feedback5: merge K3 — stand-in kits 郁金香, Mechanist, Touch (Touch shares the 外勤医疗 code; every skill on every form)

# Conflicts:
#	server/sim/content/kits/index.js
This commit is contained in:
sganggs committed 2026-10-05 18:28:54 +08:00
commit acbb70dc6b
9 files changed
+1058 -11

No files matched your search

+3
View File
@@ -126,6 +126,9 @@ stand-in's, `def.standInFor` the replaced operator's charId.
stand-ins is `tools/build-data.mjs STANDIN_TRIGGER_DEVIATIONS` (预备干员-重装, Mechanist: every skill `DEFAULT`,
`rawRule` `TAKE_DAMAGE`).
- **Summons**: no stand-in has one (DATA.md §18).
- **One character, one implementation**: a stand-in the mode also fields elsewhere reuses that code through a named
export, never through another registry: Touch (`standin-acmedc.js`) runs the 外勤医疗 strategy's Touch S3 and talents,
`content/tokens.js` `touchGospel` / `mapCharTalents`.
- `node --test test/content/kits_layout.test.js` checks the file name, the key (a charId of data/backups.json `units`)
and the registry entry.
+1 -1
View File
@@ -64,7 +64,7 @@ export const KIT_FILES = Object.freeze([
* A stand-in without a file fights with the generic kit (content/generic.js) plus its unconditional stat talents
* (genericTalents) — the eight 预备干员 need no file.
*/
export const STANDIN_KIT_FILES = Object.freeze(['standin-acguad.js', 'standin-sharp2.js', 'standin-acspec.js']);
export const STANDIN_KIT_FILES = Object.freeze(['standin-acguad.js', 'standin-sharp2.js', 'standin-acspec.js', 'standin-acmedc.js', 'standin-acfend.js', 'standin-acpion.js']);
async function loadKitFile(file) {
try {
@@ -0,0 +1,116 @@
// server/sim/content/kits/ops/standin-acfend.js — Mechanist (char_610_acfend) 补位 stand-in kit: 4 星熊 (S2), 5 号角 /
// 6 余 (S3 + module PRO-X on the elite). Stand-in contract and rules: ../README.md "Stand-in kits".
import { num, talentBb, traitBb, skillRec, statBuff, toggleBuff, up } from '../shared/tier1.js';
const S1 = 'skchr_acfend_1', S2 = 'skchr_acfend_2', S3 = 'skchr_acfend_3';
/** 反馈装甲 on an enemy she blocks, and its S2 version (×talent_mult): one buff per target whatever applies it (同名). */
const FEEDBACK_KEY = 'acfend:feedback';
const FEEDBACK_S2_KEY = 'acfend:feedback2';
/** PRTS Mechanist(卫戍协议) 天赋备注: 精研材料's HP ratio and 反馈装甲's block are checked every 0.1 s. */
const CHECK_INTERVAL = 0.1;
/** S3 应力倒置 "每秒…": one pulse per second of the skill, the first 1 s after the cast [ASSUMED: no pulse at the cast]. */
const STRESS_INTERVAL = 1;
export default {
// Mechanist (铁卫, blocks 3) — numbers from data/backups.json (normal E2 Lv1 rank 4, elite E2 Lv60 rank 7; skill_table and
// PRTS Mechanist(卫戍协议) agree):
// 精研材料: DEF +def; below hp_ratio HP another +`acfend_t_1[extra].def` (module PRO-X Lv3: 0.2) — PRTS 备注 "生命比例每0.1秒
// 检测一次".
// 反馈装甲: enemies she blocks ASPD `attack_speed` (−7). PRTS 备注: applied every 0.1 s to the enemies she blocks; then the
// TARGET checks every 0.1 s whether anyone still blocks it — it lasts until nobody blocks it (whoever blocked it), her
// S2 starts, or her S2 ends (a buff with its own 0.1 s check here, so it outlives her knock-out the same way).
// S1 结构稳定 (40 s): max HP +max_hp, DEF +def.
// S2 不变性原理 (20 s): DEF +def, 反馈装甲 ×talent_mult (−14 / −21). PRTS 备注: at the cast the talent's effect on the
// enemies she blocks ends and the enhanced one is applied; at the end every enhanced one she applied ends (the
// 0.1 s talent check then gives the enemies she still blocks the plain one again).
// S3 应力倒置 (30 s): DEF +def, block +block_cnt, every second ATK × atk_scale arts damage to each enemy she blocks.
// Module PRO-X (elite, trait addition): "阻挡敌人时防御力+20%" — DEF +def (trait blackboard) while she blocks.
// Triggers (data, nothing set here): every skill DEFAULT with the official TAKE_DAMAGE as rawRule — the owner's 重装
// exception for the stand-ins (tools/build-data.mjs STANDIN_TRIGGER_DEVIATIONS): she casts with an enemy in range.
char_610_acfend: (bb, chess) => {
const t0 = talentBb(chess, 0), t1 = talentBb(chess, 1), tb = traitBb(chess);
const r1 = skillRec(chess, S1), r2 = skillRec(chess, S2), r3 = skillRec(chess, S3);
const fbAspd = num(t1.attack_speed, 0);
const fbMult = num(r2?.bb?.talent_mult, 1);
/** Her S2 runs (the enhanced 反馈装甲). */
const s2On = (unit) => !!(unit.skill && unit.skill.active && unit.skill.id === S2);
/** A 反馈装甲 buff: it ends at the first 0.1 s check of its target that finds nobody blocking it. */
const feedback = (battle, unit, e, key, aspd) => battle.addBuff(e, {
key, mods: { aspd }, source: unit, data: { v: aspd }, tags: ['talent'], interval: CHECK_INTERVAL,
onTick({ battle: b, unit: t, buff }) { if (!t.blockedBy) b.removeBuff(t, buff); },
});
/** Apply 反馈装甲 (its S2 version while S2 runs) to every enemy she blocks — the talent's 0.1 s application. */
const applyFeedback = (battle, unit) => {
if (!fbAspd || !up(unit)) return;
const enhanced = s2On(unit);
for (const e of unit.blocking) {
if (!e.alive || e.blockedBy !== unit) continue;
if (enhanced) {
if (e.findBuff(FEEDBACK_S2_KEY)) continue;
battle.removeBuff(e, FEEDBACK_KEY);
feedback(battle, unit, e, FEEDBACK_S2_KEY, fbAspd * fbMult);
} else if (!e.findBuff(FEEDBACK_S2_KEY) && !e.findBuff(FEEDBACK_KEY)) {
feedback(battle, unit, e, FEEDBACK_KEY, fbAspd);
}
}
};
const skills = {};
if (r1) skills[S1] = { kind: 'duration', mods: { hpPct: num(r1.bb?.max_hp), defPct: num(r1.bb?.def) } };
if (r2) {
skills[S2] = {
kind: 'duration',
mods: { defPct: num(r2.bb?.def) },
onStart({ battle, unit }) { applyFeedback(battle, unit); },
onEnd({ battle, unit }) {
for (const e of battle.enemies) {
const b = e.findBuff(FEEDBACK_S2_KEY);
if (b && b.source === unit) battle.removeBuff(e, b);
}
},
};
}
if (r3) {
const scale = num(r3.bb?.atk_scale, 0);
skills[S3] = {
kind: 'duration',
mods: { defPct: num(r3.bb?.def), blockCnt: num(r3.bb?.block_cnt) },
onStart({ unit }) { unit.mem.acfendStress = 0; },
onTick({ battle, unit, dt }) {
unit.mem.acfendStress = (unit.mem.acfendStress ?? 0) + dt;
while (unit.mem.acfendStress + 1e-6 >= STRESS_INTERVAL) {
unit.mem.acfendStress -= STRESS_INTERVAL;
const v = battle.blockedTargets(unit, { canHitFly: true });
if (v.length) battle.fx('aoe', { x: unit.x, y: unit.y, id: unit.id, radius: 0.5, skill: S3 });
for (const e of v) battle.dealDamage(unit, e, { amount: unit.s.atk * scale, type: 'arts', isSkill: true, tags: ['skill', 'stress'] });
}
},
onEnd({ unit }) { unit.mem.acfendStress = 0; },
};
}
return {
skills,
talents: [
{ install(battle, unit) { // 精研材料
statBuff(battle, unit, 'acfend:t1', { defPct: num(t0.def) });
const extra = num(t0['acfend_t_1[extra].def']), ratio = num(t0.hp_ratio, 0);
if (!extra || !(ratio > 0)) return;
const check = () => {
const want = up(unit) && unit.hpRatio < ratio - 1e-9;
const has = !!unit.findBuff('acfend:t1:extra');
if (want && !has) battle.addBuff(unit, { key: 'acfend:t1:extra', mods: { defPct: extra }, tags: ['talent'] });
else if (!want && has) battle.removeBuff(unit, 'acfend:t1:extra');
};
battle.every(CHECK_INTERVAL, check, { owner: unit });
} },
{ install(battle, unit) { // 反馈装甲
if (fbAspd) battle.every(CHECK_INTERVAL, () => applyFeedback(battle, unit), { owner: unit });
} },
],
install(battle, unit) {
const md = num(tb.def, 0); // module PRO-X: 阻挡敌人时防御力+20%
if (md) toggleBuff(battle, unit, 'acfend:pro', () => unit.blocking.length > 0, { defPct: md });
},
};
},
};
@@ -0,0 +1,91 @@
// server/sim/content/kits/ops/standin-acmedc.js — Touch (char_613_acmedc) 补位 stand-in kit: 5 塞雷娅, 6 塑心 / 纯烬艾雅法拉
// (all S3 恳切福音 + module PHY-X on the elite). Stand-in contract and rules: ../README.md "Stand-in kits".
import { num, traitBb, skillRec } from '../shared/tier1.js';
import { mapCharTalents, touchGospel } from '../../tokens.js';
const S1 = 'skchr_acmedc_1', S2 = 'skchr_acmedc_2', S3 = 'skchr_acmedc_3';
/** S2 宛如天启's "所有医疗干员攻击力+X%" on every medic operator of hers while the skill runs (one per target: 同名 buff). */
const APOCALYPSE_KEY = 'acmedc:apocalypse';
const isMedicOp = (a) => a.kind === 'op' && a.alive && a.deployed && !a.hidden && a.def?.profession === 'MEDIC';
export default {
// Touch (医师) — skills from data/backups.json (normal E2 Lv1 skill rank 4, elite E2 Lv60 rank 7; skill_table and PRTS
// Touch(卫戍协议) agree):
// S1 慨赠 (20 s): ATK +atk, each heal has an `attack@prob` chance of one extra heal [ASSUMED: of the same target, the
// same amount — the text names no other target].
