Playtest #6 fixes: summons placed by hand, boss pool stall, bounties, 联防 leak counter, distinct offers, 机变 card text, phone buy tap, skill triggers, blocking, push force, 孤立, enemies, element bar
- #1 #2 skill / device summons (赫默's drone, 巫恋's doll, 凯瑟琳's devices) are hand cards placed by the player; placed summons deploy once at battle start, then a skill summon re-appears at its tile on each cast (the user's call) - #3 叙拉古 隐匿 ends on time (32 + 0.4 × layers s); 忍冬 S3 迷彩 lasts until her next cast (official), kept apart from 隐匿 - #4 multi-round bounty cards last two battles (the user's call; MULTI_ROUND_BOUNTY_BATTLES), blue / red card text - #5 the shared boss pool's float dust (≈3.6e-12 HP) stalled Final Assault leaders at 0 %; < 1 HP now clears the pool, and the team LP reaching 0 first is a defeat (PRTS) - #6 #10 机变 cards show their official effect text; an invisible 详情 button no longer swallows the confirming tap on phones - #7 live ×N counter of a leaker's enemies still on the 联防 field (LP loss stays capped at 10) - #8 #15 #16 skill triggers per 技能策略: skill-range triggers, injured-ally heals (古米, 塞雷娅), tank take-damage triggers with a 3 s cooldown; 新约能天使 S2 shields the highest-aggro operator in range - #9 official per-enemy model scales (威龙) - #11 element bar under the unit's HP bar (white = 元素值 left, element-coloured refill after a burst), floor rounding - #12 枯朽战车 kit per PRTS; every ranged enemy reaches its target's 0.25 collider - #13 恐惧 wander (萨科塔之翼 at half HP, operator fears make enemies flee) with re-planning after pushes - #14 push / pull distance by 力度 − 重量 (PRTS table); #17 every blocker attacks what it blocks; ASPD floor 20 - #18 炎佑 is 孤立: no heals or ally buffs - #19 every free pick-one chess offer (promotion reward, 信标, 寻呼模块) shows different operators - DESIGN §20 and the normative lines, SIM / META / DATA / PLAYING updated; 2747 unit tests and all 27 browser suites green; dev recordings regenerated
This commit is contained in:
1 parent
e6628f0cfe
commit
6464e4b46a
138 files changed
+7946
-1379
No files matched your search
@@ -460,7 +460,10 @@ test('3_10 松果 S1 RMA长钉 (charges): an immediate extra shot ×atk_scale ig
|
||||
assert.ok(sk.some((c) => c.target.defId === 'enemy_s'), 'every enemy in range');
|
||||
const plain = atkHits(h, u, false).find((c) => c.target.defId === 'enemy_d');
|
||||
approx(plain.amount, u.s.atk * front - 300, 1e-6, 'the ignore is for the skill shot only');
|
||||
assert.ok(h.runUntil(() => u.skill.activations >= d.skill.maxCharges, 8), 'every stored charge is used, one per attack');
|
||||
// every stored charge is used, one per attack — at least AUTO_OP_COOLDOWN (3 s) apart ("自动操作具有3s冷却")
|
||||
assert.ok(h.runUntil(() => u.skill.activations >= d.skill.maxCharges, 15), 'every stored charge is used');
|
||||
const casts = h.hooksOf('attack').filter((c) => c.attacker === u && c.isSkill).map((c) => c.t);
