- Shared card pool and item stock as in the official mode (the owner's request, from the 路标档案馆 video and public notes): solo low-tier exceptions, co-op operators x2, shared item stock with special-item exceptions, normal / advanced occupancy 1 / 2, re-check on buy, 机变 exhaustion, release on consume / destroy / elimination; 整备 never exceeds stock; invariant held <= cap. - 突袭: one taunt-first reselect right after a revive (the owner's rule); ordinary polls and redeploys keep the 0.2.3 rule; a revive on an enemy's tile stays. #475: online boss / hidden-boss Raid may land on the empty half (owner-limited scope). - 浊心斯卡蒂 S1 x 坚守 no longer bounce redirected damage, and the two shares conserve the hit (idea of PR #464 by @HappyTanuki). - Operator fixes adapted from PRs by @Xinglan233 (#459 哈洛德 S2 elemental trigger, #460 涤火杰西卡 shield on the four adjacent tiles, #461 家族徽章 first hit after stealth, #462 松果 S2 regrow per deploy); 克莱门莎 S2 splash 1.1 / 100% ATK and air auto-trigger (#467); 白面 copying 歌蕾蒂娅 / 余 skips the three-member condition (#473, the owner's video). - 香槟炸弹 is not chosen by friendly auras / heals (PR #468 / #476 by @Siornya); 琳琅诗怀雅 coin balance (PR #450 by @IceCodeNew); Touch prep display (PR #451 by @YinqiMargatroid); lobby header (PR #471 by @YuriRestia); Japanese UI terms (PR #448 by @scutkane). - AI-only boss countdown grace, render-failure cache / recovery without restarting a battle, device units kept on a same-field re-entry, DIY detail / skill previews, large-text result buttons. - golden: battle families equal 0.2.3 except diy-135 / diy-136 (克莱门莎); all 18 release matches move through the shared pool, every flip named in docs/history/0.2.4.md §29.12; two coverage scenarios added.
243 lines
14 KiB
JavaScript
243 lines
14 KiB
JavaScript
// 最终攻势 / 隐秘核心: pairing, merged LP, shared boss pool, overtime, leaks, hidden-core condition (FakeBattle).
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import { test } from 'node:test';
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import assert from 'node:assert/strict';
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import { PHASE, GEO } from '../../shared/constants.js';
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import { pairPlayers, bossPoolHp, SharedBossPool, hiddenEligible } from '../../server/match/finalAssault.js';
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import { GameData } from '../../server/match/gamedata.js';
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import { FakeBattle } from './fakeBattle.js';
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import { DATA, makeMatch, checkInvariants } from './harness.js';
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const bossFields = () => FakeBattle.instances.filter((b) => b.kind === 'boss' || b.kind === 'hidden');
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test('pairing by seat: (1,2), (3,4); an odd player alone', () => {
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const p = (seat) => ({ seat, playerId: `s${seat}` });
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assert.deepEqual(pairPlayers([p(0)]).map((g) => g.map((x) => x.seat)), [[0]]);
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assert.deepEqual(pairPlayers([p(2), p(0)]).map((g) => g.map((x) => x.seat)), [[0, 2]]);
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assert.deepEqual(pairPlayers([p(3), p(1), p(0)]).map((g) => g.map((x) => x.seat)), [[0, 1], [3]]);
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assert.deepEqual(pairPlayers([p(3), p(1), p(0), p(2)]).map((g) => g.map((x) => x.seat)), [[0, 1], [2, 3]]);
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});
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test('boss pool = bloodPoint[difficulty] × the players alive at the fight\'s start (solo × 1) × tuning; config restores the fixed pool; shared and never negative', () => {
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// DESIGN §25.13.4: the owner's decision of 2026-10-06 adopts PR #209 by @qingjingshenghuo (bloodPoint is one player's
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// share) and replaces the fixed pool of 「保持固定血量」 — config bossHpScale (perPlayer false, solo 0.25) restores it.
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// Research numbers (data/tuning.json left out).
