Files
ark-stronghold-protocol/test/match/hardening.test.js
T
sganggs db1b44bb71 feedback5 WE: the 整备区 rules of PRTS 卫戍协议/帮助 §手牌区 (GitHub #82, second part) — a full regular hand refuses every purchase and reward pick, also one whose copy would complete a merge at once ("当常规手牌区全满无空位时,玩家将无法执行使手牌溢出的操作" — "例如招募/购入等通常情况下会增加手牌的操作"; BWIKI 盟约 says the same with no exception; the reporter checked it in the official game), and a free regular slot pulls the 临时整备区 in at once ("常规手牌区出现空位时自动移入"): PlayerState._fillHandFromTemp runs in every recompute, the temp row right to left (the order it fills, [ASSUMED]) into the hand's free slots right to left — after a sale, a deployment from the hand, a merge that consumed hand copies, an item equipped / destroyed / used, a summon stack removed with its owner. invariants.js: temp holds pieces only while the hand is full. The client's refusal path follows (gameLogic.shopBlockReason: 整备区已满 on every card — a one-line change in a file the R5 split moves). Bots: a full hand never tries a purchase, an affordable third copy of a held pair sheds the weakest hand single first (never one of this prep), resolveTemp decides temp right to left. Tests: test/match/feedback5-hand.test.js; merge / hardening / playtest6-elite-to-board / economy / prep-bench / uiFixes updated to the rule. Docs: META §1 Hand, DESIGN §6, PLAYING §3, research 00-INDEX / 01 (the old "a merge-completing purchase is allowed" corrected). Golden: 3 match scenarios moved (coop2-NORMAL-3, solo-HARD-9-boosted, coop2-ABYSS-10-boosted — bot seats that reached a full hand: the merge-completing purchase refused or a single shed first, temp pieces moving in by themselves); every battle digest unchanged
2026-10-05 18:17:08 +08:00

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// Regression tests for the adversarial review of the match engine: every defect fixed there and every registry
// addition content needs (DESIGN §6.4/§7, docs/META.md). FakeBattle unless noted.
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { PHASE, GEO } from '../../shared/constants.js';
import { MetaRegistry, makeCtx } from '../../server/match/effectsMeta.js';
import { registerBuiltins } from '../../server/match/builtinMeta.js';
import { collectViolations } from '../../server/match/invariants.js';
import { attachAudit } from '../../server/match/audit.js';
import { DeadBattle, FieldRunner, maxTicksPerInterval } from '../../server/match/fields.js';
import { FakeBattle } from './fakeBattle.js';
import { DATA, makeMatch, give, giveItem, checkInvariants, chessOfTier, legalTileFor } from './harness.js';
const builtins = () => registerBuiltins(new MetaRegistry(), DATA);
const bossFields = () => FakeBattle.instances.filter((b) => b.kind === 'boss' || b.kind === 'hidden');
/** Solo match in PREP R1 with an empty board/hand and funds. */
function prepSolo({ seed = 900, registry = undefined, funds = 30 } = {}) {
const h = makeMatch({ mode: 'solo', seed, fake: true, registry }).start();
h.toPrep(1);
const ps = h.ps('p_0');
for (const p of [...ps.board.values(), ...ps.hand.filter(Boolean), ...ps.temp.filter(Boolean)]) if (p.kind === 'chess') ps.returnCopies(p);
ps.board.clear();
ps.hand.fill(null);
ps.temp.fill(null);
