// test/sim/feedback3-swire-s3.test.js — GitHub #89-1: 琳琅诗怀雅 S3 千金一掷 used to call skill.end('manual') // from onTick once her coins were full and a ground enemy stood in the coin range. PRTS 卫戍协议/帮助 技能操作 // 「通常不会自动关闭技能」 and the skill text 「可随时主动关闭技能;携带此技能时金币上限为10」: she keeps it // open. The close is still skill.end('manual') — the same call the old onTick used, and feedback1d-push.test.js — // which spends the coins and pushes. No markable target still ends and does not throw. import { test } from 'node:test'; import assert from 'node:assert/strict'; import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js'; import { hasGeneratedData } from '../../server/sim/simdata.js'; const REAL = { skip: !hasGeneratedData() }; const ID = 'chess_char_3_04_a'; const foe = enemyRec({ key: 'e_sw', hp: 1e9, atk: 0, speed: 0, def: 0, res: 0, mass: 1 }); function battle(withEnemy) { return makeBattle({ defs: { enemies: { e_sw: foe } }, units: [{ chessId: ID, row: 10, col: 5, skillIndex: 2 }], enemies: withEnemy ? [{ key: 'e_sw', pos: [10, 6] }] : [], hooks: ['damaged', 'skillEnd'], autoFinish: false, timeLimit: 30, }); } const arm = (h) => { h.step(); const u = h.unit(ID); assert.equal(u.skill.id, 'skchr_swire2_3'); assert.ok(u.skill.active || u.skill.activate('test', { free: true })); return u; }; test('琳琅诗怀雅 S3 stays open with a full purse and a coin target; skill.end(\'manual\') still spends', REAL, () => { const h = battle(true); const u = arm(h); const full = 10; // S3 blackboard sp: the purse cap 「金币上限为10」 u.mem.coins = full; h.run(6); assert.equal(u.skill.active, true, 'several seconds do not close it'); assert.equal(u.mem.coins, full, 'the coins are still hers'); const e = h.enemies()[0]; const hp0 = e.hp; u.skill.end('manual'); assert.equal(u.skill.active, false); assert.equal(u.mem.coins, 0, 'the close spends every coin'); assert.ok(e.hp < hp0, 'and the coins hit the enemy in range'); assert.equal(h.b.errors.length, 0); checkInvariants(h.b); }); test('琳琅诗怀雅 S3: closing with no markable target still ends and spends, and does not throw', REAL, () => { const h = battle(false); const u = arm(h); u.mem.coins = 4; assert.doesNotThrow(() => u.skill.end('manual')); assert.equal(u.skill.active, false); assert.equal(u.mem.coins, 0); assert.equal(h.hooksOf('damaged').length, 0, 'nothing to pay'); assert.equal(h.b.errors.length, 0); checkInvariants(h.b); });