// Player report #3 after the 0.1.0 release: "有水池的那张图干员可以错误的被部署到水里,突袭分队干员也会自动落到水里". // The pool is the 深水区 (tile_deepsea) of 战场#08(下半) 涨潮控制 (act2autochess_m04: board (10–12, 6), the partner's // (10–12, 14), boss (3–5, 6) / (3–5, 14)). The level file says buildableType ALL, but the tile refuses deployment // officially: PRTS 深水区 地形信息 "地形机制:拒绝部署(待补充)", and the season-1 战场#05 puts a 特制水上平台 // ("在水上建立可以部署任意单位的平台") on every one of its 深水区 tiles. The sim side: `grid.canStand` refuses it, so // no automatic placement (the 突袭 landing tile, a tactician's tactical point, summon tiles) ever picks a water tile. // The prep side (placement on the board) is test/match/feedback1-placement.test.js. import { test } from 'node:test'; import assert from 'node:assert/strict'; import { makeBattle, chessRec, enemyRec, checkInvariants } from '../helpers/battleHarness.js'; import { getDefaultSource } from '../../server/sim/simdata.js'; import { inRange } from '../../server/sim/content/support/index.js'; const STAGE = 'act2autochess_m04'; const WATER = [[10, 6], [11, 6], [12, 6]]; const isWater = (b, r, c) => b.grid.tile(r, c).key === 'tile_deepsea'; const VIGIL = 'chess_char_3_19_a'; // 伺夜 (战术家): 狼群 on a tactical point const WOLF = 'token_10028_vigil_wolf'; test('the stage data: 战场#08\'s 深水区 refuses deployment (effective buildable NONE; the level\'s buildableType kept)', () => { const st = getDefaultSource().getStage(STAGE); const raw = st.raw ?? st; const d = raw.tiles.d; assert.equal(d.tileKey, 'tile_deepsea'); assert.equal(d.buildable, 'NONE', 'PRTS 深水区 地形信息: 拒绝部署'); assert.equal(d.buildableType, 'ALL', 'the level file\'s own value is kept'); const deploy = new Set([...raw.deployTiles.normal.melee, ...raw.deployTiles.normal.rangedOnly].map(([r, c]) => `${r},${c}`)); for (const [r, c] of WATER) assert.ok(!deploy.has(`${r},${c}`), `deployTiles.normal excludes ${r},${c}`); for (const side of ['bossLeft', 'bossRight']) { const t = new Set([...raw.deployTiles[side].melee, ...raw.deployTiles[side].rangedOnly].map(([r, c]) => `${r},${c}`)); for (const [r, c] of [[3, 6], [4, 6], [5, 6], [3, 14], [4, 14], [5, 14]]) assert.ok(!t.has(`${r},${c}`), `${side} excludes ${r},${c}`); } }); test('grid.canStand refuses the water for melee and ranged units; the road next to it stays standable', () => { const h = makeBattle({ stageId: STAGE, units: [] }); for (const [r, c] of WATER) { assert.ok(isWater(h.b, r, c)); assert.equal(h.b.grid.canStand(r, c), false, `melee ${r},${c}`); assert.equal(h.b.grid.canStand(r, c, { ranged: true }), false, `ranged ${r},${c}`); assert.equal(h.b.grid.groundPassable(r, c), true, 'enemies still wade through it'); } assert.equal(h.b.grid.canStand(11, 5), true); assert.equal(h.b.grid.canStand(12, 7, { ranged: true }), true); // the other tile the deploy map denies to melee units: a hard-blocked tile (a 射击台 a map card switched on, ranged // only in the prep) — no automatic placement puts a melee unit there either h.b.setObstacle(12, 7, true); assert.equal(h.b.grid.canStand(12, 7), false, 'melee: not on a 射击台'); assert.equal(h.b.grid.canStand(12, 7, { ranged: true }), true, 'ranged: may stand on it'); }); test('#3 突袭: an idle member jumping to an enemy that wades in the pool lands on dry ground next to it, never in the water', () => { const defs = { chess: { r_m: chessRec({ id: 'r_m', bonds: ['raidShip'], profession: 'WARRIOR', skill: null }) }, enemies: { enemy_wader: enemyRec({ key: 'enemy_wader', hp: 1e7, speed: 0 }) }, }; for (const [er, ec] of WATER) { const h = makeBattle({ stageId: STAGE, defs, bonds: { raidShip: { count: 2, active: true, tier: 1, layers: 0 } }, enemies: [{ key: 'enemy_wader', pos: [er, ec] }], units: [{ chessId: 'r_m', row: 9, col: 3 }], }); const u = h.unit('r_m'); assert.ok(h.runUntil(() => u.alive && (u.tileR !== 9 || u.tileC !== 3), 14), `jumped (enemy at ${er},${ec})`); assert.ok(!isWater(h.b, u.tileR, u.tileC), `landed on ${u.tileR},${u.tileC}, not in the water (enemy ${er},${ec})`); assert.ok(h.b.grid.canStand(u.tileR, u.tileC), 'a tile a melee operator may be deployed on'); assert.ok(inRange(u, h.enemy('enemy_wader')), 'the enemy is in range after the jump'); checkInvariants(h.b); } }); test('#3 the tactical point of a tactician never lies in the water (伺夜 facing the pool, no 狼群 piece placed)', () => { // 伺夜 on the fenced tile (11,7) facing LEFT: her range covers the pool (10–12, 6) — the nearest tiles on the enemy // path (11,6) — and the road (12,7) / (12,5) / (11,5) behind it const h = makeBattle({ stageId: STAGE, units: [{ chessId: VIGIL, row: 11, col: 7, dir: 'LEFT' }] }); h.step(1); const vigil = h.unit(VIGIL); assert.ok(vigil && vigil.alive); const tp = h.b.findTacticalPoint(vigil); assert.ok(tp, 'a tactical point exists'); assert.ok(!isWater(h.b, tp[0], tp[1]), `tactical point ${tp} is not water`); h.run(1); const wolf = h.allies().find((u) => u.defId === WOLF && u.alive); assert.ok(wolf, 'the pack came as her 援军'); assert.ok(!isWater(h.b, wolf.tileR, wolf.tileC), `the pack stands on ${wolf.tileR},${wolf.tileC}, not in the water`); assert.ok((vigil.baseRangeKeys || []).includes(wolf.tileR * 21 + wolf.tileC), 'inside her attack range'); checkInvariants(h.b); });