Files
ark-stronghold-protocol/test/match/bosshp.test.js
T
sganggs 67e862d2b3 feedback1 WB: 战术决策 drawn with replacement like the 4 official drafts; R11 ally cards weighted by the screenshots
The user: "战术决策也按官方改成可以重复吧". The 4 official 战术决策 (R11 of
matches 7, 9, 18 and 20) show six cards each; match 7 offers 补给 twice.

- Every 战术决策 card is drawn on its own (with replacement), so the same
  card can come twice. choices.js tacticDraftCards / tacticCard.
- R11 (绝境 / 终极, the round of the screenshots; choices.json tacticDraft,
  build-data TACTIC_DRAFT): only the ally cards, weighted 1 + the official
  cards each showed on. All 24 official cards are ally cards (no 排斥 /
  责罚 / 裁决, no terrain card: about 0.04 % for the previous draw) and
  列装 / 财富 / 补给 / 整备 / 升华 made 12 of them (uniform: about 4.6).
  Other rounds (标准 / 险境, no screenshot) keep every card, uniform, with
  replacement too. The weights and the R11 terrain exclusion are assumed.
- The header is the official "进行协同调整,做好迎战准备。".
- Identical cards are separate cards: own index, own object; a pick
  applies its card once and leaves the twin pickable; two picks of a team
  card stack. Match / bot / overlay already go by index.
- Tests: official drafts vs data, generated R11 / solo / earlier rounds,
  a seeded draft with 补给 twice, co-op and solo E2E picks of twins, the
  bot, the overlay, and a headless-Chrome render (game-mock variant=tactic
  is now the official match 7 draft). Tests that drive given tactic cards
  lay them out explicitly. The 奥术 Final Assault test takes the first of
  a few seeds whose bots pair two 奥术 players (the draws moved seed 12).
2026-10-03 09:10:39 +08:00

215 lines
13 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.
// Final Assault leader HP vs the official game (user report after playtest #6: "终极 / 绝境 leaders fell within a few
// seconds; with our layers the official leader never dies that fast"). DESIGN §20.10.
// * Pool: one pool for every boss field (official tip "最终攻势中,所有人将一起对敌方领袖造成伤害"), bloodPoint[difficulty]
// of data/bosses.json (= activity_table bossInfoDict bloodPoint / Normal / Hard / Abyss of the current data; PRTS
// 盟约记录's leader table is the older 11月18日 revision, 铳 险境 and 胄 / 铳 / 萨米 绝境 differ, no 终极 column) whatever
// the number of alive players (× alive / 4 only with config bossHpScale.aliveScaling, off until confirmed).
// * Damage: the 卫戍 systems' "+X%" attribute bonuses are 直接乘算 — summed, not compounded (PRTS 盟约记录 / 游戏数据基础);
// v2.5 compounded them, which made stacked lineups kill the leaders 1.2–3× faster (more with more layers).
// Real bot matches to the Final Assault (real sim, server-run fields): every operator fighting the leader carries its
// bond / strategy / equipment bonuses in the additive bucket, both fields drain the one pool exactly once per hit.
