A skill clip with no Begin and no Idle plays once at its own length: 德克萨斯 S2 剑雨 and the other instant skills of that shape (#160)

Deploy-time passives without a duration send the same 0.5 s skill window, so 琳琅诗怀雅's passives play their clip too. Contributed by @xcdoge.
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xcdoge authored and GitHub committed 2026-10-05 22:36:43 +08:00
1 parent ffdb1293c4
commit 64715116ba
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@@ -52,6 +52,12 @@ const TRIGGER_PROFILE = Object.freeze({ canHitFly: true });
/** Every tile of the stage (GDGLOW_SKILL_2: the whole field). */
const ALL_TILES = new Set(Array.from({ length: ROWS * COLS }, (_, i) => i));
/**
* The 'skill' animation window the sim reports to the client: `unit.skillAnimUntil` (snapshot.js `animOf` → ANIM.SKILL,
* and the `['skill', id, 1]` / `0` events). An instant cast and a deploy-time passive both use it.
*/
const SKILL_ANIM_WINDOW = 0.5;
export class SkillRuntime {
/**
* @param {object} battle
@@ -218,6 +224,20 @@ export class SkillRuntime {
this.active = true;
this._applyMods();
this._call('onStart', { reason: 'passive' });
// A deploy-time passive (琳琅诗怀雅 S1 仗义疏财 / S2 “见面礼”: kind 'passive' with no duration) never goes through
// `activate()`, so the client saw no 'skill' event at all and its model never played the skill clip the manifest
// carries for it (player report follow-up: the 57 instant clips with no Begin / own Idle — 2 of them passives;
// 凯瑟琳 S1 is `kind: instant` in the sim and already casts). Fire the same bounded window an instant cast uses, so
// the actor plays that clip once and then goes back to its idle with attacks on the normal clip. A passive WITH a
// duration (缄默德克萨斯 S1–S3, 野鬃 S1, 伊内丝 S3, 耀骑士临光 S2) is left alone: the sim keeps it active until
// death, so "how long should its stance show" is a separate question.
if (!this.noSkill && !(this.duration > 0)) {
const b = this.battle;
const u = this.unit;
b._ev(['skill', u.id, 1]);
u.skillAnimUntil = b.time + SKILL_ANIM_WINDOW;
b.after(SKILL_ANIM_WINDOW, () => { if (u.alive) b._ev(['skill', u.id, 0]); }, { owner: u });
}
}
_applyMods() {
@@ -442,7 +462,7 @@ export class SkillRuntime {
if (this.spec.mods || this.spec.flags || this.spec.targeting) this._applyMods();
}
b._ev(['skill', u.id, 1]);
u.skillAnimUntil = b.time + 0.5;
u.skillAnimUntil = b.time + SKILL_ANIM_WINDOW;
this._call('onStart', { reason });
if (b._hooks.skillStart) b.emit('skillStart', { unit: u, skill: this, reason });
// bullets added in skillStart (拉特兰's ×(1.05 + 0.015 × layers), 逃犯引渡手续, talents): the bar's full mark