feedback1e WP: live attack range on the battle card; 烛煌 S3 splash 1.7

Community report "干员烛煌开启3技能时候攻击范围不会变". The sim already attacked
with S3's 4-11 while it ran (real matches, and every attack-range change of
the mode); what stayed the same was the battle detail card: its 攻击范围
mini-map kept the base 3-1 grid while the live stats beside it moved.

- Battle._refreshRange keeps the relative grid behind rangeKeys as
  unit.liveRangeGrid (targeting.js extendedGrid: rangeExtend grown on);
  shared/protocol.js unitStatsEntry carries it as `range`; the detail card
  draws it (cardRangeGrid) in battle and in the prep preview, and names a
  whole-field range (纯烬艾雅法拉 S3) 全场 instead of drawing it.
- 烛煌 S3 "攻击变为群体攻击" is one target + a 1.7 splash (PRTS 技能3 备注
  "攻击溅射半径1.7"), not every enemy inside 4-11; the burst bonus hits
  every enemy of the attack; a burn burst's +2 ammo stops at the skill's
  ammo ("补充后的弹药数量无法超过上限").
- Tests: test/sim/feedback1e-skillrange.test.js (S3 range, splash, ammo
  cap, live grid, the audit of every attack-range change, a real spec),
  test/ui/feedback1e-range.test.js (the card).
This commit is contained in:
sganggs committed 2026-10-03 05:03:07 +08:00
1 parent 7f134737ce
commit 8b0e672bb8
10 files changed
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+2
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@@ -298,6 +298,8 @@ Guarantees content can rely on (pinned by `test/sim/robustness.test.js`):
(board tile: auto-redeploys land there), dir ('UP'|'RIGHT'|'DOWN'|'LEFT'; getters `fwd` = forward vector, `facing` =
horizontal sign ±1 for sprites only), hp, alive, deployed, removed, hidden, base {…}, buffs[],
rangeKeys / rangeKeySet (current range, absolute tile keys `r × 21 + c`), baseRangeKeys (initial range, §7.1),
liveRangeGrid (the relative grid behind rangeKeys — a running skill's range, rangeExtend grown on, `targeting.js
extendedGrid`; no extra keys — read by the detail card through `shared/protocol.js unitStatsEntry` `range`),
extraRangeKeys (content extra targets, `battle.setExtraRange`), blocking[] (allies), blockedBy (enemies), motion
('WALK'|'FLY' enemies), profile, skill (SkillRuntime), kit, items (itemIds), lpr/mods/tag/bounty/sourcePlayerId (enemies),
stats {dmg,kills,heal,taken,attacks}, mem {} and trait {} (free scratch space), persist {redeployMul, …}.`
+1
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@@ -129,6 +129,7 @@
.rgrid i { width: var(--rg); height: var(--rg); border: 1px solid rgba(255, 255, 255, .06); }
.rgrid i.on { background: rgba(246, 163, 41, .25); border-color: var(--amber); }
.rgrid i.self { background: var(--mint-500); border-color: var(--mint-400); }
.rgrid-all { font-size: .16rem; font-weight: 700; color: var(--amber); padding: .02rem .06rem; border: 1px solid var(--amber); background: rgba(246, 163, 41, .25); }
.dsec { display: flex; flex-direction: column; gap: .08rem; }
.dsec__title { display: flex; align-items: baseline; gap: .1rem; font-size: .17rem; font-weight: 700; color: var(--mint-400); padding-bottom: .04rem; border-bottom: 1px solid var(--line); }
.dtext { font-size: .15rem; line-height: 1.65; color: var(--text-md); }
+20 -2
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@@ -17,7 +17,9 @@
// getter re-read 4× a second: current HP, max HP, ATK, DEF, RES, attack interval, block), in prep the stats the own
// board's units start their next battle with (m.unitStats: equipment, bonds / layers, 特质, band and 机变 effects). Each
// value is coloured against the unit's base like the official card — green when it helps (higher, or a shorter attack
// interval) with the difference beside it, red when it hurts — and a 实时 / 开战时 tag says which it is.
// interval) with the difference beside it, red when it hurts — and a 实时 / 开战时 tag says which it is. The 攻击范围
// mini-map follows the live entry's `range` too (cardRangeGrid: the grid the unit attacks with now — a running skill's
// range such as 烛煌 S3's 4-11, rangeExtend included; community report E1 after 0.1.0, it used to stay the base grid).
import { html, Icon, TierChip, MicroLabel, Button, confirmDialog, useTicker } from './components.js';
import { Img, RichText, UnitThumb, BondGlyph, GIcon } from './gameComponents.js';
@@ -38,8 +40,24 @@ const EVENT_ICON = { IN_BATTLE: 's_icon_battle', SERVER_GAIN: 's_icon_bond', SER
const RANK = { NORMAL: '普通', ELITE: '精英', BOSS: '领袖' };
const DMG = { phys: '物理', arts: '法术', heal: '治疗', true: '真实', none: '无' };
/** A range grid of at least this many tiles covers the field (纯烬艾雅法拉 S3 "攻击范围扩大至整个战场"): named, not drawn. */
export const FIELD_WIDE_CELLS = 400;
/**
* The grid the card's 攻击范围 shows: the live entry's `range` (shared/protocol.js unitStatsEntry — what the unit attacks
* with now: a running skill's range, rangeExtend included), else the loadout record's attack range (an elite's module
* grid, shared/loadoutRecord.js attackRangeGrid), else the record's own.
