feedback5 O8: two additive engine rules for the 自选 kits — a 屏障 of one damage type and a profile's own target exclusion
- buffs.js makeBuff / damage.js absorbShields: a shield buff with `shieldType` ('phys' | 'arts' | 'true' | 'elemental')
absorbs that damage type only (夜莺 S2 法术护盾 "屏障能吸收…法术伤害"); a shield without a type absorbs every type as
before (PRTS 术语释义 屏障 "若无特殊说明,屏障可吸收全种类伤害"); shields are still spent oldest first.
- targeting.js canTargetEnemy: a profile's `skipEnemy(e)` (a kit trait) keeps such an enemy out of the unit's normal
targets, its block targets and its skill-trigger target condition (嵯峨 劝善 "嵯峨不攻击重伤单位").
- docs/SIM.md §3 / §4 / §8, professions.js profile field list.
No content uses either yet: golden unchanged (roster 49, bonds 46, fields 22, matches 17, standins 10, diy 6 match).
Test: test/sim/feedback5-o8-engine.test.js (2).
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@@ -5,7 +5,8 @@
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// → dodge (phys/arts, canDodge) → mitigation (phys: DEF, arts: RES, true: none)
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// → × source dmgDealtMul (× phys/artsDealtMul) × target dmgTakenMul (not for 元素伤害) × type-taken mul × dmg.mul
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// → 限伤 (leaders in boss / hidden battles: a hit of ceil(final) ≥ BOSS_HIT_LIMIT is cancelled, see leaderHitCancelled)
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// → shields (hit-negating barriers first, then HP shields) → HP loss (boss pool routing) → 'damaged' hook
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// → shields (hit-negating barriers first, then HP shields; a typed one — buff `shieldType` — only its damage type)
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// → HP loss (boss pool routing) → 'damaged' hook
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// → SP-on-hurt / TAKE_DAMAGE trigger → fatal/kill.
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// Damage-dealt stats (the source's `stats.dmg`, the player's `damageDealt`) count only HP removed from the other side:
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// self and friendly damage (a 源石溶剂 drain, an operator's own 流失) is the target's `taken` and keeps the kill credit.
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@@ -180,14 +181,19 @@ export function leaderHitCancelled(battle, target, amount) {
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return true;
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}
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/** Absorb damage with shields on `target`. Returns the remaining amount. */
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export function absorbShields(battle, target, amount) {
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/**
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* Absorb damage with shields on `target`. Returns the remaining amount. `type` = the damage type: a shield buff with a
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* `shieldType` absorbs only that type (夜莺 S2 "屏障能吸收…法术伤害"); one without absorbs every type (PRTS 术语释义 屏障
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* "若无特殊说明,屏障可吸收全种类伤害"). Older shields first (buff order: "优先消耗先生成的屏障").
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*/
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export function absorbShields(battle, target, amount, type = null) {
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if (amount <= 0) return 0;
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let changed = false;
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let rest = amount;
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const absorbs = (b) => !b.shieldType || b.shieldType === type;
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for (let i = 0; i < target.buffs.length && rest > 0; i++) {
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const b = target.buffs[i];
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if (b.shieldHits > 0) {
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if (b.shieldHits > 0 && absorbs(b)) {
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b.shieldHits--;
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rest = 0;
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if (b.shieldHits <= 0 && !(b.shield > 0) && !b.mods && !b.flags) { battle._removeBuffAt(target, i); i--; }
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@@ -197,7 +203,7 @@ export function absorbShields(battle, target, amount) {
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}
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for (let i = 0; i < target.buffs.length && rest > 0; i++) {
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const b = target.buffs[i];
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if (b.shield > 0) {
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if (b.shield > 0 && absorbs(b)) {
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const take = Math.min(b.shield, rest);
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b.shield -= take;
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rest -= take;
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@@ -247,7 +253,7 @@ export function dealDamage(battle, source, target, dmgIn) {
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// recognise their own (tagged) damage — never re-create such a loss with a fresh loseHp.
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if (ts.flags.hitCount || ts.flags.hitCountArts) {
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const counts = !(ts.flags.hitCountArts && !ts.flags.hitCount && type === 'phys');
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return applyHpLoss(battle, source, target, absorbShields(battle, target, counts ? 1 : 0), dmg);
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return applyHpLoss(battle, source, target, absorbShields(battle, target, counts ? 1 : 0, type), dmg);
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}
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// 无来源 damage (element bursts) takes nothing from its source's stats; the source still gets the credit below
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const ss = source && source.s && !dmg.sourceless ? source.s : null;
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@@ -267,7 +273,7 @@ export function dealDamage(battle, source, target, dmgIn) {
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// 限伤: a leader's hit of ≥ BOSS_HIT_LIMIT in a boss / hidden battle is cancelled before it reaches shields / HP — what
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// ran before it (the attack, its SP, `hit` hook effects, separate element 损伤) stays; nothing after it happens
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if (final > 0 && leaderHitCancelled(battle, target, final)) return 0;
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final = absorbShields(battle, target, final);
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final = absorbShields(battle, target, final, type);
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return applyHpLoss(battle, source, target, final, dmg);
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}
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