From 64f715fb206d04ce1db7939f19797c292f412137 Mon Sep 17 00:00:00 2001 From: sganggs Date: Sat, 3 Oct 2026 23:27:49 +0800 Subject: [PATCH] =?UTF-8?q?feedback2=20WI:=20=E5=BD=92=E6=BA=9F=E5=B9=BD?= =?UTF-8?q?=E7=81=B5=E9=B2=A8's=20=E6=9B=BF=E8=BA=AB=20makes=20no=20normal?= =?UTF-8?q?=20attack=20and=20casts=20no=20skill,=20her=20S2=20end=20switch?= =?UTF-8?q?es=20her=20to=20it=20directly;=20dollkeepers=20switch=20with=20?= =?UTF-8?q?a=201=20s=20animation,=20hold=20=E9=98=BB=E5=9B=9E=20and=20keep?= =?UTF-8?q?=20their=20own=20max=20HP=20(issue=20#44)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- docs/SIM.md | 12 ++- server/sim/content/kits/tier5.js | 27 +++-- server/sim/professions.js | 100 ++++++++++++++---- server/sim/snapshot.js | 10 +- server/sim/units.js | 2 +- shared/protocol.js | 4 +- test/sim/feedback2-doll.test.js | 169 +++++++++++++++++++++++++++++++ test/sim/fidelity.test.js | 6 +- test/sim/professions.test.js | 30 ++++-- 9 files changed, 311 insertions(+), 49 deletions(-) create mode 100644 test/sim/feedback2-doll.test.js diff --git a/docs/SIM.md b/docs/SIM.md index 2ab14c7f..5c240c7c 100644 --- a/docs/SIM.md +++ b/docs/SIM.md @@ -311,7 +311,10 @@ instance or a block starts a 2 s change). Each form change goes through `setForm unit keeps it (`e.form`, published as UnitInfo `form`, so a view built mid-battle from `fieldMeta()` — a watched teammate's field, 联防 observers, a reconnect — starts in it: `render/app.js renderInfo` hands it to the view) and the fx announces it as its `form`: a 'phase' fx (crawl, translator_* — also its `kind`), 'ember' ('husk'), 'revive' -('revived' / 'form2' / 'fly'), 'telegraph' ('reborn') or 'stone' ('stone') — render/units.js FORMS. Barrier / charge +('revived' / 'form2' / 'fly'), 'telegraph' ('reborn') or 'stone' ('stone') — render/units.js FORMS. An operator has one +form too: a 傀儡师's <替身> (`professions.js installDollkeeper`: `u.form` 'doll' from the switch to it — fx 'substitute' +`{ form: 'doll', dur }` — until the switch back, fx 'swap' `{ form: null }`, or its knock-out, fx 'dollEnd' `{ form: null }` +after the 'die' event). Barrier / charge 'phase' kinds carry no `form` and are no forms. A form is state, not decoration (b.snap tuples carry none): the client keeps every fx with a `form` (`shared/protocol.js fxForm`) where it drops other events — the runner's catch-up frames and its hidden-tab backlog (`battle/runner.js keepsState`; a backlog past `HELD_MAX` drops only superseded status / @@ -669,6 +672,7 @@ registration order. `battle.off(handle)` / `battle.off(name, fn)` / `battle.offO | `damaged` | `{ source, target, amount, type, dmg, credit }` | after application (`amount` may be 0 when shielded); element fills too (with their source); 无来源: `source` null, `credit` set | | `heal` | `{ source, target, amount, opts }` | mutable `amount` | | `fatal` | `{ unit, source, credit, dmg, amount, prevented }` | HP would reach 0 — set `prevented` (substitutes, kit savers, 不死 / 复活 items, 埃芒加德; 不屈 is a `death` hook). Fired by every HP loss of a unit without a boss pool — hits of any type, element bursts, 无来源 damage, `loseHp` 流失. Order: kits' own savers (10 … −60) → items' 不死 (坚固维式重锤 — once per deployment: `items/battle.js deploymentOf`, a key every deploy changes and an in-place 复活 changes too; one battle-level hook holds the running windows (`holdsUndying`), so a window outlasts a lend, DESIGN §21.21 — `PRIO_REVIVE` −100; substitutes −100) → items' 复活 (M3茧甲, `PRIO_RESPAWN` −101: PRTS "复活" acts on a knock-out, which a 不死 prevents) → 埃芒加德 (−110); both 复活 revive in place and call `revivedInPlace` (a new deployment for the lock) | +| `dollSwitch` | `{ unit, reason, done }` | content switches a 傀儡师 to its <替身> now (归溟幽灵鲨 S2 "技能结束后立刻切换为<替身>": no lethal HP loss); its trait does it unless it already is one or is not on the field, and sets `done` | | `kill` | `{ killer, victim }` | victim HP reached 0 (a handler may revive by restoring HP) | | `death` | `{ unit, reason:'killed'|'leak'|'retreat'|'merchant'|'expired'|'forcedExit', killer }` | unit removed (`'forcedExit'`: an operator entering 联防 knocked out, §1.1) | | `skillStart` / `skillEnd` | `{ unit, skill, reason }` | mutate `skill.ammoLeft` / `skill.timeLeft` in skillStart | @@ -1088,7 +1092,7 @@ table: `hitSleep` (targets and damages sleeping enemies — "可以攻击沉睡 | agent / hookmaster | can hit FLY (ranged reach); hook displacement comes from skills (generic: `force`) | | bearer | block 0 while the skill is active | | alchemist | ranged lob, can hit FLY | -| dollkeeper | fatal damage ⇒ substitute for 20 s (bb duration): block 0, doll HP (its own substitute token's stats, else 50 % max HP: 归溟幽灵鲨); swaps back at full HP; dies if the doll dies | +| dollkeeper | fatal damage (no 不死) ⇒ a 1 s switch animation [ASSUMED length] (无敌, 不死, 阻回, 禁疗, 孤立, 缴械, 眩晕 / 冻结 / 睡眠 immune; ends the running skill and removes the statuses), then the <替身> for 20 s (bb duration): block 0 from the switch on, 阻回, HP = its own 替身 token's (风丸 纸偶), else its own max HP (归溟幽灵鲨 [ASSUMED]); then the switch back (the same animation) at full HP; dies if the 替身 dies. Kit flag `dollNoAttack` (归溟幽灵鲨): the 替身 makes no normal attack and casts no skill. Hook `dollSwitch` switches it at once (归溟幽灵鲨 S2's end). Model form `'doll'` (PRTS 分支特性信息 傀儡师, DESIGN §22.11) | | geek | loses 1–3 % max HP per second (bb hp_ratio), never lethal on its own | | merchant | −3 DP every 3 s (bb cost/interval); retreats when DP runs out | | skywalker | can block FLY enemies (蒂比's kit: only while airborne — 起飞, flag `liftoff`, which also releases the ground enemies she blocked) | @@ -1116,9 +1120,9 @@ Unknown subprofessions fall back to the profession default (test `professions.te e.g. `mortar` for 帝国炮火先兆者, which the renderer does not draw — its fx `bombardShell` is the shell), `['dmg', tgt, amount, type]` (`phys|arts|true|burn|neural|necrosis|apoptosis`), `['heal', tgt, amount]`, `['skill', id, 1|0]`, `['die', id, reason]`, `['leak', id]`, `['status', id, key, 1|0]`, `['fx', kind, x, y, extra]` (`hitCap` `{ id, n }`: a leader's hit cancelled by 限伤 — the renderer draws nothing; - `extra.form` = the enemy's model form from then on, `content/enemies.js setForm` / `shared/protocol.js fxForm`), + `extra.form` = the unit's model form from then on — an enemy's `content/enemies.js setForm`, a 傀儡师's 替身 — `shared/protocol.js fxForm`), `['layer', playerId, bondId, n]` (n = the layers actually added, capped at 999), `['bounty', playerId, coins]`. -- `UnitInfo = { id, kind, side, ownerId, defId, name, tier, golden, spine, avatar, x, y, facing, dir, maxHp, motion?, boss?, uid?, form?, skillIndex?, moduleId?, items? }` (`skillIndex`: an ally's equipped skill, DESIGN §16; `form`: an enemy's current model form — `content/enemies.js setForm`: 掠海漂移体 `'crawl'`, 暴鸰 `'bombed'` after its drop, 转译基底·α's forms … — so a view built mid-battle from `fieldMeta()` starts on that clip set; `items`: an ally operator's equipped item ids — a 变形同构体 wearer is a member of the bond it grants on the client too, the bond popup and the detail card's chips) +- `UnitInfo = { id, kind, side, ownerId, defId, name, tier, golden, spine, avatar, x, y, facing, dir, maxHp, motion?, boss?, uid?, form?, skillIndex?, moduleId?, items? }` (`skillIndex`: an ally's equipped skill, DESIGN §16; `form`: the unit's current model form — `content/enemies.js setForm`: 掠海漂移体 `'crawl'`, 暴鸰 `'bombed'` after its drop, 转译基底·α's forms …; a 傀儡师 fighting as its 替身 `'doll'` — so a view built mid-battle from `fieldMeta()` starts on that clip set; `items`: an ally operator's equipped item ids — a 变形同构体 wearer is a member of the bond it grants on the client too, the bond popup and the detail card's chips) (`dir` = the unit direction, allies meaningful, enemies 'RIGHT'; `facing` = its horizontal sign for sprite flipping) (`spine`/`avatar` are asset ids from data). - flags: UF bits (blocked 1, stunned 2, frozen 4, stealth 8 — 隐匿 (an enemy's only while not blocked / revealed) or an ally's 迷彩 — skill 16, shield 32, invuln 64, cold 128, sleep 256, flying 512); diff --git a/server/sim/content/kits/tier5.js b/server/sim/content/kits/tier5.js index b6859140..b82f163d 100644 --- a/server/sim/content/kits/tier5.js +++ b/server/sim/content/kits/tier5.js @@ -29,7 +29,7 @@ // every MANUAL skill; AUTO skills never take a class row). // - fx kinds emitted (battle.fx(kind, {x, y, id, …})): 'aoe' {r, skill}, 'healAoe' {r}, 'summon' {token}, 'anchor' // {fromX, fromY, r}, 'teleport', 'zone' {r, duration}, 'iceSpike' {r}, 'extraAttack', 'downed', 'revive' {r}, -// 'overload', 'ember', 'bloodBattle', 'reborn', 'candle', 'wake' {scale}, 'mote', 'hpShare', 'knockout', 'crit', +// 'overload', 'ember', 'bloodBattle', 'reborn', 'candle', 'wake' {scale}, 'mote', 'hpShare', 'crit', // 'meltdown', 'soul', 'sleepGuard', 'weightless'; engine kinds used: 'dodge'. import { COLS } from '../../constants.js'; @@ -1633,10 +1633,13 @@ const KITS = { }, // --------------------------------------------------------------------------------------------------------------- - // 