feedback5: merge O11 — 自选 kits for 薇薇安娜, 怒潮凛冬 and 赫德雷; engine: enemy projectile shots carry isProjectile, targeting priority 'elite'; golden: only diy moved
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// test/content/op_headb2.test.js — the 自选 operator kit of 怒潮凛冬 (char_1051_headb2, 6★ 撼地者; kit
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// server/sim/content/kits/ops/op-headb2.js), fielded the production way (a DIY slot + its `diy` pick, simdata getDiy) in every
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// form: tiers 5 / 6, normal (E2 Lv1, skill rank 4, no module) and elite (E2 Lv60, rank 7) with no module or HAM-X 迟到的勋章 at
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// stage 1 (tier 5) / 3 (tier 6). Every number is read back from data/backups.json (the form of that slot status); the
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// fidelity checklist of kits/README.md item by item. The 高台 of 汹涌怒火 are HIGH tiles of the field rect: the tests put
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// forbidden blocks ('#') next to the lane of the flat stage.
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// Run: node --test test/content/op_headb2.test.js
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import { test } from 'node:test';
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import assert from 'node:assert/strict';
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import { readFileSync } from 'node:fs';
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import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js';
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import { KITTED_CHARS, OPERATOR_KITS, KITS } from '../../server/sim/content/kits/index.js';
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import { diyPool, validateDiyPicks } from '../../shared/diy.js';
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const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8'));
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const CHESS = load('chess');
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const BACKUPS = load('backups');
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const ZIMA = 'char_1051_headb2';
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const FORMS = BACKUPS.units[ZIMA].forms;
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const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' };
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const HAMX = 'uniequip_002_headb2';
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const S1 = 'skchr_headb2_1', S2 = 'skchr_headb2_2', S3 = 'skchr_headb2_3';
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const TIDE = 'talent:headb2:tide';
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/** The Skill_3 clip of the battle skeleton (30 fps): OnAttack at frames 33 / 84 / 133 / 182 / 233, 277 frames long. */
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const HAMMER_T = [33, 84, 133, 182, 233].map((f) => f / 30), SKILL3_T = 277 / 30;
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/** Row 11 of the flat stage with one 高台 at (11, 7) — diagonal to the tile ahead of her (10, 6) — or a row of four. */
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const ONE_HIGH = { 11: '##hrrrr#rrfrrrrrrrf##' };
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const FOUR_HIGH = { 11: '##hrrrr####rrrrrrrf##' };
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const formOf = (tier, elite) => FORMS[elite ? (tier === 5 ? '2/60/7/1' : '2/60/7/3') : '2/1/4/0'];
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const skillOf = (tier, elite, id) => formOf(tier, elite).skills.find((s) => s.skillId === id);
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const modOf = (tier, mod) => (mod ? formOf(tier, true).modules.find((m) => m.uniEquipId === mod) : null);
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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}`);
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const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o });
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const ENEMIES = { enemy_dummy: dummy('enemy_dummy'), enemy_fly: dummy('enemy_fly', { motion: 'FLY' }) };
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const FORMS_ALL = [[5, false, null], [6, false, null], ...[5, 6].flatMap((t) => [null, HAMX].map((m) => [t, true, m]))];
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/** A battle with 怒潮凛冬 as uid 1 at (row, col) facing RIGHT, plus `others`. */
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function field({ tier = 5, elite = false, mod = null, skill = 0, row = 10, col = 5, others = [], seed = 5, rows = null, noSp = false } = {}) {
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const h = makeBattle({
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defs: { enemies: ENEMIES }, timeLimit: 900, autoFinish: false, seed, flat: rows ? { rows } : undefined,
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flags: { dpPerSec: 0, dpMax: 999 }, hooks: ['damaged', 'skillStart', 'skillEnd', 'statusApplied', 'spGain', 'attack'], captureNoisy: true,
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units: [{ uid: 1, diy: { slot: SLOT[tier], charId: ZIMA, skillIndex: skill, uniEquipId: mod }, elite, row, col }, ...others],
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});
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h.step();
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const u = h.unit(1);
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if (noSp) h.b.on('spGain', (c) => { if (c.unit === u) c.amount = 0; });
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return { h, u };
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}
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const dmgOn = (h, e, pred = () => true) => h.hooksOf('damaged').filter((c) => c.target === e && pred(c));
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const highland = (c) => (c.dmg?.tags ?? []).includes('headb2Highland');
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const hammerHit = (c) => (c.dmg?.tags ?? []).includes('headb2Hammer');
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function done(h) {
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checkInvariants(h.b);
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assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0]));
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}
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const label = ([tier, elite, mod]) => `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`;
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const t0Of = (u) => u.def.raw.talents.find((t) => t.index === 0).bb;
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test('怒潮凛冬 in every 自选 form: her operator kit (all three skills authored), the form\'s stats + HAM-X attributes, 1-1, blocks 2, melee physical ground-only with the 撼地者 splash, no bond, no 特质', () => {
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assert.equal(OPERATOR_KITS[ZIMA], KITS[ZIMA]);
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for (const f of FORMS_ALL) {
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const [tier, elite, mod] = f;
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for (const skill of [0, 1, 2]) {
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const { h, u } = field({ tier, elite, mod, skill });
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const form = formOf(tier, elite), m = elite ? modOf(tier, mod) : null;
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assert.deepEqual([u.def.charId, u.def.diyFor, u.skill.id, !!u.kit.generic, u.kit.skillSource], [ZIMA, SLOT[tier], form.skills[skill].skillId, false, 'skills'], label(f));
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assert.deepEqual([u.base.maxHp, u.base.atk, u.base.def], [form.stats.maxHp + (m?.attr.maxHp ?? 0), form.stats.atk + (m?.attr.atk ?? 0), form.stats.def + (m?.attr.def ?? 0)], `${label(f)}: stats`);
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assert.deepEqual([u.s.blockCnt, u.profile.attack, u.profile.dmgType, u.profile.canHitFly, u.base.bat], [2, 'melee', 'phys', false, 1.8], `${label(f)}: 撼地者`);
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assert.deepEqual([u.profile.splashRadius, u.profile.splashScale, u.profile.splashOthersOnly], [1, 0.5, true], `${label(f)}: the trait splash`);
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assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${label(f)}: 1-1`);
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assert.deepEqual([u.def.bonds, u.def.raw.garrisonIds], [['emptyShip'], []], `${label(f)}: bonds / 特质`);
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assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth, `${label(f)}: ground enemies target her`);
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done(h);
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}
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}
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// zh_CN: E2 Lv1 2301 / 1060 / 346, E2 Lv60 2731 / 1194 / 387; HAM-X +250 / +63 / +21 → +380 / +83 / +30
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assert.deepEqual([FORMS['2/1/4/0'].stats.maxHp, FORMS['2/1/4/0'].stats.atk, FORMS['2/60/7/1'].stats.maxHp, FORMS['2/60/7/1'].stats.atk], [2301, 1060, 2731, 1194]);
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assert.deepEqual([modOf(5, HAMX).attr, modOf(6, HAMX).attr], [{ maxHp: 250, atk: 63, def: 21 }, { maxHp: 380, atk: 83, def: 30 }]);
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});
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test('a 自选 pick: 怒潮凛冬 is offered at tiers 5 and 6 (she has a kit) and a roster with her passes validateDiyPicks', () => {
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const data = { chess: CHESS, backups: BACKUPS };
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assert.ok(KITTED_CHARS.includes(ZIMA));
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for (const t of [5, 6]) assert.ok(diyPool(t, { data, kitted: KITTED_CHARS }).includes(ZIMA), `tier ${t}`);
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assert.deepEqual(validateDiyPicks({ [SLOT[5]]: { charId: ZIMA, skillIndex: 2, uniEquipId: HAMX } }, { data, kitted: KITTED_CHARS }),
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{ ok: true, picks: { [SLOT[5]]: { charId: ZIMA, skillIndex: 2, uniEquipId: HAMX } } });
