Files
ark-stronghold-protocol/test/content/op_wisdel.test.js
T
sganggs fc18242be1 feedback5 O12: 自选 operator kits W (with her 此面向敌), 菲亚梅塔 and 维什戴尔 (with her 魂灵之影) — every skill, talent, trait and module (stage 1 / 3) at every form
- kits/ops/op-cqbw.js (W, 炮手; ART-X / ART-Y), op-phenxi.js (菲亚梅塔, 炮手; ART-Y / ART-X / ISW-A attributes only),
  op-wisdel.js (维什戴尔, 投掷手; BOM-X), appended to OPERATOR_KIT_FILES; numbers from data/backups.json, mechanics from
  PRTS (备注) and the client's skill prefabs / buff templates. The 炮手 kits splash 1.0 (PRTS 溅射半径一览; the aoesniper
  profile keeps 1.1): docs/SIM.md §8 says so.
- W: 红桃K / D12 cast like an attack (that attack throws the grenade / bombs), 惊吓盒子 plants 此面向敌 by PRTS's tile
  priority and is refused with no free deployable tile (activate guard); the mine arms within 1.35, blows 1.5 s later
  with W's ATK read at arming, ground only; D12 is 无来源 with the cast's cached ATK, early on a fallen target; 设伏 /
  ART-Y ramp, 落井下石 (any physical damage on a stunned enemy of her range, strongest of two W), ART-X SP on her
  projectiles' / mines' knock-outs.
- 菲亚梅塔: 陈述苦难 流失 every 0.1 s and 精力充沛 (ART-X stage 3 floor 50.3 %), 宣告终局 outside / inside a skill,
  S1 per the 2026-08-01 client (PRTS 备注: ground targets only, the splash still hits air, no range growth — one
  constant switches to the skill text), S2 灼痕弹 and its 灼痕, S3 持续攻击 shells; ISW-A: base talents.
- 维什戴尔: the aftershocks are the kit's (好礼 ×main, 残影 and its 15 % / 100 % explosion), S1 / S2 过载 (the second
  half, 4 random rounds) / S3 (air targets and splash, 2.5), 魂灵之影 (talent and S3, cap 3, 迷彩 on its x-5, 禁疗, its
  skill on her range, unmarked first, 0–2 SP back).
- Tests: test/content/op_cqbw.test.js (10), op_phenxi.test.js (8), op_wisdel.test.js (8).
- Golden: only diy moved — diy-049 … diy-054 now field the three new kits in every form × module × skill (W:
  049 / 050, 菲亚梅塔: 051 – 053, 维什戴尔: 053 / 054), the prototypes moved to diy-055 … diy-058 (same packing, new
  ids); roster, bonds, fields, matches and standins unchanged.
2026-10-06 01:30:24 +08:00

320 lines
23 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
// test/content/op_wisdel.test.js — the 自选 operator kit of 维什戴尔 (char_1035_wisdel, 6★ 投掷手; kit
// server/sim/content/kits/ops/op-wisdel.js) and of her summon “魂灵之影” (token_10035_wisdel_wward), fielded the production
// way (a DIY slot + its `diy` pick, simdata getDiy) in every form: tiers 5 / 6, normal (E2 Lv1, skill rank 4, no module)
// and elite (E2 Lv60, rank 7) with no module or BOM-X “‘祖宗发射器’” at stage 1 (tier 5) / 3 (tier 6). Every number is read
// back from data/backups.json (the form of that slot status); the fidelity checklist of kits/README.md.
