feedback5: merge O5 — 自选 kits for 左乐, 重岳 and 煌; engine hook hpDamage after the shields (typed shields from O8 kept: absorbShields(…, type)); SIM.md / damage.js headers take both; golden: only diy moved

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sganggs committed 2026-10-06 00:18:48 +08:00
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@@ -13,10 +13,13 @@ import { getDefaultSource, DataSource } from '../../server/sim/simdata.js';
import { buildBattleSpec, createBattleFromSpec } from '../../server/sim/spec.js';
import { unitInfo } from '../../server/sim/snapshot.js';
import { isDiyDef, kitOf } from '../../server/sim/content/index.js';
import { KITTED_CHARS } from '../../server/sim/content/kits/index.js';
const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8'));
const BACKUPS = load('backups');
const SIEGE = 'char_112_siege';
/** An owned 6★ without an operator kit yet (the generic kit's case) — the first of diy.ownedPool, null once all have one. */
const KITLESS = BACKUPS.diy.ownedPool.find((id) => !KITTED_CHARS.includes(id)) ?? null;
const T5 = 'chess_char_5_diy1_a', T6 = 'chess_char_6_diy1_a';
const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o });
const ENEMIES = { enemy_dummy: dummy('enemy_dummy') };
@@ -54,18 +57,21 @@ test('a battle fields 自选 pieces by their kit: an owned 6★\'s operator kit
{ diy: { slot: 5, charId: SIEGE, skillIndex: 1 }, row: 10, col: 3 },
{ diy: { slot: 'chess_char_5_diy2_a', charId: 'char_609_acguad' }, elite: true, row: 10, col: 5 },
{ diy: { slot: T6, charId: 'char_617_sharp2' }, elite: true, row: 10, col: 7 },
{ diy: { slot: 'chess_char_6_diy2_a', charId: 'char_017_huang', skillIndex: 2 }, row: 11, col: 3 },
...(KITLESS ? [{ diy: { slot: 'chess_char_6_diy2_a', charId: KITLESS, skillIndex: 2 }, row: 11, col: 3 }] : []),
{ diy: { slot: 'chess_char_6_diy2_a', charId: 'char_601_cguard' }, row: 11, col: 5 }, // illegal at tier 6: never fielded
], { kits: { [SIEGE]: siegeKit, chess_char_5_diy1_a: () => { throw new Error('a 自选 piece never runs a kit of its slot id'); } } });
h.step();
const [siege, sharp, sharp2, huang] = [1, 2, 3, 4].map((uid) => h.unit(uid));
assert.equal(h.unit(5), null, 'an illegal pick fields nothing');
const [siege, sharp, sharp2, kitless] = [1, 2, 3, 4].map((uid) => h.unit(uid));
assert.equal(h.unit(KITLESS ? 5 : 4), null, 'an illegal pick fields nothing');
assert.deepEqual([siege.defId, siege.def.charId, siege.skill.id, siege.kit.diyProbe, siege.kit.skillSource], [T5, SIEGE, 'skchr_siege_2', true, 'skills']);
assert.equal(kitOf(siege.def, { [T5]: 'slot', chess_char_5_diy1: 'bare', [SIEGE]: 'mine' }), 'mine', 'kitOf: by charId only');
assert.equal(kitOf(siege.def, { [T5]: 'slot' }), undefined);
assert.deepEqual([sharp.defId, sharp.def.charId, sharp.skill.id, !!sharp.kit.generic, sharp.kit.skillSource, sharp.def.raw.module.level], ['chess_char_5_diy2_b', 'char_609_acguad', 'skchr_acguad_3', false, 'skills', 1]);
assert.deepEqual([sharp2.skill.id, !!sharp2.kit.generic, sharp2.def.raw.module.level, sharp2.def.raw.module.active], ['skchr_sharp2_1', false, 3, true], '领主·Sharp at tier 6: S1 + LOR-X stage 3');
assert.deepEqual([huang.def.charId, huang.skill.id, !!huang.kit.generic, huang.def.bonds], ['char_017_huang', 'skchr_huang_3', true, ['yanShip', 'victoriaShip']], '煌 has no kit yet: the generic kit');
if (KITLESS) {
assert.deepEqual([kitless.def.charId, kitless.skill.id, !!kitless.kit.generic, kitless.def.bonds],
[KITLESS, BACKUPS.units[KITLESS].forms['2/1/4/0'].skills[2].skillId, true, BACKUPS.diy.operators[KITLESS].bonds], `${KITLESS} has no kit yet: the generic kit`);
}
// the elite reserve uses the generic kit with its exact stat talents (as a 补位 stand-in does)
const h2 = battle([{ diy: { slot: 5, charId: 'char_601_cguard' }, elite: true, row: 10, col: 3 }]);
h2.step();
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@@ -0,0 +1,327 @@
// test/content/op_chyue.test.js — the 自选 operator kit of 重岳 (char_2024_chyue, 6★ 斗士; kit
// server/sim/content/kits/ops/op-chyue.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, FGT-X
// “自晦及明” or FGT-Y “朔” 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_chyue.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/${f}.json`, import.meta.url), 'utf8'));
const CHESS = load('chess');
const BACKUPS = load('backups');
const CHYUE = 'char_2024_chyue';
const FORMS = BACKUPS.units[CHYUE].forms;
const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' };
const FGTX = 'uniequip_002_chyue', FGTY = 'uniequip_003_chyue';
const S1 = 'skchr_chyue_1', S2 = 'skchr_chyue_2', S3 = 'skchr_chyue_3';
const X6 = [[2, 0], [1, 0], [0, -2], [0, -1], [0, 0], [0, 1], [0, 2], [-1, 0], [-2, 0]];
const formOf = (tier, elite) => FORMS[elite ? (tier === 5 ? '2/60/7/1' : '2/60/7/3') : '2/1/4/0'];
const skillOf = (tier, elite, id) => formOf(tier, elite).skills.find((s) => s.skillId === id);
const modOf = (tier, mod) => (mod ? formOf(tier, true).modules.find((m) => m.uniEquipId === mod) : null);
const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`);
const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o });
const ENEMIES = {
enemy_dummy: dummy('enemy_dummy'), enemy_fly: dummy('enemy_fly', { motion: 'FLY' }),
enemy_frail: dummy('enemy_frail', { hp: 100 }), enemy_mid: dummy('enemy_mid', { hp: 3000 }),
enemy_walk: enemyRec({ key: 'enemy_walk', hp: 1e9, speed: 0.6, mass: 0 }),
};
/** Every 自选 form: [tier, elite, module]. */
const FORMS_ALL = [[5, false, null], [6, false, null], ...[5, 6].flatMap((t) => [null, FGTX, FGTY].map((m) => [t, true, m]))];
const label = ([tier, elite, mod]) => `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`;
const markOf = (u, e) => e.findBuff(`talent:chyue:mark#${u.id}`);
/** A battle with 重岳 as uid 1 at (row, col) facing RIGHT, plus `others`. */
function field({ tier = 5, elite = false, mod = null, skill = 2, row = 10, col = 5, others = [], seed = 5 } = {}) {
const h = makeBattle({
defs: { enemies: ENEMIES }, timeLimit: 900, autoFinish: false, seed,
flags: { dpPerSec: 0, dpMax: 999 }, hooks: ['damaged', 'skillStart', 'skillEnd', 'statusApplied'], captureNoisy: true,
units: [{ uid: 1, diy: { slot: SLOT[tier], charId: CHYUE, 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 && c.target?.side === 'enemy');
function done(h) {
checkInvariants(h.b);
assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0]));
}
test('重岳 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, 炎, no 特质; FGT-X 15 % physical dodge, FGT-Y +10 ASPD above 50 % HP', () => {
assert.equal(OPERATOR_KITS[CHYUE], KITS[CHYUE]);
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], [CHYUE, 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)], `${label(f)}: stats`);
assert.deepEqual([u.s.blockCnt, u.profile.attack, u.profile.canHitFly, u.profile.dmgType, u.base.bat], [1, 'melee', false, 'phys', 0.78], `${label(f)}: 斗士`);
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 && !u.s.flags.untargetable, `${label(f)}: ground enemies target him`);
assert.equal(u.s.dodgePhys, elite && mod === FGTX ? 0.15 : 0, `${label(f)}: FGT-X 物理闪避`);
assert.equal(u.s.aspd, elite && mod === FGTY ? 110 : 100, `${label(f)}: FGT-Y at full HP`);
if (elite && mod === FGTY) {
u.hp = u.s.maxHp * 0.5;
h.step();
assert.equal(u.s.aspd, 100, `${label(f)}: FGT-Y off at 50 % (not above)`);
}
done(h);
}
}
// the numbers of the forms (zh_CN): E2 Lv1 2160 / 477 / 304, E2 Lv60 2475 / 552 / 343; FGT-X +210 / +25 / +20 →
// +260 / +45 / +30, FGT-Y +52 / +25 → +75 / +35 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], [2160, 477, 2475, 552]);
assert.deepEqual([modOf(5, FGTX).attr, modOf(6, FGTX).attr, modOf(5, FGTY).attr, modOf(6, FGTY).attr],