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const { tuning, ...RAW } = DATA; // eslint-disable-line no-unused-vars
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const gd = new GameData(RAW, 'mode_multi_hard');
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for (const n of [1, 2, 3, 4]) assert.equal(bossPoolHp(gd, 'boss_1', n), 1800000 * n, `${n} alive`);
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assert.equal(bossPoolHp(gd, 'boss_1'), 1800000 * 4, 'no count given: a full team');
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assert.equal(bossPoolHp(gd, 'boss_1', 9), 1800000 * 4, 'at most aliveFull (4) players');
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assert.equal(gd.bossPoolHp('boss_1', 2), bossPoolHp(gd, 'boss_1', 2), 'GameData agrees');
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assert.equal(bossPoolHp(new GameData(RAW, 'mode_single_abyss'), 'boss_5', 1), 3000000, 'solo: the table value');
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assert.equal(bossPoolHp(new GameData(RAW, 'mode_single_funny'), 'boss_2', 1), 225000);
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// the flip back: the fixed pool of 0.1.x (perPlayer false; solo 0.25), and its optional × alive / 4 (aliveScaling)
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const withScale = (over) => ({ ...RAW, config: { ...RAW.config, bossHpScale: { ...RAW.config.bossHpScale, ...over } } });
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const fixed = withScale({ perPlayer: false, solo: 0.25 });
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for (const n of [4, 3, 2, 1, undefined, 9]) assert.equal(bossPoolHp(new GameData(fixed, 'mode_multi_hard'), 'boss_1', n), 1800000, `fixed pool, ${n} alive`);
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assert.equal(bossPoolHp(new GameData(fixed, 'mode_single_abyss'), 'boss_5', 1), 750000);
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assert.equal(bossPoolHp(new GameData(fixed, 'mode_single_funny'), 'boss_2', 1), 56250);
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const scaled = new GameData(withScale({ perPlayer: false, aliveScaling: true }), 'mode_multi_hard');
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assert.equal(bossPoolHp(scaled, 'boss_1', 4), 1800000);
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assert.equal(bossPoolHp(scaled, 'boss_1', 3), 1350000);
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assert.equal(bossPoolHp(scaled, 'boss_1', 2), 900000);
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assert.equal(bossPoolHp(scaled, 'boss_1', 1), 450000);
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assert.equal(bossPoolHp(scaled, 'boss_1'), 1800000, 'no count given: a full team');
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assert.equal(bossPoolHp(scaled, 'boss_1', 9), 1800000, 'never above the data value');
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// a mode's own entry overrides the global one
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const perMode = { ...RAW, config: { ...RAW.config, modes: { ...RAW.config.modes, mode_multi_hard: { ...RAW.config.modes.mode_multi_hard, bossHpScale: { ...RAW.config.modes.mode_multi_hard.bossHpScale, perPlayer: false } } } } };
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assert.equal(bossPoolHp(new GameData(perMode, 'mode_multi_hard'), 'boss_1', 3), 1800000, 'the mode entry first');
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assert.equal(bossPoolHp(new GameData(perMode, 'mode_multi_abyss'), 'boss_1', 3), 3600000 * 3, 'other modes keep the global rule');
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// the balance layer multiplies the pool (docs/BALANCE.md)
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for (const modeId of ['mode_single_funny', 'mode_multi_hard']) {
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const tuned = new GameData(DATA, modeId);
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const raw = new GameData(RAW, modeId);
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assert.equal(bossPoolHp(tuned, 'boss_2', 4), Math.max(1, Math.round(bossPoolHp(raw, 'boss_2', 4) * tuned.bossHpMul('boss_2'))));
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}
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const pool = new SharedBossPool(100);
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assert.equal(pool.damage('a', 60), 60);
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assert.equal(pool.damage('b', 60), 40);
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assert.equal(pool.hp, 0);
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assert.equal(pool.damage('a', 5), 0);
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assert.equal(pool.damage('a', NaN), 0);
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assert.equal(pool.byPlayer.get('a'), 60);
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});
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for (const n of [1, 2, 3, 4]) {
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test(`Final Assault with ${n} player(s): fields, sides, templates, merged LP, shared pool, victory`, () => {
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const h = makeMatch({ mode: 'coop', difficulty: 'FUNNY', humans: n, seed: 40 + n, fake: true, script: (b) => (b.kind === 'boss' ? { bossDps: 1e9 } : {}) }).start();
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const m = h.m;
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h.drive(() => m.phase === PHASE.PREP && m.round === 14);
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const lps = [...m.players.values()].map((p) => p.lp);
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h.drive(() => m.phase === PHASE.FINAL_ASSAULT);
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assert.equal(m.teamLp, lps.reduce((a, b) => a + b, 0), 'merged team LP');
