// server/sim/content/bonds/addon/battle.js — battle side of the 15 add-on bonds (research 02 §3.9–§3.23). // // Every number comes from data/bonds.json (`env_gbuff_new` buff blackboards). ATK / DEF / max HP "+X%" are 直接乘算 // (support directMods: additive with every other percentage, PRTS 盟约记录). Effects only apply to the owning // player's units (`unit.ownerId === playerId`): two players sharing a boss / 联防 field never buff each other. // Layer-dependent values read the LIVE layers (`battle.getPlayer(pid).bonds[id].layers`): an IN_BATTLE layer gain // (engine `layerGain` hook, which fires before the layers are written) schedules one deferred recompute per player. // // 精准 preciShip members ATK +(base_atk + atk_per_stack·L); tier 2 (3 distinct): members + RANGED operators, // which also ignore power_def_penetrate DEF / power_magic_resist_penetrate RES (defIgnorePct / resIgnorePct) // 迅捷 swiftShip member skill end → p = min(1, base_prob + prob_per_stack·L): +normal_sp SP; L ≥ power_bond_stack_cnt: // every operator's skill end rolls p again for +power_sp (members roll both, research [ASSUMED]) // 灵巧 skillfulShip aura: members + operators on their 4 (L ≥ 40: 8) adjacent tiles ASPD +(base + per·L), once per unit; // killed members keep providing it from their body tile until redeploy; retreat / forcedExit do not // 奥术 arcaneShip member arts damage → target arts taken ×(base + per·L) for weak_duration s; tier 2: ×power_weak_scale // when the target is below hp_ratio at application. ONE instance per target whatever applies it — the // two players of a pair field compete for it, the strongest wins (battle.applyStrongest, 同名效果取最高: // PRTS 作战机制 "同名buff的默认叠加策略buff只能表现出一个"; 巴哈姆特 12316 first-hand: "共享型buff會跟對面搶 // 如果對面層數比你高就不需要再特別激活直接吃他的奧術buff"). v2.5 kept one per player, so two players' // instances multiplied (×5.4 × ×5.6 on a leader at ~250 layers, DESIGN §20.10). PRTS 盟约记录's own // note "※同一单位仅可对同一目标同时施加1个该盟约法术伤害提升效果" (one instance per unit and target) // fits it under the engine default (a newer same-named buff waits until the earlier ends, PRTS // 常见同名状态); strongest vs earliest is [ASSUMED]. Known deviation [ASSUMED]: an earlier revision // (oldid 386936) forbade a unit re-applying while its own instance lasts; an equal hit here // refreshes it to a fresh 3 s (slightly stronger). Re-measured after the 0.1.0 report // "奥术盟约不生效": it works on the real and the browser path (test/sim/feedback1b-arcane.test.js); // 标准 never activates it (modeDataDict inactiveBondIdList) // 坚守 steadShip all operators max HP +(base + per·L); tier 2: 40 % of a non-member operator's damage is borne by // the members on the field (split evenly, sourceless true damage — already mitigated), members’ thorns // (base + per·L arts, sourceless but credited to the member hit, ≤ 1 per cd_duration per member; // 无来源 damage uses the chance and hits nobody, a 流失 never does — PRTS 备注 / 作战机制) // + 脆弱 ×damage_scale for weak[limit] s // 助力 deputShip all operators DEF +(base + per·L), redeploy time ×(1 + respawn_time) // 突袭 raidShip member idle ≥ no_attack_duration s (or skill ready — a passive skill that is on counts, GitHub // #49, and so does a deploy-timed skill while it runs, #109) with no enemy in range → "保留技力立即再部署" // next to the most advanced ground enemy it can reach — a 隐匿 (unrevealed) ground enemy too, and one // in its range counts for 「范围内没有敌人」 (the owner's decision of 2026-10-08 from the official game, // GitHub #316; asleep, untargetable and flying ones stay out: raidGroundEnemy): on a free tile of a board of its field // (Battle.onFieldBoard: its own or a teammate's on the same field — the two-helper 联防 field and a // pair field open both halves, the owner's decision of 2026-10-07; #475 also opens an empty half // for multiplayer boss/hidden Raid only, approved 2026-10-10; never a boss field's hand / // 临时整备区 rows, never the empty other half of a lone 联防 helper or a single-mode boss field — community // reports of 2026-10-06, items 40 and 16.3) its position may be deployed // on from which its range covers that enemy (GitHub issue #51 [ASSUMED]: the first of the 8 most // advanced that has such a tile; none → it stays and the next poll looks again, never a jump that // hits nothing) — for a melee member that blocks, a tile where its block applies first (ground // units pass it, an enemy path runs through it: not a 围墙 — the owner's decision of 2026-10-06, // GitHub #148); grid.canStand: never the 深水区 (player report #3 after 0.1.0, members dropped // into 