feedback5 O13: 假日威龙陈's slime follows the client data (her attack range, per source, DEF as a final addition) and the water TAG is one flag; 莱伊's S2 bullet recovery takes HUN-X's extra on an empty magazine
- op-chen2.js: the S2 / S3 slime (projectile_chr_chen2_s2 / _s3: fired by each attack, sitting on her in her direction, 5 s, every 0.2 s chen2_slime 0.25 s on the ground enemies of its range, ignoring 无法选择) now covers the tiles of her attack range at each attack instead of the struck enemies' tiles; one effect per 假日威龙陈 (independentCharacterSource); the DEF cut compensated for the target's DEF multipliers (FINAL_ADDITION). RPR-Y stage 3's water TAG is the level's one flag (chen2_e_003_t[map_tag]: set at her skill's start, cleared at its end or her exit). S2's attacks stay skill attacks. - op-ray.js: the 沙地兽's recovered bullets go through ray_tr_add (≤ its counter of 8, HUN-X's extra_add first when she is empty, ≤ her magazine); kit headers cite the client templates (also op-ascln.js). - Tests: op_chen2.test.js slime test rewritten (her range, stealthed walkers, the final-addition DEF, two sources). - Golden: only diy moved — diy-049 / diy-050 (假日威龙陈's slime); every other scenario and family unchanged.
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@@ -7,7 +7,11 @@
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// account]. Sources: character_table / skill_table / battle_equip_table (zh_CN, as built into backups.json) and PRTS
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// 阿斯卡纶 (死亡拘审 备注 and its {{**}} 最终乘算 (100−18×层数)%, S2 修正 / 备注, S3 备注, the AMB-X note), PRTS 分支特性信息
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// 伏击客 ("嘲讽等级为-1"), PRTS 命中率, Arknights Terra Wiki "Ascalon" (死亡拘审: "The MSPD reduction and Arts damage stack
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// additively").
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// additively"); the client's battle data read from the local install — buff_template_data ascln_t_1 / ascln_t_1[debuff]
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// (ON_OUTPUT_DAMAGE of NORMAL attacks; STACK, the duration refreshed; per trigger buff count × atk_ratio × ATK, MAGICAL,
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// attack type BUFF), ascln_t_2 (CheckHeightTypeInRange x-5 ≥ cnt), ascln_s_2[enemy] (ON_OWNER_KILLED of a WALK enemy:
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// the debuff in a circle of range_radius on the WALK_ONLY enemies but the dead one), ascln_s_3[self] (heal on
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// ON_EVADE_DAMAGE and on a HIT_FAILED damage), ascln_e_003_t_1[heal] (a heal when the enemy holding it finishes).
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// - Trait (伏击客) "对攻击范围内所有敌人造成伤害;拥有50%的物理和法术闪避且不容易成为敌人的攻击目标": the stalker profile — every
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// enemy of her range at once, melee, ground only (no "可对空"), physical — and 50 % physical / arts dodge (trait bb prob;
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// AMB-Y: 65 %). "不容易成为敌人的攻击目标" is her taunt level −1, which her data stats already carry (PRTS 伏击客 "嘲讽等级为
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@@ -4,58 +4,67 @@
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//
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// Forms (data/backups.json units.char_1013_chen2): normal = E2 Lv1, skills at rank 4, no module; elite = E2 Lv60, rank 7,
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// the picked module at stage 1 (tier 5) or 3 (tier 6) — the owner's decision of 2026-10-05. Potential 0 [ASSUMED: no
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// account]. Sources: character_table / skill_table / battle_equip_table (zh_CN, as built into backups.json) and PRTS
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// 假日威龙陈 (节约风气 修正 and 备注, 假日余韵 备注, S2 / S3 备注, the RPR-X stage-1 note); PRTS 作战机制 §地形TAG; PRTS 分支特性
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// 信息 散射手 ("可对空", the trait's 1-3 front grid); gamedata_const ba.charged (蓄力).
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// account]. Sources: character_table / skill_table / battle_equip_table (zh_CN, as built into backups.json); PRTS 假日威龙陈
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// (节约风气 修正 and 备注, 假日余韵 备注, S2 / S3 备注, the RPR-X stage-1 note); PRTS 作战机制 §地形TAG; PRTS 分支特性信息 散射手
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// ("可对空", the trait's 1-3 front grid); gamedata_const ba.charged (蓄力); the client's battle data read from the local
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// install — charpack char_1013_chen2 (the S2 / S3 modes: an attack plus a RangeAttack firing projectile_chr_chen2_s2 / _s3),
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// battle/prefabs [uc]projectiles projectile_chr_chen2_s2 / _s3, buff_template_data chen2_s_debuff, chen2_s_2_enhance_judge,
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// chen2_tr, chen2_t_002[spareShot], chen2_e_003_t[map_tag].
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// - Trait (散射手) "攻击范围内的所有敌人,对自己前方一横排的敌人攻击力提升至150%": the reaperrange profile — every enemy of
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// her range, air units too, ×atk_scale (trait bb) on the trait's front grid (her tile and the three ahead). RPR-X
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// overrides it with atk_scale 1.6 (the same trait, 160 %); RPR-Y adds "部署费用减少" (cost −8, in the stats: her
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// redeploy after a knock-out costs 8 DP less). Ranged physical arrows; blocks 1; ground enemies target her (no flag).
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// her range, air units too, ×atk_scale (trait bb; chen2_tr AtkScaleUp) on the trait's front grid (her tile and the three
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// ahead). RPR-X overrides it with atk_scale 1.6; RPR-Y adds "部署费用减少" (cost −8, in the stats: her redeploy after a
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// knock-out costs 8 DP less). Ranged physical arrows; blocks 1; ground enemies target her (no flag).
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// - T1 节约风气 "在场时自身弹药类技能攻击时20%概率不消耗对应弹药,其他【狙击】干员的弹药类技能改为10%概率不消耗(同类效果取最
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// 高)": while she is on the field, an attack made by a running 弹药类技能 (PRTS 备注: a skill whose text says "攻击装有X发
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// 弹药 / 子弹" — never the 猎手 bullets) spends no ammo with that chance: hers spareshot_chen.prob, another 【狙击】
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// operator's 20 % — PRTS 修正 (原因 "描述与游戏实际表现不符合", and the RPR-X stage-1 note "实际应为…其他【狙击】干员…20%"):
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// the game gives the other snipers what she has, spareshot_chen.prob, not the text's / `prob`'s 10 % [the mechanism is
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// ASSUMED; the 20 % is PRTS's]. RPR-X stage 3 (talent change): herself e_spareshot_chen.prob 25 %, other 【狙击】
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// operators …[sniper].prob 20 %, other 远程 (RANGED) operators …[other].prob 12 %. 同类效果取最高: the highest chance of
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// every 假日威龙陈 on the field. One roll per attack ("一次性消耗多发弹药时仅进行一次判定"); a spared attack spends nothing
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// of what it would ("强制改为实耗0发"), and every `ammoUsed` of it still fires ("不影响以'消耗弹药'为效果触发条件的侦测":
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// the bullet is put back in that event, before the skill checks for its last bullet) — 拉特兰 / garrison counters see it.
