// server/sim/content/bonds/core.js — the 8 core bonds (核心盟约, research 02 §3.1–3.8), battle side + prep side. // // 炎 yanShip members ATK +(base_atk + atk_per_stack·L); 6: one “炎佑” (its template ATK / max HP + 30 % // of the 炎 ATK / max HP sums at battle start — PRTS "增加…(最终加算)"); 9: two 炎佑, ATK ×atk, // damage taken ×(1 − damage_resistance) // (every bond "+X%" ATK / max HP here is 直接乘算 — S.directMods, additive with the other percentages, PRTS 盟约记录) // 萨尔贡 sargonShip member skill start → every member on the field gets an independent stack (ASPD +base_attack_speed // for base_time + time_per_stack·L s, ≤ max_buff_stack_cnt); 6: each stack also ATK +base_atk // (additive, one 直接乘算 buff); 6 + band_narant: instead lends the caster's equipment (tier ≤ // filter_item_level) to the 8 surrounding operators (items.js lendItemEffects) // 维多利亚 victoriaShip members carrying equipment deal ×(base_damage_scale + damage_scale_per_stack·L); // 6: ATK +atk_normal_equip per item (+atk_golden_equip more per golden item; 直接乘算); // prep: every `layer` layers → `count` item(s) from `pool` (bond_layer_added_reward_equip) // 谢拉格 kjeragShip members deal ×base_damage_scale, vs cold / frozen enemies ×(base_ex_damage_scale + // ex_damage_scale_per_stack·L) instead; 6: cold wind (devices.js kjeragColdWind) // 拉特兰 lateranoShip member ammo skills start with floor(ammo × (1 + base_ammo_percent + ammo_percent_per_stack·L)); // 6: every ammo used by a member → all members ATK +atk_per_consume (≤ max_atk_for_consume) // 阿戈尔 egirShip members max HP +(base_max_hp + max_hp_per_stack·L) (直接乘算); battle start devour (see devour()); // 5: the first max_free_respawn_cnt members by position (the devour's order, fixed at battle // start) each redeploy at once (free) on their first knock-out // 叙拉古 siracusaShip every member deployment: ASPD +(base + per·L) for (base_duration + per·L) s; 6: 隐匿 for the same // time, and while hidden / end_duration s after, every 普通伤害 hit (siracusaRolls) procs (PRD, // nominal `prob`) base_damage + damage_per_stack·L true damage + fear `fear` s // 卡西米尔 kazimierzShip every deployment of one of the player's operators (initial ones included): members ATK // +atk_when_born, total ≤ base_max_atk_when_born + max_atk_when_born_per_stack·L; 6: blocking // members pulse damage_atk_scale×ATK true damage + stun around them every damage_interval s, // non-blocking members' attacks add pure_atk_scale×ATK true damage // // Numbers: data/bonds.json buffs (support.buffParams by bbStr.key); 炎佑's 30 % is parsed from the effect text. // Tiers: a bond's upper tier is reached when count ≥ the blackboard threshold (power_bond_char_cnt / ex_bond_char_cnt) // or the bond's tier index says so. Members = support.isMember (own bonds, 变形同构体, 调和 enjoying core bonds). // Live layers: effects that read L at a moment (stack duration, ammo, deploy buffs, proc damage, cold multiplier) read // the live value; standing buffs (炎 ATK, 维多利亚, 阿戈尔 HP, 卡西米尔 cap) are refreshed one tick after a `layerGain`. // Two players in one field: everything is per player (own members, own deployments); the 谢拉格 wind and 炎佑 act on // every enemy of the field (debuffs on shared enemies help both, research 06 §8.6). // Hook priorities: 拉特兰 skillStart −10 (after kits' own ammo changes), 阿戈尔 death 11 (5-tier revive, before 不屈's // death 10), layerGain −100 (after 魔王-style modifiers). import * as S from '../support/index.js'; import { mitigate } from '../../damage.js'; import { spawnYanyou } from '../tokens.js'; import { kjeragColdWind } from '../devices.js'; import * as items from '../items.js'; import { FORCED_EXIT } from '../../constants.js'; const num = S.num; /** Injection point for tests (lendItemEffects stub); null ⇒ items.js export. */ export const deps = { lendItemEffects: null }; const BUFF_KEYS = Object.freeze({ yanShip: 'act1autochess_bond_eff_yan', sargonShip: 'act1autochess_bond_eff_sargon', victoriaShip: 'act1autochess_bond_eff_victoria', kjeragShip: 'act1autochess_bond_eff_kjerag', lateranoShip: 