feedback5 O2: 自选 operator kits for 艾雅法拉, 刻俄柏 and 霍尔海雅 — every skill, talent, trait and module (stages 1 and 3) at every form, with tests
- kits/ops/op-amgoat.js (艾雅法拉): S1 二重咏唱 (ATK from the second cast of a deployment), S2 点燃 (main target's RES cut first, ½ explosion r1.5 on all, ½ again on the main target), S3 火山 (x-3, −1.1 s, lava on random 4 / 5 enemies), 炎息 aura (CCR-X Lv3 携带时 22 %), 乱火 deploy SP (CCR-Y Lv3 ASPD, maxima with an elite / leader in range), CCR-X RES ignore, CCR-Y SP per hit on an elite / leader. - kits/ops/op-cerber.js (刻俄柏): S1 unblocked first + 束缚, S2 interval ×0.6 / ×0.4 highest DEF, S3 3-3 physical lowest DEF + silence, 剥壳 DEF × ratio arts (CCR-X Lv3 ramp 50 → 75 %), 独行长路 x-5 incl. PRTS's enemy-like-ally rule (CCR-Y Lv3: decided per deployment). - kits/ops/op-heyak.js (霍尔海雅): S1 two targets / single-target 浮空, S2 nine random shots with 浮空 rolls, S3 three whirlwinds (PRTS speed 1, 1x1 box, 5 tiles, 1.77 s ramp, away rules), 传承终焉 (lifts resolve first), 曾有羽翼 失重 / CCR-Y Lv3 法术脆弱; ISW-A: attributes and 传承终焉 numbers only (its trait and hidden talents are validInGameTag roguelike). - kits/index.js: the three files appended to OPERATOR_KIT_FILES (one line per file). - Golden: only the diy family moved — diy-003 … diy-006 re-packed and diy-007 … diy-013 new, because the diy family fields every kitted owned 6★ in every form × module × skill (the three new operators, then the prototypes); diy-001 / 002 and every other family (roster, bonds, fields, matches, standins) byte-identical. test/golden/README.md counts updated (13 diy battles, 61 of 157 fast). - Reported, not changed: 艾雅法拉 S3's data trigger is SKILL_RANGE (攻击范围增大 escapes build-data's ATTACK_RANGE_CHANGE).
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@@ -78,7 +78,12 @@ export const STANDIN_KIT_FILES = Object.freeze(['standin-acguad.js', 'standin-sh
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* The 自选 operator kit files (`ops/op-<codename>.js`, registry key = the operator's charId, an owned-6★ pick of
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* data/backups.json; a new file is appended). An operator without a file is not offered as a 自选 pick (KITTED_CHARS).
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*/
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export const OPERATOR_KIT_FILES = Object.freeze(['op-siege.js']);
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export const OPERATOR_KIT_FILES = Object.freeze([
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'op-siege.js',
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'op-amgoat.js',
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'op-cerber.js',
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'op-heyak.js',
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]);
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/**
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* The 预备干员 whose every skill the generic kit covers exactly (冲锋号令, 攻击力 / 防御力 / 治疗强化, 战术咏唱, 一击即退 —
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// server/sim/content/kits/ops/op-amgoat.js — 艾雅法拉 (char_180_amgoat) 自选 operator kit: 6★ 中坚术师 (术师), an owned-6★
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// pick of the tier-5 and tier-6 自选 slots; every skill, both talents, the trait and both modules at every form.
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// Kit contract and the 自选 rules: ../README.md ("How to add an operator (自选)").
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//
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// Forms (data/backups.json units.char_180_amgoat, the DIY slot statuses): normal = E2 Lv1, skills at rank 4, no module;
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// elite = E2 Lv60, rank 7, the picked module at stage 1 (tier 5) or 3 (tier 6). Potential 0 [ASSUMED: no account].
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// Sources: character_table / skill_table / battle_equip_table (zh_CN, as built into backups.json; every module part is
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// valid outside 集成战略 — no `validInGameTag`) and PRTS 艾雅法拉 (S1 备注 "每次部署艾雅法拉时,重新计算该技能的使用次数";
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// S2 备注 "爆炸范围为半径1.5", "技能实际效果为先削减主攻击目标的法术抗性,再对爆炸范围内所有敌人造成½倍率的伤害(包括主攻击目标),
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// 最后对主攻击目标额外造成一次½倍率的伤害", 法术抗性 "{{**|80%|-20%}}" = a multiplier; S3 "攻击间隔大幅度缩短(-1.1)";
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// 乱火's hidden 备注 "在最小值与最大值之间随机生成一个浮点数后向下取整").
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// - Trait (中坚术师) "攻击造成法术伤害": the profession default (ranged arts, hits air, block 1). Module CCR-X “错过的声音”
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// adds "无视目标10点法术抗性" (trait bb magic_resist_penetrate_fixed: a permanent resIgnoreFlat), CCR-Y “宠物大赛第一名”
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// "普通攻击命中精英或领袖敌人时获得1点技力" (trait bb sp: per hit of one of her attacks on an elite / leader — the S2
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// explosion's splash and its second ½ are not further 命中 [ASSUMED]; a running timed skill takes no SP, as always).
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// - T1 炎息 "在场时,所有友方【术师】职业干员的攻击力+14%": an aura on every 【术师】 operator of the field (her included) while
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// she is deployed (installAura, the kits' convention for field-wide talents; several sources keep the strongest). CCR-X
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// stage 2+ turns it into "携带时…+22%" (the module talent's bb): the same aura whether she is on the field or not — she
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// is carried while she belongs to the battle, knocked out or waiting to redeploy included.
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// - T2 乱火 "部署后立即随机获得7~15点技力" (bb sp_min 7, sp_max 16): floor(uniform [sp_min, sp_max)) SP at every deployment
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// (PRTS hidden 备注). CCR-Y stage 3 adds "并随机提升6~15的攻击速度" (attack_speed_min / _max, the same draw) for that
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// deployment [ASSUMED: no duration given — until she leaves the field], and with `factor` "部署后范围内存在精英或领袖敌人时,
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// 获得的技力和提升的攻击速度取最大值": an elite or leader enemy in her attack range at that deployment gives the text's
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// maxima, 15 SP / 15 ASPD — the blackboard maxima are the exclusive bounds of the draw (stage 2's attack_speed_max 1
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// with no ASPD in its text says so) [ASSUMED: 取最大值 = the largest value the draw yields; checked at the deployment
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// instant — at the battle start no enemy is on the field yet].
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// - S1 二重咏唱 (MANUAL, 25 s, data DEFAULT): ASPD +[a].attack_speed; from the second cast of a deployment on, ASPD
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// +[b].attack_speed and ATK +[b].atk (PRTS 备注: the count restarts at every deployment).
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// - S2 点燃 (AUTO, 可充能 2, data DEFAULT): the next attack, on impact — the main target's RES ×(1 + magic_resistance) for
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// `duration` s first, then an explosion of radius 1.5 around it (a 中点判定 splash) dealing atk_scale × ATK arts to
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// every enemy in it, the main target included, each of the others then getting the same RES cut, and last
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// atk_scale_2 × ATK arts to the main target again (the PRTS 备注's order; it names the main target's cut only as
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// coming first, so the others' cut follows their hit [ASSUMED]; the cut is "同名效果取最高" through applyStrongest).
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// The explosion reaches air units and skips enemies an area effect cannot select (foesInRadius); like the engine's
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// profession splash it can be dodged.
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// - S3 火山 (MANUAL, 15 s): ATK +atk, attack interval base_attack_time (−1.1 s flat on her 1.6 s), the attack range x-3
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// while it runs, each attack throws lava at attack@max_target enemies of that range drawn at random (all of them when
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// fewer) — one projectile each, no splash [ASSUMED: the text names none]. Trigger: the data's SKILL_RANGE on
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// x-3 — its text says "攻击范围增大", which tools/build-data.mjs ATTACK_RANGE_CHANGE does not list, so the owner's
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// ACTIVE_RANGE rule did not reach it (reported; the kit keeps the data rule).
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// - No summon (the forms list no token).
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import { num, talentBb, traitBb, skillRec, statBuff, installAura, batMod, giveSp, onHitBy } from '../shared/tier1.js';
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import { hasHp } from '../../../damage.js';
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import { canTargetEnemy } from '../../../targeting.js';
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import { bodyInKeys } from '../../../body.js';
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const S1 = 'skchr_amgoat_1';
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const S2 = 'skchr_amgoat_2';
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const S3 = 'skchr_amgoat_3';
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/** S2 点燃: the explosion radius (PRTS 备注 "爆炸范围为半径1.5"; no blackboard key). */
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const IGNITE_RADIUS = 1.5;
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/** S3 火山's 技能范围 x-3 when the data carries no grid (range_table x-3: the tiles within 3 steps). */
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const X3 = Object.freeze([[3, 0], [2, -1], [2, 0], [2, 1], [1, -2], [1, -1], [1, 0], [1, 1], [1, 2], [0, -3], [0, -2], [0, -1],
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[0, 0], [0, 1], [0, 2], [0, 3], [-1, -2], [-1, -1], [-1, 0], [-1, 1], [-1, 2], [-2, -1], [-2, 0], [-2, 1], [-3, 0]]);
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/** Damage of the S2 explosion and its second ½ (not a further 命中 of the attack: CCR-Y counts the first). */
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const IGNITE_TAG = 'amgoat:ignite';
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const AURA_KEY = 'talent:amgoat:casters';
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const AURA_EVERY = 0.5;
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const bbOf = (chess, id) => skillRec(chess, id)?.bb ?? {};
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/** A 【术师】 operator (summons are never operators). */
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const isCaster = (a) => !!a && a.kind === 'op' && a.def?.profession === 'CASTER';
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/** An elite or leader enemy (精英或领袖敌人). */
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const isEliteEnemy = (e) => !!e && e.side === 'enemy' && (e.isBoss || e.def?.rank === 'ELITE' || e.def?.rank === 'BOSS');
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const tagged = (d, tag) => !!(d && d.tags && d.tags.includes(tag));
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/** A module trait that works 在集成战略中 only (ISW modules): nothing of it applies in this mode. */
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const roguelikeOnly = (chess) => /集成战略/.test(String(chess?.trait?.moduleDesc ?? ''));
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/** Named talent `i` of the record (its desc tells the module stage's wording). */
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const talentRec = (chess, i) => (chess?.talents ?? []).filter((t) => t && t.index !== -1)[i] ?? null;
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/** "携带时": the aura of installAura, held while she belongs to the battle — on the field or not. */
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function carriedAura(battle, unit, { key, select, mods, value }) {
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battle.every(AURA_EVERY, () => {
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for (const a of battle.alliesFor(unit)) {
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if (!select(a)) continue;
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const cur = a.findBuff(key);
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if (cur && cur.source !== unit && (cur.data?.v ?? 0) > value && cur.timeLeft > 0.05) continue;
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battle.addBuff(a, { key, duration: AURA_EVERY + 0.1, mods, source: unit, data: { v: value }, tags: ['aura'] });
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}
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}, { owner: unit, immediate: true });
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}
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export default {
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char_180_amgoat: (bb, chess) => {
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const t0 = talentBb(chess, 0), t1 = talentBb(chess, 1);
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const carried = /携带时/.test(String(talentRec(chess, 0)?.desc ?? ''));
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const b1 = bbOf(chess, S1), b2 = bbOf(chess, S2), b3 = bbOf(chess, S3);
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const s2 = skillRec(chess, S2), s3 = skillRec(chess, S3);
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const mr = num(b2.magic_resistance), resDur = num(b2.duration);
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const resCut = (battle, unit, e) => {
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if (e && e.alive && mr) battle.applyStrongest(e, 'amgoat:ignite', { duration: resDur, value: mr, mods: (v) => ({ resMul: Math.max(0, 1 + v) }), source: unit });
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};
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const maxLava = Math.max(1, Math.floor(num(b3['attack@max_target'], 1)));
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return {
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skills: {
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[S1]: {
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kind: 'duration',
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onStart({ battle, unit }) {
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// the casts of this deployment (PRTS 备注: "每次部署…重新计算该技能的使用次数")
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const n = unit.mem.amgoatDuetSeq === unit.deploySeq ? num(unit.mem.amgoatDuetN) + 1 : 1;
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unit.mem.amgoatDuetSeq = unit.deploySeq;
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unit.mem.amgoatDuetN = n;
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const mods = n >= 2
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? { aspd: num(b1['amgoat_s_1[b].attack_speed']), atkPct: num(b1['amgoat_s_1[b].atk']) }
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: { aspd: num(b1['amgoat_s_1[a].attack_speed']) };
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battle.addBuff(unit, { key: 'skill:amgoat:duet', mods, tags: ['skill'] });
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},
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onEnd({ battle, unit }) { battle.removeBuff(unit, 'skill:amgoat:duet'); },
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},
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[S2]: {
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kind: num(s2?.maxChargeTime, 1) > 1 ? 'charges' : 'instant',
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attack: {
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// the engine's hit on the main target is its share of the explosion (½); the RES cut came first (install)
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atkScale: num(b2.atk_scale, 1),
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onEachHit({ battle, unit, target, kind }) {
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if (kind !== 'main' || !target) return;
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const atk = unit.s.atk, x = target.x, y = target.y;
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for (const e of battle.foesInRadius(x, y, IGNITE_RADIUS, true)) {
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if (e === target) continue;
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battle.dealDamage(unit, e, { amount: atk * num(b2.atk_scale, 1), type: 'arts', isAttack: true, isSplash: true, isSkill: true, tags: [IGNITE_TAG] });
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resCut(battle, unit, e);
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}
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if (hasHp(target)) battle.dealDamage(unit, target, { amount: atk * num(b2.atk_scale_2, num(b2.atk_scale, 1)), type: 'arts', isAttack: true, isSkill: true, tags: [IGNITE_TAG] });
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battle.fx('explosion', { x, y, id: unit.id, r: IGNITE_RADIUS, dmgType: 'arts' });
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},
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},
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},
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[S3]: {
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kind: 'duration',
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mods: { atkPct: num(b3.atk), batPct: batMod(b3.base_attack_time, chess) },
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// every enemy of x-3 is a candidate; install draws the lava targets among them
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targeting: { rangeGrid: s3?.rangeGrid ?? X3, allInRange: true },
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},
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},
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talents: [
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{ install(battle, unit) { // 炎息: the field's 【术师】 ATK +atk — while she is deployed, or (CCR-X stage 2+) carried
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const a = num(t0.atk);
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if (!(a > 0)) return;
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const opts = { key: AURA_KEY, value: a, select: isCaster, mods: { atkPct: a } };
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if (carried) carriedAura(battle, unit, opts);
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else installAura(battle, unit, { ...opts, interval: AURA_EVERY });
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} },
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{ install(battle, unit) { // 乱火: SP (and with CCR-Y stage 3 ASPD) at every deployment; the maxima with an elite in range
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const spLo = num(t1.sp_min), spHi = num(t1.sp_max), asLo = num(t1.attack_speed_min), asHi = num(t1.attack_speed_max);
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const maxRule = num(t1.factor) > 0;
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battle.on('deploy', (ctx) => {
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if (ctx.unit !== unit || !unit.alive) return;
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// (a scan of the enemies: the tile index of enemiesInKeys is the last tick's)
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const top = maxRule && battle.enemies.some((e) => isEliteEnemy(e) && canTargetEnemy(unit, e, unit.profile) && bodyInKeys(e, unit.rangeKeySet));
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// floor of a uniform draw in [lo, hi); "取最大值" = the largest value the draw yields (hi − 1 for integer bounds)
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const draw = (lo, hi) => (hi > lo ? (top ? Math.ceil(hi) - 1 : Math.floor(battle.rng.range(lo, hi))) : 0);
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const sp = draw(spLo, spHi);
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if (sp > 0) giveSp(unit, sp);
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const as = draw(asLo, asHi);
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if (as > 0) battle.addBuff(unit, { key: 'talent:amgoat:wildfire', mods: { aspd: as }, tags: ['talent'] });
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}, { owner: unit });
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} },
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],
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install(battle, unit) {
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// module traits (none on the normal form): CCR-X 无视目标10点法术抗性, CCR-Y SP per hit on an elite / leader
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if (!roguelikeOnly(chess)) {
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const tb = traitBb(chess);
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const pen = num(tb.magic_resist_penetrate_fixed);
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if (pen > 0) statBuff(battle, unit, 'trait:amgoat:resIgnore', { resIgnoreFlat: pen });
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const sp = num(tb.sp);
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if (sp > 0) {
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battle.on('damaged', (ctx) => {
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const d = ctx.dmg;
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if (ctx.source !== unit || !d || !d.isAttack || d.isSplash || tagged(d, IGNITE_TAG) || !isEliteEnemy(ctx.target)) return;
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giveSp(unit, sp, 'trait');
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}, { owner: unit });
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}
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}
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const sid = unit.skill?.id;
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if (sid === S2) {
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// 点燃: "先削减主攻击目标的法术抗性" — the main target's RES cut lands before the first damage of the attack
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onHitBy(battle, unit, (ctx) => {
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const d = ctx.dmg;
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if (d.isAttack && d.isSkill && !d.isSplash && !tagged(d, IGNITE_TAG)) resCut(battle, unit, ctx.target);
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}, 50);
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} else if (sid === S3) {
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// 火山: "随机对攻击范围内至多N个敌人发射熔岩" — a random draw among every enemy of the range
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battle.on('beforeAttack', (ctx) => {
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if (ctx.attacker !== unit || !unit.skill?.active || ctx.targets.length <= maxLava) return;
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ctx.targets = battle.rng.shuffle(ctx.targets.slice()).slice(0, maxLava);
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}, { owner: unit });
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}
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},
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};
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},
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};
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@@ -0,0 +1,180 @@
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// server/sim/content/kits/ops/op-cerber.js — 刻俄柏 (char_2013_cerber) 自选 operator kit: 6★ 中坚术师 (术师), an owned-6★
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// pick of the tier-5 and tier-6 自选 slots; every skill, both talents, the trait and both modules at every form.
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// Kit contract and the 自选 rules: ../README.md ("How to add an operator (自选)").
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//
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// Forms (data/backups.json units.char_2013_cerber, the DIY slot statuses): normal = E2 Lv1, skills at rank 4, no module;
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// elite = E2 Lv60, rank 7, the picked module at stage 1 (tier 5) or 3 (tier 6). Potential 0 [ASSUMED: no account].
