feedback2 WH: 余 S2 厚礼上宾 casts with an enemy on its x-1 instead of when hit (the owner's deliberate deviation from the 重装 TAKE_DAMAGE row: TRIGGER_DEVIATIONS SKILL_RANGE, data regenerated, only the two 余 records change)
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@@ -4,6 +4,9 @@
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// and S3 终极防线, 灰毫 S1 攻击力强化·γ型 and S2 专注轰击. It lives in the data (tools/build-data.mjs TRIGGER_DEVIATIONS,
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// keyed per chess: 灰毫 S1 is the generic skcom_atk_up[3] other chess carry too), `rawRule` keeps the official TAKE_DAMAGE.
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// Every other MANUAL 重装 skill — 深巡 S1 侵袭破坏应对 among them — still waits for a hit.
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// One more since 2026-10-04 (the owner's decision after GitHub issue #32 item 1, DESIGN §22.10): 余 S2 厚礼上宾 casts with an
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// enemy on its own 技能范围 x-1 — SKILL_RANGE, customRangeGrid its range (his attack range is his own tile, so the basic
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// strategy could not see an enemy he can pull); `rawRule` keeps TAKE_DAMAGE.
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//
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// The battle check is real: the chess records of data/chess.json with their kits, the stage 战场#01(下半)
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// (act2autochess_m01), a real enemy (萨卡兹枯朽前锋, melee, 0.8 tiles/s) walking the lane from the gate (9,10) to the
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@@ -15,6 +18,7 @@ import fs from 'node:fs';
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import { makeBattle, checkInvariants } from '../helpers/battleHarness.js';
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import { getDefaultSource } from '../../server/sim/simdata.js';
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import { bodyInKeys } from '../../server/sim/body.js';
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import { absoluteRangeKeys } from '../../server/sim/targeting.js';
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const CHESS = JSON.parse(fs.readFileSync(new URL('../../data/chess.json', import.meta.url), 'utf8'));
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const ds = getDefaultSource();
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@@ -28,8 +32,10 @@ const DEVIATED = [
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['chess_char_2_18_a', 'skcom_atk_up[3]'], // 灰毫 S1 攻击力强化·γ型
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['chess_char_2_18_a', 'skchr_ashlok_2'], // 灰毫 S2 专注轰击
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];
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/** 余 S2 厚礼上宾: SKILL_RANGE on its own x-1 (DESIGN §22.10). */
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const SKILL_RANGE_DEVIATED = [['chess_char_6_03_a', 'skchr_yu_2']];
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const both = (normalId) => [normalId, CHESS[normalId].goldenId];
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const isDeviated = (c, skillId) => DEVIATED.some(([id, s]) => id === c.baseId && s === skillId);
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const isDeviated = (c, skillId) => [...DEVIATED, ...SKILL_RANGE_DEVIATED].some(([id, s]) => id === c.baseId && s === skillId);
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const ENEMY = 'enemy_1422_lrsldr';
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/**
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@@ -46,7 +52,7 @@ function firstCast(chessId, skillId, { spawnAt = 0, seconds = 40 } = {}) {
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});
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const u = h.unit(chessId);
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assert.equal(u.skill.id, skillId, `${chessId} runs ${skillId}`);
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const out = { rule: u.skill.rule, cast: null, reason: null, enemyInRange: false, blocking: false, hurt: null };
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const out = { rule: u.skill.rule, cast: null, reason: null, enemyInRange: false, enemyInSkillRange: false, blocking: false, hurt: null };
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h.b.on('damaged', (ctx) => { if (ctx.target === u && out.hurt == null) out.hurt = h.b.time; }, { priority: 1000 });
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h.b.on('skillStart', (ctx) => {
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if (ctx.unit !== u || out.cast != null) return;
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@@ -54,6 +60,8 @@ function firstCast(chessId, skillId, { spawnAt = 0, seconds = 40 } = {}) {
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out.reason = ctx.reason;
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const keys = new Set(u.baseRangeKeys || u.rangeKeys);
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out.enemyInRange = h.b.enemies.some((e) => e.alive && e.deployed && bodyInKeys(e, keys));
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const sk = u.skill.triggerGrid ? new Set(absoluteRangeKeys(u.skill.triggerGrid, u.tileR, u.tileC, u.dir, 0)) : null;
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out.enemyInSkillRange = !!sk && h.b.enemies.some((e) => e.alive && e.deployed && bodyInKeys(e, sk));
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out.blocking = u.blocking.length > 0;
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}, { priority: 1000 });
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h.runUntil(() => out.cast != null && out.hurt != null, seconds);
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@@ -62,7 +70,7 @@ function firstCast(chessId, skillId, { spawnAt = 0, seconds = 40 } = {}) {
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return out;
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}
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test('data: the six deviated 重装 skills are DEFAULT on the normal and the elite record, rawRule the official TAKE_DAMAGE', () => {
