feedback3 WD: the ammo bar drains out of the activation's real bullet total, 拉特兰 / 逃犯引渡手续 extras included (community report #35)

This commit is contained in:
sganggs committed 2026-10-04 17:17:17 +08:00
1 parent 5a8c271d19
commit d76c5da7dd
4 files changed
+82 -6

No files matched your search

+5 -3
View File
@@ -715,7 +715,7 @@ registration order. `battle.off(handle)` / `battle.off(name, fn)` / `battle.offO
| `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` |
| `kill` | `{ killer, victim }` | victim HP reached 0 (a handler may revive by restoring HP) |
| `death` | `{ unit, reason:'killed'|'leak'|'retreat'|'merchant'|'expired'|'forcedExit', killer }` | unit removed (`'forcedExit'`: an operator entering 联防 knocked out, §1.1) |
| `skillStart` / `skillEnd` | `{ unit, skill, reason }` | mutate `skill.ammoLeft` / `skill.timeLeft` in skillStart |
| `skillStart` / `skillEnd` | `{ unit, skill, reason }` | mutate `skill.ammoLeft` / `skill.timeLeft` in skillStart (bullets added there raise `skill.ammoMax`, the ammo bar's full mark) |
| `ammoUsed` | `{ unit, left, skill }` | per ammo consumed |
| `spGain` | `{ unit, amount, reason:'time'|'attack'|'hurt'|'init'|…, skill }` | mutable `amount` (time gains fire every tick) |
| `beforeStatus` | `{ source, target, status, duration, value, cancel }` | set `cancel` (e.g. 浓缩嗅盐) |
@@ -825,7 +825,8 @@ or guard with a per-unit flag while dealing it. When the guard trips, the logged
free heals).
- Runtime helpers on `unit.skill`: `activate(reason, {free})`, `end(reason)`, `stop()`, `addAmmo(n)`, `extend(s)`,
`addCharge(n)`, `gainSp(n, reason)`, `addTriggerRange(fn)`; fields `sp, spCost (= floor(base×spCostMul + spCostFlat)), spCostMul, charges,
maxCharges, active, timeLeft, ammoLeft, activations, kind, rule, bb`.
maxCharges, active, timeLeft, ammoLeft, ammoMax, activations, kind, rule, bb` (`ammoMax`: the most bullets the running ammo skill
has held — set at activation, raised by skillStart additions and `addAmmo` above it; 0 when inactive).
### 7.2 Kits
@@ -1147,7 +1148,8 @@ Unknown subprofessions fall back to the profession default (test `professions.te
## 9. Wire format (snapshot.js, DESIGN §8.2)
- `snapshot()` → `{ fieldId, t, units: [[id, x, y, hp, maxHp, sp, spMax, flags, anim]], dp, killed, total, dps?, boss?, down?, elem? }`.
`sp/spMax` show remaining duration/ammo as a draining bar while a timed skill is active. Units in DIE state stay 0.8 s.
`sp/spMax` show remaining duration/ammo as a draining bar while a timed skill is active (ammo: `ammoLeft / ammoMax`, the
activation's real total — 拉特兰's and 逃犯引渡手续's extra bullets included, community report #35). Units in DIE state stay 0.8 s.