ps.funds = funds;
ps.recompute();
return { h, m: h.m, ps };
}
// ---------------------------------------------------------------------------------------------------------------
// defects
test('Final Assault: a harmless leak (lpr 0) costs no team LP; a leak without lpr costs 1; lpr N costs N', () => {
const h = makeMatch({
mode: 'coop', difficulty: 'FUNNY', humans: 2, seed: 901, fake: true,
script: (b) => (b.kind === 'boss' ? { bossDps: 0, duration: Infinity, leakEvents: [{ at: 0.5, lpr: 0 }, { at: 1 }, { at: 1.5, lpr: 3 }, { at: 3, lpr: 0 }] } : {}),
}).start();
const m = h.m;
h.drive(() => m.phase === PHASE.PREP && m.round === 14);
h.drive(() => m.phase === PHASE.FINAL_ASSAULT);
const start = m.teamLp;
// the boss never dies here: stop right after the scripted leaks
const f = bossFields()[0];
for (let i = 0; i < 200 && f.time < 4; i++) f.step();
m._bossLeak({ lpr: undefined });
assert.equal(m.teamLp, start - 1 - 3 - 1, 'lpr 0 → 0, missing → 1, 3 → 3');
m.dispose();
});
test('PREP: a player who un-readies right after everybody was ready keeps the prep open (deadline stays armed)', () => {
const h = makeMatch({ mode: 'coop', humans: 2, seed: 902, fake: true }).start();
const m = h.m;
h.toPrep(1);
const deadline = m.deadline;
assert.ok(deadline > 0);
assert.deepEqual(m.handle('p_0', { t: 'g.ready', ready: true }), { ok: true });
assert.deepEqual(m.handle('p_1', { t: 'g.ready', ready: true }), { ok: true });
// the phase ends on the next scheduler turn — p_1 changes their mind before that
assert.deepEqual(m.handle('p_1', { t: 'g.ready', ready: false }), { ok: true });
h.sched.runNext();
assert.equal(m.phase, PHASE.PREP, 'prep still open');
assert.equal(m.deadline, deadline, 'the prep deadline is still armed');
// at the deadline everyone is auto-readied and combat starts
h.run(() => m.phase === PHASE.COMBAT || m.phase === PHASE.SETTLE);
assert.ok(h.sched.now() >= deadline);
m.dispose();
});
test('merge with a full hand and a full temp: the elite takes its deployed copy\'s tile (PRTS) and keeps the returned items', () => {
const { m, ps } = prepSolo({ seed: 903 });
const id = chessOfTier(1, (c) => c.position === 'MELEE').find((c) => m.pool.has(c) && m.gd.mergeCount(c) === 3);
const t1 = legalTileFor(m, ps, id);
const a = give(m, ps, id, 'board', t1);
const t2 = legalTileFor(m, ps, id);
const b = give(m, ps, id, 'board', t2);
const itA = giveItem(m, ps, 'chess_item_1_01_e_a');
const itB = giveItem(m, ps, 'chess_item_2_04_e_a');
ps.hand.fill(null);
a.items.push(itA);
b.items.push(itB);
const fillers = [2, 3, 4].flatMap((t) => chessOfTier(t)).filter((c) => m.pool.has(c) && c !== id);
assert.ok(fillers.length >= 15);
for (let i = 0; i < 10; i++) give(m, ps, fillers[i], 'hand', i);
for (let i = 0; i < 5; i++) give(m, ps, fillers[10 + i], 'temp', i);
ps.shop.slots[0] = { kind: 'chess', id, basePrice: m.gd.chessPrice(id), frozen: false, sold: false };
checkInvariants(m);
// a full hand refuses the purchase, also one that would complete the merge (PRTS 卫戍协议/帮助 §手牌区, GitHub #82);
// a gain (an effect's grant) still completes it
assert.deepEqual(m.handle('p_0', { t: 'g.buy', slot: 0 }), { error: 'HAND_FULL' }, 'a full hand refuses the merge-completing purchase');
