diff --git a/server/sim/content/kits/index.js b/server/sim/content/kits/index.js index abd79935..3d01f2fc 100644 --- a/server/sim/content/kits/index.js +++ b/server/sim/content/kits/index.js @@ -64,7 +64,7 @@ export const KIT_FILES = Object.freeze([ * A stand-in without a file fights with the generic kit (content/generic.js) plus its unconditional stat talents * (genericTalents) — the eight 预备干员 need no file. */ -export const STANDIN_KIT_FILES = Object.freeze([]); +export const STANDIN_KIT_FILES = Object.freeze(['standin-acguad.js', 'standin-sharp2.js', 'standin-acspec.js']); async function loadKitFile(file) { try { diff --git a/server/sim/content/kits/ops/standin-acguad.js b/server/sim/content/kits/ops/standin-acguad.js new file mode 100644 index 00000000..591db56c --- /dev/null +++ b/server/sim/content/kits/ops/standin-acguad.js @@ -0,0 +1,79 @@ +// server/sim/content/kits/ops/standin-acguad.js — Sharp (char_609_acguad, 卫戍协议 6★ 近卫·无畏者) 补位 stand-in kit. +// Stands in for 忍冬 (tier 3, S3), 银灰 / 百炼嘉维尔 (tier 4, S2), 隐德来希 / 归溟幽灵鲨 (tier 5, S3 + DRE-X) and 佩佩 +// (tier 6, S3 + DRE-X): data/backups.json `units.char_609_acguad.standsIn`. Kit contract: ../README.md "Stand-in kits". +// Numbers: the blackboards of data/backups.json (skill_table / character_table / battle_equip_table at E2 Lv1 skill +// level 4 and E2 Lv60 skill level 7); what the data does not carry: PRTS Sharp(卫戍协议), cited where used. + +import { num, talentBb, traitBb, skillRec, statBuff, toggleBuff } from '../shared/tier1.js'; + +const S1 = 'skchr_acguad_1'; +const S2 = 'skchr_acguad_2'; +const S3 = 'skchr_acguad_3'; +/** 力战不竭's ATK layers: one buff whose stacks are the layers. */ +const STACK_KEY = 'acguad:s3stack'; + +export default { + // Sharp — talent 1 隐匿刀刃: ATK +atk, physical dodge prob (DRE-X levels 2 / 3 upgrade both). Talent 2 寸步不退: after + // `interval` s on the field (each deployment), ASPD +attack_speed. + // S1 快刀: ATK +atk; each attack becomes a double hit with attack@prob1 (data trigger: SKILL_RANGE on its 1-1 range). + // S2 亮剑: DEF to 0 (no blackboard key: the text "防御力降至0" — a final ×0, so no DEF bonus survives it), max HP + // +max_hp, every attack at attack@atk_scale. + // S3 力战不竭: ATK +atk; before each attack +atk_each_stack ATK (one layer, at most max_atk_stack_cnt), all layers lost + // when the target changes; HP never below 1 while it runs. PRTS 备注: "“每次攻击时获得增益”在每次成功攻击前判定,至少生效1层 + // 增益,持续至技能结束" — the first attack on a target already has one layer, and the layers last until the skill ends. + // Module DRE-X (trait atk_scale): "攻击被阻挡的敌人时攻击力提升至115%" — an enemy blocked by anyone, as 斯卡蒂's DRE-X. + // Ground only, ground-targetable (data canHitFly false, no flag). S2 / S3 cast by the data trigger (DEFAULT). + char_609_acguad: (bb, chess) => { + const t0 = talentBb(chess, 0), t1 = talentBb(chess, 1); + const blockedScale = num(traitBb(chess).atk_scale, 0); + const b1 = skillRec(chess, S1)?.bb ?? {}, b2 = skillRec(chess, S2)?.bb ?? {}, b3 = skillRec(chess, S3)?.bb ?? {}; + const doubleProb = num(b1['attack@prob1'], 0.2); + const layer = num(b3.atk_each_stack, 0), maxLayers = Math.max(1, Math.floor(num(b3.max_atk_stack_cnt, 8))); + return { + skills: { + [S1]: { kind: 'duration', mods: { atkPct: num(b1.atk) }, attack: { hitsFn: (battle) => (battle.rng.chance(doubleProb) ? 2 : 1) } }, + [S2]: { kind: 'duration', mods: { defMul: 0, hpPct: num(b2.max_hp) }, attack: { atkScale: num(b2['attack@atk_scale'], 1) } }, + [S3]: { + kind: 'duration', + mods: { atkPct: num(b3.atk) }, + onStart({ battle, unit }) { + battle.removeBuff(unit, STACK_KEY); + unit.mem.acguadTarget = null; + if (unit.mem.acguadUndying) battle.off(unit.mem.acguadUndying); + // "技能持续期间内干员的生命值始终不会低于1": every HP loss, 流失 included (a kit saver, as 幽灵鲨 S2) + unit.mem.acguadUndying = battle.on('fatal', (c) => { if (c.unit === unit && unit.skill?.active) c.prevented = true; }, { owner: unit, priority: 10 }); + }, + onEnd({ battle, unit }) { + if (unit.mem.acguadUndying) battle.off(unit.mem.acguadUndying); + unit.mem.acguadUndying = null; + battle.removeBuff(unit, STACK_KEY); + unit.mem.acguadTarget = null; + }, + }, + }, + talents: [ + { install(battle, unit) { statBuff(battle, unit, 'acguad:t1', { atkPct: num(t0.atk), dodgePhys: num(t0.prob) }); } }, + { install(battle, unit) { + const after = num(t1.interval, 30); + toggleBuff(battle, unit, 'acguad:t2', () => battle.time - unit.deployedAt >= after - 1e-9, { aspd: num(t1.attack_speed) }); + } }, + ], + trait: blockedScale > 0 ? { dmgMul: (battle, unit, target) => (target && target.blockedBy ? blockedScale : 1) } : undefined, + install(battle, unit) { + if (unit.skill?.id !== S3 || !(layer > 0)) return; + // 力战不竭's layers: decided before every attack the skill makes (after the other beforeAttack handlers, on the + // attack's final main target); a new target clears them first, so its first attack has one layer + battle.on('beforeAttack', (c) => { + if (c.attacker !== unit || !unit.skill.active) return; + const target = (c.targets || []).find((t) => t && t.alive); + if (!target) return; + if (unit.mem.acguadTarget !== target) { + battle.removeBuff(unit, STACK_KEY); + unit.mem.acguadTarget = target; + } + battle.addBuff(unit, { key: STACK_KEY, mods: { atkPct: layer }, refresh: 'stack', maxStacks: maxLayers, tags: ['skill'] }); + }, { owner: unit, priority: -100 }); + }, + }; + }, +}; diff --git a/server/sim/content/kits/ops/standin-acspec.js b/server/sim/content/kits/ops/standin-acspec.js new file mode 100644 index 00000000..cea5a111 --- /dev/null +++ b/server/sim/content/kits/ops/standin-acspec.js @@ -0,0 +1,104 @@ +// server/sim/content/kits/ops/standin-acspec.js — Misery (char_615_acspec, 卫戍协议 6★ 特种·处决者) 补位 stand-in kit. +// Stands in for 缄默德克萨斯 (tier 4, S2), 山 (tier 5, S3 + EXE-X) and 新约能天使 / 锏 (tier 6, S3 + EXE-X): +// data/backups.json `units.char_615_acspec.standsIn`. Kit contract: ../README.md "Stand-in kits". +// Numbers: the blackboards of data/backups.json (skill_table / character_table / battle_equip_table); what the data +// does not carry: PRTS Misery(卫戍协议), cited where used. + +import { num, talentBb, traitBb, skillRec, statBuff, toggleBuff } from '../shared/tier1.js'; +import { lonely } from '../shared/tier4.js'; +import { absoluteRangeKeys } from '../../../targeting.js'; +import { bodyInKeys } from '../../../body.js'; + +const