归溟幽灵鲨 — dollkeeper. S2 生存的渴望 (15/17 s): ATK/ASPD +, HP never below 1; afterwards she counts as knocked out - // (→ substitute, or death if already one). T1 拥抱自我: the substitute slows nearby enemies −40 % and deals 40 % ATK - // arts/s to them (PRTS 备注 "伤害与减速不可对空": ground enemies only). T2 阿戈尔的深邃: Abyssal Hunters in the team - // max HP +20 %. Module (elite): substitute ATK +15 %. + // 归溟幽灵鲨 — dollkeeper (professions.js installDollkeeper: the 替身 form, its switch animations, 阻回). Her <替身> makes + // no normal attack (PRTS 特性备注 "<替身>不进行普通攻击") and so casts no skill (kit trait `dollNoAttack`). + // S2 生存的渴望 (15/17 s): ATK/ASPD +, HP never below 1 (PRTS 备注: 不死 — a lethal hit does not switch her meanwhile); + // when it ends she switches to the 替身 at once (PRTS 修正 "技能结束后立刻切换为<替身>", the text's 视为被击倒: no lethal + // HP loss, so no 不死 / 复活 effect takes it). T1 拥抱自我: the 替身 slows nearby enemies −40 % and deals 40 % ATK + // arts/s to them (PRTS 备注 "伤害与减速不可对空": ground enemies only) — once it fights (not during its switch + // animation). T2 阿戈尔的深邃: Abyssal Hunters in the team max HP +20 %. Module (elite): substitute ATK +15 %. // S1 生存的技巧 (duration): swaps HP ratios with the other operator of the skill area (周围) with the lowest HP ratio, // ATK +. S3 生存的重压 (duration): BAT +1 s, hits every blocked enemy, ATK +, max HP +; an attacked enemy whose HP ratio // is ≥ hers takes attack@atk_scale_ex × ATK phys more, otherwise she loses attack@hp_ratio of her max HP. @@ -1676,21 +1679,23 @@ const KITS = { skill: { kind: 'duration', mods: mods({ atkPct: num(bb.atk), aspd: num(bb.attack_speed) }), + // "技能结束后立刻切换为<替身>": nothing when the skill ended with her (death) or by her switch to the 替身, or she + // already is one onEnd({ battle, unit, reason }) { - if (reason === 'death' || !unit.alive || !unit.deployed) return; - battle.fx('knockout', { x: unit.x, y: unit.y, id: unit.id }); - battle.loseHp(unit, unit.hp + 1, { source: unit }); + if (reason === 'death' || reason === 'substitute' || !unit.alive || !unit.deployed || unit.trait.doll) return; + battle.emit('dollSwitch', { unit, reason: 'skill', done: false }); }, }, + trait: { dollNoAttack: true }, talents: [ - { install(battle, unit) { // 拥抱自我 + { install(battle, unit) { // 拥抱自我 (the 替身 fighting: not during a switch animation) const slow = num(t0.move_speed), scale = num(t0.atk_scale); whileOn(battle, unit, AURA_IV, () => { - if (!unit.trait.doll || !slow) return; + if (!unit.trait.doll || unit.trait.dollSwitch || !slow) return; for (const e of battle.unitsInGrid(unit, aroundGrid, { side: 'enemy' })) if (!e.isFlying) battle.addBuff(e, { key: 'ghost2:embrace', duration: AURA_DUR, mods: { moveMul: Math.max(0, 1 + slow) } }); }); whileOn(battle, unit, 1, () => { - if (!unit.trait.doll || !(scale > 0)) return; + if (!unit.trait.doll || unit.trait.dollSwitch || !(scale > 0)) return; for (const e of battle.unitsInGrid(unit, aroundGrid, { side: 'enemy' })) if (!e.isFlying) battle.dealDamage(unit, e, { amount: unit.s.atk * scale, type: 'arts', tags: ['talent', 'embrace'] }); }); } }, diff --git a/server/sim/professions.js b/server/sim/professions.js index 0c23d796..9ea79718 100644 --- a/server/sim/professions.js +++ b/server/sim/professions.js @@ -22,6 +22,7 @@ // dmgMul(battle, unit, target) → number afterHit(battle, unit, target, {dealt,x,y}) // canAttack(battle, unit) → bool afterAttack(battle, unit, targets) // hitsFn(battle, unit) → n install(battle, unit) — per-unit hooks, called once at setup +// dollNoAttack bool (傀儡师: its <替身> makes no normal attack and casts no skill — 归溟幽灵鲨, kit trait) // tb — the unit's trait blackboard (data `trait.bb`), used for tunables (module upgrades included on elites) // Behaviour per subprofession is documented in docs/SIM.md §Professions. Front / side tests use the unit's direction // (`dir`, sim/dir.js): offsets are compared in its facing-RIGHT frame. @@ -90,33 +91,96 @@ const installCharger = (battle, unit) => { }, { owner: unit }); }; +/** + * 傀儡师 (dollkeeper) trait "受到致命伤时不撤退,切换成<替身>作战(替身阻挡数为0),持续20秒后自身再次替换<替身>" with the + * branch rules of PRTS 分支特性信息 傀儡师: a lethal hit on the <本体> (one it survives with 不死 does not count) starts a + * switch animation, after which the operator fights as its <替身> for the trait's 20 s (bb duration) holding 阻回; then + * it switches back the same way. A switch animation clears the operator's Buffs and resets its HP to the max of the form + * it switches to; during