diff --git a/server/sim/content/kits/index.js b/server/sim/content/kits/index.js index 73cb0682..3ee3b6bc 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-acmedc.js', 'standin-acfend.js']); +export const STANDIN_KIT_FILES = Object.freeze(['standin-acmedc.js', 'standin-acfend.js', 'standin-acpion.js']); async function loadKitFile(file) { try { diff --git a/server/sim/content/kits/ops/standin-acpion.js b/server/sim/content/kits/ops/standin-acpion.js new file mode 100644 index 00000000..9bac5feb --- /dev/null +++ b/server/sim/content/kits/ops/standin-acpion.js @@ -0,0 +1,144 @@ +// server/sim/content/kits/ops/standin-acpion.js — 郁金香 (char_608_acpion) 补位 stand-in kit: 3 瑕光 (S3), 4 焰尾 (S2), +// 5 凛御银灰 / 6 圣聆初雪 / 缪尔赛思 / 耀骑士临光 (S3 + module SOL-X on the elite). Stand-in contract: ../README.md. + +import { absoluteRangeKeys, sortEnemyTargets } from '../../../targeting.js'; +import { num, talentBb, traitBb, skillRec, statBuff, toggleBuff, up } from '../shared/tier1.js'; + +const S1 = 'skchr_acpion_1', S2 = 'skchr_acpion_2', S3 = 'skchr_acpion_3'; +/** + * S3 只余芬芳's slashes: her Spine `Skill` clip (char_608_acpion.skel, 1.567 s) carries 8 OnAttack events — one per + * slash, `times` 8 — at 0.400 s and then every 1/6 s (0.567 … 1.567 s); the `Skill_End` clip adds 0.233 s. The skill + * holds its effects (below) from the cast to the end of `Skill_End` [ASSUMED: the clips play at 1×, the effects last the + * two clips]. + */ +const SLASH_FIRST = 0.4; +const SLASH_GAP = 1 / 6; +const SLASH_END_CLIP = 0.233; +/** S3's buff while it plays: 无敌, 无法阻挡, no normal attack (the skill clip plays) — stun / freeze refused by a hook. */ +const FRAGRANCE_KEY = 'acpion:fragrance'; + +/** Enemies S3 slashes: every selectable enemy on the x-1 skill range, air units included (PRTS 备注 "※可对空"). */ +const SLASH_PROFILE = Object.freeze({ canHitFly: true }); + +export default { + // 郁金香 (尖兵, blocks 2) — numbers from data/backups.json (normal E2 Lv1 rank 4, elite E2 Lv60 rank 7; skill_table and + // PRTS 郁金香(卫戍协议) agree). DP (部署费用) is the player's redeploy currency here (DESIGN §5.5 "DP"). + // 无垠之心: from each deployment until her 2nd skill activation of it, SP recovery +sp_recovery_per_sec (module SOL-X Lv3: + // +1/s) — `cnt` 2. + // 浪潮之心: ATK +atk; each enemy she kills +cost DP. + // S1 钻心 (instant): +cost DP, then ATK × atk_scale physical damage to up to max_target enemies of her attack range + // (the enemies she blocks included, ground only like her attack) [ASSUMED: at the cast — her S1 clip `Skill_2` + // carries no hit event]. + // S2 迅瞬 (10 s): ASPD +attack_speed, ignores def_penetrate of the target's DEF, and "逐渐获得" trig_cnt × cost DP: one + // every `interval` s from the cast (6 × 1.6 s / 7 × 1.4 s, all inside the 10 s) [ASSUMED: none at the cast, and the + // DP not yet given is lost if the skill ends early]. + // S3 只余芬芳 (instant): +cost DP, then `times` slashes on the enemies around her (the x-1 skill range), each ATK × + // atk_scale physical ignoring def_penetrate (50 %) of DEF, timed by her Spine clip (SLASH_*). PRTS 郁金香 (the 集成战略 + // character char_513_apionr, whose