feedback5 O22: 自选 kits for 淬羽赫默 (with her 夜灯), 遥 and 酒神 (with her 本能的召唤 and 迷狂牢笼)
Three owned-6★ picks get their operator kits (kits/ops/op-slent2.js, op-haruka.js, op-phatm2.js; OPERATOR_KIT_FILES): every skill at rank 4 / 7, both talents, the trait and every module at stages 1 and 3, from data/backups.json, PRTS and the client's battle data (charpacks + buff_template_data of the three operators). - 淬羽赫默: 护佑者 (arts attacks, heals while a skill runs; BLS-X 100 %, BLS-Y 2 targets); 无声砥柱 庇护 10 % → 24 % by the lost HP (shared `protect`); 丰润羽翼 as 生命回复速度 (the atk_to_hp_recovery template PRTS documents so for 絮雨 / 琴柳), ×2 for 莱茵生命; BLS-X Lv3 max HP +10 %, BLS-Y Lv3 the once-per-deployment barrier; S2's placed 夜灯 (T1 ×2.1 / ×2.4 around it, withdrawn at the skill's end or when she leaves); S3's 不死 for the first lethal hit in her range, 2 uses a battle. - 遥: bubbles with each attack (or instead of one), 30 % 庇护 ([bonus], ×1.4 / ×1.7 in S3), breaking 0.5 s after an enemy's damage, the break heal (BLS-Y Lv3 +1 SP to the holder); S1 re-bubbles around, S2 heal → arts splash and endless from the 2nd use, S3 y-8 and the levitation with its damage. - 酒神: T1 神经损伤 on each hit + 1.3 splash; 堕梦 ASPD cut in 神经 bursts and 70 / 90 on enemy attacks (a burst interrupts the attack); RIT-X ×1.18 vs elite / leader; S1 two hits + 束缚 ×1.3 / ×1.5; S2 (SP_FULL toggle) the placed 本能的召唤 (lure 4, exit 停顿 + DoT, 25 s redeploys while it runs); S3 y-8, per-second 神经损伤 until a burst, 1.5× burst recovery and the 迷狂牢笼 (blocks its tile's enemies at spawn / refresh, 1 per hit, 30 s after the skill). Engine (additive, no handler before): ai.js hook `enemyAttackStart` (an enemy's normal attack, before 麻痹), blocking.js flag `noNewBlock`, items/battle.js `holdsUndying` also sees a buff flagged `undying`; docs/SIM.md §3 / §5, kits/README.md (docked skill-summon pieces: their kit without offOwner). Golden: only diy moved — diy-106 … diy-109 (the prototype configurations shifted behind the new operators) and the new diy-110 … diy-114 (the three operators' configurations); roster, bonds, fields, matches, standins unchanged. Tests: test/content/op_slent2.test.js (11), op_haruka.test.js (9), op_phatm2.test.js (13).
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@@ -605,7 +605,10 @@ of coverage per 3 s), kept because the current wording no longer says so (feedba
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| `defDown` / `resDown` | defMul 1 − value / RES −value (*strongest*) | 0.3 / 20 |
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Unknown keys become a flag buff `{ [key]: true }`. Flags `noBlock` (blocks nothing) and `tremble` exist for custom buffs;
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a custom buff with `flags.sleep` also blocks nothing and is untargetable/invulnerable like the status.
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a custom buff with `flags.sleep` also blocks nothing and is untargetable/invulnerable like the status. `noNewBlock` = the
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unit takes no new enemy by contact (`Battle._blockerFor`) and keeps the blocks it holds — content hands it its blockees
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(酒神's 迷狂牢笼, kits/ops/op-phatm2.js: PRTS "只在生成/刷新时判定阻挡新的敌人"); `undying` = a content 不死 window (淬羽赫默 S3,
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kits/ops/op-slent2.js — its own `fatal` hook holds it), which items/battle.js `holdsUndying` reports like 坚固维式重锤's.
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**Element gauges** (`unit.elem = {burn, neural, apoptosis, erosion, necrosis}`; capacity `unit.gaugeMax` = 1000, enemy
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leaders (rank BOSS / boss units) 2000): deal `{ type:'element', element, amount }` (fires `elementHit` first; the gauge
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@@ -743,13 +746,14 @@ registration order. `battle.off(handle)` / `battle.off(name, fn)` / `battle.offO
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| `deploy` | `{ unit, initial, move? }` | ops/tokens (initial & redeploy), enemies (`initial:false`), devices; `move: true` = a 【移动】 (`moveRedeploy`: 乌尔比安 S3 — no exit before it, the unit keeps its buffs) |
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| `tick` | `{ dt }` | end of every tick |
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| `beforeAttack` | `{ attacker, targets, isSkill, profile }` | allies **and** enemies; replace/filter `ctx.targets` |
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| `enemyAttackStart` | `{ enemy, targets }` | an enemy starts a normal attack (it has targets), **before** 麻痹 may interrupt it (ai.js enemyAttack; the client's ON_BEFORE_ABILITY_SPELL_ON): a burst a handler causes interrupts that very attack (酒神 堕梦, PRTS 备注 "触发的元素爆发可打断当次普攻"); a handler that kills or stuns the enemy ends it |
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| `attack` | `{ attacker, targets, isSkill }` | an attack/heal was performed (projectiles may still be in flight) |
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| `hit` | `{ source, target, dmg, credit }` | before mitigation; mutate `dmg` (not fired for gauge fills — see `elementHit`). `source` may be null (terrain; 无来源 `dmg.sourceless` bursts, whose `credit` names the unit credited) |
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| `elementHit` | `{ source, target, dmg }` | before a gauge fill (`dmg.type === 'element'`); mutate `dmg.amount`/`dmg.mul`, set `dmg.cancel` |
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| `damaged` | `{ source, target, amount, type, dmg, credit }` | after application (`amount` may be 0 when shielded); element fills too (with their source); 无来源: `source` null, `credit` set |
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| `hpDamage` | `{ source, target, amount, dmg, credit }` | a damage instance after shields, before the HP loss (§4; not a 流失): lower `amount` only (a raise is ignored) — HP floors / reductions ordered after a barrier (kits/ops/op-huang.js, op-zuole.js) |
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| `heal` | `{ source, target, amount, opts }` | mutable `amount` |
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| `fatal` | `{ unit, source, credit, dmg, amount, prevented }` | HP would reach 0 — set `prevented` (substitutes, kit savers, 不死 / 复活 items, 埃芒加德; 不屈 is a `death` hook). Fired by every HP loss of a unit without a boss pool — hits of any type, element bursts, 无来源 damage, `loseHp` 流失. Order: kits' own savers (10 … −60) → items' 不死 (坚固维式重锤 — once per deployment: `items/battle.js deploymentOf`, a key every deploy changes and an in-place 复活 changes too; one battle-level hook holds the running windows (`holdsUndying`), so a window outlasts a lend, DESIGN §21.21 — the lock `PRIO_REVIVE` −100 after the substitutes (−100, registered first), the running windows `PRIO_UNDYING_HELD` −99 before them: a 傀儡师 holding 不死 does not switch, PRTS 分支特性信息 傀儡师 "未持有不死的情况下", DESIGN §22.11) → items' 复活 (M3茧甲, `PRIO_RESPAWN` −101: PRTS "复活" acts on a knock-out, which a 不死 prevents) → 埃芒加德 (−110); both 复活 revive in place and call `revivedInPlace` (a new deployment for the lock) |
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| `fatal` | `{ unit, source, credit, dmg, amount, prevented }` | HP would reach 0 — set `prevented` (substitutes, kit savers, 不死 / 复活 items, 埃芒加德; 不屈 is a `death` hook). Fired by every HP loss of a unit without a boss pool — hits of any type, element bursts, 无来源 damage, `loseHp` 流失. Order: kits' own savers (10 … −60) → items' 不死 (坚固维式重锤 — once per deployment: `items/battle.js deploymentOf`, a key every deploy changes and an in-place 复活 changes too; one battle-level hook holds the running windows (`holdsUndying`), so a window outlasts a lend, DESIGN §21.21 — the lock `PRIO_REVIVE` −100 after the substitutes (−100, registered first), the running windows `PRIO_UNDYING_HELD` −99 before them: a 傀儡师 holding 不死 does not switch, PRTS 分支特性信息 傀儡师 "未持有不死的情况下", DESIGN §22.11) → 淬羽赫默 S3's 不死 (−100.5: PRTS 衍生生命 "无畏者协议提供的不死效果仅在目标没有不死效果时才会触发"; its running windows held at −99 like the hammer's) → items' 复活 (M3茧甲, `PRIO_RESPAWN` −101: PRTS "复活" acts on a knock-out, which a 不死 prevents) → 埃芒加德 (−110); both 复活 revive in place and call `revivedInPlace` (a new deployment for the lock) |
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| `dollSwitch` | `{ unit, reason, done }` | content switches a 傀儡师 to its <替身> now (归溟幽灵鲨 S2 "技能结束后立刻切换为<替身>": no lethal HP loss); its trait does it unless it already is one or is not on the field, and sets `done` |
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| `dollSwap` | `{ unit, form }` | a 傀儡师 starts a switch — to its <替身> (`form` `'doll'`) or back to its <本体> (`null`); not when it is knocked out as the 替身 (不屈 rolls on it: "切换<替身>与<本体>时") |
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| `kill` | `{ killer, victim }` | victim HP reached 0 (a handler may revive by restoring HP) |
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@@ -676,6 +676,13 @@ function enemyAttack(b, e) {
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if (own && targets.length) targets = targets.filter((a) => own(a));
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if (targets.length > 1) sortAllyTargets(e, targets);
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if (!targets.length) return false;
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// `enemyAttackStart` { enemy, targets }: the enemy starts a normal attack, before 麻痹 may interrupt it (the client's
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// ON_BEFORE_ABILITY_SPELL_ON of an attack that 麻痹 can interrupt — 酒神 堕梦 "攻击范围内的敌人普通攻击时受到70点神经损伤",
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// PRTS 备注 "于敌人成功普通攻击前之前触发(意味着触发的元素爆发可打断当次普攻…)": a burst it causes interrupts this attack)
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if (b._hooks.enemyAttackStart) {
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b.emit('enemyAttackStart', { enemy: e, targets });
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if (!e.alive || e.s.flags.stun) return false;
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}
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// 麻痹 (ba.palsy): each stack interrupts one normal attack. The `palsyTrigger` hook { enemy, buff, keep } fires as it
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// does (PRTS 真言 备注: "触发麻痹时" = the attack interrupted by 麻痹, not a stack gained): a handler may set `keep` — the
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// stack is not consumed (真言 噤声限域 "触发麻痹时有N%概率不消耗麻痹层数") — or deal damage (the enemy may die there)
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@@ -71,7 +71,9 @@ export class BattleBlocking {
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* unit (起飞, flag `liftoff`: "不阻挡地面敌人…可以阻挡飞行敌人") blocks flyers only.
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*/
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_blockerFor(u, e, w) {
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if (!u.alive || !u.deployed || u.hidden || u.s.flags.noBlock || u.s.flags.sleep) return false;
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// flag `noNewBlock`: a unit that takes no new enemy by contact — it blocks only those content hands it (酒神's 迷狂牢笼,
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// PRTS "只在生成/刷新时判定阻挡新的敌人"); the blocks it holds go on as usual
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if (!u.alive || !u.deployed || u.hidden || u.s.flags.noBlock || u.s.flags.sleep || u.s.flags.noNewBlock) return false;
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if (e.isFlying && !(u.s.flags.blockFly || (u.profile && u.profile.blockFly))) return false;
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// ground enemies: only a ground unit that has not taken off (起飞 "不阻挡地面敌人": flag `liftoff`), standing on a tile
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// ground units can pass (not a fenced 围墙 / 围栏 tile)
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@@ -254,9 +254,14 @@ export function revivedInPlace(u) { if (u && u.mem) u.mem.revives = (u.mem.reviv
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* on the unit (`mem.undyingUntil`, `mem.undyingAt`) and a battle-level hook holds it (hammerAcquire), so it outlives the
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* grant that started it — a lend running out mid-window leaves the 不死 for its 8 s [ASSUMED: the 异常效果 outlasts its
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* source] — and ends with the deployment. 信仰搅拌机 S2 steps aside while it holds (kits/ops/chess_char_4_01-rmixer.js).
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* A content 不死 window counts too: a buff with the flag `undying` (淬羽赫默 S3 无畏者协议, kits/ops/op-slent2.js — its own
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* battle-level hook holds it), so the savers that do not spend themselves while a 不死 holds ("_dontConsumeWhenUndeadable":
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* 左乐, 莱恩哈特, 信仰搅拌机) step aside for it as well.
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*/
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export function holdsUndying(battle, u) {
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return !!u && u.mem.undyingAt != null && battle.time < u.mem.undyingUntil && u.mem.undyingAt === deploymentOf(u);
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if (!u) return false;
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if (u.mem.undyingAt != null && battle.time < u.mem.undyingUntil && u.mem.undyingAt === deploymentOf(u)) return true;
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return !!(u.s && u.s.flags.undying);
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}
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/** Effective multiplier of a hammer type on `u` and its params (null when the type does not apply). */
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function hammerMul(battle, rt, u, hs, type) {
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@@ -189,7 +189,12 @@ it on a legal tile (the token's position / `ownerRange`), loses it with its owne
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match hands every placed piece to the battle as a PlayerBattleInput token unit `{ kind: 'token', tokenId, ownerUid }` —
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so a kit finds its pieces before the battle starts as `battle.allyUnits` with `kind === 'token'`, its `defId` and
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`ownerUnit === unit`, still undeployed (e.g. `op-bgsnow.js` gives its 打字机 pieces their kit in a talent's `install`
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with `battle._setupUnit(t, kit)`; `op-cgbird.js` counts its 幻影). A kit test fields a piece the same way:
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with `battle._setupUnit(t, kit)`; `op-cgbird.js` counts its 幻影). A **skill's** summon piece (the variant's `sources` has
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'skill', not 'talent') is docked by content/tokens.js before the units are set up — it deploys once, free, at the battle
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start, then takes the field when the kit calls `releaseSkillSummon(battle, unit, tokenId)` — and the dock hooks are owned
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by the piece: give it its kit with `battle._setupUnit(t, kit)` and **no** `offOwner` (the generic token kit registers no
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hook), and clear the owner's `mem.summonStock[tokenId]` when the skill takes the summon back (`op-slent2.js` 夜灯,
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`op-phatm2.js` 本能的召唤). A kit test fields a piece the same way:
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`units: [op, { uid, kind: 'token', tokenId, ownerUid, row, col }]` (`test/content/op_bgsnow.test.js`); the match side is
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covered by `test/match/diy-shop.test.js` (a DIY 鸿雪's 打字机 from prep to battle). Potential is 0 [ASSUMED: no account]. A new kit makes the operator a legal pick at once:
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the server's `welcome.diyKitted` lists `KITTED_CHARS`, so the 自选编队 picker offers it and `room.diy` keeps it.
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@@ -133,6 +133,9 @@ export const OPERATOR_KIT_FILES = Object.freeze([
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'op-haak.js',
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'op-phatom.js',
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'op-crosly.js',
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'op-slent2.js',
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'op-haruka.js',
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'op-phatm2.js',
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]);
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/**
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@@ -0,0 +1,230 @@
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// server/sim/content/kits/ops/op-haruka.js — 遥 (char_4202_haruka) 自选 operator kit: 6★ 护佑者 (辅助), an owned-6★ pick of the
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// tier-5 and tier-6 自选 slots; every skill, both talents, the trait and her module (BLS-Y 迟来的纪念) at every form. Kit
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// contract and the 自选 rules: ../README.md ("How to add an operator (自选)").
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//
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// Forms (data/backups.json units.char_4202_haruka): normal = E2 Lv1, skills at rank 4, no module; elite = E2 Lv60, rank 7, the
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// picked module at stage 1 (tier 5) or 3 (tier 6) — the owner's decision of 2026-10-05. Potential 0 [ASSUMED: no account].
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// Sources: character_table / skill_table / battle_equip_table (zh_CN, as built into backups.json), PRTS 遥 (浮光泡影 备注
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// "进行普通攻击判定时,若范围内存在有效目标,则在本次攻击/治疗后同时触发一次赋予浮泡行为;若无有效目标,且范围内存在可赋予
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// 浮泡的单位,则本次普通攻击改为赋予浮泡…赋予浮泡时,仅选择不具有浮泡的我方单位,优先选择其中生命比例最低者…触发浮泡破碎的
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// 行动节点为“成功受到伤害后”;仅来源于敌方,且造成了生命值真实降低的伤害可触发浮泡破碎;触发后,浮泡将在0.5秒延迟后破碎";
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// 扶摇花火 备注 "治疗量的计算使用遥赋予浮泡时的缓存攻击力"; 夜啼彩羽 备注 "浮泡破碎后优先给予生命比例最低的单位浮泡"; 幽隙栖萤
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// 备注 "伤害溅射半径1.7,可对空…治疗量为0时将不会造成法术伤害…每次部署时,重新计算该技能的使用次数"; 夏末游鳞 备注 "触发浮空
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// 效果与触发浮泡破碎的判定采用相同逻辑;即将破碎的浮泡仍能对伤害来源制造浮空效果…无法对持有无敌/不可选中/浮空免疫的来源生效
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// (伤害绑定于该浮空效果上)"), and the client's battle data read from the local install — charpack char_4202_haruka (every
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// mode's attack = AttackAndShield when it has a target, else ShieldOnly; the shield selector: allies, no haruka_t_1 holder,
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// lowest HP share first, max_target_shield; S2 adds attack@max_target_heal_add / max_target_shield_add to the trait's and the
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// talent's counts) and buff_template_data haruka_t_1 / haruka_t_1_delay / haruka_s_2 / haruka_s_2[damage] / haruka_s_3_scale
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// / haruka_s_3_debuff_delay / haruka_s_3_debuff.
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// - Trait (护佑者) "攻击造成法术伤害,技能开启后改为治疗友方单位(治疗量相当于75%攻击力)": ranged arts bolts (y-6, hits air
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// units), blocks 1, ground enemies target her; while any skill runs every attack heals the most injured allies of her
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// range (attack@max_target_heal of them, heal_scale × ATK). BLS-Y “迟来的纪念” "攻击对2个目标…改为治疗2个友方单位"
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// (attack@max_target / attack@max_target_heal 2). Every skill keeps the data trigger: a 辅助's basic strategy casts on
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// an enemy she is about to attack (S1 / S2 DEFAULT), S3 ACTIVE_RANGE on its y-8 (the owner's rule of 2026-10-05).
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// - T1 浮光泡影 "每过一个攻击间隔,使范围内一名友方单位获得30%庇护的浮泡,浮泡在受到敌方伤害的短暂延迟后破碎": with each
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// attack or heal she gives a bubble to max_target_shield allies of her current range that hold none (operators and summons,
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// 禁疗 ones too — ignoreHealFree; never a 孤立 one; herself included), the lowest HP share first; with no target to attack
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// or heal but such an ally, the attack itself becomes the bubble (it takes the attack interval); with neither she waits.
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// A bubble (no time limit, it outlasts her [ASSUMED: the ability's buff, not removed on her leaving]) gives 庇护
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// damage_resistance (phys / arts taken ×(1 − v); the client's override key damage_resistance[bonus] — not the common 庇护
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// damage_resistance[inf] of other operators, so it multiplies with those) — while her S3 runs ×damage_resistance_scale
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// (haruka_s_3_scale re-reads every bubble of hers at its start and end). Damage from an enemy (a `source` on the enemy side)
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// that lowered its holder's HP sets it off: 0.5 s (bb interval) later it breaks — once, later hits change nothing.
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// - T2 扶摇花火 "浮泡破碎时,为所在的单位治疗相当于遥攻击力25%的生命值": the break heals the holder heal_scale × her ATK as it was
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// when she gave the bubble (a 治疗 — her heal, also after she left). BLS-Y stage 2+ "并有20%的概率回复1点技力": then prob to
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// give sp SP to the holder (the client's ModifySp on the BUFF_OWNER).
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// - S1 夜啼彩羽 (MANUAL, DEFAULT, 19 / 20 s): ASPD +attack_speed; heals; while it runs a breaking bubble at once gives a new one
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// to the ally of the 8 tiles around its holder that holds none, the lowest HP share first (haruka_t_1_delay → shield_s1).
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// - S2 幽隙栖萤 (MANUAL, DEFAULT, 22 / 23 s): heals (attack@max_target_heal_add more targets), max_target_shield_add more
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// bubbles per attack (rank 7: +1 / +1); every heal of hers meanwhile (the trait's and T2's — ON_AFTER_OUTPUT_HEAL, the heal's
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// value after the healing multipliers; none under 禁疗) deals that value × atk_scale_extra as arts damage to
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// max_target_extra enemies within ability_range_radius (1.7) of the healed unit, air units too — the nearest first
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// [ASSUMED: the ExtraSelect order]. "第二次及以后使用时攻击力+25%,且持续时间无限": the uses of the deployment are counted
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// (PRTS); from the second on ATK +atk and it never ends (haruka_s_2[first].atk = 0 for the first).
|
||||
// - S3 夏末游鳞 (MANUAL, ACTIVE_RANGE, 40 s): ATK +atk, range y-8, attack interval +base_attack_time s (−0.4 / −0.6 on 1.6),
|
||||
// heals, her bubbles ×damage_resistance_scale; an enemy whose damage sets one of her bubbles off (the same test; also a
|
||||
// bubble already breaking) is 浮空 levitate_duration s (the catalogue status: immunity, 抵抗, half on 重量 > 3; not an
|
||||
// invulnerable / untargetable one) and while it stays levitated takes atk_scale × her ATK arts damage per second (the
|
||||
// first after 0.5 s, then every `interval` s; 持续伤害, not dodgeable; 无来源 at her last ATK once she left).