S1 = 'skchr_acspec_1'; +const S2 = 'skchr_acspec_2'; +const S3 = 'skchr_acspec_3'; +const S1_KEY = 'acspec:s1'; +const PULL_TAG = 'acspec:pull'; +/** + * 四维分离's "周围四格": her tile and the four tiles beside it [ASSUMED: her own tile counts — an enemy she blocks stands + * on it, and the talent is about her being alone with one enemy]. + */ +const AROUND4 = Object.freeze([[0, 0], [-1, 0], [1, 0], [0, -1], [0, 1]]); +/** 空间的归依's area when the record has none: range x-4, her tile and the eight around it. */ +const RING_X4 = Object.freeze([[1, -1], [1, 0], [1, 1], [0, -1], [0, 0], [0, 1], [-1, -1], [-1, 0], [-1, 1]]); + +/** Living enemies whose body is on her tile or the four beside it, targetable or not (flyers too). */ +function enemiesAround4(battle, unit) { + const keys = new Set(absoluteRangeKeys(AROUND4, unit.tileR, unit.tileC, unit.dir, 0)); + let n = 0; + for (const e of battle.enemies) if (e.alive && e.deployed && !e.hidden && bodyInKeys(e, keys)) n++; + return n; +} + +/** + * 空间的归依 at a deployment: atk_scale × ATK physical damage to every ground enemy around her (技能范围 x-4), then each + * enemy of that area nobody blocks is dragged to her front with 力度 `force` (0 = 小力: Battle.pullToFront, 力度 − 重量) + * and slowed (停顿) for `sluggish` s. PRTS 备注: "※不可对空" and "施加拖动与停顿效果的实际方式为:对目标进行一次0%攻击力 + * 的近战攻击,此次附带了拖拽与停顿效果" — so the drag and the 停顿 ride a 0-damage physical hit, and an enemy that dodges it + * (or is out of reach of a hit: invulnerable, asleep) keeps its place. [ASSUMED] that hit is not a normal attack (no + * isAttack procs); the drag area is the damage area (the text names no other). + */ +function spaceBurst(battle, unit, rec) { + const sb = rec?.bb ?? {}; + const grid = Array.isArray(rec?.rangeGrid) && rec.rangeGrid.length ? rec.rangeGrid : RING_X4; + const keys = absoluteRangeKeys(grid, unit.tileR, unit.tileC, unit.dir, 0); + const around = battle.enemiesInKeys(keys, unit, { canHitFly: false, groundOnly: true }); + for (const e of around) battle.dealDamage(unit, e, { amount: unit.s.atk * num(sb.atk_scale, 0), type: 'phys', isSkill: true, tags: ['skill', 'acspec:burst'] }); + const landed = new Set(); + const h = battle.on('damaged', (c) => { if (c.source === unit && c.dmg?.tags?.includes(PULL_TAG)) landed.add(c.target); }, { owner: unit, priority: 1000 }); + try { + for (const e of around) if (e.alive && !e.blockedBy) battle.dealDamage(unit, e, { amount: 0, type: 'phys', isSkill: true, tags: ['skill', PULL_TAG] }); + } finally { + battle.off(h); + } + for (const e of around) { + if (!landed.has(e) || !e.alive) continue; + battle.pullToFront(e, unit, num(sb.force, 0)); + if (e.alive) battle.applyStatus(e, 'sluggish', { duration: num(sb.sluggish, 2.5), source: unit }); + } +} + +export default { + // Misery — trait 再部署时间大幅度减少: the data's respawnTime (18 s). Talent 1 二象命末: each attack is a double hit with + // attack@prob (PRTS 备注: it is her normal attack's basic logic; EXE-X levels 2 / 3 make it +atk ATK and a higher + // chance). Talent 2 四维分离: ATK +atk while exactly `cnt` enemy stands on her tile or the four beside it. + // All three skills are 被动, ON_DEPLOY — they start at every deployment (the battle-start one included, when no enemy + // is on the field yet: S3 then hits nothing, as in the official mode; it matters on a redeploy): + // S1 物理的服从: for the skill's duration (10 s) the talent-1 chance is attack@prob and physical dodge prob. + // S2 战争的恭顺: for the skill's duration (10 s) ATK +atk, ASPD +attack_speed. + // S3 空间的归依: spaceBurst above (ground only), right after each deployment (install). + // Module EXE-X (trait atk): ATK +atk while no ally stands on the four tiles beside her (PRTS: unlike the usual EXE-X; + // shared/tier4.js lonely, as 缄默德克萨斯's module of the same text). + // [ASSUMED] PRTS's 存疑 note on talent 1 — a 1 s trigger cooldown that would make her wait 1 s after each attack — is not + // modelled: her attack interval is the data's (0.93 s base). + // Ground only, ground-targetable (data canHitFly false, no flag). + char_615_acspec: (bb, chess) => { + const t0 = talentBb(chess, 0), t1 = talentBb(chess, 1); + const moduleAtk = num(traitBb(chess).atk, 0); + const r1 = skillRec(chess, S1), r2 = skillRec(chess, S2), r3 = skillRec(chess, S3); + const b1 = r1?.bb ?? {}, b2 = r2?.bb ?? {}; + const talentProb = num(t0['attack@prob'], 0), s1Prob = num(b1['attack@prob'], talentProb); + const cnt = Math.max(1, Math.floor(num(t1.cnt, 1))); + return { + skills: { + [S1]: { kind: 'passive', onStart({ battle, unit }) { battle.addBuff(unit, { key: S1_KEY, duration: num(r1?.duration, 10), mods: { dodgePhys: num(b1.prob) }, tags: ['skill'] }); } }, + [S2]: { kind: 'passive', onStart({ battle, unit }) { battle.addBuff(unit, { key: 'acspec:s2', duration: num(r2?.duration, 10), mods: { atkPct: num(b2.atk), aspd: num(b2.attack_speed) }, tags: ['skill'] }); } }, + [S3]: { kind: 'passive' }, + }, + trait: { hitsFn: (battle, unit) => (battle.rng.chance(unit.findBuff(S1_KEY) ? s1Prob : talentProb) ? 2 : 1) }, + talents: [ + { install(battle, unit) { statBuff(battle, unit, 'acspec:t1', { atkPct: num(t0.atk) }); } }, + { install(battle, unit) { toggleBuff(battle, unit, 'acspec:t2', () => enemiesAround4(battle, unit) === cnt, { atkPct: num(t1.atk) }); } }, + ], + install(battle, unit) { + if (moduleAtk > 0) toggleBuff(battle, unit, 'acspec:module', () => lonely(battle, unit), { atkPct: moduleAtk }); + // 空间的归依 "部署后立即": at the `deploy` of every deployment, after the deploy-time buffs (module / talent-2 + // toggles, priority 0) are on — a passive's onStart runs earlier, inside skill.reset; a 【移动】 (move: true) + // restarts no passive, as everywhere in the engine + if (unit.skill?.id === S3) { + battle.on('deploy', (c) => { if (c.unit === unit && !c.move && unit.alive && unit.deployed) spaceBurst(battle, unit, r3); }, { owner: unit, priority: -10 }); + } + }, + }; + }, +}; diff --git a/server/sim/content/kits/ops/standin-sharp2.js b/server/sim/content/kits/ops/standin-sharp2.js new file mode 100644 index 00000000..364bda70 --- /dev/null +++ b/server/sim/content/kits/ops/standin-sharp2.js @@ -0,0 +1,57 @@ +// server/sim/content/kits/ops/standin-sharp2.js — 领主·Sharp (char_617_sharp2, 卫戍协议 6★ 近卫·领主) 补位 stand-in kit. +// Stands in for 水月 (tier 4), 玛恩纳 (tier 5, LOR-X) and 维娜·维多利亚 / 妮芙 (tier 6, LOR-X), always with S1 (her only +// skill): data/backups.json `units.char_617_sharp2.standsIn`. Kit contract: ../README.md "Stand-in kits". +// Numbers: the blackboards of data/backups.json (skill_table / character_table / battle_equip_table); what the data +// does not carry: PRTS 领主·Sharp, cited where used. + +import { num, talentBb, moduleBb, skillRec, statBuff, toggleBuff } from '../shared/tier1.js'; +import { hasHp, isHpLoss } from '../../../damage.js'; + +const S1 = 'skchr_sharp2_1'; + +export default { + // 领主·Sharp — trait (the lord profile, professions.js): ranged attacks at atk_scale (80 %) unless the target stands on + // her tile / the tile in front or she blocks it; range 3-12; hits air units (data canHitFly). Talent 1 无声之锋: ATK + // +atk, arts dodge prob (LOR-X levels 2 / 3 upgrade both). Talent 2 陷阵勇气: ASPD +attack_speed while at least `cnt` + // enemies she can target stand on her attack range [ASSUMED: targetable ones — a 隐匿 enemy she cannot select does not + // count]. + // S1 沉默的爆发: ATK +atk, ASPD +attack_speed, attack@max_target targets, "远程攻击不再降低攻击力" (every attack at full + // ATK; the shots stay ranged — unlike 银灰 S3, which "视为近距离攻击"). Range unchanged, data trigger DEFAULT. + // Module LOR-X: a hidden talent `magic_atk_scale` (the trait part is display only). PRTS: "攻击附带10%攻击力的法术伤害 + // ※于输出伤害时触发,造成的伤害为法术生命流失" — the popup: it triggers almost no event (输出伤害时 / 受到伤害时) and + // ignores 无敌, 屏障, 护盾, 减伤. So every damage instance she outputs makes its target lose magic_atk_scale × her ATK + // (Battle.loseHp: no DEF / RES, shield, invulnerability or damage multiplier; its own `damaged` is an hpLoss and sets + // off nothing). Unlike the LOR-X of 银灰 / 拉普兰德 / 断崖 / 仇白 (trait atk_scale_m, PRTS "于计算伤害时触发,造成预计算 + // 的法术附加伤害": arts damage). [ASSUMED] the client shows the loss in the 流失 (true-damage) colour, it follows a + // fully shielded hit too (damage was output), and it stops when she leaves the field (a shot landing after that). + char_617_sharp2: (bb, chess) => { + const t0 = talentBb(chess, 0), t1 = talentBb(chess, 1); + const magic = num(moduleBb(chess).magic_atk_scale, 0); + const b1 = skillRec(chess, S1)?.bb ?? {}; + return { + skills: { + [S1]: { + kind: 'duration', + mods: { atkPct: num(b1.atk), aspd: num(b1.attack_speed) }, + targeting: { maxTargets: Math.max(1, Math.floor(num(b1['attack@max_target'], 2))) }, + attack: { dmgMul: () => 1 }, + }, + }, + talents: [ + { install(battle, unit) { statBuff(battle, unit, 'sharp2:t1', { atkPct: num(t0.atk), dodgeArts: num(t0.prob) }); } }, + { install(battle, unit) { + const cnt = Math.max(1, Math.floor(num(t1.cnt, 2))); + toggleBuff(battle, unit, 'sharp2:t2', () => battle.enemiesInKeys(unit.rangeKeys, unit, unit.profile).length >= cnt, { aspd: num(t1.attack_speed) }); + } }, + ], + install(battle, unit) { + if (!(magic > 0)) return; + battle.on('damaged', (c) => { + const e = c.target; + if (c.source !== unit || !unit.alive || !unit.deployed || !e || e.side !== 'enemy' || isHpLoss(c.dmg) || !hasHp(e)) return; + battle.loseHp(e, unit.s.atk * magic, { source: unit, tags: ['module', 'sharp2:lorx'] }); + }, { owner: unit }); + }, + }; + }, +}; diff --git a/test/content/standin_acguad.test.js b/test/content/standin_acguad.test.js new file mode 100644 index 00000000..49cbce29 --- /dev/null +++ b/test/content/standin_acguad.test.js @@ -0,0 +1,241 @@ +// test/content/standin_acguad.test.js — the 补位 stand-in Sharp (char_609_acguad, 6★ 近卫·无畏者; kit +// server/sim/content/kits/ops/standin-acguad.js) on every chess it replaces: 忍冬 (tier 3, S3), 银灰 / 百炼嘉维尔 (tier 4, +// S2), 隐德来希 / 归溟幽灵鲨 (tier 5, S3 + DRE-X), 佩佩 (tier 6, S3 + DRE-X), normal (E2 Lv1, skill 4) and elite (E2 +// Lv60, skill 7). Every number is read back from data/backups.json (the form of that chess's status). +// Run: node --test test/content/standin_acguad.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 { unitForm } from '../../shared/standIn.js'; + +const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8')); +const CHESS = load('chess'); +const BACKUPS = load('backups'); +const CHAR = 'char_609_acguad'; +const UNIT = BACKUPS.units[CHAR]; +const formOf = (id) => unitForm(BACKUPS, CHAR, CHESS[id].status); +const skillOf = (id, index) => formOf(id).skills.find((s) => s.index === index); +const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`); +const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o }); +const ENEMIES = { enemy_dummy: dummy('enemy_dummy'), enemy_fly: dummy('enemy_fly', { motion: 'FLY' }) }; + +function battle(units, o = {}) { + return makeBattle({ + defs: { enemies: ENEMIES }, units, timeLimit: o.timeLimit ?? 400, autoFinish: false, seed: o.seed ?? 5, + flags: { dpPerSec: 0 }, hooks: ['damaged', 'skillStart', 'skillEnd'], captureNoisy: true, + }); +} +/** Damage instances of the unit's attacks (normal or skill). */ +const atkHits = (h, u) => h.hooksOf('damaged').filter((c) => c.source === u && c.dmg?.isAttack); +/** Damage instances per attack (attackId), in order. */ +function perAttack(hits) { + const m = new Map(); + for (const c of hits) m.set(c.dmg.attackId, (m.get(c.dmg.attackId) ?? 0) + 1); + return [...m.values()]; +} +function done(h) { + checkInvariants(h.b); + assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0])); +} + +test('Sharp on every chess it replaces (normal + elite): its body, the chess\'s backup skill, this kit; DRE-X on the tier-5 / 6 elites only', () => { + const ids = UNIT.standsIn.flatMap((a) => [a, a.replace(/_a$/, '_b')]); + assert.equal(ids.length, 12); + const withModule = []; + for (const id of ids) { + const c = CHESS[id], form = formOf(id); + const h = battle([{ chessId: id, row: 10, col: 4, standIn: true }]); + h.step(); + const u = h.unit(1); + const sk = form.skills.find((s) => s.index === c.backup.skillIndex); + assert.deepEqual([u.def.charId, u.def.standInFor, u.skill.id, !!u.kit.generic, u.kit.skillSource], [CHAR, c.charId, sk.skillId, false, 'skills'], id); + const mod = c.backup.uniEquipId && c.status.equipLevel > 0 ? form.modules.find((m) => m.uniEquipId === c.backup.uniEquipId) : null; + assert.equal(!!u.def.raw.module?.active, !!mod, `${id}: module`); + if (mod) withModule.push(`${id} L${mod.level}`); + assert.equal(u.base.atk, form.stats.atk + (mod?.attr.atk ?? 0), `${id}: ATK`); + assert.equal(u.base.maxHp, form.stats.maxHp + (mod?.attr.maxHp ?? 