// test/sim/feedback1e-skillrange.test.js — community report after 0.1.0 (batch 5, E1): "干员烛煌开启3技能时候攻击范围不会变". // Measured: the sim already attacks with the skill range (烛煌 S3 4-11 while it runs — real matches, every range-changing // skill of the mode below); what did not change was (1) the battle detail card's 攻击范围, which kept the base grid while // the live stats beside it moved (shared/protocol.js unitStatsEntry `range` = Battle._refreshRange's grid), and // (2) S3's "攻击变为群体攻击" hit every enemy INSIDE the 4-11 diamond instead of the official one target + a 1.7 splash // (PRTS 烛煌 技能3 备注 "攻击溅射半径1.7"), so the fire never reached past the diamond. Same 备注: "补充后的弹药数量 // 无法超过上限" — a burn burst's +2 ammo stops at the skill's ammo. // The bonus on burning enemies comes BEFORE the attack's damage (备注 "于攻击造成伤害前判定元素爆发并造成元素伤害"). // Audit: every selectable skill whose text changes the attack range (攻击范围改变 / 扩大 / 缩小 / 缩短, 攻击距离+N / 加长 / // 缩短) uses the official grid (skill rangeId, or the base grid grown by ability_range_forward_extend) while it runs — // with every module of the loadout: a module's 攻击距离 widens it too, except where the skill's range ignores 攻击距离 // (信仰搅拌机 S3 with SPT-Y, PRTS 备注 "此技能的攻击范围不受'攻击距离'属性影响") — and the DEFAULT trigger still reads the // initial range (PRTS 卫戍协议/帮助 "技能就绪,且即将进行普通攻击"). A skill grid that only selects targets (荒芜拉普兰德 // S1: no rangeId, no 攻击范围 text) leaves the card on the unit's own range. import { test } from 'node:test'; import assert from 'node:assert/strict'; import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js'; import { getDefaultSource } from '../../server/sim/simdata.js'; import { absoluteRangeKeys, extendedGrid } from '../../server/sim/targeting.js'; import { buildBattleSpec, createBattleFromSpec } from '../../server/sim/spec.js'; import { createRng } from '../../server/sim/rng.js'; import { COLS } from '../../server/sim/constants.js'; import { unitStatsEntry } from '../../shared/protocol.js'; import { resolveRecordLoadout, loadoutRecord, attackRangeGrid } from '../../shared/loadoutRecord.js'; const ds = getDefaultSource(); const C = ds.raw.chess; const BLAZE = 'chess_char_5_03_a'; const dummy = (key, o = {}) => enemyRec({ key, hp: 1e7, speed: 0, ...o }); const done = (h) => { checkInvariants(h.b); assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0])); }; const keysOf = (grid, u, ext = 0) => new Set(absoluteRangeKeys(grid, u.tileR, u.tileC, u.dir, ext)); const sameSet = (a, b) => a.size === b.size && [...a].every((k) => b.has(k)); const tileKey = (e) => Math.round(e.y) * COLS + Math.round(e.x); const s3Grid = () => C[BLAZE].skills[2].rangeGrid; const baseGrid = () => C[BLAZE].rangeGrid; const blazeArena = (enemies, o = {}) => makeBattle({ defs: { enemies: Object.fromEntries(enemies.map((e) => [e.key, dummy(e.key, e.o)])) }, units: [{ chessId: o.id ?? BLAZE, row: 10, col: 3, dir: 'RIGHT', skillIndex: 2 }], enemies: enemies.map((e) => ({ key: e.key, pos: e.pos })), hooks: ['damaged', 'attack', 'skillStart', 'ammoUsed'], captureNoisy: true, autoFinish: false, timeLimit: 120, seed: 5, }); test('data: 烛煌 S3 众恶的焚场 is the default skill (index 2), skill range 4-11 vs the attack range 3-1, 18 / 21 ammo', () => { for (const id of [BLAZE, 'chess_char_5_03_b']) { const c = C[id]; assert.equal(c.skill.skillId, 