|
||||
|
||||
import { num, up, traitBb, talentBb, skillRec, batMod, giveSp } from '../shared/tier1.js';
|
||||
import { absoluteRangeKeys } from '../../../targeting.js';
|
||||
import { COLS } from '../../../constants.js';
|
||||
|
||||
const S1 = 'skchr_haruka_1';
|
||||
const S2 = 'skchr_haruka_2';
|
||||
const S3 = 'skchr_haruka_3';
|
||||
/** A bubble (haruka_t_1): one per unit, whoever gave it — the selector skips holders. */
|
||||
export const BUBBLE = 'haruka:bubble';
|
||||
/** The S3 levitation damage (haruka_s_3_debuff). */
|
||||
export const FLOAT_DOT = 'haruka:float';
|
||||
const protectMods = (v) => ({ physTakenMul: 1 - v, artsTakenMul: 1 - v });
|
||||
/** 浮光泡影: the break delay when the talent carries no `interval`. */
|
||||
const BREAK_DELAY = 0.5;
|
||||
/** S3's levitation damage: the first tick (haruka_s_3_debuff firstTriggerInterval). */
|
||||
const FLOAT_FIRST = 0.5;
|
||||
/** 幽隙栖萤: the splash radius when the blackboard carries none (PRTS 备注 1.7). */
|
||||
const S2_RADIUS = 1.7;
|
||||
/** The 8 tiles around a unit and its own (夜啼彩羽's shield_s1 area; the holder itself is left out). */
|
||||
const X4 = Object.freeze([[1, -1], [1, 0], [1, 1], [0, -1], [0, 0], [0, 1], [-1, -1], [-1, 0], [-1, 1]]);
|
||||
|
||||
const bbOf = (chess, id) => skillRec(chess, id)?.bb ?? {};
|
||||
const tileKey = (r, c) => r * COLS + c;
|
||||
const skillOn = (u, id) => !!(u && u.skill && u.skill.id === id && u.skill.active);
|
||||
|
||||
/** Allies that may get a bubble from `by` on tile keys `keys`: no bubble yet, not 孤立; the lowest HP share first. */
|
||||
function bubbleCands(battle, by, keys, except = null) {
|
||||
const out = battle.allyUnits.filter((a) => a.alive && a.deployed && !a.hidden && a.kind !== 'device' && a !== except
|
||||
&& keys.has(tileKey(a.tileR, a.tileC)) && !a.findBuff(BUBBLE) && battle.allySelectable(a, by));
|
||||
out.sort((a, b) => a.hpRatio - b.hpRatio || a.deploySeq - b.deploySeq || a.id - b.id);
|
||||
return out;
|
||||
}
|
||||
|
||||
export default {
|
||||
char_4202_haruka: (bb, chess) => {
|
||||
const tb = traitBb(chess);
|
||||
const t1 = talentBb(chess, 0), t2 = talentBb(chess, 1);
|
||||
const b1 = bbOf(chess, S1), b2 = bbOf(chess, S2), b3 = bbOf(chess, S3);
|
||||
const s2 = skillRec(chess, S2), s3 = skillRec(chess, S3);
|
||||
const atkTargets = Math.max(1, Math.floor(num(tb['attack@max_target'], 1)));
|
||||
const healTargets = Math.max(1, Math.floor(num(tb['attack@max_target_heal'], 1)));
|
||||
const healAttack = (n) => Object.freeze({
|
||||
dmgType: 'heal', heal: n > 1 ? { mode: 'multi', count: n } : { mode: 'single' }, healScale: num(tb.heal_scale, 0.75),
|
||||
maxTargets: n, projectile: 'none',
|
||||
});
|
||||
const shelter = num(t1.damage_resistance, 0.3), breakDelay = num(t1.interval, BREAK_DELAY);
|
||||
const bubbles = Math.max(1, Math.floor(num(t1.max_target_shield, 1)));
|
||||
const t2Heal = num(t2.heal_scale), t2Prob = num(t2.prob), t2Sp = num(t2.sp);
|
||||
const s3Scale = num(b3.damage_resistance_scale, 1);
|
||||
/** Bubbles per grant: the talent's, + S2's add while it runs. */
|
||||
const grantCount = (u) => bubbles + (skillOn(u, S2) ? Math.max(0, Math.floor(num(b2.max_target_shield_add))) : 0);
|
||||
/** A bubble's 庇护 now: ×damage_resistance_scale while her S3 runs. */
|
||||
const shelterNow = (u) => shelter * (skillOn(u, S3) ? s3Scale : 1);
|
||||
|
||||
/** Give `a` a bubble from `u` (its 庇护, her ATK of now for the T2 heal). */
|
||||
function bubble(battle, u, a) {
|
||||
const v = shelterNow(u);
|
||||
battle.addBuff(a, {
|
||||
key: BUBBLE, source: u, visible: true, mods: protectMods(v), tags: ['talent'],
|
||||
data: { v, atk: u.s.atk, heal: t2Heal, prob: t2Prob, sp: t2Sp, boom: false },
|
||||
});
|
||||
battle.fx('shield', { x: a.x, y: a.y, id: a.id, kind: 'bubble' });
|
||||
}
|
||||
/** One bubble grant of `u` on her current range: up to grantCount allies. Returns how many got one. */
|
||||
function grant(battle, u) {
|
||||
const list = bubbleCands(battle, u, u.rangeKeySet || new Set(u.rangeKeys || []));
|
||||
const n = Math.min(grantCount(u), list.length);
|
||||
for (let i = 0; i < n; i++) bubble(battle, u, list[i]);
|
||||
return n;
|
||||
}
|
||||
/** Re-read the 庇护 of every bubble of `u` (S3's start / end). */
|
||||
function rescale(battle, u) {
|
||||
const v = shelterNow(u);
|
||||
for (const a of battle.allyUnits) {
|
||||
const b = a.findBuff(BUBBLE);
|
||||
if (!b || b.source !== u || !b.data || Math.abs(b.data.v - v) < 1e-12) continue;
|
||||
b.data = { ...b.data, v };
|
||||
b.mods = protectMods(v);
|
||||
a.markDirty();
|
||||
}
|
||||
}
|
||||
/** S3: levitate the enemy whose damage set a bubble of `u` off, and its per-second damage while it floats. */
|
||||
function levitate(battle, u, e) {
|
||||
if (!e || !e.alive || e.side !== 'enemy' || e.s.flags.invulnerable || e.s.flags.untargetable) return;
|
||||
const dur = num(b3.levitate_duration);
|
||||
if (!(dur > 0) || !battle.applyStatus(e, 'levitate', { duration: dur, source: u })) return;
|
||||
const iv = Math.max(0.1, num(b3.interval, 1)), scale = num(b3.atk_scale);
|
||||
let lastAtk = u.s.atk;
|
||||
battle.addBuff(e, {
|
||||
key: `${FLOAT_DOT}#${u.id}`, duration: dur + 0.05, source: u, tags: ['skill'],
|
||||
data: { next: battle.time + FLOAT_FIRST },
|
||||
onTick: ({ battle: b, unit: tgt, buff }) => {
|
||||
if (!tgt.s.flags.levitate) { b.removeBuff(tgt, buff); return; }
|
||||
if (b.time + 1e-9 < buff.data.next) return;
|
||||
buff.data = { next: buff.data.next + iv };
|
||||
const here = up(u);
|
||||
if (here) lastAtk = u.s.atk;
|
||||
b.dealDamage(u, tgt, { amount: lastAtk * scale, type: 'arts', canDodge: false, isSkill: true, sourceless: !here, tags: ['skill', 'dot', 'haruka:float'] });
|
||||
},
|
||||
});
|
||||
battle.fx('levitate', { x: e.x, y: e.y, id: e.id });
|
||||
}
|
||||
/** A bubble of `u` on `a` breaks (the delay is over): T2's heal and SP, S1's next bubble. */
|
||||
function burst(battle, u, a, buff) {
|
||||
battle.removeBuff(a, buff);
|
||||
const d = buff.data;
|
||||
if (d.heal > 0) {
|
||||
battle.heal(u, a, d.atk * d.heal);
|
||||
battle.fx('heal', { x: a.x, y: a.y, id: a.id });
|
||||
if (d.prob > 0 && d.sp > 0 && battle.rng.chance(d.prob)) giveSp(a, d.sp);
|
||||
}
|
||||
if (skillOn(u, S1) && up(u)) {
|
||||
const keys = new Set(absoluteRangeKeys(X4, a.tileR, a.tileC, a.dir || 'RIGHT', 0));
|
||||
const next = bubbleCands(battle, u, keys, a)[0];
|
||||
if (next) bubble(battle, u, next);
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
trait: atkTargets > 1 ? { maxTargets: atkTargets } : null,
|
||||
skills: {
|
||||
[S1]: { kind: 'duration', mods: { aspd: num(b1.attack_speed) }, attack: healAttack(healTargets) },
|
||||
[S2]: {
|
||||
kind: 'duration', attack: healAttack(healTargets + Math.max(0, Math.floor(num(b2['attack@max_target_heal_add'])))),
|
||||
onStart({ battle, unit }) {
|
||||
unit.mem.harukaS2Uses = (unit.mem.harukaS2Uses ?? 0) + 1;
|
||||
unit.mem.harukaS2Endless = unit.mem.harukaS2Uses >= 2;
|
||||
const atk = unit.mem.harukaS2Endless ? num(b2.atk) : num(b2['haruka_s_2[first].atk']);
|
||||
if (atk) battle.addBuff(unit, { key: 'haruka:s2:atk', mods: { atkPct: atk }, tags: ['skill'] });
|
||||
},
|
||||
// 持续时间无限 (2nd use on): the bar stays full and the skill never ends
|
||||
onTick({ unit, skill }) { if (unit.mem.harukaS2Endless) skill.timeLeft = Math.max(skill.timeLeft, s2?.duration ?? skill.duration); },
|
||||
onEnd({ battle, unit }) { battle.removeBuff(unit, 'haruka:s2:atk'); unit.mem.harukaS2Endless = false; },
|
||||
},
|
||||
[S3]: {
|
||||
kind: 'duration',
|
||||
mods: { atkPct: num(b3.atk), batPct: batMod(b3.base_attack_time, chess) },
|
||||
targeting: { rangeGrid: s3?.rangeGrid ?? null },
|
||||
attack: healAttack(healTargets),
|
||||
onStart({ battle, unit }) { rescale(battle, unit); },
|
||||
onEnd({ battle, unit }) { rescale(battle, unit); }, // (`active` is already false: ×1 again)
|
||||
},
|
||||
},
|
||||
talents: [
|
||||
{ install(battle, unit) { // 浮光泡影: a bubble with each attack / heal, or instead of one; the break
|
||||
battle.on('attack', (c) => { if (c.attacker === unit && up(unit)) grant(battle, unit); }, { owner: unit });
|
||||
// no target to attack or heal but an ally to bubble: the attack becomes the bubble (ShieldOnly)
|
||||
battle.on('tick', () => {
|
||||
if (!up(unit) || !unit.canAct || unit.s.flags.disarm || unit.atkCd > 0 || unit.trait.hadTarget !== false) return;
|
||||
if (grant(battle, unit) > 0) unit.atkCd = Math.max(unit.atkCd, unit.s.interval);
|
||||
}, { owner: unit });
|
||||
battle.on('damaged', (c) => {
|
||||
const a = c.target, src = c.source;
|
||||
if (!a || a.side !== 'ally' || !src || src.side !== 'enemy' || !(c.amount > 0) || c.type === 'element') return;
|
||||
const b = a.findBuff(BUBBLE);
|
||||
if (!b || b.source !== unit) return;
|
||||
if (skillOn(unit, S3) && up(unit)) levitate(battle, unit, src);
|
||||
if (b.data.boom) return;
|
||||
b.data = { ...b.data, boom: true };
|
||||
battle.after(breakDelay, () => { if (a.alive && a.findBuff(BUBBLE) === b) burst(battle, unit, a, b); }, { owner: a });
|
||||
}, { owner: unit });
|
||||
battle.on('deploy', (c) => { if (c.unit === unit) { unit.mem.harukaS2Uses = 0; unit.mem.harukaS2Endless = false; } }, { owner: unit });
|
||||
} },
|
||||
{ install(battle, unit) { // 幽隙栖萤: each heal of hers while S2 runs ⇒ arts damage around the healed unit
|
||||
if (unit.skill?.id !== S2) return;
|
||||
const scale = num(b2.atk_scale_extra), n = Math.max(0, Math.floor(num(b2.max_target_extra)));
|
||||
const r = num(b2.ability_range_radius, S2_RADIUS);
|
||||
battle.on('heal', (c) => {
|
||||
if (c.source !== unit || c.opts?.regen || !skillOn(unit, S2) || !(c.amount > 0) || !(scale > 0) || !n) return;
|
||||
const t = c.target;
|
||||
const foes = battle.foesInRadius(t.x, t.y, r);
|
||||
foes.sort((x, y) => Math.hypot(x.x - t.x, x.y - t.y) - Math.hypot(y.x - t.x, y.y - t.y) || x.spawnSeq - y.spawnSeq);
|
||||
const amount = c.amount * scale;
|
||||
for (const e of foes.slice(0, n)) battle.dealDamage(unit, e, { amount, type: 'arts', isSkill: true, tags: ['skill', 'haruka:s2'] });
|
||||
if (foes.length) battle.fx('aoe', { x: t.x, y: t.y, radius: r, id: unit.id, skill: 'haruka:s2' });
|
||||
}, { owner: unit, priority: -1000 });
|
||||
} },
|
||||
],
|
||||
};
|
||||
},
|
||||
};
|
||||
@@ -0,0 +1,387 @@
|
||||
// server/sim/content/kits/ops/op-phatm2.js — 酒神 (char_1042_phatm2) 自选 operator kit: 6★ 巫役 (辅助), an owned-6★ pick of the
|
||||
// tier-5 and tier-6 自选 slots; every skill, both talents, the trait, her module (RIT-X 酒神之心) at every form, and the kits of
|
||||
// her summons 本能的召唤 (token_10054_phatm2_encdool) and 迷狂牢笼 (token_10055_phatm2_mndclv). Kit contract and the 自选
|
||||
// rules: ../README.md ("How to add an operator (自选)").
|
||||
//
|
||||
// Forms (data/backups.json units.char_1042_phatm2): normal = E2 Lv1, skills at rank 4, no module; elite = E2 Lv60, rank 7, the
|
||||
// picked module at stage 1 (tier 5) or 3 (tier 6) — the owner's decision of 2026-10-05. Potential 0 [ASSUMED: no account].
|
||||
// Sources: character_table / skill_table / battle_equip_table / token_table / range_table (zh_CN, as built into backups.json),
|
||||
// PRTS 酒神 (形为心役 备注 "溅射半径1.3(中点判定);先造成神经损伤与溅射,随后造成伤害"; 堕梦 备注 "于敌人成功普通攻击前之前触发
|
||||
// (意味着触发的元素爆发可打断当次普攻,且不会触发成功攻击前的效果)"; 群体性谵妄 备注 on 本能的召唤; 空剧场 备注 "技能开始时,
|
||||
// 对攻击范围内所有处于元素损伤爆发中的敌人触发一次第一天赋…尝试为其生成一次迷狂牢笼(不刷新已存在的牢笼)…迷狂牢笼只能生成于
|
||||
// 不存在角色类单位的低地地块…所在地块已存在迷狂牢笼时改为将其刷新1次"), PRTS 本能的召唤 / 迷狂牢笼 (their 备注), and the
|
||||
// client's battle data read from the local install — charpack char_1042_phatm2 (T1: phatm2_t_1 an active buff of every
|
||||
// attack; T2: phatm2_t_2 on the enemies of her range, phatm2_t_2[global] on every enemy, phatm2_t_2[s3] in S3's range; S3:
|
||||
// SpawnToken → phatm2_s_3[token] on the enemies of its range) and buff_template_data phatm2_t_1 / [range], phatm2_t_2 /
|
||||
// [global] / [s3], phatm2_s_1[unmove], phatm2_s_2 / [damage] / [die], phatm2_s2_token_cache, token_phatm2_encdool_* ,
|
||||
// phatm2_s_3[trigger] / [sanity] / [token] / [token][trigger] / [die] / [token_cooldown] / [token_clear_cooldown],
|
||||
// token_phatm2_mndclv[passive].
|
||||
// - Trait (巫役) "攻击造成法术伤害,可以造成元素损伤": ranged arts bolts (y-2, hits air units), blocks 1, ground enemies target
|
||||
// her. RIT-X “酒神之心” (trait bb ep_damage_scale) "对精英和领袖敌人造成的元素损伤提升18%": every element fill she deals
|
||||
// (her summon's too: "来源均为酒神自身") on an ELITE / BOSS / leader enemy ×1.18 — an `elementHit` multiplier (the kits'
|
||||
// convention: 塑心 强弱法).
|
||||
// - T1 形为心役 "攻击附带相当于攻击力30%的神经损伤,并对目标周围其他敌人造成一次相当于攻击力20%的神经损伤": every damage
|
||||
// instance of her normal attacks first gives its target attack@ep_damage_ratio × ATK 神经损伤 and every other selectable
|
||||
// enemy within range_radius (1.3, 中点判定; S2 talent@range_radius 1.5) of it ep_damage_ratio × ATK — before the damage (a
|
||||
// late `hit` handler, after any cancel; a hit dodged afterwards still carried it [ASSUMED], as 塑心 S2). S1's two hits
|
||||
// each carry it [ASSUMED: per damage instance].
|
||||
// - T2 堕梦 "在场时,全场处于神经损伤爆发期间的敌人攻击速度-12;攻击范围内的敌人普通攻击时受到70点神经损伤": while she is on
|
||||
// the field every enemy in a 神经损伤 burst (its 爆发冷却, `neuralBurst`) has ASPD −|attack_speed| (one "同名" effect,
|
||||
// the strongest — priorityBBKeys); an enemy of her attack range starting a normal attack first takes `value` 神经损伤 —
|
||||
// the engine's `enemyAttackStart` hook, before 麻痹 is checked, so a burst it causes interrupts that very attack. RIT-X
|
||||
// stage 2+: −20 / 90 (the talent change).
|
||||
// - S1 暗夜回声 (AUTO, attack SP 3, data DEFAULT — a "next attack"): that attack picks an enemy not in a burst first
|
||||
// (`notBurst`) and hits twice for atk_scale × ATK arts (times), then 束缚 (`bind`) for `unmove` s; while that root holds
|
||||
// (its final duration after 抵抗) the target takes 神经损伤 ×ep_damage_scale from anyone (phatm2_s_1[unmove]
|
||||
// EpDamageScale; one effect per target, the strongest) — the root lands after the two hits [ASSUMED].
|
||||
// - S2 群体性谵妄 (AUTO, 持续时间无限 ⇒ a toggle until she leaves; an AUTO skill acting on herself and her summon: SP_FULL —
|
||||
// the owner's AUTO rule): ASPD +attack_speed, T1's splash radius talent@range_radius; her placed 本能的召唤 piece takes the
|
||||
// field on its tile when the skill starts and again each time it is ready ("退场时返还1个可部署的本能的召唤": its own 25 s
|
||||
// redeploy time) while the skill runs (content/tokens.js releaseSkillSummon; like every placed skill summon it also deploys
|
||||
// once, free, at the battle start — PRTS 卫戍协议/帮助); her leaving withdraws it ("酒神退场时强制撤退场上的本能的召唤").
|
||||
// 本能的召唤 (kit below): untargetable, no attack, blocks nothing; every 0.1 s it 诱导s (the catalogue `attract`, to its
|
||||
// tile, for the rest of its life) the enemies of its x-1 (13 tiles) it can lure — at most max_target in all, ELITE / leader
|
||||
// first [ASSUMED: then the nearest], only "可达" ones (a ground path to its tile; flyers always); it leaves 10 s after its
|
||||
// deployment or as soon as one of them is within ability_range_radius (0.4) of it; whenever it leaves (any reason) every
|
||||
// selectable enemy of its x-1 is 停顿 `sluggish` s and for buff_time s takes, every interval_damage s from 0.1 s on,
|
||||
// ep_damage_ratio_token × ATK 神经损伤 (fixed: "不受目标损伤抗性影响" — the 损伤抵抗 share added back) and atk_scale × ATK arts
|
||||
// (持续伤害, not dodgeable) — her ATK when it was deployed ("缓存攻击力"), credited to her (无来源 once she left).
|
||||
// - S3 空剧场 (MANUAL, ACTIVE_RANGE on y-8, 30 s): range y-8, ATK +atk, an enemy not in a burst first; every enemy she gives
|
||||
// 神经损伤 meanwhile (a real gauge gain) takes ep_damage_ratio × her ATK 神经损伤 0.1 s later and every `interval` s after
|
||||
// until it is in a burst (any element) or the skill ends; enemies of her range in a 神经损伤 爆发冷却 recover
|
||||
// talent@ep_break_recover_speed (+50 %) faster (the cooldown runs 1.5×); an enemy of her range whose 神经损伤 bursts gets a
|
||||
// 迷狂牢笼 on its ground tile (a low tile with no unit on it; an existing 牢笼 there is refreshed instead). At its start every
|
||||
// enemy of her range already in an element burst sets T1's splash off around it once and, in a 神经损伤 burst, gets a 牢笼
|
||||
// (none refreshed); 牢笼 left from an earlier cast stay. When it ends every 牢笼 of hers lasts
|
||||
// phatm2_s_3[token_cooldown].interval (30) s more; her leaving withdraws them.
|
||||
// 迷狂牢笼 (kit below): 孤立 + 禁疗, no attack, 迷彩 (only the enemies it blocks target it), every damage it takes from
|
||||
// one of them is 1, any other damage (无来源 too) none — 3 HP: three hits; at its spawn / refresh it blocks every unblocked
|
||||
// enemy on its tile, ground or air, whatever its capacity, back to full HP, block count = their weight; it takes no other
|
||||
// enemy by contact (flag `noNewBlock`); with nobody blocked it leaves at once.
|
||||
// Statuses: 束缚 (S1), 停顿 + 诱导 (本能的召唤); 神经损伤 bursts (engine: 3 麻痹 + 6000 元素伤害).
|
||||
|
||||
import { num, up, traitBb, talentBb, skillRec, once } from '../shared/tier1.js';
|
||||
import { isElite, onElementHit, elementDmg } from '../shared/tier6.js';
|
||||
import { releaseSkillSummon } from '../../tokens.js';
|
||||
import { absoluteRangeKeys } from '../../../targeting.js';
|
||||
import { bodyInKeys } from '../../../body.js';
|
||||
import { hasHp, burstLocked } from '../../../damage.js';
|
||||
import { MIN_DAMAGE_RATIO } from '../../../constants.js';
|
||||
|
||||
const S1 = 'skchr_phatm2_1';
|
||||
const S2 = 'skchr_phatm2_2';
|
||||
const S3 = 'skchr_phatm2_3';
|
||||
export const CALL = 'token_10054_phatm2_encdool';
|
||||
export const CAGE = 'token_10055_phatm2_mndclv';
|
||||
/** phatm2_s_1[unmove]: the root's 神经损伤 amplifier (one per target, the strongest). */
|
||||
export const UNMOVE = 'phatm2:unmove';
|
||||
/** phatm2_t_2[attack_speed]: the ASPD cut of enemies in a 神经损伤 burst (one per enemy, the strongest). */
|
||||
export const DREAM = 'phatm2:dream';
|
||||
/** The client's trigger period of her field / range effects. */
|
||||
const IV = 0.1;
|
||||
const HOLD = IV + 0.05;
|
||||
/** 本能的召唤 / 迷狂牢笼 numbers the token records may lack (PRTS 本能的召唤: 10 s, 0.4; the S3 cooldown 30 s). */
|
||||
const CALL_LIFE = 10, CALL_ARRIVE = 0.4, CAGE_AFTER = 30;
|
||||
/** 本能的召唤's area when its record carries no grid: x-1 (range_table: the 13-tile diamond). */
|
||||
const X1 = Object.freeze([[2, 0], [1, -1], [1, 0], [1, 1], [0, -2], [0, -1], [0, 0], [0, 1], [0, 2], [-1, -1], [-1, 0], [-1, 1], [-2, 0]]);
|
||||
/** Selection profile of her effects on enemies: ground and air. */
|
||||
const ANY = Object.freeze({ canHitFly: true });
|
||||
|
||||
const bbOf = (chess, id) => skillRec(chess, id)?.bb ?? {};
|
||||
const skillOn = (u, id) => !!(u && u.skill && u.skill.id === id && u.skill.active);
|
||||
const keysAt = (grid, u) => new Set(absoluteRangeKeys(grid, u.tileR, u.tileC, u.dir, 0));
|
||||
|
||||
/**
|
||||
* 神经损伤 of a fixed value that ignores the target's 损伤抵抗 (PRTS 群体性谵妄 备注 "不受目标损伤抗性影响": the client's
|
||||
* ApplyFixedElementDamage): the share the engine takes off (damage.js elementIntake) is added back first.
|
||||
*/
|
||||
function fixedNeural(battle, src, e, amount, sourceless = false) {
|
||||
if (!(amount > 0) || !hasHp(e)) return 0;
|
||||
const res = Math.min(1, Math.max(0, (Number(e.def?.epResistance) || 0) / 100));
|
||||
const k = Math.max(MIN_DAMAGE_RATIO, 1 - res);
|
||||
return battle.dealDamage(src, e, { type: 'element', element: 'neural', amount: amount / k, sourceless, tags: ['skill', 'phatm2:fixed'] });
|
||||
}
|
||||
|
||||
/**
|
||||
* 本能的召唤's kit (the skill-summon piece of her S2: a fresh one per piece). `owner` = 酒神, `b2` = her S2 blackboard
|
||||
* (fallback for the token's own skill blackboard).