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});
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test('trait + T1 汹涌怒火 + HAM-X: the target takes ATK, the others within 1.0 the 50 % splash ×1.24 (HAM-X stage 3 ×1.4) — not flyers; with 3 enemies in the splash range HAM-X lifts the attack to 115 %', () => {
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for (const f of FORMS_ALL) {
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const [tier, elite, mod] = f;
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const { h, u } = field({ tier, elite, mod, skill: 0, noSp: true });
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const ds = t0Of(u).damage_scale;
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assert.equal(ds, elite && tier === 6 && mod === HAMX ? 1.4 : 1.24, `${label(f)}: damage_scale`);
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const a = h.spawn('enemy_dummy', { pos: [10, 6] });
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const c = h.spawn('enemy_dummy', { pos: [9, 6] });
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const fly = h.spawn('enemy_fly', { pos: [11, 6] });
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h.run(0.1);
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const ma = dmgOn(h, a), mc = dmgOn(h, c);
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assert.ok(ma.length === 1 && mc.length === 1, `${label(f)}: one attack (${ma.length} / ${mc.length})`);
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approx(ma[0].amount, u.s.atk, `${label(f)}: the target 100 % (no ×${ds})`);
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approx(mc[0].amount, u.s.atk * 0.5 * ds, `${label(f)}: splash 50 % × ${ds}`);
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assert.deepEqual([mc[0].dmg.isSplash, mc[0].type], [true, 'phys']);
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assert.equal(dmgOn(h, fly).length, 0, `${label(f)}: no flyer`);
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// a third enemy in the splash range: HAM-X ×1.15 on the attack
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h.spawn('enemy_dummy', { pos: [10, 7] });
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h.run(u.s.interval);
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const hx = elite && mod === HAMX ? 1.15 : 1;
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const ma2 = dmgOn(h, a).slice(1), mc2 = dmgOn(h, c).slice(1);
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assert.ok(ma2.length >= 1 && mc2.length >= 1, `${label(f)}: the next attack`);
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approx(ma2[0].amount, u.s.atk * hx, `${label(f)}: the target ×${hx}`);
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approx(mc2[0].amount, u.s.atk * 0.5 * ds * hx, `${label(f)}: the splash ×${hx}`);
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done(h);
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}
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});
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test('T1 汹涌怒火 高台: every 高台 the 1.0 circle around her target touches hits the ground enemies of its x-5 0.1 s later — 24 % ATK physical 溅射 (no dodge, 无来源, 远程途径) + 停顿 0.5 s; HAM-X: ×1.15 with 3 there', () => {
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for (const f of FORMS_ALL) {
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const [tier, elite, mod] = f;
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const { h, u } = field({ tier, elite, mod, skill: 0, noSp: true, rows: ONE_HIGH });
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const t0 = t0Of(u);
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assert.deepEqual([t0['attack@splash_atk_scale'], t0['attack@sluggish']], [0.24, 0.5], label(f));
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assert.equal(h.b.grid.tile(11, 7).height, 'HIGH');
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const a = h.spawn('enemy_dummy', { pos: [10, 6] });
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const b = h.spawn('enemy_dummy', { pos: [12, 7] }); // only on (11, 7)'s x-5
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const far = h.spawn('enemy_dummy', { pos: [12, 9] }); // on no 高台's x-5
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const fly = h.spawn('enemy_fly', { pos: [11, 8] }); // an air unit on the x-5
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h.step();
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const atkT = h.b.time, atk = u.s.atk;
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assert.equal(dmgOn(h, a).length, 1, `${label(f)}: her attack`);
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h.run(0.05);
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assert.equal(dmgOn(h, b).length, 0, `${label(f)}: not before 0.1 s`);
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h.run(0.1);
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const hb = dmgOn(h, b);
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assert.equal(hb.length, 1, `${label(f)}: the 高台 splash`);
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const d = hb[0];
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approx(d.t - atkT, 0.1, `${label(f)}: 0.1 s after the attack`, 0.4);
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approx(d.amount, atk * 0.24, `${label(f)}: 24 % ATK`);
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assert.deepEqual([d.type, d.source, d.credit, d.dmg.isSplash, d.dmg.canDodge, d.dmg.sourceless, d.dmg.isProjectile], ['phys', null, u, true, false, true, true], `${label(f)}: physical 溅射, 无来源 credited to her, 远程途径`);
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const st = h.hooksOf('statusApplied').filter((s) => s.target === b && s.status === 'sluggish');
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assert.ok(st.length === 1 && Math.abs(st[0].duration - 0.5) < 1e-9, `${label(f)}: 停顿 0.5 s`);
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assert.ok(dmgOn(h, far).length === 0 && dmgOn(h, fly).length === 0, `${label(f)}: off the x-5 / air: nothing`);
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assert.equal(dmgOn(h, a, highland).length, 0, `${label(f)}: the target is diagonal to the 高台 — not on its x-5`);
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// three ground enemies on the x-5: HAM-X ×1.15 on that splash
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h.spawn('enemy_dummy', { pos: [11, 6] });
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h.spawn('enemy_dummy', { pos: [11, 8] });
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const n0 = dmgOn(h, b, highland).length;
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h.run(u.s.interval + 0.2);
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const next = dmgOn(h, b, highland).slice(n0);
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assert.ok(next.length >= 1, `${label(f)}: the next attack's 高台 splash`);
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approx(next[0].amount, u.s.atk * 0.24 * (elite && mod === HAMX ? 1.15 : 1), `${label(f)}: ×${elite && mod === HAMX ? 1.15 : 1} with 3 on the x-5`);
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done(h);
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}
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});
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test('S2 绝不罢休\'s passive: +1 SP per 高台 that triggers 汹涌怒火 (none without one, none while the skill runs)', () => {
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for (const [tier, elite] of [[5, false], [6, true]]) {
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const sk = skillOf(tier, elite, S2);
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assert.equal(sk.bb.sp_per_highland, 1);
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const { h, u } = field({ tier, elite, skill: 1, rows: FOUR_HIGH, seed: 9 });
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h.spawn('enemy_dummy', { pos: [10, 6] }); // (11, 7) only
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const talentSp = () => h.hooksOf('spGain').filter((c) => c.unit === u && c.reason === 'talent');
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const attacks = () => h.hooksOf('attack').filter((c) => c.attacker === u).length;
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h.run(5);
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assert.ok(attacks() >= 2 && talentSp().length === attacks(), `T${tier}: ${talentSp().length} SP gifts for ${attacks()} attacks (one 高台 each)`);
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assert.ok(talentSp().every((c) => c.amount === 1));
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assert.ok(h.runUntil(() => u.skill.active, 60), `T${tier}: S2 casts`);
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const n = talentSp().length;
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h.run(5);
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assert.equal(talentSp().length, n, `T${tier}: none while it runs`);
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done(h);
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}
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// no 高台 around her target: no gift
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const { h, u } = field({ tier: 5, skill: 1, seed: 9 });
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h.spawn('enemy_dummy', { pos: [10, 6] });
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h.run(5);
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assert.equal(h.hooksOf('spGain').filter((c) => c.unit === u && c.reason === 'talent').length, 0);
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done(h);
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});
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test('T2 万众巨潮: while a skill of hers runs every operator of the field ATK / DEF +14 % — 【乌萨斯学生自治团】 (her, 古米) +28 % — and nothing before or after it', () => {
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for (const [tier, elite, skill] of [[5, false, 0], [6, true, 1]]) {
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const others = [{ uid: 2, chessId: 'chess_char_1_10_a', row: 11, col: 3 }, { uid: 3, chessId: 'chess_char_1_08_a', row: 12, col: 3 }];
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const { h, u } = field({ tier, elite, skill, others });
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const gummy = h.unit(2), texas = h.unit(3);
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const t1 = u.def.raw.talents.find((t) => t.index === 1).bb;