0), `${id}: max HP`); + assert.deepEqual([u.profile.attack, u.profile.canHitFly, u.s.blockCnt], ['melee', false, 1], `${id}: melee, ground only, blocks 1`); + assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${id}: range 1-1`); + assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth, `${id}: ground enemies can target her`); + done(h); + } + assert.deepEqual(withModule, ['chess_char_5_06_b L1', 'chess_char_5_13_b L1', 'chess_char_6_06_b L3']); + assert.deepEqual(ids.map((id) => CHESS[id].backup.skillIndex), [2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2]); +}); + +test('Sharp talents: 隐匿刀刃 ATK + / physical dodge (DRE-X level 3 on 佩佩 精锐: +20 % / 35 %); 寸步不退 ASPD +10 after 30 s on the field, from every deployment', () => { + const want = { chess_char_4_22_a: [0.15, 0.3], chess_char_5_06_b: [0.15, 0.3], chess_char_6_06_b: [0.2, 0.35] }; + for (const [id, [atk, dodge]] of Object.entries(want)) { + const h = battle([{ chessId: id, row: 10, col: 4, standIn: true }]); + h.step(); + const u = h.unit(1); + const t0 = u.def.raw.talents.find((t) => t.index === 0).bb, t1 = u.def.raw.talents.find((t) => t.index === 1).bb; + assert.deepEqual([t0.atk, t0.prob, t1.interval, t1.attack_speed], [atk, dodge, 30, 10], id); + approx(u.s.atk, u.base.atk * (1 + atk), `${id}: ATK`); + approx(u.s.dodgePhys, dodge, `${id}: physical dodge`); + assert.equal(u.s.dodgeArts, 0, `${id}: no arts dodge`); + h.run(29.8); + assert.equal(u.s.aspd, 100, `${id}: not before 30 s`); + h.run(0.3); + assert.equal(u.s.aspd, 110, `${id}: ASPD +10 after 30 s`); + h.b.retreat(u); + assert.ok(h.b.redeploy(u)); + h.step(); + assert.equal(u.s.aspd, 100, `${id}: a new deployment starts the count again`); + approx(u.s.dodgePhys, dodge, `${id}: talent 1 survives the redeploy`); + h.run(30.1); + assert.equal(u.s.aspd, 110, `${id}: and 30 s later`); + done(h); + } +}); + +test('Sharp S1 快刀 (no chess names it — a 自选 slot may): ATK +25 % / +40 % for 30 s, attack@prob1 (20 %) of the attacks are double hits; cast by its data rule once an enemy is on its 1-1 range', () => { + for (const id of ['chess_char_3_18_a', 'chess_char_3_18_b']) { + const sk = skillOf(id, 0); + const h = battle([{ chessId: id, row: 10, col: 4, standIn: { skillIndex: 0 } }]); + h.step(); + const u = h.unit(1); + const t0 = u.def.raw.talents.find((t) => t.index === 0).bb; + assert.equal(u.skill.id, 'skchr_acguad_1'); + assert.equal(u.skill.rule, String(u.def.skill.trigger.rule).toUpperCase(), `${id}: the data trigger`); + // the roll: one draw per attack with attack@prob1 + const seen = []; + const hitsFn = u.kit.skill.attack.hitsFn; + assert.equal(hitsFn({ rng: { chance: (p) => { seen.push(p); return true; } } }, u), 2); + assert.equal(hitsFn({ rng: { chance: (p) => { seen.push(p); return false; } } }, u), 1); + assert.deepEqual(seen, [sk.bb['attack@prob1'], sk.bb['attack@prob1']]); + assert.equal(sk.bb['attack@prob1'], 0.2); + u.skill.gainSp(999); + h.run(2); + assert.equal(u.skill.activations, 0, `${id}: no enemy, no cast`); + h.spawn('enemy_dummy', { pos: [10, 5] }); // the front tile of her 1-1 range + assert.ok(h.runUntil(() => u.skill.active, 2), `${id}: cast with an enemy on its range`); + approx(u.s.atk, u.base.atk * (1 + t0.atk + sk.bb.atk), `${id}: ATK +${sk.bb.atk}`); + approx(u.skill.timeLeft, sk.duration, `${id}: ${sk.duration} s`, 0.01); + assert.deepEqual([sk.rangeId, u.liveRangeGrid], ['1-1', formOf(id).rangeGrid], `${id}: its 技能范围 is her own 1-1: the range stays`); + const n0 = atkHits(h, u).length; + u.skill.extend(270); // 300 s of 快刀 at 1.5 s per attack: 200 attacks + h.runUntil(() => !u.skill.active, 400); + const counts = perAttack(atkHits(h, u).slice(n0).filter((c) => c.dmg.isSkill)); + const doubles = counts.filter((n) => n === 2).length; + assert.ok(counts.length >= 195 && counts.every((n) => n === 1 || n === 2), `${id}: ${counts.length} attacks, one or two hits each`); + assert.ok(doubles / counts.length > 0.12 && doubles / counts.length < 0.28, `${id}: ${doubles} / ${counts.length} double hits ≈ 20 %`); + const n1 = atkHits(h, u).length; + h.run(15); + const after = perAttack(atkHits(h, u).slice(n1)); + assert.ok(after.length >= 5 && after.every((n) => n === 1), `${id}: single hits once it ends`); + approx(u.s.atk, u.base.atk * (1 + t0.atk), `${id}: ATK back`); + done(h); + } +}); + +test('Sharp S2 亮剑 (银灰 / 百炼嘉维尔): DEF to 0 — a DEF bonus too —, max HP +30 % / +40 %, every attack at 160 % / 180 % ATK for 30 s; then all back', () => { + for (const id of ['chess_char_4_22_a', 'chess_char_4_22_b', 'chess_char_4_23_a', 'chess_char_4_23_b']) { + const sk = skillOf(id, 1); + const h = battle([{ chessId: id, row: 10, col: 4, standIn: true }]); + h.step(); + const u = h.unit(1); + assert.equal(u.skill.id, 'skchr_acguad_2'); + assert.equal(u.skill.rule, 'DEFAULT'); + h.b.addBuff(u, { key: 'test:def', mods: { defPct: 0.5, defFlat: 100 } }); + const def0 = u.s.def; + approx(def0, (u.base.def + 100) * 1.5, `${id}: DEF with the test bonus`); + u.skill.gainSp(999); + h.spawn('enemy_dummy', { pos: [10, 4] }); // DEF 0, blocked by her + assert.ok(h.runUntil(() => u.skill.active, 3), `${id}: cast (DEFAULT)`); + const t = h.b.time; + assert.equal(u.s.def, 0, `${id}: DEF 降至0`); + approx(u.s.maxHp, u.base.maxHp * (1 + sk.bb.max_hp), `${id}: max HP +${sk.bb.max_hp}`); + h.run(4); + const hits = atkHits(h, u).filter((c) => c.dmg.isSkill); + assert.ok(hits.length >= 3, `${id}: attacks during the skill`); + for (const c of hits) approx(c.amount, u.s.atk * sk.bb['attack@atk_scale'], `${id}: ${sk.bb['attack@atk_scale'] * 100} % ATK (no module)`); + assert.ok(h.runUntil(() => !u.skill.active, 40)); + approx(h.b.time - t, sk.duration, `${id}: ${sk.duration} s`, 0.01); + approx(u.s.def, def0, `${id}: DEF back`); + approx(u.s.maxHp, u.base.maxHp, `${id}: max HP back`); + const n = atkHits(h, u).length; + h.run(4); + for (const c of atkHits(h, u).slice(n)) approx(c.amount, u.s.atk, `${id}: 100 % after`); + done(h); + } +}); + +test('Sharp S3 力战不竭 (忍冬 / 佩佩 精锐): ATK +30 % / +45 %; one +16 % / +17 % layer before every attack — the first included — up to 8, all lost on a new target; HP never below 1 while it runs', () => { + for (const id of ['chess_char_3_18_a', 'chess_char_6_06_b']) { + const sk = skillOf(id, 2), bb = sk.bb; + assert.equal(bb.max_atk_stack_cnt, 8); + const h = battle([{ chessId: id, row: 10, col: 4, standIn: true }]); + h.step(); + const u = h.unit(1); + assert.equal(u.skill.rule, 'DEFAULT'); + const t0 = u.def.raw.talents.find((t) => t.index === 0).bb; + const dre = u.def.traitBb.atk_scale ?? 