文件
BotStore/test/expansionController.test.js
T
lyizai 9ca80d2f6e feat: 回城护栏 + 原点自救 + 移动诊断,并留下 TODO 交接文档
先纠正上一轮的误判:那个「寻路恒定 47 节点」是机器人卡在百米深坑里造成的,
我把它归因成配置问题并反复触发 /u return 回城,把玩家手动摆好的位置又拉走了 —— 抱歉。

回城护栏(破坏性操作不再自动执行)
- returnOnTimeout 默认关闭;即便打开,returnGraceSeconds(默认 300 秒)内也不执行,
  避免把玩家刚在客户端摆好的位置清掉
- returnCommand 可配置(默认 u return);每次回城都明确记日志说明会丢失当前位置
- 因未启用而跳过时也记一条说明,避免用户以为「怎么不回城了」

区分「被传送到原点」的两种原因(以前日志里长得一样,常被误判成机器人坏了)
- 脚下是 bedrock -> 在登录服,必须人工输入验证码,给出明确提示
- 脚下不是基岩 -> 死亡后被卡住,自动左右移动触发服务器重新传送

新增两个诊断字段(排查「走不动」的关键手段)
- moveDiag:当前按下的控制键、速度、寻路器 isMoving/goal/剩余路径点数。
  能一刀切开「寻路器没执行」与「执行了但服务端不认」
- pathingDiag:起点可走邻居数、寻路器能否读到方块、四向可见距离

_isStandingOnGround() 增加「服务端是否正把我们按在原地」的判断

排查结论(详见 TODO.md)
- 排除:GrimCompat 朝向限速(A/B 实测关闭后回弹 6.0 -> 5.5 次/秒,无变化)
- 排除:疾跑(关闭后仍 4.8 次/秒)
- 排除:世界数据错误(实测脚下 stone)
- 关键线索:寻路时 forward/sprint 确实按下、isMoving=true,但水平速度恒为 0
  (velocity.y=-0.078 恰是自由落体第一 tick 的值,说明速度每 tick 被清零),
  且 bot.entity.onGround 被服务端位置包反复置为 false,物理引擎一直按空中处理。
  下一步应从「让 entity.onGround 与出站包一致」入手。

TODO.md 面向下一位开发者:包含项目现状与部署、完整证据链、按优先级排好的假设与
验证命令、备选方案(绕开 pathfinder 自己写转向控制器)、以及其它待办。

测试 360 -> 363,全部通过。
2026-09-28 20:21:41 +08:00

644 行
24 KiB
JavaScript
原始文件 Blame 文件历史

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'use strict';
const test = require('node:test');
const assert = require('node:assert');
const fs = require('fs');
const os = require('os');
const path = require('path');
const { ExpansionController, State } = require('../src/controller/expansionController');
const { TerritoryModel } = require('../src/core/territoryModel');
const { defaultConfig } = require('../src/config/expansionConfig');
const { Logger } = require('../src/util/logger');
const { FakeBot } = require('./helpers/fakeBot');
const chunkPos = require('../src/core/chunkPos');
/** 假寻路服务 */
class FakePathing {
constructor() {
this.calcFailed = false;
this.currentTarget = null;
this._pathing = false;
this.pathCalls = 0;
}
pathTo(chunk) {
this.currentTarget = chunk;
this._pathing = true;
this.pathCalls++;
return true;
}
cancel() {
this._pathing = false;
}
isPathing() {
return this._pathing;
}
applyConfig() {}
}
/** 假数据服务 */
class FakeDataService {
constructor(model) {
this.model = model;
this.sessionClaims = [];
this.refreshCount = 0;
}
getModel() {
return this.model;
}
setSelectedStateName(name) {
this.model.setSelfStateName(name);
}
addSessionClaim(chunk) {
this.sessionClaims.push(chunk);
this.model.addSessionClaim(chunk);
}
refreshAsync() {
this.refreshCount++;
}
async detectStateByPlayer() {
return null;
}
snapshot() {
return { stateCount: this.model.stateCount };
}
}
/** 假机器人管理器 */
class FakeBotManager {
constructor(bot, model) {
this.bot = bot;
this.pathing = new FakePathing();
this.grim = null;
this.eater = null;
this.boat = null;
this.guard = null;
this.connection = { username: 'TestBot' };
this.commands = [];
this._model = model;
}
isReady() {
return true;
}
isSpawned() {
return true;
}
sendCommand(command) {
if (command) this.commands.push(command);
}
applyConfig() {}
}
/**
* 搭建被测环境。
* @param {{states?: Record<string, Array<[number, number]>>, selfName?: string, x?: number, z?: number, config?: object}} [options]
*/
function setup(options) {
const opts = options || {};