[{ maxHp: 210, atk: 25, def: 20 }, { maxHp: 260, atk: 45, def: 30 }, { atk: 52, def: 25 }, { atk: 75, def: 35 }]);
assert.deepEqual([modOf(5, FGTX).traitOverride.bb, modOf(6, FGTY).traitOverride.bb], [{ prob: 0.15 }, { attack_speed: 10, hp_ratio: 0.5 }]);
});
test('a 自选 pick: 重岳 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(CHYUE));
for (const t of [5, 6]) assert.ok(diyPool(t, { data, kitted: KITTED_CHARS }).includes(CHYUE), `tier ${t}`);
assert.deepEqual(validateDiyPicks({ [SLOT[6]]: { charId: CHYUE, skillIndex: 0, uniEquipId: FGTX } }, { data, kitted: KITTED_CHARS }),
{ ok: true, picks: { [SLOT[6]]: { charId: CHYUE, skillIndex: 0, uniEquipId: FGTX } } });
});
test('S1 冲盈 (MANUAL, attack SP 5 / 4, 3 charges, data DEFAULT): 250 % / 290 % ATK on the attack target; from a full stack (蓄力) every charge goes and it strikes 3 times', () => {
for (const [tier, elite] of [[5, false], [6, true]]) {
const sk = skillOf(tier, elite, S1);
const { h, u } = field({ tier, elite, skill: 0 });
assert.deepEqual([u.skill.rule, u.skill.spType, u.skill.spCost, u.skill.maxCharges, sk.initSp, sk.bb.atk_scale, sk.bb.times],
['DEFAULT', 'attack', elite ? 4 : 5, 3, 0, elite ? 2.9 : 2.5, 3], `T${tier}`);
// a full stack: 蓄力
u.skill.gainSp(999);
assert.equal(u.skill.charges, 3);
const e = h.spawn('enemy_dummy', { pos: [10, 6] });
const fly = h.spawn('enemy_fly', { pos: [10, 6] });
assert.ok(h.runUntil(() => u.skill.activations === 1, 3), `T${tier}: cast`);
h.step();
const strike = hitsBy(h, u).filter((c) => c.dmg.isSkill);
assert.equal(strike.length, 3, `T${tier}: three strikes`);
for (const c of strike) {
assert.equal(c.target, e, `T${tier}: the ground target`);
approx(c.dmg.amount, u.s.atk * sk.bb.atk_scale, `T${tier}: ${sk.bb.atk_scale * 100} %`);
assert.ok(c.dmg.mul === 1 || Math.abs(c.dmg.mul - 1.65) < 1e-9, `T${tier}: ×1 or ×1.65 (止戈)`);
approx(c.amount, c.dmg.amount * c.dmg.mul, `T${tier}: physical, DEF 0`);
}
assert.deepEqual([u.skill.charges, u.skill.sp], [0, 0], `T${tier}: every charge spent`);
assert.ok(!hitsBy(h, u).some((c) => c.target === fly), `T${tier}: never the flyer`);
// one charge: one strike
u.skill.gainSp(u.skill.spCost);
assert.equal(u.skill.charges, 1);
const n0 = hitsBy(h, u).filter((c) => c.dmg.isSkill).length;
assert.ok(h.runUntil(() => u.skill.activations === 2, 4), `T${tier}: second cast`);
h.step();
assert.equal(hitsBy(h, u).filter((c) => c.dmg.isSkill).length - n0, 1, `T${tier}: one strike`);
done(h);
}
});
test('S1 冲盈: exact damage — 290 % ATK per strike, ×1.65 on a 止戈-marked target; the strike rolls no 止戈 and gives no attack SP', () => {
const { h, u } = field({ tier: 6, elite: true, skill: 0 });
const sk = skillOf(6, true, S1);
const e = h.spawn('enemy_dummy', { pos: [10, 6] });
u.skill.gainSp(u.skill.spCost);
assert.ok(h.runUntil(() => u.skill.activations === 1, 3));
h.step();
const c = hitsBy(h, u).find((x) => x.dmg.isSkill);
approx(c.amount, u.s.atk * sk.bb.atk_scale, '290 % (no mark yet)');
assert.equal(markOf(u, e), null, 'the skill strike marks nothing');
assert.equal(u.skill.sp, 0, 'no attack SP for the strike');
h.b.addBuff(e, { key: `talent:chyue:mark#${u.id}`, duration: 2.5 });
u.skill.gainSp(u.skill.spCost);
assert.ok(h.runUntil(() => u.skill.activations === 2, 4));
h.step();
const c2 = hitsBy(h, u).filter((x) => x.dmg.isSkill)[1];
approx(c2.amount, u.s.atk * sk.bb.atk_scale * 1.65, '×1.65 on the marked target');
done(h);
});
test('S2 拂尘 (MANUAL, 2 charges, data SKILL_RANGE x-4): ≤ 4 enemies around (air too; his marked ones first, then the one he blocks) take 290 % / 350 %; the marked ground ones 浮空 2 s; 0.5 s later every 浮空 enemy around loses it, takes 410 % / 480 % and is marked', () => {
for (const [tier, elite] of [[5, false], [6, true]]) {
const sk = skillOf(tier, elite, S2);
const { h, u } = field({ tier, elite, skill: 1, row: 9 });
assert.deepEqual([u.skill.rule, u.skill.spType, u.skill.spCost, u.skill.maxCharges, sk.initSp, sk.rangeId, sk.bb.max_target, sk.bb.atk_scale, sk.bb.atk_scale_down],
['SKILL_RANGE', 'time', elite ? 11 : 12, 2, elite ? 7 : 6, 'x-4', 4, elite ? 3.5 : 2.9, elite ? 4.8 : 4.1], `T${tier}`);
const blocked = h.spawn('enemy_dummy', { pos: [9, 5] });
const m1 = h.spawn('enemy_dummy', { pos: [10, 6] });
const m2 = h.spawn('enemy_dummy', { pos: [10, 4] });
const flyM = h.spawn('enemy_fly', { pos: [8, 6] });
const plain1 = h.spawn('enemy_dummy', { pos: [8, 4] });
const plain2 = h.spawn('enemy_dummy', { pos: [9, 6] });
const outside = h.spawn('enemy_dummy', { pos: [9, 7] });
const lifted = h.spawn('enemy_dummy', { pos: [10, 5] }); // 浮空 by another source, not marked
h.step();
assert.equal(blocked.blockedBy, u);
for (const e of [m1, m2, flyM]) h.b.addBuff(e, { key: `talent:chyue:mark#${u.id}`, duration: 9 });
h.b.applyStatus(lifted, 'levitate', { duration: 5, source: null });
assert.ok(lifted.isFlying);
u.skill.gainSp(sk.spCost);
assert.ok(h.runUntil(() => u.skill.activations === 1, 2), `T${tier}: cast`);
const t0 = h.b.time;
const first = hitsBy(h, u).filter((c) => c.dmg.isSkill);
const hitSet = new Set(first.map((c) => c.target));
assert.equal(first.length, 4, `T${tier}: four targets`);
assert.deepEqual([m1, m2, flyM, blocked].map((e) => hitSet.has(e)), [true, true, true, true], `T${tier}: the marked (flyer included), then the blocked one`);
assert.ok(![plain1, plain2, outside].some((e) => hitSet.has(e)), `T${tier}: no room for the rest`);
for (const c of first) approx(c.amount, u.s.atk * sk.bb.atk_scale * (markOf(u, c.target) ? 1.65 : 1), `T${tier}: ${sk.bb.atk_scale * 100} %`);
assert.deepEqual([m1, m2, flyM, blocked].map((e) => !!e.s.flags.levitate), [true, true, false, false], `T${tier}: the marked ground ones 浮空 (not a flyer, not the unmarked)`);
approx(m1.findBuff('levitate').timeLeft, 2, `T${tier}: 2 s`, 0.05);
assert.equal(blocked.blockedBy, u, 'still blocked');
h.run(0.4);
assert.equal(hitsBy(h, u).filter((c) => c.dmg.isSkill).length, 4, `T${tier}: nothing yet`);
h.runUntil(() => h.b.time >= t0 + 0.5 - 1e-9, 0.3);
h.step();
const second = hitsBy(h, u).filter((c) => c.dmg.isSkill).slice(4);
assert.deepEqual(new Set(second.map((c) => c.target)), new Set([m1, m2, lifted]), `T${tier}: every 浮空 enemy around (the other source's too)`);
for (const c of second) approx(c.amount, u.s.atk * sk.bb.atk_scale_down * (c.target === lifted ? 1 : 1.65), `T${tier}: ${sk.bb.atk_scale_down * 100} % (its own mark comes after the damage)`);
for (const e of [m1, m2, lifted]) {
assert.ok(!e.s.flags.levitate, `T${tier}: 浮空 over`);
approx(markOf(u, e).timeLeft, 2.5, `T${tier}: marked 2.5 s`, 0.1);
}
done(h);
}
});
test('S3 我无 (MANUAL, attack SP 11 / 10, data DEFAULT): its strike hits the target and the ground enemies within 0.8 for 240 % / 300 %; the 5th cast turns him — x-6, double normal hits, +1 SP per attack (阻回 ignored), a self-cast the moment SP is full, the strike lands twice; a redeploy undoes it', () => {
for (const [tier, elite] of [[5, false], [6, true]]) {
const sk = skillOf(tier, elite, S3);
const { h, u } = field({ tier, elite, skill: 2, seed: 9 });
assert.deepEqual([u.skill.rule, u.skill.spType, u.skill.spCost, sk.initSp, sk.bb.atk_scale, sk.bb.cast_cnt], ['DEFAULT', 'attack', elite ? 10 : 11, 0, elite ? 3 : 2.4, 5], `T${tier}`);
const e = h.spawn('enemy_dummy', { pos: [10, 6] });
const near = h.spawn('enemy_dummy', { pos: [10.6, 6.4] });
const fly = h.spawn('enemy_fly', { pos: [10, 6] });
const far = h.spawn('enemy_dummy', { pos: [11, 7] });
const strikes = () => hitsBy(h, u).filter((c) => c.dmg.isSkill);
for (let n = 1; n <= 5; n++) {
u.skill.gainSp(999);
