From 83e879a335923b056dd2dc48fbb57385ff9e8c07 Mon Sep 17 00:00:00 2001 From: sganggs Date: Tue, 6 Oct 2026 05:20:28 +0800 Subject: [PATCH 1/2] =?UTF-8?q?feedback5=20O20:=20the=20=E7=BC=9A=E5=9C=B0?= =?UTF-8?q?=20status=20(groundbind)=20=E2=80=94=20an=20enemy=20air=20unit?= =?UTF-8?q?=20counts=20as=20a=20ground=20unit=20and=20cannot=20move?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit ba.groundbind "目标变为地面单位,无法移动;使部分近地悬浮敌人掉落;对重量大于3的单位持续时间减半" (予愿安洁莉娜 S2 needs it): - buffs.js: STATUS groundbind (flag groundbind + noMove, move x0), FLAG_KEYS, RESIST_STATUSES (as 束缚, [ASSUMED]); - units.js isFlying: an enemy under 缚地 is a ground unit unless a 浮空 lifts it (same result as before without the flag); - battle/status.js: 浮空 lands on a 缚地 data flyer (PRTS 异常效果 "…且不持有缚地异常…则Buff取消"), 缚地 halved on weight > 3; - content/enemies: 掠海漂移体 / 吉兆飞鳞 drop on 缚地 as their PRTS text says (吉兆飞鳞 stays down while it holds); - render/style.js: the 束缚 icon for it; docs/SIM.md (§2 isFlying, §3 flags / status table / 抵抗). Nothing applies it yet: every golden family is unchanged. Test: test/sim/feedback5-groundbind.test.js. --- docs/SIM.md | 14 +++-- public/js/render/style.js | 2 +- server/sim/battle/status.js | 13 ++-- server/sim/buffs.js | 11 +++- server/sim/content/enemies/element.js | 4 +- server/sim/content/enemies/special.js | 6 +- server/sim/units.js | 15 +++-- test/sim/feedback5-groundbind.test.js | 86 +++++++++++++++++++++++++++ 8 files changed, 126 insertions(+), 25 deletions(-) create mode 100644 test/sim/feedback5-groundbind.test.js diff --git a/docs/SIM.md b/docs/SIM.md index 6dc2251e..797c1757 100644 --- a/docs/SIM.md +++ b/docs/SIM.md @@ -460,8 +460,9 @@ extraRangeKeys (content extra targets, `battle.setExtraRange`), blocking[] (alli stats {dmg,kills,heal,taken,attacks}, mem {} and trait {} (free scratch space), persist {redeployMul, …}.` Getters: `s` (aggregated stats), `maxHp`, `atk`, `hpRatio`, `sp`, `spMax`, `canAct`, `isFlying`, `statusFlags` (UF bits), `dmgType`, `weight`. `isFlying` = an **air unit** for every targeting / ground-only rule: `motion` FLY, or an enemy with -flag `float` (近地悬浮, PRTS 术语释义 "算作空中单位") or `levitate` (浮空 "变为空中单位"); movement and pathing read `motion` -(a hovering enemy keeps walking the ground path). `deploySeq` counts deployments (and identifies one: `seq === u.deploySeq`); +flag `float` (近地悬浮, PRTS 术语释义 "算作空中单位") or `levitate` (浮空 "变为空中单位") — never an enemy under 缚地 (flag +`groundbind`, "目标变为地面单位") unless a 浮空 lifts it again; movement and pathing read `motion` (a hovering enemy keeps +walking the ground path). `deploySeq` counts deployments (and identifies one: `seq === u.deploySeq`); `aggroSeq` is the aggro order (= deploySeq, except the summons of the initial deployment, §1). **Hit areas (`body.js`, user playtest #5 item 10).** A regular enemy is a point: in a grid range when the tile of its @@ -531,8 +532,8 @@ A `rangeExtend` on a `persist` never-expiring buff is **permanent**: it also wid a running skill's range too, unless that skill's range ignores 攻击距离 (`targeting.noRangeExtend`; PRTS 数值范围 "根据配置 不同,任何范围都可以受/不受该属性影响" — 信仰搅拌机 S3 "此技能的攻击范围不受“攻击距离”属性影响"). **Flags:** `stun freeze sleep silence disarm stealth stealthOff invulnerable unblockable levitate fear cold reveal bind noHeal -healFree untargetable blockFly noMove noSp burstLock hidden attract float noDisplace isolated camou liftoff` (`float` = 近地悬浮 (an air -unit, `Unit.isFlying`), `liftoff` = an ally's 起飞 (蒂比's skills; gamedata_const ba.liftoff "不阻挡地面敌人且不会被地面敌人攻击, +healFree untargetable blockFly noMove noSp burstLock hidden attract float noDisplace isolated groundbind camou liftoff` (`float` = 近地悬浮 (an air +unit, `Unit.isFlying`), `groundbind` = 缚地 (the status below: an enemy air unit counts as a ground unit), `liftoff` = an ally's 起飞 (蒂比's skills; gamedata_const ba.liftoff "不阻挡地面敌人且不会被地面敌人攻击, 可以阻挡飞行敌人"): it blocks no ground enemy (`Battle._blockerFor`) and has 对地规避 — no ground enemy (not `isFlying`) selects it, so no selected damage or status of one lands on it (`targeting.js evadesGround`), while what selects nobody still does (`ignoreSelect` / 无来源: 无视无法选择 abilities, direct picks, flying units' blasts, a debuff's ticks); flyers, @@ -596,9 +597,10 @@ of coverage per 3 s), kept because the current wording no longer says so (feedba | `stealth` / `reveal` | 隐匿: untargetable unless blocked (an ally: only the enemy it blocks attacks it, and an enemy's area effects and buff auras skip it even when it blocks that enemy — `targeting.js areaSelectable` / `auraSelectable`, GitHub #97, owner 2026-10-04; 0.1.2 made an exception for that blocker) / cancels stealth. An enemy's 隐匿 also stays off after a block: each block's end (`Battle._stealthSwitch`, every release path) switches each of its 隐匿 sources off for `STEALTH_RESTORE` (3) s — PRTS 作战机制 §隐匿 "不被阻挡的3秒后重新进入隐匿" — or the source's own "(解除阻挡N秒后恢复)" (buff `data.stealthRestore`: 0 s for 业余竞演者, 节日爵士乐手, 假想敌:骨刺, 流泪小子, 访问团强攻冠军 and 清明's veil, 1 s for the 家族灭迹人); a new block inside it lifts it again and its end restarts the window; our operators' 隐匿 / 迷彩 never lift by blocking (DESIGN §22.8). `targeting.js enemyStealthed` is the one test: the b.snap stealth bit is set only while its 隐匿 is on (drawn solid otherwise); an operator's radius area damage (`foesInRadius`) skips it too (PRTS 作战机制 §AOE伤害判定 "对攻击范围内的每个可以被选中的敌人进行判定"; until 0.1.1 the splash still hit it) | – | | `camou` (迷彩) | an ally's camouflage (ba.camou "不阻挡时不成为敌方普通攻击的目标(无法躲避溅射类攻击)"): like `stealth` for enemy targeting (only the enemy it blocks attacks it) — but an enemy's splash and other area effects still hit it (`areaSelectable` does not check it) — and on screen (b.snap stealth bit, `snapshot.js flagsOf`), but not 隐匿 for 隐匿-conditions (叙拉古, 家族徽章) and under its own buff keys. 忍冬 S3 (key `vulpis:camou`, until her next cast), 寒芒克洛丝 S1 | – | | `invulnerable` | ignores damage | – | -| `levitate` (浮空) | stun + unblockable (unblocks enemies) + 失衡免疫 (`noDisplace`); an air unit meanwhile (`isFlying`: melee cannot hit it); **half duration on units with (current) massLevel > 3**; refused on data flyers (`motion` FLY) and units already levitated (PRTS 异常效果 "若单位数据上为飞行单位…或是持有浮空异常则Buff取消") — a 近地悬浮 enemy is WALK in its data, so it can be levitated; 浮空 is not one of the 近地悬浮 enemies' drop triggers | – | +| `levitate` (浮空) | stun + unblockable (unblocks enemies) + 失衡免疫 (`noDisplace`); an air unit meanwhile (`isFlying`: melee cannot hit it); **half duration on units with (current) massLevel > 3**; refused on data flyers (`motion` FLY) that hold no 缚地 and on units already levitated (PRTS 异常效果 "若单位数据上为飞行单位且不持有缚地异常或是持有浮空异常则Buff取消") — a 近地悬浮 enemy is WALK in its data, so it can be levitated; 浮空 is not one of the 近地悬浮 enemies' drop triggers | – | +| `groundbind` (缚地) | gamedata_const ba.groundbind "目标变为地面单位,无法移动;使部分近地悬浮敌人掉落;对重量大于3的单位持续时间减半": an enemy air unit (data flyer, 近地悬浮) counts as a ground unit (`isFlying` false: melee operators hit it, ground blockers block it) and cannot move (`noMove`); **half duration on units with (current) massLevel > 3**; one of 抵抗's statuses [ASSUMED, as 束缚]; the drop trigger of 掠海漂移体 / 吉兆飞鳞 (content/enemies: "受…缚地影响后"). 予愿安洁莉娜 S2 (kits/ops/op-aglna2.js) | – | | `attract` (诱导) | 无法被阻挡并向目标位置移动: unblockable (released); the engine walks it (own speed, grid path re-planned on obstacle changes, after a push and after an outranking 恐惧; flyers straight) to `opts.point` (`[r, c]` or `{x, y}`, default the source's tile, clamped to the rect) and keeps it there; stun/bind/sleep stop it; its route re-plans from where it stands when the status ends. A new application moves the point | point | -| `resist` (抵抗) | the control statuses of `RESIST_STATUSES` (晕眩 冻结 寒冷 沉睡 恐惧 战栗 诱导 浮空 束缚 沉默 缴械 停顿 减速) applied to the unit last ×(1 − value); a resisting unit loses one 麻痹 stack every 5 s. **同名效果不叠加** — `battle.resistOf(u)` = the strongest `status: 'resist'` buff (never a product): several sources (灵知, 流明, 寒檀, enemy talents) never compound. *strongest*; a permanent one that survives death is a `persist` buff with `status: 'resist', data: { value }` | 0.5 (≤ 0.95) | +| `resist` (抵抗) | the control statuses of `RESIST_STATUSES` (晕眩 冻结 寒冷 沉睡 恐惧 战栗 诱导 浮空 束缚 沉默 缴械 停顿 减速 缚地) applied to the unit last ×(1 − value); a resisting unit loses one 麻痹 stack every 5 s. **同名效果不叠加** — `battle.resistOf(u)` = the strongest `status: 'resist'` buff (never a product): several sources (灵知, 流明, 寒檀, enemy talents) never compound. *strongest*; a permanent one that survives death is a `persist` buff with `status: 'resist', data: { value }` | 0.5 (≤ 0.95) | | `taunt` | taunt level +value | 1 | | `weaken` | atkMul 1 − value (*strongest*) | 0.3 | | `aspdDown` | aspd + value (*strongest*) | −30 | diff --git a/public/js/render/style.js b/public/js/render/style.js index 4f53e9ad..1895610b 100644 --- a/public/js/render/style.js +++ b/public/js/render/style.js @@ -122,7 +122,7 @@ export const PROJ = Object.freeze({ export const STATUS_ICON = Object.freeze({ stun: 'stun', freeze: 'freeze', cold: 'cold', stealth: 'stealth', shield: 'shield', fragile: 'fragile', artsFragile: 'fragile', physFragile: 'fragile', elemFragile: 'fragile', sleep: 'sleep', invulnerable: 'invuln', - silence: 'silence', slow: 'slow', sluggish: 'slow', bind: 'bind', fear: 'fear', tremble: 'fear', weaken: 'weaken', + silence: 'silence', slow: 'slow', sluggish: 'slow', bind: 'bind', groundbind: 'bind', fear: 'fear', tremble: 'fear', weaken: 'weaken', levitate: 'levitate', taunt: 'taunt', defDown: 'weaken', resDown: 'weaken', aspdDown: 'slow', disarm: 'silence', burn: 'burn', burnBurst: 'burn', neural: 'neural', neuralBurst: 'neural', necrosis: 'necrosis', apoptosis: 'necrosis', // a 傀儡师 fighting as its <替身> (sim professions.js buff 'trait:substitute', the 20 s form) diff --git a/server/sim/battle/status.js b/server/sim/battle/status.js index ef6a2e1c..c726edcd 100644 --- a/server/sim/battle/status.js +++ b/server/sim/battle/status.js @@ -135,8 +135,8 @@ export class BattleStatus { * handlers may cancel it or change `duration` / `value`. Official rules (buffs.js STATUS): 抵抗 (the `resist` status) * shortens the RESIST_STATUSES by its value (default half; applied after `beforeStatus`; `resistApplied` skips that * pass — the cold-on-cold 冻结 below already used post-抵抗 lengths). A second 寒冷 while 寒冷 remains applies 冻结 for - * max(remaining, this cold after 抵抗) (PRTS 术语释义 寒冷 「持续时间取双方之中最高」). 浮空 lasts half as long on units heavier - * than LEVITATE_HALF_WEIGHT (current massLevel); 冻结's RES cut hits enemies only; 麻痹 adds stacks; "同名效果取最高" + * max(remaining, this cold after 抵抗) (PRTS 术语释义 寒冷 「持续时间取双方之中最高」). 浮空 and 缚地 last half as long on units + * heavier than LEVITATE_HALF_WEIGHT (current massLevel); 冻结's RES cut hits enemies only; 麻痹 adds stacks; "同名效果取最高" * statuses (`valued`) keep the strongest value — a weaker application only extends past the stronger one's end (it * then resumes); `stackAs` = the value such an application competes with instead of its own (its effect stays * `value`): an effect the game stacks as another strength — Raidian S3's 虚弱, PRTS 备注 "在叠加时视为90%(1级~6级)/80% @@ -162,9 +162,9 @@ export class BattleStatus { const immune = target.def && target.def.immune; if (!opts.force && tpl.immune && immune && immune.has(tpl.immune)) return false; // 浮空 Buff (PRTS 异常效果: "若单位数据上为飞行单位且不持有缚地异常或是持有浮空异常则Buff取消"; 行动方式 "行动类型(数据)为 - // 飞行的单位、以及已持有浮空异常的单位无法被施加浮空Buff"): refused on data flyers (`motion` FLY) and units already - // levitated — a hovering 近地悬浮 enemy is WALK in its data, so it can be levitated (no 缚地 / 浮空强化 in this mode) - if (key === 'levitate' && (target.motion === 'FLY' || target.s.flags.levitate)) return false; + // 飞行的单位、以及已持有浮空异常的单位无法被施加浮空Buff"): refused on data flyers (`motion` FLY) that hold no 缚地 and on + // units already levitated — a hovering 近地悬浮 enemy is WALK in its data, so it can be levitated (no 浮空强化 in this mode) + if (key === 'levitate' && ((target.motion === 'FLY' && !target.s.flags.groundbind) || target.s.flags.levitate)) return false; if (this._hooks.beforeStatus) { const c = this.emit('beforeStatus', { source: opts.source ?? null, target, status: key, duration, value, cancel: false }); if (c.cancel || !target.alive) return false; @@ -177,7 +177,8 @@ export class BattleStatus { const rv = this.resistOf(target); if (rv > 0) duration *= 1 - rv; } - if (key === 'levitate' && target.s.massLevel > LEVITATE_HALF_WEIGHT) duration /= 2; + // 浮空 / 缚地 (ba.levitate, ba.groundbind): "对重量大于3的单位持续时间减半" + if ((key === 'levitate' || key === 'groundbind') && target.s.massLevel > LEVITATE_HALF_WEIGHT) duration /= 2; if (!(duration > 0)) return false; if (key === 'cold' && target.findBuff('cold') && !(immune && immune.has('frozen'))) { // PRTS 术语释义 寒冷: 友方寒冷 pairs into 冻结, 「持续时间取双方之中最高」. `duration` is this cold after 抵抗; diff --git a/server/sim/buffs.js b/server/sim/buffs.js index d65c7d2a..ff77315d 100644 --- a/server/sim/buffs.js +++ b/server/sim/buffs.js @@ -42,6 +42,8 @@ export const FLAG_KEYS = Object.freeze([ // 自缚 (the unit's own immobility: 守墓石像's 转换模式, the 自缚 leaders) beside its `noMove` — 束缚 sets noMove too, and // only 自缚 makes a unit "不视为可达目标" for 余 S2's teleport (PRTS 余 S2 备注) 'selfBound', 'healFree', 'stealthOff', + // 缚地 (status `groundbind`): an enemy air unit counts as a ground unit meanwhile (Unit.isFlying) + 'groundbind', ]); /** @@ -90,6 +92,11 @@ export const STATUS = Object.freeze({ // 浮空: 变为空中单位 (Unit.isFlying),无法移动、攻击及使用技能; 对重量大于3的单位持续时间减半; the state holds 不可阻挡 + // 失衡免疫 (noDisplace: "不会被位移影响", PRTS 异常效果) levitate: { flags: { levitate: true, stun: true, unblockable: true, noDisplace: true }, immune: 'levitate' }, + // 缚地 (gamedata_const ba.groundbind "目标变为地面单位,无法移动;使部分近地悬浮敌人掉落;对重量大于3的单位持续时间减半"): + // an air unit (data flyer, 近地悬浮) counts as a ground unit (Unit.isFlying: melee operators hit it, ground blockers + // block it) and cannot move; half duration on units with massLevel > 3 (Battle.applyStatus, as 浮空); a 浮空 still + // lands on it (PRTS 异常效果 "若单位数据上为飞行单位且不持有缚地异常…则Buff取消"). 予愿安洁莉娜 S2 (kits/ops/op-aglna2.js) + groundbind: { flags: { groundbind: true, noMove: true }, mods: { moveMul: 0 } }, // 麻痹: value = stacks (default 1, max 3); each stack cancels one enemy normal attack; lasts until consumed; honours // 麻痹免疫 (enemy_database palsyImmune, e.g. 假想敌:铳 — PRTS 元素: a 神经 burst gives 麻痹 only "若单位不具有麻痹免疫") palsy: { palsy: true, immune: 'palsy' }, @@ -120,12 +127,12 @@ export const STATUS = Object.freeze({ }); /** - * Control statuses (异常状态) shortened by 抵抗: 晕眩 冻结 寒冷 沉睡 恐惧 战栗 诱导 浮空 束缚 沉默 缴械 停顿 减速. The + * Control statuses (异常状态) shortened by 抵抗: 晕眩 冻结 寒冷 沉睡 恐惧 战栗 诱导 浮空 束缚 沉默 缴械 停顿 减速 缚地. The * official term lists 晕眩/寒冷/冻结/恐惧/诱导…; the rest follow the operator kits that grant 抵抗 [ASSUMED]. 麻痹 is * stack-based: it decays instead (RESIST_PALSY_DECAY). */ export const RESIST_STATUSES = Object.freeze(new Set(['stun', 'freeze', 'cold', 'sleep', 'fear', 'tremble', 'attract', 'levitate', - 'bind', 'silence', 'disarm', 'sluggish', 'slow'])); + 'bind', 'silence', 'disarm', 'sluggish', 'slow', 'groundbind'])); /** Statuses that should be reported to clients as `['status', id, key, on]`. */ export const VISIBLE_STATUS = new Set(Object.keys(STATUS)); diff --git a/server/sim/content/enemies/element.js b/server/sim/content/enemies/element.js index 1fe5e4f7..11ea7df9 100644 --- a/server/sim/content/enemies/element.js +++ b/server/sim/content/enemies/element.js @@ -58,13 +58,13 @@ const SYUFO_CRAWL_STUN = 0.5; /** * 掠海漂移体 (PRTS): 初始模式 近地悬浮 + 失衡免疫, 不会攻击飞行单位; 受晕眩/无法行动/沉睡/冻结/缚地影响后进入爬行模式 for * good and is stunned 0.5 s — a ground unit (blockable, melee operators hit it) that "仅进行阻挡攻击" (only its blocker). - * The engine has 晕眩 / 冻结 / 沉睡 (no operator here applies 无法行动 or 缚地). Erosion on every attack. + * The engine has 晕眩 / 冻结 / 沉睡 / 缚地 (予愿安洁莉娜 S2; no operator here applies 无法行动). Erosion on every attack. */ function kitSyufo(ab) { return [float(), ep('erosion', T(ab, 'EpDamage.attack@ep_damage_ratio') ?? 0), { spawn(b, e) { e.profile.canTarget = (u) => !u.isFlying; }, status(c, b, e, a) { - if (a.crawl || !(c.status === 'stun' || c.status === 'freeze' || c.status === 'sleep')) return; + if (a.crawl || !(c.status === 'stun' || c.status === 'freeze' || c.status === 'sleep' || c.status === 'groundbind')) return; a.crawl = true; setFloat(b, e, false); e.profile.melee = true; diff --git a/server/sim/content/enemies/special.js b/server/sim/content/enemies/special.js index 858f5ae7..962e6515 100644 --- a/server/sim/content/enemies/special.js +++ b/server/sim/content/enemies/special.js @@ -103,7 +103,7 @@ function kitParrot(ab) { }, status(c, b, e, a) { if (c.status === 'freeze') { a.chill = true; return; } - if (a.down || !(c.status === 'stun' || c.status === 'sleep')) return; + if (a.down || !(c.status === 'stun' || c.status === 'sleep' || c.status === 'groundbind')) return; a.down = true; setFloat(b, e, false); b.removeBuff(e, 'ab:parrotRun'); @@ -114,8 +114,8 @@ function kitParrot(ab) { tick(b, e, a) { if (a.chill && !e.s.flags.freeze) { a.chill = false; b.applyStatus(e, 'stun', { duration: PARROT_CHILL_STUN, source: null }); } // "离开上述异常效果影响后进入初始模式": s.flags.stun also holds while asleep / frozen (units.js), so a sleep that - // outlasts the mode stun keeps it down - if (a.down && !e.s.flags.stun) { + // outlasts the mode stun keeps it down; so does a 缚地 (flag `groundbind`) + if (a.down && !e.s.flags.stun && !e.s.flags.groundbind) { a.down = false; b.removeBuff(e, 'ab:parrotDown'); b.removeBuff(e, 'ab:parrotRun'); diff --git a/server/sim/units.js b/server/sim/units.js index 25e07a06..85343143 100644 --- a/server/sim/units.js +++ b/server/sim/units.js @@ -179,13 +179,18 @@ export class Unit { /** * Air unit (空中单位) for every targeting / ground-only rule: FLY movers, and enemies that hover (近地悬浮, buff flag * `float` — PRTS 术语释义 ba.float "算作空中单位"; they keep walking the ground path) or are levitated (浮空, gamedata_const - * ba.levitate "变为空中单位"). Movement and pathing read `motion`, never this. + * ba.levitate "变为空中单位"). A 缚地 enemy (status `groundbind`, ba.groundbind "目标变为地面单位") is a ground unit + * meanwhile — unless a 浮空 lifts it again (浮空 lands on a 缚地 flyer: Battle.applyStatus). Movement and pathing read + * `motion`, never this. */ get isFlying() { - if (this.motion === 'FLY') return true; - if (this.side !== 'enemy') return false; - const f = this.s.flags; - return !!