feedback2: merge WH — 荒芜拉普兰德 S3's drones attack (GitHub #32 item 7); 余 S2 pulls leaders, no pull effect when nobody moves, and casts with an enemy on its x-1 (owner's deliberate deviation; GitHub #32 item 1)
# Conflicts: # data/chess.json # docs/PLAYING.md
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@@ -261,7 +261,7 @@ test('6_03 余 S1 今日做东: taunt +1 while carried; TAKE_DAMAGE cast, HP/DEF
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assert.equal(d.unit('chess_char_6_03_a').s.taunt, 0);
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});
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test('6_03 余 S2 厚礼上宾: cast when hit (重装 TAKE_DAMAGE); atk_scale × ATK arts around him, reachable ground enemies teleported onto his tile; block +2, HP/ATK +, arts attacks', () => {
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test('6_03 余 S2 厚礼上宾: cast with an enemy on its x-1 (SKILL_RANGE — a deliberate deviation from the 重装 TAKE_DAMAGE, DESIGN §22.10); atk_scale × ATK arts around him, reachable ground enemies teleported onto his tile; block +2, HP/ATK +, arts attacks', () => {
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for (const id of both('chess_char_6_03')) {
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const sid = 'skchr_yu_2', bb = bbOf(id, sid);
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const h = run({
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@@ -272,6 +272,7 @@ test('6_03 余 S2 厚礼上宾: cast when hit (重装 TAKE_DAMAGE); atk_scale ×
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const u = h.unit(id);
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usesSkill(u, sid);
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assert.ok(h.runUntil(() => u.skill.active, 10));
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assert.equal(started(h, u)[0].reason, 'SKILL_RANGE');
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const t0 = started(h, u)[0].t;
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const burst = dealt(h, u, (c) => c.t === t0 && c.dmg.isSkill && !c.dmg.isAttack);
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assert.equal(burst.length, 3);
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@@ -1160,7 +1161,7 @@ test('default-skill-only hooks do not run under an alternate skill (余 / 维娜
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// 余 S2 active: 闲云隐市 is NOT given to every operator (S3 only)
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{
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const h = run({
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defs: { chess: { o1: plain('o1'), o2: plain('o2'), o3: plain('o3') }, enemies: { e: dummy('e', { atk: 100, bat: 1 }) } }, // (重装: TAKE_DAMAGE)
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defs: { chess: { o1: plain('o1'), o2: plain('o2'), o3: plain('o3') }, enemies: { e: dummy('e', { atk: 100, bat: 1 }) } }, // (S2: an enemy on x-1)
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units: [U('chess_char_6_03_a', 'skchr_yu_2', 10, 4, { carryState: READY }), { chessId: 'o1', row: 9, col: 6 }, { chessId: 'o2', row: 11, col: 6 }, { chessId: 'o3', row: 12, col: 6 }],
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enemies: [{ key: 'e', pos: [10, 4] }],
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});
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@@ -715,9 +715,11 @@ test('耀骑士临光: S3 summons 耀阳 (90 % true + stun 3 s around it), true
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});
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test('荒芜拉普兰德: S3 drones chase enemies anywhere, fear on catch, 100 % ATK arts per second around them', () => {
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// (one enemy, far outside her range: every drone picks the enemy nearest to itself — PRTS S3 备注 ② — so a second,
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// nearer enemy would draw all of them; the full flight is in test/sim/feedback2-whitw2-yu.test.js)
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const h = battle({
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units: [{ chessId: 'chess_char_6_18_a', row: 10, col: 3, carryState: { sp: 68 } }],
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enemies: [{ key: 'enemy_dummy', pos: [10, 4] }, { key: 'enemy_dummy2', pos: [12, 9] }],
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enemies: [{ key: 'enemy_dummy2', pos: [12, 9] }],
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});
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const u = h.unit('chess_char_6_18_a');
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const bb = u.def.skill.bb;
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