feedback5 O7: 自选 operator kits for 早露, 提丰 and 娜仁图亚 — every skill, talent, trait and module at every form

- kits/ops/op-poca.js 早露 (攻城手): heaviest first; 深入骨髓 60 % DEF ignore vs 重量等级 ≥ 3; 学生楷模 ATK on every
  【乌萨斯学生自治团】 operator of her team (teamId student); S1 ATK, S2 ATK + 2 targets, S3 雪崩击 links the 3 heaviest,
  binds them and strikes each every second (6 / 7 attacks, PRTS link-break rules); SIE-X ×1.15 vs heavy + Lv3 60 % ATK
  extra hit; SIE-Y distance bonus ≤ 12 % + Lv3 学生楷模 +12 % and +15 % per student in skill (≤ 45 %).
- kits/ops/op-typhon.js 提丰 (攻城手): 锐如兽牙 stacking DEF ignore; 重如沼泥 first hit per enemy per cast ×1.6 + 停顿 3 s;
  S1 ATK / ASPD; S2 two arrows (both at a lone enemy), 40 % stun, 20 s on the first cast of a deployment then endless;
  S3 永恒狩猎 mark (radius 1.3, follows its enemy), whole-field range, 4-arrow rain per bullet with 0.4 s stuns; SIE-X ×1.15,
  Lv3 12 % / 10 s; SIE-Y distance bonus, Lv3 two marks ×2.2; ISW-A attributes only (集成战略 parts N/A).
- kits/ops/op-narant.js 娜仁图亚 (回环射手): 偷取 25 ATK / 20 DEF per landing attack hit (caps 250 / 200; LPS-X Lv3 300 / 240,
  twice within one tile; the largest thief wins; given back when she leaves); 婀娜虚影 35 % dodge and −20 % 命中率 for
  enemies within one tile (LPS-Y Lv3 −30 % and ATK +15 % after 6 s unhurt); S1 旋刃 toggle, range −1, up to 3 bounces;
  S2 恶魇 dash and the sweep on its way back; S3 吞日 3 boomerangs and the recall blast; LPS-X ×1.1 within one tile; LPS-Y
  1 SP per 5 boomerangs caught.
- Data triggers unchanged (all nine skills MANUAL / DEFAULT). Registered in OPERATOR_KIT_FILES (one line per file).
- Tests: test/content/op_poca.test.js (11), op_typhon.test.js (12), op_narant.test.js (11, two on the engine hooks).
- Golden: test/golden/diy.json only — diy-003 … diy-009 now field the three kits in every form × module × skill, the
  prototypes / 预备干员 re-packed into diy-009 … diy-013; diy-001 / diy-002 (推进之王) and every other family unchanged.
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// server/sim/content/kits/ops/op-narant.js — 娜仁图亚 (char_4138_narant) 自选 operator kit: 6★ 回环射手 (狙击), an owned-6★ pick
// of the tier-5 and tier-6 自选 slots; every skill, both talents, the trait and both modules at every form.
// Kit contract and the 自选 rules: ../README.md ("How to add an operator (自选)").
//
// Forms (data/backups.json units.char_4138_narant, the DIY slot statuses): normal = E2 Lv1, skills at rank 4, no module;
// elite = E2 Lv60, rank 7, the picked module at stage 1 (tier 5) or 3 (tier 6). Potential 0 [ASSUMED: no account].
// Sources: character_table / skill_table / battle_equip_table (zh_CN, as built into backups.json); PRTS 娜仁图亚 (备注 of 旋刃
// and 恶魇); PRTS 分支特性信息 回环射手; gamedata_const ba.steal 偷取; PRTS 命中率.
// - Trait (回环射手) "持有回旋投射物时才能够攻击(投射物需要时间回收)": the profession's boomerang (professions.js loopshooter,
// ai.js throwBoomerang: out 15, back 3.75 tiles/s; she attacks again once every boomerang is caught); hits air units.
// - Module LPS-X “吹尽狂沙”: trait "攻击周围8格的敌人时攻击力提升至110%" (trait bb atk_scale; the hidden module talent repeats it):
// ×atk_scale on her attack hits on an enemy within one tile (3 × 3, as 跃跃's LPS-X). Stage 2+ “我见,我得” (below).