// Run: node --test test/content/op_wisdel.test.js
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { readFileSync } from 'node:fs';
import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js';
import { KITTED_CHARS, OPERATOR_KITS, KITS } from '../../server/sim/content/kits/index.js';
import { diyPool, validateDiyPicks } from '../../shared/diy.js';
const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8'));
const CHESS = load('chess');
const BACKUPS = load('backups');
const WD = 'char_1035_wisdel';
const SHADOW = 'token_10035_wisdel_wward';
const FORMS = BACKUPS.units[WD].forms;
const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' };
const BOM = 'uniequip_002_wisdel';
const S1 = 'skchr_wisdel_1', S2 = 'skchr_wisdel_2', S3 = 'skchr_wisdel_3';
const statusOf = (tier, elite) => (elite ? (tier === 5 ? '2/60/7/1' : '2/60/7/3') : '2/1/4/0');
const formOf = (tier, elite) => FORMS[statusOf(tier, elite)];
const skillOf = (tier, elite, id) => formOf(tier, elite).skills.find((s) => s.skillId === id);
const modOf = (tier, mod) => (mod ? formOf(tier, true).modules.find((m) => m.uniEquipId === mod) : null);
const shadowOf = (tier, elite) => BACKUPS.tokens[SHADOW].variants[`${WD}@${statusOf(tier, elite)}`];
const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`);
const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o });
const ENEMIES = { enemy_dummy: dummy('enemy_dummy'), enemy_fly: dummy('enemy_fly', { motion: 'FLY' }), enemy_atk: dummy('enemy_atk', { atk: 100, range: 3 }) };
const FORMS_ALL = [[5, false, null], [6, false, null], ...[5, 6].flatMap((t) => [null, BOM].map((m) => [t, true, m]))];
/** 维什戴尔 as uid 1 at (10, 4) facing RIGHT (3-9: rows 8–12; (10, 4..8), (9 / 11, 4..7), (8 / 12, 4..6)). */
function field({ tier = 5, elite = false, mod = null, skill = 0, row = 10, col = 4, others = [], seed = 5 } = {}) {
const h = makeBattle({
defs: { enemies: ENEMIES }, timeLimit: 1200, autoFinish: false, seed,
flags: { dpPerSec: 0, dpMax: 999 }, hooks: ['damaged', 'skillStart', 'skillEnd', 'statusApplied', 'death', 'deploy', 'heal'], captureNoisy: true,
units: [{ uid: 1, diy: { slot: SLOT[tier], charId: WD, skillIndex: skill, uniEquipId: mod }, elite, row, col }, ...others],
});
h.step();
return { h, u: h.unit(1) };
}
const from = (h, src) => h.hooksOf('damaged').filter((c) => c.source === src);
const on = (h, e) => h.hooksOf('damaged').filter((c) => c.target === e);
const shadowsOf = (h, u) => h.b.allyUnits.filter((t) => t.kind === 'token' && t.defId === SHADOW && t.ownerUnit === u);
const tag = (c, t) => !!c.dmg.tags?.includes(t);
const markKey = (u) => `wisdel:mark:${u.id}`;
function done(h) {
checkInvariants(h.b);
assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0]));
}
const label = ([tier, elite, mod]) => `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`;
const t0Of = (tier, elite, mod) => (elite && mod === BOM && tier === 6 ? modOf(6, BOM).talentChanges[0].bb : formOf(tier, elite).talents[0].bb);
test('维什戴尔 in every 自选 form: her kit (all three skills authored), the form\'s stats + module attributes, 3-9, 投掷手 (ground-only 0.9 splash, never air), blocks 1, the data triggers, a 魂灵之影 beside her at once; offered as a pick', () => {
