0.2.5-dev: 驭械术师 normal attacks keep the operator's own hit plus one drone hit, the drone multiplier and per-target map reset on redeploy, 洛洛 S2 keeps its lock until a kill or the skill ends (PRs #537 / #536 / #535 by @Xinglan233, ported); hit tiles use the official round-half-to-even with an edge inset (PR #520 by @Cloudnyco, ported); bots softly avoid living teammates' opening factions until they are eliminated (PR #518 by @IceCodeNew, ported with changes); golden: 43 more scenarios move, each named in docs/history/0.2.5.md

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sganggs committed 2026-10-12 14:45:01 +08:00
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+21 -8
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@@ -138,16 +138,26 @@ const DEFAULT_MELEE_RANGE = [[0, 0], [0, 1]];
* preferred). Alone, a band that withholds the first rounds' funds (老鲤 "资金暂存": no operator in R1–R2, every enemy
* leaks) is avoided — only 联防 teammates cover that. A band whose mechanic rides on a bond the mode switches off
* (gd.bandBondIds ∩ gd.modeInactiveBonds — 标准: 潘格尼尼 <拉特兰>, 克莱门莎 <阿戈尔>, 玛恩纳 <卡西米尔>) weighs 0, never taken
* (DESIGN §21.26); with every band excluded, the default band. One rng draw per call (deterministic per seed); modes
* without inactive bonds keep exactly the earlier picks.
* (DESIGN §21.26). [ASSUMED] A living teammate's opening strategy soft-reserves those bonds before anyone is deployed:
* the weight stays positive, at a quarter of the unreserved weight, so the strategy can still be drawn, and the
* reservation ends when that teammate is eliminated (alivePlayers). With every band excluded, the default band. One
* rng draw per call (deterministic per seed); a solo match has no teammate to reserve against.
*/
const SOFT_BAND_RESERVE = 0.25;
export function botPickBand(m, ps) {
const gd = ps?.gd || m.gd;
const ids = gd.bandIds();
if (!ids.length) return gd.defaultBandId;
const lateFunds = (id) => /暂存/.test(String(gd.band(id)?.desc || ''));
const offBond = (id) => gd.bandBondIds(id).some((b) => gd.modeInactiveBonds.has(b));
const pairs = ids.map((id) => [id, offBond(id) ? 0 : Math.max(1, (gd.startLp(id) - 18) ** 2) * (m.isSolo && lateFunds(id) ? 0.02 : 1)]);
const reserved = new Set(ps && typeof m.alivePlayers === 'function'
? m.alivePlayers().filter((p) => p !== ps).flatMap((p) => gd.bandBondIds(p.bandId))
: []);
const inactive = (id) => gd.bandBondIds(id).some((b) => gd.modeInactiveBonds.has(b));
const pairs = ids.map((id) => {
if (inactive(id)) return [id, 0];
const w = Math.max(1, (gd.startLp(id) - 18) ** 2) * (m.isSolo && lateFunds(id) ? 0.02 : 1);
return [id, gd.bandBondIds(id).some((b) => reserved.has(b)) ? w * SOFT_BAND_RESERVE : w];
});
let total = 0;
for (const [, w] of pairs) total += w;
let r = m.rngBots() * total;
@@ -348,12 +358,14 @@ function mainCoreBond(m, p) {
* The bonds the bot builds around (cached per round and owned set): `focus` = the core bond with the best
* owned members × 10 + reachable members (bondPoolStats, ≤ 4) + layers already banked (≤ 6) + 6 for last round's focus
* (commit instead of flip-flopping between equal bonds) − 6 when a teammate already builds it (its main core bond on
* its public bond strip, mainCoreBond — the shop pool is shared); `second` = the other live bond (core or add-on) with
* the most owned members whose next threshold is within reach (≥ 1 owned member). `ps._botFocusId` keeps the focus
* across rounds.
