The three PRs patched the same snapshot and HUD lines (Grok's review: do not merge three diffs), so this is one design built from their code and tests; IceCodeNew is the commit author (#303, #378), Convey123 co-author (#383). - b.snap gains three optional, display-only lists beside the unchanged 9-field tuples (snapshot.js ammoView / wolfView / negView, called from battle/events.js snapshot(); a living, deployed, visible ally, only when it has one): ammo [[id, rounds left, magazine]] (whole rounds; the magazine is the activation's real total that unitTuple's SP fraction runs on, extras and refills included), wolves [[id, 狼影 left, talent maximum]] (mem.shadows of the new mem.wolfCapacity, set by tokens.js wolfPack and the managed vigil kit), neg [[id, fill]] (unit.negFill(), a function op-hsgma2.js sets: the pool is read when the snapshot is taken, no per-tick sync). UnitInfo.ammoSkill (an ally whose skill is an ammo magazine) is known from the first appearance: fx events run before the frame's sample, so the aura cannot wait for the first ammo row. - render/interp.js keeps the lists per snapshot (malformed rows / unknown ids dropped) and sample() hands them out from the older snapshot like flags (they step with the skill flag); render/units.js draws them: the ammo magazine replaces the SP bar (a cell per round, thin cuts, exact fill, no cuts under 2 px a cell), a row of diamonds under the bars for the wolves (the element gauge row moves below), the red bar over the drained HP bar for the pool. An ammo skill draws no standing aura (rings.js _aura; the activation burst stays). - PR #378's wolf-head avatars are NOT taken: the count is data (the talent text 至多3只, mem.shadows), the HUD art of the official counter is in no game data we have, so the pips are plain diamonds [ASSUMED look]. The PRs' own tests are folded in and extended (test/sim/hud-readouts.test.js, test/render/hud-readouts.test.js, op_hsgma2.test.js). - Docs: network.md, SIM.md §9, client.md, PLAYING.md, types/core.js. - Golden: unchanged (283 scenarios; the canon hashes units / down / elem only, no sim state moved). - Tests: 4 + 14 new + 1 in op_hsgma2 (12), all fail on the parent; 344 related tests pass; lint 0 errors, typecheck, check:imports, docs tests. Co-authored-by: Convey123 <Convey123@users.noreply.github.com>
350 lines
18 KiB
JavaScript
350 lines
18 KiB
JavaScript
// test/render/hud-readouts.test.js — the HP-bar readouts, client side (R22-HUD; PR #303 and #378 by @IceCodeNew, PR #383
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// by @Convey123, folded into one change): render/interp.js carries b.snap `ammo` [[id, left, magazine]], `wolves`
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// [[id, left, max]] and `neg` [[id, fill]] beside the unit tuples and samples them from the older snapshot; render/units.js
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// draws the ammo skill's segmented yellow bar in place of the SP bar, 伺夜's 狼影 as a row of diamonds and the 我执 pool
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// as the red bar over the drained HP bar; an ammo skill has no standing aura (headless fake PIXI, test/render/fakepixi.js).
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// The server side is test/sim/hud-readouts.test.js and test/content/op_hsgma2.test.js.
