- #1 #2 skill / device summons (赫默's drone, 巫恋's doll, 凯瑟琳's devices) are hand cards placed by the player; placed summons deploy once at battle start, then a skill summon re-appears at its tile on each cast (the user's call) - #3 叙拉古 隐匿 ends on time (32 + 0.4 × layers s); 忍冬 S3 迷彩 lasts until her next cast (official), kept apart from 隐匿 - #4 multi-round bounty cards last two battles (the user's call; MULTI_ROUND_BOUNTY_BATTLES), blue / red card text - #5 the shared boss pool's float dust (≈3.6e-12 HP) stalled Final Assault leaders at 0 %; < 1 HP now clears the pool, and the team LP reaching 0 first is a defeat (PRTS) - #6 #10 机变 cards show their official effect text; an invisible 详情 button no longer swallows the confirming tap on phones - #7 live ×N counter of a leaker's enemies still on the 联防 field (LP loss stays capped at 10) - #8 #15 #16 skill triggers per 技能策略: skill-range triggers, injured-ally heals (古米, 塞雷娅), tank take-damage triggers with a 3 s cooldown; 新约能天使 S2 shields the highest-aggro operator in range - #9 official per-enemy model scales (威龙) - #11 element bar under the unit's HP bar (white = 元素值 left, element-coloured refill after a burst), floor rounding - #12 枯朽战车 kit per PRTS; every ranged enemy reaches its target's 0.25 collider - #13 恐惧 wander (萨科塔之翼 at half HP, operator fears make enemies flee) with re-planning after pushes - #14 push / pull distance by 力度 − 重量 (PRTS table); #17 every blocker attacks what it blocks; ASPD floor 20 - #18 炎佑 is 孤立: no heals or ally buffs - #19 every free pick-one chess offer (promotion reward, 信标, 寻呼模块) shows different operators - DESIGN §20 and the normative lines, SIM / META / DATA / PLAYING updated; 2747 unit tests and all 27 browser suites green; dev recordings regenerated
121 lines
5.6 KiB
JavaScript
121 lines
5.6 KiB
JavaScript
// The worked examples of docs/SIM.md, executed (keeps the documentation honest).
|
||
import { test } from 'node:test';
|
||
import assert from 'node:assert/strict';
|
||
import { makeBattle, enemyRec, chessRec, checkInvariants } from '../helpers/battleHarness.js';
|
||
import { releaseSkillSummon } from '../../server/sim/content/tokens.js';
|
||
|
||
const approx = (a, b, msg = '', eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg} ${a} ≈ ${b}`);
|
||
const dummy = (o = {}) => enemyRec({ key: 'enemy_dummy', hp: 1e7, speed: 0, ...o });
|
||
|
||
test('SIM.md §10: 隐现 S2 fires 14 shots then ends', () => {
|
||
const h = makeBattle({
|
||
defs: { enemies: { enemy_dummy: dummy() } },
|
||
units: [{ chessId: 'chess_char_1_01_a', row: 10, col: 4 }],
|
||
enemies: [{ key: 'enemy_dummy', pos: [10, 6] }],
|
||
hooks: ['ammoUsed', 'skillEnd'],
|
||
});
|
||
const u = h.unit('chess_char_1_01_a');
|
||
assert.ok(h.runUntil(() => u.skill.activations === 1, 60));
|
||
h.runUntil(() => !u.skill.active, 60);
|
||
assert.equal(h.hooksOf('ammoUsed').length, 14);
|
||
checkInvariants(h.b);
|
||
});
|
||
|
||
test('SIM.md example 1: ammo sniper kit with talent (+2 ammo after 20 s)', () => {
|
||
const kit = (bb, chess, def) => ({
|
||
skill: { kind: 'ammo', ammo: bb['attack@trigger_time'], mods: { atkPct: bb.atk, batPct: bb.base_attack_time, taunt: -1 }, targeting: { priority: 'ranged' } },
|
||
talents: [{ install(battle, unit) {
|
||
const t = def.talents[0].bb;
|
||
battle.on('skillStart', ({ unit: u, skill }) => { if (u === unit && battle.time - unit.deployedAt >= t.duration) skill.ammoLeft += t.self_ammo; }, { owner: unit });
|
||
} }],
|
||
});
|
||
const h = makeBattle({
|
||
defs: { enemies: { enemy_dummy: dummy() } }, kits: { chess_char_1_01_a: kit },
|
||
units: [{ chessId: 'chess_char_1_01_a', row: 10, col: 4 }], hooks: ['ammoUsed'],
|
||
});
|
||
const u = h.unit('chess_char_1_01_a');
|
||
h.run(25);
|
||
h.spawn('enemy_dummy', { pos: [10, 6] });
|
||
h.runUntil(() => u.skill.activations === 1, 10);
|
||
