卫戍协议:盟约 web remake — initial import
Online co-op browser remake of Arknights' Stronghold Protocol: Alliance (client-simulated combat, official waves/bonds/items/strategies, 3D board, facing wheel, operator loadout, official emotes, deployment scripts).
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// server/sim/content/bonds/addon/battle.js — battle side of the 15 add-on bonds (research 02 §3.9–§3.23).
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//
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// Every number comes from data/bonds.json (`env_gbuff_new` buff blackboards). Effects only apply to the owning
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// player's units (`unit.ownerId === playerId`): two players sharing a boss / 联防 field never buff each other.
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// Layer-dependent values read the LIVE layers (`battle.getPlayer(pid).bonds[id].layers`): an IN_BATTLE layer gain
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// (engine `layerGain` hook, which fires before the layers are written) schedules one deferred recompute per player.
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//
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// 精准 preciShip members ATK ×(1 + base_atk + atk_per_stack·L); tier 2 (3 distinct): members + RANGED operators,
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// which also ignore power_def_penetrate DEF / power_magic_resist_penetrate RES (defIgnorePct / resIgnorePct)
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// 迅捷 swiftShip member skill end → p = min(1, base_prob + prob_per_stack·L): +normal_sp SP; L ≥ power_bond_stack_cnt:
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// every operator's skill end rolls p again for +power_sp (members roll both, research [ASSUMED])
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// 灵巧 skillfulShip aura: members + operators on their 4 (L ≥ 40: 8) adjacent tiles ASPD +(base + per·L), once per unit
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// 奥术 arcaneShip member arts damage → target arts taken ×(base + per·L) for weak_duration s (one refreshing instance
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// per player); tier 2: ×power_weak_scale when the target is below hp_ratio at application
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// 坚守 steadShip all operators max HP ×(1 + base + per·L); tier 2: 40 % of a non-member operator's damage is borne by
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// the members on the field (split evenly, sourceless true damage — already mitigated), members’ thorns
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// (base + per·L arts, sourceless, ≤ 1 per cd_duration per member) + 脆弱 ×damage_scale for weak[limit] s
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// 助力 deputShip all operators DEF ×(1 + base + per·L), redeploy time ×(1 + respawn_time)
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// 突袭 raidShip member idle ≥ no_attack_duration s (or skill ready) with no enemy in range → "保留技力立即再部署"
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// next to the most advanced ground enemy: a real redeployment (retreat + free redeploy on the
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// landing tile, full HP, `deploy` fires — 部署时 traits such as 史尔特尔, 突袭手雷, 卡西米尔, 叙拉古)
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// with its SP / charges kept (engine redeploy tile + keepSp); ATK/HP ×(1 + base + per·L)
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// until it leaves the field; later redeploys use its board tile again;
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// L ≥ power_bond_stack_cnt: every operator ASPD +power_attack_speed
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// 不屈 indomShip ground operator knocked out → p = min(1, base + per·L) immediate free redeploy; tier 2: every
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// operator on the field +sp SP
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// 协防 emptyShip all operators phys/arts taken ×(1 − damage_resistance); members dealt ×damage_scale_normal
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// (elite ×damage_scale_extra)
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// 独行 soloShip the member(s) ATK ×(1 + atk), HP ×(1 + max_hp), +sp SP on every deploy
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// 绝技 suntShip tier 1: elite operators ATK ×(1 + power_atk); tier 2: elites (and their summons) SP cost ×sp_ratio
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// 远见 / 奇迹 / 投资人 / 调和 have no battle effect (prep side, membership in support/index.js).
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//
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// Hooks registered only when a bond needs them. Priorities: `hit` −20 (坚守 redirect, after other modifiers had their
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// say), `death` 10 (不屈, the bond slot of the revive/redeploy convention); everything else 0.
