Files
ark-stronghold-protocol/test/content/bonds_addon.test.js
T
sganggs 5a3d562b75 feedback1f WV: a knocked-out operator keeps its tile; 突袭 never lands on it
Player report F5 after 0.1.0: "突袭盟约的干员会移动到濒死干员的尸体上".

Real. A knocked-out operator left the occupancy map at once and only its
home tile stayed reserved. A 突袭 member that fell after its jump lay on the
landing tile, which nothing reserved, so the next member's jump (same target,
same scoring) landed on it; and a member's timed redeploy came back on its home
where a teammate that had jumped there lay. Real matches (six real 突袭
members, 战场#07 / #08, R6 / R9 / R12, 96 battles): 6 placements on a body
(3 jumps, 3 home redeploys) before, 0 of 526 jumps after.

Official (PRTS 卫戍协议/帮助, 作战阶段 / 单位部署):
- "干员退场后…原地留下一个“倒地干员”…满足再部署条件时,移除场上的该倒地干员
  并自动部署至该位置"
- "倒地干员所在地块视为可部署,但所有我方单位在此处的部署行为将被阻止"
- "若干员被击倒的位置为其他干员或召唤物的初始位置,则在被击倒后,尝试返回其
  自身的初始位置"

Now (sim/Battle.js):
- A knocked-out operator lies on `unit.body`: the tile it fell on, or its
  own home when it fell on another board piece's home and its home is free
  (one attempt at the knock-out, assumed). x / y / tileR / tileC keep where
  it fell, so the kill / death handlers still act there.
- Every redeploy comes back there (restTile): the timed one, 不屈's and
  阿戈尔's. A retreated operator still comes back on its home.
- downOn(r, c): _deploy (redeploys, the 突袭 landing, summons), spawnDevice
  and relocate refuse the tile for every ally of the field; isReservedTile
  reports it, so every automatic picker skips it (突袭 raidTile, tactical
  points, summon / device pickers, 维娜's lions). The kit helpers that kept
  their own home-tile loop (tier1 summonTileFree, tier3 / tier4 freeTile) go
  through isReservedTile.
- b.snap `down` entries gain the body tile: [id, respawnAt, respawnTime,
  state, row, col]. DOWN_STATE.WAIT_TILE becomes a safeguard only.

Tests: test/sim/feedback1f-downed-tile.test.js (real Match / PlayerState /
BattleSpec runs with real 突袭 chess, the 突袭 jump, the engine refusals,
the return home); downelem and bonds_addon follow the official rule.
2026-10-03 07:16:24 +08:00

666 lines
35 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
// Add-on bonds (server/sim/content/bonds/addon.js): battle effects of 精准 迅捷 灵巧 奥术 坚守 助力 突袭 不屈 协防干员 独行
// 绝技 and the prep side of 助力 远见 奇迹 投资人 调和 (numbers from data/bonds.json, research 02 §3.9–§3.23).
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { makeBattle, chessRec, enemyRec, checkInvariants } from '../helpers/battleHarness.js';
import { gainLayers, inRange } from '../../server/sim/content/support/index.js';
import { bondBb, procChance } from '../../server/sim/content/bonds/addon/battle.js';
import { registerMeta } from '../../server/sim/content/bonds/addon.js';
import { createRegistry } from '../../server/match/effectsMeta.js';
import { makeMatch, give, legalTileFor } from '../match/harness.js';
const close = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps, `${msg ?? ''} expected ${b}, got ${a}`);
const op = (id, bonds, extra = {}) => chessRec({ id, bonds, profession: 'WARRIOR', skill: null, ...extra });
const ranged = (id, bonds, extra = {}) => chessRec({ id, bonds, profession: 'SNIPER', skill: null, rangeGrid: [[0, 0]], ...extra });
const bond = (tier, layers = 0, count = 2) => ({ count, active: tier > 0, tier, layers });
const DUMMY = { enemy_addon_dummy: enemyRec({ key: 'enemy_addon_dummy', hp: 1e6, speed: 0 }) };
const hasBondBuff = (u) => u.buffs.some((b) => String(b.key).startsWith('bond:'));
// ---------------------------------------------------------------------------------------------------------------------
// battle side
test('精准: members ATK ×(1+0.10+0.012·L), live layers; tier 2 widens to ranged operators with 30% DEF/RES ignore', () => {
const bb = bondBb('preciShip');
const defs = { chess: { p_m: op('p_m', ['preciShip']), p_r: ranged('p_r', []), p_x: op('p_x', []) } };
const units = [{ chessId: 'p_m', row: 10, col: 3 }, { chessId: 'p_r', row: 11, col: 3 }, { chessId: 'p_x', row: 12, col: 3 }];
const h = makeBattle({ defs, units, bonds: { preciShip: bond(1, 10) } });
h.step();
close(h.unit('p_m').s.atk, 500 * (1 + bb.base_atk + bb.atk_per_stack * 10), 'member');
close(h.unit('p_r').s.atk, 500, 'ranged non-member (tier 1)');
close(h.unit('p_m').s.defIgnorePct, 0);
gainLayers(h.b, { playerId: 'p1', bonds: 'preciShip', n: 15 });
h.step(2);
close(h.unit('p_m').s.atk, 500 * (1 + bb.base_atk + bb.atk_per_stack * 25), 'live layers');
checkInvariants(h.b);
const h2 = makeBattle({ defs, units, bonds: { preciShip: bond(2, 0, 3) } });
h2.step();
const r = h2.unit('p_r');
close(r.s.atk, 500 * (1 + bb.base_atk), 'ranged op in scope');
close(r.s.defIgnorePct, bb.power_def_penetrate);
close(r.s.resIgnorePct, bb.power_magic_resist_penetrate);
close(h2.unit('p_x').s.atk, 500, 'melee non-member');
checkInvariants(h2.b);
});
