The carrier's own non-initial deploy (the redeploy after a knock-out, a 突袭 retreat + redeploy) re-arms the lock and ends a window still running. The per-battle test is flipped and a retreat + redeploy case added.
193 lines
11 KiB
JavaScript
193 lines
11 KiB
JavaScript
// Player report F1 after 0.1.0 (2026-10-03): "维多利亚坚固锤子的锁血没生效" — 坚固维式重锤 (chess_item_3_09_e_a / _b):
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// "首次受到致命伤害时生命值不低于1,持续8秒" (activity_table act2autochess eff_acarm043 / eff_acgarm043, blackboard
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// undeadable_duration 8; PRTS 卫戍协议:盟约 下半/PRTS盟约记录 备注 "持有不死" — 异常效果 不死 UNDEADABLE "重设常规生命值时不会
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// 使其低于1"). The lock itself works for every kind of lethal damage (pinned here on synthetic and real operators). One
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// ordering fault is fixed: with M3茧甲 equipped before the hammer, its revive ran first at the same priority and the first
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// lethal hit showed no lock. PRTS (same page, M3茧甲 / 埃芒加德 / 阿戈尔 备注): "“复活”的实现方式为:受益者因移动之外的原因退场时
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// 下次部署的再部署时间和费用归零" — a revive acts on a knock-out (退场), which a 不死 prevents, so the lock always comes first
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// (items/battle.js PRIO_RESPAWN). The scope is one lock per DEPLOYMENT (the user's decision, 2026-10-03: "每次部署一次"):
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// until then a redeployed carrier had none, the likeliest reading of the report. Pinned too: the 阿戈尔 battle-start
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// devour spends the lock of the first deployment.
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import { test } from 'node:test';
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import assert from 'node:assert/strict';
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import { makeBattle, chessRec, enemyRec } from '../helpers/battleHarness.js';
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import { PRIO_REVIVE, PRIO_RESPAWN } from '../../server/sim/content/items/battle.js';
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import { PRIO_BAND_REVIVE } from '../../server/sim/content/bands/battle.js';
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const HAMMER = 'chess_item_3_09_e_a';
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const HAMMER_B = 'chess_item_3_09_e_b';
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const M3 = 'chess_item_4_12_e_a';
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const SOLVENT = 'chess_item_1_05_e_a';
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/** Synthetic operator: 2000 HP, 500 ATK, 200 DEF, 1 s attacks, 20 s redeploy. */
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const op = (id) => chessRec({
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id, profession: 'WARRIOR', bonds: [], tier: 1, rangeGrid: [[0, 0], [0, 1]],
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stats: { maxHp: 2000, atk: 500, def: 200, res: 10, aspd: 100, bat: 1, respawnTime: 20, spRecovery: 1, blockCnt: 2 },
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skill: { spCost: 60, duration: 5, initSp: 0 },
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});
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/** One synthetic carrier at (10, 4) with `items` and a harmless static dummy at (10, 9). */
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function carrier(items) {
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const h = makeBattle({
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defs: { chess: { t_op: op('t_op') }, enemies: { e_d: enemyRec({ key: 'e_d', hp: 1e7, speed: 0 }) } },
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units: [{ chessId: 't_op', row: 10, col: 4, items }],
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enemies: [{ key: 'e_d', pos: [10, 9] }], timeLimit: 999, autoFinish: false,
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});
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h.step(1);
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return { h, u: h.unit('t_op'), e: h.b.enemies.find((x) => x.alive) };
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}
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/** fx events of `kind` on `u` (the hammer's lock: 'undying'; M3茧甲: 'revive'). */
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function fxLog(h, u) {
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const log = [];
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const fx0 = h.b.fx.bind(h.b);
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h.b.fx = (kind, p) => { if (p && p.id === u.id) log.push([kind, Math.round(h.b.time * 100) / 100, p.src ?? null]); return fx0(kind, p); };
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return log;
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}
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test('F1 坚固维式重锤: every kind of lethal damage is held at ≥ 1 HP for 8 s (hit, burst, 流失, 无来源, own drain)', () => {
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const kinds = {
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phys: ({ h, u, e }) => h.b.dealDamage(e, u, { amount: 1e7, type: 'phys', canDodge: false }),
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arts: ({ h, u, e }) => h.b.dealDamage(e, u, { amount: 1e7, type: 'arts', canDodge: false }),
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true: ({ h, u, e }) => h.b.dealDamage(e, u, { amount: 1e7, type: 'true', canDodge: false }),
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sourceless: ({ h, u, e }) => h.b.dealDamage(e, u, { amount: 1e7, type: 'true', canDodge: false, sourceless: true }),
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// a full 神经 gauge bursts on the carrier: stun, then 1000 无来源 true damage (sim/constants.js ELEMENT)
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burst: ({ h, u, e }) => { u.hp = 5; h.b.dealDamage(e, u, { type: 'element', element: 'neural', amount: 5000 }); },
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hpLoss: ({ h, u, e }) => h.b.loseHp(u, 1e7, { source: e }),
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hpLossSourceless: ({ h, u, e }) => h.b.loseHp(u, 1e7, { source: e, sourceless: true }),
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};
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for (const [name, hit] of Object.entries(kinds)) {
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for (const id of [HAMMER, HAMMER_B]) {
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const c = carrier([id]);
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const log = fxLog(c.h, c.u);
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hit(c);
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assert.ok(c.u.alive && c.u.hp >= 1, `${name} ${id}: the first lethal ${name} leaves ≥ 1 HP`);