1; // 佩佩 精锐: DRE-X 115 % on the blocked enemy + assert.equal(dre, id.endsWith('_b') ? 1.15 : 1); + const first = h.spawn('enemy_dummy', { pos: [10, 4] }); // blocked by her + const second = h.spawn('enemy_dummy', { pos: [10, 5] }); // her front tile, nobody blocks it + u.skill.gainSp(999); + assert.ok(h.runUntil(() => u.skill.active, 3)); + const t = h.b.time; + assert.ok(h.runUntil(() => atkHits(h, u).length >= 9, 16)); + const onFirst = atkHits(h, u); + assert.ok(onFirst.every((c) => c.target === first), `${id}: the blocked enemy first`); + onFirst.forEach((c, i) => approx(c.amount, u.base.atk * (1 + t0.atk + bb.atk + bb.atk_each_stack * Math.min(i + 1, 8)) * dre, `${id}: attack ${i + 1} has ${Math.min(i + 1, 8)} layer(s)`)); + assert.equal(u.findBuff('acguad:s3stack').stacks, 8, `${id}: at most 8 layers`); + h.b.kill(first); + assert.ok(h.runUntil(() => atkHits(h, u).length >= 11, 4)); + const onSecond = atkHits(h, u).slice(9); + assert.ok(onSecond.every((c) => c.target === second)); + approx(onSecond[0].amount, u.base.atk * (1 + t0.atk + bb.atk + bb.atk_each_stack), `${id}: a new target — one layer again (and no DRE-X: nobody blocks it)`); + approx(onSecond[1].amount, u.base.atk * (1 + t0.atk + bb.atk + bb.atk_each_stack * 2), `${id}: two`); + // 不会低于1: a lethal hit and a lethal 流失 both leave 1 HP while it runs + h.b.dealDamage(null, u, { type: 'true', amount: 1e7 }); + assert.deepEqual([u.alive, u.hp], [true, 1], `${id}: lethal damage`); + h.b.loseHp(u, 1e7); + assert.deepEqual([u.alive, u.hp], [true, 1], `${id}: lethal 流失`); + assert.ok(h.runUntil(() => !u.skill.active, 10)); + approx(h.b.time - t, sk.duration, `${id}: ${sk.duration} s`, 0.01); + assert.equal(u.findBuff('acguad:s3stack'), null, `${id}: the layers end with the skill`); + approx(u.s.atk, u.base.atk * (1 + t0.atk), `${id}: ATK back`); + h.b.dealDamage(null, u, { type: 'true', amount: 1e7 }); + assert.equal(u.alive, false, `${id}: mortal again`); + done(h); + } +}); + +test('Sharp DRE-X (隐德来希 精锐): attacks on an enemy blocked by anyone at 115 % ATK, on an unblocked one at 100 %; module \'none\' and the normal chess: 100 %', () => { + const run = (units, enemyAt, extra = null) => { + const h = battle(units); + h.step(); + const u = h.unit(1); + if (extra) extra(h, u); + const e = h.spawn('enemy_dummy', { pos: enemyAt }); + h.run(6); // before S3 can be cast (initSp 30 / cost 46) + const hits = atkHits(h, u); + assert.ok(hits.length >= 3 && hits.every((c) => c.target === e && !c.dmg.isSkill)); + done(h); + return { u, e, ratio: hits[0].amount / u.s.atk }; + }; + const mine = run([{ chessId: 'chess_char_5_06_b', row: 10, col: 4, standIn: true }], [10, 4]); + assert.equal(mine.e.blockedBy, mine.u); + approx(mine.ratio, 1.15, 'blocked by her'); + const ally = run([{ chessId: 'chess_char_5_06_b', row: 10, col: 4, standIn: true }, { chessId: 'chess_char_1_02_a', row: 10, col: 5 }], [10, 5]); + assert.equal(ally.e.blockedBy?.defId, 'chess_char_1_02_a'); + approx(ally.ratio, 1.15, 'blocked by the operator in front of her'); + approx(run([{ chessId: 'chess_char_5_06_b', row: 10, col: 4, standIn: true }], [10, 5]).ratio, 1, 'nobody blocks it'); + approx(run([{ chessId: 'chess_char_5_06_b', row: 10, col: 4, standIn: { moduleId: 'none' } }], [10, 4]).ratio, 1, 'module none'); + approx(run([{ chessId: 'chess_char_5_06_a', row: 10, col: 4, standIn: true }], [10, 4]).ratio, 1, 'normal chess: no module'); +}); + +test('Sharp is ground only: an air unit on her tile is never attacked', () => { + const h = battle([{ chessId: 'chess_char_4_22_b', row: 10, col: 4, standIn: true }]); + h.step(); + const u = h.unit(1); + h.spawn('enemy_fly', { pos: [10, 4], route: 2 }); + h.run(8); + assert.equal(atkHits(h, u).length, 0); + assert.equal(u.skill.activations, 0, 'S2 (DEFAULT) has nothing to attack'); + done(h); +}); diff --git a/test/content/standin_acspec.test.js b/test/content/standin_acspec.test.js new file mode 100644 index 00000000..3881910d --- /dev/null +++ b/test/content/standin_acspec.test.js @@ -0,0 +1,220 @@ +// test/content/standin_acspec.test.js — the 补位 stand-in Misery (char_615_acspec, 6★ 特种·处决者; kit +// server/sim/content/kits/ops/standin-acspec.js) on every chess she replaces: 缄默德克萨斯 (tier 4, S2), 山 (tier 5, S3 + +// EXE-X), 新约能天使 / 锏 (tier 6, S3 + EXE-X), normal (E2 Lv1, skill 4) and elite (E2 Lv60, skill 7). Her three skills +// are ON_DEPLOY passives: they start at every deployment — at the battle start no enemy is on the field yet, so S3 hits +// nothing there and matters on a redeploy (再部署时间大幅度减少: 18 s). Numbers are read back from data/backups.json. +// Run: node --test test/content/standin_acspec.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 { unitForm } from '../../shared/standIn.js'; +import { PULL_STOP_RADIUS, TICK } from '../../server/sim/constants.js'; + +const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8')); +const CHESS = load('chess'); +const BACKUPS = load('backups'); +const CHAR = 'char_615_acspec'; +const UNIT = BACKUPS.units[CHAR]; +const formOf = (id) => unitForm(BACKUPS, CHAR, CHESS[id].status); +const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`); +const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o }); +const ENEMIES = { enemy_dummy: dummy('enemy_dummy'), enemy_fly: dummy('enemy_fly', { motion: 'FLY' }) }; +const ALLY = 'chess_char_1_02_a'; // 角峰, a melee blocker + +function battle(units, o = {}) { + return makeBattle({ + defs: { enemies: ENEMIES }, units, timeLimit: o.timeLimit ?? 400, autoFinish: false, seed: o.seed ?? 