// server/sim/battle/status.js — Battle methods: buffs and statuses: addBuff (refresh rules) / removeBuff, the per-tick // buff pass (onTick, expiry, natural regeneration), catalogue statuses (immunities, 抵抗, 寒冷 → 冻结, 浮空, 诱导, 恐惧) and // "同名效果取最高". // Installed on Battle.prototype by server/sim/Battle.js (a method container: never instantiated; `this` is the battle). import { COLD_FREEZE_DURATION, LEVITATE_HALF_WEIGHT, RESIST_DEFAULT } from '../constants.js'; import { makeBuff, STATUS, RESIST_STATUSES } from '../buffs.js'; import { palsyBuff } from '../damage.js'; import { evadesGround } from '../targeting.js'; import { stampFear } from '../fear.js'; export class BattleStatus { addBuff(unit, b) { if (!unit || (!unit.alive && !b.allowDead)) return null; const buff = makeBuff(b); const list = unit.buffs; let idx = -1; for (let i = 0; i < list.length; i++) if (list[i].key === buff.key) { idx = i; break; } if (idx >= 0 && buff.refresh !== 'independent') { const old = list[idx]; switch (buff.refresh) { case 'keep': return old; case 'stack': old.stacks = Math.min(old.stacks + buff.stacks, Math.max(old.maxStacks, buff.maxStacks)); old.maxStacks = Math.max(old.maxStacks, buff.maxStacks); old.timeLeft = buff.duration; old.duration = buff.duration; if (buff.mods) old.mods = buff.mods; if (buff.flags) old.flags = buff.flags; unit.markDirty(); return old; case 'extend': old.timeLeft = Math.max(old.timeLeft, buff.duration); old.duration = Math.max(old.duration, buff.duration); if (buff.mods) old.mods = buff.mods; if (buff.flags) old.flags = buff.flags; if (buff.shield > old.shield) old.shield = buff.shield; if (buff.shieldHits > old.shieldHits) old.shieldHits = buff.shieldHits; unit.markDirty(); return old; default: list[idx] = buff; unit.markDirty(); return buff; } } if (buff.refresh === 'independent') { const same = list.filter((x) => x.key === buff.key); if (same.length >= buff.maxStacks) { const oldest = same.reduce((a, c) => (a.seq < c.seq ? a : c)); this._removeBuffAt(unit, list.indexOf(oldest), true); } } list.push(buff); unit.markDirty(); if (buff.visible || buff.status) { const key = buff.status ?? buff.key; if (list.filter((x) => (x.status ?? x.key) === key).length === 1) this._ev(['status', unit.id, key, 1]); } return buff; } removeBuff(unit, keyOrBuff) { if (!unit) return 0; let n = 0; for (let i = unit.buffs.length - 1; i >= 0; i--) { const b = unit.buffs[i]; if (b === keyOrBuff || b.key === keyOrBuff) { this._removeBuffAt(unit, i, true); n++; } } return n; } _removeBuffAt(unit, i, callRemove = true) { const b = unit.buffs[i]; if (!b) return; unit.buffs.splice(i, 1); unit.markDirty(); if ((b.visible || b.status)) { const key = b.status ?? b.key; if (!unit.buffs.some((x) => (x.status ?? x.key) === key)) this._ev(['status', unit.id, key, 0]); } if (callRemove && b.onRemove) this._safe(() => b.onRemove({ battle: this, unit, buff: b }), 'buff.onRemove', unit); } _tickBuffs(dt) { const units = this.units; for (let i = 0, n = units.length; i < n; i++) { // units created by onTick handlers start ticking next tick const u = units[i]; if (!u.alive || u.removed) continue; if (u.buffs.length) { const arr = u.buffs.slice(); for (const b of arr) { if (!u.alive) break; if (u.buffs.indexOf(b) < 0) continue; if (b.onTick) { if (b.interval > 0) { b._acc += dt; let n = 0; while (b._acc >= b.interval - 1e-9 && n++ < 8) { b._acc -= b.interval; this._safe(() => b.onTick({ battle: this, unit: u, buff: b, dt: b.interval }), 'buff.onTick', u); } } else this._safe(() => b.onTick({ battle: this, unit: u, buff: b, dt }), 'buff.onTick', u); } if (b.timeLeft !