test('迅捷: member skill end +12 SP (p=1 at high L), ≥40 layers every operator +15 extra; inactive → nothing', () => {
const bb = bondBb('swiftShip');
const sk = { spCost: 30, initSp: 30, trigger: { rule: 'SP_FULL' } };
const defs = { chess: {
s_m: chessRec({ id: 's_m', bonds: ['swiftShip'], skill: sk }),
s_x: chessRec({ id: 's_x', bonds: [], skill: sk }),
} };
const kits = { s_m: () => ({ skill: { kind: 'instant', trigger: 'SP_FULL' } }), s_x: () => ({ skill: { kind: 'instant', trigger: 'SP_FULL' } }) };
const run = (b) => {
const seen = {};
const h = makeBattle({
defs, kits, bonds: { swiftShip: b }, units: [{ chessId: 's_m', row: 10, col: 3 }, { chessId: 's_x', row: 12, col: 3 }],
setup: (bt) => bt.on('skillEnd', (c) => { seen[c.unit.defId] ??= c.unit.skill.sp; }, { priority: -1000 }),
});
h.run(0.2);
checkInvariants(h.b);
return seen;
};
const hi = run(bond(1, 1000));
close(hi.s_m, bb.normal_sp + bb.power_sp, 'member rolls both');
close(hi.s_x, bb.power_sp, 'non-member: 40-layer extra only');
const low = run(bond(1, 39));
assert.ok(low.s_x === 0, 'no 40-layer effect below the milestone');
const off = run(bond(0, 1000));
assert.equal(off.s_m, 0);
assert.equal(off.s_x, 0);
});
test('迅捷 / 不屈 proc chances: p = min(1, base + per·L) at each layer count', () => {
const sw = bondBb('swiftShip'), ind = bondBb('indomShip');
close(procChance(sw, 0), 0.20);
close(procChance(sw, 40), 0.20 + 0.0035 * 40);
close(procChance(sw, 228), 0.20 + 0.0035 * 228);
close(procChance(sw, 229), 1, 'swift reaches 100 % at 229');
close(procChance(ind, 0), 0.18);
close(procChance(ind, 50), 0.18 + 0.004 * 50);
close(procChance(ind, 205), 1, 'indom reaches 100 % at 205');
close(procChance(ind, 1000), 1, 'capped');
});
test('灵巧: aura on members + 4 neighbours (once), 8 tiles at ≥40 layers, follows death and relocation', () => {
const defs = { chess: { k_1: op('k_1', ['skillfulShip']), k_2: op('k_2', ['skillfulShip']), k_n: op('k_n', []), k_d: op('k_d', []), k_f: op('k_f', []) } };
const h = makeBattle({
defs, bonds: { skillfulShip: bond(1, 5) },
units: [
{ chessId: 'k_1', row: 10, col: 4 }, { chessId: 'k_2', row: 10, col: 3 }, { chessId: 'k_n', row: 10, col: 5 },
{ chessId: 'k_d', row: 11, col: 5 }, { chessId: 'k_f', row: 12, col: 9 },
],
});
h.step(2);
const a = (id) => h.unit(id).s.aspd;
assert.equal(a('k_1'), 115, 'member, two auras → once');
assert.equal(a('k_n'), 115, '4-neighbour');
assert.equal(a('k_d'), 100, 'diagonal outside the 4 tiles');
assert.equal(a('k_f'), 100);
gainLayers(h.b, { playerId: 'p1', bonds: 'skillfulShip', n: 35 });
h.step(2);
assert.equal(a('k_d'), 150, '8 tiles at 40 layers');
assert.equal(a('k_n'), 150);
assert.ok(h.b.relocate(h.unit('k_n'), 12, 7));
h.run(0.4);
assert.equal(a('k_n'), 100, 'relocated out of the aura');
h.b.dealDamage(null, h.unit('k_1'), { amount: 1e9, type: 'true' });
h.step(2);
assert.equal(a('k_d'), 100, 'aura source died');
checkInvariants(h.b);
});
test('奥术: member arts damage → target arts taken ×(1.2+0.01·L) for 3 s; tier 2 below 50% HP ×1.4', () => {
const bb = bondBb('arcaneShip');
const defs = { chess: { a_m: chessRec({ id: 'a_m', bonds: ['arcaneShip'], profession: 'CASTER', skill: null, rangeGrid: [[0, 0]] }), a_x: op('a_x', []) }, enemies: DUMMY };
const mk = (b) => makeBattle({ defs, bonds: { arcaneShip: b }, units: [{ chessId: 'a_m', row: 12, col: 3 }, { chessId: 'a_x', row: 11, col: 3 }], enemies: [{ key: 'enemy_addon_dummy', pos: [9, 9] }] });
const h = mk(bond(1, 10));
h.step(2);
const e = h.enemy('enemy_addon_dummy');
h.b.dealDamage(h.unit('a_x'), e, { amount: 100, type: 'arts' });
close(e.s.artsTakenMul, 1, 'non-member');
h.b.dealDamage(h.unit('a_m'), e, { amount: 100, type: 'phys' });
close(e.s.artsTakenMul, 1, 'physical damage');
h.b.dealDamage(h.unit('a_m'), e, { amount: 100, type: 'arts' });
const m = bb.base_damage_scale + bb.damage_scale_per_stack * 10;
close(e.s.artsTakenMul, m, 'vulnerable');
e.hp = e.s.maxHp * 0.3;
h.b.dealDamage(h.unit('a_m'), e, { amount: 100, type: 'arts' });
close(e.s.artsTakenMul, m, 'tier 1 ignores the HP threshold');
h.run(bb.weak_duration + 0.2);
close(e.s.artsTakenMul, 1, 'expired');
checkInvariants(h.b);
const h2 = mk(bond(2, 10, 3));
h2.step(2);
const e2 = h2.enemy('enemy_addon_dummy');
e2.hp = e2.s.maxHp * 0.3;
h2.b.dealDamage(h2.unit('a_m'), e2, { amount: 100, type: 'arts' });
close(e2.s.artsTakenMul, m * bb.power_weak_scale, 'low-HP multiplier (+68%+1.4%/L)');
close(e2.s.artsTakenMul - 1, bb.base_damage_scale_show_ex + bb.damage_scale_per_stack_show_ex * 10, 'matches the *_show keys');
checkInvariants(h2.b);
});
test('奥术 with two players on one field: one instance per target, the strongest wins (never multiplied); a weaker one resumes after it', () => {
// DESIGN §20.10: PRTS 作战机制 "同名buff的默认叠加策略buff只能表现出一个"; 巴哈姆特 12316 "共享型buff會跟對面搶 如果對面層數比你高
// 就不需要再特別激活直接吃他的奧術buff". v2.5 kept one instance per player: ×(1.3)·×(1.7) here.
