diff --git a/docs/PLAYING.md b/docs/PLAYING.md index 2fbf3ad0..163024ca 100644 --- a/docs/PLAYING.md +++ b/docs/PLAYING.md @@ -66,7 +66,7 @@ ## 4. 摆阵与朝向 -- 从整备区把干员拖到棋盘:近战位 / 远程位高亮为可放置格。**特性写着「可以放置于远程位」的近战干员(钩索师、推击手:歌蕾蒂娅、崖心、见行者)也能放到高台上**,普通和精锐都可以,装什么模组或者不装模组都一样;其他近战干员只能放在地面。站在高台上时照常攻击,但不阻挡敌人。**水里不能部署**:战场#08(涨潮控制)中间的那条水池(深水区)和官方一样拒绝部署,任何干员和召唤物都放不上去;突袭盟约的干员再部署、战术家的援军自动选战术点时也只会落在岸上。松手后出现**方向轮盘**,向上 / 右 / 下 / 左滑动,棋盘上会用橙色条纹预览旋转后的攻击范围,松手确认;松在中心或点「✕ 点击取消」取消。 +- 从整备区把干员拖到棋盘:近战位 / 远程位高亮为可放置格。**特性写着「可以放置于远程位」的近战干员(钩索师、推击手:歌蕾蒂娅、崖心、见行者,以及自选编队的温蒂)也能放到高台上**,普通和精锐都可以,装什么模组或者不装模组都一样;其他近战干员只能放在地面。站在高台上时照常攻击,但不阻挡敌人。**水里不能部署**:战场#08(涨潮控制)中间的那条水池(深水区)和官方一样拒绝部署,任何干员和召唤物都放不上去;突袭盟约的干员再部署、战术家的援军自动选战术点时也只会落在岸上。松手后出现**方向轮盘**,向上 / 右 / 下 / 左滑动,棋盘上会用橙色条纹预览旋转后的攻击范围,松手确认;松在中心或点「✕ 点击取消」取消。 - 想只改朝向:把干员拖回它自己所在的格子再选方向。朝向会一直保留到下一回合。 - **点选按地上的方格**:点哪个方格就选中站在那个方格上的单位,点空方格不选任何单位(点到后一格干员画出来的头部,算作点了后面那一格)。作战中友方同样按方格;敌人在格子之间走动,点它的身体或脚下附近(0.6 格内)即可,飞行敌人点它的身体。 - 拖动时模型一直在指针 / 手指下(脚在指针下方约半格,鼠标和触屏一样),**指针所在的格子**就是落点并高亮;装备拖到哪个格子,就配发给那个格子上的干员;在商店栏上松手则放回原位。 diff --git a/docs/SIM.md b/docs/SIM.md index 6dc2251e..da5c62f7 100644 --- a/docs/SIM.md +++ b/docs/SIM.md @@ -1229,7 +1229,7 @@ header of professions.js). | merchant | −3 DP every 3 s (bb cost/interval); retreats when DP runs out | | skywalker | can block FLY enemies (蒂比's kit: only while airborne — 起飞, flag `liftoff`, which also releases the ground enemies she blocked) | | stalker | hits every enemy in range; 50 % dodge (bb prob), taunt −1 | -| traper | ranged, ground only | +| traper | ranged; the data's `canHitFly` decides — 望 hits air units (PRTS 分支特性信息 陷阱师 "可对空"; the table's ground-only default applies only to a record without the field). Her 棋子 / 跟子: kits/ops/op-wang.js | Unknown subprofessions fall back to the profession default (test `professions.test.js` checks every pool subprofession). diff --git a/server/match/player/diy.js b/server/match/player/diy.js index 2ba8b3b5..996fb5f5 100644 --- a/server/match/player/diy.js +++ b/server/match/player/diy.js @@ -95,7 +95,8 @@ export function diyGameData(gd, records) { token: { value: (id) => gd.token(id) || tokenOf(id) }, /** * GameData.placeableTokens for a slotted slot: the summons its record lists (the pick's skill and talents) that are - * placeable, by the variant of the owner form (`bySkill[skillIndex]` sources) — the deploy limit as the count. + * placeable, by the variant of the owner form (`bySkill[skillIndex]` sources) — the deploy limit as the count, the + * active module's own when its variant has one (`byModule`: 望's TRP-X "可同时部署的陷阱数量提升", 6 → 7 棋子). */ placeableTokens: { value: (chessId, loadout = null) => { @@ -112,7 +113,9 @@ export function diyGameData(gd, records) { const src = Array.isArray(alt?.sources) ? alt.sources : Array.isArray(v.sources) ? v.sources : []; if (!src.includes('talent') && !src.includes('skill')) continue; } - out.push({ tokenId: tid, count: Math.min(posIntOr(v?.stats?.deployLimit, posIntOr(t.deployLimit, 1)), 9) }); + const mid = rec.module && rec.module.active ? rec.module.id : null; + const vm = v && mid && isObj(v.byModule) ? v.byModule[mid] ?? null : null; + out.push({ tokenId: tid, count: Math.min(posIntOr(vm?.stats?.deployLimit, posIntOr(v?.stats?.deployLimit, posIntOr(t.deployLimit, 1))), 9) }); } return out; }, diff --git a/server/sim/content/kits/README.md b/server/sim/content/kits/README.md index 8a69d869..0094f67c 100644 --- a/server/sim/content/kits/README.md +++ b/server/sim/content/kits/README.md @@ -184,7 +184,8 @@ both tiers, both forms and both module stages. A 自选 piece has no 特质 and the kit's business. Summons: `battle.tokenDef(tokenId, unit)` / `battle.spawnToken(unit, …)` resolve the variant of the pick. A **placeable** summon (data/backups.json `tokens[id].placeable`, made by the pick's skill or a talent — the variant's `sources`) is a hand piece like any operator's: when the 自选 piece is deployed in prep its player gets one -stack of the variant's `deployLimit` (server/match/player/diy.js `placeableTokens`, PlayerState `grantTokensFor`), places +stack of the variant's `deployLimit` — the picked module's own when its variant has one (望's TRP-X: 7 棋子) — +(server/match/player/diy.js `placeableTokens`, PlayerState `grantTokensFor`), places it on a legal tile (the token's position / `ownerRange`), loses it with its owner (sold, merged, moved back), and the match hands every placed piece to the battle as a PlayerBattleInput token unit `{ kind: 'token', tokenId, ownerUid }` — so a kit finds its pieces before the battle starts as `battle.allyUnits` with `kind === 'token'`, its `defId` and diff --git a/server/sim/content/kits/index.js b/server/sim/content/kits/index.js index 639bb013..1d7fd5cc 100644 --- a/server/sim/content/kits/index.js +++ b/server/sim/content/kits/index.js @@ -133,6 +133,9 @@ export const OPERATOR_KIT_FILES = Object.freeze([ 'op-haak.js', 'op-phatom.js', 'op-crosly.js', + 'op-lmlee.js', + 'op-weedy.js', + 'op-wang.js', ]); /** diff --git a/server/sim/content/kits/ops/op-lmlee.js b/server/sim/content/kits/ops/op-lmlee.js new file mode 100644 index 00000000..ad676cca --- /dev/null +++ b/server/sim/content/kits/ops/op-lmlee.js @@ -0,0 +1,236 @@ +// server/sim/content/kits/ops/op-lmlee.js — 老鲤 (char_322_lmlee) 自选 operator kit: 6★ 行商 (特种), an owned-6★ pick of the +// tier-5 and tier-6 自选 slots; every skill, both talents, the trait and both modules at every form. +// Kit contract and the 自选 rules: ../README.md ("How to add an operator (自选)"). +// +// Forms (data/backups.json units.char_322_lmlee, the DIY slot statuses): normal = E2 Lv1, skills at rank 4, no module; +// elite = E2 Lv60, rank 7, the picked module at stage 1 (tier 5) or 3 (tier 6). Potential 0 [ASSUMED: no account]. +// Sources: character_table / skill_table / battle_equip_table (zh_CN, as built into backups.json) and PRTS 老鲤 (有备无患 +// 备注 "“费用充足”指的是当前费用≥触发天赋所需要消耗的费用 / 自身已拥有本天赋的抵消异常效果时,额外消耗费用效果不会重复触发。本天赋 +// 不会对我方单位造成晕眩"; S2 备注 "标记爆炸半径1,可对空 / 撤退老鲤时,如果老鲤没有阻挡存在标记的目标,则标记会消失且不产生任何 +// 效果 / …①老鲤被击倒 ②老鲤在阻挡被标记的目标时撤退 ③在标记消失前再次释放本技能"; S3 备注 "闪避效果以伤害来源当前位置为准, +// 无来源伤害始终被视作“来自范围外”"), PRTS 分支特性信息 行商 ("可以且优先攻击自身阻挡的单位" — the engine's blocker rule). +// - Trait (行商) "在场时每3秒消耗3点部署费用(不足时自动撤退)": the profession default (professions.js installMerchant, trait +// bb interval / cost). Module MER-X “无问吉凶” overrides it with 2 DP (trait bb cost −2). Module MER-Y “但思善恶” adds +// "每次特性消耗费用时攻击力+4%,最多可以叠加5次" (hidden module talent atk / max_stack_cnt): every trait payment +atk ATK, +// up to max_stack_cnt stacks, until he leaves the field. "再部署时间减少" is in the stats; "撤退时不返还部署费用" has no +// battle effect here (no manual retreat). +// - T1 和气生财 "老鲤阻挡目标时,使其攻击速度-14,且自身攻击速度+14;当周围八格内仅存在一个敌人时效果翻倍" +// (lmlee_t_1[enemy] / [self].attack_speed, cnt): while he blocks, the blocked enemy ASPD −14 and his own +14, both ×2 +// while exactly `cnt` enemy stands on the 3 × 3 around him (his tile included [ASSUMED: the enemy he blocks stands +// there], flyers too). MER-Y stage 3: ∓20. +// - T2 有备无患 "特性消耗费用时,若费用足够则改为消耗5费用,抵消自身受到的下一次晕眩/冻结,并使攻击来源晕眩3秒" (extra_cost, +// stun): a trait payment while DP ≥ |extra_cost| and no guard held pays |extra_cost| instead (the `merchantPay` hook) and +// gives him the guard; the guard cancels the next 晕眩 / 冻结 on him (a cold-on-cold 冻结 too) and stuns its source for +// `stun` s — an enemy only (PRTS: never an ally). MER-X stage 3: 4 DP, 4 s. +// - S1 小惩大诫 (AUTO, 持续时间无限): ATK +atk, 法术闪避 prob. An AUTO skill acting on himself fires as soon as its SP is +// full (`trigger: 'SP_FULL'`, the owner's AUTO rule, kits/README.md checklist 5); the data's DEFAULT would wait for an +// attack. +// - S2 驱凶辟邪 (MANUAL, data DEFAULT): passive ASPD +attack_speed. Cast as he is about to attack: the target of that +// attack is marked (taunt_level: our units select it first — "使其更易受我方攻击"); paper_duration s later the mark bursts +// for (default_atk_scale + n × factor_atk_scale) × his ATK arts damage on every enemy within MARK_RADIUS of it (air +// units too; 中点判定 around the target, the selectable enemies), n = the damage instances our side dealt to the target +// meanwhile (≤ max_stack_cnt; at the cap, or when the target is knocked out, it bursts at once). PRTS 备注: it also +// bursts when he is knocked out, when he leaves while blocking the marked enemy, and when he casts again; when he leaves +// otherwise it vanishes. Counted: every `damaged` instance of an ally (credit included) on it but 元素损伤 and 流失 +// [ASSUMED: a hit absorbed by a shield counts]. The burst after a knock-out uses his ATK of the last tick on the field +// [ASSUMED]. +// - S3 贵客盈门 (AUTO, 持续时间无限; SP_FULL as S1): range x-4, ATK / DEF +atk / +def, taunt +taunt_level; each attack pushes +// every other enemy of his range with attack@force (小力 = 0) at attack@prob_knockback (radial from him [ASSUMED: the text +// gives no direction — knockback[relative]]); prob to dodge each physical / arts damage whose source stands outside his +// range at that moment (无来源 damage always counts as from outside). + +import { num, talentBb, moduleBb, skillRec, statBuff, up } from '../shared/tier1.js'; +import { absoluteRangeKeys } from '../../../targeting.js'; +import { bodyInKeys } from '../../../body.js'; +import { isHpLoss } from '../../../damage.js'; +import { acquireTargets, effectiveProfile } from '../../../ai.js'; + +const S1 = 'skchr_lmlee_1'; +const S2 = 'skchr_lmlee_2'; +const S3 = 'skchr_lmlee_3'; +/** The 3 × 3 around him (range_table x-4): 和气生财's 周围八格 and S3's range when the data carries no grid. */ +const X4 = Object.freeze([[1, -1], [1, 0], [1, 1], [0, -1], [0, 0], [0, 1], [-1, -1], [-1, 0], [-1, 1]]); +/** S2 驱凶辟邪's burst radius (PRTS 备注 "标记爆炸半径1"; no blackboard key). */ +export const MARK_RADIUS = 1; +/** 有备无患's guard on him (cancels the next 晕眩 / 冻结). */ +export const GUARD_KEY = 'lmlee:guard'; +/** Tag of S2's burst (not counted as a damage instance on the mark). */ +const BURST_TAG = 'lmlee:burst'; + +const bbOf = (chess, id) => skillRec(chess, id)?.bb ?? {}; +const markKey = (unit) => `lmlee:mark:${unit.id}`; + +/** End the mark `m` without a burst (he left without blocking the marked enemy, the target left the field). */ +function dropMark(battle, unit, m) { + m.alive = false; + if (m.target) battle.removeBuff(m.target, markKey(unit)); +} + +/** S2's burst of mark `m`: (scale + n × factor) × ATK arts on the selectable enemies within MARK_RADIUS of the target. */ +function burstMark(battle, unit, m, b2, atk = null) { + if (!m.alive) return; + m.alive = false; + const t = m.target; + battle.removeBuff(t, markKey(unit)); + const x = t.x, y = t.y; + const amount = (atk ?? unit.s.atk) * (num(b2.default_atk_scale) + m.n * num(b2.factor_atk_scale)); + battle.fx('explode', { x, y, r: MARK_RADIUS, id: unit.id, dmgType: 'arts', skill: 'lmlee_2', n: m.n }); + if (!(amount > 0)) return; + for (const e of battle.foesInRadius(x, y, MARK_RADIUS, true)) { + if (e.alive) battle.dealDamage(unit, e, { amount, type: 'arts', isSkill: true, tags: ['skill', BURST_TAG] }); + } +} + +export default { + char_322_lmlee: (bb, chess) => { + const t0 = talentBb(chess, 0); // 和气生财 (MER-Y stage 2+: its change) + const t1 = talentBb(chess, 1); // 有备无患 (MER-X stage 2+: its change) + const hidden = moduleBb(chess); // MER-Y: atk / max_stack_cnt per trait payment + const b1 = bbOf(chess, S1), b2 = bbOf(chess, S2), b3 = bbOf(chess, S3); + const s3 = skillRec(chess, S3); + const tauntLv = num(b2.taunt_level, 1); + const maxN = Math.max(1, Math.floor(num(b2.max_stack_cnt, 20))); + return { + skills: { + [S1]: { kind: 'toggle', trigger: { rule: 'SP_FULL' }, mods: { atkPct: num(b1.atk), dodgeArts: num(b1.prob) } }, + [S2]: { + kind: 'instant', + // "主动开启:标记目标": the target of the attack he is about to make (the basic strategy casts on that attack) + onStart({ battle, unit }) { + const t = acquireTargets(battle, unit, effectiveProfile(unit)).find((e) => e && e.side === 'enemy' && e.alive); + if (!t) return; + const prev = unit.mem.lmleeMark; + if (prev && prev.alive) burstMark(battle, unit, prev, b2); // ③ cast again before the mark ends + const m = { target: t, n: 0, alive: true, atk: unit.s.atk }; + unit.mem.lmleeMark = m; + const dur = num(b2.paper_duration, 5); + battle.addBuff(t, { key: markKey(unit), duration: dur + 0.1, mods: tauntLv ? { taunt: tauntLv } : null, source: unit, tags: ['skill'] }); + battle.fx('mark', { x: t.x, y: t.y, id: t.id, src: unit.id, skill: 'lmlee_2' }); + battle.after(dur, () => burstMark(battle, unit, m, b2), { owner: unit }); + }, + }, + [S3]: { + kind: 'toggle', + trigger: { rule: 'SP_FULL' }, + mods: { atkPct: num(b3.atk), defPct: num(b3.def), taunt: num(b3.taunt_level) }, + targeting: { rangeGrid: s3?.rangeGrid ?? X4 }, + attack: { + // "攻击小力度推开范围内除当前目标外的敌人" + onHit({ battle, unit, target }) { + const p = num(b3['attack@prob_knockback'], 1), force = num(b3['attack@force'], 0); + if (!(p > 0) || (p < 1 && !battle.rng.chance(p))) return; + for (const e of battle.enemiesInKeys(unit.rangeKeys, unit, { canHitFly: true })) { + if (e !== target && e.alive) battle.push(e, force, { from: unit }); + } + }, + }, + }, + }, + talents: [ + { install(battle, unit) { // 和气生财: while blocking — the blocked enemy ASPD −, his own +; ×2 with one enemy around + const foe = num(t0['lmlee_t_1[enemy].attack_speed']), self = num(t0['lmlee_t_1[self].attack_speed']); + const alone = Math.max(1, Math.floor(num(t0.cnt, 1))); + if (!foe && !self) return; + const selfKey = 'talent:lmlee:self', foeKey = `talent:lmlee:foe:${unit.id}`; + battle.on('tick', () => { + const blocked = up(unit) ? unit.blocking.filter((e) => e && e.alive) : []; + if (!blocked.length) { + if (unit.findBuff(selfKey)) battle.removeBuff(unit, selfKey); + return; + } + const around = new Set(absoluteRangeKeys(X4, unit.tileR, unit.tileC, unit.dir, 0)); + let n = 0; + for (const e of battle.enemies) if (e.alive && !e.hidden && bodyInKeys(e, around)) n++; + const k = n === alone ? 2 : 1; + const cur = unit.findBuff(selfKey); + if (self && (!cur || cur.mods?.aspd !== self * k)) battle.addBuff(unit, { key: selfKey, mods: { aspd: self * k }, tags: ['talent'] }); + if (foe) for (const e of blocked) battle.addBuff(e, { key: foeKey, duration: 0.1, mods: { aspd: foe * k }, source: unit, tags: ['talent'] }); + }, { owner: unit }); + } }, + { install(battle, unit) { // 有备无患: pay |extra_cost| for the guard; the guard cancels the next 晕眩 / 冻结 + const pay = Math.abs(num(t1.extra_cost)), stun = num(t1.stun); + if (!(pay > 0)) return; + battle.on('merchantPay', (ctx) => { + if (ctx.unit !== unit || ctx.cancel || unit.findBuff(GUARD_KEY)) return; + const pl = battle.getPlayer(unit.ownerId); + if (!pl || pl.dp + 1e-9 < pay) return; // "费用充足": DP ≥ the talent's cost + ctx.cost = pay; + battle.addBuff(unit, { key: GUARD_KEY, tags: ['talent'] }); + battle.fx('shield', { x: unit.x, y: unit.y, id: unit.id, kind: 'lmlee' }); + }, { owner: unit, priority: 10 }); + battle.on('beforeStatus', (ctx) => { + if (ctx.target !== unit || ctx.cancel || (ctx.status !== 'stun' && ctx.status !