feedback1 integrate: WG 奥术 shown 本局禁用 where the mode disables it; returned equipment auto-merges
# Conflicts: # public/js/ui/shopBar.js
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// Player report after the public 0.1.0 release (relayed, untested by the user): "源石溶剂两个白的合成一个金色的之后又多给一个白的"
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// — after two white 源石溶剂 (chess_item_1_05_e_a) merged into the golden one (_b), an extra white appeared.
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// Official rule (PRTS 卫戍协议/帮助 §装备; activity_table act2autochess trapChessDataDict upgradeNum 2 → _b): "已拥有2件同一初始
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// 装备时,该装备将自动合并为1件进阶品质的同名装备,发送至手牌区"; equipment is removed "在失去该干员(干员出售、销毁、合并等)或
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// 装备合并为进阶品质时". Every real PlayerState path that hands the player a second white is replayed here and must end
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// with exactly one golden and no white (none duplicates — the report did not reproduce); random intents conserve the
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// white-equivalents W + 2·G. The one gap found: equipment a promotion (or an effect that removes an operator) returns
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// to the hand skipped the auto-merge — unreachable from a normal state (a pair never exists), closed anyway.
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import { test } from 'node:test';
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import assert from 'node:assert/strict';
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import { DATA, makeMatch, give, giveItem, legalTileFor, checkInvariants } from './harness.js';
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import { tileKey } from '../../server/match/board.js';
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import { applyCard } from '../../server/match/choices.js';
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import { makeCtx } from '../../server/match/effectsMeta.js';
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const WHITE = 'chess_item_1_05_e_a';
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const GOLD = 'chess_item_1_05_e_b';
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const OP = 'chess_char_1_17_a';
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function prep(seed = 5) {
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const h = makeMatch({ mode: 'solo', difficulty: 'NORMAL', humans: 1, seed, fake: true }).start();
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h.toPrep(1);
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const m = h.m, ps = h.ps('p_0');
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for (const p of [...ps.board.values(), ...ps.hand.filter(Boolean)]) if (p.kind === 'chess') ps.returnCopies(p);
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ps.board.clear();
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ps.hand.fill(null);
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ps.offers.length = 0;
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ps.funds = 99;
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ps.recompute();
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return { h, m, ps };
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}
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function count(ps) {
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const c = { white: 0, gold: 0 };
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const see = (p) => { if (p && p.kind === 'item') { if (p.id === WHITE) c.white++; if (p.id === GOLD) c.gold++; } };
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for (const p of [...ps.hand, ...ps.temp, ...ps.board.values()]) { see(p); for (const it of (p && p.items) || []) see(it); }
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return c;
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}
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/** Put item `id` into the shop's first item slot (after the chess slots); returns its slot index. */
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function stockItem(ps, id = WHITE) {
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const i = ps.shop.layout ? ps.shop.layout.chess : ps.shop.slots.findIndex((s) => s && s.kind === 'item');
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ps.shop.slots[i] = { kind: 'item', id, basePrice: ps.gd.itemPrice(id), frozen: false, sold: false };
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return i;
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}
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/** Put chess `id` into shop slot 0. */
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function stockChess(ps, id) {
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ps.shop.slots[0] = { kind: 'chess', id, basePrice: ps.gd.chessPrice(id), frozen: false, sold: false };
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return 0;
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}
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function deploy(m, ps, ids) {
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const used = new Set();
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return ids.map((id) => { const t = legalTileFor(m, ps, id, used); used.add(tileKey(t[0], t[1])); return give(m, ps, id, 'board', t); });
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}
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test('源石溶剂: the data is the official pair (upgradeNum 2 → the golden _b; 40 % / 60 % ATK, −60 HP/s)', () => {
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const w = DATA.items[WHITE], g = DATA.items[GOLD];
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assert.equal(w.upgradeNum, 2);
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assert.equal(w.upgradeChessId, GOLD);
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assert.equal(w.mergeable, true);
