feedback1 final: six 重装 skills cast with an enemy in range, a deliberate deviation from the official TAKE_DAMAGE row (GitHub issue #4, PR #12)

The owner's decision (2026-10-03, after community feedback): 深巡 S2 行动能力剥夺, 雷蛇 S2 反击电弧, 号角 S2 暴风号令
and S3 终极防线, 灰毫 S1 攻击力强化·γ型 and S2 专注轰击 take the basic strategy (DEFAULT) instead of the 下半 TANK class
row's TAKE_DAMAGE. Every other MANUAL 重装 skill, 深巡 S1 included, still waits for a hit.

- tools/build-data.mjs TRIGGER_DEVIATIONS: a small table keyed by the normal chess id and the skill id (the elite
  follows through baseId), never by the skill id alone - 灰毫 S1 is the generic skcom_atk_up[3]. resolveTrigger applies
  it last; rawRule keeps the official TAKE_DAMAGE; validateAll fails the build when an entry no longer meets a
  TAKE_DAMAGE row. data/chess.json rebuilt with --offline: exactly the 12 records' rule changes.
- PR #12's kit lines (trigger 'DEFAULT' on 深巡 / 雷蛇 S2) stay and agree with the data; their comments and tests now
  give this reason instead of the community summary.
- Tests: test/sim/feedback1-tank-triggers.test.js (the data, kit = data, a real battle on 战场#01(下半) in which each of
  the six casts with an enemy in range before any hit and each of the other 46 MANUAL 重装 records casts on the first
  hit); data.test.js trigger expectations; the 灰毫 / 号角 kit tests follow; docs-consistency.
- Docs: DESIGN §21.29 (new), §5.6, §19.2, §20.2, §21.20 (settled row), §21.23; DATA, SIM, PLAYING, CHANGELOG 0.1.1;
  research 03 §1.4 drops the arknights.wiki.gg "offensive / defensive" summary and records the activity_table history
  (上半 had no TANK row, 下半 added it) and this deviation; research 00-INDEX.
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sganggs committed 2026-10-03 19:13:35 +08:00
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@@ -456,7 +456,7 @@ test('2_17 折桠 S1 绝境抵抗: TAKE_DAMAGE; DEF +def and 抵抗 (control sta
}
});
test('2_18 灰毫 S2 专注轰击: cast when hit (重装 TAKE_DAMAGE), then blocks nothing, ranged splash bombs only, shorter interval, ATK +atk', () => {
test('2_18 灰毫 S2 专注轰击: cast with an enemy in range (DEFAULT, the deliberate deviation from the 重装 row — DESIGN §21.29), then blocks nothing, ranged splash bombs only, shorter interval, ATK +atk', () => {
for (const id of both('chess_char_2_18')) {
const bb = bbAlt(id);
const enemies = { w: enemyRec({ key: 'w', hp: 1e7, speed: 2, atk: 50, bat: 1 }) };
@@ -465,15 +465,18 @@ test('2_18 灰毫 S2 专注轰击: cast when hit (重装 TAKE_DAMAGE), then bloc
assert.ok(c.runUntil(() => c.enemies()[0]?.blockedBy === c.unit(id), 10), 'default: blocked');
done(c);
// (a second walker comes by while the skill runs: she bombs it from range, unblocked)
const h = run({ defs: { enemies }, units: [U(id, 9, 5, { carryState: READY })], enemies: [{ key: 'w', route: 0 }, { key: 'w', route: 0, time: 5 }] });
// (a second walker, 2 s behind the first, comes by while the skill runs — 10 s from the cast, made as the first one
// comes into range: she bombs it from range, unblocked)
const h = run({ defs: { enemies }, units: [U(id, 9, 5, { carryState: READY })], enemies: [{ key: 'w', route: 0 }, { key: 'w', route: 0, time: 2 }] });
const u = h.unit(id);
usesAlt(u, id);
assert.equal(u.skill.rule, 'TAKE_DAMAGE', 'a MANUAL 重装 skill: "不受技能范围影响,受到伤害时释放技能"');
// the official 下半 重装 row (TAKE_DAMAGE) is overridden for this skill by the owner's decision (data rawRule keeps it)
assert.equal(u.skill.rule, 'DEFAULT', 'an offensive 重装 skill of the deviation: the basic strategy');
assert.ok(h.runUntil(() => u.skill.active, 8));
const st = h.b.time;
const atk0 = h.eventsOf('atk').length;
assert.ok(h.hooksOf('damaged').some((x) => x.target === u), 'cast by the hit of the enemy she blocked');
assert.equal(started(h, u)[0].reason, 'DEFAULT', 'cast by the basic strategy');
assert.ok(!h.hooksOf('damaged').some((x) => x.target === u), 'with the walker in range, before anything hit her');
assert.ok(u.s.flags.noBlock);
approx(u.s.atk, u.base.atk * (1 + u.findBuff('talent:ashlok').mods.atkPct + bb.atk), 'ATK (+ 炮术研习)');
approx(u.s.interval, (u.base.bat + bb.base_attack_time) * 100 / u.s.aspd, 'base attack time shortened');