* its public bond strip, mainCoreBond — the shop pool is shared) or has selected that bond's opening strategy, even
* before anyone is deployed. The strategy reservation ends when that teammate is eliminated. `second` = the other live
* bond (core or add-on) with the most owned members whose next threshold is within reach (≥ 1 owned member).
* `ps._botFocusId` keeps the focus across rounds.
*/
export function bondPlan(m, ps, owned = ownedBonds(m, ps)) {
const key = `${m.round}|${ps.shop.level}|${[...owned.counts.entries()].map(([k, v]) => k + v).join()}`;
const livingBands = m.alivePlayers().filter((p) => p !== ps).flatMap((p) => m.gd.bandBondIds(p.bandId)).sort().join();
const key = `${m.round}|${ps.shop.level}|${[...owned.counts.entries()].map(([k, v]) => k + v).join()}|${livingBands}`;
if (ps._botFocus && ps._botFocus.key === key) return ps._botFocus;
const prev = ps._botFocusId ?? null;
const mates = new Set();
@@ -361,6 +373,7 @@ export function bondPlan(m, ps, owned = ownedBonds(m, ps)) {
if (p === ps) continue;
const b = mainCoreBond(m, p);
if (b) mates.add(b);
for (const id of m.gd.bandBondIds(p.bandId)) mates.add(id);
}
let focus = null;
let bestS = 0;
+15 -1
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@@ -318,13 +318,27 @@ export function resolveHit(b, u, prof, target, info, x, y) {
if (target && target.alive) {
let mulT = skillMul;
if (prof.dmgMul) { const m = typeof prof.dmgMul === 'function' ? prof.dmgMul(b, u, target) : prof.dmgMul; if (Number.isFinite(m)) mulT *= m; }
const funnelMul = prof.funnelMul ? prof.funnelMul(b, u, target) : 1;
const attachedFunnel = !!prof.funnelMul && (!info.isSkill || prof.funnelBodyHits > 0);
// Unreleased drones are additional damage (PRTS 驭械术师), not a replacement for the caster's attack. A volley
// shares one talent roll and attackId; extra drones never duplicate the body. Released skill paths stay separate.
// [ASSUMED] Body instances precede additions at the existing projectile impact; a multi-hit volley keeps one ramp.
if (!attachedFunnel) mulT *= funnelMul;
const hits = prof.hitsFn ? prof.hitsFn(b, u, info) : Math.max(1, prof.hits || 1);
// `hitDmgMul` (professions.js header): each instance's 伤害倍率 — the DamageInfo `mul`, after DEF / RES — and only the
// first instance may give 受击回复 (砾's two 50 % hits, PRTS 砾 特性备注)
const split = Number.isFinite(prof.hitDmgMul) && prof.hitDmgMul > 0 ? prof.hitDmgMul : null;
let dealtMain = 0;
if (attachedFunnel && info.index === 0) {
const bodyHits = Math.max(1, prof.funnelBodyHits || 1);
for (let h = 0; h < bodyHits && target.alive; h++) {
dealtMain += b.dealDamage(u, target, { amount: atk * scale * mulT, type: baseType,
isAttack: true, isSkill: info.isSkill, tags: prof.tags || [], attackId });
}
}
for (let h = 0; h < hits && target.alive; h++) {
const d = { amount: atk * scale * mulT, type: baseType, isAttack: true, isSkill: info.isSkill, tags: prof.tags || [], attackId };
const d = { amount: atk * scale * mulT * (attachedFunnel ? funnelMul : 1), type: baseType,
isAttack: !attachedFunnel, isSkill: info.isSkill, tags: attachedFunnel ? [...(prof.tags || []), 'addition', 'funnel'] : (prof.tags || []), attackId };
if (split != null) { d.mul = split; if (h > 0) d.noSp = true; }
dealtMain += b.dealDamage(u, target, d);
}
+2 -1
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@@ -6,6 +6,7 @@
import { ROWS, COLS } from '../constants.js';
import { absoluteRangeKeys, canTargetEnemy, extendedGrid, enemyStealthed } from '../targeting.js';
import { bodyKeys, bodyInKeys, bodyInRadius } from '../body.js';
import { roundHalfEven } from '../detmath.js';
export class BattleQueries {
/**
@@ -21,7 +22,7 @@ export class BattleQueries {
for (const k of bodyKeys(e)) { const b = this._eb[k]; if (!b.length) this._ebUsed.push(k); b.push(e); }
continue;
}
const r = Math.round(e.y), c = Math.round(e.x);
const r = roundHalfEven(e.y), c = roundHalfEven(e.x); // the tile body.js gives a point enemy
if (r < 0 || r >= ROWS || c < 0 || c >= COLS) continue;
const k = r * COLS + c;
const b = this._eb[k];
+6 -6
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@@ -4,7 +4,7 @@
// and the list compaction.
