diff --git a/server/sim/content/kits/README.md b/server/sim/content/kits/README.md index 8a69d869..cee06a9a 100644 --- a/server/sim/content/kits/README.md +++ b/server/sim/content/kits/README.md @@ -15,6 +15,7 @@ operators, the self-select 6★ operators, contributions from GitHub issue #136 | `ops/op-.js` | one 自选 operator kit per file (below: "How to add an operator (自选)") | | `shared/tier1.js` | the general kit helpers (blackboard readers, unit predicates, hit hooks, area queries, buffs, zones, free tiles, skill records) and the notes of the tier-1 kits | | `shared/tier2.js` … `tier6.js` | helpers two or more kits of that tier use, and that tier's notes (conventions, simplifications, fx kinds) | +| `shared/summoner.js` | the 召唤师 summon deck the 自选 kits of 麦哲伦 / 令 / 电弧 share (`summonDeck`: the holding, a placed piece's return, recalls, the summons leaving with their owner; `holdBuff`, `tokenStat`) | | `tier1.js` … `tier6.js` | re-export shims for the old import paths; removed after the 0.2.0 refactor | `content/index.js` takes `KITS` from `index.js`: a unit's kit is `KITS[def.baseId]` (also the exact or the suffix-less @@ -191,7 +192,9 @@ so a kit finds its pieces before the battle starts as `battle.allyUnits` with `k `ownerUnit === unit`, still undeployed (e.g. `op-bgsnow.js` gives its 打字机 pieces their kit in a talent's `install` with `battle._setupUnit(t, kit)`; `op-cgbird.js` counts its 幻影). A kit test fields a piece the same way: `units: [op, { uid, kind: 'token', tokenId, ownerUid, row, col }]` (`test/content/op_bgsnow.test.js`); the match side is -covered by `test/match/diy-shop.test.js` (a DIY 鸿雪's 打字机 from prep to battle). Potential is 0 [ASSUMED: no account]. A new kit makes the operator a legal pick at once: +covered by `test/match/diy-shop.test.js` (a DIY 鸿雪's 打字机 from prep to battle). A 召唤师 whose talent holds a deck of +summons ("可以使用5个召唤物(最多同时部署3个)") takes `shared/summoner.js summonDeck` — the holding, a placed piece's return +on its tile, recalls, its pieces' kits (`op-mgllan.js`, `op-ling.js`, `op-radian.js`). Potential is 0 [ASSUMED: no account]. A new kit makes the operator a legal pick at once: the server's `welcome.diyKitted` lists `KITTED_CHARS`, so the 自选编队 picker offers it and `room.diy` keeps it. **The fidelity rule and the checklist** above apply item by item: every skill at rank 4 and 7, every talent, every diff --git a/server/sim/content/kits/index.js b/server/sim/content/kits/index.js index 639bb013..35016011 100644 --- a/server/sim/content/kits/index.js +++ b/server/sim/content/kits/index.js @@ -133,6 +133,9 @@ export const OPERATOR_KIT_FILES = Object.freeze([ 'op-haak.js', 'op-phatom.js', 'op-crosly.js', + 'op-mgllan.js', + 'op-ling.js', + 'op-radian.js', ]); /** diff --git a/server/sim/content/kits/ops/op-ling.js b/server/sim/content/kits/ops/op-ling.js new file mode 100644 index 00000000..c817f072 --- /dev/null +++ b/server/sim/content/kits/ops/op-ling.js @@ -0,0 +1,249 @@ +// server/sim/content/kits/ops/op-ling.js — 令 (char_2023_ling) 自选 operator kit: 6★ 召唤师 (辅助), an owned-6★ pick of the +// tier-5 and tier-6 自选 slots; every skill, both talents, the trait and her module (SUM-Y 诗短梦长) at every form, and the +// kits of her summons “清平” / “逍遥” / “弦惊” (token_10020_ling_soul1 / 2 / 3). Kit contract and the 自选 rules: ../README.md +// ("How to add an operator (自选)"); the summon deck: ../shared/summoner.js. +// +// Forms (data/backups.json units.char_2023_ling): normal = E2 Lv1, skills at rank 4, no module; elite = E2 Lv60, rank 7, the +// module at stage 1 (tier 5) or 3 (tier 6) — the owner's decision of 2026-10-05. Potential 0 [ASSUMED: no account]. +// Sources: character_table / skill_table / battle_equip_table / the tokens' character_table rows (zh_CN, as built into +// backups.json); PRTS 令 (S2 备注 "令与其召唤物的攻击范围内没有可选目标时,该技能也可开启…但可以进行召唤物的回收", "召唤物的同步 +// 触发技能与回收不受缴械或沉默等效果制约"; S3 备注 "召唤物对周围敌人造成的持续法术伤害不可对空,且视为来自令造成的伤害"; SUM-Y +// 特性 "※“清平”“逍遥”:部署费用-3;“弦惊”:部署费用-5", stage 3 "属性更强的召唤物"); PRTS “清平” / “逍遥” / “弦惊” (备注 "持有 +// 禁疗", "可以且优先攻击自身阻挡的单位"; 弦惊's merge rules and "高级形态下:生命上限+100%,攻击力+80%,防御力+80%,法术抗性+100%, +// 攻击间隔+0.8s,阻挡数+2…直接加算或直接乘算", "升级时立刻重设召唤物生命值至最大值"); PRTS 分支特性信息 召唤师; the client's +// battle data (charpack char_2023_ling: Talents/1 charge_token[born], Talents/2 ling_t on her summons, CommonAbilities +// die_to_kill_token; buff_template_data ling_t (ON_OWNER_KILLED: modify_sp[trigger] `sp`, ling_atk_up ATK MULTIPLIER STACK +// to max_stack_cnt), ling_s3_aoe[token] (AOEDamage MAGICAL SPLASH WALK_ONLY, source 令, × atk_scale, range x-5 every +// `interval`), ling_soul3_evolution[self] / [another] / _die (the merge); skill prefabs skchr_ling_1 (aura: the summons' mode +// + ATK / ASPD, hers + trigger_charge_token), skchr_ling_2 (Attack: 2 targets, ling_s2_unmovable UNMOVABLE; TokenAttack: +// InterruptCharacterAttack + the summon's ability "2", `_checkCanUseAblityFlag` false; Recycle: 1.2 s later, Withdraw +// `_switchToDeadState` + RechargeToken cnt for every summon below hp_ratio), skchr_ling_3 (aura + ling_s3[charge_token]); +// equips ling_equip_1_* (trigger_charge_token: the trait's cnt)). +// - Trait (召唤师): the profession default (ranged arts on her 3-1, hits air units — PRTS "可对空"), blocks 1, ground enemies +// target her; her summons leave the field with her (shared/summoner.js). +// - T1 挑灯问梦 "可以使用5个召唤物(最多同时部署3个),功能随技能选择而改变": the summon of her pick's skill (“清平” / “逍遥” / +// “弦惊” — the skills' overrideTokenKey) is the hand piece the player places; the deck of ../shared/summoner.js with charge = +// cnt (5), cap = the summon deck (max_deck_stack_cnt 5, +3 with SUM-Y), at most 1 + max_deploy_count (2 ⇒ 3; SUM-Y stage 3: +// 4) standing. Every summon holds 禁疗 (PRTS; [ASSUMED: given here — the data's `abnormal` lacks it]) and fights with its +// own data: “清平” blocks 1 and strikes in melee (physical) on its 1-1, “逍遥” shoots arts on its 3-1 (air units too), “弦惊” +// blocks 2 and strikes every enemy it blocks (physical; its trait "攻击阻挡的所有敌人"). +// - T2 随付笺咏醉屠苏 "召唤物被击倒/吸收/回收时令额外获得3点技力、攻击力+3%(攻击力加成最多叠加5层)": a summon knocked out, +// absorbed by a 弦惊 merge or recalled by S2 ⇒ +sp SP (no SP while a timed skill of hers runs; 阻回 stops it) and a stack of +// ATK +atk (直接乘算) up to max_stack_cnt, kept until she leaves the field — not when her summons leave with her. +// - S1 重进酒 (MANUAL, data DEFAULT, 25 s): +cnt held at the cast; she and her summons ATK +atk, ASPD +attack_speed, and her +// summons' attacks deal arts damage meanwhile ("召唤物伤害类型变为法术"). Passive "召唤物可部署在近战位": placement only. +// - S2 笑鸣瑟 (MANUAL, data DEFAULT, 2 charges — the cast replaces the attack she is about to make): her attack strikes up to +// `value` (2) enemies of her range for atk_scale × ATK arts and 束缚 ling_s2_unmovable.duration s each; every summon of hers +// on the field breaks off its attack (its cooldown restarts) and strikes up to 2 enemies of its own range for its skill's +// 2.atk_scale × its ATK arts + 束缚 2.duration s — stunned / silenced / disarmed ones too (PRTS; `_checkCanUseAblityFlag` +// false) — instant for a melee summon, a bolt for “逍遥”; RECYCLE_DELAY (1.2) s after the cast every summon of hers below +// hp_ratio of its max HP is recalled (+1 held each, T2). Passive "召唤物可部署在远程位,攻击造成法术伤害": “逍遥”'s data. +// The 备注's cast with no target cannot happen here: the data's DEFAULT casts it on an attack. +// - S3 宁作吾 (MANUAL, data DEFAULT, 30 s): she and her summons ATK +atk, DEF +def; every `interval` (0.5) s from the moment +// it covers a summon, every ground enemy on that summon's x-5 takes atk_scale × 令's ATK arts (溅射: not dodgeable, her +// damage — PRTS); +cnt held when it ends (not when she leaves). Passive: the 弦惊 merge — at a 弦惊's deployment, another +// basic 弦惊 of hers on its range ⇒ that one turns 高级形态 and the new one is absorbed (withdrawn); else, the new one +// standing on the range of one or more basic ones ⇒ it turns 高级形态 and the latest deployed of them is absorbed. 高级形态 +// (until it leaves the field): its skill's 2.max_hp / 2.atk / 2.def (直接乘算), RES ×(1 + 2.magic_resistance), attack +// interval +2.base_attack_time s, block +2.block_cnt, arts attacks, HP reset to its new maximum. Its "占据2个部署位" (and +// SUM-X-like 部署位 rules) concern the prep's deploy cap, which summon pieces never use in this mode: N/A. +// - Module SUM-Y 诗短梦长: trait "召唤物持有上限+3,召唤物部署费用减少" — +3 held on the card at the battle start, cap +3, the +// summons' lower costs (the module variant); stage 2+ T1 "最多同时部署4个", stage 3 "属性更强的召唤物" (the module variant's +// stats). Its attributes are in the stats. + +import { num, talentBb, traitBb, moduleOn, skillRec, batMod, giveSp, up } from '../shared/tier1.js'; +import { summonDeck, holdBuff, tokenStat } from '../shared/summoner.js'; +import { absoluteRangeKeys } from '../../../targeting.js'; +import { acquireTargets } from '../../../ai.js'; +import { COLS, PROJECTILE_SPEEDS } from '../../../constants.js'; + +const S1 = 'skchr_ling_1'; +const S2 = 'skchr_ling_2'; +const S3 = 'skchr_ling_3'; +export const SOUL1 = 'token_10020_ling_soul1'; +export const SOUL2 = 'token_10020_ling_soul2'; +export const SOUL3 = 'token_10020_ling_soul3'; +const SOULS = Object.freeze([SOUL1, SOUL2, SOUL3]); +const SUM_Y = 'uniequip_002_ling'; +/** skchr_ling_2 Recycle `_preDelay` 1.2 s: the recall of the summons below hp_ratio after the cast. */ +export const RECYCLE_DELAY = 1.2; +/** S3's area around each summon (ling_s3[aoe] range_id x-5: its tile and the four next to it). */ +const X5 = Object.freeze([[1, 0], [0, -1], [0, 0], [0, 1], [-1, 0]]); +const TAG_S2 = 'ling:s2'; +const TAG_S3 = 'ling:s3'; + +const bbOf = (chess, id) => skillRec(chess, id)?.bb ?? {}; +const skillOn = (u, id) => !!(u && u.skill && u.skill.active && u.skill.id === id); +const tokTalent = (def, key) => (def?.talents ?? []).find((t) => t && t.bb && t.bb[key] != null) ?? null; +const tileOf = (u) => u.tileR * COLS + u.tileC; + +/** Her S1 / S3 acting on a summon (held from each skill start / end and each summon deployment). */ +function syncSoul(battle, owner, t, { b1, b3 }) { + if (!t.alive) return; + holdBuff(battle, t, 'ling:s1:soul', skillOn(owner, S1), { atkPct: num(b1.atk), aspd: num(b1.attack_speed) }); + holdBuff(battle, t, 'ling:s3:soul', skillOn(owner, S3), { atkPct: num(b3.atk), defPct: num(b3.def) }); +} + +/** 弦惊 高级形态 (its skill blackboard "2.*"): stats, block, arts attacks, HP reset to the new maximum. */ +function evolve(battle, t) { + const tb = t.def.skill?.bb ?? {}; + battle.addBuff(t, { + key: 'ling:soul3:advanced', tags: ['token'], + mods: { + hpPct: num(tb['2.max_hp']), atkPct: num(tb['2.atk']), defPct: num(tb['2.def']), resMul: 1 + num(tb['2.magic_resistance']), + batPct: batMod(tb['2.base_attack_time'], { stats: t.def.stats }), blockCnt: num(tb['2.block_cnt']), + }, + }); + t.mem.lingAdvanced = true; + t.hp = t.s.maxHp; + battle.fx('soul', { x: t.x, y: t.y, id: t.id }); +} + +/** The summons' kit: 禁疗, her skills' effects on them, S3's pulses, the 弦惊 merge. `owner` = 令. */ +function soulKit(t, owner, opts) { + return { + skill: null, + talents: [], + trait: t.defId === SOUL3 ? { hitAllBlocked: true } : null, + install(battle, s) { + battle.addBuff(s, { key: 'ling:soul:abnormal', flags: { noHeal: true }, persist: true, allowDead: true }); // 持有禁疗 + battle.on('deploy', (c) => { + if (c.unit !== s) return; + s.mem.lingAdvanced = false; + s.mem.lingAoeAt = null; + syncSoul(battle, owner, s, opts); + if (s.defId === SOUL3) merge(battle, owner, s); + }, { owner: s }); + // S1: arts attacks; 高级形态: arts attacks + battle.on('hit', (c) => { + if (c.source !== s || !c.dmg || !c.dmg.isAttack || c.dmg.type === 'element') return; + if (s.mem.lingAdvanced || skillOn(owner, S1)) c.dmg.type = 'arts'; + }, { owner: s, priority: 50 }); + // S3: every interval s from the moment it covers this summon, atk_scale × 令's ATK arts on the ground enemies of its x-5 + const iv = num(opts.b3.interval, 0.5); + battle.on('tick', () => { + if (!up(s) || !skillOn(owner, S3) || !(iv > 0)) { s.mem.lingAoeAt = null; return; } + if (s.mem.lingAoeAt == null) { s.mem.lingAoeAt = battle.time + iv; return; } + if (battle.time + 1e-9 < s.mem.lingAoeAt) return; + s.mem.lingAoeAt += iv; + const keys = absoluteRangeKeys(X5, s.tileR, s.tileC, s.dir, 0); + for (const e of battle.enemiesInKeys(keys, s, { canHitFly: false })) { + if (!e.alive) continue; + battle.dealDamage(owner, e, { amount: owner.s.atk * num(opts.b3.atk_scale), type: 'arts', isSkill: true, isSplash: true, canDodge: false, tags: ['skill', TAG_S3] }); + } + }, { owner: s }); + }, + }; +} + +/** The 弦惊 merge at the deployment of 弦惊 `t` (see the header). */ +function merge(battle, owner, t) { + const deck = owner.mem.summonDeck; + if (!deck || !t.rangeKeySet) return; + const mates = deck.standing().filter((o) => o !== t && o.defId === SOUL3 && !o.mem.lingAdvanced); + const target = mates.find((o) => t.rangeKeySet.has(tileOf(o))); + if (target) { evolve(battle, target); deck.withdraw(t, 'absorb'); return; } + const holders = mates.filter((o) => o.rangeKeySet && o.rangeKeySet.has(tileOf(t))); + if (!holders.length) return; + const material = holders.reduce((a, b) => (b.deploySeq > a.deploySeq ? b : a)); + evolve(battle, t); + deck.withdraw(material, 'absorb'); +} + +/** S2: a summon's synced strike — up to `n` enemies of its range, its skill's 2.atk_scale × ATK arts + 束缚 2.duration s. */ +function syncedStrike(battle, t, { b2 }) { + const tb = t.def.skill?.bb ?? {}; + const scale = num(tb['2.atk_scale'], num(b2.atk_scale, 1)); + const dur = num(tb['2.duration'], num(b2['ling_s2_unmovable.duration'])); + const n = Math.max(1, Math.floor(num(b2.value, 2))); + const targets = acquireTargets(battle, t, { ...t.profile, maxTargets: n, allInRange: false }); + t.atkCd = t.s.interval; // InterruptCharacterAttack (resetCD): its attack starts over + const strike = (e) => { + if (!e || !e.alive) return; + battle.dealDamage(t, e, { amount: t.s.atk * scale, type: 'arts', isSkill: true, tags: ['skill', TAG_S2] }); + if (e.alive && dur > 0) battle.applyStatus(e, 'bind', { duration: dur, source: t }); + }; + for (const e of targets.slice(0, n)) { + if (t.profile.attack === 'ranged') { + battle.addProjectile({ from: t, target: e, speed: PROJECTILE_SPEEDS.bolt, visual: 'bolt', source: t, onHit: (c) => strike(c.target) }); + } else strike(e); + } +} + +export default { + char_2023_ling: (bb, chess) => { + const b1 = bbOf(chess, S1), b2 = bbOf(chess, S2), b3 = bbOf(chess, S3); + const s2 = skillRec(chess, S2); + const t0 = talentBb({ talents: chess?.talentsBase ?? chess?.talents }, 0); // 挑灯问梦: cnt + const t1 = talentBb(chess, 1); // 随付笺咏醉屠苏: sp, atk, max_stack_cnt + const sumY = moduleOn(chess) && chess.module.id === SUM_Y ? Math.max(0, Math.floor(num(traitBb(chess).cnt))) : 0; + const picked = chess?.skill?.skillId ?? null; + const tokenId = skillRec(chess, picked)?.overrideTokenKey ?? null; + const opts = { b1, b2, b3 }; + const gain = (unit, n) => unit.mem.summonDeck?.gain(n); + return { + skills: { + [S1]: { + kind: 'duration', mods: { atkPct: num(b1.atk), aspd: num(b1.attack_speed) }, + onStart({ unit }) { gain(unit, num(b1.cnt, 1)); }, // 技能开启时获得1个召唤物 + }, + [S2]: { + kind: num(s2?.maxChargeTime, 1) > 1 ? 