// S2 宛如天启 (30 s): her range becomes the 3-10 grid (PRTS 修正: "攻击距离+1" means 攻击范围扩大), she heals
// `attack@max_target` targets, every 医疗 operator of hers ATK +`attack@atk` herself included [ASSUMED: her own
// player's operators, as 余's "全场所有干员"; summons not].
// S3 恳切福音 (40 s): content/tokens.js touchGospel — the one implementation the 外勤医疗 strategy's Touch runs too
// (5-2 grid, ATK +atk, 2 targets, an extra heal of 30 % of the main one on the target or an orthogonal neighbour,
// ×heal_scale on allies at ≤ hp_ratio HP).
// Talents 攫升 / 超脱: content/tokens.js mapCharTalents (the strategy's Touch too); the module's 超脱 upgrade (8 SP at
// module Lv3) comes with the record's talents.
// Module PHY-X (elite, trait addition): "治疗生命值低于50%的友方单位时治疗量提升15%" — every heal of hers on an ally
// below `hp_ratio` HP (strictly: "低于") ×`heal_scale` (the trait blackboard). With S3's ×1.35 / ×1.40 it
// multiplies (×1.61 at Lv7): both are `heal_scale` blackboards, the 治疗倍率, and PRTS 游戏数据基础 §倍率 says "同种
// 倍率间叠乘" — no Touch-specific note or buff template exists. It runs before S3's hook, so S3's 30 % extra heal is
// a share of the main heal with both bonuses and, like S3's ×1.35 / ×1.40 in touchGospel, never multiplies that
// share again [ASSUMED].
// Triggers (data, nothing set here): S1 DEFAULT (an injured ally in her range); S2 / S3 ACTIVE_RANGE — the owner's
// rule of 2026-10-05 read for a heal skill: an injured ally inside the running 3-10 / 5-2 range casts.
char_613_acmedc: (bb, chess, def) => {
const tb = traitBb(chess);
const phyScale = num(tb.heal_scale, 1), phyRatio = num(tb.hp_ratio, 0);
const r1 = skillRec(chess, S1), r2 = skillRec(chess, S2), r3 = skillRec(chess, S3);
const gospel = r3 ? touchGospel(r3.bb ?? {}, r3) : null;
const skills = {};
if (r1) {
const b1 = r1.bb ?? {};
const p = num(b1['attack@prob'], 0);
skills[S1] = {
kind: 'duration', heal: true,
mods: { atkPct: num(b1.atk) },
onHit({ battle, unit, target, heal }) {
if (!(p > 0) || !target || !(heal > 0) || !battle.rng.chance(p)) return;
battle.heal(unit, target, heal);
battle.fx('heal', { x: target.x, y: target.y, id: unit.id });
},
};
}
if (r2) {
const b2 = r2.bb ?? {};
const v = num(b2['attack@atk'], 0);
const grant = (battle, unit) => {
for (const a of battle.alliesFor(unit, unit.ownerId)) {
if (!isMedicOp(a)) continue;
const cur = a.findBuff(APOCALYPSE_KEY);
if (cur && (cur.source === unit || (cur.data?.v ?? 0) >= v)) continue; // another Touch's equal or stronger one
battle.addBuff(a, { key: APOCALYPSE_KEY, mods: { atkPct: v }, source: unit, data: { v }, tags: ['skill'] });
}
};
skills[S2] = {
kind: 'duration', heal: true,
targeting: { rangeGrid: r2.rangeGrid, maxTargets: Math.max(1, Math.floor(num(b2['attack@max_target'], 2))) },
onStart({ battle, unit }) { if (v) grant(battle, unit); },
// medics deployed (or redeployed) while it runs get it too
onTick({ battle, unit }) { if (v) grant(battle, unit); },
onEnd({ battle, unit }) {
for (const a of battle.allyUnits) if (a.findBuff(APOCALYPSE_KEY)?.source === unit) battle.removeBuff(a, APOCALYPSE_KEY);
},
};
}
if (gospel) skills[S3] = gospel.skill;
return {
skills,
talents: mapCharTalents(def),
install(battle, unit) {
if (phyScale !== 1 && phyRatio > 0) {
battle.on('heal', (ctx) => {
// (S3's extra heal is a share of the main heal, which already carries it: touchGospel's `touchExtra`)
if (ctx.source !== unit || !ctx.target || ctx.opts?.regen || unit.mem.touchExtra) return;
if (ctx.target.hpRatio < phyRatio - 1e-9) ctx.amount *= phyScale;
}, { owner: unit, priority: 10 });
}
if (gospel && def?.skill?.id === S3) gospel.install(battle, unit);
},
};
},
};
@@ -0,0 +1,144 @@
// server/sim/content/kits/ops/standin-acpion.js — 郁金香 (char_608_acpion) 补位 stand-in kit: 3 瑕光 (S3), 4 焰尾 (S2),
// 5 凛御银灰 / 6 圣聆初雪 / 缪尔赛思 / 耀骑士临光 (S3 + module SOL-X on the elite). Stand-in contract: ../README.md.
import { absoluteRangeKeys, sortEnemyTargets } from '../../../targeting.js';
import { num, talentBb, traitBb, skillRec, statBuff, toggleBuff, up } from '../shared/tier1.js';
const S1 = 'skchr_acpion_1', S2 = 'skchr_acpion_2', S3 = 'skchr_acpion_3';
/**
* S3 只余芬芳's slashes: her Spine `Skill` clip (char_608_acpion.skel, 1.567 s) carries 8 OnAttack events — one per
* slash, `times` 8 — at 0.400 s and then every 1/6 s (0.567 … 1.567 s); the `Skill_End` clip adds 0.233 s. The skill
* holds its effects (below) from the cast to the end of `Skill_End` [ASSUMED: the clips play at 1×, the effects last the
* two clips].
*/
const SLASH_FIRST = 0.4;
const SLASH_GAP = 1 / 6;
const SLASH_END_CLIP = 0.233;
/** S3's buff while it plays: 无敌, 无法阻挡, no normal attack (the skill clip plays) — stun / freeze refused by a hook. */
const FRAGRANCE_KEY = 'acpion:fragrance';
/** Enemies S3 slashes: every selectable enemy on the x-1 skill range, air units included (PRTS 备注 "※可对空"). */
const SLASH_PROFILE = Object.freeze({ canHitFly: true });
export default {
// 郁金香 (尖兵, blocks 2) — numbers from data/backups.json (normal E2 Lv1 rank 4, elite E2 Lv60 rank 7; skill_table and
// PRTS 郁金香(卫戍协议) agree). DP (部署费用) is the player's redeploy currency here (DESIGN §5.5 "DP").
// 无垠之心: from each deployment until her 2nd skill activation of it, SP recovery +sp_recovery_per_sec (module SOL-X Lv3:
// +1/s) — `cnt` 2.
// 浪潮之心: ATK +atk; each enemy she kills +cost DP.
// S1 钻心 (instant): +cost DP, then ATK × atk_scale physical damage to up to max_target enemies of her attack range
// (the enemies she blocks included, ground only like her attack) [ASSUMED: at the cast — her S1 clip `Skill_2`
// carries no hit event].
// S2 迅瞬 (10 s): ASPD +attack_speed, ignores def_penetrate of the target's DEF, and "逐渐获得" trig_cnt × cost DP: one
// every `interval` s from the cast (6 × 1.6 s / 7 × 1.4 s, all inside the 10 s) [ASSUMED: none at the cast, and the
// DP not yet given is lost if the skill ends early].
// S3 只余芬芳 (instant): +cost DP, then `times` slashes on the enemies around her (the x-1 skill range), each ATK ×
// atk_scale physical ignoring def_penetrate (50 %) of DEF, timed by her Spine clip (SLASH_*). PRTS 郁金香 (the 集成战略
// character char_513_apionr, whose S1 只余芬芳 has the same text, blackboard and x-1 range) 备注: "※可对空" and
// "※技能生效期间,持有效果:无敌,无法阻挡,眩晕免疫,冻结免疫" [ASSUMED: the 卫戍 copy skchr_acpion_3 behaves the same].
// Module SOL-X (elite, trait override): "阻挡敌人时攻击力和防御力各+8%" — while she blocks (none during S3: 无法阻挡).