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assert.equal(g.isGolden, true);
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assert.deepEqual([w.params.atk, g.params.atk, w.params.damage, g.params.damage], [0.4, 0.6, 60, 60]);
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});
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test('源石溶剂: every way to get a second white merges the pair into ONE golden and leaves no white (the player report)', () => {
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const cases = {
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'buy with a white in the hand': ({ m, ps }) => { giveItem(m, ps, WHITE); return m.handle('p_0', { t: 'g.buy', slot: stockItem(ps) }); },
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'buy twice from the shop': ({ m, ps }) => { m.handle('p_0', { t: 'g.buy', slot: stockItem(ps) }); return m.handle('p_0', { t: 'g.buy', slot: stockItem(ps) }); },
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'buy with a white equipped': ({ m, ps }) => {
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const [a] = deploy(m, ps, [OP]);
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const it = giveItem(m, ps, WHITE);
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m.handle('p_0', { t: 'g.equip', itemUid: it.uid, targetUid: a.uid });
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return m.handle('p_0', { t: 'g.buy', slot: stockItem(ps) });
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},
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'equip the second on another operator': ({ m, ps }) => {
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const [a, b] = deploy(m, ps, [OP, 'chess_char_2_10_a']);
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const it = giveItem(m, ps, WHITE);
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m.handle('p_0', { t: 'g.equip', itemUid: it.uid, targetUid: a.uid });
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const it2 = giveItem(m, ps, WHITE);
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return m.handle('p_0', { t: 'g.equip', itemUid: it2.uid, targetUid: b.uid });
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},
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'equip the second on the same full carrier': ({ m, ps }) => {
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const [a] = deploy(m, ps, [OP]);
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const it = giveItem(m, ps, WHITE);
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const other = giveItem(m, ps, 'chess_item_1_01_e_a');
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m.handle('p_0', { t: 'g.equip', itemUid: it.uid, targetUid: a.uid });
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m.handle('p_0', { t: 'g.equip', itemUid: other.uid, targetUid: a.uid });
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// no twin anywhere else: acquire the second white without the auto-merge (the hand) and equip it on the full carrier
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const it2 = ps.newPiece('item', WHITE);
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ps.hand[ps.hand.findIndex((x) => x == null)] = it2;
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return m.handle('p_0', { t: 'g.equip', itemUid: it2.uid, targetUid: a.uid });
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},
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'reward offer pick': ({ m, ps }) => { giveItem(m, ps, WHITE); ps.pushItemOffer([WHITE, WHITE, WHITE]); return m.handle('p_0', { t: 'g.reward', idx: 0 }); },
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'道具补给 card': ({ m, ps }) => { giveItem(m, ps, WHITE); applyCard(m, ps, { kind: 'item', id: WHITE, family: 'supply', name: '源石溶剂' }); return { ok: true }; },
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'列装 rolling two whites': ({ m, ps }) => {
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const roll = m.rollPool;
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m.rollPool = () => ({ kind: 'item', id: WHITE });
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try { applyCard(m, ps, { kind: 'tactic', id: 'allybuff_select_1', family: 'tactic', team: true }); } finally { m.rollPool = roll; }
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return { ok: true };
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},
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'整备 then a white bought next to a white': ({ m, ps }) => {
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giveItem(m, ps, WHITE);
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applyCard(m, ps, { kind: 'tactic', id: 'allybuff_select_5', family: 'tactic' });
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return m.handle('p_0', { t: 'g.buy', slot: stockItem(ps) });
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},
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'画卷 copy of a white carrier': ({ m, ps }) => {
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const [a] = deploy(m, ps, [OP]);
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const it = giveItem(m, ps, WHITE);
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m.handle('p_0', { t: 'g.equip', itemUid: it.uid, targetUid: a.uid });
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const art = giveItem(m, ps, 'chess_item_6_02_m');
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const [r, c] = [...ps.board.entries()].find(([, p]) => p === a)[0].split(',').map(Number);
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return m.handle('p_0', { t: 'g.art', itemUid: art.uid, row: r, col: c, dir: 'RIGHT' });
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},
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};
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for (const [name, run] of Object.entries(cases)) {
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const s = prep();
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const res = run(s);
