// 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' 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. 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'; 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; before(async () => { fake = installFakePixi(); ({ UnitView, FORMS } = await import('../../public/js/render/units.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; revived ⇒ 'Revive', 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'); v.setForm('husk'); 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'); v.setForm('revived'); assert.equal(clip(v), 'Revive'); frames(v, 80); assert.equal(clip(v), 'Idle', 'the warrior again'); v.onAttack(null, 4); assert.equal(clip(v), 'Attack'); v.setForm('husk'); frames(v, 65); v.die(); assert.equal(clip(v), 'Die_2', 'the ember dies on its own clip'); }); } 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'); 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'); v.setForm('revived'); assert.equal(clip(v), 'B_Revive'); frames(v, 65); assert.equal(clip(v), 'A_Move'); }); }); test('render/app.js hands the sim\'s fx \'phase\' kind — or the `form` of any 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, /e\[1\] === 'phase' \? ex4\.kind : 'form' in ex4 \? ex4\.form[\s\S]{0,200}inf\.form = [\s\S]{0,120}setForm\?\.\(form\)/); });