diff --git a/server/sim/content/kits/index.js b/server/sim/content/kits/index.js index b47d568b..a8d543fa 100644 --- a/server/sim/content/kits/index.js +++ b/server/sim/content/kits/index.js @@ -78,7 +78,11 @@ export const STANDIN_KIT_FILES = Object.freeze(['standin-acguad.js', 'standin-sh * The 自选 operator kit files (`ops/op-.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 — diff --git a/server/sim/content/kits/ops/op-chen.js b/server/sim/content/kits/ops/op-chen.js new file mode 100644 index 00000000..68a9e842 --- /dev/null +++ b/server/sim/content/kits/ops/op-chen.js @@ -0,0 +1,199 @@ +// 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); + }, + }; + }, +}; diff --git a/server/sim/content/kits/ops/op-helage.js b/server/sim/content/kits/ops/op-helage.js new file mode 100644 index 00000000..e687d3ef --- /dev/null +++ b/server/sim/content/kits/ops/op-helage.js @@ -0,0 +1,124 @@ +// 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 }); + } + }, + }; + }, +}; diff --git a/server/sim/content/kits/ops/op-irene.js b/server/sim/content/kits/ops/op-irene.js new file mode 100644 index 00000000..d9d356d7 --- /dev/null +++ b/server/sim/content/kits/ops/op-irene.js @@ -0,0 +1,198 @@ +// 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); + }, + }; + }, +}; diff --git a/test/content/op_chen.test.js b/test/content/op_chen.test.js new file mode 100644 index 00000000..63962fd3 --- /dev/null +++ b/test/content/op_chen.test.js @@ -0,0 +1,316 @@ +// 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), `${label(f)}: S2 physical vs DEF 300`); + done(h); + } +}); diff --git a/test/content/op_helage.test.js b/test/content/op_helage.test.js new file mode 100644 index 00000000..422cc653 --- /dev/null +++ b/test/content/op_helage.test.js @@ -0,0 +1,259 @@ +// test/content/op_helage.test.js — the 自选 operator kit of 赫拉格 (char_188_helage, 6★ 武者; kit +// server/sim/content/kits/ops/op-helage.js), fielded the production way (a DIY slot + its `diy` pick, simdata getDiy) in +// every form: tiers 5 / 6, normal (E2 Lv1, skill rank 4, no module) and elite (E2 Lv60, rank 7) with no module, SBL-X +// “藏锋” or SBL-Y “热的雪” at stage 1 (tier 5) / 3 (tier 6). Every number is read back from data/backups.json (the form of +// that slot status); the fidelity checklist of kits/README.md item by item. +// Run: node --test test/content/op_helage.test.js + +import { test } from 'node:test'; +import assert from 'node:assert/strict'; +import { readFileSync } from 'node:fs'; +import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js'; +import { KITTED_CHARS, OPERATOR_KITS, KITS } from '../../server/sim/content/kits/index.js'; +import { diyPool, validateDiyPicks } from '../../shared/diy.js'; + +const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${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, `${label(f)}: at 30 % again`); + done(h); + } +}); diff --git a/test/content/op_irene.test.js b/test/content/op_irene.test.js new file mode 100644 index 00000000..f7dc4638 --- /dev/null +++ b/test/content/op_irene.test.js @@ -0,0 +1,317 @@ +// test/content/op_irene.test.js — the 自选 operator kit of 艾丽妮 (char_4009_irene, 6★ 剑豪; kit +// server/sim/content/kits/ops/op-irene.js), fielded the production way (a DIY slot + its `diy` pick, simdata getDiy) in +// every form: tiers 5 / 6, normal (E2 Lv1, skill rank 4, no module) and elite (E2 Lv60, rank 7) with no module, SWO-Y +// “厚重的经卷”, SWO-X “审判官口粮” or ISW-A “艾丽妮特限证章” at stage 1 (tier 5) / 3 (tier 6). Every number is read back from +// data/backups.json (the form of that slot status); the fidelity checklist of kits/README.md item by item. +// Run: node --test test/content/op_irene.test.js + +import { test } from 'node:test'; +import assert from 'node:assert/strict'; +import { readFileSync } from 'node:fs'; +import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js'; +import { KITTED_CHARS, OPERATOR_KITS, KITS } from '../../server/sim/content/kits/index.js'; +import { diyPool, validateDiyPicks } from '../../shared/diy.js'; + +const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${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); + } +}); diff --git a/test/golden/README.md b/test/golden/README.md index 6e070f89..7709f049 100644 --- a/test/golden/README.md +++ b/test/golden/README.md @@ -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 diff --git a/test/golden/diy.json b/test/golden/diy.json index d842b158..7822fedf 100644 --- a/test/golden/diy.json +++ b/test/golden/diy.json @@ -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], + ["p1",3,"op","chess_char_5_diy1_a",2,null,0,0,115,0,1664,4376,0,9,1], + ["p1",4,"op","chess_char_5_diy2_b",0,"none",0,0,78,1,10924,5294,0,14,4], + ["p1",5,"op","chess_char_5_diy1_b",1,"none",0,0,72,1,86148,5294,0,16,4], + ["p1",6,"op","chess_char_5_diy2_b",2,"none",0,0,70,1,19221,5294,0,11,1], + ["p1",7,"op","chess_char_5_diy1_b",0,"uniequip_002_chen",0,0,63,0,12384,5294,0,18,4], + ["p1",8,"op","chess_char_5_diy2_b",1,"uniequip_002_chen",0,0,7,0,48140,2647,0,11,4], + ["p1",9,"op","chess_char_5_diy1_b",2,"uniequip_002_chen",0,0,11,1,36053,2647,0,8,2], + ["p1",10,"op","chess_char_5_diy2_b",0,"uniequip_003_chen",0,0,71,3,21135,5294,0,23,7], + ["p1",11,"op","chess_char_5_diy1_b",1,"uniequip_003_chen",0,0,8,1,20358,2647,0,5,2], + ["p1",12,"op","chess_char_5_diy2_b",2,"uniequip_003_chen",0,0,9,2,15443,2647,0,3,1], ["-","~1","device","trap_1105_accrate",null,null,100,1,1,0,0,0,0,0,null], ["-","~2","device","trap_1105_accrate",null,null,100,1,2,0,0,0,0,0,null], ["-","~3","device","trap_1105_accrate",null,null,100,1,3,0,0,0,0,0,null] ], - "enemies": {"enemy_1267_nhpbr_2":[36,8,28,17650,131613],"enemy_1270_nhstlk_2":[27,0,27,15235,63417],"enemy_9006_actoxi":[30,0,30,16896,111185]}, - "hooks": 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