diff --git a/server/sim/content/kits/index.js b/server/sim/content/kits/index.js index b47d568b..6d4367c9 100644 --- a/server/sim/content/kits/index.js +++ b/server/sim/content/kits/index.js @@ -78,7 +78,12 @@ export const STANDIN_KIT_FILES = Object.freeze(['standin-acguad.js', 'standin-sh * 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']); +export const OPERATOR_KIT_FILES = Object.freeze([ + 'op-siege.js', + 'op-zuole.js', + 'op-chyue.js', + 'op-huang.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 — diff --git a/server/sim/content/kits/ops/op-chyue.js b/server/sim/content/kits/ops/op-chyue.js new file mode 100644 index 00000000..381fd41a --- /dev/null +++ b/server/sim/content/kits/ops/op-chyue.js @@ -0,0 +1,210 @@ +// server/sim/content/kits/ops/op-chyue.js — 重岳 (char_2024_chyue) 自选 operator kit: 6★ 斗士 (近卫), 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_2024_chyue, 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); PRTS 重岳 (talent and +// skill 备注); the client's buff templates (buff_template_data `chyue_t_1` / `_passive`, `chyue_t_2` / `_sp`, +// `chyue_e_002_t[unkill]`, `chyue_s_1_enhance_judge`, `chyue_s_2_levitate` / `_finish_levitate` / `_atk_scale`, +// `chyue_s_3_enhance` / `_trigger` / `_end_check`); Arknights Terra Wiki "Chongyue". +// - Trait (斗士) "能够阻挡一个敌人": the profession default (block 1, melee, ground only). Module FGT-X "拥有15%的物理闪避" +// (trait bb prob): a permanent physical dodge. Module FGT-Y "生命值高于50%时攻击速度+10" (trait bb attack_speed / +// hp_ratio): ASPD while HP > hp_ratio. +// - T1 止戈 "对目标普通攻击时,有23%的概率使重岳2.5秒内对其造成的伤害提升65%" (bb prob / damage_scale / up_duration): +// chyue_t_1 rolls on every damage instance a normal attack outputs (PRTS 备注 "于普通攻击每次造成伤害时独立触发,重复施加 +// 时仅刷新持续时间" — after it lands, so not for that instance) and marks the target for up_duration s (his own mark: +// independentCharacterSource); chyue_t_1_passive: every damage of his to a marked enemy × damage_scale (DamageScale, a +// final multiplier — skills included). FGT-Y stage 3: damage_scale 1.75. S2's second segment marks at 100 %. +// - T2 万象为宾 "若重岳释放一次技能击倒不少于一个敌人,则回复3点技力" (bb sp): PRTS 备注 — only a kill by skill damage counts, +// judged when the skill (or an ability of it) finishes; the SP ignores 阻回 (ModifySp forceFlag). FGT-X stage 3: +// 4 SP, and "未击倒敌人时变为回复1点技力" (the hidden part's sp: chyue_e_002_t[unkill]). S2's second segment is judged on +// its own (PRTS: "第二段攻击打出时恢复一次SP…只与这第二段攻击是否击杀了敌人有关"). +// - S1 冲盈 (MANUAL, attack SP, 可充能 3 次; data DEFAULT): the next attack strikes its target for atk_scale × ATK; cast +// from a full stack (蓄力, chyue_s_1_enhance_judge: ≥ 3 charges) it spends every charge (ClearCharacterSp) and strikes +// `times` times. +// - S2 拂尘 (MANUAL, 可充能 2 次; data SKILL_RANGE on its x-4): at once up to max_target enemies around him (PRTS 备注 +// "可对空,优先选择自身第一天赋生效中的>自身阻挡的>仇恨值最高的敌人") take atk_scale × ATK physical, and those he marked are +// 浮空 for 2 s (chyue_s_2_levitate: ground enemies only — the engine refuses data flyers); then the second segment +// (SecAttack, outside the skill — 0.5 s later: his skeleton's Skill_2_Begin hits at 0.367 s of its 0.833 s, Skill_2_End +// at 0.033 s): every 浮空 enemy around him loses every 浮空 buff (chyue_s_2_finish_levitate), takes atk_scale_down × ATK +// physical and gets his mark (100 %, after that damage). The first segment lands at the cast [ASSUMED: the kits' +// instant convention — the clip's 0.367 s wind-up is not modelled]. +// - S3 我无 (MANUAL, attack SP; data DEFAULT): the next attack strikes its target and the ground enemies within 0.8 of it +// (PRTS 备注 "溅射半径0.8"; the skill cannot hit air) for atk_scale × ATK. Its cast_cnt-th cast of a deployment turns him +// (【变身】, chyue_s_3_end_check — "第五次开启本技能时【变身】(每次部署单独计算)"; that cast keeps its single strike, the +// text's "累计使用五次技能后"): his range becomes x-6, every normal attack hits twice and gives 1 more SP ignoring 阻回 +// (chyue_s_3_enhance), the skill fires by itself the moment its SP is full and a normal-attack target exists +// (chyue_s_3_trigger TriggerSkill, checked every frame: not the 3 s automatic-operation cooldown) and its strike lands +// twice. The fixed animation (不受攻击速度影响) is modelled as one attack interval [ASSUMED]. + +import { num, talentBb, moduleBb, traitBb, up, onHitBy, statBuff, toggleBuff, skillRec } from '../shared/tier1.js'; +import { absoluteRangeKeys, sortEnemyTargets } from '../../../targeting.js'; +import { hasHp, isHpLoss } from '../../../damage.js'; + +const S1 = 'skchr_chyue_1'; +const S2 = 'skchr_chyue_2'; +const S3 = 'skchr_chyue_3'; +/** S2's 技能范围 when the data carries none (x-4: the 8 tiles around him and his own). */ +const X4 = Object.freeze([[1, -1], [1, 0], [1, 1], [0, -1], [0, 0], [0, 1], [-1, -1], [-1, 0], [-1, 1]]); +/** His range after the S3 【变身】 (PRTS 备注 "攻击范围扩大至 x-6"; range_table x-6). */ +const X6 = Object.freeze([[2, 0], [1, 0], [0, -2], [0, -1], [0, 0], [0, 1], [0, 2], [-1, 0], [-2, 0]]); +/** S3 "溅射半径0.8" (PRTS 备注). */ +const S3_SPLASH = 0.8; +/** S2 浮空 "持续2s" (PRTS 备注; chyue_s_2_levitate lifeTime 2). */ +const S2_LEVITATE = 2; +/** S2's second segment after the first: the skeleton's OnAttack events (Skill_2_Begin 0.367 / 0.833 s, Skill_2_End 0.033 s). */ +const S2_SECOND_DELAY = 0.833 + 0.033 - 0.367; + +const bbOf = (chess, id) => skillRec(chess, id)?.bb ?? {}; +const markKey = (unit) => `talent:chyue:mark#${unit.id}`; +const marked = (unit, e) => !!e.findBuff(markKey(unit)); + +export default { + char_2024_chyue: (bb, chess, def) => { + const tb = traitBb(chess); + const t0 = talentBb(chess, 0), t1 = talentBb(chess, 1); + const hb = moduleBb(chess); // FGT-X stage 3: sp when the skill killed nobody + const b1 = bbOf(chess, S1), b2 = bbOf(chess, S2), b3 = bbOf(chess, S3); + const s2 = skillRec(chess, S2); + const picked = def?.skill?.id ?? chess?.skill?.skillId ?? null; + const castCnt = Math.max(1, Math.floor(num(b3.cast_cnt, 5))); + const mark = (battle, unit, e) => { + if (hasHp(e)) battle.addBuff(e, { key: markKey(unit), duration: num(t0.up_duration, 2.5), refresh: 'replace', source: unit, tags: ['talent'] }); + }; + /** 万象为宾: the SP of a finished skill / segment (a kill by his skill damage: sp, else the FGT-X stage 3 part). */ + const settle = (unit) => { + const killed = !!unit.mem.chyueKilled; + unit.mem.chyueKilled = false; + const n = killed ? num(t1.sp) : num(hb.sp); + if (n > 0 && up(unit) && unit.skill) unit.skill.gainSp(n, 'init'); // ModifySp forceFlag: 阻回 does not stop it + }; + const s2Keys = (unit) => absoluteRangeKeys(s2?.rangeGrid?.length ? s2.rangeGrid : X4, unit.tileR, unit.tileC, unit.dir, 0); + /** S2's second segment (SecAttack). */ + const secondSegment = (battle, unit, seq) => { + if (!up(unit) || unit.deploySeq !== seq) return; + unit.mem.chyueKilled = false; + const atk = unit.s.atk; + const lifted = battle.enemiesInKeys(s2Keys(unit), unit, { canHitFly: true }).filter((e) => e.s.flags.levitate); + if (lifted.length) battle.fx('aoe', { x: unit.x, y: unit.y, radius: 1.5, id: unit.id, skill: 'chyue:down' }); + for (const e of lifted) { + for (const b of e.buffs.slice()) if (b.flags && b.flags.levitate) battle.removeBuff(e, b); + if (!e.alive) continue; + battle.dealDamage(unit, e, { amount: atk * num(b2.atk_scale_down, 1), type: 'phys', isSkill: true, tags: ['skill'] }); + mark(battle, unit, e); + } + settle(unit); + }; + /** After the S3 【变身】: x-6, double hits, +1 SP per attack, the self-cast. */ + const awaken = (battle, unit) => { + unit.mem.chyueAwake = true; + unit.rangeGrid = X6; + battle.refreshRange(unit); + battle.fx('buff', { x: unit.x, y: unit.y, id: unit.id, kind: 'atk' }); + }; + return { + skills: { + [S1]: { + kind: 'charges', + attack: { atkScale: num(b1.atk_scale, 1), hitsFn: (b, u) => u.mem.chyueS1Hits || 1 }, + onStart({ unit, skill }) { + // 蓄力: the cast took one charge of a full stack ⇒ the rest goes too and the strike lands `times` times + const full = skill.maxCharges > 1 && skill.charges === skill.maxCharges - 1; + unit.mem.chyueS1Hits = full ? Math.max(1, Math.floor(num(b1.times, skill.maxCharges))) : 1; + if (full) { skill.charges = 0; skill.sp = 0; } + }, + onEnd({ unit }) { unit.mem.chyueS1Hits = 1; settle(unit); }, + }, + [S2]: { + kind: num(s2?.maxChargeTime, 1) > 1 ? 'charges' : 'instant', + onStart({ battle, unit }) { + unit.mem.chyueKilled = false; + const foes = battle.enemiesInKeys(s2Keys(unit), unit, { canHitFly: true }); + sortEnemyTargets(battle, unit, foes, null); // the ones he blocks first, then aggro + foes.sort((a, b) => (marked(unit, b) ? 1 : 0) - (marked(unit, a) ? 1 : 0)); // his marked ones before them (stable) + const atk = unit.s.atk; + battle.fx('aoe', { x: unit.x, y: unit.y, radius: 1.5, id: unit.id, skill: 'chyue:whisk' }); + for (const e of foes.slice(0, Math.max(1, Math.floor(num(b2.max_target, 4))))) { + if (!e.alive) continue; + const lift = marked(unit, e); + battle.dealDamage(unit, e, { amount: atk * num(b2.atk_scale, 1), type: 'phys', isSkill: true, tags: ['skill'] }); + if (lift && e.alive) battle.applyStatus(e, 'levitate', { duration: S2_LEVITATE, source: unit }); + } + const seq = unit.deploySeq; + battle.after(S2_SECOND_DELAY, () => secondSegment(battle, unit, seq), { owner: unit }); + }, + onEnd({ unit }) { settle(unit); }, + }, + [S3]: { + kind: 'instant', + attack: { + atkScale: num(b3.atk_scale, 1), splashRadius: S3_SPLASH, hitsFn: () => 1, + onHit({ battle, unit, target, x, y }) { + if (!unit.mem.chyueAwake) return; + // after the 【变身】 the strike lands once more: its target and the ground enemies within 0.8 of it + const amount = unit.s.atk * num(b3.atk_scale, 1); + const cx = target ? target.x : x, cy = target ? target.y : y; + if (target && target.alive) battle.dealDamage(unit, target, { amount, type: 'phys', isSkill: true, tags: ['skill'] }); + for (const e of battle.foesInRadius(cx, cy, S3_SPLASH, true)) { + if (e === target || !e.alive || e.isFlying || e.s.flags.untargetable) continue; + battle.dealDamage(unit, e, { amount, type: 'phys', isSkill: true, isSplash: true, tags: ['skill'] }); + } + }, + }, + onStart({ unit }) { unit.mem.chyueCasts = (unit.mem.chyueCasts || 0) + 1; }, + onEnd({ battle, unit }) { + settle(unit); + if (!unit.mem.chyueAwake && unit.mem.chyueCasts >= castCnt && up(unit)) awaken(battle, unit); + }, + }, + }, + talents: [ + { install(battle, unit) { // 止戈 + const p = num(t0.prob), scale = num(t0.damage_scale, 1); + if (scale !== 1) onHitBy(battle, unit, ({ target, dmg }) => { if (marked(unit, target)) dmg.mul *= scale; }); + if (!(p > 0)) return; + battle.on('damaged', (c) => { + const e = c.target, d = c.dmg; + if (c.source !== unit || !e || e.side !== 'enemy' || !d || !d.isAttack || d.isSkill || isHpLoss(d) || c.type === 'element' || !hasHp(e)) return; + if (battle.rng.chance(p)) mark(battle, unit, e); + }, { owner: unit }); + } }, + { install(battle, unit) { // 万象为宾: a kill by his skill damage, for the running skill / segment (settle) + battle.on('damaged', (c) => { + if (c.source === unit && c.dmg && c.dmg.isSkill && c.target && c.target.side === 'enemy' && !hasHp(c.target)) unit.mem.chyueKilled = true; + }, { owner: unit }); + } }, + ], + // the S3 【变身】's double hit (normal attacks only: S1 / S3 strikes set their own hits) + trait: picked === S3 ? { hitsFn: (b, u) => (u.mem.chyueAwake ? 2 : 1) } : undefined, + install(battle, unit) { + // FGT-X 物理闪避 / FGT-Y 生命值高于50%时攻击速度+10 + if (num(tb.prob) > 0) statBuff(battle, unit, 'trait:chyue:dodge', { dodgePhys: num(tb.prob) }); + if (num(tb.attack_speed)) toggleBuff(battle, unit, 'trait:chyue:aspd', () => unit.hpRatio > num(tb.hp_ratio, 0.5), { aspd: num(tb.attack_speed) }); + // every deployment starts untransformed with no cast counted (每次部署单独计算) + battle.on('deploy', ({ unit: u }) => { + if (u !== unit) return; + unit.mem.chyueCasts = 0; + unit.mem.chyueAwake = false; + unit.mem.chyueS1Hits = 1; + unit.mem.chyueKilled = false; + const own = unit.def?.rangeGrid; + if (own && unit.rangeGrid !== own) { unit.rangeGrid = own; battle.refreshRange(unit); } + }, { owner: unit }); + if (picked !