feedback7: merge fb7-owner-sim — community reports via the owner: 白铁's 铁钳号 opens only the skills that act on it (圣约送葬人 spends and stacks), 伊内丝 S3 after a 突袭 jump, 引星棘刺 alchemy units as HP regen (不屈者 / 禁疗), 不可对空 effects spare flying allies (炎佑), 望's 跟子 at battle start, 香槟炸弹 unhealable / no HP loss (owner decision) and not set off by unrevealed 隐匿 or sleeping enemies

- Grok review: MERGE AFTER FIXES — the HIGH finding (skills opened on the device but spending nothing) fixed on the branch
  (69d791f9: skills.js allyTargetsOk, per-kit allyTargets flags).
- Golden union OK; broad node --test 5500 (5499 pass, 0 fail, 1 skipped); lint 0 errors.
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sganggs committed 2026-10-08 21:14:27 +08:00
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@@ -365,6 +365,10 @@ one; the sourceless 毒雾 of 假想敌:蚀裂 skips a 隐匿 one but still re
范围内的所有单位持续视为受到源石污染区影响,技力自然回复速度倍率-80%,每0.5秒受到50真实持续伤害(同类效果取最高)") is the same
kind of damage — 无来源 true (like the terrain it stands for [ASSUMED]), the chimera credited — not a 流失 (player report
D1 audit): radius 1.2, a tick every 0.5 s, one tick per unit per 0.5 s however many chimeras reach it (`mem.chimeraAt`).
Every enemy effect PRTS marks "不可对空" skips a flying ally (the 炎佑 dragon, `isFlying`): the 死亡爆炸 of 高能源石虫 / 冰爆源石虫 /
卷心籽 (archetypes.js `deathBoom`, `noAir` by default), 水遁忍者's 漩涡形态, 鼎沸's pulses, “萨科塔昂首”'s 祈祷邀约, the attack of
“斩胄之剑” / “破胄之锤”, the splash and blast of 烹泉 / 沏虹, 庞贝's blast and 集团军重型火炮's shell and 燃烧区域 (the first six
reached it until 0.2.1 — a community report).
**Knock-outs that are not deaths** (`content/enemies/archetypes.js`; player reports after 0.1.0): a `killed` ability that keeps the
enemy alive hides the knock-out from every later `kill` handler, the kill count, kill credit and the bounty — they all
@@ -765,7 +769,8 @@ selection (`injuredAlliesInKeys`) takes it — 凯尔希 on her Mon3tr (PRTS "
describes as raising the target's 生命回复速度 are hpRegen buffs, never `heal` calls, so 禁疗 and 无法被友方治疗 (`noHeal`:
收割者 / 不屈者 / 武者) do not stop them: the 吟游者 trait (professions.js `bardRegen`, 分支特性信息 吟游者; 魔王's 微尘 ×1.5
through its `bardRegen` hook; 浊心斯卡蒂 and her 海嗣), 调香师's 熏衣草, 瑕光 S2, 铃兰 S3 (none in its first second, refreshed
every second), 锡人's 炼金单元 (GitHub #96 / #137); `overheal`
every second), 锡人's 炼金单元 (GitHub #96 / #137) and 引星棘刺's S1 / S2 炼金单元 (the same wording and blackboard key as
锡人 S2; a community report, 0.2.2); `overheal`
turns the excess into an `overheal` shield. `battle.loseHp(target, amount, { source, from, tags, silent, sourceless })` = HP
loss ignoring DEF/RES/shields/dodge (流失); `sourceless: true` makes it 无来源 ("受到等量的无来源生命流失": hooks see no source,
`source` keeps the credit — stats and the per-player shared-pool tally), as does a 无来源 `from`. A 流失 skips the damage
@@ -863,7 +868,7 @@ instance) and skip `'counter'` / `'reflect'` damage. When the guard trips, the l
| `allySelectable(ally, by)`, `alliesFor(by, ownerId?)` | may an ability of ally `by` select `ally` — never a 孤立 unit (炎佑, 从不混淆的方向) but `by` itself (PRTS 选择器: "若掩码中孤立为1,且选择器的阵营与目标为友好关系,则不可选中"); `allies()` without the 孤立 ones — content picks ally targets (buffs, auras, 全场 talents, heal picks) through these, `alliesInGrid` too |