'skchr_blaze2_3'); assert.equal(c.skill.index, 2); assert.equal(c.rangeId, '3-1'); assert.equal(c.skill.rangeId, '4-11'); assert.equal(c.skill.trigger.rule, 'DEFAULT', 'an attack-range change keeps the basic strategy (§20.2)'); } assert.equal(C[BLAZE].skill.bb['attack@trigger_time'], 18); assert.equal(C.chess_char_5_03_b.skill.bb['attack@trigger_time'], 21); }); test('烛煌 S3 attacks with the skill range: an enemy only in 4-11 is hit while it runs, an enemy only in 3-1 is not; the cast needs an enemy in 3-1', () => { // (10,7) = [0,4]: S3 only; (11,3) = [1,0]: base range only const h = blazeArena([{ key: 'enemy_far', pos: [10, 7] }]); const u = h.unit(BLAZE); h.step(); u.skill.gainSp(1000); h.run(5); assert.equal(h.hooksOf('skillStart').length, 0, 'no enemy in the initial range: no cast (DEFAULT, "即将进行普通攻击")'); assert.equal(h.hooksOf('damaged').filter((c) => c.source === u).length, 0, 'nothing in reach of 3-1'); const near = h.spawn('enemy_far', { pos: [11, 3] }); assert.ok(h.runUntil(() => u.skill.active, 5), 'an enemy in 3-1: she casts on her next attack'); assert.ok(sameSet(new Set(u.rangeKeys), keysOf(s3Grid(), u)), 'the range keys are 4-11'); const mark = h.hooksOf('damaged').length; h.run(2); const hit = new Set(h.hooksOf('damaged').slice(mark).filter((c) => c.source === u && c.dmg.isAttack).map((c) => c.target)); assert.ok(hit.has(h.enemy('enemy_far')), 'the S3-only tile is attacked'); assert.ok(!hit.has(near), '[1,0] is not part of 4-11'); done(h); }); test('烛煌 S3 "攻击变为群体攻击" = one target + a 1.7 splash (PRTS 备注 "攻击溅射半径1.7"): it reaches past the diamond, never all of it at once', () => { /** S3 running on an arena: (11,3) = [1,0] (base range only) makes her cast; returns her attacks and hits after that. */ const s3Hits = (enemies) => { const h = blazeArena([{ key: 'enemy_cast', pos: [11, 3] }, ...enemies]); const u = h.unit(BLAZE); h.step(); u.skill.gainSp(1000); assert.ok(h.runUntil(() => u.skill.active, 5), 'cast'); const mark = h.hooksOf('attack').length; const dmark = h.hooksOf('damaged').length; h.run(3); const attacks = h.hooksOf('attack').slice(mark).filter((c) => c.attacker === u); const hits = h.hooksOf('damaged').slice(dmark).filter((c) => c.source === u && c.dmg.isAttack); assert.ok(attacks.length >= 5, `several S3 attacks (${attacks.length})`); const s3 = keysOf(s3Grid(), u); for (const a of attacks) { assert.equal(a.targets.length, 1, 'one target per attack'); assert.ok(s3.has(tileKey(a.targets[0])), 'the target stands in 4-11'); } // every hit of an attack is its target or within 1.7 of it (中点判定) const byAttack = new Map(); for (const c of hits) { if (!byAttack.has(c.dmg.attackId)) byAttack.set(c.dmg.attackId, []); byAttack.get(c.dmg.attackId).push(c); } for (const list of byAttack.values()) { const main = list.find((c) => !c.dmg.isSplash); assert.ok(main, 'a main hit'); for (const c of list) assert.ok(Math.hypot(c.target.x - main.target.x, c.target.y - main.target.y) <= 1.7 + 1e-9, 'splash within 1.7'); } done(h); return { h, hits, byAttack }; }; // (10,7) = [0,4] in 4-11; (10,8) = [0,5] outside it, 1 tile away: splashed const a = s3Hits([{ key: 'enemy_main', pos: [10, 7] }, { key: 'enemy_out', pos: [10, 8] }]); assert.ok(a.hits.some((c) => c.target === a.h.enemy('enemy_out') && c.dmg.isSplash), 