// test/sim/feedback2-enemy-attack-stand.test.js — GitHub #58 「1.1中敌方远程攻击单位在攻击时任会移动」: an unblocked ranged enemy // stands for each attack's clip — through its wind-up before the strike and the rest of the clip after it — and walks // on between attacks (the owner's decision of 2026-10-04 from first-hand memory; the clip = data/enemies.json // `attackAnim`, tools/build-data.mjs from the asset manifest; server/sim/ai.js attackStand). It used to stop only // ATTACK_PAUSE (0.35 s) after each strike while the client played the attack clip over the whole walk. An enemy with no // clip known keeps the old 0.35 s (test/sim/combat.test.js); a 「不停止移动」 attacker never stops; a stun cuts the stand. // Since 0.2.0 (GitHub #187 / #170) every attack has its wind-up — the strike comes at the clip's damage frame after the // swing starts, also the first one of an enemy whose cooldown ran out before it had a target (it used to strike at once) // — and a stun before the frame cuts the swing (test/sim/feedback5-enemy-swing.test.js). import { test } from 'node:test'; import assert from 'node:assert/strict'; import { readFileSync } from 'node:fs'; import path from 'node:path'; import { fileURLToPath } from 'node:url'; import { makeBattle, enemyRec, chessRec } from '../helpers/battleHarness.js'; import { TICK, ATTACK_PAUSE } from '../../server/sim/constants.js'; import { attackStand } from '../../server/sim/ai.js'; const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '../..'); const readJson = (f) => JSON.parse(readFileSync(path.join(ROOT, f), 'utf8')); /** Positions per tick and attack times of the first enemy, `seconds` long. */ function trace(h, seconds) { const log = [], atks = []; h.b.on('attack', (c) => { if (c.attacker.side === 'enemy') atks.push(h.b.time); }); for (let i = 0; i < Math.round(seconds / TICK); i++) { h.step(); const e = h.enemies()[0]; if (!e) break; log.push({ t: h.b.time, x: e.x, y: e.y, moving: e.moving }); } return { log, atks }; } /** Distance walked between game times t0 and t1 (ticks after t0 up to t1). */ function walked(log, t0, t1) { let d = 0; for (let i = 1; i < log.length; i++) if (log[i].t > t0 + 1e-9 && log[i].t <= t1 + 1e-9) d += Math.hypot(log[i].x - log[i - 1].x, log[i].y - log[i - 1].y); return d; } test('data: every enemy with a real attack clip carries it as attackAnim (the clip the client plays, its length and strike frame)', () => { const enemies = readJson('data/enemies.json'), assets = readJson('data/assets.json'); let n = 0; for (const [k, e] of Object.entries(enemies)) { const sp = assets.enemies[e.spine || k]?.spine; const a = sp?.anims?.attack; const real = !!a && typeof a.loop === 'string' && a.via !== 'idle' && sp.animations[a.loop] > 0; assert.equal(!!e.attackAnim, real, `${k} ${e.name}`); if (!real) continue; n++; assert.equal(e.attackAnim.clip, a.loop, k); assert.equal(e.attackAnim.dur, sp.animations[a.loop], k); const h = sp.hits?.[a.loop]; if (Array.isArray(h) && h.length) assert.equal(e.attackAnim.hit, h[0], k); assert.equal(e.attackMoves, undefined, `${k}: no enemy of the mode attacks on the move`); } assert.ok(n > 200, `${n} enemies`); // the ranged attackers of the report assert.deepEqual(enemies.enemy_1019_jshoot.attackAnim, { clip: 'Attack', dur: 1, hit: 0.533 }); assert.deepEqual(enemies.enemy_1168_dumage.attackAnim, { clip: 'Attack', dur: 1.2, hit: 0.633 }); }); test('隐形弩手 with an operator in range stands for its 1.0 s Attack clip at every attack (0.533 s wind-up + 0.467 s), then walks', () => { const h = makeBattle({ units: [{ chessId: 'chess_char_3_01_a', row: 10, col: 6, dir: 'RIGHT' }], enemies: [{ key: 'enemy_1019_jshoot', time: 0, route: 0 }], seed: 3, timeLimit: 40, autoFinish: false, hooks: ['attack'] }); const { log, atks } = trace(h, 16); assert.ok(atks.length >= 4, `${atks.length} attacks`); const e = h.enemy('enemy_1019_jshoot'); const iv = e.s.interval; assert.ok(Math.abs(iv - 2.7) < 1e-9); for (const