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// Sources: character_table / skill_table / battle_equip_table (zh_CN, as built into backups.json; every module part is
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// valid outside 集成战略 — no `validInGameTag`) and PRTS 刻俄柏 (S2 "攻击间隔缩短(*0.6)" / "较大幅度缩短(*0.4)": a ratio of the
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// interval; 剥壳 备注 "处理敌人防御力时不考虑物理穿透", "<X模组>每次攻击与上一次攻击相同的目标时,将提升5%的比例值(第五次后达到
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// 最大值,于剥壳伤害前处理);攻击不同目标时比例值立刻重置"; 独行长路 能力生效范围 x-5 and 备注 "天赋判定范围包括刻俄柏所在格,不判定
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// 目标的可选性、实体类型等;天赋生效期间检测到敌人类我方单位时不会主动失效,但失效期间检测到敌人类我方单位后,直到该敌人类我方单位退场前
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// 无法重新生效", "<Y模组>本天赋不再通过原本的判定方式生效/失效…部署时检测到敌人类我方单位也会失效").
|
||||
// - Trait (中坚术师) "攻击造成法术伤害": the profession default (ranged arts, hits air, block 1). Module CCR-X “很干的面包”
|
||||
// adds "无视目标10点法术抗性" (trait bb magic_resist_penetrate_fixed: a permanent resIgnoreFlat), CCR-Y “我打的刀”
|
||||
// "普通攻击命中精英或领袖敌人时获得1点技力" (trait bb sp: per hit of one of her attacks on an elite / leader; a running timed
|
||||
// skill takes no SP, as always).
|
||||
// - T1 剥壳 "攻击时对目标额外造成相当于其防御力40%的法术伤害": each hit of her attacks (S3's physical spear too) is followed by
|
||||
// atk_scale × the target's DEF (its current DEF, her own penetration ignored — she has none) as arts damage, a damage
|
||||
// instance of the talent (not an attack: no further on-hit effects). A target with no DEF takes none (PRTS: she "tries"
|
||||
// and deals nothing; no flat arts bonus exists in this mode that a zero hit could carry). CCR-X stage 2+ (bb
|
||||
// basic_atk_scale / delta_atk_scale / max_atk_scale): 50 % +5 % per consecutive hit on the same target, ≤ 75 %, back to
|
||||
// 50 % on another target (PRTS 备注), counted from the start of each deployment [ASSUMED].
|
||||
// - T2 独行长路 "当周围四格内没有其他友方单位时,攻击力+8%,攻击速度+8": while no other ally unit (operator, summon or device —
|
||||
// PRTS: no selectability / entity check) stands on her tile or the four next to it (x-5), with the 敌人类我方单位 rule
|
||||
// of the 备注 (炎佑: an ally built from an enemy record; it does not switch the talent off, but one seen while it is off
|
||||
// keeps it off until that unit leaves the field). CCR-Y stage 2+ ("部署时若周围四格内没有其他友方单位,攻击力+15%,攻击速度
|
||||
// +15"): checked once per deployment — an ally of either kind there switches it off for that deployment; the battle's
|
||||
// initial deployment counts as one moment, every board piece already placed [ASSUMED: the pieces of the mode are on the
|
||||
// board together before the battle starts; the official deploys one at a time].
|
||||
// - S1 “很冰的斧” (AUTO, 可充能 1 / 2, data DEFAULT): the next attack at atk_scale × ATK, on an enemy that nobody blocks first
|
||||
// (the usual order among those, then the blocked ones), binding (束缚) it for `duration` s.
|
||||
// - S2 “很热的刀” (MANUAL, 33 / 36 s, data DEFAULT): attack interval × base_attack_time (0.6 / 0.4: PRTS "(*0.4)"), the
|
||||
// highest-DEF enemy first.
|
||||
// - S3 “很重的枪” (MANUAL, 56 / 57 s, data ACTIVE_RANGE on 3-3): attack range 3-3 while it runs, ATK +atk, physical damage,
|
||||
// the lowest-DEF enemy first, each hit silences (失去特殊能力) for attack@silence s.
|
||||
// - No summon (the forms list no token).
|
||||
|
||||
import { num, talentBb, traitBb, skillRec, statBuff, toggleBuff, batMod, giveSp, up } from '../shared/tier1.js';
|
||||
import { sortEnemyTargets } from '../../../targeting.js';
|
||||
import { offsetTile } from '../../../dir.js';
|
||||
import { hasHp } from '../../../damage.js';
|
||||
|
||||
const S1 = 'skchr_cerber_1';
|
||||
const S2 = 'skchr_cerber_2';
|
||||
const S3 = 'skchr_cerber_3';
|
||||
/** 独行长路's area: her tile and the four next to it (PRTS 能力生效范围 x-5; the data carries no talent grid). */
|
||||
const X5 = Object.freeze([[0, 0], [1, 0], [-1, 0], [0, 1], [0, -1]]);
|
||||
/** S3's 3-3 when the data carries no grid. */
|
||||
const R33 = Object.freeze([[1, 0], [1, 1], [1, 2], [1, 3], [0, 0], [0, 1], [0, 2], [0, 3], [-1, 0], [-1, 1], [-1, 2], [-1, 3]]);
|
||||
/** 剥壳's extra damage (a talent instance: never itself followed by 剥壳). */
|
||||
const SHELL_TAG = 'cerber:shell';
|
||||
const LONE_KEY = 'talent:cerber:lone';
|
||||
|
||||
const bbOf = (chess, id) => skillRec(chess, id)?.bb ?? {};
|
||||
/** An elite or leader enemy (精英或领袖敌人). */
|
||||
const isEliteEnemy = (e) => !!e && e.side === 'enemy' && (e.isBoss || e.def?.rank === 'ELITE' || e.def?.rank === 'BOSS');
|
||||
const tagged = (d, tag) => !!(d && d.tags && d.tags.includes(tag));
|
||||
/** A module trait that works 在集成战略中 only (ISW modules): nothing of it applies in this mode. */
|
||||
const roguelikeOnly = (chess) => /集成战略/.test(String(chess?.trait?.moduleDesc ?? ''));
|
||||
/** Named talent `i` of the record (its desc tells the module stage's wording). */
|
||||
const talentRec = (chess, i) => (chess?.talents ?? []).filter((t) => t && t.index !== -1)[i] ?? null;
|
||||
/** PRTS's 敌人类我方单位: an ally built from an enemy record (炎佑 enemy_9012_acloon, content/items/battle.js). */
|
||||
const enemyLike = (a) => /^enemy_/.test(String(a?.defId ?? a?.def?.id ?? ''));
|
||||
|
||||
/** The other ally units on her x-5 (any kind — PRTS: "不判定目标的可选性、实体类型等"). */
|
||||
function othersAround(battle, unit) {
|
||||
const out = [];
|
||||
for (const [dr, dc] of X5) {
|
||||
const [r, c] = offsetTile(unit.tileR, unit.tileC, dr, dc, unit.dir);
|
||||
const o = battle.grid.inBounds(r, c) ? battle.unitAt(r, c) : null;
|
||||
if (o && o !== unit && o.side === 'ally' && !out.includes(o)) out.push(o);
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
export default {
|
||||
char_2013_cerber: (bb, chess) => {
|
||||
const t0 = talentBb(chess, 0), t1 = talentBb(chess, 1);
|
||||
const onDeploy = /部署时/.test(String(talentRec(chess, 1)?.desc ?? '')); // CCR-Y stage 2+
|
||||
const b1 = bbOf(chess, S1), b2 = bbOf(chess, S2), b3 = bbOf(chess, S3);
|
||||
const s1 = skillRec(chess, S1), s2 = skillRec(chess, S2), s3 = skillRec(chess, S3);
|
||||
return {
|
||||
skills: {
|
||||
[S1]: {
|
||||
kind: num(s1?.maxChargeTime, 1) > 1 ? 'charges' : 'instant',
|
||||
attack: { atkScale: num(b1.atk_scale, 1), onHitStatus: { key: 'bind', duration: num(b1.duration) } },
|
||||
},
|
||||
[S2]: {
|
||||
kind: 'duration',
|
||||
mods: { batPct: batMod(b2.base_attack_time, chess, s2?.desc) },
|
||||
targeting: { priority: 'highDef' },
|
||||
},
|
||||
[S3]: {
|
||||
kind: 'duration',
|
||||
mods: { atkPct: num(b3.atk) },
|
||||
targeting: { rangeGrid: s3?.rangeGrid ?? R33, priority: 'lowDef' },
|
||||
attack: { dmgType: 'phys', onHitStatus: { key: 'silence', duration: num(b3['attack@silence']) } },
|
||||
},
|
||||
},
|
||||
talents: [
|
||||
{ install(battle, unit) { // 剥壳: DEF × ratio arts after each hit; CCR-X stage 2+: the ratio climbs on the same target
|
||||
const base = num(t0.basic_atk_scale, num(t0.atk_scale)), delta = num(t0.delta_atk_scale), top = num(t0.max_atk_scale, base);
|
||||
if (!(base > 0)) return;
|
||||
battle.on('deploy', (ctx) => { if (ctx.unit === unit) { unit.mem.cerberShellTarget = null; unit.mem.cerberShellScale = base; } }, { owner: unit });
|
||||
battle.on('damaged', (ctx) => {
|
||||
const t = ctx.target, d = ctx.dmg;
|
||||
if (ctx.source !== unit || !t || t.side !== 'enemy' || !d || !d.isAttack || d.isSplash || tagged(d, SHELL_TAG)) return;
|
||||
let sc = base;
|
||||
if (delta > 0) {
|
||||
// "于剥壳伤害前处理": the same target as her previous hit +delta (≤ max), another one back to the base
|
||||
sc = unit.mem.cerberShellTarget === t ? Math.min(top, num(unit.mem.cerberShellScale, base) + delta) : base;
|
||||
unit.mem.cerberShellTarget = t;
|
||||
unit.mem.cerberShellScale = sc;
|
||||
}
|
||||
const def = t.s.def;
|
||||
if (def > 0 && hasHp(t)) battle.dealDamage(unit, t, { amount: def * sc, type: 'arts', tags: [SHELL_TAG] });
|
||||
}, { owner: unit });
|
||||
} },
|
||||
{ install(battle, unit) { // 独行长路
|
||||
const mods = { atkPct: num(t1.atk), aspd: num(t1.attack_speed) };
|
||||
if (!mods.atkPct && !mods.aspd) return;
|
||||
if (onDeploy) {
|
||||
// CCR-Y stage 2+: the deployment's check, for the whole deployment
|
||||
const check = () => {
|
||||
if (!up(unit)) return;
|
||||
if (othersAround(battle, unit).length) battle.removeBuff(unit, LONE_KEY);
|
||||
else battle.addBuff(unit, { key: LONE_KEY, mods, tags: ['talent'] });
|
||||
};
|
||||
battle.on('battleStart', check, { owner: unit });
|
||||
battle.on('deploy', (ctx) => { if (ctx.unit === unit && battle.started) check(); }, { owner: unit });
|
||||
return;
|
||||
}
|
||||
// the base talent, checked every tick: an ordinary ally switches it off; an enemy-like one seen while it is off
|
||||
// keeps it off until that unit leaves the field
|
||||
let on = false;
|
||||
const locks = new Set();
|
||||
battle.on('tick', () => {
|
||||
if (!up(unit)) { on = false; locks.clear(); return; }
|
||||
const near = othersAround(battle, unit);
|
||||
if (on && near.some((a) => !enemyLike(a))) on = false;
|
||||
if (!on) {
|
||||
for (const a of near) if (enemyLike(a)) locks.add(a);
|
||||
for (const a of locks) if (!a.alive || !a.deployed) locks.delete(a);
|
||||
if (!near.length && !locks.size) on = true;
|
||||
}
|
||||
}, { owner: unit, priority: 1 });
|
||||
toggleBuff(battle, unit, LONE_KEY, () => on, mods);
|
||||
} },
|
||||
],
|
||||
install(battle, unit) {
|
||||
// module traits (none on the normal form): CCR-X 无视目标10点法术抗性, CCR-Y SP per hit on an elite / leader
|
||||
if (!roguelikeOnly(chess)) {
|
||||
const tb = traitBb(chess);
|
||||
const pen = num(tb.magic_resist_penetrate_fixed);
|
||||
if (pen > 0) statBuff(battle, unit, 'trait:cerber:resIgnore', { resIgnoreFlat: pen });
|
||||
const sp = num(tb.sp);
|
||||
if (sp > 0) {
|
||||
battle.on('damaged', (ctx) => {
|
||||
const d = ctx.dmg;
|
||||
if (ctx.source !== unit || !d || !d.isAttack || d.isSplash || !isEliteEnemy(ctx.target)) return;
|
||||
giveSp(unit, sp, 'trait');
|
||||
}, { owner: unit });
|
||||
}
|
||||
}
|
||||
if (unit.skill?.id === S1) {
|
||||
// “很冰的斧” "优先攻击没有被阻挡的目标": the pending attack re-picks its target, unblocked enemies first
|
||||
battle.on('beforeAttack', (ctx) => {
|
||||
if (ctx.attacker !== unit || !ctx.isSkill || !ctx.targets.length) return;
|
||||
const prof = ctx.profile;
|
||||
const cands = battle.enemiesInKeys(unit.rangeKeys, unit, prof);
|
||||
for (const e of battle.blockedTargets(unit, prof)) if (!cands.includes(e)) cands.push(e);
|
||||
if (!cands.length) return;
|
||||
sortEnemyTargets(battle, unit, cands, prof.priority);
|
||||
ctx.targets = [cands.find((e) => !e.blockedBy) ?? cands[0]];
|
||||
}, { owner: unit });
|
||||
}
|
||||
},
|
||||
};
|
||||
},
|
||||
};
|
||||
@@ -0,0 +1,275 @@
|
||||
// server/sim/content/kits/ops/op-heyak.js — 霍尔海雅 (char_4027_heyak) 自选 operator kit: 6★ 中坚术师 (术师), an owned-6★
|
||||
// pick of the tier-5 and tier-6 自选 slots; every skill, both talents, the trait and the three modules at every form.
|
||||
// Kit contract and the 自选 rules: ../README.md ("How to add an operator (自选)").
|
||||
//
|
||||
// Forms (data/backups.json units.char_4027_heyak, the DIY slot statuses): 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). Potential 0 [ASSUMED: no account].
|
||||
// Sources: character_table / skill_table / battle_equip_table (zh_CN, as built into backups.json) and PRTS 霍尔海雅
|
||||
// (传承终焉 备注 "技能触发的浮空效果于本天赋结算前进行结算"; S1 备注 "“仅攻击到1名目标”仅判定实际发射的弹道数"; S3 备注 "攻击以自身格
|
||||
// 中心处为准,于此处、左1.0、右1.0格在0~0.3s内随机延迟后生成三股旋风", "移动速度1.0,碰撞范围为1×1的正方形,旋风移动至5格远处中心点
|
||||
// 自然消失,造成伤害时实时应用霍尔海雅的当前攻击力", "旋风在生成后1.77s内,攻击倍率由最低值线性递增至最大值", "霍尔海雅离场时已存在的旋风
|
||||
// 不会因此立刻消失,但其命中敌人时不享受模组加成,不触发第一天赋").
|
||||
// - Trait (中坚术师) "攻击造成法术伤害": the profession default (ranged arts, hits air, block 1). Module CCR-X “图书馆” adds
|
||||
// "无视目标10点法术抗性" (trait bb magic_resist_penetrate_fixed: a permanent resIgnoreFlat), CCR-Y “羽蛇的时间博物馆”
|
||||
// "普通攻击命中精英或领袖敌人时获得1点技力" (trait bb sp: per hit of one of her attacks on an elite / leader; a running timed
|
||||
// skill takes no SP). ISW-A “霍尔海雅特限证章”: its trait "在集成战略中,无视目标10点法术抗性,每个敌人首次进入目标点所在地块时,恢复
|
||||
// 自身30%的技力" and its hidden talents (首次部署 1 点临时目标生命值, the goal-tile 浮空 15 s, stage 3's radius-1.1 skill
|
||||
// splash "自身技能会对敌人及其周围的目标同时造成浮空效果和伤害效果") are battle_equip_table parts with `validInGameTag:
|
||||
// roguelike` — N/A here; what applies is its stats and, at stage 2+, 传承终焉's new numbers (a TALENT_DATA_ONLY part with
|
||||
// no game tag: 145 % / 5 s at stage 3).
|
||||
// - T1 传承终焉 "攻击空中目标时攻击力提升至120%,并使其特殊能力失效3秒": every hit of her attacks on an air unit (flying, 近地悬浮
|
||||
// or 浮空) at the hit is × atk_scale and silences it for `silence` s. Her skills' 浮空 of that very hit resolve first (PRTS
|
||||
// 备注), so a target her S1 / S2 / S3 lifts takes the ×atk_scale of that hit: the S1 / S2 lifts land in the hit's `hit`
|
||||
// step, ahead of this talent (a dodged hit has lifted already [ASSUMED]). CCR-X stage 3: 135 % / 5 s, ISW-A stage 3:
|
||||
// 145 % / 5 s (the talent's merged bb).
|
||||
// - T2 曾有羽翼 "攻击范围内所有生命值高于80%的敌人失重": every enemy of her current attack range (a running S3's included) above
|
||||
// hp_ratio of its HP is 失重 (weight −1 level, 同名效果不可叠加: none of hers while another source's 失重 is on it), off
|
||||
// again at once below it or outside the range. CCR-Y stage 3 lowers it to 50 % and adds "生命值低于50%的敌人获得20%的
|
||||
// 【法术脆弱】" (its hidden talent: damage_scale 1.2, hp_ratio 0.5): the 法术脆弱 status, renewed every 0.2 s for 0.3 s
|
||||
// (as 史尔特尔 AFT-Y's).
|
||||
// - S1 但为求索 (AUTO, 可充能 1 / 2, data DEFAULT): the next attack hits one more target (2), atk_scale × ATK arts each; when
|
||||
// it fires at one target only it lifts it (浮空) `levitate` s — counted at the shot (PRTS 备注).
|
||||
// - S2 群星逶迤 (MANUAL, 16 s, data DEFAULT): each attack becomes SHOTS (9, the text's "9连发"; no blackboard key) shots of
|
||||
// attack@atk_scale × ATK, each at a random enemy of her range (independent draws), each with attack@prob to lift it
|
||||
// attack@levitate s [ASSUMED: the nine leave with the attack; the burst's spacing is not modelled].
|
||||
// - S3 博览者的狂语 (MANUAL, 45 s, data ACTIVE_RANGE on 3-10): attack range 3-10 while it runs, attack interval +1.4 s
|
||||
// (base_attack_time, flat); each attack (an enemy in that range, her attack timer) releases three whirlwinds from the
|
||||
// centre of her tile and the tiles left and right of it, each after its own random 0–0.3 s delay. A whirlwind flies
|
||||
// straight forward at 1 tile/s over 5 tiles (PRTS; a 1×1 square), hits the first enemy it touches — an enemy her
|
||||
// attacks can select, air units too [ASSUMED] — lifting it attack@levitate s and then dealing (min + (max − min) ×
|
||||
// min(1, age / 1.77 s)) × her current ATK arts (attack@min_atk_scale → attack@max_atk_scale), and is gone; the nearest
|
||||
// of several touched at once is hit first [ASSUMED]. A whirlwind out when she leaves the field flies on, without 传承终焉
|
||||
// and without her module's RES ignore [ASSUMED: "模组加成" = the module's trait; its attributes stay in her ATK].
|
||||
// (wiki.gg reads the end of the flight as the far end of her range, 4 tiles; PRTS's 5 is kept.)
|
||||
// - No summon (the forms list no token).
