feat: carry first-battle camaraderie into sortie prep

This commit is contained in:
2026-07-27 06:57:33 +09:00
parent b963ef34cb
commit 17486efa8b
10 changed files with 2207 additions and 89 deletions

View File

@@ -2109,6 +2109,191 @@ try {
`Expected selecting 재정비 to consume the order command and resolve deterministic healing immediately: ${JSON.stringify(firstBattleCommand)}`
);
const firstBattleCamaraderieAttempt = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('BattleScene');
const attacker = scene?.debugUnitById?.('liu-bei');
const partner = scene?.debugUnitById?.('zhang-fei');
const targetState = window.__HEROS_DEBUG__?.battle()?.units?.find(
(unit) => unit.faction === 'enemy' && unit.hp > 0
);
const target = targetState ? scene?.debugUnitById?.(targetState.id) : undefined;
if (!scene || !attacker || !partner || !target) {
return {
ready: false,
reason: 'first-battle Liu Bei/Zhang Fei cooperation fixture units were unavailable',
targetId: targetState?.id ?? null
};
}
const clone = (value) => value === undefined ? undefined : structuredClone(value);
const touchedUnits = [attacker, partner, target];
const original = {
units: touchedUnits.map((unit) => ({
id: unit.id,
x: unit.x,
y: unit.y,
hp: unit.hp,
maxHp: unit.maxHp,
direction: scene.unitViews.get(unit.id)?.direction ?? 'south'
})),
attackIntents: scene.attackIntents.map((intent) => ({ ...intent })),
actedUnitIds: [...scene.actedUnitIds].sort(),
battleStats: clone(scene.serializeBattleStats())
};
let preview;
let resolution;
try {
Object.assign(attacker, { x: 5, y: 5 });
Object.assign(partner, { x: 4, y: 5 });
Object.assign(target, {
x: 6,
y: 5,
maxHp: Math.max(target.maxHp, 5000),
hp: Math.max(target.maxHp, 5000)
});
scene.attackIntents = [{ attackerId: partner.id, targetId: target.id }];
scene.actedUnitIds = new Set([...scene.actedUnitIds, partner.id]);
touchedUnits.forEach((unit) => scene.positionUnitView(unit));
const livePreview = scene.combatPreview(attacker, target, 'attack');
const liveResolution = scene.resolveBondChainFollowUp(livePreview, true, true);
preview = {
bondId: livePreview.bondChainBondId ?? null,
partnerId: livePreview.bondChainPartnerId ?? null,
rate: livePreview.bondChainRate,
damage: livePreview.bondChainDamage,
coreResonance: livePreview.bondChainCoreResonance
};
resolution = liveResolution
? {
bondId: liveResolution.attempt.bondId,
partnerId: liveResolution.attempt.partnerId,
rate: liveResolution.attempt.rate,
succeeded: liveResolution.attempt.succeeded,
coreResonance: liveResolution.attempt.coreResonance,
damage: liveResolution.result?.damage ?? 0
}
: null;
} finally {
original.units.forEach((snapshot) => {
const unit = scene.debugUnitById(snapshot.id);
if (!unit) {
return;
}
Object.assign(unit, {
x: snapshot.x,
y: snapshot.y,
hp: snapshot.hp,
maxHp: snapshot.maxHp
});
scene.positionUnitView(unit);
scene.syncUnitMotion(unit, scene.unitViews.get(unit.id), snapshot.direction);
});
scene.battleStats = new Map(
Object.entries(original.battleStats).map(([unitId, stats]) => [unitId, clone(stats)])
);
scene.attackIntents = original.attackIntents.map((intent) => ({ ...intent }));
scene.actedUnitIds = new Set(original.actedUnitIds);
scene.refreshUnitLegibilityStyles();
}
const restored = {
units: original.units.map(({ id }) => {
const unit = scene.debugUnitById(id);
return unit
? {
id: unit.id,
x: unit.x,
y: unit.y,
hp: unit.hp,
maxHp: unit.maxHp,
direction: scene.unitViews.get(unit.id)?.direction ?? null
}
: null;
}),
attackIntents: scene.attackIntents.map((intent) => ({ ...intent })),
actedUnitIds: [...scene.actedUnitIds].sort(),
battleStats: clone(scene.serializeBattleStats())
};
const tracked = clone(
window.__HEROS_DEBUG__?.battle()?.coreSortieResonance?.cooperation ?? null
);
scene.saveBattleState?.(1);
const battleKey = 'heros-web:battle:first-battle-zhuo-commandery';
const read = (key) => {
const raw = window.localStorage.getItem(key);
return raw ? JSON.parse(raw) : null;
};
return {
ready: true,
preview,
resolution,
tracked,
restored,
expectedRestored: original,
battleSave: {
current: read(battleKey),
slot1: read(`${battleKey}:slot-1`),
normalizedSlot1: scene.readBattleSaveState?.(1) ?? null
}
};
});
const expectedFirstBattleCooperation = {
version: 1,
bondId: 'liu-bei__zhang-fei',
unitIds: ['liu-bei', 'zhang-fei'],
attempts: 1,
successes: 1,
additionalDamage: firstBattleCamaraderieAttempt.resolution?.damage
};
const expectedFirstBattleCooperationStats = {
attempts: 1,
successes: 1,
additionalDamage: firstBattleCamaraderieAttempt.resolution?.damage
};
assert(
firstBattleCamaraderieAttempt.ready === true &&
firstBattleCamaraderieAttempt.preview?.bondId === 'liu-bei__zhang-fei' &&
firstBattleCamaraderieAttempt.preview.partnerId === 'zhang-fei' &&
firstBattleCamaraderieAttempt.preview.rate === 8 &&
firstBattleCamaraderieAttempt.preview.damage > 0 &&
firstBattleCamaraderieAttempt.preview.coreResonance === false &&
firstBattleCamaraderieAttempt.resolution?.bondId === 'liu-bei__zhang-fei' &&
firstBattleCamaraderieAttempt.resolution.partnerId === 'zhang-fei' &&
firstBattleCamaraderieAttempt.resolution.rate === 8 &&
firstBattleCamaraderieAttempt.resolution.succeeded === true &&
firstBattleCamaraderieAttempt.resolution.coreResonance === false &&
firstBattleCamaraderieAttempt.resolution.damage > 0,
`Expected one retained, actual ordinary Liu Bei/Zhang Fei pursuit success before first victory: ${JSON.stringify(firstBattleCamaraderieAttempt)}`
);
assert(
sameJsonValue(
