// test/content/feedback3-indom-exits.test.js — 不屈 (owner's decision 2026-10-04, PRTS 卫戍协议:盟约 下半/PRTS盟约记录 不屈 // 修正: "被击倒、撤退、切换<替身>与<本体>时,有(18+0.4×层数)%概率立刻重新部署"; "※“立刻重新部署”的实现方式为:令受益者下次 // 部署的再部署时间和费用归零"): retreats and 傀儡师 switches roll too, not only knock-outs. import { test } from 'node:test'; import assert from 'node:assert/strict'; import { makeBattle, chessRec, checkInvariants } from '../helpers/battleHarness.js'; import { FORCED_EXIT } from '../../server/sim/constants.js'; const close = (a, b, eps = 1e-6, msg = '') => assert.ok(Math.abs(a - b) <= eps, `${msg} expected ${b}, got ${a}`); const bondOn = (count, layers = 0, tier = null, thresholds = [3, 6, 9]) => ({ count, active: count >= thresholds[0], tier: tier ?? thresholds.filter((t) => count >= t).length, layers, }); // --------------------------------------------------------------------------------------------------------------------- // 不屈 on 撤退 and on 替身 switches const groundOp = (id, extra = {}) => chessRec({ id, profession: 'WARRIOR', skill: null, bonds: ['indomShip'], stats: { atk: 100, maxHp: 5000, def: 0, respawnTime: 70 }, ...extra }); const spOp = (id) => groundOp(id, { skill: { duration: 5, spCost: 50, initSp: 0, bb: { atk: 1 } } }); const INDOM = (layers, count = 2) => ({ indomShip: bondOn(count, layers, null, [2, 3]) }); // p = min(1, 0.18 + 0.004 × layers) const GH2 = 'chess_char_5_13_a'; // 归溟幽灵鲨: 傀儡师, a member of 阿戈尔 and 不屈 test('不屈: a 撤退 rolls like a knock-out — at p = 1 it is back at once, free, on its tile (行商\'s withdrawal too); tier 2\'s +5 SP stays a knock-out effect', () => { const h = makeBattle({ defs: { chess: { t_a: groundOp('t_a'), t_b: spOp('t_b'), t_c: groundOp('t_c') } }, units: [{ chessId: 't_a', row: 10, col: 4 }, { chessId: 't_b', row: 10, col: 6 }, { chessId: 't_c', row: 10, col: 8 }], bonds: INDOM(300, 3), autoFinish: false, timeLimit: 60, hooks: ['death', 'deploy'], }); h.step(); const [a, b] = [h.unit('t_a'), h.unit('t_b')]; const dp0 = h.b.getPlayer('p1').dp; const sp0 = b.skill.sp; h.b.retreat(a, { reason: 'retreat' }); assert.ok(a.alive && a.deployed, 'back at once'); assert.equal(h.hooksOf('deploy').filter((c) => c.unit === a && !c.initial).length, 1); assert.deepEqual([a.tileR, a.tileC], [a.homeR, a.homeC], 'on its tile'); close(h.b.getPlayer('p1').dp, dp0, 1e-9, 'free'); close(b.skill.sp, sp0, 1e-9, 'no +5 SP for a retreat'); h.step(); // (不屈 fires once per unit and instant) h.b.retreat(a, { reason: 'merchant' }); assert.ok(a.alive, '行商\'s automatic withdrawal is a 撤退 too'); h.step(); const sp1 = b.skill.sp; h.b.dealDamage(null, a, { amount: 1e9, type: 'true' }); assert.ok(a.alive, 'a knock-out: back too'); close(b.skill.sp, sp1 + 5, 1e-9, 'a knock-out gives the tier-2 +5 SP'); checkInvariants(h.b); }); test('不屈: no roll on the 突袭 retreat (it redeploys at once anyway) nor on the 联防 forced exit; a missed roll leaves the withdrawn operator down', () => { const h = makeBattle({ kind: 'unite', defs: { chess: { t_a: groundOp('t_a'), t_b: groundOp('t_b') } }, units: [{ chessId: 't_a', row: 10, col: 4, carryState: { down: true } }, { chessId: 't_b', row: 10, col: 6 }], bonds: INDOM(300), autoFinish: false, timeLimit: 60, }); h.step(); const