// server/sim/content/traitMods.js — trait (特性) modifiers the ENGINE consumes for every operator (DESIGN §5, §16). // // WHY THIS FILE EXISTS. Several modules add a line to the operator's TRAIT, and the official tables split that line in // two: `battle_equip_table` `overrideTraitDataBundle.candidates[].blackboard` carries the NUMBER // (`{key:'attack_speed', value:12}`) while the CONDITION exists only in the candidate's sentence // (`additionalDescription` / `overrideDescripton` → data/chess.json `trait.moduleDesc` / `trait.desc`). build-data.mjs // (`applyModuleTraitParts`) folds that blackboard into `trait.bb` unconditionally, so the number reached // `resolveProfile` (professions.js — it spreads `def.traitBb` into the profile) and stopped there: no sim file read // `profile.attack_speed` (every other reader of an `attack_speed` blackboard — bonds, devices, enemies — maps it to // `mods.aspd` itself), and a module reading 「攻击范围内存在2名及以上敌人时攻击速度+12」 therefore did nothing at all. // // THE RULE (engine-level, no operator-id whitelist). Any operator whose resolved def carries `attack_speed` on a // trait-level blackboard AND whose own trait text states a condition this file can evaluate gets that stat while — and // only while — the condition holds. The condition is read from the clause the official sentence puts BEFORE 「攻击速度」. // // THIS FILE EVALUATES EXACTLY ONE CONDITION SHAPE, on purpose: // 「攻击范围内存在N名及以上敌人时」 — the REA-Y module line (圣约送葬人 chess_char_5_01_b +12, 隐德来希 // chess_char_5_06_b +12). It is the shape the engine was missing, and its state is a pure function of the battlefield // (the engine's own targeting), so it needs nothing from a kit. // A condition this file does not evaluate installs NOTHING — never a permanently-on stat. `traitAttackSpeedRule(def)` // reports what it found (`clause`, `value`, `condition`, `reason`) so callers and tests can see the decision. // // WHY NOT MORE — the other trait attack-speed lines already have a hand-written implementation in the owning kit, and // adding a generic rule for them would apply the same stat TWICE. Each is listed here with where it lives (one kit file // per operator since 0.2.0, `kits/ops/-.js`): // 被击倒时不撤退…攻击速度+30(单次部署只触发1次) 斯卡蒂 chess_char_3_05_b (DRE-Y) → ops/chess_char_3_05-skadi.js // 耀骑士临光 6_17_b (DRE-Y) 同理 → ops/chess_char_6_17-nearl2.js // 未阻挡敌人时攻击速度+8 史尔特尔 5_07_b (AFT-X) → ops/chess_char_5_07-surtr.js // 未阻挡敌人时攻击速度+8 维娜·维多利亚 6_07_b (AFT-X) → ops/chess_char_6_07-siege2.js // 不阻挡敌人时…攻击速度+10 号角 5_08_b (FOR-Y) → ops/chess_char_5_08-horn.js // 能够阻挡一个敌人,生命值高于50%时攻击速度+10 山 5_17_b (FGT-Y) → ops/chess_char_5_17-f12yin.js // 范围内存在地面敌人时攻击速度+8 空弦 3_21_b (MAR-Y) → shared/tier3.js groundAspd // 能天使 3_01_b (MAR-Y) 同理 → ops/chess_char_3_01-angel.js // 攻击范围内存在受到元素损伤的友方单位时攻击速度+8 纯烬艾雅法拉 6_20_b (WDM-Y) → ops/chess_char_6_20-agoat2.js // 拥有已储存的攻击能量时,攻击速度+30 黑键 / 维伊 (自选, MSC-Y) → ops/op-ebnhlz.js / ops/op-veen.js // Generalising one of those means deleting the kit implementation in the same change; until then this file refuses them // (`condition: null`), which is also what keeps them bit-for-bit unchanged. // // Two more boundaries found by scanning every record × every module choice (the scan is pinned by // test/sim/trait_attack_speed.test.js): // * 仇白 (chess_char_6_15_b) LOR-Y states the same 「攻击范围内存在2名及以上敌人时攻击速度+12」, but its build-data // candidate targets a NAMED talent, so the number lands in `talents[i]` and never on a trait-level blackboard — her // kit reads exactly that. This file therefore does not see the line at all, which is the right outcome: applying it // here as well would double it. // * A module that ALREADY wanted its line applied here can carry the number on a hidden talent (index −1) instead // of the trait blackboard — 圣约送葬人 REA-Y does (`uniequip_003_excu2` `talentChanges[0].bb.attack_speed`), while // 隐德来希 REA-Y carries it straight on `trait.bb`. Both routes are read (see `attackSpeedSources`). // // 自选 picks (shared/diy.js) are scanned too: 黑键 / 维伊 MSC-Y 「拥有已储存的攻击能量时,攻击速度+30」 rides a hidden // module talent like 圣约送葬人's, and their 自选 kits own it (ops/op-ebnhlz.js, ops/op-veen.js — refused as 'kit'). // // Tests: test/sim/trait_attack_speed.test.js. PR #293 by @LimitlessHPPK (0.2.2); wired from battle/players.js _setupUnit. /** Finite