|
||||
|
||||
import { num, talentBb, traitBb, skillRec, statBuff, batMod, giveSp, onHitBy, up } from '../shared/tier1.js';
|
||||
import { canTargetEnemy } from '../../../targeting.js';
|
||||
import { dirVec, rotateOffset } from '../../../dir.js';
|
||||
import { bodyDist, hitRect } from '../../../body.js';
|
||||
|
||||
const S1 = 'skchr_heyak_1';
|
||||
const S2 = 'skchr_heyak_2';
|
||||
const S3 = 'skchr_heyak_3';
|
||||
/** S1 "额外攻击一个目标": the next attack's targets (no blackboard key; `cnt` is the charge count). */
|
||||
const S1_TARGETS = 2;
|
||||
/** S2 "9连发": shots per attack when the text gives no number (no blackboard key). */
|
||||
const SHOTS = 9;
|
||||
/** S3 whirlwinds (PRTS 备注): lanes (facing-RIGHT row offsets: her row, "左1.0", "右1.0"), spawn delay, speed, flight, box. */
|
||||
const WIND_LANES = Object.freeze([0, 1, -1]);
|
||||
const WIND_DELAY = 0.3;
|
||||
const WIND_SPEED = 1;
|
||||
const WIND_RANGE = 5;
|
||||
const WIND_HALF = 0.5;
|
||||
/** "旋风在生成后1.77s内,攻击倍率由最低值线性递增至最大值". */
|
||||
const WIND_RAMP = 1.77;
|
||||
/** How often a flying whirlwind is drawn again (fx 'tornado'). */
|
||||
const WIND_FX_EVERY = 0.5;
|
||||
/** S3's 3-10 when the data carries no grid. */
|
||||
const R310 = Object.freeze([[1, 0], [1, 1], [1, 2], [1, 3], [1, 4], [0, 0], [0, 1], [0, 2], [0, 3], [0, 4], [-1, 0], [-1, 1], [-1, 2], [-1, 3], [-1, 4]]);
|
||||
/** A whirlwind hit after she left the field: no 传承终焉, no module trait (PRTS 备注). */
|
||||
const AWAY_TAG = 'heyak:away';
|
||||
const WEIGHTLESS_KEY = 'heyak:weightless';
|
||||
const FRAGILE_EVERY = 0.2;
|
||||
|
||||
const bbOf = (chess, id) => skillRec(chess, id)?.bb ?? {};
|
||||
/** An elite or leader enemy (精英或领袖敌人). */
|
||||
const isEliteEnemy = (e) => !!e && e.side === 'enemy' && (e.isBoss || e.def?.rank === 'ELITE' || e.def?.rank === 'BOSS');
|
||||
const tagged = (d, tag) => !!(d && d.tags && d.tags.includes(tag));
|
||||
/** A module trait that works 在集成战略中 only (ISW-A): nothing of it applies in this mode. */
|
||||
const roguelikeOnly = (chess) => /集成战略/.test(String(chess?.trait?.moduleDesc ?? ''));
|
||||
/** The record's active module, or null. */
|
||||
const activeModule = (chess) => (chess?.module?.active ? (chess.modules ?? []).find((m) => m && m.uniEquipId === chess.module.id) ?? null : null);
|
||||
/** Does the enemy's body touch the 1×1 square centred on (x, y)? */
|
||||
function inBox(e, x, y) {
|
||||
const R = hitRect(e);
|
||||
if (!R) return Math.abs(e.x - x) <= WIND_HALF + 1e-9 && Math.abs(e.y - y) <= WIND_HALF + 1e-9;
|
||||
return R.x0 <= x + WIND_HALF && R.x1 >= x - WIND_HALF && R.y0 <= y + WIND_HALF && R.y1 >= y - WIND_HALF;
|
||||
}
|
||||
|
||||
export default {
|
||||
char_4027_heyak: (bb, chess) => {
|
||||
const t0 = talentBb(chess, 0), t1 = talentBb(chess, 1);
|
||||
const isw = roguelikeOnly(chess);
|
||||
const mod = activeModule(chess);
|
||||
// CCR-Y's hidden part (the 【法术脆弱】 rider); an ISW module's hidden parts are 集成战略-only
|
||||
const rider = isw || !mod ? {} : Object.assign({}, ...(mod.talentChanges ?? []).filter((t) => t && t.talentIndex === -1).map((t) => t.bb ?? {}));
|
||||
const tb = isw ? {} : traitBb(chess);
|
||||
const pen = num(tb.magic_resist_penetrate_fixed);
|
||||
const b1 = bbOf(chess, S1), b2 = bbOf(chess, S2), b3 = bbOf(chess, S3);
|
||||
const s1 = skillRec(chess, S1), s2 = skillRec(chess, S2), s3 = skillRec(chess, S3);
|
||||
const shots = Math.max(1, Math.floor(num(+(/(\d+)连发/.exec(String(s2?.desc ?? ''))?.[1]), SHOTS)));
|
||||
|
||||
/** S3: release one attack's three whirlwinds. */
|
||||
function releaseWinds(battle, unit, winds) {
|
||||
const seq = unit.deploySeq;
|
||||
const [fr, fc] = dirVec(unit.dir);
|
||||
const x0 = unit.tileC, y0 = unit.tileR;
|
||||
for (const lane of WIND_LANES) {
|
||||
const [dr, dc] = rotateOffset(lane, 0, unit.dir);
|
||||
const delay = battle.rng.range(0, WIND_DELAY);
|
||||
battle.after(delay, () => {
|
||||
// a whirlwind not yet out when she left is never released [ASSUMED: "已存在的旋风" only fly on]
|
||||
if (!(unit.alive && unit.deployed && unit.deploySeq === seq)) return;
|
||||
const w = { x: x0 + dc, y: y0 + dr, dx: fc, dy: fr, left: WIND_RANGE, age: 0, fxAge: 0, seq };
|
||||
battle.fx('tornado', { x: w.x, y: w.y, id: unit.id, r: WIND_HALF, dur: WIND_FX_EVERY + 0.1 });
|
||||
if (!windHit(battle, unit, w)) winds.push(w);
|
||||
}, { owner: unit });
|
||||
}
|
||||
}
|
||||
/** The first enemy the whirlwind touches, struck: 浮空 first (PRTS: before 传承终焉), then the damage. True when it hit. */
|
||||
function windHit(battle, unit, w) {
|
||||
let best = null, bd = Infinity;
|
||||
for (const e of battle.enemies) {
|
||||
if (!e.alive || !inBox(e, w.x, w.y) || !canTargetEnemy(unit, e, unit.profile)) continue;
|
||||
const d = bodyDist(e, w.x, w.y);
|
||||
if (d < bd - 1e-9 || (Math.abs(d - bd) <= 1e-9 && best && e.spawnSeq < best.spawnSeq)) { bd = d; best = e; }
|
||||
}
|
||||
if (!best) return false;
|
||||
const away = !(unit.alive && unit.deployed && unit.deploySeq === w.seq);
|
||||
const lev = num(b3['attack@levitate']);
|
||||
if (lev > 0) battle.applyStatus(best, 'levitate', { duration: lev, source: unit });
|
||||
const lo = num(b3['attack@min_atk_scale']), hi = num(b3['attack@max_atk_scale'], lo);
|
||||
const scale = lo + (hi - lo) * Math.min(1, w.age / WIND_RAMP);
|
||||
if (best.alive) {
|
||||
battle.dealDamage(unit, best, {
|
||||
amount: unit.s.atk * scale, type: 'arts', isAttack: true, isSkill: true,
|
||||
...(away ? { resIgnoreFlat: -pen, tags: [AWAY_TAG] } : null),
|
||||
});
|
||||
}
|
||||
battle.fx('tornadoPulse', { x: w.x, y: w.y, id: unit.id, r: WIND_HALF });
|
||||
return true;
|
||||
}
|
||||
|
||||
return {
|
||||
skills: {
|
||||
[S1]: {
|
||||
kind: num(s1?.maxChargeTime, 1) > 1 ? 'charges' : 'instant',
|
||||
targeting: { maxTargets: S1_TARGETS },
|
||||
attack: { atkScale: num(b1.atk_scale, 1) },
|
||||
},
|
||||
[S2]: {
|
||||
kind: 'duration',
|
||||
attack: { atkScale: num(b2['attack@atk_scale'], 1) },
|
||||
},
|
||||
[S3]: {
|
||||
kind: 'duration',
|
||||
mods: { batPct: batMod(b3.base_attack_time, chess) },
|
||||
targeting: { rangeGrid: s3?.rangeGrid ?? R310 },
|
||||
// the attack becomes the whirlwinds (onTick): her attack timer, an enemy of the skill's range, no projectile
|
||||
attack: { noAttack: true },
|
||||
onTick({ battle, unit }) {
|
||||
if (unit.atkCd > 0 || !unit.canAct || unit.s.flags.disarm) return;
|
||||
const foes = battle.enemiesInKeys(unit.rangeKeys, unit, unit.profile);
|
||||
if (!foes.length) return;
|
||||
unit.atkCd = unit.s.interval;
|
||||
unit.lastAttackAt = battle.time;
|
||||
unit.stats.attacks++;
|
||||
releaseWinds(battle, unit, unit.mem.heyakWinds);
|
||||
// an attack was performed ("攻击时" content), the whirlwinds still on their way
|
||||
if (battle.hasHook('attack')) battle.emit('attack', { attacker: unit, targets: foes.slice(0, 1), isSkill: true });
|
||||
},
|
||||
},
|
||||
},
|
||||
talents: [
|
||||
{ install(battle, unit) { // 传承终焉: × atk_scale and 沉默 on an air unit hit by her attack
|
||||
const sc = num(t0.atk_scale, 1), sil = num(t0.silence);
|
||||
onHitBy(battle, unit, (ctx) => {
|
||||
const d = ctx.dmg, t = ctx.target;
|
||||
if (!d.isAttack || tagged(d, AWAY_TAG) || !t.isFlying) return;
|
||||
if (sc !== 1) d.amount *= sc;
|
||||
if (sil > 0 && t.alive) battle.applyStatus(t, 'silence', { duration: sil, source: unit });
|
||||
});
|
||||
} },
|
||||
{ install(battle, unit) { // 曾有羽翼: 失重 above hp_ratio in her range; CCR-Y stage 3: 【法术脆弱】 below its hp_ratio
|
||||
const hiRatio = num(t1.hp_ratio, 1);
|
||||
battle.on('tick', () => {
|
||||
const on = up(unit);
|
||||
const inRange = on ? new Set(battle.enemiesInKeys(unit.rangeKeys, unit, { canHitFly: true })) : null;
|
||||
for (const e of battle.enemies) {
|
||||
if (!e.alive) continue;
|
||||
// (another 霍尔海雅's 失重 carries the same key: it is hers to keep or drop)
|
||||
const mine = e.findBuff(WEIGHTLESS_KEY);
|
||||
const want = on && inRange.has(e) && e.hpRatio > hiRatio + 1e-9
|
||||
&& !e.buffs.some((b) => b.status === 'weightless' && b.key !== WEIGHTLESS_KEY);
|
||||
if (want && !mine) battle.addBuff(e, { key: WEIGHTLESS_KEY, status: 'weightless', visible: true, mods: { massFlat: -1 }, source: unit });
|
||||
else if (!want && mine && mine.source === unit) battle.removeBuff(e, mine);
|
||||
}
|
||||
}, { owner: unit });
|
||||
const fragile = Math.round((num(rider.damage_scale, 1) - 1) * 1e6) / 1e6, loRatio = num(rider.hp_ratio); // 1.2 → 0.2
|
||||
if (fragile > 0) {
|
||||
battle.every(FRAGILE_EVERY, () => {
|
||||
if (!up(unit)) return;
|
||||
for (const e of battle.enemiesInKeys(unit.rangeKeys, unit, { canHitFly: true })) {
|
||||
if (e.hpRatio < loRatio - 1e-9) battle.applyStatus(e, 'artsFragile', { duration: FRAGILE_EVERY + 0.1, value: fragile, source: unit });
|
||||
}
|
||||
}, { owner: unit, immediate: true });
|
||||
}
|
||||
} },
|
||||
],
|
||||
install(battle, unit) {
|
||||
// module traits (none on the normal form, nothing of ISW-A's): CCR-X RES ignore, CCR-Y SP per hit on an elite / leader
|
||||
if (pen > 0) statBuff(battle, unit, 'trait:heyak:resIgnore', { resIgnoreFlat: pen });
|
||||
const sp = num(tb.sp);
|
||||
if (sp > 0) {
|
||||
battle.on('damaged', (ctx) => {
|
||||
const d = ctx.dmg;
|
||||
if (ctx.source !== unit || !d || !d.isAttack || d.isSplash || tagged(d, AWAY_TAG) || !isEliteEnemy(ctx.target)) return;
|
||||
giveSp(unit, sp, 'trait');
|
||||
}, { owner: unit });
|
||||
}
|
||||
const sid = unit.skill?.id;
|
||||
if (sid === S1) {
|
||||
// 但为求索: the shot count decides the 浮空 (PRTS: the shots fired, whatever happens in flight)
|
||||
const lev = num(b1.levitate);
|
||||
battle.on('beforeAttack', (ctx) => {
|
||||
if (ctx.attacker !== unit || !ctx.isSkill) return;
|
||||
unit.mem.heyakLift = ctx.targets.length === 1 ? ctx.targets[0] : null;
|
||||
}, { owner: unit, priority: -10 });
|
||||
onHitBy(battle, unit, (ctx) => { // before 传承终焉 (priority 0): the lift is settled first
|
||||
const d = ctx.dmg;
|
||||
if (!d.isAttack || !d.isSkill || unit.mem.heyakLift !== ctx.target) return;
|
||||
unit.mem.heyakLift = null;
|
||||
if (lev > 0) battle.applyStatus(ctx.target, 'levitate', { duration: lev, source: unit });
|
||||
}, 10);
|
||||
} else if (sid === S2) {
|
||||
// 群星逶迤: the nine shots, each at a random enemy of her range, each rolling its 浮空 before 传承终焉
|
||||
const prob = num(b2['attack@prob']), lev = num(b2['attack@levitate']);
|
||||
battle.on('beforeAttack', (ctx) => {
|
||||
if (ctx.attacker !== unit || !unit.skill?.active || !ctx.targets.length) return;
|
||||
const cands = battle.enemiesInKeys(unit.rangeKeys, unit, ctx.profile);
|
||||
for (const e of battle.blockedTargets(unit, ctx.profile)) if (!cands.includes(e)) cands.push(e);
|
||||
if (!cands.length) return;
|
||||
const out = [];
|
||||
for (let i = 0; i < shots; i++) out.push(battle.rng.pick(cands));
|
||||
ctx.targets = out;
|
||||
}, { owner: unit });
|
||||
onHitBy(battle, unit, (ctx) => {
|
||||
const d = ctx.dmg;
|
||||
if (!d.isAttack || !d.isSkill || !(prob > 0) || !(lev > 0)) return;
|
||||
if (battle.rng.chance(prob)) battle.applyStatus(ctx.target, 'levitate', { duration: lev, source: unit });
|
||||
}, 10);
|
||||
} else if (sid === S3) {
|
||||
// 博览者的狂语: the whirlwinds in flight (also after she left the field)
|
||||
const winds = (unit.mem.heyakWinds = []);
|
||||
battle.on('tick', ({ dt }) => {
|
||||
for (let i = winds.length - 1; i >= 0; i--) {
|
||||
const w = winds[i];
|
||||
const step = Math.min(WIND_SPEED * dt, w.left);
|
||||
w.x += w.dx * step;
|
||||
w.y += w.dy * step;
|
||||
w.left -= step;
|
||||
w.age += dt;
|
||||
if (windHit(battle, unit, w) || w.left <= 1e-9) { winds.splice(i, 1); continue; }
|
||||
w.fxAge += dt;
|
||||
if (w.fxAge + 1e-9 >= WIND_FX_EVERY) {
|
||||
w.fxAge = 0;
|
||||
battle.fx('tornado', { x: w.x, y: w.y, id: unit.id, r: WIND_HALF, dur: WIND_FX_EVERY + 0.1 });
|
||||
}
|
||||
}
|
||||
}, { owner: unit });
|
||||
}
|
||||
},
|
||||
};
|
||||
},
|
||||
};
|
||||
@@ -0,0 +1,330 @@
|
||||
// test/content/op_amgoat.test.js — the 自选 operator kit of 艾雅法拉 (char_180_amgoat, 6★ 中坚术师; kit
|
||||
// server/sim/content/kits/ops/op-amgoat.js), fielded the production way (a DIY slot + its `diy` pick, simdata getDiy) in
|
||||
// every form: tiers 5 / 6, normal (E2 Lv1, skill rank 4, no module) and elite (E2 Lv60, rank 7) with no module, CCR-X
|
||||
// “错过的声音” or CCR-Y “宠物大赛第一名” at stage 1 (tier 5) / 3 (tier 6). Every number is read back from data/backups.json
|
||||
// (the form of that slot status); the fidelity checklist of kits/README.md item by item.