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import { absoluteRangeKeys, canTargetEnemy } from '../../../targeting.js';
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import { COLS } from '../../../constants.js';
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import { localOrder, localBefore } from '../../../dir.js';
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import {
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num, bondRecord, buffParams, bondTier, bondLayers, isMember, isElite, isGroundOp, onField, playerOps, passiveBuff,
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fxOn, N4, N8,
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} from '../../support/index.js';
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export const ID = Object.freeze({
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preci: 'preciShip', swift: 'swiftShip', skillful: 'skillfulShip', arcane: 'arcaneShip', stead: 'steadShip',
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deput: 'deputShip', raid: 'raidShip', indom: 'indomShip', empty: 'emptyShip', solo: 'soloShip', sunt: 'suntShip',
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});
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export const KEY = Object.freeze({
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preci: 'bond:preciShip', stead: 'bond:steadShip', deput: 'bond:deputShip', skillful: 'bond:skillfulShip',
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raid: 'bond:raidShip', raidAspd: 'bond:raidShip:aspd', empty: 'bond:emptyShip', emptyDmg: 'bond:emptyShip:dmg',
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solo: 'bond:soloShip', sunt: 'bond:suntShip', arcane: 'bond:arcaneShip',
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});
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/** Bonds whose battle values depend on layers (recomputed on in-battle gains). */
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const LAYERED = new Set([ID.preci, ID.swift, ID.skillful, ID.arcane, ID.stead, ID.deput, ID.raid, ID.indom]);
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const STEAD_CD = 'bond:steadShip:cd';
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const AURA_POLL = 0.25;
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const RAID_POLL = 0.25;
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const RAID_SEARCH = 2; // landing tiles within this Chebyshev distance of the target enemy
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/** `env_gbuff_new` blackboard of a bond (numbers only). */
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export function bondBb(bondId) {
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return buffParams(bondRecord(bondId), 'env_gbuff_new') ?? {};
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}
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/** 迅捷 / 不屈 proc chance p = min(1, base_prob + prob_per_stack·L). */
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export const procChance = (bb, L) => Math.max(0, Math.min(1, num(bb.base_prob) + num(bb.prob_per_stack) * L));
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const prob = procChance;
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// =====================================================================================================================
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// per-player state
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function makeState(battle, p) {
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const pid = p.playerId;
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const ops = playerOps(battle, pid);
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const st = { pid, ops, tiers: {}, bb: {}, members: {} };
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for (const id of Object.values(ID)) {
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const t = bondTier(battle, pid, id);
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if (t <= 0) continue;
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st.tiers[id] = t;
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st.bb[id] = bondBb(id);
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st.members[id] = new Set(ops.filter((u) => isMember(battle, u, id)));
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}
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return st;
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}
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const L = (battle, st, id) => bondLayers(battle, st.pid, id);
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// =====================================================================================================================
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// match-long passives (re-applied on layer changes; passiveBuff replaces by key → idempotent)
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function applyPassives(battle, st) {
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const t = st.tiers;
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if (t[ID.preci]) {
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const bb = st.bb[ID.preci];
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const wide = t[ID.preci] >= 2;
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const mods = { atkMul: 1 + num(bb.base_atk) + num(bb.atk_per_stack) * L(battle, st, ID.preci) };
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if (wide) { mods.defIgnorePct = num(bb.power_def_penetrate); mods.resIgnorePct = num(bb.power_magic_resist_penetrate); }
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for (const u of st.ops) {
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if (st.members[ID.preci].has(u) || (wide && u.def?.position === 'RANGED')) passiveBuff(battle, u, KEY.preci, mods);
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}
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}
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if (t[ID.stead]) {
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const bb = st.bb[ID.stead];
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const mods = { hpMul: 1 + num(bb.base_max_hp) + num(bb.max_hp_per_stack) * L(battle, st, ID.stead) };
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for (const u of st.ops) passiveBuff(battle, u, KEY.stead, mods);
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}
