feedback5: merge W5M — the nine 0.1.4 PRs (#150 #66 #146 #74 #72 #103 #149 #109 #160) and W4A (高台 per the trait, 阿戈尔 revive slots, 联防 devour) ported into the split layout

Conflicts: server/match/bot.js (W4A's comment + W5K's player data view pgd), test/golden/diy.json (regenerated). data/ equals an offline build of the merged tools/build-data.mjs. Golden regenerated on the merged code: against feedback5 the moved roster / bonds / fields / matches / standins scenarios are exactly W5M's per-PR attribution (#160 skill events, #109 deploy-timed lifecycle, #66 灵巧 sources and hidden layers, 83fc408 歌蕾蒂娅 placement), plus coop2-NORMAL-70-diy (fields operators those PRs touch) and diy-051 / diy-052 (events.skill only: Misery's deploy passives, #160); against fb5-merge4 only feedback5's own additions (the diy kits, coop2-NORMAL-70-diy).
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sganggs committed 2026-10-06 00:33:15 +08:00
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@@ -1 +1 @@
{"yanShip":{"bondId":"yanShip","name":"炎","identifier":1,"isCore":true,"bondType":"SEASON","bondOrder":2,"powerIdList":["yan","sui","lungmen","lee","lgd"],"iconId":"icon_yanShip","activeCount":3,"thresholds":[3,6,9],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"【炎】干员攻击力提升(受层数影响)\n<在场6名不同【炎】干员>战斗开始时召唤可自主行动的“炎佑”,其攻击力生命值分别为开战时【炎】干员攻击力生命值总和的30%,“炎佑”同时攻击3个目标,可使用“祛恶之焰”,攻击时附带攻击力一定比例的灼燃损伤且周围敌人受到一定比例的元素脆弱\n<在场9名不同【炎】干员>改为召唤2只“炎佑”,攻击力提升至1.5倍,受到的伤害-90%","descRaw":"【炎】干员<@ba.vup>攻击力</>提升<@autochess.gray>(受层数影响)</>\n<在场<@autochess.dgreen>6</>名不同【炎】干员>战斗开始时召唤可自主行动的<@ba.vup>“炎佑”</>,其攻击力生命值分别为开战时【炎】干员攻击力生命值总和的30%,“炎佑”同时攻击3个目标,可使用<@ba.vup>“祛恶之焰”</>,攻击时附带攻击力一定比例的灼燃损伤且周围敌人受到一定比例的元素脆弱\n<在场<@autochess.dgreen>9</>名不同【炎】干员>改为召唤2只<@ba.vup>“炎佑”</>,攻击力提升至<@ba.vup>1.5</>倍,受到的伤害<@ba.vup>-90%</>","effectId":"bondeffect_yan","effectName":"炎","effectDesc":"【炎】干员攻击力+{0:0%}(受层数影响)\n<在场6名不同【炎】干员>战斗开始时收集【炎】干员部分属性召唤“炎佑”(其攻击力和生命值为【炎】干员攻击力和生命值总和的30%);“炎佑”同时攻击3个目标,攻击附带20%攻击力的灼燃损伤,周围敌人受到20%的元素脆弱,周期性使用“祛恶之焰”\n<在场9名不同【炎】干员>改为召唤2只“炎佑”;“炎佑”攻击力提升至1.5倍,受到的伤害-90%","effectDescRaw":"【炎】干员攻击力<@ba.vup>+{0:0%}</><@ba.acrem>(受层数影响)</>\n<在场<@ba.vup>6</>名不同【炎】干员>战斗开始时收集【炎】干员部分属性召唤“炎佑”(其攻击力和生命值为【炎】干员攻击力和生命值总和的30%);“炎佑”同时攻击3个目标,攻击附带20%<@ba.vup>攻击力</>的<@ba.vup>灼燃损伤</>,周围敌人受到20%的<@ba.vup>元素脆弱</>,周期性使用“祛恶之焰”\n<在场<@ba.vup>9</>名不同【炎】干员>改为召唤2只“炎佑”;“炎佑”攻击力提升至1.5倍,受到的伤害-90%","effectDescParams":[{"index":0,"format":"0%","base":"base_atk","perStack":"atk_per_stack"}],"bb":{"base_atk":0.23,"atk_per_stack":0.009,"power_bond_char_cnt":6,"ex_bond_char_cnt":9,"damage_resistance":0.9,"atk":1.5},"bbStr":{"key":"act1autochess_bond_eff_yan"},"buffs":[{"key":"env_gbuff_new","bb":{"base_atk":0.23,"atk_per_stack":0.009,"power_bond_char_cnt":6,"ex_bond_char_cnt":9,"damage_resistance":0.9,"atk":1.5},"bbStr":{"key":"act1autochess_bond_eff_yan"}}],"baseParams":["base_atk"],"perStackParams":["atk_per_stack"],"members":["chess_char_1_03_a","chess_char_2_04_a","chess_char_3_03_a","chess_char_3_04_a","chess_char_4_15_a","chess_char_4_17_a","chess_char_5_03_a","chess_char_5_12_a","chess_char_5_23_a","chess_char_6_03_a","chess_char_6_15_a"],"visibleMembers":["chess_char_1_03_a","chess_char_2_04_a","chess_char_3_03_a","chess_char_3_04_a","chess_char_4_17_a","chess_char_5_03_a","chess_char_5_12_a","chess_char_5_23_a","chess_char_6_03_a","chess_char_6_15_a"],"spec":{"tiers":[{"need":"3 distinct 炎 on board","effect":"炎 members (+调和 members) ATK x(1 + 0.23 + 0.009*L)."},{"need":"6 distinct","effect":"At battle start spawn 1 \"炎佑\" (enemy_9012_acloon template, allied flying ranged unit, not blockable, moves on its own). ATK = 0.30 x sum(ATK of 炎 operators on board at battle start), maxHP = 0.30 x sum(maxHP of those operators). Template: DEF 200, RES 0, BAT 2.5 s, ASPD 100, attack range radius 2.0 tiles, magic damage, hits up to 3 targets; every hit adds 灼燃损伤 (burn elemental damage) = 20% of its ATK and applies 元素脆弱 (elemental damage taken x1.2) to enemies within 0.8 tiles of the target. Skill \"祛恶之焰\": cooldown 15 s (first cast 15 s after spawn), channels a flame on one enemy in range dealing 60% ATK magic damage per second to it and to enemies within 1.0 tile, for up to 20 s."},{"need":"9 distinct","effect":"Spawn 2 炎佑 instead; each has ATK x1.5 and takes 90% less damage (damage_resistance 0.9)."}],"formulas":{"atkMultiplier":"1 + 0.23 + 0.009*L"},"caps":"none","layerGain":"Economy-driven: 惊蛰 获得时 +shop level (no activation needed); 小满 休整期结束 +1 per operator gained this rouLine truncated
{"yanShip":{"bondId":"yanShip","name":"炎","identifier":1,"isCore":true,"bondType":"SEASON","bondOrder":2,"powerIdList":["yan","sui","lungmen","lee","lgd"],"iconId":"icon_yanShip","activeCount":3,"thresholds":[3,6,9],"maxCount":null,"thresholdTemplate":"count_threshold_upward","countMode":"BOARD","countsHand":false,"countsGoldenOnly":false,"activeType":"BATTLE","isActiveInDeck":false,"noStack":false,"weight":10,"maxInactiveBondCount":-1,"layerMilestones":[],"desc":"【炎】干员攻击力提升(受层数影响)\n<在场6名不同【炎】干员>战斗开始时召唤可自主行动的“炎佑”,其攻击力生命值分别为开战时【炎】干员攻击力生命值总和的30%,“炎佑”同时攻击3个目标,可使用“祛恶之焰”,攻击时附带攻击力一定比例的灼燃损伤且周围敌人受到一定比例的元素脆弱\n<在场9名不同【炎】干员>改为召唤2只“炎佑”,攻击力提升至1.5倍,受到的伤害-90%","descRaw":"【炎】干员<@ba.vup>攻击力</>提升<@autochess.gray>(受层数影响)</>\n<在场<@autochess.dgreen>6</>名不同【炎】干员>战斗开始时召唤可自主行动的<@ba.vup>“炎佑”</>,其攻击力生命值分别为开战时【炎】干员攻击力生命值总和的30%,“炎佑”同时攻击3个目标,可使用<@ba.vup>“祛恶之焰”</>,攻击时附带攻击力一定比例的灼燃损伤且周围敌人受到一定比例的元素脆弱\n<在场<@autochess.dgreen>9</>名不同【炎】干员>改为召唤2只<@ba.vup>“炎佑”</>,攻击力提升至<@ba.vup>1.5</>倍,受到的伤害<@ba.vup>-90%</>","effectId":"bondeffect_yan","effectName":"炎","effectDesc":"【炎】干员攻击力+{0:0%}(受层数影响)\n<在场6名不同【炎】干员>战斗开始时收集【炎】干员部分属性召唤“炎佑”(其攻击力和生命值为【炎】干员攻击力和生命值总和的30%);“炎佑”同时攻击3个目标,攻击附带20%攻击力的灼燃损伤,周围敌人受到20%的元素脆弱,周期性使用“祛恶之焰”\n<在场9名不同【炎】干员>改为召唤2只“炎佑”;“炎佑”攻击力提升至1.5倍,受到的伤害-90%","effectDescRaw":"【炎】干员攻击力<@ba.vup>+{0:0%}</><@ba.acrem>(受层数影响)</>\n<在场<@ba.vup>6</>名不同【炎】干员>战斗开始时收集【炎】干员部分属性召唤“炎佑”(其攻击力和生命值为【炎】干员攻击力和生命值总和的30%);“炎佑”同时攻击3个目标,攻击附带20%<@ba.vup>攻击力</>的<@ba.vup>灼燃损伤</>,周围敌人受到20%的<@ba.vup>元素脆弱</>,周期性使用“祛恶之焰”\n<在场<@ba.vup>9</>名不同【炎】干员>改为召唤2只“炎佑”;“炎佑”攻击力提升至1.5倍,受到的伤害-90%","effectDescParams":[{"index":0,"format":"0%","base":"base_atk","perStack":"atk_per_stack"}],"bb":{"base_atk":0.23,"atk_per_stack":0.009,"power_bond_char_cnt":6,"ex_bond_char_cnt":9,"damage_resistance":0.9,"atk":1.5},"bbStr":{"key":"act1autochess_bond_eff_yan"},"buffs":[{"key":"env_gbuff_new","bb":{"base_atk":0.23,"atk_per_stack":0.009,"power_bond_char_cnt":6,"ex_bond_char_cnt":9,"damage_resistance":0.9,"atk":1.5},"bbStr":{"key":"act1autochess_bond_eff_yan"}}],"baseParams":["base_atk"],"perStackParams":["atk_per_stack"],"members":["chess_char_1_03_a","chess_char_2_04_a","chess_char_3_03_a","chess_char_3_04_a","chess_char_4_15_a","chess_char_4_17_a","chess_char_5_03_a","chess_char_5_12_a","chess_char_5_23_a","chess_char_6_03_a","chess_char_6_15_a"],"visibleMembers":["chess_char_1_03_a","chess_char_2_04_a","chess_char_3_03_a","chess_char_3_04_a","chess_char_4_17_a","chess_char_5_03_a","chess_char_5_12_a","chess_char_5_23_a","chess_char_6_03_a","chess_char_6_15_a"],"spec":{"tiers":[{"need":"3 distinct 炎 on board","effect":"炎 members (+调和 members) ATK x(1 + 0.23 + 0.009*L)."},{"need":"6 distinct","effect":"At battle start spawn 1 \"炎佑\" (enemy_9012_acloon template, allied flying ranged unit, not blockable, moves on its own). ATK = 0.30 x sum(ATK of 炎 operators on board at battle start), maxHP = 0.30 x sum(maxHP of those operators). Template: DEF 200, RES 0, BAT 2.5 s, ASPD 100, attack range radius 2.0 tiles, magic damage, hits up to 3 targets; every hit adds 灼燃损伤 (burn elemental damage) = 20% of its ATK and applies 元素脆弱 (elemental damage taken x1.2) to enemies within 0.8 tiles of the target. Skill \"祛恶之焰\": cooldown 15 s (first cast 15 s after spawn), channels a flame on one enemy in range dealing 60% ATK magic damage per second to it and to enemies within 1.0 tile, for up to 20 s."},{"need":"9 distinct","effect":"Spawn 2 炎佑 instead; each has ATK x1.5 and takes 90% less damage (damage_resistance 0.9)."}],"formulas":{"atkMultiplier":"1 + 0.23 + 0.009*L"},"caps":"none","layerGain":"Economy-driven: 惊蛰 获得时 +shop level (no activation needed); 小满 休整期结束 +1 per operator gained this rouLine truncated
+19 -10
View File
@@ -86,7 +86,7 @@ The research JSONs in `docs/research/` (03, 05, 07) define **which** ids are nee
| Token Spine | fexli: the default model, or else the first skin variant (`spine/{tokenId}/{variant}/Spine/`) | `spine/token/{tokenId}/{stem}.*` |
| Enemy Spine (PC build, premultiplied alpha) | isHarryh/Ark-Models `models_enemies/{key}/`, file names from `models_data.json` | `spine/enemy/{enemyId}/{stem}.*` |
| Enemy Spine that no dump carries (灼热源石虫 / 炽焰源石虫) | the local client only (`tools/local-extract/extract.py ENEMY_SPINES`, optional); never downloaded and never required: an overlay of the web alias (`enemies[id].spineLocal`) | `local/spine/enemy/{enemyId}/{stem}.*` (listed in `data/local-assets.json`) |
| BGM | AA2 `voice` branch `audio/sound_beta_2/music/**` | `audio/bgm/{file}.mp3` |
| BGM | AA2 `voice` branch `audio/sound_beta_2/music/**` (大厅/休整期 `act1autochess`, 开战 `act13side/m_bat_kazimierz2_{1,2}` — 骑士之日 / 无畏者; the 开战 track follows the round: `_2` 无畏者 rounds 1–7, `_1` 骑士之日 from round 8) | `audio/bgm/{file}.mp3` |
| SFX (UI, battle, per unit) | AA2 `voice` `audio/sound_beta_2/**`, mapped from `audio_data.json` banks | `audio/sfx/{same sub-path}.mp3` |
| Fonts: Bender Regular and Light, Novecento Wide | TimWangZi/The-font-of-Arknights | `public/fonts/*.{otf,ttf,woff2}`, `public/fonts/fonts.css` |
@@ -157,11 +157,13 @@ All paths are URL paths relative to the site root, for example `/assets/char/ava
// group + name of the same picture (the client takes the local one first)
prof: { icon: {caster…warrior}, large: {…}, battlecard: {…, token}, sub: {[subProfessionId]: url} },
audio: {
bgm: { lobby, prep, combat, unite?: { intro?, loop }, boss: { intro?, loop } },
// intro then crossfade to loop (1 s); `unite` = 联防's own track — the official
// escaped_single / escaped_multi levels declare `bgmEvent = corrosion` (卡西米尔 act13d5d0),
// so the rescue phase does not reuse the 作战's track (audio.js bgmKeyFor 'unite', falling
// back to `bgm.combat` for a manifest that lacks it)
bgm: { lobby, prep, combat, combatAlts?: [{ intro?, loop }, …], unite?: { intro?, loop }, boss: { intro?, loop } },
// intro then crossfade to loop (1 s); combatAlts = the 开战 tracks of the mode's own act, chosen by the
// round, not drawn: [0] = m_bat_kazimierz2_1 骑士之日 (rounds 8–13), [1] = m_bat_kazimierz2_2 无畏者
// (rounds 1–7) — audio.js combatTrackFor / bgmKeyFor 'combat:<i>', the same on every client;
// `unite` = 联防's own track — the official escaped_single / escaped_multi levels declare
// `bgmEvent = corrosion` (卡西米尔 act13d5d0), so the rescue phase does not reuse the 作战's track
// (audio.js bgmKeyFor 'unite', falling back to `bgm.combat` for a manifest that lacks it)
bossBgm: { [bossId]: { intro?, loop } }, // per-boss track of its R14/R15 level
sfx: {
ui: { click, back, confirm, tab, pick, drop, error, buy, sell, income, refresh, freeze, levelup,
@@ -272,10 +274,17 @@ Other renderer rules from research 07 §5.4–5.5:
- **Enemy aliases:** `enemies[id].spineAliasOf` means the model belongs to another enemy. Two cases:
- `_2` variants whose official prefab is the base one (鸭爵, 高普尼克, 流泪小子, 圆仔, 假想敌:胄, 假想敌:铳): the base model, as in the game.
- an enemy whose own model no dump carries: 灼热源石虫 / 炽焰源石虫 (`enemy_1305_mhslim` / `_2`) use the plain 源石虫 on
the web (`plan.mjs ENEMY_SPINE_ALIAS`). Their official skeletons only exist in the client's enemy art bundles
(`refs/arts/enm_art_*.ab`), so they are an optional **overlay**, `enemies[id].spineLocal` = `{ group, skel, atlas,
textures, pma, anims, animations, events, hits, bounds }` (file names in the `data/local-assets.json` group
`spine/enemy/{enemyId}`; the rest as a `spine` entry):
the web (`plan.mjs ENEMY_SPINE_ALIAS`). The reason is upstream: isHarryh/Ark-Models *indexes* `1305_mhslim` /
`1305_mhslim_2` but with an **empty `assetList`** — registered, never uploaded — so `arkModel()` finds no files for
them and the alias chain drops to `enemy_1007_slime`, a different enemy rather than a variant of it, which is why
the renderer tints that alias toward the slug's own colours. Their official skeletons only exist in the client's
enemy art bundles (`refs/arts/enm_art_*.ab`); the *mobile* build also ships them as
`enemy_spine/<enemyId>/<enemyId>.{skel,atlas,png}` (straight-alpha pages: no `pma: true` line), but its only public
mirror is a community wiki rather than a GitHub dump, so it is deliberately **not** an asset source — a third-party
site is not added to `sources.mjs` for two models, and the tinted alias stays the web model until a GitHub dump
carries them. The same official model from the local client is the optional **overlay**,
`enemies[id].spineLocal` = `{ group, skel, atlas, textures, pma, anims, animations, events, hits, bounds }` (file
names in the `data/local-assets.json` group `spine/enemy/{enemyId}`; the rest as a `spine` entry):
- `tools/local-extract/extract.py` writes the model to `public/assets/local/spine/enemy/{enemyId}/` (page textures
with their `[alpha]` texture merged in: premultiplied RGB + A like Ark-Models; the atlas gets `size:` and
`pma: true`) and lists its files in `data/local-assets.json`.
+1 -1
View File
@@ -154,7 +154,7 @@ Top level: `{ season, seasonName, modes, economy, lpCapPerRound, bossOvertimeAft
| `name`, `appellation` | `"隐现"`, `"Insider"` | |
| `rarity` | `5` | stars 1–6 |
| `profession`, `subProfessionId`, `subProfessionName`, `position` | `"SNIPER"`, `"fastshot"`, `"速射手"`, `"RANGED"` | |
| `placement` | | not stored. A MELEE chess may stand on a 高台 only when it is elite 歌蕾蒂娅 (`char_474_glady`, `isGolden`) carrying HOK-Y 淡金坠饰 (`uniequip_003_glady`), decided at place time from the loadout (`shared/highGround.js`, `board.js placeClass`). The trait 「可以放置于远程位」 is not read. Owner's decision 2026-10-04; §22.6's `placement: "all"` is gone. `position` stays MELEE for the battle |
| `placement` | | not stored. A MELEE chess may also stand on a 高台 when its trait without a module (`traitBase`, else `trait`) reads 「可以放置于远程位」 — the 钩索师 / 推击手 branch trait: 歌蕾蒂娅, 崖心, 见行者, normal and elite; the module does not matter (every module of the three keeps the line). Read at place time (`shared/highGround.js meleeOnHighGround`, `board.js positionClass`); the owner's decision of 2026-10-05, following PRTS (it reverses the 2026-10-04 one: elite 歌蕾蒂娅 with HOK-Y only). `position` stays MELEE for the battle |
| `nationId` | `"laterano"` | |
| `bonds[]` | `["lateranoShip","swiftShip"]` | bondIds (→ `bonds.json`) |
| `garrisonIds[]` | `["garrison_16_b"]` | 特质 (→ `garrisons.json`); first = displayed trait |
+33 -4
View File
@@ -155,7 +155,7 @@ Ownership rule for parallel agents: **only edit files assigned to you**; if you
- **Partner display** cols 11–18 of rows 9–12 (the unite field uses them).
- **Boss field**: rows 1–5; left half cols 2–10, right half cols 10–18.
- Enemy preview pen rows 14–18 × cols 7–13 (row 16 empty): during prep the next round's enemies idle there (upper-gate enemies rows 17–18, lower-gate rows 14–15, ≤ 50 models, spawn-time order) — research 08 §4 / 09 §2.
- Tile semantics come from `data/stages.json` legend: height (LOW/HIGH), buildable (ALL/MELEE/RANGED/NONE — the **effective** deploy type: the 深水区 `tile_deepsea` refuses deployment, NONE with the level's `buildableType` ALL kept, PRTS 深水区 地形信息 "拒绝部署(待补充)"; an active 特制水上平台 makes its tile deployable in the prep deploy map only, §21.3), ground-passable, fly-only, special terrain (mire, smog, deepsea, infection). The fenced tiles (围墙 `tile_fence_bound` / 围栏 `tile_fence`, legend `b`: LOW, buildable ALL, passable to flyers only) take units, which attack normally from there but block no ground enemy (PRTS 地形机制, §21.23). Melee chess may stand only on LOW tiles with buildable ALL/MELEE — except elite 歌蕾蒂娅 carrying module HOK-Y 淡金坠饰 (`uniequip_003_glady`), who may use the ranged tiles too (owner's decision 2026-10-04; the branch trait 「可以放置于远程位」 is not read, §22.6 reversed); ranged chess on ALL/RANGED **and** on LOW ALL/MELEE tiles ("所有行动内远程干员可部署在近战位"). Tokens follow their own `position`; a summon marked `ownerRange` (狼群, 流形: "只能部署在召唤者攻击范围内") goes only on a tile of its owner's attack range — the loadout grid rotated by the owner's facing around its tile (`PlayerState.summonRange`, §21.3).
- Tile semantics come from `data/stages.json` legend: height (LOW/HIGH), buildable (ALL/MELEE/RANGED/NONE — the **effective** deploy type: the 深水区 `tile_deepsea` refuses deployment, NONE with the level's `buildableType` ALL kept, PRTS 深水区 地形信息 "拒绝部署(待补充)"; an active 特制水上平台 makes its tile deployable in the prep deploy map only, §21.3), ground-passable, fly-only, special terrain (mire, smog, deepsea, infection). The fenced tiles (围墙 `tile_fence_bound` / 围栏 `tile_fence`, legend `b`: LOW, buildable ALL, passable to flyers only) take units, which attack normally from there but block no ground enemy (PRTS 地形机制, §21.23). Melee chess may stand only on LOW tiles with buildable ALL/MELEE — except a melee chess whose trait reads 「可以放置于远程位」 (the 钩索师 / 推击手 branch trait: 歌蕾蒂娅, 崖心, 见行者, normal and elite, with any module or none), which may use the ranged tiles too (`shared/highGround.js`; the owner's decision of 2026-10-05, following PRTS — it reverses the 2026-10-04 one that allowed only elite 歌蕾蒂娅 with HOK-Y; on a 高台 it attacks and blocks nothing); ranged chess on ALL/RANGED **and** on LOW ALL/MELEE tiles ("所有行动内远程干员可部署在近战位"). Tokens follow their own `position`; a summon marked `ownerRange` (狼群, 流形: "只能部署在召唤者攻击范围内") goes only on a tile of its owner's attack range — the loadout grid rotated by the owner's facing around its tile (`PlayerState.summonRange`, §21.3).
- **Facing (corrected, see research 09 §1.2):** like standard Arknights, every board piece has a direction `dir ∈ UP|RIGHT|DOWN|LEFT` chosen with the 4-direction deploy wheel after dropping it on a tile (also re-orientable in place); default `RIGHT`; persists across rounds. Range grid entries are `[dRow, dCol]` relative to facing RIGHT and are rotated: RIGHT `(dr,dc)`, UP `(dc,−dr)`, LEFT `(−dr,−dc)`, DOWN `(−dc,dr)` (row 0 = bottom); `rangeExtend` applies along +dCol before rotating — to a running skill's range too, unless that skill ignores 攻击距离 (`targeting.noRangeExtend`, 信仰搅拌机 S3, §21.16). The right-side Final Assault player is mirrored col `c→20−c` with RIGHT↔LEFT (UP/DOWN unchanged).
- **Range test:** an enemy is inside a grid range if the tile containing it (`round(y), round(x)`) is one of the range tiles; a huge enemy (data `hitArea`: 巨型单位, a 4.95 × 2.95 rectangle moved 1.0 up) if any tile its hit rectangle overlaps is one (PRTS 作战机制 "巨型BOSS单位的每一个占据的格子都可以让其本身通过格子判定"; `sim/body.js`, §19.4). Radius ranges (enemies, auras, AoE) use Euclidean distance in tiles — to a huge enemy's rectangle [ASSUMED] — except splash around a struck target, a 中点判定 on positions (PRTS 作战机制 "中点判定…案例:阻挡,酒神1天赋的1.3溅射半径"). A ranged enemy's normal attack takes an ally whose collider (radius 0.25, PRTS 作战机制 §碰撞体积 "我方干员碰撞体积基本均为以0.25格为半径的圆形") touches its range circle: centre distance ≤ `rangeRadius` + 0.25 (`constants.js ALLY_COLLIDER_RADIUS`, `ai.js enemyAttack`; §20.4).
- **Fields at runtime:** a `Battle` receives a **field rect** (rows/cols subset) and the full stage grid. Normal battles use rows 9–12 × cols 0–10; unite uses rows 9–12 × cols 0–20 — on its own map, the escaped template's (stages.json `kind: 'unite'`, `unite.js uniteStageId`; GitHub #41), not the round's stage; boss uses rows 0–5 × cols 0–20 (solo boss uses the left half only). Pathfinding never leaves the rect.
@@ -305,7 +305,14 @@ Engine helpers (content must use these, never touch internals): `battle.dealDama
SP: `spType` `INCREASE_WITH_TIME` (+`spRecovery`/s), `INCREASE_WHEN_ATTACK` (+1 per attack), `INCREASE_WHEN_TAKEN_DAMAGE` (+1 per hit taken); starts at `initSp`; no SP gain while a duration skill is active. `maxChargeTime > 1` ⇒ charges.
Auto-trigger rules (`skillTrigger.rule` in data — the official 技能策略, PRTS 卫戍协议/帮助 §作战阶段 技能操作; §20.2): `DEFAULT` (SP ready AND about to attack/heal AND an enemy/injured ally inside the **initial** range, or an enemy the unit blocks; with `trigger.allies` + `hpAtMost` an ally of the skill grid at or below that HP ratio — 塞雷娅 S1 急救, whose cast replaces that attack and is withdrawn with its charge if the ally recovers first), `SKILL_RANGE` (a MANUAL skill with a 技能范围 of its own, not an attack-range change: any living enemy, stealthed ones included, on the skill range, checked every tick — "仅在技能范围内存在敌人(无视其不可选中)时释放技能"; 13 skills / 26 records by the official rule, 14 / 28 in the data with 余 S2's deviation, §22.10), `ACTIVE_RANGE` (the owner's deliberate deviation of 2026-10-05, 0.2.0: a MANUAL skill on the basic strategy — or, by the owner's further decisions of the same day, on the `SEARCH` row, and 深巡 S2 on top of its §21.29 DEFAULT — whose attack range while it runs strictly contains the operator's own range — its rangeId grid, or the own range grown by `ability_range_forward_extend` — checks the DEFAULT condition on that running range every tick, no attack needed; `customRangeGrid` = the running range, `rawRule` the official row (DEFAULT, SEARCH, 深巡's TAKE_DAMAGE); 39 skills / 78 records, of them 薄绿 S1, 蜜蜡 S1, 卡涅利安 S3, 玛恩纳 S2 and 安洁莉娜 S3 from SEARCH; 烛煌 S2 / S3, whose ranges do not contain her 3-1, keep DEFAULT), `TAKE_DAMAGE` (on taking damage — any damage, 无来源 included, never a 流失; every MANUAL 重装 skill, §21.12 — but the six of the deliberate deviation, §21.29: 深巡 / 雷蛇 S2, 号角 S2 / S3 and 灰毫 S1 / S2 are `DEFAULT`, `rawRule` keeping the official TAKE_DAMAGE — 深巡 S2 then `ACTIVE_RANGE` on its 3-2; and 余 S2, `SKILL_RANGE` on its x-1 (§22.10); the 重装 of data/backups.json — the 补位 stand-ins 预备干员-重装 / Mechanist and every 自选 重装 — cast with an enemy in range, `DEFAULT` (or `ACTIVE_RANGE` when the skill's running range is larger), by the owner's decisions of 2026-10-05), `SP_FULL` (immediately — 执旗手 / 战术家 / 吟游者 MANUAL skills, AUTO DP skills such as 焰尾 S1, 凛御银灰 S1 (伺夜 S1 / S2 too, but only while his pack is on the field — PRTS 备注 「仅场上存在狼群时可触发技能」, the kit's own cast; the owner's decision of 2026-10-05 for S1; S1 also while the pack sits in its 战术点形态, which the cast ends — S2 waits for it to come back [ASSUMED]), and, by their kits, AUTO skills whose effects act on allies only: 引星棘刺 S1, 浊心斯卡蒂 S2, 纯烬艾雅法拉 S1 — the owner's decision of 2026-10-05 for the last), `CUSTOM_RANGE` (enemy inside the custom grid), `SEARCH` (an enemy inside the initial range, checked every tick — no attack needed; 解放者 / 阵法术师 MANUAL skills and 安洁莉娜 S2, those without a larger running range), `GDGLOW_SKILL_2` (a valid target anywhere on the field: 荒芜拉普兰德, 纯烬艾雅法拉 S3), special ids. The class rows cover **every MANUAL skill** of the class and never an AUTO skill (AUTO skills keep their own rule — an inference: PRTS names whole classes; the data's `skillIndex 0` / `-1` sentinel argues the other way, §20.2). **Operation cooldown**: the engine auto-casts a MANUAL skill no sooner than `AUTO_OP_COOLDOWN` (3 s) after its previous cast and after the unit's battle-start deployment ("自动操作具有3s冷却,在完成一次操作或作战开始时部署的单位将进入冷却"; `Battle._deploy` initial, `battle.flags.startOpCooldown`); kits with an automatic cast of their own check `skill.opCooling`; a pending "next attack" never takes a second charge. PASSIVE skills are always on.
Timed deployment skills use `kind: 'duration'`, `activateOnDeploy: true`, `spCost: 0`, `spType: 'none'`, `trigger: 'NEVER'`.
Deployment sets landing state, then `reset()` consumes one charge through `activate('deploy')`, then emits `deploy`;
`skillStart` fires before deploy hooks. In 联防 this is a fresh deployment activation; no previous active skill state is restored.
Duration end cleans the window and emits `skillEnd`; it leaves zero charges and `ready=false`, even after SP gifts.
Redeployment opens a new full window. Permanent passives retain `passive`; first-kill recasts of 缄默德克萨斯 explicitly
restart a full window. Special timed kits and their effect rules are described in SIM §7.2.
Auto-trigger rules (`skillTrigger.rule` in data — the official 技能策略, PRTS 卫戍协议/帮助 §作战阶段 技能操作; §20.2): `DEFAULT` (SP ready AND about to attack/heal AND an enemy/injured ally inside the **initial** range, or an enemy the unit blocks; with `trigger.allies` + `hpAtMost` an ally of the skill grid at or below that HP ratio — 塞雷娅 S1 急救, whose cast replaces that attack and is withdrawn with its charge if the ally recovers first), `SKILL_RANGE` (a MANUAL skill with a 技能范围 of its own, not an attack-range change: any living enemy, stealthed ones included, on the skill range, checked every tick — "仅在技能范围内存在敌人(无视其不可选中)时释放技能"; 13 skills / 26 records by the official rule, 14 / 28 in the data with 余 S2's deviation, §22.10), `ACTIVE_RANGE` (the owner's deliberate deviation of 2026-10-05, 0.2.0: a MANUAL skill on the basic strategy — or, by the owner's further decisions of the same day, on the `SEARCH` row, and 深巡 S2 on top of its §21.29 DEFAULT — whose attack range while it runs strictly contains the operator's own range — its rangeId grid, or the own range grown by `ability_range_forward_extend` — checks the DEFAULT condition on that running range every tick, no attack needed; `customRangeGrid` = the running range, `rawRule` the official row (DEFAULT, SEARCH, 深巡's TAKE_DAMAGE); 39 skills / 78 records, of them 薄绿 S1, 蜜蜡 S1, 卡涅利安 S3, 玛恩纳 S2 and 安洁莉娜 S3 from SEARCH; 烛煌 S2 / S3, whose ranges do not contain her 3-1, keep DEFAULT), `TAKE_DAMAGE` (on taking damage — any damage, 无来源 included, never a 流失; every MANUAL 重装 skill, §21.12 — but the six of the deliberate deviation, §21.29: 深巡 / 雷蛇 S2, 号角 S2 / S3 and 灰毫 S1 / S2 are `DEFAULT`, `rawRule` keeping the official TAKE_DAMAGE — 深巡 S2 then `ACTIVE_RANGE` on its 3-2; and 余 S2, `SKILL_RANGE` on its x-1 (§22.10); the 重装 of data/backups.json — the 补位 stand-ins 预备干员-重装 / Mechanist and every 自选 重装 — cast with an enemy in range, `DEFAULT` (or `ACTIVE_RANGE` when the skill's running range is larger), by the owner's decisions of 2026-10-05), `SP_FULL` (immediately — 执旗手 / 战术家 / 吟游者 MANUAL skills, AUTO DP skills such as 焰尾 S1, 凛御银灰 S1 (伺夜 S1 / S2 too, but only while his pack is on the field — PRTS 备注 「仅场上存在狼群时可触发技能」, the kit's own cast; the owner's decision of 2026-10-05 for S1; S1 also while the pack sits in its 战术点形态, which the cast ends — S2 waits for it to come back [ASSUMED]), and, by their kits, AUTO skills whose effects act on allies only: 引星棘刺 S1, 浊心斯卡蒂 S2, 纯烬艾雅法拉 S1 — the owner's decision of 2026-10-05 for the last), `CUSTOM_RANGE` (enemy inside the custom grid), `SEARCH` (an enemy inside the initial range, checked every tick — no attack needed; 解放者 / 阵法术师 MANUAL skills and 安洁莉娜 S2, those without a larger running range), `GDGLOW_SKILL_2` (a valid target anywhere on the field: 荒芜拉普兰德, 纯烬艾雅法拉 S3), special ids. The class rows cover **every MANUAL skill** of the class and never an AUTO skill (AUTO skills keep their own rule — an inference: PRTS names whole classes; the data's `skillIndex 0` / `-1` sentinel argues the other way, §20.2). **Operation cooldown**: the engine auto-casts a MANUAL skill no sooner than `AUTO_OP_COOLDOWN` (3 s) after its previous cast and after the unit's battle-start deployment ("自动操作具有3s冷却,在完成一次操作或作战开始时部署的单位将进入冷却"; `Battle._deploy` initial, `battle.flags.startOpCooldown`); kits with an automatic cast of their own check `skill.opCooling`; a pending "next attack" never takes a second charge. Permanent passive skills are always on; finite deployment effects use the duration lifecycle above.
**SkillSpec** (authored per chess in `sim/content/kits/tierN.js`; values come from the chess's skill blackboard at its level — normal Lv4, elite Lv7 — so a spec is a *function of the blackboard*):
```js
@@ -314,6 +321,7 @@ export default {
chess_char_1_01: (bb, chess) => ({
skill: {
kind: 'duration' | 'ammo' | 'instant' | 'charges' | 'passive' | 'toggle',
activateOnDeploy: false, // optional boolean: consume a deployment charge synchronously in reset
duration: bb.duration, // duration kind
ammo: bb['attack@trigger_time'], // ammo kind
mods: { atkPct: bb.atk, batPct: bb.base_attack_time }, // applied while active
@@ -410,7 +418,7 @@ Per match: pick stage (weighted among the mode's `config.modes[m].stages`, weigh
### 6.6 AI players (bot.js)
Deterministic-ish heuristic player used for (a) AI teammates, (b) auto-play for disconnected humans (only auto-ready + auto-picks, not shopping, unless "AI 托管" is toggled), (c) tests. Strategy (§21.6): pick a band (weighted by starting LP; never one built around a bond the mode switches off — `gd.bandBondIds`, §21.26); each prep: take offers, sell dead bench weight, fill the board, complete affordable merges, level on the curve, then buy only merge progress / lineup upgrades worth more than the refreshes their price would buy (shop odds of completing held pairs), freeze for an unaffordable third copy (坎诺特 keeps 5 funds back); build around a committed focus core bond (a teammate's main bond on its strip counts against it; bonds the mode switches off never) + a second bond; value dealers by DPS vs the round's DEF / RES (an attack on every enemy in range counts double — 阵法术师 / 轰击术师), with the range the unit is deployed with; place by the exposure model + rehearsal on the server's deploy map (no 深水区; a tactician's 援军 within `PlayerState.summonRange`; a 钩索师 / 推击手 on the ground tiles, as a blocker — §22.6; `g.move` judges legality); items by effect (META §1.5: 突变细胞 on the least valuable normal single below 6阶, a cell left in temp gets a hand slot made for it, the operator its transformation gains is deployed by the next prep's lineup step like any owned unit — AI 托管 too; the buy loop's bench shed never sells a piece gained since the bot's last prep, §21.1); 机变 bounties by expected payout − expected LP loss over the offered cards; resolve temp — on a human seat under AI 托管 never by destroying an item while a bench operator can be sold for the slot —; ready. A bot's whole prep — shop decisions and layout planning (`botPrepBeginSteps`, 25–70 ms late in a 4-bot match), the layout rehearsal and `botPrepEndSteps` — runs in wall-clock slices of `botSliceMs` (8 ms) per scheduler callback on a real host (step generators that yield between whole actions, never with a transient board; the same actions in the same order, so decisions are unchanged; at once in virtual time).
Deterministic-ish heuristic player used for (a) AI teammates, (b) auto-play for disconnected humans (only auto-ready + auto-picks, not shopping, unless "AI 托管" is toggled), (c) tests. Strategy (§21.6): pick a band (weighted by starting LP; never one built around a bond the mode switches off — `gd.bandBondIds`, §21.26); each prep: take offers, sell dead bench weight, fill the board, complete affordable merges, level on the curve, then buy only merge progress / lineup upgrades worth more than the refreshes their price would buy (shop odds of completing held pairs), freeze for an unaffordable third copy (坎诺特 keeps 5 funds back); build around a committed focus core bond (a teammate's main bond on its strip counts against it; bonds the mode switches off never) + a second bond; value dealers by DPS vs the round's DEF / RES (an attack on every enemy in range counts double — 阵法术师 / 轰击术师), with the range the unit is deployed with; place by the exposure model + rehearsal on the server's deploy map (no 深水区; a tactician's 援军 within `PlayerState.summonRange`; a melee chess whose trait reads 「可以放置于远程位」 (钩索师 / 推击手) on a 高台 whose range covers the enemy road, else on the ground, counted as a blocker in the lineup either way — §3; `g.move` judges legality); items by effect (META §1.5: 突变细胞 on the least valuable normal single below 6阶, a cell left in temp gets a hand slot made for it, the operator its transformation gains is deployed by the next prep's lineup step like any owned unit — AI 托管 too; the buy loop's bench shed never sells a piece gained since the bot's last prep, §21.1); 机变 bounties by expected payout − expected LP loss over the offered cards; resolve temp — on a human seat under AI 托管 never by destroying an item while a bench operator can be sold for the slot —; ready. A bot's whole prep — shop decisions and layout planning (`botPrepBeginSteps`, 25–70 ms late in a 4-bot match), the layout rehearsal and `botPrepEndSteps` — runs in wall-clock slices of `botSliceMs` (8 ms) per scheduler callback on a real host (step generators that yield between whole actions, never with a transient board; the same actions in the same order, so decisions are unchanged; at once in virtual time).
---
@@ -447,6 +455,8 @@ S→C:
- `m.private` — the recipient's full PlayerState view (§6.2 minus server-only data) on every change.
- `m.field` — field meta when watching starts: `{ fieldId, kind, rect, stageId, units: [UnitInfo], effects? }` (the units on the field, knocked-out operators waiting to redeploy included — `Battle.fieldMeta`, §18.3). The prep-scouting field (`Match.prepFieldMeta`) puts the scouted player's **hand (整备区) and 临时整备区 into `units` as well**: held pieces as units on the hand row (row 7, col = hand slot) and temp pieces on the temp row (row 8, cols 4..8 = the temp slots; PRTS 帮助 counts the temp area with the hand; a held item is a `kind: 'item'` unit the client draws as its floating plate) — the scout renders exactly like the own prep bench, for every watcher alike, the spectator seat's copy equal to a teammate's (§23.19's "never a private view" stays the no-`m.private` rule); the scout signature `_prepScoutSig` carries the hand / temp slots, so a piece moved to another slot is a change — and carries `effects`: the scouted player's effects view (策略 / 机变 / 悬赏 …), the watched player's effects column ready-made
- NOTE: game time in `b.snap`/`b.ev` is carried as **`gt`** (the frame's `t` is the message type).
- Active finite zero-SP timed skills display `sp=timeLeft`, `spMax=duration` and `UF.SKILL`; after end they display
`0/0`. Snapshot display capacity does not change runtime SP/cost.
- `b.snap` — `{ fieldId, gt, units: [[id, x, y, hp, maxHp, sp, spMax, flags, anim]] , dp, killed, total, down?, elem? }` 20 Hz. Optional, only when non-empty (§18.3): `down: [[id, respawnAt (game s), respawnTime (s), state, row, col]]` — knocked-out operators waiting to redeploy, `state` 0 counting | 1 timer done, waiting for DP | 2 timer done, its tile taken — a safeguard, no ally deploys there (sim/constants.js `DOWN_STATE`); `row, col` = the tile it lies on and comes back on (§21.24); `elem: [[id, element, fill, cooldownEnd (game s), cooldown (s)]]` — the one gauge a unit shows: the fullest (ties by the official element id 神经 < 侵蚀 < 灼燃 < 凋亡), fill with 2 decimals rounded DOWN and kept at 0.01–0.99 outside a burst (§20.8); during a 爆发冷却 the bursting element with fill 1 and the cooldown numbers (else 0, 0)
- `b.ev` — `{ fieldId, ev: [ ... ] }` event tuples: `['spawn', UnitInfo]`, `['atk', srcId, tgtId, projKind]`, `['dmg', tgtId, amount, type]`, `['heal', tgtId, amount]`, `['skill', id, on:0|1]`, `['die', id, reason]` (reason `'killed'`, `'retreat'`, `'expired'` …; only `'killed'` plays an operator's knock-down sound), `['status', id, key, on]`, `['fx', kind, x, y, extra]` (`'hitCap' {id, n}` = a cancelled 限伤 hit, drawn as nothing, §20.12; `extra.form` = the unit's model form from then on (an enemy's mode, a 傀儡师's 替身 §22.11) — `shared/protocol.js fxForm`, state like a spawn: never dropped by the client, §21.4), `['layer', playerId, bondId, n]`, `['bounty', playerId, coins]`, `['deploy', id]`
- `m.toast {kind, text}` · `m.ticker {text, id, type, priority, playerId}` (the strip plays the highest priority first, §21.10) · `m.emote {playerId, id}` · `m.result {...}`
@@ -520,6 +530,8 @@ Look & feel: research 06 §11–§12 (near-black green-grey panels, mint `#4ed8a
Screens: **Title** (season art backdrop, 开始 → nickname), **Lobby** (独立模拟 / 同盟模拟 → create or join; recent rooms), **Room** (4 seats, invite code + copy link, difficulty picker (host), add/remove AI, ready, start), **Briefing** (INFO_CHECK: stage, factions, disabled bonds, banned chess, boss silhouette, ready x/4), **Band draft** (grid of 40 bands with icon/name/LP/effect; turn order list; skip; 查看禁用盟约与干员 under the order list opens the briefing's bond rows, legend and banned operators again in a read-only dialog — one component, `ui/matchInfo.js`, §21.28), **Game** (Pixi field + DOM HUD: top bar with round/phase capsule/LP (live during the own battle, §17.5)/timer/ready; bond strip + popups; left team panel with LP/status/emote bubbles, click to watch; bottom shop bar (level card, 3–5 chess cards, item card, funds, refresh, freeze, collapse); detail panel on click/hover (header with bonds, then 特质 — the operator's own effect — right under it, 特性, stats (live: the battle's own numbers / the start-of-battle ones in prep, §18.5), skill, module, equipped items, talents: §17.5); enemy preview drawer (next round enemies with counts, factions; its 本局信息 tab lists the briefing's disabled bonds and banned operators, §21.28); 机变 overlay (the official card: framed icon + name, the effect text — data `descRaw` — under it, the taker's round avatar at the top-right; two taps, §18.2, §20.7); merge reward overlay (the promotion reward, or a special offer — 凯瑟琳's 定向投放 … — as item / chess cards under its source's label, with the count of offers queued behind it, §21.2); phase banners; ticker (by broadcast priority, highest first; a leader-damage line plays only in its round and a player's newer one replaces the older, §21.10); toasts; emote wheel; settings (volume, quality, show damage numbers)), **Result** (victory/defeat, rounds, per-player lineup, stats, titles, back to room).
盟约栏支持「收起/展开盟约」(GitHub #142):收起时隐藏完整列表并关闭由列表打开的浮层,让原图标区域的指针事件到达棋盘,只保留至少 44×44 CSS px 的恢复按钮。折叠状态在本局阶段变化、观看队友时保留;展开后仍按当前观看对象显示最新盟约。按钮支持 Enter / Space,聚焦按钮时 Space 不触发准备或暂停。
A bond the mode never activates (标准: official `inactiveBondIdList`) reads 本局禁用 on shop / reward cards (struck through), detail chips and the popup — no 在场 count, no 当前效果 (§21.7); a strategy built around one carries a 本局禁用 tag and note in the strategy draft and stays selectable (bands.json `bondIds`, §21.26).
Interactions (research 09 §1.2 / §5, which supersede the first draft): shop card, upgrade and 机变 card are two-tap (select → confirm, §18.2) — a tap anywhere on the card, its confirm strip included, is the card's tap (shop cards have no ⓘ corner; the armed bar sits above the detail card; a shop card that cannot be bought right now opens its detail on tap, §20.7); a press / drop goes by the tile under the pointer (§18.1); drag bench↔board — a legal board drop (also onto the piece's own tile) opens the 4-direction deploy wheel (swipe UP/RIGHT/DOWN/LEFT with the rotated range striped orange; release in the centre, ✕ 点击取消 or Esc cancels); tap a unit's tile ⇒ underframe with **出售 +N** (and **撤退** on the board; items/Arts in the hand / temp: **销毁** — equipped items are locked, §6.2) plus its rotated range; no drag-to-sell; drag an item onto a unit's tile ⇒ equip that unit (both slots used ⇒ the replace dialog `ui/equipReplace.js` shows the incoming and the two equipped items; the player picks the one to replace — it is destroyed — `g.equip replaceUid`; cancel changes nothing); Arts are dropped on a tile and get the direction step; right-click or long-press ⇒ detail (or a tap on a shop card while the bar is locked); `R` refresh, `F` freeze, `D` level-up, `Space` ready (in a solo battle: pause / resume, §14 Solo pause). All actions optimistic-free: UI waits for server state (latency is small).
@@ -1289,7 +1301,7 @@ Eighteen workstreams (WA–WR, each on its own branch from master 7f13473) were
### 21.14 Special Originium slugs and 暴鸰's bomb (D3, D4) — `tools/local-extract/extract.py ENEMY_SPINES`, `tools/assets/local-enemy-spines.json`, `plan.mjs localEnemySpines`, `fetch-assets --local-spines`, `assets.js spineEntry`, `render/units.js ALIAS_TINT / FORMS`, `content/enemies.js kitBombd`, `snapshot.js form`, `style.js PROJ.droneBomb`
- **D3** ("所有特殊源石虫的模型全表现为普通源石虫"), partly real: 高能 / 冰爆 / 简饲源石虫 and “庞贝” always had their own models; 灼热 / 炽焰源石虫 (enemy_1305_mhslim / _2, the ELEMENT slugs, up to 10 a round) were the plain 源石虫 — no web dump has their models (the asset plan aliases them); the official skeletons exist only in the client (refs/arts/enm_art_12.ab).
- **D3** ("所有特殊源石虫的模型全表现为普通源石虫"), partly real: 高能 / 冰爆 / 简饲源石虫 and “庞贝” always had their own models; 灼热 / 炽焰源石虫 (enemy_1305_mhslim / _2, the ELEMENT slugs, up to 10 a round) were the plain 源石虫 — no web dump has their models (the asset plan aliases them); the official skeletons exist only in the client (refs/arts/enm_art_12.ab). Root cause located 2026-10-04: Ark-Models *indexes* `1305_mhslim` / `1305_mhslim_2` with an **empty `assetList`** (registered, never uploaded), so the alias chain falls to `enemy_1007_slime` — a different enemy rather than a variant of it. The *mobile* build ships their own model (`enemy_spine/<enemyId>/<enemyId>.{skel,atlas,png}`, straight-alpha pages), but its only public mirror is a community wiki and not a GitHub dump, so it is deliberately **not** an asset source (docs/ASSETS.md "Enemy aliases"): the tinted alias stays the web model until a GitHub dump carries these two.
- **D3 now**: an optional overlay — the manifest keeps the alias as the web model and `enemies[id].spineLocal` names the files of the data/local-assets.json group `spine/enemy/<id>` with the metadata of the committed `tools/assets/local-enemy-spines.json` (data/assets.json is byte-identical with or without the extraction). The client draws the official model when the local manifest lists every file, else (or on a load failure) the web alias tinted toward the slug's own lava colours (`ALIAS_TINT`: 灼热 orange, 炽焰 red-orange, research 07 §5.6) [ASSUMED look]. The 0.1.1 release bundle carries the models (extracted with `node tools/setup.mjs --local`, the `spine/enemy` job). Audit (249 enemies vs the client's prefabs): no other enemy is drawn with another's model; 伊利昂的木驮兽 starts on skin `Full` in the game and is drawn with `default` (unchanged). `fetch-assets --prune` never deletes `public/assets/local` any more.
- **D4** ("暴鸰的炸弹无法正常投放"), partly real: the bomb hit in the trigger tick, with no projectile, and stayed under the drone. **Official** (prefab enemy_1040_bombd / projectile_bombd; PRTS 暴鸰): Boomb plays Attack, the bomb leaves on OnAttack (frame 8) and flies homing at 5 tiles/s; the cast ends when the bomb is gone, ≥ 0.667 s after the release; buff bomb_s: the bomb-less mode S1 (*_2 clips) + speed ×2 ("技能结束后"); `_immuneStunWhenAffecting` 0.