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assert.deepEqual(log.filter((x) => x[0] === 'undying').map((x) => x[2]), ['item:hammer'], `${name}: the hammer's lock`);
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c.h.run(7.8);
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for (let i = 0; i < 3; i++) c.h.b.dealDamage(c.e, c.u, { amount: 1e7, type: 'true', canDodge: false });
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assert.ok(c.u.alive && c.u.hp >= 1, `${name} ${id}: still held inside the 8 s`);
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c.h.run(0.4);
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c.h.b.dealDamage(c.e, c.u, { amount: 1e7, type: 'true', canDodge: false });
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assert.equal(c.u.alive, false, `${name} ${id}: knocked out after the 8 s`);
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}
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}
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});
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test('F1 坚固维式重锤: the carrier\'s own 源石溶剂 drain cannot finish it inside the lock', () => {
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const c = carrier([HAMMER, SOLVENT]);
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c.u.hp = 1;
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c.h.run(1.05); // the drain's first tick (60 per second) is lethal at 1 HP
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assert.ok(c.u.alive && c.u.hp >= 1, 'held by the lock');
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c.h.run(6.5);
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assert.ok(c.u.alive, 'every drain tick inside the 8 s is held');
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c.h.run(2.5);
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assert.equal(c.u.alive, false, 'the first tick after the 8 s knocks it out');
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});
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// Scope: once per deployment (the user's first-hand memory of the official mode, 2026-10-03: "每次部署一次"; the text
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// says only 首次). Before, a carrier knocked out after its lock came back without one — the likeliest reading of
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// "锁血没生效" (forced-hammer bot matches, 3 绝境 + 4 困难: 27 of 382 carrier knock-outs came in a later deployment with
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// the lock spent).
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test('F1 坚固维式重锤: one lock per deployment — the redeploy after a knock-out re-arms it; a new battle too', () => {
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const c = carrier([HAMMER]);
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const log = fxLog(c.h, c.u);
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const hit = () => c.h.b.dealDamage(c.e, c.u, { amount: 1e7, type: 'true', canDodge: false });
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hit();
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assert.ok(c.u.alive);
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c.h.run(8.2);
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hit();
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assert.equal(c.u.alive, false, 'knocked out after the window');
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c.h.runUntil(() => c.u.alive, 60);
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assert.ok(c.u.alive, 'redeployed');
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hit();
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assert.ok(c.u.alive && c.u.hp >= 1 && c.u.hp < 2, 'the second deployment locks again');
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assert.equal(log.filter((x) => x[0] === 'undying').length, 2, 'two locks, one per deployment');
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c.h.run(7.8);
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hit();
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assert.ok(c.u.alive, 'held for the whole 8 s of the second lock');
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c.h.run(0.4);
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hit();
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assert.equal(c.u.alive, false, 'and only once in that deployment');
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const next = carrier([HAMMER]);
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next.h.b.dealDamage(next.e, next.u, { amount: 1e7, type: 'true', canDodge: false });
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assert.ok(next.u.alive && next.u.hp >= 1, 'the next battle locks again');
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});
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test('F1 坚固维式重锤: a retreat + redeploy (a 突袭 jump) is a new deployment — fresh lock, the old window ends', () => {
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const c = carrier([HAMMER]);
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const hit = () => c.h.b.dealDamage(c.e, c.u, { amount: 1e7, type: 'true', canDodge: false });
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hit();
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assert.ok(c.u.alive && c.u.mem.undyingUntil > c.h.b.time, 'lock running');
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c.h.run(2);
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c.h.b.retreat(c.u, { reason: 'raid' });
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assert.ok(c.h.b.redeploy(c.u, { free: true, tile: [10, 5], keepSp: true }), 'redeployed one tile on');
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assert.ok(!(c.u.mem.undyingUntil > c.h.b.time), 'the first deployment\'s window ended with it');
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c.h.run(1);
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hit();
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assert.ok(c.u.alive && c.u.hp >= 1 && c.u.hp < 2, 'the new deployment has its own lock');
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c.h.run(8.2);
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hit();
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assert.equal(c.u.alive, false, 'used up for this deployment');
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});
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// The other way a lock is gone before the enemies hit: the 阿戈尔 battle-start devour ("吞噬身前一格干员对其造成5000点物理
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// 伤害") is a lethal hit on the fodder, so a hammer carrier in front of an 阿戈尔 survives it at 1 HP and spends the lock
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// of its first deployment at t = 0 (in forced-hammer 绝境 bot matches 10 of 179 locks went this way). Kept: the text calls
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// it damage and 异常效果 不死 holds any HP reset at 1 [ASSUMED that the official engine does the same].
