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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sganggs committed 2026-10-03 06:53:18 +08:00
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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"
// — after two white 源石溶剂 (chess_item_1_05_e_a) merged into the golden one (_b), an extra white appeared.
// 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
// 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
// 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
// with exactly one golden and no white (none duplicates — the report did not reproduce); random intents conserve the
// white-equivalents W + 2·G. The one gap found: equipment a promotion (or an effect that removes an operator) returns
// to the hand skipped the auto-merge — unreachable from a normal state (a pair never exists), closed anyway.
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { DATA, makeMatch, give, giveItem, legalTileFor, checkInvariants } from './harness.js';
import { tileKey } from '../../server/match/board.js';
import { applyCard } from '../../server/match/choices.js';
import { makeCtx } from '../../server/match/effectsMeta.js';
const WHITE = 'chess_item_1_05_e_a';
const GOLD = 'chess_item_1_05_e_b';
const OP = 'chess_char_1_17_a';
function prep(seed = 5) {
const h = makeMatch({ mode: 'solo', difficulty: 'NORMAL', humans: 1, seed, fake: true }).start();
h.toPrep(1);
const m = h.m, ps = h.ps('p_0');
for (const p of [...ps.board.values(), ...ps.hand.filter(Boolean)]) if (p.kind === 'chess') ps.returnCopies(p);
ps.board.clear();
ps.hand.fill(null);
ps.offers.length = 0;
ps.funds = 99;
ps.recompute();
return { h, m, ps };
}
function count(ps) {
const c = { white: 0, gold: 0 };
const see = (p) => { if (p && p.kind === 'item') { if (p.id === WHITE) c.white++; if (p.id === GOLD) c.gold++; } };
for (const p of [...ps.hand, ...ps.temp, ...ps.board.values()]) { see(p); for (const it of (p && p.items) || []) see(it); }
return c;
}
/** Put item `id` into the shop's first item slot (after the chess slots); returns its slot index. */
function stockItem(ps, id = WHITE) {
const i = ps.shop.layout ? ps.shop.layout.chess : ps.shop.slots.findIndex((s) => s && s.kind === 'item');
ps.shop.slots[i] = { kind: 'item', id, basePrice: ps.gd.itemPrice(id), frozen: false, sold: false };
return i;
}
/** Put chess `id` into shop slot 0. */
function stockChess(ps, id) {
ps.shop.slots[0] = { kind: 'chess', id, basePrice: ps.gd.chessPrice(id), frozen: false, sold: false };
return 0;
}
function deploy(m, ps, ids) {
const used = new Set();
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); });
}
test('源石溶剂: the data is the official pair (upgradeNum 2 → the golden _b; 40 % / 60 % ATK, −60 HP/s)', () => {
const w = DATA.items[WHITE], g = DATA.items[GOLD];
assert.equal(w.upgradeNum, 2);
assert.equal(w.upgradeChessId, GOLD);
assert.equal(w.mergeable, true);
assert.equal(g.isGolden, true);
assert.deepEqual([w.params.atk, g.params.atk, w.params.damage, g.params.damage], [0.4, 0.6, 60, 60]);
});
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)', () => {
const cases = {
'buy with a white in the hand': ({ m, ps }) => { giveItem(m, ps, WHITE); return m.handle('p_0', { t: 'g.buy', slot: stockItem(ps) }); },
'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) }); },
'buy with a white equipped': ({ m, ps }) => {
const [a] = deploy(m, ps, [OP]);
const it = giveItem(m, ps, WHITE);
m.handle('p_0', { t: 'g.equip', itemUid: it.uid, targetUid: a.uid });
return m.handle('p_0', { t: 'g.buy', slot: stockItem(ps) });
},
'equip the second on another operator': ({ m, ps }) => {
const [a, b] = deploy(m, ps, [OP, 'chess_char_2_10_a']);
const it = giveItem(m, ps, WHITE);
m.handle('p_0', { t: 'g.equip', itemUid: it.uid, targetUid: a.uid });
const it2 = giveItem(m, ps, WHITE);
return m.handle('p_0', { t: 'g.equip', itemUid: it2.uid, targetUid: b.uid });
},
'equip the second on the same full carrier': ({ m, ps }) => {
const [a] = deploy(m, ps, [OP]);
const it = giveItem(m, ps, WHITE);
const other = giveItem(m, ps, 'chess_item_1_01_e_a');
m.handle('p_0', { t: 'g.equip', itemUid: it.uid, targetUid: a.uid });
m.handle('p_0', { t: 'g.equip', itemUid: other.uid, targetUid: a.uid });
// no twin anywhere else: acquire the second white without the auto-merge (the hand) and equip it on the full carrier
const it2 = ps.newPiece('item', WHITE);
ps.hand[ps.hand.findIndex((x) => x == null)] = it2;
return m.handle('p_0', { t: 'g.equip', itemUid: it2.uid, targetUid: a.uid });
},
'reward offer pick': ({ m, ps }) => { giveItem(m, ps, WHITE); ps.pushItemOffer([WHITE, WHITE, WHITE]); return m.handle('p_0', { t: 'g.reward', idx: 0 }); },
'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 }; },
'列装 rolling two whites': ({ m, ps }) => {
const roll = m.rollPool;
m.rollPool = () => ({ kind: 'item', id: WHITE });
try { applyCard(m, ps, { kind: 'tactic', id: 'allybuff_select_1', family: 'tactic', team: true }); } finally { m.rollPool = roll; }
return { ok: true };
},
'整备 then a white bought next to a white': ({ m, ps }) => {
giveItem(m, ps, WHITE);