assert.ok(ps.acquireChess(id, { source: 'grant' }), 'the gained copy completes the merge');
const elite = [...ps.board.values()].find((p) => p.id === m.gd.goldenIdOf(id));
assert.ok(elite, 'the elite stands on a consumed copy\'s tile');
assert.equal(ps.find(elite.uid).key, `${t1[0]},${t1[1]}`, 'the copy that deploys first (legalTileFor walks the top row left to right: on one row, the deploy order)');
assert.equal(elite.poolCopies, 3, 'it holds all three copies');
assert.deepEqual(elite.items.map((x) => x.id).sort(), ['chess_item_1_01_e_a', 'chess_item_2_04_e_a'], 'returned items are kept on it');
checkInvariants(m);
m.dispose();
});
test('联防 that cannot run (synthetic result) charges the leakers their own leaks instead of nothing', () => {
const h = makeMatch({
mode: 'coop', humans: 2, seed: 904, fake: true,
script: (b) => (b.kind === 'unite' ? { throwInCtor: true } : { leaks: Object.fromEntries(b.players.map((p) => [p, p === 'p_0' ? 4 : 0])) }),
}).start();
const m = h.m;
h.toPrep(1);
const a = h.ps('p_0');
const lp = a.lp;
h.drive(() => m.phase === PHASE.SETTLE);
assert.ok(m.unitePlan, '联防 was planned');
assert.equal(a.lp, lp - 4, 'the leaker pays its 4 leaks');
assert.equal(h.ps('p_1').lp, h.ps('p_1').lp, 'the helper pays nothing');
assert.ok(m.errorCount >= 1, 'the construction failure was reported');
m.dispose();
});
test('stand-in results are marked synthetic (DeadBattle, unreadable results)', () => {
const dead = new DeadBattle({ fieldId: 'u', kind: 'unite', players: [{ playerId: 'a' }] });
assert.equal(dead.result().synthetic, true);
const runner = new FieldRunner({ reportError() {}, markPublic() {}, sched: { instant: true } }, [], { onDone() {} });
const r = runner.resultOf({ fieldId: 'x', players: ['a'], battle: { result() { throw new Error('boom'); } } });
assert.equal(r.synthetic, true);
assert.equal(r.perPlayer.a.perfect, true);
});
test('the 联防 battle reuses the round template stat overrides (leaked enemies keep their stats)', () => {
const h = makeMatch({
mode: 'coop', humans: 2, seed: 905, fake: true,
script: (b) => (b.kind === 'normal' ? { leaks: Object.fromEntries(b.players.map((p) => [p, p === 'p_0' ? 2 : 0])) } : {}),
}).start();
const m = h.m;
h.toPrep(1);
m.wave.overrides = { enemy_1007_slime: { stats: { maxHp: 1234 } } };
h.drive(() => m.phase === PHASE.UNITE);
const u = FakeBattle.instances.find((b) => b.kind === 'unite');
assert.deepEqual(u.opts.enemyOverrides, { enemy_1007_slime: { stats: { maxHp: 1234 } } });
m.dispose();
});
test('per-slot frozen flag in m.private follows the freeze toggle', () => {
const { m, ps } = prepSolo({ seed: 906 });
assert.ok(ps.privateView().shop.slots.every((s) => !s || s.frozen === false));
assert.deepEqual(m.handle('p_0', { t: 'g.freeze' }), { ok: true });
assert.ok(ps.privateView().shop.slots.every((s) => !s || s.frozen === true));
m.dispose();
});
test('b.ev and b.snap always carry the game time gt (also on m.field resync); combatSpeed paces faster', () => {
const h = makeMatch({ mode: 'coop', humans: 2, seed: 907, fake: true, instant: false, script: () => ({ duration: 3 }) }).start();
const m = h.m;
h.toPrep(1);
m.handle('p_0', { t: 'g.ready', ready: true });
m.handle('p_1', { t: 'g.ready', ready: true });
