// Player reports after the 0.1.0 release, placement legality on the server (PlayerState / board.js), the client's // mirror (ui/gameLogic.js canPlace / boardTargets = the drag highlights) and the bots: // #3 "有水池的那张图干员可以错误的被部署到水里" — 战场#08(下半) 涨潮控制 (act2autochess_m04): the 深水区 (tile_deepsea, // board (10–12, 6)) refuses deployment (PRTS 深水区 地形信息 "地形机制:拒绝部署(待补充)"; 特制水上平台 // "在水上建立可以部署任意单位的平台" on every 深水区 of the season-1 战场#05) although the level's buildableType // says ALL. // #9 "干员伺夜这样的战术家的战术点能被错误的被放到攻击范围之外" — the tacticians' summons (伺夜's 狼群, 缪尔赛思's 流形) // read "只能部署在召唤者攻击范围内" (token description; PRTS 狼群 特性): the piece may only stand on a tile of its // owner's attack range (the rotated grid of its board tile and facing). Re-orienting the owner in place keeps the // piece while it is still inside, else sends it back to its stack [ASSUMED] (refused, HAND_FULL, when it would have // nowhere to go); moving the owner sends it back anyway (PRTS 卫戍协议/帮助 "移动干员时,其所属召唤物全部退场并重置 // 至手牌区") — with no room it leaves the board until the next round start. // The sim side (突袭 landing tile, tactical point) is test/sim/feedback1-water.test.js. import { test } from 'node:test'; import assert from 'node:assert/strict'; import { buildDeployMap, canPlace as boardCanPlace, legalTiles, positionClass, tileKey, ownerRangeKeys } from '../../server/match/board.js'; import { ERR } from '../../shared/constants.js'; import { DATA, makeMatch, give, giveItem, checkInvariants, chessOfTier } from './harness.js'; import { botPrep, planLayout } from '../../server/match/bot.js'; import { placementContext, canPlace as clientCanPlace, boardTargets, deployMap as clientDeployMap } from '../../public/js/ui/gameLogic.js'; const STAGE = 'act2autochess_m04'; const WATER = ['10,6', '11,6', '12,6']; const VIGIL = 'chess_char_3_19_a'; const MLYSS = 'chess_char_6_11_a'; const WOLF = 'token_10028_vigil_wolf'; const MANIFOLD = 'token_10030_mlyss_wtrman'; const MELEE = (c) => c.position === 'MELEE'; const RANGED = (c) => c.position === 'RANGED'; function prep(stageId = STAGE, seed = 11) { const h = makeMatch({ mode: 'solo', difficulty: 'NORMAL', seed }).start(); h.toPrep(1); h.setStage(stageId); const ps = h.ps('p_0'); for (const p of [...ps.board.values(), ...ps.hand.filter(Boolean)]) if (p.kind === 'chess') ps.returnCopies(p); ps.board.clear(); ps.hand.fill(null); ps.recompute(); return { h, m: h.m, ps }; } const move = (m, uid, to, dir) => m.handle('p_0', { t: 'g.move', uid, to, ...(dir ? { dir } : {}) }); const board = (r, c) => ({ area: 'board', row: r, col: c }); const stackOf = (ps, id) => [...ps.hand, ...ps.temp].find((p) => p && p.kind === 'token' && p.id === id) ?? null; const clientCtx = (m, ps, field = 'normal') => placementContext({ priv: ps.privateView(), stage: m.stage, editable: true, field, getChess: (id) => DATA.chess[id] ?? null, getToken: (id) => DATA.tokens[id] ?? null, getItem: (id) => DATA.items[id] ?? null, }); // --------------------------------------------------------------------------------------------------------------------- // #3 the pool test('#3 board.js: no deploy class on 战场#08\'s 深水区 — normal field, both boss halves; the client\'s map agrees', () => { const st = DATA.stages[STAGE]; const n = buildDeployMap(st); for (const k of WATER) assert.equal(n.get(k), undefined, `normal ${k}`); assert.equal(n.get('11,5'), 'melee', 'the road beside it stays deployable'); for (const field of ['bossL', 'bossR']) { const b = buildDeployMap(st, { field }); // boss (3–5, 6) = board (10–12, 6); the right half is mirrored (col 14 → board col 6) for (const k of WATER) assert.equal(b.get(k), undefined, `${field} ${k}`); assert.deepEqual([...clientDeployMap(st, { field })].sort(), [...b].sort(), `${field}: client = server`); } assert.deepEqual([...clientDeployMap(st)].sort(), [...n].sort(), 'normal: client = server'); }); test('#3 g.move: neither a melee nor a ranged operator nor a summon goes into the water (BAD_TILE); the client refuses and never lights it', () => { const { m, ps } = prep(); const melee = give(m, ps, chessOfTier(1, MELEE).find((x) => m.pool.has(x))); const ranged = give(m, ps, chessOfTier(1, RANGED).find((x) => m.pool.has(x))); for (const k of WATER) { const [r, c] = k.split(',').map(Number); assert.equal(move(m, melee.uid, board(r, c)).error, ERR.BAD_TILE, `melee ${k}`); assert.equal(move(m, ranged.uid, board(r, c)).error, ERR.BAD_TILE, `ranged ${k}`); } // 伺夜 (ranged) beside the pool facing it: her 狼群 (MELEE) may not go into the water either const vigil = give(m, ps, VIGIL); assert.deepEqual(move(m, vigil.uid, board(11, 4)), { ok: true }); const wolf = stackOf(ps, WOLF); assert.ok(wolf); assert.equal(move(m, wolf.uid, board(11, 6)).error, ERR.BAD_TILE, '狼群 into the water'); const ctx = clientCtx(m, ps); for (const piece of [melee, ranged, wolf]) { for (const k of WATER) { const [r, c] = k.split(',').map(Number); assert.equal(clientCanPlace(ctx, piece.uid, board(r, c)).ok, false, `client ${piece.id} ${k}`); } const lit = boardTargets(ctx, piece.uid).legal.map(([r, c]) => tileKey(r, c)); for (const k of WATER) assert.ok(!lit.includes(k), `${piece.id}: ${k} not lit`); } checkInvariants(m); m.dispose(); }); test('#3 act1 m05 (season 1, inactive): a 特制水上平台 makes its 深水区 deployable for any unit; the raw level files agree', () => { const st = DATA.stages.act1autochess_m05; const map = buildDeployMap(st); const platforms = st.devices.filter((d) => d.role === 'waterPlatform' && d.active).map((d) => tileKey(d.pos[0], d.pos[1])); for (const k of platforms) { const [r, c] = k.split(',').map(Number); if (r < 9 || r > 12 || c < 2 || c > 10) continue; assert.equal(map.get(k), 'melee', `platform ${k}`); } assert.deepEqual([...clientDeployMap(st)].sort(), [...map].sort()); }); test('#3 bots never put a piece into the water (layout planner and full bot preps on 战场#08)', () => { const h = makeMatch({ mode: 'coop', difficulty: 'NORMAL', humans: 1, bots: 3, seed: 5 }).start(); h.setStage(STAGE); let pieces = 0; for (let round = 1; round <= 5; round++) { h.toPrep(round); for (const ps of h.m.players.values()) { if (!ps.isBot || !ps.alive) continue; if (!ps.ready) botPrep(h.m, ps); for (const k of ps.board.keys()) { pieces++; assert.ok(!WATER.includes(k), `R${round} ${ps.playerId}: a piece on ${k}`); } const plan = planLayout(h.m, ps, ps.allChess()); for (const k of plan.values()) assert.ok(!WATER.includes(k), `plan on ${k}`); } } assert.ok(pieces > 10, 'the bots fielded pieces'); h.invariants(); h.m.dispose(); }); // --------------------------------------------------------------------------------------------------------------------- // #9 tactical points test('#9 data: 狼群 and 流形 are owner-range summons (token text "只能部署在召唤者攻击范围内"), no other hand summon is', () => { assert.equal(DATA.tokens[WOLF].ownerRange, true); assert.equal(DATA.tokens[MANIFOLD].ownerRange, true); for (const t of Object.values(DATA.tokens)) if (t.placeable && t.tokenId !== WOLF && t.tokenId !== MANIFOLD) assert.ok(!t.ownerRange, t.name); }); test('#9 g.move: 伺夜\'s 狼群 only on a tile of her attack range (rotated grid of her tile + facing); outside → BAD_TILE', () => { const { m, ps } = prep(); const vigil = give(m, ps, VIGIL); assert.deepEqual(move(m, vigil.uid, board(10, 4), 'RIGHT'), { ok: true }); const wolf = stackOf(ps, WOLF); const range = ownerRangeKeys(DATA.chess[VIGIL].rangeGrid, 10, 4, 'RIGHT'); assert.ok(range.has('11,5') && range.has('9,7') && !range.has('10,3') && !range.has('12,4')); // behind her / two rows down: outside the 3-row, 4-column range for (const [r, c] of [[10, 3], [12, 4], [12, 5], [9, 8]]) assert.equal(move(m, wolf.uid, board(r, c)).error, ERR.BAD_TILE, `outside ${r},${c}`); assert.ok(stackOf(ps, WOLF), 'still in the hand'); assert.deepEqual(move(m, wolf.uid, board(11, 5)), { ok: true }, 'inside the range'); const placed = ps.board.get('11,5'); assert.equal(placed.id, WOLF); // board → board: a move out of the range is refused too, one inside it is fine assert.equal(move(m, placed.uid, board(12, 4)).error, ERR.BAD_TILE); assert.deepEqual(move(m, placed.uid, board(9, 6)), { ok: true }); assert.equal(ps.board.get('9,6'), placed); checkInvariants(m); m.dispose(); }); test('#9 re-orienting the tactician: a summon still inside the new range stays, one left outside goes back to its stack', () => { const { m, ps } = prep(); const vigil = give(m, ps, VIGIL); assert.deepEqual(move(m, vigil.uid, board(10, 4), 'RIGHT'), { ok: true }); assert.deepEqual(move(m, stackOf(ps, WOLF).uid, board(11, 5)), { ok: true }); const wolf = ps.board.get('11,5'); // facing UP the range is rows 10–13 × cols 3–5: (11,5) is still inside assert.deepEqual(move(m, vigil.uid, board(10, 4), 'UP'), { ok: true }); assert.equal(ps.board.get('10,4').dir, 'UP'); assert.equal(ps.board.get('11,5'), wolf, 'still in range: stays'); // facing LEFT the range is cols 1–4: (11,5) falls outside → back onto its stack in the hand assert.deepEqual(move(m, vigil.uid, board(10, 4), 'LEFT'), { ok: true }); assert.equal(ps.board.get('11,5'), undefined, 'outside the new range: lifted'); const stack = stackOf(ps, WOLF); assert.ok(stack && stack.count === 1, 'back in the hand'); assert.equal(ps.battleInput().units.filter((u) => u.kind === 'token').length, 0); checkInvariants(m); m.dispose(); }); test('#9 hand and temp full: a re-orientation that would push 狼群 out is refused (HAND_FULL); a move drops it until the next round', () => { const { h, m, ps } = prep(); const vigil = give(m, ps, VIGIL); assert.deepEqual(move(m, vigil.uid, board(10, 4), 'RIGHT'), { ok: true }); assert.deepEqual(move(m, stackOf(ps, WOLF).uid, board(11, 5)), { ok: true }); const wolf = ps.board.get('11,5'); assert.equal(stackOf(ps, WOLF), null, 'its only copy is placed: no stack left to return onto'); const toasts = []; const toast = m.toast.bind(m); m.toast = (p, kind, text) => { toasts.push(text); return toast(p, kind, text); }; const golden = Object.keys(DATA.items).find((id) => DATA.items[id].isGolden && DATA.items[id].itemType === 'EQUIP'); while (ps.hand.includes(null)) giveItem(m, ps, golden); while (ps.temp.includes(null)) giveItem(m, ps, golden, 'temp'); // facing LEFT would leave (11,5) outside her range and the wolf has nowhere to go: refused, nothing changes assert.equal(move(m, vigil.uid, board(10, 4), 'LEFT').error, ERR.HAND_FULL); assert.equal(ps.board.get('10,4').dir, 'RIGHT'); assert.equal(ps.board.get('11,5'), wolf); // facing UP keeps it inside: allowed assert.deepEqual(move(m, vigil.uid, board(10, 4), 'UP'), { ok: true }); assert.equal(ps.board.get('11,5'), wolf); checkInvariants(m); // moving her (her summons go back to the hand; with no room a normal summon stays put) to (9,9) facing RIGHT, whose // range (rows 8–10, cols 9–12) leaves the wolf out: it leaves the board — no illegal placement reaches the battle assert.deepEqual(move(m, vigil.uid, board(9, 9), 'RIGHT'), { ok: true }); assert.equal(ps.board.get('11,5'), undefined, 'outside her range with nowhere to go: removed'); assert.ok(toasts.some((t) => t.includes('狼群') && t.includes('下回合返还')), toasts.join(' / ')); assert.equal(ps.battleInput().units.filter((u) => u.kind === 'token').length, 0); checkInvariants(m); // …and its stack comes back at the next round start (grantTokensFor, "干员所属召唤物会于下一回合返还") h.toPrep(2); assert.ok(stackOf(ps, WOLF), 'the wolf is back in the hand / temp'); checkInvariants(m); m.dispose(); }); test('#9 swaps: a summon dragged onto its tactician, or an operator onto the summon, must leave the summon inside the range', () => { const { m, ps } = prep(); const vigil = give(m, ps, VIGIL); assert.deepEqual(move(m, vigil.uid, board(10, 4), 'RIGHT'), { ok: true }); assert.deepEqual(move(m, stackOf(ps, WOLF).uid, board(10, 5)), { ok: true }); const wolf = ps.board.get('10,5'); // wolf onto 伺夜: she would stand on (10,5) facing RIGHT and the wolf