Deploy-timed skills run the normal duration lifecycle: one charge on deployment, a duration bar, a real end, again on the next deployment (#109)

宴 S2, 斯卡蒂 S2, 野鬃 S1, 砾 S1 / S2, 伊内丝 S3, 缄默德克萨斯 S1–S3 and 耀骑士临光 S2 used a separate timed buff while the skill stayed active; equipment and bond effects that read the skill state now see it end. 伊内丝's first sentry placement starts no skill. Contributed by @Sukvii.
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Sukvii authored and GitHub committed 2026-10-05 22:36:29 +08:00
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@@ -7,7 +7,7 @@
//
// The chess: elite 野鬃 (chess_char_1_19_b). Default = S2 夹枪冲锋 (25/40 SP) + module 长枪替补套装 (ATK +40, ASPD +3).
// Chosen here: S1 骑枪刺击 (ON_DEPLOY: "部署后攻击速度+100" for 25 s) + 不装备 — so right after the unit deploys the
// local battle must show the S1 buff (wildmn:s1, ASPD +100, skill active) and the no-module stats (ATK 524, ASPD 100).
// local battle must show S1 active with a draining duration bar, ASPD +100 and the no-module stats (ATK 524, ASPD 100).
// The server is test/e2e/fastServer.mjs with its starter-kit hook (SP_START_CHESS: the elite in the hand at round 1);
// everything else is the real match engine and the real UI driven by real mouse input.
// Screenshots: test/e2e/out/loadout-battle-*.png.
@@ -16,6 +16,9 @@ import assert from 'node:assert/strict';
import { existsSync, readFileSync } from 'node:fs';
import path from 'node:path';
import { Client, ROOT, sleep, hasChrome, startRealServer, problemsOf } from '../e2e/client.mjs';
import { makeBattle } from '../helpers/battleHarness.js';
import { UF } from '../../shared/constants.js';
import { COLORS } from '../../public/js/render/style.js';
const ENABLED = process.env.SP_E2E === '1' && hasChrome() && existsSync(path.join(ROOT, 'public/assets'));
const BASE = 'chess_char_1_19_a';
@@ -129,15 +132,16 @@ describe('user playtest #2 item 1 — loadout chosen in the UI fights in the loc
const e = r && [...r._entries.values()].find((x) => x.own && x.battle);
if (!e) return false;
const u = e.battle.allyUnits.find((x) => x.uid === uid);
if (!u || !u.findBuff?.('wildmn:s1')) return false;
const b = u.findBuff('wildmn:s1');
if (!u?.skill?.active || u.skill.id !== 'skchr_wildmn_1') return false;
const tuple = e.battle.snapshot().units.find((t) => t[0] === u.id);
const entry = (e.spec.players || []).flatMap((p) => p.units || []).find((x) => x.uid === uid) || null;
return {
authoritative: e.authoritative, t: e.battle.time,
spec: entry && { chessId: entry.chessId, skillIndex: entry.skillIndex, moduleId: entry.moduleId },
skill: u.skill?.id ?? null, source: u.kit?.skillSource ?? null, active: !!u.skill?.active,
loadout: u.def?.loadout ?? null, atk: u.def?.stats?.atk, aspd: u.def?.stats?.aspd,
buff: { aspd: b.mods?.aspd ?? null },
liveAspd: u.s.aspd, timeLeft: u.skill.timeLeft, duration: u.skill.duration, ready: u.skill.ready,
bar: tuple && { value: tuple[5], max: tuple[6] },
};
}, { timeout: 30000, polling: 100 }, piece.uid).then((h) => h.jsonValue())
.catch(async (err) => {
@@ -157,7 +161,11 @@ describe('user playtest #2 item 1 — loadout chosen in the UI fights in the loc
assert.equal(got.atk, rec.statsBase.atk, 'no module: base ATK (the default module adds +40)');
assert.equal(got.aspd, rec.statsBase.aspd, 'no module: base ASPD');
assert.notEqual(rec.stats.atk, rec.statsBase.atk, 'control: the default module would change ATK');