assert.equal(OPERATOR_KITS[WD], KITS[WD]);
for (const f of FORMS_ALL) {
const [tier, elite, mod] = f;
for (const skill of [0, 1, 2]) {
const { h, u } = field({ tier, elite, mod, skill });
const form = formOf(tier, elite), m = elite ? modOf(tier, mod) : null;
assert.deepEqual([u.def.charId, u.def.diyFor, u.skill.id, !!u.kit.generic, u.kit.skillSource], [WD, SLOT[tier], form.skills[skill].skillId, false, 'skills'], label(f));
assert.deepEqual([u.base.maxHp, u.base.atk, u.base.def, u.base.res, u.base.aspd], [form.stats.maxHp, form.stats.atk + (m?.attr.atk ?? 0), form.stats.def, form.stats.res, 100 + (m?.attr.aspd ?? 0)], `${label(f)}: stats`);
assert.deepEqual([u.s.blockCnt, u.profile.attack, u.profile.canHitFly, u.profile.groundOnly, u.profile.dmgType, u.base.bat, u.profile.splashRadius, u.profile.sub],
[1, 'ranged', false, true, 'phys', 2.1, 0.9, 'bombarder'], `${label(f)}: 投掷手`);
assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${label(f)}: 3-9`);
assert.equal(u.skill.rule, form.skills[skill].trigger.rule, `${label(f)}: the data's trigger`);
const sh = shadowsOf(h, u);
assert.deepEqual(sh.map((t) => [t.tileR, t.tileC]), [[9, 4]], `${label(f)}: a shadow on the nearest free tile of her range (lower row first)`);
assert.ok(u.s.flags.camou && !u.s.flags.liftoff && !u.s.flags.stealth, `${label(f)}: 迷彩 beside it, ground-targetable otherwise`);
done(h);
}
}
assert.deepEqual(formOf(6, true).skills.map((s) => [s.skillType, s.trigger.rule, s.trigger.rawRule]), [['AUTO', 'DEFAULT', 'DEFAULT'], ['MANUAL', 'DEFAULT', 'DEFAULT'], ['MANUAL', 'SP_FULL', 'ALWAYS']]);
assert.deepEqual([FORMS['2/1/4/0'].stats.maxHp, FORMS['2/1/4/0'].stats.atk, FORMS['2/60/7/1'].stats.maxHp, FORMS['2/60/7/1'].stats.atk], [1434, 583, 1735, 652]);
assert.deepEqual([modOf(5, BOM).attr, modOf(6, BOM).attr], [{ atk: 45, aspd: 5 }, { atk: 65, aspd: 7 }]);
const data = { chess: CHESS, backups: BACKUPS };
assert.ok(KITTED_CHARS.includes(WD) && [5, 6].every((t) => diyPool(t, { data, kitted: KITTED_CHARS }).includes(WD)));
assert.equal(validateDiyPicks({ [SLOT[6]]: { charId: WD, skillIndex: 2, uniEquipId: BOM } }, { data, kitted: KITTED_CHARS }).ok, true);
});
test('trait 投掷手 + T1 好礼: the main target ×1.15 (BOM-X stage 3 ×1.25), the 0.9 splash in full, then 0.3 s later an aftershock at 50 % ATK on the spot (×1.15 on the main one); BOM-X: two; flyers never hit; her 残影 on the main target', () => {
for (const f of FORMS_ALL) {
const [tier, elite, mod] = f;
const t0 = t0Of(tier, elite, mod);
const shocks = elite && mod ? 2 : 1;
assert.deepEqual([t0['attack@main_atk_scale'], t0['attack@bomb_atk_scale']], elite && mod === BOM && tier === 6 ? [1.25, 1.75] : [1.15, 1.5], label(f));
assert.equal(formOf(tier, elite).trait.bb['attack@append_atk_scale'], 0.5, label(f));
if (elite && mod) assert.equal(modOf(tier, mod).traitOverride.bb['attack@enable_third_attack'], 1, label(f));
const { h, u } = field({ tier, elite, mod, skill: 1, seed: 21 });
const main = h.spawn('enemy_dummy', { pos: [10, 8] });
const sp = h.spawn('enemy_dummy', { pos: [10, 8.85] }); // 0.85: her splash, outside her range
