Files
ark-stronghold-protocol/server/sim/content/kits/ops/op-siege.js
T

128 lines
8.0 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
// server/sim/content/kits/ops/op-siege.js — 推进之王 (char_112_siege) 自选 operator kit: 6★ 尖兵 (先锋), an owned-6★ pick
// of the tier-5 and tier-6 自选 slots; every skill, both talents, the trait and both modules at every form.
// Kit contract and the 自选 rules: ../README.md ("How to add an operator (自选)").
//
// Forms (data/backups.json units.char_112_siege, the DIY slot statuses): normal = E2 Lv1, skills at rank 4, no module;
// elite = E2 Lv60, rank 7, the picked module at stage 1 (tier 5) or 3 (tier 6). Potential 0 [ASSUMED: no account].
// Sources: character_table / skill_table / battle_equip_table (zh_CN, as built into backups.json) and PRTS 推进之王
// (talent 修正 "在场时"; 粉碎 备注 "本天赋无视自身的阻回,可响应飞行单位的死亡"; S2 备注 "技能固定动画不受攻击速度影响";
// S3 "攻击间隔增大(+1.0)").
// - Trait (尖兵) "能够阻挡两个敌人": the profession default (block 2). Module SOL-X “糖果盒” overrides it with
// "阻挡敌人时攻击力和防御力各+8%" (trait bb atk / def): +atk / +def while she blocks at least one enemy.
// - T1 万兽之王 "在场时,所有【先锋】职业干员的攻击力和防御力各+8%": an aura on every 【先锋】 operator of the field (her
// included) while she is deployed (installAura: the kits' convention for field-wide talents — teammates' pioneers in a
// shared field too; several sources keep the strongest). SOL-X stage 2+ adds "自身攻击力和防御力额外+N%" (the module
// talent change's bb, +8 % at stage 3): a self buff on top; the aura value stays the base talent's (talentsBase).
// - T2 粉碎 "周围四格内有敌人倒下时获得1点技力" (talent range x-5: her tile and the four next to it): +sp SP when an enemy
// dies there — flying enemies too, and under her own 阻回 (PRTS 备注) — never while a timed skill runs (AK: no SP during
// a skill). SOL-Y stage 2+ raises it to sp (3 at stage 3) "场上随机另一名【先锋】职业干员获得1点技力": the hidden module
// talent's sp to one other 【先锋】 operator of the field, drawn uniformly [ASSUMED: any deployed other pioneer, a draw that
// cannot take SP wastes it].
// - Module SOL-Y “初诺” "首次部署时部署费用-4" (hidden runtime_cost −4): the first deployment of a battle costs nothing in
// this mode ⇒ no effect (as 德克萨斯's 战术快递 elite note); its HP / ATK are in the stats.
// - S1 冲锋号令·γ型 (AUTO, no target): +cost DP at once; an AUTO skill acting on nobody fires as soon as its SP is full
// (`trigger: 'SP_FULL'`, as 德克萨斯's kit casts the same skill — the owner's AUTO rule, kits/README.md checklist 5).
// - S2 跃空锤 (AUTO, 可充能 2 / 3 次): the next attack hits every enemy around her — the skill range x-5 — for atk_scale × ATK
// physical and gives cost DP; the data's DEFAULT trigger (an AUTO "next attack" waits for her attack). The AoE is the
// attack itself, so it reaches the ground enemies a melee attack can [ASSUMED: no source says it reaches air]. The fixed
// skill animation (PRTS 备注) does not change the sim's attack timing.
// - S3 碎颅击 (MANUAL, 18 / 21 s): attack interval +base_attack_time s (a flat +1.0 on her 1.05 s), each attack at
// attack@atk_scale × ATK with attack@buff_prob to stun the target attack@stun s.