(f.float || f.levitate); + if (this.side === 'enemy') { + const f = this.s.flags; + if (f.levitate) return true; + if (f.groundbind) return false; + return this.motion === 'FLY' || !!f.float; + } + return this.motion === 'FLY'; } get hpRatio() { const mh = this.s.maxHp; return mh > 0 ? this.hp / mh : 0; } diff --git a/test/sim/feedback5-groundbind.test.js b/test/sim/feedback5-groundbind.test.js new file mode 100644 index 00000000..d7144f07 --- /dev/null +++ b/test/sim/feedback5-groundbind.test.js @@ -0,0 +1,86 @@ +// test/sim/feedback5-groundbind.test.js — the 缚地 status (0.2.0, O20: 予愿安洁莉娜 S2, kits/ops/op-aglna2.js): gamedata_const +// ba.groundbind "目标变为地面单位,无法移动;使部分近地悬浮敌人掉落;对重量大于3的单位持续时间减半" — server/sim/buffs.js STATUS +// `groundbind` (flag `groundbind` + `noMove`), units.js Unit.isFlying (a 缚地 enemy is a ground unit unless a 浮空 lifts it), +// battle/status.js applyStatus (浮空 lands on a 缚地 data flyer — PRTS 异常效果 "若单位数据上为飞行单位且不持有缚地异常…则Buff +// 取消"; the weight halving), the 抵抗 list, and the two hovering enemies whose PRTS text names it (content/enemies: +// 掠海漂移体 爬行模式, 吉兆飞鳞 晕眩模式). +// Run: node --test test/sim/feedback5-groundbind.test.js + +import { test } from 'node:test'; +import assert from 'node:assert/strict'; +import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js'; +import { STATUS, RESIST_STATUSES, FLAG_KEYS } from '../../server/sim/buffs.js'; + +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 ENEMIES = { + enemy_fly: enemyRec({ key: 'enemy_fly', hp: 1e9, speed: 0, mass: 0, motion: 'FLY' }), + enemy_flywalk: enemyRec({ key: 'enemy_flywalk', hp: 1e9, speed: 0.6, mass: 0, motion: 'FLY' }), + enemy_flyheavy: enemyRec({ key: 'enemy_flyheavy', hp: 1e9, speed: 0, mass: 4, motion: 'FLY' }), +}; + +function arena(units = []) { + const h = makeBattle({ defs: { enemies: ENEMIES }, timeLimit: 600, autoFinish: false, seed: 3, flags: { dpPerSec: 0 }, units }); + h.step(); + return h; +} + +test('缚地 is a catalogue status: flag groundbind + noMove, move ×0, one of 抵抗\'s statuses', () => { + assert.deepEqual(STATUS.groundbind, { flags: { groundbind: true, noMove: true }, mods: { moveMul: 0 } }); + assert.ok(FLAG_KEYS.includes('groundbind')); + assert.ok(RESIST_STATUSES.has('groundbind')); +}); + +test('缚地: an air unit is a ground unit (melee operators hit it) and cannot move; half as long on weight > 3; 抵抗 shortens it; 浮空 lands on a 缚地 flyer; back in the air when it ends', () => { + const h = arena([{ uid: 1, chessId: 'chess_char_1_02_a', row: 9, col: 4 }]); + const yak = h.unit(1); + const fl = h.spawn('enemy_flywalk', { routeIndex: 2 }); + h.run(0.5); + assert.equal(fl.isFlying, true); + assert.equal(h.b.applyStatus(fl, 'levitate', { duration: 3 }), false, 'a data flyer takes no 浮空'); + assert.ok(h.b.applyStatus(fl, 'groundbind', { duration: 5 })); + assert.deepEqual([fl.isFlying, !!fl.s.flags.noMove, fl.s.moveSpeed], [false, true, 0], 'ground unit, rooted'); + const x0 = fl.x; + h.run(1); + approx(fl.x, x0, 'it does not move'); + assert.ok(h.b.applyStatus(fl, 'levitate', { duration: 2 }), '浮空 lands on a 缚地 flyer'); + assert.equal(fl.isFlying, true, 'levitated: an air unit again'); + // a melee operator (ground-only, range: his own tile) hits a 缚地 flyer on his tile — and blocks it, a ground unit now + const near = h.spawn('enemy_fly', { pos: [9, 4] }); + h.run(1); + assert.equal(yak.stats.dmg, 0, '角峰 cannot hit the flyer'); + h.b.applyStatus(near, 'groundbind', { duration: 10 }); + assert.ok(h.runUntil(() => yak.stats.dmg > 0, 5), '缚地: a ground unit he can hit'); + assert.equal(near.blockedBy, yak, 'and block'); + // halving and 抵抗 + const heavy = h.spawn('enemy_flyheavy', { pos: [10, 9] }); + h.b.applyStatus(heavy, 'groundbind', { duration: 10 }); + approx(heavy.findBuff('groundbind').timeLeft, 5, 'weight 4: half'); + const res = h.spawn('enemy_fly', { pos: [11, 9] }); + h.b.applyStatus(res, 'resist', { duration: 99, value: 0.5 }); + h.b.applyStatus(res, 'groundbind', { duration: 10 }); + approx(res.findBuff('groundbind').timeLeft, 5, '抵抗 halves it'); + h.run(6); + assert.equal(res.isFlying, true, 'back in the air when it ends'); + checkInvariants(h.b); + assert.equal(h.b.errors.length, 0); +}); + +test('the hovering enemies (PRTS "受…缚地影响后"): 掠海漂移体 drops to its 爬行模式 for good; 吉兆飞鳞 is down while the 缚地 holds', () => { + const h = arena(); + const sy = h.spawn('enemy_2025_syufo', { pos: [12, 8], routeIndex: 0, mods: { speedMul: 0 } }); + const pa = h.spawn('enemy_10045_parrot', { pos: [12, 6], routeIndex: 0, mods: { speedMul: 0 } }); + h.step(); + assert.ok(sy.isFlying && pa.isFlying, 'both hover'); + h.b.applyStatus(sy, 'groundbind', { duration: 4 }); + h.b.applyStatus(pa, 'groundbind', { duration: 20 }); + h.step(); + assert.equal(sy.form, 'crawl', '掠海漂移体: 爬行模式'); + assert.equal(pa.isFlying, false, '吉兆飞鳞: down'); + h.run(10); + assert.equal(sy.isFlying, false, '掠海漂移体 stays down for good'); + assert.equal(pa.isFlying, false, '吉兆飞鳞 down while the 缚地 holds (its 8 s stun over)'); + h.run(12); + assert.equal(pa.isFlying, true, '吉兆飞鳞 floats again once nothing holds it'); + checkInvariants(h.b); + assert.equal(h.b.errors.length, 0); +}); From 5029b646a335b79d3d5bcb7200fc5723f9095d76 Mon Sep 17 00:00:00 2001 From: sganggs Date: Tue, 6 Oct 2026 05:22:08 +0800 Subject: [PATCH 2/2] =?UTF-8?q?feedback5=20O20:=20=E8=87=AA=E9=80=89=20kit?= =?UTF-8?q?s=20for=20=E5=A4=9A=E8=90=9D=E8=A5=BF=20(with=20her=20=E5=85=B1?= =?UTF-8?q?=E6=8C=AF=E8=A3=85=E7=BD=AE),=20=E4=BA=88=E6=84=BF=E5=AE=89?= =?UTF-8?q?=E6=B4=81=E8=8E=89=E5=A8=9C=20(with=20=E2=80=9C=E4=B8=80?= =?UTF-8?q?=E4=BC=9A=E5=84=BF=E8=A7=81=EF=BC=81=E2=80=9D)=20and=20?= =?UTF-8?q?=E9=BB=91=E9=94=AE=20(with=20his=20=E6=97=A7=E6=97=A5=E6=AE=8B?= =?UTF-8?q?=E5=BD=B1)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Every skill, talent, trait and module (stages 1 and 3) at every form, from backups.json, PRTS (备注) and the client's battle data (charpacks, skill / equip / projectile / token prefabs, buff templates); [ASSUMED] items in each file header. - 多萝西 (op-doroth.js): placed traps deploy with the board and come back on their tile once the card is ready, a trap is in stock and the cost is paid; stock 8 refilled at each deployment, +1 per cast (AUTO acting on herself: SP_FULL), 阻回 when full; T1 summons on deploy; S1 / S2 / S3 trap effects (S3 chains other traps 2 s later); 梦想家 stacks; TRP-Y x2 traps; TRP-X cost 2 / limit 13, stage 3: 3 summons and 50 % extra per placed piece (re-rolled at full T2). - 予愿安洁莉娜 (op-aglna2.js): 起飞 only while a skill runs (air block, 对地规避); T1 arts addition (weight <= 3) and 失重 in her range airborne; T2 ATK and 生命回复速度 for airborne operators; S1 56 s from each deployment; S2 glide (浮空 / 缚地 sweep, 2.5 s chant); S3 ammo with 对空庇护, 3 ground + flyers, the move to a blockable flyer, the marker, the anchored range. - 黑键 (op-ebnhlz.js): his own store (on time), 强弱法 elite energy, 倚音 per projectile (+ MSC-Y splash, MSC-Δ 元素伤害), MSC-Y ASPD, MSC-Δ 凋亡; S1 4-1; S2 remnants (activation, 0.93 s blast, inward push, 30 s); S3 elite-only and conversions. - kits/index.js: three lines in OPERATOR_KIT_FILES; docs/SIM.md §8: the skywalker / traper rows. Golden: only diy moved — diy-106 … diy-111 now field the new configs, the prototype battles moved to diy-111 … diy-115 (the 12-per-battle chunks shift); diy-001 … diy-105 unchanged. Tests: test/content/op_doroth.test.js (11), op_aglna2.test.js (9), op_ebnhlz.test.js (10). --- docs/SIM.md | 4 +- server/sim/content/kits/index.js | 3 + server/sim/content/kits/ops/op-aglna2.js | 378 ++++++++++++++++ server/sim/content/kits/ops/op-doroth.js | 292 ++++++++++++ server/sim/content/kits/ops/op-ebnhlz.js | 300 +++++++++++++ test/content/op_aglna2.test.js | 377 ++++++++++++++++ test/content/op_doroth.test.js | 391 ++++++++++++++++ test/content/op_ebnhlz.test.js | 445 ++++++++++++++++++ test/golden/diy.json | 547 ++++++++++++++++++----- 9 files changed, 2635 insertions(+), 102 deletions(-) create mode 100644 server/sim/content/kits/ops/op-aglna2.js create mode 100644 server/sim/content/kits/ops/op-doroth.js create mode 100644 server/sim/content/kits/ops/op-ebnhlz.js create mode 100644 test/content/op_aglna2.test.js create mode 100644 test/content/op_doroth.test.js create mode 100644 test/content/op_ebnhlz.test.js diff --git a/docs/SIM.md b/docs/SIM.md index 797c1757..782cb488 100644 --- a/docs/SIM.md +++ b/docs/SIM.md @@ -1229,9 +1229,9 @@ header of professions.js). | dollkeeper | fatal damage (no 不死 — a running 坚固维式重锤 window comes first) ⇒ a 1 s switch animation [ASSUMED length, also on a direct switch] (无敌, 不死, 阻回, 禁疗, 孤立, 缴械, 眩晕 / 冻结 / 睡眠 immune; ends the running skill and removes the statuses; the HP is set to the max at its start and again at its end — PRTS "切换途中重设自身生命至最大值" —, so a lethal 流失 inside it, held at 1 HP, never outlasts it), then the <替身> for 20 s (bb duration): block 0 from the switch on, 阻回, HP = its own 替身 token's (风丸 纸偶), else its own max HP (归溟幽灵鲨: PRTS resets it "至最大值", the trait's 替身 HP bonus `max_hp` is 0, 风丸's 纸偶 has her HP); then the switch back (the same animation) at full HP; dies if the 替身 dies. Kit flag `dollNoAttack` (归溟幽灵鲨): the 替身 makes no normal attack and casts no skill. Hook `dollSwitch` switches it at once (归溟幽灵鲨 S2's end). Model form `'doll'` (PRTS 分支特性信息 傀儡师, DESIGN §22.11) | | geek | loses 1–3 % max HP per second (bb hp_ratio), never lethal on its own | | merchant | −3 DP every 3 s (bb cost/interval); retreats when DP runs out | -| skywalker | can block FLY enemies (蒂比's kit: only while airborne — 起飞, flag `liftoff`, which also releases the ground enemies she blocked) | +| skywalker | can block FLY enemies (蒂比's and 予愿安洁莉娜's kits: only while airborne — 起飞, flag `liftoff`, which also releases the ground enemies she blocked) | | stalker | hits every enemy in range; 50 % dodge (bb prob), taunt −1 | -| traper | ranged, ground only | +| traper | ranged; the table's ground-only default never applies to a unit with data, whose `canHitFly` decides (PRTS 分支特性信息 陷阱师 "可对空": 多萝西, kits/ops/op-doroth.js) | Unknown subprofessions fall back to the profession default (test `professions.test.js` checks every pool subprofession). diff --git a/server/sim/content/kits/index.js b/server/sim/content/kits/index.js index 639bb013..d9c38952 100644 --- a/server/sim/content/kits/index.js +++ b/server/sim/content/kits/index.js @@ -133,6 +133,9 @@ export const OPERATOR_KIT_FILES = Object.freeze([ 'op-haak.js', 'op-phatom.js', 'op-crosly.js', + 'op-doroth.js', + 'op-aglna2.js', + 'op-ebnhlz.js', ]); /** diff --git a/server/sim/content/kits/ops/op-aglna2.js b/server/sim/content/kits/ops/op-aglna2.js new file mode 100644 index 00000000..376d8354 --- /dev/null +++ b/server/sim/content/kits/ops/op-aglna2.js @@ -0,0 +1,378 @@ +// server/sim/content/kits/ops/op-aglna2.js — 予愿安洁莉娜 (char_1015_aglna2) 自选 operator kit: 6★ 巡空者 (特种), an +// owned-6★ pick of the tier-5 and tier-6 自选 slots (no module); every skill, both talents, the trait at every form, and +// the kit of her S3 marker “一会儿见!” (token_10071_aglna2_agairp). Kit contract and the 自选 rules: ../README.md ("How +// to add an operator (自选)"). +// +// Forms (data/backups.json units.char_1015_aglna2): normal = E2 Lv1, skills at rank 4; elite = E2 Lv60, rank 7 — the +// owner's decision of 2026-10-05; she has no module. Potential 0 [ASSUMED: no account]. Sources: character_table / +// skill_table / token_table (zh_CN, as built into backups.json), PRTS 予愿安洁莉娜 / “一会儿见!” (备注), 分支特性信息 §巡空者, +// gamedata_const (ba.liftoff / ba.levitate / ba.groundbind / ba.airprotect / ba.weightless), and the client's battle data +// (charpack char_1015_aglna2: modes, MassLossAura, the trait / talent buffs; skills skchr_aglna2_1–3; projectiles +// projectile_chr_aglna2_s2_fly / _s3_fly; buff templates aglna2_tr, aglna2_t_1[self], aglna2_t_1[enemy], aglna2_t_2, +// aglna2_s_2[*], aglna2_s_3[*]). +// - Trait (巡空者) "起飞后能够阻挡2个飞行敌人" (aglna2_tr: block mode WALK in her default mode, FLY in every skill mode): +// melee physical, hits air units (分支特性信息 "攻击可对空"), blocks 2. On the ground she blocks ground enemies only (the +// profession's permanent blockFly is removed, as 蒂比's kit does); airborne (起飞, flags `liftoff` + `blockFly`: every +// skill below while it runs) she blocks flyers only and no ground enemy selects her (对地规避: aglna2_t_1[motion_target] +// MOTION_TARGET_FREE). Taking off releases the ground enemies she blocked, landing the flyers. +// - T1 飘浮大地之上 "攻击额外造成相当于攻击力25%的法术伤害,攻击重量较轻(小于等于3)的敌人时则额外造成相当于攻击力35%的法术伤害; +// 处于起飞状态时使攻击范围内的敌人失重" (bb atk_scale_lo / atk_scale_hi / mass_level): every damage instance she outputs that is +// no additional (ADDITION) or continuous damage (备注 "可于任何来源于予愿安洁莉娜的、附加伤害以外的伤害的输出伤害时触发"; +// aglna2_t_1[self] ON_OUTPUT_MODIFIER) adds ATK × atk_scale_hi arts on a target whose current weight (失重 included) is at +// most mass_level, else × atk_scale_lo — also when that hit is dodged or absorbed (an output, [ASSUMED]: the hooks +// `damaged` and `dodge`), never on a target with no HP left. While she is airborne every selectable enemy of her attack +// range (ground and air: MassLossAura targetMotion 3) is 失重 (weight −1 level; 同名效果不可叠加: none of hers while +// another 失重 holds it), gone when it leaves the range or she lands (备注 "此天赋的失重效果仅判断自身是否能够阻挡飞行敌人"). +// - T2 天穹间的舞步 "在场时,所有处于起飞状态的友方干员攻击力+13%且阻挡时每秒回复8%的最大生命值" (bb atk, +// hp_recovery_per_sec_by_max_hp_ratio): every 0.2 s (the client ability `_interval`) each allied operator in the air +// block mode (起飞: flag `liftoff`, her included) gets ATK +atk and, while it blocks, 生命回复速度 +ratio × max HP +// (hpRegenRatio — 备注 "生命回复的效果为增加“生命回复速度(百分比)”属性,不受治疗加成和禁疗影响": no heal, 禁疗 does not stop it). +// - S1 极速送达 (被动 ON_DEPLOY, 56 s): a timed deployment skill (activateOnDeploy, trigger NEVER): she takes off at each +// deployment for its duration — range 3-6, ATK +atk, attacks 2 targets (attack@max_target) — and lands when it ends +// (aglna2_s_1[switch_mode] → S1_Landing; the landing clip's length is not modelled). +// - S2 重力自定义 (MANUAL, 22 s, data ACTIVE_RANGE on its 3-10): she takes off at once; for chant_duration (2.5) s she glides +// (吟唱: no attack, 无敌, the control statuses refused — 备注 "持有无敌、不可阻挡、晕眩/冻结/小睡/沉睡免疫,一减状态抵抗率×0") +// while a sweep released from her tile along her direction (备注 "宽3.0×厚1.3、飞行速度6.0的弹道…终点位于前方至多4.0格"; it +// goes through walls) hits each selectable enemy once: an air unit 缚地 buff_duration_ground_bound s, any other 浮空 +// buff_duration_levitate s (aglna2_s_2[enemy]: CheckMotionMode FLY; halved on weight > 3 by both terms). The 22 s, +// ATK +atk and the attack interval change (a flat base_attack_time s) run from the cast (the client's +// `_buffsWhenStartChant` carries them); range 3-10, attacks turn arts and hit attack@max_target targets. `mass_level` +// (10) has no text and no node uses it here [unused — open question]. +// - S3 酸橙的心事 (MANUAL, 30 / 31 bullets, data ACTIVE_RANGE on its 3-9): she takes off; ATK +atk; 对空庇护 +// (damage_resistance: physical / arts damage whose source is an air unit ×(1 − ratio) — aglna2_s_3[damage_reduce]); +// range 3-9 and the 8 tiles around her (attack@attack_range_id x-4); each attack hits at most attack@max_walk_target +// ground enemies and fills up to attack@max_target with flyers (her two selectors: ground ≤ 3, air) for attack@atk_scale +// × ATK physical; every flyer of her range moves ×(1 − move_speed) (备注 "对飞行单位的减速效果无视其可选性"). The move (备注; +// aglna2_s_3[mode], every 0.1 s): blocking nothing, with an unblocked flyer she can block inside the ORIGINAL 3-9 — of +// her deployment tile and direction —, she flies to its tile (not a start / end tile, any deploy type but not +// impassable, empty or holding her marker) at 2 tiles/s ([ASSUMED]: the client's movement `_finalSpeed`), meanwhile +// 无敌, 禁疗, disarmed, blocking nothing and refusing control statuses (aglna2_s_3[fly_passive]), and lands there by a +// 【移动】 (Battle.moveRedeploy: a new deployment, the skill and its bullets kept), re-picking the best target on arrival +// [ASSUMED: the client re-selects every 0.1 s in flight]; her attack range stays the original 3-9 — anchored on her +// deployment tile (extra range keys) — plus the 8 tiles around her (备注 "不影响攻击范围"; the client's located-range +// abilities). Off her deployment tile, “一会儿见!” marks it (备注 "每次移动后若不位于初始位置且初始位置不存在标志物…部署一个"). +// When the skill ends she goes back there by a 【移动】 (the marker leaves) unless she is knocked out. +// - “一会儿见!” (its kit below): 无敌, 孤立, 不可选中 by enemies, blocks nothing, no attack (PRTS 备注; token_aglna2_passive). +// It is the skill's placeholder (skchr_aglna2_3 `_placeholderTokenKey`), not a player's summon: the data marks it +// placeable (the prep hands a piece out with S3 — open question), so a placed piece is used as that marker and never +// deploys by itself (`deferDeploy`; its tile stays reserved); without one the skill summons it. + +import { num, talentBb, skillRec, batMod, up, installAura, toggleBuff } from '../shared/tier1.js'; +import { absoluteRangeKeys, canTargetEnemy, sortEnemyTargets } from '../../../targeting.js'; +import { bodyInKeys } from '../../../body.js'; +import { hasHp } from '../../../damage.js'; +import { RESIST_STATUSES } from '../../../buffs.js'; +import { TICK } from '../../../constants.js'; + +const S1 = 'skchr_aglna2_1'; +const S2 = 'skchr_aglna2_2'; +const S3 = 'skchr_aglna2_3'; +/** “一会儿见!”, the marker of her deployment tile while S3 has moved her off it. */ +export const MARKER = 'token_10071_aglna2_agairp'; +/** 起飞 (ba.liftoff): air block mode + 对地规避 (as 蒂比's kit). */ +const LIFTOFF = Object.freeze({ liftoff: true, blockFly: true }); +/** range x-4: her tile and the eight around it (S3 attack@attack_range_id). */ +const X4 = Object.freeze([[1, -1], [1, 0], [1, 1], [0, -1], [0, 0], [0, 1], [-1, -1], [-1, 0], [-1, 1]]); +const ANY = Object.freeze({ canHitFly: true }); +/** S2's sweep (PRTS 备注; projectile_chr_aglna2_s2_fly `_speed` 6, `_distanceMax` 4). */ +const GLIDE_SPEED = 6, GLIDE_DIST = 4, GLIDE_HALF_WIDTH = 1.5, GLIDE_HALF_THICK = 0.65; +/** S3's flight speed (projectile_chr_aglna2_s3_fly `_finalSpeed` 2) [ASSUMED constant]. */ +const MOVE_SPEED = 2; +/** S3's move check (aglna2_s_3[mode] / the flight's `_selectorRefreshInterval`). */ +const MOVE_CHECK = 0.1; +/** T2's refresh (the client ability `_interval` 0.2). */ +const DANCE_IV = 0.2; +const CHANT_KEY = 'aglna2:chant'; +const MOVE_KEY = 'aglna2:move'; +const TAG_EXTRA = 'aglna2:extra'; + +const bbOf = (chess, id) => skillRec(chess, id)?.bb ?? {}; +const skillOn = (unit, id) => !!(unit.skill && unit.skill.active && unit.skill.id === id); +const keyOf = (r, c) => `${r},${c}`; + +function takeOff(battle, unit) { + battle.releaseBlocked(unit); // 起飞 "不阻挡地面敌人": the ground enemies she held walk on + battle.fx('takeoff', { x: unit.x, y: unit.y, id: unit.id }); +} +function land(battle, unit) { battle.releaseBlocked(unit); } // the flyers she held + +/** “一会儿见!”'s kit: 无敌, 孤立, not selectable by enemies, blocks nothing, no attack, no skill. */ +function markerKit() { + return { + skill: null, + trait: { noAttack: true }, + install(battle, t) { + battle.addBuff(t, { key: 'trait:aglna2:marker', flags: { invulnerable: true, untargetable: true, isolated: true, noBlock: true, noHeal: true }, persist: true, allowDead: true }); + }, + }; +} + +/** S2's sweep from (x0, y0) along `fwd`: each selectable enemy once — an air unit 缚地 `gb` s, any other 浮空 `lev` s. */ +function glide(battle, unit, lev, gb) { + const [fr, fc] = unit.fwd; + const x0 = unit.x, y0 = unit.y, t0 = battle.time; + const hit = new Set(); + const sweep = () => { + const lead = Math.min(GLIDE_DIST, (battle.time - t0) * GLIDE_SPEED); + for (const e of battle.enemies) { + if (hit.has(e) || !canTargetEnemy(unit, e, ANY)) continue; + const dx = e.x - x0, dy = e.y - y0; + const along = dx * fc + dy * fr, side = Math.abs(dx * fr - dy * fc); + if (side > GLIDE_HALF_WIDTH + 1e-9 || along < -GLIDE_HALF_THICK - 1e-9 || along > lead + GLIDE_HALF_THICK + 1e-9) continue; + hit.add(e); + if (e.isFlying) battle.applyStatus(e, 'groundbind', { duration: gb, source: unit }); + else battle.applyStatus(e, 'levitate', { duration: lev, source: unit }); + } + return lead >= GLIDE_DIST; + }; + battle.fx('dash', { x: x0, y: y0, id: unit.id, tx: x0 + fc * GLIDE_DIST, ty: y0 + fr * GLIDE_DIST, t: GLIDE_DIST / GLIDE_SPEED }); + if (sweep()) return; + battle.every(TICK, (b, sched) => { if (sweep()) sched.cancel(); }); +} + +export default { + char_1015_aglna2: (bb, chess) => { + const t0 = talentBb(chess, 0); // atk_scale_lo / atk_scale_hi / mass_level + const t1 = talentBb(chess, 1); // atk / hp_recovery_per_sec_by_max_hp_ratio + const b1 = bbOf(chess, S1), b2 = bbOf(chess, S2), b3 = bbOf(chess, S3); + const r1 = skillRec(chess, S1), r2 = skillRec(chess, S2), r3 = skillRec(chess, S3); + const g39 = (r3?.rangeGrid ?? []).map((p) => [p[0], p[1]]); + const seen = new Set(g39.map(([r, c]) => keyOf(r, c))); + const g39x4 = [...g39, ...X4.filter(([r, c]) => !seen.has(keyOf(r, c))).map((p) => [p[0], p[1]])]; + const maxT3 = Math.max(1, Math.floor(num(b3['attack@max_target'], 4))); + const maxWalk3 = Math.max(0, Math.floor(num(b3['attack@max_walk_target'], maxT3))); + // S3's running range: the original 3-9 with the eight tiles around her; once she has moved, the eight around her and + // the 3-9 of her deployment tile (extra range keys) — a per-unit object Battle._refreshRange reads + const s3Targeting = { rangeGrid: g39x4, maxTargets: maxT3 }; + // S3's per-activation state: her deployment tile / direction, the flight under way, the marker + let st = null; + + /** The original 3-9 of her deployment tile (S3 "原技能范围"), grown by her permanent rangeExtend. */ + const keys39 = (unit) => absoluteRangeKeys(g39, st.r0, st.c0, st.dir0, unit.s.baseRangeExtend || 0); + const atHome = (unit) => !!st && unit.tileR === st.r0 && unit.tileC === st.c0; + /** May she (blocking nothing) block flyer `e` once there: unblocked, no 无法被阻挡 state, room for its weight. */ + const blockable = (unit, e) => !e.blockedBy && !e.s.flags.unblockable && !e.s.flags.levitate && !e.s.flags.fear && !e.s.flags.attract + && (e.blockWeight ?? 