feedback5 WV: 忍冬, 深靛 and 阿 settled by the sources with no rule change — PRTS's "无法选中被自身阻挡而没有位于技能范围内的敌人" is 忍冬 S2's 备注 (its kit selects on the 3-12 only; S3 has no such note), 深靛 S1's 攻击倍率 applies to her stored energies (PRTS S1 备注, the client's ChargeAttackS1 atk_scale), 阿 S2 / S3 keep the data's DEFAULT (no trigger row, the skill prefabs cast with no target and keep the SP); kit comments and two pin tests, golden unchanged

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sganggs committed 2026-10-06 18:22:44 +08:00
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@@ -11,7 +11,8 @@ export default {
// 柔光缚目: attacks bind the target `duration` s with `prob`; bound enemies are never chosen as targets.
// Alternate S1 灯塔守卫者: for `duration` s the skill range (4-1), attack interval ×(1 + base_attack_time) (PRTS:
// "大幅度缩短(-80%)" ⇒ ×0.2 — a flat −0.8 s on 3 s would be less than S2's "略微缩短 ×0.7"), every attack hits for
// attack@atk_scale × ATK arts. Elite module MSC-X (store 4) is the mystic profile of the module trait (TUNE.mystic);
// attack@atk_scale × ATK arts — its stored energies too (PRTS S1 备注 "该技能的"每次攻击的攻击倍率"会实时应用在特性积攒的"攻击
// 能量"抛射物上"; the client's ChargeAttackS1 reads the same atk_scale), not the branch's general 100 %. Elite module MSC-X (store 4) is the mystic profile of the module trait (TUNE.mystic);
// the store itself is the shared 秘术师 profile (professions.js installMystic: at the attack check, PRTS 分支特性信息).
chess_char_1_17_a: (bb, chess, def) => {
const t = talentBb(chess, 0);
@@ -20,7 +20,9 @@ export default {
// regen; 精锐 module SOL-X: ATK/DEF + while blocking
// S1 小施惩戒 (charges): next attack + extra_damage_ratio × ATK arts and +cost DP; S2 坠刃拷问 (charges, the data rule
// SKILL_RANGE: fires once an enemy is inside its own range 3-12, charges 3 s apart): +cost DP, ≤ max_target enemies of that range take atk_scale arts and
// 停顿 — the ones already 停顿 are also stunned. (SOL-Y "首次部署时部署费用-4": the initial deployment is free.)
// 停顿 — the ones already 停顿 are also stunned; its targets come from the 3-12 only (PRTS S2 备注 "可对空;无法选中被自身
// 阻挡而没有位于技能范围内的敌人" — an S2 note, not S3's: S3 隐狐之艺 has none, its client selector is the standard
// 「同时攻击阻挡的所有敌人」 one). (SOL-Y "首次部署时部署费用-4": the initial deployment is free.)
chess_char_3_18_a: (bb, chess, def) => {
const d = defOf(chess, def);
const t0 = talentBb(d, 0), t1 = talentBb(d, 1);
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@@ -43,7 +43,9 @@
// +attack_speed (S3) for the skill's duration (per 阿 on the target: independentCharacterSource). [ASSUMED] the volley
// lands at once (its 0.42 s of shots and flight are not modelled); with no ally in his range the cast does nothing (the
// client's sequence stops when its attack finds no target) — his skill still runs and spends its SP: the data's DEFAULT
// trigger needs an enemy, not an ally (reported as an open question).
// trigger needs an enemy, not an ally — settled by the sources in 0.2.0 WV: no skillTriggerDataList row names 阿 or 怪杰
// (the basic strategy), the skill prefabs cast with no target and keep the SP spent (skchr_haak_2 / _3 `_allowNoTarget`
// 1, `_checkHasTargetBeforeDoCast` 0, `_recoverSpIfNoTarget` 0) and PRTS 阿 has no note on it.
import { num, talentBb, moduleBb, moduleOn, skillRec, statBuff, toggleBuff, up } from '../shared/tier1.js';
import { toLocal } from '../../../dir.js';
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@@ -0,0 +1,70 @@
// test/content/feedback5-wv-sources.test.js — 0.2.0 WV #4: the questions settled by the sources with no rule change, pinned.
// * 忍冬 — PRTS's "无法选中被自身阻挡而没有位于技能范围内的敌人" is the 备注 of S2 坠刃拷问 (技能范围 3-12; WE1 read it as S3's): its
// kit selects on the skill range only, so an enemy she blocks off that range is never one of its targets. S3 has no such
// note (its client selector is the standard 「同时攻击阻挡的所有敌人」 one).