* @param {any} live unitStatsEntry (+ src) or null @param {any} rec loadout-resolved record @param {any} chess
* @returns {number[][]|null}
*/
export function cardRangeGrid(live, rec, chess) {
if (live && Array.isArray(live.range) && live.range.length) return live.range;
return attackRangeGrid(rec) || chess?.rangeGrid || null;
}
/** Mini range map. */
export function RangeGrid({ grid, class: cls }) {
if (Array.isArray(grid) && grid.length >= FIELD_WIDE_CELLS) return html`<span class=${cx('rgrid-all', cls)} aria-label="攻击范围">全场</span>`;
const box = rangeGridBox(grid);
if (!box.cells.size) return html`<span class="t-dim">—</span>`;
const cells = [];
@@ -268,7 +286,7 @@ export function ChessDetail({ chess, piece, unit, snapHp, editable, onSell, bond
<${Stat} k="部署费用" v=${s.cost ?? '—'} />
<${Stat} k="再部署" v=${s.respawnTime != null ? `${s.respawnTime}s` : '—'} />
</div>
<div class="drange"><span class="dstat__k">攻击范围</span><${RangeGrid} grid=${attackRangeGrid(fr) || c.rangeGrid} /></div>
<div class="drange"><span class="dstat__k">攻击范围</span><${RangeGrid} grid=${cardRangeGrid(live, fr, c)} /></div>
</div>`;
blocks.skill = sk ? html`<${Section} key="skill" title="技能" micro="SKILL" class="dsec--skill">
<div class="dskill" data-skill=${sk.skillId || ''}>
+7 -3
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@@ -28,7 +28,7 @@ import { Grid } from './grid.js';
import { Unit } from './units.js';
import { makeBuff, STATUS, RESIST_STATUSES } from './buffs.js';
import { dealDamage as pipeDamage, heal as pipeHeal, applyHpLoss, makeDamageInfo, reduceElement, palsyBuff, elementView, leaderHitCancelled } from './damage.js';
import { absoluteRangeKeys, canTargetEnemy } from './targeting.js';
import { absoluteRangeKeys, canTargetEnemy, extendedGrid } from './targeting.js';
import { bodyKeys, bodyInKeys, bodyInRadius } from './body.js';
import { normDir, mirrorDir, localOrder, localBefore } from './dir.js';
import { ProjectileSystem } from './projectiles.js';
@@ -1592,8 +1592,11 @@ export class Battle {
* Recompute a unit's absolute range tile keys: `rangeKeys` / `rangeKeySet` = current range (skill range override +
* rangeExtend) ∪ `unit.extraRangeKeys` (content extra targets — setExtraRange); `baseRangeKeys` = the INITIAL range
* of the DEFAULT skill trigger: the unit's own grid + its permanent rangeExtend (`s.baseRangeExtend`: persistent,
* never-expiring buffs — talents, modules, bonds), no skill range, no temporary extend, no extra keys. Rebuilt on
* deploy / relocate / skill range switches and whenever either extend changes (rangeChanged).
* never-expiring buffs — talents, modules, bonds), no skill range, no temporary extend, no extra keys;
* `liveRangeGrid` = the relative grid (facing RIGHT) behind `rangeKeys` without the extra keys (targeting.js
* extendedGrid) — the detail card's live 攻击范围 (shared/protocol.js unitStatsEntry `range`; community report E1
* after 0.1.0: the card kept the base grid while 烛煌 S3 attacked with 4-11). Rebuilt on deploy / relocate / skill
* range switches and whenever either extend changes (rangeChanged).
*/
_refreshRange(u) {
const tg = u.skill && u.skill.active ? u.skill.spec.targeting : null;
@@ -1607,6 +1610,7 @@ export class Battle {
if (extra) for (const k of extra) if (!set.has(k)) { set.add(k); keys.push(k); }
u.rangeKeys = keys;
u.rangeKeySet = set;
u.liveRangeGrid = extendedGrid(grid, ext);
if (u.kind !== 'device') u.baseRangeKeys = absoluteRangeKeys(u.rangeGrid || [[0, 0]], u.tileR, u.tileC, u.dir, u.s.baseRangeExtend);
if (u.skill) u.skill._trigKeys = null; // CUSTOM_RANGE trigger grid is relative to the tile
}
+21 -10
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@@ -12,10 +12,11 @@
// × elementalTakenMul = 元素脆弱), with `element` set for the client colour.
// - Mechanics missing from the chess text follow the PRTS 备注 of the base operator (verified 2026-09-28): 号角 S3 overload
// is the second half of the 24 s duration; 圣约送葬人's extra attack consumes no ammo; 夕 S1 splash 1.7; 烛煌 revive stun
// radius 1.7; 寒檀 icicles splash 1.5 and cycle left row → right row → own row; 失重 = weight −1 level; 魔王 motes orbit
// at 1.15 (30°/s, hit radius 0.4); 铃兰 T2 is an aura (sluggish enemies in range are 脆弱 while sluggish); 缇缇's chain
// sleep picks the highest-aggro enemy within 1.5; 乌尔比安 lands on the anchor tile > the tile beyond > his own tile;
// 引星棘刺 throws at the farthest forward tile when no enemy is in range; 夕 T2 summons only on a deployable target tile.
// radius 1.7, S3 splash 1.7 and its refilled ammo capped at the skill's ammo; 寒檀 icicles splash 1.5 and cycle left
// row → right row → own row; 失重 = weight −1 level; 魔王 motes orbit at 1.15 (30°/s, hit radius 0.4); 铃兰 T2 is an
// aura (sluggish enemies in range are 脆弱 while sluggish); 缇缇's chain sleep picks the highest-aggro enemy within
// 1.5; 乌尔比安 lands on the anchor tile > the tile beyond > his own tile; 引星棘刺 throws at the farthest forward tile
// when no enemy is in range; 夕 T2 summons only on a deployable target tile.
// - Non-stacking auras refresh a short buff with a fixed key every 0.25 s while the source is on the field.
// SP auras ("同类效果取最高") share the buff key `aura:spRecovery` (mods.spRecoveryFlat): the highest value wins.
