feedback5 WE1: 「同时攻击阻挡的所有敌人」 takes up to the block count of targets from the range, blocked first (the queued centurion question; Mon3tr S3)

PRTS 分支特性信息 强攻手 / 重剑手 / 推击手 "普通攻击最大目标数等于阻挡数(不会低于1)"; PRTS 作战机制 §AOE "锁定人数的无弹道AOE攻击
(例如近卫分支“强攻手”)…在抬手时选取范围内的全体目标(不超过其攻击目标上限)"; PRTS 忍冬 S3 备注 "可对空". The client's selectors of
the branch traits and of every kit skill marked hitAllBlocked carry _limitedMaxTargetNumToBlockedCnt (_allowZeroBlockCntLimit
off) — charpacks extracted 2026-10-06.

- ai.js: hitAllBlocked no longer returns just the blocked enemies; targetCount = max(1, block count) (+ maxTargets mods)
  of targets from the range and the blocked enemies, blocked first. Mon3tr S3 drops maxTargets 1; 凯尔希's Mon3tr under
  S2 picks its targets the same way. [ASSUMED] maxTargets mods add; 忍冬 S3's range-only note not modelled.

Golden: 52 scenarios, each with a hitAllBlocked attacker (probe-checked) — roster-001, -003, -004, -007, -009, -011,
-013, -014, -015, -016, -020, -022, -023, -024, -030, -032, -038, -040, -041, -042, -043, -049; bond-sargonShip-high,
bond-soloShip-low, bond-soloShip-high, bond-yanShip-low; boss-boss_4-solo, boss-boss_6-solo, boss-boss_7-solo,
hidden-boss_9-solo, hidden-boss_10-solo; matches solo-NORMAL-1, solo-ABYSS-1, coop3-ABYSS-5, coop4-FUNNY-6,
coop4-ABYSS-7, coop2-NORMAL-70-diy; diy-013, -014, -033, -034, -035, -037, -038, -039, -051, -053, -076, -078, -109,
-127, -130. standins unchanged.

Tests: test/sim/feedback5-block-targets.test.js (new, 2). Updated on purpose: feedback1-transform.test.js (its real round
relied on 百炼嘉维尔 — a 强攻手 — falling; the ember-walks-on check is now a deterministic sub-test). test/content and
test/sim pass. Docs: SIM.md centurion row, professions.js header.
This commit is contained in:
sganggs committed 2026-10-06 16:28:31 +08:00
1 parent b2d3964478
commit 97454d8cda
12 files changed
+860 -776