one the operator holds 不死, 无敌, 阻回, 禁疗, 孤立, 强制缴械 and is immune to 眩晕 / 冻结 / 睡眠. + * The 替身 blocks nothing from the start of the switch to it until the switch back starts; a lethal hit on it knocks the + * operator out. Content may switch the operator at once (hook `dollSwitch` { unit, reason, done }: 归溟幽灵鲨 S2 "技能结束 + * 后立刻切换为<替身>"). A kit's `dollNoAttack` profile flag (归溟幽灵鲨, PRTS 特性备注 "<替身>不进行普通攻击") disarms the 替身 + * and keeps it from casting (the basic 技能策略 casts on an attack the 替身 never makes; [ASSUMED] every other rule — S1's + * 技能范围 — likewise); 风丸's 替身 attacks (PRTS: "<替身>状态下可对空"). + * The form is the unit's model state (`unit.form` 'doll', snapshot.js unitInfo; fx 'substitute' / 'swap' / 'dollEnd' with + * `form`, shared/protocol.js fxForm): the client draws the 替身 on the skeleton's *_B clips (render/units.js FORMS). + * [ASSUMED]: a switch animation lasts DOLL_SWITCH (the skeletons' 1 s Start_B — the 替身 appearing — and Start_2 — the + * 本体 back); "清除自身一切Buff" ends the running skill and removes the statuses (buffs with a catalogue `status`) — the + * remake's bond / item / talent effects are buffs too and stay; a dollkeeper without a 替身 token of its own (归溟幽灵鲨) keeps + * its own max HP (PRTS: HP "重设…至最大值"; character_table has no 替身 of hers, and 风丸's 纸偶 token has her HP). + */ +export const DOLL_SWITCH = 1; +const DOLL_SWITCH_IMMUNE = new Set(['stun', 'freeze', 'sleep']); + const installDollkeeper = (battle, unit) => { - // the substitute's HP comes from the unit's own substitute token (风丸 纸偶) for its selected skill / module - // (DESIGN §16); a dollkeeper without one (归溟幽灵鲨) must not borrow another operator's token stats → 50 % of its - // own max HP - const dollHp = () => { + // the 替身's max HP comes from the unit's own 替身 token (风丸 纸偶) for its selected skill / module (DESIGN §16); a + // dollkeeper without one (归溟幽灵鲨) must not borrow another operator's token stats: its own max HP (header) + const dollHpMul = () => { const tokId = (unit.def.tokens || []).map((t) => (typeof t === 'string' ? t : t?.tokenId)).find((t) => t && /shadow|doll/.test(t)); const tok = tokId ? battle.data.getToken?.(tokId, unit.defId, unit.def?.loadout ?? null) : null; - return tok && tok.stats.maxHp > 0 ? tok.stats.maxHp : unit.base.maxHp * 0.5; + return tok && tok.stats.maxHp > 0 ? Math.max(0.05, tok.stats.maxHp / Math.max(1, unit.base.maxHp)) : 1; }; - battle.on('fatal', (ctx) => { - if (ctx.unit !== unit || ctx.prevented || unit.trait.doll) return; - ctx.prevented = true; - unit.trait.doll = true; + const at = (extra) => ({ x: unit.x, y: unit.y, id: unit.id, ...extra }); + // a switch animation: "切换动画开始时会清除自身一切Buff" (header: the running skill and the statuses), then 1 s of 不死 + // (the fatal hook below) 无敌 阻回 禁疗 孤立 强制缴械 and 眩晕 / 冻结 / 睡眠 immunity (beforeStatus below) + const startSwitch = () => { + const sk = unit.skill; + if (sk && sk.active && sk.kind !== 'passive') sk.end('substitute'); + for (const b of unit.buffs.slice()) if (b.status) battle.removeBuff(unit, b); + unit.trait.dollSwitch = true; + const done = () => { unit.trait.dollSwitch = false; }; battle.addBuff(unit, { - key: 'trait:substitute', duration: unit.profile.dollDuration ?? 20, visible: true, - mods: { blockCnt: -99, hpMul: Math.max(0.05, dollHp() / Math.max(1, unit.base.maxHp)) }, - onExpire: () => { - unit.trait.doll = false; - if (unit.alive) { unit.markDirty(); unit.hp = unit.s.maxHp; battle.fx('swap', { x: unit.x, y: unit.y, id: unit.id }); } - }, + key: 'trait:dollSwitch', duration: DOLL_SWITCH, onExpire: done, onRemove: done, + flags: { invulnerable: true, noSp: true, noHeal: true, isolated: true, disarm: true }, }); - battle.releaseBlocked(unit); + }; + const leave = () => { + if (!unit.trait.doll) return; + unit.trait.doll = false; + unit.form = null; + if (!unit.alive || !unit.deployed) return; + startSwitch(); unit.markDirty(); unit.hp = unit.s.maxHp; - battle.fx('substitute', { x: unit.x, y: unit.y, id: unit.id }); + battle.fx('swap', at({ form: null })); + }; + const enter = () => { + if (unit.trait.doll || !unit.alive || !unit.deployed) return false; + unit.trait.doll = true; + startSwitch(); + const dur = DOLL_SWITCH + (unit.profile.dollDuration ?? 20); + const mul = dollHpMul(); + battle.addBuff(unit, { + key: 'trait:substitute', duration: dur, visible: true, onExpire: leave, onRemove: leave, + mods: { blockCnt: -99, ...(mul !== 1 ? { hpMul: mul } : null) }, + // 阻回 for the whole form; a 替身 that makes no normal attack casts no skill either (header) + flags: { noSp: true, ...