== Infinity) { b.timeLeft -= dt; if (b.timeLeft <= 1e-9) { const i = u.buffs.indexOf(b); if (i >= 0) { this._removeBuffAt(u, i, false); if (b.onExpire) this._safe(() => b.onExpire({ battle: this, unit: u, buff: b }), 'buff.onExpire', u); } } } } } // natural HP regeneration if (u.alive && u.deployed && !u.bossPool) { const regen = u.s.hpRegen; if (regen > 0 && u.hp < u.s.maxHp) { u._regenAcc = (u._regenAcc ?? 0) + regen * dt; if (u._regenAcc >= 1 || u.hp + u._regenAcc >= u.s.maxHp) { this.heal(u, u, u._regenAcc, { self: true, silent: true, regen: true }); u._regenAcc = 0; } } } } } /** * Apply a catalogue status. opts: { duration, source, value, force, refresh, point, resistApplied, stackAs, reenter } — returns * true when applied. Honours enemy immunities (stun/silence/sleep/frozen/levitate/feared) unless `force`. `beforeStatus` * handlers may cancel it or change `duration` / `value`. Official rules (buffs.js STATUS): 抵抗 (the `resist` status) * shortens the RESIST_STATUSES by its value (default half; applied after `beforeStatus`; `resistApplied` skips that * pass — the cold-on-cold 冻结 below already used post-抵抗 lengths). A second 寒冷 while 寒冷 remains applies 冻结 for * max(remaining, this cold after 抵抗) (PRTS 术语释义 寒冷 「持续时间取双方之中最高」); on an enemy (友方寒冷) the pair turns into * that 冻结 and no 寒冷 is left (「两两一对产生友方冻结」). 浮空 and 缚地 last half as long on units * heavier than LEVITATE_HALF_WEIGHT (current massLevel); 冻结's RES cut hits enemies only; 麻痹 adds stacks; "同名效果取最高" * statuses (`valued`) keep the strongest value — a weaker application only extends past the stronger one's end (it * then resumes); `stackAs` = the value such an application competes with instead of its own (its effect stays * `value`): an effect the game stacks as another strength — Raidian S3's 虚弱, PRTS 备注 "在叠加时视为90%(1级~6级)/80% * (7级~专精二)…的虚弱(仅影响叠加优先级,不影响实际效果)"; other statuses refresh to the longer duration. 诱导 (`attract`) walks the enemy to `point` * ([r, c] or {x, y}; default the source's tile — a new application moves the point); 恐惧 (`fear`) stamps where it * was applied and from where (fear.js stampFear: the fan of 恐惧可达地块 its movement uses). A stunned/sleeping operator * releases the enemies it blocks; a feared/levitated/unblockable/attracted/sleeping enemy is released by its blocker * (沉睡 = 无法行动+无敌+不可阻挡, PRTS 异常效果: the slot frees for the next enemy, the sleeper stays put — DESIGN §24.9). * `statusApplied` reports the final duration and `entered` (the target did not carry the status before) — or, with * `reenter`, entered anyway: a pulse whose own short status the caller re-applies as a fresh one each time (缇缇 S2's * sleep ward, DESIGN §24.8); the buff itself is refreshed as usual. * A unit that is 无敌 and 无法选中 at once (a 重生 in progress, a hovering or 永久无敌 leader part) takes no status from * the other side, `force` included — PRTS 无敌 "无法被不同阵营选中": so a status carried by the very hit that knocked an * enemy out does not land after its 重生's cleanse (DESIGN §21.4). A ground enemy's status never lands on an airborne * 起飞 ally (对地规避: targeting.js evadesGround) unless `opts.ignoreSelect`. */ applyStatus(target, key, opts = {}) { if (!target || !target.alive) return false; const src = opts.source; if (src && src.side && src.side !