const out = h.spawn('enemy_dummy', { pos: [11, 8.75] }); // √(1 + 0.5625) = 1.25
const fly = h.spawn('enemy_fly', { pos: [9, 8] }); // in her range, an air unit
assert.ok(h.runUntil(() => on(h, main).length > 0, 4), `${label(f)}: an attack`);
const t = h.b.time;
h.run(0.8);
const atk = u.s.atk;
const ms = t0['attack@main_atk_scale'];
const plain = (c) => !tag(c, 'wisdel:bomb');
const first = from(h, u).filter((c) => plain(c) && c.t <= t + 1e-9);
assert.deepEqual(new Set(first.map((c) => c.target)), new Set([main, sp]), `${label(f)}: the main target and the splash`);
approx(first.find((c) => c.target === main).amount, atk * ms, `${label(f)}: main ×${ms}`);
approx(first.find((c) => c.target === sp).amount, atk, `${label(f)}: splash in full`);
const shockHits = from(h, u).filter((c) => plain(c) && tag(c, 'aftershock') && c.t <= t + 0.75);
assert.equal(shockHits.filter((c) => c.target === main).length, shocks, `${label(f)}: ${shocks} aftershock(s)`);
for (const c of shockHits) approx(c.amount, atk * 0.5 * (c.target === main ? ms : 1), `${label(f)}: 50 %`);
assert.ok(Math.abs(shockHits[0].t - t - 0.3) < 0.04, `${label(f)}: 0.3 s later`);
assert.deepEqual([on(h, out).length, on(h, fly).length], [0, 0], `${label(f)}: 1.25 away and the flyer untouched`);
assert.ok(main.findBuff(markKey(u)) || on(h, main).some((c) => tag(c, 'wisdel:bomb')), `${label(f)}: marked (or the mark went off)`);
done(h);
}
});
test('T1 好礼: each aftershock on a marked enemy goes off 15 % of the time — 150 % (175 %) ATK physical to every enemy within 1.1, air too, stun 1 s, the mark spent; the 残影 leave with her', () => {
for (const f of [[5, false, null], [6, true, BOM]]) {
const [tier, elite, mod] = f;
const t0 = t0Of(tier, elite, mod);
const { h, u } = field({ tier, elite, mod, skill: 1, seed: 33 });
const main = h.spawn('enemy_dummy', { pos: [10, 8] });
const fly = h.spawn('enemy_fly', { pos: [10, 9] }); // 1.0 from the main target: only the explosion reaches it
h.run(400);
const bombs = from(h, u).filter((c) => tag(c, 'wisdel:bomb') && c.target === main);
const rolls = from(h, u).filter((c) => tag(c, 'aftershock') && c.target === main).length;
assert.ok(rolls > 150, `${label(f)}: ${rolls} rolls`);
const r = bombs.length / rolls;
assert.ok(r > 0.09 && r < 0.21, `${label(f)}: ${bombs.length} / ${rolls} ≈ 15 %`);
for (const c of bombs) assert.equal(c.type, 'phys', label(f));
const flyBombs = on(h, fly).filter((c) => tag(c, 'wisdel:bomb'));
assert.equal(flyBombs.length, bombs.length, `${label(f)}: the flyer 1.0 away takes every explosion`);
assert.equal(on(h, fly).length, flyBombs.length, `${label(f)}: and nothing else`);
const stuns = h.hooksOf('statusApplied').filter((c) => c.source === u && c.status === 'stun' && c.target === fly);
assert.equal(stuns.length, bombs.length, `${label(f)}: each explosion stuns`);
for (const c of stuns) approx(c.duration, t0['attack@stun'], `${label(f)}: 1 s`);
// the amounts: her ATK × bomb_atk_scale (the explosion is no attack: no ×main)
h.b.addBuff(u, { key: 'test:disarm', flags: { disarm: true } });
h.run(2);
main.buffs = main.buffs.filter((b) => b.key !== markKey(u));
