feedback1 integrate: WL 源石溶剂 drain is 无来源 true damage; 信仰搅拌机 S3 counters any damage

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#	data/items.json
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// Player report D1 (community, after 0.1.0): "干员信仰搅拌机原版装备源石溶剂的装备带来的自动扣血会触发3技能的释放,这样配合
// 莫斯提马能自动叠层". Official (PRTS 卫戍协议:盟约 下半/PRTS盟约记录, 源石溶剂): the item's "每秒流失60点生命值" is corrected to
// "受到60真实伤害" (修正 原因 6, "并非流失"), 备注 "造成无来源真实持续环境伤害" — a damage instance, not a 生命流失 (PRTS
// 作战机制: a 流失 skips every damage event — 反伤, 受击回复 …). So the drain is a "受到伤害" for the 重装 技能策略 (PRTS
// 卫戍协议/帮助 "受到伤害时释放技能"), and 信仰搅拌机 S3's counter (PRTS 备注 "反击受到任何伤害后均可触发,无需目标,视为普通
// 攻击") fires on every drain tick, spending a bullet even with no enemy in range — next to 莫斯提马 (特质 "自身周围4格的干员
// 每消耗6发弹药,使已激活的【拉特兰】层数+1/+2") that is 拉特兰 layers with no enemy involved.
// The same `periodic_damage` template drives 狂暴宿主组长 (PRTS "自身每秒受到500无来源真实伤害"), and 孽罪奇美拉's pollution aura
// on operators is "受到…真实持续伤害" (PRTS) — both damage too. Operator 生命流失 (华法琳, 史尔特尔, 号角 …) stays a 流失.
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js';
import { makeMatch, give, giveItem, DATA } from '../match/harness.js';
import { buildBattleSpec, createBattleFromSpec } from '../../server/sim/spec.js';
import { getDefaultSource } from '../../server/sim/simdata.js';
import { spawnYanyou } from '../../server/sim/content/tokens.js';
const ds = getDefaultSource();
const SOLVENT = 'chess_item_1_05_e_a', SOLVENT_B = 'chess_item_1_05_e_b';
const MIXER = 'chess_char_4_01_a', MOSTIMA = 'chess_char_4_02_a', INSIDE = 'chess_char_1_01_a', YAK = 'chess_char_1_02_a';
const gold = (id) => id.replace(/_a$/, '_b');
const DRAIN = DATA.items[SOLVENT].params.damage; // 60
const isMixer = (u) => !!u && u.defId.startsWith('chess_char_4_01_');
const approx = (a, b, eps = 1e-6, msg = '') => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg} ${a} ≈ ${b}`);
const dummy = (o = {}) => enemyRec({ key: 'enemy_dummy', hp: 1e8, atk: 0, speed: 0, ...o });
const hpLoss = (c) => !!(c.dmg && (c.dmg.tags || []).includes('hpLoss'));
/**
* The real match path: a solo NORMAL match at PREP R3, 信仰搅拌机 (default S3) carrying 源石溶剂 with 莫斯提马 on the tile
* above (her 周围4格) and 隐现 as the third 拉特兰 (3 distinct ⇒ 拉特兰 active), the BattleSpec of that board
* (Match._normalOpts → buildBattleSpec → createBattleFromSpec — what the server and the browser run). `noEnemies`: the
* wave's spawns are dropped and the field runs to its time limit, so whatever happens comes from the drain alone.
