Files
ark-stronghold-protocol/test/match/feedback1-placement.test.js
T
sganggs 60ed4fdab9 feedback1 WC: tactician summons never left out of range with a full hand; source fixes
Review follow-up to the water / tactical point change.

- Re-orienting 伺夜 / 缪尔赛思 in place while hand and temp are full could leave
  a placed 狼群 / 流形 outside the new range (it had nowhere to go and stayed
  put). The re-orientation is now refused with HAND_FULL when a summon it
  would leave out has no stack and no free slot. On the other paths
  (promotion, an owner moved with no room) such a summon leaves the board and
  its stack comes back at the next round start (grantTokensFor), so no
  out-of-range placement reaches the battle.
- Citation corrected: the 深水区 rule comes from the PRTS page 深水区 (地形信息
  tile_deepsea: 部署类型 全部位, 地形机制 "拒绝部署(待补充)"), corroborated by
  PRTS 作战机制 (地形标记 AdvancedBuildableMask lists 深水). There is no PRTS
  page 地形.
- grid.js: the tie-break note now says what changed on 战场#08 (no gate
  route; a few off-route smoothed steps of the boss field go around the water).
- Documented the known limit of the inactive act1 m05: its 特制水上平台 tiles
  are deployable in the prep's deploy map only; the sim does not model the
  canoes and keeps those tiles non-standable.
- gameLogic.summonRange reuses facing.js rangeTiles.
2026-10-03 02:46:07 +08:00

300 lines
17 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.
// Player reports after the 0.1.0 release, placement legality on the server (PlayerState / board.js), the client's
// mirror (ui/gameLogic.js canPlace / boardTargets = the drag highlights) and the bots:
// #3 "有水池的那张图干员可以错误的被部署到水里" — 战场#08(下半) 涨潮控制 (act2autochess_m04): the 深水区 (tile_deepsea,
// board (10–12, 6)) refuses deployment (PRTS 深水区 地形信息 "地形机制:拒绝部署(待补充)"; 特制水上平台
// "在水上建立可以部署任意单位的平台" on every 深水区 of the season-1 战场#05) although the level's buildableType
// says ALL.
// #9 "干员伺夜这样的战术家的战术点能被错误的被放到攻击范围之外" — the tacticians' summons (伺夜's 狼群, 缪尔赛思's 流形)
// read "只能部署在召唤者攻击范围内" (token description; PRTS 狼群 特性): the piece may only stand on a tile of its
// owner's attack range (the rotated grid of its board tile and facing). Re-orienting the owner in place keeps the
// piece while it is still inside, else sends it back to its stack [ASSUMED] (refused, HAND_FULL, when it would have
// nowhere to go); moving the owner sends it back anyway (PRTS 卫戍协议/帮助 "移动干员时,其所属召唤物全部退场并重置
// 至手牌区") — with no room it leaves the board until the next round start.
// The sim side (突袭 landing tile, tactical point) is test/sim/feedback1-water.test.js.