|
||||
// Run: node --test test/content/op_amgoat.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/${f}.json`, import.meta.url), 'utf8'));
|
||||
const CHESS = load('chess');
|
||||
const BACKUPS = load('backups');
|
||||
const ID = 'char_180_amgoat';
|
||||
const FORMS = BACKUPS.units[ID].forms;
|
||||
const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' };
|
||||
const CCRX = 'uniequip_002_amgoat', CCRY = 'uniequip_003_amgoat';
|
||||
const S1 = 'skchr_amgoat_1', S2 = 'skchr_amgoat_2', S3 = 'skchr_amgoat_3';
|
||||
const formOf = (tier, elite) => FORMS[elite ? (tier === 5 ? '2/60/7/1' : '2/60/7/3') : '2/1/4/0'];
|
||||
const skillOf = (tier, elite, id) => formOf(tier, elite).skills.find((s) => s.skillId === id);
|
||||
const modOf = (tier, mod) => (mod ? formOf(tier, true).modules.find((m) => m.uniEquipId === mod) : null);
|
||||
const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`);
|
||||
const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, res: 50, ...o });
|
||||
const ENEMIES = {
|
||||
enemy_dummy: dummy('enemy_dummy'), enemy_fly: dummy('enemy_fly', { motion: 'FLY' }),
|
||||
enemy_elite: dummy('enemy_elite', { rank: 'ELITE' }), enemy_boss: dummy('enemy_boss', { rank: 'BOSS' }),
|
||||
};
|
||||
/** Every 自选 form: [tier, elite, module]. */
|
||||
const FORMS_ALL = [[5, false, null], [6, false, null], ...[5, 6].flatMap((t) => [null, CCRX, CCRY].map((m) => [t, true, m]))];
|
||||
const label = ([tier, elite, mod]) => `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`;
|
||||
|
||||
/** A battle with 艾雅法拉 as uid 1 at (row, col) facing RIGHT, plus `others`. */
|
||||
function field({ tier = 5, elite = false, mod = null, skill = 2, row = 10, col = 5, others = [], seed = 5, setup = null } = {}) {
|
||||
const h = makeBattle({
|
||||
defs: { enemies: ENEMIES }, timeLimit: 900, autoFinish: false, seed,
|
||||
flags: { dpPerSec: 0, dpMax: 999 }, hooks: ['damaged', 'skillStart', 'skillEnd', 'statusApplied', 'spGain', 'deploy'], captureNoisy: true,
|
||||
units: [{ uid: 1, diy: { slot: SLOT[tier], charId: ID, skillIndex: skill, uniEquipId: mod }, elite, row, col }, ...others],
|
||||
setup,
|
||||
});
|
||||
h.step();
|
||||
return { h, u: h.unit(1) };
|
||||
}
|
||||
const hitsBy = (h, u) => h.hooksOf('damaged').filter((c) => c.source === u);
|
||||
function done(h) {
|
||||
checkInvariants(h.b);
|
||||
assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0]));
|
||||
}
|
||||
/** Arts damage of `amount` on RES `res` with `ignore` flat RES ignored. */
|
||||
const arts = (amount, res, ignore = 0) => Math.max(amount * (1 - Math.max(0, res - ignore) / 100), amount * 0.05);
|
||||
|
||||
test('艾雅法拉 in every 自选 form: her operator kit (all three skills authored), the form\'s stats + module attributes, 3-1 range, ranged arts that hits air, block 1, 1.6 s, 空 bonds, no 特质', () => {
|
||||
assert.equal(OPERATOR_KITS[ID], KITS[ID]);
|
||||
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], [ID, SLOT[tier], form.skills[skill].skillId, false, 'skills'], label(f));
|
||||
assert.deepEqual([u.base.maxHp, u.base.atk, u.base.def, u.base.res], [form.stats.maxHp + (m?.attr.maxHp ?? 0), form.stats.atk + (m?.attr.atk ?? 0), form.stats.def + (m?.attr.def ?? 0), 20], `${label(f)}: stats`);
|
||||
assert.deepEqual([u.s.blockCnt, u.profile.attack, u.profile.dmgType, u.profile.canHitFly, u.profile.groundOnly, u.base.bat], [1, 'ranged', 'arts', true, false, 1.6], `${label(f)}: 中坚术师`);
|
||||
assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${label(f)}: 3-1`);
|
||||
assert.deepEqual([u.def.bonds, u.def.raw.garrisonIds, u.def.raw.tokens], [['emptyShip'], [], []], `${label(f)}: bonds / 特质 / no summon`);
|
||||
assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth && !u.s.flags.untargetable, `${label(f)}: ground enemies target her`);
|
||||
done(h);
|
||||
}
|
||||
}
|
||||
// the numbers of the forms (zh_CN): E2 Lv1 1359 / 535 / 109, E2 Lv60 1614 / 608 / 118; CCR-X +130 / +40 → +180 / +65,
|
||||
// CCR-Y +180 / +25 → +230 / +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], [1359, 535, 1614, 608]);
|
||||
assert.deepEqual([modOf(5, CCRX).attr, modOf(6, CCRX).attr, modOf(5, CCRY).attr, modOf(6, CCRY).attr], [{ maxHp: 130, atk: 40 }, { maxHp: 180, atk: 65 }, { maxHp: 180, atk: 25 }, { maxHp: 230, atk: 50 }]);
|
||||
});
|
||||
|
||||
test('a 自选 pick: 艾雅法拉 is offered at tiers 5 and 6 (she has a kit) and a roster with her passes validateDiyPicks', () => {
|
||||
const data = { chess: CHESS, backups: BACKUPS };
|
||||
assert.ok(KITTED_CHARS.includes(ID));
|
||||
for (const t of [5, 6]) assert.ok(diyPool(t, { data, kitted: KITTED_CHARS }).includes(ID), `tier ${t}`);
|
||||
assert.deepEqual(validateDiyPicks({ [SLOT[6]]: { charId: ID, skillIndex: 2, uniEquipId: CCRY } }, { data, kitted: KITTED_CHARS }),
|
||||
{ ok: true, picks: { [SLOT[6]]: { charId: ID, skillIndex: 2, uniEquipId: CCRY } } });
|
||||
});
|
||||
|
||||
test('S1 二重咏唱 (MANUAL, data DEFAULT, 25 s): ASPD +38 / +45 on the first cast of a deployment; ASPD and ATK +38 % / +45 % from the second; the count restarts after a redeploy', () => {
|
||||
for (const [tier, elite] of [[5, false], [6, true]]) {
|
||||
const sk = skillOf(tier, elite, S1);
|
||||
const { h, u } = field({ tier, elite, skill: 0 });
|
||||
const a = sk.bb['amgoat_s_1[a].attack_speed'], b = sk.bb['amgoat_s_1[b].attack_speed'], atk = sk.bb['amgoat_s_1[b].atk'];
|
||||
assert.deepEqual([u.skill.rule, sk.duration, sk.spCost, sk.initSp, a, b, atk], ['DEFAULT', 25, elite ? 39 : 42, elite ? 20 : 15, elite ? 45 : 38, elite ? 45 : 38, elite ? 0.45 : 0.38], `T${tier}`);
|
||||
h.run(0.6);
|
||||
const aspd0 = u.s.aspd, atk0 = u.s.atk;
|
||||
u.skill.gainSp(999);
|
||||
h.run(2);
|
||||
assert.equal(u.skill.activations, 0, `T${tier}: no enemy, no cast`);
|
||||
h.spawn('enemy_dummy', { pos: [10, 6] });
|
||||
assert.ok(h.runUntil(() => u.skill.active, 3), `T${tier}: cast with an enemy in her range`);
|
||||
approx(u.skill.timeLeft, 25, `T${tier}: 25 s`, 0.01);
|
||||
assert.deepEqual(u.findBuff('skill:amgoat:duet')?.mods, { aspd: a }, `T${tier}: the first cast`);
|
||||
approx(u.s.aspd, aspd0 + a, `T${tier}: ASPD`);
|
||||
approx(u.s.atk, atk0, `T${tier}: no ATK on the first cast`);
|
||||
assert.ok(h.runUntil(() => !u.skill.active, 26));
|
||||
assert.equal(u.findBuff('skill:amgoat:duet'), null, `T${tier}: gone after it`);
|
||||
u.skill.gainSp(999);
|
||||
assert.ok(h.runUntil(() => u.skill.active, 5), `T${tier}: the second cast`);
|
||||
assert.deepEqual(u.findBuff('skill:amgoat:duet')?.mods, { aspd: b, atkPct: atk }, `T${tier}: the second cast`);
|
||||
approx(u.s.atk, u.base.atk * (1 + 0.14 + atk), `T${tier}: ATK with 炎息`);
|
||||
h.b.retreat(u);
|
||||
h.b.redeploy(u);
|
||||
u.skill.gainSp(999);
|
||||
assert.ok(h.runUntil(() => u.skill.active, 5), `T${tier}: a cast after the redeploy`);
|
||||
assert.deepEqual(u.findBuff('skill:amgoat:duet')?.mods, { aspd: a }, `T${tier}: the count restarted (PRTS 备注)`);
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('S2 点燃 (AUTO, 2 charges, data DEFAULT): main target RES ×0.85 / ×0.8 first, ½ explosion on every enemy within 1.5 (flyers too), then ½ again on the main target; the others\' RES cut after their hit, 6 s', () => {
|
||||
for (const [tier, elite, mod] of [[5, false, null], [6, true, null], [6, true, CCRX]]) {
|
||||
const sk = skillOf(tier, elite, S2);
|
||||
const { h, u } = field({ tier, elite, mod, skill: 1 });
|
||||
assert.deepEqual([u.skill.rule, u.skill.kind, u.skill.maxCharges, sk.spCost, sk.bb.atk_scale, sk.bb.atk_scale_2, sk.bb.magic_resistance, sk.bb.duration],
|
||||
['DEFAULT', 'charges', 2, elite ? 6 : 7, elite ? 1.55 : 1.375, elite ? 1.55 : 1.375, elite ? -0.2 : -0.15, 6], `T${tier}`);
|
||||
const ign = mod === CCRX ? 10 : 0;
|
||||
h.run(0.6);
|
||||
// 乱火 filled 1–2 charges at the deployment: spent before the scene is set
|
||||
u.skill.charges = 0;
|
||||
u.skill.sp = 0;
|
||||
// the main target alone in her range (its tip 0,3); three around it outside the range, one beyond the explosion
|
||||
const main = h.spawn('enemy_dummy', { pos: [10, 8] });
|
||||
const n1 = h.spawn('enemy_dummy', { pos: [10, 9] }), n2 = h.spawn('enemy_dummy', { pos: [11, 9] }), fly = h.spawn('enemy_fly', { pos: [9, 9] });
|
||||
const far = h.spawn('enemy_dummy', { pos: [10, 10] });
|
||||
u.skill.gainSp(999);
|
||||
assert.equal(u.skill.charges, 2);
|
||||
const n0 = hitsBy(h, u).length;
|
||||
assert.ok(h.runUntil(() => hitsBy(h, u).slice(n0).filter((c) => c.target === main).length >= 2, 4), `T${tier}: the ignited attack lands`);
|
||||
h.step();
|
||||
const hits = hitsBy(h, u).slice(n0);
|
||||
const atk = u.s.atk;
|
||||
const cut = 50 * (1 + sk.bb.magic_resistance);
|
||||
const onMain = hits.filter((c) => c.target === main);
|
||||
assert.equal(onMain.length, 2, `T${tier}: two ½ hits on the main target`);
|
||||
for (const c of onMain) approx(c.amount, arts(atk * sk.bb.atk_scale, cut, ign), `T${tier}: ½ on the main target after its RES cut`);
|
||||
for (const e of [n1, n2, fly]) {
|
||||
const hs = hits.filter((c) => c.target === e);
|
||||
assert.equal(hs.length, 1, `T${tier}: one explosion hit on ${e.tileR},${e.tileC}`);
|
||||
approx(hs[0].amount, arts(atk * sk.bb.atk_scale, 50, ign), `T${tier}: ½ before its own RES cut`);
|
||||
assert.deepEqual([hs[0].type, hs[0].dmg.isSplash, hs[0].dmg.isSkill], ['arts', true, true]);
|
||||
}
|
||||
assert.ok(!hits.some((c) => c.target === far), `T${tier}: 2 tiles away — outside the 1.5 explosion`);
|
||||
for (const e of [main, n1, n2, fly]) approx(e.s.res, cut, `T${tier}: RES ×${1 + sk.bb.magic_resistance}`);
|
||||
approx(far.s.res, 50, `T${tier}: untouched`);
|
||||
assert.equal(u.skill.charges, 1, `T${tier}: one charge spent`);
|
||||
// the next attack spends the second charge; the cut stays one (同名效果取最高) and lasts 6 s
|
||||
assert.ok(h.runUntil(() => u.skill.charges === 0, 4));
|
||||
h.run(0.5);
|
||||
approx(main.s.res, cut, `T${tier}: one RES cut, not two`);
|
||||
h.b.retreat(u); // no further ignition: the cut runs out
|
||||
h.run(6.2);
|
||||
approx(main.s.res, 50, `T${tier}: back after 6 s`);
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('S3 火山 (MANUAL, data SKILL_RANGE on x-3): 15 s, ATK +70 % / +85 %, interval 1.6 − 1.1 = 0.5 s, range x-3 while on, lava on 4 / 5 random different enemies of it per attack (all when fewer); back after', () => {
|
||||
for (const [tier, elite] of [[5, false], [6, true]]) {
|
||||
const sk = skillOf(tier, elite, S3);
|
||||
const { h, u } = field({ tier, elite, skill: 2, seed: 9 });
|
||||
const n = sk.bb['attack@max_target'];
|
||||
assert.deepEqual([u.skill.rule, sk.trigger.rawRule, sk.rangeId, sk.duration, sk.bb.atk, sk.bb.base_attack_time, n, sk.spCost, sk.initSp],
|
||||
['SKILL_RANGE', 'DEFAULT', 'x-3', 15, elite ? 0.85 : 0.7, -1.1, elite ? 5 : 4, 80, elite ? 40 : 33], `T${tier}`);
|
||||
assert.deepEqual(u.skill.triggerGrid, sk.rangeGrid, `T${tier}: the trigger grid is x-3`);
|
||||
h.run(0.6);
|
||||
const atk0 = u.s.atk;
|
||||
approx(u.s.interval, 1.6, `T${tier}: own interval`);
|
||||
u.skill.gainSp(999);
|
||||
h.run(1);
|
||||
assert.equal(u.skill.activations, 0, `T${tier}: nobody on x-3`);
|
||||
// seven enemies: x-3 holds (8,5) / (12,5) / (10,2), none of them in her own 3-1
|
||||
const spots = [[10, 6], [9, 7], [11, 7], [10, 8], [8, 5], [12, 5], [10, 2]];
|
||||
const foes = spots.map((p) => h.spawn('enemy_dummy', { pos: p }));
|
||||
assert.ok(h.runUntil(() => u.skill.active, 2), `T${tier}: cast`);
|
||||
approx(u.skill.timeLeft, 15, `T${tier}: 15 s`, 0.05);
|
||||
assert.deepEqual(u.liveRangeGrid, sk.rangeGrid, `T${tier}: x-3 while on`);
|
||||
approx(u.s.interval, 0.5, `T${tier}: 0.5 s`);
|
||||
approx(u.s.atk, atk0 + u.base.atk * sk.bb.atk, `T${tier}: ATK +${sk.bb.atk * 100} %`);
|
||||
const n0 = hitsBy(h, u).length;
|
||||
h.run(6);
|
||||
assert.ok(u.skill.active);
|
||||
u.skill.end('test');
|
||||
h.run(0.5); // the last lava lands
|
||||
const hits = hitsBy(h, u).slice(n0).filter((c) => c.dmg.isAttack && c.dmg.isSkill);
|
||||
const byAttack = new Map();
|
||||
for (const c of hits) byAttack.set(c.dmg.attackId, [...(byAttack.get(c.dmg.attackId) ?? []), c.target]);
|
||||
assert.ok(byAttack.size >= 11, `T${tier}: ${byAttack.size} attacks in 6 s (one per 0.5 s)`);
|
||||
const counts = new Map(foes.map((e) => [e, 0]));
|
||||
for (const [, ts] of byAttack) {
|
||||
assert.equal(ts.length, n, `T${tier}: ${n} lava per attack`);
|
||||
assert.equal(new Set(ts).size, n, `T${tier}: different enemies`);
|
||||
for (const t of ts) counts.set(t, counts.get(t) + 1);
|
||||
}
|
||||
for (const [e, k] of counts) assert.ok(k > 0, `T${tier}: ${e.tileR},${e.tileC} drew lava (random draw)`);
|
||||
for (const c of hits.slice(0, 4)) approx(c.amount, arts(atk0 + u.base.atk * sk.bb.atk, 50), `T${tier}: 100 % of her S3 ATK, arts`);
|
||||
assert.deepEqual(u.liveRangeGrid, formOf(tier, elite).rangeGrid, `T${tier}: back to 3-1`);
|
||||
approx(u.s.interval, 1.6, `T${tier}: interval back`);
|
||||
done(h);
|
||||
}
|
||||
// two enemies of x-3 only: both every attack
|
||||
const { h, u } = field({ tier: 6, elite: true, skill: 2, seed: 4 });
|
||||
const two = [h.spawn('enemy_dummy', { pos: [10, 6] }), h.spawn('enemy_dummy', { pos: [10, 8] })];
|
||||
u.skill.gainSp(999);
|
||||
assert.ok(h.runUntil(() => u.skill.active, 2));
|
||||
const n0 = hitsBy(h, u).length;
|
||||
h.run(3);
|
||||
const byAttack = new Map();
|
||||
for (const c of hitsBy(h, u).slice(n0).filter((x) => x.dmg.isSkill)) byAttack.set(c.dmg.attackId, [...(byAttack.get(c.dmg.attackId) ?? []), c.target]);
|
||||
[...byAttack.keys()].slice(0, -1).forEach((k) => assert.deepEqual(new Set(byAttack.get(k)), new Set(two), 'fewer enemies than lava: each of them'));
|
||||
assert.ok(byAttack.size >= 5);
|
||||
done(h);
|
||||
});
|
||||
|
||||
test('T1 炎息: every 【术师】 operator of the field ATK +14 % while she is deployed (惊蛰 yes, 德克萨斯 no); CCR-X stage 3 "携带时" +22 %, kept while she is knocked out', () => {
|
||||
const others = [{ uid: 2, chessId: 'chess_char_1_03_a', row: 12, col: 3 }, { uid: 3, chessId: 'chess_char_1_08_a', row: 12, col: 8 }];
|
||||
for (const f of FORMS_ALL) {
|
||||
const [tier, elite, mod] = f;
|
||||
const { h, u } = field({ tier, elite, mod, skill: 0, others });
|
||||
h.run(0.6);
|
||||
const leizi = h.unit(2), texas = h.unit(3);
|
||||
const carried = elite && tier === 6 && mod === CCRX;
|
||||
const v = carried ? 0.22 : 0.14;
|
||||
const t0 = u.def.raw.talents.find((t) => t.index === 0);
|
||||
assert.equal(t0.bb.atk, v, `${label(f)}: the data`);
|
||||
assert.match(t0.desc, carried ? /^携带时/ : /^在场时/, `${label(f)}: the text`);
|
||||
assert.deepEqual(leizi.findBuff('talent:amgoat:casters')?.mods, { atkPct: v }, `${label(f)}: 惊蛰 (术师)`);
|
||||
assert.deepEqual(u.findBuff('talent:amgoat:casters')?.mods, { atkPct: v }, `${label(f)}: herself`);
|
||||
assert.equal(texas.findBuff('talent:amgoat:casters'), null, `${label(f)}: 德克萨斯 (先锋) gets nothing`);
|
||||
h.b.kill(u, null);
|
||||
h.run(1.2);
|
||||
assert.equal(!!leizi.findBuff('talent:amgoat:casters'), carried, `${label(f)}: after she is knocked out`);
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('T2 乱火: 7–15 SP at every deployment (a floored draw); CCR-Y stage 3 also ASPD +6–15, both the maxima (15 / 15) with an elite or leader in range at the deployment; stage 1 and no module: no ASPD, no maximum rule', () => {
|
||||
const seen = new Set(), seenAs = new Set();
|
||||
for (let seed = 1; seed <= 40; seed++) {
|
||||
const gifts = [];
|
||||
const setup = (b) => b.on('deploy', (c) => { if (c.unit.uid === 1) gifts.push([c.unit.skill.sp, c.unit.findBuff('talent:amgoat:wildfire')?.mods?.aspd ?? 0]); }, { priority: -100 });
|
||||
const y3 = seed % 2 === 0;
|
||||
const { h } = field({ tier: 6, elite: true, mod: y3 ? CCRY : null, skill: 2, seed, setup });
|
||||
const sk = skillOf(6, true, S3);
|
||||
const [sp, as] = gifts[0];
|
||||
const k = sp - sk.initSp;
|
||||
assert.ok(Number.isInteger(k) && k >= 7 && k <= 15, `seed ${seed}: +${k} SP`);
|
||||
seen.add(k);
|
||||
if (y3) { assert.ok(Number.isInteger(as) && as >= 6 && as <= 15, `seed ${seed}: ASPD +${as}`); seenAs.add(as); } else assert.equal(as, 0);
|
||||
done(h);
|
||||
}
|
||||
assert.ok(seen.size >= 6 && seenAs.size >= 4, `a spread of draws: SP ${[...seen].sort((a, b) => a - b)}, ASPD ${[...seenAs].sort((a, b) => a - b)}`);
|
||||
// an elite / leader in range at a deployment: the maxima with CCR-Y stage 3; a draw otherwise
|
||||
for (const [tier, mod, rank] of [[6, CCRY, 'enemy_elite'], [6, CCRY, 'enemy_boss'], [5, CCRY, 'enemy_elite'], [6, null, 'enemy_elite'], [6, CCRY, 'enemy_dummy']]) {
|
||||
const lab = `T${tier} ${mod ?? 'none'} ${rank}`;
|
||||
const top = tier === 6 && mod === CCRY && rank !== 'enemy_dummy';
|
||||
let maxed = 0;
|
||||
for (let seed = 1; seed <= 6; seed++) {
|
||||
const gifts = [];
|
||||
const setup = (b) => b.on('deploy', (c) => { if (c.unit.uid === 1) gifts.push([c.unit.skill.sp, c.unit.findBuff('talent:amgoat:wildfire')?.mods?.aspd ?? 0]); }, { priority: -100 });
|
||||
const { h, u } = field({ tier, elite: true, mod, skill: 2, seed, setup });
|
||||
const sk = skillOf(tier, true, S3);
|
||||
h.spawn(rank, { pos: [10, 6] });
|
||||
h.b.retreat(u);
|
||||
h.b.redeploy(u);
|
||||
const [sp, as] = gifts[1];
|
||||
if (top) assert.deepEqual([sp - sk.initSp, as], [15, 15], `${lab} seed ${seed}: the maxima`);
|
||||
else {
|
||||
assert.ok(sp - sk.initSp >= 7 && sp - sk.initSp <= 15, lab);
|
||||
if (sp - sk.initSp === 15) maxed++;
|
||||
if (mod !== CCRY || tier === 5) assert.equal(as, 0, `${lab}: no ASPD`);
|
||||
}
|
||||
done(h);
|
||||
}
|
||||
if (!top) assert.ok(maxed < 6, `${lab}: not always the maximum`);
|
||||
}
|
||||
// the talent's text and blackboard (stage 3 CCR-Y)
|
||||
const t1 = formOf(6, true).modules.find((m) => m.uniEquipId === CCRY).talentChanges.find((t) => t.talentIndex === 1);
|
||||
assert.deepEqual(t1.bb, { sp_min: 7, sp_max: 16, attack_speed_min: 6, attack_speed_max: 16, factor: 1 });
|
||||
assert.match(t1.desc, /随机获得7~15点技力并随机提升6~15的攻击速度/);
|
||||
});
|
||||
|
||||
test('modules: CCR-X "无视目标10点法术抗性" at stages 1 and 3 (her normal attack on RES 50 deals × 0.6); CCR-Y "普通攻击命中精英或领袖敌人时获得1点技力" — not on a normal enemy, not from S2\'s explosion', () => {
|
||||
for (const f of FORMS_ALL) {
|
||||
const [tier, elite, mod] = f;
|
||||
const { h, u } = field({ tier, elite, mod, skill: 2 });
|
||||
const x = elite && mod === CCRX, y = elite && mod === CCRY;
|
||||
assert.equal(u.s.resIgnoreFlat, x ? 10 : 0, `${label(f)}: RES ignore`);
|
||||
if (x) assert.equal(u.def.raw.trait.moduleDesc, '无视目标10点法术抗性');
|
||||
if (y) assert.deepEqual(u.def.raw.trait.bb, { sp: 1 });
|
||||
const foe = h.spawn('enemy_dummy', { pos: [10, 6] });
|
||||
h.run(0.6);
|
||||
const n0 = hitsBy(h, u).length;
|
||||
h.run(4);
|
||||
const hits = hitsBy(h, u).slice(n0).filter((c) => c.target === foe && c.dmg.isAttack);
|
||||
assert.ok(hits.length >= 2, label(f));
|
||||
approx(hits[0].amount, arts(u.s.atk, 50, x ? 10 : 0), `${label(f)}: arts on RES 50`);
|
||||
const talentSp = () => h.hooksOf('spGain').filter((c) => c.unit === u && c.reason === 'trait').length;
|
||||
assert.equal(talentSp(), 0, `${label(f)}: no SP from a normal enemy`);
|
||||
h.b.kill(foe, null);
|
||||
const el = h.spawn('enemy_elite', { pos: [10, 6] });
|
||||
const k0 = talentSp(), a0 = hitsBy(h, u).filter((c) => c.target === el && c.dmg.isAttack).length;
|
||||
h.run(4);
|
||||
const hitsE = hitsBy(h, u).filter((c) => c.target === el && c.dmg.isAttack).length - a0;
|
||||
assert.ok(hitsE >= 2, label(f));
|
||||
const gained = talentSp() - k0;
|
||||
assert.equal(gained, y ? hitsE : 0, `${label(f)}: +1 SP per hit on an elite`);
|
||||
if (y) for (const c of h.hooksOf('spGain').filter((s) => s.unit === u && s.reason === 'trait')) assert.equal(c.amount, 1);
|
||||
done(h);
|
||||
}
|
||||
// S2's explosion and second ½ are no further 命中 (CCR-Y stage 3): one SP per ignited attack on an elite
|
||||
const { h, u } = field({ tier: 6, elite: true, mod: CCRY, skill: 1 });
|
||||
h.run(0.6);
|
||||
u.skill.charges = 0;
|
||||
u.skill.sp = 0;
|
||||
const el = h.spawn('enemy_elite', { pos: [10, 8] });
|
||||
h.spawn('enemy_elite', { pos: [10, 9] });
|
||||
u.skill.gainSp(999);
|
||||
const k0 = h.hooksOf('spGain').filter((c) => c.unit === u && c.reason === 'trait').length;
|
||||
assert.ok(h.runUntil(() => hitsBy(h, u).filter((c) => c.target === el && c.dmg.isSkill).length >= 2, 4));
|
||||
h.step();
|
||||
assert.equal(h.hooksOf('spGain').filter((c) => c.unit === u && c.reason === 'trait').length - k0, 1, 'one SP for the ignited attack');
|
||||
done(h);
|
||||
});
|
||||
@@ -0,0 +1,294 @@
|
||||
// test/content/op_cerber.test.js — the 自选 operator kit of 刻俄柏 (char_2013_cerber, 6★ 中坚术师; kit
|
||||
// server/sim/content/kits/ops/op-cerber.js), fielded the production way (a DIY slot + its `diy` pick, simdata getDiy) in
|
||||
// every form: tiers 5 / 6, normal (E2 Lv1, skill rank 4, no module) and elite (E2 Lv60, rank 7) with no module, CCR-X
|
||||
// “很干的面包” or CCR-Y “我打的刀” at stage 1 (tier 5) / 3 (tier 6). Every number is read back from data/backups.json (the
|
||||
// form of that slot status); the fidelity checklist of kits/README.md item by item.
