feedback5 O23: 自选 kits for 白铁, 娜斯提 (with their 支援装置) and 死芒 (with her 悲叹的仆役); ally targets for 白铁's 铁钳号·原型机
- kits/ops/op-ironmn.js — 白铁 (char_4072_ironmn): S1 / S2 / S3, 战地工程师 (device stock 3, CRA-X +1, refilled at each deployment; a device that left comes back on its tile after its redeploy time, paying its cost, one stock, while he stands; his devices leave with him), 节约经费 (prob 0.7 / CRA-X stage 3 0.9), CRA-X (stock, costs, stage 3 SP +0.2/s), CRA-Y (redeploy times, stage 3 ASPD +6 on device-buffed operators); the device kits 白铁™多功能平台 (S1 ATK +12 % ×2.5 / 3 in S1; S2 1 SP / 3.5 s, 2.5 / 2 s in S2, 0.4 % / s 流失 ×2) and 铁钳号·原型机 (an ally target: damage cancelled, 1 SP per hit, a 工匠's hit heals 1 %; its skill −2.5 % then 230 / 260 % + 110 / 120 % within 1.1 of 白铁's ATK; 团结的力量 ×0.8 physical behind it). Exports the shared 工匠 device helpers. - kits/ops/op-nasti.js — 娜斯提 (char_4212_nasti): S1 / S2 / S3, 前方施工 (stock; CRA-X stage 3 first device −3, combined ranges), 注意安全 (10 % 庇护, 15 % + 1 SP / 6 s for her and our ranged operators once a ranged enemy appeared), CRA-X; the device kits “质检专员”, “监工专员” (3 / 8 HP, its S2 pulses of SP and her barrier) and “应急承重小组” (小工程师 + the 高台 it builds and levels). - kits/ops/op-necras.js — 死芒 (char_450_necras): S1 / S2 / S3, 复燃 (summon on the kill tile or a random tile of her range, upgrade at 3), 回光黯淡, the trait (the enemies her summons block are her targets; SOC-X ×1.15), SOC-X stage 3; the 悲叹的仆役 kit and its special form (S3). - Engine (additive): Battle.setAllyTarget / allyTargetsInKeys / isAllyTarget (battle/queries.js); ai.js acquireTargets puts a registered ally target of the range after every enemy, performAttack flies ranged attacks to it. Nothing changes while none is registered: every golden family but diy unchanged. docs/SIM.md §6 documents it. - kits/index.js: the three files appended to OPERATOR_KIT_FILES. - Tests: test/content/op_ironmn.test.js, op_nasti.test.js, op_necras.test.js, test/sim/feedback5-o23-engine.test.js. - Golden: only diy moved — diy-106 … diy-109 re-chunked (the new operators' configurations come before the prototypes), diy-110 … diy-114 new.
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@@ -15,7 +15,9 @@
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// range, blocker first); every blocker whose attack hits enemies — a ranged operator on a melee tile included — may
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// always target the enemies it blocks, in range or not, whatever its facing, and targets them first (acquireTargets,
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// Battle.blockedTargets; user playtest #6: "阻挡了就一定要能打到"); a heal attack keeps selecting injured allies while
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// its unit blocks (PRTS 卫戍协议/帮助 "对于医疗干员(咒愈师分支除外),攻击目标为需要治疗的单位").
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// its unit blocks (PRTS 卫戍协议/帮助 "对于医疗干员(咒愈师分支除外),攻击目标为需要治疗的单位"). An ally target
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// (Battle.setAllyTarget: 白铁's 铁钳号·原型机, an enemy-camp summon our operators attack, 嘲讽等级 −2) on the range comes after
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// every enemy (acquireTargets) and a ranged attack flies to it like to an enemy.
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// Unblocked ranged enemies attack allies within their radius and stand for each attack's clip — through its wind-up
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// and until the clip ends — then walk on (attackStand, GitHub #58; ATTACK_PAUSE after the strike when no clip is known;
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// 「不停止移动」 attackers never stop); the candidates pass the enemy's own rule (`e.profile.canTarget`) and are ordered
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@@ -135,6 +137,15 @@ export function acquireTargets(b, u, prof) {
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// (0.7071) reaches past its own tile, so a blocked enemy may stand outside a short range or behind its facing (user
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// playtest #5 item 4); a ranged operator on a melee tile too (user playtest #6: "阻挡了就一定要能打到")
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if (u.blocking.length) for (const e of b.blockedTargets(u, prof)) if (!cands.includes(e)) cands.push(e);
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// an ally target (Battle.setAllyTarget: 白铁's 铁钳号·原型机, an enemy-camp summon with 嘲讽等级 −2) after every enemy
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const extra = b._allyTargets && b._allyTargets.size ? b.allyTargetsInKeys(u.rangeKeys, u) : null;
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if (extra && extra.length) {
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if (prof.allInRange) return cands.concat(extra);
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sortEnemyTargets(b, u, cands, prof.priority);
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const all = cands.concat(extra);
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const n = Math.max(1, Math.floor((prof.maxTargets || 1) + u.s.maxTargets));
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return n >= all.length ? all : all.slice(0, n);
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}
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if (!cands.length) return cands;
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if (prof.allInRange) return cands;
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const n = Math.max(1, Math.floor((prof.maxTargets || 1) + u.s.maxTargets));
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@@ -162,9 +173,10 @@ export function performAttack(b, u, prof, targets, opts = null) {
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b._ev(['atk', u.id, t.id, vis]);
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if (isHeal) { doHeal(b, u, prof, t); continue; }
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const info = { isSkill, index: i, attackId };
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if (ranged && t.side === 'enemy' && prof.projectile === 'boomerang') {
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const foe = t.side === 'enemy' || b.isAllyTarget(t);
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if (ranged && foe && prof.projectile === 'boomerang') {
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throwBoomerang(b, u, prof, t, info);
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} else if (ranged && t.side === 'enemy') {
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} else if (ranged && foe) {
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const speed = PROJECTILE_SPEEDS[prof.projectile] ?? PROJECTILE_SPEED;
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// projectiles land even if the shooter died meanwhile (damage is credited to it)
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b.addProjectile({ from: u, target: t, speed, visual: prof.projectile, source: u, hitDead: prof.splashRadius > 0,
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