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { buildDeployMap, canPlace as boardCanPlace, legalTiles, positionClass, tileKey, ownerRangeKeys } from '../../server/match/board.js';
import { ERR } from '../../shared/constants.js';
import { DATA, makeMatch, give, giveItem, checkInvariants, chessOfTier } from './harness.js';
import { botPrep, planLayout } from '../../server/match/bot.js';
import { placementContext, canPlace as clientCanPlace, boardTargets, deployMap as clientDeployMap } from '../../public/js/ui/gameLogic.js';
const STAGE = 'act2autochess_m04';
const WATER = ['10,6', '11,6', '12,6'];
const VIGIL = 'chess_char_3_19_a';
const MLYSS = 'chess_char_6_11_a';
const WOLF = 'token_10028_vigil_wolf';
const MANIFOLD = 'token_10030_mlyss_wtrman';
const MELEE = (c) => c.position === 'MELEE';
const RANGED = (c) => c.position === 'RANGED';
function prep(stageId = STAGE, seed = 11) {
const h = makeMatch({ mode: 'solo', difficulty: 'NORMAL', seed }).start();
h.toPrep(1);
h.setStage(stageId);
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.recompute();
return { h, m: h.m, ps };
}
const move = (m, uid, to, dir) => m.handle('p_0', { t: 'g.move', uid, to, ...(dir ? { dir } : {}) });
const board = (r, c) => ({ area: 'board', row: r, col: c });
const stackOf = (ps, id) => [...ps.hand, ...ps.temp].find((p) => p && p.kind === 'token' && p.id === id) ?? null;
const clientCtx = (m, ps, field = 'normal') => placementContext({
priv: ps.privateView(), stage: m.stage, editable: true, field,
getChess: (id) => DATA.chess[id] ?? null, getToken: (id) => DATA.tokens[id] ?? null, getItem: (id) => DATA.items[id] ?? null,
});
// ---------------------------------------------------------------------------------------------------------------------
// #3 the pool
test('#3 board.js: no deploy class on 战场#08\'s 深水区 — normal field, both boss halves; the client\'s map agrees', () => {
const st = DATA.stages[STAGE];
const n = buildDeployMap(st);
for (const k of WATER) assert.equal(n.get(k), undefined, `normal ${k}`);
assert.equal(n.get('11,5'), 'melee', 'the road beside it stays deployable');
for (const field of ['bossL', 'bossR']) {
const b = buildDeployMap(st, { field });
// boss (3–5, 6) = board (10–12, 6); the right half is mirrored (col 14 → board col 6)
for (const k of WATER) assert.equal(b.get(k), undefined, `${field} ${k}`);
assert.deepEqual([...clientDeployMap(st, { field })].sort(), [...b].sort(), `${field}: client = server`);
}
assert.deepEqual([...clientDeployMap(st)].sort(), [...n].sort(), 'normal: client = server');
});
test('#3 g.move: neither a melee nor a ranged operator nor a summon goes into the water (BAD_TILE); the client refuses and never lights it', () => {
const { m, ps } = prep();
const melee = give(m, ps, chessOfTier(1, MELEE).find((x) => m.pool.has(x)));
const ranged = give(m, ps, chessOfTier(1, RANGED).find((x) => m.pool.has(x)));
for (const k of WATER) {
const [r, c] = k.split(',').map(Number);
assert.equal(move(m, melee.uid, board(r, c)).error, ERR.BAD_TILE, `melee ${k}`);
assert.equal(move(m, ranged.uid, board(r, c)).error, ERR.BAD_TILE, `ranged ${k}`);
}
// 伺夜 (ranged) beside the pool facing it: her 狼群 (MELEE) may not go into the water either
const vigil = give(m, ps, VIGIL);
assert.deepEqual(move(m, vigil.uid, board(11, 4)), { ok: true });
const wolf = stackOf(ps, WOLF);
assert.ok(wolf);
assert.equal(move(m, wolf.uid, board(11, 6)).error, ERR.BAD_TILE, '狼群 into the water');
const ctx = clientCtx(m, ps);
for (const piece of [melee, ranged, wolf]) {
for (const k of WATER) {
const [r, c] = k.split(',').map(Number);