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// Run: node --test test/render/hud-readouts.test.js
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import { test, describe, before, after } from 'node:test';
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import assert from 'node:assert/strict';
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import { installFakePixi, fakeViewCtx } from './fakepixi.js';
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import { presetCamera } from '../../public/js/render/projection.js';
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import { SnapshotBuffer, normalizeSnapshot } from '../../public/js/render/interp.js';
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import { renderInfo } from '../../public/js/render/app/info.js';
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import { UF } from '../../shared/constants.js';
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import { makeBattle, enemyRec } from '../helpers/battleHarness.js';
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import { unitInfo } from '../../server/sim/snapshot.js';
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let fake, FX, UnitView, COLORS, AMMO_BAR, WOLF_PIPS;
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before(async () => {
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fake = installFakePixi();
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FX = await import('../../public/js/render/fx.js');
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({ UnitView, AMMO_BAR, WOLF_PIPS } = await import('../../public/js/render/units.js'));
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({ COLORS } = await import('../../public/js/render/style.js'));
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});
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after(() => { FX?.setSimProjectileSpeeds(null); fake.restore(); });
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const cam = () => presetCamera('normal', { width: 1280, height: 720 });
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const tuple = (id, hp = 1000, extra = {}) => [id, 5, 10, hp, 1000, extra.sp ?? 0, extra.spMax ?? 0, extra.flags ?? 0, 0];
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const view = (info = {}, extra = {}) => new UnitView(fakeViewCtx(fake.P, { cam, ...extra }),
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{ id: 1, side: 'ally', kind: 'op', defId: 'char_x', tier: 3, x: 5, y: 10, maxHp: 1000, dir: 'RIGHT', ...info });
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const sample = (o = {}) => ({ x: 5, y: 10, hp: 1000, maxHp: 1000, sp: 0, spMax: 0, flags: 0, anim: 0, vx: 0, vy: 0, ...o });
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const frames = (v, n = 2) => { for (let i = 0; i < n; i++) v.update(1 / 60, cam(), i / 60); };
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const barWidth = (v) => v.hpBg.width - 2;
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describe('interp: ammo / wolves / neg', () => {
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test('sampled from the older snapshot (they step at snapshot boundaries) and cleared by a snapshot without them', () => {
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const buf = new SnapshotBuffer({ delay: 0 });
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buf.push({ t: 1, units: [tuple(1), tuple(2)], ammo: [[1, 13, 14]], wolves: [[2, 2, 3]], neg: [[2, 0.25]] }, 0);
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buf.push({ t: 2, units: [tuple(1), tuple(2)], ammo: [[1, 12, 14]], wolves: [[2, 1, 3]], neg: [[2, 0.5]] }, 0.5);
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buf.push({ t: 3, units: [tuple(1), tuple(2)] }, 1);
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// between the first two snapshots nothing slides: a round, a 狼影 or a share of the pool is not halfway
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const out = buf.sample(1.99);
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assert.deepEqual([out.get(1).ammo, out.get(1).wolves, out.get(1).neg], [[13, 14], null, 0]);
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assert.deepEqual([out.get(2).ammo, out.get(2).wolves, out.get(2).neg], [null, [2, 3], 0.25]);
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buf.sample(2, out);
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assert.deepEqual([out.get(1).ammo, out.get(2).wolves, out.get(2).neg], [[12, 14], [1, 3], 0.5]);
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// a snapshot without the lists takes the readouts off the reused sample objects
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buf.sample(3, out);
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assert.deepEqual([out.get(1).ammo, out.get(2).wolves, out.get(2).neg], [null, null, 0]);
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});
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test('malformed rows are dropped: fractions, negatives, a count above its maximum, a maximum under 1, unknown ids, junk', () => {
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const s = normalizeSnapshot({
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t: 1, units: [tuple(1), tuple(2), tuple(3)],
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ammo: [[1, 13, 14], [2, -1, 14], [2, 2, 1], [2, 1.5, 4], [9, 1, 2], [3, 15, 14], null, 'x', [3, 0, 0]],
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wolves: [[2, 3, 3], [1, 2.5, 3], [1, 4, 3], [3, 1, 0], [9, 1, 3]],
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neg: [[1, 0.4], [2, 0], [3, -1], [3, 'x'], [9, 0.5], [2, 5], null],
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});
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assert.deepEqual([...s.ammo], [[1, [13, 14]]]);
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assert.deepEqual([...s.wolves], [[2, [3, 3]]]);
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assert.deepEqual([...s.neg], [[1, 0.4], [2, 1]], 'a share above 1 is a full pool; 0 / negative / non-numbers are no pool');