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// ASSUMED; the 20 % is PRTS's]. RPR-X stage 3 (talent change; chen2_t_002[spareShot]: 【狙击】 profession ⇒ [sniper],
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// else deploy class RANGED ⇒ [other]): herself e_spareshot_chen.prob 25 %, other 【狙击】 operators 20 %, other 远程
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// operators 12 %. 同类效果取最高: the highest chance of every 假日威龙陈 on the field. One roll per attack ("一次性消耗多发弹药
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// 时仅进行一次判定"); a spared attack spends nothing of what it would ("强制改为实耗0发"), and every `ammoUsed` of it still
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// fires ("不影响以'消耗弹药'为效果触发条件的侦测": the bullet is put back in that event, before the skill checks for its last
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// bullet) — 拉特兰 / garrison counters see it.
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// - T2 假日余韵 "攻击速度+8,当场地中存在水地形时改为攻击速度+12" ([common].attack_speed 8, [map].attack_speed +4). 水地形 is
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// a map TAG (PRTS 作战机制 §地形TAG): no level of this mode carries one (the act1 / act2 autochess level files' mapData.tags
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// are null), so +8. RPR-Y stage 3 "攻击力+15%,攻击速度+12,当场地中存在水地形时改为攻击力+28%,攻击速度+20,技能开启时,场地
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// 视为水地形": +15 % / +12, and while her skill runs the field holds the water TAG (PRTS 备注 "在技能期间为当前关卡临时添加
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// '水地形TAG';干员撤退时或技能结束时清除") — +28 % / +20 for her and for every 假日威龙陈 of that field. The module row's
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// [map] keys are the text's totals (20 / 0.28), the base row's [map] 4 the step over [common] 8 (8 + 4 = 12): read so.
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// 视为水地形": +15 % / +12, and while her skill runs the field holds the water TAG (chen2_e_003_t[map_tag]: SetRuntimeMapTag
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// water at ON_SKILL_START, cleared at ON_SKILL_FINISH / ON_OWNER_FINISH — one flag of the level, no count: the first
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// holder whose skill ends clears it) — +28 % / +20 for every 假日威龙陈 of that field. The module row's [map] keys are the
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// text's totals (20 / 0.28), the base row's [map] 4 the step over [common] 8 (8 + 4 = 12): read so.
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// - S1 高压冲击 (AUTO, attack SP, data DEFAULT — an attack skill): ATK +atk, 4 bullets (attack@trigger_time), every enemy of
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// her range takes the trait's front-row multiplier ("对攻击范围内的所有敌人应用特性加成", as 送葬人 S1).
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// - S2 “堇青之夜” (MANUAL, data DEFAULT): ATK +atk, 8 bullets (attack@trigger_time); 蓄力 (maxChargeTime 2; ba.charged "技力达
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// 到上限可继续回复,回复至上限2倍时进入蓄力状态,此时开启技能会触发额外效果(任何时候开启均消耗全部技力)"): cast with both
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// - S2 “堇青之夜” (MANUAL, data DEFAULT): ATK +atk, 8 bullets (attack@trigger_time); 蓄力 (maxChargeTime 2;
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// chen2_s_2_enhance_judge: ≥ 2 charges at the cast ⇒ the enhanced mode, then ClearCharacterSp; ba.charged): cast with both
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// charges stored ⇒ attack@another_trigger_time (20) bullets; every cast empties the SP. Every attack leaves slime (below).
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// - S3 “假日风暴” (MANUAL, data ACTIVE_RANGE on its 2-6): range 2-6 while it runs, ATK +atk, every attack strikes twice and
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// takes the trait multiplier on every enemy, leaves slime; 32 bullets, 2 per attack — PRTS 备注 "即使剩余弹药数小于2发仍
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// 可'消耗2发弹药'进行攻击;技能仅在弹药数归零后自动结束" (one `ammoUsed` per bullet).
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// - Slime (S2 / S3 "每次攻击在范围内生成持续5秒的粘液,地面敌人经过时移动速度-N%、防御力-M(不叠加)"): each struck enemy's tile
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// holds slime for attack@projectile_life_time s [ASSUMED: one tile under each enemy an attack strikes — the data calls it
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// a projectile with a life time]; a ground enemy standing on slime moves ×(1 + attack@move_speed) and has DEF
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// attack@def (flat), refreshed every SLIME_IV s so it lapses just after it leaves [ASSUMED]; 不叠加 — one effect, the
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// strongest slime under it; PRTS 备注 "粘液的效果无视无法选择类效果(如隐匿与无敌)": stealthed / invulnerable enemies too.
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// The slime outlives her [ASSUMED]. Air units never (地面敌人).
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// - S3 “假日风暴” (MANUAL, data ACTIVE_RANGE on its 2-6): range 2-6 while it runs, ATK +atk, every attack strikes twice
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// (MultiMeleeAttack _additionalTimes 1) and takes the trait multiplier on every enemy, leaves slime; 32 bullets, 2 per
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// attack — PRTS 备注 "即使剩余弹药数小于2发仍可'消耗2发弹药'进行攻击;技能仅在弹药数归零后自动结束" (one `ammoUsed` per bullet).
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// - Slime (S2 / S3 "每次攻击在范围内生成持续5秒的粘液,地面敌人经过时移动速度-N%、防御力-M(不叠加)"): each attack's RangeAttack
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// fires a projectile that lands at once on her own ground mount point in her direction and lives
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// attack@projectile_life_time s; every 0.2 s its range selector (ground enemies, `_ignoreTargetFree`: PRTS 备注 "无视无法选
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// 择类效果(如隐匿与无敌)") gives chen2_slime for 0.25 s — move speed FINAL_SCALER ×(1 + attack@move_speed), DEF
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// FINAL_ADDITION attack@def. Here: the tiles of her attack range at the attack hold slime for the life time (a later attack
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// refreshes them) [ASSUMED: the projectile's selector range is her attack range — the prefab names no grid; its effect is
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// "chen2_skill_02_range_01"], pulsed every 0.2 s; 不叠加 — one effect per 假日威龙陈 (independentCharacterSource: two of
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// them each slow); the DEF cut is compensated for the target's DEF multipliers (a final addition). It outlives her: the
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// projectiles are not hers to clear [ASSUMED]. Air units never (地面敌人). (Each struck ground enemy's own 0.1 s
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// chen2_s_debuff from the attack is inside that range anyway.)