assert.equal(clientCanPlace(ctx, piece.uid, board(r, c)).ok, false, `client ${piece.id} ${k}`);
}
const lit = boardTargets(ctx, piece.uid).legal.map(([r, c]) => tileKey(r, c));
for (const k of WATER) assert.ok(!lit.includes(k), `${piece.id}: ${k} not lit`);
}
checkInvariants(m);
m.dispose();
});
test('#3 act1 m05 (season 1, inactive): a 特制水上平台 makes its 深水区 deployable for any unit; the raw level files agree', () => {
const st = DATA.stages.act1autochess_m05;
const map = buildDeployMap(st);
const platforms = st.devices.filter((d) => d.role === 'waterPlatform' && d.active).map((d) => tileKey(d.pos[0], d.pos[1]));
for (const k of platforms) {
const [r, c] = k.split(',').map(Number);
if (r < 9 || r > 12 || c < 2 || c > 10) continue;
assert.equal(map.get(k), 'melee', `platform ${k}`);
}
assert.deepEqual([...clientDeployMap(st)].sort(), [...map].sort());
});
test('#3 bots never put a piece into the water (layout planner and full bot preps on 战场#08)', () => {
const h = makeMatch({ mode: 'coop', difficulty: 'NORMAL', humans: 1, bots: 3, seed: 5 }).start();
h.setStage(STAGE);
let pieces = 0;
for (let round = 1; round <= 5; round++) {
h.toPrep(round);
for (const ps of h.m.players.values()) {
if (!ps.isBot || !ps.alive) continue;
if (!ps.ready) botPrep(h.m, ps);
for (const k of ps.board.keys()) { pieces++; assert.ok(!WATER.includes(k), `R${round} ${ps.playerId}: a piece on ${k}`); }
const plan = planLayout(h.m, ps, ps.allChess());
for (const k of plan.values()) assert.ok(!WATER.includes(k), `plan on ${k}`);
}
}
assert.ok(pieces > 10, 'the bots fielded pieces');
h.invariants();
h.m.dispose();
});
// ---------------------------------------------------------------------------------------------------------------------
// #9 tactical points
test('#9 data: 狼群 and 流形 are owner-range summons (token text "只能部署在召唤者攻击范围内"), no other hand summon is', () => {
assert.equal(DATA.tokens[WOLF].ownerRange, true);
assert.equal(DATA.tokens[MANIFOLD].ownerRange, true);
for (const t of Object.values(DATA.tokens)) if (t.placeable && t.tokenId !== WOLF && t.tokenId !== MANIFOLD) assert.ok(!t.ownerRange, t.name);
});
test('#9 g.move: 伺夜\'s 狼群 only on a tile of her attack range (rotated grid of her tile + facing); outside → BAD_TILE', () => {
const { m, ps } = prep();
const vigil = give(m, ps, VIGIL);
assert.deepEqual(move(m, vigil.uid, board(10, 4), 'RIGHT'), { ok: true });
const wolf = stackOf(ps, WOLF);
const range = ownerRangeKeys(DATA.chess[VIGIL].rangeGrid, 10, 4, 'RIGHT');
assert.ok(range.has('11,5') && range.has('9,7') && !range.has('10,3') && !range.has('12,4'));
// behind her / two rows down: outside the 3-row, 4-column range
for (const [r, c] of [[10, 3], [12, 4], [12, 5], [9, 8]]) assert.equal(move(m, wolf.uid, board(r, c)).error, ERR.BAD_TILE, `outside ${r},${c}`);
assert.ok(stackOf(ps, WOLF), 'still in the hand');
assert.deepEqual(move(m, wolf.uid, board(11, 5)), { ok: true }, 'inside the range');
const placed = ps.board.get('11,5');
assert.equal(placed.id, WOLF);
// board → board: a move out of the range is refused too, one inside it is fine
assert.equal(move(m, placed.uid, board(12, 4)).error, ERR.BAD_TILE);
assert.deepEqual(move(m, placed.uid, board(9, 6)), { ok: true });
assert.equal(ps.board.get('9,6'), placed);
checkInvariants(m);
m.dispose();
});
test('#9 re-orienting the tactician: a summon still inside the new range stays, one left outside goes back to its stack', () => {
const { m, ps } = prep();
const vigil = give(m, ps, VIGIL);
assert.deepEqual(move(m, vigil.uid, board(10, 4), 'RIGHT'), { ok: true });
assert.deepEqual(move(m, stackOf(ps, WOLF).uid, board(11, 5)), { ok: true });
const wolf = ps.board.get('11,5');
