From cd547b51788605c91d72558ec92a6045c874e63b Mon Sep 17 00:00:00 2001 From: sganggs Date: Tue, 6 Oct 2026 15:13:33 +0800 Subject: [PATCH] =?UTF-8?q?feedback5=20WE2:=20=E9=BB=8D=20S3's=20TRY=5FSEA?= =?UTF-8?q?RCH=5FALLY=5FSKILL=20becomes=20SKILL=5FRANGE=20+=20allies=20in?= =?UTF-8?q?=20the=20data,=20her=20kit=20override=20goes=20(#17)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit tools/build-data.mjs TRIGGER_ALLY_RULES (PRTS 特殊策略 "技能范围内存在可治疗的我方单位时释放技能") writes the row as the engine's SKILL_RANGE on the skill range with allies: true; simdata normalizeSkill passes allies into the def's trigger (skills.js reads trigger.allies). Regenerated offline: 9 paths, the S3 trigger of 黍's three forms. op-shu.js no longer sets the trigger. 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\ No newline at end of file diff --git a/docs/DATA.md b/docs/DATA.md index 70c3b0f6..e320c8fd 100644 --- a/docs/DATA.md +++ b/docs/DATA.md @@ -193,7 +193,7 @@ Top level: `{ season, seasonName, modes, economy, lpCapPerRound, bossOvertimeAft | `bb`, `bbStr` | `{"atk":1,"base_attack_time":-0.3,"attack@trigger_time":14}` | kit input (DESIGN §5.6) | | `rangeId`, `rangeGrid` | `null` | skill range override | | `prefabId`, `overrideTokenKey` | | | -| `trigger` | `{"rule":"DEFAULT","rawRule":"DEFAULT","customRangeGrid":null}` | auto-cast rule (the official 技能策略, PRTS 卫戍协议/帮助 §作战阶段 技能操作; §2.2). `rule` ∈ `DEFAULT` (basic strategy), `SKILL_RANGE` (a MANUAL skill with a 技能范围 of its own: `customRangeGrid` = its `rangeGrid`, `rawRule` `DEFAULT` — no official row), `ACTIVE_RANGE` (the owner's deliberate deviation of 2026-10-05: a MANUAL skill on the basic strategy — 深巡 S2's deviation included — or on the `SEARCH` row whose attack range while it runs strictly contains the operator's own range: `customRangeGrid` = that running range, `rawRule` the official row, `DEFAULT` / `SEARCH` / 深巡's `TAKE_DAMAGE`), `TAKE_DAMAGE` (every MANUAL 重装 skill but seven: 深巡 / 雷蛇 S2, 号角 S2 / S3 and 灰毫 S1 / S2 are `DEFAULT` with `rawRule` `TAKE_DAMAGE` — a deliberate deviation, `tools/build-data.mjs TRIGGER_DEVIATIONS`, DESIGN §21.29; 深巡 S2 then `ACTIVE_RANGE` on its 3-2 — and 余 S2 is `SKILL_RANGE` with `rawRule` `TAKE_DAMAGE` and `customRangeGrid` its x-1, DESIGN §22.10), `SP_FULL` (official `ALWAYS`: 执旗手 / 战术家 / 吟游者 MANUAL skills), `CUSTOM_RANGE` (official `CUSTOM_RANGE_SEARCH_ENEMY`, uses `customRangeGrid`), `SEARCH` (解放者 / 阵法术师 MANUAL skills, 安洁莉娜 S2/S3 — but those whose running range is larger, `ACTIVE_RANGE`: 薄绿 S1, 蜜蜡 S1, 卡涅利安 S3, 玛恩纳 S2, 安洁莉娜 S3), `MLYSS_WTRMAN` (缪尔赛思), `GDGLOW_SKILL_2` (荒芜拉普兰德, 纯烬艾雅法拉 S3: "全场存在可选目标时释放技能"). | +| `trigger` | `{"rule":"DEFAULT","rawRule":"DEFAULT","customRangeGrid":null}` | auto-cast rule (the official 技能策略, PRTS 卫戍协议/帮助 §作战阶段 技能操作; §2.2). `rule` ∈ `DEFAULT` (basic strategy), `SKILL_RANGE` (a MANUAL skill with a 技能范围 of its own: `customRangeGrid` = its `rangeGrid`, `rawRule` `DEFAULT` — no official row), `ACTIVE_RANGE` (the owner's deliberate deviation of 2026-10-05: a MANUAL skill on the basic strategy — 深巡 S2's deviation included — or on the `SEARCH` row