// - Module LPS-Y “致我们的老大”: trait "每回收5次回旋投射物时获得1点技力" (come_back_cnt / sp): every come_back_cnt boomerangs caught
// (hook boomerangCaught; an S3 flight carries cnt) give sp SP — none while a skill of hers runs (the AK rule: giveSp)
// [ASSUMED: the catches count all the same]. Stage 2+ 婀娜虚影 (below).
// - T1 “我见,我得” "在场时,每次攻击到敌人偷取其25点攻击力(最高250点)与20点防御力(最高200点)": every attack hit of hers that lands
// (normal attacks, S1 bounces, S2 hits and its way back, each S3 boomerang — not S3's recall blast [ASSUMED]) steals:
// the enemy loses steal_atk ATK / steal_def DEF of its base (flat, at most steal_atk_max / steal_def_max in all) and she
// gains as much (flat, the same caps) — ba.steal "减少目标的基础属性作为自身加成,目标减少和自身加成的属性不超过指定上限(同类属性
// 取最高)": one loss per enemy, the largest of the 娜仁图亚 that stole from it. Both last while she is on the field (在场时)
// [ASSUMED: they end when she leaves]; each steal adds to both sides, each capped on its own [ASSUMED]. LPS-X stage 2+ (caps
// 275 / 220 → 300 / 240) "攻击到周围8格的敌人时偷取触发2次": the count is parsed from the talent text (no blackboard key).
// - T2 婀娜虚影 "获得35%的物理与法术闪避,周围8格内敌人的物理与法术命中率-20%": dodgePhys / dodgeArts +prob; every physical / arts
// attack of an enemy within one tile of her misses with damage_hitrate_* (PRTS 命中率: one roll when the attack's first
// damage instance comes — as Raidian's 诱引, standin-acsupo.js —, a miss cancels every instance and its riders; two
// 娜仁图亚 never add up). LPS-Y stage 3 −30 % and "6秒内未受到伤害时,攻击力+15%" (hidden atk / interval): ATK +atk while she
// has taken no damage (流失 aside) for `interval` s — from her deployment on, as 远牙's 专注 [ASSUMED].
// - S1 旋刃 (切换: a toggle that stays on until she leaves — the kits' reading, 银灰 S2 [ASSUMED]): her range loses its far
// column (攻击距离-1: ability_range_forward_extend −1; the engine's rangeExtend only grows), her boomerang hits for
// attack@atk_scale × ATK and then bounces up to attack@times times (PRTS 备注: radius BOUNCE_RADIUS from the boomerang,
// an enemy this attack has not hit first, then the nearest; BOUNCE_SPEED tiles/s), each bounce a hit of the same attack;
// then it flies back. The data's DEFAULT trigger (the running range is smaller).
// - S2 恶魇 (30 s, attack SP): each hit attack@atk_scale × ATK + 停顿 attack@sluggish s; the boomerang then flies on
// move_ahead_time s at DASH_SPEED tiles/s (PRTS 备注 "抵达目标所在位置后以1.0的速度再向前运动0.5s,随后返回") and on its way
// back hits every enemy within attack@projectile_range (备注 "投射物碰撞半径1.0") once for attack@atk_scale_comeback × ATK.
// - S3 吞日 (20 s): each attack throws cnt boomerangs at the target (each attack@atk_scale × ATK; they fly together, as
// 跃跃's S2 [ASSUMED: the text names no other targets]); when they are caught she deals atk_scale_aoe × ATK physical to at
// most attack@aoe.max_target enemies within one tile (her order) and 停顿 `sluggish` s — a skill hit, not an attack.