'the splash reaches an enemy outside 4-11'); assert.ok(!a.hits.some((c) => c.target === a.h.enemy('enemy_cast')), 'the base-only enemy is out of S3'); // (10,7) = [0,4] and (12,5) = [2,2] both in 4-11 but 2.83 apart: one of them per attack, never both const b = s3Hits([{ key: 'enemy_main', pos: [10, 7] }, { key: 'enemy_far', pos: [12, 5] }]); for (const list of b.byAttack.values()) assert.equal(list.length, 1, 'one enemy per attack (the old group attack hit both)'); }); test('烛煌 S3: every landed bolt shows its 1.7 splash (fx \'splash\' r 1.7 at the main target) — the last one too', () => { // review of round 2: the splash drew no ring (fx.js rings by subProfession, 本源术师 is not one) — it looked single-target const h = blazeArena([{ key: 'enemy_cast', pos: [11, 3] }, { key: 'enemy_main', pos: [10, 7] }]); const u = h.unit(BLAZE); h.step(); u.skill.gainSp(1000); assert.ok(h.runUntil(() => u.skill.active, 5)); const fx = () => h.eventsOf('fx').filter((e) => e[1] === 'splash' && e[4]?.src === u.id); const hits = () => h.hooksOf('damaged').filter((c) => c.source === u && c.dmg.isAttack && c.dmg.isSkill && !c.dmg.isSplash); const m0 = fx().length, h0 = hits().length; u.skill.ammoLeft = 3; assert.ok(h.runUntil(() => !u.skill.active, 10)); h.run(1.5); // the last bolt lands after end('ammo') const got = fx().slice(m0), main = hits().slice(h0); assert.ok(main.length >= 3, `S3 hits (${main.length})`); assert.equal(got.length, main.length, 'one splash per landed S3 bolt'); for (const e of got) { assert.equal(e[4].r, 1.7); assert.equal(e[4].element, 'burn'); assert.ok(main.some((c) => Math.hypot(c.target.x - e[2], c.target.y - e[3]) < 1e-6), 'at the main target'); } h.run(3); assert.equal(fx().length - m0, got.length, 'normal attacks after the skill draw none'); done(h); }); test('烛煌 S3: the +60 % ATK elemental damage hits every enemy of the attack in a 灼燃损伤 burst — the splashed ones too', () => { const h = blazeArena([{ key: 'enemy_cast', pos: [11, 3] }, { key: 'enemy_main', pos: [10, 7] }, { key: 'enemy_out', pos: [10, 8] }]); const u = h.unit(BLAZE); h.step(); const out = h.enemy('enemy_out'); u.skill.gainSp(1000); assert.ok(h.runUntil(() => u.skill.active, 5)); h.b.applyStatus(out, 'burnBurst', { duration: 10 }); assert.ok(out.findBuff('burnBurst')); const mark = h.hooksOf('damaged').length; h.run(1.5); const bonus = h.hooksOf('damaged').slice(mark).filter((c) => c.source === u && (c.dmg.tags || []).includes('blazeBurn')); assert.ok(bonus.some((c) => c.target === out), 'the splashed burning enemy takes the bonus'); for (const c of bonus.filter((x) => x.target === out)) assert.ok(Math.abs(c.dmg.amount - u.s.atk * u.def.skill.bb['attack@atk_scale']) < 1e-6); assert.ok(!bonus.some((c) => c.target === h.enemy('enemy_main')), 'not on an enemy outside a burst'); done(h); }); test('烛煌 S3: the burst bonus is dealt BEFORE the attack\'s damage (PRTS 备注 "于攻击造成伤害前判定元素爆发并造成元素伤害")', () => { // enemy_low dies to one S3 hit: the bonus still lands (it came first); every bonus precedes its hit on the same enemy const h = blazeArena([{ key: 'enemy_cast', pos: [11, 3] }, { key: 'enemy_main', pos: [10, 7] }, { key: 'enemy_low', pos: [10, 8], o: { hp: 30 } }]); const u = h.unit(BLAZE); h.step(); const main = h.enemy('enemy_main'), low = h.enemy('enemy_low'); u.skill.gainSp(1000); assert.ok(h.runUntil(() => u.skill.active, 5)); h.b.applyStatus(main, 'burnBurst', { duration: 10 }); h.b.applyStatus(low, 'burnBurst', { duration: 10 }); const mark = h.hooksOf('damaged').length; h.run(1.5); const ev = h.hooksOf('damaged').slice(mark).filter((c) => c.source === u); const isBonus = (c) => (c.dmg.tags || []).includes('blazeBurn'); assert.ok(ev.some((c) => c.target === low && isBonus(c)), 'the enemy the hit kills still takes the bonus'); assert.ok(!low.alive, 'and dies'); let pairs = 0; for (let i = 0; i < ev.length; i++) { if (!ev[i].dmg.isAttack) continue; const prev = ev.slice(0, i).reverse().find((c) => c.target === ev[i].target); assert.ok(prev && isBonus(prev), `the hit on ${ev[i].target.defId} follows its bonus`); pairs++; } assert.ok(pairs >= 2, `bonus → hit pairs (${pairs})`); done(h); }); test('烛煌 S3: the LAST bolt still deals the burst bonus — it lands after end(\'ammo\'), from what she fired with', () => { // her bolts are projectiles: the skill ends when the last bullet is fired, the damage lands later (review of round 2) const h = blazeArena([{ key: 'enemy_cast', pos: [11, 3] }, { key: 'enemy_main', pos: [10, 7] }]); const u = h.unit(BLAZE); h.step(); u.skill.gainSp(1000); assert.ok(h.runUntil(() => u.skill.active, 5)); for (const k of ['enemy_cast', 'enemy_main']) h.b.applyStatus(h.enemy(k), 'burnBurst', { duration: 30 }); // whichever she aims at u.skill.ammoLeft = 1; const mark = h.hooksOf('damaged').length; assert.ok(h.runUntil(() => !u.skill.active, 5), 'the last bullet ends the skill'); const fired = h.hooksOf('damaged').length; assert.ok(h.runUntil(() => h.hooksOf('damaged').slice(fired).some((c) => c.source === u && c.dmg.isAttack && c.dmg.isSkill), 5), 'the last bolt lands after the skill ended'); const isBonus = (c) => (c.dmg.tags || []).includes('blazeBurn'); const ev = h.hooksOf('damaged').slice(mark).filter((c) => c.source === u && (isBonus(c) || (c.dmg.isAttack && c.dmg.isSkill))); const hitAt = ev.findLastIndex((c) => c.dmg.isAttack); assert.ok(hitAt > 0 && isBonus(ev[hitAt - 1]) && ev[hitAt - 1].target === ev[hitAt].target, 'the last bolt\'s bonus comes first'); assert.equal(ev.filter(isBonus).length, ev.filter((c) => c.dmg.isAttack).length, 'one bonus per S3 hit on the bursting enemy'); assert.equal(u.skill.active, false); // the next (normal) attacks after the skill never carry it h.run(4); const after = h.hooksOf('damaged').slice(mark).filter((c) => c.source === u); assert.ok(after.some((c) => c.dmg.isAttack && !c.dmg.isSkill), 'normal attacks follow'); assert.equal(after.filter(isBonus).length, after.filter((c) => c.dmg.isAttack && c.dmg.isSkill).length, 'no bonus on a normal attack'); done(h); }); test('烛煌 S3: a burn burst refills 2 ammo but never above the skill\'s ammo (PRTS 备注 "补充后的弹药数量无法超过上限")', () => { for (const id of [BLAZE, 'chess_char_5_03_b']) { const h = blazeArena([{ key: 'enemy_main', pos: [10, 5] }, { key: 'enemy_b', pos: [10, 6] }, { key: 'enemy_c', pos: [9, 5] }], { id }); const u = h.unit(id); const max = u.def.skill.bb['attack@trigger_time']; h.step(); u.skill.gainSp(1000); assert.ok(h.runUntil(() => u.skill.active, 5)); const first = u.skill.ammoLeft; // the casting attack already fired one bullet assert.equal(first, max - 