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ark-stronghold-protocol/test/render/downring.test.js
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sganggs 15291c2293 Playtest #5 fixes: hovering enemies, target order, blocking hand-over, 联防 knocked-out, elements, huge-boss hit area, maps, gear icon, phone HUD, 至简 price
- #1 近地悬浮 enemies count as air units (Unit.isFlying): ground-only attacks, splash, terrain and traps skip them;
  PRTS 不可对空 skill effects made ground-only; 掠海漂移体 / 吉兆飞鳞 drop modes; the bot plans them as air
- #2 an operator knocked out before 联防 is fielded and force-exited (PRTS 强制退场): it lies on its tile with the
  redeploy ring and redeploys (full timer [ASSUMED]); partners, observers and the server fallback included
- #3 element audit of every operator, item and enemy: 海嗣 numbers are official; bursts are 无来源, 元素脆弱 only
  raises 元素伤害, 元素抗性 applied, 盟约·辅助干员 fills all three gauges, 菲莱 / 哈洛德 / 纯烬 / enemy kits fixed
- #4 blocking by the official contact radius (0.7071): another operator in contact takes over at once when the
  blocker dies, withdraws or is stunned; melee blockers attack what they block
- #5 enemy target order per PRTS 索敌: blocker, special priority, taunt, last deployed; initial deploy 从上到下>从左到右,
  operators before summons; special priorities break ties by taunt then deploy order
- #6 act2 m01's normal-field blower machines (row 13) are drawn in the normal / 联防 views
- #7 Final Assault prep legality reads the player's half of the boss field (fence tiles deployable); all 11 stages
  audited against the official level files
- #8 regular settings gear; #9 the prep camera keeps the bench and temp rows clear of the shop bar on phones
- #10 huge bosses have the official 4.95 × 2.95 hit area (sim/body.js) and are 自缚 / unblockable
- #11 至简 costs 1: 购买价格为N's bb.price is a discount off the tier price, applied before other price effects
- DESIGN §19 and the normative §3 / §5 / §6 / §7 lines, SIM / META / DATA / PLAYING updated; 2595 unit tests and
  every browser suite green; dev recordings regenerated
2026-09-30 19:12:36 +08:00

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// test/render/downring.test.js — user playtest #4 items 8 and 9, client side: render/interp.js carries b.snap `elem`
// (the element gauge a unit shows) and `down` (knocked-out operators waiting to redeploy); render/units.js keeps a
// knocked-out operator on its tile in its held Die pose under a redeploy ring (countdown → "DP" / "!" → redeploy)
// and draws the official element icon beside the bars (headless fake PIXI, test/render/fakepixi.js). User playtest #5
// item 2: an operator entering 联防 knocked out ('die' reason FORCED_EXIT) goes straight to the held pose, no burst.
import { test, describe, before, after } from 'node:test';
import assert from 'node:assert/strict';
import { installFakePixi, fakeViewCtx } from './fakepixi.js';
import { presetCamera } from '../../public/js/render/projection.js';
import { SnapshotBuffer, normalizeSnapshot, TUPLE } from '../../public/js/render/interp.js';
import { FORCED_EXIT as SIM_FORCED_EXIT } from '../../server/sim/constants.js';
let fake, UnitView, DOWN_STATE, DOWN_LOOK, T;
before(async () => {
fake = installFakePixi();
({ UnitView, DOWN_STATE, DOWN_LOOK } = await import('../../public/js/render/units.js'));
T = await import('../../public/js/render/textures.js');
});
after(() => fake.restore());
const cam = () => presetCamera('normal', { width: 1280, height: 720 });
const tuple = (id, x = 5, y = 10, hp = 1000) => [id, x, y, hp, 1000, 0, 0, 0, 0];
describe('interp: b.snap `elem` and `down`', () => {
test('`elem` entries are appended to their unit tuple and sampled as el / elFill / elUntil / elDur', () => {
const s = normalizeSnapshot({ t: 3, units: [tuple(1), tuple(2), tuple(3)], elem: [[1, 'burn', 0.4, 0, 0], [2, 'neural', 1, 12.5, 10], [9, 'burn', 0.5, 0, 0], [3, 'lava', 0.5, 0, 0], 'x'] });
