// server/sim/content/kits/ops/chess_char_6_16-halo2.js — 溯光星源 (char_1047_halo2) kit, tier 6. // Conventions of the tier-6 kits: ../shared/tier6.js; kit contract and rules: ../README.md. import { canTargetEnemy } from '../../../targeting.js'; import { bodyDist, bodyInKeys } from '../../../body.js'; import { num, bv, tbb, moduleBb, live, ANY, enemiesIn, onDefaultSkill, selectedSkill, batOf, pullToward, aura, } from '../shared/tier6.js'; // ------------------------------------------------------------------------------------------------------------------ // 溯光星源 chess_char_6_16 (凝滞师) — S3 并流连锁; 数据建模; 能源解析 function halo2(bb, chess, def) { const t0 = tbb(def, 0), t1 = tbb(def, 1), mod = moduleBb(chess); const isDef = onDefaultSkill(chess), sid = selectedSkill(chess, def); const skillGrid = def?.skill?.rangeGrid?.length ? def.skill.rangeGrid : null; const n = Math.max(1, Math.floor(num(bb['attack@max_target'], 1))), share = num(bb['attack@atk_share']); const slug = (unit) => unit.profile?.onHitStatus?.key === 'sluggish' ? num(unit.profile.onHitStatus.duration) : 0; const skills = { // S1 星图闪烁: ATK +atk; every attack then bounces attack@chain.max_target times between enemies (back and forth // allowed, never twice in a row on one; attack@projectile_range tiles), each bounce a full hit with her 停顿 skchr_halo2_1: { kind: 'duration', mods: { atkPct: num(bb.atk) }, attack: { onHit({ battle, unit, target }) { if (!target) return; const jumps = Math.max(0, Math.floor(num(bb['attack@chain.max_target'], 3))), R = num(bb['attack@projectile_range'], 1.7); let prev = target, px = target.x, py = target.y; for (let i = 0; i < jumps; i++) { let best = null, bd = Infinity; for (const e of battle.foesInRadius(px, py, R)) { if (e === prev || !canTargetEnemy(unit, e, ANY)) continue; const d = bodyDist(e, px, py); if (d < bd - 1e-9) { bd = d; best = e; } } if (!best) break; battle.dealDamage(unit, best, { amount: unit.s.atk, type: 'arts', isAttack: true, isSkill: true, tags: ['chain'] }); const sd = slug(unit); if (sd > 0 && best.alive) battle.applyStatus(best, 'sluggish', { duration: sd, source: unit }); prev = best; px = best.x; py = best.y; } }, }, }, // S2 星束引力 (attack SP): the next attack targets the enemy of her range farthest from its goal (install), atk_scale // × ATK arts with a `sluggish` s 停顿, and links up to max_target enemies within ability_range_radius of it: pulled // toward it (force) and hit by atk_scale_link × ATK arts skchr_halo2_2: { kind: 'instant', attack: { atkScale: num(bb.atk_scale, 1), onHitStatus: { key: 'sluggish', duration: num(bb.sluggish, 3) }, onHit({ battle, unit, target }) { if (!target) return; const R = num(bb.ability_range_radius, 2), k = Math.max(0, Math.floor(num(bb.max_target, 2))); const near = battle.foesInRadius(target.x, target.y, R).filter((e) => e !== target && canTargetEnemy(unit, e, ANY)) .sort((a, b) => bodyDist(a, target.x, target.y) - bodyDist(b, target.x, target.y) || a.spawnSeq - b.spawnSeq) .slice(0, k); for (const e of near) { battle.fx('link', { x: e.x, y: e.y, id: unit.id, ids: [target.id, e.id] }); pullToward(battle, { x: target.x, y: target.y }, e, num(bb.force), 0.3); if (e.alive) battle.dealDamage(unit, e, { amount: unit.s.atk * num(bb.atk_scale_link, num(bb.atk_scale, 1)), type: 'arts', isSkill: true, tags: ['skill', 'link'] }); } }, }, }, }; return { skills, install(battle, unit) { if (sid !