// Installed on Battle.prototype by server/sim/Battle.js (a method container: never instantiated; `this` is the battle).
import { MAX_ALIVE_ENEMIES } from '../constants.js';
import { MAX_ALIVE_ENEMIES, FIELD_EDGE_INSET } from '../constants.js';
import { Unit } from '../units.js';
import { compileRoute } from '../ai.js';
import { unitInfo } from '../snapshot.js';
@@ -201,11 +201,11 @@ export class BattleSpawns {
}
_clampPos(e) {
const R = this.rect;
if (e.x < R.c0 - 0.5) e.x = R.c0 - 0.5;
if (e.x > R.c1 + 0.5) e.x = R.c1 + 0.5;
if (e.y < R.r0 - 0.5) e.y = R.r0 - 0.5;
if (e.y > R.r1 + 0.5) e.y = R.r1 + 0.5;
const R = this.rect, m = 0.5 - FIELD_EDGE_INSET; // inside the edge: on the edge tile, never halfway (body.js)
if (e.x < R.c0 - m) e.x = R.c0 - m;
if (e.x > R.c1 + m) e.x = R.c1 + m;
if (e.y < R.r0 - m) e.y = R.r0 - m;
if (e.y > R.r1 + m) e.y = R.r1 + m;
}
_compactEnemies() {
+7 -6
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@@ -1,8 +1,9 @@
// server/sim/body.js — where a unit can be hit: the ONE helper behind every range test that targets enemies (user
// playtest #5 item 10: "大体型的关底boss实际受击判定范围很小…原版是很大的一片区域").
//
// Regular units are a point: in a grid range when the tile containing their position (round(y), round(x)) is a range
// tile, in a radius when their position is (DESIGN §3). Huge units (巨型单位 — enemy data `hitArea`, tools/build-data.mjs
// Regular units are a point: in a grid range when the tile containing their position is a range tile — the position
// rounded half to even (detmath roundHalfEven; PRTS 作战机制 "受击方坐标经round函数取整(四舍六入五成双)得到其所属格
// 坐标") —, in a radius when their position is (DESIGN §3). Huge units (巨型单位 — enemy data `hitArea`, tools/build-data.mjs
// HIT_AREAS, from PRTS "巨型单位:受击判定区域为长4.95、宽2.95的长方形,向上偏移1.0") are hit anywhere on a rectangle
// `w` tiles along the columns × `h` along the rows, centred on their position moved `dx` columns right and `dy` rows
// up:
@@ -24,7 +25,7 @@
// `hitRect`).
import { ROWS, COLS } from './constants.js';
import { hypot } from './detmath.js';
import { hypot, roundHalfEven } from './detmath.js';
/**
* Validated hit area of a data record (`{ w, h, dx, dy }`, tiles) or null for a regular (point) unit.