assert.ok(h.runUntil(() => u.skill.activations === n, 5), `T${tier}: cast ${n} (3 s apart: the automatic-operation cooldown)`);
h.step();
assert.equal(u.mem.chyueAwake, n === 5, `T${tier}: transformed after the 5th cast only`);
}
const pre = strikes();
assert.equal(pre.length, 10, `T${tier}: each of the five strikes hits the target and the one within 0.8`);
assert.deepEqual(new Set(pre.map((c) => c.target)), new Set([e, near]), `T${tier}: not the flyer, not the one 1.4 away`);
for (const c of pre) {
approx(c.dmg.amount, u.s.atk * sk.bb.atk_scale, `T${tier}: ${sk.bb.atk_scale * 100} %`);
approx(c.amount, c.dmg.amount * c.dmg.mul, `T${tier}: physical (×1.65 on a marked one)`);
}
assert.deepEqual(u.liveRangeGrid, X6, `T${tier}: x-6`);
assert.ok(!hitsBy(h, u).some((c) => c.target === fly || c.target === far), `T${tier}: never the flyer / far one before`);
// transformed: two hits per normal attack, 2 SP per attack (阻回 does not stop the extra one)
const n0 = hitsBy(h, u).length;
h.b.addBuff(u, { key: 'test:noSp', flags: { noSp: true }, duration: 30 });
const sp0 = u.skill.sp;
h.runUntil(() => hitsBy(h, u).length > n0, 3);
h.step();
const plain = hitsBy(h, u).slice(n0).filter((c) => !c.dmg.isSkill);
assert.ok(plain.length >= 1 && plain.length % 2 === 0, `T${tier}: double hits`);
assert.equal(new Set(plain.map((c) => c.dmg.attackId)).size, plain.length / 2, `T${tier}: two per attack`);
approx(u.skill.sp - sp0, plain.length / 2, `T${tier}: +1 SP per attack under 阻回`);
h.b.removeBuff(u, 'test:noSp');
// the self-cast: it fires the moment its SP is full (no 3 s operation cooldown), the strike twice
const c6 = u.skill.activations;
const s0 = strikes().length;
u.skill.gainSp(999);
h.step();
assert.equal(u.skill.activations, c6 + 1, `T${tier}: cast at once`);
const twice = strikes().slice(s0);
assert.equal(twice.filter((c) => c.target === e).length, 2, `T${tier}: the strike lands twice on its target`);
assert.equal(twice.filter((c) => c.target === near).length, 2, `T${tier}: and twice around it`);
assert.ok(far.alive && !twice.some((c) => c.target === far || c.target === fly));
// a redeploy starts untransformed
h.b.kill(u, e);
h.b.redeploy(u);
h.step();
assert.deepEqual([u.mem.chyueAwake, u.mem.chyueCasts], [false, 0], `T${tier}: reset`);
assert.deepEqual(u.liveRangeGrid, formOf(tier, elite).rangeGrid, `T${tier}: 1-1 again`);
done(h);
}
});
test('T1 止戈: each normal-attack damage instance rolls 23 % to mark its target for 2.5 s (not that instance), every damage of his to a marked target ×1.65 — FGT-Y stage 3 ×1.75 (stage 1 ×1.65)', () => {
for (const f of [[5, false, null], [5, true, FGTY], [6, true, FGTY]]) {
const [tier, elite, mod] = f;
const { h, u } = field({ tier, elite, mod, skill: 0, seed: 21 });
const t0 = u.def.raw.talents.find((t) => t.index === 0).bb;
const scale = tier === 6 && mod === FGTY ? 1.75 : 1.65;
assert.deepEqual([t0.prob, t0.damage_scale, t0.up_duration], [0.23, scale, 2.5], label(f));
const e = h.spawn('enemy_dummy', { pos: [10, 6] });
let marked = 0, plainHits = 0, prevMarked = false;
h.b.on('hit', (c) => { if (c.source === u && c.target === e && c.dmg.isAttack && !c.dmg.isSkill) prevMarked = !!markOf(u, e); }, { priority: 100 });
const amounts = [];
h.b.on('damaged', (c) => {
if (c.source !== u || c.target !== e || c.dmg.isSkill) return;
plainHits++;
amounts.push([c.amount, prevMarked]);
if (!prevMarked && markOf(u, e)) marked++;
});
h.b.addBuff(u, { key: 'test:noSp', flags: { noSp: true }, duration: Infinity }); // keep S1 off: plain attacks only
h.run(400);
const unmarkedHits = amounts.filter(([, m]) => !m).length;
const rate = marked / unmarkedHits;
assert.ok(rate > 0.18 && rate < 0.28, `${label(f)}: ${marked} / ${unmarkedHits} ≈ 23 %`);
for (const [amt, m] of amounts.slice(0, 50)) approx(amt, u.s.atk * (m ? scale : 1), `${label(f)}: ×${scale} while marked`);
assert.ok(plainHits > 400);
done(h);
}
});
test('T2 万象为宾: a skill kill gives 3 SP when the skill ends (阻回 ignored; FGT-X stage 3: 4, and 1 when it killed nobody — stage 1: 3 / 0); a normal-attack kill gives nothing; S2\'s second segment is judged on its own', () => {
for (const f of [[5, true, null], [5, true, FGTX], [6, true, FGTX]]) {
const [tier, elite, mod] = f;
const x3 = tier === 6 && mod === FGTX;
const { h, u } = field({ tier, elite, mod, skill: 1, row: 9 });
const t1 = u.def.raw.talents.find((t) => t.index === 1).bb;
assert.equal(t1.sp, x3 ? 4 : 3, label(f));
const s2 = skillOf(tier, elite, S2);
// a cast that kills: +sp at its end; the second segment (no 浮空 enemy) gives the unkill part alone
h.b.addBuff(u, { key: 'test:noSp', flags: { noSp: true }, duration: Infinity });
const frail = h.spawn('enemy_frail', { pos: [10, 6] });
u.skill.sp = 0;
u.skill.addCharge(1);
const sp0 = u.skill.sp;
assert.ok(h.runUntil(() => u.skill.activations === 1, 2), label(f));
assert.ok(!frail.alive, `${label(f)}: killed by the skill`);
approx(u.skill.sp - sp0, x3 ? 4 : 3, `${label(f)}: +${x3 ? 4 : 3} under 阻回`);
h.run(1.05);
approx(u.skill.sp - sp0, (x3 ? 4 : 3) + (x3 ? 1 : 0), `${label(f)}: the second segment killed nobody: +${x3 ? 1 : 0}`);
// a cast that kills nobody
const e = h.spawn('enemy_dummy', { pos: [10, 6] });
const sp1 = u.skill.sp;
u.skill.addCharge(1);
h.run(3.5);
assert.equal(u.skill.activations, 2, label(f));
approx(u.skill.sp - sp1, x3 ? 2 : 0, `${label(f)}: no kill: ${x3 ? '1 + 1' : 'nothing'}`);
assert.ok(e.alive);
assert.ok(s2.spCost > 0);
done(h);
}
// a normal-attack kill gives nothing; S2's second segment killing gives its own SP
const { h, u } = field({ tier: 6, elite: true, mod: FGTX, skill: 1, row: 9 });
h.b.addBuff(u, { key: 'test:noSp', flags: { noSp: true }, duration: Infinity });
u.skill.sp = 0;
const weak = h.spawn('enemy_frail', { pos: [9, 6] });
h.runUntil(() => !weak.alive, 3);
assert.equal(u.skill.sp, 0, 'a normal-attack kill: nothing (and 阻回 blocks the attack SP: time SP anyway)');
const tough = h.spawn('enemy_dummy', { pos: [10, 6] });
const late = h.spawn('enemy_mid', { pos: [10, 5] }); // survives segment 1 (350 %), not segment 2 (+480 %)
h.b.applyStatus(late, 'levitate', { duration: 5, source: null });
h.b.addBuff(tough, { key: `talent:chyue:mark#${u.id}`, duration: 9 });
u.skill.addCharge(1);
const sp0 = u.skill.sp;
assert.ok(h.runUntil(() => u.skill.activations === 1, 2));
approx(u.skill.sp - sp0, 1, 'segment 1 killed nobody: +1');
h.run(1.05);
assert.ok(!late.alive, 'the second segment killed the 浮空 one');
approx(u.skill.sp - sp0, 1 + 4, 'segment 2 killed: +4');
done(h);
});
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// test/content/op_huang.test.js — the 自选 operator kit of 煌 (char_017_huang, 6★ 强攻手; kit
// server/sim/content/kits/ops/op-huang.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, CEN-X
// “过载的武器与过热的心脏” or CEN-Y “稍后回来” 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_huang.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/${f}.json`, import.meta.url), 'utf8'));
const CHESS = load('chess');
const BACKUPS = load('backups');
const HUANG = 'char_017_huang';
const FORMS = BACKUPS.units[HUANG].forms;
const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' };
const CENX = 'uniequip_002_huang', CENY = 'uniequip_003_huang';
const S1 = 'skchr_huang_1', S2 = 'skchr_huang_2', S3 = 'skchr_huang_3';
const formOf = (tier, elite) => FORMS[elite ? (tier === 5 ? '2/60/7/1' : '2/60/7/3') : '2/1/4/0'];
const skillOf = (tier, elite, id) => formOf(tier, elite).skills.find((s) => s.skillId === id);
const modOf = (tier, mod) => (mod ? formOf(tier, true).modules.find((m) => m.uniEquipId === mod) : null);
const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`);