number or `d` (blackboard values may be strings). Kept local: this file is imported by the engine itself * (battle/players.js), so it must not pull a kit file into the static import graph — the kits load through guarded * dynamic imports (content/kits/index.js) precisely so a broken kit degrades instead of breaking the server. */ const num = (v, d = 0) => (typeof v === 'number' && Number.isFinite(v) ? v : d); /** Trait blackboard of a raw chess record (`chess.trait.bb`, the module's lines folded in by build-data.mjs). */ const traitBb = (chess) => (chess && typeof chess.trait === 'object' && chess.trait ? chess.trait.bb ?? {} : {}); /** * The condition shapes this file evaluates, in match order. Each takes the clause before 「攻击速度」 and returns * `(battle, unit) => boolean`, or null when the clause is not that shape. */ const CONDITIONS = [ /** * 「攻击范围内存在N名及以上敌人时」 (modules REA-Y). N is read from the SENTENCE and defaults to 2: the official * module's own blackboard does carry the same count (`trigger_cnt[equip]` / `cnt` = 2 on the two REA-Y records), but * the number that decides what the TEXT promises has to come from the text — a blackboard count is a kit-side * implementation detail (records carry `cnt` / `trigger_cnt[equip]` for other talents too). Reading it here instead * would make this file's decision depend on the module's internal layout. * Counted through the engine's own targeting — `battle.enemiesInKeys(unit.rangeKeys, unit, unit.profile)`: the unit's * live range keys (a skill that widens the range widens this too) and its own profile, so 隐匿 / 不可选中 / 飞行 follow * the operator's real attack rules. That is the call the two REA-Y kits used before this file took the line over * (shared/tier5.js `crowdAspd`, deleted in the same change so the stat is counted once). */ function crowdInRange(clause) { if (!/攻击范围内(?:存在|有)/.test(clause)) return null; if (!/敌人/.test(clause)) return null; // excludes 「…存在受到元素损伤的友方单位时」 const m = clause.match(/存在\s*(\d+)\s*名/); const need = m ? Math.max(1, +m[1]) : 2; return (battle, unit) => battle.enemiesInKeys(unit.rangeKeys, unit, unit.profile).length >= need; }, ]; /** * Trait attack-speed conditions a hand-written kit already owns (documented above; refused here, never applied). * Every entry is one that a real record in data/chess.json hits — the closed list is checked against the shipped data * by test/sim/trait_attack_speed.test.js, so a new record that carries one of these lands in 'kit', and anything else * lands in 'unknown' (nothing installed either way; both are inert, the difference is only in the report). */ const KIT_OWNED = [ /被击倒时不撤退/, // DRE-Y — 斯卡蒂 3_05_b / 耀骑士临光 6_17_b /未阻挡敌人时/, // AFT-X — 史尔特尔 5_07_b / 维娜·维多利亚 6_07_b /不阻挡敌人时/, // FOR-Y — 号角 5_08_b /生命值高于\s*\d+(?:\.\d+)?\s*%/, // FGT-Y — 山 5_17_b /存在地面敌人/, // MAR-Y — 空弦 3_21_b / 能天使 3_01_b (shared/tier3.js groundAspd) /受到元素损伤的友方单位/, // WDM-Y — 纯烬艾雅法拉 6_20_b /拥有已储存的攻击能量时/, // MSC-Y — 黑键 / 维伊 (自选 picks; ops/op-ebnhlz.js, ops/op-veen.js) ]; /** * Lines that only ever apply in another game mode — 集成战略 (ISW modules, e.g. 水月 ISW-A `attack_speed: 50`). This * mode is 卫戍协议, and the rest of the repo already ignores their mode-gated halves (shared/loadoutRecord.js * `traitRangeExtend` skips 空弦 ISW-A for exactly this reason), so they are refused here too. */ const MODE_SPECIFIC = [/在集成战略中/]; /** The buff key the engine rule installs (one per operator; `refresh:'keep'` so a check never extends its duration). */ export const TRAIT_ASPD_BUFF = 'trait:attack_speed'; /** Strip the official inline markup (`<@ba.vup>+12`, `<$ba.dt.element>元素损伤`) from a trait sentence. */ export const plainText = (s) => String(s ?? '').replace(/<[^>]*>/g, ''); /** * The clause a trait sentence puts before its LAST 「攻击速度」 mention — the condition. '' when the sentence has no * 「攻击速度」 at all (e.g. 