// Triggers (data, nothing set here): S1 / S2 DEFAULT; S3 SKILL_RANGE on its x-1 (any enemy in it, air units too).
char_608_acpion: (bb, chess) => {
const t0 = talentBb(chess, 0), t1 = talentBb(chess, 1), tb = traitBb(chess);
const r1 = skillRec(chess, S1), r2 = skillRec(chess, S2), r3 = skillRec(chess, S3);
const dp = (battle, unit, n) => {
if (!(n > 0)) return;
battle.addDp(unit.ownerId, n);
battle.fx('dp', { x: unit.x, y: unit.y, id: unit.id, n });
};
const skills = {};
if (r1) {
const b1 = r1.bb ?? {};
skills[S1] = {
kind: 'instant',
onStart({ battle, unit }) {
dp(battle, unit, num(b1.cost));
const prof = unit.profile;
const foes = battle.enemiesInKeys(unit.rangeKeys || [], unit, prof);
for (const e of battle.blockedTargets(unit, prof)) if (!foes.includes(e)) foes.push(e);
sortEnemyTargets(battle, unit, foes, prof?.priority ?? null);
const v = foes.slice(0, Math.max(1, Math.floor(num(b1.max_target, 2))));
if (v.length) battle.fx('slash', { x: unit.x, y: unit.y, id: unit.id, n: v.length });
for (const e of v) battle.dealDamage(unit, e, { amount: unit.s.atk * num(b1.atk_scale, 1), type: 'phys', isSkill: true, tags: ['skill'] });
},
};
}
if (r2) {
const b2 = r2.bb ?? {};
const total = Math.max(0, Math.floor(num(b2.trig_cnt, 0))), iv = Math.max(0.1, num(b2.interval, 1)), per = num(b2.cost, 1);
skills[S2] = {
kind: 'duration',
mods: { aspd: num(b2.attack_speed), defIgnorePct: num(b2.def_penetrate) },
onStart({ unit }) { unit.mem.acpionDp = { acc: 0, n: 0 }; },
onTick({ battle, unit, dt }) {
const m = unit.mem.acpionDp;
if (!m) return;
m.acc += dt;
while (m.acc + 1e-9 >= iv && m.n < total) { m.acc -= iv; m.n++; dp(battle, unit, per); }
},
onEnd({ unit }) { unit.mem.acpionDp = null; },
};
}
if (r3) {
const b3 = r3.bb ?? {};
const times = Math.max(1, Math.floor(num(b3.times, 8))), scale = num(b3.atk_scale, 1), pen = num(b3.def_penetrate, 0);
const grid = r3.rangeGrid?.length ? r3.rangeGrid : null;
const lastAt = SLASH_FIRST + (times - 1) * SLASH_GAP;
const slash = (battle, unit) => {
const keys = grid ? absoluteRangeKeys(grid, unit.tileR, unit.tileC, unit.dir, 0) : unit.rangeKeys || [];
const v = battle.enemiesInKeys(keys, unit, SLASH_PROFILE);
if (v.length) battle.fx('slash', { x: unit.x, y: unit.y, id: unit.id, n: v.length });
for (const e of v) battle.dealDamage(unit, e, { amount: unit.s.atk * scale, type: 'phys', defIgnorePct: pen, isSkill: true, tags: ['skill', 'slash'] });
};
skills[S3] = {
kind: 'instant',
onStart({ battle, unit }) {
dp(battle, unit, num(b3.cost));
const seq = unit.deploySeq;
battle.addBuff(unit, {
key: FRAGRANCE_KEY, duration: lastAt + SLASH_END_CLIP,
flags: { invulnerable: true, noBlock: true, disarm: true }, visible: true, source: unit, tags: ['skill'],
});
battle.releaseBlocked(unit);
for (let i = 0; i < times; i++) {
battle.after(SLASH_FIRST + i * SLASH_GAP, () => {
if (up(unit) && unit.deploySeq === seq) slash(battle, unit);
}, { owner: unit });
}
},
};
}
return {
skills,
talents: [
{ install(battle, unit) { // 无垠之心
const per = num(t0.sp_recovery_per_sec), cnt = Math.max(1, Math.floor(num(t0.cnt, 2)));
if (!(per > 0)) return;
battle.on('deploy', ({ unit: u }) => {
if (u !== unit) return;
unit.mem.acpionCasts = 0;
battle.addBuff(unit, { key: 'acpion:boundless', mods: { spRecoveryFlat: per }, tags: ['talent'] });
}, { owner: unit });
battle.on('skillStart', ({ unit: u }) => {
if (u !== unit) return;
unit.mem.acpionCasts = (unit.mem.acpionCasts ?? 0) + 1;
if (unit.mem.acpionCasts >= cnt) battle.removeBuff(unit, 'acpion:boundless');
}, { owner: unit });
} },
{ install(battle, unit) { // 浪潮之心
statBuff(battle, unit, 'acpion:tide', { atkPct: num(t1.atk) });
const n = num(t1.cost);
if (n > 0) battle.on('kill', ({ killer, victim }) => { if (killer === unit && victim?.side === 'enemy') dp(battle, unit, n); }, { owner: unit });
} },
],
install(battle, unit) {
const ma = num(tb.atk, 0), md = num(tb.def, 0); // module SOL-X: 阻挡敌人时攻击力和防御力各+8%
if (ma || md) toggleBuff(battle, unit, 'acpion:sol', () => unit.blocking.length > 0, { atkPct: ma, defPct: md });
// S3: 眩晕免疫, 冻结免疫 while its effects last
if (r3) battle.on('beforeStatus', (c) => {
if (c.target === unit && (c.status === 'stun' || c.status === 'freeze') && unit.findBuff(FRAGRANCE_KEY)) c.cancel = true;
}, { owner: unit });
},
};
},
};
+23 -10
View File
@@ -74,7 +74,8 @@
// makes the token (Battle.spawnToken also refuses summons the owner's loadout does not produce).
//
// Exports for other content: spawnYanyou, spawnMapChar, findSummonTile, summonToken, tacticalPoint, wolfShadows,
// releaseSkillSummon, SKILL_SUMMON_START_DEPLOY, CAT_SHIELD_KEY, TOKEN_IDS.
// releaseSkillSummon, SKILL_SUMMON_START_DEPLOY, CAT_SHIELD_KEY, TOKEN_IDS; mapCharTalents and touchGospel (Touch's 攫升 /
// 超脱 and 恳切福音, shared with the Touch 补位 stand-in kit, kits/ops/standin-acmedc.js).
import { COLS, ROWS, MOVE_SCALE } from '../constants.js';
import { absoluteRangeKeys, sortEnemyTargets, canTargetEnemy } from '../targeting.js';
@@ -1228,12 +1229,13 @@ export function spawnYanyou(battle, playerId, { atk, hp, atkMul = 1, dmgTakenMul
// band map characters (预备干员-医疗 / Touch)
/**
* Talents of the band map characters (data talents of the character record):
* Talents of the band map characters (data talents of the character record) — and of the Touch 补位 stand-in, whose kit
* (kits/ops/standin-acmedc.js) uses this one implementation, the module's 超脱 upgrade (8 SP) coming with the record:
* plain stat talent "攻击力+4%" (预备干员-医疗 攻击提升) → persistent ATK/DEF/HP/ASPD buff
* 攫升 "治疗目标时使其获得3点技力" (Touch) → every heal by the character gives the healed unit `sp` SP
* 超脱 "攻击范围内的友方干员被击倒时获得5点技力" (Touch) → an allied operator knocked out on a tile of its range: +`sp` SP
*/
function mapCharTalents(def) {
export function mapCharTalents(def) {
const out = [];
for (const t of def?.talents ?? []) {
const bb = t?.bb ?? {};
@@ -1278,18 +1280,21 @@ function reserveMedicKit(bb, raw, def) {
return { ...k, talents: [...(k.talents ?? []), ...mapCharTalents(def)] };
}
/** Touch 恳切福音: +ATK, 2 heal targets in the skill range, ×heal_scale on allies ≤ hp_ratio, +addition heal. */
function touchKit(bb, raw, def) {
const sk = def?.skill;
if (!sk) return { skill: null, talents: mapCharTalents(def) };
/**
* Touch 恳切福音 (skchr_acmedc_3): +ATK, 2 heal targets in the skill range, ×heal_scale on allies ≤ hp_ratio, +addition
* heal — one implementation for the 外勤医疗 map character (touchKit) and the Touch 补位 stand-in (kits/ops/
* standin-acmedc.js). `skill` = the skill record (`rangeGrid`, `duration`) of blackboard `bb`. Returns `{ skill:
* SkillSpec, install(battle, unit) }`: `install` adds the heal boost, which acts while the unit's skill runs — install it
* on a unit whose skill is this one only.
*/
export function touchGospel(bb, skill) {
const hpRatio = num(bb.hp_ratio, 0), boost = num(bb.heal_scale, 1), extra = num(bb['attack@addition_heal_scale'], 0);
const targeting = {};
if (num(bb['attack@max_target'], 0) > 1) targeting.maxTargets = Math.floor(num(bb['attack@max_target'], 1));
if (sk.rangeGrid && sk.rangeGrid.length) targeting.rangeGrid = sk.rangeGrid;
if (skill.rangeGrid && skill.rangeGrid.length) targeting.rangeGrid = skill.rangeGrid;
return {
talents: mapCharTalents(def),
skill: {
kind: sk.duration > 0 ? 'duration' : 'instant', heal: true,
kind: skill.duration > 0 ? 'duration' : 'instant', heal: true,
mods: num(bb.atk, 0) ? { atkPct: num(bb.atk, 0) } : undefined,
targeting,
onHit({ battle, unit, target, heal }) {
@@ -1321,6 +1326,14 @@ function touchKit(bb, raw, def) {
};
}
/** Touch (外勤医疗 map character): 恳切福音 (touchGospel) + 攫升 / 超脱 (mapCharTalents). */
function touchKit(bb, raw, def) {
const sk = def?.skill;
if (!sk) return { skill: null, talents: mapCharTalents(def) };
const g = touchGospel(bb, sk);
return { talents: mapCharTalents(def), skill: g.skill, install: g.install };
}
/**
* Spawn a band map character (char_605_cmedic 预备干员-医疗 / char_613_acmedc Touch) at its stage position on the
* player's half (data/stages.json `mapChars`; `_multi_only` positions only with a partner). Returns the unit or null.