const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o });
const ENEMIES = {
enemy_dummy: dummy('enemy_dummy'), enemy_fly: dummy('enemy_fly', { motion: 'FLY' }),
enemy_hitter: dummy('enemy_hitter', { atk: 400, bat: 1 }),
enemy_walk: enemyRec({ key: 'enemy_walk', hp: 1e9, speed: 0.6, mass: 0 }),
};
/** Every 自选 form: [tier, elite, module]. */
const FORMS_ALL = [[5, false, null], [6, false, null], ...[5, 6].flatMap((t) => [null, CENX, CENY].map((m) => [t, true, m]))];
const label = ([tier, elite, mod]) => `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`;
/** A battle with 煌 as uid 1 at (row, col) facing RIGHT, plus `others`. */
function field({ tier = 5, elite = false, mod = null, skill = 2, row = 10, col = 5, others = [], seed = 5 } = {}) {
const h = makeBattle({
defs: { enemies: ENEMIES }, timeLimit: 900, autoFinish: false, seed,
flags: { dpPerSec: 0, dpMax: 999 }, hooks: ['damaged', 'heal', 'skillStart', 'skillEnd', 'statusApplied', 'fatal'], captureNoisy: true,
units: [{ uid: 1, diy: { slot: SLOT[tier], charId: HUANG, skillIndex: skill, uniEquipId: mod }, elite, row, col }, ...others],
});
h.step();
return { h, u: h.unit(1) };
}
const hitsBy = (h, u) => h.hooksOf('damaged').filter((c) => c.source === u && c.target?.side === 'enemy');
function done(h) {
checkInvariants(h.b);
assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0]));
}
test('煌 in every 自选 form: her operator kit (all three skills authored), the form\'s stats + module attributes, 1-1 range, blocks 3 and strikes every blocked enemy, melee ground-only, 炎 + 维多利亚, no 特质', () => {
assert.equal(OPERATOR_KITS[HUANG], KITS[HUANG]);
for (const f of FORMS_ALL) {
const [tier, elite, mod] = f;
for (const skill of [0, 1, 2]) {
const { h, u } = field({ tier, elite, mod, skill });
const form = formOf(tier, elite), m = elite ? modOf(tier, mod) : null;
assert.deepEqual([u.def.charId, u.def.diyFor, u.skill.id, !!u.kit.generic, u.kit.skillSource], [HUANG, SLOT[tier], form.skills[skill].skillId, false, 'skills'], label(f));
assert.deepEqual([u.base.maxHp, u.base.atk, u.base.def], [form.stats.maxHp + (m?.attr.maxHp ?? 0), form.stats.atk + (m?.attr.atk ?? 0), form.stats.def + (m?.attr.def ?? 0)], `${label(f)}: stats`);
assert.deepEqual([u.s.blockCnt, u.profile.hitAllBlocked, u.profile.attack, u.profile.canHitFly, u.profile.dmgType, u.base.bat], [3, true, 'melee', false, 'phys', 1.2], `${label(f)}: 强攻手`);
assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${label(f)}: 1-1`);
assert.deepEqual([u.def.bonds, u.def.raw.garrisonIds], [['yanShip', 'victoriaShip'], []], `${label(f)}: bonds / 特质`);
assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth && !u.s.flags.untargetable, `${label(f)}: ground enemies target her`);
done(h);
}
}
// the numbers of the forms (zh_CN): E2 Lv1 2115 / 581 / 303, E2 Lv60 2583 / 703 / 347; CEN-X +240 / +50 → +285 / +86
// HP / ATK, CEN-Y +300 / +40 → +345 / +66
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], [2115, 581, 2583, 703]);
assert.deepEqual([modOf(5, CENX).attr, modOf(6, CENX).attr, modOf(5, CENY).attr, modOf(6, CENY).attr], [{ maxHp: 240, atk: 50 }, { maxHp: 285, atk: 86 }, { maxHp: 300, atk: 40 }, { maxHp: 345, atk: 66 }]);
});
test('a 自选 pick: 煌 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(HUANG));
for (const t of [5, 6]) assert.ok(diyPool(t, { data, kitted: KITTED_CHARS }).includes(HUANG), `tier ${t}`);
assert.deepEqual(validateDiyPicks({ [SLOT[5]]: { charId: HUANG, skillIndex: 2, uniEquipId: CENY } }, { data, kitted: KITTED_CHARS }),
{ ok: true, picks: { [SLOT[5]]: { charId: HUANG, skillIndex: 2, uniEquipId: CENY } } });
});
test('S1 强力击·γ型 (AUTO, attack SP 3, data DEFAULT): her 4th attack is the skill one — 205 % / 225 % ATK on every enemy she blocks', () => {
for (const [tier, elite] of [[5, false], [6, true]]) {
const sk = skillOf(tier, elite, S1);
const { h, u } = field({ tier, elite, skill: 0, row: 9 });
assert.deepEqual([u.skill.rule, u.skill.spType, u.skill.spCost, sk.initSp, sk.bb.atk_scale], ['DEFAULT', 'attack', 3, 0, elite ? 2.25 : 2.05], `T${tier}`);
const foes = [0, 1, 2].map(() => h.spawn('enemy_dummy', { pos: [9, 5] }));
h.step();
assert.equal(u.blocking.length, 3, `T${tier}: blocks all three`);
assert.ok(h.runUntil(() => u.skill.activations === 1, 10), `T${tier}: cast`);
h.step();
const attacks = [...new Set(hitsBy(h, u).map((c) => c.dmg.attackId))];
assert.equal(attacks.length, 4, `T${tier}: the 4th attack (3 SP, then the skill attack)`);
const last = hitsBy(h, u).filter((c) => c.dmg.attackId === attacks[3]);
assert.deepEqual(last.map((c) => c.target).sort((a, b) => a.id - b.id), foes.sort((a, b) => a.id - b.id), `T${tier}: every blocked enemy`);
for (const c of last) {
approx(c.amount, u.s.atk * sk.bb.atk_scale, `T${tier}: ${sk.bb.atk_scale * 100} %`);
assert.deepEqual([c.type, c.dmg.isSkill], ['phys', true]);
}
for (const c of hitsBy(h, u).filter((c) => c.dmg.attackId !== attacks[3])) approx(c.amount, u.s.atk, `T${tier}: plain attacks`);
done(h);
}
});
test('S2 链锯延伸模块 (AUTO, 持续时间无限): on as soon as its 85 / 80 SP are full — no enemy needed —, ATK +55 % / +70 %, DEF +15 % / +20 %, range 2-2, never ends', () => {
for (const [tier, elite] of [[5, false], [6, true]]) {
const sk = skillOf(tier, elite, S2);
const { h, u } = field({ tier, elite, skill: 1 });
assert.deepEqual([u.skill.kind, u.skill.rule, u.skill.spCost, sk.initSp, sk.bb.atk, sk.bb.def, sk.duration], ['toggle', 'SP_FULL', elite ? 80 : 85, 0, elite ? 0.7 : 0.55, elite ? 0.2 : 0.15, -1], `T${tier}`);
h.run(sk.spCost - 1);
assert.equal(u.skill.activations, 0, `T${tier}: not before its SP is full`);
assert.ok(h.runUntil(() => u.skill.active, 2), `T${tier}: on at full SP, no enemy on the field`);
approx(u.s.atk, u.base.atk * (1 + sk.bb.atk), `T${tier}: ATK`);
approx(u.s.def, u.base.def * (1 + sk.bb.def), `T${tier}: DEF`);
assert.deepEqual(u.liveRangeGrid, sk.rangeGrid, `T${tier}: 2-2`);
assert.deepEqual(sk.rangeGrid, [[0, 0], [0, 1], [0, 2]]);
const far = h.spawn('enemy_dummy', { pos: [10, 7] });
h.run(3);
assert.ok(hitsBy(h, u).some((c) => c.target === far), `T${tier}: strikes two tiles ahead`);
h.run(300);
assert.ok(u.skill.active, `T${tier}: still on (持续时间无限)`);
done(h);
}
});
test('S3 沸腾爆裂 (data DEFAULT, 维持技能状态, 10 s): no normal attack; a cut every second for 8 s on the ground enemies of her 1-1 (not air), ATK / DEF ramp to +45 % / +60 % (full at 8.95 s); at 9 s −25 % max HP (never below 1) and 320 % / 340 % on the 3 × 3 ahead, air too', () => {
for (const [tier, elite] of [[5, false], [6, true]]) {
const sk = skillOf(tier, elite, S3);
const { h, u } = field({ tier, elite, skill: 2 });
assert.deepEqual([u.skill.rule, u.skill.kind, sk.duration, sk.bb.atk, sk.bb.def, sk.bb.hp_ratio, sk.bb.damage_by_atk_scale, sk.rangeGrid],
['DEFAULT', 'duration', 10, elite ? 0.6 : 0.45, elite ? 0.6 : 0.45, 0.25, elite ? 3.4 : 3.2, null], `T${tier}`);
const front = h.spawn('enemy_dummy', { pos: [10, 6] });
const own = h.spawn('enemy_dummy', { pos: [10, 5] });
const flyIn = h.spawn('enemy_fly', { pos: [10, 6] });
const side = h.spawn('enemy_dummy', { pos: [9, 6] }); // 3-6, not 1-1
const ahead2 = h.spawn('enemy_dummy', { pos: [10, 7] }); // 3-6, not 1-1
const flySide = h.spawn('enemy_fly', { pos: [11, 7] }); // 3-6 (air)
const outside = h.spawn('enemy_dummy', { pos: [10, 8] });
u.skill.gainSp(999);
assert.ok(h.runUntil(() => u.skill.active, 3), `T${tier}: cast with an enemy in her range`);
const t0 = h.b.time;
approx(u.s.atk, u.base.atk, `T${tier}: no bonus before the first update`);
const at = [], hits = [];
let ended = false, lossAt = null;
h.b.on('damaged', (c) => { if (c.target === u && c.dmg?.tags?.includes('hpLoss')) lossAt = h.b.time - t0; });
