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\ No newline at end of file diff --git a/docs/ASSETS.md b/docs/ASSETS.md index 5fcc8512..b125a568 100644 --- a/docs/ASSETS.md +++ b/docs/ASSETS.md @@ -189,6 +189,10 @@ All paths are URL paths relative to the site root, for example `/assets/char/ava } ``` +The enemies' attack clip lengths are also a data input: `tools/build-data.mjs` copies each enemy model's +`anims.attack.loop` length and first `hits` time into data/enemies.json `attackAnim` (the sim stands an unblocked +ranged enemy for that clip, GitHub #58; docs/DATA.md §9) — rebuild the data after a manifest change that touches them. + ### The `Roles` object ```js diff --git a/docs/DATA.md b/docs/DATA.md index 894a7461..d1e22a39 100644 --- a/docs/DATA.md +++ b/docs/DATA.md @@ -358,6 +358,8 @@ blackboards (transitively). Level = `randomEnemyAttributeDict[key].level` (0 for | `hitArea` | `{"w":4.95,"h":2.95,"dx":0,"dy":1}` (`enemy_9013_acstmk`) | **huge units only** (巨型单位, 7 keys: 假想敌:胄 ×2, 假想敌:管 ×2 — the 隐秘核心 one `dx` 1 —, 盐风主教昆图斯, 阿利斯泰尔,帝国余晖, “萨米的意志”): the hit rectangle, `w` tiles along the columns × `h` along the rows, centred on the unit's position moved `dx` columns right / `dy` rows up (sim/body.js; user playtest #5). Not in the game tables (the collider lives in the prefab): `tools/build-data.mjs HIT_AREAS` by `prefabKey`, from PRTS "巨型单位:受击判定区域为长4.95、宽2.95的长方形,向上偏移1.0" and PRTS盟约记录 (the season's 阿利斯泰尔 / “萨米的意志” versions); absent = a point. All 7 are also 自缚 + 无法被阻挡 (PRTS 天赋 — not a data field either: content/bosses.js `SELF_BOUND`) | | `staticBody` | `true` (`enemy_1005_yokai` 妖怪) | **静态刚体 only** (28 keys: every air unit of the mode except “炎佑” — 妖怪 ×3, 御4, 暴鸰, 法术大师 ×2, 寒霜, 帝国炮火先兆者 ×2, 枯朽之种, 枯朽萃聚使徒, 护障 ×2, 远眺, 愧悔魂灵圣杯, 假想敌:黑云, “斩胄之剑”, “破胄之锤”, 刺胄之弹, 未装配刀片, 防护背心, 冲击式施术单元, 节日气球, “萨科塔之翼 / 之眼 / 昂首” — plus the ground boss 盐风主教昆图斯): pushes and pulls never move it, the skills still hit it (sim `Battle._displaceable`; player report after 0.1.0). PRTS 特殊机制 静态刚体: "该单位的Unity刚体的刚体类型为部分静态(Kinematic)或静态(Static)…无法产生任何速度或移动…※是否为静态刚体与单位的行动方式无关". Not in the game tables (the rigidbody lives in the prefab): `tools/build-data.mjs STATIC_BODIES` by key, from the 天赋 "{{特殊机制|静态刚体}}" of each enemy's PRTS page (every enemy of the file, read 2026-10-03); absent = a dynamic body | | `modelScale` | `0.5926` (`enemy_1005_yokai_3` 威龙) | official drawn size of the enemy's Spine model relative to the standard (user playtest #6): the battle prefab's transform scale down to its Spine renderer (Graphic × FaceSwitcher × Spine; SkeletonDataAsset.scale is 0.01 for every enemy skeleton) ÷ 0.27, the standard of 1454 of the client's 2147 enemy prefabs (2080 have exactly one Spine renderer) and of the operators' battle skins. The renderer multiplies `UNIT.modelScale` by it (render/units.js `enemyModelScale`). 125 keys (122 prefabs) carry one, from 0.5926 (威龙 0.16; 妖怪 0.7407, 寒霜 0.6667) to 2.2222 (青铜镜 / 青瓷茶器 0.6); absent = 1. Not in the game tables: `tools/build-data.mjs MODEL_SCALES` by `prefabKey`, read from the local client by `tools/local-extract/enemy_scales.py` | +| `attackAnim` | `{"clip":"Attack","dur":1,"hit":0.533}` (`enemy_1019_jshoot` 隐形弩手) | the enemy's attack clip — the one the client plays for its attacks (data/assets.json `anims.attack.loop` of its model, not an Idle stand-in) —, its length (s) and first strike frame (`hits`, the OnAttack event; absent when the clip has none). An unblocked ranged enemy stands for this clip at each attack (sim/ai.js `attackStand`, GitHub #58). 213 keys; absent = no attack clip known (御4, 寒霜, the 岁 relics …: the sim keeps `ATTACK_PAUSE`). Not in the game tables: `tools/build-data.mjs enemyAttackAnim` reads the committed asset manifest (tools/fetch-assets.mjs, from the Spine skeletons) | +| `attackMoves` | `true` | **「不停止移动」 attackers only**: the handbook ability text says it attacks on the move (“十字路口”量产型's 四向攻击) — it never stops to attack (sim/ai.js `attackStand`). No enemy of the mode has it (build-data `attacksOnTheMove`) | ## 10. `factions.json` — special enemies (特训敌人) diff --git a/docs/SIM.md b/docs/SIM.md index b2628330..5f000f77 100644 --- a/docs/SIM.md +++ b/docs/SIM.md @@ -273,7 +273,10 @@ not [ASSUMED, §21.22]. Until 0.1.2 they took every ally in the area (GitHub iss every ally there: the "无视无法选择 / 无视可选性" abilities above (and 远眺's death 暴露, 圆仔's facing count), 寒霜's aura (PRTS names its 攻速下降 Debuff among the effects that "无视隐匿状态起作用") and map / tile / terrain effects (“墓碑”'s halving — PRTS: a map effect —, 【国度】, a chimera's 源石污染区 aura [ASSUMED for the last two]) -and pause `ATTACK_PAUSE` (0.35 s) after each unblocked attack; `fear`/`disarm` stop attacks; `dmgType 'none'` enemies +and, unblocked, stand for each attack's clip — `attackStand`: data/enemies.json `attackAnim`, through its wind-up +(cooldown ≤ the strike frame, a target in range) and the rest of the clip after the strike, shortened when the attacks +come quicker than the clip; `ATTACK_PAUSE` (0.35 s) after the strike when no clip is known; an `attackMoves` +(「不停止移动」) enemy never stops; a stun ends the stand; GitHub #58 — then walk on; `fear`/`disarm` stop attacks; `dmgType 'none'` enemies never attack — unless content arms them through `enemy.profile` (`noAttack: false`, `melee`, `dmgType`, `maxTargets`: 转译基底·α's 寻仇者 / 特战术师 forms, which then attack like any enemy); `dmgType 'heal'` enemies heal the lowest-HP% enemy in their radius instead. A `noMove` enemy stands (not `moving`, drawn idle). Content can take over an enemy's attack: `enemy.profile.deferHit` = the engine makes the attack (target, timing, the `'atk'` event) but deals no diff --git a/server/sim/Battle.js b/server/sim/Battle.js index d49aea71..563b875b 100644 --- a/server/sim/Battle.js +++ b/server/sim/Battle.js @@ -815,7 +815,8 @@ export class Battle { e.deploySeq = ++this._deploySeq; e.deployedAt = this.time; e.atkCd = 0; - e.pauseUntil = -Infinity; + e.pauseUntil = -Infinity; // content holds (暴鸰's drop) + e.atkStandUntil = -Infinity; // standing for its attack clip (ai.js attackStand) // every enemy profile starts with the same fields (stable object shapes keep the hot loop's property reads fast); // `dmgType` null = the data's (content may arm a data-unarmed enemy: ai.js enemyAttack) e.profile = { noAttack: def.dmgType === 'none', maxTargets: 1, atkScale: 1, dmgType: null }; diff --git a/server/sim/ai.js b/server/sim/ai.js index 93b50323..ccc164f0 100644 --- a/server/sim/ai.js +++ b/server/sim/ai.js @@ -16,10 +16,11 @@ // always target the enemies it blocks, in range or not, whatever its facing, and targets them first (acquireTargets, // Battle.blockedTargets; user playtest #6: "阻挡了就一定要能打到"); a heal attack keeps selecting injured allies while // its unit blocks (PRTS 卫戍协议/帮助 "对于医疗干员(咒愈师分支除外),攻击目标为需要治疗的单位"). -// Unblocked ranged enemies attack allies within their radius and pause ATTACK_PAUSE seconds after each attack; the -// candidates pass the enemy's own rule (`e.profile.canTarget`) and are ordered blocker → taunt → latest deployed -// (targeting.js sortAllyTargets). An enemy's damage type is its data's unless content arms it (`e.profile.dmgType`: -// 转译基底's forms, whose data never attacks). Reaching the final leg's end = leak. A `fear` (恐惧) status suspends the route: the +// Unblocked ranged enemies attack allies within their radius and stand for each attack's clip — through its wind-up +// and until the clip ends — then walk on (attackStand, GitHub #58; ATTACK_PAUSE after the strike when no clip is known; +// 「不停止移动」 attackers never stop); the candidates pass the enemy's own rule (`e.profile.canTarget`) and are ordered +// blocker → taunt → latest deployed (targeting.js sortAllyTargets). An enemy's damage type is its data's unless content +// arms it (`e.profile.dmgType`: 转译基底's forms, whose data never attacks). Reaching the final leg's end = leak. A `fear` (恐惧) status suspends the route: the // enemy runs between random checkpoints away from the fear's source (fear.js moveFeared; a self-inflicted fear // flutters inside its own tile); an `attract` (诱导) status walks it to the status point instead (moveAttracted); // both re-plan the route when released (恐惧 outranks 诱导). @@ -449,9 +450,11 @@ export function updateEnemy(b, e, dt) { // hidden (teleporting) enemies only advance wait legs const stunned = e.s.flags.stun; if (e.atkCd > 0 && !stunned && !e.hidden) e.atkCd = Math.max(0, e.atkCd - dt); - if (!e.hidden && !stunned) enemyAttack(b, e); + // true: an unblocked ranged enemy in the wind-up of its next attack with a target in range (it stands) + const winding = !e.hidden && !stunned && enemyAttack(b, e); if (!e.alive) return; - if (stunned && !e.hidden) return; + // a stun / freeze / sleep cuts the attack clip short: no stand left once it ends [ASSUMED] + if (stunned && !e.hidden) { e.atkStandUntil = -Infinity; return; } if (e.blockedBy) { const bl = e.blockedBy; // (unblockable/levitate/fear may also arrive through a plain addBuff, which does not unblock by itself; a @@ -462,6 +465,9 @@ export function updateEnemy(b, e, dt) { } if (!e.hidden && b._checkBlock(e)) return; if (b.time < e.pauseUntil) return; + // standing for an attack clip (attackStand, GitHub #58): drawn idle — the client plays the clip, then Move again; a + // 恐惧 runs at once (it cannot attack) + if (winding || (b.time < e.atkStandUntil && !e.s.flags.fear)) { e.moving = false; return; } if (e.s.flags.noMove) { e.moving = false; return; } // standing (a 重生, a form change): drawn idle, not walking // 恐惧 (ba.fear "无法被阻挡并四散逃跑"; PRTS 诱发移动: 恐惧 outranks 诱导): runs to random tiles of the fan away from // its source — a self-inflicted fear flutters inside its own tile (fear.js); the route re-plans once it ends @@ -573,15 +579,45 @@ function advanceRoute(b, e, dt, R) { } } +/** + * How long an unblocked ranged enemy stands for one attack (GitHub #58 — the owner's decision of 2026-10-04 from + * first-hand memory of the official game: a ranged enemy stops for each attack's animation and walks on between + * attacks; the handbook names attacking on the move as a special ability, “十字路口”量产型's 「不停止移动的四向攻击」). + * [ASSUMED] the stand lasts exactly its attack clip — data/enemies.json `attackAnim` { dur, hit }: the clip the client + * plays for its attacks and its strike frame (tools/build-data.mjs, from the asset manifest) —, `hit` of it before + * the strike (the wind-up, while a target is in range) and the rest after it, both shortened when the attacks come + * quicker than the clip (it then plays faster: render/spine.js, the same rule) — no source gives a length. An enemy in + * another form (掠海漂移体's crawl, 转译基底's forms, 杰斯顿's second form) stands for its base clip [ASSUMED]. + * Returns the wind-up and rest (s) into `out`: an enemy with no attack clip known stands ATTACK_PAUSE after the strike + * (the old rule), a 「不停止移动」 one (`attackMoves`: data or content) never stops. + */ +export function attackStand(e, out = { wind: 0, rest: 0 }) { + out.wind = 0; out.rest = 0; + if (e.profile?.attackMoves ?? e.def?.attackMoves) return out; + const a = e.def?.attackAnim; + if (!a || !