// - Skills whose auto-cast needs a condition the engine rules can't express use the NEVER trigger (CUSTOM_RANGE with an
@@ -48,6 +49,8 @@ const CANDLE_MIN_ATK = 0.35;
const CANDLE_KEY = 'enemy_5601_entlec';
/** 烛煌 绝处重燃 "使附近的敌人晕眩" radius (tiles). PRTS 备注: 1.7. */
const NEARBY_RADIUS = 1.7;
/** 烛煌 S3 "攻击变为群体攻击": splash radius around the target (tiles). PRTS 技能3 备注 "攻击溅射半径1.7". */
const BLAZE_S3_SPLASH = 1.7;
/** 玛恩纳 游侠 "周围存在3名及以上敌人" radius (8-neighbourhood). */
const AROUND_RADIUS = 1.5;
/** 安洁莉娜 S3 失重: weight (massLevel) reduction while weightless. PRTS: "重量下降一个等级". */
@@ -556,8 +559,12 @@ const KITS = {
},
// ---------------------------------------------------------------------------------------------------------------
// 烛煌 — S3 众恶的焚场 (ammo): skill range, ATK +, BAT −1.3 s, hits every enemy in range, +attack@atk_scale ATK
// elemental damage vs targets in a burn burst; loses 3 % max HP/s; any burn burst on the field refills ammo.
// 烛煌 — S3 众恶的焚场 (ammo): skill range 4-11 (the targets; the DEFAULT cast still needs an enemy in 3-1), ATK +,
// BAT −1.3 s, "攻击变为群体攻击" = one target + a BLAZE_S3_SPLASH (1.7) splash around it (PRTS 备注 "攻击溅射半径1.7",
// 中点判定 — so the fire reaches past the diamond; it used to hit every enemy inside it instead, community report E1
// after 0.1.0), +attack@atk_scale ATK elemental damage to every enemy of the attack in a burn burst (main and splash;
// after the hit [ASSUMED] — the 备注 checks it before); loses 3 % max HP/s; any burn burst on the field refills
// ammo_recover bullets, never above the skill's ammo ("补充后的弹药数量无法超过上限").
// T1 熔点引爆: burn burst anywhere → 350 % ATK elemental damage to it + heal 12 % max HP. T2 绝处重燃: downed instead of
// dying (6000 shield, no attack, no heal, 3 %/s regen) → revives at full HP and stuns nearby enemies.
// Module (elite): ×damage_scale vs enemies in an element burst.
@@ -624,8 +631,8 @@ const KITS = {
mods: mods({ atkPct: num(bb.atk), batPct: batPct(bb.base_attack_time, chess) }),
targeting: skillGrid(chess, def) ? { rangeGrid: skillGrid(chess, def) } : undefined,
attack: {
allInRange: true,
onHit({ battle, unit, target }) {
splashRadius: BLAZE_S3_SPLASH,
onEachHit({ battle, unit, target }) {
if (target && target.alive && target.findBuff('burnBurst')) elementHit(battle, unit, target, unit.s.atk * num(bb['attack@atk_scale']), 'blazeBurn', 'burn');
},
},
@@ -679,8 +686,12 @@ const KITS = {
burstSpUp(battle, unit, 'blaze2:module', num(tm.sp_recovery_per_sec));
if (sid === 'skchr_blaze2_2') whileOn(battle, unit, AURA_IV, () => burnTiles(battle, unit));
if (sid && sid !== 'skchr_blaze2_3') return;
battle.on('elementBurst', (c) => { // S3: burn bursts refill ammo
if (c.element === 'burn' && unit.skill?.active && unit.skill.kind === 'ammo' && on(unit)) unit.skill.addAmmo(num(bb.ammo_recover));
const maxAmmo = num(bb['attack@trigger_time'], 18);
battle.on('elementBurst', (c) => { // S3: burn bursts refill ammo, up to the skill's ammo
const sk = unit.skill;
if (c.element !== 'burn' || !sk?.active || sk.kind !== 'ammo' || !on(unit)) return;
const n = Math.min(num(bb.ammo_recover), maxAmmo - sk.ammoLeft);
if (n > 0) sk.addAmmo(n);
}, { owner: unit });
},
};
+23
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@@ -43,6 +43,29 @@ export function absoluteRangeKeys(grid, r, c, dir, extend = 0) {
return keys;
}
/**
* A range grid (`[dRow, dCol]`, facing RIGHT) grown by `extend` (rangeExtend, DESIGN §3): every row gains the whole
* tiles 1 … ⌊extend⌋ beyond its far (+dCol) end — the relative form of what absoluteRangeKeys builds, deduplicated, junk
* entries dropped. Battle._refreshRange keeps it as `unit.liveRangeGrid` (the detail card's live 攻击范围).
* @param {Array<[number, number]>|null|undefined} grid
* @param {number} [extend]
* @returns {Array<[number, number]>}
*/
export function extendedGrid(grid, extend = 0) {
const out = [];
const seen = new Set();
const add = (dr, dc) => { const k = `${dr},${dc}`; if (!seen.has(k)) { seen.add(k); out.push([dr, dc]); } };
if (!Array.isArray(grid)) return out;
const cells = grid.filter((p) => Array.isArray(p) && Number.isInteger(p[0]) && Number.isInteger(p[1]));
for (const [dr, dc] of cells) add(dr, dc);
if (extend > 0 && Number.isFinite(extend)) {
const maxByRow = new Map();
for (const [dr, dc] of cells) maxByRow.set(dr, Math.max(maxByRow.get(dr) ?? -Infinity, dc));
for (const [dr, mx] of maxByRow) for (let k = 1; k <= Math.min(extend, COLS); k++) add(dr, mx + k);
}
return out;
}
/** Tile key of a unit's current position. */
export function tileKeyOf(u) {
const r = Math.round(u.y), c = Math.round(u.x);
+10 -3
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@@ -193,16 +193,22 @@ const statView = (x) => ({
* or the last ones the sim computed) next to its own `unit.base` (no buffs) — max HP, ATK, DEF, RES, attack interval
* (s), block, move speed — rounded for display (the sim keeps floats), plus the current HP. The shape of the
* `m.unitStats` units (Match.unitStats: what the board's units start their next battle with) and of the browser
* runner's live battle stats (public/js/battle/runner.js unitStats).