| `unitsInGrid(unit, grid, {side, extend})`, `alliesInGrid(unit)`, `enemiesInRadius(x, y, r, centre?)`, `foesInRadius(x, y, r, centre?)`, `alliesInRadius(x, y, r, ownerId?)` | grid offsets are relative to facing RIGHT, rotated by `unit.dir`; enemies by their body (§2 hit areas: a huge enemy on every tile it occupies / within `r` of its rectangle; `centre` = splash around a target, a 中点判定 by position; `foesInRadius` = the enemies an operator's area effect can select — no untargetable enemy, none whose 隐匿 is on (`targeting.js enemyStealthed`: not blocked, not revealed, not within 3 s of its last block), PRTS 作战机制 §AOE伤害判定 — while enemy-side auras / heals and collisions keep `enemiesInRadius`) |
| `enemiesInKeys(keys, attacker, profile)`, `blockedTargets(unit, profile)` | targetable enemies whose body is on the tiles (a huge one listed once); the enemies a unit blocks — always selectable by it, a ranged operator on a melee tile included (§1.2 Blocking) |
| `setAllyTarget(unit, on)`, `allyTargetsInKeys(keys, attacker)`, `isAllyTarget(unit)` | an **ally target**: an ally unit our attacks select like an enemy — 白铁's 铁钳号·原型机, a summon of the enemy camp ("可被我方干员攻击但不受伤害", PRTS; kits/ops/op-ironmn.js). The attack loop (ai.js `acquireTargets`) appends the registered ones standing on the attacker's range after every enemy (their 嘲讽等级 −2 puts them last: one target ⇒ an enemy first; all in range / more targets ⇒ them too) and ranged attacks fly to them; heals, skills that pick their own victims and enemies never select them (the kit gives it `untargetable` against enemies and cancels the damage it takes in its `hit` hook). None registered ⇒ the loop is unchanged |
| `setAllyTarget(unit, on)`, `allyTargetsInKeys(keys, attacker)`, `isAllyTarget(unit)` | an **ally target**: an ally unit our attacks select like an enemy — 白铁's 铁钳号·原型机, a summon of the enemy camp ("可被我方干员攻击但不受伤害", PRTS; kits/ops/op-ironmn.js). The attack loop (ai.js `acquireTargets`) appends the registered ones standing on the attacker's range after every enemy (their 嘲讽等级 −2 puts them last: one target ⇒ an enemy first; all in range / more targets ⇒ them too) and ranged attacks fly to them; heals, skills that pick their own victims and enemies never select them (the kit gives it `untargetable` against enemies and cancels the damage it takes in its `hit` hook). A skill that acts on them counts the registered ones like enemies for its automatic start (skills.js `_allyTargetIn` / `allyTargetsOk`, every enemy condition of the trigger rules — the owner's rule of 2026-10-08): one that acts through the unit's own attacks, or whose kit flags `allyTargets: true` because its selectors take them too (`allyTargetsInKeys` / `allyTargetsInRadius`: 蕾缪安 S3's locks, 艾丽妮 S3, 陈 S2, 引星棘刺 S2); [ASSUMED] a skill that picks its victims among enemies only (or whose kit says `allyTargets: false`) is not opened by them and waits for an enemy. None registered ⇒ the loop is unchanged |
| `allies(ownerId?)`, `aliveEnemies()`, `unitAt(r, c)`, `unitById(id)`, `tileInfo(r, c)`, `lowestHpAllyInRange(unit)` | |
| `addLayers(playerId, bondId, n, reason, {source})`, `addCoins(playerId, n)` | layers are a no-op when `flags.layerGainsEnabled` is false (unite/boss); a gain adds at most the room left under `BOND_LAYER_CAP` (999, shared/constants.js `layerGainRoom`: the client's `AddBondCount` min(L + n, 999)) on the live copy — or, without one, on the battle's own gains — and returns what it added (0 at the cap: no hook, no event) |