== 'freeze') || !unit.findBuff(GUARD_KEY)) return; + ctx.cancel = true; + battle.removeBuff(unit, GUARD_KEY); + const src = ctx.source; + if (stun > 0 && src && src.side === 'enemy' && src.alive) battle.applyStatus(src, 'stun', { duration: stun, source: unit }); + battle.fx('counter', { x: unit.x, y: unit.y, id: unit.id }); + }, { owner: unit }); + } }, + ], + install(battle, unit) { + // MER-Y “但思善恶”: every trait payment ATK +atk (≤ max_stack_cnt) — counted when the payment goes through (after + // 有备无患 set its cost) + const ma = num(hidden.atk); + if (ma > 0) { + const cap = Math.max(1, Math.floor(num(hidden.max_stack_cnt, 5))); + battle.on('merchantPay', (ctx) => { + if (ctx.unit !== unit || ctx.cancel) return; + const pl = battle.getPlayer(unit.ownerId); + const c = Number.isFinite(ctx.cost) ? Math.max(0, ctx.cost) : 0; + if (!pl || pl.dp < c) return; + battle.addBuff(unit, { key: 'trait:lmlee:merY', refresh: 'stack', stacks: 1, maxStacks: cap, mods: { atkPct: ma }, tags: ['trait'] }); + }, { owner: unit, priority: -10 }); + } + const sid = unit.skill?.id; + if (sid === S2) { + statBuff(battle, unit, 'skill:lmlee:s2passive', { aspd: num(b2.attack_speed) }); // "被动效果:攻击速度+15" + // the mark: every damage instance of our side on it, its target's knock-out, his leaving the field + battle.on('damaged', (ctx) => { + const m = unit.mem.lmleeMark; + if (!m || !m.alive || ctx.target !== m.target) return; + const who = ctx.source ?? ctx.credit; + const d = ctx.dmg; + if (!who || who.side !== 'ally' || !d || ctx.type === 'element' || isHpLoss(d) || d.tags?.includes(BURST_TAG)) return; + m.n = Math.min(maxN, m.n + 1); + if (m.n >= maxN) burstMark(battle, unit, m, b2); + }, { owner: unit, priority: -20 }); + battle.on('tick', () => { + const m = unit.mem.lmleeMark; + if (!m || !m.alive || !up(unit)) return; + m.blocked = m.target.blockedBy === unit; // read when he leaves (his block list is gone by then) + m.atk = unit.s.atk; + }, { owner: unit }); + battle.on('death', (ctx) => { + const m = unit.mem.lmleeMark; + if (!m || !m.alive) return; + if (ctx.unit === m.target) { + if (ctx.reason === 'killed') burstMark(battle, unit, m, b2); + else dropMark(battle, unit, m); + } else if (ctx.unit === unit) { + // ① knocked out, ② leaving while blocking the marked enemy ⇒ bursts; else it vanishes + if (ctx.reason === 'killed' || m.blocked) burstMark(battle, unit, m, b2, m.atk); + else dropMark(battle, unit, m); + } + }, { owner: unit, priority: 5 }); + } + if (sid === S3) { + // "有55%概率闪避来自范围外的物理或法术伤害" (the source's position now; 无来源 = from outside) + const p = num(b3.prob); + if (p > 0) { + battle.on('hit', (ctx) => { + const d = ctx.dmg; + if (ctx.target !== unit || !unit.skill?.active || !d || d.cancel || !d.canDodge || (d.type !== 'phys' && d.type !== 'arts')) return; + const src = ctx.source; + if (src && bodyInKeys(src, unit.rangeKeySet ?? new Set(unit.rangeKeys ?? []))) return; + if (battle.rng() >= p) return; + d.cancel = true; + battle.fx('dodge', { x: unit.x, y: unit.y, id: unit.id }); + if (battle.hasHook('dodge')) battle.emit('dodge', { source: ctx.credit ?? src, target: unit, dmg: d }); + }, { owner: unit, priority: -50 }); + } + } + }, + }; + }, +}; diff --git a/server/sim/content/kits/ops/op-wang.js b/server/sim/content/kits/ops/op-wang.js new file mode 100644 index 00000000..2519c3f9 --- /dev/null +++ b/server/sim/content/kits/ops/op-wang.js @@ -0,0 +1,403 @@ +// server/sim/content/kits/ops/op-wang.js — 望 (char_2027_wang) 自选 operator kit: 6★ 陷阱师 (特种), an owned-6★ pick of the +// tier-5 and tier-6 自选 slots; every skill, both talents, the trait, the module TRP-X 兽形棋盒 at every form, and the kit of +// her summon 棋子 (token_10064_wang_stone1) with its 跟子. Kit contract and the 自选 rules: ../README.md ("How to add an +// operator (自选)"). +// +// Forms (data/backups.json units.char_2027_wang, the DIY slot statuses): normal = E2 Lv1, skills at rank 4, no module; +// elite = E2 Lv60, rank 7, TRP-X at stage 1 (tier 5) or 3 (tier 6). Potential 0 [ASSUMED: no account]. +// Sources: character_table / skill_table / battle_equip_table / token_table (zh_CN, as built into backups.json; the 棋子 +// owner-form / skill / module variants) and PRTS 望 (铸子 备注: the 跟子 are 望's own projectiles — no unit, they take no +// tile, act and connect like a 棋子; they go on deployable tiles and on undeployable ground with no character unit; order +// "有敌人的>没有敌人的;不可部署地块>可部署地面地块>可部署高台地块…相同优先级时按棋子上>右>下>左"; a 棋子 deals its damage as +// itself, a 跟子 as 望. 料敌机先 备注: the RES ignore is the source's 法术穿透 for that damage. S1 备注 "棋子持有库存达到上限的情况下 +// 具有阻回 / 法术伤害效果可独立叠加生效(每个效果会独立记录触发棋子的第二天赋层数)…可对空 / …由望依自身属性预计算伤害后、以无来源 +// 的形式施加给目标". S2 备注 "若相连棋子/跟子在上下侧则激活垂直效果范围(自身及上下3格),左右侧则激活水平效果范围…效果范围不因相连 +// 棋子/跟子消失而取消激活 / 移动速度降低为直接乘算,可无限叠加,每层独立计时(但移动速度存在0.1数值下限)". S3 备注 "棋子与跟子的 +// 攻击范围/触发范围为…,触发时对范围内所有敌方单位造成伤害(可对空) / 技能开启时自动“部署”的为第一天赋的跟子"), PRTS 棋子 (备注 +// "技能伤害始终借用持有者的攻击力计算,但伤害来源于自身"), PRTS 分支特性信息 陷阱师 ("可对空 / “敌人已在”…地面行动敌人… / 干员离场 +// 后,附属的陷阱随之消失"), PRTS 卫戍协议/帮助 §作战阶段 (placed summons deploy with the board "无视所属干员的持有状态,不消耗持有数量"; +// "若召唤物在战斗期间退场,将在满足条件后立即原地再部署1个"). +// - Trait (陷阱师): ranged physical arrows, 3-3, hits air units (PRTS 分支特性信息 "可对空"), blocks 1, ground-targetable. +// "陷阱无法放置于敌人已在的格子中": a 棋子 does not come back while a ground enemy stands on its tile (S3: inside her range it +// may). Module TRP-X "部署费用更低(-1)…可同时部署的陷阱数量提升(+1)": the 棋子 variant's cost 2 (the DP of its returns) and +// deploy limit 7 (the hand count — the match's); its attributes in the stats. +// - T1 铸子 (cnt / attack@max_spawn_cnt; "最多拥有7枚"): the 棋子 are hand pieces the player places; they deploy with the board +// for free and without using her stock (stock = cnt at the start, at most STOCK_CAP; the skills add to it). 棋子 / 跟子 +// that touch on a side (上下 / 左右) activate each other and stay active once activated [ASSUMED from the S2 备注]; an +// enemy (air units too) on an active one's tile sets it off: its effect, then it is used up (a 棋子 leaves the field; a +// 跟子 is gone) [ASSUMED: a trap is spent by its trigger]. A spent 棋子 comes back on its tile ("原地再部署") after its +// redeploy time (2 s), paying its cost, while 望 is on the field — its own card returns to the stock as it leaves, so the +// stock does not change [ASSUMED]. That return is the mode's deployment of her card: it counts as a 手动部署 for 铸子 — +// one 跟子 on a tile next to it (the PRTS order above), at most attack@max_spawn_cnt on the field [ASSUMED: the battle-start +// deployment does not count]. When 望 leaves the field her 棋子 and 跟子 vanish (PRTS 分支特性信息); the 棋子 come back +// with her. +// - T2 料敌机先 (attack@per_atk_scale / attack@per_magic_resist_penetrate_fixed / attack@max_trigger_cnt): an active 棋子 / 跟子 +// gets one stack per piece of the unbroken line it is part of (itself included; the longer of its lines; ≤ the cap), +// kept once reached [ASSUMED]; its damage ×(1 + n × per) and n × pen RES ignored. TRP-X stage 3: 13 % / 12. +// - S1 取势 (AUTO): passive — a triggered piece puts 停顿 attack@sluggish s on the enemy that set it off and a 法术 DoT of +// attack@atk_scale × her ATK every second for attack@sluggish s (precomputed at the trigger with the piece's stacks and +// her damage multipliers; 无来源, credited to her; each one independent). Active — "立即获得两枚棋子": +cnt stock (≤ the +// cap); with the stock full she holds 阻回. An AUTO skill acting on nobody fires at full SP (`trigger: 'SP_FULL'`, the +// owner's AUTO rule). +// - S2 连星 (AUTO, SP_FULL): passive — a triggered piece deals attack@atk_scale × her ATK arts to every enemy on its active +// lines (its tile ± 3 along each side it was ever connected on; air units too) and a 直接乘算 slow attack@move_speed for +// attack@duration s, each one on its own timer, added up (speed ≥ 0.1). Active as S1. +// - S3 天下劫 (MANUAL, data ACTIVE_RANGE on its 4-12; ammo trigger_time): passive — the pieces' trigger and damage area is the +// token skill's range (x-6 in the data; PRTS writes x-1), atk_scale × her ATK arts on every enemy there. Active — no +// attacks, range 4-12; +cnt stock, the part over the cap placed at once as 跟子 on the enemies of her range first (her +// target order), then on other tiles of it by the 铸子 order [ASSUMED for the ties: nearest to her, then by tile]; a 棋子 +// coming back inside her range during it drops up to 3 跟子, one bullet each ("第一天赋额外至多部署3枚棋子并消耗等量弹药"); +// it ends when the bullets are spent ("棋子耗尽" [ASSUMED]); bullets left at another end return to the stock. + +import { num, talentBb, skillRec, up } from '../shared/tier1.js'; +import { absoluteRangeKeys, sortEnemyTargets } from '../../../targeting.js'; +import { bodyOnTile } from '../../../body.js'; +import { COLS, ROWS } from '../../../constants.js'; + +const S1 = 'skchr_wang_1'; +const S2 = 'skchr_wang_2'; +const S3 = 'skchr_wang_3'; +export const STONE = 'token_10064_wang_stone1'; +/** 铸子 "最多拥有7枚" (the 棋子's max deck stack at E2; the talent text). */ +export const STOCK_CAP_FALLBACK = 7; +/** 料敌机先's stack cap when the data carries none. */ +const T2_CAP_FALLBACK = 3; +/** 连星 "两侧3格" (the token blackboard's tile_count 6, both sides). */ +const LINE_FALLBACK = 6; +/** The S3 token skill's range when the data carries none (range_table x-6). */ +const X6 = Object.freeze([[2, 0], [1, 0], [0, -2], [0, -1], [0, 0], [0, 1], [0, 2], [-1, 0], [-2, 0]]); +/** 跟子 neighbours in the PRTS order 上 > 右 > 下 > 左 (UP = +row; the mirrored field swaps 右 / 左). */ +const SIDES = Object.freeze([[1, 0], [0, 1], [-1, 0], [0, -1]]); +const SIDES_MIRRORED = Object.freeze([[1, 0], [0, -1], [-1, 0], [0, 1]]); +/** "额外至多部署3枚棋子" (S3, no blackboard key). */ +const S3_EXTRA = 3; +/** Seconds between two tries of a spent 棋子 to come back. */ +const RETRY = 0.25; +const SLOW_KEY = 'wang:slow'; +const DOT_KEY = 'wang:qushi'; +const TAG = 'wang:stone'; +/** Profile the pieces select enemies with: air units too. */ +const ANY = Object.freeze({ canHitFly: true }); + +const bbOf = (chess, id) => skillRec(chess, id)?.bb ?? {}; +const keyOf = (r, c) => (r >= 0 && r < ROWS && c >= 0 && c < COLS ? r * COLS + c : -1); + +/** + * The 跟子 placement class of a tile: 0 undeployable ground (walkable, nothing may be deployed there), 1 deployable + * ground, 2 deployable 高台; null where no 跟子 may go (outside the field, walls, flyer-only tiles that take nobody). + */ +function tileClass(battle, r, c) { + if (!battle.grid.inRect(r, c)) return null; + const t = battle.grid.tile(r, c); + if (t.build === 'NONE') return t.height === 'LOW' && t.pass === 'ALL' ? 0 : null; + if (t.height === 'LOW' && (t.build === 'ALL' || t.build === 'MELEE')) return 1; + if (t.build === 'RANGED' || t.build === 'ALL') return 2; + return null; +} + +/** + * 连星's slow (PRTS 备注 "移动速度降低为直接乘算,可无限叠加,每层独立计时(但移动速度存在0.1数值下限)"): one buff per enemy holding + * every application (its value, its end); moveMul = max(0.1 ÷ base speed, 1 + Σ values). + */ +function addSlow(battle, src, e, value, duration) { + if (!e.alive || !(duration > 0) || !value) return; + const refresh = (unit, b) => { + const now = battle.time; + b.data.list = b.data.list.filter((x) => x.until > now + 1e-9); + if (!b.data.list.length) { battle.removeBuff(unit, b); return; } + const sum = b.data.list.reduce((a, x) => a + x.v, 0); + const floor = Math.min(1, 0.1 / Math.max(1e-6, unit.base.moveSpeed)); + const mul = Math.max(floor, 1 + sum); + if (b.mods?.moveMul !== mul) { b.mods = { moveMul: mul }; unit.markDirty(); } + }; + let b = e.findBuff(SLOW_KEY); + if (!b) b = battle.addBuff(e, { key: SLOW_KEY, source: src, tags: ['skill'], data: { list: [] }, mods: { moveMul: 1 }, onTick: ({ unit, buff }) => refresh(unit, buff) }); + if (!b) return; + b.data.list.push({ v: value, until: battle.time + duration }); + refresh(e, b); +} + +export default { + char_2027_wang: (bb, chess) => { + const t0 = talentBb(chess, 0); // 铸子: cnt, attack@max_spawn_cnt + const t1 = talentBb(chess, 1); // 料敌机先 (TRP-X stage 2+: its change) + const t0desc = String((chess?.talents ?? []).find((t) => t && t.index === 0)?.desc ?? ''); + const capText = /最多拥有(\d+)枚/.exec(t0desc); + const b1 = bbOf(chess, S1), b2 = bbOf(chess, S2), b3 = bbOf(chess, S3); + const s3 = skillRec(chess, S3); + const per = num(t1['attack@per_atk_scale']), pen = num(t1['attack@per_magic_resist_penetrate_fixed']); + const t2cap = Math.max(1, Math.floor(num(t1['attack@max_trigger_cnt'], T2_CAP_FALLBACK))); + const followCap = Math.max(0, Math.floor(num(t0['attack@max_spawn_cnt']))); + const stock0 = Math.max(0, Math.floor(num(t0.cnt))); + const stockCap = capText ? +capText[1] : STOCK_CAP_FALLBACK; + + /** Every live piece of 望: her deployed 棋子 and her 跟子, in the order they came. */ + const piecesOf = (battle, unit) => { + const out = []; + for (const a of battle.allyUnits) { + if (a.kind !== 'token' || a.defId !== STONE || a.ownerUnit !== unit || !a.alive || !a.deployed || !a.mem.wangNode) continue; + const n = a.mem.wangNode; + n.r = a.tileR; n.c = a.tileC; n.stone = a; + out.push(n); + } + for (const f of unit.mem.wang.followers) out.push(f); + return out.sort((a, b) => a.seq - b.seq); + }; + const groundFoeOn = (battle, r, c) => battle.enemies.some((e) => e.alive && !e.hidden && !e.isFlying && bodyOnTile(e, r, c)); + const anyFoeOn = (battle, r, c) => battle.enemies.some((e) => e.alive && !e.hidden && bodyOnTile(e, r, c)); + + /** Place a 跟子 on (r, c) (the caller checked the tile). */ + const addFollower = (battle, unit, r, c) => { + const w = unit.mem.wang; + const f = { r, c, seq: ++w.seq, act: false, h: false, v: false, stacks: 0, follower: true }; + w.followers.push(f); + battle.fx('summon', { x: c, y: r, id: unit.id, src: unit.id, token: STONE, follower: true }); + return f; + }; + /** Tiles a 跟子 may take: in the field, a class, no character unit or knocked-out operator, no piece. */ + const followerFree = (battle, unit, r, c, taken) => { + const k = keyOf(r, c); + return k >= 0 && !taken.has(k) && tileClass(battle, r, c) != null && !battle.unitAt(r, c) && !battle.downOn(r, c); + }; + /** 铸子: up to `n` 跟子 next to (r, c) in the PRTS order; returns how many were placed. */ + const dropFollowers = (battle, unit, r, c, n) => { + const w = unit.mem.wang; + let placed = 0; + for (let i = 0; i < n && w.followers.length < followCap; i++) { + const taken = new Set(piecesOf(battle, unit).map((p) => keyOf(p.r, p.c))); + const sides = battle.getPlayer(unit.ownerId)?.mirror ? SIDES_MIRRORED : SIDES; + const cands = []; + sides.forEach(([dr, dc], idx) => { + const rr = r + dr, cc = c + dc; + if (!followerFree(battle, unit, rr, cc, taken)) return; + cands.push({ rr, cc, rank: [anyFoeOn(battle, rr, cc) ? 0 : 1, tileClass(battle, rr, cc), idx] }); + }); + if (!cands.length) break; + cands.sort((a, b) => a.rank[0] - b.rank[0] || a.rank[1] - b.rank[1] || a.rank[2] - b.rank[2]); + addFollower(battle, unit, cands[0].rr, cands[0].cc); + placed++; + } + return placed; + }; + /** S3 bullets: spend `n` (the skill ends with the last). */ + const spendAmmo = (battle, unit, n) => { + const sk = unit.skill, w = unit.mem.wang; + if (!sk || sk.id !