1) <= unit.s.blockCnt; + /** A tile her S3 may take: on the field, not impassable, no start / end tile, not hers, empty or her marker's. */ + function tileOk(battle, unit, r, c) { + if (!battle.grid.inRect(r, c) || (r === unit.tileR && c === unit.tileC)) return false; + const tile = battle.grid.tile(r, c); + if (tile.pass === 'NONE' || tile.special) return false; + if (battle.downOn(r, c)) return false; + const occ = battle.unitAt(r, c); + return !occ || !occ.alive || (!!st && occ === st.marker); + } + /** The flyer (and its tile) her S3 should fly to now, or null. */ + function moveTarget(battle, unit) { + const cands = battle.enemiesInKeys(keys39(unit), unit, ANY).filter((e) => e.isFlying && blockable(unit, e)); + sortEnemyTargets(battle, unit, cands, null); + for (const e of cands) { + const r = Math.round(e.y), c = Math.round(e.x); + if (tileOk(battle, unit, r, c)) return { e, r, c }; + } + return null; + } + function placeMarker(battle, unit) { + if (!st || (st.marker && st.marker.alive)) return; + const piece = battle.allyUnits.find((t) => t.kind === 'token' && t.defId === MARKER && t.ownerUnit === unit && t.uid != null && !t.alive && !t.removed); + if (piece && battle.redeploy(piece, { free: true, tile: [st.r0, st.c0] })) { st.marker = piece; return; } + st.marker = battle.spawnToken(unit, MARKER, st.r0, st.c0, { kit: markerKit() }); + } + function dropMarker(battle) { + const m = st && st.marker; + if (m && m.alive) battle.retreat(m, { reason: 'expired', permanent: m.uid == null }); + if (st) st.marker = null; + } + /** Her S3 range for where she stands: the 3-9 ∪ x-4 at home; away, the x-4 here + the anchored 3-9 (extra keys). */ + function anchorRange(battle, unit) { + if (!st || atHome(unit)) { + s3Targeting.rangeGrid = g39x4; + battle.setExtraRange(unit, null); + } else { + s3Targeting.rangeGrid = X4; + battle.setExtraRange(unit, keys39(unit)); + } + } + /** A 【移动】 of S3 onto (r, c); the marker follows the rules of the 备注. */ + function moveTo(battle, unit, r, c) { + const home = r === st.r0 && c === st.c0; + if (home) dropMarker(battle); + const from = { x: unit.x, y: unit.y }; + if (!battle.moveRedeploy(unit, r, c)) return false; + battle.fx('blink', { x: unit.x, y: unit.y, id: unit.id, fx: from.x, fy: from.y }); + if (!home) placeMarker(battle, unit); + anchorRange(battle, unit); + return true; + } + + return { + trait: { blockFly: false }, // the profession's permanent air block: only while airborne here + skills: { + [S1]: { + kind: 'duration', activateOnDeploy: true, spCost: 0, spType: 'none', trigger: 'NEVER', + mods: { atkPct: num(b1.atk) }, flags: LIFTOFF, + targeting: { rangeGrid: r1?.rangeGrid ?? null, maxTargets: Math.max(1, Math.floor(num(b1['attack@max_target'], 1))) }, + onStart({ battle, unit }) { takeOff(battle, unit); }, + onEnd({ battle, unit }) { land(battle, unit); }, + }, + [S2]: { + kind: 'duration', + mods: { atkPct: num(b2.atk), batPct: batMod(b2.base_attack_time, chess) }, flags: LIFTOFF, + targeting: { rangeGrid: r2?.rangeGrid ?? null, maxTargets: Math.max(1, Math.floor(num(b2['attack@max_target'], 1))) }, + attack: { dmgType: 'arts' }, + onStart({ battle, unit }) { + takeOff(battle, unit); + const chant = num(b2.chant_duration); + if (chant > 0) battle.addBuff(unit, { key: CHANT_KEY, duration: chant, flags: { disarm: true, invulnerable: true }, tags: ['skill'] }); + glide(battle, unit, num(b2.buff_duration_levitate), num(b2.buff_duration_ground_bound)); + }, + onEnd({ battle, unit }) { battle.removeBuff(unit, CHANT_KEY); land(battle, unit); }, + }, + [S3]: { + kind: 'ammo', + ammo: Math.max(1, Math.floor(num(b3['attack@trigger_time'], 1))), + mods: { atkPct: num(b3.atk) }, flags: LIFTOFF, + targeting: s3Targeting, + attack: { atkScale: num(b3['attack@atk_scale'], 1) }, + onStart({ battle, unit, skill }) { + takeOff(battle, unit); + st = { r0: unit.tileR, c0: unit.tileC, dir0: unit.dir, act: skill.activations, flight: null, marker: null }; + s3Targeting.rangeGrid = g39x4; + }, + onEnd({ battle, unit, reason }) { + if (st) st.flight = null; + battle.removeBuff(unit, MOVE_KEY); + dropMarker(battle); + // back to her deployment tile by a 【移动】 (备注 "技能结束时若位于初始位置则降落;否则执行一次以初始位置为目标的返回移动") + if (reason !== 'death' && st && !atHome(unit) && unit.alive && unit.deployed) { + const from = { x: unit.x, y: unit.y }; + if (battle.moveRedeploy(unit, st.r0, st.c0)) battle.fx('blink', { x: unit.x, y: unit.y, id: unit.id, fx: from.x, fy: from.y }); + } + st = null; + s3Targeting.rangeGrid = g39x4; + battle.setExtraRange(unit, null); + land(battle, unit); + }, + }, + }, + talents: [ + { install(battle, unit) { // 飘浮大地之上: the arts addition on every output of hers; 失重 in her range while airborne + battle.removeBuff(unit, 'trait:skywalker'); // (the profession's permanent blockFly) + const hi = num(t0.atk_scale_hi), lo = num(t0.atk_scale_lo), mass = num(t0.mass_level, 3); + const extra = (target, dmg) => { + if (!up(unit) || !target || target.side !== 'enemy' || !target.alive || !hasHp(target) || !dmg) return; + if (dmg.type === 'element' || dmg.type === 'elemental' || (dmg.tags && (dmg.tags.includes(TAG_EXTRA) || dmg.tags.includes('dot')))) return; + const s = target.weight <= mass ? hi : lo; + if (s > 0) battle.dealDamage(unit, target, { amount: unit.s.atk * s, type: 'arts', tags: ['talent', TAG_EXTRA] }); + }; + battle.on('damaged', (ctx) => { if (ctx.source === unit && ctx.type !== 'element') extra(ctx.target, ctx.dmg); }, { owner: unit }); + battle.on('dodge', (ctx) => { if (ctx.source === unit) extra(ctx.target, ctx.dmg); }, { owner: unit }); + // 失重 (同名效果不可叠加) on every selectable enemy of her range while she is airborne + const myKey = `aglna2:weightless:${unit.id}`; + battle.on('tick', () => { + const on = up(unit) && !!unit.s.flags.liftoff; + const inRange = on ? new Set(battle.enemiesInKeys(unit.rangeKeys, unit, ANY)) : null; + for (const e of battle.enemies) { + const mine = e.findBuff(myKey); + const want = on && e.alive && inRange.has(e) && !e.buffs.some((b) => b.status === 'weightless' && b.key !== myKey); + if (want && !mine) battle.addBuff(e, { key: myKey, status: 'weightless', visible: true, mods: { massFlat: -1 }, source: unit }); + else if (!want && mine) battle.removeBuff(e, mine); + } + }, { owner: unit }); + } }, + { install(battle, unit) { // 天穹间的舞步: airborne allied operators ATK +atk, and 生命回复速度 while they block + const atk = num(t1.atk), regen = num(t1.hp_recovery_per_sec_by_max_hp_ratio); + if (!(atk > 0) && !(regen > 0)) return; + installAura(battle, unit, { + key: 'talent:aglna2:dance', value: atk, interval: DANCE_IV, + select: (a) => a.kind === 'op' && !!a.s.flags.liftoff, + mods: (a) => (regen > 0 && a.blocking.length > 0 ? { atkPct: atk, hpRegenRatio: regen } : { atkPct: atk }), + }); + } }, + ], + install(battle, unit) { + const sid = unit.skill?.id; + // the 吟唱 (S2) and the flight (S3) refuse every control status (一减状态抵抗率×0) + battle.on('beforeStatus', (ctx) => { + if (ctx.target !== unit || !RESIST_STATUSES.has(ctx.status) || (ctx.source && ctx.source.side === 'ally')) return; + if (unit.findBuff(CHANT_KEY) || unit.findBuff(MOVE_KEY)) ctx.cancel = true; + }, { owner: unit }); + // a placed “一会儿见!” piece is S3's marker: it never deploys by itself + for (const t of battle.allyUnits) { + if (t.kind !== 'token' || t.defId !== MARKER || t.ownerUnit !== unit || t.alive || t.deployed) continue; + if (t.kit) battle.offOwner(t); + battle._setupUnit(t, markerKit()); + if (sid === S3) t.deferDeploy = true; + } + if (sid !== S3) return; + const dr = num(b3.damage_resistance), slow = -num(b3.move_speed); + const aspdB = num(b3['aglna2_s_3[blocked].attack_speed']), aspdU = num(b3['aglna2_s_3[unblocked].attack_speed']); + if (aspdB) toggleBuff(battle, unit, 'skill:aglna2:blocked', () => skillOn(unit, S3) && unit.blocking.length > 0, { aspd: aspdB }); + if (aspdU) toggleBuff(battle, unit, 'skill:aglna2:unblocked', () => skillOn(unit, S3) && unit.blocking.length === 0, { aspd: aspdU }); + // 对空庇护: physical / arts damage from an air unit ×(1 − damage_resistance) + if (dr > 0) { + battle.on('hit', (ctx) => { + const s = ctx.source, d = ctx.dmg; + if (ctx.target !== unit || !skillOn(unit, S3) || !s || !s.isFlying || !d || (d.type !== 'phys' && d.type !== 'arts')) return; + if (d.tags && d.tags.includes('dot')) return; + d.mul = (d.mul ?? 1) * (1 - dr); + }, { owner: unit }); + } + // at most attack@max_walk_target ground targets, flyers up to attack@max_target + battle.on('beforeAttack', (ctx) => { + if (ctx.attacker !== unit || !skillOn(unit, S3)) return; + const prof = ctx.profile || unit.profile; + const cands = battle.enemiesInKeys(unit.rangeKeys, unit, prof); + for (const e of battle.blockedTargets(unit, prof)) if (!cands.includes(e)) cands.push(e); + if (!cands.length) return; + sortEnemyTargets(battle, unit, cands, prof.priority); + let g = 0; + const out = []; + for (const e of cands) { + if (out.length >= maxT3) break; + if (!e.isFlying) { if (g >= maxWalk3) continue; g++; } + out.push(e); + } + if (out.length) ctx.targets = out; + }, { owner: unit }); + battle.on('tick', () => { + if (!skillOn(unit, S3) || !up(unit)) return; + // the flyers of her range move ×(1 − move_speed), selectable or not + if (slow > 0) { + const keys = unit.rangeKeySet; + for (const e of battle.enemies) { + if (!e.alive || e.hidden || !e.isFlying || !keys || !bodyInKeys(e, keys)) continue; + battle.applyStrongest(e, 'aglna2:airSlow', { duration: MOVE_CHECK * 2, value: slow, mods: (v) => ({ moveMul: 1 - v }), source: unit }); + } + } + }, { owner: unit }); + // the move (every MOVE_CHECK s): fly to a blockable flyer of the original 3-9 while she blocks nothing + battle.every(MOVE_CHECK, () => { + if (!st || !skillOn(unit, S3) || !up(unit) || st.flight || !unit.canAct || unit.blocking.length) return; + const tgt = moveTarget(battle, unit); + if (!tgt) return; + const dur = Math.hypot(tgt.r - unit.tileR, tgt.c - unit.tileC) / MOVE_SPEED; + const act = unit.skill.activations; + st.flight = tgt; + battle.releaseBlocked(unit); + battle.addBuff(unit, { key: MOVE_KEY, duration: dur + 1, flags: { disarm: true, invulnerable: true, noHeal: true, noBlock: true }, tags: ['skill'] }); + battle.fx('dash', { x: unit.x, y: unit.y, id: unit.id, tx: tgt.c, ty: tgt.r, t: dur }); + battle.after(dur, () => { + battle.removeBuff(unit, MOVE_KEY); + if (!st || !skillOn(unit, S3) || unit.skill.activations !== act || !up(unit)) return; + st.flight = null; + const now = moveTarget(battle, unit); + if (now) moveTo(battle, unit, now.r, now.c); + }, { owner: unit }); + }, { owner: unit }); + // knocked out / withdrawn: the marker leaves and the anchored range is dropped (S3's onEnd runs before the + // removal finishes; this covers a removal with no skill end) + battle.on('death', (ctx) => { + if (ctx.unit !== unit) return; + dropMarker(battle); + battle.setExtraRange(unit, null); + }, { owner: unit }); + }, + }; + }, +}; diff --git a/server/sim/content/kits/ops/op-doroth.js b/server/sim/content/kits/ops/op-doroth.js new file mode 100644 index 00000000..3eb2ecfc --- /dev/null +++ b/server/sim/content/kits/ops/op-doroth.js @@ -0,0 +1,292 @@ +// server/sim/content/kits/ops/op-doroth.js — 多萝西 (char_4048_doroth) 自选 operator kit: 6★ 陷阱师 (特种), an owned-6★ pick +// of the tier-5 and tier-6 自选 slots; every skill, both talents, the trait, both modules (TRP-Y 童话书, TRP-X 梦中人) at +// every form, and the kit of her trap 共振装置 (token_10025_doroth_recttp). Kit contract and the 自选 rules: ../README.md +// ("How to add an operator (自选)"). +// +// Forms (data/backups.json units.char_4048_doroth): normal = E2 Lv1, skills at rank 4, no module; elite = E2 Lv60, rank 7, +// the picked module at stage 1 (tier 5) or 3 (tier 6) — the owner's decision of 2026-10-05. Potential 0 [ASSUMED: no +// account]. Sources: character_table / skill_table / battle_equip_table / token_table (zh_CN, as built into backups.json), +// PRTS 多萝西 / 共振装置 (备注) and 分支特性信息 §陷阱师, and the client's battle data (charpack char_4048_doroth: SpawnTokens, +// KillTokens, the T2 mode switch; skills skchr_doroth_1–3 / sktok_doroth_1–3; equips doroth_equip_1_* / 2_3_p1; buff +// templates doroth_t_2, doroth_token[*], trapper_e_trait[*], doroth_e_003[advanced_spawn_token], charge_token[refresh], +// trigger_charge_token, die_to_kill_token). +// - Trait (陷阱师) "可以使用陷阱来协助作战,但陷阱无法放置于敌人已在的格子中": ranged physical arrows, 3-3, hits air units +// (分支特性信息 "可对空"; the data's canHitFly over the profession table), blocks 1, ground enemies target her. Her traps +// never (re)deploy on a tile a ground enemy stands on (分支特性信息: "适用飞行单位判定的敌人(如浮空、近地悬浮)不影响陷阱的部署") +// and leave when she leaves the field (分支特性信息 "干员离场后,附属的陷阱随之消失"; die_to_kill_token). +// - The traps in this mode: her 共振装置 are hand pieces the player places (data `placeable`; the prep hands out a stack — +// content/tokens.js, server/match/player/diy.js). Placed pieces deploy with the board, free and ignoring her stock (PRTS +// 卫戍协议/帮助 "所有手动部署的召唤物,无视所属干员的持有状态…作战开始时立即部署一次"); a used-up one stays its tile's piece and +// comes back there (PRTS "若召唤物在战斗期间退场,将在满足条件后立即原地再部署1个") once the deployment conditions hold: she is on +// the field, her stock holds a trap, the token card's redeploy time has run since the last trap deployment (data +// respawnTime 5 s: 备注 "…会让共振装置进入再部署CD"), its player has its cost in DP (3; TRP-X 2), fewer of her traps than +// the deploy limit stand (data deployLimit 10; TRP-X 13 — 备注 "陷阱部署上限与最多拥有数量相同") and no ground enemy is on +// the tile; one piece per check (uid order), paying the cost and spending one trap. +// - T1 共振装置 "可以使用8个共振装置(最多拥有10个),踩上去的第一个敌人会触发其效果,部署后立刻在攻击范围内召唤2个共振装置" +// (bb cnt, attack@max_cnt; TRP-X: 13 and stage 3: 3): her stock is refilled to cnt at each deployment (charge_token[refresh]) +// and holds at most the deploy limit; at each deployment attack@max_cnt traps appear on free melee tiles of her attack +// range with no ground enemy (the enemies' ground paths first, random among equals — [ASSUMED]: the client's selector +// filter 16 is not decoded), spending no trap but counting toward the limit (备注); the placed pieces off the field keep +// their slots (no summon takes one) [ASSUMED]. 阻回 while the stock is full (备注; `_stopSpWhenTokenIsFull`). +// - 共振装置 (its kit below): 不会受到攻击 (data: untargetable), blocks nothing, no normal attack. The first selectable ground +// enemy standing on its tile (sktok_doroth_* SkillTrigger: targetMotion ground, range 0-1; the earliest spawned of +// several) sets it off — the effect of the token skill of her pick (bySkill), with her current ATK (PRTS "技能伤害始终借用 +// 持有者的攻击力计算"), from the trap (its source) —, then it withdraws (doroth_token[withdraw]; the blast fx carries +// `consumed`). S1 危险目标清除: that enemy takes atk_scale × ATK physical and DEF ×(1 + def) for `duration` s (formula +// FINAL_SCALER: the catalogue `defDown`). S2 流沙区域生成: every selectable ground enemy within 1.2 (备注 "陷阱爆炸范围为1.2半径 +// 的圆") takes atk_scale × ATK physical and 束缚 `duration` s — `duration_2` s when it hit only one (cnt_2). S3 +// 高速共振排障: every selectable ground enemy on the trap's x-6 takes atk_scale × ATK arts and 停顿 `sluggish` s, and every +// other trap of hers on that x-6 goes off `interval` s later (备注 "延迟触发时长为2s"; doroth_token_s3[trigger]: once — a +// trap already waiting keeps its time [ASSUMED]), with no enemy needed, and sets off its own x-6 the same way. +// - T2 梦想家 "陷阱触发后,多萝西获得2%的攻击力,最多叠加10层" (bb atk, max_stack_cnt; TRP-Y stage 3: 4%): every trap that goes +// off gives her one stack (ATK +atk, 直接乘算) until she leaves the field; with S1 / S2 before its damage, with S3 after +// it (备注). Full stacks switch her attack mode (doroth_t_2 SwitchMode: the Attack_2 clip — cosmetic here). +// - TRP-Y 童话书 "有20%概率部署造成2倍伤害的陷阱" (trait bb prob, atk_scale): each trap deployment rolls prob; such a trap deals +// ×atk_scale (trapper_e_trait[token_atk_scale] AtkScaleUp; the red "!" — fx 'mark'). Stage 3: T2 4 %. +// - TRP-X 梦中人: traps cost 1 less and the limit is 13 (the token's module stats), T1 "最多拥有13个"; stage 3: T1 summons 3 and +// "部署共振装置时有50%概率在攻击范围内额外召唤一个共振装置" (hidden talent prob, max_cnt, rangeGrid): on each deployment of a +// placed piece (备注 "仅手动部署的共振装置可触发模组3级效果" — the pieces the player placed [ASSUMED]: the start deployment and +// the redeploys) prob to summon max_cnt more on a tile as T1's, within the limit, spending no trap and ignoring the card's +// redeploy time but restarting it (备注); and when her T2 stacks fill (her attack mode switch) every placed piece standing +// rolls again (备注 "多萝西切换攻击模式时…为所有已手动部署的共振装置重新判定“概率额外召唤”"). +// - S1 / S2 / S3 (AUTO, 19 / 16 SP, the data's DEFAULT): 被动效果 = the trap's effect above; 主动效果 "立即获得一个陷阱" (bb cnt): +// +cnt to her stock (trigger_charge_token). The cast acts on herself only, so it fires as soon as its SP is full +// (`trigger: 'SP_FULL'` — the owner's AUTO rule, kits/README.md checklist 5; skchr_doroth_* `_allowNoTarget`). + +import { num, talentBb, moduleBb, traitBb, up, toggleBuff, summonTileFree } from '../shared/tier1.js'; +import { absoluteRangeKeys, canTargetEnemy } from '../../../targeting.js'; +import { bodyOnTile } from '../../../body.js'; +import { COLS } from '../../../constants.js'; + +const S1 = 'skchr_doroth_1'; +const S2 = 'skchr_doroth_2'; +const S3 = 'skchr_doroth_3'; +/** 共振装置, her trap. */ +export const RESONATOR = 'token_10025_doroth_recttp'; +const TS1 = 'sktok_doroth_1'; +const TS2 = 'sktok_doroth_2'; +const TS3 = 'sktok_doroth_3'; +/** S2's blast (PRTS S2 备注 "陷阱爆炸范围为1.2半径的圆"). */ +const S2_RADIUS = 1.2; +/** S3's area when the token skill carries no grid: range x-6 (the cross of radius 2). */ +const X6 = Object.freeze([[2, 0], [1, 0], [0, -2], [0, -1], [0, 0], [0, 1], [0, 2], [-1, 0], [-2, 0]]); +/** S3's delayed trigger when the blackboard carries none (PRTS 备注 "延迟触发时长为2s"). */ +const S3_DELAY = 2; +/** How often a used-up piece checks its redeploy conditions. */ +const WATCH = 0.25; +const GROUND = Object.freeze({ canHitFly: false, groundOnly: true }); +const DREAM_KEY = 'talent:doroth:dream'; + +const tokenOf = (t) => t && t.kind === 'token' && t.defId === RESONATOR; +/** A ground enemy stands on tile (r, c) — a huge one on any tile of its body (body.js); air units never count. */ +function groundEnemyOn(battle, r, c) { + for (const e of battle.enemies) { + if (!e.alive || e.hidden || e.isFlying) continue; + if (e.hitArea ? bodyOnTile(e, r, c) : Math.abs(e.x - c) <= 0.5 && Math.abs(e.y - r) <= 0.5) return true; + } + return false; +} + +export default { + char_4048_doroth: (bb, chess) => { + const t0 = talentBb(chess, 0); // cnt, attack@max_cnt + const t1 = talentBb(chess, 1); // atk, max_stack_cnt + const tb = traitBb(chess); // TRP-Y: prob, atk_scale + const hidden = moduleBb(chess); // TRP-X stage 3: prob, max_cnt + const hiddenGrid = (chess?.talents ?? []).find((t) => t && t.index === -1 && t.rangeGrid)?.rangeGrid ?? null; + const stockRefill = Math.max(0, Math.floor(num(t0.cnt, 0))); + const onDeploy = Math.max(0, Math.floor(num(t0['attack@max_cnt'], 0))); + const dream = { atk: num(t1.atk), max: Math.max(0, Math.floor(num(t1.max_stack_cnt, 0))) }; + const dbl = { prob: num(tb.prob), scale: num(tb.atk_scale, 1) }; + const extra = { prob: num(hidden.prob), cnt: Math.max(0, Math.floor(num(hidden.max_cnt, 0))) }; + // her trap stock, the card's ready time, whether her T2 has filled this deployment, the deploy limit (per unit: the + // factory runs per unit; also `unit.trait.doroth` for diagnostics and tests) + const D = { stock: 0, readyAt: -Infinity, full: false, limit: Infinity }; + + const traps = (battle, unit) => battle.allyUnits.filter((t) => tokenOf(t) && t.ownerUnit === unit); + const standing = (battle, unit) => traps(battle, unit).filter((t) => t.alive).length; + /** Placed pieces still to come (not on the field, not gone): the T1 summons leave their slots free. */ + const waiting = (battle, unit) => traps(battle, unit).filter((t) => t.uid != null && !t.alive && !t.removed).length; + + /** The token's deploy limit for her loadout (variant stats, the module's when it carries one); her max stock too. */ + function limitOf(battle, unit) { + const raw = battle.data.rawToken?.(RESONATOR); + const v = raw?.variants?.[unit.def?.tokenOwner]; + const mod = unit.def?.loadout?.moduleId; + const n = num(v?.byModule?.[mod]?.stats?.deployLimit, num(v?.stats?.deployLimit, num(raw?.deployLimit, 0))); + if (n > 0) return n; + const m = String(chess?.talents?.find((t) => t && t.index === 0)?.desc ?? '').match(/最多拥有(\d+)个/); + return m ? +m[1] : Infinity; + } + + /** Free melee tiles of her range (or of `grid` around her) with no ground enemy: enemy paths first, then random. */ + function summonTiles(battle, unit, grid = null) { + const keys = grid ? absoluteRangeKeys(grid, unit.tileR, unit.tileC, unit.dir, unit.s.rangeExtend || 0) : unit.rangeKeys || []; + const path = battle.groundPathTiles(); + const out = []; + for (const k of keys) { + const r = Math.floor(k / COLS), c = k % COLS; + if (!summonTileFree(battle, r, c) || !battle.grid.canStand(r, c) || groundEnemyOn(battle, r, c)) continue; + out.push({ r, c, p: path.has(k) ? 0 : 1 }); + } + battle.rng.shuffle(out); + return out.sort((a, b) => a.p - b.p); + } + + /** Summon up to `n` traps (no stock spent) on summonTiles, within the limit (`room` more at most). */ + function summon(battle, unit, n, grid = null, room = Infinity) { + let left = Math.min(n, room, D.limit - standing(battle, unit)); + if (!