Files
ark-stronghold-protocol/test/render/forms.test.js
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sganggs 92282878d3 feedback1 WD: 逐火 embers can be beaten, 转译基底 changes form before it can die
Player reports after 0.1.0:
- #8 深池逐火战士 / 精锐战士 / 护卫: every knock-out is a 1 s 重生 (invulnerable,
  unblockable, immobile), then a walking, disarmed, 隐匿 hit-count ember that a
  blocker can target and beat; it stands up with full HP after 10 s (PRTS talent
  text). The old ember stood still, stealthed and unblockable, so nobody could
  ever target it and every 逐火 enemy leaked. 假想敌:再生's puppet walks on and
  stays unblockable.
- #5 转译基底·α: its original form cancels every damage instance; the 4th
  physical / arts hit or a block starts a 2 s change into 寻仇者 / 特战术师 /
  幽灵 (Mode_*_Passive, 寻仇者 rage below half HP, 特战术师 two targets). The
  armed forms attack through the engine (profile.dmgType). It used to die in its
  first form.
- Render: units.js FORMS switch the models' clip sets (A_Die_B/C/D then B/C/D,
  Die then Idle_2/Move_2/Die_2, Revive), driven by the 'phase' kind or the fx
  `form`; a noMove enemy is drawn standing.
2026-10-03 01:52:40 +08:00

219 lines
10 KiB
JavaScript

// test/render/forms.test.js — user playtest #5 item 1, client side: 掠海漂移体 drops from 近地悬浮 to 爬行模式 for good
// when stunned / frozen / put to sleep (sim content/enemies.js kitSyufo, fx 'phase' { id, kind: 'crawl' }); from then on
// melee operators block and hit it, so its model must stop hovering: render/units.js FORMS switches the view to the
// skeleton's crawl clips (*_02) after its 'Change' clip (render/spine.js SpineActor.setForm), also for a view built
// after the change (render/app.js keeps the mode on the unit info). Headless fake PIXI (test/render/fakepixi.js).
// Player reports after 0.1.0 (#5, #8): 转译基底·α changes on its 2 s A_Die_B / _C / _D clip into the 寻仇者 B_*, 幽灵 C_* or
// 特战术师 D_* set (it used to stay on A_Idle / A_Move and die on B_Die — "加载变身动画然后就没了"); a knocked-out 逐火 plays
// 'Die' (its 1 s 重生) and walks as the ember on Idle_2 / Move_2, dying on Die_2, and 'Revive' brings the warrior back
// (sim fx 'ember' / 'revive' { form: 'husk' | 'revived' }); 假想敌:再生's 傀儡 the same with A_Die / B_* / B_Revive.
import { test, describe, before, after } from 'node:test';
import assert from 'node:assert/strict';
import { readFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import { installFakePixi, fakeViewCtx } from './fakepixi.js';
import { presetCamera } from '../../public/js/render/projection.js';
import { UF, ANIM } from '../../shared/constants.js';
const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '../..');
const assets = JSON.parse(readFileSync(path.join(ROOT, 'data/assets.json'), 'utf8'));
const SYUFO = 'enemy_2025_syufo';
let fake, UnitView, FORMS;
before(async () => {
fake = installFakePixi();
({ UnitView, FORMS } = await import('../../public/js/render/units.js'));
});
after(() => fake.restore());
const tick = () => new Promise((r) => setImmediate(r));
const cam = () => presetCamera('normal', { width: 1280, height: 720 });
/** Asset store with the real manifest entry of the skeleton and its animation names. */
function store(id) {
const entry = assets.enemies[id].spine;
const names = Object.keys(entry.animations || {});
return {
picture: () => null,
image: async () => null,
spineEntry: () => entry,
spine: { acquire: async () => ({ animations: names.map((name) => ({ name })) }), release() {} },
};
}
async function syufo(info = {}) {
const ctx = fakeViewCtx(fake.P, { assets: store(SYUFO), cam });