// facing UP the range is rows 10–13 × cols 3–5: (11,5) is still inside
assert.deepEqual(move(m, vigil.uid, board(10, 4), 'UP'), { ok: true });
assert.equal(ps.board.get('10,4').dir, 'UP');
assert.equal(ps.board.get('11,5'), wolf, 'still in range: stays');
// facing LEFT the range is cols 1–4: (11,5) falls outside → back onto its stack in the hand
assert.deepEqual(move(m, vigil.uid, board(10, 4), 'LEFT'), { ok: true });
assert.equal(ps.board.get('11,5'), undefined, 'outside the new range: lifted');
const stack = stackOf(ps, WOLF);
assert.ok(stack && stack.count === 1, 'back in the hand');
assert.equal(ps.battleInput().units.filter((u) => u.kind === 'token').length, 0);
checkInvariants(m);
m.dispose();
});
test('#9 hand and temp full: a re-orientation that would push 狼群 out is refused (HAND_FULL); a move drops it until the next round', () => {
const { h, m, ps } = prep();
const vigil = give(m, ps, VIGIL);
assert.deepEqual(move(m, vigil.uid, board(10, 4), 'RIGHT'), { ok: true });
assert.deepEqual(move(m, stackOf(ps, WOLF).uid, board(11, 5)), { ok: true });
const wolf = ps.board.get('11,5');
assert.equal(stackOf(ps, WOLF), null, 'its only copy is placed: no stack left to return onto');
const toasts = [];
const toast = m.toast.bind(m);
m.toast = (p, kind, text) => { toasts.push(text); return toast(p, kind, text); };
const golden = Object.keys(DATA.items).find((id) => DATA.items[id].isGolden && DATA.items[id].itemType === 'EQUIP');
while (ps.hand.includes(null)) giveItem(m, ps, golden);
while (ps.temp.includes(null)) giveItem(m, ps, golden, 'temp');
// facing LEFT would leave (11,5) outside her range and the wolf has nowhere to go: refused, nothing changes
assert.equal(move(m, vigil.uid, board(10, 4), 'LEFT').error, ERR.HAND_FULL);
assert.equal(ps.board.get('10,4').dir, 'RIGHT');
assert.equal(ps.board.get('11,5'), wolf);
// facing UP keeps it inside: allowed
assert.deepEqual(move(m, vigil.uid, board(10, 4), 'UP'), { ok: true });
assert.equal(ps.board.get('11,5'), wolf);
checkInvariants(m);
// moving her (her summons go back to the hand; with no room a normal summon stays put) to (9,9) facing RIGHT, whose
// range (rows 8–10, cols 9–12) leaves the wolf out: it leaves the board — no illegal placement reaches the battle
assert.deepEqual(move(m, vigil.uid, board(9, 9), 'RIGHT'), { ok: true });
assert.equal(ps.board.get('11,5'), undefined, 'outside her range with nowhere to go: removed');
assert.ok(toasts.some((t) => t.includes('狼群') && t.includes('下回合返还')), toasts.join(' / '));
assert.equal(ps.battleInput().units.filter((u) => u.kind === 'token').length, 0);
checkInvariants(m);
// …and its stack comes back at the next round start (grantTokensFor, "干员所属召唤物会于下一回合返还")
h.toPrep(2);
assert.ok(stackOf(ps, WOLF), 'the wolf is back in the hand / temp');
checkInvariants(m);
m.dispose();
});
test('#9 swaps: a summon dragged onto its tactician, or an operator onto the summon, must leave the summon inside the range', () => {
const { m, ps } = prep();
const vigil = give(m, ps, VIGIL);
assert.deepEqual(move(m, vigil.uid, board(10, 4), 'RIGHT'), { ok: true });
assert.deepEqual(move(m, stackOf(ps, WOLF).uid, board(10, 5)), { ok: true });
const wolf = ps.board.get('10,5');
// wolf onto 伺夜: she would stand on (10,5) facing RIGHT and the wolf behind her on (10,4) — outside → refused
assert.equal(move(m, wolf.uid, board(10, 4)).error, ERR.BAD_TILE);
assert.equal(ps.board.get('10,5'), wolf);
assert.equal(ps.board.get('10,4'), vigil);
// the wolf on (11,4), right above her: after the swap it is right below her (offset −1, 0) — inside → allowed
