feedback5 O4: 自选 operator kits for 陈, 艾丽妮 and 赫拉格 — every skill, talent, trait and module (stage 1 and 3) at every form

- op-chen.js (char_010_chen, 剑豪): S1 鞘击 one sheath strike (her Skill clip: one OnAttack) + stun; S2 赤霄·拔刀 up to
  max_target enemies of 3-12, flyers too, arts then physical (PRTS 备注); S3 赤霄·绝影 10 slashes on the nearest ground
  enemy of x-1 at the Skill_3 clip's OnAttack times, the last stuns, 2.933 s of 无敌 / 无法阻挡 / stun and freeze
  immunity, ends at once with no target before the 10th (PRTS 备注), not opened with only flyers in range [ASSUMED];
  呵斥 per-deployment timer +1 attack / hurt SP to the field's allies (SWO-X 3: every 3 s, +1 more for her); 持刀格斗术;
  SWO-X x1.1 during her skill (PRTS 修正 技能期间), SWO-Y ignores 70 DEF.
- op-irene.js (char_4009_irene, 剑豪): 审判之火 as PRTS 备注 (a 物理穿透 charge: air units always and without a draw,
  浮空 enemies count, ground at 50 %, spent only by a landing instance); SWO-X 3: 55 % and +6 SP after a skill that knocked
  out an air unit; 净化之剑 doubled while a 【海怪】 is on the field; S1 起风 strike + 浮空 + second strike; S2 裂潮 2
  charges, ground only, 重量 <= 3 float, not opened with only flyers in range [ASSUMED]; S3 判决 3.5 s (PRTS): opening
  strike + 浮空, 10 bombardments every 0.3 s, radius 1.1, air too; SWO-X x1.1 skill damage, SWO-Y 70 DEF, ISW-A
  attributes only (its talent parts are 集成战略-only).
- op-helage.js (char_188_helage, 武者): S1 新月 two hits, S2 弦月 二连击 + 75 % dodge, S3 满月 range +1 / 3 targets;
  the 武者 heal per damage instance (the kit adds one per further hit of an attack); 坚忍 ASPD (SBL-X 3: +130 at 50 %);
  运筹帷幄 生命回复速度 while not blocking [ASSUMED: no PRTS 备注], SBL-Y 3 also below 30 % HP (80 / s, never both);
  SBL-X 庇护 25 % below 50 % HP; SBL-Y once per deployment back to 30 % HP.
- kits/index.js OPERATOR_KIT_FILES: the three files appended. Tests: op_chen / op_irene / op_helage (10 each, every form x
  module x skill, numbers from data/backups.json).
- Golden: only the diy family moved — the packing now fields the new kits: diy-003 … diy-006 (the prototypes before) and
  the new diy-007 … diy-009 field 陈 / 艾丽妮 / 赫拉格 in every form x module x skill, the prototypes moved to the new
  diy-010 … diy-013; diy-001 / diy-002 (推进之王) and roster / bonds / fields / matches / standins unchanged.
  test/golden/README.md: the diy row no longer counts battles or names 推进之王 alone.
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@@ -78,7 +78,11 @@ export const STANDIN_KIT_FILES = Object.freeze(['standin-acguad.js', 'standin-sh
* The 自选 operator kit files (`ops/op-<codename>.js`, registry key = the operator's charId, an owned-6★ pick of
* data/backups.json; a new file is appended). An operator without a file is not offered as a 自选 pick (KITTED_CHARS).
*/
export const OPERATOR_KIT_FILES = Object.freeze(['op-siege.js']);
export const OPERATOR_KIT_FILES = Object.freeze(['op-siege.js',
'op-chen.js',
'op-irene.js',
'op-helage.js',
]);
/**
* The 预备干员 whose every skill the generic kit covers exactly (冲锋号令, 攻击力 / 防御力 / 治疗强化, 战术咏唱, 一击即退 —
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// server/sim/content/kits/ops/op-chen.js — 陈 (char_010_chen) 自选 operator kit: 6★ 剑豪 (近卫), an owned-6★ pick of the
// tier-5 and tier-6 自选 slots; every skill, both talents, the trait and both modules at every form.
// Kit contract and the 自选 rules: ../README.md ("How to add an operator (自选)").
//
// Forms (data/backups.json units.char_010_chen, the DIY slot statuses): normal = E2 Lv1, skills at rank 4, no module;
// elite = E2 Lv60, rank 7, the picked module at stage 1 (tier 5) or 3 (tier 6). Potential 0 [ASSUMED: no account].
// Sources: character_table / skill_table / battle_equip_table (zh_CN, as built into backups.json), PRTS 陈 (S2 备注
// "可对空;先造成法术伤害,后造成物理伤害"; S3 备注 "不可对空 / 技能生效期间,持有效果:无敌,无法阻挡,眩晕免疫,冻结免疫 / 若斩击次数
// 未到10次之前技能范围内没有目标,立刻中止技能"; SWO-X 特性 修正 "技能期间造成的伤害提升10%", 原因 6 "描述与游戏实际表现不符合"),
// PRTS 分支特性信息 §剑豪, her battle skeleton char_010_chen.skel (front; the client's own spine parser: Skill 1 OnAttack,
// Skill_2 1 OnAttack, Skill_3 2.933 s with OnAttack at 0.6 + 0.2k (k = 0…8), 2.833 and 2.933).
// - Trait (剑豪) "普通攻击连续造成两次伤害": the profession default (hits 2; professions.js `sword`), ground-only melee
// (canHitFly false) on her 1-1 — PRTS 分支 "可以且优先攻击自身阻挡的单位(即使…为飞行单位)" is the engine's blocked-first rule.
// Module SWO-X “罗德岛制式剑” adds "技能造成的伤害提升10%" (trait bb damage_scale) — PRTS corrects it to 技能期间: every damage
// she deals while her skill runs (the S1 strike, the S2 cut, the S3 slashes: all of them her skill's) ×1.1; SWO-Y
// “往昔时光” adds "攻击时无视敌人70点的防御力" (def_penetrate_fixed): defIgnoreFlat on all her damage (as 锏's SWO-Y).
// - T1 呵斥 "在场时每4秒回复全场友方角色1点攻击/受击技力": every `interval` s from each deployment, +sp SP to every ally of the
// field (her included, a teammate's in a shared field too; Battle.alliesFor: no 孤立 unit) whose skill recovers by
// attacking or by being hit — not a time-SP skill, nobody whose timed skill runs (giveSp), nobody under 阻回. SWO-X
// stage 2+ "每3秒" (the module talent's interval); stage 3 "自身额外回复1点技力": the hidden module talent part
// (chen_equip_1_3_p2, its own interval / sp) — +1 more for her, read from the module's talentChanges (its bb merges
// into the visible talent's with the same keys). [ASSUMED] two 陈 of a shared field (two players) both give theirs.
// - T2 持刀格斗术 "攻击力+5%,防御力+5%,物理闪避+10%": a permanent ATK / DEF / 物理闪避 buff; SWO-Y stage 3: +15 % / +15 % /
// 18 % (the module talent change replaces the numbers).
// - S1 鞘击 (AUTO, attack SP): the next attack is one sheath strike (her skeleton's Skill clip: one OnAttack — not the
// trait's two) for atk_scale × ATK physical that stuns the target `stun` s; the data's DEFAULT trigger.
// - S2 赤霄·拔刀 (MANUAL, attack SP, 技能范围 3-12, data SKILL_RANGE): at once, up to max_target enemies of the skill range —
// flyers too (PRTS 备注 可对空) — each take atk_scale × ATK arts, then atk_scale × ATK physical (PRTS: 先法术后物理);
// the official target order (blocked first, then nearest the goal). Its range never becomes her attack range.
// - S3 赤霄·绝影 (MANUAL, attack SP, 技能范围 x-1, data SKILL_RANGE): she seeks the nearest ground enemy of the skill range
// and slashes it `times` (10) times for atk_scale × ATK physical each, the last stunning it `stun` s; a target that falls
// or leaves is replaced by the next nearest; with no target left in the skill range the skill ends at once (PRTS 备注).
// The slashes fall at her skeleton's Skill_3 OnAttack times (0.6 … 2.2 s every 0.2 s, then 2.833 s) and the skill lasts
// the clip (2.933 s) [ASSUMED: the first ten of its eleven OnAttack events are the ten slashes, the eleventh marks the
// clip's end]. Meanwhile (PRTS 备注): 无敌 (flag invulnerable), 无法阻挡 (noBlock: her blocked enemies walk on), stun and
// freeze immunity, no normal attack. Ground only (不可对空): no flyer, no levitated enemy is slashed. The skill cannot be
// opened while its range holds no ground enemy at all [ASSUMED: PRTS 艾丽妮 S3's 备注 "技能范围内仅存在飞行单位时,该技能
// 也可开启" marks the opposite as the rule for a skill that strikes ground enemies only; the strategy's SKILL_RANGE still
// counts unselectable ones, "无视其不可选中", so a stealthed ground enemy alone opens it and it ends with nobody to cut].
import { num, talentBb, traitBb, moduleOn, skillRec, statBuff, giveSp, onHitBy } from '../shared/tier1.js';
import { absoluteRangeKeys, sortEnemyTargets } from '../../../targeting.js';
const S1 = 'skchr_chen_1';
const S2 = 'skchr_chen_2';
const S3 = 'skchr_chen_3';
/** char_010_chen.skel (front) Skill_3: the slashes' OnAttack times from the cast (s) and the clip's length. */
const S3_SLASH_AT = Object.freeze([0.6, 0.8, 1.0, 1.2, 1.4, 1.6, 1.8, 2.0, 2.2, 2.833]);
const S3_CLIP = 2.933;
/** The skill ranges when a record carries none (data: 3-12 and x-1). */
const R3_12 = Object.freeze([[1, 0], [1, 1], [0, 0], [0, 1], [0, 2], [0, 3], [-1, 0], [-1, 1]]);
const X_1 = Object.freeze([[2, 0], [1, -1], [1, 0], [1, 1], [0, -2], [0, -1], [0, 0], [0, 1], [0, 2], [-1, -1], [-1, 0], [-1, 1], [-2, 0]]);
const AIR = Object.freeze({ canHitFly: true });
const GROUND = Object.freeze({ canHitFly: false });
const bbOf = (chess, id) => skillRec(chess, id)?.bb ?? {};
/** The module the record fights with (its active one), or null. */
function activeModule(chess) {
if (!moduleOn(chess)) return null;
return (chess.modules ?? []).find((m) => m && m.uniEquipId === chess.module.id) ?? null;
}
/** Absolute tile keys of a skill range at the unit's tile and facing (a 技能范围 ignores 攻击距离: no extend). */
const keysOf = (unit, grid) => absoluteRangeKeys(grid, unit.tileR, unit.tileC, unit.dir, 0);
/**
* A skill that strikes ground enemies only cannot be opened while its range holds no ground enemy: every activation path
* (the strategy's SKILL_RANGE, content) is refused and the charge stays — the pattern of 莎草 S2 (ops/chess_char_2_06-papyrs.js,
* non-enumerable: never serialised).
*/
function guardActivation(battle, unit, grid) {
const sk = unit.skill;
if (!sk || Object.prototype.hasOwnProperty.call(sk, 'activate')) return;
const activate = sk.activate;
const ok = () => battle.unitsInGrid(unit, grid, { side: 'enemy' }).some((e) => !e.isFlying);
Object.defineProperty(sk, 'activate', {
configurable: true, writable: true, enumerable: false,
value(reason, opts) { return ok() ? activate.call(this, reason, opts) : false; },
});
}
export default {
char_010_chen: (bb, chess) => {
const t0 = talentBb(chess, 0), t1 = talentBb(chess, 1);
const mod = activeModule(chess);
// SWO-X stage 3 "自身额外回复1点技力": the hidden part of the 呵斥 change (its own interval / sp)
const self0 = mod?.talentChanges?.find((t) => t && t.talentIndex === 0 && t.hidden)?.bb ?? {};
const tb = traitBb(chess);
const b1 = bbOf(chess, S1), b2 = bbOf(chess, S2), b3 = bbOf(chess, S3);
const s2 = skillRec(chess, S2), s3 = skillRec(chess, S3);
const grid2 = s2?.rangeGrid ?? R3_12, grid3 = s3?.rangeGrid ?? X_1;
const times3 = Math.min(S3_SLASH_AT.length, Math.max(1, Math.floor(num(b3.times, 10))));
/** S3: the slash target — the current one while it stays a ground target of the skill range, else the nearest. */
const slashTarget = (battle, unit, m) => {
const list = battle.enemiesInKeys(keysOf(unit, grid3), unit, GROUND);
if (m.target && list.includes(m.target)) return m.target;
if (!list.length) return null;
sortEnemyTargets(battle, unit, list, 'nearest');
m.target = list[0];
return m.target;
};
return {
skills: {
[S1]: {
kind: num(skillRec(chess, S1)?.maxChargeTime, 1) > 1 ? 'charges' : 'instant',
attack: {
atkScale: num(b1.atk_scale, 1),
hits: 1, // one sheath strike (Skill clip: one OnAttack), not the trait's two
onHit({ battle, unit, target }) {
if (target && target.alive && target.side === 'enemy' && num(b1.stun) > 0) battle.applyStatus(target, 'stun', { duration: num(b1.stun), source: unit });
},
},
},
[S2]: {
kind: num(s2?.maxChargeTime, 1) > 1 ? 'charges' : 'instant',
onStart({ battle, unit }) {
const list = battle.enemiesInKeys(keysOf(unit, grid2), unit, AIR);
sortEnemyTargets(battle, unit, list, null);
const v = list.slice(0, Math.max(1, Math.floor(num(b2.max_target, 1))));
battle.fx('slash', { x: unit.x, y: unit.y, id: unit.id, n: v.length, skill: 'chen:draw' });
const amount = () => unit.s.atk * num(b2.atk_scale, 1);
for (const e of v) {
// "先造成法术伤害,后造成物理伤害" (PRTS 备注)
battle.dealDamage(unit, e, { amount: amount(), type: 'arts', isSkill: true, tags: ['skill'] });
if (e.alive) battle.dealDamage(unit, e, { amount: amount(), type: 'phys', isSkill: true, tags: ['skill'] });
}
},
},
[S3]: {
kind: 'duration',
duration: S3_CLIP,
flags: { invulnerable: true, noBlock: true },
attack: { noAttack: true },
onStart({ battle, unit }) {
battle.releaseBlocked(unit); // 无法阻挡
unit.mem.chenS3 = { t: 0, n: 0, target: null };
battle.fx('blink', { x: unit.x, y: unit.y, id: unit.id, skill: 'chen:shadowless' });
},
onTick({ battle, unit, skill, dt }) {
const m = unit.mem.chenS3;
if (!m) return;
m.t += dt;
// "若斩击次数未到10次之前技能范围内没有目标,立刻中止技能" (after the last slash the clip runs out)
if (m.n < times3 && !slashTarget(battle, unit, m)) { skill.end('noTarget'); return; }
while (m.n < times3 && m.t + 1e-9 >= S3_SLASH_AT[m.n]) {
const e = slashTarget(battle, unit, m);
if (!e) { skill.end('noTarget'); return; }
m.n++;
battle.fx('slash', { x: e.x, y: e.y, id: unit.id, n: 1, skill: 'chen:shadowless' });
battle.dealDamage(unit, e, { amount: unit.s.atk * num(b3.atk_scale, 1), type: 'phys', isSkill: true, tags: ['skill', 'slash'] });
if (m.n === times3 && e.alive && num(b3.stun) > 0) battle.applyStatus(e, 'stun', { duration: num(b3.stun), source: unit });
if (!unit.alive || !skill.active) return;
}
},
onEnd({ unit }) { unit.mem.chenS3 = null; },
},
},
talents: [
{ install(battle, unit) { // 呵斥: every `interval` s on the field, +sp attack / hurt SP to every ally; SWO-X stage 3: +1 more for her
const iv = num(t0.interval), sp = num(t0.sp);
const selfIv = num(self0.interval, iv), selfSp = num(self0.sp);
if (!(iv > 0) || !(sp > 0)) return;
const mates = (b) => b.alliesFor(unit).filter((a) => a.skill && !a.skill.noSkill && (a.skill.spType === 'attack' || a.skill.spType === 'hurt'));
battle.on('deploy', (ctx) => {
if (ctx.unit !== unit) return;
const seq = unit.deploySeq;
const here = () => unit.alive && unit.deployed && unit.deploySeq === seq;
battle.every(iv, (b, sc) => {
if (!here()) { sc.cancel(); return; }
for (const a of mates(b)) giveSp(a, sp);
}, { owner: unit });
if (selfSp > 0 && selfIv > 0) {
battle.every(selfIv, (b, sc) => {
if (!here()) { sc.cancel(); return; }
giveSp(unit, selfSp);
}, { owner: unit });
}
}, { owner: unit });
} },
{ install(battle, unit) { // 持刀格斗术: ATK / DEF / 物理闪避 (SWO-Y stage 3: the module numbers)
statBuff(battle, unit, 'talent:chen:knife', { atkPct: num(t1.atk), defPct: num(t1.def), dodgePhys: num(t1.prob) });
} },
],
install(battle, unit) {
// SWO-Y “往昔时光”: 攻击时无视敌人70点的防御力
statBuff(battle, unit, 'trait:chen:pierce', { defIgnoreFlat: num(tb.def_penetrate_fixed) });
// SWO-X “罗德岛制式剑”: 技能期间造成的伤害提升10% (PRTS 修正)
const skillMul = num(tb.damage_scale, 1);
if (skillMul !== 1) onHitBy(battle, unit, ({ dmg }) => { if (dmg.isSkill || unit.skill?.active) dmg.mul *= skillMul; });
// S3: 眩晕免疫, 冻结免疫 while the slashes run
battle.on('beforeStatus', (c) => {
if (c.target === unit && unit.mem.chenS3 && (c.status === 'stun' || c.status === 'freeze')) c.cancel = true;
}, { owner: unit });
if (unit.skill?.id === S3) guardActivation(battle, unit, grid3);
},
};
},
};
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// server/sim/content/kits/ops/op-helage.js — 赫拉格 (char_188_helage) 自选 operator kit: 6★ 武者 (近卫), an owned-6★ pick of
// the tier-5 and tier-6 自选 slots; every skill, both talents, the trait and both modules at every form.
