// test/content/feedback3-ground-ops.test.js — 「地面干员」 is the melee position (地面位), not the tile (0.1.3; community // report 「不屈盟约效果高台干员也错误的吃到了」). Game data words the deploy class this way (this mode's map card // 「可以部署高台干员和地面干员的地面」, 「可将高台干员部署于其上」, 「所有地面干员阻挡数+2」); PRTS corrected 琴柳's 地面干员 to // 地面位干员. The three effects worded 地面干员 — 不屈 (both lines), the 战栗维式重锤 proc and 休谟斯 回收利用 — read // support isGroundOp = def.position MELEE: 歌蕾蒂娅 on a 高台 counts, a ranged operator on a melee tile does not. import { test } from 'node:test'; import assert from 'node:assert/strict'; import { makeBattle, chessRec, enemyRec, checkInvariants } from '../helpers/battleHarness.js'; import { isGroundOp } from '../../server/sim/content/support/index.js'; const close = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps, `${msg}: ${a} ≠ ${b}`); const RANGE5 = [[0, 0], [0, 1], [0, 2], [0, 3], [0, 4]]; const op = (id, o = {}) => chessRec({ id, profession: o.profession ?? 'WARRIOR', bonds: o.bonds ?? [], rangeGrid: RANGE5, stats: { maxHp: 2000, atk: 500, def: 200, res: 10, aspd: 100, bat: 1, respawnTime: 20, spRecovery: 1, blockCnt: 2 }, skill: { spCost: 60, duration: 5, initSp: 0 }, }); const DUMMY = enemyRec({ key: 'e_d', hp: 1e7, speed: 0 }); function forceRng(h, v) { const orig = h.b.rng; h.b.rng = Object.assign(() => v, orig); } // act2autochess_m01 (战场#01(下半)): (9,4) a melee tile on the road, (10,4) a 高台 const PROVENCE = 'chess_char_1_07_a'; // 普罗旺斯 狙击 RANGED, 不屈 const GLADIIA = 'chess_char_4_12_a'; // 歌蕾蒂娅 钩索师 MELEE (placement 'all': may stand on a 高台) const CUORA = 'chess_char_3_16_a'; // 蛇屠箱: takes the tier-2 SP const INDOM = { indomShip: { count: 3, active: true, tier: 2, layers: 210 } }; // p = min(1, 0.18 + 0.004 × 210) = 1 test('不屈 (real chess): 歌蕾蒂娅 knocked out on a 高台 is back at once with the tier-2 SP; 普罗旺斯 on a melee tile stays down', () => { const run = (id, row, col) => { const h = makeBattle({ stageId: 'act2autochess_m01', seed: 4, timeLimit: 60, autoFinish: false, bonds: INDOM, units: [{ chessId: id, row, col, dir: 'RIGHT' }, { chessId: CUORA, row: 12, col: 6, dir: 'RIGHT' }], }); h.step(2); const u = h.unit(id), other = h.unit(CUORA); const sp0 = other.skill.sp; h.b.kill(u, null); const back = u.alive && u.deployed; const sp = other.skill.sp - sp0; checkInvariants(h.b); return { u, back, sp }; }; const g = run(GLADIIA, 10, 4); assert.equal(g.u.ground, false, '歌蕾蒂娅 stands on the 高台'); assert.equal(g.u.def.position, 'MELEE'); assert.ok(isGroundOp(g.u), 'a 地面干员 up there'); assert.ok(g.back, '不屈 brings her back at once'); close(g.sp, 5, '不屈 tier 2: every operator on the field +5 SP'); const p = run(PROVENCE, 9, 4); assert.equal(p.u.ground, true, '普罗旺斯 stands on a melee tile'); assert.ok(!isGroundOp(p.u), 'not a 地面干员'); assert.ok(!p.back, '不屈 does not bring a ranged operator back'); close(p.sp, 0, 'no tier-2 SP for her knock-out'); const g2 = run(GLADIIA, 9, 4); assert.ok(g2.back && g2.sp === 5, '歌蕾蒂娅 on the ground: as before'); }); test('战栗维式重锤: the 战栗 proc takes a melee carrier on a 高台, never a ranged carrier on a melee tile', () => { const ops = { t_m: op('t_m', { bonds: ['victoriaShip'] }), t_r: op('t_r', { bonds: ['victoriaShip'], profession: 'SNIPER' }) }; const tremble = (id, row, col) => { const h = makeBattle({ defs: { chess: ops, enemies: { e_d: DUMMY } }, timeLimit: 999, autoFinish: false, units: [{ chessId: id, row, col, items: ['chess_item_2_03_e_a'] }], enemies: [{ key: 'e_d', pos: [10, 5] }], }); forceRng(h, 0.05); // under the 10 % chance h.runUntil(() => h.hooksOf('attack').length >= 1, 5); assert.ok(h.hooksOf('attack').length >= 1, `${id} attacked`); const u = h.unit(id); return { ground: u.ground, hit: !!h.b.enemies[0].findBuff('tremble') }; }; const m = tremble('t_m', 10, 2); assert.equal(m.ground, false, 'the melee carrier on the 高台'); assert.ok(m.hit, '战栗 from a melee carrier on a 高台'); const r = tremble('t_r', 10, 4); assert.equal(r.ground, true, 'the ranged carrier on a melee tile'); assert.ok(!r.hit, 'no 战栗 from a ranged carrier'); }); test('休谟斯 回收利用: a melee operator\'s skill end on a 高台 feeds a neighbour 3 SP; a ranged one\'s on a melee tile does not', () => { const ops = { t_m: op('t_m'), t_r: op('t_r', { profession: 'SNIPER' }), t_n: op('t_n') }; const recycle = (id, row, col, nRow, nCol) => { const h = makeBattle({ defs: { chess: ops, enemies: { e_d: DUMMY } }, bandId: 'band_humus', timeLimit: 999, autoFinish: false, units: [{ chessId: id, row, col }, { chessId: 't_n', row: nRow, col: nCol }], }); h.step(1); const u = h.unit(id), n = h.unit('t_n'); const n0 = n.skill.sp; u.skill.activate('test', { free: true }); u.skill.end('test'); return { ground: u.ground, gain: n.skill.sp - n0 }; }; const m = recycle('t_m', 10, 2, 10, 3); assert.equal(m.ground, false); close(m.gain, 3, 'melee on the 高台: neighbour +3'); const r = recycle('t_r', 10, 4, 11, 4); assert.equal(r.ground, true); close(r.gain, 0, 'ranged on a melee tile: nothing'); });