// test/sim/feedback5-block-targets.test.js — "同时攻击阻挡的所有敌人" takes up to the block count of targets (the queued 0.2.0 // question; PRTS 分支特性信息 强攻手 / 重剑手 / 推击手 "普通攻击最大目标数等于阻挡数(不会低于1)", PRTS 作战机制 §AOE伤害判定 "锁定人数的无 // 弹道AOE攻击(例如近卫分支“强攻手”)…在抬手时选取范围内的全体目标(不超过其攻击目标上限)"; the client's selector flag // _limitedMaxTargetNumToBlockedCnt) — server/sim/ai.js acquireTargets / targetCount (`hitAllBlocked`). Until 0.2.0 it struck // the enemies it blocked only (one in range when it blocked none). // Run: node --test test/sim/feedback5-block-targets.test.js import { test } from 'node:test'; import assert from 'node:assert/strict'; import { makeBattle, enemyRec, chessRec, checkInvariants } from '../helpers/battleHarness.js'; // a 强攻手 (block 3) whose range is its tile and the three ahead const CENT = chessRec({ id: 't_cent', subProfessionId: 'centurion', stats: { maxHp: 1e6, atk: 100, def: 1e4, blockCnt: 3, bat: 1 }, skill: null, rangeGrid: [[0, 0], [0, 1], [0, 2], [0, 3]] }); const dummy = (key) => enemyRec({ key, hp: 1e9, speed: 0, atk: 0 }); /** The targets of its first attack, with enemies at `at` ([row, col] each). */ function firstAttack(at, setup = null) { const h = makeBattle({ defs: { chess: { t_cent: CENT }, enemies: { e: dummy('e') } }, units: [{ chessId: 't_cent', row: 10, col: 5 }], enemies: at.map((pos) => ({ key: 'e', pos })), content: 'none', autoFinish: false, timeLimit: 30, hooks: ['attack'], captureNoisy: true, setup, }); const u = h.unit('t_cent'); assert.ok(h.runUntil(() => h.hooksOf('attack').some((c) => c.attacker === u), 3)); const atk = h.hooksOf('attack').find((c) => c.attacker === u); checkInvariants(h.b); return { h, u, targets: atk.targets }; } test('blocking one enemy with two more in its range: one attack strikes all three (up to its block count, the blocked one first)', () => { const { u, targets } = firstAttack([[10, 5], [10, 6], [10, 7]]); assert.equal(u.blocking.length, 1, 'it blocks the one on its tile'); assert.equal(targets.length, 3); assert.equal(targets[0], u.blocking[0], 'the blocked enemy first'); }); test('blocking none: up to its block count from the range; never more than the block count; never fewer than 1', () => { const free = firstAttack([[10, 6], [10, 7], [10, 8]]); assert.equal(free.u.blocking.length, 0); assert.equal(free.targets.length, 3, 'three in range, none blocked: three targets'); const crowd = firstAttack([[10, 5], [10, 6], [10, 6], [10, 7], [10, 7], [10, 8]]); assert.equal(crowd.targets.length, 3, 'six in reach: its block count of them'); assert.ok(crowd.u.blocking.every((e) => crowd.targets.includes(e)), 'every enemy it blocks among them'); const zero = firstAttack([[10, 6], [10, 7]], (b) => { b.on('deploy', (c) => { if (c.unit.defId === 't_cent') b.addBuff(c.unit, { key: 'test:noBlock', mods: { blockCnt: -99 } }); }); }); assert.equal(zero.targets.length, 1, 'block count 0: still one target (不会低于1)'); });