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if (t[ID.deput]) {
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const bb = st.bb[ID.deput];
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const mods = { defMul: 1 + num(bb.base_def) + num(bb.def_per_stack) * L(battle, st, ID.deput), redeployMul: Math.max(0, 1 + num(bb.respawn_time)) };
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for (const u of st.ops) passiveBuff(battle, u, KEY.deput, mods);
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}
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if (t[ID.raid]) {
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const bb = st.bb[ID.raid];
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const lv = L(battle, st, ID.raid);
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const milestone = num(bb.power_bond_stack_cnt, Infinity);
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if (lv >= milestone) {
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const mods = { aspd: num(bb.power_attack_speed) };
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for (const u of st.ops) passiveBuff(battle, u, KEY.raidAspd, mods);
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if (!st.raidMilestone) { st.raidMilestone = true; for (const u of st.members[ID.raid]) if (onField(u)) { fxOn(battle, 'bondMilestone', u, KEY.raid, 'aspd'); break; } }
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}
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st.raidMods = raidMods(bb, lv);
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for (const u of st.members[ID.raid]) {
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const b = u.findBuff(KEY.raid);
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if (b) { b.mods = st.raidMods; u.markDirty(); }
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}
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}
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if (t[ID.arcane]) {
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const bb = st.bb[ID.arcane];
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const m = num(bb.base_damage_scale, 1) + num(bb.damage_scale_per_stack) * L(battle, st, ID.arcane);
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st.arcaneMods = { artsTakenMul: Math.max(0, m) };
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st.arcaneLowMods = { artsTakenMul: Math.max(0, m * num(bb.power_weak_scale, 1)) };
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}
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if (t[ID.skillful]) {
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const bb = st.bb[ID.skillful];
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const lv = L(battle, st, ID.skillful);
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const v = num(bb.base_attack_speed) + num(bb.attack_speed_per_stack) * lv;
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if (!st.auraMods || st.auraMods.aspd !== v) st.auraMods = { aspd: v };
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st.auraWide = lv >= num(bb.power_bond_stack_cnt, Infinity);
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}
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}
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function raidMods(bb, lv) {
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const mods = {
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atkMul: 1 + num(bb.base_atk) + num(bb.atk_per_stack) * lv,
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hpMul: 1 + num(bb.base_max_hp) + num(bb.max_hp_per_stack) * lv,
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};
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const aspd = num(bb.base_attack_speed) + num(bb.attack_speed_per_stack) * lv;
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if (aspd) mods.aspd = aspd;
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return mods;
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}
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/** Layer-independent passives (协防 / 独行 / 绝技), applied once. */
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function applyStatic(battle, st) {
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const t = st.tiers;
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if (t[ID.empty]) {
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const bb = st.bb[ID.empty];
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const taken = Math.max(0, 1 - num(bb.damage_resistance));
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for (const u of st.ops) {
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passiveBuff(battle, u, KEY.empty, { physTakenMul: taken, artsTakenMul: taken });
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if (st.members[ID.empty].has(u)) {
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passiveBuff(battle, u, KEY.emptyDmg, { dmgDealtMul: num(isElite(u) ? bb.damage_scale_extra : bb.damage_scale_normal, 1) });
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}
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}
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}
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if (t[ID.solo]) {
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const bb = st.bb[ID.solo];
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const mods = { atkMul: 1 + num(bb.atk), hpMul: 1 + num(bb.max_hp) };
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for (const u of st.members[ID.solo]) passiveBuff(battle, u, KEY.solo, mods);
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}
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if (t[ID.sunt]) {
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const bb = st.bb[ID.sunt];
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const mods = { atkMul: 1 + num(bb.power_atk) };
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for (const u of st.ops) {
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if (!isElite(u)) continue;
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passiveBuff(battle, u, KEY.sunt, mods);
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if (t[ID.sunt] >= 2) suntSpCost(u, bb);
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}
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}
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}
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function suntSpCost(u, bb) {