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const fields = bossFields();
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assert.equal(fields.length, Math.ceil(n / 2));
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assert.deepEqual(fields.map((f) => f.fieldId), Math.ceil(n / 2) === 2 ? ['b1', 'b2'] : ['b1']);
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const pool = fields[0].sharedBoss;
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assert.ok(fields.every((f) => f.sharedBoss === pool), 'one pool for every boss field');
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assert.equal(pool.maxHp, bossPoolHp(m.gd, m.bossId, n));
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for (const f of fields) {
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assert.deepEqual(f.opts.rect, GEO.BOSS_RECT);
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assert.equal(f.opts.modeId, 'mode_multi_funny', '#475: an unpaired field retains multiplayer mode despite its solo wave template');
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assert.equal(f.opts.timeLimit, Infinity);
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assert.equal(f.opts.flags.layerGainsEnabled, false);
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assert.deepEqual(f.opts.flags.enemyScale, m.gd.enemyScale(14), 'the round\'s enemy effects for the leader\'s summons (PR #272)');
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assert.ok(f.opts.players.every((p) => p.lpForBoss === m.teamLp));
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if (f.opts.players.length === 2) {
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assert.deepEqual(f.opts.players.map((p) => p.side), ['L', 'R']);
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assert.ok(!/_s$/.test(f.opts.waveId), `pair uses the multi template (${f.opts.waveId})`);
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} else {
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assert.deepEqual(f.opts.players.map((p) => p.side), ['L']);
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assert.ok(/_s$/.test(f.opts.waveId), `a lone player uses the _s template (${f.opts.waveId})`);
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}
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assert.ok(f.opts.spawns.some((s) => s.tag === 'boss'), 'the boss spawns');
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const boss = f.opts.spawns.find((s) => s.tag === 'boss');
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assert.equal(boss.mods.hpMul, undefined, 'bosses are never scaled');
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}
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const pub = m.publicView();
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assert.equal(pub.teamLp, m.teamLp);
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assert.deepEqual(pub.bossHp, { hp: Math.round(pool.hp), max: Math.round(pool.maxHp) });
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const end = h.runToEnd();
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assert.equal(end.victory, true);
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assert.equal(end.roundsPassed, 14);
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assert.equal(end.hiddenReached, false, 'FUNNY has no hidden core');
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assert.equal(h.endedCount, 1);
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for (const p of end.players) assert.equal(p.roundsPassed, 14);
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const res = h.lastTo('p_0', 'm.result');
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assert.equal(res.playerId, 'p_0');
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assert.equal(res.victory, true);
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checkInvariants(m);
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m.dispose();
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});
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}
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test('all-human overtime: −1 team LP per REAL second after 120 real s (240 game s at 2×); team LP 0 ends every field → defeat (13 rounds passed)', () => {
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const h = makeMatch({ mode: 'coop', difficulty: 'FUNNY', humans: 2, seed: 50, fake: true, script: (b) => (b.kind === 'boss' ? { bossDps: 1 } : {}) }).start();
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const m = h.m;
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h.drive(() => m.phase === PHASE.PREP && m.round === 14);
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for (const p of m.players.values()) p.lp = 10;
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h.drive(() => m.phase === PHASE.FINAL_ASSAULT);
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assert.equal(m.teamLp, 20);
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const f = bossFields()[0];
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const end = h.runToEnd();
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assert.equal(end.victory, false);
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assert.equal(end.roundsPassed, 13);
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assert.ok(Math.abs(f.time - 280) < 2.5, `ended ≈ 240 + 2 × 20 game s (${f.time})`);
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assert.equal(m.teamLp, 0);
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m.dispose();
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});
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test('Final Assault leaks cost their lpr from the merged LP', () => {
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const h = makeMatch({ mode: 'solo', difficulty: 'FUNNY', seed: 51, fake: true, instant: false, script: (b) => (b.kind === 'boss' ? { bossDps: 1, leakEvents: [{ at: 5, lpr: 1 }, { at: 10, lpr: 30, boss: true }] } : {}) }).start();
