// test/content/feedback5-wv-sources.test.js — 0.2.0 WV #4: the questions settled by the sources with no rule change, pinned. // * 忍冬 — PRTS's "无法选中被自身阻挡而没有位于技能范围内的敌人" is the 备注 of S2 坠刃拷问 (技能范围 3-12; WE1 read it as S3's): its // kit selects on the skill range only, so an enemy she blocks off that range is never one of its targets. S3 has no such // note (its client selector is the standard 「同时攻击阻挡的所有敌人」 one). // * 深靛 S1 灯塔守卫者 — PRTS 深靛 S1 备注 "该技能的"每次攻击的攻击倍率"会实时应用在特性积攒的"攻击能量"抛射物上" (the client's // ChargeAttackS1 reads the same `atk_scale`): an energy she stored lands with S1's attack@atk_scale × ATK, not the // branch's general 100 % (PRTS 分支特性信息 秘术师 "由储存能量形成的弹道造成攻击力100%的法术普通伤害"). // (阿 S2 / S3 — no ally condition in the data: no skillTriggerDataList row for him or 怪杰, the skill prefab casts with no // target and keeps the SP spent — is pinned by test/content/op_haak.test.js "爆发剂 edge cases".) // Run: node --test test/content/feedback5-wv-sources.test.js 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'; const ds = getDefaultSource(); const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o }); const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`); const done = (h) => { checkInvariants(h.b); assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0])); }; const skillIndexOf = (id, skillId) => ds.rawChess(id).skills.find((s) => s.skillId === skillId).index; test('#4 忍冬 S2 坠刃拷问 (PRTS 备注 "无法选中被自身阻挡而没有位于技能范围内的敌人"): an enemy she blocks off her 3-12 is never hit; the one inside is', () => { for (const id of ['chess_char_3_18_a', 'chess_char_3_18_b']) { const h = makeBattle({ seed: 3, autoFinish: false, timeLimit: 60, hooks: ['damaged'], captureNoisy: true, defs: { enemies: { e: dummy('e') } }, units: [{ chessId: id, row: 10, col: 5, skillIndex: skillIndexOf(id, 'skchr_vulpis_2') }], }); h.step(); const u = h.unit(id); const behind = h.spawn('e', { pos: [10, 4] }); behind.x = 4.4; // in contact (0.6 < 0.71) but on the tile behind her: off the 3-12 h.step(); assert.equal(behind.blockedBy, u, `${id}: she blocks it`); const inside = h.spawn('e', { pos: [10, 7] }); h.step(); assert.ok(u.skill.activate('test', { free: true }), `${id}: cast`); h.step(); const hit = h.hooksOf('damaged').filter((c) => c.source === u && c.dmg?.tags?.includes('vulpisTorture')); assert.ok(hit.some((c) => c.target === inside), `${id}: the enemy inside the 3-12`); assert.ok(!hit.some((c) => c.target === behind), `${id}: not the blocked one off the skill range`); done(h); } }); test('#4 深靛 S1 灯塔守卫者 (PRTS 备注): the energies she stored land with S1\'s attack@atk_scale × ATK, like its main hit', () => { const id = 'chess_char_1_17_a'; const r = ds.rawChess(id); const rec = { ...r, talents: r.talents.map((t) => ({ ...t, bb: { ...t.bb, prob: 0 } })) }; // no random 柔光缚目 bind const h = makeBattle({ seed: 3, autoFinish: false, timeLimit: 120, hooks: ['damaged', 'skillStart'], captureNoisy: true, defs: { chess: { [id]: rec }, enemies: { e: dummy('e') } }, units: [{ chessId: id, row: 10, col: 4, skillIndex: skillIndexOf(id, 'skchr_indigo_1') }], }); h.step(); const u = h.unit(id); const scale = ds.getChess(id, { skillIndex: skillIndexOf(id, 'skchr_indigo_1') }).skill.bb['attack@atk_scale']; assert.ok(scale > 0 && scale < 1, 'S1 strikes below 100 %'); assert.ok(h.runUntil(() => u.trait.stored === 3, 15), 'three energies stored with no target'); u.skill.gainSp(999); h.spawn('e', { pos: [10, 6] }); assert.ok(h.runUntil(() => u.skill.active, u.s.interval + 1), 'S1 cast at her next attack check'); h.run(1); const first = h.hooksOf('damaged').filter((c) => c.source === u && c.dmg.isAttack); const id0 = first[0].dmg.attackId; const volley = first.filter((c) => c.dmg.attackId === id0); assert.equal(volley.length, 1 + 3, 'the S1 attack + its 3 energies'); for (const c of volley) approx(c.amount, u.s.atk * scale, 'S1\'s 攻击倍率 on each'); done(h); });