feedback1f WT: 蒂比's 起飞 is 对地规避 — ground enemies no longer target or hit her while airborne

Official: ba.liftoff 起飞 "不阻挡地面敌人且不会被地面敌人攻击,可以阻挡飞行敌人"; PRTS 术语释义 起飞 "包含对地规避(无法被不同
阵营行动方式为地面的单位选中)… 起飞后单位的行动方式依旧是地面"; PRTS 异常效果 MOTION_TARGET_FREE; PRTS 行动方式 "起飞的干员仍然
是地面单位".

Cause: 起飞 was `unit.ground = false` (an operator on a high tile). Melee enemies were released, but every ranged
ground enemy kept shooting her and the AoE / skills of ground enemies hit her (控潮术师 6 hits in one S2 window).

Now 起飞 is the skill buff flag `liftoff`:
- targeting.js evadesGround: no ground enemy (not Unit.isFlying) selects her (canTargetAlly; the content picks that
  bypass it: 周围四格 additions, chain / bounce jumps, the 自行炮 shells); flyers, 近地悬浮 and 浮空 enemies still do.
- damage.js / Battle.applyStatus: a ground enemy's damage, element fill and statuses never land on her (area damage,
  shots under way); sourceless damage and `ignoreSelect` zones (【污染秽蚀】 "可对空,无视无法选择") still do.
- Battle._blockerFor: she blocks no ground enemy; flyers at the air radius as before.
- She stays a ground unit on her low tile: 污染秽蚀 at the low rate, 隐德来希 S2 can put a 血镰 on her (可对空).
This commit is contained in:
sganggs committed 2026-10-03 07:17:49 +08:00
1 parent a7ec6a1438
commit 80f5bf1930
12 files changed
+363 -46

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@@ -28,7 +28,7 @@ import { Grid } from './grid.js';
import { Unit } from './units.js';
import { makeBuff, STATUS, RESIST_STATUSES } from './buffs.js';
import { dealDamage as pipeDamage, heal as pipeHeal, applyHpLoss, makeDamageInfo, reduceElement, palsyBuff, elementView, leaderHitCancelled } from './damage.js';
import { absoluteRangeKeys, canTargetEnemy } from './targeting.js';
import { absoluteRangeKeys, canTargetEnemy, evadesGround } from './targeting.js';
import { bodyKeys, bodyInKeys, bodyInRadius } from './body.js';
import { normDir, mirrorDir, localOrder, localBefore } from './dir.js';
import { ProjectileSystem } from './projectiles.js';
@@ -1117,7 +1117,8 @@ export class Battle {
_blockerFor(u, e, w) {
if (!u.alive || !u.deployed || u.hidden || u.s.flags.noBlock || u.s.flags.sleep) return false;
if (e.isFlying && !(u.s.flags.blockFly || (u.profile && u.profile.blockFly))) return false;
if (!e.isFlying && !u.ground) return false;
// ground enemies: only a unit on a ground tile that has not taken off (起飞 "不阻挡地面敌人": flag `liftoff`)
if (!e.isFlying && (!u.ground || u.s.flags.liftoff)) return false;
const cap = u.s.blockCnt;
if (cap <= 0) return false;
let used = 0;
@@ -1273,10 +1274,12 @@ export class Battle {
* ([r, c] or {x, y}; default the source's tile — a new application moves the point); 恐惧 (`fear`) stamps where it
* was applied and from where (fear.js stampFear: the fan of 恐惧可达地块 its movement uses). A stunned/sleeping operator
* releases the enemies it blocks; a feared/levitated/unblockable/attracted enemy is released by its blocker.
* `statusApplied` reports the final duration and `entered` (the target did not carry the status before).
* A ground enemy's status never lands on an airborne 起飞 ally (对地规避: targeting.js evadesGround) unless
* `opts.ignoreSelect`. `statusApplied` reports the final duration and `entered` (the target did not carry the status before).
*/
applyStatus(target, key, opts = {}) {
if (!target || !target.alive) return false;
if (!opts.ignoreSelect && target.s.flags.liftoff && evadesGround(opts.source, target)) return false;
const tpl = STATUS[key] || { flags: { [key]: true } };
let duration = opts.duration == null ? Infinity : Number(opts.duration);
let value = opts.value;