import { num, talentBb, talentGrid, moduleBb, traitBb, moduleOn, skillRec, statBuff, toggleBuff, installAura, batMod,
up, skillBusy, giveSp } from '../shared/tier1.js';
import { absoluteRangeKeys } from '../../../targeting.js';
import { bodyInKeys } from '../../../body.js';
const S1 = 'skcom_charge_cost[3]';
const S2 = 'skchr_siege_2';
const S3 = 'skchr_siege_3';
/** The four tiles around her and her own (talent / skill range x-5) when the data carries no grid. */
const X5 = Object.freeze([[1, 0], [0, -1], [0, 0], [0, 1], [-1, 0]]);
const bbOf = (chess, id) => skillRec(chess, id)?.bb ?? {};
/** A 【先锋】 operator (summons are never 【先锋】 operators). */
const isPioneer = (a) => !!a && a.kind === 'op' && a.def?.profession === 'PIONEER';
/** The module the record fights with (its active one), or null. */
function activeModule(chess) {
if (!moduleOn(chess)) return null;
return (chess.modules ?? []).find((m) => m && m.uniEquipId === chess.module.id) ?? null;
}
export default {
char_112_siege: (bb, chess) => {
const base0 = talentBb({ talents: chess?.talentsBase ?? chess?.talents }, 0); // 万兽之王 without the module change
const mod = activeModule(chess);
const self0 = mod?.talentChanges?.find((t) => t && t.talentIndex === 0)?.bb ?? {}; // SOL-X stage 2+: 自身额外
const t1 = talentBb(chess, 1);
const grid1 = talentGrid(chess, 1) ?? X5;
const hidden = moduleBb(chess); // SOL-Y: runtime_cost (no effect), sp to another pioneer (stage 2+)
const tb = traitBb(chess);
const b1 = bbOf(chess, S1), b2 = bbOf(chess, S2), b3 = bbOf(chess, S3);
const s2 = skillRec(chess, S2);
return {
skills: {
[S1]: {
kind: 'instant', trigger: 'SP_FULL',
onStart({ battle, unit }) {
const n = num(b1.cost);
battle.addDp(unit.ownerId, n);
battle.fx('dp', { x: unit.x, y: unit.y, n, id: unit.id });
},
},
[S2]: {
kind: num(s2?.maxChargeTime, 1) > 1 ? 'charges' : 'instant',
targeting: { rangeGrid: s2?.rangeGrid ?? X5, allInRange: true },
attack: { atkScale: num(b2.atk_scale, 1) },
onStart({ battle, unit }) {
const n = num(b2.cost);
battle.addDp(unit.ownerId, n);
battle.fx('dp', { x: unit.x, y: unit.y, n, id: unit.id });
battle.fx('aoe', { x: unit.x, y: unit.y, radius: 1, id: unit.id, skill: 'siege:hammer' });
},
},
[S3]: {
kind: 'duration',
mods: { batPct: batMod(b3.base_attack_time, chess) },
attack: {
atkScale: num(b3['attack@atk_scale'], 1),
onHit({ battle, unit, target }) {
if (target && target.alive && target.side === 'enemy' && battle.rng.chance(num(b3['attack@buff_prob']))) {
battle.applyStatus(target, 'stun', { duration: num(b3['attack@stun']), source: unit });
}
},
},
},
},
talents: [
{ install(battle, unit) { // 万兽之王: the field's 【先锋】 ATK / DEF +atk / +def; SOL-X stage 2+: her own extra
const a = num(base0.atk), d = num(base0.def);
if (a || d) installAura(battle, unit, { key: 'talent:siege:pioneers', value: a, select: isPioneer, mods: { atkPct: a, defPct: d } });
statBuff(battle, unit, 'talent:siege:self', { atkPct: num(self0.atk), defPct: num(self0.def) });
} },
{ install(battle, unit) { // 粉碎: an enemy falls on her x-5 ⇒ +sp SP (阻回 ignored); SOL-Y: +1 SP to another pioneer
const sp = num(t1.sp), other = num(hidden.sp);
if (!(sp > 0)) return;
battle.on('death', (ctx) => {
const e = ctx.unit;
if (e.side !== 'enemy' || ctx.reason !== 'killed' || !up(unit) || !unit.skill) return;
if (!bodyInKeys(e, new Set(absoluteRangeKeys(grid1, unit.tileR, unit.tileC, unit.dir, 0)))) return;
// "无视自身的阻回": the 'init' reason passes 阻回; a running timed skill still takes no SP
if (!skillBusy(unit)) unit.skill.gainSp(sp, 'init');
if (other > 0) {
const mates = battle.alliesFor(unit).filter((a) => a !== unit && isPioneer(a));
if (mates.length) giveSp(battle.rng.pick(mates), other);
}
}, { owner: unit });
} },
],
install(battle, unit) {
// SOL-X “糖果盒”: 阻挡敌人时攻击力和防御力各+8%
const ma = num(tb.atk), md = num(tb.def);
if (ma || md) toggleBuff(battle, unit, 'trait:siege:block', () => unit.blocking.length > 0, { atkPct: ma, defPct: md });
},
};
},
};