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assert.deepEqual([t1.atk, t1.def, t1.scale_bonus], [0.14, 0.14, 2]);
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h.run(0.5);
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for (const o of [u, gummy, texas]) assert.equal(o.findBuff(TIDE), null, `T${tier}: nothing before her skill (${o.def.charId})`);
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u.skill.gainSp(999);
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if (skill === 0) { h.spawn('enemy_dummy', { pos: [10, 6] }); assert.ok(h.runUntil(() => u.skill.active, 3)); } else assert.ok(h.runUntil(() => u.skill.active, 1), 'S2 at full SP');
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for (const [o, v] of [[u, 0.28], [gummy, 0.28], [texas, 0.14]]) {
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const m = o.findBuff(TIDE)?.mods;
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assert.ok(m, `T${tier}: ${o.def.charId} in her skill`);
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approx(m.atkPct, v, `T${tier}: ${o.def.charId} ATK`);
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approx(m.defPct, v, `T${tier}: ${o.def.charId} DEF`);
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}
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h.run(3);
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assert.ok(texas.findBuff(TIDE), `T${tier}: kept while it runs`);
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u.skill.end('test');
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for (const o of [u, gummy, texas]) assert.equal(o.findBuff(TIDE), null, `T${tier}: gone at its end (${o.def.charId})`);
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done(h);
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}
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});
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test('S1 誓不低头 (MANUAL, DEFAULT): 30 s, ATK +32 % / 39 %, ASPD +35 / 40 (her own 万众巨潮 +28 % on top); all back after', () => {
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for (const [tier, elite] of [[5, false], [6, true]]) {
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const sk = skillOf(tier, elite, S1);
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const { h, u } = field({ tier, elite, skill: 0 });
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assert.deepEqual([u.skill.rule, sk.duration, sk.bb.atk, sk.bb.attack_speed], ['DEFAULT', 30, elite ? 0.39 : 0.32, elite ? 40 : 35], `T${tier}`);
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u.skill.gainSp(999);
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h.run(1);
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assert.equal(u.skill.activations, 0, `T${tier}: no enemy, no cast`);
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h.spawn('enemy_dummy', { pos: [10, 6] });
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assert.ok(h.runUntil(() => u.skill.active, 3), `T${tier}: cast with an enemy in range`);
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approx(u.skill.timeLeft, 30, `T${tier}: 30 s`, 0.01);
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approx(u.s.atk, u.base.atk * (1 + sk.bb.atk + 0.28), `T${tier}: ATK`);
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approx(u.s.aspd, 100 + sk.bb.attack_speed, `T${tier}: ASPD`);
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h.runUntil(() => !u.skill.active, 40);
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approx(u.s.atk, u.base.atk, `T${tier}: ATK back`);
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done(h);
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}
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});
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test('S2 绝不罢休 (AUTO, SP_FULL — a self buff): at full SP with no enemy, 2-5, ATK +60 / 75 %, DEF +40 / 50 % for 16 s; the second cast of a deployment doubles them for good; a redeploy counts again', () => {
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for (const [tier, elite] of [[5, false], [6, true]]) {
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const sk = skillOf(tier, elite, S2);
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const { h, u } = field({ tier, elite, skill: 1 });
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assert.deepEqual([u.skill.rule, sk.skillType, sk.duration, sk.spCost, sk.initSp, sk.rangeId], ['SP_FULL', 'AUTO', 16, elite ? 53 : 57, elite ? 24 : 20, '2-5'], `T${tier}`);
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h.run(sk.spCost - sk.initSp - 0.5);
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assert.equal(u.skill.activations, 0, `T${tier}: not before full SP`);
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assert.ok(h.runUntil(() => u.skill.active, 1), `T${tier}: at full SP, no enemy on the field`);
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||||
assert.deepEqual(u.liveRangeGrid, sk.rangeGrid, `T${tier}: 2-5 while it runs`);
|
||||
approx(u.s.atk, u.base.atk * (1 + sk.bb.atk + 0.28), `T${tier}: ATK (+ her 万众巨潮)`);
|
||||
approx(u.s.def, u.base.def * (1 + sk.bb.def + 0.28), `T${tier}: DEF`);
|
||||
h.run(15.9);
|
||||
assert.ok(u.skill.active, `T${tier}: 16 s`);
|
||||
h.run(0.2);
|
||||
assert.ok(!u.skill.active, `T${tier}: over after 16 s`);
|
||||
assert.deepEqual(u.liveRangeGrid, [[0, 0], [0, 1]], `T${tier}: 1-1 again`);
|
||||
u.skill.gainSp(999);
|
||||
assert.ok(h.runUntil(() => u.skill.active, 1), `T${tier}: the second cast`);
|
||||
approx(u.s.atk, u.base.atk * (1 + sk.bb['headb2_s_2[second].atk'] + 0.28), `T${tier}: ATK doubled`);
|
||||
approx(u.s.def, u.base.def * (1 + sk.bb['headb2_s_2[second].def'] + 0.28), `T${tier}: DEF doubled`);
|
||||
h.run(200);
|
||||
assert.ok(u.skill.active, `T${tier}: 持续时间无限`);
|
||||
h.b.retreat(u);
|
||||
h.b.redeploy(u);
|
||||
h.step();
|
||||
u.skill.gainSp(999);
|
||||
assert.ok(h.runUntil(() => u.skill.active, 1));
|
||||
approx(u.s.atk, u.base.atk * (1 + sk.bb.atk + 0.28), `T${tier}: a new deployment's first cast`);
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('S3 无可抵挡 (MANUAL, data CUSTOM_RANGE): five hammers on the Skill_3 clip\'s attack events (1.1 … 7.77 s), no normal attack, 9.23 s; the target ahead atk_scale × ATK, the others within 1.5 the splash; ATK +atk_base, +30 % per hammer; 高台 ×3.5 with 束缚, spreading k − 1 steps (0.1 s, then 0.125 s a step)', () => {
|
||||
for (const [tier, elite, mod] of [[5, false, null], [6, true, HAMX]]) {
|
||||
const sk = skillOf(tier, elite, S3);
|
||||
const { h, u } = field({ tier, elite, mod, skill: 2, rows: FOUR_HIGH, seed: 17 });
|
||||
assert.deepEqual([u.skill.rule, sk.bb.atk_scale, sk.bb.atk_step, sk.bb.splash_atk_scale_bonus, sk.bb.unmovable, sk.bb.atk_base],
|
||||
['CUSTOM_RANGE', elite ? 2.1 : 1.9, 0.3, 3.5, elite ? 1.5 : 1, elite ? 0.8 : 0.65], `T${tier}`);
|
||||
const ds = t0Of(u).damage_scale;
|
||||
// the 高台 at (11, 7)…(11, 10); a dummy on each one's own x-5 tile below it
|
||||
const under = [7, 8, 9, 10].map((c) => h.spawn('enemy_dummy', { pos: [12, c] }));
|
||||
const side = h.spawn('enemy_dummy', { pos: [9, 7] }); // in the hammer's 1.5, not the 1.0 of the trait
|
||||
u.skill.gainSp(999);
|
||||
h.run(1);
|
||||
assert.equal(u.skill.activations, 0, `T${tier}: nothing in the trigger grid`);
|
||||
const main = h.spawn('enemy_dummy', { pos: [10, 6] });
|
||||
assert.ok(h.runUntil(() => u.skill.active, 1), `T${tier}: an enemy in the trigger grid`);
|
||||
const t0 = h.hooksOf('skillStart').find((c) => c.unit === u).t;
|
||||
approx(u.skill.timeLeft, SKILL3_T - (h.b.time - t0), `T${tier}: the clip's 277 frames`, 0.01);
|
||||
h.runUntil(() => !u.skill.active, 12);
|
||||
approx(h.b.time - t0, SKILL3_T, `T${tier}: over with the clip`, 0.02);
|
||||
assert.equal(h.hooksOf('attack').filter((c) => c.attacker === u && c.t > t0 && c.t < t0 + SKILL3_T - 0.1).length, 0, `T${tier}: no normal attack`);
|
||||
const atkK = (k) => u.base.atk * (1 + sk.bb.atk_base + 0.28 + sk.bb.atk_step * (k - 1));
|
||||
const mh = dmgOn(h, main, (c) => c.t >= t0 && hammerHit(c));
|
||||
assert.equal(mh.length, 5, `T${tier}: five hammers on the target ahead`);
|
||||
mh.forEach((c, i) => { approx(c.t - t0, HAMMER_T[i], `T${tier}: hammer ${i + 1} at ${HAMMER_T[i].toFixed(3)} s`, 0.02); approx(c.amount, atkK(i + 1) * sk.bb.atk_scale, `T${tier}: hammer ${i + 1} ${sk.bb.atk_scale * 100} %`); });
|
||||
const sh = dmgOn(h, side, (c) => c.t >= t0 && hammerHit(c));
|
||||
assert.equal(sh.length, 5, `T${tier}: the splash within 1.5`);
|
||||
sh.forEach((c, i) => approx(c.amount, atkK(i + 1) * sk.bb.atk_scale * 0.5 * ds, `T${tier}: splash ${i + 1}`));
|
||||
// the 高台 rounds: hammer k reaches k − 1 steps along the row
|
||||
const counts = under.map((e) => dmgOn(h, e, (c) => c.t >= t0 && highland(c)).length);
|
||||
assert.deepEqual(counts, [5, 4, 3, 2], `T${tier}: (11, 7) every hammer, (11, 8) from the 2nd, (11, 9) the 3rd, (11, 10) the 4th`);
|
||||
const first = dmgOn(h, under[0], (c) => c.t >= t0 && highland(c));
|
||||
first.forEach((c, i) => approx(c.amount, atkK(i + 1) * 0.24 * 3.5, `T${tier}: 高台 ×3.5 at hammer ${i + 1}`));
|
||||
const last = dmgOn(h, under[3], (c) => c.t >= t0 && highland(c));
|
||||
approx(last[0].t - (t0 + HAMMER_T[3]), 0.1 + 3 * 0.125, `T${tier}: 0.1 s, then three spread steps of 0.125 s after the 4th hammer`, 0.03);
|
||||
const binds = h.hooksOf('statusApplied').filter((s) => s.target === under[0] && s.status === 'bind' && s.t >= t0);
|
||||
assert.ok(binds.length === 5 && binds.every((s) => Math.abs(s.duration - sk.bb.unmovable) < 1e-9), `T${tier}: 束缚 ${sk.bb.unmovable} s (${binds.length})`);
|
||||
assert.equal(h.hooksOf('statusApplied').filter((s) => s.target === under[0] && s.status === 'sluggish' && s.t >= t0).length, 0, `T${tier}: no 停顿 in the skill`);
|
||||
approx(u.s.atk, u.base.atk, `T${tier}: ATK back`);
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('S3: leaving the field stops the 高台 spread at once; a hammer due while she is stunned is lost', () => {
|
||||
const { h, u } = field({ tier: 6, elite: true, skill: 2, rows: FOUR_HIGH, seed: 17 });
|
||||
const under = [7, 8, 9, 10].map((c) => h.spawn('enemy_dummy', { pos: [12, c] }));
|
||||
h.spawn('enemy_dummy', { pos: [10, 6] });
|
||||
u.skill.gainSp(999);
|
||||
assert.ok(h.runUntil(() => u.skill.active, 1));
|
||||
const t0 = h.hooksOf('skillStart').find((c) => c.unit === u).t;
|
||||
h.run(HAMMER_T[3] + 0.15 - (h.b.time - t0)); // the 4th hammer: (11, 7) at +0.1, (11, 8) due at +0.225
|
||||
h.b.retreat(u);
|
||||
h.run(2);