@@ -47,7 +48,7 @@ export function hitRect(u) {
/** Tile key of a unit's position (-1 off the grid). */
function posKey(u) {
const r = Math.round(u.y), c = Math.round(u.x);
const r = roundHalfEven(u.y), c = roundHalfEven(u.x);
return r < 0 || r >= ROWS || c < 0 || c >= COLS ? -1 : r * COLS + c;
}
@@ -68,7 +69,7 @@ export function bodyKeys(u) {
/** Does the unit occupy tile (r, c)? */
export function bodyOnTile(u, r, c) {
const R = hitRect(u);
if (!R) return Math.round(u.y) === r && Math.round(u.x) === c;
if (!R) return roundHalfEven(u.y) === r && roundHalfEven(u.x) === c;
return c + 0.5 > R.x0 + 1e-9 && c - 0.5 < R.x1 - 1e-9 && r + 0.5 > R.y0 + 1e-9 && r - 0.5 < R.y1 - 1e-9;
}
@@ -100,7 +101,7 @@ export function bodyInRadius(u, x, y, r) {
* around it; …): "周围八格"-style square areas centred on a tile.
*/
export function bodyTileReach(u, r, c) {
if (!u.hitArea) return Math.max(Math.abs(Math.round(u.y) - r), Math.abs(Math.round(u.x) - c));
if (!u.hitArea) return Math.max(Math.abs(roundHalfEven(u.y) - r), Math.abs(roundHalfEven(u.x) - c));
let best = Infinity;
for (const k of bodyKeys(u)) {
const kr = Math.floor(k / COLS), kc = k % COLS;
+9
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@@ -220,6 +220,15 @@ export const MAX_ALIVE_ENEMIES = 600;
/** Heal-over-time / regen events are aggregated and only emitted when they reach this amount. */
export const REGEN_EVENT_MIN = 1;
/**
* How far inside the field rectangle an enemy is held (tiles; Battle._clampPos). [ASSUMED] The rectangle's edge lies
* exactly halfway between two tiles, where the tile of a position — rounded half to even (body.js; PRTS 作战机制
* 四舍六入五成双) — would depend on whether the row or column number is even. Held this little inside, an enemy at the
* edge stays on the edge tile. 2^-20 is exact in binary and too small to move a slide of 0.1-tile steps; a 1/1024 inset
* did move those steps.
*/
export const FIELD_EDGE_INSET = 1 / 1048576;
/** Row offset mapping board rows (9..12) onto boss-field rows (2..5). */
export const BOSS_ROW_OFFSET = -7;
@@ -1,21 +1,30 @@
// server/sim/content/kits/ops/chess_char_2_10-rockr.js — 洛洛 (char_4040_rockr) kit, tier 2.
// Conventions of the tier-2 kits: ../shared/tier2.js; kit contract and rules: ../README.md.
import { canTargetEnemy } from '../../../targeting.js';
import { bodyInKeys } from '../../../body.js';
import { canTargetEnemy, sortEnemyTargets } from '../../../targeting.js';
import { num, talentBb, up } from '../shared/tier1.js';
import { onDefaultSkill } from '../shared/tier2.js';
export const DRONE_TAG = 'rockr:drone';
const firstTarget = (battle, unit) => {
const prof = unit.profile;
const candidates = battle.enemiesInKeys(unit.rangeKeys, unit, prof);
for (const e of battle.blockedTargets(unit, prof)) if (!candidates.includes(e)) candidates.push(e);
sortEnemyTargets(battle, unit, candidates, prof.priority);
return candidates[0] ?? null;
};
export default {
// ---------------------------------------------------------------------------------------------------------------
// 2_10 洛洛 自负此轭: ASPD +attack_speed; the drones lock on their target until it dies or the skill ends.
// 2_10 洛洛 自负此轭: ASPD +attack_speed. The skill releases its drone, which keeps the lock after the target leaves
// her range and returns only when that enemy dies or the skill ends (docs/research/03-operators.md, skchr_rockr_2).