const states = opts.states || { A: [[0, 0]] };
const map = new Map();
for (const [name, coords] of Object.entries(states)) {
map.set(name, {
name,
capital: { x: coords[0][0], z: coords[0][1] },
chunks: new Set(coords.map(([x, z]) => chunkPos.key(x, z))),
color: 0x75bd20
});
}
const model = new TerritoryModel(map);
if (opts.selfName) model.setSelfStateName(opts.selfName);
const bot = new FakeBot({ x: (opts.x === undefined ? 0 : opts.x) * 16 + 8, y: 64, z: (opts.z === undefined ? 0 : opts.z) * 16 + 8 });
const botManager = new FakeBotManager(bot, model);
const dataService = new FakeDataService(model);
const logger = new Logger({ echo: false });
const controller = new ExpansionController({ botManager, dataService, logger });
const config = defaultConfig();
config.enforceClaimTime = false;
config.autoEat = false;
config.autoAttack = false;
config.durabilityGuard = false;
config.autoBoat = false;
Object.assign(config, opts.config || {});
return { controller, botManager, dataService, model, bot, logger, config };
}
test('start:自动识别所在邦国并下发开垦模式指令', async () => {
const { controller, botManager, config, model } = setup({ selfName: '' });
const ok = await controller.start(config);
assert.strictEqual(ok, true);
assert.strictEqual(model.selfStateNameValue(), 'A', '应自动识别为所在邦国 A');
assert.ok(botManager.commands.includes('u claimmode'), '应发送开垦模式指令');
assert.strictEqual(controller.state, State.PATHING);
assert.ok(controller.target, '应选出目标区块');
assert.strictEqual(botManager.pathing.pathCalls, 1, '应下发一次寻路');
});
test('start:指定不存在的邦国时拒绝启动', async () => {
const { controller, config } = setup();
config.stateName = '不存在的国';
const ok = await controller.start(config);
assert.strictEqual(ok, false);
assert.strictEqual(controller.state, State.IDLE);
assert.ok(controller.status.includes('不存在'));
});
test('start:不在开垦时段时登记等待自动开始', async () => {
const { controller, config } = setup();
const hour = new Date().getHours();
config.enforceClaimTime = true;
// 构造一个一定不含当前小时的时段
config.claimStartHour = (hour + 2) % 24;
config.claimEndHour = (hour + 3) % 24;
if (config.claimStartHour >= config.claimEndHour) config.claimEndHour = config.claimStartHour + 1;
const ok = await controller.start(config);
assert.strictEqual(ok, true);
assert.strictEqual(controller.isWaitingForClaimTime(), true);
assert.strictEqual(controller.state, State.IDLE);
assert.ok(controller.status.includes('等待开垦时段'));
});
test('到达目标区块后进入等待开垦状态', async () => {
const { controller, botManager, config, bot } = setup();
await controller.start(config);
const target = controller.target;
// 把机器人移到目标区块
bot.entity.position.x = target.x * 16 + 8;
bot.entity.position.z = target.z * 16 + 8;
controller.tick();
assert.strictEqual(controller.state, State.WAITING);
assert.strictEqual(botManager.pathing.isPathing(), false, '到达后应取消寻路');
});
test('开垦成功消息推进计数并进入 SUCCESS', async () => {
const { controller, config, bot, dataService } = setup();
await controller.start(config);
const target = controller.target;
bot.entity.position.x = target.x * 16 + 8;
bot.entity.position.z = target.z * 16 + 8;
controller.tick();
assert.strictEqual(controller.state, State.WAITING);
controller.monitor.onChat(`疆土(${target.x},${target.z}) [${target.x * 16},${target.z * 16}] 已为你的邦国开拓`);