const e = h.spawn('enemy_dummy', { pos: [10, 7] });
h.b.addBuff(e, { key: markKey(u), source: u });
h.b.removeBuff(u, 'test:disarm');
assert.ok(h.runUntil(() => on(h, e).some((c) => tag(c, 'wisdel:bomb')), 200), `${label(f)}: it goes off on a marked one`);
const b = on(h, e).find((c) => tag(c, 'wisdel:bomb'));
approx(b.amount, u.s.atk * t0['attack@bomb_atk_scale'], `${label(f)}: ×${t0['attack@bomb_atk_scale']}`);
assert.ok(!e.findBuff(markKey(u)) || on(h, e).filter((c) => c.t > b.t && !tag(c, 'wisdel:bomb')).length > 0, `${label(f)}: spent (or re-marked by a later attack)`);
h.b.addBuff(e, { key: markKey(u), source: u });
h.b.retreat(u);
assert.ok(!e.findBuff(markKey(u)) && !main.findBuff(markKey(u)), `${label(f)}: her 残影 leave with her`);
done(h);
}
});
test('T2 死魂灵的余息: a 魂灵之影 (the form\'s stats, 禁疗, no attack, attackable) at each deployment on the nearest free tile of her range, at most 3; 迷彩 while one that came in on her x-5 stands; the shadows stay when she leaves', () => {
for (const [tier, elite] of [[5, false], [6, true]]) {
const v = shadowOf(tier, elite);
assert.deepEqual([v.stats.maxHp, v.stats.atk, v.stats.def, v.stats.res, v.stats.respawnTime, v.stats.deployLimit], [3500, elite ? 738 : 660, elite ? 628 : 585, 50, 5, 3], `T${tier}`);
const { h, u } = field({ tier, elite, skill: 1 });
const [t] = shadowsOf(h, u);
assert.deepEqual([t.base.maxHp, t.base.atk, t.base.def, t.base.res, t.s.blockCnt, !!t.s.flags.noHeal, !!t.s.flags.untargetable, t.profile.noAttack],
[3500, v.stats.atk, v.stats.def, 50, 0, true, false, true], `T${tier}: stats, 禁疗, attackable, no attack`);
assert.ok(u.findBuff(`wisdel:camou:${t.id}`) && u.s.flags.camou, `T${tier}: 迷彩`);
// a ranged enemy in reach: she is not its target while camouflaged and not blocking
const shooter = h.spawn('enemy_atk', { pos: [10, 6] });
h.run(4);
assert.ok(!h.hooksOf('damaged').some((c) => c.source === shooter && c.target === u), `T${tier}: 迷彩: the shooter does not pick her`);
h.b.kill(shooter, null);
h.b.kill(t, null);
assert.ok(!u.s.flags.camou, `T${tier}: gone with its shadow`);
for (let i = 0; i < 4; i++) {
h.b.retreat(u);
h.run(0.2);
assert.ok(h.b.redeploy(u, { free: true }), `T${tier}: redeploy ${i}`);
h.run(0.2);
}
assert.equal(shadowsOf(h, u).filter((s) => s.alive).length, 3, `T${tier}: at most 3 (they stay when she leaves)`);
done(h);
}
// no free tile next to her: the shadow lands on the next nearest (lower row first) and gives no 迷彩
const others = [[9, 4], [11, 4], [10, 5]].map(([r, c], i) => ({ uid: 10 + i, chessId: 'chess_char_1_02_a', row: r, col: c }));
const { h, u } = field({ skill: 1, others });
assert.deepEqual(shadowsOf(h, u).map((t) => [t.tileR, t.tileC]), [[9, 5]], 'the nearest free one: √2 away, lower row first');
assert.ok(!u.s.flags.camou, 'not on its x-5: no 迷彩');
done(h);
});
test('魂灵之影\'s skill: every 5 SP (time; +0–2 after each cast) a ground enemy of 维什戴尔\'s range — unmarked first — takes its ATK as arts damage, 停顿 1 s and her 残影; never an air unit', () => {
for (const [tier, elite] of [[5, false], [6, true]]) {
const v = shadowOf(tier, elite);