== S3) return; + // 【变身】: +1 SP per normal attack (阻回 ignored) and the self-cast the moment SP and a target are there + battle.on('attack', (c) => { + if (c.attacker === unit && !c.isSkill && unit.mem.chyueAwake && unit.skill) unit.skill.gainSp(1, 'init'); + }, { owner: unit }); + battle.on('tick', () => { + const sk = unit.skill; + if (!unit.mem.chyueAwake || !sk || !up(unit) || !unit.canAct || !sk.ready || sk.pending || unit.s.flags.silence) return; + const prof = battle.effectiveProfile(unit); + if (!battle.enemiesInKeys(unit.rangeKeys, unit, prof).length && !battle.blockedTargets(unit, prof).length) return; + if (!sk.activate('awake')) return; + if (battle.forceAttack(unit)) unit.atkCd = Math.max(unit.atkCd, unit.s.interval); + }, { owner: unit }); + }, + }; + }, +}; diff --git a/server/sim/content/kits/ops/op-huang.js b/server/sim/content/kits/ops/op-huang.js new file mode 100644 index 00000000..790d92c4 --- /dev/null +++ b/server/sim/content/kits/ops/op-huang.js @@ -0,0 +1,209 @@ +// server/sim/content/kits/ops/op-huang.js — 煌 (char_017_huang) 自选 operator kit: 6★ 强攻手 (近卫), 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_017_huang, 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); PRTS 煌 (talent and +// skill 备注, the CEN-X note); the client's buff templates (buff_template_data `huang_s_3`, `huang_t_1[heal]` / `[lock]`, +// `huang_e_003[lock]` / `[heal]`, `huang_t_2…`); Arknights Terra Wiki "Blaze" (the S3 notes). +// - Trait (强攻手) "同时攻击阻挡的所有敌人": the profession default (centurion `hitAllBlocked`, block 3). Module CEN-X +// "攻击被阻挡的敌人攻击力提升至110%" (trait bb atk_scale): PRTS "于每次计算伤害时检查目标是否处于阻挡/被阻挡状态…提升效果 +// 为攻击力倍率提升" — every damage instance of hers whose target is blocked (by anyone) takes ×atk_scale on its ATK-based +// amount (before DEF): normal attacks, S1, the S3 cuts and burst. Module CEN-Y "生命值高于50%时受到的物理伤害降低20%" +// (trait bb hp_ratio / damage_resistance): physical damage taken × (1 − damage_resistance) while HP > hp_ratio. +// - T1 紧急除颤 "在生命值低于25%时,仅一次回复50%的生命值并在6秒内使生命值不低于50%" (bb hp_ratio, +// huang_t_1[heal].hp_ratio, huang_t_1[lock].min_hp_ratio / .duration). PRTS 备注: every deployment she holds 不死 until +// the first time her HP ratio is ≤ hp_ratio; then the heal (max HP × [heal].hp_ratio, a heal — huang_t_1[heal] +// HealViaMaxHpRatio) and for [lock].duration s every damage that would take her below [lock].min_hp_ratio × max HP is +// cut to what is left above it ("该伤害减少(伤害值-煌当前生命值+煌最大生命值×50%)点": the `hpDamage` hook after the +// shields — a 伤判效果, so a 流失 such as her S3's is not held). CEN-Y stage 3 (talent hp_ratio 0.5 + the hidden +// huang_e_003[lock] part): "在生命值首次低于25%、50%时…8秒内…": the talent fires at 50 %, and a second trigger at +// check_hp_ratio (25 %) with its own 不死 (huang_e_003[undead]) fires only once the first is spent ("生命值首次低于50% +// 始终先于…25%生效"), re-checking the HP after the first one's heal [ASSUMED: both read the current HP]; its heal is +// skipped while the first lock runs (huang_e_003[heal] "CheckContainsBuff huang_t_1[lock] → IfNot → heal"). The hidden +// part's hp_ratio / def_penetrate_fixed (CEN-Y stage 2+): "生命值高于50%时攻击无视目标150点防御力" — a defIgnoreFlat +// buff while HP > hp_ratio (every damage of hers). +// - T2 严酷训练 "在战场停留15秒后获得抵抗" (bb one_minus_status_resistance, interval): `interval` s after each deployment +// the engine 抵抗 (huang_t_2 creates status_resistance[inf]: control statuses last half as long) until she leaves. +// CEN-X stage 3 adds "30秒后攻击力+6%,45秒后攻速+12" (huang_t_2[e_002_atk].atk / .interval, [e_002_atk_speed] +// .attack_speed / .interval: an ATK MULTIPLIER and an ATTACK_SPEED ADDITION, INFINITY lifetime). +// - S1 强力击·γ型 (AUTO, attack SP): the next attack at atk_scale × ATK — every blocked enemy it hits (her trait); the +// data's DEFAULT trigger (an AUTO "next attack" waits for her attack). +// - S2 链锯延伸模块 (AUTO, 持续时间无限): ATK +atk, DEF +def and the skill range 2-2 for the rest of the deployment (PRTS 备注 +// "攻击距离加长…使用技能提供的攻击范围(非攻击距离+1)"); an AUTO skill acting on herself only fires as soon as its SP is +// full (the owner's AUTO rule, kits/README.md checklist 5). +// - S3 沸腾爆裂 (MANUAL, data DEFAULT): a 维持技能状态 (PRTS 游戏数据基础: no normal attack while it runs; its cadence +// follows the animation — no attack speed change touches it — and a hard control (晕眩 / 冻结 …) ends it early). +// PRTS 备注 + huang_s_3: every second for the first 8 s the ATK / DEF bonus is updated, then one physical cut hits every +// ground enemy of her attack range ("对前方一格内的敌方单位进行切割" — her own 1-1 and the enemies she blocks; 不可对空; +// 100 % ATK [ASSUMED: no blackboard key — her attack's own damage]); the bonus is atk / def × min(1, t ÷ (duration − +// 1.05)) at the t-th update (huang_s_3 RemainingRatioToAttributeModifier `_endTime` 1.05: full at 8.95 s; the Terra +// Wiki's "reaches maximum after 8.95 seconds"); at 9 s it reaches the maximum and the finish follows (PRTS "9s时…"; +// Terra "triggered at the 9 seconds mark"; her skeleton, whose Skill_2_* clips are S3's: the 3 s Skill_2_Loop_End's +// last OnAttack falls at 9 s of the 10 s run — Begin 1.4 s + the 0.4 s loops to 7 s): the huang_s_3 ON_SKILL_FINISH part, she loses hp_ratio × +// MAX HP (DamageViaMaxHpRatio, undeadable — never below 1 HP; PRTS calls it 流失) and then every enemy of the 3 × 3 +// area ahead (PRTS "前方3×3区域 3-6…碰撞判定,可对空": air units too) takes damage_by_atk_scale × her ATK at that +// moment, physical; the state runs on to its 10 s. A run cut short by a hard control finishes at once +// [ASSUMED: ON_SKILL_FINISH fires on any end but her knock-out]. The range the game shows while it runs is the +// burst's 3-6 (PRTS); the data has no skill range and the cuts use her own, so the card keeps her 1-1 and the trigger +// stays DEFAULT. + +import { num, talentBb, moduleBb, traitBb, up, onHitBy, onHitOn, toggleBuff, skillRec } from '../shared/tier1.js'; +import { absoluteRangeKeys } from '../../../targeting.js'; + +const S1 = 'skchr_huang_1'; +const S2 = 'skchr_huang_2'; +const S3 = 'skchr_huang_3'; +/** S3's final area "前方3×3区域" (PRTS 备注 range 3-6; range_table): her tile, the two ahead and the rows beside them. */ +const GRID_3_6 = Object.freeze([[1, 0], [1, 1], [1, 2], [0, 0], [0, 1], [0, 2], [-1, 0], [-1, 1], [-1, 2]]); +/** huang_s_3 RemainingRatioToAttributeModifier `_endTime`: the ramp is full this long before the run's nominal end. */ +const S3_RAMP_END = 1.05; +/** S3 updates: eight cuts (1 s apart), then the finish at the ninth (PRTS "9s时"). */ +const S3_CYCLES = 9; +const S3_BUFF = 'skill:huang:ramp'; + +const bbOf = (chess, id) => skillRec(chess, id)?.bb ?? {}; + +export default { + char_017_huang: (bb, chess, def) => { + const tb = traitBb(chess); + const t0 = talentBb(chess, 0), t1 = talentBb(chess, 1); + const hb = moduleBb(chess); // CEN-Y stage 2+: hp_ratio / def_penetrate_fixed; stage 3: huang_e_003[lock].* + const b1 = bbOf(chess, S1), b2 = bbOf(chess, S2), b3 = bbOf(chess, S3); + const s2 = skillRec(chess, S2); + const ownGrid = chess?.rangeGrid ?? def?.rangeGrid ?? [[0, 0], [0, 1]]; + /** The ground enemies her own range holds and the ones she blocks (the S3 cuts). */ + const cutTargets = (battle, unit) => { + const keys = absoluteRangeKeys(unit.rangeGrid || ownGrid, unit.tileR, unit.tileC, unit.dir, unit.s.rangeExtend || 0); + const list = battle.enemiesInKeys(keys, unit, { canHitFly: false }); + for (const e of battle.blockedTargets(unit, { canHitFly: false })) if (!list.includes(e)) list.push(e); + return list; + }; + /** S3's finish (huang_s_3 ON_SKILL_FINISH): the 流失 first (undeadable), then the burst at her ATK of that moment. */ + const finish = (battle, unit, s) => { + s.done = true; + const loss = Math.min(unit.s.maxHp * num(b3.hp_ratio), unit.hp - 1); + if (loss > 0) battle.loseHp(unit, loss, { source: unit }); + if (!up(unit)) return; + const atk = unit.s.atk; + const keys = absoluteRangeKeys(GRID_3_6, unit.tileR, unit.tileC, unit.dir, 0); + battle.fx('aoe', { x: unit.x, y: unit.y, radius: 1.5, id: unit.id, skill: 'huang:burst' }); + for (const e of battle.enemiesInKeys(keys, unit, { canHitFly: true })) { + if (e.alive) battle.dealDamage(unit, e, { amount: atk * num(b3.damage_by_atk_scale, 1), type: 'phys', isSkill: true, tags: ['skill'] }); + } + }; + const setRamp = (battle, unit, r) => { + const b = unit.findBuff(S3_BUFF); + if (!b) return; + b.mods = { atkPct: num(b3.atk) * r, defPct: num(b3.def) * r }; + unit.markDirty(); + }; + return { + skills: { + [S1]: { kind: 'instant', attack: { atkScale: num(b1.atk_scale, 1) } }, + [S2]: { + kind: 'toggle', trigger: 'SP_FULL', + mods: { atkPct: num(b2.atk), defPct: num(b2.def) }, + ...(s2?.rangeGrid?.length ? { targeting: { rangeGrid: s2.rangeGrid } } : {}), + onStart({ battle, unit }) { battle.fx('buff', { x: unit.x, y: unit.y, id: unit.id, kind: 'atk' }); }, + }, + [S3]: { + kind: 'duration', + attack: { noAttack: true }, + onStart({ battle, unit }) { + unit.mem.huangS3 = { t: 0, k: 0 }; + battle.addBuff(unit, { key: S3_BUFF, mods: { atkPct: 0, defPct: 0 }, tags: ['skill'], visible: true }); + }, + onTick({ battle, unit, skill, dt }) { + const s = unit.mem.huangS3; + if (!s) return; + // 维持技能状态: a hard control ends it early (PRTS 游戏数据基础 "眩晕、冻结等硬性控制会提前结束") + if (!unit.canAct || unit.s.flags.sleep) { skill.end('interrupted'); return; } + s.t += dt; + while (s.k < S3_CYCLES && s.t >= s.k + 1 - 1e-9) { + s.k++; + setRamp(battle, unit, Math.min(1, s.k / Math.max(1e-6, skill.duration - S3_RAMP_END))); + if (s.k >= S3_CYCLES) { finish(battle, unit, s); return; } + const foes = cutTargets(battle, unit); + if (foes.length) battle.fx('aoe', { x: unit.x, y: unit.y, radius: 0.6, id: unit.id, skill: 'huang:cut' }); + for (const e of foes) if (e.alive) battle.dealDamage(unit, e, { amount: unit.s.atk, type: 'phys', isSkill: true, tags: ['skill'] }); + } + }, + onEnd({ battle, unit, reason }) { + const s = unit.mem.huangS3; + unit.mem.huangS3 = null; + if (s && !s.done && reason !== 'death' && up(unit)) finish(battle, unit, s); // cut short: it finishes at once + battle.removeBuff(unit, S3_BUFF); + }, + }, + }, + talents: [ + { install(battle, unit) { // 紧急除颤 (+ CEN-Y stage 3's second trigger and stage 2+'s 防御穿透) + const trig = num(t0.hp_ratio, 0.25); + const healA = num(t0['huang_t_1[heal].hp_ratio'], 0.5); + const floorA = num(t0['huang_t_1[lock].min_hp_ratio'], 0.5), durA = num(t0['huang_t_1[lock].duration'], 6); + const second = hb['huang_e_003[lock].check_hp_ratio'] != null; + const trigB = num(hb['huang_e_003[lock].check_hp_ratio'], 0.25); + const healB = num(hb['huang_e_003[lock].hp_ratio'], 0.5); + const floorB = num(hb['huang_e_003[lock].min_hp_ratio'], 0.5), durB = num(hb['huang_e_003[lock].duration'], 8); + const st = { undeadA: false, undeadB: false, lockA: -Infinity, lockB: -Infinity }; + unit.mem.huangDefib = st; + battle.on('deploy', ({ unit: u }) => { + if (u !== unit) return; + st.undeadA = true; + st.undeadB = second; + st.lockA = st.lockB = -Infinity; + }, { owner: unit }); + // 不死 while a trigger is unspent: a lethal hit leaves her at 1 HP (the trigger check below follows) + battle.on('fatal', (c) => { if (c.unit === unit && !c.prevented && (st.undeadA || st.undeadB)) c.prevented = true; }, { owner: unit }); + battle.on('hpDamage', (c) => { + if (c.target !== unit) return; + const t = battle.time; + const floor = Math.max(t < st.lockA ? floorA : 0, t < st.lockB ? floorB : 0); + if (floor > 0) c.amount = Math.min(c.amount, Math.max(0, unit.hp - floor * unit.s.maxHp)); + }, { owner: unit }); + battle.on('damaged', (c) => { + if (c.target !== unit || !up(unit)) return; + if (st.undeadA && unit.hpRatio <= trig + 1e-9) { + st.undeadA = false; + st.lockA = battle.time + durA; + battle.heal(unit, unit, unit.s.maxHp * healA, { self: true, tags: ['talent'] }); + battle.fx('heal', { x: unit.x, y: unit.y, id: unit.id }); + } + if (st.undeadB && !st.undeadA && unit.hpRatio <= trigB + 1e-9) { + st.undeadB = false; + st.lockB = battle.time + durB; + if (!(battle.time < st.lockA)) battle.heal(unit, unit, unit.s.maxHp * healB, { self: true, tags: ['talent'] }); + battle.fx('heal', { x: unit.x, y: unit.y, id: unit.id }); + } + }, { owner: unit }); + const pen = num(hb.def_penetrate_fixed); + if (pen > 0) toggleBuff(battle, unit, 'talent:huang:defPen', () => unit.hpRatio > num(hb.hp_ratio, 0.5), { defIgnoreFlat: pen }); + } }, + { install(battle, unit) { // 严酷训练 (+ CEN-X stage 3: ATK after 30 s, ASPD after 45 s) + const resAt = num(t1['huang_t_2.interval'], num(t1.interval, 15)); + const res = Math.min(0.95, Math.max(0, -num(t1['huang_t_2.one_minus_status_resistance'], num(t1.one_minus_status_resistance)))); + const atk = num(t1['huang_t_2[e_002_atk].atk']), atkAt = num(t1['huang_t_2[e_002_atk].interval']); + const as = num(t1['huang_t_2[e_002_atk_speed].attack_speed']), asAt = num(t1['huang_t_2[e_002_atk_speed].interval']); + battle.on('deploy', ({ unit: u }) => { + if (u !== unit) return; + const seq = unit.deploySeq; + const at = (s, fn) => battle.after(s, () => { if (up(unit) && unit.deploySeq === seq) fn(); }, { owner: unit }); + if (res > 0) at(resAt, () => battle.applyStatus(unit, 'resist', { value: res, source: unit })); + if (atk) at(atkAt, () => battle.addBuff(unit, { key: 'talent:huang:atk', mods: { atkPct: atk }, tags: ['talent'] })); + if (as) at(asAt, () => battle.addBuff(unit, { key: 'talent:huang:aspd', mods: { aspd: as }, tags: ['talent'] })); + }, { owner: unit }); + } }, + ], + install(battle, unit) { + // CEN-X: ×atk_scale on her ATK-based damage to a blocked enemy (every damage calculation) + const blockedMul = num(tb.atk_scale, 1); + if (blockedMul !