const bb = bondBb('arcaneShip');
const caster = (id) => chessRec({ id, bonds: ['arcaneShip'], profession: 'CASTER', skill: null, rangeGrid: [[0, 0]] });
const defs = { chess: { a_1: caster('a_1'), a_2: caster('a_2'), a_x: op('a_x', []) }, enemies: DUMMY };
const h = makeBattle({
kind: 'boss', defs,
players: [
{ playerId: 'p1', seat: 0, side: 'L', colOffset: 0, units: [{ uid: 1, kind: 'chess', chessId: 'a_1', row: 12, col: 3 }], bonds: { arcaneShip: bond(1, 10) } },
{ playerId: 'p2', seat: 1, side: 'R', colOffset: 0, units: [{ uid: 2, kind: 'chess', chessId: 'a_2', row: 12, col: 3 }, { uid: 3, kind: 'chess', chessId: 'a_x', row: 11, col: 3 }], bonds: { arcaneShip: bond(1, 50) } },
],
enemies: [{ key: 'enemy_addon_dummy', pos: [9, 9] }],
});
h.step(2);
const e = h.enemy('enemy_addon_dummy');
const u1 = h.b.allyUnits.find((u) => u.defId === 'a_1'), u2 = h.b.allyUnits.find((u) => u.defId === 'a_2');
const m1 = bb.base_damage_scale + bb.damage_scale_per_stack * 10, m2 = bb.base_damage_scale + bb.damage_scale_per_stack * 50;
h.b.dealDamage(u1, e, { amount: 100, type: 'arts' });
close(e.s.artsTakenMul, m1, 'p1 alone');
h.b.dealDamage(u2, e, { amount: 100, type: 'arts' });
close(e.s.artsTakenMul, m2, 'the stronger p2 instance takes over — not m1 × m2');
h.b.dealDamage(u1, e, { amount: 100, type: 'arts' });
close(e.s.artsTakenMul, m2, 'a weaker application never overrides it');
assert.equal(e.buffs.filter((b) => String(b.key).startsWith('bond:arcaneShip')).length, 1, 'one buff on the target');
// the partner's non-member arts damage benefits too (it is a debuff on the target)
const x = h.b.allyUnits.find((u) => u.defId === 'a_x');
const hp0 = e.hp;
h.b.dealDamage(x, e, { amount: 100, type: 'arts' });
close(hp0 - e.hp, 100 * m2, 'any arts damage on the target');
// p2 stops: its instance expires at 3 s, p1's later application (≈ 3 s too) resumes for the rest
h.run(1);
h.b.dealDamage(u1, e, { amount: 100, type: 'arts' });
close(e.s.artsTakenMul, m2, 'still the stronger one');
h.run(bb.weak_duration - 1 + 0.1);
close(e.s.artsTakenMul, m1, 'the stronger expired, the weaker (applied later) resumes');
h.run(1.1);
close(e.s.artsTakenMul, 1, 'both expired');
checkInvariants(h.b);
});
test('坚守: all operators HP ×(1.25+0.012·L); tier 2 redirect 40% to members, thorns + fragile, cooldown, no loops', () => {
const bb = bondBb('steadShip');
const defs = { chess: { d_1: op('d_1', ['steadShip']), d_2: op('d_2', ['steadShip']), d_n: op('d_n', []) }, enemies: DUMMY };
const units = [{ chessId: 'd_1', row: 10, col: 3 }, { chessId: 'd_2', row: 10, col: 5 }, { chessId: 'd_n', row: 12, col: 3 }];
const h1 = makeBattle({ defs, units, bonds: { steadShip: bond(1, 10) }, enemies: [{ key: 'enemy_addon_dummy', pos: [9, 9] }] });
h1.step(2);
const hpMul = 1 + bb.base_max_hp + bb.max_hp_per_stack * 10;
close(h1.unit('d_n').s.maxHp, 2000 * hpMul, 'non-member HP');
const n1 = h1.unit('d_n');
h1.b.dealDamage(h1.enemy('enemy_addon_dummy'), n1, { amount: 1000, type: 'true' });
close(n1.s.maxHp - n1.hp, 1000, 'tier 1: no redirect');
const h = makeBattle({ defs, units, bonds: { steadShip: bond(2, 10, 3) }, enemies: [{ key: 'enemy_addon_dummy', pos: [9, 9] }] });
h.step(2);
const e = h.enemy('enemy_addon_dummy');
const [d1, d2, dn] = ['d_1', 'd_2', 'd_n'].map((id) => h.unit(id));
const e0 = e.hp;
h.b.dealDamage(e, dn, { amount: 1000, type: 'true' });
close(dn.s.maxHp - dn.hp, 600, 'non-member keeps 60%');
close(d1.s.maxHp - d1.hp, 200, 'member share');
close(d2.s.maxHp - d2.hp, 200, 'member share');
close(e.hp, e0, 'redirected damage never thorns');
const thorn = bb.base_damage_value + bb.damage_value_per_stack * 10;
h.b.dealDamage(e, d1, { amount: 100, type: 'true' });
close(e0 - e.hp, thorn, 'thorns');
close(e.s.dmgTakenMul, bb.damage_scale, 'fragile');
const e1 = e.hp;
h.b.dealDamage(e, d1, { amount: 100, type: 'true' });
close(e.hp, e1, 'per-member cooldown');
h.b.dealDamage(e, d2, { amount: 100, type: 'true' });
close(e1 - e.hp, thorn * bb.damage_scale, 'other member thorns, fragile applies');
h.run(bb.cd_duration + 0.05);
const e2 = e.hp;
h.b.dealDamage(null, d1, { amount: 50, type: 'true' });
close(e.hp, e2, 'sourceless damage: no thorns');
checkInvariants(h.b);
});
test('坚守 thorns: 无来源 (no attacker bonus, hooks see no source) but credited to the member — its stats and the shared-pool tally', async () => {
