Files
ark-stronghold-protocol/test/content/community-round30.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

117 lines
7.4 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.
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { makeBattle, chessRec, enemyRec, checkInvariants } from '../helpers/battleHarness.js';
test('Clementia S3 ignores allied erosion bursts but still marks enemy bursts', () => {
const h = makeBattle({ autoFinish: false, hooks: ['elementBurst'],
units: [
{ uid: 1, diy: { slot: 6, charId: 'char_4231_clemnt', skillIndex: 2 }, elite: true, row: 10, col: 3 },
{ uid: 2, chessId: 'chess_char_1_02_a', row: 10, col: 4 },
], defs: { enemies: { target: enemyRec({ key: 'target', hp: 1e7, atk: 0, speed: 0 }) } },
});
h.step();
const u = h.unit(1), ally = h.unit(2);
u.skill.gainSp(999, 'test'); assert.ok(u.skill.activate('test'));
h.b.dealDamage(null, ally, { type: 'element', element: 'erosion', amount: 2000 });
assert.equal(h.hooksOf('elementBurst').filter(c => c.target === ally).length, 1, 'a real allied burst occurred');
assert.equal(u.mem.clemntBombs.marks.size, 0, 'friendly injury must not schedule a shot');
const enemy = h.spawn('target', { pos: [10, 6] });
h.b.dealDamage(u, enemy, { type: 'element', element: 'erosion', amount: 2000 });
assert.ok(u.mem.clemntBombs.marks.has(enemy), 'enemy erosion still schedules the bombardment');
checkInvariants(h.b); assert.deepEqual(h.b.errors, []);
});
for (const skillIndex of [0, 1, 2]) test(`Horn S${skillIndex + 1} can attack an unblockable fragment on her own tile`, () => {
const h = makeBattle({ autoFinish: false, hooks: ['damaged'], captureNoisy: true,
units: [{ uid: 1, chessId: 'chess_char_5_08_a', skillIndex, row: 10, col: 3 }],
defs: { enemies: { fragment: enemyRec({ key: 'fragment', hp: 1e7, atk: 0, speed: 0 }) } },
});
h.step();
const u = h.unit(1), e = h.spawn('fragment', { pos: [10, 3] });
h.b.addBuff(e, { key: 'test:fragment', persist: true, flags: { unblockable: true } });
u.skill.gainSp(999, 'test'); h.run(4);
assert.equal(u.blocking.length, 0, 'the target cannot be blocked');
assert.ok(e.hp < e.s.maxHp, 'her extra melee range includes her own tile');
assert.ok(u.skill.activations > 0, 'a target on that tile also satisfies skill automation');
checkInvariants(h.b); assert.deepEqual(h.b.errors, []);
});
test('bounty catapult normal triple attack splashes adjacent and diagonal allies within 1.5 tiles', () => {
const rec = (id, tauntLevel = 0) => chessRec({ id, stats: { maxHp: 1e6, atk: 0, def: 0, blockCnt: 0, tauntLevel }, skill: null });
const h = makeBattle({ autoFinish: false, flags: { dpInit: 999 },
defs: { chess: { target: rec('target', 5), bystander: rec('bystander') } },
units: [
{ uid: 1, chessId: 'target', row: 10, col: 5 },
{ uid: 2, chessId: 'bystander', row: 10, col: 6 },
{ uid: 3, chessId: 'bystander', row: 11, col: 6 },
{ uid: 4, chessId: 'bystander', row: 12, col: 7 },
],
});
h.step();
const e = h.spawn('enemy_10162_mnctpt', { pos: [10, 8], mods: { speedMul: 0 } });
assert.ok(h.runUntil(() => h.unit(1).hp < h.unit(1).s.maxHp, 10), 'the primary attack reaches its target');
for (const uid of [1, 2, 3]) assert.equal(h.unit(uid).s.maxHp - h.unit(uid).hp, e.s.atk * 3, `unit ${uid}: all three stones`);
assert.equal(h.unit(4).hp, h.unit(4).s.maxHp, 'beyond the splash');
checkInvariants(h.b); assert.deepEqual(h.b.errors, []);
});
for (const skillIndex of [0, 1, 2]) test(`Horn S${skillIndex + 1} retains melee splash only for S2 and leaves adjacent blind tiles untargeted`, () => {
const h = makeBattle({ autoFinish: false, units: [{ uid: 1, chessId: 'chess_char_5_08_a', skillIndex, row: 10, col: 3 }],
defs: { enemies: { fragment: enemyRec({ key: 'fragment', hp: 1e7, atk: 0, speed: 0 }) } },
});