*/
function realBattle({ elite = false, noEnemies = false, item = SOLVENT } = {}) {
const h = makeMatch({ mode: 'solo', difficulty: 'NORMAL', seed: 5 }).start();
const m = h.m;
h.toPrep(3);
const ps = h.ps('p_0');
for (const p of [...ps.board.values()]) ps.returnCopies(p);
ps.board.clear();
const mixId = elite ? gold(MIXER) : MIXER, mosId = elite ? gold(MOSTIMA) : MOSTIMA;
const mix = give(m, ps, mixId, 'board', [9, 4]);
give(m, ps, mosId, 'board', [10, 4]);
give(m, ps, INSIDE, 'board', [11, 4]);
const it = giveItem(m, ps, item);
assert.deepEqual(ps.equip(it.uid, mix.uid), { ok: true });
ps.recompute();
const spec = buildBattleSpec(m._normalOpts(ps));
assert.ok(spec.players[0].units.find((u) => u.chessId === mixId).items.includes(item), 'the BattleSpec carries the item');
if (noEnemies) { spec.spawns = []; spec.timeLimit = 150; }
const b = createBattleFromSpec(spec, m.ds);
if (noEnemies) b.autoFinish = false;
const rec = { casts: [], ammo: [], enemyHits: [], layers: [], counters: 0 };
b.on('skillStart', ({ unit, reason }) => { if (isMixer(unit)) rec.casts.push({ t: b.time, reason, enemies: b.enemies.filter((e) => e.alive).length }); });
b.on('ammoUsed', ({ unit }) => { if (isMixer(unit)) rec.ammo.push({ t: b.time, enemies: b.enemies.filter((e) => e.alive).length }); });
b.on('damaged', (c) => { if (isMixer(c.target) && c.source && c.source.side === 'enemy') rec.enemyHits.push(b.time); });
b.on('layerGain', (c) => { if (c.bondId === 'lateranoShip') rec.layers.push({ t: b.time, n: c.n }); });
return { h, m, ps, b, rec, mixId, mosId };
}
test('D1 real path, drain alone: 信仰搅拌机 S3 fires on a 源石溶剂 tick (重装 "受到伤害时") and spends its bullets on target-less counters; 莫斯提马 turns them into 拉特兰 layers', () => {
for (const elite of [false, true]) {
const { m, b, rec, mixId, mosId } = realBattle({ elite, noEnemies: true });
const u = b.allyUnits.find(isMixer);
const sk = ds.getChess(mixId).skill;
assert.equal(sk.id, 'skchr_rmixer_3', 'S3 is her default loadout');
const res = b.runToEnd(400);
assert.equal(b.errorCount, 0, JSON.stringify(b.errors));
assert.equal(b.enemies.length, 0, 'no enemy ever entered the field');
// the cast: the first drain tick once the SP (initSp → spCost at 1/s) is full — not "never" (v0.1.0: the 流失 skipped
// the 重装 trigger, she drained to death with a full SP bar)
assert.ok(rec.casts.length >= 1, `${mixId}: S3 cast from the drain alone`);
const first = rec.casts[0];
assert.equal(first.reason, 'TAKE_DAMAGE');
const ready = sk.spCost - sk.initSp;
assert.ok(first.t >= ready - 1e-6 && first.t <= ready + 1 + 1e-6, `${mixId}: cast at the first tick after ${ready} s (${first.t})`);
// counters with nobody in range: one bullet per drain tick, every one with no enemy on the field
assert.ok(rec.ammo.length >= 6, `${mixId}: bullets spent (${rec.ammo.length})`);
assert.ok(rec.ammo.every((a) => a.enemies === 0));
const gaps = rec.ammo.slice(1).map((a, i) => a.t - rec.ammo[i].t);
assert.ok(gaps.every((g) => g > 1 - 1e-6), `${mixId}: at most one counter per drain tick`);
// 莫斯提马's 特质 (garrison_22): +bond_add_count 拉特兰 per 6 bullets of the operators on her 4 tiles
const gar = DATA.garrisons[DATA.chess[mosId].garrisonIds[0]].bb;
const expected = Math.floor(rec.ammo.length / gar.consume_count) * gar.bond_add_count;
assert.ok(expected >= gar.bond_add_count);
assert.equal(res.perPlayer.p_0.layerGains.lateranoShip, expected, `${mixId}: ${rec.ammo.length} bullets → ${expected} layers`);
assert.ok(u.stats.attacks >= rec.ammo.length, 'each counter counts as an attack (视为普通攻击)');
checkInvariants(b);
m.dispose?.();
}
});
