// test/content/op_chen2.test.js — the 自选 operator kit of 假日威龙陈 (char_1013_chen2, 6★ 散射手; kit // server/sim/content/kits/ops/op-chen2.js), 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, RPR-X // 沙滩战斗套装 or RPR-Y 假期的最后一天 at stage 1 (tier 5) / 3 (tier 6). Numbers from data/backups.json; the fidelity checklist // of kits/README.md item by item. // Run: node --test test/content/op_chen2.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 { diyPool, validateDiyPicks } from '../../shared/diy.js'; import { spareChance, waterOn, holidayLines, slimeOf, slimeKey } from '../../server/sim/content/kits/ops/op-chen2.js'; const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8')); const CHESS = load('chess'); const BACKUPS = load('backups'); const CHEN = 'char_1013_chen2'; const FORMS = BACKUPS.units[CHEN].forms; const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' }; const RX = 'uniequip_002_chen2', RY = 'uniequip_003_chen2'; const S1 = 'skchr_chen2_1', S2 = 'skchr_chen2_2', S3 = 'skchr_chen2_3'; const formOf = (tier, elite) => FORMS[elite ? (tier === 5 ? '2/60/7/1' : '2/60/7/3') : '2/1/4/0']; const skillOf = (tier, elite, id) => formOf(tier, elite).skills.find((s) => s.skillId === id); const modOf = (tier, mod) => (mod ? formOf(tier, true).modules.find((m) => m.uniEquipId === mod) : null); const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`); const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o }); const ENEMIES = { enemy_dummy: dummy('enemy_dummy'), enemy_fly: dummy('enemy_fly', { motion: 'FLY' }), enemy_armor: dummy('enemy_armor', { def: 500 }), enemy_walk: enemyRec({ key: 'enemy_walk', hp: 1e9, speed: 0.5, mass: 0 }), }; const FORMS_ALL = [[5, false, null], [6, false, null], ...[5, 6].flatMap((t) => [null, RX, RY].map((m) => [t, true, m]))]; const label = ([tier, elite, mod]) => `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`; /** 假日威龙陈 as uid 1 at (row, col) facing RIGHT, plus `others`. */ function field({ tier = 5, elite = false, mod = null, skill = 0, row = 10, col = 4, others = [], seed = 5, flags = {} } = {}) { const h = makeBattle({ defs: { enemies: ENEMIES }, timeLimit: 900, autoFinish: false, seed, flags: { dpPerSec: 0, dpMax: 999, ...flags }, hooks: ['damaged', 'skillStart', 'skillEnd', 'ammoUsed', 'attack', 'statusApplied'], captureNoisy: true, units: [{ uid: 1, diy: { slot: SLOT[tier], charId: CHEN, skillIndex: skill, uniEquipId: mod }, elite, row, col }, ...others], }); h.step(); return { h, u: h.unit(1) }; } const atkHits = (h, u) => h.hooksOf('damaged').filter((c) => c.source === u && c.dmg?.isAttack); function done(h) { checkInvariants(h.b); assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0])); } /** Give the skill its SP and run until it starts. */ function cast(h, u, max = 5) { u.skill.gainSp(999); assert.ok(h.runUntil(() => u.skill.active, max), 'cast'); } test('假日威龙陈 in every 自选 form: her kit (all three skills authored), the form\'s stats + module attributes (RPR-Y: cost −8), 2-5, 散射手 (every enemy in range, air too, ×1.5 / RPR-X ×1.6 on her front row), blocks 1, ground-targetable, the data triggers; offered as a pick', () => { assert.equal(OPERATOR_KITS[CHEN], KITS[CHEN]); for (const f of FORMS_ALL) { const [tier, elite, mod] = f; for (const skill of [0, 1, 2]) { const { h, u } = field({ tier, elite, mod, skill }); const form = formOf(tier, elite), m = elite ? modOf(tier, mod) : null; assert.deepEqual([u.def.charId, u.def.diyFor, u.skill.id, !!u.kit.generic, u.kit.skillSource], [CHEN, SLOT[tier], form.skills[skill].skillId, false, 'skills'], label(f)); assert.deepEqual([u.base.maxHp, u.base.atk, u.base.def, u.base.cost], [form.stats.maxHp + (m?.attr.maxHp ?? 