(left > 0)) return 0; + let made = 0; + for (const { r, c } of summonTiles(battle, unit, grid)) { + if (left <= 0) break; + const t = battle.spawnToken(unit, RESONATOR, r, c, { kit: trapKit(unit) }); + if (!t) continue; + battle.fx('summon', { x: t.x, y: t.y, id: t.id, token: RESONATOR }); + left--; made++; + } + return made; + } + + /** TRP-X stage 3 on a placed piece's deployment (and her mode switch): prob to summon max_cnt more. */ + function rollExtra(battle, unit) { + if (!(extra.prob > 0) || !(extra.cnt > 0) || !up(unit) || !battle.rng.chance(extra.prob)) return; + summon(battle, unit, extra.cnt, hiddenGrid, D.limit - standing(battle, unit) - waiting(battle, unit)); + } + + /** 梦想家: one stack (to max_stack_cnt); full stacks are her attack mode switch (TRP-X stage 3 re-rolls). */ + function dreamStack(battle, unit) { + if (!up(unit) || !(dream.atk > 0) || !(dream.max > 0)) return; + const b = unit.findBuff(DREAM_KEY); + const n = b ? b.stacks : 0; + if (n >= dream.max) return; + battle.addBuff(unit, { key: DREAM_KEY, refresh: 'stack', stacks: 1, maxStacks: dream.max, mods: { atkPct: dream.atk }, tags: ['talent'] }); + if (n + 1 >= dream.max && !D.full) { + D.full = true; + for (const t of traps(battle, unit)) if (t.alive && t.uid != null) rollExtra(battle, unit); + } + } + + /** The trap `t` goes off (`e` = the enemy that stepped on it; null for a delayed S3 trigger). */ + function fire(battle, unit, t, e) { + if (!t.alive || t.mem.dorFired) return; + t.mem.dorFired = true; + const sk = t.def?.skill ?? null; + const tb2 = sk?.bb ?? {}; + const id = sk?.id ?? TS1; + const s3 = id === TS3; + if (!s3) dreamStack(battle, unit); // 备注: with S1 / S2 before the damage + const atk = (unit.s ? unit.s.atk : t.s.atk) * (t.mem.dorDouble ? dbl.scale : 1); + const tags = ['summon', 'trap', 'doroth:trap']; + if (id === TS2) { + const victims = battle.foesInRadius(t.x, t.y, S2_RADIUS, true).filter((x) => canTargetEnemy(t, x, GROUND)); + const dur = victims.length === Math.max(1, Math.floor(num(tb2.cnt_2, 1))) ? num(tb2.duration_2, num(tb2.duration)) : num(tb2.duration); + for (const x of victims) { + battle.dealDamage(t, x, { amount: atk * num(tb2.atk_scale), type: 'phys', isSkill: true, tags }); + if (x.alive && dur > 0) battle.applyStatus(x, 'bind', { duration: dur, source: t }); + } + battle.fx('explode', { x: t.x, y: t.y, r: S2_RADIUS, id: t.id, consumed: true, kind: 'doroth:quicksand' }); + } else if (s3) { + const keys = absoluteRangeKeys(sk?.rangeGrid ?? X6, t.tileR, t.tileC, t.dir, 0); + for (const x of battle.enemiesInKeys(keys, t, GROUND)) { + battle.dealDamage(t, x, { amount: atk * num(tb2.atk_scale), type: 'arts', isSkill: true, tags }); + if (x.alive && num(tb2.sluggish) > 0) battle.applyStatus(x, 'sluggish', { duration: num(tb2.sluggish), source: t }); + } + // 并延迟触发范围内的其他共振装置 + const set = new Set(keys); + const delay = num(tb2.interval, S3_DELAY); + for (const o of traps(battle, unit)) { + if (o === t || !o.alive || o.mem.dorFired || o.mem.dorWaiting || !set.has(o.tileR * COLS + o.tileC)) continue; + o.mem.dorWaiting = true; + const seq = o.deploySeq; + battle.after(delay, () => { if (o.alive && o.deploySeq === seq) fire(battle, unit, o, null); }, { owner: o }); + } + battle.fx('explode', { x: t.x, y: t.y, r: 2, id: t.id, consumed: true, dmgType: 'arts', kind: 'doroth:resonance' }); + dreamStack(battle, unit); // 备注: with S3 after the damage + } else { + if (e && e.alive) { + battle.dealDamage(t, e, { amount: atk * num(tb2.atk_scale), type: 'phys', isSkill: true, tags }); + if (e.alive && num(tb2.duration) > 0 && num(tb2.def) < 0) battle.applyStatus(e, 'defDown', { duration: num(tb2.duration), value: -num(tb2.def), source: t }); + } + battle.fx('explode', { x: t.x, y: t.y, r: 0.6, id: t.id, consumed: true, kind: 'doroth:clear' }); + } + battle.retreat(t, { reason: 'expired', permanent: true }); + } + + /** 共振装置's kit (`unit` = 多萝西): its rolls at each deployment, the trigger, a placed piece kept for its redeploys. */ + function trapKit(unit) { + return { + skill: null, + trait: { noAttack: true }, + install(battle, t) { + battle.on('deploy', (ctx) => { + if (ctx.unit !== t) return; + t.mem.dorFired = false; + t.mem.dorWaiting = false; + t.mem.dorDouble = dbl.prob > 0 && dbl.scale !== 1 && battle.rng.chance(dbl.prob); + if (t.mem.dorDouble) battle.fx('mark', { x: t.x, y: t.y, id: t.id, kind: 'doroth:double' }); + D.readyAt = battle.time + Math.max(0, num(t.base.respawnTime, 0)); + if (t.uid != null) rollExtra(battle, unit); + }, { owner: t }); + battle.on('tick', () => { + if (!t.alive || t.mem.dorFired) return; + let hit = null; + for (const e of battle.enemies) { + if (!canTargetEnemy(t, e, GROUND)) continue; + const on = e.hitArea ? bodyOnTile(e, t.tileR, t.tileC) : Math.abs(e.x - t.tileC) <= 0.5 && Math.abs(e.y - t.tileR) <= 0.5; + if (on && (!hit || e.spawnSeq < hit.spawnSeq)) hit = e; + } + if (hit) fire(battle, unit, t, hit); + }, { owner: t }); + // a placed piece stays its tile's piece (redeployed by her kit's watch), whatever took it off the field + if (t.uid != null) battle.on('death', (ctx) => { if (ctx.unit === t && !battle.finished) t.removed = false; }, { owner: t, priority: -10 }); + }, + }; + } + + const skillSpec = () => ({ + kind: 'instant', trigger: 'SP_FULL', + onStart({ skill }) { // 主动效果:立即获得一个陷阱 + D.stock = Math.min(D.limit, D.stock + Math.max(1, Math.floor(num(skill.bb?.cnt, 1)))); + }, + }); + + return { + skills: { [S1]: skillSpec(), [S2]: skillSpec(), [S3]: skillSpec() }, + talents: [ + { install(battle, unit) { // 共振装置: the pieces' kit, the stock, the summons at each deployment, the redeploys + D.limit = limitOf(battle, unit); + unit.trait.doroth = D; + for (const t of battle.allyUnits) { + if (!tokenOf(t) || t.ownerUnit !== unit || t.alive || t.deployed) continue; + if (t.kit) battle.offOwner(t); // a piece set up before her: drop its generic kit's hooks + battle._setupUnit(t, trapKit(unit)); + } + battle.on('deploy', (ctx) => { + if (ctx.unit !== unit || ctx.move) return; + D.stock = Math.min(D.limit, stockRefill); // charge_token[refresh] + D.full = false; + if (onDeploy > 0) summon(battle, unit, onDeploy, null, D.limit - standing(battle, unit) - waiting(battle, unit)); + }, { owner: unit }); + // her traps leave with her (die_to_kill_token); the placed pieces wait for her return + battle.on('death', (ctx) => { + if (ctx.unit !== unit) return; + for (const t of traps(battle, unit)) if (t.alive) battle.retreat(t, { reason: 'expired', permanent: true }); + }, { owner: unit }); + // a used-up / withdrawn piece comes back on its tile once the deployment conditions hold (see the header) + battle.every(WATCH, () => { + if (!up(unit) || D.stock < 1 || battle.time + 1e-9 < D.readyAt || standing(battle, unit) >= D.limit) return; + const pieces = traps(battle, unit).filter((t) => t.uid != null && !t.alive && !t.removed).sort((a, b) => a.uid - b.uid); + for (const p of pieces) { + if (groundEnemyOn(battle, p.homeR, p.homeC)) continue; + if (battle.redeploy(p, { free: false })) { D.stock--; break; } + } + }, { owner: unit }); + // 阻回 while her stock is full (_stopSpWhenTokenIsFull) + toggleBuff(battle, unit, 'talent:doroth:full', () => D.stock >= D.limit, {}, { flags: { noSp: true } }); + } }, + { install() {} }, // 梦想家: the stacks come with every trap that goes off (fire → dreamStack) + ], + }; + }, +}; diff --git a/server/sim/content/kits/ops/op-ebnhlz.js b/server/sim/content/kits/ops/op-ebnhlz.js new file mode 100644 index 00000000..5bc3ef9f --- /dev/null +++ b/server/sim/content/kits/ops/op-ebnhlz.js @@ -0,0 +1,300 @@ +// server/sim/content/kits/ops/op-ebnhlz.js — 黑键 (char_4046_ebnhlz) 自选 operator kit: 6★ 秘术师 (术师), an owned-6★ pick +// of the tier-5 and tier-6 自选 slots; every skill, both talents, the trait, the three modules (MSC-X 源石骰子收纳盒, MSC-Y +// “乐理阐释者”, MSC-Δ 朽坏传承) at every form, and the kit of his S2 summon 旧日残影 (token_10024_ebnhlz_rcube). Kit contract +// and the 自选 rules: ../README.md ("How to add an operator (自选)"). +// +// Forms (data/backups.json units.char_4046_ebnhlz): normal = E2 Lv1, skills at rank 4, no module; elite = E2 Lv60, rank 7, +// the picked module at stage 1 (tier 5) or 3 (tier 6) — the owner's decision of 2026-10-05. Potential 0 [ASSUMED: no +// account]. Sources: character_table / skill_table / battle_equip_table / token_table (zh_CN, as built into backups.json), +// PRTS 黑键 / 旧日残影 (备注) and 分支特性信息 §秘术师, and the client's battle data (charpack char_4046_ebnhlz: the +// ExChargeAttack abilities, the talent config; skills sktok_ebnhlz_token / skchr_ebnhlz_1–3; buff templates ebnhlz_t_2, +// ebnhlz_e_003_*, ebnhlz_e_004_*). +// - Trait (秘术师) "攻击造成法术伤害,在找不到攻击目标时可以将攻击能量储存起来之后一齐发射(最多3个)" (bb times; MSC-X 4): +// ranged arts bolts, hits air units (分支特性信息 "可对空"), blocks 1, ground enemies target him. The store (分支特性信息: +// "能量储存与攻击占用相同的攻击间隔:…若无有效目标且能量储存数未满,则改为储存一份攻击能量(属于攻击行为)"): when his attack is +// ready and he has no valid target he stores one energy and his attack interval starts again — this kit's own store, +// as 维伊's (op-veen.js; the engine's mystic profile stores one interval after the attack is ready). His next attack +// releases them at its target ("一齐发射"), each hitting for ATK × the attack's scale × the energy scale (talent 1) as +// an arts 普通伤害 attack hit ("由储存能量形成的弹道造成攻击力100%的法术普通伤害"); they land with the main bolt (one +// volley to one target [ASSUMED], as 维伊's), the later ones only on a target still alive. [ASSUMED] a redeployment holds +// no energy. +// - T1 强弱法 "储存的攻击能量造成的伤害提升至135%,可额外储存1份只用于攻击精英或领袖敌人的攻击能量" (bb atk_scale, times_2; MSC-X +// stage 3: 1.43): every stored energy ×atk_scale; one more energy (the client's ExChargeAttack `_exProjectileKey`, +// targetValidator enemyLevelMask 6 = ELITE | BOSS) stored once the trait's are full (备注 "通常情况下此“额外攻击能量”将在 +// 特性能量全部储存完毕后再尝试储存") and released only by an attack on an elite or leader enemy (kept otherwise). +// - T2 倚音 "若攻击目标周围没有其他敌人,攻击对其额外造成相当于攻击力15%的法术伤害" (bb atk_scale, cnt 0, range_radius 1.1): per +// projectile — the main bolt and every energy (备注 "主攻击与每个攻击能量分别独立触发") — with at most `cnt` other selectable +// enemies within range_radius of the target (中点判定; 备注 "可以攻击的装置类不影响判定"), ATK × atk_scale arts on it. +// MSC-Y stage 3 (atk_scale 0.2, atk_scale_2 0.36): otherwise ATK × atk_scale_2 arts splash on each of those others (备注 +// "额外伤害的影响对象不包括主目标"; ebnhlz_e_003_t_2 AOEDamage SPLASH, every motion). MSC-Δ stage 3 (atk_scale 0.3, +// element_atk_scale 0.3): and, on a target in its 凋亡 burst (its `apoptosisBurst` lock — ebnhlz_e_004[t_2_ele] +// IsTargetInEPBreakRecovery DARK), ATK × element_atk_scale 元素伤害 after the arts (备注 "先造成法术伤害,后造成元素伤害"). +// - MSC-X 源石骰子收纳盒: trait times 4 (above), attributes in the stats (ATK, ASPD). MSC-Y “乐理阐释者” "拥有已储存的攻击 +// 能量时,攻击速度+30" (hidden module talent attack_speed): while any energy is stored (ebnhlz_e_003_trait: charge or ex +// charge > 0). MSC-Δ 朽坏传承 "造成法术伤害时附带相当于8%伤害的凋亡损伤" (hidden ep_damage_ratio): every arts damage he deals +// that removes HP attaches ep_damage_ratio × that damage of 凋亡损伤 (ebnhlz_e_004_tr ON_AFTER_OUTPUT_DAMAGE; the SIM.md +// §7.2 convention "伤害N%的…损伤" = × the HP damage dealt); his 旧日残影 too (PRTS "旧日残影造成的伤害也可以附加相应的凋亡损伤", +// ebnhlz_e_004_tr[token]). +// - S1 渐快急板 (MANUAL, 5 s, data DEFAULT — its 4-1 does not contain his 3-14): range 4-1, attack interval ×base_attack_time +// (PRTS "大幅度缩短(*0.2)": batMod's ratio reading), every attack attack@atk_scale × ATK; the energies released meanwhile +// use that scale too (备注 "该技能的“每次攻击的攻击倍率”会实时应用在特性积攒的“攻击能量”抛射物上") × the energy scale. +// `attack@cnt` (1) has no text [unused]. +// - S2 荒芜回响 (AUTO, instant, data DEFAULT — an AUTO skill whose effect acts on enemies keeps the data rule): spends every +// stored energy (elite ones first: 备注 "可以消耗并优先消耗第一天赋储存的额外能量") and places energies + 1 旧日残影 on free +// placeable tiles of his attack range (部署位置 全部位), in the 备注's order: tiles holding a selectable ground enemy (the +// best of them first by his target order — 仇恨值 [ASSUMED: the engine's default operator order]), then the tiles nearest +// another selectable ground enemy, then the rest at random (battle.rng); fewer free tiles than energies + 1 ⇒ fewer +// energies spent; no free tile ⇒ no cast (备注 "攻击范围内不存在可部署位时,技能不会被触发": the charge is given back). +// - 旧日残影 (its kit below): no normal attack; 闪回 — once a selectable ground enemy (备注 "不对空") is within 1.35 of it, after +// 0.93 s (备注 "技能伤害与“拖拽”在激活0.93s后生效"; sktok_ebnhlz_token _preDelay) every selectable ground enemy within 1.35 +// then [ASSUMED: re-selected when it lands] takes 黑键's ATK × atk_scale arts from the remnant (备注 "伤害来源为召唤物自身, +// 伤害计算使用持有者的攻击力") and a 中力 (force 1) inward push towards it (备注 "此处的“拖拽”实际为反方向的推开"; template +// mint_s_2[pull], Battle.push inward), then it withdraws (suicide). It leaves after the token talent's 30 s or when 黑键 +// leaves the field (备注; die_to_kill_token). Its data carries no 不会受到攻击: enemies may target it [ASSUMED]; no per-owner +// deploy limit applies (several stand at once). +// - S3 寂静之声 (MANUAL, 30 s, data DEFAULT): ASPD +attack_speed, ATK +atk, attacks only elite or leader enemies (S3 mode +// Trigger enemyLevelMask 6; with none in range he stores energy), every energy × talent_scale_multiplier (备注 "天赋伤害 +// 加成与第一天赋数值直接做乘法计算"; the config trait_s3.atk_scale = atk_scale × talent_scale_multiplier). 备注 "技能开始时 +// 将所有攻击能量转换为精英攻击能量,技能期间只生成精英攻击能量;技能结束时精英攻击能量会保留最多1份,溢出部分转换为普通的攻击能量": +// at its start every energy becomes elite (cap times + times_2: the config trait_s3.times / trait_s3.times_2), it stores +// only elite ones, and at its end at most times_2 stay elite, the rest normal (up to times). "可主动关闭" is a manual +// operation (no automatic stop). + +import { num, talentBb, moduleBb, traitBb, skillRec, batMod, up, toggleBuff } from '../shared/tier1.js'; +import { canTargetEnemy, sortEnemyTargets } from '../../../targeting.js'; +import { acquireTargets, effectiveProfile } from '../../../ai.js'; +import { hasHp } from '../../../damage.js'; +import { COLS } from '../../../constants.js'; + +const S1 = 'skchr_ebnhlz_1'; +const S2 = 'skchr_ebnhlz_2'; +const S3 = 'skchr_ebnhlz_3'; +/** 旧日残影, his S2 summon. */ +export const REMNANT = 'token_10024_ebnhlz_rcube'; +/** 闪回: activation radius = effect radius (PRTS 旧日残影 备注 "激活范围与技能生效的半径为1.35"). */ +const REMNANT_RADIUS = 1.35; +/** 闪回: its damage and push land 0.93 s after the activation (PRTS 备注; sktok_ebnhlz_token `_preDelay` 0.93). */ +const REMNANT_DELAY = 0.93; +/** The remnant's life when its talent carries none (PRTS "部署30秒后…自身自动撤退"). */ +const REMNANT_LIFE = 30; +/** 倚音's radius when the talent carries none (PRTS 备注 "判定范围半径1.1"). */ +const T2_RADIUS = 1.1; +const GROUND = Object.freeze({ canHitFly: false, groundOnly: true }); + +const bbOf = (chess, id) => skillRec(chess, id)?.bb ?? {}; +const skillOn = (unit, id) => !!(unit.skill && unit.skill.active && unit.skill.id === id); +/** An elite or leader enemy (the ELITE | BOSS level mask of the client's validators; targeting.js priority 'elite'). */ +export const eliteOrLeader = (e) => !!e && (!!e.isBoss || e.def?.rank === 'ELITE' || e.def?.rank === 'BOSS'); +/** His stored energies (per deployment): `n` normal, `e` elite, `q` the volleys in flight per target id. */ +const stateOf = (unit) => unit.trait.ebn ?? (unit.trait.ebn = { n: 0, e: 0, q: new Map() }); + +/** + * The tiles 荒芜回响 may place 旧日残影 on (PRTS 备注 order): free deployable tiles of `unit`'s attack range — first those + * holding a selectable ground enemy, by the best of them in his target order; then by the distance to the nearest + * selectable ground enemy; then (no such enemy) at random. + */ +function remnantTiles(battle, unit) { + const tiles = []; + for (const k of unit.rangeKeys || []) { + const r = Math.floor(k / COLS), c = k % COLS; + if (!battle.grid.inRect(r, c) || !battle.grid.canStand(r, c, { ranged: true }) || battle.isReservedTile(r, c)) continue; + tiles.push([r, c]); + } + if (!tiles.length) return tiles; + const foes = battle.enemies.filter((e) => canTargetEnemy(unit, e, GROUND)); + sortEnemyTargets(battle, unit, foes, null); + const rank = new Map(); + foes.forEach((e, i) => { const k = Math.round(e.y) * COLS + Math.round(e.x); if (!rank.has(k)) rank.set(k, i); }); + battle.rng.shuffle(tiles); // the random order of the last group, and of equal distances [ASSUMED] + const dist = (r, c) => { let d = Infinity; for (const e of foes) d = Math.min(d, Math.hypot(e.x - c, e.y - r)); return d; }; + const keyed = tiles.map(([r, c], i) => ({ r, c, i, on: rank.get(r * COLS + c) ?? Infinity, d: dist(r, c) })); + keyed.sort((a, b) => a.on - b.on || a.d - b.d || a.i - b.i); + return keyed.map((x) => [x.r, x.c]); +} + +/** + * 旧日残影's kit: no normal attack; 闪回 once (a selectable ground enemy within REMNANT_RADIUS ⇒ REMNANT_DELAY s later the + * blast and the inward push, then it withdraws); its life; it leaves with 黑键 (owner kit's death hook). + */ +function remnantKit(owner) { + return { + skill: null, + trait: { noAttack: true }, + install(battle, t) { + const bb = t.def?.skill?.bb ?? {}; + const scale = num(bb.atk_scale, 1), force = num(bb.force, 1); + const life = num((t.def?.talents ?? []).find((x) => x && x.bb && x.bb.duration != null)?.bb.duration, REMNANT_LIFE); + battle.on('deploy', (ctx) => { + if (ctx.unit !== t) return; + const seq = t.deploySeq; + t.mem.flashback = false; + if (life > 0) battle.after(life, () => { if (t.alive && t.deploySeq === seq) battle.retreat(t, { reason: 'expired', permanent: true }); }, { owner: t }); + }, { owner: t }); + battle.on('tick', () => { + if (!t.alive || t.mem.flashback) return; + if (!battle.foesInRadius(t.x, t.y, REMNANT_RADIUS, true).some((e) => !e.isFlying && canTargetEnemy(t, e, GROUND))) return; + t.mem.flashback = true; + const seq = t.deploySeq; + battle.fx('aoe', { x: t.x, y: t.y, radius: REMNANT_RADIUS, id: t.id, dmgType: 'arts', skill: 'ebnhlz:flashback', t: REMNANT_DELAY }); + battle.after(REMNANT_DELAY, () => { + if (!t.alive || t.deploySeq !== seq) return; + const atk = owner && owner.s ? owner.s.atk : t.s.atk; + for (const e of battle.foesInRadius(t.x, t.y, REMNANT_RADIUS, true)) { + if (e.isFlying || !canTargetEnemy(t, e, GROUND)) continue; + battle.dealDamage(t, e, { amount: atk * scale, type: 'arts', isSkill: true, tags: ['summon', 'ebnhlz:flashback'] }); + if (e.alive && battle.push(e, force, { from: t, inward: true }) > 0) battle.fx('pull', { x: e.x, y: e.y, id: e.id, src: t.id }); + } + battle.retreat(t, { reason: 'expired', permanent: true }); + }, { owner: t }); + }, { owner: t }); + }, + }; +} + +export default { + char_4046_ebnhlz: (bb, chess) => { + const tb = traitBb(chess); + const t0 = talentBb(chess, 0); + const t1 = talentBb(chess, 1); + const hidden = moduleBb(chess); // MSC-Y attack_speed, MSC-Δ ep_damage_ratio + const b1 = bbOf(chess, S1), b3 = bbOf(chess, S3); + const s1 = skillRec(chess, S1); + const N = Math.max(1, Math.floor(num(tb.times, 3))); + const E = Math.max(0, Math.floor(num(t0.times_2, 0))); + const energyScale = num(t0.atk_scale, 1); + const s3Mult = num(b3.talent_scale_multiplier, 1); + const s1Scale = num(b1['attack@atk_scale'], 1); + const t2 = { + scale: num(t1.atk_scale), cnt: Math.max(0, Math.floor(num(t1.cnt, 0))), radius: num(t1.range_radius, T2_RADIUS), + splash: num(t1.atk_scale_2), elem: num(t1.element_atk_scale), + }; + const epRatio = num(hidden.ep_damage_ratio); + + /** 倚音 on the target of one projectile (the main bolt or one energy). */ + function yiyin(battle, unit, t, attackId) { + if (!t || !t.alive) return; + const others = battle.foesInRadius(t.x, t.y, t2.radius, true).filter((e) => e !