`down: [[id, respawnAt, respawnTime, state, row, col]]` (only when non-empty) = operators lying down waiting to redeploy
(`Battle.isDown(u)`: reason `'killed'` or `FORCED_EXIT` (§1.1 carryState `down`), or a forced exit `'retreat'` /
`'merchant'` (GitHub #60) — every removal but the 突袭 `'raid'` —, not removed for good, deployed at least once, a finite
+13 -1
View File
@@ -97,6 +97,7 @@ export class SkillRuntime {
this.active = false;
this.timeLeft = 0;
this.ammoLeft = 0;
this.ammoMax = 0; // ammo kind: the most bullets this activation held (snapshot's draining bar)
this.pending = false; // instant/charges: next attack uses spec.attack
this.activations = 0;
this.lastStart = -Infinity;
@@ -167,6 +168,7 @@ export class SkillRuntime {
this.pending = false;
this.timeLeft = 0;
this.ammoLeft = 0;
this.ammoMax = 0;
this.charges = 0;
this.sp = 0;
this._trigKeys = null;
@@ -401,6 +403,7 @@ export class SkillRuntime {
this.active = true;
this.timeLeft = this.kind === 'duration' ? Math.max(0.01, this.duration) : (this.kind === 'ammo' && this.duration > 0 ? this.duration : Infinity);
this.ammoLeft = this.kind === 'ammo' ? Math.max(1, this.ammo) : 0;
this.ammoMax = this.ammoLeft;
this._applyMods();
} else {
// instant / charges
@@ -413,6 +416,9 @@ export class SkillRuntime {
u.skillAnimUntil = b.time + 0.5;
this._call('onStart', { reason });
if (b._hooks.skillStart) b.emit('skillStart', { unit: u, skill: this, reason });
// bullets added in skillStart (拉特兰's ×(1.05 + 0.015 × layers), 逃犯引渡手续, talents): the bar's full mark
// (community report #35: the extra bullets sat above a full bar until fewer than the base count were left)
if (this.active && this.ammoLeft > this.ammoMax) this.ammoMax = this.ammoLeft;
if (!this.isTimed && !this.pending) this.end('instant');
return true;
}
@@ -459,6 +465,7 @@ export class SkillRuntime {
this.pending = false;
this.timeLeft = 0;
this.ammoLeft = 0;
this.ammoMax = 0;
const n = this.activations;
this._call('onEnd', { reason });
if (!this.active && this.activations === n) this._removeMods();
@@ -481,7 +488,12 @@ export class SkillRuntime {
// ---- helpers for content -------------------------------------------------------------------------------
// (non-finite arguments are ignored: a NaN timer/ammo count would keep the skill active forever)
addAmmo(n) { if (this.active && this.kind === 'ammo' && Number.isFinite(n)) this.ammoLeft += n; }
// (bullets added above the activation's most so far raise the bar's full mark: the bar drains one bullet at a time)
addAmmo(n) {
if (!this.active || this.kind !== 'ammo' || !Number.isFinite(n)) return;
this.ammoLeft += n;
if (this.ammoLeft > this.ammoMax) this.ammoMax = this.ammoLeft;
}
extend(seconds) { if (this.active && Number.isFinite(this.timeLeft) && Number.isFinite(seconds)) this.timeLeft += seconds; }
addCharge(n = 1) { if (!Number.isFinite(n)) return; this.charges = Math.max(0, Math.min(this.maxCharges, this.charges + n)); if (this.charges >= this.maxCharges) this.sp = this.spCost; }
stop() { this.end('stopped'); }
+3 -2
View File
@@ -92,8 +92,9 @@ export function unitTuple(u, t) {
const spMax = sk && !sk.noSkill ? sk.spCost : 0;
let sp = sk && !sk.noSkill ? sk.sp : 0;
if (sk && sk.active && sk.isTimed) {
// show remaining duration/ammo as a draining bar
if (sk.kind === 'ammo') sp = spMax * (sk.ammoLeft / Math.max(1, sk.ammo));
// show remaining duration/ammo as a draining bar — ammo out of the activation's real total (base + bullets added:
// 拉特兰, 逃犯引渡手续, refills; community report #35), so every bullet shortens it
if (sk.kind === 'ammo') sp = spMax * (sk.ammoLeft / Math.max(1, sk.ammoMax || sk.ammo || 0, sk.ammoLeft));
else if (Number.isFinite(sk.timeLeft) && sk.duration > 0) sp = spMax * (sk.timeLeft / sk.duration);
}
// hp is rounded up (a living unit never shows 0) but never above the rounded max HP
+61
View File
@@ -0,0 +1,61 @@
// test/sim/feedback3-ammo-bar.test.js — community report #35 (0.1.3): "拉特兰盟约叠层之后蕾缪安3技能锁定敌人消耗的子弹不会实时让技力条一格
// 一格减少,而是最后突然消耗". 拉特兰's skillStart multiplies the bullets (×(1.05 + 0.015 × layers), floored) and 逃犯引渡手续 adds
// one, but the snapshot drew ammoLeft / skill.ammo (the base 5) and the client clamps at 1: the bar stayed full until
// fewer than 5 bullets were left. Now the draining bar is ammoLeft / ammoMax — the most bullets this activation held
// (set at activation, raised by skillStart additions and addAmmo) — so it starts full and every bullet shortens it.