战场#08's pool after an enemy wading in it); Battle.isReservedTile: never a tile a knocked-out // operator lies on (player report F5, members landed on a fallen teammate). A real redeployment // (retreat + free redeploy on the landing tile, full HP, `deploy` fires — 部署时 traits such as // 史尔特尔, 突袭手雷, 卡西米尔, 叙拉古) with its SP / charges kept (engine redeploy tile + keepSp); // ATK/HP +(base + per·L) until it leaves the field; knocked out after a jump it lies where it fell // and comes back there (the engine's rest tile, Battle._layBody — PRTS 卫戍协议/帮助 "原地留下一个 // “倒地干员”…自动部署至该位置"; its own home when it fell on another board piece's home); // L ≥ power_bond_stack_cnt: every operator ASPD +power_attack_speed. // Ordinary polls order candidates by remaining path distance, then id (the 0.2.3 rule). The one // reselect right after a revive — knocked out, and back before the respawn timer (不屈 / 阿戈尔 / // 复活, or the same kill + immediate redeploy) — orders by taunt, then that distance, and jumps // while the operator is not blocking. An enemy already standing on its tile counts: the 0.25 s // poll runs before that tick's block pass, so the reselect refreshes contact first. A retreat, // a move, a redeploy that waited out its timer, and Raid's own jump do not arm that reselect. // 不屈 indomShip ground operator knocked out → p = min(1, base + per·L) immediate free redeploy where it lies // (the engine's rest tile); tier 2: every operator on the field +sp SP // 协防 emptyShip all operators phys/arts taken ×(1 − damage_resistance); members dealt ×damage_scale_normal // (elite ×damage_scale_extra) // 独行 soloShip the member(s) ATK +atk, HP +max_hp, +sp SP on every deploy // 绝技 suntShip tier 1: elite operators ATK +power_atk; tier 2: elites (and their summons) SP cost ×sp_ratio // 远见 / 奇迹 / 投资人 / 调和 have no battle effect (prep side, membership in support/index.js). // // Hooks registered only when a bond needs them. Priorities: `hit` −20 (坚守 redirect, after other modifiers had their // say), `death` 10 (不屈, the bond slot of the revive/redeploy convention); everything else 0. import { canTargetEnemy, enemyStealthed, extendedGrid } from '../../../targeting.js'; import { normDir, rotateOffset, localOrder, localBefore } from '../../../dir.js'; import { bodyKeys, bodyInKeys } from '../../../body.js'; import { applyRedirectCut, isHpLoss, redirectShare } from '../../../damage.js'; import { BOSS_ROW_OFFSET } from '../../../constants.js'; import { GEO } from '../../../../../shared/constants.js'; import { num, bondRecord, buffParams, bondTier, bondLayers, isMember, isElite, isGroundOp, onField, playerOps, passiveBuff, fxOn, N4, N8, directMods, COLS, } from '../../support/index.js'; export const ID = Object.freeze({ preci: 'preciShip', swift: 'swiftShip', skillful: 'skillfulShip', arcane: 'arcaneShip', stead: 'steadShip', deput: 'deputShip', raid: 'raidShip', indom: 'indomShip', empty: 'emptyShip', solo: 'soloShip', sunt: 'suntShip', }); export const KEY = Object.freeze({ preci: 'bond:preciShip', stead: 'bond:steadShip', deput: 'bond:deputShip', skillful: 'bond:skillfulShip', raid: 'bond:raidShip', raidAspd: 'bond:raidShip:aspd', empty: 'bond:emptyShip', emptyDmg: 'bond:emptyShip:dmg', solo: 'bond:soloShip', sunt: 'bond:suntShip', arcane: 'bond:arcaneShip', }); /** Bonds whose battle values depend on layers (recomputed on in-battle gains). */ const LAYERED = new Set([ID.preci, ID.swift, ID.skillful, ID.arcane, ID.stead, ID.deput, ID.raid, ID.indom]); const STEAD_CD = 'bond:steadShip:cd'; const AURA_POLL = 0.25; const RAID_POLL = 0.25; const RAID_SEARCH = 2; // landing tiles within this Chebyshev distance of the target enemy const RAID_TARGETS = 8; // candidate enemies a poll tries per member, the most advanced first (raidTargets) /** 奥术 vulnerability mods for a multiplier (battle.applyStrongest). */ const arcaneMods = (v) => ({ artsTakenMul: v }); /** `env_gbuff_new` blackboard of a bond (numbers only). */ export function bondBb(bondId) { return buffParams(bondRecord(bondId), 'env_gbuff_new') ?? {}; } /** 迅捷 / 不屈 proc chance p = min(1, base_prob + prob_per_stack·L). */ export const procChance = (bb, L) => Math.max(0, Math.min(1, num(bb.base_prob) + num(bb.prob_per_stack) * L)); const prob = procChance; // ===================================================================================================================== // per-player state function makeState(battle, p) { const pid = p.playerId; const ops = playerOps(battle, pid); const st = { pid, ops, tiers: {}, bb: {}, members: {} }; for (const id of Object.values(ID)) { const t = bondTier(battle, pid, id); if (t <= 0) continue; st.tiers[id] = t; st.bb[id] = bondBb(id); st.members[id] = new Set(ops.filter((u) => isMember(battle, u, id))); } return st; } const L = (battle, st, id) => bondLayers(battle, st.pid, id); // ===================================================================================================================== // match-long passives (re-applied on layer changes; passiveBuff replaces by key → idempotent) function applyPassives(battle, st) { const t = st.tiers; if (t[ID.preci]) { const bb = st.bb[ID.preci]; const wide = t[ID.preci] >= 2; const mods = directMods({ atk: num(bb.base_atk) + num(bb.atk_per_stack) * L(battle, st, ID.preci) }); if (wide) { mods.defIgnorePct = num(bb.power_def_penetrate); mods.resIgnorePct = num(bb.power_magic_resist_penetrate); } for (const u of st.ops) { if (st.members[ID.preci].has(u) || (wide && u.def?.position === 'RANGED')) passiveBuff(battle, u, KEY.preci, mods); } } if (t[ID.stead]) { const bb = st.bb[ID.stead]; const mods = directMods({ hp: num(bb.base_max_hp) + num(bb.max_hp_per_stack) * L(battle, st, ID.stead) }); for (const u of st.ops) passiveBuff(battle, u, KEY.stead, mods); } if (t[ID.deput]) { const bb = st.bb[ID.deput]; const mods = directMods({ def: num(bb.base_def) + num(bb.def_per_stack) * L(battle, st, ID.deput) }, { redeployMul: Math.max(0, 1 + num(bb.respawn_time)) }); for (const u of st.ops) passiveBuff(battle, u, KEY.deput, mods); } if (t[ID.raid]) { const bb = st.bb[ID.raid]; const lv = L(battle, st, ID.raid); const milestone = num(bb.power_bond_stack_cnt, Infinity); if (lv >= milestone) { const mods = { aspd: num(bb.power_attack_speed) }; for (const u of st.ops) passiveBuff(battle, u, KEY.raidAspd, mods); if (!st.raidMilestone) { st.raidMilestone = true; for (const u of st.members[ID.raid]) if (onField(u)) { fxOn(battle, 'bondMilestone', u, KEY.raid, 'aspd'); break; } } } st.raidMods = raidMods(bb, lv); for (const u of st.members[ID.raid]) { const b = u.findBuff(KEY.raid); if (b) { b.mods = st.raidMods; u.markDirty(); } } } if (t[ID.arcane]) { const bb = st.bb[ID.arcane]; const m = num(bb.base_damage_scale, 1) + num(bb.damage_scale_per_stack) * L(battle, st, ID.arcane); st.arcaneMul = Math.max(0, m); st.arcaneLowMul = Math.max(0, m * num(bb.power_weak_scale, 1)); } if (t[ID.skillful]) { const bb = st.bb[ID.skillful]; const lv = L(battle, st, ID.skillful); const v = num(bb.base_attack_speed) + num(bb.attack_speed_per_stack) * lv; if (!st.auraMods || st.auraMods.aspd !== v) st.auraMods = { aspd: v }; st.auraWide = lv >= num(bb.power_bond_stack_cnt, Infinity); } } function raidMods(bb, lv) { const mods = directMods({ atk: num(bb.base_atk) + num(bb.atk_per_stack) * lv, hp: num(bb.base_max_hp) + num(bb.max_hp_per_stack) * lv, }); const aspd = num(bb.base_attack_speed) + num(bb.attack_speed_per_stack) * lv; if (aspd) mods.aspd = aspd; return mods; } /** Layer-independent passives (协防 / 独行 / 绝技), applied once. */ function applyStatic(battle, st) { const t = st.tiers; if (t[ID.empty]) { const bb = st.bb[ID.empty]; const taken = Math.max(0, 1 - num(bb.damage_resistance)); for (const u of st.ops) { passiveBuff(battle, u, KEY.empty, { physTakenMul: taken, artsTakenMul: taken }); if (st.members[ID.empty].has(u)) { passiveBuff(battle, u, KEY.emptyDmg, { dmgDealtMul: num(isElite(u) ? bb.damage_scale_extra : bb.damage_scale_normal, 1) }); } } } if (t[ID.solo]) { const bb = st.bb[ID.solo]; const mods = directMods({ atk: num(bb.atk), hp: num(bb.max_hp) }); for (const u of st.members[ID.solo]) passiveBuff(battle, u, KEY.solo, mods); } if (t[ID.sunt]) { const bb = st.bb[ID.sunt]; const mods = directMods({ atk: num(bb.power_atk) }); for (const u of st.ops) { if (!isElite(u)) continue; passiveBuff(battle, u, KEY.sunt, mods); if (t[ID.sunt] >= 2) suntSpCost(u, bb); } } } function suntSpCost(u, bb) { const sk = u && u.skill; if (!sk || sk.noSkill || u.mem[KEY.sunt]) return; u.mem[KEY.sunt] = true; sk.spCostMul = sk.spCostMul * num(bb.sp_ratio, 1); } // ===================================================================================================================== // 灵巧 aura function updateAura(battle, st) { const mods = st.auraMods; if (!mods) return; const next = st.auraNext ?? (st.auraNext = new Set()); next.clear(); const offs = st.auraWide ? N8 : N4; for (const m of st.members[ID.skillful]) { const active = onField(m); // isDown also covers voluntary / forced exits since v0.1.2. Only a kill keeps the aura. if (!active && (m.removeReason !