firstBattleCamaraderieAttempt.tracked?.statsByBond?.['liu-bei__zhang-fei'],
expectedFirstBattleCooperationStats
) &&
sameJsonValue(
firstBattleCamaraderieAttempt.tracked?.dominantSnapshot,
expectedFirstBattleCooperation
) &&
sameJsonValue(
firstBattleCamaraderieAttempt.battleSave.current?.cooperationStatsByBond?.['liu-bei__zhang-fei'],
expectedFirstBattleCooperationStats
) &&
sameJsonValue(
firstBattleCamaraderieAttempt.battleSave.slot1?.cooperationStatsByBond?.['liu-bei__zhang-fei'],
expectedFirstBattleCooperationStats
) &&
sameJsonValue(
firstBattleCamaraderieAttempt.battleSave.normalizedSlot1?.cooperationStatsByBond?.['liu-bei__zhang-fei'],
expectedFirstBattleCooperationStats
),
`Expected retained cooperation statistics to synchronize through debug, raw current/slot saves, and the normalized runtime slot reader: ${JSON.stringify(firstBattleCamaraderieAttempt)}`
);
assert(
sameJsonValue(firstBattleCamaraderieAttempt.restored, firstBattleCamaraderieAttempt.expectedRestored),
`Expected the retained cooperation fixture to restore positions, HP, battle stats, intents, and acted state: ${JSON.stringify(firstBattleCamaraderieAttempt)}`
);
await page.evaluate(() => window.__HEROS_DEBUG__?.forceBattleOutcome('victory'));
await waitForBattleOutcome(page, 'victory');
const initialFirstSettlement = await page.evaluate(() => ({
@@ -2203,6 +2388,31 @@ try {
firstResultSave.slot1?.pendingAftermathBattleId === 'first-battle-zhuo-commandery',
`Expected the victory result to persist its unseen aftermath in current and slot saves: ${JSON.stringify(firstResultSave)}`
);
assert(
sameJsonValue(
firstResultSave.current?.firstBattleReport?.sortieCooperation,
expectedFirstBattleCooperation
) &&
sameJsonValue(
firstResultSave.slot1?.firstBattleReport?.sortieCooperation,
expectedFirstBattleCooperation
) &&
sameJsonValue(
firstResultSave.current?.battleHistory?.['first-battle-zhuo-commandery']?.sortieCooperation,
expectedFirstBattleCooperation
) &&
sameJsonValue(
firstResultSave.slot1?.battleHistory?.['first-battle-zhuo-commandery']?.sortieCooperation,
expectedFirstBattleCooperation
),
`Expected the exact first-battle cooperation memory to persist across current/slot reports and battle history: ${JSON.stringify({
expected: expectedFirstBattleCooperation,
currentReport: firstResultSave.current?.firstBattleReport?.sortieCooperation,
slotReport: firstResultSave.slot1?.firstBattleReport?.sortieCooperation,
currentHistory: firstResultSave.current?.battleHistory?.['first-battle-zhuo-commandery']?.sortieCooperation,
slotHistory: firstResultSave.slot1?.battleHistory?.['first-battle-zhuo-commandery']?.sortieCooperation
})}`
);
const firstSortieOrder = firstResultState?.sortieOperationOrder;
const firstSortieOrderResult = firstSortieOrder?.result;
const firstSortieOrderCommand = firstSortieOrderResult?.command;
@@ -2703,6 +2913,8 @@ try {
});
const firstVictoryFollowup = firstVictoryDialogueProbe.state?.firstVictoryFollowup;
const firstVictorySelectedDialogue = firstVictoryDialogueProbe.state?.selectedDialogue;
const pendingFirstBattleCamaraderieMemory =
firstVictoryDialogueProbe.state?.firstBattleCamaraderieMemory;
assert(
firstVictoryDialogueProbe.state?.activeTab === 'dialogue' &&
firstVictoryDialogueProbe.state?.campTabs?.find((tab) => tab.id === 'dialogue')?.newBadgeVisible === true &&
@@ -2735,6 +2947,37 @@ try {
firstVictorySelectedDialogue.choices.every((choice) => boundsWithinFhdViewport(choice.bounds)),
`Expected the first-camp dialogue tab to render one marked Liu Bei/Guan Yu follow-up from the persisted elite victory: ${JSON.stringify(firstVictoryDialogueProbe)}`
);
assert(
pendingFirstBattleCamaraderieMemory?.available === true &&
pendingFirstBattleCamaraderieMemory.sourceBattleId === 'first-battle-zhuo-commandery' &&
pendingFirstBattleCamaraderieMemory.targetBattleId === 'second-battle-yellow-turban-pursuit' &&
pendingFirstBattleCamaraderieMemory.bondId === 'liu-bei__zhang-fei' &&
sameJsonValue(pendingFirstBattleCamaraderieMemory.unitIds, ['liu-bei', 'zhang-fei']) &&
sameJsonValue(pendingFirstBattleCamaraderieMemory.unitNames, ['유비', '장비']) &&
pendingFirstBattleCamaraderieMemory.attempts === 1 &&
pendingFirstBattleCamaraderieMemory.successes === 1 &&
pendingFirstBattleCamaraderieMemory.additionalDamage ===
expectedFirstBattleCooperation.additionalDamage &&
pendingFirstBattleCamaraderieMemory.rememberedOutcome === 'success' &&
pendingFirstBattleCamaraderieMemory.completed === false &&
pendingFirstBattleCamaraderieMemory.dialogue?.id === 'first-battle-camaraderie-memory' &&
pendingFirstBattleCamaraderieMemory.dialogue.selected === false &&
pendingFirstBattleCamaraderieMemory.dialogue.completed === false &&
pendingFirstBattleCamaraderieMemory.dialogue.choiceId === null &&
isFiniteBounds(pendingFirstBattleCamaraderieMemory.dialogue.rowBounds) &&
pendingFirstBattleCamaraderieMemory.perk?.requiresManualSelection === true &&
pendingFirstBattleCamaraderieMemory.perk.autoSelected === false &&
pendingFirstBattleCamaraderieMemory.perk.exactPairOnly === true &&
pendingFirstBattleCamaraderieMemory.perk.unlocked === false &&
pendingFirstBattleCamaraderieMemory.perk.expectedBonusRate === 5 &&
pendingFirstBattleCamaraderieMemory.perk.selected === false &&
pendingFirstBattleCamaraderieMemory.perk.active === false &&
pendingFirstBattleCamaraderieMemory.perk.baseChainRate === 18 &&
pendingFirstBattleCamaraderieMemory.perk.bonusChainRate === 0 &&
pendingFirstBattleCamaraderieMemory.perk.effectiveChainRate === 18 &&