0), form.stats.atk + (m?.attr.atk ?? 0), form.stats.def + (m?.attr.def ?? 0), form.stats.cost + (m?.attr.cost ?? 0)], `${label(f)}: stats`); assert.deepEqual([u.s.blockCnt, u.profile.attack, u.profile.canHitFly, u.profile.dmgType, u.profile.allInRange, u.profile.sub, u.base.bat], [1, 'ranged', true, 'phys', true, 'reaperrange', 2.3], `${label(f)}: 散射手`); assert.equal(u.profile.frontScale, mod === RX ? 1.6 : 1.5, `${label(f)}: front-row scale`); assert.deepEqual(u.profile.frontGrid, [[1, 1], [0, 0], [0, 1], [-1, 1]], `${label(f)}: the trait's front grid`); assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${label(f)}: 2-5`); assert.equal(u.skill.rule, form.skills[skill].trigger.rule, `${label(f)}: the data's trigger`); assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth && !u.s.flags.untargetable, `${label(f)}: ground enemies target her`); done(h); } } assert.deepEqual(formOf(6, true).skills.map((s) => s.trigger.rule), ['DEFAULT', 'DEFAULT', 'ACTIVE_RANGE']); assert.deepEqual([FORMS['2/1/4/0'].stats.atk, FORMS['2/60/7/1'].stats.atk, FORMS['2/1/4/0'].stats.cost], [682, 764, 30]); assert.deepEqual([modOf(5, RX).attr, modOf(6, RX).attr, modOf(5, RY).attr, modOf(6, RY).attr], [{ atk: 30, def: 37 }, { atk: 60, def: 45 }, { cost: -8, maxHp: 135, atk: 55 }, { cost: -8, maxHp: 180, atk: 100 }]); const data = { chess: CHESS, backups: BACKUPS }; assert.ok(KITTED_CHARS.includes(CHEN) && [5, 6].every((t) => diyPool(t, { data, kitted: KITTED_CHARS }).includes(CHEN))); assert.equal(validateDiyPicks({ [SLOT[6]]: { charId: CHEN, skillIndex: 2, uniEquipId: RY } }, { data, kitted: KITTED_CHARS }).ok, true); }); test('trait 散射手: one attack strikes every enemy of her 2-5 (a flyer too) — ×1.5 (RPR-X ×1.6) on the trait front row (her column ahead), ×1 elsewhere; one attackId', () => { for (const [tier, elite, mod] of [[5, false, null], [6, true, RX], [6, true, RY]]) { const { h, u } = field({ tier, elite, mod, skill: 1 }); u.skill.charges = 0; u.skill.sp = 0; h.b.addBuff(u, { key: 'test:noSp', flags: { noSp: true } }); const front = h.spawn('enemy_dummy', { pos: [10, 5] }), up1 = h.spawn('enemy_dummy', { pos: [9, 5] }); const far = h.spawn('enemy_dummy', { pos: [10, 6] }), fly = h.spawn('enemy_fly', { pos: [11, 6] }); const out = h.spawn('enemy_dummy', { pos: [10, 7] }); assert.ok(h.runUntil(() => atkHits(h, u).length >= 4, 5), 'an attack'); const first = atkHits(h, u); const id = first[0].dmg.attackId; const hit = first.filter((c) => c.dmg.attackId === id); assert.deepEqual(new Set(hit.map((c) => c.target)), new Set([front, up1, far, fly]), `T${tier}: every enemy of 2-5`); const sc = mod === RX ? 