Files
ark-stronghold-protocol/test/content/op_hodrer.test.js
T
sganggs e0cce79f98 feedback5 O11: 自选 operator kits 薇薇安娜, 怒潮凛冬 and 赫德雷 — every skill, talent, trait and module (stage 1 / 3) at every form
- kits/ops/op-vvana.js, op-headb2.js, op-hodrer.js (registered in OPERATOR_KIT_FILES), checked against the data, PRTS and
  the client's battle data (charpacks, [uc]skills / [uc]equips prefabs, buff templates, 怒潮凛冬's Skill_3 clip events).
- Engine (additive): ai.js enemyAttack marks a shot that flies as a projectile isProjectile (远程途径: 薇薇安娜's 散华 护盾
  blocks melee-path hits only); targeting.js priority 'elite' (薇薇安娜 S3 "优先攻击精英或领袖敌人"); docs/SIM.md §4 / §8.
- Tests: test/content/op_vvana.test.js (13), op_headb2.test.js (10), op_hodrer.test.js (8).
- Golden: only diy moved — diy-049 … 054 now field the three operators in every form × module × skill, the prototypes
  follow in diy-054 … 058 (same packing); diy-001 … 048 and every other family unchanged.
2026-10-06 01:38:08 +08:00

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// test/content/op_hodrer.test.js — the 自选 operator kit of 赫德雷 (char_4088_hodrer, 6★ 重剑手; kit
// server/sim/content/kits/ops/op-hodrer.js), fielded the production way (a DIY slot + its `diy` pick, simdata getDiy) in every
// form: tiers 5 / 6, normal (E2 Lv1, skill rank 4, no module) and elite (E2 Lv60, rank 7) with no module, CRU-X 新的生活 or
// CRU-Y 笔迹 at stage 1 (tier 5) / 3 (tier 6). Every number is read back from data/backups.json (the form of that slot status);
// the fidelity checklist of kits/README.md item by item.
// Run: node --test test/content/op_hodrer.test.js
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { readFileSync } from 'node:fs';
import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js';
import { KITTED_CHARS, OPERATOR_KITS, KITS } from '../../server/sim/content/kits/index.js';
import { diyPool, validateDiyPicks } from '../../shared/diy.js';
const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8'));
const CHESS = load('chess');
const BACKUPS = load('backups');
const HOD = 'char_4088_hodrer';
const FORMS = BACKUPS.units[HOD].forms;
const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' };
const CRUX = 'uniequip_002_hodrer', CRUY = 'uniequip_003_hodrer';
const S1 = 'skchr_hodrer_1', S2 = 'skchr_hodrer_2', S3 = 'skchr_hodrer_3';
const PROTECT = 'talent:hodrer:protect';
const formOf = (tier, elite) => FORMS[elite ? (tier === 5 ? '2/60/7/1' : '2/60/7/3') : '2/1/4/0'];
const skillOf = (tier, elite, id) => formOf(tier, elite).skills.find((s) => s.skillId === id);
const modOf = (tier, mod) => (mod ? formOf(tier, true).modules.find((m) => m.uniEquipId === mod) : null);
const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`);
const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o });
const ENEMIES = {
enemy_dummy: dummy('enemy_dummy'),
enemy_fly: dummy('enemy_fly', { motion: 'FLY' }),
enemy_walk: enemyRec({ key: 'enemy_walk', hp: 1e9, speed: 0.6, mass: 0 }),
enemy_brute: enemyRec({ key: 'enemy_brute', hp: 1e9, speed: 0.6, mass: 0, atk: 300, bat: 1 }),
};
const FORMS_ALL = [[5, false, null], [6, false, null], ...[5, 6].flatMap((t) => [null, CRUX, CRUY].map((m) => [t, true, m]))];