h.b.on('skillEnd', (c) => { if (c.unit === u) ended = true; });
h.b.on('damaged', (c) => {
if (c.source !== u || c.target?.side !== 'enemy' || ended) return;
hits.push(c);
if (c.target === front) at.push({ t: h.b.time - t0, amt: c.amount, atk: u.s.atk, def: u.s.def });
});
h.runUntil(() => !u.skill.active, 12);
const span = h.b.time - t0;
assert.ok(span > 9.9 && span < 10.1, `T${tier}: the state lasts its 10 s (${span})`);
approx(lossAt, 9, `T${tier}: the finish at 9 s`, 0.05);
approx(at[8].t, 9, `T${tier}: the burst at 9 s`, 0.05);
assert.ok(hits.every((c) => c.dmg.isSkill && !c.dmg.isAttack), `T${tier}: no normal attack while it runs`);
const cutsOn = (e) => hits.filter((c) => c.target === e).length;
assert.deepEqual([cutsOn(front), cutsOn(own)], [9, 9], `T${tier}: 8 cuts + the burst on her 1-1`);
assert.deepEqual([cutsOn(flyIn), cutsOn(side), cutsOn(ahead2), cutsOn(flySide), cutsOn(outside)], [1, 1, 1, 1, 0], `T${tier}: the burst alone on the 3 × 3 (air too); nothing outside`);
const D = sk.duration - 1.05;
for (let k = 1; k <= 8; k++) {
const c = at[k - 1];
approx(c.t, k, `T${tier}: cut ${k} at ${k} s`, 0.05);
approx(c.atk, u.base.atk * (1 + sk.bb.atk * Math.min(1, k / D)), `T${tier}: ATK at cut ${k}`);
approx(c.def, u.base.def * (1 + sk.bb.def * Math.min(1, k / D)), `T${tier}: DEF at cut ${k}`);
approx(c.amt, c.atk, `T${tier}: cut ${k} = 100 % ATK`);
}
approx(at[8].amt, u.base.atk * (1 + sk.bb.atk) * sk.bb.damage_by_atk_scale, `T${tier}: the burst at full ATK`);
const loss = h.hooksOf('damaged').filter((c) => c.target === u && c.dmg?.tags?.includes('hpLoss'));
assert.equal(loss.length, 1, `T${tier}: one 流失`);
approx(loss[0].amount, u.s.maxHp * 0.25, `T${tier}: 25 % of MAX HP`);
assert.equal(u.findBuff('skill:huang:ramp'), null, `T${tier}: the bonus goes with the skill`);
approx(u.s.atk, u.base.atk, `T${tier}: ATK back`);
assert.deepEqual(u.liveRangeGrid, formOf(tier, elite).rangeGrid, `T${tier}: her range throughout`);
done(h);
}
});
test('S3 沸腾爆裂: the 流失 never takes her below 1 HP; a 晕眩 ends the 维持技能状态 early — it still finishes (流失 + burst)', () => {
const { h, u } = field({ tier: 6, elite: true, skill: 2 });
u.skill.gainSp(999);
h.run(2);
assert.equal(u.skill.activations, 0, 'DEFAULT: no enemy, no cast');
const e = h.spawn('enemy_dummy', { pos: [10, 6] });
assert.ok(h.runUntil(() => u.skill.active, 3));
h.run(3.2);
const n0 = hitsBy(h, u).filter((c) => c.target === e).length;
assert.equal(n0, 3, 'three cuts');
h.b.applyStatus(u, 'stun', { duration: 2, source: e });
h.step();
assert.ok(!u.skill.active, 'the stun ended it');
const after = hitsBy(h, u).filter((c) => c.target === e);
assert.equal(after.length, 4, 'the burst on its end');
approx(after[3].amount, u.base.atk * (1 + 0.6 * 3 / 8.95) * 3.4, 'the burst at the ATK of that moment (three updates)');
done(h);
// the non-lethal 流失: at 10 % HP the skill end leaves her at 1 HP (her 紧急除颤 then fires: HP ≤ 25 %)
const r = field({ tier: 5, elite: false, skill: 2 });
r.h.spawn('enemy_dummy', { pos: [10, 6] });
r.u.mem.huangDefib.undeadA = false; // talent already spent: only the 流失's own floor
r.u.hp = r.u.s.maxHp * 0.1;
r.u.skill.gainSp(999);
assert.ok(r.h.runUntil(() => r.u.skill.active, 3));
r.h.runUntil(() => !r.u.skill.active, 12);
assert.ok(r.u.alive && Math.abs(r.u.hp - 1) < 1e-6, `left at 1 HP (${r.u.hp})`);
done(r.h);
});
test('T1 紧急除颤: 不死 until her HP first reaches ≤ 25 % — then +50 % max HP and for 6 s no damage takes her below 50 % (a 流失 still does); once per deployment, again after a redeploy', () => {
for (const f of [[5, false, null], [6, true, CENX], [5, true, CENY]]) {
const [tier, elite, mod] = f;
const { h, u } = field({ tier, elite, mod, skill: 0 });
const t0 = u.def.raw.talents.find((t) => t.index === 0).bb;
assert.deepEqual([t0.hp_ratio, t0['huang_t_1[heal].hp_ratio'], t0['huang_t_1[lock].min_hp_ratio'], t0['huang_t_1[lock].duration']], [0.25, 0.5, 0.5, 6], label(f));
const e = h.spawn('enemy_dummy', { pos: [10, 6] });
const max = u.s.maxHp;
// a lethal hit from full HP: 不死 keeps her at 1 HP, the talent heals 50 %
h.b.dealDamage(e, u, { amount: max * 5, type: 'true' });
assert.ok(u.alive, `${label(f)}: 不死`);
approx(u.hp, 1 + max * 0.5, `${label(f)}: 1 HP + 50 %`);
const lockStart = h.b.time;
// inside 6 s: a 60 % hit stops at exactly 50 %
h.b.dealDamage(e, u, { amount: max * 0.6, type: 'true' });
approx(u.hp, max * 0.5, `${label(f)}: held at 50 %`);
h.b.dealDamage(e, u, { amount: max * 0.3, type: 'true' });
approx(u.hp, max * 0.5, `${label(f)}: below 50 % nothing passes`);
h.b.loseHp(u, max * 0.1, { source: e });
approx(u.hp, max * 0.4, `${label(f)}: a 流失 is not held`);
h.run(6 - (h.b.time - lockStart) + 0.1);
h.b.dealDamage(e, u, { amount: max * 0.3, type: 'true' });
approx(u.hp, max * 0.1, `${label(f)}: the lock is over`);
h.b.dealDamage(e, u, { amount: max, type: 'true' });
assert.ok(!u.alive, `${label(f)}: spent — the next lethal hit kills`);
// a redeploy re-arms it
h.b.redeploy(u);
h.step();
h.b.dealDamage(e, u, { amount: u.s.maxHp * 0.8, type: 'true' });
approx(u.hp, u.s.maxHp * 0.7, `${label(f)}: again after the redeploy (20 % + 50 %)`);
done(h);
}
});
test('T2 严酷训练: 15 s after each deployment 抵抗 (control statuses last half as long); CEN-X stage 3 adds ATK +6 % after 30 s and ASPD +12 after 45 s (stage 1: nothing more)', () => {
for (const f of [[5, false, null], [5, true, CENX], [6, true, CENX], [6, true, CENY]]) {
const [tier, elite, mod] = f;
const { h, u } = field({ tier, elite, mod, skill: 0 });
const x3 = tier === 6 && mod === CENX;
const e = h.spawn('enemy_dummy', { pos: [10, 6] });
h.run(14.8);
assert.equal(h.b.resistOf(u), 0, `${label(f)}: no 抵抗 before 15 s`);
h.run(0.4);
assert.equal(h.b.resistOf(u), 0.5, `${label(f)}: 抵抗 at 15 s`);
h.b.applyStatus(u, 'stun', { duration: 2, source: e });
approx(u.findBuff('stun').timeLeft, 1, `${label(f)}: a 2 s stun lasts 1 s`);
h.run(15);
assert.equal(!!u.findBuff('talent:huang:atk'), x3, `${label(f)}: ATK +6 % after 30 s`);
if (x3) approx(u.s.atk, u.base.atk * 1.06, 'ATK +6 %');
h.run(15);
assert.equal(!!u.findBuff('talent:huang:aspd'), x3, `${label(f)}: ASPD +12 after 45 s`);
if (x3) assert.equal(u.s.aspd, 112);
// per deployment: knocked out and back, the timer starts again
h.b.kill(u, e);
assert.ok(!u.alive);
h.b.redeploy(u);
h.step();
assert.deepEqual([h.b.resistOf(u), !!u.findBuff('talent:huang:atk')], [0, false], `${label(f)}: reset by the redeploy`);
h.run(15.2);
assert.equal(h.b.resistOf(u), 0.5, `${label(f)}: 抵抗 again 15 s later`);
done(h);
}
});
test('CEN-X (stages 1 and 3): ×1.1 ATK scale on every damage of hers to a blocked enemy (normal attacks and S3 cuts) — none to an unblocked one; none without the module', () => {
for (const f of [[5, true, null], [5, true, CENX], [6, true, CENX], [6, true, CENY]]) {
const [tier, elite, mod] = f;
const mul = mod === CENX ? 1.1 : 1;
if (mod === CENX) assert.deepEqual(formOf(tier, true).modules.find((m) => m.uniEquipId === CENX).traitOverride.bb, { atk_scale: 1.1 });
const { h, u } = field({ tier, elite, mod, skill: 2, row: 9 });
const blocked = h.spawn('enemy_dummy', { pos: [9, 5] });
h.step();
assert.equal(blocked.blockedBy, u, `${label(f)}: blocked`);
h.run(3);
const plain = hitsBy(h, u).filter((c) => c.target === blocked && !c.dmg.isSkill);
assert.ok(plain.length >= 2, label(f));
for (const c of plain) approx(c.amount, u.s.atk * mul, `${label(f)}: blocked target`);
const free = h.spawn('enemy_dummy', { pos: [9, 6] });
u.skill.gainSp(999);
assert.ok(h.runUntil(() => u.skill.active, 3));
h.run(1.1);
const cut = hitsBy(h, u).filter((c) => c.dmg.isSkill);
