diff --git a/server/sim/content/kits/index.js b/server/sim/content/kits/index.js index 8ba62723..3d01f2fc 100644 --- a/server/sim/content/kits/index.js +++ b/server/sim/content/kits/index.js @@ -64,7 +64,7 @@ export const KIT_FILES = Object.freeze([ * A stand-in without a file fights with the generic kit (content/generic.js) plus its unconditional stat talents * (genericTalents) — the eight 预备干员 need no file. */ -export const STANDIN_KIT_FILES = Object.freeze(['standin-acguad.js', 'standin-sharp2.js']); +export const STANDIN_KIT_FILES = Object.freeze(['standin-acguad.js', 'standin-sharp2.js', 'standin-acspec.js']); async function loadKitFile(file) { try { diff --git a/server/sim/content/kits/ops/standin-acspec.js b/server/sim/content/kits/ops/standin-acspec.js new file mode 100644 index 00000000..cea5a111 --- /dev/null +++ b/server/sim/content/kits/ops/standin-acspec.js @@ -0,0 +1,104 @@ +// server/sim/content/kits/ops/standin-acspec.js — Misery (char_615_acspec, 卫戍协议 6★ 特种·处决者) 补位 stand-in kit. +// Stands in for 缄默德克萨斯 (tier 4, S2), 山 (tier 5, S3 + EXE-X) and 新约能天使 / 锏 (tier 6, S3 + EXE-X): +// data/backups.json `units.char_615_acspec.standsIn`. Kit contract: ../README.md "Stand-in kits". +// Numbers: the blackboards of data/backups.json (skill_table / character_table / battle_equip_table); what the data +// does not carry: PRTS Misery(卫戍协议), cited where used. + +import { num, talentBb, traitBb, skillRec, statBuff, toggleBuff } from '../shared/tier1.js'; +import { lonely } from '../shared/tier4.js'; +import { absoluteRangeKeys } from '../../../targeting.js'; +import { bodyInKeys } from '../../../body.js'; + +const S1 = 'skchr_acspec_1'; +const S2 = 'skchr_acspec_2'; +const S3 = 'skchr_acspec_3'; +const S1_KEY = 'acspec:s1'; +const PULL_TAG = 'acspec:pull'; +/** + * 四维分离's "周围四格": her tile and the four tiles beside it [ASSUMED: her own tile counts — an enemy she blocks stands + * on it, and the talent is about her being alone with one enemy]. + */ +const AROUND4 = Object.freeze([[0, 0], [-1, 0], [1, 0], [0, -1], [0, 1]]); +/** 空间的归依's area when the record has none: range x-4, her tile and the eight around it. */ +const RING_X4 = Object.freeze([[1, -1], [1, 0], [1, 1], [0, -1], [0, 0], [0, 1], [-1, -1], [-1, 0], [-1, 1]]); + +/** Living enemies whose body is on her tile or the four beside it, targetable or not (flyers too). */ +function enemiesAround4(battle, unit) { + const keys = new Set(absoluteRangeKeys(AROUND4, unit.tileR, unit.tileC, unit.dir, 0)); + let n = 0; + for (const e of battle.enemies) if (e.alive && e.deployed && !e.hidden && bodyInKeys(e, keys)) n++; + return n; +} + +/** + * 空间的归依 at a deployment: atk_scale × ATK physical damage to every ground enemy around her (技能范围 x-4), then each + * enemy of that area nobody blocks is dragged to her front with 力度 `force` (0 = 小力: Battle.pullToFront, 力度 − 重量) + * and slowed (停顿) for `sluggish` s. PRTS 备注: "※不可对空" and "施加拖动与停顿效果的实际方式为:对目标进行一次0%攻击力 + * 的近战攻击,此次附带了拖拽与停顿效果" — so the drag and the 停顿 ride a 0-damage physical hit, and an enemy that dodges it + * (or is out of reach of a hit: invulnerable, asleep) keeps its place. [ASSUMED] that hit is not a normal attack (no + * isAttack procs); the drag area is the damage