/** A battle with 赫德雷 as uid 1 at (row, col) facing RIGHT, plus `others`. */
function field({ tier = 5, elite = false, mod = null, skill = 0, row = 10, col = 5, others = [], seed = 5, noSp = false } = {}) {
const h = makeBattle({
defs: { enemies: ENEMIES }, timeLimit: 900, autoFinish: false, seed,
flags: { dpPerSec: 0, dpMax: 999 }, hooks: ['damaged', 'heal', 'skillStart', 'skillEnd', 'statusApplied', 'attack'], captureNoisy: true,
units: [{ uid: 1, diy: { slot: SLOT[tier], charId: HOD, skillIndex: skill, uniEquipId: mod }, elite, row, col }, ...others],
});
h.step();
const u = h.unit(1);
if (noSp) h.b.on('spGain', (c) => { if (c.unit === u) c.amount = 0; });
return { h, u };
}
const atkHits = (h, u) => h.hooksOf('damaged').filter((c) => c.source === u && c.dmg?.isAttack);
const byAttack = (hits) => { const m = new Map(); for (const c of hits) { const k = c.dmg.attackId; if (!m.has(k)) m.set(k, []); m.get(k).push(c); } return [...m.values()]; };
function done(h) {
checkInvariants(h.b);
assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0]));
}
const label = ([tier, elite, mod]) => `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`;
const t0Of = (u) => u.def.raw.talents.find((t) => t.index === 0).bb;
const t1Of = (u) => u.def.raw.talents.find((t) => t.index === 1).bb;
/** 余火之氅 on his own tile: CRU-X stage 3 "造成的物理伤害提升10%" (damage_scale) — 1 otherwise. */
const ownPhys = (u) => t1Of(u).damage_scale ?? 1;
test('赫德雷 in every 自选 form: his operator kit (all three skills authored), the form\'s stats + module attributes, 1-1, blocks 2, melee physical ground-only hitting all he blocks, no bond, no 特质', () => {
assert.equal(OPERATOR_KITS[HOD], KITS[HOD]);
for (const f of FORMS_ALL) {
const [tier, elite, mod] = f;
for (const skill of [0, 1, 2]) {
const { h, u } = field({ tier, elite, mod, skill });
const form = formOf(tier, elite), m = elite ? modOf(tier, mod) : null;
assert.deepEqual([u.def.charId, u.def.diyFor, u.skill.id, !!u.kit.generic, u.kit.skillSource], [HOD, SLOT[tier], form.skills[skill].skillId, false, 'skills'], label(f));
assert.deepEqual([u.base.maxHp, u.base.atk, u.base.def], [form.stats.maxHp + (m?.attr.maxHp ?? 0), form.stats.atk + (m?.attr.atk ?? 0), form.stats.def], `${label(f)}: stats`);
assert.deepEqual([u.s.blockCnt, u.profile.attack, u.profile.dmgType, u.profile.canHitFly, u.profile.hitAllBlocked, u.base.bat], [2, 'melee', 'phys', false, true, 2.5], `${label(f)}: 重剑手`);
assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${label(f)}: 1-1`);
assert.deepEqual([u.def.bonds, u.def.raw.garrisonIds], [['emptyShip'], []], `${label(f)}: bonds / 特质`);
assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth, `${label(f)}: ground enemies target him`);
done(h);
}
}
// zh_CN: E2 Lv1 4670 / 1323 / 0, E2 Lv60 5544 / 1491 / 0; CRU-X +290 / +92 → +450 / +130, CRU-Y +300 / +110 → +400 / +160
assert.deepEqual([FORMS['2/1/4/0'].stats.maxHp, FORMS['2/1/4/0'].stats.atk, FORMS['2/60/7/1'].stats.maxHp, FORMS['2/60/7/1'].stats.atk], [4670, 1323, 5544, 1491]);
assert.deepEqual([modOf(5, CRUX).attr, modOf(6, CRUX).attr, modOf(5, CRUY).attr, modOf(6, CRUY).attr], [{ maxHp: 290, atk: 92 }, { maxHp: 450, atk: 130 }, { maxHp: 300, atk: 110 }, { maxHp: 400, atk: 160 }]);