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import { num, talentBb, skillRec, up } from '../shared/tier1.js';
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import { bodyKeys } from '../../../body.js';
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import { COLS } from '../../../constants.js';
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import { aggregateMods } from '../../../buffs.js';
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const S1 = 'skchr_chen2_1';
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const S2 = 'skchr_chen2_2';
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const S3 = 'skchr_chen2_3';
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/** PRTS 节约风气 备注: a 弹药类技能 is one whose text says "攻击装有X发弹药" or "攻击装有X发子弹". */
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const AMMO_SKILL = /攻击装有\d+发(?:弹药|子弹)/;
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/** Slime refresh period and the length of one refresh (the effect lapses SLIME_DUR s after the enemy leaves it). */
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const SLIME_IV = 0.1;
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const SLIME_DUR = 0.15;
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/** Buff key of the slime effect on an enemy (one for every 假日威龙陈: 不叠加). */
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export const SLIME_KEY = 'chen2:slime';
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/** projectile_chr_chen2_s2 / _s3 `_interval` (the slime's selection period) and chen2_slime's lifeTime. */
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const SLIME_IV = 0.2;
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const SLIME_DUR = 0.25;
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/** Buff key of a 假日威龙陈's slime effect on an enemy (independentCharacterSource: one per source). */
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export const slimeKey = (src) => `chen2:slime#${src.id}`;
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const bbOf = (chess, id) => skillRec(chess, id)?.bb ?? {};
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const count = (v, d) => Math.max(1, Math.floor(num(v, d)));
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@@ -102,15 +111,15 @@ function installSpare(battle, unit, probs) {
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st.srcs.set(unit, probs);
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}
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// ---- 水地形 TAG (RPR-Y stage 3): the units holding it on a battle -------------------------------------------------------
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/** battle → Set(units whose running skill makes the field count as water). */
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// ---- 水地形 TAG (RPR-Y stage 3): the level's one runtime flag ----------------------------------------------------------
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/** battle → { on } (SetRuntimeMapTag water: no count — the last set / clear wins). */
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const WATER = new WeakMap();
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/** Whether the field of `battle` counts as water terrain now (no level of the mode has the TAG of its own). */
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export const waterOn = (battle) => (WATER.get(battle)?.size ?? 0) > 0;
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function setWater(battle, unit, on) {
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export const waterOn = (battle) => !!WATER.get(battle)?.on;
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function setWater(battle, on) {
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let s = WATER.get(battle);
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if (!s) WATER.set(battle, (s = new Set()));
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if (on) s.add(unit); else s.delete(unit);
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if (!s) WATER.set(battle, (s = { on: false }));
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s.on = on;
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}
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/**
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@@ -125,61 +134,59 @@ export function holidayLines(t) {
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return { common: { atkPct: ca, aspd: cs }, water: total ? { atkPct: ma || ca, aspd: ms || cs } : { atkPct: ca + ma, aspd: cs + ms } };
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}
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// ---- slime (S2 / S3): one battle-wide pulse over every puddle ----------------------------------------------------------
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/** battle → Map(tileKey → { until, ms, def, src }). */
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// ---- slime (S2 / S3): one battle-wide pulse over every 假日威龙陈's slimed tiles ------------------------------------------
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/** battle → Map(source unit → Map(tileKey → { until, ms, def })). */
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const SLIME = new WeakMap();
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/** The slime puddles of a battle (tile key → puddle), for tests and the pulse. */
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export const slimeOf = (battle) => SLIME.get(battle) ?? null;
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/** A source's slimed tiles (tile key → { until, ms, def }), for tests. */
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export const slimeOf = (battle, src) => SLIME.get(battle)?.get(src) ?? null;
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/** The enemy's DEF multiplier from every buff but `key`'s ((1 + Σ defPct) × Π defMul): a FINAL_ADDITION is divided by it. */
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function defFactor(e, key) {
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const { add, mul } = aggregateMods(e.buffs.filter((b) => b.key !== key));
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return Math.max(0, 1 + (add.defPct ?? 0)) * (mul.defMul ?? 1);
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}
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function slimeState(battle) {
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let m = SLIME.get(battle);
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if (m) return m;
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m = new Map();
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SLIME.set(battle, m);
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// no owner: puddles outlive the unit that left them [ASSUMED]
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// no owner: the slime outlives the unit that left it [ASSUMED]
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battle.every(SLIME_IV, () => {
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if (!m.size) return;
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const now = battle.time;
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for (const [k, p] of m) if (p.until <= now + 1e-9) m.delete(k);
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if (!m.size) return;
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for (const e of battle.enemies) {
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// 地面敌人 only; 无视无法选择 — no targetability check (stealth, invulnerable)
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if (!e.alive || e.hidden || !e.deployed || e.isFlying) continue;
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let best = null;
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for (const k of bodyKeys(e)) {
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const p = m.get(k);
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if (p && (!best || Math.abs(p.def) > Math.abs(best.def) || (Math.abs(p.def) === Math.abs(best.def) && Math.abs(p.ms) > Math.abs(best.ms)))) best = p;
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for (const [src, tiles] of m) {
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for (const [k, p] of tiles) if (p.until <= now + 1e-9) tiles.delete(k);
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if (!tiles.size) continue;
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const key = slimeKey(src);
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for (const e of battle.enemies) {
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// 地面敌人 only; 无视无法选择 — no targetability check (stealth, invulnerable)
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if (!e.alive || e.hidden || !e.deployed || e.isFlying) continue;
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let p = null;
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for (const k of bodyKeys(e)) { p = tiles.get(k) ?? null; if (p) break; }
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if (!p) continue;
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const f = defFactor(e, key);
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battle.addBuff(e, {
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key, duration: SLIME_DUR, source: src, tags: ['skill', 'slime'],
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mods: { moveMul: Math.max(0, 1 + p.ms), defFlat: f > 1e-6 ? p.def / f : p.def },
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});
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}
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if (!best) continue;
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battle.addBuff(e, { key: SLIME_KEY, duration: SLIME_DUR, mods: { moveMul: Math.max(0, 1 + best.ms), defFlat: best.def }, source: best.src, tags: ['skill', 'slime'] });
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}
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});
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return m;
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}
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/**
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* S2 / S3 attack.onHit (once per struck enemy, at the arrow's impact): slime on that enemy's tile for life s; a puddle
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* already there is refreshed, keeping the stronger numbers [ASSUMED: one puddle per tile].