assert.deepEqual([v.skill.skillType, v.skill.spType, v.skill.spCost, v.skill.bb], ['AUTO', 'INCREASE_WITH_TIME', 5, { sluggish: 1, sp_min: 0, sp_max: 3 }], `T${tier}`);
const { h, u } = field({ tier, elite, skill: 1 });
h.b.addBuff(u, { key: 'test:disarm', flags: { disarm: true } });
const [t] = shadowsOf(h, u);
const fly = h.spawn('enemy_fly', { pos: [10, 6] });
h.run(8);
assert.deepEqual([t.skill.activations, on(h, fly).length], [0, 0], `T${tier}: an air unit only: nothing, SP kept`);
assert.equal(t.skill.charges, 1, `T${tier}`);
const a = h.spawn('enemy_dummy', { pos: [10, 7] });
const b = h.spawn('enemy_dummy', { pos: [11, 7] });
const outside = h.spawn('enemy_dummy', { pos: [10, 9] }); // outside her 3-9
h.b.addBuff(a, { key: markKey(u), source: u }); // already marked
h.step();
assert.equal(t.skill.activations, 1, `T${tier}: cast at once`);
const hit = from(h, t);
assert.deepEqual(hit.map((c) => c.target), [b], `T${tier}: the unmarked one`);
approx(hit[0].amount, t.s.atk, `T${tier}: its ATK`);
assert.deepEqual([hit[0].type, hit[0].dmg.isSkill], ['arts', true], `T${tier}: arts`);
assert.ok(b.findBuff(markKey(u)), `T${tier}: her 残影`);
const slow = h.hooksOf('statusApplied').find((c) => c.source === t && c.target === b);
assert.deepEqual([slow?.status, slow?.duration], ['sluggish', 1], `T${tier}: 停顿 1 s`);
h.run(60);
const casts = t.skill.activations;
assert.ok(casts >= 60 / 5 + 1 && casts <= 60 / 3 + 2, `T${tier}: 5 SP a cast, 0–2 back each time (${casts} in 60 s)`);
assert.equal(on(h, outside).length, 0, `T${tier}: outside her range: never`);
done(h);
}
});
test('S1 定点清算 (AUTO, attack SP 4 / 3, data DEFAULT): the next attack splashes 1.1, makes 2 more aftershocks at 75 % / 90 % ATK and stuns every enemy it hits 0.5 / 1 s', () => {
for (const f of FORMS_ALL) {
const [tier, elite, mod] = f;
const sk = skillOf(tier, elite, S1), t0 = t0Of(tier, elite, mod);
assert.deepEqual([sk.spType, sk.spCost, sk.bb.append_atk_scale, sk.bb.stun_duration], ['INCREASE_WHEN_ATTACK', elite ? 3 : 4, elite ? 0.9 : 0.75, elite ? 1 : 0.5], label(f));
const { h, u } = field({ tier, elite, mod, skill: 0, seed: 2 });
assert.deepEqual([u.skill.kind, u.skill.rule], ['instant', 'DEFAULT'], label(f));
h.b.addBuff(shadowsOf(h, u)[0], { key: 'test:silence', flags: { silence: true } });
const main = h.spawn('enemy_dummy', { pos: [10, 8] });
const sp = h.spawn('enemy_dummy', { pos: [10, 9.05] }); // 1.05: only the 1.1 splash
u.skill.gainSp(999);
assert.ok(h.runUntil(() => u.skill.activations === 1, 4), `${label(f)}: cast on her next attack`);
h.run(2);
const atk = u.s.atk;
const hits = from(h, u).filter((c) => !tag(c, 'wisdel:bomb') && c.dmg.isSkill);
const n = (elite && mod ? 2 : 1) + 2;
assert.equal(hits.filter((c) => c.target === main && tag(c, 'aftershock')).length, n, `${label(f)}: ${n} aftershocks`);
for (const c of hits.filter((x) => tag(x, 'aftershock'))) approx(c.amount, atk * sk.bb.append_atk_scale * (c.target === main ? t0['attack@main_atk_scale'] : 1), `${label(f)}: ${sk.bb.append_atk_scale * 100} %`);
assert.ok(hits.some((c) => c.target === sp && !tag(c, 'aftershock')), `${label(f)}: the 1.1 splash`);
