Files
ark-stronghold-protocol/test/match/feedback1-placement.test.js
T
sganggs 6bfc08270c 0.2.4-dev: round-29 community fixes and the official shared card pool
- Shared card pool and item stock as in the official mode (the owner's request, from the 路标档案馆 video and public notes): solo low-tier exceptions, co-op operators x2, shared item stock with special-item exceptions, normal / advanced occupancy 1 / 2, re-check on buy, 机变 exhaustion, release on consume / destroy / elimination; 整备 never exceeds stock; invariant held <= cap.
- 突袭: one taunt-first reselect right after a revive (the owner's rule); ordinary polls and redeploys keep the 0.2.3 rule; a revive on an enemy's tile stays. #475: online boss / hidden-boss Raid may land on the empty half (owner-limited scope).
- 浊心斯卡蒂 S1 x 坚守 no longer bounce redirected damage, and the two shares conserve the hit (idea of PR #464 by @HappyTanuki).
- Operator fixes adapted from PRs by @Xinglan233 (#459 哈洛德 S2 elemental trigger, #460 涤火杰西卡 shield on the four adjacent tiles, #461 家族徽章 first hit after stealth, #462 松果 S2 regrow per deploy); 克莱门莎 S2 splash 1.1 / 100% ATK and air auto-trigger (#467); 白面 copying 歌蕾蒂娅 / 余 skips the three-member condition (#473, the owner's video).
- 香槟炸弹 is not chosen by friendly auras / heals (PR #468 / #476 by @Siornya); 琳琅诗怀雅 coin balance (PR #450 by @IceCodeNew); Touch prep display (PR #451 by @YinqiMargatroid); lobby header (PR #471 by @YuriRestia); Japanese UI terms (PR #448 by @scutkane).
- AI-only boss countdown grace, render-failure cache / recovery without restarting a battle, device units kept on a same-field re-entry, DIY detail / skill previews, large-text result buttons.
- golden: battle families equal 0.2.3 except diy-135 / diy-136 (克莱门莎); all 18 release matches move through the shared pool, every flip named in docs/history/0.2.4.md §29.12; two coverage scenarios added.
2026-10-11 01:58:52 +08:00

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// Player reports after the 0.1.0 release, placement legality on the server (PlayerState / board.js), the client's
// mirror (ui/gameLogic.js canPlace / boardTargets = the drag highlights) and the bots:
// #3 "有水池的那张图干员可以错误的被部署到水里" — 战场#08(下半) 涨潮控制 (act2autochess_m04): the 深水区 (tile_deepsea,
// board (10–12, 6)) refuses deployment (PRTS 深水区 地形信息 "地形机制:拒绝部署(待补充)"; 特制水上平台
// "在水上建立可以部署任意单位的平台" on every 深水区 of the season-1 战场#05) although the level's buildableType
// says ALL.
// #9 "干员伺夜这样的战术家的战术点能被错误的被放到攻击范围之外" — the tacticians' summons (伺夜's 狼群, 缪尔赛思's 流形)
// read "只能部署在召唤者攻击范围内" (token description; PRTS 狼群 特性): the piece may only stand on a tile of its
// owner's attack range (the rotated grid of its board tile and facing). Re-orienting the owner in place keeps the
// piece while it is still inside, else sends it back to its stack [ASSUMED] (refused, HAND_FULL, when it would have
// nowhere to go); moving the owner sends it back anyway (PRTS 卫戍协议/帮助 "移动干员时,其所属召唤物全部退场并重置
// 至手牌区") — with no room it leaves the board until the next round start.
// The sim side (突袭 landing tile, tactical point) is test/sim/feedback1-water.test.js.
// 高台: the owner's decision of 2026-10-05 (reversing the one of 2026-10-04, elite 歌蕾蒂娅 with HOK-Y only) follows
// PRTS — every MELEE chess whose trait reads 「可以放置于远程位」 (the 钩索师 / 推击手 branch trait: 歌蕾蒂娅, 崖心, 见行者,
// normal and elite) may stand on a 高台, with any module or none; raised with the PRTS source in PR #69 by
// @sunstricken. The battle keeps position MELEE (on a 高台 they attack but block nothing). The bots plan them on a 高台
// that covers the enemy road; every other melee unit stays on the ground.