(unit.profile.dollNoAttack ? { disarm: true, silence: true } : null) }, + }); + battle.releaseBlocked(unit); + unit.form = 'doll'; + unit.markDirty(); + unit.hp = unit.s.maxHp; + // `dur`: until the switch back (the client times the 替身's closing clip with it) + battle.fx('substitute', at({ form: 'doll', dur })); + return true; + }; + battle.on('fatal', (ctx) => { + if (ctx.unit !== unit || ctx.prevented) return; + if (unit.trait.dollSwitch) { ctx.prevented = true; return; } // 不死 while switching (a 流失 ignores 无敌) + if (unit.trait.doll) return; // the 替身 is knocked out + ctx.prevented = enter(); }, { owner: unit, priority: -100 }); - battle.on('death', (ctx) => { if (ctx.unit === unit) unit.trait.doll = false; }, { owner: unit }); + battle.on('dollSwitch', (ctx) => { if (ctx.unit === unit && !ctx.done) ctx.done = enter(); }, { owner: unit }); + battle.on('beforeStatus', (ctx) => { + if (ctx.target === unit && unit.trait.dollSwitch && DOLL_SWITCH_IMMUNE.has(ctx.status)) ctx.cancel = true; + }, { owner: unit }); + battle.on('death', (ctx) => { + if (ctx.unit !== unit) return; + unit.trait.doll = false; + unit.trait.dollSwitch = false; + // knocked out as the 替身: its death clip has played (the 'die' event came first); the redeploy is the 本体 again + if (unit.form) { unit.form = null; battle.fx('dollEnd', at({ form: null })); } + }, { owner: unit }); }; const installLibrator = (battle, unit) => { diff --git a/server/sim/snapshot.js b/server/sim/snapshot.js index 6b0d383e..89304c94 100644 --- a/server/sim/snapshot.js +++ b/server/sim/snapshot.js @@ -2,9 +2,9 @@ // // b.snap = { fieldId, t, units: [[id, x, y, hp, maxHp, sp, spMax, flags, anim]], dp, killed, total } // UnitInfo = { id, kind, side, ownerId, defId, name, tier, golden, spine, avatar, x, y, facing, dir, maxHp, motion?, boss?, uid?, -// form?, skillIndex?, moduleId?, items? } (form = an enemy's current model form, content/enemies.js setForm — 掠海漂移体 -// 'crawl', 暴鸰 'bombed', 转译基底·α's forms …: a view built after the change, a field opened mid-battle, draws it — -// render/units.js FORMS) +// form?, skillIndex?, moduleId?, items? } (form = the unit's current model form — an enemy's, content/enemies.js setForm: +// 掠海漂移体 'crawl', 暴鸰 'bombed', 转译基底·α's forms …; a 傀儡师 fighting as its 替身 'doll', professions.js — a view built +// after the change, a field opened mid-battle, draws it: render/units.js FORMS) // dir = 'UP'|'RIGHT'|'DOWN'|'LEFT' (allies: the deploy direction, sim/dir.js); facing = its horizontal sign (±1). // items = an ally operator's equipped item ids (absent without any). // flags bits & anim codes come from shared/constants.js (UF / ANIM); an enemy's stealth bit = its 隐匿 is on (not while it @@ -37,8 +37,8 @@ export function unitInfo(u) { maxHp: Math.max(1, Math.round(u.s.maxHp)), motion: u.motion === 'FLY' ? 'FLY' : undefined, boss: u.isBoss ? true : undefined, - // an enemy's current model form (content/enemies.js setForm, render/units.js FORMS): a view built mid-battle - // (fieldMeta — a watched teammate's field, 联防 observers, a reconnect) starts on that clip set + // the unit's current model form (an enemy's content/enemies.js setForm, a 傀儡师's 替身 — render/units.js FORMS): a + // view built mid-battle (fieldMeta — a watched teammate's field, 联防 observers, a reconnect) starts on that clip set form: typeof u.form === 'string' ? u.form : undefined, uid: u.uid ?? undefined, // DESIGN §16: the equipped skill's index (the renderer / audio pick that skill's Spine clip and sound) diff --git a/server/sim/units.js b/server/sim/units.js index c9e277aa..7be21141 100644 --- a/server/sim/units.js +++ b/server/sim/units.js @@ -85,7 +85,7 @@ export class Unit { this.stats = { dmg: 0, kills: 0, heal: 0, taken: 0, attacks: 0 }; this.hidden = false; // enemies inside a DISAPPEAR segment this.moving = false; // enemies: walked this tick (drawn on the move clip; ai.js updateEnemy) - this.form = null; // enemies: the model's current form (content/enemies.js setForm → snapshot.js unitInfo) + this.form = null; // the model's current form (content/enemies.js setForm, a 傀儡师's 替身 'doll' → snapshot.js unitInfo) this.anim = 0; this.persist = { redeployMul: 1, freeRedeploys: 0 }; this.isBoss = false; diff --git a/shared/protocol.js b/shared/protocol.js index 943cec8a..206ee7bc 100644 --- a/shared/protocol.js +++ b/shared/protocol.js @@ -337,8 +337,8 @@ export const EV = Object.freeze({ /** * The model form a `b.ev` 'fx' tuple ['fx', kind, x, y, extra] puts