+205
View File
@@ -0,0 +1,205 @@
// test/content/standin_acfend.test.js — the Mechanist (char_610_acfend) 补位 stand-in kit (kits/ops/standin-acfend.js) on
// every chess she replaces: 4 星熊 (S2), 5 号角 / 6 余 (S3, module PRO-X on the elite); S1 through the harness
// `standIn: { skillIndex: 0 }`. Numbers: data/backups.json (skill_table, PRTS Mechanist(卫戍协议) and its 备注: the 0.1 s
// checks of both talents, S2's swap of the talent effect). Her triggers: the owner's 重装 exception for the stand-ins.
// Run: node --test test/content/standin_acfend.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 { unitForm } from '../../shared/standIn.js';
import { TICK } from '../../server/sim/constants.js';
const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8'));
const CHESS = load('chess');
const BACKUPS = load('backups');
const CHAR = 'char_610_acfend';
const S1 = 'skchr_acfend_1', S2 = 'skchr_acfend_2';
const RECORDS = BACKUPS.units[CHAR].standsIn.flatMap((a) => [a, a.replace(/_a$/, '_b')]);
const dummy = (o = {}) => enemyRec({ key: 'enemy_dummy', hp: 1e9, speed: 0, ...o });
const DEFS = {
enemies: {
enemy_dummy: dummy(),
enemy_res: dummy({ key: 'enemy_res', res: 20 }),
enemy_fly: dummy({ key: 'enemy_fly', motion: 'FLY' }),
},
};
const close = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`);
const formOf = (id) => unitForm(BACKUPS, CHAR, CHESS[id].status);
const skillOf = (id, skillId) => formOf(id).skills.find((s) => s.skillId === skillId);
const moduleOf = (id) => (CHESS[id].backup.uniEquipId && CHESS[id].status.equipLevel > 0 ? formOf(id).modules.find((m) => m.uniEquipId === CHESS[id].backup.uniEquipId) : null);
function battle(opts) {
const log = [];
const h = makeBattle({
defs: DEFS, timeLimit: 300, autoFinish: false, seed: 5, flags: { dpPerSec: 0 }, ...opts,
setup(b) {
b.on('damaged', (c) => log.push({ t: b.time, src: c.source?.id ?? null, tgt: c.target.id, key: c.target.defId, amount: c.amount, type: c.type, tags: c.dmg?.tags ?? [], skill: !!c.dmg?.isSkill }), { priority: -999 });
if (opts.setup) opts.setup(b);
},
});
h.dmg = log;
return h;
}
/** DEF % of her talent and module at this moment (精研材料 +10 %, its extra below half HP, PRO-X while blocking). */
const passiveDefPct = (id, u) => {
const t0 = u.def.talents[0].bb;
const mod = moduleOf(id);
return t0.def + (u.hpRatio < t0.hp_ratio ? t0['acfend_t_1[extra].def'] : 0) + (mod && u.blocking.length ? mod.traitOverride.bb.def : 0);
};
// ---------------------------------------------------------------------------------------------------------------
test('Mechanist fields on all 6 records she replaces: her body (+ PRO-X attributes on the 5 / 6 elites), the chess\'s backup skill, her own kit, the 重装 trigger', () => {
assert.equal(RECORDS.length, 6);
for (const id of RECORDS) {
const c = CHESS[id];
const form = formOf(id);
const sk = form.skills.find((s) => s.index === c.backup.skillIndex);
const mod = moduleOf(id);
const h = battle({ units: [{ chessId: id, row: 10, col: 4, standIn: true }] });
h.step();
const u = h.unit(1);
assert.deepEqual([u.def.charId, u.def.standInFor, u.skill.id], [CHAR, c.charId, sk.skillId], id);
assert.ok(!u.kit.generic && u.kit.skillSource === 'skills', `${id}: her kit's own spec`);
assert.equal(!!u.def.raw.module?.active, !!mod, `${id}: module`);
assert.deepEqual([u.base.def, u.base.maxHp, u.base.blockCnt], [form.stats.def + (mod?.attr.def ?? 0), form.stats.maxHp + (mod?.attr.maxHp ?? 0), 3], `${id}: stats`);
// STANDIN_TRIGGER_DEVIATIONS: DEFAULT (the official TAKE_DAMAGE kept as rawRule)
assert.deepEqual([u.skill.rule, sk.trigger.rawRule], ['DEFAULT', 'TAKE_DAMAGE'], `${id}: trigger`);
assert.equal(u.profile.canHitFly, false, `${id}: ground-only`);
assert.equal(h.b.errors.length, 0);
}
assert.deepEqual([CHESS.chess_char_4_17_a, CHESS.chess_char_5_08_a, CHESS.chess_char_6_03_a].map((c) => c.backup.skillIndex), [1, 2, 2]);
});
test('her skills cast with an enemy she blocks before anything hurts her (the owner\'s 重装 exception) — never on an air unit she cannot reach', () => {
for (const id of ['chess_char_4_17_a', 'chess_char_5_08_b', 'chess_char_6_03_a']) {
const h = battle({ units: [{ chessId: id, row: 10, col: 4, standIn: true, carryState: { sp: 999 } }], enemies: [{ key: 'enemy_fly', pos: [10, 4] }] });
const u = h.unit(1);
h.run(2);
assert.equal(u.skill.activations, 0, `${id}: an air unit on her tile is no target`);
h.spawn('enemy_dummy', { pos: [10, 4] }); // ATK 0: it never damages her
assert.ok(h.runUntil(() => u.skill.activations === 1, 3), `${id}: cast`);
assert.equal(h.dmg.filter((d) => d.tgt === u.id).length, 0, `${id}: untouched`);
checkInvariants(h.b);
}
});
test('精研材料: DEF +10 %; below 50 % HP another +10 % (+20 % with PRO-X Lv3), checked every 0.1 s', () => {
for (const [id, extra] of [['chess_char_4_17_a', 0.1], ['chess_char_5_08_b', 0.1], ['chess_char_6_03_b', 0.2]]) {
const h = battle({ units: [{ chessId: id, row: 10, col: 4, standIn: true }] });
const u = h.unit(1);
h.step();
assert.equal(u.def.talents[0].bb['acfend_t_1[extra].def'], extra, id);
close(u.s.def, u.base.def * 1.1, `${id}: +10 %`);
h.b.loseHp(u, u.hp * 0.55);
h.run(0.1 + TICK);
close(u.s.def, u.base.def * (1.1 + extra), `${id}: below half HP`);
h.b.heal(u, u, u.s.maxHp);
h.run(0.1 + TICK);
close(u.s.def, u.base.def * 1.1, `${id}: healed`);
checkInvariants(h.b);
}
});
test('反馈装甲: enemies she blocks ASPD −7 within 0.1 s; it ends once nobody blocks them — at her retreat too', () => {
const h = battle({ units: [{ chessId: 'chess_char_4_17_a', row: 10, col: 4, standIn: true }], enemies: [{ key: 'enemy_dummy', pos: [10, 4] }, { key: 'enemy_dummy', pos: [10, 4] }, { key: 'enemy_fly', pos: [10, 5] }] });
const u = h.unit(1);
h.run(0.1 + TICK);
const [a, b, f] = h.b.enemies;
assert.deepEqual([a.s.aspd, b.s.aspd, f.s.aspd], [93, 93, 100], 'the two blocked enemies, not the air unit');
assert.equal(a.findBuff('acfend:feedback').source, u);
h.b.retreat(u);
h.run(0.1 + TICK);
assert.deepEqual([a.s.aspd, b.s.aspd], [100, 100], 'released: gone at the next check');
checkInvariants(h.b);
});
test('S1 结构稳定: 40 s of max HP / DEF +26 % (+40 % elite)', () => {
for (const [id, v] of [['chess_char_4_17_a', 0.26], ['chess_char_4_17_b', 0.4]]) {
assert.deepEqual([skillOf(id, S1).bb.max_hp, skillOf(id, S1).bb.def, skillOf(id, S1).duration], [v, v, 40]);
const h = battle({ units: [{ chessId: id, row: 10, col: 4, standIn: { skillIndex: 0 }, carryState: { sp: 999 } }], enemies: [{ key: 'enemy_dummy', pos: [10, 4] }] });
const u = h.unit(1);
let cast = null;
h.b.on('skillStart', (c) => { if (c.unit === u) cast = h.b.time; });