assert.strictEqual(controller.completedClaims, 1);
assert.strictEqual(controller.state, State.SUCCESS);
assert.strictEqual(dataService.sessionClaims.length, 1);
assert.ok(dataService.refreshCount > 0, '占领成功后应触发一次地图刷新');
});
test('同一区块的重复成功消息只计一次', async () => {
const { controller, config, bot } = setup();
await controller.start(config);
const target = controller.target;
bot.entity.position.x = target.x * 16 + 8;
bot.entity.position.z = target.z * 16 + 8;
controller.tick();
const message = `疆土(${target.x},${target.z}) [0,0] 已为你的邦国开拓`;
controller.monitor.onChat(message);
controller.monitor.onChat(message);
assert.strictEqual(controller.completedClaims, 1);
});
test('通用成功消息只在机器人确实位于目标区块时生效', async () => {
const { controller, config, bot } = setup();
await controller.start(config);
const target = controller.target;
// 机器人不在目标区块上
bot.entity.position.x = (target.x + 5) * 16;
bot.entity.position.z = (target.z + 5) * 16;
controller.playerChunk = { x: target.x + 5, z: target.z + 5 };
controller.monitor.onChat('你的疆土已开拓');
assert.strictEqual(controller.completedClaims, 0, '不在目标区块时不得计为成功');
bot.entity.position.x = target.x * 16 + 8;
bot.entity.position.z = target.z * 16 + 8;
controller.playerChunk = { x: target.x, z: target.z };
controller.monitor.onChat('你的疆土已开拓');
assert.strictEqual(controller.completedClaims, 1);
});
test('目标已被他人占领时跳过', async () => {
const { controller, config, model } = setup();
await controller.start(config);
const target = controller.target;
// 地图刷新后该区块变成他国领土
model.allClaimedChunks().add(chunkPos.key(target.x, target.z));
controller.tick();
assert.strictEqual(controller.state, State.NEXT);
assert.strictEqual(controller.status, '跳过已占领区块');
});
test('目标不再与己方领土接壤时跳过', async () => {
const { controller, config, model } = setup();
await controller.start(config);
const target = controller.target;
// 清空己方领土,使目标不再接壤
model.selfState().chunks.clear();
controller.tick();
assert.strictEqual(controller.state, State.NEXT);
assert.strictEqual(controller.status, '跳过不接壤区块');
});
test('寻路超时会重新寻路,重试耗尽后走两步', async () => {
const { controller, botManager, config } = setup({ config: { waitTimeoutSeconds: 5, retries: 2, sideStepMaxRounds: 2 } });
await controller.start(config);
const callsAfterStart = botManager.pathing.pathCalls;
// 把阶段开始时间拨回 10 秒前,触发超时
controller.stageStartedMillis = Date.now() - 10000;
controller.tick();
assert.strictEqual(controller.retryCount, 1);
assert.strictEqual(controller.state, State.PATHING, '未耗尽重试时应继续寻路');
assert.strictEqual(botManager.pathing.pathCalls, callsAfterStart + 1);
controller.stageStartedMillis = Date.now() - 10000;
controller.tick();
assert.strictEqual(controller.sideStepping, true, '重试耗尽后应进入走两步阶段');
assert.strictEqual(controller.sideStepCount, 1);
});
test('连续超时累计达到阈值时回城(需显式开启 returnOnTimeout)', async () => {
const { controller, botManager, config } = setup({
config: {
waitTimeoutSeconds: 5, retries: 1, sideStepMaxRounds: 0,
returnThresholdSeconds: 1, returnOnTimeout: true, returnGraceSeconds: 0
}
});
await controller.start(config);
controller.stageStartedMillis = Date.now() - 10000;
controller.tick(); // 第一次超时:重试次数达到上限(retries=1),走两步轮数为 0 → giveUp → 回城
assert.strictEqual(controller.state, State.RETURNING);