test('D1 real path, the round-3 wave: the drain casts S3 before any enemy touched her; the counters and 莫斯提马 add 拉特兰 layers', () => {
const { m, b, rec } = realBattle();
const res = b.runToEnd(400);
assert.equal(b.errorCount, 0, JSON.stringify(b.errors));
assert.ok(rec.casts.length >= 1, 'S3 cast');
const firstHit = rec.enemyHits.length ? rec.enemyHits[0] : Infinity;
assert.ok(rec.casts[0].t < firstHit, `the first cast (${rec.casts[0].t}) came before any enemy hit her (${firstHit})`);
assert.equal(rec.casts[0].reason, 'TAKE_DAMAGE');
assert.ok(rec.ammo.length >= 6, `bullets spent (${rec.ammo.length})`);
assert.ok((res.perPlayer.p_0.layerGains.lateranoShip ?? 0) >= 1, JSON.stringify(res.perPlayer.p_0.layerGains));
m.dispose?.();
});
test('源石溶剂 drain = 无来源 true damage each second (not 流失): hooks see no source, the carrier keeps the credit; shields absorb it, 脆弱 scales it', () => {
for (const item of [SOLVENT, SOLVENT_B]) {
const h = makeBattle({ units: [{ chessId: YAK, row: 10, col: 4, items: [item], skillIndex: 1 }], timeLimit: 60, hooks: ['hit', 'damaged', 'kill'], captureNoisy: true });
h.step();
const u = h.unit(YAK);
u.skill.sp = 0; // keep 角峰's own skill out of the way
const hp0 = u.hp;
h.run(1.02);
const ticks = h.hooksOf('damaged').filter((c) => c.target === u);
assert.equal(ticks.length, 1, `${item}: one tick per second`);
const c = ticks[0];
assert.equal(c.source, null, 'no source (无来源)');
assert.equal(c.credit, u, 'the carrier keeps the credit');
assert.equal(c.type, 'true');
assert.ok(!hpLoss(c), 'a damage instance, not a 流失');
assert.ok(h.hooksOf('hit').some((x) => x.target === u && x.source === null), "the 'hit' hook runs (伤判 effects apply)");
approx(hp0 - u.hp, DRAIN, 1e-9, `${item}: −${DRAIN}`);
// a shield takes the tick
h.b.addBuff(u, { key: 'test:shield', shield: 1000 });
const hp1 = u.hp;
h.run(1);
approx(u.hp, hp1, 1e-9, 'absorbed by the shield');
approx(u.findBuff('test:shield').shield, 1000 - DRAIN, 1e-9);
h.b.removeBuff(u, 'test:shield');
// 脆弱 (受到的物理、法术、真实伤害提升) scales it
h.b.applyStatus(u, 'fragile', { duration: 30, value: 0.5 });
const hp2 = u.hp;
h.run(1);
approx(hp2 - u.hp, DRAIN * 1.5, 1e-9, 'fragile ×1.5');
// lethal: the carrier's own kill (credit untouched)
u.hp = 10;
h.run(1);
assert.ok(!u.alive);
const k = h.hooksOf('kill').find((x) => x.victim === u);
assert.ok(k && k.killer === u, 'killed by the drain: credited to the carrier');
checkInvariants(h.b);
}
});
test('the drain feeds 受击回复 SP and the 重装 TAKE_DAMAGE trigger with no enemy around; a 流失 (Battle.loseHp) feeds neither', () => {
// 信仰搅拌机 S1 铳骑主考官: 受击回复 (+1 per hit taken)
const h = makeBattle({ units: [{ chessId: MIXER, row: 10, col: 4, items: [SOLVENT], skillIndex: 0 }], timeLimit: 60, hooks: ['spGain'], captureNoisy: true });
h.step();
const u = h.unit(MIXER);
assert.equal(u.skill.spType, 'hurt');
const sp0 = u.skill.sp;
h.run(3.02);
approx(u.skill.sp - sp0, 3, 1e-9, 'three drain ticks → +3 SP');
h.b.loseHp(u, 50);
approx(u.skill.sp - sp0, 3, 1e-9, 'a 流失 gives no 受击回复 SP');
// 角峰 S1 (MANUAL, 重装 ⇒ TAKE_DAMAGE): ready, no enemy — the drain casts it; a 流失 does not
for (const drain of [true, false]) {
const g = makeBattle({ units: [{ chessId: YAK, row: 10, col: 4, items: drain ? [SOLVENT] : [], skillIndex: 0 }], timeLimit: 60, hooks: ['skillStart'] });
g.step();
const y = g.unit(YAK);
assert.equal(y.skill.rule, 'TAKE_DAMAGE');
y.skill.gainSp(1000);
if (!drain) g.b.every(1, () => { if (y.alive) g.b.loseHp(y, DRAIN); });
g.run(1.5);
const cast = g.hooksOf('skillStart').filter((c) => c.unit === y);