1); h.b.dealDamage(null, h.enemy('enemy_main'), { type: 'element', element: 'burn', amount: 1000 }); assert.equal(u.skill.ammoLeft, max, `${id}: +1 only — ${max} is the cap (it was ${first + 2})`); h.b.dealDamage(null, h.enemy('enemy_b'), { type: 'element', element: 'burn', amount: 1000 }); assert.equal(u.skill.ammoLeft, max, 'a full magazine stays full'); h.runUntil(() => u.skill.ammoLeft <= max - 3, 5); const l2 = u.skill.ammoLeft; h.b.dealDamage(null, h.enemy('enemy_c'), { type: 'element', element: 'burn', amount: 1000 }); assert.equal(u.skill.ammoLeft, l2 + u.def.skill.bb.ammo_recover, 'room for both: +2'); done(h); } }); test('the live range grid (Battle._refreshRange → unit.liveRangeGrid, unitStatsEntry.range): 3-1, then 4-11 while S3 runs, then 3-1 again', () => { const h = blazeArena([{ key: 'enemy_main', pos: [10, 5] }]); const u = h.unit(BLAZE); h.step(); const rel = (g) => new Set(g.map(([r, c]) => `${r},${c}`)); assert.ok(sameSet(rel(unitStatsEntry(u, u.s).range), rel(baseGrid())), 'before: the attack range'); u.skill.gainSp(1000); assert.ok(h.runUntil(() => u.skill.active, 5)); const during = unitStatsEntry(u, u.s).range; assert.ok(sameSet(rel(during), rel(s3Grid())), 'during S3: the skill range'); assert.ok(sameSet(keysOf(during, u), new Set(u.rangeKeys)), 'exactly the tiles the sim attacks'); u.skill.stop(); assert.ok(sameSet(rel(unitStatsEntry(u, u.s).range), rel(baseGrid())), 'after: the attack range again'); // an enemy has no range on its card assert.equal(unitStatsEntry(h.enemy('enemy_main')).range, undefined); done(h); }); test('extendedGrid: the relative form of absoluteRangeKeys\' rangeExtend, for every facing (random grids)', () => { const rng = createRng(77); for (let n = 0; n < 200; n++) { const g = []; const cells = 1 + Math.floor(rng() * 8); for (let i = 0; i < cells; i++) g.push([Math.floor(rng() * 7) - 3, Math.floor(rng() * 6) - 1]); const ext = [0, 0.25, 1, 1.5, 2, 3][n % 6]; for (const dir of ['UP', 'RIGHT', 'DOWN', 'LEFT']) { const want = new Set(absoluteRangeKeys(g, 10, 10, dir, ext)); const got = new Set(absoluteRangeKeys(extendedGrid(g, ext), 10, 10, dir, 0)); assert.ok(sameSet(got, want), `${JSON.stringify(g)} +${ext} ${dir}`); } } assert.deepEqual(extendedGrid([[0, 0], [0, 1], [1, 0]], 1).map(String).sort(), ['0,0', '0,1', '0,2', '1,0', '1,1']); assert.deepEqual(extendedGrid(null, 2), []); }); // ---- audit: every attack-range change of the mode ----------------------------------------------------------------- /** * "攻击范围改变 / 扩大 / 缩小 / 缩短" ("攻击范围与溅射范围扩大"), "攻击距离+N / 加长 / 缩短", "攻击范围改为…" — an attack-range * change (plain text; not a 技能范围). */ const RANGE_TEXT = /攻击范围(?:与溅射范围)?(?:改变|扩大|缩小|缩短)|攻击距离(?:\+|加长|缩短)|攻击范围改为/; /** Skills whose range ignores 攻击距离 (a module's ability_range_forward_extend): PRTS 信仰搅拌机 S3 备注. */ const NO_EXTEND = new Set(['skchr_rmixer_3']); /** Text-matched skills whose range the audit table checks by hand (their kit draws the range itself). */ const BY_HAND = new Map([ ['skchr_lionhd_2', 'instant: the burst hits the 3-3 skill range at its cast (kit onStart); no lasting range'], ['skchr_fartth_3', '前方无限长的直线 (CUSTOM_RANGE kit line)'], ['skchr_agoat2_3', '整个战场 (WHOLE_FIELD)'], ]); function rangeSkills() { const out = []; for (const c of Object.values(C)) { if (!