firstVictoryDialogueProbe.state?.campaign?.sortieResonanceSelection === null,
`Expected the actual Liu Bei/Zhang Fei success to create one incomplete memory dialogue without auto-selecting a core pair: ${JSON.stringify(pendingFirstBattleCamaraderieMemory)}`
);
await page.screenshot({
path: `${screenshotDir}/rc-first-camp-victory-followup-dialogue.png`,
fullPage: true
@@ -2788,17 +3031,181 @@ try {
] === firstVictoryChoice.id &&
completedFirstVictoryDialogueProbe.state?.campTabs?.find(
(tab) => tab.id === 'dialogue'
)?.newBadgeVisible === false &&
)?.newBadgeVisible === true &&
completedFirstVictoryDialogueProbe.remainingRowMarkerCount === 0 &&
firstVictoryDialoguePersisted(completedFirstVictoryDialogueSave.current) &&
firstVictoryDialoguePersisted(completedFirstVictoryDialogueSave.slot1),
`Expected the actual first-victory choice to persist in current and slot saves and clear both follow-up markers: ${JSON.stringify({
`Expected the first-victory choice to persist while the separate camaraderie memory keeps the dialogue NEW state pending: ${JSON.stringify({
probe: completedFirstVictoryDialogueProbe,
save: completedFirstVictoryDialogueSave,
choiceId: firstVictoryChoice.id
})}`
);
const firstBattleCamaraderieDialogueRow = await readCampDialogueControlPoint(
page,
'row',
'first-battle-camaraderie-memory'
);
await page.mouse.click(
firstBattleCamaraderieDialogueRow.x,
firstBattleCamaraderieDialogueRow.y
);
await page.waitForFunction(
() => (
window.__HEROS_DEBUG__?.camp()?.selectedDialogue?.id ===
'first-battle-camaraderie-memory'
),
undefined,
{ timeout: 30000 }
);
const firstBattleCamaraderieDialogueProbe = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
const state = window.__HEROS_DEBUG__?.camp();
const memory = state?.firstBattleCamaraderieMemory;
const renderedDialogueText = memory?.dialogue?.lines?.join('\n') ?? null;
const activeTexts = (scene?.contentObjects ?? []).filter(
(object) => object?.type === 'Text' && object.active && object.visible
);
const boundsFor = (object) => {
const bounds = object?.getBounds?.();
return bounds
? { x: bounds.x, y: bounds.y, width: bounds.width, height: bounds.height }
: null;
};
return {
state,
noticeObjectCount: (scene?.dialogueObjects ?? []).filter(
(object) => object?.active
).length,
memoryBadgeCount: activeTexts.filter((object) => object.text === '전우 기억').length,
renderedDialogueBlocks: renderedDialogueText
? activeTexts
.filter((object) => object.text === renderedDialogueText)
.map((object) => ({ text: object.text, bounds: boundsFor(object) }))
: []
};
});
const selectedFirstBattleCamaraderieMemory =
firstBattleCamaraderieDialogueProbe.state?.firstBattleCamaraderieMemory;
const selectedFirstBattleCamaraderieDialogue =
firstBattleCamaraderieDialogueProbe.state?.selectedDialogue;
assert(
selectedFirstBattleCamaraderieMemory?.available === true &&
selectedFirstBattleCamaraderieMemory.completed === false &&
selectedFirstBattleCamaraderieMemory.dialogue?.selected === true &&
selectedFirstBattleCamaraderieMemory.dialogue.completed === false &&
selectedFirstBattleCamaraderieMemory.dialogue.title.includes('유비') &&
selectedFirstBattleCamaraderieMemory.dialogue.title.includes('장비') &&
selectedFirstBattleCamaraderieMemory.dialogue.lines?.length === 3 &&
selectedFirstBattleCamaraderieMemory.dialogue.lines.some((line) => line.includes('지난 싸움')) &&
selectedFirstBattleCamaraderieMemory.dialogue.lines.some((line) => line.includes('핵심 공명조')) &&
selectedFirstBattleCamaraderieMemory.dialogue.choices?.length === 2 &&
selectedFirstBattleCamaraderieMemory.dialogue.choices[0]?.id ===
'trust-remembered-rhythm' &&
selectedFirstBattleCamaraderieMemory.dialogue.choices[1]?.id ===
'review-successful-signals' &&
selectedFirstBattleCamaraderieMemory.dialogue.choices.every(
(choice) => isFiniteBounds(choice.bounds) && boundsWithinFhdViewport(choice.bounds)
) &&
isFiniteBounds(selectedFirstBattleCamaraderieMemory.dialogue.rowBounds) &&
isFiniteBounds(selectedFirstBattleCamaraderieMemory.dialogue.bodyBounds) &&
selectedFirstBattleCamaraderieMemory.dialogue.bodyBounds.y +
selectedFirstBattleCamaraderieMemory.dialogue.bodyBounds.height <=
selectedFirstBattleCamaraderieMemory.dialogue.choices[0]?.bounds?.y - 8 &&
selectedFirstBattleCamaraderieDialogue?.id ===
'first-battle-camaraderie-memory' &&
selectedFirstBattleCamaraderieDialogue.camaraderieMemory === true &&
selectedFirstBattleCamaraderieDialogue.completed === false &&
sameJsonValue(
selectedFirstBattleCamaraderieDialogue.lines,
selectedFirstBattleCamaraderieMemory.dialogue.lines
) &&
firstBattleCamaraderieDialogueProbe.memoryBadgeCount === 1 &&
firstBattleCamaraderieDialogueProbe.renderedDialogueBlocks.length === 1 &&
selectedFirstBattleCamaraderieMemory.perk?.unlocked === false &&
selectedFirstBattleCamaraderieMemory.perk.selected === false &&
selectedFirstBattleCamaraderieMemory.perk.active === false &&
firstBattleCamaraderieDialogueProbe.noticeObjectCount === 0 &&
firstBattleCamaraderieDialogueProbe.state?.campaign?.sortieResonanceSelection === null,
`Expected the dynamic first-battle camaraderie row, body, choices, and bounds to render without selecting the next core pair: ${JSON.stringify(firstBattleCamaraderieDialogueProbe)}`
);
await page.screenshot({
path: `${screenshotDir}/rc-first-camp-camaraderie-memory-dialogue.png`,
fullPage: true
});
await assertCanvasPainted(page, 'first camp camaraderie memory dialogue');
const firstBattleCamaraderieChoice =
selectedFirstBattleCamaraderieMemory.dialogue.choices[0];