if (drain) assert.equal(cast.length && cast[0].reason, 'TAKE_DAMAGE', 'the drain is a 受到伤害');
else assert.equal(cast.length, 0, '生命流失 skips the 重装 trigger');
}
});
test('信仰搅拌机 S3 counter: any damage (an attack, a sourceless zone tick) counters, with no target it still spends a bullet; 流失, element 损伤, stun and the min interval do not', () => {
for (const id of [MIXER, gold(MIXER)]) {
const bb = ds.getChess(id).skill.bb;
const h = makeBattle({ defs: { enemies: { enemy_dummy: dummy() } }, units: [{ chessId: id, row: 10, col: 4 }], timeLimit: 120, hooks: ['ammoUsed', 'attack', 'damaged'], captureNoisy: true });
h.step();
const u = h.unit(id);
assert.ok(u.skill.activate('test', { free: true }));
const left0 = u.skill.ammoLeft;
const used = () => h.hooksOf('ammoUsed').filter((c) => c.unit === u).length;
const zone = (amount = 10) => h.b.dealDamage(null, u, { amount, type: 'true', canDodge: false, tags: ['zone'] });
// no enemy anywhere: a sourceless tick still counters (无需目标) — one bullet, no attack hook
zone();
assert.equal(used(), 1, `${id}: target-less counter spends a bullet`);
assert.equal(u.skill.ammoLeft, left0 - 1);
// within the min interval (actual interval × ratio): nothing
zone();
assert.equal(used(), 1, 'min interval');
const gap = u.s.interval * bb.base_attack_time;
h.run(gap + 0.05);
// 流失 and element 损伤 never counter
h.b.loseHp(u, 10);
h.b.dealDamage(null, u, { amount: 10, type: 'element', element: 'burn' });
assert.equal(used(), 1, '流失 / element 损伤: no counter');
// stunned: no counter
h.b.applyStatus(u, 'stun', { duration: 0.5 });
zone();
assert.equal(used(), 1, 'stunned: no counter');
h.run(0.6);
// with an enemy in range: the counter hits it (a real attack) and spends a bullet
const e = h.spawn('enemy_dummy', { pos: [10, 5] });
h.step();
zone();
assert.equal(used(), 2);
h.run(0.5); // (her shot is a projectile)
const atk = h.hooksOf('attack').filter((c) => c.attacker === u);
assert.equal(atk.length, 1, 'one counter attack');
assert.deepEqual(atk[0].targets, [e]);
assert.ok(h.hooksOf('damaged').some((c) => c.source === u && c.target === e && c.dmg.isAttack), 'the counter hit the enemy');
assert.equal(h.b.errorCount, 0, JSON.stringify(h.b.errors));
checkInvariants(h.b);
}
});
test('狂暴宿主组长 (periodic_damage, PRTS "自身每秒受到500无来源真实伤害"): sourceless true damage per second, scaled by 脆弱', () => {
const key = 'enemy_1062_rager_2';
const h = makeBattle({ units: [], timeLimit: 60, hooks: ['damaged'], captureNoisy: true, autoFinish: false });
h.step();
const e = h.spawn(key, { pos: [10, 8] });
h.b.applyStatus(e, 'stun', { duration: 30 });
h.run(2.05);
const ticks = h.hooksOf('damaged').filter((c) => c.target === e);
assert.ok(ticks.length >= 2, `ticks ${ticks.length}`);
for (const c of ticks) { assert.equal(c.source, null); assert.equal(c.type, 'true'); assert.ok(!hpLoss(c), 'damage, not 流失'); }
const per = ticks[0].amount;
assert.ok(per > 0);
h.b.applyStatus(e, 'fragile', { duration: 30, value: 0.3 });
const n = ticks.length;
h.run(1);
const t2 = h.hooksOf('damaged').filter((c) => c.target === e).slice(n);
assert.ok(t2.length >= 1);
approx(t2[0].amount, per * 1.3, 1e-9, '脆弱 scales it');
});
test('孽罪奇美拉 pollution aura on operators is 真实持续伤害 (not 流失): 受击回复 SP and the 重装 trigger respond to it', () => {
// act1 m04: the chimera switches to 污染模式 on its infection tiles (10,6) / (11,6); stunned, it never attacks
const h = makeBattle({
stageId: 'act1autochess_m04', units: [{ chessId: YAK, row: 10, col: 5, skillIndex: 0 }, { chessId: MIXER, row: 10, col: 7, skillIndex: 0 }],
timeLimit: 60, hooks: ['damaged', 'skillStart'], captureNoisy: true, autoFinish: false,
});
