// test/content/op_demetr.test.js — the 自选 operator kit of 贝洛内 (char_4037_demetr, 6★ 斗士; kit // server/sim/content/kits/ops/op-demetr.js) and his summon 牵绊 (token_10065_demetr_dmtpos), fielded the production way (a // DIY slot + its `diy` pick, simdata getDiy) in every form: tiers 5 / 6, normal (E2 Lv1, skill rank 4, no module) and elite // (E2 Lv60, rank 7) with no module or FGT-Y “实用的工具” at stage 1 (tier 5) / 3 (tier 6). Every number is read back from // data/backups.json (the form of that slot status); the fidelity checklist of kits/README.md item by item. // Run: node --test test/content/op_demetr.test.js import { test } from 'node:test'; import assert from 'node:assert/strict'; import { readFileSync } from 'node:fs'; import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js'; import { KITTED_CHARS, OPERATOR_KITS, KITS } from '../../server/sim/content/kits/index.js'; import { BOND, MEANS_KEY, MEANS_SLUG_KEY, STREET_KEY, UNDEAD_KEY, RETURN_UNDYING } from '../../server/sim/content/kits/ops/op-demetr.js'; import { diyPool, validateDiyPicks } from '../../shared/diy.js'; const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8')); const CHESS = load('chess'); const BACKUPS = load('backups'); const DEMETR = 'char_4037_demetr'; const FORMS = BACKUPS.units[DEMETR].forms; const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' }; const FGTY = 'uniequip_002_demetr'; const S1 = 'skchr_demetr_1', S2 = 'skchr_demetr_2', S3 = 'skchr_demetr_3'; const formOf = (tier, elite) => FORMS[elite ? (tier === 5 ? '2/60/7/1' : '2/60/7/3') : '2/1/4/0']; const skillOf = (tier, elite, id) => formOf(tier, elite).skills.find((s) => s.skillId === id); const modOf = (tier, mod) => (mod ? formOf(tier, true).modules.find((m) => m.uniEquipId === mod) : null); const talentOf = (u, i) => u.def.raw.talents.find((t) => t.index === i)?.bb ?? {}; const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`); const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o }); const ENEMIES = { enemy_dummy: dummy('enemy_dummy'), enemy_armor: dummy('enemy_armor', { def: 1000 }), enemy_fly: dummy('enemy_fly', { motion: 'FLY' }), enemy_elite: dummy('enemy_elite', { rank: 'ELITE' }), enemy_hit: dummy('enemy_hit', { atk: 3000, bat: 1 }), }; const FORMS_ALL = [[5, false, null], [6, false, null], ...[5, 6].flatMap((t) => [null, FGTY].map((m) => [t, true, m]))]; /** A battle with 贝洛内 as uid 1 at (row, col) facing RIGHT, plus `others`. */ function field({ tier = 5, elite = false, mod = null, skill = 2, row = 10, col = 5, others = [], seed = 5, rows = null } = {}) { const h = makeBattle({ defs: { enemies: ENEMIES }, timeLimit: 600, autoFinish: false, seed, ...