== 'killed' || !battle.isDown(m))) continue; if (active) next.add(m); // A knocked-out member still covers neighbours around the tile where it waits to redeploy. const [r, c] = active ? [m.tileR, m.tileC] : battle.restTile(m); for (const [dr, dc] of offs) { const a = battle.unitAt(r + dr, c + dc); if (a && a.kind === 'op' && a.ownerId === st.pid && onField(a)) next.add(a); } } const cur = st.aura ?? (st.aura = new Set()); for (const u of cur) if (!next.has(u)) battle.removeBuff(u, KEY.skillful); for (const u of next) { const b = u.findBuff(KEY.skillful); if (!b) battle.addBuff(u, { key: KEY.skillful, mods }); else if (b.mods !== mods) { b.mods = mods; u.markDirty(); } } st.aura = next; st.auraNext = cur; } // ===================================================================================================================== // 突袭 relocation // // Either trigger (技能就绪, or no attack for no_attack_duration s) jumps only to a landing tile from which the member's // attack range covers the enemy it jumps to: the first candidate (raidTargets order, the RAID_TARGETS most advanced) // that has one; when none has, the member stays where it is and the next poll looks again (its idle time keeps // counting, so it jumps as soon as one can be reached). The official text only says "再部署至一名地面敌人周围" — // "never a useless landing" is [ASSUMED] after GitHub issue #51 (up to 0.1.1 the idle trigger landed where nothing was // in range, hopped between such tiles every 10 s and ignored a second enemy it could have reached; DESIGN §22.2). /** * The member's attack range as offsets from its tile: its own grid + rangeExtend (targeting.js extendedGrid, the * relative form of absoluteRangeKeys) turned by its direction — flat [dRow, dCol, dRow, dCol, …]. */ function raidReach(u) { const d = normDir(u.dir); const out = []; for (const [dr, dc] of extendedGrid(u.rangeGrid || [[0, 0]], num(u.s.rangeExtend))) out.push(...rotateOffset(dr, dc, d)); return out; } /** #475: multiplayer boss/hidden Raid may use an absent partner's deployment half (maintainer-approved, §29.13). * Keep this exception local to Raid: onFieldBoard/onOwnBoard still describe actual players' deployment regions. */ function raidBoard(battle, r, c) { if (battle.onFieldBoard(r, c)) return true; return battle.modeId?.startsWith('mode_multi_') && (battle.kind === 'boss' || battle.kind === 'hidden') && r >= GEO.FIELD.r0 + BOSS_ROW_OFFSET && r <= GEO.FIELD.r1 + BOSS_ROW_OFFSET && c >= GEO.FIELD.c0 && c <= COLS - 1 - GEO.FIELD.c0; } /** * Landing tile [row, col] of a jump to enemy `e`, or null: a tile from which the member's range (`reach`, raidReach) * covers the enemy's body (a huge enemy: any tile it occupies — body.js), within RAID_SEARCH tiles (Chebyshev) of the * enemy, inside the field rect and on a board of its field (Battle.onFieldBoard — "再部署" goes where a player of the * field deploys: its own board or a teammate's half when both halves are taken, the two-helper 联防 field and a pair * field — the owner's decision of 2026-10-07, DESIGN §26.1; never a boss field's hand row 0 or 临时整备区 row 1, both * inside BOSS_RECT and buildable high ground, nor the empty other half of the one-helper 联防 map or a single-mode boss field; * community reports of 2026-10-06, items 40 and 16.3: a ranged member landed on the 临时整备区 row of a solo leader * round, and on the right half of the one-helper 联防 map). #475 additionally opens the empty deployment half only * in multiplayer boss/hidden battles (raidBoard, approved 2026-10-10, §29.13). The tile must be one that the member's * position may be deployed on (grid.canStand: never the 深水区 — * player report #3 after 0.1.0 —, and for a melee member low ground only, never a 高台: GitHub #148) and that is free * (Battle.isReservedTile: no living unit, no knocked-out operator's body — player report F5 —, no waiting piece's tile). * A melee member that blocks takes a tile where its block applies first — ground units pass it (not a 围墙 / 围栏 tile, * where a unit blocks no ground enemy: Battle._blockerFor) and an enemy ground path runs through it * (Battle.groundPathTiles) or its enemy stands on it — over one where it would block nothing (the owner's decision of * 2026-10-06 after GitHub * #148: a member landed on a 围墙 tile, drawn raised, while a road tile covered its enemy too [ASSUMED: the official * landing picks among the legal tiles at random]); then the nearest (Chebyshev, then 0.01·Manhattan); last