|
||||
*/
|
||||
function callKit(t, owner, b2) {
|
||||
const sb = t.def?.skill?.bb ?? {};
|
||||
const pick = (k, d) => num(sb[k], num(b2[k], d));
|
||||
const life = num((t.def?.talents ?? []).find((x) => x && x.bb && x.bb.duration != null)?.bb?.duration, pick('interval', CALL_LIFE));
|
||||
const cap = Math.max(1, Math.floor(pick('max_target', 4))), arrive = pick('ability_range_radius', CALL_ARRIVE);
|
||||
const grid = t.def?.rangeGrid ?? X1;
|
||||
return {
|
||||
skill: null,
|
||||
trait: { noAttack: true },
|
||||
install(battle, tok) {
|
||||
let lured = [], endAt = 0, atk = 0;
|
||||
const mine = (e) => { const a = e.findBuff('attract'); return a && a.source === tok ? a : null; };
|
||||
battle.on('deploy', (c) => {
|
||||
if (c.unit !== tok) return;
|
||||
lured = [];
|
||||
endAt = battle.time + life;
|
||||
atk = owner.s.atk; // 缓存攻击力: her ATK at the deployment (PRTS 备注)
|
||||
const seq = tok.deploySeq;
|
||||
battle.after(life, () => { if (tok.alive && tok.deploySeq === seq) battle.retreat(tok, { reason: 'expired', permanent: true }); }, { owner: tok });
|
||||
}, { owner: tok });
|
||||
// 诱导 the enemies entering its x-1 (every 0.1 s, at most `cap` in all)
|
||||
battle.every(IV, () => {
|
||||
if (!up(tok) || lured.length >= cap) return;
|
||||
const keys = keysAt(grid, tok);
|
||||
const cands = battle.enemiesInKeys([...keys], tok, ANY).filter((e) => !lured.includes(e) && !e.s.flags.attract
|
||||
&& (e.motion === 'FLY' || !!battle.grid.waypoints(Math.round(e.y), Math.round(e.x), tok.tileR, tok.tileC)));
|
||||
cands.sort((a, b) => (isElite(b) - isElite(a)) || (Math.hypot(a.x - tok.x, a.y - tok.y) - Math.hypot(b.x - tok.x, b.y - tok.y)) || a.spawnSeq - b.spawnSeq);
|
||||
for (const e of cands) {
|
||||
if (lured.length >= cap) break;
|
||||
if (battle.applyStatus(e, 'attract', { duration: Math.max(0.05, endAt - battle.time), source: tok, point: [tok.tileR, tok.tileC] })) {
|
||||
lured.push(e);
|
||||
battle.fx('lure', { x: e.x, y: e.y, id: e.id, src: tok.id });
|
||||
}
|
||||
}
|
||||
}, { owner: tok });
|
||||
// the first lured enemy within `arrive` of it: it leaves
|
||||
battle.on('tick', () => {
|
||||
if (!up(tok)) return;
|
||||
if (lured.some((e) => e.alive && mine(e) && Math.hypot(e.x - tok.x, e.y - tok.y) <= arrive + 1e-9)) battle.retreat(tok, { reason: 'expired', permanent: true });
|
||||
}, { owner: tok });
|
||||
// leaving (any reason): 停顿 + the damage over time on every selectable enemy of its x-1; the 诱导 ends
|
||||
battle.on('death', (c) => {
|
||||
if (c.unit !== tok || battle.finished) return;
|
||||
for (const e of lured) { const a = e.alive ? mine(e) : null; if (a) battle.removeBuff(e, a); }
|
||||
lured = [];
|
||||
const keys = keysAt(grid, tok);
|
||||
const slow = pick('sluggish', 6), dur = pick('buff_time', 6), iv = Math.max(0.1, pick('interval_damage', 0.5));
|
||||
const ep = pick('ep_damage_ratio_token', 0), scale = pick('atk_scale', 1), a0 = atk;
|
||||
battle.fx('aoe', { x: tok.x, y: tok.y, radius: 2, id: tok.id, skill: 'phatm2:call' });
|
||||
for (const e of battle.enemiesInKeys([...keys], tok, ANY)) {
|
||||
if (slow > 0) battle.applyStatus(e, 'sluggish', { duration: slow, source: owner });
|
||||
battle.addBuff(e, {
|
||||
key: `phatm2:delirium#${owner.id}`, duration: dur, source: owner, tags: ['skill'], data: { next: battle.time + IV },
|
||||
onTick: ({ battle: b, unit: tgt, buff }) => {
|
||||
if (b.time + 1e-9 < buff.data.next) return;
|
||||
buff.data = { next: buff.data.next + iv };
|
||||
const gone = !owner.alive;
|
||||
fixedNeural(b, owner, tgt, a0 * ep, gone);
|
||||
if (tgt.alive) b.dealDamage(owner, tgt, { amount: a0 * scale, type: 'arts', canDodge: false, isSkill: true, sourceless: gone, tags: ['skill', 'dot', 'phatm2:delirium'] });
|
||||
},
|
||||
});
|
||||
}
|
||||
}, { owner: tok, priority: 10 });
|
||||
// "退场时返还1个可部署的本能的召唤": while her S2 runs it comes back after its own redeploy time (the dock's, −10, first)
|
||||
battle.on('death', (c) => {
|
||||
if (c.unit === tok && !battle.finished && skillOn(owner, S2) && up(owner)) releaseSkillSummon(battle, owner, CALL);
|
||||
}, { owner: tok, priority: -20 });
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
/** 迷狂牢笼's kit (spawned by her S3: a fresh one per cage). */
|
||||
function cageKit() {
|
||||
return {
|
||||
skill: null,
|
||||
trait: { noAttack: true },
|
||||
install(battle, cage) {
|
||||
battle.addBuff(cage, { key: 'trait:cage', flags: { isolated: true, noHeal: true, camou: true, noNewBlock: true }, persist: true, allowDead: true });
|
||||
// only the enemies it blocks hurt it, 1 per hit
|
||||
battle.on('hit', (c) => { if (c.target === cage && (!c.source || !cage.blocking.includes(c.source))) c.dmg.cancel = true; }, { owner: cage, priority: 1000 });
|
||||
battle.on('hpDamage', (c) => { if (c.target === cage && c.amount > 1) c.amount = 1; }, { owner: cage });
|
||||
battle.on('tick', () => {
|
||||
if (!up(cage)) return;
|
||||
if (!cage.blocking.length || (cage.mem.cageUntil != null && battle.time + 1e-9 >= cage.mem.cageUntil)) battle.retreat(cage, { reason: 'expired', permanent: true });
|
||||
}, { owner: cage });
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
/** A 牢笼 blocks every unblocked enemy on its tile (spawn / refresh): full HP again, block count = their weight. */
|
||||
function cageBlock(battle, cage) {
|
||||
let added = 0;
|
||||
for (const e of battle.enemies) {
|
||||
if (!e.alive || e.hidden || e.blockedBy || Math.round(e.y) !== cage.tileR || Math.round(e.x) !== cage.tileC) continue;
|
||||
const f = e.s.flags;
|
||||
if (f.unblockable || f.levitate || f.fear) continue;
|
||||
e.blockedBy = cage;
|
||||
cage.blocking.push(e);
|
||||
e.moving = false;
|
||||
added++;
|
||||
if (battle.hasHook('blocked')) battle.emit('blocked', { blocker: cage, enemy: e });
|
||||
}
|
||||
if (added) {
|
||||
let w = 0;
|
||||
for (const e of cage.blocking) w += e.blockWeight ?? 1;
|
||||
battle.addBuff(cage, { key: 'cage:block', mods: { blockCnt: w }, persist: true, allowDead: true });
|
||||
cage.hp = cage.s.maxHp;
|
||||
}
|
||||
return added;
|
||||
}
|
||||
|
||||
/** 空剧场: a 牢笼 on enemy `e`'s ground tile — or the one already there refreshed (`refresh`). */
|
||||
function cageAt(battle, owner, e, refresh) {
|
||||
const r = Math.round(e.y), c = Math.round(e.x);
|
||||
if (!battle.grid.inRect(r, c)) return null;
|
||||
const there = battle.allyUnits.find((t) => t.alive && t.deployed && t.kind === 'token' && t.defId === CAGE && t.tileR === r && t.tileC === c);
|
||||
if (there) { if (refresh) cageBlock(battle, there); return there; }
|
||||
if (!battle.grid.isLow(r, c) || battle.unitAt(r, c)) return null;
|
||||
const cage = battle.spawnToken(owner, CAGE, r, c, { kit: cageKit() });
|
||||
if (!cage) return null;
|
||||
if (!skillOn(owner, S3)) cage.mem.cageUntil = battle.time + CAGE_AFTER;
|
||||
cageBlock(battle, cage);
|
||||
battle.fx('summon', { x: cage.x, y: cage.y, id: cage.id, token: CAGE });
|
||||
return cage;
|
||||
}
|
||||
|
||||
const callsOf = (battle, owner) => battle.allyUnits.filter((t) => t.kind === 'token' && t.defId === CALL && t.ownerUnit === owner);
|
||||
const cagesOf = (battle, owner) => battle.allyUnits.filter((t) => t.kind === 'token' && t.defId === CAGE && t.ownerUnit === owner && t.alive);
|
||||
|
||||
export default {
|
||||
char_1042_phatm2: (bb, chess) => {
|
||||
const tb = traitBb(chess);
|
||||
const t1 = talentBb(chess, 0), t2 = talentBb(chess, 1);
|
||||
const b1 = bbOf(chess, S1), b2 = bbOf(chess, S2), b3 = bbOf(chess, S3);
|
||||
const s3 = skillRec(chess, S3);
|
||||
const eliteScale = num(tb.ep_damage_scale, 1);
|
||||
const mainRatio = num(t1['attack@ep_damage_ratio']), splashRatio = num(t1.ep_damage_ratio);
|
||||
const splashR = num(t1.range_radius, 1.3), s2R = num(b2['talent@range_radius'], splashR);
|
||||
const dreamAspd = Math.abs(num(t2.attack_speed)), dreamValue = num(t2.value);
|
||||
const s3Ratio = num(b3.ep_damage_ratio), s3Iv = Math.max(0.1, num(b3.interval, 1));
|
||||
const s3Recover = num(b3['talent@ep_break_recover_speed']), s3After = num(b3['phatm2_s_3[token_cooldown].interval'], CAGE_AFTER);
|
||||
const s3DotKey = (u) => `phatm2:s3dot#${u.id}`;
|
||||
/** T1's splash around `t`: every other selectable enemy within the radius (中点判定). */
|
||||
const splash = (battle, unit, t, r) => {
|
||||
if (!(splashRatio > 0)) return;
|
||||
for (const e of battle.foesInRadius(t.x, t.y, r, true)) if (e !== t) elementDmg(battle, unit, e, 'neural', unit.s.atk * splashRatio, ['talent']);
|
||||
};
|
||||
return {
|
||||
skills: {
|
||||
[S1]: {
|
||||
kind: 'instant',
|
||||
targeting: { priority: 'notBurst' },
|
||||
attack: {
|
||||
atkScale: num(b1.atk_scale, 1), hits: Math.max(1, Math.floor(num(b1.times, 2))),
|
||||
onHit({ battle, unit, target }) {
|
||||
if (!target || !target.alive || !battle.applyStatus(target, 'bind', { duration: num(b1.unmove), source: unit })) return;
|
||||
const root = target.buffs.find((b) => b.status === 'bind');
|
||||
const dur = root && Number.isFinite(root.timeLeft) ? root.timeLeft : num(b1.unmove);
|
||||
battle.applyStrongest(target, UNMOVE, { duration: dur, value: num(b1.ep_damage_scale, 1), mods: () => ({}), source: unit });
|
||||
},
|
||||
},
|
||||
},
|
||||
[S2]: {
|
||||
kind: 'toggle', trigger: 'SP_FULL', mods: { aspd: num(b2.attack_speed) },
|
||||
onStart({ battle, unit }) { releaseSkillSummon(battle, unit, CALL); },
|
||||
onEnd({ battle, unit }) { withdrawCalls(battle, unit); },
|
||||
},
|
||||
[S3]: {
|
||||
kind: 'duration',
|
||||
mods: { atkPct: num(b3.atk) },
|
||||
targeting: { rangeGrid: s3?.rangeGrid ?? null, priority: 'notBurst' },
|
||||
onStart({ battle, unit }) {
|
||||
for (const c of cagesOf(battle, unit)) c.mem.cageUntil = null; // phatm2_s_3[token_clear_cooldown]
|
||||
for (const e of [...battle.enemies]) {
|
||||
if (!e.alive || e.hidden || !e.s.flags.burstLock || !bodyInKeys(e, unit.rangeKeySet)) continue;
|
||||
splash(battle, unit, e, splashR);
|
||||
if (e.alive && e.findBuff('neuralBurst')) cageAt(battle, unit, e, false);
|
||||
}
|
||||
},
|
||||
onTick({ battle, unit, dt }) {
|
||||
if (!(s3Recover > 0)) return;
|
||||
for (const e of battle.enemies) {
|
||||
if (!e.alive || e.hidden || !bodyInKeys(e, unit.rangeKeySet)) continue;
|
||||
const lock = e.findBuff('neuralBurst');
|
||||
if (lock && Number.isFinite(lock.timeLeft)) lock.timeLeft -= dt * s3Recover;
|
||||
}
|
||||
},
|
||||
onEnd({ battle, unit }) {
|
||||
const key = s3DotKey(unit);
|
||||
for (const e of battle.enemies) if (e.findBuff(key)) battle.removeBuff(e, key);
|
||||
for (const c of cagesOf(battle, unit)) c.mem.cageUntil = battle.time + s3After;
|
||||
},
|
||||
},
|
||||
},
|
||||
talents: [
|
||||
{ install(battle, unit) { // 形为心役: each hit of her attacks — its target, then the enemies around it
|
||||
battle.on('hit', (c) => {
|
||||
const t = c.target, d = c.dmg;
|
||||
if (c.source !== unit || !t || t.side !== 'enemy' || !d || d.cancel || !d.isAttack || d.isSplash || !hasHp(t)) return;
|
||||
if (mainRatio > 0) elementDmg(battle, unit, t, 'neural', unit.s.atk * mainRatio, ['talent']);
|
||||
splash(battle, unit, t, skillOn(unit, S2) ? s2R : splashR);
|
||||
}, { owner: unit, priority: -1000 });
|
||||
} },
|
||||
{ install(battle, unit) { // 堕梦: ASPD cut in a 神经损伤 burst (the field); 神经损伤 on a normal attack (her range)
|
||||
if (dreamAspd > 0) {
|
||||
const slow = (e) => battle.applyStrongest(e, DREAM, { duration: HOLD, value: dreamAspd, mods: (v) => ({ aspd: -v }), source: unit });
|
||||
battle.every(IV, () => {
|
||||
if (!up(unit)) return;
|
||||
for (const e of battle.enemies) if (e.alive && !e.hidden && e.findBuff('neuralBurst')) slow(e);
|
||||
}, { owner: unit, immediate: true });
|
||||
battle.on('elementBurst', (c) => { if (up(unit) && c.element === 'neural' && c.target && c.target.side === 'enemy' && c.target.alive) slow(c.target); }, { owner: unit });
|
||||
}
|
||||
if (dreamValue > 0) {
|
||||
battle.on('enemyAttackStart', (c) => {
|
||||
const e = c.enemy;
|
||||
if (!up(unit) || !e || !hasHp(e) || !bodyInKeys(e, unit.rangeKeySet)) return;
|
||||
elementDmg(battle, unit, e, 'neural', dreamValue, ['talent']);
|
||||
}, { owner: unit });
|
||||
}
|
||||
} },
|
||||
{ install(battle, unit) { // 本能的召唤: her placed pieces run its kit; her leaving withdraws it and every 迷狂牢笼
|
||||
for (const t of callsOf(battle, unit)) {
|
||||
if (t.alive || t.deployed) continue;
|
||||
// (no offOwner for a piece set up before her: its hooks are content/tokens.js's dock hooks — the generic token
|
||||
// kit registers none — and they must stay)
|
||||
battle._setupUnit(t, callKit(t, unit, b2));
|
||||
}
|
||||
battle.on('death', (c) => {
|
||||
if (c.unit !== unit) return;
|
||||
withdrawCalls(battle, unit);
|
||||
for (const t of cagesOf(battle, unit)) battle.retreat(t, { reason: 'expired', permanent: true });
|
||||
}, { owner: unit });
|
||||
} },
|
||||
],
|
||||
install(battle, unit) {
|
||||
// RIT-X: her element damage on elite / leader enemies ×ep_damage_scale
|
||||
if (eliteScale > 1) onElementHit(battle, unit, (c) => (c.source === unit && c.target.side === 'enemy' && isElite(c.target) ? eliteScale : 1));
|
||||
// S1's root: 神经损伤 taken ×its value while it holds (one battle-wide handler, whoever rooted)
|
||||
once(battle, 'phatm2:unmove', () => {
|
||||
battle.on('elementHit', (c) => {
|
||||
const d = c.dmg, t = c.target;
|
||||
if (!d || d.type !== 'element' || d.element !== 'neural' || !t) return;
|
||||
const v = t.findBuff(UNMOVE)?.data?.value;
|
||||
if (v > 1) d.mul *= v;
|
||||
});
|
||||
});
|
||||
if (unit.skill?.id !== S3) return;
|
||||
// 空剧场: her 神经损伤 starts the per-second 神经损伤 (until a burst); a 神经损伤 burst in her range: a 牢笼
|
||||
battle.on('damaged', (c) => {
|
||||
const e = c.target;
|
||||
if (!skillOn(unit, S3) || c.source !== unit || c.type !== 'element' || c.dmg?.element !== 'neural' || !(c.amount > 0)) return;
|
||||
if (!e || e.side !== 'enemy' || !e.alive || e.findBuff(s3DotKey(unit)) || burstLocked(e)) return;
|
||||
battle.addBuff(e, {
|
||||
key: s3DotKey(unit), source: unit, tags: ['skill'], data: { next: battle.time + IV },
|
||||
onTick: ({ battle: b, unit: tgt, buff }) => {
|
||||
if (burstLocked(tgt)) { b.removeBuff(tgt, buff); return; }
|
||||
if (b.time + 1e-9 < buff.data.next) return;
|
||||
buff.data = { next: buff.data.next + s3Iv };
|
||||
elementDmg(b, unit, tgt, 'neural', unit.s.atk * s3Ratio, ['skill', 'dot', 'phatm2:theatre']);
|
||||
if (tgt.alive && burstLocked(tgt)) b.removeBuff(tgt, buff);
|
||||
},
|
||||
});
|
||||
}, { owner: unit });
|
||||
battle.on('elementBurst', (c) => {
|
||||
const e = c.target;
|
||||
if (c.element !== 'neural' || !skillOn(unit, S3) || !up(unit) || !e || e.side !== 'enemy' || !e.alive || !bodyInKeys(e, unit.rangeKeySet)) return;
|
||||
cageAt(battle, unit, e, true);
|
||||
}, { owner: unit });
|
||||
},
|
||||
};
|
||||
},
|
||||
};
|
||||
|
||||
/** Her S2's end or her leaving: the 本能的召唤 in stock is gone and the one on the field leaves. */
|
||||
function withdrawCalls(battle, unit) {
|
||||
const stock = unit.mem.summonStock;
|
||||
if (stock) stock[CALL] = 0;
|
||||
for (const t of callsOf(battle, unit)) if (t.alive) battle.retreat(t, { reason: 'expired', permanent: true });
|
||||
}
|
||||
@@ -0,0 +1,275 @@
|
||||
// server/sim/content/kits/ops/op-slent2.js — 淬羽赫默 (char_1031_slent2) 自选 operator kit: 6★ 护佑者 (辅助), an owned-6★ pick of
|
||||
// the tier-5 and tier-6 自选 slots; every skill, both talents, the trait, both modules (BLS-X 难得清醒, BLS-Y 可控动量) at every
|
||||
// form, and the kit of her summon 夜灯 (token_10029_slent2_protrb). Kit contract and the 自选 rules: ../README.md ("How to add
|
||||
// an operator (自选)").
|
||||
//
|
||||
// Forms (data/backups.json units.char_1031_slent2): normal = E2 Lv1, skills at rank 4, no module; elite = E2 Lv60, rank 7, the
|
||||
// picked module at stage 1 (tier 5) or 3 (tier 6) — the owner's decision of 2026-10-05. Potential 0 [ASSUMED: no account].
|
||||
// Sources: character_table / skill_table / battle_equip_table (zh_CN, as built into backups.json), PRTS 淬羽赫默 (无声砥柱 备注
|
||||
// "根据其已损失的生命值比例(0%~70%,以1%为最小单位)线性提升…每当庇护数值变化时,重新为该友方单位附加庇护BUFF"; 丰润羽翼 备注
|
||||
// on the BLS-Y barrier; 俯瞰视界 备注 "技能期间撤回夜灯时,夜灯立刻返回待部署区并进入再部署时间"; 无畏者协议 备注 "只在没有持有
|
||||
// 不死的我方干员正在应用致命伤害时…触发…该效果不会因淬羽赫默的离场消失"), PRTS 夜灯, PRTS 衍生生命 (致命伤害: "无畏者协议提供的
|
||||
// 不死效果仅在目标没有不死效果时才会触发"), and the client's battle data read from the local install — charpack
|
||||
// char_1031_slent2 (talent abilities: slent2_t_1 on the allies of her range every 0.1 s, removed when they leave; slent2_t_2
|
||||
// likewise, its selector ignoring 禁疗 — ignoreHealFree; the S1 / S2 / S3 modes: attacks become heals of max_target injured
|
||||
// allies, the lowest HP share first) and buff_template_data slent2_t_1 / slent2_t_2 / slent2_s_2 / slent2_s_3 /
|
||||
// slent2_e_002[max_hp] / slent2_e_003_t2 (+ [shield]); the template atk_to_hp_recovery is the one PRTS documents as
|
||||
// 「生命回复速度」 for 絮雨 天赋 and 琴柳 S2 ("生命恢复的提供方式为增加目标的“生命回复速度”属性,不受治疗加成和禁疗影响").
|
||||
// - Trait (护佑者) "攻击造成法术伤害,技能开启后改为治疗友方单位(治疗量相当于75%攻击力)": ranged arts bolts (the SUPPORT
|
||||
// default; 3×3-and-more y-6, hits air units), blocks 1, ground enemies target her (no flag); while ANY of her skills runs
|
||||
// every attack heals the most injured ally of her range instead (trait heal_scale × ATK; allies = operators and summons).
|
||||
// BLS-X “难得清醒”: heal_scale 1 (100 %). BLS-Y “可控动量” "攻击对2个目标造成法术伤害,技能开启后改为治疗2个友方单位"
|
||||
// (trait attack@max_target 2): two targets / two heals.
|
||||
// Her skills are no heal skills for the 技能策略: a 辅助's basic strategy casts on an enemy she is about to attack (PRTS
|
||||
// 卫戍协议/帮助: only 医疗干员 attack the units needing a heal), so every skill keeps the data's DEFAULT.
|
||||
// - T1 无声砥柱 "使攻击范围内的友军获得10%的庇护…(低于30%生命时获得最大24%的庇护)": every ally of her range (herself
|
||||
// included) holds 庇护 (ba.protect "受到的物理和法术伤害降低相应比例(同名效果取最高)"; the client's damage_resistance[inf],
|
||||
// the 庇护 the other kits share as `protect` — battle.applyStrongest) of damage_resistance_base × (1 + resistance_scale × n),
|
||||
// n = its lost HP in whole hp_ratio (1 %) steps, at most 1 − min_hp_ratio (70 steps ⇒ 10 % × 2.4 = 24 %), re-read every
|
||||
// 0.1 s (the client's trigger) and gone at once when it leaves her range (a lower value takes over within one refresh).
|
||||
// S3 / the 夜灯 scale damage_resistance_base (the client's `_scaleCertainKeyList`), i.e. the whole value.
|
||||
// - T2 丰润羽翼 "攻击范围内生命低于50%的友军每秒恢复相当于淬羽赫默攻击力5%的生命,【莱茵生命】干员的恢复效果翻倍": while an
|
||||
// ally of her range is below hp_ratio of its max HP it gains 生命回复速度 (an hpRegen buff, checklist 11 — the template
|
||||
// atk_to_hp_recovery, see above: 禁疗 does not stop it, no 治疗加成) of atk_to_hp_recovery_ratio × her ATK, from 1 s after it
|
||||
// dropped below (waitFirstTriggerInterval) and re-read every 1 s; a 【莱茵生命】 operator (character_table groupId "rhine")
|
||||
// gets it twice (the client's [normal] + [rhine] buffs). One buff per 淬羽赫默 (independentCharacterSource).
|
||||
// BLS-X stage 2+ (hidden max_hp; slent2_e_002[max_hp]) "攻击范围内友军的最大生命值+10%": allies of her range max HP
|
||||
// +max_hp (MAX_HP MULTIPLIER = Σpct), ×2 for a 【莱茵生命】 operator; and 7 % ATK per second (the talent change's ratio).
|
||||
// BLS-Y stage 2+ (hidden hp_ratio / scale; slent2_e_003_t2) "其中每个干员低于50%生命时仅一次立刻获得淬羽赫默生命上限50%的屏障":
|
||||
// an operator of her range gets a 屏障 (absorbs every type) of scale × her max HP (×2 for 【莱茵生命】, the client's
|
||||
// multi 2) once per deployment of hers (the card mark, cleared when she leaves): when it enters her range below hp_ratio, or
|
||||
// on a damage instance that would leave it below hp_ratio of its max HP ("在每次“受到伤害前”进行预判"): the barrier takes
|
||||
// that very hit (an `hpDamage` handler run first, after the other shields — PRTS: "能以更早的时间点触发…一定程度抵挡可能致命
|
||||
// 的伤害"). Summons get no barrier ("其中每个干员") [ASSUMED: the text; the client data shows one validator].
|
||||
// - S1 进取之心 (MANUAL, DEFAULT, 25 s): ATK +atk; heals (trait).
|
||||
// - S2 俯瞰视界 (MANUAL, DEFAULT, 12 s): ASPD +attack_speed; heals; "技能期间可以使用一个辅助无人机…技能结束或淬羽赫默离场时
|
||||
// 销毁" (slent2_s_2: WithdrawTokens at its end, the token count recharged): her placed 夜灯 piece takes the field on its tile
|
||||
// when the skill starts (content/tokens.js releaseSkillSummon; like every placed skill summon it also deploys once, free, at
|
||||
// the battle start — PRTS 卫戍协议/帮助) and is withdrawn when the skill ends (into its 5 s redeploy time, PRTS 备注) or when
|
||||
// she leaves the field; a piece already up when the skill starts serves as its drone [ASSUMED: the start deploy lasts until
|
||||
// the first end]. 夜灯 (token kit below): untargetable ("不会受到攻击", data), no attack (ATK 0), blocks nothing; its passive
|
||||
// "使周围八格友军享受2.1倍的淬羽赫默第一天赋效果": the allies of its x-4 (its own tile and the 8 around) hold her T1 庇护 ×
|
||||
// damage_resistance_scale (its skill blackboard: 2.1 / 2.4) — the same shared 庇护, so the stronger value holds.
|
||||
// - S3 无畏者协议 (MANUAL, DEFAULT, 60 s, skill_max_trigger_time 2 uses per battle — the 3rd never comes: no SP after the
|
||||
// 2nd; "可主动关闭" is a manual stop the 技能策略 never makes, so it runs its full time): ATK +atk, T1 ×talent_scale, heals;
|
||||
// once per cast the first operator of her range taking lethal damage (not its own — CheckEntitySuicide; not while it already
|
||||
// holds 不死 — "_dontConsumeWhenUndeadable") keeps ≥ 1 HP and holds 不死 for grave_duration s (slent2_shallow_grave, buff
|
||||
// flag `undying`; it outlasts her leaving). Order of the `fatal` step (items/battle.js): after the kits' own savers, a
|
||||
// 傀儡师's switch and 坚固维式重锤's lock (PRIO_REVIVE −100), before the 复活 (PRIO_RESPAWN −101); the window it opens is
|
||||
// held like the hammer's (PRIO_UNDYING_HELD −99).
|
||||
// Statuses: none applied to enemies. Damage: arts normal attacks only.