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { buildDeployMap, canPlace as boardCanPlace, legalTiles, positionClass, placeClass, tileKey, ownerRangeKeys } from '../../server/match/board.js';
import { PLACE_ON_RANGED, meleeOnHighGround } from '../../shared/highGround.js';
import { ERR } from '../../shared/constants.js';
import { DATA, makeMatch, give, giveItem, checkInvariants, chessOfTier } from './harness.js';
import { botPrep, planLayout, fieldModel } from '../../server/match/bot.js';
import { placementContext, canPlace as clientCanPlace, boardTargets, deployMap as clientDeployMap } from '../../public/js/ui/gameLogic.js';
import { makeBattle } from '../helpers/battleHarness.js';
import { renderMessage } from '../../shared/i18n.js';
const STAGE = 'act2autochess_m04';
const WATER = ['10,6', '11,6', '12,6'];
const VIGIL = 'chess_char_3_19_a';
const MLYSS = 'chess_char_6_11_a';
const WOLF = 'token_10028_vigil_wolf';
const MANIFOLD = 'token_10030_mlyss_wtrman';
const MELEE = (c) => c.position === 'MELEE';
const RANGED = (c) => c.position === 'RANGED';
function prep(stageId = STAGE, seed = 11) {
const h = makeMatch({ mode: 'solo', difficulty: 'NORMAL', seed }).start();
h.toPrep(1);
h.setStage(stageId);
const ps = h.ps('p_0');
for (const p of [...ps.board.values(), ...ps.hand.filter(Boolean)]) if (p.kind === 'chess') ps.returnCopies(p);
ps.board.clear();
ps.hand.fill(null);
ps.recompute();
return { h, m: h.m, ps };
}
const move = (m, uid, to, dir) => m.handle('p_0', { t: 'g.move', uid, to, ...(dir ? { dir } : {}) });
const board = (r, c) => ({ area: 'board', row: r, col: c });
const stackOf = (ps, id) => [...ps.hand, ...ps.temp].find((p) => p && p.kind === 'token' && p.id === id) ?? null;
const clientCtx = (m, ps, field = 'normal') => placementContext({
priv: ps.privateView(), stage: m.stage, editable: true, field,
getChess: (id) => DATA.chess[id] ?? null, getToken: (id) => DATA.tokens[id] ?? null, getItem: (id) => DATA.items[id] ?? null,
});
// ---------------------------------------------------------------------------------------------------------------------
// #3 the pool
test('#3 board.js: no deploy class on 战场#08\'s 深水区 — normal field, both boss halves; the client\'s map agrees', () => {
const st = DATA.stages[STAGE];
const n = buildDeployMap(st);
for (const k of WATER) assert.equal(n.get(k), undefined, `normal ${k}`);
assert.equal(n.get('11,5'), 'melee', 'the road beside it stays deployable');
for (const field of ['bossL', 'bossR']) {
const b = buildDeployMap(st, { field });
// boss (3–5, 6) = board (10–12, 6); the right half is mirrored (col 14 → board col 6)
for (const k of WATER) assert.equal(b.get(k), undefined, `${field} ${k}`);
assert.deepEqual([...clientDeployMap(st, { field })].sort(), [...b].sort(), `${field}: client = server`);
}
assert.deepEqual([...clientDeployMap(st)].sort(), [...n].sort(), 'normal: client = server');
});
test('#3 g.move: neither a melee nor a ranged operator nor a summon goes into the water (BAD_TILE); the client refuses and never lights it', () => {
const { m, ps } = prep();
const melee = give(m, ps, chessOfTier(1, MELEE).find((x) => m.pool.has(x)));
const ranged = give(m, ps, chessOfTier(1, RANGED).find((x) => m.pool.has(x)));
for (const k of WATER) {
const [r, c] = k.split(',').map(Number);
assert.equal(move(m, melee.uid, board(r, c)).error, ERR.BAD_TILE, `melee ${k}`);
assert.equal(move(m, ranged.uid, board(r, c)).error, ERR.BAD_TILE, `ranged ${k}`);
}
// 伺夜 (ranged) beside the pool facing it: her 狼群 (MELEE) may not go into the water either
const vigil = give(m, ps, VIGIL);
