feedback7: merge fb7-gh-sim — PR #348 (take-the-highest chains), PR #293 (REA-Y in the engine), #329 ports (异客 13 tiles, 歌蕾蒂娅 net radius 1, 搅拌机 latest first, 大帝 uncapped), PR #365 (骨刺 forms + PRTS targeting), #298 (instant non-attack skills recast at most once per attack interval, attacks untouched), #364 (先兆者 shell 3×3), #220 (速射手 air first), 余 skips noStack bonds (owner)

- Conflict: docs/PLAYING.md 技能自动释放 bullet — both insertions kept (the 铁钳号 rule from fb7-owner-sim, the #298
  pacing sentence).
- Grok review: MERGE AFTER FIXES — the HIGH #298 finding (the cast replaced the due attack) fixed on the branch
  (db29acf9: per-skill nextCastAt; golden of #298 alone shrank from 84 scenarios to 2).
- Golden union: 4 matches differ from HEAD though the branch alone left them (coop2-NORMAL-3, coop4-ABYSS-7,
  coop2-NORMAL-8-serverrun, solo-HARD-9-boosted): HEAD's side had moved all four (#333's shop RNG …) and on those new
  bot paths the merged rules apply — the diffs are in-battle layer gains / damage (卡西米尔 50 → 45, 精准 80 → 76,
  叙拉古 176 → 168, kills ±2, solo-HARD-9 LP 397 → 399), no outcome change.
- Broad node --test 5571 (5570 pass, 0 fail, 1 skipped); lint 0 errors; typecheck.
This commit is contained in:
sganggs committed 2026-10-08 21:27:04 +08:00
commit 52f56319ac
41 files changed
+2065 -648

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+15 -8
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@@ -1,7 +1,7 @@
// server/sim/content/enemies/fly.js — FLY 飞行 kits (auras, 暴鸰, the “萨科塔”, 假想敌:黑云, shells, seeds) and their part of KITS
// (split from content/enemies.js).
import { TICK, MOVE_SCALE, PROJECTILE_SPEEDS } from '../../constants.js';
import { TICK, MOVE_SCALE, PROJECTILE_SPEEDS, ALLY_COLLIDER_RADIUS } from '../../constants.js';
import {
num, T, hurt, targetsNear, allTargets, areaAllies, areaAlliesInTiles, fieldAllies, byPriority, spawnChildren,
stepToward, setForm, expose,
@@ -27,9 +27,14 @@ export const BOMBD_RELEASE = 8 / 30;
* 提升至200%"; the cast's end clip is already the bomb-less Idle_2 (`_endAnimKey`). */
export const BOMBD_POST_DELAY = 0.667;
/** 帝国炮火先兆者 shell (PRTS "普通攻击向目标所在位置发射一枚于3秒后命中的弹道,弹道对半径1.2范围内的所有我方单位造成攻击力
* 100%的无来源物理伤害 … ※弹道始终使用缓存攻击力"): flight time and blast radius. */
const SHELL_FLIGHT = 3, SHELL_RADIUS = 1.2;
/** 帝国炮火先兆者 shell (PRTS 天赋 of both 先兆者 "普通攻击向目标所在位置发射一枚于3秒后命中的弹道,弹道对半径1.2范围内的所有我方单位造成
* 攻击力100%的无来源物理伤害(此弹道不会强制击中主目标,碰撞无视迷彩)… ※弹道始终使用缓存攻击力"): flight time and the written
* blast radius. The landing is a 碰撞 — PRTS 作战机制 §碰撞体积: collider tests are the common way, an ally's collider a
* circle of ALLY_COLLIDER_RADIUS — so an ally is hit when its collider touches the 1.2 circle: centre distance ≤ 1.45
* (SHELL_REACH), the impact tile and the 8 around it (a diagonal tile centre is √2 ≈ 1.414 away; two tiles, 2, stay
* out) — the 3×3 a player saw in the official game (GitHub #364; until 0.2.2 the bare 1.2: the cross only).
* [ASSUMED] for this shell (its text names the 碰撞); other content zones keep their point radius (constants.js). */
const SHELL_FLIGHT = 3, SHELL_RADIUS = 1.2, SHELL_REACH = SHELL_RADIUS + ALLY_COLLIDER_RADIUS;
/** 假想敌:黑云 抓取: the blackboard radius counts ×2.5 (PRTS "2.5倍可变半径": range_radius 1.5 → 3.75), at most 3 prey,
* "短暂延迟后" the 延迟吞噬 lands (delay [ASSUMED] 0.5 s); its SP (= 全弹发射 hits) caps at the data's spData.maxSp. */
@@ -207,7 +212,8 @@ function kitBombd(ab) {
/**
* 帝国炮火先兆者 / 中枢先兆者 (PRTS): every normal attack fires a shell at the target's position that lands SHELL_FLIGHT s
* later and deals 100 % of the ATK at launch as physical damage without a source to every ally within SHELL_RADIUS
* later and deals 100 % of the ATK at launch as physical damage without a source to every ally whose collider touches the
* SHELL_RADIUS circle (SHELL_REACH)
* (it may miss the target that moved away; "碰撞无视迷彩"). The landing is the shell's area selection (areaAllies of the
* enemy that fired it: no unblocking 隐匿 ally; the damage stays 无来源). The attack itself is the engine's (cooldown,
* pause, 'atk' event of kind 'mortar'); the damage is the shell's (ai.js `profile.deferHit`).
