s clips again (S3), not the manifest default');
v.die();
assert.equal(clip(v), 'Die', 'the 本体\'s death clip');
});
test('knocked out as the 替身: Die_B_2, held through the form reset (\'dollEnd\'); the redeploy is the 本体', async () => {
const v = await op(GHOST);
v.setForm('doll', { dur: 21 });
secs(v, 2);
v.die();
assert.equal(clip(v), 'Die_B_2', 'the 替身 collapses');
v.setForm(null, { form: null }); // fx 'dollEnd', after the 'die' event
assert.equal(clip(v), 'Die_B_2', 'no Start_2 on a knocked-out view');
assert.equal(v.form, null);
secs(v, 3);
v.onDeploy();
assert.equal(clip(v), 'Start', 'redeployed as the 本体');
secs(v, 1.2);
assert.equal(clip(v), 'Idle');
});
test('a view built while she is the 替身 (UnitInfo form) starts on Idle_B; facing UP the Back model shows the 替身 without the switch clips it lacks', async () => {
const v = await op(GHOST, { form: 'doll' });
assert.equal(clip(v), 'Idle_B');
const up = await op(GHOST, { dir: 'UP' });
assert.ok(up.entryBack, 'the Back model');
up.setForm('doll', { dur: 21 });
assert.equal(clip(up), 'Idle_B', 'no Start_B in the Back skeleton: straight to the 替身');
secs(up, 21);
up.setForm(null, { form: null });
assert.equal(clip(up), 'Start_2', 'its Start_2');
const turned = await op(GHOST, { form: 'doll' });
turned.setDir('UP');
await tick(); await tick();
assert.ok(turned.entryBack && clip(turned) === 'Idle_B', 'turned UP mid-form: the Back model keeps the 替身');
});
test('the 替身\'s status icon; a late switch fx skips a change clip that would already have ended', async () => {
assert.equal(statusIconKey('trait:substitute'), 'doll');
assert.ok(STATUS_KEYS.includes('doll'));
const v = await op(GHOST);
v.setForm('doll', { dur: 21, late: 1.5 });
assert.equal(clip(v), 'Idle_B');
v.setForm(null, { form: null, late: 2 });
assert.equal(clip(v), 'Idle', 'no Start_2 when it would be over');
});
});
test('风丸\'s 替身: Start_B, Idle_B / Attack_B (it attacks), Die_B; the 本体 back on Start', async () => {
const anims = assets.chars[KAZEMA].spine.front.animations;
for (const name of ['Start_B', 'Idle_B', 'Attack_B', 'Die_B', 'Start']) assert.ok(name in anims, name);
const v = await op(KAZEMA);
v.setForm('doll', { dur: 21 });
assert.equal(clip(v), 'Start_B');
secs(v, 1.1);
assert.equal(clip(v), 'Idle_B');
v.onAttack(null, 2);
assert.equal(clip(v), 'Attack_B');
secs(v, 3);
v.setForm(null, { form: null });
assert.equal(clip(v), 'Start');
const w = await op(KAZEMA, { form: 'doll' });
w.die();
assert.equal(clip(w), 'Die_B');
});
test('sim → view: the real 归溟幽灵鲨\'s lethal hit puts UnitInfo `form` doll (renderInfo keeps it) and its fx carry the forms the view switches on', async () => {
const h = makeBattle({ autoFinish: false, timeLimit: 60, defs: { enemies: { enemy_dummy: enemyRec({ key: 'enemy_dummy', hp: 1e9, atk: 0, speed: 0 }) } },
units: [{ chessId: 'chess_char_5_13_a', row: 9, col: 5 }], enemies: [{ key: 'enemy_dummy', pos: [9, 6] }] });
h.step();
const g = h.unit('chess_char_5_13_a');
const v = await op(GHOST, renderInfo(unitInfo(g)));
const apply = () => { for (const e of h.eventsOf('fx')) if (e[4]?.id === g.id && fxForm(e) !== undefined) v.setForm(fxForm(e), e[4]); h.events.length = 0; };
h.b.dealDamage(null, g, { amount: 1e9, type: 'true' });
apply();
assert.equal(renderInfo(unitInfo(g)).form, 'doll');
assert.equal(clip(v), 'Start_B');
secs(v, 1.1);
h.run(DOLL_SWITCH + 20.05);
apply();
assert.equal(clip(v), 'Start_2', 'back to the 本体');
assert.equal(renderInfo(unitInfo(g)).form, undefined);
});
// The clip meanings, read from the official skeleton (tools/assets/skel.mjs's parser, @pixi-spine/runtime-3.8): the *_B
// clips draw only the 替身's own slots (names ending in _T), Start_B and Start_2 fade in, Die_B ends faded out (the 替身
// gone: the switch back), Die_B_2 keeps it visible (collapsed: a knock-out).
