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ark-stronghold-protocol/server/sim/content/bonds/addon/battle.js
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sganggs 15291c2293 Playtest #5 fixes: hovering enemies, target order, blocking hand-over, 联防 knocked-out, elements, huge-boss hit area, maps, gear icon, phone HUD, 至简 price
- #1 近地悬浮 enemies count as air units (Unit.isFlying): ground-only attacks, splash, terrain and traps skip them;
  PRTS 不可对空 skill effects made ground-only; 掠海漂移体 / 吉兆飞鳞 drop modes; the bot plans them as air
- #2 an operator knocked out before 联防 is fielded and force-exited (PRTS 强制退场): it lies on its tile with the
  redeploy ring and redeploys (full timer [ASSUMED]); partners, observers and the server fallback included
- #3 element audit of every operator, item and enemy: 海嗣 numbers are official; bursts are 无来源, 元素脆弱 only
  raises 元素伤害, 元素抗性 applied, 盟约·辅助干员 fills all three gauges, 菲莱 / 哈洛德 / 纯烬 / enemy kits fixed
- #4 blocking by the official contact radius (0.7071): another operator in contact takes over at once when the
  blocker dies, withdraws or is stunned; melee blockers attack what they block
- #5 enemy target order per PRTS 索敌: blocker, special priority, taunt, last deployed; initial deploy 从上到下>从左到右,
  operators before summons; special priorities break ties by taunt then deploy order
- #6 act2 m01's normal-field blower machines (row 13) are drawn in the normal / 联防 views
- #7 Final Assault prep legality reads the player's half of the boss field (fence tiles deployable); all 11 stages
  audited against the official level files
- #8 regular settings gear; #9 the prep camera keeps the bench and temp rows clear of the shop bar on phones
- #10 huge bosses have the official 4.95 × 2.95 hit area (sim/body.js) and are 自缚 / unblockable
- #11 至简 costs 1: 购买价格为N's bb.price is a discount off the tier price, applied before other price effects
- DESIGN §19 and the normative §3 / §5 / §6 / §7 lines, SIM / META / DATA / PLAYING updated; 2595 unit tests and
  every browser suite green; dev recordings regenerated
2026-09-30 19:12:36 +08:00

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// server/sim/content/bonds/addon/battle.js — battle side of the 15 add-on bonds (research 02 §3.9–§3.23).
//
// Every number comes from data/bonds.json (`env_gbuff_new` buff blackboards). Effects only apply to the owning
// player's units (`unit.ownerId === playerId`): two players sharing a boss / 联防 field never buff each other.
// Layer-dependent values read the LIVE layers (`battle.getPlayer(pid).bonds[id].layers`): an IN_BATTLE layer gain
// (engine `layerGain` hook, which fires before the layers are written) schedules one deferred recompute per player.