whose attack range while it runs strictly contains the operator's own range: `customRangeGrid` = that running range, `rawRule` the official row, `DEFAULT` / `SEARCH` / 深巡's `TAKE_DAMAGE`), `TAKE_DAMAGE` (every MANUAL 重装 skill but seven: 深巡 / 雷蛇 S2, 号角 S2 / S3 and 灰毫 S1 / S2 are `DEFAULT` with `rawRule` `TAKE_DAMAGE` — a deliberate deviation, `tools/build-data.mjs TRIGGER_DEVIATIONS`, DESIGN §21.29; 深巡 S2 then `ACTIVE_RANGE` on its 3-2 — and 余 S2 is `SKILL_RANGE` with `rawRule` `TAKE_DAMAGE` and `customRangeGrid` its x-1, DESIGN §22.10), `SP_FULL` (official `ALWAYS`: 执旗手 / 战术家 / 吟游者 MANUAL skills), `CUSTOM_RANGE` (official `CUSTOM_RANGE_SEARCH_ENEMY`, uses `customRangeGrid`), `SEARCH` (解放者 / 阵法术师 MANUAL skills, 安洁莉娜 S2/S3 — but those whose running range is larger, `ACTIVE_RANGE`: 薄绿 S1, 蜜蜡 S1, 卡涅利安 S3, 玛恩纳 S2, 安洁莉娜 S3), `MLYSS_WTRMAN` (缪尔赛思), `GDGLOW_SKILL_2` (荒芜拉普兰德, 纯烬艾雅法拉 S3: "全场存在可选目标时释放技能"). `allies: true` (only then present): an ally row the engine plays as one of its rules on an injured, healable ally of `customRangeGrid` — 黍 S3 (data/backups.json): official `TRY_SEARCH_ALLY_SKILL` ("技能范围内存在可治疗的我方单位时释放技能") → `SKILL_RANGE` on its x-2 (`tools/build-data.mjs TRIGGER_ALLY_RULES`). | ### 2.1 Combat classification heuristic (`dmgType` / `attackKind` / `projectile` / `canHitFly`) - `dmgType`: MEDIC (except `incantationmedic`) and `bard` → `heal`; trait text containing 法术伤害 or profession CASTER → `arts`; else `phys`. diff --git a/docs/SIM.md b/docs/SIM.md index 610e6573..b8a76536 100644 --- a/docs/SIM.md +++ b/docs/SIM.md @@ -849,9 +849,11 @@ or guard with a per-unit flag while dealing it. When the guard trips, the logged `fn(battle, unit)` → list of ally units (their current range) or tile-key arrays; returns an unregister fn; not for heal skills: 海嗣 "攻击范围视为自身攻击范围的延伸", 流形); `SKILL_RANGE` — "不通过普通攻击/治疗触发技能,仅在技能范围内存在敌人(无视其不可选中)时释放技能": any living enemy (stealthed, untargetable, flying included) on `trigger.customRangeGrid` (= the skill's rangeGrid), every - tick, no attack needed; a kit may set `trigger.allies` (+ `hpAtMost`, default 1) for an injured, healable ally of the - grid at or below that HP ratio instead (the AUTO heal skill 古米 S1: PRTS 备注 "此技能在存在生命值不满的可治疗角色时可 - 触发…直至古米完成一次普通攻击的治疗" — her heal mode waits for its heal); `ACTIVE_RANGE` — the owner's rule of 2026-10-05 + tick, no attack needed; `trigger.allies` (+ `hpAtMost`, default 1) — set by a kit, or by the data for an ally row (黍 S3's + official `TRY_SEARCH_ALLY_SKILL`, "技能范围内存在可治疗的我方单位时释放技能": tools/build-data.mjs `TRIGGER_ALLY_RULES`, + simdata passes `allies` on) — asks for an injured, healable ally of the grid at or below that HP ratio instead (the AUTO + heal skill 古米 S1: PRTS 备注 "此技能在存在生命值不满的可治疗角色时可触发…直至古米完成一次普通攻击的治疗" — her heal mode + waits for its heal); `ACTIVE_RANGE` — the owner's rule of 2026-10-05 (a deliberate deviation): a MANUAL skill on the basic strategy (深巡 S2's DEFAULT deviation included) or on the SEARCH row (薄绿 S1, 蜜蜡 S1, 卡涅利安 S3, 玛恩纳 S2, 安洁莉娜 S3) whose attack range while it runs strictly contains the unit's own range checks the DEFAULT condition — a targetable enemy (or one it blocks), a heal skill an injured ally — diff --git a/server/sim/content/kits/ops/op-shu.js b/server/sim/content/kits/ops/op-shu.js index 86584c39..e72179ae 100644 --- a/server/sim/content/kits/ops/op-shu.js +++ b/server/sim/content/kits/ops/op-shu.js @@ -50,9 +50,9 @@ // a tile at a Manhattan distance ≥ max_distance from it, it is put back on that tile's centre (unblocked, its route // re-planned from there; waypoints already passed stay passed), stealth or 无敌 notwithstanding; a 消失 (hidden) enemy loses // its mark and every mark ends with the skill (the client attaches it to shu_s_3). No enemy of the mode holds -// 免疫传送 (data otherImmunities). Trigger: the data rule is TRY_SEARCH_ALLY_SKILL (her own row, PRTS "技能范围内存在可治疗的 -// 我方单位时释放技能"), which the engine does not know (an unknown rule acts as DEFAULT): this kit maps it onto the engine's -// SKILL_RANGE + `allies` on x-2 (an injured, healable allied unit of the skill range, herself included; 古米 S1's option). +// 免疫传送 (data otherImmunities). Trigger: the data's — her own row TRY_SEARCH_ALLY_SKILL (PRTS "技能范围内存在可治疗的我方 +// 单位时释放技能"), which tools/build-data.mjs (TRIGGER_ALLY_RULES) writes as the engine's SKILL_RANGE + `allies` on the +// skill range x-2 (an injured, healable allied unit there, herself included; 古米 S1's option). import { num, traitBb, skillRec, batMod, up, giveSp } from '../shared/tier1.js'; import { COLS } from '../../../constants.js'; @@ -164,7 +164,6 @@ export default { }, [S3]: { kind: 'duration', - trigger: { rule: 'SKILL_RANGE', grid: g3, allies: true }, mods: { atkPct: num(b3.atk) }, targeting: { rangeGrid: g3 }, onStart({ unit }) { unit.mem.shuMarks = new Map(); }, diff --git a/server/sim/simdata.js b/server/sim/simdata.js index d2cefaf3..70921635 100644 --- a/server/sim/simdata.js +++ b/server/sim/simdata.js @@ -136,7 +136,8 @@ export function normalizeSkill(rec) { initSp: Math.max(0, num(s.initSp, 0)), maxCharges: Math.max(1, num(s.maxChargeTime ?? s.maxCharges ?? s.charges, 1)), rangeGrid: toArrayOfPairs(s.rangeGrid), - trigger: { rule, grid: trigGrid }, + // `allies` (data: an ally row, tools/build-data.mjs TRIGGER_ALLY_RULES — 黍 S3) — skills.js `trigger.allies` + trigger: typeof trig === 'object' && trig.allies === true ? { rule, grid: trigGrid, allies: true } : { rule, grid: trigGrid }, kind: s.kind ?? null, bb, description: s.description ?? s.desc ?? '', diff --git a/test/content/op_shu.test.js b/test/content/op_shu.test.js index 6157d299..23e3ee9d 100644 --- a/test/content/op_shu.test.js +++ b/test/content/op_shu.test.js @@ -80,7 +80,7 @@ test('黍 in every 自选 form: her operator kit (all three skills authored), th if (skill === 0) assert.deepEqual([u.skill.rule, sk.trigger.rawRule, sk.skillType, u.skill.triggerAllies, u.skill.triggerHpAtMost], ['DEFAULT', 'DEFAULT', 'AUTO', true, 0.5], `${label(f)}: S1`); if (skill === 1) assert.deepEqual([u.skill.rule, sk.trigger.rawRule, sk.skillType, u.skill.triggerAllies], ['DEFAULT', 'TAKE_DAMAGE', 'MANUAL', false], `${label(f)}: S2 (the 重装 exception)`); if (skill === 2) { - assert.deepEqual([sk.trigger.rule, sk.trigger.rawRule, sk.skillType], ['TRY_SEARCH_ALLY_SKILL', 