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assert.equal(res.ok, true, `${name}: ${JSON.stringify(res)}`);
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assert.deepEqual(count(s.ps), { white: 0, gold: 1 }, name);
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checkInvariants(s.m);
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s.m.dispose();
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}
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});
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test('a promotion that returns equipment merges a returned pair (latent: no normal state holds a pair)', () => {
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const { m, ps } = prep();
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const op = Object.values(DATA.chess).find((c) => c.visible && !c.isGolden && c.tier === 1 && m.pool.has(c.chessId) && !m.bannedChess.includes(c.chessId)
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&& m.gd.mergeCount(c.chessId) === 3 && !m.gd.placeableTokens(c.chessId).length).chessId;
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const [a, b] = deploy(m, ps, [op, op]);
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// the copies' equipment built directly: a pair never exists in play — every entry path merges it at once
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a.items = [ps.newPiece('item', WHITE)];
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b.items = [ps.newPiece('item', WHITE)];
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ps.recompute();
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assert.deepEqual(m.handle('p_0', { t: 'g.buy', slot: stockChess(ps, op) }), { ok: true });
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assert.ok([...ps.board.values()].some((p) => p.id === DATA.chess[op].goldenId), 'the elite formed');
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assert.deepEqual(count(ps), { white: 0, gold: 1 }, '"干员晋级后已配发装备会回收至整备区" + the auto-merge');
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checkInvariants(m);
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});
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test('an effect that removes an operator (ctx.destroyPiece) merges a returned pair (latent: no normal state holds a pair)', () => {
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const { m, ps } = prep();
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const [a] = deploy(m, ps, [OP]);
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// built directly: the carrier's white and a white in the hand — every entry path would have merged them at once
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a.items = [ps.newPiece('item', WHITE)];
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ps.hand[ps.hand.findIndex((x) => x == null)] = ps.newPiece('item', WHITE);
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ps.recompute();
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// the path of 突变细胞 / the recruit-and-gift item / the round-start promotion item (builtinMeta, content/items/meta.js)
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const ctx = makeCtx(m, ps, { kind: 'item', key: 'item:test' }, 'onRoundStart');
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assert.equal(ctx.destroyPiece(a.uid), true);
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assert.equal(ps.find(a.uid), null, 'the operator is gone');
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assert.deepEqual(count(ps), { white: 0, gold: 1 }, '"在失去该干员…" returns the equipment, then the auto-merge');
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checkInvariants(m);
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m.dispose();
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});
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test('random intents around 源石溶剂 (buy, equip / replace, sell, move, destroy) conserve W + 2·G and never leave a pair', () => {
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let seed = 11;
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const rnd = () => { seed = (seed * 1103515245 + 12345) >>> 0; return seed / 4294967296; };
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const pick = (arr) => arr[Math.floor(rnd() * arr.length)];
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const worth = (ps) => { const c = count(ps); return { ...c, e: c.white + 2 * c.gold }; };
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let checked = 0;
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for (let run = 0; run < 4; run++) {
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const { m, ps } = prep(run + 3);
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const ops = Object.values(DATA.chess).filter((c) => c.visible && !c.isGolden && c.tier === 1 && m.pool.has(c.chessId) && !m.bannedChess.includes(c.chessId)).slice(0, 2).map((c) => c.chessId);
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for (let step = 0; step < 150; step++) {
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ps.funds = 50;
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const before = worth(ps);
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const loose = [...ps.hand, ...ps.temp].filter(Boolean);
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const chess = [...loose, ...ps.board.values()].filter((p) => p.kind === 'chess');
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const items = loose.filter((p) => p.kind === 'item');
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const r = rnd();
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let msg = null, expect = 0, rep = null;
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if (r < 0.35) { msg = { t: 'g.buy', slot: stockItem(ps) }; expect = 1; }
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else if (r < 0.5) msg = { t: 'g.buy', slot: stockChess(ps, pick(ops)) };
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else if (r < 0.8 && items.length && chess.length) {