assert.deepEqual(move(m, vigil.uid, board(11, 4)), { ok: true });
const wolf = stackOf(ps, WOLF);
assert.ok(wolf);
assert.equal(move(m, wolf.uid, board(11, 6)).error, ERR.BAD_TILE, '狼群 into the water');
const ctx = clientCtx(m, ps);
for (const piece of [melee, ranged, wolf]) {
for (const k of WATER) {
const [r, c] = k.split(',').map(Number);
assert.equal(clientCanPlace(ctx, piece.uid, board(r, c)).ok, false, `client ${piece.id} ${k}`);
}
const lit = boardTargets(ctx, piece.uid).legal.map(([r, c]) => tileKey(r, c));
for (const k of WATER) assert.ok(!lit.includes(k), `${piece.id}: ${k} not lit`);
}
checkInvariants(m);
m.dispose();
});
test('#3 act1 m05 (season 1, inactive): a 特制水上平台 makes its 深水区 deployable for any unit; the raw level files agree', () => {
const st = DATA.stages.act1autochess_m05;
const map = buildDeployMap(st);
const platforms = st.devices.filter((d) => d.role === 'waterPlatform' && d.active).map((d) => tileKey(d.pos[0], d.pos[1]));
for (const k of platforms) {
const [r, c] = k.split(',').map(Number);
if (r < 9 || r > 12 || c < 2 || c > 10) continue;
assert.equal(map.get(k), 'melee', `platform ${k}`);
}
assert.deepEqual([...clientDeployMap(st)].sort(), [...map].sort());
});
test('#3 bots never put a piece into the water (layout planner and full bot preps on 战场#08)', () => {
const h = makeMatch({ mode: 'coop', difficulty: 'NORMAL', humans: 1, bots: 3, seed: 5 }).start();
h.setStage(STAGE);
let pieces = 0;
for (let round = 1; round <= 5; round++) {
h.toPrep(round);
for (const ps of h.m.players.values()) {
if (!ps.isBot || !ps.alive) continue;
if (!ps.ready) botPrep(h.m, ps);
for (const k of ps.board.keys()) { pieces++; assert.ok(!WATER.includes(k), `R${round} ${ps.playerId}: a piece on ${k}`); }
const plan = planLayout(h.m, ps, ps.allChess());
for (const k of plan.values()) assert.ok(!WATER.includes(k), `plan on ${k}`);
}
}
assert.ok(pieces > 10, 'the bots fielded pieces');
h.invariants();
h.m.dispose();
});
// ---------------------------------------------------------------------------------------------------------------------
// #9 tactical points
test('#9 data: 狼群 and 流形 are owner-range summons (token text "只能部署在召唤者攻击范围内"), no other hand summon is', () => {
assert.equal(DATA.tokens[WOLF].ownerRange, true);
assert.equal(DATA.tokens[MANIFOLD].ownerRange, true);
for (const t of Object.values(DATA.tokens)) if (t.placeable && t.tokenId !== WOLF && t.tokenId !== MANIFOLD) assert.ok(!t.ownerRange, t.name);
});
test('#9 g.move: 伺夜\'s 狼群 only on a tile of her attack range (rotated grid of her tile + facing); outside → BAD_TILE', () => {
const { m, ps } = prep();
const vigil = give(m, ps, VIGIL);
assert.deepEqual(move(m, vigil.uid, board(10, 4), 'RIGHT'), { ok: true });
const wolf = stackOf(ps, WOLF);
const range = ownerRangeKeys(DATA.chess[VIGIL].rangeGrid, 10, 4, 'RIGHT');
assert.ok(range.has('11,5') && range.has('9,7') && !range.has('10,3') && !range.has('12,4'));
// behind her / two rows down: outside the 3-row, 4-column range
for (const [r, c] of [[10, 3], [12, 4], [12, 5], [9, 8]]) assert.equal(move(m, wolf.uid, board(r, c)).error, ERR.BAD_TILE, `outside ${r},${c}`);
assert.ok(stackOf(ps, WOLF), 'still in the hand');
assert.deepEqual(move(m, wolf.uid, board(11, 5)), { ok: true }, 'inside the range');
const placed = ps.board.get('11,5');
assert.equal(placed.id, WOLF);
// board → board: a move out of the range is refused too, one inside it is fine
assert.equal(move(m, placed.uid, board(12, 4)).error, ERR.BAD_TILE);
assert.deepEqual(move(m, placed.uid, board(9, 6)), { ok: true });
assert.equal(ps.board.get('9,6'), placed);
checkInvariants(m);
m.dispose();
