// server/sim/targeting.js — range tests, target filters and priorities (DESIGN §3, §5.5). // // Grid ranges: `[dRow, dCol]` offsets relative to facing RIGHT, rotated by the unit's direction (sim/dir.js: RIGHT // (dr,dc), UP (dc,−dr), LEFT (−dr,−dc), DOWN (−dc,dr); row 0 = bottom). An enemy is in range when the tile containing // it (round(y), round(x)) is one of the absolute range tiles — a huge enemy (巨型单位) when any tile its hit rectangle // occupies is (body.js; user playtest #5 item 10). `rangeExtend` (ability_range_forward_extend) adds N tiles // past the furthest cell of every row, along +dCol BEFORE rotating (DESIGN §3). // Operator priority: (1) enemies it blocks (every blocker, ranged ones on melee tiles included — user playtest #6 // follow-up "阻挡了就一定要能打到"; Battle.blockedTargets; a healer's heal attack picks injured allies instead, blocking // or not — ai.js acquireTargets), (2) profile priority (fly/lowDef/…), // (3) higher enemy taunt, (4) least remaining path distance to the goal, (5) earliest spawned. Air units // (Unit.isFlying: FLY, 近地悬浮, 浮空) need a profile that can hit them (`canHitFly`, never `groundOnly`). Enemy // priority: sortAllyTargets. 起飞 (an ally's flag `liftoff`) = 对地规避: no ground enemy selects it (evadesGround). import { COLS, ROWS } from './constants.js'; import { normDir, rotateOffset } from './dir.js'; import { bodyDist } from './body.js'; /** * Build the absolute tile-key list of a grid for a unit standing at (r,c) facing `dir` ('UP'|'RIGHT'|'DOWN'|'LEFT'; * a legacy facing sign ±1 is read as RIGHT / LEFT). */ export function absoluteRangeKeys(grid, r, c, dir, extend = 0) { const keys = []; const seen = new Set(); const d = normDir(dir); const add = (dr, dc) => { const [ar, ac] = rotateOffset(dr, dc, d); const rr = r + ar, cc = c + ac; if (rr < 0 || rr >= ROWS || cc < 0 || cc >= COLS) return; const k = rr * COLS + cc; if (!seen.has(k)) { seen.add(k); keys.push(k); } }; // kits may hand over junk (a number, a string, [[1,'a']]): ignore anything that is not an integer [dr, dc] pair // instead of throwing inside the attack loop every tick if (!Array.isArray(grid) || !Number.isInteger(r) || !Number.isInteger(c)) return keys; const cells = grid.filter((p) => Array.isArray(p) && Number.isInteger(p[0]) && Number.isInteger(p[1])); for (const [dr, dc] of cells) add(dr, dc); if (extend > 0 && Number.isFinite(extend)) { const maxByRow = new Map(); for (const [dr, dc] of cells) maxByRow.set(dr, Math.max(maxByRow.get(dr) ?? -Infinity, dc)); for (const [dr, mx] of maxByRow) for (let k = 1; k <= Math.min(extend, COLS); k++) add(dr, mx + k); } return keys; } // extendedGrid(grid, extend): the relative form of absoluteRangeKeys' rangeExtend — one implementation with the card's // record range (shared/loadoutRecord.js attackRangeGrid), re-exported here for the battle (Battle._refreshRange). export { extendedGrid } from '../../shared/loadoutRecord.js'; /** Tile key of a unit's current position. */ export function tileKeyOf(u) { const r = Math.round(u.y), c = Math.round(u.x); if (r < 0 || r >= ROWS || c < 0 || c >= COLS) return -1; return r * COLS + c; } /** Can `attacker` (ally) target enemy `e` at all (ignoring range)? */ export function canTargetEnemy(attacker, e, profile) { if (!e.alive || e.hidden || !e.deployed) return false; const f = e.s.flags; if (f.untargetable || (f.sleep && !(profile && profile.hitSleep))) return false; if (f.stealth && !f.reveal && !e.blockedBy) return false; if (e.isFlying && !(profile && profile.canHitFly)) return false; if (profile && profile.groundOnly && e.isFlying) return false; return true; } /** * Can enemy `e` target ally `a`? `ranged` = the attack is a ranged (non-blocked) one. A stealthed ally (隐匿, the * 排气格栅 tile) is a target only for the enemy it blocks — PRTS 作战机制 §隐匿 "我方干员并不会因为阻挡而解除隐匿" and 索敌的 * 概念 "敌人会在自身被干员阻挡情况下强行无视对方可选性发动攻击" (the term text "不阻挡时…" is the short form; 异常效果: * "隐匿与'阻挡时解除'没有直接关系"). Devices are never targets (阻隔工事: obstacles nobody can select; “双眼皮”: 迷彩 and * off the enemy paths — PRTS). 迷彩 (flag `camou`, term ba.camou "不阻挡时不成为敌方普通攻击的目标") works the same way: * PRTS 异常效果 gives both anomalies the note "与'阻挡时解除'没有直接关系" [ASSUMED: enemy skills and splash selectors * treat 迷彩 like target selection — officially splash and selectors without a projectile ignore it]. An airborne ally * (起飞, flag `liftoff`) is never a target of a ground enemy (evadesGround). */ export function canTargetAlly(e, a, ranged) { if (!a.alive || !a.deployed || a.hidden || a.kind === 'device') return false; const f = a.s.flags; if (f.untargetable || f.sleep) return false; if (ranged && (f.stealth || f.camou) && e.blockedBy !