'act1autochess_bond_eff_laterano', egirShip: 'act1autochess_bond_eff_egir', siracusaShip: 'act2autochess_bond_eff_siracusa', kazimierzShip: 'act2autochess_bond_eff_kazimierz', }); const SARGON_SHARE_KEY = 'act2autochess_bond_eff_sargon[share]'; const VICTORIA_REWARD_KEY = 'bond_layer_added_reward_equip'; const VICTORIA_COUNTER = 'bond:victoria:hammers'; /** Bond effect blackboard `{ ...bb, ...bbStr }` of a core bond (null when the data record is missing). */ export function bondBb(bondId, key = BUFF_KEYS[bondId]) { return S.buffParams(S.bondRecord(bondId), key); } /** Has player `pid` reached the tier of `bondId` that needs `cnt` members? (active + count / tier index) */ export function reached(battle, pid, bondId, cnt) { const st = S.bondState(battle, pid, bondId); if (!st || !st.active) return false; const need = num(cnt, 0); if (!(need > 0)) return true; if (num(st.count, 0) >= need) return true; const th = S.bondRecord(bondId)?.thresholds; const idx = Array.isArray(th) ? th.indexOf(need) : -1; return idx >= 0 && S.bondTier(battle, pid, bondId) >= idx + 1; } /** "总和的30%" → 0.3 (炎佑 stat share, text only). */ export function yanyouShare() { const text = String(S.bondRecord('yanShip')?.effectDesc ?? S.bondRecord('yanShip')?.desc ?? ''); const m = /总和的\s*(\d+(?:\.\d+)?)\s*%/.exec(text); const v = m ? +m[1] / 100 : NaN; return v > 0 && v <= 10 ? v : 0.3; } const PRD = new Map(); /** * Pseudo-random-distribution constant C for a nominal probability p: attempt n since the last proc succeeds with * min(1, C·n), and the long-run proc rate equals p (3 % → C ≈ 0.00139, research 02 §3.7). */ export function prdConstant(p) { if (!(p > 0)) return 0; if (p >= 1) return 1; if (PRD.has(p)) return PRD.get(p); const rate = (c) => { let exp = 0, notYet = 1; const nMax = Math.ceil(1 / c) + 1; for (let n = 1; n <= nMax && notYet > 0; n++) { const pn = Math.min(1, n * c); exp += n * notYet * pn; notYet *= 1 - pn; } return exp > 0 ? 1 / exp : 1; }; let lo = 0, hi = p; for (let i = 0; i < 50; i++) { const mid = (lo + hi) / 2; if (rate(mid) < p) lo = mid; else hi = mid; } const c = (lo + hi) / 2; PRD.set(p, c); return c; } // ===================================================================================================================== // per-battle plumbing /** Shared per-battle state: layer refreshers, one hit / damaged / skillStart dispatch per battle. */ function core(battle) { return S.battleStore(battle, 'bonds:core', () => ({ refreshers: new Map(), // `${pid}|${bondId}` → [fn] pending: new Set(), hitFns: new Map(), // source unit → [fn(ctx)] dmgFns: new Map(), // source unit → [fn(ctx)] hooked: new Set(), })); } function onLayers(battle, pid, bondId, fn) { const st = core(battle); const k = `${pid}|${bondId}`; if (!st.refreshers.has(k)) st.refreshers.set(k, []); st.refreshers.get(k).push(fn); if (st.hooked.has('layerGain')) return; st.hooked.add('layerGain'); battle.on('layerGain', (c) => { const key = `${c.playerId}|${c.bondId}`; const list = st.refreshers.get(key); if (!list || st.pending.has(key)) return; st.pending.add(key); // the gain is recorded after the hook: re-read the live layers next tick battle.after(0, () => { st.pending.delete(key); for (const f of list) f(); }); }, { priority: -100 }); } function onUnitHit(battle, unit, fn) { const st = core(battle); if (!st.hitFns.has(unit)) st.hitFns.set(unit, []); st.hitFns.get(unit).push(fn); if (st.hooked.has('hit')) return; st.hooked.add('hit'); battle.on('hit', (c) => { const list = c.source ? st.hitFns.get(c.source) : undefined; if (list) for (let i = 0; i < list.length; i++) list[i](c); }); } function onUnitDamaged(battle, unit, fn) { const st = core(battle); if (!st.dmgFns.has(unit)) st.dmgFns.set(unit, []); st.dmgFns.get(unit).push(fn); if (st.hooked.has('damaged')) return; st.hooked.add('damaged'); battle.on('damaged', (c) => { const list = c.source ? st.dmgFns.get(c.source) : undefined; if (list) for (let i = 0; i < list.length; i++) list[i](c); }); } const isEnemyTarget = (t) => !!t && t.side === 'enemy' && t.alive; const ownTag = (dmg, tag) => !!dmg && Array.isArray(dmg.tags) && dmg.tags.includes(tag); // ===================================================================================================================== // 炎 function installYan(battle, pid, bb, members) { const L = () => S.bondLayers(battle, pid, 'yanShip'); const apply = () => { const mods = S.directMods({ atk: num(bb.base_atk) + num(bb.atk_per_stack) * L() }); for (const u of members) S.passiveBuff(battle, u, 'bond:yan', mods); }; apply(); onLayers(battle, pid, 'yanShip', apply); if (!reached(battle, pid, 'yanShip', bb.power_bond_char_cnt)) return; const ex = reached(battle, pid, 'yanShip', bb.ex_bond_char_cnt); battle.on('battleStart', () => { // PRTS: the sums count real 炎 operators only (调和 operators' stats are not collected unless they are 炎 too) let atk = 0, hp = 0; for (const u of S.playerOps(battle, pid, { fieldOnly: true })) { if (!S.unitBonds(u).includes('yanShip')) continue; atk += num(u.s.atk, 0); hp += num(u.s.maxHp, 0); } if (!(hp > 0)) return; const share = yanyouShare(); const out = spawnYanyou(battle, pid, { atk: atk * share, hp: hp * share, count: ex ? 2 : 1, atkMul: ex ? num(bb.atk, 1) : 1, dmgTakenMul: ex ? Math.max(0, 1 - num(bb.damage_resistance, 0)) : 1, }); for (const y of out) y.mem.bondYan = true; }, { once: true }); } // ===================================================================================================================== // 萨尔贡 function installSargon(battle, pid, bb, members) { const memberSet = new Set(members); const ps = S.player(battle, pid); const share = S.buffParams(S.bondRecord('sargonShip'), SARGON_SHARE_KEY); const band = ps?.bandId ?? null; const narant = !!(share && band && share.valid_in_band === band); const main = narant ? share : bb; const six = reached(battle, pid, 'sargonShip', num(main.power_bond_char_cnt, 6)); const atkStacks = six && !narant && !(bb.invalid_in_band && bb.invalid_in_band === band); const maxStacks = Math.max(1, Math.floor(num(main.max_buff_stack_cnt, 25))); const perAtk = num(bb.base_atk, 0); const syncAtk = (u) => { if (!atkStacks) return; let n = 0; for (const b of u.buffs) if (b.key === 'bond:sargon') n++; if (n > 0 && u.alive) battle.addBuff(u, { key: 'bond:sargon:atk', mods: S.directMods({ atk: perAtk * n }) }); else battle.removeBuff(u, 'bond:sargon:atk'); }; battle.on('skillStart', ({ unit }) => { if (!memberSet.has(unit)) return; const L = S.bondLayers(battle, pid, 'sargonShip'); const dur = num(main.base_time, 0) + num(main.time_per_stack, 0) * L; if (dur > 0) { for (const m of members) { if (!S.onField(m)) continue; battle.addBuff(m, { key: 'bond:sargon', duration: dur, refresh: 'independent', maxStacks, mods: { aspd: num(main.base_attack_speed, 0) }, onExpire: ({ unit: u }) => syncAtk(u), onRemove: ({ unit: u }) => syncAtk(u), }); syncAtk(m); } } if (narant && six) lendAround(battle, unit, share, S.bondLayers(battle, pid, 'sargonShip')); }); } function lendAround(battle, from, share, L) { if (!S.itemsOf(from).length) return; const lend = typeof deps.lendItemEffects === 'function' ? deps.lendItemEffects : typeof items.lendItemEffects === 'function' ? items.lendItemEffects : null; if (!lend) return; const duration = num(share.base_power_time, 0) + num(share.power_time_per_stack, 0) * L; if (!(duration > 0)) return; const maxTier = num(share.filter_item_level, 5); let n = 0; for (const a of S.alliesAround(battle, from, S.N8)) { if (!S.isOp(a)) continue; lend(battle, from, a, { maxTier, duration }); n++; } if (n) S.fxOn(battle, 'bondShare', from, 'bond:sargonShip', 'narant', { n, duration }); } // ===================================================================================================================== // 维多利亚 function installVictoria(battle, pid, bb, members) { const apply = () => { const mul = num(bb.base_damage_scale, 1) + num(bb.damage_scale_per_stack, 0) * S.bondLayers(battle, pid, 'victoriaShip'); for (const u of members) { if (S.itemsOf(u).length >= 1) S.passiveBuff(battle, u, 'bond:victoria', { dmgDealtMul: mul }); } }; apply(); onLayers(battle, pid, 'victoriaShip', apply); if (!reached(battle, pid, 'victoriaShip', bb.power_bond_char_cnt)) return; const normal = num(bb.atk_normal_equip, 0), golden = normal + num(bb.atk_golden_equip, 0); for (const u of members) { const ids = S.itemsOf(u); if (!ids.length) continue; let add = 0; for (const id of ids) add += S.isGoldenId(id) ? golden : normal; if (add > 0) S.passiveBuff(battle, u, 'bond:victoria:atk', S.directMods({ atk: add })); } } // ===================================================================================================================== // 谢拉格 function installKjerag(battle, pid, bb, members) { const base = num(bb.base_damage_scale, 1); for (const u of members) S.passiveBuff(battle, u, 'bond:kjerag', { dmgDealtMul: base }); const ex = num(bb.base_ex_damage_scale, base), per = num(bb.ex_damage_scale_per_stack, 0); const onHit = (c) => { const t = c.target; if (!isEnemyTarget(t) || !c.dmg) return; const f = t.s.flags; if (!f.cold && !f.freeze) return; const target = ex + per * S.bondLayers(battle, pid, 'kjeragShip'); if (base > 0 && target > 0) c.dmg.mul *= target / base; }; for (const u of members) onUnitHit(battle, u, onHit); if (reached(battle, pid, 'kjeragShip', bb.power_bond_char_cnt)) kjeragColdWind(battle, pid, bb); } // ===================================================================================================================== // 拉特兰 function installLaterano(battle, pid, bb, members) { const memberSet = new Set(members); battle.on('skillStart', ({ unit, skill }) => { if (!memberSet.has(unit) || !skill || skill.kind !== 'ammo' || !(skill.ammoLeft > 0)) return; const mul = 1 + num(bb.base_ammo_percent, 0) + num(bb.ammo_percent_per_stack, 0) * S.bondLayers(battle, pid, 'lateranoShip'); const n = Math.floor(skill.ammoLeft * mul + 1e-9); if (Number.isFinite(n) && n > skill.ammoLeft) skill.ammoLeft = n; }, { priority: -10 }); if (!reached(battle, pid, 'lateranoShip', bb.power_bond_char_cnt)) return; const per = num(bb.atk_per_consume, 0), cap = num(bb.max_atk_for_consume, Infinity); if (!(per > 0)) return; const st = { used: 0, bonus: 0 }; battle.on('ammoUsed', ({ unit }) => { if (!memberSet.has(unit) || st.bonus >= cap) return; st.used++; st.bonus = Math.min(cap, st.used * per); for (const m of members) S.passiveBuff(battle, m, 'bond:laterano:ammo', S.directMods({ atk: st.bonus })); }); } // ===================================================================================================================== // 阿戈尔 // "更靠左和靠上": left first (on the player's own board: mirrored players count from the field's right), then top first — // row 0 is the BOTTOM row (DESIGN §3), so the top of the board is the highest row index. The order is a board position, // independent of the members' directions (only "身前" follows each member's `dir`). The devour marks in this order and the // 5-tier revive's beneficiaries are the first members in it (PRTS "从最先部署(更靠左和靠上的)的【阿戈尔】干员开始"; the // battle's initial deployment order, Battle.start). const boardCol = (u) => (u.player && u.player.mirror ? -u.tileC : u.tileC); const egirOrder = (a, b) => boardCol(a) - boardCol(b) || b.tileR - a.tileR || a.id - b.id; /** * 联防: an operator forced out at the deployment (carry.down, Battle.start, before battleStart) still stands on its * deploy position. The devour and the 5-tier revive slots both count it there (PRTS 盟约记录 前3名 / 最先部署). */ function egirDownAtStart(battle, u) { return S.isOp(u) && !u.alive && u.removeReason === FORCED_EXIT && !!u.carry && u.carry.down === true && battle.isDown(u); } /** * Battle-start devour (research 02 §3.6 algorithm): members in order (further left on the player's own board — the * Final Assault right side is mirrored, so its board-left is the field's right — then higher on the board first) mark * the operator on the tile in front of them (one step along each member's own direction `dir`), and through marked * members the tiles in front of * those (chain); never themselves, a unit already marked by them or a unit that marked them. The marker gains the base * ATK (atkFlat) and block count of everything it marked; then each mark makes its target lose damage_value HP as a * 物理流失 (PRTS 盟约记录: "造成5000点物理流失", 修正 "【吞噬】的物理流失来源为被付与目标自身;单位被【吞噬】击杀时,击杀来源始终为 * 对应标记的付与来源"; PRTS 作战机制: a 物理流失 "会受到目标当前防御力…影响而相应衰减") — less the target's DEF as a physical hit * (its own source: no DEF ignore), then battle.loseHp: no shields, dodge or damage multipliers (DEF-free until 0.1.1); the * kill is credited to the marker — in marking order. A target knocked out during the pass has its remaining marks * cancelled, also when it is back at once (the 5-tier 立刻复活, 不屈's 立刻重新部署, 埃芒加德 / M3茧甲): PRTS 盟约记录 "目标首次被 * 击倒后解除自身被付与但还未触发的【吞噬】效果". A marker off the field gives no further mark (the rule since 0.1.0; one knocked * out and back in the same pass still gives its marks). * 联防: the operators down since the end of their own combat (forced out by Battle.start) mark, are marked and resolve * their marks like standing ones, but nothing resolves on them (below; per players' reports, owner's decision 2026-10-04). * Each devoured operator adds its tier to 阿戈尔 once (IN_BATTLE gain, disabled in 联防 / boss fields). * Tokens / devices / empty tiles are never devoured. */ function devour(battle, pid, bb, members) { const memberSet = new Set(members); // 联防: an operator down at the end of its own combat (carryState.down — Battle.start forced it out right before // battleStart, FORCED_EXIT) takes part in the devour as if it stood on its tile, then stays out: it marks in its turn, // it is "the unit in front" of another (the chain goes on through it when it is a member), its base ATK / block count // for its marker and its own marks resolve (their 物理流失 lands, credited to it as usual); only the marks ON it resolve // nothing — it is forced out, so it is never knocked out again, revived or devoured. Per players' reports (community // report #3, GitHub #33 item 3), owner's decision 2026-10-04; until 0.1.2 the forced exit came first and the chain broke. const downAtStart = (u) => egirDownAtStart(battle, u); const order = members.filter((u) => S.onField(u) || downAtStart(u)).sort(egirOrder); const opAt = (u) => { const [r, c] = S.frontTile(u); const a = S.allyAt(battle, r, c, pid); if (a) return S.isOp(a) && a.alive ? a : null; const d = battle.downOn(r, c); return d && d.ownerId === pid && downAtStart(d) ? d : null; }; const markedBy = new Map(); // marker → [targets] const marks = []; for (const m of order) { const mine = []; const seen = new Set([m]); const queue = [m]; for (let guard = 0; queue.length && guard < 64; guard++) { const x = queue.shift(); const t = opAt(x); if (!t || seen.has(t)) continue; if ((markedBy.get(t) ?? []).includes(m)) continue; seen.add(t); mine.push(t); if (memberSet.has(t)) queue.push(t); } markedBy.set(m, mine); if (!mine.length) continue; let atk = 0, block = 0; for (const t of mine) { atk += num(t.base.atk, 0); block += num(t.base.blockCnt, 0); marks.push([m, t]); } const mods = {}; if (atk > 0) mods.atkFlat = atk; if (block > 0) mods.blockCnt = block; if (Object.keys(mods).length) S.passiveBuff(battle, m, 'bond:egir:devour', mods); } const amount = num(bb.damage_value, 0); const layered = new Set(); // a target knocked out during the pass = off the field, or in another deployment than when the marks were placed (items // deploymentOf: the 5-tier revive and 不屈 redeploy it, 埃芒加德 / M3茧甲 revive it in place) — a revived member was // standing again when its pending marks used to knock it out a second time and spend every revive at t = 0 (GitHub #33) const dep = new Map(); for (const [, t] of marks) if (!dep.has(t)) dep.set(t, items.deploymentOf(t)); const knocked = (t) => !t.alive || items.deploymentOf(t) !== dep.get(t); for (const [m, t] of marks) { // (a member down since its own combat — downAtStart — resolves its marks as if it stood; a mark on it resolves nothing: // `knocked` — it is off the field) if (knocked(t) || !