|
||||
for (let i = 1; i < casts.length; i++) assert.ok(casts[i] - casts[i - 1] >= 3 - 1e-6, `casts ${casts[i - 1]} → ${casts[i]}`);
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
@@ -490,20 +493,20 @@ test('3_11 雪猎 S1 强力击·β型: next shot ×atk_scale (× trait), 裂云
|
||||
}
|
||||
});
|
||||
|
||||
test('3_12 瑕光 S1 光芒涌动 (TAKE_DAMAGE, charges): next attack ×atk_scale + heals the most injured ally of the 3×3', () => {
|
||||
test('3_12 瑕光 S1 光芒涌动 (自动触发 ⇒ DEFAULT, charges): next attack ×atk_scale + heals the most injured ally of the 3×3', () => {
|
||||
for (const id of BOTH('chess_char_3_12_a')) {
|
||||
const b = SB(id, 'skchr_blemsh_1');
|
||||
const h = makeBattle({ defs: { enemies: { enemy_d: dummy('enemy_d') } }, timeLimit: 60, hooks: ['damaged', 'heal'], captureNoisy: true,
|
||||
units: [U(id, 'skchr_blemsh_1', 10, 4), { chessId: 'chess_char_3_16_a', row: 11, col: 4 }, { chessId: 'chess_char_3_05_a', row: 12, col: 4 }],
|
||||
enemies: [{ key: 'enemy_d', pos: [10, 5] }] });
|
||||
const u = h.unit(id), ally = h.unit('chess_char_3_16_a'), far = h.unit('chess_char_3_05_a');
|
||||
assert.equal(u.skill.rule, 'TAKE_DAMAGE');
|
||||
// an AUTO skill takes no 技能策略 (the 重装 TAKE_DAMAGE row is for MANUAL skills): it fires with her next attack
|
||||
assert.equal(u.skill.rule, 'DEFAULT');
|
||||
h.step();
|
||||
ally.hp = ally.s.maxHp * 0.6;
|
||||
far.hp = far.s.maxHp * 0.3; // outside the 3×3
|
||||
fill(u);
|
||||
h.b.dealDamage(h.enemy('enemy_d'), u, { type: 'phys', amount: 1 });
|
||||
assert.ok(u.skill.active && u.skill.pending, 'cast when hit; next attack armed');
|
||||
assert.ok(h.runUntil(() => u.skill.activations >= 1, 5), 'cast with her next attack, no hit needed');
|
||||
h.runUntil(() => !u.skill.active, 5);
|
||||
const sk = atkHits(h, u, true);
|
||||
assert.equal(sk.length, 1);
|
||||
@@ -519,7 +522,8 @@ test('3_12 瑕光 S2 慑敌辉光: ATK +, ground enemies on her tile sleep for t
|
||||
for (const id of BOTH('chess_char_3_12_a')) {
|
||||
const b = SB(id, 'skchr_blemsh_2'), t1 = TB(id, 1);
|
||||
const dur = LD(id, 'skchr_blemsh_2').skill.duration;
|
||||
const h = makeBattle({ defs: { enemies: { enemy_d: dummy('enemy_d'), enemy_n: dummy('enemy_n') } }, timeLimit: 60, hooks: ['damaged', 'heal'], captureNoisy: true,
|
||||
// (a MANUAL 重装 skill: TAKE_DAMAGE — the enemy she blocks hits her)
|
||||
const h = makeBattle({ defs: { enemies: { enemy_d: dummy('enemy_d', { atk: 200, bat: 1 }), enemy_n: dummy('enemy_n') } }, timeLimit: 60, hooks: ['damaged', 'heal', 'skillStart'], captureNoisy: true,
|
||||
units: [U(id, 'skchr_blemsh_2', 10, 4), { chessId: 'chess_char_3_16_a', row: 10, col: 6 }],
|
||||
enemies: [{ key: 'enemy_d', pos: [10, 4] }, { key: 'enemy_n', pos: [10, 5] }] });
|
||||
const u = h.unit(id), ally = h.unit('chess_char_3_16_a');
|
||||
@@ -529,6 +533,7 @@ test('3_12 瑕光 S2 慑敌辉光: ATK +, ground enemies on her tile sleep for t