== a) return false; if (f.liftoff && evadesGround(e, a)) return false; return true; } /** * 对地规避 of an airborne ally (起飞, buff flag `liftoff` — 蒂比's skills): true when `src` is an enemy whose 行动方式 is * ground, which then cannot select `a` (gamedata_const ba.liftoff "不阻挡地面敌人且不会被地面敌人攻击,可以阻挡飞行敌人"; * PRTS 术语释义 起飞 "包含对地规避(无法被不同阵营行动方式为地面的单位选中)"; PRTS 异常效果 MOTION_TARGET_FREE, a 无法选择 * effect that a selector whose 行动方式 is not ground ignores). Flyers, 近地悬浮 and 浮空 enemies (Unit.isFlying — PRTS * 行动方式: a hovering unit "是真正的飞行单位", a levitated one is seen as a flyer) still select it; it stays a ground unit * itself ("起飞的干员仍然是地面单位"), so they need no 对空 check. Used by every enemy selection (canTargetAlly), the damage * pipeline and Battle.applyStatus (a ground enemy's area damage, statuses and hits under way skip it — PRTS 作战机制 "AOE * 的判定是对攻击范围内的每个可以被选中的敌人进行判定"), and the content picks and one-shot areas that bypass canTargetAlly * (chain / bounce jumps, 周围四格 additions, shells, barrages, 沙狱, death blasts). Not selections, so they still reach it: * sourceless damage and DamageInfo / applyStatus `ignoreSelect` — abilities that "无视无法选择" (【污染秽蚀】, 【盲信之誓】, * 萨卡兹悖谬暴虐兵长's 暴击 splash), direct picks (碎铳之簧's counter on its attacker: PRTS 异常效果 "'直接选中'的能力…不受这些 * 仅在选择时生效的异常效果制约"), the blasts of flying units credited to a ground leader (刺胄之弹, 斩胄之剑 / 破胄之锤) and * the ticks of a debuff a ground enemy put on it before it took off (出血, 沙狱, burning DoTs, 【自然涌动】: a tick selects * nobody). A shot already in flight is refused [ASSUMED] (damage.js). */ export function evadesGround(src, a) { return !!(a && a.s && a.s.flags.liftoff && src && src.side === 'enemy' && !src.isFlying); } const PRIORITY_FNS = { fly: (e) => (e.isFlying ? 0 : 1), lowDef: (e) => e.s.def, highDef: (e) => -e.s.def, ranged: (e) => (e.base.rangeRadius > 0 && e.def?.applyWay !== 'MELEE' ? 0 : 1), lowestHp: (e) => e.hp, highestHp: (e) => -e.hp, lowestHpRatio: (e) => e.hpRatio, highestAtk: (e) => -e.s.atk, boss: (e) => (e.isBoss ? 0 : 1), notBurst: (e) => (e.s.flags.burstLock ? 1 : 0), ground: (e) => (e.isFlying ? 1 : 0), }; /** * Sort candidate enemies for an attacker (in place) and return them. * @param {object} attacker ally unit * @param {object[]} cands enemies * @param {string|null} priority profile/skill priority key */ export function sortEnemyTargets(battle, attacker, cands, priority) { if (cands.length <= 1) return cands; const pf = priority ? (PRIORITY_FNS[priority] || (priority === 'nearest' || priority === 'farthest' ? null : null)) : null; const ax = attacker.x, ay = attacker.y; const keyed = cands.map((e) => ({ e, b: e.blockedBy === attacker ? 0 : 1, p: pf ? pf(e) : priority === 'nearest' ? bodyDist(e, ax, ay) : priority === 'farthest' ? -bodyDist(e, ax, ay) : 0, t: -(e.s.taunt || 0), d: battle.remainingDistance(e), s: e.spawnSeq, })); keyed.sort((a, b) => a.b - b.b || a.p - b.p || a.t - b.t || a.d - b.d || a.s - b.s); for (let i = 0; i < keyed.length; i++) cands[i] = keyed[i].e; return cands; } /** * Enemy target selection among allies (PRTS 作战机制 索敌, 敌方: "阻挡→特殊优先级→仇恨值(更容易被攻击→…→最后部署的目标→ * 不容易被攻击)→最早出现"): its blocker first → highest taunt level → latest deployed (`aggroSeq`: the deploy order — * Battle.start deploys the operators first and ranks the start-of-battle summons after them). Special priorities * (优先攻击…) are the enemies' own content: `e.profile.canTarget` filters, key sorts broken by `aggroCmp`. */ export function sortAllyTargets(enemy, cands) { if (cands.length <= 1) return cands; cands.sort((a, b) => { const ba = enemy.blockedBy === a ? 0 : 1, bb = enemy.blockedBy === b ? 0 : 1; return ba - bb || aggroCmp(a, b); }); return cands; } /** * 仇恨值 order of two allies for an enemy (negative ⇒ `a` first): higher taunt level, then the latest deployed * (`aggroSeq`). The tie-break after an enemy's special priority (优先攻击防御力最高的… — PRTS 索敌: 特殊优先级 → 仇恨值). */ export function aggroCmp(a, b) { const ta = a.s.taunt || 0, tb = b.s.taunt || 0; if (ta !== tb) return tb - ta; return (b.aggroSeq || b.deploySeq) - (a.aggroSeq || a.deploySeq); }