- **D4 now**: the drone holds still at the trigger; 8 ticks later (8/30 s) the release ('atk' droneBomb + the form 'bombed' — UnitInfo `form`); on landing the target 100 % ATK + the 8 tiles around 100 % splash (a target gone mid-flight: the bomb lands where it was; the drone's death after the release does not stop it); at max(landing, release + 0.667) ×2 speed and it flies on. A stun / freeze / sleep before the release interrupts the cast (no drop; the skill re-arms with its 1 s cooldown).
@@ -2141,3 +2153,20 @@ Decisions of the owner, 2026-10-04: a 联防 devour counts members who enter alr
- **Now**: one attempt at `local` or `assets` is abandoned after `ART_MANIFEST_TIMEOUT_MS`. A timeout or any other failure sets that file `missing` and notifies immediately, which is the existing glyph path. The status stays `missing` through the retry wait (going back to `loading` would blank the button again). A later attempt that succeeds notifies `ready` and the picture replaces the glyph. A 404 or bad JSON is still not retried. Chess and the other text files are not on this clock and still stay `loading` across retries.
- [ASSUMED]: 8 seconds. A response that arrives after that attempt's clock is ignored; the retry is a new request, and the in-flight fetch is not aborted. After the two existing retries the glyph stays until the next `invalidate` or page load.
- **Tests**: `test/ui/emotes.test.js` (stub timer, no network: hung `local` is `missing` before the retry wait, then `ready`; a thrown fetch is the same; a timeout with no retry and a 404 stay `missing`; `chess` arms no timer). `test/ui/playtest3.test.js` data-store retry and `test/client-static.test.js` data.js still pass. No browser render: `EmoteArt` already picks the glyph from `missing`.
---
## 24. Community reports after 0.1.3
Reports after the 0.1.3 release. Each was checked against the official data and PRTS; anything with no source is marked [ASSUMED]. Where each is handled: a skill clip with no Begin and no own Idle plays once (德克萨斯 S2 剑雨) → §24.1.
### 24.1 A skill clip with no Begin and no own Idle plays once — 德克萨斯 S2 剑雨 (player report) — `render/spine.js SpineActor.setSkill / update` (`SKILL_CLIP_MIN`, `skillClipOnce`, `skillEndPending`)
- **Seen** (player report after 0.1.3): 德克萨斯's S2 剑雨 casts with no skill animation — she stays in her idle through the whole cast.
- **Official** [DATA]: her Front model has a single skill clip, `Skill` (2.167 s) — no `Skill_Begin`, no `Skill_Idle`, no `Skill_End`, so the manifest roles are `anims.skill {begin: null, loop: 'Skill', end: null}` and `anims.skills["0"] / ["1"]` are the same clip. Both her skills are instant (`durationType NONE`, duration 0; S1 冲锋号令·γ型, S2 剑雨). The official plays that `Skill` clip on the cast.
- **Cause**: `setSkill(true)` played a clip only when the skill had a Begin clip; with `begin === null` it fell through to `else if (this.mode === 'base') this._play(this._baseName())` — the idle. The loop clip was reachable only through an attack (`_attackClip`), and an instant skill makes no attack inside its activation window: sim `skills.js` fires `['skill', id, 1]` and `['skill', id, 0]` in the same tick (`activate` → `end('instant')`) and only holds the anim code `SKILL` for 0.5 s (`snapshot.js animOf`), so the actor was back on its idle before a frame passed.
- **Now**: a skill clip with neither a Begin nor its own Idle (its loop is not its idle, and it is not borrowed from the attack clip: `via !== 'attack'`) plays that clip once for its own length — `max(SKILL_CLIP_MIN 0.2 s, dur(loop))` — as the skill's own window; a `setSkill(false)` inside that window only marks the transition, so when the window ends the actor plays the skill's End clip (if it has one) or the idle. An instant skill therefore shows its animation instead of a one-frame flash, and a longer skill of the same shape still rests in its idle between attacks while its attacks use the loop, exactly as before. Untouched: a Begin clip with its queued idle / loop, a skill with an idle clip of its own (§23.13), `via: 'attack'` clips, `loop === idle` stances and enemies.
- **Scale**: 90 such clips on 61 Front models (96 clips have no Begin at all — the 6 with an own Idle keep the §23.13 path); 57 of the 90 belong to instant skills.
- **A PASSIVE skill reaches none of this through `activate()`**: `Skill.activate()` returns early for `kind === 'passive'` (`sim/skills.js`); a passive goes through `_startPassive()` (active + mods + `onStart`). Three of the 57 instant clips are passives in the data — 琳琅诗怀雅 S1 仗义疏财 / S2 “见面礼” and 凯瑟琳 S1; 凯瑟琳 S1 turned out to be `kind: instant` in the sim (so it already casts), and the two 琳琅诗怀雅 ones now fire the same window from `_startPassive` — on at the deployment, off after `SKILL_ANIM_WINDOW` (0.5 s) while the passive itself stays active. So all 57 are live.
- **Deploy-time passives with a duration are left alone** (缄默德克萨斯 S1–S3 8–12 s, 野鬃 S1, 伊内丝 S3, 耀骑士临光 S2): the sim keeps a passive active until death, so how long its stance should show is a separate question. A clip that IS the normal attack clip (`anims.skill.loop === anims.attack.loop`: 缄默德克萨斯 S1, 砾, 普罗旺斯, 斯卡蒂 S2) is never played as a skill animation — the new branch requires a distinct clip, so a deploy-time passive on those shows no attack twitch.
- **Tests**: `test/render/feedback4-texas-skill-clip.test.js` (德克萨斯 S2: the clip plays, holds through the same-tick off, then the idle, with no base flash in between; two more real instant entries — `char_140_whitew` S1 日晷, `char_206_gnosis` S2 零度爆发; 银灰 S3 真银斩 — the same shape but long — rests without freezing on the clip's last frame and still attacks with the loop; the deploy-time passives 琳琅诗怀雅 S1/S2 hold their 1 s clip through the sim's 0.5 s window and then idle; a clip that is the attack clip falls through to the base clip; unchanged: 折桠 S2 begin → idle, 耀骑士临光 S3 own idle, 宴 begin → loop). `test/sim/skills.test.js` covers the sim side (the passive window opens at the deployment and closes 0.5 s later, the passive staying active; a timed passive fires nothing). `test/render/feedback3-skill-idle.test.js`, `feedback3-move-deploy.test.js`, `loadout-skill.test.js` and the full suite stay green.
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@@ -20,7 +20,7 @@ server/match/
(data/tuning.json, §3.1)
pool.js SharedPool (copies per base chess, across players), per-match bans, copy-weighted rolls
board.js placement legality from the stage legend on the deploy field (own board / boss half); a 高台
also takes elite 歌蕾蒂娅 with HOK-Y (shared/highGround.js), slot helpers,
also takes a melee chess whose trait reads 可以放置于远程位 (shared/highGround.js), slot helpers,
reading order (boardOrder), a merge's elite tile in deployment order (mergeTile)
bondsMeta.js bond counting modes, tiers, 调和 / 独行 / 助力 / 绝技, layers
effectsMeta.js MetaRegistry + EffectDispatcher + the handler ctx (this document, §2)
@@ -781,6 +781,8 @@ round was over. The official 1 s `broadcastBeginDelay` is not modelled.
## 6. Testing & tools
* `test/match/lobby-integration.test.js` 的联机轮选使用固定种子 `69`,覆盖 AI 先选走默认策略的情况(GitHub #144)。模拟玩家从当前公开选牌结果中选择未被占用的策略,并断言请求成功;不依赖拒绝后的超时分配。单人和联机用例均通过 `b.start` 确认战斗开始,避免瞬间结束的模拟战斗被公开状态节流而漏掉 `COMBAT` 阶段。
* `test/match/fakeBattle.js` — scriptable DESIGN §5.1 Battle (`FakeBattle.script = (battle) => plan`); inject with
`new Match({ …, BattleClass: FakeBattle })`.
* `test/match/harness.js` — `makeMatch(opts)` (virtual scheduler, captured frames, `drive()` for human decisions,
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@@ -66,7 +66,7 @@
## 4. 摆阵与朝向
- 从整备区把干员拖到棋盘:近战位 / 远程位高亮为可放置格。**只有精锐歌蕾蒂娅、并且装备了模组 HOK-Y「淡金坠饰」,才能放到高台上**;崖心、见行者、没晋升的歌蕾蒂娅、换了别的模组或者不装备模组,都只能放在地面。站在高台上时照常攻击,但不阻挡敌人。**水里不能部署**:战场#08(涨潮控制)中间的那条水池(深水区)和官方一样拒绝部署,任何干员和召唤物都放不上去;突袭盟约的干员再部署、战术家的援军自动选战术点时也只会落在岸上。松手后出现**方向轮盘**,向上 / 右 / 下 / 左滑动,棋盘上会用橙色条纹预览旋转后的攻击范围,松手确认;松在中心或点「✕ 点击取消」取消。
- 从整备区把干员拖到棋盘:近战位 / 远程位高亮为可放置格。**特性写着「可以放置于远程位」的近战干员(钩索师、推击手:歌蕾蒂娅、崖心、见行者)也能放到高台上**,普通和精锐都可以,装什么模组或者不装模组都一样;其他近战干员只能放在地面。站在高台上时照常攻击,但不阻挡敌人。**水里不能部署**:战场#08(涨潮控制)中间的那条水池(深水区)和官方一样拒绝部署,任何干员和召唤物都放不上去;突袭盟约的干员再部署、战术家的援军自动选战术点时也只会落在岸上。松手后出现**方向轮盘**,向上 / 右 / 下 / 左滑动,棋盘上会用橙色条纹预览旋转后的攻击范围,松手确认;松在中心或点「✕ 点击取消」取消。
- 想只改朝向:把干员拖回它自己所在的格子再选方向。朝向会一直保留到下一回合。
- **点选按地上的方格**:点哪个方格就选中站在那个方格上的单位,点空方格不选任何单位(点到后一格干员画出来的头部,算作点了后面那一格)。作战中友方同样按方格;敌人在格子之间走动,点它的身体或脚下附近(0.6 格内)即可,飞行敌人点它的身体。
- 拖动时模型一直在指针 / 手指下(脚在指针下方约半格,鼠标和触屏一样),**指针所在的格子**就是落点并高亮;装备拖到哪个格子,就配发给那个格子上的干员;在商店栏上松手则放回原位。
@@ -100,6 +100,8 @@
干员属于 1–2 个盟约。场上**不同名**的成员达到人数后激活(大多只数棋盘上的,「远见」「奇迹」「投资人」连整备区也算)。
盟约栏挡住棋盘时,点左侧的「收起」隐藏列表,再点「盟约」展开。收起会关闭从盟约栏打开的详情,原来图标覆盖的位置可以直接点选或拖动棋子;本局切换回合、查看队友时保留收起状态。
- **核心盟约**(8 个势力:炎、萨尔贡、维多利亚、谢拉格、拉特兰、阿戈尔、叙拉古、卡西米尔):3 名激活,6 名获得强力的额外效果。
- **附加盟约**(精准、迅捷、灵巧、奥术、坚守、助力、远见、奇迹、投资人、突袭、不屈、调和、协防干员、独行、绝技):多为 2 / 3 名激活;「独行」需要场上**恰好 1 名**,「绝技」按场上的精锐数量计算,没有势力盟约的干员算「协防干员」。
- **本局禁用**:「标准模拟」与官方相同,关闭拉特兰、阿戈尔、卡西米尔、灵巧、奥术、奇迹、投资人、突袭、独行、绝技这 10 个盟约,它们不会激活。你有这些盟约的成员时(奇迹、投资人也算整备区里的成员),盟约栏末尾显示**灰色带 ✕ 的盟约图标和「本局禁用」**,干员卡、盟约标签和盟约详情也这样标注。「远见」「奇迹」「投资人」计入整备区,盟约详情的「成员」人数也一样计入整备区里的成员(临时整备区不算)。
+27 -4
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@@ -160,6 +160,8 @@ later redeploys keep those gifts); `carryState: { sp }` a board summon
piece's SP only (PRTS "召唤物仅修改技力"). Nothing else is carried: a skill running at the end of the own combat enters
switched off with the SP it had left — spent at its activation, 0 for a one-charge skill (`unitsEnd.skillActive` is
reported, never carried; community report #34 — it used to restart for free).
Timed deployment skills (`activateOnDeploy`) trigger once from the new deployment, consuming their deployment charge;
they do not resume the previous skill state.
`carryState: { down: true }` = an operator knocked out at the end of the helper's own combat (PRTS 卫戍协议/帮助 "上一阶段为
退场状态的干员强制退场", user playtest #5 item 2): `start()` deploys it with everyone (initial `deploy` fires), then — before
`battleStart` — withdraws it with reason `FORCED_EXIT` (constants.js `'forcedExit'`) and HP 0 (the end-of-phase HP ratio, as after
@@ -861,6 +863,11 @@ or guard with a per-unit flag while dealing it. When the guard trips, the logged
- Kinds: `duration` (mods for `duration` s), `ammo` (mods until `ammo` attacks were made, optional duration cap),
`instant` (onStart + optional one-shot attack override applied to the next attack), `charges` (instant with charges),
`passive` (always on from deployment, no SP), `toggle` (stays on until death once activated).
- Timed deployment skills use `duration`, `activateOnDeploy: true`, `spCost: 0`, `spType: 'none'`, `trigger: 'NEVER'`.
Landing state is set before `reset()` synchronously calls `activate('deploy')`; `skillStart` precedes the `deploy`
hooks. Each deployment grants and consumes one charge. Duration end clears effects and fires `skillEnd('duration')`;
staying deployed or receiving SP never refills that charge. Early removal ends the active window with `death`;
removing an expired skill emits no second end. `activations` accumulates across deployments.
- `end()`: `active` turns false, then **onEnd runs while the skill's mods / range are still applied** (finishers and
end bursts use the skill's stats and range), then they are removed (kept when onEnd re-activated the skill), then
`skillEnd` fires. `onAttack` ctx carries `noAmmo` (set it to true: this attack spends no bullet, no `ammoUsed` — 流明's
@@ -910,6 +917,17 @@ has the generic spec. Summons: `battle.tokenDef(tokenId, unit)` / `battle.spawnT
(token skill of that slot: `variants[owner].bySkill[i]`, module attributes: `.byModule[id]`). Coverage of the selectable
skills: `node tools/kit-coverage.mjs --missing [--tier N] [--strict]`.
Timed deployment kits: 宴 S2 uses `bb.duration` and skill ATK mods, loses current HP once on landing, and converts normal
physical attacks to arts only while S2 is active; S1 has no such conversion. 斯卡蒂 S2 uses its own record's
`s.bb.duration` / `s.bb.atk`; DRE-Y revival in place does not restart it. 野鬃 S1 uses its record's `duration` /
`bb.attack_speed`, with the existing deploy discount talent. 砾 S1/S2 retain their one-second DEF/barrier decay steps
(damaged barrier scales with capacity); skill end removes the decay buff. 伊内丝 S3's first deployment places the sentry
with zero effect time and retreats with a refreshed redeploy timer; later deployments recall it and open the full
ATK/DP window, then stay deployed. 缄默德克萨斯 S1/S2/S3's first kill per deployment heals and explicitly ends/restarts
the skill for a full duration, including a synchronous kill inside its deploy burst; S3 rain is cancelled on end,
while enemy silence/DoT/RES cuts keep their own expiry. 耀骑士临光 S2 ends naturally by retreating with the preceding
operator's faction-based redeploy multiplier; an early death only cleans the skill and shields.
Element conventions of the kits (user playtest #5 #3; official term dictionary: 元素损伤 = the gauge, 元素伤害 = HP damage):
- **元素损伤 dealt** = `{ type: 'element', element, amount }` with the official base: "N%攻击力的…损伤" ⇒ `N × ATK` at that
moment, "伤害N%的…损伤" / "相当于法术伤害N%" ⇒ `N ×` the HP damage just dealt (post-mitigation, `damaged` ctx.amount).
@@ -937,9 +955,10 @@ Element conventions of the kits (user playtest #5 #3; official term dictionary:
```js
{
kind: 'duration'|'ammo'|'instant'|'charges'|'passive'|'toggle',
activateOnDeploy: bool, // optional: reset activates synchronously and consumes a deployment charge
duration, // s (duration kind; optional cap for ammo)
ammo, // attacks (ammo kind)
spCost, initSp, charges, spType: 'time'|'attack'|'hurt', // optional overrides of the data values
spCost, initSp, charges, spType: 'time'|'attack'|'hurt'|'none', // optional overrides of the data values
trigger: 'DEFAULT' | { rule, grid, allies?, hpAtMost? }, // optional override (allies / hpAtMost: an injured ally condition, §7.1)
heal: bool, // heal-type skill for the DEFAULT trigger (default: unit is a healer)
mods: { …mod keys }, // buff while active (instant: only during the pending attack)
@@ -982,9 +1001,11 @@ whose skill "恢复…友方/友军…生命" heals the most injured ally in ran
"立即流失N%当前生命" ⇒ self HP loss at start (宴, 风丸); `hp_ratio` + "恢复/回复…生命" ⇒ self heal at start; `force` ⇒ on-hit
displacement by the official 力度 − 重量 rules (拖拽/hookmaster: `pullToFront`; else `push`, directional for 往攻击方向 / 朝部署方向 /
向前 / 身前方向 and 推击手, radial otherwise — §6; only a fallback: hand-written kits follow the client templates
`knockback[dir]` / `knockback[relative]`, e.g. 琳琅诗怀雅 S3's "向前推开" is radial). **Passive** skills only apply stat mods (timed when the text says "N秒内":
宴 +65 % ATK for 14 s; for the skill's own `duration` from every deployment when an ON_DEPLOY passive says "部署后…" with no
`duration` key — 一击即退, 10 s) and the self/counter effects — their scales describe procs that need a kit.
`knockback[dir]` / `knockback[relative]`, e.g. 琳琅诗怀雅 S3's "向前推开" is radial). A passive with self stat mods,
positive `bb.duration` and "N秒内" uses a deployment duration (宴 +65 % ATK for 14 s), and so does an ON_DEPLOY passive
that says "部署后…" with no `duration` key, for the skill's own `duration` (一击即退, 10 s); its mods, targeting, arts
conversion and attack/status overrides follow that window. Other **passive** skills apply permanent stat mods and
self/counter effects — their scales describe procs that need a kit.
"立即获得N点部署费用" + `cost` ⇒ +cost DP at the start (冲锋号令); such an AUTO skill with nothing else to do fires at full
SP (`trigger: 'SP_FULL'`, as 德克萨斯's kit casts it). `genericTalents(def)` — for 补位 stand-ins without a kit only — applies
every unconditional stat talent ("攻击力+8%", "防御力+10%", "攻击速度+9"; `statTalentMods`: only stat clauses whose numbers
@@ -1212,6 +1233,8 @@ 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 (ammo: `ammoLeft / ammoMax`, the
activation's real total — 拉特兰's and 逃犯引渡手续's extra bullets included, community report #35). Units in DIE state stay 0.8 s.
Active finite zero-SP duration skills display `timeLeft/duration` using `duration` as `spMax`; after end they show
`0/0`. This display capacity leaves runtime SP/cost unchanged; active skills carry `UF.SKILL`.
`down: [[id, respawnAt, respawnTime, state, row, col]]` (only when non-empty) = operators lying down waiting to redeploy
(`Battle.isDown(u)`: reason `'killed'` or `FORCED_EXIT` (§1.1 carryState `down`), or a forced exit `'retreat'` /
`'merchant'` (GitHub #60) — every removal but the 突袭 `'raid'` —, not removed for good, deployed at least once, a finite
+2 -2
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@@ -2727,7 +2727,7 @@
},
{
"need": "5 distinct",
"effect": "The first 3 阿戈尔 members by position (the devour order: leftmost first, then topmost; fixed at battle start) each revive immediately on their own first knock-out, whatever the order of knock-outs (max_free_respawn_cnt 3)."
"effect": "The first 3 阿戈尔 members to be knocked out, in knock-out order (the battle-start devour's food included; a member never knocked out takes none), each revive immediately on that first knock-out; a member takes at most one, and a save by its own kit / item / band revive is no knock-out (max_free_respawn_cnt 3; the owner's decision of 2026-10-05)."
}
],
"algorithm": [
@@ -2748,7 +2748,7 @@
"howToPlay": "Put cheap/high-tier fodder in front of 阿戈尔 carries: they steal base ATK and block, gain layers, and (5) revive. Tier-6 fodder gives +6 layers per battle.",
"assumed": [
"5000 physical 流失 ignores DEF and shields",
"marked allied units are the player's own operators (devour hits allies)"
"marked allied units are operators of any player (devour hits allies): on a shared field a teammate's operator in front, standing or entering 联防 knocked out, is devoured too and the chain continues through a teammate's 阿戈尔 (the owner's decision of 2026-10-05: PRTS has no own-side limit)"
]
},
"members": [
+5 -3
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@@ -58,6 +58,7 @@ Core (isPower, bondType SEASON): 炎 萨尔贡 维多利亚 谢拉格 拉特兰
### 2.2 Layers (层数)
- Each player has one integer layer counter L per bond (23 counters). All start at 0 when the simulation starts, are never reset between rounds and are never reduced (no layer-loss effect exists in the data) [ASSUMED: never reduced].
- `noStack: true` hides layer counts for 调和 / 协防干员 / 独行 / 绝技; it does not prohibit gains or clear stored layers. Their effects depend on member thresholds, but internal layers still participate in active-layer totals and unite ordering. [PRTS 下半盟约记录](https://prts.wiki/w/卫戍协议:盟约_下半/PRTS盟约记录): hidden-layer bonds still accept trait / strategy / equipment layer gains (review correction, 2026-10-04).
- L is kept while the bond is inactive, but bond effects only apply while the bond is active (PRTS 盟约记录).
- Wording contract used by every source: "使已激活的【X】层数+N" -> add only if bond X is active at the moment of the trigger; "(无需激活盟约)" -> add even if X is inactive. "自身所属盟约" = every bond of that operator; "自身已激活的盟约" = only its bonds that are active.
- No layer cap in the data. Caps are per source: max_add_count_per_battle (layers a single garrison instance may add in one battle), max_layer (per round, e.g. 安洁莉娜 12/round). The official cap is in the client, not the data: `AutoChessBattleConst.MAX_GARRISON_STACK = 999`, `AddBondCount` stores `min(L + n, 999)` per bond (research 11 §1). Since 2026-10-01 (DESIGN §20.12) the remake stops each bond at 999 (`shared/constants.js BOND_LAYER_CAP`, `layerGainRoom`); the community agrees (巴哈姆特 12534 "每把都能999层", "沒999層的盟約情況下"; 12316 "999謝").
@@ -373,7 +374,7 @@ Members (11 chess, 10 in current shop pool; by tier in shop: {'1': 1, '2': 1, '3
- **[3 distinct]** 阿戈尔 members maxHP x(1 + 0.35 + 0.01*L).
- **[3 distinct (battle start)]** Devour (吞噬): see algorithm.
- **[5 distinct]** The first 3 阿戈尔 members by position — the devour order below (step 1), i.e. the deployment order, fixed at battle start — each revive immediately on their own first knock-out, whatever the order of knock-outs (max_free_respawn_cnt 3; PRTS 阿戈尔 备注 "从最先部署(更靠左和靠上的)的【阿戈尔】干员开始", players' videos; until 0.1.3 the remake gave them to the first 3 members knocked out). A devour knock-out of one of them spends its revive (it stays standing, step 4); any other member the devour knocks out stays down.
- **[5 distinct]** The first 3 阿戈尔 members to be knocked out, in knock-out order, each revive immediately on that first knock-out (max_free_respawn_cnt 3; the owner's decision of 2026-10-05, following players' reports — GitHub #105, #140). The battle-start devour's knock-outs count, so the food usually takes them at t = 0 (it stands again, step 4) and survivors = uneaten members + 3. A member takes at most one, on its first knock-out of the battle, however many 阿戈尔 mark it (step 4 cancels its pending marks); a save by its own kit / item / band revive (斯卡蒂's DRE-Y, M3茧甲, 埃芒加德 [ASSUMED for the band]) is no knock-out and takes none. 0.1.3 gave them to the first 3 members by position, fixed at battle start (from PRTS's devour note "从最先部署(更靠左和靠上的)的【阿戈尔】干员开始" and players' videos), so uneaten front members held them.
- Algorithm:
1. Order: 阿戈尔 members sorted leftmost first, then topmost ("更靠左和靠上").
2. Each 阿戈尔 in order marks the unit on the tile directly in front of it (its facing direction) and also the front-tile unit of every 阿戈尔 it has marked (chain). It never marks itself, a unit it already marked, or a unit that marked it.
@@ -386,7 +387,7 @@ Members (11 chess, 10 in current shop pool; by tier in shop: {'1': 1, '2': 1, '3
- How layers are gained: Devour (tier per devoured unit, every battle); 幽灵鲨 被击倒 +3; 归溟幽灵鲨 被击倒/替身切换 +5 阿戈尔 +5 不屈; 斯卡蒂 each 2 kills +1 阿戈尔/坚守/突袭; 海霓 first kill (enemy or ally) +3 阿戈尔/奥术; 机变 "斯卡蒂的盟誓" +8. Strategy 克莱门莎: an 阿戈尔 knocked out adds layers = its tier.
- How it plays: Put cheap/high-tier fodder in front of 阿戈尔 carries: they steal base ATK and block, gain layers, and (5) revive. Tier-6 fodder gives +6 layers per battle.
- 5000 physical 流失: less the target's DEF (PRTS 作战机制: a 物理/法术流失 "会受到目标当前防御力/法术抗性影响而相应衰减"; DEF-free [ASSUMED] until 0.1.1), no shields, dodge or damage multipliers (a 流失)
- [ASSUMED] marked allied units are the player's own operators (devour hits allies)
- Marked units are allied operators (devour hits allies), whoever owns them: on a shared field (联防, boss) a teammate's operator in front — standing, or one that entered 联防 knocked out — is devoured too, with the same base ATK / block gains, and the chain continues through a teammate's 阿戈尔 (the owner's decision of 2026-10-05; PRTS "依次吞噬身前一格干员" has no own-side limit; GitHub #140 comment 4). Its knock-out is its owner's (their revives). The remake's two 联防 helpers stand on board cols 3–9 and 11–17 with the road column 10 between them, so on the current maps no teammate's operator is ever in front.
- Bond item (with 变形同构体 grants this bond): 阿戈尔重刃 `chess_item_3_07_e` (2 gold: 攻击力+40%,攻击速度-10)
- Garrisons that explicitly add layers to this bond: `garrison_38`, `garrison_40`, `garrison_46`, `garrison_131` (see section 4; plus the generic ones)
- Garrisons that scale with this bond's layers: `garrison_07`, `garrison_09`, `garrison_10`, `garrison_12`, `garrison_84`
@@ -614,6 +615,7 @@ Members (14 chess, 12 in current shop pool; by tier in shop: {'1': 2, '2': 2, '3
- **[2 distinct]** 灵巧 members and operators on their 4 orthogonally adjacent tiles: ASPD +(10 + 1*L).
- **[L >= 40]** Area becomes the 8 surrounding tiles.
- 灵巧干员被击倒(`removeReason === 'killed'`)、等待再部署时,仍以倒地位置为中心为周围队友提供攻速加成。主动撤退及联防 `forcedExit` 虽然也留下倒地模型,但不继续提供光环;联防强制离场不算本阶段击倒,重新部署后恢复在场光环(评审修正,2026-10-04)。
- Formulas: `aspd = 10 + L`
- How layers are gained: 溯光星源 休整期结束 +2 灵巧/奥术 per 3 gold spent this round ; 断崖 +3 self & behind; 空弦 +3 self & front; 蒂比 +2; 获得时 灵知 +5. (act1 灵巧 also had a 20-layer shop reward; removed in act2.)
- [ASSUMED] a unit covered by several 灵巧 auras gets the bonus once
@@ -920,7 +922,7 @@ Members (5 chess, 4 in current shop pool; by tier in shop: {'2': 1, '3': 1, '5':
**Implementable spec**
- **[2 distinct]** If a 突袭 member has not attacked for 10 s, or its skill is ready, and no enemy is in its range: it is immediately redeployed (keeping SP) onto a tile next to a ground enemy; while in that redeployed state its ATK and maxHP x(1 + 0.25 + 0.01*L). A passive skill that is on counts as ready (GitHub #49: the reporter's footage shows 缄默德克萨斯 jumping within her passive's 10 s; the engine keeps a passive on for the whole deployment [ASSUMED]); the landing tile must have the target in range (GitHub #51 [ASSUMED]).
- **[2 distinct]** If a 突袭 member has not attacked for 10 s, or its skill is ready, and no enemy is in its range: it is immediately redeployed (keeping SP) onto a tile next to a ground enemy; while in that redeployed state its ATK and maxHP x(1 + 0.25 + 0.01*L). A passive skill that is on counts as ready (GitHub #49: the reporter's footage shows 缄默德克萨斯 jumping within her passive's 10 s; the engine keeps a passive on for the whole deployment [ASSUMED]), and so does a deploy-timed skill while its window runs (#109 made 宴 S2, 斯卡蒂 S2, 伊内丝 S3, 缄默德克萨斯 S1–S3 and 耀骑士临光 S2 duration skills that start at each deployment; once the window has ended only the idle trigger is left); the landing tile must have the target in range (GitHub #51 [ASSUMED]).
- **[L >= 50]** ALL operators ASPD +50.
- Formulas: `atkHpMultiplier = 1.25 + 0.01*L`; `idleSec = 10`; `aspdAll(L>=50) = 50`
- How layers are gained: 史尔特尔 部署时 +8 (<=50/battle); 休谟斯 each 2 kills +1; 瑕光 +4/deploy; 斯卡蒂; 伊内丝 +5; 机变 "斯卡蒂的盟誓" +8, "德克萨斯的盟誓" +10.
+1 -1
View File
@@ -1981,7 +1981,7 @@ Consequences for the current pool:
- Tokens marked `DEFAULT` in `shopStateTokenDict` are these placeable pieces: 医疗探机, 诅咒娃娃, 狼群, 斯卡蒂的海嗣, 流形. `HIDDEN` tokens exist only in battle.
- [ASSUMED] Summons do **not** use one of the 8 deploy slots, as in the base game. Keep this as a config flag.
- **Battle start:** every board unit deploys for free, in order **从上到下>从左到右** (下半): down each column, the columns left to right (research 01 §4.3). In the boss round the order is mirrored for the right-side player. After that, knocked-out units redeploy automatically on their tile when the respawn timer is done and DP ≥ `cost` (DP starts at 10, +1/s, cap 99).
- **Ranged units may stand on melee tiles** ("所有行动内远程干员可部署在近战位"). Melee units may **not** use ranged-only tiles (HIGH `h`) — except elite 歌蕾蒂娅 carrying HOK-Y 淡金坠饰 (`uniequip_003_glady`). The branch trait 「可以放置于远程位」 (钩索师 / 推击手; PRTS 新人入门 "可部署在高台和地面") is on every variant and is **not** read (owner's decision 2026-10-04, reversing the §22.6 reading of GitHub #32 item 4). 崖心 has only HOK-X; 见行者, a normal record, any other module and no module stay on the ground. Maps: see 05.
- **Ranged units may stand on melee tiles** ("所有行动内远程干员可部署在近战位"). Melee units may **not** use ranged-only tiles (HIGH `h`) — except those whose trait reads 「可以放置于远程位」: the 钩索师 / 推击手 branch trait (歌蕾蒂娅, 崖心, 见行者, normal and elite; PRTS 歌蕾蒂娅 · 特性 and 新人入门 "可部署在高台和地面"), which every module of the three keeps, so any module or none. The owner's decision of 2026-10-05 follows PRTS (raised with the PRTS source in PR #69 by @sunstricken) and reverses the 2026-10-04 one (elite 歌蕾蒂娅 with HOK-Y only). A module's 部署效果 (教官 Y "可以额外部署在远程位") stays off in this mode (PRTS 卫戍协议/帮助 §战斗部署). Maps: see 05.
### C3. Pool membership per match
The per-match ban removes every visible chess whose bonds are **all** in the disabled set. The rule is verified; see 01 Addendum A2. Elites of banned chess are also unobtainable. Hidden chess (17) stay out of the shop as §1.2 says.
+11 -1
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@@ -220,12 +220,22 @@
.readybtn.is-busy { opacity: .7; }
/* ---- bond strip ---------------------------------------------------------------------------------------- */
.gm__bonds { position: absolute; left: 1.56rem; top: 1.36rem; right: 5.2rem; pointer-events: none; }
.gm__bonds { position: absolute; left: 1.56rem; top: 1.36rem; right: 5.2rem; pointer-events: none;
display: flex; align-items: flex-start; gap: max(.1rem, 8px); }
/* Only the bond discs (and the +N chip) take the pointer: the strip's box spans the width under the top bar, where the
top board row's units stand (row 12 at 16:9 / 21:9 / 720p / phones, the boss field's row 5 in a boss prep) — it used
to swallow the taps and drags on them (review of user playtest #2 item 8: every own unit reachable). */
.gm__bonds > *, .gm__bonds .bstrip { pointer-events: none; }
.gm__bonds .bslot, .gm__bonds .bstrip__more { pointer-events: auto; }
.gm__bond-list { min-width: 0; }
/* The hidden list leaves no hit area over the board; only this compact tab can reopen it (GitHub #142). */
.gm__bonds .bonds-toggle { pointer-events: auto; flex: none; display: inline-flex; align-items: center; justify-content: center;
gap: max(.03rem, 2px); min-width: 44px; min-height: 44px; padding: .06rem .08rem;
color: var(--text-hi); background: var(--bg-1); border: 1px solid var(--line-2); cursor: pointer;
font-size: max(.14rem, 11px); line-height: 1; }
.bonds-toggle .icon { width: max(.18rem, 14px); height: max(.18rem, 14px); }
.bonds-toggle:hover { color: var(--mint-500); border-color: var(--mint-500); }
.bonds-toggle:focus-visible { outline: 2px solid var(--mint-500); outline-offset: 2px; }
.bstrip { display: flex; align-items: flex-start; gap: .1rem; flex-wrap: nowrap; }
.bstrip.is-frozen .bslot { opacity: .5; filter: saturate(.4); }
.bstrip--empty { display: inline-flex; align-items: center; gap: .12rem; padding: .08rem .16rem; font-size: .15rem; color: var(--text-dim); background: rgba(8, 11, 10, .6); border: 1px dashed var(--line-2); }
+1
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@@ -83,6 +83,7 @@
"移除 AI 队友": "Remove AI Teammate",
"已复制同盟密钥 {code}": "Alliance Key {code} copied",
"已复制邀请链接": "Invite link copied",
"{name}邀请你加入卫戍协议:盟约【{difficulty}】": "{name} invites you to Stronghold Protocol: Alliance [{difficulty}]",
"复制失败,请手动复制": "Copy failed, please copy manually",
"同盟密钥": "Alliance Key",
"同盟密钥 {code}": "Alliance Key {code}",
+43 -7
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@@ -1,7 +1,8 @@
// Audio manager (Web Audio): BGM per phase, UI SFX, per-unit battle SFX. Never throws.
//
// Sources: data/assets.json → audio (docs/ASSETS.md):
// bgm { lobby, prep, combat, boss: { intro?, loop } }, bossBgm { [bossId]: { intro?, loop } },
// bgm { lobby, prep, combat, combatAlts?: [ {intro?, loop}, … ], boss: { intro?, loop } },
// bossBgm { [bossId]: { intro?, loop } },
// sfx.ui { click, buy, sell, refresh, freeze, levelup, merge, equip, ready, timer, yourTurn, … },
// sfx.battle { deploy, tokenDeploy, charDie, tokenDie?, enemyDie, enemyHit, heal, killCoin, … },
// sfx.units { [charId|tokenId|enemyId]: { attack?, hit?, skill?, die?, born?, mix?: { [role]: { p?, vol? } } } }.
@@ -11,6 +12,10 @@
// - Channels: master → { bgm, sfx } gains; volumes from settings (0..1) + mute. Tab hidden ⇒ suspend.
// - BGM: `intro` then `loop` (1 s crossfade); switching tracks fades out/in (0.8 s). The same loop URL
// keeps playing across phases (prep and combat share a track).
// - 开战 BGM: `bgm.combatAlts` are the mode's own battle tracks (塞壬唱片 骑士之日 / 无畏者). The track is fixed per
// round, not drawn: 无畏者 through rounds 1–7 and 骑士之日 from round 8 on (`combatTrackFor`, the official
// schedule), so every client of a match hears the same one, a fight never switches track halfway through and the
// 联防 that follows a 作战 keeps its round's track.
// - Battle SFX from `b.ev` tuples (`handleBattleEvents`): at most MAX_VOICES concurrent unit sounds, at most
// MAX_PER_URL overlapping copies of one sound (the official banks' maxSoundAllowed 2), a per-unit cooldown and a
// per-URL minimum gap (SfxLimiter), so a 60-unit fight stays listenable.
@@ -59,9 +64,11 @@ const SKILL_MODE_FILE = /_(d|h|s)\d*\.mp3$/i;
* BGM key for a route + match phase.
* @param {'title'|'lobby'|'room'|'game'|string} route
* @param {any} pub m.public (may be null)
* @returns {string|null} 'lobby' | 'prep' | 'combat' | 'unite' | 'boss' | 'boss:<bossId>' | null
* @param {0|1|null} [combatTrack] the round's own 开战 track index into `bgm.combatAlts` (combatTrackFor; omitted ⇒
* plain 'combat', i.e. the manifest's default combat track)
* @returns {string|null} 'lobby' | 'prep' | 'combat' | 'combat:<i>' | 'unite' | 'boss' | 'boss:<bossId>' | null
*/
export function bgmKeyFor(route, pub) {
export function bgmKeyFor(route, pub, combatTrack = null) {
if (route !== 'game') return route === 'title' || route === 'lobby' || route === 'room' ? 'lobby' : null;
const phase = pub?.phase;
if (!phase) return 'lobby';
@@ -74,7 +81,8 @@ export function bgmKeyFor(route, pub) {
// resolveBgm falls back to `bgm.combat` when a manifest predates it.
return 'unite';
case PHASE.COMBAT:
return 'combat';
// 开战 BGM: the round's own track — 骑士之日 / 无畏者 are fixed per round, not drawn (combatTrackFor)
return combatTrack == null ? 'combat' : `combat:${combatTrack ? 1 : 0}`;
case PHASE.FINAL_ASSAULT:
return pub.bossId ? `boss:${pub.bossId}` : 'boss';
case PHASE.HIDDEN_CORE:
@@ -85,8 +93,9 @@ export function bgmKeyFor(route, pub) {
}
/**
* Resolve a BGM key to { intro?, loop } URLs from the manifest: `boss:<id>` falls back to the generic boss track and
* `unite` (联防's own track) to `bgm.combat` when the manifest predates it.
* Resolve a BGM key to { intro?, loop } URLs from the manifest: `boss:<id>` falls back to the generic boss track,
* `combat:<i>` to the i-th `bgm.combatAlts` entry (and to `bgm.combat` when the manifest has none), and `unite`
* (联防's own track) to `bgm.combat` when the manifest predates it.
* @param {any} manifest
* @param {string|null} key
* @returns {{ intro: string|null, loop: string }|null}
@@ -96,12 +105,33 @@ export function resolveBgm(manifest, key) {
if (!a || !key) return null;
let t = null;
if (key.startsWith('boss:')) t = a.bossBgm?.[key.slice(5)] || a.bgm?.boss;
else if (key.startsWith('combat:')) t = a.bgm?.combatAlts?.[Number(key.slice('combat:'.length))] || a.bgm?.combat;
else if (key === 'unite') t = a.bgm?.unite || a.bgm?.combat;
else t = a.bgm?.[key];
if (!t || typeof t.loop !== 'string') return null;
return { intro: typeof t.intro === 'string' ? t.intro : null, loop: t.loop };
}
/**
* The last round that plays 无畏者 (1–7); from the next round on it is 骑士之日 (8–13) — the official schedule
* (docs/ASSETS.md "BGM"; the two tracks are the 塞壬唱片 act13side battle themes).
*/
export const COMBAT_TRACK_SWITCH_ROUND = 7;
/**
* The round's own 开战 track index into `bgm.combatAlts` (plan.mjs order: 0 = `m_bat_kazimierz2_1` 骑士之日,
* 1 = `m_bat_kazimierz2_2` 无畏者). The mode does not draw these: the official schedule plays one per round, 无畏者
* through the early rounds (1–7) and 骑士之日 from round 8 to the last normal round (8–13). Everything after that is
* the boss rounds (最终攻势 / 隐秘核心), which have their own tracks and never ask for `combat:<i>`.
* @param {number|null|undefined} round m.public.round
* @returns {0|1|null} null when the round is unknown ⇒ the manifest's plain `combat` track
*/
export function combatTrackFor(round) {
const r = Number(round);
if (!Number.isFinite(r) || r < 1) return null;
return r <= COMBAT_TRACK_SWITCH_ROUND ? 1 : 0;
}
/**
* Official sound class of a battle unit (audio_data `battle.ON_UNIT_DEAD|BORN.<class>` defaults):
* 'enemy' | 'char' (operators: b_char_dead “干员被击倒” / b_char_set) | 'token' (summons: b_char_tokendead /
@@ -718,7 +748,13 @@ export function installAudio(deps) {
if (deps?.settings) audio.setVolumes(deps.settings);
if (typeof deps?.subscribe === 'function' && typeof deps?.getState === 'function') {
const sync = (s) => {
try { audio.playBgm(bgmKeyFor(deps.selectRoute(s), s.match?.public)); } catch { /* ignore */ }
try {
const pub = s.match?.public ?? null;
// 开战 BGM: the round's own track out of bgm.combatAlts (骑士之日 / 无畏者 are fixed per round, not drawn),
// so every client of a room hears the same one, a mid-fight re-render (or a teammate view) never switches,
// and the next round moves on by the table. 联防 shares its round ⇒ same key ⇒ the loop keeps playing.
audio.playBgm(bgmKeyFor(deps.selectRoute(s), pub, combatTrackFor(pub?.round)));
} catch { /* ignore */ }
};
sync(deps.getState());
return deps.subscribe((s, prev) => {
+48 -2
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@@ -16,7 +16,12 @@
// setSkill(on) skill begin, then — when the skill has an idle clip of its own (skill.idle,
// not its loop) — that idle between attacks, its loop (the skill's attack clip)
// only on attacks (community report #23: 折桠's S2 jump attack looped with no
// enemy engaged); a skill without one keeps its loop as the stance; end on stop
// enemy engaged); end on stop. A skill clip with NEITHER a Begin nor an own Idle
// (德克萨斯 剑雨 and the other 58 instant skills: anims.skill {begin:null,
// loop:'Skill', end:null}) plays that clip once for its own length: an instant
// skill's flag is off again within the same 0.5 s window (sim skills.js), so
// without this the actor fell through to its idle and played no skill clip at
// all (player report).
// deploy() 'Start' once, then base
// die() die clip once (callers fade out afterwards); a skeleton without one holds its
// idle clip's first frame (GitHub issue #25: the attack loop went on)
@@ -36,6 +41,9 @@ const clampN = (v, lo, hi) => (v < lo ? lo : v > hi ? hi : v);
/** Longest wind-up compression (× the rhythm speed) when the look-ahead is shorter than the natural wind-up. */
export const MAX_WIND_SPEEDUP = 2.5;
/** Floor for the one-shot window of a skill clip with no Begin / own Idle (a very short clip still gets frames). */
const SKILL_CLIP_MIN = 0.2;
/**
* Attack clip timing (pure). `loopDur` / `hit` are clip seconds (strike frame at `hit`), `interval` and `lead` game
* seconds. The clip plays at `ts = loopDur / interval` (one loop per attack); started `lead` before the attack it
@@ -100,6 +108,8 @@ export class SpineActor {
this.endAt = 0; // landing in endRoles (the next form's) when given
this.endRoles = null;
this.skillOn = false;
this.skillClipOnce = false; // skillBegin: the skill's own clip plays once (a clip with no Begin / own Idle)
this.skillEndPending = false; // … and the skill turned off inside it: play its End clip / base when it ends
this.attackUntil = 0;
this.clock = 0;
this.current = '';
@@ -360,6 +370,8 @@ export class SpineActor {
// his S3's 'skill' off event — lets the deploy clip play out (then the plain idle) instead of cutting it with the End
if (!on && this.mode === 'deploy') return;
if (on && sk) {
this.skillEndPending = false;
this.skillClipOnce = false;
if (this.has(sk.begin)) {
this.mode = 'skillBegin';
this._play(sk.begin, false, { mix: 0.08 });
@@ -367,8 +379,25 @@ export class SpineActor {
// then the skill's own idle until an attack plays its loop (community report #23); without one, the loop
const next = this._skillIdle() || (this.has(sk.loop) ? sk.loop : null);
if (next) this._queue(next, true);
} else if (!this.has(sk.idle) && this.has(sk.loop) && sk.via !== 'attack' && sk.loop !== this.roles.attack?.loop && !this._skillIsBuffOnly()) {
// No Begin and no own Idle: the skill's clip IS its animation (德克萨斯 剑雨 — anims.skill {begin:null,
// loop:'Skill', end:null}, the 2.17 s clip; 58 instant skills in all). Play it once for its own length. An
// instant skill turns the flag off inside the same tick (sim skills.js fires 'skill' 1 and 0 together and only
// holds the anim code SKILL for 0.5 s), so this window is what keeps it on screen: the actor used to fall
// through to the base clip and show no skill animation at all (player report).
this.mode = 'skillBegin';
this.skillClipOnce = true;
this._play(sk.loop, false, { mix: 0.08 });
this.skillBeginUntil = this.clock + Math.max(SKILL_CLIP_MIN, this.dur(sk.loop));
} else if (this.mode === 'base') this._play(this._baseName(), true);
} else if (!on && sk) {
// an instant skill switches off while its own one-shot clip runs: let the clip finish — the state machine plays
// its End clip (or the base) when the window ends — instead of cutting it with End / base right now
if (this.skillClipOnce && this.clock < this.skillBeginUntil) {
this.skillEndPending = true;
return;
}
this.skillClipOnce = false;
if (this.has(sk.end)) {
this.mode = 'skillEnd';
this._play(sk.end, false, { mix: 0.08 });
@@ -457,7 +486,24 @@ export class SpineActor {
}
break;
case 'skillBegin':
if (this.clock >= this.skillBeginUntil) { this.mode = 'base'; if (!this.has(this.roles.skill?.loop)) this._play(this._baseName(), true); }
if (this.clock >= this.skillBeginUntil) {
const sk = this.roles.skill;
const once = this.skillClipOnce;
const pending = this.skillEndPending;
this.skillClipOnce = false;
this.skillEndPending = false;
this.mode = 'base';
if (pending && this.has(sk?.end)) {
// the skill switched off inside its own clip: its End clip closes it now
this.mode = 'skillEnd';
this._play(sk.end, false, { mix: 0.08 });
this.skillEndUntil = this.clock + this.dur(sk.end);
} else if (once || pending || !this.has(sk?.loop)) {
// the one-shot clip is over (or the skill has no loop clip at all): rest. A Begin clip with a queued next
// clip (the loop, or the skill's own idle) needs no play here — it is already on the track
this._play(this._baseName(), true);
}
}
break;
case 'skillEnd':
if (this.clock >= this.skillEndUntil) { this.mode = 'base'; this._play(this._baseName(), true); }
+3
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@@ -1461,6 +1461,9 @@ export class ItemView {
if (a?.image) a.image(url).then((img) => { if (!this.destroyed && img && this.info.icon === url) this.plate.texture = itemTexture(String(this.info.defId), img, this.info.color || 0x9aa5a0); }, () => {});
}
setWorld(x, y, z = 0) { this.x = x; this.y = y; this.z = z; }
/** A battle snapshot sample (syncBattle syncs every unit of the field): a hand item on a scouted prep board rides
* the units as kind 'item' (Match.prepFieldMeta) — follow its position, there is nothing else to animate. */
sync(s) { this.x = s.x; this.y = s.y; }
update(dt, cam, t) {
const lifted = this.lift > 0;
const p = cam.project(this.x, this.y, lifted ? this.z : this.z + this.lift + 0.12 + Math.sin(t * 2 + this.bob) * 0.03, this.screen);
+15 -2
View File
@@ -163,6 +163,7 @@ function MatchScreen() {
const [watchWho, setWatchWho] = useState(null); // { fieldId, playerId }: the teammate picked with 前往查看
const [drawer, setDrawer] = useState(null); // 'enemies' | 'info' | null
const [bondOpen, setBondOpen] = useState(null); // { id, ownerId, from }: the bond popup and whose bond it shows
const [bondsCollapsed, setBondsCollapsed] = useState(false);
const [detail, setDetail] = useState(null); // detail target
const [collapsed, setCollapsed] = useState(false);
const [rewardMin, setRewardMin] = useState(false);
@@ -1215,8 +1216,20 @@ function MatchScreen() {
live=${liveLpNow} spectator=${spectator} />
<div class="gm__bonds">
<${BondStrip} bonds=${stripBonds} layersDisabled=${layersDisabled} openId=${bondPop && bondPop.ownerId === strip.ownerId ? bondPop.bondId : null}
owner=${strip.name} onOpen=${(id) => openBond(id, strip.ownerId, 'strip')} />
<button type="button" class="bonds-toggle" aria-expanded=${!bondsCollapsed} aria-controls="match-bond-strip"
aria-label=${bondsCollapsed ? '展开盟约' : '收起盟约'} title=${bondsCollapsed ? '展开盟约' : '收起盟约'}
onKeyDown=${(e) => {
// Keep native Space activation here without also firing the global ready / pause shortcut.
if (e.key === ' ') e.stopPropagation();
}}
onClick=${() => {
if (!bondsCollapsed && bondOpen?.from === 'strip') setBondOpen(null);
setBondsCollapsed(!bondsCollapsed);
}}><${Icon} name=${bondsCollapsed ? 'chevronRight' : 'chevronLeft'} /><span>${bondsCollapsed ? '盟约' : '收起'}</span></button>
<div id="match-bond-strip" class="gm__bond-list" hidden=${bondsCollapsed}>
<${BondStrip} bonds=${stripBonds} layersDisabled=${layersDisabled} openId=${bondPop && bondPop.ownerId === strip.ownerId ? bondPop.bondId : null}
owner=${strip.name} onOpen=${(id) => openBond(id, strip.ownerId, 'strip')} />
</div>
</div>
<${TeamPanel} pub=${pub} myId=${myId} watching=${watchingNow} bubbles=${bubbles} onWatch=${watchPlayer} cap=${gd.config?.lpCapPerRound ?? 10} uniteLocal=${uniteLocal}
+5 -3
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@@ -155,9 +155,11 @@ function SpectatorBar({ facts, myId, busy, onRemove, onSit }) {
</section>`;
}
function InviteBox({ code }) {
function InviteBox({ code, name, difficulty }) {
const copy = async (what) => {
const ok = await copyText(what === 'code' ? code : inviteLink(code));
// the copied link carries an invitation line (#103): 「{name}邀请你加入卫戍协议:盟约【{difficulty}】」
const invite = t('{name}邀请你加入卫戍协议:盟约【{difficulty}】', { name: name ?? '', difficulty: DIFFICULTY_NAMES[difficulty] ? t(DIFFICULTY_NAMES[difficulty]) : '' });
const ok = await copyText(what === 'code' ? code : `${inviteLink(code)} ${invite}`);
if (ok) toast(what === 'code' ? t('已复制同盟密钥 {code}', { code }) : t('已复制邀请链接'), 'success');
else toast(t('复制失败,请手动复制'), 'warn');
};
@@ -282,7 +284,7 @@ export function RoomScreen() {
<h1 class="topbar__title">${coop ? t('同盟模拟') : t('独立模拟')}<span class="topbar__sep"></span><${DifficultyTag} difficulty=${room.difficulty} size="lg" /></h1>
</div>
<div class="topbar__right">
${coop ? html`<${InviteBox} code=${room.code} />` : html`<div class="solo-note"><${MicroLabel}>SINGLE OPERATOR<//><span>${t('仅限 1 名博士')}</span></div>`}
${coop ? html`<${InviteBox} code=${room.code} name=${me.name} difficulty=${room.difficulty} />` : html`<div class="solo-note"><${MicroLabel}>SINGLE OPERATOR<//><span>${t('仅限 1 名博士')}</span></div>`}
</div>
</header>
+3 -3
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@@ -68,7 +68,7 @@ export function BondStrip({ bonds, layersDisabled = false, onOpen, openId = null
const next = nextThreshold(b.count ?? 0, th);
return html`<div key=${b.bondId} role="listitem" data-bond=${b.bondId} data-harmony=${b.harmony > 0 ? b.harmony : null}
class=${cx('bslot', b.active && 'is-active', openId === b.bondId && 'is-open')}>
<${BondDisc} name=${rec?.name || b.bondId} icon=${bondIconUrl(m, b.bondId)} layers=${b.layers ?? 0}
<${BondDisc} name=${rec?.name || b.bondId} icon=${bondIconUrl(m, b.bondId)} layers=${rec?.noStack ? undefined : b.layers ?? 0}
tier=${b.tier ?? 0} maxTier=${Math.max(1, th.length)} active=${!!b.active} size="sm" showName=${true}
layersDisabled=${layersDisabled} onClick=${() => onOpen(b.bondId)}
title=${`${rec?.name || b.bondId} ${b.count ?? 0}/${next ?? th[th.length - 1] ?? '-'}${b.harmony > 0 ? `(含调和 +${b.harmony})` : ''}`} />
@@ -125,7 +125,7 @@ export function BondPopup({ bondId, entry, priv, banned = [], onClose, onMember,
<h3 class="bpop__name">${b.name}</h3>
<div class="bpop__facts">
${off ? null : html`<span>在场 <b class="num">${count}</b>${next != null ? html`<small class="num">/${next}</small>` : null}${countsHand ? html`<small>(含整备区)</small>` : null}${harmony ? html`<small class="bpop__hnote" data-harmony=${harmony}>(含${harmonyName} +${harmony})</small>` : null}</span>`}
<span>层数 <b class="num t-mint">${layers}</b></span>
${b.noStack ? html`<span>层数不显示</span>` : html`<span>层数 <b class="num t-mint">${layers}</b></span>`}
<span class=${active ? 't-mint' : 't-lo'}>${active ? `已激活${th.length > 1 ? ` · ${tier} 阶` : ''}` : off ? '本局禁用' : '未激活'}</span>
</div>
</div>
@@ -135,7 +135,7 @@ export function BondPopup({ bondId, entry, priv, banned = [], onClose, onMember,
${th.map((n, i) => html`<span key=${i} class=${cx('bpop__tier', i < tier && 'is-on')}><b class="num">${n}</b><small>${b.maxCount != null ? '名及以下' : '名'}</small></span>`)}
</div>
${hasNow ? html`<section class="bpop__sec bpop__sec--now">
<h4>当前效果 <small class="num">(${layers} 层)</small></h4>
<h4>当前效果 ${b.noStack ? null : html`<small class="num">(${layers} 层)</small>`}</h4>
<${RichText} as="p" text=${formatBondEffect(b, layers)} class="bpop__desc" />
</section>` : null}
<section class="bpop__sec">
+2 -2
View File
@@ -4,8 +4,8 @@
// light legal tiles while dragging; the server stays authoritative and may still refuse a move.