});
test('a 自选 pick: 赫德雷 is offered at tiers 5 and 6 (he has a kit) and a roster with him passes validateDiyPicks', () => {
const data = { chess: CHESS, backups: BACKUPS };
assert.ok(KITTED_CHARS.includes(HOD));
for (const t of [5, 6]) assert.ok(diyPool(t, { data, kitted: KITTED_CHARS }).includes(HOD), `tier ${t}`);
assert.deepEqual(validateDiyPicks({ [SLOT[6]]: { charId: HOD, skillIndex: 0, uniEquipId: CRUY } }, { data, kitted: KITTED_CHARS }),
{ ok: true, picks: { [SLOT[6]]: { charId: HOD, skillIndex: 0, uniEquipId: CRUY } } });
});
test('trait + T1 及锋而试: every attack hits all he blocks; ×1.1 (CRU-Y stage 3 ×1.3), ×1.4 (×1.6) on a stunned or bound target — not a frozen one, never a flyer', () => {
for (const f of FORMS_ALL) {
const [tier, elite, mod] = f;
const { h, u } = field({ tier, elite, mod, skill: 0, noSp: true });
const t0 = t0Of(u);
const y3 = elite && tier === 6 && mod === CRUY;
assert.deepEqual([t0.atk_scale_2, t0.atk_scale], y3 ? [1.3, 1.6] : [1.1, 1.4], label(f));
const e = h.spawn('enemy_dummy', { pos: [10, 6] });
h.spawn('enemy_fly', { pos: [10, 6] });
const hitOn = () => { const n = atkHits(h, u).length; h.runUntil(() => atkHits(h, u).length > n, 3); return atkHits(h, u).slice(n); };
let hs = hitOn();
assert.ok(hs.length === 1 && hs[0].target === e, `${label(f)}: the ground dummy only`);
approx(hs[0].amount, u.s.atk * t0.atk_scale_2 * ownPhys(u), `${label(f)}: ×${t0.atk_scale_2}`);
for (const [st, mul] of [['stun', t0.atk_scale], ['bind', t0.atk_scale], ['freeze', t0.atk_scale_2]]) {
h.b.applyStatus(e, st, { duration: 60, source: null });
hs = hitOn();
approx(hs[0].amount, u.s.atk * mul * ownPhys(u), `${label(f)}: ${st} ×${mul}`);
h.b.removeStatus(e, st);
}
done(h);
}
// all he blocks, at once
const { h, u } = field({ tier: 6, elite: true, skill: 0, row: 9, col: 5, noSp: true });
h.spawn('enemy_walk', { routeIndex: 0 });
h.spawn('enemy_walk', { routeIndex: 0, time: 0 });
assert.ok(h.runUntil(() => u.blocking.length === 2, 40), 'blocks two');
const n = atkHits(h, u).length;
h.run(6);
const att = byAttack(atkHits(h, u).slice(n));
assert.ok(att.length >= 2 && att.every((a) => a.length === 2 && new Set(a.map((c) => c.target)).size === 2), '同时攻击阻挡的所有敌人');
done(h);
});
test('CRU-Y stage 3: his first damage on an enemy he blocks stuns it 2.5 s — before 及锋而试 reads it (×1.6) — once per enemy and deployment; CRU-Y ×1.1 on the enemies he blocks (stages 1 and 3), not on others', () => {
for (const f of FORMS_ALL) {
const [tier, elite, mod] = f;
const { h, u } = field({ tier, elite, mod, skill: 0, row: 9, col: 5, noSp: true });
const y = elite && mod === CRUY, y3 = y && tier === 6;
const w = h.spawn('enemy_walk', { routeIndex: 0 });
assert.ok(h.runUntil(() => u.blocking.includes(w), 40), `${label(f)}: blocked`);
const n = atkHits(h, u).length;
h.runUntil(() => atkHits(h, u).length > n, 4);
const first = atkHits(h, u).slice(n)[0];
const stuns = () => h.hooksOf('statusApplied').filter((s) => s.target === w && s.status === 'stun' && s.source === u);
const t0 = t0Of(u);
assert.equal(stuns().length, y3 ? 1 : 0, `${label(f)}: the first-hit stun`);
