feedback1 integrate: WR 阵法术师 / 轰击术师 attacks hit every enemy in range
# Conflicts: # docs/SIM.md
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@@ -199,14 +199,6 @@ describe('shots', () => {
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}
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});
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test("an arts blastcaster's bomb explodes purple", () => {
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const a = unit(1, 3, 10, { info: { defId: 'char_blast' } }), b = unit(2, 6, 10, { isEnemy: true });
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const { fx } = makeFx({ views: [a, b] });
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fx.ctx.subProfOf = (id) => (id === 'char_blast' ? 'blastcaster' : null);
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fx.attack(a, b, 'bomb');
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assert.equal(fx.projs[0].glow, 0xb36bff);
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});
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test('chain / beam kinds are beams, melee shots are no projectile', () => {
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const a = unit(1, 3, 10), b = unit(2, 5, 10, { isEnemy: true });
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const { fx } = makeFx({ views: [a, b] });
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@@ -0,0 +1,106 @@
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// test/render/phalanx-aoe.browser.test.js — community report E3 after 0.1.0 ("干员卡涅利安的攻击不是真群攻") in headless
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// Chrome: a real battle (卡涅利安 S2 沙缚镣锁 with five enemies spread over her range, no two within a 1.1-tile splash)
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// is simulated in Node and its frames are fed to the real field view (public/dev/render-demo.html, real Spine models)
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// the way the client runner does. Each of her attacks strikes every enemy on her range at once (the 阵法术师 group
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// attack, sim/professions.js `rangeAoe`): the field draws a strike line from her to each of the five in the same frame
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// and every one of them shows its damage number.
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//
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// Opt-in (starts Chrome): RENDER_E2E=1 node --test test/render/phalanx-aoe.browser.test.js
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// Chrome path: $CHROME_PATH or the macOS default. Screenshot → test/e2e/out/phalanx-aoe.png.
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import { test, describe, before, after } from 'node:test';
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import assert from 'node:assert/strict';
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import { existsSync, mkdirSync } from 'node:fs';
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import path from 'node:path';
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import { fileURLToPath } from 'node:url';
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import { makeBattle } from '../helpers/battleHarness.js';
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const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '../..');
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const OUT = path.join(ROOT, 'test/e2e/out');
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const CHROME = process.env.CHROME_PATH || '/Applications/Google Chrome.app/Contents/MacOS/Google Chrome';
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const enabled = process.env.RENDER_E2E === '1' && existsSync(CHROME) && existsSync(path.join(ROOT, 'public/assets'));
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const skip = enabled ? false : 'set RENDER_E2E=1 (needs Chrome and downloaded assets)';
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const SPREAD = [[10, 7], [10, 3], [12, 5], [9, 5], [11, 6]];
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/** Real frames: 卡涅利安 (S2 on) against five standing 源石虫 spread over her x-1 range. */
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function recordBattle(seconds = 8) {
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const h = makeBattle({ units: [{ chessId: 'chess_char_4_24_a', row: 10, col: 5 }], seed: 3, autoFinish: false, timeLimit: 600 });
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h.step();
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const u = h.allies()[0];
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const es = SPREAD.map((p) => h.spawn('enemy_1007_slime', { pos: p, routeIndex: 0, mods: { speedMul: 0, hpMul: 1000 } }));
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u.skill.gainSp(u.skill.spCost);
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const meta = { ...h.b.fieldMeta(), stageId: 'act2autochess_m01' };
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h.b.drainEvents();
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const frames = [];
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for (let i = 0; i < seconds * 30; i++) {
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h.b.step(); // (not h.step(): the harness would drain the events itself)
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const { t, ...rest } = h.b.snapshot();
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frames.push({ snap: { ...rest, t: 'b.snap', gt: t }, ev: h.b.drainEvents(), gt: t });
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}
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return { meta, frames, opId: u.id, enemyIds: es.map((e) => e.id) };
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}
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describe('阵法术师 group attack in headless Chrome (community report E3)', { skip }, () => {
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let srv, browser;
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before(async () => {
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const puppeteer = (await import('puppeteer-core')).default;
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const { startServer } = await import('../../server/index.js');
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srv = await startServer({ port: 0, host: '127.0.0.1', quiet: true });
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browser = await puppeteer.launch({ executablePath: CHROME, headless: true, args: ['--no-first-run'] });
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mkdirSync(OUT, { recursive: true });
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});
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after(async () => {
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await browser?.close();
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await srv?.close();
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});
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test('every attack draws a strike to each of the five enemies on her range, and each shows its damage', async () => {
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const { meta, frames, opId, enemyIds } = recordBattle();
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const attacks = frames.filter((f) => f.ev.some((e) => e[0] === 'atk' && e[1] === opId));
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assert.ok(attacks.length >= 3, 'she attacked');
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for (const f of attacks) assert.equal(new Set(f.ev.filter((e) => e[0] === 'atk' && e[1] === opId).map((e) => e[2])).size, 5, 'one attack, five targets');
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const page = await browser.newPage();
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const problems = [];
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page.on('console', (m) => { if (m.type() === 'error') problems.push(`console: ${m.text()}`); });
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page.on('pageerror', (e) => problems.push(`pageerror: ${e.message}`));
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page.on('response', (r) => { if (r.status() >= 400) problems.push(`HTTP ${r.status()} ${r.url()}`); });
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try {
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await page.setViewport({ width: 1280, height: 720 });
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await page.goto(`http://127.0.0.1:${srv.port}/dev/render-demo.html?scene=normal-m01&paused=1&panel=0`);
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await page.waitForFunction('window.__demo && (window.__demo.ready || window.__demo.error)', { timeout: 30000 });
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await page.evaluate((meta) => {
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const v = window.__demo.view;
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v.enterBattle(meta);
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v.setCamera('normal', { rect: meta.rect, side: 'L', instant: true });
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v.setLocalFeed({ on: true, speed: 2 });
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}, meta);
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let maxBeams = 0, shot = false;
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const numbered = new Set();
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const CHUNK = 30;
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for (let i = 0; i < frames.length; i += CHUNK) {
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const got = await page.evaluate(async (chunk, opId) => {
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const v = window.__demo.view, fx = v.debug.fx, out = [];
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for (const f of chunk) {
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if (f.ev.length) v.pushEvents({ t: 'b.ev', fieldId: f.snap.fieldId, gt: f.gt, ev: f.ev });
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v.pushSnapshot(f.snap);
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await new Promise((r) => requestAnimationFrame(() => r()));
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const me = v.debug.views.get(opId);
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const beams = new Set(fx.beamList.filter((b) => b.a === me && b.b).map((b) => b.b.id));
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out.push({ beams: beams.size, nums: [...new Set(fx.nums.filter((n) => !n.fading && n.unit).map((n) => n.unit.id))] });
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}
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return out;
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}, frames.slice(i, i + CHUNK), opId);
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for (const g of got) {
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maxBeams = Math.max(maxBeams, g.beams);
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for (const id of g.nums) numbered.add(id);
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if (g.beams === 5 && !shot) { shot = true; await page.screenshot({ path: path.join(OUT, 'phalanx-aoe.png') }); }
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}
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}
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assert.equal(maxBeams, 5, 'one frame shows her strike on all five enemies');
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for (const id of enemyIds) assert.ok(numbered.has(id), `enemy ${id} shows a damage number`);
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assert.deepEqual(problems, []);
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} finally {
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await page.close();
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}
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});
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});
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