S1 只余芬芳 has the same text, blackboard and x-1 range) 备注: "※可对空" and + // "※技能生效期间,持有效果:无敌,无法阻挡,眩晕免疫,冻结免疫" [ASSUMED: the 卫戍 copy skchr_acpion_3 behaves the same]. + // Module SOL-X (elite, trait override): "阻挡敌人时攻击力和防御力各+8%" — while she blocks (none during S3: 无法阻挡). + // Triggers (data, nothing set here): S1 / S2 DEFAULT; S3 SKILL_RANGE on its x-1 (any enemy in it, air units too). + char_608_acpion: (bb, chess) => { + const t0 = talentBb(chess, 0), t1 = talentBb(chess, 1), tb = traitBb(chess); + const r1 = skillRec(chess, S1), r2 = skillRec(chess, S2), r3 = skillRec(chess, S3); + const dp = (battle, unit, n) => { + if (!(n > 0)) return; + battle.addDp(unit.ownerId, n); + battle.fx('dp', { x: unit.x, y: unit.y, id: unit.id, n }); + }; + const skills = {}; + if (r1) { + const b1 = r1.bb ?? {}; + skills[S1] = { + kind: 'instant', + onStart({ battle, unit }) { + dp(battle, unit, num(b1.cost)); + const prof = unit.profile; + const foes = battle.enemiesInKeys(unit.rangeKeys || [], unit, prof); + for (const e of battle.blockedTargets(unit, prof)) if (!foes.includes(e)) foes.push(e); + sortEnemyTargets(battle, unit, foes, prof?.priority ?? null); + const v = foes.slice(0, Math.max(1, Math.floor(num(b1.max_target, 2)))); + if (v.length) battle.fx('slash', { x: unit.x, y: unit.y, id: unit.id, n: v.length }); + for (const e of v) battle.dealDamage(unit, e, { amount: unit.s.atk * num(b1.atk_scale, 1), type: 'phys', isSkill: true, tags: ['skill'] }); + }, + }; + } + if (r2) { + const b2 = r2.bb ?? {}; + const total = Math.max(0, Math.floor(num(b2.trig_cnt, 0))), iv = Math.max(0.1, num(b2.interval, 1)), per = num(b2.cost, 1); + skills[S2] = { + kind: 'duration', + mods: { aspd: num(b2.attack_speed), defIgnorePct: num(b2.def_penetrate) }, + onStart({ unit }) { unit.mem.acpionDp = { acc: 0, n: 0 }; }, + onTick({ battle, unit, dt }) { + const m = unit.mem.acpionDp; + if (!m) return; + m.acc += dt; + while (m.acc + 1e-9 >= iv && m.n < total) { m.acc -= iv; m.n++; dp(battle, unit, per); } + }, + onEnd({ unit }) { unit.mem.acpionDp = null; }, + }; + } + if (r3) { + const b3 = r3.bb ?? {}; + const times = Math.max(1, Math.floor(num(b3.times, 8))), scale = num(b3.atk_scale, 1), pen = num(b3.def_penetrate, 0); + const grid = r3.rangeGrid?.length ? r3.rangeGrid : null; + const lastAt = SLASH_FIRST + (times - 1) * SLASH_GAP; + const slash = (battle, unit) => { + const keys = grid ? absoluteRangeKeys(grid, unit.tileR, unit.tileC, unit.dir, 0) : unit.rangeKeys || []; + const v = battle.enemiesInKeys(keys, unit, SLASH_PROFILE); + if (v.length) battle.fx('slash', { x: unit.x, y: unit.y, id: unit.id, n: v.length }); + for (const e of v) battle.dealDamage(unit, e, { amount: unit.s.atk * scale, type: 'phys', defIgnorePct: pen, isSkill: true, tags: ['skill', 'slash'] }); + }; + skills[S3] = { + kind: 'instant', + onStart({ battle, unit }) { + dp(battle, unit, num(b3.cost)); + const seq = unit.deploySeq; + battle.addBuff(unit, { + key: FRAGRANCE_KEY, duration: lastAt + SLASH_END_CLIP, + flags: { invulnerable: true, noBlock: true, disarm: true }, visible: true, source: unit, tags: ['skill'], + }); + battle.releaseBlocked(unit); + for (let i = 0; i < times; i++) { + battle.after(SLASH_FIRST + i * SLASH_GAP, () => { + if (up(unit) && unit.deploySeq === seq) slash(battle, unit); + }, { owner: unit }); + } + }, + }; + } + return { + skills, + talents: [ + { install(battle, unit) { // 无垠之心 + const per = num(t0.sp_recovery_per_sec), cnt = Math.max(1, Math.floor(num(t0.cnt, 2))); + if (!