approx(cut.find((c) => c.target === blocked).amount, u.s.atk * mul, `${label(f)}: S3 cut on the blocked one`);
approx(cut.find((c) => c.target === free).amount, u.s.atk, `${label(f)}: S3 cut on the free one`);
done(h);
}
});
test('CEN-Y stage 1: −20 % physical damage taken above 50 % HP (arts untouched); stage 3: 紧急除颤 at 50 % then a second trigger at 25 % (its own 不死, 8 s), and 150 DEF ignored while above 50 %', () => {
for (const tier of [5, 6]) {
const { h, u } = field({ tier, elite: true, mod: CENY, skill: 0 });
assert.deepEqual(u.def.raw.trait.bb, { hp_ratio: 0.5, damage_resistance: 0.2 });
const e = h.spawn('enemy_dummy', { pos: [10, 6] });
h.step();
assert.equal(u.s.defIgnoreFlat, tier === 6 ? 150 : 0, `T${tier}: 150 DEF ignored above 50 % from stage 2 on`);
const max = u.s.maxHp;
let hp = u.hp;
h.b.dealDamage(e, u, { amount: 1000, type: 'phys' });
approx(hp - u.hp, Math.max(1000 - u.s.def, 50) * 0.8, `T${tier}: physical ×0.8`);
hp = u.hp;
h.b.dealDamage(e, u, { amount: 300, type: 'arts' });
approx(hp - u.hp, 300, `T${tier}: arts untouched`);
hp = u.hp;
h.b.dealDamage(e, u, { amount: 200, type: 'true' });
approx(hp - u.hp, 200, `T${tier}: true untouched`);
u.mem.huangDefib.undeadA = u.mem.huangDefib.undeadB = false; // (stage 3's talent would fire at 50 %)
u.hp = max * 0.5;
hp = u.hp;
h.b.dealDamage(e, u, { amount: 1000, type: 'phys' });
approx(hp - u.hp, Math.max(1000 - u.s.def, 50), `T${tier}: at 50 % (not above) the full physical damage`);
done(h);
}
// stage 3: the talent fires at 50 % (8 s), the hidden part at 25 % — only once the first is spent
const { h, u } = field({ tier: 6, elite: true, mod: CENY, skill: 0 });
const t0 = u.def.raw.talents.find((t) => t.index === 0).bb;
const hid = Object.assign({}, ...u.def.raw.talents.filter((t) => t.index === -1).map((t) => t.bb));
assert.deepEqual([t0.hp_ratio, t0['huang_t_1[lock].duration'], hid.def_penetrate_fixed, hid['huang_e_003[lock].check_hp_ratio'], hid['huang_e_003[lock].duration']], [0.5, 8, 150, 0.25, 8]);
const e = h.spawn('enemy_dummy', { pos: [10, 6] });
h.step();
assert.equal(u.s.defIgnoreFlat, 150, 'above 50 %: 150 DEF ignored');
const max = u.s.maxHp;
h.b.dealDamage(e, u, { amount: max * 0.6, type: 'true' }); // 100 % → 40 %: the 50 % trigger
approx(u.hp, max * 0.9, '50 % trigger: +50 %');
h.run(8.2);
h.b.dealDamage(e, u, { amount: max * 0.3, type: 'true' }); // 90 % → 60 %
h.step();
assert.equal(u.s.defIgnoreFlat, 150);
h.b.dealDamage(e, u, { amount: max * 0.2, type: 'true' }); // 60 % → 40 %: nothing (the first is spent)
approx(u.hp, max * 0.4, 'no second 50 % trigger');
h.step();
assert.equal(u.s.defIgnoreFlat, 0, 'at 40 % the DEF penetration is off');
h.b.dealDamage(e, u, { amount: max * 5, type: 'true' }); // lethal: its own 不死, then the 25 % trigger
assert.ok(u.alive, 'the second 不死');
approx(u.hp, 1 + max * 0.5, '25 % trigger: +50 %');
h.b.dealDamage(e, u, { amount: max * 0.4, type: 'true' });
approx(u.hp, max * 0.5, 'its 8 s lock holds 50 %');
h.run(8.2);
h.b.dealDamage(e, u, { amount: max, type: 'true' });
assert.ok(!u.alive, 'both spent');
done(h);
// a single hit from above 50 % to 10 %: the 50 % trigger first (+50 % ⇒ 60 %), the 25 % one waits for a later drop
const r = field({ tier: 6, elite: true, mod: CENY, skill: 0 });
const e2 = r.h.spawn('enemy_dummy', { pos: [10, 6] });
const m2 = r.u.s.maxHp;
r.h.b.dealDamage(e2, r.u, { amount: m2 * 0.9, type: 'true' });
approx(r.u.hp, m2 * 0.6, 'the 50 % trigger first');
assert.deepEqual([r.u.mem.huangDefib.undeadA, r.u.mem.huangDefib.undeadB], [false, true], 'the 25 % trigger still armed');
done(r.h);
});
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// test/content/op_zuole.test.js — the 自选 operator kit of 左乐 (char_4121_zuole, 6★ 武者; kit
// server/sim/content/kits/ops/op-zuole.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
// “岂苦夜长” or SBL-Y “秉烛人的记录” 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_zuole.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/${f}.json`, import.meta.url), 'utf8'));
const CHESS = load('chess');
const BACKUPS = load('backups');
const ZUOLE = 'char_4121_zuole';
const FORMS = BACKUPS.units[ZUOLE].forms;
const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' };
const SBLX = 'uniequip_002_zuole', SBLY = 'uniequip_003_zuole';
const S1 = 'skchr_zuole_1', S2 = 'skchr_zuole_2', S3 = 'skchr_zuole_3';
const formOf = (tier, elite) => FORMS[elite ? (tier === 5 ? '2/60/7/1' : '2/60/7/3') : '2/1/4/0'];
const skillOf = (tier, elite, id) => formOf(tier, elite).skills.find((s) => s.skillId === id);
const modOf = (tier, mod) => (mod ? formOf(tier, true).modules.find((m) => m.uniEquipId === mod) : null);
const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${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'} ${mod ?? 'none'}`;
/** A battle with 左乐 as uid 1 at (row, col) facing RIGHT, plus `others`. */
function field({ tier = 5, elite = false, mod = null, skill = 2, row = 10, col = 5, others = [], seed = 5 } = {}) {
const h = makeBattle({
defs: { enemies: ENEMIES }, timeLimit: 900, autoFinish: false, seed,
flags: { dpPerSec: 0, dpMax: 999 }, hooks: ['damaged', 'heal', 'skillStart', 'skillEnd', 'statusApplied', 'fatal'], captureNoisy: true,
units: [{ uid: 1, diy: { slot: SLOT[tier], charId: ZUOLE, skillIndex: skill, uniEquipId: mod }, elite, row, col }, ...others],
});
h.step();
return { h, u: h.unit(1) };
}
const hitsBy = (h, u) => h.hooksOf('damaged').filter((c) => c.source === u && c.target?.side === 'enemy');
const healsOf = (h, u) => h.hooksOf('heal').filter((c) => c.target === u);
/** Keep 守正自明 / 坚忍 SP out of the way: no SP of any kind (阻回). */
const noSp = (h, u) => h.b.addBuff(u, { key: 'test:noSp', flags: { noSp: true }, duration: Infinity });
function done(h) {
checkInvariants(h.b);
assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0]));
}
test('左乐 in every 自选 form: his operator kit (all three skills authored), the form\'s stats + module attributes, 1-1 range, blocks 1, melee ground-only, 炎, no 特质; 武者: no heal from others, 70 HP per enemy hit', () => {
assert.equal(OPERATOR_KITS[ZUOLE], KITS[ZUOLE]);
for (const f of FORMS_ALL) {
const [tier, elite, mod] = f;
for (const skill of [0, 1, 2]) {
const { h, u } = field({ tier, elite, mod, skill });
const form = formOf(tier, elite), m = elite ? modOf(tier, mod) : null;
assert.deepEqual([u.def.charId, u.def.diyFor, u.skill.id, !!u.kit.generic, u.kit.skillSource], [ZUOLE, SLOT[tier], form.skills[skill].skillId, false, 'skills'], label(f));
assert.deepEqual([u.base.maxHp, u.base.atk, u.base.def], [form.stats.maxHp + (m?.attr.maxHp ?? 0), form.stats.atk + (m?.attr.atk ?? 0), form.stats.def + (m?.attr.def ?? 0)], `${label(f)}: stats`);
assert.deepEqual([u.s.blockCnt, u.profile.attack, u.profile.canHitFly, u.profile.dmgType, u.profile.noHeal, u.profile.selfHeal, u.base.bat], [1, 'melee', false, 'phys', 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], [['yanShip'], []], `${label(f)}: bonds / 特质`);
assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth && !u.s.flags.untargetable, `${label(f)}: ground enemies target him`);
done(h);
}
}
// the numbers of the forms (zh_CN): E2 Lv1 2893 / 647 / 267, E2 Lv60 3533 / 735 / 299; SBL-X +55 / +40 → +90 / +60
// ATK / DEF, SBL-Y +300 / +60 → +380 / +84 HP / ATK
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], [2893, 647, 3533, 735]);
assert.deepEqual([modOf(5, SBLX).attr, modOf(6, SBLX).attr, modOf(5, SBLY).attr, modOf(6, SBLY).attr], [{ atk: 55, def: 40 }, { atk: 90, def: 60 }, { maxHp: 300, atk: 60 }, { maxHp: 380, atk: 84 }]);
});
test('a 自选 pick: 左乐 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(ZUOLE));