});
test('#9 re-orienting the tactician: a summon still inside the new range stays, one left outside goes back to its stack', () => {
const { m, ps } = prep();
const vigil = give(m, ps, VIGIL);
assert.deepEqual(move(m, vigil.uid, board(10, 4), 'RIGHT'), { ok: true });
assert.deepEqual(move(m, stackOf(ps, WOLF).uid, board(11, 5)), { ok: true });
const wolf = ps.board.get('11,5');
// facing UP the range is rows 10–13 × cols 3–5: (11,5) is still inside
assert.deepEqual(move(m, vigil.uid, board(10, 4), 'UP'), { ok: true });
assert.equal(ps.board.get('10,4').dir, 'UP');
assert.equal(ps.board.get('11,5'), wolf, 'still in range: stays');
// facing LEFT the range is cols 1–4: (11,5) falls outside → back onto its stack in the hand
assert.deepEqual(move(m, vigil.uid, board(10, 4), 'LEFT'), { ok: true });
assert.equal(ps.board.get('11,5'), undefined, 'outside the new range: lifted');
const stack = stackOf(ps, WOLF);
assert.ok(stack && stack.count === 1, 'back in the hand');
assert.equal(ps.battleInput().units.filter((u) => u.kind === 'token').length, 0);
checkInvariants(m);
m.dispose();
});
test('#9 hand and temp full: a re-orientation that would push 狼群 out is refused (HAND_FULL); a move drops it until the next round', () => {
const { h, m, ps } = prep();
const vigil = give(m, ps, VIGIL);
assert.deepEqual(move(m, vigil.uid, board(10, 4), 'RIGHT'), { ok: true });
assert.deepEqual(move(m, stackOf(ps, WOLF).uid, board(11, 5)), { ok: true });
const wolf = ps.board.get('11,5');
assert.equal(stackOf(ps, WOLF), null, 'its only copy is placed: no stack left to return onto');
const toasts = [];
const toast = m.toast.bind(m);
m.toast = (p, kind, text) => { toasts.push(renderMessage(text)); return toast(p, kind, text); }; // string or msg()
// One distinct golden per empty slot: goldens do not merge, and each base stays within its shared cap.
const fillers = Object.values(DATA.items).filter((r) => r.isGolden && r.itemType === 'EQUIP' && (m.gd.itemPoolCopies(r.id) ?? 0) >= 2).map((r) => r.id);
let n = 0;
while (ps.hand.includes(null)) giveItem(m, ps, fillers[n++]);
while (ps.temp.includes(null)) giveItem(m, ps, fillers[n++], 'temp');
// facing LEFT would leave (11,5) outside her range and the wolf has nowhere to go: refused, nothing changes
assert.equal(move(m, vigil.uid, board(10, 4), 'LEFT').error, ERR.HAND_FULL);
assert.equal(ps.board.get('10,4').dir, 'RIGHT');
assert.equal(ps.board.get('11,5'), wolf);
// facing UP keeps it inside: allowed
assert.deepEqual(move(m, vigil.uid, board(10, 4), 'UP'), { ok: true });
assert.equal(ps.board.get('11,5'), wolf);
checkInvariants(m);
// moving her (her summons go back to the hand; with no room a normal summon stays put) to (9,9) facing RIGHT, whose
// range (rows 8–10, cols 9–12) leaves the wolf out: it leaves the board — no illegal placement reaches the battle
assert.deepEqual(move(m, vigil.uid, board(9, 9), 'RIGHT'), { ok: true });
assert.equal(ps.board.get('11,5'), undefined, 'outside her range with nowhere to go: removed');
assert.ok(toasts.some((t) => t.includes('狼群') && t.includes('下回合返还')), toasts.join(' / '));
assert.equal(ps.battleInput().units.filter((u) => u.kind === 'token').length, 0);
checkInvariants(m);
// …and its stack comes back at the next round start (grantTokensFor, "干员所属召唤物会于下一回合返还")
h.toPrep(2);
assert.ok(stackOf(ps, WOLF), 'the wolf is back in the hand / temp');
checkInvariants(m);
m.dispose();
});
test('#9 swaps: a summon dragged onto its tactician, or an operator onto the summon, must leave the summon inside the range', () => {
const { m, ps } = prep();
const vigil = give(m, ps, VIGIL);
