// test/content/feedback5-we2-raid-148.test.js — 0.2.0 WE2 #3 (GitHub #148 「突袭近战干员部署在高台」, a battle screenshot on the // 深水区 map): reproduced on every battle stage — a melee 突袭 member's jump (content/bonds/addon/battle.js raidTile: // grid.canStand for its position) lands on low ground only, never on a 高台; on 战场#08 (act2 m04) it may land on a 围墙 tile // (tile_fence_bound: LOW, buildable ALL — deployable, it attacks from there and blocks no ground enemy, DESIGN §21.23), which // the board draws as a raised concrete area inside an orange railing: what the screenshot most likely shows. // Updated on purpose by 0.2.0 WV #3 (the owner's decision of 2026-10-06): a melee member that blocks lands where its block // applies — a tile ground units pass (not a 围墙) with an enemy ground path through it (Battle.groundPathTiles) or its enemy // on it — whenever such a tile covers its enemy, before a nearer one where it would block nothing; a 围墙 tile only when // nothing else does. // Run: node --test test/content/feedback5-we2-raid-148.test.js import { test } from 'node:test'; import assert from 'node:assert/strict'; import { makeBattle, chessRec, enemyRec } from '../helpers/battleHarness.js'; import { getData } from '../../server/data.js'; import { COLS } from '../../server/sim/constants.js'; const D = getData({ log: { warn() {}, error() {}, info() {} } }); const STAGES = Object.keys(D.stages).filter((id) => D.stages[id].kind !== 'unite'); const defs = { chess: { m: chessRec({ id: 'm', bonds: ['raidShip'], position: 'MELEE', range: [[0, 0], [0, 1]] }) }, enemies: { e: enemyRec({ key: 'e', hp: 1e9, speed: 0, mass: 0 }) }, }; const RAID = { raidShip: { count: 3, active: true, tier: 1, layers: 1 } }; /** The tiles raidTile looks at for an enemy on (er, ec): its range [[0, 0], [0, 1]] facing RIGHT led back from the enemy. */ function landingTiles(b, er, ec) { const out = []; for (const [dr, dc] of [[0, 0], [0, 1]]) { const r = er - dr, c = ec - dc; if (b.grid.inRect(r, c) && b.grid.canStand(r, c) && !b.isReservedTile(r, c)) out.push([r, c]); } return out; } /** Its block applies there: ground units pass the tile, and an enemy ground path runs through it or its enemy stands on it. */ const blocksOn = (b, [r, c], er, ec) => b.grid.tile(r, c).pass === 'ALL' && (b.groundPathTiles().has(r * COLS + c) || (r === er && c === ec)); const same = (t, r, c) => t[0] === r && t[1] === c; test('#3 / GitHub #148: a melee 突袭 member never lands on a 高台 (any stage, any enemy tile of the field); it lands where it can block whenever such a tile covers its enemy (the owner\'s decision of 2026-10-06), a 围墙 tile only when nothing else does', () => { let jumps = 0, fence = 0, preferred = 0; for (const stageId of STAGES) { const st = D.stages[stageId]; const tileAt = (r, c) => st.tiles[st.rows[r]?.[c]]; // the member's start: the first deployable melee tile of the field let home = null; for (let r = 12; r >= 9 && !home; r--) for (let c = 2; c <= 10 && !home; c++) { const t = tileAt(r, c); if (t && t.height === 'LOW' && (t.buildable === 'ALL' || t.buildable === 'MELEE') && t.tileKey === 'tile_road') home = [r, c]; } if (!home) continue; for (let er = 9; er <= 12; er++) for (let ec = 2; ec <= 10; ec++) { const t = tileAt(er, ec); if (!t || t.height !== 'LOW' || (er === home[0] && ec === home[1])) continue; const h = makeBattle({ stageId, defs, bonds: RAID, enemies: [{ key: 'e', pos: [er, ec] }], units: [{ chessId: 'm', row: home[0], col: home[1] }], autoFinish: false, timeLimit: 60 }); const u = h.unit('m'); h.step(); const tiles = landingTiles(h.b, er, ec); const blocking = tiles.filter((x) => blocksOn(h.b, x, er, ec)); h.run(12); if (u.tileR === home[0] && u.tileC === home[1]) continue; jumps++; const at = `${stageId}: enemy ${er},${ec} → ${u.tileR},${u.tileC}`; const lt = tileAt(u.tileR, u.tileC); assert.ok(lt && lt.height === 'LOW' && (lt.buildable === 'ALL' || lt.buildable === 'MELEE'), `${at} ${lt?.tileKey}/${lt?.height}`); assert.ok(tiles.some((x) => same(x, u.tileR, u.tileC)), `${at}: a tile that covers its enemy`); if (blocking.length) { assert.ok(blocking.some((x) => same(x, u.tileR, u.tileC)), `${at}: a tile where it blocks was there (${JSON.stringify(blocking)})`); if (!blocksOn(h.b, tiles[0], er, ec)) preferred++; // the nearest one (its enemy's own) would block nothing } if (lt.tileKey === 'tile_fence_bound') fence++; } } assert.ok(jumps > 50, `${jumps} jumps checked`); assert.ok(preferred > 0, `the preference decided ${preferred} landings`); assert.ok(fence > 0, 'some still land on a 围墙 tile (the #148 look) — where no tile it blocks on covers the enemy'); });