const firstBattleCamaraderieChoicePoint = await readCampDialogueControlPoint(
page,
'choice',
'first-battle-camaraderie-memory',
firstBattleCamaraderieChoice.id
);
await page.mouse.click(
firstBattleCamaraderieChoicePoint.x,
firstBattleCamaraderieChoicePoint.y
);
await page.waitForFunction(
({ dialogueId, choiceId }) => {
const camp = window.__HEROS_DEBUG__?.camp();
return (
camp?.firstBattleCamaraderieMemory?.completed === true &&
camp?.firstBattleCamaraderieMemory?.dialogue?.completed === true &&
camp?.firstBattleCamaraderieMemory?.dialogue?.choiceId === choiceId &&
camp?.campaign?.campDialogueChoiceIds?.[dialogueId] === choiceId
);
},
{
dialogueId: 'first-battle-camaraderie-memory',
choiceId: firstBattleCamaraderieChoice.id
},
{ timeout: 30000 }
);
const completedFirstBattleCamaraderieState =
await page.evaluate(() => window.__HEROS_DEBUG__?.camp());
const completedFirstBattleCamaraderieMemory =
completedFirstBattleCamaraderieState?.firstBattleCamaraderieMemory;
const completedFirstBattleCamaraderieSave = await readCampaignSave(page);
const firstBattleCamaraderiePersisted = (save) => (
save?.completedCampDialogues?.includes('first-battle-camaraderie-memory') &&
save?.firstBattleReport?.completedCampDialogues?.includes(
'first-battle-camaraderie-memory'
) &&
save?.campDialogueChoiceIds?.['first-battle-camaraderie-memory'] ===
firstBattleCamaraderieChoice.id &&
sameJsonValue(
save?.battleHistory?.['first-battle-zhuo-commandery']?.sortieCooperation,
expectedFirstBattleCooperation
)
);
assert(
completedFirstBattleCamaraderieMemory?.completed === true &&
completedFirstBattleCamaraderieMemory.dialogue?.completed === true &&
completedFirstBattleCamaraderieMemory.dialogue.choiceId ===
firstBattleCamaraderieChoice.id &&
completedFirstBattleCamaraderieMemory.perk?.unlocked === true &&
completedFirstBattleCamaraderieMemory.perk.requiresManualSelection === true &&
completedFirstBattleCamaraderieMemory.perk.autoSelected === false &&
completedFirstBattleCamaraderieMemory.perk.selected === false &&
completedFirstBattleCamaraderieMemory.perk.active === false &&
completedFirstBattleCamaraderieMemory.perk.baseChainRate === 18 &&
completedFirstBattleCamaraderieMemory.perk.bonusChainRate === 5 &&
completedFirstBattleCamaraderieMemory.perk.effectiveChainRate === 23 &&
completedFirstBattleCamaraderieState?.campaign?.sortieResonanceSelection === null &&
completedFirstBattleCamaraderieState?.campTabs?.find(
(tab) => tab.id === 'dialogue'
)?.newBadgeVisible === false &&
firstBattleCamaraderiePersisted(completedFirstBattleCamaraderieSave.current) &&
firstBattleCamaraderiePersisted(completedFirstBattleCamaraderieSave.slot1),
`Expected the chosen camaraderie memory to persist in current/slot saves, unlock +5%p, and still avoid auto-selection: ${JSON.stringify({
state: completedFirstBattleCamaraderieState,
save: completedFirstBattleCamaraderieSave
})}`
);
const firstCampEvaluation = firstCampProbe.state?.reportFormationEvaluation;
const firstCampHistory = firstCampProbe.state?.reportFormationHistory;
const firstCampEvaluationSaveBefore = await readCampaignSave(page);
@@ -3737,20 +4144,54 @@ try {
id: candidate.id,
level: candidate.level,
baseChainRate: candidate.baseChainRate,
baseCoreChainRate: candidate.baseCoreChainRate,
bonusChainRate: candidate.bonusChainRate,
effectiveCoreChainRate: candidate.effectiveCoreChainRate,
camaraderieRemembered: candidate.camaraderieRemembered,
coreChainRate: candidate.coreChainRate,
selected: candidate.selected
})),
[
{ id: 'liu-bei__guan-yu', level: 72, baseChainRate: 18, coreChainRate: 28, selected: false },
{ id: 'liu-bei__zhang-fei', level: 68, baseChainRate: 8, coreChainRate: 18, selected: false },
{ id: 'guan-yu__zhang-fei', level: 64, baseChainRate: 8, coreChainRate: 18, selected: false }
{
id: 'liu-bei__zhang-fei',
level: 68,
baseChainRate: 8,
baseCoreChainRate: 18,
bonusChainRate: 5,
effectiveCoreChainRate: 23,
camaraderieRemembered: true,
coreChainRate: 23,
selected: false
},
{
id: 'liu-bei__guan-yu',
level: 72,
baseChainRate: 18,
baseCoreChainRate: 28,
bonusChainRate: 0,
effectiveCoreChainRate: 28,
camaraderieRemembered: false,
coreChainRate: 28,
selected: false
},
{
id: 'guan-yu__zhang-fei',
level: 64,
baseChainRate: 8,
baseCoreChainRate: 18,
bonusChainRate: 0,
effectiveCoreChainRate: 18,
camaraderieRemembered: false,
coreChainRate: 18,
selected: false
}
]
),
`Expected the selected founding trio to expose ordered 18/8/8 resonance-pursuit pairs without reserve opportunities: ${JSON.stringify(firstSortiePursuit)}`
`Expected the founding trio to retain ordinary pursuits while the remembered Liu Bei/Zhang Fei core candidate previews 18% + 5%p = 23%: ${JSON.stringify(firstSortiePursuit)}`
);
assert(
firstSortiePursuit?.summaryText === '핵심 공명조 · 미지정 · 후보 3조' &&
firstSortiePursuit?.ruleText === 'Lv30+ 한 조 · 핵심 추격 8/18/28% · 재클릭 해제' &&
firstSortiePursuit?.ruleText === '전우 기억한 조 직접 지정 · 핵심 추격 +5%p · 재클릭 해제' &&
isFiniteBounds(firstSortiePursuit.panelBounds) &&
isFiniteBounds(firstSortiePursuit.ruleBounds) &&
firstSortiePursuit.page === 0 &&
@@ -3766,11 +4207,54 @@ try {
boundsInside(firstSortiePursuit.nextBounds, firstSortiePursuit.panelBounds) &&
boundsInside(firstSortiePursuit.panelBounds, logicalViewportBounds) &&
boundsInside(firstSortiePursuit.ruleBounds, firstSortiePursuit.panelBounds) &&
sameJsonValue(firstSortiePursuit.rows?.map((row) => ({ bondId: row.bondId, state: row.state, selected: row.selected, chainRate: row.chainRate, text: row.text })), [