|
||||
const counts = under.map((e) => dmgOn(h, e, (c) => c.t >= t0 && highland(c)).length);
|
||||
assert.deepEqual(counts, [4, 2, 1, 0], 'the 4th round stopped after its first step: (11, 8) / (11, 9) / (11, 10) keep the earlier rounds only');
|
||||
done(h);
|
||||
// stunned through the 1st hammer (1.1 s)
|
||||
const s = field({ tier: 5, skill: 2, seed: 17 });
|
||||
const main = s.h.spawn('enemy_dummy', { pos: [10, 6] });
|
||||
s.u.skill.gainSp(999);
|
||||
assert.ok(s.h.runUntil(() => s.u.skill.active, 1));
|
||||
s.h.run(1.0);
|
||||
s.h.b.applyStatus(s.u, 'stun', { duration: 1.5, source: null });
|
||||
s.h.runUntil(() => !s.u.skill.active, 12);
|
||||
assert.equal(dmgOn(s.h, main, hammerHit).length, 4, 'four hammers landed');
|
||||
done(s.h);
|
||||
});
|
||||
@@ -0,0 +1,288 @@
|
||||
// test/content/op_hodrer.test.js — the 自选 operator kit of 赫德雷 (char_4088_hodrer, 6★ 重剑手; kit
|
||||
// server/sim/content/kits/ops/op-hodrer.js), fielded the production way (a DIY slot + its `diy` pick, simdata getDiy) in every
|
||||
// form: tiers 5 / 6, normal (E2 Lv1, skill rank 4, no module) and elite (E2 Lv60, rank 7) with no module, CRU-X 新的生活 or
|
||||
// CRU-Y 笔迹 at stage 1 (tier 5) / 3 (tier 6). Every number is read back from data/backups.json (the form of that slot status);
|
||||
// the fidelity checklist of kits/README.md item by item.
|
||||
// Run: node --test test/content/op_hodrer.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 { KITTED_CHARS, OPERATOR_KITS, KITS } from '../../server/sim/content/kits/index.js';
|
||||
import { diyPool, validateDiyPicks } from '../../shared/diy.js';
|
||||
|
||||
const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8'));
|
||||
const CHESS = load('chess');
|
||||
const BACKUPS = load('backups');
|
||||
const HOD = 'char_4088_hodrer';
|
||||
const FORMS = BACKUPS.units[HOD].forms;
|
||||
const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' };
|
||||
const CRUX = 'uniequip_002_hodrer', CRUY = 'uniequip_003_hodrer';
|
||||
const S1 = 'skchr_hodrer_1', S2 = 'skchr_hodrer_2', S3 = 'skchr_hodrer_3';
|
||||
const PROTECT = 'talent:hodrer:protect';
|
||||
const formOf = (tier, elite) => FORMS[elite ? (tier === 5 ? '2/60/7/1' : '2/60/7/3') : '2/1/4/0'];
|
||||
const skillOf = (tier, elite, id) => formOf(tier, elite).skills.find((s) => s.skillId === id);
|
||||
const modOf = (tier, mod) => (mod ? formOf(tier, true).modules.find((m) => m.uniEquipId === mod) : null);
|
||||
const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`);
|
||||
const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o });
|
||||
const ENEMIES = {
|
||||
enemy_dummy: dummy('enemy_dummy'),
|
||||
enemy_fly: dummy('enemy_fly', { motion: 'FLY' }),
|
||||
enemy_walk: enemyRec({ key: 'enemy_walk', hp: 1e9, speed: 0.6, mass: 0 }),
|
||||
enemy_brute: enemyRec({ key: 'enemy_brute', hp: 1e9, speed: 0.6, mass: 0, atk: 300, bat: 1 }),
|
||||
};
|
||||
const FORMS_ALL = [[5, false, null], [6, false, null], ...[5, 6].flatMap((t) => [null, CRUX, CRUY].map((m) => [t, true, m]))];
|
||||
|
||||
/** A battle with 赫德雷 as uid 1 at (row, col) facing RIGHT, plus `others`. */
|
||||
function field({ tier = 5, elite = false, mod = null, skill = 0, row = 10, col = 5, others = [], seed = 5, noSp = false } = {}) {
|
||||
const h = makeBattle({
|
||||
defs: { enemies: ENEMIES }, timeLimit: 900, autoFinish: false, seed,
|
||||
flags: { dpPerSec: 0, dpMax: 999 }, hooks: ['damaged', 'heal', 'skillStart', 'skillEnd', 'statusApplied', 'attack'], captureNoisy: true,
|
||||
units: [{ uid: 1, diy: { slot: SLOT[tier], charId: HOD, skillIndex: skill, uniEquipId: mod }, elite, row, col }, ...others],
|
||||
});
|
||||
h.step();
|
||||
const u = h.unit(1);
|
||||
if (noSp) h.b.on('spGain', (c) => { if (c.unit === u) c.amount = 0; });
|
||||
return { h, u };
|
||||
}
|
||||
const atkHits = (h, u) => h.hooksOf('damaged').filter((c) => c.source === u && c.dmg?.isAttack);
|
||||
const byAttack = (hits) => { const m = new Map(); for (const c of hits) { const k = c.dmg.attackId; if (!m.has(k)) m.set(k, []); m.get(k).push(c); } return [...m.values()]; };
|
||||
function done(h) {
|
||||
checkInvariants(h.b);
|
||||
assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0]));
|
||||
}
|
||||
const label = ([tier, elite, mod]) => `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`;
|
||||
const t0Of = (u) => u.def.raw.talents.find((t) => t.index === 0).bb;
|
||||
const t1Of = (u) => u.def.raw.talents.find((t) => t.index === 1).bb;
|
||||
/** 余火之氅 on his own tile: CRU-X stage 3 "造成的物理伤害提升10%" (damage_scale) — 1 otherwise. */
|
||||
const ownPhys = (u) => t1Of(u).damage_scale ?? 1;
|
||||
|
||||
test('赫德雷 in every 自选 form: his operator kit (all three skills authored), the form\'s stats + module attributes, 1-1, blocks 2, melee physical ground-only hitting all he blocks, no bond, no 特质', () => {
|
||||
assert.equal(OPERATOR_KITS[HOD], KITS[HOD]);
|
||||
for (const f of FORMS_ALL) {
|
||||
const [tier, elite, mod] = f;
|
||||
for (const skill of [0, 1, 2]) {
|
||||
const { h, u } = field({ tier, elite, mod, skill });
|
||||
const form = formOf(tier, elite), m = elite ? modOf(tier, mod) : null;
|
||||
assert.deepEqual([u.def.charId, u.def.diyFor, u.skill.id, !!u.kit.generic, u.kit.skillSource], [HOD, SLOT[tier], form.skills[skill].skillId, false, 'skills'], label(f));
|
||||
assert.deepEqual([u.base.maxHp, u.base.atk, u.base.def], [form.stats.maxHp + (m?.attr.maxHp ?? 0), form.stats.atk + (m?.attr.atk ?? 0), form.stats.def], `${label(f)}: stats`);
|
||||
assert.deepEqual([u.s.blockCnt, u.profile.attack, u.profile.dmgType, u.profile.canHitFly, u.profile.hitAllBlocked, u.base.bat], [2, 'melee', 'phys', false, true, 2.5], `${label(f)}: 重剑手`);
|
||||
assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${label(f)}: 1-1`);
|
||||
assert.deepEqual([u.def.bonds, u.def.raw.garrisonIds], [['emptyShip'], []], `${label(f)}: bonds / 特质`);
|
||||
assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth, `${label(f)}: ground enemies target him`);
|
||||
done(h);
|
||||
}
|
||||
}
|
||||
// zh_CN: E2 Lv1 4670 / 1323 / 0, E2 Lv60 5544 / 1491 / 0; CRU-X +290 / +92 → +450 / +130, CRU-Y +300 / +110 → +400 / +160
|
||||
assert.deepEqual([FORMS['2/1/4/0'].stats.maxHp, FORMS['2/1/4/0'].stats.atk, FORMS['2/60/7/1'].stats.maxHp, FORMS['2/60/7/1'].stats.atk], [4670, 1323, 5544, 1491]);
|
||||
assert.deepEqual([modOf(5, CRUX).attr, modOf(6, CRUX).attr, modOf(5, CRUY).attr, modOf(6, CRUY).attr], [{ maxHp: 290, atk: 92 }, { maxHp: 450, atk: 130 }, { maxHp: 300, atk: 110 }, { maxHp: 400, atk: 160 }]);
|
||||
});
|
||||
|
||||
test('a 自选 pick: 赫德雷 is offered at tiers 5 and 6 (he has a kit) and a roster with him passes validateDiyPicks', () => {
|
||||
const data = { chess: CHESS, backups: BACKUPS };
|
||||
assert.ok(KITTED_CHARS.includes(HOD));
|
||||
for (const t of [5, 6]) assert.ok(diyPool(t, { data, kitted: KITTED_CHARS }).includes(HOD), `tier ${t}`);
|
||||
assert.deepEqual(validateDiyPicks({ [SLOT[6]]: { charId: HOD, skillIndex: 0, uniEquipId: CRUY } }, { data, kitted: KITTED_CHARS }),
|
||||
{ ok: true, picks: { [SLOT[6]]: { charId: HOD, skillIndex: 0, uniEquipId: CRUY } } });
|
||||
});
|
||||
|
||||
test('trait + T1 及锋而试: every attack hits all he blocks; ×1.1 (CRU-Y stage 3 ×1.3), ×1.4 (×1.6) on a stunned or bound target — not a frozen one, never a flyer', () => {
|
||||
for (const f of FORMS_ALL) {
|
||||
const [tier, elite, mod] = f;
|
||||
const { h, u } = field({ tier, elite, mod, skill: 0, noSp: true });
|
||||
const t0 = t0Of(u);
|
||||
const y3 = elite && tier === 6 && mod === CRUY;
|
||||
assert.deepEqual([t0.atk_scale_2, t0.atk_scale], y3 ? [1.3, 1.6] : [1.1, 1.4], label(f));
|
||||
const e = h.spawn('enemy_dummy', { pos: [10, 6] });
|
||||
h.spawn('enemy_fly', { pos: [10, 6] });
|
||||
const hitOn = () => { const n = atkHits(h, u).length; h.runUntil(() => atkHits(h, u).length > n, 3); return atkHits(h, u).slice(n); };
|
||||
let hs = hitOn();
|
||||
assert.ok(hs.length === 1 && hs[0].target === e, `${label(f)}: the ground dummy only`);
|
||||
approx(hs[0].amount, u.s.atk * t0.atk_scale_2 * ownPhys(u), `${label(f)}: ×${t0.atk_scale_2}`);
|
||||
for (const [st, mul] of [['stun', t0.atk_scale], ['bind', t0.atk_scale], ['freeze', t0.atk_scale_2]]) {
|
||||
h.b.applyStatus(e, st, { duration: 60, source: null });
|
||||
hs = hitOn();
|
||||
approx(hs[0].amount, u.s.atk * mul * ownPhys(u), `${label(f)}: ${st} ×${mul}`);
|
||||
h.b.removeStatus(e, st);
|
||||
}
|
||||
done(h);
|
||||
}
|
||||
// all he blocks, at once
|
||||
const { h, u } = field({ tier: 6, elite: true, skill: 0, row: 9, col: 5, noSp: true });
|
||||
h.spawn('enemy_walk', { routeIndex: 0 });
|
||||
h.spawn('enemy_walk', { routeIndex: 0, time: 0 });
|
||||
assert.ok(h.runUntil(() => u.blocking.length === 2, 40), 'blocks two');
|
||||
const n = atkHits(h, u).length;
|
||||
h.run(6);
|
||||
const att = byAttack(atkHits(h, u).slice(n));
|
||||
assert.ok(att.length >= 2 && att.every((a) => a.length === 2 && new Set(a.map((c) => c.target)).size === 2), '同时攻击阻挡的所有敌人');
|
||||
done(h);
|
||||
});
|
||||
|
||||
test('CRU-Y stage 3: his first damage on an enemy he blocks stuns it 2.5 s — before 及锋而试 reads it (×1.6) — once per enemy and deployment; CRU-Y ×1.1 on the enemies he blocks (stages 1 and 3), not on others', () => {
|
||||
for (const f of FORMS_ALL) {
|
||||
const [tier, elite, mod] = f;
|
||||
const { h, u } = field({ tier, elite, mod, skill: 0, row: 9, col: 5, noSp: true });
|
||||
const y = elite && mod === CRUY, y3 = y && tier === 6;
|
||||
const w = h.spawn('enemy_walk', { routeIndex: 0 });
|
||||
assert.ok(h.runUntil(() => u.blocking.includes(w), 40), `${label(f)}: blocked`);
|
||||
const n = atkHits(h, u).length;
|
||||
h.runUntil(() => atkHits(h, u).length > n, 4);
|
||||
const first = atkHits(h, u).slice(n)[0];
|
||||
const stuns = () => h.hooksOf('statusApplied').filter((s) => s.target === w && s.status === 'stun' && s.source === u);
|
||||
const t0 = t0Of(u);
|
||||
assert.equal(stuns().length, y3 ? 1 : 0, `${label(f)}: the first-hit stun`);
|
||||
if (y3) assert.equal(stuns()[0].duration, 2.5);
|
||||
approx(first.amount, u.s.atk * (y3 ? t0.atk_scale : t0.atk_scale_2) * (y ? 1.1 : 1) * ownPhys(u), `${label(f)}: the first hit`);
|
||||
h.run(8);
|
||||
assert.equal(stuns().length, y3 ? 1 : 0, `${label(f)}: once per enemy`);
|
||||
if (y3) {
|
||||
// the marks go with his deployment (derived from the module talent's buff): a redeployed 赫德雷 stuns it anew
|
||||
h.b.retreat(u);
|
||||
h.b.redeploy(u);
|
||||
assert.ok(h.runUntil(() => stuns().length === 2, 20), `${label(f)}: stunned again after a redeploy`);
|
||||