//
// Board = own normal field (GEO.FIELD rows 9–12, cols 2–10). Melee chess stand on `melee` deploy tiles
// (LOW, buildable ALL/MELEE) — elite 歌蕾蒂娅 carrying HOK-Y (shared/highGround.js, the player's loadout) on any
// deploy tile, the 高台 included (piecePosition 'ALL'); ranged chess on `melee ∪ rangedOnly` (stages.json → deployTiles.normal,
// (LOW, buildable ALL/MELEE) — a melee chess whose trait reads 「可以放置于远程位」 (shared/highGround.js: 歌蕾蒂娅, 崖心,
// 见行者, any module) on any deploy tile, the 高台 included (piecePosition 'ALL'); ranged chess on `melee ∪ rangedOnly` (stages.json → deployTiles.normal,
// derived from the tile legend when missing — the legend's `buildable` is the effective type: 深水区 tile_deepsea
// refuses deployment, PRTS 深水区 地形信息 "拒绝部署(待补充)", player report #3 after 0.1.0). Tokens follow their
// own `position`; a summon whose text reads "只能部署在召唤者攻击范围内" (tokens.json `ownerRange`: 伺夜's 狼群,
+6 -6
View File
@@ -6,7 +6,7 @@ import { meleeOnHighGround } from '../../../../shared/highGround.js';
import { pieceDir, rangeTiles } from '../facing.js';
import { isObj, tileKey } from './shared.js';
import { boardTileOf, fieldTile } from './camera.js';
import { deployedRecord, deployedModuleId, fieldsStandIn, standInOf } from './standIn.js';
import { deployedRecord, fieldsStandIn, standInOf } from './standIn.js';
// ---- placement (canPlace mirror) ------------------------------------------------------------------------
@@ -213,9 +213,10 @@ export function placementContext({ priv, stage, editable, field = 'normal', getC
}
/**
* Deploy position ('MELEE'|'RANGED'|'ALL') of a chess/token piece, or null for items. Elite 歌蕾蒂娅 carrying HOK-Y
* (the viewer's loadout, shared/highGround.js) is 'ALL': any deployable tile, the 高台 included
* (server/match/board.js placeClass; owner's decision 2026-10-04). Every other MELEE chess is ground-only.
* Deploy position ('MELEE'|'RANGED'|'ALL') of a chess/token piece, or null for items. A MELEE chess whose trait reads
* 「可以放置于远程位」 (shared/highGround.js: 歌蕾蒂娅, 崖心, 见行者, normal and elite, any module) is 'ALL': any deployable
* tile, the 高台 included (server/match/board.js positionClass; the owner's decision of 2026-10-05). Every other MELEE
* chess is ground-only.
*/
export function piecePosition(ctx, piece) {
if (!isObj(piece)) return null;
@@ -223,8 +224,7 @@ export function piecePosition(ctx, piece) {
const chess = ctx.getChess(piece.id);
// 0.2.0 补位: a chess the player fields as its stand-in is placed by the stand-in's position (server placeClass)
const rec = (fieldsStandIn(ctx.priv, chess) && standInOf(chess, ctx.backups)) || chess;
const moduleId = deployedModuleId(chess, ctx.priv, ctx.getChess, ctx.backups);
if (meleeOnHighGround(rec, moduleId)) return 'ALL';
if (meleeOnHighGround(rec)) return 'ALL';
return rec?.position === 'MELEE' ? 'MELEE' : 'RANGED';
}
// tokens: MELEE → ground only; RANGED / ALL → any deployable tile
+2 -2
View File
@@ -90,8 +90,8 @@ export function deployedRecord(chess, priv, getChess, backups) {
}
/**
* The module id a deployed piece carries (the placement rule of elite 歌蕾蒂娅's HOK-Y reads it): a stand-in's backup
* module, else the player's loadout.
* The module id a deployed piece carries: a stand-in's backup module, else the player's loadout. (The 高台 rule no
* longer reads it: since the owner's decision of 2026-10-05 it is the trait, whatever the module — shared/highGround.js.)
*/
export function deployedModuleId(chess, priv, getChess, backups) {
if (!isObj(chess)) return null;
+26 -27
View File
@@ -4,8 +4,8 @@
// stage legend (data/stages.json `tiles[glyph]`: height + buildable) and the stage devices:
// 'melee' — LOW tile with buildable ALL/MELEE, or a 深水区 under an active 特制水上平台 (waterPlatform, "在水上建立可以
// 部署任意单位的平台"): melee AND ranged chess may stand here ("所有行动内远程干员可部署在近战位").
// 'ranged' — HIGH tile with buildable ALL/RANGED, or a tile under an active platform (射击台): ranged only (and elite
// 歌蕾蒂娅 carrying HOK-Y, placeClass below).
// 'ranged' — HIGH tile with buildable ALL/RANGED, or a tile under an active platform (射击台): ranged only (and the
// melee chess whose trait reads 「可以放置于远程位」, positionClass below).
// (absent) — not deployable (NONE, forbidden, road lanes, tiles under active crates/mounds, the 深水区 — the legend's
// `buildable` is the effective type: tile_deepsea refuses deployment, PRTS 深水区 地形信息
// "拒绝部署(待补充)", although its level buildableType is ALL; player report #3 after 0.1.0, 战场#08's
@@ -23,10 +23,10 @@
// (10–12, 8), which are '#' on the normal field. The result equals stages[id].deployTiles.bossLeft / bossRight
// mapped to board coordinates (test/match/playtest5-deploy.test.js).
//
// Chess follow their `position` (MELEE ⇒ melee tiles, RANGED ⇒ any deployable), except elite 歌蕾蒂娅 carrying module
// HOK-Y 淡金坠饰 (uniequip_003_glady: `placeClass` / shared/highGround.js ⇒ any deployable tile). The branch trait
// 「可以放置于远程位」 is not read (owner's decision 2026-10-04, reversing DESIGN §22.6): 崖心, 见行者, a normal record,
// any other module and no module are ground-only. The equipped module is the player's loadout at place time.
// Chess follow their `position` (MELEE ⇒ melee tiles, RANGED ⇒ any deployable), except a MELEE chess whose trait reads
// 「可以放置于远程位」 — the 钩索师 / 推击手 branch trait: 歌蕾蒂娅, 崖心, 见行者, normal and elite, any module or none
// (shared/highGround.js ⇒ any deployable tile; the owner's decision of 2026-10-05, following PRTS). The loadout does
// not change the class.
// Tokens follow their own `position` (ALL ⇒ any deployable tile, MELEE ⇒ melee tiles, RANGED ⇒ any deployable).
// A token whose text reads "只能部署在召唤者攻击范围内" (tokens.json `ownerRange`: the tacticians' 援军 — 伺夜's 狼群,
// 缪尔赛思's 流形; PRTS 狼群 特性) also needs a tile of its owner's attack range: `ownerRangeKeys` = the owner's range
@@ -135,41 +135,40 @@ export function buildDeployMap(stage, { deviceOverrides = {}, tileOverrides = {}
}
/**
* Placement class of a chess / token record: 'melee' | 'ranged' | 'all'. Widened to 'all' only for elite 歌蕾蒂娅
* carrying HOK-Y (`moduleId` = uniequip_003_glady, shared/highGround.js): she may stand on the ranged (高台) tiles.
* Any other module, no module, and every other MELEE record stay 'melee'. `chess.json` has no `placement` field.
* Placement class of a chess / token record: 'melee' | 'ranged' | 'all'. A MELEE chess whose trait reads
* 「可以放置于远程位」 (shared/highGround.js: 歌蕾蒂娅, 崖心, 见行者, normal and elite) is widened to 'all': it may also
* stand on the ranged (高台) tiles. Every other MELEE record stays 'melee'. `chess.json` has no `placement` field.
* @param {object|null} rec
* @param {string|null} [moduleId] equipped module; ignored for tokens and non-golden records
*/
export function positionClass(rec, moduleId = null) {
return meleeOnHighGround(rec, moduleId) ? 'all' : basePositionClass(rec);
export function positionClass(rec) {
return meleeOnHighGround(rec) ? 'all' : basePositionClass(rec);
}
/**
* Placement class of a record under a player's loadout (the module `ps.loadoutFor` resolves, defaults included).
* Tokens and records without a chess id ignore the loadout. A chess the player fields as its stand-in (0.2.0 补位,
* `ps.fieldRecord`) is placed by the stand-in's position — the body that is deployed (圣约送葬人's 预备干员-先锋 stands on
* the ground, 塞雷娅's Touch anywhere) [ASSUMED: the official deploy check reads the fielded character].
* @param {{ loadoutFor?: (rec: object) => { moduleId?: string|null }|null, fieldRecord?: (rec: object) => object }|null} ps
* Placement class of a record on a player's board — the server's single entry point for pieces (g.move, swaps, merges,
* the audit, the invariants, the bot). Since the owner's decision of 2026-10-05 the player's loadout no longer changes
* it (any module, or none). A chess the player fields as its stand-in (0.2.0 补位, `ps.fieldRecord`) is placed by the
* stand-in's position — the body that is deployed (圣约送葬人's 预备干员-先锋 stands on the ground, 塞雷娅's Touch
* anywhere) [ASSUMED: the official deploy check reads the fielded character]; tokens and records without a chess id
* are their own body.
* @param {{ fieldRecord?: (rec: object) => object }|null} ps
* @param {object|null} rec
*/
export function placeClass(ps, rec) {
if (!rec || !rec.chessId || !ps || typeof ps.loadoutFor !== 'function') return positionClass(rec);
let moduleId = null;
let body = rec;
if (!rec || !rec.chessId || !ps || typeof ps.fieldRecord !== 'function') return positionClass(rec);
let body;
try {
const lo = ps.loadoutFor(rec);
moduleId = lo && typeof lo.moduleId === 'string' ? lo.moduleId : null;
if (typeof ps.fieldRecord === 'function') body = ps.fieldRecord(rec) || rec;
body = ps.fieldRecord(rec) || rec;
} catch {
moduleId = null;
body = rec;
}
return positionClass(body, moduleId);
return positionClass(body);
}
/**
* The record's own position class ('melee' | 'ranged' | 'all'), without the placement widening — the class the battle
* plays (a MELEE operator still blocks on a ground tile; on a 高台 it blocks nothing): the bots' blocker test and the
* tiles they plan for it (bot.js).
* plays (a MELEE operator still blocks on a ground tile; on a 高台 it blocks nothing): the bots' blocker test and their
* 高台 preference for a widened melee chess (bot.js isBlocker / planLayoutSteps).
*/
export function basePositionClass(rec) {
const p = rec && typeof rec.position === 'string' ? rec.position.toUpperCase() : 'ALL';
+7 -4
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@@ -34,8 +34,10 @@
// covering units against the round's DEF / RES, blocker hold time, flyers only for anti-air) is maximized
// greedily — blockers first, then damage dealers by DPS, then healers — over every
// (legal tile, direction) pair of the server's deploy map (no 深水区). A MELEE operator is planned on the ground
// tiles, where it blocks — except elite 歌蕾蒂娅 carrying HOK-Y, who may also take a 高台 (placeClass; owner's
// decision 2026-10-04). She stays a blocker in the lineup (basePositionClass). Each unit's range grid — the one it is
// tiles, where it blocks — except one whose trait reads 「可以放置于远程位」 (歌蕾蒂娅, 崖心, 见行者, any module:
// placeClass 'all', shared/highGround.js), which takes a 高台 whose range covers the enemy road, else the ground
// (owner 2026-10-04 for the 高台 preference, 2026-10-05 for who may use one). It stays a blocker in the lineup
// (basePositionClass). Each unit's range grid — the one it is
// deployed with, rangeRec (loadoutRecord attackRangeGrid) — is rotated per direction (DESIGN §3; RIGHT is tried first
// and kept on ties, so symmetric ranges and melee units whose front adds nothing stay facing the gates), so
// ranged units turn toward the enemy path tiles they cover best and blockers toward the road; on 气流 tiles
@@ -954,8 +956,9 @@ export function* planLayoutSteps(m, ps, pieces, params = LAYOUT_PARAMS, { occupi
let bestV = -Infinity;
// a "只能部署在召唤者攻击范围内" summon (伺夜's 狼群, 缪尔赛思's 流形): only the tiles of its owner's range
const within = p.kind === 'token' && typeof ps.summonRange === 'function' ? ps.summonRange(p) : null;
// ground tiles for a MELEE blocker. placeClass 'all' is only elite 歌蕾蒂娅 + HOK-Y: she may stand on a 高台,
// and when one of those tiles covers the enemy road she is planned there (owner 2026-10-04: the bot uses the 高台).
// ground tiles for a MELEE blocker. placeClass 'all' on a MELEE record is a chess whose trait reads 「可以放置于远程位」
// (歌蕾蒂娅, 崖心, 见行者, any module): it may stand on a 高台, and when one of those tiles covers the enemy road it is
// planned there even with the ground free (owner 2026-10-04: the bot uses the 高台; 2026-10-05: every such chess).
const cls = p.kind === 'token' ? basePositionClass(r0) : placeClass(ps, pgd.chess(p.id) || r0);
const preferHigh = cls === 'all' && basePositionClass(r0) === 'melee';
let bestHigh = null;
+2 -1
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@@ -37,7 +37,8 @@ export class PlayerPlacement {
_placementOf(piece) {
const rec = piece.kind === 'token' ? this.gd.token(piece.id) : this.gd.chess(piece.id);
// elite 歌蕾蒂娅 + HOK-Y may use a 高台; the module is this player's loadout (owner's decision 2026-10-04)
// a melee chess whose trait reads 「可以放置于远程位」 may use a 高台, whatever its module (shared/highGround.js); a
// stand-in is placed by its own record (placeClass)
return placeClass(this, rec);
}
+15 -6
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@@ -10,7 +10,8 @@
// which also ignore power_def_penetrate DEF / power_magic_resist_penetrate RES (defIgnorePct / resIgnorePct)
// 迅捷 swiftShip member skill end → p = min(1, base_prob + prob_per_stack·L): +normal_sp SP; L ≥ power_bond_stack_cnt:
// every operator's skill end rolls p again for +power_sp (members roll both, research [ASSUMED])
// 灵巧 skillfulShip aura: members + operators on their 4 (L ≥ 40: 8) adjacent tiles ASPD +(base + per·L), once per unit
// 灵巧 skillfulShip aura: members + operators on their 4 (L ≥ 40: 8) adjacent tiles ASPD +(base + per·L), once per unit;
// killed members keep providing it from their body tile until redeploy; retreat / forcedExit do not
// 奥术 arcaneShip member arts damage → target arts taken ×(base + per·L) for weak_duration s; tier 2: ×power_weak_scale
// when the target is below hp_ratio at application. ONE instance per target whatever applies it — the
// two players of a pair field compete for it, the strongest wins (battle.applyStrongest, 同名效果取最高:
@@ -31,7 +32,7 @@
// + 脆弱 ×damage_scale for weak[limit] s
// 助力 deputShip all operators DEF +(base + per·L), redeploy time ×(1 + respawn_time)
// 突袭 raidShip member idle ≥ no_attack_duration s (or skill ready — a passive skill that is on counts, GitHub
// #49) with no enemy in range → "保留技力立即再部署"
// #49, and so does a deploy-timed skill while it runs, #109) with no enemy in range → "保留技力立即再部署"
// next to the most advanced ground enemy it can reach: on a free tile its position may be deployed
// on from which its range covers that enemy (GitHub issue #51 [ASSUMED]: the first of the 8 most
// advanced that has such a tile; none → it stays and the next poll looks again, never a jump that
@@ -220,10 +221,14 @@ function updateAura(battle, st) {
next.clear();
const offs = st.auraWide ? N8 : N4;
for (const m of st.members[ID.skillful]) {
if (!onField(m)) continue;
next.add(m);
const active = onField(m);
// isDown also covers voluntary / forced exits since v0.1.2. Only a kill keeps the aura.
if (!active && (m.removeReason !== 'killed' || !battle.isDown(m))) continue;
if (active) next.add(m);
// A knocked-out member still covers neighbours around the tile where it waits to redeploy.
const [r, c] = active ? [m.tileR, m.tileC] : battle.restTile(m);
for (const [dr, dc] of offs) {
const a = battle.unitAt(m.tileR + dr, m.tileC + dc);
const a = battle.unitAt(r + dr, c + dc);
if (a && a.kind === 'op' && a.ownerId === st.pid && onField(a)) next.add(a);
}
}
@@ -317,8 +322,12 @@ function raidPoll(battle, st) {
// 缄默德克萨斯 jumping within her passive's 10 s with no enemy in range). The engine keeps a passive on for the whole
// deployment, so such a member may jump whenever nothing is in its range [ASSUMED: "技能就绪" of a passive = the
// skill being on]; the landing rule below keeps it from hopping. Here only — the global `ready` stays as it is.
// A deploy-timed skill (#109: kind 'duration' with no SP — spType 'none' — run from the deployment: 宴 S2, 斯卡蒂 S2,
// 伊内丝 S3, 缄默德克萨斯 S1–S3, 耀骑士临光 S2, the generic "部署后…N秒内" passives) counts the same way while its
// window runs — the 10 s of the reporter's footage; once it has ended only the idle trigger is left.
const sk = u.skill;
const ready = !!(sk && !sk.noSkill && (sk.ready || (sk.kind === 'passive' && sk.active)) && !(sk.active && sk.isTimed));
const deploySkillOn = !!(sk && sk.active && (sk.kind === 'passive' || sk.spType === 'none'));
const ready = !!(sk && !sk.noSkill && ((sk.ready && !(sk.active && sk.isTimed)) || deploySkillOn));
const idleOk = battle.time - since >= idle - 1e-9;
if (!(ready || idleOk)) continue;
if (battle.enemiesInKeys(u.rangeKeys || [], u, u.profile).length) continue;
+43 -38
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@@ -16,8 +16,8 @@
// 拉特兰 lateranoShip member ammo skills start with floor(ammo × (1 + base_ammo_percent + ammo_percent_per_stack·L));
// 6: every ammo used by a member → all members ATK +atk_per_consume (≤ max_atk_for_consume)
// 阿戈尔 egirShip members max HP +(base_max_hp + max_hp_per_stack·L) (直接乘算); battle start devour (see devour());
// 5: the first max_free_respawn_cnt members by position (the devour's order, fixed at battle
// start) each redeploy at once (free) on their first knock-out
// 5: the first max_free_respawn_cnt members knocked out (in knock-out order, the devour's food
// included) each redeploy at once (free) on that first knock-out
// 叙拉古 siracusaShip every member deployment: ASPD +(base + per·L) for (base_duration + per·L) s; 6: 隐匿 for the same
// time, and while hidden / end_duration s after, every 普通伤害 hit (siracusaRolls) procs (PRD,
// nominal `prob`) base_damage + damage_per_stack·L true damage + fear `fear` s
@@ -34,7 +34,7 @@
// Two players in one field: everything is per player (own members, own deployments); the 谢拉格 wind and 炎佑 act on
// every enemy of the field (debuffs on shared enemies help both, research 06 §8.6).
// Hook priorities: 拉特兰 skillStart −10 (after kits' own ammo changes), 阿戈尔 death 11 (5-tier revive, before 不屈's
// death 10), layerGain −100 (after 魔王-style modifiers).
// death 10; every `fatal` saver runs before any death hook), layerGain −100 (after 魔王-style modifiers).
import * as S from '../support/index.js';
import { mitigate } from '../../damage.js';
@@ -334,15 +334,14 @@ function installLaterano(battle, pid, bb, members) {
// "更靠左和靠上": left first (on the player's own board: mirrored players count from the field's right), then top first —
// row 0 is the BOTTOM row (DESIGN §3), so the top of the board is the highest row index. The order is a board position,
// independent of the members' directions (only "身前" follows each member's `dir`). The devour marks in this order and the
// 5-tier revive's beneficiaries are the first members in it (PRTS "从最先部署(更靠左和靠上的)的【阿戈尔】干员开始"; the
// battle's initial deployment order, Battle.start).
// independent of the members' directions (only "身前" follows each member's `dir`). The devour marks in this order (PRTS
// "从最先部署(更靠左和靠上的)的【阿戈尔】干员开始"; the battle's initial deployment order, Battle.start).
const boardCol = (u) => (u.player && u.player.mirror ? -u.tileC : u.tileC);
const egirOrder = (a, b) => boardCol(a) - boardCol(b) || b.tileR - a.tileR || a.id - b.id;
/**
* 联防: an operator forced out at the deployment (carry.down, Battle.start, before battleStart) still stands on its
* deploy position. The devour and the 5-tier revive slots both count it there (PRTS 盟约记录 前3名 / 最先部署).
* deploy position for the devour (PRTS 盟约记录 最先部署). The forced exit is not a knock-out, so it takes no 5-tier slot.
*/
function egirDownAtStart(battle, u) {
return S.isOp(u) && !u.alive && u.removeReason === FORCED_EXIT && !!u.carry && u.carry.down === true
@@ -365,11 +364,14 @@ function egirDownAtStart(battle, u) {
* out and back in the same pass still gives its marks).
* 联防: the operators down since the end of their own combat (forced out by Battle.start) mark, are marked and resolve
* their marks like standing ones, but nothing resolves on them (below; per players' reports, owner's decision 2026-10-04).
* Each devoured operator adds its tier to 阿戈尔 once (IN_BATTLE gain, disabled in 联防 / boss fields).
* Whose operator stands in front does not matter (PRTS "依次吞噬身前一格干员", no own-side limit; the owner's decision of
* 2026-10-05 after GitHub #140 comment 4): on a shared field (联防, boss) a teammate's operator — standing, or entering
* 联防 down — is marked like an own one, gives the same base ATK / block count, and the chain goes on through it when it
* is an 阿戈尔 (S.isMember: its own bonds). Its knock-out is its owner's (their bonds' revives, 不屈 …), credited to the
* marker as usual. Each devoured operator adds its tier to 阿戈尔 once (IN_BATTLE gain, disabled in 联防 / boss fields).
* Tokens / devices / empty tiles are never devoured.
*/
function devour(battle, pid, bb, members) {
const memberSet = new Set(members);
// 联防: an operator down at the end of its own combat (carryState.down — Battle.start forced it out right before
// battleStart, FORCED_EXIT) takes part in the devour as if it stood on its tile, then stays out: it marks in its turn,
// it is "the unit in front" of another (the chain goes on through it when it is a member), its base ATK / block count
@@ -378,12 +380,14 @@ function devour(battle, pid, bb, members) {
// report #3, GitHub #33 item 3), owner's decision 2026-10-04; until 0.1.2 the forced exit came first and the chain broke.
const downAtStart = (u) => egirDownAtStart(battle, u);
const order = members.filter((u) => S.onField(u) || downAtStart(u)).sort(egirOrder);
// the operator in front, whoever owns it (until 0.1.3 only the player's own): a living one, else one lying there since
// the 联防 start (carry.down, forced out) — a teammate's included
const opAt = (u) => {
const [r, c] = S.frontTile(u);
const a = S.allyAt(battle, r, c, pid);
const a = S.allyAt(battle, r, c);
if (a) return S.isOp(a) && a.alive ? a : null;
const d = battle.downOn(r, c);
return d && d.ownerId === pid && downAtStart(d) ? d : null;
return d && downAtStart(d) ? d : null;
};
const markedBy = new Map(); // marker → [targets]
const marks = [];
@@ -398,7 +402,8 @@ function devour(battle, pid, bb, members) {
if ((markedBy.get(t) ?? []).includes(m)) continue;
seen.add(t);
mine.push(t);
if (memberSet.has(t)) queue.push(t);
// through a marked 阿戈尔 (for the player's own operators: exactly its members; a teammate's by its own bonds)
if (S.isMember(battle, t, 'egirShip')) queue.push(t);
}
markedBy.set(m, mine);
if (!mine.length) continue;
@@ -437,37 +442,37 @@ function installEgir(battle, pid, bb, members) {
};
apply();
onLayers(battle, pid, 'egirShip', apply);
// 5: "前3名【阿戈尔】干员首次被击倒时立刻复活" — the 3 (bonds.json max_free_respawn_cnt) are the first 3 members BY POSITION,
// in the devour's order above = the battle's deployment order (PRTS 盟约记录 阿戈尔 备注 "从最先部署(更靠左和靠上的)的
// 【阿戈尔】干员开始"; players' videos: the revivers go by position, not by who is eaten or knocked out first). They are
// fixed at battle start, before the devour; each revives once, on its own first knock-out ('killed'), whatever the order
// of knock-outs, so a member the devour knocks out comes back only when it is one of them. Until 0.1.3 the first 3
// members knocked out took the revives and the devour's food spent them at t = 0. A member entering 联防 down (forced
// out before battleStart) keeps the slot its position earned: the forced exit is not a 击倒 (reason !== 'killed'), so
// the charge waits until they are knocked out after standing back up. A 调和 member counts like any other.
// [ASSUMED] a beneficiary 埃芒加德 / M3茧甲 save in place (items revivedInPlace, the stand-in for PRTS's 0-time redeploy)
// has used its revive (PRTS 不屈 备注: a held 复活 is consumed even when another effect redeploys the unit at once).
// PRTS: the knocked-out unit's next deployment has 0 redeploy time and 0 cost, i.e. it IS knocked out (被击倒 triggers,
// 克莱门莎, 幽灵鲨 … fire) and redeploys at once where it lies (the engine's rest tile, Battle._layBody: the tile it was
// knocked out on — a raid-relocated member comes back where it fell —, or its own home when it fell on another board
// piece's home; PRTS 卫戍协议/帮助 §作战阶段 单位部署) with full HP, SP reset and `deploy` effects (卡西米尔 / 叙拉古).
// Death priority 11: before 不屈 (10), whose redeploy "also consumes a 复活 charge" — with this order the charge is
// always the one used, same outcome. The marks still pending on a revived member are cancelled (devour).
// 5: "前3名【阿戈尔】干员首次被击倒时立刻复活" — the 3 (bonds.json max_free_respawn_cnt) slots go to the first 3 members
// knocked out, in knock-out order: the owner's decision of 2026-10-05, following players' reports (GitHub #105, #140:
// "没被吃的阿戈尔干员也会占用复活名额" — with 0.1.3's fixed holders by position the uneaten front members held the
// slots, so whatever the food chain ate only 3 阿戈尔 stood). A knock-out by the battle-start devour counts like any
// other, so the eaten food usually takes them at t = 0 and survivors = uneaten members + 3. A member takes at most one
// slot, on its first knock-out ('killed') in the battle: its later knock-outs never take one, and a first knock-out
// after the 3 are gone stays down. However many members mark it, its pending marks are cancelled once it is knocked
// out (devour), so a multi-devoured member spends one slot at most. Its own saver acts first: every kit, item or band
// revive that prevents or replaces the knock-out is a `fatal` hook (斯卡蒂's DRE-Y −50, kit savers 10 … −60, 坚固维式
// 重锤 PRIO_REVIVE −100, M3茧甲 PRIO_RESPAWN −101, 埃芒加德 −110), so the unit is never knocked out and no slot is used —
// the slot waits for its first real knock-out [ASSUMED for 埃芒加德, a band: as M3茧甲, the item revive the owner named].
// An operator entering 联防 down (FORCED_EXIT) is not knocked out either; a 调和 member counts like any other. Each
// battle (normal, 联防, boss) counts its own. PRTS: the knocked-out unit's next deployment has 0 redeploy time and 0
// cost, i.e. it IS knocked out (被击倒 triggers, 克莱门莎, 幽灵鲨 … fire) and redeploys at once where it lies (the
// engine's rest tile, Battle._layBody: the tile it was knocked out on — a raid-relocated member comes back where it
// fell —, or its own home when it fell on another board piece's home; PRTS 卫戍协议/帮助 §作战阶段 单位部署) with full
// HP, SP reset and `deploy` effects (卡西米尔 / 叙拉古). Death priority 11: before 不屈 (10), whose redeploy "also
// consumes a 复活 charge" — with this order the slot is always the one used, same outcome. Until 0.1.3 the slots were
// fixed at battle start for the first 3 members by position (§23.20); until 0.1.2 the first 3 knocked out took them
// but a revived member's pending marks could knock it out again (GitHub #33, fixed in devour since).
const max = reached(battle, pid, 'egirShip', bb.power_bond_char_cnt) ? Math.max(0, Math.floor(num(bb.max_free_respawn_cnt, 0))) : 0;
const holders = new Map(); // beneficiary → its in-place revives (mem.revives) at battle start
battle.on('battleStart', () => {
for (const u of members.filter((x) => S.isOp(x) && (S.onField(x) || egirDownAtStart(battle, x))).sort(egirOrder).slice(0, max)) holders.set(u, u.mem.revives | 0);
devour(battle, pid, bb, members);
}, { once: true });
battle.on('battleStart', () => devour(battle, pid, bb, members), { once: true });
if (!(max > 0)) return;
const used = new Set();
const memberOps = new Set(members.filter(S.isOp));
const knockedOut = new Set(); // members whose first knock-out of this battle has happened
let revives = 0;
battle.on('death', (c) => {
const u = c.unit;
if (c.reason !== 'killed' || !holders.has(u) || used.has(u)) return;
used.add(u);
if ((u.mem.revives | 0) !== holders.get(u)) return; // saved in place since the battle start: the revive is gone
if (u.alive || u.removed) return;
if (c.reason !== 'killed' || !memberOps.has(u) || knockedOut.has(u)) return;
knockedOut.add(u);
if (revives >= max || u.alive || u.removed) return;
if (!battle.redeploy(u, { free: true })) return;
revives++;
S.fxOn(battle, 'revive', u, 'bond:egirShip', 'respawn', { n: revives });
+20 -18
View File
@@ -28,9 +28,10 @@
// "附带…凋亡/灼燃/神经损伤" + ep_damage_ratio ⇒ element damage on hit (× damage dealt when the text says "伤害N%的…损伤",
// else × ATK); "屏障" + shield_max_hp_ratio / hp_ratio ⇒ self shield at start decaying over its duration (砾, 新约能天使);
// "立即流失N%当前生命" + hp_ratio ⇒ self HP loss at start (宴, 风丸); hp_ratio + "恢复/回复…生命" ⇒ self heal at start.
// Passive skills only apply stat mods (for bb.duration s when the text says "N秒内": 宴; for the skill's own duration
// when an ON_DEPLOY passive says "部署后…" without one in its blackboard: 一击即退, duration 10 — PRTS 技能 持续 10) and
// the self/counter effects above — their scales describe procs (bombs, sword rain, counters) that need a kit.
// Passive skills with stat mods + bb.duration + "N秒内" use a deployment duration (宴), and so do the ON_DEPLOY passives that
// say "部署后…" with the skill's own duration and none in their blackboard (一击即退, duration 10 — PRTS 技能 持续 10):
// kind 'duration', activateOnDeploy (#109); other passives apply stat mods and the self/counter effects above — their
// scales describe procs (bombs, sword rain, counters) that need a hand-authored kit.
// "立即获得N点部署费用" + cost ⇒ +cost DP for the player at the start (冲锋号令); an AUTO skill that does nothing else
// fires as soon as its SP is full (as 德克萨斯's kit casts the same skill: kits/ops/chess_char_1_08-texas.js).
// genericTalents(def): the talents a generic kit can apply exactly — an unconditional stat line ("攻击力+8%",
@@ -112,10 +113,8 @@ export function genericSkillSpec(sk, bb = sk?.bb ?? {}, def = null) {
if (!sk) return null;
const g = getter(bb);
const ga = attackGetter(bb);
const kind = genericKind(sk, bb);
let kind = genericKind(sk, bb);
const desc = String(sk.description || '');
const passive = kind === 'passive';
const timed = kind === 'duration' || kind === 'ammo' || kind === 'toggle';
// "受到攻击时…造成…" numbers belong to a counter effect (the operator's own, or an ally's: 刺玫 "该角色受到攻击时")
const counterCtx = /受到(敌人的)?攻击时/.test(desc);
const counterText = counterCtx && !/该(角色|干员|单位)受到攻击时/.test(desc);
@@ -154,9 +153,21 @@ export function genericSkillSpec(sk, bb = sk?.bb ?? {}, def = null) {
set('resIgnoreFlat', g('magic_resist_penetrate_fixed'));
set('defIgnoreFlat', g('def_penetrate_fixed'));
// Effect inference keeps the original kind; a deployment window only changes the lifecycle.
const passive = kind === 'passive';
const timed = kind === 'duration' || kind === 'ammo' || kind === 'toggle';
// a passive stat buff limited in time ("部署后…在14秒内攻击力+65%", 宴) runs as a duration skill from every deployment;
// so does an ON_DEPLOY passive whose duration is the skill's own (一击即退 "部署后攻击力+X%,防御力+Y%", duration 10, no bb key)
const ownDuration = num(bb.duration) === undefined && sk.duration > 0 && /^部署后/.test(desc) ? sk.duration : 0;
const passiveTimed = passive && Object.keys(mods).length
? (num(bb.duration) > 0 && /\d+(\.\d+)?秒内/.test(desc) ? num(bb.duration) : ownDuration)
: 0;
if (passiveTimed) kind = 'duration';
// ---- targeting / attack override (never for passives: their scales describe procs)
const targeting = {};
const attack = {};
if (passiveTimed && /攻击[^。;]*(造成|变为|变成)[^。;]*法术伤害|伤害类型变为法术/.test(desc)) attack.dmgType = 'arts';
const mt = ga('max_target');
if (!passive && mt !== undefined && mt > 0) targeting.maxTargets = Math.floor(mt);
const ext = g('ability_range_forward_extend');
@@ -278,17 +289,12 @@ export function genericSkillSpec(sk, bb = sk?.bb ?? {}, def = null) {
id: sk.id,
name: sk.name,
kind,
duration: kind === 'duration' ? sk.duration : (kind === 'ammo' && sk.duration > 0 ? sk.duration : undefined),
duration: kind === 'duration' ? (passiveTimed || sk.duration) : (kind === 'ammo' && sk.duration > 0 ? sk.duration : undefined),
ammo,
};
// passive stat buffs limited in time ("部署后…在14秒内攻击力+65%", 宴) become a timed buff at each deployment; so do the
// ON_DEPLOY passives whose duration is the skill's own (一击即退 "部署后攻击力+X%,防御力+Y%", duration 10, no bb key)
const ownDuration = num(bb.duration) === undefined && sk.duration > 0 && /^部署后/.test(desc) ? sk.duration : 0;
const passiveTimed = passive && Object.keys(mods).length
? (num(bb.duration) > 0 && /\d+(\.\d+)?秒内/.test(desc) ? num(bb.duration) : ownDuration)
: 0;
if (Object.keys(mods).length && !passiveTimed) spec.mods = mods;
if (passiveTimed) Object.assign(spec, { activateOnDeploy: true, spCost: 0, spType: 'none', trigger: 'NEVER' });
if (Object.keys(mods).length) spec.mods = mods;
if (Object.keys(targeting).length) spec.targeting = targeting;
// instant/charges skills act on the next attack: mods/targeting without an explicit attack still need one
if (!Object.keys(attack).length && (kind === 'instant' || kind === 'charges') && (spec.mods || spec.targeting)) spec.attack = {};
@@ -303,10 +309,6 @@ export function genericSkillSpec(sk, bb = sk?.bb ?? {}, def = null) {
// ---- start / end effects
const starts = [];
const ends = [];
if (passiveTimed) {
const m = { ...mods };
starts.push(({ battle, unit }) => battle.addBuff(unit, { key: `generic:passive:${sk.id ?? 'skill'}`, duration: passiveTimed, mods: m, tags: ['skill'] }));
}
if (gainsDp) {
starts.push(({ battle, unit }) => {
battle.addDp(unit.ownerId, dpGain);
@@ -12,7 +12,6 @@ export default {
// hp_recovery_per_sec_by_max_hp_ratio × max HP per second (the 生命回复速度 attribute: works under her 武者 no-heal).
chess_char_1_18_a: (bb, chess) => {
const t = talentBb(chess, 0);
const buffKey = 'utage:s2';
const s1 = skillBbOf(chess, 'skchr_utage_1');
return {
skills: {
@@ -24,16 +23,16 @@ export default {
},
},
skill: {
kind: 'passive',
kind: 'duration', activateOnDeploy: true, duration: num(bb.duration), spCost: 0, spType: 'none', trigger: 'NEVER',
mods: { atkPct: num(bb.atk) },
onStart({ battle, unit }) {
const loss = unit.hp * num(bb.hp_ratio);
if (loss > 0 && unit.hp - loss >= 1) battle.loseHp(unit, loss, { source: unit });
battle.addBuff(unit, { key: buffKey, duration: num(bb.duration), mods: { atkPct: num(bb.atk) }, tags: ['skill'], visible: true });
battle.fx('aoe', { x: unit.x, y: unit.y, radius: 1, id: unit.id, skill: 'breach' });
},
},
talents: [{ install(battle, unit) {
onHitBy(battle, unit, ({ dmg }) => { if (dmg.isAttack && dmg.type === 'phys' && unit.findBuff(buffKey)) dmg.type = 'arts'; });
onHitBy(battle, unit, ({ dmg }) => { if (dmg.isAttack && dmg.type === 'phys' && unit.skill?.id === 'skchr_utage_2' && unit.skill.active) dmg.type = 'arts'; });
const maxAs = num(t.min_attack_speed), minHp = num(t.min_hp_ratio);
if (maxAs > 0 && minHp < 1) {
battle.on('tick', () => {
@@ -25,11 +25,8 @@ export default {
return {
skills: {
skchr_wildmn_1: {
kind: 'passive',
onStart({ battle, unit }) {
const d = num(r1?.duration);
if (d > 0) battle.addBuff(unit, { key: 'wildmn:s1', duration: d, mods: { aspd: num(r1?.bb?.attack_speed) }, tags: ['skill'], visible: true });
},
kind: 'duration', activateOnDeploy: true, duration: num(r1?.duration), spCost: 0, spType: 'none', trigger: 'NEVER',
mods: { aspd: num(r1?.bb?.attack_speed) },
},
},
skill: {
@@ -15,7 +15,7 @@ export default {
const t = talentBb(chess, 0);
return {
skill: {
kind: 'passive',
kind: 'duration', activateOnDeploy: true, duration: num(bb.duration, 10), spCost: 0, spType: 'none', trigger: 'NEVER',
onStart({ battle, unit }) {
const total = unit.s.maxHp * num(bb.hp_ratio);
const dur = num(bb.duration, 10);
@@ -34,10 +34,11 @@ export default {
});
battle.fx('shield', { x: unit.x, y: unit.y, id: unit.id });
},
onEnd({ battle, unit }) { battle.removeBuff(unit, 'gravel:rats'); },
},
skills: {
skchr_gravel_1: {
kind: 'passive',
kind: 'duration', activateOnDeploy: true, duration: num(bb.duration), spCost: 0, spType: 'none', trigger: 'NEVER',
onStart({ battle, unit }) {
const v = num(bb.def), dur = num(bb.duration);
if (!(v > 0) || !(dur > 0)) return;
@@ -52,6 +53,7 @@ export default {
});
battle.fx('buff', { x: unit.x, y: unit.y, id: unit.id, kind: 'def' });
},
onEnd({ battle, unit }) { battle.removeBuff(unit, 'gravel:shadow'); },
},
},
talents: [{ install(battle, unit) {
@@ -20,10 +20,8 @@ export default {
skills: altSkills(chess, d, bb, {
'skcom_quickattack[3]': statSkill,
skchr_skadi_2: (s) => ({
kind: 'passive',
onStart({ battle, unit }) { // "部署后N秒内攻击力+X" (a passive starts at every deployment)
battle.addBuff(unit, { key: 'skill:skadi_wave', duration: num(s.bb.duration, 20), mods: { atkPct: num(s.bb.atk) }, visible: true });
},
kind: 'duration', activateOnDeploy: true, duration: num(s.bb.duration, 20), spCost: 0, spType: 'none', trigger: 'NEVER',
mods: { atkPct: num(s.bb.atk) },
}),
}),
talents: [
@@ -39,21 +39,9 @@ export default withDefaults({
},
}),
skchr_ines_3: () => ({
kind: 'passive',
kind: 'duration', duration: s3Dur, spCost: 0, spType: 'none', trigger: 'NEVER',
onStart({ battle, unit }) {
if (!unit.mem.inesS3Placed) {
// 首次部署: place a 影哨 (her talent's sentry, left on retreat) and leave; 立刻刷新再部署时间 — the redeploy
// (auto, paying her DP cost like every redeploy) follows as soon as it is affordable
unit.mem.inesS3Placed = true;
battle.after(0, () => {
if (!unit.alive || !unit.deployed) return;
battle.retreat(unit, { reason: 'retreat' });
unit.respawnAt = battle.time;
battle.fx('sentry', { x: unit.x, y: unit.y, id: unit.id });
}, { owner: unit });
return;
}
battle.addBuff(unit, { key: 'ines:s3', duration: s3Dur, mods: { atkPct: num(bb.atk) }, visible: true });
battle.addBuff(unit, { key: 'ines:s3', mods: { atkPct: num(bb.atk) }, visible: true });
// 立刻收回影哨: the sentry flies back to her and hits ≤ max_target enemies on its way (within
// projectile_range of the segment, [ASSUMED] nearest to its start first)
const from = unit.mem.inesSentryAt;
@@ -77,6 +65,7 @@ export default withDefaults({
}
battle.fx('beam', { x: ax, y: ay, tx: bx, ty: by, id: unit.id });
},
onEnd({ battle, unit }) { battle.removeBuff(unit, 'ines:s3'); },
}),
}),
skill: {
@@ -146,11 +135,27 @@ export default withDefaults({
],
install(battle, unit) {
if (S3) {
battle.on('deploy', (c) => {
if (c.unit !== unit || c.move) return;
if (unit.mem.inesS3Placed) {
unit.skill.activate('deploy');
return;
}
// 首次部署 only places a 影哨 and retreats; it is not a skill activation.