'charges' : 'instant', + targeting: { maxTargets: Math.max(1, Math.floor(num(b2.value, 2))) }, + attack: { + atkScale: num(b2.atk_scale, 1), + onEachHit({ battle, unit, target, kind }) { + const d = num(b2['ling_s2_unmovable.duration']); + if (kind === 'main' && target && target.alive && d > 0) battle.applyStatus(target, 'bind', { duration: d, source: unit }); + }, + }, + onStart({ battle, unit }) { + const deck = unit.mem.summonDeck; + if (!deck) return; + for (const t of deck.standing()) syncedStrike(battle, t, opts); + // 技能结束时回收生命值低于一半的召唤物 (Recycle, 1.2 s after the cast) + const hp = num(b2.hp_ratio, 0.5); + battle.after(RECYCLE_DELAY, () => { + if (!up(unit)) return; + for (const t of deck.standing()) if (t.hpRatio < hp - 1e-9) deck.recall(t); + }, { owner: unit }); + }, + }, + [S3]: { + kind: 'duration', mods: { atkPct: num(b3.atk), defPct: num(b3.def) }, + onEnd({ unit, reason }) { if (reason !== 'death') gain(unit, num(b3.cnt, 1)); }, // 技能结束时获得1个召唤物 + }, + }, + talents: [ + { install(battle, unit) { // 挑灯问梦: the deck of her summon pieces and their kit + const cnt = Math.max(0, Math.floor(num(t0.cnt))); + const tdef = tokenId ? battle.tokenDef(tokenId, unit) : null; + const deckBase = num(tokTalent(tdef, 'max_deck_stack_cnt')?.bb?.max_deck_stack_cnt, cnt); + const extra = num(tokTalent(tdef, 'max_deploy_count')?.bb?.max_deploy_count, 0); + const sp = num(t1.sp), atk = num(t1.atk), stacks = Math.max(1, Math.floor(num(t1.max_stack_cnt, 1))); + summonDeck(battle, unit, { + tokenIds: SOULS, + charge: cnt, + start: sumY, + cap: deckBase + num(tokenId ? tokenStat(battle, unit, tokenId, 'deckStack') : 0, 0), + maxDeployed: num(tokenId ? tokenStat(battle, unit, tokenId, 'deployLimit') : 1, 1) + extra, + kit: (t) => soulKit(t, unit, opts), + // 随付笺咏醉屠苏: knocked out / absorbed / recalled ⇒ +sp SP and a stack of ATK +atk (not when they leave with her) + onLeave(t, kind) { + if (!(kind === 'killed' || kind === 'absorb' || kind === 'recall') || !up(unit)) return; + if (sp > 0 && giveSp(unit, sp) > 0) battle.fx('spGain', { x: unit.x, y: unit.y, id: unit.id, n: sp }); + if (atk) battle.addBuff(unit, { key: 'ling:t2', mods: { atkPct: atk }, refresh: 'stack', maxStacks: stacks, tags: ['talent'] }); + }, + }); + const sync = (c) => { + if (c.unit !== unit) return; + for (const t of unit.mem.summonDeck.standing()) syncSoul(battle, unit, t, opts); + }; + battle.on('skillStart', sync, { owner: unit }); + battle.on('skillEnd', sync, { owner: unit }); + } }, + // 随付笺咏醉屠苏 lives in the deck's onLeave above + ], + }; + }, +}; diff --git a/server/sim/content/kits/ops/op-mgllan.js b/server/sim/content/kits/ops/op-mgllan.js new file mode 100644 index 00000000..231100e6 --- /dev/null +++ b/server/sim/content/kits/ops/op-mgllan.js @@ -0,0 +1,202 @@ +// server/sim/content/kits/ops/op-mgllan.js — 麦哲伦 (char_248_mgllan) 自选 operator kit: 6★ 召唤师 (辅助), an owned-6★ pick of +// the tier-5 and tier-6 自选 slots; every skill, both talents, the trait and both modules (SUM-X 专业无人机操作模块, SUM-Y +// 教学用龙腾无人机) at every form, and the kits of her drones 龙腾.F / 龙腾.L / 龙腾.A (token_10005_mgllan_drone1 / 2 / 3). +// Kit contract and the 自选 rules: ../README.md ("How to add an operator (自选)"); the summon deck: ../shared/summoner.js. +// +// Forms (data/backups.json units.char_248_mgllan): normal = E2 Lv1, skills at rank 4, no module; elite = E2 Lv60, rank 7, +// the picked module at stage 1 (tier 5) or 3 (tier 6) — the owner's decision of 2026-10-05. Potential 0 [ASSUMED: no +// account]. Sources: character_table / skill_table / battle_equip_table / the tokens' character_table rows (zh_CN, as built +// into backups.json); PRTS 麦哲伦 (光学折射配件 备注 "无人机实际获得隐匿(异常效果)而非隐匿"; S1 / S2 / S3 备注 "技能结束时的回收 +// 仅是触发召唤物的技能,技能无法触发的场合不会产生效果"; S3 备注 "主动开启时,无人机攻击的爆炸半径从0.75增加至1.25"; SUM-Y 特性 +// "※龙腾.F:部署费用-1;龙腾.L、龙腾.A:部署费用-3", stage 3 "※龙腾.F:生命上限+100,防御+50 / 龙腾.L:攻击+40,攻击速度+3 / +// 龙腾.A:攻击+50,攻击速度+3"); PRTS 龙腾.F / 龙腾.L / 龙腾.A (备注 "持有禁疗"; 龙腾.A "普通攻击的爆炸范围半径0.75,可对空"); +// PRTS 分支特性信息 召唤师 ("可对空", "干员离场后,附属的召唤物随之消失"); the client's battle data (charpack char_248_mgllan: +// Talents/1 charge_token[born], CommonAbilities die_to_kill_token, Modes S1_Default / S1 with the S1[Passive] / S1[Active] +// buffs; buff_template_data mgllan_s_1[passive] / [active] and mgllan_s_1_token[passive] / [active] (CreateBuffInRange on her +// attack range and, through CreateBuffToToken, each drone's: the DB `sluggish` / mgllan_frozen UNMOVABLE), mgllan_drone_t +// (INVISIBLE for hidden_duration at the drone's deployment), mgllan_drone_s[finish] (RechargeToken + Withdraw +// `_switchToDeadState`); skill prefabs skchr_mgllan_1 / 2 / 3 (`_buffs` = the drones' mode + bonus, `_passiveBuffs` = hers, +// mgllan_s[after] trigger_token_skill); equips mgllan_equip_1_* (free_summon: 部署位 only), mgllan_equip_1_2/3_p2 +// (mgllan_drone_e_hidden INVISIBLE for e_hidden_duration on her inside a drone's x-5, `_removeBuffWhenTargetLeave`), +// mgllan_equip_2_* (trigger_charge_token: the trait's cnt)). +// - Trait (召唤师) "攻击造成法术伤害 / 可以使用召唤物协助作战": the profession default (ranged arts on her 3-1, hits air units — +// PRTS "可对空"), blocks 1, ground enemies target her. Her drones leave the field with her (shared/summoner.js). +// - T1 支援无人机·龙腾 "可以使用5个不阻挡敌人的无人机(最多同时部署3个),功能随技能选择而改变": the drone of her pick's skill +// (龙腾.F / .L / .A — the skills' overrideTokenKey) is the hand piece the player places; the deck of ../shared/summoner.js +// with charge = cnt (5) at each of her deployments, cap = the drone deck (its hidden talent's max_deck_stack_cnt 5, +the +// SUM-Y deckStack 3), at most 1 + its max_deploy_count (2 ⇒ 3; SUM-Y stage 3: 3 ⇒ 4) standing. Every drone holds 禁疗 +// (PRTS; the data's `abnormal` lacks it [ASSUMED: given here]), blocks nothing, has no skill of its own here (its 回收 is +// her skills' end, below). 龙腾.F (ATK 0) makes no attack (the engine's rule for a 0-ATK summon; a commented-out PRTS +// note "缴械,普通攻击不造成伤害" agrees [ASSUMED]); 龙腾.L strikes one ground enemy on its own tile for arts damage; 龙腾.A +// fires physical shells that blow up within BLAST (0.75) of their target, air units too. +// - T2 光学折射配件 "无人机在部署后的20秒内处于隐匿状态": each drone holds 隐匿 (the anomaly — flag `stealth`: only an enemy it +// blocks could target it, enemy areas skip it) for its token talent's hidden_duration from each deployment. SUM-X stage +// 2+ "26秒…若麦哲伦在其周围四格则享受相同效果": the drones' 26 s (the module variant), and she holds 隐匿 while she stands on +// the x-5 of a drone still inside its e_hidden_duration window [ASSUMED: the window of that drone's deployment — the equip +// aura's buff lasts e_hidden_duration and drops when she leaves the x-5]. +// - S1 高效制冷模块 (MANUAL, data DEFAULT, 15 s): passive (while S1 is picked and not running) every attack@interval (3) s from +// her deployment / the skill's end, every enemy (air units too) on her attack range and on each of her standing drones' +// ranges (龙腾.F: x-4) takes 停顿 attack@sluggish s; while it runs, every 3 s from the cast, 束缚 attack@frozen_duration s +// instead. It acts while she is stunned or silenced (the buff is neither — isStunnable / isSilenceable 0). +// - S2 激光开采模块 (MANUAL, data DEFAULT, 15 s): she and her drones ASPD +attack_speed; a 龙腾.L strikes every enemy on its tile +// (群体) while it runs. S3 武装打击模块 (MANUAL, data DEFAULT, 15 s): she and her drones ATK +atk; 龙腾.A's blast radius +// BLAST_S3 (1.25). Passive parts ("无人机可以部署在近战位 / 远程位"): placement — the piece's position, nothing in battle. +// - Every skill's end (the normal end, not her leaving: the drones go with her then) recalls every standing drone that can +// still trigger its own skill (not stunned / frozen / asleep, not silenced — PRTS "技能无法触发的场合不会产生效果" +// [ASSUMED: those]): +1 held each, the drone leaves and comes back on its tile its redeploy time (10 s) later as any piece. +// - Module SUM-X 专业无人机操作模块: trait "首个召唤物部署时不消耗部署位" — 部署位 are the prep's deploy cap, which summon pieces +// never use in this mode (server/match deployCount counts chess only): N/A; stage 2+ is T2's change above; stats. +// SUM-Y 教学用龙腾无人机: trait "召唤物持有上限+3,召唤物部署费用减少" — +3 held on the card at the battle start, cap +3, the +// drones' lower costs (the module variant); stage 2+ T1 "最多同时部署4个", stage 3 "属性更强的" (the module variant's stats). + +import { num, talentBb, traitBb, moduleOn, skillRec, up } from '../shared/tier1.js'; +import { summonDeck, holdBuff, tokenStat } from '../shared/summoner.js'; +import { absoluteRangeKeys } from '../../../targeting.js'; +import { COLS } from '../../../constants.js'; + +const S1 = 'skchr_mgllan_1'; +const S2 = 'skchr_mgllan_2'; +const S3 = 'skchr_mgllan_3'; +export const DRONE_F = 'token_10005_mgllan_drone1'; +export const DRONE_L = 'token_10005_mgllan_drone2'; +export const DRONE_A = 'token_10005_mgllan_drone3'; +const DRONES = Object.freeze([DRONE_F, DRONE_L, DRONE_A]); +const SUM_Y = 'uniequip_003_mgllan'; +/** PRTS 龙腾.A 备注 "普通攻击的爆炸范围半径0.75"; S3 备注 "主动开启时,无人机攻击的爆炸半径从0.75增加至1.25". */ +export const BLAST = 0.75; +export const BLAST_S3 = 1.25; +/** 光学折射配件 at E2 when the drone def lacks its hidden_duration (PRTS: 20 s). */ +const HIDDEN_FALLBACK = 20; + +const bbOf = (chess, id) => skillRec(chess, id)?.bb ?? {}; +const skillOn = (u, id) => !!(u && u.skill && u.skill.active && u.skill.id === id); +/** First talent of a normalised token def holding `key` (token talents keep no index). */ +const tokTalent = (def, key) => (def?.talents ?? []).find((t) => t && t.bb && t.bb[key] != null) ?? null; + +/** Her skills acting on a drone (held from each skill start / end and each drone deployment). */ +function syncDrone(battle, owner, t, { b2, b3 }) { + if (!t.alive) return; + const s2 = skillOn(owner, S2), s3 = skillOn(owner, S3); + holdBuff(battle, t, 'mgllan:s2:drone', s2, { aspd: num(b2.attack_speed) }); + holdBuff(battle, t, 'mgllan:s3:drone', s3, { atkPct: num(b3.atk) }); + if (t.defId === DRONE_A) t.profile.splashRadius = s3 ? BLAST_S3 : BLAST; +} + +/** The drones' kit: 禁疗, 光学折射配件's 隐匿 window, her skills' modes (龙腾.L 群体, 龙腾.A blast). `owner` = 麦哲伦. */ +function droneKit(t, owner, opts) { + return { + skill: null, + talents: [], + trait: t.defId === DRONE_A ? { splashRadius: BLAST, splashScale: 1 } : null, + install(battle, d) { + battle.addBuff(d, { key: 'mgllan:drone:abnormal', flags: { noHeal: true }, persist: true, allowDead: true }); // 持有禁疗 + const hidden = num(tokTalent(d.def, 'hidden_duration')?.bb?.hidden_duration, HIDDEN_FALLBACK); + battle.on('deploy', (c) => { + if (c.unit !== d) return; + if (hidden > 0) { + battle.addBuff(d, { key: 'mgllan:drone:hidden', flags: { stealth: true }, duration: hidden, status: 'stealth', tags: ['talent'] }); + battle.fx('stealth', { x: d.x, y: d.y, id: d.id }); + } + syncDrone(battle, owner, d, opts); + }, { owner: d }); + // S2: a 龙腾.L strikes every enemy on its tile + if (d.defId === DRONE_L) { + battle.on('beforeAttack', (c) => { + if (c.attacker !== d || !skillOn(owner, S2)) return; + const all = battle.enemiesInKeys(d.rangeKeys, d, c.profile); + if (all.length) c.targets = all; + }, { owner: d }); + } + }, + }; +} + +export default { + char_248_mgllan: (bb, chess) => { + const b1 = bbOf(chess, S1), b2 = bbOf(chess, S2), b3 = bbOf(chess, S3); + const t0 = talentBb({ talents: chess?.talentsBase ?? chess?.talents }, 0); // 支援无人机·龙腾: cnt + const sumY = moduleOn(chess) && chess.module.id === SUM_Y ? Math.max(0, Math.floor(num(traitBb(chess).cnt))) : 0; + const picked = chess?.skill?.skillId ?? null; + const tokenId = skillRec(chess, picked)?.overrideTokenKey ?? null; + const opts = { b2, b3 }; + /** 技能结束时回收所有无人机 (her normal end; the drones that cannot trigger their skill stay). */ + const recall = ({ unit, reason }) => { + if (reason === 'death') return; + const deck = unit.mem.summonDeck; + if (!deck) return; + for (const d of deck.standing()) if (d.canAct && !d.s.flags.silence) deck.recall(d); + }; + return { + skills: { + [S1]: { kind: 'duration', onEnd: recall }, + [S2]: { kind: 'duration', mods: { aspd: num(b2.attack_speed) }, onEnd: recall }, + [S3]: { kind: 'duration', mods: { atkPct: num(b3.atk) }, onEnd: recall }, + }, + talents: [ + { install(battle, unit) { // 支援无人机·龙腾: the deck of her drone pieces and their kit + const cnt = Math.max(0, Math.floor(num(t0.cnt))); + const tdef = tokenId ? battle.tokenDef(tokenId, unit) : null; + const deckBase = num(tokTalent(tdef, 'max_deck_stack_cnt')?.bb?.max_deck_stack_cnt, cnt); + const extra = num(tokTalent(tdef, 'max_deploy_count')?.bb?.max_deploy_count, 0); + summonDeck(battle, unit, { + tokenIds: DRONES, + charge: cnt, + start: sumY, + cap: deckBase + num(tokenId ? tokenStat(battle, unit, tokenId, 'deckStack') : 0, 0), + maxDeployed: num(tokenId ? tokenStat(battle, unit, tokenId, 'deployLimit') : 1, 1) + extra, + kit: (t) => droneKit(t, unit, opts), + }); + // her skills on the standing drones: at each start / end (a drone deployed meanwhile syncs itself) + const sync = (c) => { + if (c.unit !== unit) return; + for (const d of unit.mem.summonDeck.standing()) syncDrone(battle, unit, d, opts); + }; + battle.on('skillStart', sync, { owner: unit }); + battle.on('skillEnd', sync, { owner: unit }); + } }, + { install(battle, unit) { // 光学折射配件 (the drones' 隐匿: their kit); SUM-X stage 2+: hers beside a hidden drone + const tdef = tokenId ? battle.tokenDef(tokenId, unit) : null; + const et = tokTalent(tdef, 'e_hidden_duration'); + const dur = num(et?.bb?.e_hidden_duration); + if (!(dur > 0)) return; + const grid = et.rangeGrid?.length ? et.rangeGrid : [[1, 0], [0, -1], [0, 0], [0, 1], [-1, 0]]; + battle.on('tick', () => { + const deck = unit.mem.summonDeck; + const want = up(unit) && !!deck && deck.standing().some((d) => battle.time < d.deployedAt + dur - 1e-9 + && absoluteRangeKeys(grid, d.tileR, d.tileC, d.dir, 0).includes(unit.tileR * COLS + unit.tileC)); + const has = unit.findBuff('mgllan:eHidden'); + if (want && !has) battle.addBuff(unit, { key: 'mgllan:eHidden', flags: { stealth: true }, status: 'stealth', tags: ['module'] }); + else if (!want && has) battle.removeBuff(unit, 'mgllan:eHidden'); + }, { owner: unit }); + } }, + ], + install(battle, unit) { + // S1 高效制冷模块: every attack@interval s, 停顿 (passive) / 束缚 (running) on her range and her drones' ranges + if (picked !