h.step();
const y = h.unit(YAK), mx = h.unit(MIXER);
const e = h.spawn('enemy_1425_lrcmra', { pos: [10, 6] });
h.b.applyStatus(e, 'stun', { duration: 60 });
y.skill.gainSp(1000);
const sp0 = mx.skill.sp;
h.run(3);
const aura = h.hooksOf('damaged').filter((c) => c.target === y && c.credit === e);
assert.ok(aura.length >= 1, 'aura ticks on 角峰');
for (const c of aura) { assert.equal(c.type, 'true'); assert.ok(!hpLoss(c), 'damage, not 流失'); }
assert.ok(h.hooksOf('skillStart').some((c) => c.unit === y && c.reason === 'TAKE_DAMAGE'), '角峰 S1 cast from the aura');
assert.ok(mx.skill.sp > sp0, '受击回复 SP from the aura');
assert.equal(h.b.errorCount, 0, JSON.stringify(h.b.errors));
});
test('audit — 雷蛇 战术防御 (PRTS "仅伤害量不为0且能够触发受击回复的伤害"): the drain gives him and a neighbour SP; a 流失 or a shielded tick does not', () => {
const LISKAM = 'chess_char_1_20_a';
const h = makeBattle({ units: [{ chessId: LISKAM, row: 10, col: 4, items: [SOLVENT] }, { chessId: YAK, row: 10, col: 5, skillIndex: 1 }], timeLimit: 60, hooks: ['spGain'], captureNoisy: true });
h.step();
const u = h.unit(LISKAM), y = h.unit(YAK);
const gains = (who, reason) => h.hooksOf('spGain').filter((c) => c.unit === who && c.reason === reason).reduce((s, c) => s + c.amount, 0);
const tsp = ds.getChess(LISKAM).talents[0].bb.sp;
h.run(2.02);
approx(gains(u, 'hurt'), 2, 1e-9, 'two ticks: 受击回复');
approx(gains(u, 'talent'), 2 * tsp, 1e-9, 'two ticks: 战术防御 on himself');
approx(gains(y, 'talent'), 2 * tsp, 1e-9, 'the neighbour (the only one on his 4 tiles) +1 per tick');
h.b.loseHp(u, 10);
approx(gains(u, 'talent') + gains(u, 'hurt'), 2 + 2 * tsp, 1e-9, 'a 流失: nothing');
h.b.addBuff(u, { key: 'test:shield', shield: 1000 });
h.run(1);
approx(gains(u, 'hurt'), 3, 1e-9, 'a tick the shield took still gives 受击回复');
approx(gains(u, 'talent'), 2 * tsp, 1e-9, '…but no 战术防御 ("伤害量不为0")');
});
test('audit — 蒂比 紧急赶场通知 (PRTS 修正 "受到伤害前触发"): a drain tick sets the skill off; a true-damage tick is not dodged', () => {
const TIPPI = 'chess_char_2_13_a';
const h = makeBattle({ units: [{ chessId: TIPPI, row: 10, col: 4, items: [SOLVENT] }], timeLimit: 60, hooks: ['skillStart'] });
h.step();
const u = h.unit(TIPPI);
u.skill.gainSp(1000);
h.run(1.02);
const c = h.hooksOf('skillStart').filter((x) => x.unit === u);
assert.equal(c.length, 1, 'the drain tick popped S2');
assert.equal(c[0].reason, 'TAKE_DAMAGE');
approx(u.s.maxHp - u.hp, DRAIN, 1e-9, 'a true-damage tick is not dodged (物理或法术 only)');
});
test('audit — "受到伤害时" content counts the drain and never a 流失: 乌尔比安 本性的坚守, 伪装服, 远牙 未受伤害, 坚守 thorn chances', () => {
const ULPIAN = 'chess_char_5_05_a', FARTOOTH = 'chess_char_4_20_a', DISGUISE = 'chess_item_4_04_e_a';
// 乌尔比安: heals on each drain tick, not on a 流失
{
const h = makeBattle({ units: [{ chessId: ULPIAN, row: 10, col: 4 }], timeLimit: 60, hooks: ['heal'], captureNoisy: true });
h.step();
const u = h.unit(ULPIAN);
u.hp = u.s.maxHp * 0.9;
h.b.loseHp(u, 100);
assert.equal(h.hooksOf('heal').filter((c) => c.target === u).length, 0, 'a 流失 is not 受到伤害');
h.b.dealDamage(null, u, { amount: 100, type: 'true', canDodge: false });
assert.equal(h.hooksOf('heal').filter((c) => c.target === u).length, 1, 'real damage heals');
}
// 伪装服: a 流失 does not use it up; the first drain tick does
{
const h = makeBattle({ units: [{ chessId: YAK, row: 10, col: 4, skillIndex: 1, items: [DISGUISE] }], timeLimit: 60, hooks: [] });
h.step();
const u = h.unit(YAK);
h.b.loseHp(u, 100);
assert.ok(!u.s.flags.stealth, 'no 隐匿 from a 流失');
h.b.dealDamage(null, u, { amount: 100, type: 'true', canDodge: false });