const SKEL = path.join(ROOT, `public/assets/spine/op/${GHOST}/front/${GHOST}.skel`);
test('the official skeleton: *_B clips are the 替身, Die_B ends gone, Die_B_2 ends down, Start_2 brings the 本体 back', { skip: !existsSync(SKEL) && 'assets not fetched' }, () => {
const require = createRequire(path.join(ROOT, 'package.json'));
const r = require('@pixi-spine/runtime-3.8'), B = require('@pixi-spine/base');
const att = (n) => new r.RegionAttachment(n);
const loader = { newRegionAttachment: (s, n) => att(n), newMeshAttachment: (s, n) => new r.MeshAttachment(n), newBoundingBoxAttachment: (s, n) => new r.BoundingBoxAttachment(n), newPathAttachment: (s, n) => new r.PathAttachment(n), newPointAttachment: (s, n) => new r.PointAttachment(n), newClippingAttachment: (s, n) => new r.ClippingAttachment(n) };
const data = new r.SkeletonBinary(loader).readSkeletonData(new Uint8Array(readFileSync(SKEL)));
const sk = new r.Skeleton(data);
/** Slots drawn (attached, alpha > 0) at time t of clip `name`: { doll, body } counts. */
const drawn = (name, t) => {
const a = data.findAnimation(name);
sk.setToSetupPose();
a.apply(sk, 0, Math.min(t, a.duration), false, null, 1, B.MixBlend.setup, B.MixDirection.mixIn);
let doll = 0, body = 0;
for (const s of sk.slots) if (s.attachment && s.color.a > 0.01) { if (/_T\d*$/.test(s.data.name)) doll++; else body++; }
return { doll, body };
};
for (const name of ['Idle_B', 'Start_B', 'Die_B', 'Die_B_2']) assert.equal(drawn(name, 0.5).body, 0, `${name}: no 本体 slot`);
for (const name of ['Idle', 'Start_2', 'Die']) assert.equal(drawn(name, 0.5).doll, 0, `${name}: no 替身 slot`);
assert.ok(drawn('Idle_B', 0.5).doll > 30, 'Idle_B draws the 替身');
assert.equal(drawn('Start_B', 0).doll, 0, 'Start_B: it fades in');
assert.equal(drawn('Die_B', 1).doll, 0, 'Die_B: gone at its end');
assert.ok(drawn('Die_B_2', 1).doll > 30, 'Die_B_2: still there, collapsed');
assert.equal(drawn('Start_2', 0).body, 0, 'Start_2: the 本体 fades in');
});
+169
View File
@@ -0,0 +1,169 @@
// test/sim/feedback2-doll.test.js — GitHub issue #44 「归鲨死了没替身」 (DESIGN §22.11), sim side. 归溟幽灵鲨
// (chess_char_5_13_a / _b) is a 傀儡师 (server/sim/professions.js installDollkeeper). Official: PRTS 分支特性信息 傀儡师 —
// a lethal hit on the <本体> without 不死 starts a switch animation, then she fights as her <替身> for 20 s holding 阻回
// (block 0), then switches back; PRTS 归溟幽灵鲨 特性备注 "<替身>不进行普通攻击"; S2 生存的渴望 holds 不死 while it runs and
// "技能结束后立刻切换为<替身>" (PRTS's correction of 视为被击倒). 0.1.1: the 替身 attacked, could cast S2 (whose end then
// killed her) and the client never drew it (no model form). Cases A–D of the report's repro + 风丸 (her 替身 attacks).
