The owner's decision of 2026-10-05 reverses the one of 2026-10-04 (elite 歌蕾蒂娅 with HOK-Y only) and follows PRTS: the line is the 钩索师 / 推击手 branch trait (歌蕾蒂娅, 崖心, 见行者, normal and elite) and every module keeps it, so the loadout no longer matters. Raised with the PRTS source in PR #69 by @sunstricken (its own change covered only 歌蕾蒂娅; its test page is not taken). GitHub #153. - shared/highGround.js: meleeOnHighGround(rec) reads the trait without a module (traitBase, else trait); no module id. - board.js positionClass(rec) widens those six records; placeClass(ps, rec) = positionClass(rec) for every server check (g.move, swaps, merge tile, evictions, audit, invariants). The client's piecePosition mirrors it. - bot.js: the existing 高台 preference (a 高台 whose range covers the road) now applies to all six; comments. - Docs: DESIGN §3 and §6.6, DATA (placement), PLAYING §4, META, research 03 C2, code comments. data/ unchanged (build-data --offline gives identical files). - Tests: board, feedback1-placement (each holder with default / no module / every module on each 高台, a 重装 refused, client highlights, swap, battle, bots), gameLogic. Golden: 16 scenarios moved, every one because tools/golden.mjs lays operators out by positionClass and now places 歌蕾蒂娅 (normal, or elite with HOK-X) beside the enemy path like a ranged operator instead of on the busiest melee tile, which shifts the others: roster-010, roster-012, roster-029, roster-040, roster-041; bond-deputShip-high, bond-indomShip-low, bond-preciShip-low, bond-preciShip-high, bond-suntShip-low, bond-swiftShip-high; boss-boss_2-pair, boss-boss_4-pair, boss-boss_6-pair, hidden-boss_8-pair, hidden-boss_10-pair. roster-031 (elite with HOK-Y, already widened) and all matches are unchanged.
498 lines
28 KiB
JavaScript
498 lines
28 KiB
JavaScript
// Player reports after the 0.1.0 release, placement legality on the server (PlayerState / board.js), the client's
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// mirror (ui/gameLogic.js canPlace / boardTargets = the drag highlights) and the bots:
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// #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,
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// 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
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// "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
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// says ALL.
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// #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)
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// 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
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// owner's attack range (the rotated grid of its board tile and facing). Re-orienting the owner in place keeps the
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// piece while it is still inside, else sends it back to its stack [ASSUMED] (refused, HAND_FULL, when it would have
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// 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
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// 至手牌区") — with no room it leaves the board until the next round start.
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// The sim side (突袭 landing tile, tactical point) is test/sim/feedback1-water.test.js.
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// 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
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// 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,
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// normal and elite) may stand on a 高台, with any module or none; raised with the PRTS source in PR #69 by
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// @sunstricken. The battle keeps position MELEE (on a 高台 they attack but block nothing). The bots plan them on a 高台
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// that covers the enemy road; every other melee unit stays on the ground.
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import { test } from 'node:test';
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import assert from 'node:assert/strict';
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import { buildDeployMap, canPlace as boardCanPlace, legalTiles, positionClass, placeClass, tileKey, ownerRangeKeys } from '../../server/match/board.js';
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import { PLACE_ON_RANGED, meleeOnHighGround } from '../../shared/highGround.js';
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import { ERR } from '../../shared/constants.js';
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import { DATA, makeMatch, give, giveItem, checkInvariants, chessOfTier } from './harness.js';
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import { botPrep, planLayout, fieldModel } from '../../server/match/bot.js';
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import { placementContext, canPlace as clientCanPlace, boardTargets, deployMap as clientDeployMap } from '../../public/js/ui/gameLogic.js';
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import { makeBattle } from '../helpers/battleHarness.js';
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const STAGE = 'act2autochess_m04';
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const WATER = ['10,6', '11,6', '12,6'];
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const VIGIL = 'chess_char_3_19_a';
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const MLYSS = 'chess_char_6_11_a';
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const WOLF = 'token_10028_vigil_wolf';
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const MANIFOLD = 'token_10030_mlyss_wtrman';
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const MELEE = (c) => c.position === 'MELEE';
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const RANGED = (c) => c.position === 'RANGED';
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function prep(stageId = STAGE, seed = 11) {
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const h = makeMatch({ mode: 'solo', difficulty: 'NORMAL', seed }).start();
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h.toPrep(1);
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h.setStage(stageId);
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const ps = h.ps('p_0');
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for (const p of [...ps.board.values(), ...ps.hand.filter(Boolean)]) if (p.kind === 'chess') ps.returnCopies(p);
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ps.board.clear();
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ps.hand.fill(null);
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ps.recompute();
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return { h, m: h.m, ps };
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}
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const move = (m, uid, to, dir) => m.handle('p_0', { t: 'g.move', uid, to, ...(dir ? { dir } : {}) });
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const board = (r, c) => ({ area: 'board', row: r, col: c });
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const stackOf = (ps, id) => [...ps.hand, ...ps.temp].find((p) => p && p.kind === 'token' && p.id === id) ?? null;
