feedback5 O7: engine hooks for the 攻城手 / 回环射手 kits — targeting priority 'heaviest' and boomerang flight hooks

- targeting.js PRIORITY_FNS `heaviest` (-e.weight: the current 重量等级, 失重 included): the 攻城手 trait
  "优先攻击重量最重的敌人" for the 早露 / 提丰 kits (`trait.priority`); no other unit uses it.
- ai.js throwBoomerang: a catch emits the hook `boomerangCaught` { unit, attackId, isSkill, x, y } (only when a handler
  exists); an attack profile's `boomerangOnward(ctx)` takes the flight over after the first hit — ctx.hit(target, x, y)
  (a hit of the same attack, resolveHit with its profile), ctx.comeBack(x, y) (the usual way back, once) — and a content
  error there still sends the boomerang back. For 娜仁图亚 LPS-Y "每回收5次回旋投射物", S3 "投射物全部回收时", S1's bounces
  and S2's dash (the kits come in the next commit).
- docs/SIM.md §5 (the hook) and §8 (the profile flags, the loopshooter row, the priority).
- Additive and behaviour-preserving: no unit of the base has a handler or the flag, so golden is unchanged.
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sganggs committed 2026-10-06 00:01:27 +08:00
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@@ -750,6 +750,7 @@ registration order. `battle.off(handle)` / `battle.off(name, fn)` / `battle.offO
| `enemySpawn` / `enemyLeak` | `{ enemy }` | |
| `elementBurst` | `{ source, target, element }` | before the burst's lock/effects; same-element fills of `target` are already refused |
| `dodge` | `{ source, target, dmg }` | an attack was dodged |
| `boomerangCaught` | `{ unit, attackId, isSkill, x, y }` | a 回环射手 boomerang came back to its thrower (`ai.js throwBoomerang`; `isSkill` = thrown by a skill attack): 娜仁图亚 LPS-Y "每回收5次回旋投射物", S3 "投射物全部回收时" |
| `layerGain` | `{ playerId, bondId, n, reason, source, tile }` | mutable `n` before recording (魔王 +1 …), then clamped to the room left under `BOND_LAYER_CAP` (999); not emitted for a bond already at the cap; `tile` = `[r, c]` where `source` stands — or was knocked out this very instant ("被击倒时" gains) — else null (`addLayers` opts.tile overrides) |
| `merchantPay` | `{ unit, cost, cancel }` | a merchant (行商) is about to pay its periodic DP; change `cost` or set `cancel` |
| `battleEnd` | `{ result }` | may still add layer gains / coins |
@@ -1141,9 +1142,12 @@ S3 未照耀的荣光 — its CUSTOM_RANGE trigger also counts flyers). A stun /
3.75 back = `BOOMERANG_RETURN_SPEED`, PRTS 跃跃; droneBomb 5 = 暴鸰's bomb, the official projectile_bombd); melee/`none` hits are
instant, and so are `'beam'` hits (a 锁定攻击范围 AoE without a projectile — `rangeAoe` profiles: "在攻击前摇结束时选取范围内的全体目标,同时造成伤害", PRTS 作战机制). Kit-settable profile flags beyond the
table: `hitSleep` (targets and damages sleeping enemies — "可以攻击沉睡的敌人"), `onEachHit(b, u, victim, hctx)`, `dmgMul`,
`afterHit`, `afterAttack`, `canAttack`, `hitsFn`, `priority`, `blockFly`, `noHeal`, `boomerang` (the projectile stays
`'boomerang'` whatever the data's generic ranged projectile says), `rangeAoe` (applied after every override: sets
`allInRange` and, on a ranged profile, the instant `'beam'`) (see the header of professions.js).