//
// 精准 preciShip members ATK ×(1 + base_atk + atk_per_stack·L); tier 2 (3 distinct): members + RANGED operators,
// which also ignore power_def_penetrate DEF / power_magic_resist_penetrate RES (defIgnorePct / resIgnorePct)
// 迅捷 swiftShip member skill end → p = min(1, base_prob + prob_per_stack·L): +normal_sp SP; L ≥ power_bond_stack_cnt:
// every operator's skill end rolls p again for +power_sp (members roll both, research [ASSUMED])
// 灵巧 skillfulShip aura: members + operators on their 4 (L ≥ 40: 8) adjacent tiles ASPD +(base + per·L), once per unit
// 奥术 arcaneShip member arts damage → target arts taken ×(base + per·L) for weak_duration s (one refreshing instance
// per player); tier 2: ×power_weak_scale when the target is below hp_ratio at application
// 坚守 steadShip all operators max HP ×(1 + base + per·L); tier 2: 40 % of a non-member operator's damage is borne by
// the members on the field (split evenly, sourceless true damage — already mitigated), members’ thorns
// (base + per·L arts, sourceless, ≤ 1 per cd_duration per member) + 脆弱 ×damage_scale for weak[limit] s
// 助力 deputShip all operators DEF ×(1 + base + per·L), redeploy time ×(1 + respawn_time)
// 突袭 raidShip member idle ≥ no_attack_duration s (or skill ready) with no enemy in range → "保留技力立即再部署"
// next to the most advanced ground enemy: a real redeployment (retreat + free redeploy on the
// landing tile, full HP, `deploy` fires — 部署时 traits such as 史尔特尔, 突袭手雷, 卡西米尔, 叙拉古)
// with its SP / charges kept (engine redeploy tile + keepSp); ATK/HP ×(1 + base + per·L)
// until it leaves the field; later redeploys use its board tile again;
// L ≥ power_bond_stack_cnt: every operator ASPD +power_attack_speed
// 不屈 indomShip ground operator knocked out → p = min(1, base + per·L) immediate free redeploy; tier 2: every
// operator on the field +sp SP
// 协防 emptyShip all operators phys/arts taken ×(1 − damage_resistance); members dealt ×damage_scale_normal
// (elite ×damage_scale_extra)
// 独行 soloShip the member(s) ATK ×(1 + atk), HP ×(1 + max_hp), +sp SP on every deploy
// 绝技 suntShip tier 1: elite operators ATK ×(1 + power_atk); tier 2: elites (and their summons) SP cost ×sp_ratio
// 远见 / 奇迹 / 投资人 / 调和 have no battle effect (prep side, membership in support/index.js).
//
// Hooks registered only when a bond needs them. Priorities: `hit` −20 (坚守 redirect, after other modifiers had their
// say), `death` 10 (不屈, the bond slot of the revive/redeploy convention); everything else 0.
import { absoluteRangeKeys, canTargetEnemy } from '../../../targeting.js';
import { localOrder, localBefore } from '../../../dir.js';
import {
num, bondRecord, buffParams, bondTier, bondLayers, isMember, isElite, isGroundOp, onField, playerOps, passiveBuff,
fxOn, N4, N8, bodyInKeys,
} from '../../support/index.js';
export const ID = Object.freeze({
preci: 'preciShip', swift: 'swiftShip', skillful: 'skillfulShip', arcane: 'arcaneShip', stead: 'steadShip',
deput: 'deputShip', raid: 'raidShip', indom: 'indomShip', empty: 'emptyShip', solo: 'soloShip', sunt: 'suntShip',
});
export const KEY = Object.freeze({
preci: 'bond:preciShip', stead: 'bond:steadShip', deput: 'bond:deputShip', skillful: 'bond:skillfulShip',
