feedback1e WQ: healers that block keep healing (E2 not reproduced, locked by tests)

A community report said a medic blocking a roaming boss in a 炎 build stops
healing and strikes the boss, its 强力击-type skill included. The real sim
does not do that: every pure healer (医师 / 群愈师 / 疗养师 / 链愈师 / 行医,
the map characters, normal and elite, every skill) blocking an enemy keeps
healing and never targets it, under every bond as a member, with every
equipment item and on every boss / hidden field (卢西恩 and its phantom,
the 剑 / 锤). Official: PRTS 卫戍协议/帮助 "对于医疗干员(咒愈师分支除外),
攻击目标为需要治疗的单位". The only damage a pure healer deals is a bond's
own effect by its text (卡西米尔's pulse while blocking).

No behaviour change: the rule is spelled out in SIM.md and ai.js
acquireTargets, and test/sim/feedback1e-healers.test.js locks it (the
reported 炎 boss round, every healer x bond, items, heal-mode skills of
古米 / 塞雷娅 / 波登可, 咒愈师 and 吟游者, every boss template).
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sganggs committed 2026-10-03 05:03:28 +08:00
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@@ -189,7 +189,12 @@ front — `Battle.blockedTargets`, used by `ai.js acquireTargets` and the skills
`sortEnemyTargets`; "自身这格内" rules name the blocked enemies separately — 瑕光 S2, PRTS 备注). A kit that picks its own
targets from the range (`beforeAttack`) adds `battle.blockedTargets` to its candidates (深靛, 迷迭香 S3, 荒芜拉普兰德 S2,
佩佩 S2, 灵知 S3, 远牙 S3); only skill texts that exclude targets keep their rule (普罗旺斯 S2: none above 80 % HP; 寒檀
S2: icicles on random tiles of her range). This replaces the
S2: icicles on random tiles of her range). The rule is for units whose attack hits enemies: a healer (dmgType `heal` —
医师 / 群愈师 / 疗养师 / 链愈师 / 行医, the map characters 预备干员-医疗 / Touch — and a skill attack turned into a heal:
古米 S1 / S2, 塞雷娅 S1, 波登可 S1) selects injured allies only and keeps healing while it blocks (PRTS 卫戍协议/帮助
"对于医疗干员(咒愈师分支除外),攻击目标为需要治疗的单位"; PRTS 仇恨 HP_RATIO_NOT_FULL_ASC; `ai.js acquireTargets` returns
before the blocked targets, the heal skills' DEFAULT trigger looks at injured allies — test/sim/feedback1e-healers.test.js);
咒愈师 attack enemies and follow it. This replaces the
playtest #5 QA's melee-only reading (PRTS 索敌的概念 "我方索敌优先级:阻挡(近战限定)"; "远程位干员…无法攻击到这个敌人");
DESIGN §20 keeps the one-line flip (`Battle.blockedTargets` / `sortEnemyTargets` gated on a melee position again).
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@@ -102,6 +102,9 @@ export function enforceBlockCapacity(b, u) {
/** Collect targets for an ally with profile `prof`. */
export function acquireTargets(b, u, prof) {
// a heal attack (医师 / 群愈师 / 疗养师 / 链愈师 / 行医, a skill attack turned into a heal) selects injured allies only,
// never the enemies its unit blocks — a blocking healer keeps healing: PRTS 卫戍协议/帮助 "对于医疗干员(咒愈师分支除外),
// 攻击目标为需要治疗的单位" (the blocked-first rule below is for attackers of enemies; community feedback after 0.1.0, E2)
if (prof.heal && prof.dmgType === 'heal') {
let cands = b.injuredAlliesInKeys(u.rangeKeys, u, !!prof.heal.elementHealRatio);
// a heal restricted to allies at or below an HP ratio (塞雷娅 S1 急救 "血量小于等于一半")
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@@ -0,0 +1,218 @@
// Community feedback after the 0.1.0 release, batch 5 (feedback1e), workstream WQ — report E2:
// "走炎盟约的时候,如果是那种会到处跑的BOSS,被医疗阻挡之后,医疗不奶人了,会输出BOSS而且如果是那种强力击类型的技能也会在BOSS
// 身上打出正确数值的伤害" — and the user: "也看下其他的奶,不同的盟约会不会也有相同问题".