(c.visible || (c.isGolden && C[c.baseId]?.visible))) continue; for (const s of c.skills || []) { const ext = s.bb?.ability_range_forward_extend ?? s.bb?.['attack@ability_range_forward_extend'] ?? null; const text = RANGE_TEXT.test(s.desc || ''); if (!text && !(ext >= 1)) continue; out.push({ c, s, ext: ext >= 1 ? Math.floor(ext) : 0, text }); } } return out; } test('audit: every selectable attack-range change attacks with the official grid while it runs and shows it as the live range — with every module', () => { const list = rangeSkills(); assert.ok(list.length >= 94, `normal + elite records (${list.length})`); for (const id of ['skchr_udflow_2', 'skchr_f12yin_2']) assert.ok(list.some((x) => x.s.skillId === id), `${id}: 攻击距离加长 / 缩短`); const seen = new Set(); let runs = 0, extended = 0; for (const { c, s, ext } of list) { if (BY_HAND.has(s.skillId)) { seen.add(s.skillId); continue; } const mods = [null, ...(Array.isArray(c.modules) && c.modules.length ? ['none', ...c.modules.map((m) => m.uniEquipId)] : [])]; for (const mid of mods) { const rec = loadoutRecord(c, resolveRecordLoadout(c, { skillIndex: s.index, ...(mid ? { moduleId: mid } : {}) })); // the module's 攻击距离 (official data) — not 空弦 ISW-A's, which works "在集成战略中" only const permExt = /集成战略/.test(String(rec.trait?.moduleDesc ?? '')) ? 0 : Math.floor(Number(rec.trait?.bb?.ability_range_forward_extend) || 0); const h = makeBattle({ units: [{ chessId: c.chessId, row: 10, col: 5, dir: 'UP', skillIndex: s.index, ...(mid ? { moduleId: mid } : {}) }], autoFinish: false, timeLimit: 30 }); const u = h.unit(c.chessId); h.step(); const tag = `${c.chessId} S${s.index + 1} ${s.name} ${mid ?? 'default'}`; assert.equal(u.s.baseRangeExtend, permExt, `${tag}: permanent 攻击距离`); // a skill grid takes the 攻击距离 unless it ignores it; the record's attack range already carries it (attackRangeGrid) const own = !!(s.rangeGrid && !ext); const grid = own ? s.rangeGrid : attackRangeGrid(rec); const want = keysOf(grid, u, own ? (NO_EXTEND.has(s.skillId) ? 0 : permExt) : ext); if (permExt) extended++; if (s.skillType !== 'PASSIVE' && !/被动效果:攻击范围扩大/.test(s.desc)) { assert.ok(u.skill.activate('test', { free: true }), `${tag}: cast`); h.step(); assert.ok(u.skill.active, `${tag}: running`); } assert.ok(sameSet(new Set(u.rangeKeys), want), `${tag}: the attack tiles (${u.rangeKeys.length} vs ${want.size})`); const live = unitStatsEntry(u, u._s).range; assert.ok(sameSet(keysOf(live, u), want), `${tag}: the live range on the card`); done(h); runs++; } } assert.deepEqual([...seen].sort(), [...BY_HAND.keys()].sort(), 'the hand-checked skills are still in the data'); assert.ok(runs > list.length, `module variants checked (${runs})`); assert.ok(extended >= 1, 'a module with 攻击距离 is among them (信仰搅拌机 SPT-Y)'); }); test('信仰搅拌机 SPT-Y "攻击距离+1(部分技能不受此影响)": S1 / S2 range 2-2 + 1; S3 退休前布道 exactly 3-13 (PRTS 备注 "此技能的攻击范围不受“攻击距离”属性影响")', () => { const id = 'chess_char_4_01_b'; for (const skillIndex of [0, 1, 2]) for (const mid of ['uniequip_002_rmixer', 'uniequip_003_rmixer']) { const h = makeBattle({ units: [{ chessId: id, row: 10, col: 5, dir: 'RIGHT', skillIndex, moduleId: mid }], autoFinish: false, timeLimit: 30 }); const u = h.unit(id); h.step(); const plus = mid === 'uniequip_003_rmixer' ? 