assert.ok(h.runUntil(() => cast != null, 3));
h.step();
close(u.s.maxHp, u.base.maxHp * (1 + v), `${id}: max HP`);
close(u.s.def, u.base.def * (1 + v + passiveDefPct(id, u)), `${id}: DEF`);
h.runUntil(() => !u.skill.active, 45);
close(h.b.time - cast, 40, `${id}: 40 s`, 0.01);
close(u.s.maxHp, u.base.maxHp, `${id}: max HP back`);
checkInvariants(h.b);
}
});
test('S2 不变性原理 (星熊\'s chess): 20 s of DEF +50 % / +65 %; 反馈装甲 ×2 / ×3 on the enemies she blocks, back to −7 after', () => {
for (const [id, v, mult] of [['chess_char_4_17_a', 0.5, 2], ['chess_char_4_17_b', 0.65, 3]]) {
const h = battle({ units: [{ chessId: id, row: 10, col: 4, standIn: true }], enemies: [{ key: 'enemy_dummy', pos: [10, 4] }, { key: 'enemy_dummy', pos: [10, 4] }] });
const u = h.unit(1);
h.run(0.2);
assert.deepEqual(h.b.enemies.map((e) => e.s.aspd), [93, 93]);
let cast = null;
h.b.on('skillStart', (c) => { if (c.unit === u) cast = h.b.time; });
assert.ok(h.runUntil(() => cast != null, 60));
h.step();
assert.equal(u.skill.id, S2);
close(u.s.def, u.base.def * (1 + v + passiveDefPct(id, u)), `${id}: DEF`);
assert.deepEqual(h.b.enemies.map((e) => e.s.aspd), [100 - 7 * mult, 100 - 7 * mult], `${id}: ×${mult} at the cast`);
assert.ok(h.b.enemies.every((e) => !e.findBuff('acfend:feedback') && e.findBuff('acfend:feedback2')), `${id}: the plain one replaced`);
h.runUntil(() => !u.skill.active, 25);
close(h.b.time - cast, 20, `${id}: 20 s`, 0.01);
h.run(0.1 + TICK);
assert.deepEqual(h.b.enemies.map((e) => e.s.aspd), [93, 93], `${id}: plain again`);
checkInvariants(h.b);
}
});
test('S3 应力倒置 (号角 / 余\'s chess): 30 s of DEF +50 % / +70 %, block +1, ATK × 40 % / 55 % arts to each enemy she blocks every second', () => {
for (const [id, v, scale] of [['chess_char_5_08_a', 0.5, 0.4], ['chess_char_6_03_b', 0.7, 0.55]]) {
const h = battle({
units: [{ chessId: id, row: 10, col: 4, standIn: true, carryState: { sp: 999 } }],
enemies: [{ key: 'enemy_dummy', pos: [10, 4] }, { key: 'enemy_res', pos: [10, 4] }, { key: 'enemy_dummy', pos: [10, 4] }, { key: 'enemy_dummy', pos: [10, 4] }, { key: 'enemy_dummy', pos: [10, 4] }],
});
const u = h.unit(1);
let cast = null;
h.b.on('skillStart', (c) => { if (c.unit === u) cast = h.b.time; });
h.step();
assert.equal(u.blocking.length, 3, 'blocks 3');
assert.ok(h.runUntil(() => cast != null, 3));
h.run(0.5);
assert.equal(u.s.blockCnt, 4);
assert.equal(u.blocking.length, 4, `${id}: blocks a 4th`);
close(u.s.def, u.base.def * (1 + v + passiveDefPct(id, u)), `${id}: DEF`);
h.runUntil(() => !u.skill.active, 35);
close(h.b.time - cast, 30, `${id}: 30 s`, 0.01);
const pulses = h.dmg.filter((d) => d.src === u.id && d.tags.includes('stress'));
const times = [...new Set(pulses.map((d) => Math.round((d.t - cast) * 1000) / 1000))];
assert.equal(times.length, 30, `${id}: 30 pulses`);
times.forEach((t, i) => assert.ok(Math.abs(t - (i + 1)) <= TICK + 1e-6, `${id}: pulse ${i + 1} at ${t}`));
assert.ok(pulses.every((d) => d.type === 'arts' && d.skill));
const first = pulses.filter((d) => d.t === pulses[0].t);
assert.equal(first.length, 4, `${id}: each blocked enemy`);
for (const d of first) close(d.amount, u.s.atk * scale * (d.key === 'enemy_res' ? 0.8 : 1), `${id}: ${d.key}`);
h.run(0.2);
assert.equal(u.s.blockCnt, 3);
checkInvariants(h.b);
}
});
test('module PRO-X (5 号角 / 6 余 elites): DEF +20 % exactly while she blocks; none without it', () => {
for (const id of ['chess_char_4_17_b', 'chess_char_5_08_a', 'chess_char_5_08_b', 'chess_char_6_03_b']) {
const mod = moduleOf(id);
const h = battle({ units: [{ chessId: id, row: 10, col: 4, standIn: true }] });
const u = h.unit(1);
h.step();
close(u.s.def, u.base.def * 1.1, `${id}: not blocking`);
h.spawn('enemy_dummy', { pos: [10, 4] });
h.run(0.2);
assert.equal(u.blocking.length, 1);
close(u.s.def, u.base.def * (1.1 + (mod ? 0.2 : 0)), `${id}: blocking`);
assert.equal(!!mod, id === 'chess_char_5_08_b' || id === 'chess_char_6_03_b', id);
checkInvariants(h.b);
}
});
+223
View File
@@ -0,0 +1,223 @@
// test/content/standin_acmedc.test.js — the Touch (char_613_acmedc) 补位 stand-in kit (kits/ops/standin-acmedc.js) on every
// chess she replaces: 5 塞雷娅, 6 塑心 / 纯烬艾雅法拉 (all S3, module PHY-X on the elite); S1 / S2 through the harness
// `standIn: { skillIndex }`. S3 and the talents are content/tokens.js touchGospel / mapCharTalents, the implementation the
// 外勤医疗 strategy's Touch runs (test/content/tokens_devices.test.js). Triggers: S1 DEFAULT, S2 / S3 ACTIVE_RANGE (the
// owner's rule of 2026-10-05, a heal skill: an injured ally inside the running range).
// Run: node --test test/content/standin_acmedc.test.js
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { readFileSync } from 'node:fs';
import { makeBattle, chessRec, checkInvariants } from '../helpers/battleHarness.js';
import { unitForm } from '../../shared/standIn.js';
import { touchGospel } from '../../server/sim/content/tokens.js';
const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8'));
const CHESS = load('chess');
const BACKUPS = load('backups');
const CHAR = 'char_613_acmedc';
const S1 = 'skchr_acmedc_1', S2 = 'skchr_acmedc_2', S3 = 'skchr_acmedc_3';
const RECORDS = BACKUPS.units[CHAR].standsIn.flatMap((a) => [a, a.replace(/_a$/, '_b')]);
const DEFS = {
chess: {
test_tank_a: chessRec({ id: 'test_tank_a', profession: 'TANK', stats: { maxHp: 100000, atk: 1, def: 0 }, skill: null }),
test_tank2_a: chessRec({ id: 'test_tank2_a', profession: 'TANK', stats: { maxHp: 100000, atk: 1, def: 0 }, skill: null }),
// SP only from 攫升: an attack-SP skill and no enemy to attack
test_sp_a: chessRec({ id: 'test_sp_a', profession: 'TANK', stats: { maxHp: 100000, atk: 1, def: 0 }, skill: { spType: 'INCREASE_WHEN_ATTACK', spCost: 1000, initSp: 0 } }),
test_medic_a: chessRec({ id: 'test_medic_a', profession: 'MEDIC', subProfessionId: 'physician', stats: { atk: 300 }, skill: null, rangeGrid: [[0, 0]] }),
},
};
const close = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`);
const formOf = (id) => unitForm(BACKUPS, CHAR, CHESS[id].status);
const skillOf = (id, skillId) => formOf(id).skills.find((s) => s.skillId === skillId);
const moduleOf = (id) => (CHESS[id].backup.uniEquipId && CHESS[id].status.equipLevel > 0 ? formOf(id).modules.find((m) => m.uniEquipId === CHESS[id].backup.uniEquipId) : null);
/**
* Touch (unit 1) on (10,3) facing right — her 3-3 covers columns 3–6, S2's 3-10 columns 3–7, S3's 5-2 columns 3–8 — and
* `allies` [[chessId, row, col, hpRatio]] (injured at once). h.heals: { t, tgt, uid, amount (final, before the HP cap), ratio }.