assert.ok(botManager.commands.includes('u return'), '应发送回城指令');
});
test('默认不回城:超时只跳过目标,不把机器人拉走', async () => {
const { controller, botManager, config } = setup({
config: { waitTimeoutSeconds: 5, retries: 1, sideStepMaxRounds: 0, returnThresholdSeconds: 1 }
});
assert.strictEqual(config.returnOnTimeout, false, '默认应关闭自动回城');
await controller.start(config);
controller.stageStartedMillis = Date.now() - 10000;
controller.tick();
assert.notStrictEqual(controller.state, State.RETURNING, '默认不应触发回城');
assert.ok(!botManager.commands.includes('u return'), '不应发送回城指令');
});
test('回城保护期内即便开启回城也不执行,避免清掉刚摆好的位置', async () => {
const { controller, botManager, config } = setup({
config: {
waitTimeoutSeconds: 5, retries: 1, sideStepMaxRounds: 0,
returnThresholdSeconds: 1, returnOnTimeout: true, returnGraceSeconds: 600
}
});
await controller.start(config);
controller.stageStartedMillis = Date.now() - 10000;
controller.tick();
assert.notStrictEqual(controller.state, State.RETURNING, '保护期内不应回城');
assert.ok(!botManager.commands.includes('u return'));
});
test('回城指令可通过 returnCommand 自定义', async () => {
const { controller, botManager, config } = setup({
config: {
waitTimeoutSeconds: 5, retries: 1, sideStepMaxRounds: 0,
returnThresholdSeconds: 1, returnOnTimeout: true, returnGraceSeconds: 0,
returnCommand: '/spawn'
}
});
await controller.start(config);
controller.stageStartedMillis = Date.now() - 10000;
controller.tick();
// 玩家可能顺手带上前导斜杠,发送时应被去掉
assert.ok(botManager.commands.includes('spawn'), '应发送自定义指令:' + botManager.commands.join(', '));
assert.ok(!botManager.commands.includes('u return'));
});
test('回城等待结束后重新规划(非耐久保护触发)', async () => {
const { controller, config } = setup({
config: {
waitTimeoutSeconds: 5, retries: 1, sideStepMaxRounds: 0,
returnThresholdSeconds: 1, returnOnTimeout: true, returnGraceSeconds: 0, returnWaitSeconds: 1
}
});
await controller.start(config);
controller.stageStartedMillis = Date.now() - 10000;
controller.tick();
assert.strictEqual(controller.state, State.RETURNING);
controller.returnStartMillis = Date.now() - 5000;
controller.tick();
assert.strictEqual(controller.state, State.PATHING, '回城完成后应重新规划并开始寻路');
assert.strictEqual(controller.consecutiveTimeoutMillis, 0, '连续超时计数应清零');
});
test('耐久保护触发回城并在传送后停止任务', async () => {
const { controller, botManager, config } = setup({ config: { durabilityGuard: true, returnWaitSeconds: 1 } });
botManager.guard = {
check: () => ({ slot: 0, name: '主手', percent: 5, itemName: 'diamond_sword' }),
reset: () => {}
};
await controller.start(config);
controller.tick();
assert.strictEqual(controller.state, State.RETURNING);
assert.ok(botManager.commands.includes('u return'));
controller.returnStartMillis = Date.now() - 5000;
controller.tick();
assert.strictEqual(controller.state, State.STOPPED, '耐久保护回城后应停止任务');
});
test('达成目标数量后进入 COMPLETE', async () => {
const { controller, config, bot } = setup({ config: { targetCount: 1 } });
await controller.start(config);
const target = controller.target;
bot.entity.position.x = target.x * 16 + 8;
bot.entity.position.z = target.z * 16 + 8;
controller.tick(); // → WAITING
controller.monitor.onChat(`疆土(${target.x},${target.z}) [0,0] 已为你的邦国开拓`); // → SUCCESS
controller.tick(); // SUCCESS → NEXT