== S1) return; + const iv = num(b1['attack@interval'], 3); + if (!(iv > 0)) return; + const restart = (c) => { if (c.unit === unit) unit.mem.mgllanPulseAt = battle.time + iv; }; + battle.on('deploy', restart, { owner: unit }); + battle.on('skillStart', restart, { owner: unit }); + battle.on('skillEnd', restart, { owner: unit }); + battle.on('tick', () => { + if (!up(unit) || !(battle.time + 1e-9 >= (unit.mem.mgllanPulseAt ?? Infinity))) return; + unit.mem.mgllanPulseAt += iv; + const active = skillOn(unit, S1); + const key = active ? 'bind' : 'sluggish'; + const duration = num(active ? b1['attack@frozen_duration'] : b1['attack@sluggish']); + if (!(duration > 0)) return; + const done = new Set(); + for (const src of [unit, ...(unit.mem.summonDeck?.standing() ?? [])]) { + for (const e of battle.enemiesInKeys(src.rangeKeys, src, { canHitFly: true })) { + if (done.has(e)) continue; + done.add(e); + battle.applyStatus(e, key, { duration, source: src }); + } + } + battle.fx('coldWind', { x: unit.x, y: unit.y, id: unit.id, n: done.size }); + }, { owner: unit }); + }, + }; + }, +}; diff --git a/server/sim/content/kits/ops/op-radian.js b/server/sim/content/kits/ops/op-radian.js new file mode 100644 index 00000000..78d0aac9 --- /dev/null +++ b/server/sim/content/kits/ops/op-radian.js @@ -0,0 +1,286 @@ +// server/sim/content/kits/ops/op-radian.js — 电弧 (char_4195_radian) 自选 operator kit: 6★ 召唤师 (辅助), an owned-6★ pick of +// the tier-5 and tier-6 自选 slots — not the 补位 stand-in Raidian (char_614_acsupo, standin-acsupo.js); every skill, both +// talents, the trait and both modules (SO-A 电弧特勤证章, SO-B 新起点) at every form, and the kits of her summons 戴乌 / 赛柯 / +// 桑特拉 (token_10051_radian_tower1, token_10052_radian_tower2, token_10053_radian_tower3). Kit contract and the 自选 rules: +// ../README.md ("How to add an operator (自选)"); the summon deck: ../shared/summoner.js. +// +// Forms (data/backups.json units.char_4195_radian): normal = E2 Lv1, skills at rank 4, no module; elite = E2 Lv60, rank 7, +// the picked module at stage 1 (tier 5) or 3 (tier 6) — the owner's decision of 2026-10-05. Potential 0 [ASSUMED: no +// account]. Sources: character_table / skill_table / battle_equip_table / the tokens' character_table rows (zh_CN, as built +// into backups.json); PRTS 电弧 (加油~ 修正 "电弧自身" for the text's "其自身", 备注 "加成效果的数值每秒更新一次"; S1 备注 "技能期间 +// 部署的戴乌在部署时也会获得屏障,此时计算屏障量可享受电弧第二天赋的生命值加成"; S2 备注 on 赛柯's bullets; S3 备注 "召唤物可对空", +// "停顿与法术脆弱效果为伤害附加效果,于本次伤害前生效", the 协同攻击); PRTS 戴乌 / 赛柯 / 桑特拉 (备注 "持有禁疗"; 赛柯 "不进行索敌, +// 会持续向前攻击…飞行速度5.0,最大飞行时间0.6秒,碰撞半径0.5,不可对空,无视迷彩…首个敌方单位…100%的物理普通伤害", the S2 bullet +// origins; 桑特拉's 协同请求 / 协同攻击 rules); PRTS 分支特性信息 召唤师; the client's battle data (charpack char_4195_radian: +// Talents/1 charge_token[born], Talents/2 hp_to_hp / atk_to_atk / def_to_def[final_addition] on her TOKEN-class allies every +// 1 s (鼓舞: FINAL_SCALER of the source's attribute), CommonAbilities die_to_kill_token, Talents/master_1 and LogKillBoss +// (`rogue_yan` only); buff_template_data radian_s_1[shield] / [shield_token] (BlockDamage ANY_ATTACK_EXCEPT_ELEMENT of +// hp_ratio × MAX_HP, the token's computed 0.03 s after it starts), radian_s_2[token] (the 赛柯 mode), +// radian_tower2_s_2[emit_projectile] (two more bullets), radian_s_3[token] (ON_OUTPUT_DAMAGE: DB sluggish + +// weak[magic][limit] on the target), token_radian_tower3_t[link_buff] / _s_3[trigger_link] / [prism_aoe] (the 协同攻击); +// skill prefabs skchr_radian_1 / 2 / 3 (`_buffs` = the summons' part, `_passiveBuffs` = hers + trigger_charge_token); +// battle_equip_table uniequip_002 / 003_radian (the talent parts gated to 集成战略: `rogue_yan`, validInGameTag roguelike)). +// - Trait (召唤师): the profession default (ranged arts on her 3-1, hits air units — PRTS "可对空"), blocks 1, ground enemies +// target her; her summons leave the field with her (shared/summoner.js). +// - T1 卡带里的灵感 "可以使用5个召唤物(最多同时部署3个),功能随技能选择而改变": the summon of her pick's skill (戴乌 / 赛柯 / +// 桑特拉 — the skills' overrideTokenKey) is the hand piece the player places; the deck of ../shared/summoner.js with charge = +// cnt (5), cap = the token deck (deckStack 5), at most its deployLimit (3) standing. Every summon holds 禁疗 (PRTS; the +// data's `abnormal` lacks it [ASSUMED: given here]). 戴乌 blocks 3 and strikes in melee on its own tile (physical); 赛柯 +// blocks 2 and never picks a target: every attack interval it fires a bullet straight ahead (BULLET_SPEED tiles/s for +// BULLET_LIFE s, collision radius BULLET_RADIUS) that deals 100 % of its ATK as physical 普通伤害 to the first selectable +// ground enemy it touches (stunned / frozen: no shot; disarmed: none [ASSUMED]); 桑特拉 shoots arts on its 3-1, air units +// too, its splash data capped at 0 extra targets (prism_max_target / normal_aoe max_target 0). 协同攻击 (桑特拉's own rule, +// PRTS): when a 桑特拉 attacks, every other 桑特拉 of the field that can attack, is between attacks (its attack ready — +// `atkCd` 0 here) and has no valid target of its own, and has the asking 桑特拉 inside its attack range ("其自身范围内其他 +// 电弧的召唤物"), shoots a link at it — the link's arrival deals prism_atk_scale × the responder's ATK as arts 普通伤害 to the +// first asker's target — and asks the others in turn; its attack restarts [ASSUMED: the link is its attack]. +// - T2 加油~ "电弧的召唤物获得相当于电弧自身12%攻击力、防御力、生命值的鼓舞效果": every INSPIRE_IV (1) s and at each of their +// deployments, her summons on the field get 鼓舞 = ratio × her current ATK / DEF / max HP, added after their own +// multipliers, the strongest source of each kind kept (the keys 魔王 / 浊心斯卡蒂 use: inspire, inspire:def, inspire:hp). +// - S1 律动线 (MANUAL, data DEFAULT, 25 s): +cnt held at the cast; she and her summons DEF +def and a 屏障 of hp_ratio × their +// own max HP until the skill ends (every damage type but 元素伤害 — shieldType phys / arts / true); a summon deployed while it +// runs takes it at its deployment, after its 鼓舞 (PRTS). Passive "召唤物可部署在近战位": placement only. +// - S2 环形鳞地 (MANUAL, data DEFAULT, 25 s): +cnt held; she and her summons ATK +atk (base_attack_time 0: no change); 赛柯's +// attacks fire BULLET_OFFSETS (three bullets: its centre, 0.2 tile left-up and right-down — fixed, PRTS) that fly its token +// skill's attack@projectile_life_time s (0.6 at rank 4, 0.8 at rank 7: "子弹飞行距离+1"); its 3-2 range is unchanged at ranks +// 4 / 7 (PRTS). Passive "会持续向前方发射子弹": 赛柯's data. +// - S3 手牵手 (MANUAL, data DEFAULT, 30 s): +cnt held; she and her summons ATK +atk; before each damage of her attacks and of +// any damage of her summons on an enemy: 停顿 `sluggish` s and 法术脆弱 (artsFragile damage_scale − 1, "同名效果取最高") for +// weak[magic][limit] s (a dodged hit still carries them [ASSUMED]). Passive "召唤物可部署在远程位…协同攻击": 桑特拉 (above). +// - Modules SO-A 电弧特勤证章 / SO-B 新起点: their trait and talent parts act "在【岁的界园志异】中" only (the client gates them to +// the 集成战略 theme rogue_yan / validInGameTag roguelike): N/A here — the module talents the composed record carries +// (SO-A's hidden respawn_time / prob / sp, SO-B's attack@max_target and x-5 recall) are ignored; their attributes are in the +// stats. (DIY_EXCLUDED_MODULE_TYPE refuses ISW-* only, so a roster may carry them — see the report.) + +import { num, talentBb, skillRec, up } from '../shared/tier1.js'; +import { summonDeck, holdBuff, tokenStat } from '../shared/summoner.js'; +import { acquireTargets } from '../../../ai.js'; +import { aggregateMods } from '../../../buffs.js'; +import { dirVec } from '../../../dir.js'; +import { COLS } from '../../../constants.js'; + +const S1 = 'skchr_radian_1'; +const S2 = 'skchr_radian_2'; +const S3 = 'skchr_radian_3'; +export const TOWER1 = 'token_10051_radian_tower1'; +export const TOWER2 = 'token_10052_radian_tower2'; +export const TOWER3 = 'token_10053_radian_tower3'; +const TOWERS = Object.freeze([TOWER1, TOWER2, TOWER3]); +/** 加油~ "加成效果的数值每秒更新一次" (PRTS; Talents/2 triggerInterval 1). */ +export const INSPIRE_IV = 1; +/** PRTS 赛柯 备注: "飞行速度5.0,最大飞行时间0.6秒,碰撞半径0.5". */ +export const BULLET_SPEED = 5; +export const BULLET_LIFE = 0.6; +export const BULLET_RADIUS = 0.5; +/** PRTS S2 备注: the skill's bullets start at the tile centre, 0.2 left + 0.2 up and 0.2 right + 0.2 down (any facing). */ +const BULLET_OFFSETS = Object.freeze([[0, 0], [-0.2, 0.2], [0.2, -0.2]]); +/** PRTS 桑特拉 备注 "不论是普通攻击还是协同攻击,弹道飞行速度均为50". */ +const LINK_SPEED = 50; +const SHIELD_TYPES = Object.freeze(['phys', 'arts', 'true']); +const KEY_BARRIER = 'radian:s1:barrier'; +const TAG_BULLET = 'radian:bullet'; +const TAG_LINK = 'radian:link'; + +const bbOf = (chess, id) => skillRec(chess, id)?.bb ?? {}; +const skillOn = (u, id) => !!(u && u.skill && u.skill.active && u.skill.id === id); +const tokTalent = (def, key) => (def?.talents ?? []).find((t) => t && t.bb && t.bb[key] != null) ?? null; + +/** + * 鼓舞 (ba.inspire "获得额外附加的基础属性加成(同类属性取最高)"): +`val` of `stat` after the target's own multipliers (the flat + * mod compensated), the strongest source kept — the keys and rule of 魔王's / 浊心斯卡蒂's 鼓舞. + */ +function inspire(battle, target, val, src, stat) { + if (!(val > 0) || !up(target) || target.mem?.noInspire) return; + const key = stat === 'atk' ? 'inspire' : `inspire:${stat}`; + const cur = target.findBuff(key); + if (cur && cur.data && cur.data.src !== src.id && cur.data.val > val && cur.timeLeft > 0.1) return; + const { add, mul } = aggregateMods(target.buffs.filter((b) => b.key !== key)); + const f = stat === 'def' ? Math.max(0, 1 + (add.defPct ?? 0)) * (mul.defMul ?? 1) + : stat === 'hp' ? Math.max(0, 1 + (add.hpPct ?? 0)) * (mul.hpMul ?? 1) + : Math.max(0, 1 + (add.atkPct ?? 0)) * (mul.atkMul ?? 1); + const flat = f > 1e-6 ? val / f : val; + const mods = stat === 'def' ? { defFlat: flat } : stat === 'hp' ? { hpFlat: flat } : { atkFlat: flat }; + battle.addBuff(target, { key, mods, duration: INSPIRE_IV + 0.25, refresh: 'replace', source: src, status: 'inspire', data: { src: src.id, val } }); +} + +/** 律动线's 屏障: hp_ratio × the holder's max HP, until the skill ends. */ +function barrier(battle, u, owner, ratio) { + if (!(ratio > 0) || !up(u)) return; + const left = owner.skill?.active ? owner.skill.timeLeft : 0; + if (!(left > 0)) return; + battle.addBuff(u, { key: KEY_BARRIER, shield: u.s.maxHp * ratio, shieldType: SHIELD_TYPES, duration: left, tags: ['skill'] }); + battle.fx('shield', { x: u.x, y: u.y, id: u.id }); +} + +/** 协同攻击: every 桑特拉 of the field that can answer `asker` shoots its link and asks the others in turn (see the header). */ +function relayLink(battle, asker, target, seen) { + for (const r of battle.allyUnits) { + if (r.kind !== 'token' || r.defId !== TOWER3 || seen.has(r) || !up(r) || !r.canAct || r.s.flags.disarm || r.atkCd > 1e-9) continue; + if (!r.rangeKeySet || !r.rangeKeySet.has(asker.tileR * COLS + asker.tileC)) continue; + if (acquireTargets(battle, r, r.profile).length) continue; + seen.add(r); + r.atkCd = r.s.interval; + const amount = r.s.atk * num(tokTalent(r.def, 'prism_atk_scale')?.bb?.prism_atk_scale, 1); + battle.addProjectile({ + from: r, target: asker, speed: LINK_SPEED, visual: 'bolt', source: r, hitDead: true, + onHit: () => { if (target.alive) battle.dealDamage(r, target, { amount, type: 'arts', isAttack: true, tags: [TAG_LINK] }); }, + }); + battle.fx('link', { x: r.x, y: r.y, id: r.id, to: asker.id }); + relayLink(battle, r, target, seen); + } +} + +/** 赛柯: one volley straight ahead (one bullet; three while S2 runs). */ +function fireVolley(battle, t, owner) { + const s2 = skillOn(owner, S2); + const life = s2 ? num(t.def.skill?.bb?.['attack@projectile_life_time'], BULLET_LIFE) : BULLET_LIFE; + const [fr, fc] = dirVec(t.dir); + const list = (t.mem.radianBullets ??= []); + for (const [dx, dy] of s2 ? BULLET_OFFSETS : [[0, 0]]) { + list.push({ x: t.x + dx, y: t.y + dy, vx: fc * BULLET_SPEED, vy: fr * BULLET_SPEED, life, atk: t.s.atk }); + } + battle.fx(s2 ? 'volley' : 'strike', { x: t.x, y: t.y, id: t.id, n: s2 ? BULLET_OFFSETS.length : 1 }); +} + +/** Move 赛柯's bullets one tick: the first selectable ground enemy within the radius takes the hit; expired ones vanish. */ +function flyBullets(battle, t, dt) { + const list = t.mem.radianBullets; + if (!list || !list.length) return; + const keep = []; + for (const b of list) { + const hit = () => { + const near = battle.foesInRadius(b.x, b.y, BULLET_RADIUS).filter((e) => e.alive && !e.isFlying); + if (!near.length) return false; + near.sort((p, q) => Math.hypot(p.x - b.x, p.y - b.y) - Math.hypot(q.x - b.x, q.y - b.y) || p.spawnSeq - q.spawnSeq); + battle.dealDamage(t, near[0], { amount: b.atk, type: 'phys', isAttack: true, tags: [TAG_BULLET] }); + return true; + }; + if (hit()) continue; + const step = Math.min(dt, b.life); + b.x += b.vx * step; + b.y += b.vy * step; + b.life -= step; + if (hit()) continue; + if (b.life > 1e-9) keep.push(b); + } + t.mem.radianBullets = keep; +} + +/** Her summons' kit: 禁疗, her skills on them (stats, 屏障), 鼓舞 at each deployment, 赛柯's bullets, 桑特拉's 协同攻击. */ +function towerKit(t, owner, opts) { + return { + skill: null, + talents: [], + trait: t.defId === TOWER2 ? { noAttack: true } : null, + install(battle, s) { + battle.addBuff(s, { key: 'radian:tower:abnormal', flags: { noHeal: true }, persist: true, allowDead: true }); // 持有禁疗 + battle.on('deploy', (c) => { + if (c.unit !== s) return; + s.mem.radianFireCd = 0; + opts.sync(s); // her running skill first: the 鼓舞's flat part is set against its multipliers + opts.inspireOne(s); + if (skillOn(owner, S1)) barrier(battle, s, owner, opts.hpRatio); // 技能期间部署的戴乌在部署时也会获得屏障 (with its 鼓舞 HP) + }, { owner: s }); + if (s.defId === TOWER2) { + battle.on('tick', (c) => { + const dt = c.dt ?? battle.dt; + flyBullets(battle, s, dt); + if (!up(s) || !s.canAct) return; + s.mem.radianFireCd = Math.max(0, (s.mem.radianFireCd ?? 0) - dt); + if (s.s.flags.disarm || s.mem.radianFireCd > 1e-9) return; + fireVolley(battle, s, owner); + s.mem.radianFireCd = s.s.interval; + }, { owner: s }); + } + if (s.defId === TOWER3) { + battle.on('attack', (c) => { + if (c.attacker !== s) return; + const target = (c.targets || []).find((e) => e && e.side === 'enemy' && e.alive); + if (target) relayLink(battle, s, target, new Set([s])); + }, { owner: s }); + } + }, + }; +} + +export default { + char_4195_radian: (bb, chess) => { + const b1 = bbOf(chess, S1), b2 = bbOf(chess, S2), b3 = bbOf(chess, S3); + const t0 = talentBb({ talents: chess?.talentsBase ?? chess?.talents }, 0); // 卡带里的灵感: cnt (the module copies' IS keys ignored) + const t1 = talentBb({ talents: chess?.talentsBase ?? chess?.talents }, 1); // 加油~: atk / def / max_hp + const picked = chess?.skill?.skillId ?? null; + const tokenId = skillRec(chess, picked)?.overrideTokenKey ?? null; + const hpRatio = num(b1.hp_ratio); + const gain = (unit, n) => unit.mem.summonDeck?.gain(n); + return { + skills: { + [S1]: { + kind: 'duration', mods: { defPct: num(b1.def) }, + onStart({ battle, unit }) { + gain(unit, num(b1.cnt, 1)); // 技能开启时获得1个召唤物 + barrier(battle, unit, unit, hpRatio); + for (const t of unit.mem.summonDeck?.standing() ?? []) barrier(battle, t, unit, hpRatio); + }, + onEnd({ battle, unit }) { + for (const u of [unit, ...