feedback5 CB3: the "受到攻击时" counters answer every damage instance from an enemy, not its attacks only — 菲莱 S2 now blasts on 深溟巢涌者's pulse, so do 星熊 S2, 泡泡, 刺玫 S2, 余 S1, 玛恩纳 无动于衷, 年 S2 and 斩业星熊 (community report of 2026-10-06, item 30)
The report's 退行的潮涌者 is the 巢涌者 (深溟 / 富营养的巢涌者 in this mode): no normal attack, its talent hurts every operator in range once a second. Official (ArknightsGameData buff_template_data): its pulse is an AdvancedApplyDamage with the enemy as source (enemy_dsubrl_aoe[aura]); the counters fire on ON_TAKE_DAMAGE — philae_s_2 with no filter, inverse_damage (星熊 S2), inverse_damage[magic] + nian_s_2 (年 S2), bubble_s_2 / bubble_t_1 (泡泡), vendla_s_2 (刺玫), yu_s_1[inverse_damage] (余 S1), hsgma2_s_1 / hsgma2_e_003_tr_take (斩业星熊), mlynar_t_2[inverse] (玛恩纳) on a source of the other side; 棘刺 S2 (普通伤害 filter) and 信仰搅拌机 S3 already took any damage. Cause: the kits required dmg.isAttack. Now kits/shared/tier1.js byEnemyAttack = any enemy damage instance but a 流失, an element 损伤, 无来源 damage or another counter / reflection (tags 'counter' / 'reflect'); 菲莱 S2 any instance but a 流失 or a counter. test/content/op_nian.test.js pinned "a non-attack hit returns nothing" for 年 S2 — updated on purpose (answered now; a 流失 still is not). Golden: 19 scenarios where an enemy's non-attack damage (skills, pulses, areas) reached one of these operators — their counter now answers it (more damage, fx thorns / aoe): roster-002, -005, -008, -010, -012, -016, -033, -044; bond-lateranoShip-low; fields boss-boss_2-solo, boss-boss_4-pair, boss-boss_4-solo, hidden-boss_8-pair, hidden-boss_8-solo; matches solo-FUNNY-1, solo-FUNNY-2, coop4-ABYSS-7, coop2-ABYSS-10-boosted; diy-051. Tests: test/sim/feedback5-counters-any-damage.test.js (6; 5 fail on the parent, the first checks the 巢涌者 never attacks). Docs: docs/SIM.md (re-entrancy rule).
This commit is contained in:
1 parent
9b164fdc66
commit
5877800a67
16 files changed
+341
-182
No files matched your search
@@ -31,6 +31,7 @@ import { COLS, TICK } from '../../../constants.js';
|
||||
import { absoluteRangeKeys, sortEnemyTargets } from '../../../targeting.js';
|
||||
import { offsetTile } from '../../../dir.js';
|
||||
import { bodyInKeys, bodyTileReach } from '../../../body.js';
|
||||
import { isHpLoss } from '../../../damage.js';
|
||||
|
||||
// =================================================================================================================
|
||||
// shared helpers (named exports; content/index.js only merges the default export)
|
||||
@@ -66,8 +67,21 @@ export const cheb = (a, b) => (b.hitArea ? bodyTileReach(b, Math.round(a.y), Mat
|
||||
: Math.max(Math.abs(Math.round(a.y) - Math.round(b.y)), Math.abs(Math.round(a.x) - Math.round(b.x))));
|
||||
/** Normal attack hit on its primary target (no splash, no chain jump). */
|
||||
export const isMainHit = (dmg) => !!dmg && dmg.isAttack && !dmg.isSplash && !(dmg.tags && dmg.tags.includes('chain'));
|
||||
/** Damage ctx caused by an enemy's attack. */
|
||||
export const byEnemyAttack = (ctx) => !!ctx.source && ctx.source.side === 'enemy' && !!ctx.dmg && ctx.dmg.isAttack;
|
||||
/**
|
||||
* `damaged` ctx that sets off a "受到攻击时" counter: a damage instance from an enemy, of any kind — its normal attack, a
|
||||
* skill hit, an area pulse (深溟巢涌者's 无途径 法术伤害). The official counters fire on ON_TAKE_DAMAGE from a source of the
|
||||
* other side, not on attacks only (ArknightsGameData buff_template_data: inverse_damage / inverse_damage[magic] — 星熊 S2,
|
||||
* 年 S2 —, bubble_s_2 / bubble_t_1 — 泡泡 —, vendla_s_2 — 刺玫 —, yu_s_1[inverse_damage] — 余 S1 —, hsgma2_s_1 /
|
||||
* hsgma2_e_003_tr_take — 斩业星熊 —, mlynar_t_2[inverse] — 玛恩纳 无动于衷; 菲莱 S2's philae_s_2 checks no source at all).
|
||||
* Never a 流失 (PRTS 作战机制 "生命流失…不会触发反伤、受击回复等受到攻击触发的时点"), an element 损伤 (its own event), 无来源 damage
|
||||
* (no source to strike back) or another counter / reflection (tags 'counter' / 'reflect': no ping-pong). Community report
|
||||
* of 2026-10-06 (item 30): it took enemy attacks only, so 深溟巢涌者's pulse never set a counter off.
|
||||
*/
|
||||
export const byEnemyAttack = (ctx) => {
|
||||
const s = ctx.source, d = ctx.dmg;
|
||||
if (!s || s.side !== 'enemy' || !d || d.sourceless || ctx.type === 'element' || isHpLoss(d)) return false;
|
||||
return !(Array.isArray(d.tags) && (d.tags.includes('counter') || d.tags.includes('reflect')));
|
||||
};
|
||||
/**
|
||||
* `damaged` ctx of a damage that removed HP and can give 受击回复 SP — the engine's rule (damage.js applyHpLoss: not a 流失
|
||||
* (`noSp`, Battle.loseHp), not an element 损伤), whatever its source: an attack, a zone, the 无来源 源石溶剂 tick.
|
||||
|
||||
Reference in new issue
Block a user