// 失衡 (UNBALANCE) after a push / pull — PR #392 by @xcdoge brought the state; its timing re-done from the sources // (docs/research/13-knockback-official.md): a state machine, not a status (PRTS 失衡位移机制; 异常效果: 「不属于异常效果」), during // which the enemy neither walks nor starts a normal attack (异常效果图鉴/失衡免疫 「失衡期间无法自主移动、发动攻击、使用技能」). // - a push: the 位移时间 of its 受力等级 (PRTS 游戏数据基础 推力-位移近似对应表: 0.2 / 0.4 / 0.8 / 0.9 / 32⁄30 / 35⁄30 s); // - a pull: its force window (推与拉 §拉力: 1 s, 0.5 s below 受力等级 −1), to its end after the 急停 too; // - a 静态刚体 hit by a force > 0: the 0.1 s 失衡硬直 floor, no movement (特殊机制 静态刚体); 失衡免疫: never; // - 浮空 ends it (术语释义 浮空); the move itself stays instant (the unbalanced() talents keyed off the jump). import { test } from 'node:test'; import assert from 'node:assert/strict'; import { makeBattle, enemyRec, chessRec, checkInvariants } from '../helpers/battleHarness.js'; import { PUSH_UNBALANCE, PULL_UNBALANCE, PULL_UNBALANCE_WEAK, UNBALANCE_MIN, PUSH_TILES, TICK } from '../../server/sim/constants.js'; const near = (a, b, eps = 1e-9) => Math.abs(a - b) <= eps; const WALL = chessRec({ id: 't_wall', profession: 'TANK', stats: { atk: 0, maxHp: 1e7, blockCnt: 0 }, rangeGrid: [[0, 0]], skill: null }); /** One walker (weight `mass`) on an open stage; `units` / `o` extra makeBattle options. */ function field({ mass = 1, enemy = {}, units = [], ...o } = {}) { const h = makeBattle({ content: 'none', autoFinish: false, timeLimit: 120, captureNoisy: true, hooks: ['attack'], defs: { enemies: { enemy_w: enemyRec({ key: 'enemy_w', hp: 1e7, speed: 1, mass, ...enemy }) }, chess: { t_wall: WALL } }, enemies: [{ key: 'enemy_w', pos: [10, 7] }], units, ...o, }); h.step(); return { h, e: h.enemy('enemy_w') }; } /** Seconds until `e` moves again (its position changes), up to `max`. */ function stillFor(h, e, max = 3) { const x = e.x, y = e.y, t0 = h.b.time; while (h.b.time - t0 < max) { h.step(); if (!near(e.x, x) || !near(e.y, y)) return h.b.time - t0; } return Infinity; } test('a push holds the enemy for the 位移时间 of its 受力等级 (PRTS 游戏数据基础), then it walks on', () => { for (const [force, level] of [[-1, -2], [0, -1], [1, 0], [2, 1], [3, 2], [4, 3], [6, 3]]) { const { h, e } = field(); const t0 = h.b.time; const moved = h.b.push(e, force, { from: { x: e.x + 1, y: e.y } }); // to the left: room for 3.53 tiles assert.ok(near(moved, PUSH_TILES[level], 1e-6), `力度 ${force}: moved ${moved}`); const want = PUSH_UNBALANCE[level]; assert.ok(near(e.unbalanceUntil - t0, want), `受力等级 ${level}: ${e.unbalanceUntil - t0} s, want ${want}`); const t = stillFor(h, e); assert.ok(t >= want - 1e-9 && t <= want + 2 * TICK + 1e-9, `受力等级 ${level}: walks again after ${t.toFixed(3)} s`); assert.ok(!e.s.flags.stun, 'no stun status'); checkInvariants(h.b); } assert.deepEqual([PUSH_UNBALANCE[0], PUSH_UNBALANCE[3]], [0.8, 35 / 30], 'the table: 24 and 35 frames'); }); test('no normal attack while it lasts — a 恐惧 does not walk out of it either (no exemption)', () => { // a ranged enemy shooting the wall operator: pushed, it holds its fire for 0.8 s, then shoots again const { h, e } = field({ mass: 0, enemy: { atk: 100, range: 6, bat: 0.5, speed: 0 }, units: [{ chessId: 't_wall', row: 10, col: 3 }] }); assert.ok(h.runUntil(() => h.hooksOf('attack').some((c) => c.attacker === e), 5), 'it shoots the wall'); const shots = () => h.hooksOf('attack').filter((c) => c.attacker === e).length; const n0 = shots(), t0 = h.b.time; h.b.push(e, 0, { from: { x: e.x - 1, y: e.y } }); // 受力等级 0: 0.8 s h.run(0.8 - TICK); assert.equal(shots(), n0, 'no attack in the 0.8 s'); assert.ok(h.runUntil(() => shots() > n0, 3), 'then it attacks again'); assert.ok(h.b.time - t0 >= 0.8 - 1e-9); // 恐惧: still held const f = field({ mass: 0 }); f.h.b.applyStatus(f.e, 'fear', { duration: 5, force: true }); f.h.b.push(f.e, 0, { from: { x: f.e.x - 1, y: f.e.y } }); assert.ok(stillFor(f.h, f.e) >= 0.8 - 1e-9, 'a feared enemy stays put through the hold'); }); test('the −2 angle correction picks the row: a directional push off by more than 45° holds 0.2 s', () => { const { h, e } = field(); // weight 