修复赤刃明霄陈三技能对空自动开启并核实社区反馈
S3 的扩展范围含可选中的飞行目标时可以自动开启剑气;普攻保持仅对地。 [ASSUMED] 自动触发区域沿用扩展攻击格和永久射程延长,不扩张到未来剑气的整条路线。 补测部署技能与休整属性预览、后排协防蕾缪安真实锁定耗弹、诗怀雅落地金币、 莎草对炸弹的治疗链,以及予愿三种技能的普通地面溅射和无视可选性例外。 未复现的报告保留证据边界;诗怀雅被动落地投瓶符合 PRTS。 全 285 场 golden 重建并验证,仅 diy-074 变化:新增 4 次陈 S3,伤害 142376→163563, 时序/选敌改变后击杀 21→18、漏怪 96→99,223.83 秒和结束方式不变。 其余 284 场不变。 CI:5879 tests,5876 pass,0 fail,3 skip;setup/smoke/lint/imports/typecheck 均通过。 新增 16 项回归,相关 6 文件 63/63,补充 2 文件 20/20,文档 31/31。
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@@ -17,6 +17,25 @@ function field({ skillIndex = 2, second = false, unite = false } = {}) {
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const h = makeBattle(config);h.step();return { h, u: h.unit(1), e: h.enemies()[0] };
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}
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function done(h) { checkInvariants(h.b); assert.deepEqual(h.b.errors, []); }
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for (const elite of [false, true]) test(`rear player's 蕾缪安 S3 locks and spends ammo on the front player's wanted target (elite=${elite})`, () => {
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const h = makeBattle({ kind: 'unite', autoFinish: false, flags: { startOpCooldown: 3 },
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hooks: ['ammoUsed'], captureNoisy: true,
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defs: { enemies: { target: enemyRec({ key: 'target', rank: 'ELITE', hp: 1e9, atk: 0, speed: 0 }) } },
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players: [
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{ playerId: 'front', seat: 0, side: 'L', colOffset: 0, bonds: {},
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units: [{ kind: 'chess', uid: 1, chessId: 'chess_char_2_01_a', row: 9, col: 7 }] },
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{ playerId: 'rear', seat: 1, side: 'L', colOffset: 0, bonds: {},
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units: [{ kind: 'chess', uid: 2, chessId: elite ? 'chess_char_6_01_b' : LEM, row: 12, col: 2,
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skillIndex: 2, carryState: { sp: 999 } }] },
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], enemies: [{ key: 'target', pos: [9, 8] }],
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});
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h.step(); const u = h.unit(2), e = h.enemies()[0];
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assert.equal(u.ownerId, 'rear'); assert.equal(h.b.enemiesInKeys(u.baseRangeKeys, u, u.profile).length, 0);
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assert.ok(h.runUntil(() => h.hooksOf('ammoUsed').some(c => c.unit === u), 25));
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assert.ok(e.findBuff('lemuen:wanted')); assert.ok(u.mem.lemLocks.some(l => l.e === e));
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assert.ok(u.skill.activations > 0); done(h);
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});
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for (const skillIndex of [0, 1, 2]) for (const unite of [false, true]) {
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test(`通缉 opens S${skillIndex + 1} outside original range (unite=${unite})`, () => {
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const { h, u, e } = field({ skillIndex, unite });
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