// test/sim/feedback5-cb4-pins.test.js — community reports of 2026-10-06 that this tree already answers, pinned (DESIGN // §25.18; they pass on the parent commit — nothing changed for them): // item 6 「每局游戏开始展示的敌人类型(折射、飞行等等),实际出现波次在7到9波,而且每个最多三波,其余波次用特异类型填充」 — the // official type schedule (client RandomEnemyGenerater, research 08 §2.1; act2autochess specialEnemyRandomTypeDict count 3, // constData maxLevelCnt 15 / specialEnemyNum 3 / enemyTypeIdentifierToFillRandom 1): each briefing type owns 3 of the // 15 round slots, SPECIAL (特异) the other 6, shuffled — R14 (leader) and R15 (hidden core) take slots too, so the 13 // normal rounds hold 7–9 type waves, at most 3 per type; // item 35 「鸭爵策略的悬赏现在有时候会一波出现多只,比如多只鸭子」 — PRTS 下半/PRTS盟约记录 鸭爵 备注 「每回合将有0~2名敌人被 // 替换为上述敌人之一」: each player's wave gets 0–2 swaps (bands/meta.js duckReplace), each one of the four at random, so // two ducks in one wave is official (≈ 1 wave in 12 here); never more than 2 per player's wave; // item 57 「囚犯敌人的解放状态联防时不应继承」 — a leaked prisoner re-enters 联防 as a new spawn (unite.js planUnite → // waves.js buildUniteWave: its key and spawn mods only), confined again (archetypes.js prisoner spawn); the freed look // the report saw was 普通 / 老练囚犯's red clip set drawn from the gate, fixed with the prisoners' forms (§25.14.1). // Run: node --test test/sim/feedback5-cb4-pins.test.js import { test } from 'node:test'; import assert from 'node:assert/strict'; import { makeBattle, chessRec, checkInvariants } from '../helpers/battleHarness.js'; import { GameData } from '../../server/match/gamedata.js'; import { setupMatchWaves, buildUniteWave } from '../../server/match/waves.js'; import { planUnite } from '../../server/match/unite.js'; import { createRng } from '../../server/sim/rng.js'; import { DATA, makeMatch } from '../match/harness.js'; test('item 6: the three briefing types fill 7–9 of the 13 normal waves (险境 / 绝境 / 终极), at most 3 each; the rest are SPECIAL', () => { for (const modeId of ['mode_multi_normal', 'mode_single_hard', 'mode_multi_abyss']) { const gd = new GameData(DATA, modeId); assert.equal(gd.bossRound, 14); const totals = new Set(); for (let seed = 1; seed <= 200; seed++) { const s = setupMatchWaves(gd, createRng(seed)); const normal = s.typeSlots.slice(0, gd.bossRound - 1); const per = s.factions.map((f) => normal.filter((t) => t === f).length); for (const n of per) assert.ok(n >= 1 && n <= 3, `${modeId} seed ${seed}: ${per}`); const total = per.reduce((a, b) => a + b, 0); assert.ok(total >= 7 && total <= 9, `${modeId} seed ${seed}: ${total}`); assert.equal(normal.filter((t) => t === 'SPECIAL').length, normal.length - total, 'every other wave is SPECIAL'); totals.add(total); } assert.deepEqual([...totals].sort(), [7, 8, 9], `${modeId}: all three totals occur`); } }); test('item 57: a prisoner freed in its own combat leaks and re-enters 联防 confined (no freed form, the confinement buff, freed only by its own attacks there)', () => { const KEY = 'enemy_1116_liprr'; // 普通囚犯 const wall = chessRec({ id: 't_wall', profession: 'TANK', stats: { atk: 0, maxHp: 1e9, def: 0, blockCnt: 3 }, rangeGrid: [[0, 0]], skill: null }); const kits = { t_wall: () => ({ trait: { noAttack: true } }) }; const h = makeBattle({ autoFinish: false, timeLimit: 