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js';
import { DOLL_SWITCH } from '../../server/sim/professions.js';
import { hasGeneratedData } from '../../server/sim/simdata.js';
import { fxForm } from '../../shared/protocol.js';
const skip = !hasGeneratedData();
const G = 'chess_char_5_13_a';
const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps, `${msg ?? ''} ${a} ≈ ${b}`);
const dummy = () => enemyRec({ key: 'enemy_dummy', hp: 1e9, atk: 0, speed: 0 });
/** 归溟幽灵鲨 on (9,5) facing right; a harmless parked enemy on (9,6) (in her range) unless `enemy` is false. */
function setup({ id = G, skillIndex = 1, sp = 0, enemy = true, capture = false } = {}) {
const h = makeBattle({
seed: 4, timeLimit: 300, autoFinish: false, captureNoisy: capture,
defs: { enemies: { enemy_dummy: dummy() } },
units: [{ chessId: id, row: 9, col: 5, dir: 'RIGHT', skillIndex, carryState: { sp } }],
enemies: enemy ? [{ key: 'enemy_dummy', pos: [9, 6] }] : [],
});
h.step();
const g = h.unit(id);
const log = { attacksAsDoll: 0, attacks: 0, castsAsDoll: [], casts: [] };
h.b.on('attack', (c) => { if (c.attacker === g) { log.attacks++; if (g.trait.doll) log.attacksAsDoll++; } }, { priority: -2000 });
h.b.on('skillStart', (c) => { if (c.unit === g) { log.casts.push(h.b.time); if (g.trait.doll) log.castsAsDoll.push(c.skill.id); } }, { priority: -2000 });
const lethal = () => h.b.dealDamage(null, g, { amount: 1e9, type: 'true' });
const fx = (kind) => h.eventsOf('fx').filter((e) => e[1] === kind && e[4]?.id === g.id);
return { h, g, log, lethal, fx };
}
test('A: a lethal hit with no skill running ⇒ the 替身 (form, full HP, block 0, 阻回), no normal attack, 拥抱自我 works; back after the 1 s switch + 20 s', { skip }, () => {
for (const [id, skillIndex] of [[G, 1], [G, 0], [G, 2], ['chess_char_5_13_b', 1]]) {
const { h, g, log, lethal, fx } = setup({ id, skillIndex, capture: true });
h.run(1.5);
assert.ok(log.attacks > 0, `${id}/${skillIndex}: the 本体 attacks`);
const atk0 = log.attacks;
const full = g.s.maxHp;
const sp = g.skill.sp;
lethal();
assert.ok(g.alive && g.trait.doll && g.form === 'doll', `${id}/${skillIndex}: the 替身`);
approx(g.hp, g.s.maxHp, 'full HP');
approx(g.s.maxHp, full * (1 + (g.def.traitBb.max_hp || 0)), 'her own max HP (no 替身 token) [ASSUMED]');
assert.equal(g.s.blockCnt, 0);
const [sub] = fx('substitute');
assert.ok(sub && fxForm(sub) === 'doll', 'the fx puts the model in its 替身 form');
approx(sub[4].dur, DOLL_SWITCH + 20, 'until the switch back');
h.run(DOLL_SWITCH + 19);
assert.equal(log.attacks, atk0, 'no normal attack as the 替身 (PRTS 特性备注)');
approx(g.skill.sp, sp, '阻回: the SP waits');
const e = h.enemy('enemy_dummy');
assert.ok(e.findBuff('ghost2:embrace'), '拥抱自我 slows');
assert.ok(h.hooksOf('damaged').some((c) => c.source === g && c.target === e && (c.dmg.tags || []).includes('embrace')), '…and deals arts damage');
h.run(1.05);
assert.ok(!g.trait.doll && g.form === null && g.trait.dollSwitch, 'switching back after 1 s + 20 s');
assert.ok(fxForm(fx('swap')[0]) === null, 'the fx gives the 本体 its model back');
assert.equal(g.s.blockCnt, 2);
approx(g.hp, g.s.maxHp, 'full HP again');
h.run(DOLL_SWITCH + 1.5);
assert.ok(log.attacks > atk0, 'the 本体 attacks again');
assert.ok(g.skill.sp > sp, 'SP again');
checkInvariants(h.b);
}
});
test('B: S2 生存的渴望 — a lethal hit during it leaves 1 HP (不死), its end switches her to the 替身 at once (no lethal HP loss, no knockout fx)', { skip }, () => {
for (const hit of [true, false]) {
const { h, g, lethal, fx } = setup({ sp: 999 });
assert.ok(h.runUntil(() => g.skill.active, 5), 'S2 cast');
h.run(1);
if (hit) {
lethal();
assert.ok(g.alive && !g.trait.doll && g.hp >= 1 && g.hp < 2, '不死: 1 HP, not the 替身');
}