// 立刻刷新再部署时间: redeploy as soon as its DP cost is affordable.
unit.mem.inesS3Placed = true;
battle.after(0, () => {
if (!unit.alive || !unit.deployed) return;
battle.retreat(unit, { reason: 'retreat' });
unit.respawnAt = battle.time;
battle.fx('sentry', { x: unit.x, y: unit.y, id: unit.id });
}, { owner: unit });
}, { owner: unit });
// where the talent's 影哨 stays (every leave but an expiry), for the recall of the next deployment
battle.on('death', (c) => { if (c.unit === unit && c.reason !== 'expired') unit.mem.inesSentryAt = { x: unit.x, y: unit.y }; }, { owner: unit, priority: 5 });
// 技能期间每对一个敌人造成伤害就获得1点部署费用
battle.on('damaged', (c) => {
if (c.source !== unit || c.target.side !== 'enemy' || !(c.amount > 0) || c.type === 'element' || !unit.findBuff('ines:s3')) return;
if (c.source !== unit || c.target.side !== 'enemy' || !(c.amount > 0) || c.type === 'element' || !unit.skill?.active || !(unit.skill.timeLeft > 0)) return;
battle.addDp(unit.ownerId, num(bb.cost, 1));
}, { owner: unit });
}
@@ -18,17 +18,12 @@ export default withDefaults({
const g = grid(def.skill?.rangeGrid) || [[-1, -1], [-1, 0], [-1, 1], [0, -1], [0, 0], [0, 1], [1, -1], [1, 0], [1, 1]];
const S1 = isSel(def, 'skchr_texas2_1'), S2 = isSel(def, 'skchr_texas2_2');
const dur = num(def.skill?.duration, S1 ? 11 : S2 ? 8 : 6);
const talentAtk = (battle, unit) => battle.addBuff(unit, { key: 'texas2:rainAtk', duration: dur, mods: { atkPct: num(t0.atk, 0.2) } });
const castS1 = (battle, unit) => {
if (!unit.alive || !unit.deployed) return;
talentAtk(battle, unit);
battle.addBuff(unit, { key: 'texas2:drizzle', duration: dur, mods: { atkPct: num(bb.atk) }, visible: true });
battle.fx('swordRain', { x: unit.x, y: unit.y, id: unit.id });
};
const castS2 = (battle, unit) => {
if (!unit.alive || !unit.deployed) return;
talentAtk(battle, unit);
battle.addBuff(unit, { key: 'texas2:shower', duration: dur, mods: { atkPct: num(bb.atk) }, visible: true });
const mr = num(bb.magic_resistance, 0);
for (const e of targetsInGrid(battle, unit, g)) {
battle.dealDamage(unit, e, { amount: unit.s.atk * num(bb.atk_scale, 1.5), type: 'arts', isSkill: true, tags: ['skill', 'burst'] });
@@ -39,16 +34,14 @@ export default withDefaults({
};
const castS3 = (battle, unit) => {
if (!unit.alive || !unit.deployed) return;
talentAtk(battle, unit);
for (const e of targetsInGrid(battle, unit, g)) {
for (let i = 0; i < 2 && e.alive; i++) battle.dealDamage(unit, e, { amount: unit.s.atk * num(bb['appear.atk_scale'], 1.15), type: 'arts', isSkill: true, tags: ['skill', 'burst'] });
if (e.alive) battle.applyStatus(e, 'stun', { duration: num(bb['appear.stun'], 1.5), source: unit });
}
battle.fx('swordStorm', { x: unit.x, y: unit.y, id: unit.id });
unit.mem.rainUntil = battle.time + dur;
unit.mem.rainTimer?.cancel();
unit.mem.rainTimer = battle.every(Math.max(0.1, num(bb['texas2_s_3[sword].interval'], 1)), (b, sched) => {
if (!unit.alive || !unit.deployed || b.time > unit.mem.rainUntil + 1e-9) { sched.cancel(); return; }
if (!unit.alive || !unit.deployed || !unit.skill?.active) { sched.cancel(); return; }
const list = targetsInGrid(b, unit, g);
sortEnemyTargets(b, unit, list, null);
for (const e of list.slice(0, Math.max(1, Math.floor(num(bb.max_target, 2))))) {
@@ -57,28 +50,62 @@ export default withDefaults({
b.fx('swordRain', { x: e.x, y: e.y, id: e.id });
}
}, { owner: unit });
// Duration advances by dt in the ally phase; align the rain with that clock so the final wave lands before end.
unit.mem.rainTimer.due -= battle.dt;
};
const cast = S1 ? castS1 : S2 ? castS2 : castS3;
const skill = {
kind: 'duration', activateOnDeploy: true, duration: dur, spCost: 0, spType: 'none', trigger: 'NEVER',
mods: { atkPct: num(t0.atk, 0.2) + (S1 || S2 ? num(bb.atk) : 0) },
onStart({ battle, unit, reason }) {
if (reason === 'kill' && unit.mem.texasRecastPending) {
unit.mem.texasRecastPending = false; // the synchronous burst already performed this recast
return;
}
unit.mem.texasCasting = true;
cast(battle, unit);
unit.mem.texasCasting = false;
},
onEnd({ unit, reason }) {
if (reason === 'recast' && unit.mem.texasRecastPending) return;
unit.mem.rainTimer?.cancel();
},
};
return {
skill: { kind: 'passive', onStart({ battle, unit }) { cast(battle, unit); } },
skill,
skills: alt(def, {
skchr_texas2_1: () => ({ kind: 'passive', onStart({ battle, unit }) { cast(battle, unit); } }),
skchr_texas2_2: () => ({ kind: 'passive', onStart({ battle, unit }) { cast(battle, unit); } }),
skchr_texas2_1: () => skill,
skchr_texas2_2: () => skill,
}),
// S2: 攻击变为二连击 while the passive lasts
trait: S2 ? { hitsFn: (b, u) => (u.findBuff('texas2:shower') ? 2 : 1) } : undefined,
trait: S2 ? { hitsFn: (b, u) => (u.skill?.active ? 2 : 1) } : undefined,
talents: [
{ install(battle, unit) { // 德克萨斯传统 (2nd half): first kill of each deployment ⇒ full heal + recast
// (the passive's deploy burst runs inside skill.reset, BEFORE the `deploy` hook: the per-deployment state is
// therefore reset when she leaves the field, so a kill by the deploy burst itself counts)
battle.on('death', (c) => { if (c.unit === unit) unit.mem.texasKilled = false; }, { owner: unit });
battle.on('death', (c) => {
if (c.unit !== unit) return;
unit.mem.texasKilled = unit.mem.texasCasting = unit.mem.texasRecastPending = false;
}, { owner: unit });
battle.on('kill', (c) => {
if (c.killer !== unit || !unit.alive || c.victim.side !== 'enemy' || unit.mem.texasKilled) return;
unit.mem.texasKilled = true;
battle.removeBuff(unit, 'texas2:swordplay');
battle.heal(unit, unit, unit.s.maxHp * num(t0.hp_ratio, 1), { self: true });
cast(battle, unit);
if (unit.mem.texasCasting) {
unit.mem.texasRecastPending = true;
cast(battle, unit); // preserve the burst's synchronous reentry and damage order
} else {
unit.skill.end('recast');
unit.skill.activate('kill', { free: true });
}
}, { owner: unit });
battle.on('skillStart', (c) => {
if (c.unit !== unit || !unit.mem.texasRecastPending) return;
// Complete the lifecycle after observers received the outer start; the burst already recast above.
unit.skill.end('recast');
unit.skill.activate('kill', { free: true });
}, { owner: unit, priority: -2000 });
} },
{ install(battle, unit) { // 德克萨斯剑术: until her first kill after each deployment: ASPD +8, −25 % damage taken
battle.on('deploy', (c) => {
@@ -94,7 +121,7 @@ export default withDefaults({
const dot = num(bb['attack@texas2_s_1[dot].dot_damage'], 260), dotIv = Math.max(0.1, num(bb['attack@texas2_s_1[dot].interval'], 1));
battle.on('damaged', (c) => {
const e = c.target;
if (c.source !== unit || !c.dmg?.isAttack || e.side !== 'enemy' || !e.alive || !unit.findBuff('texas2:drizzle')) return;
if (c.source !== unit || !c.dmg?.isAttack || e.side !== 'enemy' || !e.alive || !unit.skill?.active) return;
battle.applyStatus(e, 'silence', { duration: sil, source: unit });
battle.addBuff(e, { key: `texas2:drizzleDot:${unit.id}`, duration: dotDur + 1e-6, interval: dotIv, source: unit, refresh: 'extend', // a re-hit refreshes it, the per-second ticks keep their rhythm
onTick: ({ unit: t }) => battle.dealDamage(unit, t, { amount: dot, type: 'arts', isSkill: true, tags: ['skill', 'dot'] }) });
@@ -103,7 +130,7 @@ export default withDefaults({
if (S2) {
// 攻击…造成法术伤害 while the passive lasts (the double hit is the kit trait's hitsFn)
battle.on('hit', (c) => {
if (c.source === unit && c.dmg.isAttack && c.dmg.type === 'phys' && unit.findBuff('texas2:shower')) c.dmg.type = 'arts';
if (c.source === unit && c.dmg.isAttack && c.dmg.type === 'phys' && unit.skill?.active) c.dmg.type = 'arts';
}, { owner: unit, priority: 50 });
}
const a = num(tb.atk, 0); // module (elite): ATK +10 % with no ally on the 4 adjacent tiles
@@ -46,23 +46,24 @@ function nearl2(bb, chess, def) {
// (whole hits negated); then she withdraws and this redeploy time is ×respawn_time (×1 when the operator deployed
// right before her is 【卡西米尔】)
skchr_nearl2_2: {
kind: 'passive',
kind: 'duration', activateOnDeploy: true, duration: num(def?.skill?.duration, 22), spCost: 0, spType: 'none', trigger: 'NEVER',
mods: { atkPct: num(bb.atk) },
onStart({ battle, unit, skill }) {
const dur = num(skill.duration, num(def?.skill?.duration, 22));
if (!(dur > 0)) return;
const prev = lastOps.map?.get(unit.ownerId);
const combo = !!prev && prev !== unit && hasBond(prev, 'kazimierzShip');
battle.addBuff(unit, { key: 'nearl2:night', mods: { atkPct: num(bb.atk) }, duration: dur, visible: true });
unit.mem.nearl2Combo = !!prev && prev !== unit && hasBond(prev, 'kazimierzShip');
const hits = Math.floor(num(bb.times));
if (hits > 0) battle.addBuff(unit, { key: 'nearl2:shield', shieldHits: hits, duration: dur, visible: true });
const seq = unit.deploySeq;
battle.after(dur, () => {
if (!live(unit) || unit.deploySeq !== seq) return;
battle.retreat(unit, { reason: 'retreat' });
const mul = combo ? num(bb['nearl2_s_2[withdraw][combo].respawn_time'], 1) : num(bb.respawn_time, 1);
if (Number.isFinite(unit.respawnAt) && mul !== 1) unit.respawnAt = battle.time + (unit.respawnAt - battle.time) * mul;
battle.fx('disappear', { x: unit.x, y: unit.y, id: unit.id, combo });
}, { owner: unit });
},
onEnd({ battle, unit, reason }) {
battle.removeBuff(unit, 'nearl2:shield');
if (reason !== 'duration' || !live(unit)) return;
const combo = unit.mem.nearl2Combo;
battle.retreat(unit, { reason: 'retreat' });
const mul = combo ? num(bb['nearl2_s_2[withdraw][combo].respawn_time'], 1) : num(bb.respawn_time, 1);
if (Number.isFinite(unit.respawnAt) && mul !== 1) unit.respawnAt = battle.time + (unit.respawnAt - battle.time) * mul;
battle.fx('disappear', { x: unit.x, y: unit.y, id: unit.id, combo });
},
},
};
+22 -1
View File
@@ -57,6 +57,12 @@ const TRIGGER_PROFILE = Object.freeze({ canHitFly: true });
/** Every tile of the stage (GDGLOW_SKILL_2: the whole field). */
const ALL_TILES = new Set(Array.from({ length: ROWS * COLS }, (_, i) => i));
/**
* The 'skill' animation window the sim reports to the client: `unit.skillAnimUntil` (snapshot.js `animOf` → ANIM.SKILL,
* and the `['skill', id, 1]` / `0` events). An instant cast and a deploy-time passive both use it.
*/
const SKILL_ANIM_WINDOW = 0.5;
export class SkillRuntime {
/**
* @param {object} battle
@@ -216,12 +222,27 @@ export class SkillRuntime {
this.gainSp(carry && Number.isFinite(carry.sp) ? carry.sp : this.initSp, 'init', true);
// a free (spCost 0) non-passive skill is available once per deployment
if (this.spCost <= 0) this.charges = this.maxCharges;
if (this.spec.activateOnDeploy) this.activate('deploy');
}
_startPassive() {
this.active = true;
this._applyMods();
this._call('onStart', { reason: 'passive' });
// A deploy-time passive (琳琅诗怀雅 S1 仗义疏财 / S2 “见面礼”: kind 'passive' with no duration) never goes through
// `activate()`, so the client saw no 'skill' event at all and its model never played the skill clip the manifest
// carries for it (player report follow-up: the 57 instant clips with no Begin / own Idle — 2 of them passives;
// 凯瑟琳 S1 is `kind: instant` in the sim and already casts). Fire the same bounded window an instant cast uses, so
// the actor plays that clip once and then goes back to its idle with attacks on the normal clip. A passive WITH a
// duration (缄默德克萨斯 S1–S3, 野鬃 S1, 伊内丝 S3, 耀骑士临光 S2) is left alone: the sim keeps it active until
// death, so "how long should its stance show" is a separate question.
if (!this.noSkill && !(this.duration > 0)) {
const b = this.battle;
const u = this.unit;
b._ev(['skill', u.id, 1]);
u.skillAnimUntil = b.time + SKILL_ANIM_WINDOW;
b.after(SKILL_ANIM_WINDOW, () => { if (u.alive) b._ev(['skill', u.id, 0]); }, { owner: u });
}
}
_applyMods() {
@@ -454,7 +475,7 @@ export class SkillRuntime {
if (this.spec.mods || this.spec.flags || this.spec.targeting) this._applyMods();
}
b._ev(['skill', u.id, 1]);
u.skillAnimUntil = b.time + 0.5;
u.skillAnimUntil = b.time + SKILL_ANIM_WINDOW;
this._call('onStart', { reason });
if (b._hooks.skillStart) b.emit('skillStart', { unit: u, skill: this, reason });
// bullets added in skillStart (拉特兰's ×(1.05 + 0.015 × layers), 逃犯引渡手续, talents): the bar's full mark
+5 -2
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@@ -96,13 +96,16 @@ export function animOf(u, t) {
/** Snapshot tuple for one unit. */
export function unitTuple(u, t) {
const sk = u.skill;
const spMax = sk && !sk.noSkill ? sk.spCost : 0;
let spMax = sk && !sk.noSkill ? sk.spCost : 0;
let sp = sk && !sk.noSkill ? sk.sp : 0;
if (sk && sk.active && sk.isTimed) {
// show remaining duration/ammo as a draining bar — ammo out of the activation's real total (base + bullets added:
// 拉特兰, 逃犯引渡手续, refills; community report #35), so every bullet shortens it
if (sk.kind === 'ammo') sp = spMax * (sk.ammoLeft / Math.max(1, sk.ammoMax || sk.ammo || 0, sk.ammoLeft));
else if (Number.isFinite(sk.timeLeft) && sk.duration > 0) sp = spMax * (sk.timeLeft / sk.duration);
else if (Number.isFinite(sk.timeLeft) && sk.duration > 0) {
if (spMax === 0) spMax = sk.duration;
sp = spMax * (sk.timeLeft / sk.duration);
}
}
// hp is rounded up (a living unit never shows 0) but never above the rounded max HP
const maxHp = Math.max(1, Math.round(u.s.maxHp));
+23 -12
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@@ -1,21 +1,32 @@
// shared/highGround.js — which MELEE chess may stand on a 高台 (a ranged deploy tile).
//
// Owner's decision 2026-10-04, reversing DESIGN §22.6. The branch trait 「可以放置于远程位」 is written on
// every 钩索师 / 推击手 variant (歌蕾蒂娅, 崖心, 见行者, normal and elite) and is not trusted. Only elite
// 歌蕾蒂娅 carrying module HOK-Y 淡金坠饰 may use a ranged tile. 崖心 (HOK-X only), 见行者, a normal
// record, any other module, and no module are ground-only. The golden record is the elite (`isGolden`);
// the same module test applies to it. A missing module id is ground-only.
// The owner's decision of 2026-10-05, reversing the one of 2026-10-04 (elite 歌蕾蒂娅 with HOK-Y only): follow PRTS. A
// MELEE chess whose trait reads 「可以放置于远程位」 may stand on a 高台 as well as on the ground. The line is the 钩索师 /
// 推击手 branch trait (PRTS 歌蕾蒂娅 · 特性, raised with the PRTS source in PR #69 by @sunstricken; PRTS 新人入门: both
// branches "可部署在高台和地面"): 歌蕾蒂娅, 崖心 and 见行者, normal and elite. It is the branch's own text, not a module
// effect — every module of the three keeps it — so the loadout does not matter: any module, or none. The text read is
// the record's trait without a module (`traitBase`, which an elite with modules carries; else `trait`). A module talent
// such as the 教官's Y module ("可以额外部署在远程位") is a 部署效果, which 卫戍协议 switches off (PRTS 卫戍协议/帮助
// §战斗部署), and is not read. The battle keeps position MELEE: on a 高台 the unit attacks and blocks nothing.
/** char_474_glady — 歌蕾蒂娅. */
export const GLADIIA_CHAR_ID = 'char_474_glady';
/** HOK-Y 淡金坠饰 (data/chess.json chess_char_4_12_b.modules, typeName HOK-Y). */
export const GLADIIA_HOK_Y = 'uniequip_003_glady';
/** The trait line that lets a MELEE chess stand on a ranged (高台) tile. */
export const PLACE_ON_RANGED = '可以放置于远程位';
/**
* The record's trait text without a module ('' when it has none).
* @param {object|null} rec a chess record
* @returns {string}
*/
export function baseTraitText(rec) {
const t = rec ? rec.traitBase || rec.trait : null;
return t && typeof t.desc === 'string' ? t.desc : '';
}
/**
* Whether a MELEE chess record may also stand on a 高台: its trait reads 「可以放置于远程位」. Normal or elite, any module.
* @param {object|null} rec a chess record (normal or golden)
* @param {string|null|undefined} moduleId the equipped module (`resolveLoadout().moduleId`)
* @returns {boolean}
*/
export function meleeOnHighGround(rec, moduleId) {
return !!(rec && rec.isGolden === true && rec.charId === GLADIIA_CHAR_ID && moduleId === GLADIIA_HOK_Y);
export function meleeOnHighGround(rec) {
return !!rec && rec.position === 'MELEE' && baseTraitText(rec).includes(PLACE_ON_RANGED);
}
+157 -5
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@@ -71,6 +71,28 @@ test('迅捷: member skill end +12 SP (p=1 at high L), ≥40 layers every operat
assert.equal(off.s_x, 0);
});
test('迅捷 / 突袭: SP gifts after end do not recharge a zero-SP deployment skill or trigger a ready raid', () => {
const h = makeBattle({
defs: { chess: { t_deploy: chessRec({ id: 't_deploy', bonds: ['swiftShip', 'raidShip'], skill: { spCost: 0 } }) } },
units: [{ chessId: 't_deploy', row: 10, col: 4 }],
bonds: { swiftShip: bond(1, 1000), raidShip: bond(1) }, captureNoisy: true,
kits: { t_deploy: () => ({ skill: {
kind: 'duration', activateOnDeploy: true, duration: 2, spCost: 0, spType: 'none', trigger: 'NEVER',
} }) },
});
h.b.start();
const u = h.unit('t_deploy'), seq = u.deploySeq;
h.run(5);
assert.deepEqual(h.hooksOf('skillEnd').map((c) => c.reason), ['duration']);
assert.ok(h.hooksOf('spGain').some((c) => c.unit === u), 'swift end handler attempted SP gain');
assert.equal(u.skill.sp, 0);
assert.equal(u.skill.charges, 0);
assert.equal(u.skill.ready, false);
assert.equal(u.skill.activations, 1);
assert.equal(u.deploySeq, seq, 'skill end alone does not meet raid readiness');
checkInvariants(h.b);
});
test('迅捷 / 不屈 proc chances: p = min(1, base + per·L) at each layer count', () => {
const sw = bondBb('swiftShip'), ind = bondBb('indomShip');
close(procChance(sw, 0), 0.20);
@@ -83,7 +105,7 @@ test('迅捷 / 不屈 proc chances: p = min(1, base + per·L) at each layer coun
close(procChance(ind, 1000), 1, 'capped');
});
test('灵巧: aura on members + 4 neighbours (once), 8 tiles at ≥40 layers, follows death and relocation', () => {
test('灵巧: aura on members + 4 neighbours (once), 8 tiles at ≥40 layers, survives death and follows relocation', () => {
const defs = { chess: { k_1: op('k_1', ['skillfulShip']), k_2: op('k_2', ['skillfulShip']), k_n: op('k_n', []), k_d: op('k_d', []), k_f: op('k_f', []) } };
const h = makeBattle({
defs, bonds: { skillfulShip: bond(1, 5) },
@@ -107,7 +129,117 @@ test('灵巧: aura on members + 4 neighbours (once), 8 tiles at ≥40 layers, fo
assert.equal(a('k_n'), 100, 'relocated out of the aura');
h.b.dealDamage(null, h.unit('k_1'), { amount: 1e9, type: 'true' });
h.step(2);
assert.equal(a('k_d'), 100, 'aura source died');
assert.equal(a('k_d'), 150, 'downed aura source still buffs neighbours');
checkInvariants(h.b);
});
for (const layers of [5, 40]) {
test(`灵巧: downed sources keep one aura at ${layers} layers, update live layers and restore it on redeploy`, () => {
const defs = { chess: {
k_1: op('k_1', ['skillfulShip']), k_2: op('k_2', ['skillfulShip']),
k_n: op('k_n', []), k_d: op('k_d', []),
} };
const h = makeBattle({
defs, bonds: { skillfulShip: bond(1, layers) },
units: [
{ chessId: 'k_1', row: 10, col: 4 }, { chessId: 'k_2', row: 10, col: 6 },
{ chessId: 'k_n', row: 10, col: 5 }, { chessId: 'k_d', row: 11, col: 5 },
],
});
h.step();
const first = h.unit('k_1'), second = h.unit('k_2'), neighbour = h.unit('k_n'), diagonal = h.unit('k_d');
assert.equal(neighbour.s.aspd, 110 + layers, 'overlapping sources buff once');
h.b.kill(first);
assert.ok(h.b.isDown(first));
assert.equal(neighbour.s.aspd, 110 + layers, 'no attack speed drop on death');
h.b.kill(second);
assert.ok(h.b.isDown(second));
h.run(1);
assert.equal(neighbour.s.aspd, 110 + layers, 'all sources down: polling keeps the aura');
assert.equal(diagonal.s.aspd, layers >= 40 ? 110 + layers : 100, '4 / 8 tile range still applies');
assert.equal(neighbour.buffs.filter((b) => b.key === 'bond:skillfulShip').length, 1);
gainLayers(h.b, { playerId: 'p1', bonds: 'skillfulShip', n: 40 - layers + 2 });
h.step(2);
assert.equal(neighbour.s.aspd, 152, 'downed sources use live layer values');
assert.equal(diagonal.s.aspd, 152, 'downed sources widen their aura at 40 layers');
h.b.kill(neighbour);
assert.ok(h.b.redeploy(neighbour, { free: true }));
assert.equal(neighbour.s.aspd, 152, 'recipient redeployed next to a downed source');
assert.ok(h.b.redeploy(first, { free: true }));
assert.equal(first.s.aspd, 152, 'source regains its own bonus on redeploy');
assert.equal(neighbour.s.aspd, 152, 'redeploy does not stack the aura');
h.b.retreat(first);
assert.equal(neighbour.s.aspd, 152, 'remaining downed source still covers the recipient');
assert.ok(h.b.redeploy(second, { free: true }));
h.b.retreat(second);
assert.equal(neighbour.s.aspd, 100, 'withdrawn sources no longer provide an aura');
checkInvariants(h.b);
});
}
test('灵巧: a downed source provides its aura around the body tile when it returns home after death', () => {
const defs = { chess: {
k_1: op('k_1', ['skillfulShip']), k_2: op('k_2', ['skillfulShip']),
k_home: op('k_home', []), k_away: op('k_away', []), k_tile: op('k_tile', []),
} };
const h = makeBattle({
defs, bonds: { skillfulShip: bond(1, 5) },
units: [
{ chessId: 'k_1', row: 10, col: 4 }, { chessId: 'k_2', row: 12, col: 3 },
{ chessId: 'k_home', row: 10, col: 5 }, { chessId: 'k_away', row: 10, col: 8 },
{ chessId: 'k_tile', row: 10, col: 7 },
],
});
h.step();
h.b.retreat(h.unit('k_tile'), { permanent: true });
assert.ok(h.b.relocate(h.unit('k_1'), 10, 7));
h.run(0.4);
assert.equal(h.unit('k_home').s.aspd, 100);
assert.equal(h.unit('k_away').s.aspd, 115);
h.b.kill(h.unit('k_1'));
assert.deepEqual(h.unit('k_1').body, [10, 4]);
assert.equal(h.unit('k_home').s.aspd, 115, 'aura follows the downed body back home');
assert.equal(h.unit('k_away').s.aspd, 100, 'last living tile no longer provides an aura');
checkInvariants(h.b);
});
for (const reason of ['retreat', 'forcedExit', 'merchant']) {
test(`灵巧: ${reason} leaves a down model without preserving the killed-source aura`, () => {
const h = makeBattle({
defs: { chess: { k_1: op('k_1', ['skillfulShip']), k_n: op('k_n', []) } },
bonds: { skillfulShip: bond(1, 5) },
units: [{ chessId: 'k_1', row: 10, col: 4 }, { chessId: 'k_n', row: 10, col: 5 }],
});
h.step();
const source = h.unit('k_1'), recipient = h.unit('k_n');
assert.equal(recipient.s.aspd, 115);
h.b.retreat(source, { reason });
assert.ok(h.b.isDown(source), 'a down model is not proof of being killed');
assert.equal(source.removeReason, reason);
assert.equal(recipient.s.aspd, 100, 'aura stops immediately on retreat');
assert.ok(h.b.redeploy(source, { free: true }));
assert.equal(recipient.s.aspd, 115, 'the living source restores its aura');
h.b.kill(source);
assert.equal(recipient.s.aspd, 115, 'a subsequent real kill keeps the aura');
checkInvariants(h.b);
});
}
test('灵巧: unite carry-down forcedExit starts without an aura and restores it on redeploy', () => {
const h = makeBattle({
kind: 'unite',
defs: { chess: { k_1: op('k_1', ['skillfulShip']), k_n: op('k_n', []) } },
bonds: { skillfulShip: bond(1, 40) },
units: [{ chessId: 'k_1', row: 10, col: 4, carryState: { down: true } }, { chessId: 'k_n', row: 11, col: 5 }],
});
h.step();
const source = h.unit('k_1'), recipient = h.unit('k_n');
assert.equal(source.removeReason, 'forcedExit');
assert.ok(h.b.isDown(source));
assert.equal(recipient.s.aspd, 100, 'forcedExit is not a kill in this battle');
assert.ok(h.b.redeploy(source, { free: true }));
assert.equal(recipient.s.aspd, 150, 'the redeployed source covers all eight neighbours');
checkInvariants(h.b);
});
@@ -414,8 +546,9 @@ test('突袭 #51: the most advanced enemy out of reach → the jump goes to the
// GitHub #49: skills.js `ready` is false for every passive skill, so a passive 突袭 member (缄默德克萨斯, 宴 …) only jumped on
// the 10 s idle trigger; the reporter's footage of the official game shows 缄默德克萨斯 jumping within her passive's 10 s.
// raidPoll (only there) counts a passive skill that is on as 技能就绪; the landing rule (#51) still keeps it from hopping.
test('突袭 #49: a passive skill that is on counts as 技能就绪 — 缄默德克萨斯 jumps within a few seconds, then stays while her enemy is in range', () => {
// raidPoll (only there) counts a passive skill that is on as 技能就绪, and — since #109 made her skills deploy-timed
// duration skills — a deploy-timed skill while its window runs; the landing rule (#51) still keeps it from hopping.
test('突袭 #49: a passive skill that is on, or a deploy-timed skill while it runs (#109), counts as 技能就绪 — 缄默德克萨斯 jumps within a few seconds, then stays while her enemy is in range', () => {
const tex = 'chess_char_4_16_a';
const h = makeBattle({
defs: { enemies: DUMMY }, bonds: { raidShip: bond(1, 10) }, enemies: [{ key: 'enemy_addon_dummy', pos: [9, 8] }],
@@ -423,7 +556,7 @@ test('突袭 #49: a passive skill that is on counts as 技能就绪 — 缄默
});
h.step();
const u = h.unit(tex), e = h.enemy('enemy_addon_dummy');
assert.deepEqual([u.skill.kind, u.skill.ready, u.skill.active], ['passive', false, true], 'her passive: on, and the global `ready` unchanged');
assert.deepEqual([u.skill.kind, !!u.skill.spec.activateOnDeploy, u.skill.ready, u.skill.active], ['duration', true, false, true], 'her deploy-timed skill (#109): on, and the global `ready` false');
assert.ok(!inRange(u, e), 'nothing in her range');
assert.ok(h.runUntil(() => raidJumps(h).length > 0, 3), 'jumped within 3 s (no 10 s idle wait)');
assert.ok(h.b.time < bondBb('raidShip').no_attack_duration - 5, `at ${h.b.time.toFixed(2)} s`);
@@ -433,6 +566,25 @@ test('突袭 #49: a passive skill that is on counts as 技能就绪 — 缄默
checkInvariants(h.b);
});
test('突袭 #49 with #109: a deploy-timed skill counts only while its window runs — once it has ended, only the idle trigger is left', () => {
const tex = 'chess_char_4_16_a';
const idle = bondBb('raidShip').no_attack_duration;
const h = makeBattle({
defs: { enemies: DUMMY }, bonds: { raidShip: bond(1, 10) }, enemies: [{ key: 'enemy_addon_dummy', pos: [9, 8] }],
units: [{ chessId: tex, row: 12, col: 3 }], hooks: ['deploy', 'death'], autoFinish: false, timeLimit: 60,
});
h.step();
const u = h.unit(tex);
u.skill.end('duration'); // her window over before the first poll, as after its duration
assert.deepEqual([u.skill.active, u.skill.ready], [false, false], 'ended: no charge until the next deployment');
h.run(3);
assert.equal(raidJumps(h).length, 0, 'no 技能就绪 jump once the window has ended');
assert.ok(h.runUntil(() => raidJumps(h).length > 0, idle + 1), 'the idle trigger');
assert.ok(h.b.time >= idle - 1e-6, `at ${h.b.time.toFixed(2)} s`);
assert.ok(u.skill.active, 'the landing is a new deployment: a new window');
checkInvariants(h.b);
});
test('突袭 #49: non-passive members unchanged — a charged skill jumps at once, an uncharged one waits for the idle time; a passive one jumps at once', () => {
const idle = bondBb('raidShip').no_attack_duration;
const defs = {
+132 -78
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@@ -374,38 +374,39 @@ test('阿戈尔 devour order: left first, then top first (row 0 is the bottom: t
checkInvariants(h.b);
});
test('阿戈尔 5: the first 3 members by position (left column first, top first) revive at once on their first knock-out, whatever the order of knock-outs; the others never; a second knock-out is final', () => {
test('阿戈尔 5: the 3 slots go to the first 3 members knocked out, wherever they stand; a later first knock-out stays down; a second knock-out is final; 3 members: none', () => {
const list = [];
for (let i = 0; i < 5; i++) list.push([`g${i}_a`, ['egirShip'], { skill: { spCost: 30, initSp: 5, duration: 10 } }]);
// one per row pair so nobody devours anybody: col 3 rows 9–12 (g0 bottom … g3 top), g4 at (9,5). PRTS 盟约记录 阿戈尔
// "前3名【阿戈尔】干员首次被击倒时立刻复活", the first 3 being the first deployed — "更靠左和靠上": g3, g2, g1
// "前3名【阿戈尔】干员首次被击倒时立刻复活"; the owner's decision of 2026-10-05: the first 3 knocked out, in knock-out order
const units = list.map(([id], i) => ({ chessId: id, row: 9 + (i % 4), col: 3 + 2 * Math.floor(i / 4) }));
const h = makeBattle({ defs: defsOf(list), units, bonds: { egirShip: bondOn(5, 0, null, [3, 5]) }, hooks: ['death', 'deploy'] });
h.step(1);
const us = list.map(([id]) => h.unit(id));
const kill = (u) => h.b.dealDamage(null, u, { amount: 1e9, type: 'true' });
const redeploys = (u) => h.hooksOf('deploy').filter((c) => c.unit === u && !c.initial).length;
// knocked out first, yet no beneficiary: g0 (bottom of the first column) and g4 (second column) stay down
for (const u of [us[0], us[4]]) {
kill(u);
assert.ok(!u.alive, `${u.defId} is not among the first 3 by position: no revive`);
assert.equal(redeploys(u), 0);
}
us[1].skill.gainSp(20, 'test');
us[0].skill.gainSp(20, 'test');
const tiles = us.map((u) => [u.tileR, u.tileC]);
for (const i of [1, 3, 2]) {
// g4 (second column) and g0 (bottom of the first column) first — the last two by position — then g2
for (const i of [4, 0, 2]) {
const u = us[i];
const before = redeploys(u);
kill(u);
assert.ok(u.alive && u.deployed, `member ${i} back on the field`);
close(u.hp, u.s.maxHp);
assert.deepEqual([u.tileR, u.tileC], tiles[i], 'same tile');
assert.ok(h.hooksOf('death').some((c) => c.unit === u && c.reason === 'killed'), 'it was knocked out (被击倒 triggers fire)');
assert.equal(redeploys(u), before + 1, `member ${i} redeployed`);
assert.equal(redeploys(u), 1, `member ${i} redeployed`);
}
assert.equal(us[1].skill.sp, 5, 'a redeploy restarts from the initial SP');
kill(us[1]);
assert.ok(!us[1].alive, 'second knock-out is final');
assert.equal(us[0].skill.sp, 5, 'a redeploy restarts from the initial SP');
// the 3 are gone: g3 (top-left, first by position) and g1 stay down on their first knock-out
for (const i of [3, 1]) {
kill(us[i]);
assert.ok(!us[i].alive, `member ${i}: no slot left`);
assert.equal(redeploys(us[i]), 0);
}
kill(us[4]);
assert.ok(!us[4].alive, 'a second knock-out is final');
assert.equal(h.eventsOf('fx').filter((x) => x[1] === 'revive').length, 3, 'three revives');
checkInvariants(h.b);
// a member moved off its board tile (突袭 / relocation) revives where it was knocked out; later redeploys go home
const hm = makeBattle({ defs: defsOf(list), units, bonds: { egirShip: bondOn(5, 0, null, [3, 5]) }, hooks: [] });
@@ -424,44 +425,126 @@ test('阿戈尔 5: the first 3 members by position (left column first, top first
assert.ok(!h3.unit('g3_a').alive);
});
test('阿戈尔 5 + the devour chain (GitHub #33): the devour knocks out the food, only the members among the first 3 by position come back; the others keep theirs for the fight (normal and 联防)', () => {
// one row, all facing right: 浊心斯卡蒂 → 乌尔比安 → 幽灵鲨 → 海霓 → 深巡 → 隐现. PRTS 盟约记录 阿戈尔 备注 "标记按付与顺序触发
// 【吞噬】效果,目标首次被击倒后解除自身被付与但还未触发的【吞噬】效果". The 3 revives belong to the first 3 by position
// (浊心斯卡蒂, 乌尔比安, 幽灵鲨 — community reports 「阿戈尔盟约复活有bug,只能复活一个干员」); until 0.1.3 the first 3
// knocked out took them, so the food (幽灵鲨, 海霓, 深巡) spent all 3 at t = 0 and nobody came back in the fight
const ids = ['chess_char_6_04_a', 'chess_char_5_05_a', 'chess_char_2_07_a', 'chess_char_3_09_a', 'chess_char_1_04_a', 'chess_char_1_01_a'];
test('阿戈尔 5 + the devour chain (GitHub #33, #105, #140): the eaten members take the 3 slots in knock-out order, uneaten ones keep none — survivors = uneaten + 3 (normal and 联防)', () => {
// row 10, all facing right: 浊心斯卡蒂 → 幽灵鲨 → 海霓 → 深巡 → 歌蕾蒂娅 → 隐现; 乌尔比安 on row 12 faces an empty tile.
// PRTS 盟约记录 阿戈尔 备注 "标记按付与顺序触发【吞噬】效果,目标首次被击倒后解除自身被付与但还未触发的【吞噬】效果". Until 0.1.3
// the slots belonged to the first 3 by position (浊心斯卡蒂, 乌尔比安, 幽灵鲨: two uneaten members held them, so only 幽灵鲨
// of the food came back — "没被吃的阿戈尔干员也会占用复活名额", "无论食物链怎么吃最终都只有三名阿戈尔人存活")
const ids = ['chess_char_6_04_a', 'chess_char_2_07_a', 'chess_char_3_09_a', 'chess_char_1_04_a', 'chess_char_4_12_a', 'chess_char_1_01_a'];
const ULPIA = 'chess_char_5_05_a';
for (const kind of ['normal', 'unite']) {
const h = makeBattle({
kind, units: ids.map((chessId, i) => ({ chessId, row: 10, col: 2 + i })), bonds: { egirShip: bondOn(5, 0, null, [3, 5]) },
hooks: ['damaged', 'death', 'deploy'], captureNoisy: true, autoFinish: false, timeLimit: 60,
kind, units: [...ids.map((chessId, i) => ({ chessId, row: 10, col: 2 + i })), { chessId: ULPIA, row: 12, col: 3 }],
bonds: { egirShip: bondOn(6, 0, null, [3, 5]) }, hooks: ['damaged', 'death', 'deploy'], captureNoisy: true, autoFinish: false, timeLimit: 60,
});
h.step(1);
const [skadi, ulpia, ghost, hn, deep, fodder] = ids.map((id) => h.unit(id));
// 浊心斯卡蒂 marks the whole row and resolves first; every later mark is on a unit already knocked out (乌尔比安's), or
// comes from one (幽灵鲨's, 海霓's, 深巡's)
const [skadi, ghost, hn, deep, glady, fodder] = ids.map((id) => h.unit(id));
const ulpia = h.unit(ULPIA);
// 浊心斯卡蒂 marks the whole row (through the members) and resolves first; every later mark is on a unit knocked out
assert.deepEqual(tagged(h, 'bond:egir:devour').map((c) => [c.source.defId, c.target.defId]),
[ulpia, ghost, hn, deep, fodder].map((t) => [skadi.defId, t.defId]), kind);
[ghost, hn, deep, glady, fodder].map((t) => [skadi.defId, t.defId]), kind);
const kos = (u) => h.hooksOf('death').filter((c) => c.unit === u && c.reason === 'killed').length;
const revived = (u) => h.hooksOf('deploy').filter((c) => c.unit === u && !c.initial).length;
for (const u of [ghost, hn, deep]) {
assert.equal(h.hooksOf('death').filter((c) => c.unit === u && c.reason === 'killed').length, 1, `${kind}: ${u.defId} knocked out once`);
}
assert.equal(revived(ghost), 1, `${kind}: 幽灵鲨 (third by position) revived at once`);
assert.equal(revived(hn) + revived(deep), 0, `${kind}: 海霓 and 深巡 (fourth, fifth) not revived`);
for (const u of [ghost, hn, deep, glady]) assert.equal(kos(u), 1, `${kind}: ${u.defId} knocked out once`);
for (const u of [ghost, hn, deep]) assert.equal(revived(u), 1, `${kind}: ${u.defId} (knocked out 1st–3rd) revived at once`);
assert.equal(revived(glady), 0, `${kind}: 歌蕾蒂娅 (knocked out 4th) stays down`);
assert.equal(kos(skadi) + kos(ulpia) + revived(skadi) + revived(ulpia), 0, `${kind}: the uneaten members take no slot`);
h.run(3);
for (const u of [skadi, ulpia, ghost]) assert.ok(u.alive && u.deployed && u.hp > 0, `${kind}: ${u.defId} standing`);
for (const u of [hn, deep, fodder]) assert.ok(!u.alive, `${kind}: ${u.defId} down`);
// 浊心斯卡蒂 and 乌尔比安 still hold theirs: their first knock-out in the fight is revived, 幽灵鲨's second is final
for (const u of [skadi, ulpia]) {
const members = [skadi, ghost, hn, deep, glady, ulpia];
assert.deepEqual(members.filter((u) => u.alive).map((u) => u.defId), [skadi, ghost, hn, deep, ulpia].map((u) => u.defId),
`${kind}: survivors = the 2 uneaten + 3`);
assert.ok(!fodder.alive, `${kind}: the fodder (no member) is down`);
// nothing is left for the fight: 浊心斯卡蒂's first knock-out and 幽灵鲨's second stay down
for (const u of [skadi, ghost]) {
h.b.dealDamage(null, u, { amount: 1e9, type: 'true' });
assert.ok(u.alive && revived(u) === 1, `${kind}: ${u.defId} revived in the fight`);
assert.ok(!u.alive, `${kind}: ${u.defId} stays down`);
}
h.b.dealDamage(null, ghost, { amount: 1e9, type: 'true' });
assert.ok(!ghost.alive, `${kind}: 幽灵鲨 has no revive left`);
checkInvariants(h.b);
}
});
test('阿戈尔 5 beneficiaries: fixed at battle start — a 联防 member entering down keeps the slot, a 调和 member is one, the mirrored boss side counts from its own left', () => {
test('阿戈尔 5: a member devoured by several 阿戈尔 spends one slot at most — its pending marks are cancelled once it is knocked out', () => {
// A (10,3) → B (10,4) → X (10,5) and C (11,5, facing DOWN) → X: three marks on X; D (12,8) faces an empty tile
const list = [['A_a', ['egirShip']], ['B_a', ['egirShip']], ['X_a', ['egirShip']], ['C_a', ['egirShip']], ['D_a', ['egirShip']]];
const defs = defsOf(list.map(([id, b]) => [id, b, { stats: { maxHp: 3000 } }]));
const units = [
{ chessId: 'A_a', row: 10, col: 3 }, { chessId: 'B_a', row: 10, col: 4 }, { chessId: 'X_a', row: 10, col: 5 },
{ chessId: 'C_a', row: 11, col: 5, dir: 'DOWN' }, { chessId: 'D_a', row: 12, col: 8 },
];
const h = makeBattle({ defs, units, bonds: { egirShip: bondOn(5, 0, null, [3, 5]) }, hooks: ['damaged', 'death', 'deploy'], captureNoisy: true, autoFinish: false, timeLimit: 60 });
h.step(1);
const [a, b, x, c, d] = ['A_a', 'B_a', 'X_a', 'C_a', 'D_a'].map((id) => h.unit(id));
const kos = (u) => h.hooksOf('death').filter((e) => e.unit === u && e.reason === 'killed').length;
const revived = (u) => h.hooksOf('deploy').filter((e) => e.unit === u && !e.initial).length;
// marked by A (through B), by B and by C; A's mark knocks it out, B's and C's are cancelled
assert.deepEqual(tagged(h, 'bond:egir:devour').map((e) => [e.source.defId, e.target.defId]), [['A_a', 'B_a'], ['A_a', 'X_a']]);
for (const u of [b, x]) assert.ok(u.alive && kos(u) === 1 && revived(u) === 1, `${u.defId}: one knock-out, one slot`);
close(x.hp, x.s.maxHp, 1e-6, 'X at full HP: no second mark');
// two slots used: D's first knock-out takes the third, C's stays down
h.b.dealDamage(null, d, { amount: 1e9, type: 'true' });
assert.ok(d.alive, 'D: the third slot');
h.b.dealDamage(null, c, { amount: 1e9, type: 'true' });
assert.ok(!c.alive, 'C: none left');
assert.ok(a.alive && kos(a) === 0, 'A never knocked out');
checkInvariants(h.b);
// X with more HP survives A's and B's marks and falls to C's: still one knock-out, one slot
const tough = defsOf(list.map(([id, bd]) => [id, bd, { stats: { maxHp: id === 'X_a' ? 8000 : 3000 } }]));
const t = makeBattle({ defs: tough, units, bonds: { egirShip: bondOn(5, 0, null, [3, 5]) }, hooks: ['damaged', 'death', 'deploy'], captureNoisy: true, autoFinish: false, timeLimit: 60 });
t.step(1);
const tx = t.unit('X_a');
assert.deepEqual(tagged(t, 'bond:egir:devour').map((e) => [e.source.defId, e.target.defId]), [['A_a', 'B_a'], ['A_a', 'X_a'], ['B_a', 'X_a'], ['C_a', 'X_a']]);
assert.equal(t.hooksOf('death').filter((e) => e.unit === tx && e.reason === 'killed').length, 1, 'X knocked out once, by the third mark');
assert.ok(tx.alive && t.eventsOf('fx').filter((e) => e[1] === 'revive').length === 2, 'B and X: two slots');
checkInvariants(t.b);
});
test('阿戈尔 5: an operator\'s own save uses no slot (斯卡蒂\'s DRE-Y, M3茧甲, 埃芒加德 [ASSUMED for the band]); the slot waits for its first real knock-out', () => {
// 斯卡蒂 (elite, module DRE-Y by default) enters 联防 at half HP in front of 乌尔比安: his mark is lethal, DRE-Y saves her
// (PRTS: once per deployment, full HP with max HP −60 %) — no knock-out, so no slot
const SKADI = 'chess_char_3_05_b', ULPIA = 'chess_char_5_05_a', GHOST = 'chess_char_2_07_a', HN = 'chess_char_3_09_a', DEEP = 'chess_char_1_04_a';
const h = makeBattle({
kind: 'unite', autoFinish: false, timeLimit: 60, hooks: ['damaged', 'death', 'deploy'], captureNoisy: true,
units: [
{ chessId: ULPIA, row: 10, col: 3 }, { chessId: SKADI, row: 10, col: 4, dir: 'UP', carryState: { hpPct: 0.5 } },
{ chessId: GHOST, row: 12, col: 3 }, { chessId: HN, row: 12, col: 5 }, { chessId: DEEP, row: 12, col: 7 },
],
bonds: { egirShip: bondOn(5, 0, null, [3, 5]) },
});
h.step(1);
const sk = h.unit(SKADI);
assert.deepEqual(tagged(h, 'bond:egir:devour').map((c) => [c.source.defId, c.target.defId]), [[ULPIA, SKADI]]);
assert.ok(sk.alive && buffOf(sk, 'trait:skadi_tide'), 'saved by her module');
assert.equal(h.hooksOf('death').filter((c) => c.unit === sk).length, 0, 'not knocked out');
assert.equal(h.eventsOf('fx').filter((x) => x[1] === 'revive' && x[4] && x[4].n).length, 0, 'no 阿戈尔 revive');
const kill = (id) => { const u = h.unit(id); h.b.dealDamage(null, u, { amount: 1e9, type: 'true' }); return u.alive; };
// all 3 slots are still there: 幽灵鲨, 海霓 and then 斯卡蒂 (DRE-Y spent in this deployment) come back, 深巡 does not
assert.deepEqual([GHOST, HN, SKADI, DEEP].map(kill), [true, true, true, false]);
checkInvariants(h.b);
const list = [['g0_a', ['egirShip']], ['g1_a', ['egirShip']], ['g2_a', ['egirShip']], ['g3_a', ['egirShip']], ['g4_a', ['egirShip']]];
const units = (it = {}) => list.map(([chessId], i) => ({ chessId, row: 9 + (i % 2) * 3, col: 3 + i, items: it[i] }));
const killed = (b, id) => { const u = b.unit(id); b.b.dealDamage(null, u, { amount: 1e9, type: 'true' }); return u; };
// M3茧甲 (an item 复活, in place): g0 is saved, the 3 slots go to g1, g2, g3; g4 stays down
const hi = makeBattle({ defs: defsOf(list), autoFinish: false, timeLimit: 60, hooks: ['death', 'deploy'], units: units({ 0: ['chess_item_4_12_e_a'] }), bonds: { egirShip: bondOn(5, 0, null, [3, 5]) } });
hi.step(1);
const g0 = killed(hi, 'g0_a');
assert.ok(g0.alive && hi.hooksOf('death').filter((c) => c.unit === g0).length === 0, 'item: saved in place (no knock-out)');
assert.deepEqual(['g1_a', 'g2_a', 'g3_a', 'g4_a'].map((id) => killed(hi, id).alive), [true, true, true, false], 'item: three slots left after the save');
checkInvariants(hi.b);
// 埃芒加德 (命结之秘: the battle's first 3 knock-downs revive in place — its own count, unchanged): g0, g1, g2 saved by it;
// the 阿戈尔 slots then go to g3, g4 and g0's first real knock-out; g1's real one finds none
const hb = makeBattle({ defs: defsOf(list), autoFinish: false, timeLimit: 60, hooks: ['death', 'deploy'], units: units(), bandId: 'band_ermengard', bonds: { egirShip: bondOn(5, 0, null, [3, 5]) } });
hb.step(1);
for (const id of ['g0_a', 'g1_a', 'g2_a']) {
const u = killed(hb, id);
assert.ok(u.alive && hb.hooksOf('death').filter((c) => c.unit === u).length === 0, `band: ${id} saved in place`);
}
assert.deepEqual(hb.eventsOf('fx').filter((x) => x[1] === 'revive' && x[4] && x[4].left != null).map((x) => x[4].left), [2, 1, 0], '埃芒加德 spent its 3');
assert.deepEqual(['g3_a', 'g4_a', 'g0_a', 'g1_a'].map((id) => killed(hb, id).alive), [true, true, true, false], 'band: the 阿戈尔 slots are untouched');
checkInvariants(hb.b);
});
test('阿戈尔 5 slots in 联防 and on the boss field: a member entering down takes none until it is knocked out after standing up; a 调和 member takes one; a mirrored player counts its own knock-outs', () => {
const list = [['g0_a', ['egirShip']], ['g1_a', ['egirShip']], ['g2_a', ['egirShip']], ['g3_a', ['egirShip']], ['g4_a', ['egirShip']], ['mani_a', ['maniShip']]];
// five members in five columns (one per column, nobody in front of anybody): g0 col 3 … g4 col 7
const units = list.slice(0, 5).map(([chessId], i) => ({ chessId, row: 9 + (i % 2) * 3, col: 3 + i }));
@@ -470,8 +553,8 @@ test('阿戈尔 5 beneficiaries: fixed at battle start — a 联防 member enter
h.b.dealDamage(null, u, { amount: 1e9, type: 'true' });
return u.alive;
};
// 联防: g0 entered down (forced out before battleStart). The slots stay the first 3 by position — g0, g1, g2.
// The forced exit is not a 击倒, so g0's charge waits until they stand back up. g3 is not promoted into it.
// 联防: g0 entered down (forced out before battleStart — not a 击倒, so no slot); g4 and g3 take two slots, g0's first
// knock-out after it stands back up takes the third, g1 finds none
const hu = makeBattle({
kind: 'unite', defs: defsOf(list), autoFinish: false, timeLimit: 60, bonds: { egirShip: bondOn(5, 0, null, [3, 5]) },
units: units.map((u, i) => (i === 0 ? { ...u, carryState: { down: true } } : u)),
@@ -479,59 +562,30 @@ test('阿戈尔 5 beneficiaries: fixed at battle start — a 联防 member enter
hu.step(1);
const g0 = hu.unit('g0_a');
assert.ok(!g0.alive, 'g0 forced out');
assert.deepEqual(['g4_a', 'g3_a', 'g1_a', 'g2_a'].map((id) => revives(hu, id)), [false, false, true, true]);
assert.deepEqual(['g4_a', 'g3_a'].map((id) => revives(hu, id)), [true, true]);
assert.ok(hu.runUntil(() => g0.alive && g0.deployed, 25), 'g0 stands back up inside the redeploy time');
assert.equal(revives(hu, 'g0_a'), true, 'g0 still held the first slot');
hu.b.dealDamage(null, g0, { amount: 1e9, type: 'true' });
assert.ok(!g0.alive, 'g0 has no second revive');
assert.equal(revives(hu, 'g0_a'), true, 'g0: its first knock-out takes the third slot');
assert.equal(revives(hu, 'g1_a'), false, 'g1: none left');
checkInvariants(hu.b);
// 调和 (an active 调和 member enjoys the core bonds) in the first column: one of the 3
// 调和 (an active 调和 member enjoys the core bonds): knocked out first, it takes the first slot
const hm = makeBattle({
defs: defsOf(list), autoFinish: false, timeLimit: 60,
units: [{ chessId: 'mani_a', row: 11, col: 2 }, ...units.slice(0, 4)],
bonds: { egirShip: bondOn(5, 0, null, [3, 5]), maniShip: { count: 1, active: true, tier: 1, layers: 0 } },
});
hm.step(1);
assert.deepEqual(['g2_a', 'mani_a', 'g0_a', 'g1_a'].map((id) => revives(hm, id)), [false, true, true, true]);
// the right-hand boss player (mirrored): its board's left is the field's right — board cols 3, 4, 5 = field cols 17,
// 16, 15 hold the revives (read in field columns from the left they would go to g4, g3, g2)
assert.deepEqual(['mani_a', 'g3_a', 'g2_a', 'g0_a'].map((id) => revives(hm, id)), [true, true, true, false]);
// the right-hand boss player (mirrored): the order of its own knock-outs, wherever they stand
const hb = makeBattle({
kind: 'boss', defs: defsOf(list), autoFinish: false, timeLimit: 60,
players: [{ playerId: 'R1', side: 'R', colOffset: 8, units: units.map((u, i) => ({ ...u, uid: i + 1 })), bonds: { egirShip: bondOn(5, 0, null, [3, 5]) } }],
});
hb.step(1);
assert.deepEqual(['g4_a', 'g3_a', 'g0_a', 'g1_a', 'g2_a'].map((id) => [hb.unit(id).tileC, revives(hb, id)]),
[[13, false], [14, false], [17, true], [16, true], [15, true]]);
[[13, true], [14, true], [17, true], [16, false], [15, false]]);
checkInvariants(hb.b);
});
test('阿戈尔 5: a beneficiary 埃芒加德 or M3茧甲 save in place has used its 阿戈尔 revive [ASSUMED]; the others keep theirs', () => {
const list = [['g0_a', ['egirShip']], ['g1_a', ['egirShip']], ['g2_a', ['egirShip']], ['g3_a', ['egirShip']], ['g4_a', ['egirShip']]];
const units = (it = {}) => list.map(([chessId], i) => ({ chessId, row: 9 + (i % 2) * 3, col: 3 + i, items: it[i] }));
const kill = (h, id) => { const u = h.unit(id); h.b.dealDamage(null, u, { amount: 1e9, type: 'true' }); return u; };
for (const how of ['band', 'item']) {
const h = makeBattle({
defs: defsOf(list), autoFinish: false, timeLimit: 60, hooks: ['death', 'deploy'],
units: units(how === 'item' ? { 0: ['chess_item_4_12_e_a'] } : {}), ...(how === 'band' ? { bandId: 'band_ermengard' } : {}),
bonds: { egirShip: bondOn(5, 0, null, [3, 5]) },
});
h.step(1);
// g0, g1, g2 (columns 3–5) hold the 阿戈尔 revives; g0 is saved in place first
const g0 = kill(h, 'g0_a');
assert.ok(g0.alive && h.hooksOf('death').filter((c) => c.unit === g0).length === 0, `${how}: saved in place (no knock-out)`);
// 埃芒加德 saves the battle's first 3 knock-downs: its other 2 go to g3 and g4 (no 阿戈尔 beneficiaries)
if (how === 'band') for (const id of ['g3_a', 'g4_a']) assert.ok(kill(h, id).alive, 'band revive');
kill(h, 'g0_a');
assert.ok(!g0.alive, `${how}: its 阿戈尔 revive went with the save — its first knock-out is final`);
assert.equal(h.hooksOf('deploy').filter((c) => c.unit === g0 && !c.initial).length, 0);
for (const id of ['g1_a', 'g2_a']) {
const u = kill(h, id);
assert.ok(u.alive && h.hooksOf('deploy').filter((c) => c.unit === u && !c.initial).length === 1, `${how}: ${id} revived by 阿戈尔`);
}
checkInvariants(h.b);
}
});
test('阿戈尔 devour, a unit back during the pass: a marker revived by the 5-tier revive still gives its marks; a target revived in place (埃芒加德) or redeployed (不屈) takes none', () => {
// g1 (10,3) → g2 (10,4, 3000 × 1.35 HP: knocked out by g1's mark, revived) → g3 (10,5) → fodder (10,6); g4 / g5 face empty tiles
const list = [
+142
View File
@@ -0,0 +1,142 @@
// test/content/feedback4-egir-unite.test.js — 阿戈尔's battle-start devour in 联防 (GitHub #105, #140 comment 4; the
// owner's decision of 2026-10-05). PRTS 盟约记录 阿戈尔: "战斗开始时【阿戈尔】干员依次吞噬身前一格干员" — no own-side limit:
// the operator on the front tile is devoured whoever owns it, a teammate's living operator or a teammate's operator
// that entered 联防 knocked out (carry.down, forced out right after the deployment), and the marker gains its base ATK
// and block count exactly as in a solo battle. 联防 still adds no layers ("该阶段不能叠加层数"). The remake's two 联防
// helpers stand on board cols 3–9 and 11–17 (colOffset 8) with the road column 10 between them, so these fields put the
// teammate's operator on col 10 (a LOW tile the sim deploys on) to be in front. The last test runs the own-board case
// through unite.js's carry: a chain whose food is down since the own combat gives 联防 the gains of the own combat.