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { PHASE } from '../../shared/constants.js';
import { makeMatch, DATA } from './harness.js';
import { aggregateMods } from '../../server/sim/buffs.js';
import { bondBb } from '../../server/sim/content/bonds/addon/battle.js';
import { DataSource } from '../../server/sim/simdata.js';
import { createBattleFromSpec } from '../../server/sim/spec.js';
import { SharedBossPool } from '../../server/match/finalAssault.js';
/** 4 AI seats, co-op, LP 400 (they reach R14), +`layers` on every active bond at the boss round's prep. */
function toFinalAssault({ difficulty, seed, bossId, layers = 0 }) {
const seats = [0, 1, 2, 3].map((i) => ({ seat: i, playerId: `ai_${i}`, name: `AI${i}`, isBot: true, connected: true }));
// instant: false — the boss fields wait for the test to step them (server-run, real sim)
const h = makeMatch({ mode: 'coop', difficulty, seats, seed, captureFrames: false, instant: false });
const m = h.m;
m.bossId = bossId;
m.start();
let last = '';
h.run(() => {
const k = `${m.phase}:${m.round}`;
if (k !== last) {
last = k;
if (m.phase === PHASE.PREP && m.round === 1) for (const ps of m.players.values()) ps.lp = 400;
if (layers && m.phase === PHASE.PREP && m.round === m.gd.bossRound) {
for (const ps of m.alivePlayers()) {
for (const id of m.gd.bondIds) if (ps.bonds[id] && ps.bonds[id].active) ps.layers[id] = (ps.layers[id] || 0) + layers;
ps.recompute();
}
}
}
return h.ended != null || m.phase === PHASE.FINAL_ASSAULT;
}, { maxSteps: 8e6 });
assert.equal(m.phase, PHASE.FINAL_ASSAULT, 'reached the Final Assault');
return h;
}
// activity_table act2autochess.bossInfoDict [bloodPoint, bloodPointNormal, bloodPointHard, bloodPointAbyss] — the local
// cache and upstream ArknightsGameData master (zh_CN) were identical on 2026-10-01. PRTS 盟约记录's leader table is the
// older 11月18日 revision (铳 险境 450 000, 胄 / 铳 / 萨米 绝境 1 600 000 / 870 000 / 1 800 000, no 终极, no 卢西恩).
const OFFICIAL_BLOOD_POINT = {
boss_1: [247500, 675000, 1800000, 3600000], boss_2: [225000, 400000, 800000, 3000000],
boss_3: [285000, 708750, 2000000, 4000000], boss_4: [307500, 708750, 2100000, 4200000],
boss_5: [200000, 390000, 780000, 3000000], boss_6: [285000, 705000, 1990000, 3980000],
boss_7: [277500, 787500, 2000000, 4000000], boss_8: [750000, 937500, 3600000, 7200000],
boss_9: [675000, 900000, 2800000, 3950000], boss_10: [825000, 1012500, 3800000, 7600000],
};
test('leader HP data = the current official bossInfoDict for every leader and difficulty', () => {
assert.deepEqual(Object.keys(DATA.bosses).sort(), Object.keys(OFFICIAL_BLOOD_POINT).sort());
for (const [id, want] of Object.entries(OFFICIAL_BLOOD_POINT)) {
const bp = DATA.bosses[id].bloodPoint;
assert.deepEqual([bp.FUNNY, bp.NORMAL, bp.HARD, bp.ABYSS], want, id);
}
});
const SYSTEM_KEY = /^(bond|item|band|choice):/;
const MUL_STATS = ['atkMul', 'defMul', 'hpMul'];
test('终极 Final Assault (+200 layers per active bond): one bloodPoint pool for both fields, bonuses additive, each hit once', () => {
const h = toFinalAssault({ difficulty: 'ABYSS', seed: 2, bossId: 'boss_1', layers: 200 });
const m = h.m;
const pool = m.bossPool;
assert.equal(m.alivePlayers().length, 4);
assert.equal(pool.maxHp, DATA.bosses.boss_1.bloodPoint.ABYSS, 'full team: the data value (3 600 000)');
const fields = m.fields.filter((f) => f.battle);
assert.equal(fields.length, 2, 'two pair fields');
// one second into the fight: every operator's stats
for (const f of fields) for (let i = 0; i < 30; i++) f.battle.step();
let ops = 0, withBonds = 0;
for (const f of fields) {
for (const u of f.battle.allyUnits) {