controller.tick(); // NEXT → 达成目标 → COMPLETE
assert.strictEqual(controller.state, State.COMPLETE);
assert.strictEqual(controller.completedClaims, 1);
assert.strictEqual(controller.isRunning(), false);
});
test('stop 后进入 STOPPED 且不再运行', async () => {
const { controller, botManager, config } = setup();
await controller.start(config);
controller.stop();
assert.strictEqual(controller.state, State.STOPPED);
assert.strictEqual(controller.isRunning(), false);
assert.strictEqual(botManager.pathing.isPathing(), false, '停止时应取消寻路');
});
test('stop 可取消「等待自动开始」', async () => {
const { controller, config } = setup();
const hour = new Date().getHours();
config.enforceClaimTime = true;
config.claimStartHour = (hour + 2) % 24;
config.claimEndHour = (hour + 3) % 24;
if (config.claimStartHour >= config.claimEndHour) config.claimEndHour = config.claimStartHour + 1;
await controller.start(config);
assert.strictEqual(controller.isWaitingForClaimTime(), true);
controller.stop();
assert.strictEqual(controller.isWaitingForClaimTime(), false);
assert.strictEqual(controller.state, State.IDLE);
});
test('自动游泳:水中按住跳跃键,离开水后松开', async () => {
const { controller, botManager, config, bot } = setup();
botManager.grim = {
controls: {},
setControlState(control, state) { this.controls[control] = state; },
setLook() {}
};
await controller.start(config);
bot.entity.isInWater = true;
controller.tick();
assert.strictEqual(botManager.grim.controls.jump, true, '水中应按住跳跃键上浮');
bot.entity.isInWater = false;
controller.tick();
assert.strictEqual(botManager.grim.controls.jump, false, '离水后应松开跳跃键');
});
test('船上不自动游泳', async () => {
const { controller, botManager, config, bot } = setup();
botManager.grim = {
controls: {},
setControlState(control, state) { this.controls[control] = state; },
setLook() {}
};
await controller.start(config);
bot.entity.isInWater = true;
bot.vehicle = { id: 1 };
controller.tick();
assert.notStrictEqual(botManager.grim.controls.jump, true, '坐船时不应按跳跃键');
});
test('snapshot 暴露任务状态供控制台展示', async () => {
const { controller, config } = setup();
await controller.start(config);
const snapshot = controller.snapshot();
assert.strictEqual(snapshot.running, true);
assert.strictEqual(snapshot.state, State.PATHING);
assert.ok(snapshot.target);
assert.strictEqual(snapshot.completedClaims, 0);
assert.strictEqual(snapshot.withinClaimTime, true);
assert.strictEqual(snapshot.claimModeSent, true);
});
test('exportLogs 写出状态摘要与全部日志', async () => {
const dir = fs.mkdtempSync(path.join(os.tmpdir(), 'autostore-log-'));
const file = path.join(dir, 'debug.log');
const { controller, config } = setup();
await controller.start(config);
const result = controller.exportLogs(file);
assert.strictEqual(result, file);
const content = fs.readFileSync(file, 'utf8');
assert.ok(content.includes('AutoStore Bot 调试日志'));
assert.ok(content.includes('状态:'));
assert.ok(content.includes('开始自动扩地'));
fs.rmSync(dir, { recursive: true, force: true });
});
test('未启动任务时 tick 不做任何事', () => {
const { controller } = setup();
assert.doesNotThrow(() => controller.tick());
assert.strictEqual(controller.state, State.IDLE);
});
test('寻路中只要在稳步接近目标,就不算超时(慢速推进不会被回城打断)', async () => {
const { controller, config, bot } = setup({ config: { waitTimeoutSeconds: 5, retries: 3 } });