*/
function battle(touch, allies, opts = {}) {
const heals = [];
const h = makeBattle({
defs: DEFS, timeLimit: 300, autoFinish: false, seed: opts.seed ?? 5, flags: { dpPerSec: 0 },
units: [{ chessId: touch.id, row: 10, col: 3, standIn: touch.standIn ?? true, ...(touch.carry ? { carryState: touch.carry } : null) },
...allies.map(([chessId, row, col]) => ({ chessId, row, col }))],
setup(b) {
b.on('heal', (c) => { if (c.source?.uid === 1) heals.push({ t: b.time, tgt: c.target.id, uid: c.target.uid, amount: c.amount, ratio: c.target.hpRatio }); }, { priority: -999 });
},
});
h.heals = heals;
h.step();
allies.forEach(([, , , ratio], i) => { const a = h.unit(i + 2); if (ratio < 1) h.b.loseHp(a, a.hp * (1 - ratio)); });
return h;
}
// ---------------------------------------------------------------------------------------------------------------
test('Touch fields on all 6 records she replaces: her body (+ PHY-X attributes on the elites), S3 恳切福音 everywhere, her own kit, ACTIVE_RANGE on the 5-2', () => {
assert.equal(RECORDS.length, 6);
for (const id of RECORDS) {
const c = CHESS[id];
const form = formOf(id);
const mod = moduleOf(id);
const h = battle({ id }, []);
const u = h.unit(1);
assert.deepEqual([u.def.charId, u.def.standInFor, u.skill.id, c.backup.skillIndex], [CHAR, c.charId, S3, 2], id);
assert.ok(!u.kit.generic && u.kit.skillSource === 'skills', `${id}: her kit's own spec`);
assert.equal(!!u.def.raw.module?.active, !!mod, `${id}: module`);
assert.equal(!!mod, c.isGolden, `${id}: PHY-X on every elite`);
assert.deepEqual([u.base.atk, u.base.maxHp], [form.stats.atk + (mod?.attr.atk ?? 0), form.stats.maxHp + (mod?.attr.maxHp ?? 0)], `${id}: stats`);
assert.equal(u.skill.rule, 'ACTIVE_RANGE', `${id}: trigger`);
assert.equal(u.skill.triggerGrid.length, 18, `${id}: the 5-2 running range`);
assert.equal(u.profile.dmgType, 'heal');
// S3 is the strategy's touchGospel spec
const g = touchGospel(skillOf(id, S3).bb, skillOf(id, S3));
const k = u.kit.skill;
assert.deepEqual([k.kind, k.heal, k.mods, k.targeting], [g.skill.kind, g.skill.heal, g.skill.mods, g.skill.targeting], `${id}: touchGospel`);
assert.equal(h.b.errors.length, 0);
}
});
test('S3 恳切福音: cast with an injured ally inside the 5-2 only (no heal before); 40 s on the 5-2, 2 targets, ×1.35 / ×1.40 below half HP, +30 % extra heal', () => {
for (const [id, atk, boost] of [['chess_char_5_11_a', 0.2, 1.35], ['chess_char_6_20_a', 0.2, 1.35], ['chess_char_6_09_b', 0.3, 1.4]]) {
const phy = moduleOf(id) ? 1.15 : 1;
const sk = skillOf(id, S3);
assert.deepEqual([sk.bb.atk, sk.bb.heal_scale, sk.bb['attack@addition_heal_scale'], sk.duration], [atk, boost, 0.3, 40]);
// (10,8): outside her 3-3 and S2's 3-10, inside the 5-2; (10,5) full HP
const h = battle({ id }, [['test_tank_a', 10, 8, 0.3], ['test_tank2_a', 9, 5, 1]]);
const u = h.unit(1), near = h.unit(3);
let cast = null;
h.b.on('skillStart', (c) => { if (c.unit === u) cast = h.b.time; });
assert.equal(u.rangeKeys.length, 12);
assert.ok(h.runUntil(() => cast != null, sk.spCost), `${id}: cast`);
close(cast, sk.spCost - sk.initSp, `${id}: as soon as the SP is full`, 0.01);
assert.equal(h.heals.filter((x) => x.t < cast).length, 0, `${id}: no heal before the cast — it was out of her range`);
assert.equal(u.rangeKeys.length, 18, `${id}: the 5-2`);
close(u.s.atk, u.base.atk * (1 + atk), `${id}: ATK`);
h.run(0.5);
const first = h.heals.filter((x) => x.t === h.heals[0].t);
assert.ok(first[0].t >= cast, `${id}: the first heal comes with the cast`);
assert.deepEqual(first.map((x) => x.uid), [2, 2], `${id}: the main heal on the far ally, then the extra on it (its neighbours are full)`);
close(first[0].amount, u.s.atk * phy * boost, `${id}: main heal ×${boost}${phy > 1 ? ' ×1.15 PHY-X' : ''}`);
close(first[1].amount, first[0].amount * 0.3, `${id}: extra heal = 30 % of the main one`);
// two injured allies: both healed per action
h.b.loseHp(near, near.hp * 0.2);
const n0 = h.heals.length;
h.runUntil(() => h.heals.length > n0, 5);
h.step();
const action = h.heals.slice(n0);
assert.deepEqual(new Set(action.map((x) => x.uid)), new Set([2, 3]), `${id}: 2 targets`);
close(action.find((x) => x.uid === 3).amount, u.s.atk * 1, `${id}: no bonus above half HP`);
h.runUntil(() => !u.skill.active, 45);
assert.equal(u.rangeKeys.length, 12, `${id}: back to the 3-3`);
checkInvariants(h.b);
assert.equal(h.b.errors.length, 0);
}
// none: no cast however long, and none for an injured ally beyond the 5-2
for (const allies of [[['test_tank_a', 10, 8, 1]], [['test_tank_a', 10, 9, 0.3]]]) {
const h = battle({ id: 'chess_char_5_11_a', carry: { sp: 999 } }, allies);
h.run(5);
assert.equal(h.unit(1).skill.activations, 0, JSON.stringify(allies));
}
});
test('S1 慨赠: cast on an injured ally in her range; 20 s of ATK +40 % / +50 %, each heal a 40 % / 50 % chance of a second heal of the same ally', () => {
for (const [id, atk, p] of [['chess_char_5_11_a', 0.4, 0.4], ['chess_char_5_11_b', 0.5, 0.5]]) {
assert.deepEqual([skillOf(id, S1).bb.atk, skillOf(id, S1).bb['attack@prob'], skillOf(id, S1).duration], [atk, p, 20]);
let actions = 0, doubles = 0;
for (let seed = 1; seed <= 6; seed++) {
// the ally stays above half HP (no PHY-X bonus), inside her 3-3
const h = battle({ id, standIn: { skillIndex: 0 }, carry: { sp: 999 } }, [['test_tank_a', 10, 5, 0.7]], { seed });
const u = h.unit(1);
assert.equal(u.skill.id, S1);
assert.equal(u.skill.rule, 'DEFAULT');
let cast = null;
h.b.on('skillStart', (c) => { if (c.unit === u) cast = h.b.time; });
assert.ok(h.runUntil(() => cast != null, 5));
h.step();
close(u.s.atk, u.base.atk * (1 + atk), `${id}: ATK`);
h.runUntil(() => !u.skill.active, 25);
close(h.b.time - cast, 20, `${id}: 20 s`, 0.01);
const during = h.heals.filter((x) => x.t >= cast && x.t < cast + 20);
const byT = new Map();
for (const x of during) byT.set(x.t, [...(byT.get(x.t) ?? []), x]);
for (const list of byT.values()) {
actions++;
assert.ok(list.length <= 2 && list.every((x) => x.uid === 2), `${id}: at most one extra heal, on the same ally`);
if (list.length === 2) { doubles++; close(list[1].amount, list[0].amount, `${id}: the same amount`); }
}
checkInvariants(h.b);
}
assert.ok(actions >= 30, `${id}: ${actions} heals`);
assert.ok(Math.abs(doubles / actions - p) < 0.2, `${id}: ${doubles} / ${actions} extra heals for p = ${p}`);
}
});
test('S2 宛如天启: cast with an injured ally inside the 3-10 only; 30 s on the 3-10, 2 targets, every 医疗 operator of hers ATK +21 % / +30 % (herself too)', () => {
for (const [id, v] of [['chess_char_6_09_a', 0.21], ['chess_char_6_09_b', 0.3]]) {
const sk = skillOf(id, S2);
assert.deepEqual([sk.bb['attack@atk'], sk.bb['attack@max_target'], sk.duration, sk.trigger.rule], [v, 2, 30, 'ACTIVE_RANGE']);
const h = battle({ id, standIn: { skillIndex: 1 } }, [['test_tank_a', 10, 7, 0.6], ['test_medic_a', 12, 2, 1], ['test_tank2_a', 9, 4, 1]]);
const u = h.unit(1), tank = h.unit(2), medic = h.unit(3), tank2 = h.unit(4);
assert.equal(u.skill.id, S2);
let cast = null;
h.b.on('skillStart', (c) => { if (c.unit === u) cast = h.b.time; });
assert.ok(h.runUntil(() => cast != null, sk.spCost), `${id}: cast`);
close(cast, sk.spCost - sk.initSp, `${id}: as soon as the SP is full`, 0.01);
assert.equal(h.heals.filter((x) => x.t < cast).length, 0, `${id}: (10,7) is outside her 3-3`);
h.step();
assert.equal(u.rangeKeys.length, 15, `${id}: the 3-10`);
close(u.s.atk, u.base.atk * (1 + v), `${id}: her ATK`);
close(medic.s.atk, medic.base.atk * (1 + v), `${id}: another medic's ATK`);
close(tank.s.atk, tank.base.atk, `${id}: not a non-medic`);
h.b.loseHp(tank2, tank2.hp * 0.3);
const n0 = h.heals.length;
h.runUntil(() => h.heals.length > n0, 5);
assert.deepEqual(new Set(h.heals.slice(n0).map((x) => x.uid)), new Set([2, 4]), `${id}: 2 targets`);
h.runUntil(() => !u.skill.active, 35);
h.step();
assert.equal(u.rangeKeys.length, 12);
close(medic.s.atk, medic.base.atk, `${id}: the aura ends with the skill`);
close(u.s.atk, u.base.atk, `${id}: hers too`);
checkInvariants(h.b);
}
// an injured ally on (10,8) is beyond the 3-10: no cast
const h = battle({ id: 'chess_char_6_09_a', standIn: { skillIndex: 1 }, carry: { sp: 999 } }, [['test_tank_a', 10, 8, 0.3]]);
h.run(5);
assert.equal(h.unit(1).skill.activations, 0);
});
test('攫升 / 超脱 (the strategy\'s mapCharTalents): a healed unit +3 SP; an operator knocked out in her range +5 SP (+8 with PHY-X Lv3)', () => {
for (const [id, sp] of [['chess_char_5_11_a', 5], ['chess_char_5_11_b', 5], ['chess_char_6_20_b', 8]]) {
const h = battle({ id }, [['test_sp_a', 10, 5, 0.6], ['test_tank_a', 9, 4, 1], ['test_tank2_a', 9, 10, 1]]);
const u = h.unit(1), ally = h.unit(2);
const gains = [];
h.b.on('spGain', (c) => { if (c.unit === ally) gains.push([c.reason, c.amount]); });
h.runUntil(() => h.heals.length > 0, 5);
h.step();
assert.deepEqual(gains, [['talent', 3]], `${id}: 攫升`);
assert.equal(u.def.talents[1].bb.sp, sp);
const before = u.skill.sp;
h.b.kill(h.unit(3)); // (9,4): in her range
close(u.skill.sp, before + sp, `${id}: 超脱`);
const mid = u.skill.sp;
h.b.kill(h.unit(4)); // (9,10): out of it
close(u.skill.sp, mid, `${id}: not out of range`);
checkInvariants(h.b);
}
});
test('module PHY-X (elites): every heal of hers on an ally below 50 % HP ×1.15 — none at or above it, none on the normal chess', () => {
for (const id of ['chess_char_5_11_a', 'chess_char_5_11_b', 'chess_char_6_09_b']) {
const mod = moduleOf(id);
if (mod) assert.deepEqual([mod.traitOverride.bb.heal_scale, mod.traitOverride.bb.hp_ratio], [1.15, 0.5]);
for (const [ratio, mul] of [[0.3, mod ? 1.15 : 1], [0.5, 1], [0.8, 1]]) {
const h = battle({ id }, [['test_tank_a', 10, 5, ratio]]);
const u = h.unit(1);
h.runUntil(() => h.heals.length >= 1, 10);
assert.equal(u.skill.active, false, `${id}: a normal heal`);
close(h.heals[0].amount, u.s.atk * mul, `${id}: at ${ratio} HP`);
checkInvariants(h.b);
}
}
});
+252
View File
@@ -0,0 +1,252 @@
// test/content/standin_acpion.test.js — the 郁金香 (char_608_acpion) 补位 stand-in kit (kits/ops/standin-acpion.js) on every
// chess she replaces: 3 瑕光 (S3), 4 焰尾 (S2), 5 凛御银灰 / 6 圣聆初雪 / 缪尔赛思 / 耀骑士临光 (S3, module SOL-X on the
// elite); S1 through the harness `standIn: { skillIndex: 0 }`. Numbers: data/backups.json (skill_table, PRTS
// 郁金香(卫戍协议)); S3's slash timing: her Spine Skill clip (8 OnAttack events, 0.400 s + k/6 s).