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const sk = u && u.skill;
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if (!sk || sk.noSkill || u.mem[KEY.sunt]) return;
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u.mem[KEY.sunt] = true;
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sk.spCostMul = sk.spCostMul * num(bb.sp_ratio, 1);
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}
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// =====================================================================================================================
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// 灵巧 aura
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function updateAura(battle, st) {
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const mods = st.auraMods;
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if (!mods) return;
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const next = st.auraNext ?? (st.auraNext = new Set());
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next.clear();
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const offs = st.auraWide ? N8 : N4;
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for (const m of st.members[ID.skillful]) {
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if (!onField(m)) continue;
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next.add(m);
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for (const [dr, dc] of offs) {
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const a = battle.unitAt(m.tileR + dr, m.tileC + dc);
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if (a && a.kind === 'op' && a.ownerId === st.pid && onField(a)) next.add(a);
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}
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}
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const cur = st.aura ?? (st.aura = new Set());
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for (const u of cur) if (!next.has(u)) battle.removeBuff(u, KEY.skillful);
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for (const u of next) {
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const b = u.findBuff(KEY.skillful);
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if (!b) battle.addBuff(u, { key: KEY.skillful, mods });
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else if (b.mods !== mods) { b.mods = mods; u.markDirty(); }
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}
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st.aura = next;
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st.auraNext = cur;
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}
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// =====================================================================================================================
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// 突袭 relocation
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function raidTile(battle, u, e) {
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const er = Math.round(e.y), ec = Math.round(e.x);
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const ek = er * COLS + ec;
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const ranged = u.def?.position === 'RANGED';
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const grid = u.rangeGrid || [[0, 0]];
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const ext = num(u.s.rangeExtend);
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let best = null, bs = null;
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for (let dr = -RAID_SEARCH; dr <= RAID_SEARCH; dr++) {
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for (let dc = -RAID_SEARCH; dc <= RAID_SEARCH; dc++) {
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const r = er + dr, c = ec + dc;
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if (!battle.grid.inRect(r, c) || battle.isReservedTile(r, c)) continue;
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if (!battle.grid.canStand(r, c, { ranged })) continue;
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const covers = absoluteRangeKeys(grid, r, c, u.dir, ext).includes(ek) ? 0 : 1;
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const d = Math.max(Math.abs(dr), Math.abs(dc)) + 0.01 * (Math.abs(dr) + Math.abs(dc));
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// last tie-break: the offset in the unit's facing-RIGHT frame (sim/dir.js localOrder; for a RIGHT-facing unit the
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// plain tile-key order), so the landing tile turns with its direction
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const s0 = covers, s1 = d, s2 = localOrder(dr, dc, u.dir);
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if (!bs || s0 < bs[0] || (s0 === bs[0] && (s1 < bs[1] - 1e-9 || (Math.abs(s1 - bs[1]) <= 1e-9 && localBefore(s2, bs[2]))))) { best = [r, c, covers === 0]; bs = [s0, s1, s2]; }
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}
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}
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return best; // [row, col, targetInRange]
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}
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function raidTargets(battle, u, pid) {
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const own = [], other = [];
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for (const e of battle.enemies) {
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if (e.isFlying || !canTargetEnemy(u, e, { canHitFly: false })) continue;
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(e.ownerId === pid ? own : other).push(e);
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}
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const list = own.length ? own : other;
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const dist = new Map(list.map((e) => [e, num(battle.remainingDistance ? battle.remainingDistance(e) : 0)]));
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list.sort((a, b) => dist.get(a) - dist.get(b) || a.id - b.id);
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return list;
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}
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function raidPoll(battle, st) {
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const bb = st.bb[ID.raid];
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const idle = num(bb.no_attack_duration, 10);