== S3 || !sk.active || !(n > 0)) return; + w.ammo = Math.max(0, w.ammo - n); + sk.ammoLeft = w.ammo; + if (battle.hasHook('ammoUsed')) battle.emit('ammoUsed', { unit, left: w.ammo, skill: sk }); + if (w.ammo <= 0) sk.end('ammo'); + }; + const inHerRange = (unit, r, c) => !!unit.rangeKeySet?.has(keyOf(r, c)); + + /** A spent 棋子 comes back on its tile ("原地再部署"); its return drops the 铸子 跟子. */ + const scheduleReturn = (battle, unit, stone) => { + const at = battle.time + Math.max(0, num(stone.base.respawnTime)); + battle.every(RETRY, (b, sched) => { + if (stone.alive || stone.removed || b.finished) { sched.cancel(); return; } + if (b.time + 1e-9 < at || !up(unit)) return; + const r = stone.homeR, c = stone.homeC; + const s3on = unit.skill?.id === S3 && unit.skill.active && inHerRange(unit, r, c); + if (groundFoeOn(b, r, c) && !s3on) return; // "陷阱无法放置于敌人已在的格子中" + // (a 跟子 on its tile goes: "跟子所在格进行部署…时,该跟子会随之消失") + const w = unit.mem.wang; + const before = w.followers.length; + w.followers = w.followers.filter((f) => f.r !== r || f.c !== c); + if (!b.redeploy(stone, { free: false })) { if (w.followers.length !== before) b.fx('disappear', { x: c, y: r, id: unit.id }); return; } + sched.cancel(); + if (s3on) spendAmmo(b, unit, dropFollowers(b, unit, r, c, Math.min(S3_EXTRA, w.ammo))); + else dropFollowers(b, unit, r, c, 1); + }, { owner: unit }); + }; + + /** The 棋子's kit: no attack, untargetable, its node data per deployment, its return when spent. */ + const stoneKit = (owner) => ({ + skill: null, + trait: { noAttack: true }, + install(battle, unit) { + // [ASSUMED] a trap: no enemy selects it + battle.addBuff(unit, { key: 'trait:wangStone', flags: { untargetable: true }, persist: true, allowDead: true }); + battle.on('deploy', (ctx) => { + if (ctx.unit !== unit) return; + unit.mem.wangNode = { seq: ++owner.mem.wang.seq, act: false, h: false, v: false, stacks: 0 }; + }, { owner: unit }); + battle.on('death', (ctx) => { + if (ctx.unit !== unit || battle.finished) return; + unit.removed = false; // the piece is kept (Battle.redeploy accepts it; its hooks stay) + unit.mem.wangNode = null; + scheduleReturn(battle, owner, unit); + }, { owner: unit, priority: -10 }); + }, + }); + + return { + skills: { + [S1]: { + kind: 'instant', trigger: { rule: 'SP_FULL' }, + onStart({ unit }) { const w = unit.mem.wang; w.stock = Math.min(stockCap, w.stock + Math.max(0, Math.floor(num(b1.cnt)))); }, + }, + [S2]: { + kind: 'instant', trigger: { rule: 'SP_FULL' }, + onStart({ unit }) { const w = unit.mem.wang; w.stock = Math.min(stockCap, w.stock + Math.max(0, Math.floor(num(b2.cnt)))); }, + }, + [S3]: { + kind: 'ammo', + ammo: Math.max(1, Math.floor(num(b3.trigger_time, 20))), + targeting: { rangeGrid: s3?.rangeGrid ?? null }, + attack: { noAttack: true }, + onStart({ battle, unit, skill }) { + const w = unit.mem.wang; + w.ammo = skill.ammoLeft; + const total = w.stock + Math.max(0, Math.floor(num(b3.cnt))); + const over = Math.max(0, total - stockCap); + w.stock = Math.min(stockCap, total); + // "将超出上限的棋子优先部署在范围内敌人所在位置": enemies of her (4-12) range first, then other tiles of it + let n = Math.min(over, followCap - w.followers.length); + if (!(n > 0)) return; + const taken = new Set(piecesOf(battle, unit).map((p) => keyOf(p.r, p.c))); + const foes = sortEnemyTargets(battle, unit, battle.enemiesInKeys(unit.rangeKeys, unit, ANY), unit.profile?.priority ?? null); + for (const e of foes) { + if (n <= 0) break; + const r = Math.round(e.y), c = Math.round(e.x); + if (!followerFree(battle, unit, r, c, taken)) continue; + taken.add(keyOf(r, c)); + addFollower(battle, unit, r, c); + n--; + } + if (n <= 0) return; + const rest = []; + for (const k of unit.rangeKeys ?? []) { + const r = Math.floor(k / COLS), c = k % COLS; + if (!followerFree(battle, unit, r, c, taken)) continue; + rest.push({ r, c, k, cls: tileClass(battle, r, c), d: Math.max(Math.abs(r - unit.tileR), Math.abs(c - unit.tileC)) }); + } + rest.sort((a, b) => a.cls - b.cls || a.d - b.d || a.k - b.k); + for (const t of rest.slice(0, n)) addFollower(battle, unit, t.r, t.c); + }, + onEnd({ unit, reason }) { + const w = unit.mem.wang; + if (reason !== 'ammo' && w.ammo > 0) w.stock = Math.min(stockCap, w.stock + w.ammo); // "剩余的弹药返还为棋子" + w.ammo = 0; + }, + }, + }, + talents: [ + // 铸子 (and the 棋子's own kit): her 棋子 pieces run the stone kit — set up here, before the battle starts + { install(battle, unit) { + unit.mem.wang = { stock: stock0, followers: [], seq: 0, ammo: 0 }; + for (const t of battle.allyUnits) { + if (t.kind !== 'token' || t.defId !== STONE || t.ownerUnit !== unit || t.alive || t.deployed) continue; + if (t.kit) battle.offOwner(t); + battle._setupUnit(t, stoneKit(unit)); + } + } }, + { install() {} }, // 料敌机先 — the pieces' stacks (kit install) + ], + install(battle, unit) { + const sid = unit.skill?.id; + const tok = battle.tokenDef(STONE, unit); + const tbb = tok?.skill?.bb ?? {}; + const line = Math.max(0, Math.floor(num(tbb.tile_count, LINE_FALLBACK) / 2)); + const trigGrid = sid === S3 ? (tok?.skill?.rangeGrid ?? X6) : null; + /** Trigger / damage tiles of a piece: its own tile, or S3's area around it. */ + const trigKeys = (n) => (trigGrid ? absoluteRangeKeys(trigGrid, n.r, n.c, 'RIGHT', 0) : [keyOf(n.r, n.c)].filter((k) => k >= 0)); + /** 连星's lines of a piece: its tile ± `line` along each side it was connected on. */ + const lineKeys = (n) => { + const out = new Set(); + for (let k = -line; k <= line; k++) { + if (n.h) { const x = keyOf(n.r, n.c + k); if (x >= 0) out.add(x); } + if (n.v) { const x = keyOf(n.r + k, n.c); if (x >= 0) out.add(x); } + } + return [...out]; + }; + const hitOpts = (n) => ({ type: 'arts', isSkill: true, mul: 1 + per * n.stacks, resIgnoreFlat: pen * n.stacks, tags: ['skill', TAG] }); + /** A piece sets off: its effect (the picked skill's passive) on `foes` (the enemies of its trigger tiles). */ + const fire = (n, foes) => { + const src = n.stone ?? unit; + battle.fx('explode', { x: n.c, y: n.r, r: trigGrid ? 2 : 0.5, id: src.id, src: unit.id, dmgType: 'arts', skill: sid === S3 ? 'wang_3' : sid === S2 ? 'wang_2' : 'wang_1' }); + if (sid === S1) { + const e = sortEnemyTargets(battle, src, foes.slice(), null)[0]; + if (!e) return; + const dur = num(b1['attack@sluggish']); + battle.applyStatus(e, 'sluggish', { duration: dur, source: unit }); + // precomputed by 望 at the trigger (her ATK and damage multipliers, the piece's stacks), dealt as 无来源 + const s = unit.s; + const amount = s.atk * num(b1['attack@atk_scale']) * (1 + per * n.stacks) * s.dmgDealtMul * s.artsDealtMul; + const rif = pen * n.stacks + s.resIgnoreFlat, rip = s.resIgnorePct; + if (amount > 0 && dur > 0) { + battle.addBuff(e, { + key: DOT_KEY, refresh: 'independent', maxStacks: 999, duration: dur, interval: 1, source: unit, tags: ['skill', 'dot'], + onTick: ({ unit: t }) => { if (t.alive) battle.dealDamage(unit, t, { amount, type: 'arts', canDodge: false, isSkill: true, sourceless: true, resIgnoreFlat: rif, resIgnorePct: rip, tags: ['skill', 'dot', DOT_KEY] }); }, + }); + } + return; + } + const victims = sid === S2 ? battle.enemiesInKeys(lineKeys(n), src, ANY) : foes; + const scale = sid === S2 ? num(b2['attack@atk_scale']) : num(b3.atk_scale); + for (const e of victims) { + if (!e.alive) continue; + battle.dealDamage(src, e, { amount: unit.s.atk * scale, ...hitOpts(n) }); + if (sid === S2 && e.alive) addSlow(battle, unit, e, num(b2['attack@move_speed']), num(b2['attack@duration'])); + } + }; + /** The piece is spent: a 棋子 leaves the field (it comes back on its own), a 跟子 is gone. */ + const spend = (n) => { + n.gone = true; + if (n.stone) { if (n.stone.alive) battle.retreat(n.stone, { reason: 'expired', permanent: true }); return; } + const w = unit.mem.wang; + w.followers = w.followers.filter((f) => f !== n); + }; + battle.on('tick', () => { + if (!up(unit) || battle.finished) return; + const nodes = piecesOf(battle, unit); + if (!nodes.length) return; + const at = new Map(nodes.map((n) => [keyOf(n.r, n.c), n])); + for (const n of nodes) { // 棋子相连时相互激活 (kept once active) + for (const [dr, dc] of SIDES) { + const k = keyOf(n.r + dr, n.c + dc); + if (k < 0 || !at.has(k)) continue; + n.act = true; + if (dr) n.v = true; else n.h = true; + } + } + if (per > 0 || pen > 0) { + for (const n of nodes) { // 料敌机先: one stack per piece of its unbroken line (≤ the cap) + if (!n.act) continue; + for (const [dr, dc] of [[0, 1], [1, 0]]) { + let run = 1; // (keyOf is −1 off the stage: never a piece) + for (let k = 1; at.has(keyOf(n.r + dr * k, n.c + dc * k)); k++) run++; + for (let k = 1; at.has(keyOf(n.r - dr * k, n.c - dc * k)); k++) run++; + if (run >= 2) n.stacks = Math.max(n.stacks, Math.min(t2cap, run)); + } + } + } + for (const n of nodes) { + if (!n.act || n.gone) continue; + const src = n.stone ?? unit; + const foes = battle.enemiesInKeys(trigKeys(n), src, ANY); + if (!foes.length) continue; + fire(n, foes); + spend(n); + } + }, { owner: unit }); + // 阻回 while the stock is full (S1 / S2 备注) + if (sid === S1 || sid === S2) { + battle.on('tick', () => { + const want = up(unit) && unit.mem.wang.stock >= stockCap; + const has = unit.findBuff('wang:stockFull'); + if (want && !has) battle.addBuff(unit, { key: 'wang:stockFull', flags: { noSp: true }, tags: ['skill'] }); + else if (!want && has) battle.removeBuff(unit, 'wang:stockFull'); + }, { owner: unit }); + } + // "干员离场后,附属的陷阱随之消失": her 棋子 leave (and come back with her), her 跟子 are gone + battle.on('death', (ctx) => { + if (ctx.unit !== unit || battle.finished) return; + unit.mem.wang.followers = []; + for (const a of battle.allyUnits) { + if (a.kind === 'token' && a.defId === STONE && a.ownerUnit === unit && a.alive) battle.retreat(a, { reason: 'expired', permanent: true }); + } + }, { owner: unit }); + }, + }; + }, +}; diff --git a/server/sim/content/kits/ops/op-weedy.js b/server/sim/content/kits/ops/op-weedy.js new file mode 100644 index 00000000..8d61cb70 --- /dev/null +++ b/server/sim/content/kits/ops/op-weedy.js @@ -0,0 +1,299 @@ +// server/sim/content/kits/ops/op-weedy.js — 温蒂 (char_400_weedy) 自选 operator kit: 6★ 推击手 (特种), an owned-6★ pick of the +// tier-5 and tier-6 自选 slots; every skill, both talents, the trait, both modules (PUS-X 仿生海龙改型, PUS-Y 新型仿生原型) at +// every form, and the kit of her summon 工程蓄水炮 (token_10009_weedy_cannon). Kit contract and the 自选 rules: ../README.md +// ("How to add an operator (自选)"). +// +// Forms (data/backups.json units.char_400_weedy, the DIY slot statuses): normal = E2 Lv1, skills at rank 4, no module; +// elite = E2 Lv60, rank 7, the picked module at stage 1 (tier 5) or 3 (tier 6). Potential 0 [ASSUMED: no account]. +// Sources: character_table / skill_table / battle_equip_table / token_table (zh_CN, as built into backups.json; the cannon's +// owner-form / module variants) and PRTS 温蒂 (蓄水炮强化 备注 "天赋文本后半段效果(及模组效果)的作用对象为温蒂自身"; S2 "攻击间隔增大 +// (+220%)", 备注 "溅射范围为0.9半径"; S3 备注 "蓄水炮以温蒂的攻击力进行发射…技能范围内没有敌人时温蒂/蓄水炮不会对应发射出液氮炮 / +// 自身优先攻击剩余路径最短的敌人,水炮优先攻击距离自身最近的敌人;液氮炮溅射范围半径1.2,均可对空 / “正比于距离的真实伤害”即… +// 移动创伤(1200伤害/格),再次施加…时仅刷新BUFF的持续时间,不改变真实伤害的来源与每格伤害比例"), PRTS 工程蓄水炮 (备注 "持有禁疗 / +// 蓄水炮的技能和攻击均优先选择离自身最近的敌人作为目标 / 普通攻击…该位移效果仅对前方三格内的地面敌方单位生效 / 部署后20秒自动撤退"; +// 技能备注 "蓄水炮进行的发射除基本力度外均以本体的数值为准"), PRTS 特殊机制 移动创伤 (every 0.066 s and once at the end: (distance +// moved since the last update) × 每格伤害 预计算的真实持续伤害, nothing when the difference is > 4 tiles), PRTS 卫戍协议/帮助 (a +// placed summon deploys with the board; "若召唤物在战斗期间退场,将在满足条件后立即原地再部署1个"; a summon's manual skill is +// force-opened). +// - Trait (推击手) "同时攻击阻挡的所有敌人 / 可以放置于远程位": the profession default (pusher `hitAllBlocked`, block 2; melee, +// ground-only — PRTS 分支特性信息 推击手) and the placement rule of the prep (shared/highGround.js: her trait line lets the +// match put her on a 高台, where she attacks and blocks nothing). Module PUS-X "可以放置于远程位,并返还该次部署费用的一半" +// (trait bb value): a redeployment on a ranged (高台) tile gives value × her cost back (as 见行者's PUS-X; the battle-start +// deployment costs nothing). Module PUS-Y "阻挡2个及以上敌人时自身推力增加一级" (trait bb cnt / base_force_level): her +// pushes +base_force_level while she blocks ≥ cnt enemies. +// - T1 工程蓄水炮 (the cannon, a hand piece the player places — "部署位置=全部位"): deploys with the board, leaves 20 s after +// each deployment (its talent `duration`) and comes back on its tile after its redeploy time (35 s; PUS-Y stage 3 "再部署 +// 时间减少8秒": the module variant's 27 s), paying its 5 DP, while she is on the field [ASSUMED, as 鸿雪's 打字机]. The +// cannon: untargetable ("不会受到攻击"), 禁疗, blocks nothing, 3-2 range, ranged physical, hits air, the nearest enemy to +// itself first; each attack pushes its target 小力 + 蓄水炮强化's base_force_level along its facing — a ground enemy on the +// three tiles ahead only. Its skill (the copy of S3 the data gives, sktok_weedy_token, MANUAL, 0 SP) is force-opened by the +// 卫戍 strategy: free, once per deployment, by the data's DEFAULT (cast on its attack) — and it fires with every S3 of hers +// while it stands on one of the 4 tiles around her. It fires with her numbers (her ATK, her S3 level; the damage counts +// as hers [ASSUMED: "均以本体的数值为准"]) but its own force (+1 by 蓄水炮强化). +// - T2 蓄水炮强化 (the cannon's talent, x-5): while the cannon stands on one of the 4 tiles around her she gains `sp` SP every +// `interval` s of it (3 s; PUS-X stage 2+: 2.5 / 2 s — the module's token variant) [ASSUMED: the clock runs while it is +// there] and, PUS-X stage 2+, ATK +atk (the module's hidden token talent, 15 % / 20 %; PRTS 备注: on 温蒂 herself). +// - S1 炮管敲击 (AUTO, data DEFAULT — a "next attack"): that attack (every enemy she blocks) at atk_scale × ATK, each target +// pushed along her facing with `force` (中力) and 晕眩 `stun` s. +// - S2 水炮模式 (AUTO, 持续时间无限; SP_FULL — a mode switch on herself, the owner's AUTO rule): attack interval ×(1 + +// base_attack_time) (PRTS lists it as a ratio, "+220%"), ATK +atk, range +ability_range_forward_extend, a ranged attack +// — one shot with a 0.9-tile splash (PRTS 备注), air units too [ASSUMED: a ranged attack reaches air] — every enemy it hits +// pushed with base_force_level (小力) along her facing. +// - S3 液氮大炮 (MANUAL, data SKILL_RANGE on its 4-1): at once, the enemy of the 4-1 with the shortest remaining path and +// every enemy within 1.2 of it (air units too) take atk_scale × ATK arts, the 移动创伤 (`value` × `dist` per tile moved, +// true damage, `duration` s) and a push of `force` along her facing; the cannon fires too (above). The shot is instant +// [ASSUMED: no travel time]. Pushes go along her facing (knockback[dir], as every 推击手 push) [ASSUMED for S2 / S3, +// whose text gives no direction]. + +import { num, traitBb, skillRec, up, giveSp } from '../shared/tier1.js'; +import { absoluteRangeKeys } from '../../../targeting.js'; +import { COLS } from '../../../constants.js'; + +const S1 = 'skchr_weedy_1'; +const S2 = 'skchr_weedy_2'; +const S3 = 'skchr_weedy_3'; +export const CANNON = 'token_10009_weedy_cannon'; +/** S3's / the cannon skill's 4-1 when the data carries no grid. */ +const GRID_4_1 = Object.freeze([[0, 0], [0, 1], [0, 2], [0, 3], [0, 4]]); +/** PRTS S3 备注 "液氮炮溅射范围半径1.2". */ +export const NITRO_SPLASH = 1.2; +/** PRTS S2 备注 "溅射范围为0.9半径". */ +export const WATER_SPLASH = 0.9; +/** The 移动创伤 buff on an enemy (one per enemy whoever applies it — PRTS: a new one only refreshes its duration). */ +export const RUPTURE_KEY = 'weedy:rupture'; +/** PRTS 特殊机制 移动创伤: an update whose distance difference is above this deals nothing. */ +const RUPTURE_MAX_STEP = 4; +/** 工程蓄水炮's life when the token carries no `duration` talent (E2: 20 s). */ +const LIFE_FALLBACK = 20; +/** Seconds between two tries of a cannon to come back (tile busy, DP short, 温蒂 off the field). */ +const RETRY = 0.25; +const TAG_NITRO = 'weedy:nitro'; + +const bbOf = (chess, id) => skillRec(chess, id)?.bb ?? {}; +/** First talent of a normalised token def whose blackboard holds `key` (token talents keep no index). */ +const tokTalent = (def, key, not = null) => (def?.talents ?? []).find((t) => t && t.bb && t.bb[key] != null && (not == null || t.bb[not] == null)) ?? null; +/** Push direction along a unit's facing (knockback[dir]). */ +const along = (u) => ({ x: u.fwd[1], y: u.fwd[0] }); +/** On one of the 4 tiles around (周围4格). */ +const beside = (a, b) => Math.abs(a.tileR - b.tileR) + Math.abs(a.tileC - b.tileC) === 1; + +/** + * 移动创伤 (PRTS 特殊机制) on enemy `e`: for `duration` s every `interval` s — and once more at the end — the distance it + * moved since the last update × `perTile` as true 持续伤害 from `src` (none when that difference is > 4 tiles). A new + * application while one runs only refreshes its duration: the source and the per-tile damage stay the first one's. + */ +export function rupture(battle, src, e, { duration, perTile, interval }) { + if (!e || !e.alive || !