(a.dur > 0)) { out.rest = ATTACK_PAUSE; return out; } + const iv = e.s.interval; + const speed = iv > 0 && iv < a.dur ? a.dur / iv : 1; + const hit = Number.isFinite(a.hit) ? Math.min(a.dur, Math.max(0, a.hit)) : a.dur / 2; + out.wind = hit / speed; + out.rest = (a.dur - hit) / speed; + return out; +} +const STAND = { wind: 0, rest: 0 }; + +/** + * One tick of an enemy's attack: attacks when its cooldown is over and a target is in reach. Returns true while an + * unblocked ranged enemy is in the wind-up of its next attack (cooldown ≤ its clip's wind-up, attackStand) with a + * target in range: it stands (updateEnemy). + */ function enemyAttack(b, e) { const def = e.def; - if (e.profile && e.profile.noAttack) return; + if (e.profile && e.profile.noAttack) return false; const dmgType = (e.profile && e.profile.dmgType) || def.dmgType; - if (dmgType === 'none' || e.s.atk <= 0) return; - if (e.s.flags.fear || e.s.flags.disarm) return; - if (e.s.flags.tremble && e.blockedBy) return; // 战栗: 被阻挡后无法进行普通攻击 - if (e.atkCd > 0) return; - if (dmgType === 'heal') { enemyHeal(b, e, e.base.rangeRadius); return; } + if (dmgType === 'none' || e.s.atk <= 0) return false; + if (e.s.flags.fear || e.s.flags.disarm) return false; + if (e.s.flags.tremble && e.blockedBy) return false; // 战栗: 被阻挡后无法进行普通攻击 + if (dmgType === 'heal') { if (e.atkCd <= 0) enemyHeal(b, e, e.base.rangeRadius); return false; } // applyWay MELEE enemies only ever hit their blocker, even when their data carries a rangeRadius (粉碎攻坚手 2.5, // 宿主士兵 2.5, 深池伙友卫队 1.4 … — that radius belongs to their abilities/splash, handled by content). // Content may flip it with `e.profile.melee = false`. @@ -592,6 +628,11 @@ function enemyAttack(b, e) { // `e.profile.canTarget(ally)`: the enemy's own target rule (只攻击地面单位, 不会攻击飞行单位 …; content/enemies.js), // applied to the candidates before the priority sort and the target count const own = e.profile && typeof e.profile.canTarget === 'function' ? e.profile.canTarget : null; + if (e.atkCd > 0) { + // the wind-up of the next attack (GitHub #58): an unblocked ranged enemy stands once a target is in range + if (e.blockedBy || radius <= 0 || !(e.atkCd <= attackStand(e, STAND).wind + 1e-9)) return false; + return b.alliesInRadius(e.x, e.y, reach, null).some((a) => canTargetAlly(e, a, true) && (!own || own(a))); + } let targets = []; if (e.blockedBy) { const bl = e.blockedBy; @@ -604,15 +645,16 @@ function enemyAttack(b, e) { } if (own && targets.length) targets = targets.filter((a) => own(a)); if (targets.length > 1) sortAllyTargets(e, targets); - if (!targets.length) return; + if (!targets.length) return false; // 麻痹 (ba.palsy): each stack interrupts one normal attack const palsy = e.buffs.length ? e.findBuff('palsy') : null; if (palsy) { if (--palsy.stacks <= 0) b.removeBuff(e, palsy); else e.markDirty(); e.atkCd = e.s.interval; - if (!e.blockedBy && radius > 0) e.pauseUntil = b.time + ATTACK_PAUSE; + // the interrupted attack ends its clip: the old short stand after it (PRTS 异常效果 麻痹: 0.5 s 麻痹震颤 — not modelled) + if (!e.blockedBy && radius > 0 && !(e.profile?.attackMoves ?? def.attackMoves)) e.atkStandUntil = b.time + ATTACK_PAUSE; b.fx('palsy', { x: e.x, y: e.y, id: e.id }); - return; + return false; } const n = Math.max(1, Math.floor(e.profile?.maxTargets ?? 1) + Math.floor(e.s.maxTargets)); if (targets.length > n) targets = targets.slice(0, n); @@ -620,7 +662,7 @@ function enemyAttack(b, e) { const ctx = { attacker: e, targets, isSkill: false, profile: e.profile }; b.emit('beforeAttack', ctx); targets = (ctx.targets || []).filter((t) => t && t.alive); - if (!targets.length || !e.alive) return; + if (!targets.length || !e.alive) return false; } e.lastAttackAt = b.time; e.stats.attacks++; @@ -644,7 +686,9 @@ function enemyAttack(b, e) { } if (b._hooks.attack) b.emit('attack', { attacker: e, targets, isSkill: false }); e.atkCd = e.s.interval; - if (!e.blockedBy && radius > 0) e.pauseUntil = b.time + ATTACK_PAUSE; + // stands for the rest of its attack clip (attackStand; the wind-up was stood before the strike) + if (!e.blockedBy && radius > 0) e.atkStandUntil = b.time + attackStand(e, STAND).rest; + return false; } /** Enemy healers (dmgType 'heal'): heal the lowest-HP% other enemy within their radius. */ diff --git a/server/sim/constants.js b/server/sim/constants.js index 74058e7a..44210f81 100644 --- a/server/sim/constants.js +++ b/server/sim/constants.js @@ -13,7 +13,11 @@ export const COLS = GEO.COLS; /** tilesPerSecond = moveSpeed × MOVE_SCALE (DESIGN §3). */ export const MOVE_SCALE = 0.5; -/** Ranged enemies stop moving this long after each attack (DESIGN §5.5). */ +/** + * An unblocked ranged enemy stands for each attack's clip (ai.js attackStand, GitHub #58); one whose model has no attack + * clip known (no `attackAnim` in data/enemies.json) stands this long after each attack instead, as do all after an + * attack 麻痹 interrupts (DESIGN §5.5). + */ export const ATTACK_PAUSE = 0.35; /** * Collider radius of an allied unit (PRTS 作战机制 §碰撞体积与位置识别: "我方干员碰撞体积基本均为以0.25格为半径的圆形" — diff --git a/server/sim/content/enemies.js b/server/sim/content/enemies.js index 08f53531..0bc054ca 100644 --- a/server/sim/content/enemies.js +++ b/server/sim/content/enemies.js @@ -1743,7 +1743,7 @@ function kitRoar(ab) { * `_immuneStunWhenAffecting` 0, like the other enemy channels here): nothing leaves the drone, it keeps its bomb and casts * again after the skill's cooldown (1 s, counted from the interrupt) once it is free and an operator is in range. * [ASSUMED] no drop when the drone is dead at the release; the ATK at the release; the hover through the cast (the - * engine pauses an enemy for its attack clip, ATTACK_PAUSE; the drop is the drone's only attack-like cast); the + * engine stands a ranged enemy for its attack clip, ai.js attackStand; the drop is the drone's only attack-like cast); the * bomb-less look from the release (the bomb leaves the drone on that frame of the Attack clip; at the cast end — 1 tick * before the clip ends — the client would draw the bomb back for a frame); an interrupted cast does not use up the one * trigger (`_maxTriggerTime` 1 — the bomb is still on the drone); a stun after the release does not stop the cast end. diff --git a/server/sim/simdata.js b/server/sim/simdata.js index c12012aa..c7cfcd52 100644 --- a/server/sim/simdata.js +++ b/server/sim/simdata.js @@ -225,6 +225,14 @@ export function immuneSet(v, extra = null) { return out; } +/** data/enemies.json `attackAnim` → { dur, hit } (hit null = none: half the clip), or null when malformed / absent. */ +function normAttackAnim(a) { + const dur = Number(a?.dur); + if (!(Number.isFinite(dur) && dur > 0)) return null; + const hit = Number(a.hit); + return { dur, hit: a.hit != null && Number.isFinite(hit) ? Math.min(dur, Math.max(0, hit)) : null }; +} + /** Normalise an enemy record (research 05 shape or data/enemies.json shape) into an EnemyDef. */ export function normalizeEnemy(key, e) { const st = e.stats ?? e; @@ -262,6 +270,8 @@ export function normalizeEnemy(key, e) { notCountInTotal: !!(e.notCountInTotal), hitArea: normHitArea(e.hitArea), // huge units only (body.js); null = a point staticBody: !!e.staticBody, // 静态刚体: pushes / pulls never move it (Battle._displaceable) + attackAnim: normAttackAnim(e.attackAnim), // its attack clip { dur, hit } (ai.js attackStand); null = none known + attackMoves: !!e.attackMoves, // 「不停止移动」: never stops to attack (ai.js attackStand) tags: e.tags ?? [], abilities: e.abilities ?? [], skills: e.skills ?? [], diff --git a/test/sim/feedback2-enemy-attack-stand.test.js b/test/sim/feedback2-enemy-attack-stand.test.js new file mode 100644 index 00000000..0a3de3b4 --- /dev/null +++ b/test/sim/feedback2-enemy-attack-stand.test.js @@ -0,0 +1,128 @@ +// test/sim/feedback2-enemy-attack-stand.test.js — GitHub #58 「1.1中敌方远程攻击单位在攻击时任会移动」: an unblocked ranged enemy +// stands for each attack's clip — through its wind-up before the strike and the rest of the clip after it — and walks +// on between attacks (the owner's decision of 2026-10-04 from first-hand memory; the clip = data/enemies.json +// `attackAnim`, tools/build-data.mjs from the asset manifest; server/sim/ai.js attackStand). It used to stop only +// ATTACK_PAUSE (0.35 s) after each strike while the client played the attack clip over the whole walk. An enemy with no +// clip known keeps the old 0.35 s (test/sim/combat.test.js); a 「不停止移动」 attacker never stops; a stun cuts the stand. + +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, chessRec } from '../helpers/battleHarness.js'; +import { TICK, ATTACK_PAUSE } from '../../server/sim/constants.js'; +import { attackStand } from '../../server/sim/ai.js'; + +const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '../..'); +const readJson = (f) => JSON.parse(readFileSync(path.join(ROOT, f), 'utf8')); + +/** Positions per tick and attack times of the first enemy, `seconds` long. */ +function trace(h, seconds) { + const log = [], atks = []; + h.b.on('attack', (c) => { if (c.attacker.side === 'enemy') atks.push(h.b.time); }); + for (let i = 0; i < Math.round(seconds / TICK); i++) { + h.step(); + const e = h.enemies()[0]; + if (!e) break; + log.push({ t: h.b.time, x: e.x, y: e.y, moving: e.moving }); + } + return { log, atks }; +} +/** Distance walked between game times t0 and t1 (ticks after t0 up to t1). */ +function walked(log, t0, t1) { + let d = 0; + for (let i = 1; i < log.length; i++) if (log[i].t > t0 + 1e-9 && log[i].t <= t1 + 1e-9) d += Math.hypot(log[i].x - log[i - 1].x, log[i].y - log[i - 1].y); + return d; +} + +test('data: every enemy with a real attack clip carries it as attackAnim (the clip the client plays, its length and strike frame)', () => { + const enemies = readJson('data/enemies.json'), assets = readJson('data/assets.json'); + let n = 0; + for (const [k, e] of Object.entries(enemies)) { + const sp = assets.enemies[e.spine || k]?.spine; + const a = sp?.anims?.attack; + const real = !!a && typeof a.loop === 'string' && a.via !