== t); + const atk = unit.s.atk; + if (others.length <= t2.cnt) { + if (t2.scale > 0) battle.dealDamage(unit, t, { amount: atk * t2.scale, type: 'arts', attackId, tags: ['talent', 'ebnhlz:yiyin'] }); + } else if (t2.splash > 0) { + for (const e of others) battle.dealDamage(unit, e, { amount: atk * t2.splash, type: 'arts', isSplash: true, attackId, tags: ['talent', 'ebnhlz:yiyin'] }); + } + if (t2.elem > 0 && t.alive && t.findBuff('apoptosisBurst')) { + battle.dealDamage(unit, t, { amount: atk * t2.elem, type: 'elemental', element: 'apoptosis', attackId, tags: ['talent', 'ebnhlz:yiyin'] }); + } + } + + /** The main bolt of an attack landed on `victim`: its 倚音, then every energy of its volley (and theirs). */ + function land(battle, unit, victim, hc) { + const v = stateOf(unit); + const list = v.q.get(victim.id); + const rec = list ? list.shift() : null; + if (list && !list.length) v.q.delete(victim.id); + yiyin(battle, unit, victim, hc.attackId); + if (!rec) return; + const per = (rec.s1 ? s1Scale : 1) * energyScale * (rec.s3 ? s3Mult : 1); + for (let i = 0; i < rec.n + rec.e && victim.alive; i++) { + battle.dealDamage(unit, victim, { amount: unit.s.atk * per * unit.s.atkScaleMul, type: 'arts', isAttack: true, isSkill: !!hc.isSkill, attackId: hc.attackId, tags: ['ebnhlz:energy'] }); + yiyin(battle, unit, victim, hc.attackId); + } + } + + return { + trait: { + hitsFn: () => 1, // the engine's main hit only: the stored energies are this kit's (land) + onEachHit(battle, unit, victim, hc) { if (hc.kind === 'main' && victim && victim.side === 'enemy') land(battle, unit, victim, hc); }, + install(battle, unit) { + battle.on('deploy', (ctx) => { if (ctx.unit === unit && !ctx.move) unit.trait.ebn = null; }, { owner: unit }); + // the store: his attack ready and no valid target ⇒ one energy, an attack action (the interval restarts); the + // attack loop ran first this tick (a valid target was attacked instead) + battle.on('tick', () => { + if (!up(unit) || !unit.canAct || unit.s.flags.disarm || unit.atkCd > 0) return; + const prof = effectiveProfile(unit); + if (prof.noAttack || acquireTargets(battle, unit, prof).length) return; + const v = stateOf(unit); + if (skillOn(unit, S3)) { if (v.n + v.e >= N + E) return; v.e++; } + else if (v.n < N) v.n++; + else if (v.e < E) v.e++; + else return; + unit.atkCd = unit.s.interval; + }, { owner: unit }); + battle.on('death', (ctx) => { if (ctx.unit && ctx.unit.side === 'enemy') stateOf(unit).q.delete(ctx.unit.id); }, { owner: unit }); + }, + }, + skills: { + [S1]: { + kind: 'duration', + mods: { batPct: batMod(b1.base_attack_time, chess, s1?.desc ?? '') }, + targeting: { rangeGrid: s1?.rangeGrid ?? null }, + attack: { atkScale: s1Scale }, + }, + [S2]: { + kind: 'instant', + onStart({ battle, unit, skill }) { + const tiles = remnantTiles(battle, unit); + if (!tiles.length) { skill.addCharge(1); return; } // "攻击范围内不存在可部署位时,技能不会被触发" + const v = stateOf(unit); + const count = Math.min(v.n + v.e + 1, tiles.length); + let spend = count - 1; + const fromE = Math.min(v.e, spend); + v.e -= fromE; spend -= fromE; + v.n -= Math.min(v.n, spend); + for (const [r, c] of tiles.slice(0, count)) { + const t = battle.spawnToken(unit, REMNANT, r, c, { kit: remnantKit(unit) }); + if (t) battle.fx('summon', { x: t.x, y: t.y, id: t.id, token: REMNANT }); + } + }, + }, + [S3]: { + kind: 'duration', + mods: { aspd: num(b3.attack_speed), atkPct: num(b3.atk) }, + attack: { skipEnemy: (e) => !eliteOrLeader(e) }, + onStart({ unit }) { const v = stateOf(unit); v.e += v.n; v.n = 0; }, + onEnd({ unit }) { + const v = stateOf(unit); + const keep = Math.min(v.e, E); + v.n = Math.min(N, v.n + v.e - keep); + v.e = keep; + }, + }, + }, + install(battle, unit) { + // MSC-Y: ASPD while any energy is stored + const aspd = num(hidden.attack_speed); + if (aspd) toggleBuff(battle, unit, 'trait:ebnhlz:stored', () => { const v = stateOf(unit); return v.n + v.e > 0; }, { aspd }); + // MSC-Δ: every arts damage of his (and of his 旧日残影) that removes HP attaches ep_damage_ratio × it of 凋亡损伤 + if (epRatio > 0) { + battle.on('damaged', (ctx) => { + const s = ctx.source, t = ctx.target; + if (!s || ctx.type !== 'arts' || !(ctx.amount > 0) || !t || t.side !== 'enemy' || !hasHp(t)) return; + if (s !== unit && !(s.kind === 'token' && s.defId === REMNANT && s.ownerUnit === unit)) return; + battle.dealDamage(s, t, { type: 'element', element: 'apoptosis', amount: ctx.amount * epRatio, tags: ['module', 'ebnhlz:decay'] }); + }, { owner: unit }); + } + // the energies leave with the attack: the normal ones always, the elite ones only at an elite / leader target + battle.on('attack', (ctx) => { + if (ctx.attacker !== unit || !ctx.targets.length) return; + const v = stateOf(unit); + ctx.targets.forEach((tg, i) => { + if (!tg || tg.side !== 'enemy') return; + const rec = { n: 0, e: 0, s1: skillOn(unit, S1), s3: skillOn(unit, S3) }; + if (i === 0) { + rec.n = v.n; v.n = 0; + if (eliteOrLeader(tg)) { rec.e = v.e; v.e = 0; } + if (rec.n + rec.e > 0) battle.fx('volley', { x: unit.x, y: unit.y, id: unit.id, target: tg.id, n: rec.n + rec.e }); + } + const list = v.q.get(tg.id) ?? []; + list.push(rec); + v.q.set(tg.id, list); + }); + }, { owner: unit }); + // 旧日残影 leave with him (PRTS 备注 "黑键离场时,自身自动撤退"; die_to_kill_token) + battle.on('death', (ctx) => { + if (ctx.unit !== unit) return; + for (const t of battle.allyUnits) if (t.alive && t.kind === 'token' && t.defId === REMNANT && t.ownerUnit === unit) battle.retreat(t, { reason: 'expired', permanent: true }); + }, { owner: unit }); + }, + }; + }, +}; diff --git a/test/content/op_aglna2.test.js b/test/content/op_aglna2.test.js new file mode 100644 index 00000000..176db6f5 --- /dev/null +++ b/test/content/op_aglna2.test.js @@ -0,0 +1,377 @@ +// test/content/op_aglna2.test.js — the 自选 operator kit of 予愿安洁莉娜 (char_1015_aglna2, 6★ 巡空者; kit +// server/sim/content/kits/ops/op-aglna2.js) and of her S3 marker “一会儿见!” (token_10071_aglna2_agairp), fielded the +// production way (a DIY slot + its `diy` pick, simdata getDiy) in every form: tiers 5 / 6, normal (E2 Lv1, skill rank 4) +// and elite (E2 Lv60, rank 7) — she has no module. Numbers from data/backups.json; the fidelity checklist of kits/README.md. +// The engine's 缚地 status her S2 brings: test/sim/feedback5-groundbind.test.js. +// Run: node --test test/content/op_aglna2.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'; +import { canTargetAlly } from '../../server/sim/targeting.js'; + +const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8')); +const CHESS = load('chess'); +const BACKUPS = load('backups'); +const AGL = 'char_1015_aglna2'; +const MARKER = 'token_10071_aglna2_agairp'; +const FORMS = BACKUPS.units[AGL].forms; +const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' }; +const S1 = 'skchr_aglna2_1', S2 = 'skchr_aglna2_2', S3 = 'skchr_aglna2_3'; +const statusOf = (tier, elite) => (elite ? (tier === 5 ? '2/60/7/1' : '2/60/7/3') : '2/1/4/0'); +const formOf = (tier, elite) => FORMS[statusOf(tier, elite)]; +const skillOf = (tier, elite, id) => formOf(tier, elite).skills.find((s) => s.skillId === id); +const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`); +const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o }); +const ENEMIES = { + enemy_dummy: dummy('enemy_dummy'), enemy_heavy: dummy('enemy_heavy', { mass: 4 }), enemy_heavier: dummy('enemy_heavier', { mass: 5 }), + enemy_fly: dummy('enemy_fly', { motion: 'FLY' }), + enemy_flyheavy: dummy('enemy_flyheavy', { motion: 'FLY', mass: 4 }), + enemy_walk: enemyRec({ key: 'enemy_walk', hp: 1e9, speed: 0.6, mass: 0, atk: 100 }), + enemy_flywalk: enemyRec({ key: 'enemy_flywalk', hp: 1e9, speed: 0.6, mass: 0, motion: 'FLY', atk: 100 }), +}; +const FORMS_ALL = [[5, false], [6, false], [5, true], [6, true]]; +const label = ([tier, elite]) => `T${tier} ${elite ? 'elite' : 'normal'}`; +const ANY_ATK = (h, u) => h.hooksOf('damaged').filter((c) => c.source === u && c.dmg?.isAttack); +const extras = (h, u) => h.hooksOf('damaged').filter((c) => c.source === u && (c.dmg?.tags || []).includes('aglna2:extra')); + +/** 予愿安洁莉娜 as uid 1 at (row, col) facing RIGHT, plus `others`. */ +function field({ tier = 5, elite = false, skill = 0, row = 10, col = 4, others = [], seed = 5, marker = null } = {}) { + const piece = marker ? [{ uid: 9, kind: 'token', tokenId: MARKER, ownerUid: 1, row: marker[0], col: marker[1] }] : []; + const h = makeBattle({ + defs: { enemies: ENEMIES }, timeLimit: 900, autoFinish: false, seed, + flags: { dpPerSec: 0, dpMax: 999 }, hooks: ['damaged', 'skillStart', 'skillEnd', 'statusApplied', 'deploy', 'dodge'], captureNoisy: true, + units: [{ uid: 1, diy: { slot: SLOT[tier], charId: AGL, skillIndex: skill }, elite, row, col }, ...piece, ...others], + }); + h.step(); + return { h, u: h.unit(1) }; +} +function done(h) { + checkInvariants(h.b); + assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0])); +} + +test('予愿安洁莉娜 in every 自选 form: her operator kit (all three skills authored), the form\'s stats, 2-2, melee physical that hits air units, blocks 2, 叙拉古, no 特质; S1 a timed deployment skill, S2 / S3 the data\'s ACTIVE_RANGE', () => { + assert.equal(OPERATOR_KITS[AGL], KITS[AGL]); + for (const f of FORMS_ALL) { + const [tier, elite] = f; + for (const skill of [0, 1, 2]) { + const { h, u } = field({ tier, elite, skill }); + const form = formOf(tier, elite); + assert.deepEqual([u.def.charId, u.def.diyFor, u.skill.id, !!u.kit.generic, u.kit.skillSource], [AGL, SLOT[tier], form.skills[skill].skillId, false, 'skills'], label(f)); + assert.deepEqual([u.base.maxHp, u.base.atk, u.base.def], [form.stats.maxHp, form.stats.atk, form.stats.def], `${label(f)}: stats`); + assert.deepEqual([u.s.blockCnt, u.profile.attack, u.profile.dmgType, u.profile.canHitFly, u.base.bat], [2, 'melee', 'phys', true, 1.5], `${label(f)}: 巡空者`); + assert.deepEqual([u.def.bonds, u.def.raw.garrisonIds], [['siracusaShip'], []], `${label(f)}: bonds / 特质`); + if (skill === 0) { + assert.deepEqual([u.skill.rule, u.skill.kind, u.skill.active], ['NEVER', 'duration', true], `${label(f)}: S1 runs from the deployment`); + assert.deepEqual(u.liveRangeGrid, form.skills[0].rangeGrid, `${label(f)}: 3-6 while it runs`); + } else { + assert.equal(u.skill.rule, form.skills[skill].trigger.rule, `${label(f)}: the data's trigger`); + assert.equal(u.skill.rule, 'ACTIVE_RANGE'); + assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${label(f)}: 2-2`); + assert.ok(!u.s.flags.liftoff && !u.s.flags.blockFly, `${label(f)}: on the ground`); + } + done(h); + } + } + // E2 Lv1 1884 / 628 / 410, E2 Lv60 2216 / 739 / 483 + assert.deepEqual([FORMS['2/1/4/0'].stats.maxHp, FORMS['2/1/4/0'].stats.atk, FORMS['2/60/7/1'].stats.atk, FORMS['2/60/7/3'].stats.atk], [1884, 628, 739, 739]); + assert.deepEqual(FORMS['2/60/7/3'].modules ?? [], []); +}); + +test('a 自选 pick: 予愿安洁莉娜 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(AGL)); + for (const t of [5, 6]) assert.ok(diyPool(t, { data, kitted: KITTED_CHARS }).includes(AGL), `tier ${t}`); + assert.deepEqual(validateDiyPicks({ [SLOT[5]]: { charId: AGL, skillIndex: 2, uniEquipId: null } }, { data, kitted: KITTED_CHARS }), + { ok: true, picks: { [SLOT[5]]: { charId: AGL, skillIndex: 2, uniEquipId: null } } }); +}); + +test('trait 巡空者: on the ground she blocks ground enemies, not flyers; airborne (起飞) she blocks flyers, not ground enemies, and no ground enemy selects her; taking off releases the ground enemies, landing the flyers', () => { + for (const f of [[5, false], [6, true]]) { + const [tier, elite] = f; + const { h, u } = field({ tier, elite, skill: 1, row: 9, col: 4 }); + u.skill.spCostMul = 1000; // (no cast of its own: the test takes off below) + const w = h.spawn('enemy_walk', { routeIndex: 0 }); + assert.ok(h.runUntil(() => w.blockedBy === u, 30), `${label(f)}: blocks the walker on the ground`); + const fl = h.spawn('enemy_flywalk', { routeIndex: 2 }); + assert.ok(h.runUntil(() => fl.x < u.x - 1, 30), `${label(f)}: the flyer passes`); + assert.notEqual(fl.blockedBy, u, `${label(f)}: no air block on the ground`); + h.b.kill(fl, null); + // S2: take off (the walker walks on) + assert.ok(u.skill.activate('test', { free: true })); + assert.ok(u.s.flags.liftoff && u.s.flags.blockFly, `${label(f)}: airborne`); + assert.equal(w.blockedBy, null, `${label(f)}: the ground enemy released`); + assert.equal(canTargetAlly(w, u, true), false, `${label(f)}: 对地规避`); + const fl2 = h.spawn('enemy_flywalk', { routeIndex: 2 }); + assert.ok(h.runUntil(() => fl2.blockedBy === u, 30), `${label(f)}: blocks a flyer airborne`); + assert.equal(canTargetAlly(fl2, u, true), true, `${label(f)}: flyers still select her`); + u.skill.end('test'); + assert.equal(fl2.blockedBy, null, `${label(f)}: landing releases the flyer`); + assert.ok(!u.s.flags.liftoff, `${label(f)}: landed`); + done(h); + } +}); + +test('T1 飘浮大地之上: every damage she outputs adds ATK × 35 % arts on a target of weight ≤ 3, else × 25 % — dodged hits too, never on itself; airborne, every enemy of her range is 失重 (weight −1, not with another 失重), gone when she lands', () => { + for (const f of FORMS_ALL) { + const [tier, elite] = f; + const t0 = formOf(tier, elite).talents[0].bb; + assert.deepEqual([t0.atk_scale_lo, t0.atk_scale_hi, t0.mass_level], [0.25, 0.35, 3], label(f)); + // on the ground (S3 picked, not cast): weight 0 ⇒ 35 %, weight 4 ⇒ 25 % + { + const { h, u } = field({ tier, elite, skill: 2 }); + u.skill.sp = 0; + const a = h.spawn('enemy_dummy', { pos: [10, 5] }); + assert.ok(h.runUntil(() => ANY_ATK(h, u).length > 0, 3)); + const hit = ANY_ATK(h, u)[0]; + const ex = extras(h, u).filter((c) => c.target === a); + assert.equal(ex.length, 1, `${label(f)}: one addition per damage`); + approx(ex[0].amount, u.s.atk * 0.35, `${label(f)}: weight 0`, 1e-6); + assert.equal(ex[0].type, 'arts'); + approx(hit.amount, u.s.atk, `${label(f)}: her attack 100 %`, 1e-6); + h.b.kill(a, null); + const heavy = h.spawn('enemy_heavy', { pos: [10, 5] }); + assert.ok(h.runUntil(() => extras(h, u).some((c) => c.target === heavy), 3)); + approx(extras(h, u).find((c) => c.target === heavy).amount, u.s.atk * 0.25, `${label(f)}: weight 4 ⇒ 25 %`, 1e-6); + // a dodged hit still adds it + h.b.addBuff(heavy, { key: 'test:dodge', mods: { dodgePhys: 1 } }); + const n0 = extras(h, u).length, d0 = h.hooksOf('dodge').length; + assert.ok(h.runUntil(() => h.hooksOf('dodge').length > d0, 3), 'dodged'); + assert.equal(extras(h, u).length, n0 + 1, `${label(f)}: an output, dodged or not`); + done(h); + } + // airborne (S1): 失重 in range — the weight-4 enemy counts as 3 ⇒ 35 % + { + const { h, u } = field({ tier, elite, skill: 0 }); + const heavy = h.spawn('enemy_heavy', { pos: [11, 6] }); + const far = h.spawn('enemy_heavy', { pos: [10, 8] }); + const marked = h.spawn('enemy_dummy', { pos: [9, 5] }); + h.b.addBuff(marked, { key: 'other:weightless', status: 'weightless', mods: { massFlat: -1 } }); + h.step(); + assert.equal(heavy.weight, 3, `${label(f)}: 失重 in her range`); + assert.equal(far.weight, 4, `${label(f)}: not outside it`); + assert.equal(marked.buffs.filter((b) => b.status === 'weightless').length, 1, `${label(f)}: 同名效果不可叠加`); + const k0 = extras(h, u).length; + assert.ok(h.runUntil(() => extras(h, u).slice(k0).some((c) => c.target === heavy), 3)); + approx(extras(h, u).slice(k0).find((c) => c.target === heavy).amount, u.s.atk * 0.35, `${label(f)}: weight 3 (失重) ⇒ 35 %`, 1e-6); + u.skill.end('test'); + h.step(); + assert.equal(heavy.weight, 4, `${label(f)}: 失重 gone when she lands`); + done(h); + } + } +}); + +test('T2 天穹间的舞步: while she is on the field every airborne allied operator (her included) has ATK +13 % and, while it blocks, 生命回复速度 +8 % max HP (hpRegenRatio — no heal, 禁疗 does not stop it); none on the ground', () => { + for (const f of FORMS_ALL) { + const [tier, elite] = f; + const t1 = formOf(tier, elite).talents[1].bb; + assert.deepEqual([t1.atk, t1.hp_recovery_per_sec_by_max_hp_ratio], [0.13, 0.08], label(f)); + const others = [{ uid: 2, chessId: 'chess_char_1_02_a', row: 12, col: 3 }]; + const { h, u } = field({ tier, elite, skill: 0, row: 9, col: 4, others }); + const yak = h.unit(2); + h.run(0.3); + assert.deepEqual(u.findBuff('talent:aglna2:dance')?.mods, { atkPct: 0.13 }, `${label(f)}: airborne, not blocking`); + approx(u.s.atk, u.base.atk * (1 + skillOf(tier, elite, S1).bb.atk + 0.13), `${label(f)}: ATK`); + assert.equal(yak.findBuff('talent:aglna2:dance'), null, `${label(f)}: 角峰 on the ground: none`); + h.b.addBuff(u, { key: 'test:healFree', flags: { noHeal: true, healFree: true } }); + const fl = h.spawn('enemy_flywalk', { routeIndex: 2 }); + assert.ok(h.runUntil(() => fl.blockedBy === u, 30), 'she blocks a flyer'); + h.run(0.3); + assert.deepEqual(u.findBuff('talent:aglna2:dance')?.mods, { atkPct: 0.13, hpRegenRatio: 0.08 }, `${label(f)}: blocking`); + approx(u.s.hpRegen, 0.08 * u.s.maxHp, `${label(f)}: 8 % max HP / s as 生命回复速度`); + u.hp = u.s.maxHp / 2; + const hp0 = u.hp; + h.run(1); + approx(u.hp - hp0, 0.08 * u.s.maxHp, `${label(f)}: regenerated under 禁疗`, 0.05); + done(h); + } + // S3 picked, before its cast: on the ground — no buff + const { h, u } = field({ tier: 6, elite: true, skill: 2 }); + h.run(1); + assert.equal(u.findBuff('talent:aglna2:dance'), null); + done(h); +}); + +test('S1 极速送达 (被动 ON_DEPLOY): at each deployment she takes off for 56 s — range 3-6, ATK +75 % / +100 %, 2 targets at once — then lands', () => { + for (const f of FORMS_ALL) { + const [tier, elite] = f; + const sk = skillOf(tier, elite, S1); + assert.deepEqual([sk.skillType, sk.spType, sk.duration, sk.bb.atk, sk.bb['attack@max_target'], sk.rangeId], ['PASSIVE', 'ON_DEPLOY', 56, elite ? 1 : 0.75, 2, '3-6'], label(f)); + const { h, u } = field({ tier, elite, skill: 0 }); + assert.ok(u.skill.active && u.s.flags.liftoff, `${label(f)}: airborne from the deployment`); + approx(u.skill.timeLeft, 56 - 1 / 30, `${label(f)}: 56 s`, 1e-3); + const a = h.spawn('enemy_dummy', { pos: [9, 6] }); + const b = h.spawn('enemy_dummy', { pos: [11, 5] }); + assert.ok(h.runUntil(() => ANY_ATK(h, u).length >= 2, 3)); + const first = ANY_ATK(h, u)[0]; + const same = ANY_ATK(h, u).filter((c) => c.dmg.attackId === first.dmg.attackId); + assert.deepEqual(same.map((c) => c.target).sort((x, y) => x.id - y.id), [a, b].sort((x, y) => x.id - y.id), `${label(f)}: two targets`); + h.runUntil(() => !u.skill.active, 60); + assert.ok(!u.s.flags.liftoff && !u.s.flags.blockFly, `${label(f)}: landed`); + assert.deepEqual(u.liveRangeGrid, formOf(tier, elite).rangeGrid, `${label(f)}: 2-2`); + h.run(0.4); // (her T2 lapses within one refresh) + approx(u.s.atk, u.base.atk, `${label(f)}: ATK back`); + // a redeployment takes off again + h.b.retreat(u); + h.b.redeploy(u, { free: true }); + assert.ok(u.skill.active && u.s.flags.liftoff, `${label(f)}: again at the next deployment`); + done(h); + } +}); + +test('S2 重力自定义 (MANUAL, data ACTIVE_RANGE on 3-10): takes off; 2.5 s 吟唱 (no attack, 无敌, control statuses refused) while the sweep (3.0 wide, 1.3 thick, 6 tiles/s, 4 tiles ahead) 浮空s ground enemies 10 / 12 s and 缚地s flyers 20 / 22 s; then ATK +105 % / +135 %, interval −0.6 / −0.8 s, arts, 4 / 5 targets, range 3-10; 22 s', () => { + for (const f of FORMS_ALL) { + const [tier, elite] = f; + const sk = skillOf(tier, elite, S2); + assert.deepEqual([sk.duration, sk.bb.atk, sk.bb.base_attack_time, sk.bb['attack@max_target'], sk.bb.chant_duration, sk.bb.buff_duration_levitate, sk.bb.buff_duration_ground_bound, sk.spCost, sk.initSp, sk.rangeId], + [22, elite ? 1.35 : 1.05, elite ? -0.8 : -0.6, elite ? 5 : 4, 2.5, elite ? 12 : 10, elite ? 22 : 20, elite ? 29 : 32, elite ? 20 : 17, '3-10'], label(f)); + assert.deepEqual(sk.trigger.customRangeGrid, sk.rangeGrid); + const { h, u } = field({ tier, elite, skill: 1 }); + u.skill.gainSp(999); + h.run(1); + assert.equal(u.skill.activations, 0, `${label(f)}: no enemy, no cast`); + const g = h.spawn('enemy_dummy', { pos: [10, 8] }); // 4 ahead: swept + const heavy = h.spawn('enemy_heavier', { pos: [11, 7] }); // swept, weight 5 − her 失重 1 = 4: half + const fl = h.spawn('enemy_fly', { pos: [9, 6] }); // swept flyer + const far = h.spawn('enemy_dummy', { pos: [10, 9] }); // 5 ahead: not swept + const wide = h.spawn('enemy_dummy', { pos: [12, 6] }); // 2 aside: not swept + assert.ok(h.runUntil(() => u.skill.active, 1), `${label(f)}: cast with an enemy in 3-10 (none in her 2-2)`); + assert.ok(u.s.flags.liftoff, `${label(f)}: airborne`); + assert.ok(u.s.flags.disarm && u.s.flags.invulnerable, `${label(f)}: 吟唱`); + assert.equal(h.b.applyStatus(u, 'stun', { duration: 3, source: g }), false, `${label(f)}: control statuses refused while gliding`); + h.run(1); + const st = (e, k) => h.hooksOf('statusApplied').find((c) => c.target === e && c.status === k); + approx(st(g, 'levitate')?.duration, sk.bb.buff_duration_levitate, `${label(f)}: 浮空`); + approx(st(heavy, 'levitate')?.duration, sk.bb.buff_duration_levitate / 2, `${label(f)}: halved on weight > 3`); + approx(st(fl, 'groundbind')?.duration, sk.bb.buff_duration_ground_bound, `${label(f)}: 缚地`); + assert.ok(!st(far, 'levitate') && !st(wide, 'levitate'), `${label(f)}: outside the sweep`); + assert.equal(fl.isFlying, false, `${label(f)}: a 缚地 flyer is a ground unit`); + assert.equal(ANY_ATK(h, u).length, 0, `${label(f)}: no attack while gliding`); + h.run(1.6); + assert.ok(!u.s.flags.disarm && !u.s.flags.invulnerable, `${label(f)}: the 吟唱 over at 2.5 s`); + assert.deepEqual(u.liveRangeGrid, sk.rangeGrid, `${label(f)}: 3-10`); + approx(u.s.atk, u.base.atk * (1 + sk.bb.atk + 0.13), `${label(f)}: ATK (+13 % of her T2)`); + approx(u.s.interval, (1.5 + sk.bb.base_attack_time) * 100 / u.s.aspd, `${label(f)}: interval`); + for (const p of [[9, 7], [11, 5], [9, 8], [11, 8]]) h.spawn('enemy_dummy', { pos: p }); + const n0 = ANY_ATK(h, u).length; + assert.ok(h.runUntil(() => ANY_ATK(h, u).length > n0, 3)); + const a1 = ANY_ATK(h, u)[n0]; + const one = ANY_ATK(h, u).filter((c) => c.dmg.attackId === a1.dmg.attackId); + assert.equal(one.length, sk.bb['attack@max_target'], `${label(f)}: ${sk.bb['attack@max_target']} targets`); + assert.ok(one.every((c) => c.type === 'arts'), `${label(f)}: arts`); + h.runUntil(() => !u.skill.active, 30); + approx(h.hooksOf('skillEnd').at(-1).t - h.hooksOf('skillStart').at(-1).t, 22, `${label(f)}: 22 s from the cast`, 0.01); + assert.deepEqual(u.liveRangeGrid, formOf(tier, elite).rangeGrid, `${label(f)}: 2-2 back`); + assert.ok(!u.s.flags.liftoff, `${label(f)}: landed`); + done(h); + } +}); + +test('S3 酸橙的心事 (MANUAL, data ACTIVE_RANGE on 3-9): 30 / 31 bullets, ATK +20 % / +30 %, 对空庇护 55 % / 60 %, range 3-9 + the 8 around her; each attack 275 % / 305 % on ≤ 3 ground enemies and flyers up to 4; flyers in range ×0.6 speed', () => { + for (const f of FORMS_ALL) { + const [tier, elite] = f; + const sk = skillOf(tier, elite, S3); + assert.deepEqual([sk.bb['attack@trigger_time'], sk.bb.atk, sk.bb.damage_resistance, sk.bb['attack@atk_scale'], sk.bb['attack@max_target'], sk.bb['attack@max_walk_target'], sk.bb.move_speed, sk.bbStr['attack@attack_range_id'], sk.spCost, sk.initSp], + [elite ? 