* @param {{ id?: number, uid?: number|null, defId?: string, hp?: number, alive?: boolean, base?: any } | null} u
* runner's live battle stats (public/js/battle/runner.js unitStats). An ally with a range also carries `range`: the grid
* (`[dRow, dCol]`, facing RIGHT) it attacks with now — a running skill's range, rangeExtend included (the sim's
* `unit.liveRangeGrid`, Battle._refreshRange; community report E1 after 0.1.0: 烛煌 S3's 4-11 never reached the card).
* @param {{ id?: number, uid?: number|null, defId?: string, hp?: number, alive?: boolean, base?: any, liveRangeGrid?: any } | null} u
* @param {any} [s] aggregated stats (missing ⇒ the base)
* @returns {{ id: number|null, uid: number|null, defId: string|null, hp: number, alive: boolean, maxHp: number, atk: number,
* def: number, res: number, interval: number|null, blockCnt: number, moveSpeed: number,
* base: { maxHp: number, atk: number, def: number, res: number, interval: number|null, blockCnt: number, moveSpeed: number } }}
* base: { maxHp: number, atk: number, def: number, res: number, interval: number|null, blockCnt: number, moveSpeed: number },
* range?: Array<[number, number]> }}
*/
export function unitStatsEntry(u, s = null) {
const base = u && u.base && typeof u.base === 'object' ? u.base : {};
const cur = s && typeof s === 'object' ? s : base;
const range = u?.side !== 'enemy' && Array.isArray(u?.liveRangeGrid)
? u.liveRangeGrid.filter((p) => Array.isArray(p) && Number.isInteger(p[0]) && Number.isInteger(p[1])).map((p) => [p[0], p[1]])
: null;
return {
id: Number.isInteger(u?.id) ? u.id : null,
uid: Number.isInteger(u?.uid) ? u.uid : null,
@@ -211,6 +217,7 @@ export function unitStatsEntry(u, s = null) {
alive: u?.alive !== false,
...statView(cur),
base: statView(base),
...(range ? { range } : {}),
};
}
+2 -2
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@@ -125,7 +125,7 @@ test('缇缇 T2 勇气的报偿: Sargon/Minos ops above 50 % HP get +20 ASPD', (
});
// ------------------------------------------------------------------------------------------------------------------
test('烛煌 S3: hits every enemy in the skill range, BAT −1.3 s, burn bursts refill ammo; T1 熔点引爆 350 % + heal; T2 downed → revive', () => {
test('烛煌 S3: its target and the enemies within the 1.7 splash, BAT −1.3 s, burn bursts refill ammo; T1 熔点引爆 350 % + heal; T2 downed → revive', () => {
const h = makeBattle({
defs: { enemies: { enemy_dummy: dummy() } },
units: [{ chessId: 'chess_char_5_03_a', row: 10, col: 3 }],
@@ -142,7 +142,7 @@ test('烛煌 S3: hits every enemy in the skill range, BAT −1.3 s, burn bursts
approx(u.s.interval, u.base.bat + bb.base_attack_time, 1e-6, 'BAT 1.6 − 1.3 s');
h.run(1);
const hitIds = new Set(h.hooksOf('damaged').filter((c) => c.source === u && c.dmg.isSkill && c.dmg.isAttack).map((c) => c.target.id));
assert.equal(hitIds.size, 3, 'group attack');
assert.equal(hitIds.size, 3, 'group attack: the three stand within 1.7 of each other (PRTS 备注 "攻击溅射半径1.7")');
// a burn burst anywhere: +ammo, 熔点引爆 elemental damage and heal
const e = h.b.enemies[0];
u.hp = 100;
+281
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@@ -0,0 +1,281 @@
// test/sim/feedback1e-skillrange.test.js — community report after 0.1.0 (batch 5, E1): "干员烛煌开启3技能时候攻击范围不会变".
// Measured: the sim already attacks with the skill range (烛煌 S3 4-11 while it runs — real matches, every range-changing
// skill of the mode below); what did not change was (1) the battle detail card's 攻击范围, which kept the base grid while
// the live stats beside it moved (shared/protocol.js unitStatsEntry `range` = Battle._refreshRange's grid), and
// (2) S3's "攻击变为群体攻击" hit every enemy INSIDE the 4-11 diamond instead of the official one target + a 1.7 splash
// (PRTS 烛煌 技能3 备注 "攻击溅射半径1.7"), so the fire never reached past the diamond. Same 备注: "补充后的弹药数量
// 无法超过上限" — a burn burst's +2 ammo stops at the skill's ammo.
// Audit: every selectable skill whose text changes the attack range (攻击范围改变 / 扩大 / 缩小 / 缩短, 攻击距离+N) uses the
// official grid (skill rangeId, or the base grid grown by ability_range_forward_extend) while it runs, and the DEFAULT
// trigger still reads the initial range (PRTS 卫戍协议/帮助 "技能就绪,且即将进行普通攻击").
