- #1 picking by the tile under the pointer (prep, battle, pen, equipment drops); the dragged model stays under the pointer (mouse and touch); pixel probe removed; phone ghost-click on the underframe fixed - #2 two-tap confirm on 机变 cards (like the shop) - #3 a 同盟 room with one human is untimed like 独立模拟 (no countdown outside battles) - #4 strategy draft: one synced countdown, 30 s per human turn, timeout takes the highlighted band - #5 special 维式重锤 (4) and 突变细胞 no longer sold; item card shows where they come from - #6 operator skill-mode sounds no longer play on normal attacks (纯烬艾雅法拉 and 55 others) - #7 detail card shows live battle stats and the prep-time battle-start stats (g.unitStats) - #8 official element gauges on units; burst cooldown (阻回) per PRTS - #9 knocked-down operators stay on their tile with a redeploy countdown ring - #10 drone behaviour per PRTS (暴鸰, 先兆者 shells, 黑云, 萨科塔之眼) - #11 赫默's drone only from her skill; placeable summons limited to talent tokens - #12 炎佑 stays where it is with no enemies; 祛恶之焰 as a continuous channel - #13 the occasional giant bond icon (loading texture scaled ×46) fixed - docs (DESIGN §18), recordings, data and tests updated (2467 unit tests, all browser suites green)
104 lines
6.1 KiB
JavaScript
104 lines
6.1 KiB
JavaScript
// test/sim/downelem.test.js — user playtest #4 items 8 and 9, sim side (server/sim/Battle.js snapshot / fieldMeta,
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// damage.js elementView): b.snap `down` lists the knocked-out operators waiting to redeploy on their own tile (the
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// client keeps them on the field knocked down with a redeploy countdown) and `elem` the element gauge each unit shows
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// (PRTS 元素: the fullest gauge, its 爆发冷却) — entries, states, and what is left out.
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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 { DOWN_STATE, ELEMENT, ELEMENT_ORDER } from '../../server/sim/constants.js';
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import { elementView } from '../../server/sim/damage.js';
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const approx = (a, b, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps, `${a} ≈ ${b}`);
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const op = (id, stats = {}) => chessRec({ id, profession: 'WARRIOR', stats: { atk: 0, maxHp: 1000, def: 0, blockCnt: 0, cost: 12, respawnTime: 6, ...stats }, skill: null });
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const TOKEN = { name: '测试召唤物', stats: { maxHp: 100, atk: 0, def: 0, res: 0, blockCnt: 0, cost: 0, respawnTime: 0 } };
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const downOf = (h, id) => (h.snapshot().down || []).find((d) => d[0] === id) || null;
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test('a knocked-out operator is `down` until it redeploys: its timer, then waiting for its tile / the DP; then back', () => {
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const h = makeBattle({
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defs: { chess: { t_a: op('t_a'), t_b: op('t_b') } }, units: [{ chessId: 't_a', row: 9, col: 5 }, { chessId: 't_b', row: 10, col: 5 }],
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content: 'none', autoFinish: false, timeLimit: 120, flags: { dpInit: 0, dpPerSec: 1, dpMax: 99 },
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});
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h.step();
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const a = h.unit('t_a');
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assert.equal(h.snapshot().down, undefined, 'no entry while everyone stands');
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const t0 = h.b.time;
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h.b.kill(a);
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let d = downOf(h, a.id);
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assert.ok(d, 'down right after the knock-out');
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approx(d[1], Math.round((t0 + 6) * 100) / 100, 0.011);
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approx(d[2], 6, 0.011);
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assert.equal(d[3], DOWN_STATE.COUNTING);
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assert.ok(h.b.fieldMeta().units.some((u) => u.id === a.id), 'a client joining now gets its UnitInfo');
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h.run(6.5);
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assert.equal(downOf(h, a.id)[3], DOWN_STATE.WAIT_DP, 'timer done, 6.5 DP < cost 12');
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const tok = h.b.spawnToken('p1', 'token_test', 9, 5, { def: TOKEN });
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assert.ok(tok && tok.alive, 'a summon stands on its tile');
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assert.equal(downOf(h, a.id)[3], DOWN_STATE.WAIT_TILE);
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h.run(7);
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assert.ok(!a.alive, 'no redeploy while its tile is taken');
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assert.equal(downOf(h, a.id)[3], DOWN_STATE.WAIT_TILE);
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h.b.retreat(tok, { reason: 'expired', permanent: true });
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h.step();
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assert.ok(a.alive && a.deployed, 'redeployed once the tile is free (DP 13.5 ≥ 12)');
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assert.equal(downOf(h, a.id), null);
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assert.equal(h.snapshot().down, undefined);
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assert.ok(h.eventsOf('deploy').some((e) => e[1] === a.id));
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});
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test('summons, devices, enemies and withdrawn / removed operators are never `down`', () => {
