// test/content/feedback5-we2-raid-148.test.js — 0.2.0 WE2 #3 (GitHub #148 「突袭近战干员部署在高台」, a battle screenshot on the // 深水区 map): reproduced on every battle stage — a melee 突袭 member's jump (content/bonds/addon/battle.js raidTile: // grid.canStand for its position) lands on low ground only, never on a 高台; on 战场#08 (act2 m04) it may land on a 围墙 tile // (tile_fence_bound: LOW, buildable ALL — deployable, it attacks from there and blocks no ground enemy, DESIGN §21.23), which // the board draws as a raised concrete area inside an orange railing: what the screenshot most likely shows. // Run: node --test test/content/feedback5-we2-raid-148.test.js import { test } from 'node:test'; import assert from 'node:assert/strict'; import { makeBattle, chessRec, enemyRec } from '../helpers/battleHarness.js'; import { getData } from '../../server/data.js'; const D = getData({ log: { warn() {}, error() {}, info() {} } }); const STAGES = Object.keys(D.stages).filter((id) => D.stages[id].kind !== 'unite'); const defs = { chess: { m: chessRec({ id: 'm', bonds: ['raidShip'], position: 'MELEE', range: [[0, 0], [0, 1]] }) }, enemies: { e: enemyRec({ key: 'e', hp: 1e9, speed: 0, mass: 0 }) }, }; const RAID = { raidShip: { count: 3, active: true, tier: 1, layers: 1 } }; test('#3 / GitHub #148: a melee 突袭 member never lands on a 高台 (any stage, any enemy tile of the field); 战场#08 lands it on 围墙 tiles', () => { let jumps = 0, fence = 0; for (const stageId of STAGES) { const st = D.stages[stageId]; const tileAt = (r, c) => st.tiles[st.rows[r]?.[c]]; // the member's start: the first deployable melee tile of the field let home = null; for (let r = 12; r >= 9 && !home; r--) for (let c = 2; c <= 10 && !home; c++) { const t = tileAt(r, c); if (t && t.height === 'LOW' && (t.buildable === 'ALL' || t.buildable === 'MELEE') && t.tileKey === 'tile_road') home = [r, c]; } if (!home) continue; for (let er = 9; er <= 12; er++) for (let ec = 2; ec <= 10; ec++) { const t = tileAt(er, ec); if (!t || t.height !== 'LOW' || (er === home[0] && ec === home[1])) continue; const h = makeBattle({ stageId, defs, bonds: RAID, enemies: [{ key: 'e', pos: [er, ec] }], units: [{ chessId: 'm', row: home[0], col: home[1] }], autoFinish: false, timeLimit: 60 }); const u = h.unit('m'); h.run(12); if (u.tileR === home[0] && u.tileC === home[1]) continue; jumps++; const lt = tileAt(u.tileR, u.tileC); assert.ok(lt && lt.height === 'LOW' && (lt.buildable === 'ALL' || lt.buildable === 'MELEE'), `${stageId}: enemy ${er},${ec} → ${u.tileR},${u.tileC} ${lt?.tileKey}/${lt?.height}`); if (lt.tileKey === 'tile_fence_bound') fence++; } } assert.ok(jumps > 50, `${jumps} jumps checked`); assert.ok(fence > 0, 'some land on a 围墙 tile (the #148 look)'); });