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*/
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function slimeOnHit(b) {
|
||||
/** S2 / S3 onAttack: the tiles of her attack range hold her slime for life s (refreshed by every attack). */
|
||||
function leaveSlime(battle, unit, b) {
|
||||
const life = num(b['attack@projectile_life_time'], 5), ms = num(b['attack@move_speed']), def = num(b['attack@def']);
|
||||
return ({ battle, unit, x, y }) => {
|
||||
if (!(life > 0) || (!ms && !def)) return;
|
||||
const r = Math.round(y), c = Math.round(x);
|
||||
if (!battle.grid.inBounds(r, c)) return;
|
||||
const m = slimeState(battle);
|
||||
const k = r * COLS + c, until = battle.time + life, old = m.get(k);
|
||||
if (!old) {
|
||||
m.set(k, { until, ms, def, src: unit });
|
||||
battle.fx('zone', { x: c, y: r, radius: 0.5, dur: life, id: unit.id, skill: 'chen2:slime' });
|
||||
return;
|
||||
}
|
||||
if (Math.abs(def) > Math.abs(old.def) || (Math.abs(def) === Math.abs(old.def) && Math.abs(ms) > Math.abs(old.ms))) {
|
||||
old.ms = ms; old.def = def; old.src = unit;
|
||||
}
|
||||
old.until = Math.max(old.until, until);
|
||||
};
|
||||
if (!(life > 0) || (!ms && !def) || !unit.rangeKeys) return;
|
||||
const m = slimeState(battle);
|
||||
let tiles = m.get(unit);
|
||||
if (!tiles) m.set(unit, (tiles = new Map()));
|
||||
const fresh = !tiles.size;
|
||||
const until = battle.time + life;
|
||||
for (const k of unit.rangeKeys) tiles.set(k, { until, ms, def });
|
||||
if (fresh) battle.fx('zone', { x: unit.x, y: unit.y, radius: 2, dur: life, id: unit.id, skill: 'chen2:slime' });
|
||||
}
|
||||
|
||||
export default {
|
||||
@@ -209,7 +216,7 @@ export default {
|
||||
kind: 'ammo',
|
||||
ammo: count(b2['attack@trigger_time'], 8),
|
||||
mods: { atkPct: num(b2.atk) },
|
||||
attack: { onHit: slimeOnHit(b2) },
|
||||
attack: {}, // (its attacks are the skill's: isSkill)
|
||||
onStart({ unit, skill }) {
|
||||
// 蓄力: cast with every charge stored (activate took one) ⇒ the charged bullets; any cast spends all the SP
|
||||
const charged = skill.maxCharges > 1 && skill.charges + 1 >= skill.maxCharges;
|
||||
@@ -218,6 +225,7 @@ export default {
|
||||
skill.charges = 0;
|
||||
skill.sp = 0;
|
||||
},
|
||||
onAttack({ battle, unit }) { leaveSlime(battle, unit, b2); },
|
||||
onEnd({ unit }) { unit.mem.chen2Charged = false; },
|
||||
},
|
||||
[S3]: {
|
||||
@@ -225,9 +233,10 @@ export default {
|
||||
ammo: count(b3['attack@trigger_time'], 32),
|
||||
mods: { atkPct: num(b3.atk) },
|
||||
targeting: s3?.rangeGrid ? { rangeGrid: s3.rangeGrid.map((p) => [p[0], p[1]]) } : undefined,
|
||||
attack: { hits: 2, dmgMul: frontAll, onHit: slimeOnHit(b3) },
|
||||
// 每次攻击消耗2发: the second bullet (the engine spends the other one); with one left she still attacks
|
||||
attack: { hits: 2, dmgMul: frontAll },
|
||||
onAttack({ battle, unit, skill }) {
|
||||
leaveSlime(battle, unit, b3);
|
||||
// 每次攻击消耗2发: the second bullet (the engine spends the other one); with one left she still attacks
|
||||
if (skill.ammoLeft > 1) {
|
||||
skill.ammoLeft--;
|
||||
battle.emit('ammoUsed', { unit, left: skill.ammoLeft, skill });
|
||||
@@ -255,10 +264,17 @@ export default {
|
||||
apply();
|
||||
battle.on('tick', apply, { owner: unit });
|
||||
if (!waterSkill) return;
|
||||
// RPR-Y stage 3 "技能开启时,场地视为水地形": the TAG while her skill runs, gone when it ends or she leaves
|
||||
battle.on('skillStart', (ctx) => { if (ctx.unit === unit) { setWater(battle, unit, true); apply(); } }, { owner: unit });
|
||||
battle.on('skillEnd', (ctx) => { if (ctx.unit === unit) { setWater(battle, unit, false); apply(); } }, { owner: unit });
|
||||
battle.on('death', (ctx) => { if (ctx.unit === unit) setWater(battle, unit, false); }, { owner: unit });
|
||||
// RPR-Y stage 3 "技能开启时,场地视为水地形" (chen2_e_003_t[map_tag]): set at her skill's start unless she holds it,
|
||||
// cleared when her skill ends or she leaves — if she set it
|
||||
const clear = () => { if (unit.mem.chen2WaterSet) { unit.mem.chen2WaterSet = false; setWater(battle, false); apply(); } };
|
||||
battle.on('skillStart', (ctx) => {
|
||||
if (ctx.unit !== unit || unit.mem.chen2WaterSet) return;
|
||||
unit.mem.chen2WaterSet = true;
|
||||
setWater(battle, true);
|
||||
apply();
|
||||
}, { owner: unit });
|
||||
battle.on('skillEnd', (ctx) => { if (ctx.unit === unit) clear(); }, { owner: unit });
|
||||
battle.on('death', (ctx) => { if (ctx.unit === unit) clear(); }, { owner: unit });
|
||||
} },
|
||||
],
|
||||
};
|
||||
|
||||
@@ -9,7 +9,10 @@
|
||||
// built into backups.json) and PRTS 莱伊 (巡哨伙伴 / 入神 / S1 / S2 / S3 备注), PRTS 沙地兽 (备注 "持有禁疗、无敌", "退场时返还1
|
||||
// 个可部署的沙地兽", "莱伊退场时强制撤退场上的沙地兽"; its skill "仅在持有者携带技能2时才会携带"), PRTS 分支特性信息 猎手, BWIKI
|
||||
// 莱伊 ("装填间隔即为攻击间隔,初始子弹数即为最大子弹数"), PRTS 卫戍协议/帮助 (a placed summon that leaves is deployed again on
|
||||
// its tile "在满足条件后").
|
||||
// its tile "在满足条件后"); the client's battle data read from the local install — buff_template_data ray_tr / ray_tr_add /
|
||||
// ray_tr_sub (the magazine), ray_s_1[konckback] (Knockback _useSourceDirection, _decreaseForceLevelWhenNotInDirection 1),
|
||||
// ray_s_1[kill_add_bullet], ray_t_1[damage_scale] (PHYSICAL DamageScale on targets holding ray_sndbst_aura), ray_s_2[deck],
|
||||
// ray_s_3[reload] / [check_full] / [sp], ray_sndbst_tr / ray_sndbst_collect, and charpack char_4117_ray.