(rows ? { flat: { rows } } : {}), flags: { dpPerSec: 0, dpMax: 999 }, hooks: ['damaged', 'skillStart', 'skillEnd', 'statusApplied', 'deploy', 'death'], captureNoisy: true, units: [{ uid: 1, diy: { slot: SLOT[tier], charId: DEMETR, skillIndex: skill, uniEquipId: mod }, elite, row, col }, ...others], }); h.step(); return { h, u: h.unit(1) }; } const atkHits = (h, u) => h.hooksOf('damaged').filter((c) => c.source === u && c.dmg?.isAttack); const moves = (h, u) => h.hooksOf('deploy').filter((c) => c.unit === u && c.move); const bondOf = (h) => h.b.allyUnits.find((a) => a.kind === 'token' && a.defId === BOND && a.alive) ?? null; const noSp = (h, u) => h.b.addBuff(u, { key: 'test:noSp', flags: { noSp: true } }); // 阻回: the MANUAL skill stays off const meansOf = (e) => e.findBuff(MEANS_KEY)?.data?.stacks ?? 0; function done(h) { checkInvariants(h.b); assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0])); } const label = ([tier, elite, mod]) => `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`; test('贝洛内 in every 自选 form: his operator kit (all three skills authored), the form\'s stats + module attributes, 1-1, blocks 1, melee ground-only, 0.78 s, 叙拉古, no 特质', () => { assert.equal(OPERATOR_KITS[DEMETR], KITS[DEMETR]); for (const f of FORMS_ALL) { const [tier, elite, mod] = f; for (const skill of [0, 1, 2]) { const { h, u } = field({ tier, elite, mod, skill }); const form = formOf(tier, elite), m = elite ? modOf(tier, mod) : null; assert.deepEqual([u.def.charId, u.def.diyFor, u.skill.id, !!u.kit.generic, u.kit.skillSource], [DEMETR, SLOT[tier], form.skills[skill].skillId, false, 'skills'], label(f)); assert.deepEqual([u.base.maxHp, u.base.atk, u.base.def], [form.stats.maxHp + (m?.attr.maxHp ?? 0), form.stats.atk + (m?.attr.atk ?? 0), form.stats.def + (m?.attr.def ?? 0)], `${label(f)}: stats`); assert.deepEqual([u.base.blockCnt, u.profile.attack, u.profile.canHitFly, u.profile.sub, u.base.bat, u.dmgType], [1, 'melee', false, 'fighter', 0.78, 'phys'], `${label(f)}: 斗士`); assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${label(f)}: 1-1`); assert.deepEqual([u.def.bonds, u.def.raw.garrisonIds, u.def.raw.nationId], [['siracusaShip'], [], 'siracusa'], `${label(f)}: bonds / 特质`); assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth, `${label(f)}: ground enemies target him`); done(h); } } // E2 Lv1 2152 / 490 / 298, E2 Lv60 2466 / 566 / 336; FGT-Y +140 / +50 → +230 / +80 assert.deepEqual([FORMS['2/1/4/0'].stats.maxHp, FORMS['2/1/4/0'].stats.atk, FORMS['2/60/7/1'].stats.maxHp, FORMS['2/60/7/1'].stats.atk], [2152, 490, 2466, 566]); assert.deepEqual([modOf(5, FGTY).attr, modOf(6, FGTY).attr], [{ maxHp: 140, atk: 50 }, { maxHp: 230, atk: 80 }]); }); test('a 自选 pick: 贝洛内 is offered at tiers 5 and 6 and a roster with him passes validateDiyPicks', () => { const data = { chess: CHESS, backups: BACKUPS }; assert.ok(KITTED_CHARS.includes(DEMETR)); for (const t of [5, 6]) assert.ok(diyPool(t, { data, kitted: KITTED_CHARS }).includes(DEMETR), `tier ${t}`); assert.deepEqual(validateDiyPicks({ [SLOT[6]]: { charId: DEMETR, skillIndex: 2, uniEquipId: FGTY } }, { data, kitted: KITTED_CHARS }), { ok: true, picks: { [SLOT[6]]: { charId: DEMETR, skillIndex: 2, uniEquipId: FGTY } } }); }); test('FGT-Y “实用的工具”: ASPD +10 while his HP is above 50 % (stages 1 and 3); none without it', () => { for (const f of FORMS_ALL) { const [tier, elite, mod] = f; const { h, u } = field({ tier, elite, mod, skill: 0 }); const on = elite && mod === FGTY; if (on) assert.deepEqual(u.def.raw.trait.bb, { attack_speed: 10, hp_ratio: 0.5 }, label(f)); h.step(); assert.equal(u.s.aspd, 100 + (on ? 