5, + flags: { dpPerSec: 0 }, hooks: ['damaged', 'deploy', 'death'], captureNoisy: true, + }); +} +const MISERY = (id, standIn = true) => ({ chessId: id, row: 10, col: 4, standIn }); +const atkHits = (h, u) => h.hooksOf('damaged').filter((c) => c.source === u && c.dmg?.isAttack); +const tagged = (h, u, tag) => h.hooksOf('damaged').filter((c) => c.source === u && (c.dmg?.tags || []).includes(tag)); +const talentBb = (u, i) => u.def.raw.talents.find((t) => t.index === i)?.bb ?? {}; +function done(h) { + checkInvariants(h.b); + assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0])); +} + +test('Misery on every chess she replaces (normal + elite): her body (再部署 18 s), the backup skill as a passive, this kit; EXE-X on the tier-5 / 6 elites only', () => { + const ids = UNIT.standsIn.flatMap((a) => [a, a.replace(/_a$/, '_b')]); + assert.equal(ids.length, 8); + const withModule = []; + for (const id of ids) { + const c = CHESS[id], form = formOf(id); + const h = battle([MISERY(id)]); + h.step(); + const u = h.unit(1); + const sk = form.skills.find((s) => s.index === c.backup.skillIndex); + assert.deepEqual([u.def.charId, u.def.standInFor, u.skill.id, u.skill.kind, !!u.kit.generic, u.kit.skillSource], [CHAR, c.charId, sk.skillId, 'passive', false, 'skills'], id); + assert.deepEqual([sk.skillType, sk.spType], ['PASSIVE', 'ON_DEPLOY'], id); + const mod = c.backup.uniEquipId && c.status.equipLevel > 0 ? form.modules.find((m) => m.uniEquipId === c.backup.uniEquipId) : null; + assert.equal(!!u.def.raw.module?.active, !!mod, `${id}: module`); + if (mod) withModule.push(`${id} L${mod.level}`); + assert.equal(u.base.atk, form.stats.atk + (mod?.attr.atk ?? 0), `${id}: ATK`); + assert.equal(u.base.def, form.stats.def + (mod?.attr.def ?? 0), `${id}: DEF`); + assert.equal(u.base.respawnTime, 18, `${id}: 再部署时间大幅度减少`); + assert.deepEqual([u.profile.attack, u.profile.canHitFly, u.s.blockCnt], ['melee', false, 1], `${id}: melee, ground only, blocks 1`); + assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth, `${id}: ground enemies can target her`); + done(h); + } + assert.deepEqual(withModule, ['chess_char_5_17_b L1', 'chess_char_6_13_b L3', 'chess_char_6_19_b L3']); + assert.deepEqual(ids.map((id) => CHESS[id].backup.skillIndex), [1, 1, 2, 2, 2, 2, 2, 2]); +}); + +test('Misery 二象命末: each attack is a double hit with attack@prob (10 %; EXE-X level 3: 15 % and ATK +5 %)', () => { + for (const [id, prob, atk] of [['chess_char_5_17_a', 0.1, 0], ['chess_char_5_17_b', 0.1, 0], ['chess_char_6_19_b', 0.15, 0.05]]) { + const h = battle([MISERY(id)]); + h.step(); + const u = h.unit(1); + const seen = []; + assert.equal(u.profile.hitsFn({ rng: { chance: (p) => { seen.push(p); return true; } } }, u), 2); + assert.equal(u.profile.hitsFn({ rng: { chance: (p) => { seen.push(p); return false; } } }, u), 1); + assert.deepEqual(seen, [prob, prob], `${id}: one draw per attack at ${prob}`); + assert.equal(u.findBuff('acspec:t1')?.mods.atkPct, atk || undefined, `${id}: talent ATK`); + h.spawn('enemy_dummy', { pos: [10, 4] }); + h.run(300); + const per = new Map(); + for (const c of atkHits(h, u)) per.set(c.dmg.attackId, (per.get(c.dmg.attackId) ?? 0) + 1); + const counts = [...per.values()], doubles = counts.filter((n) => n === 2).length; + assert.ok(counts.length > 250 && counts.every((n) => n === 1 || n === 2), `${id}: ${counts.length} attacks of one or two hits`); + assert.ok(Math.abs(doubles / counts.length - prob) < 0.06, `${id}: ${doubles} / ${counts.length} doubles ≈ ${prob}`); + done(h); + } +}); + +test('Misery 四维分离: ATK +10 % while exactly one enemy stands on her tile or the four beside it (a diagonal one does not count; an air unit does)', () => { + const h = battle([MISERY('chess_char_5_17_a')]); + h.step(); + const u = h.unit(1); + const t1 = talentBb(u, 1); + assert.deepEqual([t1.atk, t1.cnt], [0.1, 1]); + const on = () => !!u.findBuff('acspec:t2'); + const check = (want, msg) => { + h.step(); + assert.equal(on(), want, msg); + approx(u.s.atk, u.base.atk * (1 + (want ? t1.atk : 0)), `${msg}: ATK`); + }; + check(false, 'no enemy'); + h.spawn('enemy_dummy', { pos: [10, 5] }); + check(true, 'one in front'); + h.spawn('enemy_dummy', { pos: [11, 5] }); + check(true, 'plus a diagonal one'); + const f = h.spawn('enemy_fly', { pos: [9, 4], route: 2 }); + check(false, 'plus an air unit above her: two'); + h.b.kill(f); + check(true, 'the air unit gone'); + h.spawn('enemy_dummy', { pos: [10, 4] }); + check(false, 'plus one on her tile: two'); + done(h); +}); + +test('Misery EXE-X (山 精锐): ATK +10 % while no ally stands on the four tiles beside her (diagonal allies do not count); module \'none\' and the normal chess: never', () => { + const run = (standIn, allyAt, id = 'chess_char_5_17_b') => { + const units = [MISERY(id, standIn)]; + if (allyAt) units.push({ chessId: ALLY, row: allyAt[0], col: allyAt[1] }); + const h = battle(units); + h.run(0.5); + const u = h.unit(1); + const on = !!u.findBuff('acspec:module'); + approx(u.s.atk, u.base.atk * (1 + (on ? 0.1 : 0)), `${id} ${allyAt}: ATK`); + done(h); + return on; + }; + assert.equal(run(true, null), true, 'alone'); + assert.equal(run(true, [10, 5]), false, 'an ally in front'); + assert.equal(run(true, [11, 4]), false, 'an ally below'); + assert.equal(run(true, [11, 5]), true, 'an ally on a diagonal'); + assert.equal(run({ moduleId: 'none' }, null), false, 'module none'); + assert.equal(run(true, null, 'chess_char_5_17_a'), false, 'normal chess'); +}); + +test('Misery S1 物理的服从 (no chess names it — a 自选 slot may): for 10 s from every deployment, physical dodge 45 % / 60 % and the talent-1 chance 25 %', () => { + for (const id of ['chess_char_4_16_a', 'chess_char_4_16_b']) { + const sk = formOf(id).skills[0], bb = sk.bb; + const h = battle([MISERY(id, { skillIndex: 0 })]); + h.step(); + const u = h.unit(1); + assert.deepEqual([u.skill.id, u.skill.kind, sk.duration], ['skchr_acspec_1', 'passive', 10]); + const prob = () => { let p = null; u.profile.hitsFn({ rng: { chance: (x) => { p = x; return false; } } }, u); return p; }; + const on = () => { approx(u.s.dodgePhys, bb.prob, `${id}: dodge ${bb.prob}`); assert.equal(prob(), bb['attack@prob'], `${id}: chance ${bb['attack@prob']}`); }; + const off = () => { assert.equal(u.s.dodgePhys, 0, `${id}: no dodge`); assert.equal(prob(), talentBb(u, 0)['attack@prob'], `${id}: the talent's chance`); }; + on(); + h.run(9.8); + on(); + h.run(0.3); + off(); + h.b.retreat(u); + assert.ok(h.b.redeploy(u)); + h.step(); + on(); + h.run(10.1); + off(); + done(h); + } +}); + +test('Misery S2 战争的恭顺 (缄默德克萨斯): for 10 s from every deployment ATK +30 % / +45 % and ASPD +15', () => { + for (const id of ['chess_char_4_16_a', 'chess_char_4_16_b']) { + const sk = formOf(id).skills[1], bb = sk.bb; + const h = battle([MISERY(id)]); + h.step(); + const u = h.unit(1); + assert.deepEqual([u.skill.id, sk.duration], ['skchr_acspec_2', 10]); + const on = () => { approx(u.s.atk, u.base.atk * (1 + bb.atk), `${id}: ATK +${bb.atk}`); assert.equal(u.s.aspd, 100 + bb.attack_speed, `${id}: ASPD`); }; + const off = () => { approx(u.s.atk, u.base.atk, `${id}: ATK back`); assert.equal(u.s.aspd, 100, `${id}: ASPD back`); }; + on(); + h.run(9.8); + on(); + h.run(0.3); + off(); + h.b.retreat(u); + assert.ok(h.b.redeploy(u)); + h.step(); + on(); + h.run(10.1); + off(); + done(h); + } +}); + +test('Misery S3 空间的归依 (山 / 锏): nothing at the battle start; knocked out, back after 18 s: 210 % / 240 % ATK to the ground enemies around her, then those nobody blocks dragged to her front with 2.5 s 停顿', () => { + for (const id of ['chess_char_5_17_a', 'chess_char_6_19_b']) { + const sk = formOf(id).skills[2], bb = sk.bb; + assert.deepEqual([sk.rangeId, bb.force, bb.sluggish], ['x-4', 0, 2.5]); + const h = battle([MISERY(id), { chessId: ALLY, row: 11, col: 4 }]); + h.step(); + const u = h.unit(1); + assert.equal(tagged(h, u, 'acspec:burst').length, 0, `${id}: the battle-start deployment meets no enemy`); + const at = (pos, key = 'enemy_dummy') => h.spawn(key, { pos, ...(key === 'enemy_fly' ? { route: 2 } : {}) }); + const diag = at([11, 5]), above = at([9, 4]), held = at([11, 4]), far = at([10, 6]), fly = at([9, 3], 'enemy_fly'); + h.step(); + assert.equal(held.blockedBy?.defId, ALLY, `${id}: one enemy held by the operator below her`); + const start = new Map([diag, above, held, far, fly].map((e) => [e, [e.x, e.y]])); + h.b.players[0].dp = 99; + h.b.kill(u); + const tk = h.b.time; + assert.ok(h.runUntil(() => u.alive && u.deployed, 30), `${id}: redeployed`); + assert.ok(h.b.time - tk >= 18 - 1e-9 && h.b.time - tk <= 18 + 2 * TICK, `${id}: back after 18 s (${h.b.time - tk})`); + // the burst: three ground enemies around her (the held one included); no air unit, nothing two tiles away + const burst = tagged(h, u, 'acspec:burst'); + assert.deepEqual(new Set(burst.map((c) => c.target)), new Set([diag, above, held]), `${id}: the enemies around her`); + const atk = u.base.atk * (1 + (talentBb(u, 0).atk ?? 0)); // not alone (the operator below), two enemies beside her + for (const c of burst) { approx(c.amount, atk * bb.atk_scale, `${id}: ${bb.atk_scale * 100} % ATK`); assert.equal(c.type, 'phys'); assert.ok(c.dmg.isSkill); } + // the drag and the 停顿 ride a 0-damage hit on the ones nobody blocks + assert.deepEqual(new Set(tagged(h, u, 'acspec:pull').map((c) => c.target)), new Set([diag, above])); + for (const e of [diag, above]) { + approx(Math.hypot(e.x - u.x, e.y - u.y), PULL_STOP_RADIUS, `${id}: dragged to her front (weight 0, 小力)`, 1e-3); + assert.ok(Math.hypot(e.x - start.get(e)[0], e.y - start.get(e)[1]) > 0.2, `${id}: it moved`); + const s = e.findBuff('sluggish'); + assert.ok(s && s.timeLeft > bb.sluggish - 0.1 && s.timeLeft <= bb.sluggish + 1e-9, `${id}: 停顿 ${bb.sluggish} s`); + } + for (const e of [held, far, fly]) { + assert.deepEqual([e.x, e.y], start.get(e), `${id}: ${e.defId} stays`); + assert.equal(e.findBuff('sluggish'), null, `${id}: ${e.defId} no 停顿`); + } + done(h); + } +}); diff --git a/test/content/standin_sharp2.test.js b/test/content/standin_sharp2.test.js new file mode 100644 index 00000000..07b52b3b --- /dev/null +++ b/test/content/standin_sharp2.test.js @@ -0,0 +1,176 @@ +// test/content/standin_sharp2.test.js — the 补位 stand-in 领主·Sharp (char_617_sharp2, 6★ 近卫·领主; kit +// server/sim/content/kits/ops/standin-sharp2.js) on every chess it replaces, always with S1 沉默的爆发: 水月 (tier 4), +// 玛恩纳 (tier 5, LOR-X), 维娜·维多利亚 / 妮芙 (tier 6, LOR-X), normal (E2 Lv1, skill 4) and elite (E2 Lv60, skill 7). +// Every number is read back from data/backups.json (the form of that chess's status). +// Run: node --test test/content/standin_sharp2.test.js + +import { test } from 'node:test'; +import assert from 'node:assert/strict'; +import { readFileSync } from 'node:fs'; +import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js'; +import { unitForm } from '../../shared/standIn.js'; +import { isHpLoss } from '../../server/sim/damage.js'; + +const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8')); +const CHESS = load('chess'); +const BACKUPS = load('backups'); +const CHAR = 'char_617_sharp2'; +const UNIT = BACKUPS.units[CHAR]; +const formOf = (id) => unitForm(BACKUPS, CHAR, CHESS[id].status); +const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`); +const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, ...o }); +const ENEMIES = { + enemy_dummy: dummy('enemy_dummy'), enemy_fly: dummy('enemy_fly', { motion: 'FLY' }), enemy_res: dummy('enemy_res', { res: 50 }), +}; + +function battle(units, o = {}) { + return makeBattle({ + defs: { enemies: ENEMIES }, units, timeLimit: o.timeLimit ?? 200, autoFinish: false, seed: o.seed ?? 5, + flags: { dpPerSec: 0 }, hooks: ['damaged', 'skillStart', 'skillEnd'], captureNoisy: true, + }); +} +const SHARP2 = (id, standIn = true) => ({ chessId: id, row: 10, col: 4, standIn }); +/** Her normal / skill attack hits (no 流失). */ +const atkHits = (h, u) => h.hooksOf('damaged').filter((c) => c.source === u && c.dmg?.isAttack); +/** The LOR-X 流失 she causes. */ +const lorx = (h, u) => h.hooksOf('damaged').filter((c) => c.source === u && isHpLoss(c.dmg) && c.dmg.tags.includes('sharp2:lorx')); +function done(h) { + checkInvariants(h.b); + assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0])); +} + +test('领主·Sharp on every chess she replaces (normal + elite): her body and range 3-12, S1, this kit; LOR-X on the tier-5 / 6 elites only', () => { + const ids = UNIT.standsIn.flatMap((a) => [a, a.replace(/_a$/, '_b')]); + assert.equal(ids.length, 8); + const withModule = []; + for (const id of ids) { + const c = CHESS[id], form = formOf(id); + const h = battle([SHARP2(id)]); + h.step(); + const u = h.unit(1); + assert.deepEqual([u.def.charId, u.def.standInFor, u.skill.id, !!u.kit.generic, u.kit.skillSource], [CHAR, c.charId, 'skchr_sharp2_1', false, 'skills'], id); + const mod = c.backup.uniEquipId && c.status.equipLevel > 0 ? form.modules.find((m) => m.uniEquipId === c.backup.uniEquipId) : null; + assert.equal(!!u.def.raw.module?.active, !!mod, `${id}: module`); + if (mod) withModule.push(`${id} L${mod.level}`); + assert.equal(u.base.atk, form.stats.atk + (mod?.attr.atk ?? 