|
||||
// - Trait (猎手) "攻击时需要消耗子弹且攻击力提升至120%,不攻击时会缓慢地装填子弹(最多8发)" (trait bb value / atk_scale; the
|
||||
// hunter profile's ×atk_scale on every bullet attack, skill attacks included). PRTS 分支特性信息 猎手: "入场时持有自身子弹上限
|
||||
// 数的子弹" — full at every deployment; "存在子弹且攻击范围内存在目标时进行攻击,不存在子弹/子弹未满且攻击范围内无目标时进行
|
||||
@@ -44,9 +47,10 @@
|
||||
// - S2 广域警觉 (AUTO, attack SP; 持续时间无限 — a toggle): range 4-10, ATK +atk, the 沙地兽's redeploy time ×(1 +
|
||||
// respawn_time). Self / summon effects only: it fires at full SP (`trigger: 'SP_FULL'`, the owner's AUTO rule).
|
||||
// Passive "沙地兽撤退时回收命中该区域的子弹": while she carries S2, the bullets of her attacks that hit an enemy inside a
|
||||
// scouting 沙地兽's area are counted and come back to her magazine when it leaves (≤ the magazine, while she is on the
|
||||
// field) [ASSUMED: capped at the trait's maximum]; S1's special bullet is no bullet. PRTS "装弹行为不触发攻击回复": no
|
||||
// reload gives attack SP.
|
||||
// scouting 沙地兽's area are counted (its own counter: ≤ its trait value 8 — ray_sndbst_tr) and come back to her magazine
|
||||
// when it leaves, while she is on the field (ray_sndbst_collect → ray_tr_add: HUN-X's extra_add first on an empty
|
||||
// magazine, capped at her maximum); S1's special bullet is no bullet. PRTS "装弹行为不触发攻击回复": no reload gives
|
||||
// attack SP.
|
||||
// - S3 “得见光芒” (MANUAL, 16 s, data ACTIVE_RANGE on its 3-8): "立即停止攻击直至子弹装满,装填间隔大幅缩短(-1.2)": at the cast
|
||||
// she stops attacking and reloads (a reload under way is cut to the new interval) until her magazine is full, every reload
|
||||
// while it runs lasting base attack time + reload_interval (0.4 s); range 3-8; every attack attack@atk_scale × ATK
|
||||
@@ -233,8 +237,13 @@ export default {
|
||||
if (!mine(t) || battle.finished) return;
|
||||
t.removed = false; // the piece stays (Battle.redeploy needs it; its hooks are kept)
|
||||
if (m.rayBeast === t) endArea();
|
||||
// S2 passive: the bullets that hit in its area come back
|
||||
if (picked === S2 && m.rayBullets > 0 && up(unit)) unit.trait.ammo = Math.min(ammoMax(unit), (unit.trait.ammo ?? 0) + m.rayBullets);
|
||||
// S2 passive: the bullets that hit in its area come back (ray_sndbst_collect → ray_tr_add: its count — ≤ its own
|
||||
// trait value — onto her magazine, HUN-X's extra_add first when she is empty, capped at her maximum)
|
||||
if (picked === S2 && m.rayBullets > 0 && up(unit)) {
|
||||
const back = Math.min(m.rayBullets, Math.max(1, Math.floor(num(t.def?.traitBb?.value, ammoMax(unit)))));
|
||||
const empty = (unit.trait.ammo ?? 0) <= 0 ? extraAdd : 0;
|
||||
unit.trait.ammo = Math.min(ammoMax(unit), (unit.trait.ammo ?? 0) + empty + back);
|
||||
}
|
||||
m.rayBullets = 0;
|
||||
const left = battle.time;
|
||||
battle.every(RETRY, (b, sched) => {
|
||||
|
||||
@@ -11,7 +11,7 @@ import { readFileSync } from 'node:fs';
|
||||
import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js';
|
||||
import { KITTED_CHARS, OPERATOR_KITS, KITS } from '../../server/sim/content/kits/index.js';
|
||||
import { diyPool, validateDiyPicks } from '../../shared/diy.js';
|
||||
import { spareChance, waterOn, holidayLines, slimeOf, SLIME_KEY } from '../../server/sim/content/kits/ops/op-chen2.js';
|
||||
import { spareChance, waterOn, holidayLines, slimeOf, slimeKey } from '../../server/sim/content/kits/ops/op-chen2.js';
|
||||
|
||||
const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8'));
|
||||
const CHESS = load('chess');
|
||||
@@ -27,7 +27,7 @@ const modOf = (tier, mod) => (mod ? formOf(tier, true).modules.find((m) => m.uni
|
||||
const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`);
|
||||
const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o });
|
||||
const ENEMIES = {
|
||||
enemy_dummy: dummy('enemy_dummy'), enemy_fly: dummy('enemy_fly', { motion: 'FLY' }),
|
||||
enemy_dummy: dummy('enemy_dummy'), enemy_fly: dummy('enemy_fly', { motion: 'FLY' }), enemy_armor: dummy('enemy_armor', { def: 500 }),
|
||||
enemy_walk: enemyRec({ key: 'enemy_walk', hp: 1e9, speed: 0.5, mass: 0 }),
|
||||
};
|
||||
const FORMS_ALL = [[5, false, null], [6, false, null], ...[5, 6].flatMap((t) => [null, RX, RY].map((m) => [t, true, m]))];
|
||||
@@ -161,38 +161,58 @@ test('S2 “堇青之夜” (MANUAL, data DEFAULT, 蓄力 2): 27 / 24 SP from 5
|
||||
}
|
||||
});
|
||||
|
||||
test('slime (S2 / S3): each struck enemy\'s tile holds slime 5 s; a ground enemy on it moves ×0.8 / ×0.7 (S2) and loses 100 / 150 DEF (not stacking), a stealthed one too, a flyer never; it lapses after the 5 s', () => {