h.run(() => m.phase === PHASE.COMBAT);
h.sched.advance(600);
m.onReconnect('p_0');
h.sched.advance(600);
const frames = h.sent.filter(([pid, msg]) => pid === 'p_0' && (msg.t === 'b.snap' || msg.t === 'b.ev')).map(([, msg]) => msg);
assert.ok(frames.some((f) => f.t === 'b.ev') && frames.some((f) => f.t === 'b.snap'));
for (const f of frames) {
assert.equal(typeof f.gt, 'number', `${f.t} carries gt`);
assert.ok(Number.isFinite(f.gt) && f.gt >= 0);
assert.notEqual(f.t, f.gt);
}
// an event frame always precedes its snapshot with the same gt
for (let i = 0; i < frames.length - 1; i++) if (frames[i].t === 'b.ev') assert.equal(frames[i + 1].gt, frames[i].gt);
m.dispose();
assert.equal(maxTicksPerInterval(2), 8);
assert.ok(maxTicksPerInterval(20) >= 80);
const fast = makeMatch({ mode: 'solo', seed: 908, fake: true, instant: false, script: () => ({ duration: 6 }) });
fast.m.gameSpeed = 30;
fast.start();
fast.toPrep(1);
fast.m.handle('p_0', { t: 'g.ready', ready: true });
fast.run(() => fast.m.phase === PHASE.COMBAT);
const t0 = fast.sched.now();
fast.run(() => fast.m.fields.length > 0 && fast.m.fields.every((f) => !f.live));
assert.ok(fast.sched.now() - t0 < 400, `6 game s at 30× take ${fast.sched.now() - t0} ms`);
fast.m.dispose();
});
// ---------------------------------------------------------------------------------------------------------------
// registry additions (docs/META.md §2)
test('onIncome rewrites the round income (老鲤-style withholding); onSpend reports every completed payment', () => {
const reg = builtins();
const spent = [];
reg.global('lmlee', {
onIncome(ctx, ev) {
if (ev.round <= 2) { ctx.incCounter('held', ev.income); ev.income = 0; }
if (ev.round === 3) { ev.income += ctx.counter('held'); ctx.setCounter('held', 0); }
},
onSpend(ctx, ev) { spent.push([ev.reason, ev.amount, ev.total]); },
});
const h = makeMatch({ mode: 'solo', seed: 910, fake: true, registry: reg }).start();
const m = h.m;
h.toPrep(1);
const ps = h.ps('p_0');
assert.equal(ps.funds, 0, 'R1 income withheld');
ps.funds = 20;
const slot = ps.shop.slots.findIndex((s) => s && s.kind === 'chess');
const price = ps.priceOf(ps.shop.slots[slot]);
assert.deepEqual(m.handle('p_0', { t: 'g.buy', slot }), { ok: true });
assert.deepEqual(m.handle('p_0', { t: 'g.refresh' }), { ok: true });
const up = ps.shop.upgradePrice;
assert.deepEqual(m.handle('p_0', { t: 'g.levelUp' }), { ok: true });
assert.deepEqual(spent, [['buy', price, price], ['refresh', 1, price + 1], ['levelUp', up, price + 1 + up]]);
ps.shop.freeRefreshes = 1;
m.handle('p_0', { t: 'g.refresh' });
assert.equal(spent.length, 3, 'a free refresh pays nothing');
h.drive(() => m.phase === PHASE.PREP && m.round === 3);
assert.equal(ps.funds, m.gd.income(1) + m.gd.income(2) + m.gd.income(3), 'R1+R2 income paid out at R3');
m.dispose();
});
test('ctx.triggerGarrisons re-runs another piece\'s 特质 (asUid copies, 投资人 repeat, depth cap); garrisonsOf lists them', () => {
const reg = builtins();
const runs = [];
reg.garrison('SERVER_ONCE_GOLD', { run(ctx, ev) { runs.push([ctx.hook, ctx.source.piece.uid, ctx.source.trigger === true, ev.source]); } });
const { m, ps } = prepSolo({ seed: 911, registry: reg });