}
|
||||
done(h);
|
||||
}
|
||||
// an enemy another operator blocks: no CRU-Y ×1.1 (hodrer_e_003_tr: CheckBlocked by him)
|
||||
for (const [tier, mod] of [[5, CRUY], [6, CRUY]]) {
|
||||
const { h, u } = field({ tier, elite: true, mod, skill: 0, noSp: true, others: [{ uid: 2, chessId: 'chess_char_1_02_a', row: 10, col: 6 }] });
|
||||
const e = h.spawn('enemy_dummy', { pos: [10, 6] });
|
||||
assert.ok(h.runUntil(() => e.blockedBy === h.unit(2), 3), `T${tier}: blocked by 角峰`);
|
||||
const n = atkHits(h, u).length;
|
||||
h.runUntil(() => atkHits(h, u).filter((c) => c.target === e).length > 0 && atkHits(h, u).length > n, 6);
|
||||
const c = atkHits(h, u).filter((x) => x.target === e).pop();
|
||||
approx(c.amount, u.s.atk * t0Of(u).atk_scale_2, `T${tier}: ×${t0Of(u).atk_scale_2} only`);
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('T2 余火之氅: he and the ally on the tile behind him get 18 % 庇护 (CRU-X stage 3: 28 % and 物理伤害 +10 %); not the ally beside him; gone once he leaves', () => {
|
||||
const others = [{ uid: 2, chessId: 'chess_char_1_08_a', row: 10, col: 4 }, { uid: 3, chessId: 'chess_char_1_10_a', row: 11, col: 5 }];
|
||||
for (const f of FORMS_ALL) {
|
||||
const [tier, elite, mod] = f;
|
||||
const { h, u } = field({ tier, elite, mod, skill: 0, others });
|
||||
const behind = h.unit(2), beside = h.unit(3);
|
||||
h.run(0.5);
|
||||
const x3 = elite && tier === 6 && mod === CRUX;
|
||||
const dr = t1Of(u).damage_resistance;
|
||||
assert.equal(dr, x3 ? 0.28 : 0.18, label(f));
|
||||
for (const a of [u, behind]) {
|
||||
const m = a.findBuff(PROTECT)?.mods;
|
||||
assert.ok(m, `${label(f)}: ${a.def.charId} protected`);
|
||||
approx(m.physTakenMul, 1 - dr, `${label(f)}: phys`);
|
||||
approx(m.artsTakenMul, 1 - dr, `${label(f)}: arts`);
|
||||
assert.equal(m.physDealtMul ?? 1, x3 ? 1.1 : 1, `${label(f)}: 物理伤害`);
|
||||
}
|
||||
assert.equal(beside.findBuff(PROTECT), null, `${label(f)}: not beside him`);
|
||||
const hp = behind.hp;
|
||||
h.b.dealDamage(null, behind, { amount: 1000, type: 'arts' });
|
||||
approx(hp - behind.hp, 1000 * (1 - behind.s.res / 100) * (1 - dr), `${label(f)}: arts taken behind him`);
|
||||
h.b.retreat(u);
|
||||
h.run(0.5);
|
||||
assert.equal(behind.findBuff(PROTECT), null, `${label(f)}: gone with him`);
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('S1 重锋不熄 (AUTO, hit SP 3, DEFAULT): every 4th attack hits all he blocks at 180 % / 200 % (× 及锋而试) and heals 15 % / 20 % of his max HP once (CRU-X: ×1.2 受到的治疗)', () => {
|
||||
for (const [tier, elite, mod] of [[5, false, null], [6, true, null], [6, true, CRUX]]) {
|
||||
const sk = skillOf(tier, elite, S1);
|
||||
const { h, u } = field({ tier, elite, mod, skill: 0, row: 9, col: 5 });
|
||||
assert.deepEqual([u.skill.rule, u.skill.spType, u.skill.spCost, sk.bb.atk_scale, sk.bb.hp_ratio], ['DEFAULT', 'attack', 3, elite ? 2 : 1.8, elite ? 0.2 : 0.15], `T${tier}`);
|
||||
h.spawn('enemy_walk', { routeIndex: 0 });
|
||||
h.spawn('enemy_walk', { routeIndex: 0, time: 0 });
|
||||
assert.ok(h.runUntil(() => u.blocking.length === 2, 40));
|
||||
u.hp = u.s.maxHp * 0.3;
|
||||
const n0 = atkHits(h, u).length;
|
||||
h.run(2.5 * 8 + 0.1);
|
||||
const att = byAttack(atkHits(h, u).slice(n0));
|
||||
const sk1 = att.filter((a) => a[0].dmg.isSkill);
|
||||
assert.ok(sk1.length >= 2, `T${tier}: casts (${sk1.length} in ${att.length} attacks)`);
|
||||
const idx = att.map((a, i) => (a[0].dmg.isSkill ? i : -1)).filter((i) => i >= 0);
|
||||
for (let i = 1; i < idx.length; i++) assert.equal(idx[i] - idx[i - 1], 4, `T${tier}: one cast every 4 attacks`);
|
||||
for (const c of sk1[0]) approx(c.amount, u.s.atk * sk.bb.atk_scale * 1.1 * ownPhys(u), `T${tier}: ${sk.bb.atk_scale * 100} % × 1.1`);
|
||||
assert.equal(sk1[0].length, 2, `T${tier}: both blocked enemies`);
|
||||
const heals = h.hooksOf('heal').filter((c) => c.target === u && c.source === u);
|
||||
assert.equal(heals.length, sk1.length, `T${tier}: one heal per cast`);
|
||||
approx(heals[0].amount, u.s.maxHp * sk.bb.hp_ratio * (mod === CRUX ? 1.2 : 1), `T${tier}: ${sk.bb.hp_ratio * 100} % max HP${mod === CRUX ? ' × 1.2' : ''}`);
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('S2 余烬重荷 (MANUAL, DEFAULT, a 状态切换 toggle): ATK +16 % / 28 % from the deployment on; switched on once and kept — interval 2.5 + 0.5 s, block 3, every attack stuns its targets 1 s before 及锋而试 reads them (×1.4)', () => {
|
||||
for (const [tier, elite] of [[5, false], [6, true]]) {
|
||||
const sk = skillOf(tier, elite, S2);
|
||||
const { h, u } = field({ tier, elite, skill: 1, row: 9, col: 5 });
|
||||
assert.deepEqual([u.skill.rule, u.skill.kind, sk.spCost, sk.initSp, sk.bb.atk, sk.bb.base_attack_time, sk.bb.block_cnt, sk.bb['attack@stun']], ['DEFAULT', 'toggle', elite ? 8 : 9, 0, elite ? 0.28 : 0.16, 0.5, 1, 1], `T${tier}`);
|
||||
approx(u.s.atk, u.base.atk * (1 + sk.bb.atk), `T${tier}: the passive ATK`);
|
||||
for (let i = 0; i < 3; i++) h.spawn('enemy_walk', { routeIndex: 0, time: 0 });
|
||||
assert.ok(h.runUntil(() => u.skill.active, 30), `T${tier}: switched on with an enemy`);
|
||||
approx(u.s.interval, 3.0, `T${tier}: 攻击间隔略微增大(+0.5)`);
|
||||
assert.equal(u.s.blockCnt, 3, `T${tier}: 阻挡数+1`);
|
||||
assert.ok(h.runUntil(() => u.blocking.length === 3, 30), `T${tier}: blocks three`);
|
||||
const n0 = atkHits(h, u).length;
|
||||
h.run(9.1);
|
||||
const att = byAttack(atkHits(h, u).slice(n0));
|
||||
assert.ok(att.length >= 3 && att.every((a) => a.length === 3), `T${tier}: all three each attack`);
|
||||
for (const a of att) for (const c of a) approx(c.amount, u.s.atk * 1.4, `T${tier}: stunned first ⇒ ×1.4`);
|
||||
const stuns = h.hooksOf('statusApplied').filter((s) => s.source === u && s.status === 'stun');
|
||||
assert.ok(stuns.length >= 9 && stuns.every((s) => s.duration === 1), `T${tier}: 晕眩1秒 on every target`);
|
||||
h.run(60);
|
||||
assert.ok(u.skill.active, `T${tier}: kept on`);
|
||||
assert.equal(u.skill.activations, 1, `T${tier}: switched on once`);
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('S3 死境硝烟 (MANUAL, data ACTIVE_RANGE): cast with an enemy 2 tiles ahead; 70 s, max HP +30 / 45 %, ATK +60 / 90 %, range +1; heals 5 % per attack, 25 % stuns 3 / 4 s; −100 HP / s and 200 无来源 true / s on the enemies he attacked or that attacked him', () => {
|
||||
for (const [tier, elite] of [[5, false], [6, true]]) {
|
||||
const sk = skillOf(tier, elite, S3);
|
||||
const { h, u } = field({ tier, elite, skill: 2, seed: 19 });
|
||||
assert.deepEqual([u.skill.rule, sk.duration, sk.bb.max_hp, sk.bb.atk, sk.bb['attack@hp_ratio'], sk.bb['attack@buff_prob'], sk.bb['attack@stun'], sk.bb.ability_range_forward_extend, sk.bb['attack@value'], sk.bb['attack@damage']],
|
||||
['ACTIVE_RANGE', 70, elite ? 0.45 : 0.3, elite ? 0.9 : 0.6, 0.05, 0.25, elite ? 4 : 3, 1, 100, 200], `T${tier}`);
|
||||
assert.deepEqual(sk.trigger.customRangeGrid, [[0, 0], [0, 1], [0, 2]], `T${tier}: the running range`);
|
||||
u.skill.gainSp(999);
|
||||
const near = h.spawn('enemy_dummy', { pos: [9, 6] }); // beside his range: never attacked
|
||||
h.run(1);
|
||||
assert.equal(u.skill.activations, 0, `T${tier}: nothing in his range`);
|
||||
const far = h.spawn('enemy_dummy', { pos: [10, 7] });
|
||||
assert.ok(h.runUntil(() => u.skill.active, 1), `T${tier}: an enemy 2 tiles ahead (the running range)`);
|
||||
assert.deepEqual(u.liveRangeGrid, [[0, 0], [0, 1], [0, 2]], `T${tier}: 攻击距离+1`);
|
||||
approx(u.skill.timeLeft, 70, `T${tier}: 70 s`, 0.01);
|
||||
approx(u.s.maxHp, u.base.maxHp * (1 + sk.bb.max_hp), `T${tier}: max HP`);
|
||||
approx(u.s.atk, u.base.atk * (1 + sk.bb.atk), `T${tier}: ATK`);
|
||||
const t0 = h.hooksOf('skillStart').find((c) => c.unit === u).t;
|
||||
h.run(10);
|
||||
const ticks = (e) => h.hooksOf('damaged').filter((c) => c.target === e && c.credit === u && c.source === null && (c.dmg?.tags ?? []).includes('periodic'));
|
||||
const onFar = ticks(far);
|
||||
assert.ok(onFar.length >= 8 && onFar.every((c) => c.amount === 200 && c.type === 'true'), `T${tier}: 200 无来源 true / s on the enemy he attacked (${onFar.length})`);
|
||||
assert.equal(ticks(near).length, 0, `T${tier}: none on an enemy he never attacked`);
|
||||
const losses = h.hooksOf('damaged').filter((c) => c.target === u && (c.dmg?.tags ?? []).includes('hpLoss') && c.t >= t0);
|
||||
assert.ok(losses.length >= 9 && losses.every((c) => c.amount === 100), `T${tier}: 每秒流失100点生命 (${losses.length})`);
|
||||
const heals = h.hooksOf('heal').filter((c) => c.target === u && c.source === u && c.t >= t0);
|
||||
const attacks = h.hooksOf('attack').filter((c) => c.attacker === u && c.t >= t0);
|
||||
assert.ok(heals.length >= 2 && Math.abs(heals.length - attacks.length) <= 1, `T${tier}: one heal per attack (${heals.length} / ${attacks.length})`);
|
||||
// an enemy that attacks him joins
|
||||
const brute = h.spawn('enemy_brute', { routeIndex: 1 });
|
||||
assert.ok(h.runUntil(() => ticks(brute).length >= 2, 40), `T${tier}: the brute that hit him burns too`);
|
||||
h.b.kill(brute, null);
|
||||
u.hp = u.s.maxHp;
|
||||
// the stun roll over many attacks ≈ 25 %
|
||||
u.skill.extend(600);
|
||||
const s0 = h.hooksOf('statusApplied').filter((s) => s.source === u && s.status === 'stun' && s.target === far).length;
|
||||
const a0 = atkHits(h, u).filter((c) => c.target === far).length;
|
||||
h.run(500);
|
||||
const sN = h.hooksOf('statusApplied').filter((s) => s.source === u && s.status === 'stun' && s.target === far);
|
||||
const aN = atkHits(h, u).filter((c) => c.target === far).length - a0;
|
||||
const rate = (sN.length - s0) / aN;
|
||||
assert.ok(rate > 0.17 && rate < 0.33 && sN.every((s) => s.duration === sk.bb['attack@stun']), `T${tier}: stun ${(rate * 100).toFixed(1)} % ≈ 25 %, ${sk.bb['attack@stun']} s`);
|
||||
u.skill.end('test');
|
||||
const n = ticks(far).length;
|
||||
h.run(3);
|
||||
assert.equal(ticks(far).length, n, `T${tier}: no tick after the skill`);
|
||||
assert.deepEqual(u.liveRangeGrid, [[0, 0], [0, 1]], `T${tier}: 1-1 again`);
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
@@ -0,0 +1,419 @@
|
||||
// test/content/op_vvana.test.js — the 自选 operator kit of 薇薇安娜 (char_4098_vvana, 6★ 术战者; kit
|
||||
// server/sim/content/kits/ops/op-vvana.js), fielded the production way (a DIY slot + its `diy` pick, simdata getDiy) in every
|
||||
// form: tiers 5 / 6, normal (E2 Lv1, skill rank 4, no module) and elite (E2 Lv60, rank 7) with no module, AFT-D 目不能及之处 or
|
||||
// AFT-Y “最后一行” at stage 1 (tier 5) / 3 (tier 6). Every number is read back from data/backups.json (the form of that slot
|
||||
// status); the fidelity checklist of kits/README.md item by item.