const stuns = h.hooksOf('statusApplied').filter((c) => c.source === u && c.status === 'stun' && c.target === sp);
assert.ok(stuns.length >= 1 && stuns.every((c) => Math.abs(c.duration - sk.bb.stun_duration) < 1e-9), `${label(f)}: stunned ${sk.bb.stun_duration} s`);
done(h);
}
});
test('S2 饱和复仇 (MANUAL, 32 / 29 SP from 15, 25 s, data DEFAULT): ATK +16 % / +25 %, interval −0.5 / −0.7 s, 3 targets; 过载 the second half: every attack 4 rounds of 65 % / 70 % on random enemies of her range', () => {
for (const [tier, elite] of [[5, false], [6, true]]) {
const sk = skillOf(tier, elite, S2);
assert.deepEqual([sk.spCost, sk.initSp, sk.duration, sk.bb.atk, sk.bb.base_attack_time, sk.bb['attack@atk_scale_ol']], elite ? [29, 15, 25, 0.25, -0.7, 0.7] : [32, 15, 25, 0.16, -0.5, 0.65], `T${tier}`);
const { h, u } = field({ tier, elite, skill: 1, seed: 8 });
h.b.addBuff(shadowsOf(h, u)[0], { key: 'test:silence', flags: { silence: true } });
assert.deepEqual([u.skill.kind, u.skill.rule], ['duration', 'DEFAULT'], `T${tier}`);
for (const p of [[10, 6], [11, 6], [9, 6], [12, 5]]) h.spawn('enemy_dummy', { pos: p });
u.skill.gainSp(999);
assert.ok(h.runUntil(() => u.skill.active, 4), `T${tier}: cast`);
const ts = h.b.time;
approx(u.s.interval, 2.1 + sk.bb.base_attack_time, `T${tier}: interval`);
approx(u.s.atk, u.base.atk * (1 + sk.bb.atk), `T${tier}: ATK`);
h.run(26);
const mains = from(h, u).filter((c) => c.dmg.isAttack && !c.dmg.isSplash && c.dmg.isSkill);
const early = mains.filter((c) => c.t < ts + 12.4), late = mains.filter((c) => c.t > ts + 12.6 && c.t < ts + 25);
const byAttack = (list) => { const m = new Map(); for (const c of list) m.set(c.dmg.attackId, [...(m.get(c.dmg.attackId) ?? []), c]); return [...m.values()]; };
for (const g of byAttack(early)) {
assert.equal(new Set(g.map((c) => c.target)).size, 3, `T${tier}: 3 targets at once`);
for (const c of g) approx(c.amount, u.base.atk * (1 + sk.bb.atk) * 1.15, `T${tier}: ×1.15 on each main target`);
}
const lg = byAttack(late);
assert.ok(lg.length >= 5, `T${tier}: overload attacks`);
for (const g of lg) {
assert.equal(g.length, 4, `T${tier}: 4 rounds`);
for (const c of g) approx(c.amount, u.base.atk * (1 + sk.bb.atk) * sk.bb['attack@atk_scale_ol'] * 1.15, `T${tier}: ${sk.bb['attack@atk_scale_ol'] * 100} %`);
}
assert.ok(lg.some((g) => new Set(g.map((c) => c.target)).size < 4), `T${tier}: random picks (repeats happen)`);
assert.ok(new Set(lg.flatMap((g) => g.map((c) => c.target))).size === 4, `T${tier}: every enemy of her range drawn some time`);
assert.ok(!u.skill.active, `T${tier}: ends after 25 s`);
done(h);
}
});
test('S3 爆裂黎明 (MANUAL, data SP_FULL: at once, no enemy needed): 1 / 2 shadows (the first with 3 SP), ATK +120 % / +150 %, interval +2.9 s, 6 attacks at 175 % / 190 % with a 2.5 splash on air units too, 好礼 at 100 %', () => {
for (const [tier, elite, mod] of [[5, false, null], [6, true, null], [6, true, BOM]]) {
const sk = skillOf(tier, elite, S3);
assert.deepEqual([sk.spCost, sk.initSp, sk.bb.max_cnt, sk.bb.atk, sk.bb.base_attack_time, sk.bb['attack@atk_scale_3'], sk.bb['attack@trigger_time'], sk.bb['attack@prob'], sk.bb.sp],
