// test/content/op_cerber.test.js — the 自选 operator kit of 刻俄柏 (char_2013_cerber, 6★ 中坚术师; kit // server/sim/content/kits/ops/op-cerber.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, CCR-X // “很干的面包” or CCR-Y “我打的刀” 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_cerber.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'; const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8')); const CHESS = load('chess'); const BACKUPS = load('backups'); const ID = 'char_2013_cerber'; const FORMS = BACKUPS.units[ID].forms; const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' }; const CCRX = 'uniequip_002_cerber', CCRY = 'uniequip_003_cerber'; const S1 = 'skchr_cerber_1', S2 = 'skchr_cerber_2', S3 = 'skchr_cerber_3'; const formOf = (tier, elite) => FORMS[elite ? (tier === 5 ? '2/60/7/1' : '2/60/7/3') : '2/1/4/0']; const skillOf = (tier, elite, id) => formOf(tier, elite).skills.find((s) => s.skillId === id); const modOf = (tier, mod) => (mod ? formOf(tier, true).modules.find((m) => m.uniEquipId === mod) : null); const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`); const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o }); const ENEMIES = { enemy_dummy: dummy('enemy_dummy'), enemy_fly: dummy('enemy_fly', { motion: 'FLY' }), enemy_d100: dummy('enemy_d100', { def: 100 }), enemy_d200: dummy('enemy_d200', { def: 200 }), enemy_d300: dummy('enemy_d300', { def: 300 }), enemy_d400: dummy('enemy_d400', { def: 400 }), enemy_r50: dummy('enemy_r50', { res: 50 }), enemy_elite: dummy('enemy_elite', { rank: 'ELITE' }), enemy_boss: dummy('enemy_boss', { rank: 'BOSS' }), }; /** Every 自选 form: [tier, elite, module]. */ const FORMS_ALL = [[5, false, null], [6, false, null], ...[5, 6].flatMap((t) => [null, CCRX, CCRY].map((m) => [t, true, m]))]; const label = ([tier, elite, mod]) => `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`; const SHELL = 'cerber:shell'; const shellOf = (c) => !!c.dmg?.tags?.includes(SHELL); /** A battle with 刻俄柏 as uid 1 at (row, col) facing RIGHT, plus `others`. */ function field({ tier = 5, elite = false, mod = null, skill = 2, row = 10, col = 5, others = [], seed = 5, setup = null } = {}) { const h = makeBattle({ defs: { enemies: ENEMIES }, timeLimit: 900, autoFinish: false, seed, flags: { dpPerSec: 0, dpMax: 999 }, hooks: ['damaged', 'skillStart', 'skillEnd', 'statusApplied', 'spGain'], captureNoisy: true, units: [{ uid: 1, diy: { slot: SLOT[tier], charId: ID, skillIndex: skill, uniEquipId: mod }, elite, row, col }, ...others], setup, }); h.step(); return { h, u: h.unit(1) }; } const hitsBy = (h, u) => h.hooksOf('damaged').filter((c) => c.source === u); const atkHits = (h, u) => hitsBy(h, u).filter((c) => c.dmg?.isAttack); function done(h) { checkInvariants(h.b); assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0])); } const arts = (amount, res, ignore = 0) => Math.max(amount * (1 - Math.max(0, res - ignore) / 100), amount * 0.05); test('刻俄柏 in every 自选 form: her operator kit (all three skills authored), the form\'s stats + module attributes, 3-1 range, ranged arts that hits air, block 1, 1.6 s, 空 bonds, no 特质', () => { assert.equal(OPERATOR_KITS[ID], KITS[ID]); for (const f of FORMS_ALL) { const [tier, elite, mod] = f; for (const skill of [0, 1, 2]) { const { h, u } = field({ tier, elite, mod, skill }); const form = formOf(tier, elite), m = elite ? modOf(tier, mod) : null; assert.deepEqual([u.def.charId, u.def.diyFor, u.skill.id, !!u.kit.generic, u.kit.skillSource], [ID, SLOT[tier], form.skills[skill].skillId, false, 'skills'], label(f)); assert.deepEqual([u.base.maxHp, u.base.atk, u.base.def, u.base.res], [form.stats.maxHp + (m?.attr.maxHp ?? 