|
||||
// Run: node --test test/content/op_vvana.test.js
|
||||
|
||||
import { test } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
import { readFileSync } from 'node:fs';
|
||||
import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js';
|
||||
import { KITTED_CHARS, OPERATOR_KITS, KITS } from '../../server/sim/content/kits/index.js';
|
||||
import { sortEnemyTargets } from '../../server/sim/targeting.js';
|
||||
import { diyPool, validateDiyPicks } from '../../shared/diy.js';
|
||||
|
||||
const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8'));
|
||||
const CHESS = load('chess');
|
||||
const BACKUPS = load('backups');
|
||||
const VVANA = 'char_4098_vvana';
|
||||
const FORMS = BACKUPS.units[VVANA].forms;
|
||||
const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' };
|
||||
const AFTD = 'uniequip_002_vvana', AFTY = 'uniequip_003_vvana';
|
||||
const S1 = 'skchr_vvana_1', S2 = 'skchr_vvana_2', S3 = 'skchr_vvana_3';
|
||||
const SHIELD = 'talent:vvana:shield', CANDLE = 'talent:vvana:candle';
|
||||
const RANGE_3_2 = [[0, 0], [0, 1], [0, 2], [0, 3]];
|
||||
/** The unit form of a slot (tier, normal / elite). */
|
||||
const formOf = (tier, elite) => FORMS[elite ? (tier === 5 ? '2/60/7/1' : '2/60/7/3') : '2/1/4/0'];
|
||||
const skillOf = (tier, elite, id) => formOf(tier, elite).skills.find((s) => s.skillId === id);
|
||||
const modOf = (tier, mod) => (mod ? formOf(tier, true).modules.find((m) => m.uniEquipId === mod) : null);
|
||||
const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`);
|
||||
const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o });
|
||||
const ENEMIES = {
|
||||
enemy_dummy: dummy('enemy_dummy'),
|
||||
enemy_elite: dummy('enemy_elite', { rank: 'ELITE' }),
|
||||
enemy_fly: dummy('enemy_fly', { motion: 'FLY' }),
|
||||
enemy_walk: enemyRec({ key: 'enemy_walk', hp: 1e9, speed: 0.6, mass: 0 }),
|
||||
enemy_brute: enemyRec({ key: 'enemy_brute', hp: 1e9, speed: 0.6, mass: 0, atk: 500, bat: 1 }),
|
||||
enemy_shooter: dummy('enemy_shooter', { atk: 300, range: 3, bat: 1 }),
|
||||
};
|
||||
/** Every 自选 form: [tier, elite, module]. */
|
||||
const FORMS_ALL = [[5, false, null], [6, false, null], ...[5, 6].flatMap((t) => [null, AFTD, AFTY].map((m) => [t, true, m]))];
|
||||
|
||||
/** A battle with 薇薇安娜 as uid 1 at (row, col) facing RIGHT, plus `others`. */
|
||||
function field({ tier = 5, elite = false, mod = null, skill = 0, row = 10, col = 5, others = [], seed = 5 } = {}) {
|
||||
const h = makeBattle({
|
||||
defs: { enemies: ENEMIES }, timeLimit: 900, autoFinish: false, seed,
|
||||
flags: { dpPerSec: 0, dpMax: 999 }, hooks: ['damaged', 'hit', 'skillStart', 'skillEnd', 'statusApplied'], captureNoisy: true,
|
||||
units: [{ uid: 1, diy: { slot: SLOT[tier], charId: VVANA, skillIndex: skill, uniEquipId: mod }, elite, row, col }, ...others],
|
||||
});
|
||||
h.step();
|
||||
return { h, u: h.unit(1) };
|
||||
}
|
||||
const atkHits = (h, u) => h.hooksOf('damaged').filter((c) => c.source === u && c.dmg?.isAttack);
|
||||
const byAttack = (hits) => { const m = new Map(); for (const c of hits) { const k = c.dmg.attackId; if (!m.has(k)) m.set(k, []); m.get(k).push(c); } return [...m.values()]; };
|
||||
function done(h) {
|
||||
checkInvariants(h.b);
|
||||
assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0]));
|
||||
}
|
||||
const label = ([tier, elite, mod]) => `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`;
|
||||
const keysOf = (u, grid) => grid.map(([dr, dc]) => (u.tileR + dr) * 21 + u.tileC + dc).sort((a, b) => a - b);
|
||||
|
||||
test('薇薇安娜 in every 自选 form: her operator kit (all three skills authored), the form\'s stats + module attributes, 1-1 range, blocks 1, melee arts ground-only, 卡西米尔, no 特质', () => {
|
||||
assert.equal(OPERATOR_KITS[VVANA], KITS[VVANA]);
|
||||
for (const f of FORMS_ALL) {
|
||||
const [tier, elite, mod] = f;
|
||||
for (const skill of [0, 1, 2]) {
|
||||
const { h, u } = field({ tier, elite, mod, skill });
|
||||
const form = formOf(tier, elite), m = elite ? modOf(tier, mod) : null;
|
||||
assert.deepEqual([u.def.charId, u.def.diyFor, u.skill.id, !!u.kit.generic, u.kit.skillSource], [VVANA, SLOT[tier], form.skills[skill].skillId, false, 'skills'], label(f));
|
||||
assert.deepEqual([u.base.maxHp, u.base.atk, u.base.def, u.base.res], [form.stats.maxHp + (m?.attr.maxHp ?? 0), form.stats.atk + (m?.attr.atk ?? 0), form.stats.def + (m?.attr.def ?? 0), form.stats.res], `${label(f)}: stats`);
|
||||
assert.deepEqual([u.s.blockCnt, u.profile.attack, u.profile.dmgType, u.profile.canHitFly, u.base.bat], [1, 'melee', 'arts', false, 1.25], `${label(f)}: 术战者`);
|
||||
assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${label(f)}: 1-1`);
|
||||
assert.deepEqual([u.def.bonds, u.def.raw.garrisonIds], [['kazimierzShip'], []], `${label(f)}: bonds / 特质`);
|
||||
assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth, `${label(f)}: ground enemies target her`);
|
||||
done(h);
|
||||
}
|
||||
}
|
||||
// zh_CN: E2 Lv1 2219 / 523 / 371, E2 Lv60 2684 / 605 / 421; AFT-D +240 / +30 → +420 / +60 HP / ATK, AFT-Y +240 / +30 / +30 → +300 / +45 / +45
|
||||
assert.deepEqual([FORMS['2/1/4/0'].stats.maxHp, FORMS['2/1/4/0'].stats.atk, FORMS['2/60/7/1'].stats.maxHp, FORMS['2/60/7/1'].stats.atk], [2219, 523, 2684, 605]);
|
||||
assert.deepEqual([modOf(5, AFTD).attr, modOf(6, AFTD).attr, modOf(5, AFTY).attr, modOf(6, AFTY).attr], [{ maxHp: 240, atk: 30 }, { maxHp: 420, atk: 60 }, { maxHp: 240, atk: 30, def: 30 }, { maxHp: 300, atk: 45, def: 45 }]);
|
||||
});
|
||||
|
||||
test('a 自选 pick: 薇薇安娜 is offered at tiers 5 and 6 (she has a kit) and a roster with her passes validateDiyPicks', () => {
|
||||
const data = { chess: CHESS, backups: BACKUPS };
|
||||
assert.ok(KITTED_CHARS.includes(VVANA));
|
||||
for (const t of [5, 6]) assert.ok(diyPool(t, { data, kitted: KITTED_CHARS }).includes(VVANA), `tier ${t}`);
|
||||
assert.deepEqual(validateDiyPicks({ [SLOT[6]]: { charId: VVANA, skillIndex: 2, uniEquipId: AFTY } }, { data, kitted: KITTED_CHARS }),
|
||||
{ ok: true, picks: { [SLOT[6]]: { charId: VVANA, skillIndex: 2, uniEquipId: AFTY } } });
|
||||
});
|
||||
|
||||
test('S1 光影迅捷剑 (AUTO, DEFAULT, 2 charges): with one charge the next attack hits twice at 155 % / 170 % ATK (arts) and spends one charge; the range stays 1-1', () => {
|
||||
for (const [tier, elite] of [[5, false], [6, true]]) {
|
||||
const sk = skillOf(tier, elite, S1);
|
||||
const { h, u } = field({ tier, elite, skill: 0 });
|
||||
assert.deepEqual([u.skill.rule, u.skill.maxCharges, u.skill.spCost, sk.initSp, sk.bb.atk_scale], ['DEFAULT', 2, elite ? 4 : 5, 0, elite ? 1.7 : 1.55], `T${tier}`);
|
||||
const e = h.spawn('enemy_dummy', { pos: [10, 6] });
|
||||
const fly = h.spawn('enemy_fly', { pos: [10, 6] });
|
||||
assert.ok(h.runUntil(() => u.skill.activations === 1, sk.spCost + 2), `T${tier}: cast once a charge is stored`);
|
||||
assert.equal(h.hooksOf('damaged').filter((c) => c.target === fly).length, 0, `T${tier}: a melee 术战者 never hits the flyer`);
|
||||
h.run(0.1);
|
||||
const skillAtk = byAttack(atkHits(h, u).filter((c) => c.dmg.isSkill));
|
||||
assert.equal(skillAtk.length, 1, `T${tier}: one skill attack`);
|
||||
assert.equal(skillAtk[0].length, 2, `T${tier}: 连续攻击两次`);
|
||||
for (const c of skillAtk[0]) {
|
||||
assert.deepEqual([c.target, c.type], [e, 'arts'], `T${tier}: the target, arts`);
|
||||
approx(c.amount, u.s.atk * sk.bb.atk_scale * 1.08, `T${tier}: ${sk.bb.atk_scale * 100} % ATK (× 燃烛施明 1.08)`);
|
||||
}
|
||||
assert.ok(u.skill.charges < 1 && !u.mem.vvanaCharged, `T${tier}: one charge spent, no 蓄力`);
|
||||
assert.deepEqual(u.liveRangeGrid, [[0, 0], [0, 1]], `T${tier}: 1-1`);
|
||||
// plain attacks hit once at 100 %
|
||||
const plain = byAttack(atkHits(h, u).filter((c) => !c.dmg.isSkill));
|
||||
assert.ok(plain.length > 0 && plain.every((a) => a.length === 1), `T${tier}: plain attacks hit once`);
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('S1 蓄力: both charges stored ⇒ the 3-2 range (card and trigger), the cast spends every charge and hits three times from 3 tiles away; the range is 1-1 again after it', () => {
|
||||
for (const [tier, elite] of [[5, false], [6, true]]) {
|
||||
const sk = skillOf(tier, elite, S1);
|
||||
const { h, u } = field({ tier, elite, skill: 0 });
|
||||
h.run(sk.spCost * 2 - 0.5);
|
||||
assert.equal(u.skill.charges, 1, `T${tier}: one charge after ${sk.spCost * 2 - 0.5} s`);
|
||||
assert.deepEqual(u.liveRangeGrid, [[0, 0], [0, 1]], `T${tier}: not yet`);
|
||||
h.run(0.6);
|
||||
assert.equal(u.skill.charges, 2, `T${tier}: both charges`);
|
||||
assert.deepEqual(u.liveRangeGrid, RANGE_3_2, `T${tier}: 蓄力 — 3-2`);
|
||||
assert.deepEqual([...u.baseRangeKeys].sort((a, b) => a - b), keysOf(u, RANGE_3_2), `T${tier}: the DEFAULT trigger range follows`);
|
||||
const e = h.spawn('enemy_dummy', { pos: [10, 8] });
|
||||
assert.ok(h.runUntil(() => u.skill.activations === 1, 2), `T${tier}: cast on the enemy 3 tiles ahead`);
|
||||
h.step();
|
||||
const skillAtk = byAttack(atkHits(h, u).filter((c) => c.dmg.isSkill));
|
||||
assert.equal(skillAtk.length, 1);
|
||||
assert.equal(skillAtk[0].length, 3, `T${tier}: 改为连续攻击三次`);
|
||||