assert.deepEqual(move(m, vigil.uid, board(10, 4), 'RIGHT'), { ok: true });
assert.deepEqual(move(m, stackOf(ps, WOLF).uid, board(10, 5)), { ok: true });
const wolf = ps.board.get('10,5');
// wolf onto 伺夜: she would stand on (10,5) facing RIGHT and the wolf behind her on (10,4) — outside → refused
assert.equal(move(m, wolf.uid, board(10, 4)).error, ERR.BAD_TILE);
assert.equal(ps.board.get('10,5'), wolf);
assert.equal(ps.board.get('10,4'), vigil);
// the wolf on (11,4), right above her: after the swap it is right below her (offset −1, 0) — inside → allowed
assert.deepEqual(move(m, wolf.uid, board(11, 4)), { ok: true });
assert.deepEqual(move(m, wolf.uid, board(10, 4)), { ok: true }, 'swap with the owner, still in range');
assert.equal(ps.board.get('10,4'), wolf);
assert.equal(ps.board.get('11,4'), vigil);
// another operator dragged onto the wolf would send the wolf to that operator's tile: outside → refused
const other = give(m, ps, chessOfTier(1, MELEE).find((x) => m.pool.has(x)));
assert.deepEqual(move(m, other.uid, board(12, 3)), { ok: true });
assert.equal(move(m, other.uid, board(10, 4)).error, ERR.BAD_TILE, '(12,3) is outside 伺夜\'s range (she stands on (11,4) now)');
assert.deepEqual(move(m, other.uid, board(12, 5)), { ok: true });
assert.deepEqual(move(m, other.uid, board(10, 4)), { ok: true }, '(12,5) is inside: the wolf moves there');
assert.equal(ps.board.get('12,5'), wolf);
checkInvariants(m);
m.dispose();
});
test('#9 the client mirrors it: the drag highlights of 狼群 / 流形 are exactly the free legal tiles of the owner\'s range', () => {
const { m, ps } = prep();
const vigil = give(m, ps, VIGIL);
assert.deepEqual(move(m, vigil.uid, board(10, 4), 'RIGHT'), { ok: true });
const mly = give(m, ps, MLYSS);
assert.deepEqual(move(m, mly.uid, board(12, 8), 'LEFT'), { ok: true });
const map = buildDeployMap(m.stage);
for (const [owner, tid, dir, at] of [[vigil, WOLF, 'RIGHT', [10, 4]], [mly, MANIFOLD, 'LEFT', [12, 8]]]) {
const ctx = clientCtx(m, ps);
const tok = stackOf(ps, tid);
assert.ok(tok, tid);
const range = ownerRangeKeys(DATA.chess[owner.id].rangeGrid, at[0], at[1], dir);
const pos = positionClass(DATA.tokens[tid]);
const want = legalTiles(map, pos).map(([r, c]) => tileKey(r, c)).filter((k) => range.has(k) && !ps.board.has(k)).sort();
const lit = boardTargets(ctx, tok.uid).legal.map(([r, c]) => tileKey(r, c)).sort();
assert.deepEqual(lit, want, `${tid} highlights`);
assert.ok(want.length > 0);
// every lit tile is accepted by the server, every other deployable tile refused
for (const k of map.keys()) {
const [r, c] = k.split(',').map(Number);
if (ps.board.has(k)) continue;
assert.equal(clientCanPlace(ctx, tok.uid, board(r, c)).ok, lit.includes(k), `client ${tid} ${k}`);
assert.equal(boardCanPlace(map, pos, r, c) && range.has(k), lit.includes(k));
}
}
// the client's swap rule: 狼群 onto 伺夜 from (10,5) would end behind her → refused
assert.deepEqual(move(m, stackOf(ps, WOLF).uid, board(10, 5)), { ok: true });
const ctx = clientCtx(m, ps);
assert.equal(clientCanPlace(ctx, ps.board.get('10,5').uid, board(10, 4)).ok, false);
checkInvariants(m);
m.dispose();
});
test('#9 bots place 狼群 / 流形 only inside their owner\'s range', () => {
let placed = 0;
for (const seed of [3, 8, 21]) {
const h = makeMatch({ mode: 'coop', humans: 1, bots: 1, seed }).start();
h.toPrep(2);
h.setStage(STAGE);
const bp = h.ps('ai_0');
for (const p of [...bp.board.values(), ...bp.hand.filter(Boolean)]) if (p.kind === 'chess') bp.returnCopies(p);
bp.board.clear();
bp.hand.fill(null);
bp.recompute();
give(h.m, bp, 'chess_char_1_10_a'); // 古米: a blocker
give(h.m, bp, VIGIL);