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for (const u of st.members[ID.raid]) {
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if (!onField(u) || !u.canAct) continue;
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const since = Math.max(u.lastAttackAt ?? -Infinity, u.deployedAt ?? -Infinity, u.mem[KEY.raid] ?? -Infinity);
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const ready = !!(u.skill && u.skill.ready && !(u.skill.active && u.skill.isTimed));
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const idleOk = battle.time - since >= idle - 1e-9;
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if (!(ready || idleOk)) continue;
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if (battle.enemiesInKeys(u.rangeKeys || [], u, u.profile).length) continue;
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const targets = raidTargets(battle, u, st.pid);
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for (let i = 0; i < targets.length && i < 8; i++) {
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const tile = raidTile(battle, u, targets[i]);
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if (!tile) continue;
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// the "skill ready" path has no idle gate: only jump where the target is in range, else a ready skill that never
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// finds a target would redeploy (and fire every 部署时 effect) every poll
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if (!idleOk && !tile[2]) continue;
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const res = raidRedeploy(battle, u, tile[0], tile[1]);
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if (!res) continue;
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u.mem[KEY.raid] = battle.time;
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if (res === 'raid') {
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battle.addBuff(u, { key: KEY.raid, mods: st.raidMods });
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fxOn(battle, 'blink', u, KEY.raid, 'relocate', { target: targets[i].id });
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}
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break;
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}
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}
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}
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/**
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* "保留技力立即再部署": retreat the unit and redeploy it for free on (r, c) with its SP / charges kept (engine redeploy
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* `tile` + `keepSp`: restored before the `deploy` handlers run; the board tile stays the home of later redeploys).
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* Should the landing fail, the unit goes straight back to its home tile (never stranded off the field).
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* Returns 'raid' | 'home' | false.
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*/
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function raidRedeploy(battle, u, r, c) {
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battle.retreat(u, { reason: 'raid' });
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if (u.alive) return false;
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if (battle.redeploy(u, { free: true, tile: [r, c], keepSp: true })) return 'raid';
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return battle.redeploy(u, { free: true, keepSp: true }) ? 'home' : false;
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}
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// =====================================================================================================================
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// install
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export function install(battle) {
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if (!battle || !Array.isArray(battle.players) || !battle.players.length) return;
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const states = [];
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for (const p of battle.players) {
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const st = makeState(battle, p);
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if (Object.keys(st.tiers).length) states.push(st);
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}
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if (!states.length) return;
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const byPid = Object.create(null);
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for (const st of states) { byPid[st.pid] = st; applyPassives(battle, st); applyStatic(battle, st); }
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const has = (id, tier = 1) => states.some((st) => (st.tiers[id] ?? 0) >= tier);
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// live layers
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if (states.some((st) => Object.keys(st.tiers).some((id) => LAYERED.has(id)))) {
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battle.on('layerGain', (c) => {
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const st = byPid[c.playerId];
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if (!st || !st.tiers[c.bondId] || !LAYERED.has(c.bondId) || st.pending) return;
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st.pending = true;
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battle.after(0, () => {
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st.pending = false;
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applyPassives(battle, st);
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if (st.tiers[ID.skillful]) updateAura(battle, st);
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});
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});
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}
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|
||||
// 灵巧 aura (deploy / death immediately, relocations through a cheap poll)
|
||||
if (has(ID.skillful)) {
|
||||
const aura = states.filter((st) => st.tiers[ID.skillful]);
|
||||
const refresh = (pid) => { for (const st of aura) if (pid == null || st.pid === pid) updateAura(battle, st); };
|
||||
battle.on('battleStart', () => refresh(null));
|
||||