10 : 0), `${label(f)}: full HP`); u.hp = u.s.maxHp * 0.5; h.step(); assert.equal(u.s.aspd, 100, `${label(f)}: at 50 %`); u.hp = u.s.maxHp * 0.51; h.step(); assert.equal(u.s.aspd, 100 + (on ? 10 : 0), `${label(f)}: above again`); done(h); } }); test('T1 家族手段: each attack hit puts one more 【手段】 stack on its target before its damage (DEF ×(1 − 7 % × n), FGT-Y stage 3: 8 %; at most 5) for 10 s; and his damage ×1 → ×1.28 (×1.42) linearly as the target falls from 100 % to 20 % HP', () => { for (const f of FORMS_ALL) { const [tier, elite, mod] = f; const { h, u } = field({ tier, elite, mod, skill: 2 }); noSp(h, u); const t = talentOf(u, 0); const y3 = elite && mod === FGTY && tier === 6; assert.deepEqual([t['attack@def'], t['attack@limited_stack_cnt'], t['attack@s2_limited_stack_cnt'], t['attack@def_dec_duration'], t.min_hp_ratio, t.max_hp_ratio, t.max_add_on_scale], [y3 ? -0.08 : -0.07, 5, 8, 10, 1, 0.2, y3 ? 0.42 : 0.28], `${label(f)}: the talent of the form`); const pct = -t['attack@def']; const e = h.spawn('enemy_armor', { pos: [10, 6] }); const n0 = atkHits(h, u).length; h.run(8); const hits = atkHits(h, u).slice(n0); assert.ok(hits.length >= 7, `${label(f)}: ${hits.length} attacks`); hits.forEach((c, i) => { const k = Math.min(5, i + 1); approx(c.amount, Math.max(u.s.atk - 1000 * (1 - pct * k), u.s.atk * 0.05), `${label(f)}: attack ${i + 1} at ${k} stack(s)`); }); assert.equal(meansOf(e), 5, `${label(f)}: 5 at most`); approx(e.s.def, 1000 * (1 - pct * 5), `${label(f)}: DEF ×${1 - pct * 5} (final multiplier)`); // the HP bonus: 60 % HP ⇒ halfway; 20 % HP and below ⇒ the most for (const [ratio, frac] of [[0.6, 0.5], [0.2, 1], [0.05, 1]]) { e.hp = e.s.maxHp * ratio; const m0 = atkHits(h, u).length; h.runUntil(() => atkHits(h, u).length > m0, 3); const c = atkHits(h, u)[m0]; approx(c.amount, Math.max(u.s.atk - e.s.def, u.s.atk * 0.05) * (1 + t.max_add_on_scale * frac), `${label(f)}: at ${ratio * 100} % HP ×${1 + t.max_add_on_scale * frac}`); } // 10 s after the last hit it is gone h.b.retreat(u); h.run(9.5); assert.equal(meansOf(e), 5, `${label(f)}: still there after 9.5 s`); h.run(0.6); assert.equal(e.findBuff(MEANS_KEY), null, `${label(f)}: gone 10 s after his last hit`); approx(e.s.def, 1000, `${label(f)}: DEF back`); done(h); } }); test('T2 街头直觉: 80 % physical and arts dodge from every deployment, −2 % each second for 20 s, then 40 % for good', () => { for (const f of FORMS_ALL) { const [tier, elite, mod] = f; const { h, u } = field({ tier, elite, mod, skill: 0 }); const t = talentOf(u, 1); assert.deepEqual([t.init_prob, t.dec_prob, t.trig_cnt], [0.8, 0.02, 20], label(f)); approx(u.s.dodgePhys, 0.8, `${label(f)}: at the deployment`); assert.deepEqual(u.findBuff(STREET_KEY)?.mods, { dodgePhys: 0.8, dodgeArts: 0.8 }, `${label(f)}: one buff, both types`); approx(u.s.dodgeArts, 0.8, `${label(f)}: arts too`); h.run(1.02); approx(u.s.dodgePhys, 0.78, `${label(f)}: after 1 s`); h.run(9); approx(u.s.dodgePhys, 0.6, `${label(f)}: after 10 s`); h.run(10); approx(u.s.dodgePhys, 0.4, `${label(f)}: after 20 s`); h.run(30); approx(u.s.dodgeArts, 0.4, `${label(f)}: stays 40 %`); const e = h.spawn('enemy_dummy', { pos: [11, 8] }); let dodged = 0; for (let i = 0; i < 400; i++) { u.hp = u.s.maxHp; if (h.b.dealDamage(e, u, { amount: 10, type: i % 2 ? 