| `getPlayer(playerId)` | `{ playerId, seat, side, colOffset, mirror, dir (default unit direction: RIGHT, mirrored side LEFT), facing (its sign), bonds (live copy, layers updated by addLayers), bandId, playerEffects, lpForBoss, dp, units }` |
@@ -872,7 +877,7 @@ instance) and skip `'counter'` / `'reflect'` damage. When the guard trips, the l
| `onFieldBoard(r, c)` | whether a field tile lies on the board of a player of this field — `onOwnBoard` of any of `players` (the players whose units the battle holds; an eliminated or absent teammate is not one): both halves of the two-helper 联防 field and of a Final Assault / Hidden Core pair field, the own half only for a lone 联防 helper and on a solo boss field, never a boss field's hand / 临时整备区 rows; the 突袭 landing takes only such tiles (DESIGN §25.18, §26.1) |
| `addDp(playerId, n)`, `retreat(unit, {reason, permanent, dying})`, `relocate(unit, r, c)` | `relocate` only changes the tile (state kept, no event) |
| `moveRedeploy(unit, r, c, { clearSp })` | a 【移动】 (PRTS 术语释义: "不退场,以当前血量在目标位置部署", a special retreat + redeploy): `relocate`'s checks (false = refused, nothing changed), then a new deployment (`deploySeq` / `aggroSeq` / `deployedAt`) and `deploy {initial:false, move:true}` (deploy effects fire again); no `die` / `death`, timer or cost (不屈 / 阿戈尔's revive never see it); HP, buffs and a running skill are kept (owner's deviation, DESIGN §22.3); `clearSp` empties the SP before the deploy handlers run — 乌尔比安 S3's move (kits/ops/chess_char_5_05-ulpia.js) and 【返回】 (`clearSp`; also the 从不混淆的方向 fallback, content/tokens.js) |
| `redeploy(unit, { free=true, tile, keepSp })` | immediate (re)deployment of a dead/retreated ally (full HP, `deploy {initial:false}`); `free: false` pays `base.cost` DP (refused without it); without `tile` it lands on the unit's rest tile (`restTile`: where a knocked-out operator lies, else home); `tile: [r, c]` lands on that tile once (home unchanged; refused when off-rect, occupied or a knocked-out operator's tile, no fallback); `keepSp` keeps SP/charges (保留技力), restored before `deploy` fires — 突袭 raids, 阿戈尔 / 不屈 revives where the unit lies |
| `redeploy(unit, { free=true, tile, keepSp })` | immediate (re)deployment of a dead/retreated ally (full HP, `deploy {initial:false}`); `free: false` pays `base.cost` DP (refused without it); without `tile` it lands on the unit's rest tile (`restTile`: where a knocked-out operator lies, else home); `tile: [r, c]` lands on that tile once (home unchanged; refused when off-rect, occupied or a knocked-out operator's tile, no fallback); `keepSp` keeps SP/charges (保留技力), restored before `deploy` fires — but not for a skill that costs no SP, which the reset re-arms as at every deployment (伊内丝 S3 casts again on a 突袭 landing) — 突袭 raids, 阿戈尔 / 不屈 revives where the unit lies |
| `refreshRange(unit)`, `setExtraRange(unit, keys)`, `rangeChanged(unit)` | rebuild the ranges after changing `unit.rangeGrid` (流形 copies); extra targetable tiles (absolute keys; merged into every later rebuild until set again; `null` clears; never in `baseRangeKeys`): 蕾缪安 wanted, 维娜 S3 |