== 1) onHitBy(battle, unit, ({ target, dmg }) => { if (target.blockedBy) dmg.amount *= blockedMul; }); + // CEN-Y: 生命值高于50%时受到的物理伤害降低20% + const dr = num(tb.damage_resistance); + if (dr > 0) onHitOn(battle, unit, ({ dmg }) => { if (dmg.type === 'phys' && unit.hpRatio > num(tb.hp_ratio, 0.5)) dmg.mul *= 1 - dr; }); + }, + }; + }, +}; diff --git a/server/sim/content/kits/ops/op-zuole.js b/server/sim/content/kits/ops/op-zuole.js new file mode 100644 index 00000000..670033b8 --- /dev/null +++ b/server/sim/content/kits/ops/op-zuole.js @@ -0,0 +1,234 @@ +// server/sim/content/kits/ops/op-zuole.js — 左乐 (char_4121_zuole) 自选 operator kit: 6★ 武者 (近卫), 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_4121_zuole, 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); PRTS 左乐 (S2 / S3 +// 备注); the client's buff templates (buff_template_data `zuole_trait`, `zuole_t_2`, `zuole_s_2[shield]` / +// `[shield_core]`, `zuole_s_3` / `[shield]`, `zuole_e_002[resistance]`, `zuole_e_003_talent`, `zuole_e_003_trait`); +// Arknights Terra Wiki "Zuo Le" (the barrier caps count each skill's own barrier only). +// - Trait (武者) "不成为其他角色的治疗目标,每次攻击到敌人后回复自身70生命": the profession default (musha: no heal from +// others, `value` per enemy hit; zuole_trait heals on every damage he outputs — the profession heals a normal attack +// per target and any other damage per instance, so S1's extra strikes are separate damage instances). +// - T1 秉烛照影 "在场时,自身获得最高+50攻击速度和技力自然回复速度+2/秒的坚忍(损失70%生命值时达到最大加成)" (bb +// min_attack_speed / min_sp_recovery_per_sec / min_hp_ratio): 坚忍 (ba.berserk "根据已损失的生命值获得相应比例的属性 +// 加成") — ASPD and SP recovery × min(1, lost HP ÷ (1 − min_hp_ratio)) while he is deployed. SBL-X stage 3: +70 / +// +2.3 / at 50 % lost (the module talent's bb). +// - T2 守正自明 "攻击时有20%的概率获得1点技力,生命低于50%时概率变为70%" (bb prob_1 / prob_2 / hp_ratio / sp): zuole_t_2 +// rolls on every damage he outputs (ON_OUTPUT_DAMAGE — skill damage too), prob_2 below hp_ratio. SBL-Y stage 3 +// (zuole_e_003_talent, ON_CALCULATE_DAMAGE): "…且当次攻击的攻击力提升至120%…80%": a success also scales that damage +// instance by atk_scale. +// - Module SBL-X “岂苦夜长” (trait moduleDesc "生命值低于50%时,获得25%的庇护"; the hidden part merged into the first talent's +// bb: hp_ratio / damage_resistance): 庇护 (ba.protect "受到的物理和法术伤害降低相应比例") while HP < hp_ratio +// (zuole_e_002[resistance]: the 庇护 buff is created when HP drops below it and finished when it is back). PRTS S2 备注: +// 行险 resets it, it comes back 0.1 s later "并因此导致庇护的BUFF顺序落后于本技能的屏障" — a 庇护 created after his +// barrier cuts only what passes the barrier (the `hpDamage` hook), one created before it cuts the hit first. +// - Module SBL-Y “秉烛人的记录” (trait bb hp_ratio): "被击倒时不撤退且回复30%生命(单次部署只触发1次)" — the first lethal +// hit of a deployment is prevented and he heals hp_ratio × max HP (zuole_e_003_trait[heal] HealViaMaxHpRatio, 无视禁疗); +// not while a 不死 already holds him ("_dontConsumeWhenUndeadable": 坚固维式重锤's window, items/battle.js holdsUndying). +// - S1 破虏 (AUTO, 可充能 2 次): the next attack at atk_scale × ATK; "自身生命低于80%时额外攻击1次,低于50%时额外攻击2次" +// (hp_ratio_double / hp_ratio_tripple): one / two more strikes on that target at the same scale, separate damage +// instances [ASSUMED: the same target — nothing when it fell]. The data's DEFAULT trigger (an AUTO "next attack"). +// - S2 行险 (MANUAL, 12 s): "立即流失50%当前生命" (zuole_s_2[shield] DamageViaCurHpRatio, undeadable: never below 1 HP; +// a 流失), then a barrier of scale × max HP (ba.barrier "可以吸收一定数值的伤害") added to the one he still has, capped at +// max_scale × max HP at each gain (PRTS "上限于每次获取屏障时实时发生变化"; Terra: the cap counts this skill's barrier +// only); ATK +atk, block +block_cnt, every blocked enemy struck at once. Once the skill is over the barrier loses +// −shield_decrease every second (PRTS "技能结束时屏障以每秒-200点的速度流失"; zuole_s_2[shield_core] ON_BUFF_TRIGGER). +// - S3 佑序有炎 (MANUAL, data SKILL_RANGE on its 3-2): 7 slashes ("立刻…": all in the cast instant [ASSUMED: the kits' +// instant convention — his skeleton's 2 s Skill_3 clip spreads its 7 OnAttack events over 0.2 … 1.2 s, and the engine +// models no animation lock]), each on at most 3 enemies of the skill range (the 3 is the text's: no +// blackboard key; air units too [ASSUMED: no 对空 note — docs/SIM.md §8]) for atk_scale × ATK physical, the last +// ×last_atk_bonus and 晕眩 `stun` s (zuole_s_3: AtkScaleUp once spell_times reaches times). Meanwhile the trait heals +// nothing (zuole_trait "CheckContainsBuff zuole_s_3 → IfNot → heal") and every damage instance he outputs adds +// value × shield_scale to a barrier (zuole_s_3 ON_OUTPUT_DAMAGE; PRTS "屏障获取不经过治疗流程,不受治疗倍率等影响"), capped +// at max_scale × max HP at each gain, lasting shield_duration s from the latest gain (PRTS "每次获取屏障时重置剩余持续 +// 时间为15s"). + +import { num, talentBb, traitBb, up, onHitBy, onHitOn, giveSp, skillRec } from '../shared/tier1.js'; +import { absoluteRangeKeys, sortEnemyTargets } from '../../../targeting.js'; +import { isHpLoss } from '../../../damage.js'; +import { holdsUndying } from '../../items/battle.js'; + +const S1 = 'skchr_zuole_1'; +const S2 = 'skchr_zuole_2'; +const S3 = 'skchr_zuole_3'; +/** S3 "每次对最多3名敌人" — in the text only (no blackboard key). */ +const S3_TARGETS = 3; +/** PRTS S2 备注 "庇护BUFF于技能开启0.1s后重新判定并生效". */ +const PROTECT_RESET = 0.1; +/** zuole_s_2[shield_core] decays once per trigger: "每秒-200点" (PRTS S2 备注). */ +const S2_DECAY_EVERY = 1; +const S2_BARRIER = 'skill:zuole:barrier2'; +const S3_BARRIER = 'skill:zuole:barrier3'; +const BERSERK = 'talent:zuole:berserk'; + +const bbOf = (chess, id) => skillRec(chess, id)?.bb ?? {}; +/** The barrier of his skill he holds (one skill per pick), or null. */ +const barrierOf = (u) => u.findBuff(S2_BARRIER) || u.findBuff(S3_BARRIER); + +export default { + char_4121_zuole: (bb, chess) => { + const tb = traitBb(chess); + const t0 = talentBb(chess, 0), t1 = talentBb(chess, 1); + const b1 = bbOf(chess, S1), b2 = bbOf(chess, S2), b3 = bbOf(chess, S3); + const s1 = skillRec(chess, S1), s3 = skillRec(chess, S3); + const healValue = num(tb.value, 70); + // SBL-X 庇护 (merged into the first talent's bb) — its state is shared with S2's reset + const protectRatio = num(t0.hp_ratio), protectCut = t0.hp_ratio != null ? num(t0.damage_resistance) : 0; + const P = { since: null, blockedUntil: -Infinity }; + const s2Decay = ({ battle, unit, buff }) => { + const sk = unit.skill; + if (sk && sk.active && sk.id === S2) return; + buff.shield = Math.max(0, buff.shield + num(b2.shield_decrease, -200)); + unit.markDirty(); + if (!(buff.shield > 0)) battle.removeBuff(unit, buff); + }; + const gainS3Barrier = (battle, unit) => { + const cap = unit.s.maxHp * num(b3.max_scale, 2); + const cur = unit.findBuff(S3_BARRIER); + const val = Math.min(cap, (cur ? cur.shield : 0) + healValue * num(b3.shield_scale)); + if (!(val > 0)) return; + battle.addBuff(unit, { key: S3_BARRIER, shield: val, duration: num(b3.shield_duration, 15), refresh: 'replace', visible: true, + tags: ['skill'], data: { createdAt: cur?.data?.createdAt ?? battle.time } }); + }; + return { + skills: { + [S1]: { + kind: num(s1?.maxChargeTime, 1) > 1 ? 'charges' : 'instant', + attack: { + atkScale: num(b1.atk_scale, 1), + onHit({ battle, unit, target }) { + const r = unit.hpRatio; + const extra = (r < num(b1.hp_ratio_double, 0.8) ? 1 : 0) + (r < num(b1.hp_ratio_tripple, 0.5) ? 1 : 0); + for (let i = 0; i < extra && target && target.alive; i++) { + battle.dealDamage(unit, target, { amount: unit.s.atk * num(b1.atk_scale, 1), type: 'phys', isSkill: true, tags: ['skill'] }); + } + }, + }, + }, + [S2]: { + kind: 'duration', + mods: { atkPct: num(b2.atk), blockCnt: num(b2.block_cnt) }, + attack: { hitAllBlocked: true }, + onStart({ battle, unit }) { + const loss = Math.min(unit.hp * num(b2.hp_ratio), unit.hp - 1); + if (loss > 0) battle.loseHp(unit, loss, { source: unit }); + const cap = unit.s.maxHp * num(b2.max_scale, 2); + const add = Math.min(cap, unit.s.maxHp * num(b2.scale)); + const cur = unit.findBuff(S2_BARRIER); + if (cur) { cur.shield = Math.min(cap, cur.shield + add); unit.markDirty(); } + else if (add > 0) { + battle.addBuff(unit, { key: S2_BARRIER, shield: add, interval: S2_DECAY_EVERY, onTick: s2Decay, visible: true, tags: ['skill'], + data: { createdAt: battle.time } }); + } + battle.fx('shield', { x: unit.x, y: unit.y, id: unit.id }); + // SBL-X: 行险 resets the 庇护, which is judged again PROTECT_RESET s later (after the barrier) + P.since = null; + P.blockedUntil = battle.time + PROTECT_RESET; + }, + }, + [S3]: { + kind: 'instant', + onStart({ battle, unit }) { + const grid = s3?.rangeGrid?.length ? s3.rangeGrid : [[0, 0], [0, 1], [0, 2], [0, 3]]; + const keys = absoluteRangeKeys(grid, unit.tileR, unit.tileC, unit.dir, 0); + const times = Math.max(1, Math.floor(num(b3.times, 7))); + battle.fx('aoe', { x: unit.x + 1.5 * unit.fwd.x, y: unit.y + 1.5 * unit.fwd.y, radius: 1, id: unit.id, skill: 'zuole:slash' }); + unit.mem.zuoleS3 = true; + try { + for (let i = 1; i <= times && up(unit); i++) { + const last = i === times; + const foes = battle.enemiesInKeys(keys, unit, { canHitFly: true }); + sortEnemyTargets(battle, unit, foes, null); + const amount = unit.s.atk * num(b3.atk_scale, 1) * (last ? num(b3.last_atk_bonus, 1) : 1); + for (const e of foes.slice(0, S3_TARGETS)) { + if (!e.alive) continue; + battle.dealDamage(unit, e, { amount, type: 'phys', isSkill: true, tags: ['skill'] }); + if (last && e.alive) battle.applyStatus(e, 'stun', { duration: num(b3.stun), source: unit }); + } + } + } finally { + unit.mem.zuoleS3 = false; + } + }, + }, + }, + talents: [ + { install(battle, unit) { // 秉烛照影 (坚忍) + const maxAs = num(t0.min_attack_speed), maxSp = num(t0.min_sp_recovery_per_sec), full = num(t0.min_hp_ratio, 0.3); + if (!(maxAs > 0 || maxSp > 0) || !(full < 1)) return; + let last = -1; + const update = () => { + if (!up(unit)) { last = -1; return; } + const f = Math.max(0, Math.min(1, (1 - unit.hpRatio) / (1 - full))); + if (Math.abs(f - last) < 1e-9) return; + last = f; + const cur = unit.findBuff(BERSERK); + if (!(f > 0)) { if (cur) battle.removeBuff(unit, cur); return; } + const mods = { aspd: maxAs * f, spRecoveryFlat: maxSp * f }; + if (cur) { cur.mods = mods; unit.markDirty(); } else battle.addBuff(unit, { key: BERSERK, mods, tags: ['talent'] }); + }; + battle.on('deploy', ({ unit: u }) => { if (u === unit) { last = -1; update(); } }, { owner: unit }); + battle.on('damaged', (c) => { if (c.target === unit) update(); }, { owner: unit }); + battle.on('tick', update, { owner: unit }); + } }, + { install(battle, unit) { // 守正自明 (+ SBL-Y stage 3: ×atk_scale on a success) + const p1 = num(t1.prob_1), p2 = num(t1.prob_2), thr = num(t1.hp_ratio, 0.5), sp = num(t1.sp), scale = num(t1.atk_scale, 1); + if (!(sp > 0)) return; + const roll = () => battle.rng.chance(unit.hpRatio < thr ? p2 : p1); + if (scale !== 1) { + onHitBy(battle, unit, ({ dmg }) => { if (dmg.type !== 'element' && roll()) { giveSp(unit, sp); dmg.amount *= scale; } }); + } else { + battle.on('damaged', (c) => { + if (c.source !== unit || !c.target || c.target.side !== 'enemy' || isHpLoss(c.dmg) || c.type === 'element') return; + if (roll()) giveSp(unit, sp); + }, { owner: unit }); + } + } }, + ], + install(battle, unit) { + unit.mem.zuoleProtect = P; + // S3: the trait's heal turns into barrier while the slashes run (every damage instance he outputs) + battle.on('heal', (c) => { + if (unit.mem.zuoleS3 && c.source === unit && c.target === unit && c.opts && c.opts.self && !c.opts.tags) c.amount = 0; + }, { owner: unit }); + battle.on('damaged', (c) => { + if (!unit.mem.zuoleS3 || c.source !== unit || !c.target || c.target.side !== 'enemy' || isHpLoss(c.dmg) || c.type === 'element') return; + gainS3Barrier(battle, unit); + }, { owner: unit }); + // SBL-X 庇护: active while HP < protectRatio, judged again PROTECT_RESET s after 行险 + if (protectCut > 0) { + const active = () => { + const now = battle.time; + if (!up(unit) || now < P.blockedUntil - 1e-9) { P.since = null; return false; } + if (unit.hpRatio < protectRatio) { if (P.since == null) P.since = now; return true; } + P.since = null; + return false; + }; + const afterBarrier = new WeakSet(); + battle.on('tick', active, { owner: unit }); + onHitOn(battle, unit, ({ dmg }) => { + if ((dmg.type !== 'phys' && dmg.type !== 'arts') || !active()) return; + const bar = barrierOf(unit); + if (bar && bar.shield > 0 && (bar.data?.createdAt ?? Infinity) < P.since) afterBarrier.add(dmg); + else dmg.mul *= 1 - protectCut; + }); + battle.on('hpDamage', (c) => { if (c.target === unit && afterBarrier.has(c.dmg)) c.amount *= 1 - protectCut; }, { owner: unit }); + } + // SBL-Y: 被击倒时不撤退且回复30%生命(单次部署只触发1次) + const revive = num(tb.hp_ratio); + if (revive > 0) { + let usedSeq = -1; + battle.on('fatal', (c) => { + if (c.unit !