{ bondId: 'liu-bei__guan-yu', state: 'candidate', selected: false, chainRate: 28, text: '지정 28% 유비↔관우' },
{ bondId: 'liu-bei__zhang-fei', state: 'candidate', selected: false, chainRate: 18, text: '지정 18% 유비↔장비' },
{ bondId: 'guan-yu__zhang-fei', state: 'candidate', selected: false, chainRate: 18, text: '지정 18% 관우↔장비' }
]) &&
sameJsonValue(
firstSortiePursuit.rows?.map((row) => ({
bondId: row.bondId,
state: row.state,
selected: row.selected,
baseChainRate: row.baseChainRate,
bonusChainRate: row.bonusChainRate,
effectiveChainRate: row.effectiveChainRate,
camaraderieRemembered: row.camaraderieRemembered,
chainRate: row.chainRate,
text: row.text
})),
[
{
bondId: 'liu-bei__zhang-fei',
state: 'candidate',
selected: false,
baseChainRate: 18,
bonusChainRate: 5,
effectiveChainRate: 23,
camaraderieRemembered: true,
chainRate: 23,
text: '지정 18→23% · 유비↔장비'
},
{
bondId: 'liu-bei__guan-yu',
state: 'candidate',
selected: false,
baseChainRate: 28,
bonusChainRate: 0,
effectiveChainRate: 28,
camaraderieRemembered: false,
chainRate: 28,
text: '지정 28% · 유비↔관우'
},
{
bondId: 'guan-yu__zhang-fei',
state: 'candidate',
selected: false,
baseChainRate: 18,
bonusChainRate: 0,
effectiveChainRate: 18,
camaraderieRemembered: false,
chainRate: 18,
text: '지정 18% · 관우↔장비'
}
]
) &&
firstSortiePursuit.rows.every(
(row) =>
isFiniteBounds(row.bounds) &&
@@ -3799,25 +4283,53 @@ try {
return pursuit?.selectedCoreBondId === 'liu-bei__zhang-fei' &&
pursuit?.rows?.some((row) => row.bondId === 'liu-bei__zhang-fei' && row.selected === true);
}, undefined, { timeout: 30000 });
const selectedCoreResonance = await page.evaluate(() => window.__HEROS_DEBUG__?.camp()?.sortiePursuitPreview);
const selectedCoreResonanceCampState =
await page.evaluate(() => window.__HEROS_DEBUG__?.camp());
const selectedCoreResonance = selectedCoreResonanceCampState?.sortiePursuitPreview;
const selectedCamaraderiePerk =
selectedCoreResonanceCampState?.firstBattleCamaraderieMemory?.perk;
const selectedCoreResonanceSave = await readCampaignSave(page);
await page.screenshot({ path: `${screenshotDir}/rc-first-camp-core-resonance-selected.png`, fullPage: true });
await page.screenshot({ path: `${screenshotDir}/rc-first-camp-camaraderie-perk-selected.png`, fullPage: true });
await assertCanvasPainted(page, 'first camp selected camaraderie perk');
assert(
selectedCoreResonance?.selectionBattleId === 'second-battle-yellow-turban-pursuit' &&
selectedCoreResonance?.selectedCoreBondId === 'liu-bei__zhang-fei' &&
selectedCoreResonance?.summaryText === '핵심 공명조 · 지정 · 후보 3조' &&
selectedCoreResonance?.summaryText === '핵심 공명조 · 23% 지정 · 후보 3조' &&
selectedCoreResonance?.activePairs?.[0]?.id === 'liu-bei__zhang-fei' &&
selectedCoreResonance.activePairs[0].core === true &&
selectedCoreResonance.activePairs[0].baseChainRate === 8 &&
selectedCoreResonance.activePairs[0].chainRate === 18 &&
selectedCoreResonance.activePairs[0].chainRate === 23 &&
selectedCoreResonance?.coreCandidates?.[0]?.id === 'liu-bei__zhang-fei' &&
selectedCoreResonance.coreCandidates[0].baseCoreChainRate === 18 &&
selectedCoreResonance.coreCandidates[0].bonusChainRate === 5 &&
selectedCoreResonance.coreCandidates[0].effectiveCoreChainRate === 23 &&
selectedCoreResonance.coreCandidates[0].camaraderieRemembered === true &&
selectedCoreResonance.coreCandidates[0].selected === true &&
selectedCoreResonance?.rows?.[0]?.bondId === 'liu-bei__zhang-fei' &&
selectedCoreResonance.rows[0].baseChainRate === 18 &&
selectedCoreResonance.rows[0].bonusChainRate === 5 &&
selectedCoreResonance.rows[0].effectiveChainRate === 23 &&
selectedCoreResonance.rows[0].camaraderieRemembered === true &&
selectedCoreResonance.rows[0].state === 'selected' &&
selectedCoreResonance.rows[0].text === '핵심 18% 유비↔장비' &&
selectedCoreResonance.rows[0].text === '핵심 18→23% · 유비↔장비' &&
selectedCamaraderiePerk?.unlocked === true &&
selectedCamaraderiePerk.requiresManualSelection === true &&
selectedCamaraderiePerk.autoSelected === false &&
selectedCamaraderiePerk.exactPairOnly === true &&
selectedCamaraderiePerk.selected === true &&
selectedCamaraderiePerk.active === true &&
selectedCamaraderiePerk.baseChainRate === 18 &&
selectedCamaraderiePerk.bonusChainRate === 5 &&
selectedCamaraderiePerk.effectiveChainRate === 23 &&
selectedCamaraderiePerk.cardText === '핵심 18→23% · 유비↔장비' &&
isFiniteBounds(selectedCamaraderiePerk.cardBounds) &&
boundsInside(selectedCamaraderiePerk.cardBounds, selectedCoreResonance.panelBounds) &&
selectedCoreResonanceSave.current?.sortieResonanceSelection?.battleId === 'second-battle-yellow-turban-pursuit' &&
selectedCoreResonanceSave.current.sortieResonanceSelection.bondId === 'liu-bei__zhang-fei',
`Expected one clicked pair to become the persisted, prioritized 18% core resonance: ${JSON.stringify({ selectedCoreResonance, save: selectedCoreResonanceSave.current?.sortieResonanceSelection })}`
selectedCoreResonanceSave.current.sortieResonanceSelection.bondId === 'liu-bei__zhang-fei' &&
selectedCoreResonanceSave.slot1?.sortieResonanceSelection?.battleId === 'second-battle-yellow-turban-pursuit' &&
selectedCoreResonanceSave.slot1.sortieResonanceSelection.bondId === 'liu-bei__zhang-fei',
`Expected one manual click to activate and visibly persist the remembered pair at 18% + 5%p = 23%: ${JSON.stringify({ selectedCoreResonance, selectedCamaraderiePerk, save: selectedCoreResonanceSave.current?.sortieResonanceSelection })}`
);
const coreResonanceAutoClearFixture = await page.evaluate(() => {
@@ -3855,8 +4367,14 @@ try {
