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_1":"/assets/skill/skchr_ines_1.png","skchr_ines_3":"/assets/skill/skchr_ines_3.png","skchr_hodrer_1":"/assets/skill/skchr_hodrer_1.png","skchr_hodrer_2":"/assets/skill/skchr_hodrer_2.png","skchr_hodrer_3":"/assets/skill/skchr_hodrer_3.png","skchr_vvana_1":"/assets/skill/skchr_vvana_1.png","skchr_vvana_2":"/assets/skill/skchr_vvana_2.png","skchr_vvana_3":"/assets/skill/skchr_vvana_3.png","skchr_caper_2":"/assets/skill/skchr_caper_2.png","skcom_powerstrike[2]":"/assets/skill/skcom_powerstrike_2_.png","skchr_harold_2":"/assets/skill/skchr_harold_2.png","skchr_blkkgt_3":"/assets/skill/skchr_blkkgt_3.png","skchr_blkkgt_1":"/assets/skill/skchr_blkkgt_1.png","skchr_blkkgt_2":"/assets/skill/skchr_blkkgt_2.png","skchr_ray_1":"/assets/skill/skchr_ray_1.png","skchr_ray_2":"/assets/skill/skchr_ray_2.png","skchr_ray_3":"/assets/skill/skchr_ray_3.png","skchr_zuole_1":"/assets/skill/skchr_zuole_1.png","skchr_zuole_2":"/assets/skill/skchr_zuole_2.png","skchr_zuole_3":"/assets/skill/skchr_zuole_3.png","skchr_grabds_2":"/assets/skill/skchr_grabds_2.png","skchr_grabds_1":"/assets/skill/skchr_grabds_1.png","skchr_ascln_1":"/assets/skill/skchr_ascln_1.png","skchr_ascln_2":"/assets/skill/skchr_ascln_2.png","skchr_ascln_3":"/assets/skill/skchr_ascln_3.png","skchr_logos_1":"/assets/skill/skchr_logos_1.png","skchr_logos_2":"/assets/skill/skchr_logos_2.png","skchr_logos_3":"/assets/skill/skchr_logos_3.png","skchr_cetsyr_3":"/assets/skill/skchr_cetsyr_3.png","skchr_cetsyr_1":"/assets/skill/skchr_cetsyr_1.png","skchr_cetsyr_2":"/assets/skill/skchr_cetsyr_2.png","skchr_udflow_2":"/assets/skill/skchr_udflow_2.png","skchr_udflow_1":"/assets/skill/skchr_udflow_1.png","skchr_narant_1":"/assets/skill/skchr_narant_1.png","skchr_narant_2":"/assets/skill/skchr_narant_2.png","skchr_narant_3":"/assets/skill/skchr_narant_3.png","skchr_papyrs_1":"/assets/skill/skchr_papyrs_1.png","skchr_papyrs_2":"/assets/skill/skchr_papyrs_2.png","skchr_ulpia_3":"/assets/skill/skchr_ulpia_3.png","skchr_ulpia_1":"/assets/skill/skchr_ulpia_1.png","skchr_ulpia_2":"/assets/skill/skchr_ulpia_2.png","skchr_nymph_2":"/assets/skill/skchr_nymph_2.png","skchr_nymph_1":"/assets/skill/skchr_nymph_1.png","skchr_nymph_3":"/assets/skill/skchr_nymph_3.png","skchr_philae_2":"/assets/skill/skchr_philae_2.png","skchr_philae_1":"/assets/skill/skchr_philae_1.png","skchr_tinman_2":"/assets/skill/skchr_tinman_2.png","skchr_tinman_1":"/assets/skill/skchr_tinman_1.png","skchr_cathy_2":"/assets/skill/skchr_cathy_2.png","skchr_cathy_1":"/assets/skill/skchr_cathy_1.png","skchr_rosesa_2":"/assets/skill/skchr_rosesa_2.png","skchr_rosesa_1":"/assets/skill/skchr_rosesa_1.png","skchr_zumama_1":"/assets/skill/skchr_zumama_1.png","skchr_zumama_2":"/assets/skill/skchr_zumama_2.png","skchr_zumama_3":"/assets/skill/skchr_zumama_3.png","skchr_monstr_1":"/assets/skill/skchr_monstr_1.png","skchr_monstr_2":"/assets/skill/skchr_monstr_2.png","skchr_monstr_3":"/assets/skill/skchr_monstr_3.png","skchr_tippi_2":"/assets/skill/skchr_tippi_2.png","skchr_tippi_1":"/assets/skill/skchr_tippi_1.png","skchr_lemuen_3":"/assets/skill/skchr_lemuen_3.png","skchr_lemuen_1":"/assets/skill/skchr_lemuen_1.png","skchr_lemuen_2":"/assets/skill/skchr_lemuen_2.png","skchr_rmixer_3":"/assets/skill/skchr_rmixer_3.png","skchr_rmixer_1":"/assets/skill/skchr_rmixer_1.png","skchr_rmixer_2":"/assets/skill/skchr_rmixer_2.png","skchr_radian_1":"/assets/skill/skchr_radian_1.png","skchr_radian_2":"/assets/skill/skchr_radian_2.png","skchr_radian_3":"/assets/skill/skchr_radian_3.png","skchr_reckpr_2":"/assets/skill/skchr_reckpr_2.png","skchr_reckpr_1":"/assets/skill/skchr_reckpr_1.png","skchr_haruka_1":"/assets/skill/skchr_haruka_1.png","skchr_haruka_2":"/assets/skill/skchr_haruka_2.png","skchr_haruka_3":"/assets/skill/skchr_haruka_3.png","skchr_mantra_1":"/assets/skill/skchr_mantra_1.png","skchr_mantra_2":"/assets/skill/skchr_mantra_2.png","skchr_mantra_3":"/assets/skill/skchr_mantra_3.png","skchr_branch_2":"/assets/skill/skchr_branch_2.png","skchr_branch_1":"/assets/skill/skchr_branch_1.png","skchr_flamtl_3":"/assets/skill/skchr_flamtl_3.png","skchr_flamtl_1":"/assets/skill/skchr_flamtl_1.png","skchr_flamtl_2":"/assets/skill/skchr_flamtl_2.png","skchr_snhunt_2":"/assets/skill/skchr_snhunt_2.png","skchr_nasti_1":"/assets/skill/skchr_nasti_1.png","skchr_nasti_2":"/assets/skill/skchr_nasti_2.png","skchr_nasti_3":"/assets/skill/skchr_nasti_3.png","skchr_veen_1":"/assets/skill/skchr_veen_1.png","skchr_veen_2":"/assets/skill/skchr_veen_2.png","skchr_veen_3":"/assets/skill/skchr_veen_3.png","skchr_closur_1":"/assets/skill/skchr_closur_1.png","skchr_closur_2":"/assets/skill/skchr_closur_2.png","skchr_closur_3":"/assets/skill/skchr_closur_3.png","skchr_aphris_1":"/assets/skill/skchr_aphris_1.png","skchr_aphris_2":"/assets/skill/skchr_aphris_2.png","skchr_aphris_3":"/assets/skill/skchr_aphris_3.png","skchr_mcnist_1":"/assets/skill/skchr_mcnist_1.png","skchr_mcnist_2":"/assets/skill/skchr_mcnist_2.png","skchr_mcnist_3":"/assets/skill/skchr_mcnist_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\ No newline at end of file diff --git a/docs/ASSETS.md b/docs/ASSETS.md index deee4fe7..9835953a 100644 --- a/docs/ASSETS.md +++ b/docs/ASSETS.md @@ -22,6 +22,7 @@ npm run assets # = node tools/vendor.mjs && node tools/fetch-assets.mjs | `--refresh-index` | Re-download the two upstream indexes: `audio_data.json` and `models_data.json`. | | `--prune` | Delete files under `public/assets/` that the manifest no longer references, for example after a mapping change. Without this flag they are only listed in the report. `public/assets/local/` (written by `tools/local-extract`) is never pruned. Implies `--allow-shrink`. | | `--allow-shrink` | Write `data/assets.json` even when it loses entries the current one has (see "The manifest never shrinks by accident" below). | +| `--add-only` | For a checkout whose `public/assets/` and `public/fonts/` are shared with another one (a git worktree with symlinked asset folders): download only the files missing on disk and never re-download, rewrite or delete an existing file — atlases already on disk are left as they are, the fonts are not rebuilt (the manifest keeps its current `fonts`). Not with `--prune` / `--force`. | | `--local-spines` | Rewrite `tools/assets/local-enemy-spines.json` (the metadata of the enemy models only the local client has, see "Enemy aliases") from the models `tools/local-extract/extract.py` extracted to `public/assets/local/spine/enemy/`. Run it after a game update changed them; without it the committed file is used and a differing extraction only gets a warning. | **The manifest never shrinks by accident.** An entry whose files are missing on this machine is left out of a rebuilt @@ -71,7 +72,8 @@ The research JSONs in `docs/research/` (03, 05, 07) define **which** ids are nee |---|---|---| | Operator avatars, 180×180. Base, plus E2 when it exists. | yuanyan3060/ArknightsGameResource `avatar/` | `char/avatar/{charId}.png`, `char/avatar/{charId}_2.png` | | Operator half-body portraits, 180×360 | yuanyan `portrait/` | `char/portrait/{charId}_1.png`, `_2.png` | -| Default-skill icons, including backup operators' skills | yuanyan `skill/` | `skill/{iconId sanitized}.png` | +| Skill icons: every skill index of every planned operator (DESIGN §16 loadouts, 自选 picks) | yuanyan `skill/` | `skill/{iconId sanitized}.png` | +| Module type icons: the `typeIcon` of every module of `data/chess.json` and `data/backups.json` (the 干员调配 / 自选 module tiles when the local-client art lacks them) | AA2 `cn` `arts/ui/uniequiptype/{typeIcon}.png` (else its lower-case name: `WAH-Y` → `wah-y.png`) | `module/{typeIcon}.png` | | Enemy icons | yuanyan `enemy/`. Fallbacks: the handbook id, then the base id. | `enemy/icon/{enemyId}.png` | | Token avatars | yuanyan `avatar/` | `token/avatar/{tokenId}.png` | | Bond icons (the real autochess glyphs) | ArknightsAssets2 `cn` `ui/autochess/[uc]autochesscommon/arts/bondicon/`. Fallback: the camp logo. | `bond/{bondId}.png` | @@ -92,8 +94,8 @@ The `stem` of a Spine model is the upstream file name. Two examples: `char_107_l ### Id scope -- **Operators:** all 138 pool charIds from `activity_table` (`charShopChessDatas[*].charId ∪ backupCharId`), including hidden chess and backup operators. -- **Tokens:** the 20 pool tokens. +- **Operators:** all 138 pool charIds from `activity_table` (`charShopChessDatas[*].charId ∪ backupCharId`), including hidden chess and backup operators; plus every unit of `data/backups.json` research 07 does not list — the 72 自选 owned-6★ picks (`diy.ownedPool`, DATA.md §18; the collab operators are not in the data) — planned from 07's URL patterns (`tools/assets/plan.mjs patternOperator`, `tools/fetch-assets.mjs dataExtras`): avatar and portrait (E0–E1 and E2), the default-skin battle Spine Front / Back, the icon and skill sound of each skill, the sub-profession icon. 210 operators in all (207 with a Back model). +- **Tokens:** the 20 pool tokens, and the 38 summons of the 自选 picks (`data/backups.json tokens`) as extra tokens (below): their avatars; their battle Spine exists upstream only as skin variants, which the default locations miss — no Spine yet (the client draws the avatar). - **Enemies:** 253 ids planned, 252 in the manifest (心烛 has no assets). The set is the union of: - the 07 enemy list; - every enemy in the `act1autochess_*` wave, boss and 联防 levels that act2 modes use (from `05-maps.json`; the tutorial is excluded); @@ -104,7 +106,7 @@ The `stem` of a Spine model is the upstream file name. Two examples: `char_107_l - enemy units spawned by operator kits (research 03 skills/talents). For example, 隐德来希's default S3 summons 心烛 `enemy_5601_entlec` through the talent key `take_extra_enemy_key`. 心烛 has no icon and no Spine in any dump, so it has no manifest entry: it is reported as a miss, and the client must draw a glyph. - **Extra tokens:** any `token_*` key of `data/tokens.json` that research does not list gets the default avatar and Spine locations. - The non-token summons in that file (`enemy_9012_acloon` 炎佑, `char_605_cmedic`, `char_613_acmedc`) are found under `enemies` and `chars`. -- **Skill icons:** the default skill of every chess (`defaultSkillIndex`), plus each backup operator's `skillIndex`. That makes 144 icons. +- **Skill icons:** every skill index of every planned operator (the default one first; DESIGN §16 loadouts, the 自选 picks' three skills): 525 icons. - **UI:** - every group from `07-assets.json → autochessUi`: rarity, elite and chess-level sprites, the shop panel and cards, HUD, bond board, equip slot, round dialog, band choose, settlement, prepare backdrop; - `arts` (rarity stars, elite icons, the camp logos of pool nations, the loading illustrations used by the act2 modes, battle common sprites, act2 entry backdrops and season logo, item rarity frames); @@ -136,7 +138,7 @@ All paths are URL paths relative to the site root, for example `/assets/char/ava hash: 'a1b2c3d4e5f6', // content hash (cache busting) generator: 'tools/fetch-assets.mjs', stats: { files, bytes, chars, charsWithBack, enemies, enemiesWithSpine, tokens, tokensWithSpine, - spineModels, bonds, items, bands, skills, ui, sfxUnits }, + spineModels, bonds, items, bands, skills, modules, ui, sfxUnits }, chars: { [charId]: { avatar, avatarE2?, portrait, portraitE2?, spine: { front: Spine, back?: Spine } } }, enemies: { [enemyId]: { icon, spine?: Spine, spineAliasOf?: enemyId, spineLocal?: { group, skel, atlas, textures, …Spine } } }, @@ -148,6 +150,8 @@ All paths are URL paths relative to the site root, for example `/assets/char/ava bands: { [bandId]: url }, skills: { [iconId]: url }, // iconId = skill_table iconId ?? skillId skillsById: { [skillId]: iconId }, + modules: { [typeIcon]: url }, // module type icon (uniequip typeIcon, e.g. 'sol-x'): public/js/screens/loadout.js + // moduleIconOf after the local-client art ui: { ['group/key']: url }, // e.g. 'hudPanel/icon_hp', 'shopCard/frame_lv1', 'loading/loading_ac_core'; // 'emoticon/basic/pic_happy_battle', 'guide/autochess_home_1': the data/local-assets.json // group + name of the same picture (the client takes the local one first) diff --git a/docs/DATA.md b/docs/DATA.md index 9c1ec6a4..6f4f9038 100644 --- a/docs/DATA.md +++ b/docs/DATA.md @@ -501,8 +501,9 @@ Glyph legend (`rows`): `…_eagle1/3` stay listed (`sources:["display"]`, belong to S1/S3). With another skill selected (DESIGN §16) the talent follows that skill's eagle (`simdata loadoutRecord`; `variants[o].bySkill[i].sources`). 2. **DIY chess** (`chess_char_5_diy1/2`, `chess_char_6_diy1/2`, `_a` and `_b` = 8 records): no `charId`, no stats/skill; `visible:false`, - name placeholder `甄选干员`, not in the shop. Their picks and bond rule are in `backups.json diy` (§18); the gameplay - is not implemented yet. + name placeholder `甄选干员`, not in the shop. Their picks and bond rule are in `backups.json diy` (§18); a slot fights + only as a 自选 piece — a PlayerBattleInput entry with its `diy` pick (docs/SIM.md §12; shared/diy.js) — and a slot + without a legal pick fields nothing. The picker and the per-player shop are not implemented yet. 3. **Module-less chess**: 蒂比 (`chess_char_2_13`) and 凛御银灰 (`chess_char_5_14`) have no module; their golden record has `module:{id:null,active:false}` and no module stat bonus. 4. **Hidden chess (17)** are kept with `visible:false`; several operators exist in two tiers with one hidden @@ -562,14 +563,16 @@ Glyph legend (`rows`): `chess 266 (112 visible; 283 selectable skills over the visible chess, 184 module choices over 129 goldens; 74 PRESET / 55 NORMAL / 4 DIY base chess)`, `bonds 23`, `garrisons 249 (43 effect keys)`, `items 115`, `bands 40`, `effects 361`, `enemies 249`, `factions 67 entries`, `waves 38`, `stages 11 (8 active)`, `bosses 10`, `tokens 22`, `choice events 109`, -`bounty cards 129`, `tactic cards 43`, `backups: 17 stand-in units (43 forms), 4 DIY slots, 15 / 9 prototype picks (tier 5 / 6), 78 owned-6★ picks`. +`bounty cards 129`, `tactic cards 43`, `backups: 89 units (17 stand-ins, 72 owned-6★ picks; 259 forms), 38 自选 summons, 4 DIY slots, 15 / 9 prototype picks (tier 5 / 6), 72 owned-6★ picks (6 collab operators excluded)`. ## 17. Integrity guarantees (checked by the builder and `test/data.test.js`) Every PRESET chess is its own backup and the stand-in builder gives it back field for field (§18); every NORMAL chess (both forms) composes into its stand-in with an unlocked backup skill and, on the elite form, its module at that level; -every DIY prototype pick has a form for both slot statuses; derived DIY bonds exist (`test/backups.test.js` also -re-derives the backup fields, the stand-in numbers and the faction ids from the raw tables). +every DIY prototype pick has a form for both slot statuses and its locked skill / module there; every owned pick has +both slot forms with its three skills, every module of the character at the elite's stage and a `tokens` variant per +summon; derived DIY bonds exist; no 自选 summon id is a tokens.json record (`test/backups.test.js` also re-derives the +backup fields, the stand-in numbers, the owned pool and the faction ids from the raw tables). Chess bonds/garrisons/tokens/base/golden ids resolve; talent tokens are in `chess.tokens`; every non-DIY chess has `skills[]` with exactly one default equal to `skill` (and every skill token listed in `chess.tokens`); golden module choices are consistent (one default iff `module.active`, base fields present; composing the default reproduces the @@ -589,15 +592,16 @@ included) × allowed entry, and `test/sim/pathing-crosscheck.test.js` re-impleme whole map for every walkable tile of the normal / 联防 / boss fields of the 8 stages (extended by the road-over-floor preference; against the pure official algorithm: identical route lengths, never more non-blockable tiles crossed). -## 18. `backups.json` — 补位 stand-ins and 自选 (DIY) data — `{ units, diy }` +## 18. `backups.json` — 补位 stand-ins and 自选 (DIY) data — `{ units, tokens, diy }` The data of two official features: **补位** — a NORMAL chess whose operator the player does not own is fielded as its official stand-in (原型干员); played since 0.2.0: the player marks operators as not owned on the 干员持有 tab (`room.ownership { notOwned }`, DESIGN 0.2.0 draft, docs/PLAYING.md §3), the match fields those chess with `standIn: true` — and **自选编队** — two tier-5 and two tier-6 DIY slots, each filled with a 6★ the player owns or a -prototype (gameplay not implemented yet). Built by `tools/build-data.mjs buildBackups`; -`shared/standIn.js` composes it into chess-shaped records. The rules in the data (activity_table act2autochess -`charShopChessDatas`; PRTS 卫戍协议, 卫戍协议:盟约 下半/PRTS盟约记录): +prototype. Built by `tools/build-data.mjs buildBackups`; `shared/standIn.js` composes it into chess-shaped records, +`shared/diy.js` adds the 自选 rules on top. The sim fields both (docs/SIM.md §12); the 自选 picker and per-player shop +come later. The rules in the data (activity_table act2autochess `charShopChessDatas`; PRTS 卫戍协议, 卫戍协议:盟约 +下半/PRTS盟约记录): - PRESET (74, 特许干员) always fields the real operator (`backup.charId` = itself); NORMAL (55) names one of 17 stand-ins — the 4★ 预备干员 `char_600–607`, the 6★ `char_608–615` and 领主·Sharp `char_617` (the "其它分支"); DIY (4) has none. @@ -606,21 +610,22 @@ prototype (gameplay not implemented yet). Built by `tools/build-data.mjs buildBa character takes S2 on one chess and S3 on another), module `backup.uniEquipId` (null at tiers 3–4 and for every 4★, so even their elite form has none) and potential 0 (`potRank` 0 on all 55). -`units[charId]` — the 17 stand-ins (no unit for a PRESET or DIY chess): +`units[charId]` — first the 17 stand-ins, then the 72 owned-6★ 自选 picks (`diy.ownedPool`); no unit for a PRESET or DIY +chess: | Field | Example (`char_611_acnipe`) | Meaning | |---|---|---| -| `charId`, `name`, `appellation`, `rarity`, `profession`, `subProfessionId`, `subProfessionName`, `position`, `nationId`, `isNotObtainable` | `"char_611_acnipe"`, `"Stormeye"`, `"Stormeye"`, `6`, `"SNIPER"`, `"fastshot"`, `"速射手"`, `"RANGED"`, `null`, `true` | as on a chess record | -| `assets` | `{"avatar":"char_611_acnipe","avatarGolden":"char_611_acnipe","portrait":"char_611_acnipe_1","portraitGolden":"char_611_acnipe_1","spine":"char_611_acnipe","subProfIcon":"sub_fastshot_icon"}` | art ids (URLs in `data/assets.json`, which already carries all 17); the elite form takes the E2 art when it exists — only 领主·Sharp has it | +| `charId`, `name`, `appellation`, `rarity`, `profession`, `subProfessionId`, `subProfessionName`, `position`, `nationId`, `isNotObtainable` | `"char_611_acnipe"`, `"Stormeye"`, `"Stormeye"`, `6`, `"SNIPER"`, `"fastshot"`, `"速射手"`, `"RANGED"`, `null`, `true` | as on a chess record (`isNotObtainable` false for the owned picks) | +| `assets` | `{"avatar":"char_611_acnipe","avatarGolden":"char_611_acnipe","portrait":"char_611_acnipe_1","portraitGolden":"char_611_acnipe_1","spine":"char_611_acnipe","subProfIcon":"sub_fastshot_icon"}` | art ids (URLs in `data/assets.json`, which carries all 89 — the owned picks since 0.2.0, ASSETS.md); the elite form takes the E2 art when it exists — of the stand-ins only 领主·Sharp has it, every owned pick does | | `moduleNames` | `{"uniequip_001_acnipe":{"name":"Stormeye证章","typeName":"ORIGINAL"},"uniequip_002_acnipe":{"name":"Stormeye证章","typeName":"MAR-X"}}` | every module of the character (a composed record names its module on the normal form too) | -| `standsIn[]` | `["chess_char_3_21_a","chess_char_4_02_a","chess_char_5_18_a","chess_char_5_22_a","chess_char_6_01_a","chess_char_6_05_a"]` | the NORMAL base chess it replaces | -| `forms[statusKey]` | keys `"2/1/4/0"`, `"2/60/7/1"`, `"2/60/7/3"` | the character at every status it fights at — of the chess it stands in for and of the DIY slots it may fill (`statusKey(status)` = `phase/level/skillLevel/equipLevel`): 3 forms per 6★, 2 per 4★ | +| `standsIn[]` | `["chess_char_3_21_a","chess_char_4_02_a","chess_char_5_18_a","chess_char_5_22_a","chess_char_6_01_a","chess_char_6_05_a"]` | the NORMAL base chess it replaces (`[]` for an owned pick) | +| `forms[statusKey]` | keys `"2/1/4/0"`, `"2/60/7/1"`, `"2/60/7/3"` | the character at every status it fights at — of the chess it stands in for and of the DIY slots it may fill (`statusKey(status)` = `phase/level/skillLevel/equipLevel`): 3 forms per 6★ (an owned pick: exactly the three DIY slot statuses — E2 Lv1 skill rank 4 without a module, E2 Lv60 rank 7 with every module at stage 1 and at stage 3), 2 per 4★ | A **form** holds the operator fields of a chess record with **nothing selected**: `status`; `stats`, `trait`, `talents` **without** a module; `immunities`, `rangeId`, `rangeGrid`, `dmgType`, `attackKind`, `projectile`, `canHitFly`, `targetPriority`; `skills[]` — every skill unlocked at the status, at its skill level, `trigger` resolved per skill, no -`isDefault`; `displayTokens` / `tokens` (summons — none of the 17 has one); at `equipLevel > 0` `modules[]` (§2.2 shape -without `isDefault`). `buildUnitForm` uses buildChess's helpers and rules, and the build fails when `buildUnitForm` + +`isDefault`; `displayTokens` / `tokens` (summons — none of the 17 stand-ins has one; 27 of the owned picks do, their +records in `tokens` below); at `equipLevel > 0` `modules[]` (§2.2 shape without `isDefault`). `buildUnitForm` uses buildChess's helpers and rules, and the build fails when `buildUnitForm` + `composeUnitRecord` do not give back every PRESET chess field for field (each is its own backup), so a later change to buildChess that the stand-ins would miss stops the build. The chess trigger deviations (§2.2, DESIGN §21.29) name chess and never apply to a form; the 重装 stand-ins have their own, by charId (`tools/build-data.mjs STANDIN_TRIGGER_DEVIATIONS`, @@ -643,8 +648,19 @@ the player's own field, 联防 and the boss fields alike) is fielded as `getChes §12: this record, normalised), and its kit is found by its `charId` (`server/sim/content/index.js kitOf`; kits/README.md "Stand-in kits") — never by the chess id it keeps, which names the replaced operator's kit. The client composes the same record (`public/js/ui/gameLogic/standIn.js standInOf`, the renderer's `data.standIn`) for the cards' -「替补:X」 badge, the board model and the detail card. `diyRecord(slot, charId, backups, { skillIndex, moduleId })` fills a DIY slot with a prototype (the slot's -tier and price, no 特质, the pick's derived bonds); which skill a prototype carries in a slot is not in the data. +「替补:X」 badge, the board model and the detail card. +A 自选 piece is composed by `shared/diy.js`: +`checkDiyPick(slotId, pick, data)` checks one pick `{ charId, skillIndex?, uniEquipId? }` against a slot (a pick of the +slot's tier; a prototype takes its `diy.locked` selection, another skill is refused; an owned pick names one of its three +skills and optionally a module of its elite form at the slot's stage), `diyRecord(slotId, pick, { elite, data })` / +`diyRecordOf(slot, pick, data)` give the record — the slot's identity (tier, price, merge, status; no 特质), the pick's +derived bonds, the operator's form at the slot's status with that skill and module (active on the elite only), plus +`diyFor` = the slot's base id —, `diyPool(tier, { data, kitted })` the legal picks of a tier (prototypes, then the owned +pool; with `kitted`, only operators with a kit: server/sim/content/kits/index.js `KITTED_CHARS`) and +`validateDiyPicks(picks, { data, kitted })` a roster (a prototype may fill a tier-5 and a tier-6 slot, an owned operator +one slot, the picks of a tier differ). **In battle** a PlayerBattleInput entry of a DIY slot carries `diy` (the pick) and +is fielded as `getChess(slotId, { diy })` (docs/SIM.md §12); its kit is `KITS[charId]` (kits/README.md "How to add an +operator (自选)"). (`shared/standIn.js diyRecord(slot, charId, backups, sel)` is the older prototype-only form.) `diy`: @@ -652,9 +668,18 @@ tier and price, no 特质, the pick's derived bonds); which skill a prototype ca |---|---|---| | `slots[slotId]` | `{"tier":5,"goldenId":"chess_char_5_diy1_b","shopLevel":5,"requirement":"TIER_6"}` | the four DIY chess `chess_char_5_diy1/2_a`, `chess_char_6_diy1/2_a` (chess.json: price 4, sell 1, `diyRequirement`, empty `bonds` / `garrisonIds`); `shopLevel` = the 调度中心 level whose `shopLevelDisplayDataDict.charChessDiySlotIdList` lists the slot | | `prototypes[tier]` | `{"5":[…15],"6":[…9]}` | the legal prototype picks: the nine 6★ at both tiers, at tier 5 also the six 4★ that are not 先锋 / 特种 ("第5阶可额外从6名四星原型干员(先锋、特种职业除外)中选取"; `DIY_EXTRA_PROTOTYPES`). A prototype may fill a tier-5 and a tier-6 slot ("原型干员可于5、6阶之间重复选取") | -| `ownedPool[]` | 78 charIds | the owned 6★ a player may slot: obtainable, rarity = the requirement, and no chess names it — hidden chess included ("不可甄选加入已在名单中的固定干员"); each at most once per roster ("玩家已拥有干员不可重复选取"). The data does not exclude collab operators | +| `locked[tier][charId]` | `{"skillIndex":2,"uniEquipId":"uniequip_002_acguad","from":["chess_char_5_06_a","chess_char_5_13_a"]}` | the skill and module a prototype carries in a slot of that tier — "技能携带规则与系统补位时一致" (PRTS 卫戍协议), read as [ASSUMED] (the owner's decision of 2026-10-05) the selection of its 补位 rows at that tier (`from`): the eight 6★ elites S3 with their own module, 领主·Sharp S1, the reserves S3 without a module; 预备干员-医疗 has no tier-5 row: S3 by analogy (`from` `[]`, `DIY_PROTOTYPE_FALLBACK_SKILL`) | +| `ownedPool[]` | 72 charIds | the owned 6★ a player may slot: obtainable, rarity = the requirement, and no chess names it — hidden chess included ("不可甄选加入已在名单中的固定干员"); each at most once per roster ("玩家已拥有干员不可重复选取"). Not the collab operators (`excluded`) | +| `excluded[]` | `["char_456_ash","char_1029_yato2","char_4123_ela","char_4141_marcil","char_4182_oblvns","char_4217_makoto"]` | the 6 obtainable 6★ outside the pool whose `mainPower` / `subPower` team is a collab (`DIY_EXCLUDED_TEAMS`: rainbow, action4, mujica, sees, laios — 灰烬, 麒麟R夜刀, 艾拉, 玛露西尔, 丰川祥子, 结城理): left out of the data and the pool by the owner's decision of 2026-10-05 (copyright); the excel does not exclude them | | `operators[charId]` | `{"name":"煌","rarity":6,"profession":"WARRIOR","subProfessionId":"centurion","obtainable":true,"powers":["rhodes","elite","yan","victoria"],"bonds":["yanShip","victoriaShip"]}` | every pick (owned pool + prototypes): `powers` = the `nationId` / `groupId` / `teamId` of `mainPower` and of every `subPower` (隐藏势力); `bonds` = the core bonds whose `powerIdList` meets them — one or several — else `economy.fallbackBondId` 协防干员 ("甄选加入的干员会根据其实际阵营所属分配核心盟约,若没有可匹配的则改为分配协防干员盟约"); every prototype gets `["emptyShip"]` | +`tokens[tokenId]` — the summons of the owned picks (38 tokens of 27 operators): a tokens.json record (§14: name, text, +`placeable`, `ownerRange`, `abnormal`, `assets`) whose `variants` are keyed by the owner FORM `@` +(`owners` = those keys; shared/diy.js `diyTokenOwner`) instead of a chess id — a DIY piece is a slot, and two players may +fill one slot with different operators. A variant is the token at the owner's status for its first skill and no module, +`bySkill[i]` the token skill / count / sources under each other skill, `byModule[id]` each module's token attributes, +trait and talents (`tools/build-data.mjs buildDiyTokens`); simdata `getToken` merges them with the pick as the owner's +loadout. No id is also a tokens.json record. + Not in this data (the gameplay workstreams): a player's ownership roster, 助战 borrows (`borrowCount` 20), DIY stock, the -owned-operator training bonus (`prepareStateDict`), forms and kits of owned 6★ picks (the same `buildUnitForm` builds -them once kits exist). +owned-operator training bonus (`prepareStateDict`), potential (0 for every 自选 pick, [ASSUMED]: no account). diff --git a/docs/DESIGN.md b/docs/DESIGN.md index 66980d22..b42525a4 100644 --- a/docs/DESIGN.md +++ b/docs/DESIGN.md @@ -21,7 +21,7 @@ In scope: - Rendering with the real Spine battle chibis (PixiJS 7 + pixi-spine 4), procedural tiles, VFX, damage numbers, real BGM/SFX, emotes, broadcast ticker. - Reconnect, AI take-over of disconnected players, robust validation of every client intent. -Out of scope v1: matchmaking queue, training/tutorial, DIY (甄选) slots (the 4 DIY chess are removed from the pool), trophies/progression persistence, reporting. +Out of scope v1: matchmaking queue, training/tutorial, DIY (甄选) slots (the 4 DIY chess are removed from the pool — 0.2.0 adds their data and battle side: DATA.md §18, shared/diy.js), trophies/progression persistence, reporting. --- diff --git a/docs/SIM.md b/docs/SIM.md index 8ed50bce..67b576a8 100644 --- a/docs/SIM.md +++ b/docs/SIM.md @@ -887,6 +887,11 @@ true })`, §12): the def keeps the chess's ids, so `content/index.js kitOf` look stand-in's own, `kits/ops/standin-.js` registered under that charId (kits/README.md "Stand-in kits") — never by the chess id, which names the replaced operator's kit. A stand-in has no default skill: its kit authors each skill in `skills` (`skill` is ignored); without a kit it gets the generic kit plus `genericTalents(def)` (§7.4). +自选 pieces (DATA.md §18; a PlayerBattleInput entry of a DIY slot with `diy: { charId, skillIndex, uniEquipId }` ⇒ the def +of `getChess(slotId, { diy })`, §12) take their kit the same way, `KITS[def.charId]` only (`content/index.js isDiyDef`): an +owned 6★'s `kits/ops/op-.js` (kits/index.js `OPERATOR_KIT_FILES`, kits/README.md "How to add an operator +(自选)"), a prototype's stand-in kit, a 预备干员's generic kit; no default skill either (the pick chooses any of the +three). `KITTED_CHARS` lists who has one — shared/diy.js offers no other pick. Operator loadouts (DESIGN §16): the unit's def is `getChess(chessId, { skillIndex, moduleId })` of its PlayerBattleInput entry (no loadout fields = the default). The skill spec is `kit.skills[selectedSkillId]` when authored, else `kit.skill` only when the selected skill is the default one, else the GENERIC spec of the selected skill (its generic install is @@ -1211,7 +1216,7 @@ Unknown subprofessions fall back to the profession default (test `professions.te `['fx', kind, x, y, extra]` (`hitCap` `{ id, n }`: a leader's hit cancelled by 限伤 — the renderer draws nothing; `extra.form` = the unit's model form from then on — an enemy's `content/enemies/helpers.