// Kit contract and the 自选 rules: ../README.md ("How to add an operator (自选)").
//
// Forms (data/backups.json units.char_188_helage, the DIY slot statuses): normal = E2 Lv1, skills at rank 4, no module;
// elite = E2 Lv60, rank 7, the picked module at stage 1 (tier 5) or 3 (tier 6). Potential 0 [ASSUMED: no account].
// Sources: character_table / skill_table / battle_equip_table (zh_CN, as built into backups.json), PRTS 赫拉格 (talents,
// skills, modules: no 备注), PRTS 分支特性信息 §武者 ("常态持有禁疗;通过自身特性/天赋/技能产生的作用于自身的治疗效果会无视自身的
// 禁疗"; "特性治疗于干员每次输出伤害时触发(不局限于攻击)"), gamedata_const ba.berserk 坚忍 ("根据已损失的生命值获得相应比例的
// 属性加成,损失一定比例时达最大加成(同类属性取最高)") and ba.protect 庇护 ("受到的物理和法术伤害降低相应比例(同名效果取最高)"), his
// battle skeleton char_188_helage.skel (Skill: two OnAttack, Skill_2: two, Skill_3_Loop: one).
// - Trait (武者) "不成为其他角色的治疗目标,每次攻击到敌人后回复自身70生命": the profession default (professions.js `musha`: no
// heal from others, value HP per enemy an attack hits), ground-only melee on his 1-1, block 1. The branch heals on every
// damage instance he deals: the engine heals once per enemy an attack strikes, so the second hit of S1 / S2's 二连击 on
// an enemy heals once more here (the trait's `value`, a self heal).
// - T1 月盈星亏 "在场时,自身获得最高+100攻击速度的坚忍(损失70%生命值时达到最大加成)": ASPD + min_attack_speed × the share of
// the HP lost up to 1 − min_hp_ratio (linear, 坚忍), refreshed every tick. SBL-X stage 3: +130 at 50 % lost (the module
// talent change).
// - T2 运筹帷幄 "未阻挡敌人时每秒回复60生命": hp_recovery_per_sec is the 生命回复速度 attribute (the stat hpRecoveryPerSec;
// SIM.md §4: an hpRegen buff, not a heal — no 治疗加成, never stopped by 禁疗), on while he blocks nobody [ASSUMED: PRTS
// has no 备注 on it; the blackboard key is the attribute's, as 角峰 S1 / 宴 S1 in their kits — the 0.2.0 生命回复速度 audit
// lists such 「每秒回复」 + hp_recovery_per_sec effects as open; a heal would reach him too, 武者's own heals ignore his
// 禁疗, and only 治疗加成 would differ]. SBL-Y stage 3
// "未阻挡敌人或生命值低于30%时每秒回复80生命": 80 / s and the hidden module talent (index 2, hp_ratio / hp_recovery_per_sec):
// the same regeneration below hp_ratio while he blocks [ASSUMED: the text's 或 — 80 / s when either holds, never both
// parts at once].
// - Module SBL-X “藏锋” "生命值低于50%时,获得25%的庇护" (a display trait part; the effect is the hidden talent part hp_ratio /
// damage_resistance, merged into talent 0's blackboard): below hp_ratio of his max HP the physical and arts damage he takes
// ×(1 − damage_resistance) (as 宴's elite module).
// - Module SBL-Y “热的雪” "被击倒时不撤退且回复30%生命(单次部署只触发1次)" (trait bb hp_ratio): the first lethal blow of a
// deployment leaves him on the field at hp_ratio of his max HP (a kit saver, priority −50 as 斯卡蒂's module).
// - S1 新月 (AUTO, attack SP, DEFAULT): the next attack at atk_scale × ATK, twice (Skill clip: two OnAttack).
// - S2 弦月 (MANUAL, time SP, DEFAULT): `duration` s — ATK +atk, every attack two hits (二连击), 物理闪避 +prob.
// - S3 满月 (MANUAL, time SP, data ACTIVE_RANGE on the running 1-1 + 1): `duration` s — ATK +atk, attack range +1 tile
// forward (ability_range_forward_extend), up to attack@max_target targets at once; back to 1-1 after.
import { num, traitBb, skillRec, toggleBuff, up, onHitOn } from '../shared/tier1.js';
const S1 = 'skchr_helage_1';
const S2 = 'skchr_helage_2';
const S3 = 'skchr_helage_3';
const bbOf = (chess, id) => skillRec(chess, id)?.bb ?? {};
/** The blackboard of the talent with data index `i` ({} when absent; module parts with a new index included). */
const talentAt = (chess, i) => (chess?.talents ?? []).find((t) => t && t.index === i)?.bb ?? {};
export default {
char_188_helage: (bb, chess) => {
const t0 = talentAt(chess, 0), t1 = talentAt(chess, 1), t2 = talentAt(chess, 2);
const tb = traitBb(chess);
const b1 = bbOf(chess, S1), b2 = bbOf(chess, S2), b3 = bbOf(chess, S3);
return {
skills: {
[S1]: {
kind: num(skillRec(chess, S1)?.maxChargeTime, 1) > 1 ? 'charges' : 'instant',
attack: { atkScale: num(b1.atk_scale, 1), hits: 2 },
},
[S2]: {
kind: 'duration',
mods: { atkPct: num(b2.atk), dodgePhys: num(b2.prob) },
attack: { hits: 2 },
},
[S3]: {
kind: 'duration',
mods: { atkPct: num(b3.atk) },
targeting: { rangeExtend: num(b3.ability_range_forward_extend), maxTargets: Math.max(1, Math.floor(num(b3['attack@max_target'], 1))) },
},
},
talents: [
{ install(battle, unit) { // 月盈星亏: 坚忍 ASPD up to min_attack_speed, reached at min_hp_ratio HP (linear in the HP lost)
const maxAs = num(t0.min_attack_speed), minHp = num(t0.min_hp_ratio);
if (!(maxAs > 0) || !(minHp < 1)) return;
const key = 'talent:helage:berserk';
battle.on('tick', () => {
const cur = unit.findBuff(key);
if (!up(unit)) { if (cur) battle.removeBuff(unit, key); return; }
const v = maxAs * Math.max(0, Math.min(1, (1 - unit.hpRatio) / (1 - minHp)));
if (cur && Math.abs((cur.data?.v ?? 0) - v) < 0.05) return;
if (v < 0.05) { if (cur) battle.removeBuff(unit, key); return; }
battle.addBuff(unit, { key, mods: { aspd: v }, data: { v }, tags: ['talent'] });
}, { owner: unit });
} },
{ install(battle, unit) { // 运筹帷幄: 生命回复速度 while blocking nobody; SBL-Y stage 3: or below hp_ratio HP
const regen = num(t1.hp_recovery_per_sec);
if (regen > 0) toggleBuff(battle, unit, 'talent:helage:regen', () => unit.blocking.length === 0, { hpRegen: regen });
const lowHp = num(t2.hp_ratio), lowRegen = num(t2.hp_recovery_per_sec);
if (lowRegen > 0 && lowHp > 0) {
toggleBuff(battle, unit, 'talent:helage:regenLow', () => unit.blocking.length > 0 && unit.hpRatio < lowHp, { hpRegen: lowRegen });
}
} },
],
install(battle, unit) {
// 武者: the trait heal on every damage instance — the engine heals once per enemy an attack strikes, so each further
// hit of the same attack on that enemy (S1, S2's 二连击) heals once more
battle.on('damaged', (c) => {
const d = c.dmg;
if (c.source !== unit || !unit.alive || !d || !d.isAttack || !d.attackId || !c.target || c.target.side !== 'enemy') return;
const m = unit.mem;
if (m.helageAttackId !== d.attackId) { m.helageAttackId = d.attackId; m.helageStruck = new Set(); }
if (!m.helageStruck.has(c.target.id)) { m.helageStruck.add(c.target.id); return; }
battle.heal(unit, unit, num(unit.profile?.selfHeal, num(tb.value, 70)), { self: true });
}, { owner: unit, priority: -10 });
// SBL-X “藏锋”: 生命值低于50%时,获得25%的庇护 (physical and arts damage taken)
const dr = num(t0.damage_resistance), drBelow = num(t0.hp_ratio);
if (dr > 0 && drBelow > 0) {
onHitOn(battle, unit, ({ dmg }) => {
if ((dmg.type === 'phys' || dmg.type === 'arts') && unit.hpRatio < drBelow) dmg.mul *= 1 - dr;
});
}
// SBL-Y “热的雪”: 被击倒时不撤退且回复30%生命(单次部署只触发1次)
const rise = num(tb.hp_ratio);
if (rise > 0) {
battle.on('fatal', (ctx) => {
if (ctx.unit !== unit || ctx.prevented || unit.mem.helageRoseSeq === unit.deploySeq) return;
unit.mem.helageRoseSeq = unit.deploySeq;
ctx.prevented = true;
unit.hp = Math.max(1, unit.s.maxHp * rise);
battle.fx('undying', { x: unit.x, y: unit.y, id: unit.id });
}, { owner: unit, priority: -50 });
}
},
};
},
};
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// server/sim/content/kits/ops/op-irene.js — 艾丽妮 (char_4009_irene) 自选 operator kit: 6★ 剑豪 (近卫), an owned-6★ pick of
// the tier-5 and tier-6 自选 slots; every skill, both talents, the trait and all three modules at every form.
// Kit contract and the 自选 rules: ../README.md ("How to add an operator (自选)").
//
// Forms (data/backups.json units.char_4009_irene, the DIY slot statuses): normal = E2 Lv1, skills at rank 4, no module;
// elite = E2 Lv60, rank 7, the picked module at stage 1 (tier 5) or 3 (tier 6). Potential 0 [ASSUMED: no account].
// Sources: character_table / skill_table / battle_equip_table (zh_CN, as built into backups.json), PRTS 艾丽妮 (审判之火
// 备注: "计算伤害前有概率(地面)/必定(空中单位)获取永久的物理穿透(百分比)Buff(不可叠加,直接加算),该效果仅在成功造成伤害后
// 消耗", popup "对空中单位造成物理伤害时,不会占用随机数"; S3 备注 "技能范围内仅存在飞行单位时,该技能也可开启 / 技能动画为固定时长
// (3.5秒),不受攻击速度影响 / 快速轰击可对空,溅射半径1.1"), PRTS 分支特性信息 §剑豪, gamedata_const ba.levitate ("变为空中单位").
// - Trait (剑豪) "普通攻击连续造成两次伤害": the profession default (hits 2), ground-only melee on her 1-1. SWO-X “审判官口粮”
// "技能造成的伤害提升10%" (trait bb damage_scale): her skill damage ×1.1; SWO-Y “厚重的经卷” "攻击时无视敌人70点的防御力"
// (def_penetrate_fixed): defIgnoreFlat on all her damage; ISW-A “艾丽妮特限证章”: only its attributes act here — its
// trait text and every talent part are 集成战略-only (battle_equip_table validInGameTag roguelike: 再部署 −60 %, +8 SP on
// deploy, the stage-3 range effects) ⇒ N/A; its stage-3 审判之火 text keeps the base 50 % / 50 %.