// Official (PRTS 卫戍协议/帮助 §作战阶段 技能操作, the note of the basic strategy): "对于医疗干员(咒愈师分支除外),攻击目标为
// 需要治疗的单位"; PRTS 仇恨 §仇恨过滤器: a medic's normal heal selects with HP_RATIO_NOT_FULL_ASC ("排除所有满生命值单位…
// 典型使用者:各类医疗干员的普通治疗"); PRTS 选择器: the blocked-first selector (BlockedOrAdvancedSelector) belongs to the
// units that attack what they block — a medic's selector picks allies. So a medic standing on a melee tile that blocks
// an enemy keeps healing and never strikes it; the user's playtest #6 rule "阻挡了就一定要能打到" (DESIGN §20.3) is for
// the units whose attack hits enemies (咒愈师 included: "攻击造成法术伤害").
// Verified on the real sim: NOT reproduced. Every healer of the pool (医师 / 群愈师 / 疗养师 / 链愈师 / 行医, the map
// characters, normal and elite, every skill) blocking an enemy — on the real boss rounds with the roaming 卢西恩, its
// 不祥幻影 and the 剑 / 锤, under every bond (as a member), with every equipment item — keeps healing and deals no damage from its
// normal attack or its skills; the only damage a pure healer deals is a bond's own effect by its text (卡西米尔: "阻挡敌人
// 时每2秒对周围敌人造成120%攻击力真实伤害", members of every class). These tests lock that.
import { test } from 'node:test';
import assert from 'node:assert/strict';
import fs from 'node:fs';
import { makeBattle, chessRec, enemyRec } from '../helpers/battleHarness.js';
import { getDefaultSource, hasGeneratedData } from '../../server/sim/simdata.js';
const REAL = { skip: !hasGeneratedData() };
const PURE = new Set(['physician', 'ringhealer', 'healer', 'chainhealer', 'wandermedic']);
const pool = (hp) => ({ hp, maxHp: hp, damage(pid, a) { this.hp = Math.max(0, this.hp - a); } });
const waves = () => JSON.parse(fs.readFileSync(new URL('../../data/waves.json', import.meta.url), 'utf8'));
/** A bond's own effect on its members by its text (not the unit's attack): 卡西米尔's pulse while blocking. */
const bondEffect = (c) => !c.dmg?.isAttack && (c.dmg?.tags || []).includes('bond:kazimierz');
// =====================================================================================================================
// the reported case
test('E2 (not reproduced): 录武官 blocking 卢西恩 on the real 炎 boss round keeps healing and never hits it — normal attack or 触类旁通', REAL, () => {
const tpl = waves().act2autochess_h07_05;
for (const sfx of ['_a', '_b']) {
for (const skillIndex of [0, 1]) {
const g = (id) => id.replace(/_a$/, sfx);
// nine distinct 炎 operators (炎 at tier 3: 炎佑 ×2), 录武官 on the lower lane's melee tile of the boss field
// (board (9,4) → boss (2,4)), where the patrolling 卢西恩 walks into her
const units = [
{ chessId: g('chess_char_5_23_a'), row: 9, col: 4, dir: 'RIGHT', skillIndex },
{ chessId: g('chess_char_6_03_a'), row: 12, col: 6 }, { chessId: g('chess_char_4_17_a'), row: 12, col: 7 },
{ chessId: g('chess_char_3_03_a'), row: 12, col: 5 }, { chessId: g('chess_char_6_15_a'), row: 9, col: 8 },
{ chessId: g('chess_char_1_03_a'), row: 10, col: 5 }, { chessId: g('chess_char_2_04_a'), row: 11, col: 5 },
{ chessId: g('chess_char_5_12_a'), row: 11, col: 7 }, { chessId: g('chess_char_5_03_a'), row: 10, col: 7 },
];
const h = makeBattle({ kind: 'boss', stageId: 'act2autochess_m01', waveTemplate: tpl, sharedBoss: pool(3e6), seed: 9, units,
bonds: { yanShip: { count: 9, active: true, tier: 3, layers: 120 } }, autoFinish: false, captureNoisy: true,
hooks: ['damaged', 'attack', 'blocked', 'skillStart'], setup(b) { b.enemyOverrides = tpl.overrides; } });
const M = h.unit(units[0].chessId);
let healsBlocking = 0, othersBlocking = 0;
