feedback2 WI: 归溟幽灵鲨's 替身 makes no normal attack and casts no skill, her S2 end switches her to it directly; dollkeepers switch with a 1 s animation, hold 阻回 and keep their own max HP (issue #44)

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// 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);
});
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@@ -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);
});
// ---------------------------------------------------------------------------------------------------------------
+24 -6
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@@ -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', () => {