// DESIGN §20.10: v2.5 dealt them with no source at all, so no player's boss damage counted them (19 % of a co-op pool)
const { SharedBossPool } = await import('../../server/match/finalAssault.js');
const bb = bondBb('steadShip');
const defs = { chess: { d_1: op('d_1', ['steadShip']), d_2: op('d_2', ['steadShip']) }, enemies: DUMMY };
const pool = new SharedBossPool(1e6);
const h = makeBattle({ defs, kind: 'boss', sharedBoss: pool, units: [{ chessId: 'd_1', row: 10, col: 3 }, { chessId: 'd_2', row: 10, col: 5 }],
bonds: { steadShip: bond(2, 10) }, enemies: [{ key: 'enemy_addon_dummy', pos: [9, 9], tag: 'boss' }], hooks: ['damaged'], captureNoisy: true });
h.step(2);
const e = h.enemy('enemy_addon_dummy'), d1 = h.unit('d_1');
assert.ok(e.bossPool, 'the leader drains the pool');
h.b.addBuff(d1, { key: 'test:rage', mods: { dmgDealtMul: 2 } });
const p0 = pool.hp, dmg0 = d1.stats.dmg;
h.b.dealDamage(e, d1, { amount: 100, type: 'true' });
const thorn = bb.base_damage_value + bb.damage_value_per_stack * 10;
close(p0 - pool.hp, thorn, 'thorns hit the pool, the member\'s ×2 does not apply');
const ev = h.hooksOf('damaged').filter((c) => c.target === e);
assert.equal(ev.length, 1);
assert.equal(ev[0].source, null, '无来源: hooks see no source');
assert.equal(ev[0].credit, d1, 'credited to the member');
close(d1.stats.dmg - dmg0, thorn, 'member stats');
close(h.result().perPlayer.p1.bossDamage, thorn, 'its player\'s shared-pool tally');
});
test('坚守 tier 2: the redirected 40 % is the already-scaled damage — the attacker’s damage bonus is not applied twice', () => {
const defs = { chess: { d_1: op('d_1', ['steadShip']), d_2: op('d_2', ['steadShip']), d_n: op('d_n', []) }, enemies: DUMMY };
const units = [{ chessId: 'd_1', row: 10, col: 3 }, { chessId: 'd_2', row: 10, col: 5 }, { chessId: 'd_n', row: 12, col: 3 }];
const h = makeBattle({ defs, units, bonds: { steadShip: bond(2, 0, 3) }, enemies: [{ key: 'enemy_addon_dummy', pos: [9, 9] }] });
h.step(2);
const e = h.enemy('enemy_addon_dummy');
h.b.addBuff(e, { key: 'test:rage', mods: { dmgDealtMul: 2 } });
const [d1, d2, dn] = ['d_1', 'd_2', 'd_n'].map((id) => h.unit(id));
h.b.dealDamage(e, dn, { amount: 1000, type: 'true' }); // 2000 after the attacker's ×2
close(dn.s.maxHp - dn.hp, 1200, 'non-member keeps 60 % of 2000');
close(d1.s.maxHp - d1.hp, 400, 'member share: 40 % of 2000 split in two (not ×2 again)');
close(d2.s.maxHp - d2.hp, 400);
checkInvariants(h.b);
});
test('助力: all operators DEF ×(1.15+0.012·L) and redeploy time ×0.7', () => {
const bb = bondBb('deputShip');
const defs = { chess: { z_m: op('z_m', ['deputShip']), z_x: op('z_x', []) } };
const h = makeBattle({ defs, bonds: { deputShip: bond(1, 20) }, units: [{ chessId: 'z_m', row: 10, col: 3 }, { chessId: 'z_x', row: 12, col: 3 }] });
h.step();
const x = h.unit('z_x');
close(x.s.def, 200 * (1 + bb.base_def + bb.def_per_stack * 20), 'DEF');
const t0 = h.b.time;
h.b.dealDamage(null, x, { amount: 1e9, type: 'true' });
close(x.respawnAt - t0, 20 * (1 + bb.respawn_time), 'redeploy time');
checkInvariants(h.b);
});
test('突袭: idle member relocates next to a ground enemy (SP kept) with ATK/HP ×(1.25+0.01·L); ≥50 layers all ASPD +50', () => {
const bb = bondBb('raidShip');
const defs = { chess: { r_m: op('r_m', ['raidShip']), r_x: op('r_x', []) }, enemies: DUMMY };
const h = makeBattle({
defs, bonds: { raidShip: bond(1, 10) }, enemies: [{ key: 'enemy_addon_dummy', pos: [9, 8] }],
units: [{ chessId: 'r_m', row: 12, col: 3 }, { chessId: 'r_x', row: 11, col: 3 }],
});
const u = h.unit('r_m');
h.run(bb.no_attack_duration - 1);
assert.deepEqual([u.tileR, u.tileC], [12, 3], 'still waiting');
close(h.unit('r_x').s.aspd, 100, 'no milestone below 50 layers');
h.run(1.5);
const e = h.enemy('enemy_addon_dummy');
assert.notDeepEqual([u.tileR, u.tileC], [12, 3], 'relocated');
assert.ok(Math.max(Math.abs(u.tileR - 9), Math.abs(u.tileC - 8)) <= 2, 'next to the enemy');
assert.ok(inRange(u, e), 'enemy in range after the jump');
close(u.s.atk, 500 * (1 + bb.base_atk + bb.atk_per_stack * 10), 'ATK');
close(u.s.maxHp, 2000 * (1 + bb.base_max_hp + bb.max_hp_per_stack * 10), 'HP');
assert.deepEqual([h.unit('r_x').tileR, h.unit('r_x').tileC], [11, 3], 'non-member stays');
checkInvariants(h.b);