tie-break * the offset in the member's facing-RIGHT frame (sim/dir.js localOrder; for a RIGHT-facing unit the plain tile-key * order), so the landing tile turns with its direction. Only the tiles a range offset leads back to from a body tile * are looked at, so a search that finds nothing stays cheap. */ function raidTile(battle, u, e, reach) { const er = Math.round(e.y), ec = Math.round(e.x); const ranged = u.def?.position === 'RANGED'; const body = bodyKeys(e); const path = !ranged && u.s.blockCnt > 0 ? battle.groundPathTiles() : null; let best = null, bp = 2, bd = Infinity, bo = null; for (const k of body) { const br = Math.floor(k / COLS), bc = k - br * COLS; for (let i = 0; i < reach.length; i += 2) { const r = br - reach[i], c = bc - reach[i + 1], dr = r - er, dc = c - ec; if (Math.abs(dr) > RAID_SEARCH || Math.abs(dc) > RAID_SEARCH) continue; if (!battle.grid.inRect(r, c) || !raidBoard(battle, r, c) || !battle.grid.canStand(r, c, { ranged }) || battle.isReservedTile(r, c)) continue; const t = r * COLS + c; const p = path && battle.grid.tile(r, c).pass === 'ALL' && (path.has(t) || body.includes(t)) ? 0 : 1; // its block applies const d = Math.max(Math.abs(dr), Math.abs(dc)) + 0.01 * (Math.abs(dr) + Math.abs(dc)); const o = localOrder(dr, dc, u.dir); if (p < bp || (p === bp && (d < bd - 1e-9 || (Math.abs(d - bd) <= 1e-9 && localBefore(o, bo))))) { best = [r, c]; bp = p; bd = d; bo = o; } } } return best; } /** * A ground enemy 突袭 jumps toward, and that counts for 「范围内没有敌人」 while it stands in a member's range: one an * operator may target (canTargetEnemy, ground), or a 隐匿 one that only its 隐匿 keeps out — the owner's decision of * 2026-10-08 from the official game (GitHub #316 "Raid operator doesn't deploy to invisible enemy units, it does in * official"; the bond text says 敌人 / 地面敌人). Asleep, untargetable and flying enemies stay out, as before. */ function raidGroundEnemy(u, e) { if (!e || e.isFlying) return false; if (canTargetEnemy(u, e, { canHitFly: false })) return true; if (!e.alive || e.hidden || !e.deployed || !enemyStealthed(e)) return false; const f = e.s.flags; if (f.untargetable || f.sleep) return false; const skip = u.profile && u.profile.skipEnemy; return !(typeof skip === 'function' && skip(e)); } /** A 隐匿 ground enemy (raidGroundEnemy) on `u`'s range: enemiesInKeys leaves 隐匿 out, so the poll checks this too. */ function raidStealthInRange(battle, u) { const keys = u.rangeKeySet || u.rangeKeys; if (!keys) return false; for (const e of battle.enemies) if (e.alive && enemyStealthed(e) && raidGroundEnemy(u, e) && bodyInKeys(e, keys)) return true; return false; } /** * Jump candidates of player `pid`: the ground enemies of raidGroundEnemy (visible, or 隐匿; not flying, asleep or * untargetable) — those of the player's own field (`ownerId`), the others only when it has none. Ordinary polls sort * by remaining path distance, then stable id. `taunt` is only the one reselect after a revive (maintainer 2026-10-10): * highest taunt, then that distance, then id. The two orders are not one shared list. */ function raidTargets(battle, u, pid, { taunt = false } = {}) { const own = [], other = []; for (const e of battle.enemies) { if (!raidGroundEnemy(u, e)) continue; (e.ownerId === pid ? own : other).push(e); } const list = own.length ? own : other; const dist = new Map(list.map((e) => [e, num(battle.remainingDistance ? battle.remainingDistance(e) : 0)])); list.sort((a, b) => (taunt ? num(b.s.taunt) - num(a.s.taunt) : 0) || dist.get(a) - dist.get(b) || a.id - b.id); return list; } /** * The block pass has not run yet this tick (the poll is in the scheduled phase, and `_deploy` clears `blocking`). * Refresh contact the same way `updateEnemy` does before an enemy moves: an enemy already on this tile is blocked * now, so a revive does not treat that tile as empty and jump away. */ function raidRefreshContact(battle, u) { for (const e of battle.enemies) { if (!e.alive || e.blockedBy || e.hidden) continue; if (Math.abs(Math.round(e.y) - u.tileR) > 1 || Math.abs(Math.round(e.x) - u.tileC) > 1) continue; battle._checkBlock(e); } } function raidPoll(battle, st) { const bb = st.bb[ID.raid]; const idle = num(bb.no_attack_duration, 10); // Ordinary and post-revive orders stay separate: one poll can hold a member of each. let plain = null, taunted = null; for (const u of st.members[ID.raid]) { if (!onField(u) || !u.canAct) continue; // Maintainer 2026-10-10: one fresh target check after revival when unblocked, even with enemies in attack