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { makeBattle, checkInvariants } from '../helpers/battleHarness.js';
import { uniteBattleOpts } from '../../server/match/unite.js';
import { makeMatch } from '../match/harness.js';
import { FORCED_EXIT } from '../../server/sim/constants.js';
const close = (a, b, eps = 1e-6, msg = '') => assert.ok(Math.abs(a - b) <= eps, `${msg} expected ${b}, got ${a}`);
const bondOn = (count, layers = 0) => ({ count, active: count >= 3, tier: count >= 5 ? 2 : count >= 3 ? 1 : 0, layers });
const buffOf = (u, key) => u.buffs.find((b) => b.key === key) ?? null;
const devours = (h) => h.hooksOf('damaged').filter((c) => c.dmg && c.dmg.tags && c.dmg.tags.includes('bond:egir:devour'));
const ULPIA = 'chess_char_5_05_a', GHOST = 'chess_char_2_07_a', GLADY = 'chess_char_4_12_a', DEEP = 'chess_char_1_04_a';
const HN = 'chess_char_3_09_a', MIZUKI = 'chess_char_4_09_a', FODDER = 'chess_char_1_01_a';
/** p1's 3 阿戈尔: 乌尔比安 on (10,9) facing right — its front tile is field (10,10) — and two facing empty tiles. */
const p1Units = () => [
{ uid: 1, kind: 'chess', chessId: ULPIA, row: 10, col: 9, dir: 'RIGHT' },
{ uid: 2, kind: 'chess', chessId: GLADY, row: 12, col: 3, dir: 'RIGHT' },
{ uid: 3, kind: 'chess', chessId: DEEP, row: 12, col: 5, dir: 'RIGHT' },
];
const player = (playerId, seat, colOffset, units, bonds) => ({ playerId, seat, side: 'L', colOffset, units, bonds, bandId: null, playerEffects: [] });
/**
* A battle where `front` (chess ids, left to right) stands on field (10,10), (10,11) …: owned by p1 itself (`owner`
* 'own', board cols 10, 11 …) or by the teammate p2 (`owner` 'mate', colOffset 8: board cols 2, 3 …).
*/
function field({ kind = 'unite', owner = 'own', front = [FODDER], extra = {}, p2Bonds = {}, p2Units = [] } = {}) {
const lane = front.map((chessId, i) => ({ uid: 100 + i, kind: 'chess', chessId, row: 10, dir: 'RIGHT', ...(extra[i] || {}) }));
const players = owner === 'own'
? [player('p1', 0, 0, [...p1Units(), ...lane.map((u, i) => ({ ...u, col: 10 + i }))], { egirShip: bondOn(3, 10) })]
: [player('p1', 0, 0, p1Units(), { egirShip: bondOn(3, 10) }),
player('p2', 1, 8, [...lane.map((u, i) => ({ ...u, col: 2 + i })), ...p2Units], p2Bonds)];
const h = makeBattle({ kind, players, autoFinish: false, timeLimit: 60, hooks: ['damaged', 'death', 'deploy', 'kill', 'layerGain'], captureNoisy: true });
h.step();
return h;
}
test('联防: an 阿戈尔 devours a teammate\'s living operator in front — the same base ATK and block count as an own one, the 物理流失 lands, no layers', () => {
const solo = field({ kind: 'normal' });
const own = field();
const mate = field({ owner: 'mate' });
const ref = buffOf(solo.unit(1), 'bond:egir:devour');
const fodderBase = solo.unit(100).base;
assert.ok(ref, 'solo: 乌尔比安 devours the operator in front');
close(ref.mods.atkFlat, fodderBase.atk, 1e-9, 'its base ATK');
assert.equal(ref.mods.blockCnt, fodderBase.blockCnt, 'its block count');
for (const [tag, h] of [['own', own], ['teammate\'s', mate]]) {
const ulpia = h.unit(1), t = h.unit(100);
assert.deepEqual(buffOf(ulpia, 'bond:egir:devour')?.mods, ref.mods, `${tag}: the solo gains`);
close(ulpia.s.atk, own.unit(1).s.atk, 1e-6, `${tag}: 乌尔比安's ATK`);
assert.equal(ulpia.s.blockCnt, solo.unit(1).s.blockCnt, `${tag}: the block count`);
const d = devours(h);
assert.deepEqual(d.map((c) => [c.source.uid, c.target.uid]), [[1, 100]], `${tag}: one mark`);
close(d[0].amount, devours(solo)[0].amount, 1e-6, `${tag}: the same 物理流失`);
assert.ok(!t.alive && h.hooksOf('kill').some((c) => c.victim === t && c.killer === ulpia), `${tag}: knocked out, credited to 乌尔比安`);
assert.equal(h.b.getPlayer('p1').bonds.egirShip.layers, 10, `${tag}: 联防 adds no layers`);
assert.equal(h.hooksOf('layerGain').length, 0, `${tag}: no layer gain at all`);
checkInvariants(h.b);
}
assert.equal(solo.b.getPlayer('p1').bonds.egirShip.layers, 10 + 1, 'solo: the devoured tier as layers');
assert.equal(mate.unit(100).ownerId, 'p2');
});
test('联防: a teammate\'s operator that entered 联防 down is devoured as if it stood — the same gains, nothing lands on it, it stays forced out', () => {
const up = field({ owner: 'mate' });
const down = field({ owner: 'mate', extra: { 0: { carryState: { down: true } } } });
const ownDown = field({ extra: { 0: { carryState: { down: true } } } });
const t = down.unit(100);
assert.ok(!t.alive && t.removeReason === FORCED_EXIT && down.b.isDown(t), 'the teammate\'s operator lies on (10,10), forced out');
for (const [tag, h] of [['teammate\'s', down], ['own', ownDown]]) {
assert.deepEqual(buffOf(h.unit(1), 'bond:egir:devour')?.mods, buffOf(up.unit(1), 'bond:egir:devour').mods, `${tag} down: the gains of the standing one`);
assert.equal(devours(h).length, 0, `${tag} down: no 物理流失 on it`);
assert.equal(h.hooksOf('death').filter((c) => c.unit === h.unit(100) && c.reason === 'killed').length, 0, `${tag} down: no knock-out`);
assert.equal(h.b.getPlayer('p1').bonds.egirShip.layers, 10, `${tag} down: no layers`);
checkInvariants(h.b);
}
});
test('联防: the chain goes on through a teammate\'s 阿戈尔 — the gains equal the same chain of own operators; its knock-out spends its owner\'s 5-tier slot', () => {
const own = field({ front: [GHOST, FODDER] });
// p2 holds 5 阿戈尔 (5-tier active): 幽灵鲨 in front of 乌尔比安, four more on its board facing empty tiles
const p2Units = [HN, MIZUKI, GLADY, DEEP].map((chessId, i) => ({ uid: 200 + i, kind: 'chess', chessId, row: 12, col: 3 + 2 * i, dir: 'RIGHT' }));
const mate = field({ owner: 'mate', front: [GHOST, FODDER], p2Units, p2Bonds: { egirShip: bondOn(5) } });
const ref = buffOf(own.unit(1), 'bond:egir:devour');
close(ref.mods.atkFlat, own.unit(100).base.atk + own.unit(101).base.atk, 1e-9, 'own chain: 幽灵鲨 and, through her, the fodder');
assert.deepEqual(buffOf(mate.unit(1), 'bond:egir:devour')?.mods, ref.mods, 'the teammate\'s chain gives the same');
assert.deepEqual(devours(mate).map((c) => [c.source.uid, c.target.uid]), devours(own).map((c) => [c.source.uid, c.target.uid]));
const ghost = mate.unit(100);
assert.equal(mate.hooksOf('death').filter((c) => c.unit === ghost && c.reason === 'killed').length, 1, '幽灵鲨 knocked out by p1\'s mark');
assert.ok(ghost.alive && mate.hooksOf('deploy').some((c) => c.unit === ghost && !c.initial), 'p2\'s 5-tier revives her at once');
assert.ok(!own.unit(100).alive, 'p1 has no 5-tier: its own 幽灵鲨 stays down');
assert.equal(mate.b.getPlayer('p1').bonds.egirShip.layers, 10, 'no layers');
checkInvariants(mate.b);
});
// ---------------------------------------------------------------------------------------------------------------------
// the own board through unite.js: a chain whose food is down since the own combat
let gdCache = null;
const gd = () => (gdCache ??= makeMatch({ mode: 'coop', humans: 3, seed: 1, fake: true }).start().m.gd);
test('联防 through unite.js: food knocked out by the own combat\'s devour enters down, and 乌尔比安 gets exactly the own combat\'s base ATK and block count', () => {
// 乌尔比安 → 幽灵鲨 → 歌蕾蒂娅 → fodder on row 10 (3 阿戈尔: no revive), 30 s own combat
const ids = [ULPIA, GHOST, GLADY, FODDER];
const units = ids.map((chessId, i) => ({ uid: i + 1, kind: 'chess', chessId, row: 10, col: 3 + i, dir: 'RIGHT', items: [] }));
const bonds = { egirShip: bondOn(3, 10) };
const own = makeBattle({ players: [player('p1', 0, 0, units, bonds)], autoFinish: false, timeLimit: 30 });
own.runToEnd(60);
const gain = buffOf(own.unit(1), 'bond:egir:devour').mods;
const unitsEnd = own.result().perPlayer.p1.unitsEnd;
assert.deepEqual(unitsEnd.filter((u) => !u.alive).map((u) => u.uid).sort(), [2, 3, 4], 'the food is down at the end');
// the helper's 联防 input as unite.js builds it from that result
const ps = {
playerId: 'p1', seat: 0,
board: new Map(units.map((u) => [`${u.row},${u.col}`, { uid: u.uid, kind: 'chess' }])),
battleInput: ({ side, colOffset, carry }) => ({
...player('p1', 0, colOffset, units.map((u) => ({ ...u, ...(carry.has(u.uid) ? { carryState: carry.get(u.uid) } : {}) })), bonds), side,
}),
};
const m = { gd: gd(), round: 3, lastResults: new Map([['p1', { unitsEnd }]]), dispatch() {} };
const { players } = uniteBattleOpts(m, { helpers: [ps], leaked: [] }, 60);
assert.deepEqual(players[0].units.filter((u) => u.carryState?.down).map((u) => u.uid), [2, 3, 4]);
const u = makeBattle({ kind: 'unite', players, autoFinish: false, timeLimit: 60 });
u.step();
const ulpia = u.unit(1);
assert.deepEqual(buffOf(ulpia, 'bond:egir:devour')?.mods, gain, 'the own combat\'s gains');
close(gain.atkFlat, [2, 3, 4].reduce((s, uid) => s + u.unit(uid).base.atk, 0), 1e-9, '幽灵鲨 + 歌蕾蒂娅 + fodder base ATK');
assert.equal(gain.blockCnt, [2, 3, 4].reduce((s, uid) => s + u.unit(uid).base.blockCnt, 0));
for (const uid of [2, 3, 4]) assert.ok(!u.unit(uid).alive && u.unit(uid).removeReason === FORCED_EXIT, `${uid} forced out`);
assert.equal(u.b.getPlayer('p1').bonds.egirShip.layers, 10, 'no layers in 联防');
checkInvariants(u.b);
});
+18
View File
@@ -165,6 +165,24 @@ test('炎国短刀: each skill activation ATK +5 % / +8 % (one multiplier), at m
}
});
test('炎国短刀: timed deployment skill adds one stack per deployment, including carry.skillActive', () => {
const id = 'chess_char_1_19_a';
for (const [item, per] of [[A('3_04'), 0.05], [B('3_04'), 0.08]]) {
const h = makeBattle({ units: [{ chessId: id, row: 10, col: 4, skillIndex: 0, items: [item], carryState: { skillActive: true } }] });
h.b.start();
const u = h.unit(id);
assert.equal(u.skill.activations, 1);
close(u.s.atk, u.base.atk * (1 + per), 'one deployment stack');
h.run(u.skill.duration + 1);
close(u.s.atk, u.base.atk * (1 + per), 'no extra stack on end');
h.b.retreat(u);
assert.ok(h.b.redeploy(u, { free: true }));
assert.equal(u.skill.activations, 2);
close(u.s.atk, u.base.atk * (1 + per * 2), 'one more on redeployment');
checkInvariants(h.b);
}
});
test('迅捷作战粮: on deploy SP +3 / +6, plus as much per other operator sharing a bond', () => {
for (const [id, each] of [[A('3_05'), 3], [B('3_05'), 6]]) {
const ops = { t_op: op('t_op', { bonds: ['swiftShip'] }), t_a: op('t_a', { bonds: ['swiftShip'] }), t_b: op('t_b', { bonds: ['yanShip'] }) };
+54 -4
View File
@@ -444,6 +444,8 @@ test('1_18 宴 S1 分神: no attacks, block 0 (releases), DEF +def, regenerates
assert.equal(u.s.blockCnt, 0);
assert.equal(u.blocking.length, 0);
assert.equal(e.blockedBy, null, 'blocked enemy released');
h.b.dealDamage(u, e, { amount: 100, type: 'phys', isAttack: true });
assert.equal(dealt(h, u).at(-1).type, 'phys', 'active S1 does not inherit S2 arts conversion');
approx(u.s.def, u.base.def * (1 + bb.def), `${id} DEF`);
approx(u.s.hpRegen, u.s.maxHp * bb.hp_recovery_per_sec_by_max_hp_ratio, 'regen');
u.hp = u.s.maxHp * 0.3;
@@ -462,23 +464,71 @@ test('1_18 宴 S1 分神: no attacks, block 0 (releases), DEF +def, regenerates
}
});
test('1_19 野鬃 S1 骑枪刺击 (PASSIVE): ASPD +attack_speed for `duration` s after every deployment', () => {
test('1_18 宴 S2: deployment loses current HP once; ATK and normal-attack arts conversion end with the duration', () => {
for (const id of pair('18')) {
const s = rec(id, 'skchr_utage_2'), bb = s.bb;
const h = run({ defs: { chess: noGarrison(id), enemies: { e: dummy('e') } },
units: [entry(id, s.skillId, { row: 10, col: 4, carryState: { hpPct: 0.5, skillActive: true } })] });
h.b.start();
const u = h.unit(id);
assert.equal(u.skill.kind, 'duration');
assert.equal(u.skill.activations, 1);
assert.equal(u.skill.charges, 0);
approx(u.hp, u.s.maxHp * 0.5 * (1 - bb.hp_ratio), 'one loss from carried current HP');
approx(u.s.atk, u.base.atk * (1 + bb.atk));
const e = h.spawn('e', { pos: [10, 8] });
const hit = () => { h.b.dealDamage(u, e, { amount: 100, type: 'phys', isAttack: true }); return dealt(h, u).at(-1); };
assert.equal(hit().type, 'arts');
assert.ok(!hit().dmg.isSkill, 'normal attack marker retained');
h.run(bb.duration / 2);
approx(u.skill.timeLeft, bb.duration / 2);
h.run(bb.duration / 2 + 0.1);
assert.equal(u.skill.active, false);
assert.equal(u.skill.ready, false);
approx(u.s.atk, u.base.atk);
assert.equal(hit().type, 'phys');
assert.deepEqual(ended(h, u).map((c) => c.reason), ['duration']);
const hp = u.hp;
h.run(3);
approx(u.hp, hp, 'no second loss while staying deployed');
h.b.retreat(u);
assert.ok(h.b.redeploy(u, { free: true }));
assert.equal(u.skill.activations, 2);
approx(u.hp, u.s.maxHp * (1 - bb.hp_ratio), 'new deployment loses current HP once');
done(h);
}
});
test('1_19 野鬃 S1 骑枪刺击: ASPD +attack_speed for `duration` s after every deployment', () => {
for (const id of pair('19')) {
const s = rec(id, 'skchr_wildmn_1');
const h = run({ defs: { chess: noGarrison(id) }, units: [entry(id, s.skillId, { row: 9, col: 5 })] });
const u = sel(h, id, s.skillId);
assert.equal(u.skill.kind, 'passive');
h.step();
h.b.start();
assert.equal(u.skill.kind, 'duration');
assert.equal(u.skill.active, true);
assert.equal(u.skill.activations, 1);
assert.equal(u.skill.charges, 0);
assert.equal(u.skill.ready, false);
assert.equal(started(h, u)[0].reason, 'deploy');
approx(u.s.aspd, u.base.aspd + s.bb.attack_speed, `${id} ASPD after deployment`);
h.run(s.duration - 0.5);
h.run(s.duration / 2);
approx(u.skill.timeLeft, s.duration / 2);
assert.deepEqual(h.snapshot().units.find((t) => t[0] === u.id).slice(5, 7), [s.duration / 2, s.duration]);
h.run(s.duration / 2 - 0.5);
approx(u.s.aspd, u.base.aspd + s.bb.attack_speed, 'still up');
h.run(1);
approx(u.s.aspd, u.base.aspd, `expired after ${s.duration} s`);
assert.equal(u.skill.active, false);
assert.equal(u.skill.ready, false);
assert.deepEqual(ended(h, u).map((c) => c.reason), ['duration']);
h.b.kill(u, null);
h.step();
assert.ok(h.b.redeploy(u, { free: true }));
h.step();
approx(u.s.aspd, u.base.aspd + s.bb.attack_speed, 'again after the redeployment');
assert.equal(u.skill.activations, 2);
assert.equal(ended(h, u).length, 1, 'expired skill does not end again on death');
done(h);
}
});
+8
View File
@@ -342,12 +342,20 @@ test('2_12 砾 S1 影袭: at deployment DEF +def decaying to 0 over `duration` s
h.run(0.5);
approx(u.s.def, u.base.def * (1 + aura + bb.def), `${id} full bonus`);
assert.equal(u.s.shield, 0, 'no 鼠群 barrier');
assert.equal(u.skill.kind, 'duration');
assert.equal(u.skill.active, true);
assert.equal(u.skill.ready, false);
assert.equal(h.snapshot().units.find((t) => t[0] === u.id)[6], bb.duration);
h.run(1);
approx(u.s.def, u.base.def * (1 + aura + bb.def * (bb.duration - 1) / bb.duration), 'one step down after 1 s');
h.run(0.4);
approx(u.s.def, u.base.def * (1 + aura + bb.def * (bb.duration - 1) / bb.duration), 'steps once per second');
h.run(bb.duration);
approx(u.s.def, u.base.def * (1 + aura), 'gone');
assert.equal(u.skill.active, false);
assert.equal(u.skill.ready, false);
assert.equal(u.findBuff('gravel:shadow'), null);
assert.equal(h.hooksOf('skillEnd').filter((c) => c.unit === u && c.reason === 'duration').length, 1);
done(h);
}
});
+21 -6
View File
@@ -369,19 +369,34 @@ test('3_05 斯卡蒂 S1 迅捷打击·γ型 ATK/ASPD; S2 跃浪击 ATK + for `du
const g = makeBattle({ timeLimit: 60, units: [U(id, 'skchr_skadi_2', 10, 4)] });
const v = g.unit(id);
g.step();
assert.equal(v.skill.kind, 'passive');
assert.equal(v.skill.kind, 'duration');
assert.equal(v.skill.active, true);
assert.equal(v.skill.charges, 0);
assert.equal(v.skill.ready, false);
assert.equal(g.hooksOf('skillStart')[0].reason, 'deploy');
approx(v.s.atk, v.base.atk * (1 + b2.atk + own));
if (id.endsWith('_b')) {
const left = v.skill.timeLeft;
g.b.dealDamage(null, v, { type: 'true', amount: 1e7 });
assert.equal(v.alive, true, 'DRE-Y revives in place during the window');
assert.equal(v.skill.activations, 1);
approx(v.skill.timeLeft, left, 1e-9, 'revival preserves the remaining skill time');
}
g.run(b2.duration - 0.5);
approx(v.s.atk, v.base.atk * (1 + b2.atk + own));
g.run(1);
approx(v.s.atk, v.base.atk * (1 + own), 1e-6, 'gone after its duration');
assert.equal(v.skill.active, false);
assert.equal(v.skill.ready, false);
assert.deepEqual(g.hooksOf('skillEnd').map((c) => c.reason), ['duration']);
// redeployed ⇒ again
g.b.dealDamage(null, v, { type: 'true', amount: 1e7 });
if (!v.alive) {
g.b.redeploy(v, { free: true });
g.step();
approx(v.s.atk, v.base.atk * (1 + b2.atk + own), 1e-6, 'every deployment');
}
assert.equal(v.skill.activations, 1, 'DRE-Y in-place revival does not deploy or restart S2');
if (v.alive) g.b.retreat(v);
assert.ok(g.b.redeploy(v, { free: true }));
approx(v.skill.timeLeft, b2.duration);
assert.equal(v.skill.activations, 2);
approx(v.s.atk, v.base.atk * (1 + b2.atk + own), 1e-6, 'every deployment');
done(g);
}
// DRE-X: ×atk_scale on blocked enemies; no DRE-Y revive
+87 -9
View File
@@ -265,6 +265,13 @@ test('伊内丝 S3 独影归途: first deployment leaves a sentry and retreats;
const sk = D(id, 2).skill, bb = sk.bb;
const h = battle([U(id, 10, 5, 2)], { flags: { dpInit: 99, dpPerSec: 0 } });
const u = h.unit(id);
h.b.start();
assert.equal(u.skill.kind, 'duration');
assert.equal(u.skill.active, false, 'first deployment does not activate the skill');
assert.equal(u.skill.activations, 0);
assert.equal(h.hooksOf('skillStart').filter((c) => c.unit === u).length, 0, 'placing a sentry emits no skillStart');
assert.equal(u.skill.timeLeft, 0, 'first deployment places the sentry without a full effect window');
assert.equal(u.findBuff('ines:s3'), null);
const near = [];
for (let i = 0; i < 3; i++) near.push(h.spawn('enemy_dummy', { pos: [10, 6] }), h.spawn('enemy_dummy', { pos: [10, 4] }));
const far = h.spawn('enemy_dummy', { pos: [10, 8] });
@@ -273,9 +280,14 @@ test('伊内丝 S3 独影归途: first deployment leaves a sentry and retreats;
assert.ok(left && left.reason === 'retreat', `${id}: leaves right after the first deployment`);
assert.ok(h.runUntil(() => u.alive && u.deployed, 2), 'redeploy timer refreshed: back at once');
const buff = u.findBuff('ines:s3');
assert.ok(buff, 'passive buff on the redeploy');
assert.ok(buff, 'ATK effect on the redeploy');
approx(buff.mods.atkPct, bb.atk, 1e-9);
approx(buff.timeLeft, sk.duration, 0.1);
approx(u.skill.timeLeft, sk.duration, 0.1);
assert.equal(u.skill.active, true);
assert.equal(u.skill.activations, 1);
assert.equal(h.hooksOf('skillStart').filter((c) => c.unit === u).length, 1, 'the redeployment starts the skill once');
assert.equal(u.skill.ready, false);
assert.equal(h.snapshot().units.find((t) => t[0] === u.id)[6], sk.duration);
const recall = dmgBy(h, u, tagged('sentryRecall'));
assert.equal(recall.length, bb.max_target, `${id}: recall hits ≤ ${bb.max_target} of 6`);
assert.ok(recall.every((c) => near.includes(c.target)) && !recall.some((c) => c.target === far));
@@ -287,6 +299,15 @@ test('伊内丝 S3 独影归途: first deployment leaves a sentry and retreats;
assert.ok(hits > 0);
assert.equal(h.b.getPlayer('p1').dp, dpAt + hits * bb.cost, 'one DP per damage while the passive lasts');
assert.equal(h.hooksOf('death').filter((c) => c.unit === u).length, 1, 'only the first deployment leaves');
h.run(sk.duration);
assert.equal(u.skill.active, false);
assert.equal(u.skill.ready, false);
assert.equal(u.findBuff('ines:s3'), null);
const dpEnd = h.b.getPlayer('p1').dp;
h.run(2);
assert.equal(h.b.getPlayer('p1').dp, dpEnd, 'no skill DP after the actual window ends');
assert.equal(h.hooksOf('death').filter((c) => c.unit === u).length, 1, 'stays deployed after the window');
assert.deepEqual(h.hooksOf('skillEnd').filter((c) => c.unit === u).map((c) => c.reason), ['duration']);
checkInvariants(h.b);
}
});
@@ -611,10 +632,11 @@ test('缄默德克萨斯 S1 细雨无声: passive ATK up for its duration; hits
const h = battle([U(id, 10, 4, 0)]);
h.step();
const u = h.unit(id);
const buff = u.findBuff('texas2:drizzle');
assert.ok(buff, `${id}: passive active on deployment`);
approx(buff.mods.atkPct, bb.atk, 1e-9);
assert.ok(u.findBuff('texas2:rainAtk'), 'talent 德克萨斯传统 ATK during the passive');
assert.equal(u.skill.kind, 'duration');
assert.equal(u.skill.active, true);
assert.equal(u.skill.charges, 0);
approx(u.skill.spec.mods.atkPct, bb.atk + D(id, 0).talents[0].bb.atk, 1e-9, 'skill and 德克萨斯传统 ATK');
assert.equal(h.snapshot().units.find((t) => t[0] === u.id)[6], sk.duration);
const e = h.spawn('enemy_dummy', { pos: [10, 5] });
h.run(3);
assert.ok(e.s.flags.silence, 'hit target silenced (失去特殊能力)');
@@ -623,7 +645,10 @@ test('缄默德克萨斯 S1 细雨无声: passive ATK up for its duration; hits
assert.ok(dot.length >= 2, `a DoT tick every second although she re-hits faster (${dot.length})`);
for (const c of dot) approx(c.amount, bb['attack@texas2_s_1[dot].dot_damage'], 1e-9, 'fixed arts per second (RES 0)');
h.run(sk.duration);
assert.ok(!u.findBuff('texas2:drizzle'), 'ends with the skill duration');
assert.equal(u.skill.active, false, 'ends with the skill duration');
assert.equal(u.skill.ready, false);
assert.equal(h.hooksOf('skillEnd').filter((c) => c.unit === u && c.reason === 'duration').length, 1);
assert.ok(e.s.flags.silence && e.findBuff(`texas2:drizzleDot:${u.id}`), 'applied enemy effects keep their own duration');
h.run(bb['attack@silence'] + 1);
assert.ok(!e.s.flags.silence && !e.findBuff(`texas2:drizzleDot:${u.id}`), 'no new silence / DoT after the passive');
}
@@ -657,8 +682,8 @@ test('缄默德克萨斯 S2 阵雨连绵: deploy burst atk_scale arts + RES down
approx(burst[0].amount, u.s.atk * bb.atk_scale * 0.5, 1e-6, 'arts burst vs RES 50');
approx(e.s.res, 50 * (1 + bb.magic_resistance), 1e-6, 'RES down');
assert.equal(far.s.res, 50);
approx(u.findBuff('texas2:shower').mods.atkPct, bb.atk, 1e-9);
approx(u.findBuff('texas2:shower').timeLeft, sk.duration, 1e-6);
approx(u.skill.spec.mods.atkPct, bb.atk + D(id, 1).talents[0].bb.atk, 1e-9);
approx(u.skill.timeLeft, sk.duration, 1e-6);
h.run(2);
const hits = dmgBy(h, u, (c) => c.dmg.isAttack);
assert.ok(hits.length >= 2 && hits.every((c) => c.type === 'arts'), 'arts attacks');
@@ -666,6 +691,8 @@ test('缄默德克萨斯 S2 阵雨连绵: deploy burst atk_scale arts + RES down
for (const c of hits) per.set(c.dmg.attackId, (per.get(c.dmg.attackId) ?? 0) + 1);
assert.ok([...per.values()].every((v) => v === 2), 'double hits');
h.run(sk.duration);
assert.equal(u.skill.active, false);
assert.equal(u.skill.ready, false);
const n0 = dmgBy(h, u, (c) => c.dmg.isAttack).length;
h.run(3);
const late = dmgBy(h, u, (c) => c.dmg.isAttack).slice(n0);
@@ -673,6 +700,57 @@ test('缄默德克萨斯 S2 阵雨连绵: deploy burst atk_scale arts + RES down
}
});
test('缄默德克萨斯 S1/S2/S3: first kill reopens a full window, including a kill inside the deployment burst', () => {
for (const id of pair('chess_char_4_16_a')) for (const index of [0, 1, 2]) {
const life = [];
const h = battle([U(id, 10, 4, index)], { extra: { setup(b) {
for (const name of ['skillStart', 'skillEnd']) b.on(name, (c) => life.push([name, c.reason]), { priority: 1000 });
} } });
h.b.start();
const u = h.unit(id), sk = u.skill;
h.run(2);
u.hp = u.s.maxHp / 2;
const e = h.spawn('enemy_dummy', { pos: [10, 5] });
h.b.kill(e, u);
assert.equal(u.mem.texasKilled, true);
approx(u.hpRatio, 1);
assert.equal(u.findBuff('texas2:swordplay'), null);
assert.equal(sk.activations, 2);
approx(sk.timeLeft, sk.duration);
assert.equal(sk.charges, 0);
assert.equal(sk.ready, false);
assert.deepEqual(h.hooksOf('skillEnd').map((c) => c.reason), ['recast']);
h.b.kill(h.spawn('enemy_dummy', { pos: [10, 5] }), u);
assert.equal(sk.activations, 2, 'only first kill recasts');
h.run(sk.duration + 0.1);
assert.equal(sk.active, false);
assert.deepEqual(h.hooksOf('skillEnd').map((c) => c.reason), ['recast', 'duration']);
assert.deepEqual(h.hooksOf('skillStart').map((c) => c.reason), ['deploy', 'kill']);
h.b.retreat(u);
const lifeAt = life.length;
const weak = h.spawn('enemy_dummy', { pos: [10, 5] });
weak.hp = 1;
assert.ok(h.b.redeploy(u, { free: true }));
if (index === 0) h.b.kill(weak, u); // S1 has no deployment burst
assert.equal(u.mem.texasKilled, true);
assert.equal(sk.activations, 4, 'new deployment and first-kill recast, including synchronous burst reentry');
assert.deepEqual(life.slice(lifeAt), [['skillStart', 'deploy'], ['skillEnd', 'recast'], ['skillStart', 'kill']]);
assert.equal(u.findBuff('texas2:swordplay'), null);
approx(sk.timeLeft, sk.duration);
if (index === 2) {
const target = h.spawn('enemy_dummy', { pos: [10, 5] });
h.run(sk.duration + 0.1);
const waves = new Set(dmgBy(h, u, tagged('swordRain')).filter((c) => c.target === target).map((c) => c.t));
assert.equal(waves.size, sk.duration, 'reentrant deployment keeps a full set of rain waves');
const n = dmgBy(h, u, tagged('swordRain')).length;
h.run(2);
assert.equal(dmgBy(h, u, tagged('swordRain')).length, n, 'rain stops at skill end');
assert.ok(target.alive);
}
checkInvariants(h.b);
}
});
test('缄默德克萨斯 module none: no ATK +10 % when alone (EXE-Y default has it)', () => {
const has = (m) => { const h = battle([U('chess_char_4_16_b', 10, 4, null, m)]); h.run(0.5); return !!h.unit('chess_char_4_16_b').findBuff('texas2:module'); };
assert.equal(has(null), true);
+21 -2
View File
@@ -1018,7 +1018,11 @@ test('6_17 耀骑士临光 S2 逐夜烁光: on deploy ATK + and 3 护盾 layers
const u = h.unit(id);
usesSkill(u, sid);
h.step();
approx(u.findBuff('nearl2:night').mods.atkPct, bb.atk);
approx(u.skill.spec.mods.atkPct, bb.atk);
assert.equal(u.skill.kind, 'duration');
assert.equal(u.skill.active, true);
assert.equal(u.skill.ready, false);
assert.equal(h.snapshot().units.find((t) => t[0] === u.id)[6], dur);
assert.equal(u.findBuff('nearl2:shield').shieldHits, bb.times);
h.run(bb.times * 1.2 + 1);
const taken = h.hooksOf('damaged').filter((c) => c.target === u);
@@ -1028,15 +1032,30 @@ test('6_17 耀骑士临光 S2 逐夜烁光: on deploy ATK + and 3 护盾 layers
assert.ok(h.runUntil(() => !u.alive, dur + 1));
approx(h.b.time, dur, 'withdraws when it ends', 0.05);
approx(u.respawnAt - h.b.time, u.base.respawnTime * bb.respawn_time, 'this redeploy ×1.25', 1e-3);
assert.equal(u.removeReason, 'retreat');
assert.equal(u.skill.active, false);
assert.deepEqual(h.hooksOf('skillEnd').filter((c) => c.unit === u).map((c) => c.reason), ['duration']);
done(h);
const k = run({ defs: { chess: { kaz: plain('kaz', { bonds: ['kazimierzShip'] }) } }, units: [U(id, sid, 10, 4), { chessId: 'kaz', row: 12, col: 4 }] });
const ku = k.unit(id);
k.step(2);
assert.ok(ku.alive && ku.findBuff('nearl2:night'));
assert.ok(ku.alive && ku.skill.active);
assert.ok(k.runUntil(() => !ku.alive, dur + 1));
approx(ku.respawnAt - k.b.time, ku.base.respawnTime, '卡西米尔 before her: no extension', 1e-3);
done(k);
const dead = run({ units: [U(id, sid, 10, 4, { moduleId: 'none' })] });
dead.step();
const du = dead.unit(id);
dead.b.kill(du);
const respawnAt = du.respawnAt;
approx(respawnAt - dead.b.time, du.base.respawnTime, 'early death keeps ordinary redeployment');
assert.equal(du.findBuff('nearl2:shield'), null);
dead.run(dur + 1);
assert.equal(du.respawnAt, respawnAt, 'no delayed retreat or multiplier after death');
assert.deepEqual(dead.hooksOf('skillEnd').filter((c) => c.unit === du).map((c) => c.reason), ['death']);
done(dead);
}
});
+13
View File
@@ -961,6 +961,10 @@ test('2_12 砾: 鼠群 barrier hp_ratio × max HP decaying over `duration` s;
assert.equal(u.base.cost, raw(id).stats.cost + t.cost);
h.step();
const full = u.s.maxHp * bb.hp_ratio;
assert.equal(u.skill.kind, 'duration');
assert.equal(u.skill.active, true);
assert.equal(u.skill.ready, false);
assert.deepEqual(h.snapshot().units.find((t) => t[0] === u.id).slice(5, 7), [Math.round(u.skill.timeLeft * 10) / 10, bb.duration]);
approx(u.s.shield, full, 'full barrier', 1e-2);
h.run(bb.duration / 2 + 0.5);
approx(u.s.shield, full / 2, 'half decayed', 1e-2);
@@ -968,6 +972,9 @@ test('2_12 砾: 鼠群 barrier hp_ratio × max HP decaying over `duration` s;
approx(u.s.shield, full / 2, 'PRTS: the capacity steps once per second', 1e-2);
h.run(bb.duration / 2);
assert.equal(u.s.shield, 0);
assert.equal(u.skill.active, false);
assert.equal(u.skill.ready, false);
assert.equal(u.findBuff('gravel:rats'), null);
done(h);
// PRTS "受到伤害后,剩余容量根据屏障最大容量等比变化": a damaged barrier shrinks in proportion, not to the capacity
const hd = run({ units: [{ chessId: id, row: 9, col: 5 }] });
@@ -979,6 +986,12 @@ test('2_12 砾: 鼠群 barrier hp_ratio × max HP decaying over `duration` s;
hd.run(bb.duration / 2 + 0.5);
approx(ud.s.shield, cap0 * 0.4 / 2, 'remaining × capacity ratio (a plain cap would keep 40 %)', 1e-2);
assert.ok(ud.hp === ud.s.maxHp);
hd.b.retreat(ud);
assert.equal(ud.findBuff('gravel:rats'), null);
assert.equal(ud.skill.active, false);
assert.ok(hd.b.redeploy(ud, { free: true }));
approx(ud.skill.timeLeft, bb.duration);
approx(ud.s.shield, cap0, 'fresh shield on redeployment');
done(hd);
const idb = 'chess_char_2_12_b', tb = tal(idb);
const cheapRec = chessRec({ id: 't_cheap', stats: { cost: tb['cond.cost'] } });
+4 -2
View File
@@ -645,7 +645,8 @@ test('缄默德克萨斯 S3 (passive): deploy burst 2 × 115 % arts + 1.5 s stun
assert.equal(waves.size, D(id).skill.duration, 'one rain per second while the passive lasts');
assert.ok([...waves.values()].every((n) => n === bb.max_target), '≤ 2 distinct targets');
approx(rain[0].amount, u.base.atk * (1 + t0.atk) * bb.atk_scale, 1e-6);
assert.equal(u.findBuff('texas2:rainAtk'), null, 'ATK bonus ends with the passive');
assert.equal(u.skill.active, false, 'ATK bonus ends with the skill');
approx(u.s.atk, u.base.atk);
});
test('缄默德克萨斯: first kill ⇒ full heal + recast; 剑术 buff removed', () => {
@@ -660,7 +661,8 @@ test('缄默德克萨斯: first kill ⇒ full heal + recast; 剑术 buff removed
assert.ok(u.mem.texasKilled);
approx(u.hpRatio, 1, 1e-3, 'full heal');
assert.equal(u.findBuff('texas2:swordplay'), null);
assert.ok(u.findBuff('texas2:rainAtk'), 'passive recast');
assert.equal(u.skill.active, true, 'skill recast');
assert.equal(u.skill.activations, 2);
});
test('星熊 S2 (passive): DEF +13 % and 65 % ATK thorns; 战术装甲 negates ~25 % of hits; 重装 aura DEF +6 %', () => {
+3 -1
View File
@@ -231,7 +231,9 @@ test('the eight 预备干员: every chess record they replace fields the stand-i
const dp0 = h.b.players[0].dp;
if (sk.skillType === 'PASSIVE') {
h.step();
assert.deepEqual(u.findBuff(`generic:passive:${sk.skillId}`)?.mods, statMods(sk.bb), `${where}: deploy buff`);
// a deploy-timed passive runs the duration lifecycle from the deployment (#109): the skill's own mods
assert.deepEqual([u.skill.kind, !!u.skill.spec.activateOnDeploy, u.skill.active], ['duration', true, true], `${where}: deploy-timed skill`);
assert.deepEqual(u.findBuff(`skill:${u.id}`)?.mods, statMods(sk.bb), `${where}: deploy buff`);
} else {
assert.ok(h.runUntil(() => u.skill.activations > 0, 30), `${where}: the skill fires`);
h.step();
+38 -1
View File
@@ -11,6 +11,14 @@
// Without the extraction the web alias is drawn tinted toward the slug's own colours (render/units.js ALIAS_TINT,
// research 07 §5.6 "a hue shift" [ASSUMED look]), so source installs still tell them apart from the plain slug.
// 高能 / 冰爆 / 简饲源石虫 and “庞贝” always had their own models (checked in headless Chrome).
//
// Root cause (2026-10-04): Ark-Models *indexes* 1305_mhslim / 1305_mhslim_2 with an EMPTY `assetList` — registered,
// never uploaded — so `arkModel()` finds nothing and the alias chain drops to enemy_1007_slime, a *different* enemy
// rather than a variant of it. The mobile build does ship their own model (straight-alpha pages, no `pma: true` line),
// and it is reachable, but its only public mirror is a community wiki rather than a GitHub dump: adding it would put a
// non-GitHub host into `sources.mjs` for two models, which the reviewer of this change asked not to do. So the tinted
// alias stays the web model, the local extraction stays the overlay, and the last block below locks both halves
// (only these two enemies borrow a different enemy's skeleton; every asset source stays a GitHub dump).