1.6 : 1.5; for (const c of hit) approx(c.amount, u.s.atk * ([front, up1].includes(c.target) ? sc : 1), `T${tier} ${mod}: ${c.target.tileR},${c.target.tileC}`); assert.ok(!hit.some((c) => c.target === out), `T${tier}: [0,3] is outside 2-5`); done(h); } }); test('S1 高压冲击 (AUTO, attack SP 6 / 5, data DEFAULT): after that many attacks ATK +55 % / +70 %, 4 bullets, every enemy of her range takes the trait multiplier; ends after 4 attacks', () => { for (const [tier, elite] of [[5, false], [6, true]]) { const sk = skillOf(tier, elite, S1); assert.deepEqual([sk.spType, sk.spCost, sk.initSp, sk.bb.atk, sk.bb['attack@trigger_time'], sk.skillType], ['INCREASE_WHEN_ATTACK', elite ? 5 : 6, 0, elite ? 0.7 : 0.55, 4, 'AUTO'], `T${tier}`); const { h, u } = field({ tier, elite, skill: 0 }); assert.deepEqual([u.skill.kind, u.skill.rule, u.skill.spType], ['ammo', 'DEFAULT', 'attack']); const SP = h.b.rng.chance; // no spare shots for an exact count: her own 节约风气 is tested below h.b.rng.chance = () => false; h.spawn('enemy_dummy', { pos: [10, 5] }); h.spawn('enemy_dummy', { pos: [10, 6] }); assert.ok(h.runUntil(() => u.skill.active, 60), `T${tier}: cast`); const plain = h.hooksOf('attack').filter((c) => c.attacker === u && !c.isSkill); assert.equal(plain.length, sk.spCost, `T${tier}: after ${sk.spCost} attacks`); approx(u.s.atk, u.base.atk * (1 + sk.bb.atk), `T${tier}: ATK +${sk.bb.atk * 100} %`); h.runUntil(() => !u.skill.active, 30); h.b.rng.chance = SP; h.run(1); // the last arrows land const skillAttacks = h.hooksOf('attack').filter((c) => c.attacker === u && c.isSkill); assert.equal(skillAttacks.length, 4, `T${tier}: 4 bullets, the cast's own attack the first`); const skillHits = atkHits(h, u).filter((c) => c.dmg.isSkill); assert.equal(skillHits.length, 8, `T${tier}: 4 attacks × 2 enemies`); // (the last attack's arrows land after the skill ended: the engine reads the ATK at the impact) const ids = [...new Set(skillHits.map((c) => c.dmg.attackId))]; for (const c of skillHits.filter((x) => ids.indexOf(x.dmg.attackId) < 3)) approx(c.amount, u.base.atk * (1 + sk.bb.atk) * 1.5, `T${tier}: ×1.5 on both (the trait's front row and the tile beyond)`); assert.equal(h.hooksOf('ammoUsed').filter((c) => c.unit === u).length, 4, `T${tier}: 4 bullets`); approx(u.s.atk, u.base.atk, `T${tier}: ATK back`); done(h); } }); test('S2 “堇青之夜” (MANUAL, data DEFAULT, 蓄力 2): 27 / 24 SP from 5 / 10; cast with one charge 8 bullets, ATK +50 % / +65 %; with both stored (蓄力) 20 bullets; every cast empties the SP', () => { for (const [tier, elite] of [[5, false], [6, true]]) { const sk = skillOf(tier, elite, S2); assert.deepEqual([sk.spCost, sk.initSp, sk.maxChargeTime, sk.bb.atk, sk.bb['attack@trigger_time'], sk.bb['attack@another_trigger_time']], [elite ? 24 : 27, elite ? 10 : 5, 2, elite ? 0.65 : 0.5, 8, 20], `T${tier}`); const { h, u } = field({ tier, elite, skill: 1 }); const atStart = []; h.b.on('skillStart', (c) => { if (c.unit === u) atStart.push([c.skill.ammoLeft, c.skill.ammoMax, c.skill.charges, c.skill.sp, u.mem.chen2Charged]); }, { priority: -1000 }); assert.deepEqual([u.skill.kind, u.skill.rule, u.skill.maxCharges], ['ammo', 'DEFAULT', 2]); approx(u.skill.sp, sk.initSp, `T${tier}: initial SP`, 0.02); // one charge and some SP towards the second: 8 bullets, everything spent u.skill.gainSp(sk.spCost - u.skill.sp + 5); assert.equal(u.skill.charges, 1); approx(u.skill.sp, 5, 'SP towards the second charge'); h.spawn('enemy_dummy', { pos: [10, 5] }); assert.ok(h.runUntil(() => u.skill.active, 5), `T${tier}: cast`); assert.deepEqual(atStart[0], [8, 8, 0, 0, false], `T${tier}: 8 bullets, SP