// While it is out, the unreleased drone's additional damage is off and the drone's own hits are skill damage.
// 过载 (term ba.overdrive "技能进行到一半时触发额外效果"): the second half of the duration — ATK +atk and the funnel cap
// ×scale; when the skill ends she is stunned as long as the overload lasted. 立于磐石: ATK +atk per `interval` s on the
// field, up to max_stack_cnt stacks.
// S1 战术咏唱·γ型 (alt): ASPD +attack_speed; the target lock belongs to 自负此轭 only.
chess_char_2_10_a: (bb, chess) => {
const t = talentBb(chess, 0);
const s2 = onDefaultSkill(chess);
const endOverload = (battle, unit) => {
if (unit.mem.rockFunnel) { unit.profile.funnel = unit.mem.rockFunnel; unit.mem.rockFunnel = null; }
battle.removeBuff(unit, 'rockr:overload');
@@ -26,19 +35,53 @@ export default {
onStart({ battle, unit, skill }) {
unit.mem.rockOverAt = battle.time + skill.duration / 2;
unit.mem.rockOver = false;
unit.mem.rockLock = null;
// The released drone inherits the trait's ramp; the body still attacks only inside its own range.
// `funnelMul` separates the addition; older profiles fold it into `dmgMul`. Keep launched shots unchanged.
const key = typeof unit.profile.funnelMul === 'function' ? 'funnelMul' : 'dmgMul';
const mul = unit.profile[key];
unit.profile = { ...unit.profile, [key]: null };
const lock = firstTarget(battle, unit);
unit.mem.rockDrone = { lock, cd: 0, key, mul,
target: unit.trait.funnelTarget, scale: unit.trait.funnelScale };
unit.mem.rockLock = lock;
},
onTick({ battle, unit }) {
if (unit.mem.rockOver || battle.time + 1e-9 < unit.mem.rockOverAt) return;
unit.mem.rockOver = true;
onTick({ battle, unit, dt }) {
if (!unit.mem.rockOver && battle.time + 1e-9 >= unit.mem.rockOverAt) {
unit.mem.rockOver = true;
const f = unit.profile.funnel;
if (f) { unit.mem.rockFunnel = f; unit.profile.funnel = { ...f, max: f.max * num(bb.scale, 1) }; }
battle.addBuff(unit, { key: 'rockr:overload', mods: { atkPct: num(bb.atk) }, visible: true, tags: ['skill'] });
battle.fx('overload', { x: unit.x, y: unit.y, id: unit.id });
}
const d = unit.mem.rockDrone;
if (!d || !unit.alive || !unit.skill.active) return;
d.cd = Math.max(0, d.cd - dt);
// [ASSUMED] A newly unselectable lock is dropped and the drone retargets. No flight delay, and body control
// (stun and the like) does not pause the released drone — same as the other independent skill drones.
if (d.lock && !canTargetEnemy(unit, d.lock, unit.profile)) d.lock = null;
if (!d.lock) d.lock = firstTarget(battle, unit);
unit.mem.rockLock = d.lock;
if (!d.lock || d.cd > 1e-9) return;
d.cd = unit.s.interval;
// Official S2 releases one drone (1 + attack@cnt = 1 at both ranks). The ramp lives on the drone, so a
// pre-skill projectile that lands later cannot change it.
