feedback1f WT: 起飞 review — only selections skip an airborne 蒂比
- A ground enemy's damage zone no longer ignores 对地规避: 集团军重型火炮's 燃烧区域
("碰撞不受迷彩制约,不可对空", 迷彩 only) skips her; only 【污染秽蚀】 ("无视无法选择") reaches her.
- Not selections, so they still reach her (ignoreSelect): 假想敌:铳's 【盲信之誓】 chains
("无视无法选择"), the 碎铳之簧 法术护盾 counter on its attacker (a direct pick, 无来源), and the
刺胄之弹 / 斩胄之剑 / 破胄之锤 blasts (flying units, 无来源 DoT, credited to the ground 胄).
- One-shot areas of ground enemies skip her: 烹泉's death blast and steam slow, 鼠王's 沙狱
(ATK cut + DoT), and “帝国的甲胄”'s entrance barrage (which now hits the next unit instead of
wasting every shot on her).
- Tests: 5 new cases in test/sim/feedback1f-liftoff.test.js, all failing before this change.
- Docs: enemies.js / bosses.js headers, the evadesGround and DamageInfo docstrings, and SIM.md.
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@@ -84,7 +84,8 @@ export function makeDamageInfo(d = {}) {
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cancel: false,
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noSp: !!d.noSp,
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ignoreSleep: !!d.ignoreSleep,
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// 无视无法选择 (PRTS: 【污染秽蚀】 "可对空,无视无法选择"): reaches an airborne 起飞 ally whatever the source's 行动方式
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// no selection 无法选择 effects stop (an ability that "无视无法选择" such as PRTS 【污染秽蚀】, a direct pick, a flying
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// unit's blast credited to a ground leader): reaches an airborne 起飞 ally whatever the source's 行动方式
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ignoreSelect: !!d.ignoreSelect,
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sourceless: !!d.sourceless,
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attackId: d.attackId ?? 0,
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@@ -101,7 +102,8 @@ function sleepBlocks(target, source, dmg) {
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* "AOE的判定是对攻击范围内的每个可以被选中的敌人进行判定"), so its splash, area abilities and element fills skip it, and a shot
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* already in flight or a DoT ticking when it took off lands on nothing [ASSUMED: PRTS 伤害流程 7 "取消掉隐匿/无敌状态下的攻击"
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* read for 对地规避]. Checked before the `hit` hook only: 蒂比 S2 takes off inside the hook of the hit that set it off, which
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* then resolves as usual (dodged if physical / arts — PRTS 备注). Sourceless damage and `ignoreSelect` damage still land.
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* then resolves as usual (dodged if physical / arts — PRTS 备注). Sourceless damage and `ignoreSelect` damage (no
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* selection: 无视无法选择, direct picks, flying units' blasts — targeting.js evadesGround) still land.
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*/
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function liftoffEvades(target, source, dmg) {
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return !!target.s.flags.liftoff && !dmg.ignoreSelect && evadesGround(source, target);
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