if (u.kind !== 'op' || !u.alive) continue;
ops++;
const sys = u.buffs.filter((b) => SYSTEM_KEY.test(String(b.key)) && b.mods);
if (sys.length) withBonds++;
for (const b of sys) {
for (const k of MUL_STATS) assert.ok(!(k in b.mods), `${u.name}: ${b.key} is a 直接乘算 bonus, not ${k} (${JSON.stringify(b.mods)})`);
}
const { add, mul } = aggregateMods(u.buffs);
const want = Math.max(0, (u.base.atk + (add.atkFlat ?? 0)) * Math.max(0, 1 + (add.atkPct ?? 0)) * (mul.atkMul ?? 1));
assert.ok(Math.abs(u.s.atk - want) <= 1e-6 * Math.max(1, want), `${u.name}: ATK = (base + flat) × (1 + Σ%) × Π(提升至/runes)`);
}
}
assert.ok(ops >= 12 && withBonds >= 8, `the bots' lineups carry bond / item bonuses (${withBonds} of ${ops})`);
m.dispose();
});
test('绝境 Final Assault: both pair fields drain the one pool, every hit exactly once', () => {
const h = toFinalAssault({ difficulty: 'HARD', seed: 3, bossId: 'boss_5' });
const m = h.m;
assert.equal(m.bossPool.maxHp, DATA.bosses.boss_5.bloodPoint.HARD, 'four alive: the data value');
assert.equal(m.gd.bossPoolHp('boss_5', 2), DATA.bosses.boss_5.bloodPoint.HARD, 'two alive: the same pool (aliveScaling off)');
const pool = m.bossPool;
const fields = m.fields.filter((f) => f.battle);
assert.equal(fields.length, 2);
assert.ok(fields.every((f) => f.battle.sharedBoss === pool || f.battle.sharedBoss.pool === pool), 'one pool behind both fields');
const before = pool.hp;
const dealt = new Map();
// (element gauge fills — type 'element', 元素损伤 — fill the leader's gauge, not its HP)
for (const f of fields) f.battle.on('damaged', (c) => { if (c.target && c.target.bossPool && c.type !== 'element') dealt.set(f.fieldId, (dealt.get(f.fieldId) || 0) + c.amount); }, { priority: -1e9 });
for (let i = 0; i < 600; i++) for (const f of fields) if (!f.battle.finished) f.battle.step(); // 20 game s
const sum = [...dealt.values()].reduce((a, b) => a + b, 0);
assert.ok(dealt.get('b1') > 0 && dealt.get('b2') > 0, `both fields hit the leader (${[...dealt]})`);
assert.ok(Math.abs((before - pool.hp) - Math.min(before, sum)) <= 1e-6 * before, `the pool lost exactly the hits (${before - pool.hp} vs ${sum})`);
m.dispose();
});
test('终极 Final Assault vs 假想敌:胄 (seeded bot match): both players\' 奥术 never multiply on the leader; a drone costs it 2 % of the pool', () => {
// DESIGN §20.10: one 奥术 instance per target (the strongest — PRTS 作战机制 同名buff, 巴哈姆特 12316 "共享型buff會跟對面搶");
// 死亡集群's "最大生命值2%" = the leader's shown max HP, the pool (DRONE_LINK_BASE 'pool' [ASSUMED]): 72 000 at 终极
// the bots' boards follow every draw of the match (the elite-to-board merge, DESIGN §20.11, moved seed 7 to 12; the
// 战术决策 drawn with replacement moved 12 on): the first of these seeds whose bots pair two 奥术 players
const pairOf = (m) => m.fields.filter((f) => f.battle).find((f) => f.players.length === 2 && f.players.every((pid) => f.battle.getPlayer(pid).bonds.arcaneShip?.active));
let h = null;
for (const seed of [13, 7, 11, 21, 23]) {
h = toFinalAssault({ difficulty: 'ABYSS', seed, bossId: 'boss_1' });
if (pairOf(h.m)) break;
h.m.dispose();
h = null;
}
assert.ok(h, 'precondition: a pair field where both players run 奥术 (bot lineups of one of the seeds)');
const m = h.m;
const fields = m.fields.filter((f) => f.battle);
const bb = bondBb('arcaneShip');
const both = pairOf(m);
const allowed = [];
for (const pid of both.players) {
const b = both.battle.getPlayer(pid).bonds.arcaneShip;
const v = bb.base_damage_scale + bb.damage_scale_per_stack * b.layers;
allowed.push(v, v * bb.power_weak_scale);
}
const links = [];
for (const f of fields) {
f.battle.on('damaged', (c) => {