'phys' : 'arts' }) === 0) dodged++; } assert.ok(Math.abs(dodged / 400 - 0.4) < 0.07, `${label(f)}: ${dodged} / 400 dodged`); h.b.retreat(u); h.b.redeploy(u); h.step(); approx(u.s.dodgePhys, 0.8, `${label(f)}: a new deployment starts again`); done(h); } }); test('S1 家主的余裕 (AUTO, attack SP 4, data DEFAULT): the next attack strikes twice for 180 % / 210 % ATK — two 【手段】 stacks', () => { for (const [tier, elite, mod] of [[5, false, null], [6, true, FGTY]]) { const sk = skillOf(tier, elite, S1); const { h, u } = field({ tier, elite, mod, skill: 0 }); assert.deepEqual([u.skill.rule, u.skill.spType, u.skill.spCost, sk.skillType, sk.bb.atk_scale], ['DEFAULT', 'attack', 4, 'AUTO', elite ? 2.1 : 1.8], `T${tier}`); const e = h.spawn('enemy_dummy', { pos: [10, 6] }); assert.ok(h.runUntil(() => atkHits(h, u).some((c) => c.dmg.isSkill), 20), `T${tier}: cast`); const sk1 = atkHits(h, u).filter((c) => c.dmg.isSkill); assert.equal(sk1.length, 2, `T${tier}: two strikes`); assert.equal(atkHits(h, u).filter((c) => !c.dmg.isSkill).length, 4, `T${tier}: on the 5th attack`); // (×1.0000x: the target's HP is not quite full any more — 家族手段's HP bonus) for (const c of sk1) approx(c.amount, u.s.atk * sk.bb.atk_scale, `T${tier}: ${sk.bb.atk_scale * 100} %`, 1e-4); assert.equal(meansOf(e), 5, `T${tier}: 4 plain + 2 strikes ⇒ capped at 5`); done(h); } }); test('S2 军师的手段 (MANUAL, data ACTIVE_RANGE on its 3-13): 15 / 18 s, range 3-13, ASPD +40 / +60, three targets at 155 % / 170 %; 【手段】 up to 8 with 停顿 at 8, back to 5 within 0.1 s after (or once he leaves)', () => { for (const [tier, elite, mod] of [[5, false, null], [6, true, FGTY]]) { const sk = skillOf(tier, elite, S2); const b = sk.bb; assert.deepEqual([sk.duration, b.attack_speed, b['attack@max_target'], b['attack@atk_scale'], sk.rangeId], [elite ? 18 : 15, elite ? 60 : 40, 3, elite ? 1.7 : 1.55, '3-13'], `T${tier}`); const { h, u } = field({ tier, elite, mod, skill: 1 }); assert.deepEqual([u.skill.rule, sk.trigger.rawRule], ['ACTIVE_RANGE', 'DEFAULT'], `T${tier}: the owner's ACTIVE_RANGE rule`); assert.deepEqual(sk.trigger.customRangeGrid, sk.rangeGrid); u.skill.gainSp(999); const far = h.spawn('enemy_dummy', { pos: [10, 8] }); // [0, 3]: only in the 3-13 assert.ok(h.runUntil(() => u.skill.active, 2), `T${tier}: cast with an enemy in the 3-13 only`); approx(u.skill.timeLeft, sk.duration, `T${tier}: ${sk.duration} s`, 0.05); assert.deepEqual([...u.liveRangeGrid].sort(), [...sk.rangeGrid].sort(), `T${tier}: 3-13 while it runs`); assert.equal(u.s.aspd, 100 + b.attack_speed + (mod ? 