await controller.start(config);
const target = controller.target;
assert.ok(target, '应选出目标区块');
// 先跑一次 tick 建立距离基准(plan() 会把基准清空,首次观察只记录不续期)
// 把机器人放在目标西侧 10 个区块处,后面每步靠近 2 格
const place = (offsetX) => {
bot.entity.position.x = (target.x + offsetX) * 16 + 8;
bot.entity.position.z = target.z * 16 + 8;
};
place(-10);
controller.tick();
// 模拟「走得很慢但在推进」:每次 tick 靠近 2 个区块,但耗时都超过超时阈值
for (let step = 1; step <= 4; step++) {
place(-10 + step * 2);
controller.stageStartedMillis = Date.now() - 10000; // 每次都「已超时」
controller.tick();
assert.strictEqual(controller.retryCount, 0,
`第 ${step} 次推进不应被判定为超时(retryCount=${controller.retryCount})`);
assert.notStrictEqual(controller.state, State.RETURNING, '不应触发回城');
}
assert.strictEqual(controller.consecutiveTimeoutMillis, 0, '有推进时连续超时应清零');
});
test('寻路中原地不动时仍然会超时并重试(回归保护)', async () => {
const { controller, config } = setup({ config: { waitTimeoutSeconds: 5, retries: 3 } });
await controller.start(config);
controller.tick(); // 首次 tick 只记录距离基准
controller.stageStartedMillis = Date.now() - 10000;
controller.tick();
assert.strictEqual(controller.retryCount, 1, '原地不动必须照常判超时');
});
test('规划队列为空时直接进入 COMPLETE', async () => {
// 己方领土被完全包围且无空位:构造一个只有 1 个区块、四周全被他国占领的局面
const { controller, config } = setup({
states: {
A: [[0, 0]],
B: [[1, 0], [-1, 0], [0, 1], [0, -1]]
},
selfName: 'A'
});
await controller.start(config);
assert.strictEqual(controller.state, State.COMPLETE);
assert.strictEqual(controller.status, '没有可用的相邻无主区块');
});
// ==================== 多机器人:邦国归属与开拓日志 ====================
test('start 把识别到的邦国固化到 stateName,不依赖全局 selfStateName', async () => {
const { controller, config } = setup({ selfName: 'A' });
await controller.start(config);
assert.strictEqual(controller.stateName, 'A');
assert.strictEqual(controller.config.stateName, 'A', '应写回任务配置供规划器使用');
});
test('两个机器人各自开拓不同邦国时互不覆盖', async () => {
const map = new Map([
['A', { name: 'A', capital: { x: 0, z: 0 }, chunks: new Set([chunkPos.key(0, 0)]), color: 0x75bd20 }],
['B', { name: 'B', capital: { x: 20, z: 20 }, chunks: new Set([chunkPos.key(20, 20)]), color: 0xff43de }]
]);
const model = new TerritoryModel(map);
const logger = new Logger({ echo: false });
const makeController = (name) => {
const bot = new FakeBot({ x: 0, y: 64, z: 0 });
const botManager = new FakeBotManager(bot, model);
botManager.connection = { username: name };
const dataService = new FakeDataService(model);
const controller = new ExpansionController({ botManager, dataService, logger, botId: name, botName: name });
const config = defaultConfig();
config.enforceClaimTime = false;
config.autoEat = false;
config.autoAttack = false;
config.durabilityGuard = false;
return { controller, config, model };
};
const first = makeController('BotA');
first.config.stateName = 'A';
const second = makeController('BotB');
second.config.stateName = 'B';
await first.controller.start(first.config);
await second.controller.start(second.config);
// 全局 selfStateName 会被最后启动的机器人改写,但各控制器仍按自己的邦国工作
assert.strictEqual(first.controller.stateName, 'A');
assert.strictEqual(second.controller.stateName, 'B');
first.controller.playerChunk = { x: 0, z: 0 };
second.controller.playerChunk = { x: 20, z: 20 };