== target.side && target.s.flags.invulnerable && target.s.flags.untargetable) return false; if (!opts.ignoreSelect && target.s.flags.liftoff && evadesGround(src, target)) return false; const tpl = STATUS[key] || { flags: { [key]: true } }; let duration = opts.duration == null ? Infinity : Number(opts.duration); let value = opts.value; if (!(duration > 0)) return false; const immune = target.def && target.def.immune; if (!opts.force && tpl.immune && immune && immune.has(tpl.immune)) return false; // 浮空 Buff (PRTS 异常效果: "若单位数据上为飞行单位且不持有缚地异常或是持有浮空异常则Buff取消"; 行动方式 "行动类型(数据)为 // 飞行的单位、以及已持有浮空异常的单位无法被施加浮空Buff"): refused on data flyers (`motion` FLY) that hold no 缚地 and on // units already levitated — a hovering 近地悬浮 enemy is WALK in its data, so it can be levitated (no 浮空强化 in this mode) if (key === 'levitate' && ((target.motion === 'FLY' && !target.s.flags.groundbind) || target.s.flags.levitate)) return false; if (this._hooks.beforeStatus) { const c = this.emit('beforeStatus', { source: opts.source ?? null, target, status: key, duration, value, cancel: false }); if (c.cancel || !target.alive) return false; const d = Number(c.duration); if (d === Infinity || (Number.isFinite(d) && d > 0)) duration = d; else if (Number.isFinite(d) && d <= 0) return false; value = c.value; } if (RESIST_STATUSES.has(key) && !opts.resistApplied) { const rv = this.resistOf(target); if (rv > 0) duration *= 1 - rv; } // 浮空 / 缚地 (ba.levitate, ba.groundbind): "对重量大于3的单位持续时间减半" if ((key === 'levitate' || key === 'groundbind') && target.s.massLevel > LEVITATE_HALF_WEIGHT) duration /= 2; if (!(duration > 0)) return false; if (key === 'cold' && target.findBuff('cold') && !(immune && immune.has('frozen'))) { // PRTS 术语释义 寒冷: 友方寒冷 pairs into 冻结, 「持续时间取双方之中最高」. `duration` is this cold after 抵抗; // the cold already on the target keeps timeLeft. addBuff refresh 'extend' below sets that cold to the same max. // COLD_FREEZE_DURATION is only the fallback when neither side has a duration. resistApplied: that max is already // post-抵抗, so the freeze must not be halved again. // [ASSUMED] one catalogue cold, so an enemy-applied second cold uses this max too. PRTS states it on the 友方 // line only (敌方 cold becomes 冻结 when the target already has 敌方 cold or 敌方 冻结). const prev = target.findBuff('cold'); const spans = [prev.timeLeft, duration].filter((t) => t === Infinity || (Number.isFinite(t) && t > 0)); const freezeFor = spans.length ? Math.max(...spans) : COLD_FREEZE_DURATION; const froze = this.applyStatus(target, 'freeze', { duration: freezeFor, source: opts.source, force: opts.force, ...(spans.length ? { resistApplied: true } : {}), }); if (!target.alive) return false; // 友方寒冷 — every cold on an enemy: the operators', summons', items', the 谢拉格 wind's — "始终需要两两一对产生友方冻结" // (PRTS 术语释义 寒冷; 异常效果 COLD "在特定条件下转变为冻结"): the pair BECOMES the 冻结, so neither cold is left and a // later single cold on the frozen enemy is a 寒冷 that needs its own partner. Until 0.2.0 the older cold stayed on, // extended to the freeze's length, so any cold before it ran out froze again: the 谢拉格 wind alone (every 25 s, // 20 + 0.1 × layers s of cold) froze an enemy for the rest of the battle from 51 layers on — wherever it stood — // and never below (community reports of 2026-10-06 「谢拉格盟约冰冻时间没有随层数正确成长」, 「…被在无法被任何干员攻击 // 到的地方永控」). A 敌方 cold (on an operator) keeps the old rule: PRTS 「…施加的敌方寒冷会变为敌方冻结」 names no pairing. if (froze && target.side === 'enemy') { this.removeBuff(target, 'cold'); return true; } } const source = opts.source ?? null; let entered = true; if (opts.reenter !