const f = unit.profile.funnel;
if (f) { unit.mem.rockFunnel = f; unit.profile.funnel = { ...f, max: f.max * num(bb.scale, 1) }; }
battle.addBuff(unit, { key: 'rockr:overload', mods: { atkPct: num(bb.atk) }, visible: true, tags: ['skill'] });
battle.fx('overload', { x: unit.x, y: unit.y, id: unit.id });
d.scale = d.target === d.lock.id ? Math.min(f.max, (d.scale ?? f.init) + f.delta) : f.init;
d.target = d.lock.id;
battle.fx('drone', { x: d.lock.x, y: d.lock.y, id: unit.id });
battle.dealDamage(unit, d.lock, { amount: unit.s.atk * unit.s.atkScaleMul * d.scale,
type: 'arts', isSkill: true, isAttack: false, tags: ['skill', 'drone', DRONE_TAG] });
},
onEnd({ battle, unit, reason }) {
const over = unit.mem.rockOver ? battle.time - unit.mem.rockOverAt : 0;
const d = unit.mem.rockDrone;
unit.mem.rockDrone = null;
endOverload(battle, unit);
if (d) {
unit.trait.funnelTarget = d.target;
unit.trait.funnelScale = d.scale;
unit.profile = { ...unit.profile, [d.key]: d.mul };
}
unit.mem.rockOver = false;
unit.mem.rockLock = null;
if (over > 0 && reason !== 'death' && unit.alive) battle.applyStatus(unit, 'stun', { duration: over, source: unit });
@@ -46,12 +89,6 @@ export default {
},
skills: { 'skcom_magic_rage[3]': { kind: 'duration', mods: { aspd: num(bb.attack_speed) } } },
talents: [{ install(battle, unit) {
if (s2) battle.on('beforeAttack', (ctx) => {
if (ctx.attacker !== unit || !unit.skill?.active) return;
const L = unit.mem.rockLock;
if (L && L.alive && bodyInKeys(L, unit.rangeKeySet) && canTargetEnemy(unit, L, ctx.profile || unit.profile)) ctx.targets = [L];
else unit.mem.rockLock = ctx.targets[0] ?? null;
}, { owner: unit });
const iv = num(t.interval), max = Math.floor(num(t.max_stack_cnt)), v = num(t.atk);
if (!(iv > 0) || !(max > 0) || !v) return;
battle.on('tick', () => {
@@ -12,10 +12,10 @@ export default {
const hits = textNum(d.skill?.description, /连续攻击(\d+|[一二两三四五])次/, 2);
const insight = (battle) => (battle.rng.chance(num(t0.prob, 0)) ? num(t0.atk_scale, 1) : 1);
return {
trait: { dmgMul: (battle, unit, target) => funnelMap(battle, unit, target) * insight(battle) },
trait: { funnelMul: funnelMap, dmgMul: insight },
skill: {
kind: charges > 1 ? 'charges' : 'instant',
attack: { atkScale: num(bb.atk_scale, 1), hits, dmgType: 'arts', dmgMul: (battle) => insight(battle) },
attack: { atkScale: num(bb.atk_scale, 1), hits, funnelBodyHits: hits, dmgType: 'arts', dmgMul: insight },
},
// S1 迅捷打击·γ型: ATK / ASPD + (the drones' ramp and 忽有所悟 stay on every attack through the trait)
skills: altSkills(chess, d, bb, { 'skcom_quickattack[3]': statSkill }),
@@ -13,7 +13,7 @@ export default {
const extra = Math.floor(num(bb['attack@cnt'], 0));
const prob = num(bb['attack@prob'], 0), cold = num(bb['attack@cold'], 0);
const kit = {
trait: { dmgMul: funnelMap },
trait: { funnelMul: funnelMap },
skill: {
kind: 'duration',
mods: { atkPct: num(bb.atk) },
@@ -20,7 +20,7 @@ export default withDefaults({
attack: {
// every drone ramps on its own locked target (trait init/delta/max): the multipliers are queued per target
// by the beforeAttack hook below (two drones on the same enemy ramp independently)
dmgMul: (battle, unit, target) => {
funnelMul: (battle, unit, target) => {
const q = unit.mem.kjeraQueue && unit.mem.kjeraQueue.get(target.id);
return q && q.length ? q.shift() : funnel(unit).init;
},
@@ -143,7 +143,7 @@ function whitw2(bb, chess, def) {
...(skillGridW ? { targeting: { rangeGrid: skillGridW } } : {}),
attack: {
hits: 1,
dmgMul(battle, unit, target) {
funnelMul(battle, unit, target) {
const f = unit.profile?.funnel || { init: 0.2, delta: 0.15, max: 1.1 };
const m = unit.mem.hunt;
if (!m) return f.init;
+1 -1
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@@ -17,7 +17,7 @@
// projectile_chr_gdglow_funnel_s1_1 … s3_3 (`_lifeTimeType` 2: until stopped, `_stopWhenSourceInvalid`, its crash
// AdvancedApplyDamage MAGICAL at atk_scale_2) and their s12 / s3 blast projectiles.