0), form.stats.atk + (m?.attr.atk ?? 0), form.stats.def + (m?.attr.def ?? 0), 20], `${label(f)}: stats`); assert.deepEqual([u.s.blockCnt, u.profile.attack, u.profile.dmgType, u.profile.canHitFly, u.profile.groundOnly, u.base.bat], [1, 'ranged', 'arts', true, false, 1.6], `${label(f)}: 中坚术师`); assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${label(f)}: 3-1`); assert.deepEqual([u.def.bonds, u.def.raw.garrisonIds, u.def.raw.tokens], [['emptyShip'], [], []], `${label(f)}: bonds / 特质 / no summon`); assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth && !u.s.flags.untargetable, `${label(f)}: ground enemies target her`); done(h); } } // E2 Lv1 1220 / 580 / 114, E2 Lv60 1449 / 656 / 123; CCR-X +130 / +40 → +180 / +65, CCR-Y +80 / +40 / +17 → +120 / +56 / +23 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], [1220, 580, 1449, 656]); assert.deepEqual([modOf(5, CCRX).attr, modOf(6, CCRX).attr, modOf(5, CCRY).attr, modOf(6, CCRY).attr], [{ maxHp: 130, atk: 40 }, { maxHp: 180, atk: 65 }, { maxHp: 80, atk: 40, def: 17 }, { maxHp: 120, atk: 56, def: 23 }]); }); test('a 自选 pick: 刻俄柏 is offered at tiers 5 and 6 and a roster with her passes validateDiyPicks', () => { const data = { chess: CHESS, backups: BACKUPS }; assert.ok(KITTED_CHARS.includes(ID)); for (const t of [5, 6]) assert.ok(diyPool(t, { data, kitted: KITTED_CHARS }).includes(ID), `tier ${t}`); assert.deepEqual(validateDiyPicks({ [SLOT[5]]: { charId: ID, skillIndex: 0, uniEquipId: CCRX } }, { data, kitted: KITTED_CHARS }), { ok: true, picks: { [SLOT[5]]: { charId: ID, skillIndex: 0, uniEquipId: CCRX } } }); }); test('S1 “很冰的斧” (AUTO, 1 / 2 charges, data DEFAULT): the next attack at 165 % / 180 % ATK arts on an unblocked enemy rather than a blocked one, binding it 2 / 2.5 s', () => { for (const [tier, elite] of [[5, false], [6, true]]) { const sk = skillOf(tier, elite, S1); // 角峰 blocks the dummy spawned on its tile; the other dummy is free (both in her range; the blocked one is nearer its goal) const { h, u } = field({ tier, elite, skill: 0, others: [{ uid: 2, chessId: 'chess_char_1_02_a', row: 10, col: 7 }] }); assert.deepEqual([u.skill.rule, u.skill.kind, u.skill.maxCharges, sk.spCost, sk.bb.atk_scale, sk.bb.duration], ['DEFAULT', elite ? 'charges' : 'instant', elite ? 2 : 1, 7, elite ? 1.8 : 1.65, elite ? 2.5 : 2], `T${tier}`); u.skill.charges = 0; u.skill.sp = 0; const blocked = h.spawn('enemy_dummy', { pos: [10, 7] }); const free = h.spawn('enemy_dummy', { pos: [11, 7] }); h.run(0.2); assert.equal(blocked.blockedBy, h.unit(2), `T${tier}: 角峰 blocks it`); const n0 = atkHits(h, u).length; h.run(1.7); const plain = atkHits(h, u).slice(n0); assert.ok(plain.length >= 1 && plain.every((c) => c.target === blocked && !c.dmg.isSkill), `T${tier}: her plain attacks go to the blocked one`); u.skill.gainSp(999); const n1 = atkHits(h, u).length; assert.ok(h.runUntil(() => atkHits(h, u).slice(n1).some((c) => c.dmg.isSkill), 