// PRTS 分支特性信息/data §驭械术师: changing targets / redeploying resets the drone ramp. // Controlled battle inputs here; the real Match route is covered in test/match/funnel-redeploy.test.js. import { test } from 'node:test'; import assert from 'node:assert/strict'; import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js'; const make = (id = 'chess_char_2_10_a', extra = []) => makeBattle({ units: [{ chessId: id, row: 10, col: 4 }, ...extra], defs: { enemies: { dummy: enemyRec({ key: 'dummy', hp: 1e7, speed: 0 }) } }, enemies: [{ key: 'dummy', pos: [10, 6] }], timeLimit: 300, autoFinish: false, hooks: ['damaged'], captureNoisy: true, }); const hits = (h, u) => h.hooksOf('damaged').filter(c => c.source === u && c.target.side === 'enemy'); const near = (a, b) => assert.ok(Math.abs(a - b) < 1e-8, `${a} != ${b}`); const ramp = (h, u) => { h.runUntil(() => hits(h, u).length >= 8, 20); assert.ok(hits(h, u).length >= 8); }; for (const id of ['chess_char_2_10_a', 'chess_char_2_10_b', 'chess_char_4_03_a', 'chess_char_4_03_b']) { test(`${id}: same living target starts at the configured initial scale after automatic redeployment`, () => { const h = make(id), u = h.unit(id); ramp(h, u); const e = h.enemies()[0]; assert.ok(u.trait.funnelScale > u.profile.funnel.init); const before = hits(h, u).length; h.b.dealDamage(e, u, { amount: 1e7, type: 'true' }); assert.equal(u.alive, false); h.runUntil(() => u.alive, 100); assert.equal(u.alive, true); assert.equal(e.alive, true); assert.equal(u.trait.funnelTarget, null); near(u.trait.funnelScale, u.profile.funnel.init); assert.equal(h.runUntil(() => hits(h, u).length > before, 5), true); assert.ok(hits(h, u).length > before); assert.equal(hits(h, u).at(-1).target, e); near(u.trait.funnelScale, u.profile.funnel.init); checkInvariants(h.b); assert.deepEqual(h.b.errors, []); }); } for (const id of ['chess_char_3_13_a', 'chess_char_3_13_b', 'chess_char_3_20_a', 'chess_char_3_20_b']) { test(`${id}: per-target funnel map restarts on redeployment`, () => { const h = make(id), u = h.unit(id); ramp(h, u); const e = h.enemies()[0]; assert.ok(u.trait.funnelMap.get(e.id).s > u.profile.funnel.init); h.b.retreat(u); assert.equal(h.b.redeploy(u), true); assert.equal(u.trait.funnelMap.size, 0); const before = hits(h, u).length; assert.equal(h.runUntil(() => hits(h, u).length > before, 5), true); assert.ok(hits(h, u).length > before); near(u.trait.funnelMap.get(e.id).s, u.profile.funnel.init); checkInvariants(h.b); }); } test('continuous attacks ramp and cap; changing the living target resets normally', () => { const h = make(), u = h.unit('chess_char_2_10_a'); ramp(h, u); near(u.trait.funnelScale, u.profile.funnel.max); const replacement = h.spawn('dummy', { pos: [10, 5] }); const before = hits(h, u).length; assert.equal(h.runUntil(() => hits(h, u).length > before, 5), true); assert.ok(hits(h, u).length > before); assert.equal(hits(h, u).at(-1).target, replacement); near(u.trait.funnelScale, u.profile.funnel.init); }); test('another unit deployment and a free move keep this ramp; unrelated trait state survives redeployment', () => { const h = make('chess_char_2_10_a', [{ chessId: 'chess_char_1_02_a', row: 12, col: 3 }]); const u = h.unit('chess_char_2_10_a'), other = h.unit('chess_char_1_02_a'); ramp(h, u); const scale = u.trait.funnelScale, target = u.trait.funnelTarget; u.trait.testUnrelated = { value: 7 }; // controlled sentinel: no production trait object may be replaced const sentinel = u.trait.testUnrelated; h.b.retreat(other); assert.equal(h.b.redeploy(other), true); assert.equal(u.trait.funnelTarget, target); near(u.trait.funnelScale, scale); assert.equal(h.b.moveRedeploy(u, 10, 3), true); // owner-approved move carry, DESIGN §22.3 assert.equal(u.trait.funnelTarget, target); near(u.trait.funnelScale, scale); h.b.retreat(u); assert.equal(h.b.redeploy(u), true); assert.equal(u.trait.testUnrelated, sentinel); near(u.trait.funnelScale, u.profile.funnel.init); });