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js';
import { getDefaultSource } from '../../server/sim/simdata.js';
import { absoluteRangeKeys, extendedGrid } from '../../server/sim/targeting.js';
import { buildBattleSpec, createBattleFromSpec } from '../../server/sim/spec.js';
import { createRng } from '../../server/sim/rng.js';
import { COLS } from '../../server/sim/constants.js';
import { unitStatsEntry } from '../../shared/protocol.js';
const ds = getDefaultSource();
const C = ds.raw.chess;
const BLAZE = 'chess_char_5_03_a';
const dummy = (key, o = {}) => enemyRec({ key, hp: 1e7, speed: 0, ...o });
const done = (h) => { checkInvariants(h.b); assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0])); };
const keysOf = (grid, u, ext = 0) => new Set(absoluteRangeKeys(grid, u.tileR, u.tileC, u.dir, ext));
const sameSet = (a, b) => a.size === b.size && [...a].every((k) => b.has(k));
const tileKey = (e) => Math.round(e.y) * COLS + Math.round(e.x);
const s3Grid = () => C[BLAZE].skills[2].rangeGrid;
const baseGrid = () => C[BLAZE].rangeGrid;
const blazeArena = (enemies, o = {}) => makeBattle({
defs: { enemies: Object.fromEntries(enemies.map((e) => [e.key, dummy(e.key, e.o)])) },
units: [{ chessId: o.id ?? BLAZE, row: 10, col: 3, dir: 'RIGHT', skillIndex: 2 }],
enemies: enemies.map((e) => ({ key: e.key, pos: e.pos })),
hooks: ['damaged', 'attack', 'skillStart', 'ammoUsed'], captureNoisy: true, autoFinish: false, timeLimit: 120, seed: 5,
});
test('data: 烛煌 S3 众恶的焚场 is the default skill (index 2), skill range 4-11 vs the attack range 3-1, 18 / 21 ammo', () => {
for (const id of [BLAZE, 'chess_char_5_03_b']) {
const c = C[id];
assert.equal(c.skill.skillId, 'skchr_blaze2_3');
assert.equal(c.skill.index, 2);
assert.equal(c.rangeId, '3-1');
assert.equal(c.skill.rangeId, '4-11');
assert.equal(c.skill.trigger.rule, 'DEFAULT', 'an attack-range change keeps the basic strategy (§20.2)');
}
assert.equal(C[BLAZE].skill.bb['attack@trigger_time'], 18);
assert.equal(C.chess_char_5_03_b.skill.bb['attack@trigger_time'], 21);
});
test('烛煌 S3 attacks with the skill range: an enemy only in 4-11 is hit while it runs, an enemy only in 3-1 is not; the cast needs an enemy in 3-1', () => {
// (10,7) = [0,4]: S3 only; (11,3) = [1,0]: base range only
const h = blazeArena([{ key: 'enemy_far', pos: [10, 7] }]);
const u = h.unit(BLAZE);
h.step();
u.skill.gainSp(1000);
h.run(5);
assert.equal(h.hooksOf('skillStart').length, 0, 'no enemy in the initial range: no cast (DEFAULT, "即将进行普通攻击")');
assert.equal(h.hooksOf('damaged').filter((c) => c.source === u).length, 0, 'nothing in reach of 3-1');
const near = h.spawn('enemy_far', { pos: [11, 3] });
assert.ok(h.runUntil(() => u.skill.active, 5), 'an enemy in 3-1: she casts on her next attack');
assert.ok(sameSet(new Set(u.rangeKeys), keysOf(s3Grid(), u)), 'the range keys are 4-11');
const mark = h.hooksOf('damaged').length;
h.run(2);
const hit = new Set(h.hooksOf('damaged').slice(mark).filter((c) => c.source === u && c.dmg.isAttack).map((c) => c.target));
assert.ok(hit.has(h.enemy('enemy_far')), 'the S3-only tile is attacked');
assert.ok(!hit.has(near), '[1,0] is not part of 4-11');
done(h);
});
test('烛煌 S3 "攻击变为群体攻击" = one target + a 1.7 splash (PRTS 备注 "攻击溅射半径1.7"): it reaches past the diamond, never all of it at once', () => {
/** S3 running on an arena: (11,3) = [1,0] (base range only) makes her cast; returns her attacks and hits after that. */
const s3Hits = (enemies) => {
const h = blazeArena([{ key: 'enemy_cast', pos: [11, 3] }, ...enemies]);
const u = h.unit(BLAZE);
h.step();
u.skill.gainSp(1000);
assert.ok(h.runUntil(() => u.skill.active, 5), 'cast');
const mark = h.hooksOf('attack').length;
const dmark = h.hooksOf('damaged').length;
h.run(3);
const attacks = h.hooksOf('attack').slice(mark).filter((c) => c.attacker === u);
const hits = h.hooksOf('damaged').slice(dmark).filter((c) => c.source === u && c.dmg.isAttack);
assert.ok(attacks.length >= 5, `several S3 attacks (${attacks.length})`);
const s3 = keysOf(s3Grid(), u);
for (const a of attacks) {
assert.equal(a.targets.length, 1, 'one target per attack');
assert.ok(s3.has(tileKey(a.targets[0])), 'the target stands in 4-11');
}
// every hit of an attack is its target or within 1.7 of it (中点判定)
const byAttack = new Map();
for (const c of hits) { if (!byAttack.has(c.dmg.attackId)) byAttack.set(c.dmg.attackId, []); byAttack.get(c.dmg.attackId).push(c); }
for (const list of byAttack.values()) {
const main = list.find((c) => !c.dmg.isSplash);
assert.ok(main, 'a main hit');
for (const c of list) assert.ok(Math.hypot(c.target.x - main.target.x, c.target.y - main.target.y) <= 1.7 + 1e-9, 'splash within 1.7');
}
done(h);
return { h, hits, byAttack };
};
// (10,7) = [0,4] in 4-11; (10,8) = [0,5] outside it, 1 tile away: splashed
const a = s3Hits([{ key: 'enemy_main', pos: [10, 7] }, { key: 'enemy_out', pos: [10, 8] }]);
