// test/render/forms.test.js — user playtest #5 item 1, client side: 掠海漂移体 drops from 近地悬浮 to 爬行模式 for good // when stunned / frozen / put to sleep (sim content/enemies.js kitSyufo, fx 'phase' { id, kind: 'crawl' }); from then on // melee operators block and hit it, so its model must stop hovering: render/units.js FORMS switches the view to the // skeleton's crawl clips (*_02) after its 'Change' clip (render/spine.js SpineActor.setForm), also for a view built // after the change (render/app.js keeps the mode on the unit info). Headless fake PIXI (test/render/fakepixi.js). // Player reports after 0.1.0 (#5, #8): 转译基底·α changes on its 2 s A_Die_B / _C / _D clip into the 寻仇者 B_*, 幽灵 C_* or // 特战术师 D_* set (it used to stay on A_Idle / A_Move and die on B_Die — "加载变身动画然后就没了"); a knocked-out 逐火 plays // 'Die' (its 1 s 重生) and walks as the ember on Idle_2 / Move_2, dying on Die_2, and 'Revive' — timed from the 'ember' // fx's `dur` to end as it stands up — brings the warrior back (sim fx 'ember' / 'revive' { form: 'husk' | 'revived' }); // 假想敌:再生's 傀儡 the same with A_Die / B_* / B_Revive; the leaders' 重生 close on their last clip as the 重生 ends. // A view built mid-battle gets the current form from UnitInfo `form` through render/app.js renderInfo (enterBattle). import { test, describe, before, after } from 'node:test'; import assert from 'node:assert/strict'; import { readFileSync } from 'node:fs'; import path from 'node:path'; import { fileURLToPath } from 'node:url'; import { installFakePixi, fakeViewCtx } from './fakepixi.js'; import { presetCamera } from '../../public/js/render/projection.js'; import { UF, ANIM } from '../../shared/constants.js'; import { makeBattle, chessRec } from '../helpers/battleHarness.js'; const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '../..'); const assets = JSON.parse(readFileSync(path.join(ROOT, 'data/assets.json'), 'utf8')); const SYUFO = 'enemy_2025_syufo'; let fake, UnitView, FORMS, renderInfo; before(async () => { fake = installFakePixi(); ({ UnitView, FORMS } = await import('../../public/js/render/units.js')); ({ renderInfo } = await import('../../public/js/render/app.js')); }); after(() => fake.restore()); const tick = () => new Promise((r) => setImmediate(r)); const cam = () => presetCamera('normal', { width: 1280, height: 720 }); /** Asset store with the real manifest entry of the skeleton and its animation names. */ function store(id) { const entry = assets.enemies[id].spine; const names = Object.keys(entry.animations || {}); return { picture: () => null, image: async () => null, spineEntry: () => entry, spine: { acquire: async () => ({ animations: names.map((name) => ({ name })) }), release() {} }, }; } async function syufo(info = {}) { const ctx = fakeViewCtx(fake.P, { assets: store(SYUFO), cam }); const v = new UnitView(ctx, { id: 7, side: 'enemy', kind: 'enemy', defId: SYUFO, spine: SYUFO, tier: 1, x: 8, y: 9, maxHp: 1000, facing: -1, ...info }); await tick(); await tick(); assert.ok(v.actor, 'Spine model built'); return v; } const clip = (v) => v.actor.current; const sample = (flags = 0, anim = 0) => ({ x: 8, y: 9, hp: 1000, maxHp: 1000, sp: 0, spMax: 0, flags, anim, vx: 0 }); const frames = (v, n, dt = 1 / 60) => { for (let i = 0; i < n; i++) v.update(dt, cam(), i * dt); }; describe('掠海漂移体 爬行模式 (FORMS)', () => { test('the crawl set exists in the skeleton the manifest lists', () => { const f = FORMS[SYUFO].crawl; const anims = assets.enemies[SYUFO].spine.animations; for (const name of [f.change, f.roles.idle, f.roles.die, f.roles.move.loop, f.roles.attack.loop]) assert.ok(name