|
||||
// Run: node --test test/content/op_cerber.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 ID = 'char_2013_cerber';
|
||||
const FORMS = BACKUPS.units[ID].forms;
|
||||
const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' };
|
||||
const CCRX = 'uniequip_002_cerber', CCRY = 'uniequip_003_cerber';
|
||||
const S1 = 'skchr_cerber_1', S2 = 'skchr_cerber_2', S3 = 'skchr_cerber_3';
|
||||
const formOf = (tier, elite) => FORMS[elite ? (tier === 5 ? '2/60/7/1' : '2/60/7/3') : '2/1/4/0'];
|
||||
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 approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`);
|
||||
const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o });
|
||||
const ENEMIES = {
|
||||
enemy_dummy: dummy('enemy_dummy'), enemy_fly: dummy('enemy_fly', { motion: 'FLY' }),
|
||||
enemy_d100: dummy('enemy_d100', { def: 100 }), enemy_d200: dummy('enemy_d200', { def: 200 }), enemy_d300: dummy('enemy_d300', { def: 300 }),
|
||||
enemy_d400: dummy('enemy_d400', { def: 400 }), enemy_r50: dummy('enemy_r50', { res: 50 }),
|
||||
enemy_elite: dummy('enemy_elite', { rank: 'ELITE' }), enemy_boss: dummy('enemy_boss', { rank: 'BOSS' }),
|
||||
};
|
||||
/** Every 自选 form: [tier, elite, module]. */
|
||||
const FORMS_ALL = [[5, false, null], [6, false, null], ...[5, 6].flatMap((t) => [null, CCRX, CCRY].map((m) => [t, true, m]))];
|
||||
const label = ([tier, elite, mod]) => `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`;
|
||||
const SHELL = 'cerber:shell';
|
||||
const shellOf = (c) => !!c.dmg?.tags?.includes(SHELL);
|
||||
|
||||
/** A battle with 刻俄柏 as uid 1 at (row, col) facing RIGHT, plus `others`. */
|
||||
function field({ tier = 5, elite = false, mod = null, skill = 2, row = 10, col = 5, others = [], seed = 5, setup = null } = {}) {
|
||||
const h = makeBattle({
|
||||
defs: { enemies: ENEMIES }, timeLimit: 900, autoFinish: false, seed,
|
||||
flags: { dpPerSec: 0, dpMax: 999 }, hooks: ['damaged', 'skillStart', 'skillEnd', 'statusApplied', 'spGain'], captureNoisy: true,
|
||||
units: [{ uid: 1, diy: { slot: SLOT[tier], charId: ID, skillIndex: skill, uniEquipId: mod }, elite, row, col }, ...others],
|
||||
setup,
|
||||
});
|
||||
h.step();
|
||||
return { h, u: h.unit(1) };
|
||||
}
|
||||
const hitsBy = (h, u) => h.hooksOf('damaged').filter((c) => c.source === u);
|
||||
const atkHits = (h, u) => hitsBy(h, u).filter((c) => c.dmg?.isAttack);
|
||||
function done(h) {
|
||||
checkInvariants(h.b);
|
||||
assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0]));
|
||||
}
|
||||
const arts = (amount, res, ignore = 0) => Math.max(amount * (1 - Math.max(0, res - ignore) / 100), amount * 0.05);
|
||||
|
||||
test('刻俄柏 in every 自选 form: her operator kit (all three skills authored), the form\'s stats + module attributes, 3-1 range, ranged arts that hits air, block 1, 1.6 s, 空 bonds, no 特质', () => {
|
||||
assert.equal(OPERATOR_KITS[ID], KITS[ID]);
|
||||
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], [ID, SLOT[tier], form.skills[skill].skillId, false, 'skills'], label(f));
|
||||
assert.deepEqual([u.base.maxHp, u.base.atk, u.base.def, u.base.res], [form.stats.maxHp + (m?.attr.maxHp ?? 0), form.stats.atk + (m?.attr.atk ?? 0), form.stats.def + (m?.attr.def ?? 0), 20], `${label(f)}: stats`);
|
||||
assert.deepEqual([u.s.blockCnt, u.profile.attack, u.profile.dmgType, u.profile.canHitFly, u.profile.groundOnly, u.base.bat], [1, 'ranged', 'arts', true, false, 1.6], `${label(f)}: 中坚术师`);
|
||||
assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${label(f)}: 3-1`);
|
||||
assert.deepEqual([u.def.bonds, u.def.raw.garrisonIds, u.def.raw.tokens], [['emptyShip'], [], []], `${label(f)}: bonds / 特质 / no summon`);
|
||||
assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth && !u.s.flags.untargetable, `${label(f)}: ground enemies target her`);
|
||||
done(h);
|
||||
}
|
||||
}
|
||||
// E2 Lv1 1220 / 553 / 114, E2 Lv60 1449 / 629 / 123; CCR-X +130 / +40 → +180 / +65, CCR-Y +80 / +40 / +17 → +120 / +56 / +23
|
||||
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], [1220, 553, 1449, 629]);
|
||||
assert.deepEqual([modOf(5, CCRX).attr, modOf(6, CCRX).attr, modOf(5, CCRY).attr, modOf(6, CCRY).attr], [{ maxHp: 130, atk: 40 }, { maxHp: 180, atk: 65 }, { maxHp: 80, atk: 40, def: 17 }, { maxHp: 120, atk: 56, def: 23 }]);
|
||||
});
|
||||
|
||||
test('a 自选 pick: 刻俄柏 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(ID));
|
||||
for (const t of [5, 6]) assert.ok(diyPool(t, { data, kitted: KITTED_CHARS }).includes(ID), `tier ${t}`);
|
||||
assert.deepEqual(validateDiyPicks({ [SLOT[5]]: { charId: ID, skillIndex: 0, uniEquipId: CCRX } }, { data, kitted: KITTED_CHARS }),
|
||||
{ ok: true, picks: { [SLOT[5]]: { charId: ID, skillIndex: 0, uniEquipId: CCRX } } });
|
||||
});
|
||||
|
||||
test('S1 “很冰的斧” (AUTO, 1 / 2 charges, data DEFAULT): the next attack at 165 % / 180 % ATK arts on an unblocked enemy rather than a blocked one, binding it 2 / 2.5 s', () => {
|
||||
for (const [tier, elite] of [[5, false], [6, true]]) {
|
||||
const sk = skillOf(tier, elite, S1);
|
||||
// 角峰 blocks the dummy spawned on its tile; the other dummy is free (both in her range; the blocked one is nearer its goal)
|
||||
const { h, u } = field({ tier, elite, skill: 0, others: [{ uid: 2, chessId: 'chess_char_1_02_a', row: 10, col: 7 }] });
|
||||
assert.deepEqual([u.skill.rule, u.skill.kind, u.skill.maxCharges, sk.spCost, sk.bb.atk_scale, sk.bb.duration], ['DEFAULT', elite ? 'charges' : 'instant', elite ? 2 : 1, 7, elite ? 1.8 : 1.65, elite ? 2.5 : 2], `T${tier}`);
|
||||
u.skill.charges = 0;
|
||||
u.skill.sp = 0;
|
||||
const blocked = h.spawn('enemy_dummy', { pos: [10, 7] });
|
||||
const free = h.spawn('enemy_dummy', { pos: [11, 7] });
|
||||
h.run(0.2);
|
||||
assert.equal(blocked.blockedBy, h.unit(2), `T${tier}: 角峰 blocks it`);
|
||||
const n0 = atkHits(h, u).length;
|
||||
h.run(1.7);
|
||||
const plain = atkHits(h, u).slice(n0);
|
||||
assert.ok(plain.length >= 1 && plain.every((c) => c.target === blocked && !c.dmg.isSkill), `T${tier}: her plain attacks go to the blocked one`);
|
||||
u.skill.gainSp(999);
|
||||
const n1 = atkHits(h, u).length;
|
||||
assert.ok(h.runUntil(() => atkHits(h, u).slice(n1).some((c) => c.dmg.isSkill), 3), `T${tier}: cast`);
|
||||
const sh = atkHits(h, u).slice(n1).find((c) => c.dmg.isSkill);
|
||||
assert.equal(sh.target, free, `T${tier}: "优先攻击没有被阻挡的目标"`);
|
||||
approx(sh.amount, u.s.atk * sk.bb.atk_scale, `T${tier}: ${sk.bb.atk_scale * 100} % ATK`);
|
||||
assert.equal(sh.type, 'arts');
|
||||
const bind = h.hooksOf('statusApplied').find((c) => c.source === u && c.status === 'bind');
|
||||
assert.ok(bind && bind.target === free, `T${tier}: bound`);
|
||||
approx(bind.duration, sk.bb.duration, `T${tier}: 束缚 ${sk.bb.duration} s`);
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('S2 “很热的刀” (MANUAL, data DEFAULT): 33 / 36 s, attack interval × 0.6 / × 0.4 (PRTS "(*0.4)"), the highest-DEF enemy first; all back after', () => {
|
||||
for (const [tier, elite] of [[5, false], [6, true]]) {
|
||||
const sk = skillOf(tier, elite, S2);
|
||||
const { h, u } = field({ tier, elite, skill: 1 });
|
||||
assert.deepEqual([u.skill.rule, sk.duration, sk.bb.base_attack_time, sk.spCost, sk.initSp], ['DEFAULT', elite ? 36 : 33, elite ? 0.4 : 0.6, elite ? 44 : 47, elite ? 16 : 13], `T${tier}`);
|
||||
h.run(0.6);
|
||||
const iv0 = u.s.interval;
|
||||
const d1 = h.spawn('enemy_d100', { pos: [10, 6] }), d3 = h.spawn('enemy_d300', { pos: [11, 7] }), d2 = h.spawn('enemy_d200', { pos: [9, 6] });
|
||||
void d1; void d2;
|
||||
u.skill.gainSp(999);
|
||||
assert.ok(h.runUntil(() => u.skill.active, 3), `T${tier}: cast`);
|
||||
approx(u.skill.timeLeft, sk.duration, `T${tier}: ${sk.duration} s`, 0.05);
|
||||
approx(u.s.interval, iv0 * sk.bb.base_attack_time, `T${tier}: interval × ${sk.bb.base_attack_time}`);
|
||||
const n0 = atkHits(h, u).length;
|
||||
h.run(5);
|
||||
const hits = atkHits(h, u).slice(n0);
|
||||
assert.ok(hits.length >= Math.floor(5 / u.s.interval) - 1, `T${tier}: ${hits.length} attacks`);
|
||||
assert.ok(hits.every((c) => c.target === d3), `T${tier}: the DEF 300 enemy`);
|
||||
assert.ok(h.runUntil(() => !u.skill.active, sk.duration));
|
||||
approx(u.s.interval, iv0, `T${tier}: interval back`);
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('S3 “很重的枪” (MANUAL, data ACTIVE_RANGE on 3-3): 56 / 57 s, range 3-3 while on, ATK +130 % / +160 %, physical, the lowest-DEF enemy first, each hit silences 2.5 / 3 s; arts and 3-1 again after', () => {
|
||||
for (const [tier, elite] of [[5, false], [6, true]]) {
|
||||
const sk = skillOf(tier, elite, S3);
|
||||
const { h, u } = field({ tier, elite, skill: 2, seed: 7 });
|
||||
assert.deepEqual([u.skill.rule, sk.trigger.rawRule, sk.rangeId, sk.duration, sk.bb.atk, sk.bb['attack@silence'], sk.initSp], ['ACTIVE_RANGE', 'DEFAULT', '3-3', elite ? 57 : 56, elite ? 1.6 : 1.3, elite ? 3 : 2.5, elite ? 47 : 41], `T${tier}`);
|
||||
assert.deepEqual(u.skill.triggerGrid, sk.rangeGrid, `T${tier}: the trigger grid is 3-3`);
|
||||
h.run(0.6);
|
||||
const atk0 = u.s.atk;
|
||||
u.skill.gainSp(999);
|
||||
// (9,8) / (11,8) are on 3-3, not on her 3-1: the cast comes with an enemy there
|
||||
const hi = h.spawn('enemy_d300', { pos: [9, 8] });
|
||||
const lo = h.spawn('enemy_d100', { pos: [11, 8] });
|
||||
assert.ok(h.runUntil(() => u.skill.active, 2), `T${tier}: cast with enemies on 3-3 only`);
|
||||
assert.deepEqual(u.liveRangeGrid, sk.rangeGrid, `T${tier}: 3-3 while on`);
|
||||
approx(u.s.atk, atk0 + u.base.atk * sk.bb.atk, `T${tier}: ATK`);
|
||||
const n0 = atkHits(h, u).length;
|
||||
h.run(5);
|
||||
const hits = atkHits(h, u).slice(n0);
|
||||
assert.ok(hits.length >= 2 && hits.every((c) => c.target === lo && c.type === 'phys'), `T${tier}: physical, on the lowest DEF`);
|
||||
approx(hits[0].amount, Math.max(u.s.atk - 100, u.s.atk * 0.05), `T${tier}: physical on DEF 100`);
|
||||
const sil = h.hooksOf('statusApplied').filter((c) => c.source === u && c.status === 'silence');
|
||||
assert.ok(sil.length >= hits.length && sil.every((c) => c.target === lo), `T${tier}: silenced on every hit`);
|
||||
approx(sil[0].duration, sk.bb['attack@silence'], `T${tier}: ${sk.bb['attack@silence']} s`);
|
||||
// 剥壳 stays arts: DEF 100 × 40 %
|
||||
const shells = hitsBy(h, u).slice(n0).filter(shellOf);
|
||||
assert.ok(shells.length >= hits.length - 1 && shells.every((c) => c.type === 'arts'), `T${tier}: 剥壳 arts`);
|
||||
u.skill.end('test');
|
||||
h.run(0.1);
|
||||
assert.deepEqual(u.liveRangeGrid, formOf(tier, elite).rangeGrid, `T${tier}: back to 3-1`);
|
||||
void hi;
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('T1 剥壳: each hit of her attacks adds DEF × 40 % arts (none on DEF 0); CCR-X stage 3: 50 % +5 % per hit on the same target up to 75 %, back to 50 % on another; stage 1 keeps 40 %', () => {
|
||||
for (const f of FORMS_ALL) {
|
||||
const [tier, elite, mod] = f;
|
||||
const { h, u } = field({ tier, elite, mod, skill: 1 });
|
||||
const x3 = elite && tier === 6 && mod === CCRX;
|
||||
const t0 = u.def.raw.talents.find((t) => t.index === 0);
|
||||
assert.equal(t0.bb.atk_scale, x3 ? 0.5 : 0.4, `${label(f)}: the data`);
|
||||
u.skill.charges = 0;
|
||||
const a = h.spawn('enemy_d400', { pos: [10, 6] });
|
||||
const n0 = hitsBy(h, u).length;
|
||||
h.run(1.6 * 8 + 0.4);
|
||||
const shells = hitsBy(h, u).slice(n0).filter((c) => shellOf(c) && c.target === a);
|
||||
const plain = hitsBy(h, u).slice(n0).filter((c) => c.dmg.isAttack && c.target === a);
|
||||
assert.ok(plain.length >= 7 && shells.length === plain.length, `${label(f)}: one 剥壳 per hit (${shells.length} / ${plain.length})`);
|
||||
const want = x3 ? [0.5, 0.55, 0.6, 0.65, 0.7, 0.75, 0.75] : Array(7).fill(0.4);
|
||||
shells.slice(0, 7).forEach((c, i) => {
|
||||
approx(c.amount, 400 * want[i], `${label(f)}: hit ${i + 1}`);
|
||||
assert.deepEqual([c.type, !!c.dmg.isAttack], ['arts', false], `${label(f)}: a talent arts instance`);
|
||||
});
|
||||
// another target: back to the base ratio; a DEF-0 target takes no 剥壳
|
||||
h.b.kill(a, null);
|
||||
const b = h.spawn('enemy_d200', { pos: [10, 6] });
|
||||
const n1 = hitsBy(h, u).length;
|
||||
h.run(1.7);
|
||||
const sb = hitsBy(h, u).slice(n1).filter((c) => shellOf(c) && c.target === b);
|
||||
assert.ok(sb.length >= 1);
|
||||
approx(sb[0].amount, 200 * (x3 ? 0.5 : 0.4), `${label(f)}: a new target — the base ratio`);
|
||||
h.b.kill(b, null);
|
||||
const z = h.spawn('enemy_dummy', { pos: [10, 6] });
|
||||
const n2 = hitsBy(h, u).length;
|
||||
h.run(1.7);
|
||||
assert.ok(hitsBy(h, u).slice(n2).some((c) => c.target === z && c.dmg.isAttack), label(f));
|
||||
assert.ok(!hitsBy(h, u).slice(n2).some((c) => c.target === z && shellOf(c)), `${label(f)}: no 剥壳 on DEF 0`);
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('T2 独行长路: ATK +8 % / ASPD +8 while nobody else is on her x-5 (a device too), off with a neighbour; an enemy-like ally does not switch it off but, seen while it is off, keeps it off until it leaves; CCR-Y stage 3: +15 % / +15 decided once per deployment', () => {
|
||||
const lone = (u) => u.findBuff('talent:cerber:lone');
|
||||
for (const f of FORMS_ALL) {
|
||||
const [tier, elite, mod] = f;
|
||||
const y3 = elite && tier === 6 && mod === CCRY;
|
||||
const { h, u } = field({ tier, elite, mod, skill: 1 });
|
||||
h.step();
|
||||
const v = y3 ? { atkPct: 0.15, aspd: 15 } : { atkPct: 0.08, aspd: 8 };
|
||||
assert.deepEqual(lone(u)?.mods, v, `${label(f)}: alone`);
|
||||
const dev = h.b.spawnDevice('trap_1105_accrate', 10, 6, { name: 'test crate' });
|
||||
assert.ok(dev && dev.side === 'ally', label(f));
|
||||
h.step();
|
||||
assert.equal(!!lone(u), y3, `${label(f)}: a crate in front of her ${y3 ? '(the deployment decided)' : ''}`);
|
||||
h.b.kill(dev, null);
|
||||
h.step();
|
||||
assert.deepEqual(lone(u)?.mods, v, `${label(f)}: alone again`);
|
||||
if (!y3) {
|
||||
// an enemy-like ally (炎佑's kind: an ally built from an enemy record): stays on while on …
|
||||
const like = h.b.spawnDevice('trap_1105_accrate', 9, 5, { name: 'enemy-like' });
|
||||
like.defId = 'enemy_9012_acloon';
|
||||
h.step();
|
||||
assert.ok(lone(u), `${label(f)}: an enemy-like ally does not switch it off`);
|
||||
// … but seen while off (an ordinary neighbour came first) it keeps it off until it leaves the field
|
||||
const mate = h.b.spawnDevice('trap_1105_accrate', 11, 5, { name: 'mate' });
|
||||
h.step();
|
||||