== 'idle' && sp.animations[a.loop] > 0; + assert.equal(!!e.attackAnim, real, `${k} ${e.name}`); + if (!real) continue; + n++; + assert.equal(e.attackAnim.clip, a.loop, k); + assert.equal(e.attackAnim.dur, sp.animations[a.loop], k); + const h = sp.hits?.[a.loop]; + if (Array.isArray(h) && h.length) assert.equal(e.attackAnim.hit, h[0], k); + assert.equal(e.attackMoves, undefined, `${k}: no enemy of the mode attacks on the move`); + } + assert.ok(n > 200, `${n} enemies`); + // the ranged attackers of the report + assert.deepEqual(enemies.enemy_1019_jshoot.attackAnim, { clip: 'Attack', dur: 1, hit: 0.533 }); + assert.deepEqual(enemies.enemy_1168_dumage.attackAnim, { clip: 'Attack', dur: 1.2, hit: 0.633 }); +}); + +test('隐形弩手 with an operator in range stands for its 1.0 s Attack clip at every attack (0.533 s wind-up + 0.467 s), then walks', () => { + const h = makeBattle({ units: [{ chessId: 'chess_char_3_01_a', row: 10, col: 6, dir: 'RIGHT' }], enemies: [{ key: 'enemy_1019_jshoot', time: 0, route: 0 }], + seed: 3, timeLimit: 40, autoFinish: false, hooks: ['attack'] }); + const { log, atks } = trace(h, 16); + assert.ok(atks.length >= 4, `${atks.length} attacks`); + const e = h.enemy('enemy_1019_jshoot'); + const iv = e.s.interval; + assert.ok(Math.abs(iv - 2.7) < 1e-9); + for (const t of atks.slice(1, 3)) { + // the wind-up (the strike frame at 0.533 s of the clip) and the rest of the clip: no step + assert.equal(walked(log, t - 0.533 + 2 * TICK, t), 0, `stands through the wind-up before the attack at ${t.toFixed(2)}`); + assert.equal(walked(log, t, t + 0.467 - TICK), 0, `stands for the rest of the clip after ${t.toFixed(2)}`); + assert.ok(!log.find((r) => Math.abs(r.t - (t + 0.3)) < TICK / 2).moving, 'drawn standing (not on the move clip)'); + // then it walks until the next wind-up: 2.7 − 1.0 = 1.7 s at 0.9 × 0.5 tiles/s + const d = walked(log, t + 0.467 + 2 * TICK, t + iv - 0.533 - TICK); + assert.ok(d > 0.6 && d < 0.8, `walks between the attacks (${d.toFixed(2)} tiles)`); + } +}); + +test('the stand shortens with the clip when the attacks come quicker than the clip: an enemy attacking every 1 s with a 2 s clip never walks while it has a target', () => { + const quick = { ...enemyRec({ key: 'enemy_quick', hp: 1e9, atk: 1, range: 2.5, bat: 1, speed: 1 }), attackAnim: { clip: 'Attack', dur: 2, hit: 1 } }; + const st = attackStand({ def: { attackAnim: { dur: 2, hit: 1 } }, s: { interval: 1 }, profile: {} }); + assert.deepEqual(st, { wind: 0.5, rest: 0.5 }); + const h = makeBattle({ + defs: { chess: { t_a: chessRec({ id: 't_a', stats: { maxHp: 1e9, atk: 0 } }) }, enemies: { enemy_quick: quick } }, + units: [{ chessId: 't_a', row: 10, col: 6 }], enemies: [{ key: 'enemy_quick', pos: [9, 8] }], content: 'none', autoFinish: false, timeLimit: 60, hooks: ['attack'], + }); + const { log, atks } = trace(h, 6); + assert.ok(atks.length >= 5, `${atks.length} attacks`); + assert.equal(walked(log, atks[0], atks.at(-1)), 0, 'stands from the first attack on'); +}); + +test('a 「不停止移动」 attacker (attackMoves) keeps walking through its attacks', () => { + const rec = (attackMoves) => ({ ...enemyRec({ key: 'enemy_mover', hp: 1e9, atk: 1, range: 2.5, bat: 2, speed: 1 }), attackAnim: { clip: 'Attack', dur: 1.5, hit: 0.5 }, ...(attackMoves ? { attackMoves: true } : {}) }); + const run = (attackMoves) => { + const h = makeBattle({ + defs: { chess: { t_a: chessRec({ id: 't_a', stats: { maxHp: 1e9, atk: 0 } }) }, enemies: { enemy_mover: rec(attackMoves) } }, + units: [{ chessId: 't_a', row: 10, col: 6 }], enemies: [{ key: 'enemy_mover', time: 0, route: 0 }], content: 'none', autoFinish: false, timeLimit: 60, hooks: ['attack'], + }); + return trace(h, 12); + }; + const moving = run(true), standing = run(false); + assert.ok(moving.atks.length >= 3 && standing.atks.length >= 3); + for (const t of moving.atks.slice(1, 3)) assert.ok(walked(moving.log, t - 0.5, t + 1) > 0.6, `walks through the attack at ${t.toFixed(2)}`); + // (the first attack lands as the target comes into range, its cooldown long over: no wind-up to stand through) + for (const t of standing.atks.slice(1, 3)) assert.equal(walked(standing.log, t - 0.5 + 2 * TICK, t + 1 - TICK), 0, 'the same enemy without it stands'); +}); + +test('no attack clip known: ATTACK_PAUSE after the strike and no wind-up stand; a stun cuts a stand short', () => { + assert.deepEqual(attackStand({ def: {}, s: { interval: 2 }, profile: {} }), { wind: 0, rest: ATTACK_PAUSE }); + assert.deepEqual(attackStand({ def: { attackMoves: true, attackAnim: { dur: 2, hit: 1 } }, s: { interval: 2 }, profile: {} }), { wind: 0, rest: 0 }); + const slow = { ...enemyRec({ key: 'enemy_slow', hp: 1e9, atk: 1, range: 2.5, bat: 5, speed: 1 }), attackAnim: { clip: 'Attack', dur: 3, hit: 0.5 } }; + const h = makeBattle({ + defs: { chess: { t_a: chessRec({ id: 't_a', stats: { maxHp: 1e9, atk: 0 } }) }, enemies: { enemy_slow: slow } }, + units: [{ chessId: 't_a', row: 10, col: 6 }], enemies: [{ key: 'enemy_slow', pos: [9, 8] }], content: 'none', autoFinish: false, timeLimit: 60, hooks: ['attack'], + }); + h.step(); + const e = h.enemy('enemy_slow'); + assert.ok(e.lastAttackAt >= 0, 'attacked at once'); + assert.ok(Math.abs(e.atkStandUntil - (h.b.time - TICK + 2.5)) < 1e-6, 'stands the 2.5 s after the strike'); + h.run(0.5); + const x0 = e.x; + h.b.applyStatus(e, 'stun', { duration: 0.5 }); + h.run(0.6); + assert.equal(e.atkStandUntil, -Infinity, 'the stun ended the stand'); + h.run(0.3); + assert.notEqual(e.x, x0, 'walks once the stun is over'); +}); diff --git a/tools/build-data.mjs b/tools/build-data.mjs index fed6ac36..54ae272b 100644 --- a/tools/build-data.mjs +++ b/tools/build-data.mjs @@ -337,9 +337,20 @@ async function loadContext() { return { act, ac, charTable, skillTable, rangeTable, uniequip, battleEquip, handbook, enemyDb, levels, templateIds: [...templateIds].sort(naturalCmp), stageIds, enemyDataLevelId, research, + manifest: await loadManifest(), }; } +/** + * The committed asset manifest data/assets.json (tools/fetch-assets.mjs; docs/ASSETS.md) — the enemies' attack clip + * lengths (enemyAttackAnim); null when absent or unreadable (no `attackAnim` then, with a warning). + */ +async function loadManifest() { + const abs = join(ROOT, 'data', 'assets.json'); + if (!existsSync(abs)) { warn('data/assets.json not found; enemies get no attackAnim'); return null; } + try { return JSON.parse(await readFile(abs, 'utf8')); } catch (e) { warn(`data/assets.json unreadable: ${e.message}`); return null; } +} + // ===== shared game-object helpers =============================================================== /** Range grid [[dRow,dCol]…] of a range_table id (facing right), or null. */ @@ -1777,6 +1788,28 @@ const MODEL_SCALES = new Map([ const MODEL_SCALE_BY_PREFAB = new Map(); for (const [v, list] of MODEL_SCALES) for (const k of list) MODEL_SCALE_BY_PREFAB.set(`enemy_${k}`, Math.round((v / MODEL_SCALE_STANDARD) * 1e4) / 1e4); +/** + * An enemy's attack clip → enemies.json `attackAnim` { clip, dur, hit } (GitHub #58: an unblocked ranged enemy stands for + * its attack clip, server/sim/ai.js attackStand): the clip the client plays for its attacks (the asset manifest's + * `anims.attack.loop` of the enemy's model — not an Idle stand-in, `via: 'idle'`), its length and its first strike + * frame (`hits`: the clip's OnAttack event; absent when it has none — the sim then takes half the clip). Read from the + * committed data/assets.json (written by tools/fetch-assets.mjs from the Spine skeletons; docs/ASSETS.md), so the sim + * never reads client files; an enemy whose model the manifest lacks gets none (the sim falls back to ATTACK_PAUSE). + */ +function enemyAttackAnim(manifest, spineId) { + const sp = manifest?.enemies?.[spineId]?.spine; + const a = sp?.anims?.attack; + if (!a || typeof a.loop !== 'string' || a.via === 'idle') return null; + const dur = sp.animations?.[a.loop]; + if (!(typeof dur === 'number' && dur > 0)) return null; + const h = sp.hits?.[a.loop]; + const hit = Array.isArray(h) && Number.isFinite(h[0]) ? Math.min(dur, Math.max(0, h[0])) : null; + return hit != null ? { clip: a.loop, dur, hit } : { clip: a.loop, dur }; +} + +/** The handbook's 「不停止移动」 attack (“十字路口”量产型's 四向攻击) → enemies.json `attackMoves`: it never stops to attack. */ +const attacksOnTheMove = (abilities) => abilities.some((a) => a.text.includes('不停止移动')); + /** * The 鸭爵 strategy's swapped-in enemies (`round_start_all_player_change_enemy_2` enemylist — the act2 versions, *_2) * cost BAND_SWAP_LPR at the protection point, not the database's lifePointReduce 0 (the roguelike 宝藏 rule): PRTS @@ -1867,6 +1900,7 @@ function buildEnemies(ctx) { const descRaw = mv(data.description); const hitArea = HIT_AREAS[mv(data.prefabKey) || key] || null; const modelScale = MODEL_SCALE_BY_PREFAB.get(mv(data.prefabKey) || key) ?? null; + const attackAnim = enemyAttackAnim(ctx.manifest, mv(data.prefabKey) || key); out[key] = { key, name, level: wantLevel, rank: mv(data.levelType, 'NORMAL'), handbookIndex: hb?.enemyIndex || null, desc: stripRich(descRaw), descRaw: richRaw(descRaw), @@ -1889,6 +1923,8 @@ function buildEnemies(ctx) { ...(hitArea ? { hitArea: { ...hitArea } } : {}), ...(STATIC_BODIES.has(key) ? { staticBody: true } : {}), ...(modelScale != null && modelScale !== 1 ? { modelScale } : {}), + ...(attackAnim ? { attackAnim } : {}), + ...