10 : 0), `T${tier}: ASPD`); const es = [far, h.spawn('enemy_dummy', { pos: [11, 6] }), h.spawn('enemy_dummy', { pos: [9, 7] }), h.spawn('enemy_dummy', { pos: [10, 7] })]; const t0 = h.b.time; h.run(6); const per = new Map(); for (const c of atkHits(h, u).filter((x) => x.t > t0)) { per.set(c.dmg.attackId, (per.get(c.dmg.attackId) ?? new Set()).add(c.target)); const base = u.s.atk * b['attack@atk_scale']; approx(c.amount, base, `T${tier}: ${b['attack@atk_scale'] * 100} %`, 0.0001); } assert.ok(per.size >= 4 && [...per.values()].every((s) => s.size === 3), `T${tier}: three targets per attack`); const hitOnes = es.filter((e) => meansOf(e) > 0); assert.ok(hitOnes.some((e) => meansOf(e) === 8), `T${tier}: 8 stacks during S2`); for (const e of hitOnes) { assert.ok(meansOf(e) <= 8); assert.equal(!!e.findBuff(MEANS_SLUG_KEY), meansOf(e) === 8, `T${tier}: 停顿 exactly at 8`); if (meansOf(e) === 8) assert.ok(e.buffs.some((x) => x.status === 'sluggish'), `T${tier}: a 停顿 status`); } h.runUntil(() => !u.skill.active, 20); h.run(0.12); for (const e of hitOnes) { assert.equal(meansOf(e), Math.min(5, meansOf(e)), `T${tier}: back to 5`); assert.ok(meansOf(e) <= 5 && !e.findBuff(MEANS_SLUG_KEY), `T${tier}: no 停顿 after`); } assert.deepEqual(u.liveRangeGrid, formOf(tier, elite).rangeGrid, `T${tier}: 1-1 again`); done(h); } // he leaves the field during S2 ⇒ back to 5 at the next update const { h, u } = field({ tier: 6, elite: true, mod: FGTY, skill: 1 }); u.skill.gainSp(999); const e = h.spawn('enemy_dummy', { pos: [10, 6] }); h.runUntil(() => meansOf(e) === 8, 20); assert.ok(u.skill.active); h.b.retreat(u); h.run(0.12); assert.equal(meansOf(e), 5, 'he left: 5'); done(h); }); test('S3 清算 (MANUAL, data CUSTOM_RANGE on x-2): 30 s, ATK +110 / 140 %, ASPD +30 / +40; he 【移动】s onto the first ground target of the x-2 (dodge back to 80 %), leaves 牵绊 on his tile; 35 / 40 % of his hits ×1.4 / 1.5', () => { for (const [tier, elite, mod] of [[5, false, null], [6, true, FGTY]]) { const sk = skillOf(tier, elite, S3); const b = sk.bb; assert.deepEqual([sk.duration, b['attack@demetr_s3[bonus].atk'], b['attack@demetr_s3[bonus].attack_speed'], b['attack@demetr_s3[bonus].prob'], b['attack@demetr_s3[bonus].prob_atk_scale'], sk.overrideTokenKey], [30, elite ? 1.4 : 1.1, elite ? 40 : 30, elite ? 0.4 : 0.35, elite ? 1.5 : 1.4, BOND], `T${tier}`); const { h, u } = field({ tier, elite, mod, skill: 2, seed: 13 }); assert.deepEqual([u.skill.rule, sk.trigger.rawRule, sk.trigger.customRangeGrid.length], ['CUSTOM_RANGE', 'CUSTOM_RANGE_SEARCH_ENEMY', 21], `T${tier}: x-2 (21 tiles)`); h.run(10); u.skill.gainSp(999); h.run(1); assert.equal(u.skill.activations, 0, `T${tier}: no enemy around, no cast`); assert.ok(u.s.dodgePhys < 0.8, 'his dodge decayed'); const e = h.spawn('enemy_dummy', { pos: [11, 7] }); // [1, 2] of his x-2 assert.ok(h.runUntil(() => u.skill.active, 1), `T${tier}: cast`); assert.deepEqual([u.tileR, u.tileC], [11, 7], `T${tier}: moved onto its tile`); assert.equal(moves(h, u).length, 1, `T${tier}: one 【移动】`); approx(u.s.dodgePhys, 0.8, `T${tier}: 街头直觉 restarts with the 【移动】`); approx(u.s.atk, u.base.atk * (1 + b['attack@demetr_s3[bonus].atk']), `T${tier}: ATK +${b['attack@demetr_s3[bonus].atk'] * 100} %`); assert.equal(u.s.aspd, 100 + b['attack@demetr_s3[bonus].attack_speed'] + (mod ? 