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const it = pick(items), tg = pick(chess);
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rep = (tg.items || []).length >= 2 ? pick(tg.items) : null;
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msg = { t: 'g.equip', itemUid: it.uid, targetUid: tg.uid, ...(rep ? { replaceUid: rep.uid } : {}) };
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}
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else if (r < 0.9 && chess.length) msg = { t: 'g.sell', uid: pick(chess).uid };
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else if (items.length) { const it = pick(items); msg = { t: 'g.destroy', uid: it.uid }; expect = it.id === WHITE ? -1 : it.id === GOLD ? -2 : 0; }
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if (!msg) continue;
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const res = m.handle('p_0', msg);
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if (!res.ok) continue;
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// a replacement destroys the replaced item unless the equip merged instead (the replaced one is still owned)
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if (rep && !ps.find(rep.uid)) expect = rep.id === WHITE ? -1 : rep.id === GOLD ? -2 : 0;
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const after = worth(ps);
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assert.equal(after.e - before.e, expect, `run ${run} step ${step} ${JSON.stringify(msg)}: ${JSON.stringify(before)} → ${JSON.stringify(after)}`);
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assert.ok(after.white <= 1, `run ${run} step ${step}: an unmerged pair`);
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checked++;
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}
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checkInvariants(m);
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m.dispose();
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}
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assert.ok(checked > 150, `${checked} accepted intents`);
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});
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@@ -0,0 +1,86 @@
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// Player report after the public 0.1.0 release (relayed, untested by the user): "奥术盟约不生效". Measured on the real
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// product path — a 险境 match's own normal battle (Match._normalOpts: the player's board, bonds, loadouts, the round's
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// wave) and the same battle built from its BattleSpec as the browser does (spec.js createBattleFromSpec) — the bond
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// works: every member's arts damage puts the 奥术 debuff on its target (×(1.2 + 0.01·L) arts damage taken for 3 s, one
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// instance per target, DESIGN §5.3 / §20.10), later arts hits land multiplied, the 3-member tier raises it ×1.4 on
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// targets below 50 % HP, and the browser battle is identical. (What a player could see instead — 标准 never activates
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// 奥术 — is test/ui/feedback1b-bonds.test.js.)
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import { test } from 'node:test';
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import assert from 'node:assert/strict';
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import { makeMatch, give, legalTileFor } from '../match/harness.js';
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import { tileKey } from '../../server/match/board.js';
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import { buildBattleSpec, createBattleFromSpec } from '../../server/sim/spec.js';
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import { bondBb } from '../../server/sim/content/bonds/addon/battle.js';
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const BB = bondBb('arcaneShip');
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const MEMBERS = ['chess_char_1_17_a', 'chess_char_2_10_a', 'chess_char_3_09_a']; // 深靛, 洛洛, 海霓
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function setup(ids, seed = 7, round = 5) {
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const h = makeMatch({ mode: 'solo', difficulty: 'NORMAL', humans: 1, seed }).start();
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h.toPrep(1);
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h.ps('p_0').lp = 9999;
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h.toPrep(round);
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const m = h.m, ps = h.ps('p_0');
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for (const p of [...ps.board.values()]) if (p.kind === 'chess') ps.returnCopies(p);
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ps.board.clear();
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const used = new Set();
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for (const id of ids) { const t = legalTileFor(m, ps, id, used); used.add(tileKey(t[0], t[1])); give(m, ps, id, 'board', t); }
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ps.recompute();
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return { m, ps };
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}
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/** Run a battle; per arts hit of an operator: the 奥术 multiplier on the target when it landed (0 = none). */
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function run(b, pid) {
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const hits = [];
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b.on('hit', (c) => {
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if (!c.dmg || c.dmg.type !== 'arts' || !c.source || c.source.kind !== 'op') return;
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const x = c.target.buffs.find((y) => y.key === 'bond:arcaneShip');