== unit || c.prevented || usedSeq === unit.deploySeq || holdsUndying(battle, unit)) return; + c.prevented = true; + usedSeq = unit.deploySeq; + battle.heal(unit, unit, unit.s.maxHp * revive, { self: true, ignoreHealFree: true, tags: ['trait'] }); + battle.fx('revive', { x: unit.x, y: unit.y, id: unit.id }); + }, { owner: unit, priority: -60 }); + } + }, + }; + }, +}; diff --git a/test/content/diy.test.js b/test/content/diy.test.js index af483052..137e3174 100644 --- a/test/content/diy.test.js +++ b/test/content/diy.test.js @@ -13,10 +13,13 @@ 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'; +import { KITTED_CHARS } from '../../server/sim/content/kits/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'; +/** An owned 6★ without an operator kit yet (the generic kit's case) — the first of diy.ownedPool, null once all have one. */ +const KITLESS = BACKUPS.diy.ownedPool.find((id) => !KITTED_CHARS.includes(id)) ?? null; 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') }; @@ -54,18 +57,21 @@ test('a battle fields 自选 pieces by their kit: an owned 6★\'s operator kit { 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 }, + ...(KITLESS ? [{ diy: { slot: 'chess_char_6_diy2_a', charId: KITLESS, 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'); + const [siege, sharp, sharp2, kitless] = [1, 2, 3, 4].map((uid) => h.unit(uid)); + assert.equal(h.unit(KITLESS ? 5 : 4), 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'); + if (KITLESS) { + assert.deepEqual([kitless.def.charId, kitless.skill.id, !!kitless.kit.generic, kitless.def.bonds], + [KITLESS, BACKUPS.units[KITLESS].forms['2/1/4/0'].skills[2].skillId, true, BACKUPS.diy.operators[KITLESS].bonds], `${KITLESS} has no kit yet: the generic kit`); + } // the elite reserve uses the generic kit with its exact stat talents (as a 补位 stand-in does) const h2 = battle([{ diy: { slot: 5, charId: 'char_601_cguard' }, elite: true, row: 10, col: 3 }]); h2.step(); diff --git a/test/content/op_chyue.test.js b/test/content/op_chyue.test.js new file mode 100644 index 00000000..92a8872e --- /dev/null +++ b/test/content/op_chyue.test.js @@ -0,0 +1,327 @@ +// test/content/op_chyue.test.js — the 自选 operator kit of 重岳 (char_2024_chyue, 6★ 斗士; kit +// server/sim/content/kits/ops/op-chyue.js), fielded the production way (a DIY slot + its `diy` pick, simdata getDiy) in +// every form: tiers 5 / 6, normal (E2 Lv1, skill rank 4, no module) and elite (E2 Lv60, rank 7) with no module, FGT-X +// “自晦及明” or FGT-Y “朔” at stage 1 (tier 5) / 3 (tier 6). Every number is read back from data/backups.json (the form of +// that slot status); the fidelity checklist of kits/README.md item by item. +// Run: node --test test/content/op_chyue.test.js + +import { test } from 'node:test'; +import assert from 'node:assert/strict'; +import { readFileSync } from 'node:fs'; +import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js'; +import { KITTED_CHARS, OPERATOR_KITS, KITS } from '../../server/sim/content/kits/index.js'; +import { diyPool, validateDiyPicks } from '../../shared/diy.js'; + +const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8')); +const CHESS = load('chess'); +const BACKUPS = load('backups'); +const CHYUE = 'char_2024_chyue'; +const FORMS = BACKUPS.units[CHYUE].forms; +const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' }; +const FGTX = 'uniequip_002_chyue', FGTY = 'uniequip_003_chyue'; +const S1 = 'skchr_chyue_1', S2 = 'skchr_chyue_2', S3 = 'skchr_chyue_3'; +const X6 = [[2, 0], [1, 0], [0, -2], [0, -1], [0, 0], [0, 1], [0, 2], [-1, 0], [-2, 0]]; +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 ${b}`); +const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o }); +const ENEMIES = { + enemy_dummy: dummy('enemy_dummy'), enemy_fly: dummy('enemy_fly', { motion: 'FLY' }), + enemy_frail: dummy('enemy_frail', { hp: 100 }), enemy_mid: dummy('enemy_mid', { hp: 3000 }), + enemy_walk: enemyRec({ key: 'enemy_walk', hp: 1e9, speed: 0.6, mass: 0 }), +}; +/** Every 自选 form: [tier, elite, module]. */ +const FORMS_ALL = [[5, false, null], [6, false, null], ...[5, 6].flatMap((t) => [null, FGTX, FGTY].map((m) => [t, true, m]))]; +const label = ([tier, elite, mod]) => `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`; +const markOf = (u, e) => e.findBuff(`talent:chyue:mark#${u.id}`); + +/** A battle with 重岳 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: 900, autoFinish: false, seed, + flags: { dpPerSec: 0, dpMax: 999 }, hooks: ['damaged', 'skillStart', 'skillEnd', 'statusApplied'], captureNoisy: true, + units: [{ uid: 1, diy: { slot: SLOT[tier], charId: CHYUE, skillIndex: skill, uniEquipId: mod }, elite, row, col }, ...others], + }); + h.step(); + return { h, u: h.unit(1) }; +} +const hitsBy = (h, u) => h.hooksOf('damaged').filter((c) => c.source === u && c.target?.side === 'enemy'); +function done(h) { + checkInvariants(h.b); + assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0])); +} + +test('重岳 in every 自选 form: his operator kit (all three skills authored), the form\'s stats + module attributes, 1-1 range, blocks 1, melee ground-only, 炎, no 特质; FGT-X 15 % physical dodge, FGT-Y +10 ASPD above 50 % HP', () => { + assert.equal(OPERATOR_KITS[CHYUE], KITS[CHYUE]); + 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], [CHYUE, 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)], `${label(f)}: stats`); + assert.deepEqual([u.s.blockCnt, u.profile.attack, u.profile.canHitFly, u.profile.dmgType, u.base.bat], [1, 'melee', false, 'phys', 0.78], `${label(f)}: 斗士`); + assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${label(f)}: 1-1`); + assert.deepEqual([u.def.bonds, u.def.raw.garrisonIds], [['yanShip'], []], `${label(f)}: bonds / 特质`); + assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth && !u.s.flags.untargetable, `${label(f)}: ground enemies target him`); + assert.equal(u.s.dodgePhys, elite && mod === FGTX ? 0.15 : 0, `${label(f)}: FGT-X 物理闪避`); + assert.equal(u.s.aspd, elite && mod === FGTY ? 110 : 100, `${label(f)}: FGT-Y at full HP`); + if (elite && mod === FGTY) { + u.hp = u.s.maxHp * 0.5; + h.step(); + assert.equal(u.s.aspd, 100, `${label(f)}: FGT-Y off at 50 % (not above)`); + } + done(h); + } + } + // the numbers of the forms (zh_CN): E2 Lv1 2160 / 477 / 304, E2 Lv60 2475 / 552 / 343; FGT-X +210 / +25 / +20 → + // +260 / +45 / +30, FGT-Y +52 / +25 → +75 / +35 ATK / DEF + 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], [2160, 477, 2475, 552]); + assert.deepEqual([modOf(5, FGTX).attr, modOf(6, FGTX).attr, modOf(5, FGTY).attr, modOf(6, FGTY).attr], + [{ maxHp: 210, atk: 25, def: 20 }, { maxHp: 260, atk: 45, def: 30 }, { atk: 52, def: 25 }, { atk: 75, def: 35 }]); + assert.deepEqual([modOf(5, FGTX).traitOverride.bb, modOf(6, FGTY).traitOverride.bb], [{ prob: 0.15 }, { attack_speed: 10, hp_ratio: 0.5 }]); +}); + +test('a 自选 pick: 重岳 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(CHYUE)); + for (const t of [5, 6]) assert.ok(diyPool(t, { data, kitted: KITTED_CHARS }).includes(CHYUE), `tier ${t}`); + assert.deepEqual(validateDiyPicks({ [SLOT[6]]: { charId: CHYUE, skillIndex: 0, uniEquipId: FGTX } }, { data, kitted: KITTED_CHARS }), + { ok: true, picks: { [SLOT[6]]: { charId: CHYUE, skillIndex: 0, uniEquipId: FGTX } } }); +}); + +test('S1 冲盈 (MANUAL, attack SP 5 / 4, 3 charges, data DEFAULT): 250 % / 290 % ATK on the attack target; from a full stack (蓄力) every charge goes and it strikes 3 times', () => { + for (const [tier, elite] of [[5, false], [6, true]]) { + const sk = skillOf(tier, elite, S1); + const { h, u } = field({ tier, elite, skill: 0 }); + assert.deepEqual([u.skill.rule, u.skill.spType, u.skill.spCost, u.skill.maxCharges, sk.initSp, sk.bb.atk_scale, sk.bb.times], + ['DEFAULT', 'attack', elite ? 4 : 5, 3, 0, elite ? 2.9 : 2.5, 3], `T${tier}`); + // a full stack: 蓄力 + u.skill.gainSp(999); + assert.equal(u.skill.charges, 3); + const e = h.spawn('enemy_dummy', { pos: [10, 6] }); + const fly = h.spawn('enemy_fly', { pos: [10, 6] }); + assert.ok(h.runUntil(() => u.skill.activations === 1, 3), `T${tier}: cast`); + h.step(); + const strike = hitsBy(h, u).filter((c) => c.dmg.isSkill); + assert.equal(strike.length, 3, `T${tier}: three strikes`); + for (const c of strike) { + assert.equal(c.target, e, `T${tier}: the ground target`); + approx(c.dmg.amount, u.s.atk * sk.bb.atk_scale, `T${tier}: ${sk.bb.atk_scale * 100} %`); + assert.ok(c.dmg.mul === 1 || Math.abs(c.dmg.mul - 1.65) < 1e-9, `T${tier}: ×1 or ×1.65 (止戈)`); + approx(c.amount, c.dmg.amount * c.dmg.mul, `T${tier}: physical, DEF 0`); + } + assert.deepEqual([u.skill.charges, u.skill.sp], [0, 0], `T${tier}: every charge spent`); + assert.ok(!hitsBy(h, u).some((c) => c.target === fly), `T${tier}: never the flyer`); + // one charge: one strike + u.skill.gainSp(u.skill.spCost); + assert.equal(u.skill.charges, 1); + const n0 = hitsBy(h, u).filter((c) => c.dmg.isSkill).length; + assert.ok(h.runUntil(() => u.skill.activations === 2, 4), `T${tier}: second cast`); + h.step(); + assert.equal(hitsBy(h, u).filter((c) => c.dmg.isSkill).length - n0, 1, `T${tier}: one strike`); + done(h); + } +}); + +test('S1 冲盈: exact damage — 290 % ATK per strike, ×1.65 on a 止戈-marked target; the strike rolls no 止戈 and gives no attack SP', () => { + const { h, u } = field({ tier: 6, elite: true, skill: 0 }); + const sk = skillOf(6, true, S1); + const e = h.spawn('enemy_dummy', { pos: [10, 6] }); + u.skill.gainSp(u.skill.spCost); + assert.ok(h.runUntil(() => u.skill.activations === 1, 3)); + h.step(); + const c = hitsBy(h, u).find((x) => x.dmg.isSkill); + approx(c.amount, u.s.atk * sk.bb.atk_scale, '290 % (no mark yet)'); + assert.equal(markOf(u, e), null, 'the skill strike marks nothing'); + assert.equal(u.skill.sp, 0, 'no attack SP for the strike'); + h.b.addBuff(e, { key: `talent:chyue:mark#${u.id}`, duration: 2.5 }); + u.skill.gainSp(u.skill.spCost); + assert.ok(h.runUntil(() => u.skill.activations === 2, 4)); + h.step(); + const c2 = hitsBy(h, u).filter((x) => x.dmg.isSkill)[1]; + approx(c2.amount, u.s.atk * sk.bb.atk_scale * 1.65, '×1.65 on the marked target'); + done(h); +}); + +test('S2 拂尘 (MANUAL, 2 charges, data SKILL_RANGE x-4): ≤ 4 enemies around (air too; his marked ones first, then the one he blocks) take 290 % / 350 %; the marked ground ones 浮空 2 s; 0.5 s later every 浮空 enemy around loses it, takes 410 % / 480 % and is marked', () => { + for (const [tier, elite] of [[5, false], [6, true]]) { + const sk = skillOf(tier, elite, S2); + const { h, u } = field({ tier, elite, skill: 1, row: 9 }); + assert.deepEqual([u.skill.rule, u.skill.spType, u.skill.spCost, u.skill.maxCharges, sk.initSp, sk.rangeId, sk.bb.max_target, sk.bb.atk_scale, sk.bb.atk_scale_down], + ['SKILL_RANGE', 'time', elite ? 11 : 12, 2, elite ? 7 : 6, 'x-4', 4, elite ? 3.5 : 2.9, elite ? 4.8 : 4.1], `T${tier}`); + const blocked = h.spawn('enemy_dummy', { pos: [9, 5] }); + const m1 = h.spawn('enemy_dummy', { pos: [10, 6] }); + const m2 = h.spawn('enemy_dummy', { pos: [10, 4] }); + const flyM = h.spawn('enemy_fly', { pos: [8, 6] }); + const plain1 = h.spawn('enemy_dummy', { pos: [8, 4] }); + const plain2 = h.spawn('enemy_dummy', { pos: [9, 6] }); + const outside = h.spawn('enemy_dummy', { pos: [9, 7] }); + const lifted = h.spawn('enemy_dummy', { pos: [10, 5] }); // 浮空 by another source, not marked + h.step(); + assert.equal(blocked.blockedBy, u); + for (const e of [m1, m2, flyM]) h.b.addBuff(e, { key: `talent:chyue:mark#${u.id}`, duration: 9 }); + h.b.applyStatus(lifted, 'levitate', { duration: 5, source: null }); + assert.ok(lifted.isFlying); + u.skill.gainSp(sk.spCost); + assert.ok(h.runUntil(() => u.skill.activations === 1, 2), `T${tier}: cast`); + const t0 = h.b.time; + const first = hitsBy(h, u).filter((c) => c.dmg.isSkill); + const hitSet = new Set(first.map((c) => c.target)); + assert.equal(first.length, 4, `T${tier}: four targets`); + assert.deepEqual([m1, m2, flyM, blocked].map((e) => hitSet.has(e)), [true, true, true, true], `T${tier}: the marked (flyer included), then the blocked one`); + assert.ok(![plain1, plain2, outside].some((e) => hitSet.has(e)), `T${tier}: no room for the rest`); + for (const c of first) approx(c.amount, u.s.atk * sk.bb.atk_scale * (markOf(u, c.target) ? 1.65 : 1), `T${tier}: ${sk.bb.atk_scale * 100} %`); + assert.deepEqual([m1, m2, flyM, blocked].map((e) => !!e.s.flags.levitate), [true, true, false, false], `T${tier}: the marked ground ones 浮空 (not a flyer, not the unmarked)`); + approx(m1.findBuff('levitate').timeLeft, 2, `T${tier}: 2 s`, 0.05); + assert.equal(blocked.blockedBy, u, 'still blocked'); + h.run(0.4); + assert.equal(hitsBy(h, u).filter((c) => c.dmg.isSkill).length, 4, `T${tier}: nothing yet`); + h.runUntil(() => h.b.time >= t0 + 0.5 - 1e-9, 0.3); + h.step(); + const second = hitsBy(h, u).filter((c) => c.dmg.isSkill).slice(4); + assert.deepEqual(new Set(second.map((c) => c.target)), new Set([m1, m2, lifted]), `T${tier}: every 浮空 enemy around (the other source's too)`); + for (const c of second) approx(c.amount, u.s.atk * sk.bb.atk_scale_down * (c.target === lifted ? 1 : 1.65), `T${tier}: ${sk.bb.atk_scale_down * 100} % (its own mark comes after the damage)`); + for (const e of [m1, m2, lifted]) { + assert.ok(!e.s.flags.levitate, `T${tier}: 浮空 over`); + approx(markOf(u, e).timeLeft, 2.5, `T${tier}: marked 2.5 s`, 0.1); + } + done(h); + } +}); + +test('S3 我无 (MANUAL, attack SP 11 / 10, data DEFAULT): its strike hits the target and the ground enemies within 0.8 for 240 % / 300 %; the 5th cast turns him — x-6, double normal hits, +1 SP per attack (阻回 ignored), a self-cast the moment SP is full, the strike lands twice; a redeploy undoes it', () => { + for (const [tier, elite] of [[5, false], [6, true]]) { + const sk = skillOf(tier, elite, S3); + const { h, u } = field({ tier, elite, skill: 2, seed: 9 }); + assert.deepEqual([u.skill.rule, u.skill.spType, u.skill.spCost, sk.initSp, sk.bb.atk_scale, sk.bb.cast_cnt], ['DEFAULT', 'attack', elite ? 