raid: 'bond:raidShip', raidAspd: 'bond:raidShip:aspd', empty: 'bond:emptyShip', emptyDmg: 'bond:emptyShip:dmg',
solo: 'bond:soloShip', sunt: 'bond:suntShip', arcane: 'bond:arcaneShip',
});
/** Bonds whose battle values depend on layers (recomputed on in-battle gains). */
const LAYERED = new Set([ID.preci, ID.swift, ID.skillful, ID.arcane, ID.stead, ID.deput, ID.raid, ID.indom]);
const STEAD_CD = 'bond:steadShip:cd';
const AURA_POLL = 0.25;
const RAID_POLL = 0.25;
const RAID_SEARCH = 2; // landing tiles within this Chebyshev distance of the target enemy
/** `env_gbuff_new` blackboard of a bond (numbers only). */
export function bondBb(bondId) {
return buffParams(bondRecord(bondId), 'env_gbuff_new') ?? {};
}
/** 迅捷 / 不屈 proc chance p = min(1, base_prob + prob_per_stack·L). */
export const procChance = (bb, L) => Math.max(0, Math.min(1, num(bb.base_prob) + num(bb.prob_per_stack) * L));
const prob = procChance;
// =====================================================================================================================
// per-player state
function makeState(battle, p) {
const pid = p.playerId;
const ops = playerOps(battle, pid);
const st = { pid, ops, tiers: {}, bb: {}, members: {} };
for (const id of Object.values(ID)) {
const t = bondTier(battle, pid, id);
if (t <= 0) continue;
st.tiers[id] = t;
st.bb[id] = bondBb(id);
st.members[id] = new Set(ops.filter((u) => isMember(battle, u, id)));
}
return st;
}
const L = (battle, st, id) => bondLayers(battle, st.pid, id);
// =====================================================================================================================
// match-long passives (re-applied on layer changes; passiveBuff replaces by key → idempotent)
function applyPassives(battle, st) {
const t = st.tiers;
if (t[ID.preci]) {
const bb = st.bb[ID.preci];
const wide = t[ID.preci] >= 2;
const mods = { atkMul: 1 + num(bb.base_atk) + num(bb.atk_per_stack) * L(battle, st, ID.preci) };
if (wide) { mods.defIgnorePct = num(bb.power_def_penetrate); mods.resIgnorePct = num(bb.power_magic_resist_penetrate); }
for (const u of st.ops) {
if (st.members[ID.preci].has(u) || (wide && u.def?.position === 'RANGED')) passiveBuff(battle, u, KEY.preci, mods);
}
}
if (t[ID.stead]) {
const bb = st.bb[ID.stead];
const mods = { hpMul: 1 + num(bb.base_max_hp) + num(bb.max_hp_per_stack) * L(battle, st, ID.stead) };
for (const u of st.ops) passiveBuff(battle, u, KEY.stead, mods);
}
if (t[ID.deput]) {
const bb = st.bb[ID.deput];
const mods = { defMul: 1 + num(bb.base_def) + num(bb.def_per_stack) * L(battle, st, ID.deput), redeployMul: Math.max(0, 1 + num(bb.respawn_time)) };
for (const u of st.ops) passiveBuff(battle, u, KEY.deput, mods);
}
if (t[ID.raid]) {
const bb = st.bb[ID.raid];
const lv = L(battle, st, ID.raid);
const milestone = num(bb.power_bond_stack_cnt, Infinity);
if (lv >= milestone) {
const mods = { aspd: num(bb.power_attack_speed) };
for (const u of st.ops) passiveBuff(battle, u, KEY.raidAspd, mods);
if (!st.raidMilestone) { st.raidMilestone = true; for (const u of st.members[ID.raid]) if (onField(u)) { fxOn(battle, 'bondMilestone', u, KEY.raid, 'aspd'); break; } }