import { num, talentBb, moduleBb, traitBb, skillRec, statBuff, toggleBuff, onHitBy, enemiesInGrid, cheb, up, giveSp } from '../shared/tier1.js';
import { canTargetEnemy } from '../../../targeting.js';
import { isHpLoss } from '../../../damage.js';
const S1 = 'skchr_narant_1';
const S2 = 'skchr_narant_2';
const S3 = 'skchr_narant_3';
/** PRTS 旋刃 备注: "弹射半径1.7…弹射期间投射物移动速度6.0". */
const BOUNCE_RADIUS = 1.7;
const BOUNCE_SPEED = 6;
/** PRTS 恶魇 备注: "以1.0的速度再向前运动0.5s" (the time is the blackboard's move_ahead_time). */
const DASH_SPEED = 1;
/** "周围8格": her tile and the eight around it. */
const AROUND = Object.freeze([[-1, -1], [-1, 0], [-1, 1], [0, -1], [0, 0], [0, 1], [1, -1], [1, 0], [1, 1]].map(Object.freeze));
/** 婀娜虚影's battle-wide `hit` handler runs before the enemy content's own riders (200), as Raidian's 诱引. */
const MISS_PRIORITY = 300;
const LOOT_KEY = 'talent:narant:loot';
const STOLEN_KEY = 'narant:stolen';
const bbOf = (chess, id) => skillRec(chess, id)?.bb ?? {};
const count = (v, d) => Math.max(1, Math.floor(num(v, d)));
/** The named talent record `i` (data index ≥ 0) of the composed record. */
const talentRec = (chess, i) => (chess?.talents ?? []).filter((t) => t && t.index !== -1)[i] ?? null;
/** A range grid whose rows lose their `n` farthest tiles ("攻击距离-n"). */
function shortenGrid(grid, n) {
const far = new Map();
for (const [dr, dc] of grid) far.set(dr, Math.max(far.get(dr) ?? -Infinity, dc));
return grid.filter(([dr, dc]) => dc <= far.get(dr) - n).map(([dr, dc]) => [dr, dc]);
}
// ---- T1 偷取: the losses of the enemies, one battle-wide table (同类属性取最高 over several thieves) ----------------------
/** battle → Map(enemy → Map(thief id → { a, d })). */
const STOLEN = new WeakMap();
const stolenOf = (battle) => { let m = STOLEN.get(battle); if (!m) STOLEN.set(battle, (m = new Map())); return m; };
function applyLoss(battle, e, per) {
let a = 0, d = 0;
for (const v of per.values()) { a = Math.max(a, v.a); d = Math.max(d, v.d); }
if (!(a > 0) && !(d > 0)) { battle.removeBuff(e, STOLEN_KEY); return; }
battle.addBuff(e, { key: STOLEN_KEY, mods: { atkFlat: -a, defFlat: -d }, tags: ['steal'] });
}
// ---- T2 命中率: one battle-wide handler over every 娜仁图亚 of the battle -------------------------------------------------
/** battle → { srcs: [{ unit, phys, arts }], last: WeakMap(enemy → { id, miss }) }. */
const MISS = new WeakMap();
function missCut(st, e, type) {
let cut = 0;
for (const s of st.srcs) {
const v = type === 'arts' ? s.arts : s.phys;
if (v > cut && up(s.unit) && cheb(s.unit, e) <= 1) cut = v;
}
return Math.min(1, cut);
}
function missHit(battle, st, ctx) {
const e = ctx.source, d = ctx.dmg;
if (!e || e.side !== 'enemy' || !d || !d.isAttack || d.cancel || (d.type !== 'phys' && d.type !== 'arts')) return;
// one roll per attack: every damage instance of it shares the first instance's result
const prev = d.attackId ? st.last.get(e) : null;
let miss;
if (prev && prev.id === d.attackId) miss = prev.miss;
else {
const cut = missCut(st, e, d.type);
miss = cut > 0 && battle.rng() < cut;
if (d.attackId) st.last.set(e, { id: d.attackId, miss });
}
if (!miss) return;
d.cancel = true;
ctx.stopPropagation = true;
if (ctx.target) battle.fx('dodge', { x: ctx.target.x, y: ctx.target.y, id: ctx.target.id });
}
function installMiss(battle, unit, phys, arts) {
if (!(phys > 0) && !(arts > 0)) return;
let st = MISS.get(battle);
if (!st) {
st = { srcs: [], last: new WeakMap() };
MISS.set(battle, st);
// no owner: it serves every 娜仁图亚 of the battle, whichever is on the field
battle.on('hit', (ctx) => missHit(battle, st, ctx), { priority: MISS_PRIORITY });