h.b.on('heal', (c) => { if (c.source === M && M.blocking.length && c.amount > 0) { healsBlocking++; if (c.target !== M) othersBlocking++; } });
h.run(120);
const tag = `${M.def.name}${sfx} S${skillIndex + 1}`;
assert.ok(h.hooksOf('blocked').some((c) => c.blocker === M && c.enemy.defId === 'enemy_2016_csphtm'), `${tag}: blocks 卢西恩`);
assert.ok(h.b.allyUnits.some((u) => u.defId === 'enemy_9012_acloon' || /yanyou|acloon/.test(u.defId)), '炎佑 on the field');
const dmg = h.hooksOf('damaged').filter((c) => c.source === M && c.target.side === 'enemy');
assert.equal(dmg.length, 0, `${tag}: no damage to enemies (${dmg.map((c) => c.target.def?.name).join(',')})`);
const atks = h.hooksOf('attack').filter((c) => c.attacker === M);
assert.ok(atks.length > 0 && atks.every((c) => c.targets.every((t) => t.side === 'ally')), `${tag}: every attack heals an ally`);
assert.ok(h.hooksOf('skillStart').some((c) => c.unit === M), `${tag}: casts`);
if (skillIndex === 0) assert.ok(atks.some((c) => c.isSkill), `${tag}: 触类旁通's heal went to allies`);
assert.ok(healsBlocking > 0, `${tag}: heals while blocking (${healsBlocking}, others ${othersBlocking})`);
}
}
});
// =====================================================================================================================
// every healer × every bond
const PATIENT = 'fb1e_patient';
const DEFS = {
chess: { [PATIENT]: chessRec({ id: PATIENT, stats: { atk: 0, maxHp: 1e7, blockCnt: 0, def: 0 }, rangeGrid: [[0, 0]], skill: null }) },
enemies: { enemy_fb1e: enemyRec({ key: 'enemy_fb1e', hp: 1e9, atk: 1, speed: 1 }) },
};
/**
* One healer (or token) on (9,6) of the flat normal field blocks a big walking enemy for ~13 s while a patient on (10,6)
* stays injured (华法琳 S2's 不稳定血浆 may drain it out: then she heals herself). Returns the hooks seen; `healsBlocking`
* = heals by the unit (any ally, itself included) while it blocks.
*/
function blockRun(unit, { member = null, bonds = {}, secs = 20, rec = null } = {}) {
const defs = member && rec ? { ...DEFS, chess: { ...DEFS.chess, [rec.chessId]: { ...rec, bonds: [member] } } } : DEFS;
const h = makeBattle({ defs, timeLimit: 60, seed: 5, autoFinish: false, bonds, captureNoisy: true, hooks: ['damaged', 'attack', 'heal'],
units: [{ row: 9, col: 6, dir: 'RIGHT', ...unit }, { chessId: PATIENT, row: 10, col: 6, carryState: { hpPct: 0.05 } }],
enemies: [{ key: 'enemy_fb1e', time: 0, route: 0 }] });
const M = h.b.allyUnits.find((u) => u.defId === (unit.chessId ?? unit.tokenId));
let blocking = 0, healsBlocking = 0;
h.b.on('heal', (c) => { if (c.source === M && M.blocking.length && c.amount > 0) healsBlocking++; });
for (let i = 0; i < secs * 30; i++) { h.step(); if (M.blocking.length) blocking++; }
return {
M, blocking: blocking / 30, healsBlocking,
dmg: h.hooksOf('damaged').filter((c) => c.source === M && c.target.side === 'enemy'),
atks: h.hooksOf('attack').filter((c) => c.attacker === M),
};
}
test('E2 audit: every pure healer (医师 / 群愈师 / 疗养师 / 链愈师 / 行医, normal and elite, every skill) keeps healing while it blocks, under every bond as a member, and never hits the enemy', REAL, () => {
const ds = getDefaultSource();
const healers = Object.values(ds.raw.chess).filter((c) => c.stats && c.dmgType === 'heal' && PURE.has(c.subProfessionId));
assert.ok(healers.length >= 20, `healers ${healers.length}`);
const BONDS = JSON.parse(fs.readFileSync(new URL('../../data/bonds.json', import.meta.url), 'utf8'));
const bonds = Object.keys(BONDS);
assert.ok(bonds.length >= 23);
let runs = 0, pulses = 0;