(per > 0)) return; + battle.on('deploy', ({ unit: u }) => { + if (u !== unit) return; + unit.mem.acpionCasts = 0; + battle.addBuff(unit, { key: 'acpion:boundless', mods: { spRecoveryFlat: per }, tags: ['talent'] }); + }, { owner: unit }); + battle.on('skillStart', ({ unit: u }) => { + if (u !== unit) return; + unit.mem.acpionCasts = (unit.mem.acpionCasts ?? 0) + 1; + if (unit.mem.acpionCasts >= cnt) battle.removeBuff(unit, 'acpion:boundless'); + }, { owner: unit }); + } }, + { install(battle, unit) { // 浪潮之心 + statBuff(battle, unit, 'acpion:tide', { atkPct: num(t1.atk) }); + const n = num(t1.cost); + if (n > 0) battle.on('kill', ({ killer, victim }) => { if (killer === unit && victim?.side === 'enemy') dp(battle, unit, n); }, { owner: unit }); + } }, + ], + install(battle, unit) { + const ma = num(tb.atk, 0), md = num(tb.def, 0); // module SOL-X: 阻挡敌人时攻击力和防御力各+8% + if (ma || md) toggleBuff(battle, unit, 'acpion:sol', () => unit.blocking.length > 0, { atkPct: ma, defPct: md }); + // S3: 眩晕免疫, 冻结免疫 while its effects last + if (r3) battle.on('beforeStatus', (c) => { + if (c.target === unit && (c.status === 'stun' || c.status === 'freeze') && unit.findBuff(FRAGRANCE_KEY)) c.cancel = true; + }, { owner: unit }); + }, + }; + }, +}; diff --git a/test/content/standin_acpion.test.js b/test/content/standin_acpion.test.js new file mode 100644 index 00000000..51a51e57 --- /dev/null +++ b/test/content/standin_acpion.test.js @@ -0,0 +1,252 @@ +// test/content/standin_acpion.test.js — the 郁金香 (char_608_acpion) 补位 stand-in kit (kits/ops/standin-acpion.js) on every +// chess she replaces: 3 瑕光 (S3), 4 焰尾 (S2), 5 凛御银灰 / 6 圣聆初雪 / 缪尔赛思 / 耀骑士临光 (S3, module SOL-X on the +// elite); S1 through the harness `standIn: { skillIndex: 0 }`. Numbers: data/backups.json (skill_table, PRTS +// 郁金香(卫戍协议)); S3's slash timing: her Spine Skill clip (8 OnAttack events, 0.400 s + k/6 s). +// Run: node --test test/content/standin_acpion.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 { TICK } from '../../server/sim/constants.js'; + +const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8')); +const CHESS = load('chess'); +const BACKUPS = load('backups'); +const CHAR = 'char_608_acpion'; +const S1 = 'skchr_acpion_1', S3 = 'skchr_acpion_3'; +const RECORDS = BACKUPS.units[CHAR].standsIn.flatMap((a) => [a, a.replace(/_a$/, '_b')]); +const dummy = (o = {}) => enemyRec({ key: 'enemy_dummy', hp: 1e9, speed: 0, ...o }); +const DEFS = { + enemies: { + enemy_dummy: dummy(), + enemy_def: dummy({ key: 'enemy_def', def: 400 }), + enemy_fly: dummy({ key: 'enemy_fly', motion: 'FLY' }), + enemy_weak: dummy({ key: 'enemy_weak', hp: 10 }), + enemy_hitter: dummy({ key: 'enemy_hitter', atk: 300, bat: 