if (c.target && c.target.bossPool && c.type === 'true' && c.dmg && !c.dmg.origin && c.dmg.tags && c.dmg.tags.includes('hpLoss')) links.push(c.amount);
}, { priority: -1e9 });
}
let withArcane = 0;
for (let i = 0; i < 1200; i++) { // 40 game s
for (const f of fields) if (!f.battle.finished) f.battle.step();
for (const e of both.battle.enemies) {
if (!e.alive || !e.isBoss) continue;
const arc = e.buffs.filter((x) => String(x.key).startsWith('bond:arcaneShip'));
assert.ok(arc.length <= 1, `one 奥术 instance on the leader (${arc.map((x) => x.key)})`);
if (!arc.length) continue;
withArcane++;
const v = arc[0].mods.artsTakenMul;
assert.ok(allowed.some((a) => Math.abs(a - v) < 1e-9), `the 奥术 value is one player's (${v} ∉ ${allowed}), never a product`);
}
}
assert.ok(withArcane > 100, `the leader carried 奥术 (${withArcane} samples)`);
assert.ok(links.length >= 1, 'drones were shot down');
for (const x of links) assert.equal(x, DATA.bosses.boss_1.bloodPoint.ABYSS * 0.02, 'drone link = 2 % × the 3 600 000 pool');
m.dispose();
});
test('绝境 Hidden Core vs 假想敌:铳 (隐秘核心): a 碎铳之簧 passes every damage it takes to the pool 1:1, 无来源, credited', () => {
// DESIGN §20.10: PRTS 碎铳之簧 "受到伤害时令…假想敌:铳受到等量的无来源生命流失" (v2.5: half); real match → Hidden Core specs
const seats = [0, 1, 2, 3].map((i) => ({ seat: i, playerId: `ai_${i}`, name: `AI${i}`, isBot: true, connected: true }));
const h = makeMatch({ mode: 'coop', difficulty: 'HARD', seats, seed: 7, captureFrames: false, instant: false, clientCombat: true });
const m = h.m;
m.bossId = 'boss_5';
m.hiddenBossId = 'boss_9';
const specs = [];
const orig = m._ccField.bind(m);
m._ccField = (o) => { const f = orig(o); if (f.kind === 'hidden') specs.push(f.spec); return f; };
m.start();
let last = '';
h.run(() => {
const k = `${m.phase}:${m.round}`;
if (k !== last) {
last = k;
if (m.phase === PHASE.PREP && m.round === 1) for (const ps of m.players.values()) ps.lp = 400;
if (m.phase === PHASE.PREP && m.round === m.gd.bossRound) {
for (const ps of m.alivePlayers()) {
for (const id of m.gd.bondIds) if (ps.bonds[id] && ps.bonds[id].active) ps.layers[id] = (ps.layers[id] || 0) + 100;
ps.recompute();
}
}
}
return h.ended != null || m.phase === PHASE.HIDDEN_CORE;
}, { maxSteps: 8e6 });
assert.equal(m.phase, PHASE.HIDDEN_CORE, 'reached the Hidden Core');
assert.ok(specs.length >= 1);
const pool = new SharedBossPool(m.bossPool.maxHp);
assert.equal(pool.maxHp, DATA.bosses.boss_9.bloodPoint.HARD, 'the hidden 铳 pool = bloodPoint');
const b = createBattleFromSpec(specs[0], new DataSource(DATA, null), { sharedBoss: pool, recordEvents: false, quiet: true });
// the springs stand from the start, 铳 enters ≈ 10 game s later
for (let i = 0; i < 1200 && !b.enemies.some((e) => e.alive && e.isBoss); i++) b.step();
const springs = b.enemies.filter((e) => e.alive && /enemy_90(18|19|20)_actrp/.test(e.defId));
const gun = b.enemies.find((e) => e.alive && e.isBoss);
const op = b.allyUnits.find((u) => u.kind === 'op' && u.alive);
assert.ok(springs.length >= 1 && gun && op, 'springs, 铳 and an operator on the field');
const seen = [];
b.on('damaged', (c) => { if (c.target === gun) seen.push(c); }, { priority: -1e9 });
const sp = springs.find((x) => x.defId === 'enemy_9019_actrpb') || springs[0];
const pool0 = pool.hp;
const dealt = b.dealDamage(op, sp, { amount: 50000, type: 'true', canDodge: false });
assert.ok(dealt > 0, 'the spring took damage');
assert.ok(Math.abs((pool0 - pool.hp) - dealt) < 1e-6, `the pool lost exactly what the spring took (${pool0 - pool.hp} vs ${dealt})`);
assert.ok(seen.length === 1 && seen[0].source === null && seen[0].credit === op, '无来源, credited to the operator');
m.dispose();
});