diff --git a/docs/META.md b/docs/META.md index d9ab266b..aaa85ad7 100644 --- a/docs/META.md +++ b/docs/META.md @@ -633,8 +633,12 @@ is called without protocol validation); 1 per second per player (`RATE`). Tickers (`m.ticker { text, id, type, priority, playerId }`) from `config.broadcasts`: SHOP_LEVEL, GOLDEN_CHAR, CHAR_DAMAGE (per board unit per battle, highest threshold; summons created in battle once per unit type — a client result may only name the unit types its lineup can field, fields.js validateClientResult), BOSS_HIT (20/50/80 % of the -pool per player), CHAR_GIFT (to the -receiver only), plus CUSTOM texts (eliminations, 联防, hidden core). +current leader per player, each threshold once per boss round: the player's damage to that round's shared pool, +`SharedBossPool.byPlayer`, over its size — the Final Assault and the Hidden Core count apart, while `stats.bossDamage`, +the result's 领袖伤害, adds both up; the browser's strip, which plays its queue 5.2 s per line, drops a BOSS_HIT line +once the round it came in is over, and a player's newer BOSS_HIT line of the round replaces their older one, queued or +on screen — public/js/ui/ticker.js `tickerLineLive`, `tickerSupersedes`), CHAR_GIFT (to the receiver only), plus +CUSTOM texts (eliminations, 联防, hidden core). --- diff --git a/public/js/main.js b/public/js/main.js index 727a3cdb..75fafcc3 100644 --- a/public/js/main.js +++ b/public/js/main.js @@ -217,7 +217,11 @@ function wireNet() { }); net.on('m.ticker', (msg) => { if (typeof msg.text !== 'string') return; - store.set((s) => ({ ticker: [...s.ticker.slice(-(TICKER_KEEP - 1)), { id: ++seq, text: msg.text, at: Date.now() }] })); + // type, player + the round it came in: a BOSS_HIT line is dropped once its boss round is over and superseded by the + // same player's next one (ui/ticker.js tickerLineLive / tickerSupersedes) + const type = typeof msg.type === 'string' ? msg.type : null; + const playerId = typeof msg.playerId === 'string' ? msg.playerId : null; + store.set((s) => ({ ticker: [...s.ticker.slice(-(TICKER_KEEP - 1)), { id: ++seq, text: msg.text, at: Date.now(), type, playerId, round: s.match?.public?.round ?? null }] })); }); net.on('m.emote', (msg) => { store.set((s) => ({ emotes: [...s.emotes.slice(-(EMOTE_KEEP - 1)), { seq: ++seq, playerId: msg.playerId, id: msg.id, at: Date.now() }] })); diff --git a/public/js/ui/ticker.js b/public/js/ui/ticker.js index c392e2ad..f44c08d1 100644 --- a/public/js/ui/ticker.js +++ b/public/js/ui/ticker.js @@ -1,5 +1,12 @@ // Broadcast ticker (m.ticker): a strip under the top bar; each line slides in from the right, stays // TICKER_MS and leaves; queued lines play in order (only the newest QUEUE_MAX are kept). +// A leader-damage line (BOSS_HIT "{0}博士对敌方领袖造成的伤害超过X%!") is news about the leader in play: it is dropped, +// queued or on screen, once the round it came in is over — the queue can lag a line by up to QUEUE_MAX × TICKER_MS, and +// a Final Assault line must never play over the Hidden Core's fresh leader (player report after 0.1.0: "隐藏boss还没打 +// 就出了造成50%伤害播报"). A player's newer BOSS_HIT line of the same round supersedes their older one, queued or on +// screen (it names a higher threshold: the server announces each player's thresholds once each, rising), so a burst +// finish shows its highest milestone before the round ends. Lines carry `type`, `playerId` and `round` from main.js +// (the m.ticker handler). The queue rules are the pure helpers below (test/ui/bosshit-ticker.test.js). import { useEffect, useRef, useState } from '../../vendor/hooks.module.js'; import { html } from './components.js'; @@ -10,13 +17,85 @@ import { audio } from '../audio.js'; const TICKER_MS = 5200; const QUEUE_MAX = 4; +/** + * @typedef {{ id: number, text: string, at?: number, type?: string|null, playerId?: string|null, round?: number|null }} TickerLine + */ + +/** + * Whether a ticker line may still play in `round` (m.public.round): every line except a BOSS_HIT line from another + * round (the Final Assault's lines once the Hidden Core's round started). Lines without a round always play. + * @param {TickerLine|null} line + * @param {number|null} round + */ +export function tickerLineLive(line, round) { + if (!line || line.type !