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js';
import { unitTuple } from '../../server/sim/snapshot.js';
const DEFS = { enemies: { enemy_dummy: enemyRec({ key: 'enemy_dummy', hp: 1e7, speed: 0 }) } };
const bar = (u, t) => { const [, , , , , sp, spMax] = unitTuple(u, t); return sp / spMax; };
test('蕾缪安 S3 with 30 拉特兰 layers: the bar starts full and loses one bullet\'s share per lock (base 5 + extras)', () => {
const seen = [];
const h = makeBattle({
defs: DEFS, timeLimit: 200, seed: 7,
units: [{ chessId: 'chess_char_6_01_a', row: 10, col: 3 }],
enemies: [{ key: 'enemy_dummy', pos: [10, 5] }],
bonds: { lateranoShip: { count: 3, active: true, tier: 1, layers: 30 } },
setup(b) {
b.on('ammoUsed', ({ unit, left, skill }) => seen.push({ left, max: skill.ammoMax, bar: bar(unit, b.time) }), { priority: -999 });
},
});
const u = h.unit('chess_char_6_01_a');
assert.equal(u.skill.ammo, 5, 'S3: 5 bullets (attack@trigger_time)');
assert.ok(h.runUntil(() => u.skill.active, 80));
assert.ok(h.runUntil(() => !u.skill.active, 30));
assert.ok(seen.length >= 7, `${seen.length} bullets: 5 × 1.5 floored, + 逃犯引渡手续`);
const full = seen[0].left + 1;
for (const s of seen) assert.equal(s.max, full, 'the full mark is the activation\'s real total');
seen.forEach((s, i) => assert.ok(Math.abs(s.bar - (full - 1 - i) / full) < 0.01, `bullet ${i + 1}: bar ${s.bar.toFixed(3)} = ${full - 1 - i}/${full}`));
assert.ok(seen[0].bar < 1 - 0.1, 'the first lock already shortens the bar (it used to stay full until < 5 were left)');
assert.equal(u.skill.ammoMax, 0, 'reset when the skill ends');
checkInvariants(h.b);
});
test('the full mark follows bullets added mid-skill only above it; without extras the bar is unchanged (n / base)', () => {
const h = makeBattle({
defs: DEFS, timeLimit: 200, seed: 7,
units: [{ chessId: 'chess_char_6_01_a', row: 10, col: 3 }],
enemies: [{ key: 'enemy_dummy', pos: [10, 5] }],
});
const u = h.unit('chess_char_6_01_a');
h.step(1);
u.skill.activate('test', { free: true });
const sk = u.skill;
assert.equal(sk.ammoMax, sk.ammoLeft);
const base = sk.ammoMax;
assert.ok(Math.abs(bar(u, h.b.time) - 1) < 1e-9, 'full at the start');
sk.ammoLeft -= 2; // two locks
assert.ok(Math.abs(bar(u, h.b.time) - (base - 2) / base) < 0.01);
sk.addAmmo(1); // a refill under the mark: the mark stays
assert.equal(sk.ammoMax, base);
sk.addAmmo(3); // above it: the mark rises, the bar is full again
assert.equal(sk.ammoMax, base + 2);
assert.ok(Math.abs(bar(u, h.b.time) - 1) < 1e-9);
sk.end('test');
assert.equal(sk.ammoMax, 0);
});