in anims, name); assert.equal(assets.enemies[SYUFO].spine.anims.idle, 'Idle_01', 'the manifest keeps the hover set as the default'); }); test('hovering: the hover clips; on the change: \'Change\' once, then the crawl clips (idle, move, attack, die)', async () => { const v = await syufo(); v.sync(sample(), 1); assert.equal(clip(v), 'Idle_01'); v.setForm('crawl'); assert.equal(clip(v), 'Change', 'the transition first'); frames(v, 50); // Change is 0.667 s assert.equal(clip(v), 'Idle_02', 'crawling idle'); v.sync(sample(0, ANIM.MOVE), 2); assert.equal(clip(v), 'Move_02'); v.onAttack?.(null, 2.1); assert.equal(clip(v), 'Attack_02'); v.die(); assert.equal(clip(v), 'Die_02'); }); test('stunned when it drops (the usual case): the change plays out, then the stun holds, then it crawls', async () => { const v = await syufo(); v.sync(sample(UF.STUNNED), 1); assert.equal(v.actor.mode, 'stun'); v.setForm('crawl'); assert.equal(clip(v), 'Change'); frames(v, 10); v.sync(sample(UF.STUNNED), 1.2); // still stunned: the change is not cut short assert.equal(v.actor.mode, 'change'); frames(v, 40); assert.equal(v.actor.mode, 'stun', 'then the stun holds (its pose frozen)'); v.sync(sample(0), 3); assert.equal(clip(v), 'Idle_02', 'the stun over: crawling'); }); test('a view built after the change (culled, rejoined) starts on the crawl set without replaying \'Change\'', async () => { const v = await syufo({ form: 'crawl' }); assert.equal(v.form, 'crawl'); v.sync(sample(), 1); assert.equal(clip(v), 'Idle_02'); const w = await syufo({ form: 'crawl' }); w.die(); assert.equal(clip(w), 'Die_02'); }); test('modes without a clip set change nothing; the same mode twice is a no-op', async () => { const v = await syufo(); v.setForm('grounded'); assert.equal(clip(v), 'Idle_01'); v.setForm('crawl'); frames(v, 50); v.setForm('crawl'); assert.equal(clip(v), 'Idle_02', 'no second Change'); const ctx = fakeViewCtx(fake.P, { assets: store('enemy_10045_parrot'), cam }); const p = new UnitView(ctx, { id: 8, side: 'enemy', kind: 'enemy', defId: 'enemy_10045_parrot', spine: 'enemy_10045_parrot', tier: 1, x: 8, y: 9, maxHp: 1000 }); await tick(); await tick(); p.setForm('grounded'); p.setForm('float'); assert.equal(clip(p), 'Idle_A', '吉兆飞鳞 keeps its own clips (its 晕眩模式 is the Stun clip)'); }); }); /** A real-manifest enemy view (any skeleton). */ async function enemy(id, info = {}) { const ctx = fakeViewCtx(fake.P, { assets: store(id), cam }); const v = new UnitView(ctx, { id: 9, side: 'enemy', kind: 'enemy', defId: id, spine: id, tier: 2, x: 8, y: 9, maxHp: 1000, facing: -1, ...info }); await tick(); await tick(); assert.ok(v.actor, 'Spine model built'); return v; } describe('转译基底·α forms (user report after 0.1.0, #5)', () => { const TR = 'enemy_10081_mpplai'; test('every clip of the three forms exists in the skeleton; the change clips last the official 2 s; the manifest keeps the original form', () => { const anims = assets.enemies[TR].spine.animations; for (const [kind, f] of Object.entries(FORMS[TR])) { for (const name of [f.change, f.roles.idle, f.roles.die, f.roles.move.loop]) assert.ok(name in anims, `${kind}: ${name}`); assert.equal(anims[f.change], 2, `${kind}: ${f.change}`); } assert.equal(FORMS[TR].translator_youling.roles.attack, null, '幽灵 never attacks'); assert.equal(assets.enemies[TR].spine.anims.idle, 'A_Idle'); assert.equal(assets.enemies[TR].spine.anims.move.loop, 'A_Move'); }); for (const [kind, set, attack] of [['translator_fuchou', 'B', 'B_Attack'], ['translator_shushi', 'D', 