its unit in: `extra.form` (sim content/enemies.js - * setForm — 转译基底·α's forms, a 逐火 余烬 and its revival, a leader's 重生, 守墓石像's modes, 掠海漂移体's crawl; a string is - * that clip set, null the base one), undefined for any other tuple. A form is state, not decoration: a view that misses + * setForm — 转译基底·α's forms, a 逐火 余烬 and its revival, a leader's 重生, 守墓石像's modes, 掠海漂移体's crawl; a 傀儡师's 替身, + * sim professions.js; a string is that clip set, null the base one), undefined for any other tuple. A form is state, not decoration: a view that misses * the fx keeps drawing the old model (player report #5 after 0.1.0), so the client's catch-up frames, its hidden-tab * backlog (battle/runner.js) and the events buffered before a field is entered (screens/game.js) keep these tuples. */ diff --git a/test/sim/feedback2-doll.test.js b/test/sim/feedback2-doll.test.js new file mode 100644 index 00000000..97c59783 --- /dev/null +++ b/test/sim/feedback2-doll.test.js @@ -0,0 +1,169 @@ +// test/sim/feedback2-doll.test.js — GitHub issue #44 「归鲨死了没替身」 (DESIGN §22.11), sim side. 归溟幽灵鲨 +// (chess_char_5_13_a / _b) is a 傀儡师 (server/sim/professions.js installDollkeeper). Official: PRTS 分支特性信息 傀儡师 — +// a lethal hit on the <本体> without 不死 starts a switch animation, then she fights as her <替身> for 20 s holding 阻回 +// (block 0), then switches back; PRTS 归溟幽灵鲨 特性备注 "<替身>不进行普通攻击"; S2 生存的渴望 holds 不死 while it runs and +// "技能结束后立刻切换为<替身>" (PRTS's correction of 视为被击倒). 0.1.1: the 替身 attacked, could cast S2 (whose end then +// killed her) and the client never drew it (no model form). Cases A–D of the report's repro + 风丸 (her 替身 attacks). + +import { test } from 'node:test'; +import assert from 'node:assert/strict'; +import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js'; +import { DOLL_SWITCH } from '../../server/sim/professions.js'; +import { hasGeneratedData } from '../../server/sim/simdata.js'; +import { fxForm } from '../../shared/protocol.js'; + +const skip = !hasGeneratedData(); +const G = 'chess_char_5_13_a'; +const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps, `${msg ?? ''} ${a} ≈ ${b}`); +const dummy = () => enemyRec({ key: 'enemy_dummy', hp: 1e9, atk: 0, speed: 0 }); + +/** 归溟幽灵鲨 on (9,5) facing right; a harmless parked enemy on (9,6) (in her range) unless `enemy` is false. */ +function setup({ id = G, skillIndex = 1, sp = 0, enemy = true, capture = false } = {}) { + const h = makeBattle({ + seed: 4, timeLimit: 300, autoFinish: false, captureNoisy: capture, + defs: { enemies: { enemy_dummy: dummy() } }, + units: [{ chessId: id, row: 9, col: 5, dir: 'RIGHT', skillIndex, carryState: { sp } }], + enemies: enemy ? [{ key: 'enemy_dummy', pos: [9, 6] }] : [], + }); + h.step(); + const g = h.unit(id); + const log = { attacksAsDoll: 0, attacks: 0, castsAsDoll: [], casts: [] }; + h.b.on('attack', (c) => { if (c.attacker === g) { log.attacks++; if (g.trait.doll) log.attacksAsDoll++; } }, { priority: -2000 }); + h.b.on('skillStart', (c) => { if (c.unit === g) { log.casts.push(h.b.time); if (g.trait.doll) log.castsAsDoll.push(c.skill.id); } }, { priority: -2000 }); + const lethal = () => h.b.dealDamage(null, g, { amount: 1e9, type: 'true' }); + const fx = (kind) => h.eventsOf('fx').filter((e) => e[1] === kind && e[4]?.id === g.id); + return { h, g, log, lethal, fx }; +} + +test('A: a lethal hit with no skill running ⇒ the 替身 (form, full HP, block 0, 阻回), no normal attack, 拥抱自我 works; back after the 1 s switch + 20 s', { skip }, () => { + for (const [id, skillIndex] of [[G, 1], [G, 0], [G, 2], ['chess_char_5_13_b', 1]]) { + const { h, g, log, lethal, fx } = setup({ id, skillIndex, capture: true }); + h.run(1.5); + assert.ok(log.attacks > 0, `${id}/${skillIndex}: the 本体 attacks`); + const atk0 = log.attacks; + const full = g.s.maxHp; + const sp = g.skill.sp; + lethal(); + assert.ok(g.alive && g.trait.doll && g.form === 'doll', `${id}/${skillIndex}: the 替身`); + approx(g.hp, g.s.maxHp, 'full HP'); + approx(g.s.maxHp, full * (1 + (g.def.traitBb.max_hp || 0)), 'her own max HP (no 替身 token) [ASSUMED]'); + assert.equal(g.s.blockCnt, 0); + const [sub] = fx('substitute'); + assert.ok(sub && fxForm(sub) === 'doll', 'the fx puts the model in its 替身 form'); + approx(sub[4].dur, DOLL_SWITCH + 20, 'until the switch back'); + h.run(DOLL_SWITCH + 19); + assert.equal(log.attacks, atk0, 'no normal attack as the 替身 (PRTS 特性备注)'); + approx(g.skill.sp, sp, '阻回: the SP waits'); + const e = h.enemy('enemy_dummy'); + assert.ok(e.findBuff('ghost2:embrace'), '拥抱自我 