(unit.mem.summonDeck?.pieces() ?? [])]) if (u.findBuff(KEY_BARRIER)) battle.removeBuff(u, KEY_BARRIER); + }, + }, + [S2]: { kind: 'duration', mods: { atkPct: num(b2.atk) }, onStart({ unit }) { gain(unit, num(b2.cnt, 1)); } }, + [S3]: { kind: 'duration', mods: { atkPct: num(b3.atk) }, onStart({ unit }) { gain(unit, num(b3.cnt, 1)); } }, + }, + talents: [ + { install(battle, unit) { // 卡带里的灵感: the deck of her summon pieces and their kit + const cnt = Math.max(0, Math.floor(num(t0.cnt))); + const tdef = tokenId ? battle.tokenDef(tokenId, unit) : null; + const extra = num(tokTalent(tdef, 'max_deploy_count')?.bb?.max_deploy_count, 0); + const ratios = { atk: num(t1.atk), def: num(t1.def), hp: num(t1.max_hp) }; + const inspireOne = (s) => { + if (!up(unit)) return; + inspire(battle, s, unit.s.atk * ratios.atk, unit, 'atk'); + inspire(battle, s, unit.s.def * ratios.def, unit, 'def'); + inspire(battle, s, unit.s.maxHp * ratios.hp, unit, 'hp'); + }; + const sync = (s) => { + if (!s.alive) return; + holdBuff(battle, s, 'radian:s1:tower', skillOn(unit, S1), { defPct: num(b1.def) }); + holdBuff(battle, s, 'radian:s2:tower', skillOn(unit, S2), { atkPct: num(b2.atk) }); + holdBuff(battle, s, 'radian:s3:tower', skillOn(unit, S3), { atkPct: num(b3.atk) }); + }; + const opts = { inspireOne, sync, hpRatio }; + summonDeck(battle, unit, { + tokenIds: TOWERS, + charge: cnt, + cap: num(tokenId ? tokenStat(battle, unit, tokenId, 'deckStack') : cnt, cnt) + num(tokTalent(tdef, 'max_deck_stack_cnt')?.bb?.max_deck_stack_cnt, 0), + maxDeployed: num(tokenId ? tokenStat(battle, unit, tokenId, 'deployLimit') : 1, 1) + extra, + kit: (t) => towerKit(t, unit, opts), + }); + // her skills on the standing summons at each start / end (a summon deployed meanwhile syncs itself); 鼓舞 again + const onSkill = (c) => { + if (c.unit !== unit) return; + for (const s of unit.mem.summonDeck.standing()) { sync(s); inspireOne(s); } + }; + battle.on('skillStart', onSkill, { owner: unit }); + battle.on('skillEnd', onSkill, { owner: unit }); + // 加油~: every second + if (ratios.atk > 0 || ratios.def > 0 || ratios.hp > 0) { + battle.every(INSPIRE_IV, () => { for (const s of unit.mem.summonDeck.standing()) inspireOne(s); }, { owner: unit }); + } + } }, + // 加油~ lives in the deck's install above (its 鼓舞 at each deployment and every second) + ], + install(battle, unit) { + // S3 手牵手: before each damage of her attacks / of her summons' damage on an enemy, 停顿 + 法术脆弱 + if (picked !== S3) return; + const slug = num(b3.sluggish), dur = num(b3['weak[magic][limit]']), frag = num(b3.damage_scale, 1) - 1; + battle.on('hit', (c) => { + const src = c.source, e = c.target; + if (!src || !e || e.side !== 'enemy' || !e.alive || !c.dmg || c.dmg.type === 'element' || !skillOn(unit, S3)) return; + const mine = src === unit ? !!c.dmg.isAttack : (src.kind === 'token' && src.ownerUnit === unit && TOWERS.includes(src.defId)); + if (!mine) return; + if (slug > 0) battle.applyStatus(e, 'sluggish', { duration: slug, source: src }); + if (frag > 0 && dur > 0) battle.applyStatus(e, 'artsFragile', { duration: dur, value: frag, source: src }); + }, { owner: unit, priority: 100 }); + }, + }; + }, +}; diff --git a/server/sim/content/kits/shared/summoner.js b/server/sim/content/kits/shared/summoner.js new file mode 100644 index 00000000..0ec35b72 --- /dev/null +++ b/server/sim/content/kits/shared/summoner.js @@ -0,0 +1,139 @@ +// server/sim/content/kits/shared/summoner.js — the 召唤师 (summoner) branch in 卫戍: the summon deck the 自选 kits of 麦哲伦 +// (ops/op-mgllan.js), 令 (ops/op-ling.js) and 电弧 (ops/op-radian.js) share — the holding (持有), the return of a placed piece +// that left the field, recalls (回收) and the summons vanishing with their owner. Kit contract and rules: ../README.md. +// +// Sources: the client's battle data (charpack char_248_mgllan / char_2023_ling / char_4195_radian: Talents/1 +// charge_token[born] — RechargeToken `cnt` at every deployment of the owner; CommonAbilities die_to_kill_token — KillTokens +// when the owner leaves; the SUM-Y equips mgllan_equip_2_* / ling_equip_1_*: trigger_charge_token — RechargeToken the +// trait's `cnt` once, on the undeployed card (`_attachPassiveBuffsOnDummy`); the token decks: max_deck_stack_cnt / +// max_deploy_count of the tokens' hidden talent, deckStack / deployLimit of the token records); PRTS 分支特性信息 召唤师 +// ("干员离场后,附属的召唤物随之消失"); PRTS 卫戍协议/帮助 §作战阶段 (placed summons: "所有手动部署的召唤物,无视所属干员的持有 +// 状态,不消耗持有数量,作战开始时立即部署一次", "若战场区初始部署有召唤物,若召唤物在战斗期间退场,将在满足条件后立即原地再部署1个"). +// +// The deck (`summonDeck`): +// - holding: `start` on the undeployed card (SUM-Y's +3), then +`charge` at each deployment of the owner, at most `cap` +// (the token deck: 5, +3 with SUM-Y); a skill's "获得1个召唤物" and a recall add 1 (deck.gain / deck.recall); +// - the battle start deploys every placed piece for free without touching the holding (the engine's initial deployment); +// - a piece that leaves the field — knocked out, recalled, absorbed, withdrawn with its owner — comes back on its own tile +// once "满足条件": its owner on the field [ASSUMED: as in the base game, a summon is deployed only while its owner +// stands], its redeploy time (the token's respawnTime) passed since it left, one held (used up), fewer than +// `maxDeployed` of the owner's pieces standing ("最多同时部署3个") and its DP cost paid [ASSUMED: "满足条件" = what a manual +// deployment needs; the pieces of 夜莺 / 鸿雪 / 凯尔希 pay too]; +// - the owner leaving (knocked out or withdrawn) takes its standing pieces off the field with it (KillTokens — withdrawn +// here, no knock-down: 'retreat' [ASSUMED]); they wait for its next deployment like any piece that left. +// `onLeave(piece, kind, ctx)` tells the kit why a piece left: 'killed', 'recall', 'absorb' (令's 弦惊 merge), 'owner' (with +// its owner), else the engine's removal reason. + +import { num, up } from './tier1.js'; + +/** Seconds between two tries of a piece waiting to come back (its owner off the field, timer, holding, DP, tile). */ +export const DECK_RETRY = 0.25; + +/** + * Keep buff `key` with `mods` on `u` while `want` (replaced when the mods change, removed when not wanted) — the owner's + * timed skills acting on its summons, held every tick so a summon deployed during the skill takes them too. + */ +export function holdBuff(battle, u, key, want, mods, extra = null) { + const has = u.findBuff(key); + if (!want) { if (has) battle.removeBuff(u, key); return; } + const cur = has?.mods ?? {}; + if (has && Object.keys(mods).length === Object.keys(cur).length && Object.keys(mods).every((k) => cur[k] === mods[k])) return; + battle.addBuff(u, { key, mods, tags: ['skill'], ...extra }); +} + +/** + * A field of a summon's token record at its owner's form and module (data/backups.json `tokens[id].variants[@ + * ]`, `byModule[uniEquipId]`): the stats the normalised def drops (`deployLimit`, `deckStack`). + * @param {object} battle + * @param {object} owner the summoner unit + * @param {string} tokenId + * @param {string} key a `stats` field + */ +export function tokenStat(battle, owner, tokenId, key) { + const raw = battle.data?.rawToken?.(tokenId) ?? null; + const v = raw?.variants?.[owner?.def?.tokenOwner] ?? null; + const mod = owner?.def?.loadout?.diy?.uniEquipId ?? owner?.def?.loadout?.moduleId ?? null; + const st = (mod && v?.byModule?.[mod]?.stats) || v?.stats || raw?.stats || null; + return st && Number.isFinite(st[key]) ? st[key] : (Number.isFinite(raw?.[key]) ? raw[key] : null); +} + +/** + * Install the summon deck of `owner` (see the header) and hand its placed pieces their kit. + * @param {object} battle + * @param {object} owner the summoner unit + * @param {{ tokenIds: Iterable, charge: number, start?: number, cap: number, maxDeployed?: number, + * kit?: ((piece: object) => object) | null, onLeave?: ((piece: object, kind: string, ctx: object) => void) | null }} opts + * @returns {object} the deck: { held, cap, charge, maxDeployed, pieces(), standing(), gain(n), recall(t), withdraw(t, kind) } + */ +export function summonDeck(battle, owner, { tokenIds, charge, start = 0, cap, maxDeployed = Infinity, kit = null, onLeave = null }) { + const ids = new Set(tokenIds); + const c = Math.max(0, Math.floor(num(cap, 0))); + const deck = { + held: Math.min(c, Math.max(0, Math.floor(num(start, 0)))), + cap: c, + charge: Math.max(0, Math.floor(num(charge, 0))), + maxDeployed: num(maxDeployed, Infinity) > 0 ? num(maxDeployed, Infinity) : Infinity, + /** Every placed piece of the owner (on the field or waiting). */ + pieces: () => battle.allyUnits.filter((t) => t.kind === 'token' && t.ownerUnit === owner && ids.has(t.defId)), + /** The pieces on the field. */ + standing: () => deck.pieces().filter(up), + /** "获得N个召唤物": +n held, at most the cap. */ + gain(n = 1) { deck.held = Math.min(deck.cap, deck.held + Math.max(0, Math.floor(num(n, 0)))); }, + /** Take a standing piece off the field for `kind` (it comes back like any piece that left). */ + withdraw(t, kind) { + if (!up(t)) return false; + t.mem.deckLeave = kind; + battle.retreat(t, { reason: 'retreat' }); + return true; + }, + /** 回收: the piece goes back to the holding (+1) and leaves the field (its redeploy timer runs: `_switchToDeadState`). */ + recall(t) { + if (!up(t)) return false; + deck.gain(1); + battle.fx('disappear', { x: t.x, y: t.y, id: t.id }); + return deck.withdraw(t, 'recall'); + }, + }; + owner.mem.summonDeck = deck; + + /** The piece comes back on its tile once the conditions are met (see the header); one waiting loop per leave. */ + const waitAndReturn = (t) => { + const seq = (t.mem.deckSeq = (t.mem.deckSeq ?? 0) + 1); + battle.every(DECK_RETRY, (b, sched) => { + if (t.mem.deckSeq !== seq || t.alive || t.removed || b.finished) { sched.cancel(); return; } + if (!up(owner) || b.time + 1e-9 < t.mem.deckReadyAt || deck.held < 1) return; + if (deck.standing().length >= deck.maxDeployed) return; + if (b.redeploy(t, { free: false })) { + deck.held = Math.max(0, deck.held - 1); + sched.cancel(); + } + }, { owner: t }); + }; + + for (const t of deck.pieces()) { + if (t.alive || t.deployed) continue; + if (kit) { + if (t.kit) battle.offOwner(t); // a piece set up before its owner: drop its generic kit's hooks + battle._setupUnit(t, kit(t)); + } + // a piece that left stays its tile's piece (`removed` false: Battle.redeploy accepts it, its hooks are kept) + battle.on('death', (ctx) => { + if (ctx.unit !== t || battle.finished) return; + const kind = t.mem.deckLeave ?? (ctx.reason === 'killed' ? 'killed' : ctx.reason); + t.mem.deckLeave = null; + t.removed = false; + t.mem.deckReadyAt = battle.time + Math.max(0, num(t.base.respawnTime)); + if (onLeave) battle._safe(() => onLeave(t, kind, ctx), 'summonDeck.onLeave', t); + waitAndReturn(t); + }, { owner: t, priority: -10 }); + } + + // charge_token[born]: +charge at every deployment of the owner (the battle start's included) + battle.on('deploy', (ctx) => { if (ctx.unit === owner) deck.gain(deck.charge); }, { owner, priority: 100 }); + // die_to_kill_token: "干员离场后,附属的召唤物随之消失" + battle.on('death', (ctx) => { + if (ctx.unit !== owner) return; + for (const t of deck.standing()) deck.withdraw(t, 'owner'); + }, { owner, priority: 50 }); + return deck; +} diff --git a/test/content/op_ling.test.js b/test/content/op_ling.test.js new file mode 100644 index 00000000..708c13af --- /dev/null +++ b/test/content/op_ling.test.js @@ -0,0 +1,297 @@ +// test/content/op_ling.test.js — the 自选 operator kit of 令 (char_2023_ling, 6★ 召唤师; kit +// server/sim/content/kits/ops/op-ling.js, the summon deck of kits/shared/summoner.js) and of her summons “清平” / “逍遥” / +// “弦惊”, fielded the production way (a DIY slot + its `diy` pick, simdata getDiy; the summons as the placed hand pieces of her +// player) in every form: tiers 5 / 6, normal (E2 Lv1, skill rank 4, no module) and elite (E2 Lv60, rank 7) with no module or +// SUM-Y 诗短梦长 at stage 1 (tier 5) / 3 (tier 6). Numbers from data/backups.json; the fidelity checklist of kits/README.md. +// Run: node --test test/content/op_ling.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 { KITTED_CHARS, OPERATOR_KITS, KITS } from '../../server/sim/content/kits/index.js'; +import { diyPool, validateDiyPicks } from '../../shared/diy.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 LING = 'char_2023_ling'; +const FORMS = BACKUPS.units[LING].forms; +const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' }; +const SUMY = 'uniequip_002_ling'; +const S1 = 'skchr_ling_1', S2 = 'skchr_ling_2', S3 = 'skchr_ling_3'; +const Q = 'token_10020_ling_soul1', X = 'token_10020_ling_soul2', J = 'token_10020_ling_soul3'; +const SOUL_OF = [Q, X, J]; +const statusOf = (tier, elite) => (elite ? (tier === 5 ? '2/60/7/1' : '2/60/7/3') : '2/1/4/0'); +const formOf = (tier, elite) => FORMS[statusOf(tier, elite)]; +const skillOf = (tier, elite, id) => formOf(tier, elite).skills.find((s) => s.skillId === id); +const modOf = (tier, mod) => (mod ? formOf(tier, true).modules.find((m) => m.uniEquipId === mod) : null); +const tokOf = (tok, tier, elite, skill, mod) => { + let v = BACKUPS.tokens[tok].variants[`${LING}@${statusOf(tier, elite)}`]; + if (v.bySkill?.[skill]) v = { ...v, ...v.bySkill[skill] }; + if (mod && v.byModule?.[mod]) v = { ...v, ...v.byModule[mod] }; + return v; +}; +const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`); +const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o }); +const ENEMIES = { enemy_dummy: dummy('enemy_dummy'), enemy_fly: dummy('enemy_fly', { motion: 'FLY' }), enemy_walk: enemyRec({ key: 'enemy_walk', hp: 1e9, speed: 0.6, mass: 0 }) }; +const FORMS_ALL = [[5, false, null], [6, false, null], ...[5, 6].flatMap((t) => [null, SUMY].map((m) => [t, true, m]))]; +const label = ([tier, elite, mod]) => `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`; + +/** 令 as uid 1 at (row, col) facing RIGHT; `souls` = [[tokenId, row, col, dir?]] placed pieces (uid 10 +). */ +function field({ tier = 5, elite = false, mod = null, skill = 0, souls = [], row = 10, col = 3, seed = 5, dp = 99 } = {}) { + const h = makeBattle({ + defs: { enemies: ENEMIES }, timeLimit: 900, autoFinish: false, seed, + flags: { dpPerSec: 0, dpMax: 999, dpInit: dp }, captureNoisy: true, + hooks: ['damaged', 'skillStart', 'skillEnd', 'statusApplied', 'death', 'deploy', 'attack', 'dodge'], + units: [{ uid: 1, diy: { slot: SLOT[tier], charId: LING, skillIndex: skill, uniEquipId: mod }, elite, row, col }, + ...souls.map(([tokenId, r, c, dir], i) => ({ uid: 10 + i, kind: 'token', tokenId, ownerUid: 1, row: r, col: c, dir: dir ?? 