// skill ready → immediate; 50 layers → every operator ASPD +50
const defs2 = { chess: { r_s: chessRec({ id: 'r_s', bonds: ['raidShip'], skill: { spCost: 10, initSp: 10 } }), r_x: op('r_x', []) }, enemies: DUMMY };
const h2 = makeBattle({
defs: defs2, bonds: { raidShip: bond(1, bb.power_bond_stack_cnt) }, enemies: [{ key: 'enemy_addon_dummy', pos: [9, 8] }],
units: [{ chessId: 'r_s', row: 12, col: 3 }, { chessId: 'r_x', row: 11, col: 3 }],
});
h2.run(0.6);
const s = h2.unit('r_s');
assert.notDeepEqual([s.tileR, s.tileC], [12, 3], 'ready skill → relocated at once');
close(h2.unit('r_x').s.aspd, 100 + bb.power_attack_speed, 'ASPD milestone');
checkInvariants(h2.b);
});
test('突袭: the jump is a redeployment — deploy fires (部署时 effects), full HP, SP kept; knocked out there, it comes back there', () => {
const bb = bondBb('raidShip');
const defs = { chess: { r_m: chessRec({ id: 'r_m', bonds: ['raidShip'], skill: { spCost: 40, initSp: 0, duration: 10 } }) }, enemies: DUMMY };
let spAtJump = null;
const h = makeBattle({
defs, bonds: { raidShip: bond(1, 0) }, enemies: [{ key: 'enemy_addon_dummy', pos: [9, 8] }], hooks: ['deploy', 'death'],
units: [{ chessId: 'r_m', row: 12, col: 3 }],
setup: (b) => b.on('death', (c) => { if (c.reason === 'raid') spAtJump = c.unit.skill.sp; }),
});
h.step(1);
const u = h.unit('r_m');
h.b.dealDamage(null, u, { amount: 500, type: 'true' });
assert.ok(h.runUntil(() => u.tileR !== 12 || u.tileC !== 3, bb.no_attack_duration + 1), 'jumped');
const sp = spAtJump;
assert.ok(sp > 5 && sp < 40, `SP ${sp} accumulated`);
const redeploys = h.hooksOf('deploy').filter((c) => c.unit === u && !c.initial);
assert.equal(redeploys.length, 1, 'a deploy event (部署时 traits, 突袭手雷, 卡西米尔 …)');
assert.ok(h.hooksOf('death').some((c) => c.unit === u && c.reason === 'raid'), 'left the field as a retreat, not a knock-out');
close(u.skill.sp, sp, `SP kept (${u.skill.sp} vs ${sp})`, 0.1);
close(u.hp, u.s.maxHp, 'fresh deployment: full HP');
close(u.s.maxHp, 2000 * (1 + bb.base_max_hp), 'raid HP bonus');
assert.equal(h.result?.().perPlayer?.p1?.deaths ?? 0, 0, 'not counted as a death');
// knocked out later: it lies on its landing tile and comes back there ("原地留下一个“倒地干员”…满足再部署条件时…
// 自动部署至该位置", PRTS 卫戍协议/帮助 — player report F5 after 0.1.0), without the raid bonus; its home stays the
// board tile
const landed = [u.tileR, u.tileC];
h.b.dealDamage(null, u, { amount: 1e9, type: 'true' });
assert.deepEqual([u.tileR, u.tileC], landed, 'lies where it fell');
h.b.redeploy(u);
assert.deepEqual([u.tileR, u.tileC], landed, 'redeployed where it lay');
assert.deepEqual([u.homeR, u.homeC], [12, 3], 'home tile unchanged');
close(u.s.maxHp, 2000, 'bonus gone after leaving the field');
checkInvariants(h.b);
});
test('不屈: knocked-out ground operator redeploys (p=1 at high L); tier 2 every operator +5 SP; inactive / elevated → no', () => {
const bb = bondBb('indomShip');
const sk = { spCost: 50, initSp: 0 };
const defs = { chess: { i_g: op('i_g', ['indomShip']), i_o: chessRec({ id: 'i_o', bonds: [], skill: sk }) } };
const units = [{ chessId: 'i_g', row: 10, col: 4 }, { chessId: 'i_o', row: 12, col: 6 }];
const h = makeBattle({ defs, units, bonds: { indomShip: bond(2, 300, 3) } });
h.step(2);
const g = h.unit('i_g'), o = h.unit('i_o');
assert.equal(g.ground, true);
const sp0 = o.skill.sp;
h.b.dealDamage(null, g, { amount: 1e9, type: 'true' });
assert.ok(g.alive && g.deployed, 'redeployed immediately');
assert.deepEqual([g.tileR, g.tileC], [10, 4]);
close(o.skill.sp - sp0, bb.sp, 'tier 2 SP');
checkInvariants(h.b);
const off = makeBattle({ defs, units, bonds: { indomShip: bond(0, 300) } });
off.step(2);
off.b.dealDamage(null, off.unit('i_g'), { amount: 1e9, type: 'true' });
assert.equal(off.unit('i_g').alive, false, 'inactive');
const t1 = makeBattle({ defs, units, bonds: { indomShip: bond(1, 300) } });
t1.step(2);
const o1 = t1.unit('i_o'), s1 = o1.skill.sp;
t1.b.dealDamage(null, t1.unit('i_g'), { amount: 1e9, type: 'true' });
assert.ok(t1.unit('i_g').alive);
close(o1.skill.sp, s1, 'tier 1: no SP');
checkInvariants(t1.b);
const hi = makeBattle({ defs, units: [{ chessId: 'i_g', row: 10, col: 2 }], bonds: { indomShip: bond(1, 300) } });
hi.step(2);
const hg = hi.unit('i_g');
assert.equal(hg.ground, false, 'elevated tile');