0.5 }), + }, +}; +const close = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`); +const formOf = (id) => unitForm(BACKUPS, CHAR, CHESS[id].status); +const skillOf = (id, skillId) => formOf(id).skills.find((s) => s.skillId === skillId); +const moduleOf = (id) => (CHESS[id].backup.uniEquipId && CHESS[id].status.equipLevel > 0 ? formOf(id).modules.find((m) => m.uniEquipId === CHESS[id].backup.uniEquipId) : null); + +/** A battle with the shared defs and a `damaged` log (h.dmg: { t, src, tgt, key, amount, type, tags, skill, attack }). */ +function battle(opts) { + const log = []; + const h = makeBattle({ + defs: DEFS, timeLimit: 200, autoFinish: false, seed: 5, flags: { dpPerSec: 0 }, ...opts, + setup(b) { + b.on('damaged', (c) => log.push({ t: b.time, src: c.source?.id ?? null, tgt: c.target.id, key: c.target.defId, amount: c.amount, type: c.type, tags: c.dmg?.tags ?? [], skill: !!c.dmg?.isSkill, attack: !!c.dmg?.isAttack }), { priority: -999 }); + if (opts.setup) opts.setup(b); + }, + }); + h.dmg = log; + return h; +} +const dpOf = (h) => h.b.players[0].dp; + +// --------------------------------------------------------------------------------------------------------------- + +test('郁金香 fields on all 12 records she replaces: her body (+ SOL-X attributes on the 5 / 6 elites), the chess\'s backup skill, her own kit, the data triggers', () => { + assert.equal(RECORDS.length, 12); + for (const id of RECORDS) { + const c = CHESS[id]; + const form = formOf(id); + const sk = form.skills.find((s) => s.index === c.backup.skillIndex); + const mod = moduleOf(id); + const h = battle({ units: [{ chessId: id, row: 10, col: 4, standIn: true }] }); + h.step(); + const u = h.unit(1); + assert.deepEqual([u.def.charId, u.def.standInFor, u.skill.id], [CHAR, c.charId, sk.skillId], id); + assert.ok(!u.kit.generic && u.kit.skillSource === 'skills', `${id}: her kit's own spec`); + assert.equal(!!u.def.raw.module?.active, !!mod, `${id}: module`); + assert.deepEqual([u.base.atk, u.base.def, u.base.maxHp, u.base.blockCnt], [form.stats.atk + (mod?.attr.atk ?? 0), form.stats.def + (mod?.attr.def ?? 0), form.stats.maxHp, 2], `${id}: stats`); + assert.equal(u.skill.rule, sk.skillId === S3 ? 'SKILL_RANGE' : 'DEFAULT', `${id}: trigger`); + assert.equal(u.profile.canHitFly, false, `${id}: her attack is ground-only`); + assert.deepEqual([u.skill.spCost, u.skill.initSp], [sk.spCost, sk.initSp], `${id}: SP`); + assert.equal(h.b.errors.length, 0); + } + // the three tiers' skills: 3 瑕光 S3, 4 焰尾 S2, 5–6 S3 + assert.deepEqual([CHESS.chess_char_3_12_a, CHESS.chess_char_4_19_a, CHESS.chess_char_5_14_a].map((c) => c.backup.skillIndex), [2, 1, 2]); +}); + +test('浪潮之心: ATK +10 %, +1 DP for each enemy she kills; SOL-X (5 / 6 elites only): ATK / DEF +8 % exactly while she blocks', () => { + for (const id of ['chess_char_3_12_a', 'chess_char_4_19_b', 'chess_char_5_14_b', 'chess_char_6_17_b']) { + const mod = moduleOf(id); + const h = battle({ units: [{ chessId: id, row: 10, col: 4, standIn: true }] }); + const u = h.unit(1); + h.step(); + close(u.s.atk, u.base.atk * 1.1, `${id}: ATK +10 %`); + close(u.s.def, u.base.def, `${id}: DEF`); + // a weak enemy walks into her block and dies to her first attack: +1 DP (no DP per second here) + const dp0 = dpOf(h); + const e = h.spawn('enemy_weak', { pos: [10, 4] }); + assert.ok(h.runUntil(() => !e.alive, 5), `${id}: she kills it`); + assert.equal(dpOf(h), dp0 + 1, `${id}: +1 DP for the kill`); + assert.equal(u.skill.activations, 0, `${id}: no skill DP mixed in`); + // a lasting enemy on her tile: blocked ⇒ SOL-X + h.spawn('enemy_dummy', { pos: [10, 4] }); + h.run(0.2); + assert.equal(u.blocking.length, 1); + close(u.s.atk, u.base.atk * (1.1 + (mod ? 0.08 : 0)), `${id}: ATK while blocking`); + close(u.s.def, u.base.def * (1 + (mod ? 0.08 : 0)), `${id}: DEF while blocking`); + if (mod) assert.deepEqual([mod.traitOverride.bb.atk, mod.traitOverride.bb.def], [0.08, 0.08]); + checkInvariants(h.b); + } +}); + +test('无垠之心: SP recovery +0.6/s (+1/s with SOL-X Lv3) from each deployment until her 2nd skill activation of it', () => { + for (const [id, per] of [['chess_char_3_12_a', 0.6], ['chess_char_5_14_b', 0.6], ['chess_char_6_02_b', 1]]) { + const h = battle({ units: [{ chessId: id, row: 10, col: 4, standIn: { skillIndex: 0 } }], enemies: [{ key: 'enemy_dummy', pos: [10, 4] }] }); + const u = h.unit(1); + h.step(); + assert.equal(u.skill.id, S1); + close(u.s.spRecovery, 1 + per, `${id}: before the 1st cast`); + assert.ok(h.runUntil(() => u.skill.activations === 1, 40)); + h.step(); + close(u.s.spRecovery, 1 + per, `${id}: between the casts`); + assert.ok(h.runUntil(() => u.skill.activations === 2, 40)); + h.step(); + close(u.s.spRecovery, 1, `${id}: after the 2nd cast`); + // a new deployment starts it again + h.b.retreat(u); + assert.ok(h.b.redeploy(u)); + h.step(); + close(u.s.spRecovery, 1 + per, `${id}: redeployed`); + checkInvariants(h.b); + } + // the module's talent upgrade: +1/s at module Lv3 only (Lv1 keeps +0.6) + assert.deepEqual(BACKUPS.units[CHAR].forms['2/60/7/3'].modules[0].talentChanges.map((t) => t.bb.sp_recovery_per_sec), [1]); +}); + +test('S1 钻心: +6 DP and ATK × 170 % / 200 % physical to at most 2 enemies of her attack range (the blocked ones first, no air unit)', () => { + for (const [id, scale] of [['chess_char_3_12_a', 1.7], ['chess_char_3_12_b', 2]]) { + assert.equal(skillOf(id, S1).bb.atk_scale, scale); + const h = battle({ + units: [{ chessId: id, row: 10, col: 4, standIn: { skillIndex: 0 }, carryState: { sp: 999 } }], + enemies: [{ key: 'enemy_def', pos: [10, 4] }, { key: 'enemy_dummy', pos: [10, 4] }, { key: 'enemy_def', pos: [10, 5] }, { key: 'enemy_fly', pos: [10, 5] }], + }); + const u = h.unit(1); + const dp0 = dpOf(h); + assert.ok(h.runUntil(() => u.skill.activations === 1, 5), `${id}: cast`); + const atk = u.s.atk; + const hits = h.dmg.filter((d) => d.src === u.id && d.skill); + assert.equal(hits.length, 2, `${id}: two targets`); + assert.deepEqual(hits.map((d) => d.key).sort(), ['enemy_def', 'enemy_dummy'], `${id}: the two she blocks`); + for (const d of hits) close(d.amount, atk * scale - (d.key === 'enemy_def' ? 