emptied`); approx(u.s.atk, u.base.atk * (1 + sk.bb.atk), `T${tier}: ATK`); u.skill.end('test'); // 蓄力: both charges stored u.skill.gainSp(999, 'init'); assert.equal(u.skill.charges, 2); assert.ok(h.runUntil(() => u.skill.active, 10), `T${tier}: charged cast`); assert.deepEqual(atStart[1], [20, 20, 0, 0, true], `T${tier}: 20 bullets`); done(h); } }); test('slime (S2 / S3): each attack slimes the tiles of her attack range (2-5; S3 2-6) for 5 s; a ground enemy there — struck or not, stealthed too — moves ×0.8 / ×0.7 / ×0.6 and loses 100 / 150 / 200 DEF after its multipliers (not stacking); a flyer or an enemy outside never; it lapses 5 s after her last attack; two 假日威龙陈 each slow', () => { for (const [tier, elite, skill] of [[5, false, 1], [6, true, 1], [5, false, 2], [6, true, 2]]) { const sk = skillOf(tier, elite, [S1, S2, S3][skill]); const [ms, def, life] = [sk.bb['attack@move_speed'], sk.bb['attack@def'], sk.bb['attack@projectile_life_time']]; const { h, u } = field({ tier, elite, skill }); const e = h.spawn('enemy_armor', { pos: [10, 5] }); const fly = h.spawn('enemy_fly', { pos: [10, 6] }); const out = h.spawn('enemy_armor', { pos: [10, 8] }); cast(h, u); assert.ok(h.runUntil(() => h.hooksOf('attack').some((c) => c.attacker === u && c.isSkill), 5), 'an attack'); h.run(0.25); const tiles = slimeOf(h.b, u); assert.deepEqual([...tiles.keys()].sort((a, b) => a - b), [...u.rangeKeys].sort((a, b) => a - b), `T${tier} S${skill + 1}: her range (${skill === 2 ? '2-6' : '2-5'})`); const key = slimeKey(u); const b = e.findBuff(key); assert.ok(b, `T${tier} S${skill + 1}: the ground enemy is slimed`); approx(b.mods.moveMul, 1 + ms, `×${1 + ms}`); approx(e.s.def, 500 + def, `DEF ${def}`); assert.equal(fly.findBuff(key), null, 'never a flyer'); assert.equal(out.findBuff(key), null, 'not outside her range'); // a stealthed ground enemy that walks in (never struck: she cannot see it) — 无视无法选择 const sneak = h.spawn('enemy_armor', { pos: [9, 6] }); h.b.addBuff(sneak, { key: 'test:stealth', flags: { stealth: true } }); h.run(0.25); assert.ok(sneak.findBuff(key), 'a stealthed enemy in the slime is slimed'); // the DEF cut is a final addition: after a ×0.7 DEF status h.b.applyStatus(e, 'defDown', { duration: 30, value: 0.3, source: u }); h.run(0.25); approx(e.s.def, 500 * 0.7 + def, 'DEF ×0.7 then the cut'); assert.equal(e.buffs.filter((x) => x.key === key).length, 1, '不叠加'); // stop her: the slime lapses life s after her last attack u.skill.end('test'); h.b.addBuff(u, { key: 'test:disarm', flags: { disarm: true } }); const tLast = h.hooksOf('attack').filter((c) => c.attacker === u).slice(-1)[0].t; h.run(tLast + life - 0.3 - h.b.time); assert.ok(e.findBuff(key), 'still slimed'); h.run(0.7); assert.equal(e.findBuff(key), null, `gone ${life} s after her last attack`); done(h); } // two of them: one slow each (independentCharacterSource) const h = makeBattle({ defs: { enemies: ENEMIES }, timeLimit: 60, autoFinish: false, seed: 3, flags: { dpPerSec: 0 }, units: [{ uid: 1, diy: { slot: 5, charId: CHEN, skillIndex: 1 }, row: 10, col: 4 }, { uid: 2, diy: { slot: 6, charId: CHEN, skillIndex: 1 }, row: 11, col: 4 }], }); h.step(); const e = h.spawn('enemy_armor', { pos: [10, 5] }); for (const id of [1, 2]) h.unit(id).skill.gainSp(999); h.run(3); assert.ok(e.findBuff(slimeKey(h.unit(1))) && e.findBuff(slimeKey(h.unit(2))), 