(attacksOnTheMove(abilities) ? { attackMoves: true } : {}), }; } for (const k of STATIC_BODIES) if (!out[k]) warn(`STATIC_BODIES: ${k} is not an enemy of the mode`); From 68da23e8ed063dcf05512549aadd1fab0a0fe571 Mon Sep 17 00:00:00 2001 From: sganggs Date: Sun, 4 Oct 2026 02:49:33 +0800 Subject: [PATCH 2/5] feedback2 WK: enemies play their attack clip once per attack at its own speed, then their Move clip (no stretching over the attack interval; GitHub #58) --- public/js/render/spine.js | 44 +++++--- public/js/render/units.js | 2 + .../feedback2-enemy-attack-clip.test.js | 102 ++++++++++++++++++ 3 files changed, 136 insertions(+), 12 deletions(-) create mode 100644 test/render/feedback2-enemy-attack-clip.test.js diff --git a/public/js/render/spine.js b/public/js/render/spine.js index ea78f0ca..137d8254 100644 --- a/public/js/render/spine.js +++ b/public/js/render/spine.js @@ -9,7 +9,10 @@ // attack(interval, once) one attack happened now (b.ev 'atk'): plays begin→loop, re-phases the loop // so its OnAttack frame lands now, timeScale = loopDuration / interval; // `once` (a one-off cast, style.js PROJ[kind].once — 暴鸰's bomb drop): the -// clip plays once at its own speed, then base +// clip plays once at its own speed, then base; `clipPerAttack` (enemies, +// GitHub #58): every attack plays the clip once — at its own speed, faster +// only when the attacks come quicker than the clip —, then base (Move while +// the sim walks it: it stands for that clip, server/sim/ai.js attackStand) // setSkill(on) skill begin→loop while active (skill idle replaces idle), end on stop // deploy() 'Start' once, then base // die() die clip once (callers fade out afterwards); a skeleton without one holds its @@ -20,8 +23,8 @@ // closing clip timed to end `in` s from now (a 重生's last clip ends with the // 重生), landing in `roles` // update(dt) advances the skeleton (autoUpdate is off: one clock for everything) -// Attack mode lasts until ~1.4 attack intervals without a new attack (a `once` cast: to the end of its clip), then the -// end clip (if any) and base. +// Attack mode lasts until ~1.4 attack intervals without a new attack (a `once` cast and every attack of a +// `clipPerAttack` actor: to the end of its clip), then the end clip (if any) and base. const clampN = (v, lo, hi) => (v < lo ? lo : v > hi ? hi : v); @@ -98,6 +101,13 @@ export class SpineActor { this.frozen = false; this.dead = false; this.interval = 1; + /** + * Enemies (render/units.js, GitHub #58): each attack plays the attack clip once — at its own speed, faster only when + * the attacks come quicker than the clip — and then the resting state; the sim stands the enemy for exactly that + * clip (server/sim/ai.js attackStand). Off (operators): the clip loops over the attack rhythm. + */ + this.clipPerAttack = false; + this.wound = false; // clipPerAttack: wound up for the coming attack (windUp → attack) this._play(this._idleName(), true); } @@ -241,19 +251,23 @@ export class SpineActor { if (this.dead || this.mode === 'stun' || this.mode === 'die' || this.mode === 'change' || !(lead >= 0)) return false; const clip = this._attackClip(); if (!clip) return false; - if (this.mode === 'attack' && this.current === clip.loop) return false; // in rhythm: attack() re-phases + const single = once || this.clipPerAttack; + // in rhythm: attack() re-phases; a clip-per-attack actor starts each attack's clip anew unless already wound up for it + if (this.mode === 'attack' && this.current === clip.loop && (!this.clipPerAttack || once || this.wound)) return false; const loopDur = this.dur(clip.loop); // a one-off cast plays at the clip's own speed (one loop per clip length), whatever the attack rhythm const iv = once ? loopDur : clampN(Number.isFinite(interval) && interval > 0 ? interval : this.interval, 0.08, 8); const hit = this._hitTime(clip.loop, loopDur); - const plan = windUpPlan(loopDur, hit, iv, lead); + // clip per attack: its own speed, sped up only when the attacks come quicker than the clip + const plan = windUpPlan(loopDur, hit, this.clipPerAttack && !once ? Math.min(iv, loopDur) : iv, lead); if (!(hit > 0) || lead * plan.ts > hit + 1e-6) return false; if (!once) this.interval = iv; this.mode = 'attack'; - this.attackUntil = this.clock + lead + (once ? Math.max(0, loopDur - hit) / plan.ts : Math.max(0.45, iv * 1.4)); - this._play(clip.loop, !once, { timeScale: plan.tsWind, start: plan.start, mix: 0.06 }); + this.attackUntil = this.clock + lead + (single ? Math.max(0, loopDur - hit) / plan.ts : Math.max(0.45, iv * 1.4)); + this._play(clip.loop, !single, { timeScale: plan.tsWind, start: plan.start, mix: 0.06 }); this.windTs = plan.ts; this.windUntil = this.clock + lead; + this.wound = true; return true; } @@ -267,17 +281,22 @@ export class SpineActor { const clip = this._attackClip(); if (!clip) return; const loopDur = this.dur(clip.loop); - const ts = once ? 1 : clampN(loopDur / this.interval, 0.35, 4); + const per = this.clipPerAttack && !once; + const single = once || per; + // clip per attack: its own speed (ts 1), faster only when the attacks come quicker than the clip + const ts = once ? 1 : per ? clampN(loopDur / Math.min(this.interval, loopDur), 1, 4) : clampN(loopDur / this.interval, 0.35, 4); const hit = this._hitTime(clip.loop, loopDur); - const wasAttacking = this.mode === 'attack' && this.current === clip.loop; + // (a clip-per-attack actor still playing the previous attack's clip was not wound up for this one) + const wasAttacking = this.mode === 'attack' && this.current === clip.loop && (!per || this.wound); this.mode = 'attack'; - this.attackUntil = this.clock + (once ? Math.max(0, loopDur - hit) / ts : Math.max(0.45, this.interval * 1.4)); + this.attackUntil = this.clock + (single ? Math.max(0, loopDur - hit) / ts : Math.max(0.45, this.interval * 1.4)); this.windUntil = null; + this.wound = false; if (!wasAttacking) { // not wound up (no look-ahead, e.g. a batch that arrived late): the sim already resolved the hit, so show // the strike frame now - this._play(clip.loop, !once, { timeScale: ts, start: hit, mix: 0.06 }); - } else if (once) { + this._play(clip.loop, !single, { timeScale: ts, start: hit, mix: 0.06 }); + } else if (single) { const e = this.spine.state.tracks[0]; if (e) e.timeScale = ts; } else { @@ -408,6 +427,7 @@ export class SpineActor { case 'attack': if (this.clock > this.attackUntil) { this.mode = 'base'; + this.wound = false; const clip = this._attackClip() || this.roles.attack; if (clip && this.has(clip.end)) { this._play(clip.end, false); this._queue(this._baseName(), true); } else this._play(this._baseName(), true, { mix: 0.15 }); diff --git a/public/js/render/units.js b/public/js/render/units.js index dbd23b44..864b4993 100644 --- a/public/js/render/units.js +++ b/public/js/render/units.js @@ -460,6 +460,8 @@ export class UnitView { try { actor = new SpineActor(data, entry); actor.setSkillIndex(this.info.skillIndex); + // enemies play their attack clip once per attack, then walk on (GitHub #58: the sim stands them for that clip) + actor.clipPerAttack = this.isEnemy; } catch (err) { console.warn('[render] spine build failed', id, err?.message || err); this._releaseEntry(entry); diff --git a/test/render/feedback2-enemy-attack-clip.test.js b/test/render/feedback2-enemy-attack-clip.test.js new file mode 100644 index 00000000..999877a1 --- /dev/null +++ b/test/render/feedback2-enemy-attack-clip.test.js @@ -0,0 +1,102 @@ +// test/render/feedback2-enemy-attack-clip.test.js — GitHub #58, client side: an enemy plays its attack clip once per +// attack at the clip's own speed (faster only when the attacks come quicker than the clip) and then its resting clip — +// Move while the sim walks it again (server/sim/ai.js attackStand stands it for exactly that clip). It used to stretch +// the clip over the whole attack interval and loop it for 1.4 intervals, so a ranged enemy seemed to slide while it +// attacked. Operators keep the clip looping over their attack rhythm. Headless fake PIXI (test/render/fakepixi.js). + +import { test, before, after } 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 { installFakePixi, fakeViewCtx } from './fakepixi.js'; +import { presetCamera } from '../../public/js/render/projection.js'; +import { ANIM } from '../../shared/constants.js'; + +const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '../..'); +const assets = JSON.parse(readFileSync(path.join(ROOT, 'data/assets.json'), 'utf8')); +const JSHOOT = 'enemy_1019_jshoot'; // 隐形弩手: Attack 1.0 s, strike at 0.533 s; attacks every 2.7 s + +let fake, SpineActor, UnitView; +before(async () => { + fake = installFakePixi(); + ({ SpineActor } = await import('../../public/js/render/spine.js')); + ({ UnitView } = await import('../../public/js/render/units.js')); +}); +after(() => fake.restore()); + +const entryOf = (id) => assets.enemies[id].spine; +const dataOf = (entry) => ({ animations: Object.keys(entry.animations).map((name) => ({ name })) }); +function actor(id, perAttack) { + const entry = entryOf(id); + const a = new SpineActor(dataOf(entry), entry); + a.clipPerAttack = perAttack; + a.setBase('move'); + return a; +} +const track = (a) => a.spine.state.tracks[0]; +const run = (a, s, dt = 1 / 60) => { for (let t = 0; t < s - 1e-9; t += dt) a.update(dt); }; + +test('an enemy: wound up before the strike, the Attack clip plays once at its own speed, then Move again — no stretching over the interval', () => { + const a = actor(JSHOOT, true); + assert.equal(a.current, 'Move'); + assert.ok(a.windUp(2.7, 0.2), 'winds up 0.2 s before the strike'); + assert.equal(a.current, 'Attack'); + assert.equal(track(a).loop, false, 'one clip per attack'); + run(a, 0.2); + a.attack(2.7); + assert.equal(track(a).timeScale, 1, 'its own speed (the 2.7 s interval used to slow it to 0.37)'); + run(a, 0.45); + assert.equal(a.current, 'Attack', 'the clip plays to its end (0.467 s after the strike)'); + run(a, 0.05); + assert.equal(a.current, 'Move', 'then walks on its Move clip (it used to hold the attack for 1.4 intervals: 3.8 s)'); + // the next attack starts the clip anew + run(a, 1.5); + assert.ok(a.windUp(2.7, 0.3)); + assert.equal(a.current, 'Attack'); + run(a, 0.3); + a.attack(2.7); + run(a, 0.5); + assert.equal(a.current, 'Move'); +}); + +test('an enemy attacking quicker than its clip plays it faster, one clip per attack; an attack seen late starts on the strike frame', () => { + const a = actor(JSHOOT, true); + a.attack(0.5); // no wind-up seen: from the strike frame, at 1.0 / 0.5 = 2× + assert.equal(a.current, 'Attack'); + assert.equal(track(a).loop, false); + assert.equal(track(a).timeScale, 2); + assert.ok(Math.abs(track(a).trackTime - 0.533) < 1e-9, 'on the strike frame'); + run(a, 0.25); + assert.equal(a.current, 'Move', 'the rest of the clip at 2×: 0.23 s'); +}); + +test('an operator keeps its attack loop stretched over the attack rhythm (unchanged)', () => { + const a = actor(JSHOOT, false); + a.attack(2.7); + assert.equal(track(a).loop, true); + assert.ok(Math.abs(track(a).timeScale - 1 / 2.7) < 1e-9); + run(a, 2); + assert.equal(a.current, 'Attack', 'still in attack mode 2 s later (1.4 × the interval)'); +}); + +test('UnitView: enemy models play a clip per attack, operator models do not', async () => { + const entry = entryOf(JSHOOT); + const store = { picture: () => null, image: async () => null, spineEntry: () => entry, spine: { acquire: async () => dataOf(entry), release() {} } }; + const cam = () => presetCamera('normal', { width: 1280, height: 720 }); + const tick = () => new Promise((r) => setImmediate(r)); + const make = async (side) => { + const v = new UnitView(fakeViewCtx(fake.P, { assets: store, cam }), { id: side === 'enemy' ? 