area (the text names no other). + */ +function spaceBurst(battle, unit, rec) { + const sb = rec?.bb ?? {}; + const grid = Array.isArray(rec?.rangeGrid) && rec.rangeGrid.length ? rec.rangeGrid : RING_X4; + const keys = absoluteRangeKeys(grid, unit.tileR, unit.tileC, unit.dir, 0); + const around = battle.enemiesInKeys(keys, unit, { canHitFly: false, groundOnly: true }); + for (const e of around) battle.dealDamage(unit, e, { amount: unit.s.atk * num(sb.atk_scale, 0), type: 'phys', isSkill: true, tags: ['skill', 'acspec:burst'] }); + const landed = new Set(); + const h = battle.on('damaged', (c) => { if (c.source === unit && c.dmg?.tags?.includes(PULL_TAG)) landed.add(c.target); }, { owner: unit, priority: 1000 }); + try { + for (const e of around) if (e.alive && !e.blockedBy) battle.dealDamage(unit, e, { amount: 0, type: 'phys', isSkill: true, tags: ['skill', PULL_TAG] }); + } finally { + battle.off(h); + } + for (const e of around) { + if (!landed.has(e) || !e.alive) continue; + battle.pullToFront(e, unit, num(sb.force, 0)); + if (e.alive) battle.applyStatus(e, 'sluggish', { duration: num(sb.sluggish, 2.5), source: unit }); + } +} + +export default { + // Misery — trait 再部署时间大幅度减少: the data's respawnTime (18 s). Talent 1 二象命末: each attack is a double hit with + // attack@prob (PRTS 备注: it is her normal attack's basic logic; EXE-X levels 2 / 3 make it +atk ATK and a higher + // chance). Talent 2 四维分离: ATK +atk while exactly `cnt` enemy stands on her tile or the four beside it. + // All three skills are 被动, ON_DEPLOY — they start at every deployment (the battle-start one included, when no enemy + // is on the field yet: S3 then hits nothing, as in the official mode; it matters on a redeploy): + // S1 物理的服从: for the skill's duration (10 s) the talent-1 chance is attack@prob and physical dodge prob. + // S2 战争的恭顺: for the skill's duration (10 s) ATK +atk, ASPD +attack_speed. + // S3 空间的归依: spaceBurst above (ground only), right after each deployment (install). + // Module EXE-X (trait atk): ATK +atk while no ally stands on the four tiles beside her (PRTS: unlike the usual EXE-X; + // shared/tier4.js lonely, as 缄默德克萨斯's module of the same text). + // [ASSUMED] PRTS's 存疑 note on talent 1 — a 1 s trigger cooldown that would make her wait 1 s after each attack — is not + // modelled: her attack interval is the data's (0.93 s base). + // Ground only, ground-targetable (data canHitFly false, no flag). + char_615_acspec: (bb, chess) => { + const t0 = talentBb(chess, 0), t1 = talentBb(chess, 1); + const moduleAtk = num(traitBb(chess).atk, 0); + const r1 = skillRec(chess, S1), r2 = skillRec(chess, S2), r3 = skillRec(chess, S3); + const b1 = r1?.bb ?? {}, b2 = r2?.bb ?? {}; + const talentProb = num(t0['attack@prob'], 0), s1Prob = num(b1['attack@prob'], talentProb); + const cnt = Math.max(1, Math.floor(num(t1.cnt, 1))); + return { + skills: { + [S1]: { kind: 'passive', onStart({ battle, unit }) { battle.addBuff(unit, { key: S1_KEY, duration: num(r1?.duration, 10), mods: { dodgePhys: num(b1.prob) }, tags: ['skill'] }); } }, + [S2]: { kind: 'passive', onStart({ battle, unit }) { battle.addBuff(unit, { key: 'acspec:s2', duration: num(r2?.duration, 10), mods: { atkPct: num(b2.atk), aspd: num(b2.attack_speed) }, tags: ['skill'] }); } }, + [S3]: { kind: 'passive' }, + }, + trait: { hitsFn: (battle, unit) => (battle.rng.chance(unit.findBuff(S1_KEY) ? s1Prob : talentProb) ? 