玩家反馈:逐腐兽的血条明显偏高。 原因:单位血条/名字牌的头顶高度用的是 spine setup-pose 包围盒的**高度**(units.js headTilesForUnit 里 `bounds.height × 1/320 × 模型系数 × 0.92`)。这个公式默认包围盒是**脚锚定**的 —— 大多数敌人确实如此 (猎狗pro y=−3.7、大鲍勃 y=−2.6,height 与"脚以上高度"几乎相等)。但有些模型的**原点在身体中间**: 逐腐兽的包围盒是 y=−404.7 / height=722.6,锏是 y=−798 / height=1183 —— 对它们,包围盒高度比可见顶端多出 大半个模型,于是血条被顶到上限 2.2 格(非 Boss)之上,看起来就是"明显偏高"。 改法:定位改用**原点以上的高度**(`Number.isFinite(b.y) ? b.y + b.height : b.height`,仍按 20…900 夹取)。 同时把这段计算从 UnitView 内联代码提成一个纯函数 `headTilesForUnit()`(放 units.js,紧挨 UNIT/EL_BAR 常量), 入参只有 isEnemy / isBoss / spineShown / bounds / modelK / modelKY,便于直接测;UnitView 仍然保留 "没显示 spine 就不看模型"的短路语义。spine.js 的 `height` getter 语义不变(别处也用它,例如替身的纵向拉伸)。 影响面(用真实 bounds 扫过 167 个有模型数据的敌人): 逐腐兽 / 疯狂的逐腐兽 1.85 → 0.81 格(降 1.03) 锏(Boss) 2.59 → 1.11 格(降 1.48) 萨卡兹大剑手 / 组长 1.54 → 1.23 格(降 0.31) 枯朽之种 0.72 → 0.55、萨卡兹百夫长 1.51 → 1.34、妖怪MKII 0.71 → 0.55 其余 103 / 167 个敌人的变化 ≤ 0.02 格(脚锚定模型几乎无感) 测试: test/render/bar-head.test.js(新增 5 条):用真实的逐腐兽 / 猎狗pro / 大鲍勃 / 锏 包围盒断言新公式、 夹取上限、以及三个回退分支(无 bounds 用 chibi 余量 × 系数、Boss 无模型用 2.2、干员与召唤物用固定余量), 并做源码断言把"y + height"这条规则钉住。 test/render/playtest6-enemies.test.js:两条 prefab 测试的期望值原本写死 `390 × …`(合成夹具的 bounds 是 y=−150 / height=390,即当年就把这个 bug 当成了正确行为),现在改为从**被测 view 自己的 bounds** 推导 (240 而不是 390),夹具本身不动。 test/render 全量 552 项 / 546 通过 / 0 失败;test/ui + test/render 1279 项 / 1265 通过 / 0 失败。 未触碰 server/sim,test/golden 无变动。
175 lines
11 KiB
JavaScript
175 lines
11 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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/**
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* How far a model's setup-pose box reaches above its own origin (render/units.js headTilesForUnit): the bar clears the
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* visible top, and these fixtures' synthetic box is deliberately not feet-anchored (y −150 of height 390 → 240 units),
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* so a bar placed on the raw `height` would float 390/240 ≈ 1.6× too high.
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*/
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const topUnits = (v) => { const b = v.actor.entry.bounds; return Number.isFinite(b.y) ? b.y + b.height : b.height; };
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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, on however far the setup-pose box reaches *above the origin*
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// (bounds.y + bounds.height — feet-anchored models have y ≈ 0, 逐腐兽's origin is mid-body), × 1/320 × 0.5926 × 0.92,
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// clamped at 0.55
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assert.ok(Math.abs(drone._headTiles - Math.max(0.55, topUnits(drone) * UNIT.modelScale * 0.5926 * 0.92)) < 1e-9, `bar ${drone._headTiles}`);
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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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// The official's own model quirks, read from its battle prefabs (tools/local-extract/enemy_model_offsets.py, swept over
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// all 243 enemies of the mode 2026-10-05; PR #211 by @xcdoge, taken by the owner's decision of 2026-10-06):
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// `modelScale` only carries the horizontal product of Graphic / FaceSwitcher / Spine, so two enemies are stretched
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// vertically (帝国炮火先兆者 / 帝国炮火中枢先兆者: Graphic scale (0.19, 0.24, 0.24) → sy/sx = 1.263) and one is mirrored
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// (木制瑞印: sx −0.4, sy 0.4 → the official draws it flipped). The renderer applies the stretch to the skeleton's Y scale
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// (and to the bar height) and flips `flip` for a mirrored model, on top of the usual direction flip.