|
||||
|
||||
import { num, up, traitBb, moduleBb, talentBb, skillRec, once } from '../shared/tier1.js';
|
||||
import { releaseSkillSummon } from '../../tokens.js';
|
||||
import { holdsUndying, PRIO_UNDYING_HELD, PRIO_REVIVE, PRIO_RESPAWN } from '../../items/battle.js';
|
||||
import { absoluteRangeKeys } from '../../../targeting.js';
|
||||
import { COLS } from '../../../constants.js';
|
||||
|
||||
const S1 = 'skchr_slent2_1';
|
||||
const S2 = 'skchr_slent2_2';
|
||||
const S3 = 'skchr_slent2_3';
|
||||
export const LAMP = 'token_10029_slent2_protrb';
|
||||
/** 庇护 (ba.protect, the client's damage_resistance[inf]): one "同名效果取最高" effect per unit (battle.applyStrongest). */
|
||||
export const PROTECT = 'protect';
|
||||
const protectMods = (v) => ({ physTakenMul: 1 - v, artsTakenMul: 1 - v });
|
||||
/** The client's trigger period of slent2_t_1 / slent2_t_2 (talent abilities, triggerInterval 0.1). */
|
||||
export const TALENT_IV = 0.1;
|
||||
/** Lifetime of a refreshed effect: a little longer than the refresh period, so it never lapses while it holds. */
|
||||
const HOLD = TALENT_IV + 0.05;
|
||||
/** atk_to_hp_recovery: its trigger interval (1 s, the first after one interval). */
|
||||
const REGEN_IV = 1;
|
||||
/** BLS-X stage 2+ max HP (slent2_e_002[max_hp]): one "同名" effect per unit. */
|
||||
export const MAXHP_KEY = 'slent2:maxhp';
|
||||
/** S3's 不死 (slent2_shallow_grave). */
|
||||
export const GRAVE_KEY = 'slent2:grave';
|
||||
/** S3's place in the `fatal` step: after the items' 不死 lock (−100), before their 复活 (−101) — see the header. */
|
||||
const PRIO_GRAVE = (PRIO_REVIVE + PRIO_RESPAWN) / 2;
|
||||
/** 夜灯's area when its record carries no grid: its tile and the 8 around (x-4). */
|
||||
const X4 = Object.freeze([[1, -1], [1, 0], [1, 1], [0, -1], [0, 0], [0, 1], [-1, -1], [-1, 0], [-1, 1]]);
|
||||
/** 【莱茵生命】 (character_table groupId "rhine": every member, so a 自选 pick counts too). */
|
||||
export const RHINE = Object.freeze(new Set([
|
||||
'char_128_plosis', 'char_135_halo', 'char_242_otter', 'char_108_silent', 'char_249_mlyss', 'char_134_ifrit',
|
||||
'char_1047_halo2', 'char_248_mgllan', 'char_1031_slent2', 'char_4212_nasti', 'char_4048_doroth', 'char_202_demkni',
|
||||
]));
|
||||
|
||||
const bbOf = (chess, id) => skillRec(chess, id)?.bb ?? {};
|
||||
const tileKey = (r, c) => r * COLS + c;
|
||||
/** An operator of the 莱茵生命 group (summons are no 干员). */
|
||||
export const isRhine = (a) => !!a && a.kind === 'op' && RHINE.has(a.def?.charId ?? a.defId);
|
||||
const inKeys = (keys, a) => !!keys && keys.has(tileKey(a.tileR, a.tileC));
|
||||
|
||||
/**
|
||||
* 无声砥柱's 庇护 for an ally at its HP: base × scale × (1 + rs × n), n = its lost HP in whole `step` steps (at most
|
||||
* 1 − min_hp_ratio) — the client's HpRatioTrigger count, PRTS 备注 "以1%为最小单位".
|
||||
*/
|
||||
export function shelterOf(t, ally, scale = 1) {
|
||||
const base = num(t.damage_resistance_base) * scale;
|
||||
if (!(base > 0)) return 0;
|
||||
const step = num(t.hp_ratio, 0.01) || 0.01;
|
||||
const lost = Math.min(Math.max(0, 1 - ally.hpRatio), Math.max(0, 1 - num(t.min_hp_ratio, 0.3)));
|
||||
const n = Math.floor(lost / step + 1e-9);
|
||||
return Math.min(0.95, base * (1 + num(t.resistance_scale) * n));
|
||||
}
|
||||
|
||||
/** The allies (operators and summons; never a 孤立 one) on absolute tile keys `keys`. */
|
||||
function alliesOn(battle, by, keys) {
|
||||
return battle.allyUnits.filter((a) => a.alive && a.deployed && !a.hidden && a.kind !== 'device' && inKeys(keys, a) && battle.allySelectable(a, by));
|
||||
}
|
||||
|
||||
/**
|
||||
* 夜灯's kit: untargetable ("不会受到攻击": the def's flag, Battle._setupUnit), no attack (ATK 0 ⇒ resolveProfile noAttack),
|
||||
* no skill to cast; while it stands, every TALENT_IV s the allies of its x-4 hold her T1 庇护 × damage_resistance_scale.
|
||||
* `owner` = 淬羽赫默, `t1` = her T1 blackboard (fallback when the token def carries none).
|
||||
*/
|
||||
function lampKit(t, owner, t1) {
|
||||
const def = t.def;
|
||||
const tal = (def?.talents ?? []).find((x) => x && x.bb && x.bb.damage_resistance_base != null) ?? null;
|
||||
const tb = tal?.bb ?? t1;
|
||||
const grid = tal?.rangeGrid ?? def?.rangeGrid ?? X4;
|
||||
const scale = num(def?.skill?.bb?.damage_resistance_scale, num(owner.skill?.bb?.damage_resistance_scale, 1));
|
||||
return {
|
||||
skill: null,
|
||||
trait: { noAttack: true },
|
||||
install(battle, lamp) {
|
||||
battle.every(TALENT_IV, () => {
|
||||
if (!up(lamp)) return;
|
||||
const keys = new Set(absoluteRangeKeys(grid, lamp.tileR, lamp.tileC, lamp.dir, 0));
|
||||
for (const a of alliesOn(battle, lamp, keys)) {
|
||||
const v = shelterOf(tb, a, scale);
|
||||
if (v > 0) battle.applyStrongest(a, PROTECT, { duration: HOLD, value: v, mods: protectMods, source: lamp });
|
||||
}
|
||||
}, { owner: lamp, immediate: true });
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
export default {
|
||||
char_1031_slent2: (bb, chess) => {
|
||||
const tb = traitBb(chess);
|
||||
const t1 = talentBb(chess, 0), t2 = talentBb(chess, 1), hidden = moduleBb(chess);
|
||||
const b1 = bbOf(chess, S1), b2 = bbOf(chess, S2), b3 = bbOf(chess, S3);
|
||||
const targets = Math.max(1, Math.floor(num(tb['attack@max_target'], 1)));
|
||||
const healAttack = Object.freeze({
|
||||
dmgType: 'heal', heal: targets > 1 ? { mode: 'multi', count: targets } : { mode: 'single' },
|
||||
healScale: num(tb.heal_scale, 0.75), projectile: 'none',
|
||||
});
|
||||
const regenRatio = num(t2.atk_to_hp_recovery_ratio), regenBelow = num(t2.hp_ratio, 0.5);
|
||||
const maxHp = num(hidden.max_hp); // BLS-X stage 2+
|
||||
const barrierScale = num(hidden.scale), barrierBelow = num(hidden.hp_ratio, 0.5); // BLS-Y stage 2+
|
||||
const graveDur = num(b3.grave_duration), s3Uses = Math.max(1, Math.floor(num(b3.skill_max_trigger_time, 2)));
|
||||
const talentScale = num(b3.talent_scale, 1);
|
||||
return {
|
||||
trait: targets > 1 ? { maxTargets: targets } : null,
|
||||
skills: {
|
||||
[S1]: { kind: 'duration', mods: { atkPct: num(b1.atk) }, attack: healAttack },
|
||||
[S2]: {
|
||||
kind: 'duration', mods: { aspd: num(b2.attack_speed) }, attack: healAttack,
|
||||
onStart({ battle, unit }) {
|
||||
// a 夜灯 already up (the battle-start deploy) is this skill's drone; else her placed piece takes the field
|
||||
if (!battle.allyUnits.some((t) => t.kind === 'token' && t.defId === LAMP && t.ownerUnit === unit && t.alive)) releaseSkillSummon(battle, unit, LAMP);
|
||||
},
|
||||
onEnd({ battle, unit }) { withdrawLamps(battle, unit); },
|
||||
},
|
||||
[S3]: {
|
||||
kind: 'duration', mods: { atkPct: num(b3.atk) }, attack: healAttack,
|
||||
onStart({ unit }) { unit.mem.slent2Grave = true; }, // the one 不死 of this cast (slent2_shallow_grave[self])
|
||||
onEnd({ unit }) { unit.mem.slent2Grave = false; },
|
||||
},
|
||||
},
|
||||
talents: [
|
||||
{ install(battle, unit) { // 无声砥柱 (+ S3 ×talent_scale) and 丰润羽翼 (+ BLS-X max HP, BLS-Y barrier on entering)
|
||||
const regenKey = `talent:slent2:regen#${unit.id}`;
|
||||
const regen = new Map(); // ally → { next: battle time of its next atk_to_hp_recovery trigger }
|
||||
let prevIn = new Set(); // the allies of her range at the previous scan (slent2_t_2 started on them)
|
||||
const stopRegen = (a) => { regen.delete(a); if (a.findBuff(regenKey)) battle.removeBuff(a, regenKey); };
|
||||
battle.on('deploy', (c) => { if (c.unit === unit) { unit.mem.slent2Marks = new Set(); prevIn = new Set(); } }, { owner: unit });
|
||||
battle.every(TALENT_IV, () => {
|
||||
if (!up(unit)) {
|
||||
for (const a of [...regen.keys()]) stopRegen(a);
|
||||
prevIn = new Set();
|
||||
return;
|
||||
}
|
||||
const scale = unit.skill?.id === S3 && unit.skill.active ? talentScale : 1;
|
||||
const allies = alliesOn(battle, unit, unit.rangeKeySet);
|
||||
const now = new Set(allies);
|
||||
for (const a of allies) {
|
||||
const v = shelterOf(t1, a, scale);
|
||||
if (v > 0) battle.applyStrongest(a, PROTECT, { duration: HOLD, value: v, mods: protectMods, source: unit });
|
||||
const mult = isRhine(a) ? 2 : 1;
|
||||
if (maxHp > 0) battle.applyStrongest(a, MAXHP_KEY, { duration: HOLD, value: maxHp * mult, mods: (x) => ({ hpPct: x }), source: unit });
|
||||
if (regenRatio > 0 && a.hpRatio < regenBelow - 1e-9) {
|
||||
const st = regen.get(a) ?? { next: battle.time + REGEN_IV };
|
||||
regen.set(a, st);
|
||||
if (battle.time + 1e-9 >= st.next) {
|
||||
st.next += REGEN_IV;
|
||||
battle.addBuff(a, { key: regenKey, mods: { hpRegen: unit.s.atk * regenRatio * mult }, source: unit, tags: ['talent'] });
|
||||
}
|
||||
} else if (regen.has(a)) stopRegen(a);
|
||||
if (barrierScale > 0 && !prevIn.has(a) && a.hpRatio < barrierBelow - 1e-9) giveBarrier(battle, unit, a, null);
|
||||
}
|
||||
for (const a of [...regen.keys()]) if (!now.has(a) || !a.alive) stopRegen(a);
|
||||
prevIn = now;
|
||||
}, { owner: unit, immediate: true });
|
||||
// BLS-Y: a damage instance that would leave an operator of her range below barrierBelow — the barrier takes it
|
||||
if (barrierScale > 0) {
|
||||
battle.on('hpDamage', (c) => {
|
||||
const a = c.target;
|
||||
if (!up(unit) || !a || a.side !== 'ally' || !(c.amount > 0) || !inKeys(unit.rangeKeySet, a)) return;
|
||||
if (a.hp - c.amount < a.s.maxHp * barrierBelow - 1e-9) giveBarrier(battle, unit, a, c);
|
||||
}, { owner: unit, priority: 100 });
|
||||
}
|
||||
/** BLS-Y barrier on operator `a` (once per deployment of hers); `c` = the hpDamage ctx it takes, if any. */
|
||||
function giveBarrier(b, u, a, c) {
|
||||
const marks = u.mem.slent2Marks ?? (u.mem.slent2Marks = new Set());
|
||||
if (a.kind !== 'op' || marks.has(a.id)) return;
|
||||
marks.add(a.id);
|
||||
let cap = u.s.maxHp * barrierScale * (isRhine(a) ? 2 : 1);
|
||||
if (c) { const took = Math.min(cap, c.amount); c.amount -= took; cap -= took; }
|
||||
if (cap > 1e-6) b.addBuff(a, { key: `slent2:barrier#${u.id}`, shield: cap, source: u, visible: true, tags: ['talent'] });
|
||||
b.fx('shield', { x: a.x, y: a.y, id: a.id });
|
||||
}
|
||||
} },
|
||||
{ install(battle, unit) { // 夜灯: her placed pieces run the drone's kit; withdrawn when she leaves the field
|
||||
for (const t of battle.allyUnits) {
|
||||
if (t.kind !== 'token' || t.defId !== LAMP || t.ownerUnit !== unit || t.alive || t.deployed) continue;
|
||||
// (no offOwner for a piece set up before her: its hooks are content/tokens.js's dock hooks — the generic token
|
||||
// kit registers none — and they must stay)
|
||||
battle._setupUnit(t, lampKit(t, unit, t1));
|
||||
}
|
||||
battle.on('death', (c) => { if (c.unit === unit) withdrawLamps(battle, unit); }, { owner: unit });
|
||||
} },
|
||||
],
|
||||
install(battle, unit) {
|
||||
if (unit.skill?.id !== S3) return;
|
||||
// 同一次作战中最多使用2次: after the last use no SP comes back (activations count every deployment of the battle)
|
||||
battle.on('spGain', (c) => {
|
||||
if (c.unit === unit && !unit.skill.active && unit.skill.activations >= s3Uses) c.amount = 0;
|
||||
}, { owner: unit });
|
||||
// the one 不死 of each cast: the first operator of her range taking lethal damage (see the header)
|
||||
battle.on('fatal', (c) => {
|
||||
const a = c.unit;
|
||||
if (c.prevented || !unit.mem.slent2Grave || !unit.skill?.active || !up(unit)) return;
|
||||
if (!a || a.side !== 'ally' || a.kind !== 'op' || !inKeys(unit.rangeKeySet, a)) return;
|
||||
if (c.source === a || c.credit === a || holdsUndying(battle, a)) return;
|
||||
c.prevented = true;
|
||||
unit.mem.slent2Grave = false;
|
||||
battle.addBuff(a, { key: GRAVE_KEY, duration: graveDur, flags: { undying: true }, source: unit, visible: true, tags: ['skill'] });
|
||||
battle.fx('undying', { x: a.x, y: a.y, id: a.id, duration: graveDur });
|
||||
}, { owner: unit, priority: PRIO_GRAVE });
|
||||
// the 不死 window, held whoever opened it (one battle-wide hook, like 坚固维式重锤's running windows)
|
||||
once(battle, 'slent2:grave', () => {
|
||||
battle.on('fatal', (c) => { if (!c.prevented && c.unit && c.unit.findBuff(GRAVE_KEY)) c.prevented = true; }, { priority: PRIO_UNDYING_HELD });
|
||||
});
|
||||
},
|
||||
};
|
||||
},
|
||||
};
|
||||
|
||||
/** 俯瞰视界's end or her leaving: her 夜灯 leave the field (into their redeploy time) and the drone in stock is gone. */
|
||||
function withdrawLamps(battle, unit) {
|
||||
const stock = unit.mem.summonStock;
|
||||
if (stock) stock[LAMP] = 0;
|
||||
for (const t of battle.allyUnits) {
|
||||
if (t.kind === 'token' && t.defId === LAMP && t.ownerUnit === unit && t.alive) battle.retreat(t, { reason: 'expired', permanent: true });
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,345 @@
|
||||
// test/content/op_haruka.test.js — the 自选 operator kit of 遥 (char_4202_haruka, 6★ 护佑者; kit
|
||||
// server/sim/content/kits/ops/op-haruka.js), fielded the production way (a DIY slot + its `diy` pick, simdata getDiy) in every
|
||||
// form: tiers 5 / 6, normal (E2 Lv1, skill rank 4, no module) and elite (E2 Lv60, rank 7) with no module or BLS-Y
|
||||
// “迟来的纪念” at stage 1 (tier 5) / 3 (tier 6). Numbers from data/backups.json; the fidelity checklist of kits/README.md.
|
||||
// Run: node --test test/content/op_haruka.test.js
|
||||
|
||||
import { test } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
import { readFileSync } from 'node:fs';
|
||||
import { makeBattle, enemyRec, chessRec, checkInvariants } from '../helpers/battleHarness.js';
|
||||
import { KITTED_CHARS, OPERATOR_KITS, KITS } from '../../server/sim/content/kits/index.js';
|
||||
import { diyPool, validateDiyPicks } from '../../shared/diy.js';
|
||||
|
||||
const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8'));
|
||||
const CHESS = load('chess');
|
||||
const BACKUPS = load('backups');
|
||||
const ID = 'char_4202_haruka';
|
||||
const FORMS = BACKUPS.units[ID].forms;
|
||||
const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' };
|
||||
const Y = 'uniequip_002_haruka';
|
||||
const S1 = 'skchr_haruka_1', S2 = 'skchr_haruka_2', S3 = 'skchr_haruka_3';
|
||||
const BUBBLE = 'haruka:bubble';
|
||||
const statusOf = (tier, elite) => (elite ? (tier === 5 ? '2/60/7/1' : '2/60/7/3') : '2/1/4/0');
|
||||
const formOf = (tier, elite) => FORMS[statusOf(tier, elite)];
|
||||
const skillOf = (tier, elite, id) => formOf(tier, elite).skills.find((s) => s.skillId === id);
|
||||
const modOf = (tier, mod) => (mod ? formOf(tier, true).modules.find((m) => m.uniEquipId === mod) : null);
|
||||
const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`);
|
||||
const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o });
|
||||
const ENEMIES = {
|
||||
enemy_dummy: dummy('enemy_dummy'), enemy_fly: dummy('enemy_fly', { motion: 'FLY' }), enemy_heavy: dummy('enemy_heavy', { mass: 4 }),
|
||||
enemy_noflt: dummy('enemy_noflt', { immunities: { levitate: true } }),
|
||||
};
|
||||
const PLAIN_REC = chessRec({ id: 'test_plain_a', charId: 'char_test_plain', profession: 'CASTER', skill: null, stats: { maxHp: 2000, def: 0, res: 0 } });
|
||||
const FORMS_ALL = [[5, false, null], [6, false, null], [5, true, null], [5, true, Y], [6, true, null], [6, true, Y]];
|
||||
const label = ([tier, elite, mod]) => `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`;
|
||||
|
||||
/** 遥 as uid 1 at (10, 5) facing RIGHT, plus `others`. */
|
||||
function field({ tier = 5, elite = false, mod = null, skill = 0, row = 10, col = 5, others = [], seed = 5 } = {}) {
|
||||
const h = makeBattle({
|
||||
defs: { enemies: ENEMIES, chess: { test_plain_a: PLAIN_REC } }, timeLimit: 900, autoFinish: false, seed,
|
||||
flags: { dpPerSec: 0, dpMax: 999 }, hooks: ['damaged', 'skillStart', 'skillEnd', 'heal', 'statusApplied', 'attack'], captureNoisy: true,
|
||||
units: [{ uid: 1, diy: { slot: SLOT[tier], charId: ID, skillIndex: skill, uniEquipId: mod }, elite, row, col }, ...others],
|
||||
});
|
||||
h.step();
|
||||
return { h, u: h.unit(1) };
|
||||
}
|
||||
function done(h) {
|
||||
checkInvariants(h.b);
|
||||
assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0]));
|
||||
}
|
||||
const ally = (uid, row, col) => ({ uid, chessId: 'test_plain_a', row, col });
|
||||
/** Clear every bubble and make her next attack (or bubble) come at once — the battle start already gave one. */
|
||||
function fresh(h, u) {
|
||||
for (const x of h.b.allyUnits) h.b.removeBuff(x, BUBBLE);
|
||||
u.atkCd = 0;
|
||||
}
|
||||
const bubbled = (h) => h.b.allyUnits.filter((a) => a.findBuff(BUBBLE)).map((a) => a.uid).sort();
|
||||
const heals = (h, u, from = 0) => h.hooksOf('heal').slice(from).filter((x) => x.source === u && !x.opts?.regen);
|
||||
|
||||
test('遥 in every 自选 form: her kit (all three skills authored), the form\'s stats + module attributes, y-6, 护佑者 (ranged arts, hits air, blocks 1; BLS-Y 2 targets), S1 / S2 DEFAULT, S3 ACTIVE_RANGE on its y-8, ground-targetable, 空构 bond, no 特质', () => {
|
||||
assert.equal(OPERATOR_KITS[ID], KITS[ID]);
|
||||
for (const f of FORMS_ALL) {
|
||||
const [tier, elite, mod] = f;
|
||||
for (const skill of [0, 1, 2]) {
|
||||
const { h, u } = field({ tier, elite, mod, skill });
|
||||
const form = formOf(tier, elite), m = elite ? modOf(tier, mod) : null;
|
||||
assert.deepEqual([u.def.charId, u.def.diyFor, u.skill.id, !!u.kit.generic, u.kit.skillSource], [ID, SLOT[tier], form.skills[skill].skillId, false, 'skills'], label(f));
|
||||
assert.deepEqual([u.base.maxHp, u.base.atk, u.base.def, u.base.res], [form.stats.maxHp + (m?.attr.maxHp ?? 0), form.stats.atk + (m?.attr.atk ?? 0), form.stats.def, form.stats.res], `${label(f)}: stats`);
|
||||
assert.deepEqual([u.s.blockCnt, u.profile.attack, u.profile.dmgType, u.profile.canHitFly, u.base.bat], [1, 'ranged', 'arts', true, 1.6], `${label(f)}: 护佑者`);
|
||||
assert.equal(u.profile.maxTargets, mod === Y ? 2 : 1, `${label(f)}: targets`);
|
||||
assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${label(f)}: y-6`);
|
||||
assert.equal(u.skill.rule, skill === 2 ? 'ACTIVE_RANGE' : 'DEFAULT', `${label(f)}: trigger`);
|
||||
if (skill === 2) assert.deepEqual(u.skill.triggerGrid, form.skills[2].rangeGrid, `${label(f)}: the y-8 trigger grid`);
|
||||
assert.deepEqual([u.def.bonds, u.def.raw.garrisonIds], [['emptyShip'], []], `${label(f)}: bonds / 特质`);
|
||||
assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth, `${label(f)}: ground enemies target her`);
|
||||
done(h);
|
||||
}
|
||||
}
|
||||
assert.deepEqual([FORMS['2/1/4/0'].stats.maxHp, FORMS['2/1/4/0'].stats.atk, FORMS['2/60/7/1'].stats.maxHp, FORMS['2/60/7/1'].stats.atk], [1415, 398, 1728, 452]);
|
||||
assert.deepEqual([modOf(5, Y).attr, modOf(6, Y).attr], [{ maxHp: 130, atk: 30 }, { maxHp: 210, atk: 52 }]);
|
||||
});
|
||||
|
||||
test('a 自选 pick: 遥 is offered at tiers 5 and 6 and a roster with her passes validateDiyPicks', () => {
|
||||
const data = { chess: CHESS, backups: BACKUPS };
|
||||
assert.ok(KITTED_CHARS.includes(ID));
|
||||
for (const t of [5, 6]) assert.ok(diyPool(t, { data, kitted: KITTED_CHARS }).includes(ID), `tier ${t}`);
|
||||
assert.deepEqual(validateDiyPicks({ [SLOT[5]]: { charId: ID, skillIndex: 1, uniEquipId: Y } }, { data, kitted: KITTED_CHARS }),
|
||||
{ ok: true, picks: { [SLOT[5]]: { charId: ID, skillIndex: 1, uniEquipId: Y } } });
|
||||
});
|
||||
|
||||
test('Trait: arts attacks (BLS-Y: two targets); while a skill runs every attack heals the most injured ally (BLS-Y: two) for 75 % of her ATK', () => {
|
||||
for (const [tier, elite, mod] of [[5, false, null], [6, true, Y]]) {
|
||||
const { h, u } = field({ tier, elite, mod, skill: 0, others: [ally(2, 11, 6), ally(3, 9, 6)] });
|
||||
h.spawn('enemy_dummy', { pos: [10, 7] }); h.spawn('enemy_fly', { pos: [11, 7] });
|
||||
h.run(3);
|
||||
const hits = h.hooksOf('damaged').filter((c) => c.source === u && c.dmg?.isAttack);
|
||||
assert.ok(hits.length && hits.every((c) => c.type === 'arts'));
|
||||
assert.equal(new Set(hits.map((c) => c.target)).size, mod === Y ? 2 : 1, `${label([tier, elite, mod])}: targets`);
|
||||
const [a, b] = [h.unit(2), h.unit(3)];
|
||||
a.hp = 600; b.hp = 900;
|
||||
const n0 = h.hooksOf('heal').length;
|
||||
u.skill.gainSp(999);
|
||||
assert.ok(h.runUntil(() => heals(h, u, n0).length > 0, 4));
|
||||
const first = heals(h, u, n0).filter((x, i, l) => Math.abs(x.t - l[0].t) < 1e-9);
|
||||
assert.deepEqual(first.map((x) => x.target.uid).sort(), mod === Y ? [2, 3] : [2]);
|
||||
for (const x of first) approx(x.amount, u.s.atk * 0.75, '75 % ATK');
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('T1 浮光泡影: with each attack a bubble goes to the ally of her range with the lowest HP share that holds none (herself too); with nothing to attack the attack becomes the bubble, one per attack interval; 30 % 庇护 on physical and arts, not true; out of range nobody', () => {
|
||||
const { h, u } = field({ others: [ally(2, 11, 6), ally(3, 9, 6), ally(4, 10, 9)] });
|
||||
const [a, b, out] = [h.unit(2), h.unit(3), h.unit(4)];
|
||||
a.hp = 1000; b.hp = 1200; out.hp = 100;
|
||||
fresh(h, u);
|
||||
// no enemy: ShieldOnly at once (a, 50 %), then one interval later b (60 %), then herself (full)
|
||||
h.run(0.05);
|
||||
assert.deepEqual(bubbled(h), [2]);
|
||||
h.run(1.6);
|
||||
assert.deepEqual(bubbled(h), [2, 3]);
|
||||
h.run(1.6);
|
||||
assert.deepEqual(bubbled(h), [1, 2, 3]);
|
||||
assert.equal(h.hooksOf('attack').filter((c) => c.attacker === u).length, 0, 'no attack');
|
||||
h.run(3.2);
|
||||
assert.deepEqual(bubbled(h), [1, 2, 3], 'nobody left in range (the one at (10, 9) is outside)');
|
||||
const bub = a.findBuff(BUBBLE);
|
||||
approx(bub.data.v, 0.3, '30 %', 1e-9);
|
||||
const e = h.spawn('enemy_dummy', { pos: [11, 9] });
|
||||
for (const [type, want] of [['phys', 70], ['arts', 70], ['true', 100]]) {
|
||||
const hp0 = b.hp;
|
||||
// a 无来源 hit: the bubble takes no notice
|
||||
h.b.dealDamage(e, b, { amount: 100, type, canDodge: false, sourceless: true });
|
||||
approx(hp0 - b.hp, want, `${type}`);
|
||||
b.hp = 1200;
|
||||
}
|
||||
assert.ok(b.findBuff(BUBBLE), '无来源 damage never breaks a bubble');
|
||||
// with a target: a bubble after each attack
|
||||
for (const x of [a, b, u]) h.b.removeBuff(x, BUBBLE);
|
||||
h.spawn('enemy_dummy', { pos: [10, 7] });
|
||||
const n0 = h.hooksOf('attack').length;
|
||||
assert.ok(h.runUntil(() => h.hooksOf('attack').slice(n0).some((c) => c.attacker === u), 2));
|
||||
h.step();
|
||||
assert.deepEqual(bubbled(h), [2], 'the attack and its bubble');
|
||||
done(h);
|
||||
});
|
||||
|
||||
test('T1 / T2: an enemy hit that lowers the holder\'s HP breaks its bubble 0.5 s later (once; a fully shielded hit does not count) and heals it 25 % of her ATK as it was when she gave it; BLS-Y stage 3: 20 % to give the holder 1 SP; stage 1: never', () => {
|
||||
for (const [tier, elite, mod] of [[5, false, null], [6, true, Y], [5, true, Y]]) {
|
||||
const { h, u } = field({ tier, elite, mod, others: [ally(2, 11, 6)] });
|
||||
const a = h.unit(2);
|
||||
a.hp = 1000;
|
||||
fresh(h, u);
|
||||
h.run(0.05);
|
||||
const b = a.findBuff(BUBBLE);
|
||||
assert.ok(b, 'bubbled');
|
||||
const atk0 = u.s.atk;
|
||||
h.b.addBuff(u, { key: 'test:atk', mods: { atkPct: 1 } }); // her ATK doubles after the grant
|
||||
const e = h.spawn('enemy_dummy', { pos: [11, 9] });
|
||||
h.b.addBuff(a, { key: 'test:shield', shield: 500 });
|
||||
h.b.dealDamage(e, a, { amount: 300, type: 'true' });
|
||||
h.run(0.6);
|
||||
assert.equal(a.findBuff(BUBBLE), b, 'a hit the shield took whole: no break');
|
||||
h.b.removeBuff(a, 'test:shield');
|
||||
const n0 = h.hooksOf('heal').length;
|
||||
h.b.dealDamage(e, a, { amount: 100, type: 'true' });
|
||||
h.run(0.25);
|
||||
h.b.dealDamage(e, a, { amount: 100, type: 'true' });
|
||||
h.run(0.2);
|
||||
assert.equal(a.findBuff(BUBBLE), b, 'still there at 0.45 s');
|
||||
h.run(0.1);
|
||||
assert.notEqual(a.findBuff(BUBBLE), b, 'broken 0.5 s after the first hit');
|
||||
const hs = heals(h, u, n0).filter((x) => x.target === a);
|
||||
assert.equal(hs.length, 1, 'one break, one heal');
|
||||
approx(hs[0].amount, atk0 * 0.25, '25 % of the ATK of the grant');
|
||||
void u;
|
||||
done(h);
|
||||
}
|
||||
// BLS-Y stage 3: the dice
|
||||
for (const [tier, want] of [[6, true], [5, false]]) {
|
||||
const { h, u } = field({ tier, elite: true, mod: Y, others: [{ uid: 2, chessId: 'chess_char_1_08_a', row: 11, col: 6 }] });
|
||||
const tex = h.unit(2);
|
||||
const e = h.spawn('enemy_dummy', { pos: [11, 9] });
|
||||
let gained = 0, breaks = 0;
|
||||
h.b.on('spGain', (c) => { if (c.unit === tex && c.reason === 'talent') gained += c.amount; });
|
||||
for (let i = 0; i < 300; i++) {
|
||||
tex.skill.sp = 0; tex.skill.charges = 0;
|
||||
if (!tex.findBuff(BUBBLE)) h.run(0.05);
|
||||
if (!tex.findBuff(BUBBLE)) { h.run(1.7); continue; }
|
||||
tex.hp = tex.s.maxHp * 0.5;
|
||||
h.b.dealDamage(e, tex, { amount: 1, type: 'true' });
|
||||
h.run(0.55);
|
||||
breaks++;
|
||||
}
|
||||
if (want) assert.ok(gained / breaks > 0.12 && gained / breaks < 0.28, `≈ 20 %: ${gained} / ${breaks}`);
|
||||
else assert.equal(gained, 0, 'stage 1: no SP');
|
||||
void u;
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('S1 夜啼彩羽 (DEFAULT): ASPD +30 / +45 for 19 / 20 s, heals; a bubble breaking meanwhile at once gives a new one to the ally of the 8 around its holder that has none, the lowest HP share first', () => {
|
||||
for (const [tier, elite] of [[5, false], [6, true]]) {
|
||||
const sk = skillOf(tier, elite, S1);
|
||||
const { h, u } = field({ tier, elite, skill: 0, others: [ally(2, 11, 6), ally(3, 12, 6), ally(4, 12, 7), ally(5, 9, 9)] });
|
||||
assert.deepEqual([sk.duration, sk.bb.attack_speed, u.skill.spCost, sk.initSp], [elite ? 20 : 19, elite ? 45 : 30, 25, elite ? 10 : 7]);
|
||||
const [a, b, c] = [h.unit(2), h.unit(3), h.unit(4)];
|
||||
h.spawn('enemy_dummy', { pos: [10, 7] });
|
||||
u.skill.gainSp(999);
|
||||
assert.ok(h.runUntil(() => u.skill.active, 3));
|
||||
approx(u.skill.timeLeft, sk.duration, 'duration', 0.05);
|
||||
approx(u.s.aspd, 100 + sk.bb.attack_speed, 'ASPD');
|
||||
for (const x of h.b.allyUnits) h.b.removeBuff(x, BUBBLE);
|
||||
h.b.addBuff(a, { key: BUBBLE, source: u, data: { v: 0.3, atk: u.s.atk, heal: 0.25, prob: 0, sp: 0, boom: false } });
|
||||
b.hp = 1500; c.hp = 1200; // both around a; c has the lower share
|
||||
const e = h.spawn('enemy_dummy', { pos: [11, 9] });
|
||||
h.b.dealDamage(e, a, { amount: 10, type: 'true' });
|
||||
h.run(0.52);
|
||||
assert.ok(!a.findBuff(BUBBLE) && c.findBuff(BUBBLE), 'the new bubble on the lowest share of the 8 around');
|
||||
assert.equal(c.findBuff(BUBBLE).source, u);
|
||||
h.runUntil(() => !u.skill.active, 25);
|
||||
approx(u.s.aspd, 100, 'back');
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('S2 幽隙栖萤: every heal of hers meanwhile deals heal × 140 % / 200 % arts damage to the 2 / 3 nearest enemies within 1.7 of the healed unit (air units too); rank 7: one more heal target and one more bubble; the first use lasts 22 / 23 s with no ATK bonus, the next ones ATK +20 % / +25 % and endless; the count restarts with a deployment', () => {
|
||||
for (const [tier, elite] of [[5, false], [6, true]]) {
|
||||
const sk = skillOf(tier, elite, S2);
|
||||
assert.deepEqual([sk.duration, sk.bb.atk_scale_extra, sk.bb.max_target_extra, sk.bb['attack@max_target_heal_add'], sk.bb.max_target_shield_add, sk.bb.atk, sk.bb.ability_range_radius],
|
||||
[elite ? 23 : 22, elite ? 2 : 1.4, elite ? 3 : 2, elite ? 1 : 0, elite ? 1 : 0, elite ? 0.25 : 0.2, 1.7]);
|
||||
const { h, u } = field({ tier, elite, skill: 1, others: [ally(2, 11, 6), ally(3, 9, 6), ally(4, 10, 4)] });
|
||||
const [a, b] = [h.unit(2), h.unit(3)];
|
||||
h.spawn('enemy_dummy', { pos: [9, 7] }); // her target, √5 from a
|
||||
const near = [h.spawn('enemy_dummy', { pos: [12, 6] }), h.spawn('enemy_fly', { pos: [11, 7] }), h.spawn('enemy_dummy', { pos: [12, 7] })];
|
||||
h.spawn('enemy_dummy', { pos: [13, 9] }); // too far from (11, 6)
|
||||
h.run(0.1);
|
||||
for (const x of h.b.allyUnits) h.b.removeBuff(x, BUBBLE);
|
||||
a.hp = 400; b.hp = 1000;
|
||||
const n0 = h.hooksOf('heal').length;
|
||||
u.skill.gainSp(999);
|
||||
assert.ok(h.runUntil(() => u.skill.active, 3));
|
||||
approx(u.s.atk, u.base.atk, 'first use: no ATK bonus');
|
||||
assert.ok(h.runUntil(() => heals(h, u, n0).length > 0, 3));
|
||||
const t0 = heals(h, u, n0)[0].t;
|
||||
const first = heals(h, u, n0).filter((x) => Math.abs(x.t - t0) < 1e-9);
|
||||
assert.deepEqual(first.map((x) => x.target.uid).sort(), elite ? [2, 3] : [2], 'rank 7: two heal targets');
|
||||
const ha = first.find((x) => x.target === a);
|
||||
const dmg = h.hooksOf('damaged').filter((c) => c.source === u && c.dmg?.tags?.includes('haruka:s2') && Math.abs(c.t - t0) < 1e-9);
|
||||
// around a (11, 6): the three near enemies; (12, 7) is √2 ≈ 1.41 away — the 2 nearest at rank 4 are (12, 6) and (11, 7)
|
||||
const onA = dmg.filter((c) => near.includes(c.target));
|
||||
assert.equal(new Set(onA.map((c) => c.target)).size, elite ? 3 : 2, 'max_target_extra');
|
||||
for (const c of onA) approx(c.amount, ha.amount * sk.bb.atk_scale_extra, `heal × ${sk.bb.atk_scale_extra}`);
|
||||
assert.ok(onA.some((c) => c.target === near[1]), 'the flyer too');
|
||||
assert.ok(onA.every((c) => c.type === 'arts'));
|
||||
// rank 7: two bubbles per attack
|
||||
h.step();
|
||||
assert.ok(bubbled(h).length >= (elite ? 2 : 1), 'bubbles per attack');
|
||||
h.runUntil(() => !u.skill.active, 30);
|
||||
approx(h.hooksOf('skillEnd').filter((c) => c.unit === u).at(-1).t - h.hooksOf('skillStart').filter((c) => c.unit === u).at(-1).t, sk.duration, 'first use: its duration', 0.05);
|
||||
// second use: ATK bonus, endless
|
||||
u.skill.gainSp(999);
|
||||
assert.ok(h.runUntil(() => u.skill.active, 4));
|
||||
approx(u.s.atk, u.base.atk * (1 + sk.bb.atk), 'second use: ATK');
|
||||
h.run(sk.duration * 3);
|
||||
assert.ok(u.skill.active, 'endless');
|
||||
// a new deployment: the first use again
|
||||
h.b.retreat(u);
|
||||
h.b.redeploy(u);
|
||||
u.skill.gainSp(999);
|
||||
assert.ok(h.runUntil(() => u.skill.active, 4));
|
||||
approx(u.s.atk, u.base.atk, 'first use of the new deployment');
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('S3 夏末游鳞 (ACTIVE_RANGE): cast with an enemy on its y-8 outside her y-6; range y-8 while on, back after; ATK +25 % / +40 %; interval 1.6 − 0.4 / 0.6 s; heals; her bubbles ×1.4 / ×1.7 (also those given before); an enemy setting one off is 浮空 3 / 4 s (half on 重量 > 3, none when immune) and takes 60 % / 70 % ATK arts each second of it (from 0.5 s)', () => {
|
||||
for (const [tier, elite] of [[5, false], [6, true]]) {
|
||||
const sk = skillOf(tier, elite, S3);
|
||||
const form = formOf(tier, elite);
|
||||
assert.deepEqual([sk.duration, sk.bb.atk, sk.bb.base_attack_time, sk.bb.damage_resistance_scale, sk.bb.levitate_duration, sk.bb.atk_scale, sk.bb.interval],
|
||||
[40, elite ? 0.4 : 0.25, elite ? -0.6 : -0.4, elite ? 1.7 : 1.4, elite ? 4 : 3, elite ? 0.7 : 0.6, 1]);
|
||||
const { h, u } = field({ tier, elite, skill: 2, others: [ally(2, 11, 6), ally(3, 9, 6)] });
|
||||
const a = h.unit(2);
|
||||
h.run(0.1);
|
||||
assert.ok(a.findBuff(BUBBLE) || h.unit(3).findBuff(BUBBLE) || u.findBuff(BUBBLE), 'bubbles before');
|
||||
const holder = [a, h.unit(3), u].find((x) => x.findBuff(BUBBLE));
|
||||
u.skill.gainSp(999);
|
||||
h.run(2);
|
||||
assert.equal(u.skill.activations, 0, 'no enemy: no cast');
|
||||
h.spawn('enemy_dummy', { pos: [10, 8] }); // y-8 (+3), not y-6
|
||||
assert.ok(h.runUntil(() => u.skill.active, 3), 'cast on the y-8');
|
||||
assert.deepEqual(u.liveRangeGrid, sk.rangeGrid, 'y-8 while on');
|
||||
approx(u.s.atk, u.base.atk * (1 + sk.bb.atk), 'ATK');
|
||||
approx(u.s.interval, 1.6 + sk.bb.base_attack_time, 'interval');
|
||||
approx(holder.findBuff(BUBBLE).data.v, 0.3 * sk.bb.damage_resistance_scale, 'a bubble given before: rescaled', 1e-9);
|
||||
// levitation: a hit on a bubbled ally
|
||||
for (const x of h.b.allyUnits) h.b.removeBuff(x, BUBBLE);
|
||||
h.b.addBuff(a, { key: BUBBLE, source: u, data: { v: 0.42, atk: u.s.atk, heal: 0, prob: 0, sp: 0, boom: false } });
|
||||
const e = h.spawn('enemy_dummy', { pos: [12, 9] });
|
||||
h.b.dealDamage(e, a, { amount: 50, type: 'true' });
|
||||
const lev = h.hooksOf('statusApplied').filter((c) => c.target === e && c.status === 'levitate');
|
||||
assert.equal(lev.length, 1);
|
||||
approx(lev[0].duration, sk.bb.levitate_duration, 'levitate');
|
||||
assert.ok(e.isFlying, 'an air unit meanwhile');
|
||||
const n0 = h.hooksOf('damaged').length;
|
||||
h.run(sk.bb.levitate_duration + 0.2);
|
||||
const ticks = h.hooksOf('damaged').slice(n0).filter((c) => c.target === e && c.dmg?.tags?.includes('haruka:float'));
|
||||
assert.equal(ticks.length, sk.bb.levitate_duration, 'one tick a second: 0.5, 1.5 …');
|
||||
approx(ticks[0].t - lev[0].t, 0.5, 'first tick at 0.5 s', 0.05);
|
||||
for (const c of ticks) { approx(c.amount, u.s.atk * sk.bb.atk_scale, `${sk.bb.atk_scale * 100} % ATK`); assert.equal(c.type, 'arts'); }
|
||||
// heavy: half; immune: none
|
||||
const heavy = h.spawn('enemy_heavy', { pos: [12, 10] }), immune = h.spawn('enemy_noflt', { pos: [12, 11] });
|
||||
h.b.addBuff(a, { key: BUBBLE, source: u, data: { v: 0.42, atk: u.s.atk, heal: 0, prob: 0, sp: 0, boom: false } });
|
||||
h.b.dealDamage(heavy, a, { amount: 10, type: 'true' });
|
||||
h.b.dealDamage(immune, a, { amount: 10, type: 'true' });
|
||||
approx(h.hooksOf('statusApplied').filter((c) => c.target === heavy && c.status === 'levitate')[0].duration, sk.bb.levitate_duration / 2, '重量 > 3: half');
|
||||
assert.equal(h.hooksOf('statusApplied').filter((c) => c.target === immune && c.status === 'levitate').length, 0, 'immune');
|
||||
h.run(2);
|
||||
assert.equal(h.hooksOf('damaged').filter((c) => c.target === immune && c.dmg?.tags?.includes('haruka:float')).length, 0, 'no damage without the levitation');
|
||||
h.runUntil(() => !u.skill.active, 45);
|
||||
assert.deepEqual(u.liveRangeGrid, form.rangeGrid, 'back to y-6');
|
||||
approx(u.s.interval, 1.6, 'interval back');
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('outside S3 a bubble levitates nobody; a bubble outlasts her leaving and still heals with the ATK of its grant', () => {
|
||||
const { h, u } = field({ skill: 0, others: [ally(2, 11, 6)] });
|
||||
const a = h.unit(2);
|
||||
a.hp = 1000;
|
||||
fresh(h, u);
|
||||
h.run(0.05);
|
||||
assert.ok(a.findBuff(BUBBLE));
|
||||
const atk = u.s.atk;
|
||||
const e = h.spawn('enemy_dummy', { pos: [11, 9] });
|
||||
h.b.retreat(u);
|
||||
h.step();
|
||||
assert.ok(a.findBuff(BUBBLE), 'still there');
|
||||
const n0 = h.hooksOf('heal').length;
|
||||
h.b.dealDamage(e, a, { amount: 10, type: 'true' });
|
||||
assert.equal(h.hooksOf('statusApplied').filter((c) => c.status === 'levitate').length, 0);
|
||||
h.run(0.6);
|
||||
approx(heals(h, u, n0)[0].amount, atk * 0.25, 'her heal after she left');
|
||||
done(h);
|
||||
});
|
||||
@@ -0,0 +1,430 @@
|
||||
// test/content/op_phatm2.test.js — the 自选 operator kit of 酒神 (char_1042_phatm2, 6★ 巫役; kit
|
||||
// server/sim/content/kits/ops/op-phatm2.js) and of her summons 本能的召唤 (token_10054_phatm2_encdool) and 迷狂牢笼
|
||||
// (token_10055_phatm2_mndclv), fielded the production way (a DIY slot + its `diy` pick, simdata getDiy; 本能的召唤 as the
|
||||
// placed hand piece of her player) in every form: tiers 5 / 6, normal (E2 Lv1, skill rank 4, no module) and elite (E2 Lv60,
|
||||
// rank 7) with no module or RIT-X “酒神之心” at stage 1 (tier 5) / 3 (tier 6). Numbers from data/backups.json; the
|
||||
// fidelity checklist of kits/README.md.
