NEO-108: Bruno move near each NPC and isolate pulse slot.

Ranged/elite casts failed out_of_range after melee at (-5,-5); add
prototype-npc-bruno-helper moves and pulse cooldown between chains.
Combat-health uses slot 4 and moves near elite before cast.
pull/147/head
VinPropane 2026-05-31 18:46:00 -04:00
parent a5182a4c14
commit af80b878ad
3 changed files with 58 additions and 21 deletions

View File

@ -13,24 +13,24 @@ docs {
script:pre-request {
const axios = require("axios");
const { resetPrototypeCombatTargets } = require("./scripts/combat-targets-reset-helper.js");
const {
moveNearPrototypeNpc,
sleep,
} = require("./scripts/prototype-npc-bruno-helper.js");
const baseUrl = bru.getEnvVar("baseUrl") || bru.getVar("baseUrl");
const playerId = bru.getEnvVar("playerId") || bru.getVar("playerId");
const jsonHeaders = { headers: { "Content-Type": "application/json" } };
function sleep(ms) {
return new Promise((resolve) => setTimeout(resolve, ms));
}
const slotIndex = 4;
await resetPrototypeCombatTargets(bru);
await axios.post(
`${baseUrl}/game/players/${playerId}/move`,
{ schemaVersion: 1, target: { x: -2, y: 0.9, z: -2 } },
await moveNearPrototypeNpc(
baseUrl,
playerId,
"prototype_npc_elite",
jsonHeaders,
);
const slotIndex = 3;
await axios.post(
`${baseUrl}/game/players/${playerId}/hotbar-loadout`,
{

View File

@ -11,15 +11,16 @@ docs {
script:pre-request {
const axios = require("axios");
const { resetPrototypeCombatTargets } = require("./scripts/combat-targets-reset-helper.js");
const {
moveNearPrototypeNpc,
PULSE_COOLDOWN_MS,
sleep,
} = require("./scripts/prototype-npc-bruno-helper.js");
const baseUrl = bru.getEnvVar("baseUrl") || bru.getVar("baseUrl");
const playerId = bru.getEnvVar("playerId") || bru.getVar("playerId");
const jsonHeaders = { headers: { "Content-Type": "application/json" } };
const slotIndex = 3;
function sleep(ms) {
return new Promise((resolve) => setTimeout(resolve, ms));
}
function rowForPocket(body) {
const row = body.encounters.find((x) => x.encounterId === "prototype_combat_pocket");
if (!row) {
@ -40,11 +41,13 @@ script:pre-request {
}
async function defeatNpc(targetId) {
await moveNearPrototypeNpc(baseUrl, playerId, targetId, jsonHeaders);
await axios.post(
`${baseUrl}/game/players/${playerId}/target/select`,
{ schemaVersion: 1, targetId },
jsonHeaders,
);
await sleep(PULSE_COOLDOWN_MS);
const castBody = {
schemaVersion: 1,
slotIndex,
@ -59,13 +62,15 @@ script:pre-request {
);
const body = response.data;
if (!body?.accepted || !body?.combatResolution) {
throw new Error(`cast ${i + 1} vs ${targetId} failed: ${JSON.stringify(body)}`);
throw new Error(
`cast ${i + 1} vs ${targetId} failed (${body?.reasonCode ?? "no_reason"}): ${JSON.stringify(body)}`,
);
}
if (body.combatResolution.targetDefeated) {
return;
}
if (i < 3) {
await sleep(3200);
await sleep(PULSE_COOLDOWN_MS);
}
}
throw new Error(`did not defeat ${targetId} within 4 pulses`);
@ -73,12 +78,6 @@ script:pre-request {
await resetPrototypeCombatTargets(bru);
await axios.post(
`${baseUrl}/game/players/${playerId}/move`,
{ schemaVersion: 1, target: { x: -5, y: 0.9, z: -5 } },
jsonHeaders,
);
await axios.post(
`${baseUrl}/game/players/${playerId}/hotbar-loadout`,
{

View File

@ -0,0 +1,38 @@
const axios = require("axios");
/** Matches server <see cref="PrototypeNpcRegistry"/> anchors + AbilityCastApiTests move offset. */
const PROTOTYPE_NPC_ANCHORS = {
prototype_npc_melee: { x: -3, y: 0.5, z: -3 },
prototype_npc_ranged: { x: 3, y: 0, z: 3 },
prototype_npc_elite: { x: 0, y: 0.5, z: 0 },
};
/** <c>prototype_pulse</c> catalog cooldown (seconds) — real-time Bruno waits. */
const PULSE_COOLDOWN_MS = 3200;
function sleep(ms) {
return new Promise((resolve) => setTimeout(resolve, ms));
}
async function moveNearPrototypeNpc(baseUrl, playerId, targetId, jsonHeaders) {
const anchor = PROTOTYPE_NPC_ANCHORS[targetId];
if (!anchor) {
throw new Error(`unknown prototype npc: ${targetId}`);
}
await axios.post(
`${baseUrl}/game/players/${playerId}/move`,
{
schemaVersion: 1,
target: { x: anchor.x - 1, y: 0.9, z: anchor.z - 1 },
},
jsonHeaders,
);
}
module.exports = {
PROTOTYPE_NPC_ANCHORS,
PULSE_COOLDOWN_MS,
moveNearPrototypeNpc,
sleep,
};