// - T1 审判之火 "对敌人造成物理伤害时有50%概率无视其50%防御力,对空中单位概率提升至100%": per PRTS 备注, before each physical
// damage instance she deals (normal or skill) she holds a 物理穿透 charge or draws one — always against an air unit (no
// random draw; 浮空 enemies are air units, ba.levitate), with `prob` against a ground one — and the charge adds
// def_penetrate to that instance's defIgnorePct; it is spent only by a damage instance that lands (a dodge or a cancel
// keeps it, and while she holds one she draws nothing: 不可叠加). SWO-X stage 3: 55 % and "技能期间若击倒空中单位,技能结束
// 时获得6点技力" — an air unit she knocks out while her skill is active (S1's strike, S2's cut, S3's 3.5 s) gives her +sp SP
// once that skill ends.
// - T2 净化之剑 "攻击速度+18,场上有【海怪】敌人时效果翻倍": ASPD +attack_speed; SWO-Y stage 3 adds ATK +5 % (the module talent
// change's atk); both doubled while a living 【海怪】 enemy (data tag seamonster) is on the field.
// - S1 起风 (AUTO, attack SP, DEFAULT): the next attack strikes its target once for atk_scale × ATK physical and levitates it
// `levitate` s, then hits it again for atk_scale × ATK physical (her skeleton's Skill_1 clip: two OnAttack) — the second
// hit meets an air unit when the levitation took.
// - S2 裂潮 (MANUAL, attack SP, 2 charges, 技能范围 3-12, data SKILL_RANGE): at once, up to max_target ground enemies of the
// skill range take atk_scale × ATK physical, and those of 重量 ≤ value (3) are levitated `levitate` s. It cannot be opened
// while its range holds no ground enemy at all [ASSUMED: PRTS's S3 note "仅存在飞行单位时,该技能也可开启" marks the opposite
// as the rule for this ground-only skill; the strategy's SKILL_RANGE still counts unselectable ones, "无视其不可选中"].
// - S3 判决 (MANUAL, attack SP, 技能范围 x-1, data SKILL_RANGE — PRTS: opens with only flyers in range): every ground enemy of
// the skill range takes atk_scale × ATK physical and is levitated `levitate` s, then multi_times (10) bombardments, one
// every multi_hit_interval (0.3) s, each on a random enemy of the skill range (flyers included) hitting every enemy within
// 1.1 of it (中点判定; PRTS 溅射半径1.1, 可对空) for multi_atk_scale × ATK physical; the skill runs PRTS's fixed 3.5 s with
// no normal attack [ASSUMED: the first bombardment one interval after the opening strike; a bombardment with no enemy in
// the skill range is skipped].
import { num, talentBb, traitBb, skillRec, statBuff, toggleBuff, giveSp, onHitBy } from '../shared/tier1.js';
import { absoluteRangeKeys, sortEnemyTargets } from '../../../targeting.js';
const S1 = 'skchr_irene_1';
const S2 = 'skchr_irene_2';
const S3 = 'skchr_irene_3';
/** PRTS S3 备注: "技能动画为固定时长(3.5秒),不受攻击速度影响". */
const S3_DURATION = 3.5;
/** PRTS S3 备注: "快速轰击可对空,溅射半径1.1". */
const S3_SPLASH = 1.1;
/** The skill ranges when a record carries none (data: 3-12 and x-1). */
const R3_12 = Object.freeze([[1, 0], [1, 1], [0, 0], [0, 1], [0, 2], [0, 3], [-1, 0], [-1, 1]]);
const X_1 = Object.freeze([[2, 0], [1, -1], [1, 0], [1, 1], [0, -2], [0, -1], [0, 0], [0, 1], [0, 2], [-1, -1], [-1, 0], [-1, 1], [-2, 0]]);
const AIR = Object.freeze({ canHitFly: true });
const GROUND = Object.freeze({ canHitFly: false });
const bbOf = (chess, id) => skillRec(chess, id)?.bb ?? {};
/** Absolute tile keys of a skill range at the unit's tile and facing (a 技能范围 ignores 攻击距离: no extend). */
const keysOf = (unit, grid) => absoluteRangeKeys(grid, unit.tileR, unit.tileC, unit.dir, 0);
/** A living 【海怪】 enemy on the field. */
const seaMonsterOnField = (battle) => battle.enemies.some((e) => e.alive && !e.hidden && Array.isArray(e.def?.tags) && e.def.tags.includes('seamonster'));
/**
* A skill that strikes ground enemies only cannot be opened while its range holds no ground enemy: every activation path
* (the strategy's SKILL_RANGE, content) is refused and the charge stays — the pattern of 莎草 S2 (ops/chess_char_2_06-papyrs.js,
* non-enumerable: never serialised).
*/
function guardActivation(battle, unit, grid) {
const sk = unit.skill;
if (!sk || Object.prototype.hasOwnProperty.call(sk, 'activate')) return;
const activate = sk.activate;
const ok = () => battle.unitsInGrid(unit, grid, { side: 'enemy' }).some((e) => !e.isFlying);
Object.defineProperty(sk, 'activate', {
configurable: true, writable: true, enumerable: false,
value(reason, opts) { return ok() ? activate.call(this, reason, opts) : false; },
});
}
export default {
char_4009_irene: (bb, chess) => {
const t0 = talentBb(chess, 0), t1 = talentBb(chess, 1);
const tb = traitBb(chess);
const b1 = bbOf(chess, S1), b2 = bbOf(chess, S2), b3 = bbOf(chess, S3);
const s2 = skillRec(chess, S2), s3 = skillRec(chess, S3);
const grid2 = s2?.rangeGrid ?? R3_12, grid3 = s3?.rangeGrid ?? X_1;
const levitate = (battle, unit, e, s) => { if (e.alive && s > 0) battle.applyStatus(e, 'levitate', { duration: s, source: unit }); };
return {
skills: {
[S1]: {
kind: num(skillRec(chess, S1)?.maxChargeTime, 1) > 1 ? 'charges' : 'instant',
attack: {
atkScale: num(b1.atk_scale, 1),
hits: 1, // the first strike; the follow-up below (Skill_1 clip: two OnAttack)
onEachHit({ battle, unit, target, kind, attackId }) {
if (kind !== 'main' || !target || target.side !== 'enemy' || !target.alive) return;
levitate(battle, unit, target, num(b1.levitate));
if (!target.alive || !unit.alive) return;
battle.dealDamage(unit, target, { amount: unit.s.atk * num(b1.atk_scale, 1) * unit.s.atkScaleMul, type: 'phys', isAttack: true, isSkill: true, attackId, tags: ['skill'] });
},
},
},
[S2]: {
kind: num(s2?.maxChargeTime, 1) > 1 ? 'charges' : 'instant',
onStart({ battle, unit }) {
const list = battle.enemiesInKeys(keysOf(unit, grid2), unit, GROUND);
sortEnemyTargets(battle, unit, list, null);
const v = list.slice(0, Math.max(1, Math.floor(num(b2.max_target, 1))));
battle.fx('slash', { x: unit.x, y: unit.y, id: unit.id, n: v.length, skill: 'irene:tide' });
for (const e of v) {
battle.dealDamage(unit, e, { amount: unit.s.atk * num(b2.atk_scale, 1), type: 'phys', isSkill: true, tags: ['skill'] });
// "使其中重量小于等于3的目标浮空"
if (e.alive && e.weight <= num(b2.value, 3)) levitate(battle, unit, e, num(b2.levitate));
}
},
},
[S3]: {
kind: 'duration',
duration: S3_DURATION,
attack: { noAttack: true },
onStart({ battle, unit }) {
unit.mem.ireneS3 = { t: 0, n: 0 };
const v = battle.enemiesInKeys(keysOf(unit, grid3), unit, GROUND);
battle.fx('aoe', { x: unit.x, y: unit.y, radius: 1.5, id: unit.id, skill: 'irene:judgment' });
for (const e of v) {
battle.dealDamage(unit, e, { amount: unit.s.atk * num(b3.atk_scale, 1), type: 'phys', isSkill: true, tags: ['skill'] });
levitate(battle, unit, e, num(b3.levitate));
}
},
onTick({ battle, unit, dt }) {
const m = unit.mem.ireneS3;
if (!m) return;
m.t += dt;
const iv = Math.max(0.05, num(b3.multi_hit_interval, 0.3)), times = Math.max(0, Math.floor(num(b3.multi_times, 10)));
while (m.n < times && m.t + 1e-9 >= (m.n + 1) * iv) {
m.n++;
const cands = battle.enemiesInKeys(keysOf(unit, grid3), unit, AIR);
if (!cands.length) continue;
const c = battle.rng.pick(cands);
battle.fx('aoe', { x: c.x, y: c.y, radius: S3_SPLASH, id: unit.id, skill: 'irene:judgment' });
for (const e of battle.foesInRadius(c.x, c.y, S3_SPLASH, true)) {
battle.dealDamage(unit, e, { amount: unit.s.atk * num(b3.multi_atk_scale, 1), type: 'phys', isSkill: true, isSplash: e !== c, tags: ['skill'] });
}
if (!unit.alive || !unit.skill?.active) return;
}
},
onEnd({ unit }) { unit.mem.ireneS3 = null; },
},
},
talents: [
{ install(battle, unit) { // 审判之火: a 物理穿透 charge per physical instance (air: always, ground: prob), spent on landing
const prob = num(t0.prob), pen = num(t0.def_penetrate), sp = num(t0.sp);
if (pen > 0) {
onHitBy(battle, unit, (ctx) => {
const d = ctx.dmg, m = unit.mem;
if (d.type !== 'phys') return;
if (!m.ireneCharge) m.ireneCharge = ctx.target.isFlying || (prob > 0 && battle.rng() < prob);
if (!m.ireneCharge) return;
d.defIgnorePct += pen;
m.ireneChargeDmg = d;
});
battle.on('damaged', (c) => {
if (c.source !== unit || !c.dmg || c.dmg !== unit.mem.ireneChargeDmg) return;
unit.mem.ireneCharge = false;
unit.mem.ireneChargeDmg = null;
}, { owner: unit });
}
// SWO-X stage 3: an air unit knocked out during her skill ⇒ +sp SP when the skill ends
if (sp > 0) {
battle.on('death', (c) => {
if (c.reason === 'killed' && c.killer === unit && c.unit?.side === 'enemy' && c.unit.isFlying && unit.skill?.active) unit.mem.ireneAirKill = true;
}, { owner: unit });
battle.on('skillEnd', (c) => {
if (c.unit !== unit || !unit.mem.ireneAirKill) return;
unit.mem.ireneAirKill = false;
if (unit.alive) giveSp(unit, sp);
}, { owner: unit });
}
} },
{ install(battle, unit) { // 净化之剑: ASPD (SWO-Y stage 3: ATK too), doubled while a 【海怪】 enemy is on the field
const mods = { aspd: num(t1.attack_speed), atkPct: num(t1.atk) };
statBuff(battle, unit, 'talent:irene:sword', mods);
if (mods.aspd || mods.atkPct) {
const extra = {};
for (const [k, v] of Object.entries(mods)) if (v) extra[k] = v;
toggleBuff(battle, unit, 'talent:irene:seamonster', () => seaMonsterOnField(battle), extra);
}
} },
],
install(battle, unit) {
// SWO-Y “厚重的经卷”: 攻击时无视敌人70点的防御力
statBuff(battle, unit, 'trait:irene:pierce', { defIgnoreFlat: num(tb.def_penetrate_fixed) });
// SWO-X “审判官口粮”: 技能造成的伤害提升10%
const skillMul = num(tb.damage_scale, 1);
if (skillMul !== 1) onHitBy(battle, unit, ({ dmg }) => { if (dmg.isSkill) dmg.mul *= skillMul; });
if (unit.skill?.id === S2) guardActivation(battle, unit, grid2);
},
};
},
};
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// test/content/op_chen.test.js — the 自选 operator kit of 陈 (char_010_chen, 6★ 剑豪; kit
// server/sim/content/kits/ops/op-chen.js), fielded the production way (a DIY slot + its `diy` pick, simdata getDiy) in every
// form: tiers 5 / 6, normal (E2 Lv1, skill rank 4, no module) and elite (E2 Lv60, rank 7) with no module, SWO-X “罗德岛制式剑”
// or SWO-Y “往昔时光” at stage 1 (tier 5) / 3 (tier 6). Every number is read back from data/backups.json (the form of that
// slot status); the fidelity checklist of kits/README.md item by item.