120, defs: { chess: { t_wall: wall } }, kits, units: [{ chessId: 't_wall', row: 9, col: 6 }], enemies: [{ key: KEY, route: 0 }] }); assert.ok(h.runUntil(() => h.enemy(KEY) && h.enemy(KEY).form === 'liberty', 60), 'freed by its own attacks'); const p = h.enemy(KEY); assert.ok(p.findBuff('ab:liberty') && !p.findBuff('ab:confined')); h.b.retreat(h.unit('t_wall')); assert.ok(h.runUntil(() => !p.alive, 60), 'it walks on and leaks'); const r = h.result().perPlayer.p1; assert.deepEqual(r.leaked.filter((l) => l.counted !== false).map((l) => l.enemyKey), [KEY]); checkInvariants(h.b); // 联防: the leaker's counted leak re-enters on the escaped template of one helper const gd = new GameData(DATA, 'mode_multi_normal'); const seat = (id, s) => ({ playerId: id, seat: s, deployCount: 1, bonds: {}, layers: {}, board: new Map(), bounties: [] }); const m = { isSolo: false, alivePlayers: () => [seat('p1', 1), seat('H', 0)], gd: { unite: { maxHelpers: 2 }, enemy: (k) => gd.enemy(k) } }; const plan = planUnite(m, new Map([['p1', r], ['H', { perfect: true, leaked: [], unitsEnd: [] }]])); assert.deepEqual(plan.leaked.map((l) => l.enemyKey), [KEY]); assert.deepEqual(Object.keys(plan.leaked[0]).sort(), ['bounty', 'enemyKey', 'lpr', 'mods', 'sourcePlayerId', 'tag'], 'nothing of its state travels'); const wave = buildUniteWave(gd, plan.leaked, 1, 60); const u = makeBattle({ kind: 'unite', stageId: 'act1autochess_escaped_single', autoFinish: false, timeLimit: 60, routes: wave.routes, defs: { chess: { t_wall: wall } }, kits, units: [{ chessId: 't_wall', row: 9, col: 8 }], enemies: wave.spawns.map((s) => ({ key: s.enemyKey, time: s.time, route: s.routeIndex, mods: s.mods, sourcePlayerId: s.sourcePlayerId })), }); assert.ok(u.runUntil(() => u.enemy(KEY), 30), 're-entered'); const q = u.enemy(KEY); assert.equal(q.form ?? null, null, 'drawn confined'); assert.ok(q.findBuff('ab:confined') && !q.findBuff('ab:liberty'), 'confined again'); assert.ok(u.runUntil(() => q.stats.attacks >= 1, 40), 'blocked, it attacks'); assert.equal(q.form ?? null, null, 'still confined after its first 联防 attack'); assert.ok(u.runUntil(() => q.form === 'liberty', 60), 'freed again only by its own attacks there'); assert.equal(q.stats.attacks, 4, 'at its 4th attack in 联防 (confinement.times), as in a fresh spawn'); checkInvariants(u.b); }); test('item 35: the 鸭爵 strategy swaps 0–2 enemies of each player\'s wave, each one of its four at random (two ducks in one wave included), never more', () => { const hist = [0, 0, 0]; let twoSame = 0; for (const seed of [31, 32]) { const h = makeMatch({ mode: 'coop', difficulty: 'NORMAL', seed, fake: true }).start(); h.toPrep(6, { band: 'band_ducklord' }); for (const ps of h.m.alivePlayers()) { for (let k = 0; k < 40; k++) { const ducks = h.m._normalOpts(ps).spawns.filter((x) => x.tag === 'duck'); assert.ok(ducks.length <= 2, `${ducks.length} swaps in one wave`); hist[ducks.length]++; if (ducks.length === 2 && ducks[0].enemyKey === ducks[1].enemyKey) twoSame++; for (const d of ducks) assert.deepEqual(d.bounty, { coins: 1, ownerPlayerId: ps.playerId }); } } h.m.dispose(); } assert.ok(hist.every((n) => n > 0), `0, 1 and 2 swaps all occur: ${hist}`); assert.ok(twoSame > 0, 'two of the same kind (e.g. two ducks) in one wave occurs'); });