assert.ok(u.s.flags.stealth, '隐匿 after the first damage');
}
// 远牙 "最近10秒内未受伤害时,攻击力+15%": a 流失 keeps the bonus, a drain tick resets the timer
{
const h = makeBattle({ units: [{ chessId: FARTOOTH, row: 11, col: 4 }], timeLimit: 60, hooks: [] });
h.step();
const u = h.unit(FARTOOTH);
h.run(10.5);
assert.ok(u.findBuff('fartth:focus'), 'bonus after 10 s');
h.b.loseHp(u, 50);
h.run(0.3);
assert.ok(u.findBuff('fartth:focus'), 'a 流失 does not reset it');
h.b.dealDamage(null, u, { amount: 50, type: 'true', canDodge: false });
h.run(0.3);
assert.ok(!u.findBuff('fartth:focus'), 'damage resets it');
}
// 坚守 thorns (3 members): a 流失 leaves the 0.2 s chance; 无来源 damage uses it up and hits nobody (PRTS 备注)
{
const stead = DATA.bonds.steadShip;
const members = ['chess_char_1_02_a', 'chess_char_1_10_a', 'chess_char_2_08_a'];
for (const m of members) assert.ok(stead.members.includes(m), m);
const h = makeBattle({
defs: { enemies: { enemy_dummy: dummy({ atk: 10, bat: 1 }) } },
units: members.map((id, i) => ({ chessId: id, row: 10, col: 3 + i, skillIndex: 0 })),
bonds: { steadShip: { count: 3, active: true, tier: 2, layers: 0 } },
timeLimit: 60, hooks: [],
});
h.step();
const u = h.unit(members[0]);
h.b.loseHp(u, 10);
assert.equal(u.mem['bond:steadShip:cd'], undefined, 'a 流失 used no thorn chance');
h.b.dealDamage(null, u, { amount: 10, type: 'true', canDodge: false });
approx(u.mem['bond:steadShip:cd'], h.b.time, 1e-9, '无来源 damage used it');
}
});
// ---------------------------------------------------------------------------------------------------------------
// review follow-ups: 敌人类我方单位, the enemy-side BUFF damage, self-damage stats, the chimera aura numbers
test('源石溶剂 also drains every 敌人类我方单位 on the field (炎佑): one 无来源 60 true-damage tick per second however many carriers; none once no carrier is on the field', () => {
// PRTS 盟约记录 源石溶剂 备注: "携带后,全场范围内的所有敌人类我方单位也会获得此装备的“每秒受到60真实伤害”效果(该效果的付与为
// 我方阵营索敌,可对空,无视目标可选性)"; one effect per unit (PRTS 作战机制 "同名buff的默认叠加策略buff只能表现出一个")
for (const carriers of [1, 2]) {
const units = [{ chessId: YAK, row: 10, col: 4, items: [SOLVENT], skillIndex: 1 }];
if (carriers > 1) units.push({ chessId: INSIDE, row: 11, col: 4, items: [SOLVENT_B] });
const h = makeBattle({ units, timeLimit: 60, hooks: ['damaged'], captureNoisy: true, autoFinish: false });
h.step();
const [y] = spawnYanyou(h.b, 'p1', { atk: 400, hp: 5000 });
assert.ok(y && y.deployed && y.s.flags.isolated, '炎佑 on the field (孤立: "无视目标可选性")');
const hp0 = y.hp;
h.run(3.02);
const ticks = h.hooksOf('damaged').filter((c) => c.target === y);
assert.equal(ticks.length, 3, `${carriers} carrier(s): one tick per second`);
for (const c of ticks) {
assert.equal(c.source, null, '无来源');
assert.equal(c.credit, null, 'nobody is credited with damage to an ally');
assert.equal(c.type, 'true');
assert.ok(!hpLoss(c), 'damage, not 流失');
}
approx(hp0 - y.hp, 3 * DRAIN, 1e-9);
// no carrier left on the field: no more ticks
for (const u of h.b.allyUnits.filter((a) => a.kind === 'op')) h.b.kill(u, null);
const n = ticks.length;
h.run(2.02);
assert.equal(h.hooksOf('damaged').filter((c) => c.target === y).length, n, 'the effect ends with its carriers');
assert.equal(h.b.errorCount, 0, JSON.stringify(h.b.errors));
}
// the 9-炎 炎佑 (受到的伤害 ×0.1) takes a tenth of it: a damage instance, damage-taken modifiers apply
const h = makeBattle({ units: [{ chessId: YAK, row: 10, col: 4, items: [SOLVENT], skillIndex: 1 }], timeLimit: 60, hooks: [], autoFinish: false });
h.step();
const [y] = spawnYanyou(h.b, 'p1', { atk: 400, hp: 5000, dmgTakenMul: 0.1 });
const hp0 = y.hp;
h.run(1.02);
approx(hp0 - y.hp, DRAIN * 0.1, 1e-9);