1 : 0; const tag = `S${skillIndex + 1} ${mid}`; assert.ok(sameSet(new Set(u.rangeKeys), keysOf(C[id].rangeGrid, u, plus)), `${tag}: before the cast 2-2${plus ? ' + 1' : ''}`); assert.ok(sameSet(new Set(u.baseRangeKeys), keysOf(C[id].rangeGrid, u, plus)), `${tag}: the initial range`); assert.ok(u.skill.activate('test', { free: true }), `${tag}: cast`); h.step(); const want = skillIndex === 2 ? keysOf(C[id].skills[2].rangeGrid, u, 0) : keysOf(C[id].rangeGrid, u, plus); assert.equal(u.rangeKeys.length, want.size, `${tag}: ${want.size} tiles while it runs`); assert.ok(sameSet(new Set(u.rangeKeys), want), `${tag}: the tiles`); assert.ok(sameSet(keysOf(unitStatsEntry(u, u._s).range, u), want), `${tag}: the card`); if (skillIndex === 2) { assert.equal(want.size, 8, '3-13'); u.skill.stop(); assert.ok(sameSet(new Set(u.rangeKeys), keysOf(C[id].rangeGrid, u, plus)), `${tag}: after S3 the module's +1 is back`); } done(h); } }); test('S3 counter of 信仰搅拌机 with SPT-Y reaches 3-13 only: an enemy on the +1 tile is not countered', () => { // facing RIGHT at (10,5): 3-13 reaches [0,3] at most in its row; with +1 it would add [0,4] = (10,9) const id = 'chess_char_4_01_b'; const g = C[id].skills[2].rangeGrid; const far = Math.max(...g.filter(([r]) => r === 0).map(([, c]) => c)) + 1; const h = makeBattle({ defs: { enemies: { enemy_far: dummy('enemy_far'), enemy_hit: dummy('enemy_hit', { atk: 50, range: 9, attackInterval: 1 }) } }, units: [{ chessId: id, row: 10, col: 5, dir: 'RIGHT', skillIndex: 2, moduleId: 'uniequip_003_rmixer' }], enemies: [{ key: 'enemy_far', pos: [10, 5 + far] }], hooks: ['damaged'], captureNoisy: true, autoFinish: false, timeLimit: 60, seed: 3, }); const u = h.unit(id); h.step(); assert.ok(u.skill.activate('test', { free: true })); h.step(); const e = h.enemy('enemy_far'); assert.ok(!u.rangeKeySet.has(tileKey(e)), 'the +1 tile is outside S3'); h.b.dealDamage(e, u, { amount: 10, type: 'phys', isAttack: true }); h.run(0.5); assert.equal(h.hooksOf('damaged').filter((c) => c.source === u && c.target === e).length, 0, 'no counter on the +1 tile'); done(h); }); test('荒芜拉普兰德 S1 慵怠者悲鸣 (no rangeId, no 攻击范围 text): the drones lock a still enemy anywhere, the card keeps her 3-1', () => { for (const id of ['chess_char_6_18_a', 'chess_char_6_18_b']) { const h = makeBattle({ units: [{ chessId: id, row: 10, col: 5, dir: 'RIGHT', skillIndex: 0 }], autoFinish: false, timeLimit: 30 }); const u = h.unit(id); h.step(); assert.ok(u.skill.activate('test', { free: true })); h.step(); assert.ok(u.skill.active); assert.ok(u.rangeKeys.length > 100, 'the sim selects targets field-wide'); const rel = (g) => new Set(g.map(([r, c]) => `${r},${c}`)); assert.ok(sameSet(rel(unitStatsEntry(u, u._s).range), rel(C[id].rangeGrid)), `${id}: the card shows 3-1`); done(h); } }); test('audit: the DEFAULT trigger of an attack-range change reads the INITIAL range (PRTS "技能就绪,且即将进行普通攻击")', () => { // an enemy on [0,4]: inside 4-11, outside 3-1 for (const id of [BLAZE, 'chess_char_5_03_b']) { const h = blazeArena([{ key: 'enemy_far', pos: [10, 7] }], { id }); const u = h.unit(id); h.step(); u.skill.gainSp(1000); h.run(4); assert.equal(h.hooksOf('skillStart').length, 0, `${id}: no cast`); done(h); } }); test('real product path: a BattleSpec (S3 by loadout) on act2 m01 with a real wave — 烛煌 picks her targets on 4-11 and splashes past it', () => { // the