7 : 8, side, kind: side === 'enemy' ? 'enemy' : 'op', defId: JSHOOT, spine: JSHOOT, tier: 1, x: 8, y: 9, maxHp: 1000, facing: -1 }); + await tick(); await tick(); + assert.ok(v.actor, 'model built'); + return v; + }; + const e = await make('enemy'); + assert.equal(e.actor.clipPerAttack, true); + e.sync({ x: 8, y: 9, hp: 1000, maxHp: 1000, sp: 0, spMax: 0, flags: 0, anim: ANIM.MOVE, vx: 0 }, 1); + e.onAttack(null, 1); + assert.equal(e.actor.current, 'Attack'); + assert.equal(e.actor.spine.state.tracks[0].loop, false); + const o = await make('ally'); + assert.equal(o.actor.clipPerAttack, false); +}); From 42d9c3744b0ca8b60d626a000cb9ec9c7dd92411 Mon Sep 17 00:00:00 2001 From: sganggs Date: Sun, 4 Oct 2026 02:55:48 +0800 Subject: [PATCH 3/5] =?UTF-8?q?feedback2=20WK:=20an=20operator=20forced=20?= =?UTF-8?q?off=20the=20field=20(=E5=8F=B2=E5=B0=94=E7=89=B9=E5=B0=94's=20?= =?UTF-8?q?=E4=BD=99=E7=83=AC,=20=E8=80=80=E9=AA=91=E5=A3=AB=E4=B8=B4?= =?UTF-8?q?=E5=85=89=20S2,=20=E9=AA=91=E5=A3=AB=E6=88=92=E5=BE=8B=20+=20?= =?UTF-8?q?=E7=AB=9E=E6=8A=80=E6=97=97,=20=E4=BC=8A=E5=86=85=E4=B8=9D=20S3?= =?UTF-8?q?,=20a=20=E5=95=86=E4=BA=BA=20that=20cannot=20pay)=20lies=20down?= =?UTF-8?q?=20on=20its=20tile=20and=20redeploys=20there=20like=20a=20knock?= =?UTF-8?q?ed-out=20one,=20still=20no=20kill=20(PRTS=20=E5=8D=AB=E6=88=8D?= =?UTF-8?q?=E5=8D=8F=E8=AE=AE/=E5=B8=AE=E5=8A=A9;=20GitHub=20#60)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- docs/SIM.md | 14 ++- server/sim/Battle.js | 45 +++++---- server/sim/content/kits/tier5.js | 4 +- test/sim/downelem.test.js | 14 +-- test/sim/engine-requests.test.js | 6 +- test/sim/feedback2-forced-exit-down.test.js | 103 ++++++++++++++++++++ 6 files changed, 154 insertions(+), 32 deletions(-) create mode 100644 test/sim/feedback2-forced-exit-down.test.js diff --git a/docs/SIM.md b/docs/SIM.md index 5f000f77..b82fd128 100644 --- a/docs/SIM.md +++ b/docs/SIM.md @@ -86,8 +86,11 @@ timer done, tile free, DP ≥ cost), 不屈's, 阿戈尔's — comes back there killed) lies on its own home instead when that is free (else it stays [ASSUMED: one attempt]); x / y / tileR / tileC keep where it fell for the `kill` / `death` handlers. "倒地干员所在地块视为可部署,但所有我方单位在此处的部署 行为将被阻止": `downOn(r, c)` — `_deploy` (redeploys, the 突袭 landing, summons), `spawnDevice` and `relocate` refuse that -tile and `isReservedTile` reports it, so every automatic picker skips it. A withdrawn operator that is not down (a -retreat) comes back on its home tile. +tile and `isReservedTile` reports it, so every automatic picker skips it. The rule covers every 退场 (GitHub #60): an +operator forced out by its own effects (`retreat` reason `'retreat'`: 史尔特尔's 余烬, 耀骑士临光 S2, 骑士戒律 + 竞技旗, +伊内丝 S3; `'merchant'`: a 商人 that cannot pay) lies down and comes back the same way — still no kill (its death reason is +not `'killed'`: no 被击倒 effects, 不屈, 阿戈尔 or knock-down count); only the 突袭 retreat (`'raid'`, redeployed at once on +its landing tile) and permanent removals leave nothing. ### 1.1 Coordinates (PlayerBattleInput units) @@ -746,7 +749,7 @@ or guard with a per-unit flag while dealing it. When the guard trips, the logged | `spawnEnemy(enemyKey, { routeIndex, route, pos, mods, tag, sourcePlayerId, ownerPlayerId, bounty, countInTotal, def })` | returns the enemy, or null past `MAX_ALIVE_ENEMIES`; `def` = inline record (enemies.json shape or normalised) for keys missing from data | | `spawnDevice(key, row, col, { hp, obstacle, blockCnt, name, def, res, atk, bat, aspd })`, `setObstacle(r, c, on)` | obstacles re-path enemies; spawnDevice returns null outside the rect, on a living unit or on a knocked-out operator's tile | | `isReservedTile(r, c)` | true when a living unit stands there or it is the rest tile (`restTile`) of an ally piece that has not deployed yet / waits to redeploy — the tile a knocked-out operator lies on, else the home tile — every automatic picker (the 突袭 landing tile, tactical points, summon / device tiles) must skip these (`findTacticalPoint` does) | -| `downOn(r, c, except?)`, `restTile(u)` | the knocked-out operator lying on a tile (no ally deploys / moves there: `_deploy`, `spawnDevice`, `relocate`); the tile a withdrawn ally comes back on — its `body` tile when knocked out, else its home (§1) | +| `downOn(r, c, except?)`, `restTile(u)` | the down operator (`isDown`: knocked out or forced out) lying on a tile (no ally deploys / moves there: `_deploy`, `spawnDevice`, `relocate`); the tile a withdrawn ally comes back on — its `body` tile when down, else its home (§1) | | `addProjectile({ from, target | to:{x,y}, speed, onHit(ctx), visual, source, hitDead })` | homing; fizzles if the target dies unless `hitDead` | | `allySelectable(ally, by)`, `alliesFor(by, ownerId?)` | may an ability of ally `by` select `ally` — never a 孤立 unit (炎佑, 从不混淆的方向) but `by` itself (PRTS 选择器: "若掩码中孤立为1,且选择器的阵营与目标为友好关系,则不可选中"); `allies()` without the 孤立 ones — content picks ally targets (buffs, auras, 全场 talents, heal picks) through these, `alliesInGrid` too | | `unitsInGrid(unit, grid, {side, extend})`, `alliesInGrid(unit)`, `enemiesInRadius(x, y, r, centre?)`, `foesInRadius(x, y, r, centre?)`, `alliesInRadius(x, y, r, ownerId?)` | grid offsets are relative to facing RIGHT, rotated by `unit.dir`; enemies by their body (§2 hit areas: a huge enemy on every tile it occupies / within `r` of its rectangle; `centre` = splash around a target, a 中点判定 by position; `foesInRadius` = the enemies an operator's area effect can select — no untargetable enemy, none whose 隐匿 is on (`targeting.js enemyStealthed`: not blocked, not revealed, not within 3 s of its last block), PRTS 作战机制 §AOE伤害判定 — while enemy-side auras / heals and collisions keep `enemiesInRadius`) | @@ -1144,8 +1147,9 @@ Unknown subprofessions fall back to the profession default (test `professions.te - `snapshot()` → `{ fieldId, t, units: [[id, x, y, hp, maxHp, sp, spMax, flags, anim]], dp, killed, total, dps?, boss?, down?, elem? }`. `sp/spMax` show remaining duration/ammo as a draining bar while a timed skill is active. Units in DIE state stay 0.8 s. - `down: [[id, respawnAt, respawnTime, state, row, col]]` (only when non-empty) = knocked-out operators waiting to redeploy - (`Battle.isDown(u)`: reason `'killed'` or `FORCED_EXIT` (§1.1 carryState `down`), deployed at least once, a finite + `down: [[id, respawnAt, respawnTime, state, row, col]]` (only when non-empty) = operators lying down waiting to redeploy + (`Battle.isDown(u)`: any removal reason but the 突袭 `'raid'` — `'killed'`, `FORCED_EXIT` (§1.1 carryState `down`), a forced + exit `'retreat'` / `'merchant'` (GitHub #60) —, not removed for good, deployed at least once, a finite respawn timer; `state` = constants.js `DOWN_STATE`: 0 counting, 1 timer done / DP short, 2 timer done / its tile taken — a safeguard: no ally deploys on a knocked-out operator's tile, §1; `row, col` = the tile it lies on and comes back on, `unit.body`); `elem: [[id, element, fill, diff --git a/server/sim/Battle.js b/server/sim/Battle.js index 563b875b..2f157998 100644 --- a/server/sim/Battle.js +++ b/server/sim/Battle.js @@ -10,9 +10,10 @@ // the players of a shared field side by side), fires `deploy` (initial) for each unit, forces out the operators that // enter already knocked out (`carryState.down`, 联防: constants.js FORCED_EXIT — down on their tile, redeploy timer // running) and then fires `battleStart`. -// A knocked-out operator lies on its `body` tile — where it fell, or its own home when it fell on another board piece's -// home — and redeploys there; no ally deploys or moves onto that tile meanwhile (PRTS 卫戍协议/帮助 §作战阶段 单位部署; -// `_layBody`, `downOn`, `restTile`, `isReservedTile`; docs/SIM.md §1). +// An operator that left the field — knocked out, or forced out by its own effects (史尔特尔's 余烬 …, GitHub #60) — lies +// on its `body` tile — where it fell, or its own home when it fell on another board piece's home — and redeploys there; +// no ally deploys or moves onto that tile meanwhile (PRTS 卫戍协议/帮助 §作战阶段 单位部署; `isDown`, `_layBody`, `downOn`, +// `restTile`, `isReservedTile`; docs/SIM.md §1). // Tick order: scheduled callbacks → spawns → DP → buffs → enemies (attack, move, block) → enemy index → // allies (skill tick, attack) → projectiles → redeploys → boss sync → `tick` hook → release hooks of removed units → // time += TICK → end checks. A forceEnd() requested mid-step ends the step after the current phase (docs/SIM.md §1.4). @@ -848,8 +849,8 @@ export class Battle { // deployment / death / redeploy /** - * Deploy `u` on its home tile, or on `tile` ([r, c]: a one-off landing tile — the home stays the board tile: a - * withdrawn operator comes back there, a knocked-out one on its body tile, restTile). `keepSp` = { sp, charges } + * Deploy `u` on its home tile, or on `tile` ([r, c]: a one-off landing tile — the home stays the board tile; an + * operator that left the field comes back on its body tile, restTile). `keepSp` = { sp, charges } * restored right after the skill reset, before the `deploy` hook fires. */ _deploy(u, { initial = false, carry = null, tile = null, keepSp = null } = {}) { @@ -917,7 +918,10 @@ export class Battle { this._remove(unit, 'killed', killer); } - /** Withdraw an ally without a kill (it may redeploy after its respawn time). */ + /** + * Withdraw an ally without a kill (it may redeploy after its respawn time): an operator lies down where it stood and + * comes back there (isDown, GitHub #60) — unless `permanent`, or the 突袭 retreat ('raid') that redeploys it at once. + */ retreat(unit, { reason = 'retreat', permanent = false } = {}) { if (!unit || !unit.alive || unit.side !