assert.equal(lone(u), null, `${label(f)}: off with an ordinary neighbour`);
|
||||
h.b.kill(mate, null);
|
||||
h.step();
|
||||
assert.equal(lone(u), null, `${label(f)}: the enemy-like ally seen while off keeps it off`);
|
||||
h.b.relocate(like, 12, 9);
|
||||
h.step();
|
||||
assert.equal(lone(u), null, `${label(f)}: even away from her`);
|
||||
h.b.kill(like, null);
|
||||
h.step();
|
||||
assert.ok(lone(u), `${label(f)}: on once it left the field`);
|
||||
}
|
||||
done(h);
|
||||
}
|
||||
// CCR-Y stage 3 with a neighbour at the deployment: none for that deployment, then a lone redeploy gets it
|
||||
const { h, u } = field({ tier: 6, elite: true, mod: CCRY, skill: 1, others: [{ uid: 2, chessId: 'chess_char_1_08_a', row: 11, col: 5 }] });
|
||||
h.run(0.5);
|
||||
assert.equal(lone(u), null, 'a neighbour at the battle-start deployment');
|
||||
h.b.retreat(h.unit(2));
|
||||
h.run(0.5);
|
||||
assert.equal(lone(u), null, 'still none: decided at the deployment');
|
||||
h.b.retreat(u);
|
||||
h.b.redeploy(u);
|
||||
h.step();
|
||||
assert.deepEqual(lone(u)?.mods, { atkPct: 0.15, aspd: 15 }, 'a lone redeploy');
|
||||
done(h);
|
||||
const t1 = formOf(6, true).modules.find((m) => m.uniEquipId === CCRY).talentChanges.find((t) => t.talentIndex === 1);
|
||||
assert.match(t1.desc, /^部署时若周围四格内没有其他友方单位/);
|
||||
});
|
||||
|
||||
test('modules: CCR-X "无视目标10点法术抗性" at stages 1 and 3 (× 0.6 on RES 50); CCR-Y "普通攻击命中精英或领袖敌人时获得1点技力" — not on a normal enemy, not from 剥壳', () => {
|
||||
for (const f of FORMS_ALL) {
|
||||
const [tier, elite, mod] = f;
|
||||
const { h, u } = field({ tier, elite, mod, skill: 2 });
|
||||
const x = elite && mod === CCRX, y = elite && mod === CCRY;
|
||||
assert.equal(u.s.resIgnoreFlat, x ? 10 : 0, `${label(f)}: RES ignore`);
|
||||
if (y) assert.deepEqual(u.def.raw.trait.bb, { sp: 1 });
|
||||
const foe = h.spawn('enemy_r50', { pos: [10, 6] });
|
||||
const n0 = hitsBy(h, u).length;
|
||||
h.run(3.5);
|
||||
const hits = hitsBy(h, u).slice(n0).filter((c) => c.target === foe && c.dmg.isAttack);
|
||||
assert.ok(hits.length >= 2, label(f));
|
||||
approx(hits[0].amount, arts(u.s.atk, 50, x ? 10 : 0), `${label(f)}: arts on RES 50`);
|
||||
const traitSp = () => h.hooksOf('spGain').filter((c) => c.unit === u && c.reason === 'trait').length;
|
||||
assert.equal(traitSp(), 0, `${label(f)}: no SP from a normal enemy`);
|
||||
h.b.kill(foe, null);
|
||||
for (const key of ['enemy_elite', 'enemy_boss']) {
|
||||
const el = h.spawn(key, { pos: [10, 6] });
|
||||
const k0 = traitSp(), a0 = atkHits(h, u).filter((c) => c.target === el).length;
|
||||
h.run(3.5);
|
||||
const hitsE = atkHits(h, u).filter((c) => c.target === el).length - a0;
|
||||
assert.ok(hitsE >= 2, label(f));
|
||||
assert.equal(traitSp() - k0, y ? hitsE : 0, `${label(f)}: +1 SP per hit on an ${key}`);
|
||||
h.b.kill(el, null);
|
||||
}
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
@@ -0,0 +1,362 @@
|
||||
// test/content/op_heyak.test.js — the 自选 operator kit of 霍尔海雅 (char_4027_heyak, 6★ 中坚术师; kit
|
||||
// server/sim/content/kits/ops/op-heyak.js), fielded the production way (a DIY slot + its `diy` pick, simdata getDiy) in
|
||||
// every form: tiers 5 / 6, normal (E2 Lv1, skill rank 4, no module) and elite (E2 Lv60, rank 7) with no module, CCR-X
|
||||
// “图书馆”, CCR-Y “羽蛇的时间博物馆” or ISW-A “霍尔海雅特限证章” at stage 1 (tier 5) / 3 (tier 6). Every number is read back from
|
||||
// data/backups.json (the form of that slot status); the fidelity checklist of kits/README.md item by item.
|
||||
// Run: node --test test/content/op_heyak.test.js
|
||||
|
||||
import { test } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
import { readFileSync } from 'node:fs';
|
||||
import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js';
|
||||
import { KITTED_CHARS, OPERATOR_KITS, KITS } from '../../server/sim/content/kits/index.js';
|
||||
import { diyPool, validateDiyPicks } from '../../shared/diy.js';
|
||||
|
||||
const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8'));
|
||||
const CHESS = load('chess');
|
||||
const BACKUPS = load('backups');
|
||||
const ID = 'char_4027_heyak';
|
||||
const FORMS = BACKUPS.units[ID].forms;
|
||||
const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' };
|
||||
const CCRX = 'uniequip_002_heyak', CCRY = 'uniequip_003_heyak', ISWA = 'uniequip_004_heyak';
|
||||
const S1 = 'skchr_heyak_1', S2 = 'skchr_heyak_2', S3 = 'skchr_heyak_3';
|
||||
const formOf = (tier, elite) => FORMS[elite ? (tier === 5 ? '2/60/7/1' : '2/60/7/3') : '2/1/4/0'];
|
||||
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 approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`);
|
||||
const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o });
|
||||
const ENEMIES = {
|
||||
enemy_dummy: dummy('enemy_dummy'), enemy_fly: dummy('enemy_fly', { motion: 'FLY' }), enemy_heavy: dummy('enemy_heavy', { mass: 2 }),
|
||||
enemy_r50: dummy('enemy_r50', { res: 50 }), enemy_elite: dummy('enemy_elite', { rank: 'ELITE' }), enemy_boss: dummy('enemy_boss', { rank: 'BOSS' }),
|
||||
};
|
||||
/** Every 自选 form: [tier, elite, module]. */
|
||||
const FORMS_ALL = [[5, false, null], [6, false, null], ...[5, 6].flatMap((t) => [null, CCRX, CCRY, ISWA].map((m) => [t, true, m]))];
|
||||
const label = ([tier, elite, mod]) => `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`;
|
||||
|
||||
/** A battle with 霍尔海雅 as uid 1 at (row, col) facing RIGHT, plus `others`. */
|
||||
function field({ tier = 5, elite = false, mod = null, skill = 2, row = 10, col = 5, others = [], seed = 5, setup = null } = {}) {
|
||||
const h = makeBattle({
|
||||
defs: { enemies: ENEMIES }, timeLimit: 900, autoFinish: false, seed,
|
||||
flags: { dpPerSec: 0, dpMax: 999 }, hooks: ['damaged', 'skillStart', 'skillEnd', 'statusApplied', 'spGain'], captureNoisy: true,
|
||||
units: [{ uid: 1, diy: { slot: SLOT[tier], charId: ID, skillIndex: skill, uniEquipId: mod }, elite, row, col }, ...others],
|
||||
setup,
|
||||
});
|
||||
h.step();
|
||||
return { h, u: h.unit(1) };
|
||||
}
|
||||
const hitsBy = (h, u) => h.hooksOf('damaged').filter((c) => c.source === u);
|
||||
const statusBy = (h, u, key) => h.hooksOf('statusApplied').filter((c) => c.source === u && c.status === key);
|
||||
function done(h) {
|
||||
checkInvariants(h.b);
|
||||
assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0]));
|
||||
}
|
||||
const arts = (amount, res, ignore = 0) => Math.max(amount * (1 - Math.max(0, res - ignore) / 100), amount * 0.05);
|
||||
/** 传承终焉's numbers in a form: [atk_scale, silence]. */
|
||||
const t0Of = (tier, elite, mod) => {
|
||||
const t = (mod ? modOf(tier, mod).talentChanges.find((c) => c.talentIndex === 0) : null) ?? formOf(tier, elite).talents.find((c) => c.index === 0);
|
||||
return [t.bb.atk_scale, t.bb.silence];
|
||||
};
|
||||
|
||||
test('霍尔海雅 in every 自选 form: her operator kit (all three skills authored), the form\'s stats + module attributes, 3-1 range, ranged arts that hits air, block 1, 1.6 s, 空 bonds, no 特质', () => {
|
||||
assert.equal(OPERATOR_KITS[ID], KITS[ID]);
|
||||
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], [ID, SLOT[tier], form.skills[skill].skillId, false, 'skills'], label(f));
|
||||
assert.deepEqual([u.base.maxHp, u.base.atk, u.base.def, u.base.res], [form.stats.maxHp + (m?.attr.maxHp ?? 0), form.stats.atk + (m?.attr.atk ?? 0), form.stats.def + (m?.attr.def ?? 0), 20], `${label(f)}: stats`);
|
||||
assert.deepEqual([u.s.blockCnt, u.profile.attack, u.profile.dmgType, u.profile.canHitFly, u.profile.groundOnly, u.base.bat], [1, 'ranged', 'arts', true, false, 1.6], `${label(f)}: 中坚术师`);
|
||||
assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${label(f)}: 3-1`);
|
||||
assert.deepEqual([u.def.bonds, u.def.raw.garrisonIds, u.def.raw.tokens], [['emptyShip'], [], []], `${label(f)}: bonds / 特质 / no summon`);
|
||||
assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth && !u.s.flags.untargetable, `${label(f)}: ground enemies target her`);
|
||||
done(h);
|
||||
}
|
||||
}
|
||||
// E2 Lv1 1380 / 525 / 116, E2 Lv60 1639 / 597 / 125; CCR-X +120 / +40 → +175 / +65, CCR-Y +105 / +32 / +15 → +140 / +45 /
|
||||
// +25, ISW-A +100 / +55 → +130 / +80
|
||||
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], [1380, 525, 1639, 597]);
|
||||
assert.deepEqual([modOf(5, CCRX).attr, modOf(6, CCRX).attr, modOf(5, CCRY).attr, modOf(6, CCRY).attr, modOf(5, ISWA).attr, modOf(6, ISWA).attr],
|
||||
[{ maxHp: 120, atk: 40 }, { maxHp: 175, atk: 65 }, { maxHp: 105, atk: 32, def: 15 }, { maxHp: 140, atk: 45, def: 25 }, { maxHp: 100, atk: 55 }, { maxHp: 130, atk: 80 }]);
|
||||
});
|
||||
|
||||
test('a 自选 pick: 霍尔海雅 is offered at tiers 5 and 6 and a roster with her (ISW-A included) passes validateDiyPicks', () => {
|
||||
const data = { chess: CHESS, backups: BACKUPS };
|
||||
assert.ok(KITTED_CHARS.includes(ID));
|
||||
for (const t of [5, 6]) assert.ok(diyPool(t, { data, kitted: KITTED_CHARS }).includes(ID), `tier ${t}`);
|
||||
assert.deepEqual(validateDiyPicks({ [SLOT[6]]: { charId: ID, skillIndex: 2, uniEquipId: ISWA } }, { data, kitted: KITTED_CHARS }),
|
||||
{ ok: true, picks: { [SLOT[6]]: { charId: ID, skillIndex: 2, uniEquipId: ISWA } } });
|
||||
});
|
||||
|
||||
test('S1 但为求索 (AUTO, 1 / 2 charges, data DEFAULT): the next attack hits two enemies at 200 % / 240 % ATK arts; with one enemy only it lifts it 2.5 / 3 s — before 传承终焉, so that hit is × 1.2 and silences', () => {
|
||||
for (const [tier, elite] of [[5, false], [6, true]]) {
|
||||
const sk = skillOf(tier, elite, S1);
|
||||
const [ts, sil] = t0Of(tier, elite, null);
|
||||
assert.deepEqual([sk.skillType, sk.spCost, sk.maxChargeTime, sk.bb.atk_scale, sk.bb.levitate, ts, sil], ['AUTO', 8, elite ? 2 : 1, elite ? 2.4 : 2, elite ? 3 : 2.5, 1.2, 3], `T${tier}`);
|
||||
// two enemies: two shots, no lift
|
||||
{
|
||||
const { h, u } = field({ tier, elite, skill: 0 });
|
||||
assert.deepEqual([u.skill.rule, u.skill.kind, u.skill.maxCharges], ['DEFAULT', elite ? 'charges' : 'instant', elite ? 2 : 1], `T${tier}`);
|
||||
u.skill.charges = 0;
|
||||
u.skill.sp = 0;
|
||||
const a = h.spawn('enemy_dummy', { pos: [10, 6] }), b = h.spawn('enemy_dummy', { pos: [11, 7] });
|
||||
u.skill.gainSp(999);
|
||||
const n0 = hitsBy(h, u).length;
|
||||
assert.ok(h.runUntil(() => hitsBy(h, u).slice(n0).filter((c) => c.dmg.isSkill).length >= 2, 3), `T${tier}: cast`);
|
||||
const sh = hitsBy(h, u).slice(n0).filter((c) => c.dmg.isSkill);
|
||||
assert.deepEqual(new Set(sh.slice(0, 2).map((c) => c.target)), new Set([a, b]), `T${tier}: one more target`);
|
||||
for (const c of sh.slice(0, 2)) approx(c.amount, u.s.atk * sk.bb.atk_scale, `T${tier}: ${sk.bb.atk_scale * 100} % ATK`);
|
||||
assert.equal(statusBy(h, u, 'levitate').length, 0, `T${tier}: two shots — no lift`);
|
||||
done(h);
|
||||
}
|
||||
// one enemy: lifted, and that hit already counts as one on an air unit
|
||||
{
|
||||
const { h, u } = field({ tier, elite, skill: 0 });
|
||||
u.skill.charges = 0;
|
||||
u.skill.sp = 0;
|
||||
const a = h.spawn('enemy_dummy', { pos: [10, 6] });
|
||||
u.skill.gainSp(999);
|
||||
const n0 = hitsBy(h, u).length;
|
||||
assert.ok(h.runUntil(() => hitsBy(h, u).slice(n0).some((c) => c.dmg.isSkill), 3), `T${tier}: cast`);
|
||||
const sh = hitsBy(h, u).slice(n0).find((c) => c.dmg.isSkill);
|
||||
assert.equal(sh.target, a);
|
||||
approx(sh.amount, u.s.atk * sk.bb.atk_scale * ts, `T${tier}: × ${ts} (lifted first)`);
|
||||
const lev = statusBy(h, u, 'levitate');
|
||||
assert.equal(lev.length, 1, `T${tier}: lifted`);
|
||||
approx(lev[0].duration, sk.bb.levitate, `T${tier}: 浮空 ${sk.bb.levitate} s`);
|
||||
const sl = statusBy(h, u, 'silence');
|
||||
assert.ok(sl.length >= 1 && sl[0].target === a, `T${tier}: silenced`);
|
||||
approx(sl[0].duration, sil, `T${tier}: ${sil} s`);
|
||||
done(h);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
test('S2 群星逶迤 (MANUAL, data DEFAULT): 16 s, each attack 9 shots of 27 % / 35 % ATK at random enemies of her range, each rolling 10 % / 12 % to lift 1 s; a lifted or flying target takes × 1.2', () => {
|
||||
for (const [tier, elite] of [[5, false], [6, true]]) {
|
||||
const sk = skillOf(tier, elite, S2);
|
||||
const sc = sk.bb['attack@atk_scale'], p = sk.bb['attack@prob'];
|
||||
assert.deepEqual([sk.duration, sc, p, sk.bb['attack@levitate'], sk.spCost, sk.initSp], [16, elite ? 0.35 : 0.27, elite ? 0.12 : 0.1, 1, elite ? 32 : 36, elite ? 22 : 21], `T${tier}`);
|
||||
assert.match(sk.desc, /9连发/);
|
||||
const flying = [];
|
||||
const setup = (b) => b.on('damaged', (c) => { if (c.source?.uid === 1) flying.push(c.target.isFlying); }, { priority: -100 });
|
||||
const { h, u } = field({ tier, elite, skill: 1, seed: 21, setup });
|
||||
assert.equal(u.skill.rule, 'DEFAULT');
|
||||
let rolls = 0;
|
||||
const chance = h.b.rng.chance;
|
||||
h.b.rng.chance = (q) => { if (q === p) rolls++; return chance(q); };
|
||||
const foes = [[10, 6], [9, 6], [11, 6], [10, 7], [9, 7], [11, 7]].map((pos) => h.spawn('enemy_dummy', { pos }));
|
||||
const fly = h.spawn('enemy_fly', { pos: [10, 8] });
|
||||
u.skill.gainSp(999);
|
||||
assert.ok(h.runUntil(() => u.skill.active, 3), `T${tier}: cast`);
|
||||
approx(u.skill.timeLeft, 16, `T${tier}: 16 s`, 0.05);
|
||||
const n0 = hitsBy(h, u).length, f0 = flying.length;
|
||||
assert.ok(h.runUntil(() => !u.skill.active, 17));
|
||||
h.run(0.6);
|
||||
const shots = hitsBy(h, u).slice(n0).filter((c) => c.dmg.isSkill);
|
||||
const fl = flying.slice(f0, f0 + hitsBy(h, u).slice(n0).length);
|
||||
const byAttack = new Map();
|
||||
for (const c of shots) byAttack.set(c.dmg.attackId, [...(byAttack.get(c.dmg.attackId) ?? []), c.target]);
|
||||
assert.ok(byAttack.size >= 9, `T${tier}: ${byAttack.size} attacks`);
|
||||
for (const [, ts] of byAttack) assert.equal(ts.length, 9, `T${tier}: 9 shots per attack`);
|
||||
for (const e of [...foes, fly]) assert.ok(shots.some((c) => c.target === e), `T${tier}: ${e.tileR},${e.tileC} drew shots (random)`);
|
||||
assert.equal(rolls, shots.length, `T${tier}: one ${p * 100} % roll per shot`);
|
||||
const lifts = statusBy(h, u, 'levitate');
|
||||
assert.ok(lifts.length > 0.5 * p * shots.length && lifts.length <= 1.3 * p * shots.length, `T${tier}: ${lifts.length} lifts of ${shots.length} shots`);
|
||||
assert.ok(lifts.every((c) => c.target !== fly && Math.abs(c.duration - 1) < 1e-9), `T${tier}: 1 s, never on a data flyer`);
|
||||
const all = hitsBy(h, u).slice(n0);
|
||||
all.forEach((c, i) => {