for (const c of skillAtk[0]) { assert.equal(c.target, e); approx(c.amount, u.s.atk * sk.bb.atk_scale * 1.08, `T${tier}: ${sk.bb.atk_scale * 100} %`); }
|
||||
assert.ok(u.skill.charges === 0 && u.skill.sp < 0.2, `T${tier}: 任何时候开启均消耗全部技力 (${u.skill.charges} / ${u.skill.sp})`);
|
||||
assert.deepEqual(u.liveRangeGrid, [[0, 0], [0, 1]], `T${tier}: 蓄力 over with the skill`);
|
||||
const n = atkHits(h, u).length;
|
||||
h.run(3);
|
||||
assert.equal(atkHits(h, u).length, n, `T${tier}: the enemy 3 tiles ahead is out of her 1-1 again`);
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('S1 蓄力 mode stays until the next end of the skill: silenced with both charges she attacks with the 3-2 range (plain attacks); a redeploy clears it', () => {
|
||||
const { h, u } = field({ tier: 6, elite: true, skill: 0 });
|
||||
h.run(9);
|
||||
assert.equal(u.skill.charges, 2);
|
||||
h.b.applyStatus(u, 'silence', { duration: 4, source: null });
|
||||
const e = h.spawn('enemy_dummy', { pos: [10, 8] });
|
||||
h.run(3);
|
||||
const hits = atkHits(h, u).filter((c) => c.target === e);
|
||||
assert.ok(hits.length >= 2 && hits.every((c) => !c.dmg.isSkill), `plain attacks from the 3-2 range: ${hits.length}`);
|
||||
assert.deepEqual(u.liveRangeGrid, RANGE_3_2);
|
||||
h.b.retreat(u);
|
||||
h.b.redeploy(u);
|
||||
h.step();
|
||||
assert.deepEqual([u.liveRangeGrid, !!u.mem.vvanaCharged], [[[0, 0], [0, 1]], false], 'a new deployment: 1-1, SP from 0');
|
||||
done(h);
|
||||
});
|
||||
|
||||
test('S2 烛燃影息 (MANUAL, DEFAULT): 28 / 30 s, ATK +20 / 30 %, DEF +80 / 110 %, block 2, every attack hits all she blocks; 20 % double hits at 130 / 140 % that steal 25 / 30 ASPD (capped), given back at the end', () => {
|
||||
for (const [tier, elite, mod] of [[5, false, null], [6, true, AFTD]]) {
|
||||
const sk = skillOf(tier, elite, S2);
|
||||
const { h, u } = field({ tier, elite, mod, skill: 1, row: 9, col: 5, seed: 13 });
|
||||
assert.deepEqual([u.skill.rule, sk.duration, sk.bb.atk, sk.bb.def, sk.bb.block_cnt, sk.bb['attack@prob_twice'], sk.bb['attack@atk_scale_twice'], sk.bb['attack@steal_atk_speed'], sk.bb['attack@steal_atk_speed_max']],
|
||||
['DEFAULT', elite ? 30 : 28, elite ? 0.3 : 0.2, elite ? 1.1 : 0.8, 1, 0.2, elite ? 1.4 : 1.3, elite ? 30 : 25, elite ? 30 : 25], `T${tier}`);
|
||||
h.spawn('enemy_walk', { routeIndex: 0 });
|
||||
h.spawn('enemy_walk', { routeIndex: 0, time: 0 });
|
||||
assert.ok(h.runUntil(() => u.blocking.length === 1, 30), `T${tier}: blocks one`);
|
||||
h.run(2);
|
||||
assert.equal(u.blocking.length, 1, `T${tier}: block 1 before the skill`);
|
||||
u.skill.gainSp(999);
|
||||
assert.ok(h.runUntil(() => u.skill.active, 3), `T${tier}: cast with an enemy blocked`);
|
||||
approx(u.skill.timeLeft, sk.duration, `T${tier}: ${sk.duration} s`, 0.01);
|
||||
approx(u.s.atk, u.base.atk * (1 + sk.bb.atk), `T${tier}: ATK`);
|
||||
approx(u.s.def, u.base.def * (1 + sk.bb.def), `T${tier}: DEF`);
|
||||
assert.ok(h.runUntil(() => u.blocking.length === 2, 10), `T${tier}: block 2 (阻挡数+1)`);
|
||||
const n0 = atkHits(h, u).length;
|
||||
u.skill.extend(300);
|
||||
h.run(300);
|
||||
const attacks = byAttack(atkHits(h, u).slice(n0));
|
||||
const both = attacks.filter((a) => new Set(a.map((c) => c.target)).size === 2);
|
||||
assert.ok(both.length > attacks.length * 0.9, `T${tier}: ${both.length} / ${attacks.length} attacks hit both blocked enemies`);
|
||||
const twice = attacks.filter((a) => a.length === 4);
|
||||
const once = attacks.filter((a) => a.length === 2);
|
||||
assert.equal(twice.length + once.length, attacks.length, `T${tier}: one or two hits per target`);
|
||||
const rate = twice.length / attacks.length;
|
||||
assert.ok(rate > 0.13 && rate < 0.27, `T${tier}: double hits ${twice.length} / ${attacks.length} ≈ 20 %`);
|
||||
for (const c of once[0]) approx(c.amount, u.s.atk * 1.08, `T${tier}: a plain hit 100 %`, 1e-3);
|
||||
for (const c of twice[0]) approx(c.amount, u.s.atk * sk.bb['attack@atk_scale_twice'] * 1.08, `T${tier}: a double hit ${sk.bb['attack@atk_scale_twice'] * 100} %`, 1e-3);
|
||||
// 偷取: capped on both sides
|
||||
const steal = sk.bb['attack@steal_atk_speed'];
|
||||
assert.equal(u.findBuff('skill:vvana:loot')?.mods.aspd, steal, `T${tier}: her +${steal} ASPD (max ${steal})`);
|
||||
for (const e of u.blocking) assert.equal(e.findBuff('skill:vvana:stolen')?.mods.aspd, -steal, `T${tier}: each target −${steal}`);
|
||||
approx(u.s.aspd, 100 + steal, `T${tier}: her ASPD`);
|
||||
const victims = u.blocking.slice();
|
||||
u.skill.end('test');
|
||||
assert.equal(u.findBuff('skill:vvana:loot'), null, `T${tier}: given back at the end`);
|
||||
for (const e of victims) assert.equal(e.findBuff('skill:vvana:stolen'), null, `T${tier}: the enemies get theirs back`);
|
||||
approx(u.s.atk, u.base.atk, `T${tier}: ATK back`);
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('S3 “明灭” (MANUAL, DEFAULT): 15 s, interval 1.25 + 0.5 s, ATK / DEF / RES up, double hits, 1-1; from the second cast of a deployment 25 s, triple hits on 3-2, elite / leader enemies first; a redeploy counts again', () => {
|
||||
for (const [tier, elite] of [[5, false], [6, true]]) {
|
||||
const sk = skillOf(tier, elite, S3);
|
||||
const { h, u } = field({ tier, elite, skill: 2, seed: 3 });
|
||||
assert.deepEqual([u.skill.rule, sk.duration, sk.bb.base_attack_time, sk.bb.atk, sk.bb.def, sk.bb.magic_resistance, sk.bb.enhance_duration, sk.bb.talent_scale, sk.rangeId],
|
||||
['DEFAULT', 15, 0.5, elite ? 0.75 : 0.55, elite ? 0.6 : 0.4, elite ? 20 : 15, 25, elite ? 2 : 1.8, '1-1'], `T${tier}`);
|
||||
u.skill.gainSp(999);
|
||||
h.run(2);
|
||||
assert.equal(u.skill.activations, 0, `T${tier}: no enemy, no cast`);
|
||||
const front = h.spawn('enemy_dummy', { pos: [10, 6] });
|
||||
assert.ok(h.runUntil(() => u.skill.active, 3), `T${tier}: cast with an enemy in her range`);
|
||||
approx(u.skill.timeLeft, 15, `T${tier}: 15 s`, 0.01);
|
||||
approx(u.s.interval, 1.75, `T${tier}: 攻击间隔延长(+0.5)`);
|
||||
approx(u.s.atk, u.base.atk * (1 + sk.bb.atk), `T${tier}: ATK`);
|
||||
approx(u.s.def, u.base.def * (1 + sk.bb.def), `T${tier}: DEF`);
|
||||
approx(u.s.res, u.base.res + sk.bb.magic_resistance, `T${tier}: RES`);
|
||||
assert.deepEqual(u.liveRangeGrid, [[0, 0], [0, 1]], `T${tier}: the first cast keeps 1-1`);
|
||||
const n0 = atkHits(h, u).length;
|
||||
h.runUntil(() => !u.skill.active, 20);
|
||||
const first = byAttack(atkHits(h, u).slice(n0).filter((c) => c.dmg.isSkill));
|
||||
assert.ok(first.length >= 7 && first.every((a) => a.length === 2), `T${tier}: ${first.length} double hits`);
|
||||
approx(u.s.interval, 1.25, `T${tier}: interval back`);
|
||||
// the second cast: 25 s, 3-2, triple hits, the elite first
|
||||
h.b.kill(front, null);
|
||||
const normal = h.spawn('enemy_dummy', { pos: [10, 7] });
|
||||
const eliteE = h.spawn('enemy_elite', { pos: [10, 8] });
|
||||
assert.deepEqual(sortEnemyTargets(h.b, u, [eliteE, normal], null).map((e) => e.defId), ['enemy_dummy', 'enemy_elite'], `T${tier}: her usual order takes the one nearer the goal`);
|
||||
assert.deepEqual(sortEnemyTargets(h.b, u, [normal, eliteE], 'elite').map((e) => e.defId), ['enemy_elite', 'enemy_dummy'], `T${tier}: the 'elite' priority (targeting.js)`);
|
||||
u.skill.gainSp(999);
|
||||
u.skill.activate('test');
|
||||
approx(u.skill.timeLeft, 25, `T${tier}: 持续时间延长至25秒`, 0.01);
|
||||
assert.deepEqual(u.liveRangeGrid, RANGE_3_2, `T${tier}: 3-2 while it runs`);
|
||||
const n1 = atkHits(h, u).length;
|
||||
h.run(10);
|
||||
const second = byAttack(atkHits(h, u).slice(n1).filter((c) => c.dmg.isSkill));
|
||||
assert.ok(second.length >= 5 && second.every((a) => a.length === 3 && a.every((c) => c.target === eliteE)), `T${tier}: triple hits on the elite (${second.length})`);
|
||||
h.runUntil(() => !u.skill.active, 20);
|
||||
assert.deepEqual(u.liveRangeGrid, [[0, 0], [0, 1]], `T${tier}: 1-1 after it`);
|
||||
// a new deployment counts from one again
|
||||
h.b.retreat(u);
|
||||
h.b.redeploy(u);
|
||||
h.step();
|
||||
u.skill.gainSp(999);
|
||||
u.skill.activate('test');
|
||||
assert.deepEqual([Math.round(u.skill.timeLeft), u.liveRangeGrid], [15, [[0, 0], [0, 1]]], `T${tier}: the first cast of the new deployment`);
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('T1 燃烛施明: arts dealt ×1.08, physical / arts taken ×0.92 — ×1.16 / ×0.84 while an elite / leader enemy is in her range; AFT-D stage 3: 9 % (18 %) of her attack damage as 灼燃损伤', () => {
|
||||
for (const f of FORMS_ALL) {
|
||||
const [tier, elite, mod] = f;
|
||||
const { h, u } = field({ tier, elite, mod, skill: 2 });
|
||||
const t0 = u.def.raw.talents.find((t) => t.index === 0).bb;
|
||||
assert.deepEqual([t0.damage_scale_m, t0.damage_resistance_pm, t0.super_scale], [0.08, 0.08, 2], label(f));
|
||||
assert.deepEqual(u.findBuff(CANDLE)?.mods, { artsDealtMul: 1.08, physTakenMul: 0.92, artsTakenMul: 0.92 }, `${label(f)}: no elite`);
|
||||
const taken = (type) => { const hp = u.hp; h.b.dealDamage(null, u, { amount: 1000, type }); const d = hp - u.hp; u.hp = u.s.maxHp; return d; };
|
||||
approx(taken('arts'), 1000 * (1 - u.s.res / 100) * 0.92, `${label(f)}: arts taken −8 %`);
|
||||
approx(taken('true'), 1000, `${label(f)}: true damage untouched`);
|
||||
const el = h.spawn('enemy_elite', { pos: [10, 6] });
