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ark-stronghold-protocol/test/content/feedback1b_kits.test.js
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// Player reports after the public 0.1.0 release, second batch — operator kits (workstream WH):
// B3 "干员维娜维多利亚三技能错误的只能召唤出一只黄金盟誓" — her default S3 俱以我之名 placed one 黄金盟誓. Official text:
// "立即在天赋一生效范围内可部署地面召唤“黄金盟誓”" (skill_table skchr_siege2_3), the English client "Summons Golden
// Vows on deployable tiles within Talent 1's range" (arknights.wiki.gg: "only be spawned on open low ground
// tiles"): one on every free deployable melee tile of her talent-1 area (the 8 tiles around her). The token's
// maxDeployCount 1 is its hand limit and does not cap the skill.
// B4 "干员玛恩纳开技能没伤害" — his default S3 未照耀的荣光 (CUSTOM_RANGE: any enemy on the skill range, flyers too)
// fired on a flying wave and hit nothing for 26 s: the kit never let it hit air units, although PRTS 备注 says
// "※可对空" (DESIGN §19.1 lists it). The same note fixes the per-kill rule: "每击倒一名符合条件的敌人,特性提供的
// 攻击力加成-10%,特性最低降低至+0%", only kills by "自身普通攻击(与该次攻击附带的伤害)", "加成降低于当次攻击后统一
// 结算".
// The player scenarios run the real product path: a real solo Match, the player's board in PlayerState, the normal
// field's BattleSpec (Match._normalOpts — what the browser and the server both build their Battle from) on 战场#05
// (下半) with the real round waves.
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { makeMatch, DATA } from '../match/harness.js';
import { checkLoadout } from '../../shared/protocol.js';
import { buildBattleSpec, createBattleFromSpec } from '../../server/sim/spec.js';
import { COLS } from '../../server/sim/constants.js';
import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js';
const VINA = 'chess_char_6_07_a';
const MLYNAR = 'chess_char_5_19_a';
const LION = 'token_10040_siege2_vlion';
const STAGE = 'act2autochess_m01';
const chess = (id) => (Object.hasOwn(DATA.chess, id) ? DATA.chess[id] : null);
const approx = (a, b, eps = 1e-6, msg = '') => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg} ${a} ≉ ${b}`);
/**
* The normal field of a solo player at PREP of `round` (seed `seed`) with exactly `pieces` ([chessId, row, col, dir?])
* on the board: the real Match, PlayerState, loadout and round wave, built like Match._ccField does.
*/
function realField({ pieces, round, seed, loadout = {}, stageId = STAGE, spawns = null }) {
const lo = checkLoadout(loadout, chess).loadout;
const h = makeMatch({ mode: 'solo', difficulty: 'NORMAL', seats: [{ seat: 0, playerId: 'p_0', name: 'P0', isBot: false, connected: true, loadout: lo }], seed }).start();
const ps = h.ps('p_0');
const ok = h.drive(() => { if (ps.lp > 0 && ps.lp < 300) ps.lp = 300; return h.m.phase === 'PREP' && h.m.round === round; });
assert.ok(ok, `PREP R${round}`);
h.setStage(stageId);
for (const p of [...ps.board.values(), ...ps.hand.filter(Boolean)]) if (p.kind === 'chess') ps.returnCopies(p);
ps.board.clear();
ps.hand.fill(null);
for (const [id, r, c, dir] of pieces) { const p = ps.newPiece('chess', id); if (dir) p.dir = dir; ps.board.set(`${r},${c}`, p); }
ps.recompute();
const opts = h.m._normalOpts(ps);
if (spawns) opts.spawns = spawns(opts);
const spec = buildBattleSpec({ ...opts, battleId: 'feedback1b', fieldId: 'n:p_0', kind: 'normal', content: h.m.battleContent });
const b = createBattleFromSpec(spec, h.m.ds, { quiet: true, recordEvents: false });
return { h, m: h.m, ps, spec, b };
}
/** Free tiles of the 3×3 talent-1 area around `u` a melee piece could be deployed on (the official "可部署地面"). */
function deployableAround(b, u) {
const out = [];
for (let dr = -1; dr <= 1; dr++) for (let dc = -1; dc <= 1; dc++) {
const r = u.tileR + dr, c = u.tileC + dc;
if ((!dr && !dc) || !b.grid.inRect(r, c) || !b.grid.canStand(r, c, { ranged: false })) continue;
if (b.unitAt(r, c) || b.isReservedTile(r, c)) continue;
out.push(r * COLS + c);
}
return out.sort((x, y) => x - y);
}
// ------------------------------------------------------------------------------------------------------------------
// B3 维娜·维多利亚 S3 俱以我之名
test('B3 维娜·维多利亚 S3 (default skill, real match): a 黄金盟誓 on every free deployable tile around her — not one', () => {
const ally = Object.values(DATA.chess).find((c) => c.tier === 1 && !c.isGolden && c.visible && c.position === 'MELEE');
// (10,5) on 战场#05 (下半): melee tiles (11,5), (9,4), (9,5) around her; high ground and forbidden tiles take none.