t of atks.slice(1, 3)) { // the wind-up (the strike frame at 0.533 s of the clip) and the rest of the clip: no step assert.equal(walked(log, t - 0.533 + 2 * TICK, t), 0, `stands through the wind-up before the attack at ${t.toFixed(2)}`); assert.equal(walked(log, t, t + 0.467 - TICK), 0, `stands for the rest of the clip after ${t.toFixed(2)}`); assert.ok(!log.find((r) => Math.abs(r.t - (t + 0.3)) < TICK / 2).moving, 'drawn standing (not on the move clip)'); // then it walks until the next wind-up: 2.7 − 1.0 = 1.7 s at 0.9 × 0.5 tiles/s const d = walked(log, t + 0.467 + 2 * TICK, t + iv - 0.533 - TICK); assert.ok(d > 0.6 && d < 0.8, `walks between the attacks (${d.toFixed(2)} tiles)`); } }); test('the stand shortens with the clip when the attacks come quicker than the clip: an enemy attacking every 1 s with a 2 s clip never walks while it has a target', () => { const quick = { ...enemyRec({ key: 'enemy_quick', hp: 1e9, atk: 1, range: 2.5, bat: 1, speed: 1 }), attackAnim: { clip: 'Attack', dur: 2, hit: 1 } }; const st = attackStand({ def: { attackAnim: { dur: 2, hit: 1 } }, s: { interval: 1 }, profile: {} }); assert.deepEqual(st, { wind: 0.5, rest: 0.5 }); const h = makeBattle({ defs: { chess: { t_a: chessRec({ id: 't_a', stats: { maxHp: 1e9, atk: 0 } }) }, enemies: { enemy_quick: quick } }, units: [{ chessId: 't_a', row: 10, col: 6 }], enemies: [{ key: 'enemy_quick', pos: [9, 8] }], content: 'none', autoFinish: false, timeLimit: 60, hooks: ['attack'], }); const { log, atks } = trace(h, 6); assert.ok(atks.length >= 5, `${atks.length} attacks`); assert.equal(walked(log, atks[0], atks.at(-1)), 0, 'stands from the first attack on'); }); test('a 「不停止移动」 attacker (attackMoves) keeps walking through its attacks', () => { const rec = (attackMoves) => ({ ...enemyRec({ key: 'enemy_mover', hp: 1e9, atk: 1, range: 2.5, bat: 2, speed: 1 }), attackAnim: { clip: 'Attack', dur: 1.5, hit: 0.5 }, ...(attackMoves ? { attackMoves: true } : {}) }); const run = (attackMoves) => { const h = makeBattle({ defs: { chess: { t_a: chessRec({ id: 't_a', stats: { maxHp: 1e9, atk: 0 } }) }, enemies: { enemy_mover: rec(attackMoves) } }, units: [{ chessId: 't_a', row: 10, col: 6 }], enemies: [{ key: 'enemy_mover', time: 0, route: 0 }], content: 'none', autoFinish: false, timeLimit: 60, hooks: ['attack'], }); return trace(h, 12); }; const moving = run(true), standing = run(false); assert.ok(moving.atks.length >= 3 && standing.atks.length >= 3); for (const t of moving.atks.slice(0, 3)) assert.ok(walked(moving.log, t - 0.5, t + 1) > 0.6, `walks through the attack at ${t.toFixed(2)}`); // (since 0.2.0 the first attack too: its cooldown long over as the target comes into range, it swings from the start — // the whole 0.5 s wind-up stood before the strike) for (const t of standing.atks.slice(0, 3)) assert.equal(walked(standing.log, t - 0.5 + 2 * TICK, t + 1 - TICK), 0, 'the same enemy without it stands'); }); test('no attack clip known: ATTACK_PAUSE after the strike and no wind-up stand; a stun cuts a stand short', () => { assert.deepEqual(attackStand({ def: {}, s: { interval: 2 }, profile: {} }), { wind: 0, rest: ATTACK_PAUSE }); assert.deepEqual(attackStand({ def: { attackMoves: true, attackAnim: { dur: 2, hit: 1 } }, s: { interval: 2 }, profile: {} }), { wind: 0, rest: 0 }); const slow = { ...enemyRec({ key: 'enemy_slow', hp: 1e9, atk: 1, range: 2.5, bat: 5, speed: 1 }), attackAnim: { clip: 'Attack', dur: 3, hit: 0.5 } }; const h = makeBattle({ defs: { chess: { t_a: chessRec({ id: 't_a', stats: { maxHp: 1e9, atk: 0 } }) }, enemies: { enemy_slow: slow } }, units: [{ chessId: 't_a', row: 10, col: 6 }], enemies: [{ key: 'enemy_slow', pos: [9, 8] }], content: 'none', autoFinish: false, timeLimit: 60, hooks: ['attack'], }); h.step(); const e = h.enemy('enemy_slow'); // (0.2.0: a target in range at once, its cooldown over — it swings at once and strikes at the 0.5 s damage frame; it // used to strike