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const none = normalizeSnapshot({ t: 1, units: [tuple(1)] });
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assert.deepEqual([none.ammo, none.wolves, none.neg], [null, null, null]);
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assert.equal(none.units.get(1).length, 9, 'the tuples are never widened by the readouts');
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});
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});
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describe('UnitView: the ammo skill\'s segmented bar', () => {
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test('replaces the SP bar while the magazine runs: a yellow cell per round, the fill is rounds left / magazine, a thin cut at every boundary', () => {
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const v = view();
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v.sync(sample({ flags: UF.SKILL, sp: 22.3, spMax: 24, ammo: [13, 14] }));
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frames(v);
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const bw = barWidth(v);
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assert.equal(v.spBg.visible && v.spFill.visible, true);
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assert.equal(v.spFill.tint, COLORS.ammo);
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assert.ok(Math.abs(v.spFill.width - bw * 13 / 14) < 1e-9, 'rounds left over the magazine, exactly (not the 0.1-rounded SP)');
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const cuts = v.ammoCuts.filter((c) => c.visible);
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assert.equal(cuts.length, 13, 'one cut per boundary of 14 cells');
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const step = bw / 14, x0 = v.spFill.position.x;
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cuts.forEach((c, i) => {
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assert.ok(Math.abs(c.position.x - (x0 + (i + 1) * step - 0.5)) < 1e-9, `cut ${i + 1} on the boundary`);
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assert.equal(c.width, 1);
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assert.equal(c.height, v.spFill.height);
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assert.equal(c.position.y, v.spFill.position.y);
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assert.equal(c.tint, COLORS.hpBack);
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});
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assert.ok(v.spFill.height > v.hpFill.height * 0.6, 'taller than the plain SP bar (the HP bar\'s thickness × AMMO_BAR.height)');
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assert.ok(Math.abs(v.spFill.height - Math.max(2, v.hpFill.height * AMMO_BAR.height)) < 1e-9);
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// a round is spent: the fill loses 1/14 and the cuts stay
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v.sync(sample({ flags: UF.SKILL, sp: 20.6, spMax: 24, ammo: [12, 14] }));
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frames(v);
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assert.ok(Math.abs(v.spFill.width - bw * 12 / 14) < 1e-9);
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assert.equal(v.ammoCuts.filter((c) => c.visible).length, 13);
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// the last round, then the magazine ends: the plain SP bar is back (cyan, no cuts)
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v.sync(sample({ flags: UF.SKILL, ammo: [0, 14], sp: 0, spMax: 24 }));
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frames(v);
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assert.equal(v.spFill.width, 0);
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v.sync(sample({ flags: 0, sp: 6, spMax: 24, ammo: null }));
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frames(v);
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assert.equal(v.ammoCuts.filter((c) => c.visible).length, 0, 'no cuts without a magazine');
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assert.notEqual(v.spFill.tint, COLORS.ammo);
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assert.ok(Math.abs(v.spFill.width - bw * 6 / 24) < 1e-9, 'the SP fraction of the tuple');
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v.destroy();
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});
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test('a magazine needs no SP cost to show; a dense one keeps its exact fill and draws no cuts under AMMO_BAR.minCell px; an enemy never has the bar', () => {
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const v = view();
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v.sync(sample({ flags: UF.SKILL, ammo: [20, 40] })); // spMax 0: an auto skill with no SP cost
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frames(v);
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const bw = barWidth(v);
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assert.equal(v.spFill.visible, true, 'the bar shows without an SP cost');
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assert.ok(Math.abs(v.spFill.width - bw / 2) < 1e-9);
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const cell = bw / 40;
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assert.equal(v.ammoCuts.filter((c) => c.visible).length, cell >= AMMO_BAR.minCell ? 39 : 0, `${cell.toFixed(2)} px cells`);
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v.sync(sample({ flags: UF.SKILL, ammo: [20, 400] }));
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frames(v);
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assert.equal(v.ammoCuts.filter((c) => c.visible).length, 0, 'under 2 px a cell: no cuts');
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assert.ok(Math.abs(v.spFill.width - bw * 20 / 400) < 1e-9, 'the fill is still exact');
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v.destroy();
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const e = view({ id: 2, side: 'enemy', kind: 'enemy', defId: 'enemy_x' });