assert.equal(got.buff.aspd, s1.bb.attack_speed, 'S1 signature: ASPD +100 on deploy');
assert.equal(got.liveAspd - got.aspd, s1.bb.attack_speed, 'S1 signature: ASPD +100 on deploy');
assert.equal(got.ready, false, 'deployment consumed its sole charge');
assert.equal(got.duration, s1.duration);
assert.equal(got.bar.max, s1.duration, 'zero-SP skill has a duration bar');
assert.ok(Math.abs(got.bar.value - got.timeLeft) <= 0.06);
assert.ok(got.active, 'S1 is active right after deploying');
assert.ok(got.t < 10, `S1 fires on deploy (t = ${got.t}), long before S2 could charge (25/40 SP)`);
await sleep(800);
@@ -171,4 +179,63 @@ describe('user playtest #2 item 1 — loadout chosen in the UI fights in the loc
await srv.stop();
}
});
test('野鬃 S1 duration bar: full on deploy, half remaining, hidden after expiry (real renderer)', { timeout: 120000 }, async () => {
const h = makeBattle({
stageId: 'act2autochess_m01', autoFinish: false, timeLimit: 60,
units: [{ chessId: ELITE, skillIndex: 0, moduleId: 'none', row: 9, col: 5 }],
});
h.b.start();
const u = h.unit(ELITE);
assert.equal(u.skill.id, 'skchr_wildmn_1');
const meta = { ...h.b.fieldMeta(), stageId: 'act2autochess_m01' };
const frames = [];
for (const [name, elapsed, share] of [['full', 0, 1], ['half', u.skill.duration / 2, 0.5], ['ended', u.skill.duration / 2 + h.TICK, 0]]) {
h.run(elapsed);
const { t, ...rest } = h.snapshot();
frames.push({ name, share, snap: { ...rest, t: 'b.snap', gt: t } });
assert.equal(u.skill.ready, false, `${name}: no remaining deploy charge`);
assert.equal(u.skill.active, name !== 'ended');
}
const srv = await startRealServer();
const P = (await import('puppeteer-core')).default;
const c = new Client(P, srv.base, 'duration', { prefix: 'loadout-battle' });
try {
await c.open();
await c.page.goto(`${srv.base}/dev/render-demo.html?scene=normal-m01&paused=1&panel=0`);
await c.page.waitForFunction('window.__demo && (window.__demo.ready || window.__demo.error)', { timeout: 30000 });
assert.equal(await c.page.evaluate(() => window.__demo.error ?? null), null);
for (const f of frames) {
await c.page.evaluate((meta, snap) => {
const v = window.__demo.view;
v.enterBattle(meta);
v.setCamera('normal', { rect: meta.rect, side: 'L', instant: true });
v.setLocalFeed({ on: true, speed: 2 });
v.pushSnapshot(snap);
}, meta, f.snap);
await c.page.waitForFunction((id, spMax) => {
const x = window.__demo.view.debug.views.get(id);
return x?.spineReady && x.hud.visible && x.hud.alpha > 0.99 && x.hpFill.visible && x.spMax === spMax;
}, { timeout: 15000 }, u.id, f.snap.units.find((t) => t[0] === u.id)[6]);
const bar = await c.page.evaluate((id) => {
const x = window.__demo.view.debug.views.get(id);
return { visible: x.spFill.visible, bg: x.spBg.visible, share: x.spFill.width / (x.spBg.width - 2),
tint: x.spFill.tint, flags: x.flags, glow: x.spGlow.visible, sp: x.sp, max: x.spMax };
}, u.id);
assert.equal(bar.glow, false, `${f.name}: no ready highlight`);
assert.equal(!!(bar.flags & UF.SKILL), f.name !== 'ended');
assert.equal(bar.visible, f.name !== 'ended');
assert.equal(bar.bg, f.name !== 'ended');
if (bar.visible) {
assert.ok(Math.abs(bar.share - f.share) < 0.002, `${f.name}: drawn share ${bar.share}`);
assert.equal(bar.tint, COLORS.spActive);
} else assert.deepEqual([bar.sp, bar.max], [0, 0]);
await c.shot(`duration-${f.name}`);
}
assert.deepEqual(problemsOf([c]), []);
} finally {
await c.close();
await srv.stop();
}
});
});