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?, standInFor? }` (`standInFor`: a 补位 stand-in's replaced operator charId — `spine` / `avatar` / `name` are the stand-in's, DATA.md §18; the prep scouting units of `Match.prepFieldMeta` carry it too: a board piece with the stand-in's art, a held one with the chess's own; `skillIndex`: an ally's equipped skill, DESIGN §16; `form`: the unit's current model form — `content/enemies/helpers.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) +- `UnitInfo = { id, kind, side, ownerId, defId, name, tier, golden, spine, avatar, x, y, facing, dir, maxHp, motion?, boss?, uid?, form?, skillIndex?, moduleId?, items?, standInFor?, diy? }` (`standInFor`: a 补位 stand-in's replaced operator charId — `spine` / `avatar` / `name` are the stand-in's, DATA.md §18; the prep scouting units of `Match.prepFieldMeta` carry it too: a board piece with the stand-in's art, a held one with the chess's own; `diy`: a 自选 piece's pick `{ charId, skillIndex, uniEquipId }` — `defId` is its slot, `spine` / `avatar` / `name` the operator's; `skillIndex`: an ally's equipped skill, DESIGN §16; `form`: the unit's current model form — `content/enemies/helpers.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 and not within 3 s of a block's end) or an ally's 迷彩 — skill 16, shield 32, invuln 64, cold 128, sleep 256, flying 512); @@ -1250,7 +1255,10 @@ or `players`; `enemies: `timeLimit`; `content` (`'full'|'generic'|'none'`); `kits` (inject `{ baseId: kitFn }`; a stand-in's by its charId); a unit's `standIn: true` fields a NORMAL chess as its 补位 stand-in (the production path, the chess's backup skill / module; `_a` = normal, `_b` = elite), `standIn: { skillIndex?, moduleId? }` another skill / module of it (the composed record `standInRec(chessId, -sel)` replaces that chess's record for the battle; kits/README.md "How to test a stand-in kit"); `defs: { chess, enemies, tokens }` +sel)` replaces that chess's record for the battle; kits/README.md "How to test a stand-in kit"); a unit `{ diy: { slot, +charId, skillIndex?, uniEquipId? }, elite?, row, col }` fields a 自选 piece the production way (`slot` = a DIY slot's base +id or its tier 5 / 6, `elite` = its `_b` form; `getChess(slotId, { diy })`, kits/README.md "How to add an operator +(自选)"); `defs: { chess, enemies, tokens }` (extra/override records; build them with `chessRec({...})` / `enemyRec({...})`); `bonds`, `bandId`, `playerEffects`, `flags`, `sharedBoss`, `setup(battle)`, `hooks` (names to capture; `captureNoisy` to keep tick/hit/damaged/heal/spGain/ attack contexts), `autoFinish` (default: true when enemies are scheduled). @@ -1309,6 +1317,17 @@ the replaced operator's, `loadout` the backup selection (`standIn: true`); its s ("对于补位干员其技能不可更改", shared/standIn.js). A PRESET / DIY chess or a source without backups (a browser that did not fetch backups.json) gives the chess's own def. A PlayerBattleInput entry carries it as `standIn: true` (spec.js keeps nothing else); the per-battle view maps id-only lookups of that chess id to the stand-in. +自选 (DATA.md §18): `getChess(slotId, { diy })` = `getDiy(slotId, pick)` — shared/diy.js `diyRecordOf` of the DIY slot +record (`_a` normal, `_b` elite) with the pick over this source, normalised: `id` / `baseId` / `golden` / `tier` of the +slot, `bonds` the pick's derived ones, `raw.garrisonIds` `[]` (no 特质), every combat field of the operator at the slot's +status with the pick's skill and module (a prototype's locked ones), `charId` the operator's, `diyFor` the slot's base +id, `loadout` the selection with `diy` = the checked pick `{ charId, skillIndex, uniEquipId }`, `tokenOwner` = +`@`; null for an illegal pick (shared/diy.js `checkDiyPick`); cached per (id, pick). Its summons: +`getToken(id, slotId, def.loadout)` reads `rawBackups().tokens[id].variants[tokenOwner]` with `bySkill[skillIndex]` / +`byModule[uniEquipId]` merged (`getDiyToken`); `rawToken(id)` falls back to `backups.tokens`, and content/tokens.js / +`Battle.producesToken` key a 自选 owner's variant by `def.tokenOwner`. A PlayerBattleInput entry carries the pick as +`diy` (spec.js keeps `charId` / `skillIndex` / `uniEquipId` when well-formed); Battle fields a DIY slot only with a legal +pick (none ⇒ no unit), and each unit resolves its own pick — two players filling one slot id differently are exact. Assumptions taken here (documented choices): element burst numbers for necrosis/apoptosis; unspawned enemies at timeout are dropped (not leaks); geek drain is non-lethal; tactician reinforcement stats; displacement is instantaneous (the official 失衡 slide over ≈ 0.4–1.2 s is not modelled — only its distance, `push` / `pull`); pushes PRTS does not classify use the 弹道 distance column (`PUSH_TILES`); diff --git a/server/sim/battle/players.js b/server/sim/battle/players.js index dec37825..04b73486 100644 --- a/server/sim/battle/players.js +++ b/server/sim/battle/players.js @@ -103,11 +103,15 @@ export class BattlePlayers { } // the unit's own loadout (DESIGN §16): an entry without loadout fields is the DEFAULT — never another player's // choice for the same chess id in a multi-player field (the per-battle data view maps id-only lookups); `standIn: - // true` fields the chess as its 补位 stand-in (simdata getStandIn: the stand-in's body, the chess's identity) + // true` fields the chess as its 补位 stand-in (simdata getStandIn: the stand-in's body, the chess's identity); `diy` + // fills a 自选 slot with its pick (simdata getDiy: the slot's identity, the operator's body, skill and module) const lo = { skillIndex: inp.skillIndex ?? null, moduleId: inp.moduleId ?? null }; if (inp.standIn === true) lo.standIn = true; + if (inp.diy && typeof inp.diy === 'object') lo.diy = inp.diy; const def = this.data.getChess(inp.chessId, lo); - if (!def) { this.log(`unknown chess ${inp.chessId}`); return null; } + if (!def) { this.log(`unknown chess ${inp.chessId}${lo.diy ? ' (illegal 自选 pick)' : ''}`); return null; } + // a DIY slot has no body of its own (甄选干员): it fights only as a 自选 piece (its `diy` pick) + if (def.raw?.isDiy && !def.diyFor) { this.log(`自选 slot ${inp.chessId} without a pick`); return null; } const u = this._makeAlly(ps, def, 'op', r, c, { uid: inp.uid, dir }); u.items = [...(inp.items ?? [])]; u.carry = inp.carryState ?? null; diff --git a/server/sim/battle/summons.js b/server/sim/battle/summons.js index 2f1acca4..e5547f51 100644 --- a/server/sim/battle/summons.js +++ b/server/sim/battle/summons.js @@ -31,7 +31,7 @@ export class BattleSummons { const src = d && Array.isArray(d.sources) ? d.sources : null; if (!src || src.includes('skill') || src.includes('talent')) return true; const vs = this.data.rawToken?.(tokenId)?.variants; - const id = String(owner.defId ?? ''); + const id = String(owner.def?.tokenOwner ?? owner.defId ?? ''); // a 自选 piece's variants are keyed by its owner form return !(vs && typeof vs === 'object' && (vs[id] || vs[id.replace(/_b$/, '_a')])); } diff --git a/server/sim/content/index.js b/server/sim/content/index.js index 84570020..42873676 100644 --- a/server/sim/content/index.js +++ b/server/sim/content/index.js @@ -11,6 +11,9 @@ // kits[def.charId] (the stand-in's own, kits/ops/standin-.js), never the chess id's — that is the replaced // operator's kit; without one, the generic kit plus the talents it can apply exactly (generic.js genericTalents). // A stand-in has no default skill: its kit authors every skill it supports in `skills` (selectSkillSpec). +// 自选 pieces (isDiyDef: the def of simdata getDiy — a DIY slot's ids, the picked operator's body) take their kit the +// same way: kits[def.charId] (an owned 6★'s kits/ops/op-.js, a prototype's standin-.js), else the +// generic kit plus genericTalents; no default skill either (the pick chooses any of the three). // Operator loadouts (DESIGN §16): the def is resolved for the unit's selected skill / module (simdata getChess), so // the kit receives `chess.skill` = the SELECTED skill record and `bb` = its blackboard (talents / trait / module of // the selected module). Kit contract (backward compatible): `{ skill?, skills?: { [skillId]: SkillSpec }, talents, @@ -60,21 +63,33 @@ export function isStandInDef(def) { } /** - * The kit builder of an operator def in `reg` ({ [key]: (bb, chess, def) => Kit }), or undefined. A stand-in's kit is - * keyed by its charId (`char_609_acguad`) and by nothing else: the chess id it keeps names the replaced operator's kit. - * Any other def: baseId (`…_a`, data/SIM.md), the exact id, or the suffix-less id of DESIGN §5.6's example. + * Whether `def` is a 自选 piece: a DIY slot fielded with a picked operator's body (simdata getDiy — `diyFor` = the slot's + * base id, `charId` = the operator's). + */ +export function isDiyDef(def) { + return !!(def && def.diyFor && def.charId); +} + +/** A def whose body is another character than its chess id names (补位 stand-in, 自选 piece): its kit is keyed by charId. */ +const isOtherBody = (def) => isStandInDef(def) || isDiyDef(def); + +/** + * The kit builder of an operator def in `reg` ({ [key]: (bb, chess, def) => Kit }), or undefined. A stand-in's and a + * 自选 piece's kit is keyed by its charId (`char_609_acguad`, `char_112_siege`) and by nothing else: the chess id it keeps + * names the replaced operator's kit (a DIY slot has none). Any other def: baseId (`…_a`, data/SIM.md), the exact id, or + * the suffix-less id of DESIGN §5.6's example. */ export function kitOf(def, reg) { if (!def || !reg) return undefined; - if (isStandInDef(def)) return Object.prototype.hasOwnProperty.call(reg, def.charId) ? reg[def.charId] : undefined; + if (isOtherBody(def)) return Object.prototype.hasOwnProperty.call(reg, def.charId) ? reg[def.charId] : undefined; const bare = String(def.baseId ?? def.id ?? '').replace(/_[ab]$/, ''); return reg[def.baseId] ?? reg[def.id] ?? reg[bare]; } -/** The generic kit of an operator def; a stand-in's also carries the talents generic.js can apply exactly. */ +/** The generic kit of an operator def; a stand-in's / 自选 piece's also carries the talents generic.js can apply exactly. */ function fallbackKit(bb, raw, def) { const k = genericKit(bb, raw, def); - if (!isStandInDef(def)) return k; + if (!isOtherBody(def)) return k; const talents = genericTalents(def); return talents.length ? { ...k, talents: [...(k.talents ?? []), ...talents] } : k; } @@ -102,7 +117,7 @@ export function setupUnitKit(battle, unit, mode = 'full') { const k = f(bb, raw, def); if (k) return selectSkillSpec(k, bb, raw, def); } catch (e) { - battle._handlerError(`kit:${isStandInDef(def) ? def.charId : def.baseId}`, unit, e); + battle._handlerError(`kit:${isOtherBody(def) ? def.charId : def.baseId}`, unit, e); } } } @@ -120,15 +135,18 @@ function inputEntry(unit) { /** * The loadout `{ skillIndex, moduleId }` a unit's PlayerBattleInput entry gives; an entry without loadout fields means * the DEFAULT loadout (`{}`), never "whatever the data view maps this chess id to" (another player's choice in a - * multi-player field). `standIn: true` rides along (补位: the stand-in def whatever the skill / module fields say). - * Null when the unit has no input entry. + * multi-player field). `standIn: true` rides along (补位: the stand-in def whatever the skill / module fields say), as + * does `diy` (自选: the pick of a DIY slot's piece). Null when the unit has no input entry. */ function inputLoadout(unit) { const x = inputEntry(unit); if (!x) return null; - const standIn = x.standIn === true ? { standIn: true } : null; - if (x.skillIndex == null && x.moduleId == null) return standIn ?? {}; - return { skillIndex: x.skillIndex ?? null, moduleId: x.moduleId ?? null, ...standIn }; + const extra = { + ...(x.standIn === true ? { standIn: true } : null), + ...(x.diy && typeof x.diy === 'object' ? { diy: x.diy } : null), + }; + if (x.skillIndex == null && x.moduleId == null) return extra; + return { skillIndex: x.skillIndex ?? null, moduleId: x.moduleId ?? null, ...extra }; } /** Put a def on a not-yet-deployed ally (the fields Battle._makeAlly takes from the def). */ @@ -179,9 +197,10 @@ const selectedSkillId = (def) => def?.skill?.id ?? def?.raw?.skill?.skillId ?? n /** * True when the def's selected skill is the chess's default skill (no loadout info ⇒ default). Never for a stand-in: - * the skill it fields is the one its chess names (S2 on one chess, S3 on another), so its kit authors each in `skills`. + * the skill it fields is the one its chess names (S2 on one chess, S3 on another), so its kit authors each in `skills`; + * nor for a 自选 piece (the pick chooses any of its skills). */ -const skillIsDefault = (def) => !isStandInDef(def) && (!def?.loadout || def.loadout.skillIsDefault !== false); +const skillIsDefault = (def) => !isOtherBody(def) && (!def?.loadout || def.loadout.skillIsDefault !== false); /** * The kit with the skill spec of the SELECTED skill (see header): `kit.skills[id]` → `kit.skill` (default skill only; diff --git a/server/sim/content/kits/README.md b/server/sim/content/kits/README.md index a5aadf86..edf85146 100644 --- a/server/sim/content/kits/README.md +++ b/server/sim/content/kits/README.md @@ -9,17 +9,18 @@ operators, the self-select 6★ operators, contributions from GitHub issue #136 | path | what | |---|---| -| `index.js` | the registry: `KIT_FILES` lists every kit file, grouped by tier, and `STANDIN_KIT_FILES` the 补位 stand-in kits; `KITS` (base chess id → kit builder, then stand-in charId → kit builder), `TIER_KITS` (one registry per tier group) and `STANDIN_KITS` are built from them | +| `index.js` | the registry: `KIT_FILES` lists every kit file, grouped by tier, `STANDIN_KIT_FILES` the 补位 stand-in kits and `OPERATOR_KIT_FILES` the 自选 operator kits; `KITS` (base chess id → kit builder, then stand-in charId → kit builder, then operator charId → kit builder), `TIER_KITS` (one registry per tier group), `STANDIN_KITS`, `OPERATOR_KITS` and `KITTED_CHARS` (who a 自选 slot may field) are built from them | | `ops/-.js` | one kit per file, with the helpers and constants only that kit uses | | `ops/standin-.js` | one 补位 stand-in kit per file (below: "Stand-in kits") | +| `ops/op-.js` | one 自选 operator kit per file (below: "How to add an operator (自选)") | | `shared/tier1.js` | the general kit helpers (blackboard readers, unit predicates, hit hooks, area queries, buffs, zones, free tiles, skill records) and the notes of the tier-1 kits | | `shared/tier2.js` … `tier6.js` | helpers two or more kits of that tier use, and that tier's notes (conventions, simplifications, fx kinds) | | `tier1.js` … `tier6.js` | re-export shims for the old import paths; removed after the 0.2.0 refactor | `content/index.js` takes `KITS` from `index.js`: a unit's kit is `KITS[def.baseId]` (also the exact or the suffix-less id), else the generic kit built from the skill blackboard (`content/generic.js`, docs/SIM.md §7.4). A 补位 stand-in's -kit is `KITS[def.charId]` and nothing else (`content/index.js kitOf`): it keeps the chess's ids, which name the replaced -operator's kit. +and a 自选 piece's kit is `KITS[def.charId]` and nothing else (`content/index.js kitOf`): it keeps the chess's (the DIY +slot's) ids, which name the replaced operator's kit (a slot has none). ## Naming @@ -135,6 +136,75 @@ every active backup skill is cast). - `node --test test/content/kits_layout.test.js` checks the file name, the key (a charId of data/backups.json `units`) and the registry entry. +## How to add an operator (自选) + +The 自选 (self-select) slots — two at tier 5, two at tier 6 — field a 6★ the player owns that is not in the chess pool, +or a prototype (DATA.md §18, `shared/diy.js`). The prototypes run their stand-in kits, the 4★ 预备干员 the generic kit; +an owned 6★ can be picked only once it has a kit of its own: one file per operator, the same rules as every kit above. +Contributions are welcome — one operator per pull request is easiest to review. + +**Who.** The owned-6★ picks are `data/backups.json diy.ownedPool` (72 operators; the collab operators are not included, +the owner's decision of 2026-10-05). The ones still without a kit: + +```sh +node --input-type=module -e "import { readFileSync } from 'node:fs'; import { KITTED_CHARS } from './server/sim/content/kits/index.js'; +const b = JSON.parse(readFileSync('data/backups.json', 'utf8')); for (const id of b.diy.ownedPool) if (!KITTED_CHARS.includes(id)) console.log(id, b.units[id].name);" +``` + +**The data is already built** — `data/backups.json units[charId]` (no chess record exists for these operators): +- `forms['2/1/4/0']` = the normal form (E2 Lv1, skills at rank 4, no module), `forms['2/60/7/1']` = the tier-5 elite (E2 + Lv60, rank 7, modules at stage 1), `forms['2/60/7/3']` = the tier-6 elite (modules at stage 3). Each holds `stats`, + `rangeGrid`, `trait`, `talents` (no module), all three `skills` (blackboard `bb`, SP data, `rangeGrid`, the resolved + auto-cast `trigger`) and on the elites `modules[]` (`attr`, `traitOverride`, `talentChanges` — the official module + parts at that stage). +- `tokens[tokenId]` = its summons, per owner form (`variants['@']`, with `bySkill` / `byModule`). +- Verify the numbers against the official tables (`.cache/gamedata/excel`) and PRTS like any kit. If the data itself is + wrong or lacks something — a trigger deviation, a summon's abnormal effect — fix `tools/build-data.mjs` + (`STANDIN_TRIGGER_DEVIATIONS` is keyed by charId and applies to these units too; `TOKEN_ABNORMAL`), rebuild with + `node tools/build-data.mjs --offline` and check with a JSON compare that only the intended data changed. + +**File and registration.** +1. `ops/op-.js`, the code name being the charId without `char__` (`op-siege.js` = 推进之王, + `char_112_siege`); the Chinese name in the first line. +2. The default export has exactly one key, the charId: `export default { char_112_siege: (bb, chess, def) => Kit }`. +3. Append the file name to `OPERATOR_KIT_FILES` in `index.js`. The operator becomes a legal pick (`KITTED_CHARS`; + `shared/diy.js diyPool` / `validateDiyPicks` with `kitted`) — never register it under a chess or slot id. +4. `node --test test/content/kits_layout.test.js` checks the name, the key (an owned pick), the registry and that every + skill of every form is authored under `skills`. + +**The kit contract** (as for a stand-in): `bb` = the blackboard of the picked skill at the slot's rank; `chess` = the +composed record (`shared/diy.js diyRecordOf`): `skills` (all three at that rank), `talents` with the picked module's +changes, `trait` (the module's override), `module` (`{ id, level: 1 | 3, active }` — active on the elite only), and on an +elite with a module stage `statsBase` / `traitBase` / `talentsBase` / `modules[]` (a module talent that adds to a base +talent: read the base from `talentsBase` and the module's own part from the module's `talentChanges`, as `op-siege.js` +万兽之王); `def.tier` (5 / 6), `def.golden`, `def.charId`, `def.diyFor` (the slot). There is **no default skill**: the +pick chooses any of the three, so write every skill under `skills: { [skillId]: SkillSpec }` (`skill` is ignored); +`talents`, `trait` and `install` apply under every skill. Read every number from `chess` / `bb` — the same file serves +both tiers, both forms and both module stages. A 自选 piece has no 特质 and its bonds come from its factions: neither is +the kit's business. Summons: `battle.tokenDef(tokenId, unit)` / `battle.spawnToken(unit, …)` resolve the variant of the +pick (the hand pieces of 自选 summons come with the per-player shop). Potential is 0 [ASSUMED: no account]. + +**The fidelity rule and the checklist** above apply item by item: every skill at rank 4 and 7, every talent, every +module at stages 1 and 3 (trait override, talent changes, stats), the range while a skill runs, the auto-cast trigger +(the data's; the owner's rules of checklist item 5 — an AUTO skill acting on nobody fires at full SP), anti-air and +targetability, damage typing, summons, statuses. Mark what no source settles `[ASSUMED]` in the comment and the pull +request. + +**Tests** — `test/content/op_.test.js`, the pattern of `test/content/op_siege.test.js`: +- field the operator the production way: `makeBattle({ units: [{ diy: { slot: 5, charId: 'char_112_siege', + skillIndex: 2, uniEquipId: 'uniequip_002_siege' }, elite: true, row: 10, col: 5 }] })` — `slot` = a DIY slot id or its + tier (5 / 6 ⇒ that tier's first slot), `elite` = the `_b` form, `uniEquipId` null / omitted = no module; +- loop over every form (`[5, false]`, `[6, false]`, and both tiers' elites with no module and with each module) and every + skill; assert that the unit is yours (`u.def.charId`, `!u.kit.generic`, `u.kit.skillSource === 'skills'`), then the + checklist; read the expected numbers from `data/backups.json` forms, never from memory; +- seed everything, use synthetic `enemyRec` targets for exact numbers, end with `checkInvariants(h.b)`. + +**Golden** — the `diy` family of `tools/golden.mjs` fields every operator of `OPERATOR_KIT_FILES` in every form × module × +skill: a new kit adds its scenarios. Run `npm run golden:update`, check that only `test/golden/diy.json` changed (new +scenarios; no other family moves), and commit it with the kit (`test/golden/README.md`). + +**Art** comes with the data: `tools/fetch-assets.mjs` plans every unit of `data/backups.json` (ASSETS.md) — nothing to do. + ## Testing a kit - The harness is `test/helpers/battleHarness.js` (`makeBattle`, `runUntil`, `hooksOf`, `eventsOf`, `checkInvariants`; diff --git a/server/sim/content/kits/index.js b/server/sim/content/kits/index.js index dddac7af..b47d568b 100644 --- a/server/sim/content/kits/index.js +++ b/server/sim/content/kits/index.js @@ -14,6 +14,14 @@ // key, that charId. A stand-in keeps the ids of the chess it replaces, so content/index.js kitOf finds its kit by // `def.charId` only, never by the chess id (the replaced operator's kit). STANDIN_KITS is merged into KITS after every // tier group: the chess keys keep their order, and `char_…` keys never meet `chess_char_…` ones. +// +// 自选 operator kits (DATA.md §18, README.md "How to add an operator (自选)"): OPERATOR_KIT_FILES lists +// `ops/op-.js`, one per owned-6★ pick of data/backups.json `diy.ownedPool` (codename = its charId without +// `char__`: `op-siege.js` = 推进之王, char_112_siege), each registering exactly that charId and writing every skill under +// `skills`. A 自选 piece keeps its DIY slot's ids, so kitOf finds its kit by `def.charId` — a prototype pick runs its +// stand-in kit, a 4★ reserve the generic kit (GENERIC_KIT_CHARS). OPERATOR_KITS is merged after the stand-ins. +// KITTED_CHARS = every character a 自选 pick may field with a faithful kit; an operator outside it is not offered +// (shared/diy.js diyPool / validateDiyPicks `kitted`). export const KIT_FILES = Object.freeze([ // tier 1 @@ -66,6 +74,19 @@ export const KIT_FILES = Object.freeze([ */ export const STANDIN_KIT_FILES = Object.freeze(['standin-acguad.js', 'standin-sharp2.js', 'standin-acspec.js', 'standin-acmedc.js', 'standin-acfend.js', 'standin-acpion.js', 'standin-acnipe.js', 'standin-accast.js', 'standin-acsupo.js']); +/** + * The 自选 operator kit files (`ops/op-.js`, registry key = the operator's charId, an owned-6★ pick of + * data/backups.json; a new file is appended). An operator without a file is not offered as a 自选 pick (KITTED_CHARS). + */ +export const OPERATOR_KIT_FILES = Object.freeze(['op-siege.js']); + +/** + * The 预备干员 whose every skill the generic kit covers exactly (冲锋号令, 攻击力 / 防御力 / 治疗强化, 战术咏唱, 一击即退 — + * test/content/standin.test.js): fielded with no kit file, as 补位 stand-ins and as tier-5 自选 picks. + */ +export const GENERIC_KIT_CHARS = Object.freeze(['char_600_cpione', 'char_601_cguard', 'char_602_cdfend', 'char_603_csnipe', + 'char_604_ccast', 'char_605_cmedic', 'char_606_csuppo', 'char_607_cspec']); + async function loadKitFile(file) { try { return await import(`./ops/${file}`); @@ -77,6 +98,7 @@ async function loadKitFile(file) { const MODULES = await Promise.all(KIT_FILES.map((group) => Promise.all(group.map(loadKitFile)))); const STANDIN_MODULES = await Promise.all(STANDIN_KIT_FILES.map(loadKitFile)); +const OPERATOR_MODULES = await Promise.all(OPERATOR_KIT_FILES.map(loadKitFile)); const registryOf = (m) => (m && m.default && typeof m.default === 'object' ? m.default : {}); /** The registry of each tier group (index 0 = tier 1): baseChessId → kit builder, in KIT_FILES order. */ @@ -85,5 +107,18 @@ export const TIER_KITS = Object.freeze(MODULES.map((group) => Object.assign({}, /** The 补位 stand-in kits: stand-in charId → kit builder, in STANDIN_KIT_FILES order. */ export const STANDIN_KITS = Object.freeze(Object.assign({}, ...STANDIN_MODULES.map(registryOf))); -/** The merged kit registry: baseChessId → (bb, chess, def) => Kit, tier 1 … tier 6, then the stand-ins' charIds. */ -export const KITS = Object.freeze(Object.assign({}, ...TIER_KITS, STANDIN_KITS)); +/** The 自选 operator kits: owned-6★ charId → kit builder, in OPERATOR_KIT_FILES order. */ +export const OPERATOR_KITS = Object.freeze(Object.assign({}, ...OPERATOR_MODULES.map(registryOf))); + +/** + * The merged kit registry: baseChessId → (bb, chess, def) => Kit, tier 1 … tier 6, then the stand-ins' charIds, then + * the 自选 operators' charIds. + */ +export const KITS = Object.freeze(Object.assign({}, ...TIER_KITS, STANDIN_KITS, OPERATOR_KITS)); + +/** + * Every character a 自选 pick may field with a faithful kit: the 预备干员 (GENERIC_KIT_CHARS), the stand-ins with a kit + * file and the operators of OPERATOR_KIT_FILES