(m.alive || downAtStart(m))) continue; S.fxOn(battle, 'devour', t, 'bond:egirShip', 'devour', { from: m.id }); if (amount > 0) battle.loseHp(t, mitigate(amount, 'phys', t.s), { source: m, tags: ['bond:egir:devour'] }); if (!layered.has(t)) { layered.add(t); S.gainLayers(battle, { playerId: pid, bonds: 'egirShip', n: S.tierOf(t), source: m, reason: 'bond' }); } } } function installEgir(battle, pid, bb, members) { const apply = () => { const mods = S.directMods({ hp: num(bb.base_max_hp, 0) + num(bb.max_hp_per_stack, 0) * S.bondLayers(battle, pid, 'egirShip') }); for (const u of members) S.passiveBuff(battle, u, 'bond:egir', mods); }; apply(); onLayers(battle, pid, 'egirShip', apply); // 5: "前3名【阿戈尔】干员首次被击倒时立刻复活" — the 3 (bonds.json max_free_respawn_cnt) are the first 3 members BY POSITION, // in the devour's order above = the battle's deployment order (PRTS 盟约记录 阿戈尔 备注 "从最先部署(更靠左和靠上的)的 // 【阿戈尔】干员开始"; players' videos: the revivers go by position, not by who is eaten or knocked out first). They are // fixed at battle start, before the devour; each revives once, on its own first knock-out ('killed'), whatever the order // of knock-outs, so a member the devour knocks out comes back only when it is one of them. Until 0.1.3 the first 3 // members knocked out took the revives and the devour's food spent them at t = 0. A member entering 联防 down (forced // out before battleStart) keeps the slot its position earned: the forced exit is not a 击倒 (reason !== 'killed'), so // the charge waits until they are knocked out after standing back up. A 调和 member counts like any other. // [ASSUMED] a beneficiary 埃芒加德 / M3茧甲 save in place (items revivedInPlace, the stand-in for PRTS's 0-time redeploy) // has used its revive (PRTS 不屈 备注: a held 复活 is consumed even when another effect redeploys the unit at once). // PRTS: the knocked-out unit's next deployment has 0 redeploy time and 0 cost, i.e. it IS knocked out (被击倒 triggers, // 克莱门莎, 幽灵鲨 … fire) and redeploys at once where it lies (the engine's rest tile, Battle._layBody: the tile it was // knocked out on — a raid-relocated member comes back where it fell —, or its own home when it fell on another board // piece's home; PRTS 卫戍协议/帮助 §作战阶段 单位部署) with full HP, SP reset and `deploy` effects (卡西米尔 / 叙拉古). // Death priority 11: before 不屈 (10), whose redeploy "also consumes a 复活 charge" — with this order the charge is // always the one used, same outcome. The marks still pending on a revived member are cancelled (devour). const max = reached(battle, pid, 'egirShip', bb.power_bond_char_cnt) ? Math.max(0, Math.floor(num(bb.max_free_respawn_cnt, 0))) : 0; const holders = new Map(); // beneficiary → its in-place revives (mem.revives) at battle start battle.on('battleStart', () => { for (const u of members.filter((x) => S.isOp(x) && (S.onField(x) || egirDownAtStart(battle, x))).sort(egirOrder).slice(0, max)) holders.set(u, u.mem.revives | 0); devour(battle, pid, bb, members); }, { once: true }); if (!(max > 0)) return; const used = new Set(); let revives = 0; battle.on('death', (c) => { const u = c.unit; if (c.reason !== 'killed' || !holders.has(u) || used.has(u)) return; used.add(u); if ((u.mem.revives | 0) !== holders.get(u)) return; // saved in place since the battle start: the revive is gone if (u.alive || u.removed) return; if (!battle.redeploy(u, { free: true })) return; revives++; S.fxOn(battle, 'revive', u, 'bond:egirShip', 'respawn', { n: revives }); }, { priority: 11 }); } // ===================================================================================================================== // 叙拉古 /** * Does a member's damage instance try the tier-6 proc? PRTS 盟约记录 叙拉古: "※仅在造成普通伤害时尝试造成来源为干员自身的 * 真实附加伤害和恐惧", "每次造成普通伤害时尝试触发" — 普通伤害 is the attack type NORMAL (PRTS 伤害分类: the default type, * group damage included unless it is 溅射), not "a normal attack" (community report 「叙拉古盟约真伤概率数值没有正确递增 * 成长」, GitHub #79: it rolled on normal