'D_Attack'], ['translator_youling', 'C', null]]) { test(`${kind}: the original form walks on A_*, the change clip plays out (2 s, moving or not), then the ${set}_* set`, async () => { const v = await enemy(TR); v.sync(sample(0, ANIM.MOVE), 1); assert.equal(clip(v), 'A_Move'); v.setForm(kind); assert.equal(clip(v), FORMS[TR][kind].change); frames(v, 60); v.sync(sample(0, ANIM.MOVE), 2); assert.equal(clip(v), FORMS[TR][kind].change, 'not cut short'); frames(v, 70); assert.equal(clip(v), `${set}_Move`); v.sync(sample(0, ANIM.IDLE), 3); assert.equal(clip(v), `${set}_Idle`); v.onAttack(null, 3.2); assert.equal(clip(v), attack ?? `${set}_Idle`, attack ? 'its attack clip' : 'no attack clip'); v.die(); assert.equal(clip(v), `${set}_Die`); }); } test('a view built after the change starts on the form\'s clips', async () => { const v = await enemy(TR, { form: 'translator_shushi' }); v.sync(sample(), 1); assert.equal(clip(v), 'D_Idle'); }); }); describe('逐火 embers and the 再生 puppet (user report after 0.1.0, #8)', () => { for (const id of ['enemy_1288_duskls', 'enemy_1288_duskls_2', 'enemy_1292_duskld']) { test(`${id}: knocked out ⇒ 'Die' once, the ember on Idle_2 / Move_2 / Die_2; 'Revive' ends as it stands up, then the warrior's clips`, async () => { const anims = assets.enemies[id].spine.animations; for (const name of ['Die', 'Idle_2', 'Move_2', 'Die_2', 'Revive']) assert.ok(name in anims, name); const v = await enemy(id); v.sync(sample(0, ANIM.MOVE), 1); assert.equal(clip(v), 'Move'); const dur = 4; // the 'ember' fx: 1 s 重生 + the husk (10 s officially) v.setForm('husk', { dur }); assert.equal(clip(v), 'Die', 'the knock-out (its 1 s 重生)'); frames(v, 65); assert.equal(clip(v), 'Move_2', 'the ember walks'); v.sync(sample(UF.STEALTH, ANIM.IDLE), 2); assert.equal(clip(v), 'Idle_2'); frames(v, Math.round((dur - anims.Revive - 65 / 60) * 60) + 3); assert.equal(clip(v), 'Revive', 'the stand-up clip starts so that it ends with the husk'); frames(v, Math.round(anims.Revive * 60) - 6); v.setForm('revived'); // the sim's 'revive' fx assert.equal(clip(v), 'Revive', 'plays out, not restarted'); frames(v, 10); assert.equal(clip(v), 'Idle', 'the warrior again'); v.onAttack(null, 6); assert.equal(clip(v), 'Attack', 'it attacks at once'); v.setForm('husk', { dur }); frames(v, 65); v.die(); assert.equal(clip(v), 'Die_2', 'the ember dies on its own clip'); frames(v, 300); assert.equal(clip(v), 'Die_2', 'no stand-up clip after its death'); }); } test('假想敌:再生: A_Die, the 傀儡 on B_Idle / B_Move / B_Die; B_Revive back to the A_* clips', async () => { const v = await enemy('enemy_9010_acpupp'); v.setForm('husk', { dur: 3 }); assert.equal(clip(v), 'A_Die'); frames(v, 65); assert.equal(clip(v), 'B_Idle'); v.sync(sample(0, ANIM.MOVE), 2); assert.equal(clip(v), 'B_Move'); frames(v, 60); assert.equal(clip(v), 'B_Revive', 'its last second'); frames(v, 57); v.setForm('revived'); frames(v, 6); assert.equal(clip(v), 'A_Move'); }); test('beaten in its last second (the stand-up clip already playing, still a husk in the sim): the ember dies on Die_2, 再生\'s 傀儡 on B_Die — the warrior\'s / A_* death clip only after the revive fx', async () => { for (const [id, end, die, die0] of [['enemy_1288_duskls', 'Revive', 'Die_2', 'Die'], ['enemy_9010_acpupp', 'B_Revive', 'B_Die', 'A_Die']]) { const anims = assets.enemies[id].spine.animations; const v = await enemy(id); v.setForm('husk', { dur: 4 }); frames(v, Math.round((4 - anims[end]) * 60) + 6); assert.equal(clip(v), end, `${id}: the closing clip plays`); v.die(); assert.equal(clip(v), die, `${id}: the husk's