whose file loaded. The `kitted` option of shared/diy.js diyPool / + * validateDiyPicks. + */ +export const KITTED_CHARS = Object.freeze([...new Set([...GENERIC_KIT_CHARS, ...Object.keys(STANDIN_KITS), ...Object.keys(OPERATOR_KITS)])]); diff --git a/server/sim/content/kits/ops/op-siege.js b/server/sim/content/kits/ops/op-siege.js new file mode 100644 index 00000000..c8c33685 --- /dev/null +++ b/server/sim/content/kits/ops/op-siege.js @@ -0,0 +1,127 @@ +// server/sim/content/kits/ops/op-siege.js — 推进之王 (char_112_siege) 自选 operator kit: 6★ 尖兵 (先锋), an owned-6★ pick +// of the tier-5 and tier-6 自选 slots; every skill, both talents, the trait and both modules at every form. +// Kit contract and the 自选 rules: ../README.md ("How to add an operator (自选)"). +// +// Forms (data/backups.json units.char_112_siege, the DIY slot statuses): normal = E2 Lv1, skills at rank 4, no module; +// elite = E2 Lv60, rank 7, the picked module at stage 1 (tier 5) or 3 (tier 6). Potential 0 [ASSUMED: no account]. +// Sources: character_table / skill_table / battle_equip_table (zh_CN, as built into backups.json) and PRTS 推进之王 +// (talent 修正 "在场时"; 粉碎 备注 "本天赋无视自身的阻回,可响应飞行单位的死亡"; S2 备注 "技能固定动画不受攻击速度影响"; +// S3 "攻击间隔增大(+1.0)"). +// - Trait (尖兵) "能够阻挡两个敌人": the profession default (block 2). Module SOL-X “糖果盒” overrides it with +// "阻挡敌人时攻击力和防御力各+8%" (trait bb atk / def): +atk / +def while she blocks at least one enemy. +// - T1 万兽之王 "在场时,所有【先锋】职业干员的攻击力和防御力各+8%": an aura on every 【先锋】 operator of the field (her +// included) while she is deployed (installAura: the kits' convention for field-wide talents — teammates' pioneers in a +// shared field too; several sources keep the strongest). SOL-X stage 2+ adds "自身攻击力和防御力额外+N%" (the module +// talent change's bb, +8 % at stage 3): a self buff on top; the aura value stays the base talent's (talentsBase). +// - T2 粉碎 "周围四格内有敌人倒下时获得1点技力" (talent range x-5: her tile and the four next to it): +sp SP when an enemy +// dies there — flying enemies too, and under her own 阻回 (PRTS 备注) — never while a timed skill runs (AK: no SP during +// a skill). SOL-Y stage 2+ raises it to sp (3 at stage 3) "场上随机另一名【先锋】职业干员获得1点技力": the hidden module +// talent's sp to one other 【先锋】 operator of the field, drawn uniformly [ASSUMED: any deployed other pioneer, a draw that +// cannot take SP wastes it]. +// - Module SOL-Y “初诺” "首次部署时部署费用-4" (hidden runtime_cost −4): the first deployment of a battle costs nothing in +// this mode ⇒ no effect (as 德克萨斯's 战术快递 elite note); its HP / ATK are in the stats. +// - S1 冲锋号令·γ型 (AUTO, no target): +cost DP at once; an AUTO skill acting on nobody fires as soon as its SP is full +// (`trigger: 'SP_FULL'`, as 德克萨斯's kit casts the same skill — the owner's AUTO rule, kits/README.md checklist 5). +// - S2 跃空锤 (AUTO, 可充能 2 / 3 次): the next attack hits every enemy around her — the skill range x-5 — for atk_scale × ATK +// physical and gives cost DP; the data's DEFAULT trigger (an AUTO "next attack" waits for her attack). The AoE is the +// attack itself, so it reaches the ground enemies a melee attack can [ASSUMED: no source says it reaches air]. The fixed +// skill animation (PRTS 备注) does not change the sim's attack timing. +// - S3 碎颅击 (MANUAL, 18 / 21 s): attack interval +base_attack_time s (a flat +1.0 on her 1.05 s), each attack at +// attack@atk_scale × ATK with attack@buff_prob to stun the target attack@stun s. + +import { num, talentBb, talentGrid, moduleBb, traitBb, moduleOn, skillRec, statBuff, toggleBuff, installAura, batMod, + up, skillBusy, giveSp } from '../shared/tier1.js'; +import { absoluteRangeKeys } from '../../../targeting.js'; +import { bodyInKeys } from '../../../body.js'; + +const S1 = 'skcom_charge_cost[3]'; +const S2 = 'skchr_siege_2'; +const S3 = 'skchr_siege_3'; +/** The four tiles around her and her own (talent / skill range x-5) when the data carries no grid. */ +const X5 = Object.freeze([[1, 0], [0, -1], [0, 0], [0, 1], [-1, 0]]); + +const bbOf = (chess, id) => skillRec(chess, id)?.bb ?? {}; +/** A 【先锋】 operator (summons are never 【先锋】 operators). */ +const isPioneer = (a) => !!a && a.kind === 'op' && a.def?.profession === 'PIONEER'; + +/** The module the record fights with (its active one), or null. */ +function activeModule(chess) { + if (!moduleOn(chess)) return null; + return (chess.modules ?? []).find((m) => m && m.uniEquipId === chess.module.id) ?? null; +} + +export default { + char_112_siege: (bb, chess) => { + const base0 = talentBb({ talents: chess?.talentsBase ?? chess?.talents }, 0); // 万兽之王 without the module change + const mod = activeModule(chess); + const self0 = mod?.talentChanges?.find((t) => t && t.talentIndex === 0)?.bb ?? {}; // SOL-X stage 2+: 自身额外 + const t1 = talentBb(chess, 1); + const grid1 = talentGrid(chess, 1) ?? X5; + const hidden = moduleBb(chess); // SOL-Y: runtime_cost (no effect), sp to another pioneer (stage 2+) + const tb = traitBb(chess); + const b1 = bbOf(chess, S1), b2 = bbOf(chess, S2), b3 = bbOf(chess, S3); + const s2 = skillRec(chess, S2); + return { + skills: { + [S1]: { + kind: 'instant', trigger: 'SP_FULL', + onStart({ battle, unit }) { + const n = num(b1.cost); + battle.addDp(unit.ownerId, n); + battle.fx('dp', { x: unit.x, y: unit.y, n, id: unit.id }); + }, + }, + [S2]: { + kind: num(s2?.maxChargeTime, 1) > 1 ? 'charges' : 'instant', + targeting: { rangeGrid: s2?.rangeGrid ?? X5, allInRange: true }, + attack: { atkScale: num(b2.atk_scale, 1) }, + onStart({ battle, unit }) { + const n = num(b2.cost); + battle.addDp(unit.ownerId, n); + battle.fx('dp', { x: unit.x, y: unit.y, n, id: unit.id }); + battle.fx('aoe', { x: unit.x, y: unit.y, radius: 1, id: unit.id, skill: 'siege:hammer' }); + }, + }, + [S3]: { + kind: 'duration', + mods: { batPct: batMod(b3.base_attack_time, chess) }, + attack: { + atkScale: num(b3['attack@atk_scale'], 1), + onHit({ battle, unit, target }) { + if (target && target.alive && target.side === 'enemy' && battle.rng.chance(num(b3['attack@buff_prob']))) { + battle.applyStatus(target, 'stun', { duration: num(b3['attack@stun']), source: unit }); + } + }, + }, + }, + }, + talents: [ + { install(battle, unit) { // 万兽之王: the field's 【先锋】 ATK / DEF +atk / +def; SOL-X stage 2+: her own extra + const a = num(base0.atk), d = num(base0.def); + if (a || d) installAura(battle, unit, { key: 'talent:siege:pioneers', value: a, select: isPioneer, mods: { atkPct: a, defPct: d } }); + statBuff(battle, unit, 'talent:siege:self', { atkPct: num(self0.atk), defPct: num(self0.def) }); + } }, + { install(battle, unit) { // 粉碎: an enemy falls on her x-5 ⇒ +sp SP (阻回 ignored); SOL-Y: +1 SP to another pioneer + const sp = num(t1.sp), other = num(hidden.sp); + if (!(sp > 0)) return; + battle.on('death', (ctx) => { + const e = ctx.unit; + if (e.side !== 'enemy' || ctx.reason !== 'killed' || !up(unit) || !unit.skill) return; + if (!bodyInKeys(e, new Set(absoluteRangeKeys(grid1, unit.tileR, unit.tileC, unit.dir, 0)))) return; + // "无视自身的阻回": the 'init' reason passes 阻回; a running timed skill still takes no SP + if (!skillBusy(unit)) unit.skill.gainSp(sp, 'init'); + if (other > 0) { + const mates = battle.alliesFor(unit).filter((a) => a !== unit && isPioneer(a)); + if (mates.length) giveSp(battle.rng.pick(mates), other); + } + }, { owner: unit }); + } }, + ], + install(battle, unit) { + // SOL-X “糖果盒”: 阻挡敌人时攻击力和防御力各+8% + const ma = num(tb.atk), md = num(tb.def); + if (ma || md) toggleBuff(battle, unit, 'trait:siege:block', () => unit.blocking.length > 0, { atkPct: ma, defPct: md }); + }, + }; + }, +}; diff --git a/server/sim/content/tokens.js b/server/sim/content/tokens.js index be796125..d9234261 100644 --- a/server/sim/content/tokens.js +++ b/server/sim/content/tokens.js @@ -144,10 +144,13 @@ function withLoadout(v, lo) { return out; } -/** The owner's own variant of a token record (chess id, else its normal `_a` sibling) with its loadout; null if none. */ +/** + * The owner's own variant of a token record (chess id, else its normal `_a` sibling; a 自选 piece's: its owner form, + * `def.tokenOwner`) with its loadout; null if none. + */ function ownVariant(raw, owner) { const vs = raw?.variants; - const oid = owner?.defId; + const oid = owner?.def?.tokenOwner ?? owner?.defId; if (!vs || typeof vs !== 'object' || !oid) return null; const v = vs[oid] ?? vs[String(oid).replace(/_b$/, '_a')] ?? null; return v ? withLoadout(v, owner.def?.loadout) : null; diff --git a/server/sim/simdata.js b/server/sim/simdata.js index a8e467f6..d2cefaf3 100644 --- a/server/sim/simdata.js +++ b/server/sim/simdata.js @@ -21,6 +21,12 @@ // body, skill `backup.skillIndex` and module `backup.uniEquipId` — any other skill / module choice is ignored), with // `def.standInFor` = the replaced operator's charId and `def.charId` = the stand-in's (content/index.js looks its kit // up by that charId). A PRESET / DIY chess, or a source without backups.json, gives the chess's own def instead. +// 自选 picks (DATA.md §18): `getChess(slotId, { diy: { charId, skillIndex, uniEquipId } })` = the def of a DIY slot (its +// `_a` / `_b` id) filled with that operator (shared/diy.js diyRecordOf: the slot's tier / price / status, no 特质, the +// pick's derived bonds, the operator's body, skill and module — a prototype's locked ones), with `def.diyFor` = the +// slot's base id, `def.charId` = the operator (its kit, content/index.js kitOf), `def.loadout.diy` = the checked pick and +// `def.tokenOwner` = the key of its summons' variants (data/backups.json `tokens`, read by getToken); null for an illegal +// pick. // // This module is pure ESM shared with browsers (served at /sim/): no Node API is imported here. Under Node the default // loader (./nodeData.js) is imported dynamically at module evaluation; browsers never load it. @@ -31,6 +37,7 @@ import { resolveRecordLoadout, composeStats, composeTalents, loadoutRecord } from '../../shared/loadoutRecord.js'; import { standInRecord } from '../../shared/standIn.js'; +import { diyRecordOf, diyTokenOwner } from '../../shared/diy.js'; import { normHitArea } from './body.js'; // --------------------------------------------------------------------------------------------------------------- @@ -201,6 +208,8 @@ export function normalizeChess(rec) { avatar: rec.assets?.avatar ?? rec.avatar ?? rec.charId ?? null, // a 补位 stand-in (shared/standIn.js): the replaced operator's charId — `charId` is the stand-in's (absent otherwise) ...(rec.standInFor ? { standInFor: rec.standInFor } : null), + // a 自选 piece (shared/diy.js): the slot's base id — `charId` is the operator's (absent otherwise) + ...(rec.diyFor ? { diyFor: rec.diyFor } : null), raw: rec, }; } @@ -541,7 +550,8 @@ export class DataSource { rawEnemy(key) { return this.raw.enemies[key] ?? this.raw.enemies['enemy_' + key] ?? this.raw.enemies[String(key).replace(/^enemy_/, '')] ?? this.fallback?.rawEnemy(key) ?? null; } - rawToken(id) { return this.raw.tokens[id] ?? this.fallback?.rawToken(id) ?? null; } + /** A token record: data/tokens.json, else the 自选 picks' summons (data/backups.json `tokens`). */ + rawToken(id) { return this.raw.tokens[id] ?? this.fallback?.rawToken(id) ?? this.rawBackups()?.tokens?.[id] ?? null; } rawStage(id) { return this.raw.stages[id] ?? this.fallback?.rawStage(id) ?? null; } rawWave(id) { return this.raw.waves[id] ?? this.fallback?.rawWave(id) ?? null; } /** data/backups.json (`{ units, diy }`) of this source or its fallback, or null. */ @@ -553,9 +563,11 @@ export class DataSource { * without skill choices); `def.id` is always the chess id. Defs are cached per (id, resolved loadout). * `loadout.standIn === true`: the 补位 def of the chess (getStandIn) — its skill and module are the chess's backup * selection whatever `skillIndex` / `moduleId` say; a chess without a stand-in (PRESET, DIY, no backups data) gives - * its own def for that loadout. + * its own def for that loadout. `loadout.diy` (`{ charId, skillIndex, uniEquipId }`): the 自选 def of a DIY slot + * (getDiy; null when the pick is not legal for that slot). */ getChess(id, loadout = null) { + if (loadout && loadout.diy && typeof loadout.diy === 'object') return this.getDiy(id, loadout.diy); if (loadout && loadout.standIn === true) { const sd = this.getStandIn(id); if (sd) return sd; @@ -595,6 +607,32 @@ export class DataSource { this._chess.set(key, d); return d; } + /** + * The 自选 def of DIY slot `id` (its `_a` or `_b` record) filled with `pick` (DATA.md §18): shared/diy.js diyRecordOf + * over this source (chess records, backups.json), normalised — `def.id` / `baseId` / `golden` / `tier` / `bonds` (the + * pick's derived ones) of the slot, every combat field of the operator at the slot's status with the pick's skill and + * module, `def.charId` the operator's, `def.diyFor` the slot's base id, `def.loadout` = the selection (`isDefault`) with + * `diy` = the checked pick, `def.tokenOwner` = its summons' variant key (shared/diy.js diyTokenOwner). Null for an + * illegal pick (not a pick of the slot's tier, a prototype off its locked skill, an unknown skill or module — checkDiyPick) + * or when the data lacks it. Cached per (id, pick). + * @param {string} id + * @param {{ charId?: string, skillIndex?: number|null, uniEquipId?: string|null }} pick + */ + getDiy(id, pick) { + const key = `${id}|diy|${pick?.charId ?? ''}|${pick?.skillIndex ?? ''}|${pick?.uniEquipId ?? ''}`; + if (this._chess.has(key)) return this._chess.get(key); + const r = this.rawChess(id); + const rec = r && r.isDiy ? diyRecordOf(r, pick, this) : null; + let d = null; + if (rec) { + d = normalizeChess({ ...rec, chessId: id }); + d.loadout = { ...resolveLoadout(rec, null), diy: { charId: rec.charId, skillIndex: rec.skill.index, uniEquipId: rec.module?.id ?? null } }; + d.tokenOwner = diyTokenOwner(rec.charId, rec.status); + freezeDef(d); + } + this._chess.set(key, d); + return d; + } getEnemy(key) { if (this._enemy.has(key)) return this._enemy.get(key); const r = this.rawEnemy(key); @@ -611,6 +649,7 @@ export class DataSource { * than 'display'; PlayerState / the kits' skill summons read them from here). */ getToken(id, ownerChessId = null, ownerLoadout = null) { + if (ownerChessId && ownerLoadout && ownerLoadout.diy && typeof ownerLoadout.diy === 'object') return this.getDiyToken(id, ownerChessId, ownerLoadout.diy); const olo = ownerChessId && ownerLoadout ? resolveLoadout(this.rawChess(ownerChessId), ownerLoadout) : null; const ck = id + '|' + (ownerChessId ?? '') + loadoutKey(olo); if (this._token.has(ck)) return this._token.get(ck); @@ -642,6 +681,33 @@ export class DataSource { this._token.set(ck, d); return d; } + /** + * Token def of a summon of a 自选 piece: its record (data/backups.json `tokens`) with the variant of the owner form + * (`@`, shared/diy.js diyTokenOwner) and the pick as the owner's loadout — + * `bySkill[skillIndex]` (the token skill / count / sources of that skill), `byModule[uniEquipId]` (module token + * attributes, trait, talents), as getToken does for a chess owner's loadout. A token without a variant of that form + * gets the record's defaults (`sources` null). + * @param {string} id token id + * @param {string} slotId the owner's DIY slot record id (`_a` / `_b`) + * @param {{ charId?: string, skillIndex?: number|null, uniEquipId?: string|null }} pick the owner def's `loadout.diy` + */ + getDiyToken(id, slotId, pick) { + const slot = this.rawChess(slotId); + const owner = slot && typeof pick?.charId === 'string' ? diyTokenOwner(pick.charId, slot.status) : null; + const ck = `${id}|diy|${owner ?? ''}|${pick?.skillIndex ?? ''}|${pick?.uniEquipId ?? ''}`; + if (this._token.has(ck)) return this._token.get(ck); + const r = this.rawToken(id); + let variant = r && r.variants && owner ? r.variants[owner] ?? null : null; + if (variant) { + const si = pick.skillIndex; + if (Number.isInteger(si) && variant.bySkill && variant.bySkill[si]) variant = { ...variant, ...variant.bySkill[si] }; + const mid = pick.uniEquipId; + if (typeof mid === 'string' && variant.byModule && variant.byModule[mid]) variant = { ...variant, ...variant.byModule[mid] }; + } + const d = r ? freezeDef(normalizeToken(id, r, owner, variant)) : null; + this._token.set(ck, d); + return d; + } getStage(id) { if (this._stage.has(id)) return this._stage.get(id); const d = normalizeStage(id, this.rawStage(id)); @@ -732,7 +798,8 @@ export function toDataSource(data) { * moduleId })`, `getToken(id, owner, ownerDef.loadout)`) are always exact. Returns `ds` itself when no unit carries a * loadout, and an existing view unchanged (`isLoadoutView`). Used by spec.js createBattleFromSpec and by * content/index.js installContent (every Battle, however constructed). An entry with `standIn: true` (补位) maps its - * chess id to the stand-in def (`getChess(id, { standIn: true })`) the same way. + * chess id to the stand-in def (`getChess(id, { standIn: true })`) the same way, and one with `diy` (自选: `{ charId, + * skillIndex, uniEquipId }`) to its 自选 def (`getChess(id, { diy })`). * @param {object} ds DataSource * @param {object[]} players PlayerBattleInput[] (spec players) */ @@ -744,12 +811,15 @@ export function withUnitLoadouts(ds, players) { for (const p of Array.isArray(players) ? players : []) { for (const u of (p && Array.isArray(p.units) ? p.units : [])) { if (!u || u.kind === 'token' || typeof u.chessId !== 'string') continue; - if (u.skillIndex != null || u.moduleId != null || u.standIn === true) any = true; + const diy = u.diy && typeof u.diy === 'object' ? u.diy : null; + if (u.skillIndex != null || u.moduleId != null || u.standIn === true || diy) any = true; const lo = { skillIndex: u.skillIndex ?? null, moduleId: u.moduleId ?? null }; if (u.standIn === true) lo.standIn = true; + if (diy) lo.diy = diy; const prev = map.get(u.chessId); if (!prev) map.set(u.chessId, lo); - else if (prev.skillIndex !== lo.skillIndex || prev.moduleId !== lo.moduleId || !!prev.standIn !== !!lo.standIn) conflicts.add(u.chessId); + else if (prev.skillIndex !== lo.skillIndex || prev.moduleId !== lo.moduleId || !!prev.standIn !== !!lo.standIn + || JSON.stringify(prev.diy ?? null) !== JSON.stringify(lo.diy ?? null)) conflicts.add(u.chessId); } } if (!any) return ds; diff --git a/server/sim/snapshot.js b/server/sim/snapshot.js index 8d2a4052..53a0caaf 100644 --- a/server/sim/snapshot.js +++ b/server/sim/snapshot.js @@ -2,7 +2,8 @@ // // 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?, standInFor? } (standInFor = the replaced operator's charId of a 补位 stand-in; +// form?, skillIndex?, moduleId?, items?, standInFor?, diy? } (standInFor = the replaced operator's charId of a 补位 +// stand-in; diy = a 自选 piece's pick { charId, skillIndex, uniEquipId } — defId is its slot, spine / avatar the operator's; // form = the unit's current model form — an enemy's, content/enemies/helpers.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) @@ -55,6 +56,8 @@ export function unitInfo(u) { // 补位: the replaced operator's charId when the chess fights as its stand-in (spine / avatar are the stand-in's; the // detail card composes the stand-in record, shared/standIn.js standInRecord) standInFor: u.side === 'ally' && u.kind === 'op' && typeof d.standInFor === 'string' ? d.standInFor : undefined, + // 自选: the pick of a DIY slot's piece (the detail card composes its record, shared/diy.js diyRecord) + diy: u.side === 'ally' && u.kind === 'op' && d.diyFor && d.loadout?.diy ? { ...d.loadout.diy } : undefined, }; } diff --git a/server/sim/spec.js b/server/sim/spec.js index de41b66a..09996ddb 100644 --- a/server/sim/spec.js +++ b/server/sim/spec.js @@ -22,6 +22,9 @@ // ownerLoadout)); an explicit loadout argument always wins over the view's per-chess lookup. // 补位 (DATA.md §18): an operator entry with `standIn: true` (kept only when exactly `true`) is fielded as its chess's // stand-in (simdata getChess(id, { standIn: true }); its skill / module are the chess's backup selection). +// 自选 (DATA.md §18): an operator entry of a DIY slot (`chessId` its `_a` / `_b` id) carries `diy: { charId, skillIndex?, +// uniEquipId? }` (kept when well-formed; the data layer checks legality — shared/diy.js checkDiyPick) and is fielded as +// simdata getChess(id, { diy }). import { Battle } from './Battle.js'; import { toDataSource, withUnitLoadouts } from './simdata.js'; @@ -79,14 +82,33 @@ export function buildBattleSpec(o = {}) { const LOADOUT_ID = /^[A-Za-z0-9_\-]{1,64}$/; /** - * Keep a unit's `skillIndex` / `moduleId` only when well-formed (the data layer checks legality) and `standIn` only - * when exactly `true` (补位). Mutates `u`. + * A well-formed 自选 pick `{ charId, skillIndex?, uniEquipId? }` reduced to those fields (skill 0–9 or null, module a + * loadout id or null), or null. + */ +function cleanDiyPick(d) { + if (!d || typeof d !== 'object' || Array.isArray(d) || typeof d.charId !== 'string' || !LOADOUT_ID.test(d.charId)) return null; + const out = { charId: d.charId }; + if (d.skillIndex != null) { + if (!(Number.isInteger(d.skillIndex) && d.skillIndex >= 0 && d.skillIndex <= 9)) return null; + out.skillIndex = d.skillIndex; + } + if (d.uniEquipId != null) { + if (!(typeof d.uniEquipId === 'string' && LOADOUT_ID.test(d.uniEquipId))) return null; + out.uniEquipId = d.uniEquipId; + } + return out; +} + +/** + * Keep a unit's `skillIndex` / `moduleId` only when well-formed (the data layer checks legality), `standIn` only when + * exactly `true` (补位) and `diy` only as a well-formed pick (自选). Mutates `u`. */ export function sanitizeUnitLoadout(u) { if ('skillIndex' in u && !(Number.isInteger(u.skillIndex) && u.skillIndex >= 0 && u.skillIndex <= 9)) delete u.skillIndex; if ('moduleId' in u && !(typeof u.moduleId === 'string' && LOADOUT_ID.test(u.moduleId))) delete u.moduleId; if ('standIn' in u && u.standIn !== true) delete u.standIn; - if (u.kind === 'token') { delete u.skillIndex; delete u.moduleId; delete u.standIn; } + if ('diy' in u) { const d = cleanDiyPick(u.diy); if (d) u.diy = d; else delete u.diy; } + if (u.kind === 'token') { delete u.skillIndex; delete u.moduleId; delete u.standIn; delete u.diy; } return u; } diff --git a/shared/diy.js b/shared/diy.js new file mode 100644 index 00000000..c3cb24bc --- /dev/null +++ b/shared/diy.js @@ -0,0 +1,240 @@ +// shared/diy.js — 自选编队: a 自选 (DIY) slot filled with an operator. Pure ESM shared by the simulation +// (server/sim/simdata.js getChess(id, { diy })), the server and the client. Data: data/backups.json `units` / `tokens` / +// `diy` (docs/DATA.md §18), composed with shared/standIn.js composeUnitRecord into a record shaped like a data/chess.json +// record, so normalizeChess, resolveLoadout / loadoutRecord and the detail card read it unchanged. +// +// The rules (research 0.2.0 §2; PRTS 卫戍协议, 卫戍协议:盟约 下半/PRTS盟约记录; the owner's decisions of 2026-10-05): +// - two slots per tier, 5 and 6: chess_char_5_diy1/2_a, chess_char_6_diy1/2_a, each with its `_b` elite twin (tier, +// price, merge of the slot: buy 4, sell 1); +// - the picks of a tier: the owned 6★ outside the chess pool (`diy.ownedPool`: no preset operator, no collab) and the +// nine 6★ prototypes at both tiers, the six 4★ reserves (not 先锋 / 特种) at tier 5 only (`diy.prototypes[tier]`); +// - a prototype may fill one tier-5 and one tier-6 slot, an owned operator one slot; the two picks of a tier differ; +// - no 特质 (PRTS "甄选加入的干员不会拥有任何特质"); bonds from the operator's factions (`diy.operators[id].bonds`); +// - the normal form is E2 Lv1, skill rank 4, no module; the elite E2 Lv60, rank 7, its module at stage 1 (tier 5) or 3 +// (tier 6) — the slot record's `status` (activity_table diyChessDict) picks the unit form; +// - an owned pick chooses its skill (any of 3) and module (any of its modules, or none); a prototype carries the skill +// and module of its 补位 rows at that tier (`diy.locked`: "技能携带规则与系统补位时一致" — [ASSUMED] that reading, the +// owner's decision of 2026-10-05); +// - potential 0 for everyone [ASSUMED: no account]. +// Which operators have a kit (a pick without one is not offered) is the sim's kit registry +// (server/sim/content/kits/index.js KITTED_CHARS), passed in as `kitted`. + +import { composeUnitRecord, unitForm, statusKey } from './standIn.js'; + +/** The tiers that have 自选 slots. */ +export const DIY_TIERS = Object.freeze([5, 6]); + +/** + * @typedef {{ charId: string, skillIndex?: number|null, uniEquipId?: string|null }} DiyPick a 自选 pick: the operator, + * its skill index (0-based; a prototype's is its locked one) and module (uniEquipId; null / absent / 'none' = none) + * @typedef {{ charId: string, skillIndex: number, uniEquipId: string|null }} DiyLoadout a checked, complete pick + * @typedef {{ chess?: Record|null, backups?: any, rawChess?: (id: string) => any, rawBackups?: () => any }} DiyData + * the game data — `{ chess, backups }` (data/chess.json, data/backups.json) or a sim DataSource (`rawChess(id)`, + * `rawBackups()`) + * @typedef {Iterable|((charId: string) => boolean)|null|undefined} Kitted the charIds with a kit, or a predicate + */ + +const isObj = (v) => !!v && typeof v === 'object' && !Array.isArray(v); +const ID = /^[A-Za-z0-9_-]{1,64}$/; +const own = (o, k) => isObj(o) && Object.prototype.hasOwnProperty.call(o, k); + +/** data/backups.json of `data`, or null. @param {DiyData|null|undefined} data */ +function backupsOf(data) { + const b = typeof data?.rawBackups === 'function' ? data.rawBackups() : data?.backups; + return isObj(b) ? b : null; +} +/** The data/chess.json record `id` of `data`, or null. @param {DiyData|null|undefined} data @param {string} id */ +function chessOf(data, id) { + const r = typeof data?.rawChess === 'function' ? data.rawChess(id) : data?.chess?.[id]; + return isObj(r) ? r : null; +} +/** The `diy` part of data/backups.json, or null. @param {DiyData|null|undefined} data */ +function diyOf(data) { + const d = backupsOf(data)?.diy; + return isObj(d) && isObj(d.slots) ? d : null; +} + +/** + * The 自选 slot a chess id names: its base (normal) id, its tier and both records. Null for any other id. + * @param {string} slotId a slot's normal (`_a`) or elite (`_b`) id + * @param {DiyData} data + */ +export function diySlot(slotId, data) { + const diy = diyOf(data); + if (!diy || typeof slotId !== 'string') return null; + const baseId = own(diy.slots, slotId) ? slotId : Object.keys(diy.slots).find((id) => diy.slots[id]?.goldenId === slotId); + const s = baseId ? diy.slots[baseId] : null; + if (!s) return null; + return { baseId, goldenId: s.goldenId, tier: s.tier, elite: slotId !== baseId, normal: chessOf(data, baseId), golden: chessOf(data, s.goldenId) }; +} + +/** The base ids of the 自选 slots (data order: tier 5 then tier 6). @param {DiyData} data @returns {string[]} */ +export function diySlotIds(data) { + return Object.keys(diyOf(data)?.slots ?? {}); +} + +/** + * The key of a DIY owner's summon variants in data/backups.json `tokens[id].variants`: the operator and the slot form. + * @param {string} charId + * @param {object} status the slot record's `status` + */ +export function diyTokenOwner(charId, status) { + return `${charId}@${statusKey(status)}`; +} + +/** Whether `charId` is a prototype pick (原型干员) of `tier`. @param {DiyData} data @param {number} tier @param {string} charId */ +export function isPrototypePick(data, tier, charId) { + return (diyOf(data)?.prototypes?.[tier] ?? []).includes(charId); +} + +/** + * The skill / module a prototype carries in a slot of `tier` (`diy.locked`), or null for anyone else. + * @param {DiyData} data @param {number} tier @param {string} charId + * @returns {{ skillIndex: number, uniEquipId: string|null }|null} + */ +export function lockedSelection(data, tier, charId) { + const l = diyOf(data)?.locked?.[tier]?.