// Run: node --test test/content/op_chen.test.js
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { readFileSync } from 'node:fs';
import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js';
import { KITTED_CHARS, OPERATOR_KITS, KITS } from '../../server/sim/content/kits/index.js';
import { diyPool, validateDiyPicks } from '../../shared/diy.js';
const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8'));
const CHESS = load('chess');
const BACKUPS = load('backups');
const CHEN = 'char_010_chen';
const FORMS = BACKUPS.units[CHEN].forms;
const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' };
const SWOX = 'uniequip_002_chen', SWOY = 'uniequip_003_chen';
const S1 = 'skchr_chen_1', S2 = 'skchr_chen_2', S3 = 'skchr_chen_3';
const formOf = (tier, elite) => FORMS[elite ? (tier === 5 ? '2/60/7/1' : '2/60/7/3') : '2/1/4/0'];
const skillOf = (tier, elite, id) => formOf(tier, elite).skills.find((s) => s.skillId === id);
const modOf = (tier, mod) => (mod ? formOf(tier, true).modules.find((m) => m.uniEquipId === mod) : null);
const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`);
const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o });
const ENEMIES = {
enemy_dummy: dummy('enemy_dummy'), enemy_fly: dummy('enemy_fly', { motion: 'FLY' }), enemy_def: dummy('enemy_def', { def: 300 }),
enemy_walk: enemyRec({ key: 'enemy_walk', hp: 1e9, speed: 0.6, mass: 0 }), enemy_weak: dummy('enemy_weak', { hp: 1000 }),
};
/** Every 自选 form: [tier, elite, module]. */
const FORMS_ALL = [[5, false, null], [6, false, null], ...[5, 6].flatMap((t) => [null, SWOX, SWOY].map((m) => [t, true, m]))];
const label = ([tier, elite, mod]) => `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`;
/** The SWO-X multiplier of her skill damage in a form. */
const skillMulOf = (elite, mod) => (elite && mod === SWOX ? 1.1 : 1);
/** A battle with 陈 as uid 1 at (row, col) facing RIGHT, plus `others`. */
function field({ tier = 5, elite = false, mod = null, skill = 0, row = 10, col = 5, others = [], seed = 5, startOpCooldown } = {}) {
const h = makeBattle({
defs: { enemies: ENEMIES }, timeLimit: 600, autoFinish: false, seed,
flags: { dpPerSec: 0, dpMax: 999, ...(startOpCooldown != null ? { startOpCooldown } : null) },
hooks: ['damaged', 'skillStart', 'skillEnd', 'statusApplied', 'attack'], captureNoisy: true,
units: [{ uid: 1, diy: { slot: SLOT[tier], charId: CHEN, skillIndex: skill, uniEquipId: mod }, elite, row, col }, ...others],
});
h.step();
return { h, u: h.unit(1) };
}
const hitsBy = (h, u) => h.hooksOf('damaged').filter((c) => c.source === u);
function done(h) {
checkInvariants(h.b);
assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0]));
}
test('陈 in every 自选 form: her operator kit (all three skills authored), the form\'s stats + module attributes, 1-1 range, blocks 2, two hits per attack, melee ground-only, 炎 (yanShip), no 特质', () => {
assert.equal(OPERATOR_KITS[CHEN], KITS[CHEN]);
for (const f of FORMS_ALL) {
const [tier, elite, mod] = f;
for (const skill of [0, 1, 2]) {
const { h, u } = field({ tier, elite, mod, skill });
const form = formOf(tier, elite), m = elite ? modOf(tier, mod) : null;
assert.deepEqual([u.def.charId, u.def.diyFor, u.skill.id, !!u.kit.generic, u.kit.skillSource], [CHEN, SLOT[tier], form.skills[skill].skillId, false, 'skills'], label(f));
assert.deepEqual([u.base.maxHp, u.base.atk, u.base.def, u.base.aspd],
[form.stats.maxHp + (m?.attr.maxHp ?? 0), form.stats.atk + (m?.attr.atk ?? 0), form.stats.def + (m?.attr.def ?? 0), 100 + (m?.attr.aspd ?? 0)], `${label(f)}: stats`);
assert.deepEqual([u.s.blockCnt, u.profile.attack, u.profile.canHitFly, u.profile.hits, u.profile.dmgType, u.base.bat], [2, 'melee', false, 2, 'phys', 1.3], `${label(f)}: 剑豪`);
assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${label(f)}: 1-1`);
assert.deepEqual([u.def.bonds, u.def.raw.garrisonIds], [['yanShip'], []], `${label(f)}: bonds / 特质`);
assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth, `${label(f)}: ground enemies target her`);
assert.deepEqual(u.def.raw.tokens, [], `${label(f)}: no summons`);
done(h);
}
}
// the numbers of the forms (zh_CN): E2 Lv1 2188 / 469 / 288, E2 Lv60 2647 / 562 / 330; SWO-X +50 ATK +5 ASPD → +80 / +7,
// SWO-Y +52 / +28 → +85 / +42 ATK / DEF
assert.deepEqual([FORMS['2/1/4/0'].stats.maxHp, FORMS['2/1/4/0'].stats.atk, FORMS['2/60/7/1'].stats.maxHp, FORMS['2/60/7/1'].stats.atk], [2188, 469, 2647, 562]);
assert.deepEqual([modOf(5, SWOX).attr, modOf(6, SWOX).attr, modOf(5, SWOY).attr, modOf(6, SWOY).attr], [{ atk: 50, aspd: 5 }, { atk: 80, aspd: 7 }, { atk: 52, def: 28 }, { atk: 85, def: 42 }]);
});
test('a 自选 pick: 陈 is offered at tiers 5 and 6 (she has a kit) and a roster with her passes validateDiyPicks', () => {
const data = { chess: CHESS, backups: BACKUPS };
assert.ok(KITTED_CHARS.includes(CHEN));
for (const t of [5, 6]) assert.ok(diyPool(t, { data, kitted: KITTED_CHARS }).includes(CHEN), `tier ${t}`);
assert.deepEqual(validateDiyPicks({ [SLOT[6]]: { charId: CHEN, skillIndex: 2, uniEquipId: SWOX } }, { data, kitted: KITTED_CHARS }),
{ ok: true, picks: { [SLOT[6]]: { charId: CHEN, skillIndex: 2, uniEquipId: SWOX } } });
});
test('剑豪 trait: a normal attack is two physical hits of 100 % ATK on her target (one attack id); she gains 1 attack SP per attack', () => {
for (const [tier, elite, mod] of [[5, false, null], [6, true, SWOY]]) {
const { h, u } = field({ tier, elite, mod, skill: 2 });
const e = h.spawn('enemy_dummy', { pos: [10, 6] });
const sp0 = u.skill.sp;
assert.ok(h.runUntil(() => hitsBy(h, u).length >= 2, 3), 'she attacks');
const [a, b] = hitsBy(h, u);
assert.deepEqual([a.target, b.target, a.dmg.attackId === b.dmg.attackId, a.type, a.dmg.isAttack, a.dmg.isSkill], [e, e, true, 'phys', true, false]);
approx(a.amount, u.s.atk, 'hit 1'); approx(b.amount, u.s.atk, 'hit 2');
approx(u.skill.sp, sp0 + 1, 'one SP per attack (not per hit)');
done(h);
}
});
test('S1 鞘击 (AUTO, attack SP 6 / 5, data DEFAULT): the next attack is ONE strike of 230 % / 260 % ATK physical that stuns its target 1.25 / 1.5 s; then two-hit attacks again', () => {
for (const [tier, elite, mod] of [[5, false, null], [5, true, SWOX], [6, true, SWOX], [6, true, SWOY]]) {
const sk = skillOf(tier, elite, S1), mul = skillMulOf(elite, mod), lb = `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`;
const { h, u } = field({ tier, elite, mod, skill: 0 });
assert.deepEqual([u.skill.rule, u.skill.spType, u.skill.spCost, sk.initSp, sk.bb.atk_scale, sk.bb.stun], ['DEFAULT', 'attack', elite ? 5 : 6, 0, elite ? 2.6 : 2.3, elite ? 1.5 : 1.25], lb);
u.skill.gainSp(999);
const e = h.spawn('enemy_dummy', { pos: [10, 6] });
assert.ok(h.runUntil(() => u.skill.activations === 1 && hitsBy(h, u).length > 0, 3), `${lb}: cast on her next attack`);
h.step();
const first = hitsBy(h, u);
assert.equal(first.filter((c) => c.dmg.attackId === first[0].dmg.attackId).length, 1, `${lb}: one strike, not two`);
assert.deepEqual([first[0].target, first[0].type, first[0].dmg.isSkill], [e, 'phys', true], lb);
approx(first[0].amount, u.s.atk * sk.bb.atk_scale * mul, `${lb}: ${sk.bb.atk_scale * 100} % ATK${mul > 1 ? ' × 1.1 (SWO-X)' : ''}`);
const stun = h.hooksOf('statusApplied').find((c) => c.source === u && c.status === 'stun');
assert.ok(stun && stun.target === e, `${lb}: the target is stunned`);
approx(stun.duration, sk.bb.stun, `${lb}: stun ${sk.bb.stun} s`);
const n0 = hitsBy(h, u).length;
assert.ok(h.runUntil(() => hitsBy(h, u).length >= n0 + 2, 4), `${lb}: next attack`);
const next = hitsBy(h, u).slice(n0);
assert.deepEqual([next[0].dmg.isSkill, next[1].dmg.attackId === next[0].dmg.attackId], [false, true], `${lb}: two plain hits again`);
done(h);
}
});
test('S2 赤霄·拔刀 (MANUAL, data SKILL_RANGE on 3-12): cast with an enemy in the skill range (no attack needed); up to 5 / 6 enemies there — flyers too — each take 370 % / 410 % ATK arts, then the same physical; nothing outside', () => {
for (const [tier, elite, mod] of [[5, false, null], [6, true, null], [6, true, SWOX]]) {
const sk = skillOf(tier, elite, S2), mul = skillMulOf(elite, mod), lb = `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`;
const { h, u } = field({ tier, elite, mod, skill: 1 });
assert.deepEqual([u.skill.rule, u.skill.spType, u.skill.spCost, u.skill.sp, sk.bb.atk_scale, sk.bb.max_target, sk.rangeId],
['SKILL_RANGE', 'attack', elite ? 25 : 26, elite ? 14 : 12, elite ? 4.1 : 3.7, elite ? 6 : 5, '3-12'], lb);
assert.deepEqual(u.skill.triggerGrid, sk.rangeGrid, `${lb}: the trigger grid is the skill range`);
u.skill.gainSp(999);
h.run(1);
assert.equal(u.skill.activations, 0, `${lb}: nobody in range`);
// 3 tiles ahead: inside 3-12, outside her 1-1 — she cannot attack it
const far = h.spawn('enemy_dummy', { pos: [10, 8] });
const out1 = h.spawn('enemy_dummy', { pos: [10, 9] }), out2 = h.spawn('enemy_dummy', { pos: [10, 4] });
const fly = h.spawn('enemy_fly', { pos: [9, 6] });
const more = [[11, 6], [10, 7], [9, 5]].map((pos) => h.spawn('enemy_dummy', { pos }));
assert.ok(h.runUntil(() => u.skill.activations === 1, 1), `${lb}: cast`);
const hit = hitsBy(h, u);
const victims = [...new Set(hit.map((c) => c.target))];
assert.equal(victims.length, Math.min(sk.bb.max_target, 5), `${lb}: every enemy of the skill range up to ${sk.bb.max_target}`);
for (const e of [far, fly, ...more]) {
const mine = hit.filter((c) => c.target === e);
assert.deepEqual(mine.map((c) => c.type), ['arts', 'phys'], `${lb}: ${e.tileR},${e.tileC} arts then physical`);
for (const c of mine) { approx(c.amount, u.s.atk * sk.bb.atk_scale * mul, `${lb}: ${sk.bb.atk_scale * 100} %`); assert.equal(c.dmg.isSkill, true); }
}
for (const e of [out1, out2]) assert.ok(!hit.some((c) => c.target === e), `${lb}: ${e.tileR},${e.tileC} outside 3-12`);
assert.ok(!h.hooksOf('attack').some((c) => c.attacker === u), `${lb}: no attack — nobody stood in her 1-1`);
done(h);
}
// more enemies than max_target: exactly max_target are cut
const sk = skillOf(5, false, S2);
const { h, u } = field({ tier: 5, skill: 1 });
u.skill.gainSp(999);
for (const pos of [[11, 5], [11, 6], [10, 6], [10, 7], [10, 8], [9, 5], [9, 6]]) h.spawn('enemy_dummy', { pos });
assert.ok(h.runUntil(() => u.skill.activations === 1, 1));
assert.equal(new Set(hitsBy(h, u).filter((c) => c.dmg.isSkill).map((c) => c.target)).size, sk.bb.max_target, `${sk.bb.max_target} of 7`);
done(h);
});
test('S3 赤霄·绝影 (MANUAL, data SKILL_RANGE on x-1): not opened with only a flyer in range; then 10 slashes of 230 % / 260 % ATK on the nearest ground enemy at the skeleton\'s times, the last stunning 2.5 / 3 s; 2.933 s, invulnerable, unable to block, stun immune', () => {
for (const [tier, elite, mod] of [[5, false, null], [6, true, null], [6, true, SWOX]]) {
const sk = skillOf(tier, elite, S3), mul = skillMulOf(elite, mod), lb = `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`;
const { h, u } = field({ tier, elite, mod, skill: 2, row: 10, col: 5 });
assert.deepEqual([u.skill.rule, u.skill.spType, u.skill.spCost, u.skill.sp, sk.bb.atk_scale, sk.bb.times, sk.bb.stun, sk.rangeId],
['SKILL_RANGE', 'attack', elite ? 36 : 38, 10, elite ? 2.6 : 2.3, 10, elite ? 3 : 2.5, 'x-1'], lb);
assert.deepEqual(u.skill.triggerGrid, sk.rangeGrid, `${lb}: the trigger grid is the skill range`);
u.skill.gainSp(999);
const fly = h.spawn('enemy_fly', { pos: [10, 6] });
h.run(1.5);
assert.equal(u.skill.activations, 0, `${lb}: a flyer alone in x-1 does not open it (不可对空), the skill stays ready`);
assert.equal(u.skill.charges, 1, lb);
const near = h.spawn('enemy_dummy', { pos: [9, 6] }); // √2 away
const farther = h.spawn('enemy_dummy', { pos: [10, 7] }); // 2 away
assert.ok(h.runUntil(() => u.skill.active, 1), `${lb}: opened with a ground enemy in range`);
const t0 = u.skill.lastStart;