400 : 0), `${id}: ${d.key}`); + assert.equal(dpOf(h), dp0 + 6, `${id}: +6 DP`); + checkInvariants(h.b); + } +}); + +test('S2 迅瞬 (焰尾\'s chess): 10 s of ASPD +95 / +110 and 25 % / 30 % DEF ignored; 1 DP every 1.6 s / 1.4 s, 6 / 7 in all', () => { + for (const [id, aspd, pen, iv, n] of [['chess_char_4_19_a', 95, 0.25, 1.6, 6], ['chess_char_4_19_b', 110, 0.3, 1.4, 7]]) { + const h = battle({ units: [{ chessId: id, row: 10, col: 4, standIn: true, carryState: { sp: 999 } }] }); + const u = h.unit(1); + h.run(1); + assert.equal(u.skill.activations, 0, `${id}: DEFAULT — no enemy, no cast`); + h.spawn('enemy_def', { pos: [10, 4] }); + let cast = null; + h.b.on('skillStart', (c) => { if (c.unit === u) cast = h.b.time; }); + const gains = []; + let last = dpOf(h); + assert.ok(h.runUntil(() => u.skill.active, 5), `${id}: cast with an enemy`); + assert.equal(u.s.aspd, 100 + aspd); + close(u.s.defIgnorePct, pen, `${id}: DEF ignore`); + while (u.skill.active) { + h.step(); + const now = dpOf(h); + if (now !== last) { gains.push([h.b.time - cast, now - last]); last = now; } + } + close(h.b.time - cast, 10, `${id}: 10 s`, 0.01); + assert.equal(gains.length, n, `${id}: ${n} DP gains`); + gains.forEach(([t, d], i) => { assert.equal(d, 1); assert.ok(Math.abs(t - (i + 1) * iv) <= TICK + 1e-6, `${id}: gain ${i + 1} at ${t}`); }); + // her attacks during the skill ignored the share of the 400 DEF + const hit = h.dmg.find((d) => d.src === u.id && d.attack && d.t > cast + 0.1 && d.t < cast + 9.9); + close(hit.amount, u.s.atk - 400 * (1 - pen), `${id}: attack vs DEF 400`); + assert.equal(u.s.aspd, 100); + checkInvariants(h.b); + } +}); + +test('S3 只余芬芳: +6 / +7 DP, 8 slashes at 0.4 s + k/6 s on every enemy of the x-1 around her (air units too), each ATK × 155 % / 170 % ignoring 50 % DEF', () => { + for (const [id, scale, cost] of [['chess_char_3_12_a', 1.55, 6], ['chess_char_3_12_b', 1.7, 7], ['chess_char_6_02_b', 1.7, 7]]) { + const b3 = skillOf(id, S3).bb; + assert.deepEqual([b3.atk_scale, b3.cost, b3.times, b3.def_penetrate], [scale, cost, 8, 0.5]); + const h = battle({ + units: [{ chessId: id, row: 10, col: 4, standIn: true, carryState: { sp: 999 } }], + // x-1 = the diamond of radius 2: (10,4) blocked, (9,5) and (12,4) in it; (10,7) and (12,6) outside + enemies: [{ key: 'enemy_def', pos: [10, 4] }, { key: 'enemy_fly', pos: [9, 5] }, { key: 'enemy_dummy', pos: [12, 4] }, { key: 'enemy_dummy', pos: [10, 7] }, { key: 'enemy_dummy', pos: [12, 6] }], + }); + const u = h.unit(1); + let cast = null; + h.b.on('skillStart', (c) => { if (c.unit === u) cast = h.b.time; }); + const dp0 = dpOf(h); + assert.ok(h.runUntil(() => cast != null, 5), `${id}: cast`); + h.step(); + assert.equal(dpOf(h), dp0 + cost, `${id}: +${cost} DP`); + h.run(2); + const atk = u.base.atk * 1.1; // 浪潮之心; SOL-X is off: she blocks nothing while it plays + const slashes = h.dmg.filter((d) => d.src === u.id && d.tags.includes('slash')); + const byKey = (k) => slashes.filter((d) => d.key === k); + assert.equal(byKey('enemy_def').length, 8, `${id}: 8 slashes on the blocked enemy`); + assert.equal(byKey('enemy_fly').length, 8, `${id}: 8 on the air