const id = 'chess_char_3_01_a'; // <获得时>使下个休整期额外获得1资金
const gainer = give(m, ps, id);
const other = give(m, ps, chessOfTier(1).find((c) => m.pool.has(c)));
const ctx = makeCtx(m, ps, { kind: 'global', key: 'global:test' }, 'onRoundStart');
const gs = ctx.garrisonsOf(gainer.uid);
assert.ok(gs.some((g) => g.effectKey === 'SERVER_ONCE_GOLD' && g.eventType === 'SERVER_GAIN'));
assert.equal(ctx.triggerGarrisons(gainer.uid, 'SERVER_GAIN'), 1);
assert.deepEqual(runs, [['onGain', gainer.uid, true, 'trigger']]);
runs.length = 0;
assert.equal(ctx.triggerGarrisons(gainer.uid, 'SERVER_GAIN', { asUid: other.uid }), 1);
assert.equal(runs[0][1], other.uid, 'asUid: the copy runs as the other piece');
assert.equal(ctx.triggerGarrisons(gainer.uid, 'SERVER_PRICE'), 0, 'SERVER_PRICE cannot be triggered');
assert.equal(ctx.triggerGarrisons(999999, 'SERVER_GAIN'), 0);
assert.equal(ctx.triggerGarrisons(gainer.uid, 'NOPE'), 0);
// 投资人 active ⇒ ×2
runs.length = 0;
ps.bonds.investShip = { count: 3, active: true, tier: 1, layers: 0 };
ctx.triggerGarrisons(gainer.uid, 'SERVER_GAIN');
assert.equal(runs.length, 2);
ps.recompute();
// a garrison that triggers itself stops at the dispatcher depth cap
let depth = 0;
reg.garrison('SERVER_ONCE_GOLD', { run(c) { depth++; c.triggerGarrisons(c.source.piece.uid, 'SERVER_GAIN'); } });
ctx.triggerGarrisons(gainer.uid, 'SERVER_GAIN');
assert.ok(depth > 1 && depth <= 7, `bounded recursion (${depth})`);
m.dispose();
});
test('garrisonHooks widens a garrison to extra hooks ("<进入休整期时><休整期结束时>")', () => {
const reg = builtins();
const hooks = [];
const id = 'chess_char_2_02_a';
const g = DATA.garrisons[DATA.chess[id].garrisonIds.find((x) => DATA.garrisons[x].eventType === 'SERVER_PREP_START')];
reg.garrison(g.effectKey, { garrisonHooks: (gar) => (gar.garrisonId === g.garrisonId ? ['onRoundStart', 'onPrepEnd'] : null), run(ctx) { hooks.push(ctx.hook); } });
const { m, ps } = prepSolo({ seed: 912, registry: reg });
give(m, ps, id, 'board', legalTileFor(m, ps, id));
m.dispatch(ps, 'onRoundStart', { round: 1 });
m.dispatch(ps, 'onPrepEnd', { round: 1 });
m.dispatch(ps, 'onRefresh', {});
assert.deepEqual(hooks, ['onRoundStart', 'onPrepEnd']);
m.dispose();
});
test('ctx.offerItems queues an item offer; g.reward takes the item (a full hand refuses it, also when it would merge)', () => {
const reg = builtins();
const { m, ps } = prepSolo({ seed: 913, registry: reg });
const ctx = makeCtx(m, ps, { kind: 'band', key: 'band:test' }, 'onLevelUp');
assert.equal(ctx.offerItems(['chess_item_1_01_e_a', 'nope', 'chess_item_2_03_e_a']), true);
assert.equal(ctx.offerItems(['nope']), false);
const view = ps.privateView().shop.rewardOffer;
assert.deepEqual(view.slots.map((s) => [s.kind, s.id, s.price]), [['item', 'chess_item_1_01_e_a', 0], ['item', 'chess_item_2_03_e_a', 0]]);
const fillers = chessOfTier(1).filter((c) => m.pool.has(c));
for (let i = 0; i < 9; i++) give(m, ps, fillers[i], 'hand', i);
giveItem(m, ps, 'chess_item_1_01_e_a', 'hand', 9);
assert.equal(ps.completesItemMerge('chess_item_1_01_e_a'), true);
assert.equal(m.handle('p_0', { t: 'g.reward', idx: 0 }).error, 'HAND_FULL', 'refused although it would merge (PRTS 卫戍协议/帮助 §手牌区)');
ps.hand[0] && ps.returnCopies(ps.hand[0]);
ps.hand[0] = null;