behind her on (10,4) — outside → refused assert.equal(move(m, wolf.uid, board(10, 4)).error, ERR.BAD_TILE); assert.equal(ps.board.get('10,5'), wolf); assert.equal(ps.board.get('10,4'), vigil); // the wolf on (11,4), right above her: after the swap it is right below her (offset −1, 0) — inside → allowed assert.deepEqual(move(m, wolf.uid, board(11, 4)), { ok: true }); assert.deepEqual(move(m, wolf.uid, board(10, 4)), { ok: true }, 'swap with the owner, still in range'); assert.equal(ps.board.get('10,4'), wolf); assert.equal(ps.board.get('11,4'), vigil); // another operator dragged onto the wolf would send the wolf to that operator's tile: outside → refused const other = give(m, ps, chessOfTier(1, MELEE).find((x) => m.pool.has(x))); assert.deepEqual(move(m, other.uid, board(12, 3)), { ok: true }); assert.equal(move(m, other.uid, board(10, 4)).error, ERR.BAD_TILE, '(12,3) is outside 伺夜\'s range (she stands on (11,4) now)'); assert.deepEqual(move(m, other.uid, board(12, 5)), { ok: true }); assert.deepEqual(move(m, other.uid, board(10, 4)), { ok: true }, '(12,5) is inside: the wolf moves there'); assert.equal(ps.board.get('12,5'), wolf); checkInvariants(m); m.dispose(); }); test('#9 the client mirrors it: the drag highlights of 狼群 / 流形 are exactly the free legal tiles of the owner\'s range', () => { const { m, ps } = prep(); const vigil = give(m, ps, VIGIL); assert.deepEqual(move(m, vigil.uid, board(10, 4), 'RIGHT'), { ok: true }); const mly = give(m, ps, MLYSS); assert.deepEqual(move(m, mly.uid, board(12, 8), 'LEFT'), { ok: true }); const map = buildDeployMap(m.stage); for (const [owner, tid, dir, at] of [[vigil, WOLF, 'RIGHT', [10, 4]], [mly, MANIFOLD, 'LEFT', [12, 8]]]) { const ctx = clientCtx(m, ps); const tok = stackOf(ps, tid); assert.ok(tok, tid); const range = ownerRangeKeys(DATA.chess[owner.id].rangeGrid, at[0], at[1], dir); const pos = positionClass(DATA.tokens[tid]); const want = legalTiles(map, pos).map(([r, c]) => tileKey(r, c)).filter((k) => range.has(k) && !ps.board.has(k)).sort(); const lit = boardTargets(ctx, tok.uid).legal.map(([r, c]) => tileKey(r, c)).sort(); assert.deepEqual(lit, want, `${tid} highlights`); assert.ok(want.length > 0); // every lit tile is accepted by the server, every other deployable tile refused for (const k of map.keys()) { const [r, c] = k.split(',').map(Number); if (ps.board.has(k)) continue; assert.equal(clientCanPlace(ctx, tok.uid, board(r, c)).ok, lit.includes(k), `client ${tid} ${k}`); assert.equal(boardCanPlace(map, pos, r, c) && range.has(k), lit.includes(k)); } } // the client's swap rule: 狼群 onto 伺夜 from (10,5) would end behind her → refused assert.deepEqual(move(m, stackOf(ps, WOLF).uid, board(10, 5)), { ok: true }); const ctx = clientCtx(m, ps); assert.equal(clientCanPlace(ctx, ps.board.get('10,5').uid, board(10, 4)).ok, false); checkInvariants(m); m.dispose(); }); test('#9 bots place 狼群 / 流形 only inside their owner\'s range', () => { let placed = 0; for (const seed of [3, 8, 21]) { const h = makeMatch({ mode: 'coop', humans: 1, bots: 1, seed }).start(); h.toPrep(2); h.setStage(STAGE); const bp = h.ps('ai_0'); for (const p of [...bp.board.values(), ...bp.hand.filter(Boolean)]) if (p.kind === 'chess') bp.returnCopies(p); bp.board.clear(); bp.hand.fill(null); bp.recompute(); give(h.m, bp, 'chess_char_1_10_a'); // 古米: a blocker give(h.m, bp, VIGIL); give(h.m, bp, MLYSS); bp.ready = false; botPrep(h.m, bp); for (const [k, p] of bp.board) { if (p.kind !== 'token') continue; const owner = [...bp.board.entries()].find(([, q]) => q.uid === p.ownerUid); assert.ok(owner, 'its owner is on the board'); const [or, oc] = owner[0].split(',').map(Number); const range = ownerRangeKeys(DATA.chess[owner[1].id].rangeGrid, or, oc, owner[1].dir || 'RIGHT'); assert.ok(range.has(k), `seed ${seed}: ${p.id} on ${k} inside ${owner[1].id}'s range`); placed++; } checkInvariants(h.m); h.m.dispose(); } assert.ok(placed > 0, 'the bots placed some summons'); });