// The second layout puts an operator on (9,5): the lions take the two tiles left.
for (const id of [VINA, chess(VINA).goldenId]) for (const extra of [[], [[ally.chessId, 9, 5]]]) {
const { b, m } = realField({ pieces: [[id, 10, 5], ...extra], round: 8, seed: 11 });
const u = b.allyUnits.find((x) => x.defId === id);
assert.equal(u.def.skill.id, 'skchr_siege2_3', 'S3 is her default skill');
let expected = null, lions = null, most = 0;
b.on('skillStart', (c) => { if (c.unit === u && !lions) lions = b.allyUnits.filter((t) => t.defId === LION && t.alive); });
while (!u.skill.active && b.time < 120 && !b.finished) { expected = deployableAround(b, u); b.step(); }
assert.ok(u.skill.active, `${id}: S3 cast in the R8 wave (t=${b.time.toFixed(1)})`);
assert.equal(expected.length, 3 - extra.length, 'the scenario: free melee tiles of her area');
assert.deepEqual(lions.map((t) => t.tileR * COLS + t.tileC).sort((x, y) => x - y), expected, `${id} ${extra.length ? 'with an ally' : 'alone'}: one per free deployable tile`);
if (extra.length) assert.ok(b.allyUnits.some((x) => x.defId === extra[0][0] && x.alive && x.tileR === 9 && x.tileC === 5), 'the operator keeps its tile');
// they all stay for the skill (the token's maxDeployCount 1 caps hand deployments, not the skill) and count for
// 诸王的叹息 ("此范围内每个友方单位使维娜攻击力+5%")
const t0 = u.def.talents[0].bb;
for (let i = 0; i < 14; i++) b.step();
const around = b.allyUnits.filter((a) => a !== u && a.alive && Math.max(Math.abs(a.tileR - u.tileR), Math.abs(a.tileC - u.tileC)) <= 1);
assert.ok(around.filter((a) => a.defId === LION).length >= 1);
approx(u.findBuff('siege2:kings').mods.atkPct, t0.atk * around.length, 1e-9, '+5 % per ally around, lions included');
while (u.skill.active && !b.finished) { b.step(); most = Math.max(most, b.allyUnits.filter((t) => t.defId === LION && t.alive).length); }
assert.ok(most <= expected.length);
b.step();
assert.equal(b.allyUnits.filter((t) => t.defId === LION && t.alive).length, 0, 'every 黄金盟誓 leaves when the skill ends');
m.dispose();
}
});
test('B3 维娜·维多利亚 S3: fence tiles (low, deployable, not walkable) are deployable ground too; a re-cast summons a fresh set', () => {
// 战场#01 act1autochess_m01 (11,4): road (12,4), (12,5), (10,4) and fence (12,3), (11,3), (10,3) — (10,5) / (11,5)
// take no melee piece
const dummy = enemyRec({ key: 'enemy_dummy', hp: 1e9, speed: 0, atk: 0 });
const h = makeBattle({ stageId: 'act1autochess_m01', defs: { enemies: { enemy_dummy: dummy } }, units: [{ chessId: VINA, row: 11, col: 4, carryState: { sp: 64 } }], enemies: [{ key: 'enemy_dummy', pos: [12, 5] }], autoFinish: false, timeLimit: 120 });
h.step();
const u = h.unit(VINA);
const expected = deployableAround(h.b, u);
assert.equal(expected.length, 6, 'the scenario: 6 deployable tiles around her');