10 : 0), `T${tier}: ASPD`); const bond = bondOf(h); assert.ok(bond, `T${tier}: 牵绊`); assert.deepEqual([bond.tileR, bond.tileC, bond.ownerUnit === u, bond.s.flags.invulnerable, bond.s.flags.untargetable, bond.s.flags.isolated, bond.profile.noAttack, bond.s.blockCnt], [10, 5, true, true, true, true, true, 0], `T${tier}: on his tile, 无敌 / untargetable / 孤立, no attack, blocks nothing`); assert.equal(h.b.isReservedTile(10, 5), true, `T${tier}: nobody else deploys there`); // the crits const t0 = h.b.time; u.skill.extend(200); h.run(150); const hits = atkHits(h, u).filter((c) => c.t > t0 && c.target === e); const atk = u.s.atk; const big = hits.filter((c) => Math.abs(c.amount - atk * b['attack@demetr_s3[bonus].prob_atk_scale'] * (c.dmg.mul ?? 1)) < 1e-3 * atk).length; const plain = hits.filter((c) => Math.abs(c.amount - atk * (c.dmg.mul ?? 1)) < 1e-3 * atk).length; assert.equal(big + plain, hits.length, `T${tier}: every hit is ×1 or ×${b['attack@demetr_s3[bonus].prob_atk_scale']}`); assert.ok(Math.abs(big / hits.length - b['attack@demetr_s3[bonus].prob']) < 0.06, `T${tier}: ${big} / ${hits.length} ≈ ${b['attack@demetr_s3[bonus].prob']}`); done(h); } }); test('S3 清算 targets: ground enemies only, on a tile he may take (melee-buildable low ground, nobody but him / 牵绊) — else he 【移动】s in place once; another target 1 s after his last damage, at once when the elite he attacked falls; moving home retreats 牵绊 first', () => { // (a) a flyer and an enemy on a floor tile (build NONE): an in-place move, 牵绊 never placed { const rows = { 11: '##hrrrfrrrfrrrrrrrf##' }; // (11, 6) = floor const { h, u } = field({ tier: 6, elite: true, mod: FGTY, skill: 2, rows }); assert.equal(h.b.grid.canStand(11, 6), false); h.spawn('enemy_fly', { pos: [10, 6] }); const onFloor = h.spawn('enemy_dummy', { pos: [11, 6] }); u.skill.gainSp(999); assert.ok(h.runUntil(() => u.skill.active, 1), 'cast (the flyer counts for CUSTOM_RANGE)'); assert.deepEqual([u.tileR, u.tileC, moves(h, u).length, !!bondOf(h)], [10, 5, 1, false], 'an in-place 【移动】, no 牵绊'); assert.ok(onFloor.alive); done(h); } // (b) the idle re-target, the elite re-target, home { const { h, u } = field({ tier: 6, elite: true, mod: FGTY, skill: 2 }); const e1 = h.spawn('enemy_dummy', { pos: [11, 7] }); u.skill.gainSp(999); assert.ok(h.runUntil(() => u.skill.active, 1)); assert.deepEqual([u.tileR, u.tileC], [11, 7]); h.run(2); h.b.kill(e1, null); const last = Math.max(...atkHits(h, u).map((c) => c.t)); const e2 = h.spawn('enemy_dummy', { pos: [9, 6] }); assert.ok(h.runUntil(() => u.tileR === 9 && u.tileC === 6, 3), 'the next target'); assert.ok(h.b.time >= last + 1 - 1e-6 && h.b.time <= last + 1 + 0.1, `1 s after his last damage (${h.b.time} vs ${last})`); assert.equal(moves(h, u).length, 2); assert.deepEqual([bondOf(h).tileR, bondOf(h).tileC], [10, 5], 'one 牵绊, still on his tile'); assert.equal(h.b.allyUnits.filter((a) => a.kind === 'token' && a.alive).length, 