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const m = h.m;
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assert.equal(m.gd.bossRound, 9, 'solo FUNNY: boss at R9');
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h.drive(() => m.phase === PHASE.PREP && m.round === 9);
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h.ps('p_0').lp = 40;
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h.drive(() => m.phase === PHASE.FINAL_ASSAULT);
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assert.ok(/_s$/.test(bossFields()[0].opts.waveId));
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h.run(() => bossFields()[0].time >= 6);
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assert.equal(m.teamLp, 39);
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h.run(() => bossFields()[0].time >= 11);
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assert.equal(m.teamLp, 9);
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const end = h.runToEnd();
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assert.equal(end.victory, false);
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assert.equal(end.roundsPassed, 8);
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m.dispose();
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});
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test('Hidden Core: Σ activated layers (end of the boss prep) > 1200 and team LP > 1 after a win → R15 prep → HIDDEN_CORE', () => {
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const h = makeMatch({ mode: 'coop', difficulty: 'NORMAL', humans: 2, seed: 52, fake: true, script: (b) => (b.kind === 'boss' || b.kind === 'hidden' ? { bossDps: 1e9 } : {}) }).start();
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const m = h.m;
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assert.equal(m.gd.hiddenRound, 15);
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assert.ok(m.hiddenBossId && ['boss_8', 'boss_9', 'boss_10'].includes(m.hiddenBossId));
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h.drive(() => m.phase === PHASE.PREP && m.round === 14);
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for (const p of m.players.values()) { p.bondCountBonus.yanShip = 3; p.layers.yanShip = 601; p.recompute(); }
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h.drive(() => m.phase === PHASE.FINAL_ASSAULT);
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assert.equal(m.hiddenLayerSum, 1202);
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h.drive(() => m.phase === PHASE.PREP && m.round === 15);
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assert.equal(m.phase, PHASE.PREP);
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assert.ok(m.deadline > 0, 'R15 prep is timed in co-op');
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assert.equal(Math.round((m.deadline - h.sched.now()) / 1000), m.gd.prepTime(15));
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const lp = m.teamLp;
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h.drive(() => m.phase === PHASE.HIDDEN_CORE);
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const f = bossFields().find((b) => b.kind === 'hidden');
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assert.ok(f, 'hidden field');
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assert.equal(f.opts.bossId, m.hiddenBossId);
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assert.equal(m.teamLp, lp, 'team LP carries over');
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const end = h.runToEnd();
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assert.equal(end.victory, true);
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assert.equal(end.hiddenReached, true);
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assert.equal(end.hiddenCleared, true);
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assert.equal(end.roundsPassed, 15);
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m.dispose();
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});
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test('Hidden Core is skipped at Σ layers ≤ threshold, on FUNNY, or with team LP ≤ 1; a failed hidden core keeps the clear', () => {
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const gd = new GameData(DATA, 'mode_multi_normal');
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assert.equal(hiddenEligible(gd, { layerSum: 1200, teamLp: 50 }), false);
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assert.equal(hiddenEligible(gd, { layerSum: 1201, teamLp: 50 }), true);
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assert.equal(hiddenEligible(gd, { layerSum: 5000, teamLp: 1 }), false);
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assert.equal(hiddenEligible(new GameData(DATA, 'mode_single_hard'), { layerSum: 351, teamLp: 2 }), true);
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assert.equal(hiddenEligible(new GameData(DATA, 'mode_single_hard'), { layerSum: 350, teamLp: 2 }), false);
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assert.equal(hiddenEligible(new GameData(DATA, 'mode_multi_funny'), { layerSum: 9999, teamLp: 99 }), false);
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// failed hidden core → still a victory
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const h = makeMatch({ mode: 'solo', difficulty: 'HARD', seed: 53, fake: true, script: (b) => (b.kind === 'boss' ? { bossDps: 1e9 } : b.kind === 'hidden' ? { bossDps: 0 } : {}) }).start();
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const m = h.m;
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h.drive(() => m.phase === PHASE.PREP && m.round === 14);
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const ps = h.ps('p_0');