slows'); + assert.ok(h.hooksOf('damaged').some((c) => c.source === g && c.target === e && (c.dmg.tags || []).includes('embrace')), '…and deals arts damage'); + h.run(1.05); + assert.ok(!g.trait.doll && g.form === null && g.trait.dollSwitch, 'switching back after 1 s + 20 s'); + assert.ok(fxForm(fx('swap')[0]) === null, 'the fx gives the 本体 its model back'); + assert.equal(g.s.blockCnt, 2); + approx(g.hp, g.s.maxHp, 'full HP again'); + h.run(DOLL_SWITCH + 1.5); + assert.ok(log.attacks > atk0, 'the 本体 attacks again'); + assert.ok(g.skill.sp > sp, 'SP again'); + checkInvariants(h.b); + } +}); + +test('B: S2 生存的渴望 — a lethal hit during it leaves 1 HP (不死), its end switches her to the 替身 at once (no lethal HP loss, no knockout fx)', { skip }, () => { + for (const hit of [true, false]) { + const { h, g, lethal, fx } = setup({ sp: 999 }); + assert.ok(h.runUntil(() => g.skill.active, 5), 'S2 cast'); + h.run(1); + if (hit) { + lethal(); + assert.ok(g.alive && !g.trait.doll && g.hp >= 1 && g.hp < 2, '不死: 1 HP, not the 替身'); + } + const fatals = h.hooksOf('fatal').length; + assert.ok(h.runUntil(() => !g.skill.active, 30)); + assert.ok(g.alive && g.trait.doll && g.form === 'doll', 'the 替身 when S2 ends'); + approx(g.hp, g.s.maxHp, 'at full HP'); + assert.equal(h.hooksOf('fatal').length, fatals, 'a switch, not a lethal HP loss'); + assert.equal(fx('knockout').length, 0); + assert.equal(fx('substitute').length, 1); + h.run(DOLL_SWITCH + 20.05); + assert.ok(g.alive && !g.trait.doll, 'back to the 本体, alive'); + checkInvariants(h.b); + } +}); + +test('C: a second lethal hit while she is the 替身 knocks her out: the death clip first, then the model form back; the redeploy is the 本体', { skip }, () => { + const { h, g, log, lethal } = setup(); + h.run(1); + lethal(); + h.run(DOLL_SWITCH / 2); + lethal(); + assert.ok(g.alive && g.trait.doll, 'not during the switch animation (无敌)'); + h.run(DOLL_SWITCH); + lethal(); + assert.equal(g.alive, false, 'knocked out'); + assert.ok(!g.trait.doll && g.form === null); + h.step(); + const ev = h.events.filter((e) => (e[0] === 'die' && e[1] === g.id) || (e[0] === 'fx' && e[4]?.id === g.id && fxForm(e) !== undefined)); + assert.deepEqual(ev.slice(-2).map((e) => (e[0] === 'die' ? 'die' : `${e[1]}:${fxForm(e)}`)), ['die', 'dollEnd:null'], 'its 替身 death clip plays, then the form resets'); + assert.ok(h.b.redeploy(g, { free: true }), 'redeployed'); + assert.ok(g.alive && !g.trait.doll && g.form === null && g.s.blockCnt === 2, 'the 本体'); + const n = log.attacks; + h.run(2); + assert.ok(log.attacks > n, 'and she attacks'); + checkInvariants(h.b); +}); + +test('D: SP near full or full when she switches ⇒ no skill cast as the 替身 (S2 DEFAULT, S1 技能范围); cast again as the 本体', { skip }, () => { + // S2 38 / 40: 阻回 holds it under the cost; after the switch back it fills and S2 is cast + { + const { h, g, log, lethal } = setup({ sp: 38 }); + h.run(0.5); + lethal(); + h.run(DOLL_SWITCH + 20 + DOLL_SWITCH + 5); + assert.deepEqual(log.castsAsDoll, [], 'no S2 as the 替身'); + assert.ok(log.casts.length === 1 && log.casts[0] > 0.5 + 2 * DOLL_SWITCH + 20, 'S2 after the switch back'); + assert.ok(g.alive); + } + // S1 (SKILL_RANGE) ready with no enemy around, then an enemy steps next to the 替身: no cast until she is back + { + const { h, g, log, lethal } = setup({ skillIndex: 0, sp: 999, enemy: false }); + h.run(0.5); + assert.ok(g.skill.ready && !g.skill.active && log.casts.length === 0, 'S1 ready, nothing in its range'); + lethal(); + h.run(DOLL_SWITCH + 0.5); + h.spawn('enemy_dummy', { pos: [9, 6] }); + h.run(15); + assert.deepEqual(log.castsAsDoll, [], 'no S1 as the 替身 (silenced with its disarm) [ASSUMED]'); + assert.ok(g.skill.ready, 'still ready'); + h.run(10); + assert.equal(log.casts.length, 1, 'cast once she is the 本体 again'); + assert.equal(log.castsAsDoll.length, 0); + } +}); + +test('S1 / S3 running at a lethal hit end with the switch (清除自身一切Buff); the content hook switches her at once, once', { skip }, () => { + const { h, g, lethal } = setup({ skillIndex: 2, sp: 999 }); + const full = g.base.maxHp * (1 + g.findBuff('ghost2:abyss').mods.hpPct); // 阿戈尔的深邃 on herself + assert.ok(h.runUntil(() => g.skill.active, 5), 'S3 cast'); + assert.ok(g.s.maxHp > full * 2, 'S3 max HP +'); + lethal(); + assert.ok(g.trait.doll && !g.skill.active, 'S3 over'); + assert.equal(h.hooksOf('skillEnd').at(-1).reason, 'substitute'); + approx(g.s.maxHp, full, 'no S3 max HP on the 替身'); + approx(g.hp, full, 'at its