== 'BOSS_HIT') return true; + return line.round == null || round == null || line.round === round; +} + +/** + * Whether `line` makes `old` redundant: both BOSS_HIT lines of the same (known) player from the same round. The newer one + * names the higher threshold. + * @param {TickerLine|null} line + * @param {TickerLine|null} old + */ +export function tickerSupersedes(line, old) { + return !!line && !!old && line.type === 'BOSS_HIT' && old.type === 'BOSS_HIT' + && line.playerId != null && line.playerId === old.playerId && line.round === old.round; +} + +/** + * Takes `fresh` lines in: a line that supersedes the one on screen replaces it there, one that supersedes a queued line + * takes that line's place at the back of the queue; the rest queue behind (only the newest `max` are kept). + * @param {TickerLine[]} queue + * @param {TickerLine|null} cur the line on screen + * @param {TickerLine[]} fresh + * @returns {{ queue: TickerLine[], cur: TickerLine|null }} `cur` is a fresh line when it replaced the one on screen + */ +export function enqueueTickerLines(queue, cur, fresh, max = QUEUE_MAX) { + let q = [...queue]; + let c = cur; + for (const t of fresh) { + if (!t) continue; + if (c && tickerSupersedes(t, c)) { c = t; continue; } + q = q.filter((o) => !tickerSupersedes(t, o)); + q.push(t); + } + return { queue: q.slice(-max), cur: c }; +} + +/** + * A round change: BOSS_HIT lines from another round leave the queue, and the line on screen goes if it is one. + * @param {TickerLine[]} queue + * @param {TickerLine|null} cur + * @param {number|null} round + */ +export function pruneTickerLines(queue, cur, round) { + return { queue: queue.filter((t) => tickerLineLive(t, round)), dropCur: !!cur && !tickerLineLive(cur, round) }; +} + +/** + * The next line to show in `round` and the queue after it (stale BOSS_HIT lines are skipped). + * @param {TickerLine[]} queue + * @param {number|null} round + * @returns {{ line: TickerLine|null, queue: TickerLine[] }} + */ +export function nextTickerLine(queue, round) { + const q = [...queue]; + let line = q.shift() || null; + while (line && !tickerLineLive(line, round)) line = q.shift() || null; + return { line, queue: q }; +} + /** Ticker strip bound to store.ticker. */ export function Ticker() { const items = useStore((s) => s.ticker); + const round = useStore((s) => s.match?.public?.round ?? null); const seen = useRef(null); const queue = useRef([]); + const roundRef = useRef(round); const [cur, setCur] = useState(null); const timer = useRef(null); + roundRef.current = round; useEffect(() => { const list = Array.isArray(items) ? items : []; @@ -28,22 +107,36 @@ export function Ticker() { const fresh = list.filter((t) => t && t.id > seen.current && Date.now() - t.at < 30000); if (!fresh.length) return; seen.current = fresh[fresh.length - 1].id; - queue.current = [...queue.current, ...fresh].slice(-QUEUE_MAX); - if (!cur) next(); + const r = enqueueTickerLines(queue.current, cur, fresh); + queue.current = r.queue; + if (r.cur !