10 : 11, 0, elite ? 3 : 2.4, 5], `T${tier}`); + const e = h.spawn('enemy_dummy', { pos: [10, 6] }); + const near = h.spawn('enemy_dummy', { pos: [10.6, 6.4] }); + const fly = h.spawn('enemy_fly', { pos: [10, 6] }); + const far = h.spawn('enemy_dummy', { pos: [11, 7] }); + const strikes = () => hitsBy(h, u).filter((c) => c.dmg.isSkill); + for (let n = 1; n <= 5; n++) { + u.skill.gainSp(999); + assert.ok(h.runUntil(() => u.skill.activations === n, 5), `T${tier}: cast ${n} (3 s apart: the automatic-operation cooldown)`); + h.step(); + assert.equal(u.mem.chyueAwake, n === 5, `T${tier}: transformed after the 5th cast only`); + } + const pre = strikes(); + assert.equal(pre.length, 10, `T${tier}: each of the five strikes hits the target and the one within 0.8`); + assert.deepEqual(new Set(pre.map((c) => c.target)), new Set([e, near]), `T${tier}: not the flyer, not the one 1.4 away`); + for (const c of pre) { + approx(c.dmg.amount, u.s.atk * sk.bb.atk_scale, `T${tier}: ${sk.bb.atk_scale * 100} %`); + approx(c.amount, c.dmg.amount * c.dmg.mul, `T${tier}: physical (×1.65 on a marked one)`); + } + assert.deepEqual(u.liveRangeGrid, X6, `T${tier}: x-6`); + assert.ok(!hitsBy(h, u).some((c) => c.target === fly || c.target === far), `T${tier}: never the flyer / far one before`); + // transformed: two hits per normal attack, 2 SP per attack (阻回 does not stop the extra one) + const n0 = hitsBy(h, u).length; + h.b.addBuff(u, { key: 'test:noSp', flags: { noSp: true }, duration: 30 }); + const sp0 = u.skill.sp; + h.runUntil(() => hitsBy(h, u).length > n0, 3); + h.step(); + const plain = hitsBy(h, u).slice(n0).filter((c) => !c.dmg.isSkill); + assert.ok(plain.length >= 1 && plain.length % 2 === 0, `T${tier}: double hits`); + assert.equal(new Set(plain.map((c) => c.dmg.attackId)).size, plain.length / 2, `T${tier}: two per attack`); + approx(u.skill.sp - sp0, plain.length / 2, `T${tier}: +1 SP per attack under 阻回`); + h.b.removeBuff(u, 'test:noSp'); + // the self-cast: it fires the moment its SP is full (no 3 s operation cooldown), the strike twice + const c6 = u.skill.activations; + const s0 = strikes().length; + u.skill.gainSp(999); + h.step(); + assert.equal(u.skill.activations, c6 + 1, `T${tier}: cast at once`); + const twice = strikes().slice(s0); + assert.equal(twice.filter((c) => c.target === e).length, 2, `T${tier}: the strike lands twice on its target`); + assert.equal(twice.filter((c) => c.target === near).length, 2, `T${tier}: and twice around it`); + assert.ok(far.alive && !twice.some((c) => c.target === far || c.target === fly)); + // a redeploy starts untransformed + h.b.kill(u, e); + h.b.redeploy(u); + h.step(); + assert.deepEqual([u.mem.chyueAwake, u.mem.chyueCasts], [false, 0], `T${tier}: reset`); + assert.deepEqual(u.liveRangeGrid, formOf(tier, elite).rangeGrid, `T${tier}: 1-1 again`); + done(h); + } +}); + +test('T1 止戈: each normal-attack damage instance rolls 23 % to mark its target for 2.5 s (not that instance), every damage of his to a marked target ×1.65 — FGT-Y stage 3 ×1.75 (stage 1 ×1.65)', () => { + for (const f of [[5, false, null], [5, true, FGTY], [6, true, FGTY]]) { + const [tier, elite, mod] = f; + const { h, u } = field({ tier, elite, mod, skill: 0, seed: 21 }); + const t0 = u.def.raw.talents.find((t) => t.index === 0).bb; + const scale = tier === 6 && mod === FGTY ? 1.75 : 1.65; + assert.deepEqual([t0.prob, t0.damage_scale, t0.up_duration], [0.23, scale, 2.5], label(f)); + const e = h.spawn('enemy_dummy', { pos: [10, 6] }); + let marked = 0, plainHits = 0, prevMarked = false; + h.b.on('hit', (c) => { if (c.source === u && c.target === e && c.dmg.isAttack && !c.dmg.isSkill) prevMarked = !!markOf(u, e); }, { priority: 100 }); + const amounts = []; + h.b.on('damaged', (c) => { + if (c.source !== u || c.target !== e || c.dmg.isSkill) return; + plainHits++; + amounts.push([c.amount, prevMarked]); + if (!prevMarked && markOf(u, e)) marked++; + }); + h.b.addBuff(u, { key: 'test:noSp', flags: { noSp: true }, duration: Infinity }); // keep S1 off: plain attacks only + h.run(400); + const unmarkedHits = amounts.filter(([, m]) => !m).length; + const rate = marked / unmarkedHits; + assert.ok(rate > 0.18 && rate < 0.28, `${label(f)}: ${marked} / ${unmarkedHits} ≈ 23 %`); + for (const [amt, m] of amounts.slice(0, 50)) approx(amt, u.s.atk * (m ? scale : 1), `${label(f)}: ×${scale} while marked`); + assert.ok(plainHits > 400); + done(h); + } +}); + +test('T2 万象为宾: a skill kill gives 3 SP when the skill ends (阻回 ignored; FGT-X stage 3: 4, and 1 when it killed nobody — stage 1: 3 / 0); a normal-attack kill gives nothing; S2\'s second segment is judged on its own', () => { + for (const f of [[5, true, null], [5, true, FGTX], [6, true, FGTX]]) { + const [tier, elite, mod] = f; + const x3 = tier === 6 && mod === FGTX; + const { h, u } = field({ tier, elite, mod, skill: 1, row: 9 }); + const t1 = u.def.raw.talents.find((t) => t.index === 1).bb; + assert.equal(t1.sp, x3 ? 4 : 3, label(f)); + const s2 = skillOf(tier, elite, S2); + // a cast that kills: +sp at its end; the second segment (no 浮空 enemy) gives the unkill part alone + h.b.addBuff(u, { key: 'test:noSp', flags: { noSp: true }, duration: Infinity }); + const frail = h.spawn('enemy_frail', { pos: [10, 6] }); + u.skill.sp = 0; + u.skill.addCharge(1); + const sp0 = u.skill.sp; + assert.ok(h.runUntil(() => u.skill.activations === 1, 2), label(f)); + assert.ok(!frail.alive, `${label(f)}: killed by the skill`); + approx(u.skill.sp - sp0, x3 ? 4 : 3, `${label(f)}: +${x3 ? 4 : 3} under 阻回`); + h.run(1.05); + approx(u.skill.sp - sp0, (x3 ? 4 : 3) + (x3 ? 1 : 0), `${label(f)}: the second segment killed nobody: +${x3 ? 1 : 0}`); + // a cast that kills nobody + const e = h.spawn('enemy_dummy', { pos: [10, 6] }); + const sp1 = u.skill.sp; + u.skill.addCharge(1); + h.run(3.5); + assert.equal(u.skill.activations, 2, label(f)); + approx(u.skill.sp - sp1, x3 ? 2 : 0, `${label(f)}: no kill: ${x3 ? '1 + 1' : 'nothing'}`); + assert.ok(e.alive); + assert.ok(s2.spCost > 0); + done(h); + } + // a normal-attack kill gives nothing; S2's second segment killing gives its own SP + const { h, u } = field({ tier: 6, elite: true, mod: FGTX, skill: 1, row: 9 }); + h.b.addBuff(u, { key: 'test:noSp', flags: { noSp: true }, duration: Infinity }); + u.skill.sp = 0; + const weak = h.spawn('enemy_frail', { pos: [9, 6] }); + h.runUntil(() => !weak.alive, 3); + assert.equal(u.skill.sp, 0, 'a normal-attack kill: nothing (and 阻回 blocks the attack SP: time SP anyway)'); + const tough = h.spawn('enemy_dummy', { pos: [10, 6] }); + const late = h.spawn('enemy_mid', { pos: [10, 5] }); // survives segment 1 (350 %), not segment 2 (+480 %) + h.b.applyStatus(late, 'levitate', { duration: 5, source: null }); + h.b.addBuff(tough, { key: `talent:chyue:mark#${u.id}`, duration: 9 }); + u.skill.addCharge(1); + const sp0 = u.skill.sp; + assert.ok(h.runUntil(() => u.skill.activations === 1, 2)); + approx(u.skill.sp - sp0, 1, 'segment 1 killed nobody: +1'); + h.run(1.05); + assert.ok(!late.alive, 'the second segment killed the 浮空 one'); + approx(u.skill.sp - sp0, 1 + 4, 'segment 2 killed: +4'); + done(h); +}); diff --git a/test/content/op_huang.test.js b/test/content/op_huang.test.js new file mode 100644 index 00000000..640d6027 --- /dev/null +++ b/test/content/op_huang.test.js @@ -0,0 +1,358 @@ +// test/content/op_huang.test.js — the 自选 operator kit of 煌 (char_017_huang, 6★ 强攻手; kit +// server/sim/content/kits/ops/op-huang.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, CEN-X +// “过载的武器与过热的心脏” or CEN-Y “稍后回来” 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_huang.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/${f}.json`, import.meta.url), 'utf8')); +const CHESS = load('chess'); +const BACKUPS = load('backups'); +const HUANG = 'char_017_huang'; +const FORMS = BACKUPS.units[HUANG].forms; +const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' }; +const CENX = 'uniequip_002_huang', CENY = 'uniequip_003_huang'; +const S1 = 'skchr_huang_1', S2 = 'skchr_huang_2', S3 = 'skchr_huang_3'; +const formOf = (tier, elite) => FORMS[elite ? (tier === 5 ? '2/60/7/1' : '2/60/7/3') : '2/1/4/0']; +const skillOf = (tier, elite, id) => formOf(tier, elite).skills.find((s) => s.skillId === id); +const modOf = (tier, mod) => (mod ? formOf(tier, true).modules.find((m) => m.uniEquipId === mod) : null); +const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`); +const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o }); +const ENEMIES = { + enemy_dummy: dummy('enemy_dummy'), enemy_fly: dummy('enemy_fly', { motion: 'FLY' }), + enemy_hitter: dummy('enemy_hitter', { atk: 400, bat: 1 }), + enemy_walk: enemyRec({ key: 'enemy_walk', hp: 1e9, speed: 0.6, mass: 0 }), +}; +/** Every 自选 form: [tier, elite, module]. */ +const FORMS_ALL = [[5, false, null], [6, false, null], ...[5, 6].flatMap((t) => [null, CENX, CENY].map((m) => [t, true, m]))]; +const label = ([tier, elite, mod]) => `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`; + +/** A battle with 煌 as uid 1 at (row, col) facing RIGHT, plus `others`. */ +function field({ tier = 5, elite = false, mod = null, skill = 2, row = 10, col = 5, others = [], seed = 5 } = {}) { + const h = makeBattle({ + defs: { enemies: ENEMIES }, timeLimit: 900, autoFinish: false, seed, + flags: { dpPerSec: 0, dpMax: 999 }, hooks: ['damaged', 'heal', 'skillStart', 'skillEnd', 'statusApplied', 'fatal'], captureNoisy: true, + units: [{ uid: 1, diy: { slot: SLOT[tier], charId: HUANG, skillIndex: skill, uniEquipId: mod }, elite, row, col }, ...others], + }); + h.step(); + return { h, u: h.unit(1) }; +} +const hitsBy = (h, u) => h.hooksOf('damaged').filter((c) => c.source === u && c.target?.side === 'enemy'); +function done(h) { + checkInvariants(h.b); + assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0])); +} + +test('煌 in every 自选 form: her operator kit (all three skills authored), the form\'s stats + module attributes, 1-1 range, blocks 3 and strikes every blocked enemy, melee ground-only, 炎 + 维多利亚, no 特质', () => { + assert.equal(OPERATOR_KITS[HUANG], KITS[HUANG]); + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + for (const skill of [0, 1, 2]) { + const { h, u } = field({ tier, elite, mod, skill }); + const form = formOf(tier, elite), m = elite ? modOf(tier, mod) : null; + assert.deepEqual([u.def.charId, u.def.diyFor, u.skill.id, !!u.kit.generic, u.kit.skillSource], [HUANG, SLOT[tier], form.skills[skill].skillId, false, 'skills'], label(f)); + assert.deepEqual([u.base.maxHp, u.base.atk, u.base.def], [form.stats.maxHp + (m?.attr.maxHp ?? 0), form.stats.atk + (m?.attr.atk ?? 0), form.stats.def + (m?.attr.def ?? 0)], `${label(f)}: stats`); + assert.deepEqual([u.s.blockCnt, u.profile.hitAllBlocked, u.profile.attack, u.profile.canHitFly, u.profile.dmgType, u.base.bat], [3, true, 'melee', false, 'phys', 1.2], `${label(f)}: 强攻手`); + assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${label(f)}: 1-1`); + assert.deepEqual([u.def.bonds, u.def.raw.garrisonIds], [['yanShip', 'victoriaShip'], []], `${label(f)}: bonds / 特质`); + assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth && !u.s.flags.untargetable, `${label(f)}: ground enemies target her`); + done(h); + } + } + // the numbers of the forms (zh_CN): E2 Lv1 2115 / 581 / 303, E2 Lv60 2583 / 703 / 347; CEN-X +240 / +50 → +285 / +86 + // HP / ATK, CEN-Y +300 / +40 → +345 / +66 + 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], [2115, 581, 2583, 703]); + assert.deepEqual([modOf(5, CENX).attr, modOf(6, CENX).attr, modOf(5, CENY).attr, modOf(6, CENY).attr], [{ maxHp: 240, atk: 50 }, { maxHp: 285, atk: 86 }, { maxHp: 300, atk: 40 }, { maxHp: 345, atk: 66 }]); +}); + +test('a 自选 pick: 煌 is offered at tiers 5 and 6 (she has a kit) and a roster with her passes validateDiyPicks', () => { + const data = { chess: CHESS, backups: BACKUPS }; + assert.ok(KITTED_CHARS.includes(HUANG)); + for (const t of [5, 6]) assert.ok(diyPool(t, { data, kitted: KITTED_CHARS }).includes(HUANG), `tier ${t}`); + assert.deepEqual(validateDiyPicks({ [SLOT[5]]: { charId: HUANG, skillIndex: 2, uniEquipId: CENY } }, { data, kitted: KITTED_CHARS }), + { ok: true, picks: { [SLOT[5]]: { charId: HUANG, skillIndex: 2, uniEquipId: CENY } } }); +}); + +test('S1 强力击·γ型 (AUTO, attack SP 3, data DEFAULT): her 4th attack is the skill one — 205 % / 225 % ATK on every enemy she blocks', () => { + for (const [tier, elite] of [[5, false], [6, true]]) { + const sk = skillOf(tier, elite, S1); + const { h, u } = field({ tier, elite, skill: 0, row: 9 }); + assert.deepEqual([u.skill.rule, u.skill.spType, u.skill.spCost, sk.initSp, sk.bb.atk_scale], ['DEFAULT', 'attack', 3, 0, elite ? 