full HP'); + const s2 = setup(); + const c = s2.h.b.emit('dollSwitch', { unit: s2.g, reason: 'test', done: false }); + assert.ok(c.done && s2.g.trait.doll && s2.g.form === 'doll'); + assert.equal(s2.h.b.emit('dollSwitch', { unit: s2.g, reason: 'test', done: false }).done, false, 'already the 替身'); +}); + +test('风丸: her 替身 still attacks (PRTS "<替身>状态下可对空"); the same 替身 form, switch and 阻回', { skip }, () => { + const id = 'chess_char_2_11_a'; + const { h, g, log, lethal } = setup({ id, skillIndex: 0 }); + h.run(1); + lethal(); + assert.ok(g.trait.doll && g.form === 'doll' && g.s.flags.noSp); + h.run(DOLL_SWITCH + 5); + assert.ok(log.attacksAsDoll > 0, 'the 替身 attacks'); + assert.ok(!g.s.flags.silence && !g.s.flags.disarm); +}); diff --git a/test/sim/fidelity.test.js b/test/sim/fidelity.test.js index 1f69d153..010b87c6 100644 --- a/test/sim/fidelity.test.js +++ b/test/sim/fidelity.test.js @@ -253,14 +253,16 @@ test('librator module (玛恩纳 elite init_atk): +100 % ATK right after deploym approx(n.unit('chess_char_5_19_a').s.atk, n.unit('chess_char_5_19_a').base.atk, 1e-6); }); -test('dollkeeper without a substitute token (归溟幽灵鲨) uses half its own HP, not 风丸\'s 纸偶', { skip: !hasGeneratedData() }, () => { +test('dollkeeper without a substitute token (归溟幽灵鲨) keeps its own max HP, not 风丸\'s 纸偶', { skip: !hasGeneratedData() }, () => { const h = makeBattle({ defs: { enemies: { enemy_dummy: dummy() } }, units: [{ chessId: 'chess_char_5_13_a', row: 9, col: 5 }], content: 'none', autoFinish: false, timeLimit: 30 }); h.step(); const u = h.unit('chess_char_5_13_a'); const full = u.s.maxHp; h.b.dealDamage(null, u, { amount: 1e7, type: 'true' }); assert.ok(u.alive && u.hasBuff('trait:substitute')); - approx(u.s.maxHp, full * 0.5, 1e-6); + // PRTS 分支特性信息 傀儡师 "重设自身生命至最大值"; no 替身 of hers in character_table [ASSUMED: her own max HP] + approx(u.s.maxHp, full, 1e-6); + approx(u.hp, full, 1e-6); }); // --------------------------------------------------------------------------------------------------------------- diff --git a/test/sim/professions.test.js b/test/sim/professions.test.js index 38c828c1..2a8a38fa 100644 --- a/test/sim/professions.test.js +++ b/test/sim/professions.test.js @@ -159,21 +159,39 @@ test('geek loses HP over time; merchant drains DP and retreats when broke; charg approx(h3.b.getPlayer('p1').dp, 13); }); -test('dollkeeper swaps to a substitute on fatal damage and swaps back after 20 s', () => { +test('dollkeeper: fatal damage ⇒ a 1 s switch, 20 s as the substitute (block 0, 阻回), the switch back; the substitute dies ⇒ the unit dies', () => { const h = makeBattle({ defs: { chess: { t_dollkeeper: mk('dollkeeper', 'SPECIAL', { stats: { maxHp: 2000, blockCnt: 2 } }) } }, units: [{ chessId: 't_dollkeeper', row: 9, col: 5 }], content: 'none' }); h.step(); const u = h.unit('t_dollkeeper'); h.b.dealDamage(null, u, { amount: 1e5, type: 'true' }); assert.equal(u.alive, true, 'substitute instead of death'); assert.equal(u.s.blockCnt, 0); - assert.ok(u.trait.doll); - h.run(20.1); - assert.equal(u.trait.doll, false); - approx(u.hp, 2000); - assert.equal(u.s.blockCnt, 2); + assert.ok(u.trait.doll && u.trait.dollSwitch, 'the switch animation'); + assert.equal(u.form, 'doll'); + approx(u.hp, 2000); // no 替身 token: its own max HP + // the switch animation (PRTS 分支特性信息 傀儡师): 无敌, 不死 (a 流失 stops at 1 HP), 阻回, 眩晕 immunity h.b.dealDamage(null, u, { amount: 1e5, type: 'true' }); + approx(u.hp, 2000); // 无敌 + assert.equal(h.b.applyStatus(u, 'stun', { duration: 5 }), false, '眩晕 immune'); + h.b.loseHp(u, 1e5); + assert.ok(u.alive && u.trait.doll && u.hp >= 1, '不死'); + u.hp = 2000; + h.run(1.05); + assert.ok(u.trait.doll && !u.trait.dollSwitch, 'fighting as the substitute'); + h.run(19.9); + assert.ok(u.trait.doll && u.s.flags.noSp, 'the 20 s form, 阻回'); + h.run(0.1); + assert.ok(!u.trait.doll && u.trait.dollSwitch && u.form === null, 'switching back'); + assert.equal(u.s.blockCnt, 2, 'blocks again from the start of the switch back'); + approx(u.hp, 2000); + h.run(1.05); + assert.ok(!u.trait.dollSwitch && !u.s.flags.noSp, 'the body again, no 阻回'); + h.b.dealDamage(null, u, { amount: 1e5, type: 'true' }); + h.run(1.05); h.b.dealDamage(null, u, { amount: 1e5, type: 'true' }); assert.equal(u.alive, false, 'substitute dies ⇒ unit dies'); + assert.ok(!u.trait.doll && u.form === null, 'the redeploy is the body again'); + checkInvariants(h.b); }); test('phalanx never attacks until its skill; librator ramps ATK while idle and resets on skill end', () => {