battle.on('deploy', (c) => { if (c.unit && c.unit.kind === 'op' && byPid[c.unit.ownerId]?.tiers[ID.skillful]) refresh(c.unit.ownerId); });
|
||||
battle.on('death', (c) => { if (c.unit && c.unit.kind === 'op' && byPid[c.unit.ownerId]?.tiers[ID.skillful]) refresh(c.unit.ownerId); });
|
||||
battle.every(AURA_POLL, () => refresh(null));
|
||||
}
|
||||
|
||||
// 突袭
|
||||
if (has(ID.raid)) {
|
||||
const raid = states.filter((st) => st.tiers[ID.raid] && st.members[ID.raid].size);
|
||||
if (raid.length) {
|
||||
battle.every(RAID_POLL, () => { for (const st of raid) raidPoll(battle, st); });
|
||||
}
|
||||
}
|
||||
|
||||
// 迅捷
|
||||
if (has(ID.swift)) {
|
||||
battle.on('skillEnd', (c) => {
|
||||
const u = c.unit;
|
||||
if (!u || u.kind !== 'op' || c.reason === 'death' || !u.alive || !u.skill) return;
|
||||
const st = byPid[u.ownerId];
|
||||
if (!st || !st.tiers[ID.swift]) return;
|
||||
const bb = st.bb[ID.swift];
|
||||
const lv = L(battle, st, ID.swift);
|
||||
const p = prob(bb, lv);
|
||||
let gained = 0;
|
||||
if (st.members[ID.swift].has(u) && battle.rng() < p) gained += u.skill.gainSp(num(bb.normal_sp), 'bond');
|
||||
if (lv >= num(bb.power_bond_stack_cnt, Infinity) && battle.rng() < p) gained += u.skill.gainSp(num(bb.power_sp), 'bond');
|
||||
if (gained > 0) fxOn(battle, 'sp', u, 'bond:swiftShip', 'proc', { n: gained });
|
||||
});
|
||||
}
|
||||
|
||||
// 独行 (SP on every deploy) / 绝技 (summons of elites)
|
||||
const soloOrSunt = has(ID.solo) || has(ID.sunt, 2);
|
||||
if (soloOrSunt) {
|
||||
battle.on('deploy', (c) => {
|
||||
const u = c.unit;
|
||||
if (!u || (u.kind !== 'op' && u.kind !== 'token')) return;
|
||||
const st = byPid[u.ownerId];
|
||||
if (!st) return;
|
||||
if (u.kind === 'op' && st.tiers[ID.solo] && st.members[ID.solo].has(u) && u.skill) {
|
||||
const n = num(st.bb[ID.solo].sp);
|
||||
if (n > 0) u.skill.gainSp(n, 'init');
|
||||
}
|
||||
if (u.kind === 'token' && (st.tiers[ID.sunt] ?? 0) >= 2 && isElite(u.ownerUnit)) suntSpCost(u, st.bb[ID.sunt]);
|
||||
});
|
||||
}
|
||||
|
||||
// 不屈
|
||||
if (has(ID.indom)) {
|
||||
battle.on('death', (c) => {
|
||||
const u = c.unit;
|
||||
if (c.reason !== 'killed' || !isGroundOp(u)) return;
|
||||
const st = byPid[u.ownerId];
|
||||
if (!st || !st.tiers[ID.indom]) return;
|
||||
const bb = st.bb[ID.indom];
|
||||
if (st.tiers[ID.indom] >= 2) {
|
||||
const sp = num(bb.sp);
|
||||
if (sp > 0) for (const o of st.ops) if (onField(o) && o.skill) o.skill.gainSp(sp, 'bond');
|
||||
}
|
||||
if (u.alive || u.removed || u.mem[ID.indom] === battle.time) return;
|
||||
if (battle.rng() < prob(bb, L(battle, st, ID.indom))) {
|
||||
u.mem[ID.indom] = battle.time;
|
||||
if (battle.redeploy(u, { free: true })) fxOn(battle, 'revive', u, 'bond:indomShip', 'redeploy');
|
||||
}
|
||||
}, { priority: 10 });
|
||||
}
|
||||
|
||||
// 坚守 (tier 2) redirect + thorns, 奥术 vulnerability
|
||||
const stead = has(ID.stead, 2);
|
||||
const arcane = has(ID.arcane);
|
||||
if (stead) {
|
||||
battle.on('hit', (c) => {
|
||||
const t = c.target, dmg = c.dmg;
|
||||
if (!t || t.side !== 'ally' || t.kind !== 'op' || !dmg || dmg.cancel || dmg.steadShare || dmg.steadCut || dmg.type === 'element') return;
|
||||
const st = byPid[t.ownerId];
|
||||
if (!st || (st.tiers[ID.stead] ?? 0) < 2 || st.members[ID.stead].has(t)) return;
|
||||
let any = false;
|
||||
for (const m of st.members[ID.stead]) if (onField(m)) { any = true; break; }
|
||||
if (!any) return;
|
||||
const ratio = Math.max(0, Math.min(1, num(st.bb[ID.stead].damage_resistance)));
|
||||
if (!(ratio > 0) || ratio >= 1) return;
|
||||
dmg.mul *= 1 - ratio;
|
||||
dmg.steadCut = ratio;
|
||||
}, { priority: -20 });
|
||||
}
|
||||
if (stead || arcane) {
|
||||
battle.on('damaged', (c) => {
|
||||
const t = c.target, dmg = c.dmg;
|
||||
if (!t || !dmg) return;
|
||||
if (t.side === 'ally') {
|
||||
if (!stead || t.kind !== 'op') return;
|
||||
const st = byPid[t.ownerId];
|
||||
if (!st || (st.tiers[ID.stead] ?? 0) < 2) return;
|
||||
if (dmg.steadCut) {
|
||||
const ratio = dmg.steadCut;
|
||||
dmg.steadCut = 0;
|
||||
const share = (num(c.amount) / (1 - ratio)) * ratio;
|
||||
if (!(share > 0)) return;
|
||||
const on = [];
|
||||
for (const m of st.members[ID.stead]) if (onField(m)) on.push(m);
|
||||
// the share is already mitigated and already carries the attacker's damage multipliers: deal it sourceless
|
||||
// (the member's own damage-taken modifiers and shields still apply), never re-scaled by the attacker
|
||||
for (const m of on) {
|
||||
const d = battle.makeDamage({ amount: share / on.length, type: 'true', canDodge: false, tags: ['bond:stead:share'] });
|
||||
d.steadShare = true;
|
||||
battle.dealDamage(null, m, d);
|
||||
}
|
||||
return;
|
||||
}
|
||||
if (dmg.steadShare || dmg.steadThorn || c.type === 'element' || !st.members[ID.stead].has(t)) return;
|
||||
const bb = st.bb[ID.stead];
|
||||
const last = t.mem[STEAD_CD] ?? -Infinity;
|
||||
if (battle.time - last < num(bb.cd_duration) - 1e-9) return;
|
||||
t.mem[STEAD_CD] = battle.time;
|
||||
const src = c.source;
|
||||
if (!src || src.side !== 'enemy' || !src.alive) return;
|
||||
const d = battle.makeDamage({ amount: num(bb.base_damage_value) + num(bb.damage_value_per_stack) * L(battle, st, ID.stead), type: 'arts', canDodge: false });
|
||||
d.steadThorn = true;
|
||||
battle.dealDamage(null, src, d);
|
||||
if (src.alive) battle.applyStatus(src, 'fragile', { duration: num(bb['weak[limit]'], 5), value: num(bb.damage_scale, 1) - 1, source: t });
|
||||
return;
|
||||
}
|
||||
if (!arcane || c.type !== 'arts' || t.side !== 'enemy' || !t.alive) return;
|
||||
const src = c.source;
|
||||
if (!src || src.kind !== 'op') return;
|
||||
const st = byPid[src.ownerId];
|
||||
if (!st || !st.tiers[ID.arcane] || !st.members[ID.arcane].has(src)) return;
|
||||
const bb = st.bb[ID.arcane];
|
||||
const low = st.tiers[ID.arcane] >= 2 && t.hpRatio < num(bb.hp_ratio);
|
||||
const mods = low ? st.arcaneLowMods : st.arcaneMods;
|
||||
const key = st.arcaneKey ?? (st.arcaneKey = `${KEY.arcane}:${st.pid}`);
|
||||
const dur = num(bb.weak_duration, 3);
|
||||
const b = t.findBuff(key);
|
||||
if (b) {
|
||||
b.timeLeft = dur;
|
||||
b.duration = dur;
|
||||
if (b.mods !== mods) { b.mods = mods; t.markDirty(); }
|
||||
} else {
|
||||
battle.addBuff(t, { key, duration: dur, mods });
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,135 @@
|
||||
// server/sim/content/bonds/addon/meta.js — prep side of the add-on bonds (research 02 §3.14–§3.17, §3.20).
