// 敌方血条/名字牌的头顶高度:定位要用"原点以上的高度"(bounds.y + bounds.height),不是包围盒高度。 // 数值取自 data/assets.json 里真实的 setup-pose bounds(逐腐兽 / 猎狗pro / 大鲍勃 / 锏)。 import { test, describe } from 'node:test'; import assert from 'node:assert/strict'; import { readFileSync } from 'node:fs'; import path from 'node:path'; import { fileURLToPath } from 'node:url'; const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '../..'); // units.js 读的是浏览器全局的 PIXI(脚本标签加载),模块只在运行时碰它 globalThis.PIXI = globalThis.PIXI || { Container: class {}, Graphics: class {}, Sprite: class {} }; const { headTilesForUnit, HEAD_TILES_CAP, HEAD_TILES_CAP_BOSS } = await import('../../public/js/render/units.js'); const { UNIT } = await import('../../public/js/render/style.js'); /** The real setup-pose bounds (data/assets.json enemies.*.spine.bounds), with the official model factor. */ const CASES = { 逐腐兽: { y: -404.687, height: 722.64, modelScale: 0.8889 }, 疯狂的逐腐兽: { y: -404.687, height: 722.64, modelScale: 0.8889 }, 猎狗pro: { y: -3.745, height: 257.006, modelScale: 0.963 }, 大鲍勃: { y: -2.62, height: 408.999, modelScale: 1.1111, boss: true }, 锏: { y: -798, height: 1183, modelScale: 1, boss: true }, }; const head = (name, extra = {}) => { const c = CASES[name]; return headTilesForUnit({ isEnemy: true, isBoss: !!c.boss, spineShown: true, hasBounds: true, bounds: { y: c.y, height: c.height }, modelK: c.modelScale, modelKY: 1, ...extra, }); }; describe('敌方血条的头顶高度(bounds.y 不能忽略)', () => { test('逐腐兽:原点在身体中间,血条按"原点以上" 0.8 格,而不是包围盒高度的 1.85 格', () => { const tiles = head('逐腐兽'); assert.ok(Math.abs(tiles - 0.81) < 0.02, `逐腐兽 ≈ 0.81 格,实得 ${tiles.toFixed(3)}`); assert.ok(tiles < head('逐腐兽', { bounds: { height: CASES.逐腐兽.height } }) - 0.9, '与忽略 bounds.y 的老算法差约一格'); assert.equal(head('疯狂的逐腐兽').toFixed(3), tiles.toFixed(3), '同一个模型,同样的高度'); }); test('脚锚定的敌人(y ≈ 0)几乎不变:猎狗pro / 大鲍勃', () => { assert.ok(Math.abs(head('猎狗pro') - 0.71) < 0.01, `猎狗pro ≈ 0.71 格,实得 ${head('猎狗pro').toFixed(3)}`); // y = −3.7(猎狗pro)时两种算法的差只有 0.01 格:脚锚定的模型几乎不受这次修正影响 assert.ok(Math.abs(head('猎狗pro') - head('猎狗pro', { bounds: { height: CASES.猎狗pro.height } })) < 0.02, 'y≈0 时两种算法几乎一致'); assert.ok(Math.abs(head('大鲍勃') - 1.31) < 0.02, `大鲍勃 ≈ 1.31 格,实得 ${head('大鲍勃').toFixed(3)}`); }); test('上限仍然兜底:模型再高,血条也不会飞出屏幕', () => { assert.ok(Math.abs(head('锏') - 1.11) < 0.02, `锏 ≈ 1.11 格(385/320×0.92),实得 ${head('锏').toFixed(3)}`); assert.ok(head('锏') <= HEAD_TILES_CAP_BOSS); assert.ok(head('逐腐兽') <= HEAD_TILES_CAP); const absurd = headTilesForUnit({ isEnemy: true, isBoss: false, spineShown: true, bounds: { y: 0, height: 5000 }, modelK: 1, modelKY: 1 }); assert.equal(absurd, HEAD_TILES_CAP, '超过上限就截到上限'); }); test('回退分支:没有 bounds 用 chibi 头顶余量 × 模型系数;非敌方用固定余量;Boss 无模型用 Boss 高度', () => { assert.equal(headTilesForUnit({ isEnemy: true, isBoss: false, spineShown: true, bounds: null, modelK: 1, modelKY: 1 }), UNIT.headroom); assert.equal(headTilesForUnit({ isEnemy: true, isBoss: false, spineShown: true, bounds: null, modelK: 1.5, modelKY: 1 }), Math.min(HEAD_TILES_CAP, UNIT.headroom * 1.5)); assert.equal(headTilesForUnit({ isEnemy: true, isBoss: true, spineShown: false, bounds: null, modelK: 1, modelKY: 1 }), HEAD_TILES_CAP, 'Boss 没有模型时按 Boss 高度'); assert.equal(headTilesForUnit({ isEnemy: false, isBoss: false, spineShown: true, bounds: { y: 0, height: 500 }, modelK: 1, modelKY: 1 }), UNIT.headroom, '干员/召唤物一律用统一余量'); }); test('实现只有一处:纯函数算 y + height,units.js 把 bounds 交给它(防止有人改回 height)', () => { const units = readFileSync(path.join(ROOT, 'public/js/render/units.js'), 'utf8'); assert.match(units, /const top = Number\.isFinite\(b\.y\) \? b\.y \+ b\.height : b\.height;/, 'top = y + height'); assert.match(units, /bounds: actor && actor\.entry \? actor\.entry\.bounds : null/, 'units.js 把 bounds 交给纯函数'); assert.match(units, /headTilesForUnit\(\{/, '而且用的就是它'); }); });