31 : 30, elite ? 0.3 : 0.2, elite ? 0.6 : 0.55, elite ? 3.05 : 2.75, 4, 3, -0.4, 'x-4', elite ? 36 : 42, elite ? 22 : 19], label(f)); + const { h, u } = field({ tier, elite, skill: 2 }); + u.skill.gainSp(999); + const grounds = [[10, 8], [10, 5], [11, 6], [9, 6]].map((p) => h.spawn('enemy_dummy', { pos: p })); + assert.ok(h.runUntil(() => u.skill.active, 1), `${label(f)}: cast with an enemy in 3-9`); + assert.equal(u.skill.ammoMax, sk.bb['attack@trigger_time'], `${label(f)}: bullets`); + const range = u.liveRangeGrid.map((p) => p.join(',')).sort(); + for (const p of [...sk.rangeGrid, [1, -1], [0, -1], [-1, -1]]) assert.ok(range.includes(p.join(',')), `${label(f)}: ${p} in her range`); + h.run(0.25); // (her T2 refreshes every 0.2 s) + approx(u.s.atk, u.base.atk * (1 + sk.bb.atk + 0.13), `${label(f)}: ATK`); + // 对空庇护 + const flyer = h.spawn('enemy_fly', { pos: [12, 4] }); + const taken = h.b.dealDamage(flyer, u, { amount: 1000, type: 'arts' }); + approx(taken, 1000 * (1 - sk.bb.damage_resistance), `${label(f)}: from an air unit`, 1e-6); + assert.equal(h.b.dealDamage(grounds[0], u, { amount: 1000, type: 'arts' }), 0, `${label(f)}: a ground enemy cannot select her (对地规避)`); + approx(h.b.dealDamage(grounds[0], u, { amount: 1000, type: 'arts', ignoreSelect: true }), 1000, `${label(f)}: a ground source's that reaches her: not reduced`, 1e-6); + h.b.kill(flyer, null); + // ≤ 3 ground + flyers to 4 (she blocks nothing meanwhile: the flyers are on tiles she may not take) + const f1 = h.spawn('enemy_fly', { pos: [10, 7] }), f2 = h.spawn('enemy_fly', { pos: [11, 7] }); + h.b.addBuff(f1, { key: 'test:ub', flags: { unblockable: true } }); + h.b.addBuff(f2, { key: 'test:ub', flags: { unblockable: true } }); + const n0 = h.hooksOf('damaged').filter((c) => c.source === u && c.dmg?.isAttack).length; + assert.ok(h.runUntil(() => ANY_ATK(h, u).length > n0, 3)); + const a1 = ANY_ATK(h, u)[n0]; + const one = ANY_ATK(h, u).filter((c) => c.dmg.attackId === a1.dmg.attackId); + assert.equal(one.filter((c) => !c.target.isFlying).length, 3, `${label(f)}: 3 ground`); + assert.equal(one.filter((c) => c.target.isFlying).length, 1, `${label(f)}: + 1 flyer`); + for (const c of one) approx(c.amount, u.s.atk * sk.bb['attack@atk_scale'], `${label(f)}: ${sk.bb['attack@atk_scale']} × ATK`, 1e-6); + const used = ANY_ATK(h, u).map((c) => c.dmg.attackId).filter((x, i, a) => a.indexOf(x) === i).length; + assert.equal(u.skill.ammoLeft, sk.bb['attack@trigger_time'] - used, `${label(f)}: one bullet per attack`); + // flyers of her range ×0.6 + approx(f1.s.moveSpeed, f1.base.moveSpeed * 0.6, `${label(f)}: flyer slowed`); + approx(grounds[0].s.moveSpeed, grounds[0].base.moveSpeed, `${label(f)}: ground enemies not`); + u.skill.addAmmo(0); + h.runUntil(() => !u.skill.active, 120); + assert.equal(h.hooksOf('skillEnd').at(-1).reason, 'ammo', `${label(f)}: ends with its bullets`); + assert.deepEqual(u.liveRangeGrid, formOf(tier, elite).rangeGrid, `${label(f)}: 2-2 back`); + done(h); + } +}); + +test('S3 move: blocking nothing, she flies (2 tiles/s, 无敌, disarmed) to the tile of an unblocked flyer she can block inside the original 3-9, lands there by a 【移动】 (the skill and its bullets kept) and blocks it; “一会儿见!” marks her deployment tile; her range stays that 3-9 + the 8 around her; at the end she goes back and the marker leaves', () => { + for (const f of [[5, false], [6, true]]) { + const [tier, elite] = f; + const { h, u } = field({ tier, elite, skill: 2 }); + u.skill.gainSp(999); + const fl = h.spawn('enemy_fly', { pos: [11, 7] }); + assert.ok(h.runUntil(() => u.skill.active, 1), `${label(f)}: cast`); + const ammo0 = u.skill.ammoLeft; + assert.ok(h.runUntil(() => !!u.findBuff('aglna2:move'), 0.5), `${label(f)}: the flight starts`); + assert.ok(u.s.flags.invulnerable && u.s.flags.disarm, `${label(f)}: 无敌, disarmed in flight`); + const t0 = h.b.time; + assert.ok(h.runUntil(() => u.tileR === 11 && u.tileC === 7, 5), `${label(f)}: on the flyer's tile`); + approx(h.b.time - t0, Math.hypot(1, 3) / 2, `${label(f)}: at 2 tiles/s`, 0.05); + assert.ok(u.skill.active && u.skill.ammoLeft <= ammo0, `${label(f)}: the skill kept`); + assert.ok(h.runUntil(() => fl.blockedBy === u, 1), `${label(f)}: she blocks it`); + const m = h.b.allyUnits.find((t) => t.kind === 'token' && t.defId === MARKER && t.alive); + assert.ok(m, `${label(f)}: the marker`); + assert.deepEqual([m.tileR, m.tileC], [10, 4], `${label(f)}: on her deployment tile`); + assert.ok(m.s.flags.invulnerable && m.s.flags.untargetable && m.s.flags.isolated && m.s.flags.noBlock, `${label(f)}: 无敌, 孤立, unselectable, blocks nothing`); + // her range: the 3-9 of (10, 4) facing RIGHT + the 8 around her new tile (11, 7) + const keys = new Set(u.rangeKeys); + assert.ok(keys.has(12 * 21 + 4) && keys.has(9 * 21 + 5), `${label(f)}: the anchored 3-9 ((12, 4), (9, 5))`); + assert.ok(keys.has(12 * 21 + 8) && keys.has(11 * 21 + 8), `${label(f)}: the 8 around her ((12, 8), (11, 8))`); + assert.ok(!keys.has(11 * 21 + 10), `${label(f)}: no 3-9 around her new tile ((11, 10))`); + u.skill.end('test'); + assert.deepEqual([u.tileR, u.tileC], [10, 4], `${label(f)}: back home at the end`); + assert.ok(!m.alive, `${label(f)}: the marker left`); + assert.deepEqual(u.liveRangeGrid, formOf(tier, elite).rangeGrid, `${label(f)}: 2-2`); + assert.equal(u.extraRangeKeys, null); + done(h); + } + // a placed “一会儿见!” piece never deploys by itself; it is the marker + { + const { h, u } = field({ tier: 6, elite: true, skill: 2, marker: [12, 9] }); + const piece = h.b.allyUnits.find((t) => t.kind === 'token' && t.uid === 9); + assert.ok(piece && !piece.alive && piece.deferDeploy, 'not deployed at the start'); + u.skill.gainSp(999); + h.spawn('enemy_fly', { pos: [11, 7] }); + assert.ok(h.runUntil(() => u.tileR === 11 && u.tileC === 7, 5)); + assert.ok(piece.alive && piece.tileR === 10 && piece.tileC === 4, 'the piece marks her deployment tile'); + u.skill.end('test'); + assert.ok(!piece.alive && !piece.removed, 'withdrawn, kept as a piece'); + done(h); + } + // blocking something, she stays + { + const { h, u } = field({ tier: 5, skill: 2 }); + u.skill.gainSp(999); + const fl = h.spawn('enemy_fly', { pos: [11, 7] }); + assert.ok(h.runUntil(() => fl.blockedBy === u, 5), 'she flew to it and blocks it'); + const at = [u.tileR, u.tileC]; + h.spawn('enemy_fly', { pos: [9, 6] }); + h.run(2); + assert.deepEqual([u.tileR, u.tileC], at, 'no move while blocking'); + done(h); + } +}); diff --git a/test/content/op_doroth.test.js b/test/content/op_doroth.test.js new file mode 100644 index 00000000..b7a23276 --- /dev/null +++ b/test/content/op_doroth.test.js @@ -0,0 +1,391 @@ +// test/content/op_doroth.test.js — the 自选 operator kit of 多萝西 (char_4048_doroth, 6★ 陷阱师; kit +// server/sim/content/kits/ops/op-doroth.js) and of her trap 共振装置 (token_10025_doroth_recttp), fielded the production +// way (a DIY slot + its `diy` pick, simdata getDiy; her traps as the placed hand pieces of her player) in every form: +// tiers 5 / 6, normal (E2 Lv1, skill rank 4, no module) and elite (E2 Lv60, rank 7) with no module, TRP-Y 童话书 or TRP-X +// 梦中人 at stage 1 (tier 5) / 3 (tier 6). Numbers from data/backups.json; the fidelity checklist of kits/README.md. +// Run: node --test test/content/op_doroth.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/${f}.json`, import.meta.url), 'utf8')); +const CHESS = load('chess'); +const BACKUPS = load('backups'); +const DOR = 'char_4048_doroth'; +const TRAP = 'token_10025_doroth_recttp'; +const FORMS = BACKUPS.units[DOR].forms; +const TOKREC = BACKUPS.tokens[TRAP]; +const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' }; +const Y = 'uniequip_002_doroth', X = 'uniequip_003_doroth'; +const S1 = 'skchr_doroth_1'; +const statusOf = (tier, elite) => (elite ? (tier === 5 ? '2/60/7/1' : '2/60/7/3') : '2/1/4/0'); +const formOf = (tier, elite) => FORMS[statusOf(tier, elite)]; +const skillOf = (tier, elite, id) => formOf(tier, elite).skills.find((s) => s.skillId === id); +const modOf = (tier, mod) => (mod ? formOf(tier, true).modules.find((m) => m.uniEquipId === mod) : null); +const talentOf = (tier, elite, mod, i) => modOf(tier, mod)?.talentChanges.find((t) => t.talentIndex === i)?.bb ?? formOf(tier, elite).talents[i].bb; +/** The trap's variant of a form, with the pick's skill / module (getDiyToken). */ +const tokOf = (tier, elite, skill, mod) => { + let v = TOKREC.variants[`${DOR}@${statusOf(tier, elite)}`]; + if (v.bySkill?.[skill]) v = { ...v, ...v.bySkill[skill] }; + if (mod && v.byModule?.[mod]) v = { ...v, ...v.byModule[mod] }; + return v; +}; +const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`); +const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o }); +const ENEMIES = { enemy_dummy: dummy('enemy_dummy'), enemy_fly: dummy('enemy_fly', { motion: 'FLY' }) }; +const FORMS_ALL = [[5, false, null], [6, false, null], ...[5, 6].flatMap((t) => [null, Y, X].map((m) => [t, true, m]))]; +const label = ([tier, elite, mod]) => `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`; + +/** 多萝西 as uid 1 at (10, 4) facing RIGHT; `pieces` = the tiles of her placed traps (uids 2…). */ +function field({ tier = 5, elite = false, mod = null, skill = 0, pieces = [], dp = 0, seed = 5, others = [] } = {}) { + const units = [{ uid: 1, diy: { slot: SLOT[tier], charId: DOR, skillIndex: skill, uniEquipId: mod }, elite, row: 10, col: 4 }]; + pieces.forEach(([r, c], i) => units.push({ uid: 2 + i, kind: 'token', tokenId: TRAP, ownerUid: 1, row: r, col: c })); + const h = makeBattle({ + defs: { enemies: ENEMIES }, timeLimit: 900, autoFinish: false, seed, + flags: { dpPerSec: 0, dpMax: 999, dpInit: dp }, hooks: ['damaged', 'skillStart', 'statusApplied', 'deploy', 'death'], captureNoisy: true, + units: [...units, ...others], + }); + h.step(); + return { h, u: h.unit(1) }; +} +const traps = (h) => h.b.allyUnits.filter((t) => t.kind === 'token' && t.defId === TRAP); +const alive = (h) => traps(h).filter((t) => t.alive); +const piece = (h, uid) => traps(h).find((t) => t.uid === uid); +const trapHits = (h) => h.hooksOf('damaged').filter((c) => c.source?.defId === TRAP && c.type !== 'element'); +const D = (u) => u.trait.doroth; +function done(h) { + checkInvariants(h.b); + assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0])); +} + +test('多萝西 in every 自选 form: her operator kit (all three skills authored, SP_FULL), the form\'s stats + module attributes, 3-3, ranged physical arrows that hit air units, blocks 1, ground-targetable, 空 bond, no 特质; her traps untargetable, blocking nothing, no attack', () => { + assert.equal(OPERATOR_KITS[DOR], KITS[DOR]); + 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, pieces: [[9, 6]] }); + 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], [DOR, 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.dmgType, u.profile.canHitFly, u.profile.projectile, u.base.bat], [1, 'ranged', 'phys', true, 'arrow', 0.85], `${label(f)}: 陷阱师`); + assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${label(f)}: 3-3`); + assert.deepEqual([form.skills[skill].trigger.rule, u.skill.rule], ['DEFAULT', 'SP_FULL'], `${label(f)}: AUTO acting on herself — SP_FULL`); + assert.deepEqual([u.def.bonds, u.def.raw.garrisonIds], [['emptyShip'], []], `${label(f)}: bonds / 特质`); + assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth, `${label(f)}: ground enemies target her`); + const t = piece(h, 2); + const v = tokOf(tier, elite, skill, mod); + assert.ok(t.alive && !t.kit.generic, `${label(f)}: the placed trap deployed with its kit`); + assert.deepEqual([t.def.skill.id, t.s.flags.untargetable, t.s.blockCnt, t.profile.noAttack, t.base.cost], [v.skill.skillId, true, 0, true, v.stats.cost], `${label(f)}: the trap`); + done(h); + } + } + // E2 Lv1 1186 / 476 / 142, E2 Lv60 1395 / 546 / 162; TRP-Y +120 / +42 → +155 / +57, TRP-X +36 / +12 → +60 / +30 + assert.deepEqual([FORMS['2/1/4/0'].stats.atk, FORMS['2/60/7/1'].stats.atk], [476, 546]); + assert.deepEqual([modOf(5, Y).attr, modOf(6, Y).attr, modOf(5, X).attr, modOf(6, X).attr], [{ maxHp: 120, atk: 42 }, { maxHp: 155, atk: 57 }, { atk: 36, def: 12 }, { atk: 60, def: 30 }]); + // the trap card: cost 3 (TRP-X 2), redeploy 5 s, deploy limit 10 (TRP-X 13) + assert.deepEqual([tokOf(6, true, 0, null).stats.cost, tokOf(6, true, 0, X).stats.cost, tokOf(6, true, 0, null).stats.respawnTime, tokOf(6, true, 0, null).stats.deployLimit, tokOf(6, true, 0, X).stats.deployLimit], [3, 2, 5, 10, 13]); +}); + +test('a 自选 pick: 多萝西 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(DOR)); + for (const t of [5, 6]) assert.ok(diyPool(t, { data, kitted: KITTED_CHARS }).includes(DOR), `tier ${t}`); + assert.deepEqual(validateDiyPicks({ [SLOT[6]]: { charId: DOR, skillIndex: 2, uniEquipId: X } }, { data, kitted: KITTED_CHARS }), + { ok: true, picks: { [SLOT[6]]: { charId: DOR, skillIndex: 2, uniEquipId: X } } }); +}); + +test('T1 共振装置: at her deployment her stock is cnt (8) and attack@max_cnt traps (2; TRP-X stage 3: 3) appear on free melee tiles of her range (the enemies\' ground paths first) — no stock spent, inside the limit (10; TRP-X 13) with room left for the placed pieces', () => { + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + const t0 = talentOf(tier, elite, mod, 0); + const lim = tokOf(tier, elite, 0, mod).stats.deployLimit; + assert.deepEqual([t0.cnt, t0['attack@max_cnt'], lim], [8, mod === X && tier === 6 ? 3 : 2, mod === X ? 13 : 10], label(f)); + { + const { h, u } = field({ tier, elite, mod }); + const made = alive(h); + assert.equal(made.length, t0['attack@max_cnt'], `${label(f)}: ${t0['attack@max_cnt']} at her deployment`); + assert.deepEqual([D(u).stock, D(u).limit], [8, lim], `${label(f)}: stock 8, limit ${lim}`); + const range = new Set(u.rangeKeys), path = h.b.groundPathTiles(); + for (const t of made) { + const k = t.tileR * 21 + t.tileC; + assert.ok(range.has(k) && path.has(k) && h.b.grid.canStand(t.tileR, t.tileC), `${label(f)}: on a path melee tile of her range`); + assert.equal(t.uid, null); + } + done(h); + } + // nine placed pieces: the summons leave them their slots (limit 10 ⇒ one; 13 ⇒ all) + { + const tiles = [[9, 5], [9, 6], [9, 7], [9, 8], [9, 9], [12, 5], [12, 6], [12, 7], [12, 8]]; + const { h, u } = field({ tier, elite, mod, pieces: tiles }); + const summoned = alive(h).filter((t) => t.uid == null); + assert.equal(alive(h).filter((t) => t.uid != null).length, 9, `${label(f)}: every piece deployed at the start`); + if (!(mod === X && tier === 6)) assert.equal(summoned.length, Math.min(t0['attack@max_cnt'], lim - 9), `${label(f)}: summons within the limit`); + assert.ok(alive(h).length <= lim, `${label(f)}: never past the limit`); + assert.equal(D(u).stock, 8, `${label(f)}: the start deployment spends no trap`); + done(h); + } + } +}); + +test('the skills\' 主动效果 "立即获得一个陷阱": +1 to her stock as soon as the SP is full (no enemy needed: SP_FULL); 阻回 while the stock is full (the deploy limit)', () => { + for (const f of [[5, false, null], [6, true, X]]) { + const [tier, elite, mod] = f; + const sk = skillOf(tier, elite, S1); + assert.deepEqual([sk.skillType, sk.spCost, sk.initSp, sk.bb.cnt], ['AUTO', elite ? 16 : 19, 0, 1], label(f)); + const { h, u } = field({ tier, elite, mod }); + const lim = D(u).limit; + assert.ok(h.runUntil(() => u.skill.activations === 1, sk.spCost + 1), `${label(f)}: cast at full SP`); + assert.equal(D(u).stock, 9, `${label(f)}: +1`); + h.run(sk.spCost * (lim - 9) + 1); + assert.equal(D(u).stock, lim, `${label(f)}: full`); + assert.ok(u.findBuff('talent:doroth:full') && u.s.flags.noSp, `${label(f)}: 阻回`); + const sp = u.skill.sp, casts = u.skill.activations; + h.run(sk.spCost + 2); + assert.deepEqual([u.skill.sp, u.skill.activations], [sp, casts], `${label(f)}: no SP, no cast while full`); + D(u).stock--; + h.step(); + assert.ok(!u.s.flags.noSp, `${label(f)}: SP again below the limit`); + done(h); + } +}); + +test('the trap goes off under the first selectable ground enemy on its tile (flyers never), with her ATK, from the trap, and withdraws: S1 atk_scale × ATK physical on it + DEF ×(1 − 25 % / 30 %) 5 s', () => { + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + const tb = tokOf(tier, elite, 0, mod).skill.bb; + assert.deepEqual([tb.atk_scale, tb.def, tb.duration], [elite ? 3.7 : 3.3, elite ? -0.3 : -0.25, 5], label(f)); + const { h, u } = field({ tier, elite, mod, skill: 0, pieces: [[9, 6]] }); + const t = piece(h, 2); + h.spawn('enemy_fly', { pos: [9, 6] }); + h.run(0.5); + assert.ok(t.alive, `${label(f)}: a flyer does not set it off`); + const e = h.spawn('enemy_dummy', { pos: [9, 6] }); + const near = h.spawn('enemy_dummy', { pos: [9, 7] }); + h.step(); + assert.ok(!t.alive, `${label(f)}: used up`); + const hits = trapHits(h); + assert.deepEqual(hits.map((c) => c.target), [e], `${label(f)}: only the enemy on it`); + assert.equal(hits[0].source, t); + const dbl = t.mem.dorDouble ? modOf(tier, mod)?.traitOverride?.bb.atk_scale ?? 1 : 1; + approx(hits[0].amount, u.s.atk * tb.atk_scale * dbl, `${label(f)}: ${tb.atk_scale} × her ATK${dbl > 1 ? ' × 2 (TRP-Y)' : ''}`, 1e-6); + assert.equal(hits[0].type, 'phys'); + const dd = h.hooksOf('statusApplied').find((c) => c.target === e && c.status === 'defDown'); + assert.deepEqual([dd?.duration, dd?.value], [5, -tb.def], `${label(f)}: DEF cut`); + assert.ok(!near.findBuff('defDown')); + assert.ok(h.eventsOf('fx').some((x) => x[1] === 'explode' && x[4]?.consumed === true && x[4]?.id === t.id), `${label(f)}: the blast marks it consumed`); + done(h); + } +}); + +test('S2 流沙区域生成: every selectable ground enemy within 1.2 takes atk_scale × ATK physical and 束缚 duration s (2 / 2.5) — duration_2 (3.5 / 5) when it hits one', () => { + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + const tb = tokOf(tier, elite, 1, mod).skill.bb; + assert.deepEqual([tb.atk_scale, tb.duration, tb.duration_2, tb.cnt_2], [elite ? 2.6 : 2.3, elite ? 2.5 : 2, elite ? 5 : 3.5, 1], label(f)); + { + const { h, u } = field({ tier, elite, mod, skill: 1, pieces: [[9, 6]] }); + const t = piece(h, 2); + const a = h.spawn('enemy_dummy', { pos: [9, 6] }); + const b = h.spawn('enemy_dummy', { pos: [10, 6] }); // 1.0 away + const c = h.spawn('enemy_dummy', { pos: [10, 7] }); // 1.41 away: outside + const fl = h.spawn('enemy_fly', { pos: [9, 7] }); + h.step(); + const hits = trapHits(h); + assert.deepEqual(hits.map((x) => x.target).sort((p, q) => p.id - q.id), [a, b], `${label(f)}: within 1.2, ground only`); + const dbl = t.mem.dorDouble ? 2 : 1; + for (const x of hits) approx(x.amount, u.s.atk * tb.atk_scale * dbl, `${label(f)}: damage`, 1e-6); + for (const e of [a, b]) approx(h.hooksOf('statusApplied').find((x) => x.target === e && x.status === 'bind').duration, tb.duration, `${label(f)}: 束缚`); + assert.ok(!c.findBuff('bind') && !fl.findBuff('bind')); + done(h); + } + { + const { h } = field({ tier, elite, mod, skill: 1, pieces: [[9, 6]] }); + const a = h.spawn('enemy_dummy', { pos: [9, 6] }); + h.step(); + approx(h.hooksOf('statusApplied').find((x) => x.target === a && x.status === 'bind').duration, tb.duration_2, `${label(f)}: one enemy ⇒ duration_2`); + done(h); + } + } +}); + +test('S3 高速共振排障: every selectable ground enemy on its x-6 takes atk_scale × ATK arts and 停顿 3 / 3.5 s, and the other traps on that x-6 go off 2 s later (no enemy needed), chaining on', () => { + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + const tv = tokOf(tier, elite, 2, mod).skill; + assert.deepEqual([tv.bb.atk_scale, tv.bb.sluggish, tv.bb.interval, tv.rangeId], [elite ? 