2.25 : 2.05], `T${tier}`); + const foes = [0, 1, 2].map(() => h.spawn('enemy_dummy', { pos: [9, 5] })); + h.step(); + assert.equal(u.blocking.length, 3, `T${tier}: blocks all three`); + assert.ok(h.runUntil(() => u.skill.activations === 1, 10), `T${tier}: cast`); + h.step(); + const attacks = [...new Set(hitsBy(h, u).map((c) => c.dmg.attackId))]; + assert.equal(attacks.length, 4, `T${tier}: the 4th attack (3 SP, then the skill attack)`); + const last = hitsBy(h, u).filter((c) => c.dmg.attackId === attacks[3]); + assert.deepEqual(last.map((c) => c.target).sort((a, b) => a.id - b.id), foes.sort((a, b) => a.id - b.id), `T${tier}: every blocked enemy`); + for (const c of last) { + approx(c.amount, u.s.atk * sk.bb.atk_scale, `T${tier}: ${sk.bb.atk_scale * 100} %`); + assert.deepEqual([c.type, c.dmg.isSkill], ['phys', true]); + } + for (const c of hitsBy(h, u).filter((c) => c.dmg.attackId !== attacks[3])) approx(c.amount, u.s.atk, `T${tier}: plain attacks`); + done(h); + } +}); + +test('S2 链锯延伸模块 (AUTO, 持续时间无限): on as soon as its 85 / 80 SP are full — no enemy needed —, ATK +55 % / +70 %, DEF +15 % / +20 %, range 2-2, never ends', () => { + for (const [tier, elite] of [[5, false], [6, true]]) { + const sk = skillOf(tier, elite, S2); + const { h, u } = field({ tier, elite, skill: 1 }); + assert.deepEqual([u.skill.kind, u.skill.rule, u.skill.spCost, sk.initSp, sk.bb.atk, sk.bb.def, sk.duration], ['toggle', 'SP_FULL', elite ? 80 : 85, 0, elite ? 0.7 : 0.55, elite ? 0.2 : 0.15, -1], `T${tier}`); + h.run(sk.spCost - 1); + assert.equal(u.skill.activations, 0, `T${tier}: not before its SP is full`); + assert.ok(h.runUntil(() => u.skill.active, 2), `T${tier}: on at full SP, no enemy on the field`); + approx(u.s.atk, u.base.atk * (1 + sk.bb.atk), `T${tier}: ATK`); + approx(u.s.def, u.base.def * (1 + sk.bb.def), `T${tier}: DEF`); + assert.deepEqual(u.liveRangeGrid, sk.rangeGrid, `T${tier}: 2-2`); + assert.deepEqual(sk.rangeGrid, [[0, 0], [0, 1], [0, 2]]); + const far = h.spawn('enemy_dummy', { pos: [10, 7] }); + h.run(3); + assert.ok(hitsBy(h, u).some((c) => c.target === far), `T${tier}: strikes two tiles ahead`); + h.run(300); + assert.ok(u.skill.active, `T${tier}: still on (持续时间无限)`); + done(h); + } +}); + +test('S3 沸腾爆裂 (data DEFAULT, 维持技能状态, 10 s): no normal attack; a cut every second for 8 s on the ground enemies of her 1-1 (not air), ATK / DEF ramp to +45 % / +60 % (full at 8.95 s); at 9 s −25 % max HP (never below 1) and 320 % / 340 % on the 3 × 3 ahead, air too', () => { + for (const [tier, elite] of [[5, false], [6, true]]) { + const sk = skillOf(tier, elite, S3); + const { h, u } = field({ tier, elite, skill: 2 }); + assert.deepEqual([u.skill.rule, u.skill.kind, sk.duration, sk.bb.atk, sk.bb.def, sk.bb.hp_ratio, sk.bb.damage_by_atk_scale, sk.rangeGrid], + ['DEFAULT', 'duration', 10, elite ? 0.6 : 0.45, elite ? 0.6 : 0.45, 0.25, elite ? 3.4 : 3.2, null], `T${tier}`); + const front = h.spawn('enemy_dummy', { pos: [10, 6] }); + const own = h.spawn('enemy_dummy', { pos: [10, 5] }); + const flyIn = h.spawn('enemy_fly', { pos: [10, 6] }); + const side = h.spawn('enemy_dummy', { pos: [9, 6] }); // 3-6, not 1-1 + const ahead2 = h.spawn('enemy_dummy', { pos: [10, 7] }); // 3-6, not 1-1 + const flySide = h.spawn('enemy_fly', { pos: [11, 7] }); // 3-6 (air) + const outside = h.spawn('enemy_dummy', { pos: [10, 8] }); + u.skill.gainSp(999); + assert.ok(h.runUntil(() => u.skill.active, 3), `T${tier}: cast with an enemy in her range`); + const t0 = h.b.time; + approx(u.s.atk, u.base.atk, `T${tier}: no bonus before the first update`); + const at = [], hits = []; + let ended = false, lossAt = null; + h.b.on('damaged', (c) => { if (c.target === u && c.dmg?.tags?.includes('hpLoss')) lossAt = h.b.time - t0; }); + h.b.on('skillEnd', (c) => { if (c.unit === u) ended = true; }); + h.b.on('damaged', (c) => { + if (c.source !== u || c.target?.side !== 'enemy' || ended) return; + hits.push(c); + if (c.target === front) at.push({ t: h.b.time - t0, amt: c.amount, atk: u.s.atk, def: u.s.def }); + }); + h.runUntil(() => !u.skill.active, 12); + const span = h.b.time - t0; + assert.ok(span > 9.9 && span < 10.1, `T${tier}: the state lasts its 10 s (${span})`); + approx(lossAt, 9, `T${tier}: the finish at 9 s`, 0.05); + approx(at[8].t, 9, `T${tier}: the burst at 9 s`, 0.05); + assert.ok(hits.every((c) => c.dmg.isSkill && !c.dmg.isAttack), `T${tier}: no normal attack while it runs`); + const cutsOn = (e) => hits.filter((c) => c.target === e).length; + assert.deepEqual([cutsOn(front), cutsOn(own)], [9, 9], `T${tier}: 8 cuts + the burst on her 1-1`); + assert.deepEqual([cutsOn(flyIn), cutsOn(side), cutsOn(ahead2), cutsOn(flySide), cutsOn(outside)], [1, 1, 1, 1, 0], `T${tier}: the burst alone on the 3 × 3 (air too); nothing outside`); + const D = sk.duration - 1.05; + for (let k = 1; k <= 8; k++) { + const c = at[k - 1]; + approx(c.t, k, `T${tier}: cut ${k} at ${k} s`, 0.05); + approx(c.atk, u.base.atk * (1 + sk.bb.atk * Math.min(1, k / D)), `T${tier}: ATK at cut ${k}`); + approx(c.def, u.base.def * (1 + sk.bb.def * Math.min(1, k / D)), `T${tier}: DEF at cut ${k}`); + approx(c.amt, c.atk, `T${tier}: cut ${k} = 100 % ATK`); + } + approx(at[8].amt, u.base.atk * (1 + sk.bb.atk) * sk.bb.damage_by_atk_scale, `T${tier}: the burst at full ATK`); + const loss = h.hooksOf('damaged').filter((c) => c.target === u && c.dmg?.tags?.includes('hpLoss')); + assert.equal(loss.length, 1, `T${tier}: one 流失`); + approx(loss[0].amount, u.s.maxHp * 0.25, `T${tier}: 25 % of MAX HP`); + assert.equal(u.findBuff('skill:huang:ramp'), null, `T${tier}: the bonus goes with the skill`); + approx(u.s.atk, u.base.atk, `T${tier}: ATK back`); + assert.deepEqual(u.liveRangeGrid, formOf(tier, elite).rangeGrid, `T${tier}: her range throughout`); + done(h); + } +}); + +test('S3 沸腾爆裂: the 流失 never takes her below 1 HP; a 晕眩 ends the 维持技能状态 early — it still finishes (流失 + burst)', () => { + const { h, u } = field({ tier: 6, elite: true, skill: 2 }); + u.skill.gainSp(999); + h.run(2); + assert.equal(u.skill.activations, 0, 'DEFAULT: no enemy, no cast'); + const e = h.spawn('enemy_dummy', { pos: [10, 6] }); + assert.ok(h.runUntil(() => u.skill.active, 3)); + h.run(3.2); + const n0 = hitsBy(h, u).filter((c) => c.target === e).length; + assert.equal(n0, 3, 'three cuts'); + h.b.applyStatus(u, 'stun', { duration: 2, source: e }); + h.step(); + assert.ok(!u.skill.active, 'the stun ended it'); + const after = hitsBy(h, u).filter((c) => c.target === e); + assert.equal(after.length, 4, 'the burst on its end'); + approx(after[3].amount, u.base.atk * (1 + 0.6 * 3 / 8.95) * 3.4, 'the burst at the ATK of that moment (three updates)'); + done(h); + // the non-lethal 流失: at 10 % HP the skill end leaves her at 1 HP (her 紧急除颤 then fires: HP ≤ 25 %) + const r = field({ tier: 5, elite: false, skill: 2 }); + r.h.spawn('enemy_dummy', { pos: [10, 6] }); + r.u.mem.huangDefib.undeadA = false; // talent already spent: only the 流失's own floor + r.u.hp = r.u.s.maxHp * 0.1; + r.u.skill.gainSp(999); + assert.ok(r.h.runUntil(() => r.u.skill.active, 3)); + r.h.runUntil(() => !r.u.skill.active, 12); + assert.ok(r.u.alive && Math.abs(r.u.hp - 1) < 1e-6, `left at 1 HP (${r.u.hp})`); + done(r.h); +}); + +test('T1 紧急除颤: 不死 until her HP first reaches ≤ 25 % — then +50 % max HP and for 6 s no damage takes her below 50 % (a 流失 still does); once per deployment, again after a redeploy', () => { + for (const f of [[5, false, null], [6, true, CENX], [5, true, CENY]]) { + const [tier, elite, mod] = f; + const { h, u } = field({ tier, elite, mod, skill: 0 }); + const t0 = u.def.raw.talents.find((t) => t.index === 0).bb; + assert.deepEqual([t0.hp_ratio, t0['huang_t_1[heal].hp_ratio'], t0['huang_t_1[lock].min_hp_ratio'], t0['huang_t_1[lock].duration']], [0.25, 0.5, 0.5, 6], label(f)); + const e = h.spawn('enemy_dummy', { pos: [10, 6] }); + const max = u.s.maxHp; + // a lethal hit from full HP: 不死 keeps her at 1 HP, the talent heals 50 % + h.b.dealDamage(e, u, { amount: max * 5, type: 'true' }); + assert.ok(u.alive, `${label(f)}: 不死`); + approx(u.hp, 1 + max * 0.5, `${label(f)}: 1 HP + 50 %`); + const lockStart = h.b.time; + // inside 6 s: a 60 % hit stops at exactly 50 % + h.b.dealDamage(e, u, { amount: max * 0.6, type: 'true' }); + approx(u.hp, max * 0.5, `${label(f)}: held at 50 %`); + h.b.dealDamage(e, u, { amount: max * 0.3, type: 'true' }); + approx(u.hp, max * 0.5, `${label(f)}: below 50 % nothing passes`); + h.b.loseHp(u, max * 0.1, { source: e }); + approx(u.hp, max * 0.4, `${label(f)}: a 流失 is not held`); + h.run(6 - (h.b.time - lockStart) + 0.1); + h.b.dealDamage(e, u, { amount: max * 0.3, type: 'true' }); + approx(u.hp, max * 0.1, `${label(f)}: the lock is over`); + h.b.dealDamage(e, u, { amount: max, type: 'true' }); + assert.ok(!u.alive, `${label(f)}: spent — the next lethal hit kills`); + // a redeploy re-arms it + h.b.redeploy(u); + h.step(); + h.b.dealDamage(e, u, { amount: u.s.maxHp * 0.8, type: 'true' }); + approx(u.hp, u.s.maxHp * 0.7, `${label(f)}: again after the redeploy (20 % + 50 %)`); + done(h); + } +}); + +test('T2 严酷训练: 15 s after each deployment 抵抗 (control statuses last half as long); CEN-X stage 3 adds ATK +6 % after 30 s and ASPD +12 after 45 s (stage 1: nothing more)', () => { + for (const f of [[5, false, null], [5, true, CENX], [6, true, CENX], [6, true, CENY]]) { + const [tier, elite, mod] = f; + const { h, u } = field({ tier, elite, mod, skill: 0 }); + const x3 = tier === 6 && mod === CENX; + const e = h.spawn('enemy_dummy', { pos: [10, 6] }); + h.run(14.8); + assert.equal(h.b.resistOf(u), 0, `${label(f)}: no 抵抗 before 15 s`); + h.run(0.4); + assert.equal(h.b.resistOf(u), 0.5, `${label(f)}: 抵抗 at 15 s`); + h.b.applyStatus(u, 'stun', { duration: 2, source: e }); + approx(u.findBuff('stun').timeLeft, 1, `${label(f)}: a 2 s stun lasts 1 s`); + h.run(15); + assert.equal(!!u.findBuff('talent:huang:atk'), x3, `${label(f)}: ATK +6 % after 30 s`); + if (x3) approx(u.s.atk, u.base.atk * 1.06, 'ATK +6 %'); + h.run(15); + assert.equal(!!u.findBuff('talent:huang:aspd'), x3, `${label(f)}: ASPD +12 after 45 s`); + if (x3) assert.equal(u.s.aspd, 112); + // per deployment: knocked out and back, the timer starts again + h.b.kill(u, e); + assert.ok(!u.alive); + h.b.redeploy(u); + h.step(); + assert.deepEqual([h.b.resistOf(u), !!u.findBuff('talent:huang:atk')], [0, false], `${label(f)}: reset by the redeploy`); + h.run(15.2); + assert.equal(h.b.resistOf(u), 0.5, `${label(f)}: 抵抗 again 15 s later`); + done(h); + } +}); + +test('CEN-X (stages 1 and 3): ×1.1 ATK scale on every damage of hers to a blocked enemy (normal attacks and S3 cuts) — none to an unblocked one; none without the module', () => { + for (const f of [[5, true, null], [5, true, CENX], [6, true, CENX], [6, true, CENY]]) { + const [tier, elite, mod] = f; + const mul = mod === CENX ? 1.1 : 1; + if (mod === CENX) assert.deepEqual(formOf(tier, true).modules.find((m) => m.uniEquipId === CENX).traitOverride.bb, { atk_scale: 1.1 }); + const { h, u } = field({ tier, elite, mod, skill: 2, row: 9 }); + const blocked = h.spawn('enemy_dummy', { pos: [9, 5] }); + h.step(); + assert.equal(blocked.blockedBy, u, `${label(f)}: blocked`); + h.run(3); + const plain = hitsBy(h, u).filter((c) => c.target === blocked && !c.dmg.isSkill); + assert.ok(plain.length >= 2, label(f)); + for (const c of plain) approx(c.amount, u.s.atk * mul, `${label(f)}: blocked target`); + const free = h.spawn('enemy_dummy', { pos: [9, 6] }); + u.skill.gainSp(999); + assert.ok(h.runUntil(() => u.skill.active, 3)); + h.run(1.1); + const cut = hitsBy(h, u).filter((c) => c.dmg.isSkill); + approx(cut.find((c) => c.target === blocked).amount, u.s.atk * mul, `${label(f)}: S3 cut on the blocked one`); + approx(cut.find((c) => c.target === free).amount, u.s.atk, `${label(f)}: S3 cut on the free one`); + done(h); + } +}); + +test('CEN-Y stage 1: −20 % physical damage taken above 50 % HP (arts untouched); stage 3: 紧急除颤 at 50 % then a second trigger at 25 % (its own 不死, 8 s), and 150 DEF ignored while above 50 %', () => { + for (const tier of [5, 6]) { + const { h, u } = field({ tier, elite: true, mod: CENY, skill: 0 }); + assert.deepEqual(u.def.raw.trait.bb, { hp_ratio: 0.5, damage_resistance: 0.2 }); + const e = h.spawn('enemy_dummy', { pos: [10, 6] }); + h.step(); + assert.equal(u.s.defIgnoreFlat, tier === 6 ? 