== cur) show(r.cur); // a player's newer leader-damage line replaces their older one on screen + else if (!cur) next(); }, [items]); + // a new round: the last round's leader-damage lines leave the queue and the strip + useEffect(() => { + const r = pruneTickerLines(queue.current, cur, round); + queue.current = r.queue; + if (r.dropCur) next(); + }, [round]); + useEffect(() => () => clearTimeout(timer.current), []); - function next() { - const it = queue.current.shift() || null; + function show(it) { setCur(it); + clearTimeout(timer.current); if (it) { audio.sfx('broadcast', { volume: 0.5 }); - clearTimeout(timer.current); timer.current = setTimeout(next, TICKER_MS); } } + function next() { + const r = nextTickerLine(queue.current, roundRef.current); + queue.current = r.queue; + show(r.line); + } + if (!cur) return null; return html`
<${GIcon} name="flag" class="ticker__icon" /><${RichText} text=${cur.text} />
diff --git a/server/match/Match.js b/server/match/Match.js index ac4ff3e4..6cfbd02f 100644 --- a/server/match/Match.js +++ b/server/match/Match.js @@ -2794,13 +2794,16 @@ export class Match { for (const ps of alive) ps.lpAtFinal = Math.max(0, ps.lp); } const bossId = hidden ? this.hiddenBossId : this.bossId; + // BOSS_HIT tickers ("对敌方领袖造成的伤害超过20% / 50% / 80%"): the player's damage to THIS leader over its pool — + // the pool's own per-player tally, one pool per boss round. stats.bossDamage (the result's 领袖伤害) adds up both + // rounds, so it would credit the Final Assault's damage to the hidden leader ("隐藏boss还没打就出了50%播报"). const hitSteps = new Map(); - this.bossPool = new SharedBossPool(bossPoolHp(this.gd, bossId, alive.length), { + const pool = new SharedBossPool(bossPoolHp(this.gd, bossId, alive.length), { onHit: (pid, dmg) => { const ps = this.players.get(pid); if (!ps) return; ps.stats.bossDamage += dmg; - const share = ps.stats.bossDamage / this.bossPool.maxHp; + const share = (pool.byPlayer.get(pid) || 0) / pool.maxHp; const done = hitSteps.get(pid) || 0; let reached = done; BOSS_HIT_STEPS.forEach((s, i) => { if (share >= s) reached = Math.max(reached, i + 1); }); @@ -2810,6 +2813,7 @@ export class Match { } }, }); + this.bossPool = pool; const groups = pairPlayers(alive); const reuse = this.bossWaves && this.bossWaves.length === groups.length && this.bossWaves.every((w, i) => w.players.join() === groups[i].map((p) => p.playerId).join()); this.fields = groups.map((g, i) => { diff --git a/server/match/finalAssault.js b/server/match/finalAssault.js index c63a3386..5eaaea0b 100644 --- a/server/match/finalAssault.js +++ b/server/match/finalAssault.js @@ -26,6 +26,9 @@ // follows the same rule, server/sim/spec.js). Before, the per-player crediting of a report could leave 3.6e-12 that // the browser could never deal (user playtest #6 item 5). // * No IN_BATTLE layer gains (flags.layerGainsEnabled = false). +// * BOSS_HIT tickers (BOSS_HIT_STEPS 20 / 50 / 80 %): a player's damage to the round's pool (SharedBossPool.byPlayer) +// over its size, each threshold once per boss round — the Hidden Core never counts the Final Assault's damage +// (player report after 0.1.0: "隐藏boss还没打就出了造成50%伤害播报"). // * Hidden Core eligibility (after an R14 win): difficulty in hiddenCore.difficulties, the mode has a hidden round, // Σ activated layers of the alive players measured at the end of the boss round's prep > threshold (solo 350 / // co-op 1200) and team LP > minTeamLpExclusive (1). @@ -33,6 +36,11 @@ import { BOSS_ROW_OFFSET, COLS, BOSS_POOL_MIN_HP } from '../sim/constants.js'; import { mirrorDir, normDir } from '../sim/dir.js'; +/** + * BOSS_HIT ticker thresholds (activity_table autoChessData.broadcastList comment_boss_hit_1..3, paramList 0.2 / 0.5 / + * 0.8: "{0}博士对敌方领袖造成的伤害超过20%!"): a player's damage to the current leader's pool over that pool + * (SharedBossPool.byPlayer — one pool per boss round, so the Final Assault and the Hidden Core count apart). + */ export