`afterHit`, `afterAttack`, `canAttack`, `hitsFn`, `priority` (targeting.js PRIORITY_FNS — `'heaviest'`: the 攻城手 trait
"优先攻击重量最重的敌人", the highest current 重量等级 first: 早露 / 提丰), `blockFly`, `noHeal`, `boomerang` (the projectile stays
`'boomerang'` whatever the data's generic ranged projectile says), `boomerangOnward(ctx)` (a boomerang's flight after its
first hit belongs to content: ctx `hit(target, x, y)` / `comeBack(x, y)` — 娜仁图亚 S1's bounces, S2's dash; the loopshooter
row), `rangeAoe` (applied after every override: sets `allInRange` and, on a ranged profile, the instant `'beam'`) (see the
header of professions.js).
| sub | behaviour |
|---|---|
@@ -1154,7 +1158,7 @@ table: `hitSleep` (targets and damages sleeping enemies — "可以攻击沉睡
| blastcaster | `rangeAoe`: every selectable enemy on its line at once, the same damage near and far, instant (`'beam'`) — "超远距离的群体法术伤害" is the whole line, not a splash (primary: PRTS 作战机制 §AOE伤害判定 names 伊芙利特's 炎爆 a 锁定攻击范围 AoE, and 炎爆 is her next-attack skill "下次攻击造成…" (PRTS 伊芙利特 S2), so a 轰击术师 normal attack; secondary: Terra Wiki, Blast Caster; supporting: PRTS 溅射半径一览 documents no splash radius for it; community report E3). A stealthed enemy is not struck unless it is revealed or blocked (a 锁定范围 AoE cannot hit a 隐匿 unit, PRTS 作战机制) |
| bombarder | ground-only splash 0.9 (PRTS 溅射半径一览: 投掷手 0.9; 1.0 until 0.1.1) + aftershock(s) at 50 % ATK (bb append_atk_scale / times); 迷迭香's S2 末梢阻断 1.5 (the same table) |
| hunter | 8 bullets (bb value), ×1.2 ATK (bb atk_scale), reloads 1/s after 1 s without attacking; can't attack when empty |
| loopshooter | 回环射手 (user playtest #3): every attack throws a boomerang (`ai.js throwBoomerang`, projectile `'boomerang'`) out to the target at 15 tiles/s — it hits on arrival — and back to the thrower's current position at 3.75 tiles/s without damage (PRTS 跃跃 "投射物飞行速度15,返回时飞行速度3.75"); attacks only while holding it (every boomerang thrown caught — "必须回收全部回旋投掷物才可以进行下一次攻击", `unit.trait.boomerangsOut`) and with the attack cooldown ready, so the real interval is the longer of the two; a target dead mid-flight is not hit (it still flies to the last position and back); knocked out / withdrawn ⇒ lost, a redeployed thrower holds a fresh one; 跃跃 S2's extra boomerangs share the one flight (cnt hits) |
| loopshooter | 回环射手 (user playtest #3): every attack throws a boomerang (`ai.js throwBoomerang`, projectile `'boomerang'`) out to the target at 15 tiles/s — it hits on arrival — and back to the thrower's current position at 3.75 tiles/s without damage (PRTS 跃跃 "投射物飞行速度15,返回时飞行速度3.75"); attacks only while holding it (every boomerang thrown caught — "必须回收全部回旋投掷物才可以进行下一次攻击", `unit.trait.boomerangsOut`) and with the attack cooldown ready, so the real interval is the longer of the two; a target dead mid-flight is not hit (it still flies to the last position and back); knocked out / withdrawn ⇒ lost, a redeployed thrower holds a fresh one; 跃跃 S2's extra boomerangs share the one flight (cnt hits); each catch fires `boomerangCaught`, and an attack profile's `boomerangOnward(ctx)` flies it on after the first hit before it turns back — ctx `hit` (a hit of the same attack), `comeBack(x, y)` once (a content error sends it back from the hit point): 娜仁图亚 S1 bounces, S2 dashes on and hits on its way back (kits/ops/op-narant.js) |
| reaperrange | hits every enemy in range; ×1.5 (bb atk_scale) on the trait front grid (or its own line ahead) — both along its direction |
| chain | chain N (trait text/bb max_target) with −15 % per jump (bb chain.atk_scale), 1.7-tile jumps (constants.js CHAIN_RADIUS, PRTS 溅射半径一览: 链术师 1.7; 1.8 until 0.1.1), sluggish on each hit |
| funnel | drone damage 20 % → +15 %/hit on the same target → 110 % (bb init/delta/max) |
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@@ -185,19 +185,39 @@ export function performAttack(b, u, prof, targets, opts = null) {
* current position at BOOMERANG_RETURN_SPEED, dealing nothing on the way back, and is caught (u.trait.boomerangsOut −1:
* the thrower attacks again once every boomerang is back). A thrower knocked out / withdrawn meanwhile loses it — nothing
* returns to a unit off the field or to a later deployment of it (the deploy hook hands it a fresh one).