2 : 1) }, + talents: [ + { install(battle, unit) { statBuff(battle, unit, 'acspec:t1', { atkPct: num(t0.atk) }); } }, + { install(battle, unit) { toggleBuff(battle, unit, 'acspec:t2', () => enemiesAround4(battle, unit) === cnt, { atkPct: num(t1.atk) }); } }, + ], + install(battle, unit) { + if (moduleAtk > 0) toggleBuff(battle, unit, 'acspec:module', () => lonely(battle, unit), { atkPct: moduleAtk }); + // 空间的归依 "部署后立即": at the `deploy` of every deployment, after the deploy-time buffs (module / talent-2 + // toggles, priority 0) are on — a passive's onStart runs earlier, inside skill.reset; a 【移动】 (move: true) + // restarts no passive, as everywhere in the engine + if (unit.skill?.id === S3) { + battle.on('deploy', (c) => { if (c.unit === unit && !c.move && unit.alive && unit.deployed) spaceBurst(battle, unit, r3); }, { owner: unit, priority: -10 }); + } + }, + }; + }, +}; diff --git a/test/content/standin_acspec.test.js b/test/content/standin_acspec.test.js new file mode 100644 index 00000000..3881910d --- /dev/null +++ b/test/content/standin_acspec.test.js @@ -0,0 +1,220 @@ +// test/content/standin_acspec.test.js — the 补位 stand-in Misery (char_615_acspec, 6★ 特种·处决者; kit +// server/sim/content/kits/ops/standin-acspec.js) on every chess she replaces: 缄默德克萨斯 (tier 4, S2), 山 (tier 5, S3 + +// EXE-X), 新约能天使 / 锏 (tier 6, S3 + EXE-X), normal (E2 Lv1, skill 4) and elite (E2 Lv60, skill 7). Her three skills +// are ON_DEPLOY passives: they start at every deployment — at the battle start no enemy is on the field yet, so S3 hits +// nothing there and matters on a redeploy (再部署时间大幅度减少: 18 s). Numbers are read back from data/backups.json. +// Run: node --test test/content/standin_acspec.test.js + +import { test } from 'node:test'; +import assert from 'node:assert/strict'; +import { readFileSync } from 'node:fs'; +import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js'; +import { unitForm } from '../../shared/standIn.js'; +import { PULL_STOP_RADIUS, TICK } from '../../server/sim/constants.js'; + +const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8')); +const CHESS = load('chess'); +const BACKUPS = load('backups'); +const CHAR = 'char_615_acspec'; +const UNIT = BACKUPS.units[CHAR]; +const formOf = (id) => unitForm(BACKUPS, CHAR, CHESS[id].status); +const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`); +const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o }); +const ENEMIES = { enemy_dummy: dummy('enemy_dummy'), enemy_fly: dummy('enemy_fly', { motion: 'FLY' }) }; +const ALLY = 'chess_char_1_02_a'; // 角峰, a melee blocker + +function battle(units, o = {}) { + return makeBattle({ + defs: { enemies: ENEMIES }, units, timeLimit: o.timeLimit ?? 400, autoFinish: false, seed: o.seed ?? 