|
||||
// Run: node --test test/content/op_phatm2.test.js
|
||||
|
||||
import { test } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
import { readFileSync } from 'node:fs';
|
||||
import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js';
|
||||
import { KITTED_CHARS, OPERATOR_KITS, KITS } from '../../server/sim/content/kits/index.js';
|
||||
import { diyPool, validateDiyPicks } from '../../shared/diy.js';
|
||||
|
||||
const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8'));
|
||||
const CHESS = load('chess');
|
||||
const BACKUPS = load('backups');
|
||||
const ID = 'char_1042_phatm2';
|
||||
const CALL = 'token_10054_phatm2_encdool', CAGE = 'token_10055_phatm2_mndclv';
|
||||
const FORMS = BACKUPS.units[ID].forms;
|
||||
const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' };
|
||||
const X = 'uniequip_002_phatm2';
|
||||
const S1 = 'skchr_phatm2_1', S2 = 'skchr_phatm2_2', S3 = 'skchr_phatm2_3';
|
||||
const statusOf = (tier, elite) => (elite ? (tier === 5 ? '2/60/7/1' : '2/60/7/3') : '2/1/4/0');
|
||||
const formOf = (tier, elite) => FORMS[statusOf(tier, elite)];
|
||||
const skillOf = (tier, elite, id) => formOf(tier, elite).skills.find((s) => s.skillId === id);
|
||||
const modOf = (tier, mod) => (mod ? formOf(tier, true).modules.find((m) => m.uniEquipId === mod) : null);
|
||||
const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`);
|
||||
const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o });
|
||||
const ENEMIES = {
|
||||
enemy_dummy: dummy('enemy_dummy'), enemy_fly: dummy('enemy_fly', { motion: 'FLY' }), enemy_elite: dummy('enemy_elite', { rank: 'ELITE' }),
|
||||
enemy_shooter: dummy('enemy_shooter', { atk: 300, range: 2, bat: 1 }),
|
||||
enemy_walk: enemyRec({ key: 'enemy_walk', hp: 1e9, speed: 1, mass: 0, atk: 50 }),
|
||||
enemy_walk_elite: enemyRec({ key: 'enemy_walk_elite', hp: 1e9, speed: 1, mass: 0, atk: 50, rank: 'ELITE' }),
|
||||
};
|
||||
const FORMS_ALL = [[5, false, null], [6, false, null], [5, true, null], [5, true, X], [6, true, null], [6, true, X]];
|
||||
const label = ([tier, elite, mod]) => `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`;
|
||||
|
||||
/** 酒神 as uid 1 at (10, 5) facing RIGHT, plus `others`; `call` = the 本能的召唤 piece's tile (uid 9) or null. */
|
||||
function field({ tier = 5, elite = false, mod = null, skill = 0, row = 10, col = 5, others = [], call = null, callFirst = false, seed = 5 } = {}) {
|
||||
const op = { uid: 1, diy: { slot: SLOT[tier], charId: ID, skillIndex: skill, uniEquipId: mod }, elite, row, col };
|
||||
const piece = call ? [{ uid: 9, kind: 'token', tokenId: CALL, ownerUid: 1, row: call[0], col: call[1] }] : [];
|
||||
const h = makeBattle({
|
||||
defs: { enemies: ENEMIES }, timeLimit: 900, autoFinish: false, seed,
|
||||
flags: { dpPerSec: 0, dpMax: 999 }, hooks: ['damaged', 'skillStart', 'skillEnd', 'statusApplied', 'death', 'deploy', 'attack', 'elementBurst'], captureNoisy: true,
|
||||
units: callFirst ? [...piece, op, ...others] : [op, ...piece, ...others],
|
||||
});
|
||||
h.step();
|
||||
return { h, u: h.unit(1), callUnit: h.b.allyUnits.find((a) => a.kind === 'token' && a.defId === CALL) ?? null };
|
||||
}
|
||||
function done(h) {
|
||||
checkInvariants(h.b);
|
||||
assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0]));
|
||||
}
|
||||
const elemOf = (h, src, from = 0) => h.hooksOf('damaged').slice(from).filter((c) => c.source === src && c.type === 'element');
|
||||
const cagesOf = (h) => h.b.allyUnits.filter((a) => a.kind === 'token' && a.defId === CAGE && a.alive);
|
||||
/** No attacks of hers (to isolate an effect). */
|
||||
const quiet = (h, u) => h.b.addBuff(u, { key: 'test:disarm', flags: { disarm: true } });
|
||||
|
||||
test('酒神 in every 自选 form: her kit (all three skills authored), the form\'s stats + module attributes, y-2, 巫役 (ranged arts, hits air, blocks 1), S1 AUTO on attack SP (data DEFAULT), S2 at full SP (kit), S3 ACTIVE_RANGE on its y-8, ground-targetable, 维多利亚 bond, no 特质', () => {
|
||||
assert.equal(OPERATOR_KITS[ID], KITS[ID]);
|
||||
for (const f of FORMS_ALL) {
|
||||
const [tier, elite, mod] = f;
|
||||
for (const skill of [0, 1, 2]) {
|
||||
const { h, u } = field({ tier, elite, mod, skill });
|
||||
const form = formOf(tier, elite), m = elite ? modOf(tier, mod) : null;
|
||||
assert.deepEqual([u.def.charId, u.def.diyFor, u.skill.id, !!u.kit.generic, u.kit.skillSource], [ID, SLOT[tier], form.skills[skill].skillId, false, 'skills'], label(f));
|
||||
assert.deepEqual([u.base.maxHp, u.base.atk, u.base.def, u.base.res], [form.stats.maxHp + (m?.attr.maxHp ?? 0), form.stats.atk + (m?.attr.atk ?? 0), form.stats.def, form.stats.res], `${label(f)}: stats`);
|
||||
assert.deepEqual([u.s.blockCnt, u.profile.attack, u.profile.dmgType, u.profile.canHitFly, u.base.bat, u.profile.maxTargets], [1, 'ranged', 'arts', true, 1.6, 1], `${label(f)}: 巫役`);
|
||||
assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${label(f)}: y-2`);
|
||||
assert.deepEqual([u.skill.rule, u.skill.spType, u.skill.kind], [['DEFAULT', 'attack', 'instant'], ['SP_FULL', 'time', 'toggle'], ['ACTIVE_RANGE', 'time', 'duration']][skill], `${label(f)}: trigger / SP / kind`);
|
||||
if (skill === 2) assert.deepEqual(u.skill.triggerGrid, form.skills[2].rangeGrid, `${label(f)}: the y-8 trigger grid`);
|
||||
assert.deepEqual([u.def.bonds, u.def.raw.garrisonIds], [['victoriaShip'], []], `${label(f)}: bonds / 特质`);
|
||||
assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth, `${label(f)}: ground enemies target her`);
|
||||
done(h);
|
||||
}
|
||||
}
|
||||
assert.deepEqual([FORMS['2/1/4/0'].stats.maxHp, FORMS['2/1/4/0'].stats.atk, FORMS['2/60/7/1'].stats.maxHp, FORMS['2/60/7/1'].stats.atk], [936, 411, 1111, 463]);
|
||||
assert.deepEqual([modOf(5, X).attr, modOf(6, X).attr], [{ maxHp: 125, atk: 30 }, { maxHp: 200, atk: 42 }]);
|
||||
});
|
||||
|
||||
test('a 自选 pick: 酒神 is offered at tiers 5 and 6 and a roster with her passes validateDiyPicks', () => {
|
||||
const data = { chess: CHESS, backups: BACKUPS };
|
||||
assert.ok(KITTED_CHARS.includes(ID));
|
||||
for (const t of [5, 6]) assert.ok(diyPool(t, { data, kitted: KITTED_CHARS }).includes(ID), `tier ${t}`);
|
||||
assert.deepEqual(validateDiyPicks({ [SLOT[6]]: { charId: ID, skillIndex: 2, uniEquipId: X } }, { data, kitted: KITTED_CHARS }),
|
||||
{ ok: true, picks: { [SLOT[6]]: { charId: ID, skillIndex: 2, uniEquipId: X } } });
|
||||
});
|
||||
|
||||
test('T1 形为心役: every hit of her attacks first gives its target 30 % ATK 神经损伤 and every other enemy within 1.3 of it (中点, air too) 20 % ATK — then the arts damage; one 1.5 away nothing', () => {
|
||||
for (const [tier, elite] of [[5, false], [6, true]]) {
|
||||
const { h, u } = field({ tier, elite, skill: 2 });
|
||||
const t1 = formOf(tier, elite).talents[0].bb;
|
||||
assert.deepEqual(t1, { 'attack@ep_damage_ratio': 0.3, ep_damage_ratio: 0.2, range_radius: 1.3 });
|
||||
const main = h.spawn('enemy_dummy', { pos: [10, 6] });
|
||||
const nearFly = h.spawn('enemy_fly', { pos: [11, 6] });
|
||||
const far = h.spawn('enemy_dummy', { pos: [11.5, 7] }); // ≈ 1.8 from (10, 6)
|
||||
const n0 = h.hooksOf('damaged').length;
|
||||
assert.ok(h.runUntil(() => h.hooksOf('damaged').slice(n0).some((c) => c.source === u && c.dmg?.isAttack && c.target === main), 3));
|
||||
const seq = h.hooksOf('damaged').slice(n0).filter((c) => c.source === u);
|
||||
const iHit = seq.findIndex((c) => c.dmg?.isAttack && c.target === main);
|
||||
const before = seq.slice(0, iHit);
|
||||
const mainEl = before.find((c) => c.type === 'element' && c.target === main);
|
||||
const flyEl = before.find((c) => c.type === 'element' && c.target === nearFly);
|
||||
assert.ok(mainEl && flyEl, '神经损伤 before the damage');
|
||||
assert.equal(mainEl.dmg.element, 'neural');
|
||||
approx(mainEl.amount, u.s.atk * 0.3, '30 % ATK');
|
||||
approx(flyEl.amount, u.s.atk * 0.2, '20 % ATK to the flyer around');
|
||||
assert.ok(!before.some((c) => c.target === far), 'outside the 1.3');
|
||||
approx(seq[iHit].amount, u.s.atk, 'arts damage = ATK');
|
||||
assert.equal(seq[iHit].type, 'arts');
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('RIT-X “酒神之心”: her 神经损伤 on an ELITE / leader enemy ×1.18 (stages 1 and 3), on a normal one ×1; none without the module', () => {
|
||||
for (const [tier, elite, mod] of [[5, true, X], [6, true, X], [6, true, null], [5, false, null]]) {
|
||||
const { h, u } = field({ tier, elite, mod, skill: 2 });
|
||||
const want = mod ? 1.18 : 1;
|
||||
if (mod) assert.equal(modOf(tier, mod).traitOverride.bb.ep_damage_scale, 1.18);
|
||||
const el = h.spawn('enemy_elite', { pos: [10, 6] });
|
||||
const n0 = h.hooksOf('damaged').length;
|
||||
assert.ok(h.runUntil(() => elemOf(h, u, n0).some((c) => c.target === el), 3));
|
||||
approx(elemOf(h, u, n0).find((c) => c.target === el).amount, u.s.atk * 0.3 * want, `${label([tier, elite, mod])}: elite`);
|
||||
h.b.kill(el);
|
||||
const nm = h.spawn('enemy_dummy', { pos: [10, 6] });
|
||||
const n1 = h.hooksOf('damaged').length;
|
||||
assert.ok(h.runUntil(() => elemOf(h, u, n1).some((c) => c.target === nm), 3));
|
||||
approx(elemOf(h, u, n1).find((c) => c.target === nm).amount, u.s.atk * 0.3, 'normal enemy');
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('T2 堕梦: while she is on the field every enemy in a 神经损伤 burst has ASPD −12 (RIT-X stage 3 −20), on the whole field; none outside the burst or once she left', () => {
|
||||
for (const [tier, elite, mod] of [[5, false, null], [6, true, X], [5, true, X]]) {
|
||||
const { h, u } = field({ tier, elite, mod, skill: 2 });
|
||||
quiet(h, u);
|
||||
const v = formOf(tier, elite).talents[1].bb.attack_speed + (mod === X && tier === 6 ? -8 : 0);
|
||||
const e = h.spawn('enemy_dummy', { pos: [12, 15] }); // far outside her range
|
||||
const aspd0 = e.s.aspd;
|
||||
e.elem.neural = 999;
|
||||
h.b.dealDamage(u, e, { type: 'element', element: 'neural', amount: 10 });
|
||||
assert.ok(e.findBuff('neuralBurst'), 'burst');
|
||||
h.step();
|
||||
approx(e.s.aspd, aspd0 + v, `ASPD ${v}`);
|
||||
h.b.retreat(u);
|
||||
h.run(0.3);
|
||||
approx(e.s.aspd, aspd0, 'she left: gone');
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('T2 堕梦: an enemy of her range starting a normal attack first takes 70 (RIT-X stage 3: 90) 神经损伤; a burst from it interrupts that very attack (麻痹); outside her range nothing', () => {
|
||||
for (const [tier, elite, mod] of [[5, false, null], [6, true, X]]) {
|
||||
const { h, u } = field({ tier, elite, mod, skill: 2 });
|
||||
quiet(h, u);
|
||||
const val = mod === X && tier === 6 ? 90 : 70;
|
||||
const sh = h.spawn('enemy_shooter', { pos: [10, 7] }); // in her y-2, 2 tiles from her
|
||||
const n0 = h.hooksOf('damaged').length;
|
||||
assert.ok(h.runUntil(() => h.hooksOf('damaged').slice(n0).some((c) => c.source === sh && c.target === u), 3), 'it shoots her');
|
||||
const el = elemOf(h, u, n0).filter((c) => c.target === sh);
|
||||
assert.equal(el.length, 1, 'one 神经损伤 per attack');
|
||||
approx(el[0].amount, val, `${val}`);
|
||||
// a burst from it: the attack is interrupted
|
||||
sh.elem.neural = 1000 - val + 1;
|
||||
const hp0 = u.hp, n1 = h.hooksOf('damaged').length;
|
||||
h.run(1.05);
|
||||
assert.ok(sh.findBuff('neuralBurst'), 'burst on its attack');
|
||||
assert.ok(!h.hooksOf('damaged').slice(n1).some((c) => c.source === sh && c.target === u && c.dmg?.isAttack), 'that attack never lands');
|
||||
assert.equal(u.hp, hp0);
|
||||
// outside her range
|
||||
const out = h.spawn('enemy_shooter', { pos: [12, 8] });
|
||||
h.b.relocate(u, 10, 5);
|
||||
const n2 = h.hooksOf('damaged').length;
|
||||
h.run(3);
|
||||
assert.ok(!elemOf(h, u, n2).some((c) => c.target === out), '(12, 8) is outside her y-2');
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('S1 暗夜回声 (AUTO, 3 attack SP): every 4th attack hits twice for 105 % / 120 % ATK arts, an enemy not in a burst first, and roots it 2 / 3 s; while that root holds 神经损伤 on it ×1.3 / ×1.5 (from anyone)', () => {
|
||||
for (const [tier, elite] of [[5, false], [6, true]]) {
|
||||
const sk = skillOf(tier, elite, S1);
|
||||
assert.deepEqual([sk.spCost, sk.initSp, sk.bb.atk_scale, sk.bb.times, sk.bb.unmove, sk.bb.ep_damage_scale], [3, 0, elite ? 1.2 : 1.05, 2, elite ? 3 : 2, elite ? 1.5 : 1.3]);
|
||||
const { h, u } = field({ tier, elite, skill: 0 });
|
||||
const burst = h.spawn('enemy_dummy', { pos: [10, 6] });
|
||||
const fresh = h.spawn('enemy_dummy', { pos: [10, 6] });
|
||||
h.b.addBuff(burst, { key: 'neuralBurst', duration: 100, flags: { burstLock: true } });
|
||||
assert.ok(h.runUntil(() => u.skill.activations === 1, 10));
|
||||
h.run(0.5); // the bolts land
|
||||
const atks = h.hooksOf('attack').filter((c) => c.attacker === u);
|
||||
assert.deepEqual(atks.map((c) => c.isSkill), [false, false, false, true], 'three plain attacks, then the skill\'s');
|
||||
const skillHits = h.hooksOf('damaged').filter((c) => c.source === u && c.dmg?.isAttack && c.dmg.isSkill);
|
||||
assert.equal(skillHits.length, 2, 'two hits');
|
||||
assert.ok(skillHits.every((c) => c.target === fresh), 'the enemy not in a burst');
|
||||
for (const c of skillHits) approx(c.amount, u.s.atk * sk.bb.atk_scale, `${sk.bb.atk_scale * 100} %`);
|
||||
const bind = h.hooksOf('statusApplied').find((c) => c.status === 'bind' && c.target === fresh);
|
||||
assert.ok(bind, 'rooted');
|
||||
approx(bind.duration, sk.bb.unmove, 'root time');
|
||||
const n0 = h.hooksOf('damaged').length;
|
||||
const other = h.spawn('enemy_dummy', { pos: [12, 12] });
|
||||
h.b.dealDamage(other, fresh, { type: 'element', element: 'neural', amount: 100 });
|
||||
approx(h.hooksOf('damaged').slice(n0).find((c) => c.target === fresh && c.type === 'element').amount, 100 * sk.bb.ep_damage_scale, `×${sk.bb.ep_damage_scale} while rooted`);
|
||||
h.run(sk.bb.unmove + 0.1);
|
||||
const n1 = h.hooksOf('damaged').length;
|
||||
h.b.dealDamage(other, fresh, { type: 'element', element: 'neural', amount: 100 });
|
||||
approx(h.hooksOf('damaged').slice(n1).find((c) => c.target === fresh && c.type === 'element').amount, 100, '×1 after it');
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('S2 群体性谵妄 (AUTO, at full SP, endless): cast after 33 / 30 s with no enemy; ASPD +20 / +25; T1\'s splash radius 1.5; it never ends', () => {
|
||||
for (const [tier, elite] of [[5, false], [6, true]]) {
|
||||
const sk = skillOf(tier, elite, S2);
|
||||
assert.deepEqual([sk.spCost, sk.initSp, sk.bb.attack_speed, sk.bb['talent@range_radius']], [elite ? 30 : 33, 0, elite ? 25 : 20, 1.5]);
|
||||
const { h, u } = field({ tier, elite, skill: 1 });
|
||||
h.run(sk.spCost - 0.5);
|
||||
assert.equal(u.skill.activations, 0);
|
||||
assert.ok(h.runUntil(() => u.skill.active, 1), 'at full SP');
|
||||
approx(u.s.aspd, 100 + sk.bb.attack_speed, 'ASPD');
|
||||
const main = h.spawn('enemy_dummy', { pos: [10, 6] });
|
||||
const at14 = h.spawn('enemy_dummy', { pos: [11.4, 6] }); // 1.4 away: inside 1.5, outside 1.3
|
||||
const n0 = h.hooksOf('damaged').length;
|
||||
assert.ok(h.runUntil(() => elemOf(h, u, n0).some((c) => c.target === at14), 3), 'the 1.5 splash');
|
||||
void main;
|
||||
h.run(200);
|
||||
assert.ok(u.skill.active, 'endless');
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('S2 + 本能的召唤: the placed piece deploys at the battle start (untargetable, no attack, no block), 诱导s the enemies entering its x-1 (at most 4, ELITE first), leaves 10 s after or when one reaches it; leaving: every enemy of its x-1 停顿 6 s and 12 × (15 % / 20 % ATK 神经损伤 + 100 % / 120 % ATK arts) over 6 s at her ATK of its deployment; back with S2 and again 25 s after each exit while it runs; her leaving withdraws it', () => {
|
||||
for (const [tier, elite, callFirst] of [[5, false, false], [6, true, true]]) {
|
||||
const sk = skillOf(tier, elite, S2);
|
||||
const { h, u, callUnit } = field({ tier, elite, skill: 1, call: [10, 6], callFirst });
|
||||
const call = callUnit;
|
||||
assert.ok(call && call.alive, 'deployed with the board');
|
||||
assert.ok(call.s.flags.untargetable && call.profile.noAttack && call.s.blockCnt === 0, 'untargetable, no attack, no block');
|
||||
const atkAtDeploy = u.s.atk;
|
||||
// nothing to lure: it leaves after 10 s; the enemies of its x-1 then get the 停顿 and the damage
|
||||
const inside = h.spawn('enemy_dummy', { pos: [11, 7] });
|
||||
h.b.addBuff(inside, { key: 'test:noattract', flags: { attract: true } }); // (already lured elsewhere: not taken)
|
||||
h.b.addBuff(u, { key: 'test:atk', mods: { atkPct: 1 } }); // her ATK changes after the deployment
|
||||
quiet(h, u);
|
||||
assert.ok(h.runUntil(() => !call.alive, 11), 'leaves after 10 s');
|
||||
approx(h.hooksOf('death').find((c) => c.unit === call).t, 10, '10 s', 0.05);
|
||||
h.b.removeBuff(inside, 'test:noattract');
|
||||
const slow = h.hooksOf('statusApplied').find((c) => c.status === 'sluggish' && c.target === inside);
|
||||
assert.ok(slow);
|
||||
approx(slow.duration, sk.bb.sluggish, '停顿 6 s');
|
||||
const n0 = h.hooksOf('damaged').length;
|
||||
h.run(6.2);
|
||||
const ticks = h.hooksOf('damaged').slice(n0).filter((c) => c.target === inside && c.source === u);
|
||||
const arts = ticks.filter((c) => c.type === 'arts'), neural = ticks.filter((c) => c.type === 'element');
|
||||
assert.equal(arts.length, 12, '12 arts ticks');
|
||||
// 12 神经损伤 ticks — unless the gauge bursts first (then the 爆发冷却 takes no more: elite 12 × 92.6 > 1000)
|
||||
const per = atkAtDeploy * sk.bb.ep_damage_ratio_token;
|
||||
assert.equal(neural.length, Math.min(12, Math.ceil(1000 / per)), '神经损伤 ticks');
|
||||
for (const c of arts) approx(c.amount, atkAtDeploy * sk.bb.atk_scale, `arts ${sk.bb.atk_scale * 100} % of the cached ATK`);
|
||||
for (const c of neural) approx(c.amount, atkAtDeploy * sk.bb.ep_damage_ratio_token, `神经损伤 ${sk.bb.ep_damage_ratio_token * 100} %`);
|
||||
assert.ok(arts.every((c) => c.dmg.tags.includes('dot') && c.dmg.canDodge === false), '持续伤害');
|
||||
h.b.removeBuff(u, 'test:atk');
|
||||
h.b.kill(inside);
|
||||
// S2 (at full SP: 33 / 30 s) gives it back, after its own 25 s redeploy time from its exit at 10 s
|
||||
assert.ok(h.runUntil(() => u.skill.active, 20));
|
||||
approx(h.b.time, sk.spCost, 'S2 at full SP', 0.05);
|
||||
assert.ok(!call.alive, 'still in its redeploy time');
|
||||
assert.ok(h.runUntil(() => call.alive, 6), 'back with S2');
|
||||
approx(h.b.time, 35, 'at 10 + 25 s', 0.6);
|
||||
const t0 = h.b.time;
|
||||
// five walkers on row 9 enter its x-1 at (9, 7) together: four are lured, the elite first; the first to arrive ends it
|
||||
const w = [h.spawn('enemy_walk', { routeIndex: 0 }), h.spawn('enemy_walk', { routeIndex: 0 }), h.spawn('enemy_walk', { routeIndex: 0 }),
|
||||
h.spawn('enemy_walk', { routeIndex: 0 }), h.spawn('enemy_walk_elite', { routeIndex: 0 })];
|
||||
assert.ok(h.runUntil(() => !call.alive, 12), 'gone again');
|
||||
const lured = h.hooksOf('statusApplied').filter((c) => c.status === 'attract' && c.source === call && c.t >= t0);
|
||||
assert.equal(lured.length, 4, 'max_target 4');
|
||||
assert.equal(lured[0].target, w[4], 'the elite first');
|
||||
assert.equal(new Set(lured.map((c) => c.target)).size, 4);
|
||||
const exitT = h.hooksOf('death').filter((c) => c.unit === call).at(-1).t;
|
||||
assert.ok(exitT - t0 < 10 - 0.5, `left on an arrival, before its 10 s (${(exitT - t0).toFixed(2)} s)`);
|
||||
assert.ok(lured.some((c) => Math.hypot(c.target.x - 6, c.target.y - 10) <= 0.4 + 1e-6), 'one of them within 0.4 of it');
|
||||
assert.ok(w.every((e) => !e.findBuff('attract') || e.findBuff('attract').source !== call), 'the 诱导 ends with it');
|
||||
// 25 s later it is back (S2 still runs)
|
||||
h.run(24.5);
|
||||
assert.ok(!call.alive);
|
||||
assert.ok(h.runUntil(() => call.alive, 1.5), 'back after its own redeploy time');
|
||||
h.b.retreat(u);
|
||||
h.step();
|
||||
assert.ok(!call.alive, 'withdrawn when she leaves');
|
||||
h.run(30);
|
||||
assert.ok(!call.alive, 'not back without her');
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('本能的召唤: an ELITE in its x-1 is lured before normal enemies; only reachable ground enemies (flyers always)', () => {
|
||||
const { h, u, callUnit } = field({ skill: 1, call: [11, 6] });
|
||||
quiet(h, u);
|
||||
const n = [h.spawn('enemy_dummy', { pos: [12, 6] }), h.spawn('enemy_dummy', { pos: [11, 5] }), h.spawn('enemy_dummy', { pos: [11, 7] }),
|
||||
h.spawn('enemy_dummy', { pos: [10, 6] }), h.spawn('enemy_elite', { pos: [12, 7] })];
|
||||
h.run(0.15);
|
||||
const lured = h.hooksOf('statusApplied').filter((c) => c.status === 'attract' && c.source === callUnit).map((c) => c.target);
|
||||
assert.equal(lured.length, 4, 'four');
|
||||
assert.equal(lured[0], n[4], 'the elite first');
|
||||
done(h);
|
||||
});
|
||||
|
||||
test('S3 空剧场 (ACTIVE_RANGE on y-8): range y-8 while on, ATK +75 % / +95 %, an enemy not in a burst first; her 神经损伤 starts 10 % ATK 神经损伤 a second (from 0.1 s) until a burst; the 爆发冷却 of enemies in her range runs 1.5×', () => {
|
||||
for (const [tier, elite] of [[5, false], [6, true]]) {
|
||||
const sk = skillOf(tier, elite, S3);
|
||||
const form = formOf(tier, elite);
|
||||
assert.deepEqual([sk.duration, sk.bb.atk, sk.bb.ep_damage_ratio, sk.bb.interval, sk.bb['talent@ep_break_recover_speed'], sk.bb['phatm2_s_3[token_cooldown].interval']],
|
||||
[30, elite ? 0.95 : 0.75, 0.1, 1, 0.5, 30]);
|
||||
const { h, u } = field({ tier, elite, skill: 2 });
|
||||
u.skill.gainSp(999);
|
||||
h.run(2);
|
||||
assert.equal(u.skill.activations, 0, 'no enemy: no cast');
|
||||
const e = h.spawn('enemy_dummy', { pos: [10, 8] }); // y-8 (+3), not y-2
|
||||
assert.ok(h.runUntil(() => u.skill.active, 3), 'cast on the y-8');
|
||||
assert.deepEqual(u.liveRangeGrid, sk.rangeGrid, 'y-8 while on');
|
||||
approx(u.s.atk, u.base.atk * (1 + sk.bb.atk), 'ATK');
|
||||
const n0 = h.hooksOf('damaged').length;
|
||||
assert.ok(h.runUntil(() => elemOf(h, u, n0).some((c) => c.target === e), 3), 'her first 神经损伤');
|
||||
const t0 = elemOf(h, u, n0).find((c) => c.target === e).t;
|
||||
quiet(h, u);
|
||||
h.run(2.2);
|
||||
const dot = elemOf(h, u, n0).filter((c) => c.target === e && c.dmg.tags.includes('phatm2:theatre'));
|
||||
assert.ok(dot.length >= 2, `${dot.length} ticks`);
|
||||
approx(dot[0].t - t0, 0.1, 'first at 0.1 s', 0.05);
|
||||
approx(dot[1].t - dot[0].t, 1, 'then each second', 0.05);
|
||||
for (const c of dot) approx(c.amount, u.s.atk * 0.1, '10 % ATK');
|
||||
// until a burst
|
||||
e.elem.neural = 999;
|
||||
h.run(1.1);
|
||||
assert.ok(e.findBuff('neuralBurst'), 'burst');
|
||||
const n1 = h.hooksOf('damaged').length;
|
||||
h.run(3);
|
||||
assert.equal(elemOf(h, u, n1).filter((c) => c.target === e && c.dmg.tags.includes('phatm2:theatre')).length, 0, 'stops in a burst');
|
||||
// the 爆发冷却 runs 1.5× in her range
|
||||
const lock = e.findBuff('neuralBurst');
|
||||
const left = lock.timeLeft;
|
||||
h.run(1);
|
||||
approx(left - lock.timeLeft, 1.5, 'cooldown 1.5×', 0.05);
|
||||
h.runUntil(() => !u.skill.active, 35);
|
||||
assert.deepEqual(u.liveRangeGrid, form.rangeGrid, 'back to y-2');
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('S3 迷狂牢笼: a 神经损伤 burst of an enemy in her range puts a 牢笼 on its ground tile that blocks the enemies on it (air too), takes 1 per hit from them only, falls after 3 hits; it takes nobody else; refreshed by a burst on its tile; leaves with nobody blocked, 30 s after the skill, or when she leaves', () => {
|
||||
const { h, u } = field({ skill: 2 });
|
||||
h.spawn('enemy_dummy', { pos: [10, 8] });
|
||||
u.skill.gainSp(999);
|
||||
assert.ok(h.runUntil(() => u.skill.active, 3));
|
||||
quiet(h, u);
|
||||
const a = h.spawn('enemy_shooter', { pos: [11, 7] }), fly = h.spawn('enemy_fly', { pos: [11, 7] });
|
||||
a.elem.neural = 990;
|
||||
h.b.dealDamage(u, a, { type: 'element', element: 'neural', amount: 20 });
|
||||
const cage = cagesOf(h)[0];
|
||||
assert.ok(cage, 'a 牢笼');
|
||||
assert.deepEqual([cage.tileR, cage.tileC, cage.ownerUnit === u], [11, 7, true]);
|
||||
assert.ok(a.blockedBy === cage && fly.blockedBy === cage, 'both blocked, the flyer too');
|
||||
assert.equal(cage.s.blockCnt, 2, 'block count = their weight');
|
||||
assert.ok(cage.s.flags.isolated && cage.s.flags.noHeal && cage.profile.noAttack, '孤立, 禁疗, no attack');
|
||||
// damage: from another enemy nothing, from a blocked one 1
|
||||
const other = h.spawn('enemy_dummy', { pos: [12, 12] });
|
||||
h.b.dealDamage(other, cage, { amount: 500, type: 'phys' });
|
||||
assert.equal(cage.hp, 3, 'immune to an enemy it does not block');
|
||||
h.b.dealDamage(null, cage, { amount: 500, type: 'true', sourceless: true });
|
||||
assert.equal(cage.hp, 3, '无来源: nothing');
|
||||
h.b.dealDamage(fly, cage, { amount: 500, type: 'phys' });
|
||||
assert.equal(cage.hp, 2, '1 per hit');
|
||||
// an enemy arriving on its tile is not taken by contact
|
||||
const late = h.spawn('enemy_dummy', { pos: [11, 7] });
|
||||
h.run(0.2);
|
||||
assert.equal(late.blockedBy, null, 'no new block by contact');
|
||||
// refreshed by its 神经损伤 burst on that tile: HP back, it is blocked too
|
||||
late.elem.neural = 999;
|
||||
h.b.dealDamage(u, late, { type: 'element', element: 'neural', amount: 10 });
|
||||
assert.equal(late.blockedBy, cage, 'refreshed: blocked');
|
||||
assert.equal(cage.hp, 3, 'full HP again');
|
||||
assert.equal(cage.s.blockCnt, 3);
|
||||
assert.equal(cagesOf(h).length, 1, 'no second 牢笼 on the tile');
|
||||
// three hits from a blocked enemy: gone, the enemies released
|
||||
for (let i = 0; i < 3; i++) h.b.dealDamage(fly, cage, { amount: 100, type: 'phys' });
|
||||
assert.ok(!cage.alive, 'three hits');
|
||||
assert.ok(!a.blockedBy && !fly.blockedBy, 'released');
|
||||
done(h);
|
||||
});
|
||||
|
||||
test('S3 迷狂牢笼: no 牢笼 on a tile with a unit or on high ground; at the skill start the enemies of her range already in a burst set T1\'s splash off once and get one; 牢笼 last 30 s after the skill; her leaving withdraws them', () => {
|
||||
const { h, u } = field({ skill: 2, others: [{ uid: 2, chessId: 'chess_char_1_02_a', row: 11, col: 6 }] });
|
||||
quiet(h, u);
|
||||
// already bursting before the skill
|
||||
const pre = h.spawn('enemy_dummy', { pos: [10, 7] }), side = h.spawn('enemy_dummy', { pos: [10.9, 7] });
|
||||
pre.elem.neural = 999;
|
||||
h.b.dealDamage(u, pre, { type: 'element', element: 'neural', amount: 10 });
|
||||
assert.ok(pre.findBuff('neuralBurst'));
|
||||
const n0 = h.hooksOf('damaged').length;
|
||||
u.skill.gainSp(999);
|
||||
assert.ok(h.runUntil(() => u.skill.active, 3));
|
||||
const splash = elemOf(h, u, n0).filter((c) => c.target === side);
|
||||
assert.equal(splash.length, 1, 'T1\'s splash once around it');
|
||||
approx(splash[0].amount, u.s.atk * 0.2, '20 % of her (S3) ATK');
|
||||
const c1 = cagesOf(h).find((c) => c.tileR === 10 && c.tileC === 7);
|
||||
assert.ok(c1 && pre.blockedBy === c1, 'a 牢笼 for the bursting one');
|
||||
// a unit on the tile: none
|
||||
const onAlly = h.spawn('enemy_dummy', { pos: [11, 6] });
|
||||
onAlly.elem.neural = 999;
|
||||
h.b.dealDamage(u, onAlly, { type: 'element', element: 'neural', amount: 10 });
|
||||
assert.ok(!cagesOf(h).some((c) => c.tileR === 11 && c.tileC === 6), 'not on 角峰\'s tile');
|
||||
// the skill ends: 30 s more
|
||||
u.skill.end('test');
|
||||
h.run(29.5);
|
||||
if (pre.alive && pre.blockedBy === c1) assert.ok(c1.alive, 'still there at 29.5 s');
|
||||
h.run(1);
|
||||
assert.ok(!c1.alive, 'gone 30 s after the skill');
|
||||
// her leaving withdraws them
|
||||
u.skill.gainSp(999);
|
||||
const late = h.spawn('enemy_dummy', { pos: [12, 7] });
|
||||
assert.ok(h.runUntil(() => u.skill.active, 4));
|
||||
late.elem.neural = 999;
|
||||
h.b.dealDamage(u, late, { type: 'element', element: 'neural', amount: 10 });
|
||||
assert.ok(cagesOf(h).length >= 1);
|
||||
h.b.retreat(u);
|
||||
h.step();
|
||||
assert.equal(cagesOf(h).length, 0, 'withdrawn with her');
|
||||
done(h);
|
||||
});
|
||||
@@ -0,0 +1,366 @@
|
||||
// test/content/op_slent2.test.js — the 自选 operator kit of 淬羽赫默 (char_1031_slent2, 6★ 护佑者; kit
|
||||
// server/sim/content/kits/ops/op-slent2.js) and of her summon 夜灯 (token_10029_slent2_protrb), fielded the production way
|
||||
// (a DIY slot + its `diy` pick, simdata getDiy; the 夜灯 as the placed hand piece of her player) in every form: tiers 5 / 6,
|
||||
// normal (E2 Lv1, skill rank 4, no module) and elite (E2 Lv60, rank 7) with no module, BLS-X “难得清醒” or BLS-Y “可控动量”
|
||||
// at stage 1 (tier 5) / 3 (tier 6). Numbers from data/backups.json; the fidelity checklist of kits/README.md.