|
||||
h.step();
|
||||
approx(taken('arts'), 1000 * (1 - u.s.res / 100) * 0.84, `${label(f)}: −16 % with the elite in her range`);
|
||||
const m = u.findBuff(CANDLE).mods;
|
||||
approx(m.artsDealtMul, 1.16, `${label(f)}: elite in range — arts dealt`);
|
||||
approx(m.physTakenMul, 0.84, `${label(f)}: phys taken`);
|
||||
approx(m.artsTakenMul, 0.84, `${label(f)}: arts taken`);
|
||||
const ep = elite && tier === 6 && mod === AFTD ? 0.09 : 0;
|
||||
assert.equal(t0.ep_damage_ratio_m ?? 0, ep, `${label(f)}: the AFT-D stage-3 灼燃损伤`);
|
||||
h.run(1.3);
|
||||
const hit = atkHits(h, u).find((c) => c.target === el);
|
||||
assert.ok(hit, `${label(f)}: she hits the elite`);
|
||||
approx(el.elem.burn, ep * 2 * atkHits(h, u).filter((c) => c.target === el).reduce((s, c) => s + c.amount, 0), `${label(f)}: 灼燃损伤 ×2 next to an elite`);
|
||||
h.b.kill(el, null);
|
||||
h.step();
|
||||
approx(u.findBuff(CANDLE).mods.artsDealtMul, 1.08, `${label(f)}: back without the elite`);
|
||||
if (ep) {
|
||||
const e = h.spawn('enemy_dummy', { pos: [10, 6] });
|
||||
h.run(1.3);
|
||||
approx(e.elem.burn, ep * atkHits(h, u).filter((c) => c.target === e).reduce((s, c) => s + c.amount, 0), `${label(f)}: 9 % next to no elite`);
|
||||
}
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('T2 散华: hits on elite / leader enemies give a 护盾 layer at 18 % (AFT-Y stage 3: 25 %, 2 layers; × talent_scale while S3 runs) — only on elites, never above the cap', () => {
|
||||
const rateOf = (tier, elite, mod, s3) => {
|
||||
const { h, u } = field({ tier, elite, mod, skill: s3 ? 2 : 1, seed: 21 });
|
||||
if (!s3) h.b.on('spGain', (c) => { if (c.unit === u) c.amount = 0; });
|
||||
const el = h.spawn('enemy_elite', { pos: [10, 6] });
|
||||
if (s3) { u.skill.gainSp(999); u.skill.activate('test'); u.skill.extend(600); }
|
||||
let gains = 0, rolls = 0;
|
||||
const cap = mod === AFTY && tier === 6 ? 2 : 1;
|
||||
h.b.on('damaged', (c) => {
|
||||
if (c.source !== u || c.target !== el || !c.dmg.isAttack) return;
|
||||
rolls++;
|
||||
const n = u.findBuff(SHIELD)?.data.n ?? 0;
|
||||
assert.ok(n <= cap, `never above ${cap}`);
|
||||
if (n > 0) { gains++; h.b.removeBuff(u, SHIELD); }
|
||||
}, { priority: -100 });
|
||||
h.run(400);
|
||||
done(h);
|
||||
return gains / rolls;
|
||||
};
|
||||
for (const [tier, elite, mod, p] of [[5, false, null, 0.18], [6, true, AFTY, 0.25], [5, true, AFTY, 0.18]]) {
|
||||
const r = rateOf(tier, elite, mod, false);
|
||||
assert.ok(Math.abs(r - p) < 0.06, `T${tier} ${mod ?? 'none'}: ${r.toFixed(3)} ≈ ${p}`);
|
||||
}
|
||||
for (const [tier, elite, mod, p] of [[5, false, null, 0.18 * 1.8], [6, true, AFTY, 0.25 * 2]]) {
|
||||
const r = rateOf(tier, elite, mod, true);
|
||||
assert.ok(Math.abs(r - p) < 0.08, `T${tier} ${mod ?? 'none'} under S3: ${r.toFixed(3)} ≈ ${p}`);
|
||||
}
|
||||
// a normal enemy gives none; AFT-Y stage 3 holds two layers
|
||||
const { h, u } = field({ tier: 6, elite: true, mod: AFTY, skill: 1, seed: 2 });
|
||||
h.b.on('spGain', (c) => { if (c.unit === u) c.amount = 0; });
|
||||
const e = h.spawn('enemy_dummy', { pos: [10, 6] });
|
||||
h.run(60);
|
||||
assert.equal(u.findBuff(SHIELD), null, 'no layer from a normal enemy');
|
||||
h.b.kill(e, null);
|
||||
h.spawn('enemy_elite', { pos: [10, 6] });
|
||||
assert.ok(h.runUntil(() => (u.findBuff(SHIELD)?.data.n ?? 0) === 2, 120), 'two layers (AFT-Y stage 3)');
|
||||
h.run(30);
|
||||
assert.equal(u.findBuff(SHIELD).data.n, 2, 'no third');
|
||||
done(h);
|
||||
});
|
||||
|
||||
test('T2 散华\'s 护盾 negates one whole enemy melee-path damage per layer — not an enemy shot that flew as a projectile, not 无来源 damage', () => {
|
||||
const { h, u } = field({ tier: 6, elite: true, mod: AFTY, skill: 1, seed: 4 });
|
||||
h.b.on('spGain', (c) => { if (c.unit === u) c.amount = 0; });
|
||||
const el = h.spawn('enemy_elite', { pos: [10, 6] });
|
||||
assert.ok(h.runUntil(() => (u.findBuff(SHIELD)?.data.n ?? 0) === 2, 120), 'two layers');
|
||||
h.b.kill(el, null);
|
||||
const brute = h.spawn('enemy_dummy', { pos: [11, 9] });
|
||||
const hp0 = u.hp;
|
||||
// a projectile-borne hit and a 无来源 one pass
|
||||
assert.ok(h.b.dealDamage(brute, u, { amount: 300, type: 'phys', isAttack: true, isProjectile: true }) > 0, 'a projectile hit lands');
|
||||
assert.ok(h.b.dealDamage(brute, u, { amount: 300, type: 'true', sourceless: true }) > 0, 'a 无来源 hit lands');
|
||||
assert.equal(u.findBuff(SHIELD).data.n, 2, 'both layers kept');
|
||||
// a melee-path hit (an attack or an ability) is negated whole, one layer each
|
||||
const hp1 = u.hp;
|
||||
assert.equal(h.b.dealDamage(brute, u, { amount: 5000, type: 'phys', isAttack: true }), 0, 'a melee attack: negated');
|
||||
assert.equal(u.findBuff(SHIELD).data.n, 1);
|
||||
assert.equal(h.b.dealDamage(brute, u, { amount: 5000, type: 'arts' }), 0, 'a melee-path ability: negated');
|
||||
assert.equal(u.findBuff(SHIELD), null, 'no layer left');
|
||||
assert.equal(u.hp, hp1, 'no HP lost to them');
|
||||
assert.ok(h.b.dealDamage(brute, u, { amount: 300, type: 'phys', isAttack: true }) > 0, 'without a layer the hit lands');
|
||||
assert.ok(u.hp < hp0);
|
||||
done(h);
|
||||
});
|
||||
|
||||
test('T2 散华 in battle: an enemy shooter\'s projectile (ai.js: DamageInfo isProjectile) never spends a layer; a blocked brute\'s blow does', () => {
|
||||
const { h, u } = field({ tier: 6, elite: true, mod: AFTY, skill: 1, row: 9, col: 5, seed: 4 });
|
||||
h.b.on('spGain', (c) => { if (c.unit === u) c.amount = 0; });
|
||||
const el = h.spawn('enemy_elite', { pos: [9, 6] });
|
||||
assert.ok(h.runUntil(() => (u.findBuff(SHIELD)?.data.n ?? 0) === 2, 120), 'two layers');
|
||||
h.b.kill(el, null);
|
||||
const shooter = h.spawn('enemy_shooter', { pos: [11, 6] });
|
||||
const hits0 = h.hooksOf('hit').length;
|
||||
assert.ok(h.runUntil(() => h.hooksOf('hit').slice(hits0).some((c) => c.source === shooter && c.target === u), 10), 'the shooter hits her');
|
||||
const shot = h.hooksOf('hit').slice(hits0).find((c) => c.source === shooter && c.target === u);
|
||||
assert.deepEqual([shot.dmg.isProjectile, shot.dmg.cancel], [true, false], 'a projectile, not negated');
|
||||
assert.equal(u.findBuff(SHIELD).data.n, 2, 'the layers stay');
|
||||
h.b.kill(shooter, null);
|
||||
h.spawn('enemy_brute', { routeIndex: 0 });
|
||||
assert.ok(h.runUntil(() => (u.findBuff(SHIELD)?.data.n ?? 0) < 2, 60), 'the brute\'s blow spends one');
|
||||
const blow = h.hooksOf('hit').filter((c) => c.source?.defId === 'enemy_brute' && c.target === u)[0];
|
||||
assert.deepEqual([blow.dmg.isProjectile, blow.dmg.cancel], [false, true], 'a melee blow, negated');
|
||||
done(h);
|
||||
});
|
||||
|
||||
test('AFT-D 目不能及之处 trait: her damage on an enemy in its 灼燃 爆发冷却 is followed by 15 % ATK 元素伤害 (stages 1 and 3) — once per instance, never otherwise', () => {
|
||||
for (const f of FORMS_ALL) {
|
||||
const [tier, elite, mod] = f;
|
||||
const { h, u } = field({ tier, elite, mod, skill: 1, seed: 8 });
|
||||
h.b.on('spGain', (c) => { if (c.unit === u) c.amount = 0; });
|
||||
const e = h.spawn('enemy_dummy', { pos: [10, 6] });
|
||||
h.run(3);
|
||||
const rider = () => h.hooksOf('damaged').filter((c) => c.source === u && c.type === 'elemental');
|
||||
assert.equal(rider().length, 0, `${label(f)}: no rider without a burst`);
|
||||
h.b.dealDamage(null, e, { type: 'element', element: 'burn', amount: 2000 });
|
||||
assert.ok(e.findBuff('burnBurst'), `${label(f)}: 灼燃 burst`);
|
||||
const n0 = atkHits(h, u).length;
|
||||
h.run(4);
|
||||
const hits = atkHits(h, u).slice(n0);
|
||||
const aftd = elite && mod === AFTD;
|
||||
assert.equal(rider().length, aftd ? hits.length : 0, `${label(f)}: one rider per hit (${hits.length})`);
|
||||
if (aftd) {
|
||||
assert.equal(u.def.raw.trait.bb.ep_damage_ratio, 0.15);
|
||||
for (const c of rider()) approx(c.amount, u.s.atk * 0.15, `${label(f)}: 15 % ATK 元素伤害`);
|
||||
}
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('AFT-Y “最后一行” trait: the enemies she blocks take 10 % 法术脆弱 (her arts hits ×1.1); not an enemy she does not block, none without the module', () => {
|
||||
for (const f of FORMS_ALL) {
|
||||
const [tier, elite, mod] = f;
|
||||
const { h, u } = field({ tier, elite, mod, skill: 1, row: 9, col: 5, seed: 6 });
|
||||
h.b.on('spGain', (c) => { if (c.unit === u) c.amount = 0; });
|
||||
const far = h.spawn('enemy_dummy', { pos: [10, 6] });
|
||||
const w = h.spawn('enemy_walk', { routeIndex: 0 });
|
||||
assert.ok(h.runUntil(() => u.blocking.includes(w), 30), `${label(f)}: blocks the walker`);
|
||||
h.run(0.5);
|
||||
const afty = elite && mod === AFTY;
|
||||
const fv = w.findBuff('artsFragile')?.data?.value ?? null;
|
||||
if (afty) approx(fv, 0.1, `${label(f)}: 法术脆弱 on the blocked one`); else assert.equal(fv, null, `${label(f)}: no 法术脆弱`);
|
||||
assert.equal(far.findBuff('artsFragile'), null, `${label(f)}: none on the unblocked one`);
|
||||
if (afty) {
|
||||
const n0 = atkHits(h, u).length;
|
||||
h.run(2);
|
||||
const c = atkHits(h, u).slice(n0).find((x) => x.target === w);
|
||||
approx(c.amount, u.s.atk * 1.08 * 1.1, `${label(f)}: ×1.1 arts`);
|
||||
}
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
Reference in new issue
Block a user