for (const t of [5, 6]) assert.ok(diyPool(t, { data, kitted: KITTED_CHARS }).includes(ZUOLE), `tier ${t}`);
assert.deepEqual(validateDiyPicks({ [SLOT[5]]: { charId: ZUOLE, skillIndex: 1, uniEquipId: SBLX } }, { data, kitted: KITTED_CHARS }),
{ ok: true, picks: { [SLOT[5]]: { charId: ZUOLE, skillIndex: 1, uniEquipId: SBLX } } });
});
test('trait (武者): +70 HP on every enemy hit, none from another unit\'s heal', () => {
const { h, u } = field({ tier: 5, elite: true, skill: 1 });
noSp(h, u);
const e = h.spawn('enemy_dummy', { pos: [10, 6] });
u.hp = u.s.maxHp * 0.6;
const hp0 = u.hp;
h.runUntil(() => hitsBy(h, u).length >= 3, 6);
approx(u.hp - hp0, 70 * hitsBy(h, u).length, 'one heal of 70 per hit');
assert.equal(h.b.heal(e, u, 500), 0, 'no heal from another unit');
done(h);
});
test('S1 破虏 (AUTO, 2 charges, data DEFAULT): the next attack at 145 % / 160 %; below 80 % HP one more strike, below 50 % two more — each a damage instance of its own (and a trait heal)', () => {
for (const [tier, elite] of [[5, false], [6, true]]) {
const sk = skillOf(tier, elite, S1);
assert.deepEqual([sk.skillType, sk.spType, sk.spCost, sk.initSp, sk.maxChargeTime, sk.bb.atk_scale, sk.bb.hp_ratio_double, sk.bb.hp_ratio_tripple],
['AUTO', 'INCREASE_WITH_TIME', elite ? 5 : 6, elite ? 4 : 2, 2, elite ? 1.6 : 1.45, 0.8, 0.5], `T${tier}`);
for (const [ratio, strikes] of [[1, 1], [0.79, 2], [0.49, 3]]) {
const { h, u } = field({ tier, elite, skill: 0 });
assert.deepEqual([u.skill.rule, u.skill.maxCharges], ['DEFAULT', 2], `T${tier}`);
noSp(h, u);
u.skill.sp = 0;
u.skill.charges = 1;
u.hp = u.s.maxHp * ratio;
const e = h.spawn('enemy_dummy', { pos: [10, 6] });
assert.ok(h.runUntil(() => u.skill.activations === 1, 2), `T${tier}: cast`);
h.step();
const sk1 = hitsBy(h, u).filter((c) => c.dmg.isSkill);
assert.equal(sk1.length, strikes, `T${tier} at ${ratio * 100} % HP: ${strikes} strike(s)`);
for (const c of sk1) {
assert.equal(c.target, e);
approx(c.amount, u.s.atk * sk.bb.atk_scale, `T${tier}: ${sk.bb.atk_scale * 100} %`);
assert.equal(c.type, 'phys');
}
assert.equal(healsOf(h, u).filter((c) => c.opts?.self && !c.opts?.tags).length, strikes, `T${tier}: a trait heal per strike`);
done(h);
}
}
});
test('S2 行险 (MANUAL, 12 s, data DEFAULT): −50 % current HP (never below 1), a barrier of 75 % / 90 % max HP stacking to 2× max HP, ATK +110 % / +140 %, block 2, every blocked enemy struck; once over the barrier loses 200 per second', () => {
for (const [tier, elite] of [[5, false], [6, true]]) {
const sk = skillOf(tier, elite, S2);
const { h, u } = field({ tier, elite, skill: 1, row: 9 });
assert.deepEqual([u.skill.rule, sk.duration, sk.spCost, sk.initSp, sk.bb.atk, sk.bb.hp_ratio, sk.bb.scale, sk.bb.block_cnt, sk.bb.max_scale, sk.bb.shield_decrease],
['DEFAULT', 12, elite ? 24 : 27, elite ? 10 : 5, elite ? 1.4 : 1.1, 0.5, elite ? 0.9 : 0.75, 1, 2, -200], `T${tier}`);
noSp(h, u);
const max = u.s.maxHp;
const a = h.spawn('enemy_dummy', { pos: [9, 5] }), b = h.spawn('enemy_dummy', { pos: [9, 5] });
h.step();
assert.equal(u.blocking.length, 1, `T${tier}: blocks 1`);
const hpAtStart = [];
h.b.on('skillStart', (c) => { if (c.unit === u) hpAtStart.push(u.hp); });
u.skill.charges = 1;
assert.ok(h.runUntil(() => u.skill.active, 3), `T${tier}: cast`);
approx(hpAtStart[0], max * 0.5, `T${tier}: −50 % of the current HP`);
const bar = () => u.findBuff('skill:zuole:barrier2');
approx(bar().shield, max * sk.bb.scale, `T${tier}: barrier ${sk.bb.scale * 100} % max HP`);
approx(u.s.atk, u.base.atk * (1 + sk.bb.atk), `T${tier}: ATK`);
h.step();
assert.deepEqual([u.s.blockCnt, u.blocking.length], [2, 2], `T${tier}: block +1`);
const n0 = hitsBy(h, u).length;
h.runUntil(() => hitsBy(h, u).length > n0, 3);
const atk = hitsBy(h, u).slice(n0);
assert.deepEqual(new Set(atk.map((c) => c.target)), new Set([a, b]), `T${tier}: both blocked enemies at once`);
// the barrier absorbs damage; it stays put while the skill runs
const hpBefore = u.hp;
h.b.dealDamage(a, u, { amount: 1000, type: 'true' });
approx(bar().shield, max * sk.bb.scale - 1000, `T${tier}: absorbed`);
approx(u.hp, hpBefore, `T${tier}: HP untouched`);
const left = bar().shield;
h.runUntil(() => !u.skill.active, 13);
approx(bar().shield, left, `T${tier}: no decay during the skill`);
h.run(3.05);
approx(bar().shield, left - 600, `T${tier}: −200 per second once over`, 1e-3);
// a second cast stacks onto what is left, capped at 2× max HP; the 流失 never goes below 1 HP
u.hp = 1;
const before = bar().shield;
u.skill.charges = 1;
assert.ok(h.runUntil(() => u.skill.active, 5), `T${tier}: second cast`);
assert.equal(hpAtStart[1], 1, `T${tier}: at 1 HP nothing is lost`);
const diff = bar().shield - before, add = max * sk.bb.scale;
assert.ok(Math.abs(diff - add) < 1e-6 || Math.abs(diff - (add - 200)) < 1e-6, `T${tier}: stacked onto what was left (${diff} vs ${add}, a decay step at most in between)`);
done(h);
}
// the cap: a cast on a barrier of 1.6× max HP stops at 2×
const { h, u } = field({ tier: 6, elite: true, skill: 1 });
noSp(h, u);
h.b.addBuff(u, { key: 'skill:zuole:barrier2', shield: u.s.maxHp * 1.6, data: { createdAt: 0 } });
u.skill.charges = 1;
h.spawn('enemy_dummy', { pos: [10, 6] });
assert.ok(h.runUntil(() => u.skill.active, 3));
approx(u.findBuff('skill:zuole:barrier2').shield, u.s.maxHp * 2, 'capped at 2× max HP');
done(h);
});
test('S3 佑序有炎 (MANUAL, data SKILL_RANGE on 3-2): 7 slashes on ≤ 3 enemies of the 3-2 (air too) at 205 % / 220 %, the last ×2 and 晕眩 3.5 / 4 s; meanwhile no trait heal — every hit adds 70 × 2.5 / 3 to a barrier (≤ 2× max HP, 15 s from the last gain)', () => {
for (const [tier, elite] of [[5, false], [6, true]]) {
const sk = skillOf(tier, elite, S3);
const { h, u } = field({ tier, elite, skill: 2 });
assert.deepEqual([u.skill.rule, sk.rangeId, sk.spCost, sk.initSp, sk.bb.atk_scale, sk.bb.times, sk.bb.stun, sk.bb.last_atk_bonus, sk.bb.shield_scale, sk.bb.shield_duration, sk.bb.max_scale],
['SKILL_RANGE', '3-2', elite ? 28 : 29, elite ? 6 : 3, elite ? 2.2 : 2.05, 7, elite ? 4 : 3.5, 2, elite ? 3 : 2.5, 15, 2], `T${tier}`);
assert.deepEqual(u.skill.triggerGrid, [[0, 0], [0, 1], [0, 2], [0, 3]], `T${tier}: its 3-2`);
noSp(h, u);
u.hp = u.s.maxHp * 0.6;
const hp0 = u.hp;
let hpAtEnd = null;
h.b.on('skillEnd', (c) => { if (c.unit === u && hpAtEnd == null) hpAtEnd = u.hp; });
u.skill.charges = 1;
h.run(1);
assert.equal(u.skill.activations, 0, `T${tier}: no enemy on the 3-2, no cast`);
const near = h.spawn('enemy_dummy', { pos: [10, 6] });
const mid = h.spawn('enemy_fly', { pos: [10, 7] });
const tip = h.spawn('enemy_dummy', { pos: [10, 8] });
const fourth = h.spawn('enemy_dummy', { pos: [10, 8] });
const beyond = h.spawn('enemy_dummy', { pos: [10, 9] });
const side = h.spawn('enemy_dummy', { pos: [9, 6] });
h.step();
assert.equal(u.skill.activations, 1, `T${tier}: cast as soon as an enemy is on its 3-2`);
const slashes = hitsBy(h, u).filter((c) => c.dmg.isSkill);
assert.equal(slashes.length, 21, `T${tier}: 7 × 3`);
const struck = new Set(slashes.map((c) => c.target));
assert.equal(struck.size, 3, `T${tier}: the same three`);
assert.ok(struck.has(near) && struck.has(mid), `T${tier}: the flyer too`);
assert.ok(!struck.has(beyond) && !struck.has(side), `T${tier}: nothing off the 3-2`);
assert.ok(struck.has(tip) !== struck.has(fourth), `T${tier}: one of the two on the tip (at most 3)`);
const amt = u.s.atk * sk.bb.atk_scale;
for (const [i, c] of slashes.entries()) approx(c.amount, amt * (i >= 18 ? 2 : 1), `T${tier}: slash ${Math.floor(i / 3) + 1}`);
const stuns = h.hooksOf('statusApplied').filter((c) => c.source === u && c.status === 'stun');