5, + flags: { dpPerSec: 0 }, hooks: ['damaged', 'deploy', 'death'], captureNoisy: true, + }); +} +const MISERY = (id, standIn = true) => ({ chessId: id, row: 10, col: 4, standIn }); +const atkHits = (h, u) => h.hooksOf('damaged').filter((c) => c.source === u && c.dmg?.isAttack); +const tagged = (h, u, tag) => h.hooksOf('damaged').filter((c) => c.source === u && (c.dmg?.tags || []).includes(tag)); +const talentBb = (u, i) => u.def.raw.talents.find((t) => t.index === i)?.bb ?? {}; +function done(h) { + checkInvariants(h.b); + assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0])); +} + +test('Misery on every chess she replaces (normal + elite): her body (再部署 18 s), the backup skill as a passive, this kit; EXE-X on the tier-5 / 6 elites only', () => { + const ids = UNIT.standsIn.flatMap((a) => [a, a.replace(/_a$/, '_b')]); + assert.equal(ids.length, 8); + const withModule = []; + for (const id of ids) { + const c = CHESS[id], form = formOf(id); + const h = battle([MISERY(id)]); + h.step(); + const u = h.unit(1); + const sk = form.skills.find((s) => s.index === c.backup.skillIndex); + assert.deepEqual([u.def.charId, u.def.standInFor, u.skill.id, u.skill.kind, !!u.kit.generic, u.kit.skillSource], [CHAR, c.charId, sk.skillId, 'passive', false, 'skills'], id); + assert.deepEqual([sk.skillType, sk.spType], ['PASSIVE', 'ON_DEPLOY'], id); + const mod = c.backup.uniEquipId && c.status.equipLevel > 0 ? form.modules.find((m) => m.uniEquipId === c.backup.uniEquipId) : null; + assert.equal(!!u.def.raw.module?.active, !!mod, `${id}: module`); + if (mod) withModule.push(`${id} L${mod.level}`); + assert.equal(u.base.atk, form.stats.atk + (mod?.attr.atk ?? 0), `${id}: ATK`); + assert.equal(u.base.def, form.stats.def + (mod?.attr.def ?? 0), `${id}: DEF`); + assert.equal(u.base.respawnTime, 18, `${id}: 再部署时间大幅度减少`); + assert.deepEqual([u.profile.attack, u.profile.canHitFly, u.s.blockCnt], ['melee', false, 1], `${id}: melee, ground only, blocks 1`); + assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth, `${id}: ground enemies can target her`); + done(h); + } + assert.deepEqual(withModule, ['chess_char_5_17_b L1', 'chess_char_6_13_b L3', 'chess_char_6_19_b L3']); + assert.deepEqual(ids.map((id) => CHESS[id].backup.skillIndex), [1, 1, 2, 2, 2, 2, 2, 2]); +}); + +test('Misery 二象命末: each attack is a double hit with attack@prob (10 %; EXE-X level 3: 15 % and ATK +5 %)', () => { + for (const [id, prob, atk] of [['chess_char_5_17_a', 0.1, 0], ['chess_char_5_17_b', 0.1, 0], ['chess_char_6_19_b', 0.15, 0.05]]) { + const h = battle([MISERY(id)]); + h.step(); + const u = h.unit(1); + const seen = []; + assert.equal(u.profile.hitsFn({ rng: { chance: (p) => { seen.push(p); return true; } } }, u), 2); + assert.equal(u.profile.hitsFn({ rng: { chance: (p) => { seen.push(p); return false; } } }, u), 1); + assert.deepEqual(seen, [prob, prob], `${id}: one draw per attack at ${prob}`); + assert.equal(u.findBuff('acspec:t1')?.mods.atkPct, atk || undefined, `${id}: talent ATK`); + h.spawn('enemy_dummy', { pos: [10, 4] }); + h.run(300); + const per = new Map(); + for (const c of atkHits(h, u)) per.set(c.dmg.attackId, (per.get(c.dmg.attackId) ?? 