// - Trait (驭械术师) "操作浮游单元造成法术伤害;单元攻击同一敌人伤害提升(最高造成干员110%攻击力的伤害)" (trait bb init / delta /
// max_atk_scale): the engine's funnel profile (professions.js: her normal attack = one drone hit at init → +delta per hit on
// max_atk_scale): the engine's funnel profile (professions.js: her normal attack = a body hit plus one drone addition at init → +delta per hit on
// the same target → max). FUN-X: init 0.35 ("单元初始伤害提高"); FUN-Y: max 1.2. Ranged arts, 3-1, hits air (PRTS "可对空"),
// blocks 1, ground enemies target her.
// - Skill drones (the three skills "浮游单元+N,释放浮游单元锁定敌人攻击 … 锁敌后直至敌人被击杀、自爆或技能结束后返回干员身边"): while a
+12
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@@ -10,6 +10,7 @@
// test/sim/detmath.test.js scans server/sim/).
//
// hypot(x, y) √(x² + y²) as Math.sqrt(x*x + y*y), rescaled by exact powers of two outside 2^±500
// roundHalfEven(x) nearest integer, ties to even (四舍六入五成双); Math.round and Math.floor, never −0
// powi(x, n) xⁿ for an integer n: square-and-multiply in double-double, one final rounding
// sin(x), cos(x) fdlibm 5.3 (__kernel_sin / __kernel_cos / __ieee754_rem_pio2)
// atan2(y, x) fdlibm (FreeBSD msun e_atan2.c / s_atan.c)
@@ -46,6 +47,17 @@ export function hypot(x, y) {
return Math.sqrt(x * x + y * y);
}
/**
* x rounded to an integer, ties to even (2.5 → 2, 3.5 → 4, −2.5 → −2): the rule PRTS 作战机制 gives for the tile of a
* target — 受击方坐标经round函数取整(四舍六入五成双)得到其所属格坐标. Math.round rounds ties up (2.5 → 3). Exact; never −0.
* @param {number} x
*/
export function roundHalfEven(x) {
const f = Math.floor(x);
if (x - f !== 0.5) return Math.round(x) + 0;
return (f % 2 === 0 ? f : f + 1) + 0;
}
// ---- integer powers ----------------------------------------------------------------------------------------------
const SPLIT = 134217729; // 2^27 + 1 (Dekker)
+14 -3
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@@ -21,6 +21,8 @@
// noAttack bool (never attacks) noAttackUnlessSkill bool (attacks only while its skill is active)
// noHeal bool (cannot be healed by others) blockFly bool onHitStatus {key, duration, value}
// dmgMul(battle, unit, target) → number afterHit(battle, unit, target, {dealt,x,y})
// funnelMul(battle, unit, target) → number (drone ramp, separate from the caster's attack multiplier)
// funnelBodyHits n (an unreleased skill attack's body hit count; default normal attack: one, drones: `hits`)
// canAttack(battle, unit) → bool afterAttack(battle, unit, targets)
// skipEnemy(enemy) → bool (an enemy the unit never selects — targeting.js canTargetEnemy; 嵯峨 "不攻击重伤单位")
// healThrough(healer, ally) → bool (a healer that selects and heals that ally through its 禁疗 — Battle
@@ -385,8 +387,17 @@ const installTactician = (battle, unit) => {
};
const installFunnel = (battle, unit) => {
unit.trait.funnelTarget = null;
unit.trait.funnelScale = unit.profile.funnel?.init ?? 0.2;
// PRTS 分支特性信息 驭械术师: changing the target, or redeploying, resets the drone ramp at once, even against the
// same living enemy. The per-target map (耶拉 / 至简) resets with it. A free move (moveRedeploy, the same carry as a
// 秘术师's stored energy and 乌尔比安 S3) keeps the ramp. An in-flight drone still applies the ramp it computes on
// impact, so a shot launched before the reset can step the new ramp.