in the first tick) assert.equal(e.lastAttackAt, -Infinity, 'swinging, not struck yet'); h.runUntil(() => e.lastAttackAt >= 0, 2); assert.ok(Math.abs(e.lastAttackAt - (TICK + 0.5)) < TICK + 1e-6, `struck at the damage frame (${e.lastAttackAt.toFixed(3)})`); h.step(); assert.ok(Math.abs(e.atkStandUntil - (e.lastAttackAt + 2.5)) < 1e-6, 'stands the 2.5 s after the strike'); h.run(0.5); const x0 = e.x; h.b.applyStatus(e, 'stun', { duration: 0.5 }); h.run(0.6); assert.equal(e.atkStandUntil, -Infinity, 'the stun ended the stand'); h.run(0.3); assert.notEqual(e.x, x0, 'walks once the stun is over'); }); // review: a stand holds only the walking — a route's WAIT keeps running and DISAPPEAR / APPEAR still happen // (data/waves.json has 122 WAIT and 99 DISAPPEAR checkpoints); it used to hold every leg, so a wait ran long by each // clip and never ended for an enemy attacking quicker than its clip function routeField(key, bat, dur, checkpoints, ally) { const rec = { ...enemyRec({ key, hp: 1e9, atk: 1, range: 3, bat, speed: 1 }), attackAnim: { clip: 'Attack', dur, hit: dur / 2 } }; return makeBattle({ defs: { chess: { t_a: chessRec({ id: 't_a', stats: { maxHp: 1e9, atk: 0, def: 1e6 } }) }, enemies: { [key]: rec } }, units: ally ? [{ chessId: 't_a', row: 10, col: 7 }] : [], routes: [{ motion: 'WALK', start: [9, 8], end: [9, 2], checkpoints }], enemies: [{ key, time: 0, route: 0 }], content: 'none', autoFinish: false, timeLimit: 60, hooks: ['attack'], }); } test('a ranged enemy with a target in range on a WAIT checkpoint leaves when the wait (and its current clip) is over, as without a target', () => { const leaves = (bat, dur, ally) => { const h = routeField('enemy_waiter', bat, dur, [{ type: 'WAIT', time: 3 }], ally); let waited = null, moved = null, x0 = null; for (let i = 0; i < Math.round(8 / TICK); i++) { h.step(); const e = h.enemies()[0]; x0 ??= e.x; if (waited == null && e.route.legIdx >= 1) waited = h.b.time; if (moved == null && Math.abs(e.x - x0) > 1e-6) moved = h.b.time; } return { waited, moved, attacks: h.hooksOf('attack').length }; }; const free = leaves(2.7, 1, false), sniper = leaves(2.7, 1, true), quick = leaves(1, 2, true); assert.equal(free.attacks, 0); assert.ok(sniper.attacks >= 2 && quick.attacks >= 5); assert.ok(Math.abs(sniper.waited - free.waited) < 1e-9 && Math.abs(quick.waited - free.waited) < 1e-9, `the wait ends at ${free.waited.toFixed(2)} s for all three`); // it walks on once the attack clip running at the end of the wait is over (since 0.2.0 the first strike at its 0.5 s // damage frame, the next one 2.7 s later at 3.2 s: its clip until 3.7 s; it used to strike at once — until 3.2 s) assert.ok(sniper.moved > free.moved && sniper.moved <= 3.7 + 2 * TICK, `leaves at ${sniper.moved?.toFixed(2)} s (no target: ${free.moved.toFixed(2)} s)`); assert.equal(quick.moved, null, 'an enemy attacking quicker than its clip stands while the target stays in range'); }); test('DISAPPEAR / APPEAR legs proceed while an enemy stands for its attacks; leaving the field ends the stand', () => { const h = routeField('enemy_ghost', 1, 2, [{ type: 'WAIT', time: 1 }, { type: 'DISAPPEAR' }, { type: 'WAIT', time: 1 }, { type: 'APPEAR', pos: [9, 4] }], true); let hiddenAt = null, appeared = null; for (let i = 0; i < Math.round(4 / TICK); i++) { h.step(); const e = h.enemies()[0]; if (hiddenAt == null && e.hidden) { hiddenAt = h.b.time; assert.equal(e.atkStandUntil, -Infinity, 'no stand left once hidden'); } if (appeared == null && hiddenAt != null && !e.hidden) appeared = { t: h.b.time, x: e.x, y: e.y }; } assert.ok(h.hooksOf('attack').length >= 1, 'it attacked before leaving'); assert.ok(hiddenAt != null && Math.abs(hiddenAt - 1) < 2 * TICK, `disappears after its 1 s wait (${hiddenAt})`); assert.ok(appeared && Math.abs(appeared.t - 2) < 2 * TICK && Math.abs(appeared.x - 4) < 0.05 && appeared.y === 9, `appears on (9,4) 1 s later (${JSON.stringify(appeared)})`); });