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const h = makeBattle({
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defs: { chess: { t_a: op('t_a'), t_b: op('t_b'), t_c: op('t_c') }, enemies: { enemy_dummy: enemyRec({ key: 'enemy_dummy', hp: 100, speed: 0 }) } },
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units: [{ chessId: 't_a', row: 9, col: 5 }, { chessId: 't_b', row: 10, col: 5 }, { chessId: 't_c', row: 11, col: 5 }],
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enemies: [{ key: 'enemy_dummy', pos: [11, 8] }], content: 'none', autoFinish: false, timeLimit: 120,
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});
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h.step();
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const tok = h.b.spawnToken('p1', 'token_test', 12, 5, { def: TOKEN });
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h.b.kill(tok);
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h.b.retreat(h.unit('t_a'), { reason: 'retreat' });
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h.b.retreat(h.unit('t_b'), { reason: 'expired', permanent: true });
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h.b.kill(h.enemy('enemy_dummy'));
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assert.equal(h.snapshot().down, undefined);
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h.b.kill(h.unit('t_c'));
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assert.deepEqual(h.snapshot().down.map((d) => d[0]), [h.unit('t_c').id], 'only the knocked-out operator');
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const ids = new Set(h.b.fieldMeta().units.map((u) => u.id));
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assert.ok(ids.has(h.unit('t_c').id) && !ids.has(h.unit('t_a').id) && !ids.has(tok.id));
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});
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test('elementView: the fullest gauge (ties: the official element order), its cooldown while bursting, nothing when empty', () => {
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const h = makeBattle({
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defs: { enemies: { enemy_dummy: enemyRec({ key: 'enemy_dummy', hp: 1e6, speed: 0 }), enemy_lead: enemyRec({ key: 'enemy_lead', hp: 1e6, speed: 0, rank: 'BOSS' }) } },
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enemies: [{ key: 'enemy_dummy', pos: [11, 8] }, { key: 'enemy_lead', pos: [10, 8] }], content: 'none', autoFinish: false,
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});
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h.step();
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const e = h.enemy('enemy_dummy'), L = h.enemy('enemy_lead');
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assert.equal(elementView(e, h.b.time), null);
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assert.equal(h.snapshot().elem, undefined, 'no `elem` key when nothing shows');
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h.b.dealDamage(null, e, { type: 'element', element: 'burn', amount: 300 });
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h.b.dealDamage(null, e, { type: 'element', element: 'apoptosis', amount: 450 });
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assert.deepEqual(elementView(e, h.b.time), ['apoptosis', 0.45, 0, 0]);
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h.b.dealDamage(null, e, { type: 'element', element: 'burn', amount: 150 });
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assert.deepEqual(elementView(e, h.b.time), ['burn', 0.45, 0, 0], 'a tie goes to the lower official id (灼燃 3 < 凋亡 4)');
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assert.deepEqual(ELEMENT_ORDER.slice(0, 4), ['neural', 'erosion', 'burn', 'apoptosis']);
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h.b.dealDamage(null, L, { type: 'element', element: 'neural', amount: 500 });
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assert.deepEqual(elementView(L, h.b.time), ['neural', 0.25, 0, 0], 'leaders hold 2000');
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const snap = h.snapshot();
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assert.deepEqual(snap.elem.map((x) => x[0]).sort(), [e.id, L.id].sort());
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// burst: the bursting element, full, with the cooldown's end and length
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h.b.dealDamage(null, e, { type: 'element', element: 'apoptosis', amount: 600 });
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const t = h.b.time;
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const v = elementView(e, t);
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assert.equal(v[0], 'apoptosis');
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assert.equal(v[1], 1);
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approx(v[2], Math.round((t + ELEMENT.apoptosis.enemy.duration) * 100) / 100, 0.011);
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assert.equal(v[3], ELEMENT.apoptosis.enemy.duration);
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h.run(5);
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approx(elementView(e, h.b.time)[2], v[2], 0.05);
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h.run(ELEMENT.apoptosis.enemy.duration - 4.9);
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assert.equal(elementView(e, h.b.time), null, 'every gauge reset after the cooldown');
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// a dead or hidden unit has no entry
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h.b.dealDamage(null, e, { type: 'element', element: 'burn', amount: 100 });
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h.b.kill(e);
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assert.ok(!(h.snapshot().elem || []).some((x) => x[0] === e.id));
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});
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