const v = new UnitView(ctx, { id: 7, side: 'enemy', kind: 'enemy', defId: SYUFO, spine: SYUFO, tier: 1, x: 8, y: 9, maxHp: 1000, facing: -1, ...info });
await tick(); await tick();
assert.ok(v.actor, 'Spine model built');
return v;
}
const clip = (v) => v.actor.current;
const sample = (flags = 0, anim = 0) => ({ x: 8, y: 9, hp: 1000, maxHp: 1000, sp: 0, spMax: 0, flags, anim, vx: 0 });
const frames = (v, n, dt = 1 / 60) => { for (let i = 0; i < n; i++) v.update(dt, cam(), i * dt); };
describe('掠海漂移体 爬行模式 (FORMS)', () => {
test('the crawl set exists in the skeleton the manifest lists', () => {
const f = FORMS[SYUFO].crawl;
const anims = assets.enemies[SYUFO].spine.animations;
for (const name of [f.change, f.roles.idle, f.roles.die, f.roles.move.loop, f.roles.attack.loop]) assert.ok(name in anims, name);
assert.equal(assets.enemies[SYUFO].spine.anims.idle, 'Idle_01', 'the manifest keeps the hover set as the default');
});
test('hovering: the hover clips; on the change: \'Change\' once, then the crawl clips (idle, move, attack, die)', async () => {
const v = await syufo();
v.sync(sample(), 1);
assert.equal(clip(v), 'Idle_01');
v.setForm('crawl');
assert.equal(clip(v), 'Change', 'the transition first');
frames(v, 50); // Change is 0.667 s
assert.equal(clip(v), 'Idle_02', 'crawling idle');
v.sync(sample(0, ANIM.MOVE), 2);
assert.equal(clip(v), 'Move_02');
v.onAttack?.(null, 2.1);
assert.equal(clip(v), 'Attack_02');
v.die();
assert.equal(clip(v), 'Die_02');
});
test('stunned when it drops (the usual case): the change plays out, then the stun holds, then it crawls', async () => {
const v = await syufo();
v.sync(sample(UF.STUNNED), 1);
assert.equal(v.actor.mode, 'stun');
v.setForm('crawl');
assert.equal(clip(v), 'Change');
frames(v, 10);
v.sync(sample(UF.STUNNED), 1.2); // still stunned: the change is not cut short
assert.equal(v.actor.mode, 'change');
frames(v, 40);
assert.equal(v.actor.mode, 'stun', 'then the stun holds (its pose frozen)');
v.sync(sample(0), 3);
assert.equal(clip(v), 'Idle_02', 'the stun over: crawling');
});
test('a view built after the change (culled, rejoined) starts on the crawl set without replaying \'Change\'', async () => {
const v = await syufo({ form: 'crawl' });
assert.equal(v.form, 'crawl');
v.sync(sample(), 1);
assert.equal(clip(v), 'Idle_02');
const w = await syufo({ form: 'crawl' });
w.die();
assert.equal(clip(w), 'Die_02');
});
test('modes without a clip set change nothing; the same mode twice is a no-op', async () => {
const v = await syufo();
v.setForm('grounded');
assert.equal(clip(v), 'Idle_01');
v.setForm('crawl');
frames(v, 50);
v.setForm('crawl');
assert.equal(clip(v), 'Idle_02', 'no second Change');
const ctx = fakeViewCtx(fake.P, { assets: store('enemy_10045_parrot'), cam });
const p = new UnitView(ctx, { id: 8, side: 'enemy', kind: 'enemy', defId: 'enemy_10045_parrot', spine: 'enemy_10045_parrot', tier: 1, x: 8, y: 9, maxHp: 1000 });
await tick(); await tick();
p.setForm('grounded');
p.setForm('float');
assert.equal(clip(p), 'Idle_A', '吉兆飞鳞 keeps its own clips (its 晕眩模式 is the Stun clip)');
});
});
/** A real-manifest enemy view (any skeleton). */
async function enemy(id, info = {}) {
const ctx = fakeViewCtx(fake.P, { assets: store(id), cam });
const v = new UnitView(ctx, { id: 9, side: 'enemy', kind: 'enemy', defId: id, spine: id, tier: 2, x: 8, y: 9, maxHp: 1000, facing: -1, ...info });
await tick(); await tick();
assert.ok(v.actor, 'Spine model built');
return v;
}
describe('转译基底·α forms (user report after 0.1.0, #5)', () => {
const TR = 'enemy_10081_mpplai';