hi.b.dealDamage(null, hg, { amount: 1e9, type: 'true' });
assert.equal(hg.alive, false, 'not a ground operator');
});
test('协防干员: all operators take ×0.8 phys/arts; members deal ×1.2 (elite ×1.4)', () => {
const bb = bondBb('emptyShip');
const defs = { chess: { c_n: op('c_n', ['emptyShip']), c_e_b: op('c_e_b', ['emptyShip'], { golden: true }), c_x: op('c_x', []) } };
const h = makeBattle({ defs, bonds: { emptyShip: bond(1) }, units: [{ chessId: 'c_n', row: 10, col: 3 }, { chessId: 'c_e_b', row: 11, col: 3 }, { chessId: 'c_x', row: 12, col: 3 }] });
h.step();
for (const id of ['c_n', 'c_e_b', 'c_x']) {
close(h.unit(id).s.physTakenMul, 1 - bb.damage_resistance, `${id} phys`);
close(h.unit(id).s.artsTakenMul, 1 - bb.damage_resistance, `${id} arts`);
}
close(h.unit('c_n').s.dmgDealtMul, bb.damage_scale_normal);
close(h.unit('c_e_b').s.dmgDealtMul, bb.damage_scale_extra);
close(h.unit('c_x').s.dmgDealtMul, 1);
checkInvariants(h.b);
});
test('独行: the lone member ATK/HP ×1.6 and +15 SP on every deploy', () => {
const bb = bondBb('soloShip');
const defs = { chess: { o_m: chessRec({ id: 'o_m', bonds: ['soloShip'], skill: { spCost: 40, initSp: 0 } }), o_x: op('o_x', []) } };
const h = makeBattle({ defs, bonds: { soloShip: bond(1, 0, 1) }, units: [{ chessId: 'o_m', row: 10, col: 3 }, { chessId: 'o_x', row: 12, col: 3 }] });
h.step();
const u = h.unit('o_m');
close(u.s.atk, 500 * (1 + bb.atk));
close(u.s.maxHp, 2000 * (1 + bb.max_hp));
close(h.unit('o_x').s.atk, 500);
assert.ok(u.skill.sp >= bb.sp && u.skill.sp < bb.sp + 0.5, `initial SP ${u.skill.sp}`);
h.b.dealDamage(null, u, { amount: 1e9, type: 'true' });
assert.ok(h.b.redeploy(u));
close(u.skill.sp, bb.sp, 'SP again after the redeploy');
checkInvariants(h.b);
});
test('绝技: 2 elites → elite ATK ×1.3; 5 elites → elite SP cost ×0.7 (floored); normal chess untouched', () => {
const bb = bondBb('suntShip');
const defs = { chess: {
j_e_b: chessRec({ id: 'j_e_b', golden: true, skill: { spCost: 10 } }),
j_n: chessRec({ id: 'j_n', skill: { spCost: 10 } }),
} };
const units = [{ chessId: 'j_e_b', row: 10, col: 3 }, { chessId: 'j_n', row: 12, col: 3 }];
const h1 = makeBattle({ defs, units, bonds: { suntShip: bond(1, 0, 2) } });
h1.step();
close(h1.unit('j_e_b').s.atk, 500 * (1 + bb.power_atk));
close(h1.unit('j_n').s.atk, 500);
assert.equal(h1.unit('j_e_b').skill.spCost, 10, 'tier 1: SP cost unchanged');
const h2 = makeBattle({ defs, units, bonds: { suntShip: bond(2, 0, 5) } });
h2.step();
assert.equal(h2.unit('j_e_b').skill.spCost, Math.floor(10 * bb.sp_ratio));
assert.equal(h2.unit('j_n').skill.spCost, 10);
checkInvariants(h2.b);
});
test('inactive add-on bonds do nothing', () => {
const ids = ['preciShip', 'swiftShip', 'skillfulShip', 'arcaneShip', 'steadShip', 'deputShip', 'raidShip', 'indomShip', 'emptyShip', 'soloShip', 'suntShip'];
const bonds = Object.fromEntries(ids.map((id) => [id, { count: 1, active: false, tier: 0, layers: 500 }]));
const defs = { chess: { n_1_b: op('n_1_b', ids, { golden: true }), n_2: ranged('n_2', ids) } };
const h = makeBattle({ defs, bonds, units: [{ chessId: 'n_1_b', row: 10, col: 3 }, { chessId: 'n_2', row: 10, col: 4 }] });
h.step(3);
for (const u of h.allies()) assert.ok(!hasBondBuff(u), `${u.defId} has no bond buff`);
close(h.unit('n_1_b').s.atk, 500);
checkInvariants(h.b);
});
test('two players on one field: bonds only buff their owner', () => {
const defs = { chess: { w_1: op('w_1', ['steadShip']), w_2: op('w_2', []) } };
const h = makeBattle({
kind: 'boss', defs,
players: [
{ playerId: 'p1', seat: 0, side: 'L', colOffset: 0, units: [{ uid: 1, kind: 'chess', chessId: 'w_1', row: 10, col: 4 }], bonds: { steadShip: bond(1, 10), deputShip: bond(1, 0) } },
{ playerId: 'p2', seat: 1, side: 'R', colOffset: 0, units: [{ uid: 2, kind: 'chess', chessId: 'w_2', row: 10, col: 4 }], bonds: {} },
],
});
h.step(2);
const a = h.b.allyUnits.find((u) => u.ownerId === 'p1'), b = h.b.allyUnits.find((u) => u.ownerId === 'p2');
assert.ok(a.s.maxHp > 2000 && a.s.def > 200, 'owner buffed');
close(b.s.maxHp, 2000, 'partner HP untouched');
close(b.s.def, 200, 'partner DEF untouched');
checkInvariants(h.b);
});
// ---------------------------------------------------------------------------------------------------------------------
// prep side
function addonRegistry() {