|
||||
ally.hp = ally.s.maxHp * 0.3;
|
||||
fill(u);
|
||||
assert.ok(h.runUntil(() => u.skill.active, 3));
|
||||
assert.equal(h.hooksOf('skillStart').find((c) => c.unit === u).reason, 'TAKE_DAMAGE');
|
||||
h.step();
|
||||
approx(u.s.atk, u.base.atk * (1 + b.atk));
|
||||
assert.ok(e.s.flags.sleep, 'her tile: asleep');
|
||||
@@ -557,14 +562,13 @@ test('3_12 瑕光 精锐 module GUA-X: heals on allies under 50 % HP ×1.15 (not
|
||||
assert.equal(u.findBuff('trait:blemsh_guard'), null);
|
||||
ally.hp = ally.s.maxHp * 0.4;
|
||||
fill(u);
|
||||
h.b.dealDamage(h.enemy('enemy_d'), u, { type: 'phys', amount: 1 });
|
||||
h.runUntil(() => !u.skill.pending, 5);
|
||||
h.runUntil(() => u.skill.activations >= 1 && !u.skill.pending, 5);
|
||||
let heal = h.hooksOf('heal').filter((c) => c.source === u).at(-1);
|
||||
approx(heal.amount, u.s.atk * b.heal_scale * tb.heal_scale, 1e-6, 'under 50 %');
|
||||
ally.hp = ally.s.maxHp * 0.6;
|
||||
const n1 = u.skill.activations;
|
||||
fill(u);
|
||||
h.b.dealDamage(h.enemy('enemy_d'), u, { type: 'phys', amount: 1 });
|
||||
h.runUntil(() => !u.skill.pending, 5);
|
||||
h.runUntil(() => u.skill.activations > n1 && !u.skill.pending, 5);
|
||||
heal = h.hooksOf('heal').filter((c) => c.source === u).at(-1);
|
||||
approx(heal.amount, u.s.atk * b.heal_scale, 1e-6, 'above 50 %');
|
||||
done(h);
|
||||
@@ -677,7 +681,9 @@ test('3_18 忍冬 S1 小施惩戒: next attack + extra arts and +DP; S2 坠刃
|
||||
assert.equal(atkHits(g, v).length, 0, 'nothing in her own range');
|
||||
const gdp = gp.dp;
|
||||
v.skill.gainSp(v.skill.spCost - v.skill.sp + 0.01, 'test'); // one charge
|
||||
assert.ok(g.runUntil(() => v.skill.activations === 1, 1), 'CUSTOM_RANGE on the skill range');
|
||||
assert.equal(v.skill.rule, 'SKILL_RANGE');
|
||||
assert.ok(g.runUntil(() => v.skill.activations === 1, 1), 'SKILL_RANGE: an enemy on the skill range');
|
||||
const first = g.b.time;
|
||||
approx(gp.dp, gdp + b2.cost);
|
||||
const e1 = g.enemy('enemy_e1');
|
||||
const hit = tagged(g, 'vulpisTorture', v);
|
||||
@@ -687,7 +693,8 @@ test('3_18 忍冬 S1 小施惩戒: next attack + extra arts and +DP; S2 坠刃
|
||||
assert.ok(!e1.s.flags.stun, 'not 停顿 before: no stun');
|
||||
for (const [i, k] of keys.slice(1).entries()) g.spawn(k, { pos: [[9, 5], [11, 5], [10, 5], [10, 6], [11, 4], [9, 4]][i] });
|
||||
v.skill.gainSp(v.skill.spCost + 0.01, 'test');
|
||||
assert.ok(g.runUntil(() => v.skill.activations === 2, 1));
|
||||
assert.ok(g.runUntil(() => v.skill.activations === 2, 4));
|
||||
assert.ok(g.b.time - first >= 3 - 1e-6, 'the next automatic cast waits the 3 s operation cooldown');
|
||||
const second = tagged(g, 'vulpisTorture', v).slice(1);
|
||||
assert.equal(second.length, b2.max_target, '≤ max_target enemies');
|
||||
if (second.some((c) => c.target === e1)) assert.ok(e1.s.flags.stun, 'already 停顿 ⇒ stunned');
|
||||
|
||||
Reference in new issue
Block a user