});
test('a co-op field: a carrier drains the partner\'s 炎佑 too ("全场范围内…我方单位")', () => {
const h = makeBattle({
kind: 'boss', autoFinish: false, timeLimit: 60, hooks: ['damaged'], captureNoisy: true,
players: [
{ playerId: 'p1', seat: 0, side: 'L', colOffset: 0, units: [{ uid: 1, kind: 'chess', chessId: YAK, row: 12, col: 3, items: [SOLVENT], skillIndex: 1 }], bonds: {} },
{ playerId: 'p2', seat: 1, side: 'R', colOffset: 0, units: [], bonds: {} },
],
});
h.step();
const [y] = spawnYanyou(h.b, 'p2', { atk: 400, hp: 5000 });
assert.ok(y && y.ownerId === 'p2');
h.run(2.02);
assert.equal(h.hooksOf('damaged').filter((c) => c.target === y).length, 2);
});
test('self / friendly damage is not damage dealt: the 源石溶剂 carrier\'s own drain counts as taken, never as its dmg or the player\'s damageDealt; the kill stays its own', () => {
const h = makeBattle({ units: [{ chessId: YAK, row: 10, col: 4, items: [SOLVENT], skillIndex: 1 }], timeLimit: 60, hooks: ['kill'], autoFinish: false });
h.step();
const u = h.unit(YAK);
u.skill.sp = 0;
const [y] = spawnYanyou(h.b, 'p1', { atk: 400, hp: 5000 });
h.run(3.02);
approx(u.stats.taken, 3 * DRAIN, 1e-9, 'taken');
assert.equal(u.stats.dmg, 0, 'its own drain is not damage it dealt');
approx(y.stats.taken, 3 * DRAIN, 1e-9);
// an operator's own 流失 (Battle.loseHp with itself as the source) likewise
h.b.loseHp(u, 100, { source: u });
assert.equal(u.stats.dmg, 0);
h.b.forceEnd?.('test');
const r = h.b.result();
assert.equal(r.perPlayer.p1.damageDealt, 0, 'the results screen 造成伤害');
const st = r.perPlayer.p1.unitStats.find((s) => s.defId === YAK);
assert.equal(st.dmg, 0);
// the carrier finished off by its own drain is still its own kill (kill credit untouched)
const g = makeBattle({ units: [{ chessId: YAK, row: 10, col: 4, items: [SOLVENT], skillIndex: 1 }], timeLimit: 60, hooks: ['kill'], autoFinish: false });
g.step();
const v = g.unit(YAK);
v.skill.sp = 0;
v.hp = 10;
g.run(1.02);
assert.ok(!v.alive);
assert.equal(g.hooksOf('kill').find((c) => c.victim === v)?.killer, v);
});
test('enemy-side BUFF damage (PRTS 伤害分类 "深水区/涨潮水蚀", "弧光锋卫失衡状态下的自残伤害") is damage, not 流失: 码头水手 drowning, 弧光锋卫 失衡 bleed', () => {
// 码头水手 天赋 (PRTS): "水蚀状态下或处于清澈水域时,每秒受到1000点无来源真实伤害"
for (const key of ['enemy_1160_hvyslr', 'enemy_1160_hvyslr_2']) {
const h = makeBattle({ units: [], flat: { rows: { 11: '##hddddrrrfrrrrrrrf##' } }, timeLimit: 60, hooks: ['damaged'], captureNoisy: true, autoFinish: false });
h.step();
const e = h.spawn(key, { pos: [11, 4], routeIndex: 0, mods: { speedMul: 0 } });
// (the deep-water tiles' own terrain tick — devices.js, already damage — is left out: tag 'drown' only)
const drown = () => h.hooksOf('damaged').filter((c) => c.target === e && (c.dmg.tags || []).includes('drown'));
h.run(1);
assert.ok(drown().length >= 1);
for (const c of drown()) { assert.equal(c.source, null); assert.equal(c.type, 'true'); assert.ok(!hpLoss(c), `${key}: drowning is damage`); }
const per = DATA.enemies[key].talents.bb['Drown.damage'];
const sum = (l) => l.reduce((s, c) => s + c.amount, 0);
approx(sum(drown()), per, 0.02, 'Drown.damage per second');
h.b.applyStatus(e, 'fragile', { duration: 30, value: 0.5 });
const n = drown().length;
h.run(1);
approx(sum(drown().slice(n)), per * 1.5, 0.02, '脆弱 scales it');
}
// 弧光锋卫 天赋 (PRTS 修正 "失衡移动时持续受到真实伤害"; "处于失衡状态时,每0.066s受到400点无来源真实持续伤害")
const h = makeBattle({ units: [], timeLimit: 60, hooks: ['damaged'], captureNoisy: true, autoFinish: false });
h.step();
const j = h.spawn('enemy_1328_cbjedi', { pos: [10, 7], routeIndex: 0, mods: { speedMul: 0 } });
h.step(2);
