- #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
118 lines
7.2 KiB
JavaScript
118 lines
7.2 KiB
JavaScript
// test/render/playtest6-enemies.test.js — user playtest #6, workstream WG, the renderer side (headless fake PIXI):
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// #9 the flying enemy 威龙 was drawn far too large. The official battle prefab scales every enemy's Spine model
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// (Graphic / FaceSwitcher / Spine transforms; SkeletonDataAsset 0.01 everywhere): 0.27 is the standard, 威龙 0.16,
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// 妖怪 0.20, 妖怪MKII 0.22 (tools/build-data.mjs MODEL_SCALES → enemies.json `modelScale` = scale / 0.27). The
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// renderer drew every skeleton at one UNIT.modelScale, so 威龙's 35 % wider skeleton came out 1.35× a 妖怪; now it
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// is drawn at its official 0.16 / 0.27 (1.08× a 妖怪, as in the game).
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// #13 a self-feared “萨科塔之翼” flutters around inside its tile: the real sim's positions → the snapshot buffer →
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// UnitView.sync — the model flips left / right as the random flight turns (render/units.js `visFacing`).
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import { test, describe, before, after } from 'node:test';
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import assert from 'node:assert/strict';
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import fs from 'node:fs';
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import { installFakePixi, fakeViewCtx } from './fakepixi.js';
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import { presetCamera } from '../../public/js/render/projection.js';
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import { UNIT } from '../../public/js/render/style.js';
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import { SnapshotBuffer } from '../../public/js/render/interp.js';
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import { makeBattle } from '../helpers/battleHarness.js';
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const E = JSON.parse(fs.readFileSync(new URL('../../data/enemies.json', import.meta.url), 'utf8'));
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const A = JSON.parse(fs.readFileSync(new URL('../../data/assets.json', import.meta.url), 'utf8'));
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let fake, U;
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before(async () => {
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fake = installFakePixi();
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U = await import('../../public/js/render/units.js');
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});
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after(() => fake.restore());
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const tick = () => new Promise((r) => setImmediate(r));
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const cam = () => presetCamera('normal', { width: 1280, height: 720 });
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const store = ({ bounds = true } = {}) => {
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const entry = { skel: '/s/x.skel', atlas: '/s/x.atlas', textures: ['/s/x.png'], anims: { idle: 'Idle' }, animations: { Idle: 1 }, ...(bounds ? { bounds: { x: -300, y: -150, width: 690, height: 390 } } : {}) };
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return {
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picture: () => null, image: async () => null,
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spineEntry: () => entry,
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spine: { acquire: async () => ({ animations: [{ name: 'Idle' }] }), release() {} },
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};
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};
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function view(info, opts) {
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const ctx = fakeViewCtx(fake.P, { assets: store(opts), cam, lookupDef: (i) => (i.side === 'enemy' ? E[i.defId] || null : null) });
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return new U.UnitView(ctx, { id: 1, side: 'enemy', kind: 'enemy', tier: 1, x: 6, y: 10, maxHp: 1000, motion: 'FLY', ...info });
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}
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const width = (key) => A.enemies[key].spine.bounds.width;
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describe('#9 enemy models at their official prefab scale', () => {
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test('data: 威龙 0.16 / 0.27, 妖怪 0.20 / 0.27, 妖怪MKII 0.22 / 0.27; standard-size enemies carry none', () => {
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assert.equal(E.enemy_1005_yokai_3.modelScale, 0.5926);
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assert.equal(E.enemy_1005_yokai.modelScale, 0.7407);
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assert.equal(E.enemy_1005_yokai_2.modelScale, 0.8148);
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assert.equal(E.enemy_10083_hlbird.modelScale, undefined, '“萨科塔之翼”: 0.27, the standard');
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assert.equal(E.enemy_9013_acstmk.modelScale, undefined, '假想敌:胄: 0.27');
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for (const [k, e] of Object.entries(E)) if (e.modelScale != null) assert.ok(e.modelScale > 0.5 && e.modelScale < 2.3 && e.modelScale !== 1, `${k} ${e.modelScale}`);
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// drawn width 威龙 : 妖怪 — was 1.35 (skeletons alone), officially 689·0.16 : 509·0.20 ≈ 1.08
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const ratio = (width('enemy_1005_yokai_3') * E.enemy_1005_yokai_3.modelScale) / (width('enemy_1005_yokai') * E.enemy_1005_yokai.modelScale);
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assert.ok(Math.abs(ratio - (689.149 * 0.16) / (509 * 0.2)) < 0.01, `ratio ${ratio}`);
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assert.ok(width('enemy_1005_yokai_3') / width('enemy_1005_yokai') > 1.3, 'the skeleton alone is 35 % wider');
