// server/sim/content/kits/ops/chess_char_3_20-kjera.js — 耶拉 (char_4013_kjera) kit, tier 3. // Conventions of the tier-3 kits: ../shared/tier3.js; kit contract and rules: ../README.md. import { COLS } from '../../../constants.js'; import { canTargetEnemy, sortEnemyTargets } from '../../../targeting.js'; import { num, defOf, talentBb, altSkills, statSkill, funnelMap, installFunnelPrune } from '../shared/tier3.js'; export const DRONE_TAG = 'kjera:drone'; // One step of the per-target ramp. Two drones that hit the same enemy in the same tick share the step (funnelMap). function stepMap(ramp, id, time, f) { const prev = ramp.get(id); if (prev && prev.t === time) return prev.s; const s = prev == null ? f.init : Math.min(f.max, prev.s + f.delta); ramp.set(id, { s, t: time }); return s; } function acquire(battle, unit, rel) { const prof = unit.profile; const ok = (e) => !!e && e.alive && canTargetEnemy(unit, e, prof); const cands = battle.enemiesInKeys(unit.rangeKeys, unit, prof); for (const e of battle.blockedTargets(unit, prof)) if (!cands.includes(e)) cands.push(e); sortEnemyTargets(battle, unit, cands, prof.priority); const usable = cands.filter(ok); const held = new Set(); for (const d of rel.drones) { if (d.lock && ok(d.lock)) held.add(d.lock); else { d.lock = null; d.scale = null; } } for (const d of rel.drones) { if (d.lock) continue; const e = usable.find((x) => !held.has(x)) ?? usable[0] ?? rel.drones.find((x) => x.lock)?.lock ?? null; if (!e) continue; held.add(e); d.lock = e; d.scale = null; } } /** * 心随意动 (skchr_kjera_2, docs/research/03-operators.md): release `1 + attack@cnt` drones that stay locked until the * enemy dies or the skill ends, ATK +, and a cold roll on her own attack and on each drone hit. The body keeps its * ordinary attack inside her range; the unreleased addition is off while the drones are out. * `restart` (hidden form): each drone begins at the trait's initial scale and is not written back. * Otherwise the drones continue the per-target ramp and that map is restored when the skill ends. * [ASSUMED] The released drones use the trait ramp (init / +delta / cap). Her blackboard has no drone scale. * [ASSUMED] No flight delay. A lock that can no longer be targeted is dropped and the drone retargets. Stun and * disarm do not pause the released drones (the skill tick still runs). */ export function kjeraRelease(bb, { restart = false, announce = false } = {}) { const n = 1 + Math.max(0, Math.floor(num(bb['attack@cnt'], 0))); const prob = num(bb['attack@prob'], 0), cold = num(bb['attack@cold'], 0); return { skill: { kind: 'duration', mods: { atkPct: num(bb.atk) }, onStart({ battle, unit }) { const key = typeof unit.profile.funnelMul === 'function' ? 'funnelMul' : 'dmgMul'; const mul = unit.profile[key]; unit.profile = { ...unit.profile, [key]: null }; const ramp = restart ? null : new Map(); if (ramp && unit.trait.funnelMap) { for (const [id, v] of unit.trait.funnelMap) ramp.set(id, { s: v.s, t: v.t }); } unit.mem.kjeraRel = { key, mul, restart, ramp, cd: 0, target: unit.trait.funnelTarget ?? null, scale: unit.trait.funnelScale, drones: Array.from({ length: n }, () => ({ lock: null, scale: null })), }; if (announce) battle.fx('drones', { x: unit.x, y: unit.y, id: unit.id, n }); }, onTick({ battle, unit, dt }) { const rel = unit.mem.kjeraRel; if (!rel || !unit.alive || !unit.skill?.active) return; rel.cd = Math.max(0, rel.cd - dt); acquire(battle, unit, rel); if (!rel.drones.some((d) => d.lock) || rel.cd > 1e-9) return; rel.cd = unit.s.interval; const f = unit.profile.funnel || { init: 0.2, delta: 0.15, max: 1.1 }; for (const d of rel.drones) { if (!d.lock || !d.lock.alive) continue; const scale = rel.restart ? (d.scale = d.scale == null ? f.init : Math.min(f.max, d.scale + f.delta)) : stepMap(rel.ramp, d.lock.id, battle.time, f); battle.fx('drone', { x: d.lock.x, y: d.lock.y, id: unit.id }); battle.dealDamage(unit, d.lock, { amount: unit.s.atk * unit.s.atkScaleMul * scale, type: 'arts', isSkill: true, isAttack: false, tags: ['skill', 'drone', DRONE_TAG], }); if (d.lock.alive && cold > 0 && battle.rng.chance(prob)) { battle.applyStatus(d.lock, 'cold', { duration: cold, source: unit }); } } }, onEnd({ unit }) { const rel = unit.mem.kjeraRel; unit.mem.kjeraRel = null; if (!rel) return; unit.trait.funnelTarget = rel.target; unit.trait.funnelScale = rel.scale; if (rel.ramp) unit.trait.funnelMap = rel.ramp; if (unit.profile && rel.key) unit.profile = { ...unit.profile, [rel.key]: rel.mul }; }, }, install(battle, unit) { // 自身攻击: one cold roll on the ordinary body hit. Drone hits roll in onTick, so they are not rolled again. battle.on('damaged', (ctx) => { if (!unit.mem.kjeraRel || ctx.source !== unit || !ctx.target?.alive || !ctx.dmg) return; if (!ctx.dmg.isAttack || ctx.dmg.isSkill) return; const tags = ctx.dmg.tags || []; if (tags.includes('addition') || tags.includes('funnel') || tags.includes(DRONE_TAG)) return; if (!(cold > 0) || !battle.rng.chance(prob)) return; battle.applyStatus(ctx.target, 'cold', { duration: cold, source: unit }); }, { owner: unit }); }, }; } export default { // ---- 3_20 耶拉 · 驭械术师 — S2 心随意动: +1 drone (2 locks; a lone enemy gets both), ATK +, cold procs; 低眉: ATK + // (more with ≥cnt ground tiles in range). S1 攻击力强化·γ型: ATK + only (one unreleased drone, the trait ramp). chess_char_3_20_a: (bb, chess, def) => { const d = defOf(chess, def); const t0 = talentBb(d, 0); const rel = kjeraRelease(bb, { restart: false }); return { trait: { funnelMul: funnelMap }, skill: rel.skill, skills: altSkills(chess, d, bb, { 'skcom_atk_up[3]': statSkill }), install(battle, unit) { installFunnelPrune(battle, unit); rel.install(battle, unit); }, talents: [{ install(battle, unit) { battle.on('deploy', (ctx) => { if (ctx.unit !== unit) return; let low = 0; for (const k of unit.baseRangeKeys || []) { const r = (k / COLS) | 0, c = k % COLS; if (battle.grid.inRect(r, c) && battle.grid.isLow(r, c)) low++; } const atk = low >= num(t0.cnt, 2) ? num(t0['kjera_t_1[high].atk'], num(t0.atk)) : num(t0.atk); battle.addBuff(unit, { key: 'talent:kjera_brow', mods: { atkPct: atk } }); }, { owner: unit }); } }], }; }, };