150 : 0, `T${tier}: 150 DEF ignored above 50 % from stage 2 on`); + const max = u.s.maxHp; + let hp = u.hp; + h.b.dealDamage(e, u, { amount: 1000, type: 'phys' }); + approx(hp - u.hp, Math.max(1000 - u.s.def, 50) * 0.8, `T${tier}: physical ×0.8`); + hp = u.hp; + h.b.dealDamage(e, u, { amount: 300, type: 'arts' }); + approx(hp - u.hp, 300, `T${tier}: arts untouched`); + hp = u.hp; + h.b.dealDamage(e, u, { amount: 200, type: 'true' }); + approx(hp - u.hp, 200, `T${tier}: true untouched`); + u.mem.huangDefib.undeadA = u.mem.huangDefib.undeadB = false; // (stage 3's talent would fire at 50 %) + u.hp = max * 0.5; + hp = u.hp; + h.b.dealDamage(e, u, { amount: 1000, type: 'phys' }); + approx(hp - u.hp, Math.max(1000 - u.s.def, 50), `T${tier}: at 50 % (not above) the full physical damage`); + done(h); + } + // stage 3: the talent fires at 50 % (8 s), the hidden part at 25 % — only once the first is spent + const { h, u } = field({ tier: 6, elite: true, mod: CENY, skill: 0 }); + const t0 = u.def.raw.talents.find((t) => t.index === 0).bb; + const hid = Object.assign({}, ...u.def.raw.talents.filter((t) => t.index === -1).map((t) => t.bb)); + assert.deepEqual([t0.hp_ratio, t0['huang_t_1[lock].duration'], hid.def_penetrate_fixed, hid['huang_e_003[lock].check_hp_ratio'], hid['huang_e_003[lock].duration']], [0.5, 8, 150, 0.25, 8]); + const e = h.spawn('enemy_dummy', { pos: [10, 6] }); + h.step(); + assert.equal(u.s.defIgnoreFlat, 150, 'above 50 %: 150 DEF ignored'); + const max = u.s.maxHp; + h.b.dealDamage(e, u, { amount: max * 0.6, type: 'true' }); // 100 % → 40 %: the 50 % trigger + approx(u.hp, max * 0.9, '50 % trigger: +50 %'); + h.run(8.2); + h.b.dealDamage(e, u, { amount: max * 0.3, type: 'true' }); // 90 % → 60 % + h.step(); + assert.equal(u.s.defIgnoreFlat, 150); + h.b.dealDamage(e, u, { amount: max * 0.2, type: 'true' }); // 60 % → 40 %: nothing (the first is spent) + approx(u.hp, max * 0.4, 'no second 50 % trigger'); + h.step(); + assert.equal(u.s.defIgnoreFlat, 0, 'at 40 % the DEF penetration is off'); + h.b.dealDamage(e, u, { amount: max * 5, type: 'true' }); // lethal: its own 不死, then the 25 % trigger + assert.ok(u.alive, 'the second 不死'); + approx(u.hp, 1 + max * 0.5, '25 % trigger: +50 %'); + h.b.dealDamage(e, u, { amount: max * 0.4, type: 'true' }); + approx(u.hp, max * 0.5, 'its 8 s lock holds 50 %'); + h.run(8.2); + h.b.dealDamage(e, u, { amount: max, type: 'true' }); + assert.ok(!u.alive, 'both spent'); + done(h); + // a single hit from above 50 % to 10 %: the 50 % trigger first (+50 % ⇒ 60 %), the 25 % one waits for a later drop + const r = field({ tier: 6, elite: true, mod: CENY, skill: 0 }); + const e2 = r.h.spawn('enemy_dummy', { pos: [10, 6] }); + const m2 = r.u.s.maxHp; + r.h.b.dealDamage(e2, r.u, { amount: m2 * 0.9, type: 'true' }); + approx(r.u.hp, m2 * 0.6, 'the 50 % trigger first'); + assert.deepEqual([r.u.mem.huangDefib.undeadA, r.u.mem.huangDefib.undeadB], [false, true], 'the 25 % trigger still armed'); + done(r.h); +}); diff --git a/test/content/op_zuole.test.js b/test/content/op_zuole.test.js new file mode 100644 index 00000000..485e05aa --- /dev/null +++ b/test/content/op_zuole.test.js @@ -0,0 +1,374 @@ +// test/content/op_zuole.test.js — the 自选 operator kit of 左乐 (char_4121_zuole, 6★ 武者; kit +// server/sim/content/kits/ops/op-zuole.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, SBL-X +// “岂苦夜长” or SBL-Y “秉烛人的记录” 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_zuole.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/${f}.json`, import.meta.url), 'utf8')); +const CHESS = load('chess'); +const BACKUPS = load('backups'); +const ZUOLE = 'char_4121_zuole'; +const FORMS = BACKUPS.units[ZUOLE].forms; +const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' }; +const SBLX = 'uniequip_002_zuole', SBLY = 'uniequip_003_zuole'; +const S1 = 'skchr_zuole_1', S2 = 'skchr_zuole_2', S3 = 'skchr_zuole_3'; +const formOf = (tier, elite) => FORMS[elite ? (tier === 5 ? '2/60/7/1' : '2/60/7/3') : '2/1/4/0']; +const skillOf = (tier, elite, id) => formOf(tier, elite).skills.find((s) => s.skillId === id); +const modOf = (tier, mod) => (mod ? formOf(tier, true).modules.find((m) => m.uniEquipId === mod) : null); +const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`); +const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o }); +const ENEMIES = { + enemy_dummy: dummy('enemy_dummy'), enemy_fly: dummy('enemy_fly', { motion: 'FLY' }), + enemy_walk: enemyRec({ key: 'enemy_walk', hp: 1e9, speed: 0.6, mass: 0 }), +}; +/** Every 自选 form: [tier, elite, module]. */ +const FORMS_ALL = [[5, false, null], [6, false, null], ...[5, 6].flatMap((t) => [null, SBLX, SBLY].map((m) => [t, true, m]))]; +const label = ([tier, elite, mod]) => `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`; + +/** A battle with 左乐 as uid 1 at (row, col) facing RIGHT, plus `others`. */ +function field({ tier = 5, elite = false, mod = null, skill = 2, row = 10, col = 5, others = [], seed = 5 } = {}) { + const h = makeBattle({ + defs: { enemies: ENEMIES }, timeLimit: 900, autoFinish: false, seed, + flags: { dpPerSec: 0, dpMax: 999 }, hooks: ['damaged', 'heal', 'skillStart', 'skillEnd', 'statusApplied', 'fatal'], captureNoisy: true, + units: [{ uid: 1, diy: { slot: SLOT[tier], charId: ZUOLE, skillIndex: skill, uniEquipId: mod }, elite, row, col }, ...others], + }); + h.step(); + return { h, u: h.unit(1) }; +} +const hitsBy = (h, u) => h.hooksOf('damaged').filter((c) => c.source === u && c.target?.side === 'enemy'); +const healsOf = (h, u) => h.hooksOf('heal').filter((c) => c.target === u); +/** Keep 守正自明 / 坚忍 SP out of the way: no SP of any kind (阻回). */ +const noSp = (h, u) => h.b.addBuff(u, { key: 'test:noSp', flags: { noSp: true }, duration: Infinity }); +function done(h) { + checkInvariants(h.b); + assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0])); +} + +test('左乐 in every 自选 form: his operator kit (all three skills authored), the form\'s stats + module attributes, 1-1 range, blocks 1, melee ground-only, 炎, no 特质; 武者: no heal from others, 70 HP per enemy hit', () => { + assert.equal(OPERATOR_KITS[ZUOLE], KITS[ZUOLE]); + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + for (const skill of [0, 1, 2]) { + const { h, u } = field({ tier, elite, mod, skill }); + const form = formOf(tier, elite), m = elite ? modOf(tier, mod) : null; + assert.deepEqual([u.def.charId, u.def.diyFor, u.skill.id, !!u.kit.generic, u.kit.skillSource], [ZUOLE, SLOT[tier], form.skills[skill].skillId, false, 'skills'], label(f)); + assert.deepEqual([u.base.maxHp, u.base.atk, u.base.def], [form.stats.maxHp + (m?.attr.maxHp ?? 0), form.stats.atk + (m?.attr.atk ?? 0), form.stats.def + (m?.attr.def ?? 0)], `${label(f)}: stats`); + assert.deepEqual([u.s.blockCnt, u.profile.attack, u.profile.canHitFly, u.profile.dmgType, u.profile.noHeal, u.profile.selfHeal, u.base.bat], [1, 'melee', false, 'phys', true, 70, 1.2], `${label(f)}: 武者`); + assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${label(f)}: 1-1`); + assert.deepEqual([u.def.bonds, u.def.raw.garrisonIds], [['yanShip'], []], `${label(f)}: bonds / 特质`); + assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth && !u.s.flags.untargetable, `${label(f)}: ground enemies target him`); + done(h); + } + } + // the numbers of the forms (zh_CN): E2 Lv1 2893 / 647 / 267, E2 Lv60 3533 / 735 / 299; SBL-X +55 / +40 → +90 / +60 + // ATK / DEF, SBL-Y +300 / +60 → +380 / +84 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], [2893, 647, 3533, 735]); + assert.deepEqual([modOf(5, SBLX).attr, modOf(6, SBLX).attr, modOf(5, SBLY).attr, modOf(6, SBLY).attr], [{ atk: 55, def: 40 }, { atk: 90, def: 60 }, { maxHp: 300, atk: 60 }, { maxHp: 380, atk: 84 }]); +}); + +test('a 自选 pick: 左乐 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(ZUOLE)); + for (const t of [5, 6]) assert.ok(diyPool(t, { data, kitted: KITTED_CHARS }).includes(ZUOLE), `tier ${t}`); + assert.deepEqual(validateDiyPicks({ [SLOT[5]]: { charId: ZUOLE, skillIndex: 1, uniEquipId: SBLX } }, { data, kitted: KITTED_CHARS }), + { ok: true, picks: { [SLOT[5]]: { charId: ZUOLE, skillIndex: 1, uniEquipId: SBLX } } }); +}); + +test('trait (武者): +70 HP on every enemy hit, none from another unit\'s heal', () => { + const { h, u } = field({ tier: 5, elite: true, skill: 1 }); + noSp(h, u); + const e = h.spawn('enemy_dummy', { pos: [10, 6] }); + u.hp = u.s.maxHp * 0.6; + const hp0 = u.hp; + h.runUntil(() => hitsBy(h, u).length >= 3, 6); + approx(u.hp - hp0, 70 * hitsBy(h, u).length, 'one heal of 70 per hit'); + assert.equal(h.b.heal(e, u, 500), 0, 'no heal from another unit'); + done(h); +}); + +test('S1 破虏 (AUTO, 2 charges, data DEFAULT): the next attack at 145 % / 160 %; below 80 % HP one more strike, below 50 % two more — each a damage instance of its own (and a trait heal)', () => { + for (const [tier, elite] of [[5, false], [6, true]]) { + const sk = skillOf(tier, elite, S1); + assert.deepEqual([sk.skillType, sk.spType, sk.spCost, sk.initSp, sk.maxChargeTime, sk.bb.atk_scale, sk.bb.hp_ratio_double, sk.bb.hp_ratio_tripple], + ['AUTO', 'INCREASE_WITH_TIME', elite ? 5 : 6, elite ? 4 : 2, 2, elite ? 1.6 : 1.45, 0.8, 0.5], `T${tier}`); + for (const [ratio, strikes] of [[1, 1], [0.79, 2], [0.49, 3]]) { + const { h, u } = field({ tier, elite, skill: 0 }); + assert.deepEqual([u.skill.rule, u.skill.maxCharges], ['DEFAULT', 2], `T${tier}`); + noSp(h, u); + u.skill.sp = 0; + u.skill.charges = 1; + u.hp = u.s.maxHp * ratio; + const e = h.spawn('enemy_dummy', { pos: [10, 6] }); + assert.ok(h.runUntil(() => u.skill.activations === 1, 2), `T${tier}: cast`); + h.step(); + const sk1 = hitsBy(h, u).filter((c) => c.dmg.isSkill); + assert.equal(sk1.length, strikes, `T${tier} at ${ratio * 100} % HP: ${strikes} strike(s)`); + for (const c of sk1) { + assert.equal(c.target, e); + approx(c.amount, u.s.atk * sk.bb.atk_scale, `T${tier}: ${sk.bb.atk_scale * 100} %`); + assert.equal(c.type, 'phys'); + } + assert.equal(healsOf(h, u).filter((c) => c.opts?.self && !c.opts?.tags).length, strikes, `T${tier}: a trait heal per strike`); + done(h); + } + } +}); + +test('S2 行险 (MANUAL, 12 s, data DEFAULT): −50 % current HP (never below 1), a barrier of 75 % / 90 % max HP stacking to 2× max HP, ATK +110 % / +140 %, block 2, every blocked enemy struck; once over the barrier loses 200 per second', () => { + for (const [tier, elite] of [[5, false], [6, true]]) { + const sk = skillOf(tier, elite, S2); + const { h, u } = field({ tier, elite, skill: 1, row: 9 }); + assert.deepEqual([u.skill.rule, sk.duration, sk.spCost, sk.initSp, sk.bb.atk, sk.bb.hp_ratio, sk.bb.scale, sk.bb.block_cnt, sk.bb.max_scale, sk.bb.shield_decrease], + ['DEFAULT', 12, elite ? 24 : 27, elite ? 10 : 5, elite ? 1.4 : 1.1, 0.5, elite ? 0.9 : 0.75, 1, 2, -200], `T${tier}`); + noSp(h, u); + const max = u.s.maxHp; + const a = h.spawn('enemy_dummy', { pos: [9, 5] }), b = h.spawn('enemy_dummy', { pos: [9, 5] }); + h.step(); + assert.equal(u.blocking.length, 1, `T${tier}: blocks 1`); + const hpAtStart = []; + h.b.on('skillStart', (c) => { if (c.unit === u) hpAtStart.push(u.hp); }); + u.skill.charges = 1; + assert.ok(h.runUntil(() => u.skill.active, 3), `T${tier}: cast`); + approx(hpAtStart[0], max * 0.5, `T${tier}: −50 % of the current HP`); + const bar = () => u.findBuff('skill:zuole:barrier2'); + approx(bar().shield, max * sk.bb.scale, `T${tier}: barrier ${sk.bb.scale * 100} % max HP`); + approx(u.s.atk, u.base.atk * (1 + sk.bb.atk), `T${tier}: ATK`); + h.step(); + assert.deepEqual([u.s.blockCnt, u.blocking.length], [2, 2], `T${tier}: block +1`); + const n0 = hitsBy(h, u).length; + h.runUntil(() => hitsBy(h, u).length > n0, 3); + const atk = hitsBy(h, u).slice(n0); + assert.deepEqual(new Set(atk.map((c) => c.target)), new Set([a, b]), `T${tier}: both blocked enemies at once`); + // the barrier absorbs damage; it stays put while the skill runs + const hpBefore = u.hp; + h.b.dealDamage(a, u, { amount: 1000, type: 'true' }); + approx(bar().shield, max * sk.bb.scale - 1000, `T${tier}: absorbed`); + approx(u.hp, hpBefore, `T${tier}: HP untouched`); + const left = bar().shield; + h.runUntil(() => !u.skill.active, 13); + approx(bar().shield, left, `T${tier}: no decay during the skill`); + h.run(3.05); + approx(bar().shield, left - 600, `T${tier}: −200 per second once over`, 1e-3); + // a second cast stacks onto what is left, capped at 2× max HP; the 流失 never goes below 1 HP + u.hp = 1; + const before = bar().shield; + u.skill.charges = 1; + assert.ok(h.runUntil(() => u.skill.active, 5), `T${tier}: second cast`); + assert.equal(hpAtStart[1], 1, `T${tier}: at 1 HP nothing is lost`); + const diff = bar().shield - before, add = max * sk.bb.scale; + assert.ok(Math.abs(diff - add) < 1e-6 || Math.abs(diff - (add - 200)) < 1e-6, `T${tier}: stacked onto what was left (${diff} vs ${add}, a decay step at most in between)`); + done(h); + } + // the cap: a cast on a barrier of 1.6× max HP stops at 2× + const { h, u } = field({ tier: 6, elite: true, skill: 1 }); + noSp(h, u); + h.b.addBuff(u, { key: 'skill:zuole:barrier2', shield: u.s.maxHp * 1.6, data: { createdAt: 0 } }); + u.skill.charges = 1; + h.spawn('enemy_dummy', { pos: [10, 6] }); + assert.ok(h.runUntil(() => u.skill.active, 3)); + approx(u.findBuff('skill:zuole:barrier2').shield, u.s.maxHp * 2, 'capped at 2× max HP'); + done(h); +}); + +test('S3 佑序有炎 (MANUAL, data SKILL_RANGE on 3-2): 7 slashes on ≤ 3 enemies of the 3-2 (air too) at 205 % / 220 %, the last ×2 and 晕眩 3.5 / 4 s; meanwhile no trait heal — every hit adds 70 × 2.5 / 3 to a barrier (≤ 2× max HP, 15 s from the last gain)', () => { + for (const [tier, elite] of [[5, false], [6, true]]) { + const sk = skillOf(tier, elite, S3); + const { h, u } = field({ tier, elite, skill: 2 }); + assert.deepEqual([u.skill.rule, sk.rangeId, sk.spCost, sk.initSp, sk.bb.atk_scale, sk.bb.times, sk.bb.stun, sk.bb.last_atk_bonus, sk.bb.shield_scale, sk.bb.shield_duration, sk.bb.max_scale], + ['SKILL_RANGE', '3-2', elite ? 