import { test, describe, before, after } from 'node:test';
import assert from 'node:assert/strict';
@@ -19,7 +27,8 @@ import { spawnSync } from 'node:child_process';
import { tmpdir } from 'node:os';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import { buildPlan } from '../tools/assets/plan.mjs';
import { buildPlan, ENEMY_SPINE_ALIAS } from '../tools/assets/plan.mjs';
import { RAW } from '../tools/assets/sources.mjs';
import { resolveTemplate, collectLeaves } from '../tools/assets/manifest.mjs';
import { findLocalEnemyModels, localEnemySpineMeta, loadLocalEnemySpines, LOCAL_ENEMY_SPINES_FILE, localEnemySpineGroup } from '../tools/assets/spine.mjs';
import { indexAudio } from '../tools/assets/audio.mjs';
@@ -174,6 +183,34 @@ describe('D3: the official slug models are an optional overlay of the web alias'
});
});
describe('D3 root cause: only the two slugs borrow a different enemy\'s skeleton, and no non-GitHub source is added', () => {
test('plan: ENEMY_SPINE_ALIAS covers exactly the two slugs (Ark-Models indexes them with an empty assetList)', () => {
const p = plan(undefined);
assert.deepEqual(Object.keys(ENEMY_SPINE_ALIAS).sort(), [...SLUGS].sort(), 'exactly the slugs are aliased by hand');
for (const id of SLUGS) assert.equal(ENEMY_SPINE_ALIAS[id], 'enemy_1007_slime', `${id}: the plain 源石虫`);
assert.ok(p.notes.some((n) => n.includes('enemy_1305_mhslim') && /aliased/.test(n)),
'the plan says so in its notes, so a run without the model is explainable');
});
test('data/assets.json: every other spineAliasOf stays inside its own variant family', () => {
const borrowed = [];
for (const [id, e] of Object.entries(MANIFEST.enemies)) {
if (!e.spineAliasOf) continue;
const base = /^(enemy_\d+_[a-z0-9]+?)_\d+$/i.exec(id); // enemy_2001_duckmi_2 → enemy_2001_duckmi
if (!SLUGS.includes(id) && (!base || base[1] !== e.spineAliasOf)) borrowed.push(`${id} → ${e.spineAliasOf}`);
}
assert.deepEqual(borrowed, [],
'the six _2 aliases draw the base enemy their own prefab uses; only the two slugs borrow a different enemy');
});
test('every asset source stays a GitHub dump (no third-party mirror for two models)', () => {
for (const [name, url] of Object.entries(RAW)) {
assert.match(url, /^https:\/\/raw\.githubusercontent\.com\//, `RAW.${name} is a raw.githubusercontent.com URL`);
}
assert.ok(!/prts|torappu/i.test(JSON.stringify(RAW)), 'no community-wiki host among the download sources');
});
});
describe('D3 client: the official model only when data/local-assets.json lists it', () => {
const webOf = (id) => MANIFEST.enemies[id].spine; // the plain 源石虫's model (spineAliasOf enemy_1007_slime)
+174 -174
View File
@@ -42,7 +42,7 @@
],
"enemies": {"enemy_1019_jshoot":[5,5,0,513,10368],"enemy_1043_zomsbr":[18,18,0,351,54677],"enemy_1299_ymkilr":[1,1,0,2251,9792]},
"hooks": [1,35,1535,152,152,200,200,1064,24,24,3,1,0,6482,0,19,24,0,1,24,0,0,0],
"events": {"atk":152,"deploy":8,"die":24,"dmg":200,"fx":4,"skill":4,"spawn":35,"status":1},
"events": {"atk":152,"deploy":8,"die":24,"dmg":200,"fx":4,"skill":6,"spawn":35,"status":1},
"fx": {"buff":1,"coin":3},
"snaps": "6a513536 c150215b 81084fd8 9870355a f707b691 df63fdcd"
},
@@ -122,7 +122,7 @@
"snaps": "b677776a 05df3ce3 3f4ea1ef 7c86ba28 c343548f 5e5789b8"
},
"bond-deputShip-high": {
"about": "助力 high: tier 2 layers 999; chess_char_4_11_b chess_char_4_12_b chess_char_1_06_b chess_char_1_13_b chess_char_2_14_b chess_char_1_06_a chess_char_1_13_a chess_char_4_10_b token_10041_cathy_catsld token_10041_cathy_catsld",
"about": "助力 high: tier 2 layers 999; chess_char_4_11_b chess_char_1_06_b chess_char_1_13_b chess_char_2_14_b chess_char_1_06_a chess_char_1_13_a chess_char_4_10_b chess_char_4_12_b token_10041_cathy_catsld token_10041_cathy_catsld",
"fast": true,
"kind": "normal",
"stageId": "act2autochess_m03",
@@ -130,8 +130,8 @@
"round": 10,
"seed": 1208009840,
"waveId": "act1autochess_h03",
"time": 101.97,
"ticks": 3059,
"time": 98.27,
"ticks": 2948,
"reason": "cleared",
"killed": 8,
"total": 8,
@@ -139,27 +139,27 @@
"bossHpLeft": null,
"rngDraws": 1,
"errors": {"count":0,"kinds":[]},
"players": {"p1":{"killed":8,"total":8,"perfect":true,"leaks":0,"leaksUncounted":0,"coins":0,"dmg":129773,"bossDmg":0,"heal":7536,"deaths":0,"layerGains":{}}},
"players": {"p1":{"killed":8,"total":8,"perfect":true,"leaks":0,"leaksUncounted":0,"coins":0,"dmg":129773,"bossDmg":0,"heal":7124,"deaths":0,"layerGains":{}}},
"units": [
["p1",1,"op","chess_char_4_11_b",1,"uniequip_002_cathy",2644,1,5,0,0,0,0,0,0],
["p1",2,"op","chess_char_4_12_b",2,"uniequip_002_glady",2232,1,6,0,14088,0,0,8,1],
["p1",3,"op","chess_char_1_06_b",1,"uniequip_002_vendla",1051.4,1,7,4,47025,6060,5773,45,3],
["p1",4,"op","chess_char_1_13_b",1,"uniequip_002_podego",815.5,1,9,1,36853,0,0,38,5],
["p1",5,"op","chess_char_2_14_b",1,"uniequip_002_flower",1544,1,10,0,0,160,506,22,2],
["p1",6,"op","chess_char_1_06_a",1,null,1137,1,11,1,21655,1572,1226,40,1],
["p1",7,"op","chess_char_1_13_a",1,null,913,1,4,0,870,0,0,1,1],
["p1",8,"op","chess_char_4_10_b",1,"uniequip_002_aroma",1664,1,8,1,9282,95,31,7,2],
["p1",2,"op","chess_char_1_06_b",1,"uniequip_002_vendla",1002.81,1,7,2,42201,5880,5545,41,3],
["p1",3,"op","chess_char_1_13_b",1,"uniequip_002_podego",815.5,1,9,1,34934,0,0,35,5],
["p1",4,"op","chess_char_2_14_b",1,"uniequip_002_flower",1544,1,10,0,0,0,399,19,1],
["p1",5,"op","chess_char_1_06_a",1,null,1137,1,11,1,21655,1548,1148,40,1],
["p1",6,"op","chess_char_1_13_a",1,null,913,1,4,0,0,0,0,0,0],
["p1",7,"op","chess_char_4_10_b",1,"uniequip_002_aroma",1664,1,8,1,12717,64,0,9,2],
["p1",8,"op","chess_char_4_12_b",2,"uniequip_002_glady",2232,1,6,2,18266,31,31,10,1],
["p1",9,"token","token_10041_cathy_catsld",null,null,100,1,12,0,0,0,0,0,null],
["p1",10,"token","token_10041_cathy_catsld",null,null,100,1,13,0,0,0,0,0,null],
["-","~1","device","trap_1105_accrate",null,null,100,1,1,0,0,0,0,0,null],
["-","~2","device","trap_1105_accrate",null,null,100,1,2,0,0,0,0,0,null],
["-","~3","device","trap_1105_accrate",null,null,100,1,3,0,0,0,0,0,null]
],
"enemies": {"enemy_1005_yokai_2":[4,4,0,96,5357],"enemy_1005_yokai_3":[2,2,0,1022,69120],"enemy_9009_acfort":[2,2,0,709,55296]},
"hooks": [1,21,3059,230,230,369,369,2366,8,8,15,12,0,11504,115,0,8,0,1,7,0,0,0],
"events": {"atk":230,"deploy":10,"die":8,"dmg":369,"fx":37,"heal":78,"skill":27,"spawn":21,"status":84},
"fx": {"beam":2,"counter":16,"pull":1,"slippery":2,"taunt":4,"tornado":1,"tornadoPulse":5,"zone":6},
"snaps": "f7c1fb30 eb023e29 d1fffc22 c886d0aa 5bf78694 5f3df034 3d54c073 581471d0 d97ecde2 8c045b67 57772151"
"enemies": {"enemy_1005_yokai_2":[4,4,0,96,5357],"enemy_1005_yokai_3":[2,2,0,862,69120],"enemy_9009_acfort":[2,2,0,685,55296]},
"hooks": [1,21,2948,217,217,357,357,2132,8,8,13,11,0,11234,107,0,8,0,1,7,0,0,0],
"events": {"atk":217,"deploy":10,"die":8,"dmg":357,"fx":36,"heal":74,"skill":24,"spawn":21,"status":80},
"fx": {"beam":2,"counter":16,"pull":1,"slippery":2,"taunt":4,"tornado":1,"tornadoPulse":5,"zone":5},
"snaps": "f66ffc26 e4eea262 37ff890d e451ff33 28b10f94 47d55e15 7cf8b2aa 7d1d7e17 11c2118a 7599f2fd"
},
"bond-egirShip-low": {
"about": "阿戈尔 low: tier 1 layers 1; chess_char_1_04_a chess_char_3_16_a chess_char_2_07_a chess_char_3_18_a chess_char_3_05_a chess_char_3_14_a chess_char_3_17_a chess_char_3_19_a token_10028_vigil_wolf",
@@ -236,17 +236,17 @@
["p1",1,"op","chess_char_1_04_b",1,"uniequip_002_udflow",32931.36,1,2,0,0,0,0,0,0],
["p1",2,"op","chess_char_2_07_b",1,"uniequip_002_ghost",27707.68,1,3,0,0,4635,4635,0,0],
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@@ -316,12 +316,12 @@
],
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"kind": "normal",
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@@ -329,38 +329,38 @@
"round": 5,
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"players": {
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@@ -374,28 +374,28 @@
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@@ -422,7 +422,7 @@
["p1",3,"op","chess_char_5_14_a",1,null,1388,1,5,0,8599,895,731,29,5],
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@@ -445,10 +445,10 @@
["p1","~16","token","token_10031_swire2_gdtrap",null,null,1000,1,45,0,0,0,0,0,null]
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@@ -484,7 +484,7 @@
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@@ -514,7 +514,7 @@
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["p1",8,"op","chess_char_4_25_a",2,null,140.06,1,11,0,0,4598,4369,0,1],
@@ -523,10 +523,10 @@
["-","~3","device","trap_1105_accrate",null,null,100,1,3,0,0,0,0,0,null]
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"snaps": "ad09e96f 6bdb7b5b 6eeee792 1fcaf8dd 4f9ad0eb 979b5a35 added99f"
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@@ -553,17 +553,17 @@
["p1",3,"op","chess_char_5_08_b",2,"uniequip_002_horn",605.79,1,7,10,69588,4063,1893,52,2],
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@@ -608,7 +608,7 @@
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@@ -876,7 +876,7 @@
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@@ -884,39 +884,39 @@
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@@ -931,29 +931,29 @@
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@@ -964,14 +964,14 @@
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@@ -983,28 +983,28 @@
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@@ -1015,8 +1015,8 @@
"round": 10,
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@@ -1025,26 +1025,26 @@
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@@ -1150,7 +1150,7 @@
],
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@@ -1188,7 +1188,7 @@
],
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"events": {"atk":314,"deploy":11,"die":29,"dmg":473,"fx":29,"heal":2,"layer":3,"skill":13,"spawn":37,"status":75},
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@@ -1440,7 +1440,7 @@
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"kind": "normal",
"stageId": "act2autochess_m03",
@@ -1455,27 +1455,27 @@
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"rngDraws": 8,
"rngDraws": 19,
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@@ -1548,7 +1548,7 @@
"snaps": "5fab4324 4504ae6f ce2c7b3f 273640e9 88622454"
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"kind": "normal",
"stageId": "act2autochess_m01",
@@ -1556,33 +1556,33 @@
"round": 10,
"seed": 1175070139,
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"bond-victoriaShip-low": {
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@@ -1634,7 +1634,7 @@
],
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@@ -1737,8 +1737,8 @@
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["p1",4,"op","chess_char_4_19_b",2,"uniequip_002_flamtl",157.8,1,8,4,31620,1960,0,27,3],
["p1",5,"op","chess_char_4_16_b",2,"uniequip_002_texas2",0,0,31,4,46126,3321,83,40,0],
["p1",4,"op","chess_char_4_19_b",2,"uniequip_002_flamtl",157.8,1,8,4,31547,1960,0,27,3],
["p1",5,"op","chess_char_4_16_b",2,"uniequip_002_texas2",0,0,31,4,46199,3321,83,40,4],
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@@ -1747,10 +1747,10 @@
["-","~2","device","trap_1105_accrate",null,null,100,1,2,0,0,0,0,0,null]
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"bond-yanShip-low": {
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@@ -1839,7 +1839,7 @@
],
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"fx": {"coin":14,"downed":1,"explode":8,"splash":5,"summon":11,"yanyouFlame":3,"yanyouSummon":2},
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}
+2 -2
View File
@@ -2095,7 +2095,7 @@
"enemy_1200_msfjin": [11,8,3,0,246]
},
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"fx": {"aoe":56,"displace":1,"dodge":22,"dp":63,"slash":52,"summon":79},
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},
@@ -2134,7 +2134,7 @@
],
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"events": {"atk":278,"deploy":34,"die":33,"dmg":269,"fx":19,"heal":7,"leak":123,"skill":8,"spawn":135,"status":92},
"events": {"atk":278,"deploy":34,"die":33,"dmg":269,"fx":19,"heal":7,"leak":123,"skill":39,"spawn":135,"status":92},
"fx": {"aoe":2,"displace":15,"spGain":2},
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}
+313 -246
View File
@@ -126,7 +126,7 @@
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},
"boss-boss_2-pair": {
"about": "假想敌:铳 pair pool 3000000: chess_char_5_19_b chess_char_4_01_b chess_char_5_14_b chess_char_5_17_b chess_char_5_15_b chess_char_5_20_b chess_char_5_21_b chess_char_5_22_b chess_char_5_23_b chess_char_4_02_b | chess_char_4_11_b chess_char_4_12_b chess_char_4_04_b chess_char_4_07_b chess_char_4_16_b chess_char_4_09_b chess_char_4_06_b chess_char_4_10_b chess_char_4_13_b chess_char_4_14_b token_10041_cathy_catsld token_10041_cathy_catsld",
"about": "假想敌:铳 pair pool 3000000: chess_char_5_19_b chess_char_4_01_b chess_char_5_14_b chess_char_5_17_b chess_char_5_15_b chess_char_5_20_b chess_char_5_21_b chess_char_5_22_b chess_char_5_23_b chess_char_4_02_b | chess_char_4_11_b chess_char_4_04_b chess_char_4_07_b chess_char_4_16_b chess_char_4_09_b chess_char_4_06_b chess_char_4_10_b chess_char_4_12_b chess_char_4_13_b chess_char_4_14_b token_10041_cathy_catsld token_10041_cathy_catsld",
"fast": false,
"kind": "boss",
"stageId": "act2autochess_m04",
@@ -137,45 +137,78 @@
"time": 200,
"ticks": 6000,
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"killed": 8,
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"rngDraws": 752,
"errors": {"count":0,"kinds":[]},
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"boss-boss_2-solo": {
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@@ -210,7 +243,7 @@
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@@ -335,7 +368,7 @@
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"about": "盐风主教昆图斯 pair pool 4200000: chess_char_5_19_b chess_char_4_01_b chess_char_5_14_b chess_char_5_17_b chess_char_5_15_b chess_char_5_20_b chess_char_5_21_b chess_char_5_22_b chess_char_5_23_b chess_char_4_02_b | chess_char_4_11_b chess_char_4_04_b chess_char_4_07_b chess_char_4_16_b chess_char_4_09_b chess_char_4_06_b chess_char_4_10_b chess_char_4_12_b chess_char_4_13_b chess_char_4_14_b token_10041_cathy_catsld token_10041_cathy_catsld",
"fast": false,
"kind": "boss",
"stageId": "act2autochess_m02",
@@ -346,83 +379,81 @@
"time": 200,
"ticks": 6000,
"reason": "forced",
"killed": 12,
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"rngDraws": 670,
"errors": {"count":0,"kinds":[]},
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["p2",12,"op","chess_char_4_04_b",1,"uniequip_002_ines",1587.75,1,49,1,187019,4777,120,200,7],
["p2",13,"op","chess_char_4_07_b",1,"uniequip_002_bpipe",1820.42,1,64,0,23276,5661,228,32,7],
["p2",14,"op","chess_char_4_16_b",2,"uniequip_002_texas2",1220.73,1,63,0,110018,6776,140,176,5],
["p2",15,"op","chess_char_4_09_b",1,"uniequip_002_mizuki",1413.53,1,56,0,242751,5255,264,54,5],
["p2",16,"op","chess_char_4_06_b",1,"uniequip_002_kroos2",0,0,57,0,179403,3739,617,159,3],
["p2",17,"op","chess_char_4_10_b",1,"uniequip_002_aroma",1983,1,65,0,0,3629,120,0,0],
["p2",18,"op","chess_char_4_12_b",2,"uniequip_002_glady",2100.38,1,60,0,64416,3658,1000,74,4],
["p2",19,"op","chess_char_4_13_b",1,"uniequip_002_gnosis",1680.9,1,59,0,54090,2834,537,54,16],
["p2",20,"op","chess_char_4_14_b",1,"uniequip_002_lionhd",1194.87,1,66,0,146172,2521,464,69,14],
["p2",21,"token","token_10041_cathy_catsld",null,null,100,1,21,0,0,0,0,0,null],
["p2",22,"token","token_10041_cathy_catsld",null,null,100,1,22,0,0,0,0,0,null]
],
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"events": {"atk":1435,"deploy":50,"die":46,"dmg":3045,"fx":727,"heal":166,"leak":4,"skill":232,"spawn":37,"status":796},
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"appear": 12,
"aoe": 28,
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"blink": 2,
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"charge": 5,
"counter": 8,
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"crit": 74,
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"explosion": 9,
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"dodge": 4,
"explosion": 14,
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"grow": 1,
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"levitate": 2,
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"overclock": 1,
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"pull": 4,
"quadShot": 3,
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"rockfall": 18,
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"sentry": 2,
"sermon": 2,
"shadowWeave": 1,
"shield": 3,
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"soul": 9,
"sp": 8,
"splash": 1,
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"swordRain": 29,
"swordStorm": 3,
"shadowWeave": 5,
"shield": 5,
"soul": 5,
"sp": 11,
"stealth": 7,
"swordRain": 27,
"swordStorm": 5,
"tentacle": 6,
"tide": 5,
"tornado": 1,
"tornadoPulse": 5,
"tornado": 4,
"tornadoPulse": 20,
"weightless": 4,
"zone": 256
"zone": 248
},
"snaps": "c1c7217a 86efd97d 51b1b9fa ce151b29 6599ccfa 8cf091f9 637a0e81 2fabff0e 83588130 dd2824f5 bad2b5b0 fcf15857 0c842834 9ab9e7fb cc4469ab 5bab359d ccfc5635 30457b93 119c5f24 0aabb086"
"snaps": "d5cfa048 05581e84 c8799f99 16719fc9 baac34eb 215b818c 39438feb 8ce78fdb 57634639 a6449f74 25f63a7a e196b737 ddc7d8ac 4a1bf12f 4c54ac5b 953c2875 7a3caa77 6805c13f 133ed228 6d33c7b6"
},
"boss-boss_4-solo": {
"about": "盐风主教昆图斯 solo pool 1050000: chess_char_4_17_b chess_char_4_18_b chess_char_4_23_b chess_char_4_19_b chess_char_4_22_b chess_char_4_20_b chess_char_4_21_b chess_char_4_24_b chess_char_4_25_b chess_char_4_26_b",
@@ -459,7 +490,7 @@
],
"enemies": {"enemy_1010_demon_2":[2,2,0,7219,107495],"enemy_1438_dspred":[5,2,3,27889,136924],"enemy_1521_dslily":[1,0,0,68800,413498]},
"hooks": [1,23,6000,568,568,962,1070,7648,8,11,25,24,0,13395,133,10,8,3,1,8,0,31,0],
"events": {"atk":763,"deploy":13,"die":8,"dmg":1052,"fx":336,"heal":102,"leak":3,"skill":49,"spawn":20,"status":523},
"events": {"atk":763,"deploy":13,"die":8,"dmg":1052,"fx":336,"heal":102,"leak":3,"skill":51,"spawn":20,"status":523},
"fx": {"bandage":1,"block":18,"burst":31,"camouflage":1,"featherArrow":5,"garrisonGrant":1,"grow":1,"healField":2,"jungleSoul":1,"mote":68,"redistribute":45,"reweave":3,"rockfall":18,"rockslide":4,"sandChains":6,"shieldBreak":18,"slash":46,"spGift":3,"tentacle":6,"thorns":50,"tide":5,"truesilver":3},
"snaps": "889b80ca 2554f68d 135727ee c74793bb 39ae3d9e 2f63625f 35d2d1d0 ab151905 58401106 8d34f3b8 1bed3837 592255cb 58e436d2 7cfc39b2 dd3f9d1c 6d83e822 e5e306e4 07c6dca8 5430994c 32254003"
},
@@ -608,7 +639,7 @@
"snaps": "1b2c287a 675f6516 fe7fec9f 7befc28b 5055ef2d f5a1b7d4 597e1735 157dd534 488e94fe b43c89ae cc11a2ec b2d6ae70 81dc7d36"
},
"boss-boss_6-pair": {
"about": "阿利斯泰尔,帝国余晖 pair pool 3980000: chess_char_5_19_b chess_char_4_01_b chess_char_5_14_b chess_char_5_17_b chess_char_5_15_b chess_char_5_20_b chess_char_5_21_b chess_char_5_22_b chess_char_5_23_b chess_char_4_02_b | chess_char_4_11_b chess_char_4_12_b chess_char_4_04_b chess_char_4_07_b chess_char_4_16_b chess_char_4_09_b chess_char_4_06_b chess_char_4_10_b chess_char_4_13_b chess_char_4_14_b token_10041_cathy_catsld token_10041_cathy_catsld",
"about": "阿利斯泰尔,帝国余晖 pair pool 3980000: chess_char_5_19_b chess_char_4_01_b chess_char_5_14_b chess_char_5_17_b chess_char_5_15_b chess_char_5_20_b chess_char_5_21_b chess_char_5_22_b chess_char_5_23_b chess_char_4_02_b | chess_char_4_11_b chess_char_4_04_b chess_char_4_07_b chess_char_4_16_b chess_char_4_09_b chess_char_4_06_b chess_char_4_10_b chess_char_4_12_b chess_char_4_13_b chess_char_4_14_b token_10041_cathy_catsld token_10041_cathy_catsld",
"fast": false,
"kind": "boss",
"stageId": "act1autochess_m07",
@@ -622,49 +653,84 @@
"killed": 4,
"total": 6,
"unspawned": 0,
"bossHpLeft": 2744355,
"rngDraws": 136,
"bossHpLeft": 2704841,
"rngDraws": 598,
"errors": {"count":0,"kinds":[]},
"players": {
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"p2": {"killed":0,"total":0,"perfect":false,"leaks":1,"leaksUncounted":0,"coins":0,"dmg":855506,"bossDmg":717652,"heal":1349,"deaths":13,"layerGains":{}}
"p1": {"killed":4,"total":6,"perfect":false,"leaks":1,"leaksUncounted":0,"coins":0,"dmg":1067324,"bossDmg":606787,"heal":7410,"deaths":3,"layerGains":{}},
"p2": {"killed":0,"total":0,"perfect":false,"leaks":1,"leaksUncounted":0,"coins":0,"dmg":1192744,"bossDmg":668371,"heal":775,"deaths":8,"layerGains":{}}
},
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["p2",20,"op","chess_char_4_14_b",1,"uniequip_002_lionhd",0,0,51,0,80890,4878,0,27,5],
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["p1",8,"op","chess_char_5_22_b",1,"uniequip_002_nymph",1611,1,48,0,251573,1611,0,86,24],
["p1",9,"op","chess_char_5_23_b",1,"uniequip_002_reckpr",1610,1,44,0,1934,3190,2627,3,1],
["p1",10,"op","chess_char_4_02_b",2,"uniequip_002_mostma",1695,1,9,0,56225,0,0,43,2],
["p2",11,"op","chess_char_4_11_b",1,"uniequip_002_cathy",2644,1,42,0,0,12187,268,0,1],
["p2",12,"op","chess_char_4_04_b",1,"uniequip_002_ines",2016.1,1,50,0,132143,10153,457,228,6],
["p2",13,"op","chess_char_4_07_b",1,"uniequip_002_bpipe",2383,1,6,0,0,0,0,0,0],
["p2",14,"op","chess_char_4_16_b",2,"uniequip_002_texas2",1619,1,45,0,42786,8389,49,192,4],
["p2",15,"op","chess_char_4_09_b",1,"uniequip_002_mizuki",2777.6,1,14,0,242636,0,0,117,6],
["p2",16,"op","chess_char_4_06_b",1,"uniequip_002_kroos2",1561,1,8,0,487364,0,0,140,2],
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["p2",18,"op","chess_char_4_12_b",2,"uniequip_002_glady",2232,1,16,0,67574,0,0,168,6],
["p2",19,"op","chess_char_4_13_b",1,"uniequip_002_gnosis",1989,1,46,0,134081,1989,0,125,31],
["p2",20,"op","chess_char_4_14_b",1,"uniequip_002_lionhd",1626,1,49,0,86161,3252,0,33,6],
["p2",21,"token","token_10041_cathy_catsld",null,null,100,1,21,0,0,0,0,0,null],
["p2",22,"token","token_10041_cathy_catsld",null,null,100,1,22,0,0,0,0,0,null]
],
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"enemy_10029_vtshld": [2,2,0,0,0],
"enemy_10030_vtwand": [2,2,0,0,0],
"enemy_10085_hllevi_2": [2,0,2,0,376840],
"enemy_1010_demon": [4,4,0,16776,200612],
"enemy_9032_aclionk": [1,0,0,41719,1235645]
"enemy_10030_vtwand": [1,1,0,0,0],
"enemy_10085_hllevi_2": [2,0,2,0,784297],
"enemy_1010_demon": [4,4,0,13968,200612],
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"frostNova": 31,
"garrisonGrant": 1,
"iceSpike": 34,
"overclock": 1,
"pull": 6,
"quadShot": 2,
"revive": 2,
"ripple": 18,
"sentry": 3,
"shadowWeave": 3,
"shield": 1,
"soul": 4,
"sp": 14,
"stealth": 6,
"sword": 3,
"swordRain": 15,
"swordStorm": 4,
"telegraph": 14,
"tornado": 6,
"tornadoPulse": 30,
"vest": 2,
"weightless": 6,
"zone": 266
},
"snaps": "71ea5c09 c637fdb1 ef8eff23 dafd1b16 870d3a92 c8bef56e ef385349 8b0f67e6 f4ecdaae c2e41218 843a4c25 28a91424 99e64585 bf703aff 37e6b10f a0d2f168 c9b4c589 01338b90 c29679c2 2b5a6bd0"
},
"boss-boss_6-solo": {
"about": "阿利斯泰尔,帝国余晖 solo pool 995000: chess_char_4_17_b chess_char_4_18_b chess_char_4_23_b chess_char_4_19_b chess_char_4_22_b chess_char_4_20_b chess_char_4_21_b chess_char_4_24_b chess_char_4_25_b chess_char_4_26_b",
@@ -713,7 +779,7 @@
"enemy_9032_aclionk": [1,0,0,40445,102806]
},
"hooks": [1,47,6000,190,190,281,479,1232,32,34,21,21,0,7024,68,2,20,2,1,23,0,0,2],
"events": {"atk":220,"deploy":21,"die":32,"dmg":208,"fx":90,"leak":2,"skill":42,"spawn":36,"status":187},
"events": {"atk":220,"deploy":21,"die":32,"dmg":208,"fx":90,"leak":2,"skill":44,"spawn":36,"status":187},
"fx": {"dodge":2,"equip":12,"featherArrow":7,"flame":3,"garrisonGrant":1,"jungleSoul":2,"mote":9,"riposte":2,"rockslide":1,"sandChains":4,"slash":24,"summon":2,"sword":1,"telegraph":11,"truesilver":4,"vest":5},
"snaps": "0bc7ed75 fd621b74 943602ec 1ce73978 7eacd037 6f2ca0e5 5c055acf 20ca0a27 1c880376 72dc5f46 b8f2dcf8 62ed54d6 fb3d8d3c 49c21d20 99bfce59 3443456c fa01dd99 a8e70810 51b46f88 c9b8fd8c"
},
@@ -828,7 +894,7 @@
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},
"hidden-boss_8-pair": {
"about": "假想敌:胄 pair pool 7200000: chess_char_5_19_b chess_char_4_01_b chess_char_5_14_b chess_char_5_17_b chess_char_5_15_b chess_char_5_20_b chess_char_5_21_b chess_char_5_22_b chess_char_5_23_b chess_char_4_02_b | chess_char_4_11_b chess_char_4_12_b chess_char_4_04_b chess_char_4_07_b chess_char_4_16_b chess_char_4_09_b chess_char_4_06_b chess_char_4_10_b chess_char_4_13_b chess_char_4_14_b token_10041_cathy_catsld token_10041_cathy_catsld",
"about": "假想敌:胄 pair pool 7200000: chess_char_5_19_b chess_char_4_01_b chess_char_5_14_b chess_char_5_17_b chess_char_5_15_b chess_char_5_20_b chess_char_5_21_b chess_char_5_22_b chess_char_5_23_b chess_char_4_02_b | chess_char_4_11_b chess_char_4_04_b chess_char_4_07_b chess_char_4_16_b chess_char_4_09_b chess_char_4_06_b chess_char_4_10_b chess_char_4_12_b chess_char_4_13_b chess_char_4_14_b token_10041_cathy_catsld token_10041_cathy_catsld",
"fast": false,
"kind": "hidden",
"stageId": "act1autochess_m05",
@@ -842,90 +908,91 @@
"killed": 14,
"total": 18,
"unspawned": 0,
"bossHpLeft": 6037678,
"rngDraws": 613,
"bossHpLeft": 6093249,
"rngDraws": 678,
"errors": {"count":0,"kinds":[]},
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@@ -973,7 +1040,7 @@
"enemy_9016_acstmr": [7,7,0,0,25]
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@@ -1141,7 +1208,7 @@
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"stageId": "act1autochess_m03",
@@ -1155,85 +1222,85 @@
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"slippery": 2,
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},
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"snaps": "2d13cea7 f06b6ad4 1d7dfd15 e852f80b 0b756fcb 070248ab 0b86ce84 646bfdc9 b14a05d3 e9cf92b6 d36049ba a96f982d 8e26903b 1c8b3d68 986a0718 a884edff 84fc9d78 132274c4 2cbd5800 af396c48"
},
"hidden-boss_10-solo": {
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@@ -1274,7 +1341,7 @@
"enemy_9023_acdums": [10,10,0,38449,100]
},
"hooks": [1,26,6000,602,602,1242,1839,4975,13,14,27,24,0,13945,59,10,15,1,1,17,0,11,0],
"events": {"atk":703,"deploy":11,"die":13,"dmg":1826,"fx":463,"heal":151,"leak":1,"skill":51,"spawn":25,"status":257},
"events": {"atk":703,"deploy":11,"die":13,"dmg":1826,"fx":463,"heal":151,"leak":1,"skill":53,"spawn":25,"status":257},
"fx": {"bandage":4,"beam":15,"burst":11,"ember":2,"explode":189,"featherArrow":7,"garrisonGrant":1,"healField":2,"jungleSoul":5,"mote":61,"phase":30,"redistribute":43,"reweave":3,"rockslide":2,"sandChainsCharged":1,"shieldBreak":15,"slash":52,"spGift":7,"summon":8,"telegraph":2,"truesilver":3},
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},
+35 -35
View File
@@ -592,7 +592,7 @@
"title": {"id":"comment_2","name":"不朽盟约","picId":"comment_icon_2","text":"激活的盟约层数总和最高"},
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},
@@ -622,7 +622,7 @@
"combat": "client",
"boost": null,
"setup": {"stageId":"act1autochess_m04","bossId":"boss_4","hiddenBossId":"boss_10","factions":["FLY","TIMES","REFLECTION"]},
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"end": {"victory":false,"roundsPassed":12,"hiddenReached":false,"hiddenCleared":false,"reason":"eliminated","teamLp":null,"bossPoolLeft":null,"virtualMs":116300},
"rng": {"setup":25,"shop":391,"waves":0,"draft":73,"bots":13595,"meta":11},
"errors": {"engine":0,"logged":0,"sim":0,"dispatcher":0},
"rounds": [
@@ -659,7 +659,7 @@
{
"round": 7,
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},
{
"round": 8,
@@ -703,7 +703,7 @@
"title": {"id":"comment_4","name":"精英云集","picId":"comment_icon_4","text":"晋升精锐次数最多"},
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},
@@ -717,7 +717,7 @@
"title": {"id":"comment_5","name":"万事俱备","picId":"comment_icon_5","text":"装备配发数量最多"},
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}
@@ -763,7 +763,7 @@
},
{
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"ai_1": [1,45,10,0,0,3,8,"a37755ee",27,"deputShip 2/6, kazimierzShip 0/7, swiftShip 1/21",53,53,0,32],
"ai_2": [1,27,9,0,2,3,8,"c25b67c7",22,"deputShip 1/4, siracusaShip 1/4, soloShip 1/14, yanShip 0/1",53,53,0,31]
},
@@ -806,13 +806,13 @@
{
"round": 12,
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"ai_2": [0,0,0,0,0,5,0,"811c9dc5",0,"arcaneShip 0/16, deputShip 0/10, miraShip 0/5, siracusaShip 0/100, soloShip 0/22, suntShip 0/6, swiftShip 0/33, yanShip 0/1",null,null,null,101]
},
{
"round": 13,
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}
],
@@ -827,7 +827,7 @@
"title": {"id":"comment_5","name":"万事俱备","picId":"comment_icon_5","text":"装备配发数量最多"},
"trophies": 2,
"reward": 255,
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},
@@ -841,9 +841,9 @@
"title": {"id":"comment_6","name":"挥金如土","picId":"comment_icon_6","text":"消耗资金最多"},
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"bonds": ["deputShip 0/52","indomShip 0/23","kazimierzShip 0/11","kjeragShip 0/5","skillfulShip 0/43","soloShip 0/32","steadShip 0/26","suntShip 0/16","swiftShip 0/25","victoriaShip 0/85"]
},
"ai_2": {
"alive": false,
@@ -934,7 +934,7 @@
{
"round": 9,
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"ai_2": [1,28,12,0,0,4,8,"6965081a",70,"sargonShip 0/8, siracusaShip 1/58, swiftShip 1/12, visiShip 1/0, yanShip 0/1",30,30,0,72],
"ai_3": [1,31,13,0,0,4,8,"5f784848",153,"deputShip 1/16, emptyShip 1/12, kjeragShip 1/30, preciShip 1/72, siracusaShip 0/3, swiftShip 1/23, yanShip 0/1",30,30,0,76]
},
@@ -978,7 +978,7 @@
"title": {"id":"comment_2","name":"不朽盟约","picId":"comment_icon_2","text":"激活的盟约层数总和最高"},
"trophies": 3,
"reward": 250,
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"stats": {"activatedLayers":485,"bossDamage":46721,"dmgDealt":1671568,"gold":140,"itemsEquipped":25,"kills":325,"leaks":0,"lpLost":0,"merges":5,"perfectRounds":13,"refreshes":21},
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"bonds": ["deputShip 1/61","emptyShip 1/6","kjeragShip 0/7","preciShip 2/158","sargonShip 1/172","steadShip 1/88"]
},
@@ -992,7 +992,7 @@
"title": {"id":"comment_3","name":"坚若磐石","picId":"comment_icon_3","text":"目标生命值损失最少"},
"trophies": 3,
"reward": 250,
"stats": {"activatedLayers":207,"bossDamage":12338,"dmgDealt":1288377,"gold":129,"itemsEquipped":20,"kills":237,"leaks":46,"lpLost":0,"merges":6,"perfectRounds":9,"refreshes":20},
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},
@@ -1006,7 +1006,7 @@
"title": {"id":"comment_5","name":"万事俱备","picId":"comment_icon_5","text":"装备配发数量最多"},
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"bonds": ["sargonShip 0/8","siracusaShip 2/234","swiftShip 1/24","yanShip 0/1"]
},
@@ -1143,7 +1143,7 @@
"title": null,
"trophies": 1,
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"stats": {"activatedLayers":0,"bossDamage":0,"dmgDealt":822006,"gold":62,"itemsEquipped":5,"kills":63,"leaks":34,"lpLost":31,"merges":2,"perfectRounds":3,"refreshes":5},
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"lineup": [],
"bonds": ["arcaneShip 0/2","deputShip 0/6","kazimierzShip 0/27","kjeragShip 0/2","preciShip 0/2","sargonShip 0/8","siracusaShip 0/6","skillfulShip 0/4","soloShip 0/2","steadShip 0/2","swiftShip 0/34"]
},
@@ -1187,7 +1187,7 @@
"combat": "server",
"boost": null,
"setup": {"stageId":"act1autochess_m01","bossId":"boss_1","hiddenBossId":"boss_9","factions":["FLY","DOT","REFLECTION"]},
"end": {"victory":true,"roundsPassed":14,"hiddenReached":false,"hiddenCleared":false,"reason":"victory","teamLp":23,"bossPoolLeft":0,"virtualMs":121400},
"end": {"victory":true,"roundsPassed":14,"hiddenReached":false,"hiddenCleared":false,"reason":"victory","teamLp":25,"bossPoolLeft":0,"virtualMs":121400},
"rng": {"setup":25,"shop":535,"waves":0,"draft":34,"bots":18101,"meta":103},
"errors": {"engine":0,"logged":0,"sim":0,"dispatcher":0},
"rounds": [
@@ -1248,12 +1248,12 @@
},
{
"round": 12,
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},
{
"round": 13,
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}
],
@@ -1263,12 +1263,12 @@
"victory": true,
"roundsPassed": 14,
"eliminatedRound": null,
"lp": 6,
"lp": 8,
"bandId": "band_doberm",
"title": {"id":"comment_1","name":"卫戍之星","picId":"comment_icon_1","text":"对敌方领袖造成伤害最高(仅胜利时)"},
"trophies": 4,
"reward": 400,
"stats": {"activatedLayers":217,"bossDamage":427385,"dmgDealt":3482385,"gold":143,"itemsEquipped":20,"kills":242,"leaks":42,"lpLost":24,"merges":2,"perfectRounds":7,"refreshes":25},
"stats": {"activatedLayers":217,"bossDamage":394870,"dmgDealt":3465584,"gold":143,"itemsEquipped":20,"kills":247,"leaks":38,"lpLost":22,"merges":2,"perfectRounds":7,"refreshes":25},
"lineup": ["1_17_a@11,6[1_02_e_a+1_05_e_a]","3_19_a@11,7[3_05_e_b+5_01_e_a]","5_20_a@10,3[3_02_e_a+3_03_e_b]","4_10_a@10,4[4_03_e_a+1_01_e_b]","3_18_a@10,7[6_09_e_a+3_11_e_b]","1_08_b@10,8[4_11_e_a+3_08_e_a]","6_05_a@9,8","4_16_a@9,9"],
"bonds": ["arcaneShip 1/37","indomShip 0/8","kjeragShip 0/7","miraShip 1/13","preciShip 1/7","raidShip 1/0","siracusaShip 2/143","soloShip 1/11","steadShip 0/2","swiftShip 1/6","victoriaShip 0/8","visiShip 0/8"]
},
@@ -1282,7 +1282,7 @@
"title": {"id":"comment_3","name":"坚若磐石","picId":"comment_icon_3","text":"目标生命值损失最少"},
"trophies": 4,
"reward": 400,
"stats": {"activatedLayers":193,"bossDamage":247615,"dmgDealt":3734549,"gold":138,"itemsEquipped":20,"kills":269,"leaks":12,"lpLost":11,"merges":3,"perfectRounds":11,"refreshes":25},
"stats": {"activatedLayers":193,"bossDamage":280130,"dmgDealt":3810535,"gold":138,"itemsEquipped":20,"kills":267,"leaks":12,"lpLost":11,"merges":3,"perfectRounds":11,"refreshes":25},
"lineup": ["4_25_a@12,3","6_12_a@11,6[2_01_e_a+1_05_e_b]","1_17_b@11,7[4_08_e_a+1_01_e_a]","5_02_a@10,3","4_10_a@10,7[3_01_e_b+1_02_e_b]","3_18_a@10,8","5_12_a@9,8[1_05_e_a]","1_08_a@9,9[4_10_e_a+5_07_e_a]"],
"bonds": ["arcaneShip 2/49","emptyShip 1/0","indomShip 0/8","kjeragShip 0/8","preciShip 2/87","siracusaShip 1/57","soloShip 1/0","steadShip 0/8","swiftShip 0/6","victoriaShip 0/8","visiShip 0/8"]
}
@@ -1352,7 +1352,7 @@
},
{
"round": 13,
"ai_0": [1,399,12,0,2,6,8,"5091cd4e",1944,"arcaneShip 2/360, deputShip 0/300, egirShip 0/300, emptyShip 0/300, indomShip 0/308, investShip 0/300, kazimierzShip 0/308, kjeragShip 0/300, lateranoShip 1/310, maniShip 0/300, miraShip 0/300, preciShip 0/302, raidShip 0/300, sargonShip 0/300, siracusaShip 1/332, skillfulShip 1/335, soloShip 1/307, steadShip 0/300, suntShip 1/300, swiftShip 0/316, victoriaShip 0/300, visiShip 0/300, yanShip 0/300",35,35,0,150]
"ai_0": [1,399,12,0,2,6,8,"5091cd4e",1938,"arcaneShip 2/360, deputShip 0/300, egirShip 0/300, emptyShip 0/300, indomShip 0/308, investShip 0/300, kazimierzShip 0/308, kjeragShip 0/300, lateranoShip 1/304, maniShip 0/300, miraShip 0/300, preciShip 0/302, raidShip 0/300, sargonShip 0/300, siracusaShip 1/332, skillfulShip 1/335, soloShip 1/307, steadShip 0/300, suntShip 1/300, swiftShip 0/316, victoriaShip 0/300, visiShip 0/300, yanShip 0/300",35,35,0,150]
}
],
"players": {
@@ -1366,9 +1366,9 @@
"title": {"id":"comment_1","name":"卫戍之星","picId":"comment_icon_1","text":"对敌方领袖造成伤害最高(仅胜利时)"},
"trophies": 0,
"reward": 425,
"stats": {"activatedLayers":2283,"bossDamage":1145000,"dmgDealt":3047851,"gold":175,"itemsEquipped":26,"kills":366,"leaks":1,"lpLost":1,"merges":6,"perfectRounds":12,"refreshes":35},
"stats": {"activatedLayers":2277,"bossDamage":1145000,"dmgDealt":3047851,"gold":175,"itemsEquipped":26,"kills":366,"leaks":1,"lpLost":1,"merges":6,"perfectRounds":12,"refreshes":35},
"lineup": ["4_02_b@12,7[3_08_e_a+3_03_e_b]","6_01_a@12,8[3_02_e_a]","6_16_a@11,5[1_05_e_b+3_03_e_a]","3_18_a@11,8[4_11_e_a+4_05_e_b]","4_10_b@10,4[4_07_e_a+1_02_e_b]","6_05_a@10,5","4_01_b@10,6[6_03_e_a+4_06_e_a]","1_08_b@9,9"],
"bonds": ["arcaneShip 2/395","deputShip 0/300","egirShip 0/300","emptyShip 0/300","indomShip 0/308","investShip 0/300","kazimierzShip 0/308","kjeragShip 0/300","lateranoShip 1/310","maniShip 0/300","miraShip 0/300","preciShip 1/302","raidShip 0/300","sargonShip 0/300","siracusaShip 1/353","skillfulShip 0/343","soloShip 1/307","steadShip 0/300","suntShip 1/300","swiftShip 1/316","victoriaShip 0/300","visiShip 0/300","yanShip 0/300"]
"bonds": ["arcaneShip 2/395","deputShip 0/300","egirShip 0/300","emptyShip 0/300","indomShip 0/308","investShip 0/300","kazimierzShip 0/308","kjeragShip 0/300","lateranoShip 1/304","maniShip 0/300","miraShip 0/300","preciShip 1/302","raidShip 0/300","sargonShip 0/300","siracusaShip 1/353","skillfulShip 0/343","soloShip 1/307","steadShip 0/300","suntShip 1/300","swiftShip 1/316","victoriaShip 0/300","visiShip 0/300","yanShip 0/300"]
}
}
},
@@ -1545,22 +1545,22 @@
{
"round": 10,
"h_0": [1,26,12,0,0,5,8,"59b986b7",73,"arcaneShip 1/10, kazimierzShip 1/19, preciShip 1/14, raidShip 0/48, skillfulShip 1/6, soloShip 1/3, swiftShip 1/21, yanShip 0/1",31,31,0,87],
"ai_0": [1,22,12,0,0,5,8,"fa71d132",198,"arcaneShip 0/2, deputShip 0/18, kazimierzShip 0/8, lateranoShip 1/91, preciShip 1/25, sargonShip 0/2, skillfulShip 1/16, suntShip 1/16, swiftShip 1/50",31,31,0,88]
"ai_0": [1,22,12,0,0,5,8,"fa71d132",191,"arcaneShip 0/2, deputShip 0/18, kazimierzShip 0/8, lateranoShip 1/84, preciShip 1/25, sargonShip 0/2, skillfulShip 1/16, suntShip 1/16, swiftShip 1/50",31,31,0,88]
},
{
"round": 11,
"h_0": [1,22,12,0,0,5,8,"b7278144",146,"arcaneShip 0/10, kazimierzShip 1/34, preciShip 2/19, raidShip 1/61, skillfulShip 0/9, soloShip 1/6, suntShip 1/0, swiftShip 1/26, yanShip 0/1",21,25,4,99],
"ai_0": [1,12,12,0,0,5,8,"e240abda",236,"arcaneShip 0/2, deputShip 0/18, kazimierzShip 0/8, lateranoShip 1/99, preciShip 1/33, raidShip 1/5, sargonShip 0/2, skillfulShip 1/21, suntShip 1/16, swiftShip 1/57, visiShip 1/5",14,25,11,100]
"ai_0": [1,17,12,0,0,5,8,"e240abda",229,"arcaneShip 0/2, deputShip 0/18, kazimierzShip 0/8, lateranoShip 1/92, preciShip 1/33, raidShip 1/5, sargonShip 0/2, skillfulShip 1/21, suntShip 1/16, swiftShip 1/57, visiShip 1/5",20,25,5,100]
},
{
"round": 12,
"h_0": [1,15,12,0,0,6,8,"955db8af",172,"arcaneShip 0/10, kazimierzShip 1/42, preciShip 2/24, raidShip 1/69, skillfulShip 0/9, soloShip 1/6, suntShip 1/0, swiftShip 1/31, yanShip 0/1",24,31,7,111],
"ai_0": [1,2,12,0,2,6,8,"3c27819a",274,"arcaneShip 0/2, deputShip 0/18, kazimierzShip 0/8, lateranoShip 1/107, preciShip 1/41, raidShip 1/10, sargonShip 0/2, skillfulShip 1/26, suntShip 1/16, swiftShip 1/64, visiShip 1/10",18,31,13,113]
"ai_0": [1,7,12,0,2,6,8,"3c27819a",267,"arcaneShip 0/2, deputShip 0/18, kazimierzShip 0/8, lateranoShip 1/100, preciShip 1/41, raidShip 1/10, sargonShip 0/2, skillfulShip 1/26, suntShip 1/16, swiftShip 1/64, visiShip 1/10",18,31,13,113]
},
{
"round": 13,
"h_0": [1,5,12,0,0,6,8,"1bd1e6d0",244,"arcaneShip 1/10, kazimierzShip 1/54, preciShip 2/34, raidShip 1/105, skillfulShip 0/9, soloShip 0/6, suntShip 1/0, swiftShip 1/41, yanShip 0/1",20,57,37,122],
"ai_0": [0,0,14,0,0,6,0,"811c9dc5",0,"arcaneShip 0/2, deputShip 0/18, kazimierzShip 0/8, lateranoShip 0/115, preciShip 0/49, raidShip 0/15, sargonShip 0/2, skillfulShip 0/31, suntShip 0/16, swiftShip 0/71, visiShip 0/15",15,57,42,126]
"ai_0": [0,0,14,0,0,6,0,"811c9dc5",0,"arcaneShip 0/2, deputShip 0/18, kazimierzShip 0/8, lateranoShip 0/108, preciShip 0/49, raidShip 0/15, sargonShip 0/2, skillfulShip 0/31, suntShip 0/16, swiftShip 0/71, visiShip 0/15",15,57,42,126]
}
],
"players": {
@@ -1588,9 +1588,9 @@
"title": {"id":"comment_6","name":"挥金如土","picId":"comment_icon_6","text":"消耗资金最多"},
"trophies": 3,
"reward": 280,
"stats": {"activatedLayers":0,"bossDamage":0,"dmgDealt":2105193,"gold":126,"itemsEquipped":15,"kills":227,"leaks":67,"lpLost":31,"merges":3,"perfectRounds":9,"refreshes":23},
"stats": {"activatedLayers":0,"bossDamage":0,"dmgDealt":2118906,"gold":126,"itemsEquipped":15,"kills":233,"leaks":61,"lpLost":26,"merges":3,"perfectRounds":9,"refreshes":23},
"lineup": [],
"bonds": ["arcaneShip 0/2","deputShip 0/18","kazimierzShip 0/8","lateranoShip 0/115","preciShip 0/49","raidShip 0/15","sargonShip 0/2","skillfulShip 0/31","suntShip 0/16","swiftShip 0/71","visiShip 0/15"]
"bonds": ["arcaneShip 0/2","deputShip 0/18","kazimierzShip 0/8","lateranoShip 0/108","preciShip 0/49","raidShip 0/15","sargonShip 0/2","skillfulShip 0/31","suntShip 0/16","swiftShip 0/71","visiShip 0/15"]
}
},
"standIns": {
@@ -1672,12 +1672,12 @@
{
"round": 12,
"h_0": [1,27,16,0,2,6,8,"3cdb76eb",388,"arcaneShip 0/2, indomShip 2/16, preciShip 2/141, sargonShip 1/179, skillfulShip 0/8, steadShip 0/51, suntShip 1/0, victoriaShip 0/19, visiShip 1/52",33,33,0,122],
"ai_0": [1,28,12,0,0,6,8,"547fcf92",67,"sargonShip 0/8, siracusaShip 1/16, skillfulShip 1/18, soloShip 1/0, suntShip 2/0, yanShip 1/33",15,33,18,112]
"ai_0": [1,28,12,0,0,6,8,"547fcf92",67,"sargonShip 0/8, siracusaShip 1/16, skillfulShip 1/18, soloShip 1/0, suntShip 2/0, yanShip 1/33",16,33,17,112]
},
{
"round": 13,
"h_0": [1,27,16,0,0,6,8,"d0f5bd71",508,"arcaneShip 0/2, indomShip 1/16, preciShip 2/173, sargonShip 1/239, skillfulShip 0/8, steadShip 0/51, suntShip 1/0, swiftShip 1/12, victoriaShip 0/19, visiShip 1/68",50,50,0,138],
"ai_0": [1,28,12,0,0,6,8,"d2ff3200",90,"sargonShip 0/8, siracusaShip 1/24, skillfulShip 1/24, soloShip 1/0, suntShip 2/0, victoriaShip 0/5, yanShip 1/42",31,50,19,125]
"ai_0": [1,28,12,0,0,6,8,"d2ff3200",90,"sargonShip 0/8, siracusaShip 1/24, skillfulShip 1/24, soloShip 1/0, suntShip 2/0, victoriaShip 0/5, yanShip 1/42",32,50,18,125]
}
],
"players": {
@@ -1691,7 +1691,7 @@
"title": {"id":"comment_1","name":"卫戍之星","picId":"comment_icon_1","text":"对敌方领袖造成伤害最高(仅胜利时)"},
"trophies": 4,
"reward": 400,
"stats": {"activatedLayers":534,"bossDamage":572474,"dmgDealt":4854054,"gold":154,"itemsEquipped":23,"kills":351,"leaks":0,"lpLost":0,"merges":4,"perfectRounds":13,"refreshes":23},
"stats": {"activatedLayers":534,"bossDamage":572474,"dmgDealt":4818483,"gold":154,"itemsEquipped":23,"kills":349,"leaks":0,"lpLost":0,"merges":4,"perfectRounds":13,"refreshes":23},
"lineup": ["5_21_b@12,8[3_07_e_b+1_05_e_a]","5_22_a@11,7","4_20_b@11,8","5_02_a@10,5[5_01_e_a+6_01_e_a]","6_05_a@10,6[2_01_e_a+4_08_e_a]","6_06_a@10,8[1_01_e_a+3_04_e_a]","4_07_b@9,8[5_03_e_a+4_11_e_b]","4_23_b@9,9[4_04_e_a]"],
"bonds": ["arcaneShip 0/2","indomShip 1/16","preciShip 2/173","sargonShip 1/239","skillfulShip 0/8","steadShip 0/51","suntShip 1/0","swiftShip 1/22","victoriaShip 0/19","visiShip 1/84"]
},
@@ -1705,7 +1705,7 @@
"title": {"id":"comment_3","name":"坚若磐石","picId":"comment_icon_3","text":"目标生命值损失最少"},
"trophies": 4,
"reward": 400,
"stats": {"activatedLayers":113,"bossDamage":215026,"dmgDealt":2608447,"gold":137,"itemsEquipped":20,"kills":245,"leaks":48,"lpLost":0,"merges":6,"perfectRounds":8,"refreshes":13},
"stats": {"activatedLayers":113,"bossDamage":215026,"dmgDealt":2640057,"gold":137,"itemsEquipped":20,"kills":247,"leaks":46,"lpLost":0,"merges":6,"perfectRounds":8,"refreshes":13},
"lineup": ["6_05_a@12,8[3_07_e_a+6_09_e_a]","2_04_b@11,7","1_07_b@11,8","6_11_a@10,6","3_03_b@10,8[3_11_e_b+2_04_e_a]","5_02_a@9,7[1_02_e_b]","1_08_b@9,8[4_06_e_a+1_05_e_a]","3_02_b@9,9[4_10_e_a+4_11_e_a]"],
"bonds": ["maniShip 1/0","preciShip 1/0","sargonShip 1/8","siracusaShip 1/24","skillfulShip 1/30","soloShip 1/0","suntShip 2/0","victoriaShip 0/10","yanShip 1/51"]
}
+313 -344
View File
File diff suppressed because it is too large. Load diff
+45 -33
View File
@@ -46,7 +46,7 @@
["p1",2,"op","chess_char_4_09_a",0,null,0,0,1,2,32698,2984,0,17,1],
["p1",3,"op","chess_char_3_05_a",2,null,2505,1,74,2,29899,11886,0,45,2],
["p1",4,"op","chess_char_3_18_a",2,null,0,0,7,1,14915,3668,0,36,1],
["p1",5,"op","chess_char_4_04_a",1,null,497.45,1,91,2,12814,6576,0,82,0],
["p1",5,"op","chess_char_4_04_a",1,null,497.45,1,91,2,12814,6576,0,82,10],
["p1",6,"op","chess_char_4_07_a",1,null,0,0,75,1,18472,13600,0,43,1],
["p1",7,"op","chess_char_4_16_a",1,null,0,0,88,0,3482,9543,0,103,0],
["p1",8,"op","chess_char_3_01_a",2,null,1271,1,5,0,19777,0,0,141,2],
@@ -68,10 +68,10 @@
"enemy_1119_vofsd": [12,2,8,13284,62929],
"enemy_1121_lifbos_2": [9,1,7,11244,38577]
},
"hooks": [1,91,5100,870,870,1441,1438,3866,41,82,15,33,0,18850,26,37,50,30,1,42,5,0,6],
"events": {"atk":1013,"bounty":2,"deploy":41,"die":52,"dmg":1438,"fx":62,"heal":35,"layer":5,"leak":30,"skill":28,"spawn":62,"status":126},
"hooks": [1,91,5100,870,870,1441,1438,3866,41,82,25,33,0,18850,26,37,50,30,1,42,5,0,6],
"events": {"atk":1013,"bounty":2,"deploy":41,"die":52,"dmg":1438,"fx":62,"heal":35,"layer":5,"leak":30,"skill":47,"spawn":62,"status":126},
"fx": {"beam":4,"blink":11,"dodge":6,"dp":5,"garrison":5,"liberate":14,"slash":16,"telegraph":1},
"snaps": "c7e5e922 eab4c908 ad04ab78 0424dbc9 6eff6ee3 2b3bded9 3edb2c2b 02ffd9b9 6202ecfa f7f93735 4f3faeff 59df56c7 3b5b29d0 e6bceddc 4d139a38 ea4edd9b b54828d9"
"snaps": "dec536bc cbfb0e19 608df77d 4bc1be00 31528b18 50c15974 172a64b1 80ed52af 452e6c6e 2cbbaf73 d2893b65 71598545 0ff0a232 8497b8ca 56857b5a 512860f1 25c11ae9"
},
"standin-02": {
"about": "normal band 5 as stand-ins: chess_char_4_17_a→char_610_acfend chess_char_4_18_a→char_602_cdfend chess_char_5_05_a→char_602_cdfend chess_char_4_19_a→char_608_acpion chess_char_5_01_a→char_600_cpione chess_char_4_22_a→char_609_acguad chess_char_4_23_a→char_609_acguad chess_char_5_06_a→char_609_acguad chess_char_4_20_a→char_603_csnipe chess_char_4_24_a→char_604_ccast chess_char_5_02_a→char_604_ccast chess_char_5_03_a→char_612_accast",
@@ -173,7 +173,7 @@
"enemy_9011_acrefr": [12,2,3,23060,125251]
},
"hooks": [1,93,5700,1154,1154,1775,1770,135,58,77,25,27,0,28761,3090,58,74,19,1,58,0,0,8],
"events": {"atk":1247,"bounty":4,"deploy":19,"die":58,"dmg":1767,"fx":170,"heal":124,"leak":19,"skill":50,"spawn":86,"status":614},
"events": {"atk":1247,"bounty":4,"deploy":19,"die":58,"dmg":1767,"fx":170,"heal":124,"leak":19,"skill":56,"spawn":86,"status":614},
"fx": {"aoe":60,"displace":1,"dodge":18,"dp":30,"phase":1,"slash":48,"sp":2,"spGain":10},
"snaps": "dbcb5cec 56a8a8f6 e8d97a5d d2594a66 b6f753a4 78a2f35e 80349f15 2cd292dd d7240cae 4f120b33 69d90058 45d5da9a ae0b244b 17b17251 4df0cf30 f2c7c569 baa94919 07ba89e9 e4a68e4d"
},
@@ -290,7 +290,7 @@
"enemy_1387_winshd": [30,1,29,15960,140112]
},
"hooks": [1,134,6430,620,620,988,988,6,29,128,8,24,0,14868,2437,28,104,97,1,29,1,0,0],
"events": {"atk":651,"deploy":27,"die":31,"dmg":901,"fx":58,"heal":3,"layer":1,"leak":97,"skill":16,"spawn":114,"status":514},
"events": {"atk":651,"deploy":27,"die":31,"dmg":901,"fx":58,"heal":3,"layer":1,"leak":97,"skill":47,"spawn":114,"status":514},
"fx": {"aoe":5,"blink":2,"camouflage":1,"displace":22,"dodge":3,"dp":2,"explode":6,"garrison":1,"garrisonGrant":2,"slash":8,"zone":6},
"snaps": "8d7b3223 b6dafa64 3940bc8e fd79b9e2 e5e85618 6fcfc479 90958489 71bfbb91 d12c224c cd2c9c7f 4a9fff33 68e48a86 4b97e027 5f8e8dad da62239a 8601c0dc 73717b6d 9e4f784f 818e7ed1 c1f2a855 33118eab 9bafc0bc"
},
@@ -303,31 +303,43 @@
"round": 10,
"seed": 1442657168,
"waveId": "act1autochess_h03",
"time": 182.77,
"ticks": 5483,
"time": 182.73,
"ticks": 5482,
"reason": "cleared",
"killed": 42,
"killed": 46,
"total": 98,
"unspawned": 0,
"bossHpLeft": null,
"rngDraws": 309,
"rngDraws": 295,
"errors": {"count":0,"kinds":[]},
"players": {
"p1": {"killed":42,"total":98,"perfect":false,"leaks":56,"leaksUncounted":0,"coins":8,"dmg":577212,"bossDmg":0,"heal":19789,"deaths":32,"layerGains":{"raidShip":26}}
"p1": {
"killed": 46,
"total": 98,
"perfect": false,
"leaks": 52,
"leaksUncounted": 0,
"coins": 8,
"dmg": 621924,
"bossDmg": 0,
"heal": 27685,
"deaths": 32,
"layerGains": {"raidShip":26,"visiShip":4}
}
},
"units": [
["p1",1,"op","chess_char_3_12_b",2,"none",1904,1,142,10,142532,5468,880,20,3],
["p1",2,"op","chess_char_4_09_b",0,"none",0,0,6,7,58726,3510,0,13,1],
["p1",3,"op","chess_char_3_05_b",2,"none",0,0,93,2,26911,9128,0,18,2],
["p1",4,"op","chess_char_3_18_b",2,"none",0,0,92,3,34127,9062,2680,27,2],
["p1",5,"op","chess_char_4_04_b",1,"none",0,0,141,0,16294,10620,0,30,0],
["p1",6,"op","chess_char_4_07_b",1,"none",0,0,96,0,28260,10676,0,25,1],
["p1",7,"op","chess_char_4_16_b",1,"none",0,0,139,4,24443,16559,0,44,0],
["p1",8,"op","chess_char_3_01_b",2,"none",0,0,132,1,21262,3020,0,27,1],
["p1",9,"op","chess_char_3_04_b",2,"none",0,0,4,0,0,6998,16229,17,2],
["p1",10,"op","chess_char_3_21_b",2,"none",0,0,114,12,159580,7911,0,50,1],
["p1",11,"op","chess_char_4_02_b",1,"none",0,0,2,3,47003,1483,0,29,1],
["p1",12,"op","chess_char_4_13_b",1,"none",0,0,99,0,18075,3262,0,24,2]
["p1",1,"op","chess_char_3_12_b",2,"none",1904,1,138,10,143498,5544,956,21,3],
["p1",2,"op","chess_char_4_09_b",0,"none",0,0,6,9,109862,3510,0,21,1],
["p1",3,"op","chess_char_3_05_b",2,"none",0,0,93,2,26416,9128,0,18,2],
["p1",4,"op","chess_char_3_18_b",2,"none",0,0,92,3,33920,9190,2808,27,2],
["p1",5,"op","chess_char_4_04_b",1,"none",0,0,137,0,13321,10188,0,31,8],
["p1",6,"op","chess_char_4_07_b",1,"none",0,0,96,1,23318,10676,0,23,1],
["p1",7,"op","chess_char_4_16_b",1,"none",0,0,136,3,27487,13878,0,36,0],
["p1",8,"op","chess_char_3_01_b",2,"none",0,0,132,2,23235,3020,0,28,1],
["p1",9,"op","chess_char_3_04_b",2,"none",0,0,4,0,0,13615,23921,23,2],
["p1",10,"op","chess_char_3_21_b",2,"none",0,0,117,11,155638,7911,0,47,1],
["p1",11,"op","chess_char_4_02_b",1,"none",0,0,2,5,48494,1483,0,31,1],
["p1",12,"op","chess_char_4_13_b",1,"none",0,0,99,0,16734,3262,0,23,2]
],
"enemies": {
"enemy_10162_mnctpt": [1,1,0,7990,39813],
@@ -337,15 +349,15 @@
"enemy_1023_jmage": [1,1,0,2086,5474],
"enemy_1025_reveng": [1,1,0,0,12442],
"enemy_1026_aghost": [1,1,0,0,9456],
"enemy_1043_zomsbr": [1,0,1,0,0],
"enemy_1251_lysyta_2": [57,26,31,15933,233652],
"enemy_1252_lysytb_2": [21,8,13,23530,207750],
"enemy_1329_cbshld_2": [12,1,11,32779,51307]
"enemy_1043_zomsbr": [1,1,0,0,6287],
"enemy_1251_lysyta_2": [57,29,28,15958,256380],
"enemy_1252_lysytb_2": [21,8,13,24284,223998],
"enemy_1329_cbshld_2": [12,1,11,35708,50755]
},
"hooks": [1,142,5483,525,525,773,799,61,74,141,16,40,0,6475,34,57,98,56,1,82,4,0,7],
"events": {"atk":605,"bounty":4,"deploy":44,"die":85,"dmg":799,"fx":65,"heal":57,"layer":4,"leak":56,"skill":32,"spawn":110,"status":114},
"fx": {"blink":11,"camouflage":1,"dodge":11,"dp":13,"explode":1,"garrison":4,"slash":24},
"snaps": "2e7a8cb5 d50cd79b d7949cae 1b9749a6 6e3d202d f87f73b6 b1e5a323 226ab559 3962f99c b1192e86 1eb20f4b be395d5b 618f2a05 d9a8eb7c b36cfafe 0c3a2649 cb88aa80 0533b183 5054650e"
"hooks": [1,138,5482,523,523,776,802,93,78,137,24,36,0,6341,31,56,98,52,1,86,5,0,4],
"events": {"atk":611,"bounty":4,"deploy":40,"die":85,"dmg":802,"fx":59,"heal":66,"layer":5,"leak":52,"skill":48,"spawn":110,"status":107},
"fx": {"blink":7,"camouflage":1,"dodge":8,"dp":13,"explode":1,"garrison":5,"slash":24},
"snaps": "32c77df2 e0a686fc 511e3625 2a2c9595 4d454cd6 ba68fe2a 509a2a40 0f18d74e 26c72bef 4d6d5cce 834f8ce9 462b0854 0fec1e43 fd1bd922 ab1c6896 53173cd5 dbdfb42d 6f942256 4207d16e"
},
"standin-07": {
"about": "elite band 6 as stand-ins: chess_char_4_17_b→char_610_acfend chess_char_4_18_b→char_602_cdfend chess_char_5_05_b→char_602_cdfend chess_char_4_19_b→char_608_acpion chess_char_5_01_b→char_600_cpione chess_char_4_22_b→char_609_acguad chess_char_4_23_b→char_609_acguad chess_char_5_06_b→char_609_acguad chess_char_4_20_b→char_603_csnipe chess_char_4_24_b→char_604_ccast chess_char_5_02_b→char_604_ccast chess_char_5_03_b→char_612_accast",
@@ -464,7 +476,7 @@
"enemy_1254_lypa_2": [48,1,47,74560,442348]
},
"hooks": [1,205,6900,1764,1764,3493,3533,147,56,189,40,44,0,26478,16569,72,179,133,1,59,0,0,10],
"events": {"atk":2013,"bounty":1,"deploy":23,"die":56,"dmg":3508,"fx":308,"heal":130,"leak":133,"skill":80,"spawn":194,"status":1297},
"events": {"atk":2013,"bounty":1,"deploy":23,"die":56,"dmg":3508,"fx":308,"heal":130,"leak":133,"skill":90,"spawn":194,"status":1297},
"fx": {"aoe":90,"displace":12,"dodge":31,"dp":24,"shieldBreak":59,"slash":80,"sp":1,"spGain":11},
"snaps": "4d4dc5ab 00efc642 4dc3aa32 13e9533b a3617bdf 587927d0 9fe3b7b8 0b39dceb 2981edf9 2ba1ce8c ef825d5b 85fd9608 a83f0a12 9e6b1271 7c5bf7ee f6ad8d8e c76286f6 037365de bf979497 771a38f7 b74aaf11 518326a3 19e5e338"
},
@@ -570,7 +582,7 @@
"enemy_1402_tgshd_2": [36,2,34,29224,197345]
},
"hooks": [1,165,6486,549,549,865,877,6809,50,159,17,36,0,8308,1125,49,131,106,1,50,1,1,0],
"events": {"atk":554,"deploy":32,"die":53,"dmg":802,"fx":530,"heal":21,"layer":1,"leak":106,"skill":34,"spawn":140,"status":378},
"events": {"atk":554,"deploy":32,"die":53,"dmg":802,"fx":530,"heal":21,"layer":1,"leak":106,"skill":74,"spawn":140,"status":378},
"fx": {"aoe":4,"blink":3,"burst":1,"displace":17,"dodge":3,"dp":17,"expose":414,"garrison":1,"garrisonGrant":3,"slash":67},
"snaps": "80709a69 1b180600 2040e410 16970933 7ec28fab 061d6583 09f2da3e 98333fee 741e4051 c5f8165a 55db9474 b9b2bf46 d72aea5d 20d591d8 3077f062 ab32900d eb4540a2 37c492a6 3e3cd8f7 20a4cb8e 22ada53e b9ce62f2"
}
+13 -14
View File
@@ -55,27 +55,26 @@ test('glyph rules: melee only on LOW buildable ALL/MELEE; ranged also on HIGH/RA
assert.ok(canPlace(buildDeployMap(null), 'melee', 10, 5));
});
test('positionClass: melee stays ground-only; only elite 歌蕾蒂娅 + HOK-Y is widened (owner 2026-10-04)', () => {
test('positionClass: a MELEE chess whose trait reads 「可以放置于远程位」 is widened, normal or elite, whatever the module (owner 2026-10-05)', () => {
assert.equal(positionClass({ position: 'MELEE' }), 'melee');
assert.equal(positionClass({ position: 'MELEE', placement: 'all' }), 'melee', 'the old placement field is ignored');
assert.equal(basePositionClass({ position: 'MELEE', isGolden: true, charId: 'char_474_glady' }), 'melee');
assert.equal(positionClass({ position: 'MELEE', trait: { desc: '技能可以使敌人产生位移\n可以放置于远程位' } }), 'all', 'the trait line');
assert.equal(positionClass({ position: 'MELEE', trait: { desc: '可以额外部署在远程位' } }), 'melee', 'another wording is not the line');
assert.equal(positionClass({ position: 'RANGED', trait: { desc: '可以放置于远程位' } }), 'ranged', 'a ranged record keeps its class');
assert.equal(basePositionClass({ position: 'MELEE', trait: { desc: '可以放置于远程位' } }), 'melee', 'the battle class stays melee');
assert.equal(positionClass({ position: 'RANGED' }), 'ranged');
assert.equal(positionClass({ position: 'ALL' }), 'all');
assert.equal(positionClass(null), 'all');
const HOK_Y = 'uniequip_003_glady';
const gladE = DATA.chess.chess_char_4_12_b;
const map = buildDeployMap(DATA.stages.act2autochess_m01);
assert.ok(!canPlace(map, positionClass(DATA.chess.chess_char_4_12_a, HOK_Y), 10, 4), 'normal 歌蕾蒂娅, even with the id, not');
assert.ok(!canPlace(map, positionClass(gladE), 10, 4), 'elite with no module id (default is not passed) not');
assert.ok(!canPlace(map, positionClass(gladE, 'uniequip_002_glady'), 10, 4), 'HOK-X not');
assert.ok(!canPlace(map, positionClass(gladE, 'none'), 10, 4), 'no module not');
assert.ok(canPlace(map, positionClass(gladE, HOK_Y), 10, 4), 'elite + HOK-Y on the 高台');
assert.ok(canPlace(map, positionClass(gladE, HOK_Y), 9, 3), 'and still on the ground');
assert.ok(!canPlace(map, positionClass(DATA.chess.chess_char_2_03_b, HOK_Y), 10, 4), '崖心 not');
assert.ok(!canPlace(map, positionClass(DATA.chess.chess_char_3_07_b, HOK_Y), 10, 4), '见行者 not');
// the six trait holders: 歌蕾蒂娅 / 崖心 (钩索师) and 见行者 (推击手), normal and elite
for (const id of ['chess_char_4_12_a', 'chess_char_4_12_b', 'chess_char_2_03_a', 'chess_char_2_03_b', 'chess_char_3_07_a', 'chess_char_3_07_b']) {
assert.equal(positionClass(DATA.chess[id]), 'all', id);
assert.ok(canPlace(map, positionClass(DATA.chess[id]), 10, 4), `${id} on the 高台`);
assert.ok(canPlace(map, positionClass(DATA.chess[id]), 9, 3), `${id} still on the ground`);
assert.equal(basePositionClass(DATA.chess[id]), 'melee', `${id} blocks like a melee unit`);
assert.equal(DATA.chess[id].placement, undefined);
}
assert.ok(!canPlace(map, positionClass(DATA.chess.chess_char_1_02_a), 10, 4), '角峰 (重装) not');
assert.equal(DATA.chess.chess_char_4_12_a.placement, undefined);
assert.equal(gladE.placement, undefined);
});
test('g.move: legality per chess position, BAD_TILE outside, deploy cap 8, swaps allowed at cap', () => {
+91 -107
View File
@@ -11,13 +11,15 @@
// nowhere to go); moving the owner sends it back anyway (PRTS 卫戍协议/帮助 "移动干员时,其所属召唤物全部退场并重置
// 至手牌区") — with no room it leaves the board until the next round start.
