Let charged guardian heals act without enemies and fix mixed S2 triggers (#406)
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@@ -101,8 +101,9 @@ export class SkillRuntime {
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if (this.rule.startsWith('CUSTOM_RANGE')) this.rule = 'CUSTOM_RANGE';
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this.triggerGrid = trig.grid ?? trig.rangeGrid ?? d.trigger?.grid ?? null;
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// kit options: an injured, healable ally of the trigger grid with an HP ratio of at most `hpAtMost` (SKILL_RANGE:
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// instead of an enemy; DEFAULT: in addition to the basic rule)
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// instead of an enemy; DEFAULT: a heal target at the normal attack cadence)
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this.triggerAllies = !!trig.allies;
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this.triggerEnemies = !!trig.enemies; // mixed attack/heal skills may also open for a selectable enemy
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this.triggerHpAtMost = Number.isFinite(+trig.hpAtMost) && +trig.hpAtMost > 0 ? +trig.hpAtMost : 1;
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this.healSkill = s.heal ?? (unit.profile && unit.profile.dmgType === 'heal' && !!unit.profile.heal);
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// the official skill strategies automate the manual 开启: only MANUAL skills wait for the operation cooldown
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@@ -483,7 +484,8 @@ export class SkillRuntime {
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if (b.rangeChanged(u)) b._refreshRange(u);
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const keys = range || u.baseRangeKeys || u.rangeKeys;
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if (keys) {
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if (this.healSkill) return b.injuredAlliesInKeys(keys, u).length > 0;
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if (this.healSkill) return b.injuredAlliesInKeys(keys, u).length > 0
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|| (this.triggerEnemies && b.enemiesInKeys(keys, u, TRIGGER_PROFILE).length > 0);
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if (b.enemiesInKeys(keys, u, u.profile).length > 0 || this._allyTargetIn(keys)) return true;
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}
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// the enemies a unit blocks are always its targets (Battle.blockedTargets), in range or not — PRTS 卫戍协议/帮助
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@@ -498,8 +500,8 @@ export class SkillRuntime {
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if (this.active && this.isTimed) return false;
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if (this.rule === 'TAKE_DAMAGE' || this.rule === 'NEVER' || TICK_RULES.has(this.rule)) return false;
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if (this.pending || this._opCooling()) return false;
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if (!this._defaultCondition()) return false;
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if (this.triggerAllies && !this._allyTriggerSatisfied()) return false;
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// Guardian charged heals supply their own attack target; no enemy is required (#406).
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if (this.triggerAllies ? !this._allyTriggerSatisfied() : !this._defaultCondition()) return false;
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this._beforeAttack = true; // the attack follows this cast in the same check (ai.js updateAlly): attacks pace it
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try { return this.activate('DEFAULT'); } finally { this._beforeAttack = false; }
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}
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