// server/sim/content/bands/battle.js — battle side of the strategies (bands, data/bands.json; research 01 §11). // // Each player of a battle installs the IN_BATTLE parts of its own band, dispatched on the band buff's bbStr.key // (numbers from the blackboard, never hard-coded). Band buffs apply in every battle kind (normal / 联防 / boss / // hidden); IN_BATTLE layer gains are no-ops where the match disables them (support.gainLayers). // // act1autochess_band2_buff 阿米娅 众志合一 ≥ value_i active bonds (highest i) ⇒ every operator ATK +atk_i, // HP +max_hp_i (直接乘算 — support directMods —, bonds snapshot at combat start) // act1autochess_band28_buff 埃芒加德 命结之秘 the first max_respawn_cnt operator knock-downs of the battle revive at // once — PRTS 备注 "“复活”的实现方式为:受益者因移动之外的原因退场时下次部署 // 的再部署时间和费用归零": the knock-out stands (被击倒时 effects run) and the // operator redeploys at once, free, where it lies (部署时 effects run, SP // reset): items reviveNow, a `death` hook after M3茧甲's and before 阿戈尔 // 5 / 不屈 (in place until 0.2.0, community report 「…砾和瑕光这种死亡和部 // 署的叠层效果,如果有艾芒加德的3次复活似乎是无法触发」) // act1autochess_band13_buff 克莱门莎 崇高牺牲 a operator knocked down ⇒ +its tier (等阶) layers // (bond_add_type by_charlevel; no "已激活" in the text ⇒ requireActive false) // act1autochess_band16_buff 大帝 加急调派 "每次部署后再部署时间减少50%": every deployment of an operator stacks one // redeploy ×(1 + respawn_time) for the rest of the battle, with no cap (PRTS // 卫戍协议:盟约 下半 / PRTS盟约记录 备注 "※该策略效果可无限叠加"; a 20-stack cap // until 0.2.2 — GitHub #328, PR #329) // act1autochess_band17_buff 桑葚 药枚实验 at combat start the player's units on the front-most (最右边) column: each // attack has `prob` to gain 1 shield layer (max 1) // act1autochess_band18_buff 休谟斯 回收利用 a ground (地面) operator's skill ends ⇒ a random operator on its 4 // neighbouring tiles gains `sp` SP // act1autochess_band15_buff 卡莱莎 食腐之蝶 an operator knocked down ⇒ every other unit of the player on the field // ATK +atk × n, n ≤ max_stack_cnt (+20 % … +200 %, additive stacks), // until that unit is knocked down itself or the battle ends // act1autochess_band19_buff 陈 以己之长 the player's operators' physical / arts damage becomes 弱点伤害 // act2autochess_band12_buff 夕 墨色真颜 at combat start operators of which ≥ 2 of the same name (same base chess, // elite or not) stand on the field get ATK +atk // act2autochess_band3_buff 伊奥莱塔 统御号令 at combat start n = elite operators on the field ⇒ every elite operator // ATK +atk_per_cnt × n, HP +max_hp_per_cnt × n (all 直接乘算) // auto_chess_change_map Touch 外勤医疗 "所有玩家场地上出现一名<预备干员-医疗>": while any alive player of the match // holds band_amedic, every player's field gets the map character of the // variant whose common_condition holds for that player's elites on the field // (condition_golden_chess_le cnt → 预备干员-医疗, _ge cnt → Touch), spawned at // combat start on its stage slot (tokens.spawnMapChar) // Prep-only bands (economy / shop / grants / layers at prep end or round start) live in bands/meta.js. import { num, buffsOf, bandRecord, isOp, onField, isElite, tierOf, unitBonds, activeBondIds, playerOps, passiveBuff, fxOn, matchBands, gainLayers, alliesAround, N4, baseChessId, isGroundOp, directMods, } from '../support/index.js'; import { weaknessRetype, addShieldLayer, PRIO_RESPAWN, reviveNow } from '../items/battle.js'; import { spawnMapChar } from '../tokens.js'; export const AMEDIC_BAND = 'band_amedic'; /** * 'death' priority of 埃芒加德's revive: a knock-out (so after every `fatal` saver — kits', 坚固维式重锤's 不死), after the * operator's own M3茧甲 (PRIO_RESPAWN 13), before 阿戈尔 5's first-knock-out revive (11) and 不屈 (10). */ export const PRIO_BAND_REVIVE = PRIO_RESPAWN - 1; const keyOf = (bandId, part = '') => `band:${bandId}${part ? `:${part}` : ''}`; const deployedOps = (battle, pid) => playerOps(battle, pid, { fieldOnly: true }); // --------------------------------------------------------------------------------------------------------------- // band buff behaviours: (battle, ps, params, bandId) const BY_KEY = { // 阿米娅 众志合一 act1autochess_band2_buff(battle, ps, p, bandId) { const n = activeBondIds(battle, ps.playerId).length; let atk = 0, hp = 0; for (let i = 1; i <= 9 && p[`value_${i}`] != null; i++) { if (n >= num(p[`value_${i}`], Infinity)) { atk = num(p[`atk_${i}`]); hp = num(p[`max_hp_${i}`]); } } if (!