unit`); + assert.equal(byKey('enemy_dummy').length, 8, `${id}: 8 on (12,4) only — not on (10,7) / (12,6)`); + assert.equal(new Set(byKey('enemy_dummy').map((d) => d.tgt)).size, 1); + byKey('enemy_def').forEach((d, k) => { + close(d.amount, atk * scale - 400 * 0.5, `${id}: slash ${k} vs DEF 400`); + assert.ok(Math.abs(d.t - cast - (0.4 + k / 6)) <= TICK + 1e-6, `${id}: slash ${k} at ${d.t - cast}`); + assert.equal(d.type, 'phys'); + }); + for (const d of byKey('enemy_fly')) close(d.amount, atk * scale, `${id}: air unit`); + checkInvariants(h.b); + } +}); + +test('S3 只余芬芳 while it plays (PRTS 备注): 无敌, 无法阻挡, 眩晕 / 冻结免疫, no normal attack — for the 1.8 s of her Skill + Skill_End clips', () => { + const h = battle({ + units: [{ chessId: 'chess_char_6_11_b', row: 10, col: 4, standIn: true, carryState: { sp: 999 } }], + enemies: [{ key: 'enemy_hitter', pos: [10, 4] }], + }); + const u = h.unit(1); + let cast = null; + h.b.on('skillStart', (c) => { if (c.unit === u) cast = h.b.time; }); + assert.ok(h.runUntil(() => cast != null, 5)); + h.step(); + const hp = u.hp; + const buff = u.findBuff('acpion:fragrance'); + assert.deepEqual(buff.flags, { invulnerable: true, noBlock: true, disarm: true }); + close(buff.duration, 0.4 + 7 / 6 + 0.233, 'the window'); + assert.equal(u.blocking.length, 0, 'lets go of the enemy'); + assert.equal(h.b.applyStatus(u, 'stun', { duration: 3, source: h.b.enemies[0] }), false, 'stun refused'); + assert.equal(h.b.applyStatus(u, 'freeze', { duration: 3, source: h.b.enemies[0] }), false, 'freeze refused'); + const attacks0 = h.hooksOf('attack').length; + h.runUntil(() => h.b.time >= cast + 1.75, 3); + assert.equal(u.hp, hp, 'no damage taken'); + assert.equal(u.blocking.length, 0, 'blocks nothing meanwhile'); + assert.equal(h.hooksOf('attack').length, attacks0, 'no normal attack meanwhile'); + h.runUntil(() => h.b.time >= cast + 2.2, 3); + assert.equal(u.findBuff('acpion:fragrance'), null); + assert.equal(u.blocking.length, 1, 'blocks again'); + assert.ok(h.b.applyStatus(u, 'stun', { duration: 0.5, source: h.b.enemies[0] }), 'stun lands again'); + h.run(1); + assert.ok(u.hp < hp, 'takes damage again'); + checkInvariants(h.b); +}); + +test('S3 trigger SKILL_RANGE (data): any enemy on the x-1 casts it — an air unit she cannot attack too; none there, no cast', () => { + const run = (pos) => { + const h = battle({ units: [{ chessId: 'chess_char_3_12_a', row: 10, col: 4, standIn: true, carryState: { sp: 999 } }], enemies: [{ key: 'enemy_fly', pos }] }); + const u = h.unit(1); + h.run(3); + return { casts: u.skill.activations, attacks: h.hooksOf('attack').filter((a) => a.attacker === u).length, slashes: h.dmg.filter((d) => d.tags.includes('slash')).length, trigger: u.def.skill.trigger }; + }; + const inside = run([10, 6]); + assert.equal(inside.trigger.rule, 'SKILL_RANGE'); + assert.equal(inside.trigger.grid.length, 13, 'the x-1 diamond'); + assert.deepEqual([inside.casts, inside.attacks, inside.slashes], [1, 0, 8], 'cast with no attack; the slashes reach the air unit'); + const outside = run([10, 7]); + assert.deepEqual([outside.casts, outside.slashes], [0, 0]); +});