feedback7 R22-OSIM: a skill that 白铁's 铁钳号 opens now acts on it — 蕾缪安 S3 / 艾丽妮 S3 / 陈 S2 / 引星棘刺 S2 spend on it, skills that pick enemies only stay closed; golden: unchanged
Grok's review of the 铁钳号 change (HIGH): the device opened every non-heal skill, but kits that pick their victims with enemiesInKeys only were spent on nothing — 蕾缪安 S3 went active with 0 locks, 艾丽妮 S3 and 陈 S2 struck nothing, 引星棘刺 S2 threw at the empty far tile. Audit: every skill of every chess (loadouts) and of the 自选 pool, placed with only the device in range; of the 351 skills the device opened, 67 never touched it. - skills.js `allyTargetsOk`: the device counts for a skill's start only if the skill acts on it — SkillSpec `allyTargets` (true / false) from the kit, else [ASSUMED] a skill acting through the unit's own attacks (timed and still attacking, or a cast that is the next attack) on a unit that attacks. An onStart-only cast or a no-attack timed skill picks enemies itself and waits for one (德克萨斯 S2 剑雨, 锡人 S1/S2, 铃兰 S3 … about 50 skills). - Spend on the device (allyTargets: true; its kit cancels the hits, its 受击回复 counts): 蕾缪安 S3 locks it and spends her bullets (ammoUsed, so the per-bullet layers come) and shells it; 艾丽妮 S3 strikes it; 陈 S2 draws on it after every enemy; 引星棘刺 S2 throws onto it and its pulses hit it. queries.js allyTargetsInRadius for their areas. - Explicitly closed ([ASSUMED], allyTargets: false): 普罗旺斯 S2 (never shoots above 80 % HP), 卡涅利安 S1 (charged: no attack), 山 S2 (blocked enemies), 余 S2 / S3, 迷迭香 S3 (blocked only), 荒芜拉普兰德 S1 / S2 (drone locks), 淬羽赫默 S1–S3 and 遥 S1–S3 (heal attacks), 机械师 S3, 珊比 S2 / S3, 陈 S3 / 艾丽妮 S2 (their guards already refused). - 雪猎's empty-magazine cast back to enemies only (its S2 does not act on the device). Re-audit: 281 skills open on the device alone and all act on it (蕾缪安 S3 through her locks); none of those that acted on it before stopped. Docs: SIM.md, design/engine.md, PLAYING.md. Tests: test/content/feedback7-allytarget-kits.test.js (5; all fail on the parent).
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@@ -47,7 +47,8 @@ export class BattleQueries {
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* 铁钳号·原型机, a summon of the enemy camp that "可被我方干员攻击但不受伤害" (PRTS 铁钳号·原型机 备注 "该召唤物阵营为敌方";
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* kits/ops/op-ironmn.js). Those standing on one of `keys` (tile keys, or a Set of them), alive and deployed — never
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* `attacker` itself, and an ally target selects none. ai.js acquireTargets appends them after the enemies (their 嘲讽等级
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* −2 puts them last); a non-heal skill's automatic start counts them like an enemy (skills.js `_allyTargetIn`). [] at
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* −2 puts them last); a skill that acts on them counts them like an enemy for its automatic start (skills.js
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* `_allyTargetIn` / `allyTargetsOk`). [] at
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* once while none is registered, so every other battle runs exactly as before.
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*/
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allyTargetsInKeys(keys, attacker) {
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@@ -59,6 +60,19 @@ export class BattleQueries {
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return out;
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}
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/**
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* The registered ally targets within `r` of (x, y) (centre distance) — the radius form of allyTargetsInKeys, for a kit
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* whose area selection takes them too (a skill flagged `allyTargets`, skills.js allyTargetsOk). [] while none is registered.
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*/
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allyTargetsInRadius(x, y, r, attacker) {
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const set = this._allyTargets;
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if (!set || !set.size || !attacker || set.has(attacker)) return [];
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const r2 = r * r + 1e-9;
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const out = [];
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for (const a of set) if (a.alive && a.deployed && !a.hidden && (a.x - x) * (a.x - x) + (a.y - y) * (a.y - y) <= r2) out.push(a);
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return out;
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}
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/** Register (`on`) or drop an ally target (allyTargetsInKeys); one off the field is skipped while registered. */
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setAllyTarget(unit, on = true) {
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if (!unit || unit.side !== 'ally') return false;
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