|
||||
if (!c.dmg.isSkill) return;
|
||||
approx(c.amount, u.s.atk * sc * (fl[i] ? 1.2 : 1), `T${tier}: shot ${i} (${fl[i] ? 'air' : 'ground'})`);
|
||||
});
|
||||
assert.ok(fl.filter(Boolean).length > shots.filter((c) => c.target === fly).length, `T${tier}: lifted ground enemies took × 1.2 too`);
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('S3 博览者的狂语 (MANUAL, data ACTIVE_RANGE on 3-10): 45 s, interval 1.6 + 1.4 = 3.0 s, range 3-10 while on; each attack three whirlwinds (her row and the rows beside), 1 tile/s, each lifting the first enemy it touches then dealing 2.33→3.5 / 2.53→3.8 × ATK over 1.77 s (× 1.2: lifted)', () => {
|
||||
for (const [tier, elite] of [[5, false], [6, true]]) {
|
||||
const sk = skillOf(tier, elite, S3);
|
||||
const lo = sk.bb['attack@min_atk_scale'], hi = sk.bb['attack@max_atk_scale'], lev = sk.bb['attack@levitate'];
|
||||
assert.deepEqual([sk.rangeId, sk.duration, sk.bb.base_attack_time, lo, hi, lev, sk.spCost, sk.initSp], ['3-10', 45, 1.4, elite ? 2.53 : 2.33, elite ? 3.8 : 3.5, elite ? 2 : 1.8, elite ? 64 : 67, elite ? 42 : 41], `T${tier}`);
|
||||
const { h, u } = field({ tier, elite, skill: 2 });
|
||||
assert.deepEqual([u.skill.rule, u.skill.triggerGrid], ['ACTIVE_RANGE', sk.rangeGrid], `T${tier}: the trigger`);
|
||||
h.run(0.6);
|
||||
u.skill.gainSp(999);
|
||||
// (10,9) is on 3-10 only: the cast comes with it; lanes: row 9 → (9,6) 1 tile ahead, row 10 → (10,8) before (10,9), row 11 → (11,9)
|
||||
const far = h.spawn('enemy_dummy', { pos: [10, 9] });
|
||||
assert.ok(h.runUntil(() => u.skill.active, 2), `T${tier}: cast with an enemy on 3-10 only`);
|
||||
const near = h.spawn('enemy_dummy', { pos: [9, 6] }), mid = h.spawn('enemy_dummy', { pos: [10, 8] }), low = h.spawn('enemy_dummy', { pos: [11, 9] });
|
||||
assert.deepEqual(u.liveRangeGrid, sk.rangeGrid, `T${tier}: 3-10 while on`);
|
||||
approx(u.s.interval, 3, `T${tier}: 3.0 s`);
|
||||
const n0 = hitsBy(h, u).length;
|
||||
h.run(6.5);
|
||||
const hits = hitsBy(h, u).slice(n0);
|
||||
const first = (e) => hits.find((c) => c.target === e);
|
||||
const scale = (age) => lo + (hi - lo) * Math.min(1, age / 1.77);
|
||||
approx(first(near).amount, u.s.atk * scale(0.5) * 1.2, `T${tier}: 0.5 tile flown`, 1e-3);
|
||||
approx(first(mid).amount, u.s.atk * hi * 1.2, `T${tier}: 2.5 tiles — the maximum`);
|
||||
approx(first(low).amount, u.s.atk * hi * 1.2, `T${tier}: 3.5 tiles`);
|
||||
assert.ok(!hits.some((c) => c.target === far), `T${tier}: (10,9) behind (10,8) in its lane is never reached`);
|
||||
for (const c of hits) assert.deepEqual([c.type, c.dmg.isAttack, c.dmg.isSkill], ['arts', true, true]);
|
||||
const lifts = statusBy(h, u, 'levitate');
|
||||
assert.ok(lifts.length >= 3 && lifts.every((c) => Math.abs(c.duration - lev) < 1e-9), `T${tier}: 浮空 ${lev} s`);
|
||||
assert.ok(statusBy(h, u, 'silence').length >= 3, `T${tier}: 传承终焉 silences the lifted`);
|
||||
u.skill.end('test');
|
||||
h.run(0.1);
|
||||
assert.deepEqual(u.liveRangeGrid, formOf(tier, elite).rangeGrid, `T${tier}: back to 3-1`);
|
||||
approx(u.s.interval, 1.6, `T${tier}: interval back`);
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('S3 whirlwinds: they fly 5 tiles at most, a heavy (mass > 3) target is lifted half as long, and those out when she leaves fly on without 传承终焉 or her module\'s RES ignore', () => {
|
||||
// 5 tiles: from her centre (col 4) a box reaches col 9.5 — (11,9) is struck 4.5 tiles out, (10,10) never
|
||||
{
|
||||
const { h, u } = field({ tier: 6, elite: true, skill: 2, col: 4 });
|
||||
u.skill.gainSp(999);
|
||||
const trig = h.spawn('enemy_dummy', { pos: [9, 8] });
|
||||
const edge = h.spawn('enemy_dummy', { pos: [11, 9] }), beyond = h.spawn('enemy_dummy', { pos: [10, 10] });
|
||||
assert.ok(h.runUntil(() => u.skill.active, 2));
|
||||
h.run(7);
|
||||
assert.ok(hitsBy(h, u).some((c) => c.target === trig && c.dmg.isSkill), 'the lane-9 whirlwind');
|
||||
assert.ok(hitsBy(h, u).some((c) => c.target === edge && c.dmg.isSkill), 'struck 4.5 tiles out');
|
||||
assert.ok(!hitsBy(h, u).some((c) => c.target === beyond), '6 tiles out: the whirlwind is gone');
|
||||
done(h);
|
||||
}
|
||||
// her module leaves with her (CCR-X stage 3 on RES 50): a whirlwind out when she retreats hits × 1 without the RES ignore
|
||||
{
|
||||
const { h, u } = field({ tier: 6, elite: true, mod: CCRX, skill: 2 });
|
||||
u.skill.gainSp(999);
|
||||
const e = h.spawn('enemy_r50', { pos: [10, 9] });
|
||||
assert.ok(h.runUntil(() => u.skill.active, 2));
|
||||
assert.ok(h.runUntil(() => u.mem.heyakWinds.length > 0, 5), 'whirlwinds out');
|
||||
h.run(0.5);
|
||||
const atk = u.s.atk;
|
||||
h.b.retreat(u);
|
||||
const s0 = statusBy(h, u, 'silence').length;
|
||||
assert.ok(h.runUntil(() => hitsBy(h, u).some((c) => c.target === e), 6), 'the whirlwind flies on');
|
||||
const c = hitsBy(h, u).find((x) => x.target === e);
|
||||
approx(c.amount, arts(atk * 3.8, 50, 0), 'no 传承终焉 (× 1.2) and no RES ignore');
|
||||
assert.equal(statusBy(h, u, 'silence').length, s0, 'no silence');
|
||||
assert.equal(statusBy(h, u, 'levitate').filter((x) => x.target === e).length, 1, 'still lifted');
|
||||
done(h);
|
||||
}
|
||||
// a mass-4 target: 浮空 halved (2 s → 1 s at rank 7); 曾有羽翼's 失重 lowers it to 3 while above 80 % HP
|
||||
{
|
||||
const { h, u } = field({ tier: 6, elite: true, skill: 2 });
|
||||
u.skill.gainSp(999);
|
||||
const heavy = h.spawn('enemy_heavy', { pos: [10, 9] });
|
||||
heavy.base.massLevel = 4;
|
||||
heavy.markDirty();
|
||||
heavy.hp = heavy.s.maxHp * 0.7; // below 80 %: no 失重
|
||||
assert.ok(h.runUntil(() => u.skill.active, 2));
|
||||
assert.ok(h.runUntil(() => statusBy(h, u, 'levitate').length > 0, 8));
|
||||
approx(statusBy(h, u, 'levitate')[0].duration, 1, 'mass 4: half of 2 s');
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('T1 传承终焉: hits on air units × 1.2 and silence 3 s (CCR-X stage 3: × 1.35 / 5 s, ISW-A stage 3: × 1.45 / 5 s; stage 1 modules keep 1.2 / 3); ground targets: neither', () => {
|
||||
for (const f of FORMS_ALL) {
|
||||
const [tier, elite, mod] = f;
|
||||
const [ts, sil] = t0Of(tier, elite, elite ? mod : null);
|
||||
const want = elite && tier === 6 && mod === CCRX ? [1.35, 5] : elite && tier === 6 && mod === ISWA ? [1.45, 5] : [1.2, 3];
|
||||
assert.deepEqual([ts, sil], want, `${label(f)}: the data`);
|
||||
const { h, u } = field({ tier, elite, mod, skill: 2 });
|
||||
const fly = h.spawn('enemy_fly', { pos: [10, 6] });
|
||||
const n0 = hitsBy(h, u).length;
|
||||
h.run(1.7);
|
||||
const c = hitsBy(h, u).slice(n0).find((x) => x.target === fly && x.dmg.isAttack);
|
||||
assert.ok(c, label(f));
|
||||
approx(c.amount, u.s.atk * ts, `${label(f)}: × ${ts} on a flyer`);
|
||||
const sl = statusBy(h, u, 'silence').find((x) => x.target === fly);
|
||||
assert.ok(sl, `${label(f)}: silenced`);
|
||||
approx(sl.duration, sil, `${label(f)}: ${sil} s`);
|
||||
h.b.kill(fly, null);
|
||||
const g = h.spawn('enemy_dummy', { pos: [10, 6] });
|
||||
const n1 = hitsBy(h, u).length, s1 = statusBy(h, u, 'silence').length;
|
||||
h.run(1.7);
|
||||
const cg = hitsBy(h, u).slice(n1).find((x) => x.target === g && x.dmg.isAttack);
|
||||
approx(cg.amount, u.s.atk, `${label(f)}: × 1 on the ground`);
|
||||
assert.equal(statusBy(h, u, 'silence').length, s1, `${label(f)}: no silence on the ground`);
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('T2 曾有羽翼: 失重 (weight −1) on every enemy of her range above 80 % HP, gone below it or out of range, never on top of another 失重; CCR-Y stage 3: above 50 %, and 20 % 【法术脆弱】 below 50 %', () => {
|
||||
for (const f of FORMS_ALL) {
|
||||
const [tier, elite, mod] = f;
|
||||
const y3 = elite && tier === 6 && mod === CCRY;
|
||||
const thr = y3 ? 0.5 : 0.8;
|
||||
const { h, u } = field({ tier, elite, mod, skill: 1 });
|
||||
const inR = h.spawn('enemy_heavy', { pos: [10, 6] }), out = h.spawn('enemy_heavy', { pos: [10, 10] });
|
||||
h.step(2);
|
||||
assert.ok(inR.findBuff('heyak:weightless'), `${label(f)}: full HP in range`);
|
||||
assert.equal(inR.weight, 1, `${label(f)}: mass 2 → 1`);
|
||||
assert.equal(out.findBuff('heyak:weightless'), null, `${label(f)}: out of range`);
|
||||
inR.hp = inR.s.maxHp * (thr + 0.01);
|
||||
h.step();
|
||||
assert.ok(inR.findBuff('heyak:weightless'), `${label(f)}: above ${thr * 100} %`);
|
||||
inR.hp = inR.s.maxHp * (thr - 0.01);
|
||||
h.step();
|
||||
assert.equal(inR.findBuff('heyak:weightless'), null, `${label(f)}: below ${thr * 100} %`);
|
||||
assert.equal(inR.weight, 2, `${label(f)}: mass back`);
|
||||
inR.hp = inR.s.maxHp * 0.3;
|
||||
h.run(0.5);
|
||||
const fr = h.hooksOf('statusApplied').filter((c) => c.source === u && c.status === 'artsFragile' && c.target === inR);
|
||||
assert.equal(fr.length > 0, y3, `${label(f)}: 【法术脆弱】 below 50 %`);
|
||||
if (y3) { assert.equal(fr[0].value, 0.2); approx(inR.s.artsTakenMul, 1.2, `${label(f)}: arts taken × 1.2`); }
|
||||
// another source's 失重 (安洁莉娜's key): not doubled
|
||||
inR.hp = inR.s.maxHp;
|
||||
h.b.addBuff(inR, { key: 'aglina:weightless', status: 'weightless', duration: 1, mods: { massFlat: -1 } });
|
||||
h.step();
|
||||
assert.equal(inR.findBuff('heyak:weightless'), null, `${label(f)}: 同名效果不可叠加`);
|
||||
assert.equal(inR.weight, 1);
|
||||
h.run(1.1);
|
||||
assert.ok(inR.findBuff('heyak:weightless'), `${label(f)}: hers again once the other ended`);
|
||||
h.b.retreat(u);
|
||||
h.step();
|
||||
assert.equal(inR.findBuff('heyak:weightless'), null, `${label(f)}: gone when she leaves`);
|
||||
done(h);
|
||||
}
|
||||
const hp = formOf(6, true).modules.find((m) => m.uniEquipId === CCRY).talentChanges;
|
||||
assert.deepEqual([hp.find((t) => t.talentIndex === 1).bb, hp.find((t) => t.talentIndex === -1).bb], [{ hp_ratio: 0.5 }, { damage_scale: 1.2, hp_ratio: 0.5 }]);
|
||||
});
|
||||
|
||||
test('modules: CCR-X "无视目标10点法术抗性" (stages 1 and 3); CCR-Y "普通攻击命中精英或领袖敌人时获得1点技力"; ISW-A (集成战略 only): no RES ignore, no SP, no goal-tile 浮空, no radius-1.1 skill splash — its stats and 传承终焉 numbers only', () => {
|
||||
for (const f of FORMS_ALL) {
|
||||
const [tier, elite, mod] = f;
|
||||
const { h, u } = field({ tier, elite, mod, skill: 2 });
|
||||
const x = elite && mod === CCRX, y = elite && mod === CCRY, w = elite && mod === ISWA;
|
||||
assert.equal(u.s.resIgnoreFlat, x ? 10 : 0, `${label(f)}: RES ignore`);
|
||||
if (w) assert.match(u.def.raw.trait.moduleDesc, /^在集成战略中/, `${label(f)}: the ISW trait text`);
|
||||
const foe = h.spawn('enemy_r50', { pos: [10, 6] });
|
||||
const n0 = hitsBy(h, u).length;
|
||||
h.run(3.5);
|
||||
const hits = hitsBy(h, u).slice(n0).filter((c) => c.target === foe && c.dmg.isAttack);
|
||||
assert.ok(hits.length >= 2, label(f));
|
||||
approx(hits[0].amount, arts(u.s.atk, 50, x ? 10 : 0), `${label(f)}: arts on RES 50`);
|
||||
const traitSp = () => h.hooksOf('spGain').filter((c) => c.unit === u && c.reason === 'trait').length;
|
||||
assert.equal(traitSp(), 0, `${label(f)}: no SP from a normal enemy`);
|
||||
h.b.kill(foe, null);
|
||||
const el = h.spawn('enemy_elite', { pos: [10, 6] });
|
||||
const k0 = traitSp(), a0 = hitsBy(h, u).filter((c) => c.target === el && c.dmg.isAttack).length;
|
||||
h.run(3.5);
|
||||
const hitsE = hitsBy(h, u).filter((c) => c.target === el && c.dmg.isAttack).length - a0;
|
||||
assert.equal(traitSp() - k0, y ? hitsE : 0, `${label(f)}: +1 SP per hit on an elite`);
|
||||
done(h);
|
||||
}
|
||||
// ISW-A stage 3: a whirlwind strikes its target only (the 1.1 splash is 集成战略-only)
|
||||
const { h, u } = field({ tier: 6, elite: true, mod: ISWA, skill: 2 });
|
||||
u.skill.gainSp(999);
|
||||
const t = h.spawn('enemy_dummy', { pos: [10, 9] });
|
||||
const side = h.spawn('enemy_dummy', { pos: [10, 9] });
|
||||
side.x = 9.6; side.y = 9.7; // 0.67 from it, behind it in lane 10 (whose whirlwind is spent on it), outside lane 9
|
||||
assert.ok(h.runUntil(() => u.skill.active, 2));
|
||||
h.run(8);
|
||||
assert.ok(hitsBy(h, u).some((c) => c.target === t), 'the target');
|
||||
assert.ok(!hitsBy(h, u).some((c) => c.target === side), 'nothing beside it');
|
||||
assert.ok(!statusBy(h, u, 'levitate').some((c) => c.target === side), 'no splash 浮空');
|
||||
done(h);
|
||||
});
|
||||
@@ -19,7 +19,7 @@ through.
|
||||
| `fields` | 22 battles: every Final Assault / Hidden Core leader on a pair and a solo template (shared pool, 200 s cap) and the 联防 field with 1 and 2 helpers on its own map (carried HP / SP, a knocked-out operator, two leakers' enemies) |
|
||||
| `matches` | 17 matches to the end in virtual time: 16 bot-only (solo 标准 / 险境 / 绝境 / 终极 × 2 seeds, co-op 2 / 3 / 4, one server-run combat match, two runs boosted to the Hidden Core) and one co-op match whose human seat (AI 托管, offline) does not own 7 NORMAL chess — they fight as their 补位 stand-ins (its digest lists them per round, `standIns`) |
|
||||
| `standins` | 10 battles: every NORMAL chess record (normal and elite, 110) fielded as its 补位 stand-in (`standIn: true`: the stand-in's body, backup skill / module and kit — all 17 stand-ins, every skill a chess names for them), 12 per battle by strength band, laid out by the stand-in's position on a real stage, against the round's real wave three times over plus 8 ground enemy kinds (melee stand-ins always meet an enemy), an item each, bonds from the board |
|
||||
| `diy` | 6 battles of 自选 pieces (a DIY slot with its `diy` pick, `shared/diy.js`): every owned 6★ with an operator kit (`kits/index.js OPERATOR_KITS` — 推进之王 so far) in each form of tiers 5 and 6 (normal; elite with no module and with each module) under each skill, then every prototype pick with a kit at its locked selection, normal and elite, 12 per battle against the round's real wave; a new operator kit adds its scenarios |
|
||||
| `diy` | 13 battles of 自选 pieces (a DIY slot with its `diy` pick, `shared/diy.js`): every owned 6★ with an operator kit (`kits/index.js OPERATOR_KITS` — 推进之王, 艾雅法拉, 刻俄柏, 霍尔海雅 so far) in each form of tiers 5 and 6 (normal; elite with no module and with each module) under each skill, then every prototype pick with a kit at its locked selection, normal and elite, 12 per battle against the round's real wave; a new operator kit adds its scenarios |
|
||||
|
||||
Battles go through the production BattleSpec path (`server/sim/spec.js`, as browsers and the server's headless fields
|
||||
run them); matches construct `Match` directly with a `VirtualScheduler`. Every option is explicit, so a change to a
|
||||
@@ -32,7 +32,7 @@ to 2 decimals.