if (y3) assert.equal(stuns()[0].duration, 2.5);
approx(first.amount, u.s.atk * (y3 ? t0.atk_scale : t0.atk_scale_2) * (y ? 1.1 : 1) * ownPhys(u), `${label(f)}: the first hit`);
h.run(8);
assert.equal(stuns().length, y3 ? 1 : 0, `${label(f)}: once per enemy`);
if (y3) {
// the marks go with his deployment (derived from the module talent's buff): a redeployed 赫德雷 stuns it anew
h.b.retreat(u);
h.b.redeploy(u);
assert.ok(h.runUntil(() => stuns().length === 2, 20), `${label(f)}: stunned again after a redeploy`);
}
done(h);
}
// an enemy another operator blocks: no CRU-Y ×1.1 (hodrer_e_003_tr: CheckBlocked by him)
for (const [tier, mod] of [[5, CRUY], [6, CRUY]]) {
const { h, u } = field({ tier, elite: true, mod, skill: 0, noSp: true, others: [{ uid: 2, chessId: 'chess_char_1_02_a', row: 10, col: 6 }] });
const e = h.spawn('enemy_dummy', { pos: [10, 6] });
assert.ok(h.runUntil(() => e.blockedBy === h.unit(2), 3), `T${tier}: blocked by 角峰`);
const n = atkHits(h, u).length;
h.runUntil(() => atkHits(h, u).filter((c) => c.target === e).length > 0 && atkHits(h, u).length > n, 6);
const c = atkHits(h, u).filter((x) => x.target === e).pop();
approx(c.amount, u.s.atk * t0Of(u).atk_scale_2, `T${tier}: ×${t0Of(u).atk_scale_2} only`);
done(h);
}
});
test('T2 余火之氅: he and the ally on the tile behind him get 18 % 庇护 (CRU-X stage 3: 28 % and 物理伤害 +10 %); not the ally beside him; gone once he leaves', () => {
const others = [{ uid: 2, chessId: 'chess_char_1_08_a', row: 10, col: 4 }, { uid: 3, chessId: 'chess_char_1_10_a', row: 11, col: 5 }];
for (const f of FORMS_ALL) {
const [tier, elite, mod] = f;
const { h, u } = field({ tier, elite, mod, skill: 0, others });
const behind = h.unit(2), beside = h.unit(3);
h.run(0.5);
const x3 = elite && tier === 6 && mod === CRUX;
const dr = t1Of(u).damage_resistance;
assert.equal(dr, x3 ? 0.28 : 0.18, label(f));
for (const a of [u, behind]) {
const m = a.findBuff(PROTECT)?.mods;
assert.ok(m, `${label(f)}: ${a.def.charId} protected`);
approx(m.physTakenMul, 1 - dr, `${label(f)}: phys`);
approx(m.artsTakenMul, 1 - dr, `${label(f)}: arts`);
assert.equal(m.physDealtMul ?? 1, x3 ? 1.1 : 1, `${label(f)}: 物理伤害`);
}
assert.equal(beside.findBuff(PROTECT), null, `${label(f)}: not beside him`);
const hp = behind.hp;
h.b.dealDamage(null, behind, { amount: 1000, type: 'arts' });
approx(hp - behind.hp, 1000 * (1 - behind.s.res / 100) * (1 - dr), `${label(f)}: arts taken behind him`);
h.b.retreat(u);
h.run(0.5);
assert.equal(behind.findBuff(PROTECT), null, `${label(f)}: gone with him`);
done(h);
}
});
test('S1 重锋不熄 (AUTO, hit SP 3, DEFAULT): every 4th attack hits all he blocks at 180 % / 200 % (× 及锋而试) and heals 15 % / 20 % of his max HP once (CRU-X: ×1.2 受到的治疗)', () => {
for (const [tier, elite, mod] of [[5, false, null], [6, true, null], [6, true, CRUX]]) {
const sk = skillOf(tier, elite, S1);
const { h, u } = field({ tier, elite, mod, skill: 0, row: 9, col: 5 });
assert.deepEqual([u.skill.rule, u.skill.spType, u.skill.spCost, sk.bb.atk_scale, sk.bb.hp_ratio], ['DEFAULT', 'attack', 3, elite ? 2 : 1.8, elite ? 0.2 : 0.15], `T${tier}`);
h.spawn('enemy_walk', { routeIndex: 0 });
h.spawn('enemy_walk', { routeIndex: 0, time: 0 });