|
||||
for (const [tier, elite, skill] of [[5, false, 1], [6, true, 1], [6, true, 2]]) {
|
||||
test('slime (S2 / S3): each attack slimes the tiles of her attack range (2-5; S3 2-6) for 5 s; a ground enemy there — struck or not, stealthed too — moves ×0.8 / ×0.7 / ×0.6 and loses 100 / 150 / 200 DEF after its multipliers (not stacking); a flyer or an enemy outside never; it lapses 5 s after her last attack; two 假日威龙陈 each slow', () => {
|
||||
for (const [tier, elite, skill] of [[5, false, 1], [6, true, 1], [5, false, 2], [6, true, 2]]) {
|
||||
const sk = skillOf(tier, elite, [S1, S2, S3][skill]);
|
||||
const [ms, def, life] = [sk.bb['attack@move_speed'], sk.bb['attack@def'], sk.bb['attack@projectile_life_time']];
|
||||
const { h, u } = field({ tier, elite, skill });
|
||||
const e = h.spawn('enemy_dummy', { pos: [10, 5] });
|
||||
const e = h.spawn('enemy_armor', { pos: [10, 5] });
|
||||
const fly = h.spawn('enemy_fly', { pos: [10, 6] });
|
||||
const out = h.spawn('enemy_armor', { pos: [10, 8] });
|
||||
cast(h, u);
|
||||
assert.ok(h.runUntil(() => atkHits(h, u).some((c) => c.dmg.isSkill && c.target === e), 5), 'struck');
|
||||
assert.ok(h.runUntil(() => h.hooksOf('attack').some((c) => c.attacker === u && c.isSkill), 5), 'an attack');
|
||||
h.run(0.25);
|
||||
const pud = slimeOf(h.b);
|
||||
assert.ok(pud && pud.has(10 * 21 + 5) && pud.has(10 * 21 + 6), `T${tier} S${skill + 1}: puddles under both struck enemies`);
|
||||
const b = e.findBuff(SLIME_KEY);
|
||||
const tiles = slimeOf(h.b, u);
|
||||
assert.deepEqual([...tiles.keys()].sort((a, b) => a - b), [...u.rangeKeys].sort((a, b) => a - b), `T${tier} S${skill + 1}: her range (${skill === 2 ? '2-6' : '2-5'})`);
|
||||
const key = slimeKey(u);
|
||||
const b = e.findBuff(key);
|
||||
assert.ok(b, `T${tier} S${skill + 1}: the ground enemy is slimed`);
|
||||
assert.deepEqual(b.mods, { moveMul: 1 + sk.bb['attack@move_speed'], defFlat: sk.bb['attack@def'] }, `T${tier} S${skill + 1}: ×${1 + sk.bb['attack@move_speed']} / ${sk.bb['attack@def']}`);
|
||||
assert.equal(fly.findBuff(SLIME_KEY), null, `T${tier}: never a flyer`);
|
||||
approx(e.s.def, Math.max(0, e.base.def + sk.bb['attack@def']), 'DEF');
|
||||
// 不叠加: one effect however many puddles / attacks
|
||||
h.run(5);
|
||||
assert.equal(e.buffs.filter((x) => x.key === SLIME_KEY).length, 1);
|
||||
// a stealthed walker passing through (无视无法选择)
|
||||
const w = h.spawn('enemy_dummy', { pos: [10, 5] });
|
||||
h.b.addBuff(w, { key: 'test:stealth', flags: { stealth: true } });
|
||||
h.run(0.3);
|
||||
assert.ok(w.findBuff(SLIME_KEY), 'a stealthed enemy on the slime is slimed');
|
||||
// stop the skill and let the puddles run out
|
||||
approx(b.mods.moveMul, 1 + ms, `×${1 + ms}`);
|
||||
approx(e.s.def, 500 + def, `DEF ${def}`);
|
||||
assert.equal(fly.findBuff(key), null, 'never a flyer');
|
||||
assert.equal(out.findBuff(key), null, 'not outside her range');
|
||||
// a stealthed ground enemy that walks in (never struck: she cannot see it) — 无视无法选择
|
||||
const sneak = h.spawn('enemy_armor', { pos: [9, 6] });
|
||||
h.b.addBuff(sneak, { key: 'test:stealth', flags: { stealth: true } });
|
||||
h.run(0.25);
|
||||
assert.ok(sneak.findBuff(key), 'a stealthed enemy in the slime is slimed');
|
||||
// the DEF cut is a final addition: after a ×0.7 DEF status
|
||||
h.b.applyStatus(e, 'defDown', { duration: 30, value: 0.3, source: u });
|
||||
h.run(0.25);
|
||||
approx(e.s.def, 500 * 0.7 + def, 'DEF ×0.7 then the cut');
|
||||
assert.equal(e.buffs.filter((x) => x.key === key).length, 1, '不叠加');
|
||||
// stop her: the slime lapses life s after her last attack
|
||||
u.skill.end('test');
|
||||
h.b.addBuff(u, { key: 'test:disarm', flags: { disarm: true } });
|
||||
h.run(sk.bb['attack@projectile_life_time'] + 0.5);
|
||||
assert.equal(e.findBuff(SLIME_KEY), null, `T${tier}: gone ${sk.bb['attack@projectile_life_time']} s after the last attack`);
|
||||
assert.equal(pud.size, 0, 'no puddle left');
|
||||
const tLast = h.hooksOf('attack').filter((c) => c.attacker === u).slice(-1)[0].t;
|
||||
h.run(tLast + life - 0.3 - h.b.time);
|
||||
assert.ok(e.findBuff(key), 'still slimed');
|
||||
h.run(0.7);
|
||||
assert.equal(e.findBuff(key), null, `gone ${life} s after her last attack`);
|
||||
done(h);
|
||||
}
|
||||
// two of them: one slow each (independentCharacterSource)
|
||||
const h = makeBattle({
|
||||
defs: { enemies: ENEMIES }, timeLimit: 60, autoFinish: false, seed: 3, flags: { dpPerSec: 0 },
|
||||