}
st.srcs.push({ unit, phys, arts });
}
export default {
char_4138_narant: (bb, chess) => {
const t0 = talentBb(chess, 0), t1 = talentBb(chess, 1);
const tb = traitBb(chess);
const hidden = moduleBb(chess);
const b1 = bbOf(chess, S1), b2 = bbOf(chess, S2), b3 = bbOf(chess, S3);
const cnt = count(b3.cnt, 3);
/** S1: the boomerang bounces from (ctx.x, ctx.y) — at most attack@times jumps — then flies back. */
const bounce = (ctx) => {
const { battle, unit } = ctx;
const hit = new Set(ctx.target ? [ctx.target] : []);
let on = ctx.target, x = ctx.x, y = ctx.y, left = count(b1['attack@times'], 3);
const next = () => {
if (left <= 0 || !ctx.home()) { ctx.comeBack(x, y); return; }
const cands = battle.foesInRadius(x, y, BOUNCE_RADIUS).filter((e) => e !== on && canTargetEnemy(unit, e, ctx.profile));
if (!cands.length) { ctx.comeBack(x, y); return; }
const d2 = (e) => (e.x - x) ** 2 + (e.y - y) ** 2;
cands.sort((a, b) => (hit.has(a) ? 1 : 0) - (hit.has(b) ? 1 : 0) || d2(a) - d2(b) || a.spawnSeq - b.spawnSeq);
const tgt = cands[0];
left--;
battle.addProjectile({ from: { x, y }, target: tgt, speed: BOUNCE_SPEED, visual: 'boomerang', source: unit, hitDead: true,
onHit: (c) => {
x = c.x; y = c.y;
on = c.target;
if (c.target) { hit.add(c.target); ctx.hit(c.target, c.x, c.y); }
next();
} });
battle.fx('bounce', { x, y, id: unit.id, target: tgt.id });
};
next();
};
/** S2: the boomerang dashes on, then hits every enemy it passes on its way back (once each). */
const dash = (ctx) => {
const { battle, unit } = ctx;
let dx = ctx.x - unit.x, dy = ctx.y - unit.y;
const len = Math.hypot(dx, dy);
if (len > 1e-9) { dx /= len; dy /= len; } else { const [fr, fc] = unit.fwd; dx = fc; dy = fr; }
const ahead = DASH_SPEED * Math.max(0, num(b2['attack@move_ahead_time'], 0.5));
battle.addProjectile({ from: { x: ctx.x, y: ctx.y }, to: { x: ctx.x + dx * ahead, y: ctx.y + dy * ahead }, speed: DASH_SPEED, visual: 'boomerang', source: unit, hitDead: true,
onHit: (c) => {
const back = ctx.comeBack(c.x, c.y);
if (!back) return;
const r = num(b2['attack@projectile_range'], 1), scale = num(b2['attack@atk_scale_comeback'], 1);
const passed = new Set();
const h = battle.on('tick', () => {
for (const e of battle.foesInRadius(back.x, back.y, r)) {
if (passed.has(e) || !canTargetEnemy(unit, e, ctx.profile)) continue;
passed.add(e);
battle.dealDamage(unit, e, { amount: unit.s.atk * scale, type: 'phys', isAttack: true, isSkill: true, attackId: ctx.attackId, tags: ['skill', 'narant:comeback'] });
}
if ((back.x === back.tx && back.y === back.ty) || !ctx.home()) battle.off(h);
}, { owner: unit });
} });
};
/** S3: the recall blast on at most attack@aoe.max_target enemies around her. */
const blast = (battle, unit) => {
if (!up(unit)) return;
const n = count(b3['attack@aoe.max_target'], 3), scale = num(b3.atk_scale_aoe, 1), slug = num(b3.sluggish);
battle.fx('aoe', { x: unit.x, y: unit.y, radius: 1, id: unit.id, skill: 'narant:sunswallower' });
for (const e of enemiesInGrid(battle, unit, AROUND, { n, canHitFly: true })) {
battle.dealDamage(unit, e, { amount: unit.s.atk * scale, type: 'phys', isSkill: true, tags: ['skill', 'narant:blast'] });
if (e.alive && slug > 0) battle.applyStatus(e, 'sluggish', { duration: slug, source: unit });
}
};
return {
skills: {
[S1]: {
kind: 'toggle',
targeting: { rangeGrid: shortenGrid(chess.rangeGrid ?? [[0, 1]], Math.max(0, -Math.round(num(b1.ability_range_forward_extend, -1)))) },
attack: { atkScale: num(b1['attack@atk_scale'], 1), boomerangOnward: bounce },
},
[S2]: {
kind: 'duration',