range. // Ordinary later polls retain their original empty-range rule and distance order. A Raid jump cannot arm another check. const revived = u.mem.raidReviveSeq === u.deploySeq; if (revived) { u.mem.raidReviveSeq = 0; raidRefreshContact(battle, u); } if (revived && u.blocking.some((e) => e.alive && e.blockedBy === u)) continue; const since = Math.max(u.lastAttackAt ?? -Infinity, u.deployedAt ?? -Infinity, u.mem[KEY.raid] ?? -Infinity); // 技能就绪: a charged skill, or a passive skill that is on (GitHub #49: skills.js `ready` is false for every passive, // so 缄默德克萨斯 / 宴 … only ever jumped on the idle trigger; the reporter's footage of the official game shows // 缄默德克萨斯 jumping within her passive's 10 s with no enemy in range). The engine keeps a passive on for the whole // deployment, so such a member may jump whenever nothing is in its range [ASSUMED: "技能就绪" of a passive = the // skill being on]; the landing rule below keeps it from hopping. Here only — the global `ready` stays as it is. // A deploy-timed skill (#109: kind 'duration' with no SP — spType 'none' — run from the deployment: 宴 S2, 斯卡蒂 S2, // 伊内丝 S3, 缄默德克萨斯 S1–S3, 耀骑士临光 S2, the generic "部署后…N秒内" passives) counts the same way while its // window runs — the 10 s of the reporter's footage; once it has ended only the idle trigger is left. const sk = u.skill; const deploySkillOn = !!(sk && sk.active && (sk.kind === 'passive' || sk.spType === 'none')); const ready = !!(sk && !sk.noSkill && ((sk.ready && !(sk.active && sk.isTimed)) || deploySkillOn)); const idleOk = battle.time - since >= idle - 1e-9; if (!(revived || ready || idleOk)) continue; // 「若范围内没有敌人」: a targetable enemy, or a 隐匿 ground one (the owner's decision of 2026-10-08, raidGroundEnemy) if (!revived && (battle.enemiesInKeys(u.rangeKeys || [], u, u.profile).length || raidStealthInRange(battle, u))) continue; const list = revived ? (taunted ??= raidTargets(battle, u, st.pid, { taunt: true })) : (plain ??= raidTargets(battle, u, st.pid)); if (!list.length) continue; // either trigger: raidTile only offers tiles with the target in range (without that a ready skill that finds no // target would redeploy — firing every 部署时 effect — at every poll; the idle trigger, which lacked it up to // 0.1.1, hopped every 10 s: issue #51) const reach = raidReach(u); for (let i = 0; i < list.length && i < RAID_TARGETS; i++) { const tile = raidTile(battle, u, list[i], reach); if (!tile) continue; plain = taunted = null; // the retreat / redeploy handlers (部署时 effects) may change the enemies: the next member re-sorts const res = raidRedeploy(battle, u, tile[0], tile[1]); u.mem.raidReviveSeq = 0; if (!res) continue; u.mem[KEY.raid] = battle.time; // with deployedAt: the idle time starts again from the landing if (res === 'raid') { battle.addBuff(u, { key: KEY.raid, mods: st.raidMods }); fxOn(battle, 'blink', u, KEY.raid, 'relocate', { target: list[i].id }); } break; } } } /** * "保留技力立即再部署": retreat the unit and redeploy it for free on (r, c) with its SP / charges kept (engine redeploy * `tile` + `keepSp`: restored before the `deploy` handlers run; the board tile stays its home). Should the landing fail * (raidTile skips taken, reserved and body tiles, so only content refusing it), the unit goes straight back to its home * tile (never stranded off the field). * Returns 'raid' | 'home' | false. */ function raidRedeploy(battle, u, r, c) { battle.retreat(u, { reason: 'raid' }); if (u.alive) return false; if (battle.redeploy(u, { free: true, tile: [r, c], keepSp: true })) return 'raid'; return battle.redeploy(u, { free: true, keepSp: true }) ? 'home' : false; } // ===================================================================================================================== // install export function install(battle) { if (!battle || !Array.isArray(battle.players) || !battle.players.length) return; const states = []; for (const p of battle.players) { const st = makeState(battle, p); if (Object.keys(st.tiers).length) states.push(st); } if (!states.length) return; const byPid = Object.create(null); for (const st of states) { byPid[st.pid] = st; applyPassives(battle, st); applyStatic(battle, st); } const has = (id, tier = 1) => states.some((st) => (st.tiers[id] ?? 