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test('data: the six deviated 重装 skills are DEFAULT and 余 S2 is SKILL_RANGE on its x-1, on the normal and the elite record, rawRule the official TAKE_DAMAGE', () => {
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let n = 0;
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for (const [normalId, skillId] of DEVIATED) {
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for (const id of both(normalId)) {
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@@ -76,6 +84,17 @@ test('data: the six deviated 重装 skills are DEFAULT on the normal and the eli
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}
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}
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assert.equal(n, 12);
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for (const [normalId, skillId] of SKILL_RANGE_DEVIATED) {
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for (const id of both(normalId)) {
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const s = CHESS[id].skills.find((x) => x.skillId === skillId);
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assert.equal(CHESS[id].profession, 'TANK');
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assert.ok(s.rangeGrid?.length, `${id} ${skillId}: a 技能范围 of its own`);
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assert.deepEqual(s.trigger, { rule: 'SKILL_RANGE', rawRule: 'TAKE_DAMAGE', customRangeGrid: s.rangeGrid }, `${id} ${skillId}`);
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const def = ds.getChess(id, { skillIndex: s.index });
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assert.equal(def.skill.trigger.rule, 'SKILL_RANGE', `${id} ${skillId} loadout def`);
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assert.deepEqual(def.skill.trigger.grid, s.rangeGrid, `${id} ${skillId}: the trigger grid is its x-1`);
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}
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}
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// nothing else changed: every other MANUAL 重装 skill keeps the row (深巡 S1 included), and the generic
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// skcom_atk_up[3] keeps each other carrier's own rule (the deviation is keyed per chess, never per skill id)
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for (const c of Object.values(CHESS)) {
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@@ -91,9 +110,9 @@ test('data: the six deviated 重装 skills are DEFAULT on the normal and the eli
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for (const c of others) assert.deepEqual(c.skills.find((s) => s.skillId === 'skcom_atk_up[3]').trigger, { rule: 'DEFAULT', rawRule: 'DEFAULT', customRangeGrid: null }, c.chessId);
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});
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test('PR #12\'s kit lines agree with the data: 深巡 / 雷蛇 S2 specs say DEFAULT, the other four deviated skills read the data', async () => {
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test('PR #12\'s kit lines agree with the data: 深巡 / 雷蛇 S2 specs say DEFAULT, the other deviated skills read the data', async () => {
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const { KITS } = await import('../../server/sim/content/index.js');
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for (const [normalId, skillId] of DEVIATED) {
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for (const [normalId, skillId] of [...DEVIATED, ...SKILL_RANGE_DEVIATED]) {
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for (const id of both(normalId)) {
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const rec = CHESS[id];
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const s = rec.skills.find((x) => x.skillId === skillId);
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@@ -122,6 +141,22 @@ test('real battle: each deviated skill casts with an enemy in range before anyth
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}
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});
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test('real battle: 余 S2 casts once the walker steps onto its x-1, before anything hits him (normal + elite)', () => {
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for (const [normalId, skillId] of SKILL_RANGE_DEVIATED) {
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for (const id of both(normalId)) {
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const r = firstCast(id, skillId, { spawnAt: 3 });
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const where = `${id} ${skillId}: ${JSON.stringify(r)}`;
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assert.equal(r.rule, 'SKILL_RANGE', where);
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assert.ok(r.cast != null && r.cast >= 3, `cast once an enemy is on the field — ${where}`);
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assert.equal(r.reason, 'SKILL_RANGE', where);
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// (skillStart comes after the cast's own teleport: the walker already stands on his tile then, but he has not
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// blocked anyone yet — it was pulled in from x-1, it did not walk in)
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assert.ok(r.enemyInSkillRange && !r.blocking, `an enemy on x-1, pulled in rather than walked in — ${where}`);
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assert.ok(r.hurt == null || r.hurt > r.cast, `cast before the first hit — ${where}`);
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}
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}
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});
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test('real battle: 深巡 S1 and every other MANUAL 重装 skill still wait for a hit (TAKE_DAMAGE)', () => {
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let n = 0;
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for (const c of Object.values(CHESS)) {
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