clearedCoreResonance?.rows?.every((row) => row.selected === false && row.state === 'candidate') &&
!clearedCoreCampState?.selectedSortieUnitIds?.includes('zhang-fei') &&
clearedCoreCampState?.sortiePlanFeedback?.includes('핵심 공명조 자동 해제') &&
clearedCoreResonanceSave.current?.sortieResonanceSelection === undefined,
`Expected removing a designated member to clear the persisted core pair and retain ordinary pursuit behavior: ${JSON.stringify({ clearedCoreCampState, clearedCoreResonance, save: clearedCoreResonanceSave.current?.sortieResonanceSelection })}`
clearedCoreCampState?.firstBattleCamaraderieMemory?.perk?.unlocked === true &&
clearedCoreCampState.firstBattleCamaraderieMemory.perk.autoSelected === false &&
clearedCoreCampState.firstBattleCamaraderieMemory.perk.candidateAvailable === false &&
clearedCoreCampState.firstBattleCamaraderieMemory.perk.selected === false &&
clearedCoreCampState.firstBattleCamaraderieMemory.perk.active === false &&
clearedCoreResonanceSave.current?.sortieResonanceSelection === undefined &&
clearedCoreResonanceSave.slot1?.sortieResonanceSelection === undefined,
`Expected removing Zhang Fei to clear the remembered core pair without converting the unlocked perk into an automatic selection: ${JSON.stringify({ clearedCoreCampState, clearedCoreResonance, save: clearedCoreResonanceSave.current?.sortieResonanceSelection })}`
);
await page.evaluate((before) => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
@@ -4053,7 +4571,17 @@ try {
firstSortiePursuitRestored.planFeedback === firstSortiePursuitMutation.before?.planFeedback &&
firstSortiePursuitRestored.rosterScroll === firstSortiePursuitMutation.before?.rosterScroll &&
sameJsonValue(firstSortiePursuitRestored.deploymentPreview, firstCampDeploymentPreview) &&
sameJsonValue(firstSortiePursuitRestored.pursuit?.activePairs, expectedFirstSortiePursuitPairs),
sameJsonValue(firstSortiePursuitRestored.pursuit?.activePairs, expectedFirstSortiePursuitPairs) &&
firstSortiePursuitRestored.pursuit?.selectedCoreBondId === null &&
firstSortiePursuitRestored.pursuit?.rows?.find(
(row) => row.bondId === 'liu-bei__zhang-fei'
)?.baseChainRate === 18 &&
firstSortiePursuitRestored.pursuit?.rows?.find(
(row) => row.bondId === 'liu-bei__zhang-fei'
)?.bonusChainRate === 5 &&
firstSortiePursuitRestored.pursuit?.rows?.find(
(row) => row.bondId === 'liu-bei__zhang-fei'
)?.effectiveChainRate === 23,
`Expected the pursuit RC fixture to restore the exact live formation, roles, supplies, focus, feedback, scroll, and deployment: ${JSON.stringify(firstSortiePursuitRestored)}`
);
assert(
@@ -4104,8 +4632,14 @@ try {
assert(
launchCoreResonance?.activePairs?.[0]?.id === 'liu-bei__zhang-fei' &&
launchCoreResonance.activePairs[0].core === true &&
launchCoreResonance.activePairs[0].chainRate === 18,
`Expected the lower legacy-rate pair to be promoted and prioritized before battle launch: ${JSON.stringify(launchCoreResonance)}`
launchCoreResonance.activePairs[0].baseChainRate === 8 &&
launchCoreResonance.activePairs[0].chainRate === 23 &&
launchCoreResonance?.rows?.[0]?.bondId === 'liu-bei__zhang-fei' &&
launchCoreResonance.rows[0].baseChainRate === 18 &&
launchCoreResonance.rows[0].bonusChainRate === 5 &&
launchCoreResonance.rows[0].effectiveChainRate === 23 &&
launchCoreResonance.rows[0].selected === true,
`Expected reselecting the remembered lower-level pair to restore its explicit 18% + 5%p launch rate: ${JSON.stringify(launchCoreResonance)}`
);
await advanceSortiePrepStep(page, 'loadout');
await clickLegacyUi(page, 1116, 656);
@@ -4167,7 +4701,10 @@ try {
secondBattleProbe.coreSortieResonance.valid === true &&
secondBattleProbe.coreSortieResonance.active === true &&
secondBattleProbe.coreSortieResonance.level === 68 &&
secondBattleProbe.coreSortieResonance.rate === 18 &&
secondBattleProbe.coreSortieResonance.baseRate === 18 &&
secondBattleProbe.coreSortieResonance.memoryBonus === 5 &&
secondBattleProbe.coreSortieResonance.effectiveRate === 23 &&
secondBattleProbe.coreSortieResonance.rate === 23 &&
sameJsonValue(secondBattleProbe.coreSortieResonance.unitIds, ['liu-bei', 'zhang-fei']) &&
sameJsonValue(secondBattleProbe.coreSortieResonance.stats, {
attempts: 0,
@@ -4176,7 +4713,50 @@ try {
additionalDamage: 0
}) &&
sameJsonValue(secondBattleProbe.sortieResonance, secondBattleProbe.coreSortieResonance),
`Expected the camp designation to reach battle as one active 18% core resonance with clean statistics: ${JSON.stringify(secondBattleProbe.coreSortieResonance)}`
`Expected the manually designated remembered pair to reach battle at base 18% + memory 5%p = 23% with clean statistics: ${JSON.stringify(secondBattleProbe.coreSortieResonance)}`
);
const nonRememberedCorePairProbe = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('BattleScene');
const rawCampaign = window.localStorage.getItem('heros-web:campaign-state');
if (
!scene ||
!rawCampaign ||
typeof scene.refreshLaunchCamaraderieMemoryBonus !== 'function'
) {
return { ready: false };
}
const campaign = JSON.parse(rawCampaign);
const original = {
bondId: scene.launchSortieResonanceBondId,
memoryBondId: scene.launchCamaraderieMemoryBondId,
memoryBonus: scene.launchCamaraderieMemoryBonus
};
try {
scene.launchSortieResonanceBondId = 'liu-bei__guan-yu';
scene.refreshLaunchCamaraderieMemoryBonus(campaign);
const resonance = window.__HEROS_DEBUG__?.battle()?.coreSortieResonance;
return {
ready: true,
selectedBondId: resonance?.selectedBondId ?? null,
baseRate: resonance?.baseRate ?? null,
memoryBonus: resonance?.memoryBonus ?? null,