}
st.raidMods = raidMods(bb, lv);
for (const u of st.members[ID.raid]) {
const b = u.findBuff(KEY.raid);
if (b) { b.mods = st.raidMods; u.markDirty(); }
}
}
if (t[ID.arcane]) {
const bb = st.bb[ID.arcane];
const m = num(bb.base_damage_scale, 1) + num(bb.damage_scale_per_stack) * L(battle, st, ID.arcane);
st.arcaneMods = { artsTakenMul: Math.max(0, m) };
st.arcaneLowMods = { artsTakenMul: Math.max(0, m * num(bb.power_weak_scale, 1)) };
}
if (t[ID.skillful]) {
const bb = st.bb[ID.skillful];
const lv = L(battle, st, ID.skillful);
const v = num(bb.base_attack_speed) + num(bb.attack_speed_per_stack) * lv;
if (!st.auraMods || st.auraMods.aspd !== v) st.auraMods = { aspd: v };
st.auraWide = lv >= num(bb.power_bond_stack_cnt, Infinity);
}
}
function raidMods(bb, lv) {
const mods = {
atkMul: 1 + num(bb.base_atk) + num(bb.atk_per_stack) * lv,
hpMul: 1 + num(bb.base_max_hp) + num(bb.max_hp_per_stack) * lv,
};
const aspd = num(bb.base_attack_speed) + num(bb.attack_speed_per_stack) * lv;
if (aspd) mods.aspd = aspd;
return mods;
}
/** Layer-independent passives (协防 / 独行 / 绝技), applied once. */
function applyStatic(battle, st) {
const t = st.tiers;
if (t[ID.empty]) {
const bb = st.bb[ID.empty];
const taken = Math.max(0, 1 - num(bb.damage_resistance));
for (const u of st.ops) {
passiveBuff(battle, u, KEY.empty, { physTakenMul: taken, artsTakenMul: taken });
if (st.members[ID.empty].has(u)) {
passiveBuff(battle, u, KEY.emptyDmg, { dmgDealtMul: num(isElite(u) ? bb.damage_scale_extra : bb.damage_scale_normal, 1) });
}
}
}
if (t[ID.solo]) {
const bb = st.bb[ID.solo];
const mods = { atkMul: 1 + num(bb.atk), hpMul: 1 + num(bb.max_hp) };
for (const u of st.members[ID.solo]) passiveBuff(battle, u, KEY.solo, mods);
}
if (t[ID.sunt]) {
const bb = st.bb[ID.sunt];
const mods = { atkMul: 1 + num(bb.power_atk) };
for (const u of st.ops) {
if (!isElite(u)) continue;
passiveBuff(battle, u, KEY.sunt, mods);
if (t[ID.sunt] >= 2) suntSpCost(u, bb);
}
}
}
function suntSpCost(u, bb) {
const sk = u && u.skill;
if (!sk || sk.noSkill || u.mem[KEY.sunt]) return;
u.mem[KEY.sunt] = true;
sk.spCostMul = sk.spCostMul * num(bb.sp_ratio, 1);
}
// =====================================================================================================================
// 灵巧 aura
function updateAura(battle, st) {
const mods = st.auraMods;
if (!mods) return;
const next = st.auraNext ?? (st.auraNext = new Set());
next.clear();
const offs = st.auraWide ? N8 : N4;
for (const m of st.members[ID.skillful]) {
if (!onField(m)) continue;
next.add(m);
for (const [dr, dc] of offs) {
const a = battle.unitAt(m.tileR + dr, m.tileC + dc);
if (a && a.kind === 'op' && a.ownerId === st.pid && onField(a)) next.add(a);
}
}
const cur = st.aura ?? (st.aura = new Set());
for (const u of cur) if (!next.has(u)) battle.removeBuff(u, KEY.skillful);
for (const u of next) {
const b = u.findBuff(KEY.skillful);
if (!b) battle.addBuff(u, { key: KEY.skillful, mods });
else if (b.mods !== mods) { b.mods = mods; u.markDirty(); }
}
st.aura = next;
st.auraNext = cur;
}
// =====================================================================================================================