const fatals = h.hooksOf('fatal').length;
assert.ok(h.runUntil(() => !g.skill.active, 30));
assert.ok(g.alive && g.trait.doll && g.form === 'doll', 'the 替身 when S2 ends');
approx(g.hp, g.s.maxHp, 'at full HP');
assert.equal(h.hooksOf('fatal').length, fatals, 'a switch, not a lethal HP loss');
assert.equal(fx('knockout').length, 0);
assert.equal(fx('substitute').length, 1);
h.run(DOLL_SWITCH + 20.05);
assert.ok(g.alive && !g.trait.doll, 'back to the 本体, alive');
checkInvariants(h.b);
}
});
test('C: a second lethal hit while she is the 替身 knocks her out: the death clip first, then the model form back; the redeploy is the 本体', { skip }, () => {
const { h, g, log, lethal } = setup();
h.run(1);
lethal();
h.run(DOLL_SWITCH / 2);
lethal();
assert.ok(g.alive && g.trait.doll, 'not during the switch animation (无敌)');
h.run(DOLL_SWITCH);
lethal();
assert.equal(g.alive, false, 'knocked out');
assert.ok(!g.trait.doll && g.form === null);
h.step();
const ev = h.events.filter((e) => (e[0] === 'die' && e[1] === g.id) || (e[0] === 'fx' && e[4]?.id === g.id && fxForm(e) !== undefined));
assert.deepEqual(ev.slice(-2).map((e) => (e[0] === 'die' ? 'die' : `${e[1]}:${fxForm(e)}`)), ['die', 'dollEnd:null'], 'its 替身 death clip plays, then the form resets');
assert.ok(h.b.redeploy(g, { free: true }), 'redeployed');
assert.ok(g.alive && !g.trait.doll && g.form === null && g.s.blockCnt === 2, 'the 本体');
const n = log.attacks;
h.run(2);
assert.ok(log.attacks > n, 'and she attacks');
checkInvariants(h.b);
});
test('D: SP near full or full when she switches ⇒ no skill cast as the 替身 (S2 DEFAULT, S1 技能范围); cast again as the 本体', { skip }, () => {
// S2 38 / 40: 阻回 holds it under the cost; after the switch back it fills and S2 is cast
{
const { h, g, log, lethal } = setup({ sp: 38 });
h.run(0.5);
lethal();
h.run(DOLL_SWITCH + 20 + DOLL_SWITCH + 5);
assert.deepEqual(log.castsAsDoll, [], 'no S2 as the 替身');
assert.ok(log.casts.length === 1 && log.casts[0] > 0.5 + 2 * DOLL_SWITCH + 20, 'S2 after the switch back');
assert.ok(g.alive);
}
// S1 (SKILL_RANGE) ready with no enemy around, then an enemy steps next to the 替身: no cast until she is back
{
const { h, g, log, lethal } = setup({ skillIndex: 0, sp: 999, enemy: false });
h.run(0.5);
assert.ok(g.skill.ready && !g.skill.active && log.casts.length === 0, 'S1 ready, nothing in its range');
lethal();
h.run(DOLL_SWITCH + 0.5);
h.spawn('enemy_dummy', { pos: [9, 6] });
h.run(15);
assert.deepEqual(log.castsAsDoll, [], 'no S1 as the 替身 (silenced with its disarm) [ASSUMED]');
assert.ok(g.skill.ready, 'still ready');
h.run(10);
assert.equal(log.casts.length, 1, 'cast once she is the 本体 again');
assert.equal(log.castsAsDoll.length, 0);
}
});
test('S1 / S3 running at a lethal hit end with the switch (清除自身一切Buff); the content hook switches her at once, once', { skip }, () => {
const { h, g, lethal } = setup({ skillIndex: 2, sp: 999 });
const full = g.base.maxHp * (1 + g.findBuff('ghost2:abyss').mods.hpPct); // 阿戈尔的深邃 on herself
assert.ok(h.runUntil(() => g.skill.active, 5), 'S3 cast');
assert.ok(g.s.maxHp > full * 2, 'S3 max HP +');
lethal();
assert.ok(g.trait.doll && !g.skill.active, 'S3 over');
assert.equal(h.hooksOf('skillEnd').at(-1).reason, 'substitute');
approx(g.s.maxHp, full, 'no S3 max HP on the 替身');
approx(g.hp, full, 'at its full HP');
const s2 = setup();
const c = s2.h.b.emit('dollSwitch', { unit: s2.g, reason: 'test', done: false });
assert.ok(c.done && s2.g.trait.doll && s2.g.form === 'doll');
assert.equal(s2.h.b.emit('dollSwitch', { unit: s2.g, reason: 'test', done: false }).done, false, 'already the 替身');
});
test('风丸: her 替身 still attacks (PRTS "<替身>状态下可对空"); the same 替身 form, switch and 阻回', { skip }, () => {