// Run: node --test test/content/standin_acpion.test.js
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { readFileSync } from 'node:fs';
import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js';
import { unitForm } from '../../shared/standIn.js';
import { TICK } from '../../server/sim/constants.js';
const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8'));
const CHESS = load('chess');
const BACKUPS = load('backups');
const CHAR = 'char_608_acpion';
const S1 = 'skchr_acpion_1', S3 = 'skchr_acpion_3';
const RECORDS = BACKUPS.units[CHAR].standsIn.flatMap((a) => [a, a.replace(/_a$/, '_b')]);
const dummy = (o = {}) => enemyRec({ key: 'enemy_dummy', hp: 1e9, speed: 0, ...o });
const DEFS = {
enemies: {
enemy_dummy: dummy(),
enemy_def: dummy({ key: 'enemy_def', def: 400 }),
enemy_fly: dummy({ key: 'enemy_fly', motion: 'FLY' }),
enemy_weak: dummy({ key: 'enemy_weak', hp: 10 }),
enemy_hitter: dummy({ key: 'enemy_hitter', atk: 300, bat: 0.5 }),
},
};
const close = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`);
const formOf = (id) => unitForm(BACKUPS, CHAR, CHESS[id].status);
const skillOf = (id, skillId) => formOf(id).skills.find((s) => s.skillId === skillId);
const moduleOf = (id) => (CHESS[id].backup.uniEquipId && CHESS[id].status.equipLevel > 0 ? formOf(id).modules.find((m) => m.uniEquipId === CHESS[id].backup.uniEquipId) : null);
/** A battle with the shared defs and a `damaged` log (h.dmg: { t, src, tgt, key, amount, type, tags, skill, attack }). */
function battle(opts) {
const log = [];
const h = makeBattle({
defs: DEFS, timeLimit: 200, autoFinish: false, seed: 5, flags: { dpPerSec: 0 }, ...opts,
setup(b) {
b.on('damaged', (c) => log.push({ t: b.time, src: c.source?.id ?? null, tgt: c.target.id, key: c.target.defId, amount: c.amount, type: c.type, tags: c.dmg?.tags ?? [], skill: !!c.dmg?.isSkill, attack: !!c.dmg?.isAttack }), { priority: -999 });
if (opts.setup) opts.setup(b);
},
});
h.dmg = log;
return h;
}
const dpOf = (h) => h.b.players[0].dp;
// ---------------------------------------------------------------------------------------------------------------
test('郁金香 fields on all 12 records she replaces: her body (+ SOL-X attributes on the 5 / 6 elites), the chess\'s backup skill, her own kit, the data triggers', () => {
assert.equal(RECORDS.length, 12);
for (const id of RECORDS) {
const c = CHESS[id];
const form = formOf(id);
const sk = form.skills.find((s) => s.index === c.backup.skillIndex);
const mod = moduleOf(id);
const h = battle({ units: [{ chessId: id, row: 10, col: 4, standIn: true }] });
h.step();
const u = h.unit(1);
assert.deepEqual([u.def.charId, u.def.standInFor, u.skill.id], [CHAR, c.charId, sk.skillId], id);
assert.ok(!u.kit.generic && u.kit.skillSource === 'skills', `${id}: her kit's own spec`);
assert.equal(!!u.def.raw.module?.active, !!mod, `${id}: module`);
assert.deepEqual([u.base.atk, u.base.def, u.base.maxHp, u.base.blockCnt], [form.stats.atk + (mod?.attr.atk ?? 0), form.stats.def + (mod?.attr.def ?? 0), form.stats.maxHp, 2], `${id}: stats`);
assert.equal(u.skill.rule, sk.skillId === S3 ? 'SKILL_RANGE' : 'DEFAULT', `${id}: trigger`);
assert.equal(u.profile.canHitFly, false, `${id}: her attack is ground-only`);
assert.deepEqual([u.skill.spCost, u.skill.initSp], [sk.spCost, sk.initSp], `${id}: SP`);
assert.equal(h.b.errors.length, 0);
}
// the three tiers' skills: 3 瑕光 S3, 4 焰尾 S2, 5–6 S3
assert.deepEqual([CHESS.chess_char_3_12_a, CHESS.chess_char_4_19_a, CHESS.chess_char_5_14_a].map((c) => c.backup.skillIndex), [2, 1, 2]);
});
test('浪潮之心: ATK +10 %, +1 DP for each enemy she kills; SOL-X (5 / 6 elites only): ATK / DEF +8 % exactly while she blocks', () => {
for (const id of ['chess_char_3_12_a', 'chess_char_4_19_b', 'chess_char_5_14_b', 'chess_char_6_17_b']) {
const mod = moduleOf(id);
const h = battle({ units: [{ chessId: id, row: 10, col: 4, standIn: true }] });
const u = h.unit(1);
h.step();
close(u.s.atk, u.base.atk * 1.1, `${id}: ATK +10 %`);
close(u.s.def, u.base.def, `${id}: DEF`);
// a weak enemy walks into her block and dies to her first attack: +1 DP (no DP per second here)
const dp0 = dpOf(h);
const e = h.spawn('enemy_weak', { pos: [10, 4] });
assert.ok(h.runUntil(() => !e.alive, 5), `${id}: she kills it`);
assert.equal(dpOf(h), dp0 + 1, `${id}: +1 DP for the kill`);
assert.equal(u.skill.activations, 0, `${id}: no skill DP mixed in`);
// a lasting enemy on her tile: blocked ⇒ SOL-X
h.spawn('enemy_dummy', { pos: [10, 4] });
h.run(0.2);
assert.equal(u.blocking.length, 1);
close(u.s.atk, u.base.atk * (1.1 + (mod ? 0.08 : 0)), `${id}: ATK while blocking`);
close(u.s.def, u.base.def * (1 + (mod ? 0.08 : 0)), `${id}: DEF while blocking`);
if (mod) assert.deepEqual([mod.traitOverride.bb.atk, mod.traitOverride.bb.def], [0.08, 0.08]);
checkInvariants(h.b);
}
});
test('无垠之心: SP recovery +0.6/s (+1/s with SOL-X Lv3) from each deployment until her 2nd skill activation of it', () => {
for (const [id, per] of [['chess_char_3_12_a', 0.6], ['chess_char_5_14_b', 0.6], ['chess_char_6_02_b', 1]]) {
const h = battle({ units: [{ chessId: id, row: 10, col: 4, standIn: { skillIndex: 0 } }], enemies: [{ key: 'enemy_dummy', pos: [10, 4] }] });
const u = h.unit(1);
h.step();
assert.equal(u.skill.id, S1);
close(u.s.spRecovery, 1 + per, `${id}: before the 1st cast`);
assert.ok(h.runUntil(() => u.skill.activations === 1, 40));
h.step();
close(u.s.spRecovery, 1 + per, `${id}: between the casts`);
assert.ok(h.runUntil(() => u.skill.activations === 2, 40));
h.step();
close(u.s.spRecovery, 1, `${id}: after the 2nd cast`);
// a new deployment starts it again
h.b.retreat(u);
assert.ok(h.b.redeploy(u));
h.step();
close(u.s.spRecovery, 1 + per, `${id}: redeployed`);
checkInvariants(h.b);
}
// the module's talent upgrade: +1/s at module Lv3 only (Lv1 keeps +0.6)
assert.deepEqual(BACKUPS.units[CHAR].forms['2/60/7/3'].modules[0].talentChanges.map((t) => t.bb.sp_recovery_per_sec), [1]);
});
test('S1 钻心: +6 DP and ATK × 170 % / 200 % physical to at most 2 enemies of her attack range (the blocked ones first, no air unit)', () => {
for (const [id, scale] of [['chess_char_3_12_a', 1.7], ['chess_char_3_12_b', 2]]) {
assert.equal(skillOf(id, S1).bb.atk_scale, scale);
const h = battle({
units: [{ chessId: id, row: 10, col: 4, standIn: { skillIndex: 0 }, carryState: { sp: 999 } }],
enemies: [{ key: 'enemy_def', pos: [10, 4] }, { key: 'enemy_dummy', pos: [10, 4] }, { key: 'enemy_def', pos: [10, 5] }, { key: 'enemy_fly', pos: [10, 5] }],
});