== 'skchr_halo2_2') return; battle.on('beforeAttack', (ctx) => { // "选择攻击范围内距离目标点最远的1个敌人为目标" if (ctx.attacker !== unit || !unit.skill?.active || !unit.skill.pending) return; const c = battle.enemiesInKeys(unit.rangeKeys, unit, ctx.profile); if (!c.length) return; let best = c[0]; for (const e of c) if (battle.remainingDistance(e) > battle.remainingDistance(best) + 1e-9) best = e; ctx.targets = [best]; }, { owner: unit }); }, skill: { kind: 'duration', mods: { atkPct: num(bb.atk), batPct: batOf(bb.base_attack_time, def) }, targeting: { maxTargets: n, ...(skillGrid ? { rangeGrid: skillGrid } : {}) }, onStart({ unit }) { unit.mem.haloLocks = []; }, onEnd({ unit }) { unit.mem.haloLocks = []; }, }, talents: [ { install(battle, unit) { // S3: persistent locks + damage transfer between linked targets if (!isDef) return; battle.on('beforeAttack', (ctx) => { if (ctx.attacker !== unit || !unit.skill?.active) return; const valid = (e) => e && e.alive && canTargetEnemy(unit, e, ANY) && bodyInKeys(e, unit.rangeKeySet); const keep = (unit.mem.haloLocks || []).filter(valid); for (const e of ctx.targets) if (keep.length < n && !keep.includes(e)) keep.push(e); ctx.targets = keep.slice(0, n); const fresh = ctx.targets.some((e) => !(unit.mem.haloLocks || []).includes(e)); unit.mem.haloLocks = ctx.targets.slice(); if (fresh && ctx.targets.length > 1) battle.fx('link', { x: ctx.targets[0].x, y: ctx.targets[0].y, id: unit.id, ids: ctx.targets.map((e) => e.id) }); }, { owner: unit }); battle.on('hit', (ctx) => { const locks = unit.mem.haloLocks; if (!(share > 0) || !unit.skill?.active || !locks || locks.length < 2 || ctx.dmg.type !== 'arts' || ctx.dmg.tags.includes('link')) return; if (!locks.includes(ctx.target) || unit.mem.haloLinking) return; // re-entrancy guard: a transferred hit (or anything it causes, e.g. enemy damage sharing) never re-links unit.mem.haloLinking = true; try { for (const o of locks) if (o !== ctx.target && o.alive) { battle.dealDamage(ctx.source ?? unit, o, { amount: ctx.dmg.amount * share, type: 'arts', canDodge: false, isSkill: true, tags: ['skill', 'link'] }); } } finally { unit.mem.haloLinking = false; } }, { owner: unit }); } }, { install(battle, unit) { // 数据建模 (+ module ATK at max stacks) const as = num(t0.attack_speed), max = Math.max(1, Math.floor(num(t0.max_stack_cnt, 18))), fullAtk = num(mod.atk); battle.on('deploy', ({ unit: u }) => { if (u === unit) unit.mem.haloStack = 0; }, { owner: unit }); battle.on('statusApplied', (ctx) => { if (ctx.source !== unit || ctx.status !== 'sluggish' || !live(unit) || (unit.mem.haloStack || 0) >= max) return; unit.mem.haloStack = (unit.mem.haloStack || 0) + 1; const k = unit.mem.haloStack; battle.addBuff(unit, { key: 'halo2:model', mods: { aspd: as * k, atkPct: k >= max ? fullAtk : 0 } }); }, { owner: unit }); } }, { install(battle, unit) { // 能源解析 const base = bv(t1, 'damage_scale', 1), maxS = bv(t1, 'damage_scale_max', base), iv = bv(t1, 'interval', 7); const stay = new WeakMap(); aura(battle, unit, 0.25, () => { const inR = enemiesIn(battle, unit); for (const e of battle.enemies) if (!inR.includes(e)) stay.delete(e); for (const e of inR) { const t = (stay.get(e) ?? 0) + 0.25; stay.set(e, t); const v = t > iv ? maxS : base; // 脆弱 (ba.fragile, 同名效果取最高): the catalogue status, refreshed while the enemy stays in range if (v > 1) battle.applyStatus(e, 'fragile', { duration: 0.4, value: v - 1, source: unit }); } }); } }, ], }; } export default { chess_char_6_16_a: halo2, };