effectiveRate: resonance?.effectiveRate ?? null,
rate: resonance?.rate ?? null
};
} finally {
scene.launchSortieResonanceBondId = original.bondId;
scene.launchCamaraderieMemoryBondId = original.memoryBondId;
scene.launchCamaraderieMemoryBonus = original.memoryBonus;
}
});
assert(
nonRememberedCorePairProbe.ready === true &&
nonRememberedCorePairProbe.selectedBondId === 'liu-bei__guan-yu' &&
nonRememberedCorePairProbe.baseRate === 28 &&
nonRememberedCorePairProbe.memoryBonus === 0 &&
nonRememberedCorePairProbe.effectiveRate === 28 &&
nonRememberedCorePairProbe.rate === 28,
`Expected a different valid core pair to keep its normal 28% rate without inheriting the Liu Bei/Zhang Fei +5%p memory: ${JSON.stringify(nonRememberedCorePairProbe)}`
);
const secondBattleCorePriority = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('BattleScene');
@@ -4191,7 +4771,12 @@ try {
const touchedUnits = [attacker, corePartner, ordinaryPartner, target];
const original = {
units: touchedUnits.map((unit) => ({ unit, x: unit.x, y: unit.y })),
units: touchedUnits.map((unit) => ({
unit,
x: unit.x,
y: unit.y,
direction: scene.unitViews.get(unit.id)?.direction ?? 'south'
})),
attackIntents: scene.attackIntents.map((intent) => ({ ...intent })),
actedUnitIds: new Set(scene.actedUnitIds),
targetHp: target.hp,
@@ -4213,7 +4798,7 @@ try {
const preview = scene.combatPreview(attacker, target, 'attack');
const failedResolution = scene.resolveBondChainFollowUp(preview, true, false);
const successfulResolution = scene.resolveBondChainFollowUp(preview, true, true);
const coreStats = window.__HEROS_DEBUG__?.battle()?.coreSortieResonance?.stats ?? null;
const coreResonance = window.__HEROS_DEBUG__?.battle()?.coreSortieResonance ?? null;
const pursuitTriggers = scene.statsFor(attacker.id).sortieExtendedBondTriggers;
return {
ready: true,
@@ -4233,19 +4818,33 @@ try {
},
failedResolution: failedResolution ? {
succeeded: failedResolution.attempt.succeeded,
rate: failedResolution.attempt.rate,
coreResonance: failedResolution.attempt.coreResonance,
hasResult: Boolean(failedResolution.result)
} : null,
successfulResolution: successfulResolution ? {
succeeded: successfulResolution.attempt.succeeded,
rate: successfulResolution.attempt.rate,
coreResonance: successfulResolution.attempt.coreResonance,
damage: successfulResolution.result?.damage ?? 0
} : null,
coreStats,
coreResonance: coreResonance
? {
selectedBondId: coreResonance.selectedBondId,
rate: coreResonance.rate,
baseRate: coreResonance.baseRate,
memoryBonus: coreResonance.memoryBonus,
effectiveRate: coreResonance.effectiveRate,
stats: coreResonance.stats
}
: null,
pursuitTriggers
};
} finally {
original.units.forEach(({ unit, x, y }) => Object.assign(unit, { x, y }));
original.units.forEach(({ unit, x, y, direction }) => {
Object.assign(unit, { x, y });
scene.syncUnitMotion(unit, scene.unitViews.get(unit.id), direction);
});
target.hp = original.targetHp;
scene.battleStats = original.battleStats;
scene.attackIntents = original.attackIntents;
@@ -4256,27 +4855,34 @@ try {
secondBattleCorePriority.ready === true &&
secondBattleCorePriority.candidate?.bondId === 'liu-bei__zhang-fei' &&
secondBattleCorePriority.candidate.partnerId === 'zhang-fei' &&
secondBattleCorePriority.candidate.rate === 18 &&
secondBattleCorePriority.candidate.rate === 23 &&
secondBattleCorePriority.candidate.coreResonance === true &&
secondBattleCorePriority.candidate.label.includes('핵심 공명') &&
secondBattleCorePriority.preview?.bondId === 'liu-bei__zhang-fei' &&
secondBattleCorePriority.preview.partnerId === 'zhang-fei' &&
secondBattleCorePriority.preview.rate === 18 &&
secondBattleCorePriority.preview.rate === 23 &&
secondBattleCorePriority.preview.coreResonance === true &&
secondBattleCorePriority.coreResonance?.selectedBondId === 'liu-bei__zhang-fei' &&
secondBattleCorePriority.coreResonance.baseRate === 18 &&
secondBattleCorePriority.coreResonance.memoryBonus === 5 &&
secondBattleCorePriority.coreResonance.effectiveRate === 23 &&
secondBattleCorePriority.coreResonance.rate === 23 &&
secondBattleCorePriority.failedResolution?.succeeded === false &&
secondBattleCorePriority.failedResolution.rate === 23 &&
secondBattleCorePriority.failedResolution.coreResonance === true &&
secondBattleCorePriority.failedResolution.hasResult === false &&
secondBattleCorePriority.successfulResolution?.succeeded === true &&
secondBattleCorePriority.successfulResolution.rate === 23 &&
secondBattleCorePriority.successfulResolution.coreResonance === true &&
secondBattleCorePriority.successfulResolution.damage > 0 &&
secondBattleCorePriority.pursuitTriggers === 1 &&
sameJsonValue(secondBattleCorePriority.coreStats, {
sameJsonValue(secondBattleCorePriority.coreResonance.stats, {
attempts: 2,
successes: 1,
failures: 1,
additionalDamage: secondBattleCorePriority.successfulResolution.damage
}),
`Expected the designated Lv68 pair to outrank Liu Bei's ordinary Lv72 pursuit candidate: ${JSON.stringify(secondBattleCorePriority)}`
`Expected forced failure/success to use exactly 23% and retain one non-stacking +5%p memory bonus over the 18% core rate: ${JSON.stringify(secondBattleCorePriority)}`
);
assert(
secondBattleProbe.openingBannerTexts?.some((text) => text.includes('세 형제 생존 중 공명 지원 거리 2칸')) &&
@@ -4416,13 +5022,17 @@ try {
assert(
roleSealResyncProbe?.changedCoreResonance?.selectedBondId === 'liu-bei__zhang-fei' &&
roleSealResyncProbe.changedCoreResonance.active === true &&
roleSealResyncProbe.changedCoreResonance.baseRate === 18 &&