== 'ally') return; this._remove(unit, reason, null, permanent); @@ -1006,8 +1010,8 @@ export class Battle { } /** - * Immediately redeploy a dead (or retreated) ally on its rest tile (restTile: where a knocked-out operator lies, else - * its home tile). opts: + * Immediately redeploy a dead (or retreated) ally on its rest tile (restTile: where an operator that left the field + * lies, else its home tile). opts: * free=true no DP cost (false: pays `base.cost`, refused when the player lacks the DP) * tile=[r,c] land on this in-rect tile instead (the home stays the board tile); refused (false) when the tile is * outside the rect, a living unit stands there or another knocked-out operator lies there — no fallback @@ -1044,9 +1048,9 @@ export class Battle { } /** - * Automatic redeploys (DESIGN §5.5): a withdrawn operator whose timer is done comes back on its rest tile — a knocked-out - * one where it lies ("满足再部署条件时,移除场上的该倒地干员并自动部署至该位置", PRTS 卫戍协议/帮助) — when that tile is - * free and its player has the DP. + * Automatic redeploys (DESIGN §5.5): an operator that left the field and whose timer is done comes back on its rest + * tile — where it lies ("满足再部署条件时,移除场上的该倒地干员并自动部署至该位置", PRTS 卫戍协议/帮助) — when that tile + * is free and its player has the DP. */ _checkRedeploys() { for (const u of this.allyUnits) { @@ -2057,7 +2061,7 @@ export class Battle { } /** - * The tile a withdrawn ally comes back on (redeploy, _checkRedeploys): a knocked-out operator's body tile — where it + * The tile a withdrawn ally comes back on (redeploy, _checkRedeploys): a down operator's body tile (isDown) — where it * fell, or its home (_layBody) — else its home tile. */ restTile(u) { @@ -2263,7 +2267,7 @@ export class Battle { /** * Compact full snapshot of this field (DESIGN §8.2 b.snap), plus (only when non-empty): - * down: [[id, respawnAt, respawnTime, state, row, col]] — knocked-out operators waiting to redeploy (isDown): the + * down: [[id, respawnAt, respawnTime, state, row, col]] — operators that left the field waiting to redeploy (isDown): the * game time their respawn timer ends, its length (s), constants.js DOWN_STATE and the tile they lie on (and * come back on: _layBody — where they fell, or their home); * elem: [[id, element, fill, cooldownEnd, cooldown]] — the element gauge each unit shows (damage.js elementView). @@ -2300,13 +2304,18 @@ export class Battle { } /** - * A knocked-out operator waiting to redeploy on the tile it lies on (DESIGN §5.5: after its respawn time, when the - * tile is free and DP ≥ cost; _layBody, downOn): killed — or entering the battle knocked out (FORCED_EXIT, 联防) — - * not withdrawn, not removed for good, after it was deployed. The client keeps its model on that tile knocked down - * with a redeploy countdown (b.snap `down`, render/units.js); summons, devices and enemies simply leave. + * An operator lying on the field, waiting to redeploy on that tile (DESIGN §5.5: after its respawn time, when the tile + * is free and DP ≥ cost; _layBody, downOn). PRTS 卫戍协议/帮助 §作战阶段 单位部署: "干员退场后,将返回隐藏的待部署区,并原地 + * 留下一个“倒地干员”以供查看信息,满足再部署条件时,移除场上的该倒地干员并自动部署至该位置。" — every 退场 (GitHub #60, the owner's + * decision of 2026-10-04): knocked out ('killed'), entering the battle knocked out (FORCED_EXIT, 联防) and forced out + * by its own effects ('retreat': 史尔特尔's 余烬, 耀骑士临光 S2, 骑士戒律 + 竞技旗, 伊内丝 S3; 'merchant': a 商人 that cannot + * pay) — except the 突袭 retreat ('raid', redeployed at once on its landing tile); not removed for good, after it was + * deployed. A forced exit stays no kill: its 'die' / `death` reason is not 'killed' (no 被击倒 effect, 不屈, 阿戈尔, no + * knock-down count). The client keeps its model on that tile knocked down with a redeploy countdown (b.snap `down`, + * render/units.js); summons, devices and enemies simply leave. */ isDown(u) { - return !!u && u.side === 'ally' && u.kind === 'op' && !u.alive && !u.removed && (u.removeReason === 'killed' || u.removeReason === FORCED_EXIT) + return !!u && u.side === 'ally' && u.kind === 'op' && !u.alive && !u.removed && u.removeReason !== 'raid' && u.deploySeq > 0 && Number.isFinite(u.respawnAt); } diff --git a/server/sim/content/kits/tier5.js b/server/sim/content/kits/tier5.js index 6279c033..41ba0877 100644 --- a/server/sim/content/kits/tier5.js +++ b/server/sim/content/kits/tier5.js @@ -1117,7 +1117,9 @@ const KITS = { // while 余烬 is unused). "触发本天赋后,获得禁疗与不死": 不死 = every later lethal blow is prevented (`mem.ember`); // 禁疗 (异常效果 HEAL_FREE "无法成为治疗类能力的目标,且受到的治疗量变为0", an HP-regen attribute excepted) = flags // noHeal (no heal pick, no heal from others) + healFree (her own heals too; S3's start heal "无视禁疗"), shown as - // the status 'healFree' until she leaves. "强制退出战场视为撤回干员": a retreat (Battle.retreat drops the buff). + // the status 'healFree' until she leaves. "强制退出战场视为撤回干员": a retreat (Battle.retreat drops the buff) — she + // lies down where she stood and redeploys there, like every operator that leaves the field (PRTS 卫戍协议/帮助 + // "干员退场后…原地留下一个“倒地干员”…自动部署至该位置"; Battle.isDown, GitHub #60). const wait = num(t1['surtr_t_2[withdraw].interval'], 8); battle.on('deploy', (c) => { if (c.unit === unit) unit.mem.ember = false; }, { owner: unit }); battle.on('fatal', (c) => { diff --git a/test/sim/downelem.test.js b/test/sim/downelem.test.js index 9be0c8de..1e10a55f 100644 --- a/test/sim/downelem.test.js +++ b/test/sim/downelem.test.js @@ -50,23 +50,25 @@ test('a knocked-out operator is `down` until it redeploys: its timer, then waiti assert.ok(h.eventsOf('deploy').some((e) => e[1] === a.id)); }); -test('summons, devices, enemies and withdrawn / removed operators are never `down`', () => { +test('summons, devices, enemies, operators removed for good and the 突袭 retreat are never `down`; an operator forced out is (GitHub #60)', () => { const h = makeBattle({ - defs: { chess: { t_a: op('t_a'), t_b: op('t_b'), t_c: op('t_c') }, enemies: { enemy_dummy: enemyRec({ key: 'enemy_dummy', hp: 100, speed: 0 }) } }, - units: [{ chessId: 't_a', row: 9, col: 5 }, { chessId: 't_b', row: 10, col: 5 }, { chessId: 't_c', row: 11, col: 5 }], + defs: { chess: { t_a: op('t_a'), t_b: op('t_b'), t_c: op('t_c'), t_d: op('t_d') }, enemies: { enemy_dummy: enemyRec({ key: 'enemy_dummy', hp: 100, speed: 0 }) } }, + units: [{ chessId: 't_a', row: 9, col: 5 }, { chessId: 't_b', row: 10, col: 5 }, { chessId: 't_c', row: 11, col: 5 }, { chessId: 't_d', row: 9, col: 6 }], enemies: [{ key: 'enemy_dummy', pos: [11, 8] }], content: 'none', autoFinish: false, timeLimit: 120, }); h.step(); const tok = h.b.spawnToken('p1', 'token_test', 12, 5, { def: TOKEN }); h.b.kill(tok); - h.b.retreat(h.unit('t_a'), { reason: 'retreat' }); h.b.retreat(h.unit('t_b'), { reason: 'expired', permanent: true }); + h.b.retreat(h.unit('t_d'), { reason: 'raid' }); // 突袭: redeployed at once on its landing tile (here: nowhere) h.b.kill(h.enemy('enemy_dummy')); assert.equal(h.snapshot().down, undefined); + // PRTS 卫戍协议/帮助 "干员退场后…原地留下一个“倒地干员”…": a forced exit (史尔特尔's 余烬 …) lies down like a knock-out + h.b.retreat(h.unit('t_a'), { reason: 'retreat' }); h.b.kill(h.unit('t_c')); - assert.deepEqual(h.snapshot().down.map((d) => d[0]), [h.unit('t_c').id], 'only the knocked-out operator'); + assert.deepEqual(h.snapshot().down.map((d) => d[0]), [h.unit('t_a').id, h.unit('t_c').id], 'the forced-out and the knocked-out operator'); const ids = new Set(h.b.fieldMeta().units.map((u) => u.id)); - assert.ok(ids.has(h.unit('t_c').id) && !ids.has(h.unit('t_a').id) && !ids.has(tok.id)); + assert.ok(ids.has(h.unit('t_c').id) && ids.has(h.unit('t_a').id) && !ids.has(h.unit('t_b').id) && !ids.has(h.unit('t_d').id) && !ids.has(tok.id)); }); test('carryState.down (联防): deployed with everyone, forced out at once — down on its tile without the knock-out hooks — then back after its timer', () => { diff --git a/test/sim/engine-requests.test.js b/test/sim/engine-requests.test.js index d8521c2e..fdbe9158 100644 --- a/test/sim/engine-requests.test.js +++ b/test/sim/engine-requests.test.js @@ -392,7 +392,8 @@ test('redeploy: { tile } lands on another tile (home unchanged; knocked out ther approx(atDeploy, sp, 1e-9, 'SP restored before the deploy hook'); approx(u.hp, u.s.maxHp); // plain redeploy: initSp; knocked out there later → the auto-redeploy comes back on that tile (PRTS 卫戍协议/帮助 - // "…原地留下一个“倒地干员”…满足再部署条件时…自动部署至该位置"; player report F5 after 0.1.0); a retreat → home + // "…原地留下一个“倒地干员”…满足再部署条件时…自动部署至该位置"; player report F5 after 0.1.0); a retreat too (every 退场: + // GitHub #60) h.b.retreat(u); h.b.redeploy(u, { tile: [12, 8] }); approx(u.skill.sp, 2, 1e-9, 'without keepSp: initial SP'); @@ -402,8 +403,9 @@ test('redeploy: { tile } lands on another tile (home unchanged; knocked out ther assert.ok(h.runUntil(() => u.alive, u.base.respawnTime + 1)); assert.deepEqual([u.tileR, u.tileC], [12, 8], 'auto-redeploy on the tile it lay on'); h.b.retreat(u); + assert.deepEqual(h.b.snapshot().down?.map((d) => d.slice(4)), [[12, 8]], 'a retreated operator lies where it stood'); assert.equal(h.b.redeploy(u), true); - assert.deepEqual([u.tileR, u.tileC], [10, 4], 'a retreated unit comes back on its home tile'); + assert.deepEqual([u.tileR, u.tileC], [12, 8], 'and comes back there, not on its home tile (GitHub #60)'); // paid redeploy on a tile h.b.retreat(u); const dp = p.dp; diff --git a/test/sim/feedback2-forced-exit-down.test.js b/test/sim/feedback2-forced-exit-down.test.js new file mode 100644 index 00000000..3d941151 --- /dev/null +++ b/test/sim/feedback2-forced-exit-down.test.js @@ -0,0 +1,103 @@ +// test/sim/feedback2-forced-exit-down.test.js — GitHub #60 「42突袭死后会消失」 (42 = 史尔特尔): every operator that leaves +// the field lies down on its tile and redeploys there — PRTS 卫戍协议/帮助 §作战阶段 单位部署: "干员退场后,将返回隐藏的待部署区, +// 并原地留下一个“倒地干员”以供查看信息,满足再部署条件时,移除场上的该倒地干员并自动部署至该位置。" (the owner's decision of +// 2026-10-04). A forced exit — 史尔特尔's 余烬 (8 s after the lethal blow), 耀骑士临光 S2's withdrawal, the 骑士戒律 + 竞技旗 +// combo, 伊内丝 S3's first deployment, a 商人 that cannot pay — used to leave no body and no ring and to come back on the +// board tile (Battle.isDown took only 'killed' / FORCED_EXIT); it still is no kill. The 突袭 retreat ('raid') redeploys at +// once and leaves nothing; a real knock-out is unchanged. + +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'; + +const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '../..'); +const chess = JSON.parse(readFileSync(path.join(ROOT, 'data/chess.json'), 'utf8')); +const SURTR = 'chess_char_5_07_a', NEARL2 = 'chess_char_6_17_a', INSIDE = 'chess_char_1_01_a'; +const DUMMY = { enemy_far: enemyRec({ key: 'enemy_far', hp: 1e9, speed: 0, atk: 0 }) }; +const approx = (a, b, msg, eps = 0.05) => assert.ok(Math.abs(a - b) <= eps, `${msg}: ${a} vs ${b}`); +const RAID = { raidShip: { count: 2, active: true, tier: 1, layers: 10 } }; + +function field(units, bonds = {}) { + return makeBattle({ defs: { enemies: DUMMY }, units, bonds, enemies: [{ key: 'enemy_far', pos: [12, 8] }], autoFinish: false, timeLimit: 300, hooks: ['death', 'kill', 'deploy'] }); +} +const downOf = (h, u) => (h.b.snapshot().down || []).find((d) => d[0] === u.id) ?? null; + +/** Lethal blow on 史尔特尔: 余烬 holds her at 1 HP, then forces her out 8 s later. */ +function ember(h, u) { + h.b.dealDamage(null, u, { amount: 1e9, type: 'true' }); + assert.ok(u.alive && u.hp >= 1, '余烬 holds her at 1 HP'); + assert.ok(h.runUntil(() => !u.alive, 10), 'forced out'); + assert.equal(u.removeReason, 'retreat'); +} + +test('史尔特尔 after 余烬 lies down on her tile (b.snap down, field meta) and redeploys there after 70 s — no kill', () => { + const h = field([{ chessId: SURTR, row: 10, col: 3, dir: 'RIGHT' }]); + const u = h.unit(SURTR); + h.run(1); + ember(h, u); + assert.ok(h.b.isDown(u)); + const d = downOf(h, u); + assert.ok(d, 'the 倒地干员 and its redeploy ring'); + assert.deepEqual(d.slice(4), [10, 3]); + approx(d[2], 70, 'her redeploy time'); + assert.ok(h.b.fieldMeta().units.some((x) => x.id === u.id), 'a client joining late draws her down'); + assert.equal(h.hooksOf('kill').filter((c) => c.victim === u).length, 0, 'no knock-out hooks'); + assert.deepEqual(h.hooksOf('death').filter((c) => c.unit === u).map((c) => c.reason), ['retreat']); + assert.equal(h.b.result().perPlayer.p1.deaths, 0, 'no knock-down counted'); + h.b.getPlayer(u.ownerId).dp = 99; + const out = u.deathAt; + assert.ok(h.runUntil(() => u.alive, 75)); + approx(h.b.time - out, 70, 'back after her redeploy time', 0.1); + assert.deepEqual([u.tileR, u.tileC], [10, 3]); + assert.equal(downOf(h, u), null); + h.invariants(); +}); + +test('史尔特尔 with 突袭: forced out after her jump she lies on the landing tile and comes back there, not on her board tile', () => { + const h = field([{ chessId: SURTR, row: 10, col: 3, dir: 'RIGHT' }], RAID); + const u = h.unit(SURTR); + assert.ok(h.runUntil(() => u.tileR !