(duration > 0) || !(perTile > 0)) return; + const cur = e.findBuff(RUPTURE_KEY); + if (cur) { + cur.timeLeft = Math.max(cur.timeLeft, duration); + cur.duration = Math.max(cur.duration, duration); + return; + } + const st = { x: e.x, y: e.y, moved: 0, acc: 0 }; + const step = (u) => { st.moved += Math.hypot(u.x - st.x, u.y - st.y); st.x = u.x; st.y = u.y; }; + const flush = (u) => { + const m = st.moved; + st.moved = 0; + if (!(m > 1e-9) || m > RUPTURE_MAX_STEP || !u.alive) return; + battle.dealDamage(src, u, { amount: m * perTile, type: 'true', canDodge: false, isSkill: true, tags: ['skill', 'dot', RUPTURE_KEY] }); + }; + const iv = interval > 0 ? interval : 0.066; + battle.addBuff(e, { + key: RUPTURE_KEY, duration, source: src, tags: ['skill'], data: st, + onTick: ({ unit, dt }) => { + step(unit); + st.acc += dt; + if (st.acc + 1e-9 >= iv) { st.acc -= iv; flush(unit); } + }, + onExpire: ({ unit }) => { step(unit); flush(unit); }, + }); +} + +/** + * One 液氮炮 of `shooter` (温蒂 or her cannon): the target of the skill range (`grid`, the shooter's facing) — `pick` + * 'path' = the shortest remaining path (温蒂), 'nearest' = nearest to the shooter (the cannon) — and every enemy within + * NITRO_SPLASH of it: atk_scale × 温蒂's ATK arts from `src`, the 移动创伤, a push of `force` along the shooter's facing. + * Returns false when no enemy can be selected there (nothing fires). + */ +export function liquidNitrogen(battle, { shooter, src, atk, sbb, grid, force, pick }) { + const keys = absoluteRangeKeys(grid ?? GRID_4_1, shooter.tileR, shooter.tileC, shooter.dir, 0); + const cands = battle.enemiesInKeys(keys, shooter, { canHitFly: true }); + if (!cands.length) return false; + const key = pick === 'nearest' ? (e) => Math.hypot(e.x - shooter.x, e.y - shooter.y) : (e) => battle.remainingDistance(e); + let target = null, best = Infinity; + for (const e of cands) { + const v = key(e); + if (v < best - 1e-9 || (Math.abs(v - best) <= 1e-9 && target && e.spawnSeq < target.spawnSeq)) { best = v; target = e; } + } + const x = target.x, y = target.y; + battle.fx('frostNova', { x, y, r: NITRO_SPLASH, id: shooter.id, src: shooter.id, target: target.id, dmgType: 'arts', skill: 'weedy_3' }); + const amount = atk * num(sbb.atk_scale, 1); + const rup = { duration: num(sbb.duration), perTile: num(sbb.value) * num(sbb.dist, 1), interval: num(sbb.interval, 0.066) }; + const dir = along(shooter); + for (const e of battle.foesInRadius(x, y, NITRO_SPLASH, true)) { + if (!e.alive) continue; + battle.dealDamage(src, e, { amount, type: 'arts', isSkill: true, tags: ['skill', TAG_NITRO] }); + if (!e.alive) continue; + rupture(battle, src, e, rup); // before the push: the push's displacement counts + battle.push(e, force, { from: shooter, dir }); + } + return true; +} + +/** 温蒂's deployed cannons. */ +const cannonsOf = (battle, unit) => battle.allyUnits.filter((a) => a.kind === 'token' && a.defId === CANNON && a.ownerUnit === unit && a.alive && a.deployed); + +/** The cannon's kit: its attack push, its skill, 蓄水炮强化 on 温蒂, its life and its redeploys. `owner` = 温蒂. */ +function cannonKit(t, owner) { + const def = t.def; + const life = num(tokTalent(def, 'duration')?.bb?.duration, LIFE_FALLBACK); + const boost = tokTalent(def, 'base_force_level')?.bb ?? {}; // 蓄水炮强化: base_force_level, interval, sp + const forceUp = num(boost.base_force_level); + const every = num(boost.interval), sp = num(boost.sp); + const atkUp = num(tokTalent(def, 'atk', 'base_force_level')?.bb?.atk); // PUS-X stage 2+: 温蒂 ATK +atk beside it + const sk = def.skill ?? null; + const sbb = sk?.bb ?? {}; + const AHEAD = [[0, 1], [0, 2], [0, 3]]; + return { + skill: sk ? { + kind: 'instant', + onStart({ battle, unit }) { + liquidNitrogen(battle, { shooter: unit, src: owner, atk: owner.s.atk, sbb, grid: sk.rangeGrid ?? GRID_4_1, force: num(sbb.force) + forceUp, pick: 'nearest' }); + }, + } : null, + trait: { + priority: 'nearest', + // "能攻击单个敌人并将其小力度地推开,该位移效果仅对前方三格内的地面敌方单位生效" + afterHit(battle, unit, target) { + if (!target || !target.alive || target.side !== 'enemy' || target.isFlying) return; + const ahead = new Set(absoluteRangeKeys(AHEAD, unit.tileR, unit.tileC, unit.dir, 0)); + if (!ahead.has(Math.round(target.y) * COLS + Math.round(target.x))) return; + battle.push(target, forceUp, { from: unit, dir: along(unit) }); + }, + }, + install(battle, unit) { + battle.addBuff(unit, { key: 'trait:weedyCannon', flags: { noHeal: true }, persist: true, allowDead: true }); // 持有禁疗 + // 部署后20秒自动撤退 + battle.on('deploy', (ctx) => { + if (ctx.unit !== unit || !(life > 0)) return; + const seq = unit.deploySeq; + battle.after(life, () => { if (unit.alive && unit.deploySeq === seq) battle.retreat(unit, { reason: 'expired', permanent: true }); }, { owner: unit }); + }, { owner: unit }); + // back on its tile after its redeploy time, paying its cost, while 温蒂 is on the field (the piece is kept) + battle.on('death', (ctx) => { + if (ctx.unit !== unit || battle.finished) return; + unit.removed = false; + const at = battle.time + Math.max(0, num(unit.base.respawnTime)); + battle.every(RETRY, (b, sched) => { + if (unit.alive || unit.removed) { sched.cancel(); return; } + if (b.time + 1e-9 < at || !up(owner)) return; + if (b.redeploy(unit, { free: false })) sched.cancel(); + }, { owner: unit }); + }, { owner: unit, priority: -10 }); + // 蓄水炮强化 on 温蒂: +sp SP every `interval` s beside her; PUS-X stage 2+: her ATK +atk meanwhile + let acc = 0; + const atkKey = `talent:weedy:cannonAtk:${unit.id}`; + battle.on('tick', ({ dt }) => { + const on = up(unit) && up(owner) && beside(unit, owner); + if (!on) { + acc = 0; + if (atkUp && owner.findBuff(atkKey)) battle.removeBuff(owner, atkKey); + return; + } + if (atkUp && !owner.findBuff(atkKey)) battle.addBuff(owner, { key: atkKey, mods: { atkPct: atkUp }, source: unit, tags: ['talent'] }); + if (!(every > 0) || !(sp > 0)) return; + acc += dt; + while (acc + 1e-9 >= every) { acc -= every; giveSp(owner, sp); } + }, { owner: unit }); + }, + }; +} + +export default { + char_400_weedy: (bb, chess) => { + const tb = traitBb(chess); // PUS-X: value; PUS-Y: cnt / base_force_level + const b1 = bbOf(chess, S1), b2 = bbOf(chess, S2), b3 = bbOf(chess, S3); + const s3 = skillRec(chess, S3); + const blockCnt = num(tb.cnt), blockForce = num(tb.base_force_level); + /** + * PUS-Y: +base_force_level while she blocks ≥ cnt enemies — counted when the attack starts (`weedyBlocked`, set at + * `beforeAttack`: the first push of an attack frees an enemy before the second is pushed) or when S3 is cast. + */ + const bonus = (u, n = u.mem.weedyBlocked ?? u.blocking.length) => (blockForce && blockCnt > 0 && n >= blockCnt ? blockForce : 0); + return { + skills: { + [S1]: { + kind: 'instant', + attack: { + atkScale: num(b1.atk_scale, 1), + onHit({ battle, unit, target }) { + if (!target || !target.alive || target.side !== 'enemy') return; + battle.applyStatus(target, 'stun', { duration: num(b1.stun), source: unit }); + battle.push(target, num(b1.force) + bonus(unit), { from: unit, dir: along(unit) }); + }, + }, + }, + [S2]: { + kind: 'toggle', + trigger: { rule: 'SP_FULL' }, + mods: { atkPct: num(b2.atk), batPct: num(b2.base_attack_time) }, + targeting: { rangeExtend: num(b2.ability_range_forward_extend) }, + attack: { + attack: 'ranged', projectile: 'bomb', splashRadius: WATER_SPLASH, canHitFly: true, hitAllBlocked: false, maxTargets: 1, + // every enemy the shot hits is pushed once the hit is resolved (a push of the main target inside the hit would + // move the splash centre: ai.js resolveHit centres it on the target after the main hit's callbacks) + onEachHit({ unit, target }) { + if (target && target.side === 'enemy') (unit.mem.weedyWet ??= []).push(target); + }, + onHit({ battle, unit }) { + const list = unit.mem.weedyWet ?? []; + unit.mem.weedyWet = []; + const f = num(b2.base_force_level) + bonus(unit); + for (const e of list) if (e.alive) battle.push(e, f, { from: unit, dir: along(unit) }); + }, + }, + }, + [S3]: { + kind: 'instant', + onStart({ battle, unit }) { + liquidNitrogen(battle, { shooter: unit, src: unit, atk: unit.s.atk, sbb: b3, grid: s3?.rangeGrid ?? GRID_4_1, force: num(b3.force) + bonus(unit, unit.blocking.length), pick: 'path' }); + // "如果蓄水炮在周围4格内的话也会同样进行发射" (its own skill numbers and force, her ATK) + for (const c of cannonsOf(battle, unit)) { + if (!beside(c, unit)) continue; + const cs = c.def.skill ?? null; + const cbb = cs?.bb ?? b3; + const up1 = num(tokTalent(c.def, 'base_force_level')?.bb?.base_force_level); + liquidNitrogen(battle, { shooter: c, src: unit, atk: unit.s.atk, sbb: cbb, grid: cs?.rangeGrid ?? GRID_4_1, force: num(cbb.force) + up1, pick: 'nearest' }); + } + }, + }, + }, + talents: [ + // 工程蓄水炮 (and 蓄水炮强化, the cannon's own talent): her cannon pieces run the cannon's kit — set up here, before the + // battle starts (Battle._setupUnit with a kit, as op-bgsnow.js does for its 打字机) + { install(battle, unit) { + for (const t of battle.allyUnits) { + if (t.kind !== 'token' || t.defId !== CANNON || t.ownerUnit !== unit || t.alive || t.deployed) continue; + if (t.kit) battle.offOwner(t); + battle._setupUnit(t, cannonKit(t, unit)); + } + } }, + { install() {} }, // 蓄水炮强化 — the cannon's talent (cannonKit) + ], + install(battle, unit) { + if (blockForce) battle.on('beforeAttack', (ctx) => { if (ctx.attacker === unit) unit.mem.weedyBlocked = unit.blocking.length; }, { owner: unit, priority: 100 }); + // PUS-X: "可以放置于远程位,并返还该次部署费用的一半" — a redeployment on a ranged tile (unit.ground false) + const back = num(tb.value); + if (back > 0) { + battle.on('deploy', (ctx) => { + if (ctx.unit !== unit || ctx.initial || unit.ground) return; + const n = unit.base.cost * back; + battle.addDp(unit.ownerId, n); + battle.fx('dp', { x: unit.x, y: unit.y, n, id: unit.id }); + }, { owner: unit }); + } + }, + }; + }, +}; diff --git a/test/content/op_lmlee.test.js b/test/content/op_lmlee.test.js new file mode 100644 index 00000000..8bc42135 --- /dev/null +++ b/test/content/op_lmlee.test.js @@ -0,0 +1,316 @@ +// test/content/op_lmlee.test.js — the 自选 operator kit of 老鲤 (char_322_lmlee, 6★ 行商; kit +// server/sim/content/kits/ops/op-lmlee.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, MER-X +// “无问吉凶” or MER-Y “但思善恶” at stage 1 (tier 5) / 3 (tier 6). Every number is read back from data/backups.json; the +// fidelity checklist of kits/README.md item by item. +// Run: node --test test/content/op_lmlee.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'; +import { GUARD_KEY, MARK_RADIUS } from '../../server/sim/content/kits/ops/op-lmlee.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 LEE = 'char_322_lmlee'; +const FORMS = BACKUPS.units[LEE].forms; +const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' }; +const X = 'uniequip_002_lmlee', Y = 'uniequip_003_lmlee'; +const S1 = 'skchr_lmlee_1', S2 = 'skchr_lmlee_2', S3 = 'skchr_lmlee_3'; +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); +/** The talent `index` of a form with the picked module's change. */ +const talentOf = (tier, elite, mod, index) => modOf(tier, elite ? mod : null)?.talentChanges.find((t) => t.talentIndex === index) ?? formOf(tier, elite).talents.find((t) => t.index === index); +const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`); +const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o }); +const ENEMIES = { + enemy_dummy: dummy('enemy_dummy'), + enemy_fly: dummy('enemy_fly', { motion: 'FLY' }), + enemy_walk: enemyRec({ key: 'enemy_walk', hp: 1e9, speed: 0.6, mass: 0 }), + enemy_light: dummy('enemy_light', { hp: 1000 }), + enemy_gun: dummy('enemy_gun', { atk: 300, range: 5, bat: 1, dmgType: 'phys' }), + enemy_close: dummy('enemy_close', { atk: 300, range: 1.5, bat: 1, dmgType: 'phys' }), +}; +const FORMS_ALL = [[5, false, null], [6, false, null], ...[5, 6].flatMap((t) => [null, X, Y].map((m) => [t, true, m]))]; + +/** A battle with 老鲤 as uid 1 at (row, col) facing RIGHT, plus `others`. */ +function field({ tier = 5, elite = false, mod = null, skill = 0, row = 10, col = 5, others = [], seed = 5, dp = 0 } = {}) { + const h = makeBattle({ + defs: { enemies: ENEMIES }, timeLimit: 900, autoFinish: false, seed, + flags: { dpPerSec: 0, dpMax: 999 }, hooks: ['damaged', 'skillStart', 'skillEnd', 'statusApplied', 'death', 'dodge', 'attack'], captureNoisy: true, + units: [{ uid: 1, diy: { slot: SLOT[tier], charId: LEE, skillIndex: skill, uniEquipId: mod }, elite, row, col }, ...others], + }); + h.b.players[0].dp = dp; + h.step(); + return { h, u: h.unit(1) }; +} +function done(h) { + checkInvariants(h.b); + assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0])); +} +const label = ([tier, elite, mod]) => `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`; +const from = (h, src) => h.hooksOf('damaged').filter((c) => c.source === src); + +test('老鲤 in every 自选 form: his kit (all three skills authored), stats + module attributes, 1-1, blocks 1, melee physical ground-only, 行商, 炎, no 特质; S1 / S3 SP_FULL, S2 the data\'s DEFAULT', () => { + assert.equal(OPERATOR_KITS[LEE], KITS[LEE]); + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + for (const skill of [0, 1, 2]) { + const { h, u } = field({ tier, elite, mod, skill }); + const form = formOf(tier, elite), m = elite ? modOf(tier, mod) : null; + assert.deepEqual([u.def.charId, u.def.diyFor, u.skill.id, !!u.kit.generic, u.kit.skillSource], [LEE, SLOT[tier], form.skills[skill].skillId, false, 'skills'], label(f)); + assert.deepEqual([u.base.maxHp, u.base.atk, u.base.def], [form.stats.maxHp + (m?.attr.maxHp ?? 