feedback5 WL: 突袭 counts a passive skill that is on as 技能就绪, so 缄默德克萨斯 / 宴 jump as soon as a ground enemy can be reached (GitHub #49)

PRTS 盟约记录 【突袭】 「干员10秒内未进行攻击或技能就绪时,若范围内没有敌人,则保留技力立即再部署至一名地面敌人周围」.
skills.js `ready` is false for every passive skill, so raidPoll left passive members only the 10 s idle trigger; the
reporter's footage shows 缄默德克萨斯 jumping within her passive's 10 s. raidPoll alone (the global `ready` stays) now
counts a passive skill that is on as 技能就绪 [ASSUMED: the engine keeps a passive on for the whole deployment]. The
GitHub #51 landing rule (the target in range on the landing tile) is kept, so a member lands in range and stays while
its enemy is there. Charged non-passive skills and the idle trigger are unchanged.

Golden moved (scenarios with a passive 突袭 member): roster-039 (斯卡蒂 S2 跃浪击), roster-046 (耀骑士临光 S2 逐夜烁光),
bond-raidShip-low, bond-raidShip-high, boss-boss_2-pair, boss-boss_4-pair, boss-boss_6-pair (elite 缄默德克萨斯),
standin-01, standin-06 (缄默德克萨斯 fielded as Misery, all passive), coop2-HARD-4, coop2-NORMAL-14-standins (突袭
members in the lineups). Docs: research 02 §3.18.
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sganggs committed 2026-10-05 20:52:45 +08:00
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@@ -30,7 +30,8 @@
// 无来源 damage uses the chance and hits nobody, a 流失 never does — PRTS 备注 / 作战机制)
// + 脆弱 ×damage_scale for weak[limit] s
// 助力 deputShip all operators DEF +(base + per·L), redeploy time ×(1 + respawn_time)
// 突袭 raidShip member idle ≥ no_attack_duration s (or skill ready) with no enemy in range → "保留技力立即再部署"
// 突袭 raidShip member idle ≥ no_attack_duration s (or skill ready — a passive skill that is on counts, GitHub
// #49) with no enemy in range → "保留技力立即再部署"
// next to the most advanced ground enemy it can reach: on a free tile its position may be deployed
// on from which its range covers that enemy (GitHub issue #51 [ASSUMED]: the first of the 8 most
// advanced that has such a tile; none → it stays and the next poll looks again, never a jump that
@@ -311,7 +312,13 @@ function raidPoll(battle, st) {
for (const u of st.members[ID.raid]) {
if (!onField(u) || !u.canAct) continue;
const since = Math.max(u.lastAttackAt ?? -Infinity, u.deployedAt ?? -Infinity, u.mem[KEY.raid] ?? -Infinity);
const ready = !!(u.skill && u.skill.ready && !(u.skill.active && u.skill.isTimed));
// 技能就绪: a charged skill, or a passive skill that is on (GitHub #49: skills.js `ready` is false for every passive,
// so 缄默德克萨斯 / 宴 … only ever jumped on the idle trigger; the reporter's footage of the official game shows
// 缄默德克萨斯 jumping within her passive's 10 s with no enemy in range). The engine keeps a passive on for the whole
// deployment, so such a member may jump whenever nothing is in its range [ASSUMED: "技能就绪" of a passive = the
// skill being on]; the landing rule below keeps it from hopping. Here only — the global `ready` stays as it is.
const sk = u.skill;
const ready = !!(sk && !sk.noSkill && (sk.ready || (sk.kind === 'passive' && sk.active)) && !(sk.active && sk.isTimed));
const idleOk = battle.time - since >= idle - 1e-9;
if (!(ready || idleOk)) continue;
if (battle.enemiesInKeys(u.rangeKeys || [], u, u.profile).length) continue;