[charId]; + return isObj(l) && Number.isInteger(l.skillIndex) ? { skillIndex: l.skillIndex, uniEquipId: l.uniEquipId ?? null } : null; +} + +/** A `kitted` option as a predicate (no option = everyone). @param {Kitted} kitted @returns {(id: string) => boolean} */ +function kittedTest(kitted) { + if (kitted == null) return () => true; + if (typeof kitted === 'function') return (id) => !!kitted(id); + const set = new Set(kitted); + return (id) => set.has(id); +} + +/** + * The legal picks of a tier: its prototypes (`diy.prototypes[tier]`), then the owned 6★ (`diy.ownedPool`), in data + * order. With `kitted`, only the operators that have a kit (a pick without one is not offered). + * @param {number} tier 5 or 6 + * @param {{ data: DiyData, kitted?: Kitted }} opts + * @returns {string[]} + */ +export function diyPool(tier, { data, kitted = null } = { data: null }) { + const diy = diyOf(data); + if (!diy || !DIY_TIERS.includes(tier)) return []; + const ok = kittedTest(kitted); + return [...new Set([...(diy.prototypes?.[tier] ?? []), ...(diy.ownedPool ?? [])])].filter(ok); +} + +/** + * Check one pick against a slot and complete it: the operator must be a pick of the slot's tier; a prototype takes its + * locked skill and module (a different one given is an error); an owned operator needs a skill index of its form and + * may name a module of its elite form at the slot's stage. Both slot forms must exist in the data. + * @param {string} slotId a slot's normal or elite id + * @param {DiyPick|null|undefined} pick + * @param {DiyData} data + * @returns {{ ok: true, pick: DiyLoadout } | { error: string }} + */ +export function checkDiyPick(slotId, pick, data) { + const slot = diySlot(slotId, data); + if (!slot) return { error: `not a 自选 slot: ${slotId}` }; + if (!isObj(pick) || typeof pick.charId !== 'string' || !ID.test(pick.charId)) return { error: `${slot.baseId}: bad pick` }; + const { charId } = pick; + const diy = diyOf(data); + const proto = isPrototypePick(data, slot.tier, charId); + if (!proto && !(diy.ownedPool ?? []).includes(charId)) return { error: `${charId} is not a tier-${slot.tier} 自选 pick` }; + const want = pick.skillIndex ?? null; + const wantMod = pick.uniEquipId === undefined || pick.uniEquipId === 'none' ? null : pick.uniEquipId; + if (want !== null && !(Number.isInteger(want) && want >= 0 && want <= 9)) return { error: `${charId}: bad skill index ${want}` }; + if (wantMod !== null && (typeof wantMod !== 'string' || !ID.test(wantMod))) return { error: `${charId}: bad module ${wantMod}` }; + const forms = [slot.normal, slot.golden].map((rec) => (rec ? unitForm(backupsOf(data), charId, rec.status) : null)); + if (forms.some((f) => !f)) return { error: `${charId}: no form for ${slot.baseId}` }; + let skillIndex, uniEquipId; + if (proto) { + const lk = lockedSelection(data, slot.tier, charId); + if (!lk) return { error: `${charId}: no locked selection at tier ${slot.tier}` }; + // omitted / null = its locked selection; another skill, another module or an explicit 'none' is refused + if (want !== null && want !== lk.skillIndex) return { error: `${charId}: a prototype carries skill ${lk.skillIndex} (与系统补位时一致)` }; + if (pick.uniEquipId != null && wantMod !== lk.uniEquipId) return { error: `${charId}: a prototype carries module ${lk.uniEquipId ?? 'none'}` }; + ({ skillIndex, uniEquipId } = lk); + } else { + if (want === null) return { error: `${charId}: an owned pick needs a skill index` }; + skillIndex = want; + uniEquipId = wantMod; + } + if (!forms.every((f) => (f.skills ?? []).some((s) => s && s.index === skillIndex))) return { error: `${charId}: no skill ${skillIndex}` }; + const elite = forms[1]; + if (uniEquipId !== null && !(elite.modules ?? []).some((m) => m && m.uniEquipId === uniEquipId)) { + return { error: `${charId}: no module ${uniEquipId} at stage ${slot.golden?.status?.equipLevel ?? '?'}` }; + } + return { ok: true, pick: { charId, skillIndex, uniEquipId } }; +} + +/** + * A 自选 slot record (either form) filled with a checked pick: composeUnitRecord of the slot's identity (tier, price, + * merge, status; no 特质) with the operator's form at the slot's status, the pick's skill and module (active on the elite + * form only), the derived bonds — plus `diyFor` (the slot's base id: the record is a 自选 piece) and `charId` (the + * operator). Null when the pick is not legal for the slot (checkDiyPick) or the data lacks a part. + * @param {object} slot a DIY chess record (data/chess.json, `isDiy`) + * @param {DiyPick} pick + * @param {DiyData} data + * @returns {object|null} + */ +export function diyRecordOf(slot, pick, data) { + if (!isObj(slot) || !slot.isDiy || typeof slot.chessId !== 'string') return null; + const c = checkDiyPick(slot.chessId, pick, data); + if (!('ok' in c)) return null; + const { charId, skillIndex, uniEquipId } = c.pick; + const backups = backupsOf(data); + const unit = backups?.units?.[charId] ?? null; + const rec = composeUnitRecord(slot, unit, unitForm(backups, charId, slot.status), + { skillIndex, moduleId: uniEquipId, bonds: diyOf(data)?.operators?.[charId]?.bonds ?? null }); + if (!rec || !rec.skill) return null; + rec.diyFor = slot.baseId ?? slot.chessId; + return rec; +} + +/** + * The record of a 自选 slot filled with `pick` (diyRecordOf): `elite` = the slot's `_b` form (E2 Lv60, module stage 1 at + * tier 5 / 3 at tier 6), else the normal form (E2 Lv1, no module). + * @param {string} slotId the slot's base id (an elite id is accepted and taken as the elite) + * @param {DiyPick} pick + * @param {{ elite?: boolean, data: DiyData }} opts + * @returns {object|null} + */ +export function diyRecord(slotId, pick, { elite = false, data } = { data: null }) { + const slot = diySlot(slotId, data); + if (!slot) return null; + return diyRecordOf(elite || slot.elite ? slot.golden : slot.normal, pick, data); +} + +/** + * Check a whole 自选 roster: `picks` maps slot base ids to a pick (absent / null = an empty slot). Strict: an unknown + * slot, an illegal pick (checkDiyPick), an operator without a kit (when `kitted` is given), the same operator twice in + * one tier, or an owned operator in two slots rejects the roster; a prototype may fill a tier-5 and a tier-6 slot. + * @param {any} picks + * @param {{ data: DiyData, kitted?: Kitted }} opts + * @returns {{ ok: true, picks: Record } | { error: 'BAD_MSG'|'BAD_TARGET', detail: string }} + */ +export function validateDiyPicks(picks, { data, kitted = null } = { data: null }) { + if (!isObj(picks)) return { error: 'BAD_MSG', detail: 'bad 自选 picks' }; + const diy = diyOf(data); + if (!diy) return { error: 'BAD_TARGET', detail: 'no 自选 data' }; + const ok = kittedTest(kitted); + /** @type {Record} */ + const out = {}; + const byTier = new Map(); + const ownedSeen = new Map(); + for (const [slotId, pick] of Object.entries(picks)) { + if (!own(diy.slots, slotId)) return { error: 'BAD_TARGET', detail: `not a 自选 slot: ${slotId}` }; + if (pick == null) continue; + const c = checkDiyPick(slotId, pick, data); + if (!('ok' in c)) return { error: 'BAD_TARGET', detail: c.error }; + const { charId } = c.pick; + if (!ok(charId)) return { error: 'BAD_TARGET', detail: `${charId} has no kit yet` }; + const tier = diy.slots[slotId].tier; + const inTier = byTier.get(tier) ?? new Set(); + if (inTier.has(charId)) return { error: 'BAD_TARGET', detail: `${charId} fills two tier-${tier} slots` }; + inTier.add(charId); + byTier.set(tier, inTier); + if (!isPrototypePick(data, tier, charId)) { + if (ownedSeen.has(charId)) return { error: 'BAD_TARGET', detail: `${charId} fills ${ownedSeen.get(charId)} and ${slotId} (an owned operator fills one slot)` }; + ownedSeen.set(charId, slotId); + } + out[slotId] = c.pick; + } + return { ok: true, picks: out }; +} diff --git a/test/assets-diy.test.js b/test/assets-diy.test.js new file mode 100644 index 00000000..91d1e264 --- /dev/null +++ b/test/assets-diy.test.js @@ -0,0 +1,93 @@ +// test/assets-diy.test.js — the art of the 自选 picks in the asset pipeline (tools/fetch-assets.mjs dataExtras, +// tools/assets/plan.mjs patternOperator / buildPlan `extraOperators` / `moduleTypes`; docs/ASSETS.md): the owned-6★ +// units of data/backups.json are planned from research 07's URL patterns (avatar, portrait — E2 too —, battle Spine +// Front / Back, every skill icon), their summons as tokens, and every module's type icon as manifest `modules`; the +// committed data/assets.json lists them (checked against public/assets when present); --add-only never rewrites a file. +// Run: node --test test/assets-diy.test.js + +import { test } from 'node:test'; +import assert from 'node:assert/strict'; +import { existsSync, readFileSync } from 'node:fs'; +import { join, dirname } from 'node:path'; +import { fileURLToPath } from 'node:url'; +import { dataExtras, parseArgs } from '../tools/fetch-assets.mjs'; +import { patternOperator, buildPlan } from '../tools/assets/plan.mjs'; +import { indexAudio } from '../tools/assets/audio.mjs'; +import { Downloader } from '../tools/assets/downloader.mjs'; + +const ROOT = join(dirname(fileURLToPath(import.meta.url)), '..'); +const load = (f) => JSON.parse(readFileSync(join(ROOT, 'data', `${f}.json`), 'utf8')); +const BACKUPS = load('backups'); +const CHESS = load('chess'); +const YUAN = 'https://raw.githubusercontent.com/yuanyan3060/ArknightsGameResource/main/'; +const FEXLI = 'https://raw.githubusercontent.com/fexli/ArknightsResource/main/'; + +test('dataExtras: every backups.json unit (skills by index, once), the 自选 summons, the type icon of every module of chess.json and backups.json', () => { + const x = dataExtras(BACKUPS, CHESS); + assert.deepEqual(Object.keys(x.extraOperators), Object.keys(BACKUPS.units)); + assert.deepEqual(x.extraOperators.char_112_siege, { + name: '推进之王', subProfessionId: 'pioneer', nationId: 'victoria', + skills: [{ index: 0, skillId: 'skcom_charge_cost[3]', iconId: 'skcom_charge_cost[3]' }, { index: 1, skillId: 'skchr_siege_2', iconId: 'skchr_siege_2' }, { index: 2, skillId: 'skchr_siege_3', iconId: 'skchr_siege_3' }], + }); + assert.deepEqual(x.tokenIds, Object.keys(BACKUPS.tokens).sort()); + const types = new Set(); + for (const c of Object.values(CHESS)) for (const m of c.modules || []) types.add(m.typeIcon); + for (const u of Object.values(BACKUPS.units)) for (const f of Object.values(u.forms)) for (const m of f.modules || []) types.add(m.typeIcon); + assert.deepEqual(x.moduleTypes, [...types].sort()); + assert.ok(x.moduleTypes.includes('sol-x') && x.moduleTypes.includes('sol-y')); + assert.deepEqual(dataExtras(null, null), { extraOperators: {}, tokenIds: [], moduleTypes: [] }); +}); + +test('patternOperator / buildPlan: an operator research 07 lacks gets the 07 URL patterns; known operators keep their research record; module type icons become `modules`', () => { + const o = patternOperator('char_112_siege', { subProfessionId: 'pioneer', skills: [{ index: 0, skillId: 'skcom_charge_cost[3]', iconId: 'skcom_charge_cost[3]' }] }); + assert.deepEqual([o.avatar.e0e1.url, o.avatar.e2.url, o.portrait.e0e1.url, o.portrait.e2.url], + [`${YUAN}avatar/char_112_siege.png`, `${YUAN}avatar/char_112_siege_2.png`, `${YUAN}portrait/char_112_siege_1.png`, `${YUAN}portrait/char_112_siege_2.png`]); + assert.equal(o.battleSpine.front.skel, `${FEXLI}spine/char_112_siege/char_112_siege/Front/char_112_siege.skel`); + assert.equal(o.battleSpine.back.png, `${FEXLI}spine/char_112_siege/char_112_siege/Back/char_112_siege.png`); + assert.equal(o.skills[0].icon.url, `${YUAN}skill/skill_icon_skcom_charge_cost%5B3%5D.png`, 'brackets percent-encoded'); + assert.match(o.subProfessionIcon, /arts\/ui\/subprofessionicon\/sub_pioneer_icon\.png$/); + const known = { name: 'x', avatar: { e0e1: { url: 'https://example.invalid/known.png' } }, skills: [] }; + const t = buildPlan({ + assets07: { operators: { char_609_acguad: known } }, ops03: {}, enemies05: {}, maps05: {}, audio: indexAudio({}), modelsData: {}, + extraOperators: { char_112_siege: dataExtras(BACKUPS, CHESS).extraOperators.char_112_siege, char_609_acguad: { skills: [] }, 'bad id': {} }, + moduleTypes: ['sol-x', 'sol-x', 'bad/type'], + }); + const c = t.template.chars.char_112_siege; + assert.deepEqual([c.avatar.alts[0].rel, c.avatarE2.alts[0].rel, c.portrait.alts[0].rel, c.portraitE2.alts[0].rel], + ['char/avatar/char_112_siege.png', 'char/avatar/char_112_siege_2.png', 'char/portrait/char_112_siege_1.png', 'char/portrait/char_112_siege_2.png']); + assert.deepEqual(c.spine, { front: { model: 'op:char_112_siege:front' }, back: { model: 'op:char_112_siege:back' } }); + assert.deepEqual(t.models.get('op:char_112_siege:front').skillIndices, [0, 1, 2], 'a Spine clip per skill index'); + for (const id of ['skcom_charge_cost[3]', 'skchr_siege_2', 'skchr_siege_3']) assert.ok(t.template.skills[id] && t.template.skillsById[id] === id, id); + assert.equal(t.template.chars.char_609_acguad.avatar.alts[0].urls[0], 'https://example.invalid/known.png', 'research 07 wins for an operator it lists'); + assert.equal(t.template.chars['bad id'], undefined); + assert.deepEqual(Object.keys(t.template.modules), ['sol-x']); + assert.match(t.template.modules['sol-x'].alts[0].urls[0], /arts\/ui\/uniequiptype\/sol-x\.png$/); + assert.equal(t.template.prof.sub.pioneer.alts[0].rel, 'prof/sub/pioneer.png'); +}); + +test('--add-only: parsed, refused with --prune / --force; its downloader keeps every existing file and records what it wrote', async () => { + assert.equal(parseArgs(['--add-only']).addOnly, true); + assert.equal(parseArgs([]).addOnly, false); + assert.throws(() => parseArgs(['--add-only', '--prune']), /never deletes or rewrites/); + assert.throws(() => parseArgs(['--add-only', '--force']), /never deletes or rewrites/); + const dl = new Downloader({ root: join(ROOT, 'data'), ledgerPath: join(ROOT, '.cache', 'test-never-written.json'), keepExisting: true, force: true, log() {} }); + assert.equal(dl.force, false, '--force never applies'); + assert.equal(await dl.existingSize({ rel: 'chess.json', urls: [], kind: 'png', bytes: 1 }), readFileSync(join(ROOT, 'data', 'chess.json')).length, 'an existing file is kept whatever its size / kind'); + assert.equal(await dl.existingSize({ rel: 'no-such-file.png', urls: [], kind: 'png' }), -1); + assert.deepEqual([...dl.written], []); +}); + +test('the committed data/assets.json lists every 自选 operator\'s avatar, portrait, Front Spine and skill icons, and a type icon per module (files on disk when public/assets is here)', () => { + const m = load('assets'); + const disk = existsSync(join(ROOT, 'public', 'assets', 'char')); + const onDisk = (u) => !disk || existsSync(join(ROOT, 'public', u)); + for (const id of BACKUPS.diy.ownedPool) { + const c = m.chars[id]; + assert.ok(c && c.avatar && c.portrait && c.spine?.front?.skel, `${id}: art`); + for (const u of [c.avatar, c.portrait, c.spine.front.skel, c.spine.front.atlas, ...c.spine.front.textures]) assert.ok(onDisk(u), `${id}: ${u} on disk`); + assert.deepEqual(Object.keys(c.spine.front.anims.skills || {}).sort(), ['0', '1', '2'], `${id}: a clip per skill index`); + for (const s of BACKUPS.units[id].forms['2/1/4/0'].skills) assert.ok(m.skills[m.skillsById[s.skillId]] || m.skills[s.iconId], `${id}: skill icon ${s.skillId}`); + } + for (const t of dataExtras(BACKUPS, CHESS).moduleTypes) assert.ok(m.modules[t] && onDisk(m.modules[t]), `module type icon ${t}`); + assert.equal(m.stats.modules, Object.keys(m.modules).length); +}); diff --git a/test/backups.test.js b/test/backups.test.js index 988da192..fcdbd8aa 100644 --- a/test/backups.test.js +++ b/test/backups.test.js @@ -1,7 +1,8 @@ // test/backups.test.js — the data of 补位 (stand-ins) and 自选 (DIY slots): chess.json `backup` and data/backups.json -// (docs/DATA.md §18; tools/build-data.mjs buildBackups; shared/standIn.js). The gameplay of both features comes later; -// these tests pin the data the gameplay will read: the 133 base chess and their types, the 17 stand-in characters and -// their forms, every NORMAL chess resolving to its stand-in, the 4 DIY slots, the legal picks and the faction bonds. +// (docs/DATA.md §18; tools/build-data.mjs buildBackups; shared/standIn.js, shared/diy.js). These tests pin the data the +// gameplay reads: the 133 base chess and their types, the 17 stand-in characters and their forms, every NORMAL chess +// resolving to its stand-in, the 4 DIY slots, the legal picks (the 72 owned 6★ with their forms and summons, the +// prototypes and their locked selections) and the faction bonds. // With the official-data cache (.cache/gamedata) the backup fields, the stand-in numbers and the bond derivation are // re-derived from the raw tables. // Run: node --test test/backups.test.js @@ -61,12 +62,16 @@ test('chess: the backup fields are the official shop row, verbatim', { skip: !HA } }); +const STAT_KEYS = ['maxHp', 'atk', 'def', 'res', 'cost', 'blockCnt', 'bat', 'aspd', 'respawnTime', 'spRecovery', 'moveSpeed']; + test('backups: the 17 stand-in characters, each with a form for every status it fights at', () => { - const ids = Object.keys(backups.units); + const ids = Object.keys(backups.units).filter((id) => backups.units[id].standsIn.length); assert.deepEqual(ids, [...RESERVES, ...ELITES]); - assert.deepEqual([...new Set(ofType('NORMAL').map((c) => c.backup.charId))].sort(), [...ids].sort(), 'the units are exactly the NORMAL chess backups'); - const statKeys = ['maxHp', 'atk', 'def', 'res', 'cost', 'blockCnt', 'bat', 'aspd', 'respawnTime', 'spRecovery', 'moveSpeed']; - for (const [id, u] of Object.entries(backups.units)) { + assert.deepEqual(Object.keys(backups.units), [...RESERVES, ...ELITES, ...backups.diy.ownedPool], 'the stand-ins, then the owned 6★ picks'); + assert.deepEqual([...new Set(ofType('NORMAL').map((c) => c.backup.charId))].sort(), [...ids].sort(), 'the stand-ins are exactly the NORMAL chess backups'); + const statKeys = STAT_KEYS; + for (const id of ids) { + const u = backups.units[id]; assert.equal(u.charId, id); assert.equal(u.rarity, ELITES.includes(id) ? 6 : 4, `${id}: rarity`); assert.equal(u.isNotObtainable, true, `${id}: a prototype cannot be owned`); @@ -229,10 +234,81 @@ test('DIY: prototype picks — the 9 elites at tiers 5 and 6, six 4★ reserves assert.equal(diyRecord(chess.chess_char_5_01_a, 'char_608_acpion', backups, { skillIndex: 2 }), null, 'not a DIY slot'); }); +test('DIY: the 72 owned 6★ picks — a form at every slot status with all three skills, every module at stage 1 and 3, their summons', () => { + const { ownedPool } = backups.diy; + assert.equal(ownedPool.length, 72); + let summoners = 0; + for (const id of ownedPool) { + const u = backups.units[id]; + assert.ok(u, `${id}: unit`); + assert.deepEqual([u.charId, u.rarity, u.isNotObtainable, u.standsIn], [id, 6, false, []], `${id}: identity`); + assert.ok(u.name && u.profession && u.subProfessionId && u.subProfessionName && u.position, `${id}: identity`); + assert.ok(u.assets.avatar === id && u.assets.spine === id && u.assets.avatarGolden === `${id}_2` && u.assets.portraitGolden === `${id}_2`, `${id}: assets (E2 art on the elite form)`); + assert.deepEqual(Object.keys(u.forms), ['2/1/4/0', '2/60/7/1', '2/60/7/3'], `${id}: forms`); + const advanced = Object.keys(u.moduleNames).filter((m) => u.moduleNames[m].typeName !== 'ORIGINAL'); + let summons = false; + for (const [key, f] of Object.entries(u.forms)) { + const label = `${id}@${key}`; + for (const k of STAT_KEYS) assert.ok(isFiniteNum(f.stats[k]), `${label}: stats.${k}`); + assert.ok(f.stats.maxHp > 0 && f.stats.bat > 0 && Array.isArray(f.rangeGrid) && f.rangeGrid.length > 0, `${label}: stats / range`); + assert.ok(typeof f.trait?.desc === 'string' && f.trait.desc.length > 0 && Array.isArray(f.talents), `${label}: trait / talents`); + assert.deepEqual(f.skills.map((s) => [s.index, s.level]), [0, 1, 2].map((i) => [i, f.status.skillLevel]), `${label}: every skill at the slot's skill rank`); + for (const s of f.skills) assert.ok(typeof s.trigger?.rule === 'string' && !('isDefault' in s), `${label} ${s.skillId}: trigger, no selection`); + if (f.status.equipLevel === 0) assert.equal(f.modules, undefined, `${label}: no module phase on the normal form`); + else assert.deepEqual(f.modules.map((m) => [m.uniEquipId, m.level]), advanced.map((m) => [m, f.status.equipLevel]), `${label}: every module at the stage`); + for (const t of f.tokens) { + summons = true; + const rec = backups.tokens[t]; + assert.ok(rec && rec.kind === 'summon' && rec.owners.includes(`${id}@${key}`), `${label}: summon ${t}`); + const v = rec.variants[`${id}@${key}`]; + assert.ok(v.stats && v.skill !== undefined && Array.isArray(v.sources), `${label}: ${t} variant`); + assert.deepEqual(Object.keys(v.bySkill || {}).map(Number), [1, 2], `${label}: ${t} per other skill`); + if (f.status.equipLevel > 0 && f.modules.length) assert.deepEqual(Object.keys(v.byModule), f.modules.map((m) => m.uniEquipId), `${label}: ${t} per module`); + } + } + if (summons) summoners++; + } + assert.equal(summoners, 27, 'owned picks with summons'); + for (const [id, rec] of Object.entries(backups.tokens)) { + assert.deepEqual(Object.keys(rec.variants), rec.owners, `${id}: owners = variant keys`); + for (const o of rec.owners) assert.ok(/^char_\w+@\d+\/\d+\/\d+\/\d+$/.test(o) && ownedPool.includes(o.split('@')[0]), `${id}: owner ${o}`); + } + // spot checks (zh_CN client data): 推进之王 E2 Lv60 = 2046 HP / 484 ATK, SOL-X stage 1 ATK +60 DEF +40 and its trait, stage 3 + // the 万兽之王 change; 令 S1 / S2 / S3 summon 清平 / 逍遥 / 弦惊 + const siege = backups.units.char_112_siege.forms; + assert.deepEqual([siege['2/60/7/1'].stats.maxHp, siege['2/60/7/1'].stats.atk], [2046, 484]); + const solx1 = siege['2/60/7/1'].modules.find((m) => m.typeName === 'SOL-X'); + assert.deepEqual([solx1.attr, solx1.traitOverride.bb, solx1.talentChanges], [{ atk: 60, def: 40 }, { atk: 0.08, def: 0.08 }, []]); + assert.deepEqual(siege['2/60/7/3'].modules.find((m) => m.typeName === 'SOL-X').talentChanges.map((t) => [t.talentIndex, t.bb]), [[0, { atk: 0.08, def: 0.08 }]]); + const ling = backups.units.char_2023_ling.forms['2/60/7/3']; + assert.deepEqual(ling.skills.map((s) => s.overrideTokenKey), ['token_10020_ling_soul1', 'token_10020_ling_soul2', 'token_10020_ling_soul3']); + const soul3 = backups.tokens.token_10020_ling_soul3.variants['char_2023_ling@2/60/7/3']; + assert.deepEqual([soul3.sources, soul3.bySkill['2'].sources], [['display'], ['skill', 'display']], '弦惊: made by S3 only'); +}); + +test('DIY: prototype picks carry the skill / module of their 补位 rows at the slot tier (预备干员-医疗: S3, assumed)', () => { + const { locked, prototypes } = backups.diy; + assert.deepEqual(Object.keys(locked), ['5', '6']); + for (const tier of ['5', '6']) { + assert.deepEqual(Object.keys(locked[tier]), prototypes[tier], `tier ${tier}: one locked selection per prototype`); + for (const [id, l] of Object.entries(locked[tier])) { + const rows = ofType('NORMAL').filter((c) => c.tier === Number(tier) && c.backup.charId === id).map((c) => c.chessId).sort((a, b) => a.localeCompare(b, 'en', { numeric: true })); + assert.deepEqual(l.from, rows, `${id}@${tier}: from its 补位 rows`); + if (rows.length) assert.deepEqual([l.skillIndex, l.uniEquipId], [chess[rows[0]].backup.skillIndex, chess[rows[0]].backup.uniEquipId], `${id}@${tier}`); + } + } + // the 6★ elites: S3 with their own module at both tiers; 领主·Sharp: S1; the reserves: S3 without a module + for (const id of ELITES) for (const tier of ['5', '6']) { + assert.deepEqual([locked[tier][id].skillIndex, locked[tier][id].uniEquipId], [id === 'char_617_sharp2' ? 0 : 2, `uniequip_002_${id.replace(/^char_\d+_/, '')}`], `${id}@${tier}`); + } + for (const id of prototypes['5'].filter((x) => RESERVES.includes(x))) assert.deepEqual([locked['5'][id].skillIndex, locked['5'][id].uniEquipId], [2, null], id); + assert.deepEqual(locked['5'].char_605_cmedic, { skillIndex: 2, uniEquipId: null, from: [] }, '预备干员-医疗 has no tier-5 补位 row: S3 [ASSUMED]'); +}); + test('DIY: the owned-6★ pool and the faction → bond rule (mainPower + every subPower vs powerIdList, else 协防干员)', () => { const { ownedPool, operators, prototypes } = backups.diy; const roster = new Set(base.map((c) => c.charId).filter(Boolean)); - assert.equal(ownedPool.length, 78); + assert.equal(ownedPool.length, 72); for (const id of ownedPool) { assert.ok(!roster.has(id), `${id}: a roster operator is never a pick`); assert.deepEqual([operators[id].rarity, operators[id].obtainable], [6, true], id); @@ -246,7 +322,11 @@ test('DIY: the owned-6★ pool and the faction → bond rule (mainPower + every } const tally = {}; for (const id of ownedPool) { const k = operators[id].bonds.join('+'); tally[k] = (tally[k] || 0) + 1; } - assert.deepEqual(tally, { emptyShip: 44, yanShip: 14, victoriaShip: 8, sargonShip: 4, siracusaShip: 4, lateranoShip: 2, kazimierzShip: 1, 'yanShip+victoriaShip': 1 }); + assert.deepEqual(tally, { emptyShip: 39, yanShip: 14, victoriaShip: 8, sargonShip: 4, siracusaShip: 4, lateranoShip: 1, kazimierzShip: 1, 'yanShip+victoriaShip': 1 }); + // the collab operators are out of the data and the pool (the owner's decision of 2026-10-05: copyright) + assert.deepEqual(backups.diy.excluded.map((id) => [id, backups.units[id], operators[id]]), + ['char_456_ash', 'char_1029_yato2', 'char_4123_ela', 'char_4141_marcil', 'char_4182_oblvns', 'char_4217_makoto'].map((id) => [id, undefined, undefined]), + '灰烬, 麒麟R夜刀, 艾拉, 玛露西尔, 丰川祥子, 结城理'); assert.deepEqual(operators.char_017_huang.bonds, ['yanShip', 'victoriaShip'], '煌: 炎 + 维多利亚 from her subPower (mainPower rhodes / elite)'); for (const id of [...prototypes['5'], ...prototypes['6']]) assert.deepEqual(operators[id].bonds, ['emptyShip'], `${id}: no faction`); }); @@ -255,20 +335,24 @@ test('DIY: powers and the owned pool re-derived from character_table', { skip: ! const CT = raw('character_table'); const act = raw('activity_table').activity.AUTOCHESS_SEASON.act2autochess; const roster = new Set(Object.values(act.charShopChessDatas).map((r) => r.charId).filter(Boolean)); - const pool = Object.entries(CT).filter(([id, c]) => id.startsWith('char_') && c.rarity === 'TIER_6' && !['TOKEN', 'TRAP'].includes(c.profession) && !c.isNotObtainable && !roster.has(id)).map(([id]) => id); - assert.deepEqual([...backups.diy.ownedPool].sort(), pool.sort()); + const collab = (c) => [c.mainPower, ...(c.subPower || [])].some((p) => ['rainbow', 'action4', 'mujica', 'sees', 'laios'].includes(p?.teamId)); + const legal = Object.entries(CT).filter(([id, c]) => id.startsWith('char_') && c.rarity === 'TIER_6' && !['TOKEN', 'TRAP'].includes(c.profession) && !c.isNotObtainable && !roster.has(id)); + assert.equal(legal.length, 78, 'the excel\'s 78 obtainable 6★ outside the chess pool'); + assert.deepEqual([...backups.diy.ownedPool].sort(), legal.filter(([, c]) => !collab(c)).map(([id]) => id).sort()); + assert.deepEqual([...backups.diy.excluded].sort(), legal.filter(([, c]) => collab(c)).map(([id]) => id).sort()); for (const [id, o] of Object.entries(backups.diy.operators)) { const c = CT[id]; const want = [...new Set([c.mainPower, ...(c.subPower || [])].flatMap((p) => [p?.nationId, p?.groupId, p?.teamId]).filter(Boolean))]; assert.deepEqual(o.powers, want, `${id}: powers`); } - // nine obtainable 6★ get their core bond from a subPower only (鸿雪, 真言, 假日威龙陈, 弑君者, 予愿安洁莉娜, 结城理, 涤火杰西卡, 薇薇安娜, 煌) + // eight owned picks get their core bond from a subPower only (鸿雪, 真言, 假日威龙陈, 弑君者, 予愿安洁莉娜, 涤火杰西卡, 薇薇安娜, 煌; + // the ninth of the excel, 结城理, is a collab) const coreOf = (powers) => Object.values(bonds).filter((b) => b.isCore && b.powerIdList.some((p) => powers.includes(p))).map((b) => b.bondId); const subOnly = backups.diy.ownedPool.filter((id) => { const m = CT[id].mainPower; return coreOf([m?.nationId, m?.groupId, m?.teamId].filter(Boolean)).join() !