assert.deepEqual(move(m, wolf.uid, board(11, 4)), { ok: true });
assert.deepEqual(move(m, wolf.uid, board(10, 4)), { ok: true }, 'swap with the owner, still in range');
assert.equal(ps.board.get('10,4'), wolf);
assert.equal(ps.board.get('11,4'), vigil);
// another operator dragged onto the wolf would send the wolf to that operator's tile: outside → refused
const other = give(m, ps, chessOfTier(1, MELEE).find((x) => m.pool.has(x)));
assert.deepEqual(move(m, other.uid, board(12, 3)), { ok: true });
assert.equal(move(m, other.uid, board(10, 4)).error, ERR.BAD_TILE, '(12,3) is outside 伺夜\'s range (she stands on (11,4) now)');
assert.deepEqual(move(m, other.uid, board(12, 5)), { ok: true });
assert.deepEqual(move(m, other.uid, board(10, 4)), { ok: true }, '(12,5) is inside: the wolf moves there');
assert.equal(ps.board.get('12,5'), wolf);
checkInvariants(m);
m.dispose();
});
test('#9 the client mirrors it: the drag highlights of 狼群 / 流形 are exactly the free legal tiles of the owner\'s range', () => {
const { m, ps } = prep();
const vigil = give(m, ps, VIGIL);
assert.deepEqual(move(m, vigil.uid, board(10, 4), 'RIGHT'), { ok: true });
const mly = give(m, ps, MLYSS);
assert.deepEqual(move(m, mly.uid, board(12, 8), 'LEFT'), { ok: true });
const map = buildDeployMap(m.stage);
for (const [owner, tid, dir, at] of [[vigil, WOLF, 'RIGHT', [10, 4]], [mly, MANIFOLD, 'LEFT', [12, 8]]]) {
const ctx = clientCtx(m, ps);
const tok = stackOf(ps, tid);
assert.ok(tok, tid);
const range = ownerRangeKeys(DATA.chess[owner.id].rangeGrid, at[0], at[1], dir);
const pos = positionClass(DATA.tokens[tid]);
const want = legalTiles(map, pos).map(([r, c]) => tileKey(r, c)).filter((k) => range.has(k) && !ps.board.has(k)).sort();
const lit = boardTargets(ctx, tok.uid).legal.map(([r, c]) => tileKey(r, c)).sort();
assert.deepEqual(lit, want, `${tid} highlights`);
assert.ok(want.length > 0);
// every lit tile is accepted by the server, every other deployable tile refused
for (const k of map.keys()) {
const [r, c] = k.split(',').map(Number);
if (ps.board.has(k)) continue;
assert.equal(clientCanPlace(ctx, tok.uid, board(r, c)).ok, lit.includes(k), `client ${tid} ${k}`);
assert.equal(boardCanPlace(map, pos, r, c) && range.has(k), lit.includes(k));
}
}
// the client's swap rule: 狼群 onto 伺夜 from (10,5) would end behind her → refused
assert.deepEqual(move(m, stackOf(ps, WOLF).uid, board(10, 5)), { ok: true });
const ctx = clientCtx(m, ps);
assert.equal(clientCanPlace(ctx, ps.board.get('10,5').uid, board(10, 4)).ok, false);
checkInvariants(m);
m.dispose();
});
test('#9 bots place 狼群 / 流形 only inside their owner\'s range', () => {
let placed = 0;
for (const seed of [3, 8, 21]) {
const h = makeMatch({ mode: 'coop', humans: 1, bots: 1, seed }).start();
h.toPrep(2);
h.setStage(STAGE);
const bp = h.ps('ai_0');
for (const p of [...bp.board.values(), ...bp.hand.filter(Boolean)]) if (p.kind === 'chess') bp.returnCopies(p);
bp.board.clear();
bp.hand.fill(null);
bp.recompute();
give(h.m, bp, 'chess_char_1_10_a'); // 古米: a blocker
give(h.m, bp, VIGIL);
give(h.m, bp, MLYSS);
bp.ready = false;
botPrep(h.m, bp);
for (const [k, p] of bp.board) {
if (p.kind !== 'token') continue;
const owner = [...bp.board.entries()].find(([, q]) => q.uid === p.ownerUid);
assert.ok(owner, 'its owner is on the board');
const [or, oc] = owner[0].split(',').map(Number);
const range = ownerRangeKeys(DATA.chess[owner[1].id].rangeGrid, or, oc, owner[1].dir || 'RIGHT');
assert.ok(range.has(k), `seed ${seed}: ${p.id} on ${k} inside ${owner[1].id}'s range`);
placed++;
}
checkInvariants(h.m);
h.m.dispose();
}
assert.ok(placed > 0, 'the bots placed some summons');
});