// 突袭 relocation
function raidTile(battle, u, e) {
const er = Math.round(e.y), ec = Math.round(e.x);
const ranged = u.def?.position === 'RANGED';
const grid = u.rangeGrid || [[0, 0]];
const ext = num(u.s.rangeExtend);
let best = null, bs = null;
for (let dr = -RAID_SEARCH; dr <= RAID_SEARCH; dr++) {
for (let dc = -RAID_SEARCH; dc <= RAID_SEARCH; dc++) {
const r = er + dr, c = ec + dc;
if (!battle.grid.inRect(r, c) || battle.isReservedTile(r, c)) continue;
if (!battle.grid.canStand(r, c, { ranged })) continue;
const covers = bodyInKeys(e, absoluteRangeKeys(grid, r, c, u.dir, ext)) ? 0 : 1;
const d = Math.max(Math.abs(dr), Math.abs(dc)) + 0.01 * (Math.abs(dr) + Math.abs(dc));
// last tie-break: the offset in the unit's facing-RIGHT frame (sim/dir.js localOrder; for a RIGHT-facing unit the
// plain tile-key order), so the landing tile turns with its direction
const s0 = covers, s1 = d, s2 = localOrder(dr, dc, u.dir);
if (!bs || s0 < bs[0] || (s0 === bs[0] && (s1 < bs[1] - 1e-9 || (Math.abs(s1 - bs[1]) <= 1e-9 && localBefore(s2, bs[2]))))) { best = [r, c, covers === 0]; bs = [s0, s1, s2]; }
}
}
return best; // [row, col, targetInRange]
}
function raidTargets(battle, u, pid) {
const own = [], other = [];
for (const e of battle.enemies) {
if (e.isFlying || !canTargetEnemy(u, e, { canHitFly: false })) continue;
(e.ownerId === pid ? own : other).push(e);
}
const list = own.length ? own : other;
const dist = new Map(list.map((e) => [e, num(battle.remainingDistance ? battle.remainingDistance(e) : 0)]));
list.sort((a, b) => dist.get(a) - dist.get(b) || a.id - b.id);
return list;
}
function raidPoll(battle, st) {
const bb = st.bb[ID.raid];
const idle = num(bb.no_attack_duration, 10);
for (const u of st.members[ID.raid]) {
if (!onField(u) || !u.canAct) continue;
const since = Math.max(u.lastAttackAt ?? -Infinity, u.deployedAt ?? -Infinity, u.mem[KEY.raid] ?? -Infinity);
const ready = !!(u.skill && u.skill.ready && !(u.skill.active && u.skill.isTimed));
const idleOk = battle.time - since >= idle - 1e-9;
if (!(ready || idleOk)) continue;
if (battle.enemiesInKeys(u.rangeKeys || [], u, u.profile).length) continue;
const targets = raidTargets(battle, u, st.pid);
for (let i = 0; i < targets.length && i < 8; i++) {
const tile = raidTile(battle, u, targets[i]);
if (!tile) continue;
// the "skill ready" path has no idle gate: only jump where the target is in range, else a ready skill that never
// finds a target would redeploy (and fire every 部署时 effect) every poll
if (!idleOk && !tile[2]) continue;
const res = raidRedeploy(battle, u, tile[0], tile[1]);
if (!res) continue;
u.mem[KEY.raid] = battle.time;
if (res === 'raid') {
battle.addBuff(u, { key: KEY.raid, mods: st.raidMods });
fxOn(battle, 'blink', u, KEY.raid, 'relocate', { target: targets[i].id });
}
break;
}
}
}
/**
* "保留技力立即再部署": retreat the unit and redeploy it for free on (r, c) with its SP / charges kept (engine redeploy
* `tile` + `keepSp`: restored before the `deploy` handlers run; the board tile stays the home of later redeploys).
* Should the landing fail, the unit goes straight back to its home tile (never stranded off the field).
* Returns 'raid' | 'home' | false.