== coreOf(backups.diy.operators[id].powers).join(); }); - assert.equal(subOnly.length, 9); + assert.equal(subOnly.length, 8); }); test('composeUnitRecord: identity from the chess, everything else from the unit (no field of the replaced operator leaks)', () => { diff --git a/test/content/diy.test.js b/test/content/diy.test.js new file mode 100644 index 00000000..af483052 --- /dev/null +++ b/test/content/diy.test.js @@ -0,0 +1,148 @@ +// test/content/diy.test.js — 自选 pieces in battle (DATA.md §18, docs/SIM.md §12): simdata getChess(slotId, { diy }) / +// getDiy, the PlayerBattleInput `diy` field through Battle, the BattleSpec path and the per-battle loadout view, the +// kit lookup by charId (an owned 6★'s operator kit, a prototype's stand-in kit, a 预备干员's generic kit, the generic kit +// for an operator without one), the summons of an owned pick (data/backups.json `tokens`, getToken with the pick as the +// owner's loadout) and the wire info. The 推进之王 kit itself: test/content/op_siege.test.js. +// Run: node --test test/content/diy.test.js + +import { test } from 'node:test'; +import assert from 'node:assert/strict'; +import { readFileSync } from 'node:fs'; +import { makeBattle, enemyRec, checkInvariants, flatStage, flatRoutes } from '../helpers/battleHarness.js'; +import { getDefaultSource, DataSource } from '../../server/sim/simdata.js'; +import { buildBattleSpec, createBattleFromSpec } from '../../server/sim/spec.js'; +import { unitInfo } from '../../server/sim/snapshot.js'; +import { isDiyDef, kitOf } from '../../server/sim/content/index.js'; + +const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8')); +const BACKUPS = load('backups'); +const SIEGE = 'char_112_siege'; +const T5 = 'chess_char_5_diy1_a', T6 = 'chess_char_6_diy1_a'; +const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o }); +const ENEMIES = { enemy_dummy: dummy('enemy_dummy') }; + +function battle(units, o = {}) { + return makeBattle({ defs: { enemies: ENEMIES }, units, timeLimit: 300, autoFinish: false, seed: o.seed ?? 7, flags: { dpPerSec: 0 }, ...o }); +} +function done(h) { + checkInvariants(h.b); + assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0])); +} + +test('getChess(slotId, { diy }): the 自选 def — the slot\'s ids / tier, the pick\'s body, skill, module and bonds; diyFor, charId, loadout.diy, tokenOwner; cached; null for an illegal pick', () => { + const ds = getDefaultSource(); + const pick = { charId: SIEGE, skillIndex: 0, uniEquipId: 'uniequip_003_siege' }; + const d = ds.getChess('chess_char_6_diy1_b', { diy: pick }); + assert.deepEqual([d.id, d.baseId, d.golden, d.tier, d.charId, d.diyFor, d.name, d.profession], ['chess_char_6_diy1_b', T6, true, 6, SIEGE, T6, '推进之王', 'PIONEER']); + assert.deepEqual([d.bonds, d.raw.garrisonIds, d.skill.id, d.raw.module.id, d.raw.module.level, d.raw.module.active], [['victoriaShip'], [], 'skcom_charge_cost[3]', 'uniequip_003_siege', 3, true]); + assert.deepEqual(d.loadout.diy, pick); + assert.equal(d.tokenOwner, 'char_112_siege@2/60/7/3'); + assert.ok(isDiyDef(d) && Object.isFrozen(d)); + assert.equal(ds.getChess('chess_char_6_diy1_b', { diy: { ...pick } }), d, 'cached per (id, pick)'); + assert.equal(ds.getChess(T6, { diy: { charId: 'char_601_cguard' } }), null, 'a reserve is no tier-6 pick'); + assert.equal(ds.getChess(T5, { diy: { charId: 'char_609_acguad', skillIndex: 0 } }), null, 'a prototype off its locked skill'); + assert.equal(ds.getChess('chess_char_5_01_a', { diy: pick }), null, 'not a slot'); + const proto = ds.getChess(T5, { diy: { charId: 'char_617_sharp2' } }); + assert.deepEqual([proto.skill.id, proto.loadout.diy], ['skchr_sharp2_1', { charId: 'char_617_sharp2', skillIndex: 0, uniEquipId: 'uniequip_002_sharp2' }], '领主·Sharp: S1, its module (inactive on the normal form)'); + assert.equal(proto.raw.module.active, false); +}); + +test('a battle fields 自选 pieces by their kit: an owned 6★\'s operator kit (keyed by its charId), a prototype\'s stand-in kit, a 预备干员\'s generic kit, the generic kit (+ its exact talents) without a kit', () => { + // an injected kit keyed by the operator's charId — what kits/ops/op-.js registers (KITS[charId]) + const siegeKit = () => ({ skills: { skchr_siege_2: { kind: 'charges' } }, talents: [], diyProbe: true }); + const h = battle([ + { diy: { slot: 5, charId: SIEGE, skillIndex: 1 }, row: 10, col: 3 }, + { diy: { slot: 'chess_char_5_diy2_a', charId: 'char_609_acguad' }, elite: true, row: 10, col: 5 }, + { diy: { slot: T6, charId: 'char_617_sharp2' }, elite: true, row: 10, col: 7 }, + { diy: { slot: 'chess_char_6_diy2_a', charId: 'char_017_huang', skillIndex: 2 }, row: 11, col: 3 }, + { diy: { slot: 'chess_char_6_diy2_a', charId: 'char_601_cguard' }, row: 11, col: 5 }, // illegal at tier 6: never fielded + ], { kits: { [SIEGE]: siegeKit, chess_char_5_diy1_a: () => { throw new Error('a 自选 piece never runs a kit of its slot id'); } } }); + h.step(); + const [siege, sharp, sharp2, huang] = [1, 2, 3, 4].map((uid) => h.unit(uid)); + assert.equal(h.unit(5), null, 'an illegal pick fields nothing'); + assert.deepEqual([siege.defId, siege.def.charId, siege.skill.id, siege.kit.diyProbe, siege.kit.skillSource], [T5, SIEGE, 'skchr_siege_2', true, 'skills']); + assert.equal(kitOf(siege.def, { [T5]: 'slot', chess_char_5_diy1: 'bare', [SIEGE]: 'mine' }), 'mine', 'kitOf: by charId only'); + assert.equal(kitOf(siege.def, { [T5]: 'slot' }), undefined); + assert.deepEqual([sharp.defId, sharp.def.charId, sharp.skill.id, !!sharp.kit.generic, sharp.kit.skillSource, sharp.def.raw.module.level], ['chess_char_5_diy2_b', 'char_609_acguad', 'skchr_acguad_3', false, 'skills', 1]); + assert.deepEqual([sharp2.skill.id, !!sharp2.kit.generic, sharp2.def.raw.module.level, sharp2.def.raw.module.active], ['skchr_sharp2_1', false, 3, true], '领主·Sharp at tier 6: S1 + LOR-X stage 3'); + assert.deepEqual([huang.def.charId, huang.skill.id, !!huang.kit.generic, huang.def.bonds], ['char_017_huang', 'skchr_huang_3', true, ['yanShip', 'victoriaShip']], '煌 has no kit yet: the generic kit'); + // the elite reserve uses the generic kit with its exact stat talents (as a 补位 stand-in does) + const h2 = battle([{ diy: { slot: 5, charId: 'char_601_cguard' }, elite: true, row: 10, col: 3 }]); + h2.step(); + const g = h2.unit(1); + assert.deepEqual([g.def.charId, g.skill.id, !!g.kit.generic], ['char_601_cguard', 'skcom_atk_up[3]', true], '预备干员-近卫 at tier 5: S3 攻击力强化·γ型, its 补位 row'); + assert.ok(Math.abs(g.s.atk - g.base.atk * 1.08) < 1e-6, 'its talent 攻击提升 (攻击力+8%) through genericTalents'); + done(h); + done(h2); +}); + +test('BattleSpec path: buildBattleSpec keeps a well-formed `diy` (and drops a malformed one); the spec battle fields the 自选 def, with the per-unit pick exact when two players fill one slot id differently', () => { + const players = [ + { playerId: 'p1', seat: 0, side: 'L', colOffset: 0, bonds: {}, units: [{ uid: 1, kind: 'chess', chessId: 'chess_char_5_diy1_b', diy: { charId: SIEGE, skillIndex: 2, uniEquipId: 'uniequip_002_siege', extra: 1 }, row: 10, col: 4 }] }, + { playerId: 'p2', seat: 1, side: 'L', colOffset: 0, bonds: {}, units: [ + { uid: 1, kind: 'chess', chessId: 'chess_char_5_diy1_b', diy: { charId: 'char_611_acnipe' }, row: 11, col: 4 }, + { uid: 2, kind: 'chess', chessId: 'chess_char_5_diy2_a', diy: { charId: 'not ok!' }, row: 12, col: 4 }, + ] }, + ]; + const spec = buildBattleSpec({ battleId: 'diy', kind: 'normal', seed: 3, stageId: null, players, spawns: [], routes: flatRoutes(), timeLimit: 30 }); + assert.deepEqual(spec.players[0].units[0].diy, { charId: SIEGE, skillIndex: 2, uniEquipId: 'uniequip_002_siege' }, 'reduced to the pick'); + assert.deepEqual(spec.players[1].units[0].diy, { charId: 'char_611_acnipe' }); + assert.equal('diy' in spec.players[1].units[1], false, 'a malformed pick is dropped'); + // the same players through the harness (a flat stage; the spec carries no stage object): each unit its own pick + const h = makeBattle({ defs: { enemies: ENEMIES }, players: spec.players, timeLimit: 30, autoFinish: false, stage: flatStage(), flags: { dpPerSec: 0 } }); + h.step(); + const mine = h.b.allyUnits.find((u) => u.ownerId === 'p1' && u.uid === 1); + const theirs = h.b.allyUnits.find((u) => u.ownerId === 'p2' && u.uid === 1); + assert.deepEqual([mine.def.charId, mine.skill.id, theirs.def.charId, theirs.skill.id], [SIEGE, 'skchr_siege_3', 'char_611_acnipe', 'skchr_acnipe_3']); + assert.ok(h.b.data.loadoutConflicts.includes('chess_char_5_diy1_b'), 'the id-only view notes the conflict; each unit still has its own def'); + assert.equal(h.b.allyUnits.some((u) => u.ownerId === 'p2' && u.uid === 2), false, 'a DIY slot without a pick fields nothing'); + done(h); + // and createBattleFromSpec on a real stage builds the same 自选 def + const stageId = Object.keys(load('stages')).find((id) => load('stages')[id].kind !== 'unite'); + const b = createBattleFromSpec({ ...spec, stageId, routes: [] }, getDefaultSource(), { quiet: true }); + b.step(); + assert.deepEqual(b.allyUnits.filter((u) => u.kind === 'op').map((u) => [u.ownerId, u.def.charId, u.def.loadout.diy.skillIndex]), [['p1', SIEGE, 2], ['p2', 'char_611_acnipe', 2]]); +}); + +test('summons of an owned pick: battle.tokenDef resolves the variant of its form and pick (令 at tier 6 elite: S3 makes 弦惊, not 清平)', () => { + const h = battle([{ diy: { slot: 6, charId: 'char_2023_ling', skillIndex: 2, uniEquipId: 'uniequip_002_ling' }, elite: true, row: 10, col: 4 }]); + h.step(); + const u = h.unit(1); + assert.equal(u.def.tokenOwner, 'char_2023_ling@2/60/7/3'); + const rec3 = BACKUPS.tokens.token_10020_ling_soul3; + const v = rec3.variants['char_2023_ling@2/60/7/3']; + const t3 = h.b.tokenDef('token_10020_ling_soul3', u); + assert.deepEqual([t3.id, t3.sources, t3.skill?.id], ['token_10020_ling_soul3', ['skill', 'display'], v.bySkill['2'].skill.skillId]); + const stats = { ...v.stats, ...(v.byModule?.uniequip_002_ling?.stats ?? {}) }; + assert.deepEqual([t3.stats.maxHp, t3.stats.atk, t3.stats.def], [stats.maxHp, stats.atk, stats.def], 'the form\'s stats with the module\'s token attributes'); + assert.equal(h.b.producesToken(u, 'token_10020_ling_soul3'), true); + assert.equal(h.b.producesToken(u, 'token_10020_ling_soul1'), false, 'S3 does not make 清平'); + const t1 = h.b.tokenDef('token_10020_ling_soul1', u); + assert.deepEqual(t1.sources, ['display']); + // the same token of the normal form (tier 5, no module) is the form's own variant + const h2 = battle([{ diy: { slot: 5, charId: 'char_2023_ling', skillIndex: 0 }, row: 10, col: 4 }]); + h2.step(); + const n1 = h2.b.tokenDef('token_10020_ling_soul1', h2.unit(1)); + assert.deepEqual([n1.sources, n1.stats.atk], [['skill', 'display'], BACKUPS.tokens.token_10020_ling_soul1.variants['char_2023_ling@2/1/4/0'].stats.atk]); + done(h); + done(h2); +}); + +test('wire info: a 自选 piece carries its pick (defId = the slot; spine / avatar = the operator\'s; no 补位 mark)', () => { + const h = battle([{ diy: { slot: 5, charId: SIEGE, skillIndex: 2, uniEquipId: 'uniequip_002_siege' }, elite: true, row: 10, col: 4 }]); + h.step(); + const info = unitInfo(h.unit(1)); + assert.deepEqual([info.defId, info.spine, info.avatar, info.tier, info.golden, info.skillIndex, info.moduleId, info.standInFor], + ['chess_char_5_diy1_b', SIEGE, `${SIEGE}_2`, 5, true, 2, 'uniequip_002_siege', undefined]); + assert.deepEqual(info.diy, { charId: SIEGE, skillIndex: 2, uniEquipId: 'uniequip_002_siege' }); + const plain = battle([{ chessId: 'chess_char_1_02_a', row: 10, col: 4 }]); + plain.step(); + assert.equal(unitInfo(plain.unit(1)).diy, undefined); + done(h); +}); + +test('a DataSource without backups.json fields no 自选 piece (null def), and its plain DIY slot def is unchanged', () => { + const ds = new DataSource({ chess: { [T5]: load('chess')[T5] } }, null); + assert.equal(ds.getChess(T5, { diy: { charId: SIEGE, skillIndex: 0 } }), null); + assert.equal(ds.getChess(T5).name, '甄选干员'); +}); diff --git a/test/content/kits_layout.test.js b/test/content/kits_layout.test.js index c9c27ac0..0b073d7b 100644 --- a/test/content/kits_layout.test.js +++ b/test/content/kits_layout.test.js @@ -1,16 +1,21 @@ // The operator kit layout (server/sim/content/kits/README.md): every file of kits/ops/ is listed once in kits/index.js -// KIT_FILES or STANDIN_KIT_FILES and nothing else is; a file `-.js` registers exactly the kit of -// `_a`, whose data record has that charId code name; a 补位 file `standin-.js` registers exactly the -// kit of the stand-in character whose charId has that code name (data/backups.json `units`); the registry is the tier -// groups in order, then the stand-ins, and content/index.js serves that object; no kit file imports a Node-only or -// server-only module or reads the clock / Math.random (the sim is deterministic and also runs in the browser, /sim/). +// KIT_FILES, STANDIN_KIT_FILES or OPERATOR_KIT_FILES and nothing else is; a file `-.js` registers +// exactly the kit of `_a`, whose data record has that charId code name; a 补位 file `standin-.js` +// registers exactly the kit of the stand-in character whose charId has that code name (data/backups.json `units`); a +// 自选 file `op-.js` registers exactly the kit of the owned-6★ pick with that code name (data/backups.json +// `diy.ownedPool`) and writes every skill of the operator under `skills`; the registry is the tier groups in order, then +// the stand-ins, then the 自选 operators, and content/index.js serves that object; KITTED_CHARS = the 预备干员 + every +// registered stand-in / operator charId; no kit file imports a Node-only or server-only module or reads the clock / +// Math.random (the sim is deterministic and also runs in the browser, /sim/). import { test } from 'node:test'; import assert from 'node:assert/strict'; import { readdirSync, readFileSync } from 'node:fs'; import { join, dirname } from 'node:path'; import { fileURLToPath } from 'node:url'; -import { KIT_FILES, TIER_KITS, KITS, STANDIN_KIT_FILES, STANDIN_KITS } from '../../server/sim/content/kits/index.js'; +import { KIT_FILES, TIER_KITS, KITS, STANDIN_KIT_FILES, STANDIN_KITS, OPERATOR_KIT_FILES, OPERATOR_KITS, GENERIC_KIT_CHARS, KITTED_CHARS } from '../../server/sim/content/kits/index.js'; import { KITS as CONTENT_KITS } from '../../server/sim/content/index.js'; +import { diyRecord } from '../../shared/diy.js'; +import { normalizeChess } from '../../server/sim/simdata.js'; const ROOT = join(dirname(fileURLToPath(import.meta.url)), '../..'); const KIT_DIR = join(ROOT, 'server/sim/content/kits'); @@ -19,7 +24,7 @@ const BACKUPS = JSON.parse(readFileSync(join(ROOT, 'data/backups.json'), 'utf8') const jsIn = (dir) => readdirSync(join(KIT_DIR, dir)).filter((f) => f.endsWith('.js')).sort(); test('kits/index.js lists every kit file of kits/ops/ exactly once, and only those', () => { - const listed = [...KIT_FILES.flat(), ...STANDIN_KIT_FILES]; + const listed = [...KIT_FILES.flat(), ...STANDIN_KIT_FILES, ...OPERATOR_KIT_FILES]; assert.equal(new Set(listed).size, listed.length, 'a file listed twice'); assert.deepEqual([...listed].sort(), jsIn('ops')); }); @@ -39,6 +44,32 @@ test('a stand-in kit file standin-.js registers the kit of that stand- } }); +test('a 自选 kit file op-.js registers the kit of that owned-6★ pick (data/backups.json diy.ownedPool), every skill under `skills`', async () => { + const pool = BACKUPS.diy.ownedPool; + for (const file of OPERATOR_KIT_FILES) { + const m = /^op-([a-z0-9]+)\.js$/.exec(file); + assert.ok(m, `${file}: name`); + const charId = pool.find((id) => id.replace(/^char_\d+_/, '') === m[1]); + assert.ok(charId, `${file}: no owned-6★ pick with the code name ${m[1]}`); + const mod = await import(`../../server/sim/content/kits/ops/${file}`); + assert.deepEqual(Object.keys(mod.default), [charId], `${file}: default export`); + assert.equal(typeof mod.default[charId], 'function', `${file}: kit builder`); + assert.equal(OPERATOR_KITS[charId], mod.default[charId], `${file}: registered`); + assert.equal(KITS[charId], mod.default[charId], `${file}: in the merged registry`); + // every skill of every slot form is authored (a 自选 piece has no default skill: the pick chooses any), built from the + // composed record and its def as the sim does (shared/diy.js diyRecord, simdata normalizeChess) + for (const slot of ['chess_char_5_diy1_a', 'chess_char_6_diy1_a']) { + for (const elite of [false, true]) { + const rec = diyRecord(slot, { charId, skillIndex: 0 }, { elite, data: { chess: CHESS, backups: BACKUPS } }); + assert.ok(rec, `${file}: a legal pick of ${slot}`); + const kit = mod.default[charId](rec.skill.bb, rec, normalizeChess(rec)); + assert.deepEqual(Object.keys(kit.skills || {}).sort(), rec.skills.map((s) => s.skillId).sort(), `${file}@${slot}${elite ? ' elite' : ''}: skills`); + } + } + } + assert.deepEqual([...KITTED_CHARS].sort(), [...new Set([...GENERIC_KIT_CHARS, ...Object.keys(STANDIN_KITS), ...Object.keys(OPERATOR_KITS)])].sort()); +}); + test('a kit file -.js registers the kit of _a (codename: its charId without char__)', async () => { for (const file of KIT_FILES.flat()) { const m = /^(chess_char_\w+?)-([a-z0-9]+)\.js$/.exec(file); @@ -54,9 +85,9 @@ test('a kit file -.js registers the kit of _a (coden } }); -test('the registry is the tier groups in KIT_FILES order, then the stand-ins, one key per file; content/index.js serves the same object', () => { - assert.deepEqual(Object.keys(KITS), [...TIER_KITS.flatMap((t) => Object.keys(t)), ...Object.keys(STANDIN_KITS)]); - assert.equal(Object.keys(KITS).length, KIT_FILES.flat().length + STANDIN_KIT_FILES.length, 'one key per file, none twice'); +test('the registry is the tier groups in KIT_FILES order, then the stand-ins, then the 自选 operators, one key per file; content/index.js serves the same object', () => { + assert.deepEqual(Object.keys(KITS), [...TIER_KITS.flatMap((t) => Object.keys(t)), ...Object.keys(STANDIN_KITS), ...Object.keys(OPERATOR_KITS)]); + assert.equal(Object.keys(KITS).length, KIT_FILES.flat().length + STANDIN_KIT_FILES.length + OPERATOR_KIT_FILES.length, 'one key per file, none twice'); assert.equal(CONTENT_KITS, KITS); }); diff --git a/test/content/op_siege.test.js b/test/content/op_siege.test.js new file mode 100644 index 00000000..50b9134d --- /dev/null +++ b/test/content/op_siege.test.js @@ -0,0 +1,235 @@ +// test/content/op_siege.test.js — the 自选 operator kit of 推进之王 (char_112_siege, 6★ 尖兵; kit +// server/sim/content/kits/ops/op-siege.js), fielded the production way (a DIY slot + its `diy` pick, simdata getDiy) in +// every form: tiers 5 / 6, normal (E2 Lv1, skill rank 4, no module) and elite (E2 Lv60, rank 7) with no module, SOL-X +// “糖果盒” or SOL-Y “初诺” at stage 1 (tier 5) / 3 (tier 6). Every number is read back from data/backups.json (the form of +// that slot status); the fidelity checklist of kits/README.md item by item. +// Run: node --test test/content/op_siege.test.js + +import { test } from 'node:test'; +import assert from 'node:assert/strict'; +import { readFileSync } from 'node:fs'; +import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js'; +import { KITTED_CHARS, OPERATOR_KITS, KITS } from '../../server/sim/content/kits/index.js'; +import { diyPool, validateDiyPicks } from '../../shared/diy.js'; + +const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8')); +const CHESS = load('chess'); +const BACKUPS = load('backups'); +const SIEGE = 'char_112_siege'; +const FORMS = BACKUPS.units[SIEGE].forms; +const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' }; +const SOLX = 'uniequip_002_siege', SOLY = 'uniequip_003_siege'; +const S1 = 'skcom_charge_cost[3]', S2 = 'skchr_siege_2', S3 = 'skchr_siege_3'; +/** The unit form of a slot (tier, normal / elite). */ +const formOf = (tier, elite) => FORMS[elite ? (tier === 5 ? '2/60/7/1' : '2/60/7/3') : '2/1/4/0']; +const skillOf = (tier, elite, id) => formOf(tier, elite).skills.find((s) => s.skillId === id); +const modOf = (tier, mod) => (mod ? formOf(tier, true).modules.find((m) => m.uniEquipId === mod) : null); +const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`); +const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o }); +const ENEMIES = { enemy_dummy: dummy('enemy_dummy'), enemy_fly: dummy('enemy_fly', { motion: 'FLY' }), enemy_walk: enemyRec({ key: 'enemy_walk', hp: 1e9, speed: 0.6, mass: 0 }) }; +/** Every 自选 form: [tier, elite, module]. */ +const FORMS_ALL = [[5, false, null], [6, false, null], ...[5, 6].flatMap((t) => [null, SOLX, SOLY].map((m) => [t, true, m]))]; + +/** A battle with 推进之王 as uid 1 at (row, col) facing RIGHT, plus `others`. */ +function field({ tier = 5, elite = false, mod = null, skill = 2, row = 10, col = 5, others = [], seed = 5 } = {}) { + const h = makeBattle({ + defs: { enemies: ENEMIES }, timeLimit: 600, autoFinish: false, seed, + flags: { dpPerSec: 0, dpMax: 999 }, hooks: ['damaged', 'skillStart', 'skillEnd', 'statusApplied'], captureNoisy: true, + units: [{ uid: 1, diy: { slot: SLOT[tier], charId: SIEGE, skillIndex: skill, uniEquipId: mod }, elite, row, col }, ...others], + }); + h.step(); + return { h, u: h.unit(1) }; +} +const atkHits = (h, u) => h.hooksOf('damaged').filter((c) => c.source === u && c.dmg?.isAttack); +function done(h) { + checkInvariants(h.b); + assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0])); +} +const label = ([tier, elite, mod]) => `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`; + +test('推进之王 in every 自选 form: its operator kit (all three skills authored), the form\'s stats + module attributes, 1-1 range, blocks 2, melee ground-only, 维多利亚, no 特质', () => { + assert.equal(OPERATOR_KITS[SIEGE], KITS[SIEGE]); + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + for (const skill of [0, 1, 2]) { + const { h, u } = field({ tier, elite, mod, skill }); + const form = formOf(tier, elite), m = elite ? modOf(tier, mod) : null; + assert.deepEqual([u.def.charId, u.def.diyFor, u.skill.id, !!u.kit.generic, u.kit.skillSource], [SIEGE, SLOT[tier], form.skills[skill].skillId, false, 'skills'], label(f)); + assert.deepEqual([u.base.maxHp, u.base.atk, u.base.def], [form.stats.maxHp + (m?.attr.maxHp ?? 0), form.stats.atk + (m?.attr.atk ?? 0), form.stats.def + (m?.attr.def ?? 0)], `${label(f)}: stats`); + assert.deepEqual([u.s.blockCnt, u.profile.attack, u.profile.canHitFly, u.base.bat], [2, 'melee', false, 1.05], `${label(f)}: 尖兵`); + assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${label(f)}: 1-1`); + assert.deepEqual([u.def.bonds, u.def.raw.garrisonIds], [['victoriaShip'], []], `${label(f)}: bonds / 特质`); + assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth, `${label(f)}: ground enemies target her`); + done(h); + } + } + // the numbers of the forms (zh_CN): E2 Lv1 1643 / 422 / 307, E2 Lv60 2046 / 484 / 358; SOL-X +60 / +40 → +75 / +50 ATK / DEF, + // SOL-Y +200 / +65 → +260 / +82 HP / ATK + assert.deepEqual([FORMS['2/1/4/0'].stats.maxHp, FORMS['2/1/4/0'].stats.atk, FORMS['2/60/7/1'].stats.maxHp, FORMS['2/60/7/1'].stats.atk], [1643, 422, 2046, 484]); + assert.deepEqual([modOf(5, SOLX).attr, modOf(6, SOLX).attr, modOf(5, SOLY).attr, modOf(6, SOLY).attr], [{ atk: 60, def: 40 }, { atk: 75, def: 50 }, { maxHp: 200, atk: 65 }, { maxHp: 260, atk: 82 }]); +}); + +test('a 自选 pick: 推进之王 is offered at tiers 5 and 6 (he has a kit) and a roster with him passes validateDiyPicks', () => { + const data = { chess: CHESS, backups: BACKUPS }; + assert.ok(KITTED_CHARS.includes(SIEGE)); + for (const t of [5, 6]) assert.ok(diyPool(t, { data, kitted: KITTED_CHARS }).includes(SIEGE), `tier ${t}`); + assert.deepEqual(validateDiyPicks({ [SLOT[6]]: { charId: SIEGE, skillIndex: 1, uniEquipId: SOLY } }, { data, kitted: KITTED_CHARS }), + { ok: true, picks: { [SLOT[6]]: { charId: SIEGE, skillIndex: 1, uniEquipId: SOLY } } }); +}); + +test('S1 冲锋号令·γ型 (AUTO): +12 DP as soon as its SP is full — no enemy needed (the kit\'s SP_FULL, as 德克萨斯 casts it); 41 / 38 SP from 12 / 14', () => { + for (const [tier, elite] of [[5, false], [6, true]]) { + const sk = skillOf(tier, elite, S1); + const { h, u } = field({ tier, elite, mod: elite ? SOLX : null, skill: 0 }); + assert.deepEqual([u.skill.rule, u.skill.spCost, sk.initSp, sk.bb.cost], ['SP_FULL', elite ? 38 : 41, elite ? 14 : 12, 12], `T${tier}`); + h.b.players[0].dp = 0; + const wait = sk.spCost - sk.initSp; + h.run(wait - 0.5); + assert.equal(u.skill.activations, 0, `T${tier}: not before its SP is full`); + assert.ok(h.runUntil(() => u.skill.activations === 1, 1), `T${tier}: cast at full SP (${wait} s), no enemy on the field`); + approx(h.b.players[0].dp, 12, `T${tier}: +12 DP`); + h.run(sk.spCost + 0.1); + assert.equal(u.skill.activations, 2, `T${tier}: again ${sk.spCost} s later`); + approx(h.b.players[0].dp, 24, `T${tier}: +12 DP each cast`); + done(h); + } +}); + +test('S2 跃空锤 (AUTO, 2 / 3 charges): the next attack hits every ground enemy on her x-5 for 250 % / 280 % ATK physical and gives 3 DP; one charge per attack; outside x-5 and flyers untouched', () => { + for (const [tier, elite] of [[5, false], [6, true]]) { + const sk = skillOf(tier, elite, S2); + const { h, u } = field({ tier, elite, mod: elite ? SOLY : null, skill: 1 }); + assert.deepEqual([u.skill.rule, u.skill.maxCharges, sk.bb.atk_scale, sk.bb.cost, sk.rangeId], ['DEFAULT', elite ? 3 : 2, elite ? 2.8 : 2.5, 3, 'x-5'], `T${tier}`); + const at = (pos, key = 'enemy_dummy') => h.spawn(key, { pos }); + const front = at([10, 6]), back = at([10, 4]), upE = at([9, 5]); + const fly = at([11, 5], 'enemy_fly'); + const diag = at([9, 6]), far = at([10, 7]); + u.skill.gainSp(999); + assert.equal(u.skill.charges, u.skill.maxCharges, `T${tier}: charges stored`); + h.b.players[0].dp = 0; + const n0 = atkHits(h, u).length; + assert.ok(h.runUntil(() => u.skill.activations === 1 && atkHits(h, u).length > n0, 3), `T${tier}: cast on her next attack`); + const first = atkHits(h, u).slice(n0); + const id = first[0].dmg.attackId; + const hit = first.filter((c) => c.dmg.attackId === id); + assert.deepEqual(hit.map((c) => c.target).sort((a, b) => a.id - b.id), [front, back, upE].sort((a, b) => a.id - b.id), `T${tier}: her x-5 ground enemies`); + for (const c of hit) { + approx(c.amount, u.s.atk * sk.bb.atk_scale, `T${tier}: ${sk.bb.atk_scale * 100} % ATK`); + assert.deepEqual([c.type, c.dmg.isSkill], ['phys', true], `T${tier}: physical skill attack`); + } + for (const e of [fly, diag, far]) assert.ok(!hit.some((c) => c.target === e), `T${tier}: ${e.defId} at ${e.tileR},${e.tileC} untouched`); + approx(h.b.players[0].dp, 3, `T${tier}: +3 DP`); + assert.equal(u.skill.charges, u.skill.maxCharges - 1, `T${tier}: one charge spent`); + assert.deepEqual(u.liveRangeGrid, formOf(tier, elite).rangeGrid, `T${tier}: back to 1-1 after the attack`); + // the stored charges go on her next attacks, one each + h.runUntil(() => u.skill.activations === u.skill.maxCharges, 10); + assert.equal(u.skill.charges, 0); + approx(h.b.players[0].dp, 3 * u.skill.maxCharges, `T${tier}: +3 DP per charge`); + done(h); + } +}); + +test('S3 碎颅击 (MANUAL, data DEFAULT): 18 / 21 s, attack interval 1.05 + 1.0 s, every attack 290 % / 320 % ATK with 40 % to stun 0.8 / 1.1 s; all back after', () => { + for (const [tier, elite] of [[5, false], [6, true]]) { + const sk = skillOf(tier, elite, S3); + const { h, u } = field({ tier, elite, skill: 2, seed: 11 }); + assert.deepEqual([u.skill.rule, sk.duration, sk.bb['attack@atk_scale'], sk.bb['attack@buff_prob'], sk.bb['attack@stun'], sk.bb.base_attack_time], + ['DEFAULT', elite ? 21 : 18, elite ? 3.2 : 2.9, 0.4, elite ? 