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ps.bondCountBonus.yanShip = 3; ps.layers.yanShip = 400; ps.lp = 5; ps.recompute();
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h.drive(() => h.ended != null);
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const end = h.ended;
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assert.equal(end.hiddenReached, true);
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assert.equal(end.hiddenCleared, false);
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assert.equal(end.victory, true);
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assert.equal(end.roundsPassed, 14);
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m.dispose();
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});
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test('Final Assault: a fighting player may only watch its own boss field; eliminated players spectate any field', () => {
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const h = makeMatch({ mode: 'coop', difficulty: 'FUNNY', humans: 4, seed: 54, fake: true, instant: false, script: (b) => (b.kind === 'boss' ? { bossDps: 1 } : {}) }).start();
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const m = h.m;
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h.drive(() => m.phase === PHASE.PREP && m.round === 14);
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h.ps('p_3').eliminate(13);
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h.drive(() => m.phase === PHASE.FINAL_ASSAULT);
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assert.deepEqual(m.fields.map((f) => [f.fieldId, f.players]), [['b1', ['p_0', 'p_1']], ['b2', ['p_2']]]);
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assert.equal(m.handle('p_0', { t: 'g.watch', fieldId: 'b2' }).error, 'BAD_TARGET', 'the other group is hidden');
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assert.equal(m.handle('p_2', { t: 'g.watch', fieldId: 'b1' }).error, 'BAD_TARGET');
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assert.deepEqual(m.handle('p_1', { t: 'g.watch', fieldId: 'b1' }), { ok: true });
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assert.deepEqual(m.handle('p_3', { t: 'g.watch', fieldId: 'b2' }), { ok: true }, 'an eliminated player spectates freely');
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assert.deepEqual(m.handle('p_3', { t: 'g.watch', fieldId: 'b1' }), { ok: true });
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assert.equal(m.watchers.get('p_0'), 'b1', 'the refused watch keeps the default (own) field');
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// the prep-scouting id of a player of the other group is no way around the rule, and never detaches the viewer
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const scouted = h.allTo('p_0', 'm.field').length;
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assert.deepEqual(m.handle('p_0', { t: 'g.watch', fieldId: 'n:p_2' }), { error: 'BAD_TARGET', detail: 'no such field' });
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assert.deepEqual(m.handle('p_0', { t: 'g.watch', fieldId: 'n:p_1' }), { error: 'BAD_TARGET', detail: 'no such field' });
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assert.equal(h.allTo('p_0', 'm.field').length, scouted, 'no board of the other group was sent');
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assert.equal(m.watchers.get('p_0'), 'b1', 'still streaming the own boss field');
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const snaps = h.allTo('p_0', 'b.snap').length;
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h.sched.advance(500);
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assert.ok(h.allTo('p_0', 'b.snap').length > snaps, 'b.snap of b1 keeps coming');
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m.dispose();
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});
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test('Final Assault: stats reach m.private at the end; leader "扣除目标生命" effects (lpLoss) hit the team LP', () => {
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const h = makeMatch({
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mode: 'coop', difficulty: 'FUNNY', humans: 2, seed: 56, fake: true,
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script: (b) => (b.kind === 'boss' ? { bossDps: b.sharedBoss.maxHp / 10, damage: { p_0: 5000, p_1: 7000 }, lpLossEvents: [{ at: 2, amount: 7 }] } : {}),
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}).start();
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const m = h.m;
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h.autoHumans();
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h.drive(() => m.phase === PHASE.PREP && m.round === 14);
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h.ps('p_0').lp = 20;
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h.ps('p_1').lp = 20;
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const end = h.runToEnd();
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assert.equal(end.victory, true);
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assert.equal(m.teamLp, 40 - 7, 'lpLoss drains the merged pool');
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for (const id of ['p_0', 'p_1']) {
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const ps = h.ps(id);
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const last = h.lastTo(id, 'm.private');
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assert.deepEqual(last.stats, ps.privateView().stats, `${id}: the last m.private carries the boss-field damage / kills`);
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assert.equal(last.lp, ps.lp);
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}
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m.dispose();
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});
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