feedback5 K3: the 郁金香 stand-in kit (standin-acpion.js) — 无垠之心 / 浪潮之心, S1 钻心, S2 迅瞬 (1 DP every interval), S3 只余芬芳 (8 slashes on her Spine clip's events, 无敌 / 无法阻挡 / 眩晕冻结免疫, 可对空 — PRTS 备注 of the same skill), module SOL-X

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// 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]);
});