|
||||
// Run: node --test test/content/op_slent2.test.js
|
||||
|
||||
import { test } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
import { readFileSync } from 'node:fs';
|
||||
import { makeBattle, enemyRec, chessRec, checkInvariants } from '../helpers/battleHarness.js';
|
||||
import { KITTED_CHARS, OPERATOR_KITS, KITS } from '../../server/sim/content/kits/index.js';
|
||||
import { diyPool, validateDiyPicks } from '../../shared/diy.js';
|
||||
import { holdsUndying } from '../../server/sim/content/items/battle.js';
|
||||
import { shelterOf, RHINE } from '../../server/sim/content/kits/ops/op-slent2.js';
|
||||
|
||||
const load = (f) => JSON.parse(readFileSync(new URL(`../../data/${f}.json`, import.meta.url), 'utf8'));
|
||||
const CHESS = load('chess');
|
||||
const BACKUPS = load('backups');
|
||||
const ID = 'char_1031_slent2';
|
||||
const LAMP = 'token_10029_slent2_protrb';
|
||||
const FORMS = BACKUPS.units[ID].forms;
|
||||
const SLOT = { 5: 'chess_char_5_diy1_a', 6: 'chess_char_6_diy1_a' };
|
||||
const X = 'uniequip_002_slent2', Y = 'uniequip_003_slent2';
|
||||
const S1 = 'skchr_slent2_1', S2 = 'skchr_slent2_2', S3 = 'skchr_slent2_3';
|
||||
const statusOf = (tier, elite) => (elite ? (tier === 5 ? '2/60/7/1' : '2/60/7/3') : '2/1/4/0');
|
||||
const formOf = (tier, elite) => FORMS[statusOf(tier, elite)];
|
||||
const skillOf = (tier, elite, id) => formOf(tier, elite).skills.find((s) => s.skillId === id);
|
||||
const modOf = (tier, mod) => (mod ? formOf(tier, true).modules.find((m) => m.uniEquipId === mod) : null);
|
||||
const approx = (a, b, msg, eps = 1e-6) => assert.ok(Math.abs(a - b) <= eps * Math.max(1, Math.abs(b)), `${msg}: ${a} vs ${b}`);
|
||||
const dummy = (key, o = {}) => enemyRec({ key, hp: 1e9, speed: 0, mass: 0, ...o });
|
||||
const ENEMIES = { enemy_dummy: dummy('enemy_dummy'), enemy_fly: dummy('enemy_fly', { motion: 'FLY' }) };
|
||||
/** A synthetic 【莱茵生命】 ally (伊芙利特's charId; no skill) and a plain one. */
|
||||
const RHINE_REC = chessRec({ id: 'test_rhine_a', charId: 'char_134_ifrit', profession: 'CASTER', skill: null, stats: { maxHp: 2000, def: 0, res: 0 } });
|
||||
const PLAIN_REC = chessRec({ id: 'test_plain_a', charId: 'char_test_plain', profession: 'CASTER', skill: null, stats: { maxHp: 2000, def: 0, res: 0 } });
|
||||
const FORMS_ALL = [[5, false, null], [6, false, null], ...[5, 6].flatMap((t) => [null, X, Y].map((m) => [t, true, m]))];
|
||||
const label = ([tier, elite, mod]) => `T${tier} ${elite ? 'elite' : 'normal'} ${mod ?? 'none'}`;
|
||||
|
||||
/** 淬羽赫默 as uid 1 at (10, 5) facing RIGHT, plus `others`; `lamp` = the 夜灯 piece's tile (uid 9) or null. */
|
||||
function field({ tier = 5, elite = false, mod = null, skill = 0, row = 10, col = 5, others = [], lamp = null, lampFirst = false, seed = 5, flags = {} } = {}) {
|
||||
const op = { uid: 1, diy: { slot: SLOT[tier], charId: ID, skillIndex: skill, uniEquipId: mod }, elite, row, col };
|
||||
const piece = lamp ? [{ uid: 9, kind: 'token', tokenId: LAMP, ownerUid: 1, row: lamp[0], col: lamp[1] }] : [];
|
||||
const h = makeBattle({
|
||||
defs: { enemies: ENEMIES, chess: { test_rhine_a: RHINE_REC, test_plain_a: PLAIN_REC } }, timeLimit: 900, autoFinish: false, seed,
|
||||
flags: { dpPerSec: 0, dpMax: 999, ...flags }, hooks: ['damaged', 'skillStart', 'skillEnd', 'heal', 'death', 'deploy', 'fatal'], captureNoisy: true,
|
||||
units: lampFirst ? [...piece, op, ...others] : [op, ...piece, ...others],
|
||||
});
|
||||
h.step();
|
||||
return { h, u: h.unit(1), lampUnit: h.b.allyUnits.find((a) => a.kind === 'token' && a.defId === LAMP) ?? null };
|
||||
}
|
||||
function done(h) {
|
||||
checkInvariants(h.b);
|
||||
assert.equal(h.b.errors.length, 0, JSON.stringify(h.b.errors[0]));
|
||||
}
|
||||
const ally = (uid, row, col, id = 'test_plain_a') => ({ uid, chessId: id, row, col });
|
||||
const protectOf = (a) => a.findBuff('protect')?.data?.value ?? 0;
|
||||
|
||||
test('淬羽赫默 in every 自选 form: her kit (all three skills authored), the form\'s stats + module attributes, y-6, 护佑者 (ranged arts, hits air, blocks 1; BLS-Y 2 targets), the data DEFAULT triggers, ground-targetable, 空构 bond, no 特质', () => {
|
||||
assert.equal(OPERATOR_KITS[ID], KITS[ID]);
|
||||
for (const f of FORMS_ALL) {
|
||||
const [tier, elite, mod] = f;
|
||||
for (const skill of [0, 1, 2]) {
|
||||
const { h, u } = field({ tier, elite, mod, skill });
|
||||
const form = formOf(tier, elite), m = elite ? modOf(tier, mod) : null;
|
||||
assert.deepEqual([u.def.charId, u.def.diyFor, u.skill.id, !!u.kit.generic, u.kit.skillSource], [ID, SLOT[tier], form.skills[skill].skillId, false, 'skills'], label(f));
|
||||
// BLS-X stage 3 gives her (a 莱茵生命 operator in her own range) max HP +10 % ×2
|
||||
const selfHp = m?.uniEquipId === X && tier === 6 ? 1.2 : 1;
|
||||
approx(u.s.maxHp, (form.stats.maxHp + (m?.attr.maxHp ?? 0)) * selfHp, `${label(f)}: max HP`);
|
||||
assert.deepEqual([u.base.atk, u.base.def, u.base.res], [form.stats.atk + (m?.attr.atk ?? 0), form.stats.def, form.stats.res], `${label(f)}: stats`);
|
||||
assert.deepEqual([u.s.blockCnt, u.profile.attack, u.profile.dmgType, u.profile.canHitFly, u.base.bat], [1, 'ranged', 'arts', true, 1.6], `${label(f)}: 护佑者`);
|
||||
assert.equal(u.profile.maxTargets, mod === Y && elite ? 2 : 1, `${label(f)}: targets`);
|
||||
assert.deepEqual(u.liveRangeGrid, form.rangeGrid, `${label(f)}: y-6`);
|
||||
assert.equal(u.skill.rule, 'DEFAULT', `${label(f)}: trigger`);
|
||||
assert.deepEqual([u.def.bonds, u.def.raw.garrisonIds], [['emptyShip'], []], `${label(f)}: bonds / 特质`);
|
||||
assert.ok(!u.s.flags.liftoff && !u.s.flags.camou && !u.s.flags.stealth, `${label(f)}: ground enemies target her`);
|
||||
done(h);
|
||||
}
|
||||
}
|
||||
assert.deepEqual([FORMS['2/1/4/0'].stats.maxHp, FORMS['2/1/4/0'].stats.atk, FORMS['2/60/7/1'].stats.maxHp, FORMS['2/60/7/1'].stats.atk], [1445, 387, 1765, 440]);
|
||||
assert.deepEqual([modOf(5, X).attr, modOf(6, X).attr, modOf(5, Y).attr, modOf(6, Y).attr], [{ maxHp: 100, atk: 45 }, { maxHp: 150, atk: 70 }, { maxHp: 150, atk: 40 }, { maxHp: 200, atk: 62 }]);
|
||||
});
|
||||
|
||||
test('a 自选 pick: 淬羽赫默 is offered at tiers 5 and 6 and a roster with her passes validateDiyPicks', () => {
|
||||
const data = { chess: CHESS, backups: BACKUPS };
|
||||
assert.ok(KITTED_CHARS.includes(ID));
|
||||
for (const t of [5, 6]) assert.ok(diyPool(t, { data, kitted: KITTED_CHARS }).includes(ID), `tier ${t}`);
|
||||
assert.deepEqual(validateDiyPicks({ [SLOT[6]]: { charId: ID, skillIndex: 2, uniEquipId: Y } }, { data, kitted: KITTED_CHARS }),
|
||||
{ ok: true, picks: { [SLOT[6]]: { charId: ID, skillIndex: 2, uniEquipId: Y } } });
|
||||
});
|
||||
|
||||
test('Trait: arts attacks on enemies (BLS-Y: two targets, flyers too); while a skill runs every attack heals the most injured ally of her range for heal_scale × ATK (0.75; BLS-X 1.0; BLS-Y two allies) instead', () => {
|
||||
for (const [tier, elite, mod] of [[5, false, null], [6, true, X], [6, true, Y]]) {
|
||||
const tb = (elite ? modOf(tier, mod).traitOverride : formOf(tier, elite).trait).bb;
|
||||
const { h, u } = field({ tier, elite, mod, skill: 0, others: [ally(2, 11, 6), ally(3, 9, 6), ally(4, 10, 6)] });
|
||||
const e1 = h.spawn('enemy_dummy', { pos: [10, 7] }), e2 = h.spawn('enemy_fly', { pos: [11, 7] });
|
||||
h.run(4);
|
||||
assert.equal(u.skill.activations, 0, 'no SP yet');
|
||||
const hits = h.hooksOf('damaged').filter((c) => c.source === u && c.dmg?.isAttack);
|
||||
assert.ok(hits.length >= 2 && hits.every((c) => c.type === 'arts'), `${tier}${mod}: arts hits`);
|
||||
assert.equal(new Set(hits.map((c) => c.target)).size, mod === Y ? 2 : 1, `${tier}${mod}: targets`);
|
||||
if (mod === Y) assert.ok(hits.some((c) => c.target === e2), 'the flyer too');
|
||||
void e1;
|
||||
const [a, b, c] = [h.unit(2), h.unit(3), h.unit(4)];
|
||||
a.hp = a.s.maxHp * 0.3; b.hp = b.s.maxHp * 0.5; c.hp = c.s.maxHp * 0.9;
|
||||
const n0 = h.hooksOf('heal').length;
|
||||
u.skill.gainSp(999);
|
||||
assert.ok(h.runUntil(() => u.skill.active, 3), 'cast with an enemy in range');
|
||||
assert.ok(h.runUntil(() => h.hooksOf('heal').slice(n0).some((x) => x.source === u && !x.opts?.regen), 3), 'heals');
|
||||
const heals = h.hooksOf('heal').slice(n0).filter((x) => x.source === u && !x.opts?.regen);
|
||||
const first = heals.filter((x) => Math.abs(x.t - heals[0].t) < 1e-9);
|
||||
assert.deepEqual(first.map((x) => x.target.uid).sort(), (mod === Y ? [2, 3] : [2]).sort(), `${tier}${mod}: the most injured`);
|
||||
for (const x of first) approx(x.amount, u.s.atk * tb.heal_scale, `${tier}${mod}: ${tb.heal_scale * 100} % ATK`);
|
||||
const atk0 = h.hooksOf('damaged').filter((x) => x.source === u && x.dmg?.isAttack && x.t > heals[0].t - 1e-9);
|
||||
assert.equal(atk0.length, 0, 'no attack on enemies while the skill heals');
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('S1 进取之心 (MANUAL, DEFAULT): ATK +35 % / +50 % for 25 s, SP 35 / 30 from 10; cast on an enemy in her range, not on an injured ally alone', () => {
|
||||
for (const [tier, elite] of [[5, false], [6, true]]) {
|
||||
const sk = skillOf(tier, elite, S1);
|
||||
const { h, u } = field({ tier, elite, skill: 0, others: [ally(2, 10, 6)] });
|
||||
assert.deepEqual([u.skill.spCost, sk.initSp, sk.duration, sk.bb.atk], [elite ? 30 : 35, 10, 25, elite ? 0.5 : 0.35]);
|
||||
h.unit(2).hp = 100;
|
||||
u.skill.gainSp(999);
|
||||
h.run(3);
|
||||
assert.equal(u.skill.activations, 0, 'an injured ally alone casts nothing (a 辅助, not a 医疗)');
|
||||
h.spawn('enemy_dummy', { pos: [10, 7] });
|
||||
assert.ok(h.runUntil(() => u.skill.active, 3));
|
||||
approx(u.skill.timeLeft, 25, 'duration', 0.01);
|
||||
approx(u.s.atk, u.base.atk * (1 + sk.bb.atk), 'ATK');
|
||||
h.runUntil(() => !u.skill.active, 30);
|
||||
approx(u.s.atk, u.base.atk, 'back');
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('S2 俯瞰视界 + 夜灯: ASPD +20 / +30 for 12 s; the placed 夜灯 deploys at the battle start, leaves when the skill ends, comes back on its tile with the next cast and leaves when she does; the allies of its x-4 hold her T1 庇护 ×2.1 / ×2.4; untargetable, no attack', () => {
|
||||
for (const [tier, elite, lampFirst] of [[5, false, false], [6, true, true]]) {
|
||||
const sk = skillOf(tier, elite, S2);
|
||||
const { h, u, lampUnit } = field({ tier, elite, skill: 1, lamp: [12, 8], lampFirst, others: [ally(2, 12, 9), ally(3, 9, 9)] });
|
||||
assert.deepEqual([sk.duration, sk.bb.attack_speed, sk.bb.damage_resistance_scale], [12, elite ? 30 : 20, elite ? 2.4 : 2.1]);
|
||||
const lamp = lampUnit;
|
||||
assert.ok(lamp && lamp.alive, 'deployed with the board (the battle-start deploy of a placed skill summon)');
|
||||
assert.ok(lamp.s.flags.untargetable && lamp.profile.noAttack && lamp.s.blockCnt === 0, 'untargetable, no attack, no block');
|
||||
const a = h.unit(2), far = h.unit(3);
|
||||
a.hp = a.s.maxHp * 0.5;
|
||||
h.run(0.3);
|
||||
// (12, 9) is next to the 夜灯 and outside her y-6: 20 % × 2.1 / 2.4; (9, 9) outside both
|
||||
const t1 = formOf(tier, elite).talents[0].bb;
|
||||
approx(protectOf(a), shelterOf(t1, a, sk.bb.damage_resistance_scale), 'the 夜灯\'s 庇护', 1e-9);
|
||||
approx(protectOf(a), 0.2 * sk.bb.damage_resistance_scale, '50 % HP: 20 % × scale', 1e-9);
|
||||
assert.equal(protectOf(far), 0, 'outside');
|
||||
h.spawn('enemy_dummy', { pos: [10, 7] });
|
||||
u.skill.gainSp(999);
|
||||
assert.ok(h.runUntil(() => u.skill.active, 3));
|
||||
approx(u.s.aspd, 100 + sk.bb.attack_speed, 'ASPD');
|
||||
assert.ok(lamp.alive, 'the start 夜灯 is this skill\'s drone');
|
||||
assert.ok(h.runUntil(() => !u.skill.active, 13));
|
||||
h.step();
|
||||
assert.ok(!lamp.alive, 'withdrawn at the skill end');
|
||||
h.run(0.3);
|
||||
assert.equal(protectOf(a), 0, 'its 庇护 is gone');
|
||||
// next cast (after its 5 s redeploy time): back on its tile
|
||||
h.run(6);
|
||||
u.skill.gainSp(999);
|
||||
assert.ok(h.runUntil(() => u.skill.active, 4));
|
||||
h.step();
|
||||
assert.ok(lamp.alive && lamp.tileR === 12 && lamp.tileC === 8, 'back on its tile');
|
||||
h.b.retreat(u);
|
||||
h.step();
|
||||
assert.ok(!lamp.alive, 'withdrawn when she leaves');
|
||||
h.run(8);
|
||||
assert.ok(!lamp.alive, 'not back without her skill');
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('S2 without a placed 夜灯: nothing deploys; S1 / S3 picks never field the piece', () => {
|
||||
const { h, u } = field({ skill: 1 });
|
||||
h.spawn('enemy_dummy', { pos: [10, 7] });
|
||||
u.skill.gainSp(999);
|
||||
assert.ok(h.runUntil(() => u.skill.active, 3));
|
||||
assert.equal(h.b.allyUnits.filter((a) => a.defId === LAMP).length, 0);
|
||||
done(h);
|
||||
for (const skill of [0, 2]) {
|
||||
const r = field({ skill, lamp: [12, 8] });
|
||||
r.h.run(2);
|
||||
assert.ok(!r.lampUnit.alive, `skill ${skill}: no 夜灯`);
|
||||
done(r.h);
|
||||
}
|
||||
});
|
||||
|
||||
test('T1 无声砥柱: every ally of her range (herself too) holds 庇护 base × (1 + 2 % per 1 % HP lost, at most 70 steps): 10 % → 20 % at half HP → 24 % at ≤ 30 %; it cuts physical and arts damage, not true; gone once the ally leaves her range; S3 ×1.5 / ×1.8', () => {
|
||||
for (const [tier, elite, mod] of [[5, false, null], [6, true, X]]) {
|
||||
const { h, u } = field({ tier, elite, mod, skill: 2, others: [ally(2, 10, 6), ally(3, 10, 9)] });
|
||||
const a = h.unit(2), out = h.unit(3);
|
||||
const t1 = formOf(tier, elite).talents[0].bb;
|
||||
assert.deepEqual(t1, { damage_resistance_base: 0.1, resistance_scale: 0.02, hp_ratio: 0.01, min_hp_ratio: 0.3 });
|
||||
h.run(0.2);
|
||||
approx(protectOf(a), 0.1, 'full HP: 10 %', 1e-9);
|
||||
approx(protectOf(u), 0.1, 'herself', 1e-9);
|
||||
assert.equal(protectOf(out), 0, '(10, 9) is outside her y-6');
|
||||
for (const [ratio, want] of [[0.5, 0.2], [0.555, 0.1 * (1 + 0.02 * 44)], [0.3, 0.24], [0.1, 0.24]]) {
|
||||
a.hp = a.s.maxHp * ratio;
|
||||
h.run(0.25);
|
||||
approx(protectOf(a), want, `HP ${ratio}`, 1e-9);
|
||||
}
|
||||
// the cut: physical and arts ×(1 − 24 %), true untouched
|
||||
const e = h.spawn('enemy_dummy', { pos: [11, 9] });
|
||||
for (const type of ['phys', 'arts', 'true']) {
|
||||
const hp0 = a.hp;
|
||||
h.b.dealDamage(e, a, { amount: 100, type, canDodge: false });
|
||||
approx(hp0 - a.hp, type === 'true' ? 100 : 76, `${type}`, 1e-6);
|
||||
a.hp = a.s.maxHp * 0.1;
|
||||
}
|
||||
// S3: ×talent_scale
|
||||
const sk3 = skillOf(tier, elite, S3);
|
||||
h.spawn('enemy_dummy', { pos: [10, 7] });
|
||||
u.skill.gainSp(999);
|
||||
assert.ok(h.runUntil(() => u.skill.active, 3));
|
||||
a.hp = a.s.maxHp * 0.1;
|
||||
h.run(0.25);
|
||||
approx(protectOf(a), 0.24 * sk3.bb.talent_scale, `S3 ×${sk3.bb.talent_scale}`, 1e-9);
|
||||
// leaving the range: gone within one refresh
|
||||
assert.ok(h.b.relocate(a, 12, 9));
|
||||
h.run(0.3);
|
||||
assert.equal(protectOf(a), 0, 'gone outside her range');
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('T2 丰润羽翼: an ally of her range below 50 % HP gets 生命回复速度 5 % of her ATK (hpRegen, from 1 s after; 禁疗 does not stop it), a 【莱茵生命】 operator twice; none at ≥ 50 % or outside; BLS-X stage 3: 7 % and max HP +10 % (×2 莱茵生命) in her range; stage 1: neither', () => {
|
||||
for (const [tier, elite, mod] of [[5, false, null], [5, true, X], [6, true, X]]) {
|
||||
const x3 = mod === X && tier === 6;
|
||||
const { h, u } = field({ tier, elite, mod, skill: 0, others: [ally(2, 10, 6), ally(3, 11, 6, 'test_rhine_a'), ally(4, 9, 6)] });
|
||||
const a = h.unit(2), r = h.unit(3), full = h.unit(4);
|
||||
assert.ok(RHINE.has(r.def.charId) && !RHINE.has(a.def.charId));
|
||||
const ratio = x3 ? 0.07 : 0.05;
|
||||
assert.equal(formOf(tier, elite).talents[1].bb.atk_to_hp_recovery_ratio, 0.05);
|
||||
approx(a.s.maxHp, 2000 * (x3 ? 1.1 : 1), 'max HP');
|
||||
approx(r.s.maxHp, 2000 * (x3 ? 1.2 : 1), '莱茵生命 max HP');
|
||||
h.b.addBuff(a, { key: 'test:healFree', flags: { noHeal: true, healFree: true } });
|
||||
a.hp = a.s.maxHp * 0.4; r.hp = r.s.maxHp * 0.4;
|
||||
h.run(0.95);
|
||||
assert.equal(a.s.hpRegen, 0, 'not before 1 s');
|
||||
h.run(0.2);
|
||||
approx(a.s.hpRegen, u.s.atk * ratio, `${ratio * 100} % ATK`);
|
||||
approx(r.s.hpRegen, u.s.atk * ratio * 2, '莱茵生命 ×2');
|
||||
assert.equal(full.s.hpRegen, 0, 'full HP: none');
|
||||
const hp0 = a.hp;
|
||||
h.run(2);
|
||||
approx(a.hp - hp0, u.s.atk * ratio * 2, '2 s of regeneration through 禁疗', 0.02);
|
||||
a.hp = a.s.maxHp * 0.6;
|
||||
h.run(0.15);
|
||||
assert.equal(a.s.hpRegen, 0, 'stops at ≥ 50 %');
|
||||
h.b.relocate(r, 10, 9);
|
||||
h.run(0.15);
|
||||
assert.equal(r.s.hpRegen, 0, 'stops outside her range');
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('BLS-Y stage 3 (丰润羽翼): a hit that would leave an operator of her range below 50 % meets a 屏障 of 50 % of her max HP first (莱茵生命 ×2) — once per deployment of hers; entering her range below 50 % gives it too; stage 1 / no module: none', () => {
|
||||
for (const [tier, elite, mod] of [[6, true, Y], [5, true, Y], [6, true, null]]) {
|
||||
const on = mod === Y && tier === 6;
|
||||
const { h, u } = field({ tier, elite, mod, skill: 0, others: [ally(2, 10, 6), ally(3, 11, 6, 'test_rhine_a'), ally(4, 10, 9)] });
|
||||
const a = h.unit(2), r = h.unit(3), out = h.unit(4);