assert.equal(expected.filter((k) => !h.b.grid.groundPassable((k / COLS) | 0, k % COLS, true)).length, 3, '3 of them fences');
assert.ok(h.runUntil(() => u.skill.active, 10));
const tiles = () => h.b.allyUnits.filter((t) => t.defId === LION && t.alive).map((t) => t.tileR * COLS + t.tileC).sort((x, y) => x - y);
assert.deepEqual(tiles(), expected);
assert.ok(h.runUntil(() => !u.skill.active, 30));
h.step();
assert.deepEqual(tiles(), []);
u.skill.gainSp(1000);
assert.ok(h.runUntil(() => u.skill.active, 5));
assert.deepEqual(tiles(), expected, 'the next cast: a full set again');
checkInvariants(h.b);
});
// ------------------------------------------------------------------------------------------------------------------
// B4 玛恩纳 S3 未照耀的荣光
/** A flying wave of the real match: the R2 wave of seed 21 is the FLY round; else the same flyers made explicit. */
const flyers = (opts) => {
const fly = (s) => DATA.enemies[s.enemyKey]?.motion === 'FLY';
if (opts.spawns.length && opts.spawns.every(fly)) return opts.spawns;
const route = opts.routes.findIndex((r) => r.motion === 'FLY');
return [{ time: 3, enemyKey: 'enemy_1005_yokai', count: 4, interval: 7, routeIndex: route }, { time: 15, enemyKey: 'enemy_1005_yokai', count: 5, interval: 7, routeIndex: route }];
};
test('B4 玛恩纳 S3 (default skill, real match, a flying wave): the cast hits the air units in its range (PRTS 备注 "※可对空")', () => {
for (const id of [MLYNAR, chess(MLYNAR).goldenId]) {
const { b, m } = realField({ pieces: [[id, 10, 5, 'RIGHT']], round: 2, seed: 21, spawns: flyers });
const u = b.allyUnits.find((x) => x.defId === id);
assert.equal(u.def.skill.id, 'skchr_mlynar_3', 'S3 is his default skill');
const bb = u.def.skill.bb, t0 = u.def.talents[0].bb;
const hits = [];
let casts = 0, castFlyers = 0;
b.on('skillStart', (c) => {
if (c.unit !== u) return;
casts++;
castFlyers = b.enemiesInKeys(u.rangeKeys, u, { canHitFly: true }).filter((e) => e.isFlying).length;
});
b.on('hit', (c) => { if (c.source === u && c.dmg.isAttack) hits.push({ fly: c.target.isFlying, amount: c.dmg.amount, atk: u.s.atk, active: u.skill.active }); }, { priority: -999 });
let killed = 0;
b.on('kill', (c) => { if (c.killer === u && c.victim.isFlying) killed++; });
while (!b.finished && b.time < 400) b.step();
assert.ok(casts >= 1 && castFlyers >= 1, `${id}: S3 cast on the flyers entering its range`);
const air = hits.filter((x) => x.fly && x.active);
assert.ok(air.length >= 5, `${id}: skill attacks on air units (${air.length})`);
for (const x of air) {
const scale = x.amount / (x.atk * bb['attack@atk_scale']);
assert.ok(Math.abs(scale - t0.atk_scale_base) < 1e-6 || Math.abs(scale - t0.atk_scale_up) < 1e-6, `125 / 150 % ATK × 游侠 (${scale})`);
}
assert.ok(killed >= 1, `${id}: flyers knocked out by his skill (${killed})`);
m.dispose();
}
});