1.1 : 0.8, 1], `T${tier}`); + approx(u.s.interval, 1.05, `T${tier}: own interval`); + u.skill.gainSp(999); + h.run(2); + assert.equal(u.skill.activations, 0, `T${tier}: no enemy, no cast`); + const e = h.spawn('enemy_dummy', { pos: [10, 6] }); + assert.ok(h.runUntil(() => u.skill.active, 3), `T${tier}: cast with an enemy in her range`); + approx(u.skill.timeLeft, sk.duration, `T${tier}: ${sk.duration} s`, 0.01); + approx(u.s.interval, 2.05, `T${tier}: +1.0 s`); + const n0 = atkHits(h, u).length; + u.skill.extend(400); // ≈ 200 attacks + h.runUntil(() => !u.skill.active, 500); + const hits = atkHits(h, u).slice(n0).filter((c) => c.dmg.isSkill); + assert.ok(hits.length > 190, `T${tier}: ${hits.length} skill attacks`); + for (const c of hits.slice(0, 5)) approx(c.amount, u.s.atk * sk.bb['attack@atk_scale'], `T${tier}: ${sk.bb['attack@atk_scale'] * 100} % ATK`); + const stuns = h.hooksOf('statusApplied').filter((c) => c.source === u && c.status === 'stun' && c.target === e); + assert.ok(stuns.length / hits.length > 0.32 && stuns.length / hits.length < 0.48, `T${tier}: ${stuns.length} / ${hits.length} stuns ≈ 40 %`); + for (const c of stuns) approx(c.duration, sk.bb['attack@stun'], `T${tier}: stun ${sk.bb['attack@stun']} s`); + approx(u.s.interval, 1.05, `T${tier}: interval back`); + const n1 = atkHits(h, u).length; + h.run(10); + assert.ok(atkHits(h, u).slice(n1).every((c) => !c.dmg.isSkill && Math.abs(c.amount - u.s.atk) < 1e-6), `T${tier}: plain attacks once it ends`); + done(h); + } +}); + +test('T1 万兽之王: every 【先锋】 operator of the field ATK / DEF +8 % while she is deployed (not other professions); SOL-X stage 3 adds her own +8 % / +8 %', () => { + const others = [{ uid: 2, chessId: 'chess_char_1_08_a', row: 11, col: 3 }, { uid: 3, chessId: 'chess_char_1_02_a', row: 11, col: 7 }]; + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + const { h, u } = field({ tier, elite, mod, skill: 2, others }); + h.run(0.6); + const texas = h.unit(2), yak = h.unit(3); + const t0 = u.def.raw.talents.find((t) => t.index === 0); + const extra = elite && mod === SOLX && tier === 6 ? 0.08 : 0; + assert.deepEqual(texas.findBuff('talent:siege:pioneers')?.mods, { atkPct: 0.08, defPct: 0.08 }, `${label(f)}: 德克萨斯 (先锋)`); + assert.equal(yak.findBuff('talent:siege:pioneers'), null, `${label(f)}: 角峰 (重装) gets nothing`); + assert.deepEqual(u.findBuff('talent:siege:pioneers')?.mods, { atkPct: 0.08, defPct: 0.08 }, `${label(f)}: herself`); + approx(u.s.atk, u.base.atk * (1 + 0.08 + extra), `${label(f)}: her ATK`); + approx(u.s.def, u.base.def * (1 + 0.08 + extra), `${label(f)}: her DEF`); + assert.equal(!!u.findBuff('talent:siege:self'), extra > 0, `${label(f)}: the SOL-X self extra`); + if (extra) assert.match(t0.desc, /自身攻击力和防御力额外\+8%/, 'the module text'); + h.b.retreat(u); + h.run(0.7); + assert.equal(texas.findBuff('talent:siege:pioneers'), null, `${label(f)}: gone once she leaves the field`); + done(h); + } +}); + +test('T2 粉碎: an enemy falling on her x-5 gives 1 SP (flyers too, under her own 阻回 too, never during a timed skill); SOL-Y stage 3: 3 SP and 1 SP to another 【先锋】 operator', () => { + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + const others = [{ uid: 2, chessId: 'chess_char_1_08_a', row: 12, col: 9 }]; + const { h, u } = field({ tier, elite, mod, skill: 2, others }); + const texas = h.unit(2); + const y3 = elite && mod === SOLY && tier === 6; + const sp = y3 ? 3 : 1; + const kill = (pos, key = 'enemy_dummy') => { + const e = h.spawn(key, { pos }); + const [a, b] = [u.skill.sp, texas.skill.sp]; + h.b.kill(e, null); + const r6 = (v) => Math.round(v * 1e6) / 1e6; + return [r6(u.skill.sp - a), r6(texas.skill.sp - b)]; + }; + assert.deepEqual(kill([10, 4]), [sp, y3 ? 1 : 0], `${label(f)}: behind her (x-5)`); + assert.deepEqual(kill([9, 5], 'enemy_fly'), [sp, y3 ? 1 : 0], `${label(f)}: a flyer above her`); + assert.deepEqual(kill([9, 6]), [0, 0], `${label(f)}: diagonal — outside x-5`); + assert.deepEqual(kill([10, 7]), [0, 0], `${label(f)}: two tiles ahead`); + h.b.addBuff(u, { key: 'test:noSp', flags: { noSp: true }, duration: 5 }); + assert.equal(kill([10, 6])[0], sp, `${label(f)}: 无视自身的阻回`); + h.b.removeBuff(u, 'test:noSp'); + u.skill.gainSp(999); + u.skill.activate('test'); + assert.ok(u.skill.active); + assert.equal(kill([11, 5])[0], 0, `${label(f)}: no SP while 碎颅击 runs`); + done(h); + } +}); + +test('SOL-X “糖果盒” trait: ATK / DEF +8 % while she blocks an enemy (stages 1 and 3); none without it; SOL-Y\'s 首次部署时部署费用-4 changes nothing in battle', () => { + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + const { h, u } = field({ tier, elite, mod, skill: 2, row: 9, col: 5 }); + const solx = elite && mod === SOLX; + if (solx) assert.deepEqual(u.def.raw.trait.bb, { atk: 0.08, def: 0.08 }, label(f)); + h.run(1); + assert.equal(u.findBuff('trait:siege:block'), null, `${label(f)}: nothing blocked`); + h.spawn('enemy_walk', { routeIndex: 0 }); + assert.ok(h.runUntil(() => u.blocking.length > 0, 30), `${label(f)}: the walker reaches her`); + h.step(); + assert.equal(!!u.findBuff('trait:siege:block'), solx, `${label(f)}: blocking`); + if (solx) assert.deepEqual(u.findBuff('trait:siege:block').mods, { atkPct: 0.08, defPct: 0.08 }); + if (elite && mod === SOLY) { + assert.deepEqual(u.def.raw.talents.filter((t) => t.index === -1).map((t) => t.bb.runtime_cost).filter((v) => v != null), [-4], `${label(f)}: the data carries it`); + assert.equal(u.base.cost, formOf(tier, true).stats.cost, `${label(f)}: no cost change`); + } + done(h); + } +}); diff --git a/test/diy.test.js b/test/diy.test.js new file mode 100644 index 00000000..a9e141f0 --- /dev/null +++ b/test/diy.test.js @@ -0,0 +1,165 @@ +// test/diy.test.js — the 自选 rules of shared/diy.js over the real data (data/chess.json, data/backups.json; DATA.md §18): +// the legal picks per tier (diyPool, with and without the kit registry), one pick against a slot (checkDiyPick: the +// prototypes' locked skill / module, an owned operator's choice of skill and module at the slot's stage), the composed +// record (diyRecord: the slot's identity, no 特质, derived bonds, the operator's body at the slot form) and a whole roster +// (validateDiyPicks). Research 0.2.0 §2; the owner's decisions of 2026-10-05. +// Run: node --test test/diy.test.js + +import { test } from 'node:test'; +import assert from 'node:assert/strict'; +import { readFileSync } from 'node:fs'; +import { diyPool, diySlot, diySlotIds, checkDiyPick, diyRecord, diyRecordOf, validateDiyPicks, lockedSelection, diyTokenOwner, DIY_TIERS } from '../shared/diy.js'; +import { unitForm, composeUnitRecord } from '../shared/standIn.js'; +import { composeStats, composeTalents } from '../shared/loadoutRecord.js'; +import { normalizeChess, resolveLoadout, loadoutRecord } from '../server/sim/simdata.js'; +import { KITTED_CHARS, GENERIC_KIT_CHARS, STANDIN_KITS, OPERATOR_KITS } from '../server/sim/content/kits/index.js'; + +const load = (f) => JSON.parse(readFileSync(new URL(`../data/${f}.json`, import.meta.url), 'utf8')); +const chess = load('chess'); +const backups = load('backups'); +const DATA = { chess, backups }; +const { ownedPool, prototypes } = backups.diy; +const ELITES = ['char_608_acpion', 'char_609_acguad', 'char_610_acfend', 'char_611_acnipe', 'char_612_accast', 'char_613_acmedc', 'char_614_acsupo', 'char_615_acspec', 'char_617_sharp2']; +const RESERVES5 = ['char_601_cguard', 'char_602_cdfend', 'char_603_csnipe', 'char_604_ccast', 'char_605_cmedic', 'char_606_csuppo']; +const COLLAB = ['char_456_ash', 'char_1029_yato2', 'char_4123_ela', 'char_4141_marcil', 'char_4182_oblvns', 'char_4217_makoto']; +const SIEGE = 'char_112_siege'; +const T5 = 'chess_char_5_diy1_a', T5B = 'chess_char_5_diy2_a', T6 = 'chess_char_6_diy1_a', T6B = 'chess_char_6_diy2_a'; + +test('slots: two per tier (5, 6), each with its elite twin', () => { + assert.deepEqual(DIY_TIERS, [5, 6]); + assert.deepEqual(diySlotIds(DATA), [T5, T5B, T6, T6B]); + assert.deepEqual(diySlot('chess_char_6_diy2_b', DATA) && { ...diySlot('chess_char_6_diy2_b', DATA), normal: undefined, golden: undefined }, + { baseId: T6B, goldenId: 'chess_char_6_diy2_b', tier: 6, elite: true, normal: undefined, golden: undefined }); + assert.equal(diySlot('chess_char_5_01_a', DATA), null, 'not a slot'); + assert.equal(diyTokenOwner(SIEGE, chess.chess_char_6_diy1_b.status), 'char_112_siege@2/60/7/3'); +}); + +test('diyPool: tier 5 = 15 prototypes + 72 owned 6★, tier 6 = 9 + 72; no preset, no collab; with the kit registry only kitted operators', () => { + const p5 = diyPool(5, { data: DATA }), p6 = diyPool(6, { data: DATA }); + assert.deepEqual(p5, [...RESERVES5, ...ELITES, ...ownedPool]); + assert.deepEqual(p6, [...ELITES, ...ownedPool]); + assert.deepEqual([p5.length, p6.length], [87, 81]); + const roster = new Set(Object.values(chess).map((c) => c.charId).filter(Boolean)); + for (const id of p5) assert.ok(!roster.has(id) && !COLLAB.includes(id), id); + assert.deepEqual(diyPool(4, { data: DATA }), [], 'no 自选 slot at tier 4'); + // the kit registry: the 预备干员 run the generic kit (exact for their skills), the nine elites their stand-in kits, the + // owned 6★ only with an operator kit file (kits/index.js OPERATOR_KIT_FILES), in pool order + assert.deepEqual(GENERIC_KIT_CHARS.filter((id) => prototypes['5'].includes(id)), RESERVES5); + for (const id of ELITES) assert.equal(typeof STANDIN_KITS[id], 'function', `${id}: stand-in kit`); + const ops = ownedPool.filter((id) => typeof OPERATOR_KITS[id] === 'function'); + assert.deepEqual([...ops].sort(), Object.keys(OPERATOR_KITS).sort(), 'every operator kit is an owned-6★ pick'); + assert.deepEqual(diyPool(5, { data: DATA, kitted: KITTED_CHARS }), [...RESERVES5, ...ELITES, ...ops]); + assert.deepEqual(diyPool(6, { data: DATA, kitted: KITTED_CHARS }), [...ELITES, ...ops]); + assert.deepEqual(diyPool(6, { data: DATA, kitted: (id) => id === SIEGE }), [SIEGE], 'a predicate works too'); + assert.deepEqual(diyPool(5, { data: DATA, kitted: [] }), [], 'nothing kitted, nothing offered'); +}); + +test('checkDiyPick: a prototype carries its locked skill / module (与系统补位时一致) — omitted ⇒ filled in, another ⇒ refused', () => { + for (const [slot, tier] of [[T5, 5], [T6, 6]]) { + for (const id of prototypes[tier]) { + const lk = lockedSelection(DATA, tier, id); + assert.deepEqual(checkDiyPick(slot, { charId: id }, DATA), { ok: true, pick: { charId: id, ...lk } }, `${id}@${tier}`); + assert.deepEqual(checkDiyPick(slot, { charId: id, skillIndex: lk.skillIndex, uniEquipId: lk.uniEquipId }, DATA).ok, true); + const other = lk.skillIndex === 0 ? 1 : 0; + if (unitForm(backups, id, chess[slot].status).skills.some((s) => s.index === other)) { + assert.match(checkDiyPick(slot, { charId: id, skillIndex: other }, DATA).error, /prototype carries skill/, `${id}@${tier}: skill-locked`); + } + } + } + assert.deepEqual(lockedSelection(DATA, 5, 'char_609_acguad'), { skillIndex: 2, uniEquipId: 'uniequip_002_acguad' }); + assert.deepEqual(lockedSelection(DATA, 6, 'char_617_sharp2'), { skillIndex: 0, uniEquipId: 'uniequip_002_sharp2' }); + assert.deepEqual(lockedSelection(DATA, 5, 'char_605_cmedic'), { skillIndex: 2, uniEquipId: null }); + assert.match(checkDiyPick(T5, { charId: 'char_609_acguad', uniEquipId: 'none' }, DATA).error, /prototype carries module/); + assert.match(checkDiyPick(T5, { charId: 'char_609_acguad', uniEquipId: 'uniequip_001_acguad' }, DATA).error, /prototype carries module/); + assert.deepEqual(checkDiyPick(T5, { charId: 'char_609_acguad', skillIndex: null, uniEquipId: null }, DATA).pick, { charId: 'char_609_acguad', skillIndex: 2, uniEquipId: 'uniequip_002_acguad' }, 'null = the locked selection'); + assert.equal(lockedSelection(DATA, 5, SIEGE), null, 'an owned operator has no lock'); +}); + +test('checkDiyPick: an owned 6★ chooses any of its 3 skills and any module of its elite form at the slot\'s stage (or none); illegal picks are refused', () => { + for (const slot of [T5, T6]) { + for (const s of [0, 1, 2]) { + for (const m of [undefined, null, 'none', 'uniequip_002_siege', 'uniequip_003_siege']) { + const c = checkDiyPick(slot, { charId: SIEGE, skillIndex: s, uniEquipId: m }, DATA); + assert.deepEqual(c, { ok: true, pick: { charId: SIEGE, skillIndex: s, uniEquipId: m && m !== 'none' ? m : null } }, `${slot} S${s + 1} ${m}`); + } + } + } + const bad = [ + [T5, { charId: SIEGE }, /needs a skill index/], + [T5, { charId: SIEGE, skillIndex: 3 }, /no skill 3/], + [T5, { charId: SIEGE, skillIndex: 0, uniEquipId: 'uniequip_001_siege' }, /no module uniequip_001_siege/], + [T5, { charId: SIEGE, skillIndex: 0, uniEquipId: 'uniequip_002_acguad' }, /no module/], + [T6, { charId: 'char_601_cguard' }, /not a tier-6 自选 pick/], + [T5, { charId: 'char_600_cpione' }, /not a tier-5/], + [T5, { charId: 'char_607_cspec' }, /not a tier-5/], + [T5, { charId: 'char_102_texas', skillIndex: 0 }, /not a tier-5/], + [T6, { charId: 'char_1012_skadi2', skillIndex: 0 }, /not a tier-6/], + [T5, { charId: 'char_456_ash', skillIndex: 0 }, /not a tier-5/], + [T5, null, /bad pick/], + [T5, { charId: 42 }, /bad pick/], + ['chess_char_5_01_a', { charId: SIEGE, skillIndex: 0 }, /not a 自选 slot/], + ]; + for (const [slot, pick, re] of bad) assert.match(checkDiyPick(slot, pick, DATA).error, re, JSON.stringify(pick)); +}); + +test('diyRecord: the slot\'s identity (tier, price, merge, status), no 特质, derived bonds, the operator\'s body at the slot form; module active on the elite only, stage 1 / 3', () => { + const cases = [[T5, false, '2/1/4/0', 0], [T5, true, '2/60/7/1', 1], [T6, false, '2/1/4/0', 0], [T6, true, '2/60/7/3', 3]]; + for (const [slotId, elite, key, stage] of cases) { + for (const mod of [null, 'uniequip_002_siege', 'uniequip_003_siege']) { + const r = diyRecord(slotId, { charId: SIEGE, skillIndex: 1, uniEquipId: mod }, { elite, data: DATA }); + const slot = chess[elite ? backups.diy.slots[slotId].goldenId : slotId]; + const form = backups.units[SIEGE].forms[key]; + const label = `${slot.chessId} ${mod}`; + assert.deepEqual([r.chessId, r.baseId, r.isGolden, r.tier, r.price, r.sellPrice, r.upgradeNum, r.chessType, r.isDiy], [slot.chessId, slotId, elite, slot.tier, 4, 1, elite ? 0 : 3, 'DIY', true], label); + assert.deepEqual([r.charId, r.diyFor, r.name, r.profession, r.rarity], [SIEGE, slotId, '推进之王', 'PIONEER', 6], label); + assert.deepEqual([r.garrisonIds, r.bonds, r.standInFor], [[], ['victoriaShip'], undefined], `${label}: no 特质, 维多利亚 from 维多利亚 / 格拉斯哥帮`); + assert.deepEqual(r.status, slot.status, label); + assert.deepEqual([r.skill.skillId, r.skill.level], ['skchr_siege_2', elite ? 7 : 4], `${label}: S2 at the slot's rank`); + assert.deepEqual(r.skills.filter((s) => s.isDefault).map((s) => s.index), [1]); + const m = mod && elite ? form.modules.find((x) => x.uniEquipId === mod) : null; + assert.deepEqual(r.stats, composeStats(form.stats, m?.attr), `${label}: stats`); + assert.deepEqual(r.talents, composeTalents(form.talents, m?.talentChanges), `${label}: talents`); + assert.deepEqual(r.trait, m?.traitOverride ?? form.trait, `${label}: trait`); + assert.equal(!!r.module?.active, !!m, `${label}: module active`); + if (m) assert.equal(r.module.level, stage, `${label}: stage ${stage}`); + if (elite) assert.deepEqual(r.modules.map((x) => [x.uniEquipId, x.level, x.isDefault]), form.modules.map((x) => [x.uniEquipId, stage, x.uniEquipId === mod]), label); + assert.equal(r.assets.avatar, elite ? `${SIEGE}_2` : SIEGE, `${label}: E2 art on the elite`); + // chess-shaped: the loadout machinery and the sim read it unchanged + assert.equal(loadoutRecord(r, resolveLoadout(r, null)), r); + const def = normalizeChess(r); + assert.deepEqual([def.id, def.baseId, def.charId, def.diyFor, def.golden, def.tier, def.skill.id], [slot.chessId, slotId, SIEGE, slotId, elite, slot.tier, 'skchr_siege_2'], label); + } + } + // a prototype's derived bond is 协防; 煌 gets 炎 + 维多利亚 (subPower only); the composed record equals composeUnitRecord's + const sharp = diyRecord(T6, { charId: 'char_609_acguad' }, { elite: true, data: DATA }); + assert.deepEqual([sharp.bonds, sharp.skill.skillId, sharp.module.id, sharp.module.level, sharp.garrisonIds], [['emptyShip'], 'skchr_acguad_3', 'uniequip_002_acguad', 3, []]); + assert.deepEqual(diyRecord(T5, { charId: 'char_017_huang', skillIndex: 0 }, { data: DATA }).bonds, ['yanShip', 'victoriaShip']); + const slot = chess.chess_char_5_diy2_b; + const { diyFor, ...rest } = diyRecordOf(slot, { charId: SIEGE, skillIndex: 2, uniEquipId: 'uniequip_003_siege' }, DATA); + assert.equal(diyFor, T5B); + assert.deepEqual(rest, composeUnitRecord(slot, backups.units[SIEGE], unitForm(backups, SIEGE, slot.status), { skillIndex: 2, moduleId: 'uniequip_003_siege', bonds: ['victoriaShip'] })); + assert.equal(diyRecord(T6, { charId: 'char_601_cguard' }, { data: DATA }), null, 'illegal ⇒ null'); + assert.equal(diyRecordOf(chess.chess_char_5_01_a, { charId: SIEGE, skillIndex: 0 }, DATA), null, 'not a slot record'); +}); + +test('validateDiyPicks: a prototype may fill a tier-5 and a tier-6 slot, an owned operator one slot, the picks of a tier differ; unkitted operators are refused', () => { + const sharp = { charId: 'char_609_acguad' }; + const ok = validateDiyPicks({ [T5]: sharp, [T5B]: { charId: SIEGE, skillIndex: 2, uniEquipId: 'uniequip_002_siege' }, [T6]: sharp, [T6B]: null }, { data: DATA, kitted: [...KITTED_CHARS, SIEGE] }); + assert.deepEqual(ok, { ok: true, picks: { + [T5]: { charId: 'char_609_acguad', skillIndex: 2, uniEquipId: 'uniequip_002_acguad' }, + [T5B]: { charId: SIEGE, skillIndex: 2, uniEquipId: 'uniequip_002_siege' }, + [T6]: { charId: 'char_609_acguad', skillIndex: 2, uniEquipId: 'uniequip_002_acguad' }, + } }); + assert.deepEqual(validateDiyPicks({}, { data: DATA }), { ok: true, picks: {} }, 'empty slots are fine'); + const err = (picks, opts = {}) => validateDiyPicks(picks, { data: DATA, ...opts }); + assert.match(err({ [T5]: sharp, [T5B]: sharp }).detail, /fills two tier-5 slots/); + assert.match(err({ [T5]: { charId: SIEGE, skillIndex: 0 }, [T6]: { charId: SIEGE, skillIndex: 1 } }).detail, /an owned operator fills one slot/); + assert.match(err({ [T5]: { charId: 'char_017_huang', skillIndex: 0 } }, { kitted: KITTED_CHARS.filter((id) => id !== 'char_017_huang') }).detail, /has no kit yet/); + assert.match(err({ [T5]: sharp }, { kitted: (id) => id !== 'char_609_acguad' }).detail, /char_609_acguad has no kit yet/); + assert.deepEqual(err({ [T5]: { charId: 'char_017_huang', skillIndex: 0 } }).ok, true, 'without the registry every legal pick passes'); + assert.match(err({ chess_char_5_01_a: sharp }).detail, /not a 自选 slot/); + assert.match(err({ [T6]: { charId: 'char_602_cdfend' } }).detail, /not a tier-6/); + assert.match(err({ [T5]: { charId: 'char_609_acguad', skillIndex: 0 } }).detail, /prototype carries skill 2/); + assert.deepEqual(err('x'), { error: 'BAD_MSG', detail: 'bad 自选 picks' }); + assert.equal(err([sharp]).error, 'BAD_MSG'); +}); diff --git a/test/golden/README.md b/test/golden/README.md index c5514de8..6e070f89 100644 --- a/test/golden/README.md +++ b/test/golden/README.md @@ -7,7 +7,7 @@ through. - `tools/golden.mjs` builds the corpus from `data/*.json` (fixed order, fixed seeds) and reduces every scenario to a digest. Its header documents the families and the digest fields. -- `test/golden/.json` hold the digests (`roster`, `bonds`, `fields`, `matches`, `standins`). +- `test/golden/.json` hold the digests (`roster`, `bonds`, `fields`, `matches`, `standins`, `diy`). - `test/golden.test.js` recomputes them and compares. On a mismatch it prints the scenario, the field and old → new. ## The corpus @@ -19,6 +19,7 @@ through. | `fields` | 22 battles: every Final Assault / Hidden Core leader on a pair and a solo template (shared pool, 200 s cap) and the 联防 field with 1 and 2 helpers on its own map (carried HP / SP, a knocked-out operator, two leakers' enemies) | | `matches` | 17 matches to the end in virtual time: 16 bot-only (solo 标准 / 险境 / 绝境 / 终极 × 2 seeds, co-op 2 / 3 / 4, one server-run combat match, two runs boosted to the Hidden Core) and one co-op match whose human seat (AI 托管, offline) does not own 7 NORMAL chess — they fight as their 补位 stand-ins (its digest lists them per round, `standIns`) | | `standins` | 10 battles: every NORMAL chess record (normal and elite, 110) fielded as its 补位 stand-in (`standIn: true`: the stand-in's body, backup skill / module and kit — all 17 stand-ins, every skill a chess names for them), 12 per battle by strength band, laid out by the stand-in's position on a real stage, against the round's real wave three times over plus 8 ground enemy kinds (melee stand-ins always meet an enemy), an item each, bonds from the board | +| `diy` | 6 battles of 自选 pieces (a DIY slot with its `diy` pick, `shared/diy.js`): every owned 6★ with an operator kit (`kits/index.js OPERATOR_KITS` — 推进之王 so far) in each form of tiers 5 and 6 (normal; elite with no module and with each module) under each skill, then every prototype pick with a kit at its locked selection, normal and elite, 12 per battle against the round's real wave; a new operator kit adds its scenarios | Battles go through the production BattleSpec path (`server/sim/spec.js`, as browsers and the server's headless fields run them); matches construct `Match` directly with a `VirtualScheduler`. Every option is explicit, so a change to a @@ -31,7 +32,7 @@ to 2 decimals. `npm test` runs the fast subset (the scenarios marked `"fast": true`: every chess record with its default loadout, every stage and every non-leader enemy kind, every bond at its top tier, six fields, six matches, the five stand-in -battles of the normal records — 59 of the 144). `GOLDEN_FULL=1` checks everything. +battles of the normal records, the first 自选 battle of the operator kits and of the prototypes — 61 of the 150). `GOLDEN_FULL=1` checks everything. ## Workflow diff --git a/test/golden/diy.json b/test/golden/diy.json new file mode 100644 index 00000000..d842b158 --- /dev/null +++ b/test/golden/diy.json @@ -0,0 +1,255 @@ +{ + "family": "diy", + "about": "自选 pieces: every kitted owned 6★ × form (tiers 5 / 6, normal / elite × module) × skill, every kitted prototype at its locked selection", + "note": "Generated by `npm run golden:update` (tools/golden.mjs). A refactor must never change this file; see test/golden/README.md.", + "columns": { + "units": ["player","ref","kind","def","skill","module","hp","alive","deploys","kills","dmg","taken","heal","attacks","casts"], + "enemies": ["spawned","killed","leaked","dmg","taken"], + "hooks": ["battleStart","deploy","tick","beforeAttack","attack","hit","damaged","heal","kill","death","skillStart","skillEnd","ammoUsed","spGain","statusApplied","blocked","enemySpawn","enemyLeak","battleEnd","fatal","layerGain","elementBurst","dodge"] + }, + "scenarios": { + "diy-001": { + "about": "5_diy1_a=siege/S1 5_diy2_a=siege/S2 5_diy1_a=siege/S3 5_diy2_b=siege/S1 5_diy1_b=siege/S2 5_diy2_b=siege/S3 5_diy1_b=siege/S1/002_siege 5_diy2_b=siege/S2/002_siege 5_diy1_b=siege/S3/002_siege 5_diy2_b=siege/S1/003_siege 5_diy1_b=siege/S2/003_siege 5_diy2_b=siege/S3/003_siege", + "fast": true, + "kind": "normal", + "stageId": "act1autochess_m01", + "modeId": "mode_multi_normal", + "round": 12, + "seed": 2851314323, + "waveId": "act1autochess_h05", + "time": 230, + "ticks": 6900, + "reason": "timeout", + "killed": 0, + "total": 93, + "unspawned": 0, + "bossHpLeft": null, + "rngDraws": 3, + "errors": {"count":0,"kinds":[]}, + "players": {"p1":{"killed":0,"total":93,"perfect":false,"leaks":93,"leaksUncounted":0,"coins":0,"dmg":76088,"bossDmg":0,"heal":0,"deaths":28,"layerGains":{}}}, + "units": [ + ["p1",1,"op","chess_char_5_diy1_a",0,null,0,0,122,0,923,4929,0,7,1], + ["p1",2,"op","chess_char_5_diy2_a",1,null,0,0,123,0,7443,4929,0,19,3], + ["p1",3,"op","chess_char_5_diy1_a",2,null,0,0,124,0,7649,4929,0,23,0], + ["p1",4,"op","chess_char_5_diy2_b",0,"none",0,0,117,0,4072,6138,0,11,0], + ["p1",5,"op","chess_char_5_diy1_b",1,"none",2046,1,125,0,9788,4092,0,14,2], + ["p1",6,"op","chess_char_5_diy2_b",2,"none",0,0,82,0,3152,4092,0,4,1], + ["p1",7,"op","chess_char_5_diy1_b",0,"uniequip_002_siege",0,0,90,0,2443,4092,0,7,1], + ["p1",8,"op","chess_char_5_diy2_b",1,"uniequip_002_siege",0,0,99,0,19095,4092,0,8,3], + ["p1",9,"op","chess_char_5_diy1_b",2,"uniequip_002_siege",0,0,111,0,3317,4092,0,5,1], + ["p1",10,"op","chess_char_5_diy2_b",0,"uniequip_003_siege",0,0,71,0,1958,4492,0,6,0], + ["p1",11,"op","chess_char_5_diy1_b",1,"uniequip_003_siege",0,0,68,0,13962,4492,0,7,2], + ["p1",12,"op","chess_char_5_diy2_b",2,"uniequip_003_siege",0,0,63,0,2285,4492,0,10,0], + ["-","~1","device","trap_1105_accrate",null,null,100,1,1,0,0,0,0,0,null], + ["-","~2","device","trap_1105_accrate",null,null,100,1,2,0,0,0,0,0,null], + ["-","~3","device","trap_1105_accrate",null,null,100,1,3,0,0,0,0,0,null] + ], + "enemies": {"enemy_1267_nhpbr_2":[36,0,35,9319,36291],"enemy_1270_nhstlk_2":[27,0,27,22708,32133],"enemy_9006_actoxi":[30,0,30,22834,7664]}, + "hooks": [1,125,6900,243,243,280,280,0,28,120,14,14,0,10303,0,52,93,92,1,28,0,0,0], + "events": {"atk":260,"deploy":29,"die":28,"dmg":280,"fx":22,"leak":92,"skill":28,"spawn":108,"status":26}, + "fx": {"aoe":10,"dp":12}, + "snaps": "11fd58d9 8c9b2fa6 4326c48e 207bf323 f5892cfd eb207b8b 716efaa3 73d27b32 157261e1 b639e83b 8c6960a9 594efc22 ede97e52 8c0b4015 9a8cdd7e 6bb87f5f 4bf762d2 9cd529d0 40b20b8e c21a56fc 4f34951d b94bd6bf 54fb0c18" + }, + "diy-002": { + "about": "6_diy1_a=siege/S1 6_diy2_a=siege/S2 6_diy1_a=siege/S3 6_diy2_b=siege/S1 6_diy1_b=siege/S2 6_diy2_b=siege/S3 6_diy1_b=siege/S1/002_siege 6_diy2_b=siege/S2/002_siege 6_diy1_b=siege/S3/002_siege 6_diy2_b=siege/S1/003_siege 6_diy1_b=siege/S2/003_siege 6_diy2_b=siege/S3/003_siege", + "fast": false, + "kind": "normal", + "stageId": "act1autochess_m02", + "modeId": "mode_multi_hard", + "round": 13, + "seed": 197068430, + "waveId": "act1autochess_h06", + "time": 223.3, + "ticks": 6699, + "reason": "cleared", + "killed": 2, + "total": 123, + "unspawned": 0, + "bossHpLeft": null, + "rngDraws": 5, + "errors": 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a/test/helpers/battleHarness.js +++ b/test/helpers/battleHarness.js @@ -17,7 +17,12 @@ // path: the chess's ids / bonds / 特质 / tier, the stand-in's body, its kit by charId); the `_a` id is the // normal form, `_b` the elite, skill / module are the chess's backup selection. `standIn: { skillIndex?, // moduleId? }` fields it with another of the stand-in's skills / modules (a kit test of a skill no chess -// names): the composed record (standInRec) replaces that chess id's record for the whole battle +// names): the composed record (standInRec) replaces that chess id's record for the whole battle. +// `{ diy: { slot, charId, skillIndex?, uniEquipId? }, elite?, row, col }` fields a 自选 piece — the +// production path (simdata getChess(slotId, { diy }), shared/diy.js): `slot` = a DIY slot's base id +// (`chess_char_5_diy1_a`) or its tier (5 / 6 ⇒ that tier's first slot), `elite` = its `_b` form (E2 +// Lv60, module stage 1 at tier 5 / 3 at tier 6); the operator's kit is KITS[charId]; a prototype may +// omit skillIndex / uniEquipId (its locked ones) // players full PlayerBattleInput[] (overrides `units`) // enemies [{ key, time=0, route=0 | RouteSpec, pos?, count?, interval?, mods?, tag?, bounty?, sourcePlayerId? }] // waveTemplate wave id (data/waves.json) or template object → routes + spawns + timeLimit @@ -179,6 +184,20 @@ function buildData(defs) { return new DataSource({ chess: defs.chess ?? {}, enemies: defs.enemies ?? {}, tokens: defs.tokens ?? {}, stages: defs.stages ?? {}, waves: defs.waves ?? {} }, getDefaultSource()); } +/** + * A harness `units[]` entry with `diy` → its PlayerBattleInput fields: `chessId` = the slot's normal or elite id, `diy` = + * the pick ({ charId, skillIndex, uniEquipId } as given). Other entries unchanged. + */ +function diyEntry(u, data = getDefaultSource()) { + if (!u || !u.diy || typeof u.diy !== 'object') return u; + const slots = data.rawBackups?.()?.diy?.slots ?? {}; + const { slot, ...pick } = u.diy; + const base = typeof slot === 'number' ? Object.keys(slots).find((id) => slots[id].tier === slot) : slot; + if (!base || !slots[base]) throw new Error(`diy: unknown slot ${slot}`); + const { elite, ...rest } = u; + return { ...rest, chessId: elite ? slots[base].goldenId : base, diy: pick }; +} + /** `units[].standIn` objects → the composed records for `defs.chess` (null when there are none). */ function standInDefs(units) { let out = null; @@ -225,7 +244,7 @@ export function makeBattle(opts = {}) { if (extraRoutes.length) routes = routes.concat(extraRoutes); const players = opts.players ?? [{ playerId: 'p1', seat: 0, side: 'L', colOffset: 0, - units: (opts.units ?? []).map((u, i) => ({ uid: u.uid ?? i + 1, kind: u.kind ?? 'chess', ...u, ...