for (const c of healers) {
for (let si = 0; si < (c.skills || []).length; si++) {
for (const member of [null, ...bonds]) {
const tiers = member ? (BONDS[member].thresholds ?? [1]).length : 0;
const r = blockRun({ chessId: c.chessId, skillIndex: si }, member ? { member, rec: c, bonds: { [member]: { count: 12, active: true, tier: Math.max(1, tiers), layers: 60 } } } : {});
const tag = `${c.name} ${c.chessId} S${si + 1}${member ? ' ' + member : ''}`;
runs++;
assert.ok(r.blocking > 8, `${tag}: blocks (${r.blocking.toFixed(1)} s)`);
assert.ok(r.atks.every((a) => a.targets.every((t) => t.side === 'ally')), `${tag}: attacks heal allies only`);
const hits = r.dmg.filter((d) => !bondEffect(d));
pulses += r.dmg.length - hits.length;
assert.equal(hits.length, 0, `${tag}: no damage to the blocked enemy (${hits.map((d) => d.dmg?.tags?.join('/')).join(' ')})`);
assert.ok(r.healsBlocking >= 2, `${tag}: heals while blocking (${r.healsBlocking})`);
}
}
}
assert.ok(runs >= 1000, `runs ${runs}`);
assert.ok(pulses > 0, 'the member bonds are live (卡西米尔 pulses while blocking)');
});
test('E2 audit: every equipment item on a blocking healer (录武官 S1, elite 调香师, 流明 S3) — still healing, no hit', REAL, () => {
const ITEMS = JSON.parse(fs.readFileSync(new URL('../../data/items.json', import.meta.url), 'utf8'));
const equips = Object.values(ITEMS).filter((i) => i && i.itemType === 'EQUIP');
assert.ok(equips.length >= 100, `items ${equips.length}`);
for (const [chessId, skillIndex] of [['chess_char_5_23_a', 0], ['chess_char_2_14_b', 1], ['chess_char_6_14_a', 2]]) {
for (const it of equips) {
const r = blockRun({ chessId, skillIndex, items: [it.id] });
const tag = `${r.M.def.name} ${chessId} + ${it.name} ${it.id}`;
assert.ok(r.atks.every((a) => a.targets.every((t) => t.side === 'ally')), `${tag}: attacks heal allies only`);
assert.equal(r.dmg.length, 0, `${tag}: no damage to the blocked enemy`);
assert.ok(r.healsBlocking >= 2, `${tag}: heals while blocking (${r.healsBlocking})`);
}
}
});
test('E2 audit: the map characters 预备干员-医疗 / Touch heal while they block and never hit the enemy', REAL, () => {
for (const tokenId of ['char_605_cmedic', 'char_613_acmedc']) {
const r = blockRun({ kind: 'token', tokenId });
assert.ok(r.blocking > 8, `${tokenId} blocks`);
assert.equal(r.dmg.length, 0, tokenId);
assert.ok(r.atks.length > 0 && r.atks.every((a) => a.targets.every((t) => t.side === 'ally')), tokenId);
assert.ok(r.healsBlocking >= 2, `${tokenId}: heals while blocking (${r.healsBlocking})`);
}
});
test('E2 audit: skills that turn attacks into heals (古米 S1 / S2, 塞雷娅 S1, 波登可 S1) heal allies while blocking; 瑕光 S1 "造成…伤害,且恢复" still strikes', REAL, () => {
const cases = [
['chess_char_1_10', 0, 'heal'], ['chess_char_1_10', 1, 'heal'], ['chess_char_5_11', 0, 'heal'], ['chess_char_1_13', 0, 'heal'],
['chess_char_3_12', 0, 'strike'],
];
for (const [base, si, kind] of cases) {
for (const sfx of ['_a', '_b']) {
const r = blockRun({ chessId: base + sfx, skillIndex: si }, { secs: 45 });
const tag = `${r.M.def.name}${sfx} S${si + 1}`;
const skillAtks = r.atks.filter((a) => a.isSkill);
assert.ok(r.blocking > 30 && skillAtks.length > 0, `${tag}: blocks and casts (${skillAtks.length})`);
if (kind === 'heal') {
assert.ok(skillAtks.every((a) => a.targets.every((t) => t.side === 'ally')), `${tag}: the heal-mode attacks heal allies`);
assert.equal(r.dmg.filter((d) => d.dmg?.isSkill).length, 0, `${tag}: no skill damage to the blocked enemy`);
assert.ok(r.healsBlocking >= 2, `${tag}: heals while blocking (${r.healsBlocking})`);