assert.ok(a.hits.some((c) => c.target === a.h.enemy('enemy_out') && c.dmg.isSplash), 'the splash reaches an enemy outside 4-11');
assert.ok(!a.hits.some((c) => c.target === a.h.enemy('enemy_cast')), 'the base-only enemy is out of S3');
// (10,7) = [0,4] and (12,5) = [2,2] both in 4-11 but 2.83 apart: one of them per attack, never both
const b = s3Hits([{ key: 'enemy_main', pos: [10, 7] }, { key: 'enemy_far', pos: [12, 5] }]);
for (const list of b.byAttack.values()) assert.equal(list.length, 1, 'one enemy per attack (the old group attack hit both)');
});
test('烛煌 S3: the +60 % ATK elemental damage hits every enemy of the attack in a 灼燃损伤 burst — the splashed ones too', () => {
const h = blazeArena([{ key: 'enemy_cast', pos: [11, 3] }, { key: 'enemy_main', pos: [10, 7] }, { key: 'enemy_out', pos: [10, 8] }]);
const u = h.unit(BLAZE);
h.step();
const out = h.enemy('enemy_out');
u.skill.gainSp(1000);
assert.ok(h.runUntil(() => u.skill.active, 5));
h.b.applyStatus(out, 'burnBurst', { duration: 10 });
assert.ok(out.findBuff('burnBurst'));
const mark = h.hooksOf('damaged').length;
h.run(1.5);
const bonus = h.hooksOf('damaged').slice(mark).filter((c) => c.source === u && (c.dmg.tags || []).includes('blazeBurn'));
assert.ok(bonus.some((c) => c.target === out), 'the splashed burning enemy takes the bonus');
for (const c of bonus.filter((x) => x.target === out)) assert.ok(Math.abs(c.dmg.amount - u.s.atk * u.def.skill.bb['attack@atk_scale']) < 1e-6);
assert.ok(!bonus.some((c) => c.target === h.enemy('enemy_main')), 'not on an enemy outside a burst');
done(h);
});
test('烛煌 S3: a burn burst refills 2 ammo but never above the skill\'s ammo (PRTS 备注 "补充后的弹药数量无法超过上限")', () => {
for (const id of [BLAZE, 'chess_char_5_03_b']) {
const h = blazeArena([{ key: 'enemy_main', pos: [10, 5] }, { key: 'enemy_b', pos: [10, 6] }, { key: 'enemy_c', pos: [9, 5] }], { id });
const u = h.unit(id);
const max = u.def.skill.bb['attack@trigger_time'];
h.step();
u.skill.gainSp(1000);
assert.ok(h.runUntil(() => u.skill.active, 5));
const first = u.skill.ammoLeft; // the casting attack already fired one bullet
assert.equal(first, max - 1);
h.b.dealDamage(null, h.enemy('enemy_main'), { type: 'element', element: 'burn', amount: 1000 });
assert.equal(u.skill.ammoLeft, max, `${id}: +1 only — ${max} is the cap (it was ${first + 2})`);
h.b.dealDamage(null, h.enemy('enemy_b'), { type: 'element', element: 'burn', amount: 1000 });
assert.equal(u.skill.ammoLeft, max, 'a full magazine stays full');
h.runUntil(() => u.skill.ammoLeft <= max - 3, 5);
const l2 = u.skill.ammoLeft;
h.b.dealDamage(null, h.enemy('enemy_c'), { type: 'element', element: 'burn', amount: 1000 });
assert.equal(u.skill.ammoLeft, l2 + u.def.skill.bb.ammo_recover, 'room for both: +2');
done(h);
}
});
test('the live range grid (Battle._refreshRange → unit.liveRangeGrid, unitStatsEntry.range): 3-1, then 4-11 while S3 runs, then 3-1 again', () => {
const h = blazeArena([{ key: 'enemy_main', pos: [10, 5] }]);
const u = h.unit(BLAZE);
h.step();
const rel = (g) => new Set(g.map(([r, c]) => `${r},${c}`));
assert.ok(sameSet(rel(unitStatsEntry(u, u.s).range), rel(baseGrid())), 'before: the attack range');
u.skill.gainSp(1000);
assert.ok(h.runUntil(() => u.skill.active, 5));
const during = unitStatsEntry(u, u.s).range;
assert.ok(sameSet(rel(during), rel(s3Grid())), 'during S3: the skill range');
assert.ok(sameSet(keysOf(during, u), new Set(u.rangeKeys)), 'exactly the tiles the sim attacks');
u.skill.stop();
assert.ok(sameSet(rel(unitStatsEntry(u, u.s).range), rel(baseGrid())), 'after: the attack range again');
// an enemy has no range on its card
assert.equal(unitStatsEntry(h.enemy('enemy_main')).range, undefined);
done(h);
});
test('extendedGrid: the relative form of absoluteRangeKeys\' rangeExtend, for every facing (random grids)', () => {
const rng = createRng(77);
for (let n = 0; n < 200; n++) {
const g = [];
const cells = 1 + Math.floor(rng() * 8);
for (let i = 0; i < cells; i++) g.push([Math.floor(rng() * 7) - 3, Math.floor(rng() * 6) - 1]);
const ext = [0, 0.25, 1, 1.5, 2, 3][n % 6];
for (const dir of ['UP', 'RIGHT', 'DOWN', 'LEFT']) {
const want = new Set(absoluteRangeKeys(g, 10, 10, dir, ext));
const got = new Set(absoluteRangeKeys(extendedGrid(g, ext), 10, 10, dir, 0));
assert.ok(sameSet(got, want), `${JSON.stringify(g)} +${ext} ${dir}`);
}
}
assert.deepEqual(extendedGrid([[0, 0], [0, 1], [1, 0]], 1).map(String).sort(), ['0,0', '0,1', '0,2', '1,0', '1,1']);
assert.deepEqual(extendedGrid(null, 2), []);
});
// ---- audit: every attack-range change of the mode -----------------------------------------------------------------
/** "攻击范围改变 / 扩大 / 缩小 / 缩短" ("攻击范围与溅射范围扩大"), "攻击距离+N", "攻击范围改为…" — an attack-range change (plain text; not a 技能范围). */
const RANGE_TEXT = /攻击范围(?:与溅射范围)?(?:改变|扩大|缩小|缩短)|攻击距离\+|攻击范围改为/;
/** Text-matched skills whose range the audit table checks by hand (their kit draws the range itself). */
const BY_HAND = new Map([
['skchr_lionhd_2', 'instant: the burst hits the 3-3 skill range at its cast (kit onStart); no lasting range'],