|
||||
//
|
||||
// 助力 deputShip onPrepEnd: every currently active bond +`layer` (tier 2 = 3 助力 by name or elite state:
|
||||
// +`more_layer`) — buff bond_activated_add_layer
|
||||
// 远见 visiShip every `layer` layers +`count` funds (bond_layer_gain_coin); first time at `layer1`: 远见 chess cost
|
||||
// −`discount`; first time at `layer2`: every chess costs −`discount` instead (latched, permanent)
|
||||
// 奇迹 miraShip manual refresh with no free refresh pending → p = min(1, baseprob + prob·L) the next refresh is free;
|
||||
// every 100 layers +20 funds (bond_layer_gain_coin). `probk` has no known meaning and is unused.
|
||||
// 投资人 ×2 / ×3 "获得时" garrisons: EffectDispatcher.investRepeat (server/match/effectsMeta.js).
|
||||
// 调和 +1 member count for core bonds: server/match/bondsMeta.js.
|
||||
//
|
||||
// Milestones read the persistent layers and pay only while the bond is active; payouts owed for layers gained while it
|
||||
// was inactive ("无需激活" sources) are caught up the next time a hook sees it active (research 02 §8 Q7 [ASSUMED]).
|
||||
// Funds earned after the prep phase ended (助力 / 寒檀 / 号角 … prep-end layers — the match wipes leftover funds right
|
||||
// after onPrepEnd) are paid as pending funds, credited at the next round start, so "获得…资金" is never silently lost
|
||||
// [ASSUMED]; `global:bondaddon_prepend` (first in every dispatch) marks the round whose prep has ended.
|
||||
// 远见 discounts never push a price below 1 (research 02 §3.15 [ASSUMED]; a price already below 1 is left alone).
|
||||
// Latched state lives in player counters (prefix `bondaddon:`); onPrice only reads them (pure).
|
||||
|
||||
const C_VISI_PAID = 'bondaddon:visi:paid';
|
||||
const C_VISI_DISC = 'bondaddon:visi:disc';
|
||||
const C_MIRA_PAID = 'bondaddon:mira:paid';
|
||||
const C_PREP_ENDED = 'bondaddon:prepEndedRound';
|
||||
/** Hooks on which owed milestones are caught up (besides the bond's own onLayers). */
|
||||
const SETTLE_HOOKS = Object.freeze(['onRoundStart', 'onPrepStart', 'onPrepEnd', 'onBuy', 'onGain', 'onSold', 'onMerge']);
|
||||
|
||||
const n = (v, d = 0) => (typeof v === 'number' && Number.isFinite(v) ? v : d);
|
||||
|
||||
/** `{ ...bb, ...bbStr }` of a bond buff from the match data (ctx.data), or {}. */
|
||||
function buff(ctx, bondId, key) {
|
||||
const rec = ctx.data && ctx.data.bonds ? ctx.data.bonds[bondId] : null;
|
||||
for (const b of (rec && Array.isArray(rec.buffs) ? rec.buffs : [])) {
|
||||
if (b && b.key === key) return { ...(b.bb || {}), ...(b.bbStr || {}) };
|
||||
}
|
||||
return {};
|
||||
}
|
||||
|
||||
/** Pay "every `layer` layers +`count` funds" up to the current layers (only while active). */
|
||||
function settleCoins(ctx, bondId, counterKey, label) {
|
||||
if (!ctx.bondActive(bondId)) return 0;
|
||||
const p = buff(ctx, bondId, 'bond_layer_gain_coin');
|
||||
const step = n(p.layer), count = n(p.count);
|
||||
if (!(step > 0) || !(count > 0)) return 0;
|
||||
const due = Math.floor(ctx.layers(bondId) / step);
|
||||
const paid = ctx.counter(counterKey);
|
||||
if (due <= paid) return 0;
|
||||
ctx.setCounter(counterKey, due);
|
||||
const gain = (due - paid) * count;
|
||||
if (prepEnded(ctx)) {
|
||||
ctx.addPendingFunds(gain);
|
||||
ctx.toast(`【${label}】层数达成,下回合开始时获得${gain}资金`, 'info');
|
||||
} else {
|
||||
ctx.addFunds(gain, `bond:${bondId}`);
|
||||