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const clientCtx = (m, ps, field = 'normal') => placementContext({
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priv: ps.privateView(), stage: m.stage, editable: true, field,
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getChess: (id) => DATA.chess[id] ?? null, getToken: (id) => DATA.tokens[id] ?? null, getItem: (id) => DATA.items[id] ?? null,
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});
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// ---------------------------------------------------------------------------------------------------------------------
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// #3 the pool
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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', () => {
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const st = DATA.stages[STAGE];
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const n = buildDeployMap(st);
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for (const k of WATER) assert.equal(n.get(k), undefined, `normal ${k}`);
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assert.equal(n.get('11,5'), 'melee', 'the road beside it stays deployable');
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for (const field of ['bossL', 'bossR']) {
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const b = buildDeployMap(st, { field });
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// boss (3–5, 6) = board (10–12, 6); the right half is mirrored (col 14 → board col 6)
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for (const k of WATER) assert.equal(b.get(k), undefined, `${field} ${k}`);
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assert.deepEqual([...clientDeployMap(st, { field })].sort(), [...b].sort(), `${field}: client = server`);
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}
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assert.deepEqual([...clientDeployMap(st)].sort(), [...n].sort(), 'normal: client = server');
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});
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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', () => {
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const { m, ps } = prep();
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const melee = give(m, ps, chessOfTier(1, MELEE).find((x) => m.pool.has(x)));
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const ranged = give(m, ps, chessOfTier(1, RANGED).find((x) => m.pool.has(x)));
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for (const k of WATER) {
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const [r, c] = k.split(',').map(Number);
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assert.equal(move(m, melee.uid, board(r, c)).error, ERR.BAD_TILE, `melee ${k}`);
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assert.equal(move(m, ranged.uid, board(r, c)).error, ERR.BAD_TILE, `ranged ${k}`);
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}
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// 伺夜 (ranged) beside the pool facing it: her 狼群 (MELEE) may not go into the water either
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const vigil = give(m, ps, VIGIL);
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assert.deepEqual(move(m, vigil.uid, board(11, 4)), { ok: true });
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const wolf = stackOf(ps, WOLF);
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assert.ok(wolf);
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assert.equal(move(m, wolf.uid, board(11, 6)).error, ERR.BAD_TILE, '狼群 into the water');
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const ctx = clientCtx(m, ps);
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for (const piece of [melee, ranged, wolf]) {
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for (const k of WATER) {
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const [r, c] = k.split(',').map(Number);
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assert.equal(clientCanPlace(ctx, piece.uid, board(r, c)).ok, false, `client ${piece.id} ${k}`);
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}
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const lit = boardTargets(ctx, piece.uid).legal.map(([r, c]) => tileKey(r, c));
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for (const k of WATER) assert.ok(!lit.includes(k), `${piece.id}: ${k} not lit`);
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}
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checkInvariants(m);
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m.dispose();
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});
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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', () => {
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const st = DATA.stages.act1autochess_m05;
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const map = buildDeployMap(st);
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const platforms = st.devices.filter((d) => d.role === 'waterPlatform' && d.active).map((d) => tileKey(d.pos[0], d.pos[1]));
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for (const k of platforms) {
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const [r, c] = k.split(',').map(Number);
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if (r < 9 || r > 12 || c < 2 || c > 10) continue;
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assert.equal(map.get(k), 'melee', `platform ${k}`);
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}
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assert.deepEqual([...clientDeployMap(st)].sort(), [...map].sort());
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});
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test('#3 bots never put a piece into the water (layout planner and full bot preps on 战场#08)', () => {
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const h = makeMatch({ mode: 'coop', difficulty: 'NORMAL', humans: 1, bots: 3, seed: 5 }).start();
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h.setStage(STAGE);
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let pieces = 0;
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for (let round = 1; round <= 5; round++) {
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h.toPrep(round);
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for (const ps of h.m.players.values()) {
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if (!ps.isBot || !ps.alive) continue;
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if (!ps.ready) botPrep(h.m, ps);
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for (const k of ps.board.keys()) { pieces++; assert.ok(!WATER.includes(k), `R${round} ${ps.playerId}: a piece on ${k}`); }
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const plan = planLayout(h.m, ps, ps.allChess());
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for (const k of plan.values()) assert.ok(!WATER.includes(k), `plan on ${k}`);
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}
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}