applyCard(m, ps, { kind: 'tactic', id: 'allybuff_select_5', family: 'tactic' });
return m.handle('p_0', { t: 'g.buy', slot: stockItem(ps) });
},
'画卷 copy of a white carrier': ({ m, ps }) => {
const [a] = deploy(m, ps, [OP]);
const it = giveItem(m, ps, WHITE);
m.handle('p_0', { t: 'g.equip', itemUid: it.uid, targetUid: a.uid });
const art = giveItem(m, ps, 'chess_item_6_02_m');
const [r, c] = [...ps.board.entries()].find(([, p]) => p === a)[0].split(',').map(Number);
return m.handle('p_0', { t: 'g.art', itemUid: art.uid, row: r, col: c, dir: 'RIGHT' });
},
};
for (const [name, run] of Object.entries(cases)) {
const s = prep();
const res = run(s);
assert.equal(res.ok, true, `${name}: ${JSON.stringify(res)}`);
assert.deepEqual(count(s.ps), { white: 0, gold: 1 }, name);
checkInvariants(s.m);
s.m.dispose();
}
});
test('a promotion that returns equipment merges a returned pair (latent: no normal state holds a pair)', () => {
const { m, ps } = prep();
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)
&& m.gd.mergeCount(c.chessId) === 3 && !m.gd.placeableTokens(c.chessId).length).chessId;
const [a, b] = deploy(m, ps, [op, op]);
// the copies' equipment built directly: a pair never exists in play — every entry path merges it at once
a.items = [ps.newPiece('item', WHITE)];
b.items = [ps.newPiece('item', WHITE)];
ps.recompute();
assert.deepEqual(m.handle('p_0', { t: 'g.buy', slot: stockChess(ps, op) }), { ok: true });
assert.ok([...ps.board.values()].some((p) => p.id === DATA.chess[op].goldenId), 'the elite formed');
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');
checkInvariants(m);
});
test('an effect that removes an operator (ctx.destroyPiece) merges a returned pair (latent: no normal state holds a pair)', () => {
const { m, ps } = prep();
const [a] = deploy(m, ps, [OP]);
// built directly: the carrier's white and a white in the hand — every entry path would have merged them at once
a.items = [ps.newPiece('item', WHITE)];
ps.hand[ps.hand.findIndex((x) => x == null)] = ps.newPiece('item', WHITE);
ps.recompute();
// the path of 突变细胞 / the recruit-and-gift item / the round-start promotion item (builtinMeta, content/items/meta.js)
const ctx = makeCtx(m, ps, { kind: 'item', key: 'item:test' }, 'onRoundStart');
assert.equal(ctx.destroyPiece(a.uid), true);
assert.equal(ps.find(a.uid), null, 'the operator is gone');
assert.deepEqual(count(ps), { white: 0, gold: 1 }, '"在失去该干员…" returns the equipment, then the auto-merge');
checkInvariants(m);
m.dispose();
});
test('random intents around 源石溶剂 (buy, equip / replace, sell, move, destroy) conserve W + 2·G and never leave a pair', () => {
let seed = 11;
const rnd = () => { seed = (seed * 1103515245 + 12345) >>> 0; return seed / 4294967296; };
const pick = (arr) => arr[Math.floor(rnd() * arr.length)];
const worth = (ps) => { const c = count(ps); return { ...c, e: c.white + 2 * c.gold }; };
let checked = 0;
for (let run = 0; run < 4; run++) {
const { m, ps } = prep(run + 3);
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);
for (let step = 0; step < 150; step++) {
ps.funds = 50;
const before = worth(ps);
const loose = [...ps.hand, ...ps.temp].filter(Boolean);
const chess = [...loose, ...ps.board.values()].filter((p) => p.kind === 'chess');
const items = loose.filter((p) => p.kind === 'item');
const r = rnd();
let msg = null, expect = 0, rep = null;
if (r < 0.35) { msg = { t: 'g.buy', slot: stockItem(ps) }; expect = 1; }
else if (r < 0.5) msg = { t: 'g.buy', slot: stockChess(ps, pick(ops)) };
else if (r < 0.8 && items.length && chess.length) {
const it = pick(items), tg = pick(chess);
rep = (tg.items || []).length >= 2 ? pick(tg.items) : null;
msg = { t: 'g.equip', itemUid: it.uid, targetUid: tg.uid, ...(rep ? { replaceUid: rep.uid } : {}) };
}
else if (r < 0.9 && chess.length) msg = { t: 'g.sell', uid: pick(chess).uid };
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; }
if (!msg) continue;
const res = m.handle('p_0', msg);
if (!res.ok) continue;
// a replacement destroys the replaced item unless the equip merged instead (the replaced one is still owned)
if (rep && !ps.find(rep.uid)) expect = rep.id === WHITE ? -1 : rep.id === GOLD ? -2 : 0;
const after = worth(ps);
assert.equal(after.e - before.e, expect, `run ${run} step ${step} ${JSON.stringify(msg)}: ${JSON.stringify(before)} → ${JSON.stringify(after)}`);
assert.ok(after.white <= 1, `run ${run} step ${step}: an unmerged pair`);
checked++;
}
checkInvariants(m);
m.dispose();
}
assert.ok(checked > 150, `${checked} accepted intents`);
});
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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
// product path — a 险境 match's own normal battle (Match._normalOpts: the player's board, bonds, loadouts, the round's
// wave) and the same battle built from its BattleSpec as the browser does (spec.js createBattleFromSpec) — the bond
// 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
// instance per target, DESIGN §5.3 / §20.10), later arts hits land multiplied, the 3-member tier raises it ×1.4 on
// targets below 50 % HP, and the browser battle is identical. (What a player could see instead — 标准 never activates
// 奥术 — is test/ui/feedback1b-bonds.test.js.)