== true) for (const b of target.buffs) if ((b.status ?? b.key) === key) { entered = false; break; } if (tpl.palsy) { this.addBuff(target, { ...palsyBuff(value ?? 1), duration, source }); } else if (tpl.valued != null && typeof tpl.mods === 'function' && opts.refresh == null) { this._applyValuedStatus(target, key, tpl, duration, value ?? tpl.valued, source, opts.stackAs); } else { const mods = tpl.enemyOnlyMods && target.side !== 'enemy' ? null : typeof tpl.mods === 'function' ? tpl.mods(value) : (tpl.mods || null); const b = this.addBuff(target, { key, duration, refresh: opts.refresh ?? 'extend', mods, flags: tpl.flags || null, status: key, visible: true, source }); if (tpl.attract && b) this._setAttractPoint(target, b, opts.point ?? value, source); // 恐惧: the hit position and the source's position of every application (fear.js — the fan of reachable tiles) if (key === 'fear' && b && target.side === 'enemy') stampFear(this, target, b, source); } const f = tpl.flags; if (f && target.side === 'enemy' && (f.levitate || f.unblockable || f.fear || f.sleep)) this._unblock(target); if (f && target.side === 'ally' && f.noBlock) this.releaseBlocked(target); if (this._hooks.statusApplied) this.emit('statusApplied', { source, target, status: key, duration, value, entered }); return true; } /** 抵抗 of a unit: share of a resisted status's duration removed (0 = none; the `resist` status value, ≤ 0.95). */ resistOf(unit) { if (!unit || !unit.buffs.length) return 0; let r = 0; for (const b of unit.buffs) { if (b.status !== 'resist') continue; const v = Number.isFinite(b.data?.value) ? b.data.value : RESIST_DEFAULT; if (v > r) r = v; } return Math.min(0.95, r); } /** 诱导 target point of an `attract` status buff (enemy walks there; see ai.js moveAttracted). */ _setAttractPoint(target, buff, point, source) { let r = null, c = null; if (Array.isArray(point) && Number.isFinite(point[0]) && Number.isFinite(point[1])) { r = point[0]; c = point[1]; } else if (point && typeof point === 'object' && Number.isFinite(point.x) && Number.isFinite(point.y)) { r = point.y; c = point.x; } else if (source && Number.isFinite(source.x) && Number.isFinite(source.y)) { r = source.y; c = source.x; } if (r == null) { if (!buff.data.attract) buff.data = { ...buff.data, attract: null }; return; } const R = this.rect; r = Math.max(R.r0, Math.min(R.r1, Math.round(r))); c = Math.max(R.c0, Math.min(R.c1, Math.round(c))); buff.data = { ...buff.data, attract: { r, c, pts: null, i: 0, ver: -1 } }; } /** * "同名效果取最高" for a content effect that is not a catalogue status (no immunities, 抵抗, `beforeStatus` / * `statusApplied` hooks or status icon): ONE instance of `key` per target whatever the number of sources — the * strongest `value` applies, a weaker application only extends past the stronger one's end (it then resumes), an * equal one refreshes to the longer duration. `mods(value)` builds the buff's mods. The engine's default for two * same-named buffs (PRTS 作战机制 "同名buff的默认叠加策略buff只能表现出一个"). Returns true when applied. * @param {object} target * @param {string} key * @param {{ duration: number, value: number, mods: (v: number) => object, source?: object|null }} opts */ applyStrongest(target, key, { duration, value, mods, source = null } = {}) { if (!target || !target.alive || !(Number(duration) > 0) || !Number.isFinite(value) || typeof mods !