1); // the elite he attacks falls ⇒ at once (the next tick), not 1 s later h.b.kill(e2, null); const el = h.spawn('enemy_elite', { pos: [9, 6] }); // on his tile h.runUntil(() => atkHits(h, u).some((c) => c.target === el), 2); const home = h.spawn('enemy_dummy', { pos: [10, 5] }); // on 牵绊's tile: his located tile h.b.kill(el, null); const tk = h.b.time; assert.ok(h.runUntil(() => u.tileR === 10 && u.tileC === 5, 0.2), 'back home on the next tick'); assert.ok(h.b.time - tk < 0.05, 'at once'); assert.equal(bondOf(h), null, '牵绊 retreated first (his located tile)'); assert.ok(home.alive); // the end: a 【返回】 in place, the SP emptied, a short 不死 h.runUntil(() => !u.skill.active, 40); assert.deepEqual([u.tileR, u.tileC], [10, 5]); assert.ok(u.skill.sp < 0.1, `SP emptied (${u.skill.sp})`); assert.equal(moves(h, u).length, 4, 'cast, idle, elite, return'); done(h); } }); test('S3 清算: a lethal hit while it runs ⇒ 不死 / untargetable / no block / 禁疗, the skill ends at once and he returns (a short 不死 after); away without 牵绊 at the end ⇒ forced retreat', () => { { const { h, u } = field({ tier: 5, elite: false, skill: 2 }); const e = h.spawn('enemy_dummy', { pos: [11, 7] }); u.skill.gainSp(999); assert.ok(h.runUntil(() => u.skill.active, 1)); assert.deepEqual([u.tileR, u.tileC], [11, 7]); h.b.dealDamage(e, u, { amount: 1e7, type: 'true' }); assert.ok(u.alive, 'not knocked out'); assert.ok(u.hp >= 1 && u.hp <= 1.0001, 'held at 1 HP'); assert.deepEqual([u.s.flags.untargetable, u.s.flags.noBlock, u.s.flags.healFree], [true, true, true], 'demetr_s3[undeadable]'); h.b.dealDamage(e, u, { amount: 1e7, type: 'true' }); assert.ok(u.alive, 'still 不死 until the skill ends'); h.step(); h.step(); assert.ok(!u.skill.active, 'the skill ended'); assert.deepEqual([u.tileR, u.tileC, !!bondOf(h), !!u.findBuff(UNDEAD_KEY)], [10, 5, false, false], 'returned home'); assert.equal(h.hooksOf('skillEnd').find((c) => c.unit === u)?.reason, 'fatal'); h.b.dealDamage(e, u, { amount: 1e7, type: 'true' }); assert.ok(u.alive, `a short 不死 after the return (${RETURN_UNDYING} s)`); h.run(RETURN_UNDYING + 0.05); h.b.dealDamage(e, u, { amount: 1e7, type: 'true' }); assert.ok(!u.alive, 'then a knock-out'); done(h); } { const { h, u } = field({ tier: 6, elite: true, mod: FGTY, skill: 2 }); h.spawn('enemy_dummy', { pos: [9, 6] }); u.skill.gainSp(999); assert.ok(h.runUntil(() => u.skill.active, 1)); h.b.retreat(bondOf(h), { reason: 'expired', permanent: true }); h.runUntil(() => !u.skill.active, 40); assert.ok(!u.alive && u.removeReason === 'retreat', 'forced retreat'); assert.ok(h.b.isDown(u), 'lies down and redeploys by the normal rule'); done(h); } // 牵绊 belongs to S3: never under S1 / S2 for (const skill of [0, 1]) { const { h, u } = field({ tier: 6, elite: true, mod: FGTY, skill }); for (const pos of [[10, 6], [11, 7], [9, 6]]) h.spawn('enemy_dummy', { pos }); u.skill.gainSp(999); h.run(30); assert.equal(h.b.allyUnits.filter((a) => a.kind === 'token').length, 0, `S${skill + 1}: no 牵绊`); assert.equal(moves(h, u).length, 0, `S${skill + 1}: no 【移动】`); done(h); } });