(atk > 0 || hp > 0)) return; const mods = directMods({ atk, hp }); for (const u of playerOps(battle, ps.playerId)) passiveBuff(battle, u, keyOf(bandId), mods); }, // 埃芒加德 命结之秘 act1autochess_band28_buff(battle, ps, p, bandId) { const max = Math.floor(num(p.max_respawn_cnt, 3)); if (!(max > 0)) return; let used = 0; battle.on('death', (c) => { const u = c.unit; if (used >= max || !isOp(u) || u.ownerId !== ps.playerId || !reviveNow(battle, c, 'band')) return; used++; fxOn(battle, 'revive', u, keyOf(bandId), bandId, { left: max - used }); }, { priority: PRIO_BAND_REVIVE }); }, // 克莱门莎 崇高牺牲: PRTS requires the 阿戈尔 bond to be active. act1autochess_band13_buff(battle, ps, p, bandId) { const bond = typeof p.bond_id === 'string' && p.bond_id ? p.bond_id : null; if (!bond) return; const byLevel = p.bond_add_type == null || p.bond_add_type === 'by_charlevel'; battle.on('death', (c) => { const u = c.unit; if (c.reason !== 'killed' || !isOp(u) || u.ownerId !== ps.playerId || !unitBonds(u).includes(bond)) return; const n = byLevel ? tierOf(u) : Math.max(1, Math.floor(num(p.value, 1))); if (gainLayers(battle, { playerId: ps.playerId, bonds: bond, n, requireActive: true, source: u, reason: 'band' }) > 0) { fxOn(battle, 'layer', u, keyOf(bandId), bandId, { bond, n }); } }); }, // 大帝 加急调派 act1autochess_band16_buff(battle, ps, p, bandId) { const mul = Math.max(0, 1 + num(p.respawn_time, 0)); if (mul === 1) return; const key = keyOf(bandId); battle.on('deploy', (c) => { const u = c.unit; if (!isOp(u) || u.ownerId !== ps.playerId) return; battle.addBuff(u, { key, mods: { redeployMul: mul }, refresh: 'stack', stacks: 1, maxStacks: Infinity, persist: true, allowDead: true }); }); }, // 桑葚 药枚实验 act1autochess_band17_buff(battle, ps, p, bandId) { const pr = num(p.prob); if (!(pr > 0)) return; const key = keyOf(bandId, 'shield'); const chosen = new Set(); battle.on('battleStart', () => { const units = battle.allies(ps.playerId); // "最右边的所有我方单位": the rightmost column of the player's own board (a board position, whatever the units' // directions; the mirrored Final Assault right side counts from the field's left) const boardCol = (u) => (ps.mirror ? -u.tileC : u.tileC); let front = -Infinity; for (const u of units) front = Math.max(front, boardCol(u)); for (const u of units) if (boardCol(u) === front) chosen.add(u); }); battle.on('attack', (c) => { const u = c.attacker; if (!chosen.has(u) || !u.alive) return; if (!(pr >= 1 || battle.rng() < pr)) return; if (addShieldLayer(battle, u, key, 1)) fxOn(battle, 'shield', u, keyOf(bandId), bandId); }); }, // 休谟斯 回收利用 ("地面干员技能结束时…": a melee-position operator on any tile — support isGroundOp) act1autochess_band18_buff(battle, ps, p, bandId) { const sp = num(p.sp); if (!(sp > 0)) return; battle.on('skillEnd', (c) => { const u = c.unit; if (!isOp(u) || u.ownerId !== ps.playerId || c.reason === 'death' || !onField(u) || !isGroundOp(u)) return; const cands = alliesAround(battle, u, N4).filter((a) => a.kind === 'op' && a.skill && !a.skill.noSkill && a.skill.kind !== 'passive'); const t = cands.length ? battle.rng.pick(cands) : null; if (!t) return; t.skill.gainSp(sp, 'band'); fxOn(battle, 'spGain', t, keyOf(bandId), bandId, { n: sp, from: u.id }); }); }, // 卡莱莎 食腐之蝶 act1autochess_band15_buff(battle, ps, p, bandId) { const step = num(p.atk); const cap = Math.max(1, Math.floor(num(p.max_stack_cnt, 10))); if (!(step > 0)) return; const key = keyOf(bandId); battle.on('death', (c) => { const d = c.unit; if (c.reason !