assert.deepEqual([!!u.s.flags.invulnerable, !!u.s.flags.noBlock], [true, true], `${lb}: 无敌, 无法阻挡`);
assert.equal(h.b.applyStatus(u, 'stun', { duration: 2, source: near }), false, `${lb}: 眩晕免疫`);
assert.equal(h.b.applyStatus(u, 'freeze', { duration: 2, source: near }), false, `${lb}: 冻结免疫`);
const n0 = hitsBy(h, u).length;
h.runUntil(() => !u.skill.active, 4);
const end = h.hooksOf('skillEnd').find((c) => c.unit === u);
assert.deepEqual([end.reason, Math.round((end.t - t0) * 30)], ['duration', 88], `${lb}: the Skill_3 clip (2.933 s = 88 ticks)`);
const slashes = hitsBy(h, u).slice(n0);
assert.equal(slashes.length, 10, `${lb}: 10 slashes`);
assert.ok(slashes.every((c) => c.target === near && c.type === 'phys' && c.dmg.isSkill), `${lb}: all on the nearest ground enemy`);
for (const c of slashes) approx(c.amount, u.s.atk * sk.bb.atk_scale * mul, `${lb}: ${sk.bb.atk_scale * 100} %`);
const at = slashes.map((c) => Math.round((c.t - t0) * 30));
assert.deepEqual(at, [18, 24, 30, 36, 42, 48, 54, 60, 66, 85], `${lb}: 0.6 … 2.2 s, 2.833 s (ticks)`);
const stuns = h.hooksOf('statusApplied').filter((c) => c.source === u && c.status === 'stun');
assert.equal(stuns.length, 1, `${lb}: the last slash stuns`);
assert.deepEqual([stuns[0].target, stuns[0].duration], [near, sk.bb.stun], lb);
assert.ok(!hitsBy(h, u).some((c) => c.target === fly || c.target === farther), `${lb}: nobody else`);
assert.deepEqual([!!u.s.flags.invulnerable, !!u.s.flags.noBlock], [false, false], `${lb}: back to normal`);
assert.deepEqual(u.liveRangeGrid, formOf(tier, elite).rangeGrid, `${lb}: her range stays 1-1`);
done(h);
}
});
test('S3: no normal attack and no SP while it runs; a slain target is replaced by the next nearest; with no target left in x-1 it ends at once', () => {
const { h, u } = field({ tier: 6, elite: true, skill: 2 });
u.skill.gainSp(999);
const weak = h.spawn('enemy_weak', { pos: [10, 6] });
const next = h.spawn('enemy_dummy', { pos: [11, 6] });
assert.ok(h.runUntil(() => u.skill.active, 1));
const n0 = hitsBy(h, u).length;
h.runUntil(() => !u.skill.active, 4);
const hits = hitsBy(h, u).slice(n0);
assert.ok(!weak.alive, 'the first target fell');
assert.ok(hits.length === 10 && hits.every((c) => c.dmg.isSkill), 'ten slashes, no normal attack');
assert.ok(hits.some((c) => c.target === next) && hits[hits.length - 1].target === next, 'the rest on the next nearest');
assert.ok(!h.hooksOf('attack').some((c) => c.attacker === u && c.t > u.skill.lastStart && c.t < u.skill.lastStart + 2.9), 'no attack meanwhile');
done(h);
// the only target dies at the first slash: the skill ends right there (no 2.9 s)
const r = field({ tier: 5, skill: 2 });
r.u.skill.gainSp(999);
r.h.spawn('enemy_weak', { pos: [10, 6] });
assert.ok(r.h.runUntil(() => r.u.skill.active, 1));
const t0 = r.u.skill.lastStart;
r.h.runUntil(() => !r.u.skill.active, 4);
const early = r.h.hooksOf('skillEnd').find((c) => c.unit === r.u);
assert.deepEqual([early.reason, Math.round((early.t - t0) * 30)], ['noTarget', 19], 'ended the tick after the first slash felled it');
assert.equal(r.u.skill.sp, 0, 'SP spent');
done(r.h);
// the 10th slash fells the only target: the slashes are done, so the clip runs out (only "未到10次之前" ends it early)
const z = field({ tier: 5, skill: 2 });
const slash = z.u.s.atk * skillOf(5, false, S3).bb.atk_scale;
const tenth = z.h.spawn('enemy_dummy', { pos: [10, 6] });
tenth.hp = 9.5 * slash;
z.u.skill.gainSp(999);
assert.ok(z.h.runUntil(() => z.u.skill.active, 1));
const z0 = z.u.skill.lastStart;
z.h.runUntil(() => !z.u.skill.active, 4);
assert.ok(!tenth.alive, 'felled by the 10th slash');
assert.equal(hitsBy(z.h, z.u).length, 10);
const zEnd = z.h.hooksOf('skillEnd').find((c) => c.unit === z.u);
assert.deepEqual([zEnd.reason, Math.round((zEnd.t - z0) * 30)], ['duration', 88], 'the clip runs out');
done(z.h);
// a walker she blocked walks on while she slashes (无法阻挡)
const w = field({ tier: 6, elite: true, skill: 2, row: 9, col: 5 });
w.h.spawn('enemy_walk', { routeIndex: 0 });
assert.ok(w.h.runUntil(() => w.u.blocking.length > 0, 30), 'blocked');
const walker = w.u.blocking[0];
w.u.skill.gainSp(999);
assert.ok(w.h.runUntil(() => w.u.skill.active, 2));
w.h.step();
assert.equal(walker.blockedBy, null, 'released');
done(w.h);
});
test('T1 呵斥: every 4 s on the field (3 s with SWO-X stage 3) every attack / hurt SP ally gets 1 SP — her too, not time SP; SWO-X stage 3: +1 more for her; nothing once she left', () => {
const others = [{ uid: 2, chessId: 'chess_char_1_09_a', row: 12, col: 3 }, { uid: 3, chessId: 'chess_char_1_12_a', row: 12, col: 5 }, { uid: 4, chessId: 'chess_char_1_02_a', row: 12, col: 7 }];
for (const f of FORMS_ALL) {
const [tier, elite, mod] = f;
const x3 = elite && mod === SWOX && tier === 6;
const t0 = formOf(tier, elite).talents[0].bb;
const iv = x3 ? 3 : 4;
const { h, u } = field({ tier, elite, mod, skill: 2, others });
if (!x3) assert.deepEqual(u.def.raw.talents.find((t) => t.index === 0).bb, t0, label(f));
const [snipe, guard, tank] = [h.unit(2), h.unit(3), h.unit(4)];
assert.deepEqual([snipe.skill.spType, guard.skill.spType, tank.skill.spType], ['attack', 'hurt', 'time']);
const sp = () => [u.skill.sp, snipe.skill.sp, guard.skill.sp];
const base = sp();
h.run(iv - 0.1 - h.b.time);
assert.deepEqual(sp(), base, `${label(f)}: nothing before ${iv} s`);
h.run(0.2);
assert.deepEqual(sp(), [base[0] + (x3 ? 2 : 1), base[1] + 1, base[2] + 1], `${label(f)}: +1 each at ${iv} s${x3 ? ', +2 for her' : ''}`);
approx(tank.skill.sp, Math.min(tank.skill.spCost, 0 + h.b.time), `${label(f)}: the time-SP 角峰 only recovers with time`, 0.05);
h.run(iv);
assert.deepEqual(sp(), [base[0] + (x3 ? 4 : 2), base[1] + 2, base[2] + 2], `${label(f)}: again at ${2 * iv} s`);
h.b.retreat(u);
const off = [snipe.skill.sp, guard.skill.sp];
h.run(3 * iv);
assert.deepEqual([snipe.skill.sp, guard.skill.sp], off, `${label(f)}: nothing once she left`);
done(h);
}
// SWO-X stage 3 is the module's text: 每3秒…,自身额外回复1点技力
assert.match(modOf(6, SWOX).talentChanges.find((t) => !t.hidden).desc, /每3秒回复全场友方角色1点攻击\/受击技力,自身额外回复1点技力/);
});
test('T2 持刀格斗术: ATK +5 %, DEF +5 %, 物理闪避 10 %; SWO-Y stage 3: +15 % / +15 % / 18 %', () => {
for (const f of FORMS_ALL) {
const [tier, elite, mod] = f;
const { h, u } = field({ tier, elite, mod, skill: 1 });
const y3 = elite && mod === SWOY && tier === 6;
const [a, d, p] = y3 ? [0.15, 0.15, 0.18] : [0.05, 0.05, 0.1];
assert.deepEqual(u.findBuff('talent:chen:knife')?.mods, { atkPct: a, defPct: d, dodgePhys: p }, label(f));
approx(u.s.atk, u.base.atk * (1 + a), `${label(f)}: ATK`);
approx(u.s.def, u.base.def * (1 + d), `${label(f)}: DEF`);
approx(u.s.dodgePhys, p, `${label(f)}: 物理闪避`);
done(h);
}
});
test('modules: SWO-X skill damage ×1.1 during her skill (PRTS 修正 技能期间), normal attacks unchanged; SWO-Y ignores 70 DEF on every hit (stages 1 and 3); none without', () => {
for (const f of FORMS_ALL.filter(([, elite]) => elite)) {
const [tier, elite, mod] = f;
const { h, u } = field({ tier, elite, mod, skill: 1 });
h.spawn('enemy_def', { pos: [10, 6] });
assert.ok(h.runUntil(() => hitsBy(h, u).length >= 2, 3));
const pen = mod === SWOY ? 70 : 0;
approx(hitsBy(h, u)[0].amount, u.s.atk - (300 - pen), `${label(f)}: a normal hit vs DEF 300`);
if (mod === SWOY) assert.deepEqual(u.def.raw.trait.bb, { def_penetrate_fixed: 70 });
if (mod === SWOX) assert.deepEqual(u.def.raw.trait.bb, { damage_scale: 1.1, value: 0.1 });
// S2 on the same target
u.skill.gainSp(999);
const n0 = hitsBy(h, u).length;
assert.ok(h.runUntil(() => u.skill.activations === 1, 4));
const cut = hitsBy(h, u).slice(n0).filter((c) => c.dmg.isSkill && c.type === 'phys')[0];
const sk = skillOf(tier, elite, S2);
approx(cut.amount, (u.s.atk * sk.bb.atk_scale - (300 - pen)) * skillMulOf(elite, mod), `${label(f)}: S2 physical vs DEF 300`);
done(h);
}
});
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// test/content/op_helage.test.js — the 自选 operator kit of 赫拉格 (char_188_helage, 6★ 武者; kit
// server/sim/content/kits/ops/op-helage.js), fielded the production way (a DIY slot + its `diy` pick, simdata getDiy) in
// every form: tiers 5 / 6, normal (E2 Lv1, skill rank 4, no module) and elite (E2 Lv60, rank 7) with no module, SBL-X
// “藏锋” or SBL-Y “热的雪” at stage 1 (tier 5) / 3 (tier 6). Every number is read back from data/backups.json (the form of
// that slot status); the fidelity checklist of kits/README.md item by item.
// Run: node --test test/content/op_helage.test.js
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { readFileSync } from 'node:fs';
import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js';
import { KITTED_CHARS, OPERATOR_KITS, KITS } from '../../server/sim/content/kits/index.js';
import { diyPool, validateDiyPicks } from '../../shared/diy.js';
const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8'));
const CHESS = load('chess');
const BACKUPS = load('backups');
const HELAGE = 'char_188_helage';
const FORMS = BACKUPS.units[HELAGE].forms;
const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' };
const SBLX = 'uniequip_002_helage', SBLY = 'uniequip_003_helage';
const S1 = 'skchr_helage_1', S2 = 'skchr_helage_2', S3 = 'skchr_helage_3';
const formOf = (tier, elite) => FORMS[elite ? (tier === 5 ? '2/60/7/1' : '2/60/7/3') : '2/1/4/0'];
const skillOf = (tier, elite, id) => formOf(tier, elite).skills.find((s) => s.skillId === id);
const modOf = (tier, mod) => (mod ? formOf(tier, true).modules.find((m) => m.uniEquipId === mod) : null);
const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`);
const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o });
const ENEMIES = {
enemy_dummy: dummy('enemy_dummy'), enemy_fly: dummy('enemy_fly', { motion: 'FLY' }),
enemy_walk: enemyRec({ key: 'enemy_walk', hp: 1e9, speed: 0.6, mass: 0 }),
};
/** Every 自选 form: [tier, elite, module]. */
const FORMS_ALL = [[5, false, null], [6, false, null], ...[5, 6].flatMap((t) => [null, SBLX, SBLY].map((m) => [t, true, m]))];
const label = ([tier, elite, mod]) => `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`;
/** A battle with 赫拉格 as uid 1 at (row, col) facing RIGHT, plus `others`. */
function field({ tier = 5, elite = false, mod = null, skill = 0, row = 10, col = 5, others = [], seed = 5 } = {}) {
const h = makeBattle({
defs: { enemies: ENEMIES }, timeLimit: 600, autoFinish: false, seed,
flags: { dpPerSec: 0, dpMax: 999 },
hooks: ['damaged', 'skillStart', 'skillEnd', 'heal', 'attack'], captureNoisy: true,
units: [{ uid: 1, diy: { slot: SLOT[tier], charId: HELAGE, skillIndex: skill, uniEquipId: mod }, elite, row, col }, ...others],
});
h.step();
return { h, u: h.unit(1) };
}
const hitsBy = (h, u) => h.hooksOf('damaged').filter((c) => c.source === u);
const selfHeals = (h, u) => h.hooksOf('heal').filter((c) => c.source === u && c.target === u && !c.opts?.regen);
function done(h) {
checkInvariants(h.b);
assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0]));
}
test('赫拉格 in every 自选 form: his operator kit (all three skills authored), the form\'s stats + module attributes, 1-1 range, blocks 1, melee ground-only, 武者 (no heal from others, 70 HP per hit), no core bond (emptyShip), no 特质', () => {
assert.equal(OPERATOR_KITS[HELAGE], KITS[HELAGE]);
for (const f of FORMS_ALL) {
const [tier, elite, mod] = f;
for (const skill of [0, 1, 2]) {
const { h, u } = field({ tier, elite, mod, skill });
const form = formOf(tier, elite), m = elite ? modOf(tier, mod) : null;
assert.deepEqual([u.def.charId, u.def.diyFor, u.skill.id, !!u.kit.generic, u.kit.skillSource], [HELAGE, SLOT[tier], form.skills[skill].skillId, false, 'skills'], label(f));
assert.deepEqual([u.base.maxHp, u.base.atk, u.base.def], [form.stats.maxHp + (m?.attr.maxHp ?? 0), form.stats.atk + (m?.attr.atk ?? 0), form.stats.def + (m?.attr.def ?? 0)], `${label(f)}: stats`);