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c.dmg.arcane = x ? x.data.value : 0;
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c.dmg.taken = c.target.s.artsTakenMul;
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});
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b.on('damaged', (c) => { if (c.type === 'arts' && c.source && c.source.kind === 'op') hits.push({ mul: c.dmg.arcane, taken: c.dmg.taken, amount: c.amount }); });
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for (let n = 0; !b.finished && n < 30 * 400; n++) b.step();
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const pp = b.result().perPlayer[pid];
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return { hits, killed: pp.killed, dealt: Math.round(pp.damageDealt) };
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}
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test('奥术 on a real 险境 battle: two members debuff their targets and later arts hits land ×(1.2 + 0.01·L); the browser battle is identical', () => {
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const { m, ps } = setup(MEMBERS.slice(0, 2));
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assert.deepEqual(ps.bonds.arcaneShip, { count: 2, active: true, tier: 1, layers: 0 });
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for (const L of [0, 50]) {
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const opts = m._normalOpts(ps);
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opts.players[0].bonds.arcaneShip.layers = L;
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const srv = run(m.newBattle(opts), ps.playerId);
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const want = BB.base_damage_scale + BB.damage_scale_per_stack * L;
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const boosted = srv.hits.filter((x) => x.mul > 0);
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assert.ok(srv.hits.length >= 30 && boosted.length >= srv.hits.length * 0.6, `L${L}: ${boosted.length}/${srv.hits.length} arts hits on a debuffed target`);
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for (const x of boosted) {
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assert.ok(Math.abs(x.mul - want) < 1e-9, `L${L}: debuff ×${x.mul}, want ×${want}`);
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assert.ok(x.taken >= want - 1e-9, `L${L}: the target took arts ×${x.taken}`);
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}
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// the browser path: the same spec, the same battle
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const spec = buildBattleSpec({ ...opts, stageId: m.stageId, battleId: 't', boss: null });
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const cli = run(createBattleFromSpec(spec, m.ds), ps.playerId);
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assert.deepEqual([cli.killed, cli.dealt, cli.hits.length], [srv.killed, srv.dealt, srv.hits.length], `L${L}: browser = server`);
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// without the bond the same battle has no debuffed hit
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const offOpts = m._normalOpts(ps);
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offOpts.players[0].bonds.arcaneShip = { ...offOpts.players[0].bonds.arcaneShip, active: false, tier: 0 };
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assert.equal(run(m.newBattle(offOpts), ps.playerId).hits.filter((x) => x.mul > 0).length, 0);
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}
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m.dispose();
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});
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test('奥术 with 3 different members: targets below 50 % HP take ×1.4·(1.2 + 0.01·L) (+68 % at 0 layers); 海霓 adds layers live', () => {
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const { m, ps } = setup(MEMBERS);
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assert.equal(ps.bonds.arcaneShip.tier, 2);
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const res = run(m.newBattle(m._normalOpts(ps)), ps.playerId);
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const base = (L) => BB.base_damage_scale + BB.damage_scale_per_stack * L;
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const seen = res.hits.filter((x) => x.mul > 0).map((x) => x.mul);
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// L = 0 at the start; 海霓 "<战斗中>首次击倒敌人…【奥术】层数+3" raises it during the fight (bonds/addon live layers)
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const match = (v) => [0, 3].flatMap((L) => [['base', L, base(L)], ['low', L, BB.power_weak_scale * base(L)]]).find(([, , w]) => Math.abs(v - w) < 1e-9);
|
||||
for (const v of seen) assert.ok(match(v), `unexpected multiplier ×${v}`);
|
||||
const kinds = new Set(seen.map((v) => match(v).slice(0, 2).join(':')));
|
||||
for (const k of ['base:0', 'low:0', 'base:3', 'low:3']) assert.ok(kinds.has(k), `${k} seen (${[...kinds]})`);
|
||||
assert.ok(Math.abs(BB.power_weak_scale * base(0) - 1 - BB.base_damage_scale_show_ex) < 1e-9, 'the shown +68 %');
|
||||
m.dispose();
|
||||
});
|
||||
@@ -0,0 +1,119 @@
|
||||
// Player report after the public 0.1.0 release (relayed, untested by the user): "奥术盟约不生效".
|
||||
// The bond works in battle (test/sim/feedback1b-arcane.test.js). What a player can see instead: 标准模拟 (FUNNY) is one
|
||||
// of the modes whose official modeDataDict inactiveBondIdList switches 奥术 off (with 拉特兰 阿戈尔 卡西米尔 灵巧 奇迹 投资人
|
||||
// 突袭 独行 绝技), yet 深靛 洛洛 阿罗玛 夕 圣聆初雪 stay in the pool through their other bond (server pool.js) and their cards
|
||||
// showed 奥术 like any bond: the detail card's chip read "奥术 0/2 未激活" with three 奥术 operators deployed (the server
|
||||
// leaves an inactive bond out of m.private.bonds) and the bond popup "在场 0/2 未激活". The cards, chips and popup now say
|
||||
// 本局禁用 for a bond the mode never activates (gameLogic modeOffBonds over config.modes[modeId].inactiveBondIds).