'RIGHT' }))], + }); + h.step(); + const u = h.unit(1); + return { h, u, ss: h.b.allyUnits.filter((a) => a.kind === 'token'), deck: u.mem.summonDeck }; +} +const from = (h, src) => h.hooksOf('damaged').filter((c) => c.source === src); +function done(h) { + checkInvariants(h.b); + assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0])); +} + +test('令 in every 自选 form: her kit (all three skills authored), the form\'s stats + module attributes, 3-1, ranged arts, hits air, blocks 1, ground-targetable, the data triggers (DEFAULT), 炎, no 特质', () => { + assert.equal(OPERATOR_KITS[LING], KITS[LING]); + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + for (const skill of [0, 1, 2]) { + const { h, u } = field({ tier, elite, mod, skill }); + const form = formOf(tier, elite), m = elite ? modOf(tier, mod) : null; + assert.deepEqual([u.def.charId, u.def.diyFor, u.skill.id, !!u.kit.generic, u.kit.skillSource], [LING, SLOT[tier], form.skills[skill].skillId, false, 'skills'], label(f)); + assert.deepEqual([u.base.maxHp, u.base.atk, u.base.def], [form.stats.maxHp + (m?.attr.maxHp ?? 0), form.stats.atk + (m?.attr.atk ?? 0), form.stats.def + (m?.attr.def ?? 0)], `${label(f)}: stats`); + assert.deepEqual([u.s.blockCnt, u.profile.attack, u.profile.dmgType, u.profile.canHitFly, u.base.bat], [1, 'ranged', 'arts', true, 1.6], `${label(f)}: 召唤师`); + assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${label(f)}: 3-1`); + assert.deepEqual([u.skill.rule, form.skills[skill].trigger.rule], ['DEFAULT', 'DEFAULT'], `${label(f)}: the data's trigger`); + assert.deepEqual([u.def.bonds, u.def.raw.garrisonIds], [['yanShip'], []], `${label(f)}: bonds / 特质`); + assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth, `${label(f)}: ground enemies target her`); + done(h); + } + } + // the numbers of the forms (zh_CN): E2 Lv1 852 / 406 / 114, E2 Lv60 1002 / 450 / 130; SUM-Y +100 / +30 → +150 / +50 HP / ATK + assert.deepEqual([FORMS['2/1/4/0'].stats.maxHp, FORMS['2/1/4/0'].stats.atk, FORMS['2/60/7/1'].stats.maxHp, FORMS['2/60/7/1'].stats.atk], [852, 406, 1002, 450]); + assert.deepEqual([modOf(5, SUMY).attr, modOf(6, SUMY).attr], [{ maxHp: 100, atk: 30 }, { maxHp: 150, atk: 50 }]); +}); + +test('a 自选 pick: 令 is offered at tiers 5 and 6 and a roster with her passes validateDiyPicks', () => { + const data = { chess: CHESS, backups: BACKUPS }; + assert.ok(KITTED_CHARS.includes(LING)); + for (const t of [5, 6]) assert.ok(diyPool(t, { data, kitted: KITTED_CHARS }).includes(LING), `tier ${t}`); + assert.deepEqual(validateDiyPicks({ [SLOT[5]]: { charId: LING, skillIndex: 1, uniEquipId: SUMY } }, { data, kitted: KITTED_CHARS }), + { ok: true, picks: { [SLOT[5]]: { charId: LING, skillIndex: 1, uniEquipId: SUMY } } }); +}); + +test('T1 挑灯问梦: her skill\'s summon is her piece; the deck — 5 held, cap 5 (8 with SUM-Y: +3 on the card), at most 3 standing (4 at SUM-Y stage 3); every summon holds 禁疗 and fights with its data (清平 1-1 melee physical blocks 1, 逍遥 3-1 arts hits air, 弦惊 1-1 blocks 2 strikes all it blocks)', () => { + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + for (const skill of [0, 1, 2]) { + const tok = SOUL_OF[skill]; + const { h, u, ss, deck } = field({ tier, elite, mod, skill, souls: [[tok, 10, 6]] }); + const s = ss[0], v = tokOf(tok, tier, elite, skill, mod); + const y = elite && mod === SUMY; + assert.ok(h.b.producesToken(u, tok) && SOUL_OF.filter((x) => x !== tok).every((x) => !h.b.producesToken(u, x)), `${label(f)} S${skill + 1}: only ${tok}`); + assert.deepEqual([deck.charge, deck.cap, deck.held, deck.maxDeployed], [5, y ? 8 : 5, y ? 8 : 5, y && tier === 6 ? 4 : 3], `${label(f)} S${skill + 1}: deck`); + assert.deepEqual([s.base.maxHp, s.base.atk, s.base.def, s.base.res, s.base.cost, s.base.respawnTime, s.base.bat], [v.stats.maxHp, v.stats.atk, v.stats.def, v.stats.res, v.stats.cost, v.stats.respawnTime, v.stats.bat], `${label(f)}: summon stats`); + assert.deepEqual([s.alive, !!s.s.flags.noHeal, s.kit.skill], [true, true, null], `${label(f)}: deployed, 禁疗, no skill`); + assert.deepEqual(s.liveRangeGrid, v.rangeGrid, `${label(f)}: its range`); + const want = { [Q]: ['melee', 'phys', false, 1, false], [X]: ['ranged', 'arts', true, 1, false], [J]: ['melee', 'phys', false, 2, true] }[tok]; + assert.deepEqual([s.profile.attack, s.profile.dmgType, s.profile.canHitFly, s.s.blockCnt, !!s.profile.hitAllBlocked], want, `${label(f)}: ${tok}`); + done(h); + } + } + // SUM-Y: 清平 / 逍遥 −3 DP, 弦惊 −5 ("部署费用-3 / -5"); stage 3 清平 +150 HP +45 ATK, 逍遥 +100 / +35, 弦惊 +250 / +60 + assert.deepEqual(SOUL_OF.map((t, i) => tokOf(t, 6, false, i, null).stats.cost - tokOf(t, 6, true, i, SUMY).stats.cost), [3, 3, 5]); + assert.deepEqual(SOUL_OF.map((t, i) => [tokOf(t, 6, true, i, SUMY).stats.maxHp - tokOf(t, 6, true, i, null).stats.maxHp, tokOf(t, 6, true, i, SUMY).stats.atk - tokOf(t, 6, true, i, null).stats.atk]), [[150, 45], [100, 35], [250, 60]]); +}); + +test('T2 随付笺咏醉屠苏: a summon knocked out, recalled or absorbed ⇒ +3 SP and a stack of ATK +3 % (at most 5); not when her summons leave with her; no SP while a timed skill of hers runs', () => { + const { h, u, ss } = field({ tier: 6, elite: true, skill: 0, souls: [[Q, 10, 6], [Q, 11, 6], [Q, 9, 6]] }); + const t1 = formOf(6, true).talents.find((t) => t.index === 1).bb; + assert.deepEqual(t1, { max_stack_cnt: 5, sp: 3, atk: 0.03 }); + const atk0 = u.s.atk; + const sp0 = u.skill.sp; + h.b.kill(ss[0], null); + approx(u.skill.sp - sp0, 3, '+3 SP', 1e-3); + assert.equal(u.findBuff('ling:t2').stacks, 1, 'one stack'); + approx(u.s.atk, atk0 * 1.03, 'ATK +3 %'); + for (let i = 0; i < 6; i++) { h.b.kill(ss[1 + (i % 2)], null); h.runUntil(() => ss.every((s) => s.alive), 15); } + assert.equal(u.findBuff('ling:t2').stacks, 5, 'at most 5 stacks'); + approx(u.s.atk, atk0 * 1.15, 'ATK +15 %'); + // no SP while S1 runs + h.spawn('enemy_dummy', { pos: [10, 4] }); + u.skill.gainSp(999); + assert.ok(h.runUntil(() => u.skill.active, 3), 'S1 cast'); + const spOn = u.skill.sp; + h.b.kill(ss[0], null); + assert.equal(u.skill.sp, spOn, 'no SP during a timed skill'); + // her leaving: the summons go with her, nothing more + const st = u.findBuff('ling:t2').stacks; + h.b.retreat(u); + assert.equal(u.findBuff('ling:t2'), null, 'the stacks leave with her'); + assert.equal(st, 5); + done(h); +}); + +test('S1 重进酒: +1 held at the cast; she and her summons ATK +29 % / +38 % and ASPD +29 / +38 for 25 s; her summons\' attacks deal arts damage meanwhile, physical before and after', () => { + for (const [tier, elite, mod] of [[5, false, null], [6, true, SUMY]]) { + const sk = skillOf(tier, elite, S1); + const { h, u, ss, deck } = field({ tier, elite, mod, skill: 0, souls: [[Q, 10, 6]] }); + const s = ss[0]; + assert.deepEqual([sk.bb.atk, sk.bb.attack_speed, sk.bb.cnt, sk.duration], [elite ? 0.38 : 0.29, elite ? 38 : 29, 1, 25]); + h.spawn('enemy_dummy', { pos: [10, 7] }); // its 1-1 (outside her 3-1) + h.spawn('enemy_dummy', { pos: [11, 4] }); // hers + h.run(3); + assert.ok(from(h, s).length && from(h, s).every((c) => c.type === 'phys'), 'physical before'); + deck.held = 2; + const atk0 = u.s.atk, satk0 = s.s.atk; + u.skill.gainSp(999); + assert.ok(h.runUntil(() => u.skill.active, 3), 'cast'); + assert.equal(deck.held, 3, '技能开启时获得1个召唤物'); + approx(u.s.atk, atk0 * (1 + sk.bb.atk), 'her ATK'); + approx(s.s.atk, satk0 * (1 + sk.bb.atk), 'its ATK'); + assert.deepEqual([u.s.aspd, s.s.aspd], [100 + sk.bb.attack_speed, 100 + sk.bb.attack_speed], 'ASPD'); + const n0 = from(h, s).length; + h.run(4); + assert.ok(from(h, s).slice(n0).length && from(h, s).slice(n0).every((c) => c.type === 'arts'), 'arts during S1'); + // knocked out during it: back 10 s later with the skill's bonus and arts + h.b.kill(s, null); + assert.ok(h.runUntil(() => s.alive, 10.5) && u.skill.active, 'back while it runs'); + assert.deepEqual(s.findBuff('ling:s1:soul')?.mods, { atkPct: sk.bb.atk, aspd: sk.bb.attack_speed }, 'a summon deployed during it takes the bonus'); + h.runUntil(() => !u.skill.active, 30); + approx(h.b.time, h.hooksOf('skillStart').at(-1).skill.lastStart + 25, '25 s', 0.01); + const n1 = from(h, s).length; + h.run(3); + assert.ok(from(h, s).slice(n1).every((c) => c.type === 'phys') && s.s.aspd === 100, 'physical and its ASPD back'); + done(h); + } +}); + +test('S2 笑鸣瑟 (2 charges): her cast-attack strikes 2 enemies for 310 % / 370 % ATK arts and 束缚 2 / 2.5 s each; every summon of hers breaks off and strikes 2 enemies of its range for its 2.atk_scale × its ATK + 束缚 2.duration s (silenced / disarmed ones too); 1.2 s later the summons below half HP are recalled (+1 held, T2)', () => { + for (const [tier, elite, mod] of [[5, false, null], [6, true, SUMY]]) { + const sk = skillOf(tier, elite, S2); + const { h, u, ss, deck } = field({ tier, elite, mod, skill: 1, souls: [[X, 10, 5], [X, 11, 5], [X, 9, 5]] }); + const [hurt, muted, fine] = ss; + const tv = tokOf(X, tier, elite, 1, mod); + assert.deepEqual([u.skill.maxCharges, sk.bb.atk_scale, sk.bb['ling_s2_unmovable.duration'], sk.bb.value, sk.bb.hp_ratio, tv.skill.bb['2.atk_scale'], tv.skill.bb['2.duration']], + [2, elite ? 3.7 : 3.1, elite ? 2.5 : 2, 2, 0.5, elite ? 3.7 : 3.1, elite ? 2.5 : 2]); + const a = h.spawn('enemy_dummy', { pos: [10, 5] }), b = h.spawn('enemy_dummy', { pos: [10, 6] }), c = h.spawn('enemy_dummy', { pos: [11, 6] }); + hurt.hp = hurt.s.maxHp * 0.45; + fine.hp = fine.s.maxHp * 0.55; + h.b.applyStatus(muted, 'silence', { duration: 30, force: true }); + h.b.applyStatus(muted, 'disarm', { duration: 30, force: true }); + deck.held = 1; + u.skill.gainSp(999); + const sp0 = u.skill.sp; + assert.ok(h.runUntil(() => u.skill.activations === 1, 3), 'cast on her attack'); + const castAt = h.b.time; + h.run(0.6); + const mine = from(h, u).filter((x) => x.dmg.isSkill); + assert.equal(mine.length, 2, 'her two targets'); + for (const x of mine) approx(x.amount, u.s.atk * sk.bb.atk_scale, 'her scale'); + const binds = h.hooksOf('statusApplied').filter((x) => x.status === 'bind'); + assert.ok(binds.some((x) => x.source === u) && binds.filter((x) => x.source === u).every((x) => Math.abs(x.duration - sk.bb['ling_s2_unmovable.duration']) < 1e-9), 'her 束缚'); + for (const s of ss) { + const hits = from(h, s).filter((x) => x.dmg.tags?.includes('ling:s2')); + assert.equal(hits.length, 2, `${s.uid}: two targets`); + for (const x of hits) approx(x.amount, s.s.atk * tv.skill.bb['2.atk_scale'] * (1 - x.target.s.res / 100), `${s.uid}: its scale`); + assert.ok(binds.filter((x) => x.source === s).length === 2, `${s.uid}: 束缚 ×2`); + } + const struck = new Set(h.hooksOf('damaged').filter((x) => x.dmg?.isSkill).map((x) => x.target)); + assert.ok(struck.size >= 2 && [...struck].every((e) => e.s.flags.bind), 'every struck enemy bound'); + void a; void b; void c; + // 1.2 s after the cast: the summon below half HP is recalled (T2: +3 SP, a stack) + h.runUntil(() => h.b.time >= castAt + 1.1, 2); + assert.ok(hurt.alive, 'not before 1.2 s'); + const spBefore = u.skill.sp; + assert.ok(h.runUntil(() => !hurt.alive, 0.2), 'recalled at 1.2 s'); + assert.deepEqual([hurt.alive, muted.alive, fine.alive], [false, true, true], 'only the one below half'); + assert.equal(deck.held, 2, '+1 held'); + assert.ok(Math.abs(u.skill.sp - spBefore - 3) < 0.2, `T2: +3 SP (${spBefore} → ${u.skill.sp})`); + assert.equal(u.findBuff('ling:t2').stacks, 1, 'T2 stack'); + void sp0; + done(h); + } +}); + +test('S3 宁作吾: she and her summons ATK +55 % / +70 %, DEF +50 % / +60 % for 25 / 30 s; every 0.5 s each summon\'s x-5 ground enemies take 20 % of 令\'s ATK as arts (her damage, not dodgeable; no air, nothing outside); +1 held at its end', () => { + for (const [tier, elite, mod] of [[5, false, null], [6, true, SUMY]]) { + const sk = skillOf(tier, elite, S3); + const { h, u, ss, deck } = field({ tier, elite, mod, skill: 2, souls: [[J, 10, 6, 'RIGHT']] }); + const s = ss[0]; + assert.deepEqual([sk.bb.atk, sk.bb.def, sk.bb.atk_scale, sk.bb.interval, sk.bb.cnt, sk.duration], [elite ? 0.7 : 0.55, elite ? 0.6 : 0.5, 0.2, 0.5, 1, elite ? 30 : 25]); + const front = h.spawn('enemy_dummy', { pos: [10, 7] }), side = h.spawn('enemy_dummy', { pos: [11, 6] }); + const fly = h.spawn('enemy_fly', { pos: [9, 6] }), diag = h.spawn('enemy_dummy', { pos: [11, 7] }); + h.spawn('enemy_dummy', { pos: [10, 4] }); + deck.held = 0; + const atk0 = u.s.atk, satk0 = s.s.atk, sdef0 = s.s.def; + u.skill.gainSp(999); + assert.ok(h.runUntil(() => u.skill.active, 3), 'cast'); + approx(u.s.atk, atk0 * (1 + sk.bb.atk), 'her ATK'); + approx(s.s.atk, satk0 * (1 + sk.bb.atk), 'its ATK'); + approx(s.s.def, sdef0 * (1 + sk.bb.def), 'its DEF'); + h.run(3.05); + const pulses = h.hooksOf('damaged').filter((x) => x.dmg?.tags?.includes('ling:s3')); + assert.ok(pulses.length > 0, 'pulses'); + assert.ok(pulses.every((x) => x.source === u), '令\'s damage'); + assert.deepEqual(new Set(pulses.map((x) => x.target)), new Set([front, side]), 'its x-5 ground enemies only'); + for (const x of pulses) { approx(x.amount, u.s.atk * 0.2, '20 % of her ATK'); assert.deepEqual([x.type, x.dmg.canDodge, x.dmg.isSplash], ['arts', false, true]); } + assert.equal(pulses.filter((x) => x.target === front).length, 6, 'every 0.5 s (6 in 3 s)'); + void fly; void diag; + h.runUntil(() => !u.skill.active, 40); + assert.equal(deck.held, 1, '技能结束时获得1个召唤物'); + done(h); + } +}); + +test('the 弦惊 merge: another basic 弦惊 on a new one\'s range ⇒ that one turns 高级形态 and the new one is absorbed (T2); a new one on the range of basic ones ⇒ it turns 高级形态 and the latest of them is absorbed; 高级形态 = HP / ATK / DEF ×(1 + 1 / 0.8 / 0.8), RES ×2, interval +0.8 s, block +2, arts, full HP; never with a 高级形态 one', () => { + for (const [tier, elite, mod] of [[5, false, null], [6, true, SUMY]]) { + const tb = tokOf(J, tier, elite, 2, mod).skill.bb; + assert.deepEqual(tb, { '2.max_hp': 1, '2.atk': 0.8, '2.def': 0.8, '2.magic_resistance': 1, '2.base_attack_time': 0.8, '2.block_cnt': 2 }); + // case 1: B (deployed second) faces A — A on B's range ⇒ A evolves, B absorbed + const { h, u, ss } = field({ tier, elite, mod, skill: 2, souls: [[J, 9, 5, 'RIGHT'], [J, 9, 6, 'LEFT']] }); + const [a, b] = ss; + assert.deepEqual([a.alive, a.mem.lingAdvanced, b.alive], [true, true, false], 'case 1'); + const base = tokOf(J, tier, elite, 2, mod).stats; + approx(a.s.maxHp, base.maxHp * 2, 'HP ×2'); + approx(a.hp, a.s.maxHp, 'full HP'); + approx(a.s.atk, base.atk * 1.8, 'ATK ×1.8'); + approx(a.s.def, base.def * 1.8, 'DEF ×1.8'); + approx(a.s.res, base.res * 2, 'RES ×2'); + approx(a.s.interval, base.bat + 0.8, 'interval +0.8 s'); + assert.equal(a.s.blockCnt, base.blockCnt + 2, 'block +2'); + assert.equal(u.findBuff('ling:t2')?.stacks, 1, 'T2: absorbed'); + // its attacks are arts + h.spawn('enemy_walk', { routeIndex: 0 }); + assert.ok(h.runUntil(() => from(h, a).some((x) => x.dmg?.isAttack), 60), 'it fights'); + assert.ok(from(h, a).filter((x) => x.dmg?.isAttack).every((x) => x.type === 'arts'), 'arts'); + // the absorbed one comes back basic beside it (no merge with a 高级形态 one) + assert.ok(h.runUntil(() => b.alive, 25), 'the absorbed piece comes back'); + assert.deepEqual([b.mem.lingAdvanced, a.mem.lingAdvanced, a.alive], [false, true, true], 'no second merge'); + done(h); + // case 2: A faces B and B deploys later — B on A's range ⇒ B evolves, A (the latest such) absorbed + const r2 = field({ tier, elite, mod, skill: 2, souls: [[J, 10, 5, 'RIGHT'], [J, 10, 6, 'RIGHT']] }); + const [a2, b2] = r2.ss; + assert.deepEqual([a2.alive, b2.alive, b2.mem.lingAdvanced], [false, true, true], 'case 2'); + // not facing each other: no merge + const r3 = field({ tier, elite, mod, skill: 2, souls: [[J, 10, 5, 'LEFT'], [J, 10, 6, 'RIGHT']] }); + assert.ok(r3.ss.every((x) => x.alive && !x.mem.lingAdvanced), 'apart: none'); + done(r2.h); + done(r3.h); + } +}); + +test('SUM-Y 诗短梦长: +3 held on the card and cap 8 (5 + 3) at both stages, 4 standing at stage 3; the module\'s talent text is the stage-3 T1', () => { + const { h, deck } = field({ tier: 5, elite: true, mod: SUMY, skill: 0 }); + assert.deepEqual([deck.held, deck.cap, deck.maxDeployed], [8, 8, 3], 'stage 1'); + done(h); + const { h: h2, deck: d2 } = field({ tier: 6, elite: true, mod: SUMY, skill: 0 }); + assert.deepEqual([d2.held, d2.cap, d2.maxDeployed], [8, 8, 4], 'stage 3'); + assert.match(modOf(6, SUMY).talentChanges[0].desc, /最多同时部署4个/); + done(h2); +}); diff --git a/test/content/op_mgllan.test.js b/test/content/op_mgllan.test.js new file mode 100644 index 00000000..8a6f6e29 --- /dev/null +++ b/test/content/op_mgllan.test.js @@ -0,0 +1,332 @@ +// test/content/op_mgllan.test.js — the 自选 operator kit of 麦哲伦 (char_248_mgllan, 6★ 召唤师; kit +// server/sim/content/kits/ops/op-mgllan.js, the summon deck of kits/shared/summoner.js) and of her drones 龙腾.F / .L / .A, +// fielded the production way (a DIY slot + its `diy` pick, simdata getDiy; the drone as the placed hand piece of her player) +// in every form: tiers 5 / 6, normal (E2 Lv1, skill rank 4, no module) and elite (E2 Lv60, rank 7) with no module, SUM-X +// 专业无人机操作模块 or SUM-Y 教学用龙腾无人机 at stage 1 (tier 5) / 3 (tier 6). Numbers from data/backups.json; the fidelity +// checklist of kits/README.md. +// Run: node --test test/content/op_mgllan.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 { KITTED_CHARS, OPERATOR_KITS, KITS } from '../../server/sim/content/kits/index.js'; +import { canTargetAlly } from '../../server/sim/targeting.js'; +import { diyPool, validateDiyPicks } from '../../shared/diy.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 MG = 'char_248_mgllan'; +const FORMS = BACKUPS.units[MG].forms; +const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' }; +const SUMX = 'uniequip_002_mgllan', SUMY = 'uniequip_003_mgllan'; +const S1 = 'skchr_mgllan_1', S2 = 'skchr_mgllan_2', S3 = 'skchr_mgllan_3'; +const F = 'token_10005_mgllan_drone1', L = 'token_10005_mgllan_drone2', A = 'token_10005_mgllan_drone3'; +const DRONE_OF = [F, L, A]; +const statusOf = (tier, elite) => (elite ? (tier === 5 ? '2/60/7/1' : '2/60/7/3') : '2/1/4/0'); +const formOf = (tier, elite) => FORMS[statusOf(tier, elite)]; +const skillOf = (tier, elite, id) => formOf(tier, elite).skills.find((s) => s.skillId === id); +const modOf = (tier, mod) => (mod ? formOf(tier, true).modules.find((m) => m.uniEquipId === mod) : null); +/** A drone's variant of a form, with the pick's skill / module (getDiyToken). */ +const tokOf = (tok, tier, elite, skill, mod) => { + let v = BACKUPS.tokens[tok].variants[`${MG}@${statusOf(tier, elite)}`]; + if (v.bySkill?.[skill]) v = { ...v, ...v.bySkill[skill] }; + if (mod && v.byModule?.[mod]) v = { ...v, ...v.byModule[mod] }; + return v; +}; +const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`); +const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o }); +const ENEMIES = { + enemy_dummy: dummy('enemy_dummy'), enemy_fly: dummy('enemy_fly', { motion: 'FLY' }), + enemy_archer: dummy('enemy_archer', { range: 3, atk: 100 }), +}; +const FORMS_ALL = [[5, false, null], [6, false, null], ...[5, 6].flatMap((t) => [null, SUMX, SUMY].map((m) => [t, true, m]))]; +const label = ([tier, elite, mod]) => `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`; + +/** 麦哲伦 as uid 1 at (row, col) facing RIGHT; `drones` = [[tokenId, row, col, dir?]] placed pieces (uid 10 +). */ +function field({ tier = 5, elite = false, mod = null, skill = 0, drones = [], row = 10, col = 4, seed = 5, dp = 99 } = {}) { + const h = makeBattle({ + defs: { enemies: ENEMIES }, timeLimit: 900, autoFinish: false, seed, + flags: { dpPerSec: 0, dpMax: 999, dpInit: dp }, captureNoisy: true, + hooks: ['damaged', 'skillStart', 'skillEnd', 'statusApplied', 'death', 'deploy', 'attack'], + units: [{ uid: 1, diy: { slot: SLOT[tier], charId: MG, skillIndex: skill, uniEquipId: mod }, elite, row, col }, + ...drones.map(([tokenId, r, c, dir], i) => ({ uid: 10 + i, kind: 'token', tokenId, ownerUid: 1, row: r, col: c, dir: dir ?? 'RIGHT' }))], + }); + h.step(); + const u = h.unit(1); + return { h, u, ds: h.b.allyUnits.filter((a) => a.kind === 'token'), deck: u.mem.summonDeck }; +} +const from = (h, src) => h.hooksOf('damaged').filter((c) => c.source === src && c.dmg?.isAttack); +function done(h) { + checkInvariants(h.b); + assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0])); +} + +test('麦哲伦 in every 自选 form: her kit (all three skills authored), the form\'s stats + module attributes, 3-1, ranged arts, hits air, blocks 1, ground-targetable, the data triggers (DEFAULT), 协防, no 特质', () => { + assert.equal(OPERATOR_KITS[MG], KITS[MG]); + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + for (const skill of [0, 1, 2]) { + const { h, u } = field({ tier, elite, mod, skill }); + const form = formOf(tier, elite), m = elite ? modOf(tier, mod) : null; + assert.deepEqual([u.def.charId, u.def.diyFor, u.skill.id, !!u.kit.generic, u.kit.skillSource], [MG, SLOT[tier], form.skills[skill].skillId, false, 'skills'], label(f)); + assert.deepEqual([u.base.maxHp, u.base.atk, u.base.def], [form.stats.maxHp + (m?.attr.maxHp ?? 0), form.stats.atk + (m?.attr.atk ?? 0), form.stats.def + (m?.attr.def ?? 0)], `${label(f)}: stats`); + assert.deepEqual([u.s.blockCnt, u.profile.attack, u.profile.dmgType, u.profile.canHitFly, u.base.bat], [1, 'ranged', 'arts', true, 1.6], `${label(f)}: 召唤师`); + assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${label(f)}: 3-1`); + assert.deepEqual([u.skill.rule, form.skills[skill].trigger.rule], ['DEFAULT', 'DEFAULT'], `${label(f)}: the data's trigger`); + assert.deepEqual([u.def.bonds, u.def.raw.garrisonIds], [['emptyShip'], []], `${label(f)}: bonds / 特质`); + assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth, `${label(f)}: ground enemies target her`); + done(h); + } + } + // the numbers of the forms (zh_CN): E2 Lv1 871 / 403 / 116, E2 Lv60 1025 / 447 / 132; SUM-X +100 / +30 → +150 / +50 HP / + // ATK, SUM-Y +25 / +25 → +40 / +40 ATK / DEF + assert.deepEqual([FORMS['2/1/4/0'].stats.maxHp, FORMS['2/1/4/0'].stats.atk, FORMS['2/60/7/1'].stats.maxHp, FORMS['2/60/7/1'].stats.atk], [871, 403, 1025, 447]); + assert.deepEqual([modOf(5, SUMX).attr, modOf(6, SUMX).attr, modOf(5, SUMY).attr, modOf(6, SUMY).attr], [{ maxHp: 100, atk: 30 }, { maxHp: 150, atk: 50 }, { atk: 25, def: 25 }, { atk: 40, def: 40 }]); +}); + +test('a 自选 pick: 麦哲伦 is offered at tiers 5 and 6 (she has a kit) and a roster with her passes validateDiyPicks with either module', () => { + const data = { chess: CHESS, backups: BACKUPS }; + assert.ok(KITTED_CHARS.includes(MG)); + for (const t of [5, 6]) assert.ok(diyPool(t, { data, kitted: KITTED_CHARS }).includes(MG), `tier ${t}`); + for (const uniEquipId of [SUMX, SUMY, null]) { + assert.deepEqual(validateDiyPicks({ [SLOT[6]]: { charId: MG, skillIndex: 2, uniEquipId } }, { data, kitted: KITTED_CHARS }), + { ok: true, picks: { [SLOT[6]]: { charId: MG, skillIndex: 2, uniEquipId } } }); + } +}); + +test('T1 支援无人机·龙腾: her skill\'s drone is her piece (the others are not hers to field); the deck — 5 held at her deployment, cap 5 (8 with SUM-Y, which adds 3 on the card), at most 3 standing (4 at SUM-Y stage 3); every drone holds 禁疗, blocks nothing, has its data and no skill', () => { + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + for (const skill of [0, 1, 2]) { + const tok = DRONE_OF[skill]; + const { h, u, ds, deck } = field({ tier, elite, mod, skill, drones: [[tok, 11, 6]] }); + const d = ds[0], v = tokOf(tok, tier, elite, skill, mod); + const y = elite && mod === SUMY; + assert.ok(h.b.producesToken(u, tok) && DRONE_OF.filter((x) => x !== tok).every((x) => !h.b.producesToken(u, x)), `${label(f)} S${skill + 1}: only ${tok}`); + assert.deepEqual([deck.charge, deck.cap, deck.held, deck.maxDeployed], [5, y ? 8 : 5, y ? 8 : 5, y && tier === 6 ? 4 : 3], `${label(f)} S${skill + 1}: deck`); + assert.deepEqual([d.alive, d.ownerUnit, d.kit.skill, d.skill.noSkill || !d.kit.skill], [true, u, null, true], `${label(f)}: deployed, hers, no skill`); + assert.deepEqual([d.base.maxHp, d.base.atk, d.base.def, d.base.cost, d.base.respawnTime, d.base.bat], [v.stats.maxHp, v.stats.atk, v.stats.def, v.stats.cost, v.stats.respawnTime, v.stats.bat], `${label(f)}: drone stats`); + assert.deepEqual([d.s.blockCnt, !!d.s.flags.noHeal], [0, true], `${label(f)}: no block, 禁疗`); + assert.deepEqual(d.liveRangeGrid, v.rangeGrid, `${label(f)}: drone range`); + if (tok === F) assert.deepEqual([d.profile.noAttack, d.base.atk], [true, 0], '龙腾.F: no attack (ATK 0)'); + if (tok === L) assert.deepEqual([d.profile.attack, d.profile.dmgType, d.profile.canHitFly, d.liveRangeGrid], ['melee', 'arts', false, [[0, 0]]], '龙腾.L: melee arts on its tile'); + if (tok === A) assert.deepEqual([d.profile.attack, d.profile.dmgType, d.profile.canHitFly, d.profile.splashRadius], ['ranged', 'phys', true, 0.75], '龙腾.A: shells, air too, blast 0.75'); + done(h); + } + } + // the SUM-Y drones: F 2 / L 4 / A 5 DP ("部署费用-1 / -3"); stage 3 F 2100 HP / 250 DEF, L ATK 515, A ATK 749, ASPD +3 + assert.deepEqual([F, L, A].map((t, i) => tokOf(t, 5, true, i, SUMY).stats.cost), [2, 4, 5]); + assert.deepEqual([tokOf(F, 6, true, 0, SUMY).stats.maxHp, tokOf(F, 6, true, 0, SUMY).stats.def, tokOf(L, 6, true, 1, SUMY).stats.atk, tokOf(A, 6, true, 2, SUMY).stats.atk, tokOf(A, 6, true, 2, SUMY).stats.aspd], [2100, 250, 515, 749, 103]); +}); + +test('the deck: a knocked-out drone comes back on its tile its redeploy time (10 s) later, paying its cost and using one held; with none held it stays off; the drones leave with her and come back after her next deployment (+5 held)', () => { + const { h, u, ds, deck } = field({ tier: 6, elite: true, mod: SUMX, skill: 2, drones: [[A, 11, 6], [A, 9, 6]] }); + const [d1, d2] = ds; + const p = h.b.players[0]; + h.b.kill(d1, null); + assert.deepEqual([d1.alive, d1.removed], [false, false], 'the piece stays'); + h.run(9.5); + assert.equal(d1.alive, false, 'not before 10 s'); + const dp0 = p.dp; + assert.ok(h.runUntil(() => d1.alive, 1), 'back after 10 s'); + assert.deepEqual([d1.tileR, d1.tileC, deck.held], [11, 6, 4], 'on its tile, one held used'); + approx(dp0 - p.dp, d1.base.cost, 'its cost paid'); + // none held: it stays off + deck.held = 0; + h.b.kill(d1, null); + h.run(15); + assert.equal(d1.alive, false, 'none held'); + deck.held = 2; + assert.ok(h.runUntil(() => d1.alive, 1), 'back once one is held'); + // she leaves: her drones go with her (no knock-down); back after her redeployment + h.b.retreat(u); + h.step(); + assert.deepEqual([d1.alive, d2.alive], [false, false], 'withdrawn with her'); + assert.ok(h.hooksOf('death').filter((c) => c.unit === d1 || c.unit === d2).slice(-2).every((c) => c.reason === 'retreat'), 'withdrawn, not knocked out'); + h.run(20); + assert.deepEqual([d1.alive, d2.alive], [false, false], 'never while she is off the field'); + deck.held = 0; + assert.ok(h.b.redeploy(u), 'she comes back'); + assert.ok(h.runUntil(() => d1.alive && d2.alive, 1), 'her drones follow'); + assert.equal(deck.held, 3, '+5 at her deployment, two used'); + done(h); +}); + +test('T2 光学折射配件: a drone is 隐匿 for 20 s (26 s with SUM-X stage 3) from each deployment — no ranged enemy targets it meanwhile; SUM-X stage 3: 麦哲伦 beside a drone inside that window is 隐匿 too (not two tiles away, not at stage 1)', () => { + for (const [tier, elite, mod] of [[5, false, null], [5, true, SUMX], [6, true, SUMX], [6, true, SUMY]]) { + const x3 = elite && mod === SUMX && tier === 6; + const want = x3 ? 26 : 20; + const { h, u, ds } = field({ tier, elite, mod, skill: 1, drones: [[L, 10, 5], [L, 11, 7]] }); + const [near, far] = ds; + assert.equal(tokOf(L, tier, elite, 1, mod).talents.find((t) => t.bb.hidden_duration != null).bb.hidden_duration, want, `${label([tier, elite, mod])}: data`); + const archer = h.spawn('enemy_archer', { pos: [11, 9] }); + assert.ok(near.s.flags.stealth && far.s.flags.stealth, '隐匿 at deployment'); + assert.ok(!canTargetAlly(archer, far, true), 'a ranged enemy cannot target it'); + assert.equal(!!u.s.flags.stealth, x3, `${label([tier, elite, mod])}: her own 隐匿 beside the drone`); + h.run(want - 0.5); + assert.ok(near.s.flags.stealth, 'still 隐匿'); + assert.equal(!!u.s.flags.stealth, x3, 'hers still'); + h.run(1); + assert.ok(!near.s.flags.stealth && !far.s.flags.stealth, `over after ${want} s`); + assert.ok(canTargetAlly(archer, far, true), 'targetable again'); + assert.ok(!u.s.flags.stealth, 'hers over with it'); + // a new deployment: a new window + h.b.kill(far, null); + h.runUntil(() => far.alive, 12); + assert.ok(far.s.flags.stealth, 'again at its next deployment'); + done(h); + } + // her 隐匿 needs the drone on one of her four neighbouring tiles + const { h, u } = field({ tier: 6, elite: true, mod: SUMX, skill: 1, drones: [[L, 10, 6]] }); + assert.ok(!u.s.flags.stealth, 'two tiles away: no'); + done(h); +}); + +test('S1 高效制冷模块: passive — every 3 s from her deployment 停顿 0.8 / 0.9 s on every enemy of her 3-1 and her 龙腾.F\'s x-4 (air units too), none elsewhere; running (15 s) — 束缚 1.9 / 2.2 s every 3 s from the cast instead; it ends recalling her drones', () => { + for (const [tier, elite, mod] of [[5, false, null], [6, true, SUMY]]) { + const sk = skillOf(tier, elite, S1); + const { h, u, ds, deck } = field({ tier, elite, mod, skill: 0, row: 10, col: 3, drones: [[F, 11, 8]] }); + const d = ds[0]; + assert.deepEqual([sk.bb['attack@interval'], sk.bb['attack@sluggish'], sk.bb['attack@frozen_duration'], sk.duration], [3, elite ? 