2.8 : 2.5, elite ? 3.5 : 3, 2, 'x-6'], label(f)); + // A (9, 5) — B (9, 7) on A's x-6 — C (11, 7) on B's x-6, not on A's + const { h, u } = field({ tier, elite, mod, skill: 2, pieces: [[9, 5], [9, 7], [11, 7]] }); + for (const t of alive(h)) if (t.uid == null) h.b.retreat(t, { reason: 'expired', permanent: true }); + const [A, B, C] = [piece(h, 2), piece(h, 3), piece(h, 4)]; + const e = h.spawn('enemy_dummy', { pos: [9, 5] }); + const side = h.spawn('enemy_dummy', { pos: [11, 5] }); // A's x-6 ([2, 0] … facing RIGHT: (11, 5)) + const off = h.spawn('enemy_dummy', { pos: [10, 6] }); // diagonal: not on A's x-6 + h.step(); + const t0 = h.b.time; + assert.ok(!A.alive && B.alive && C.alive, `${label(f)}: A went off`); + const hitsA = trapHits(h).filter((x) => x.source === A); + assert.deepEqual(hitsA.map((x) => x.target).sort((p, q) => p.id - q.id), [e, side], `${label(f)}: A's x-6`); + const dbl = A.mem.dorDouble ? 2 : 1; + approx(hitsA[0].amount, u.base.atk * tv.bb.atk_scale * dbl, `${label(f)}: arts damage with her ATK before the stack (S3)`, 1e-6); + assert.ok(hitsA.every((x) => x.type === 'arts')); + approx(h.hooksOf('statusApplied').find((x) => x.target === e && x.status === 'sluggish').duration, tv.bb.sluggish, `${label(f)}: 停顿`); + assert.ok(!off.findBuff('sluggish')); + assert.ok(h.runUntil(() => !B.alive, 3), `${label(f)}: B goes off`); + approx(h.b.time - t0, 2, `${label(f)}: 2 s later`, 0.05); + assert.ok(h.runUntil(() => !C.alive, 3), `${label(f)}: C after B`); + approx(h.b.time - t0, 4, `${label(f)}: 2 s after B`, 0.05); + done(h); + } +}); + +test('T2 梦想家: every trap that goes off gives her ATK +2 % (TRP-Y stage 3: 4 %), up to 10 stacks, until she leaves — with S1 / S2 before the trap\'s damage, with S3 after it', () => { + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + const t1 = talentOf(tier, elite, mod, 1); + assert.deepEqual([t1.atk, t1.max_stack_cnt], [mod === Y && tier === 6 ? 0.04 : 0.02, 10], label(f)); + for (const skill of [0, 2]) { + const { h, u } = field({ tier, elite, mod, skill, pieces: [[9, 6]] }); + for (const t of alive(h)) if (t.uid == null) h.b.retreat(t, { reason: 'expired', permanent: true }); + const t = piece(h, 2); + const atk0 = u.s.atk; + h.spawn('enemy_dummy', { pos: [9, 6] }); + h.step(); + const b = u.findBuff('talent:doroth:dream'); + assert.deepEqual([b?.stacks, b?.mods], [1, { atkPct: t1.atk }], `${label(f)} S${skill + 1}: one stack`); + const hit = trapHits(h).find((x) => x.source === t); + const scale = tokOf(tier, elite, skill, mod).skill.bb.atk_scale * (t.mem.dorDouble ? 2 : 1); + const atkUsed = skill === 0 ? u.base.atk * (1 + t1.atk) : atk0; + approx(hit.amount, atkUsed * scale, `${label(f)} S${skill + 1}: the ATK ${skill === 0 ? 'with' : 'before'} the new stack`, 1e-6); + done(h); + } + } + // ten at most, gone when she leaves + const { h, u } = field({ tier: 5, skill: 0, pieces: [[9, 6]] }); + const trap = piece(h, 2); + for (let i = 0; i < 12; i++) { + const e = h.spawn('enemy_dummy', { pos: [9, 6] }); + h.step(); + h.b.kill(e, null); + trap.mem.dorFired = false; + if (!trap.alive) h.b.redeploy(trap, { free: true }); + } + assert.equal(u.findBuff('talent:doroth:dream').stacks, 10, 'ten stacks at most'); + h.b.retreat(u); + assert.equal(u.findBuff('talent:doroth:dream'), null, 'gone when she leaves'); + done(h); +}); + +test('a used-up piece comes back on its tile once the card is ready (5 s after the last trap deployment), a trap is in stock and its cost is paid — never on a ground enemy, past the limit or while she is off the field; her traps leave with her', () => { + for (const f of [[5, false, null], [6, true, X]]) { + const [tier, elite, mod] = f; + const cost = tokOf(tier, elite, 0, mod).stats.cost; + const { h, u } = field({ tier, elite, mod, skill: 0, pieces: [[9, 6], [9, 8]], dp: 0 }); + for (const t of alive(h)) if (t.uid == null) h.b.retreat(t, { reason: 'expired', permanent: true }); + const p = piece(h, 2); + const e = h.spawn('enemy_dummy', { pos: [9, 6] }); + h.step(); + assert.ok(!p.alive && !p.removed, `${label(f)}: used up, still its tile's piece`); + h.run(6); + assert.ok(!p.alive, `${label(f)}: not on a ground enemy (and no DP)`); + h.b.kill(e, null); + h.run(2); + assert.ok(!p.alive, `${label(f)}: no DP yet`); + h.b.players[0].dp = 10; + const stock = D(u).stock; + h.run(0.3); + assert.ok(p.alive && p.tileR === 9 && p.tileC === 6, `${label(f)}: back on its tile`); + approx(h.b.players[0].dp, 10 - cost, `${label(f)}: paid ${cost} DP`); + assert.equal(D(u).stock, stock - 1, `${label(f)}: one trap spent`); + // the card's redeploy time: a second used-up piece waits 5 s from that deployment + const q = piece(h, 3); + const e2 = h.spawn('enemy_dummy', { pos: [9, 8] }); + h.step(); + h.b.kill(e2, null); + const back = h.b.time; + h.runUntil(() => q.alive, 10); + assert.ok(h.b.time - back >= 5 - 0.35 - 1e-9 && q.alive, `${label(f)}: after the card's 5 s`); + // her traps leave with her; the pieces come back after her redeploy + h.b.retreat(u); + assert.equal(alive(h).length, 0, `${label(f)}: her traps leave with her`); + h.b.players[0].dp = 99; + h.run(8); + assert.equal(alive(h).filter((t) => t.uid != null).length, 0, `${label(f)}: not while she is off the field`); + h.b.redeploy(u, { free: true }); + assert.equal(D(u).stock, 8, `${label(f)}: the stock refilled at her deployment`); + h.runUntil(() => alive(h).filter((t) => t.uid != null).length === 2, 20); + assert.equal(alive(h).filter((t) => t.uid != null).length, 2, `${label(f)}: both pieces back`); + done(h); + } +}); + +test('TRP-Y 童话书: each trap deployment has a 20 % chance to be a ×2 trap (the red "!"), the double applied to its damage; none without the module', () => { + for (const f of [[5, true, Y], [6, true, Y], [6, true, X], [6, false, null]]) { + const [tier, elite, mod] = f; + const tb = modOf(tier, mod)?.traitOverride?.bb ?? {}; + const y = mod === Y; + if (y) assert.deepEqual([tb.prob, tb.atk_scale], [0.2, 2], label(f)); + const { h, u } = field({ tier, elite, mod, skill: 0, seed: 11 }); + let n = 0, d = 0; + for (let i = 0; i < 60; i++) { + for (const t of alive(h)) { n++; if (t.mem.dorDouble) d++; } + h.b.retreat(u); + h.b.redeploy(u, { free: true }); + } + if (y) assert.ok(d / n > 0.1 && d / n < 0.32, `${label(f)}: ${d} / ${n} doubles ≈ 20 %`); + else assert.equal(d, 0, `${label(f)}: no double trap`); + // a double trap's damage ×2 + if (y) { + const t = alive(h).find((x) => x.mem.dorDouble) ?? alive(h)[0]; + const e = h.spawn('enemy_dummy', { pos: [t.tileR, t.tileC] }); + h.step(); + const hit = trapHits(h).find((x) => x.source === t && x.target === e); + approx(hit.amount, u.base.atk * (1 + talentOf(tier, elite, mod, 1).atk) * tokOf(tier, elite, 0, mod).skill.bb.atk_scale * (t.mem.dorDouble ? 2 : 1), `${label(f)}: ×2`, 1e-6); + assert.ok(h.eventsOf('fx').some((x) => x[1] === 'mark' && x[4]?.kind === 'doroth:double')); + } + done(h); + } +}); + +test('TRP-X 梦中人: traps cost 2, limit / stock 13; stage 3: 3 traps at her deployment and, at every deployment of a placed piece, 50 % to summon one more in her range (no trap spent, inside the limit) — rolled again for each placed piece standing when her T2 stacks fill', () => { + for (const tier of [5, 6]) { + const hb = Object.assign({}, ...modOf(tier, X).talentChanges.filter((t) => t.talentIndex === -1).map((t) => t.bb)); + if (tier === 5) { assert.deepEqual(hb, {}, 'stage 1: no extra summon'); continue; } + assert.deepEqual([hb.prob, hb.max_cnt], [0.5, 1]); + // force the 50 % rolls to succeed: one extra per placed piece + { + const units = [[9, 6], [9, 8], [12, 6]]; + const h0 = makeBattle({ defs: { enemies: ENEMIES }, timeLimit: 300, autoFinish: false, seed: 5, flags: { dpPerSec: 0, dpMax: 999 }, + units: [{ uid: 1, diy: { slot: SLOT[6], charId: DOR, skillIndex: 0, uniEquipId: X }, elite: true, row: 10, col: 4 }, + ...units.map(([r, c], i) => ({ uid: 2 + i, kind: 'token', tokenId: TRAP, ownerUid: 1, row: r, col: c }))], + setup(b) { const ch = b.rng.chance.bind(b.rng); b.rng.chance = (p) => (p === 0.5 ? true : ch(p)); } }); + h0.step(); + assert.equal(alive(h0).filter((t) => t.uid == null).length, 3 + 3, 'three at her deployment + one per placed piece'); + assert.ok(alive(h0).length <= 13); + // her T2 full: every placed piece standing rolls again + const u0 = h0.unit(1); + const before = alive(h0).filter((t) => t.uid == null).length; + for (let i = 0; i < 9; i++) h0.b.addBuff(u0, { key: 'talent:doroth:dream', refresh: 'stack', stacks: 1, maxStacks: 10, mods: { atkPct: 0.02 } }); + const spare = alive(h0).find((t) => t.uid == null); + h0.spawn('enemy_dummy', { pos: [spare.tileR, spare.tileC] }); + h0.step(); + assert.equal(u0.findBuff('talent:doroth:dream').stacks, 10); + const after = alive(h0).filter((t) => t.uid == null).length; + assert.equal(after, Math.min(13 - 3, before - 1 + 3), 'one more per placed piece standing (inside the limit)'); + checkInvariants(h0.b); + assert.equal(h0.b.errors.length, 0); + } + // the plain roll ≈ 50 % (summons only for placed pieces) + let rolls = 0, extras = 0; + for (let seed = 1; seed <= 12; seed++) { + const { h } = field({ tier: 6, elite: true, mod: X, skill: 0, seed, pieces: [[9, 6], [9, 8], [12, 6], [12, 8]] }); + rolls += 4; + extras += alive(h).filter((t) => t.uid == null).length - 3; + done(h); + } + assert.ok(extras / rolls > 0.3 && extras / rolls < 0.7, `${extras} / ${rolls} ≈ 50 %`); + } +}); diff --git a/test/content/op_ebnhlz.test.js b/test/content/op_ebnhlz.test.js new file mode 100644 index 00000000..2f4cd611 --- /dev/null +++ b/test/content/op_ebnhlz.test.js @@ -0,0 +1,445 @@ +// test/content/op_ebnhlz.test.js — the 自选 operator kit of 黑键 (char_4046_ebnhlz, 6★ 秘术师; kit +// server/sim/content/kits/ops/op-ebnhlz.js) and of his S2 summon 旧日残影 (token_10024_ebnhlz_rcube), fielded the +// production way (a DIY slot + its `diy` pick, simdata getDiy) in every form: tiers 5 / 6, normal (E2 Lv1, skill rank 4, +// no module) and elite (E2 Lv60, rank 7) with no module, MSC-X 源石骰子收纳盒, MSC-Y “乐理阐释者” or MSC-Δ 朽坏传承 at stage 1 +// (tier 5) / 3 (tier 6). Numbers from data/backups.json; the fidelity checklist of kits/README.md. +// Run: node --test test/content/op_ebnhlz.test.js + +import { test } from 'node:test'; +import assert from 'node:assert/strict'; +import { readFileSync } from 'node:fs'; +import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js'; +import { KITTED_CHARS, OPERATOR_KITS, KITS } from '../../server/sim/content/kits/index.js'; +import { diyPool, validateDiyPicks } from '../../shared/diy.js'; + +const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8')); +const CHESS = load('chess'); +const BACKUPS = load('backups'); +const EBN = 'char_4046_ebnhlz'; +const REMNANT = 'token_10024_ebnhlz_rcube'; +const FORMS = BACKUPS.units[EBN].forms; +const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' }; +const MX = 'uniequip_002_ebnhlz', MY = 'uniequip_003_ebnhlz', MD = 'uniequip_004_ebnhlz'; +const S1 = 'skchr_ebnhlz_1', S2 = 'skchr_ebnhlz_2', S3 = 'skchr_ebnhlz_3'; +const statusOf = (tier, elite) => (elite ? (tier === 5 ? '2/60/7/1' : '2/60/7/3') : '2/1/4/0'); +const formOf = (tier, elite) => FORMS[statusOf(tier, elite)]; +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); +/** The composed talent `i` of a form + module (the module's change replaces the base talent). */ +const talentOf = (tier, elite, mod, i) => modOf(tier, mod)?.talentChanges.find((t) => t.talentIndex === i)?.bb ?? formOf(tier, elite).talents[i].bb; +const traitOf = (tier, elite, mod) => modOf(tier, mod)?.traitOverride?.bb ?? formOf(tier, elite).trait.bb; +const hiddenOf = (tier, mod) => Object.assign({}, ...(modOf(tier, mod)?.talentChanges ?? []).filter((t) => t.talentIndex === -1).map((t) => t.bb)); +const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`); +const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o }); +const ENEMIES = { + enemy_dummy: dummy('enemy_dummy'), enemy_elite: dummy('enemy_elite', { rank: 'ELITE' }), enemy_boss: dummy('enemy_boss', { rank: 'BOSS' }), + enemy_fly: dummy('enemy_fly', { motion: 'FLY' }), enemy_heavy: dummy('enemy_heavy', { mass: 3 }), +}; +const FORMS_ALL = [[5, false, null], [6, false, null], ...[5, 6].flatMap((t) => [null, MX, MY, MD].map((m) => [t, true, m]))]; +const label = ([tier, elite, mod]) => `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`; + +/** 黑键 as uid 1 at (row, col) facing `dir` (default RIGHT), plus `others`. */ +function field({ tier = 5, elite = false, mod = null, skill = 0, row = 10, col = 4, dir = 'RIGHT', others = [], seed = 5 } = {}) { + const h = makeBattle({ + defs: { enemies: ENEMIES }, timeLimit: 900, autoFinish: false, seed, + flags: { dpPerSec: 0, dpMax: 999 }, hooks: ['damaged', 'skillStart', 'skillEnd', 'statusApplied', 'attack', 'death'], captureNoisy: true, + units: [{ uid: 1, diy: { slot: SLOT[tier], charId: EBN, skillIndex: skill, uniEquipId: mod }, elite, row, col, dir }, ...others], + }); + h.step(); + return { h, u: h.unit(1) }; +} +const stored = (u) => ({ n: u.trait.ebn?.n ?? 0, e: u.trait.ebn?.e ?? 0 }); +const tagged = (c, t) => (c.dmg?.tags || []).includes(t); +const mainHits = (h, u) => h.hooksOf('damaged').filter((c) => c.source === u && c.dmg?.isAttack && !tagged(c, 'ebnhlz:energy')); +const energyHits = (h, u) => h.hooksOf('damaged').filter((c) => c.source === u && tagged(c, 'ebnhlz:energy')); +const yiyinHits = (h, u) => h.hooksOf('damaged').filter((c) => c.source === u && tagged(c, 'ebnhlz:yiyin')); +/** Hold his skill off (SP 0, no charge): the trait / talent checks see no cast. */ +const holdSkill = (u) => { u.skill.sp = 0; u.skill.charges = 0; }; +/** Start a check with nothing stored. */ +const clearEnergy = (u) => { const v = u.trait.ebn; if (v) { v.n = 0; v.e = 0; } }; +function done(h) { + checkInvariants(h.b); + assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0])); +} +/** Step until he holds `n` / `e` (no enemy on the field), recording [time, interval] at each store. */ +function storeUp(h, u, n, e, max = 60) { + const log = []; + let last = stored(u).n + stored(u).e; + for (let i = 0; i < max * 30; i++) { + const s = stored(u); + if (s.n === n && s.e === e) return log; + h.step(); + const t = stored(u).n + stored(u).e; + if (t !== last) { log.push([h.b.time, u.atkCd]); last = t; } + } + assert.fail(`stores up to ${n}/${e}: ${JSON.stringify(stored(u))}`); + return log; +} + +test('黑键 in every 自选 form: his operator kit (all three skills authored), the form\'s stats + module attributes, 3-14, ranged arts every 3 s that hits air units, blocks 1, ground-targetable, the data\'s DEFAULT triggers, 空 bond, no 特质', () => { + assert.equal(OPERATOR_KITS[EBN], KITS[EBN]); + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + for (const skill of [0, 1, 2]) { + const { h, u } = field({ tier, elite, mod, skill }); + const form = formOf(tier, elite), m = elite ? modOf(tier, mod) : null; + assert.deepEqual([u.def.charId, u.def.diyFor, u.skill.id, !!u.kit.generic, u.kit.skillSource], [EBN, SLOT[tier], form.skills[skill].skillId, false, 'skills'], label(f)); + assert.deepEqual([u.base.maxHp, u.base.atk, u.base.def, u.base.res, u.base.aspd], + [form.stats.maxHp + (m?.attr.maxHp ?? 0), form.stats.atk + (m?.attr.atk ?? 0), form.stats.def + (m?.attr.def ?? 0), form.stats.res + (m?.attr.res ?? 0), 100 + (m?.attr.aspd ?? 0)], `${label(f)}: stats`); + assert.deepEqual([u.s.blockCnt, u.profile.attack, u.profile.dmgType, u.profile.canHitFly, u.base.bat], [1, 'ranged', 'arts', true, 3], `${label(f)}: 秘术师`); + assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${label(f)}: 3-14`); + assert.equal(u.skill.rule, 'DEFAULT', `${label(f)}: the data's trigger`); + assert.deepEqual([u.def.bonds, u.def.raw.garrisonIds], [['emptyShip'], []], `${label(f)}: bonds / 特质`); + assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth, `${label(f)}: ground enemies target him`); + done(h); + } + } + // the numbers (zh_CN): E2 Lv1 1359 / 1134 / 120 / 20, E2 Lv60 1570 / 1310 / 130 / 20; MSC-X +58 ATK +3 ASPD → +90 / +5, + // MSC-Y +80 HP +88 ATK → +175 / +135, MSC-Δ +76 ATK +4 RES → +124 / +5 + assert.deepEqual([FORMS['2/1/4/0'].stats.maxHp, FORMS['2/1/4/0'].stats.atk, FORMS['2/60/7/1'].stats.atk], [1359, 1134, 1310]); + assert.deepEqual([modOf(5, MX).attr, modOf(6, MX).attr, modOf(5, MY).attr, modOf(6, MY).attr, modOf(5, MD).attr, modOf(6, MD).attr], + [{ atk: 58, aspd: 3 }, { atk: 90, aspd: 5 }, { maxHp: 80, atk: 88 }, { maxHp: 175, atk: 135 }, { atk: 76, res: 4 }, { atk: 124, res: 5 }]); + // he hits a flyer + const { h, u } = field({ skill: 2 }); + holdSkill(u); + const f = h.spawn('enemy_fly', { pos: [10, 6] }); + assert.ok(h.runUntil(() => mainHits(h, u).some((c) => c.target === f), 5), 'an air unit is hit'); + done(h); +}); + +test('a 自选 pick: 黑键 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(EBN)); + for (const t of [5, 6]) assert.ok(diyPool(t, { data, kitted: KITTED_CHARS }).includes(EBN), `tier ${t}`); + assert.deepEqual(validateDiyPicks({ [SLOT[6]]: { charId: EBN, skillIndex: 1, uniEquipId: MD } }, { data, kitted: KITTED_CHARS }), + { ok: true, picks: { [SLOT[6]]: { charId: EBN, skillIndex: 1, uniEquipId: MD } } }); +}); + +test('trait + T1 强弱法: no target ⇒ one energy per attack interval (an attack action — PRTS 分支特性信息), up to times (3; MSC-X 4), then the one elite-only energy, then idle; MSC-Y: ASPD +30 while he holds any', () => { + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + const { h, u } = field({ tier, elite, mod, skill: 0 }); + const N = traitOf(tier, elite, mod).times, E = talentOf(tier, elite, mod, 0).times_2; + assert.deepEqual([N, E], [mod === MX ? 4 : 3, 1], `${label(f)}: times / times_2`); + assert.deepEqual(stored(u), { n: 1, e: 0 }, `${label(f)}: the first at once (his attack is ready at deployment)`); + const first = [h.b.time, u.atkCd]; + approx(first[1], u.base.bat * 100 / u.base.aspd, `${label(f)}: then a full interval`, 1e-6); + const log = [first, ...storeUp(h, u, N, E)]; + assert.equal(log.length, N + E, `${label(f)}: ${N} + ${E} stores`); + for (let i = 1; i < log.length; i++) approx(log[i][0] - log[i - 1][0], log[i - 1][1], `${label(f)}: store ${i + 1} one interval after the last`, 0.02); + const aspd = hiddenOf(tier, mod).attack_speed ?? 0; + assert.equal(aspd, mod === MY ? 30 : 0, `${label(f)}: MSC-Y attack_speed`); + approx(u.s.aspd, u.base.aspd + aspd, `${label(f)}: ASPD while holding energy`); + const before = h.b.time; + h.run(10); + assert.deepEqual(stored(u), { n: N, e: E }, `${label(f)}: full — idle`); + assert.ok(h.b.time - before >= 10 - 1e-9); + done(h); + } +}); + +test('the volley: his next attack releases every normal energy at its target, ATK × atk_scale (1.35; MSC-X stage 3 1.43) arts attack hits landing with the main bolt; the elite energy only at an elite or leader target', () => { + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + const { h, u } = field({ tier, elite, mod, skill: 0 }); + const N = traitOf(tier, elite, mod).times, E = talentOf(tier, elite, mod, 0).times_2; + const scale = talentOf(tier, elite, mod, 0).atk_scale; + assert.equal(scale, mod === MX && tier === 6 ? 1.43 : 1.35, `${label(f)}: 强弱法 scale`); + storeUp(h, u, N, E); + holdSkill(u); + const e = h.spawn('enemy_dummy', { pos: [10, 6] }); + assert.ok(h.runUntil(() => mainHits(h, u).length > 0, 5), `${label(f)}: attacks`); + const main = mainHits(h, u)[0]; + const en = energyHits(h, u).filter((c) => c.dmg.attackId === main.dmg.attackId); + assert.equal(en.length, N, `${label(f)}: ${N} normal energies at a normal enemy`); + for (const c of en) { approx(c.amount, u.s.atk * scale, `${label(f)}: energy ×${scale}`, 1e-3); assert.deepEqual([c.type, c.target, c.dmg.isAttack], ['arts', e, true]); } + approx(main.amount, u.s.atk, `${label(f)}: the main bolt 100 %`, 1e-3); + assert.deepEqual(stored(u), { n: 0, e: E }, `${label(f)}: the elite energy kept`); + // an elite target: the elite energy goes too + h.b.kill(e, null); + holdSkill(u); + const el = h.spawn('enemy_elite', { pos: [10, 6] }); + const n0 = mainHits(h, u).length; + assert.ok(h.runUntil(() => mainHits(h, u).length > n0 && mainHits(h, u).at(-1).target === el, 8), `${label(f)}: attacks the elite`); + const m2 = mainHits(h, u).at(-1); + const en2 = energyHits(h, u).filter((c) => c.dmg.attackId === m2.dmg.attackId); + assert.equal(en2.length, E, `${label(f)}: the elite energy at an elite`); + assert.deepEqual(stored(u), { n: 0, e: 0 }); + done(h); + } + // a leader (BOSS rank) takes it too + const { h, u } = field({ tier: 6, elite: true }); + storeUp(h, u, 3, 1); + holdSkill(u); + h.spawn('enemy_boss', { pos: [10, 6] }); + assert.ok(h.runUntil(() => mainHits(h, u).length > 0, 5)); + assert.equal(energyHits(h, u).length, 4, 'three normal + the elite energy at a leader'); + done(h); +}); + +test('T2 倚音: per projectile (the main bolt and every energy) a target with no other enemy within range_radius 1.1 takes ATK × atk_scale arts (15 %; MSC-Y 20 %, MSC-Δ 30 % at stage 3); with one there: nothing — MSC-Y stage 3 ATK × 36 % arts splash on the others instead; MSC-Δ stage 3: + ATK × 30 % 元素伤害 on a target in its 凋亡 burst', () => { + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + const t1 = talentOf(tier, elite, mod, 1); + assert.equal(t1.range_radius, 1.1); + assert.equal(t1.atk_scale, tier === 6 && mod === MY ? 