Hit tiles: positions round half to even (PRTS 作战机制); enemies held just inside the field edge
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@@ -50,7 +50,9 @@ test('#2 麦哲伦 S1: an enemy on a standing drone\'s range (air units too) cas
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const { h, u, ps } = field(MG, 0, [[DRONE_F, 12, 9]]);
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assert.equal(u.skill.rule, 'DEFAULT');
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assert.ok(ps[0].alive && ps[0].rangeKeySet.has(12 * COLS + 10) && outOfHerRange(u, 12, 10), 'the setup');
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h.spawn('enemy_dummy', { pos: [11, 13] }); // outside every area
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// on the field (rows 9–12, cols 0–10) and outside every area: (11, 13) would be held at the field's edge, on (11, 10) —
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// the drone's area
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h.spawn('enemy_dummy', { pos: [11, 6] });
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assert.ok(!casts(h, u), 'nobody in her range or a drone\'s: no cast');
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h.spawn('enemy_dummy', { pos: [12, 10] });
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assert.ok(h.runUntil(() => u.skill.activations === 1, 1), 'an enemy on the drone\'s range casts S1');
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@@ -1119,8 +1119,9 @@ test('异客: the S3 storm is range x-1 — the 13-tile diamond — around the t
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};
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// in the diamond (|Δrow| + |Δcol| ≤ 2 by tile): (2, 0) / (0, −2) / (1.95, 0.4) lay outside the old 1.5 circle
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for (const off of [[0, 0], [2, 0], [0, -2], [-2, 0], [1.45, 1.45], [1.95, 0.4]]) assert.equal(strikes(off), 8, `(${off}) struck by all 8 strikes`);
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// outside it: tile (+2, +1), and tile (+3, 0) — (1.55, 1.05) was inside the old circle around the target's position
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for (const off of [[2, 1], [1.55, 1.05], [0, 2.6]]) assert.equal(strikes(off), 0, `(${off}) never struck`);
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// outside it: tile (+2, +1), and tile (+3, 0) — (1.55, 1.05) was inside the old circle around the target's position;
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// three tiles off along the columns, as the field has no row 13 (a probe there is held on row 12, inside the diamond)
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for (const off of [[2, 1], [1.55, 1.05], [2.6, 0]]) assert.equal(strikes(off), 0, `(${off}) never struck`);
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});
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test('蕾缪安: 通缉 needs a continuous 8 s stay in a 拉特兰 range (leaving restarts the count)', () => {
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@@ -330,7 +330,7 @@ test('S2 连星 (AUTO, SP_FULL): a triggered piece hits every enemy on its conne
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assert.deepEqual([sk.spCost, sk.bb['attack@atk_scale'], sk.bb['attack@move_speed'], sk.bb['attack@duration']], elite ? [16, 4.8, -0.4, 6] : [17, 4.2, -0.35, 6], `T${tier}`);
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const { h, u } = field({ tier, elite, skill: 1, stones: [[10, 6], [10, 7]] });
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const onLine = h.spawn('enemy_fly', { pos: [10, 9] }); // 3 tiles right of (10,6)…(10,7)+2: on the horizontal line
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const beyond = h.spawn('enemy_dummy', { pos: [10, 11] }); // 4 tiles past (10,7)
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const beyond = h.spawn('enemy_dummy', { pos: [10, 2] }); // 4 tiles before (10,6) (the field ends at column 10: no tile 4 past (10,7))
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const vertical = h.spawn('enemy_dummy', { pos: [12, 7] }); // its battle-start 跟子 (11,7) is 上 of it: the vertical line is on
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const off = h.spawn('enemy_dummy', { pos: [9, 4] }); // on neither line
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const trig = h.spawn('enemy_runner', { pos: [10, 7] });
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@@ -238,10 +238,10 @@
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"enemy_1071_dftman": [63,63,0,455,243855],
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"enemy_1072_dlancer": [60,55,5,22144,476588]
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},
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"hooks": [1,178,6234,1000,1000,2074,2072,74,158,168,32,32,0,36983,4066,67,158,10,1,160,2,0,11],
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"hooks": [1,178,6234,1000,1000,2074,2072,74,158,168,32,32,0,36983,4064,67,158,10,1,160,2,0,11],
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"events": {"atk":1142,"bounty":4,"deploy":18,"die":158,"dmg":2072,"engage":11,"fx":161,"heal":53,"layer":2,"leak":10,"skill":64,"spawn":172,"status":472},
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"fx": {"aoe":11,"dodge":14,"dp":38,"garrison":2,"revive":1,"slash":77,"sp":13,"spGain":3,"telegraph":2},
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"snaps": "484fd662 19a9b252 827467e6 d8836b51 4e1a5c20 f5f33eaf 009d313f 487fac84 6e33c253 481fa961 eee28282 47fecc48 ec2c4a14 046a7402 d017b22b a2a8910b b53ce9db 2504d954 222d228d 78e5e524 2b44a10f"
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"snaps": "484fd662 19a9b252 827467e6 5c638330 c6d0b532 c1538ba9 691c2e95 65eab1de e256c73c 337bd270 302985e3 18a84929 737e1169 1cc75867 71696cfe c0e56f12 25c880fa 10b7e655 a65f5fd8 02e1a041 602de50a"
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},
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"standin-05": {
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"about": "normal band 6 as stand-ins: chess_char_6_17_a→char_608_acpion chess_char_6_13_a→char_615_acspec chess_char_6_19_a→char_615_acspec chess_char_6_12_a→char_612_accast chess_char_6_15_a→char_614_acsupo chess_char_6_18_a→char_612_accast chess_char_6_20_a→char_613_acmedc",
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@@ -177,8 +177,8 @@ for (const kind of ['boss', 'hidden']) for (const side of ['L', 'R']) {
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});
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}
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test('#475: even buildable hand, temporary-storage, side-margin and off-rect tiles remain invalid Raid landings', () => {
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for (const pos of [[0, 3], [1, 3], [0, 17], [1, 17], [3, 1], [3, 19], [6, 17]]) {
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test('#475: even buildable hand, temporary-storage and side-margin tiles remain invalid Raid landings', () => {
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for (const pos of [[0, 3], [1, 3], [0, 17], [1, 17], [3, 1], [3, 19]]) {
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const h = emptyHalfLanding({ pos, ranged: true });