0) >= tier); // live layers if (states.some((st) => Object.keys(st.tiers).some((id) => LAYERED.has(id)))) { battle.on('layerGain', (c) => { const st = byPid[c.playerId]; if (!st || !st.tiers[c.bondId] || !LAYERED.has(c.bondId) || st.pending) return; st.pending = true; battle.after(0, () => { st.pending = false; applyPassives(battle, st); if (st.tiers[ID.skillful]) updateAura(battle, st); }); }); } // 灵巧 aura (deploy / death immediately, relocations through a cheap poll) if (has(ID.skillful)) { const aura = states.filter((st) => st.tiers[ID.skillful]); const refresh = (pid) => { for (const st of aura) if (pid == null || st.pid === pid) updateAura(battle, st); }; battle.on('battleStart', () => refresh(null)); battle.on('deploy', (c) => { if (c.unit && c.unit.kind === 'op' && byPid[c.unit.ownerId]?.tiers[ID.skillful]) refresh(c.unit.ownerId); }); battle.on('death', (c) => { if (c.unit && c.unit.kind === 'op' && byPid[c.unit.ownerId]?.tiers[ID.skillful]) refresh(c.unit.ownerId); }); battle.every(AURA_POLL, () => refresh(null)); } // 突袭 if (has(ID.raid)) { const raid = states.filter((st) => st.tiers[ID.raid] && st.members[ID.raid].size); if (raid.length) { battle.on('deploy', (c) => { const u = c.unit; // Only a revive: the previous exit was a knock-out and the operator is back before its respawn timer. // A retreat (宴 / 史尔特尔 / 伊内丝 / 耀骑士临光), a move, a timer redeploy and the initial deploy stay on the old poll. if (!u || c.initial || c.move || u.removeReason !== 'killed' || !(u.respawnAt > battle.time + 1e-9)) return; if (raid.some((st) => st.members[ID.raid].has(u))) u.mem.raidReviveSeq = u.deploySeq; }); battle.every(RAID_POLL, () => { for (const st of raid) raidPoll(battle, st); }); } } // 迅捷 if (has(ID.swift)) { battle.on('skillEnd', (c) => { const u = c.unit; if (!u || u.kind !== 'op' || c.reason === 'death' || !u.alive || !u.skill) return; const st = byPid[u.ownerId]; if (!st || !st.tiers[ID.swift]) return; const bb = st.bb[ID.swift]; const lv = L(battle, st, ID.swift); const p = prob(bb, lv); let gained = 0; if (st.members[ID.swift].has(u) && battle.rng() < p) gained += u.skill.gainSp(num(bb.normal_sp), 'bond'); if (lv >= num(bb.power_bond_stack_cnt, Infinity) && battle.rng() < p) gained += u.skill.gainSp(num(bb.power_sp), 'bond'); if (gained > 0) fxOn(battle, 'sp', u, 'bond:swiftShip', 'proc', { n: gained }); }); } // 独行 (SP on every deploy) / 绝技 (summons of elites) const soloOrSunt = has(ID.solo) || has(ID.sunt, 2); if (soloOrSunt) { battle.on('deploy', (c) => { const u = c.unit; if (!u || (u.kind !== 'op' && u.kind !== 'token')) return; const st = byPid[u.ownerId]; if (!st) return; if (u.kind === 'op' && st.tiers[ID.solo] && st.members[ID.solo].has(u) && u.skill) { const n = num(st.bb[ID.solo].sp); if (n > 0) u.skill.gainSp(n, 'init'); } if (u.kind === 'token' && (st.tiers[ID.sunt] ?? 0) >= 2 && isElite(u.ownerUnit)) suntSpCost(u, st.bb[ID.sunt]); }); } // 不屈 (PRTS 卫戍协议:盟约 下半/PRTS盟约记录, its 修正: "地面干员被击倒、撤退、切换<替身>与<本体>时,有(18+0.4×层数)%概率立刻 // 重新部署"; "※“立刻重新部署”的实现方式为:令受益者下次部署的再部署时间和费用归零"; owner's decision 2026-10-04 to follow it). // Rolls on a knock-out ('killed') and on a 撤退 ('retreat' — 史尔特尔's 余烬, 耀骑士临光 S2, 伊内丝 S3 … — and 行商's // 'merchant' withdrawal): a hit redeploys it at once, free, where it lies (engine rest tile, §22.15). Not on the 突袭 // retreat ('raid': it redeploys at once and free anyway — the zeroed next deployment would change nothing [ASSUMED: no // roll]) nor on the 联防 forced exit (FORCED_EXIT: the battle's setup, not a 撤退 — §19.3). A 傀儡师 switch (hook // `dollSwap`, to the 替身 and back) rolls too; she stays on the field, so a hit only zeroes her NEXT deployment: the // next time she leaves the field (knocked out, withdrawn) she is back at once and free (`u.mem.indomFreeDeploy`) // [ASSUMED: one such deployment at a time, spent by her next deployment whatever brings it]. Tier 2 (+sp SP to every // operator on the field) stays a knock-out effect: its own line ("地面干员被击倒时使场上所有干员技力+5") was not corrected. // Both lines take a 地面干员 = a melee-position operator on any tile (support isGroundOp: 歌蕾蒂娅 on a 高台 counts, a // ranged operator on a melee tile does not — community report 「不屈盟约效果高台干员也错误的吃到了」, 0.1.3). if (has(ID.indom)) { const INDOM_EXITS = new Set(['killed', 'retreat', 'merchant']); const stOf = (u) => { const st = isGroundOp(u) ? byPid[u.ownerId] : null; return st && st.tiers[ID.indom] ? st : null; }; battle.on('death', (c) => { const u = c.unit; const banked = !!(u && u.mem && u.mem.indomFreeDeploy); if (!INDOM_EXITS.has(c.reason) || !