attack: { atkScale: num(b2['attack@atk_scale'], 1), onHitStatus: { key: 'sluggish', duration: num(b2['attack@sluggish'], 1) }, boomerangOnward: dash },
},
[S3]: { kind: 'duration', attack: { atkScale: num(b3['attack@atk_scale'], 1), hits: cnt } },
},
talents: [
{ install(battle, unit) { // “我见,我得”: each landing attack hit steals ATK / DEF (LPS-X stage 2+: twice within one tile)
const sa = num(t0['attack@steal_atk']), sd = num(t0['attack@steal_def']);
if (!(sa > 0) && !(sd > 0)) return;
const capA = num(t0['attack@steal_atk_max'], Infinity), capD = num(t0['attack@steal_def_max'], Infinity);
const m = /周围8格的敌人时偷取触发(\d+)次/.exec(String(talentRec(chess, 0)?.desc ?? ''));
const nearTimes = m ? Math.max(1, +m[1]) : 1;
const losses = stolenOf(battle);
const victims = new Set();
const reset = () => { unit.mem.narantLoot = { a: 0, d: 0 }; };
reset();
battle.on('deploy', (c) => { if (c.unit === unit) reset(); }, { owner: unit });
battle.on('damaged', (c) => {
const e = c.target;
if (c.source !== unit || !c.dmg?.isAttack || !e || e.side !== 'enemy' || !up(unit)) return;
const times = nearTimes > 1 && cheb(unit, e) <= 1 ? nearTimes : 1;
const me = unit.mem.narantLoot;
let per = losses.get(e);
if (!per) losses.set(e, (per = new Map()));
const loss = per.get(unit.id) ?? { a: 0, d: 0 };
for (let i = 0; i < times; i++) {
me.a = Math.min(capA, me.a + sa); me.d = Math.min(capD, me.d + sd);
loss.a = Math.min(capA, loss.a + sa); loss.d = Math.min(capD, loss.d + sd);
}
per.set(unit.id, loss);
victims.add(e);
battle.addBuff(unit, { key: LOOT_KEY, mods: { atkFlat: me.a, defFlat: me.d }, tags: ['talent'] });
if (e.alive) applyLoss(battle, e, per);
}, { owner: unit });
// 在场时: off the field she keeps nothing (her buff goes with the removal) and the enemies get back what she took
battle.on('death', (c) => {
if (c.unit !== unit) return;
for (const e of victims) {
const per = losses.get(e);
if (!per || !per.delete(unit.id)) continue;
if (e.alive) applyLoss(battle, e, per);
}
victims.clear();
}, { owner: unit });
} },
{ install(battle, unit) { // 婀娜虚影: dodge; enemies within one tile miss; LPS-Y stage 3: ATK + while unhurt
const p = num(t1.prob);
statBuff(battle, unit, 'talent:narant:dodge', { dodgePhys: p, dodgeArts: p });
installMiss(battle, unit, Math.abs(num(t1.damage_hitrate_physical)), Math.abs(num(t1.damage_hitrate_magical)));
const atk = num(hidden.atk), iv = num(hidden.interval);
if (!(atk > 0) || !(iv > 0)) return;
unit.mem.narantHurt = -Infinity;
battle.on('damaged', (c) => { if (c.target === unit && c.amount > 0 && !isHpLoss(c.dmg)) unit.mem.narantHurt = battle.time; }, { owner: unit });
battle.on('deploy', (c) => { if (c.unit === unit) unit.mem.narantHurt = -Infinity; }, { owner: unit });
toggleBuff(battle, unit, 'talent:narant:calm', () => battle.time - unit.mem.narantHurt >= iv - 1e-9, { atkPct: atk });
} },
],
install(battle, unit) {
// LPS-X: ×atk_scale on attack hits within one tile
const near = num(tb.atk_scale, 1);
if (near !== 1) onHitBy(battle, unit, ({ target, dmg }) => { if (dmg.isAttack && cheb(unit, target) <= 1) dmg.amount *= near; });
// LPS-Y: sp SP every come_back_cnt boomerangs caught; S3: the recall blast
const every = Math.floor(num(tb.come_back_cnt)), sp = num(tb.sp);
const s3 = unit.skill?.id === S3;
if (!(every > 0 && sp > 0) && !s3) return;
unit.mem.narantCaught = 0;
battle.on('boomerangCaught', (c) => {
if (c.unit !== unit) return;
const flightS3 = s3 && c.isSkill;
if (every > 0 && sp > 0) {
unit.mem.narantCaught += flightS3 ? cnt : 1;
while (unit.mem.narantCaught >= every) { unit.mem.narantCaught -= every; giveSp(unit, sp, 'module'); }
}
if (flightS3) blast(battle, unit);
}, { owner: unit });
},
};
},
};