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e.sync(sample({ hp: 500, flags: UF.SKILL, ammo: [3, 4] }));
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frames(e);
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assert.equal(e.spFill.visible, false, 'enemies have no SP bar, and so no magazine');
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assert.equal(e.ammoCuts.filter((c) => c.visible).length, 0);
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e.destroy();
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});
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test('the prep view draws no bars, so no cells either', () => {
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const v = view({}, {});
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v.prep = true;
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v.sync(sample({ flags: UF.SKILL, ammo: [5, 14] }));
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frames(v);
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assert.equal(v.spFill.visible, false);
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assert.equal(v.ammoCuts.filter((c) => c.visible).length, 0);
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v.destroy();
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});
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});
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describe('UnitView: 伺夜\'s 狼影 pips', () => {
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const pack = (extra = {}) => view({ kind: 'token', defId: 'token_10028_vigil_wolf', ...extra });
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test('one diamond per 狼影 the talent allows under the HP bar, the first ones lit for the shadows left', () => {
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const v = pack();
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v.sync(sample({ wolves: [2, 3] }));
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frames(v);
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const r = v._wolfPips;
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assert.equal(r.root.visible, true);
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assert.equal(r.lit.length, 3);
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assert.deepEqual(r.lit.map((d) => d.alpha), [1, 1, WOLF_PIPS.dim]);
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assert.ok(r.lit.every((d) => d.visible && d.tint === COLORS.wolf && Math.abs(d.rotation - Math.PI / 4) < 1e-9), 'pale diamonds');
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assert.ok(r.back.every((d) => d.visible && d.tint === COLORS.hpBack), 'on a dark backing');
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assert.ok(r.lit[0].position.y > v.hpBg.position.y, 'below the HP bar');
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assert.ok(r.lit[0].position.x > v.hpFill.position.x && r.lit[2].position.x < v.hpFill.position.x + barWidth(v), 'inside the bar\'s span');
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assert.ok(r.lit[1].position.x > r.lit[0].position.x && r.lit[2].position.x > r.lit[1].position.x, 'left to right');
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assert.equal(v.spFill.visible, false, 'not an SP bar or a skill indicator');
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// a 狼影 is spent: the last lit one dims; one is gained: it lights again
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v.sync(sample({ wolves: [1, 3] }));
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frames(v);
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assert.deepEqual(r.lit.map((d) => d.alpha), [1, WOLF_PIPS.dim, WOLF_PIPS.dim]);
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v.sync(sample({ wolves: [3, 3] }));
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frames(v);
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assert.deepEqual(r.lit.map((d) => d.alpha), [1, 1, 1]);
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// a smaller maximum hides the surplus diamonds
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v.sync(sample({ wolves: [1, 2] }));
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frames(v);
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assert.equal(r.lit.filter((d) => d.visible).length, 2);
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v.destroy();
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});
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test('hidden without a count (an older snapshot cannot leave stale pips), in the prep view, and for enemies', () => {
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const v = pack();
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v.sync(sample({ wolves: [2, 3] }));
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frames(v);
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assert.equal(v._wolfPips.root.visible, true);
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v.sync(sample({}));
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frames(v);
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assert.equal(v._wolfPips.root.visible, false, 'no row in the snapshot: no pips');
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v.sync(sample({ wolves: [2, 3] }));
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v.prep = true;
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frames(v);
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assert.equal(v._wolfPips.root.visible, false, 'the prep board draws no bars');
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v.destroy();
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const e = view({ id: 2, side: 'enemy', kind: 'enemy', defId: 'enemy_x' });
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e.sync(sample({ hp: 500, wolves: [2, 3] }));
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frames(e);
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assert.equal(e._wolfPips, null, 'only allies carry the row');
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e.destroy();