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { makeMatch, give, legalTileFor } from '../match/harness.js';
import { tileKey } from '../../server/match/board.js';
import { buildBattleSpec, createBattleFromSpec } from '../../server/sim/spec.js';
import { bondBb } from '../../server/sim/content/bonds/addon/battle.js';
const BB = bondBb('arcaneShip');
const MEMBERS = ['chess_char_1_17_a', 'chess_char_2_10_a', 'chess_char_3_09_a']; // 深靛, 洛洛, 海霓
function setup(ids, seed = 7, round = 5) {
const h = makeMatch({ mode: 'solo', difficulty: 'NORMAL', humans: 1, seed }).start();
h.toPrep(1);
h.ps('p_0').lp = 9999;
h.toPrep(round);
const m = h.m, ps = h.ps('p_0');
for (const p of [...ps.board.values()]) if (p.kind === 'chess') ps.returnCopies(p);
ps.board.clear();
const used = new Set();
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); }
ps.recompute();
return { m, ps };
}
/** Run a battle; per arts hit of an operator: the 奥术 multiplier on the target when it landed (0 = none). */
function run(b, pid) {
const hits = [];
b.on('hit', (c) => {
if (!c.dmg || c.dmg.type !== 'arts' || !c.source || c.source.kind !== 'op') return;
const x = c.target.buffs.find((y) => y.key === 'bond:arcaneShip');
c.dmg.arcane = x ? x.data.value : 0;
c.dmg.taken = c.target.s.artsTakenMul;
});
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 }); });
for (let n = 0; !b.finished && n < 30 * 400; n++) b.step();
const pp = b.result().perPlayer[pid];
return { hits, killed: pp.killed, dealt: Math.round(pp.damageDealt) };
}
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', () => {
const { m, ps } = setup(MEMBERS.slice(0, 2));
assert.deepEqual(ps.bonds.arcaneShip, { count: 2, active: true, tier: 1, layers: 0 });
for (const L of [0, 50]) {
const opts = m._normalOpts(ps);
opts.players[0].bonds.arcaneShip.layers = L;
const srv = run(m.newBattle(opts), ps.playerId);
const want = BB.base_damage_scale + BB.damage_scale_per_stack * L;
const boosted = srv.hits.filter((x) => x.mul > 0);
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`);
for (const x of boosted) {
assert.ok(Math.abs(x.mul - want) < 1e-9, `L${L}: debuff ×${x.mul}, want ×${want}`);
assert.ok(x.taken >= want - 1e-9, `L${L}: the target took arts ×${x.taken}`);
}
// the browser path: the same spec, the same battle
const spec = buildBattleSpec({ ...opts, stageId: m.stageId, battleId: 't', boss: null });
const cli = run(createBattleFromSpec(spec, m.ds), ps.playerId);
assert.deepEqual([cli.killed, cli.dealt, cli.hits.length], [srv.killed, srv.dealt, srv.hits.length], `L${L}: browser = server`);
// without the bond the same battle has no debuffed hit
const offOpts = m._normalOpts(ps);
offOpts.players[0].bonds.arcaneShip = { ...offOpts.players[0].bonds.arcaneShip, active: false, tier: 0 };
assert.equal(run(m.newBattle(offOpts), ps.playerId).hits.filter((x) => x.mul > 0).length, 0);
}
m.dispose();
});
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', () => {
const { m, ps } = setup(MEMBERS);
assert.equal(ps.bonds.arcaneShip.tier, 2);
const res = run(m.newBattle(m._normalOpts(ps)), ps.playerId);
const base = (L) => BB.base_damage_scale + BB.damage_scale_per_stack * L;
const seen = res.hits.filter((x) => x.mul > 0).map((x) => x.mul);
// 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)
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();
});
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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".
// 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\(bondPop\.bondId\)\}/);
});