// * 深靛 S1 灯塔守卫者 — PRTS 深靛 S1 备注 "该技能的"每次攻击的攻击倍率"会实时应用在特性积攒的"攻击能量"抛射物上" (the client's
// ChargeAttackS1 reads the same `atk_scale`): an energy she stored lands with S1's attack@atk_scale × ATK, not the
// branch's general 100 % (PRTS 分支特性信息 秘术师 "由储存能量形成的弹道造成攻击力100%的法术普通伤害").
// (阿 S2 / S3 — no ally condition in the data: no skillTriggerDataList row for him or 怪杰, the skill prefab casts with no
// target and keeps the SP spent — is pinned by test/content/op_haak.test.js "爆发剂 edge cases".)
// Run: node --test test/content/feedback5-wv-sources.test.js
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js';
import { getDefaultSource } from '../../server/sim/simdata.js';
const ds = getDefaultSource();
const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o });
const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`);
const done = (h) => { checkInvariants(h.b); assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0])); };
const skillIndexOf = (id, skillId) => ds.rawChess(id).skills.find((s) => s.skillId === skillId).index;
test('#4 忍冬 S2 坠刃拷问 (PRTS 备注 "无法选中被自身阻挡而没有位于技能范围内的敌人"): an enemy she blocks off her 3-12 is never hit; the one inside is', () => {
for (const id of ['chess_char_3_18_a', 'chess_char_3_18_b']) {
const h = makeBattle({
seed: 3, autoFinish: false, timeLimit: 60, hooks: ['damaged'], captureNoisy: true, defs: { enemies: { e: dummy('e') } },
units: [{ chessId: id, row: 10, col: 5, skillIndex: skillIndexOf(id, 'skchr_vulpis_2') }],
});
h.step();
const u = h.unit(id);
const behind = h.spawn('e', { pos: [10, 4] });
behind.x = 4.4; // in contact (0.6 < 0.71) but on the tile behind her: off the 3-12
h.step();
assert.equal(behind.blockedBy, u, `${id}: she blocks it`);
const inside = h.spawn('e', { pos: [10, 7] });
h.step();
assert.ok(u.skill.activate('test', { free: true }), `${id}: cast`);
h.step();
const hit = h.hooksOf('damaged').filter((c) => c.source === u && c.dmg?.tags?.includes('vulpisTorture'));
assert.ok(hit.some((c) => c.target === inside), `${id}: the enemy inside the 3-12`);
assert.ok(!hit.some((c) => c.target === behind), `${id}: not the blocked one off the skill range`);
done(h);
}
});
test('#4 深靛 S1 灯塔守卫者 (PRTS 备注): the energies she stored land with S1\'s attack@atk_scale × ATK, like its main hit', () => {
const id = 'chess_char_1_17_a';
const r = ds.rawChess(id);
const rec = { ...r, talents: r.talents.map((t) => ({ ...t, bb: { ...t.bb, prob: 0 } })) }; // no random 柔光缚目 bind
const h = makeBattle({
seed: 3, autoFinish: false, timeLimit: 120, hooks: ['damaged', 'skillStart'], captureNoisy: true,
defs: { chess: { [id]: rec }, enemies: { e: dummy('e') } },
units: [{ chessId: id, row: 10, col: 4, skillIndex: skillIndexOf(id, 'skchr_indigo_1') }],
});
h.step();
const u = h.unit(id);
const scale = ds.getChess(id, { skillIndex: skillIndexOf(id, 'skchr_indigo_1') }).skill.bb['attack@atk_scale'];
assert.ok(scale > 0 && scale < 1, 'S1 strikes below 100 %');
assert.ok(h.runUntil(() => u.trait.stored === 3, 15), 'three energies stored with no target');
u.skill.gainSp(999);
h.spawn('e', { pos: [10, 6] });
assert.ok(h.runUntil(() => u.skill.active, u.s.interval + 1), 'S1 cast at her next attack check');
h.run(1);
const first = h.hooksOf('damaged').filter((c) => c.source === u && c.dmg.isAttack);
const id0 = first[0].dmg.attackId;
const volley = first.filter((c) => c.dmg.attackId === id0);
assert.equal(volley.length, 1 + 3, 'the S1 attack + its 3 energies');
for (const c of volley) approx(c.amount, u.s.atk * scale, 'S1\'s 攻击倍率 on each');
done(h);
});