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assert.ok(pieces > 10, 'the bots fielded pieces');
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h.invariants();
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h.m.dispose();
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});
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// ---------------------------------------------------------------------------------------------------------------------
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// #9 tactical points
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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', () => {
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assert.equal(DATA.tokens[WOLF].ownerRange, true);
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assert.equal(DATA.tokens[MANIFOLD].ownerRange, true);
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for (const t of Object.values(DATA.tokens)) if (t.placeable && t.tokenId !== WOLF && t.tokenId !== MANIFOLD) assert.ok(!t.ownerRange, t.name);
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});
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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', () => {
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const { m, ps } = prep();
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const vigil = give(m, ps, VIGIL);
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assert.deepEqual(move(m, vigil.uid, board(10, 4), 'RIGHT'), { ok: true });
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const wolf = stackOf(ps, WOLF);
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const range = ownerRangeKeys(DATA.chess[VIGIL].rangeGrid, 10, 4, 'RIGHT');
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assert.ok(range.has('11,5') && range.has('9,7') && !range.has('10,3') && !range.has('12,4'));
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// behind her / two rows down: outside the 3-row, 4-column range
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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}`);
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assert.ok(stackOf(ps, WOLF), 'still in the hand');
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assert.deepEqual(move(m, wolf.uid, board(11, 5)), { ok: true }, 'inside the range');
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const placed = ps.board.get('11,5');
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assert.equal(placed.id, WOLF);
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// board → board: a move out of the range is refused too, one inside it is fine
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assert.equal(move(m, placed.uid, board(12, 4)).error, ERR.BAD_TILE);
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assert.deepEqual(move(m, placed.uid, board(9, 6)), { ok: true });
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assert.equal(ps.board.get('9,6'), placed);
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checkInvariants(m);
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m.dispose();
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});
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test('#9 re-orienting the tactician: a summon still inside the new range stays, one left outside goes back to its stack', () => {
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const { m, ps } = prep();
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const vigil = give(m, ps, VIGIL);
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assert.deepEqual(move(m, vigil.uid, board(10, 4), 'RIGHT'), { ok: true });
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assert.deepEqual(move(m, stackOf(ps, WOLF).uid, board(11, 5)), { ok: true });
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const wolf = ps.board.get('11,5');
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// facing UP the range is rows 10–13 × cols 3–5: (11,5) is still inside
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assert.deepEqual(move(m, vigil.uid, board(10, 4), 'UP'), { ok: true });
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assert.equal(ps.board.get('10,4').dir, 'UP');
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assert.equal(ps.board.get('11,5'), wolf, 'still in range: stays');
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// facing LEFT the range is cols 1–4: (11,5) falls outside → back onto its stack in the hand
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assert.deepEqual(move(m, vigil.uid, board(10, 4), 'LEFT'), { ok: true });
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assert.equal(ps.board.get('11,5'), undefined, 'outside the new range: lifted');
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const stack = stackOf(ps, WOLF);
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assert.ok(stack && stack.count === 1, 'back in the hand');
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assert.equal(ps.battleInput().units.filter((u) => u.kind === 'token').length, 0);
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checkInvariants(m);
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m.dispose();
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});
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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', () => {
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const { h, m, ps } = prep();
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const vigil = give(m, ps, VIGIL);
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assert.deepEqual(move(m, vigil.uid, board(10, 4), 'RIGHT'), { ok: true });
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assert.deepEqual(move(m, stackOf(ps, WOLF).uid, board(11, 5)), { ok: true });
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const wolf = ps.board.get('11,5');
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assert.equal(stackOf(ps, WOLF), null, 'its only copy is placed: no stack left to return onto');
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const toasts = [];
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const toast = m.toast.bind(m);
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m.toast = (p, kind, text) => { toasts.push(text); return toast(p, kind, text); };
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const golden = Object.keys(DATA.items).find((id) => DATA.items[id].isGolden && DATA.items[id].itemType === 'EQUIP');
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while (ps.hand.includes(null)) giveItem(m, ps, golden);
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while (ps.temp.includes(null)) giveItem(m, ps, golden, 'temp');
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// facing LEFT would leave (11,5) outside her range and the wolf has nowhere to go: refused, nothing changes
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assert.equal(move(m, vigil.uid, board(10, 4), 'LEFT').error, ERR.HAND_FULL);
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assert.equal(ps.board.get('10,4').dir, 'RIGHT');
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assert.equal(ps.board.get('11,5'), wolf);
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// facing UP keeps it inside: allowed