0.2 : tier === 6 && mod === MD ? 0.3 : 0.15, `${label(f)}: atk_scale`); + // alone: the main bolt + 2 energies ⇒ 3 additions + { + const { h, u } = field({ tier, elite, mod, skill: 0 }); + storeUp(h, u, 2, 0); + holdSkill(u); + const e = h.spawn('enemy_dummy', { pos: [10, 6] }); + assert.ok(h.runUntil(() => mainHits(h, u).length > 0, 5)); + const id = mainHits(h, u)[0].dmg.attackId; + const add = yiyinHits(h, u).filter((c) => c.dmg.attackId === id && c.type === 'arts'); + assert.equal(add.length, 3, `${label(f)}: the main bolt and 2 energies`); + for (const c of add) { approx(c.amount, u.s.atk * t1.atk_scale, `${label(f)}: ${t1.atk_scale}`, 1e-3); assert.equal(c.target, e); } + done(h); + } + // not alone: an enemy 1.0 away (within 1.1) + { + const { h, u } = field({ tier, elite, mod, skill: 0 }); + holdSkill(u); + clearEnergy(u); + const a = h.spawn('enemy_dummy', { pos: [10, 6] }); + const b = h.spawn('enemy_dummy', { pos: [11, 6] }); + assert.ok(h.runUntil(() => mainHits(h, u).length > 0, 5)); + const main = mainHits(h, u)[0]; + const add = yiyinHits(h, u).filter((c) => c.dmg.attackId === main.dmg.attackId); + const other = main.target === a ? b : a; + if (t1.atk_scale_2 > 0) { + assert.equal(t1.atk_scale_2, 0.36, `${label(f)}: MSC-Y stage 3`); + assert.deepEqual(add.map((c) => c.target), [other], `${label(f)}: the splash spares the main target`); + approx(add[0].amount, u.s.atk * 0.36, `${label(f)}: 36 %`, 1e-3); + assert.ok(add[0].dmg.isSplash); + } else assert.equal(add.length, 0, `${label(f)}: no addition with another enemy near`); + done(h); + } + // MSC-Δ stage 3: a target in its 凋亡 burst + if (t1.element_atk_scale > 0) { + assert.deepEqual([tier, mod, t1.element_atk_scale], [6, MD, 0.3]); + const { h, u } = field({ tier, elite, mod, skill: 0 }); + holdSkill(u); + clearEnergy(u); + const e = h.spawn('enemy_dummy', { pos: [10, 6] }); + h.b.addBuff(e, { key: 'apoptosisBurst', duration: 15, flags: { burstLock: true } }); + assert.ok(h.runUntil(() => mainHits(h, u).length > 0, 5)); + const id = mainHits(h, u)[0].dmg.attackId; + const add = yiyinHits(h, u).filter((c) => c.dmg.attackId === id); + assert.deepEqual(add.map((c) => c.type), ['arts', 'elemental'], 'arts first, then 元素伤害 (PRTS 备注)'); + approx(add[1].amount, u.s.atk * 0.3, '30 % 元素伤害', 1e-3); + done(h); + } + } +}); + +test('MSC-Δ 朽坏传承: every arts damage of his (attacks, energies, 倚音) and of his 旧日残影 attaches 8 % of it as 凋亡损伤; none without the module', () => { + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + const ratio = hiddenOf(tier, mod).ep_damage_ratio ?? 0; + assert.equal(ratio, mod === MD ? 0.08 : 0, label(f)); + const { h, u } = field({ tier, elite, mod, skill: 0 }); + holdSkill(u); + const e = h.spawn('enemy_dummy', { pos: [10, 6] }); + assert.ok(h.runUntil(() => mainHits(h, u).length > 0, 5)); + const id = mainHits(h, u)[0].dmg.attackId; + const arts = h.hooksOf('damaged').filter((c) => c.source === u && c.type === 'arts' && c.dmg.attackId === id); + const sum = arts.reduce((s, c) => s + c.amount, 0); + approx(e.elem.apoptosis, sum * ratio, `${label(f)}: 凋亡 gauge = ${ratio} × the arts dealt`, 1e-6); + done(h); + } + // the remnant's blast too + const { h, u } = field({ tier: 6, elite: true, mod: MD, skill: 1 }); + u.skill.gainSp(999); + const e = h.spawn('enemy_dummy', { pos: [10, 7] }); + assert.ok(h.runUntil(() => h.hooksOf('damaged').some((c) => c.source?.defId === REMNANT), 5), 'a remnant blast'); + const blast = h.hooksOf('damaged').find((c) => c.source?.defId === REMNANT && c.type === 'arts'); + const fills = h.hooksOf('damaged').filter((c) => c.source === blast.source && c.type === 'element'); + approx(fills[0].dmg.amount, blast.amount * 0.08, 'the remnant attaches 8 % too', 1e-6); + assert.equal(e.alive, true); + done(h); +}); + +test('S1 渐快急板 (MANUAL, data DEFAULT): 5 s, range 4-1, attack interval ×0.2, every attack 35 % / 40 % ATK arts — the energies released meanwhile 35 % / 40 % × 强弱法; all back after', () => { + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + const sk = skillOf(tier, elite, S1); + assert.deepEqual([sk.duration, sk.bb['attack@atk_scale'], sk.bb.base_attack_time, sk.rangeId, sk.spCost, sk.initSp], [5, elite ? 0.4 : 0.35, 0.2, '4-1', elite ? 19 : 22, 5], label(f)); + const { h, u } = field({ tier, elite, mod, skill: 0 }); + const own = () => u.base.bat * 100 / u.s.aspd; + u.skill.gainSp(999); + h.run(1); + assert.equal(u.skill.activations, 0, `${label(f)}: no enemy, no cast`); + const e = h.spawn('enemy_dummy', { pos: [10, 6] }); + assert.ok(h.runUntil(() => u.skill.active, 5), `${label(f)}: cast with an enemy in 3-14`); + assert.deepEqual(u.liveRangeGrid, sk.rangeGrid, `${label(f)}: 4-1`); + approx(u.skill.timeLeft, 5, `${label(f)}: 5 s`, 0.02); + approx(u.s.interval, own() * 0.2, `${label(f)}: ×0.2`, 1e-6); + assert.ok(h.runUntil(() => mainHits(h, u).length > 0, 2)); + const main = mainHits(h, u)[0]; + approx(main.amount, u.s.atk * sk.bb['attack@atk_scale'], `${label(f)}: ${sk.bb['attack@atk_scale']} ATK`, 1e-3); + const en = energyHits(h, u).filter((c) => c.dmg.attackId === main.dmg.attackId); + assert.equal(en.length, 1); + approx(en[0].amount, u.s.atk * sk.bb['attack@atk_scale'] * talentOf(tier, elite, mod, 0).atk_scale, `${label(f)}: the energy at the skill's scale`, 1e-3); + // the 4-1 reaches 4 tiles ahead (3-14 only 3) + const far = h.spawn('enemy_dummy', { pos: [10, 8] }); + h.b.kill(e, null); + assert.ok(h.runUntil(() => mainHits(h, u).some((c) => c.target === far), 2), `${label(f)}: the 4-1's far tile`); + h.runUntil(() => !u.skill.active, 6); + assert.deepEqual(u.liveRangeGrid, formOf(tier, elite).rangeGrid, `${label(f)}: 3-14 back`); + approx(u.s.interval, own(), `${label(f)}: interval back`, 1e-6); + done(h); + } +}); + +test('S2 荒芜回响 (AUTO, data DEFAULT): spends every energy (elite first) on energies + 1 旧日残影 on free tiles of his range — the enemy\'s tile first, then the nearest; fewer tiles ⇒ fewer spent; no free tile ⇒ no cast (the charge back)', () => { + for (const [tier, elite, mod] of [[5, false, null], [6, true, MX]]) { + const sk = skillOf(tier, elite, S2); + assert.deepEqual([sk.skillType, sk.bb.atk_scale, sk.bb.force, sk.spCost, sk.initSp], ['AUTO', elite ? 2 : 1.7, 1, elite ? 14 : 15, 0]); + const { h, u } = field({ tier, elite, mod, skill: 1 }); + const N = traitOf(tier, elite, mod).times; + storeUp(h, u, N, 1); + u.skill.gainSp(999); + const e = h.spawn('enemy_dummy', { pos: [10, 7] }); + assert.ok(h.runUntil(() => u.skill.activations === 1, 5), 'cast with an enemy in range'); + const rem = h.b.allyUnits.filter((t) => t.kind === 'token' && t.defId === REMNANT); + assert.equal(rem.length, N + 2, `${N} + 1 energies + 1 remnants`); + assert.deepEqual([rem[0].tileR, rem[0].tileC], [10, 7], 'the enemy\'s tile first'); + const d = (t) => Math.hypot(t.tileC - 7, t.tileR - 10); + for (let i = 2; i < rem.length; i++) assert.ok(d(rem[i]) >= d(rem[i - 1]) - 1e-9, 'then by the distance to the enemy'); + assert.deepEqual(stored(u), { n: 0, e: 0 }, 'every energy spent'); + assert.equal(energyHits(h, u).length, 0, 'none left for the attack'); + void e; + done(h); + } + // the flat stage's edge (col 2: RANGED tiles; cols 0–1 none): facing LEFT from (10, 2) no tile of his range is free + { + const { h, u } = field({ tier: 5, skill: 1, row: 10, col: 2, dir: 'LEFT' }); + storeUp(h, u, 3, 1); + u.skill.gainSp(999); + h.spawn('enemy_dummy', { pos: [10, 1] }); + assert.ok(h.runUntil(() => u.skill.activations >= 1, 5), 'the DEFAULT condition holds (an enemy in range)'); + assert.equal(h.b.allyUnits.filter((t) => t.kind === 'token').length, 0, 'no placeable tile: no remnant'); + assert.ok(u.skill.ready, 'the charge is back'); + done(h); + } + // fewer free tiles than energies + 1: facing LEFT from (10, 3) only (10, 2) and (11, 2) are placeable + { + const { h, u } = field({ tier: 5, skill: 1, row: 10, col: 3, dir: 'LEFT' }); + storeUp(h, u, 3, 1); + u.skill.gainSp(999); + let atEnd = null; + h.b.on('skillEnd', (c) => { if (c.unit === u) atEnd = stored(u); }); + h.spawn('enemy_dummy', { pos: [10, 2] }); + assert.ok(h.runUntil(() => u.skill.activations === 1, 5)); + const rem = h.b.allyUnits.filter((t) => t.kind === 'token' && t.defId === REMNANT); + assert.deepEqual(rem.map((t) => [t.tileR, t.tileC]), [[10, 2], [11, 2]], 'the enemy\'s tile, then the other free one'); + assert.deepEqual(atEnd, { n: 3, e: 0 }, 'one energy spent — the elite one first'); + assert.ok(h.runUntil(() => energyHits(h, u).length === 3, 2), 'the attack that follows releases the three left'); + done(h); + } +}); + +test('旧日残影: a selectable ground enemy within 1.35 activates it; 0.93 s later every ground enemy within 1.35 takes 黑键\'s ATK × 170 % / 200 % arts from it and a 中力 inward push, then it withdraws; never flyers; 30 s life; it leaves with 黑键', () => { + for (const [tier, elite] of [[5, false], [6, true]]) { + const sk = skillOf(tier, elite, S2); + const { h, u } = field({ tier, elite, skill: 1 }); + u.skill.gainSp(999); + const e = h.spawn('enemy_dummy', { pos: [10, 7] }); + assert.ok(h.runUntil(() => u.skill.activations === 1, 5)); + const r = h.b.allyUnits.find((t) => t.kind === 'token' && t.defId === REMNANT && t.tileR === 10 && t.tileC === 7); + assert.ok(r && r.alive, 'a remnant on the enemy'); + const near = h.spawn('enemy_dummy', { pos: [11, 8] }); // 1.41 away: outside + const fly = h.spawn('enemy_fly', { pos: [10, 8] }); + const t0 = h.b.time; + assert.ok(h.runUntil(() => h.hooksOf('damaged').some((c) => c.source === r), 3), 'it goes off'); + approx(h.b.time - t0, 0.93, 'about 0.93 s after the activation', 0.05); + const hits = h.hooksOf('damaged').filter((c) => c.source === r && c.type === 'arts'); + assert.deepEqual(hits.map((c) => c.target), [e], 'only the ground enemy within 1.35'); + approx(hits[0].amount, u.s.atk * sk.bb.atk_scale, `${sk.bb.atk_scale} × his ATK`, 1e-3); + assert.ok(!hits.some((c) => c.target === fly || c.target === near)); + assert.ok(!r.alive, 'withdrawn once its skill went off'); + done(h); + } + // an inward push: a light enemy 1 tile off is drawn towards it + { + const { h, u } = field({ tier: 6, elite: true, skill: 1 }); + u.skill.gainSp(999); + const e = h.spawn('enemy_dummy', { pos: [10, 7] }); + assert.ok(h.runUntil(() => u.skill.activations === 1, 5)); + const r = h.b.allyUnits.find((t) => t.kind === 'token' && t.tileR === 10 && t.tileC === 7); + const side = h.spawn('enemy_dummy', { pos: [11, 7] }); + const d0 = Math.hypot(side.x - r.x, side.y - r.y); + assert.ok(h.runUntil(() => !r.alive, 3)); + assert.ok(Math.hypot(side.x - r.x, side.y - r.y) < d0 - 0.1, 'pulled in (a push towards it)'); + void e; + done(h); + } + // life 30 s (no enemy near), and gone with 黑键 + { + const { h, u } = field({ tier: 5, skill: 1 }); + storeUp(h, u, 3, 1); + u.skill.gainSp(999); + const e = h.spawn('enemy_dummy', { pos: [10, 7] }); + assert.ok(h.runUntil(() => u.skill.activations === 1, 5)); + const quiet = h.b.allyUnits.filter((t) => t.kind === 'token' && t.alive && Math.hypot(t.x - e.x, t.y - e.y) > 1.35); + assert.ok(quiet.length >= 1, 'a remnant out of reach'); + assert.equal(h.b.tokenDef(REMNANT, u).talents[0].bb.duration, 30); + h.b.kill(e, null); + h.run(29); + assert.ok(quiet.every((t) => t.alive), 'still there at 29 s'); + h.run(1.5); + assert.ok(quiet.every((t) => !t.alive), 'gone after 30 s'); + done(h); + } + { + const { h, u } = field({ tier: 5, skill: 1 }); + u.skill.gainSp(999); + const e = h.spawn('enemy_dummy', { pos: [10, 7] }); + assert.ok(h.runUntil(() => u.skill.activations === 1, 5)); + h.b.kill(e, null); + assert.ok(h.b.allyUnits.some((t) => t.kind === 'token' && t.alive)); + h.b.retreat(u); + h.step(); + assert.ok(!h.b.allyUnits.some((t) => t.kind === 'token' && t.alive), 'withdrawn when he leaves'); + done(h); + } +}); + +test('S3 寂静之声 (MANUAL, data DEFAULT): 30 s, ASPD +50 / +60, ATK +43 % / +50 %; attacks only elite or leader enemies (with none he stores elite energy); energies turn elite at its start, deal × talent_scale_multiplier (1.23 / 1.30); at its end one stays elite, the rest normal', () => { + for (const [tier, elite, mod] of [[5, false, null], [6, false, null], [5, true, MY], [6, true, MX]]) { + const sk = skillOf(tier, elite, S3); + assert.deepEqual([sk.duration, sk.bb.attack_speed, sk.bb.atk, sk.bb.talent_scale_multiplier, sk.spCost, sk.initSp], + [30, elite ? 60 : 50, elite ? 0.5 : 0.43, elite ? 1.3 : 1.23, elite ? 22 : 24, elite ? 8 : 6]); + const { h, u } = field({ tier, elite, mod, skill: 2 }); + const N = traitOf(tier, elite, mod).times; + storeUp(h, u, 2, 0); + u.skill.gainSp(999); + let atCast = null; + h.b.on('skillStart', (c) => { if (c.unit === u) atCast = stored(u); }); + const a = h.spawn('enemy_dummy', { pos: [10, 6] }); + assert.ok(h.runUntil(() => u.skill.active, 5), 'cast with an enemy in range'); + assert.deepEqual(atCast, { n: 0, e: 2 }, 'the stored energies turned elite'); + approx(u.s.atk, u.base.atk * (1 + sk.bb.atk), 'ATK'); + const n0 = mainHits(h, u).length; + h.run(8); + assert.equal(mainHits(h, u).length, n0, 'never a normal enemy'); + assert.deepEqual(stored(u), { n: 0, e: N + 1 }, `elite energies only, up to ${N} + 1`); + const el = h.spawn('enemy_elite', { pos: [11, 6] }); + assert.ok(h.runUntil(() => mainHits(h, u).length > n0, 5), 'the elite is attacked'); + const main = mainHits(h, u).at(-1); + assert.equal(main.target, el); + const en = energyHits(h, u).filter((c) => c.dmg.attackId === main.dmg.attackId); + assert.equal(en.length, N + 1); + const scale = talentOf(tier, elite, mod, 0).atk_scale * sk.bb.talent_scale_multiplier; + approx(en[0].amount, u.s.atk * scale, `energies × ${scale}`, 1e-3); + approx(u.s.aspd, u.base.aspd + sk.bb.attack_speed, 'ASPD'); + // at the end: one elite stays, the rest normal + h.b.kill(el, null); + h.runUntil(() => stored(u).e === N + 1, 30); + u.skill.end('test'); + assert.deepEqual(stored(u), { n: N, e: 1 }, 'one elite kept, the rest normal (up to times)'); + void a; + done(h); + } +}); diff --git a/test/golden/diy.json b/test/golden/diy.json index b253f1e5..27183555 100644 --- a/test/golden/diy.json +++ b/test/golden/diy.json @@ -4495,8 +4495,8 @@ "snaps": "9e71a576 5f85bc01 c3ec0c6e 907b650d 8d0a1507 16eb2156 378d038b 6506577e 30807fb9 f2c86b9d ec752e72 d7303d83 83002a0a 01b70ca0 09e839c4 98d2358c 161de0dc 5f1fb139 3915cceb aeddf47d a8963bbe 76037450 84a29f92" }, "diy-106": { - "about": "5_diy1_a=cdfend 5_diy2_b=cdfend 5_diy1_a=cguard 5_diy2_b=cguard 5_diy1_a=csnipe 5_diy2_b=csnipe 5_diy1_a=ccast 5_diy2_b=ccast 5_diy1_a=cmedic 5_diy2_b=cmedic 5_diy1_a=csuppo 5_diy2_b=csuppo", - "fast": true, + "about": "5_diy1_a=doroth/S1 5_diy2_a=doroth/S2 5_diy1_a=doroth/S3 5_diy2_b=doroth/S1 5_diy1_b=doroth/S2 5_diy2_b=doroth/S3 5_diy1_b=doroth/S1/002_doroth 5_diy2_b=doroth/S2/002_doroth 5_diy1_b=doroth/S3/002_doroth 5_diy2_b=doroth/S1/003_doroth 5_diy1_b=doroth/S2/003_doroth 5_diy2_b=doroth/S3/003_doroth", + "fast": false, "kind": "normal", "stageId": "act1autochess_m07", "modeId": "mode_multi_abyss", @@ -4506,76 +4506,111 @@ "time": 193.8, "ticks": 5814, "reason": "cleared", - "killed": 0, + "killed": 2, "total": 126, "unspawned": 0, "bossHpLeft": null, - "rngDraws": 0, + "rngDraws": 21, "errors": {"count":0,"kinds":[]}, - "players": {"p1":{"killed":0,"total":126,"perfect":false,"leaks":126,"leaksUncounted":0,"coins":0,"dmg":59922,"bossDmg":0,"heal":8548,"deaths":25,"layerGains":{}}}, + "players": {"p1":{"killed":2,"total":126,"perfect":false,"leaks":124,"leaksUncounted":0,"coins":0,"dmg":187981,"bossDmg":0,"heal":0,"deaths":28,"layerGains":{}}}, "units": [ - ["p1",1,"op","chess_char_5_diy1_a",2,null,0,0,3,0,1808,2128,0,8,0], - ["p1",2,"op","chess_char_5_diy2_b",2,"none",0,0,6,0,9112,3634,0,34,1], - ["p1",3,"op","chess_char_5_diy1_a",2,null,0,0,83,0,1003,6580,0,8,0], 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["p1",5,"op","chess_char_5_diy1_b",1,"none",0,0,175,0,8432,4185,0,17,1], + ["p1",6,"op","chess_char_5_diy2_b",2,"none",0,0,128,0,10414,2790,0,27,2], + ["p1",7,"op","chess_char_5_diy1_b",0,"uniequip_002_doroth",0,0,115,0,8165,3030,0,16,1], + ["p1",8,"op","chess_char_5_diy2_b",1,"uniequip_002_doroth",0,0,110,0,15356,3030,0,39,1], + ["p1",9,"op","chess_char_5_diy1_b",2,"uniequip_002_doroth",0,0,102,0,13462,3030,0,37,1], + ["p1",10,"op","chess_char_5_diy2_b",0,"uniequip_003_doroth",0,0,178,0,9334,4185,0,26,0], + ["p1",11,"op","chess_char_5_diy1_b",1,"uniequip_003_doroth",0,0,140,0,19757,2790,0,37,2], + ["p1",12,"op","chess_char_5_diy2_b",2,"uniequip_003_doroth",0,0,154,0,18484,2790,0,34,2], ["-","~1","device","trap_1105_accrate",null,null,100,1,1,0,0,0,0,0,null], - ["-","~2","device","trap_1105_accrate",null,null,100,1,2,0,0,0,0,0,null] + ["-","~2","device","trap_1105_accrate",null,null,100,1,2,0,0,0,0,0,null], + 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["p1","~12","token","token_10025_doroth_recttp",null,null,1000,0,111,0,1509,0,0,0,null], + ["p1","~13","token","token_10025_doroth_recttp",null,null,1000,0,113,0,0,0,0,0,null], + ["p1","~14","token","token_10025_doroth_recttp",null,null,1000,0,116,0,2169,0,0,0,null], + ["p1","~15","token","token_10025_doroth_recttp",null,null,1000,0,119,0,0,0,0,0,null], + ["p1","~16","token","token_10025_doroth_recttp",null,null,1000,0,120,0,1138,0,0,0,null], + ["p1","~17","token","token_10025_doroth_recttp",null,null,1000,0,124,0,0,0,0,0,null], + ["p1","~18","token","token_10025_doroth_recttp",null,null,1000,0,129,0,0,0,0,0,null], + ["p1","~19","token","token_10025_doroth_recttp",null,null,1000,0,130,0,0,0,0,0,null], + ["p1","~20","token","token_10025_doroth_recttp",null,null,1000,0,141,0,1493,0,0,0,null], + ["p1","~21","token","token_10025_doroth_recttp",null,null,1000,0,142,0,1524,0,0,0,null], + ["p1","~22","token","token_10025_doroth_recttp",null,null,1000,0,155,0,1630,0,0,0,null], + ["p1","~23","token","token_10025_doroth_recttp",null,null,1000,0,156,0,1662,0,0,0,null], + ["p1","~24","token","token_10025_doroth_recttp",null,null,1000,0,176,0,0,0,0,0,null], + ["p1","~25","token","token_10025_doroth_recttp",null,null,1000,0,179,0,2146,0,0,0,null], + ["p1","~26","token","token_10025_doroth_recttp",null,null,1000,0,185,0,0,0,0,0,null], + ["p1","~27","token","token_10025_doroth_recttp",null,null,1000,0,186,0,0,0,0,0,null], + ["p1","~28","token","token_10025_doroth_recttp",null,null,1000,0,193,0,0,0,0,0,null], + ["p1","~29","token","token_10025_doroth_recttp",null,null,1000,0,194,0,0,0,0,0,null] ], - "enemies": {"enemy_1251_lysyta_2":[54,0,54,8019,34461],"enemy_1252_lysytb_2":[42,0,42,35352,24551],"enemy_1329_cbshld_2":[30,0,30,5487,911]}, - "hooks": [1,153,5814,380,380,358,358,16,25,151,5,5,0,8987,28,10,126,126,1,25,0,0,0], - "events": {"atk":380,"deploy":25,"die":25,"dmg":358,"heal":16,"leak":126,"skill":10,"spawn":140,"status":50}, - "fx": {}, - "snaps": "57186c39 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6_diy2_a=doroth/S2 6_diy1_a=doroth/S3 6_diy2_b=doroth/S1 6_diy1_b=doroth/S2 6_diy2_b=doroth/S3 6_diy1_b=doroth/S1/002_doroth 6_diy2_b=doroth/S2/002_doroth 6_diy1_b=doroth/S3/002_doroth 6_diy2_b=doroth/S1/003_doroth 6_diy1_b=doroth/S2/003_doroth 6_diy2_b=doroth/S3/003_doroth", "fast": false, "kind": "normal", "stageId": "act2autochess_m01", "modeId": "mode_multi_funny", - "round": 12, + "round": 13, "seed": 4020340196, - "waveId": "act1autochess_h05", - "time": 203.3, - "ticks": 6099, + "waveId": "act1autochess_h06", + "time": 218.6, + "ticks": 6558, "reason": "cleared", - "killed": 90, - "total": 90, + "killed": 34, + "total": 96, "unspawned": 0, "bossHpLeft": null, - "rngDraws": 450, + "rngDraws": 2, "errors": {"count":0,"kinds":[]}, - "players": {"p1":{"killed":90,"total":90,"perfect":true,"leaks":0,"leaksUncounted":0,"coins":0,"dmg":792864,"bossDmg":0,"heal":34212,"deaths":7,"layerGains":{}}}, + "players": 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