assert.equal(stuns.length, 3, `T${tier}: the last slash stuns`);
for (const c of stuns) approx(c.duration, sk.bb.stun, `T${tier}: ${sk.bb.stun} s`);
approx(hpAtEnd, hp0, `T${tier}: no trait heal during the slashes`);
const bar = u.findBuff('skill:zuole:barrier3');
approx(bar.shield, 21 * 70 * sk.bb.shield_scale, `T${tier}: 21 × 70 × ${sk.bb.shield_scale}`);
approx(bar.timeLeft, 15, `T${tier}: 15 s`, 0.01);
// afterwards the trait heals again; the barrier lasts 15 s from its last gain
h.runUntil(() => hitsBy(h, u).some((c) => !c.dmg.isSkill), 3);
assert.ok(u.hp > hp0, `T${tier}: the trait heals again`);
h.run(15);
assert.equal(u.findBuff('skill:zuole:barrier3'), null, `T${tier}: gone 15 s later`);
done(h);
}
// the cap: 2× max HP at each gain; each gain restarts the 15 s
const { h, u } = field({ tier: 6, elite: true, skill: 2 });
noSp(h, u);
h.b.addBuff(u, { key: 'skill:zuole:barrier3', shield: u.s.maxHp * 1.99, duration: 3, data: { createdAt: 0 } });
u.skill.charges = 1;
h.spawn('enemy_dummy', { pos: [10, 6] });
h.step();
const b = u.findBuff('skill:zuole:barrier3');
approx(b.shield, u.s.maxHp * 2, 'capped at 2× max HP');
approx(b.timeLeft, 15, 'restarted', 0.01);
done(h);
});
test('T1 秉烛照影 (坚忍): ASPD up to +50 and SP recovery up to +2/s, linear in the HP lost, full at 70 % lost — SBL-X stage 3: +70 / +2.3 at 50 % lost (stage 1: unchanged)', () => {
for (const f of [[5, false, null], [6, true, null], [5, true, SBLX], [6, true, SBLX], [6, true, SBLY]]) {
const [tier, elite, mod] = f;
const x3 = tier === 6 && mod === SBLX;
const [as, sp, full] = x3 ? [70, 2.3, 0.5] : [50, 2, 0.3];
const { h, u } = field({ tier, elite, mod, skill: 2 });
const t0 = u.def.raw.talents.find((t) => t.index === 0).bb;
assert.deepEqual([t0.min_attack_speed, t0.min_sp_recovery_per_sec, t0.min_hp_ratio], [as, sp, full], label(f));
assert.deepEqual([u.s.aspd, u.s.spRecovery], [100, 1], `${label(f)}: full HP`);
for (const ratio of [0.8, 0.6, full, 0.1]) {
u.hp = u.s.maxHp * ratio;
h.step();
const k = Math.min(1, (1 - ratio) / (1 - full));
approx(u.s.aspd, 100 + as * k, `${label(f)}: ASPD at ${ratio * 100} %`);
approx(u.s.spRecovery, 1 + sp * k, `${label(f)}: SP recovery at ${ratio * 100} %`);
}
u.hp = u.s.maxHp;
h.step();
assert.deepEqual([u.s.aspd, u.s.spRecovery], [100, 1], `${label(f)}: back at full HP`);
done(h);
}
});
test('T2 守正自明: every damage he outputs rolls 20 % (70 % below half HP) for 1 SP — SBL-Y stage 3: 80 % below half and the instance ×1.2 on a success (stage 1: unchanged)', () => {
for (const f of [[5, false, null], [5, true, SBLY], [6, true, SBLY]]) {
const [tier, elite, mod] = f;
const y3 = tier === 6 && mod === SBLY;
const { h, u } = field({ tier, elite, mod, skill: 1, seed: 17 });
const t1 = u.def.raw.talents.find((t) => t.index === 1).bb;
assert.deepEqual([t1.prob_1, t1.prob_2, t1.hp_ratio, t1.sp, t1.atk_scale ?? 1], [0.2, y3 ? 0.8 : 0.7, 0.5, 1, y3 ? 1.2 : 1], label(f));
const e = h.spawn('enemy_dummy', { pos: [10, 6] });
u.skill.spCostMul = 1e5; // the skill never fills: every success is an spGain of its own
for (const [ratio, prob] of [[0.9, 0.2], [0.3, y3 ? 0.8 : 0.7]]) {
let gains = 0, rolls = 0, boosted = 0;
const offG = h.b.on('spGain', (c) => { if (c.unit === u && c.reason === 'talent') gains++; });
const offD = h.b.on('damaged', (c) => {
if (c.source !== u || c.target !== e) return;
rolls++;
if (Math.abs(c.amount - u.s.atk * 1.2) < 1e-6) boosted++;
u.hp = u.s.maxHp * ratio; // keep the HP band
});
u.hp = u.s.maxHp * ratio;
h.run(150);
h.b.off(offG);
h.b.off(offD);
const rate = gains / rolls;
assert.ok(Math.abs(rate - prob) < 0.08, `${label(f)} at ${ratio * 100} %: ${gains} / ${rolls} ≈ ${prob}`);
assert.equal(boosted, y3 ? gains : 0, `${label(f)}: ×1.2 on each success`);
}
done(h);
}
});
test('SBL-X (stages 1 and 3): 25 % 庇护 below 50 % HP — physical and arts, not true; none at or above 50 %; after 行险 the 庇护 comes back behind the barrier (it cuts only what passes it)', () => {
for (const tier of [5, 6]) {
const { h, u } = field({ tier, elite: true, mod: SBLX, skill: 1 });
const t0 = u.def.raw.talents.find((t) => t.index === 0).bb;
assert.deepEqual([t0.hp_ratio, t0.damage_resistance], [0.5, 0.25], `T${tier}`);
noSp(h, u);
const e = h.spawn('enemy_dummy', { pos: [10, 6] });
const take = (amount, type) => { const hp = u.hp; h.b.dealDamage(e, u, { amount, type }); return hp - u.hp; };
u.hp = u.s.maxHp * 0.6;
approx(take(300, 'true'), 300, `T${tier}: above 50 %: nothing`);
u.hp = u.s.maxHp * 0.4;
approx(take(1000, 'phys'), Math.max(1000 - u.s.def, 50) * 0.75, `T${tier}: physical ×0.75`);
approx(take(400, 'arts'), 400 * 0.75, `T${tier}: arts ×0.75`);
approx(take(400, 'true'), 400, `T${tier}: true untouched`);
// 行险: 庇护 reset for 0.1 s, then judged again — after the barrier
u.hp = u.s.maxHp * 0.8;
let hpAtStart = null;
h.b.on('skillStart', (c) => { if (c.unit === u && hpAtStart == null) hpAtStart = u.hp; });
u.skill.charges = 1;
assert.ok(h.runUntil(() => u.skill.active, 3));
approx(hpAtStart, u.s.maxHp * 0.4, `T${tier}: −50 %`);
const bar = u.findBuff('skill:zuole:barrier2');
const B = bar.shield;
approx(take(1000, 'true'), 0, `T${tier}: inside 0.1 s the barrier takes it whole`);
approx(bar.shield, B - 1000, `T${tier}: no 庇护 inside the 0.1 s`);
h.run(0.2);
bar.shield = 500;
const hp = u.hp;
take(1300, 'arts');
approx(bar.shield, 0, `T${tier}: the barrier took 500 of the full 1300`);
approx(hp - u.hp, 800 * 0.75, `T${tier}: 庇护 cut the 800 that passed`);
done(h);
}
// without the module: no 庇护
const { h, u } = field({ tier: 6, elite: true, mod: SBLY, skill: 1 });
const e = h.spawn('enemy_dummy', { pos: [10, 6] });
u.hp = u.s.maxHp * 0.3;
const hp = u.hp;
h.b.dealDamage(e, u, { amount: 400, type: 'arts' });
approx(hp - u.hp, 400, 'SBL-Y: no 庇护');
done(h);
});
test('SBL-Y (stages 1 and 3): knocked out ⇒ he stays and heals 30 % max HP, once per deployment (again after a redeploy); not while a 不死 holds him; none without the module', () => {
for (const tier of [5, 6]) {
const { h, u } = field({ tier, elite: true, mod: SBLY, skill: 1 });
assert.deepEqual(u.def.raw.trait.bb, { value: 70, hp_ratio: 0.3 }, `T${tier}`);
const e = h.spawn('enemy_dummy', { pos: [10, 6] });
h.b.dealDamage(e, u, { amount: 1e6, type: 'true' });
assert.ok(u.alive, `T${tier}: not withdrawn`);
approx(u.hp, u.s.maxHp * 0.3, `T${tier}: 30 % max HP`);
h.b.dealDamage(e, u, { amount: 1e6, type: 'true' });
assert.ok(!u.alive, `T${tier}: once per deployment`);
h.b.redeploy(u);
h.step();
h.b.dealDamage(e, u, { amount: 1e6, type: 'true' });
assert.ok(u.alive, `T${tier}: again after the redeploy`);
// a running 不死 (坚固维式重锤's window) keeps him up instead
h.b.redeploy(u);
const r = field({ tier, elite: true, mod: SBLY, skill: 1 });
r.u.mem.undyingAt = `${r.u.deploySeq}:0`;
r.u.mem.undyingUntil = r.h.b.time + 5;
const hammer = r.h.b.on('fatal', (c) => { if (c.unit === r.u && !c.prevented) c.prevented = true; }, { priority: -99 });
const f = r.h.spawn('enemy_dummy', { pos: [10, 6] });
r.h.b.dealDamage(f, r.u, { amount: 1e6, type: 'true' });
assert.ok(r.u.alive && r.u.hp < 2, `T${tier}: held by the 不死, the module untouched`);
r.h.b.off(hammer);
r.u.mem.undyingUntil = 0;
r.h.b.dealDamage(f, r.u, { amount: 1e6, type: 'true' });
assert.ok(r.u.alive, `T${tier}: the module still there afterwards`);
approx(r.u.hp, r.u.s.maxHp * 0.3, `T${tier}: 30 % max HP`);
done(h);
done(r.h);
}
for (const mod of [null, SBLX]) {
const { h, u } = field({ tier: 6, elite: true, mod, skill: 1 });
const e = h.spawn('enemy_dummy', { pos: [10, 6] });
h.b.dealDamage(e, u, { amount: 1e6, type: 'true' });
assert.ok(!u.alive, `${mod ?? 'no module'}: withdrawn`);
done(h);
}
});