(u.standIn ? { standIn: true } : null) })), + units: (opts.units ?? []).map((u, i) => ({ uid: u.uid ?? i + 1, kind: u.kind ?? 'chess', ...diyEntry(u), ...(u.standIn ? { standIn: true } : null) })), bonds: opts.bonds ?? {}, bandId: opts.bandId ?? null, playerEffects: opts.playerEffects ?? [], }]; const hookNames = opts.hooks ?? ALL_HOOKS; diff --git a/tools/assets/downloader.mjs b/tools/assets/downloader.mjs index 96efa4a9..db1e869d 100644 --- a/tools/assets/downloader.mjs +++ b/tools/assets/downloader.mjs @@ -10,7 +10,8 @@ // - Idempotent: an existing file is kept when its size matches the ledger entry // of a previous download or the expected byte count from research, or (when // neither is known) when it passes format validation. The ledger lives in -// .cache/assets-ledger.json. +// .cache/assets-ledger.json. `keepExisting` (fetch-assets --add-only) keeps +// every existing file as it is; `written` = the files this run wrote. import { mkdir, readFile, rename, stat, unlink, writeFile } from 'node:fs/promises'; import { dirname, join } from 'node:path'; @@ -39,17 +40,21 @@ export class Downloader { * @param {number} [o.retries] * @param {number} [o.timeoutMs] * @param {boolean} [o.force] re-download even when files exist + * @param {boolean} [o.keepExisting] never re-download or rewrite an existing file (a checkout sharing public/assets) * @param {(msg:string)=>void} [o.log] * @param {typeof fetch} [o.fetchImpl] * @param {number} [o.backoffMs] base retry delay (doubles per attempt) */ - constructor({ root, ledgerPath, concurrency = 16, retries = 3, timeoutMs = 120000, force = false, log = console.log, fetchImpl = globalThis.fetch, backoffMs = 400 }) { + constructor({ root, ledgerPath, concurrency = 16, retries = 3, timeoutMs = 120000, force = false, keepExisting = false, log = console.log, fetchImpl = globalThis.fetch, backoffMs = 400 }) { this.root = root; this.ledgerPath = ledgerPath; this.concurrency = Math.max(1, Math.min(64, Number(concurrency) || 16)); this.retries = Math.max(1, Number(retries) || 3); this.timeoutMs = timeoutMs; - this.force = force; + this.force = force && !keepExisting; + this.keepExisting = !!keepExisting; + /** @type {Set} the files (paths under root) this run wrote */ + this.written = new Set(); this.log = log; this.fetch = fetchImpl; this.backoffMs = Math.max(0, Number(backoffMs) || 0); @@ -87,6 +92,7 @@ export class Downloader { let st; try { st = await stat(abs); } catch { return -1; } if (!st.isFile() || st.size <= 0) return -1; + if (this.keepExisting) return st.size; const led = this.ledger.files[job.rel]; if (job.mutable) { // Post-processed files (atlases) change size; validate content instead. @@ -162,6 +168,7 @@ export class Downloader { return { status: 'error', bytes: 0, error: `write failed: ${e.message}` }; } this.ledger.files[job.rel] = { url: src, bytes: r.buf.length }; + this.written.add(job.rel); this.dirty++; const sizeChanged = !!(job.bytes && job.bytes !== r.buf.length && !job.mutable); return { status: 'ok', bytes: r.buf.length, url: src, sizeChanged }; diff --git a/tools/assets/plan.mjs b/tools/assets/plan.mjs index 3fef0f21..88527165 100644 --- a/tools/assets/plan.mjs +++ b/tools/assets/plan.mjs @@ -11,7 +11,10 @@ // audio_data.json and Ark-Models' models_data.json. // // Scope (research 07 §1, DESIGN §0): all 138 pool charIds (incl. backup -// operators), the 20 pool tokens, every enemy that can appear in an +// operators), the 自选 owned-6★ picks of data/backups.json (`extraOperators`: +// research 07 does not list them — their URLs follow its patterns) and their +// summons, the module type icons of every module the data offers +// (`moduleTypes`), the 20 pool tokens, every enemy that can appear in an // act2autochess match (07 enemy list ∪ act1autochess wave/boss levels used by // act2 modes ∪ bosses ∪ their summons ∪ enemy units spawned by operator kits), // the 23 bonds, 59 shop items, 40 bands, @@ -165,6 +168,32 @@ function walkKeys(node, add) { } } +/** + * A research-07-shaped operator record of a character research 07 does not list (the 自选 owned-6★ picks): every URL + * from the patterns of 07-assets.json `meta.patterns` — avatar / portrait (E0–E1 and E2), the default-skin battle Spine + * Front / Back, the skill icons, the sub-profession icon. No expected byte counts (the downloader validates the files); + * a file the mirrors lack is a miss the client falls back from (the E2 art to the E0–E1 one, a missing Back to Front). + * @param {string} id charId + * @param {{ subProfessionId?: string|null, nationId?: string|null, skills?: Array<{ index: number, skillId: string, iconId?: string|null }> }} x + */ +export function patternOperator(id, x = {}) { + const sp = (side) => { + const b = `${RAW.fexli}spine/${id}/${id}/${side}/${id}`; + return { skel: `${b}.skel`, atlas: `${b}.atlas`, png: `${b}.png` }; + }; + return { + name: x.name ?? null, subProfessionId: x.subProfessionId ?? null, nationId: x.nationId ?? null, chess: [], + avatar: { e0e1: { url: `${RAW.yuanyan}avatar/${id}.png` }, e2: { url: `${RAW.yuanyan}avatar/${id}_2.png` } }, + portrait: { e0e1: { url: `${RAW.yuanyan}portrait/${id}_1.png` }, e2: { url: `${RAW.yuanyan}portrait/${id}_2.png` } }, + skills: (x.skills || []).map((s) => ({ + index: s.index, skillId: s.skillId, iconId: s.iconId || s.skillId, + icon: { url: `${RAW.yuanyan}skill/skill_icon_${encodeURIComponent(s.iconId || s.skillId)}.png` }, + })), + battleSpine: { front: sp('Front'), back: sp('Back'), note: null }, + subProfessionIcon: x.subProfessionId ? joinUrl(RAW.aa2, `arts/ui/subprofessionicon/sub_${x.subProfessionId}_icon.png`) : null, + }; +} + // --------------------------------------------------------------------------- // id sets @@ -249,9 +278,14 @@ export function collectEnemyIds({ assets07, enemies05, maps05, ops03 }) { * @param {Record} [p.localEnemySpines] metadata of the enemy models the * local client has (the committed tools/assets/local-enemy-spines.json, never the disk): each planned enemy listed * gets `spineLocal` = { group: 'spine/enemy/', ...meta } beside its web `spine` + * @param {Record} [p.extraOperators] charId → { subProfessionId, nationId, skills: [{ index, skillId, iconId }] } + * of characters research 07 does not list (the 自选 owned-6★ picks, data/backups.json `units`): planned like the pool + * operators from patternOperator + * @param {string[]} [p.moduleTypes] module type icon ids (`typeIcon`, e.g. 'sol-x') → manifest `modules[typeIcon]`, the + * official type icon (arts/ui/uniequiptype) the 干员调配 / 自选 module tiles draw when the local-client art lacks it * @returns {{ template: any, models: Map, notes: string[] }} */ -export function buildPlan({ assets07, ops03, enemies05, maps05, audio, modelsData, extraEnemyIds = [], extraTokenIds = [], extraHandbook = {}, localEnemySpines = {} }) { +export function buildPlan({ assets07, ops03, enemies05, maps05, audio, modelsData, extraEnemyIds = [], extraTokenIds = [], extraHandbook = {}, localEnemySpines = {}, extraOperators = {}, moduleTypes = [] }) { const notes = []; /** @type {Map} */ const models = new Map(); @@ -280,9 +314,13 @@ export function buildPlan({ assets07, ops03, enemies05, maps05, audio, modelsDat const skills = {}; const skillsById = {}; const unitsSfx = {}; - const charIds = Object.keys(assets07?.operators || {}).sort(); + const known = assets07?.operators || {}; + const extraOps = {}; + for (const [id, x] of Object.entries(extraOperators || {})) if (/^char_\d+_[a-z0-9]+$/i.test(id) && !known[id]) extraOps[id] = patternOperator(id, x); + const operators = { ...known, ...extraOps }; + const charIds = Object.keys(operators).sort(); for (const id of charIds) { - const o = assets07.operators[id]; + const o = operators[id]; // DESIGN §16 operator loadouts: any skill of the character can be equipped — the icons, skill SFX and Spine skill // clips of every skill index (the pool's primary index first, as before) const idx0 = skillIdx.get(id) || [0]; @@ -448,7 +486,7 @@ export function buildPlan({ assets07, ops03, enemies05, maps05, audio, modelsDat for (const p of [...PROFESSIONS, 'token']) { prof.battlecard[p] = leaf(alt(`prof/battlecard_${p}.png`, joinUrl(RAW.aa2, `arts/ui/[uc]battlecommon/ui_battle_new/battlecard/icon_profession_${p}.png`))); } - for (const o of Object.values(assets07?.operators || {})) { + for (const o of Object.values(operators)) { const sub = o.subProfessionId; if (typeof sub === 'string' && sub && !prof.sub[sub] && o.subProfessionIcon) prof.sub[sub] = leaf(alt(`prof/sub/${safeName(sub)}.png`, o.subProfessionIcon)); } @@ -463,7 +501,7 @@ export function buildPlan({ assets07, ops03, enemies05, maps05, audio, modelsDat for (const [group, entries] of Object.entries(assets07?.autochessUi || {})) { for (const [key, url] of Object.entries(entries || {})) addUi(group, key, url); } - const nations = new Set(Object.values(assets07?.operators || {}).map((o) => o.nationId).filter(Boolean)); + const nations = new Set(Object.values(operators).map((o) => o.nationId).filter(Boolean)); const logos = new Set(['logo_rhodes', ...[...nations].map((n) => `logo_${n}`)]); for (const b of Object.values(assets07?.bonds || {})) if (b.fallbackCampLogo) logos.add(urlBase(b.fallbackCampLogo).replace(/\.png$/i, '')); for (const [src, group] of Object.entries(ARTS_GROUPS)) { @@ -517,8 +555,15 @@ export function buildPlan({ assets07, ops03, enemies05, maps05, audio, modelsDat const sfxBattle = {}; for (const [name, spec] of Object.entries(BATTLE_SFX)) { const l = soundLeaf(resolveSpec(spec, audio.bank)); if (l) sfxBattle[name] = l; else notes.push(`battle SFX ${name}: no sound`); } + // --- module type icons ---------------------------------------------------- + const modules = {}; + for (const t of [...new Set(moduleTypes || [])].filter((x) => typeof x === 'string' && /^[a-z0-9-]+$/i.test(x)).sort()) { + // the client's file name, else its lower-case form (the type id of a few modules is mixed case: WAH-Y → wah-y.png) + modules[t] = leaf(alt(`module/${safeName(t)}.png`, [...new Set([t, t.toLowerCase()])].map((n) => joinUrl(RAW.aa2, `arts/ui/uniequiptype/${n}.png`)))); + } + const template = { - chars, enemies, tokens, bonds, items, bands, skills, skillsById, ui, prof, + chars, enemies, tokens, bonds, items, bands, skills, skillsById, modules, ui, prof, audio: { bgm, bossBgm: Object.fromEntries(Object.entries(bossBgm).sort(([a], [b]) => a.localeCompare(b, 'en', { numeric: true }))), sfx: { ui: sfxUi, battle: sfxBattle, units: unitsSfx } }, }; return { template, models, notes }; diff --git a/tools/assets/spine.mjs b/tools/assets/spine.mjs index e52349b9..3f3c5c8a 100644 --- a/tools/assets/spine.mjs +++ b/tools/assets/spine.mjs @@ -123,10 +123,12 @@ export async function loadLocalEnemySpines(path) { * @param {import('./downloader.mjs').Downloader} o.dl * @param {string} o.cachePath parse cache JSON path * @param {boolean} [o.download] false = only post-process what is on disk + * @param {(rel: string) => boolean} [o.writable] whether a file on disk may be rewritten (normalized atlas) or deleted + * (corrupt skeleton); fetch-assets --add-only allows only the files this run downloaded * @param {(m:string)=>void} [o.log] * @returns {Promise<{ entries: Map, problems: string[] }>} */ -export async function processModels(models, { root, dl, cachePath, download = true, log = console.log }) { +export async function processModels(models, { root, dl, cachePath, download = true, writable = () => true, log = console.log }) { const problems = []; const list = [...models.values()]; if (download) { @@ -180,6 +182,7 @@ export async function processModels(models, { root, dl, cachePath, download = tr const norm = normalizeAtlas(atlasText, { pageSize: (p) => sizes.get(p) || null, pma: !!m.pma, renamePage: (p) => safeName(p) }); if (norm.missingSize.length) { problems.push(`${m.key}: cannot size pages ${norm.missingSize.join(',')}`); continue; } if (norm.changed) { + if (!writable(m.atlas.rel)) { problems.push(`${m.key}: atlas needs normalizing, left as it is (an existing file)`); continue; } await writeFile(atlasAbs + '.tmp', norm.text); await rename(atlasAbs + '.tmp', atlasAbs); } @@ -196,6 +199,7 @@ export async function processModels(models, { root, dl, cachePath, download = tr } catch (e) { // A corrupt skeleton would otherwise be kept forever (its size matches the ledger): // delete it and forget it so the next online run downloads it again. + if (!writable(m.skel.rel)) { problems.push(`${m.key}: skel parse failed (${e.message}); an existing file, left as it is`); continue; } problems.push(`${m.key}: skel parse failed (${e.message}); deleted, re-run to re-download`); try { await unlink(skelAbs); } catch { /* ignore */ } if (dl?.ledger?.files) delete dl.ledger.files[m.skel.rel]; diff --git a/tools/build-data.mjs b/tools/build-data.mjs index 5be106b8..14b962ac 100644 --- a/tools/build-data.mjs +++ b/tools/build-data.mjs @@ -1071,6 +1071,21 @@ function buildChess(ctx) { */ const DIY_EXTRA_PROTOTYPES = Object.freeze({ 5: Object.freeze({ rarity: 4, excludedProfessions: Object.freeze(['PIONEER', 'SPECIAL']) }) }); +/** + * 自选 owned picks left out of the data and the pool by the owner's decision of 2026-10-05: the collab operators + * (copyright) — every 6★ whose `mainPower` or a `subPower` names one of these 联动 teams: rainbow (灰烬, 艾拉), action4 + * (麒麟R夜刀), mujica (丰川祥子), sees (结城理), laios (玛露西尔). The excel does not exclude them (research 0.2.0 §2.2). + */ +const DIY_EXCLUDED_TEAMS = Object.freeze(['rainbow', 'action4', 'mujica', 'sees', 'laios']); + +/** + * The skill a prototype carries in a 自选 slot when no 补位 row of the slot's tier names it (only 预备干员-医疗 at tier 5: + * it stands in at tier 3 only). PRTS 卫戍协议 says the prototypes' "技能携带规则与系统补位时一致"; [ASSUMED] (the owner's + * decision of 2026-10-05) the selection of its 补位 rows at that tier, and for this one S3 — every other 4★ reserve's + * tier-5 row — with no module. + */ +const DIY_PROTOTYPE_FALLBACK_SKILL = 2; + const rarityOf = (char) => Number(String(char?.rarity).replace('TIER_', '')) || null; const statusCmp = (a, b) => a.phase - b.phase || a.level - b.level || a.skillLevel - b.skillLevel || a.equipLevel - b.equipLevel; @@ -1173,16 +1188,21 @@ function buildUnitForm(ctx, charId, status, { chessId = null, skillIndex = null /** * data/backups.json (DATA.md §18; DESIGN 0.2.0 draft): the data of 补位 and 自选. - * - `units`: every character a NORMAL chess names as `backup.charId` — the 17 原型干员 (预备干员 char_600–607, the 6★ - * 罗德岛特派高级资深干员 char_608–615 and 领主·Sharp char_617) — with a form for every status it fights at: the statuses - * of the chess it stands in for (normal and elite) and of the DIY slots it may fill. No unit for a PRESET chess - * (特许: always the real operator; its backup is itself) or a DIY slot (no backup). + * - `units`: every character a 补位 or 自选 piece fields, with a form for every status it fights at. First the 17 + * 原型干员 a NORMAL chess names as `backup.charId` (预备干员 char_600–607, the 6★ 罗德岛特派高级资深干员 char_608–615 and + * 领主·Sharp char_617) at the statuses of the chess it stands in for (normal and elite) and of the DIY slots it may fill; + * then every owned-6★ pick (`diy.ownedPool`) at the DIY slot statuses — E2 Lv1 skill rank 4 without a module, E2 Lv60 + * rank 7 with every module at stage 1 (tier 5) and at stage 3 (tier 6). No unit for a PRESET chess (特许: always the + * real operator; its backup is itself) or a DIY slot (no backup). + * - `tokens`: the summons of the owned picks (buildDiyTokens: tokens.json records whose `variants` are keyed by owner + * form, `@`). * - `diy`: the slots (tier, elite id, the shop level that lists them, the rarity requirement), the prototype picks per - * slot tier (DIY_EXTRA_PROTOTYPES), the owned-6★ pool (obtainable, not a roster operator: no chess names it, hidden - * chess included — "不可甄选加入已在名单中的固定干员") and, for every pick, its faction ids (`mainPower` and every - * `subPower`: "依据其「所属势力」「隐藏势力」等属性决定其盟约") and the core bonds whose `powerIdList` meets them, else - * `constData.fallbackBondId` (协防干员) — PRTS 「卫戍协议」 "甄选加入的干员会根据其实际阵营所属分配核心盟约,若没有可匹配的 - * 则改为分配协防干员盟约". + * slot tier (DIY_EXTRA_PROTOTYPES) and the skill / module each carries there (`locked`: its 补位 rows' selection at + * that tier — "技能携带规则与系统补位时一致"), the owned-6★ pool (obtainable, not a roster operator: no chess names it, + * hidden chess included — "不可甄选加入已在名单中的固定干员" — and not a collab, DIY_EXCLUDED_TEAMS: `excluded`) and, for + * every pick, its faction ids (`mainPower` and every `subPower`: "依据其「所属势力」「隐藏势力」等属性决定其盟约") and the + * core bonds whose `powerIdList` meets them, else `constData.fallbackBondId` (协防干员) — PRTS 「卫戍协议」 + * "甄选加入的干员会根据其实际阵营所属分配核心盟约,若没有可匹配的则改为分配协防干员盟约". */ function buildBackups(ctx, chess) { const { act, ac, charTable } = ctx; @@ -1207,12 +1227,15 @@ function buildBackups(ctx, chess) { for (const d of Object.values(act.shopLevelDisplayDataDict || {})) for (const id of d.charChessDiySlotIdList || []) shopLevelOf[id] = d.shopLevel; const slots = {}; const prototypes = {}; + const locked = {}; const requirements = new Set(); + const diyStatuses = new Map(); // statusKey → status of every DIY slot record (both forms) for (const s of Object.values(chess).filter((c) => c.isDiy && !c.isGolden).sort((x, y) => naturalCmp(x.chessId, y.chessId))) { const golden = chess[s.goldenId]; if (!golden) continue; requirements.add(s.diyRequirement); slots[s.chessId] = { tier: s.tier, goldenId: s.goldenId, shopLevel: shopLevelOf[s.chessId] ?? null, requirement: s.diyRequirement }; + for (const rec of [s, golden]) diyStatuses.set(statusKey(rec.status), rec.status); const extra = DIY_EXTRA_PROTOTYPES[s.tier]; const picks = standInIds.filter((id) => { const ch = charTable[id]; @@ -1221,27 +1244,48 @@ function buildBackups(ctx, chess) { if (prototypes[s.tier] && JSON.stringify(prototypes[s.tier]) !== JSON.stringify(picks)) warn(`DIY tier ${s.tier}: slots disagree on the prototype picks`); prototypes[s.tier] = picks; for (const id of picks) { addNeed(id, s.status); addNeed(id, golden.status); } + // the skill / module a prototype carries in a slot of this tier: its 补位 rows' (the NORMAL base chess of the tier + // whose backup it is), else DIY_PROTOTYPE_FALLBACK_SKILL without a module [ASSUMED] + locked[s.tier] = {}; + for (const id of picks) { + const rows = Object.values(chess).filter((c) => c.chessType === 'NORMAL' && !c.isGolden && c.tier === s.tier && c.backup?.charId === id) + .sort((x, y) => naturalCmp(x.chessId, y.chessId)); + const kinds = new Set(rows.map((c) => `${c.backup.skillIndex}|${c.backup.uniEquipId ?? ''}`)); + if (kinds.size > 1) warn(`DIY tier ${s.tier} prototype ${id}: its 补位 rows carry different selections (${[...kinds].join(', ')}); the first row's is used`); + locked[s.tier][id] = rows.length + ? { skillIndex: rows[0].backup.skillIndex, uniEquipId: rows[0].backup.uniEquipId ?? null, from: rows.map((c) => c.chessId) } + : { skillIndex: DIY_PROTOTYPE_FALLBACK_SKILL, uniEquipId: null, from: [] }; + } } + const roster = new Set(Object.values(act.charShopChessDatas).map((r) => r.charId).filter(Boolean)); + const teamsOf = (ch) => [ch.mainPower?.teamId ?? ch.teamId, ...(ch.subPower || []).map((p) => p?.teamId)].filter(Boolean); + const excludedTeams = new Set(DIY_EXCLUDED_TEAMS); + const legal6 = Object.keys(charTable).filter((id) => { + const ch = charTable[id]; + return id.startsWith('char_') && requirements.has(ch.rarity) && ch.profession !== 'TOKEN' && ch.profession !== 'TRAP' + && !ch.isNotObtainable && !roster.has(id); + }).sort(naturalCmp); + const excluded = legal6.filter((id) => teamsOf(charTable[id]).some((t) => excludedTeams.has(t))); + for (const t of DIY_EXCLUDED_TEAMS) if (!excluded.some((id) => teamsOf(charTable[id]).includes(t))) warn(`DIY_EXCLUDED_TEAMS: no owned-6★ pick of team ${t}`); + const ownedPool = legal6.filter((id) => !excluded.includes(id)); + for (const id of ownedPool) for (const st of diyStatuses.values()) addNeed(id, st); + const units = {}; - for (const id of [...need.keys()].sort(naturalCmp)) { + for (const id of [...standInIds, ...ownedPool]) { const unit = buildUnitHead(ctx, id); unit.standsIn = (standsIn.get(id) || []).sort(naturalCmp); unit.forms = {}; for (const st of [...need.get(id).values()].sort(statusCmp)) { const form = buildUnitForm(ctx, id, st); - if (form.tokens.length) warn(`unit ${id}@${statusKey(st)}: summons ${form.tokens.join(', ')} have no tokens.json variant for a stand-in owner`); + if (form.tokens.length && unit.standsIn.length) warn(`unit ${id}@${statusKey(st)}: summons ${form.tokens.join(', ')} have no tokens.json variant for a stand-in owner`); unit.forms[statusKey(st)] = form; } units[id] = unit; } + for (const id of need.keys()) if (!units[id]) warn(`unit ${id}: needed but neither a stand-in nor an owned pick`); + const tokens = buildDiyTokens(ctx, units, ownedPool); - const roster = new Set(Object.values(act.charShopChessDatas).map((r) => r.charId).filter(Boolean)); - const ownedPool = Object.keys(charTable).filter((id) => { - const ch = charTable[id]; - return id.startsWith('char_') && requirements.has(ch.rarity) && ch.profession !== 'TOKEN' && ch.profession !== 'TRAP' - && !ch.isNotObtainable && !roster.has(id); - }).sort(naturalCmp); const coreBonds = Object.values(ac.bondInfoDict || {}).filter((b) => b.isPower && (b.powerIdList || []).length); const fallback = act.constData.fallbackBondId; const operators = {}; @@ -1257,7 +1301,7 @@ function buildBackups(ctx, chess) { obtainable: !ch.isNotObtainable, powers, bonds: hit.length ? hit : [fallback], }; } - return { units, diy: { slots, prototypes, ownedPool, operators } }; + return { units, tokens, diy: { slots, prototypes, locked, ownedPool, excluded, operators } }; } /** @@ -1380,14 +1424,130 @@ const TOKEN_ABNORMAL = Object.freeze({ enemy_9012_acloon: ['isolated'], // “炎佑” }); +/** + * The tokens.json record of a summon (buildTokens; the 自选 picks' summons, buildDiyTokens) from its per-owner + * `variants` (key → variant; `owners` = the keys, in order; the defaults are the first owner's variant). + * Hand cards placed during the prep phase (`placeable`) are the MANUALLY DEPLOYABLE summons (PRTS 卫戍协议/帮助 + * §战斗部署: "如果部署的干员拥有可手动部署的附属召唤物,则该召唤物会立刻加入手牌区"; user playtest #6): the shop + * state's tokenDisplayType DEFAULT — 赫默's 医疗探机 and 巫恋's 诅咒娃娃 (skill summons) as well as 浊心斯卡蒂's 海嗣, + * 伺夜's 狼群 and 缪尔赛思's 流形 (talent summons) — and a summon the shop state does not list at all: 凯瑟琳's + * 爬行号·防护单元 (talent "携带3个支援装置(最多部署2个)", deployed by hand in the base game; a friend of the user: + * placed by hand officially; confirmed by the user after playtest #6 — DESIGN §20). It is the only pool summon + * missing from shopStateTokenDict (every other one is listed, as are newer tokens such as 10040, 10042, 10043, + * 10055–10058, 10065), so no entry is read as the default display. HIDDEN tokens exist in battle only (e.g. + * 投递坐标 — PRTS: "携带技能【使命必达!】的新约能天使,不会提供所属召唤物"). Only a token its owner actually makes + * (`produced`: a talent or a skill of some loadout, `sources`) is a card; which loadouts make it is per variant + * (`sources`, `bySkill[i].sources`: 赫默 / 巫恋 on S1 get none). In battle a skill's summon deploys once at the start, then + * takes its tile again each time the skill gives one (sim/content/tokens.js dockSkillSummons, shared/constants.js + * SKILL_SUMMON_START_DEPLOY). + * `ownerRange`: the token text "只能部署在召唤者攻击范围内" (the tacticians' 援军 — 伺夜's 狼群, 缪尔赛思's 流形; PRTS 狼群 + * 特性): its hand piece may only be placed on a tile of its owner's attack range (server/match/board.js + * ownerRangeKeys, PlayerState._legal; player report #9 after 0.1.0: 伺夜's tactical point could go anywhere). + * `abnormal` = TOKEN_ABNORMAL (PRTS). + */ +function summonRecord(ctx, tokenId, char, variants, produced) { + const displayType = ctx.ac.shopStateTokenDict?.[tokenId]?.tokenDisplayType || null; + const owners = Object.keys(variants); + const first = variants[owners[0]]; + const ownerRange = /只能部署在\S*攻击范围内/.test(stripRich(first.trait.desc) || ''); + return { + tokenId, kind: 'summon', name: char.name, appellation: char.appellation || null, + desc: stripRich(first.trait.desc), descRaw: first.trait.descRaw, + profession: char.profession, subProfessionId: char.subProfessionId, position: char.position, + displayType, placeable: displayType !== 'HIDDEN' && produced, ownerRange, + owners, + // Defaults = first owner's variant; per-owner data in variants[owner]. + stats: first.stats, rangeGrid: first.rangeGrid, dmgType: first.dmgType, attackKind: first.attackKind, + projectile: first.projectile, canHitFly: first.canHitFly, + skill: first.skill ? { skillId: first.skill.skillId, bb: first.skill.bb } : null, + deployLimit: first.stats?.deployLimit ?? 1, + count: first.count, + abnormal: TOKEN_ABNORMAL[tokenId] ? [...TOKEN_ABNORMAL[tokenId]] : [], + variants, + assets: { avatar: tokenId, spine: tokenId }, + }; +} + +/** + * The summons of the 自选 owned picks (data/backups.json `tokens`, DATA.md §18): one summonRecord per token whose + * `variants` are keyed by the owner FORM, `@` (shared/diy.js diyTokenOwner), never by a chess id — a + * DIY piece is a slot, and two players may fill the same slot with different operators. A variant is the token at the + * owner's status (the owner's phase / level / skill level, as for a chess owner) for the owner's FIRST skill and no + * module; `bySkill[i]` the token skill, count and sources under each other skill, `byModule[id]` the module token + * attributes / trait / talents under each module of the form — the chess variant shape (DESIGN §16), applied with the + * pick as the owner's loadout (simdata getToken, content/tokens.js withLoadout). `count` / `sources` come from the + * owner's no-module talents and the selected skill, as buildChess's `tokenUse`. + * @param {object} units backups `units` + * @param {string[]} owned the owned-6★ picks (their forms are the DIY slot statuses) + */ +function buildDiyTokens(ctx, units, owned) { + const { charTable, battleEquip } = ctx; + const owners = new Map(); // tokenId → [{ key, variant, produced }] + const makes = (list) => list.includes('talent') || list.includes('skill'); + for (const charId of owned) { + for (const [key, form] of Object.entries(units[charId]?.forms || {})) { + if (!form.tokens.length) continue; + const { phase, level, skillLevel, equipLevel } = form.status; + /** token id → its sources under `skill` (buildChess tokenUse), and the count a talent / the skill sends */ + const tokenUse = (skill) => { + const skTok = skill?.overrideTokenKey || null; + const use = new Map(); + const add = (id, src) => { if (!use.has(id)) use.set(id, new Set()); use.get(id).add(src); }; + for (const id of form.displayTokens) add(id, 'display'); + if (skTok) add(skTok, 'skill'); + for (const t of form.talents) if (t.tokenKey) add(t.tokenKey, 'talent'); + const count = (id) => { + const tal = form.talents.find((t) => t.tokenKey === id && typeof t.bb.cnt === 'number'); + const skillCnt = skTok === id ? skill?.bb?.cnt : undefined; + return tal ? tal.bb.cnt : typeof skillCnt === 'number' ? skillCnt : null; + }; + const sources = (id) => ['talent', 'skill', 'display'].filter((x) => use.get(id)?.has(x)); + return { count, sources }; + }; + const [first, ...alts] = form.skills; + for (const tokenId of form.tokens) { + const tchar = charTable[tokenId]; + const label = `token ${tokenId}@${charId}@${key}`; + const at = (o) => tokenVariant(ctx, tokenId, tchar, { phase, level, skillIndex: first.index, skillLevel, modulePhase: null, moduleTokenParts: [], label, ...o }); + const u0 = tokenUse(first); + const v = { ...at({}), count: u0.count(tokenId), sources: u0.sources(tokenId) }; + let produced = makes(v.sources); + if (alts.length) { + v.bySkill = {}; + for (const s of alts) { + const u = tokenUse(s); + v.bySkill[s.index] = { skill: at({ skillIndex: s.index }).skill, count: u.count(tokenId), sources: u.sources(tokenId) }; + produced = produced || makes(v.bySkill[s.index].sources); + } + } + if (equipLevel > 0 && form.modules?.length) { + v.byModule = {}; + for (const m of form.modules) { + const ph = battleEquip[m.uniEquipId]?.phases?.find((p) => p.equipLevel === equipLevel) || null; + const tv = at({ modulePhase: ph, moduleTokenParts: splitModuleParts(ph).token }); + v.byModule[m.uniEquipId] = { stats: tv.stats, immunities: tv.immunities, trait: tv.trait, talents: tv.talents }; + } + } + if (!owners.has(tokenId)) owners.set(tokenId, []); + owners.get(tokenId).push({ key: `${charId}@${key}`, variant: v, produced }); + } + } + } + const out = {}; + for (const tokenId of [...owners.keys()].sort(naturalCmp)) { + const list = owners.get(tokenId); + out[tokenId] = summonRecord(ctx, tokenId, charTable[tokenId], Object.fromEntries(list.map((o) => [o.key, o.variant])), list.some((o) => o.produced)); + } + return out; +} + /** * Build data/tokens.json: summons of chess (per-owner variants), bond summons (炎佑) and band map * characters (band_amedic 预备干员-医疗 / Touch). `abnormal` = TOKEN_ABNORMAL (PRTS). */ function buildTokens(ctx, chess, tokenOwners, enemies) { - const { charTable, ac } = ctx; + const { charTable } = ctx; const out = {}; - const displayType = (id) => ac.shopStateTokenDict?.