const BOSS_HIT_STEPS = [0.2, 0.5, 0.8]; /** @@ -80,7 +88,7 @@ export class SharedBossPool { constructor(hp, { onHit = null } = {}) { this.maxHp = Math.max(1, hp); this.hp = this.maxHp; - /** playerId → damage dealt */ + /** playerId → damage dealt to this pool (this boss round only; the BOSS_HIT tickers' share) */ this.byPlayer = new Map(); this.onHit = onHit; } diff --git a/test/match/bosshit-ticker.test.js b/test/match/bosshit-ticker.test.js new file mode 100644 index 00000000..12132971 --- /dev/null +++ b/test/match/bosshit-ticker.test.js @@ -0,0 +1,124 @@ +// BOSS_HIT tickers ("{0}博士对敌方领袖造成的伤害超过20% / 50% / 80%!", activity_table autoChessData.broadcastList +// comment_boss_hit_1..3, paramList 0.2 / 0.5 / 0.8) — player report after 0.1.0: "隐藏boss还没打就出了造成50%伤害播报". +// +// Reproduced with real bot matches (real sim) that reach the 隐秘核心: the Hidden Core's very first hit (a few dozen +// HP of a 900000 pool) already announced "超过50%". The ticker divided the player's damage of the WHOLE match +// (stats.bossDamage, Final Assault + Hidden Core: the result screen's 领袖伤害) by the hidden leader's pool, so the +// Final Assault's damage counted as damage to the hidden leader. The share is now the player's damage to the current +// leader's pool (SharedBossPool.byPlayer, one pool per boss round) over that pool: each boss round announces its own +// 20 / 50 / 80 % — on server-run fields, under client-side combat and after a server takeover alike. (The browser's +// strip also played a Final Assault line late, into the Hidden Core: test/ui/bosshit-ticker.test.js.) + +import { test } from 'node:test'; +import assert from 'node:assert/strict'; +import { PHASE } from '../../shared/constants.js'; +import { BOSS_HIT_STEPS } from '../../server/match/finalAssault.js'; +import { makeMatch, checkInvariants } from './harness.js'; + +/** + * A match (fake battles) driven through the Final Assault (one hit clears it) into the Hidden Core, whose fields deal + * `hiddenDps` (a share of the hidden pool per game second). Every BOSS_HIT ticker is recorded with the phase and the + * player's real share of the leader in play at that moment (the current pool). + */ +function toHiddenCore({ mode = 'coop', difficulty = 'NORMAL', humans = 1, clientCombat = false, seed = 61, bossId, hiddenBossId, hiddenDps = 0.02, onHidden = null }) { + const h = makeMatch({ mode, difficulty, humans, seed, fake: true, clientCombat, instant: !clientCombat, + script: (b) => (b.kind === 'boss' ? { bossDps: 1e9 } : b.kind === 'hidden' ? { bossDps: b.sharedBoss.maxHp * hiddenDps } : {}) }).start(); + const m = h.m; + m.bossId = bossId; + m.hiddenBossId = hiddenBossId; + const hits = []; + h.onBroadcast.push((msg) => { + if (msg.t !== 'm.ticker' || msg.type !== 'BOSS_HIT') return; + const pool = m.bossPool; + hits.push({ phase: m.phase, playerId: msg.playerId, text: msg.text, id: msg.id, + share: pool ? (pool.byPlayer.get(msg.playerId) || 0) / pool.maxHp : null, + leaderHpPct: pool ? pool.hp / pool.maxHp : null }); + }); + if (clientCombat) h.autoHumans(); + h.drive(() => m.phase === PHASE.PREP && m.round === m.gd.bossRound); + // Σ activated layers above the hidden-core threshold (solo 350 / co-op 1200), every player + for (const p of m.players.values()) { p.bondCountBonus.yanShip = 3; p.layers.yanShip = 601; p.recompute(); } + h.drive(() => m.phase === PHASE.HIDDEN_CORE || h.ended != null); + assert.equal(m.phase, PHASE.HIDDEN_CORE, 'reached the Hidden Core'); + if (onHidden) onHidden(h); + const end = h.runToEnd({ maxSteps: 6e6 }); + return { h, m, end, hits }; +} + +/** The threshold a BOSS_HIT ticker announces (its config param, from the text: "超过N%"). */ +const stepOf = (hit) => Number(/超过(\d+)%/.exec(hit.text)[1]) / 