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describe('official prefab quirks: vertical stretch and mirrored models', () => {
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test('data: exactly the two 先兆者 stretch, exactly 木制瑞印 mirrors', () => {
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assert.equal(E.enemy_1112_emppnt.modelScaleY, 1.263);
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assert.equal(E.enemy_1112_emppnt_2.modelScaleY, 1.263);
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assert.equal(E.enemy_1196_msfyin.mirrorX, true);
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assert.equal(E.enemy_1112_emppnt.modelScale, 0.7037, 'the horizontal product is unchanged');
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for (const [k, e] of Object.entries(E)) {
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if (e.modelScaleY != null) assert.ok(k === 'enemy_1112_emppnt' || k === 'enemy_1112_emppnt_2', `stretched: ${k}`);
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if (e.mirrorX != null) assert.equal(k, 'enemy_1196_msfyin', `mirrored: ${k}`);
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}
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});
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test('UnitView: the stretched pair is 1.263× taller than wide, its bar sits proportionally higher', async () => {
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const drone = view({ defId: 'enemy_1112_emppnt' });
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const plain = view({ defId: 'enemy_1005_yokai' });
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await tick(); await tick();
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for (const v of [drone, plain]) { assert.ok(v.spineReady); v.update(1 / 60, cam(), 0); }
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const aspect = (v) => Math.abs(v.actor.spine.scale.y) / Math.abs(v.actor.spine.scale.x);
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assert.ok(Math.abs(aspect(drone) - 1.263) < 1e-9, `先兆者 sy/sx ${aspect(drone)}`);
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assert.ok(Math.abs(aspect(plain) - 1) < 1e-9, 'a uniform model stays 1:1');
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assert.equal(U.enemyModelScaleY(E.enemy_1112_emppnt), 1.263);
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assert.equal(U.enemyModelScaleY(E.enemy_1005_yokai), 1);
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assert.equal(U.enemyModelScaleY(null), 1);
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assert.equal(U.enemyModelScaleY({ modelScaleY: 'x' }), 1);
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assert.equal(U.enemyModelScaleY({ modelScaleY: 99 }), 1, 'absurd values fall back to uniform');
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// the HP bar rides the stretched model: (bounds.y + bounds.height) × 1/320 × 0.7037 × 1.263 × 0.92
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assert.ok(Math.abs(drone._headTiles - topUnits(drone) * UNIT.modelScale * 0.7037 * 1.263 * 0.92) < 1e-9, `bar ${drone._headTiles}`);
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assert.ok(drone._headTiles > plain._headTiles);
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});
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test('UnitView: a mirrored prefab is drawn flipped against an unmirrored model facing the same way', async () => {
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const mirrored = view({ defId: 'enemy_1196_msfyin', motion: 'WALK' });
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const normal = view({ defId: 'enemy_1007_slime', motion: 'WALK' });
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await tick(); await tick();
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for (const v of [mirrored, normal]) { assert.ok(v.spineReady); v.update(1 / 60, cam(), 0); }
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assert.equal(mirrored.mirrorX, true);
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assert.equal(normal.mirrorX, false);
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assert.equal(mirrored.visFacing, normal.visFacing, 'both face the same way');
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assert.equal(Math.sign(mirrored.actor.spine.scale.x), -Math.sign(normal.actor.spine.scale.x), 'the mirrored model flips');
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assert.ok(Math.abs(mirrored.actor.spine.scale.y) > 0);
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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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