0), form.stats.atk + (m?.attr.atk ?? 0), form.stats.def + (m?.attr.def ?? 0)], `${label(f)}: stats`); + assert.deepEqual([u.s.blockCnt, u.profile.attack, u.profile.canHitFly, u.profile.dmgType, u.base.bat, u.profile.sub], [1, 'melee', false, 'phys', 1, 'merchant'], `${label(f)}: 行商`); + assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${label(f)}: 1-1`); + assert.deepEqual([u.def.bonds, u.def.raw.garrisonIds], [['yanShip'], []], `${label(f)}: bonds / 特质`); + assert.equal(u.skill.rule, skill === 1 ? form.skills[1].trigger.rule : 'SP_FULL', `${label(f)}: trigger`); + assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth, `${label(f)}: ground enemies target him`); + done(h); + } + } + assert.deepEqual(formOf(6, true).skills.map((s) => [s.skillType, s.trigger.rule]), [['AUTO', 'DEFAULT'], ['MANUAL', 'DEFAULT'], ['AUTO', 'DEFAULT']]); + assert.deepEqual([modOf(5, X).attr, modOf(6, X).attr, modOf(5, Y).attr, modOf(6, Y).attr], [{ maxHp: 200, atk: 55 }, { maxHp: 300, atk: 74 }, { atk: 57, def: 35 }, { atk: 76, def: 50 }]); + const data = { chess: CHESS, backups: BACKUPS }; + for (const t of [5, 6]) assert.ok(diyPool(t, { data, kitted: KITTED_CHARS }).includes(LEE), `tier ${t}`); + assert.equal(validateDiyPicks({ [SLOT[6]]: { charId: LEE, skillIndex: 2, uniEquipId: Y } }, { data, kitted: KITTED_CHARS }).ok, true); +}); + +test('trait 行商: −3 DP every 3 s while he stands (MER-X: −2), he retreats when the DP runs short; MER-Y: ATK +4 % per payment, 5 stacks at most', () => { + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + const { h, u } = field({ tier, elite, mod, skill: 1, dp: 4 }); // (S2: no cast without an enemy, no ATK bonus) + const cost = elite && mod === X ? 2 : 3; + assert.deepEqual([u.profile.merchantInterval, u.profile.merchantCost], [3, cost], label(f)); + h.b.players[0].dp = 100; + const t1 = talentOf(tier, elite, mod, 1); + const extra = Math.abs(t1.bb.extra_cost); + h.run(3.05); // first payment: 有备无患 takes |extra_cost| (DP ≥ it, no guard yet) + approx(h.b.players[0].dp, 100 - extra, `${label(f)}: first payment`); + h.run(3); + approx(h.b.players[0].dp, 100 - extra - cost, `${label(f)}: then the trait's cost`); + const y = elite && mod === Y; + const st = u.findBuff('trait:lmlee:merY'); + assert.equal(st?.stacks ?? 0, y ? 2 : 0, `${label(f)}: MER-Y stacks`); + if (y) { + h.run(30); + assert.equal(u.findBuff('trait:lmlee:merY').stacks, 5, `${label(f)}: 5 at most`); + approx(u.s.atk, u.base.atk * (1 + 5 * 0.04), `${label(f)}: ATK +20 %`); + } + h.b.players[0].dp = cost - 0.5; + h.run(3.1); + assert.ok(!u.alive && !u.deployed, `${label(f)}: retreats when the DP runs short`); + done(h); + } +}); + +test('T1 和气生财: while he blocks one enemy alone in the 3 × 3 — his ASPD +28, its −28; a second enemy around ⇒ ±14; nothing while he blocks nobody (MER-Y stage 3: ±40 / ±20)', () => { + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + const { h, u } = field({ tier, elite, mod, skill: 0, row: 9, col: 5, dp: 999 }); + const tb = talentOf(tier, elite, mod, 0).bb; + const self = tb['lmlee_t_1[self].attack_speed'], foe = tb['lmlee_t_1[enemy].attack_speed']; + assert.deepEqual([self, foe, tb.cnt], elite && tier === 6 && mod === Y ? [20, -20, 1] : [14, -14, 1], label(f)); + h.run(0.5); + assert.equal(u.findBuff('talent:lmlee:self'), null, `${label(f)}: blocking nobody`); + const w = h.spawn('enemy_walk', { routeIndex: 0 }); + assert.ok(h.runUntil(() => w.blockedBy === u, 30), `${label(f)}: the walker reaches him`); + h.step(); + approx(u.s.aspd, 100 + 2 * self + (u.skill.active ? 0 : 0), `${label(f)}: ×2 alone`); + approx(w.s.aspd, 100 + 2 * foe, `${label(f)}: its ASPD ×2`); + const other = h.spawn('enemy_dummy', { pos: [10, 6] }); + h.step(); + approx(u.s.aspd, 100 + self, `${label(f)}: two enemies around`); + approx(w.s.aspd, 100 + foe, `${label(f)}: its ASPD`); + h.b.kill(other, null); + h.b.kill(w, null); + h.run(0.3); + assert.equal(u.findBuff('talent:lmlee:self'), null, `${label(f)}: gone with the block`); + done(h); + } +}); + +test('T2 有备无患: with DP ≥ 5 a payment costs 5 and arms the guard (MER-X stage 3: 4); the guard cancels the next 晕眩 / 冻结 and stuns its enemy source 3 s (4 s); no second guard while one is held; DP 3–4 pays the trait cost only', () => { + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + const tb = talentOf(tier, elite, mod, 1).bb; + const x3 = elite && tier === 6 && mod === X; + assert.deepEqual([Math.abs(tb.extra_cost), tb.stun], x3 ? [4, 4] : [5, 3], label(f)); + const cost = elite && mod === X ? 2 : 3; + const dp0 = Math.abs(tb.extra_cost) - 1; + const { h, u } = field({ tier, elite, mod, skill: 1, dp: dp0 }); + h.run(3.05); + approx(h.b.players[0].dp, dp0 - cost, `${label(f)}: DP < |extra_cost| ⇒ the trait cost only`); + assert.equal(u.findBuff(GUARD_KEY), null, `${label(f)}: no guard`); + h.b.players[0].dp = 20; + h.run(3); + approx(h.b.players[0].dp, 20 - Math.abs(tb.extra_cost), `${label(f)}: armed`); + assert.ok(u.findBuff(GUARD_KEY), `${label(f)}: guard`); + h.run(3); + approx(h.b.players[0].dp, 20 - Math.abs(tb.extra_cost) - cost, `${label(f)}: guard held ⇒ trait cost`); + const e = h.spawn('enemy_dummy', { pos: [10, 8] }); + assert.equal(h.b.applyStatus(u, 'stun', { duration: 5, source: e }), false, `${label(f)}: stun cancelled`); + assert.ok(!u.s.flags.stun && u.findBuff(GUARD_KEY) === null, `${label(f)}: guard spent`); + assert.ok(e.s.flags.stun, `${label(f)}: the source is stunned`); + approx(e.findBuff('stun').timeLeft, tb.stun, `${label(f)}: ${tb.stun} s`, 0.05); + assert.equal(h.b.applyStatus(u, 'stun', { duration: 1, source: e }), true, `${label(f)}: the next one lands`); + h.run(3.1); // re-armed at the next payment (DP is there) + assert.ok(u.findBuff(GUARD_KEY), `${label(f)}: re-armed`); + h.b.applyStatus(u, 'cold', { duration: 3, source: e }); + h.b.applyStatus(u, 'cold', { duration: 3, source: e }); // cold on cold ⇒ 冻结: cancelled + assert.ok(!u.s.flags.freeze && u.findBuff(GUARD_KEY) === null, `${label(f)}: 冻结 cancelled`); + done(h); + } +}); + +test('S1 小惩大诫 (AUTO, SP_FULL): on at 11 / 10 s with nobody on the field; ATK +25 % / +40 %, 法术闪避 20 % / 25 %, for the rest of the deployment', () => { + for (const [tier, elite] of [[5, false], [6, true]]) { + const sk = skillOf(tier, elite, S1); + assert.deepEqual([sk.spCost, sk.bb.atk, sk.bb.prob], elite ? [10, 0.4, 0.25] : [11, 0.25, 0.2], `T${tier}`); + const { h, u } = field({ tier, elite, skill: 0, dp: 999 }); + assert.deepEqual([u.skill.kind, u.skill.rule], ['toggle', 'SP_FULL']); + h.run(sk.spCost - 0.5); + assert.equal(u.skill.activations, 0); + assert.ok(h.runUntil(() => u.skill.active, 1), `T${tier}: on at full SP`); + approx(u.s.atk, u.base.atk * (1 + sk.bb.atk), `T${tier}: ATK`); + approx(u.s.dodgeArts, sk.bb.prob, `T${tier}: 法术闪避`); + h.run(200); + assert.ok(u.skill.active, `T${tier}: 持续时间无限`); + done(h); + } +}); + +test('S2 驱凶辟邪: passive ASPD +15 / +20; cast on his attack, the target is marked (taunt +1) and bursts 5 s later for (230 % + 10 % × hits) / (260 % + 15 % × hits) ATK arts within radius 1 (flyers too)', () => { + for (const [tier, elite] of [[5, false], [6, true]]) { + const sk = skillOf(tier, elite, S2); + assert.deepEqual([sk.bb.attack_speed, sk.bb.default_atk_scale, sk.bb.factor_atk_scale, sk.bb.max_stack_cnt, sk.bb.paper_duration, sk.bb.taunt_level], + elite ? [20, 2.6, 0.15, 25, 5, 1] : [15, 2.3, 0.1, 20, 5, 1], `T${tier}`); + const { h, u } = field({ tier, elite, skill: 1, dp: 999 }); + assert.deepEqual([u.skill.kind, u.skill.rule], ['instant', 'DEFAULT']); + approx(u.s.aspd, 100 + sk.bb.attack_speed, `T${tier}: passive`); + u.skill.gainSp(999); + h.run(1); + assert.equal(u.skill.activations, 0, `T${tier}: nobody to attack`); + const t = h.spawn('enemy_dummy', { pos: [10, 6] }); + const near = h.spawn('enemy_fly', { pos: [11, 6] }), far = h.spawn('enemy_dummy', { pos: [10, 8] }); + assert.ok(h.runUntil(() => u.skill.activations === 1, 3), `T${tier}: cast`); + const mark = t.findBuff(`lmlee:mark:${u.id}`); + assert.ok(mark, `T${tier}: marked`); + assert.equal(t.s.taunt, 1, `T${tier}: taunt +1`); + const t0 = h.b.time; + const n0 = h.hooksOf('damaged').length; + assert.ok(h.runUntil(() => !t.findBuff(`lmlee:mark:${u.id}`), 6), `T${tier}: bursts`); + approx(h.b.time - t0, sk.bb.paper_duration, `T${tier}: after 5 s`, 0.05); + const dmg = h.hooksOf('damaged').slice(n0); + const burst = dmg.filter((c) => c.source === u && c.dmg.tags.includes('lmlee:burst')); + const hits = h.hooksOf('damaged').filter((c) => c.target === t && c.source === u && !c.dmg.tags.includes('lmlee:burst') && h.b.time >= t0).length; + assert.deepEqual(burst.map((c) => c.target).sort((a, b) => a.id - b.id), [t, near].sort((a, b) => a.id - b.id), `T${tier}: radius ${MARK_RADIUS}, the flyer too, not 2 tiles away`); + assert.ok(!burst.some((c) => c.target === far)); + for (const c of burst) { + assert.equal(c.type, 'arts'); + approx(c.amount, u.s.atk * (sk.bb.default_atk_scale + hits * sk.bb.factor_atk_scale), `T${tier}: ${hits} hits counted`, 1e-3); + } + assert.ok(hits >= 4, `T${tier}: his attacks were counted (${hits})`); + done(h); + } +}); + +test('S2 驱凶辟邪 bursts early: at the hit cap, when the target is knocked out, on a recast; when he is knocked out; and vanishes when he leaves without blocking it', () => { + const sk = skillOf(6, true, S2); + { // the cap: 25 instances + const { h, u } = field({ tier: 6, elite: true, skill: 1, dp: 999 }); + const t = h.spawn('enemy_dummy', { pos: [10, 6] }); + u.skill.gainSp(999); + assert.ok(h.runUntil(() => u.skill.activations === 1, 3)); + for (let i = 0; i < sk.bb.max_stack_cnt - 2; i++) h.b.dealDamage(u, t, { amount: 1, type: 'true' }); + assert.ok(t.findBuff(`lmlee:mark:${u.id}`), 'below the cap'); + h.b.dealDamage(u, t, { amount: 1, type: 'true' }); + h.b.dealDamage(u, t, { amount: 1, type: 'true' }); + assert.equal(t.findBuff(`lmlee:mark:${u.id}`), null, 'cap ⇒ at once'); + const b = from(h, u).filter((c) => c.dmg.tags.includes('lmlee:burst')); + assert.equal(b.length, 1); + assert.ok(b[0].amount >= u.s.atk * (sk.bb.default_atk_scale + sk.bb.max_stack_cnt * sk.bb.factor_atk_scale) - 1e-3); + done(h); + } + { // knocked out target ⇒ burst on its spot + const { h, u } = field({ tier: 6, elite: true, skill: 1, dp: 999 }); + const t = h.spawn('enemy_light', { pos: [10, 6] }); + const by = h.spawn('enemy_dummy', { pos: [11, 6] }); + u.skill.gainSp(999); + assert.ok(h.runUntil(() => u.skill.activations === 1, 3)); + h.b.dealDamage(u, t, { amount: 1e7, type: 'true' }); + assert.ok(!t.alive); + assert.ok(from(h, u).some((c) => c.target === by && c.dmg.tags.includes('lmlee:burst')), 'the neighbour takes the burst'); + done(h); + } + { // recast ⇒ the old mark bursts + const { h, u } = field({ tier: 6, elite: true, skill: 1, dp: 999 }); + const t = h.spawn('enemy_dummy', { pos: [10, 6] }); + u.skill.gainSp(999); + assert.ok(h.runUntil(() => u.skill.activations === 1, 3)); + u.skill.gainSp(999); + u.skill.opReadyAt = -Infinity; + assert.ok(h.runUntil(() => u.skill.activations === 2, 3)); + assert.equal(from(h, u).filter((c) => c.dmg.tags.includes('lmlee:burst')).length, 1, 'the first mark burst'); + assert.ok(t.findBuff(`lmlee:mark:${u.id}`), 'a new mark'); + done(h); + } + { // he is knocked out ⇒ burst; he leaves without blocking it ⇒ nothing + for (const how of ['killed', 'retreat']) { + const { h, u } = field({ tier: 6, elite: true, skill: 1, dp: 999 }); + const t = h.spawn('enemy_dummy', { pos: [10, 6] }); + u.skill.gainSp(999); + assert.ok(h.runUntil(() => u.skill.activations === 1, 3)); + if (how === 'killed') h.b.dealDamage(t, u, { amount: 1e8, type: 'true' }); + else h.b.retreat(u); + assert.equal(t.findBuff(`lmlee:mark:${u.id}`), null, how); + assert.equal(from(h, u).filter((c) => c.dmg.tags.includes('lmlee:burst')).length, how === 'killed' ? 1 : 0, how); + done(h); + } + } +}); + +test('S3 贵客盈门 (AUTO, SP_FULL): range x-4, ATK / DEF +31 % / +37 %, taunt +1, every attack pushes the other enemies of his range; 55 % / 60 % dodge of damage from outside his range only', () => { + for (const [tier, elite] of [[5, false], [6, true]]) { + const sk = skillOf(tier, elite, S3); + assert.deepEqual([sk.bb.atk, sk.bb.def, sk.bb.taunt_level, sk.bb.prob, sk.bb['attack@force'], sk.bb['attack@prob_knockback'], sk.rangeId], elite ? [0.37, 0.37, 1, 0.6, 0, 1, 'x-4'] : [0.31, 0.31, 1, 0.55, 0, 1, 'x-4'], `T${tier}`); + const { h, u } = field({ tier, elite, skill: 2, dp: 999, seed: 9 }); + assert.deepEqual([u.skill.kind, u.skill.rule], ['toggle', 'SP_FULL']); + u.skill.gainSp(999); + h.step(); + assert.ok(u.skill.active, `T${tier}: on at full SP`); + assert.deepEqual(u.liveRangeGrid, sk.rangeGrid, `T${tier}: x-4`); + 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.equal(u.s.taunt, 1, `T${tier}: taunt`); + // pushes: the target stays, the other enemy of his range is pushed away (radial) + const a = h.spawn('enemy_dummy', { pos: [10, 6] }), b = h.spawn('enemy_dummy', { pos: [11, 5] }); + assert.ok(h.runUntil(() => h.hooksOf('attack').some((c) => c.attacker === u), 3), `T${tier}: attacks`); + const main = h.hooksOf('attack').find((c) => c.attacker === u).targets[0]; + const other = main === a ? b : a; + assert.ok(Math.hypot(main.x - (main === a ? 6 : 5), main.y - (main === a ? 10 : 11)) < 1e-6, `T${tier}: the target is not pushed`); + assert.ok(Math.hypot(other.x - (other === a ? 6 : 5), other.y - (other === a ? 10 : 11)) > 1, `T${tier}: the other one is pushed`); + done(h); + } + for (const [tier, elite] of [[5, false], [6, true]]) { + const sk = skillOf(tier, elite, S3); + const { h, u } = field({ tier, elite, skill: 2, dp: 999, seed: 21 }); + u.skill.gainSp(999); + h.step(); + const gun = h.spawn('enemy_gun', { pos: [10, 9] }); // outside x-4 + const fist = h.spawn('enemy_close', { pos: [10, 6] }); // inside it + h.b.addBuff(u, { key: 'test:tank', mods: { hpFlat: 1e9 } }); + h.run(240); + const taken = (src) => h.hooksOf('damaged').filter((c) => c.target === u && c.source === src).length; + const dodged = (src) => h.hooksOf('dodge').filter((c) => c.target === u && c.source === src).length; + const r = dodged(gun) / (dodged(gun) + taken(gun)); + assert.ok(Math.abs(r - sk.bb.prob) < 0.08, `T${tier}: ${(r * 100).toFixed(0)} % of the ranged hits dodged`); + assert.equal(dodged(fist), 0, `T${tier}: none from inside his range`); + assert.ok(taken(fist) > 100); + done(h); + } +}); diff --git a/test/content/op_wang.test.js b/test/content/op_wang.test.js new file mode 100644 index 00000000..9f67a7e9 --- /dev/null +++ b/test/content/op_wang.test.js @@ -0,0 +1,351 @@ +// test/content/op_wang.test.js — the 自选 operator kit of 望 (char_2027_wang, 6★ 陷阱师; kit +// server/sim/content/kits/ops/op-wang.js) and of her summon 棋子 (token_10064_wang_stone1) with its 跟子, fielded the +// production way (a DIY slot + its `diy` pick, simdata getDiy; the 棋子 as placed hand pieces of her player) in every form: +// tiers 5 / 6, normal (E2 Lv1, skill rank 4, no module) and elite (E2 Lv60, rank 7) with no module or TRP-X 兽形棋盒 at stage +// 1 (tier 5) / 3 (tier 6). Numbers from data/backups.json; the fidelity checklist of kits/README.md. +// Run: node --test test/content/op_wang.