ctx.toast(`【${label}】层数达成,获得${gain}资金`, 'info');
|
||||
}
|
||||
return gain;
|
||||
}
|
||||
|
||||
/** True between this round's onPrepEnd and the end of its PREP phase (leftover funds are about to be wiped). */
|
||||
const prepEnded = (ctx) => ctx.phase === 'PREP' && ctx.counter(C_PREP_ENDED) === ctx.round;
|
||||
|
||||
function latchVisiDiscount(ctx) {
|
||||
if (!ctx.bondActive('visiShip')) return;
|
||||
const p = buff(ctx, 'visiShip', 'bond_multi_layer_char_goods_price_bond_discount');
|
||||
const L = ctx.layers('visiShip');
|
||||
const cur = ctx.counter(C_VISI_DISC);
|
||||
const t = L >= n(p.layer2, Infinity) ? 2 : L >= n(p.layer1, Infinity) ? 1 : 0;
|
||||
if (t > cur) {
|
||||
ctx.setCounter(C_VISI_DISC, t);
|
||||
ctx.toast(t >= 2 ? '【远见】所有干员购买价格永久降低' : '【远见】远见干员购买价格永久降低', 'info');
|
||||
}
|
||||
}
|
||||
|
||||
function visiSettle(ctx) {
|
||||
settleCoins(ctx, 'visiShip', C_VISI_PAID, '远见');
|
||||
latchVisiDiscount(ctx);
|
||||
}
|
||||
const miraSettle = (ctx) => { settleCoins(ctx, 'miraShip', C_MIRA_PAID, '奇迹'); };
|
||||
|
||||
/** A handler object running `fn(ctx)` on every catch-up hook and on the bond's own layer gains. */
|
||||
function settler(bondId, fn) {
|
||||
const h = { onLayers(ctx, ev) { if (ev && ev.bondId === bondId) fn(ctx); } };
|
||||
for (const hook of SETTLE_HOOKS) h[hook] = (ctx) => fn(ctx);
|
||||
return h;
|
||||
}
|
||||
|
||||
export function registerMeta(registry) {
|
||||
registry.global('bondaddon_prepend', {
|
||||
onPrepEnd(ctx) { ctx.setCounter(C_PREP_ENDED, ctx.round); },
|
||||
});
|
||||
|
||||
registry.bond('deputShip', {
|
||||
onPrepEnd(ctx) {
|
||||
const me = ctx.bond('deputShip');
|
||||
if (!me || !me.active) return;
|
||||
const p = buff(ctx, 'deputShip', 'bond_activated_add_layer');
|
||||
const add = me.tier >= 2 ? n(p.more_layer, n(p.layer)) : n(p.layer);
|
||||
if (!(add > 0)) return;
|
||||
const active = Object.entries(ctx.bonds()).filter(([, b]) => b && b.active).map(([id]) => id);
|
||||
for (const id of active) ctx.addLayers(id, add, { requireActive: true, reason: 'bond:deputShip' });
|
||||
},
|
||||
});
|
||||
|
||||
registry.bond('visiShip', {
|
||||
...settler('visiShip', visiSettle),
|
||||
onPrice(ctx, ev) {
|
||||
if (!ev || ev.kind !== 'chess') return;
|
||||
const t = ctx.counter(C_VISI_DISC);
|
||||
if (t <= 0) return;
|
||||
const p = buff(ctx, 'visiShip', 'bond_multi_layer_char_goods_price_bond_discount');
|
||||
const disc = n(p.discount);
|
||||
if (!(disc > 0)) return;
|
||||
if (t < 2) {
|
||||
const rec = ctx.chessRecord(ev.id);
|
||||
if (!rec || !Array.isArray(rec.bonds) || !rec.bonds.includes(p.bond || 'visiShip')) return;
|
||||
}
|
||||
const price = n(ev.price);
|
||||
if (price > 1) ctx.modifyPrice(-Math.min(disc, price - 1));
|
||||
},
|
||||
});
|
||||
|
||||
registry.bond('miraShip', {
|
||||
...settler('miraShip', miraSettle),
|
||||
onRefresh(ctx, ev) {
|
||||
if (!ev || ev.trigger || !ctx.bondActive('miraShip')) return;
|
||||
if (ctx.grantFreeRefresh(0) > 0) return;
|
||||
const p = buff(ctx, 'miraShip', 'bond_refresh_shop_next_free');
|
||||
const chance = Math.max(0, Math.min(1, n(p.baseprob) + n(p.prob) * ctx.layers('miraShip')));
|
||||
if (ctx.rng() < chance) {
|
||||
ctx.grantFreeRefresh(1);
|
||||
ctx.toast('【奇迹】下次刷新不消耗资金', 'info');
|
||||
}
|
||||
},
|
||||
});
|
||||
}
|
||||
Reference in new issue
Block a user