assert.deepEqual([u.s.blockCnt, u.profile.attack, u.profile.canHitFly, u.profile.hits, u.profile.noHeal, u.profile.selfHeal, u.base.bat], [1, 'melee', false, 1, true, 70, 1.2], `${label(f)}: 武者`);
assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${label(f)}: 1-1`);
assert.deepEqual([u.def.bonds, u.def.raw.garrisonIds], [['emptyShip'], []], `${label(f)}: bonds / 特质`);
assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth, `${label(f)}: ground enemies target him`);
assert.deepEqual(u.def.raw.tokens, [], `${label(f)}: no summons`);
done(h);
}
}
// the numbers of the forms (zh_CN): E2 Lv1 2868 / 632 / 283, E2 Lv60 3502 / 718 / 317; SBL-X +230 HP +55 ATK → +350 / +90,
// SBL-Y +55 ATK +50 DEF → +90 / +60
assert.deepEqual([FORMS['2/1/4/0'].stats.maxHp, FORMS['2/1/4/0'].stats.atk, FORMS['2/60/7/1'].stats.maxHp, FORMS['2/60/7/1'].stats.atk], [2868, 632, 3502, 718]);
assert.deepEqual([modOf(5, SBLX).attr, modOf(6, SBLX).attr, modOf(5, SBLY).attr, modOf(6, SBLY).attr], [{ maxHp: 230, atk: 55 }, { maxHp: 350, atk: 90 }, { atk: 55, def: 50 }, { atk: 90, def: 60 }]);
});
test('a 自选 pick: 赫拉格 is offered at tiers 5 and 6 (he has a kit) and a roster with him passes validateDiyPicks', () => {
const data = { chess: CHESS, backups: BACKUPS };
assert.ok(KITTED_CHARS.includes(HELAGE));
for (const t of [5, 6]) assert.ok(diyPool(t, { data, kitted: KITTED_CHARS }).includes(HELAGE), `tier ${t}`);
assert.deepEqual(validateDiyPicks({ [SLOT[6]]: { charId: HELAGE, skillIndex: 2, uniEquipId: SBLY } }, { data, kitted: KITTED_CHARS }),
{ ok: true, picks: { [SLOT[6]]: { charId: HELAGE, skillIndex: 2, uniEquipId: SBLY } } });
});
test('武者 trait: one hit of 100 % ATK per attack heals him 70; another unit\'s heal does not reach him', () => {
const { h, u } = field({ tier: 6, elite: true, skill: 2, others: [{ uid: 2, chessId: 'chess_char_1_06_a', row: 12, col: 5 }] });
u.hp = u.s.maxHp * 0.5;
const e = h.spawn('enemy_dummy', { pos: [10, 6] });
assert.ok(h.runUntil(() => hitsBy(h, u).length >= 1, 3));
h.step();
const [a] = hitsBy(h, u);
assert.deepEqual([a.target, a.type, a.dmg.isAttack], [e, 'phys', true]);
approx(a.amount, u.s.atk, 'one hit');
assert.deepEqual(selfHeals(h, u).map((c) => c.amount), [70], 'healed 70');
const hp = u.hp;
assert.equal(h.b.heal(h.unit(2), u, 500), 0, 'not a heal target of others');
assert.equal(u.hp, hp);
done(h);
});
test('S1 新月 (AUTO, attack SP 3, data DEFAULT): the next attack hits twice at 125 % / 145 % ATK — and heals twice (one trait heal per damage instance)', () => {
for (const [tier, elite, mod] of [[5, false, null], [6, true, null], [6, true, SBLY]]) {
const sk = skillOf(tier, elite, S1), lb = `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`;
const { h, u } = field({ tier, elite, mod, skill: 0 });
assert.deepEqual([u.skill.rule, u.skill.spType, u.skill.spCost, sk.initSp, sk.bb.atk_scale], ['DEFAULT', 'attack', 3, 0, elite ? 1.45 : 1.25], lb);
u.hp = u.s.maxHp * 0.5;
u.skill.gainSp(999);
const e = h.spawn('enemy_dummy', { pos: [10, 6] });
assert.ok(h.runUntil(() => u.skill.activations === 1 && hitsBy(h, u).length >= 2, 3), `${lb}: cast on his next attack`);
h.step();
const [a, b] = hitsBy(h, u);
assert.deepEqual([a.target, b.target, a.dmg.attackId === b.dmg.attackId, a.dmg.isSkill], [e, e, true, true], lb);
for (const c of [a, b]) approx(c.amount, u.s.atk * sk.bb.atk_scale, `${lb}: ${sk.bb.atk_scale * 100} %`);
assert.deepEqual(selfHeals(h, u).map((c) => c.amount), [70, 70], `${lb}: 70 per hit`);
done(h);
}
});
test('S2 弦月 (MANUAL, time SP 32 / 29 from 5 / 10, data DEFAULT): 11 / 12 s of ATK +35 % / +50 %, two hits per attack (two heals), 物理闪避 75 %; all back after', () => {
for (const [tier, elite, mod] of [[5, false, null], [6, true, null], [5, true, SBLX]]) {
const sk = skillOf(tier, elite, S2), lb = `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`;
const { h, u } = field({ tier, elite, mod, skill: 1 });
assert.deepEqual([u.skill.rule, u.skill.spType, u.skill.spCost, sk.initSp, sk.duration, sk.bb.atk, sk.bb.prob],
['DEFAULT', 'time', elite ? 29 : 32, elite ? 10 : 5, elite ? 12 : 11, elite ? 0.5 : 0.35, 0.75], lb);
u.skill.gainSp(999);
h.run(1);
assert.equal(u.skill.activations, 0, `${lb}: no enemy, no cast`);
u.hp = u.s.maxHp * 0.6;
const e = h.spawn('enemy_dummy', { pos: [10, 6] });
assert.ok(h.runUntil(() => u.skill.active, 3), `${lb}: cast with an enemy in his range`);
approx(u.skill.timeLeft, sk.duration, `${lb}: ${sk.duration} s`, 0.01);
approx(u.s.dodgePhys, sk.bb.prob, `${lb}: 物理闪避`);
const n0 = hitsBy(h, u).length, h0 = selfHeals(h, u).length;
h.run(4);
const hits = hitsBy(h, u).slice(n0);
const ids = [...new Set(hits.map((c) => c.dmg.attackId))];
assert.ok(ids.length >= 2, `${lb}: attacks`);
for (const id of ids.slice(0, -1)) assert.equal(hits.filter((c) => c.dmg.attackId === id).length, 2, `${lb}: 二连击`);
for (const c of hits) approx(c.amount, u.s.atk, `${lb}: ATK +${sk.bb.atk * 100} % per hit`);
approx(u.s.atk / u.base.atk, 1 + sk.bb.atk, `${lb}: ATK`);
assert.ok(selfHeals(h, u).length - h0 >= 2 * (ids.length - 1), `${lb}: a heal per hit`);
h.runUntil(() => !u.skill.active, 20);
approx(u.s.atk, u.base.atk, `${lb}: ATK back`);
approx(u.s.dodgePhys, 0, `${lb}: no dodge after`);
const n1 = hitsBy(h, u).length;
h.run(3);
const after = hitsBy(h, u).slice(n1);
assert.equal(after.length, new Set(after.map((c) => c.dmg.attackId)).size, `${lb}: one hit per attack again`);
assert.ok(e.alive);
done(h);
}
});
test('S3 满月 (MANUAL, time SP 43 / 41 from 15, data ACTIVE_RANGE): cast with an enemy 2 tiles ahead (outside 1-1); 13 / 14 s of ATK +55 % / +70 %, range 1-1 + 1 forward, up to 3 targets; back after', () => {
for (const [tier, elite, mod] of [[5, false, null], [6, true, null], [6, true, SBLX]]) {
const sk = skillOf(tier, elite, S3), lb = `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`;
const { h, u } = field({ tier, elite, mod, skill: 2 });
assert.deepEqual([u.skill.rule, u.skill.spType, u.skill.spCost, sk.initSp, sk.duration, sk.bb.atk, sk.bb.ability_range_forward_extend, sk.bb['attack@max_target']],
['ACTIVE_RANGE', 'time', elite ? 41 : 43, 15, elite ? 14 : 13, elite ? 0.7 : 0.55, 1, 3], lb);
assert.deepEqual(u.skill.triggerGrid, [[0, 0], [0, 1], [0, 2]], `${lb}: the trigger grid = the running range`);
u.skill.gainSp(999);
const far = h.spawn('enemy_dummy', { pos: [10, 7] });
assert.ok(h.runUntil(() => u.skill.active, 1), `${lb}: cast with an enemy in the running range only`);
assert.deepEqual(u.liveRangeGrid, [[0, 0], [0, 1], [0, 2]], `${lb}: 1-1 + 1`);
approx(u.skill.timeLeft, sk.duration, `${lb}: ${sk.duration} s`, 0.01);
approx(u.s.atk / u.base.atk, 1 + sk.bb.atk, `${lb}: ATK`);
const near = h.spawn('enemy_dummy', { pos: [10, 6] }), third = h.spawn('enemy_dummy', { pos: [10, 6] }), fourth = h.spawn('enemy_dummy', { pos: [10, 7] });
const fly = h.spawn('enemy_fly', { pos: [10, 7] });
const n0 = hitsBy(h, u).length;
h.run(2);
const hits = hitsBy(h, u).slice(n0);
const id = hits[0].dmg.attackId;
assert.equal(hits.filter((c) => c.dmg.attackId === id).length, 3, `${lb}: three targets per attack`);
assert.ok(hits.every((c) => [far, near, third, fourth].includes(c.target)), `${lb}: ground enemies only (the flyer is never struck)`);
assert.ok(!hits.some((c) => c.target === fly), lb);
h.runUntil(() => !u.skill.active, 20);
assert.deepEqual(u.liveRangeGrid, formOf(tier, elite).rangeGrid, `${lb}: back to 1-1`);
approx(u.s.atk, u.base.atk, `${lb}: ATK back`);
done(h);
}
});
test('T1 月盈星亏: 坚忍 ASPD up to +100 at 70 % of his HP lost (linear); SBL-X stage 3: +130 at 50 %', () => {
for (const f of FORMS_ALL) {
const [tier, elite, mod] = f;
const { h, u } = field({ tier, elite, mod, skill: 2 });
const x3 = elite && mod === SBLX && tier === 6;
const [maxAs, minHp] = x3 ? [130, 0.5] : [100, 0.3];
for (const r of [1, 0.85, 0.65, 0.5, 0.3, 0.1]) {
u.hp = u.s.maxHp * r;
h.step();
approx(u.s.aspd, 100 + maxAs * Math.min(1, (1 - r) / (1 - minHp)), `${label(f)}: at ${r * 100} % HP`, 0.002);
}
done(h);
}
});
test('T2 运筹帷幄: 60 HP / s (生命回复速度) while he blocks nobody, none while blocking; SBL-Y stage 3: 80 / s, and also while blocking below 30 % HP', () => {
for (const f of FORMS_ALL) {
const [tier, elite, mod] = f;
const y3 = elite && mod === SBLY && tier === 6;
const regen = y3 ? 80 : 60;
const { h, u } = field({ tier, elite, mod, skill: 2, row: 9, col: 5 });
h.step();
assert.equal(u.s.hpRegen, regen, `${label(f)}: blocking nobody`);
u.hp = u.s.maxHp * 0.5;
const hp = u.hp;
h.run(1);
approx(u.hp - hp, regen, `${label(f)}: +${regen} HP in 1 s`, 0.05);
assert.ok(!selfHeals(h, u).length, `${label(f)}: an HP-regen attribute, no heal`);
h.spawn('enemy_walk', { routeIndex: 0 });
assert.ok(h.runUntil(() => u.blocking.length > 0, 30), `${label(f)}: the walker reaches him`);
h.step();
assert.equal(u.s.hpRegen, 0, `${label(f)}: none while blocking above 30 % HP`);
u.hp = u.s.maxHp * 0.25;
h.step();
assert.equal(u.s.hpRegen, y3 ? 80 : 0, `${label(f)}: blocking below 30 % HP`);
done(h);
}
});
test('SBL-X “藏锋”: below 50 % HP the physical and arts damage he takes ×0.75 (庇护, stages 1 and 3), true damage untouched; none without it', () => {
for (const f of FORMS_ALL) {
const [tier, elite, mod] = f;
const { h, u } = field({ tier, elite, mod, skill: 2 });
const e = h.spawn('enemy_dummy', { pos: [9, 9] });
const shelter = elite && mod === SBLX;
if (shelter) assert.deepEqual([u.def.raw.talents[0].bb.hp_ratio, u.def.raw.talents[0].bb.damage_resistance], [0.5, 0.25], label(f));
const at = (r, dmg) => { u.hp = u.s.maxHp * r; return h.b.dealDamage(e, u, { canDodge: false, ...dmg }); };
approx(at(0.8, { amount: 400, type: 'arts' }), 400, `${label(f)}: above 50 %`);
approx(at(0.4, { amount: 400, type: 'arts' }), shelter ? 300 : 400, `${label(f)}: arts below 50 %`);
approx(at(0.4, { amount: 900, type: 'phys' }), (900 - u.s.def) * (shelter ? 0.75 : 1), `${label(f)}: physical below 50 %`);
approx(at(0.4, { amount: 400, type: 'true' }), 400, `${label(f)}: true damage`);
done(h);
}
});
test('SBL-Y “热的雪”: the first lethal blow of a deployment leaves him at 30 % HP (stages 1 and 3); the next one knocks him out; a new deployment has it again; none without it', () => {
for (const f of FORMS_ALL) {
const [tier, elite, mod] = f;
const { h, u } = field({ tier, elite, mod, skill: 2 });
const e = h.spawn('enemy_dummy', { pos: [9, 9] });
const rise = elite && mod === SBLY;
if (rise) assert.deepEqual(u.def.raw.trait.bb, { value: 70, hp_ratio: 0.3 }, label(f));
h.b.dealDamage(e, u, { amount: 1e7, type: 'true' });
assert.equal(u.alive, rise, `${label(f)}: the first lethal blow`);
if (!rise) { done(h); continue; }
approx(u.hp, u.s.maxHp * 0.3, `${label(f)}: at 30 %`);
h.step();
h.b.dealDamage(e, u, { amount: 1e7, type: 'true' });
assert.equal(u.alive, false, `${label(f)}: once per deployment`);
h.b.redeploy(u);
assert.ok(u.alive && u.deployed, 'redeployed');
h.b.dealDamage(e, u, { amount: 1e7, type: 'true' });
assert.equal(u.alive, true, `${label(f)}: again after a new deployment`);
approx(u.hp, u.s.maxHp * 0.3, `${label(f)}: at 30 % again`);
done(h);
}
});
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// test/content/op_irene.test.js — the 自选 operator kit of 艾丽妮 (char_4009_irene, 6★ 剑豪; kit
// server/sim/content/kits/ops/op-irene.js), fielded the production way (a DIY slot + its `diy` pick, simdata getDiy) in
// every form: tiers 5 / 6, normal (E2 Lv1, skill rank 4, no module) and elite (E2 Lv60, rank 7) with no module, SWO-Y
// “厚重的经卷”, SWO-X “审判官口粮” or ISW-A “艾丽妮特限证章” at stage 1 (tier 5) / 3 (tier 6). Every number is read back from
// data/backups.json (the form of that slot status); the fidelity checklist of kits/README.md item by item.