3), `T${tier}: cast`); const sh = atkHits(h, u).slice(n1).find((c) => c.dmg.isSkill); assert.equal(sh.target, free, `T${tier}: "优先攻击没有被阻挡的目标"`); approx(sh.amount, u.s.atk * sk.bb.atk_scale, `T${tier}: ${sk.bb.atk_scale * 100} % ATK`); assert.equal(sh.type, 'arts'); const bind = h.hooksOf('statusApplied').find((c) => c.source === u && c.status === 'bind'); assert.ok(bind && bind.target === free, `T${tier}: bound`); approx(bind.duration, sk.bb.duration, `T${tier}: 束缚 ${sk.bb.duration} s`); done(h); } }); test('S2 “很热的刀” (MANUAL, data DEFAULT): 33 / 36 s, attack interval × 0.6 / × 0.4 (PRTS "(*0.4)"), the highest-DEF enemy first; all back after', () => { for (const [tier, elite] of [[5, false], [6, true]]) { const sk = skillOf(tier, elite, S2); const { h, u } = field({ tier, elite, skill: 1 }); assert.deepEqual([u.skill.rule, sk.duration, sk.bb.base_attack_time, sk.spCost, sk.initSp], ['DEFAULT', elite ? 36 : 33, elite ? 0.4 : 0.6, elite ? 44 : 47, elite ? 16 : 13], `T${tier}`); h.run(0.6); const iv0 = u.s.interval; const d1 = h.spawn('enemy_d100', { pos: [10, 6] }), d3 = h.spawn('enemy_d300', { pos: [11, 7] }), d2 = h.spawn('enemy_d200', { pos: [9, 6] }); void d1; void d2; u.skill.gainSp(999); assert.ok(h.runUntil(() => u.skill.active, 3), `T${tier}: cast`); approx(u.skill.timeLeft, sk.duration, `T${tier}: ${sk.duration} s`, 0.05); approx(u.s.interval, iv0 * sk.bb.base_attack_time, `T${tier}: interval × ${sk.bb.base_attack_time}`); const n0 = atkHits(h, u).length; h.run(5); const hits = atkHits(h, u).slice(n0); assert.ok(hits.length >= Math.floor(5 / u.s.interval) - 1, `T${tier}: ${hits.length} attacks`); assert.ok(hits.every((c) => c.target === d3), `T${tier}: the DEF 300 enemy`); assert.ok(h.runUntil(() => !u.skill.active, sk.duration)); approx(u.s.interval, iv0, `T${tier}: interval back`); done(h); } }); test('S3 “很重的枪” (MANUAL, data ACTIVE_RANGE on 3-3): 56 / 57 s, range 3-3 while on, ATK +130 % / +160 %, physical, the lowest-DEF enemy first, each hit silences 2.5 / 3 s; arts and 3-1 again after', () => { for (const [tier, elite] of [[5, false], [6, true]]) { const sk = skillOf(tier, elite, S3); const { h, u } = field({ tier, elite, skill: 2, seed: 7 }); assert.deepEqual([u.skill.rule, sk.trigger.rawRule, sk.rangeId, sk.duration, sk.bb.atk, sk.bb['attack@silence'], sk.initSp], ['ACTIVE_RANGE', 'DEFAULT', '3-3', elite ? 57 : 56, elite ? 1.6 : 1.3, elite ? 3 : 2.5, elite ? 47 : 41], `T${tier}`); assert.deepEqual(u.skill.triggerGrid, sk.rangeGrid, `T${tier}: the trigger grid is 3-3`); h.run(0.6); const atk0 = u.s.atk; u.skill.gainSp(999); // (9,8) / (11,8) are on 3-3, not on her 3-1: the cast comes with an enemy there const hi = h.spawn('enemy_d300', { pos: [9, 8] }); const lo = h.spawn('enemy_d100', { pos: [11, 8] }); assert.ok(h.runUntil(() => u.skill.active, 2), `T${tier}: cast with enemies on 3-3 only`); assert.deepEqual(u.liveRangeGrid, sk.rangeGrid, `T${tier}: 3-3 while on`); approx(u.s.atk, atk0 + u.base.atk * sk.bb.atk, `T${tier}: ATK`); const n0 = atkHits(h, u).length; h.run(5); const hits = atkHits(h, u).slice(n0); assert.ok(hits.length >= 2 && hits.every((c) => c.target === lo && c.type === 'phys'), `T${tier}: physical, on the lowest DEF`); approx(hits[0].amount, Math.max(u.s.atk - 100, u.s.atk * 