'both slimes'); approx(e.s.def, 500 - 200, 'DEF −100 twice'); done(h); }); test('S3 “假日风暴” (MANUAL, data ACTIVE_RANGE on 2-6): an enemy only on 2-6 casts it; range 2-6 (and back); ATK +55 % / +70 %, every attack strikes twice with the trait multiplier on every enemy; 32 bullets, 2 per attack (16 attacks), one left still attacks', () => { for (const [tier, elite] of [[5, false], [6, true]]) { const sk = skillOf(tier, elite, S3); assert.deepEqual([sk.spCost, sk.initSp, sk.bb.atk, sk.bb['attack@trigger_time'], sk.rangeId], [elite ? 60 : 65, elite ? 25 : 20, elite ? 0.7 : 0.55, 32, '2-6'], `T${tier}`); const { h, u } = field({ tier, elite, skill: 2 }); assert.deepEqual([u.skill.kind, u.skill.rule], ['ammo', 'ACTIVE_RANGE']); const SP = h.b.rng.chance; h.b.rng.chance = () => false; const n0 = h.hooksOf('ammoUsed').filter((c) => c.unit === u).length; const a0 = h.hooksOf('attack').filter((c) => c.attacker === u && c.isSkill).length; u.skill.gainSp(999); const corner = h.spawn('enemy_dummy', { pos: [12, 6] }); assert.ok(h.runUntil(() => u.skill.active, 1), `T${tier}: cast for [2,2] (outside 2-5)`); assert.deepEqual(u.liveRangeGrid, sk.rangeGrid, `T${tier}: 2-6 while it runs`); const front = h.spawn('enemy_dummy', { pos: [10, 5] }); h.runUntil(() => !u.skill.active, 60); h.b.rng.chance = SP; const attacks = h.hooksOf('attack').filter((c) => c.attacker === u && c.isSkill).length - a0; assert.equal(attacks, 16, `T${tier}: 32 bullets / 2`); assert.equal(h.hooksOf('ammoUsed').filter((c) => c.unit === u).length - n0, 32, `T${tier}: one ammoUsed per bullet`); const hits = atkHits(h, u).filter((c) => c.dmg.isSkill && c.target === front); assert.ok(hits.length >= 28, `T${tier}: two hits per attack (${hits.length})`); const byId = new Map(); for (const c of hits) byId.set(c.dmg.attackId, (byId.get(c.dmg.attackId) ?? 0) + 1); assert.ok([...byId.values()].every((n) => n === 2), `T${tier}: two damage instances per attack`); const atk = u.base.atk * (1 + sk.bb.atk); for (const c of hits) approx(c.amount, atk * 1.5, `T${tier}: front ×1.5`); const onCorner = atkHits(h, u).filter((c) => c.dmg.isSkill && c.target === corner); assert.ok(onCorner.length >= 30, `T${tier}: [2,2] struck too`); for (const c of onCorner) approx(c.amount, atk * 1.5, `T${tier}: [2,2] also ×1.5`); assert.deepEqual(u.liveRangeGrid, formOf(tier, elite).rangeGrid, `T${tier}: back to 2-5`); // 即使剩余弹药数小于2发仍可"消耗2发弹药"进行攻击 h.b.on('skillStart', (c) => { if (c.unit === u) c.skill.ammoLeft = 3; }, { priority: -1000 }); h.b.rng.chance = () => false; const a1 = h.hooksOf('attack').filter((c) => c.attacker === u && c.isSkill).length; u.skill.gainSp(999, 'init'); assert.ok(h.runUntil(() => u.skill.active, 5)); h.runUntil(() => !u.skill.active, 30); h.b.rng.chance = SP; assert.equal(h.hooksOf('attack').filter((c) => c.attacker === u && c.isSkill).length - a1, 2, `T${tier}: 3 bullets ⇒ 2 attacks (2 + the last one)`); done(h); } }); test('T1 节约风气: her ammo-skill attacks spare their bullets 22 % of the time (RPR-X stage 3: 27 %) — one roll per attack, S3 spares both bullets, every ammoUsed still fires', () => { for (const [tier, elite, mod, p] of [[5, false, null, 0.22], [5, true, RX, 0.22], [6, true, RX, 0.27], [6, true, RY, 0.22]]) { for (const skill of [1, 2]) { const { h, u } = field({ tier, elite, mod, skill, seed: 17 }); h.spawn('enemy_dummy', { pos: [10, 5] }); cast(h, u); assert.equal(spareChance(h.b, u), p, `T${tier} ${mod}: her chance`); u.skill.ammoLeft = 100000; const u0 = h.hooksOf('ammoUsed').filter((c) => c.unit === u).length; const before = new Map(); h.b.on('attack', (c) => { if (c.attacker === u) before.set(u.stats.attacks, u.skill.ammoLeft); }, { priority: 1000 }); const spent = []; h.b.on('attack', (c) => { if (c.attacker === u) h.b.after(0, () => spent.push(before.get(u.stats.attacks) - u.skill.ammoLeft)); }, { priority: 1000 }); h.run(900); h.b.addBuff(u, { key: 'test:disarm', flags: { disarm: true } }); h.step(3); const per = skill === 2 ? 2 : 1; assert.ok(spent.length > 300, `${spent.length} attacks`); assert.ok(spent.every((n) => n === 0 || n === per), `T${tier} S${skill + 1}: 0 or ${per} per attack`); const r = spent.filter((n) => n === 0).length / spent.length; assert.ok(Math.abs(r - p) < 0.05, `T${tier} ${mod} S${skill + 1}: spare rate ${r} ≈ ${p}`); const used = h.hooksOf('ammoUsed').filter((c) => c.unit === u).length - u0; assert.equal(used, spent.length * per, `T${tier} S${skill + 1}: every bullet's ammoUsed fires, spared or not`); done(h); } } }); test('T1 节约风气 on others while she is on the field: another 【狙击】 operator\'s 弹药类技能 22 %, her own (PRTS 修正 over the text\'s 10 %; RPR-X stage 3: 20 %), another 远程 operator\'s 0 % / 12 % (RPR-X stage 3), never a 技能 without "攻击装有X发" nor a summon; none once she leaves; the highest of two 假日威龙陈', () => { const t0 = FORMS['2/1/4/0'].talents.find((t) => t.index === 0); assert.deepEqual(t0.bb, { 'spareshot_chen.prob': 0.22, prob: 0.1 }, 'the base row: 22 % / the text\'s 10 %'); assert.deepEqual(modOf(6, RX).talentChanges[0].bb, { 'e_spareshot_chen.prob': 0.27, 'chen2_t_002[spareshot][other].prob': 0.12, 'chen2_t_002[spareshot][sniper].prob': 0.2 }); for (const [tier, elite, mod, sniper, other] of [[5, false, null, 0.22, 0], [5, true, RX, 0.22, 0], [6, true, RX, 0.2, 0.12], [6, true, RY, 0.22, 0]]) { const others = [ { uid: 2, chessId: 'chess_char_1_01_a', row: 11, col: 3 }, // 隐现 (狙击): S2 "攻击装有14发弹药" { uid: 3, chessId: 'chess_char_5_03_a', row: 12, col: 3 }, // 烛煌 (术师, 远程): S3 "攻击装有18发弹药" { uid: 4, chessId: 'chess_char_5_08_a', skillIndex: 1, row: 9, col: 7 }, // 号角 (重装): S2 "技能拥有10枚弹药" — no 攻击装有 ]; const { h, u } = field({ tier, elite, mod, skill: 0, others }); const inside = h.unit(2), blaze = h.unit(3), horn = h.unit(4); assert.equal(spareChance(h.b, inside), sniper, `${tier} ${mod}: 狙击`); assert.equal(spareChance(h.b, blaze), other, `${tier} ${mod}: 远程`); assert.equal(spareChance(h.b, horn), 0, `${tier} ${mod}: 地面`); // the roll only applies to a running 弹药类技能 (whose text says 攻击装有X发…) for (const x of [inside, blaze]) assert.match(x.skill.def.description, /攻击装有\d+发/); assert.doesNotMatch(horn.skill.def.description, /攻击装有\d+发/); // 隐现's S2 over many attacks h.spawn('enemy_dummy', { pos: [11, 5] }); inside.skill.gainSp(999); assert.ok(h.runUntil(() => inside.skill.active, 10), '隐现 casts'); inside.skill.ammoLeft = 100000; let spared = 0, n = 0; h.b.on('attack', (c) => { if (c.attacker !