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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sganggs committed 2026-10-03 08:15:52 +08:00
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@@ -88,9 +88,11 @@ export function canTargetAlly(e, a, ranged) {
* 行动方式: a hovering unit "是真正的飞行单位", a levitated one is seen as a flyer) still select it; it stays a ground unit
* itself ("起飞的干员仍然是地面单位"), so they need no 对空 check. Used by every enemy selection (canTargetAlly), the damage
* pipeline and Battle.applyStatus (a ground enemy's area damage, statuses and hits under way skip it — PRTS 作战机制 "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"), and the content picks that bypass canTargetAlly (chain / bounce jumps,
* 周围四格 additions). Sourceless damage and abilities that "无视无法选择" (DamageInfo `ignoreSelect`: 【污染秽蚀】) are not
* selections and still reach it.
* 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"), and the content picks and one-shot areas that bypass canTargetAlly
* (chain / bounce jumps, 周围四格 additions, shells, barrages, 沙狱, death blasts). Not selections, so they still reach it:
* sourceless damage and DamageInfo / applyStatus `ignoreSelect` — abilities that "无视无法选择" (【污染秽蚀】, 【盲信之誓】),
* direct picks (碎铳之簧's counter on its attacker: PRTS 异常效果 "'直接选中'的能力…不受这些仅在选择时生效的异常效果制约")
* and the blasts of flying units credited to a ground leader (刺胄之弹, 斩胄之剑 / 破胄之锤).
*/
export function evadesGround(src, a) {
return !!(a && a.s && a.s.flags.liftoff && src && src.side === 'enemy' && !src.isFlying);