h.runUntil(() => !u.skill.active, 60);
|
||
assert.equal(h.hooksOf('ammoUsed').length, 14 + 2);
|
||
assert.equal(u.s.taunt, 0, 'taunt −1 removed after the skill');
|
||
});
|
||
|
||
test('SIM.md example 2: 幽灵鲨 undying during the skill, self-stun afterwards', () => {
|
||
const kit = (bb) => ({
|
||
skill: {
|
||
kind: 'duration', mods: { atkPct: bb.atk },
|
||
onStart({ battle, unit }) { unit.mem.undying = battle.on('fatal', (c) => { if (c.unit === unit) c.prevented = true; }, { owner: unit }); },
|
||
onEnd({ battle, unit, reason }) { battle.off(unit.mem.undying); if (reason !== 'death') battle.applyStatus(unit, 'stun', { duration: bb.stun, source: unit }); },
|
||
},
|
||
});
|
||
const h = makeBattle({
|
||
defs: { enemies: { enemy_dummy: dummy() } }, kits: { chess_char_2_07_a: kit },
|
||
units: [{ chessId: 'chess_char_2_07_a', row: 9, col: 5 }], enemies: [{ key: 'enemy_dummy', pos: [9, 6] }],
|
||
});
|
||
const u = h.unit('chess_char_2_07_a');
|
||
h.runUntil(() => u.skill.active, 60);
|
||
h.b.dealDamage(null, u, { amount: 1e9, type: 'true' });
|
||
assert.equal(u.alive, true);
|
||
assert.ok(u.hp >= 1);
|
||
h.runUntil(() => !u.skill.active, 20);
|
||
h.step();
|
||
assert.ok(u.s.flags.stun);
|
||
h.b.dealDamage(null, u, { amount: 1e9, type: 'true' });
|
||
assert.equal(u.alive, false, 'undying ended with the skill');
|
||
});
|
||
|
||
test('SIM.md example 5: 赫默 brings her placed medical drone onto its tile; it expires after 10 s', () => {
|
||
const kit = (bb) => ({
|
||
skill: {
|
||
kind: 'instant', heal: true,
|
||
onStart({ battle, unit }) { releaseSkillSummon(battle, unit, 'token_10000_silent_healrb', { cap: bb.cnt }); },
|
||
},
|
||
});
|
||
const h = makeBattle({
|
||
defs: { chess: { t_guard: chessRec({ id: 't_guard', profession: 'WARRIOR', skill: null, stats: { atk: 0, maxHp: 1e5 } }) } },
|
||
kits: { chess_char_2_02_a: kit },
|
||
units: [{ chessId: 'chess_char_2_02_a', row: 10, col: 4, uid: 1 }, { chessId: 't_guard', row: 10, col: 5, uid: 2 }, { kind: 'token', tokenId: 'token_10000_silent_healrb', ownerUid: 1, row: 11, col: 4, uid: 3 }],
|
||
});
|
||
const u = h.unit('chess_char_2_02_a');
|
||
const drone = h.unit(3);
|
||
h.step();
|
||
assert.equal(drone.alive, true, 'the placed piece deploys once with the board (SKILL_SUMMON_START_DEPLOY)');
|
||
h.run(10.1);
|
||
assert.equal(drone.alive, false, 'its 10 s');
|
||
h.unit('t_guard').hp = 1000;
|
||
h.runUntil(() => u.skill.activations === 1, 60);
|
||
h.step();
|
||
assert.ok(drone.alive && drone.tileR === 11 && drone.tileC === 4);
|
||
assert.equal(drone.profile.dmgType, 'heal');
|
||
h.run(10.1);
|
||
assert.equal(drone.alive, false);
|
||
});
|
||
|
||
test('SIM.md example 6: 古米 备用军粮 — an AUTO heal skill cast by an injured ally of its range (no enemy), the next attack is the heal', () => {
|
||
const kit = (bb, chess, def) => ({
|
||
skill: {
|
||
kind: 'instant', heal: true,
|
||
trigger: { rule: 'SKILL_RANGE', grid: def.skill.rangeGrid, allies: true },
|
||
targeting: { rangeGrid: def.skill.rangeGrid },
|
||
attack: { dmgType: 'heal', heal: { mode: 'single' }, healScale: bb.heal_scale },
|
||
},
|
||
});
|
||
const h = makeBattle({
|
||
defs: { chess: { t_ally: chessRec({ id: 't_ally', skill: null, stats: { maxHp: 10000, atk: 0 } }) } },
|
||
kits: { chess_char_1_10_a: kit },
|
||
units: [{ chessId: 'chess_char_1_10_a', row: 9, col: 5 }, { chessId: 't_ally', row: 10, col: 5 }],
|
||
autoFinish: false, // no enemy at all
|
||
});
|
||
const g = h.unit('chess_char_1_10_a');
|
||
h.run(7);
|
||
assert.equal(g.skill.rule, 'SKILL_RANGE');
|
||
assert.equal(g.skill.activations, 0, 'ready, nobody injured');
|
||
h.unit('t_ally').hp = 2000;
|
||
h.run(2);
|
||
assert.equal(g.skill.activations, 1);
|
||
approx(h.unit('t_ally').hp, 2000 + g.s.atk * g.def.skill.bb.heal_scale, 'healed by her heal-mode attack');
|
||
checkInvariants(h.b);
|
||
});
|