ps.recompute();
assert.deepEqual(m.handle('p_0', { t: 'g.reward', idx: 1 }), { ok: true });
assert.ok(ps.hand.some((p) => p && p.id === 'chess_item_2_03_e_a'));
assert.equal(ps.offers.length, 0);
assert.equal(m.handle('p_0', { t: 'g.reward', idx: 0 }).error, 'BAD_TARGET', 'the offer is gone');
checkInvariants(m);
m.dispose();
});
test('ctx.piece / pieceAt expose board row/col and hand idx; pieceBonds includes 变形同构体 bonds', () => {
const { m, ps } = prepSolo({ seed: 914 });
const id = chessOfTier(2, (c) => c.position === 'RANGED').find((c) => m.pool.has(c) && !c.startsWith('chess_char_2_03'));
const [r, c] = legalTileFor(m, ps, id);
const onBoard = give(m, ps, id, 'board', [r, c]);
const inHand = give(m, ps, chessOfTier(1).find((x) => m.pool.has(x)), 'hand', 3);
const ctx = makeCtx(m, ps, { kind: 'global', key: 'global:t' }, 'onRoundStart');
const v = ctx.piece(onBoard.uid);
assert.equal(v.area, 'board');
assert.equal(v.row, r);
assert.equal(v.col, c);
assert.equal(ctx.piece(inHand.uid).idx, 3);
assert.equal(ctx.pieceAt(r, c).uid, onBoard.uid);
assert.equal(ctx.pieceAt(r, c).row, r);
assert.equal(ctx.pieceAt(0, 0), null);
assert.equal(ctx.pieceAt('x', 1), null);
const own = DATA.chess[id].bonds;
onBoard.items.push(ps.newPiece('item', 'chess_item_6_09_e_a'), ps.newPiece('item', 'chess_item_1_01_e_a'));
ps.recompute();
const bonds = ctx.pieceBonds(onBoard.uid);
for (const b of own) assert.ok(bonds.includes(b));
assert.ok(bonds.includes('victoriaShip'), '变形同构体 + 维式 item grants 维多利亚');
m.dispose();
});
test('ctx.rollPool: equip pools, weighted / listed chess pools, shopEligible filters (tier, minTier, bond, golden)', () => {
const { m, ps } = prepSolo({ seed: 915 });
const ctx = makeCtx(m, ps, { kind: 'global', key: 'global:t' }, 'onRoundStart');
for (let i = 0; i < 30; i++) {
const eq = ctx.rollPool('pool_equip_pepe');
assert.equal(eq.kind, 'item');
assert.ok(['chess_item_1_03_e_a', 'chess_item_2_04_e_a', 'chess_item_6_07_e_a'].includes(eq.id));
const pin = ctx.rollPool('pool_char_pinus');
assert.ok(['chess_char_1_19_a', 'chess_char_2_18_a', 'chess_char_4_20_a'].includes(pin.id));
const gl = ctx.rollPool('pool_chess_glady');
assert.ok(['chess_char_3_05_a', 'chess_char_2_07_a', 'chess_char_1_04_a'].includes(gl.id));
const t1 = ctx.rollPool('pool_chess_shop_1_reward');
assert.equal(m.gd.tierOf(t1.id), 1);
const later = ctx.rollPool('pool_char_later');
if (later) {
assert.equal(later.golden, true);
assert.ok(m.gd.isGolden(later.id));
assert.ok(m.gd.tierOf(later.id) >= 4);
assert.ok(DATA.chess[later.id].bonds.includes('lateranoShip'));
}
}
assert.equal(ctx.rollPool('nope'), null);
assert.equal(ctx.rollPool('constructor'), null);
// a listed chess with no copy left is never rolled
const taken = m.pool.take('chess_char_1_04_a', 99);
for (let i = 0; i < 20; i++) assert.notEqual(ctx.rollPool('pool_chess_glady')?.id, 'chess_char_1_04_a');
m.pool.give('chess_char_1_04_a', taken);
m.dispose();
});
test('onBattleStart ev.spawns: content edits a field\'s spawns; a kill bounty set there keeps paying in 联防', () => {
const reg = builtins();
reg.global('ducklord', {
onBattleStart(ctx, ev) {
if (ev.kind !== 'normal' || ctx.playerId !== 'p_0') return;
ev.spawns[0].enemyKey = 'enemy_1007_slime';