0.05), `T${tier}: physical on DEF 100`); const sil = h.hooksOf('statusApplied').filter((c) => c.source === u && c.status === 'silence'); assert.ok(sil.length >= hits.length && sil.every((c) => c.target === lo), `T${tier}: silenced on every hit`); approx(sil[0].duration, sk.bb['attack@silence'], `T${tier}: ${sk.bb['attack@silence']} s`); // 剥壳 stays arts: DEF 100 × 44 % const shells = hitsBy(h, u).slice(n0).filter(shellOf); assert.ok(shells.length >= hits.length - 1 && shells.every((c) => c.type === 'arts'), `T${tier}: 剥壳 arts`); u.skill.end('test'); h.run(0.1); assert.deepEqual(u.liveRangeGrid, formOf(tier, elite).rangeGrid, `T${tier}: back to 3-1`); void hi; done(h); } }); test('T1 剥壳: each hit of her attacks adds DEF × 44 % arts (none on DEF 0); CCR-X stage 3: 54 % +5 % per hit on the same target up to 79 %, back to 54 % on another; stage 1 keeps 44 %', () => { for (const f of FORMS_ALL) { const [tier, elite, mod] = f; const { h, u } = field({ tier, elite, mod, skill: 1 }); const x3 = elite && tier === 6 && mod === CCRX; const t0 = u.def.raw.talents.find((t) => t.index === 0); assert.equal(t0.bb.atk_scale, x3 ? 0.54 : 0.44, `${label(f)}: the data`); u.skill.charges = 0; const a = h.spawn('enemy_d400', { pos: [10, 6] }); const n0 = hitsBy(h, u).length; h.run(1.6 * 8 + 0.4); const shells = hitsBy(h, u).slice(n0).filter((c) => shellOf(c) && c.target === a); const plain = hitsBy(h, u).slice(n0).filter((c) => c.dmg.isAttack && c.target === a); assert.ok(plain.length >= 7 && shells.length === plain.length, `${label(f)}: one 剥壳 per hit (${shells.length} / ${plain.length})`); const want = x3 ? [0.54, 0.59, 0.64, 0.69, 0.74, 0.79, 0.79] : Array(7).fill(0.44); shells.slice(0, 7).forEach((c, i) => { approx(c.amount, 400 * want[i], `${label(f)}: hit ${i + 1}`); assert.deepEqual([c.type, !!c.dmg.isAttack], ['arts', false], `${label(f)}: a talent arts instance`); }); // another target: back to the base ratio; a DEF-0 target takes no 剥壳 h.b.kill(a, null); const b = h.spawn('enemy_d200', { pos: [10, 6] }); const n1 = hitsBy(h, u).length; h.run(1.7); const sb = hitsBy(h, u).slice(n1).filter((c) => shellOf(c) && c.target === b); assert.ok(sb.length >= 1); approx(sb[0].amount, 200 * (x3 ? 0.54 : 0.44), `${label(f)}: a new target — the base ratio`); h.b.kill(b, null); const z = h.spawn('enemy_dummy', { pos: [10, 6] }); const n2 = hitsBy(h, u).length; h.run(1.7); assert.ok(hitsBy(h, u).slice(n2).some((c) => c.target === z && c.dmg.isAttack), label(f)); assert.ok(!hitsBy(h, u).slice(n2).some((c) => c.target === z && shellOf(c)), `${label(f)}: no 剥壳 on DEF 0`); done(h); } }); test('T2 独行长路: ATK +8 % / ASPD +8 while nobody else is on her x-5 (a device too), off with a neighbour; an enemy-like ally does not switch it off but, seen while it is off, keeps it off until it leaves; CCR-Y stage 3: +15 % / +15 decided once per deployment', () => { const lone = (u) => u.findBuff('talent:cerber:lone'); for (const f of FORMS_ALL) { const [tier, elite, mod] = f; const y3 = elite && tier === 6 && mod === CCRY; const { h, u } = field({ tier, elite, mod, skill: 1 }); h.step(); const v = y3 ? { atkPct: 0.15, aspd: 15 } : { atkPct: 0.08, aspd: 8 }; assert.deepEqual(lone(u)?.mods, v, `${label(f)}: alone`); const dev = h.b.spawnDevice('trap_1105_accrate', 10, 6, { name: 