== 'function') return false; this._applyValuedStatus(target, key, { mods, valued: value, plain: true }, Number(duration), value, source); return true; } /** * "同名效果取最高": keep the strongest value, then resume weaker effects in order of strength at their original expiry times. * `buff.data.tail` links the waiting effects, with decreasing strength and increasing expiry times. A * `plain` template (applyStrongest) is an ordinary invisible buff, not a status. `stackAs` (finite): the strength this * application competes with instead of its value (applyStatus opts.stackAs); kept in `data.stackAs` / the tail. */ _applyValuedStatus(target, key, tpl, duration, value, source, stackAs = null) { const as = Number.isFinite(stackAs) ? stackAs : null; const strength = (v, s = null) => Math.abs(Number.isFinite(s) ? s : Number.isFinite(v) ? v : tpl.valued); const entry = (v, s, extra) => (Number.isFinite(s) ? { value: v, stackAs: s, ...extra } : { value: v, ...extra }); const after = (tail, until) => { while (tail && tail.until <= until) tail = tail.tail; return tail || null; }; const insertTail = (tail, incoming) => { if (!tail) return incoming; const diff = strength(incoming.value, incoming.stackAs) - strength(tail.value, tail.stackAs); if (diff > 1e-12) return { ...incoming, tail: after(tail, incoming.until) }; if (diff < -1e-12) { if (incoming.until <= tail.until) return tail; return { ...tail, tail: insertTail(tail.tail, incoming) }; } // Equal-priority waiting effects keep the longest-lived application's value, including its stackAs. const kept = incoming.until > tail.until ? incoming : tail; return { ...kept, tail: after(tail.tail, kept.until) }; }; const make = (v, dur, tail, s = null) => ({ ...(tpl.buff || null), // extra buff fields of the status (抵抗: the 麻痹 decay tick) key, duration: dur, refresh: 'replace', mods: tpl.mods(v), flags: tpl.flags || null, status: tpl.plain ? null : key, visible: !tpl.plain, source, data: entry(v, s, { tail }), onExpire: ({ battle, unit, buff }) => { const t = after(buff.data.tail, battle.time + 1e-6); if (t && unit.alive) battle.addBuff(unit, make(t.value, t.until - battle.time, t.tail || null, t.stackAs)); }, }); const old = target.buffs.find((b) => b.key === key && (tpl.plain || b.status === key)); if (!old) { this.addBuff(target, make(value, duration, null, as)); return; } const oldV = old.data && Number.isFinite(old.data.value) ? old.data.value : tpl.valued; const oldAs = old.data && Number.isFinite(old.data.stackAs) ? old.data.stackAs : null; const oldEnd = this.time + old.timeLeft, newEnd = this.time + duration; const oldTail = old.data && old.data.tail; if (strength(value, as) > strength(oldV, oldAs) + 1e-12) { // Stronger: take over now, retaining every old effect that can still become active afterwards. const tail = after(entry(oldV, oldAs, { until: oldEnd, tail: oldTail }), newEnd); this.addBuff(target, make(value, duration, tail, as)); } else if (strength(value, as) < strength(oldV, oldAs) - 1e-12) { // Weaker: insert among the waiting effects instead of replacing the one with the latest expiry. if (newEnd > oldEnd) old.data = { ...old.data, value: oldV, tail: insertTail(oldTail, entry(value, as, { until: newEnd })) }; } else if (duration > old.timeLeft) { old.timeLeft = duration; old.duration = Math.max(old.duration, duration); old.data.tail = after(oldTail, newEnd); } } removeStatus(target, key) { return this.removeBuff(target, key); } }