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});
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test('the element gauge row moves down below the pips (and below the SP bar when there is one)', () => {
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const plain = view();
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plain.sync(sample({ el: 'burn', elFill: 0.4, elUntil: 0, elDur: 0 }));
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frames(plain);
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const v = pack();
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v.sync(sample({ wolves: [2, 3], el: 'burn', elFill: 0.4, elUntil: 0, elDur: 0 }));
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frames(v);
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const pipsBottom = v._wolfPips.back[0].position.y + (v._wolfPips.back[0].width * Math.SQRT2) / 2;
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assert.ok(v._elBar.bg.position.y - v._elBar.bg.height / 2 >= pipsBottom - 1e-6, 'the gauge row starts under the pips');
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assert.ok(v._elBar.bg.position.y > plain._elBar.bg.position.y + 4, 'and so sits lower than without pips');
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plain.destroy();
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v.destroy();
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});
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});
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describe('UnitView: the 我执 pool as the red bar', () => {
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const ego = (extra = {}) => view({ defId: 'char_1044_hsgma2', tier: 6, ...extra });
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test('drawn over the drained HP bar from its left edge: width = the bar × the pool\'s share, the pool\'s red, gone with the pool', () => {
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const v = ego();
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v.sync(sample({ hp: 1 }));
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frames(v);
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assert.equal(v.negFill.visible, false, 'no pool, no red bar');
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assert.equal(v.negFill.tint, COLORS.hpNeg);
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v.sync(sample({ hp: 1, neg: 0.5 }));
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frames(v);
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assert.equal(v.negFill.visible, true);
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assert.ok(Math.abs(v.negFill.width - barWidth(v) * 0.5) < 1e-9, 'half the pool: half the bar');
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assert.equal(v.negFill.position.x, v.hpFill.position.x, 'from the bar\'s left edge');
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assert.equal(v.negFill.position.y, v.hpFill.position.y);
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assert.equal(v.negFill.height, v.hpFill.height);
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assert.ok(v.hpFill.width < 1, 'the green bar is drained meanwhile');
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v.sync(sample({ hp: 1, neg: 1 }));
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frames(v);
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assert.ok(Math.abs(v.negFill.width - barWidth(v)) < 1e-9, 'a full pool fills the bar');
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v.sync(sample({ hp: 600, neg: 0 }));
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frames(v);
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assert.equal(v.negFill.visible, false, 'she left 我执');
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v.destroy();
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});
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test('not in the prep view, and gone once she falls', () => {
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const p = ego();
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p.prep = true;
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p.sync(sample({ hp: 1, neg: 0.6 }));
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frames(p);
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assert.equal(p.negFill.visible, false);
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p.destroy();
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const v = ego();
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v.sync(sample({ hp: 1, neg: 1 }));
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frames(v);
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assert.equal(v.negFill.visible, true);
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v.die();
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for (let i = 0; i < 300; i++) v.update(1 / 60, cam(), i / 60);
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assert.equal(v.alive, false);
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assert.equal(v.negFill.visible, false, 'no bars for a knocked-out operator');
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v.destroy();
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});
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});
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describe('an ammo skill has no standing aura', () => {
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const unit = (id, info) => ({ id, x: 3, y: 10, z: 0, hover: 0, _headTiles: 1.2, alive: true, destroyed: false, isEnemy: false, maxHp: 3000, info, onHit() {} });
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const makeFx = (views) => {
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const ctx = fakeViewCtx(fake.P);
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const map = new Map(views.map((v) => [v.id, v]));
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const c = presetCamera('normal', { width: 1600, height: 900 });
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return new FX.FxSystem({