attacks only). So skill hits roll — 德克萨斯 剑雨, 缄默德克萨斯's bursts and * sword rain, 阿罗玛 S1 / S2, 忍冬 S1 / S2, 伺夜 S3 — and so do 荒芜拉普兰德's S3 drone attacks (PRTS 备注 "不属于普通攻击/ * 技能直接伤害": neither an attack nor skill damage, still 普通伤害). Not: 溅射 (`isSplash`); 持续伤害 (tags dot / periodic: * 荒芜拉普兰德's S3 pulse, PRTS 备注 "持续法术伤害"; 缄默德克萨斯 S1, "伤害分类为法术持续伤害"); 附加伤害 (tag `addition`: * 拉普兰德's module, 忍冬's 追凶 — PRTS "法术附加伤害"; item procs and the bonds' riders, own proc included [ASSUMED: 附加, * PRTS gives no class]); element damage; 无来源 damage (坚守's thorns); 流失. */ function siracusaRolls(dmg) { if (!dmg || dmg.isSplash || dmg.sourceless || dmg.type === 'element' || dmg.type === 'elemental') return false; const tags = dmg.tags; if (!Array.isArray(tags)) return true; for (let i = 0; i < tags.length; i++) { const t = tags[i]; if (t === 'dot' || t === 'periodic' || t === 'addition' || t === 'item' || t === 'hpLoss') return false; if (typeof t === 'string' && t.startsWith('bond:')) return false; } return true; } function installSiracusa(battle, pid, bb, members) { const memberSet = new Set(members); const six = reached(battle, pid, 'siracusaShip', bb.power_bond_char_cnt); const end = num(bb.end_duration, 0); battle.on('deploy', ({ unit }) => { if (!memberSet.has(unit)) return; const L = S.bondLayers(battle, pid, 'siracusaShip'); const dur = num(bb.base_duration, 0) + num(bb.duration_per_stack, 0) * L; if (!(dur > 0)) return; battle.addBuff(unit, { key: 'bond:siracusa', duration: dur, mods: { aspd: num(bb.base_attack_speed, 0) + num(bb.attack_speed_per_stack, 0) * L } }); if (!six) return; unit.mem.siraStealthEnd = Infinity; const off = ({ unit: u }) => { u.mem.siraStealthEnd = battle.time; }; battle.addBuff(unit, { key: 'bond:siracusa:stealth', duration: dur, flags: { stealth: true }, status: 'stealth', onExpire: off, onRemove: off }); }); if (!six) return; const c = prdConstant(num(bb.prob, 0)); if (!(c > 0)) return; const st = { n: 0 }; const onDmg = (ctx) => { const u = ctx.source, t = ctx.target, dmg = ctx.dmg; if (!isEnemyTarget(t) || !siracusaRolls(dmg)) return; const hidden = u.s.flags.stealth || battle.time <= num(u.mem.siraStealthEnd, -Infinity) + end + 1e-9; if (!hidden) return; st.n++; if (!(battle.rng() < Math.min(1, c * st.n))) return; st.n = 0; const amount = num(bb.base_damage, 0) + num(bb.damage_per_stack, 0) * S.bondLayers(battle, pid, 'siracusaShip'); S.fxOn(battle, 'bondProc', t, 'bond:siracusaShip', 'assassin', { from: u.id, amount }); if (amount > 0) battle.dealDamage(u, t, { amount, type: 'true', canDodge: false, tags: ['bond:siracusa'] }); if (t.alive && num(bb.fear, 0) > 0) battle.applyStatus(t, 'fear', { duration: num(bb.fear, 0), source: u }); }; for (const u of members) onUnitDamaged(battle, u, onDmg); } // ===================================================================================================================== // 卡西米尔 function installKazimierz(battle, pid, bb, members) { const st = { deploys: 0 }; const apply = () => { const cap = num(bb.base_max_atk_when_born, 0) + num(bb.max_atk_when_born_per_stack, 0) * S.bondLayers(battle, pid, 'kazimierzShip'); const bonus = Math.max(0, Math.min(cap, st.deploys * num(bb.atk_when_born, 0))); if (!(bonus > 0)) return; for (const u of members) S.passiveBuff(battle, u, 'bond:kazimierz', S.directMods({ atk: bonus })); }; battle.on('deploy', ({ unit }) => { if (!S.isOp(unit) || unit.ownerId !== pid) return; st.deploys++; apply(); }); onLayers(battle, pid, 'kazimierzShip', apply); if (!reached(battle, pid, 'kazimierzShip', bb.power_bond_char_cnt)) return; const iv = num(bb.damage_interval, 0), radius = num(bb.range_radius, 0), scale = num(bb.damage_atk_scale, 0), stun = num(bb.stun, 0); if (iv > 0 && scale > 0) { battle.every(iv, () => { for (const m of members) { if (!S.onField(m) || !m.blocking || !m.blocking.length) continue; const hits = battle.foesInRadius(m.x, m.y, radius); if (!hits.length) continue; const amount = scale * m.s.atk; for (const e of hits) { if (!e.alive) continue; battle.dealDamage(m, e, { amount, type: 'true', canDodge: false, isSplash: true, tags: ['bond:kazimierz'] }); if (e.alive && stun > 0) battle.applyStatus(e, 'stun', { duration: stun, source: m }); } S.fxOn(battle, 'aoe', m, 'bond:kazimierzShip', 'pulse', { radius, dmgType: 'true', n: hits.length }); } }); } const pure = num(bb.pure_atk_scale, 0); if (!