h.step(); const u = h.unit(1);
const own = h.spawn('fragment', { pos: [10, 3] }), near = h.spawn('fragment', { pos: [10, 4] });
for (const e of [own, near]) h.b.addBuff(e, { key: 'test:fragment', persist: true, flags: { unblockable: true } });
u.skill.gainSp(999, 'test'); h.run(4);
assert.ok(own.hp < own.s.maxHp);
assert.equal(near.hp < near.s.maxHp, skillIndex === 1, 'only S2 grants splash to melee attacks');
h.b.kill(own, null); const hp = near.hp; h.run(4);
assert.equal(near.hp, hp, 'the adjacent blind tile does not become an attack target');
checkInvariants(h.b); assert.deepEqual(h.b.errors, []);
});
test('Horn prioritizes her ordinary ranged targets over an unblockable enemy on her own tile', () => {
const h = makeBattle({ autoFinish: false, units: [{ uid: 1, chessId: 'chess_char_5_08_a', row: 10, col: 3 }],
defs: { enemies: { fragment: enemyRec({ key: 'fragment', hp: 1e7, atk: 0, speed: 0 }) } },
});
h.step();
const own = h.spawn('fragment', { pos: [10, 3] }), far = h.spawn('fragment', { pos: [10, 6] });
h.b.addBuff(own, { key: 'test:fragment', persist: true, flags: { unblockable: true } });
h.run(4);
assert.ok(far.hp < far.s.maxHp); assert.equal(own.hp, own.s.maxHp);
checkInvariants(h.b); assert.deepEqual(h.b.errors, []);
});
test('Horn changing to melee does not remove splash from an already flying shell', () => {
const h = makeBattle({ autoFinish: false, hooks: ['attack'], captureNoisy: true, units: [{ uid: 1, chessId: 'chess_char_5_08_a', skillIndex: 2, row: 10, col: 3 }],
defs: { enemies: { dummy: enemyRec({ key: 'dummy', hp: 1e7, atk: 0, speed: 0 }) } },
});
h.step(); const u = h.unit(1);
h.b.addBuff(u, { key: 'test:fast', persist: true, mods: { aspd: 500 } });
u.skill.gainSp(999, 'test'); assert.ok(u.skill.activate('test'));
const far = h.spawn('dummy', { pos: [10, 8] }), side = h.spawn('dummy', { pos: [11, 8] });
assert.ok(h.runUntil(() => h.hooksOf('attack').some(c => c.attacker === u), 1));
h.spawn('dummy', { pos: [10, 3] }); h.run(0.4);
assert.ok(h.hooksOf('attack').filter(c => c.attacker === u).length >= 2, 'a melee attack follows before the shell lands');
assert.ok(far.hp < far.s.maxHp); assert.equal(side.s.maxHp - side.hp, far.s.maxHp - far.hp);
checkInvariants(h.b); assert.deepEqual(h.b.errors, []);
});
for (const hidden of [false, true]) test(`${hidden ? 'hidden' : 'final'} Helm actually fires a shell which stuns the target's 3×3 area`, () => {
const rec = (id, atk) => chessRec({ id, stats: { atk, maxHp: 1e7, blockCnt: 0 }, skill: null });
const h = makeBattle({ kind: hidden ? 'hidden' : 'boss', autoFinish: false, timeLimit: 90, flags: { dpInit: 999 },
hooks: ['statusApplied'], defs: { chess: { main: rec('main', 900), bystander: rec('bystander', 0) } },
kits: { main: () => ({ trait: { noAttack: true } }), bystander: () => ({ trait: { noAttack: true } }) },
units: [{ uid: 1, chessId: 'main', row: 10, col: 6 }, { uid: 2, chessId: 'bystander', row: 9, col: 5 },
{ uid: 3, chessId: 'bystander', row: 11, col: 7 }, { uid: 4, chessId: 'bystander', row: 12, col: 3 }],
});
h.step();
const e = h.spawn(hidden ? 'enemy_9013_acstmk_2' : 'enemy_9013_acstmk', { pos: [3, 10], tag: 'boss', mods: { speedMul: 0 } });
e.profile.noAttack = true;
assert.ok(h.runUntil(() => h.b.enemies.some(e => e.defId === 'enemy_9016_acstmr'), 60), 'shell was fired');
assert.ok(h.runUntil(() => h.hooksOf('statusApplied').some(c => c.target === h.unit(1) && c.status === 'stun'), 25), 'shell arrived');
const stunned = new Set(h.hooksOf('statusApplied').filter(c => c.status === 'stun').map(c => c.target.uid));
for (const uid of [1, 2, 3]) assert.ok(stunned.has(uid), `3×3 includes ${uid}`);
assert.ok(!stunned.has(4), 'outside the 3×3'); checkInvariants(h.b); assert.deepEqual(h.b.errors, []);
});