const reg = createRegistry({ content: false });
registerMeta(reg);
return reg;
}
function metaMatch(reg, seed = 90) {
const h = makeMatch({ mode: 'solo', seed, registry: reg, fake: true }).start();
h.toPrep(1);
const ps = h.ps('p_0');
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);
ps.funds = 50;
ps.layers = {};
ps.recompute();
return { h, m: h.m, ps };
}
const onBoard = (m, ps, id) => give(m, ps, id, 'board', legalTileFor(m, ps, id));
test('registry: the add-on meta handlers are registered by the real content', () => {
const reg = createRegistry();
for (const id of ['deputShip', 'visiShip', 'miraShip', 'victoriaShip']) assert.ok(reg.has(`bond:${id}`), id);
assert.ok(reg.has('global:bondaddon_prepend'), 'prep-end marker for pending payouts');
assert.equal(reg.warnings.filter((w) => w.startsWith('bond:') || w.startsWith('global:bondaddon')).length, 0, 'no misspelt hooks');
});
test('助力 meta: prep end → every active bond +2, +4 with 3 助力 (distinct name or elite state)', () => {
const { h, m, ps } = metaMatch(addonRegistry());
onBoard(m, ps, 'chess_char_1_13_a'); // 波登可 助力
onBoard(m, ps, 'chess_char_6_14_a'); // 流明 助力
onBoard(m, ps, 'chess_char_1_09_a'); // 跃跃 精准
onBoard(m, ps, 'chess_char_4_06_a'); // 寒芒克洛丝 精准
give(m, ps, 'chess_char_4_21_a', 'hand'); // 白面鸮 in the hand: 灵巧 inactive
assert.equal(ps.bonds.deputShip.tier, 1);
m.dispatch(ps, 'onPrepEnd', { round: m.round });
assert.equal(ps.layers.deputShip, 2);
assert.equal(ps.layers.preciShip, 2);
assert.ok(!ps.layers.skillfulShip, 'inactive bond unchanged');
onBoard(m, ps, 'chess_char_1_13_b'); // elite 波登可: 3rd 助力 by elite state
assert.equal(ps.bonds.deputShip.tier, 2);
m.dispatch(ps, 'onPrepEnd', { round: m.round });
assert.equal(ps.layers.deputShip, 6);
assert.equal(ps.layers.preciShip, 6);
h.invariants();
m.dispose();
});
test('远见 meta: +2 funds per 10 layers, 80 → 远见 chess −1, 150 → every chess −1; catch-up once active', () => {
const { h, m, ps } = metaMatch(addonRegistry());
give(m, ps, 'chess_char_2_02_a', 'hand'); // 赫默
give(m, ps, 'chess_char_5_21_a', 'hand'); // 寒檀 (BOARD_AND_DECK)
assert.ok(ps.bonds.visiShip.active);
const f0 = ps.funds;
ps.addLayers('visiShip', 25);
assert.equal(ps.funds, f0 + 4);
const visi = { kind: 'chess', id: 'chess_char_4_04_a', basePrice: 3 };
const other = { kind: 'chess', id: 'chess_char_1_09_a', basePrice: 3 };
assert.equal(ps.priceOf(visi), 3);
ps.addLayers('visiShip', 55);
assert.equal(ps.funds, f0 + 16);
assert.equal(ps.priceOf(visi), 2, '远见 discount at 80');
assert.equal(ps.priceOf(other), 3);
ps.addLayers('visiShip', 70);
assert.equal(ps.priceOf(other), 2, 'every chess at 150');
assert.equal(ps.priceOf(visi), 2, 'replaces, does not stack');
assert.equal(ps.priceOf({ kind: 'chess', id: 'chess_char_1_09_a', basePrice: 0 }), 0, 'never below 0');
h.invariants();
m.dispose();
const b = metaMatch(addonRegistry(), 91);
give(b.m, b.ps, 'chess_char_2_02_a', 'hand');
const g0 = b.ps.funds;
b.ps.addLayers('visiShip', 30);
assert.equal(b.ps.funds, g0, 'inactive: no payout');
give(b.m, b.ps, 'chess_char_5_21_a', 'hand');
b.m.dispatch(b.ps, 'onRoundStart', { round: b.m.round });
assert.equal(b.ps.funds, g0 + 6, 'caught up once active');
b.m.dispatch(b.ps, 'onPrepEnd', { round: b.m.round });
assert.equal(b.ps.funds, g0 + 6, 'paid once');
b.m.dispose();
});
test('远见 meta: a milestone crossed after the prep phase ended (助力 +2 at prep end) is paid as pending funds, not wiped', () => {
const { h, m, ps } = metaMatch(addonRegistry(), 93);
onBoard(m, ps, 'chess_char_1_13_a'); // 波登可 助力
onBoard(m, ps, 'chess_char_6_14_a'); // 流明 助力
give(m, ps, 'chess_char_2_02_a', 'hand'); // 赫默 远见
give(m, ps, 'chess_char_5_21_a', 'hand'); // 寒檀 远见 (BOARD_AND_DECK)
assert.ok(ps.bonds.deputShip.active && ps.bonds.visiShip.active);
ps.layers.visiShip = 8;
ps.recompute();
const f0 = ps.funds, p0 = ps.pendingFunds;
m.dispatch(ps, 'onPrepEnd', { round: m.round });
assert.equal(ps.layers.visiShip, 10, '助力 +2');
assert.equal(ps.funds, f0, 'not paid into funds that are wiped right after');
assert.equal(ps.pendingFunds, p0 + 2, 'credited at the next round start');
h.invariants();
m.dispose();
});
test('远见 meta: the discounts never push a price below 1', () => {
const { m, ps } = metaMatch(addonRegistry(), 94);
ps.counters['bondaddon:visi:disc'] = 2; // 150 layers reached: every chess −1