const hp0 = j.hp;
h.b.displace(j, { x: 1, y: 0 }, 1, { force: 3 });
h.step();
const bleed = h.hooksOf('damaged').filter((c) => c.target === j);
assert.ok(bleed.length >= 1 && hp0 > j.hp, 'bled');
for (const c of bleed) { assert.equal(c.source, null); assert.equal(c.type, 'true'); assert.ok(!hpLoss(c), '失衡 bleed is damage'); }
});
test('孽罪奇美拉 污染模式 (PRTS "自身半径1.2范围内的所有单位…每0.5秒受到50真实持续伤害(同类效果取最高)"): radius 1.2, a tick every 0.5 s, never stacked by two chimeras', () => {
const run = (chimeras, dx = 0) => {
const h = makeBattle({
stageId: 'act1autochess_m04', units: [{ chessId: INSIDE, row: 10, col: 5 }],
timeLimit: 60, hooks: ['damaged'], captureNoisy: true, autoFinish: false,
});
h.step();
const u = h.unit(INSIDE);
const es = chimeras.map((pos) => { const e = h.spawn('enemy_1425_lrcmra', { pos }); h.b.applyStatus(e, 'stun', { duration: 60 }); e.x += dx; return e; });
h.run(0.3); // both activated on their infection tile
assert.ok(es.every((e) => e.mem.ab.atkType === 'arts'), 'activated (污染模式)');
const t0 = h.b.time;
h.run(2);
return h.hooksOf('damaged').filter((c) => c.target === u && es.includes(c.credit) && c.t > t0 + 1e-9);
};
const aura = DATA.enemies.enemy_1425_lrcmra.talents.bb['OrigAura.damage'];
// one chimera beside her: 4 ticks in 2 s, 0.5 s apart
const one = run([[10, 6]]);
assert.equal(one.length, 4, `ticks every 0.5 s (${one.map((c) => c.t.toFixed(2))})`);
for (let i = 1; i < one.length; i++) approx(one[i].t - one[i - 1].t, 0.5, 1e-6);
for (const c of one) approx(c.amount, aura, 1e-9);
// two chimeras in reach (both on the infection tile beside her): still one tick per 0.5 s (同类效果取最高)
assert.equal(run([[10, 6], [10, 6]]).length, 4, 'not stacked');
// 1.15 tiles away (inside 1.2, outside the old radius 1)
assert.equal(run([[10, 6]], 0.15).length, 4, 'radius 1.2');
});
+1 -1
View File
@@ -96,7 +96,7 @@ test('stat equipment: percentages are 直接乘算 — additive with each other
checkInvariants(h2.b);
});
test('源石溶剂: −60 HP per second on the field (流失), ATK +40 %', () => {
test('源石溶剂: −60 HP per second on the field (无来源真实伤害, not 流失 — feedback1d-solvent.test.js), ATK +40 %', () => {
for (const id of [A('1_05'), B('1_05')]) {
const h = fight({ units: [{ chessId: 't_op', row: 10, col: 4, items: [id] }] });
h.step(1);
+12 -4
View File
@@ -1292,14 +1292,22 @@ test('2_11 风丸: while substituted she fights with the <替身> ATK/DEF (+modu
}
});
test('2_13 蒂比: only enemy attacks set off 紧急赶场通知; a true-damage attack triggers it but is not dodged', () => {
test('2_13 蒂比: any damage instance sets off 紧急赶场通知 (PRTS 修正 "受到伤害前触发") and a physical one is dodged; a 流失 does not; a true-damage attack triggers it but is not dodged', () => {
const id = 'chess_char_2_13_a';
const g = run({ units: [{ chessId: id, row: 9, col: 5, carryState: READY }] });
const v = g.unit(id);
g.step();
g.b.loseHp(v, 50);
g.step();
assert.equal(v.skill.active, false, 'a 流失 never triggers it');
const hp = v.hp;
g.b.dealDamage(null, v, { amount: 50, type: 'phys' });
assert.ok(v.skill.active, 'a non-attack (sourceless) damage instance triggers it');
assert.equal(v.hp, hp, '…and the physical damage is dodged');
done(g);
const h = run({ defs: { enemies: { e: dummy('e', { atk: 300, bat: 1, dmgType: 'true' }) } }, units: [{ chessId: id, row: 9, col: 5, carryState: READY }] });
const u = h.unit(id);
h.step();
h.b.dealDamage(null, u, { amount: 50, type: 'phys' });
h.step();
assert.equal(u.skill.active, false, 'non-attack damage never triggers it');
h.spawn('e', { pos: [9, 5] });
h.runUntil(() => u.skill.active, 3);
assert.ok(u.skill.active, 'the attack triggered it');