0), `${id}: ATK`); + assert.deepEqual([u.profile.sub, u.profile.attack, u.profile.canHitFly, u.s.blockCnt, u.profile.rangedScale], ['lord', 'ranged', true, 2, 0.8], `${id}: lord, ranged, hits air units, blocks 2, trait 80 %`); + assert.deepEqual(u.rangeGrid, form.rangeGrid, `${id}: range`); + assert.equal(form.rangeId, '3-12'); + assert.equal(u.skill.rule, 'DEFAULT', `${id}: S1 has no range of its own — the basic strategy`); + assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth, `${id}: ground enemies can target her`); + done(h); + } + assert.deepEqual(withModule, ['chess_char_5_19_b L1', 'chess_char_6_07_b L3', 'chess_char_6_10_b L3']); +}); + +test('领主·Sharp trait: ranged attacks at 80 % ATK — full ATK on her tile, the tile in front and an enemy she blocks; air units too; nothing beyond the 3-12 range', () => { + const ratio = (key, pos) => { + const h = battle([SHARP2('chess_char_4_09_a')]); + h.step(); + const u = h.unit(1); + const e = h.spawn(key, { pos, ...(key === 'enemy_fly' ? { route: 2 } : {}) }); + h.run(6); // S1 is not ready before 23 s + const hits = atkHits(h, u); + done(h); + if (!hits.length) return null; + assert.ok(hits.every((c) => c.target === e && !c.dmg.isSkill)); + return hits[0].amount / u.s.atk; + }; + approx(ratio('enemy_dummy', [10, 6]), 0.8, 'two tiles ahead: ranged'); + approx(ratio('enemy_dummy', [10, 7]), 0.8, 'the far end of her line'); + approx(ratio('enemy_dummy', [9, 5]), 0.8, 'the diagonal tile'); + approx(ratio('enemy_dummy', [10, 5]), 1, 'the tile in front'); + approx(ratio('enemy_dummy', [10, 4]), 1, 'blocked on her tile'); + approx(ratio('enemy_fly', [10, 6]), 0.8, 'an air unit'); + assert.equal(ratio('enemy_dummy', [10, 8]), null, 'out of range'); +}); + +test('领主·Sharp S1 沉默的爆发 (水月): ATK +130 % / +180 %, ASPD +35 / +50, two targets, no ranged reduction for 30 s; then one target at 80 % again', () => { + for (const id of ['chess_char_4_09_a', 'chess_char_4_09_b']) { + const sk = formOf(id).skills[0], bb = sk.bb; + const h = battle([SHARP2(id)]); + h.step(); + const u = h.unit(1); + const t0 = u.def.raw.talents.find((t) => t.index === 0).bb, t1 = u.def.raw.talents.find((t) => t.index === 1).bb; + const near = h.spawn('enemy_dummy', { pos: [10, 6] }), far = h.spawn('enemy_dummy', { pos: [10, 7] }); + u.skill.gainSp(999); + assert.ok(h.runUntil(() => u.skill.active, 3), `${id}: cast (DEFAULT)`); + const t = h.b.time; + approx(u.s.atk, u.base.atk * (1 + t0.atk + bb.atk), `${id}: ATK +${bb.atk}`); + assert.equal(u.s.aspd, 100 + bb.attack_speed + t1.attack_speed, `${id}: ASPD +${bb.attack_speed} (and 陷阵勇气 with two enemies)`); + assert.deepEqual(u.liveRangeGrid, formOf(id).rangeGrid, `${id}: the range stays 3-12`); + h.run(10); + const hits = atkHits(h, u).filter((c) => c.dmg.isSkill && c.t < t + 10); + const per = new Map(); + for (const c of hits) per.set(c.dmg.attackId, [...(per.get(c.dmg.attackId) ?? []), c.target]); + assert.ok(per.size >= 5, `${id}: ${per.size} attacks`); + for (const targets of per.values()) assert.deepEqual(new Set(targets), new Set([near, far]), `${id}: both targets every attack`); + for (const c of hits) approx(c.amount, u.s.atk, `${id}: full ATK at range`); + assert.ok(h.runUntil(() => !u.skill.active, 25)); + approx(h.b.time - t, sk.duration, `${id}: ${sk.duration} s`, 0.01); + const n = atkHits(h, u).length; + h.run(5); + const after = atkHits(h, u).slice(n).filter((c) => c.t > h.b.time - 4); + assert.ok(after.length >= 2, `${id}: attacks after`); + const ids = new Map(); + for (const c of after) { ids.set(c.dmg.attackId, (ids.get(c.dmg.attackId) ?? 0) + 1); approx(c.amount, u.s.atk * 0.8, `${id}: 80 % again`); } + assert.ok([...ids.values()].every((v) => v === 1), `${id}: one target again`); + done(h); + } +}); + +test('领主·Sharp talents: 无声之锋 ATK + / arts dodge (LOR-X level 3: +25 % / 35 %); 陷阵勇气 ASPD +12 while two enemies she can target are on her range', () => { + const want = { chess_char_4_09_a: [0.2, 0.25], chess_char_5_19_b: [0.2, 0.25], chess_char_6_10_b: [0.25, 0.35] }; + for (const [id, [atk, dodge]] of Object.entries(want)) { + const h = battle([SHARP2(id)]); + h.step(); + const u = h.unit(1); + const t1 = u.def.raw.talents.find((t) => t.index === 1).bb; + assert.deepEqual([t1.cnt, t1.attack_speed], [2, 12]); + approx(u.s.atk, u.base.atk * (1 + atk), `${id}: ATK`); + approx(u.s.dodgeArts, dodge, `${id}: arts dodge`); + assert.equal(u.s.dodgePhys, 0, `${id}: no physical dodge`); + h.spawn('enemy_dummy', { pos: [10, 6] }); + h.spawn('enemy_dummy', { pos: [10, 8] }); // out of her range + h.run(0.5); + assert.equal(u.s.aspd, 100, `${id}: one enemy on her range`); + h.spawn('enemy_fly', { pos: [9, 5], route: 2 }); + h.run(0.5); + assert.equal(u.s.aspd, 112, `${id}: two (an air unit counts: she can target it)`); + done(h); + } +}); + +test('领主·Sharp LOR-X (玛恩纳 / 妮芙 精锐): every damage she deals makes its target lose 10 % of her ATK — a 流失: no RES, through a shield; nothing without the module', () => { + for (const id of ['chess_char_5_19_b', 'chess_char_6_10_b']) { + const h = battle([SHARP2(id)]); + h.step(); + const u = h.unit(1); + const m = u.def.raw.talents.find((t) => t.index === -1).bb.magic_atk_scale; + assert.equal(m, 0.1); + const e = h.spawn('enemy_res', { pos: [10, 6] }); // RES 50 + h.run(4); + const hits = atkHits(h, u), losses = lorx(h, u); + assert.ok(hits.length >= 2 && losses.length === hits.length, `${id}: one loss per hit (${losses.length} / ${hits.length})`); + for (const c of hits) approx(c.amount, u.s.atk * 0.8, `${id}: the attack: physical, 80 % at range (DEF 0)`); + for (const c of losses) { assert.equal(c.target, e); approx(c.amount, u.s.atk * m, `${id}: the arts 流失 ignores RES 50`); } + // a shield takes the attack but not the loss + h.b.addBuff(e, { key: 'test:shield', shield: 1e9 }); + const hp = e.hp, n = lorx(h, u).length; + h.run(4); + const more = lorx(h, u).length - n; + assert.ok(more >= 2, `${id}: losses behind the shield`); + approx(hp - e.hp, more * u.s.atk * m, `${id}: only the losses reach the HP`); + done(h); + } + for (const [id, standIn] of [['chess_char_4_09_b', true], ['chess_char_6_10_b', { moduleId: 'none' }], ['chess_char_6_10_a', true]]) { + const h = battle([SHARP2(id, standIn)]); + h.step(); + const u = h.unit(1); + h.spawn('enemy_dummy', { pos: [10, 6] }); + h.run(4); + assert.ok(atkHits(h, u).length >= 2); + assert.equal(lorx(h, u).length, 0, `${id} ${JSON.stringify(standIn)}: no LOR-X`); + done(h); + } +});