No files matched your search

+9 -6
View File
@@ -43,8 +43,9 @@
// - S1 指令:结构加固 (MANUAL, data DEFAULT — a heal skill: cast as she is about to heal): her DEF +def and Mon3tr's DEF
// +attack@def while it runs; 物理格挡 prob (damage_block[phy]: a physical damage instance she takes is blocked whole —
// not a dodge, nothing ignores it; a 流失 is no damage).
// - S2 指令:战术协同 (MANUAL, data DEFAULT, 绑定 Mon3tr): her ASPD +attack_speed; Mon3tr ATK +attack@atk and each of its attacks
// strikes every enemy it blocks (one target when it blocks none [ASSUMED]).
// - S2 指令:战术协同 (MANUAL, data DEFAULT, 绑定 Mon3tr): her ASPD +attack_speed; Mon3tr ATK +attack@atk and "可以攻击阻挡的所有
// 敌人": each of its attacks takes up to its block count (3) of targets, the blocked ones first (the 强攻手 rule — PRTS 分支特性信息
// "普通攻击最大目标数等于阻挡数(不会低于1)"; its mode's _limitedMaxTargetNumToBlockedCnt).
// - S3 指令:熔毁 (MANUAL, data DEFAULT, 绑定 Mon3tr, 18 s): Mon3tr DEF +attack@def, its attacks deal true damage, its ATK
// +attack@atk × the remaining share of the skill, updated every second from the cast (+190 % … +10.6 %); unless it killed
// an enemy meanwhile, at the skill's normal end it loses attack@hp_ratio × its max HP (a 流失 that may knock it out).
@@ -54,6 +55,7 @@
import { num, talentBb, traitBb, moduleOn, skillRec, up } from '../shared/tier1.js';
import { absoluteRangeKeys } from '../../../targeting.js';
import { COLS } from '../../../constants.js';
import { acquireTargets } from '../../../ai.js';
const S1 = 'skchr_kalts_1';
const S2 = 'skchr_kalts_2';
@@ -132,11 +134,12 @@ function mon3trKit(owner, { t0, b1, b2, b3 }) {
}
holdBuff(battle, m, 'kalts:s3:mon3tr', skillOn(owner, S3), { atkPct: s3Atk, defPct: num(b3['attack@def']) });
}, { owner: m });
// S2: each attack strikes every enemy it blocks
// S2: "Mon3tr可以攻击阻挡的所有敌人" — the 强攻手 rule (its mode's _limitedMaxTargetNumToBlockedCnt): up to its block count
// of targets, the blocked ones first (ai.js acquireTargets with `hitAllBlocked`)
battle.on('beforeAttack', (c) => {
if (c.attacker !== m || !skillOn(owner, S2)) return;
const blocked = battle.blockedTargets(m, c.profile);
if (blocked.length) c.targets = blocked;
if (c.attacker !== m || !skillOn(owner, S2) || !c.profile) return;
const t = acquireTargets(battle, m, { ...c.profile, hitAllBlocked: true });
if (t.length) c.targets = t;
}, { owner: m });
// S3: true damage; a kill keeps its HP
battle.on('hit', (c) => {
+4 -3
View File
@@ -55,8 +55,9 @@
// - S3 策略:熔毁 (MANUAL, data DEFAULT, 25 s; only while her 重构体 stands — the cast is refused otherwise): the 重构体 is withdrawn
// (its piece waits: back once its tile is free again) and she 【移动】s onto its tile; meanwhile range x-4, ATK +atk, base attack
// time base_attack_time (a flat −1.5 s on 2.85 s), block +block_cnt, max HP +max_hp (the HP ratio kept), 流失 of
// damage_per_second HP/s (8 every 0.1 s); her attacks hit every ground enemy she blocks (one in range when she blocks none —
// [ASSUMED] as 凯尔希's Mon3tr S2) for ATK true damage, and each attack starts a chain heal on herself at attack@heal_scale × ATK
// damage_per_second HP/s (8 every 0.1 s); "同时攻击阻挡的所有敌人" (her selector's _limitedMaxTargetNumToBlockedCnt): each attack
// takes up to her block count of ground enemies of her range, the blocked ones first (ai.js `hitAllBlocked`, the 强攻手 rule
// of PRTS 分支特性信息) for ATK true damage, and each attack starts a chain heal on herself at attack@heal_scale × ATK
// (she is a free link). 不死: a hit or 流失 that would knock her out leaves her at 1 HP, untargetable and blocking nothing, and
// the skill ends on the next tick. At the end she 【返回】s to the tile she left (her SP emptied; the max HP drop keeps the ratio,
// so after a fatal blow she stands at ≤ 1 HP) with 1 s of 不死. The 路标形态 marker on her tile is not modelled: should another
@@ -199,7 +200,7 @@ export default {
kind: 'duration',
mods: { atkPct: num(b3.atk), batPct: batMod(b3.base_attack_time, chess), blockCnt: num(b3.block_cnt), hpFlat: num(b3.max_hp) },
targeting: s3?.rangeGrid ? { rangeGrid: s3.rangeGrid } : undefined,
attack: { dmgType: 'true', attack: 'melee', projectile: 'none', canHitFly: false, groundOnly: true, hitAllBlocked: true, maxTargets: 1 },
attack: { dmgType: 'true', attack: 'melee', projectile: 'none', canHitFly: false, groundOnly: true, hitAllBlocked: true },
onStart({ battle, unit, skill }) {
const r = prostsOf(battle, unit).find(up);
if (!r) { skill.end('noToken'); skill.addCharge(1); return; } // (refused before: the activate guard)