100; + +/** Every ticker of `phase` announces at most what the player really dealt to that leader, in rising order, once each. */ +function assertTruthful(hits, phase, players) { + const inPhase = hits.filter((x) => x.phase === phase); + for (const x of inPhase) { + assert.ok(x.share + 1e-9 >= stepOf(x), `${phase}: "${x.text}" while ${x.playerId} had dealt ${(x.share * 100).toFixed(2)} % of this leader (leader at ${(x.leaderHpPct * 100).toFixed(2)} %)`); + } + for (const pid of players) { + const steps = inPhase.filter((x) => x.playerId === pid).map(stepOf); + assert.deepEqual(steps, [...steps].sort((a, b) => a - b), `${phase} ${pid}: rising thresholds`); + assert.equal(new Set(steps).size, steps.length, `${phase} ${pid}: each threshold once`); + } + return inPhase; +} + +test('C1 (solo 绝境, server-run fields): the Hidden Core\'s first hit announces nothing — the Final Assault\'s damage is not damage to the hidden leader', () => { + // the reported case: a Final Assault pool larger than half the hidden leader's — solo 绝境 (HARD): 盐风主教昆图斯 525000, + // 75 % of 假想敌:铳's 700000, so the old share announced 超过50% at the hidden leader's first hit + const { m, end, hits } = toHiddenCore({ mode: 'solo', difficulty: 'HARD', bossId: 'boss_4', hiddenBossId: 'boss_9', hiddenDps: 0.01 }); + assert.equal(end.hiddenReached, true); + const fa = assertTruthful(hits, PHASE.FINAL_ASSAULT, ['p_0']); + assert.deepEqual(fa.map(stepOf), [0.8], 'the Final Assault cleared by one hit: 80 %'); + const hidden = assertTruthful(hits, PHASE.HIDDEN_CORE, ['p_0']); + assert.deepEqual(hidden.map(stepOf), BOSS_HIT_STEPS, 'the Hidden Core announces its own 20 / 50 / 80 % as they are reached'); + assert.ok(hidden[0].leaderHpPct <= 0.8 + 1e-9, `the first hidden ticker comes after 20 % of the hidden leader (leader at ${(hidden[0].leaderHpPct * 100).toFixed(2)} %)`); + // the result screen's 领袖伤害 keeps the whole match: the Final Assault's pool plus the hidden one + assert.ok(end.players[0].stats.bossDamage > m.bossPool.maxHp, `领袖伤害 ${end.players[0].stats.bossDamage}`); + checkInvariants(m); + m.dispose(); +}); + +for (const humans of [2, 4]) { + test(`C1 (${humans} players, client-side combat): every BOSS_HIT of the Hidden Core matches the player's damage to the hidden leader`, () => { + const { m, end, hits } = toHiddenCore({ mode: 'coop', difficulty: 'NORMAL', humans, clientCombat: true, seed: 62 + humans, bossId: 'boss_4', hiddenBossId: 'boss_8', hiddenDps: 0.02 }); + assert.equal(end.hiddenReached, true); + const ids = [...m.players.keys()]; + assertTruthful(hits, PHASE.FINAL_ASSAULT, ids); + const hidden = assertTruthful(hits, PHASE.HIDDEN_CORE, ids); + assert.ok(hidden.length > 0, 'the Hidden Core still announces real damage'); + // the stats keep the whole match: the first field player's 领袖伤害 covers both rounds + const row = end.players.find((p) => p.playerId === ids[0]); + assert.ok(row.stats.bossDamage > 0); + checkInvariants(m); + m.dispose(); + }); +} + +test('C1 (2 players, server-run fields — SP_COMBAT=server): the hidden pool\'s tickers follow the hidden-core damage only', () => { + const { m, end, hits } = toHiddenCore({ mode: 'coop', difficulty: 'HARD', humans: 2, clientCombat: false, seed: 66, bossId: 'boss_4', hiddenBossId: 'boss_8', hiddenDps: 0.02 }); + assert.equal(end.hiddenReached, true); + assertTruthful(hits, PHASE.FINAL_ASSAULT, ['p_0', 'p_1']); + const hidden = assertTruthful(hits, PHASE.HIDDEN_CORE, ['p_0', 'p_1']); + // the even split: both players pass 20 % of the hidden leader + for (const pid of ['p_0', 'p_1']) assert.ok(hidden.some((x) => x.playerId === pid && stepOf(x) === 0.2), `${pid}: 20 %`); + checkInvariants(m); + m.dispose(); +}); + +test('C1 (solo, client-side combat, server takeover mid-fight): the re-simulated hidden field\'s credits announce the hidden-core share only', () => { + let tookOver = false; + const { m, end, hits } = toHiddenCore({ mode: 'solo', difficulty: 'HARD', clientCombat: true, seed: 67, bossId: 'boss_4', hiddenBossId: 'boss_9', hiddenDps: 0.02, + onHidden: (h) => { + h.sched.advance(3000); // the browser reported a few seconds of the fight + h.m.onDisconnect('p_0'); + tookOver = h.m.fields[0].mode === 'server'; + h.m.onReconnect('p_0'); + } }); + assert.ok(tookOver, 'the server took the hidden field over (CreditPool)'); + assert.equal(end.hiddenReached, true); + assertTruthful(hits, PHASE.FINAL_ASSAULT, ['p_0']); + const hidden = assertTruthful(hits, PHASE.HIDDEN_CORE, ['p_0']); + assert.deepEqual(hidden.map(stepOf), BOSS_HIT_STEPS); + checkInvariants(m); + m.dispose(); +}); diff --git a/test/ui/bosshit-ticker.test.js b/test/ui/bosshit-ticker.test.js new file mode 100644 index 00000000..a64afc83 --- /dev/null +++ b/test/ui/bosshit-ticker.test.js @@ -0,0 +1,159 @@ +// Player report after 0.1.0, client part: "隐藏boss还没打就出了造成50%伤害播报". Besides the server's share (fixed in +// server/match/Match.js, test/match/bosshit-ticker.test.js) the ticker strip plays its queue in order, TICKER_MS (5.2 s) +// per line and up to QUEUE_MAX (4) lines behind: in a headless-Chrome run the Final Assault's "超过20%" / "超过80%" +// lines played 2–8 s into the Hidden Core with its leader at 96 % / 53 %. A leader-damage line (BOSS_HIT) now plays +// only during the round it came in, and a player's newer BOSS_HIT line of the round supersedes their older one, queued +// or on screen (ui/ticker.js: tickerLineLive, tickerSupersedes, enqueueTickerLines, pruneTickerLines, nextTickerLine; +// main.js stamps each line with its type, player and round). The strip component is a thin shell over these helpers. + +import { test } from 'node:test'; +import assert from 'node:assert/strict'; +import { readFileSync } from 'node:fs'; + +const { tickerLineLive, tickerSupersedes, enqueueTickerLines, pruneTickerLines, nextTickerLine } = await import('../../public/js/ui/ticker.js'); + +let ids = 0; +/** A BOSS_HIT line of `playerId` for threshold `pct` that came in during `round`. */ +const hit = (playerId, pct, round) => ({ id: ++ids, type: 'BOSS_HIT', playerId, round, text: `${playerId}博士对敌方领袖造成的伤害超过${pct}%!` }); +const line = (type, round, text = type) => ({ id: ++ids, type, playerId: null, round, text }); +const texts = (q) => q.map((t) => t.text); + +test('tickerLineLive: a BOSS_HIT line plays only in the round it came in; every other line always plays', () => { + const fa = hit('P', 50, 14); + assert.equal(tickerLineLive(fa, 14), true, 'during the Final Assault'); + assert.equal(tickerLineLive(fa, 15), false, 'the Hidden Core\'s round: the Final Assault\'s line is stale'); + assert.equal(tickerLineLive({ ...fa, round: 15 }, 15), true, 'the Hidden Core\'s own line'); + // solo FUNNY's boss round 9 + assert.equal(tickerLineLive({ ...fa, round: 9 }, 9), true); + // other lines are not about the leader in play + for (const type of ['SHOP_LEVEL', 'GOLDEN_CHAR', 'CHAR_DAMAGE', 'CHAR_GIFT', 'CUSTOM', null, undefined]) { + assert.equal(tickerLineLive({ type, round: 14, text: 'x' }, 15), true, String(type)); + } + // no round known (an old line, a reconnect before m.public): plays + assert.equal(tickerLineLive({ type: 'BOSS_HIT', round: null }, 15), true); + assert.equal(tickerLineLive(fa, null), true); + assert.equal(tickerLineLive(null, 15), true); +}); + +test('round 14 → 15: the Final Assault\'s leader-damage lines leave the queue and the strip; other lines stay, in order', () => { + const queue = [hit('A', 50, 14), line('GOLDEN_CHAR', 