const u = h.unit(1);
const dp0 = dpOf(h);
assert.ok(h.runUntil(() => u.skill.activations === 1, 5), `${id}: cast`);
const atk = u.s.atk;
const hits = h.dmg.filter((d) => d.src === u.id && d.skill);
assert.equal(hits.length, 2, `${id}: two targets`);
assert.deepEqual(hits.map((d) => d.key).sort(), ['enemy_def', 'enemy_dummy'], `${id}: the two she blocks`);
for (const d of hits) close(d.amount, atk * scale - (d.key === 'enemy_def' ? 400 : 0), `${id}: ${d.key}`);
assert.equal(dpOf(h), dp0 + 6, `${id}: +6 DP`);
checkInvariants(h.b);
}
});
test('S2 迅瞬 (焰尾\'s chess): 10 s of ASPD +95 / +110 and 25 % / 30 % DEF ignored; 1 DP every 1.6 s / 1.4 s, 6 / 7 in all', () => {
for (const [id, aspd, pen, iv, n] of [['chess_char_4_19_a', 95, 0.25, 1.6, 6], ['chess_char_4_19_b', 110, 0.3, 1.4, 7]]) {
const h = battle({ units: [{ chessId: id, row: 10, col: 4, standIn: true, carryState: { sp: 999 } }] });
const u = h.unit(1);
h.run(1);
assert.equal(u.skill.activations, 0, `${id}: DEFAULT — no enemy, no cast`);
h.spawn('enemy_def', { pos: [10, 4] });
let cast = null;
h.b.on('skillStart', (c) => { if (c.unit === u) cast = h.b.time; });
const gains = [];
let last = dpOf(h);
assert.ok(h.runUntil(() => u.skill.active, 5), `${id}: cast with an enemy`);
assert.equal(u.s.aspd, 100 + aspd);
close(u.s.defIgnorePct, pen, `${id}: DEF ignore`);
while (u.skill.active) {
h.step();
const now = dpOf(h);
if (now !== last) { gains.push([h.b.time - cast, now - last]); last = now; }
}
close(h.b.time - cast, 10, `${id}: 10 s`, 0.01);
assert.equal(gains.length, n, `${id}: ${n} DP gains`);
gains.forEach(([t, d], i) => { assert.equal(d, 1); assert.ok(Math.abs(t - (i + 1) * iv) <= TICK + 1e-6, `${id}: gain ${i + 1} at ${t}`); });
// her attacks during the skill ignored the share of the 400 DEF
const hit = h.dmg.find((d) => d.src === u.id && d.attack && d.t > cast + 0.1 && d.t < cast + 9.9);
close(hit.amount, u.s.atk - 400 * (1 - pen), `${id}: attack vs DEF 400`);
assert.equal(u.s.aspd, 100);
checkInvariants(h.b);
}
});
test('S3 只余芬芳: +6 / +7 DP, 8 slashes at 0.4 s + k/6 s on every enemy of the x-1 around her (air units too), each ATK × 155 % / 170 % ignoring 50 % DEF', () => {
for (const [id, scale, cost] of [['chess_char_3_12_a', 1.55, 6], ['chess_char_3_12_b', 1.7, 7], ['chess_char_6_02_b', 1.7, 7]]) {
const b3 = skillOf(id, S3).bb;
assert.deepEqual([b3.atk_scale, b3.cost, b3.times, b3.def_penetrate], [scale, cost, 8, 0.5]);
const h = battle({
units: [{ chessId: id, row: 10, col: 4, standIn: true, carryState: { sp: 999 } }],
// x-1 = the diamond of radius 2: (10,4) blocked, (9,5) and (12,4) in it; (10,7) and (12,6) outside
enemies: [{ key: 'enemy_def', pos: [10, 4] }, { key: 'enemy_fly', pos: [9, 5] }, { key: 'enemy_dummy', pos: [12, 4] }, { key: 'enemy_dummy', pos: [10, 7] }, { key: 'enemy_dummy', pos: [12, 6] }],
});
const u = h.unit(1);
let cast = null;
h.b.on('skillStart', (c) => { if (c.unit === u) cast = h.b.time; });
const dp0 = dpOf(h);
assert.ok(h.runUntil(() => cast != null, 5), `${id}: cast`);
h.step();
assert.equal(dpOf(h), dp0 + cost, `${id}: +${cost} DP`);
h.run(2);
const atk = u.base.atk * 1.1; // 浪潮之心; SOL-X is off: she blocks nothing while it plays
const slashes = h.dmg.filter((d) => d.src === u.id && d.tags.includes('slash'));
const byKey = (k) => slashes.filter((d) => d.key === k);
assert.equal(byKey('enemy_def').length, 8, `${id}: 8 slashes on the blocked enemy`);
assert.equal(byKey('enemy_fly').length, 8, `${id}: 8 on the air unit`);
assert.equal(byKey('enemy_dummy').length, 8, `${id}: 8 on (12,4) only — not on (10,7) / (12,6)`);
assert.equal(new Set(byKey('enemy_dummy').map((d) => d.tgt)).size, 1);
byKey('enemy_def').forEach((d, k) => {
close(d.amount, atk * scale - 400 * 0.5, `${id}: slash ${k} vs DEF 400`);
assert.ok(Math.abs(d.t - cast - (0.4 + k / 6)) <= TICK + 1e-6, `${id}: slash ${k} at ${d.t - cast}`);
assert.equal(d.type, 'phys');
});
for (const d of byKey('enemy_fly')) close(d.amount, atk * scale, `${id}: air unit`);
checkInvariants(h.b);
}
});
test('S3 只余芬芳 while it plays (PRTS 备注): 无敌, 无法阻挡, 眩晕 / 冻结免疫, no normal attack — for the 1.8 s of her Skill + Skill_End clips', () => {
const h = battle({
units: [{ chessId: 'chess_char_6_11_b', row: 10, col: 4, standIn: true, carryState: { sp: 999 } }],
enemies: [{ key: 'enemy_hitter', pos: [10, 4] }],
});
const u = h.unit(1);
let cast = null;
h.b.on('skillStart', (c) => { if (c.unit === u) cast = h.b.time; });
assert.ok(h.runUntil(() => cast != null, 5));
h.step();
const hp = u.hp;
const buff = u.findBuff('acpion:fragrance');
assert.deepEqual(buff.flags, { invulnerable: true, noBlock: true, disarm: true });
close(buff.duration, 0.4 + 7 / 6 + 0.233, 'the window');
assert.equal(u.blocking.length, 0, 'lets go of the enemy');
assert.equal(h.b.applyStatus(u, 'stun', { duration: 3, source: h.b.enemies[0] }), false, 'stun refused');
assert.equal(h.b.applyStatus(u, 'freeze', { duration: 3, source: h.b.enemies[0] }), false, 'freeze refused');
const attacks0 = h.hooksOf('attack').length;
h.runUntil(() => h.b.time >= cast + 1.75, 3);
assert.equal(u.hp, hp, 'no damage taken');
assert.equal(u.blocking.length, 0, 'blocks nothing meanwhile');
assert.equal(h.hooksOf('attack').length, attacks0, 'no normal attack meanwhile');
h.runUntil(() => h.b.time >= cast + 2.2, 3);
assert.equal(u.findBuff('acpion:fragrance'), null);
assert.equal(u.blocking.length, 1, 'blocks again');
assert.ok(h.b.applyStatus(u, 'stun', { duration: 0.5, source: h.b.enemies[0] }), 'stun lands again');
h.run(1);
assert.ok(u.hp < hp, 'takes damage again');
checkInvariants(h.b);
});
test('S3 trigger SKILL_RANGE (data): any enemy on the x-1 casts it — an air unit she cannot attack too; none there, no cast', () => {
const run = (pos) => {
const h = battle({ units: [{ chessId: 'chess_char_3_12_a', row: 10, col: 4, standIn: true, carryState: { sp: 999 } }], enemies: [{ key: 'enemy_fly', pos }] });
const u = h.unit(1);
h.run(3);
return { casts: u.skill.activations, attacks: h.hooksOf('attack').filter((a) => a.attacker === u).length, slashes: h.dmg.filter((d) => d.tags.includes('slash')).length, trigger: u.def.skill.trigger };
};
const inside = run([10, 6]);
assert.equal(inside.trigger.rule, 'SKILL_RANGE');
assert.equal(inside.trigger.grid.length, 13, 'the x-1 diamond');
assert.deepEqual([inside.casts, inside.attacks, inside.slashes], [1, 0, 8], 'cast with no attack; the slashes reach the air unit');
const outside = run([10, 7]);
assert.deepEqual([outside.casts, outside.slashes], [0, 0]);
});