0.9 : 0.8, elite ? 2.2 : 1.9, 15]); + const at = (pos, key = 'enemy_dummy') => h.spawn(key, { pos }); + const her = at([10, 5]), fly = at([11, 4], 'enemy_fly'), droneE = at([12, 9]), out = at([9, 9]); + const st = (status) => h.hooksOf('statusApplied').filter((c) => c.status === status); + h.run(2.9); + assert.equal(st('sluggish').length, 0, 'nothing before 3 s'); + h.run(0.2); + const first = st('sluggish'); + assert.deepEqual(new Set(first.map((c) => c.target)), new Set([her, fly, droneE]), 'her range + the drone\'s x-4'); + for (const c of first) approx(c.duration, sk.bb['attack@sluggish'], 'duration'); + assert.equal(first.find((c) => c.target === droneE).source, d, 'the drone\'s own area'); + assert.ok(!first.some((c) => c.target === out), 'outside: untouched'); + h.run(3); + assert.equal(st('sluggish').length, 6, 'again 3 s later'); + // the cast: 束缚 every 3 s instead + u.skill.gainSp(999); + assert.ok(h.runUntil(() => u.skill.active, 3), 'cast on an attack'); + const t0 = h.b.time, n0 = st('sluggish').length; + h.run(2.9); + assert.equal(st('bind').length, 0, 'no 束缚 before 3 s into it'); + h.run(0.2); + assert.deepEqual(new Set(st('bind').map((c) => c.target)), new Set([her, fly, droneE]), '束缚 on the same areas'); + for (const c of st('bind')) approx(c.duration, sk.bb['attack@frozen_duration'], '束缚 duration'); + h.runUntil(() => !u.skill.active, 15); + assert.equal(st('sluggish').length, n0, 'no 停顿 while it runs'); + approx(h.b.time - t0, 15, '15 s', 0.01); + // 技能结束时回收所有无人机 + h.step(); + assert.deepEqual([d.alive, d.removed, deck.held], [false, false, deck.cap], 'recalled (+1 held, at most the cap)'); + assert.ok(h.runUntil(() => d.alive, 10.5), 'back on its tile 10 s later'); + done(h); + } +}); + +test('S2 激光开采模块: she and her drones ASPD +80 / +100 for 15 s; a 龙腾.L strikes every enemy on its tile while it runs (one at a time otherwise); recalled at the end', () => { + for (const [tier, elite, mod] of [[5, false, null], [6, true, SUMX]]) { + const sk = skillOf(tier, elite, S2); + const { h, u, ds } = field({ tier, elite, mod, skill: 1, row: 10, col: 3, drones: [[L, 10, 6]] }); + const d = ds[0]; + const a = h.spawn('enemy_dummy', { pos: [10, 6] }), b = h.spawn('enemy_dummy', { pos: [10, 6] }); + h.run(3); + const before = from(h, d); + assert.ok(before.length >= 2, 'it attacks'); + assert.ok(new Set(before.map((c) => c.dmg.attackId)).size === before.length, 'one target per attack'); + for (const c of before) assert.deepEqual([c.type, Math.abs(c.amount - Math.max(d.s.atk * 0.05, d.s.atk * (1 - c.target.s.res / 100))) < 1e-6], ['arts', true], 'arts'); + u.skill.gainSp(999); + assert.ok(h.runUntil(() => u.skill.active, 3), 'cast'); + assert.deepEqual(d.findBuff('mgllan:s2:drone')?.mods, { aspd: sk.bb.attack_speed }, 'the drone\'s bonus'); + assert.equal(u.s.aspd, 100 + sk.bb.attack_speed, 'her ASPD'); + assert.equal(d.s.aspd, 100 + sk.bb.attack_speed, 'the drone\'s'); + const n0 = from(h, d).length; + h.run(3); + const during = from(h, d).slice(n0); + const byAttack = new Map(); + for (const c of during) byAttack.set(c.dmg.attackId, [...(byAttack.get(c.dmg.attackId) ?? []), c.target]); + assert.ok([...byAttack.values()].every((ts) => ts.length === 2 && ts.includes(a) && ts.includes(b)), '群体: both enemies of its tile each attack'); + // knocked out during it: back 10 s later, still inside the 15 s — with the skill's ASPD + h.b.kill(d, null); + assert.ok(h.runUntil(() => d.alive, 10.5) && u.skill.active, 'back while it runs'); + assert.equal(d.s.aspd, 100 + sk.bb.attack_speed, 'a drone deployed during it takes its ASPD'); + h.runUntil(() => !u.skill.active, 15); + h.step(); + assert.deepEqual([d.alive, u.s.aspd], [false, 100], 'recalled; her ASPD back'); + assert.ok(h.runUntil(() => d.alive, 10.5), 'back'); + assert.equal(d.findBuff('mgllan:s2:drone'), null, 'no bonus after it'); + done(h); + } +}); + +test('S3 武装打击模块: she and her drones ATK +80 % / +100 % for 15 s; a 龙腾.A\'s blast radius 0.75 → 1.25 while it runs; recalled at the end', () => { + for (const [tier, elite, mod] of [[5, false, null], [6, true, SUMY]]) { + const sk = skillOf(tier, elite, S3); + const { h, u, ds } = field({ tier, elite, mod, skill: 2, row: 10, col: 3, drones: [[A, 10, 5]] }); + const d = ds[0]; + const main = h.spawn('enemy_dummy', { pos: [10, 7] }), side = h.spawn('enemy_dummy', { pos: [10, 8] }); + const close = h.spawn('enemy_fly', { pos: [10.6, 7] }); + h.spawn('enemy_dummy', { pos: [11, 4] }); // hers (outside the drone's range) + h.run(5); + const before = from(h, d); + assert.ok(before.some((c) => c.target === main) && before.some((c) => c.target === close), 'its target and a flyer 0.6 away'); + assert.ok(!before.some((c) => c.target === side), 'one 1.0 away: outside 0.75'); + for (const c of before.filter((x) => x.target === main)) approx(c.amount, d.s.atk, 'phys (DEF 0)'); + const atk0 = u.s.atk, datk0 = d.s.atk; + u.skill.gainSp(999); + assert.ok(h.runUntil(() => u.skill.active, 3), 'cast'); + approx(u.s.atk, atk0 * (1 + sk.bb.atk) / 1, 'her ATK +', 1e-9); + approx(d.s.atk, datk0 * (1 + sk.bb.atk), 'the drone\'s ATK +'); + assert.equal(d.profile.splashRadius, 1.25, 'blast 1.25'); + const n0 = from(h, d).length; + h.run(5); + assert.ok(from(h, d).slice(n0).some((c) => c.target === side), 'now 1.0 away too'); + h.runUntil(() => !u.skill.active, 15); + h.step(); + assert.equal(d.alive, false, 'recalled'); + assert.ok(h.runUntil(() => d.alive, 10.5), 'back'); + assert.deepEqual([d.profile.splashRadius, d.s.atk], [0.75, datk0], 'blast and ATK back'); + done(h); + } +}); + +test('the recall triggers each drone\'s own skill: a stunned or silenced drone stays (PRTS 备注 "技能无法触发的场合不会产生效果"); none when she leaves the field with the skill running (her drones go with her)', () => { + const { h, u, ds } = field({ tier: 6, elite: true, mod: SUMX, skill: 2, row: 10, col: 3, drones: [[A, 10, 5], [A, 11, 5], [A, 9, 5]] }); + const [ok, stunned, silenced] = ds; + h.spawn('enemy_dummy', { pos: [10, 5] }); + u.skill.gainSp(999); + assert.ok(h.runUntil(() => u.skill.active, 3), 'cast'); + u.skill.timeLeft = 0.2; + h.b.applyStatus(stunned, 'stun', { duration: 5, force: true }); + h.b.applyStatus(silenced, 'silence', { duration: 5, force: true }); + h.runUntil(() => !u.skill.active, 1); + h.step(); + assert.deepEqual([ok.alive, stunned.alive, silenced.alive], [false, true, true], 'only the free one'); + // her leaving with the skill on: withdrawn with her, no recall (no +1 held) + const { h: h2, u: u2, ds: ds2, deck } = field({ tier: 5, elite: false, skill: 2, row: 10, col: 3, drones: [[A, 10, 5]] }); + h2.spawn('enemy_dummy', { pos: [10, 5] }); + u2.skill.gainSp(999); + h2.runUntil(() => u2.skill.active, 3); + deck.held = 2; + h2.b.kill(u2, null); + h2.step(); + assert.deepEqual([ds2[0].alive, deck.held], [false, 2], 'gone with her, nothing held more'); + done(h); + done(h2); +}); + +test('modules: SUM-X\'s trait (首个召唤物部署时不消耗部署位) is a prep deploy-cap rule — the deck is the same as without it; SUM-Y\'s +3 held on the card and cap 8 hold through her redeployment (+5, at most 8)', () => { + const { h, deck } = field({ tier: 6, elite: true, mod: SUMX, skill: 0 }); + assert.deepEqual([deck.held, deck.cap, deck.maxDeployed], [5, 5, 3], 'SUM-X: the base deck'); + assert.equal(formOf(6, true).modules.find((m) => m.uniEquipId === SUMX).traitOverride.bb.cnt, 1, 'its trait blackboard (unused)'); + done(h); + const { h: h2, u, deck: d2 } = field({ tier: 5, elite: true, mod: SUMY, skill: 0 }); + assert.deepEqual([d2.held, d2.cap, d2.maxDeployed], [8, 8, 3], 'SUM-Y stage 1: 3 + 5 held, cap 8, 3 standing'); + d2.held = 1; + h2.b.retreat(u); + h2.b.redeploy(u); + assert.equal(d2.held, 6, '+5 at her next deployment'); + h2.b.retreat(u); + h2.b.redeploy(u); + assert.equal(d2.held, 8, 'at most 8'); + done(h2); +}); diff --git a/test/content/op_radian.test.js b/test/content/op_radian.test.js new file mode 100644 index 00000000..a0b2bfbf --- /dev/null +++ b/test/content/op_radian.test.js @@ -0,0 +1,291 @@ +// test/content/op_radian.test.js — the 自选 operator kit of 电弧 (char_4195_radian, 6★ 召唤师; kit +// server/sim/content/kits/ops/op-radian.js, the summon deck of kits/shared/summoner.js) and of her summons 戴乌 / 赛柯 / +// 桑特拉, fielded the production way (a DIY slot + its `diy` pick, simdata getDiy; the summons as the placed hand pieces of her +// player) in every form: tiers 5 / 6, normal (E2 Lv1, skill rank 4, no module) and elite (E2 Lv60, rank 7) with no module, +// SO-A 电弧特勤证章 or SO-B 新起点 at stage 1 (tier 5) / 3 (tier 6). Numbers from data/backups.json; the fidelity checklist of +// kits/README.md. +// Run: node --test test/content/op_radian.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 { KITTED_CHARS, OPERATOR_KITS, KITS } from '../../server/sim/content/kits/index.js'; +import { diyPool, validateDiyPicks } from '../../shared/diy.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 RAD = 'char_4195_radian'; +const FORMS = BACKUPS.units[RAD].forms; +const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' }; +const SOA = 'uniequip_002_radian', SOB = 'uniequip_003_radian'; +const S1 = 'skchr_radian_1', S2 = 'skchr_radian_2', S3 = 'skchr_radian_3'; +const DIVE = 'token_10051_radian_tower1', CYCLE = 'token_10052_radian_tower2', CENTRE = 'token_10053_radian_tower3'; +const TOWER_OF = [DIVE, CYCLE, CENTRE]; +const statusOf = (tier, elite) => (elite ? (tier === 5 ? '2/60/7/1' : '2/60/7/3') : '2/1/4/0'); +const formOf = (tier, elite) => FORMS[statusOf(tier, elite)]; +const skillOf = (tier, elite, id) => formOf(tier, elite).skills.find((s) => s.skillId === id); +const modOf = (tier, mod) => (mod ? formOf(tier, true).modules.find((m) => m.uniEquipId === mod) : null); +const tokOf = (tok, tier, elite, skill, mod) => { + let v = BACKUPS.tokens[tok].variants[`${RAD}@${statusOf(tier, elite)}`]; + if (v.bySkill?.[skill]) v = { ...v, ...v.bySkill[skill] }; + if (mod && v.byModule?.[mod]) v = { ...v, ...v.byModule[mod] }; + return v; +}; +const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`); +const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o }); +const ENEMIES = { enemy_dummy: dummy('enemy_dummy'), enemy_fly: dummy('enemy_fly', { motion: 'FLY' }) }; +const FORMS_ALL = [[5, false, null], [6, false, null], ...[5, 6].flatMap((t) => [null, SOA, SOB].map((m) => [t, true, m]))]; +const label = ([tier, elite, mod]) => `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`; + +/** 电弧 as uid 1 at (row, col) facing RIGHT; `towers` = [[tokenId, row, col, dir?]] placed pieces (uid 10 +). */ +function field({ tier = 5, elite = false, mod = null, skill = 0, towers = [], row = 10, col = 3, seed = 5, dp = 99 } = {}) { + const h = makeBattle({ + defs: { enemies: ENEMIES }, timeLimit: 900, autoFinish: false, seed, + flags: { dpPerSec: 0, dpMax: 999, dpInit: dp }, captureNoisy: true, + hooks: ['damaged', 'skillStart', 'skillEnd', 'statusApplied', 'death', 'deploy', 'attack'], + units: [{ uid: 1, diy: { slot: SLOT[tier], charId: RAD, skillIndex: skill, uniEquipId: mod }, elite, row, col }, + ...towers.map(([tokenId, r, c, dir], i) => ({ uid: 10 + i, kind: 'token', tokenId, ownerUid: 1, row: r, col: c, dir: dir ?? 'RIGHT' }))], + }); + h.step(); + const u = h.unit(1); + return { h, u, ts: h.b.allyUnits.filter((a) => a.kind === 'token'), deck: u.mem.summonDeck }; +} +const from = (h, src) => h.hooksOf('damaged').filter((c) => c.source === src); +function done(h) { + checkInvariants(h.b); + assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0])); +} + +test('电弧 in every 自选 form: her kit (all three skills authored), the form\'s stats + module attributes, 3-1, ranged arts, hits air, blocks 1, ground-targetable, the data triggers (DEFAULT), 协防, no 特质', () => { + assert.equal(OPERATOR_KITS[RAD], KITS[RAD]); + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + for (const skill of [0, 1, 2]) { + const { h, u } = field({ tier, elite, mod, skill }); + const form = formOf(tier, elite), m = elite ? modOf(tier, mod) : null; + assert.deepEqual([u.def.charId, u.def.diyFor, u.skill.id, !!u.kit.generic, u.kit.skillSource], [RAD, SLOT[tier], form.skills[skill].skillId, false, 'skills'], label(f)); + assert.deepEqual([u.base.maxHp, u.base.atk, u.base.def], [form.stats.maxHp + (m?.attr.maxHp ?? 0), form.stats.atk + (m?.attr.atk ?? 0), form.stats.def + (m?.attr.def ?? 0)], `${label(f)}: stats`); + assert.deepEqual([u.s.blockCnt, u.profile.attack, u.profile.dmgType, u.profile.canHitFly, u.profile.maxTargets, u.base.bat], [1, 'ranged', 'arts', true, 1, 1.6], `${label(f)}: 召唤师 (SO-B's 额外攻击一个目标 is 集成战略-only)`); + assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${label(f)}: 3-1`); + assert.deepEqual([u.skill.rule, form.skills[skill].trigger.rule], ['DEFAULT', 'DEFAULT'], `${label(f)}: the data's trigger`); + assert.deepEqual([u.def.bonds, u.def.raw.garrisonIds], [['emptyShip'], []], `${label(f)}: bonds / 特质`); + assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth, `${label(f)}: ground enemies target her`); + done(h); + } + } + // the numbers of the forms (zh_CN): E2 Lv1 844 / 400 / 118, E2 Lv60 993 / 444 / 135; SO-A +125 / +27 → +165 / +43 HP / ATK, + // SO-B +41 → +65 ATK + assert.deepEqual([FORMS['2/1/4/0'].stats.maxHp, FORMS['2/1/4/0'].stats.atk, FORMS['2/60/7/1'].stats.maxHp, FORMS['2/60/7/1'].stats.atk], [844, 400, 993, 444]); + assert.deepEqual([modOf(5, SOA).attr, modOf(6, SOA).attr, modOf(5, SOB).attr, modOf(6, SOB).attr], [{ maxHp: 125, atk: 27 }, { maxHp: 165, atk: 43 }, { atk: 41 }, { atk: 65 }]); +}); + +test('a 自选 pick: 电弧 is offered at tiers 5 and 6 and a roster with her passes validateDiyPicks (the 岁的界园志异 modules SO-A / SO-B are not ISW-*)', () => { + const data = { chess: CHESS, backups: BACKUPS }; + assert.ok(KITTED_CHARS.includes(RAD)); + for (const t of [5, 6]) assert.ok(diyPool(t, { data, kitted: KITTED_CHARS }).includes(RAD), `tier ${t}`); + for (const uniEquipId of [SOA, SOB, null]) { + assert.deepEqual(validateDiyPicks({ [SLOT[6]]: { charId: RAD, skillIndex: 0, uniEquipId } }, { data, kitted: KITTED_CHARS }), + { ok: true, picks: { [SLOT[6]]: { charId: RAD, skillIndex: 0, uniEquipId } } }); + } +}); + +test('T1 卡带里的灵感: her skill\'s summon is her piece; the deck — 5 held, cap 5, at most 3 standing; every summon holds 禁疗 and fights with its data (戴乌 0-1 melee physical blocks 3, 赛柯 blocks 2 and fires straight ahead, 桑特拉 3-1 arts hits air)', () => { + for (const f of FORMS_ALL) { + const [tier, elite, mod] = f; + for (const skill of [0, 1, 2]) { + const tok = TOWER_OF[skill]; + const { h, u, ts, deck } = field({ tier, elite, mod, skill, towers: [[tok, 10, 6]] }); + const t = ts[0], v = tokOf(tok, tier, elite, skill, mod); + assert.ok(h.b.producesToken(u, tok) && TOWER_OF.filter((x) => x !