const reset = () => {
unit.trait.funnelTarget = null;
unit.trait.funnelScale = unit.profile.funnel?.init ?? 0.2;
unit.trait.funnelMap?.clear();
};
reset();
battle.on('deploy', (ctx) => { if (ctx.unit === unit && !ctx.move) reset(); }, { owner: unit });
};
/**
@@ -508,7 +519,7 @@ export const SUB = Object.freeze({
blastcaster: P({ rangeAoe: true }),
chain: P({ chain: { count: 3, falloff: 0.15, radius: CHAIN_RADIUS, sluggish: 0.5 } }),
funnel: P({ projectile: 'drone', install: installFunnel,
dmgMul: (battle, unit, target) => {
funnelMul: (battle, unit, target) => {
const f = unit.profile.funnel || { init: 0.2, delta: 0.15, max: 1.1 };
if (unit.trait.funnelTarget === target.id) unit.trait.funnelScale = Math.min(f.max, (unit.trait.funnelScale ?? f.init) + f.delta);
else { unit.trait.funnelTarget = target.id; unit.trait.funnelScale = f.init; }
+4 -3
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@@ -2,7 +2,7 @@
//
// Grid ranges: `[dRow, dCol]` offsets relative to facing RIGHT, rotated by the unit's direction (sim/dir.js: RIGHT
// (dr,dc), UP (dc,−dr), LEFT (−dr,−dc), DOWN (−dc,dr); row 0 = bottom). An enemy is in range when the tile containing
// it (round(y), round(x)) is one of the absolute range tiles — a huge enemy (巨型单位) when any tile its hit rectangle
// it (rounded half to even, detmath roundHalfEven; PRTS 作战机制 四舍六入五成双) is one of the absolute range tiles — a huge enemy (巨型单位) when any tile its hit rectangle
// occupies is (body.js; user playtest #5 item 10). `rangeExtend` (ability_range_forward_extend) adds N tiles
// past the furthest cell of every row, along +dCol BEFORE rotating (DESIGN §3).
// Operator priority: (1) enemies it blocks (every blocker, ranged ones on melee tiles included — user playtest #6
@@ -17,6 +17,7 @@
import { COLS, ROWS } from './constants.js';
import { normDir, rotateOffset } from './dir.js';
import { bodyDist } from './body.js';
import { roundHalfEven } from './detmath.js';
/**
* Build the absolute tile-key list of a grid for a unit standing at (r,c) facing `dir` ('UP'|'RIGHT'|'DOWN'|'LEFT';
@@ -50,9 +51,9 @@ export function absoluteRangeKeys(grid, r, c, dir, extend = 0) {
// record range (shared/loadoutRecord.js attackRangeGrid), re-exported here for the battle (Battle._refreshRange).
export { extendedGrid } from '../../shared/loadoutRecord.js';
/** Tile key of a unit's current position. */
/** Tile key of a unit's current position (rounded half to even, as body.js). */
export function tileKeyOf(u) {
const r = Math.round(u.y), c = Math.round(u.x);
const r = roundHalfEven(u.y), c = roundHalfEven(u.x);
if (r < 0 || r >= ROWS || c < 0 || c >= COLS) return -1;
return r * COLS + c;
}