assert.deepEqual(s.units.get(1).slice(TUPLE.EL), ['burn', 0.4, 0, 0]);
assert.deepEqual(s.units.get(2).slice(TUPLE.EL), ['neural', 1, 12.5, 10]);
assert.equal(s.units.get(3).length, 9, 'unknown element dropped');
assert.equal(s.down, null);
const buf = new SnapshotBuffer({ delay: 0 });
buf.push({ t: 1, units: [tuple(1)], elem: [[1, 'apoptosis', 0.2, 0, 0]] }, 0);
buf.push({ t: 1.1, units: [tuple(1)] }, 0.05);
const out = buf.sample(1.02);
assert.equal(out.get(1).el, 'apoptosis');
assert.equal(out.get(1).elFill, 0.2);
buf.sample(1.1, out);
assert.equal(out.get(1).el, null, 'cleared once the gauge is gone');
assert.equal(out.get(1).elFill, 0);
});
test('`down` is kept per snapshot; downAt(time) reads the snapshot shown at that time', () => {
const buf = new SnapshotBuffer({ delay: 0 });
buf.push({ t: 1, units: [] }, 0);
buf.push({ t: 1.1, units: [], down: [[7, 20.5, 18, 0], ['bad'], [8, 'x', -3, 1.7]] }, 0.05);
buf.push({ t: 1.2, units: [] }, 0.1);
assert.equal(buf.downAt(1.05), null);
assert.deepEqual(buf.downAt(1.15), [[7, 20.5, 18, 0], ['bad', 0, 0, 0], [8, 0, 0, 1]]);
assert.equal(buf.downAt(1.25), null);
});
});
function view(info = {}) {
const ctx = fakeViewCtx(fake.P, { cam });
return new UnitView(ctx, { id: 1, side: 'ally', kind: 'chess', defId: 'char_x', tier: 3, x: 5, y: 10, maxHp: 1000, dir: 'RIGHT', ...info });
}
const frames = (v, n, dt = 1 / 60, gameT = null) => { for (let i = 0; i < n; i++) { if (gameT) v.gameT = gameT(i); v.update(dt, cam(), i * dt); } };
describe('knocked-down operator (UnitView.setDown)', () => {
test('stays on its tile greyed under a redeploy ring counting down, then "DP", then redeploys', () => {
const v = view();
frames(v, 3);
v.setDown([1, 30, 20, DOWN_STATE.COUNTING], 10);
assert.equal(v.alive, false, 'knocked down');
assert.ok(v.down);
frames(v, 400, 1 / 60, () => 10); // 6.7 s: a dying view would long be gone
assert.equal(v.remove, false, 'never removed while down');
assert.ok(v.alpha > 0.85, `drawn (alpha ${v.alpha})`);
const r = v._downRing;
assert.ok(r && r.root.visible, 'ring shown');
assert.equal(r.text.text, '20', 'seconds left (game s)');
assert.equal(r.arc.tint, DOWN_LOOK.ring[DOWN_STATE.COUNTING]);
assert.equal(r.arc.texture, T.ringArc(0), 'nothing elapsed yet');
v.setDown([1, 30, 20, DOWN_STATE.COUNTING], 25);
frames(v, 1, 1 / 60, () => 25);
assert.equal(r.text.text, '5');
assert.equal(r.arc.texture, T.ringArc(0.75), 'three quarters elapsed');
v.setDown([1, 30, 20, DOWN_STATE.WAIT_DP], 31);
frames(v, 1, 1 / 60, () => 31);
assert.equal(r.text.text, 'DP');
assert.equal(r.arc.tint, DOWN_LOOK.ring[DOWN_STATE.WAIT_DP]);
assert.equal(r.arc.texture, T.ringArc(1), 'full ring while it waits');
v.setDown([1, 30, 20, DOWN_STATE.WAIT_TILE], 32);
frames(v, 1);
assert.equal(r.text.text, '!');
const kids = v.hud.children.length;
frames(v, 30);
assert.equal(v.hud.children.length, kids, 'no per-frame allocation');
v.onDeploy(); // the redeploy (b.ev 'deploy')
assert.equal(v.alive, true);
assert.equal(v.down, null);
frames(v, 2);
assert.equal(r.root.visible, false, 'ring gone');
});
test('a view made for a unit already down starts on the held end of the Die clip', () => {
const v = view();
v.setDown([1, 30, 20, DOWN_STATE.COUNTING], 12, true);
assert.equal(v.alive, false);
assert.ok(v.dieT >= 30);
frames(v, 2, 1 / 60, () => 12);
assert.ok(v._downRing.root.visible);
assert.equal(v._downRing.text.text, '18');
});
test('an operator entering the battle knocked out (联防, reason FORCED_EXIT): the held pose at once, no death burst, then its ring', async () => {
const { FORCED_EXIT, showsDeathFx } = await import('../../public/js/render/app.js');
assert.equal(FORCED_EXIT, SIM_FORCED_EXIT, 'the renderer mirrors the sim reason');