== tok).every((x) => !h.b.producesToken(u, x)), `${label(f)} S${skill + 1}: only ${tok}`); + assert.deepEqual([deck.charge, deck.cap, deck.held, deck.maxDeployed], [5, 5, 5, 3], `${label(f)} S${skill + 1}: deck`); + assert.deepEqual([t.base.maxHp, t.base.atk, t.base.def, t.base.res, t.base.cost, t.base.respawnTime, t.base.bat], [v.stats.maxHp, v.stats.atk, v.stats.def, v.stats.res, v.stats.cost, v.stats.respawnTime, v.stats.bat], `${label(f)}: summon stats (no module change)`); + assert.deepEqual([t.alive, !!t.s.flags.noHeal, t.kit.skill], [true, true, null], `${label(f)}: deployed, 禁疗, no skill`); + const want = { [DIVE]: [3, 'melee', 'phys', false, false], [CYCLE]: [2, 'melee', 'phys', false, true], [CENTRE]: [1, 'ranged', 'arts', true, false] }[tok]; + assert.deepEqual([t.s.blockCnt, t.profile.attack, t.profile.dmgType, t.profile.canHitFly, !!t.profile.noAttack], want, `${label(f)}: ${tok}`); + done(h); + } + } +}); + +test('T2 加油~: her summons on the field get 鼓舞 = 12 % of HER current ATK / DEF / max HP (PRTS 修正 电弧自身), added after their own multipliers, refreshed every second; the strongest 鼓舞 of a kind is kept', () => { + for (const f of [[5, false, null], [6, true, SOA]]) { + const [tier, elite, mod] = f; + const { h, u, ts } = field({ tier, elite, mod, skill: 0, towers: [[DIVE, 10, 6]] }); + const t = ts[0]; + assert.deepEqual(formOf(tier, elite).talents.find((x) => x.index === 1).bb, { max_hp: 0.12, def: 0.12, atk: 0.12 }); + approx(t.s.atk, t.base.atk + 0.12 * u.s.atk, `${label(f)}: ATK`); + approx(t.s.def, t.base.def + 0.12 * u.s.def, `${label(f)}: DEF`); + approx(t.s.maxHp, t.base.maxHp + 0.12 * u.s.maxHp, `${label(f)}: max HP`); + // her ATK rises: the 鼓舞 follows within a second + h.b.addBuff(u, { key: 'test:atk', mods: { atkPct: 1 } }); + h.run(1.05); + approx(t.s.atk, t.base.atk + 0.12 * u.s.atk, 'updated every second'); + // a summon's own ATK +% does not scale it + h.b.addBuff(t, { key: 'test:tatk', mods: { atkPct: 0.5 } }); + h.run(1.05); + approx(t.s.atk, t.base.atk * 1.5 + 0.12 * u.s.atk, 'after its multipliers'); + // a stronger 鼓舞 of another source stays + h.b.addBuff(t, { key: 'inspire', mods: { atkFlat: 5000 }, duration: 30, data: { src: -1, val: 5000 } }); + h.run(1.05); + assert.equal(t.findBuff('inspire').data.val, 5000, 'the strongest kept'); + done(h); + } +}); + +test('S1 律动线: +1 held; she and her summons DEF +40 % / +60 % and a 屏障 of 30 % / 70 % of their max HP until it ends (25 s; it stops every type but 元素伤害); a summon deployed during it takes it at its deployment with its 鼓舞 HP', () => { + for (const [tier, elite, mod] of [[5, false, null], [6, true, SOB]]) { + const sk = skillOf(tier, elite, S1); + const { h, u, ts, deck } = field({ tier, elite, mod, skill: 0, towers: [[DIVE, 10, 6], [DIVE, 11, 6]] }); + const [t, late] = ts; + assert.deepEqual([sk.bb.hp_ratio, sk.bb.def, sk.bb.cnt, sk.duration], [elite ? 0.7 : 0.3, elite ? 0.6 : 0.4, 1, 25]); + h.b.kill(late, null); + h.spawn('enemy_dummy', { pos: [10, 4] }); + deck.held = 0; + const def0 = u.s.def; + u.skill.gainSp(999); + assert.ok(h.runUntil(() => u.skill.active, 3), 'cast'); + assert.equal(deck.held, 1, '技能开启时获得1个召唤物'); + approx(u.s.def, def0 * (1 + sk.bb.def), 'her DEF'); + assert.deepEqual(t.findBuff('radian:s1:tower')?.mods, { defPct: sk.bb.def }, 'its DEF'); + const bu = u.findBuff('radian:s1:barrier'), bt = t.findBuff('radian:s1:barrier'); + approx(bu.shield, u.s.maxHp * sk.bb.hp_ratio, 'her 屏障'); + approx(bt.shield, t.s.maxHp * sk.bb.hp_ratio, 'its 屏障'); + assert.deepEqual(bt.shieldType, ['phys', 'arts', 'true'], 'not 元素伤害'); + // the knocked-out one comes back during the skill: its 屏障 counts its 鼓舞 HP + assert.ok(h.runUntil(() => late.alive, 21), 'back during the skill'); + approx(late.findBuff('radian:s1:barrier').shield, (late.base.maxHp + 0.12 * u.s.maxHp) * sk.bb.hp_ratio, 'with 鼓舞 HP'); + h.runUntil(() => !u.skill.active, 30); + assert.ok([u, t, late].every((x) => !x.findBuff('radian:s1:barrier')), 'gone at its end'); + assert.equal(t.findBuff('radian:s1:tower'), null, 'DEF back'); + done(h); + } +}); + +test('赛柯 (S2\'s summon): picks no target — every attack interval it fires a bullet straight ahead (5 tiles/s, 0.6 s, radius 0.5) at the first ground enemy it touches (100 % ATK physical 普通伤害), none at air units or farther than 3 tiles; stunned: no shot', () => { + const { h, u, ts } = field({ tier: 5, elite: false, skill: 1, towers: [[CYCLE, 10, 5]] }); + const t = ts[0]; + const near = h.spawn('enemy_dummy', { pos: [10, 7] }), behind = h.spawn('enemy_dummy', { pos: [10, 7.4] }); + const fly = h.spawn('enemy_fly', { pos: [10, 6] }), far = h.spawn('enemy_dummy', { pos: [11, 9] }); + h.run(4); + const hits = from(h, t); + assert.equal(hits.length, 3, '3 shots landed in 4 s (one at its deployment, then every 1.8 s; 0.3 s of flight)'); + assert.ok(hits.every((c) => c.target === near), 'the first ground enemy ahead only'); + for (const c of hits) assert.deepEqual([c.type, c.dmg.isAttack, Math.abs(c.amount - t.s.atk) < 1e-6], ['phys', true, true]); + void behind; void fly; void far; + // nothing past its 3 tiles + near.hp = 0; h.b.kill(near, null); behind.hp = 0; h.b.kill(behind, null); + const out = h.spawn('enemy_dummy', { pos: [10, 8.6] }); + const n0 = from(h, t).length; + h.run(4); + assert.equal(from(h, t).length, n0, 'out of reach (3 tiles of flight + 0.5 radius)'); + void out; + // stunned: no shot + const close = h.spawn('enemy_dummy', { pos: [10, 6] }); + h.b.applyStatus(t, 'stun', { duration: 5, force: true }); + const n1 = from(h, t).length; + h.run(4); + assert.equal(from(h, t).length, n1, 'no shot while stunned'); + h.run(3); + assert.ok(from(h, t).some((c) => c.target === close), 'shoots again'); + void u; + done(h); +}); + +test('S2 环形鳞地: +1 held; she and her summons ATK +35 % / +50 % for 25 s; 赛柯 fires three bullets per attack that fly 0.6 / 0.8 s (rank 4 / 7: "子弹飞行距离+1")', () => { + for (const [tier, elite, mod] of [[5, false, null], [6, true, SOA]]) { + const sk = skillOf(tier, elite, S2); + const life = tokOf(CYCLE, tier, elite, 1, mod).skill.bb['attack@projectile_life_time']; + assert.deepEqual([sk.bb.atk, sk.bb.base_attack_time, life], [elite ? 0.5 : 0.35, 0, elite ? 0.8 : 0.6]); + const { h, u, ts, deck } = field({ tier, elite, mod, skill: 1, towers: [[CYCLE, 10, 5]] }); + const t = ts[0]; + h.spawn('enemy_dummy', { pos: [10, 4] }); + const reach = h.spawn('enemy_dummy', { pos: [10, 5 + 3.8] }); // 3.8 tiles ahead: past 0.6 s + 0.5, inside 0.8 s + 0.5 + deck.held = 0; + const atk0 = u.s.atk, tatk0 = t.s.atk; + u.skill.gainSp(999); + assert.ok(h.runUntil(() => u.skill.active, 3), 'cast'); + assert.equal(deck.held, 1, '+1 held'); + approx(u.s.atk, atk0 * (1 + sk.bb.atk), 'her ATK'); + approx(t.s.atk, tatk0 * (1 + sk.bb.atk), 'its ATK'); + const n0 = from(h, t).length; + h.run(3.7); + const hits = from(h, t).slice(n0); + if (elite) { + assert.ok(hits.length >= 3 && hits.length % 3 === 0, `three bullets per attack: ${hits.length}`); + assert.ok(hits.every((c) => c.target === reach), 'they reach 3.8 tiles'); + } else assert.equal(hits.length, 0, 'rank 4: 0.6 s — 3.8 tiles is out of reach'); + done(h); + } +}); + +test('S3 手牵手: +1 held; she and her summons ATK +80 % / +110 % for 30 s; before each damage of her attacks and of her summons on an enemy: 停顿 2 s and 法术脆弱 10 % / 20 % 2 s', () => { + for (const [tier, elite, mod] of [[5, false, null], [6, true, SOB]]) { + const sk = skillOf(tier, elite, S3); + const { h, u, ts, deck } = field({ tier, elite, mod, skill: 2, towers: [[CENTRE, 11, 5]] }); + const t = ts[0]; + assert.deepEqual([sk.bb.atk, sk.bb.sluggish, sk.bb['weak[magic][limit]'], sk.bb.damage_scale, sk.duration], [elite ? 1.1 : 0.8, 2, 2, elite ? 1.2 : 1.1, 30]); + const e = h.spawn('enemy_dummy', { pos: [10, 5] }); + h.run(3); + assert.equal(h.hooksOf('statusApplied').filter((c) => c.status === 'artsFragile').length, 0, 'nothing before it'); + deck.held = 0; + const atk0 = u.s.atk, tatk0 = t.s.atk; + u.skill.gainSp(999); + assert.ok(h.runUntil(() => u.skill.active, 3), 'cast'); + assert.equal(deck.held, 1, '+1 held'); + approx(u.s.atk, atk0 * (1 + sk.bb.atk), 'her ATK'); + approx(t.s.atk, tatk0 * (1 + sk.bb.atk), 'its ATK'); + h.run(3); + const st = h.hooksOf('statusApplied').filter((c) => c.target === e); + assert.ok(st.some((c) => c.status === 'sluggish' && c.source === u) && st.some((c) => c.status === 'sluggish' && c.source === t), '停顿 from both'); + const frag = st.filter((c) => c.status === 'artsFragile'); + assert.ok(frag.length && frag.every((c) => Math.abs(c.value - (sk.bb.damage_scale - 1)) < 1e-9 && Math.abs(c.duration - 2) < 1e-9), '法术脆弱'); + // before the damage: a hit of hers right after it is ×(1 + fragile) + const hit = from(h, u).filter((c) => c.dmg.isAttack).at(-1); + approx(hit.amount, u.s.atk * (1 + sk.bb.damage_scale - 1), 'her hit carries it (RES 0)'); + done(h); + } +}); + +test('桑特拉 协同攻击: when one attacks, another of the field with no target of its own, its attack ready and the first inside its range shoots a link that strikes the first one\'s target (100 % of ITS ATK, arts), then asks the others; not one with a target, nor one out of range', () => { + // a sees e; b has a in its range; c has b (not a) in its range — it answers b's request in turn; d sees none of them + const { h, ts } = field({ tier: 6, elite: true, skill: 2, towers: [[CENTRE, 10, 5], [CENTRE, 11, 5], [CENTRE, 12, 3], [CENTRE, 12, 9]] }); + const [a, b, c, d] = ts; + const e = h.spawn('enemy_dummy', { pos: [10, 8] }); // a's range only + h.run(4); + const links = h.hooksOf('damaged').filter((x) => x.dmg?.tags?.includes('radian:link')); + assert.ok(links.length >= 4, `links: ${links.length}`); + assert.ok(links.every((x) => x.target === e), 'the first one\'s target'); + assert.ok(links.some((x) => x.source === b), 'b (a inside its range) answers'); + assert.ok(links.some((x) => x.source === c), 'c answers b\'s request (the chain)'); + for (const x of links) assert.deepEqual([x.type, x.dmg.isAttack, Math.abs(x.amount - x.source.s.atk) < 1e-6], ['arts', true, true], 'its own ATK, arts'); + assert.ok(!links.some((x) => x.source === d), 'd (none of them in its range) does not'); + const nb = links.filter((x) => x.source === b).length, na = h.hooksOf('attack').filter((x) => x.attacker === a).length; + assert.ok(nb <= na && nb >= na - 1, `at most one link per attack of a (b answers when its own attack is ready): ${nb} / ${na}`); + // b with a target of its own attacks that one instead + const mine = h.spawn('enemy_dummy', { pos: [12, 6] }); + const n0 = links.length; + h.run(4); + const after = h.hooksOf('damaged').filter((x) => x.dmg?.tags?.includes('radian:link')).slice(n0); + assert.ok(!after.some((x) => x.source === b), 'b busy with its own target'); + assert.ok(from(h, b).some((x) => x.target === mine && !x.dmg.tags?.includes('radian:link')), 'b attacks it'); + done(h); +}); + +test('modules SO-A / SO-B: only their attributes act — the 集成战略 parts the record carries (SO-A\'s respawn_time / sp, SO-B\'s attack@max_target and the x-5 recall) change nothing: same deck, one target, the summons\' redeploy time and no SP when one leaves', () => { + for (const mod of [SOA, SOB]) { + const { h, u, ts, deck } = field({ tier: 6, elite: true, mod, skill: 0, towers: [[DIVE, 10, 4]] }); + const t = ts[0]; + assert.ok(u.def.raw.talents.some((x) => x.index === -1), `${mod}: the record carries its hidden 集成战略 talent`); + assert.deepEqual([deck.charge, deck.cap, deck.maxDeployed, u.profile.maxTargets, u.s.maxTargets], [5, 5, 3, 1, 0], `${mod}: nothing`); + assert.ok(t.alive, `${mod}: the summon beside her stays (no x-5 recall)`); + const sp0 = u.skill.sp; + h.b.kill(t, null); + assert.equal(u.skill.sp, sp0, `${mod}: no SP`); + h.run(19.5); + assert.equal(t.alive, false, `${mod}: its full redeploy time (20 s)`); + assert.ok(h.runUntil(() => t.alive, 1), `${mod}: back after 20 s`); + done(h); + } +}); diff --git a/test/golden/diy.json b/test/golden/diy.json index b253f1e5..5e0902d6 100644 --- a/test/golden/diy.json +++ b/test/golden/diy.json @@ -4495,8 +4495,8 @@ "snaps": "9e71a576 5f85bc01 c3ec0c6e 907b650d 8d0a1507 16eb2156 378d038b 6506577e 30807fb9 f2c86b9d ec752e72 d7303d83 83002a0a 01b70ca0 09e839c4 98d2358c 161de0dc 5f1fb139 3915cceb aeddf47d a8963bbe 76037450 84a29f92" }, "diy-106": { - "about": "5_diy1_a=cdfend 5_diy2_b=cdfend 5_diy1_a=cguard 5_diy2_b=cguard 5_diy1_a=csnipe 5_diy2_b=csnipe 5_diy1_a=ccast 5_diy2_b=ccast 5_diy1_a=cmedic 5_diy2_b=cmedic 5_diy1_a=csuppo 5_diy2_b=csuppo", - "fast": true, + "about": "5_diy1_a=mgllan/S1 5_diy2_a=mgllan/S2 5_diy1_a=mgllan/S3 5_diy2_b=mgllan/S1 5_diy1_b=mgllan/S2 5_diy2_b=mgllan/S3 5_diy1_b=mgllan/S1/002_mgllan 5_diy2_b=mgllan/S2/002_mgllan 5_diy1_b=mgllan/S3/002_mgllan 5_diy2_b=mgllan/S1/003_mgllan 5_diy1_b=mgllan/S2/003_mgllan 5_diy2_b=mgllan/S3/003_mgllan", + "fast": false, "kind": "normal", "stageId": "act1autochess_m07", "modeId": "mode_multi_abyss", @@ -4512,111 +4512,111 @@ "bossHpLeft": null, "rngDraws": 0, "errors": {"count":0,"kinds":[]}, - "players": {"p1":{"killed":0,"total":126,"perfect":false,"leaks":126,"leaksUncounted":0,"coins":0,"dmg":59922,"bossDmg":0,"heal":8548,"deaths":25,"layerGains":{}}}, + "players": 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["p1",12,"op","chess_char_5_diy2_b",2,"none",0,0,148,0,3628,4041,0,16,1], + ["p1",1,"op","chess_char_5_diy1_a",0,null,0,0,156,0,2418,2613,0,12,1], + ["p1",2,"op","chess_char_5_diy2_a",1,null,0,0,150,0,2620,2613,0,13,1], + ["p1",3,"op","chess_char_5_diy1_a",2,null,0,0,92,0,2176,1742,0,10,1], + ["p1",4,"op","chess_char_5_diy2_b",0,"none",0,0,81,0,2682,2050,0,12,1], + ["p1",5,"op","chess_char_5_diy1_b",1,"none",0,0,143,0,1788,3075,0,8,0], + ["p1",6,"op","chess_char_5_diy2_b",2,"none",0,0,112,0,4193,2050,0,13,1], + ["p1",7,"op","chess_char_5_diy1_b",0,"uniequip_002_mgllan",0,0,124,0,2385,2250,0,10,1], + ["p1",8,"op","chess_char_5_diy2_b",1,"uniequip_002_mgllan",0,0,90,0,3492,2250,0,15,1], + ["p1",9,"op","chess_char_5_diy1_b",2,"uniequip_002_mgllan",0,0,85,0,3015,2250,0,12,1], + ["p1",10,"op","chess_char_5_diy2_b",0,"uniequip_003_mgllan",0,0,140,0,2209,3075,0,10,0], + ["p1",11,"op","chess_char_5_diy1_b",1,"uniequip_003_mgllan",0,0,88,0,2832,2050,0,12,1], + 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