a = h.unit('t_a'); assert.ok(!a.alive && a.removeReason === FORCED_EXIT && h.b.isDown(a), 'the 联防 forced exit is no 撤退: it stays down with its timer'); const b = h.unit('t_b'); h.b.retreat(b, { reason: 'raid' }); assert.ok(!b.alive, 'the 突袭 retreat: 不屈 leaves it to the raid\'s own redeploy'); // p = 0.18: a seed whose roll misses leaves it down where it stood (§22.15) let missed = false; for (let seed = 1; seed < 40 && !missed; seed++) { const m = makeBattle({ seed, defs: { chess: { t_a: groundOp('t_a'), t_b: groundOp('t_b') } }, units: [{ chessId: 't_a', row: 10, col: 4 }, { chessId: 't_b', row: 10, col: 6 }], bonds: INDOM(0), autoFinish: false, timeLimit: 60, }); m.step(); const x = m.unit('t_a'); m.b.retreat(x, { reason: 'retreat' }); if (!x.alive) { missed = true; assert.ok(m.b.isDown(x), 'down on its tile with its timer'); } } assert.ok(missed, 'a missed roll within 39 seeds at p = 0.18'); }); test('不屈: a 傀儡师 switch to the 替身 rolls — she stays on the field, and a hit makes her next deployment immediate and free', () => { const h = makeBattle({ units: [{ chessId: GH2, row: 10, col: 4 }], bonds: INDOM(300), autoFinish: false, timeLimit: 120, captureNoisy: true, hooks: ['deploy'] }); h.step(); const u = h.unit(GH2); assert.ok(u.ground, 'a ground operator'); h.b.dealDamage(null, u, { amount: 1e9, type: 'true' }); assert.ok(u.alive && u.trait.doll, 'switched to her 替身, still on the field'); assert.equal(h.hooksOf('deploy').filter((c) => c.unit === u && !c.initial).length, 0, 'no redeploy for the switch itself'); assert.equal(u.mem.indomFreeDeploy, true, 'the roll hit: her next deployment is zeroed'); h.run(2); const dp0 = h.b.getPlayer('p1').dp; h.b.dealDamage(null, u, { amount: 1e9, type: 'true' }); // a lethal hit on the 替身 knocks her out assert.ok(u.alive && u.deployed && !u.trait.doll, 'back at once as her 本体'); close(h.b.getPlayer('p1').dp, dp0, 1e-9, 'free'); assert.equal(u.mem.indomFreeDeploy, false, 'spent by that deployment'); checkInvariants(h.b); }); test('不屈: the switch back to the 本体 rolls too; a zeroed deployment brings her back even when the knock-out roll misses', () => { const h = makeBattle({ units: [{ chessId: GH2, row: 10, col: 4 }], bonds: INDOM(300), autoFinish: false, timeLimit: 120, captureNoisy: true }); h.step(); const u = h.unit(GH2); h.b.dealDamage(null, u, { amount: 1e9, type: 'true' }); u.mem.indomFreeDeploy = false; // forget the first switch's roll: the switch back must roll on its own h.runUntil(() => !u.trait.doll, 30); assert.ok(u.alive && !u.trait.doll, 'back to her 本体'); assert.equal(u.mem.indomFreeDeploy, true, 'the switch back rolled (p = 1)'); // p = 0.18 (no layers): with a zeroed deployment banked she comes back after any knock-out, rolled or not for (let seed = 1; seed <= 5; seed++) { const m = makeBattle({ seed, defs: { chess: { t_a: groundOp('t_a') } }, units: [{ chessId: 't_a', row: 10, col: 4 }], bonds: INDOM(0), autoFinish: false, timeLimit: 60 }); m.step(); const x = m.unit('t_a'); x.mem.indomFreeDeploy = true; m.b.dealDamage(null, x, { amount: 1e9, type: 'true' }); assert.ok(x.alive && !x.mem.indomFreeDeploy, `seed ${seed}: back at once`); } checkInvariants(h.b); });