| `push(enemy, force, {from, dir, fixed, fixedAngle, inward, effect})`, `pull(enemy, force, {to, center, stop})`, `pullToFront(enemy, unit, force)`, `forceLevel(enemy, force)`, `pushDistance(enemy, force, {effect})` | the official 位移 (PRTS 游戏数据基础 §重量公式 / 推与拉; user playtest #6 item 14): 受力等级 = 力度 (微小力 −1, 小力 0, 中力 1, 较大力 2, 大力 3 …) − current 重量等级 (massLevel, 失重 counts). Push distance per level (`constants.js PUSH_TILES`, PRTS 推与拉's 弹道 column): ≤ −3 → 0, −2 → 0.12, −1 → 0.44, 0 → 1.7, 1 → 2.14, 2 → 2.96, ≥ 3 → 3.53 tiles; `effect` = a 特效 push (`PUSH_TILES_EFFECT`: −2 → 0.085, −1 → 0.374, 0 → 1.562, 1 → 1.987, 2 → 2.773, ≥ 3 → 3.331 — 见行者 S1 / S2, `PUSH_EFFECT_SKILLS`; every other pusher uses the 弹道 column [ASSUMED]); radial (away from `from`; the client's buff template `knockback[relative]`: 莫斯提马 S3, 山 S3, 琳琅诗怀雅 S3 — also PRTS 备注 "推开效果为径向推动") unless `dir` (directional; template `knockback[dir]` = Knockback {`_useSourceDirection` true, `_decreaseForceLevelWhenNotInDirection` 2}: 推击手, 野鬃 S2 "往攻击方向" (charpack char_496_wildmn: buff `wildmn_s_2[force]`) — > 45° off or < 0.25 tile ⇒ radial and level −2; `fixed` waives both (圣聆初雪 S1 朝部署方向, `KnockBackWithCharacterDirection`), `fixedAngle` only the angle (见行者 S2)); `inward` = a push towards `from` (薄绿 S2), stopping at the 急停 radius. Pull: level ≥ 0 → to `to` / the 急停 radius around `center`, −1 → 35 % of the way, −2 → 0.03, ≤ −3 → 0; `pullToFront` aims at the 拉力起点 0.5 tile ahead of the unit with the 急停 radius 0.6708 around it (never moves an enemy the unit itself blocks — nor does a pull towards an ally's centre, e.g. the 流形 S3 pulse) A 静态刚体 (data `staticBody`: every air unit of the mode except “炎佑”, plus 昆图斯 — PRTS 特殊机制 "可以进入失衡状态…但物理层面上无法产生任何速度或移动", "与单位的行动方式无关") moves 0 from every source while the skills that reach it still hit it (薄绿 S2, 锏 S3, the 钩索师 …; player report after 0.1.0) |
| `displace(enemy, {x, y}, tiles)` | the raw mover behind push / pull: along passable tiles (by `motion`: FLY in the rect, else ground-passable), no weight rule; nothing for 失衡免疫 (`noDisplace`: 近地悬浮 incl. 喷气人's 飞行模式, 浮空, the 胄 parts, 守墓石像's statue and flight), 静态刚体 (`def.staticBody`) and leaders (`_displaceable`); unblocks + re-paths |
@@ -935,7 +940,11 @@ instance) and skip `'counter'` / `'reflect'` damage. When the guard trips, the l
`GDGLOW_SKILL_2` — "全场存在可选目标时释放技能": a targetable enemy anywhere (a heal skill: an ally that needs healing),
every tick; `NEVER` (alias `MANUAL`) — never auto-casts: the kit calls `unit.skill.activate(reason)` itself;
`MLYSS_WTRMAN` and any unknown rule behave like DEFAULT. Units that never attack (bard, phalanx, librator) check
DEFAULT every tick. Silence blocks activation. The automatic operations cool down (`constants.js AUTO_OP_COOLDOWN` 3 s,
DEFAULT every tick. In every enemy condition above a registered ally target (`setAllyTarget`: 白铁's 铁钳号·原型机, an
enemy-camp summon) counts like an enemy for a skill that acts on it (`_allyTargetIn`, `allyTargetsOk` — the owner's rule
of 2026-10-08: with the device alone in range such a skill opens and spends itself, its bullets included, on it): one
acting through the unit's own attacks, or flagged `allyTargets` by its kit; [ASSUMED] one that picks enemies only waits.
Silence blocks activation. The automatic operations cool down (`constants.js AUTO_OP_COOLDOWN` 3 s,
"自动操作具有3s冷却,在完成一次操作或作战开始时部署的单位将进入冷却"): a MANUAL skill is auto-cast no sooner than 3 s
after its previous cast (a charged skill spends its charges 3 s apart) or after its battle-start deployment
(`Battle._deploy` initial; `battle.flags.startOpCooldown`, default 3 — the test harness sets 0 unless told otherwise);