== u.homeR || u.tileC !== u.homeC, 30), 'jumped'); + const at = [u.tileR, u.tileC]; + ember(h, u); + assert.deepEqual(downOf(h, u)?.slice(4), at, 'down where she stood'); + assert.ok(h.b.isReservedTile(at[0], at[1]), 'no ally lands on her body'); + h.b.getPlayer(u.ownerId).dp = 99; + const n = h.hooksOf('deploy').filter((c) => c.unit === u).length; + assert.ok(h.runUntil(() => u.alive, 75)); + assert.equal(h.hooksOf('deploy').filter((c) => c.unit === u).length, n + 1); + assert.deepEqual([u.tileR, u.tileC], at, 'redeployed on that tile (it used to be her board tile)'); + assert.deepEqual([u.homeR, u.homeC], [10, 3], 'her home is unchanged'); +}); + +test('耀骑士临光 S2: withdrawn at the skill end, she lies down on her tile with the ×1.25 redeploy ring and comes back there', () => { + const idx = chess[NEARL2].skills.findIndex((s) => (s.skillId ?? s.id) === 'skchr_nearl2_2'); + assert.ok(idx >= 0); + const h = field([{ chessId: NEARL2, row: 10, col: 4, skillIndex: idx }]); + const u = h.unit(NEARL2); + h.step(); + assert.ok(u.alive && u.findBuff('nearl2:night'), 'S2 on deploy'); + assert.ok(h.runUntil(() => !u.alive, 40), 'withdraws when the skill ends'); + assert.equal(u.removeReason, 'retreat'); + const d = downOf(h, u); + assert.deepEqual(d?.slice(4), [10, 4]); + approx(d[2], u.base.respawnTime * 1.25, 'this redeploy ×1.25', 0.02); + assert.equal(h.hooksOf('kill').filter((c) => c.victim === u).length, 0); + h.b.getPlayer(u.ownerId).dp = 99; + assert.ok(h.runUntil(() => u.alive, d[2] + 2)); + assert.deepEqual([u.tileR, u.tileC], [10, 4]); +}); + +test('a real knock-out is unchanged: down on its tile, the kill hooks and the knock-down count', () => { + const h = field([{ chessId: INSIDE, row: 10, col: 3, dir: 'RIGHT' }]); + const u = h.unit(INSIDE); + h.run(1); + h.b.dealDamage(null, u, { amount: 1e9, type: 'true' }); + assert.ok(!u.alive); + assert.equal(u.removeReason, 'killed'); + assert.deepEqual(downOf(h, u)?.slice(4), [10, 3]); + assert.equal(h.hooksOf('kill').filter((c) => c.victim === u).length, 1); + assert.equal(h.b.result().perPlayer.p1.deaths, 1); +}); From 7757db077925cab106f759fb445436fda113cb5d Mon Sep 17 00:00:00 2001 From: sganggs Date: Sun, 4 Oct 2026 02:55:48 +0800 Subject: [PATCH 4/5] feedback2 WK: PLAYING says ranged enemies stand for each attack and forced-out operators lie down where they left (GitHub #58, #60) --- docs/PLAYING.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/docs/PLAYING.md b/docs/PLAYING.md index 7007a567..95e28fd2 100644 --- a/docs/PLAYING.md +++ b/docs/PLAYING.md @@ -18,7 +18,7 @@ | 选择策略 | 40 名策略(分队长)决定**初始目标生命值(20–45)**和一条永久规则。同盟:随机顺序轮流选,**每人 30 秒**,右上角和「决策中」显示同一个倒计时;AI 队友立即选完;队友已选的不能重复,每人可**跳过一次**(排到最后);超时自动选你**当前选中**的策略(已被队友选走则选华法琳)。独立:自由选择、不限时;同盟模拟只有你一名玩家时也不限时。选的时候可以点左侧决策顺序下方的「查看禁用盟约与干员」,再看一遍「确认本局信息」里的盟约(置灰、禁用人数)和本局禁用干员:只能查看,倒计时照常走,底部也显示轮到谁和剩余秒数;点「关闭」、点窗口外面或按 Esc 关闭,轮到下一位时会自动关闭。 | | 机变 | 部分回合开始前出现:同盟共 6 张卡轮流各取 1 张(首位 30 秒,其余 16 秒;只有你一名玩家时不限时),独立 3 选 1。卡片包括装备、资金、干员、盟约层数、悬赏等;**悬赏决策**为你的作战添加悬赏敌人,卡上用蓝字标出持续多久:「下场作战」/「接下来两场作战」的只出现一场或两场,之后不再出现;官方的「多轮悬赏」(原文写「之后的每场作战」)在这里也按「接下来两场作战」处理,只出现两场(如教鞭的法术大师A2·多轮战术特训)。各回合的悬赏决策按官方对局截图来出:第 3 回合是 6 张「接下来两场作战」的悬赏(3 张 1 资金、2 张 2 资金、1 张 3 资金);第 9 回合是各首领的「下场作战」悬赏和「源石虫·特训」;绝境 / 终极的第 11 回合多半是悬赏决策(也可能是机密商店或战术决策),其中的悬赏通常有 1 只特异巨兽,其余是各阵营的「下场战斗」悬赏。击倒悬赏敌人的人(联防中的队友也算)获得资金;右侧效果栏会写「还剩 N 场作战」。**机密商店**的 6 件装备都免费,和官方一样可能出现两件相同的装备(各算一张卡,可以分别被选走);第 11 回合(绝境 / 终极)的机密商店按官方:2 件 VI 阶、至少 1 件 V 阶和 1 枚盟约之币,标准 / 险境较早回合的机密商店各阶装备都可能出现。**战术决策**也和官方一样可能出现两张相同的卡(官方截图里出现过两张「补给」;各算一张卡,可以分别被选走,每张只生效一次,两人各选一张全队卡则效果叠加);第 11 回合(绝境 / 终极)的战术决策按官方截图只出盟誓、驰援、列装 / 财富 / 补给 / 整备 / 升华等增益卡,不出削弱敌人的卡和战场演变卡。每张卡左上是图标和名称,下面写着完整效果(与详情卡相同的官方描述,手机上也显示);已被选走的卡变暗,右上角显示选走它的玩家头像(悬停可看名字)。选卡要**点两次**:第一次只选中(金框 +「确认选择 · 再次点击」),再点同一张或点右上的「确认选择」才生效;点别的卡换选,按 Esc 或点空白处取消。 | | 休整期 | 购买、摆阵、配装备、冻结 / 刷新、升级调度中心;同盟有倒计时(65–215 秒,随回合增加);独立模拟、以及只有你一名玩家(只带 AI 队友)的同盟模拟不限时。所有人「准备就绪」即提前开战,全员就绪前可取消。 | -| 作战 | 每人在自己的战场各自作战(战斗在你的浏览器里模拟,2 倍速)。干员按**从上到下、从左到右**的顺序自动部署并消耗部署费用(初始 10,+1/秒)。时限 45–115 秒(实际秒数,即屏幕上的倒计时),时间到仍存活的敌人算漏怪。有敌人进入蓝门时,顶栏的目标生命值会**立即**显示扣除后的数值(红字 + 「−N」,每回合至多 10 点),结算时确定;联防阶段标注「联防中」,队友拦下的部分最后不扣。左侧队伍栏同样显示队友的待扣生命值。被击倒的干员**留在倒下的格子上**(倒地姿势、略微变灰),之后也在这一格再部署(与官方一样;倒在其他干员或召唤物初始位置上的,会回到自己的初始位置躺下,召唤物已经消失也一样);倒地干员所在的格子**不会被占用**,突袭盟约的再部署、援军、召唤物都会避开它。头上的圆圈是再部署倒计时:绿色圆环 + 秒数;变成黄色「DP」表示部署费用不够。血条下方的一行是**元素损伤**(与原版一致:元素图标 + 白条):干员为带图标的彩色圆盘,敌人为小号纯色圆盘,右侧白条是剩余元素值,像血条一样从右往左减少,白条耗尽的那一下就是爆条(被大额元素损伤一次打掉一截时白条也会一次少一截,例如掠海漂移体每击约为 25%–50%);爆条后进入爆发冷却(灼燃 / 神经 / 侵蚀 10 秒,敌方侵蚀 8 秒,凋亡 15 秒),这时白条变成**元素颜色**(神经青绿、侵蚀蓝、灼燃橙红、凋亡灰紫)并在冷却期间慢慢回满、图标闪烁——彩色条表示已经爆条、正在承受爆发效果,不是还剩的元素值;期间所有元素都不会累积也无法被治疗,结束后清零。元素爆发造成的是**无来源伤害**,不吃干员的增伤、穿透和装备加成(例如深巡打海嗣时灼燃爆发固定 7000),击杀仍记在爆条的干员名下;元素脆弱只提高元素伤害,不加快元素条;脆弱不影响元素伤害。已被击杀的敌人不会再被附加元素损伤。 | +| 作战 | 每人在自己的战场各自作战(战斗在你的浏览器里模拟,2 倍速)。干员按**从上到下、从左到右**的顺序自动部署并消耗部署费用(初始 10,+1/秒)。时限 45–115 秒(实际秒数,即屏幕上的倒计时),时间到仍存活的敌人算漏怪。有敌人进入蓝门时,顶栏的目标生命值会**立即**显示扣除后的数值(红字 + 「−N」,每回合至多 10 点),结算时确定;联防阶段标注「联防中」,队友拦下的部分最后不扣。左侧队伍栏同样显示队友的待扣生命值。被击倒的干员**留在倒下的格子上**(倒地姿势、略微变灰),之后也在这一格再部署(与官方一样;倒在其他干员或召唤物初始位置上的,会回到自己的初始位置躺下,召唤物已经消失也一样);因自身效果强制退场的干员(史尔特尔「余烬」结束、耀骑士临光 2 技能结束等)同样倒在原地、在原地再部署;倒地干员所在的格子**不会被占用**,突袭盟约的再部署、援军、召唤物都会避开它。头上的圆圈是再部署倒计时:绿色圆环 + 秒数;变成黄色「DP」表示部署费用不够。血条下方的一行是**元素损伤**(与原版一致:元素图标 + 白条):干员为带图标的彩色圆盘,敌人为小号纯色圆盘,右侧白条是剩余元素值,像血条一样从右往左减少,白条耗尽的那一下就是爆条(被大额元素损伤一次打掉一截时白条也会一次少一截,例如掠海漂移体每击约为 25%–50%);爆条后进入爆发冷却(灼燃 / 神经 / 侵蚀 10 秒,敌方侵蚀 8 秒,凋亡 15 秒),这时白条变成**元素颜色**(神经青绿、侵蚀蓝、灼燃橙红、凋亡灰紫)并在冷却期间慢慢回满、图标闪烁——彩色条表示已经爆条、正在承受爆发效果,不是还剩的元素值;期间所有元素都不会累积也无法被治疗,结束后清零。元素爆发造成的是**无来源伤害**,不吃干员的增伤、穿透和装备加成(例如深巡打海嗣时灼燃爆发固定 7000),击杀仍记在爆条的干员名下;元素脆弱只提高元素伤害,不加快元素条;脆弱不影响元素伤害。已被击杀的敌人不会再被附加元素损伤。 | | 联防 | 见第 5 节。 | | 结算 | 扣 LP、发放悬赏资金、结算层数;LP ≤ 0 的玩家淘汰(其干员回到公共卡池)。 | @@ -74,7 +74,7 @@ - **技能自动释放**按官方「技能策略」:一般的手动技能在技能就绪、即将攻击 / 治疗且初始攻击范围内有敌人(治疗技能:有受伤的队友)时释放;**带独立技能范围**的技能(如德克萨斯「剑雨」、凛御银灰「御敌的锋锐」、锏「归于宁静」,不含「攻击范围扩大」类)在**技能范围内出现敌人**时就释放,不必先攻击;**重装干员**的手动技能在受到伤害时释放(例外:深巡、雷蛇的二技能,号角的二、三技能,灰毫的一、二技能按玩家反馈改为攻击范围内有敌人时就释放,余的二技能「厚礼上宾」改为周围两格(技能范围)内有敌人时就释放,这是本作有意与官方不同的地方;深巡一技能仍要受到伤害);执旗手 / 战术家 / 吟游者技能就绪即释放,解放者 / 阵法术师在初始攻击范围内有敌人时释放。**自动触发**的技能按其本身规则,例如古米「备用军粮」在身边(技能范围内)有受伤的队友时就会发动,下一次攻击改为治疗该队友(不用先接敌;她的二技能「食粮烹制」是手动技能,按重装规则在受到伤害时释放);塞雷娅「急救」在她即将攻击时、身边有生命不高于一半的队友才发动,这次攻击直接改为治疗;新约能天使二技能的护盾按官方给攻击范围内**仇恨最高**的队友(嘲讽等级高的优先,同级时给最后部署的),不一定是站在最前面挨打的那个。手动技能的自动释放有 3 秒冷却:开战部署后先等 3 秒,之后同一干员两次自动释放至少间隔 3 秒(可充能的技能不会同时放完)。 - **推开 / 拉拽**按官方「力度 − 重量」决定距离:例如野鬃二技能(中等力度)把重量 0 / 1 / 2 / 3 的敌人推开约 2.1 / 1.7 / 0.4 / 0.1 格,重量 4 以上推不动——轻型敌人反而推得更远。野鬃二技能沿她的朝向推开:正前方 45° 以内按上面的距离,身后、侧面或贴身的敌人只被轻推一下(约 0.4 格以内);琳琅诗怀雅三技能的金币则从她身边向外推开,落在她前方 2–4 格的范围(官方「范围2-4」)内的地面敌人和她阻挡的敌人身上。攻击速度最低为 20(沼泽、寒霜等减速叠满时也不会更慢)。 - **元素损伤条**在单位自己的血条正下方:左边是元素图标,白条是剩余的元素值,只有真正爆发时才会耗尽;爆发后条变成元素的颜色、图标闪烁,在冷却期间慢慢回满(这段时间不会再积累元素损伤)。 -- **敌人**:远程敌人的射程按官方从干员的碰撞体积(半径 0.25 格)算起,比数据上的攻击范围半径远 0.25 格——例如萨卡兹枯朽战车(射程 2.2)能打到中心 2.45 格以内、站在低地的干员。它的第一下攻击就是「秽蚀轰击」(在目标处留下半径 1.7、持续 10 秒的污染区:低地每秒 50、高台 25 点真实伤害,同名不叠加),被阻挡时普通攻击伤害翻倍。“萨科塔之翼”等血量第一次低于一半时会在原地小范围乱飞 5 秒(官方叫「恐惧」);叙拉古、妮芙等干员造成的恐惧会让敌人朝远离干员的方向逃跑。隐匿的敌人只有被阻挡(或被揭示)时才能被选为攻击目标,溅射、技能的圆形范围伤害也打不到没被挡住的隐匿敌人(和官方一样);阻挡解除后 3 秒内它仍然可以被选中(官方页面注明 0 秒或 1 秒的敌人按页面),之后才重新隐匿:深池逐火战士每次被击倒后先重生 1 秒,然后变成继续往前走的隐匿「余烬」(需要 5 次伤害击倒,护卫的「火灰」10 次),一般要用干员挡住它才能选中(挡住时它不再半透明;被阻挡时被击倒的,重生结束后约 2 秒内也能用远程或范围伤害补刀),10 秒内没打掉就满血站起来;敌人重生时身上的减速、恐惧等状态会被清空、技能冷却从头开始,被恐惧的逐火战士变成余烬后也能被挡住;转译基底·α 原始形态受到的伤害全部无效,受到第 4 次物理伤害、第 4 次法术伤害或被阻挡时花 2 秒变成寻仇者、特战术师或幽灵,之后才能被击倒。 +- **敌人**:远程敌人的射程按官方从干员的碰撞体积(半径 0.25 格)算起,比数据上的攻击范围半径远 0.25 格——例如萨卡兹枯朽战车(射程 2.2)能打到中心 2.45 格以内、站在低地的干员。没被阻挡的远程敌人每次攻击都会站定、播完攻击动作,两次攻击之间才继续前进。它的第一下攻击就是「秽蚀轰击」(在目标处留下半径 1.7、持续 10 秒的污染区:低地每秒 50、高台 25 点真实伤害,同名不叠加),被阻挡时普通攻击伤害翻倍。“萨科塔之翼”等血量第一次低于一半时会在原地小范围乱飞 5 秒(官方叫「恐惧」);叙拉古、妮芙等干员造成的恐惧会让敌人朝远离干员的方向逃跑。隐匿的敌人只有被阻挡(或被揭示)时才能被选为攻击目标,溅射、技能的圆形范围伤害也打不到没被挡住的隐匿敌人(和官方一样);阻挡解除后 3 秒内它仍然可以被选中(官方页面注明 0 秒或 1 秒的敌人按页面),之后才重新隐匿:深池逐火战士每次被击倒后先重生 1 秒,然后变成继续往前走的隐匿「余烬」(需要 5 次伤害击倒,护卫的「火灰」10 次),一般要用干员挡住它才能选中(挡住时它不再半透明;被阻挡时被击倒的,重生结束后约 2 秒内也能用远程或范围伤害补刀),10 秒内没打掉就满血站起来;敌人重生时身上的减速、恐惧等状态会被清空、技能冷却从头开始,被恐惧的逐火战士变成余烬后也能被挡住;转译基底·α 原始形态受到的伤害全部无效,受到第 4 次物理伤害、第 4 次法术伤害或被阻挡时花 2 秒变成寻仇者、特战术师或幽灵,之后才能被击倒。 - **策略「鸭爵」(“神秘顾客”)**:从第 5 回合起,你和队友的每场作战(**最终攻势和隐秘核心也算**,联防不另外替换)有 0–2 名地面敌人(不含领袖及其部件、悬赏敌人)被替换为特殊版本的鸭爵、高普尼克、流泪小子或圆仔,出现在被替换敌人的时间和路线上(两人同场的领袖战里,各自只替换走向自己保护目标点的敌人);击倒者获得 1 资金(联防中的队友也算),漏进保护目标点照常扣 1 点目标生命值。鸭爵和圆仔**不攻击、无法被阻挡**:鸭爵受到伤害后移动速度 +300%;圆仔始终面向我方干员较多的一侧,来自正面的物理 / 法术伤害 −80%。流泪小子隐匿(被阻挡时才能被选中),攻击使目标晕眩 3.5 秒;高普尼克免疫晕眩、冻结和浮空。 - 右上角 🔍▶▶ 可以查看本回合即将来袭的敌人(预览区),左上角 🔍 查看本局信息(禁用盟约、禁用干员、策略)。 From 130266553d235a311bdb5112115a0a9202267aa5 Mon Sep 17 00:00:00 2001 From: sganggs Date: Sun, 4 Oct 2026 03:23:23 +0800 Subject: [PATCH 5/5] =?UTF-8?q?feedback2=20WK:=20a=20ranged=20enemy's=20at?= =?UTF-8?q?tack=20stand=20holds=20only=20its=20walking=20=E2=80=94=20route?= =?UTF-8?q?=20WAIT=20legs=20keep=20running=20and=20DISAPPEAR=20/=20APPEAR?= =?UTF-8?q?=20legs=20still=20happen,=20hiding=20ends=20the=20stand;=20the?= =?UTF-8?q?=20[ASSUMED]=20form-clip=20note=20names=20=E6=89=8E=E7=BD=97=20?= =?UTF-8?q?and=20=E7=89=B9=E6=88=98=E6=9C=AF=E5=B8=88;=20=E6=9A=B4?= =?UTF-8?q?