|
||||
const e = h.spawn('enemy_dummy', { pos: [11, 9] });
|
||||
h.run(0.2);
|
||||
const cap = u.s.maxHp * 0.5;
|
||||
// 2000 HP: 900 leaves 1100 (55 %): no barrier; then 200 would leave 900 (45 %)
|
||||
h.b.dealDamage(e, a, { amount: 900, type: 'true' });
|
||||
assert.equal(a.hp, 1100, 'above 50 %: no barrier');
|
||||
h.b.dealDamage(e, a, { amount: 200, type: 'true' });
|
||||
if (on) {
|
||||
assert.equal(a.hp, 1100, 'the barrier took the hit');
|
||||
approx(a.findBuff(`slent2:barrier#${u.id}`)?.shield ?? 0, cap - 200, 'what is left of it');
|
||||
} else assert.equal(a.hp, 900, 'no barrier');
|
||||
// once: a later drop gives none
|
||||
a.hp = 1100;
|
||||
for (const b of a.buffs.filter((x) => x.key.startsWith('slent2:barrier'))) h.b.removeBuff(a, b);
|
||||
h.b.dealDamage(e, a, { amount: 200, type: 'true' });
|
||||
assert.equal(a.hp, 900, 'once per deployment');
|
||||
h.b.dealDamage(e, r, { amount: 1200, type: 'true' });
|
||||
if (on) approx(r.hp, 2000 - Math.max(0, 1200 - 2 * cap), '莱茵生命: twice the barrier');
|
||||
// entering her range below 50 %
|
||||
out.hp = 500;
|
||||
h.b.relocate(out, 11, 5);
|
||||
h.run(0.2);
|
||||
assert.equal(!!out.findBuff(`slent2:barrier#${u.id}`), on, 'on entering below 50 %');
|
||||
// a new deployment of hers clears the marks
|
||||
if (on) {
|
||||
h.b.retreat(u);
|
||||
h.b.redeploy(u);
|
||||
h.run(0.2);
|
||||
a.hp = 1100;
|
||||
h.b.dealDamage(e, a, { amount: 200, type: 'true' });
|
||||
assert.equal(a.hp, 1100, 'again after her redeploy');
|
||||
}
|
||||
done(h);
|
||||
}
|
||||
});
|
||||
|
||||
test('S3 无畏者协议 (60 s, at most 2 casts per battle): ATK +20 % / +30 %; the first operator of her range taking lethal damage keeps 1 HP and holds 不死 for 6 / 7 s (outlasting her) — once per cast, not a summon, not one outside her range, not one already holding 不死; no third cast', () => {
|
||||
for (const [tier, elite] of [[5, false], [6, true]]) {
|
||||
const sk = skillOf(tier, elite, S3);
|
||||
const { h, u } = field({ tier, elite, skill: 2, others: [ally(2, 10, 6), ally(3, 11, 6), ally(4, 10, 9)] });
|
||||
assert.deepEqual([sk.duration, sk.bb.atk, sk.bb.grave_duration, sk.bb.skill_max_trigger_time, u.skill.spCost, sk.initSp], [60, elite ? 0.3 : 0.2, elite ? 7 : 6, 2, elite ? 42 : 46, 20]);
|
||||
const a = h.unit(2), b = h.unit(3), out = h.unit(4);
|
||||
const e = h.spawn('enemy_dummy', { pos: [10, 7] });
|
||||
u.skill.gainSp(999);
|
||||
assert.ok(h.runUntil(() => u.skill.active, 3));
|
||||
approx(u.s.atk, u.base.atk * (1 + sk.bb.atk), 'ATK');
|
||||
h.b.dealDamage(e, out, { amount: 1e6, type: 'true' });
|
||||
assert.ok(!out.alive, 'outside her range: no 不死');
|
||||
h.b.dealDamage(e, a, { amount: 1e6, type: 'true' });
|
||||
assert.ok(a.alive && a.hp === 1, 'kept at 1 HP');
|
||||
assert.ok(a.findBuff('slent2:grave') && holdsUndying(h.b, a), '不死 (holdsUndying sees it)');
|
||||
approx(a.findBuff('slent2:grave').timeLeft, sk.bb.grave_duration, 'duration', 0.01);
|
||||
h.b.retreat(u); // the 不死 outlasts her
|
||||
h.run(sk.bb.grave_duration - 0.5);
|
||||
h.b.dealDamage(e, a, { amount: 1e6, type: 'true' });
|
||||
assert.ok(a.alive, 'held during the window');
|
||||
h.b.dealDamage(e, b, { amount: 1e6, type: 'true' });
|
||||
assert.ok(!b.alive, 'once per cast');
|
||||
h.run(1);
|
||||
h.b.dealDamage(e, a, { amount: 1e6, type: 'true' });
|
||||
assert.ok(!a.alive, 'the window is over');
|
||||
done(h);
|
||||
}
|
||||
// two casts per battle, then no SP
|
||||
const { h, u } = field({ skill: 2 });
|
||||
h.spawn('enemy_dummy', { pos: [10, 7] });
|
||||
for (let i = 1; i <= 2; i++) {
|
||||
u.skill.gainSp(999);
|
||||
assert.ok(h.runUntil(() => u.skill.activations === i, 5), `cast ${i}`);
|
||||
h.runUntil(() => !u.skill.active, 61);
|
||||
}
|
||||
h.run(100);
|
||||
assert.equal(u.skill.activations, 2, 'no third cast');
|
||||
assert.equal(u.skill.charges, 0);
|
||||
assert.equal(u.skill.gainSp(50), 0, 'no SP after the last use');
|
||||
done(h);
|
||||
});
|
||||
|
||||
test('S3: a summon is no 干员 (no 不死); a lethal hit on an operator already holding 不死 leaves the cast\'s 不死 for the next one', () => {
|
||||
const { h, u, lampUnit } = field({ skill: 2, others: [ally(2, 10, 6), ally(3, 11, 6)] });
|
||||
void lampUnit;
|
||||
const e = h.spawn('enemy_dummy', { pos: [10, 7] });
|
||||
u.skill.gainSp(999);
|
||||
assert.ok(h.runUntil(() => u.skill.active, 3));
|
||||
const a = h.unit(2), b = h.unit(3);
|
||||
// a summon of her range (a 夜灯 spawned for the test) takes no 不死
|
||||
const tok = h.b.spawnToken(u, LAMP, 11, 5, { anySource: true });
|
||||
assert.ok(tok && tok.alive && u.rangeKeySet.has(11 * 21 + 5));
|
||||
h.b.dealDamage(e, tok, { amount: 1e6, type: 'true' });
|
||||
assert.ok(!tok.alive && !tok.findBuff('slent2:grave'), 'a summon is no 干员');
|
||||
h.b.addBuff(a, { key: 'test:undying', flags: { undying: true }, duration: 5 });
|
||||
h.b.on('fatal', (c) => { if (c.unit === a && a.findBuff('test:undying')) c.prevented = true; }, { priority: -99 });
|
||||
h.b.dealDamage(e, a, { amount: 1e6, type: 'true' });
|
||||
assert.ok(a.alive && !a.findBuff('slent2:grave'), 'its own 不死 held it: the cast keeps its charge');
|
||||
h.b.dealDamage(e, b, { amount: 1e6, type: 'true' });
|
||||
assert.ok(b.alive && b.findBuff('slent2:grave'), 'the next operator gets it');
|
||||
done(h);
|
||||
});
|
||||
+344
-108
@@ -4495,128 +4495,128 @@
|
||||
"snaps": "9e71a576 5f85bc01 c3ec0c6e 907b650d 8d0a1507 16eb2156 378d038b 6506577e 30807fb9 f2c86b9d ec752e72 d7303d83 83002a0a 01b70ca0 09e839c4 98d2358c 161de0dc 5f1fb139 3915cceb aeddf47d a8963bbe 76037450 84a29f92"
|
||||
},
|
||||
"diy-106": {
|
||||
"about": "5_diy1_a=cdfend 5_diy2_b=cdfend 5_diy1_a=cguard 5_diy2_b=cguard 5_diy1_a=csnipe 5_diy2_b=csnipe 5_diy1_a=ccast 5_diy2_b=ccast 5_diy1_a=cmedic 5_diy2_b=cmedic 5_diy1_a=csuppo 5_diy2_b=csuppo",
|
||||
"fast": true,
|
||||
"about": "5_diy1_a=slent2/S1 5_diy2_a=slent2/S2 5_diy1_a=slent2/S3 5_diy2_b=slent2/S1 5_diy1_b=slent2/S2 5_diy2_b=slent2/S3 5_diy1_b=slent2/S1/002_slent2 5_diy2_b=slent2/S2/002_slent2 5_diy1_b=slent2/S3/002_slent2 5_diy2_b=slent2/S1/003_slent2 5_diy1_b=slent2/S2/003_slent2 5_diy2_b=slent2/S3/003_slent2",
|
||||
"fast": false,
|
||||
"kind": "normal",
|
||||
"stageId": "act1autochess_m07",
|
||||
"modeId": "mode_multi_abyss",
|
||||
"round": 12,
|
||||
"seed": 352330692,
|
||||
"waveId": "act1autochess_h05",
|
||||
"time": 193.8,
|
||||
"ticks": 5814,
|
||||
"reason": "cleared",
|
||||
"killed": 0,
|
||||
"time": 230,
|
||||
"ticks": 6900,
|
||||
"reason": "timeout",
|
||||
"killed": 2,
|
||||
"total": 126,
|
||||
"unspawned": 0,
|
||||
"bossHpLeft": null,
|
||||
"rngDraws": 0,
|
||||
"errors": {"count":0,"kinds":[]},
|
||||
"players": {"p1":{"killed":0,"total":126,"perfect":false,"leaks":126,"leaksUncounted":0,"coins":0,"dmg":59922,"bossDmg":0,"heal":8548,"deaths":25,"layerGains":{}}},
|
||||
"players": {"p1":{"killed":2,"total":126,"perfect":false,"leaks":124,"leaksUncounted":0,"coins":0,"dmg":185608,"bossDmg":0,"heal":222726,"deaths":6,"layerGains":{}}},
|
||||
"units": [
|
||||
["p1",1,"op","chess_char_5_diy1_a",2,null,0,0,3,0,1808,2128,0,8,0],
|
||||
["p1",2,"op","chess_char_5_diy2_b",2,"none",0,0,6,0,9112,3634,0,34,1],
|
||||
["p1",3,"op","chess_char_5_diy1_a",2,null,0,0,83,0,1003,6580,0,8,0],
|
||||
["p1",4,"op","chess_char_5_diy2_b",2,"none",0,0,86,0,14738,7835,0,17,0],
|
||||
["p1",5,"op","chess_char_5_diy1_a",2,null,0,0,153,0,9754,4473,0,27,1],
|
||||
["p1",6,"op","chess_char_5_diy2_b",2,"none",0,0,94,0,11704,3746,0,27,1],
|
||||
["p1",7,"op","chess_char_5_diy1_a",2,null,0,0,90,0,2802,2266,0,12,0],
|
||||
["p1",8,"op","chess_char_5_diy2_b",2,"none",0,0,79,0,3020,2720,0,11,0],
|
||||
["p1",9,"op","chess_char_5_diy1_a",2,null,0,0,141,0,0,5763,2109,6,0],
|
||||
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"modeId": "mode_multi_abyss",
|
||||
"round": 12,
|
||||
"seed": 3106580722,
|
||||
"waveId": "act1autochess_h05",
|
||||
"time": 197.6,
|
||||
"ticks": 5928,
|
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"reason": "cleared",
|
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"killed": 9,
|
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"total": 135,
|
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"unspawned": 0,
|
||||
"bossHpLeft": null,
|
||||
"rngDraws": 204,
|
||||
"errors": {"count":0,"kinds":[]},
|
||||
"players": {"p1":{"killed":9,"total":135,"perfect":false,"leaks":126,"leaksUncounted":0,"coins":0,"dmg":415122,"bossDmg":0,"heal":16340,"deaths":22,"layerGains":{}}},
|
||||
"units": [
|
||||
["p1",1,"op","chess_char_5_diy1_a",2,null,0,0,3,1,3246,2604,0,25,0],
|
||||
["p1",2,"op","chess_char_5_diy2_b",2,"uniequip_002_acfend",0,0,1,1,14125,3371,0,45,1],
|
||||
["p1",3,"op","chess_char_5_diy1_a",2,null,0,0,124,2,41582,6571,0,29,3],
|
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["p1",4,"op","chess_char_5_diy2_b",2,"uniequip_002_acpion",0,0,104,3,101035,6650,0,27,3],
|
||||
["p1",5,"op","chess_char_5_diy1_a",2,null,0,0,103,0,21884,5680,0,19,1],
|
||||
["p1",6,"op","chess_char_5_diy2_b",2,"uniequip_002_acguad",0,0,101,2,65446,11148,0,33,2],
|
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["p1",7,"op","chess_char_5_diy1_a",2,null,0,0,111,0,20912,3294,0,22,1],
|
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["p1",8,"op","chess_char_5_diy2_b",2,"uniequip_002_acnipe",119.44,1,158,0,25637,5375,0,39,1],
|
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["p1",9,"op","chess_char_5_diy1_a",2,null,0,0,6,0,68224,2164,0,14,1],
|
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["p1",10,"op","chess_char_5_diy2_b",2,"uniequip_002_accast",0,0,95,0,53031,4607,0,13,1],
|
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["p1",11,"op","chess_char_5_diy1_a",2,null,0,0,141,0,0,4932,1260,3,0],
|
||||
["p1",12,"op","chess_char_5_diy2_b",2,"uniequip_002_acmedc",0,0,153,0,0,3438,15080,14,1]
|
||||
],
|
||||
"enemies": {"enemy_2021_syfish":[105,9,96,13256,339526],"enemy_2025_syufo":[30,0,30,46578,75596]},
|
||||
"hooks": [1,158,5928,586,586,945,1056,33,31,157,15,15,0,13917,0,30,135,126,1,59,0,16,29],
|
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"events": {"atk":632,"deploy":23,"die":31,"dmg":1056,"fx":153,"heal":32,"leak":126,"skill":30,"spawn":147,"status":66},
|
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"fx": {"aoe":42,"burst":16,"dodge":29,"dp":11,"slash":48,"spGain":7},
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"snaps": "f1fffa0d 2e4ead28 c68dbfb0 75d60e92 28dd7c37 394efa53 2f2aabd0 2343aed0 5ead163f 3efc95b3 7649823f e5961d99 7f86e2ed 8c75f677 2b7c65c1 de7b4948 22db0221 4ff706e7 f02a4505 f70972db"
|
||||
},
|
||||
"diy-113": {
|
||||
"about": "6_diy1_a=acfend 6_diy2_b=acfend 5_diy1_a=sharp2 5_diy2_b=sharp2 6_diy1_a=acpion 6_diy2_b=acpion 5_diy1_a=acspec 5_diy2_b=acspec 6_diy1_a=acguad 6_diy2_b=acguad 5_diy1_a=acsupo 5_diy2_b=acsupo",
|
||||
"fast": false,
|
||||
"kind": "normal",
|
||||
"stageId": "act1autochess_m03",
|
||||
"modeId": "mode_multi_funny",
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||||
"round": 13,
|
||||
"seed": 1466195980,
|
||||
"waveId": "act1autochess_h06",
|
||||
"time": 200.47,
|
||||
"ticks": 6014,
|
||||
"reason": "cleared",
|
||||
"killed": 69,
|
||||
"total": 144,
|
||||
"unspawned": 0,
|
||||
"bossHpLeft": null,
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||||
"rngDraws": 203,
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||||
"errors": {"count":0,"kinds":[]},
|
||||
"players": {"p1":{"killed":69,"total":144,"perfect":false,"leaks":75,"leaksUncounted":0,"coins":0,"dmg":508542,"bossDmg":0,"heal":0,"deaths":24,"layerGains":{}}},
|
||||
"units": [
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||||
["p1",1,"op","chess_char_6_diy1_a",2,null,0,0,4,4,17615,2604,0,49,1],
|
||||
["p1",2,"op","chess_char_6_diy2_b",2,"uniequip_002_acfend",0,0,5,6,24416,3431,0,48,1],
|
||||
["p1",3,"op","chess_char_5_diy1_a",0,null,0,0,160,6,53183,3730,0,70,1],
|
||||
["p1",4,"op","chess_char_5_diy2_b",0,"uniequip_002_sharp2",0,0,155,15,157188,4748,0,87,1],
|
||||
["p1",5,"op","chess_char_6_diy1_a",2,null,41,1,172,5,40925,4546,0,21,2],
|
||||
["p1",6,"op","chess_char_6_diy2_b",2,"uniequip_002_acpion",1805,1,175,16,100705,3907,0,33,4],
|
||||
["p1",7,"op","chess_char_5_diy1_a",2,null,1121,1,176,1,25672,9265,0,50,0],
|
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["p1",8,"op","chess_char_5_diy2_b",2,"uniequip_002_acspec",1185,1,121,4,15855,1711,0,34,0],
|
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["p1",9,"op","chess_char_6_diy1_a",2,null,2041,1,166,4,18403,3235,0,22,1],
|
||||
["p1",10,"op","chess_char_6_diy2_b",2,"uniequip_002_acguad",1250,1,143,6,17122,5812,0,14,1],
|
||||
["p1",11,"op","chess_char_5_diy1_a",2,null,1160,1,178,1,17171,1160,0,53,1],
|
||||
["p1",12,"op","chess_char_5_diy2_b",2,"uniequip_002_acsupo",0,0,135,1,20287,2860,0,42,1],
|
||||
["-","~1","device","trap_1105_accrate",null,null,100,1,1,0,0,0,0,0,null],
|
||||
["-","~2","device","trap_1105_accrate",null,null,100,1,2,0,0,0,0,0,null],
|
||||
["-","~3","device","trap_1105_accrate",null,null,100,1,3,0,0,0,0,0,null]
|
||||
],
|
||||
"enemies": {"enemy_2021_syfish":[99,58,41,7589,243386],"enemy_2025_syufo":[45,11,34,39420,265157]},
|
||||
"hooks": [1,178,6014,1142,1142,1613,2045,0,93,168,14,23,0,18585,1230,71,144,75,1,93,0,32,16],
|
||||
"events": {"atk":1184,"deploy":31,"die":93,"dmg":2031,"fx":189,"leak":75,"skill":49,"spawn":159,"status":356},
|
||||
"fx": {"aoe":60,"burst":32,"displace":5,"dodge":22,"dp":27,"slash":43},
|
||||
"snaps": "de90f0a5 759b0c3a c39a5b8a fa9acb47 839ff747 a9da663c 92684f45 89723c39 48fd5534 c8914ffd f805490d c236abdb f8e576f2 c08df0a5 c194716c e8ee08eb 096b0ab7 b3b92f7b b13fcc00 9be81275"
|
||||
},
|
||||
"diy-114": {
|
||||
"about": "6_diy1_a=sharp2 6_diy2_b=sharp2 6_diy1_a=acspec 6_diy2_b=acspec 6_diy1_a=acnipe 6_diy2_b=acnipe 6_diy1_a=accast 6_diy2_b=accast 6_diy1_a=acmedc 6_diy2_b=acmedc 6_diy1_a=acsupo 6_diy2_b=acsupo",
|
||||
"fast": false,
|
||||
"kind": "normal",
|
||||
"stageId": "act1autochess_m04",
|
||||
"modeId": "mode_single_hard",
|
||||
"round": 13,
|
||||
"seed": 4120508441,
|
||||
"waveId": "act1autochess_h06",
|
||||
"time": 205.67,
|
||||
"ticks": 6170,
|
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"reason": "cleared",
|
||||
"killed": 122,
|
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"total": 192,
|
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"unspawned": 0,
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"bossHpLeft": null,
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"rngDraws": 991,
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"errors": {"count":0,"kinds":[]},
|
||||
"players": {"p1":{"killed":122,"total":192,"perfect":false,"leaks":70,"leaksUncounted":0,"coins":0,"dmg":670162,"bossDmg":0,"heal":46494,"deaths":25,"layerGains":{}}},
|
||||
"units": [
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["p1",1,"op","chess_char_6_diy1_a",0,null,0,0,178,5,43295,3934,0,51,1],
|
||||
["p1",2,"op","chess_char_6_diy2_b",0,"uniequip_002_sharp2",0,0,6,22,13148,2494,0,39,1],
|
||||
["p1",3,"op","chess_char_6_diy1_a",2,null,0,0,219,2,21846,8078,0,19,0],
|
||||
["p1",4,"op","chess_char_6_diy2_b",2,"uniequip_002_acspec",1484,1,224,5,52253,13200,0,51,0],
|
||||
["p1",5,"op","chess_char_6_diy1_a",2,null,1272,1,4,23,79207,0,0,180,2],
|
||||
["p1",6,"op","chess_char_6_diy2_b",2,"uniequip_002_acnipe",1643,1,5,35,114330,0,0,186,2],
|
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["p1",7,"op","chess_char_6_diy1_a",2,null,1372,1,15,4,216108,0,0,75,2],
|
||||
["p1",8,"op","chess_char_6_diy2_b",2,"uniequip_002_accast",0,0,205,9,72144,3638,0,33,1],
|
||||
["p1",9,"op","chess_char_6_diy1_a",2,null,0,0,190,0,0,2908,11119,25,1],
|
||||
["p1",10,"op","chess_char_6_diy2_b",2,"uniequip_002_acmedc",0,0,12,0,0,24392,35374,57,2],
|
||||
["p1",11,"op","chess_char_6_diy1_a",2,null,0,0,139,1,13963,4532,0,46,1],
|
||||
["p1",12,"op","chess_char_6_diy2_b",2,"uniequip_002_acsupo",0,0,14,2,43869,19327,0,91,2],
|
||||
["-","~1","device","trap_1105_accrate",null,null,100,1,1,0,0,0,0,0,null],
|
||||
["-","~2","device","trap_1105_accrate",null,null,100,1,2,0,0,0,0,0,null],
|
||||
["-","~3","device","trap_1105_accrate",null,null,100,1,3,0,0,0,0,0,null]
|
||||
],
|
||||
"enemies": {
|
||||
"enemy_1197_sfshu": [15,11,4,1177,60295],
|
||||
"enemy_1197_sfshu_2": [39,22,17,11441,182028],
|
||||
"enemy_1198_msfshu": [33,28,5,0,87],
|
||||
"enemy_1198_msfshu_2": [66,51,15,0,216],
|
||||
"enemy_9010_acpupp": [39,10,29,60856,505701]
|
||||
},
|
||||
"hooks": [1,224,6170,969,969,3329,3121,155,147,217,15,29,0,21470,5920,45,192,70,1,161,0,0,0],
|
||||
"events": {"atk":1309,"deploy":29,"die":147,"dmg":3064,"fx":156,"heal":114,"leak":70,"skill":56,"spawn":207,"status":688},
|
||||
"fx": {"aoe":18,"displace":24,"dodge":5,"ember":14,"revive":2,"shieldBreak":41,"spGain":5,"summon":33,"telegraph":14},
|
||||
"snaps": "052f6301 53938868 38f85ad5 39e3b0ee 87b525a1 113be68f a004c4d3 f24bde7d 54cd2c7c 0ed4e64a f8ceb24d 42d7ad5a e71b7cd4 6db6b3d9 6594d286 6a111077 2d0b44a1 366e5b47 86d5661e 095a92d8 3492d771"
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user