['skchr_fartth_3', '前方无限长的直线 (CUSTOM_RANGE kit line)'],
['skchr_agoat2_3', '整个战场 (WHOLE_FIELD)'],
]);
function rangeSkills() {
const out = [];
for (const c of Object.values(C)) {
if (!(c.visible || (c.isGolden && C[c.baseId]?.visible))) continue;
for (const s of c.skills || []) {
const ext = s.bb?.ability_range_forward_extend ?? s.bb?.['attack@ability_range_forward_extend'] ?? null;
const text = RANGE_TEXT.test(s.desc || '');
if (!text && !(ext >= 1)) continue;
out.push({ c, s, ext: ext >= 1 ? Math.floor(ext) : 0, text });
}
}
return out;
}
test('audit: every selectable attack-range change attacks with the official grid while it runs and shows it as the live range', () => {
const list = rangeSkills();
assert.ok(list.length >= 90, `normal + elite records (${list.length})`);
const seen = new Set();
for (const { c, s, ext } of list) {
if (BY_HAND.has(s.skillId)) { seen.add(s.skillId); continue; }
const h = makeBattle({ units: [{ chessId: c.chessId, row: 10, col: 5, dir: 'UP', skillIndex: s.index }], autoFinish: false, timeLimit: 30 });
const u = h.unit(c.chessId);
h.step();
const permExt = u.s.rangeExtend;
const grid = s.rangeGrid && !ext ? s.rangeGrid : c.rangeGrid;
const want = keysOf(grid, u, permExt + ext);
if (s.skillType !== 'PASSIVE' && !/被动效果:攻击范围扩大/.test(s.desc)) {
assert.ok(u.skill.activate('test', { free: true }), `${c.chessId} ${s.name}: cast`);
h.step();
assert.ok(u.skill.active, `${c.chessId} ${s.name}: running`);
}
assert.ok(sameSet(new Set(u.rangeKeys), want), `${c.chessId} S${s.index + 1} ${s.name}: the attack tiles`);
const live = unitStatsEntry(u, u._s).range;
assert.ok(sameSet(keysOf(live, u), want), `${c.chessId} S${s.index + 1} ${s.name}: the live range on the card`);
done(h);
}
assert.deepEqual([...seen].sort(), [...BY_HAND.keys()].sort(), 'the hand-checked skills are still in the data');
});
test('audit: the DEFAULT trigger of an attack-range change reads the INITIAL range (PRTS "技能就绪,且即将进行普通攻击")', () => {
// an enemy on [0,4]: inside 4-11, outside 3-1
for (const id of [BLAZE, 'chess_char_5_03_b']) {
const h = blazeArena([{ key: 'enemy_far', pos: [10, 7] }], { id });
const u = h.unit(id);
h.step();
u.skill.gainSp(1000);
h.run(4);
assert.equal(h.hooksOf('skillStart').length, 0, `${id}: no cast`);
done(h);
}
});
test('real product path: a BattleSpec (S3 by loadout) on act2 m01 with a real wave — 烛煌 picks her targets on 4-11 and splashes past it', () => {
// the round-5 template with its placeholder enemies as they stand (ground and air, both gates)
const tpl = ds.getWave('act1autochess_05');
const spawns = tpl.spawns.map((s) => ({ time: s.time, enemyKey: s.key, routeIndex: s.routeIndex, count: s.count, interval: s.interval }));
const spec = buildBattleSpec({
battleId: 'fb1e', fieldId: 'n:p1', kind: 'normal', seed: 4242, modeId: 'mode_multi_hard', round: 5, stageId: 'act2autochess_m01',
timeLimit: 110, players: [{ playerId: 'p1', seat: 0, side: 'L', colOffset: 0, bonds: {}, playerEffects: [], units: [
{ uid: 1, kind: 'chess', chessId: BLAZE, row: 11, col: 6, dir: 'RIGHT', skillIndex: 2 },
{ uid: 2, kind: 'chess', chessId: 'chess_char_3_12_a', row: 10, col: 8, dir: 'RIGHT' },
{ uid: 3, kind: 'chess', chessId: 'chess_char_1_10_a', row: 11, col: 8, dir: 'RIGHT' },
] }], spawns, routes: tpl.routes, flags: {}, waveId: 'act1autochess_05',
});
const b = createBattleFromSpec(spec, ds, { recordEvents: false, quiet: true });
const u = b.allyUnits.find((x) => x.uid === 1);
assert.equal(u.def.skill.id, 'skchr_blaze2_3');
let picks = 0, offGrid = 0, splashOut = 0, casts = 0;
b.on('skillStart', (c) => { if (c.unit === u) casts++; });
b.on('attack', (c) => {
if (c.attacker !== u || !u.skill.active) return;
const s3 = keysOf(s3Grid(), u);
for (const t of c.targets) { picks++; if (!s3.has(tileKey(t)) && t.blockedBy !== u) offGrid++; }
});
b.on('damaged', (c) => {
if (c.source !== u || !u.skill.active || !c.dmg.isSplash) return;
if (!keysOf(s3Grid(), u).has(tileKey(c.target))) splashOut++;
});
for (let i = 0; i < 110 * 30 && !b.finished; i++) b.step();
assert.equal(b.errors.length, 0);
assert.ok(casts >= 1, `S3 cast (${casts})`);
assert.ok(picks > 10, `S3 attacks (${picks})`);
assert.equal(offGrid, 0, 'every S3 target stands on 4-11');
assert.ok(splashOut > 0, `splash victims outside 4-11 (${splashOut})`);
});
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// Community report after 0.1.0 (batch 5, E1): "干员烛煌开启3技能时候攻击范围不会变". The sim attacked with S3's 4-11
// (test/sim/feedback1e-skillrange.test.js); the battle detail card did not — its 攻击范围 mini-map kept the base 3-1 grid
// while the live stats beside it showed S3's ATK and interval. The card now draws the live entry's `range`
// (shared/protocol.js unitStatsEntry: the grid the unit attacks with now) — in battle from the browser's own sim, in prep
// from the start-of-battle preview — and names a whole-field range instead of drawing it.