assert.ok(h.runUntil(() => u.blocking.length === 2, 40));
u.hp = u.s.maxHp * 0.3;
const n0 = atkHits(h, u).length;
h.run(2.5 * 8 + 0.1);
const att = byAttack(atkHits(h, u).slice(n0));
const sk1 = att.filter((a) => a[0].dmg.isSkill);
assert.ok(sk1.length >= 2, `T${tier}: casts (${sk1.length} in ${att.length} attacks)`);
const idx = att.map((a, i) => (a[0].dmg.isSkill ? i : -1)).filter((i) => i >= 0);
for (let i = 1; i < idx.length; i++) assert.equal(idx[i] - idx[i - 1], 4, `T${tier}: one cast every 4 attacks`);
for (const c of sk1[0]) approx(c.amount, u.s.atk * sk.bb.atk_scale * 1.1 * ownPhys(u), `T${tier}: ${sk.bb.atk_scale * 100} % × 1.1`);
assert.equal(sk1[0].length, 2, `T${tier}: both blocked enemies`);
const heals = h.hooksOf('heal').filter((c) => c.target === u && c.source === u);
assert.equal(heals.length, sk1.length, `T${tier}: one heal per cast`);
approx(heals[0].amount, u.s.maxHp * sk.bb.hp_ratio * (mod === CRUX ? 1.2 : 1), `T${tier}: ${sk.bb.hp_ratio * 100} % max HP${mod === CRUX ? ' × 1.2' : ''}`);
done(h);
}
});
test('S2 余烬重荷 (MANUAL, DEFAULT, a 状态切换 toggle): ATK +16 % / 28 % from the deployment on; switched on once and kept — interval 2.5 + 0.5 s, block 3, every attack stuns its targets 1 s before 及锋而试 reads them (×1.4)', () => {
for (const [tier, elite] of [[5, false], [6, true]]) {
const sk = skillOf(tier, elite, S2);
const { h, u } = field({ tier, elite, skill: 1, row: 9, col: 5 });
assert.deepEqual([u.skill.rule, u.skill.kind, sk.spCost, sk.initSp, sk.bb.atk, sk.bb.base_attack_time, sk.bb.block_cnt, sk.bb['attack@stun']], ['DEFAULT', 'toggle', elite ? 8 : 9, 0, elite ? 0.28 : 0.16, 0.5, 1, 1], `T${tier}`);
approx(u.s.atk, u.base.atk * (1 + sk.bb.atk), `T${tier}: the passive ATK`);
for (let i = 0; i < 3; i++) h.spawn('enemy_walk', { routeIndex: 0, time: 0 });
assert.ok(h.runUntil(() => u.skill.active, 30), `T${tier}: switched on with an enemy`);
approx(u.s.interval, 3.0, `T${tier}: 攻击间隔略微增大(+0.5)`);
assert.equal(u.s.blockCnt, 3, `T${tier}: 阻挡数+1`);
assert.ok(h.runUntil(() => u.blocking.length === 3, 30), `T${tier}: blocks three`);
const n0 = atkHits(h, u).length;
h.run(9.1);
const att = byAttack(atkHits(h, u).slice(n0));
assert.ok(att.length >= 3 && att.every((a) => a.length === 3), `T${tier}: all three each attack`);
for (const a of att) for (const c of a) approx(c.amount, u.s.atk * 1.4, `T${tier}: stunned first ⇒ ×1.4`);
const stuns = h.hooksOf('statusApplied').filter((s) => s.source === u && s.status === 'stun');
assert.ok(stuns.length >= 9 && stuns.every((s) => s.duration === 1), `T${tier}: 晕眩1秒 on every target`);
h.run(60);
assert.ok(u.skill.active, `T${tier}: kept on`);
assert.equal(u.skill.activations, 1, `T${tier}: switched on once`);
done(h);
}
});
test('S3 死境硝烟 (MANUAL, data ACTIVE_RANGE): cast with an enemy 2 tiles ahead; 70 s, max HP +30 / 45 %, ATK +60 / 90 %, range +1; heals 5 % per attack, 25 % stuns 3 / 4 s; −100 HP / s and 200 无来源 true / s on the enemies he attacked or that attacked him', () => {
for (const [tier, elite] of [[5, false], [6, true]]) {
const sk = skillOf(tier, elite, S3);
const { h, u } = field({ tier, elite, skill: 2, seed: 19 });