give(h.m, bp, MLYSS);
bp.ready = false;
botPrep(h.m, bp);
for (const [k, p] of bp.board) {
if (p.kind !== 'token') continue;
const owner = [...bp.board.entries()].find(([, q]) => q.uid === p.ownerUid);
assert.ok(owner, 'its owner is on the board');
const [or, oc] = owner[0].split(',').map(Number);
const range = ownerRangeKeys(DATA.chess[owner[1].id].rangeGrid, or, oc, owner[1].dir || 'RIGHT');
assert.ok(range.has(k), `seed ${seed}: ${p.id} on ${k} inside ${owner[1].id}'s range`);
placed++;
}
checkInvariants(h.m);
h.m.dispose();
}
assert.ok(placed > 0, 'the bots placed some summons');
});
// ---------------------------------------------------------------------------------------------------------------------
// 高台: every melee chess whose trait reads 「可以放置于远程位」, any module (the owner's decision of 2026-10-05)
const HIGH_STAGE = 'act2autochess_m01';
const HIGH = ['10,4', '11,4', '12,4']; // 战场#01(下半)'s ranged-only (高台) tiles
const GLAD_N = 'chess_char_4_12_a';
const GLAD_E = 'chess_char_4_12_b'; // the golden record
const CLIFF_N = 'chess_char_2_03_a';
const CLIFF_E = 'chess_char_2_03_b';
const FORCER_N = 'chess_char_3_07_a';
const FORCER_E = 'chess_char_3_07_b';
const HOLDERS = [GLAD_N, GLAD_E, CLIFF_N, CLIFF_E, FORCER_N, FORCER_E];
const HOK_X = 'uniequip_002_glady';
const HOK_Y = 'uniequip_003_glady';
const TANK = (c) => c.profession === 'TANK' && c.position === 'MELEE';
const rc = (k) => k.split(',').map(Number);
const toHand = (m, ps, p) => move(m, p.uid, { area: 'hand', idx: ps.hand.findIndex((x) => x == null) });
/**
* The loadouts each holder is tried with: its default (null), no module, and every module it has. 崖心 and 见行者 are
* hidden this season (never in the pool): a player cannot set their loadout (shared/protocol.js checkLoadout), so they
* are tried with their defaults (elite: HOK-X / PUS-X).
*/
const loadoutsOf = (id) => (DATA.chess[DATA.chess[id].baseId].isHidden ? [null]
: [null, 'none', ...(DATA.chess[DATA.chess[id].baseId].goldenId ? DATA.chess[DATA.chess[DATA.chess[id].baseId].goldenId].modules : []).map((x) => x.uniEquipId)]);
test('高台 data: no chess stores placement; 「可以放置于远程位」 is the trait of exactly the six 钩索师 / 推击手 records, and every module keeps it', () => {
assert.equal(Object.values(DATA.chess).some((c) => c.placement !== undefined), false);
for (const t of Object.values(DATA.tokens)) assert.equal(t.placement, undefined, t.tokenId);
const widened = Object.values(DATA.chess).filter((c) => meleeOnHighGround(c)).map((c) => c.chessId).sort();
assert.deepEqual(widened, HOLDERS.slice().sort());
for (const id of HOLDERS) {
const c = DATA.chess[id];
assert.equal(c.position, 'MELEE', id);
assert.ok(['钩索师', '推击手'].includes(c.subProfessionName), id);
for (const x of c.modules || []) assert.ok(x.traitOverride.desc.includes(PLACE_ON_RANGED), `${id} ${x.typeName} keeps the line`);
}
// the module text never adds the line to anybody else (教官 Y "可以额外部署在远程位" is a talent, not the trait)
for (const c of Object.values(DATA.chess)) {
if (HOLDERS.includes(c.chessId)) continue;
for (const x of c.modules || []) assert.ok(!(x.traitOverride?.desc || '').includes(PLACE_ON_RANGED), `${c.chessId} ${x.typeName}`);
}
assert.equal(DATA.chess[GLAD_E].modules.find((x) => x.uniEquipId === HOK_Y).typeName, 'HOK-Y');
});
test('高台 table: every trait holder, normal and elite, with its default, no module or any module, may take each 高台; a 重装 is refused; ranged unchanged', () => {
const { m, ps } = prep(HIGH_STAGE);
assert.deepEqual([...ps.deployMap()].filter(([, cls]) => cls === 'ranged').map(([k]) => k).sort(), HIGH);
for (const id of HOLDERS) {
const p = give(m, ps, id);