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assert.deepEqual(move(m, vigil.uid, board(10, 4), 'UP'), { ok: true });
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assert.equal(ps.board.get('11,5'), wolf);
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checkInvariants(m);
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// moving her (her summons go back to the hand; with no room a normal summon stays put) to (9,9) facing RIGHT, whose
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// range (rows 8–10, cols 9–12) leaves the wolf out: it leaves the board — no illegal placement reaches the battle
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assert.deepEqual(move(m, vigil.uid, board(9, 9), 'RIGHT'), { ok: true });
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assert.equal(ps.board.get('11,5'), undefined, 'outside her range with nowhere to go: removed');
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assert.ok(toasts.some((t) => t.includes('狼群') && t.includes('下回合返还')), toasts.join(' / '));
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assert.equal(ps.battleInput().units.filter((u) => u.kind === 'token').length, 0);
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checkInvariants(m);
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// …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")
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h.toPrep(2);
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assert.ok(stackOf(ps, WOLF), 'the wolf is back in the hand / temp');
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checkInvariants(m);
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m.dispose();
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});
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test('#9 swaps: a summon dragged onto its tactician, or an operator onto the summon, must leave the summon inside the range', () => {
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const { m, ps } = prep();
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const vigil = give(m, ps, VIGIL);
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assert.deepEqual(move(m, vigil.uid, board(10, 4), 'RIGHT'), { ok: true });
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assert.deepEqual(move(m, stackOf(ps, WOLF).uid, board(10, 5)), { ok: true });
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const wolf = ps.board.get('10,5');
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// wolf onto 伺夜: she would stand on (10,5) facing RIGHT and the wolf behind her on (10,4) — outside → refused
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assert.equal(move(m, wolf.uid, board(10, 4)).error, ERR.BAD_TILE);
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assert.equal(ps.board.get('10,5'), wolf);
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assert.equal(ps.board.get('10,4'), vigil);
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// the wolf on (11,4), right above her: after the swap it is right below her (offset −1, 0) — inside → allowed
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assert.deepEqual(move(m, wolf.uid, board(11, 4)), { ok: true });
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assert.deepEqual(move(m, wolf.uid, board(10, 4)), { ok: true }, 'swap with the owner, still in range');
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assert.equal(ps.board.get('10,4'), wolf);
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assert.equal(ps.board.get('11,4'), vigil);
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// another operator dragged onto the wolf would send the wolf to that operator's tile: outside → refused
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const other = give(m, ps, chessOfTier(1, MELEE).find((x) => m.pool.has(x)));
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assert.deepEqual(move(m, other.uid, board(12, 3)), { ok: true });
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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)');
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assert.deepEqual(move(m, other.uid, board(12, 5)), { ok: true });
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assert.deepEqual(move(m, other.uid, board(10, 4)), { ok: true }, '(12,5) is inside: the wolf moves there');
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assert.equal(ps.board.get('12,5'), wolf);
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checkInvariants(m);
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m.dispose();
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});
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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', () => {
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const { m, ps } = prep();
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const vigil = give(m, ps, VIGIL);
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assert.deepEqual(move(m, vigil.uid, board(10, 4), 'RIGHT'), { ok: true });
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const mly = give(m, ps, MLYSS);
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assert.deepEqual(move(m, mly.uid, board(12, 8), 'LEFT'), { ok: true });
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const map = buildDeployMap(m.stage);
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for (const [owner, tid, dir, at] of [[vigil, WOLF, 'RIGHT', [10, 4]], [mly, MANIFOLD, 'LEFT', [12, 8]]]) {
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const ctx = clientCtx(m, ps);
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const tok = stackOf(ps, tid);
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assert.ok(tok, tid);
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const range = ownerRangeKeys(DATA.chess[owner.id].rangeGrid, at[0], at[1], dir);
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const pos = positionClass(DATA.tokens[tid]);
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const want = legalTiles(map, pos).map(([r, c]) => tileKey(r, c)).filter((k) => range.has(k) && !ps.board.has(k)).sort();
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const lit = boardTargets(ctx, tok.uid).legal.map(([r, c]) => tileKey(r, c)).sort();
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assert.deepEqual(lit, want, `${tid} highlights`);
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assert.ok(want.length > 0);
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// every lit tile is accepted by the server, every other deployable tile refused
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for (const k of map.keys()) {
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const [r, c] = k.split(',').map(Number);
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if (ps.board.has(k)) continue;
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assert.equal(clientCanPlace(ctx, tok.uid, board(r, c)).ok, lit.includes(k), `client ${tid} ${k}`);
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assert.equal(boardCanPlace(map, pos, r, c) && range.has(k), lit.includes(k));
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}
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}
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// 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();
|
||
});
|