14, 'A博士的X干员晋升为精锐'), hit('B', 20, 14), hit('A', 80, 14), line('CUSTOM', 15, '隐秘核心已解锁')]; + // a Final Assault line on screen when the Hidden Core's round starts + const r = pruneTickerLines(queue, hit('B', 50, 14), 15); + assert.equal(r.dropCur, true, 'the Final Assault line on screen leaves'); + assert.deepEqual(texts(r.queue), ['A博士的X干员晋升为精锐', '隐秘核心已解锁']); + const n = nextTickerLine(r.queue, 15); + assert.equal(n.line.text, 'A博士的X干员晋升为精锐'); + assert.deepEqual(texts(n.queue), ['隐秘核心已解锁']); + // a CUSTOM / CHAR_DAMAGE line on screen stays + assert.equal(pruneTickerLines(queue, line('CUSTOM', 14), 15).dropCur, false); + assert.equal(pruneTickerLines(queue, line('CHAR_DAMAGE', 14), 15).dropCur, false); + assert.equal(pruneTickerLines(queue, null, 15).dropCur, false); + // the same round (a field's prep → battle, a reconnect re-sending m.public): nothing leaves + assert.equal(pruneTickerLines(queue, hit('B', 50, 14), 14).dropCur, false); + assert.equal(pruneTickerLines(queue, null, 14).queue.length, queue.length); + // the Hidden Core's own lines live in its round + const hidden = pruneTickerLines([hit('A', 20, 15)], null, 15); + assert.equal(hidden.queue.length, 1); +}); + +test('nextTickerLine skips stale leader-damage lines (the line timer firing after a round change)', () => { + const queue = [hit('A', 20, 14), hit('B', 50, 14), line('SHOP_LEVEL', 14, 'B博士将调度中心等级提升为6级'), hit('A', 20, 15)]; + const a = nextTickerLine(queue, 15); + assert.equal(a.line.text, 'B博士将调度中心等级提升为6级'); + const b = nextTickerLine(a.queue, 15); + assert.equal(b.line.text, 'A博士对敌方领袖造成的伤害超过20%!'); + assert.equal(b.line.round, 15); + assert.deepEqual(nextTickerLine(b.queue, 15), { line: null, queue: [] }); + assert.deepEqual(nextTickerLine([hit('A', 20, 14)], 15), { line: null, queue: [] }, 'only stale lines: nothing to show'); + // the queue passed in is not changed + assert.equal(queue.length, 4); +}); + +test('a player\'s newer leader-damage line of the round supersedes their older one, on screen or queued', () => { + assert.equal(tickerSupersedes(hit('A', 50, 14), hit('A', 20, 14)), true); + assert.equal(tickerSupersedes(hit('A', 50, 14), hit('B', 20, 14)), false, 'another player'); + assert.equal(tickerSupersedes(hit('A', 20, 15), hit('A', 80, 14)), false, 'another round (the Hidden Core after the Final Assault)'); + assert.equal(tickerSupersedes(hit(null, 50, 14), hit(null, 20, 14)), false, 'player unknown'); + assert.equal(tickerSupersedes(line('CHAR_DAMAGE', 14), line('CHAR_DAMAGE', 14)), false, 'other line types queue as before'); + assert.equal(tickerSupersedes(hit('A', 50, 14), line('CUSTOM', 14)), false); + + // on screen: A's 20 % is replaced at once by A's 50 %, then 80 % (one batch) + const a20 = hit('A', 20, 14); + const onScreen = enqueueTickerLines([], a20, [hit('A', 50, 14), hit('A', 80, 14)]); + assert.equal(onScreen.cur.text, 'A博士对敌方领袖造成的伤害超过80%!'); + assert.deepEqual(onScreen.queue, []); + // queued: B's 20 % gives way to B's 50 %, which takes its turn at the back; other lines keep their order + const shop = line('SHOP_LEVEL', 14, 'A博士将调度中心等级提升为6级'); + const queued = enqueueTickerLines([hit('B', 20, 14), shop], a20, [hit('B', 50, 14)]); + assert.equal(queued.cur, a20, 'the line on screen is another player\'s: it stays'); + assert.deepEqual(texts(queued.queue), ['A博士将调度中心等级提升为6级', 'B博士对敌方领袖造成的伤害超过50%!']); + // nothing on screen: lines queue (the strip then shows the first) + const idle = enqueueTickerLines([], null, [hit('A', 20, 14), line('CUSTOM', 14, 'x')]); + assert.equal(idle.cur, null); + assert.equal(idle.queue.length, 2); + // only the newest QUEUE_MAX (4) stay queued + const many = enqueueTickerLines([], a20, [1, 2, 3, 4, 5, 6].map((i) => line('CUSTOM', 