Files
ark-stronghold-protocol/test/e2e/fastServer.mjs
T
sganggs c92867656d feedback1 WC: no deployment in the water, tactical points inside the tactician's range
Player reports #3 and #9 after the 0.1.0 release.

#3 On 战场#08(下半) 涨潮控制 (act2autochess_m04) operators could be placed in the
pool and 突袭 members jumped into it. The 深水区 (tile_deepsea) has buildableType
ALL in the level file, but it refuses deployment (PRTS 地形 深水区 "地形机制:拒绝
部署"; the season-1 战场#05 puts a 特制水上平台 - "在水上建立可以部署任意单位的
平台" - on every one of its water tiles).
- grid.js DEPLOY_REFUSED_TILES: the legend's effective build is NONE, so
  canStand (突袭 landing tile, tactical points, summon tiles) never picks the
  water; a hard-blocked 射击台 / mound tile takes no melee unit either.
- build-data: stages.json legend `buildable` is the effective type (the level's
  value kept in `buildableType`), deployTiles exclude the water, a 特制水上平台
  makes its tile deployable (act1 m05, inactive). board.js / gameLogic.js
  deploy maps follow (water platforms included); bots plan on the same map.
- Gate routes are unchanged; the water now counts as non-blockable ground in
  the path tie-break (audit lists updated).

#9 伺夜's 狼群 and 缪尔赛思's 流形 ("只能部署在召唤者攻击范围内", tokens.json
`ownerRange`) could be placed anywhere.
- PlayerState._legal / summonRange: a range-bound summon only on a tile of its
  owner's attack range (loadout grid rotated by the owner's facing); swaps with
  the owner are checked from the owner's new tile; re-orienting (or promoting)
  the owner sends a summon left outside back onto its stack with a toast.
- The client lights and accepts the same tiles (gameLogic.summonRange), the bot
  plans inside them, the invariants check it, the 伺夜 kit re-uses the piece's
  tile only inside her range.

Tests: test/match/feedback1-placement, test/sim/feedback1-water, the opt-in
headless-Chrome test/ui/feedback1-placement.e2e (fastServer hook SP_STAGE);
existing summon / deploy / pathing tests moved off the water tiles.
2026-10-03 02:01:34 +08:00

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// E2E helper: the real server (server/index.js startServer) with the real match engine, but with scaled phase timers
// and a faster combat clock so a browser run can reach the RESULT screen in a few minutes.
// PORT=… SP_TIMER_SCALE=0.25 SP_COMBAT_SPEED=16 node test/e2e/fastServer.mjs
// Test hook (never used by the real server): SP_START_ROUND = 'boss' | 'hidden' | <round> makes the first round of
// every match that round instead of round 1, and hands every human a starter kit (SP_START_KIT operators: tier-1..3
// visible chess, melee and ranged alternating, into the hand; default 4) plus 20 funds — so a browser test reaches
// the Final Assault / Hidden Core prep at once (test/ui/bossPrep.e2e.test.js).
// SP_START_CHESS=<chessId,…>: the starter kit is exactly these chess (normal or elite ids) instead of the tier-1..3 picks
// (test/ui/loadout-battle.e2e.test.js: a known elite whose chosen skill / module the battle must use).
// SP_IDLE_BOTS=1: AI seats only ready up (no shop, no board) — test/ui/playtest2.real.e2e.test.js observes their battles.
// SP_START_ITEMS=<itemId,…>: the starter kit also puts these items into the hand (test/ui/leftovers.e2e.test.js: three
// distinct equipment items → the equip-replace dialog).
// SP_START_SHOP=<chessId,…>: the starter kit also stocks the first shop slots with these chess at their normal price
// (test/ui/playtest6-elite.e2e.test.js: the copy that completes a merge).
// SP_START_KITS=<JSON [[chessId,…], …]>: per-human starter kits in seat order, overriding SP_START_CHESS for the humans
// listed ([] = no operators: a leaker without a board — test/ui/watch-bonds.e2e.test.js, 联防).
// SP_BOT_CHESS=<chessId,…>: AI seats get these chess too (kept with SP_IDLE_BOTS). SP_AUTO_PLACE=1: the first prep after
// the jump puts every player's hand operators on the board (the bots' layout planner: tiles and facings; no drag & drop)
// — except a human whose SP_START_KITS entry is [] (operators a band hands out at that prep, e.g. 老鲤's two, stay in
// the hand: the seat keeps no board and leaks).