28 : 29, elite ? 6 : 3, elite ? 2.2 : 2.05, 7, elite ? 4 : 3.5, 2, elite ? 3 : 2.5, 15, 2], `T${tier}`); + assert.deepEqual(u.skill.triggerGrid, [[0, 0], [0, 1], [0, 2], [0, 3]], `T${tier}: its 3-2`); + noSp(h, u); + u.hp = u.s.maxHp * 0.6; + const hp0 = u.hp; + let hpAtEnd = null; + h.b.on('skillEnd', (c) => { if (c.unit === u && hpAtEnd == null) hpAtEnd = u.hp; }); + u.skill.charges = 1; + h.run(1); + assert.equal(u.skill.activations, 0, `T${tier}: no enemy on the 3-2, no cast`); + const near = h.spawn('enemy_dummy', { pos: [10, 6] }); + const mid = h.spawn('enemy_fly', { pos: [10, 7] }); + const tip = h.spawn('enemy_dummy', { pos: [10, 8] }); + const fourth = h.spawn('enemy_dummy', { pos: [10, 8] }); + const beyond = h.spawn('enemy_dummy', { pos: [10, 9] }); + const side = h.spawn('enemy_dummy', { pos: [9, 6] }); + h.step(); + assert.equal(u.skill.activations, 1, `T${tier}: cast as soon as an enemy is on its 3-2`); + const slashes = hitsBy(h, u).filter((c) => c.dmg.isSkill); + assert.equal(slashes.length, 21, `T${tier}: 7 × 3`); + const struck = new Set(slashes.map((c) => c.target)); + assert.equal(struck.size, 3, `T${tier}: the same three`); + assert.ok(struck.has(near) && struck.has(mid), `T${tier}: the flyer too`); + assert.ok(!struck.has(beyond) && !struck.has(side), `T${tier}: nothing off the 3-2`); + assert.ok(struck.has(tip) !== struck.has(fourth), `T${tier}: one of the two on the tip (at most 3)`); + const amt = u.s.atk * sk.bb.atk_scale; + for (const [i, c] of slashes.entries()) approx(c.amount, amt * (i >= 18 ? 2 : 1), `T${tier}: slash ${Math.floor(i / 3) + 1}`); + const stuns = h.hooksOf('statusApplied').filter((c) => c.source === u && c.status === 'stun'); + assert.equal(stuns.length, 3, `T${tier}: the last slash stuns`); + for (const c of stuns) approx(c.duration, sk.bb.stun, `T${tier}: ${sk.bb.stun} s`); + approx(hpAtEnd, hp0, `T${tier}: no trait heal during the slashes`); + const bar = u.findBuff('skill:zuole:barrier3'); + approx(bar.shield, 21 * 70 * sk.bb.shield_scale, `T${tier}: 21 × 70 × ${sk.bb.shield_scale}`); + approx(bar.timeLeft, 15, `T${tier}: 15 s`, 0.01); + // afterwards the trait heals again; the barrier lasts 15 s from its last gain + h.runUntil(() => hitsBy(h, u).some((c) => !c.dmg.isSkill), 3); + assert.ok(u.hp > hp0, `T${tier}: the trait heals again`); + h.run(15); + assert.equal(u.findBuff('skill:zuole:barrier3'), null, `T${tier}: gone 15 s later`); + done(h); + } + // the cap: 2× max HP at each gain; each gain restarts the 15 s + const { h, u } = field({ tier: 6, elite: true, skill: 2 }); + noSp(h, u); + h.b.addBuff(u, { key: 'skill:zuole:barrier3', shield: u.s.maxHp * 1.99, duration: 3, data: { createdAt: 0 } }); + u.skill.charges = 1; + h.spawn('enemy_dummy', { pos: [10, 6] }); + h.step(); + const b = u.findBuff('skill:zuole:barrier3'); + approx(b.shield, u.s.maxHp * 2, 'capped at 2× max HP'); + approx(b.timeLeft, 15, 'restarted', 0.01); + done(h); +}); + +test('T1 秉烛照影 (坚忍): ASPD up to +50 and SP recovery up to +2/s, linear in the HP lost, full at 70 % lost — SBL-X stage 3: +70 / +2.3 at 50 % lost (stage 1: unchanged)', () => { + for (const f of [[5, false, null], [6, true, null], [5, true, SBLX], [6, true, SBLX], [6, true, SBLY]]) { + const [tier, elite, mod] = f; + const x3 = tier === 6 && mod === SBLX; + const [as, sp, full] = x3 ? [70, 2.3, 0.5] : [50, 2, 0.3]; + const { h, u } = field({ tier, elite, mod, skill: 2 }); + const t0 = u.def.raw.talents.find((t) => t.index === 0).bb; + assert.deepEqual([t0.min_attack_speed, t0.min_sp_recovery_per_sec, t0.min_hp_ratio], [as, sp, full], label(f)); + assert.deepEqual([u.s.aspd, u.s.spRecovery], [100, 1], `${label(f)}: full HP`); + for (const ratio of [0.8, 0.6, full, 0.1]) { + u.hp = u.s.maxHp * ratio; + h.step(); + const k = Math.min(1, (1 - ratio) / (1 - full)); + approx(u.s.aspd, 100 + as * k, `${label(f)}: ASPD at ${ratio * 100} %`); + approx(u.s.spRecovery, 1 + sp * k, `${label(f)}: SP recovery at ${ratio * 100} %`); + } + u.hp = u.s.maxHp; + h.step(); + assert.deepEqual([u.s.aspd, u.s.spRecovery], [100, 1], `${label(f)}: back at full HP`); + done(h); + } +}); + +test('T2 守正自明: every damage he outputs rolls 20 % (70 % below half HP) for 1 SP — SBL-Y stage 3: 80 % below half and the instance ×1.2 on a success (stage 1: unchanged)', () => { + for (const f of [[5, false, null], [5, true, SBLY], [6, true, SBLY]]) { + const [tier, elite, mod] = f; + const y3 = tier === 6 && mod === SBLY; + const { h, u } = field({ tier, elite, mod, skill: 1, seed: 17 }); + const t1 = u.def.raw.talents.find((t) => t.index === 1).bb; + assert.deepEqual([t1.prob_1, t1.prob_2, t1.hp_ratio, t1.sp, t1.atk_scale ?? 1], [0.2, y3 ? 0.8 : 0.7, 0.5, 1, y3 ? 1.2 : 1], label(f)); + const e = h.spawn('enemy_dummy', { pos: [10, 6] }); + u.skill.spCostMul = 1e5; // the skill never fills: every success is an spGain of its own + for (const [ratio, prob] of [[0.9, 0.2], [0.3, y3 ? 0.8 : 0.7]]) { + let gains = 0, rolls = 0, boosted = 0; + const offG = h.b.on('spGain', (c) => { if (c.unit === u && c.reason === 'talent') gains++; }); + const offD = h.b.on('damaged', (c) => { + if (c.source !== u || c.target !== e) return; + rolls++; + if (Math.abs(c.amount - u.s.atk * 1.2) < 1e-6) boosted++; + u.hp = u.s.maxHp * ratio; // keep the HP band + }); + u.hp = u.s.maxHp * ratio; + h.run(150); + h.b.off(offG); + h.b.off(offD); + const rate = gains / rolls; + assert.ok(Math.abs(rate - prob) < 0.08, `${label(f)} at ${ratio * 100} %: ${gains} / ${rolls} ≈ ${prob}`); + assert.equal(boosted, y3 ? gains : 0, `${label(f)}: ×1.2 on each success`); + } + done(h); + } +}); + +test('SBL-X (stages 1 and 3): 25 % 庇护 below 50 % HP — physical and arts, not true; none at or above 50 %; after 行险 the 庇护 comes back behind the barrier (it cuts only what passes it)', () => { + for (const tier of [5, 6]) { + const { h, u } = field({ tier, elite: true, mod: SBLX, skill: 1 }); + const t0 = u.def.raw.talents.find((t) => t.index === 0).bb; + assert.deepEqual([t0.hp_ratio, t0.damage_resistance], [0.5, 0.25], `T${tier}`); + noSp(h, u); + const e = h.spawn('enemy_dummy', { pos: [10, 6] }); + const take = (amount, type) => { const hp = u.hp; h.b.dealDamage(e, u, { amount, type }); return hp - u.hp; }; + u.hp = u.s.maxHp * 0.6; + approx(take(300, 'true'), 300, `T${tier}: above 50 %: nothing`); + u.hp = u.s.maxHp * 0.4; + approx(take(1000, 'phys'), Math.max(1000 - u.s.def, 50) * 0.75, `T${tier}: physical ×0.75`); + approx(take(400, 'arts'), 400 * 0.75, `T${tier}: arts ×0.75`); + approx(take(400, 'true'), 400, `T${tier}: true untouched`); + // 行险: 庇护 reset for 0.1 s, then judged again — after the barrier + u.hp = u.s.maxHp * 0.8; + let hpAtStart = null; + h.b.on('skillStart', (c) => { if (c.unit === u && hpAtStart == null) hpAtStart = u.hp; }); + u.skill.charges = 1; + assert.ok(h.runUntil(() => u.skill.active, 3)); + approx(hpAtStart, u.s.maxHp * 0.4, `T${tier}: −50 %`); + const bar = u.findBuff('skill:zuole:barrier2'); + const B = bar.shield; + approx(take(1000, 'true'), 0, `T${tier}: inside 0.1 s the barrier takes it whole`); + approx(bar.shield, B - 1000, `T${tier}: no 庇护 inside the 0.1 s`); + h.run(0.2); + bar.shield = 500; + const hp = u.hp; + take(1300, 'arts'); + approx(bar.shield, 0, `T${tier}: the barrier took 500 of the full 1300`); + approx(hp - u.hp, 800 * 0.75, `T${tier}: 庇护 cut the 800 that passed`); + done(h); + } + // without the module: no 庇护 + const { h, u } = field({ tier: 6, elite: true, mod: SBLY, skill: 1 }); + const e = h.spawn('enemy_dummy', { pos: [10, 6] }); + u.hp = u.s.maxHp * 0.3; + const hp = u.hp; + h.b.dealDamage(e, u, { amount: 400, type: 'arts' }); + approx(hp - u.hp, 400, 'SBL-Y: no 庇护'); + done(h); +}); + +test('SBL-Y (stages 1 and 3): knocked out ⇒ he stays and heals 30 % max HP, once per deployment (again after a redeploy); not while a 不死 holds him; none without the module', () => { + for (const tier of [5, 6]) { + const { h, u } = field({ tier, elite: true, mod: SBLY, skill: 1 }); + assert.deepEqual(u.def.raw.trait.bb, { value: 70, hp_ratio: 0.3 }, `T${tier}`); + const e = h.spawn('enemy_dummy', { pos: [10, 6] }); + h.b.dealDamage(e, u, { amount: 1e6, type: 'true' }); + assert.ok(u.alive, `T${tier}: not withdrawn`); + approx(u.hp, u.s.maxHp * 0.3, `T${tier}: 30 % max HP`); + h.b.dealDamage(e, u, { amount: 1e6, type: 'true' }); + assert.ok(!u.alive, `T${tier}: once per deployment`); + h.b.redeploy(u); + h.step(); + h.b.dealDamage(e, u, { amount: 1e6, type: 'true' }); + assert.ok(u.alive, `T${tier}: again after the redeploy`); + // a running 不死 (坚固维式重锤's window) keeps him up instead + h.b.redeploy(u); + const r = field({ tier, elite: true, mod: SBLY, skill: 1 }); + r.u.mem.undyingAt = `${r.u.deploySeq}:0`; + r.u.mem.undyingUntil = r.h.b.time + 5; + const hammer = r.h.b.on('fatal', (c) => { if (c.unit === r.u && !c.prevented) c.prevented = true; }, { priority: -99 }); + const f = r.h.spawn('enemy_dummy', { pos: [10, 6] }); + r.h.b.dealDamage(f, r.u, { amount: 1e6, type: 'true' }); + assert.ok(r.u.alive && r.u.hp < 2, `T${tier}: held by the 不死, the module untouched`); + r.h.b.off(hammer); + r.u.mem.undyingUntil = 0; + r.h.b.dealDamage(f, r.u, { amount: 1e6, type: 'true' }); + assert.ok(r.u.alive, `T${tier}: the module still there afterwards`); + approx(r.u.hp, r.u.s.maxHp * 0.3, `T${tier}: 30 % max HP`); + done(h); + done(r.h); + } + for (const mod of [null, SBLX]) { + const { h, u } = field({ tier: 6, elite: true, mod, skill: 1 }); + const e = h.spawn('enemy_dummy', { pos: [10, 6] }); + h.b.dealDamage(e, u, { amount: 1e6, type: 'true' }); + assert.ok(!u.alive, `${mod ?? 'no module'}: withdrawn`); + done(h); + } +}); diff --git a/test/golden/diy.json b/test/golden/diy.json index d842b158..82865e44 100644 --- a/test/golden/diy.json +++ b/test/golden/diy.json @@ -90,130 +90,130 @@ "snaps": "d7b739d1 f5e170c4 bc463f9c 6ebd80ed 93f8e1ae ea1947a7 9541a28f e8dbac5b b0b3c196 14ae4a64 46640828 01c55ea9 0f261678 f447848b 0aad3542 db5850a3 631cc5ca 455c1dbc 68ad7134 24c71ebb 34a3ee93 37b05130 7a58a87e" }, "diy-003": { - "about": "5_diy1_a=cdfend 5_diy2_b=cdfend 5_diy1_a=cguard 5_diy2_b=cguard 5_diy1_a=csnipe 5_diy2_b=csnipe 5_diy1_a=ccast 5_diy2_b=ccast 5_diy1_a=cmedic 5_diy2_b=cmedic 5_diy1_a=csuppo 5_diy2_b=csuppo", - "fast": true, + "about": "5_diy1_a=zuole/S1 5_diy2_a=zuole/S2 5_diy1_a=zuole/S3 5_diy2_b=zuole/S1 5_diy1_b=zuole/S2 5_diy2_b=zuole/S3 5_diy1_b=zuole/S1/002_zuole 5_diy2_b=zuole/S2/002_zuole 5_diy1_b=zuole/S3/002_zuole 5_diy2_b=zuole/S1/003_zuole 5_diy1_b=zuole/S2/003_zuole 5_diy2_b=zuole/S3/003_zuole", + "fast": false, "kind": "normal", "stageId": "act1autochess_m03", "modeId": "mode_single_normal", "round": 12, "seed": 3865246633, "waveId": "act1autochess_h05", - "time": 196.5, - "ticks": 5895, + "time": 190.2, + "ticks": 5706, "reason": "cleared", - "killed": 8, + "killed": 88, "total": 93, "unspawned": 0, "bossHpLeft": null, - "rngDraws": 0, + "rngDraws": 1618, "errors": {"count":0,"kinds":[]}, - "players": {"p1":{"killed":8,"total":93,"perfect":false,"leaks":85,"leaksUncounted":0,"coins":0,"dmg":306215,"bossDmg":0,"heal":22436,"deaths":11,"layerGains":{}}}, + "players": {"p1":{"killed":88,"total":93,"perfect":false,"leaks":5,"leaksUncounted":0,"coins":0,"dmg":1581686,"bossDmg":0,"heal":83959,"deaths":4,"layerGains":{}}}, "units": [ - ["p1",1,"op","chess_char_5_diy1_a",2,null,0,0,114,0,690,6384,0,13,0], - ["p1",2,"op","chess_char_5_diy2_b",2,"none",0,0,98,1,7246,10191,0,56,1], - ["p1",3,"op","chess_char_5_diy1_a",2,null,2564,1,116,1,16020,8139,0,28,1], - 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["p1",4,"op","chess_char_5_diy2_b",0,"none",0,0,10,8,147601,15413,11880,73,59], + ["p1",5,"op","chess_char_5_diy1_b",1,"none",0,0,12,13,207811,16133,12600,141,7], + ["p1",6,"op","chess_char_5_diy2_b",2,"none",2923.1,1,14,16,340847,7130,6520,148,11], + ["p1",7,"op","chess_char_5_diy1_b",0,"uniequip_002_zuole",1635.73,1,108,15,299659,28880,23450,134,111], + ["p1",8,"op","chess_char_5_diy2_b",1,"uniequip_002_zuole",1618.25,1,7,2,16578,3105,1190,17,2], + ["p1",9,"op","chess_char_5_diy1_b",2,"uniequip_002_zuole",3533,1,11,5,136369,2549,2549,51,7], + ["p1",10,"op","chess_char_5_diy2_b",0,"uniequip_003_zuole",768.17,1,13,14,262292,23444,20540,119,92], + ["p1",11,"op","chess_char_5_diy1_b",1,"uniequip_003_zuole",3433,1,8,0,0,400,0,0,0], + ["p1",12,"op","chess_char_5_diy2_b",2,"uniequip_003_zuole",349.9,1,9,0,0,4600,1150,0,0], ["-","~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], 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