// Run: node --test test/content/op_irene.test.js
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { readFileSync } from 'node:fs';
import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js';
import { KITTED_CHARS, OPERATOR_KITS, KITS } from '../../server/sim/content/kits/index.js';
import { diyPool, validateDiyPicks } from '../../shared/diy.js';
const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8'));
const CHESS = load('chess');
const BACKUPS = load('backups');
const IRENE = 'char_4009_irene';
const FORMS = BACKUPS.units[IRENE].forms;
const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' };
const SWOY = 'uniequip_002_irene', SWOX = 'uniequip_003_irene', ISWA = 'uniequip_004_irene';
const S1 = 'skchr_irene_1', S2 = 'skchr_irene_2', S3 = 'skchr_irene_3';
const formOf = (tier, elite) => FORMS[elite ? (tier === 5 ? '2/60/7/1' : '2/60/7/3') : '2/1/4/0'];
const skillOf = (tier, elite, id) => formOf(tier, elite).skills.find((s) => s.skillId === id);
const modOf = (tier, mod) => (mod ? formOf(tier, true).modules.find((m) => m.uniEquipId === mod) : null);
const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`);
const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o });
const ENEMIES = {
enemy_dummy: dummy('enemy_dummy'), enemy_fly: dummy('enemy_fly', { motion: 'FLY' }),
enemy_def: dummy('enemy_def', { def: 400 }), enemy_fly_def: dummy('enemy_fly_def', { motion: 'FLY', def: 400 }),
enemy_heavy: dummy('enemy_heavy', { mass: 4 }), enemy_fly_weak: dummy('enemy_fly_weak', { motion: 'FLY', hp: 2000 }),
enemy_frail: dummy('enemy_frail', { hp: 1000 }), enemy_weak2k: dummy('enemy_weak2k', { hp: 2000 }), enemy_sea: { ...dummy('enemy_sea'), tags: ['seamonster'] },
};
/** Every 自选 form: [tier, elite, module]. */
const FORMS_ALL = [[5, false, null], [6, false, null], ...[5, 6].flatMap((t) => [null, SWOY, SWOX, ISWA].map((m) => [t, true, m]))];
const label = ([tier, elite, mod]) => `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`;
const skillMulOf = (elite, mod) => (elite && mod === SWOX ? 1.1 : 1);
/** 审判之火's DEF share ignored in a form (SWO-X stage 3: 55 %). */
const penOf = (tier, elite, mod) => (elite && mod === SWOX && tier === 6 ? 0.55 : 0.5);
/** A battle with 艾丽妮 as uid 1 at (row, col) facing RIGHT, plus `others`. */
function field({ tier = 5, elite = false, mod = null, skill = 0, row = 10, col = 5, others = [], seed = 5 } = {}) {
const h = makeBattle({
defs: { enemies: ENEMIES }, timeLimit: 600, autoFinish: false, seed,
flags: { dpPerSec: 0, dpMax: 999 },
hooks: ['damaged', 'skillStart', 'skillEnd', 'statusApplied', 'attack'], captureNoisy: true,
units: [{ uid: 1, diy: { slot: SLOT[tier], charId: IRENE, skillIndex: skill, uniEquipId: mod }, elite, row, col }, ...others],
});
h.step();
return { h, u: h.unit(1) };
}
const hitsBy = (h, u) => h.hooksOf('damaged').filter((c) => c.source === u);
function done(h) {
checkInvariants(h.b);
assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0]));
}
test('艾丽妮 in every 自选 form: her operator kit (all three skills authored), the form\'s stats + module attributes, 1-1 range, blocks 2, two hits per attack, melee ground-only, 无 core bond (emptyShip), no 特质', () => {
assert.equal(OPERATOR_KITS[IRENE], KITS[IRENE]);
for (const f of FORMS_ALL) {
const [tier, elite, mod] = f;
for (const skill of [0, 1, 2]) {
const { h, u } = field({ tier, elite, mod, skill });
const form = formOf(tier, elite), m = elite ? modOf(tier, mod) : null;
assert.deepEqual([u.def.charId, u.def.diyFor, u.skill.id, !!u.kit.generic, u.kit.skillSource], [IRENE, SLOT[tier], form.skills[skill].skillId, false, 'skills'], label(f));
assert.deepEqual([u.base.maxHp, u.base.atk, u.base.def, u.base.aspd],
[form.stats.maxHp + (m?.attr.maxHp ?? 0), form.stats.atk + (m?.attr.atk ?? 0), form.stats.def + (m?.attr.def ?? 0), 100 + (m?.attr.aspd ?? 0)], `${label(f)}: stats`);
assert.deepEqual([u.s.blockCnt, u.profile.attack, u.profile.canHitFly, u.profile.hits, u.profile.dmgType, u.base.bat], [2, 'melee', false, 2, 'phys', 1.3], `${label(f)}: 剑豪`);
assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${label(f)}: 1-1`);
assert.deepEqual([u.def.bonds, u.def.raw.garrisonIds], [['emptyShip'], []], `${label(f)}: bonds / 特质`);
assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth, `${label(f)}: ground enemies target her`);
assert.deepEqual(u.def.raw.tokens, [], `${label(f)}: no summons`);
done(h);
}
}
// the numbers of the forms (zh_CN): E2 Lv1 2201 / 484 / 282, E2 Lv60 2688 / 575 / 326; SWO-Y +50 / +35 → +65 / +50
// ATK / DEF, SWO-X +50 ATK +5 ASPD → +80 / +7, ISW-A +240 HP +40 ATK → +300 / +65
assert.deepEqual([FORMS['2/1/4/0'].stats.maxHp, FORMS['2/1/4/0'].stats.atk, FORMS['2/60/7/1'].stats.maxHp, FORMS['2/60/7/1'].stats.atk], [2201, 484, 2688, 575]);
assert.deepEqual([SWOY, SWOX, ISWA].map((m) => [modOf(5, m).attr, modOf(6, m).attr]),
[[{ atk: 50, def: 35 }, { atk: 65, def: 50 }], [{ atk: 50, aspd: 5 }, { atk: 80, aspd: 7 }], [{ maxHp: 240, atk: 40 }, { maxHp: 300, atk: 65 }]]);
});
test('a 自选 pick: 艾丽妮 is offered at tiers 5 and 6 (she has a kit) and a roster with her passes validateDiyPicks', () => {
const data = { chess: CHESS, backups: BACKUPS };
assert.ok(KITTED_CHARS.includes(IRENE));
for (const t of [5, 6]) assert.ok(diyPool(t, { data, kitted: KITTED_CHARS }).includes(IRENE), `tier ${t}`);
assert.deepEqual(validateDiyPicks({ [SLOT[5]]: { charId: IRENE, skillIndex: 1, uniEquipId: ISWA } }, { data, kitted: KITTED_CHARS }),
{ ok: true, picks: { [SLOT[5]]: { charId: IRENE, skillIndex: 1, uniEquipId: ISWA } } });
});
test('T1 审判之火 vs an air unit: every physical instance ignores 50 % (SWO-X stage 3: 55 %) of its DEF with no random draw; a levitated enemy is an air unit; arts untouched', () => {
for (const f of FORMS_ALL) {
const [tier, elite, mod] = f;
const { h, u } = field({ tier, elite, mod, skill: 2 });
const pen = penOf(tier, elite, mod), flat = elite && mod === SWOY ? 70 : 0;
const t0 = u.def.raw.talents.find((t) => t.index === 0).bb;
assert.deepEqual([t0.prob, t0.def_penetrate], [0.5, pen], `${label(f)}: the data`);
const fly = h.spawn('enemy_fly_def', { pos: [9, 8] });
for (let i = 0; i < 20; i++) {
const st = h.b.rng.state();
approx(h.b.dealDamage(u, fly, { amount: 1000, type: 'phys' }), 1000 - Math.max(0, 400 * (1 - pen) - flat), `${label(f)}: air #${i}`);
assert.equal(h.b.rng.state(), st, `${label(f)}: no random draw against an air unit`);
}
const g = h.spawn('enemy_def', { pos: [9, 9] });
h.b.applyStatus(g, 'levitate', { duration: 5, source: u });
assert.ok(g.isFlying, 'levitated = an air unit');
for (let i = 0; i < 5; i++) approx(h.b.dealDamage(u, g, { amount: 1000, type: 'phys' }), 1000 - Math.max(0, 400 * (1 - pen) - flat), `${label(f)}: levitated #${i}`);
const st = h.b.rng.state();
approx(h.b.dealDamage(u, fly, { amount: 1000, type: 'arts' }), 1000, `${label(f)}: arts (RES 0)`);
assert.equal(h.b.rng.state(), st, `${label(f)}: arts draws nothing`);
done(h);
}
});
test('T1 审判之火 vs a ground enemy: one draw per physical instance at 50 %; a won charge is spent only by an instance that lands — a dodged one keeps it and the next lands pierced without a draw', () => {
for (const [tier, elite, mod] of [[5, false, null], [6, true, SWOX], [6, true, ISWA]]) {
const { h, u } = field({ tier, elite, mod, skill: 2, seed: 17 });
const pen = penOf(tier, elite, mod);
const g = h.spawn('enemy_def', { pos: [9, 9] });
let pierced = 0;
const N = 400;
for (let i = 0; i < N; i++) {
const st = h.b.rng.state();
const d = h.b.dealDamage(u, g, { amount: 1000, type: 'phys' });
assert.notEqual(h.b.rng.state(), st, 'a draw per ground instance (no charge held)');
if (Math.abs(d - (1000 - 400 * (1 - pen))) < 1e-6) pierced++;
else approx(d, 600, 'or no pierce');
}
assert.ok(pierced > 0.4 * N && pierced < 0.6 * N, `${pierced} / ${N} pierced ≈ 50 %`);
// a charge drawn against a flyer that dodges is kept: the next ground instance lands pierced and draws nothing
const fly = h.spawn('enemy_fly_def', { pos: [9, 8] });
h.b.addBuff(fly, { key: 'test:dodge', mods: { dodgePhys: 1 } });
assert.equal(h.b.dealDamage(u, fly, { amount: 1000, type: 'phys' }), 0, 'dodged');
assert.equal(u.mem.ireneCharge, true, 'the charge is kept');
const st = h.b.rng.state();
approx(h.b.dealDamage(u, g, { amount: 1000, type: 'phys' }), 1000 - 400 * (1 - pen), 'pierced');
assert.equal(h.b.rng.state(), st, 'no draw while a charge is held');
assert.equal(u.mem.ireneCharge, false, 'spent');
done(h);
}
});
test('T2 净化之剑: ASPD +18 (SWO-Y stage 3: ATK +5 % too), doubled while a 【海怪】 enemy is on the field', () => {
for (const f of FORMS_ALL) {
const [tier, elite, mod] = f;
const { h, u } = field({ tier, elite, mod, skill: 2 });
const y3 = elite && mod === SWOY && tier === 6;
const atk = y3 ? 0.05 : 0;
approx(u.s.aspd, u.base.aspd + 18, `${label(f)}: ASPD +18`);
approx(u.s.atk, u.base.atk * (1 + atk), `${label(f)}: ATK`);
const sea = h.spawn('enemy_sea', { pos: [9, 9] });
h.step();
approx(u.s.aspd, u.base.aspd + 36, `${label(f)}: ×2 with a 海怪 on the field`);
approx(u.s.atk, u.base.atk * (1 + 2 * atk), `${label(f)}: ATK ×2`);
h.b.kill(sea, null);
h.step();
approx(u.s.aspd, u.base.aspd + 18, `${label(f)}: back once it is gone`);
done(h);
}
});
test('S1 起风 (AUTO, attack SP 6 / 5, data DEFAULT): the next attack hits its target for 130 % / 160 % ATK, levitates it 1 s, then hits it again for 130 % / 160 % — an air unit by then, so 审判之火 always pierces', () => {
for (const [tier, elite, mod] of [[5, false, null], [6, true, null], [5, true, SWOX], [6, true, SWOY]]) {
const sk = skillOf(tier, elite, S1), mul = skillMulOf(elite, mod), pen = penOf(tier, elite, mod), flat = elite && mod === SWOY ? 70 : 0;
const lb = `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`;
const { h, u } = field({ tier, elite, mod, skill: 0 });
assert.deepEqual([u.skill.rule, u.skill.spType, u.skill.spCost, sk.initSp, sk.bb.atk_scale, sk.bb.levitate], ['DEFAULT', 'attack', elite ? 5 : 6, 0, elite ? 1.6 : 1.3, 1], lb);
u.skill.gainSp(999);
const e = h.spawn('enemy_def', { pos: [10, 6] });
assert.ok(h.runUntil(() => u.skill.activations === 1 && hitsBy(h, u).length >= 2, 3), `${lb}: cast on her next attack`);
const [a, b] = hitsBy(h, u);
assert.deepEqual([a.target, b.target, a.dmg.attackId === b.dmg.attackId, a.dmg.isSkill, b.dmg.isSkill, a.type, b.type], [e, e, true, true, true, 'phys', 'phys'], lb);
const A = u.s.atk * sk.bb.atk_scale;
const raw = (p) => (A - Math.max(0, 400 * (1 - p) - flat)) * mul;
assert.ok([raw(0), raw(pen)].some((v) => Math.abs(v - a.amount) < 1e-6), `${lb}: the first strike (${a.amount})`);
approx(b.amount, raw(pen), `${lb}: the second on the levitated target, pierced`);
const lev = h.hooksOf('statusApplied').find((c) => c.source === u && c.status === 'levitate');
assert.ok(lev && lev.target === e && Math.abs(lev.duration - 1) < 1e-9, `${lb}: levitate 1 s`);
assert.equal(hitsBy(h, u).length, 2, `${lb}: two hits in all`);
done(h);
}
// 浮空 rules: a 重量 > 3 target floats half as long (engine)
const { h, u } = field({ tier: 6, elite: true, skill: 0 });
u.skill.gainSp(999);
const heavy = h.spawn('enemy_heavy', { pos: [10, 6] });
assert.ok(h.runUntil(() => u.skill.activations === 1, 3));
h.step();
const lev = h.hooksOf('statusApplied').find((c) => c.source === u && c.status === 'levitate');
assert.ok(lev && lev.target === heavy && Math.abs(lev.duration - 0.5) < 1e-9, 'half on a heavy target');
done(h);
});
test('S2 裂潮 (MANUAL, 2 charges, data SKILL_RANGE on 3-12): not opened with only a flyer in range; up to 5 / 6 ground enemies there take 310 % / 340 % ATK, those of 重量 ≤ 3 float 2 / 3 s; the second charge ≥ 3 s later', () => {
for (const [tier, elite, mod] of [[5, false, null], [6, true, null], [6, true, SWOX]]) {
const sk = skillOf(tier, elite, S2), mul = skillMulOf(elite, mod), lb = `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`;
const { h, u } = field({ tier, elite, mod, skill: 1 });
assert.deepEqual([u.skill.rule, u.skill.kind, u.skill.maxCharges, u.skill.spCost, sk.initSp, sk.bb.atk_scale, sk.bb.max_target, sk.bb.levitate, sk.bb.value, sk.rangeId],
['SKILL_RANGE', 'charges', 2, elite ? 10 : 11, 0, elite ? 3.4 : 3.1, elite ? 6 : 5, elite ? 3 : 2, 3, '3-12'], lb);
assert.deepEqual(u.skill.triggerGrid, sk.rangeGrid, `${lb}: the trigger grid is the skill range`);
u.skill.gainSp(999);
assert.equal(u.skill.charges, 2, lb);
const fly = h.spawn('enemy_fly', { pos: [10, 7] });
h.run(1.5);