// SP_ELIMINATE=<humanIdx,…>: those humans (seat order) are eliminated at the jump, before the round's boss pairing — an
// eliminated spectator from the first round on (test/ui/watch-bonds.e2e.test.js, the Final Assault).
// SP_STAGE=<stageId>: every match is played on this stage instead of the drawn one (test/ui/feedback1-placement.e2e.test.js:
// 战场#08's pool).
// Not a test file (node --test runs it as a no-op module when NODE_TEST_CONTEXT is set).
import { startServer } from '../../server/index.js';
import { Match } from '../../server/match/Match.js';
import { legalTiles, positionClass, tileKey } from '../../server/match/board.js';
import { planLayout } from '../../server/match/bot.js';
if (!process.env.NODE_TEST_CONTEXT) {
const timerScale = Number(process.env.SP_TIMER_SCALE) || 1;
const combatSpeed = Number(process.env.SP_COMBAT_SPEED) || 2;
const startAt = String(process.env.SP_START_ROUND || '').trim();
const kitSize = Math.max(0, Math.min(8, Number(process.env.SP_START_KIT ?? 4) || 0));
// test hook: AI seats buy and place nothing (they only ready up) — their battles are pure leaks, i.e. they last the
// enemies' whole walk, so a human's quick battle ends first and the human can observe a still running AI field
const idleBots = process.env.SP_IDLE_BOTS === '1';
const kitIds = String(process.env.SP_START_CHESS || '').split(',').map((x) => x.trim()).filter(Boolean);
const kitItems = String(process.env.SP_START_ITEMS || '').split(',').map((x) => x.trim()).filter(Boolean);
const kitShop = String(process.env.SP_START_SHOP || '').split(',').map((x) => x.trim()).filter(Boolean);
let humanKits = [];
try { humanKits = JSON.parse(process.env.SP_START_KITS || '[]'); } catch { humanKits = []; }
const botChess = String(process.env.SP_BOT_CHESS || '').split(',').map((x) => x.trim()).filter(Boolean);
const autoPlace = process.env.SP_AUTO_PLACE === '1';
const eliminate = String(process.env.SP_ELIMINATE || '').split(',').map((x) => x.trim()).filter(Boolean).map(Number);
const forcedStage = String(process.env.SP_STAGE || '').trim();
class FastMatch extends Match {
constructor(opts) {
super({ ...opts, timerScale, combatSpeed });
this._jumped = !startAt;
this._placeRound = null;
if (forcedStage && this.gd.stage(forcedStage)) {
this.stageId = forcedStage;
this.stage = this.gd.stage(forcedStage);
for (const ps of this.players.values()) ps.invalidateDeployMap();
}
}
startRound(r) {
if (this._jumped) { super.startRound(r); return; }
this._jumped = true;
const target = startAt === 'boss' ? this.gd.bossRound : startAt === 'hidden' ? (this.gd.hiddenRound || this.gd.bossRound) : Number(startAt);
const humans = this.order.filter((ps) => !ps.isBot);
for (const i of eliminate) {
const ps = humans[i];
if (ps && ps.alive) { ps.lp = 0; ps.eliminate(r); ps.dirty(); }
}
super.startRound(Number.isInteger(target) && target > r ? target : r);
humans.forEach((ps, i) => { if (ps.alive) this._starterKit(ps, Array.isArray(humanKits[i]) ? humanKits[i] : null); });
if (botChess.length) for (const ps of this.alivePlayers()) if (ps.isBot) { this._give(ps, botChess); ps.recompute(); }
if (autoPlace) this._placeRound = this.round;
}
/** Chess ids into the hand's free slots (copies taken from the pool when it has them). */
_give(ps, ids) {
for (const id of ids) {
const rec = this.data.chess?.[id];
const slot = ps.hand.findIndex((x) => x == null);
if (!rec || slot < 0) continue;
try { ps.hand[slot] = ps.newPiece('chess', id, { poolCopies: this.pool.take(this.gd.baseIdOf(id), rec.isGolden ? this.gd.goldenCopies : 1) }); } catch { /* best effort */ }
}
}
enterPrep() {
super.enterPrep();