'test crate' }); assert.ok(dev && dev.side === 'ally', label(f)); h.step(); assert.equal(!!lone(u), y3, `${label(f)}: a crate in front of her ${y3 ? '(the deployment decided)' : ''}`); h.b.kill(dev, null); h.step(); assert.deepEqual(lone(u)?.mods, v, `${label(f)}: alone again`); if (!y3) { // an enemy-like ally (炎佑's kind: an ally built from an enemy record): stays on while on … const like = h.b.spawnDevice('trap_1105_accrate', 9, 5, { name: 'enemy-like' }); like.defId = 'enemy_9012_acloon'; h.step(); assert.ok(lone(u), `${label(f)}: an enemy-like ally does not switch it off`); // … but seen while off (an ordinary neighbour came first) it keeps it off until it leaves the field const mate = h.b.spawnDevice('trap_1105_accrate', 11, 5, { name: 'mate' }); h.step(); assert.equal(lone(u), null, `${label(f)}: off with an ordinary neighbour`); h.b.kill(mate, null); h.step(); assert.equal(lone(u), null, `${label(f)}: the enemy-like ally seen while off keeps it off`); h.b.relocate(like, 12, 9); h.step(); assert.equal(lone(u), null, `${label(f)}: even away from her`); h.b.kill(like, null); h.step(); assert.ok(lone(u), `${label(f)}: on once it left the field`); } done(h); } // CCR-Y stage 3 with a neighbour at the deployment: none for that deployment, then a lone redeploy gets it const { h, u } = field({ tier: 6, elite: true, mod: CCRY, skill: 1, others: [{ uid: 2, chessId: 'chess_char_1_08_a', row: 11, col: 5 }] }); h.run(0.5); assert.equal(lone(u), null, 'a neighbour at the battle-start deployment'); h.b.retreat(h.unit(2)); h.run(0.5); assert.equal(lone(u), null, 'still none: decided at the deployment'); h.b.retreat(u); h.b.redeploy(u); h.step(); assert.deepEqual(lone(u)?.mods, { atkPct: 0.15, aspd: 15 }, 'a lone redeploy'); done(h); const t1 = formOf(6, true).modules.find((m) => m.uniEquipId === CCRY).talentChanges.find((t) => t.talentIndex === 1); assert.match(t1.desc, /^部署时若周围四格内没有其他友方单位/); }); test('modules: CCR-X "无视目标10点法术抗性" at stages 1 and 3 (× 0.6 on RES 50); CCR-Y "普通攻击命中精英或领袖敌人时获得1点技力" — not on a normal enemy, not from 剥壳', () => { for (const f of FORMS_ALL) { const [tier, elite, mod] = f; const { h, u } = field({ tier, elite, mod, skill: 2 }); const x = elite && mod === CCRX, y = elite && mod === CCRY; assert.equal(u.s.resIgnoreFlat, x ? 10 : 0, `${label(f)}: RES ignore`); if (y) assert.deepEqual(u.def.raw.trait.bb, { sp: 1 }); const foe = h.spawn('enemy_r50', { pos: [10, 6] }); const n0 = hitsBy(h, u).length; h.run(3.5); const hits = hitsBy(h, u).slice(n0).filter((c) => c.target === foe && c.dmg.isAttack); assert.ok(hits.length >= 2, label(f)); approx(hits[0].amount, arts(u.s.atk, 50, x ? 10 : 0), `${label(f)}: arts on RES 50`); const traitSp = () => h.hooksOf('spGain').filter((c) => c.unit === u && c.reason === 'trait').length; assert.equal(traitSp(), 0, `${label(f)}: no SP from a normal enemy`); h.b.kill(foe, null); for (const key of ['enemy_elite', 'enemy_boss']) { const el = h.spawn(key, { pos: [10, 6] }); const k0 = traitSp(), a0 = atkHits(h, u).filter((c) => c.target === el).length; h.run(3.5); const hitsE = atkHits(h, u).filter((c) => c.target === el).length - a0; assert.ok(hitsE >= 2, label(f)); assert.equal(traitSp() - k0, y ? hitsE : 0, `${label(f)}: +1 SP per hit on an ${key}`); h.b.kill(el, null); } done(h); } });