ev.spawns[0].bounty = { coins: 3, ownerPlayerId: 'p_0' };
ev.spawns.push({ enemyKey: 'no_such_enemy', time: 1 });
},
});
const h = makeMatch({
mode: 'coop', humans: 2, seed: 916, fake: true, registry: reg,
script: (b) => (b.kind === 'normal' ? { leaks: Object.fromEntries(b.players.map((p) => [p, p === 'p_0' ? 1 : 0])) } : {}),
}).start();
const m = h.m;
h.toPrep(1);
h.drive(() => m.phase === PHASE.UNITE);
const nf = FakeBattle.instances.find((b) => b.fieldId === 'n:p_0');
assert.equal(nf.opts.spawns[0].enemyKey, 'enemy_1007_slime');
assert.equal(nf.opts.spawns[0].mods.bountyCoins, 3, 'the bounty rides along in mods');
assert.ok(!nf.opts.spawns.some((s) => s.enemyKey === 'no_such_enemy'), 'malformed spawns are dropped');
assert.ok(nf.opts.spawns.every((s) => s.ownerPlayerId === 'p_0'));
assert.deepEqual(m.unitePlan.leaked[0].bounty, { coins: 3, ownerPlayerId: 'p_0' });
const u = FakeBattle.instances.find((b) => b.kind === 'unite');
assert.deepEqual(u.opts.spawns[0].bounty, { coins: 3, ownerPlayerId: 'p_0' });
const other = FakeBattle.instances.find((b) => b.fieldId === 'n:p_1');
assert.notEqual(other.opts.spawns[0].bounty?.coins, 3, 'only p_0\'s field was edited');
m.dispose();
});
test('registry warns about handler methods that are not hooks (typos never run silently)', () => {
const reg = new MetaRegistry();
reg.band('band_x', { onBuyy() {}, onBuy() {}, run() {}, garrisonHooks() { return []; }, note: 'data is fine' });
assert.equal(reg.warnings.length, 1);
assert.match(reg.warnings[0], /band:band_x: 'onBuyy'/);
});
// ---------------------------------------------------------------------------------------------------------------
// invariants & audit tooling
test('collectViolations reports corrupted state (funds, pool accounting, duplicate uid, stale bonds, illegal tile)', () => {
const { m, ps } = prepSolo({ seed: 920 });
assert.deepEqual(collectViolations(m), []);
const id = chessOfTier(1).find((c) => m.pool.has(c));
const p = give(m, ps, id);
ps.funds = -1;
m.pool.entries.get(id).left += 1;
ps.hand[ps.hand.indexOf(p) === 5 ? 6 : 5] = { ...p };
ps.layers.yanShip = 50;
ps.board.set('12,9', ps.newPiece('chess', id, { poolCopies: 0 }));
const v = collectViolations(m, { limit: 50 }).join('\n');
for (const re of [/funds -1/, /pool .*left .* held/, /duplicate uid/, /stale bonds/, /illegal tile|outside/]) assert.match(v, re);
m.dispose();
});
test('the rule auditor flags an LP loss that does not match the leaks (engine regression guard)', () => {
const h = makeMatch({ mode: 'coop', humans: 2, seed: 921, fake: true, script: (b) => (b.kind === 'normal' ? { leaks: Object.fromEntries(b.players.map((p) => [p, 2])) } : {}) }).start();
const m = h.m;
// simulate an engine bug inside settle: one extra LP lost
const orig = m.settle.bind(m);
m.settle = (plan, res) => { const r = orig(plan, res); h.ps('p_0').lp -= 1; return r; };
const audit = attachAudit(m);
h.toPrep(1);
h.drive(() => m.phase === PHASE.PREP && m.round === 2);
assert.ok(audit.violations.some((x) => /p_0: lost 3 LP, expected min\(10, 2\)/.test(x)), audit.violations.join('\n'));
assert.ok(!audit.violations.some((x) => x.includes('p_1')), 'p_1 is fine');
assert.ok(audit.checks > 10);