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, diyRecord } from '../../shared/diy.js'; +import { STONE } from '../../server/sim/content/kits/ops/op-wang.js'; +import { getData } from '../../server/data.js'; +import { GameData } from '../../server/match/gamedata.js'; +import { diyGameData } from '../../server/match/player/diy.js'; + +const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8')); +const CHESS = load('chess'); +const BACKUPS = load('backups'); +const WANG = 'char_2027_wang'; +const FORMS = BACKUPS.units[WANG].forms; +const TOKREC = BACKUPS.tokens[STONE]; +const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' }; +const X = 'uniequip_002_wang'; +const S1 = 'skchr_wang_1', S2 = 'skchr_wang_2', S3 = 'skchr_wang_3'; +const statusOf = (tier, elite) => (elite ? (tier === 5 ? '2/60/7/1' : '2/60/7/3') : '2/1/4/0'); +const formOf = (tier, elite) => FORMS[statusOf(tier, elite)]; +const skillOf = (tier, elite, id) => formOf(tier, elite).skills.find((s) => s.skillId === id); +const modOf = (tier, mod) => (mod ? formOf(tier, true).modules.find((m) => m.uniEquipId === mod) : null); +const talentOf = (tier, elite, mod, index) => modOf(tier, elite ? mod : null)?.talentChanges.find((t) => t.talentIndex === index) ?? formOf(tier, elite).talents.find((t) => t.index === index); +const tokOf = (tier, elite, skill, mod) => { + let v = TOKREC.variants[`${WANG}@${statusOf(tier, elite)}`]; + if (v.bySkill?.[skill]) v = { ...v, ...v.bySkill[skill] }; + if (mod && v.byModule?.[mod]) v = { ...v, ...v.byModule[mod] }; + return v; +}; +const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`); +const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o }); +const ENEMIES = { + enemy_dummy: dummy('enemy_dummy'), + enemy_fly: dummy('enemy_fly', { motion: 'FLY' }), + enemy_walk: enemyRec({ key: 'enemy_walk', hp: 1e9, speed: 0.6, mass: 0 }), + enemy_runner: enemyRec({ key: 'enemy_runner', hp: 1e9, speed: 1, mass: 0 }), +}; +const FORMS_ALL = [[5, false, null], [6, false, null], ...[5, 6].flatMap((t) => [null, X].map((m) => [t, true, m]))]; + +/** 望 as uid 1 at (row, col) facing RIGHT; `stones` = the tiles of her placed 棋子 (uids 2, 3 …). */ +function field({ tier = 5, elite = false, mod = null, skill = 0, row = 12, col = 3, stones = [], seed = 5, dp = 100, others = [] } = {}) { + const op = { uid: 1, diy: { slot: SLOT[tier], charId: WANG, skillIndex: skill, uniEquipId: mod }, elite, row, col }; + const pieces = stones.map(([r, c], i) => ({ uid: 2 + i, kind: 'token', tokenId: STONE, ownerUid: 1, row: r, col: c })); + const h = makeBattle({ + defs: { enemies: ENEMIES }, timeLimit: 900, autoFinish: false, seed, + flags: { dpPerSec: 0, dpMax: 999 }, hooks: ['damaged', 'skillStart', 'skillEnd', 'statusApplied', 'death', 'deploy', 'ammoUsed'], captureNoisy: true, + units: [op, ...pieces, ...others], + }); + h.b.players[0].dp = dp; + h.step(); + const u = h.unit(1); + return { h, u, st: h.b.allyUnits.filter((a) => a.kind === 'token' && a.defId === STONE) }; +} +const at = (st, r, c) => st.find((s) => s.homeR === r && s.homeC === c); +/** The tiles [r, c] the 跟子 were placed on, in order (the kit's 'summon' fx with `follower`). */ +const placed = (h) => h.eventsOf('fx').filter((e) => e[1] === 'summon' && e[4]?.follower).map((e) => [e[3], e[2]]); +const stoneHits = (h) => h.hooksOf('damaged').filter((c) => c.dmg.tags.includes('wang:stone')); +function done(h) { + checkInvariants(h.b); + assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0])); +} +const label = ([tier, elite, mod]) => `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`; + +test('望 in every 自选 form: her kit, stats + module attributes, 3-3, blocks 1, ranged physical hitting air, ground-targetable, 炎, no 特质; S1 / S2 SP_FULL, S3 the data\'s ACTIVE_RANGE; her 棋子: untargetable, no attack, the variant\'s cost / redeploy time and skill', () => { + assert.equal(OPERATOR_KITS[WANG], KITS[WANG]); + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + for (const skill of [0, 1, 2]) { + const { h, u, st } = field({ tier, elite, mod, skill, stones: [[9, 6]] }); + const form = formOf(tier, elite), m = elite ? modOf(tier, mod) : null; + assert.deepEqual([u.def.charId, u.def.diyFor, u.skill.id, !!u.kit.generic, u.kit.skillSource], [WANG, SLOT[tier], form.skills[skill].skillId, false, 'skills'], label(f)); + assert.deepEqual([u.base.maxHp, u.base.atk, u.base.def], [form.stats.maxHp + (m?.attr.maxHp ?? 0), form.stats.atk + (m?.attr.atk ?? 0), form.stats.def + (m?.attr.def ?? 0)], `${label(f)}: stats`); + assert.deepEqual([u.s.blockCnt, u.profile.attack, u.profile.canHitFly, u.profile.dmgType, u.base.bat], [1, 'ranged', true, 'phys', 0.85], `${label(f)}: 陷阱师`); + assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${label(f)}: 3-3`); + assert.deepEqual([u.def.bonds, u.def.raw.garrisonIds], [['yanShip'], []], `${label(f)}: bonds / 特质`); + assert.equal(u.skill.rule, ['SP_FULL', 'SP_FULL', 'ACTIVE_RANGE'][skill], `${label(f)}: trigger`); + assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth, `${label(f)}: ground enemies target her`); + const v = tokOf(tier, elite, skill, elite ? mod : null); + const s = st[0]; + assert.ok(s.alive && s.deployed && s.ownerUnit === u, `${label(f)}: the 棋子 deploys with the board`); + assert.deepEqual([s.base.cost, s.base.respawnTime, s.def.skill.id, !!s.s.flags.untargetable, s.s.blockCnt, !!s.profile.noAttack], + [v.stats.cost, v.stats.respawnTime, v.skill.skillId, true, 0, true], `${label(f)}: 棋子`); + assert.equal(s.base.cost, elite && mod === X ? 2 : 3, `${label(f)}: TRP-X 部署费用更低(-1)`); + assert.deepEqual([v.stats.deployLimit], [elite && mod === X ? 7 : 6], `${label(f)}: TRP-X 可同时部署的陷阱数量提升(+1)`); + done(h); + } + } + assert.deepEqual(formOf(6, true).skills.map((s) => [s.skillType, s.trigger.rule]), [['AUTO', 'DEFAULT'], ['AUTO', 'DEFAULT'], ['MANUAL', 'ACTIVE_RANGE']]); + assert.deepEqual([modOf(5, X).attr, modOf(6, X).attr], [{ maxHp: 100, atk: 36 }, { maxHp: 150, atk: 60 }]); + const data = { chess: CHESS, backups: BACKUPS }; + for (const t of [5, 6]) assert.ok(diyPool(t, { data, kitted: KITTED_CHARS }).includes(WANG), `tier ${t}`); + assert.equal(validateDiyPicks({ [SLOT[6]]: { charId: WANG, skillIndex: 2, uniEquipId: X } }, { data, kitted: KITTED_CHARS }).ok, true); +}); + +test('铸子: a lone 棋子 never sets off; two side by side activate each other — an enemy (air too) on one sets it off and it is used up; it stays active once its partner is gone', () => { + { // lone + const { h, st } = field({ tier: 6, elite: true, skill: 1, stones: [[9, 6]] }); + h.spawn('enemy_dummy', { pos: [9, 6] }); + h.run(3); + assert.equal(stoneHits(h).length, 0, 'a lone 棋子'); + assert.ok(st[0].alive); + done(h); + } + { // a pair: the flyer sets one off, the other stays active and takes the next + const { h, st } = field({ tier: 6, elite: true, skill: 1, stones: [[9, 6], [9, 7]] }); + h.step(); + const a = at(st, 9, 6), b = at(st, 9, 7); + assert.ok(a.mem.wangNode.act && b.mem.wangNode.act, 'connected ⇒ active'); + assert.equal(placed(h).length, 0, 'the battle-start deployment drops no 跟子'); + const fl = h.spawn('enemy_fly', { pos: [9, 7] }); + h.step(); + assert.ok(!b.alive && a.alive, 'the flyer set off its 棋子, which is used up'); + assert.ok(stoneHits(h).some((c) => c.target === fl), 'air units are hit'); + h.b.kill(fl, null); + const n0 = stoneHits(h).length; + h.spawn('enemy_dummy', { pos: [9, 6] }); + h.step(); + assert.ok(!a.alive && stoneHits(h).length > n0, 'still active without its partner'); + done(h); + } +}); + +test('铸子: a spent 棋子 comes back on its tile 2 s later for its cost (TRP-X: 2 DP), not while a ground enemy stands there, not while 望 is away; each return drops one 跟子 next to it in the PRTS order (enemy tile, undeployable ground, ground, 高台; 上 右 下 左)', () => { + for (const mod of [null, X]) { + const { h, u, st } = field({ tier: 6, elite: true, mod, skill: 1, stones: [[10, 6], [10, 7]], dp: 50 }); + const b = at(st, 10, 7); + const e = h.spawn('enemy_dummy', { pos: [10, 7] }); + h.step(); + assert.ok(!b.alive, 'set off'); + h.run(3); + assert.ok(!b.alive, 'a ground enemy stands on its tile'); + h.b.kill(e, null); + const dp0 = h.b.players[0].dp; + assert.ok(h.runUntil(() => b.alive, 1), 'back'); + approx(h.b.players[0].dp, dp0 - (mod === X ? 2 : 3), `${mod ?? 'none'}: its cost`); + // the 跟子: 上 of (10,7) is (11,7) — deployable ground; no enemy anywhere ⇒ undeployable first: (10,7)'s neighbours on + // the flat stage are all deployable road but 右 (10,8) … the order 上 > 右 > 下 > 左 among equals + const f = u.mem.wang.followers; + assert.equal(f.length, 1, 'one 跟子'); + assert.deepEqual([f[0].r, f[0].c], [11, 7], '上 first among equal tiles'); + done(h); + } + { // an enemy tile first; undeployable ground before deployable ground + const { h, u, st } = field({ tier: 6, elite: true, skill: 1, stones: [[10, 9], [11, 9]], dp: 50 }); + const b = at(st, 10, 9); + h.spawn('enemy_dummy', { pos: [10, 9] }); + h.step(); + assert.ok(!b.alive); + h.b.kill(h.b.enemies.find((x) => x.alive), null); + const fl = h.spawn('enemy_fly', { pos: [9, 9] }); // 下 of (10,9) holds an enemy (a flyer: no block on the trap rule) + assert.ok(h.runUntil(() => b.alive, 3), 'back (a flyer does not stop it)'); + assert.deepEqual(placed(h), [[9, 9]], 'the enemy tile first (before the undeployable 右 (10,10))'); + h.step(); + assert.ok(h.hooksOf('damaged').some((c) => c.target === fl && c.source === u && c.dmg.tags.includes('wang:stone')), 'the 跟子 sets off at once — its damage is 望\'s'); + assert.equal(u.mem.wang.followers.length, 0); + done(h); + } + { // no enemy around: undeployable ground (10,10) before the road + const { h, u, st } = field({ tier: 6, elite: true, skill: 1, stones: [[10, 9], [11, 9]], dp: 50 }); + const b = at(st, 10, 9); + const e = h.spawn('enemy_dummy', { pos: [10, 9] }); + h.step(); + h.b.kill(e, null); + assert.ok(h.runUntil(() => b.alive, 3)); + assert.deepEqual(placed(h), [[10, 10]], '不可部署地块 > 可部署地面地块'); + void u; + done(h); + } + { // 望 away ⇒ her 棋子 leave and wait for her; her 跟子 are gone + const { h, u, st } = field({ tier: 6, elite: true, skill: 1, stones: [[10, 6], [10, 7]], dp: 200 }); + u.mem.wang.followers.push({ r: 11, c: 6, seq: 99, act: false, h: false, v: false, stacks: 0, follower: true }); + h.b.retreat(u); + assert.ok(st.every((s) => !s.alive), 'they vanish with her'); + assert.equal(u.mem.wang.followers.length, 0); + h.run(5); + assert.ok(st.every((s) => !s.alive), 'not back while she is away'); + h.b.redeploy(u); + assert.ok(h.runUntil(() => st.every((s) => s.alive), 2), 'back with her'); + done(h); + } +}); + +test('料敌机先: a line of 2 pieces ⇒ 2 stacks (+20 % damage, 18 RES ignored), a line of 3 or more ⇒ 3 (the cap); TRP-X stage 3: 13 % / 12 per stack', () => { + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + const tb = talentOf(tier, elite, mod, 1).bb; + assert.deepEqual([tb['attack@per_atk_scale'], tb['attack@per_magic_resist_penetrate_fixed'], tb['attack@max_trigger_cnt']], + elite && tier === 6 && mod === X ? [0.13, 12, 3] : [0.1, 9, 3], label(f)); + const sk = skillOf(tier, elite, S2); + for (const [line, stacks] of [[[[10, 5], [10, 6]], 2], [[[10, 4], [10, 5], [10, 6], [10, 7]], 3]]) { + const { h, u, st } = field({ tier, elite, mod, skill: 1, stones: line }); + h.step(); + for (const s of st) assert.equal(s.mem.wangNode.stacks, stacks, `${label(f)}: ${line.length} in a line`); + const e = h.spawn('enemy_dummy', { pos: [10, 5] }); + h.b.addBuff(e, { key: 'test:res', mods: { resFlat: 50 } }); + h.step(); + const hit = stoneHits(h).find((c) => c.target === e); + const res = Math.max(0, 50 - tb['attack@per_magic_resist_penetrate_fixed'] * stacks); + approx(hit.amount, u.s.atk * sk.bb['attack@atk_scale'] * (1 + tb['attack@per_atk_scale'] * stacks) * (1 - res / 100), `${label(f)}: ×(1 + ${stacks} × per), ${stacks} × pen`, 1e-4); + done(h); + } + } +}); + +test('S1 取势 (AUTO, SP_FULL): the triggering enemy is 停顿 6.5 s and takes 105 % / 120 % of 望\'s ATK as 法术 every second for 6.5 s (6 ticks, 无来源 credited to her, independent); the active +2 棋子 (≤ 7) and 阻回 at the cap', () => { + for (const [tier, elite] of [[5, false], [6, true]]) { + const sk = skillOf(tier, elite, S1); + assert.deepEqual([sk.spCost, sk.bb.cnt, sk.bb['attack@atk_scale'], sk.bb['attack@sluggish']], elite ? [20, 2, 1.2, 6.5] : [21, 2, 1.05, 6.5], `T${tier}`); + const { h, u, st } = field({ tier, elite, skill: 0, stones: [[10, 6], [10, 7]] }); + assert.deepEqual([u.skill.kind, u.skill.rule, u.mem.wang.stock], ['instant', 'SP_FULL', 6]); + const e = h.spawn('enemy_dummy', { pos: [10, 7] }); + h.step(); + const slug = h.hooksOf('statusApplied').find((c) => c.target === e && c.status === 'sluggish'); + assert.ok(slug && slug.source === u, `T${tier}: 停顿 from 望`); + approx(slug.duration, sk.bb['attack@sluggish'], `T${tier}: 6.5 s`); + h.run(7); + const ticks = h.hooksOf('damaged').filter((c) => c.target === e && c.dmg.tags.includes('wang:qushi')); + assert.equal(ticks.length, 6, `T${tier}: one per second`); + for (const c of ticks) { + assert.deepEqual([c.source, c.credit, c.type], [null, u, 'arts'], `T${tier}: 无来源 arts credited to her`); + approx(c.amount, u.s.atk * sk.bb['attack@atk_scale'] * (1 + 0.1 * 2), `T${tier}: precomputed with 2 stacks`, 1e-4); + } + // independent: two triggers ⇒ two DoTs ticking together + h.b.kill(e, null); + assert.ok(h.runUntil(() => st.every((s) => s.alive), 5), `T${tier}: back once the tile is clear`); + const e2 = h.spawn('enemy_dummy', { pos: [10, 7] }); + h.step(); + e2.x = 6; e2.y = 10; // onto the other (still active) 棋子 + h.step(); + h.step(); + assert.equal(e2.buffs.filter((b) => b.key === 'wang:qushi').length, 2, `T${tier}: independent`); + // the active part: +2 stock (6 → 7: the cap), then 阻回 + u.skill.gainSp(999); + assert.ok(h.runUntil(() => u.skill.activations === 1, 1), `T${tier}: cast at full SP`); + assert.equal(u.mem.wang.stock, 7, `T${tier}: 最多拥有7枚`); + h.step(); + assert.ok(u.s.flags.noSp, `T${tier}: 阻回 at the cap`); + done(h); + } +}); + +test('S2 连星 (AUTO, SP_FULL): a triggered piece hits every enemy on its connected lines (its tile ± 3; air too) for 420 % / 480 % ATK arts and slows them 35 % / 40 % for 6 s — each slow on its own timer, added up, speed ≥ 0.1', () => { + for (const [tier, elite] of [[5, false], [6, true]]) { + const sk = skillOf(tier, elite, S2); + assert.deepEqual([sk.spCost, sk.bb['attack@atk_scale'], sk.bb['attack@move_speed'], sk.bb['attack@duration']], elite ? [16, 4.8, -0.4, 6] : [17, 4.2, -0.35, 6], `T${tier}`); + const { h, u } = field({ tier, elite, skill: 1, stones: [[10, 6], [10, 7]] }); + const onLine = h.spawn('enemy_fly', { pos: [10, 9] }); // 3 tiles right of (10,6)…(10,7)+2: on the horizontal line + const beyond = h.spawn('enemy_dummy', { pos: [10, 11] }); // 4 tiles past (10,7) + const off = h.spawn('enemy_dummy', { pos: [11, 7] }); // off the line (vertical never activated) + const trig = h.spawn('enemy_runner', { pos: [10, 7] }); + h.b.applyStatus(trig, 'stun', { duration: 99, force: true }); // it stays on the tile (the slow is read off its speed stat) + h.step(); + const hit = stoneHits(h); + const victims = new Set(hit.map((c) => c.target)); + assert.ok(victims.has(trig) && victims.has(onLine), `T${tier}: the line, air included`); + assert.ok(!victims.has(beyond) && !victims.has(off), `T${tier}: not beyond ± 3 / off the line`); + for (const c of hit.filter((x) => x.target === trig)) approx(c.amount, u.s.atk * sk.bb['attack@atk_scale'] * 1.2, `T${tier}: 2 stacks`, 1e-4); + const slow = trig.findBuff('wang:slow'); + approx(trig.s.moveSpeed, trig.base.moveSpeed * (1 + sk.bb['attack@move_speed']), `T${tier}: slowed`); + // a second slow 3 s later adds up and keeps its own timer + h.run(3); + slow.data.list.push({ v: sk.bb['attack@move_speed'], until: h.b.time + 6 }); + h.step(); + approx(trig.s.moveSpeed, trig.base.moveSpeed * (1 + 2 * sk.bb['attack@move_speed']), `T${tier}: two add up`, 1e-3); + h.run(3.1); + approx(trig.s.moveSpeed, trig.base.moveSpeed * (1 + sk.bb['attack@move_speed']), `T${tier}: the first ended`, 1e-3); + for (let i = 0; i < 5; i++) slow.data.list.push({ v: sk.bb['attack@move_speed'], until: h.b.time + 6 }); + h.step(); + approx(trig.s.moveSpeed, 0.1, `T${tier}: speed floor 0.1`, 1e-3); + done(h); + } +}); + +test('S3 天下劫 (MANUAL, ACTIVE_RANGE 4-12, 20 bullets): passive — the pieces set off and hit on x-6 (290 % / 320 %); active — no attacks, range 4-12, +8 棋子 with the overflow placed as 跟子 on the enemies of her range first; returns inside it drop 3 跟子 for 3 bullets; it ends with the last bullet', () => { + for (const [tier, elite] of [[5, false], [6, true]]) { + const sk = skillOf(tier, elite, S3); + const v = tokOf(tier, elite, 2, null); + assert.deepEqual([sk.spCost, sk.initSp, sk.bb.cnt, sk.bb.trigger_time, sk.bb.atk_scale, sk.rangeId, v.skill.rangeId], elite ? [54, 38, 8, 20, 3.2, '4-12', 'x-6'] : [57, 38, 8, 20, 2.9, '4-12', 'x-6'], `T${tier}`); + { // passive: x-6 trigger and damage + const { h, u, st } = field({ tier, elite, skill: 2, stones: [[10, 6], [10, 7]] }); + const e = h.spawn('enemy_dummy', { pos: [10, 9] }); // 2 tiles right of (10,7): x-6 + const fl = h.spawn('enemy_fly', { pos: [12, 7] }); // 2 tiles up of (10,7) + const diag = h.spawn('enemy_dummy', { pos: [11, 8] }); // diagonal: not x-6 + h.step(); + const hit = stoneHits(h); + assert.ok(hit.some((c) => c.target === e) && hit.some((c) => c.target === fl), `T${tier}: x-6, air too`); + assert.ok(!hit.some((c) => c.target === diag && c.source === at(st, 10, 7)), `T${tier}: (10,7)'s area`); + for (const c of hit.filter((x) => x.target === e)) approx(c.amount, u.s.atk * sk.bb.atk_scale * 1.2, `T${tier}: ${sk.bb.atk_scale * 100} %, 2 stacks`, 1e-4); + done(h); + } + { // active + const { h, u } = field({ tier, elite, skill: 2, row: 10, col: 3, stones: [[11, 6], [11, 7]], dp: 300 }); + u.skill.gainSp(999); + h.run(1); + assert.equal(u.skill.activations, 0, `T${tier}: nobody in 4-12`); + const a = h.spawn('enemy_dummy', { pos: [9, 5] }), b = h.spawn('enemy_dummy', { pos: [10, 7] }); + assert.ok(h.runUntil(() => u.skill.active, 1), `T${tier}: an enemy inside 4-12 casts it`); + assert.deepEqual(u.liveRangeGrid, sk.rangeGrid, `T${tier}: 4-12`); + assert.equal(u.skill.attackOverride()?.noAttack, true, `T${tier}: 停止攻击`); + assert.equal(u.mem.wang.stock, 7, `T${tier}: +8, capped`); + const fl = placed(h).map(([r, c]) => `${r},${c}`); + assert.equal(fl.length, 7, `T${tier}: 6 + 8 − 7 over the cap`); + assert.deepEqual(fl.slice(0, 2).sort(), ['10,7', '9,5'], `T${tier}: the enemies' tiles first (${fl})`); + assert.ok(h.hooksOf('damaged').some((c) => c.target === a && c.source === u && c.dmg.tags.includes('wang:stone')), `T${tier}: they set off`); + // inside her range a 棋子 comes back onto an enemy ("可部署至敌人所在位置") — and sets off again + h.b.kill(a, null); h.b.kill(b, null); + u.mem.wang.followers.length = 0; + const stay = h.spawn('enemy_dummy', { pos: [11, 7] }); + h.step(); + const back = h.hooksOf('deploy').filter((c) => c.unit.defId === STONE).length; + h.run(2.5); + assert.ok(h.hooksOf('deploy').filter((c) => c.unit.defId === STONE).length > back, `T${tier}: back on the enemy's tile during S3`); + h.b.kill(stay, null); + // the bullets: returns inside her range drop 3 跟子 each for 3 bullets — until none is left + u.mem.wang.followers.length = 0; + let guard = 0; + while (u.skill.active && guard++ < 40) { + const e = h.spawn('enemy_dummy', { pos: [11, 7] }); + h.step(); + h.b.kill(e, null); + u.mem.wang.followers.length = 0; + h.run(2.5); + } + assert.ok(!u.skill.active, `T${tier}: ends`); + const used = h.hooksOf('ammoUsed').filter((c) => c.unit === u); + assert.ok(used.length >= 4 && used[used.length - 1].left === 0, `T${tier}: the 20 bullets spent`); + assert.ok(!u.skill.attackOverride(), `T${tier}: attacks again`); + done(h); + } + } +}); + +test('the hand: deploying her in prep brings 6 棋子 (TRP-X "可同时部署的陷阱数量提升": 7) — the match\'s data view reads the module variant\'s deploy limit', () => { + const gd = new GameData(getData({ log: { warn() {}, error() {}, info() {} } }), 'mode_multi_hard'); + const data = { chess: CHESS, backups: BACKUPS }; + for (const [tier, elite, mod, n] of [[5, false, null, 6], [6, false, null, 6], [5, true, null, 6], [6, true, null, 6], [5, true, X, 7], [6, true, X, 7]]) { + const slot = elite ? SLOT[tier].replace(/_a$/, '_b') : SLOT[tier]; + const rec = diyRecord(SLOT[tier], { charId: WANG, skillIndex: 1, uniEquipId: mod }, { elite, data }); + const view = diyGameData(gd, new Map([[slot, rec]])); + assert.deepEqual(view.placeableTokens(slot, { skillIndex: 1, moduleId: elite ? mod : null }), [{ tokenId: STONE, count: n }], `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`); + } +}); diff --git a/test/content/op_weedy.test.js b/test/content/op_weedy.test.js new file mode 100644 index 00000000..3a54ffea --- /dev/null +++ b/test/content/op_weedy.test.js @@ -0,0 +1,329 @@ +// test/content/op_weedy.test.js — the 自选 operator kit of 温蒂 (char_400_weedy, 6★ 推击手; kit +// server/sim/content/kits/ops/op-weedy.js) and of her summon 工程蓄水炮 (token_10009_weedy_cannon), fielded the production +// way (a DIY slot + its `diy` pick, simdata getDiy; the cannon as the placed hand piece of her player) in every form: +// tiers 5 / 6, normal (E2 Lv1, skill rank 4, no module) and elite (E2 Lv60, rank 7) with no module, PUS-X 仿生海龙改型 or +// PUS-Y 新型仿生原型 at stage 1 (tier 5) / 3 (tier 6). Numbers from data/backups.json; the fidelity checklist of kits/README.md. +// Run: node --test test/content/op_weedy.test.js + +import { test } from 'node:test'; +import assert from 'node:assert/strict'; +import { readFileSync } from 'node:fs'; +import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js'; +import { KITTED_CHARS, OPERATOR_KITS, KITS } from '../../server/sim/content/kits/index.js'; +import { diyPool, validateDiyPicks, diyRecord } from '../../shared/diy.js'; +import { meleeOnHighGround } from '../../shared/highGround.js'; +import { positionClass, placeClass } from '../../server/match/board.js'; +import { PUSH_TILES } from '../../server/sim/constants.js'; +import { CANNON, RUPTURE_KEY, NITRO_SPLASH, WATER_SPLASH, rupture } from '../../server/sim/content/kits/ops/op-weedy.js'; + +const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8')); +const CHESS = load('chess'); +const BACKUPS = load('backups'); +const WEEDY = 'char_400_weedy'; +const FORMS = BACKUPS.units[WEEDY].forms; +const TOKREC = BACKUPS.tokens[CANNON]; +const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' }; +const X = 'uniequip_002_weedy', Y = 'uniequip_003_weedy'; +const S1 = 'skchr_weedy_1', S2 = 'skchr_weedy_2', S3 = 'skchr_weedy_3'; +const statusOf = (tier, elite) => (elite ? (tier === 5 ? '2/60/7/1' : '2/60/7/3') : '2/1/4/0'); +const formOf = (tier, elite) => FORMS[statusOf(tier, elite)]; +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); +/** The cannon's variant of a form, with the pick's skill / module (getDiyToken). */ +const tokOf = (tier, elite, skill, mod) => { + let v = TOKREC.variants[`${WEEDY}@${statusOf(tier, elite)}`]; + if (v.bySkill?.[skill]) v = { ...v, ...v.bySkill[skill] }; + if (mod && v.byModule?.[mod]) v = { ...v, ...v.byModule[mod] }; + return v; +}; +const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`); +const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o }); +const ENEMIES = { + enemy_dummy: dummy('enemy_dummy'), + enemy_heavy: dummy('enemy_heavy', { mass: 9 }), + enemy_fly: dummy('enemy_fly', { motion: 'FLY' }), + enemy_walk: enemyRec({ key: 'enemy_walk', hp: 1e9, speed: 0.6, mass: 0 }), +}; +const FORMS_ALL = [[5, false, null], [6, false, null], ...[5, 6].flatMap((t) => [null, X, Y].map((m) => [t, true, m]))]; + +/** 温蒂 as uid 1 at (row, col) facing RIGHT; `cannon` = the cannon piece's tile (uid 2) or null. */ +function field({ tier = 5, elite = false, mod = null, skill = 0, row = 10, col = 5, cannon = null, seed = 5, others = [], dp = 0 } = {}) { + const op = { uid: 1, diy: { slot: SLOT[tier], charId: WEEDY, skillIndex: skill, uniEquipId: mod }, elite, row, col }; + const piece = cannon ? [{ uid: 2, kind: 'token', tokenId: CANNON, ownerUid: 1, row: cannon[0], col: cannon[1] }] : []; + const h = makeBattle({ + defs: { enemies: ENEMIES }, timeLimit: 900, autoFinish: false, seed, + flags: { dpPerSec: 0, dpMax: 999 }, hooks: ['damaged', 'skillStart', 'skillEnd', 'statusApplied', 'death', 'deploy', 'attack'], captureNoisy: true, + units: [op, ...piece, ...others], + }); + h.b.players[0].dp = dp; + h.step(); + return { h, u: h.unit(1), c: h.b.allyUnits.find((a) => a.kind === 'token' && a.defId === CANNON) ?? null }; +} +const from = (h, src, tag = null) => h.hooksOf('damaged').filter((c) => c.source === src && (!tag || c.dmg.tags.includes(tag))); +function done(h) { + checkInvariants(h.b); + assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0])); +} +const label = ([tier, elite, mod]) => `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`; + +test('温蒂 in every 自选 form: her kit, stats + module attributes, 1-1, blocks 2, melee physical ground-only, hits every blocked enemy, the 高台 rule, 罗德岛 (协防), no 特质; S1 DEFAULT, S2 SP_FULL, S3 SKILL_RANGE', () => { + assert.equal(OPERATOR_KITS[WEEDY], KITS[WEEDY]); + const data = { chess: CHESS, backups: BACKUPS }; + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + for (const skill of [0, 1, 2]) { + const { h, u } = field({ tier, elite, mod, skill }); + const form = formOf(tier, elite), m = elite ? modOf(tier, mod) : null; + assert.deepEqual([u.def.charId, u.def.diyFor, u.skill.id, !!u.kit.generic, u.kit.skillSource], [WEEDY, SLOT[tier], form.skills[skill].skillId, false, 'skills'], label(f)); + assert.deepEqual([u.base.maxHp, u.base.atk, u.base.def], [form.stats.maxHp + (m?.attr.maxHp ?? 0), form.stats.atk + (m?.attr.atk ?? 0), form.stats.def + (m?.attr.def ?? 0)], `${label(f)}: stats`); + assert.deepEqual([u.s.blockCnt, u.profile.attack, u.profile.canHitFly, u.profile.dmgType, u.base.bat, u.profile.hitAllBlocked], [2, 'melee', false, 'phys', 1.2, true], `${label(f)}: 推击手`); + assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${label(f)}: 1-1`); + assert.deepEqual([u.def.bonds, u.def.raw.garrisonIds], [['emptyShip'], []], `${label(f)}: bonds / 特质`); + assert.equal(u.skill.rule, ['DEFAULT', 'SP_FULL', 'SKILL_RANGE'][skill], `${label(f)}: trigger`); + assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth, `${label(f)}: ground enemies target her`); + done(h); + } + // 「可以放置于远程位」: the composed 自选 record takes a 高台 (shared/highGround.js; the match's placeClass reads it) + const rec = diyRecord(SLOT[tier], { charId: WEEDY, skillIndex: 0, uniEquipId: mod }, { elite, data }); + assert.ok(meleeOnHighGround(rec), `${label(f)}: 高台`); + assert.equal(positionClass(rec), 'all', label(f)); + assert.equal(placeClass({ fieldRecord: () => rec }, CHESS[elite ? SLOT[tier].replace(/_a$/, '_b') : SLOT[tier]]), 'all', `${label(f)}: placeClass`); + } + assert.deepEqual(formOf(6, true).skills.map((s) => [s.skillType, s.trigger.rule]), [['AUTO', 'DEFAULT'], ['AUTO', 'DEFAULT'], ['MANUAL', 'SKILL_RANGE']]); + assert.deepEqual([modOf(5, X).attr, modOf(6, X).attr, modOf(5, Y).attr, modOf(6, Y).attr], [{ maxHp: 140, atk: 50 }, { maxHp: 210, atk: 72 }, { atk: 46, def: 30 }, { atk: 68, def: 40 }]); + for (const t of [5, 6]) assert.ok(diyPool(t, { data, kitted: KITTED_CHARS }).includes(WEEDY), `tier ${t}`); + assert.equal(validateDiyPicks({ [SLOT[5]]: { charId: WEEDY, skillIndex: 2, uniEquipId: Y } }, { data, kitted: KITTED_CHARS }).ok, true); +}); + +test('S1 炮管敲击 (AUTO, data DEFAULT): her next attack — 120 % / 135 % ATK physical, the target pushed along her facing with 中力 (weight 0: 2.14 tiles) and 晕眩 0.8 / 0.9 s; a weight-9 enemy is not moved', () => { + for (const [tier, elite] of [[5, false], [6, true]]) { + const sk = skillOf(tier, elite, S1); + assert.deepEqual([sk.spCost, sk.bb.atk_scale, sk.bb.force, sk.bb.stun], elite ? [6, 1.35, 1, 0.9] : [6, 1.2, 1, 0.8], `T${tier}`); + for (const key of ['enemy_dummy', 'enemy_heavy']) { + const { h, u } = field({ tier, elite, skill: 0 }); + const e = h.spawn(key, { pos: [10, 6] }); + u.skill.gainSp(999); + assert.ok(h.runUntil(() => u.skill.activations === 1, 3), `T${tier}: cast on her attack`); + const hit = from(h, u).find((c) => c.dmg.isSkill); + approx(hit.amount, u.s.atk * sk.bb.atk_scale, `T${tier}: ${sk.bb.atk_scale * 100} %`); + assert.equal(hit.type, 'phys'); + const st = h.hooksOf('statusApplied').find((c) => c.source === u && c.status === 'stun' && c.target === e); + approx(st.duration, sk.bb.stun, `T${tier}: stun`); + if (key === 'enemy_dummy') approx(e.x - 6, PUSH_TILES[1], `T${tier}: pushed along +x`, 0.06); + else assert.equal(e.x, 6, `T${tier}: weight 9 ⇒ not moved`); + assert.equal(e.y, 10, `T${tier}: straight ahead`); + done(h); + } + } +}); + +test('S2 水炮模式 (AUTO, SP_FULL): ATK +140 % / +170 %, interval ×3.2, range +1, one ranged shot with a 0.9 splash (flyers too), every enemy hit pushed with 小力 along her facing; 持续时间无限', () => { + for (const [tier, elite] of [[5, false], [6, true]]) { + const sk = skillOf(tier, elite, S2); + assert.deepEqual([sk.spCost, sk.bb.atk, sk.bb.base_attack_time, sk.bb.ability_range_forward_extend, sk.bb.base_force_level], elite ? [78, 1.7, 2.2, 1, 0] : [84, 1.4, 2.2, 1, 0], `T${tier}`); + const { h, u } = field({ tier, elite, skill: 1 }); + assert.deepEqual([u.skill.kind, u.skill.rule], ['toggle', 'SP_FULL']); + u.skill.gainSp(999); + h.step(); + assert.ok(u.skill.active, `T${tier}: on at full SP, no enemy needed`); + approx(u.s.atk, u.base.atk * (1 + sk.bb.atk), `T${tier}: ATK`); + approx(u.s.interval, 1.2 * (1 + sk.bb.base_attack_time), `T${tier}: interval`); + assert.deepEqual(u.liveRangeGrid, [[0, 0], [0, 1], [0, 2]], `T${tier}: +1 tile`); + const main = h.spawn('enemy_dummy', { pos: [10, 7] }); + const side = h.spawn('enemy_fly', { pos: [10.6, 7] }); + const far = h.spawn('enemy_dummy', { pos: [12, 7] }); + assert.ok(h.runUntil(() => from(h, u).length >= 2, 6), `T${tier}: a shot lands`); + const hit = from(h, u); + const id = hit[0].dmg.attackId; + const one = hit.filter((c) => c.dmg.attackId === id); + assert.ok(one.some((c) => c.target === main) && one.some((c) => c.target === side), `T${tier}: target + the flyer within ${WATER_SPLASH}`); + assert.ok(!one.some((c) => c.target === far)); + for (const c of one) approx(c.amount, u.s.atk, `T${tier}: full damage`); + approx(main.x - 7, PUSH_TILES[0], `T${tier}: 小力 push (weight 0: 1.7 tiles)`, 0.06); + h.run(60); + assert.ok(u.skill.active, `T${tier}: stays on`); + done(h); + } +}); + +test('S3 液氮大炮 (MANUAL, SKILL_RANGE 4-1): 290 % / 320 % ATK arts on the target and within 1.2 (flyers too), pushed 中力 / 较大力, and the 移动创伤: 1200 true damage per tile moved for 5 / 6 s', () => { + for (const [tier, elite] of [[5, false], [6, true]]) { + const sk = skillOf(tier, elite, S3); + assert.deepEqual([sk.spCost, sk.initSp, sk.bb.atk_scale, sk.bb.force, sk.bb.duration, sk.bb.value, sk.bb.dist, sk.bb.interval, sk.rangeId], + elite ? [37, 16, 3.2, 2, 6, 1200, 1, 0.066, '4-1'] : [40, 13, 2.9, 1, 5, 1200, 1, 0.066, '4-1'], `T${tier}`); + const { h, u } = field({ tier, elite, skill: 2 }); + u.skill.gainSp(999); + h.run(1); + assert.equal(u.skill.activations, 0, `T${tier}: nobody in the 4-1`); + const t = h.spawn('enemy_dummy', { pos: [10, 7] }); // 2 tiles ahead: the skill range, not her 1-1 + const fly = h.spawn('enemy_fly', { pos: [11, 7] }); + const out = h.spawn('enemy_dummy', { pos: [12, 7] }); + assert.ok(h.runUntil(() => u.skill.activations === 1, 1), `T${tier}: cast`); + const shot = from(h, u, 'weedy:nitro'); + assert.deepEqual(shot.map((c) => c.target).sort((a, b) => a.id - b.id), [t, fly].sort((a, b) => a.id - b.id), `T${tier}: within ${NITRO_SPLASH}`); + for (const c of shot) { assert.equal(c.type, 'arts'); approx(c.amount, u.s.atk * sk.bb.atk_scale, `T${tier}: arts`); } + assert.ok(!shot.some((c) => c.target === out)); + const x0 = 7, moved = t.x - x0; + approx(moved, PUSH_TILES[Math.min(3, sk.bb.force)], `T${tier}: pushed`, 0.06); + h.run(sk.bb.duration + 0.2); + assert.equal(t.findBuff(RUPTURE_KEY), null, `T${tier}: ${sk.bb.duration} s`); + const rup = from(h, u, RUPTURE_KEY).filter((c) => c.target === t); + const total = rup.reduce((s, c) => s + c.amount, 0); + approx(total, moved * sk.bb.value, `T${tier}: 1200 per tile of the push`, 0.02); + assert.ok(rup.every((c) => c.type === 'true' && c.dmg.tags.includes('dot')), `T${tier}: true 持续伤害`); + const fr = from(h, u, RUPTURE_KEY).filter((c) => c.target === fly).reduce((a, c) => a + c.amount, 0); + approx(fr, Math.hypot(fly.x - 7, fly.y - 11) * sk.bb.value, `T${tier}: the flyer too (a test flyer is no 静态刚体)`, 0.02); + done(h); + } +}); + +test('移动创伤: a walker takes 1200 per tile it walks; a second application only refreshes the duration (the first source and ratio stay); an update of more than 4 tiles deals nothing', () => { + const { h, u } = field({ tier: 6, elite: true, skill: 2, row: 12, col: 3 }); + const w = h.spawn('enemy_walk', { routeIndex: 0 }); + h.run(1); + const x0 = w.x; + rupture(h.b, u, w, { duration: 5, perTile: 1200, interval: 0.066 }); + const first = w.findBuff(RUPTURE_KEY); + h.run(3); + rupture(h.b, null, w, { duration: 5, perTile: 9999, interval: 0.066 }); + assert.equal(w.findBuff(RUPTURE_KEY), first, 'one buff'); + approx(first.timeLeft, 5, 'refreshed to 5 s', 0.01); + assert.ok(h.runUntil(() => !w.findBuff(RUPTURE_KEY), 6)); + const x1 = w.x; + const rup = h.hooksOf('damaged').filter((c) => c.target === w && c.dmg.tags.includes(RUPTURE_KEY)); + assert.ok(rup.length > 50 && rup.every((c) => c.source === u), 'every update from the first source'); + approx(rup.reduce((a, c) => a + c.amount, 0), (x0 - x1) * 1200, '1200 per tile walked', 0.02); + const d = h.spawn('enemy_dummy', { pos: [10, 8] }); + rupture(h.b, u, d, { duration: 2, perTile: 1200, interval: 0.066 }); + d.x -= 5; // a 5-tile jump between two updates + h.run(2.2); + assert.equal(h.hooksOf('damaged').filter((c) => c.target === d && c.dmg.tags.includes(RUPTURE_KEY)).length, 0, '> 4 tiles: nothing'); + done(h); +}); + +test('T1 工程蓄水炮: the placed cannon deploys with the board — untargetable, 禁疗, blocks nothing, 3-2, physical arrows at the nearest enemy (air too), its stats from the variant; its forced skill fires once per deployment with 温蒂\'s ATK and its own force +1', () => { + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + const { h, u, c } = field({ tier, elite, mod, skill: 0, cannon: [11, 5], dp: 100 }); + const v = tokOf(tier, elite, 0, elite ? mod : null); + assert.ok(c && c.alive && c.deployed && c.ownerUnit === u, `${label(f)}: deployed with the board`); + assert.deepEqual([c.base.atk, c.base.respawnTime, c.base.cost, c.s.blockCnt, c.base.bat], [v.stats.atk, v.stats.respawnTime, v.stats.cost, 0, 2.4], `${label(f)}: stats`); + assert.deepEqual([!!c.s.flags.untargetable, !!c.s.flags.noHeal, c.profile.attack, c.profile.canHitFly, c.profile.dmgType, c.profile.priority], [true, true, 'ranged', true, 'phys', 'nearest'], `${label(f)}: profile`); + assert.deepEqual(c.liveRangeGrid, v.rangeGrid, `${label(f)}: 3-2`); + assert.deepEqual([c.skill.id, c.skill.kind, c.skill.rule, c.skill.spCost], ['sktok_weedy_token', 'instant', 'DEFAULT', 0], `${label(f)}: its skill`); + const near = h.spawn('enemy_dummy', { pos: [11, 7] }), farther = h.spawn('enemy_dummy', { pos: [11, 8] }); + assert.ok(h.runUntil(() => c.skill.activations === 1, 4), `${label(f)}: its skill on its first attack`); + const sbb = v.skill.bb; + const shot = from(h, u, 'weedy:nitro'); + assert.ok(shot.length >= 1 && shot.every((x) => Math.abs(x.amount - u.s.atk * sbb.atk_scale) < 1e-6), `${label(f)}: ${sbb.atk_scale * 100} % of 温蒂's ATK`); + assert.ok(shot.some((x) => x.target === near), `${label(f)}: the nearest enemy`); + approx(near.x - 7, PUSH_TILES[Math.min(3, sbb.force + 1)], `${label(f)}: its force +1`, 0.06); + h.run(30); + assert.equal(c.skill.activations, 1, `${label(f)}: once per deployment`); + void farther; + done(h); + } +}); + +test('T1 工程蓄水炮: each attack pushes a ground target on the 3 tiles ahead with 小力 + 1 (weight 0: 2.14 tiles), a flyer is hit but not moved; it leaves after 20 s and comes back 35 s later (PUS-Y stage 3: 27 s) for 5 DP — not while 温蒂 is off the field', () => { + for (const f of [[5, false, null], [6, true, Y], [6, true, X]]) { + const [tier, elite, mod] = f; + const { h, u, c } = field({ tier, elite, mod, skill: 0, cannon: [11, 5], dp: 100 }); + c.skill.charges = 0; // its forced skill spent: plain attacks only + const g = h.spawn('enemy_dummy', { pos: [11, 6] }); + assert.ok(h.runUntil(() => from(h, c).some((x) => x.target === g), 3), `${label(f)}: attacks`); + h.run(0.2); + approx(from(h, c).find((x) => x.target === g).amount, c.s.atk, `${label(f)}: its own ATK`); + approx(g.x - 6, PUSH_TILES[1], `${label(f)}: 小力 + 1`, 0.06); + h.b.kill(g, null); + const fl = h.spawn('enemy_fly', { pos: [11, 6] }); + assert.ok(h.runUntil(() => from(h, c).some((x) => x.target === fl), 4), `${label(f)}: hits air`); + assert.equal(fl.x, 6, `${label(f)}: no push on a flyer`); + h.b.kill(fl, null); + const t0 = c.deployedAt; + assert.ok(h.runUntil(() => !c.alive, 25), `${label(f)}: leaves`); + approx(h.b.time - t0, 20, `${label(f)}: after 20 s`, 0.05); + const resp = tokOf(tier, elite, 0, elite ? mod : null).stats.respawnTime; + assert.equal(resp, elite && tier === 6 && mod === Y ? 27 : 35); + const dp0 = h.b.players[0].dp; + h.run(resp - 0.5); + assert.ok(!c.alive, `${label(f)}: not before ${resp} s`); + assert.ok(h.runUntil(() => c.alive, 1), `${label(f)}: back`); + approx(h.b.players[0].dp, dp0 - 5, `${label(f)}: 5 DP`); + assert.deepEqual([c.tileR, c.tileC], [11, 5], `${label(f)}: on its tile`); + // 温蒂 off the field: it does not come back + h.run(20.1); + assert.ok(!c.alive); + h.b.retreat(u); + h.run(resp + 2); + assert.ok(!c.alive, `${label(f)}: not while she is away`); + done(h); + } +}); + +test('T2 蓄水炮强化: the cannon on one of the 4 tiles around her gives her 1 SP every 3 s (PUS-X stage 3: every 2 s and her ATK +20 %; stage 1: 3 s, no ATK); a diagonal cannon gives nothing', () => { + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + const v = tokOf(tier, elite, 1, elite ? mod : null); + const boost = v.talents.find((t) => t.bb.base_force_level != null).bb; + const atkUp = v.talents.find((t) => t.bb.atk != null && t.bb.base_force_level == null)?.bb.atk ?? 0; + const x3 = elite && tier === 6 && mod === X; + assert.deepEqual([boost.interval, boost.sp, atkUp], x3 ? [2, 1, 0.2] : [3, 1, 0], label(f)); + for (const [tile, on] of [[[11, 5], true], [[11, 6], false]]) { + const { h, u } = field({ tier, elite, mod, skill: 1, cannon: tile }); + const sp0 = u.skill.sp; + h.run(6.01); + approx(u.skill.sp - sp0, 6 + (on ? 6 / boost.interval : 0), `${label(f)} ${on ? 'beside' : 'diagonal'}: SP`, 0.02); + approx(u.s.atk, u.base.atk * (1 + (on ? atkUp : 0)), `${label(f)}: ATK`); + done(h); + } + } +}); + +test('S3 with the cannon beside her: it fires its own 液氮炮 too (its nearest enemy, her ATK, its force +1); not when it stands elsewhere', () => { + for (const [tile, fires] of [[[11, 5], true], [[12, 5], false]]) { + const { h, u, c } = field({ tier: 6, elite: true, skill: 2, cannon: tile }); + c.skill.charges = 0; + const cbb = c.def.skill.bb; + const a = h.spawn('enemy_dummy', { pos: [10, 9] }); + const b = h.spawn('enemy_dummy', { pos: [tile[0], 7] }); + u.skill.gainSp(999); + assert.ok(h.runUntil(() => u.skill.activations === 1, 1)); + const shot = from(h, u, 'weedy:nitro'); + assert.ok(shot.some((x) => x.target === a), 'hers'); + assert.equal(shot.some((x) => x.target === b), fires, `the cannon at ${tile}`); + if (fires) approx(b.x - 7, PUSH_TILES[Math.min(3, cbb.force + 1)], 'its force +1', 0.06); + done(h); + } +}); + +test('PUS-X trait: redeployed on a 高台 she gets half her cost back (not at the battle start, not on the ground); PUS-Y trait: blocking two enemies her pushes are one level stronger', () => { + for (const [tile, ranged] of [[[10, 2], true], [[10, 5], false]]) { + for (const mod of [X, Y, null]) { + const { h, u } = field({ tier: 6, elite: true, mod, skill: 0, row: tile[0], col: tile[1], dp: 0 }); + assert.equal(u.ground, !ranged, `${tile}: ground`); + approx(h.b.players[0].dp, 0, 'nothing at the start'); + h.b.dealDamage(null, u, { amount: 1e9, type: 'true' }); + h.b.players[0].dp = u.base.cost; + assert.ok(h.runUntil(() => u.alive, 80), 'redeployed'); + approx(h.b.players[0].dp, mod === X && ranged ? u.base.cost * 0.5 : 0, `${mod ?? 'none'} on ${ranged ? 'a 高台' : 'the ground'}`); + done(h); + } + } + for (const mod of [Y, null]) { + const { h, u } = field({ tier: 6, elite: true, mod, skill: 0, row: 9, col: 5 }); + h.b.addBuff(u, { key: 'test:noSp', flags: { noSp: true } }); // no S1 before both are blocked + const w1 = h.spawn('enemy_walk', { routeIndex: 0 }); + h.run(1.2); + const w2 = h.spawn('enemy_walk', { routeIndex: 0 }); + assert.ok(h.runUntil(() => u.blocking.length === 2, 40), 'two blocked'); + const xs = [w1.x, w2.x]; + h.b.removeBuff(u, 'test:noSp'); + u.skill.gainSp(999); + assert.ok(h.runUntil(() => u.skill.activations === 1, 3)); + h.step(); + const moved = [w1.x - xs[0], w2.x - xs[1]]; + for (const m of moved) approx(m, PUSH_TILES[mod === Y ? 2 : 1], `${mod ?? 'none'}: every blocked enemy pushed`, 0.08); + done(h); + } +}); diff --git a/test/golden/diy.json b/test/golden/diy.json index b253f1e5..4be39dac 100644 --- a/test/golden/diy.json +++ b/test/golden/diy.json @@ -4495,8 +4495,8 @@ "snaps": "9e71a576 5f85bc01 c3ec0c6e 907b650d 8d0a1507 16eb2156 378d038b 6506577e 30807fb9 f2c86b9d ec752e72 d7303d83 83002a0a 01b70ca0 09e839c4 98d2358c 161de0dc 5f1fb139 3915cceb aeddf47d a8963bbe 76037450 84a29f92" }, "diy-106": { - "about": "5_diy1_a=cdfend 5_diy2_b=cdfend 5_diy1_a=cguard 5_diy2_b=cguard 5_diy1_a=csnipe 5_diy2_b=csnipe 5_diy1_a=ccast 5_diy2_b=ccast 5_diy1_a=cmedic 5_diy2_b=cmedic 5_diy1_a=csuppo 5_diy2_b=csuppo", - "fast": true, + "about": "5_diy1_a=lmlee/S1 5_diy2_a=lmlee/S2 5_diy1_a=lmlee/S3 5_diy2_b=lmlee/S1 5_diy1_b=lmlee/S2 5_diy2_b=lmlee/S3 5_diy1_b=lmlee/S1/002_lmlee 5_diy2_b=lmlee/S2/002_lmlee 5_diy1_b=lmlee/S3/002_lmlee 5_diy2_b=lmlee/S1/003_lmlee 5_diy1_b=lmlee/S2/003_lmlee 5_diy2_b=lmlee/S3/003_lmlee", + "fast": false, "kind": "normal", "stageId": "act1autochess_m07", "modeId": "mode_multi_abyss", @@ -4512,111 +4512,111 @@ "bossHpLeft": null, "rngDraws": 0, "errors": {"count":0,"kinds":[]}, - "players": {"p1":{"killed":0,"total":126,"perfect":false,"leaks":126,"leaksUncounted":0,"coins":0,"dmg":59922,"bossDmg":0,"heal":8548,"deaths":25,"layerGains":{}}}, + "players": {"p1":{"killed":0,"total":126,"perfect":false,"leaks":126,"leaksUncounted":0,"coins":0,"dmg":19818,"bossDmg":0,"heal":0,"deaths":3,"layerGains":{}}}, "units": [ - ["p1",1,"op","chess_char_5_diy1_a",2,null,0,0,3,0,1808,2128,0,8,0], - ["p1",2,"op","chess_char_5_diy2_b",2,"none",0,0,6,0,9112,3634,0,34,1], - ["p1",3,"op","chess_char_5_diy1_a",2,null,0,0,83,0,1003,6580,0,8,0], - ["p1",4,"op","chess_char_5_diy2_b",2,"none",0,0,86,0,14738,7835,0,17,0], - ["p1",5,"op","chess_char_5_diy1_a",2,null,0,0,153,0,9754,4473,0,27,1], - ["p1",6,"op","chess_char_5_diy2_b",2,"none",0,0,94,0,11704,3746,0,27,1], - 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["p1",8,"op","chess_char_5_diy2_b",1,"uniequip_002_lmlee",2455,0,3,0,0,0,0,0,0], + ["p1",9,"op","chess_char_5_diy1_b",2,"uniequip_002_lmlee",2455,0,5,0,0,0,0,0,0], + ["p1",10,"op","chess_char_5_diy2_b",0,"uniequip_003_lmlee",2255,0,7,0,0,0,0,0,0], + ["p1",11,"op","chess_char_5_diy1_b",1,"uniequip_003_lmlee",2255,0,9,0,0,0,0,0,0], + ["p1",12,"op","chess_char_5_diy2_b",2,"uniequip_003_lmlee",2255,0,11,0,0,0,0,0,0], ["-","~1","device","trap_1105_accrate",null,null,100,1,1,0,0,0,0,0,null], ["-","~2","device","trap_1105_accrate",null,null,100,1,2,0,0,0,0,0,null] ], - "enemies": {"enemy_1251_lysyta_2":[54,0,54,8019,34461],"enemy_1252_lysytb_2":[42,0,42,35352,24551],"enemy_1329_cbshld_2":[30,0,30,5487,911]}, - "hooks": [1,153,5814,380,380,358,358,16,25,151,5,5,0,8987,28,10,126,126,1,25,0,0,0], - "events": {"atk":380,"deploy":25,"die":25,"dmg":358,"heal":16,"leak":126,"skill":10,"spawn":140,"status":50}, - "fx": {}, - "snaps": "57186c39 a89f274b e649d7d9 75621917 006f6ba9 7f3b8dda bb3864de 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