|
||||
|
||||
`npm test` runs the fast subset (the scenarios marked `"fast": true`: every chess record with its default loadout,
|
||||
every stage and every non-leader enemy kind, every bond at its top tier, six fields, six matches, the five stand-in
|
||||
battles of the normal records, the first 自选 battle of the operator kits and of the prototypes — 61 of the 150). `GOLDEN_FULL=1` checks everything.
|
||||
battles of the normal records, the first 自选 battle of the operator kits and of the prototypes — 61 of the 157). `GOLDEN_FULL=1` checks everything.
|
||||
|
||||
## Workflow
|
||||
|
||||
|
||||
+379
-100
@@ -90,130 +90,130 @@
|
||||
"snaps": "d7b739d1 f5e170c4 bc463f9c 6ebd80ed 93f8e1ae ea1947a7 9541a28f e8dbac5b b0b3c196 14ae4a64 46640828 01c55ea9 0f261678 f447848b 0aad3542 db5850a3 631cc5ca 455c1dbc 68ad7134 24c71ebb 34a3ee93 37b05130 7a58a87e"
|
||||
},
|
||||
"diy-003": {
|
||||
"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=amgoat/S1 5_diy2_a=amgoat/S2 5_diy1_a=amgoat/S3 5_diy2_b=amgoat/S1 5_diy1_b=amgoat/S2 5_diy2_b=amgoat/S3 5_diy1_b=amgoat/S1/002_amgoat 5_diy2_b=amgoat/S2/002_amgoat 5_diy1_b=amgoat/S3/002_amgoat 5_diy2_b=amgoat/S1/003_amgoat 5_diy1_b=amgoat/S2/003_amgoat 5_diy2_b=amgoat/S3/003_amgoat",
|
||||
"fast": false,
|
||||
"kind": "normal",
|
||||
"stageId": "act1autochess_m03",
|
||||
"modeId": "mode_single_normal",
|
||||
"round": 12,
|
||||
"seed": 3865246633,
|
||||
"waveId": "act1autochess_h05",
|
||||
"time": 196.5,
|
||||
"ticks": 5895,
|
||||
"time": 193,
|
||||
"ticks": 5790,
|
||||
"reason": "cleared",
|
||||
"killed": 8,
|
||||
"killed": 30,
|
||||
"total": 93,
|
||||
"unspawned": 0,
|
||||
"bossHpLeft": null,
|
||||
"rngDraws": 0,
|
||||
"rngDraws": 166,
|
||||
"errors": {"count":0,"kinds":[]},
|
||||
"players": {"p1":{"killed":8,"total":93,"perfect":false,"leaks":85,"leaksUncounted":0,"coins":0,"dmg":306215,"bossDmg":0,"heal":22436,"deaths":11,"layerGains":{}}},
|
||||
"players": {"p1":{"killed":30,"total":93,"perfect":false,"leaks":63,"leaksUncounted":0,"coins":0,"dmg":963951,"bossDmg":0,"heal":0,"deaths":12,"layerGains":{}}},
|
||||
"units": [
|
||||
["p1",1,"op","chess_char_5_diy1_a",2,null,0,0,114,0,690,6384,0,13,0],
|
||||
["p1",2,"op","chess_char_5_diy2_b",2,"none",0,0,98,1,7246,10191,0,56,1],
|
||||
["p1",3,"op","chess_char_5_diy1_a",2,null,2564,1,116,1,16020,8139,0,28,1],
|
||||
["p1",4,"op","chess_char_5_diy2_b",2,"none",0,0,74,3,34176,12589,0,37,2],
|
||||
["p1",5,"op","chess_char_5_diy1_a",2,null,871,1,8,1,22261,400,0,129,3],
|
||||
["p1",6,"op","chess_char_5_diy2_b",2,"none",1510,1,12,0,32187,200,0,108,3],
|
||||
["p1",7,"op","chess_char_5_diy1_a",2,null,1133,1,14,0,30588,200,0,77,2],
|
||||
["p1",8,"op","chess_char_5_diy2_b",2,"none",1160,1,4,1,71148,200,0,154,3],
|
||||
["p1",9,"op","chess_char_5_diy1_a",2,null,1218,1,6,0,0,600,18186,48,3],
|
||||
["p1",10,"op","chess_char_5_diy2_b",2,"none",1374,1,115,0,0,8077,4251,12,2],
|
||||
["p1",11,"op","chess_char_5_diy1_a",2,null,932,1,13,1,40672,2000,0,123,3],
|
||||
["p1",12,"op","chess_char_5_diy2_b",2,"none",1131,1,15,0,51226,800,0,132,3],
|
||||
["p1",1,"op","chess_char_5_diy1_a",0,null,959,1,6,3,50628,400,0,87,3],
|
||||
["p1",2,"op","chess_char_5_diy2_a",1,null,190.45,1,11,2,58735,1169,0,69,21],
|
||||
["p1",3,"op","chess_char_5_diy1_a",2,null,684,1,14,2,196041,675,0,109,2],
|
||||
["p1",4,"op","chess_char_5_diy2_b",0,"none",45.45,1,4,6,83367,1569,0,127,3],
|
||||
["p1",5,"op","chess_char_5_diy1_b",1,"none",0,0,5,4,145937,1614,0,100,28],
|
||||
["p1",6,"op","chess_char_5_diy2_b",2,"none",0,0,78,6,48217,3228,0,34,1],
|
||||
["p1",7,"op","chess_char_5_diy1_b",0,"uniequip_002_amgoat",0,0,12,2,62089,1744,0,82,3],
|
||||
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["p1",4,"op","chess_char_5_diy2_b",2,"uniequip_002_acpion",0,0,132,0,14161,6079,0,6,1],
|
||||
["p1",5,"op","chess_char_5_diy1_a",2,null,0,0,81,0,2402,7097,0,3,0],
|
||||
["p1",6,"op","chess_char_5_diy2_b",2,"uniequip_002_acguad",0,0,123,1,32254,6822,0,13,1],
|
||||
["p1",7,"op","chess_char_5_diy1_a",2,null,0,0,108,0,3736,2266,0,8,0],
|
||||
["p1",8,"op","chess_char_5_diy2_b",2,"none",0,0,78,0,3843,2720,0,7,0],
|
||||
["p1",9,"op","chess_char_5_diy1_a",2,null,0,0,76,0,0,2803,1939,6,0],
|
||||
["p1",10,"op","chess_char_5_diy2_b",2,"none",0,0,71,0,0,3171,1040,4,0],
|
||||
["p1",11,"op","chess_char_5_diy1_a",2,null,0,0,142,0,3160,2796,0,8,0],
|
||||
["p1",12,"op","chess_char_5_diy2_b",2,"none",0,0,80,0,1392,2262,0,3,0],
|
||||
["-","~1","device","trap_1105_accrate",null,null,100,1,1,0,0,0,0,0,null],
|
||||
["-","~2","device","trap_1105_accrate",null,null,100,1,2,0,0,0,0,0,null],
|
||||
["-","~3","device","trap_1105_accrate",null,null,100,1,3,0,0,0,0,0,null]
|
||||
],
|
||||
"enemies": {"enemy_1019_jshoot_2":[51,0,51,10772,5074],"enemy_1381_winman":[27,1,26,3589,81570],"enemy_1389_winbab_2":[36,0,36,32218,1369]},
|
||||
"hooks": [1,142,5965,362,362,362,341,10,26,139,4,4,0,8414,11,22,114,113,1,67,0,0,21],
|
||||
"events": {"atk":362,"deploy":25,"die":26,"dmg":341,"fx":43,"heal":10,"leak":113,"skill":8,"spawn":129,"status":22},
|
||||
"fx": {"aoe":4,"dodge":21,"dp":2,"slash":16},
|
||||
"snaps": "f95ec6b3 ed7d838d fb316f9c dab9952a 3ece6e1c cc394bf0 4406f186 500cf7f9 85835d90 0fbaf17d 904fc882 ab8ec4e4 42d37e57 1cf0f337 dbd9f5b6 d472d89b 3e7d68bd 953cd5f8 e3b8230a 1ab756a8"
|
||||
},
|
||||
"diy-011": {
|
||||
"about": "5_diy1_a=sharp2 5_diy2_b=sharp2 5_diy1_a=acspec 5_diy2_b=acspec 5_diy1_a=acnipe 5_diy2_b=acnipe 5_diy1_a=accast 5_diy2_b=accast 5_diy1_a=acmedc 5_diy2_b=acmedc 5_diy1_a=acsupo 5_diy2_b=acsupo",
|
||||
"fast": false,
|
||||
"kind": "normal",
|
||||
"stageId": "act2autochess_m04",
|
||||
"modeId": "mode_multi_funny",
|
||||
"round": 12,
|
||||
"seed": 538212341,
|
||||
"waveId": "act1autochess_h05",
|
||||
"time": 210.13,
|
||||
"ticks": 6304,
|
||||
"reason": "cleared",
|
||||
"killed": 83,
|
||||
"total": 114,
|
||||
"unspawned": 0,
|
||||
"bossHpLeft": null,
|
||||
"rngDraws": 1149,
|
||||
"errors": {"count":0,"kinds":[]},
|
||||
"players": {"p1":{"killed":83,"total":114,"perfect":false,"leaks":31,"leaksUncounted":0,"coins":0,"dmg":674779,"bossDmg":0,"heal":30475,"deaths":5,"layerGains":{}}},
|
||||
"units": [
|
||||
["p1",1,"op","chess_char_5_diy1_a",0,null,1099,1,132,12,52984,13333,0,108,3],
|
||||
["p1",2,"op","chess_char_5_diy2_b",0,"uniequip_002_sharp2",1787,1,131,19,125786,8523,0,123,3],
|
||||
["p1",3,"op","chess_char_5_diy1_a",2,null,1154,1,133,1,4263,9289,0,80,0],
|
||||
["p1",4,"op","chess_char_5_diy2_b",2,"uniequip_002_acspec",978,1,108,3,7850,9148,0,105,0],
|
||||
["p1",5,"op","chess_char_5_diy1_a",2,null,1272,1,3,8,18374,0,0,185,2],
|
||||
["p1",6,"op","chess_char_5_diy2_b",2,"uniequip_002_acnipe",1587,1,4,8,29112,0,0,189,3],
|
||||
["p1",7,"op","chess_char_5_diy1_a",2,null,1372,1,11,24,275224,0,0,83,2],
|
||||
["p1",8,"op","chess_char_5_diy2_b",2,"uniequip_002_accast",1749,1,13,7,85351,0,0,51,2],
|
||||
["p1",9,"op","chess_char_5_diy1_a",2,null,1224,1,5,0,0,0,30475,58,2],
|
||||
["p1",10,"op","chess_char_5_diy2_b",2,"uniequip_002_acmedc",1414,1,10,0,0,0,0,0,0],
|
||||
["p1",11,"op","chess_char_5_diy1_a",2,null,1160,1,12,0,29193,0,0,137,2],
|
||||
["p1",12,"op","chess_char_5_diy2_b",2,"uniequip_002_acsupo",1430,1,14,0,46642,0,0,131,2],
|
||||
["-","~1","device","trap_1105_accrate",null,null,100,1,1,0,0,0,0,0,null],
|
||||
["-","~2","device","trap_1105_accrate",null,null,100,1,2,0,0,0,0,0,null]
|
||||
],
|
||||
"enemies": {"enemy_10124_uashld_2":[12,3,9,23019,173497],"enemy_1043_zomsbr":[72,64,8,297,212674],"enemy_1061_zomshd":[30,16,14,16977,315575]},
|
||||
"hooks": [1,133,6304,1429,1429,3149,3332,39660,88,119,21,21,0,33441,7581,38,114,31,1,88,0,0,0],
|
||||
"events": {"atk":1866,"deploy":17,"die":88,"dmg":3329,"fx":14,"heal":94,"leak":31,"skill":39,"spawn":128,"status":771},
|
||||
"fx": {"aoe":9,"spGain":5},
|
||||
"snaps": "9e077552 b355e47c b24fef80 9630611b ba6aaa68 a55a9e35 55de81c3 0200ff41 1c975365 6d65c907 2fa8927d 65a7475d c5555eff 97949f97 1b5b5829 eca6487a 5c3a07cb ca46ec36 57dff451 c868cecd de89d5db"
|
||||
},
|
||||
"diy-012": {
|
||||
"about": "6_diy1_a=acfend 6_diy2_b=acfend 6_diy1_a=acpion 6_diy2_b=acpion 6_diy1_a=acguad 6_diy2_b=acguad 6_diy1_a=acnipe 6_diy2_b=acnipe 6_diy1_a=accast 6_diy2_b=accast 6_diy1_a=acmedc 6_diy2_b=acmedc",
|
||||
"fast": false,
|
||||
"kind": "normal",
|
||||
"stageId": "act1autochess_m01",
|
||||
"modeId": "mode_single_hard",
|
||||
"round": 13,
|
||||
"seed": 3192456040,
|
||||
"waveId": "act1autochess_h06",
|
||||
"time": 230,
|
||||
"ticks": 6900,
|
||||
"reason": "timeout",
|
||||
"killed": 25,
|
||||
"total": 117,
|
||||
"unspawned": 0,
|
||||
"bossHpLeft": null,
|
||||
"rngDraws": 1031,
|
||||
"errors": {"count":0,"kinds":[]},
|
||||
"players": {"p1":{"killed":25,"total":117,"perfect":false,"leaks":92,"leaksUncounted":0,"coins":0,"dmg":917801,"bossDmg":0,"heal":18388,"deaths":13,"layerGains":{}}},
|
||||
"units": [
|
||||
["p1",1,"op","chess_char_6_diy1_a",2,null,0,0,140,0,1944,8114,0,26,1],
|
||||
["p1",2,"op","chess_char_6_diy2_b",2,"uniequip_002_acfend",0,0,121,0,10155,6862,0,85,2],
|
||||
["p1",3,"op","chess_char_6_diy1_a",2,null,0,0,133,0,7609,4587,0,20,1],
|
||||
["p1",4,"op","chess_char_6_diy2_b",2,"uniequip_002_acpion",0,0,130,6,51717,5712,0,19,2],
|
||||
["p1",5,"op","chess_char_6_diy1_a",2,null,0,0,90,1,23844,5276,0,50,2],
|
||||
["p1",6,"op","chess_char_6_diy2_b",2,"uniequip_002_acguad",3531,1,8,6,145774,18086,0,124,5],
|
||||
["p1",7,"op","chess_char_6_diy1_a",2,null,1272,1,4,0,33279,0,0,157,2],
|
||||
["p1",8,"op","chess_char_6_diy2_b",2,"uniequip_002_acnipe",1643,1,5,6,96326,0,0,192,3],
|
||||
["p1",9,"op","chess_char_6_diy1_a",2,null,1372,1,11,4,255529,0,0,78,2],
|
||||
["p1",10,"op","chess_char_6_diy2_b",2,"uniequip_002_accast",1819,1,13,2,291625,0,0,83,3],
|
||||
["p1",11,"op","chess_char_6_diy1_a",2,null,1224,1,6,0,0,0,18388,45,2],
|
||||
["p1",12,"op","chess_char_6_diy2_b",2,"uniequip_002_acmedc",1464,1,14,0,0,0,0,0,0],
|
||||
["-","~1","device","trap_1105_accrate",null,null,100,1,1,0,0,0,0,0,null],
|
||||
["-","~2","device","trap_1105_accrate",null,null,100,1,2,0,0,0,0,0,null],
|
||||
["-","~3","device","trap_1105_accrate",null,null,100,1,3,0,0,0,0,0,null]
|
||||
],
|
||||
"enemies": {"enemy_1166_dusbr_2":[39,14,25,1375,203044],"enemy_1170_dushld_2":[39,8,30,14781,221543],"enemy_9011_acrefr":[39,3,35,32481,493214]},
|
||||
"hooks": [1,140,6900,1061,1061,3100,3078,67,38,128,25,22,0,33015,0,48,117,90,1,42,0,0,22],
|
||||
"events": {"atk":1376,"deploy":20,"die":38,"dmg":3078,"fx":136,"heal":57,"leak":90,"skill":47,"spawn":132,"status":123},
|
||||
"fx": {"aoe":81,"dodge":22,"dp":9,"slash":24},
|
||||
"snaps": "5798fc78 bc32724f 41014680 b37499e1 77e4e7eb 80e45344 7e9b1723 c72901e2 a0b40309 48335b9f 4eeefd52 e9aa29a1 5be95678 4ab19904 6c6204e0 7a33f9b8 8284dbb5 3e831607 c6b72c15 45727786 199e1234 e693dda1 4aabdf76"
|
||||
},
|
||||
"diy-013": {
|
||||
"about": "6_diy1_a=sharp2 6_diy2_b=sharp2 6_diy1_a=acspec 6_diy2_b=acspec 6_diy1_a=acsupo 6_diy2_b=acsupo",
|
||||
"fast": false,
|
||||
"kind": "normal",
|
||||
"stageId": "act1autochess_m02",
|
||||
"modeId": "mode_multi_normal",
|
||||
"round": 13,
|
||||
"seed": 3819019976,
|
||||
"waveId": "act1autochess_h06",
|
||||
"time": 219.27,
|
||||
"ticks": 6578,
|
||||
"reason": "cleared",
|
||||
"killed": 3,
|
||||
"total": 132,
|
||||
"unspawned": 0,
|
||||
"bossHpLeft": null,
|
||||
"rngDraws": 25,
|
||||
"errors": {"count":0,"kinds":[]},
|
||||
"players": {"p1":{"killed":3,"total":132,"perfect":false,"leaks":129,"leaksUncounted":0,"coins":0,"dmg":61168,"bossDmg":0,"heal":0,"deaths":28,"layerGains":{}}},
|
||||
"units": [
|
||||
["p1",1,"op","chess_char_6_diy1_a",0,null,0,0,2,0,15633,1865,0,8,1],
|
||||
["p1",2,"op","chess_char_6_diy2_b",0,"uniequip_002_sharp2",0,0,1,2,28961,2494,0,15,1],
|
||||
["p1",3,"op","chess_char_6_diy1_a",2,null,0,0,160,1,4413,12694,0,13,0],
|
||||
["p1",4,"op","chess_char_6_diy2_b",2,"uniequip_002_acspec",1484,1,161,0,8683,14840,0,9,0],
|
||||
["p1",5,"op","chess_char_6_diy1_a",2,null,0,0,144,0,1909,3480,0,5,0],
|
||||
["p1",6,"op","chess_char_6_diy2_b",2,"uniequip_002_acsupo",0,0,77,0,1569,2900,0,3,0]
|
||||
],
|
||||
"enemies": {"enemy_1019_jshoot_2":[57,2,55,9362,21392],"enemy_1381_winman":[27,1,26,526,39174],"enemy_1389_winbab_2":[48,0,48,28385,602]},
|
||||
"hooks": [1,161,6578,288,288,172,187,0,31,160,2,23,0,2383,13,14,132,129,1,31,0,0,0],
|
||||
"events": {"atk":295,"deploy":29,"die":31,"dmg":182,"fx":5,"leak":129,"skill":4,"spawn":138,"status":26},
|
||||
"fx": {"displace":4,"dodge":1},
|
||||
"snaps": "e5204fab 982d07f3 584cb188 44820d62 8695b17e 5d029e3f ce97f399 5b27b71e 4cbc4a9f 5565a881 55fe5bb0 1854b616 0b410158 0618ca70 a9b7268d 2cfac889 7fb3e5b8 15a58d3f 87049a47 0b595d41 cc6b4807 964b9bf0"
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user