(stOf(u) || (banked && u.kind === 'op'))) return; const st = stOf(u); const bb = st ? st.bb[ID.indom] : null; if (st && c.reason === 'killed' && st.tiers[ID.indom] >= 2) { const sp = num(bb.sp); if (sp > 0) for (const o of st.ops) if (onField(o) && o.skill) o.skill.gainSp(sp, 'bond'); } if (u.alive || u.removed || u.mem[ID.indom] === battle.time) return; if (banked || (st && battle.rng() < prob(bb, L(battle, st, ID.indom)))) { u.mem[ID.indom] = battle.time; if (battle.redeploy(u, { free: true })) fxOn(battle, 'revive', u, 'bond:indomShip', 'redeploy'); } }, { priority: 10 }); battle.on('dollSwap', ({ unit: u }) => { const st = stOf(u); if (!st || !u.alive || u.mem.indomFreeDeploy) return; if (battle.rng() < prob(st.bb[ID.indom], L(battle, st, ID.indom))) u.mem.indomFreeDeploy = true; }); // the zeroed deployment is the next one, whatever brings it (this redeploy, the 阿戈尔 revive, the 突袭 jump …) battle.on('deploy', ({ unit: u }) => { if (u && u.mem && u.mem.indomFreeDeploy) u.mem.indomFreeDeploy = false; }); } // 坚守 (tier 2) redirect + thorns, 奥术 vulnerability const stead = has(ID.stead, 2); const arcane = has(ID.arcane); if (stead) { battle.on('hit', (c) => { const t = c.target, dmg = c.dmg; if (!t || t.side !== 'ally' || t.kind !== 'op' || !dmg || dmg.cancel || dmg.steadShare || dmg.steadCut || dmg.tags?.includes('bond:stead:share') || dmg.type === 'element') return; const st = byPid[t.ownerId]; if (!st || (st.tiers[ID.stead] ?? 0) < 2 || st.members[ID.stead].has(t)) return; let any = false; for (const m of st.members[ID.stead]) if (onField(m)) { any = true; break; } if (!any) return; const ratio = Math.max(0, Math.min(1, num(st.bb[ID.stead].damage_resistance))); if (!(ratio > 0) || ratio >= 1) return; // Both redirects take their share from the pre-redirect hit (applyRedirectCut). The victim keeps the rest. applyRedirectCut(dmg, ratio); dmg.steadCut = ratio; }, { priority: -20 }); } if (stead || arcane) { battle.on('damaged', (c) => { const t = c.target, dmg = c.dmg; if (!t || !dmg) return; if (t.side === 'ally') { if (!stead || t.kind !== 'op') return; const st = byPid[t.ownerId]; if (!st || (st.tiers[ID.stead] ?? 0) < 2) return; if (dmg.steadCut) { const ratio = dmg.steadCut; dmg.steadCut = 0; const share = redirectShare(num(c.amount), ratio, dmg.redirectCuts); if (!(share > 0)) return; const on = []; for (const m of st.members[ID.stead]) if (onField(m)) on.push(m); // the share is already mitigated and already carries the attacker's damage multipliers: deal it sourceless // (the member's own damage-taken modifiers and shields still apply), never re-scaled by the attacker for (const m of on) { // Preserve sharing ancestry across Skadi's redirect, so neither sharing effect revisits its own output. const d = battle.makeDamage({ amount: share / on.length, type: 'true', canDodge: false, tags: ['bond:stead:share', ...(dmg.tags?.includes('transfer') ? ['transfer'] : [])] }); d.steadShare = true; battle.dealDamage(null, m, d); } return; } // a 流失 never uses a thorn chance (PRTS 作战机制 "生命流失不会触发反伤"); 无来源 damage does, hitting nobody (备注 // "可被无来源伤害消耗反伤机会") if (dmg.steadShare || dmg.steadThorn || c.type === 'element' || isHpLoss(dmg) || !st.members[ID.stead].has(t)) return; const bb = st.bb[ID.stead]; const last = t.mem[STEAD_CD] ?? -Infinity; if (battle.time - last < num(bb.cd_duration) - 1e-9) return; t.mem[STEAD_CD] = battle.time; const src = c.source; if (!src || src.side !== 'enemy' || !src.alive) return; // "伤害来源受到(850+10×L)点法术伤害": 无来源 (no attacker multipliers, hooks see no source) but credited to the // member hit — its player's stats and shared-pool tally count it, like an element burst (v2.5: no credit at all, // up to 19 % of a co-op leader's pool and 88 % of a solo one went unattributed, DESIGN §20.10) const d = battle.makeDamage({ amount: num(bb.base_damage_value) + num(bb.damage_value_per_stack) * L(battle, st, ID.stead), type: 'arts', canDodge: false, sourceless: true }); d.steadThorn = true; battle.dealDamage(t, src, d); if (src.alive) battle.applyStatus(src, 'fragile', { duration: num(bb['weak[limit]'], 5), value: num(bb.damage_scale, 1) - 1, source: t }); return; } if (!arcane || c.type !== 'arts' || t.side !== 'enemy' || !t.alive) return; const src = c.source; if (!src || src.kind !== 'op') return; const st = byPid[src.ownerId]; if (!st || !st.tiers[ID.arcane] || !st.members[ID.arcane].has(src)) return; const bb = st.bb[ID.arcane]; const low = st.tiers[ID.arcane] >= 2 && t.hpRatio < num(bb.hp_ratio); // one 奥术 instance per target, the strongest (both players of a pair field included): see the header battle.applyStrongest(t, KEY.arcane, { duration: num(bb.weak_duration, 3), value: low ? st.arcaneLowMul : st.arcaneMul, mods: arcaneMods, source: src }); }); } }