== inside) return; const left = inside.skill.ammoLeft; h.b.after(0, () => { n++; if (inside.skill.ammoLeft === left) spared++; }); }, { priority: 1000 }); h.run(500); h.b.addBuff(inside, { key: 'test:disarm', flags: { disarm: true } }); h.step(3); assert.ok(n > 200, `${n} attacks`); assert.ok(Math.abs(spared / n - sniper) < 0.06, `T${tier} ${mod}: 隐现 ${spared}/${n} ≈ ${sniper}`); // she leaves: nobody's chance h.b.retreat(u); assert.deepEqual([spareChance(h.b, inside), spareChance(h.b, blaze)], [0, 0], 'only while she is on the field'); done(h); } // two 假日威龙陈 (a shared field): each takes the highest — the RPR-X stage-3 one gives the other 20 % (below her own 22 %, // which she keeps), the other gives her 22 % (below her own 27 %) const h = makeBattle({ defs: { enemies: ENEMIES }, timeLimit: 60, autoFinish: false, seed: 3, flags: { dpPerSec: 0 }, units: [{ uid: 1, diy: { slot: 6, charId: CHEN, skillIndex: 0, uniEquipId: RX }, elite: true, row: 10, col: 4 }, { uid: 2, diy: { slot: 5, charId: CHEN, skillIndex: 0, uniEquipId: null }, elite: false, row: 11, col: 4 }, { uid: 3, chessId: 'chess_char_5_03_a', row: 12, col: 3 }], }); h.step(); assert.deepEqual([spareChance(h.b, h.unit(1)), spareChance(h.b, h.unit(2)), spareChance(h.b, h.unit(3))], [0.27, 0.22, 0.12]); done(h); }); test('T2 假日余韵: ASPD +8 (no level of the mode has the water TAG); RPR-Y stage 3: ATK +15 % ASPD +12, and while her skill runs the field counts as water: ATK +28 % ASPD +20 — for every 假日威龙陈 of the field — until it ends', () => { // the two rows of the data: base [map] = the step (8 + 4 = 12), module [map] = the totals (20 / 28 %), as their texts say const base = FORMS['2/1/4/0'].talents.find((t) => t.index === 1); assert.match(base.desc, /改为攻击速度\+12/); assert.deepEqual(holidayLines(base), { common: { atkPct: 0, aspd: 8 }, water: { atkPct: 0, aspd: 12 } }); const row = modOf(6, RY).talentChanges[0]; assert.match(row.desc, /改为攻击力\+28%,攻击速度\+20,技能开启时,场地视为水地形/); assert.deepEqual(holidayLines({ ...row, fromModule: true }), { common: { atkPct: 0.15, aspd: 12 }, water: { atkPct: 0.28, aspd: 20 } }); assert.deepEqual(modOf(5, RY).talentChanges, [], 'RPR-Y stage 1 changes no talent'); for (const f of FORMS_ALL) { const [tier, elite, mod] = f; const y3 = elite && mod === RY && tier === 6; const { h, u } = field({ tier, elite, mod, skill: 2, others: [{ uid: 2, diy: { slot: 5, charId: CHEN, skillIndex: 0 }, row: 12, col: 4 }] }); const mate = h.unit(2); approx(u.s.aspd, 100 + (elite ? (modOf(tier, mod)?.attr.aspd ?? 0) : 0) + (y3 ? 12 : 8), `${label(f)}: ASPD`); approx(u.s.atk, u.base.atk * (y3 ? 1.15 : 1), `${label(f)}: ATK`); assert.equal(waterOn(h.b), false); h.spawn('enemy_dummy', { pos: [10, 5] }); cast(h, u); h.step(); assert.equal(waterOn(h.b), y3, `${label(f)}: water while her skill runs`); approx(u.s.aspd, 100 + (y3 ? 20 : 8), `${label(f)}: ASPD during the skill`); approx(u.s.atk, u.base.atk * (1 + skillOf(tier, elite, S3).bb.atk + (y3 ? 0.28 : 0)), `${label(f)}: ATK during the skill`); approx(mate.s.aspd, 100 + (y3 ? 12 : 8), `${label(f)}: the other 假日威龙陈 (no module) gets the water line too`); u.skill.end('test'); h.step(); assert.equal(waterOn(h.b), false, `${label(f)}: the TAG ends with the skill`); approx(u.s.aspd, 100 + (y3 ? 12 : 8), `${label(f)}: back`); approx(mate.s.aspd, 108, `${label(f)}: the other back to +8`); if (y3) { cast(h, u); h.step(); assert.equal(waterOn(h.b), true); h.b.retreat(u); h.step(); assert.equal(waterOn(h.b), false, 'cleared when she leaves'); } done(h); } });