|
||||
import { test } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
import { readFileSync } from 'node:fs';
|
||||
import path from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
|
||||
const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '../..');
|
||||
const read = (p) => readFileSync(path.join(ROOT, p), 'utf8');
|
||||
|
||||
globalThis.fetch = async (url) => {
|
||||
const name = String(url).split('/').pop();
|
||||
try {
|
||||
const body = readFileSync(path.join(ROOT, 'data', name), 'utf8');
|
||||
return { ok: true, status: 200, json: async () => JSON.parse(body) };
|
||||
} catch {
|
||||
return { ok: false, status: 404, json: async () => ({}) };
|
||||
}
|
||||
};
|
||||
|
||||
const { modeOffBonds } = await import('../../public/js/ui/gameLogic.js');
|
||||
const { BondChips } = await import('../../public/js/ui/detailPanel.js');
|
||||
const { ChessCard } = await import('../../public/js/ui/shopBar.js');
|
||||
const { BondPopup } = await import('../../public/js/ui/bondStrip.js');
|
||||
const { data, getMode } = await import('../../public/js/data.js');
|
||||
const { DATA, makeMatch, give, legalTileFor } = await import('../match/harness.js');
|
||||
const { tileKey } = await import('../../server/match/board.js');
|
||||
|
||||
await data.loadAll('chess', 'bonds', 'assets', 'config');
|
||||
|
||||
function* walk(v) {
|
||||
if (Array.isArray(v)) { for (const x of v) yield* walk(x); return; }
|
||||
if (!v || typeof v !== 'object') return;
|
||||
yield v;
|
||||
if (typeof v.type === 'function' && !v.props?.children) return;
|
||||
yield* walk(v.props?.children);
|
||||
}
|
||||
const hasClass = (v, c) => typeof v?.props?.class === 'string' && v.props.class.split(/\s+/).includes(c);
|
||||
const textOf = (v) => [...walk(v)].flatMap((n) => (Array.isArray(n.props?.children) ? n.props.children : [n.props?.children])).filter((x) => typeof x === 'string' || typeof x === 'number').join('');
|
||||
const chipOf = (vnode, bondId) => [...walk(vnode)].find((v) => v.props?.['data-bond'] === bondId);
|
||||
|
||||
const OFF_FUNNY = ['lateranoShip', 'egirShip', 'kazimierzShip', 'skillfulShip', 'arcaneShip', 'miraShip', 'investShip', 'raidShip', 'soloShip', 'suntShip'];
|
||||
|
||||
test('modeOffBonds: 标准 (single and multi) switches off the 10 official inactive bonds, 奥术 included; 险境+ none', () => {
|
||||
for (const id of ['mode_single_funny', 'mode_multi_funny']) assert.deepEqual([...modeOffBonds(getMode(id))].sort(), [...OFF_FUNNY].sort(), id);
|
||||
for (const id of ['mode_single_normal', 'mode_multi_hard', 'mode_single_abyss']) assert.equal(modeOffBonds(getMode(id)).size, 0, id);
|
||||
assert.equal(modeOffBonds(null).size, 0);
|
||||
});
|
||||
|
||||
test('a real 标准 match: 奥术 operators are buyable, three on the board never activate the bond — and the card chips say so', () => {
|
||||
const h = makeMatch({ mode: 'solo', difficulty: 'FUNNY', humans: 1, seed: 3 }).start();
|
||||
h.toPrep(1);
|
||||
const m = h.m, ps = h.ps('p_0');
|
||||
const members = DATA.bonds.arcaneShip.visibleMembers.filter((id) => m.pool.has(id) && !m.bannedChess.includes(id));
|
||||
assert.deepEqual(members.map((id) => DATA.chess[id].name), ['深靛', '洛洛', '阿罗玛', '夕', '圣聆初雪'], 'members kept in the pool by their other bond');
|
||||
ps.board.clear();
|
||||
const used = new Set();
|
||||
for (const id of members.slice(0, 3)) { const t = legalTileFor(m, ps, id, used); used.add(tileKey(t[0], t[1])); give(m, ps, id, 'board', t); }
|
||||
ps.recompute();
|
||||
assert.equal(ps.bonds.arcaneShip, undefined, 'official: the mode never activates 奥术');
|
||||
const priv = ps.privateView();