roleSealResyncProbe.changedCoreResonance.memoryBonus === 5 &&
roleSealResyncProbe.changedCoreResonance.effectiveRate === 23 &&
roleSealResyncProbe.changedCoreResonance.rate === 23 &&
sameJsonValue(roleSealResyncProbe.changedCoreResonance.stats, {
attempts: 2,
successes: 1,
failures: 1,
additionalDamage: secondBattleCorePriority.successfulResolution.damage
}),
`Expected battle save data—not the cleared in-memory or campaign fallback—to restore the core designation and totals: ${JSON.stringify(roleSealResyncProbe?.changedCoreResonance)}`
`Expected battle save data—not the cleared in-memory selection—to restore the core pair, totals, and one non-stacking 18% + 5%p rate: ${JSON.stringify(roleSealResyncProbe?.changedCoreResonance)}`
);
assert(
roleSealResyncProbe?.allReserve?.doctrineActive === true &&
@@ -4441,14 +5051,18 @@ try {
assert(
roleSealResyncProbe?.restoredCoreResonance?.selectedBondId === 'liu-bei__zhang-fei' &&
roleSealResyncProbe.restoredCoreResonance.active === true &&
roleSealResyncProbe.restoredCoreResonance.rate === 18 &&
roleSealResyncProbe.restoredCoreResonance.baseRate === 18 &&
roleSealResyncProbe.restoredCoreResonance.memoryBonus === 5 &&
roleSealResyncProbe.restoredCoreResonance.effectiveRate === 23 &&
roleSealResyncProbe.restoredCoreResonance.rate === 23 &&
roleSealResyncProbe.restoredCoreResonance.rate !== 28 &&
sameJsonValue(roleSealResyncProbe.restoredCoreResonance.stats, {
attempts: 2,
successes: 1,
failures: 1,
additionalDamage: secondBattleCorePriority.successfulResolution.damage
}),
`Expected battle-slot reloads to preserve the selected core pair and its accumulated pursuit statistics: ${JSON.stringify(roleSealResyncProbe?.restoredCoreResonance)}`
`Expected battle-slot reloads to preserve 23% rather than double-applying memory to 28%, alongside accumulated pursuit statistics: ${JSON.stringify(roleSealResyncProbe?.restoredCoreResonance)}`
);
await page.evaluate(() => window.__HEROS_DEBUG__?.forceBattleOutcome('victory'));
@@ -4462,20 +5076,20 @@ try {
return {
stats: resonance?.stats ?? null,
resultSummary: resonance?.resultSummary ?? null,
summary: texts.find((text) => text.startsWith('핵심 공명 · 시도')) ?? null
summary: texts.find((text) => text.startsWith('핵심 공명 · 판정')) ?? null
};
});
await page.screenshot({ path: `${screenshotDir}/rc-second-battle-core-resonance-result.png`, fullPage: true });
assert(
secondBattleCoreResult.summary ===
`핵심 공명 · 시도 2 · 성공 1 · 추가 피해 +${secondBattleCorePriority.successfulResolution.damage}` &&
`핵심 공명 · 판정 23% (전우 기억 +5%p) · 시도 2 · 성공 1 · 추가 피해 +${secondBattleCorePriority.successfulResolution.damage}` &&
sameJsonValue(secondBattleCoreResult.stats, roleSealResyncProbe.restoredCoreResonance.stats) &&
secondBattleCoreResult.resultSummary?.visible === true &&
secondBattleCoreResult.resultSummary.text === secondBattleCoreResult.summary &&
isFiniteBounds(secondBattleCoreResult.resultSummary.bounds) &&
boundsInside(secondBattleCoreResult.resultSummary.bounds, logicalViewportBounds) &&
secondBattleCoreResult.resultSummary.bounds.y + secondBattleCoreResult.resultSummary.bounds.height <= 416 * legacyUiScale,
`Expected the victory report to surface persisted core-resonance attempts, successes, and damage: ${JSON.stringify(secondBattleCoreResult)}`
`Expected the victory report to close the remembered-pair feedback loop with the applied 23% rate, +5%p source, attempts, successes, and damage: ${JSON.stringify(secondBattleCoreResult)}`
);
const requiredCasualtySaveBefore = await readCampaignSave(page);
@@ -10121,6 +10735,60 @@ async function readFirstVictoryFollowupControlPoint(page, control, choiceId) {
return probe;
}
async function readCampDialogueControlPoint(page, control, dialogueId, choiceId) {
const probe = await page.evaluate(({ control, dialogueId, choiceId }) => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
const state = window.__HEROS_DEBUG__?.camp?.();
const canvas = document.querySelector('canvas');
const memory = state?.firstBattleCamaraderieMemory;
const dialogue = memory?.dialogue?.id === dialogueId
? memory.dialogue
: state?.selectedDialogue?.id === dialogueId
? state.selectedDialogue
: null;
const choice = dialogue?.choices?.find((candidate) => candidate.id === choiceId);
const bounds = control === 'row' ? dialogue?.rowBounds : choice?.bounds;
const interactiveObject = control === 'row'
? scene?.campDialogueRowButtons?.[dialogueId]
: scene?.campDialogueChoiceButtons?.[`${dialogueId}:${choiceId}`];
if (
!scene ||
!canvas ||
!bounds ||
!interactiveObject?.input?.enabled
) {
return {
ready: false,
control,
dialogueId,
choiceId: choiceId ?? null,
bounds: bounds ?? null,
dialogue: dialogue ?? null
};
}
const canvasBounds = canvas.getBoundingClientRect();
const centerX = bounds.x + bounds.width / 2;
const centerY = bounds.y + bounds.height / 2;
return {
ready: true,
control,
dialogueId,
choiceId: choiceId ?? null,
bounds,
x: canvasBounds.left + centerX * canvasBounds.width / scene.scale.width,
y: canvasBounds.top + centerY * canvasBounds.height / scene.scale.height
};
}, { control, dialogueId, choiceId });
assert(
probe.ready === true &&
Number.isFinite(probe.x) &&
Number.isFinite(probe.y) &&
boundsWithinFhdViewport(probe.bounds),
`Expected an interactive ${control} control for camp dialogue ${dialogueId}: ${JSON.stringify(probe)}`
);
return probe;
}
async function readSortieTextControlPoint(page, label) {
const probe = await page.evaluate((targetLabel) => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');