(pure > 0)) return; const onDmg = (ctx) => { const u = ctx.source, t = ctx.target, dmg = ctx.dmg; if (!dmg || !dmg.isAttack || !isEnemyTarget(t) || ownTag(dmg, 'bond:kazimierz')) return; if (u.blocking && u.blocking.length) return; battle.dealDamage(u, t, { amount: pure * u.s.atk, type: 'true', canDodge: false, tags: ['bond:kazimierz'] }); }; for (const u of members) onUnitDamaged(battle, u, onDmg); } // ===================================================================================================================== // entry points const INSTALLERS = Object.freeze({ yanShip: installYan, sargonShip: installSargon, victoriaShip: installVictoria, kjeragShip: installKjerag, lateranoShip: installLaterano, egirShip: installEgir, siracusaShip: installSiracusa, kazimierzShip: installKazimierz, }); export function install(battle) { if (!battle || !Array.isArray(battle.players)) return; for (const p of battle.players) { const pid = p.playerId; if (!p.bonds || typeof p.bonds !== 'object') continue; for (const [bondId, fn] of Object.entries(INSTALLERS)) { if (!S.bondActive(battle, pid, bondId)) continue; const bb = bondBb(bondId); if (!bb) continue; const members = S.bondMembers(battle, pid, bondId); if (!members.length) continue; fn(battle, pid, bb, members); } } } /** * 维多利亚 hammer milestones: every `layer` layers pay `count` item(s) of `pool` once (counter = milestones paid). * A bond effect, so it pays only while 维多利亚 is active (official tip "叠加的盟约…只有在盟约被激活时才会发挥作用"); * milestones crossed while it was inactive ("无需激活" sources such as 烛煌) are paid the next time a hook sees it active * (research 02 §3.3 / §8 Q7: the payout counts layers added while inactive) — same rule as 远见 / 奇迹 (addon/meta.js). */ export function payHammers(ctx) { if (!ctx.bondActive('victoriaShip')) return 0; const p = S.buffParams(ctx.data?.bonds?.victoriaShip ?? S.bondRecord('victoriaShip'), VICTORIA_REWARD_KEY); const step = Math.floor(num(p?.layer, 0)); if (!p || !(step > 0)) return 0; const due = Math.floor(ctx.layers('victoriaShip') / step); const count = Math.max(0, Math.floor(num(p.count, 1))); let granted = 0; // re-read the counter every milestone: grantItem dispatches onGain, which re-enters this function (nested payments // must not be paid twice by the outer loop) for (let guard = 0; guard < 100; guard++) { const paid = ctx.counter(VICTORIA_COUNTER); if (paid >= due) break; ctx.setCounter(VICTORIA_COUNTER, paid + 1); for (let i = 0; i < count; i++) { const id = ctx.rollItem({ pool: p.pool }); // onPrepEnd: grantItem stows this and does not merge until the next prep start, so a second copy does not // take an equipped hammer off for the fight (effectsMeta _deferItemMerge). [ASSUMED] every item that hook grants. if (id && ctx.grantItem(id, { source: 'bond:victoriaShip' })) granted++; } } if (granted && typeof ctx.toast === 'function') ctx.toast(`【维多利亚】获得${granted}件维式重锤`, 'info'); return granted; } /** Hooks on which owed hammers are (caught up and) paid; onLayers only for 维多利亚's own gains. */ const HAMMER_HOOKS = Object.freeze(['onLayers', 'onRoundStart', 'onPrepStart', 'onPrepEnd', 'onBuy', 'onGain', 'onSold', 'onMerge']); export function registerMeta(registry) { const prev = typeof registry.get === 'function' ? registry.get('bond:victoriaShip') : null; const handler = { ...(prev || {}) }; for (const hook of HAMMER_HOOKS) { const before = prev && typeof prev[hook] === 'function' ? prev[hook] : null; handler[hook] = function hammers(ctx, ev) { if (before) before.call(this, ctx, ev); if (hook === 'onLayers' && !(ev && ev.bondId === 'victoriaShip')) return; payHammers(ctx); }; } registry.bond('victoriaShip', handler); }