const id = 'chess_char_2_11_a';
const { h, g, log, lethal } = setup({ id, skillIndex: 0 });
h.run(1);
lethal();
assert.ok(g.trait.doll && g.form === 'doll' && g.s.flags.noSp);
h.run(DOLL_SWITCH + 5);
assert.ok(log.attacksAsDoll > 0, 'the 替身 attacks');
assert.ok(!g.s.flags.silence && !g.s.flags.disarm);
});
+4 -2
View File
@@ -253,14 +253,16 @@ test('librator module (玛恩纳 elite init_atk): +100 % ATK right after deploym
approx(n.unit('chess_char_5_19_a').s.atk, n.unit('chess_char_5_19_a').base.atk, 1e-6);
});
test('dollkeeper without a substitute token (归溟幽灵鲨) uses half its own HP, not 风丸\'s 纸偶', { skip: !hasGeneratedData() }, () => {
test('dollkeeper without a substitute token (归溟幽灵鲨) keeps its own max HP, not 风丸\'s 纸偶', { skip: !hasGeneratedData() }, () => {
const h = makeBattle({ defs: { enemies: { enemy_dummy: dummy() } }, units: [{ chessId: 'chess_char_5_13_a', row: 9, col: 5 }], content: 'none', autoFinish: false, timeLimit: 30 });
h.step();
const u = h.unit('chess_char_5_13_a');
const full = u.s.maxHp;
h.b.dealDamage(null, u, { amount: 1e7, type: 'true' });
assert.ok(u.alive && u.hasBuff('trait:substitute'));
approx(u.s.maxHp, full * 0.5, 1e-6);
// PRTS 分支特性信息 傀儡师 "重设自身生命至最大值"; no 替身 of hers in character_table [ASSUMED: her own max HP]
approx(u.s.maxHp, full, 1e-6);
approx(u.hp, full, 1e-6);
});
// ---------------------------------------------------------------------------------------------------------------
+24 -6
View File
@@ -159,21 +159,39 @@ test('geek loses HP over time; merchant drains DP and retreats when broke; charg
approx(h3.b.getPlayer('p1').dp, 13);
});
test('dollkeeper swaps to a substitute on fatal damage and swaps back after 20 s', () => {
test('dollkeeper: fatal damage ⇒ a 1 s switch, 20 s as the substitute (block 0, 阻回), the switch back; the substitute dies ⇒ the unit dies', () => {
const h = makeBattle({ defs: { chess: { t_dollkeeper: mk('dollkeeper', 'SPECIAL', { stats: { maxHp: 2000, blockCnt: 2 } }) } }, units: [{ chessId: 't_dollkeeper', row: 9, col: 5 }], content: 'none' });
h.step();
const u = h.unit('t_dollkeeper');
h.b.dealDamage(null, u, { amount: 1e5, type: 'true' });
assert.equal(u.alive, true, 'substitute instead of death');
assert.equal(u.s.blockCnt, 0);
assert.ok(u.trait.doll);
h.run(20.1);
assert.equal(u.trait.doll, false);
approx(u.hp, 2000);
assert.equal(u.s.blockCnt, 2);
assert.ok(u.trait.doll && u.trait.dollSwitch, 'the switch animation');
assert.equal(u.form, 'doll');
approx(u.hp, 2000); // no 替身 token: its own max HP
// the switch animation (PRTS 分支特性信息 傀儡师): 无敌, 不死 (a 流失 stops at 1 HP), 阻回, 眩晕 immunity
h.b.dealDamage(null, u, { amount: 1e5, type: 'true' });
approx(u.hp, 2000); // 无敌
assert.equal(h.b.applyStatus(u, 'stun', { duration: 5 }), false, '眩晕 immune');
h.b.loseHp(u, 1e5);
assert.ok(u.alive && u.trait.doll && u.hp >= 1, '不死');
u.hp = 2000;
h.run(1.05);
assert.ok(u.trait.doll && !u.trait.dollSwitch, 'fighting as the substitute');
h.run(19.9);
assert.ok(u.trait.doll && u.s.flags.noSp, 'the 20 s form, 阻回');
h.run(0.1);
assert.ok(!u.trait.doll && u.trait.dollSwitch && u.form === null, 'switching back');
assert.equal(u.s.blockCnt, 2, 'blocks again from the start of the switch back');
approx(u.hp, 2000);
h.run(1.05);
assert.ok(!u.trait.dollSwitch && !u.s.flags.noSp, 'the body again, no 阻回');
h.b.dealDamage(null, u, { amount: 1e5, type: 'true' });
h.run(1.05);
h.b.dealDamage(null, u, { amount: 1e5, type: 'true' });
assert.equal(u.alive, false, 'substitute dies ⇒ unit dies');
assert.ok(!u.trait.doll && u.form === null, 'the redeploy is the body again');
checkInvariants(h.b);
});
test('phalanx never attacks until its skill; librator ramps ATK while idle and resets on skill end', () => {