for (const module of loadoutsOf(id)) {
assert.equal(ps.setLoadout(module ? { [DATA.chess[id].baseId]: { module } } : {}), true, `${id} ${module}`);
for (const k of HIGH) {
const [r, c] = rc(k);
assert.deepEqual(move(m, p.uid, board(r, c), 'DOWN'), { ok: true }, `${id} ${module || 'default'} → ${k}`);
assert.equal(ps.board.get(k), p);
checkInvariants(m);
assert.deepEqual(toHand(m, ps, p), { ok: true });
}
assert.deepEqual(move(m, p.uid, board(9, 3)), { ok: true }, `${id}: the ground stays legal`);
assert.equal(placeClass(ps, DATA.chess[id]), 'all', id);
assert.deepEqual(toHand(m, ps, p), { ok: true });
}
ps.setLoadout({});
}
const tank = give(m, ps, chessOfTier(1, TANK).find((x) => m.pool.has(x)));
const ranged = give(m, ps, chessOfTier(1, RANGED).find((x) => m.pool.has(x)));
for (const k of HIGH) {
const [r, c] = rc(k);
assert.equal(move(m, tank.uid, board(r, c)).error, ERR.BAD_TILE, `重装 → ${k}`);
}
assert.deepEqual(move(m, tank.uid, board(9, 3)), { ok: true }, 'the 重装 on the ground');
assert.deepEqual(move(m, ranged.uid, board(10, 4)), { ok: true }, 'ranged on the 高台');
assert.deepEqual(move(m, ranged.uid, board(9, 4)), { ok: true }, 'ranged on the ground (there is no ground-only tile)');
assert.equal(move(m, ranged.uid, board(9, 6)).error, ERR.BAD_TILE, 'ranged refused on a non-deployable tile');
checkInvariants(m);
m.dispose();
});
test('高台 client: drag highlights = the server for every trait holder under any module; a 重装 keeps "近战单位只能部署在地面"', () => {
const { m, ps } = prep(HIGH_STAGE);
const holders = HOLDERS.map((id) => give(m, ps, id));
const tank = give(m, ps, chessOfTier(1, TANK).find((x) => m.pool.has(x)));
const ranged = give(m, ps, chessOfTier(1, RANGED).find((x) => m.pool.has(x)));
const map = ps.deployMap();
for (const loadout of [{}, { [GLAD_N]: { module: HOK_Y } }, { [GLAD_N]: { module: HOK_X } }, { [GLAD_N]: { module: 'none' } }]) {
assert.equal(ps.setLoadout(loadout), true);
const ctx = clientCtx(m, ps);
for (const p of [...holders, tank, ranged]) {
const lit = boardTargets(ctx, p.uid).legal.map(([r, c]) => tileKey(r, c)).sort();
assert.deepEqual(lit, legalTiles(map, placeClass(ps, DATA.chess[p.id])).map(([r, c]) => tileKey(r, c)).sort(), `${p.id}: highlights = the server`);
}
for (const k of HIGH) {
const [r, c] = rc(k);
for (const p of holders) assert.equal(clientCanPlace(ctx, p.uid, board(r, c)).ok, true, `${p.id} → ${k}`);
const res = clientCanPlace(ctx, tank.uid, board(r, c));
assert.equal(res.ok, false);
assert.equal(res.reason, '近战单位只能部署在地面');
assert.equal(clientCanPlace(ctx, ranged.uid, board(r, c)).ok, true);
}
}
m.dispose();
});
test('高台 swaps: 歌蕾蒂娅 (normal, no module) trades with a ranged operator, not with a 重装', () => {
const { m, ps } = prep(HIGH_STAGE);
const glad = give(m, ps, GLAD_N);
const tank = give(m, ps, chessOfTier(1, TANK).find((x) => m.pool.has(x)));
const ranged = give(m, ps, chessOfTier(1, RANGED).find((x) => m.pool.has(x)));
assert.deepEqual(move(m, glad.uid, board(10, 4), 'DOWN'), { ok: true });
assert.deepEqual(move(m, tank.uid, board(9, 3)), { ok: true });
assert.deepEqual(move(m, ranged.uid, board(11, 4)), { ok: true });
let ctx = clientCtx(m, ps);
// swapping 歌蕾蒂娅 (高台) with the 重装 (ground) would put the 重装 on the 高台
assert.equal(clientCanPlace(ctx, glad.uid, board(9, 3)).ok, false);
assert.equal(move(m, glad.uid, board(9, 3)).error, ERR.BAD_TILE);
assert.equal(clientCanPlace(ctx, tank.uid, board(10, 4)).ok, false);
assert.equal(move(m, tank.uid, board(10, 4)).error, ERR.BAD_TILE);
assert.equal(clientCanPlace(ctx, glad.uid, board(11, 4)).ok, true);
assert.deepEqual(move(m, glad.uid, board(11, 4)), { ok: true });