assert.equal(u.skill.activations, 0, `${lb}: a flyer alone does not open it (地面敌人 only)`);
const light = h.spawn('enemy_dummy', { pos: [10, 8] }), heavy = h.spawn('enemy_heavy', { pos: [9, 6] });
const out = h.spawn('enemy_dummy', { pos: [10, 9] });
assert.ok(h.runUntil(() => u.skill.activations === 1, 1), `${lb}: opened`);
const hit = hitsBy(h, u);
assert.deepEqual([...new Set(hit.map((c) => c.target))].sort((a, b) => a.id - b.id), [light, heavy].sort((a, b) => a.id - b.id), `${lb}: the ground enemies of 3-12`);
for (const c of hit) { approx(c.amount, u.s.atk * sk.bb.atk_scale * mul, `${lb}: ${sk.bb.atk_scale * 100} %`); assert.deepEqual([c.type, c.dmg.isSkill], ['phys', true]); }
assert.ok(!hit.some((c) => c.target === fly || c.target === out), `${lb}: no flyer, nothing outside`);
const lev = h.hooksOf('statusApplied').filter((c) => c.source === u && c.status === 'levitate');
assert.deepEqual(lev.map((c) => [c.target, c.duration]), [[light, sk.bb.levitate]], `${lb}: only the light one floats (重量 ≤ 3)`);
assert.equal(u.skill.charges, 1, `${lb}: one charge left`);
const t1 = u.skill.lastStart;
assert.ok(h.runUntil(() => u.skill.activations === 2, 5), `${lb}: the second charge`);
assert.ok(u.skill.lastStart - t1 >= 3 - 1e-9, `${lb}: 3 s apart (automatic operation cooldown)`);
done(h);
}
// seven ground enemies: max_target of them
const sk = skillOf(5, false, S2);
const { h, u } = field({ tier: 5, skill: 1 });
u.skill.gainSp(999);
for (const pos of [[11, 5], [11, 6], [10, 6], [10, 7], [10, 8], [9, 5], [9, 6]]) h.spawn('enemy_dummy', { pos });
assert.ok(h.runUntil(() => u.skill.activations === 1, 1));
assert.equal(new Set(hitsBy(h, u).filter((c) => c.dmg.isSkill).map((c) => c.target)).size, sk.bb.max_target, `${sk.bb.max_target} of 7`);
done(h);
});
test('S3 判决 (MANUAL, data SKILL_RANGE on x-1): every ground enemy of x-1 takes 250 % ATK and floats 2 / 3 s, then 10 bombardments every 0.3 s on a random enemy of x-1, radius 1.1 (air too) at 200 % / 230 %; 3.5 s, no normal attack', () => {
for (const [tier, elite, mod] of [[5, false, null], [6, true, null], [6, true, SWOX]]) {
const sk = skillOf(tier, elite, S3), mul = skillMulOf(elite, mod), lb = `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`;
const { h, u } = field({ tier, elite, mod, skill: 2 });
assert.deepEqual([u.skill.rule, u.skill.spCost, u.skill.sp, sk.bb.atk_scale, sk.bb.levitate, sk.bb.multi_atk_scale, sk.bb.multi_times, sk.bb.multi_hit_interval, sk.rangeId],
['SKILL_RANGE', elite ? 30 : 32, elite ? 16 : 8, 2.5, elite ? 3 : 2, elite ? 2.3 : 2, 10, 0.3, 'x-1'], lb);
assert.deepEqual(u.skill.triggerGrid, sk.rangeGrid, `${lb}: the trigger grid is the skill range`);
u.skill.gainSp(999);
const a = h.spawn('enemy_dummy', { pos: [10, 7] }); // in x-1
const b = h.spawn('enemy_dummy', { pos: [10, 8] }); // outside x-1, 1 tile from a
const c = h.spawn('enemy_dummy', { pos: [10, 9] }); // 2 tiles from a
assert.ok(h.runUntil(() => u.skill.active, 1), `${lb}: opened`);
const t0 = u.skill.lastStart;
h.runUntil(() => !u.skill.active, 5);
approx(h.b.time - t0, 3.5, `${lb}: 3.5 s`, 0.02);
const hit = hitsBy(h, u);
const opening = hit.filter((x) => Math.abs(x.t - t0) < 1e-6);
assert.deepEqual(opening.map((x) => x.target), [a], `${lb}: the opening strike on x-1's ground enemies only`);
approx(opening[0].amount, u.s.atk * sk.bb.atk_scale * mul, `${lb}: 250 %`);
const lev = h.hooksOf('statusApplied').find((x) => x.source === u && x.status === 'levitate');
assert.deepEqual([lev.target, lev.duration], [a, sk.bb.levitate], `${lb}: floats`);
const bomb = hit.filter((x) => x.t > t0 + 1e-6);
assert.equal(bomb.filter((x) => x.target === a).length, 10, `${lb}: 10 bombardments on the only enemy of x-1 (an air unit by then)`);
assert.equal(bomb.filter((x) => x.target === b).length, 10, `${lb}: each also hits within 1.1 (outside x-1 too)`);
assert.ok(!bomb.some((x) => x.target === c), `${lb}: nothing farther than 1.1`);
for (const x of bomb) approx(x.amount, u.s.atk * sk.bb.multi_atk_scale * mul, `${lb}: ${sk.bb.multi_atk_scale * 100} %`);
const at = [...new Set(bomb.map((x) => Math.round((x.t - t0) * 30)))];
assert.deepEqual(at, [9, 18, 27, 36, 45, 54, 63, 72, 81, 90], `${lb}: every 0.3 s (ticks)`);
assert.ok(!h.hooksOf('attack').some((x) => x.attacker === u && x.t > t0 && x.t < t0 + 3.5), `${lb}: no normal attack meanwhile`);
assert.deepEqual(u.liveRangeGrid, formOf(tier, elite).rangeGrid, `${lb}: her range stays 1-1`);
done(h);
}
// opened with only a flyer in range (PRTS 备注), the bombardments reach it
const { h, u } = field({ tier: 6, elite: true, skill: 2 });
u.skill.gainSp(999);
const fly = h.spawn('enemy_fly', { pos: [9, 6] });
assert.ok(h.runUntil(() => u.skill.active, 1), 'a flyer alone opens it');
h.runUntil(() => !u.skill.active, 5);
assert.equal(hitsBy(h, u).filter((x) => x.target === fly).length, 10, 'ten bombardments on the flyer');
done(h);
});
test('SWO-X stage 3 审判之火: an air unit knocked out during her skill gives 6 SP once the skill ends — a levitated one too — not at stage 1, not a ground kill, not without the module', () => {
for (const [tier, elite, mod] of [[6, true, SWOX], [5, true, SWOX], [6, true, SWOY], [6, false, null]]) {
const lb = `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`;
const sp = elite && mod === SWOX && tier === 6 ? 6 : 0;
if (sp) assert.equal(formOf(6, true).modules.find((m) => m.uniEquipId === SWOX).talentChanges[0].bb.sp, 6);
// a flyer (the bombardments); a ground enemy the opening strike levitates and the bombardments finish (an air unit when
// it falls); a ground enemy the opening strike itself knocks out (before it floats)
for (const [key, pos, air] of [['enemy_fly_weak', [9, 6], true], ['enemy_weak2k', [10, 7], true], ['enemy_frail', [10, 7], false]]) {
const { h, u } = field({ tier, elite, mod, skill: 2 });
u.skill.gainSp(999);
const e = h.spawn(key, { pos });
assert.ok(h.runUntil(() => u.skill.active, 1), `${lb} ${key}: opened`);
h.runUntil(() => !u.skill.active, 5);
h.step();
assert.ok(!e.alive, `${lb} ${key}: knocked out during the skill`);
assert.equal(e.isFlying, air, `${lb} ${key}: an air unit when it fell`);
approx(u.skill.sp, air ? sp : 0, `${lb} ${key}: SP after the skill`);
done(h);
}
}
});
test('modules: SWO-X skill damage ×1.1, normal attacks unchanged; SWO-Y ignores 70 DEF (stages 1 and 3); ISW-A only its attributes (集成战略-only parts: no deploy SP, 50 % / 50 %)', () => {
for (const f of FORMS_ALL.filter(([, elite]) => elite)) {
const [tier, elite, mod] = f;
const { h, u } = field({ tier, elite, mod, skill: 1 });
assert.equal(u.s.defIgnoreFlat, mod === SWOY ? 70 : 0, `${label(f)}: SWO-Y`);
if (mod === SWOX) assert.deepEqual(u.def.raw.trait.bb, { damage_scale: 1.1, value: 0.1 });
if (mod === ISWA) {
assert.match(u.def.raw.trait.moduleDesc, /集成战略/);
assert.equal(u.skill.sp, skillOf(tier, elite, S2).initSp, `${label(f)}: no 部署后立即获得8点技力 here`);
assert.equal(u.base.respawnTime, formOf(tier, elite).stats.respawnTime, `${label(f)}: no 再部署时间-60%`);
const t0 = u.def.raw.talents.find((t) => t.index === 0);
assert.deepEqual([t0.bb.prob, t0.bb.def_penetrate], [0.5, 0.5], `${label(f)}: 审判之火 unchanged`);
}
const e = h.spawn('enemy_dummy', { pos: [10, 6] });
assert.ok(h.runUntil(() => hitsBy(h, u).length >= 2, 3));
approx(hitsBy(h, u)[0].amount, u.s.atk, `${label(f)}: a normal hit (DEF 0)`);
u.skill.gainSp(999);
const n0 = hitsBy(h, u).length;
assert.ok(h.runUntil(() => u.skill.activations === 1, 4));
const cut = hitsBy(h, u).slice(n0).find((c) => c.dmg.isSkill && c.target === e);
approx(cut.amount, u.s.atk * skillOf(tier, elite, S2).bb.atk_scale * skillMulOf(elite, mod), `${label(f)}: S2`);
done(h);
}
});
+1 -1
View File
@@ -19,7 +19,7 @@ through.
| `fields` | 22 battles: every Final Assault / Hidden Core leader on a pair and a solo template (shared pool, 200 s cap) and the 联防 field with 1 and 2 helpers on its own map (carried HP / SP, a knocked-out operator, two leakers' enemies) |
| `matches` | 17 matches to the end in virtual time: 16 bot-only (solo 标准 / 险境 / 绝境 / 终极 × 2 seeds, co-op 2 / 3 / 4, one server-run combat match, two runs boosted to the Hidden Core) and one co-op match whose human seat (AI 托管, offline) does not own 7 NORMAL chess — they fight as their 补位 stand-ins (its digest lists them per round, `standIns`) |
| `standins` | 10 battles: every NORMAL chess record (normal and elite, 110) fielded as its 补位 stand-in (`standIn: true`: the stand-in's body, backup skill / module and kit — all 17 stand-ins, every skill a chess names for them), 12 per battle by strength band, laid out by the stand-in's position on a real stage, against the round's real wave three times over plus 8 ground enemy kinds (melee stand-ins always meet an enemy), an item each, bonds from the board |
| `diy` | 6 battles of 自选 pieces (a DIY slot with its `diy` pick, `shared/diy.js`): every owned 6★ with an operator kit (`kits/index.js OPERATOR_KITS` — 推进之王 so far) in each form of tiers 5 and 6 (normal; elite with no module and with each module) under each skill, then every prototype pick with a kit at its locked selection, normal and elite, 12 per battle against the round's real wave; a new operator kit adds its scenarios |
| `diy` | battles of 自选 pieces (a DIY slot with its `diy` pick, `shared/diy.js`): every owned 6★ with an operator kit (`kits/index.js OPERATOR_KITS`) in each form of tiers 5 and 6 (normal; elite with no module and with each module) under each skill, then every prototype pick with a kit at its locked selection, normal and elite, 12 per battle against the round's real wave; a new operator kit adds its scenarios (the battle count grows with the kits) |
Battles go through the production BattleSpec path (`server/sim/spec.js`, as browsers and the server's headless fields
run them); matches construct `Match` directly with a `VirtualScheduler`. Every option is explicit, so a change to a
+379 -100
View File
@@ -90,130 +90,130 @@
"snaps": "d7b739d1 f5e170c4 bc463f9c 6ebd80ed 93f8e1ae ea1947a7 9541a28f e8dbac5b b0b3c196 14ae4a64 46640828 01c55ea9 0f261678 f447848b 0aad3542 db5850a3 631cc5ca 455c1dbc 68ad7134 24c71ebb 34a3ee93 37b05130 7a58a87e"
},
"diy-003": {
"about": "5_diy1_a=cdfend 5_diy2_b=cdfend 5_diy1_a=cguard 5_diy2_b=cguard 5_diy1_a=csnipe 5_diy2_b=csnipe 5_diy1_a=ccast 5_diy2_b=ccast 5_diy1_a=cmedic 5_diy2_b=cmedic 5_diy1_a=csuppo 5_diy2_b=csuppo",
"fast": true,
"about": "5_diy1_a=chen/S1 5_diy2_a=chen/S2 5_diy1_a=chen/S3 5_diy2_b=chen/S1 5_diy1_b=chen/S2 5_diy2_b=chen/S3 5_diy1_b=chen/S1/002_chen 5_diy2_b=chen/S2/002_chen 5_diy1_b=chen/S3/002_chen 5_diy2_b=chen/S1/003_chen 5_diy1_b=chen/S2/003_chen 5_diy2_b=chen/S3/003_chen",
"fast": false,
"kind": "normal",
"stageId": "act1autochess_m03",
"modeId": "mode_single_normal",
"round": 12,
"seed": 3865246633,
"waveId": "act1autochess_h05",
"time": 196.5,
"ticks": 5895,
"time": 193,
"ticks": 5790,
"reason": "cleared",
"killed": 8,
"killed": 11,
"total": 93,
"unspawned": 0,
"bossHpLeft": null,
"rngDraws": 0,
"rngDraws": 54,
"errors": {"count":0,"kinds":[]},
"players": {"p1":{"killed":8,"total":93,"perfect":false,"leaks":85,"leaksUncounted":0,"coins":0,"dmg":306215,"bossDmg":0,"heal":22436,"deaths":11,"layerGains":{}}},
"players": {"p1":{"killed":11,"total":93,"perfect":false,"leaks":82,"leaksUncounted":0,"coins":0,"dmg":299226,"bossDmg":0,"heal":0,"deaths":20,"layerGains":{}}},
"units": [
["p1",1,"op","chess_char_5_diy1_a",2,null,0,0,114,0,690,6384,0,13,0],
["p1",2,"op","chess_char_5_diy2_b",2,"none",0,0,98,1,7246,10191,0,56,1],
["p1",3,"op","chess_char_5_diy1_a",2,null,2564,1,116,1,16020,8139,0,28,1],
["p1",4,"op","chess_char_5_diy2_b",2,"none",0,0,74,3,34176,12589,0,37,2],
["p1",5,"op","chess_char_5_diy1_a",2,null,871,1,8,1,22261,400,0,129,3],
["p1",6,"op","chess_char_5_diy2_b",2,"none",1510,1,12,0,32187,200,0,108,3],
["p1",7,"op","chess_char_5_diy1_a",2,null,1133,1,14,0,30588,200,0,77,2],
["p1",8,"op","chess_char_5_diy2_b",2,"none",1160,1,4,1,71148,200,0,154,3],
["p1",9,"op","chess_char_5_diy1_a",2,null,1218,1,6,0,0,600,18186,48,3],
["p1",10,"op","chess_char_5_diy2_b",2,"none",1374,1,115,0,0,8077,4251,12,2],
["p1",11,"op","chess_char_5_diy1_a",2,null,932,1,13,1,40672,2000,0,123,3],
["p1",12,"op","chess_char_5_diy2_b",2,"none",1131,1,15,0,51226,800,0,132,3],
["p1",1,"op","chess_char_5_diy1_a",0,null,0,0,91,1,6698,4376,0,10,2],
["p1",2,"op","chess_char_5_diy2_a",1,null,0,0,106,0,21059,4376,0,11,2],
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