// The sim side (突袭 landing tile, tactical point) is test/sim/feedback1-water.test.js.
// Owner's decision 2026-10-04 reverses DESIGN §22.6: the trait 「可以放置于远程位」 is not trusted. Only elite
// 歌蕾蒂娅 carrying HOK-Y 淡金坠饰 (uniequip_003_glady) may stand on a 高台. The battle keeps position MELEE
// (on a 高台 she attacks but blocks nothing). A bot may plan that one loadout on a 高台; everyone else stays on the ground.
// 高台: the owner's decision of 2026-10-05 (reversing the one of 2026-10-04, elite 歌蕾蒂娅 with HOK-Y only) follows
// PRTS — every MELEE chess whose trait reads 「可以放置于远程位」 (the 钩索师 / 推击手 branch trait: 歌蕾蒂娅, 崖心, 见行者,
// normal and elite) may stand on a 高台, with any module or none; raised with the PRTS source in PR #69 by
// @sunstricken. The battle keeps position MELEE (on a 高台 they attack but block nothing). The bots plan them on a 高台
// that covers the enemy road; every other melee unit stays on the ground.
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { buildDeployMap, canPlace as boardCanPlace, legalTiles, positionClass, placeClass, tileKey, ownerRangeKeys } from '../../server/match/board.js';
import { GLADIIA_HOK_Y } from '../../shared/highGround.js';
import { PLACE_ON_RANGED, meleeOnHighGround } from '../../shared/highGround.js';
import { ERR } from '../../shared/constants.js';
import { DATA, makeMatch, give, giveItem, checkInvariants, chessOfTier } from './harness.js';
import { botPrep, planLayout, fieldModel } from '../../server/match/bot.js';
@@ -305,75 +307,67 @@ test('#9 bots place 狼群 / 流形 only inside their owner\'s range', () => {
});
// ---------------------------------------------------------------------------------------------------------------------
// 高台: only elite 歌蕾蒂娅 + HOK-Y (owner's decision 2026-10-04)
// 高台: every melee chess whose trait reads 「可以放置于远程位」, any module (the owner's decision of 2026-10-05)
const HIGH_STAGE = 'act2autochess_m01';
const HIGH = ['10,4', '11,4', '12,4']; // 战场#01(下半)'s ranged-only (高台) tiles
const GLAD_N = 'chess_char_4_12_a';
const GLAD_E = 'chess_char_4_12_b'; // the golden record
const CLIFF_N = 'chess_char_2_03_a';
const CLIFF_E = 'chess_char_2_03_b';
const FORCER_N = 'chess_char_3_07_a';
const FORCER_E = 'chess_char_3_07_b';
const HOLDERS = [GLAD_N, GLAD_E, CLIFF_N, CLIFF_E, FORCER_N, FORCER_E];
const HOK_X = 'uniequip_002_glady';
const HOK_Y = 'uniequip_003_glady';
const TANK = (c) => c.profession === 'TANK' && c.position === 'MELEE';
const rc = (k) => k.split(',').map(Number);
const toHand = (m, ps, p) => move(m, p.uid, { area: 'hand', idx: ps.hand.findIndex((x) => x == null) });
const equip = (ps, module) => {
assert.equal(ps.setLoadout({ [GLAD_N]: { module } }), true, module);
};
/**
* The loadouts each holder is tried with: its default (null), no module, and every module it has. 崖心 and 见行者 are
* hidden this season (never in the pool): a player cannot set their loadout (shared/protocol.js checkLoadout), so they
* are tried with their defaults (elite: HOK-X / PUS-X).
*/
const loadoutsOf = (id) => (DATA.chess[DATA.chess[id].baseId].isHidden ? [null]
: [null, 'none', ...(DATA.chess[DATA.chess[id].baseId].goldenId ? DATA.chess[DATA.chess[DATA.chess[id].baseId].goldenId].modules : []).map((x) => x.uniEquipId)]);
test('高台 data: no chess stores placement; HOK-Y is 淡金坠饰 on the elite 歌蕾蒂娅 only', () => {
test('高台 data: no chess stores placement; 「可以放置于远程位」 is the trait of exactly the six 钩索师 / 推击手 records, and every module keeps it', () => {
assert.equal(Object.values(DATA.chess).some((c) => c.placement !== undefined), false);
for (const t of Object.values(DATA.tokens)) assert.equal(t.placement, undefined, t.tokenId);
const e = DATA.chess[GLAD_E];
const y = e.modules.find((m) => m.uniEquipId === GLADIIA_HOK_Y);
assert.equal(e.charId, 'char_474_glady');
assert.equal(e.isGolden, true);
assert.equal(y.typeName, 'HOK-Y');
assert.equal(y.name, '淡金坠饰');
assert.equal(e.modules.find((m) => m.isDefault).uniEquipId, HOK_X, 'the default module is HOK-X, ground-only');
assert.equal(DATA.chess[GLAD_N].isGolden, false);
assert.ok(!DATA.chess[CLIFF_E].modules.some((m) => m.uniEquipId === GLADIIA_HOK_Y), '崖心 has no HOK-Y');
assert.equal(DATA.chess[GLAD_N].position, 'MELEE');
assert.equal(e.position, 'MELEE');
const widened = Object.values(DATA.chess).filter((c) => meleeOnHighGround(c)).map((c) => c.chessId).sort();
assert.deepEqual(widened, HOLDERS.slice().sort());
for (const id of HOLDERS) {
const c = DATA.chess[id];
assert.equal(c.position, 'MELEE', id);
assert.ok(['钩索师', '推击手'].includes(c.subProfessionName), id);
for (const x of c.modules || []) assert.ok(x.traitOverride.desc.includes(PLACE_ON_RANGED), `${id} ${x.typeName} keeps the line`);
}
// the module text never adds the line to anybody else (教官 Y "可以额外部署在远程位" is a talent, not the trait)
for (const c of Object.values(DATA.chess)) {
if (HOLDERS.includes(c.chessId)) continue;
for (const x of c.modules || []) assert.ok(!(x.traitOverride?.desc || '').includes(PLACE_ON_RANGED), `${c.chessId} ${x.typeName}`);
}
assert.equal(DATA.chess[GLAD_E].modules.find((x) => x.uniEquipId === HOK_Y).typeName, 'HOK-Y');
});
test('高台 table: (operator, module, tile) → allowed only for elite 歌蕾蒂娅 + HOK-Y on a 高台; ranged unchanged', () => {
test('高台 table: every trait holder, normal and elite, with its default, no module or any module, may take each 高台; a 重装 is refused; ranged unchanged', () => {
const { m, ps } = prep(HIGH_STAGE);
assert.deepEqual([...ps.deployMap()].filter(([, cls]) => cls === 'ranged').map(([k]) => k).sort(), HIGH);
// rows: chess id, module set on the 歌蕾蒂娅 loadout (null = leave the default), expect 高台
const rows = [
[GLAD_E, GLADIIA_HOK_Y, true],
[GLAD_E, HOK_X, false],
[GLAD_E, 'none', false],
[GLAD_N, GLADIIA_HOK_Y, false],
[GLAD_N, null, false],
[CLIFF_E, GLADIIA_HOK_Y, false],
[FORCER_N, null, false],
[FORCER_E, null, false],
];
const owned = new Map();
for (const [id, module, allowHigh] of rows) {
if (module) equip(ps, module);
else ps.setLoadout({});
let p = owned.get(id);
if (!p) { p = give(m, ps, id); owned.set(id, p); }
else if (ps.find(p.uid)?.area === 'board') assert.deepEqual(toHand(m, ps, p), { ok: true });
for (const k of HIGH) {
const [r, c] = rc(k);
const res = move(m, p.uid, board(r, c), 'DOWN');
if (allowHigh) {
assert.deepEqual(res, { ok: true }, `${id} ${module} → ${k}`);
for (const id of HOLDERS) {
const p = give(m, ps, id);
for (const module of loadoutsOf(id)) {
assert.equal(ps.setLoadout(module ? { [DATA.chess[id].baseId]: { module } } : {}), true, `${id} ${module}`);
for (const k of HIGH) {
const [r, c] = rc(k);
assert.deepEqual(move(m, p.uid, board(r, c), 'DOWN'), { ok: true }, `${id} ${module || 'default'} → ${k}`);
assert.equal(ps.board.get(k), p);
checkInvariants(m);
assert.deepEqual(toHand(m, ps, p), { ok: true });
} else {
assert.equal(res.error, ERR.BAD_TILE, `${id} ${module || 'default'} → ${k}`);
}
assert.deepEqual(move(m, p.uid, board(9, 3)), { ok: true }, `${id}: the ground stays legal`);
assert.equal(placeClass(ps, DATA.chess[id]), 'all', id);
assert.deepEqual(toHand(m, ps, p), { ok: true });
}
assert.deepEqual(move(m, p.uid, board(9, 3)), { ok: true }, `${id}: the ground stays legal`);
assert.equal(placeClass(ps, DATA.chess[id]) === 'all', allowHigh, id);
assert.deepEqual(toHand(m, ps, p), { ok: true });
ps.setLoadout({});
}
const tank = give(m, ps, chessOfTier(1, TANK).find((x) => m.pool.has(x)));
@@ -390,43 +384,41 @@ test('高台 table: (operator, module, tile) → allowed only for elite 歌蕾
m.dispose();
});
test('高台 client: drag highlights follow the loadout; a 重装 keeps "近战单位只能部署在地面"', () => {
test('高台 client: drag highlights = the server for every trait holder under any module; a 重装 keeps "近战单位只能部署在地面"', () => {
const { m, ps } = prep(HIGH_STAGE);
equip(ps, GLADIIA_HOK_Y);
const glad = give(m, ps, GLAD_E);
const normal = give(m, ps, GLAD_N);
const cliff = give(m, ps, CLIFF_E);
const holders = HOLDERS.map((id) => give(m, ps, id));
const tank = give(m, ps, chessOfTier(1, TANK).find((x) => m.pool.has(x)));
const ranged = give(m, ps, chessOfTier(1, RANGED).find((x) => m.pool.has(x)));
const ctx = clientCtx(m, ps);
const map = ps.deployMap();
for (const p of [glad, normal, cliff, tank, ranged]) {
const lit = boardTargets(ctx, p.uid).legal.map(([r, c]) => tileKey(r, c)).sort();
assert.deepEqual(lit, legalTiles(map, placeClass(ps, DATA.chess[p.id])).map(([r, c]) => tileKey(r, c)).sort(), `${p.id}: highlights = the server`);
}
for (const k of HIGH) {
const [r, c] = rc(k);
assert.equal(clientCanPlace(ctx, glad.uid, board(r, c)).ok, true, k);
for (const p of [normal, cliff, tank]) {
const res = clientCanPlace(ctx, p.uid, board(r, c));
assert.equal(res.ok, false, p.id);
for (const loadout of [{}, { [GLAD_N]: { module: HOK_Y } }, { [GLAD_N]: { module: HOK_X } }, { [GLAD_N]: { module: 'none' } }]) {
assert.equal(ps.setLoadout(loadout), true);
const ctx = clientCtx(m, ps);
for (const p of [...holders, tank, ranged]) {
const lit = boardTargets(ctx, p.uid).legal.map(([r, c]) => tileKey(r, c)).sort();
assert.deepEqual(lit, legalTiles(map, placeClass(ps, DATA.chess[p.id])).map(([r, c]) => tileKey(r, c)).sort(), `${p.id}: highlights = the server`);
}
for (const k of HIGH) {
const [r, c] = rc(k);
for (const p of holders) assert.equal(clientCanPlace(ctx, p.uid, board(r, c)).ok, true, `${p.id} → ${k}`);
const res = clientCanPlace(ctx, tank.uid, board(r, c));
assert.equal(res.ok, false);
assert.equal(res.reason, '近战单位只能部署在地面');
assert.equal(clientCanPlace(ctx, ranged.uid, board(r, c)).ok, true);
}
assert.equal(clientCanPlace(ctx, ranged.uid, board(r, c)).ok, true);
}
m.dispose();
});
test('高台 swaps: elite 歌蕾蒂娅 + HOK-Y trades with a ranged operator, not with a 重装', () => {
test('高台 swaps: 歌蕾蒂娅 (normal, no module) trades with a ranged operator, not with a 重装', () => {
const { m, ps } = prep(HIGH_STAGE);
equip(ps, GLADIIA_HOK_Y);
const glad = give(m, ps, GLAD_E);
const glad = give(m, ps, GLAD_N);
const tank = give(m, ps, chessOfTier(1, TANK).find((x) => m.pool.has(x)));
const ranged = give(m, ps, chessOfTier(1, RANGED).find((x) => m.pool.has(x)));
assert.deepEqual(move(m, glad.uid, board(10, 4), 'DOWN'), { ok: true });
assert.deepEqual(move(m, tank.uid, board(9, 3)), { ok: true });
assert.deepEqual(move(m, ranged.uid, board(11, 4)), { ok: true });
let ctx = clientCtx(m, ps);
// swapping 歌蕾蒂娅 (高台) with the 重装 (ground) would put the 重装 on the 高台
assert.equal(clientCanPlace(ctx, glad.uid, board(9, 3)).ok, false);
assert.equal(move(m, glad.uid, board(9, 3)).error, ERR.BAD_TILE);
assert.equal(clientCanPlace(ctx, tank.uid, board(10, 4)).ok, false);
@@ -444,16 +436,14 @@ test('高台 swaps: elite 歌蕾蒂娅 + HOK-Y trades with a ranged operator, no
m.dispose();
});
test('高台 battle input: elite 歌蕾蒂娅 + HOK-Y is fielded on (10,4) and blocks nothing there; on the ground she blocks', () => {
test('高台 battle input: 歌蕾蒂娅 is fielded on (10,4) and blocks nothing there; on the ground she blocks', () => {
const { m, ps } = prep(HIGH_STAGE);
equip(ps, GLADIIA_HOK_Y);
const glad = give(m, ps, GLAD_E);
const glad = give(m, ps, GLAD_N);
assert.deepEqual(move(m, glad.uid, board(10, 4), 'DOWN'), { ok: true });
const u0 = ps.battleInput().units.find((u) => u.uid === glad.uid);
assert.deepEqual([u0.row, u0.col, u0.dir, u0.moduleId], [10, 4, 'DOWN', GLADIIA_HOK_Y]);
assert.deepEqual([u0.row, u0.col, u0.dir], [10, 4, 'DOWN']);
m.dispose();
// position stays MELEE either way: the normal record (the same body the 0.1.2 measurement used) attacks the lane
// from the 高台 and blocks nothing there. HOK-Y's own range is not what this asserts.
// position stays MELEE either way: she attacks the lane from the 高台 and blocks nothing there
for (const [r, c, dir, high] of [[10, 4, 'DOWN', true], [9, 5, 'RIGHT', false]]) {
const h = makeBattle({
stageId: HIGH_STAGE, seed: 3, timeLimit: 60, autoFinish: false,
@@ -473,42 +463,36 @@ test('高台 battle input: elite 歌蕾蒂娅 + HOK-Y is fielded on (10,4) and b
}
});
test('高台 bots: elite 歌蕾蒂娅 + HOK-Y takes a 高台 that covers the road while the ground is still free', () => {
test('高台 bots: every trait holder, normal and elite, takes a 高台 that covers the road while the ground is still free; a plain melee stays on the road', () => {
const { m, ps } = prep(HIGH_STAGE, 11);
equip(ps, GLADIIA_HOK_Y);
const elite = give(m, ps, GLAD_E);
const k = planLayout(m, ps, [elite]).get(elite.uid);
assert.equal(ps.deployMap().get(k), 'ranged', `planned on a 高台 with the road open (${k})`);
const [r, c] = rc(k);
assert.deepEqual(move(m, elite.uid, board(r, c)), { ok: true });
m.dispose();
});
test('高台 bots: everyone else stays on the road; elite 歌蕾蒂娅 + HOK-Y may take a 高台 when the ground is full', () => {
const { m, ps } = prep(HIGH_STAGE, 11);
const pieces = ['chess_char_4_02_a', GLAD_N, FORCER_N, 'chess_char_2_03_a'].map((id) => give(m, ps, id));
const plan = planLayout(m, ps, pieces);
const map = ps.deployMap();
const road = fieldModel(m, ps).ground;
for (const p of pieces.slice(1)) {
const k = plan.get(p.uid);
assert.equal(map.get(k), 'melee', `${p.id} on a ground tile (${k})`);
assert.ok(road.has(k), `${p.id} on an enemy road tile (${k})`);
assert.equal(move(m, p.uid, board(10, 4)).error, ERR.BAD_TILE, `${p.id} deploy refused`);
for (const id of HOLDERS) {
const p = give(m, ps, id);
for (const module of loadoutsOf(id)) {
assert.equal(ps.setLoadout(module ? { [DATA.chess[id].baseId]: { module } } : {}), true);
const plan = planLayout(m, ps, [p]);
const k = plan.get(p.uid);
assert.equal(map.get(k), 'ranged', `${id} ${module || 'default'}: planned on a 高台 with the road open (${k})`);
const [r, c] = rc(k);
const cover = ownerRangeKeys(DATA.chess[id].rangeGrid, r, c, plan.dirOf(p.uid));
assert.ok([...cover].some((t) => road.has(t)), `${id}: its range from ${k} covers the road`);
assert.deepEqual(move(m, p.uid, board(r, c), plan.dirOf(p.uid)), { ok: true });
assert.deepEqual(toHand(m, ps, p), { ok: true });
}
}
const elite = give(m, ps, GLAD_E);
equip(ps, GLADIIA_HOK_Y);
const melee = [...map].filter(([, cls]) => cls === 'melee').map(([k]) => k);
const highPlan = planLayout(m, ps, [elite], undefined, { occupied: new Set(melee) });
const hk = highPlan.get(elite.uid);
assert.equal(map.get(hk), 'ranged', `HOK-Y planned on a 高台 (${hk})`);
const [hr, hc] = rc(hk);
assert.deepEqual(move(m, elite.uid, board(hr, hc)), { ok: true });
ps.setLoadout({});
// a plain melee operator (a 重装) stays on an enemy road tile, and a 高台 is no fallback for it once the ground is full
const tank = give(m, ps, chessOfTier(1, TANK).find((x) => m.pool.has(x)));
const k = planLayout(m, ps, [tank]).get(tank.uid);
assert.equal(map.get(k), 'melee', `the 重装 on a ground tile (${k})`);
assert.ok(road.has(k), `the 重装 on an enemy road tile (${k})`);
assert.equal(move(m, tank.uid, board(10, 4)).error, ERR.BAD_TILE, 'the 重装 deploy refused');
const melee = new Set([...map].filter(([, cls]) => cls === 'melee').map(([key]) => key));
assert.equal(planLayout(m, ps, [tank], undefined, { occupied: melee }).get(tank.uid), undefined, 'no ground left: no plan');
const glad = give(m, ps, GLAD_E);
const hk = planLayout(m, ps, [glad], undefined, { occupied: melee }).get(glad.uid);
assert.equal(map.get(hk), 'ranged', `elite 歌蕾蒂娅 still gets a 高台 (${hk})`);
checkInvariants(m);
assert.deepEqual(toHand(m, ps, elite), { ok: true });
equip(ps, 'none');
const refused = planLayout(m, ps, [elite], undefined, { occupied: new Set(melee) });
assert.equal(refused.get(elite.uid), undefined, 'no module: a 高台 is not a fallback');
assert.equal(move(m, elite.uid, board(10, 4)).error, ERR.BAD_TILE);
m.dispose();
});
+95
View File
@@ -0,0 +1,95 @@
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { DATA, makeMatch } from './harness.js';
import { GameData } from '../../server/match/gamedata.js';
import { bondSnapshot } from '../../server/match/bondsMeta.js';
import { buildBattleSpec, createBattleFromSpec, compactResult } from '../../server/sim/spec.js';
import { validateClientResult } from '../../server/match/fields.js';
import { helperStats, helperOrder } from '../../server/match/unite.js';
const IDS = ['maniShip', 'emptyShip', 'soloShip', 'suntShip'];
const gd = new GameData(DATA, 'mode_multi_normal');
const bonds = () => Object.fromEntries(IDS.map((id) => [id, { count: 2, active: true, tier: 1, layers: 20 }]));
test('hidden-layer bonds retain saved layers, prep gains, pending gains and battle input layers', () => {
const h = makeMatch({ mode: 'solo', humans: 1, fake: true }).start();
try {
h.toPrep(1);
const ps = h.ps('p_0');
for (const id of IDS) {
assert.equal(gd.bond(id).noStack, true, id);
ps.bondCountBonus[id] = gd.bond(id).thresholds[0];
ps.layers[id] = 50;
}
ps.bondCountBonus.deputShip = 2;
ps.recompute();
for (const id of IDS) {
assert.equal(ps.bonds[id].active, true);
assert.equal(ps.layers[id], 50, 'recompute must not erase saved layers');
assert.equal(ps.addLayers(id, 8, { requireActive: true }), 8);
assert.equal(ps.addLayers(id, 8, { requireActive: false }), 8);
}
h.m.dispatch(ps, 'onPrepEnd', { round: 1 });
for (const id of IDS) assert.equal(ps.layers[id], 68, '助力 prep-end traits can add hidden layers');
ps.pendingLayerGains = Object.fromEntries(IDS.map((id) => [id, 9]));
for (const id of IDS) {
assert.equal(ps.bondsView()[id].layers, 77);
assert.equal(bondSnapshot(ps.bonds)[id].layers, 68, 'battle input keeps settled layers');
}
} finally { h.m.dispose(); }
});
test('hidden-layer gains run through the simulator hooks, event stream and result', () => {
const spec = buildBattleSpec({ stageId: 'act2autochess_m01', timeLimit: 1, content: 'none',
players: [{ playerId: 'p_0', units: [], bonds: bonds() }], flags: { layerGainsEnabled: true } });
const b = createBattleFromSpec(spec, DATA, { quiet: true });
const calls = [];
b.on('layerGain', (c) => calls.push(c.bondId));
for (const id of IDS) {
assert.equal(b.getPlayer('p_0').bonds[id].layers, 20);
assert.equal(b.addLayers('p_0', id, 4), 4);
assert.equal(b.getPlayer('p_0').bonds[id].layers, 24);
}
assert.deepEqual(calls, IDS);
assert.deepEqual(b.drainEvents().filter((e) => e[0] === 'layer').map((e) => e[2]), IDS);
b.forceEnd();
assert.deepEqual(b.result().perPlayer.p_0.layerGains, Object.fromEntries(IDS.map((id) => [id, 4])));
});
test('client validation accepts legal hidden-layer gains and still rejects malformed JSON values', () => {
const spec = buildBattleSpec({ stageId: 'act2autochess_m01', timeLimit: 1, content: 'none',
players: [{ playerId: 'p_0', units: [], bonds: bonds() }], flags: { layerGainsEnabled: true } });
const b = createBattleFromSpec(spec, DATA, { quiet: true });
for (const id of IDS) b.addLayers('p_0', id, 4);
b.forceEnd();
const raw = compactResult(b.result());
assert.equal(validateClientResult(spec, raw, { gd }).ok, true);
for (const value of [-1, '4', null, {}, 1000]) {
const forged = structuredClone(b.result());
forged.perPlayer.p_0.layerGains.soloShip = value;
assert.equal(validateClientResult(spec, forged, { gd }).ok, false, JSON.stringify(value));
}
});
test('settlement retains hidden-layer gains from the server result', () => {
const h = makeMatch({ mode: 'solo', humans: 1, fake: true,
script: () => ({ layerGains: { p_0: { soloShip: 12, suntShip: 9, yanShip: 3 } } }) }).start();
try {
h.toPrep(1);
h.m.handle('p_0', { t: 'g.ready', ready: true });
h.toPrep(2);
assert.equal(h.ps('p_0').layers.soloShip, 12);
assert.equal(h.ps('p_0').layers.suntShip, 9);
assert.equal(h.ps('p_0').layers.yanShip, 3);
} finally { h.m.dispose(); }
});
test('hidden layers contribute to unite pair ordering while inactive layers do not', () => {
const player = (id, seat, layers) => ({ playerId: id, seat, deployCount: 1, board: new Map(),
layers: { soloShip: layers, suntShip: 999 }, bonds: {
soloShip: { active: true, layers }, suntShip: { active: false, layers: 999 },
} });
const a = player('p_0', 0, 5), b = player('p_1', 1, 8), m = { gd }, results = new Map();
assert.equal(helperStats(m, b, results).layers, 8);
assert.deepEqual(helperOrder(m, [a, b], results).map((p) => p.playerId), ['p_1', 'p_0']);
});
+26 -16
View File
@@ -6,6 +6,7 @@
import { test, after } from 'node:test';
import assert from 'node:assert/strict';
import { startServer } from '../../server/index.js';
import { getData } from '../../server/data.js';
import { Match } from '../../server/match/Match.js';
import { TestClient } from '../helpers/wsClient.js';
import { FakeBattle } from './fakeBattle.js';
@@ -23,7 +24,8 @@ let srv = null;
const clients = [];
async function server() {
if (!srv) srv = await startServer({ port: 0, host: '127.0.0.1', log, MatchClass: FastMatch });
// Issue #144: in the one-human + AI draft, seed 69 makes the AI take band_bldsk first.
if (!srv) srv = await startServer({ port: 0, host: '127.0.0.1', log, MatchClass: FastMatch, seedFn: () => 69 });
return srv;
}
async function player(name, token) {
@@ -38,6 +40,23 @@ async function player(name, token) {
}
const ok = async (c, msg) => { const r = await c.request(msg); assert.equal(r.t, 'ok', `${msg.t}: ${JSON.stringify(r)}`); return r; };
/** Pick from the current public draft, including the AI's choices; never rely on a timeout after a refused pick. */
async function pickCoopBands(players) {
const pending = new Map(players.map((c) => [c.id, c]));
let frame;
while (pending.size) {
frame = await players[0].waitFor('m.public', (p) => p.phase === 'BAND_DRAFT' && pending.has(p.draft?.turn), 10000);
assert.equal(frame.draft.order.length, frame.players.length);
const taken = new Set(Object.values(frame.draft.picks));
const band = Object.values(getData().bands).find((b) =>
(!Array.isArray(b.modeTypeList) || b.modeTypeList.includes('MULTI')) && !taken.has(b.bandId));
assert.ok(band, 'a co-op strategy is still available');
await ok(pending.get(frame.draft.turn), { t: 'g.band', bandId: band.bandId });
pending.delete(frame.draft.turn);
}
return frame;
}
after(async () => {
for (const c of clients) await c.terminate().catch(() => {});
if (srv) await srv.close();
@@ -101,15 +120,7 @@ test('co-op over websockets: two humans + AI, reconnect with the token mid-match
for (const c of [a, b]) await c.waitFor('m.public', (p) => p.phase === 'INFO_CHECK');
await ok(a, { t: 'g.infoReady' });
await ok(b, { t: 'g.infoReady' });
const draft = await a.waitFor('m.public', (p) => p.phase === 'BAND_DRAFT' && p.draft);
assert.equal(draft.draft.order.length, 3);
// humans pick when it is their turn (bots pick themselves)
for (let i = 0; i < 20; i++) {
const p = await a.waitFor('m.public', (x) => x.phase !== 'BAND_DRAFT' || [a.id, b.id].includes(x.draft && x.draft.turn), 10000);
if (p.phase !== 'BAND_DRAFT') break;
const who = p.draft.turn === a.id ? a : b;
await who.request({ t: 'g.band', bandId: 'band_bldsk' });
}
await pickCoopBands([a, b]);
await a.waitFor('m.public', (p) => p.phase === 'PREP' && p.round === 1, 10000);
// B drops and comes back with its token
await b.terminate();
@@ -120,7 +131,9 @@ test('co-op over websockets: two humans + AI, reconnect with the token mid-match
assert.equal(priv.playerId, b2.id);
await ok(a, { t: 'g.ready', ready: true });
await ok(b2, { t: 'g.ready', ready: true });
await a.waitFor('m.public', (p) => p.phase === 'COMBAT', 10000);
// Instant simulated battles can finish before the throttled public phase is broadcast, as in the solo test.
const start = await a.waitFor('b.start', (x) => x.authoritative, 10000);
assert.equal(start.fieldId, `n:${a.id}`);
await a.waitFor('m.public', (p) => p.phase === 'PREP' && p.round === 2, 15000);
await ok(a, { t: 'g.leave' });
await ok(b2, { t: 'g.leave' });
@@ -154,11 +167,8 @@ test('co-op spectator over websockets: watches the real match like an eliminated
assert.equal(r.code, 'SPECTATOR', msg.t);
}
await ok(a, { t: 'g.infoReady' });
for (let i = 0; i < 40; i++) { // every draft frame in order: pick on the own turn (the AI picks at once)
const p = await a.waitFor('m.public', (x) => x.phase !== 'INFO_CHECK', 10000);
if (p.phase !== 'BAND_DRAFT') break;
if (p.draft && p.draft.turn === a.id && !p.draft.picks[a.id]) await ok(a, { t: 'g.band', bandId: 'band_bldsk' });
}
const draft = await pickCoopBands([a]);
assert.ok(Object.values(draft.draft.picks).includes('band_bldsk'), 'seed 69: the AI already took the default');
await a.waitFor('m.public', (p) => p.phase === 'PREP' && p.round === 1, 10000);
for (const msg of [{ t: 'g.buy', slot: 0 }, { t: 'g.ready', ready: true }, { t: 'g.refresh' }]) {
const r = await s.request(msg);
@@ -0,0 +1,121 @@
// test/render/feedback4-texas-skill-clip.test.js — player report (after 0.1.3): 德克萨斯 S2「剑雨」释放时不播放技能动画.
//
// Her Front model's skill roles are { begin: null, loop: 'Skill', end: null } — the 2.17 s 剑雨 clip — and both her
// skills are instant (server/sim/skills.js fires 'skill' 1 and 0 inside one tick and holds only the anim code SKILL for
// 0.5 s, snapshot.js animOf). spine.js setSkill(true) had a branch for a Begin clip and otherwise just re-played the
// base clip, so the skill clip never played: the actor showed its idle through the whole cast. The same clip shape
// (no Begin, no own Idle) carries 58 instant skills across the manifest.
//
// Real manifest entries, headless fake PIXI (test/render/fakepixi.js), like feedback3-skill-idle.test.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 } from './fakepixi.js';
const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '../..');
const assets = JSON.parse(readFileSync(path.join(ROOT, 'data/assets.json'), 'utf8'));
let fake, SpineActor;
before(async () => {
fake = installFakePixi();
({ SpineActor } = await import('../../public/js/render/spine.js'));
});
after(() => fake.restore());
/** An actor of a real operator's Front model with its equipped skill, recording every clip set / queued. */
function actor(charId, skillIndex) {
const entry = assets.chars[charId].spine.front;
const a = new SpineActor({ animations: Object.keys(entry.animations).map((name) => ({ name })) }, entry);
a.setSkillIndex(skillIndex);
a.log = [];
const st = a.spine.state;
const set = st.setAnimation, add = st.addAnimation;
st.setAnimation = (i, name, loop) => { a.log.push(['set', name, !!loop]); return set(i, name, loop); };
st.addAnimation = (i, name, loop) => { a.log.push(['queue', name, !!loop]); return add(i, name, loop); };
return a;
}
const run = (a, s, dt = 1 / 60) => { for (let t = 0; t < s - 1e-9; t += dt) a.update(dt); };
const names = (a) => a.log.map(([, n]) => n);
test('德克萨斯 S2 剑雨: an instant skill with no Begin clip plays its Skill clip and keeps it for the clip length', () => {
const a = actor('char_102_texas', 1);
assert.deepEqual([a.roles.skill.begin, a.roles.skill.loop, a.roles.skill.end, a.roles.skill.idle], [null, 'Skill', null, null], 'the manifest roles');
assert.equal(a.dur('Skill'), 2.167, 'the 剑雨 clip');
a.setSkill(true);
assert.deepEqual(a.log, [['set', 'Skill', false]], 'the skill clip itself, played once');
a.setSkill(false); // the sim fires 'skill' 1 and 0 in the same tick: the flag is already off
run(a, 1);
assert.equal(a.mode, 'skillBegin');
assert.equal(a.current, 'Skill', 'still on screen halfway through the cast');
run(a, 1.3);
assert.equal(a.mode, 'base');
assert.equal(a.current, 'Idle', 'back to the idle once the clip has run');
assert.deepEqual(names(a), ['Skill', 'Idle'], 'no end clip, no base flash before it');
});
test('the other instant skills with the same clip shape play their clip too (char_140_whitew S1 日晷, char_206_gnosis S2 零度爆发, 德克萨斯 S1)', () => {
for (const [charId, idx, clip] of [['char_140_whitew', 0, 'Skill'], ['char_206_gnosis', 1, 'Skill_2'], ['char_102_texas', 0, 'Skill']]) {
const a = actor(charId, idx);
assert.equal(a.roles.skill.begin, null, `${charId} S${idx + 1}: no Begin clip`);
assert.equal(a.roles.skill.idle, null, `${charId} S${idx + 1}: no own Idle`);
a.setSkill(true);
assert.equal(a.current, clip, `${charId} S${idx + 1} plays ${clip}`);
}
});
test('a skill that stays on (银灰 S3 真银斩: same clip shape, 1.33 s clip) plays it once and then rests — no freeze on its last frame', () => {
const a = actor('char_172_svrash', 2);
assert.deepEqual([a.roles.skill.begin, a.roles.skill.loop, a.roles.skill.idle], [null, 'Skill', null]);
a.setSkill(true);
assert.equal(a.current, 'Skill');
run(a, 2);
assert.equal(a.mode, 'base', 'the one-shot window is over');
assert.equal(a.current, 'Idle', 'rests on the idle while the skill is still running');
a.log.length = 0;
a.attack(1.2);
assert.equal(a.current, 'Skill', 'attacks still use the skill loop, as before');
a.setSkill(false);
assert.equal(a.current, 'Idle', 'no End clip: straight back to the idle');
});
test('unchanged: a Begin clip still runs into its queued next clip, a skill with its own Idle still idles, and End still closes the skill', () => {
const b = actor('char_4207_branch', 1); // 折桠 S2: Skill_2_Begin → Skill_2_Idle (community report #23)
b.setSkill(true);
assert.deepEqual(b.log, [['set', 'Skill_2_Begin', false], ['queue', 'Skill_2_Idle', true]]);
const n = actor('char_1014_nearl2', 2); // 耀骑士临光 S3: no Begin, own Idle — plays that idle at once
n.setSkill(true);
assert.deepEqual(n.log, [['set', 'Skill_3_Idle', true]]);
const u = actor('char_337_utage', 1); // 宴: Begin → loop, unchanged
u.setSkill(true);
assert.deepEqual(u.log, [['set', 'Skill_Start', false], ['queue', 'Skill_Loop', true]]);
});
test('the deploy-time passives the sim now opens a window for play their clip (琳琅诗怀雅 S1/S2: kind passive, no duration)', () => {
// server/sim/skills.js `_startPassive` fires ['skill', id, 1] at the deployment and 0 after SKILL_ANIM_WINDOW (0.5 s),
// which is shorter than her 1 s clips: the actor holds the clip to its own end and then idles.
for (const [idx, clip] of [[0, 'Skill_1'], [1, 'Skill_2']]) {
const a = actor('char_1033_swire2', idx);
assert.deepEqual([a.roles.skill.begin, a.roles.skill.loop, a.roles.skill.idle], [null, clip, null]);
assert.equal(a.dur(clip), 1);
a.setSkill(true);
assert.equal(a.current, clip, `S${idx + 1} plays ${clip} at the deployment`);
run(a, 0.5);
a.setSkill(false); // the sim closes the window at 0.5 s …
run(a, 0.4);
assert.equal(a.current, clip, '… the clip is still running (it is 1 s long)');
run(a, 0.2);
assert.equal(a.mode, 'base');
assert.equal(a.current, 'Idle', 'and then back to the idle');
}
});
test('a skill clip that IS the normal attack clip is not played as a skill animation (no attack twitch at the deployment)', () => {
const a = actor('char_1028_texas2', 0); // 缄默德克萨斯 S1: anims.skill.loop === anims.attack.loop ('Attack')
assert.equal(a.roles.skill.loop, a.roles.attack.loop);
a.setSkill(true);
assert.deepEqual(a.log, [['set', 'Idle', true]], 'falls through to the base clip, as before');
assert.equal(a.current, 'Idle');
});
+1 -1
View File
@@ -78,7 +78,7 @@ test('耀骑士临光 S2: withdrawn at the skill end, she lies down on her tile
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(u.alive && u.skill.active, '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);
+65
View File
@@ -0,0 +1,65 @@
// Regression checks for 突袭 landing terrain, using the shared server/browser simulation.