0) + 1); + const counts = [...per.values()], doubles = counts.filter((n) => n === 2).length; + assert.ok(counts.length > 250 && counts.every((n) => n === 1 || n === 2), `${id}: ${counts.length} attacks of one or two hits`); + assert.ok(Math.abs(doubles / counts.length - prob) < 0.06, `${id}: ${doubles} / ${counts.length} doubles ≈ ${prob}`); + done(h); + } +}); + +test('Misery 四维分离: ATK +10 % while exactly one enemy stands on her tile or the four beside it (a diagonal one does not count; an air unit does)', () => { + const h = battle([MISERY('chess_char_5_17_a')]); + h.step(); + const u = h.unit(1); + const t1 = talentBb(u, 1); + assert.deepEqual([t1.atk, t1.cnt], [0.1, 1]); + const on = () => !!u.findBuff('acspec:t2'); + const check = (want, msg) => { + h.step(); + assert.equal(on(), want, msg); + approx(u.s.atk, u.base.atk * (1 + (want ? t1.atk : 0)), `${msg}: ATK`); + }; + check(false, 'no enemy'); + h.spawn('enemy_dummy', { pos: [10, 5] }); + check(true, 'one in front'); + h.spawn('enemy_dummy', { pos: [11, 5] }); + check(true, 'plus a diagonal one'); + const f = h.spawn('enemy_fly', { pos: [9, 4], route: 2 }); + check(false, 'plus an air unit above her: two'); + h.b.kill(f); + check(true, 'the air unit gone'); + h.spawn('enemy_dummy', { pos: [10, 4] }); + check(false, 'plus one on her tile: two'); + done(h); +}); + +test('Misery EXE-X (山 精锐): ATK +10 % while no ally stands on the four tiles beside her (diagonal allies do not count); module \'none\' and the normal chess: never', () => { + const run = (standIn, allyAt, id = 'chess_char_5_17_b') => { + const units = [MISERY(id, standIn)]; + if (allyAt) units.push({ chessId: ALLY, row: allyAt[0], col: allyAt[1] }); + const h = battle(units); + h.run(0.5); + const u = h.unit(1); + const on = !!u.findBuff('acspec:module'); + approx(u.s.atk, u.base.atk * (1 + (on ? 0.1 : 0)), `${id} ${allyAt}: ATK`); + done(h); + return on; + }; + assert.equal(run(true, null), true, 'alone'); + assert.equal(run(true, [10, 5]), false, 'an ally in front'); + assert.equal(run(true, [11, 4]), false, 'an ally below'); + assert.equal(run(true, [11, 5]), true, 'an ally on a diagonal'); + assert.equal(run({ moduleId: 'none' }, null), false, 'module none'); + assert.equal(run(true, null, 'chess_char_5_17_a'), false, 'normal chess'); +}); + +test('Misery S1 物理的服从 (no chess names it — a 自选 slot may): for 10 s from every deployment, physical dodge 45 % / 60 % and the talent-1 chance 25 %', () => { + for (const id of ['chess_char_4_16_a', 'chess_char_4_16_b']) { + const sk = formOf(id).skills[0], bb = sk.bb; + const h = battle([MISERY(id, { skillIndex: 0 })]); + h.step(); + const u = h.unit(1); + assert.deepEqual([u.skill.id, u.skill.kind, sk.duration], ['skchr_acspec_1', 'passive', 10]); + const prob = () => { let p = null; u.profile.hitsFn({ rng: { chance: (x) => { p = x; return false; } } }, u); return p; }; + const on = () => { approx(u.s.dodgePhys, bb.prob, `${id}: dodge ${bb.prob}`); assert.equal(prob(), bb['attack@prob'], `${id}: chance ${bb['attack@prob']}`); }; + const off = () => { assert.equal(u.s.dodgePhys, 0, `${id}: no dodge`); assert.equal(prob(), talentBb(u, 0)['attack@prob'], `${id}: the talent's chance`); }; + on(); + h.run(9.8); + on(); + h.run(0.3); + off(); + h.b.retreat(u); + assert.ok(h.b.redeploy(u)); + h.step(); + on(); + h.run(10.1); + off(); + done(h); + } +}); + +test('Misery S2 战争的恭顺 (缄默德克萨斯): for 10 s from every deployment ATK +30 % / +45 % and ASPD +15', () => { + for (const id of ['chess_char_4_16_a', 'chess_char_4_16_b']) { + const sk = formOf(id).skills[1], bb = sk.bb; + const h = battle([MISERY(id)]); + h.step(); + const u = h.unit(1); + assert.deepEqual([u.skill.id, sk.duration], ['skchr_acspec_2', 10]); + const on = () => { approx(u.s.atk, u.base.atk * (1 + bb.atk), `${id}: ATK +${bb.atk}`); assert.equal(u.s.aspd, 100 + bb.attack_speed, `${id}: ASPD`); }; + const off = () => { approx(u.s.atk, u.base.atk, `${id}: ATK back`); assert.equal(u.s.aspd, 100, `${id}: ASPD back`); }; + on(); + h.run(9.8); + on(); + h.run(0.3); + off(); + h.b.retreat(u); + assert.ok(h.b.redeploy(u)); + h.step(); + on(); + h.run(10.1); + off(); + done(h); + } +}); + +test('Misery S3 空间的归依 (山 / 锏): nothing at the battle start; knocked out, back after 18 s: 210 % / 240 % ATK to the ground enemies around her, then those nobody blocks dragged to her front with 2.5 s 停顿', () => { + for (const id of ['chess_char_5_17_a', 'chess_char_6_19_b']) { + const sk = formOf(id).skills[2], bb = sk.bb; + assert.deepEqual([sk.rangeId, bb.force, bb.sluggish], ['x-4', 0, 2.5]); + const h = battle([MISERY(id), { chessId: ALLY, row: 11, col: 4 }]); + h.step(); + const u = h.unit(1); + assert.equal(tagged(h, u, 'acspec:burst').length, 0, `${id}: the battle-start deployment meets no enemy`); + const at = (pos, key = 'enemy_dummy') => h.spawn(key, { pos, ...(key === 'enemy_fly' ? { route: 2 } : {}) }); + const diag = at([11, 5]), above = at([9, 4]), held = at([11, 4]), far = at([10, 6]), fly = at([9, 3], 'enemy_fly'); + h.step(); + assert.equal(held.blockedBy?.defId, ALLY, `${id}: one enemy held by the operator below her`); + const start = new Map([diag, above, held, far, fly].map((e) => [e, [e.x, e.y]])); + h.b.players[0].dp = 99; + h.b.kill(u); + const tk = h.b.time; + assert.ok(h.runUntil(() => u.alive && u.deployed, 30), `${id}: redeployed`); + assert.ok(h.b.time - tk >= 18 - 1e-9 && h.b.time - tk <= 18 + 2 * TICK, `${id}: back after 18 s (${h.b.time - tk})`); + // the burst: three ground enemies around her (the held one included); no air unit, nothing two tiles away + const burst = tagged(h, u, 'acspec:burst'); + assert.deepEqual(new Set(burst.map((c) => c.target)), new Set([diag, above, held]), `${id}: the enemies around her`); + const atk = u.base.atk * (1 + (talentBb(u, 0).atk ?? 0)); // not alone (the operator below), two enemies beside her + for (const c of burst) { approx(c.amount, atk * bb.atk_scale, `${id}: ${bb.atk_scale * 100} % ATK`); assert.equal(c.type, 'phys'); assert.ok(c.dmg.isSkill); } + // the drag and the 停顿 ride a 0-damage hit on the ones nobody blocks + assert.deepEqual(new Set(tagged(h, u, 'acspec:pull').map((c) => c.target)), new Set([diag, above])); + for (const e of [diag, above]) { + approx(Math.hypot(e.x - u.x, e.y - u.y), PULL_STOP_RADIUS, `${id}: dragged to her front (weight 0, 小力)`, 1e-3); + assert.ok(Math.hypot(e.x - start.get(e)[0], e.y - start.get(e)[1]) > 0.2, `${id}: it moved`); + const s = e.findBuff('sluggish'); + assert.ok(s && s.timeLeft > bb.sluggish - 0.1 && s.timeLeft <= bb.sluggish + 1e-9, `${id}: 停顿 ${bb.sluggish} s`); + } + for (const e of [held, far, fly]) { + assert.deepEqual([e.x, e.y], start.get(e), `${id}: ${e.defId} stays`); + assert.equal(e.findBuff('sluggish'), null, `${id}: ${e.defId} no 停顿`); + } + done(h); + } +});