=E9=B8=B0's=20hover=20comment=20(review=20of=20GitHub=20#58)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- docs/SIM.md | 3 +- server/sim/ai.js | 24 +++++++--- server/sim/content/enemies.js | 5 +- test/sim/feedback2-enemy-attack-stand.test.js | 48 +++++++++++++++++++ 4 files changed, 70 insertions(+), 10 deletions(-) diff --git a/docs/SIM.md b/docs/SIM.md index b82fd128..02bf6331 100644 --- a/docs/SIM.md +++ b/docs/SIM.md @@ -279,7 +279,8 @@ halving — PRTS: a map effect —, 【国度】, a chimera's 源石污染区 au and, unblocked, stand for each attack's clip — `attackStand`: data/enemies.json `attackAnim`, through its wind-up (cooldown ≤ the strike frame, a target in range) and the rest of the clip after the strike, shortened when the attacks come quicker than the clip; `ATTACK_PAUSE` (0.35 s) after the strike when no clip is known; an `attackMoves` -(「不停止移动」) enemy never stops; a stun ends the stand; GitHub #58 — then walk on; `fear`/`disarm` stop attacks; `dmgType 'none'` enemies +(「不停止移动」) enemy never stops; a stun ends the stand; only the walking waits — a route WAIT keeps running and +DISAPPEAR / APPEAR legs still happen, hiding ends the stand; GitHub #58 — then walk on; `fear`/`disarm` stop attacks; `dmgType 'none'` enemies never attack — unless content arms them through `enemy.profile` (`noAttack: false`, `melee`, `dmgType`, `maxTargets`: 转译基底·α's 寻仇者 / 特战术师 forms, which then attack like any enemy); `dmgType 'heal'` enemies heal the lowest-HP% enemy in their radius instead. A `noMove` enemy stands (not `moving`, drawn idle). Content can take over an enemy's attack: `enemy.profile.deferHit` = the engine makes the attack (target, timing, the `'atk'` event) but deals no diff --git a/server/sim/ai.js b/server/sim/ai.js index ccc164f0..fe9a1ab1 100644 --- a/server/sim/ai.js +++ b/server/sim/ai.js @@ -465,17 +465,18 @@ export function updateEnemy(b, e, dt) { } if (!e.hidden && b._checkBlock(e)) return; if (b.time < e.pauseUntil) return; - // standing for an attack clip (attackStand, GitHub #58): drawn idle — the client plays the clip, then Move again; a - // 恐惧 runs at once (it cannot attack) - if (winding || (b.time < e.atkStandUntil && !e.s.flags.fear)) { e.moving = false; return; } + // standing for an attack clip (attackStand, GitHub #58): only the walking waits — a checkpoint's WAIT keeps running + // and DISAPPEAR / APPEAR legs still happen (advanceRoute); drawn idle (the client plays the clip, then Move again); + // a 恐惧 runs at once (it cannot attack) + const standing = winding || (b.time < e.atkStandUntil && !e.s.flags.fear); if (e.s.flags.noMove) { e.moving = false; return; } // standing (a 重生, a form change): drawn idle, not walking // 恐惧 (ba.fear "无法被阻挡并四散逃跑"; PRTS 诱发移动: 恐惧 outranks 诱导): runs to random tiles of the fan away from // its source — a self-inflicted fear flutters inside its own tile (fear.js); the route re-plans once it ends if (e.s.flags.fear && !e.hidden) { moveFeared(b, e, dt); return; } if (e.mem.fearMove) endFear(e); // 诱导 (ba.attract "无法被阻挡并向目标位置移动"): walks to the attract point instead of following its route - if (e.s.flags.attract) { moveAttracted(b, e, dt); return; } - advanceRoute(b, e, dt, R); + if (e.s.flags.attract) { if (standing) e.moving = false; else moveAttracted(b, e, dt); return; } + advanceRoute(b, e, dt, R, standing); } /** @@ -520,7 +521,11 @@ function moveAttracted(b, e, dt) { if (moved && e.route) e.route.pts = null; } -function advanceRoute(b, e, dt, R) { +/** + * One tick along the route legs. `standing` (an attack clip, attackStand): the time-based legs go on — a WAIT runs + * down, DISAPPEAR / APPEAR happen (leaving the field ends the clip) — and a MOVE leg holds (GitHub #58 review). + */ +function advanceRoute(b, e, dt, R, standing = false) { let budget = dt; let guard = 16; while (budget > 1e-9 && guard-- > 0 && e.alive) { @@ -537,6 +542,7 @@ function advanceRoute(b, e, dt, R) { } if (leg.t === 'disappear') { b._setHidden(e, true); + e.atkStandUntil = -Infinity; standing = false; // off the field: its attack clip is over R.legIdx++; R.pts = null; continue; } @@ -547,6 +553,7 @@ function advanceRoute(b, e, dt, R) { continue; } // move + if (standing) { e.moving = false; return; } // the walking waits for the attack clip if (!R.pts || R.version !== b.grid.version) planLeg(b, e, leg); const speed = e.s.moveSpeed * MOVE_SCALE; if (speed <= 0) { e.moving = false; return; } @@ -587,7 +594,10 @@ function advanceRoute(b, e, dt, R) { * plays for its attacks and its strike frame (tools/build-data.mjs, from the asset manifest) —, `hit` of it before * the strike (the wind-up, while a target is in range) and the rest after it, both shortened when the attacks come * quicker than the clip (it then plays faster: render/spine.js, the same rule) — no source gives a length. An enemy in - * another form (掠海漂移体's crawl, 转译基底's forms, 杰斯顿's second form) stands for its base clip [ASSUMED]. + * another form (掠海漂移体's crawl, 转译基底's forms, 杰斯顿's second form) stands for its base clip [ASSUMED]; known + * mismatches: 扎罗's second form stands 1.433 s (A_Attack) though its B_Attack lasts 2.0 s (2.5 s interval: ~0.4 s of + * walking during the recovery), 转译基底's 特战术师 stands 2.0 s (B_Attack) though its D_Attack lasts 1.667 s — a per-form + * clip needs the client's FORMS mapping (render/units.js) in shared data. * Returns the wind-up and rest (s) into `out`: an enemy with no attack clip known stands ATTACK_PAUSE after the strike * (the old rule), a 「不停止移动」 one (`attackMoves`: data or content) never stops. */ diff --git a/server/sim/content/enemies.js b/server/sim/content/enemies.js index 0bc054ca..b782968b 100644 --- a/server/sim/content/enemies.js +++ b/server/sim/content/enemies.js @@ -1742,8 +1742,9 @@ function kitRoar(ab) { * ×boomb.move_speed, and it flies on. A stun / freeze / sleep before the release interrupts the cast (Boomb * `_immuneStunWhenAffecting` 0, like the other enemy channels here): nothing leaves the drone, it keeps its bomb and casts * again after the skill's cooldown (1 s, counted from the interrupt) once it is free and an operator is in range. - * [ASSUMED] no drop when the drone is dead at the release; the ATK at the release; the hover through the cast (the - * engine stands a ranged enemy for its attack clip, ai.js attackStand; the drop is the drone's only attack-like cast); the + * [ASSUMED] no drop when the drone is dead at the release; the ATK at the release; the hover through the cast (its own + * hold, `pauseUntil`: the drone has no normal attack — `noAttack` —, so ai.js attackStand, the stand of a ranged enemy + * for its attack clip, never runs for it; the drop is its only attack-like cast); the * bomb-less look from the release (the bomb leaves the drone on that frame of the Attack clip; at the cast end — 1 tick * before the clip ends — the client would draw the bomb back for a frame); an interrupted cast does not use up the one * trigger (`_maxTriggerTime` 1 — the bomb is still on the drone); a stun after the release does not stop the cast end. diff --git a/test/sim/feedback2-enemy-attack-stand.test.js b/test/sim/feedback2-enemy-attack-stand.test.js index 0a3de3b4..08e401b9 100644 --- a/test/sim/feedback2-enemy-attack-stand.test.js +++ b/test/sim/feedback2-enemy-attack-stand.test.js @@ -126,3 +126,51 @@ test('no attack clip known: ATTACK_PAUSE after the strike and no wind-up stand; h.run(0.3); assert.notEqual(e.x, x0, 'walks once the stun is over'); }); + +// review: a stand holds only the walking — a route's WAIT keeps running and DISAPPEAR / APPEAR still happen +// (data/waves.json has 122 WAIT and 99 DISAPPEAR checkpoints); it used to hold every leg, so a wait ran long by each +// clip and never ended for an enemy attacking quicker than its clip +function routeField(key, bat, dur, checkpoints, ally) { + const rec = { ...enemyRec({ key, hp: 1e9, atk: 1, range: 3, bat, speed: 1 }), attackAnim: { clip: 'Attack', dur, hit: dur / 2 } }; + return makeBattle({ + defs: { chess: { t_a: chessRec({ id: 't_a', stats: { maxHp: 1e9, atk: 0, def: 1e6 } }) }, enemies: { [key]: rec } }, + units: ally ? [{ chessId: 't_a', row: 10, col: 7 }] : [], routes: [{ motion: 'WALK', start: [9, 8], end: [9, 2], checkpoints }], + enemies: [{ key, time: 0, route: 0 }], content: 'none', autoFinish: false, timeLimit: 60, hooks: ['attack'], + }); +} + +test('a ranged enemy with a target in range on a WAIT checkpoint leaves when the wait (and its current clip) is over, as without a target', () => { + const leaves = (bat, dur, ally) => { + const h = routeField('enemy_waiter', bat, dur, [{ type: 'WAIT', time: 3 }], ally); + let waited = null, moved = null, x0 = null; + for (let i = 0; i < Math.round(8 / TICK); i++) { + h.step(); + const e = h.enemies()[0]; + x0 ??= e.x; + if (waited == null && e.route.legIdx >= 1) waited = h.b.time; + if (moved == null && Math.abs(e.x - x0) > 1e-6) moved = h.b.time; + } + return { waited, moved, attacks: h.hooksOf('attack').length }; + }; + const free = leaves(2.7, 1, false), sniper = leaves(2.7, 1, true), quick = leaves(1, 2, true); + assert.equal(free.attacks, 0); + assert.ok(sniper.attacks >= 2 && quick.attacks >= 5); + assert.ok(Math.abs(sniper.waited - free.waited) < 1e-9 && Math.abs(quick.waited - free.waited) < 1e-9, `the wait ends at ${free.waited.toFixed(2)} s for all three`); + // it walks on once the attack clip running at the end of the wait is over (the attack at 2.7 s: until 3.2 s) + assert.ok(sniper.moved > free.moved && sniper.moved <= 3.2 + 2 * TICK, `leaves at ${sniper.moved?.toFixed(2)} s (no target: ${free.moved.toFixed(2)} s)`); + assert.equal(quick.moved, null, 'an enemy attacking quicker than its clip stands while the target stays in range'); +}); + +test('DISAPPEAR / APPEAR legs proceed while an enemy stands for its attacks; leaving the field ends the stand', () => { + const h = routeField('enemy_ghost', 1, 2, [{ type: 'WAIT', time: 1 }, { type: 'DISAPPEAR' }, { type: 'WAIT', time: 1 }, { type: 'APPEAR', pos: [9, 4] }], true); + let hiddenAt = null, appeared = null; + for (let i = 0; i < Math.round(4 / TICK); i++) { + h.step(); + const e = h.enemies()[0]; + if (hiddenAt == null && e.hidden) { hiddenAt = h.b.time; assert.equal(e.atkStandUntil, -Infinity, 'no stand left once hidden'); } + if (appeared == null && hiddenAt != null && !e.hidden) appeared = { t: h.b.time, x: e.x, y: e.y }; + } + assert.ok(h.hooksOf('attack').length >= 1, 'it attacked before leaving'); + assert.ok(hiddenAt != null && Math.abs(hiddenAt - 1) < 2 * TICK, `disappears after its 1 s wait (${hiddenAt})`); + assert.ok(appeared && Math.abs(appeared.t - 2) < 2 * TICK && Math.abs(appeared.x - 4) < 0.05 && appeared.y === 9, `appears on (9,4) 1 s later (${JSON.stringify(appeared)})`); +});