death clip (review of WD)`); const w = await enemy(id); w.setForm('husk', { dur: 4 }); frames(w, 4 * 60 + 6); w.setForm('revived'); frames(w, 6); w.die(); assert.equal(clip(w), die0, `${id}: stood up, it dies on its first form's clip`); } }); test('a view built mid-husk (UnitInfo form, no timing) shows the husk; the revival lands in the manifest clips', async () => { const v = await enemy('enemy_1288_duskls', { form: 'husk' }); v.sync(sample(UF.STEALTH, ANIM.MOVE), 1); assert.equal(clip(v), 'Move_2'); v.setForm('revived'); assert.equal(clip(v), 'Move', 'no stand-up clip without the timing'); }); }); describe('the leaders\' 重生 and 守墓石像 (audit of the knock-out forms after report #5)', () => { const REBIRTH = { enemy_1525_blkswb: ['Revive1', 'Revive2', 'Revive3', 'B_Idle', 'B_Die'], enemy_1535_wlfmster: ['A_revive_1', 'A_revive_2', 'A_revive_3', 'B_Idle', 'B_Die'], enemy_1539_reid: ['Revive_Begin', 'Revive_Loop', 'Revive_End', 'Idle', 'Die'], }; for (const [id, [begin, hold, end, idle2, die2]] of Object.entries(REBIRTH)) { test(`${id}: knock-out ⇒ ${begin}, ${hold} held through the 重生's stun, ${end}, then ${idle2}; dies on ${die2}`, async () => { const anims = assets.enemies[id].spine.animations; for (const name of [begin, hold, end, idle2, die2]) assert.ok(name in anims, name); const v = await enemy(id); v.sync(sample(UF.STUNNED, ANIM.STUN), 1); const dur = 6; // the 'telegraph' fx's dur (Reborn.duration) v.setForm('reborn', { dur }); assert.equal(clip(v), begin); frames(v, Math.ceil(anims[begin] * 60) + 5); assert.equal(clip(v), hold, 'held (its stun role) while the sim keeps it stunned'); const at = Math.ceil(anims[begin] * 60) + 5; frames(v, Math.round((dur - anims[end]) * 60) - at + 3); assert.equal(clip(v), end, 'the closing clip starts so that it ends with the 重生'); frames(v, Math.round(anims[end] * 60) - 6); v.sync(sample(0, ANIM.IDLE), dur + 1); // the sim's 'revive' fx: the 重生 is over v.setForm('form2'); frames(v, 6); assert.equal(clip(v), idle2, 'the second form at once'); v.onAttack(null, dur + 1.2); assert.notEqual(clip(v), idle2, 'its first attack is drawn, not swallowed by a change clip'); v.die(); assert.equal(clip(v), die2); }); } test('enemy_1516_jakill 杰斯顿: C1_Die is its 4 s 重生, then the killer form C2_*', async () => { const v = await enemy('enemy_1516_jakill'); v.setForm('reborn'); assert.equal(clip(v), 'C1_Die'); frames(v, 245); v.setForm('form2'); v.sync(sample(0, ANIM.MOVE), 5); assert.equal(clip(v), 'C2_Move'); v.onAttack(null, 5.5); assert.equal(clip(v), 'C2_Attack'); }); test('enemy_1172_dugago 守墓石像: the statue on Sleep, the flyer on *_2', async () => { const v = await enemy('enemy_1172_dugago'); v.setForm('stone'); v.sync(sample(), 1); assert.equal(clip(v), 'Sleep'); v.setForm('fly'); v.sync(sample(UF.FLYING, ANIM.MOVE), 2); assert.equal(clip(v), 'Move_2'); v.die(); assert.equal(clip(v), 'Die_2'); }); test('a kind without a clip set of that skeleton (an arts barrier, a broken charge) keeps the current form', async () => { const v = await enemy('enemy_10081_mpplai'); v.setForm('translator_fuchou'); frames(v, 130); v.setForm('artsBarrier'); assert.equal(v.form, 'translator_fuchou'); v.sync(sample(), 3); assert.equal(clip(v), 'B_Idle'); }); }); test('a view built mid-battle from the real sim\'s fieldMeta (fx dropped by a silent catch-up), through render/app.js renderInfo — what enterBattle(meta) hands the views — starts in the current form: the changed 转译基底·α on D_Idle / C_Idle, the 逐火 ember on Idle_2, 锏 after its 重生 on B_Idle, 掠海漂移体 crawling', async () => { const mage = chessRec({ id: 't_mage', profession: 'CASTER', stats: { atk: 50, blockCnt: 0 }, rangeGrid: [[0, 0]], skill: null }); const wall = chessRec({ id: 't_wall', profession: 'TANK', stats: { atk: 0, maxHp: 1e7, blockCnt: 3 }, rangeGrid: [[0, 0]], skill: null }); const quiet = () => ({ trait: { noAttack: true } }); const h = makeBattle({ stageId: 'act2autochess_m01', content: 'full', seed: 7, autoFinish: false, timeLimit: 600, modeId: 'mode_multi_hard', round: 3, defs: { chess: { t_mage: mage, t_wall: wall } }, units: [{ chessId: 't_mage', row: 12, col: 2 }, { chessId: 't_wall', row: 9, col: 4 }], kits: { t_mage: quiet, t_wall: quiet }, }); h.step(); const still = { mods: { speedMul: 0 } }; const tr = h.b.spawnEnemy('enemy_10081_mpplai', { pos: [10, 8], ...still }); const ghost = h.b.spawnEnemy('enemy_10081_mpplai', { pos: [9, 4.4], ...still }); // walks into the wall: blocked ⇒ 幽灵 const ember = h.b.spawnEnemy('enemy_1288_duskls', { pos: [11, 8], ...still }); const mace = h.b.spawnEnemy('enemy_1525_blkswb', { pos: [12, 8], ...still }); const drift = h.b.spawnEnemy(SYUFO, { pos: [11, 10], ...still }); const m = h.unit('t_mage'); for (let i = 0; i < 4; i++) h.b.dealDamage(m, tr, { amount: 1, type: 'arts' }); // the 4th arts hit ⇒ 特战术师 h.b.kill(ember, m); h.b.kill(mace, m); h.b.applyStatus(drift, 'stun', { duration: 1, source: m }); // 掠海漂移体 drops to 爬行模式 const until = h.b.time + 6; while (h.b.time < until) { h.b.step(); h.b.drainEvents(); } const meta = h.b.fieldMeta(); const view = async (u) => { const info = renderInfo(meta.units.find((x) => x.id === u.id)); const ctx = fakeViewCtx(fake.P, { assets: store(info.spine), cam }); const v = new UnitView(ctx, info); await tick(); await tick(); v.sync(sample(), 1); return v; }; assert.equal(clip(await view(tr)), 'D_Idle', '特战术师, not the A model'); assert.equal(clip(await view(ghost)), 'C_Idle', '幽灵 (blocked first), not the A model'); const e = await view(ember); assert.equal(clip(e), 'Idle_2', 'the ember, not the warrior'); e.die(); assert.equal(clip(e), 'Die_2', 'and it dies on the ember\'s clip'); assert.equal(clip(await view(mace)), 'B_Idle', '锏\'s second form'); assert.equal(clip(await view(drift)), 'Idle_02', '掠海漂移体 crawls (DESIGN §19.1: a reload used to hover)'); }); test('render/app.js renderInfo keeps UnitInfo `form` (it used to drop it: views built from fieldMeta drew the first form)', () => { assert.equal(renderInfo({ id: 3, kind: 'enemy', side: 'enemy', defId: 'enemy_1288_duskls', form: 'husk' }).form, 'husk'); assert.equal(renderInfo({ id: 3, kind: 'enemy', side: 'enemy', defId: 'enemy_1288_duskls' }).form, undefined); assert.equal(renderInfo({ id: 3, form: 7 }).form, undefined, 'only a string'); assert.equal(renderInfo({ kind: 'enemy' }), null, 'no id: no info'); }); test('render/app.js hands the `form` of a sim fx (shared/protocol.js fxForm) with the fx to the view and keeps the mode on the unit info', () => { const src = readFileSync(path.join(ROOT, 'public/js/render/app.js'), 'utf8'); assert.match(src, /const form = fxForm\(e\);[\s\S]{0,250}inf\.form = form[\s\S]{0,250}setForm\?\.\(form, x\)/); // a form fx handed out late (render/interp.js takeEvents `late`) switches the model with its closing clip shortened by // the lateness and without replaying its telegraph assert.match(src, /const x = late > 0 && Number\(e\[4\]\.dur\) > 0 \? \{ \.\.\.e\[4\], dur: Math\.max\(0, Number\(e\[4\]\.dur\) - late\) \} : e\[4\];/); assert.match(src, /if \(!\(late > 0\)\) fx\.simFx\(/); assert.match(src, /interp\.takeEvents\(renderT, EVS, renderT - 1\.5, LATE\);/); });