Files
ark-stronghold-protocol/test/content/item-damage-procs.test.js
T
sganggs 221e6b8dd2 0.2.5-dev: community round 30 and follow-ups
- Stock: fixed trait gifts (缪尔赛思 / 变形者集群 变形同构体, 耶拉 不融冰, 蜜蜡 / 卡涅利安 迅捷作战粮, 诗怀雅 盟约之币) still occupy stock but are granted past the cap; an operator card already shown in the shop or a reward can be taken after the pool runs out and overdraws (GitHub #498, the owner's decision); item buys and item rewards keep the stock check. 洛洛 / 焰尾 sub-pools use the measured weights (PR #497 by @2321Robin; the occupancy idea of PR #496 by @2321Robin re-implemented differently).
- Boss pairs are drawn at random once per match and fixed to battle start; the Hidden Core reuses them; a leaver does not split a full pair (the owner's decision).
- 阿戈尔 in 联防 no longer re-applies the opening devour HP loss or a false revive; Touch's team medic stays for the match after its holder leaves (owner-approved, official lifetime unverified).
- Auto-skill ranges: 司霆惊蛰 S2, 斩业星熊 S3 against air, 予愿安洁莉娜 S3; 自在's post-rebirth invulnerability is also untargetable (#510); Horn / Clementia / catapult / 忍冬 first hit (PR #502 by @Xinglan233); 不融冰 / tear gas trigger on real damage.
- Bond layer-up sound in round start / draft / prep / battle (#482): one channel, a new cue replaces the old, no extra cooldown; a prep update that adds layers and activates a bond plays one cue.
- Client: multi-swing fix (#506), refresh single-flight (PR #507 by @robll-v1), LP tower keeps the settled value with a −N tick (PR #504 by @robll-v1), export with only 潜能 / 练度 changes (PR #503 by @Xinglan233), spectator rosters list DIY members (PR #505 by @Xinglan233), banned members beside bond tooltips (PR #494 by @YuriRestia), recovery action above the away overlay (PR #511 by @RainoutOvO), the /dev/sim-check.html consistency page (PR #492 by @Cloudnyco), Korean (PR #490 by @D-Roote) and English Victoria wording (PR #499 by @YuriRestia).
- golden: 45 of 287 scenarios move against 0.2.4 (roster 17, bonds 3, fields 6, matches 17, standins 2), each attributed in docs/history/0.2.5.md §30.9 / §30.16.
2026-10-12 14:07:08 +08:00

46 lines
2.9 KiB
JavaScript

import { test } from 'node:test';
import assert from 'node:assert/strict';
import { makeBattle, enemyRec, chessRec, checkInvariants } from '../helpers/battleHarness.js';
import { DREAD_TAG } from '../../server/sim/content/kits/ops/op-ascln.js';
for (const [item, status] of [['5_01', 'palsy'], ['5_02', 'cold']]) for (const quality of ['a', 'b']) {
const id = `chess_item_${item}_e_${quality}`;
test(`${id}: Ascalon poison still procs ${status} while she cannot attack`, () => {
const h = makeBattle({ autoFinish: false, hooks: ['damaged', 'attack', 'statusApplied'], captureNoisy: true,
units: [{ uid: 1, diy: { slot: 6, charId: 'char_4132_ascln', skillIndex: 0 }, row: 10, col: 5, items: [id] }],
defs: { enemies: { dummy: enemyRec({ key: 'dummy', hp: 1e7, atk: 0, speed: 0 }) } },
});
h.step(); const u = h.unit(1), e = h.spawn('dummy', { pos: [10, 6] });
const rng = h.b.rng; h.b.rng = Object.assign(() => 0.999, rng);
assert.ok(h.runUntil(() => h.hooksOf('damaged').some(c => c.source === u && c.dmg.isAttack), 5));
assert.equal(e.findBuff(status), null, 'the attack did not roll the item');
const attacks = h.hooksOf('attack').length;
h.b.addBuff(u, { key: 'test:noAttack', flags: { disarm: true }, duration: 5 });
h.b.rng = Object.assign(() => 0, rng);
assert.ok(h.runUntil(() => h.hooksOf('damaged').some(c => c.dmg.tags?.includes(DREAD_TAG)), 2));
assert.equal(h.hooksOf('attack').length, attacks, 'only the already-applied poison deals damage');
assert.ok(e.findBuff(status), 'a real poison damage tick triggers the item');
checkInvariants(h.b); assert.deepEqual(h.b.errors, []);
});
test(`${id}: only carrier damage to enemies rolls ${status}; gauge, HP loss and bare attacks do not`, () => {
const h = makeBattle({ autoFinish: false, defs: {
chess: { quiet: chessRec({ id: 'quiet', stats: { atk: 0 }, skill: null }) },
enemies: { dummy: enemyRec({ key: 'dummy', hp: 1e7, atk: 0, speed: 0 }) },
}, units: [{ uid: 1, chessId: 'quiet', row: 10, col: 3, items: [id] }, { uid: 2, chessId: 'quiet', row: 10, col: 4 }] });
h.step(); const u = h.unit(1), ally = h.unit(2), e = h.spawn('dummy', { pos: [10, 8] });
h.b.rng = Object.assign(() => 0, h.b.rng);
h.b.emit('attack', { attacker: u, targets: [e] });
h.b.dealDamage(u, e, { amount: 1, type: 'element', element: 'erosion' });
h.b.loseHp(e, 1, { source: u });
h.b.dealDamage(null, e, { amount: 1, type: 'true' });
h.b.dealDamage(ally, e, { amount: 1, type: 'true' });
h.b.dealDamage(u, ally, { amount: 1, type: 'true' });
h.b.dealDamage(u, e, { amount: 0, type: 'true' });
assert.equal(e.findBuff(status), null); assert.equal(ally.findBuff(status), null);
h.b.dealDamage(u, e, { amount: 1, type: 'arts', canDodge: false, tags: ['skill', 'dot'] });
assert.ok(e.findBuff(status));
checkInvariants(h.b); assert.deepEqual(h.b.errors, []);
});
}