test('every clip of the three forms exists in the skeleton; the change clips last the official 2 s; the manifest keeps the original form', () => {
const anims = assets.enemies[TR].spine.animations;
for (const [kind, f] of Object.entries(FORMS[TR])) {
for (const name of [f.change, f.roles.idle, f.roles.die, f.roles.move.loop]) assert.ok(name in anims, `${kind}: ${name}`);
assert.equal(anims[f.change], 2, `${kind}: ${f.change}`);
}
assert.equal(FORMS[TR].translator_youling.roles.attack, null, '幽灵 never attacks');
assert.equal(assets.enemies[TR].spine.anims.idle, 'A_Idle');
assert.equal(assets.enemies[TR].spine.anims.move.loop, 'A_Move');
});
for (const [kind, set, attack] of [['translator_fuchou', 'B', 'B_Attack'], ['translator_shushi', 'D', 'D_Attack'], ['translator_youling', 'C', null]]) {
test(`${kind}: the original form walks on A_*, the change clip plays out (2 s, moving or not), then the ${set}_* set`, async () => {
const v = await enemy(TR);
v.sync(sample(0, ANIM.MOVE), 1);
assert.equal(clip(v), 'A_Move');
v.setForm(kind);
assert.equal(clip(v), FORMS[TR][kind].change);
frames(v, 60);
v.sync(sample(0, ANIM.MOVE), 2);
assert.equal(clip(v), FORMS[TR][kind].change, 'not cut short');
frames(v, 70);
assert.equal(clip(v), `${set}_Move`);
v.sync(sample(0, ANIM.IDLE), 3);
assert.equal(clip(v), `${set}_Idle`);
v.onAttack(null, 3.2);
assert.equal(clip(v), attack ?? `${set}_Idle`, attack ? 'its attack clip' : 'no attack clip');
v.die();
assert.equal(clip(v), `${set}_Die`);
});
}
test('a view built after the change starts on the form\'s clips', async () => {
const v = await enemy(TR, { form: 'translator_shushi' });
v.sync(sample(), 1);
assert.equal(clip(v), 'D_Idle');
});
});
describe('逐火 embers and the 再生 puppet (user report after 0.1.0, #8)', () => {
for (const id of ['enemy_1288_duskls', 'enemy_1288_duskls_2', 'enemy_1292_duskld']) {
test(`${id}: knocked out ⇒ 'Die' once, the ember on Idle_2 / Move_2 / Die_2; revived ⇒ 'Revive', then the warrior's clips`, async () => {
const anims = assets.enemies[id].spine.animations;
for (const name of ['Die', 'Idle_2', 'Move_2', 'Die_2', 'Revive']) assert.ok(name in anims, name);
const v = await enemy(id);
v.sync(sample(0, ANIM.MOVE), 1);
assert.equal(clip(v), 'Move');
v.setForm('husk');
assert.equal(clip(v), 'Die', 'the knock-out (its 1 s 重生)');
frames(v, 65);
assert.equal(clip(v), 'Move_2', 'the ember walks');
v.sync(sample(UF.STEALTH, ANIM.IDLE), 2);
assert.equal(clip(v), 'Idle_2');
v.setForm('revived');
assert.equal(clip(v), 'Revive');
frames(v, 80);
assert.equal(clip(v), 'Idle', 'the warrior again');
v.onAttack(null, 4);
assert.equal(clip(v), 'Attack');
v.setForm('husk');
frames(v, 65);
v.die();
assert.equal(clip(v), 'Die_2', 'the ember dies on its own clip');
});
}
test('假想敌:再生: A_Die, the 傀儡 on B_Idle / B_Move / B_Die; B_Revive back to the A_* clips', async () => {
const v = await enemy('enemy_9010_acpupp');
v.setForm('husk');
assert.equal(clip(v), 'A_Die');
frames(v, 65);
assert.equal(clip(v), 'B_Idle');
v.sync(sample(0, ANIM.MOVE), 2);
assert.equal(clip(v), 'B_Move');
v.setForm('revived');
assert.equal(clip(v), 'B_Revive');
frames(v, 65);
assert.equal(clip(v), 'A_Move');
});
});
test('render/app.js hands the sim\'s fx \'phase\' kind — or the `form` of any fx — to the view and keeps the mode on the unit info', () => {
const src = readFileSync(path.join(ROOT, 'public/js/render/app.js'), 'utf8');
assert.match(src, /e\[1\] === 'phase' \? ex4\.kind : 'form' in ex4 \? ex4\.form[\s\S]{0,200}inf\.form = [\s\S]{0,120}setForm\?\.\(form\)/);
});