@@ -219,10 +225,11 @@ function kitShell() {
const atk = e.s.atk * (e.profile.atkScale ?? 1);
for (const t of c.targets) {
const x = t.x, y = t.y;
b.fx('bombardShell', { x, y, id: e.id, r: SHELL_RADIUS, t: SHELL_FLIGHT });
// (the telegraph and the blast are drawn at the reach: every ally whose centre lies in the circle is hit)
b.fx('bombardShell', { x, y, id: e.id, r: SHELL_REACH, t: SHELL_FLIGHT });
b.after(SHELL_FLIGHT, () => {
b.fx('bombard', { x, y, r: SHELL_RADIUS, kind: 'emppnt' });
for (const u of areaAllies(b, e, x, y, SHELL_RADIUS)) hurt(b, null, u, atk, 'phys', { isSkill: false, tags: ['shell'] });
b.fx('bombard', { x, y, r: SHELL_REACH, kind: 'emppnt' });
for (const u of areaAllies(b, e, x, y, SHELL_REACH)) hurt(b, null, u, atk, 'phys', { isSkill: false, tags: ['shell'] });
});
}
},
+18 -3
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@@ -2,6 +2,7 @@
// content/enemies.js).
import { canTargetAlly, enemyStealthed } from '../../targeting.js';
import { ALLY_COLLIDER_RADIUS } from '../../constants.js';
import { T, elem, hurt, targetsNear, byPriority, auraBuff } from './helpers.js';
import { stealth, onHitStatus, skill, kitStealth } from './archetypes.js';
import { hypot } from '../../detmath.js';
@@ -9,7 +10,8 @@ import { hypot } from '../../detmath.js';
// ---------------------------------------------------------------------------------------------------------------
// constants (numbers that exist nowhere in the data)
/** "数个目标" of 假想敌:骨刺 while stealthed [ASSUMED]. */
/** 假想敌:骨刺's targets at once while its 隐匿 holds: 3 — the level's own description 「隐匿;隐匿状态下同时攻击3个目标。」
* (enemy_database; the handbook line says 「数个目标」) and PRTS 天赋 「隐匿期间可同时攻击3个目标」 (GitHub #365). */
const ACBUNN_TARGETS = 3;
/** 重弩突袭者 直击 reach along a row/column [ASSUMED]; the skill's length and its charge before the bolt (PRTS 直击 "蓄力1.4s后
@@ -114,11 +116,24 @@ function kitShadowBlade(ab) {
}];
}
/**
* 假想敌:骨刺 — PRTS 天赋 (级别0): 「自身普通攻击索敌不受阻挡影响」 — profile `blockFree` (as 自制投石机): blocked, and so out of its
* 隐匿, it still picks by priority among the allies in reach, not its blocker first, and a 隐匿 / 迷彩 blocker is no target
* (targeting.js canTargetAlly); 「不会攻击飞行单位」 — profile `canTarget`; 「隐匿(解除阻挡0秒后恢复)」 — stealth(); 「隐匿期间
* 可同时攻击3个目标」: while its 隐匿 holds, the first ACBUNN_TARGETS by priority among the allies its normal attack could hit
* (ai.js attackTargets: the same reach — rangeRadius + the ally collider — and the same rules); one otherwise. Until
* 0.2.2 (PR #365 by @Sukvii, the PRTS lines checked for this port): blocker first, flyers hit, the 3 picked within the bare
* rangeRadius.
*/
function kitBoneSpike() {
return [stealth(), {
spawn(b, e) {
e.profile.blockFree = true;
e.profile.canTarget = (u) => !u.isFlying;
},
before(c, b, e) {
if (!enemyStealthed(e)) return; // 隐匿状态下同时攻击数个目标 (back 0 s after a block)
const l = byPriority(e, targetsNear(b, e, e.base.rangeRadius));
if (!enemyStealthed(e)) return;
const l = byPriority(e, targetsNear(b, e, e.base.rangeRadius + ALLY_COLLIDER_RADIUS).filter(e.profile.canTarget));
if (l.length) c.targets = l.slice(0, ACBUNN_TARGETS);
},
}];