round-5 template with its placeholder enemies as they stand (ground and air, both gates) const tpl = ds.getWave('act1autochess_05'); const spawns = tpl.spawns.map((s) => ({ time: s.time, enemyKey: s.key, routeIndex: s.routeIndex, count: s.count, interval: s.interval })); const spec = buildBattleSpec({ battleId: 'fb1e', fieldId: 'n:p1', kind: 'normal', seed: 4242, modeId: 'mode_multi_hard', round: 5, stageId: 'act2autochess_m01', timeLimit: 110, players: [{ playerId: 'p1', seat: 0, side: 'L', colOffset: 0, bonds: {}, playerEffects: [], units: [ { uid: 1, kind: 'chess', chessId: BLAZE, row: 11, col: 6, dir: 'RIGHT', skillIndex: 2 }, { uid: 2, kind: 'chess', chessId: 'chess_char_3_12_a', row: 10, col: 8, dir: 'RIGHT' }, { uid: 3, kind: 'chess', chessId: 'chess_char_1_10_a', row: 11, col: 8, dir: 'RIGHT' }, ] }], spawns, routes: tpl.routes, flags: {}, waveId: 'act1autochess_05', }); const b = createBattleFromSpec(spec, ds, { recordEvents: false, quiet: true }); const u = b.allyUnits.find((x) => x.uid === 1); assert.equal(u.def.skill.id, 'skchr_blaze2_3'); let picks = 0, offGrid = 0, splashOut = 0, casts = 0; b.on('skillStart', (c) => { if (c.unit === u) casts++; }); b.on('attack', (c) => { if (c.attacker !== u || !u.skill.active) return; const s3 = keysOf(s3Grid(), u); for (const t of c.targets) { picks++; if (!s3.has(tileKey(t)) && t.blockedBy !== u) offGrid++; } }); b.on('damaged', (c) => { if (c.source !== u || !u.skill.active || !c.dmg.isSplash) return; if (!keysOf(s3Grid(), u).has(tileKey(c.target))) splashOut++; }); for (let i = 0; i < 110 * 30 && !b.finished; i++) b.step(); assert.equal(b.errors.length, 0); assert.ok(casts >= 1, `S3 cast (${casts})`); assert.ok(picks > 10, `S3 attacks (${picks})`); assert.equal(offGrid, 0, 'every S3 target stands on 4-11'); assert.ok(splashOut > 0, `splash victims outside 4-11 (${splashOut})`); }); test('real product path: 信仰搅拌机 精锐 with SPT-Y and S3 by loadout (BattleSpec, act2 m01, a real wave) — 2-2 + 1 before, 3-13 while S3 runs', () => { const tpl = ds.getWave('act1autochess_05'); const spawns = tpl.spawns.map((s) => ({ time: s.time, enemyKey: s.key, routeIndex: s.routeIndex, count: s.count, interval: s.interval })); const spec = buildBattleSpec({ battleId: 'fb1e-rmixer', fieldId: 'n:p1', kind: 'normal', seed: 7, modeId: 'mode_multi_hard', round: 5, stageId: 'act2autochess_m01', timeLimit: 110, players: [{ playerId: 'p1', seat: 0, side: 'L', colOffset: 0, bonds: {}, playerEffects: [], units: [ { uid: 1, kind: 'chess', chessId: 'chess_char_4_01_b', row: 11, col: 7, dir: 'RIGHT', skillIndex: 2, moduleId: 'uniequip_003_rmixer' }, ] }], spawns, routes: tpl.routes, flags: {}, waveId: 'act1autochess_05', }); const b = createBattleFromSpec(spec, ds, { recordEvents: false, quiet: true }); const u = b.allyUnits.find((x) => x.uid === 1); const s3 = new Set(), before = new Set(); let casts = 0; b.on('skillStart', (c) => { if (c.unit === u) casts++; }); for (let i = 0; i < 110 * 30 && !b.finished; i++) { b.step(); if (!u.deployed) continue; (u.skill.active ? s3 : before).add(u.rangeKeys.length); } assert.equal(b.errors.length, 0); assert.ok(casts >= 1, `S3 cast (${casts})`); assert.deepEqual([...before], [4], 'SPT-Y: 2-2 + 1'); assert.deepEqual([...s3], [8], 'S3: the 8 tiles of 3-13, no +1'); });