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const u = h.unit('probe'), home = [u.tileR, u.tileC];
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h.run(11);
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@@ -187,6 +187,16 @@ test('#475: even buildable hand, temporary-storage, side-margin and off-rect til
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}
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});
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test('#475: no Raid lands off the rectangle — an enemy spawned on (6,17) is held on the edge row and stands on (5,17)', () => {
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// Battle._clampPos keeps an enemy FIELD_EDGE_INSET inside the field, so its tile is the edge tile (body.js); the Raid
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// lands where it would for an enemy put on (5,17), never on row 6
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const h = emptyHalfLanding({ pos: [6, 17], ranged: true });
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const u = h.unit('probe');
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h.run(11);
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assert.deepEqual([u.tileR, u.tileC], [5, 17]);
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checkInvariants(h.b);
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});
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test('#475: empty-half Raid still respects melee/high-ground, water and occupied/downed-unit reservations', () => {
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for (const glyph of ['h', 'd']) {
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const h = emptyHalfLanding({ pos: [3, 17], glyph });
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@@ -0,0 +1,53 @@
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// The tile of a target is its position rounded half to even — PRTS 作战机制 「受击方坐标经round函数取整(四舍六入五成双)
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// 得到其所属格坐标,按是否属于该格判定」 — not Math.round, which rounds every tie up: an enemy exactly halfway between
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// columns 10 and 11 (x = 10.5) is on column 10, one at x = 11.5 on column 12.
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import { test } from 'node:test';
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import assert from 'node:assert/strict';
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import { makeBattle, chessRec, enemyRec } from '../helpers/battleHarness.js';
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import { roundHalfEven } from '../../server/sim/detmath.js';
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import { bodyKeys, bodyOnTile, bodyTileReach } from '../../server/sim/body.js';
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import { tileKeyOf } from '../../server/sim/targeting.js';
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import { COLS } from '../../server/sim/constants.js';
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test('roundHalfEven: ties to the even integer, the rest to the nearest; never −0', () => {
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const cases = [[0.5, 0], [1.5, 2], [2.5, 2], [3.5, 4], [10.5, 10], [11.5, 12], [-0.5, 0], [-1.5, -2], [-2.5, -2],
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[2.4999999999999996, 2], [2.5000000000000004, 3], [-0.4, 0], [-0, 0], [7, 7], [4503599627370495.5, 4503599627370496]];
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for (const [x, want] of cases) assert.ok(Object.is(roundHalfEven(x), want), `${x} → ${roundHalfEven(x)}, want ${want}`);
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for (let i = -2000; i <= 2000; i++) {
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const x = i / 8, v = roundHalfEven(x), d = Math.abs(x - v);
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assert.ok(Number.isInteger(v) && (d < 0.5 || (d === 0.5 && v % 2 === 0)), `${x} → ${v}`);
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if (d !== 0.5) assert.equal(v, Math.round(x) + 0, `${x}: away from a tie it is Math.round`);
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}
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});
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test('a point target exactly halfway is on the even tile: bodyKeys, bodyOnTile, bodyTileReach, tileKeyOf', () => {
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const e = { x: 10.5, y: 3.5 };
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assert.deepEqual(bodyKeys(e), [4 * COLS + 10]);
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assert.ok(bodyOnTile(e, 4, 10) && !bodyOnTile(e, 4, 11) && !bodyOnTile(e, 3, 10));
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assert.equal(bodyTileReach(e, 4, 10), 0);
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assert.equal(bodyTileReach(e, 4, 12), 2);
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assert.equal(tileKeyOf(e), 4 * COLS + 10);
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assert.equal(tileKeyOf({ x: 11.5, y: 2.5 }), 2 * COLS + 12);
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});
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test('the battle\'s enemy index puts an enemy at x = 10.5 on column 10, not 11', () => {
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const h = makeBattle({
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kind: 'boss', content: 'none', autoFinish: false, timeLimit: 60,
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defs: {
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chess: { t_one: chessRec({ id: 't_one', stats: { atk: 100, blockCnt: 0, maxHp: 1e7 }, rangeGrid: [[0, 0]], skill: null }) },
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enemies: { enemy_still: enemyRec({ key: 'enemy_still', hp: 1e8, speed: 0 }) },
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},
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players: [{ playerId: 'p1', seat: 0, side: 'L', coords: 'field', units: [{ uid: 1, kind: 'chess', chessId: 't_one', row: 1, col: 1 }], bonds: {} }],
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});
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h.step();
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const e = h.spawn('enemy_still', { pos: [3, 10], routeIndex: 0 });
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e.x = 10.5;
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e.y = 3;
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h.step();
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e.x = 10.5;
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e.y = 3;
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const u = h.unit('t_one');
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assert.deepEqual(h.b.enemiesInKeys([3 * COLS + 10], u, { canHitFly: true }).map((x) => x.id), [e.id]);
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assert.deepEqual(h.b.enemiesInKeys([3 * COLS + 11], u, { canHitFly: true }).map((x) => x.id), []);
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});
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