assert.deepEqual([u.skill.rule, sk.duration, sk.bb.max_hp, sk.bb.atk, sk.bb['attack@hp_ratio'], sk.bb['attack@buff_prob'], sk.bb['attack@stun'], sk.bb.ability_range_forward_extend, sk.bb['attack@value'], sk.bb['attack@damage']],
['ACTIVE_RANGE', 70, elite ? 0.45 : 0.3, elite ? 0.9 : 0.6, 0.05, 0.25, elite ? 4 : 3, 1, 100, 200], `T${tier}`);
assert.deepEqual(sk.trigger.customRangeGrid, [[0, 0], [0, 1], [0, 2]], `T${tier}: the running range`);
u.skill.gainSp(999);
const near = h.spawn('enemy_dummy', { pos: [9, 6] }); // beside his range: never attacked
h.run(1);
assert.equal(u.skill.activations, 0, `T${tier}: nothing in his range`);
const far = h.spawn('enemy_dummy', { pos: [10, 7] });
assert.ok(h.runUntil(() => u.skill.active, 1), `T${tier}: an enemy 2 tiles ahead (the running range)`);
assert.deepEqual(u.liveRangeGrid, [[0, 0], [0, 1], [0, 2]], `T${tier}: 攻击距离+1`);
approx(u.skill.timeLeft, 70, `T${tier}: 70 s`, 0.01);
approx(u.s.maxHp, u.base.maxHp * (1 + sk.bb.max_hp), `T${tier}: max HP`);
approx(u.s.atk, u.base.atk * (1 + sk.bb.atk), `T${tier}: ATK`);
const t0 = h.hooksOf('skillStart').find((c) => c.unit === u).t;
h.run(10);
const ticks = (e) => h.hooksOf('damaged').filter((c) => c.target === e && c.credit === u && c.source === null && (c.dmg?.tags ?? []).includes('periodic'));
const onFar = ticks(far);
assert.ok(onFar.length >= 8 && onFar.every((c) => c.amount === 200 && c.type === 'true'), `T${tier}: 200 无来源 true / s on the enemy he attacked (${onFar.length})`);
assert.equal(ticks(near).length, 0, `T${tier}: none on an enemy he never attacked`);
const losses = h.hooksOf('damaged').filter((c) => c.target === u && (c.dmg?.tags ?? []).includes('hpLoss') && c.t >= t0);
assert.ok(losses.length >= 9 && losses.every((c) => c.amount === 100), `T${tier}: 每秒流失100点生命 (${losses.length})`);
const heals = h.hooksOf('heal').filter((c) => c.target === u && c.source === u && c.t >= t0);
const attacks = h.hooksOf('attack').filter((c) => c.attacker === u && c.t >= t0);
assert.ok(heals.length >= 2 && Math.abs(heals.length - attacks.length) <= 1, `T${tier}: one heal per attack (${heals.length} / ${attacks.length})`);
// an enemy that attacks him joins
const brute = h.spawn('enemy_brute', { routeIndex: 1 });
assert.ok(h.runUntil(() => ticks(brute).length >= 2, 40), `T${tier}: the brute that hit him burns too`);
h.b.kill(brute, null);
u.hp = u.s.maxHp;
// the stun roll over many attacks ≈ 25 %
u.skill.extend(600);
const s0 = h.hooksOf('statusApplied').filter((s) => s.source === u && s.status === 'stun' && s.target === far).length;
const a0 = atkHits(h, u).filter((c) => c.target === far).length;
h.run(500);
const sN = h.hooksOf('statusApplied').filter((s) => s.source === u && s.status === 'stun' && s.target === far);
const aN = atkHits(h, u).filter((c) => c.target === far).length - a0;
const rate = (sN.length - s0) / aN;
assert.ok(rate > 0.17 && rate < 0.33 && sN.every((s) => s.duration === sk.bb['attack@stun']), `T${tier}: stun ${(rate * 100).toFixed(1)} % ≈ 25 %, ${sk.bb['attack@stun']} s`);
u.skill.end('test');
const n = ticks(far).length;
h.run(3);
assert.equal(ticks(far).length, n, `T${tier}: no tick after the skill`);
assert.deepEqual(u.liveRangeGrid, [[0, 0], [0, 1]], `T${tier}: 1-1 again`);
done(h);
}
});