== 'killed' || !isOp(d) || d.ownerId !== ps.playerId) return; for (const a of battle.allies(ps.playerId)) { if (a === d) continue; const cur = a.findBuff(key); const n = Math.min(cap, (cur && cur.data ? cur.data.n : 0) + 1); battle.addBuff(a, { key, mods: directMods({ atk: step * n }), refresh: 'replace', data: { n }, visible: true }); } }); }, // 陈 以己之长 act1autochess_band19_buff(battle, ps) { battle.on('hit', (c) => { const s = c.source; if (!isOp(s) || s.ownerId !== ps.playerId || !c.target || c.target.side !== 'enemy') return; weaknessRetype(c.dmg, s, c.target); }, { priority: 5 }); }, // 夕 墨色真颜 act2autochess_band12_buff(battle, ps, p, bandId) { const atk = num(p.atk); if (!atk) return; battle.on('battleStart', () => { const groups = new Map(); for (const u of deployedOps(battle, ps.playerId)) { const b = baseChessId(u); if (!groups.has(b)) groups.set(b, []); groups.get(b).push(u); } for (const list of groups.values()) { if (list.length < 2) continue; for (const u of list) passiveBuff(battle, u, keyOf(bandId), directMods({ atk })); } }); }, // 伊奥莱塔 统御号令 act2autochess_band3_buff(battle, ps, p, bandId) { const a = num(p.atk_per_cnt), h = num(p.max_hp_per_cnt); if (!(a > 0 || h > 0)) return; battle.on('battleStart', () => { const elites = deployedOps(battle, ps.playerId).filter(isElite); const n = elites.length; if (!n) return; const mods = directMods({ atk: a * n, hp: h * n }); for (const u of elites) passiveBuff(battle, u, keyOf(bandId), mods); }); }, }; // --------------------------------------------------------------------------------------------------------------- // Touch 外勤医疗 (auto_chess_change_map, every player's field) /** Map-character variants of band_amedic: [{ cond, cnt, chars: [tokenId…] }]. */ export function amedicVariants() { const out = []; for (const b of buffsOf(bandRecord(AMEDIC_BAND))) { if (b.key !== 'auto_chess_change_map') continue; const chars = new Set(); for (const [k, v] of Object.entries(b.p)) if (k.includes('#') && num(v) > 0) chars.add(k.split('#')[0]); out.push({ cond: String(b.p.common_condition || ''), cnt: num(b.p.cnt, 0), chars: [...chars] }); } return out; } /** Map characters for a player with `elites` elite operators on the field. */ export function amedicCharsFor(elites, variants = amedicVariants()) { for (const v of variants) { const ok = /_ge$/.test(v.cond) ? elites >= v.cnt : /_le$/.test(v.cond) ? elites <= v.cnt : false; if (ok) return v.chars; } return []; } function installMapChars(battle) { const variants = amedicVariants(); if (!variants.length) return; const holders = battle.players.filter((ps) => matchBands(battle, ps.playerId).includes(AMEDIC_BAND)); if (!holders.length) return; battle.on('battleStart', () => { for (const ps of holders) { const elites = deployedOps(battle, ps.playerId).filter(isElite).length; for (const id of amedicCharsFor(elites, variants)) { const u = spawnMapChar(battle, ps.playerId, id); if (u) fxOn(battle, 'summon', u, keyOf(AMEDIC_BAND), AMEDIC_BAND); } } }); } // --------------------------------------------------------------------------------------------------------------- /** Band buff keys with a battle part (tests / tooling). */ export const BATTLE_BUFF_KEYS = Object.freeze([...Object.keys(BY_KEY), 'auto_chess_change_map']); /** Does this band have a battle part? */ export function hasBattlePart(bandId) { return buffsOf(bandRecord(bandId)).some((b) => (b.bbKey && BY_KEY[b.bbKey]) || b.key === 'auto_chess_change_map'); } export function install(battle) { for (const ps of battle.players) { const band = ps.bandId ? bandRecord(ps.bandId) : null; if (!band) continue; for (const b of buffsOf(band)) { const f = b.bbKey ? BY_KEY[b.bbKey] : null; if (!f) continue; try { f(battle, ps, b.p, ps.bandId); } catch (e) { battle._handlerError?.(`band:${ps.bandId}`, null, e); } } } installMapChars(battle); }