elite ? [58, 35, 2, 1.5, 2.9, 1.9, 6, 1, 3] : [64, 30, 1, 1.2, 2.9, 1.75, 6, 1, 3], `T${tier}`);
const { h, u } = field({ tier, elite, mod, skill: 2, seed: 4 });
assert.deepEqual([u.skill.kind, u.skill.rule], ['ammo', 'SP_FULL'], `T${tier}`);
for (const t of shadowsOf(h, u)) h.b.addBuff(t, { key: 'test:silence', flags: { silence: true } });
u.skill.gainSp(999);
h.step();
assert.ok(u.skill.active, `T${tier}: cast at once, no enemy on the field`);
const sh = shadowsOf(h, u);
assert.equal(sh.length, 1 + sk.bb.max_cnt, `T${tier}: the talent's + ${sk.bb.max_cnt}`);
assert.ok(Math.floor(sh[1].skill.sp) === 3 && (sh.length < 3 || Math.floor(sh[2].skill.sp) === 0), `T${tier}: the first S3 shadow with 3 SP`);
approx(u.s.interval, (2.1 + 2.9) * 100 / u.s.aspd, `T${tier}: interval +2.9 s`);
const fly = h.spawn('enemy_fly', { pos: [10, 7] });
assert.ok(h.runUntil(() => on(h, fly).length > 0, 2), `T${tier}: an air unit alone in her range is her target now`);
const g = h.spawn('enemy_dummy', { pos: [11, 8] }); // √2 from the flyer: her 2.5 splash, her aftershocks
const ring = h.spawn('enemy_fly', { pos: [11.5, 8.9] }); // 2.42 from the flyer, outside her range
h.b.addBuff(g, { key: markKey(u), source: u });
assert.ok(h.runUntil(() => !u.skill.active, 60), `T${tier}: 6 attacks and done`);
h.run(1);
const mains = from(h, u).filter((c) => c.dmg.isAttack && !c.dmg.isSplash);
assert.equal(new Set(mains.map((c) => c.dmg.attackId)).size, 6, `T${tier}: 6 attacks`);
// ATK +atk while it runs (the last shell lands after its 6th bullet ended it: the engine's ammo rule, skills.js)
const tEnd = h.hooksOf('skillEnd').find((c) => c.unit === u).t;
const atkAt = (t) => u.base.atk * (t <= tEnd + 1e-9 ? 1 + sk.bb.atk : 1);
const ms = t0Of(tier, elite, mod)['attack@main_atk_scale'];
for (const c of mains) approx(c.amount, atkAt(c.t) * sk.bb['attack@atk_scale_3'] * ms, `T${tier}: ×${sk.bb['attack@atk_scale_3']} × main`);
assert.ok(mains.filter((c) => c.t <= tEnd).length >= 5, `T${tier}: five land while it runs`);
assert.ok(mains.every((c) => c.target === fly), `T${tier}: the flyer was her target throughout`);
const splash = from(h, u).filter((c) => c.dmg.isSplash && !tag(c, 'aftershock') && !tag(c, 'wisdel:bomb'));
assert.ok(splash.some((c) => c.target === ring) && splash.some((c) => c.target === g), `T${tier}: the 2.5 splash reaches the air unit 2.42 away and the ground one`);
for (const c of splash) approx(c.amount, atkAt(c.t) * sk.bb['attack@atk_scale_3'], `T${tier}: splash in full`);
assert.ok(on(h, fly).every((c) => !tag(c, 'aftershock')) && on(h, ring).every((c) => !tag(c, 'aftershock')), `T${tier}: aftershocks only on ground enemies`);
const shocks = from(h, u).filter((c) => tag(c, 'aftershock') && c.target === g);
assert.equal(shocks.length, 6 * (elite && mod ? 2 : 1), `T${tier}: every aftershock reaches the ground one (it came before the first one)`);
for (const c of shocks) approx(c.amount, atkAt(c.t) * sk.bb['attack@atk_scale_3'] * 0.5, `T${tier}: 50 % of the boosted ATK`);
assert.ok(on(h, g).some((c) => tag(c, 'wisdel:bomb') && Math.abs(c.t - shocks[0].t) < 1e-9), `T${tier}: 好礼 at 100 %: the marked one went off on the first aftershock`);
done(h);
}
});