if (this._placeRound == null || this.round !== this._placeRound) return;
this._placeRound = null;
// every player's hand operators onto the field they deploy on: the bots' layout planner (bot.js planLayout —
// tiles and facings), any piece it leaves out on the first free legal tile
const humans = this.order.filter((x) => !x.isBot);
for (const ps of this.alivePlayers()) {
const kit = ps.isBot ? null : humanKits[humans.indexOf(ps)];
if (Array.isArray(kit) && kit.length === 0) continue; // "no operators": a band's gift stays in the hand
const pieces = ps.hand.filter((p) => p && p.kind === 'chess');
let plan = null;
try { plan = planLayout(this, ps, pieces); } catch { plan = null; }
for (const piece of pieces) {
const key = plan && plan.get(piece.uid);
if (key) {
const [row, col] = key.split(',').map(Number);
const res = ps.move(piece.uid, { area: 'board', row, col }, plan.dirs.get(piece.uid) || 'RIGHT');
if (!res || !res.error) continue;
}
for (const [row, col] of legalTiles(ps.deployMap(), positionClass(this.gd.chess(piece.id)))) {
if (ps.board.has(tileKey(row, col))) continue;
const res = ps.move(piece.uid, { area: 'board', row, col }, 'RIGHT');
if (!res || !res.error) break;
}
}
ps.recompute();
ps.dirty();
}
this.markPublic();
}
scheduleBotPrep(ps, i = 0) {
if (!idleBots) { super.scheduleBotPrep(ps, i); return; }
const round = this.round;
this.later(this.scaled(400 + i * 100), () => {
if (this.phase !== 'PREP' || this.round !== round || !ps.alive || ps.ready || !ps.botControlled) return;
ps.resolveTemp();
ps.setReady(true);
});
}
/** A few cheap operators in the hand + funds (a test hook: the rounds before were skipped). `own`: this human's kit. */
_starterKit(ps, own = null) {
const ids = own || kitIds;
const all = Object.values(this.data.chess || {}).filter((c) => c && c.visible && !c.isGolden && c.tier <= 3)
.sort((a, b) => (a.tier - b.tier) || String(a.chessId).localeCompare(String(b.chessId)));
const melee = all.filter((c) => c.position === 'MELEE');
const ranged = all.filter((c) => c.position !== 'MELEE');
const picks = ids.map((id) => this.data.chess?.[id]).filter(Boolean);
for (let i = 0; !own && !kitIds.length && picks.length < kitSize && (melee[i] || ranged[i]); i++) {
if (melee[i]) picks.push(melee[i]);
if (ranged[i] && picks.length < kitSize) picks.push(ranged[i]);
}
for (const rec of picks) {
const slot = ps.hand.findIndex((x) => x == null);
if (slot < 0) break;
try {
const taken = this.pool.take(this.gd.baseIdOf(rec.chessId), rec.isGolden ? this.gd.goldenCopies : 1);
if (!taken && !ids.length) continue; // an explicit SP_START_CHESS piece is handed out even when this match bans it
ps.hand[slot] = ps.newPiece('chess', rec.chessId, { poolCopies: taken });
} catch { /* keep going: the kit is best effort */ }
}
for (const itemId of kitItems) {
const slot = ps.hand.findIndex((x) => x == null);
if (slot < 0 || !this.gd.item(itemId)) continue;
try { ps.hand[slot] = ps.newPiece('item', itemId); } catch { /* best effort */ }
}
kitShop.forEach((id, i) => {
if (i < ps.shop.slots.length && this.gd.chess(id)) ps.shop.slots[i] = { kind: 'chess', id, basePrice: this.gd.chessPrice(id), frozen: false, sold: false };
});
ps.addFunds(20, { reason: 'income' });
ps.recompute();
}
}
const srv = await startServer({ port: Number(process.env.PORT) || 0, host: process.env.HOST || '127.0.0.1', quiet: true, MatchClass: FastMatch });
console.log(`fast server on ${srv.url} (timers ×${timerScale}, combat ${combatSpeed}×${startAt ? `, first round ${startAt}` : ''})`);
const stop = () => { srv.close().finally(() => process.exit(0)); };
process.on('SIGTERM', stop);
process.on('SIGINT', stop);
}