test('B4 玛恩纳 S1 / S2 have no 对空 note: their attacks stay ground-only (and they never fire on flyers alone)', () => {
for (const skill of [0, 1]) {
const { b, m } = realField({ pieces: [[MLYNAR, 10, 5, 'RIGHT']], round: 2, seed: 21, spawns: flyers, loadout: { [MLYNAR]: { skill } } });
const u = b.allyUnits.find((x) => x.defId === MLYNAR);
let air = 0, casts = 0;
b.on('skillStart', (c) => { if (c.unit === u) casts++; });
b.on('hit', (c) => { if (c.source === u && c.dmg.isAttack && c.target.isFlying) air++; });
while (!b.finished && b.time < 400) b.step();
assert.equal(air, 0, `S${skill + 1}`);
assert.equal(casts, 0, `S${skill + 1}: SEARCH needs a target of his own range`);
m.dispose();
}
});
test('B4 玛恩纳 S3 per-kill rule (PRTS 备注): trait ATK bonus −10 % per kill of his own attacks, settled after the attack, floor +0 %', () => {
const weak = (key) => enemyRec({ key, hp: 1, def: 0, speed: 0, atk: 0 });
const h = makeBattle({
defs: { enemies: { enemy_weak: weak('enemy_weak'), enemy_foe: weak('enemy_foe') } },
units: [{ chessId: MLYNAR, row: 10, col: 4, dir: 'RIGHT' }], hooks: ['damaged'], captureNoisy: true, autoFinish: false, timeLimit: 120,
});
const u = h.unit(MLYNAR);
const bb = u.def.skill.bb;
h.run(10.5);
const ramp = u.trait.ramp;
approx(ramp, 0.5, 1e-9, 'ramp after 10 s (+200 % over 40 s)');
const wave = () => { for (const p of [[10, 5], [10, 6], [10, 7], [11, 5], [9, 5]]) h.spawn('enemy_weak', { pos: p }); };
wave();
const bonus = () => u.s.atk / u.base.atk - 1;
let atCast = null;
h.b.on('skillStart', (c) => { if (c.unit === u) atCast = bonus(); });
u.skill.gainSp(1000);
assert.ok(h.runUntil(() => u.skill.active, 2));
approx(atCast, ramp * bb.trait_up, 1e-9, 'trait ×2 at the cast');
const own = () => h.hooksOf('damaged').filter((c) => c.source === u && c.dmg.isAttack);
assert.ok(h.runUntil(() => own().length >= 5, 3));
const vol = own().filter((c) => c.t === own()[0].t);
assert.equal(vol.length, 5, '5 targets');
for (const c of vol) approx(c.amount, vol[0].amount, 1e-9, 'one attack, one ATK: the reduction is settled after the attack');
approx(bonus(), ramp * bb.trait_up + 5 * bb.per_kill_reduce, 1e-9, '5 kills: +100 % → +50 %');
// a kill by 无动于衷's reflection is not a kill of his attacks
const foe = h.spawn('enemy_foe', { pos: [12, 9] });
h.b.dealDamage(foe, u, { amount: 1, type: 'phys', isAttack: true });
assert.equal(foe.alive, false, 'reflected to death');
approx(bonus(), ramp * bb.trait_up + 5 * bb.per_kill_reduce, 1e-9, 'reflect kill: no reduction');
wave();
assert.ok(h.runUntil(() => own().length >= 10, 3));
h.step();
approx(bonus(), 0, 1e-9, '10 kills: +0 %');
wave();
assert.ok(h.runUntil(() => own().length >= 15, 3));
h.step();
approx(bonus(), 0, 1e-9, 'never below +0 %');
assert.ok(u.skill.active);
assert.deepEqual(h.b.errors.map((e) => `${e.label}: ${e.message}`), []);
checkInvariants(h.b);
});