} else {
assert.ok(skillAtks.every((a) => a.targets.some((t) => t.side === 'enemy')), `${tag}: strikes the enemy it blocks`);
assert.ok(r.healsBlocking >= 2, `${tag}: and heals (${r.healsBlocking})`);
}
}
}
});
test('E2 audit: 咒愈师 strike the enemy they block and heal by their trait (DESIGN §20.3); 吟游者 make no normal attack', REAL, () => {
for (const id of ['chess_char_1_06_a', 'chess_char_5_02_a', 'chess_char_6_08_a']) {
const r = blockRun({ chessId: id, skillIndex: 0 });
assert.ok(r.dmg.some((d) => d.dmg?.isAttack), `${r.M.def.name}: hits the enemy it blocks`);
assert.ok(r.healsBlocking > 0, `${r.M.def.name}: heals an ally ("为攻击范围内一名友方干员治疗相当于50%伤害")`);
}
for (const id of ['chess_char_4_25_a', 'chess_char_6_04_a']) {
const r = blockRun({ chessId: id, skillIndex: 0 });
assert.equal(r.dmg.filter((d) => d.dmg?.isAttack).length, 0, `${r.M.def.name}: 不攻击`);
}
});
// =====================================================================================================================
// every boss round
test('E2 audit: healers on the lane tiles of every boss / hidden field block leaders, parts and their summons, and deal no damage', REAL, () => {
const ds = getDefaultSource();
const W = waves();
const HEALERS = ['chess_char_5_23_a', 'chess_char_2_14_a', 'chess_char_6_14_a', 'chess_char_2_06_a', 'chess_char_6_20_a', 'chess_char_4_26_a', 'chess_char_4_21_a', 'chess_char_4_08_a', 'chess_char_2_05_a', 'chess_char_2_02_a'];
let templates = 0, blockedLeaders = 0;
for (const [key, tpl] of Object.entries(W)) {
if (tpl.kind !== 'boss' && tpl.kind !== 'hidden') continue;
templates++;
const stageId = key.startsWith('act2') ? 'act2autochess_m01' : 'act1autochess_m01';
const rows = ds.getStage(stageId).rows;
const tiles = [];
for (let r = 1; r <= 5; r++) for (let c = 3; c <= 9; c++) if (rows[r][c] === 'r') tiles.push([r, c]);
const units = [];
HEALERS.forEach((id, i) => {
const t = tiles[(i * 3) % tiles.length];
// board coordinates (row + 7 = the boss row): the Battle maps them onto the boss field
if (!units.some((u) => u.row === t[0] + 7 && u.col === t[1])) units.push({ chessId: id, row: t[0] + 7, col: t[1], dir: 'RIGHT' });
});
// two players on the co-op fields (the right one mirrored), one on the solo ones
const players = (tpl.solo ? ['L'] : ['L', 'R']).map((side, i) => ({ playerId: `p${i + 1}`, seat: i, side, colOffset: 0, units: units.map((u, k) => ({ ...u, uid: k + 1 })), bonds: {}, playerEffects: [] }));
const h = makeBattle({ kind: tpl.kind, stageId, waveTemplate: tpl, sharedBoss: pool(5e6), seed: 4, players, autoFinish: false,
captureNoisy: true, hooks: ['damaged', 'attack', 'blocked'], setup(b) { b.enemyOverrides = tpl.overrides; } });
h.run(120);
const healers = h.b.allyUnits.filter((u) => u.def?.dmgType === 'heal');
const dmg = h.hooksOf('damaged').filter((c) => healers.includes(c.source) && c.target.side === 'enemy');
assert.equal(dmg.length, 0, `${key}: healer damage ${dmg.map((c) => `${c.source.def.name}→${c.target.def?.name}`).join(', ')}`);
assert.ok(h.hooksOf('attack').filter((c) => healers.includes(c.attacker)).every((c) => c.targets.every((t) => t.side === 'ally')), `${key}: heals only`);
if (h.hooksOf('blocked').some((c) => healers.includes(c.blocker) && (c.enemy.isBoss || c.enemy.tag === 'boss' || /csphtm|csphts|vtswd|vtshld/.test(c.enemy.defId)))) blockedLeaders++;
}
assert.ok(templates >= 20, `templates ${templates}`);
assert.ok(blockedLeaders >= 2, `a healer blocked a leader / part (${blockedLeaders})`);
});