* Content: a catch fires the hook `boomerangCaught` { unit, attackId, isSkill, x, y } (娜仁图亚 LPS-Y "每回收5次回旋投射物",
* S3 "投射物全部回收时"); an attack profile with `boomerangOnward(ctx)` (a skill's attack override: 娜仁图亚 S1's bounces,
* S2's dash) takes the flight over after the first hit — ctx { battle, unit, profile, target, x, y, attackId, isSkill,
* home(), hit(target, x, y) (resolveHit with this attack's profile), comeBack(x, y) (sends it back from there, once;
* returns the return projectile or null) } — and a content error there sends it back from the hit point.
*/
function throwBoomerang(b, u, prof, t, info) {
const seq = u.deploySeq;
u.trait.boomerangsOut = (u.trait.boomerangsOut || 0) + 1;
const home = () => u.alive && u.deployed && u.deploySeq === seq;
let sent = false;
const comeBack = (x, y) => {
if (sent || !home()) return null;
sent = true;
// hitDead: flies on to the thrower's last position even while it is hidden, caught there when it is still home
return b.addProjectile({ from: { x, y }, target: u, speed: BOOMERANG_RETURN_SPEED, visual: 'boomerangReturn', source: u, hitDead: true,
onHit: (r) => {
if (!home() || !(u.trait.boomerangsOut > 0)) return;
u.trait.boomerangsOut--;
if (b._hooks.boomerangCaught) b.emit('boomerangCaught', { unit: u, attackId: info.attackId ?? 0, isSkill: !!info.isSkill, x: r.x, y: r.y });
} });
};
b.addProjectile({ from: u, target: t, speed: PROJECTILE_SPEEDS.boomerang, visual: 'boomerang', source: u, hitDead: true,
onHit: (c) => {
// (guarded on its own: a content error in the hit must not cost the thrower its boomerang for the battle)
if (c.target || prof.splashRadius > 0) b._safe(() => resolveHit(b, u, prof, c.target, info, c.x, c.y), 'boomerang.hit', u);
if (!home()) return;
// hitDead: flies on to the thrower's last position even while it is hidden, caught there when it is still home
b.addProjectile({ from: { x: c.x, y: c.y }, target: u, speed: BOOMERANG_RETURN_SPEED, visual: 'boomerangReturn', source: u, hitDead: true,
onHit: () => { if (home() && u.trait.boomerangsOut > 0) u.trait.boomerangsOut--; } });
if (typeof prof.boomerangOnward === 'function') {
const ctx = { battle: b, unit: u, profile: prof, target: c.target, x: c.x, y: c.y, attackId: info.attackId ?? 0, isSkill: !!info.isSkill,
home, comeBack, hit: (tgt, x, y) => b._safe(() => resolveHit(b, u, prof, tgt, info, x, y), 'boomerang.hit', u) };
if (b._safe(() => { prof.boomerangOnward(ctx); return true; }, 'boomerang.onward', u) === true) return;
}
comeBack(c.x, c.y);
} });
}
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@@ -178,6 +178,9 @@ const PRIORITY_FNS = {
boss: (e) => (e.isBoss ? 0 : 1),
notBurst: (e) => (e.s.flags.burstLock ? 1 : 0),
ground: (e) => (e.isFlying ? 1 : 0),
// 攻城手 trait "优先攻击重量最重的敌人" (早露 / 提丰: kits/ops/op-poca.js, op-typhon.js): the highest current 重量等级
// (Unit.weight: massLevel with 失重 etc.) first, the usual order after that
heaviest: (e) => -e.weight,
};
/**