Files
ark-stronghold-protocol/test/e2e/fastServer.mjs
T
sganggs 01a44cd288 卫戍协议:盟约 web remake — initial import
Online co-op browser remake of Arknights' Stronghold Protocol: Alliance
(client-simulated combat, official waves/bonds/items/strategies, 3D board,
facing wheel, operator loadout, official emotes, deployment scripts).
2026-09-29 16:21:31 +08:00

89 lines
5.1 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
// E2E helper: the real server (server/index.js startServer) with the real match engine, but with scaled phase timers
// and a faster combat clock so a browser run can reach the RESULT screen in a few minutes.
// PORT=… SP_TIMER_SCALE=0.25 SP_COMBAT_SPEED=16 node test/e2e/fastServer.mjs
// Test hook (never used by the real server): SP_START_ROUND = 'boss' | 'hidden' | <round> makes the first round of
// every match that round instead of round 1, and hands every human a starter kit (SP_START_KIT operators: tier-1..3
// visible chess, melee and ranged alternating, into the hand; default 4) plus 20 funds — so a browser test reaches
// the Final Assault / Hidden Core prep at once (test/ui/bossPrep.e2e.test.js).
// SP_START_CHESS=<chessId,…>: the starter kit is exactly these chess (normal or elite ids) instead of the tier-1..3 picks
// (test/ui/loadout-battle.e2e.test.js: a known elite whose chosen skill / module the battle must use).
// SP_IDLE_BOTS=1: AI seats only ready up (no shop, no board) — test/ui/playtest2.real.e2e.test.js observes their battles.
// SP_START_ITEMS=<itemId,…>: the starter kit also puts these items into the hand (test/ui/leftovers.e2e.test.js: three
// distinct equipment items → the equip-replace dialog).
// Not a test file (node --test runs it as a no-op module when NODE_TEST_CONTEXT is set).
import { startServer } from '../../server/index.js';
import { Match } from '../../server/match/Match.js';
if (!process.env.NODE_TEST_CONTEXT) {
const timerScale = Number(process.env.SP_TIMER_SCALE) || 1;
const combatSpeed = Number(process.env.SP_COMBAT_SPEED) || 2;
const startAt = String(process.env.SP_START_ROUND || '').trim();
const kitSize = Math.max(0, Math.min(8, Number(process.env.SP_START_KIT ?? 4) || 0));
// test hook: AI seats buy and place nothing (they only ready up) — their battles are pure leaks, i.e. they last the
// enemies' whole walk, so a human's quick battle ends first and the human can observe a still running AI field
const idleBots = process.env.SP_IDLE_BOTS === '1';
const kitIds = String(process.env.SP_START_CHESS || '').split(',').map((x) => x.trim()).filter(Boolean);
const kitItems = String(process.env.SP_START_ITEMS || '').split(',').map((x) => x.trim()).filter(Boolean);
class FastMatch extends Match {
constructor(opts) {
super({ ...opts, timerScale, combatSpeed });
this._jumped = !startAt;
}
startRound(r) {
if (this._jumped) { super.startRound(r); return; }
this._jumped = true;
const target = startAt === 'boss' ? this.gd.bossRound : startAt === 'hidden' ? (this.gd.hiddenRound || this.gd.bossRound) : Number(startAt);
super.startRound(Number.isInteger(target) && target > r ? target : r);
for (const ps of this.alivePlayers()) if (!ps.isBot) this._starterKit(ps);
}
scheduleBotPrep(ps, i = 0) {
if (!idleBots) { super.scheduleBotPrep(ps, i); return; }
const round = this.round;
this.later(this.scaled(400 + i * 100), () => {
if (this.phase !== 'PREP' || this.round !== round || !ps.alive || ps.ready || !ps.botControlled) return;
ps.resolveTemp();
ps.setReady(true);
});
}
/** A few cheap operators in the hand + funds (a test hook: the rounds before were skipped). */
_starterKit(ps) {
const all = Object.values(this.data.chess || {}).filter((c) => c && c.visible && !c.isGolden && c.tier <= 3)
.sort((a, b) => (a.tier - b.tier) || String(a.chessId).localeCompare(String(b.chessId)));
const melee = all.filter((c) => c.position === 'MELEE');
const ranged = all.filter((c) => c.position !== 'MELEE');
const picks = kitIds.map((id) => this.data.chess?.[id]).filter(Boolean);
for (let i = 0; !kitIds.length && picks.length < kitSize && (melee[i] || ranged[i]); i++) {
if (melee[i]) picks.push(melee[i]);
if (ranged[i] && picks.length < kitSize) picks.push(ranged[i]);
}
for (const rec of picks) {
const slot = ps.hand.findIndex((x) => x == null);
if (slot < 0) break;
try {
const taken = this.pool.take(this.gd.baseIdOf(rec.chessId), rec.isGolden ? this.gd.goldenCopies : 1);
if (!taken && !kitIds.length) continue; // an explicit SP_START_CHESS piece is handed out even when this match bans it
ps.hand[slot] = ps.newPiece('chess', rec.chessId, { poolCopies: taken });
} catch { /* keep going: the kit is best effort */ }
}
for (const itemId of kitItems) {
const slot = ps.hand.findIndex((x) => x == null);
if (slot < 0 || !this.gd.item(itemId)) continue;
try { ps.hand[slot] = ps.newPiece('item', itemId); } catch { /* best effort */ }
}
ps.addFunds(20, { reason: 'income' });
ps.recompute();
}
}
const srv = await startServer({ port: Number(process.env.PORT) || 0, host: process.env.HOST || '127.0.0.1', quiet: true, MatchClass: FastMatch });
console.log(`fast server on ${srv.url} (timers ×${timerScale}, combat ${combatSpeed}×${startAt ? `, first round ${startAt}` : ''})`);
const stop = () => { srv.close().finally(() => process.exit(0)); };
process.on('SIGTERM', stop);
process.on('SIGINT', stop);
}