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { makeBattle, flatStage, chessRec, enemyRec, checkInvariants } from '../helpers/battleHarness.js';
import { inRange } from '../../server/sim/content/support/index.js';
const HOME = [12, 3];
const ENEMY = [10, 8];
const BONDS = { raidShip: { count: 2, active: true, tier: 1, layers: 0 } };
function scenario(ready, noLanding = false) {
const stage = flatStage();
const put = (r, c, glyph) => { stage.rows[r] = stage.rows[r].slice(0, c) + glyph + stage.rows[r].slice(c + 1); };
// Every tile in the landing search area is high ground or water except the one dry shore tile.
for (let r = 9; r <= 12; r++) for (let c = 6; c <= 10; c++) put(r, c, 'h');
put(...ENEMY, 'd');
put(10, 9, 'r'); // A shooting platform: low ground in the legend, but unavailable to melee.
if (!noLanding) put(9, 8, 'r');
const h = makeBattle({
stage, bonds: BONDS,
defs: {
chess: { raider: chessRec({
id: 'raider', profession: 'WARRIOR', position: 'MELEE', bonds: ['raidShip'],
rangeGrid: [[0, 0], [0, 1], [1, 0], [0, -1], [-1, 0]],
skill: ready ? { spCost: 10, initSp: 10 } : null,
}) },
enemies: { enemy_wader: enemyRec({ key: 'enemy_wader', hp: 1e7, speed: 0 }) },
},
units: [{ chessId: 'raider', row: HOME[0], col: HOME[1] }],
enemies: [{ key: 'enemy_wader', pos: ENEMY }],
setup(b) { b.setObstacle(10, 9, true); },
});
h.step();
assert.equal(h.unit('raider').alive, true);
assert.equal(h.b.grid.canStand(10, 7), false, 'high ground is not a melee landing tile');
assert.equal(h.b.grid.canStand(...ENEMY), false, 'water is not a landing tile');
assert.equal(h.b.grid.canStand(10, 9), false, 'shooting platform is not a melee landing tile');
return h;
}
for (const ready of [false, true]) {
const trigger = ready ? 'skill ready' : 'idle for 10 seconds';
test(`突袭 (${trigger}): skips high ground, water and shooting platforms, landing on dry ground`, () => {
const h = scenario(ready);
const u = h.unit('raider');
h.run(ready ? 0.6 : 11);
assert.deepEqual([u.tileR, u.tileC], [9, 8], 'the only legal shore tile');
assert.ok(u.alive && u.deployed && u.ground);
assert.ok(inRange(u, h.enemy('enemy_wader')), 'the enemy is in range after the jump');
const landings = h.hooksOf('deploy').filter((c) => c.unit === u && !c.initial);
assert.equal(landings.length, 1, 'one successful raid redeployment');
checkInvariants(h.b);
});
test(`突袭 (${trigger}): stays deployed when only high ground, water and platforms surround the enemy`, () => {
const h = scenario(ready, true);
const u = h.unit('raider');
h.run(12);
assert.deepEqual([u.tileR, u.tileC], HOME);
assert.ok(u.alive && u.deployed, 'no withdrawal without a valid landing');
assert.equal(h.hooksOf('death').filter((c) => c.unit === u).length, 0);
assert.equal(h.hooksOf('deploy').filter((c) => c.unit === u && !c.initial).length, 0);
checkInvariants(h.b);
});
}
+175
View File
@@ -4,15 +4,160 @@ import assert from 'node:assert/strict';
import { makeBattle, chessRec, enemyRec } from '../helpers/battleHarness.js';
import { genericSkillSpec, genericKind } from '../../server/sim/content/generic.js';
import { getDefaultSource } from '../../server/sim/simdata.js';
import { UF } from '../../shared/constants.js';
const approx = (a, b, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps, `${a} ≈ ${b}`);
const RANGE3 = [[0, 0], [0, 1], [0, 2], [0, 3], [1, 0], [1, 1], [1, 2], [1, 3], [-1, 0], [-1, 1], [-1, 2], [-1, 3]];
const dummy = (o = {}) => enemyRec({ key: 'enemy_dummy', hp: 1e7, speed: 0, ...o });
test('deployment duration: synchronous start, one charge, countdown, carry and fresh redeployment', () => {
for (const carryState of [undefined, { hpPct: 0.5, sp: 0, skillActive: true }]) {
const order = [];
const h = makeBattle({
defs: { chess: { t_deploy: sniperWith({ spCost: 0 }, { id: 't_deploy' }) } },
units: [{ chessId: 't_deploy', row: 10, col: 4, carryState }], timeLimit: 120,
kits: { t_deploy: () => ({ skill: {
kind: 'duration', activateOnDeploy: true, duration: 4, spCost: 0, spType: 'none', trigger: 'NEVER', mods: { atkPct: 1 },
} }) },
setup(b) {
for (const name of ['skillStart', 'deploy']) b.on(name, (c) => order.push([name, c.reason, c.unit.skill.timeLeft]));
},
});
h.b.start();
const u = h.unit('t_deploy'), sk = u.skill;
assert.deepEqual(order, [['skillStart', 'deploy', 4], ['deploy', undefined, 4]]);
assert.equal(sk.active, true);
assert.equal(sk.activations, 1);
assert.equal(sk.charges, 0);
assert.equal(sk.ready, false);
approx(u.s.atk, 200);
const tuple = () => h.snapshot().units.find((t) => t[0] === u.id);
assert.ok(tuple()[7] & UF.SKILL);
assert.deepEqual(tuple().slice(5, 7), [4, 4]);
h.run(2);
approx(sk.timeLeft, 2);
assert.deepEqual(tuple().slice(5, 7), [2, 4]);
h.run(2.1);
assert.equal(sk.active, false);
assert.equal(sk.ready, false);
assert.equal(sk.charges, 0);
assert.equal(sk.sp, 0);
approx(u.s.atk, 100);
assert.ok(!(tuple()[7] & UF.SKILL));
assert.deepEqual(tuple().slice(5, 7), [0, 0]);
assert.deepEqual(h.hooksOf('skillEnd').map((c) => c.reason), ['duration']);
assert.equal(sk.gainSp(100, 'talent'), 0);
h.run(5);
assert.equal(sk.activations, 1);
h.b.retreat(u);
assert.equal(h.hooksOf('skillEnd').length, 1, 'expired skill does not end again on retreat');
assert.ok(h.b.redeploy(u, { free: true }));
assert.equal(sk.activations, 2);
approx(sk.timeLeft, 4);
assert.equal(sk.charges, 0);
h.invariants();
}
});
test('deployment duration: early retreat/death cleans effects and leaves no stale end on redeployment', () => {
for (const remove of ['retreat', 'kill']) {
const h = makeBattle({
defs: { chess: { t_deploy: sniperWith({ spCost: 0 }, { id: 't_deploy' }) } },
units: [{ chessId: 't_deploy', row: 10, col: 4 }],
kits: { t_deploy: () => ({ skill: {
kind: 'duration', activateOnDeploy: true, duration: 4, spCost: 0, spType: 'none', trigger: 'NEVER', mods: { aspd: 50 },
} }) },
});
const u = h.unit('t_deploy');
h.run(1);
h.b[remove](u);
assert.equal(u.skill.active, false);
approx(u.s.aspd, u.base.aspd);
assert.deepEqual(h.hooksOf('skillEnd').map((c) => c.reason), ['death']);
assert.ok(h.b.redeploy(u, { free: true }));
h.run(3.1);
assert.equal(u.skill.active, true, 'old deployment deadline does not end the new window');
assert.equal(h.hooksOf('skillEnd').length, 1);
h.run(1);
assert.deepEqual(h.hooksOf('skillEnd').map((c) => c.reason), ['death', 'duration']);
assert.equal(u.skill.ready, false);
h.invariants();
}
});
function sniperWith(skill, o = {}) {
return chessRec({ id: 't_sn', profession: 'SNIPER', subProfessionId: 'closerange', stats: { atk: 100, bat: 1, ...(o.stats || {}) }, rangeGrid: RANGE3, skill, ...o });
}
test('generic timed passive: deployment window owns stats and arts hits without reinterpreting passive proc parameters; permanent passive stays on', () => {
const h = makeBattle({
defs: { chess: {
t_sn: sniperWith({ skillType: 'PASSIVE', duration: 0, spCost: 0,
description: '部署后在4秒内攻击力+100%,攻击造成法术伤害',
bb: { atk: 1, duration: 4, max_target: 2, 'attack@cold': 1, ability_range_forward_extend: 1 } }),
t_p: sniperWith({ skillType: 'PASSIVE', duration: 0, spCost: 0, description: '攻击力+100%', bb: { atk: 1, duration: 4 } }, { id: 't_p' }),
}, enemies: { enemy_dummy: dummy() } },
units: [{ chessId: 't_sn', row: 10, col: 4 }, { chessId: 't_p', row: 12, col: 4 }],
content: 'generic', captureNoisy: true,
});
h.b.start();
const u = h.unit('t_sn'), p = h.unit('t_p');
assert.equal(u.skill.kind, 'duration');
assert.equal(u.skill.activations, 1);
assert.equal(u.skill.ready, false);
assert.deepEqual(u.rangeKeys, u.baseRangeKeys, 'passive parameters do not extend the attack range');
h.spawn('enemy_dummy', { pos: [10, 6] });
h.spawn('enemy_dummy', { pos: [10, 6] });
h.run(2);
approx(u.s.atk, 200);
const hits = h.hooksOf('damaged').filter((c) => c.source === u);
assert.ok(hits.length && hits.every((c) => c.type === 'arts'));
assert.equal(new Set(hits.map((c) => c.target)).size, 1, 'passive max_target does not turn normal attacks into multi-target attacks');
assert.deepEqual(h.snapshot().units.find((t) => t[0] === u.id).slice(5, 7), [2, 4]);
h.run(2.1);
assert.equal(u.skill.active, false);
assert.equal(u.skill.charges, 0);
approx(u.s.atk, 100);
assert.deepEqual(u.rangeKeys, u.baseRangeKeys);
h.run(2);
const late = h.hooksOf('damaged').filter((c) => c.source === u && c.t > 4.5);
assert.ok(late.length && late.every((c) => c.type === 'phys'));
assert.equal(h.hooksOf('statusApplied').filter((c) => c.source === u && c.status === 'cold').length, 0,
'passive proc parameters do not become attack statuses');
assert.equal(p.skill.kind, 'passive');
assert.equal(p.skill.active, true);
approx(p.s.atk, 200);
h.invariants();
});
test('generic 宴 S2: real normal/elite descriptions convert damage to arts only during the deployment window', () => {
const ds = getDefaultSource();
for (const id of ['chess_char_1_18_a', 'chess_char_1_18_b']) {
const index = ds.rawChess(id).skills.find((s) => s.skillId === 'skchr_utage_2').index;
const h = makeBattle({
content: 'generic', timeLimit: 40, captureNoisy: true,
units: [{ chessId: id, skillIndex: index, row: 10, col: 4 }],
defs: { enemies: { enemy_dummy: dummy({ atk: 0 }) } },
});
h.b.start();
const u = h.unit(id);
h.spawn('enemy_dummy', { pos: [10, 4] });
const hits = () => h.hooksOf('damaged').filter((c) => c.source === u && c.dmg.isAttack);
h.run(2);
assert.ok(hits().length > 0 && hits().every((c) => c.type === 'arts'), `${id}: active S2 deals arts damage`);
h.run(u.skill.timeLeft + h.TICK);
assert.equal(u.skill.active, false);
assert.equal(u.skill.ready, false);
const endedAt = hits().length;
h.run(3);
const late = hits().slice(endedAt);
assert.ok(late.length > 0 && late.every((c) => c.type === 'phys'), `${id}: normal physical attacks after expiry`);
assert.equal(u.skill.activations, 1);
assert.deepEqual(h.b.errors, []);
h.invariants();
}
});
test('SP: time regen, starts at initSp, capped at cost; DEFAULT waits for an enemy in the initial range', () => {
const h = makeBattle({
defs: { chess: { t_sn: sniperWith({ spCost: 5, initSp: 2, duration: 3, bb: { atk: 1 } }) }, enemies: { enemy_dummy: dummy() } },
@@ -288,3 +433,33 @@ test('spCostMul changes (绝技-style) keep SP within bounds and convert overflo
assert.equal(u.skill.charges, 1);
assert.ok(u.skill.sp <= u.skill.spCost);
});
test('a deploy-time passive fires the skill animation window; a deploy-timed skill runs its duration (PR #109)', () => {
// 琳琅诗怀雅 S1 仗义疏财 / S2 “见面礼”: kind 'passive', no duration — the sim used to start them silently, so the
// client got no 'skill' event and never played the clip the manifest carries (player report follow-up). The window is
// the same one an instant cast uses: on at the deployment, off 0.5 s later (SKILL_ANIM_WINDOW), the passive itself
// staying active (it never ends before the unit does).
const h = makeBattle({ units: [{ chessId: 'chess_char_3_04_a', row: 10, col: 6 }], autoFinish: false, timeLimit: 30 });
h.run(0.2);
const u = h.unit('chess_char_3_04_a');
assert.equal(u.skill.kind, 'passive');
assert.equal(u.skill.active, true, 'the passive is active from the deployment');
assert.deepEqual(h.eventsOf('skill').map((e) => e[2]), [1], 'the window opens at the deployment');
assert.ok(u.skillAnimUntil > h.b.time, 'skillAnimUntil drives ANIM.SKILL on the client');
h.run(0.6);
assert.deepEqual(h.eventsOf('skill').map((e) => e[2]), [1, 0], 'and closes 0.5 s later');
assert.equal(u.skill.active, true, 'the passive itself never ends');
// a deploy-timed skill (缄默德克萨斯 S2 阵雨连绵, 8 s) is a real duration skill since PR #109: on at the deployment
// (its own skill event, no 0.5 s window), off when the duration runs out, not ready again in that deployment
const t = makeBattle({ units: [{ chessId: 'chess_char_4_16_a', row: 10, col: 6, skillIndex: 1 }], autoFinish: false, timeLimit: 30 });
t.run(0.6);
const tx = t.unit('chess_char_4_16_a');
assert.equal(tx.skill.kind, 'duration');
assert.equal(tx.skill.active, true);
assert.deepEqual(t.eventsOf('skill').map((e) => e[2]), [1], 'on at the deployment');
t.run(12);
assert.equal(tx.skill.active, false, 'the duration ran out');
assert.deepEqual(t.eventsOf('skill').map((e) => e[2]), [1, 0], 'and the skill ended');
assert.equal(tx.skill.ready, false, 'one charge per deployment');
});
+80 -2
View File
@@ -6,7 +6,7 @@ import assert from 'node:assert/strict';
import { readFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import { bgmKeyFor, resolveBgm, SfxLimiter, AudioManager, normalAttackSfx } from '../../public/js/audio.js';
import { bgmKeyFor, resolveBgm, SfxLimiter, AudioManager, normalAttackSfx, installAudio, audio, combatTrackFor, COMBAT_TRACK_SWITCH_ROUND } from '../../public/js/audio.js';
import { mediaUrl } from '../../public/js/media.js';
import { PHASE } from '../../shared/constants.js';
@@ -32,18 +32,53 @@ describe('bgm selection', () => {
assert.equal(bgmKeyFor('game', { phase: PHASE.COMBAT }), 'combat');
// 联防 has its own track: the official escaped_single / escaped_multi levels declare bgmEvent = corrosion
assert.equal(bgmKeyFor('game', { phase: PHASE.UNITE }), 'unite');
// 开战 BGM: the round's own track (combatTrackFor) indexes the manifest's `bgm.combatAlts`
assert.equal(bgmKeyFor('game', { phase: PHASE.COMBAT }, 0), 'combat:0');
assert.equal(bgmKeyFor('game', { phase: PHASE.COMBAT }, 1), 'combat:1');
assert.equal(bgmKeyFor('game', { phase: PHASE.UNITE }, 1), 'unite', '联防 keeps its own track, not the round index');
assert.equal(bgmKeyFor('game', { phase: PHASE.PREP }, 1), 'prep');
assert.equal(bgmKeyFor('game', { phase: PHASE.FINAL_ASSAULT, bossId: 'boss_4' }, 1), 'boss:boss_4');
assert.equal(bgmKeyFor('game', { phase: PHASE.FINAL_ASSAULT, bossId: 'boss_4' }), 'boss:boss_4');
assert.equal(bgmKeyFor('game', { phase: PHASE.FINAL_ASSAULT }), 'boss');
assert.equal(bgmKeyFor('game', { phase: PHASE.HIDDEN_CORE, bossId: 'boss_1', hiddenBossId: 'boss_9' }), 'boss:boss_9');
assert.equal(bgmKeyFor('game', { phase: PHASE.HIDDEN_CORE, bossId: 'boss_1', hiddenBossId: 'boss_9' }, 1), 'boss:boss_9');
assert.equal(bgmKeyFor('game', { phase: PHASE.RESULT }), 'lobby');
assert.equal(bgmKeyFor('weird', null), null);
});
test('开战 BGM: the track is fixed per round, not drawn (无畏者 1–7, 骑士之日 8–13)', () => {
// The mode does not draw its battle theme: the official schedule plays 无畏者 through the early rounds and
// 骑士之日 from round 8 on (reviewer note — review had this as a per-match 0.5 draw before).
for (const r of [1, 2, 3, 4, 5, 6, 7]) assert.equal(combatTrackFor(r), 1, `round ${r} plays 无畏者`);
for (const r of [8, 9, 10, 11, 12, 13]) assert.equal(combatTrackFor(r), 0, `round ${r} plays 骑士之日`);
assert.equal(COMBAT_TRACK_SWITCH_ROUND, 7, 'the switch sits between round 7 and 8');
// the boss rounds (14 最终攻势 / 15 隐秘核心) have their own tracks and never ask for combat:<i>
assert.equal(bgmKeyFor('game', { phase: PHASE.FINAL_ASSAULT, round: 14 }, combatTrackFor(14)), 'boss');
// an unknown round falls back to the manifest's plain combat track (older manifest / no round yet)
for (const bad of [null, undefined, 0, -1, NaN, 'x']) assert.equal(combatTrackFor(bad), null, `${bad} ⇒ no index`);
assert.equal(bgmKeyFor('game', { phase: PHASE.COMBAT, round: 3 }, combatTrackFor(null)), 'combat');
// both ends of a real run: a solo 标准 match is 9 rounds, so it hears 无畏者 and then 骑士之日
assert.equal(bgmKeyFor('game', { phase: PHASE.COMBAT, round: 7 }, combatTrackFor(7)), 'combat:1');
assert.equal(bgmKeyFor('game', { phase: PHASE.COMBAT, round: 8 }, combatTrackFor(8)), 'combat:0');
// the index↔track mapping this table assumes, from docs/ASSETS.md: combatAlts[0] = m_bat_kazimierz2_1 骑士之日,
// combatAlts[1] = m_bat_kazimierz2_2 无畏者 (a reordering upstream breaks this test, not the players' ears)
const alt = manifest.audio.bgm.combatAlts;
assert.ok(alt[0].loop.includes('m_bat_kazimierz2_1'), `combatAlts[0] is 骑士之日: ${alt[0].loop}`);
assert.ok(alt[1].loop.includes('m_bat_kazimierz2_2'), `combatAlts[1] is 无畏者: ${alt[1].loop}`);
});
test('resolveBgm uses the manifest (boss fallback, intro optional)', () => {
const lobby = resolveBgm(manifest, 'lobby');
assert.ok(lobby && typeof lobby.loop === 'string');
const b4 = resolveBgm(manifest, 'boss:boss_4');
assert.equal(b4.loop, manifest.audio.bossBgm.boss_4.loop);
assert.equal(resolveBgm(manifest, 'boss:nope').loop, manifest.audio.bgm.boss.loop);
// 开战 BGM: combat:<i> → bgm.combatAlts[i], and back to the default combat track when the index (or the whole
// array, e.g. an older manifest) is missing
const alts = manifest.audio.bgm.combatAlts;
assert.ok(Array.isArray(alts) && alts.length >= 2, 'manifest carries the mode’s own battle tracks');
assert.equal(resolveBgm(manifest, 'combat:0').loop, alts[0].loop);
assert.equal(resolveBgm(manifest, 'combat:1').loop, alts[1].loop);
assert.notEqual(alts[0].loop, manifest.audio.bgm.combat.loop, 'a real battle track, not the shop loop');
assert.equal(resolveBgm(manifest, 'combat:9').loop, manifest.audio.bgm.combat.loop);
assert.equal(resolveBgm({ audio: { bgm: { combat: { loop: '/shop.mp3' } } } }, 'combat:0').loop, '/shop.mp3');
assert.equal(resolveBgm(manifest, 'prep').intro, manifest.audio.bgm.prep.intro ?? null);
// 联防's own track (bgm.unite = corrosion, the official escaped levels' bgmEvent), and the fallback for an older
// manifest that has no `unite` entry (the music must not go silent)
@@ -57,6 +92,49 @@ describe('bgm selection', () => {
assert.equal(resolveBgm(manifest, null), null);
assert.equal(resolveBgm(manifest, 'nope'), null);
});
test('installAudio: the round\'s own 开战 track, fixed per round and the same on every client', () => {
const calls = [];
const origPlay = audio.playBgm;
audio.playBgm = (k) => { calls.push(k); };
try {
const pub = (o) => ({ phase: PHASE.PREP, round: 1, stageId: 'st1', players: [{ playerId: 'p1' }], ...o });
const state = { route: 'game', match: { public: pub({}) } };
let fire = null;
/** One client: its own store subscription (the expected keys below are what its own round yields — the point of
* the test is that the track follows the round, never moves inside a battle and never differs between clients). */
const wire = () => installAudio({
getManifest: () => manifest, getState: () => state, selectRoute: (s) => s.route,
subscribe: (fn) => { fire = fn; return () => {}; },
});
wire();
assert.equal(calls.at(-1), 'prep', 'the prep keeps the shop track');
// round 1 ⇒ 无畏者 (combatAlts[1])
state.match.public = pub({ phase: PHASE.COMBAT });
fire(state, {}); assert.equal(calls.at(-1), 'combat:1');
// a re-render / teammate view inside the same battle never moves
fire(state, {}); assert.equal(calls.at(-1), 'combat:1');
// 联防 has its OWN track (#110, the official escaped levels' `bgmEvent = corrosion`) — it does not inherit the
// round's 开战 track
state.match.public = pub({ phase: PHASE.UNITE });
fire(state, {}); assert.equal(calls.at(-1), 'unite');
// …and back to the round's own track in the 作战
state.match.public = pub({ phase: PHASE.COMBAT });
fire(state, {}); assert.equal(calls.at(-1), 'combat:1', "back to the round's own track");
// a second client of the same room hears the same track (its own installAudio, same round)
calls.length = 0; wire();
assert.deepEqual(calls, ['combat:1'], 'every client of the match hears the same track');
// round 7 is the last on 无畏者, round 8 switches to 骑士之日 (combatAlts[0]) — whoever sits in seat 1
state.match.public = pub({ round: 7, phase: PHASE.COMBAT });
fire(state, {}); assert.equal(calls.at(-1), 'combat:1');
state.match.public = pub({ round: 8, phase: PHASE.COMBAT });
fire(state, {}); assert.equal(calls.at(-1), 'combat:0');
state.match.public = pub({ round: 8, phase: PHASE.COMBAT, players: [{ playerId: 'p2' }] });
fire(state, {}); assert.equal(calls.at(-1), 'combat:0', 'the track does not depend on the seats');
// the boss rounds keep their own tracks
state.match.public = pub({ phase: PHASE.FINAL_ASSAULT, bossId: 'boss_4' });
fire(state, {}); assert.equal(calls.at(-1), 'boss:boss_4');
} finally { audio.playBgm = origPlay; }
});
});
describe('SfxLimiter', () => {
+97
View File
@@ -0,0 +1,97 @@
// Issue #142: the real match HUD in the mock harness, using the DOM field so optional art / WebGL is not required.
// SP_E2E=1 CHROME_PATH=/path/to/chrome node --test test/ui/bond-collapse.e2e.test.js
import { test, describe, before, after } from 'node:test';
import assert from 'node:assert/strict';
import { existsSync, mkdirSync } from 'node:fs';
import { fileURLToPath } from 'node:url';
const CHROME = process.env.CHROME_PATH || '/Applications/Google Chrome.app/Contents/MacOS/Google Chrome';
const ENABLED = process.env.SP_E2E === '1' && existsSync(CHROME);
const OUT = fileURLToPath(new URL('../e2e/out/', import.meta.url));
describe('collapsible bond strip (issue #142)', { skip: !ENABLED && 'set SP_E2E=1 and CHROME_PATH to run' }, () => {
let srv, browser;
before(async () => {
const { startServer } = await import('../../server/index.js');
const puppeteer = (await import('puppeteer-core')).default;
srv = await startServer({ port: 0, host: '127.0.0.1', quiet: true });
browser = await puppeteer.launch({ executablePath: CHROME, headless: true, args: ['--no-sandbox', '--no-proxy-server'] });
mkdirSync(OUT, { recursive: true });
});
after(async () => { await browser?.close(); await srv?.close(); });
for (const [width, height, touch] of [[1920, 1080, false], [640, 360, true]]) {
test(`collapse releases field input and keeps current bonds at ${width}×${height}`, async () => {
const page = await browser.newPage();
const errors = [];
page.on('pageerror', (e) => errors.push(e.message));
const activate = (selector) => touch ? page.tap(selector) : page.click(selector);
const expanded = () => page.$eval('.bonds-toggle', (el) => el.getAttribute('aria-expanded'));
try {
await page.setViewport({ width, height, isMobile: touch, hasTouch: touch });
await page.goto(`${srv.url}/dev/game-mock.html?shot=1&render=fallback&phase=PREP`, { waitUntil: 'domcontentloaded' });
await page.waitForSelector('.ff-piece');
await page.waitForSelector('.bslot .bond');
assert.equal(await expanded(), 'true');
const toggle = await page.$eval('.bonds-toggle', (el) => {
const r = el.getBoundingClientRect();
return { width: r.width, height: r.height, controls: el.getAttribute('aria-controls') };
});
assert.ok(toggle.width >= 44 && toggle.height >= 44, 'visible touch target is at least 44×44');
assert.equal(toggle.controls, 'match-bond-strip');
const covered = await page.$eval('.bslot .bond', (el) => {
const r = el.getBoundingClientRect();
return { x: r.x + r.width / 2, y: r.y + r.height / 2 };
});
await activate('.bslot .bond');
await page.waitForSelector('.bpop');
await activate('.bonds-toggle');
await page.waitForSelector('#match-bond-strip', { hidden: true });
assert.equal(await expanded(), 'false');
assert.equal(await page.$('.bpop'), null, 'collapsing closes the strip popup');
assert.equal(await page.$eval('.bonds-toggle', (el) => el.getAttribute('aria-label')), '展开盟约');
assert.ok(await page.evaluate(({ x, y }) => !!document.elementFromPoint(x, y)?.closest('.gm__field'), covered),
'the former bond position now hits the field');
await page.evaluate(() => {
globalThis.__fieldPresses = 0;
document.querySelector('.gm__field').addEventListener('pointerdown', () => globalThis.__fieldPresses++);
});
if (touch) await page.touchscreen.tap(covered.x, covered.y);
else await page.mouse.click(covered.x, covered.y);
assert.equal(await page.evaluate(() => globalThis.__fieldPresses), 1, 'pointer input reaches the field');
await page.screenshot({ path: `${OUT}/bonds-collapsed-${width}.png` });
// Hidden content must keep following state changes, including the empty-bonds state.
await page.evaluate(() => globalThis.__MOCK__.mutate((s) => { s.priv.board = []; s.priv.hand.fill(null); }));
await activate('.bonds-toggle');
await page.waitForSelector('.bstrip--empty', { visible: true });
assert.equal(await expanded(), 'true');
await page.focus('.bonds-toggle');
await page.keyboard.press('Space');
await page.waitForSelector('#match-bond-strip', { hidden: true });
assert.equal(await page.evaluate(() => globalThis.__MOCK__.S().priv.ready), false, 'Space on the toggle does not ready the player');
assert.equal(await page.$('.modal'), null, 'Space does not open the funds confirmation');
await page.keyboard.press('Enter');
await page.waitForSelector('.bstrip--empty', { visible: true });
await activate('.bonds-toggle');
await activate('.team__row:not(.is-self) .team__btn');
if (await page.$('.team__ob')) await activate('.team__ob');
await page.waitForSelector('.gm__watching');
assert.equal(await expanded(), 'false', 'watching a teammate preserves the collapse choice');
await activate('.bonds-toggle');
await page.waitForSelector('.bstrip__owner', { visible: true });
assert.ok(await page.$eval('.bstrip', (el) => el.getAttribute('data-owner')), 'expanded bonds belong to the watched teammate');
await activate('.bonds-toggle');
await page.evaluate(() => globalThis.__MOCK__.setPhase('COMBAT'));
await page.waitForSelector('.gm--combat');
assert.equal(await expanded(), 'false', 'phase changes preserve the collapse choice');
await activate('.bonds-toggle');
await page.waitForSelector('.bslot .bond', { visible: true });
assert.equal(await expanded(), 'true');
await page.screenshot({ path: `${OUT}/bonds-expanded-${width}.png` });
assert.deepEqual(errors, []);
} finally { await page.close(); }
});
}
});
+19 -1
View File
@@ -28,7 +28,7 @@ globalThis.fetch = async (url) => {
const { modeOffBonds } = await import('../../public/js/ui/gameLogic.js');
const { BondChips } = await import('../../public/js/ui/detailPanel.js');
const { ChessCard } = await import('../../public/js/ui/shopBar.js');
const { BondPopup } = await import('../../public/js/ui/bondStrip.js');
const { BondPopup, BondStrip } = await import('../../public/js/ui/bondStrip.js');
const { data, getMode } = await import('../../public/js/data.js');
const { DATA, makeMatch, give, legalTileFor } = await import('../match/harness.js');
const { tileKey } = await import('../../server/match/board.js');
@@ -120,3 +120,21 @@ test('the game screen hands the mode-disabled set to the shop bar, the detail ca
assert.match(src, /<\$\{DetailPanel\}[\s\S]*?offBonds=\$\{offBonds\}/);
assert.match(src, /<\$\{BondPopup\}[\s\S]*?off=\$\{offBonds\.has\(bondPop\.bondId\)\}/);
});
test('hidden-layer bonds show activation and tiers without a stack badge or layer count', () => {
for (const bondId of ['maniShip', 'emptyShip', 'soloShip', 'suntShip']) {
const entry = { bondId, active: true, count: 2, tier: 1, layers: 99 };
const pop = BondPopup({ bondId, entry, priv: { board: [], hand: [] }, onClose() {} });
assert.match(textOf(pop), /层数不显示/);
assert.doesNotMatch(textOf(pop), /99|99 层/);
const strip = BondStrip({ bonds: [entry], onOpen() {} });
const disc = [...walk(strip)].find((v) => v.props?.name === DATA.bonds[bondId].name);
assert.ok(disc);
assert.equal(disc.props.layers, undefined);
assert.equal(disc.props.active, true);
assert.equal(disc.props.tier, 1);
}
const disc = [...walk(BondStrip({ bonds: [{ bondId: 'yanShip', active: true, layers: 12 }], onOpen() {} }))]
.find((v) => v.props?.name === DATA.bonds.yanShip.name);
assert.equal(disc.props.layers, 12, 'stacking bonds keep their badge');
});
+13 -20
View File
@@ -245,28 +245,21 @@ describe('placement mirror (canPlace)', () => {
assert.equal(canPlace(ctx, m.uid, null).ok, false);
assert.equal(canPlace(ctx, m.uid, { area: 'temp', idx: 0 }).ok, false, 'no temp target');
});
test('only elite 歌蕾蒂娅 carrying HOK-Y lights the 高台; 崖心, 见行者, a normal record and other modules stay on the ground', () => {
const HOK_Y = 'uniequip_003_glady';
const gladE = piece('chess_char_4_12_b');
const gladN = piece('chess_char_4_12_a');
const cliff = piece('chess_char_2_03_b');
const forcer = piece('chess_char_3_07_b');
test('every trait holder (歌蕾蒂娅, 崖心, 见行者, normal and elite) lights the 高台 whatever the module; a plain melee stays on the ground', () => {
const holders = ['chess_char_4_12_a', 'chess_char_4_12_b', 'chess_char_2_03_a', 'chess_char_2_03_b', 'chess_char_3_07_a', 'chess_char_3_07_b'].map((id) => piece(id));
const m = piece(MELEE);
const loadout = { chess_char_4_12_a: { module: HOK_Y } };
const ctx = ctxFor(privWith({ hand: [gladE, gladN, cliff, forcer, m], loadout }));
for (const [row, col] of [[10, 4], [11, 4], [12, 4], [9, 3]]) assert.equal(canPlace(ctx, gladE.uid, { area: 'board', row, col }).ok, true, `elite HOK-Y on ${row},${col}`);
const lit = boardTargets(ctx, gladE.uid).legal.map(([a, b]) => tileKey(a, b));
assert.equal(lit.length, STAGE.deployTiles.normal.melee.length + STAGE.deployTiles.normal.rangedOnly.length, 'every deploy tile lit');
for (const p of [gladN, cliff, forcer, m]) {
assert.deepEqual(canPlace(ctx, p.uid, { area: 'board', row: 10, col: 4 }), { ok: false, code: 'BAD_TILE', reason: '近战单位只能部署在地面' }, p.id);
assert.equal(canPlace(ctx, p.uid, { area: 'board', row: 9, col: 3 }).ok, true, `${p.id} on the ground`);
const every = STAGE.deployTiles.normal.melee.length + STAGE.deployTiles.normal.rangedOnly.length;
// the module does not matter: the default, HOK-Y, HOK-X and none on 歌蕾蒂娅; 崖心's HOK-X; none on 见行者
for (const loadout of [null, { chess_char_4_12_a: { module: 'uniequip_003_glady' } }, { chess_char_4_12_a: { module: 'uniequip_002_glady' } },
{ chess_char_4_12_a: { module: 'none' }, chess_char_2_03_a: { module: 'none' }, chess_char_3_07_a: { module: 'none' } }]) {
const ctx = ctxFor(privWith({ hand: [...holders, m], loadout }));
for (const p of holders) {
for (const [row, col] of [[10, 4], [11, 4], [12, 4], [9, 3]]) assert.equal(canPlace(ctx, p.uid, { area: 'board', row, col }).ok, true, `${p.id} on ${row},${col} (${JSON.stringify(loadout)})`);
assert.equal(boardTargets(ctx, p.uid).legal.length, every, `${p.id}: every deploy tile lit`);
}
assert.deepEqual(canPlace(ctx, m.uid, { area: 'board', row: 10, col: 4 }), { ok: false, code: 'BAD_TILE', reason: '近战单位只能部署在地面' }, '角峰');
assert.equal(canPlace(ctx, m.uid, { area: 'board', row: 9, col: 3 }).ok, true, '角峰 on the ground');
}
const none = ctxFor(privWith({ hand: [gladE], loadout: { chess_char_4_12_a: { module: 'none' } } }));
assert.equal(canPlace(none, gladE.uid, { area: 'board', row: 10, col: 4 }).ok, false, 'no module');
const xmod = ctxFor(privWith({ hand: [gladE], loadout: { chess_char_4_12_a: { module: 'uniequip_002_glady' } } }));
assert.equal(canPlace(xmod, gladE.uid, { area: 'board', row: 10, col: 4 }).ok, false, 'HOK-X');
const bare = ctxFor(privWith({ hand: [gladE] }));
assert.equal(canPlace(bare, gladE.uid, { area: 'board', row: 10, col: 4 }).ok, false, 'default module is HOK-X');
});
test('not editable ⇒ nothing is legal', () => {
const m = piece(MELEE);
+72 -5
View File
@@ -7,7 +7,7 @@
//
// The chess: elite 野鬃 (chess_char_1_19_b). Default = S2 夹枪冲锋 (25/40 SP) + module 长枪替补套装 (ATK +40, ASPD +3).
// Chosen here: S1 骑枪刺击 (ON_DEPLOY: "部署后攻击速度+100" for 25 s) + 不装备 — so right after the unit deploys the
// local battle must show the S1 buff (wildmn:s1, ASPD +100, skill active) and the no-module stats (ATK 524, ASPD 100).
// local battle must show S1 active with a draining duration bar, ASPD +100 and the no-module stats (ATK 524, ASPD 100).
// The server is test/e2e/fastServer.mjs with its starter-kit hook (SP_START_CHESS: the elite in the hand at round 1);
// everything else is the real match engine and the real UI driven by real mouse input.
// Screenshots: test/e2e/out/loadout-battle-*.png.
@@ -16,6 +16,9 @@ import assert from 'node:assert/strict';
import { existsSync, readFileSync } from 'node:fs';
import path from 'node:path';
import { Client, ROOT, sleep, hasChrome, startRealServer, problemsOf } from '../e2e/client.mjs';
import { makeBattle } from '../helpers/battleHarness.js';
import { UF } from '../../shared/constants.js';
import { COLORS } from '../../public/js/render/style.js';
const ENABLED = process.env.SP_E2E === '1' && hasChrome() && existsSync(path.join(ROOT, 'public/assets'));
const BASE = 'chess_char_1_19_a';
@@ -129,15 +132,16 @@ describe('user playtest #2 item 1 — loadout chosen in the UI fights in the loc
const e = r && [...r._entries.values()].find((x) => x.own && x.battle);
if (!e) return false;
const u = e.battle.allyUnits.find((x) => x.uid === uid);
if (!u || !u.findBuff?.('wildmn:s1')) return false;
const b = u.findBuff('wildmn:s1');
if (!u?.skill?.active || u.skill.id !== 'skchr_wildmn_1') return false;
const tuple = e.battle.snapshot().units.find((t) => t[0] === u.id);
const entry = (e.spec.players || []).flatMap((p) => p.units || []).find((x) => x.uid === uid) || null;
return {
authoritative: e.authoritative, t: e.battle.time,
spec: entry && { chessId: entry.chessId, skillIndex: entry.skillIndex, moduleId: entry.moduleId },
skill: u.skill?.id ?? null, source: u.kit?.skillSource ?? null, active: !!u.skill?.active,
loadout: u.def?.loadout ?? null, atk: u.def?.stats?.atk, aspd: u.def?.stats?.aspd,
buff: { aspd: b.mods?.aspd ?? null },
liveAspd: u.s.aspd, timeLeft: u.skill.timeLeft, duration: u.skill.duration, ready: u.skill.ready,
bar: tuple && { value: tuple[5], max: tuple[6] },
};
}, { timeout: 30000, polling: 100 }, piece.uid).then((h) => h.jsonValue())
.catch(async (err) => {
@@ -157,7 +161,11 @@ describe('user playtest #2 item 1 — loadout chosen in the UI fights in the loc
assert.equal(got.atk, rec.statsBase.atk, 'no module: base ATK (the default module adds +40)');
assert.equal(got.aspd, rec.statsBase.aspd, 'no module: base ASPD');
assert.notEqual(rec.stats.atk, rec.statsBase.atk, 'control: the default module would change ATK');
assert.equal(got.buff.aspd, s1.bb.attack_speed, 'S1 signature: ASPD +100 on deploy');
assert.equal(got.liveAspd - got.aspd, s1.bb.attack_speed, 'S1 signature: ASPD +100 on deploy');
assert.equal(got.ready, false, 'deployment consumed its sole charge');
assert.equal(got.duration, s1.duration);
assert.equal(got.bar.max, s1.duration, 'zero-SP skill has a duration bar');
assert.ok(Math.abs(got.bar.value - got.timeLeft) <= 0.06);
assert.ok(got.active, 'S1 is active right after deploying');
assert.ok(got.t < 10, `S1 fires on deploy (t = ${got.t}), long before S2 could charge (25/40 SP)`);
await sleep(800);
@@ -171,4 +179,63 @@ describe('user playtest #2 item 1 — loadout chosen in the UI fights in the loc
await srv.stop();
}
});
test('野鬃 S1 duration bar: full on deploy, half remaining, hidden after expiry (real renderer)', { timeout: 120000 }, async () => {
const h = makeBattle({
stageId: 'act2autochess_m01', autoFinish: false, timeLimit: 60,
units: [{ chessId: ELITE, skillIndex: 0, moduleId: 'none', row: 9, col: 5 }],
});
h.b.start();
const u = h.unit(ELITE);
assert.equal(u.skill.id, 'skchr_wildmn_1');
const meta = { ...h.b.fieldMeta(), stageId: 'act2autochess_m01' };
const frames = [];
for (const [name, elapsed, share] of [['full', 0, 1], ['half', u.skill.duration / 2, 0.5], ['ended', u.skill.duration / 2 + h.TICK, 0]]) {
h.run(elapsed);
const { t, ...rest } = h.snapshot();
frames.push({ name, share, snap: { ...rest, t: 'b.snap', gt: t } });
assert.equal(u.skill.ready, false, `${name}: no remaining deploy charge`);
assert.equal(u.skill.active, name !== 'ended');
}
const srv = await startRealServer();
const P = (await import('puppeteer-core')).default;
const c = new Client(P, srv.base, 'duration', { prefix: 'loadout-battle' });
try {
await c.open();
await c.page.goto(`${srv.base}/dev/render-demo.html?scene=normal-m01&paused=1&panel=0`);
await c.page.waitForFunction('window.__demo && (window.__demo.ready || window.__demo.error)', { timeout: 30000 });
assert.equal(await c.page.evaluate(() => window.__demo.error ?? null), null);
for (const f of frames) {
await c.page.evaluate((meta, snap) => {
const v = window.__demo.view;
v.enterBattle(meta);
v.setCamera('normal', { rect: meta.rect, side: 'L', instant: true });
v.setLocalFeed({ on: true, speed: 2 });
v.pushSnapshot(snap);
}, meta, f.snap);
await c.page.waitForFunction((id, spMax) => {
const x = window.__demo.view.debug.views.get(id);
return x?.spineReady && x.hud.visible && x.hud.alpha > 0.99 && x.hpFill.visible && x.spMax === spMax;
}, { timeout: 15000 }, u.id, f.snap.units.find((t) => t[0] === u.id)[6]);
const bar = await c.page.evaluate((id) => {
const x = window.__demo.view.debug.views.get(id);
return { visible: x.spFill.visible, bg: x.spBg.visible, share: x.spFill.width / (x.spBg.width - 2),
tint: x.spFill.tint, flags: x.flags, glow: x.spGlow.visible, sp: x.sp, max: x.spMax };
}, u.id);
assert.equal(bar.glow, false, `${f.name}: no ready highlight`);
assert.equal(!!(bar.flags & UF.SKILL), f.name !== 'ended');
assert.equal(bar.visible, f.name !== 'ended');
assert.equal(bar.bg, f.name !== 'ended');
if (bar.visible) {
assert.ok(Math.abs(bar.share - f.share) < 0.002, `${f.name}: drawn share ${bar.share}`);
assert.equal(bar.tint, COLORS.spActive);
} else assert.deepEqual([bar.sp, bar.max], [0, 0]);
await c.shot(`duration-${f.name}`);
}
assert.deepEqual(problemsOf([c]), []);
} finally {
await c.close();
await srv.stop();
}
});
});
+11
View File
@@ -41,6 +41,17 @@ describe('the scouted prep board renders the hand like the own bench', () => {
assert.match(app, /function scoutItemInfo\(info\)/);
});
test('ItemView syncs battle samples: a hand item rides the scouted field without breaking syncBattle (render layer: source)', () => {
// syncBattle syncs EVERY unit of the field's snapshot (render/app.js `v.sync(s, renderT)`); the ItemView class
// needs a sync of its own or the frame loop throws `v.sync is not a function` on every tick and the scouted
// board's operators never draw (found in playtesting: only teammates with an item in hand / temp broke).
const units = read('public/js/render/units.js');
const start = units.indexOf('export class ItemView');
assert.ok(start > 0, 'ItemView exists');
const body = units.slice(start, units.indexOf('export class ', start + 1));
assert.match(body, /\bsync\(s\) \{ this\.x = s\.x; this\.y = s\.y; \}/);
});
test('tapping a held item on the scouted board opens its card (resolveDetail unit → item)', () => {
const IT = 'chess_item_1_01_e_a';
const d = resolveDetail({ kind: 'unit', unit: { id: 3, kind: 'item', side: 'ally', ownerId: 'p2', defId: IT } }, new Map());
+16
View File
@@ -32,6 +32,14 @@ import { EMOTE_CATALOG } from '../../shared/constants.js';
* models come from the local client only (tools/local-extract ENEMY_SPINES): `localEnemySpines` adds them as the
* optional `spineLocal` overlay, which the client draws when data/local-assets.json lists its files (user feedback
* after 0.1.0, D3: 灼热源石虫 / 炽焰源石虫 were drawn as the plain 源石虫 everywhere).
*
* Why no dump carries them: isHarryh/Ark-Models *indexes* `1305_mhslim` / `1305_mhslim_2` but with an EMPTY
* `assetList` — registered, never uploaded — so `arkModel()` returns nothing for them and the alias chain below falls
* back to `enemy_1007_slime`: a different enemy rather than a variant of it, which is why the renderer tints it
* (render/units.js ALIAS_TINT). The *mobile* build does ship their own model
* (`enemy_spine/<enemyId>/<enemyId>.{skel,atlas,png}`), but the only public mirror of that build is a community wiki,
* not a GitHub dump, so downloading from it would add a source the project deliberately does not use (docs/ASSETS.md
* "Enemy aliases"). The tinted alias therefore stays the web model until a GitHub dump carries these two.
*/
export const ENEMY_SPINE_ALIAS = Object.freeze({
enemy_1305_mhslim: 'enemy_1007_slime',
@@ -535,11 +543,19 @@ export function buildPlan({ assets07, ops03, enemies05, maps05, audio, modelsDat
// bank is missing (the client then falls back to `bgm.combat`; public/js/audio.js resolveBgm), so the manifest stays
// valid for an older audio_data.
const unite = flatBgm(bgmLeaf('battle.ON_GAME_READY.corrosion'));
// 开战 BGM: the two official battle tracks of the mode's own 卡西米尔 act (music_act13side_1 骑士之日 /
// music_act13side_2 无畏者, 塞壬唱片). The client does not draw them: the round decides (audio.js combatTrackFor —
// 无畏者 for rounds 1–7, 骑士之日 from round 8 on), so index 0 must stay `bat_kazimierz2_1` and index 1
// `bat_kazimierz2_2` (test/ui/audio.test.js pins both the order and the round table).
// Kept out of `bgm` below when the index has neither bank, so the manifest stays valid for an older audio_data.
const combatAlts = ['battle.ON_GAME_READY.bat_kazimierz2_1', 'battle.ON_GAME_READY.bat_kazimierz2_2']
.map((n) => flatBgm(bgmLeaf(n))).filter(Boolean);
const bgm = {
lobby: flatBgm(bgmLeaf('sys.ON_ACTIVITY_LOADED.act2autochess')),
prep: flatBgm(bgmLeaf('battle.ON_GAME_READY.act1autochess_shop')),
combat: flatBgm(bgmLeaf('battle.ON_GAME_READY.act1autochess_shop')),
boss: flatBgm(bgmLeaf('battle.ON_GAME_READY.rglk1phantomcastle')),
...(combatAlts.length ? { combatAlts } : {}),
...(unite ? { unite } : {}),
};
const bossBgm = {};
+4 -4
View File
@@ -879,9 +879,9 @@ function buildChess(ctx) {
rec.subProfessionName = uniequip.subProfDict?.[char.subProfessionId]?.subProfessionName || null;
rec.position = char.position;
rec.nationId = char.nationId || null;
// 高台 is not a data flag. The trait line 「可以放置于远程位」 is on every 钩索师 / 推击手 variant and is not
// trusted: only elite 歌蕾蒂娅 carrying HOK-Y may stand there, decided at place time (shared/highGround.js,
// owner's decision 2026-10-04, reversing DESIGN §22.6).
// 高台 is not a data flag: a MELEE chess whose trait (no module: `traitBase` / `trait`) reads 「可以放置于远程位」
// — the 钩索师 / 推击手 branch trait — may stand there, read at place time (shared/highGround.js; the owner's
// decision of 2026-10-05, following PRTS).
// Module (only active on golden chess: equipLevel > 0).
const modId = shop.defaultUniEquipId || null;
@@ -3583,7 +3583,7 @@ function validateAll(f) {
// DESIGN §16 loadout choices
if (!Array.isArray(c.skills) || c.skills.filter((s) => s.isDefault).length !== 1 || c.skills.find((s) => s.isDefault)?.skillId !== c.skill?.skillId) err(`chess ${c.chessId}: skills[] without exactly one default = skill`);
if (c.modules && (c.modules.filter((m) => m.isDefault).length !== (c.module?.active ? 1 : 0) || !c.statsBase || !c.traitBase || !c.talentsBase)) err(`chess ${c.chessId}: inconsistent module choices`);
// 高台 legality is loadout-aware (shared/highGround.js), never a field on the record
// 高台 legality is read from the trait text at place time (shared/highGround.js), never a field on the record
if (c.placement !== undefined) err(`chess ${c.chessId}: placement is not a data field`);
}
// the deliberate trigger deviations (DESIGN §21.29, §22.10) still override an official TAKE_DAMAGE row, on the normal
+3 -3
View File
@@ -339,12 +339,12 @@ function layout(gd, stageId, wanted, { field = 'normal', colOffset = 0, max = 12
};
// a 补位 unit (`standIn`) is laid out by its stand-in's body (position, block count); every other by its chess record
const recOf = (w) => (w.standIn ? gd.standIn(w.chessId) || data.chess[w.chessId] : data.chess[w.chessId]);
const isMelee = (w) => positionClass(recOf(w), w.moduleId) === 'melee';
const isMelee = (w) => positionClass(recOf(w)) === 'melee';
const order = wanted.slice().sort((a, b) => (isMelee(b) - isMelee(a)) || (isMelee(a) ? (recOf(b).stats.blockCnt || 0) - (recOf(a).stats.blockCnt || 0) : 0));
let uid = uid0;
for (const w of order) {
const rec = recOf(w);
const free = units.length < max ? tiles(positionClass(rec, w.moduleId)) : [];
const free = units.length < max ? tiles(positionClass(rec)) : [];
if (!free.length) { rest.push(w); continue; }
const [r, c] = free[0];
used.add(tileKey(r, c));
@@ -943,7 +943,7 @@ function diyLayout(stageId, wanted) {
const rank = (r, c) => { const d = dist(r, c); return d === 0 ? 1.5 : d; };
return out.sort((a, b) => rank(a[0], a[1]) - rank(b[0], b[1]));
};
const cls = (w) => positionClass(w.rec, w.diy.uniEquipId ?? null);
const cls = (w) => positionClass(w.rec);
const order = wanted.slice().sort((a, b) => ((cls(b) === 'melee') - (cls(a) === 'melee')) || (cls(a) === 'melee' ? (b.rec.stats.blockCnt || 0) - (a.rec.stats.blockCnt || 0) : 0));
const units = [];
let uid = 1;