const at = (basePrice) => ps.priceOf({ kind: 'chess', id: 'chess_char_1_09_a', basePrice });
assert.equal(at(3), 2);
assert.equal(at(2), 1);
assert.equal(at(1), 1, 'a price of 1 (至简 / 休露丝) stays 1');
ps.counters['bondaddon:visi:disc'] = 1; // 80: 远见 chess only
assert.equal(ps.priceOf({ kind: 'chess', id: 'chess_char_2_02_a', basePrice: 2 }), 1);
assert.equal(ps.priceOf({ kind: 'chess', id: 'chess_char_2_02_a', basePrice: 1 }), 1);
assert.equal(at(2), 2, 'non-远见 chess unchanged at 80');
m.dispose();
});
test('独行 / 绝技 (match side): 独行 active with exactly 1 distinct member (copies ok); 绝技 counts every elite on board', () => {
const { m, ps } = metaMatch(addonRegistry(), 95);
onBoard(m, ps, 'chess_char_1_08_a'); // 德克萨斯 独行
assert.equal(ps.bonds.soloShip.active, true);
onBoard(m, ps, 'chess_char_1_08_b'); // its elite copy: still one distinct 独行
assert.equal(ps.bonds.soloShip.count, 1);
assert.equal(ps.bonds.soloShip.active, true);
onBoard(m, ps, 'chess_char_2_17_a'); // 折桠: a second distinct 独行 breaks it
assert.equal(ps.bonds.soloShip.active, false);
// 绝技: elites on board, duplicates included → 1 (德克萨斯_b) + …
assert.equal(ps.bonds.suntShip.count, 1);
assert.equal(ps.bonds.suntShip.active, false);
onBoard(m, ps, 'chess_char_1_08_b');
assert.equal(ps.bonds.suntShip.count, 2, 'duplicate elites each count');
assert.equal(ps.bonds.suntShip.tier, 1);
onBoard(m, ps, 'chess_char_1_09_b');
onBoard(m, ps, 'chess_char_1_13_b');
assert.equal(ps.bonds.suntShip.tier, 1);
onBoard(m, ps, 'chess_char_2_02_b');
assert.equal(ps.bonds.suntShip.count, 5);
assert.equal(ps.bonds.suntShip.tier, 2);
m.dispose();
});
test('奇迹 meta: refresh → next refresh free (p=1 at 300 layers), +20 funds per 100 layers; inactive → never', () => {
const { h, m, ps } = metaMatch(addonRegistry());
give(m, ps, 'chess_char_2_11_a', 'hand'); // 风丸
give(m, ps, 'chess_char_3_01_a', 'hand'); // 能天使
const f0 = ps.funds;
ps.addLayers('miraShip', 300);
assert.equal(ps.funds, f0 + 60, '3 × 20 funds');
const f1 = ps.funds;
assert.equal(ps.shop.freeRefreshes, 0);
assert.equal(m.handle('p_0', { t: 'g.refresh' }).ok, true);
assert.equal(ps.funds, f1 - m.gd.refreshPrice);
assert.equal(ps.shop.freeRefreshes, 1);
m.handle('p_0', { t: 'g.refresh' });
assert.equal(ps.funds, f1 - m.gd.refreshPrice, 'free refresh');
assert.equal(ps.shop.freeRefreshes, 1, 'rolled again after the free one');
h.invariants();
m.dispose();
const b = metaMatch(addonRegistry(), 92);
give(b.m, b.ps, 'chess_char_2_11_a', 'hand');
b.ps.layers.miraShip = 1000;
b.ps.recompute();
for (let i = 0; i < 3; i++) b.m.handle('p_0', { t: 'g.refresh' });
assert.equal(b.ps.shop.freeRefreshes, 0, 'inactive');
b.m.dispose();
});
test('投资人 meta: 获得时 garrisons run ×2 while active, ×3 at ≥100 layers (dispatcher)', () => {
const reg = createRegistry({ content: false });
let calls = 0;
reg.garrison('SERVER_ADD_BOND_CHESS_ALL', { run: () => { calls++; } }); // 深靛 <获得时>
const { m, ps } = metaMatch(reg);
give(m, ps, 'chess_char_2_19_a', 'hand'); // 锡人
give(m, ps, 'chess_char_3_04_a', 'hand'); // 琳琅诗怀雅
ps.acquireChess('chess_char_1_17_a', { source: 'test' });
assert.equal(calls, 1, 'inactive: once');
give(m, ps, 'chess_char_5_17_a', 'hand'); // 山 → 3 投资人
assert.ok(ps.bonds.investShip.active);
calls = 0;
ps.acquireChess('chess_char_1_17_a', { source: 'test' });
assert.equal(calls, 2);
ps.layers.investShip = 100;
ps.recompute();
calls = 0;
ps.acquireChess('chess_char_1_03_a', { source: 'test' }); // 惊蛰: no 获得时 trait
assert.equal(calls, 0);
const g = give(m, ps, 'chess_char_1_17_a', 'temp');
m.dispatch(ps, 'onGain', { piece: g, kind: 'chess', source: 'test' });
assert.equal(calls, 3, '×3 at 100 layers');
m.dispose();
});
test('调和 (match side): +1 to core bonds that already have a real member', () => {
const { m, ps } = metaMatch(addonRegistry());
onBoard(m, ps, 'chess_char_6_11_a'); // 缪尔赛思 调和
assert.ok(ps.bonds.maniShip.active);
assert.ok(!ps.bonds.yanShip || ps.bonds.yanShip.count === 0, 'no real 炎 → no +1');
onBoard(m, ps, 'chess_char_1_03_a'); // 惊蛰 炎
assert.equal(ps.bonds.yanShip.count, 2);
assert.equal(ps.bonds.yanShip.active, false);
onBoard(m, ps, 'chess_char_4_17_a'); // 星熊 炎
assert.equal(ps.bonds.yanShip.count, 3);
assert.equal(ps.bonds.yanShip.active, true, '1 调和 + 2 炎 activates 炎');
m.dispose();
});