*/
function raidRedeploy(battle, u, r, c) {
battle.retreat(u, { reason: 'raid' });
if (u.alive) return false;
if (battle.redeploy(u, { free: true, tile: [r, c], keepSp: true })) return 'raid';
return battle.redeploy(u, { free: true, keepSp: true }) ? 'home' : false;
}
// =====================================================================================================================
// install
export function install(battle) {
if (!battle || !Array.isArray(battle.players) || !battle.players.length) return;
const states = [];
for (const p of battle.players) {
const st = makeState(battle, p);
if (Object.keys(st.tiers).length) states.push(st);
}
if (!states.length) return;
const byPid = Object.create(null);
for (const st of states) { byPid[st.pid] = st; applyPassives(battle, st); applyStatic(battle, st); }
const has = (id, tier = 1) => states.some((st) => (st.tiers[id] ?? 0) >= tier);
// live layers
if (states.some((st) => Object.keys(st.tiers).some((id) => LAYERED.has(id)))) {
battle.on('layerGain', (c) => {
const st = byPid[c.playerId];
if (!st || !st.tiers[c.bondId] || !LAYERED.has(c.bondId) || st.pending) return;
st.pending = true;
battle.after(0, () => {
st.pending = false;
applyPassives(battle, st);
if (st.tiers[ID.skillful]) updateAura(battle, st);
});
});
}
// 灵巧 aura (deploy / death immediately, relocations through a cheap poll)
if (has(ID.skillful)) {
const aura = states.filter((st) => st.tiers[ID.skillful]);
const refresh = (pid) => { for (const st of aura) if (pid == null || st.pid === pid) updateAura(battle, st); };
battle.on('battleStart', () => refresh(null));
battle.on('deploy', (c) => { if (c.unit && c.unit.kind === 'op' && byPid[c.unit.ownerId]?.tiers[ID.skillful]) refresh(c.unit.ownerId); });
battle.on('death', (c) => { if (c.unit && c.unit.kind === 'op' && byPid[c.unit.ownerId]?.tiers[ID.skillful]) refresh(c.unit.ownerId); });
battle.every(AURA_POLL, () => refresh(null));
}
// 突袭
if (has(ID.raid)) {
const raid = states.filter((st) => st.tiers[ID.raid] && st.members[ID.raid].size);
if (raid.length) {
battle.every(RAID_POLL, () => { for (const st of raid) raidPoll(battle, st); });
}
}
// 迅捷
if (has(ID.swift)) {
battle.on('skillEnd', (c) => {
const u = c.unit;
if (!u || u.kind !== 'op' || c.reason === 'death' || !u.alive || !u.skill) return;
const st = byPid[u.ownerId];
if (!st || !st.tiers[ID.swift]) return;
const bb = st.bb[ID.swift];
const lv = L(battle, st, ID.swift);
const p = prob(bb, lv);
let gained = 0;
if (st.members[ID.swift].has(u) && battle.rng() < p) gained += u.skill.gainSp(num(bb.normal_sp), 'bond');
if (lv >= num(bb.power_bond_stack_cnt, Infinity) && battle.rng() < p) gained += u.skill.gainSp(num(bb.power_sp), 'bond');
if (gained > 0) fxOn(battle, 'sp', u, 'bond:swiftShip', 'proc', { n: gained });
});
}
// 独行 (SP on every deploy) / 绝技 (summons of elites)
const soloOrSunt = has(ID.solo) || has(ID.sunt, 2);
if (soloOrSunt) {
battle.on('deploy', (c) => {
const u = c.unit;
if (!u || (u.kind !== 'op' && u.kind !== 'token')) return;
const st = byPid[u.ownerId];
if (!st) return;
if (u.kind === 'op' && st.tiers[ID.solo] && st.members[ID.solo].has(u) && u.skill) {
const n = num(st.bb[ID.solo].sp);
if (n > 0) u.skill.gainSp(n, 'init');
}
if (u.kind === 'token' && (st.tiers[ID.sunt] ?? 0) >= 2 && isElite(u.ownerUnit)) suntSpCost(u, st.bb[ID.sunt]);
});
}
// 不屈
if (has(ID.indom)) {
battle.on('death', (c) => {
const u = c.unit;
if (c.reason !== 'killed' || !isGroundOp(u)) return;
const st = byPid[u.ownerId];