units: [{ uid: 1, diy: { slot: 5, charId: CHEN, skillIndex: 1 }, row: 10, col: 4 }, { uid: 2, diy: { slot: 6, charId: CHEN, skillIndex: 1 }, row: 11, col: 4 }],
|
||||
});
|
||||
h.step();
|
||||
const e = h.spawn('enemy_armor', { pos: [10, 5] });
|
||||
for (const id of [1, 2]) h.unit(id).skill.gainSp(999);
|
||||
h.run(3);
|
||||
assert.ok(e.findBuff(slimeKey(h.unit(1))) && e.findBuff(slimeKey(h.unit(2))), 'both slimes');
|
||||
approx(e.s.def, 500 - 200, 'DEF −100 twice');
|
||||
done(h);
|
||||
});
|
||||
|
||||
test('S3 “假日风暴” (MANUAL, data ACTIVE_RANGE on 2-6): an enemy only on 2-6 casts it; range 2-6 (and back); ATK +55 % / +70 %, every attack strikes twice with the trait multiplier on every enemy; 32 bullets, 2 per attack (16 attacks), one left still attacks', () => {
|
||||
|
||||
+39
-39
@@ -1982,35 +1982,35 @@
|
||||
"round": 12,
|
||||
"seed": 2215018795,
|
||||
"waveId": "act1autochess_h05",
|
||||
"time": 230,
|
||||
"ticks": 6900,
|
||||
"reason": "timeout",
|
||||
"killed": 23,
|
||||
"time": 229.93,
|
||||
"ticks": 6898,
|
||||
"reason": "cleared",
|
||||
"killed": 27,
|
||||
"total": 60,
|
||||
"unspawned": 0,
|
||||
"bossHpLeft": null,
|
||||
"rngDraws": 299,
|
||||
"rngDraws": 300,
|
||||
"errors": {"count":0,"kinds":[]},
|
||||
"players": {"p1":{"killed":23,"total":60,"perfect":false,"leaks":37,"leaksUncounted":0,"coins":0,"dmg":1146961,"bossDmg":0,"heal":0,"deaths":10,"layerGains":{}}},
|
||||
"players": {"p1":{"killed":27,"total":60,"perfect":false,"leaks":33,"leaksUncounted":0,"coins":0,"dmg":1206322,"bossDmg":0,"heal":0,"deaths":9,"layerGains":{}}},
|
||||
"units": [
|
||||
["p1",1,"op","chess_char_5_diy1_a",0,null,1875,1,10,0,22517,0,0,51,5],
|
||||
["p1",2,"op","chess_char_5_diy2_a",1,null,1875,1,11,0,37968,0,0,56,3],
|
||||
["p1",3,"op","chess_char_5_diy1_a",2,null,1875,1,1,8,77034,0,0,88,2],
|
||||
["p1",4,"op","chess_char_5_diy2_b",0,"none",2290,1,3,5,126301,0,0,97,10],
|
||||
["p1",5,"op","chess_char_5_diy1_b",1,"none",2290,1,5,3,143056,0,0,96,5],
|
||||
["p1",6,"op","chess_char_5_diy2_b",2,"none",2290,1,7,1,420504,0,0,87,2],
|
||||
["p1",1,"op","chess_char_5_diy1_a",0,null,1875,1,10,0,26812,0,0,51,5],
|
||||
["p1",2,"op","chess_char_5_diy2_a",1,null,1875,1,11,0,43295,0,0,55,3],
|
||||
["p1",3,"op","chess_char_5_diy1_a",2,null,1875,1,1,5,54590,0,0,87,2],
|
||||
["p1",4,"op","chess_char_5_diy2_b",0,"none",2290,1,3,5,121247,0,0,96,9],
|
||||
["p1",5,"op","chess_char_5_diy1_b",1,"none",2290,1,5,1,143603,0,0,86,5],
|
||||
["p1",6,"op","chess_char_5_diy2_b",2,"none",2290,1,7,7,485647,0,0,86,2],
|
||||
["p1",7,"op","chess_char_5_diy1_b",0,"uniequip_002_chen2",2290,1,9,0,0,0,0,0,0],
|
||||
["p1",8,"op","chess_char_5_diy2_b",1,"uniequip_002_chen2",2290,1,12,0,115378,0,0,80,4],
|
||||
["p1",9,"op","chess_char_5_diy1_b",2,"uniequip_002_chen2",2290,1,79,4,35459,4580,0,26,1],
|
||||
["p1",10,"op","chess_char_5_diy2_b",0,"uniequip_003_chen2",1116.3,1,80,1,58145,6159,0,32,3],
|
||||
["p1",11,"op","chess_char_5_diy1_b",1,"uniequip_003_chen2",0,0,77,0,50242,7275,0,21,1],
|
||||
["p1",12,"op","chess_char_5_diy2_b",2,"uniequip_003_chen2",0,0,78,0,60357,7275,0,34,1]
|
||||
["p1",8,"op","chess_char_5_diy2_b",1,"uniequip_002_chen2",2290,1,12,0,123659,0,0,82,4],
|
||||
["p1",9,"op","chess_char_5_diy1_b",2,"uniequip_002_chen2",0,0,72,2,43929,4580,0,23,1],
|
||||
["p1",10,"op","chess_char_5_diy2_b",0,"uniequip_003_chen2",2425,1,79,2,16074,4850,0,28,2],
|
||||
["p1",11,"op","chess_char_5_diy1_b",1,"uniequip_003_chen2",1116.3,1,78,2,82150,6159,0,38,3],
|
||||
["p1",12,"op","chess_char_5_diy2_b",2,"uniequip_003_chen2",0,0,77,3,65315,7275,0,32,1]
|
||||
],
|
||||
"enemies": {"enemy_1045_hammer_2":[12,0,12,12971,88407],"enemy_1061_zomshd":[48,23,24,12317,1128449]},
|
||||
"hooks": [1,80,6900,699,699,4321,4321,47243,33,69,37,35,397,26577,0,12,60,36,1,33,0,0,0],
|
||||
"events": {"atk":2237,"deploy":20,"die":33,"dmg":4321,"fx":107,"leak":36,"skill":72,"spawn":72},
|
||||
"fx": {"reload":51,"zone":56},
|
||||
"snaps": "cd5ab93f 0fdb1e7c 557181fd 2610c393 ffe004fb 79253f5d aacadc7f fca301fb 9f41cc07 88f28c30 1eed72e2 4f156152 051e0c90 2d42fdf6 b5c18831 5882c826 bb8dea4d 7d347742 a689f424 cf326f7e fc946b30 8ca74e36 d030e9c5"
|
||||
"enemies": {"enemy_1045_hammer_2":[12,0,12,9835,121832],"enemy_1061_zomshd":[48,27,21,13029,1152890]},
|
||||
"hooks": [1,79,6898,694,694,4275,4275,45863,36,69,37,33,392,26342,1,14,60,33,1,36,0,0,0],
|
||||
"events": {"atk":2215,"deploy":19,"die":36,"dmg":4275,"fx":72,"leak":33,"skill":70,"spawn":72,"status":2},
|
||||
"fx": {"reload":51,"zone":21},
|
||||