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test('F1 坚固维式重锤 in front of an 阿戈尔: the battle-start devour spends the lock (fodder kept at 1 HP for 8 s)', () => {
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const g = (id) => chessRec({ id, bonds: ['egirShip'], profession: 'WARRIOR', skill: null, stats: { atk: 1000, maxHp: 10000, def: 0, blockCnt: 2 } });
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const h = makeBattle({
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defs: { chess: { g1_a: g('g1_a'), g2_a: g('g2_a'), g3_a: g('g3_a'), t_op: op('t_op') }, enemies: { e_d: enemyRec({ key: 'e_d', hp: 1e7, speed: 0 }) } },
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units: [{ chessId: 'g1_a', row: 10, col: 3 }, { chessId: 't_op', row: 10, col: 4, items: [HAMMER] }, { chessId: 'g2_a', row: 12, col: 3 }, { chessId: 'g3_a', row: 12, col: 5 }],
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bonds: { egirShip: { count: 3, active: true, tier: 1, layers: 0 } },
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enemies: [{ key: 'e_d', pos: [9, 9] }], timeLimit: 999, autoFinish: false,
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});
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const u = h.unit('t_op');
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const log = fxLog(h, u);
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h.step(1);
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assert.ok(u.alive && u.hp >= 1 && u.hp < 2, 'devoured (5000 > 2000 HP) but held at 1 HP');
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assert.deepEqual(log.filter((x) => x[0] === 'undying').map((x) => [x[1], x[2]]), [[0, 'item:hammer']], 'the lock fired at t = 0');
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const e = h.b.enemies.find((x) => x.alive);
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h.run(8.2);
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h.b.dealDamage(e, u, { amount: 1e7, type: 'true', canDodge: false });
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assert.equal(u.alive, false, 'the first enemy kill after the window finds no lock left in that deployment');
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});
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test('F1 坚固维式重锤 + M3茧甲: the lock comes before the revive whatever the equip order (PRTS: a revive acts on 退场)', () => {
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assert.ok(PRIO_RESPAWN < PRIO_REVIVE && PRIO_RESPAWN > PRIO_BAND_REVIVE, 'revive items: after every 不死, before 埃芒加德');
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for (const items of [[M3, HAMMER], [HAMMER, M3]]) {
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const c = carrier(items);
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const log = fxLog(c.h, c.u);
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const hit = () => c.h.b.dealDamage(c.e, c.u, { amount: 1e7, type: 'true', canDodge: false });
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hit();
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assert.ok(c.u.alive && c.u.hp < 2, `${items}: the first lethal hit is held at 1 HP (lock), not revived to full`);
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assert.deepEqual(log.map((x) => x[0]), ['undying'], `${items}: lock first`);
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c.h.run(8.2);
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hit();
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assert.ok(c.u.alive, `${items}: after the 8 s the 茧甲 revives`);
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assert.equal(Math.round(c.u.hp), 2000, 'full HP');
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assert.deepEqual(log.map((x) => x[0]), ['undying', 'revive']);
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hit();
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assert.equal(c.u.alive, false, `${items}: nothing left`);
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}
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});
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test('F1 坚固维式重锤 on a real operator in a real fight: 角峰 blocking scaled-up real enemies stands 8 s at 1 HP', () => {
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for (const id of [HAMMER, HAMMER_B]) {
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const h = makeBattle({
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stageId: 'flat', seed: 7,
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units: [{ chessId: 'chess_char_1_02_a', row: 9, col: 5, items: [id] }],
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enemies: Array.from({ length: 6 }, (_, i) => ({ key: 'enemy_1422_lrsldr', time: i * 0.5, route: 0, mods: { atkMul: 30, hpMul: 50 } })),
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timeLimit: 120, autoFinish: false,
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});
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const u = h.unit('chess_char_1_02_a');
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const log = fxLog(h, u);
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let out = null;
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h.b.on('death', (c) => { if (c.unit === u && out == null) out = h.b.time; });
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h.runUntil(() => out != null, 60);
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const lock = log.find((x) => x[0] === 'undying');
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assert.ok(lock && lock[2] === 'item:hammer', `${id}: the hammer locked (${JSON.stringify(log)})`);
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assert.ok(out != null && out >= lock[1] + 8 - 1e-6, `${id}: knocked out ${out} ≥ 8 s after the lock at ${lock[1]}`);
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}
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});
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