[id]?.tokenDisplayType || null; for (const tokenId of [...tokenOwners.keys()].sort(naturalCmp)) { const char = charTable[tokenId]; const owners = tokenOwners.get(tokenId); @@ -1417,42 +1577,9 @@ function buildTokens(ctx, chess, tokenOwners, enemies) { } } } - const first = variants[owners[0].chessId]; - // Hand cards placed during the prep phase (`placeable`) are the MANUALLY DEPLOYABLE summons (PRTS 卫戍协议/帮助 - // §战斗部署: "如果部署的干员拥有可手动部署的附属召唤物,则该召唤物会立刻加入手牌区"; user playtest #6): the shop - // state's tokenDisplayType DEFAULT — 赫默's 医疗探机 and 巫恋's 诅咒娃娃 (skill summons) as well as 浊心斯卡蒂's 海嗣, - // 伺夜's 狼群 and 缪尔赛思's 流形 (talent summons) — and a summon the shop state does not list at all: 凯瑟琳's - // 爬行号·防护单元 (talent "携带3个支援装置(最多部署2个)", deployed by hand in the base game; a friend of the user: - // placed by hand officially; confirmed by the user after playtest #6 — DESIGN §20). It is the only pool summon - // missing from shopStateTokenDict (every other one is listed, as are newer tokens such as 10040, 10042, 10043, - // 10055–10058, 10065), so no entry is read as the default display. HIDDEN tokens exist in battle only (e.g. - // 投递坐标 — PRTS: "携带技能【使命必达!】的新约能天使,不会提供所属召唤物"). Only a token its owner actually makes - // (a talent or a skill of some loadout, `sources`) is a card; which loadouts make it is per variant (`sources`, - // `bySkill[i].sources`: 赫默 / 巫恋 on S1 get none). In battle a skill's summon deploys once at the start, then - // takes its tile again each time the skill gives one (sim/content/tokens.js dockSkillSummons, shared/constants.js - // SKILL_SUMMON_START_DEPLOY). const makes = (list) => (list || []).some((s) => s === 'talent' || s === 'skill'); const produced = owners.some((o) => makes(o.sources) || (o.skillAlts || []).some((a) => makes(a.sources))); - // `ownerRange`: the token text "只能部署在召唤者攻击范围内" (the tacticians' 援军 — 伺夜's 狼群, 缪尔赛思's 流形; PRTS 狼群 - // 特性): its hand piece may only be placed on a tile of its owner's attack range (server/match/board.js - // ownerRangeKeys, PlayerState._legal; player report #9 after 0.1.0: 伺夜's tactical point could go anywhere) - const ownerRange = /只能部署在\S*攻击范围内/.test(stripRich(first.trait.desc) || ''); - out[tokenId] = { - tokenId, kind: 'summon', name: char.name, appellation: char.appellation || null, - desc: stripRich(first.trait.desc), descRaw: first.trait.descRaw, - profession: char.profession, subProfessionId: char.subProfessionId, position: char.position, - displayType: displayType(tokenId), placeable: displayType(tokenId) !== 'HIDDEN' && produced, ownerRange, - owners: owners.map((o) => o.chessId), - // Defaults = first owner's variant; per-owner data in variants[chessId]. - stats: first.stats, rangeGrid: first.rangeGrid, dmgType: first.dmgType, attackKind: first.attackKind, - projectile: first.projectile, canHitFly: first.canHitFly, - skill: first.skill ? { skillId: first.skill.skillId, bb: first.skill.bb } : null, - deployLimit: first.stats?.deployLimit ?? 1, - count: first.count, - abnormal: TOKEN_ABNORMAL[tokenId] ? [...TOKEN_ABNORMAL[tokenId]] : [], - variants, - assets: { avatar: tokenId, spine: tokenId }, - }; + out[tokenId] = summonRecord(ctx, tokenId, char, variants, produced); } // 炎佑 (yanShip 6-member summon) — allied flying unit built from its enemy template. @@ -3495,9 +3622,32 @@ function validateAll(f) { const slot = chess[id], golden = chess[s.goldenId]; if (!slot?.isDiy || slot.isGolden || slot.tier !== s.tier || !golden?.isDiy) { err(`DIY slot ${id}: not a DIY chess pair of tier ${s.tier}`); continue; } if (!backups.diy.prototypes[s.tier]?.length) err(`DIY slot ${id}: no prototype picks`); - for (const p of backups.diy.prototypes[s.tier] || []) for (const rec of [slot, golden]) if (!unitForm(backups, p, rec.status)) err(`DIY slot ${rec.chessId}: prototype ${p} has no form ${statusKey(rec.status)}`); + for (const p of backups.diy.prototypes[s.tier] || []) { + for (const rec of [slot, golden]) if (!unitForm(backups, p, rec.status)) err(`DIY slot ${rec.chessId}: prototype ${p} has no form ${statusKey(rec.status)}`); + // the locked selection exists at both slot forms (the module at the elite's stage) + const lk = backups.diy.locked?.[s.tier]?.[p]; + if (!lk) { err(`DIY slot ${id}: prototype ${p} has no locked selection`); continue; } + for (const rec of [slot, golden]) { + const f = unitForm(backups, p, rec.status); + if (f && !f.skills.some((x) => x.index === lk.skillIndex)) err(`DIY slot ${rec.chessId}: prototype ${p} has no skill ${lk.skillIndex} at ${statusKey(rec.status)}`); + if (f && lk.uniEquipId && rec.status.equipLevel > 0 && !f.modules.some((m) => m.uniEquipId === lk.uniEquipId)) err(`DIY slot ${rec.chessId}: prototype ${p} has no module ${lk.uniEquipId} at ${statusKey(rec.status)}`); + } + } + // every owned pick: a form at both slot statuses with every skill, and at the elite every module of the character + for (const p of backups.diy.ownedPool) { + const u = backups.units[p]; + for (const rec of [slot, golden]) { + const f = unitForm(backups, p, rec.status); + if (!f) { err(`DIY slot ${rec.chessId}: owned pick ${p} has no form ${statusKey(rec.status)}`); continue; } + if (f.skills.length !== 3) err(`DIY slot ${rec.chessId}: owned pick ${p} has ${f.skills.length} skills at ${statusKey(rec.status)}`); + const ids = Object.keys(u.moduleNames).filter((m) => u.moduleNames[m].typeName !== 'ORIGINAL'); + if (rec.status.equipLevel > 0 && JSON.stringify(f.modules.map((m) => m.uniEquipId)) !== JSON.stringify(ids)) err(`DIY slot ${rec.chessId}: owned pick ${p} modules ${f.modules.map((m) => m.uniEquipId)} ≠ ${ids}`); + for (const t of f.tokens) if (!backups.tokens?.[t]?.variants?.[`${p}@${statusKey(rec.status)}`]) err(`DIY pick ${p}@${statusKey(rec.status)}: summon ${t} has no variant in backups.json tokens`); + } + } } for (const [id, o] of Object.entries(backups.diy.operators)) for (const b of o.bonds) if (!bonds[b]) err(`DIY pick ${id}: bond ${b} missing`); + for (const id of Object.keys(backups.tokens || {})) if (tokens[id]) err(`backups.json token ${id} is also a tokens.json record`); // the 重装 stand-ins' deviations (STANDIN_TRIGGER_DEVIATIONS) still override an official TAKE_DAMAGE row, on every form for (const [charId, skillsOf] of Object.entries(STANDIN_TRIGGER_DEVIATIONS)) { const forms = Object.values(backups.units[charId]?.forms || {}); @@ -3640,6 +3790,8 @@ async function main() { tokens: Object.keys(tokens).length, factionEntries: Object.keys(factions.entries).length, backupUnits: Object.keys(backups.units).length, backupForms: Object.values(backups.units).reduce((n, u) => n + Object.keys(u.forms).length, 0), + backupTokens: Object.keys(backups.tokens).length, + diyOwnedPicks: backups.diy.ownedPool.length, }, sizes, totalBytes: total, out: OPTS.out, written: write, warnings, errors, }; diff --git a/tools/fetch-assets.mjs b/tools/fetch-assets.mjs index 04186763..76a2b1eb 100644 --- a/tools/fetch-assets.mjs +++ b/tools/fetch-assets.mjs @@ -24,9 +24,21 @@ // the entries it would drop and exits 1; --allow-shrink (or --prune) writes the // smaller manifest. // +// Beyond research 07's ids the plan covers what data/*.json adds: spawnable +// enemies / tokens (data/enemies.json, data/tokens.json), the 自选 owned-6★ picks +// of data/backups.json `units` (art from 07's URL patterns) and their summons +// (`tokens`), and the module type icons of every module in data/chess.json / +// data/backups.json (manifest `modules`). +// +// --add-only: for a checkout whose public/assets / public/fonts are shared with +// another one (a git worktree): download only the files missing on disk, never +// re-download, rewrite or delete an existing file (atlases already on disk are +// left as they are; fonts are not rebuilt — the manifest keeps its current +// `fonts`). +// // Usage: node tools/fetch-assets.mjs [--concurrency=16] [--force] [--offline] // [--dry-run] [--refresh-index] [--prune] -// [--allow-shrink] [--local-spines] [--help] +// [--allow-shrink] [--add-only] [--local-spines] [--help] import { readFile, writeFile, mkdir, rename, readdir, unlink } from 'node:fs/promises'; import { existsSync, realpathSync } from 'node:fs'; @@ -59,6 +71,8 @@ const HELP = `Usage: node tools/fetch-assets.mjs [options] (public/assets/local/** of tools/local-extract is never deleted); implies --allow-shrink --allow-shrink write data/assets.json even when it loses entries the current one has (without it such a run keeps the current manifest, lists the entries and exits 1) + --add-only download only files missing on disk; never re-download, rewrite or delete an existing + file, no font rebuild (a worktree sharing public/assets and public/fonts) --local-spines rewrite ${LOCAL_ENEMY_SPINES_FILE} from the enemy models extracted by tools/local-extract/extract.py (public/assets/local/spine/enemy/) --help this text`; @@ -66,10 +80,10 @@ const HELP = `Usage: node tools/fetch-assets.mjs [options] /** * Parse CLI flags. * @param {string[]} argv - * @returns {{concurrency:number, force:boolean, offline:boolean, dryRun:boolean, refreshIndex:boolean, prune:boolean, allowShrink:boolean, localSpines:boolean, help:boolean}} + * @returns {{concurrency:number, force:boolean, offline:boolean, dryRun:boolean, refreshIndex:boolean, prune:boolean, allowShrink:boolean, addOnly:boolean, localSpines:boolean, help:boolean}} */ export function parseArgs(argv) { - const o = { concurrency: 16, force: false, offline: false, dryRun: false, refreshIndex: false, prune: false, allowShrink: false, localSpines: false, help: false }; + const o = { concurrency: 16, force: false, offline: false, dryRun: false, refreshIndex: false, prune: false, allowShrink: false, addOnly: false, localSpines: false, help: false }; for (const a of argv) { const [k, v] = a.split('='); if (k === '--concurrency') o.concurrency = Math.max(1, Math.min(64, parseInt(v, 10) || 16)); @@ -79,13 +93,38 @@ export function parseArgs(argv) { else if (k === '--refresh-index') o.refreshIndex = true; else if (k === '--prune') o.prune = true; else if (k === '--allow-shrink') o.allowShrink = true; + else if (k === '--add-only') o.addOnly = true; else if (k === '--local-spines') o.localSpines = true; else if (k === '--help' || k === '-h') o.help = true; else throw new Error(`unknown option ${a}\n${HELP}`); } + if (o.addOnly && (o.prune || o.force)) throw new Error(`--add-only never deletes or rewrites files: not with --prune / --force\n${HELP}`); return o; } +/** + * What data/backups.json and data/chess.json add to the asset plan: `extraOperators` — every unit of backups.json + * (`{ name, subProfessionId, nationId, skills: [{ index, skillId, iconId }] }`; buildPlan plans those research 07 lacks, + * the 自选 owned-6★ picks), `tokenIds` — the summons of the 自选 picks (backups.json `tokens`), `moduleTypes` — the type + * icon of every module a chess or a unit form offers. + * @param {any} backups data/backups.json (or null) + * @param {any} chess data/chess.json (or null) + */ +export function dataExtras(backups, chess) { + const extraOperators = {}; + const moduleTypes = new Set(); + for (const [id, u] of Object.entries(backups?.units || {})) { + const skills = new Map(); + for (const f of Object.values(u.forms || {})) { + for (const sk of f.skills || []) if (!skills.has(sk.index)) skills.set(sk.index, { index: sk.index, skillId: sk.skillId, iconId: sk.iconId || sk.skillId }); + for (const m of f.modules || []) if (m.typeIcon) moduleTypes.add(m.typeIcon); + } + extraOperators[id] = { name: u.name, subProfessionId: u.subProfessionId, nationId: u.nationId, skills: [...skills.values()].sort((a, b) => a.index - b.index) }; + } + for (const c of Object.values(chess || {})) for (const m of c?.modules || []) if (m.typeIcon) moduleTypes.add(m.typeIcon); + return { extraOperators, tokenIds: Object.keys(backups?.tokens || {}).sort(), moduleTypes: [...moduleTypes].sort() }; +} + /** * The shrink guard of data/assets.json (header): the entries of the current manifest `prev` that `next` would drop, * and whether `next` may be written — always when nothing is dropped (or there is no current manifest), otherwise @@ -156,6 +195,7 @@ function countStats(m, bytes, files) { items: Object.keys(m.items || {}).length, bands: Object.keys(m.bands || {}).length, skills: Object.keys(m.skills || {}).length, + modules: Object.keys(m.modules || {}).length, ui: Object.keys(m.ui || {}).length, sfxUnits: Object.keys(m.audio?.sfx?.units || {}).length, }; @@ -222,17 +262,20 @@ async function main() { const audio = indexAudio(audioData); // The game data built by tools/build-data.mjs (when present) may reference more // spawnable enemies/tokens than research lists (e.g. 机变 enemy swaps): cover them too. - const [dataEnemies, dataTokens, dataBosses] = await Promise.all( - ['data/enemies.json', 'data/tokens.json', 'data/bosses.json'].map((f) => readJson(f).catch(() => null))); + const [dataEnemies, dataTokens, dataBosses, dataBackups, dataChess] = await Promise.all( + ['data/enemies.json', 'data/tokens.json', 'data/bosses.json', 'data/backups.json', 'data/chess.json'].map((f) => readJson(f).catch(() => null))); + const extras = dataExtras(dataBackups, dataChess); const extraHandbook = {}; for (const b of Object.values(dataBosses || {})) if (b?.enemyKey && typeof b.handbookId === 'string') extraHandbook[b.enemyKey] = b.handbookId; const localEnemySpines = await syncLocalEnemySpines(opts); const plan = buildPlan({ assets07, ops03, enemies05, maps05, audio, modelsData, extraEnemyIds: Object.keys(dataEnemies || {}), - extraTokenIds: Object.keys(dataTokens || {}), + extraTokenIds: [...Object.keys(dataTokens || {}), ...extras.tokenIds], extraHandbook, localEnemySpines, + extraOperators: extras.extraOperators, + moduleTypes: extras.moduleTypes, }); const leaves = collectLeaves(plan.template); log(`[plan] ${leaves.length} files + ${plan.models.size} Spine models ` + @@ -246,26 +289,32 @@ async function main() { const dl = new Downloader({ root: ASSETS, ledgerPath: join(CACHE, 'assets-ledger.json'), - concurrency: opts.concurrency, force: opts.force, log, + concurrency: opts.concurrency, force: opts.force, keepExisting: opts.addOnly, log, }); await dl.loadLedger(); const downloadErrors = opts.offline ? [] : await downloadLeaves(leaves, dl, ASSETS, 'files'); - // Fonts + let current = null; + if (existsSync(MANIFEST)) { + try { current = JSON.parse(await readFile(MANIFEST, 'utf8')); } catch (e) { log(`[manifest] the current ${relative(ROOT, MANIFEST)} is unreadable (${e.message}): replaced`); } + } + + // Fonts (--add-only: not rebuilt — public/fonts may be another checkout's; the manifest keeps its current entry) let fontErrors = []; - if (!opts.offline) { + if (!opts.offline && !opts.addOnly) { const fdl = new Downloader({ root: FONTS, ledgerPath: join(CACHE, 'fonts-ledger.json'), concurrency: 4, force: opts.force, log }); await fdl.loadLedger(); await fdl.run(fontJobs(), 'fonts'); dl.totals.bytesDownloaded += fdl.totals.bytesDownloaded; for (const k of ['ok', 'skip', 'miss', 'error']) dl.totals[k] += fdl.totals[k]; } - const fonts = await buildFonts(FONTS, log); + const fonts = opts.addOnly ? { files: {}, errors: [] } : await buildFonts(FONTS, log); fontErrors = fonts.errors; // Spine const spine = await processModels(plan.models, { root: ASSETS, dl, cachePath: join(CACHE, 'spine-info.json'), download: !opts.offline, log, + ...(opts.addOnly ? { writable: (rel) => dl.written.has(rel) } : null), }); // Manifest @@ -274,7 +323,8 @@ async function main() { tidyManifest(body); const fontFaces = {}; for (const [name, f] of Object.entries(fonts.files)) fontFaces[name] = f; - body.fonts = existsSync(join(FONTS, 'fonts.css')) ? { css: '/fonts/fonts.css', faces: fontFaces } : { faces: fontFaces }; + body.fonts = opts.addOnly && current?.fonts ? current.fonts + : existsSync(join(FONTS, 'fonts.css')) ? { css: '/fonts/fonts.css', faces: fontFaces } : { faces: fontFaces }; const bytes = totalBytes(ASSETS, resolved.files); const manifest = { version: MANIFEST_VERSION, @@ -283,10 +333,6 @@ async function main() { stats: countStats(body, bytes, resolved.files.size), ...body, }; - let current = null; - if (existsSync(MANIFEST)) { - try { current = JSON.parse(await readFile(MANIFEST, 'utf8')); } catch (e) { log(`[manifest] the current ${relative(ROOT, MANIFEST)} is unreadable (${e.message}): replaced`); } - } const guard = shrinkGuard(current, manifest, opts); if (guard.write) await writeJsonAtomic(MANIFEST, manifest); diff --git a/tools/golden.mjs b/tools/golden.mjs index fecfe60f..52075050 100644 --- a/tools/golden.mjs +++ b/tools/golden.mjs @@ -33,6 +33,10 @@ // standIn: true — DATA.md §18: the stand-in's body, its backup skill / module, its kit by charId; all 17 // stand-ins and every skill a chess names for them), 12 per battle by strength band, laid out by the stand-in's // position on a real stage, against the round's real wave three times over, an item each, bonds from the board +// diy 自选 pieces (PlayerBattleInput `diy`, shared/diy.js): every owned 6★ with an operator kit (kits/index.js +// OPERATOR_KITS) in each form of tiers 5 and 6 — normal, elite with no module and with each module — under +// each of its skills, then every prototype pick with a kit at its locked selection, both forms of each tier; +// 12 pieces per battle on a real stage against the round's real wave three times over (diyScenarios) // Battles run through the production BattleSpec path (server/sim/spec.js buildBattleSpec → createBattleFromSpec, the // path browsers and the server's headless fields use) with every option explicit; matches construct Match directly // with a VirtualScheduler (as tools/botbench.mjs) — test-harness defaults never move a digest. @@ -69,11 +73,14 @@ import { computeBonds, bondSnapshot } from '../server/match/bondsMeta.js'; import { Match } from '../server/match/Match.js'; import { VirtualScheduler } from '../server/match/scheduler.js'; import { resolveRecordLoadout, loadoutRecord, attackRangeGrid } from '../shared/loadoutRecord.js'; +import { diyRecordOf, DIY_TIERS } from '../shared/diy.js'; +import { unitForm } from '../shared/standIn.js'; +import { OPERATOR_KITS, KITTED_CHARS } from '../server/sim/content/kits/index.js'; import { GEO } from '../shared/constants.js'; const ROOT = join(dirname(fileURLToPath(import.meta.url)), '..'); export const GOLDEN_DIR = join(ROOT, 'test', 'golden'); -export const FAMILY_NAMES = Object.freeze(['roster', 'bonds', 'fields', 'matches', 'standins']); +export const FAMILY_NAMES = Object.freeze(['roster', 'bonds', 'fields', 'matches', 'standins', 'diy']); const QUIET = Object.freeze({ warn() {}, error() {}, info() {}, log() {}, debug() {} }); const data = getData({ log: QUIET }); @@ -815,16 +822,138 @@ export function runMatch(cfg) { return digest; } +// --------------------------------------------------------------------------------------------------------------- +// family: diy (自选 pieces: a DIY slot fielded with its `diy` pick — simdata getDiy, shared/diy.js) + +const DIY_SLOTS = data.backups?.diy?.slots ?? {}; +/** The slot record of a tier's first slot, normal or elite (the forms every slot of the tier shares). */ +const diySlotRec = (tier, elite) => { + const base = Object.keys(DIY_SLOTS).find((id) => DIY_SLOTS[id].tier === tier); + return base ? data.chess[elite ? DIY_SLOTS[base].goldenId : base] : null; +}; + +/** + * The 自选 configurations of the corpus, in a fixed order: every owned 6★ with an operator kit (OPERATOR_KITS, file + * order) in each form of both tiers — normal (no module: none is active), elite with no module and with each module of + * the form — under each skill; then every prototype pick with a kit (KITTED_CHARS: its stand-in kit, a 预备干员's generic + * kit) at its locked selection, normal and elite, per tier. `{ tier, elite, pick, group }`. + */ +function diyConfigs() { + const diy = data.backups?.diy; + if (!diy) return []; + const out = []; + for (const charId of Object.keys(OPERATOR_KITS)) { + if (!diy.ownedPool.includes(charId)) continue; + for (const tier of DIY_TIERS) { + for (const elite of [false, true]) { + const form = unitForm(data.backups, charId, diySlotRec(tier, elite)?.status); + if (!form) continue; + for (const uniEquipId of elite ? [null, ...(form.modules ?? []).map((m) => m.uniEquipId)] : [null]) { + for (const s of form.skills) out.push({ tier, elite, pick: { charId, skillIndex: s.index, uniEquipId }, group: 'operator' }); + } + } + } + } + for (const tier of DIY_TIERS) { + for (const charId of diy.prototypes?.[tier] ?? []) { + if (!KITTED_CHARS.includes(charId)) continue; + for (const elite of [false, true]) out.push({ tier, elite, pick: { charId }, group: 'prototype' }); + } + } + return out; +} + +/** + * Lay 自选 pieces on a player's board like `layout` (melee — most blockers first — on the deployable tiles the enemy + * ground paths cross most, ranged ones beside the paths, every 7th one facing UP / LEFT / DOWN), their class read from + * the composed record (`w.rec`, shared/diy.js diyRecordOf). No summons are placed (the 自选 hand pieces come with the + * per-player shop). + */ +function diyLayout(stageId, wanted) { + const map = buildDeployMap(data.stages[stageId], { field: 'normal' }); + const traffic = pathTraffic(stageId, 'normal', 0); + const pathList = [...traffic.keys()].map((k) => k.split(',').map(Number)); + const dist = (r, c) => (pathList.length ? Math.min(...pathList.map(([pr, pc]) => Math.max(Math.abs(pr - r), Math.abs(pc - c)))) : 9); + const used = new Set(); + const tiles = (cls) => { + const out = []; + for (let r = 12; r >= 9; r--) for (let c = 2; c <= 10; c++) if (!used.has(tileKey(r, c)) && canPlace(map, cls, r, c)) out.push([r, c]); + if (cls === 'melee') return out.sort((a, b) => (traffic.get(tileKey(b[0], b[1])) || 0) - (traffic.get(tileKey(a[0], a[1])) || 0)); + const rank = (r, c) => { const d = dist(r, c); return d === 0 ? 1.5 : d; }; + return out.sort((a, b) => rank(a[0], a[1]) - rank(b[0], b[1])); + }; + const cls = (w) => positionClass(w.rec, w.diy.uniEquipId ?? null); + const order = wanted.slice().sort((a, b) => ((cls(b) === 'melee') - (cls(a) === 'melee')) || (cls(a) === 'melee' ? (b.rec.stats.blockCnt || 0) - (a.rec.stats.blockCnt || 0) : 0)); + const units = []; + let uid = 1; + for (const w of order) { + const free = tiles(cls(w)); + if (!free.length) continue; + const [r, c] = free[0]; + used.add(tileKey(r, c)); + const dir = units.length % 7 === 6 ? ['UP', 'LEFT', 'DOWN'][Math.floor(units.length / 7) % 3] : 'RIGHT'; + units.push({ uid: uid++, kind: 'chess', chessId: w.chessId, diy: { ...w.diy }, row: r, col: c, dir, items: [] }); + } + return units; +} + +/** + * The diy family: the configurations (diyConfigs) 12 per battle, each on the next of its tier's two slots (the elite + * twin for an elite form); a real stage and mode in turn, the round of the strongest piece (BAND_ROUND), the round's + * real wave three times over, no bonds / items / band (the 自选 bonds come with the per-player roster). `pass` 0 = the + * first battle of each group (operator kits, prototypes): the fast subset. + */ +export function diyScenarios() { + const configs = diyConfigs(); + const scenarios = []; + const firstOf = new Set(); + for (let i = 0, n = 0; i < configs.length; i += 12, n++) { + const chunk = configs.slice(i, i + 12); + const stageId = STAGES[n % STAGES.length]; + const modeId = ROSTER_MODES[n % ROSTER_MODES.length]; + const gd = gdFor(modeId); + const turn = {}; + const wanted = chunk.map((c) => { + const ids = Object.keys(DIY_SLOTS).filter((id) => DIY_SLOTS[id].tier === c.tier); + turn[c.tier] = (turn[c.tier] ?? -1) + 1; + const base = ids[turn[c.tier] % ids.length]; + const chessId = c.elite ? DIY_SLOTS[base].goldenId : base; + const rec = diyRecordOf(data.chess[chessId], c.pick, data); + if (!rec) throw new Error(`diy: ${c.pick.charId} is no legal pick of ${chessId}`); + return { chessId, diy: c.pick, rec, band: c.tier + (c.elite ? 1 : 0) }; + }); + const units = diyLayout(stageId, wanted); + if (units.length !== wanted.length) throw new Error(`diy: ${wanted.length - units.length} pieces do not fit on ${stageId}`); + const round = BAND_ROUND[Math.max(...wanted.map((w) => w.band))]; + const seed = deriveSeed(20261005, `diy:${n}`); + const wave = normalWave(gd, round, seed); + const pid = 'p1'; + const groups = [...new Set(chunk.map((c) => c.group))]; + const pass = groups.some((g) => !firstOf.has(g)) ? 0 : 1; + for (const g of groups) firstOf.add(g); + scenarios.push({ + id: `diy-${String(n + 1).padStart(3, '0')}`, family: 'diy', kind: 'normal', modeId, round, stageId, seed, pass, + rect: { ...GEO.NORMAL_RECT }, timeLimit: wave.timeLimit, routes: wave.routes, waveId: wave.templateId, enemyOverrides: wave.overrides, + flags: { layerGainsEnabled: true, ...gd.dp }, + players: [playerInput(pid, 0, units)], + spawns: [0, 1, 2].flatMap((k) => wave.spawns.map((s) => ({ ...s, time: s.time + k * Math.round(wave.timeLimit / 4), ownerPlayerId: pid }))), + about: `${units.map((u) => `${u.chessId.replace(/^chess_char_/, '')}=${u.diy.charId.replace(/^char_\d+_/, '')}${u.diy.skillIndex != null ? `/S${u.diy.skillIndex + 1}` : ''}${u.diy.uniEquipId ? `/${u.diy.uniEquipId.replace(/^uniequip_/, '')}` : ''}`).join(' ')}`, + }); + } + return scenarios; +} + // --------------------------------------------------------------------------------------------------------------- // families, fast subset, comparison -const GENERATORS = { roster: rosterScenarios, bonds: bondScenarios, fields: fieldScenarios, matches: matchScenarios, standins: standInScenarios }; +const GENERATORS = { roster: rosterScenarios, bonds: bondScenarios, fields: fieldScenarios, matches: matchScenarios, standins: standInScenarios, diy: diyScenarios }; const ABOUT = { roster: 'every visible chess record × every selectable skill / module, every stage, every non-leader enemy kind, items, bands, 机变 cards, map cards, placeable summons', bonds: 'every bond at its activation threshold (layers 1) and at its top tier (layers 999)', fields: 'Final Assault / Hidden Core leaders (pair + solo templates, shared pool, 200 s cap) and 联防 fields (1 / 2 helpers)', matches: 'matches run to the end in virtual time: bot-only (solo ×4 difficulties ×2 seeds, co-op 2/3/4, one server-run, two boosted to the Hidden Core) and one co-op match whose human seat fields 补位 stand-ins', standins: 'every NORMAL chess record (normal + elite) fielded as its 补位 stand-in (all 17 stand-ins and the skills the chess name for them), 12 per battle on real stages and waves', + diy: '自选 pieces: every kitted owned 6★ × form (tiers 5 / 6, normal / elite × module) × skill, every kitted prototype at its locked selection', }; /** * The default test subset (GOLDEN_FULL=1 runs everything): the pass-0 roster battles (every chess record with its