m.dispose();
});
test('audited FakeBattle matches (all phases incl. 联防, 机变, Final Assault) report no violations', () => {
for (const [n, seed] of [[1, 930], [2, 931], [3, 932], [4, 933]]) {
const h = makeMatch({
mode: 'coop', difficulty: 'NORMAL', humans: 1, bots: n - 1, seed, fake: true,
script: (b) => (b.kind === 'boss' ? { bossDps: 5000 } : { leaks: Object.fromEntries(b.players.map((p, i) => [p, (b.round + i + seed) % 3])) }),
});
// AI-played before the start: a single human's briefing is untimed (Match.soloUntimed, user playtest #4 item 3) and
// waits for 准备就绪, which only an autoplaying seat gives by itself
h.autoHumans().start();
const audit = attachAudit(h.m);
for (const ps of h.m.players.values()) ps.lp = 200;
h.runToEnd({ maxSteps: 3e6 });
assert.deepEqual(audit.violations, [], `${n} players:\n${audit.violations.join('\n')}`);
assert.ok(h.m.phase === PHASE.RESULT);
h.m.dispose();
}
});
test('GEO sanity used by the fixes (boss rect, normal rect)', () => {
assert.deepEqual(GEO.BOSS_RECT, { r0: 0, r1: 5, c0: 0, c1: 20 });
});
test('the rule auditor follows the engine: PRTS 联防 helper order (not LP), silent solo presentation steps, a frozen item slot moved right by a level-up', () => {
// co-op: the human (seat 0) plays nothing, the bots field full boards; only the last bot leaks → the helpers are the
// two perfect bots with the most units (unite.js helperOrder), whatever the LP / seat order says
const h = makeMatch({ mode: 'coop', difficulty: 'NORMAL', humans: 1, bots: 3, seed: 934, fake: true,
script: (b) => (b.kind === 'boss' ? { bossDps: 5000 } : b.kind === 'normal' ? { leaks: Object.fromEntries(b.players.filter((p) => p === 'ai_2').map((p) => [p, 2])) } : {}) }).start();
const m = h.m;
const audit = attachAudit(m);
for (const ps of m.players.values()) ps.lp = 200;
h.drive(() => m.phase === PHASE.UNITE && m.round >= 4, { ready: true });
assert.ok(!m.unitePlan.helpers.some((p) => p.playerId === 'p_0'), `helpers ${m.unitePlan.helpers.map((p) => p.playerId)}: the empty board is never picked first`);
h.autoHumans();
h.runToEnd({ maxSteps: 3e6 });
assert.deepEqual(audit.violations, [], audit.violations.join('\n'));
m.dispose();
// solo: BATTLE_CHECK / ROUND_START / SETTLE run silently; a frozen item slot follows the chess slots after a level-up
const s = makeMatch({ mode: 'solo', difficulty: 'NORMAL', seed: 935, fake: true }).start();
const sa = attachAudit(s.m);
s.toPrep(1);
const ps = s.ps('p_0');
ps.funds = 50;
const itemAt = ps.shop.slots.findIndex((x) => x && x.kind === 'item');
assert.ok(itemAt >= 0);
const itemId = ps.shop.slots[itemAt].id;
assert.deepEqual(s.m.handle('p_0', { t: 'g.freeze' }), { ok: true });
assert.deepEqual(s.m.handle('p_0', { t: 'g.levelUp' }), { ok: true });
s.drive(() => s.m.phase === PHASE.PREP && s.m.round === 2, { ready: true });
const now = ps.shop.slots.findIndex((x) => x && x.kind === 'item');
assert.ok(now > itemAt, `the item slot moved right (${itemAt} → ${now})`);
assert.equal(ps.shop.slots[now].id, itemId, 'the frozen item was kept');
s.drive(() => s.ended != null, { ready: true, maxSteps: 3e6 });
assert.ok(s.ended, 'the solo match ended');
assert.deepEqual(sa.violations, [], sa.violations.join('\n'));
s.m.dispose();
});