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { readFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import { makeBattle, enemyRec } from '../helpers/battleHarness.js';
import { unitStatsEntry } from '../../shared/protocol.js';
const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '../..');
// the browser data store reads the real data files from disk (the card renders below)
globalThis.fetch = async (url) => {
const name = String(url).split('/').pop();
try {
const body = readFileSync(path.join(ROOT, 'data', name), 'utf8');
return { ok: true, status: 200, json: async () => JSON.parse(body) };
} catch {
return { ok: false, status: 404, json: async () => ({}) };
}
};
const { ChessDetail, RangeGrid, cardRangeGrid, FIELD_WIDE_CELLS } = await import('../../public/js/ui/detailPanel.js');
const { data } = await import('../../public/js/data.js');
function* walk(v) {
if (Array.isArray(v)) { for (const x of v) yield* walk(x); return; }
if (!v || typeof v !== 'object') return;
yield v;
if (typeof v.type === 'function' && v.type.name === 'RangeGrid') { yield* walk(v.type(v.props)); return; }
yield* walk(v.props?.children);
}
const hasClass = (v, c) => typeof v?.props?.class === 'string' && v.props.class.split(/\s+/).includes(c);
const onCells = (tree) => [...walk(tree)].filter((n) => n.type === 'i' && hasClass(n, 'on')).length;
const BLAZE = 'chess_char_5_03_a';
/** 烛煌's live entry from a real battle: before / during her S3. */
function blazeLive() {
const h = makeBattle({
defs: { enemies: { enemy_a: enemyRec({ key: 'enemy_a', hp: 1e7, speed: 0 }) } },
units: [{ chessId: BLAZE, row: 10, col: 3, dir: 'RIGHT', skillIndex: 2 }], enemies: [{ key: 'enemy_a', pos: [10, 4] }],
autoFinish: false, timeLimit: 60,
});
const u = h.unit(BLAZE);
h.step();
const before = { ...unitStatsEntry(u, u._s), src: 'battle' };
u.skill.gainSp(1000);
h.runUntil(() => u.skill.active, 5);
const during = { ...unitStatsEntry(u, u._s), src: 'battle' };
return { before, during };
}
test('the battle card\'s 攻击范围 follows 烛煌 S3: 10 tiles (3-1) before, 13 (4-11) while it runs', async () => {
await data.loadAll('chess', 'garrisons', 'assets', 'bonds', 'items');
const c = data.lookup('chess', BLAZE);
const { before, during } = blazeLive();
assert.equal(before.range.length, 10);
assert.equal(during.range.length, 13);
const stats = (live) => ChessDetail({ chess: c, piece: null, editable: false, bonds: [], loadout: null, live }).find((b) => b.key === 'stats');
assert.equal(onCells(stats(before)), 10, 'the base range');
assert.equal(onCells(stats(during)), 13, 'the S3 range on the card');
assert.equal(onCells(stats(null)), 10, 'no live entry: the record\'s attack range');
});
test('cardRangeGrid: the live range first, else the loadout record\'s attack range; a whole-field range is named, not drawn', async () => {
await data.loadAll('chess');
const c = data.lookup('chess', BLAZE);
assert.deepEqual(cardRangeGrid({ range: [[0, 0], [0, 1]] }, c, c), [[0, 0], [0, 1]]);
assert.equal(cardRangeGrid({ range: [] }, c, c), c.rangeGrid, 'an empty live range is ignored');
assert.equal(cardRangeGrid(null, c, c), c.rangeGrid);
assert.equal(cardRangeGrid({ atk: 1 }, null, c), c.rangeGrid, 'an entry without range (an older server): the record');
const whole = [];
for (let dr = -18; dr <= 18; dr++) for (let dc = -20; dc <= 20; dc++) whole.push([dr, dc]);
assert.ok(whole.length >= FIELD_WIDE_CELLS);
const v = RangeGrid({ grid: whole });
assert.ok(hasClass(v, 'rgrid-all'));
assert.equal(v.props.children, '全场');
assert.ok(!hasClass(RangeGrid({ grid: c.rangeGrid }), 'rgrid-all'));
});
test('a whole-field skill (纯烬艾雅法拉 S3 "攻击范围扩大至整个战场") reaches the card as such', async () => {
await data.loadAll('chess', 'garrisons', 'assets', 'bonds', 'items');
const id = 'chess_char_6_20_a';
const h = makeBattle({ units: [{ chessId: id, row: 10, col: 5, dir: 'RIGHT', skillIndex: 2 }], autoFinish: false, timeLimit: 30 });
const u = h.unit(id);
h.step();
assert.ok(u.skill.activate('test', { free: true }));
h.step();
const live = { ...unitStatsEntry(u, u._s), src: 'battle' };
assert.ok(live.range.length >= FIELD_WIDE_CELLS);
const stats = ChessDetail({ chess: data.lookup('chess', id), piece: null, editable: false, bonds: [], loadout: null, live }).find((b) => b.key === 'stats');
assert.ok([...walk(stats)].some((n) => hasClass(n, 'rgrid-all')), '全场');
});
test('the game screen hands the card the live entry it already reads (battle runner / m.unitStats)', () => {
const src = readFileSync(path.join(ROOT, 'public/js/ui/detailPanel.js'), 'utf8');
assert.match(src, /grid=\$\{cardRangeGrid\(live, fr, c\)\}/);
const game = readFileSync(path.join(ROOT, 'public/js/screens/game.js'), 'utf8');
assert.match(game, /battleRunner\.unitStats\(uid, fid\)/);
});