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P: fake.P, layers: ctx.layers, cam: () => c, heightAt: () => 0, settings: { quality: 'high', damageNumbers: true },
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timeScale: () => 2, loadLevel: () => 0, subProfOf: () => null, view: (id) => map.get(id) || null,
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screenSize: () => ({ width: 1600, height: 900 }), fieldTop: () => 120,
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});
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};
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test('UnitInfo.ammoSkill: the activation burst plays, the ground glow and hex do not (a plain skill keeps both)', () => {
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const magazine = unit(1, { defId: 'char_x', ammoSkill: true }), plain = unit(2, { defId: 'char_y' });
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const fx = makeFx([magazine, plain]);
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fx.skill(magazine, true);
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assert.ok(fx.parts.length > 0 && fx.rings.length > 0, 'the cast itself is still shown');
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assert.equal(fx.auras.size, 0, 'no glow and hex under a magazine');
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fx.skill(magazine, false);
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fx.skill(plain, true);
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assert.equal(fx.auras.size, 1, 'a plain skill keeps its aura');
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fx.destroy();
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});
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test('the flag travels: unitInfo (ammo skills of allies only) → renderInfo', () => {
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const h = makeBattle({
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defs: { enemies: { enemy_dummy: enemyRec({ key: 'enemy_dummy', hp: 1e7, speed: 0 }) } }, timeLimit: 30, seed: 7,
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units: [{ chessId: 'chess_char_1_01_a', row: 10, col: 3 }, { chessId: 'chess_char_1_02_a', row: 11, col: 3 }],
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enemies: [{ key: 'enemy_dummy', pos: [10, 5] }],
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});
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h.run(0.5);
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assert.equal(renderInfo(unitInfo(h.unit('chess_char_1_01_a'))).ammoSkill, true);
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assert.equal(renderInfo(unitInfo(h.unit('chess_char_1_02_a'))).ammoSkill, undefined);
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assert.equal(renderInfo(unitInfo(h.enemy('enemy_dummy'))).ammoSkill, undefined);
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assert.equal(renderInfo({ id: 1, ammoSkill: 'yes' }).ammoSkill, undefined, 'only a real true counts');
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});
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});
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|
||
describe('the chain: sim → snapshot → SnapshotBuffer → UnitView', () => {
|
||
test('隐现 S2: 14 cells, 13 after the first round, one more gone per attack; no aura; the plain SP bar after the last round', () => {
|
||
const h = makeBattle({
|
||
defs: { enemies: { enemy_dummy: enemyRec({ key: 'enemy_dummy', hp: 1e7, speed: 0 }) } },
|
||
units: [{ chessId: 'chess_char_1_01_a', row: 10, col: 3 }],
|
||
enemies: [{ key: 'enemy_dummy', pos: [10, 5] }],
|
||
timeLimit: 200, seed: 7,
|
||
});
|
||
const u = h.unit('chess_char_1_01_a');
|
||
assert.ok(h.runUntil(() => u.skill.active, 80));
|
||
const v = new UnitView(fakeViewCtx(fake.P, { cam }), renderInfo(unitInfo(u)));
|
||
const buffer = new SnapshotBuffer({ delay: 0 });
|
||
const show = () => {
|
||
const snap = h.b.snapshot();
|
||
buffer.push(snap, snap.t);
|
||
v.sync(buffer.sample(snap.t).get(u.id), snap.t);
|
||
v.update(1 / 60, cam(), h.b.time);
|
||
};
|
||
show();
|
||
const bw = barWidth(v);
|
||
assert.equal(u.skill.ammoLeft, 13, 'the activation tick already fired the first round');
|
||
assert.ok(Math.abs(v.spFill.width - bw * 13 / 14) < 1e-9);
|
||
assert.equal(v.ammoCuts.filter((c) => c.visible).length, 13);
|
||
const left = u.skill.ammoLeft;
|
||
assert.ok(h.runUntil(() => u.skill.ammoLeft < left && u.skill.active, 10));
|
||
show();
|
||
assert.ok(Math.abs(v.spFill.width - bw * 12 / 14) < 1e-9, 'one attack removes exactly one round');
|
||
assert.ok(h.runUntil(() => !u.skill.active, 60));
|
||
show();
|
||
show();
|
||
assert.equal(v.ammoCuts.filter((c) => c.visible).length, 0, 'the magazine is spent: the plain SP bar is back');
|
||
assert.notEqual(v.spFill.tint, COLORS.ammo);
|
||
v.destroy();
|
||
});
|
||
|
||
test('伺夜\'s placed pack: the pips follow 2 → 3 → 2 and are gone when the pack falls', () => {
|
||
const h = makeBattle({
|
||
units: [{ chessId: 'chess_char_3_19_a', row: 12, col: 3, uid: 1 }, { kind: 'token', tokenId: 'token_10028_vigil_wolf', ownerUid: 1, row: 11, col: 5, uid: 2 }],
|
||
timeLimit: 120, defs: { enemies: { enemy_d: enemyRec({ key: 'enemy_d', hp: 1e9, speed: 0, atk: 0 }) } }, enemies: [{ key: 'enemy_d', pos: [1, 1] }],
|
||
});
|
||
h.run(0.2);
|
||
const w = h.b.allyUnits.find((x) => x.defId === 'token_10028_vigil_wolf');
|
||
const v = new UnitView(fakeViewCtx(fake.P, { cam }), renderInfo(unitInfo(w)));
|
||
const buffer = new SnapshotBuffer({ delay: 0 });
|
||
const lit = () => {
|
||
const snap = h.b.snapshot();
|
||
buffer.push(snap, snap.t);
|
||
v.sync(buffer.sample(snap.t).get(w.id), snap.t);
|
||
v.update(1 / 60, cam(), h.b.time);
|
||
return v._wolfPips ? v._wolfPips.lit.filter((d) => d.visible && d.alpha === 1).length : 0;
|
||
};
|
||
assert.equal(lit(), 2);
|
||
h.run(25);
|
||
assert.equal(lit(), 3);
|
||
h.b.dealDamage(null, w, { amount: 1e9, type: 'true' });
|
||
h.step(); // (a snapshot of the same game time as the last one would be dropped as a duplicate)
|
||
assert.equal(lit(), 2);
|
||
v.destroy();
|
||
});
|
||
});
|