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});
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test('UnitView: 威龙\'s skeleton and bar height follow modelScale; operators and standard enemies are unchanged', async () => {
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const drone = view({ defId: 'enemy_1005_yokai_3' });
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const bird = view({ defId: 'enemy_10083_hlbird' });
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const op = view({ side: 'ally', kind: 'chess', defId: 'chess_char_1_01_a', motion: undefined });
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await tick(); await tick();
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for (const v of [drone, bird, op]) { assert.ok(v.spineReady); v.update(1 / 60, cam(), 0); }
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const sc = (v) => Math.abs(v.actor.spine.scale.y) / v.screen.s;
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assert.ok(Math.abs(sc(drone) - UNIT.modelScale * 0.5926) < 1e-9, `威龙 ${sc(drone)}`);
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assert.ok(Math.abs(sc(bird) - UNIT.modelScale) < 1e-9);
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assert.ok(Math.abs(sc(op) - UNIT.modelScale) < 1e-9);
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assert.equal(U.enemyModelScale(E.enemy_1005_yokai_3), 0.5926);
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assert.equal(U.enemyModelScale(null), 1);
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assert.equal(U.enemyModelScale({ modelScale: 'x' }), 1);
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// the HP bar sits on its (smaller) model: 390 units × 1/320 × 0.5926 × 0.92, clamped at 0.55
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assert.ok(Math.abs(drone._headTiles - Math.max(0.55, 390 * UNIT.modelScale * 0.5926 * 0.92)) < 1e-9);
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assert.ok(bird._headTiles > drone._headTiles);
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});
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test('UnitView without setup-pose bounds: the bar height is the chibi headroom × modelScale (bosses keep 2.2)', async () => {
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const sailor = view({ defId: 'enemy_1160_hvyslr', motion: 'WALK' }, { bounds: false }); // 码头水手 0.24 / 0.27
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const bird = view({ defId: 'enemy_10083_hlbird' }, { bounds: false });
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const boss = view({ defId: 'enemy_1160_hvyslr', motion: 'WALK', boss: true }, { bounds: false });
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await tick(); await tick();
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for (const v of [sailor, bird, boss]) { assert.ok(v.spineReady); v.update(1 / 60, cam(), 0); }
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assert.equal(E.enemy_1160_hvyslr.modelScale, 0.8889);
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assert.ok(Math.abs(sailor._headTiles - UNIT.headroom * 0.8889) < 1e-9, `码头水手 ${sailor._headTiles}`);
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assert.equal(bird._headTiles, UNIT.headroom, 'a standard-size model keeps the chibi headroom');
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assert.equal(boss._headTiles, 2.2);
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});
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});
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describe('#13 the self-feared “萨科塔之翼” turns left and right on screen', () => {
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test('real sim → snapshot buffer → UnitView: facing flips while it flutters, none while it flies its route', () => {
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const h = makeBattle({ seed: 3, autoFinish: false, timeLimit: 120, units: [] });
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const e = h.spawn('enemy_10083_hlbird', { routeIndex: 2 }); // fly lane (9,10) → (9,2)
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const buf = new SnapshotBuffer({ delay: 0.1, rate: 2 });
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const v = view({ id: e.id, defId: 'enemy_10083_hlbird', x: e.x, y: e.y });
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let now = 0, flipsRoute = 0, flipsFear = 0, last = v.visFacing, fearFrom = null;
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for (let i = 0; i < 30 * 10; i++) {
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h.step();
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if (i === 30 * 3) { h.b.dealDamage(null, e, { amount: e.s.maxHp * 0.6, type: 'true' }); fearFrom = h.b.time; }
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if (i % 3 !== 2) continue;
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now += 3 / 60; // 2× speed: 3 ticks = 1/20 real s
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buf.push(h.b.snapshot(), now);
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buf.update(now);
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const s = buf.sample().get(e.id);
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if (!s) continue;
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v.sync(s, buf.renderT);
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if (v.visFacing !== last) {
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const t = buf.renderT;
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if (fearFrom != null && t > fearFrom + 0.2 && t < fearFrom + 5) flipsFear++;
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else if (fearFrom == null) flipsRoute++;
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last = v.visFacing;
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}
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}
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assert.equal(flipsRoute, 0, 'flying its route (leftwards) it keeps facing left');
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assert.ok(flipsFear >= 2, `flips while fluttering (${flipsFear})`);
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});
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});
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