|
||||
assert.equal(priv.bonds.find((b) => b.bondId === 'arcaneShip'), undefined, 'no 奥术 entry in m.private.bonds');
|
||||
const off = modeOffBonds(getMode(m.modeId));
|
||||
// before: the chip computed 0 members from the missing entry — "奥术:在场 0/2,未激活" with 3 deployed
|
||||
const before = chipOf(BondChips({ bondIds: DATA.chess[members[0]].bonds, bonds: priv.bonds }), 'arcaneShip');
|
||||
assert.match(before.props.title, /在场 0\/2,未激活/);
|
||||
const chip = chipOf(BondChips({ bondIds: DATA.chess[members[0]].bonds, bonds: priv.bonds, off }), 'arcaneShip');
|
||||
assert.ok(hasClass(chip, 'is-off') && !hasClass(chip, 'is-active'));
|
||||
assert.equal(chip.props.title, '奥术:本局禁用(该盟约不会激活)');
|
||||
assert.match(textOf(chip), /本局禁用/);
|
||||
assert.ok(![...walk(chip)].some((v) => hasClass(v, 'dbond__count')), 'no member count');
|
||||
// the operator's enabled bond (精准) keeps its normal chip
|
||||
const preci = chipOf(BondChips({ bondIds: DATA.chess[members[0]].bonds, bonds: priv.bonds, off }), 'preciShip');
|
||||
assert.ok(!hasClass(preci, 'is-off'));
|
||||
m.dispose();
|
||||
});
|
||||
|
||||
test('shop / reward card: a mode-disabled bond tag is struck through with the 本局禁用 title; others unchanged', () => {
|
||||
const id = 'chess_char_1_17_a'; // 深靛: 奥术 / 精准
|
||||
const slot = { kind: 'chess', id, price: 1, basePrice: 1 };
|
||||
const tags = (offBonds) => [...walk(ChessCard({ slot, idx: 0, priv: { funds: 9, hand: [], board: [], temp: [] }, onBuy() {}, onDetail() {}, offBonds }))].filter((v) => hasClass(v, 'scard__bond'));
|
||||
const on = tags(modeOffBonds(getMode('mode_single_funny')));
|
||||
assert.equal(on.length, 2);
|
||||
assert.ok(hasClass(on[0], 'is-off'), '奥术 struck');
|
||||
assert.equal(on[0].props.title, '奥术:本局禁用(该盟约不会激活)');
|
||||
assert.ok(!hasClass(on[1], 'is-off'), '精准 enabled');
|
||||
assert.ok(tags(modeOffBonds(getMode('mode_single_normal'))).every((v) => !hasClass(v, 'is-off')), '险境: nothing off');
|
||||
assert.ok(tags(null).every((v) => !hasClass(v, 'is-off')), 'no set: as before');
|
||||
});
|
||||
|
||||
test('bond popup: 本局禁用 instead of 未激活, a note, and no misleading member count or 当前效果 numbers', () => {
|
||||
const pop = BondPopup({ bondId: 'arcaneShip', entry: null, priv: { board: [], hand: [] }, onClose() {}, off: true });
|
||||
const text = textOf(pop);
|
||||
assert.match(text, /本局禁用/);
|
||||
assert.match(text, /本模式下该盟约不会激活/);
|
||||
assert.doesNotMatch(text, /在场/);
|
||||
// the 当前效果 block ("提升20% … 68%") would promise an effect the mode never gives; the bond text (盟约效果) stays
|
||||
assert.doesNotMatch(text, /当前效果/);
|
||||
assert.ok(![...walk(pop)].some((v) => hasClass(v, 'bpop__sec--now')), 'no current-effect section');
|
||||
assert.match(text, /盟约效果/);
|
||||
const plain = textOf(BondPopup({ bondId: 'arcaneShip', entry: null, priv: { board: [], hand: [] }, onClose() {} }));
|
||||
assert.match(plain, /未激活/);
|
||||
assert.match(plain, /在场/);
|
||||
assert.match(plain, /当前效果/, 'an enabled bond keeps its current-effect block');
|
||||
});
|
||||
|
||||
test('the game screen hands the mode-disabled set to the shop bar, the detail card and the bond popup', () => {
|
||||
const src = read('public/js/screens/game.js');
|
||||
assert.match(src, /const offBonds = modeOffBonds\(getMode\(pub\?\.modeId\)\)/);
|
||||
assert.match(src, /<\$\{ShopBar\}[\s\S]*?offBonds=\$\{offBonds\}/);
|
||||
assert.match(src, /<\$\{DetailPanel\}[\s\S]*?offBonds=\$\{offBonds\}/);
|
||||
assert.match(src, /<\$\{BondPopup\}[\s\S]*?off=\$\{offBonds\.has\(bondPop\.bondId\)\}/);
|
||||
});
|
||||
Reference in new issue
Block a user