assert.equal(ps.board.get('11,4'), glad);
assert.equal(ps.board.get('10,4'), ranged);
assert.deepEqual(move(m, glad.uid, board(12, 5)), { ok: true });
ctx = clientCtx(m, ps);
assert.equal(clientCanPlace(ctx, tank.uid, board(12, 5)).ok, true);
assert.deepEqual(move(m, tank.uid, board(12, 5)), { ok: true });
assert.equal(ps.board.get('9,3'), glad);
checkInvariants(m);
m.dispose();
});
test('高台 battle input: 歌蕾蒂娅 is fielded on (10,4) and blocks nothing there; on the ground she blocks', () => {
const { m, ps } = prep(HIGH_STAGE);
const glad = give(m, ps, GLAD_N);
assert.deepEqual(move(m, glad.uid, board(10, 4), 'DOWN'), { ok: true });
const u0 = ps.battleInput().units.find((u) => u.uid === glad.uid);
assert.deepEqual([u0.row, u0.col, u0.dir], [10, 4, 'DOWN']);
m.dispose();
// position stays MELEE either way: she attacks the lane from the 高台 and blocks nothing there
for (const [r, c, dir, high] of [[10, 4, 'DOWN', true], [9, 5, 'RIGHT', false]]) {
const h = makeBattle({
stageId: HIGH_STAGE, seed: 3, timeLimit: 60, autoFinish: false,
units: [{ chessId: GLAD_N, row: r, col: c, dir, carryState: { sp: 0 } }],
enemies: [{ key: 'enemy_1422_lrsldr', route: 0, time: 1, mods: { hpMul: 50 } }],
});
const u = h.unit(GLAD_N);
let hits = 0;
let blocked = false;
h.b.on('damaged', (x) => { if (x.source === u) hits++; });
for (let i = 0; i < 30 * 30; i++) { h.step(1); if (u.blocking.length) blocked = true; }
assert.ok(u.deployed, `deployed on ${r},${c}`);
assert.equal(u.ground, !high, `${r},${c}: ground unit`);
assert.ok(hits > 0, `attacks from ${r},${c}`);
assert.equal(blocked, !high, high ? 'blocks nothing on the 高台' : 'blocks on the ground');
assert.equal(h.b.errors.length, 0);
}
});
test('高台 bots: every trait holder, normal and elite, takes a 高台 that covers the road while the ground is still free; a plain melee stays on the road', () => {
const { m, ps } = prep(HIGH_STAGE, 11);
const map = ps.deployMap();
const road = fieldModel(m, ps).ground;
for (const id of HOLDERS) {
const p = give(m, ps, id);
for (const module of loadoutsOf(id)) {
assert.equal(ps.setLoadout(module ? { [DATA.chess[id].baseId]: { module } } : {}), true);
const plan = planLayout(m, ps, [p]);
const k = plan.get(p.uid);
assert.equal(map.get(k), 'ranged', `${id} ${module || 'default'}: planned on a 高台 with the road open (${k})`);
const [r, c] = rc(k);
const cover = ownerRangeKeys(DATA.chess[id].rangeGrid, r, c, plan.dirOf(p.uid));
assert.ok([...cover].some((t) => road.has(t)), `${id}: its range from ${k} covers the road`);
assert.deepEqual(move(m, p.uid, board(r, c), plan.dirOf(p.uid)), { ok: true });
assert.deepEqual(toHand(m, ps, p), { ok: true });
}
}
ps.setLoadout({});
// a plain melee operator (a 重装) stays on an enemy road tile, and a 高台 is no fallback for it once the ground is full
const tank = give(m, ps, chessOfTier(1, TANK).find((x) => m.pool.has(x)));
const k = planLayout(m, ps, [tank]).get(tank.uid);
assert.equal(map.get(k), 'melee', `the 重装 on a ground tile (${k})`);
assert.ok(road.has(k), `the 重装 on an enemy road tile (${k})`);
assert.equal(move(m, tank.uid, board(10, 4)).error, ERR.BAD_TILE, 'the 重装 deploy refused');
const melee = new Set([...map].filter(([, cls]) => cls === 'melee').map(([key]) => key));
assert.equal(planLayout(m, ps, [tank], undefined, { occupied: melee }).get(tank.uid), undefined, 'no ground left: no plan');
const glad = give(m, ps, GLAD_E);
const hk = planLayout(m, ps, [glad], undefined, { occupied: melee }).get(glad.uid);
assert.equal(map.get(hk), 'ranged', `elite 歌蕾蒂娅 still gets a 高台 (${hk})`);
checkInvariants(m);
m.dispose();
});