1: 中力 (1) → 受力等级 0, corrected −2 const t0 = h.b.time; const moved = h.b.push(e, 1, { from: { x: e.x, y: e.y - 1 }, dir: { x: 1, y: 0 } }); assert.ok(near(moved, PUSH_TILES[-2], 1e-6), `the radial −2 push: ${moved}`); assert.ok(near(e.unbalanceUntil - t0, PUSH_UNBALANCE[-2])); }); test('the row time stays when the 特效 column or a wall shortens the slide; a wall at the first step gives the 0.1 s floor', () => { const eff = field({ mass: 0 }); const t0 = eff.h.b.time; const m = eff.h.b.push(eff.e, 0, { from: { x: eff.e.x - 1, y: eff.e.y }, effect: true }); assert.ok(m < PUSH_TILES[0] && near(eff.e.unbalanceUntil - t0, PUSH_UNBALANCE[0]), '特效 push: shorter, same 0.8 s'); // against the field's edge: 1.7 tiles asked, a little moved, then none const wall = field({ mass: 0 }); wall.e.x = 9.6; const t1 = wall.h.b.time; const m1 = wall.h.b.push(wall.e, 0, { from: { x: wall.e.x - 1, y: wall.e.y } }); assert.ok(m1 > 0 && m1 < PUSH_TILES[0], `stopped by the edge after ${m1}`); assert.ok(near(wall.e.unbalanceUntil - t1, PUSH_UNBALANCE[0]), 'still the row time [ASSUMED]'); const m2 = wall.h.b.push(wall.e, 0, { from: { x: wall.e.x - 1, y: wall.e.y } }); assert.equal(m2, 0, 'no room left'); assert.ok(near(wall.e.unbalanceUntil - t1, PUSH_UNBALANCE[0]), 'a running longer state is kept'); const w2 = field({ mass: 0 }); w2.e.x = 9.6; w2.h.b.push(w2.e, 0, { from: { x: w2.e.x - 1, y: w2.e.y } }); w2.h.run(1); const t2 = w2.h.b.time; assert.equal(w2.h.b.push(w2.e, 0, { from: { x: w2.e.x - 1, y: w2.e.y } }), 0); assert.ok(near(w2.e.unbalanceUntil - t2, UNBALANCE_MIN), 'stopped at once: the 0.1 s floor [ASSUMED]'); }); test('a pull holds for its force window (推与拉): 1 s, 0.5 s below 受力等级 −1, to the end after the 急停; ≤ −3 nothing', () => { for (const [force, mass, want] of [[1, 1, PULL_UNBALANCE], [0, 1, PULL_UNBALANCE], [-1, 1, PULL_UNBALANCE_WEAK], [-2, 1, 0]]) { const { h, e } = field({ mass }); const t0 = h.b.time; h.b.pull(e, force, { to: { x: 3, y: 10 } }); const got = Number.isFinite(e.unbalanceUntil) ? e.unbalanceUntil - t0 : 0; assert.ok(near(got, want), `力度 ${force} − 重量 ${mass}: ${got} s, want ${want}`); } // already inside the 急停 circle: no movement, the state for the whole window const { h, e } = field(); const t0 = h.b.time; assert.equal(h.b.pull(e, 1, { to: { x: e.x - 0.3, y: e.y }, center: { x: e.x - 0.3, y: e.y } }), 0); assert.ok(near(e.unbalanceUntil - t0, PULL_UNBALANCE), '急停 at once: still 1 s'); assert.ok(stillFor(h, e) >= PULL_UNBALANCE - 1e-9); }); test('a 静态刚体 hit by a force > 0 gets the 0.1 s floor and never moves; 失衡免疫 never enters it', () => { const s = field({ enemy: { motion: 'FLY' } }); s.e.def = { ...s.e.def, staticBody: true }; const x0 = s.e.x, t0 = s.h.b.time; assert.equal(s.h.b.push(s.e, 3, { from: { x: s.e.x - 1, y: s.e.y } }), 0); assert.equal(s.e.x, x0, 'not moved'); assert.ok(near(s.e.unbalanceUntil - t0, UNBALANCE_MIN), '0.1 s'); const s2 = field({ enemy: { motion: 'FLY' } }); s2.e.def = { ...s2.e.def, staticBody: true }; s2.h.b.pull(s2.e, -3, { to: { x: 3, y: 10 } }); // 受力等级 −4: force 0 assert.ok(!Number.isFinite(s2.e.unbalanceUntil), 'no force, no state'); const im = field(); im.h.b.addBuff(im.e, { key: 'test:immune', flags: { noDisplace: true } }); im.h.b.push(im.e, 3, { from: { x: im.e.x - 1, y: im.e.y } }); im.h.b.pull(im.e, 3, { to: { x: 3, y: 10 } }); assert.ok(!Number.isFinite(im.e.unbalanceUntil), '失衡免疫: never'); }); test('浮空 ends the state at once (术语释义 浮空)', () => { const { h, e } = field({ mass: 0 }); h.b.push(e, 3, { from: { x: e.x - 1, y: e.y } }); assert.ok(e.unbalanceUntil > h.b.time); h.b.applyStatus(e, 'levitate', { duration: 0.5, force: true }); h.step(); assert.ok(!(e.unbalanceUntil > h.b.time), 'cleared'); }); test('the displace fx carries the state\'s game seconds for the client\'s slide', () => { const { h, e } = field({ mass: 0 }); h.b.drainEvents(); h.b.push(e, 1, { from: { x: e.x - 1, y: e.y } }); const fx = (h.b.drainEvents() || []).find((t) => t[0] === 'fx' && t[1] === 'displace'); assert.ok(fx && near(fx[4].dur, PUSH_UNBALANCE[1]), JSON.stringify(fx)); });