'TRY_SEARCH_ALLY_SKILL', 'MANUAL'], `${label(f)}: S3 data rule`); + assert.deepEqual([sk.trigger.rule, sk.trigger.rawRule, sk.trigger.allies, sk.trigger.customRangeGrid, sk.skillType], ['SKILL_RANGE', 'TRY_SEARCH_ALLY_SKILL', true, sk.rangeGrid, 'MANUAL'], `${label(f)}: S3 data rule (build-data TRIGGER_ALLY_RULES)`); assert.deepEqual([u.skill.rule, u.skill.triggerAllies, u.skill.triggerGrid], ['SKILL_RANGE', true, sk.rangeGrid], `${label(f)}: S3 engine rule`); } done(h); diff --git a/tools/build-data.mjs b/tools/build-data.mjs index 8b05f73e..006415d0 100644 --- a/tools/build-data.mjs +++ b/tools/build-data.mjs @@ -432,6 +432,13 @@ function immunitiesOf(attrs) { /** Official trigger rule names → DESIGN §5.6 names. */ const TRIGGER_RENAME = { ALWAYS: 'SP_FULL', CUSTOM_RANGE_SEARCH_ENEMY: 'CUSTOM_RANGE' }; +/** + * Official rows the engine plays as one of its own rules on an ally condition (`allies: true` — server/sim/skills.js: a + * healable, injured ally on the trigger grid instead of an enemy): 黍 S3 离离枯荣's TRY_SEARCH_ALLY_SKILL, PRTS 卫戍协议/帮助 + * 特殊策略 "技能范围内存在可治疗的我方单位时释放技能" — SKILL_RANGE on the skill's own range (x-2), checked every tick. + */ +const TRIGGER_ALLY_RULES = Object.freeze({ TRY_SEARCH_ALLY_SKILL: 'SKILL_RANGE' }); + /** * A skill whose rangeId is its new ATTACK range — "攻击范围扩大 / 改变 / 缩小 / 缩短", "攻击距离+1 / 加长 / 缩短", "攻击范围与 * 溅射范围扩大" — and not a 技能范围 of its own (PRTS 卫戍协议/帮助 技能操作: "拥有技能范围的技能(非攻击距离增加)"). @@ -527,6 +534,8 @@ const ACTIVE_RANGE_OVER = new Set(['DEFAULT', 'SEARCH']); * - else, for an operator's MANUAL skill with a 技能范围 (a rangeId that is not an attack-range change): SKILL_RANGE, * "不通过普通攻击/治疗触发技能,仅在技能范围内存在敌人(无视其不可选中)时释放技能", customRangeGrid = the skill range; * - else DEFAULT (the basic strategy: ready + about to attack / heal); + * - an ally row the engine plays as one of its rules (TRIGGER_ALLY_RULES: 黍 S3's TRY_SEARCH_ALLY_SKILL → SKILL_RANGE on + * the skill range with `allies: true` — an injured, healable ally there); * - last, the deliberate deviations (TRIGGER_DEVIATIONS, per chess and skill; STANDIN_TRIGGER_DEVIATIONS, per stand-in * unit and skill): `rule` from the table, `rawRule` the official row (a SKILL_RANGE deviation takes the skill's own * range as `customRangeGrid`); @@ -568,6 +577,10 @@ function resolveTrigger(ctx, char, charId, skillIdx, skill, { operator = false, if (!skill.rangeGrid) warn(`trigger deviation ${chessId} ${skill.skillId}: SKILL_RANGE without a 技能范围`); return { rule: deviation, rawRule, customRangeGrid: skill.rangeGrid ? skill.rangeGrid.map((p) => p.slice()) : null }; } + if (!deviation && TRIGGER_ALLY_RULES[rawRule]) { + if (!skill.rangeGrid) warn(`skill ${skill.skillId}: ${rawRule} without a 技能范围`); + return { rule: TRIGGER_ALLY_RULES[rawRule], rawRule, customRangeGrid: skill.rangeGrid ? skill.rangeGrid.map((p) => p.slice()) : null, allies: true }; + } const rule = deviation || TRIGGER_RENAME[rawRule] || rawRule; if (ACTIVE_RANGE_OVER.has(rule) && operator && manual && baseGrid?.length) { const active = activeAttackGrid(skill, baseGrid);