Module tests_game_config

Source

Constants§

ARTIFACT_REWARD_BUNDLE_ID
The fixture’s stand-in for a shipped top-1 weekly rating bundle: currency + HALFWAY_BELL_ARTIFACT_ID, claimed all at once. Appended LAST so every index-based bundle test keeps pointing at the bundle it used to.
ASPECT_AFTERIMAGE_ID
ASPECT_ALTERNATOR_ID
ASPECT_BACKGROUND_VOICE_ID
ASPECT_CATCH_UP_ID
ASPECT_CRESCENDO_ID
ASPECT_CROSS_RELAY_ID
ASPECT_FOCUSED_ENGINE_ID
ASPECT_INCOMING_SALVO_ID
ASPECT_LAST_WORD_ID
ASPECT_OPENING_FIVE_ID
ASPECT_SECOND_HALF_ID
ASPECT_SHADOW_ROUND_ID
ASPECT_SMALL_GEARS_ID
ASPECT_STAGGERED_ENTRANCE_ID
ASPECT_WARM_START_ID
HALFWAY_BELL_ARTIFACT_ID
ART-03 Halfway Bell — the flip-threshold World Law.
LAW_COLUMN_UNLOCK_CHAPTER
Chapter the Law column is scheduled at IN TESTS: open from the start, like the Aspect column, so a right-column test does not have to fake progression. The shipped schedule is in artifacts_settings/_data.yaml.
LAW_CURRENT_POWER_ID
LAW_DEEP_SPAN_ID
LAW_EXPORT_POWER_ID
LAW_EXTRA_SPAN_ID
LAW_FIRST_ARTICLE_ID
LAW_FULL_CONFIDENCE_ID
LAW_LATE_AWAKENING_ID
LAW_LINKED_ECHO_ID
LAW_PROXY_READER_ID
LAW_READY_TARGET_ID
LAW_RECIPROCAL_GATE_ID
LAW_SHORT_SPAN_ID
LAW_SINGLE_LESSON_ID
LAW_SOURCE_FOCUS_ID
STARTER_ARTIFACT_BUNDLE_ID
Starter bundle of the INITIAL class (game_settings.initial_class_id), granting THIN_MIRROR_ARTIFACT_ID and nothing else.
STARTER_ARTIFACT_ID
Ids of the shipped artifact content, shared with the storage YAML so a test and the deployed config address the same objects.
TEST_ABILITY_SWING_AOE
Multi-target swing: one cast, one real swing per living enemy, all on the cast’s own tick. SkillMinTargets counts targets within a single cast, so it is only reachable from an ability like this one.
TEST_ABILITY_SWING_BASIC
A Basic Attack that really swings — mechanics::fight::attack, not a flat Damage event. Needed because every other fixture ability short-circuits the damage primitives, so nothing armed for “the next attack” was ever observed being spent.
TEST_ABILITY_SWING_SKILL
The Skill-family counterpart of TEST_ABILITY_SWING_BASIC: same swing, deliberately absent from every class kit so it classifies as a Skill.
TEST_ATTR_ARMOR_MOD
armor.mod — the percentage companion of armor (see generate_attributes).
TEST_ATTR_RECEIVED_DAMAGE
Neutral incoming-damage multiplier. Its presence is what lets a real swing deal damage at all — see the attribute’s own comment.
TEST_LAW_FANTASY_ATTACK
TEST_LAW_FANTASY_ECHO
Arms a derived repeat of the next original Skill (FL-06 / FL-12).
TEST_LAW_FANTASY_HEALING
TEST_LAW_FANTASY_INACTIVE
Mana-dependent and therefore shipped INACTIVE, exactly like RL-07, RL-08 and FL-08 in the live catalog.
TEST_LAW_FANTASY_KILL
Fires on “a Core action killed an enemy” — the RL-11 / FL-09 shape.
TEST_LAW_FANTASY_READY
Makes the shortest remaining cooldown ready (FL-11).
TEST_LAW_FANTASY_THREE_SPELLS
Fires on condition_value DISTINCT Skills inside condition_window_ticks (Three_Spell_Rule) — the only condition with a live time window.
TEST_LAW_REAL_ATTACK
TEST_LAW_REAL_CUT_ALL
Takes ticks off every remaining cooldown (RL-11 / FL-04).
TEST_LAW_REAL_CUT_LONGEST
Takes ticks off the single longest remaining cooldown (RL-03).
TEST_LAW_REAL_DEFENSE
TEST_LAW_REAL_DODGE
Fires on a Core Dodge, so a test can drive a law from a defensive outcome.
TEST_LAW_REAL_HEAL_TAG
Fires on an original Skill carrying the Heal tag (RL-06 / FL-06).
TEST_LAW_REAL_HP_GUARD
Timed incoming-damage reduction on an HP threshold (RL-10).
TEST_LAW_REAL_NEXT_ATTACK
Arms the owner’s next BASIC attack (RL-02 / RL-08).
TEST_LAW_REAL_PHASE
Fires when the owner’s side comes up (RL-12 / FL-11), once per phase.
TEST_LAW_REAL_WIDE_CAST
Fires on a Skill that reaches at least condition_value targets (Crowd_Opening / Wide_Explosion).
TEST_SWING_POWER
Fixed power both swinging fixtures attack with, so a test can compare a run with a law against a run without one and attribute the whole difference to the law.
THIN_MIRROR_ARTIFACT_ID
ART-02 Thin Mirror — the hidden-law World Law.

Functions§

generate_ability_stone_settings
generate_ability_stones
Ability-stone catalog for tests: one support per operation family, each with an op set narrow enough that a test can address it unambiguously, so every branch of the modifier fold and of the shape expansion has a fixture to drive it. The shipped 20-support catalog lives in the storage YAML; its numbers are checked against the deployed config in tests/test_support_stone_catalog.rs.
generate_game_config_for_tests
generate_test_talents
received_damage_attribute
The received_damage attribute, deliberately NOT part of the default test config.