14, `c${i}`))); + assert.deepEqual(texts(many.queue), ['c3', 'c4', 'c5', 'c6']); +}); + +/** + * The strip's timeline, composed from the helpers the way ui/ticker.js composes them: each event is + * { at (s), round } with `lines` arriving (stamped with that round) or a round change. Returns what is on screen when. + */ +function playStrip(events, until) { + const TICKER_S = 5.2; + let queue = [], cur = null, curUntil = Infinity, round = null; + const shown = []; + const show = (it, at) => { cur = it; curUntil = it ? at + TICKER_S : Infinity; if (it) shown.push({ at, round, text: it.text }); }; + const advance = (to) => { + while (cur && curUntil <= to) { const at = curUntil; const n = nextTickerLine(queue, round); queue = n.queue; show(n.line, at); } + }; + for (const ev of [...events, { at: until }]) { + advance(ev.at); + if (ev.round != null && ev.round !== round) { + round = ev.round; + const r = pruneTickerLines(queue, cur, round); + queue = r.queue; + if (r.dropCur) { const n = nextTickerLine(queue, round); queue = n.queue; show(n.line, ev.at); } + } + if (ev.lines) { + const fresh = ev.lines.map((l) => ({ ...l, round })); + const r = enqueueTickerLines(queue, cur, fresh); + queue = r.queue; + if (r.cur !== cur) show(r.cur, ev.at); + else if (!cur) { const n = nextTickerLine(queue, round); queue = n.queue; show(n.line, ev.at); } + } + } + return shown; +} + +test('timeline: a Final Assault burst shows its top milestone before the round ends, and none of it plays over the Hidden Core', () => { + // the reviewer's headless run: the Final Assault ends in a burst (20 → 50 → 80 % within 1.5 s), a shop-level line is + // still queued, the Hidden Core's round starts 3 s later (SETTLE) with "隐秘核心已解锁" + const shown = playStrip([ + { at: 0, round: 14, lines: [line('SHOP_LEVEL', null, 'B博士将调度中心等级提升为6级')] }, + { at: 1, round: 14, lines: [hit('A', 20)] }, + { at: 2, round: 14, lines: [hit('A', 50)] }, + { at: 2.5, round: 14, lines: [hit('A', 80)] }, + { at: 5.5, round: 15, lines: [line('CUSTOM', null, '隐秘核心已解锁')] }, + { at: 30, round: 15, lines: [hit('A', 20)] }, + ], 60); + const r14 = shown.filter((s) => s.round === 14).map((s) => s.text); + const r15 = shown.filter((s) => s.round === 15).map((s) => s.text); + // the shop line plays first (0 – 5.2 s); A's lines collapse into the 80 % line, which plays at 5.2 s until the round change + assert.deepEqual(r14, ['B博士将调度中心等级提升为6级', 'A博士对敌方领袖造成的伤害超过80%!']); + assert.ok(!r15.some((t) => t.includes('超过80%') || t.includes('超过50%')), `no Final Assault line in the Hidden Core: ${r15.join(' | ')}`); + assert.deepEqual(r15, ['隐秘核心已解锁', 'A博士对敌方领袖造成的伤害超过20%!']); + assert.equal(shown.find((s) => s.text === '隐秘核心已解锁').at, 5.5, 'the Hidden Core\'s unlock line shows as its round starts'); +}); + +test('main.js stamps every ticker line with its type, player and round; the strip is built on the helpers', () => { + const main = readFileSync(new URL('../../public/js/main.js', import.meta.url), 'utf8'); + const handler = main.slice(main.indexOf("net.on('m.ticker'"), main.indexOf("net.on('m.emote'")); + assert.match(handler, /type, playerId, round:\s*s\.match\?\.public\?\.round/, 'the m.ticker handler keeps type, player and round'); + const strip = readFileSync(new URL('../../public/js/ui/ticker.js', import.meta.url), 'utf8'); + const comp = strip.slice(strip.indexOf('export function Ticker(')); + assert.match(comp, /useStore\(\(s\) => s\.match\?\.public\?\.round/, 'the strip follows m.public.round'); + for (const fn of ['enqueueTickerLines(', 'pruneTickerLines(', 'nextTickerLine(']) assert.ok(comp.includes(fn), `the strip uses ${fn})`); + assert.match(comp, /\}, \[round\]\);/, 'a round change re-filters the queue and the line on screen'); +});