"snaps": "cd5ab93f 2396c2a8 5077137f dd863ee2 d4b68780 9808f85e b478a497 d3cf815c 52e73b12 21f1f91b dcae9b46 2b6c86eb 72df1443 707243c1 9fa5d9a1 c2398758 d1d86183 f988258a 8172a2fe 50e548a7 b9a30dce c379a931 ad469f5c"
|
||||
},
|
||||
"diy-050": {
|
||||
"about": "6_diy1_a=chen2/S1 6_diy2_a=chen2/S2 6_diy1_a=chen2/S3 6_diy2_b=chen2/S1 6_diy1_b=chen2/S2 6_diy2_b=chen2/S3 6_diy1_b=chen2/S1/002_chen2 6_diy2_b=chen2/S2/002_chen2 6_diy1_b=chen2/S3/002_chen2 6_diy2_b=chen2/S1/003_chen2 6_diy1_b=chen2/S2/003_chen2 6_diy2_b=chen2/S3/003_chen2",
|
||||
@@ -2021,35 +2021,35 @@
|
||||
"round": 13,
|
||||
"seed": 574294847,
|
||||
"waveId": "act1autochess_h06",
|
||||
"time": 213.6,
|
||||
"ticks": 6408,
|
||||
"time": 213.57,
|
||||
"ticks": 6407,
|
||||
"reason": "cleared",
|
||||
"killed": 9,
|
||||
"total": 105,
|
||||
"unspawned": 0,
|
||||
"bossHpLeft": null,
|
||||
"rngDraws": 20,
|
||||
"rngDraws": 21,
|
||||
"errors": {"count":0,"kinds":[]},
|
||||
"players": {"p1":{"killed":9,"total":105,"perfect":false,"leaks":96,"leaksUncounted":0,"coins":0,"dmg":176875,"bossDmg":0,"heal":0,"deaths":20,"layerGains":{}}},
|
||||
"players": {"p1":{"killed":9,"total":105,"perfect":false,"leaks":96,"leaksUncounted":0,"coins":0,"dmg":185004,"bossDmg":0,"heal":0,"deaths":20,"layerGains":{}}},
|
||||
"units": [
|
||||
["p1",1,"op","chess_char_6_diy1_a",0,null,0,0,1,1,4895,1875,0,7,1],
|
||||
["p1",2,"op","chess_char_6_diy2_a",1,null,0,0,3,0,12046,1875,0,7,1],
|
||||
["p1",3,"op","chess_char_6_diy1_a",2,null,0,0,5,0,7430,1875,0,7,0],
|
||||
["p1",4,"op","chess_char_6_diy2_b",0,"none",0,0,2,1,11540,2290,0,7,1],
|
||||
["p1",5,"op","chess_char_6_diy1_b",1,"none",0,0,8,2,14249,2290,0,5,1],
|
||||
["p1",1,"op","chess_char_6_diy1_a",0,null,0,0,1,0,3193,1875,0,6,0],
|
||||
["p1",2,"op","chess_char_6_diy2_a",1,null,0,0,3,0,12580,1875,0,8,1],
|
||||
["p1",3,"op","chess_char_6_diy1_a",2,null,0,0,5,0,12686,1875,0,8,0],
|
||||
["p1",4,"op","chess_char_6_diy2_b",0,"none",0,0,2,0,5688,2290,0,6,1],
|
||||
["p1",5,"op","chess_char_6_diy1_b",1,"none",0,0,8,2,15978,2290,0,5,1],
|
||||
["p1",6,"op","chess_char_6_diy2_b",2,"none",0,0,67,0,11342,4580,0,6,0],
|
||||
["p1",7,"op","chess_char_6_diy1_b",0,"uniequip_002_chen2",0,0,65,0,5635,4580,0,6,0],
|
||||
["p1",8,"op","chess_char_6_diy2_b",1,"uniequip_002_chen2",0,0,7,2,22739,2290,0,8,1],
|
||||
["p1",8,"op","chess_char_6_diy2_b",1,"uniequip_002_chen2",0,0,7,2,29571,2290,0,8,1],
|
||||
["p1",9,"op","chess_char_6_diy1_b",2,"uniequip_002_chen2",0,0,9,0,10530,2290,0,6,0],
|
||||
["p1",10,"op","chess_char_6_diy2_b",0,"uniequip_003_chen2",0,0,111,0,14362,7410,0,11,0],
|
||||
["p1",11,"op","chess_char_6_diy1_b",1,"uniequip_003_chen2",0,0,118,2,28476,7410,0,11,1],
|
||||
["p1",12,"op","chess_char_6_diy2_b",2,"uniequip_003_chen2",0,0,125,1,33633,7410,0,12,0]
|
||||
["p1",11,"op","chess_char_6_diy1_b",1,"uniequip_003_chen2",0,0,125,4,32571,7410,0,13,1],
|
||||
["p1",12,"op","chess_char_6_diy2_b",2,"uniequip_003_chen2",0,0,118,1,30868,7410,0,12,0]
|
||||
],
|
||||
"enemies": {"enemy_1165_duhond":[51,9,42,4962,106064],"enemy_1174_duholy_2":[24,0,24,16928,28959],"enemy_1175_dushdo_2":[30,0,30,24285,41852]},
|
||||
"hooks": [1,125,6408,148,148,298,298,0,29,125,6,6,20,5349,0,27,105,96,1,29,0,0,0],
|
||||
"events": {"atk":302,"deploy":20,"die":29,"dmg":298,"fx":13,"leak":96,"skill":12,"spawn":117,"status":95},
|
||||
"fx": {"reload":4,"zone":9},
|
||||
"snaps": "bd64d67f f3df83b6 2b856b69 b6ac8170 0e517a9b f3c238f3 e39423d6 d8b530e9 7deb9725 9e8e1489 6b298bbe ca59d939 083a021d 65b35107 8994b3f8 ca994722 c744f8dc e6e50b34 b7c27ed6 31666d8b 37e1fde4 b8746a75"
|
||||
"enemies": {"enemy_1165_duhond":[51,9,42,3408,101286],"enemy_1174_duholy_2":[24,0,24,16928,37448],"enemy_1175_dushdo_2":[30,0,30,25840,46269]},
|
||||
"hooks": [1,125,6407,148,148,304,304,0,29,125,5,5,21,5444,0,25,105,96,1,29,0,0,0],
|
||||
"events": {"atk":307,"deploy":20,"die":29,"dmg":304,"fx":8,"leak":96,"skill":10,"spawn":117,"status":93},
|
||||
"fx": {"reload":4,"zone":4},
|
||||
"snaps": "bd64d67f 89474186 f29e9c8c d2709b01 c98c193b 65062fc6 ce1a7762 7d13c1c1 b2dfa5bf 40376417 76ece10a e7c87d80 94d0f82e 780eb42e 38046d89 c8c7aa8d 5d373dc7 b3db1c31 32680bc2 5263ed68 de37dd9f e4371a62"
|
||||
},
|
||||
"diy-051": {
|
||||
"about": "5_diy1_a=ray/S1 5_diy2_a=ray/S2 5_diy1_a=ray/S3 5_diy2_b=ray/S1 5_diy1_b=ray/S2 5_diy2_b=ray/S3 5_diy1_b=ray/S1/002_ray 5_diy2_b=ray/S2/002_ray 5_diy1_b=ray/S3/002_ray 5_diy2_b=ray/S1/003_ray 5_diy1_b=ray/S2/003_ray 5_diy2_b=ray/S3/003_ray",
|
||||
|
||||
Reference in new issue
Block a user