圣约送葬人's REA-Y record, whose own trait sentence is about the reaper self-heal), or when * the attack-speed part comes first and is unconditional (「攻击速度+18,攻击力+3%」 → clause '', since nothing * precedes it). */ export function conditionClause(text) { const s = plainText(text); const i = s.lastIndexOf('攻击速度'); return i <= 0 ? '' : s.slice(0, i).trim(); } /** The trait/statement texts of `def` a condition may be read from, most specific (the module's added line) first. */ function traitClauses(def) { const raw = def?.raw ?? {}; const t = raw.trait && typeof raw.trait === 'object' ? raw.trait : {}; const out = []; for (const s of [t.moduleDescRaw, t.moduleDesc, t.descRaw, t.desc, typeof raw.trait === 'string' ? raw.trait : null]) { const p = plainText(s).trim(); if (p && !out.includes(p)) out.push(p); } return out; } /** * The blackboards of `def` a trait-level attack-speed line may live on, most authoritative first: the trait blackboard * (the module line build-data folds in — 隐德来希 REA-Y), then the hidden module talents (data index −1) — the route * 圣约送葬人 REA-Y and the MAR-Y / WDM-Y lines above take. A line merged into a NAMED talent is deliberately not read * here (仇白 LOR-Y: her kit owns it). */ function attackSpeedSources(def) { const out = []; const tb = traitBb(def?.raw ?? {}); if (Number.isFinite(tb.attack_speed)) out.push(tb); const talents = def?.raw?.talents; if (Array.isArray(talents)) { for (const t of talents) { if (!t || t.index !== -1 || !t.bb || !Number.isFinite(t.bb.attack_speed)) continue; if (!out.includes(t.bb)) out.push(t.bb); } } return out; } /** * The trait attack-speed line of `def` as the engine will apply it. * @param {object} def normalised unit def (sim/simdata.js) * @returns {{value:number, condition:((battle:object, unit:object)=>boolean)|null, clause:string, * source:string|null, reason:string}|null} * null = this def has no trait attack-speed line at all. * `condition !== null` = the engine applies `value` while it holds. * `condition === null` = nothing is installed; `reason` says why: 'kit' (a hand-written kit owns the condition), * 'mode' (the line only applies in 集成战略), 'unknown' (a clause shape this file does not know), 'no-text' (the data * build dropped the sentence). */ export function traitAttackSpeedRule(def) { const sources = attackSpeedSources(def); if (!sources.length) return null; const value = num(sources[0].attack_speed); if (!value) return null; for (const text of traitClauses(def)) { const clause = conditionClause(text); if (!clause) continue; for (const match of CONDITIONS) { const condition = match(clause); if (condition) return { value, condition, clause, source: text, reason: 'ok' }; } if (MODE_SPECIFIC.some((re) => re.test(clause))) return { value, condition: null, clause, source: text, reason: 'mode' }; if (KIT_OWNED.some((re) => re.test(clause))) return { value, condition: null, clause, source: text, reason: 'kit' }; return { value, condition: null, clause, source: text, reason: 'unknown' }; } return { value, condition: null, clause: '', source: null, reason: 'no-text' }; } /** * Apply a def's trait attack-speed line to an operator: the stat is on exactly while its condition holds. Called once * per operator from `BattlePlayers._setupUnit` (after `kit.install`). Evaluated on the engine's `tick` hook (one step = * constants.TICK) so entering / leaving the condition changes the real attack cadence — ai.js `updateAlly` sets * `u.atkCd = u.s.interval`, and `unit.s.interval = bat × 100 / aspd` (units.js stat aggregation). The buff is `refresh:'keep'` — a * re-check can never extend or blank the stat, and the engine drops non-`persist` buffs on death, while the * `deploy` / `battleStart` checks put it back on the next deployment. * @param {object} battle * @param {object} unit * @returns {object|null} the rule it resolved (`condition: null` when it installed nothing), or null without a line */ export function installTraitAttackSpeed(battle, unit) { if (!unit || unit.kind !== 'op' || unit._traitAspdInstalled) return null; let rule = null; try { rule = traitAttackSpeedRule(unit.def); } catch { rule = null; } if (!rule || !rule.condition) return rule; unit._traitAspdInstalled = true; const mods = { aspd: rule.value }; const check = () => { const want = !!unit.alive && !!unit.deployed && rule.condition(battle, unit); const has = !!unit.findBuff(TRAIT_ASPD_BUFF); if (want && !has) battle.addBuff(unit, { key: TRAIT_ASPD_BUFF, mods, refresh: 'keep', tags: ['trait'] }); else if (!want && has) battle.removeBuff(unit, TRAIT_ASPD_BUFF); }; battle.on('tick', check, { owner: unit }); battle.on('battleStart', check, { owner: unit }); battle.on('deploy', (ctx) => { if (ctx.unit === unit) check(); }, { owner: unit }); return rule; }