const info = { side: 'ally', kind: 'chess' };
assert.equal(showsDeathFx(info, false, FORCED_EXIT), false, 'no death particles');
assert.equal(showsDeathFx(info, false, 'killed'), true, 'a knock-out keeps them');
const v = view();
frames(v, 2);
v.die(true); // b.ev ['die', id, 'forcedExit'] (render/app.js handleEvent)
assert.equal(v.alive, false);
assert.ok(v.dieT >= 30, 'no fall: the end of the Die clip');
v.setDown([1, 70, 70, DOWN_STATE.COUNTING], 0.03); // b.snap down, same frame
frames(v, 240, 1 / 60, () => 2);
assert.equal(v.remove, false, 'stays on its tile');
assert.ok(v._downRing.root.visible);
assert.equal(v._downRing.text.text, '68');
const w = view({ id: 2 });
frames(w, 2);
w.die();
assert.ok(w.dieT < 1, 'an ordinary death still plays the clip from its start');
});
test('leaving the `down` list without a redeploy fades the view out; a normal death still fades', () => {
const v = view();
v.setDown([1, 30, 20, DOWN_STATE.COUNTING], 10);
frames(v, 10);
v.setDown(null, 11);
frames(v, 60);
assert.equal(v.remove, true);
const w = view({ id: 2 });
frames(w, 2);
w.die();
frames(w, 200);
assert.equal(w.remove, true, 'a summon / enemy death is unchanged');
});
});
describe('element gauge ring', () => {
const sample = (o = {}) => ({ x: 5, y: 10, hp: 1000, maxHp: 1000, sp: 0, spMax: 0, flags: 0, anim: 0, vx: 0, vy: 0, el: null, elFill: 0, elUntil: 0, elDur: 0, ...o });
test('operators: the element disc with its glyph in a white ring of the remaining 元素值', () => {
const v = view();
v.sync(sample(), 5);
frames(v, 2);
assert.equal(v._elRing, null, 'nothing built without a gauge');
v.sync(sample({ el: 'burn', elFill: 0.25 }), 5);
frames(v, 1);
const r = v._elRing;
assert.ok(r.root.visible);
assert.equal(r.disc.texture, T.hudRings().disc.burn);
assert.equal(r.arc.texture, T.ringArc(0.75), 'remaining EP = 1 − fill');
v.sync(sample({ el: 'neural', elFill: 0.6 }), 5);
frames(v, 1);
assert.equal(r.disc.texture, T.hudRings().disc.neural);
assert.equal(r.arc.texture, T.ringArc(0.4));
v.sync(sample(), 6);
frames(v, 1);
assert.equal(r.root.visible, false, 'hidden once the gauges are empty');
});
test('enemies: a smaller plain disc; during a 爆发冷却 the ring refills over the cooldown', () => {
const e = view({ id: 3, side: 'enemy', kind: 'enemy', defId: 'enemy_x', dir: undefined });
e.sync(sample({ el: 'apoptosis', elFill: 1, elUntil: 25, elDur: 15 }), 10);
frames(e, 1);
const r = e._elRing;
assert.equal(r.disc.texture, T.hudRings().discEnemy.apoptosis);
assert.equal(r.arc.texture, T.ringArc(0), 'empty at the burst');
e.sync(sample({ el: 'apoptosis', elFill: 1, elUntil: 25, elDur: 15 }), 17.5);
frames(e, 1);
assert.equal(r.arc.texture, T.ringArc(0.5), 'half refilled halfway through');
const op = view({ id: 4 });
op.sync(sample({ el: 'apoptosis', elFill: 0.5 }), 1);
frames(op, 1);
assert.ok(r.root.scale.x < op._elRing.root.scale.x, 'the enemy icon is smaller');
});
test('a burst lock status (爆发冷却) is not repeated in the status row while the element icon shows it', () => {
const e = view({ id: 5, side: 'enemy', kind: 'enemy', defId: 'enemy_x', dir: undefined });
e.onStatus('burnBurst', true);
e.onStatus('fragile', true);
assert.deepEqual([...e._iconKeys()], ['burn', 'fragile'], 'no gauge in the feed: the status shows the burst');
e.sync(sample({ el: 'burn', elFill: 1, elUntil: 20, elDur: 10 }), 12);
assert.deepEqual([...e._iconKeys()], ['fragile'], 'the element icon carries the 爆发冷却');
});
test('the atlas: one frame per step, every element in both styles', () => {
const R = T.hudRings();
assert.equal(R.arcs.length, T.RING_STEPS + 1);
for (const el of ['neural', 'erosion', 'burn', 'apoptosis', 'necrosis']) { assert.ok(R.disc[el]); assert.ok(R.discEnemy[el]); }
assert.equal(T.ringArc(0.001), R.arcs[1], 'a sliver never shows as empty');
assert.equal(T.ringArc(2), R.arcs[T.RING_STEPS]);
});
});