if (!st || !st.tiers[ID.indom]) return;
const bb = st.bb[ID.indom];
if (st.tiers[ID.indom] >= 2) {
const sp = num(bb.sp);
if (sp > 0) for (const o of st.ops) if (onField(o) && o.skill) o.skill.gainSp(sp, 'bond');
}
if (u.alive || u.removed || u.mem[ID.indom] === battle.time) return;
if (battle.rng() < prob(bb, L(battle, st, ID.indom))) {
u.mem[ID.indom] = battle.time;
if (battle.redeploy(u, { free: true })) fxOn(battle, 'revive', u, 'bond:indomShip', 'redeploy');
}
}, { priority: 10 });
}
// 坚守 (tier 2) redirect + thorns, 奥术 vulnerability
const stead = has(ID.stead, 2);
const arcane = has(ID.arcane);
if (stead) {
battle.on('hit', (c) => {
const t = c.target, dmg = c.dmg;
if (!t || t.side !== 'ally' || t.kind !== 'op' || !dmg || dmg.cancel || dmg.steadShare || dmg.steadCut || dmg.type === 'element') return;
const st = byPid[t.ownerId];
if (!st || (st.tiers[ID.stead] ?? 0) < 2 || st.members[ID.stead].has(t)) return;
let any = false;
for (const m of st.members[ID.stead]) if (onField(m)) { any = true; break; }
if (!any) return;
const ratio = Math.max(0, Math.min(1, num(st.bb[ID.stead].damage_resistance)));
if (!(ratio > 0) || ratio >= 1) return;
dmg.mul *= 1 - ratio;
dmg.steadCut = ratio;
}, { priority: -20 });
}
if (stead || arcane) {
battle.on('damaged', (c) => {
const t = c.target, dmg = c.dmg;
if (!t || !dmg) return;
if (t.side === 'ally') {
if (!stead || t.kind !== 'op') return;
const st = byPid[t.ownerId];
if (!st || (st.tiers[ID.stead] ?? 0) < 2) return;
if (dmg.steadCut) {
const ratio = dmg.steadCut;
dmg.steadCut = 0;
const share = (num(c.amount) / (1 - ratio)) * ratio;
if (!(share > 0)) return;
const on = [];
for (const m of st.members[ID.stead]) if (onField(m)) on.push(m);
// the share is already mitigated and already carries the attacker's damage multipliers: deal it sourceless
// (the member's own damage-taken modifiers and shields still apply), never re-scaled by the attacker
for (const m of on) {
const d = battle.makeDamage({ amount: share / on.length, type: 'true', canDodge: false, tags: ['bond:stead:share'] });
d.steadShare = true;
battle.dealDamage(null, m, d);
}
return;
}
if (dmg.steadShare || dmg.steadThorn || c.type === 'element' || !st.members[ID.stead].has(t)) return;
const bb = st.bb[ID.stead];
const last = t.mem[STEAD_CD] ?? -Infinity;
if (battle.time - last < num(bb.cd_duration) - 1e-9) return;
t.mem[STEAD_CD] = battle.time;
const src = c.source;
if (!src || src.side !== 'enemy' || !src.alive) return;
const d = battle.makeDamage({ amount: num(bb.base_damage_value) + num(bb.damage_value_per_stack) * L(battle, st, ID.stead), type: 'arts', canDodge: false });
d.steadThorn = true;
battle.dealDamage(null, src, d);
if (src.alive) battle.applyStatus(src, 'fragile', { duration: num(bb['weak[limit]'], 5), value: num(bb.damage_scale, 1) - 1, source: t });
return;
}
if (!arcane || c.type !== 'arts' || t.side !== 'enemy' || !t.alive) return;
const src = c.source;
if (!src || src.kind !== 'op') return;
const st = byPid[src.ownerId];
if (!st || !st.tiers[ID.arcane] || !st.members[ID.arcane].has(src)) return;
const bb = st.bb[ID.arcane];
const low = st.tiers[ID.arcane] >= 2 && t.hpRatio < num(bb.hp_ratio);
const mods = low ? st.arcaneLowMods : st.arcaneMods;
const key = st.arcaneKey ?? (st.arcaneKey = `${KEY.arcane}:${st.pid}`);
const dur = num(bb.weak_duration, 3);
const b = t.findBuff(key);
if (b) {
b.timeLeft = dur;
b.duration = dur;
if (b.mods !== mods) { b.mods = mods; t.markDirty(); }
} else {
battle.addBuff(t, { key, duration: dur, mods });
}
});
}
}