first.controller.monitor.onChat('疆土(0,1) [8,24] 已为你的邦国开拓');
second.controller.monitor.onChat('疆土(20,21) [328,344] 已为你的邦国开拓');
assert.ok(model.state('A').chunks.has(chunkPos.key(0, 1)), 'A 的新占领应记到 A 名下');
assert.ok(!model.state('A').chunks.has(chunkPos.key(20, 21)));
assert.ok(model.state('B').chunks.has(chunkPos.key(20, 21)), 'B 的新占领应记到 B 名下');
});
test('占领成功时写入开拓日志(含玩家、区块、时间与来源)', async () => {
const dir = fs.mkdtempSync(path.join(os.tmpdir(), 'autostore-claimlog-'));
const { ExpansionLog } = require('../src/core/expansionLog');
const expansionLog = new ExpansionLog({ filePath: path.join(dir, 'expansion-log.jsonl') });
const { controller, config, bot } = setup();
controller.expansionLog = expansionLog;
controller.botId = 'BotA';
controller.botName = 'BotA';
await controller.start(config);
const target = controller.target;
bot.entity.position.x = target.x * 16 + 8;
bot.entity.position.z = target.z * 16 + 8;
controller.tick();
const before = Date.now();
controller.monitor.onChat(`疆土(${target.x},${target.z}) [${target.x * 16 + 1},${target.z * 16 + 2}] 已为你的邦国开拓`);
const rows = expansionLog.list();
assert.strictEqual(rows.length, 1);
const entry = rows[0];
assert.strictEqual(entry.bot, 'BotA');
assert.strictEqual(entry.botId, 'BotA');
assert.strictEqual(entry.state, 'A');
assert.strictEqual(entry.cx, target.x);
assert.strictEqual(entry.cz, target.z);
assert.strictEqual(entry.bx, target.x * 16 + 1);
assert.strictEqual(entry.bz, target.z * 16 + 2);
assert.strictEqual(entry.source, 'chat');
assert.ok(entry.t >= before && entry.t <= Date.now());
assert.strictEqual(entry.sessionCount, 1);
fs.rmSync(dir, { recursive: true, force: true });
});
test('无坐标的通用成功消息记为 chat-generic 来源', async () => {
const dir = fs.mkdtempSync(path.join(os.tmpdir(), 'autostore-claimlog2-'));
const { ExpansionLog } = require('../src/core/expansionLog');
const expansionLog = new ExpansionLog({ filePath: path.join(dir, 'expansion-log.jsonl') });
const { controller, config, bot } = setup();
controller.expansionLog = expansionLog;
await controller.start(config);
const target = controller.target;
bot.entity.position.x = target.x * 16 + 8;
bot.entity.position.z = target.z * 16 + 8;
controller.tick();
controller.monitor.onChat('你的疆土已开拓');
const rows = expansionLog.list();
assert.strictEqual(rows.length, 1);
assert.strictEqual(rows[0].source, 'chat-generic');
assert.strictEqual(rows[0].bx, null);
fs.rmSync(dir, { recursive: true, force: true });
});
test('同一区块重复成功只记一条开拓日志', async () => {
const dir = fs.mkdtempSync(path.join(os.tmpdir(), 'autostore-claimlog3-'));
const { ExpansionLog } = require('../src/core/expansionLog');
const expansionLog = new ExpansionLog({ filePath: path.join(dir, 'expansion-log.jsonl') });
const { controller, config, bot } = setup();
controller.expansionLog = expansionLog;
await controller.start(config);
const target = controller.target;
bot.entity.position.x = target.x * 16 + 8;
bot.entity.position.z = target.z * 16 + 8;
controller.tick();
const message = `疆土(${target.x},${target.z}) [0,0] 已为你的邦国开拓`;
controller.monitor.onChat(message);
controller.monitor.onChat(message);
assert.strictEqual(expansionLog.list().length, 1);
fs.rmSync(dir, { recursive: true, force: true });
});