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ark-stronghold-protocol/server/sim/content/enemies/fly.js
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sganggs 52f56319ac feedback7: merge fb7-gh-sim — PR #348 (take-the-highest chains), PR #293 (REA-Y in the engine), #329 ports (异客 13 tiles, 歌蕾蒂娅 net radius 1, 搅拌机 latest first, 大帝 uncapped), PR #365 (骨刺 forms + PRTS targeting), #298 (instant non-attack skills recast at most once per attack interval, attacks untouched), #364 (先兆者 shell 3×3), #220 (速射手 air first), 余 skips noStack bonds (owner)
- Conflict: docs/PLAYING.md 技能自动释放 bullet — both insertions kept (the 铁钳号 rule from fb7-owner-sim, the #298
  pacing sentence).
- Grok review: MERGE AFTER FIXES — the HIGH #298 finding (the cast replaced the due attack) fixed on the branch
  (db29acf9: per-skill nextCastAt; golden of #298 alone shrank from 84 scenarios to 2).
- Golden union: 4 matches differ from HEAD though the branch alone left them (coop2-NORMAL-3, coop4-ABYSS-7,
  coop2-NORMAL-8-serverrun, solo-HARD-9-boosted): HEAD's side had moved all four (#333's shop RNG …) and on those new
  bot paths the merged rules apply — the diffs are in-battle layer gains / damage (卡西米尔 50 → 45, 精准 80 → 76,
  叙拉古 176 → 168, kills ±2, solo-HARD-9 LP 397 → 399), no outcome change.
- Broad node --test 5571 (5570 pass, 0 fail, 1 skipped); lint 0 errors; typecheck.
2026-10-08 21:27:04 +08:00

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// server/sim/content/enemies/fly.js — FLY 飞行 kits (auras, 暴鸰, the “萨科塔”, 假想敌:黑云, shells, seeds) and their part of KITS
// (split from content/enemies.js).
import { TICK, MOVE_SCALE, PROJECTILE_SPEEDS, ALLY_COLLIDER_RADIUS } from '../../constants.js';
import {
num, T, hurt, targetsNear, allTargets, areaAllies, areaAlliesInTiles, fieldAllies, byPriority, spawnChildren,
stepToward, setForm, expose,
} from './helpers.js';
import { enemyAura, allyAura, selfFear, skill, kitSelfFear } from './archetypes.js';
import { hypot } from '../../detmath.js';
// ---------------------------------------------------------------------------------------------------------------
// constants (numbers that exist nowhere in the data)
/** 暴鸰 投弹: the target's tile and its 8 neighbours (PRTS "对目标及其周围八格的我方单位造成100%物理伤害"). */
const BOMB_REACH = 1;
/** 暴鸰 投弹: the bomb leaves on the OnAttack event of the cast's Attack clip (the official battle prefab's Boomb ability:
* animKey Attack, `_waitForAttackEvent`; the skeleton's OnAttack is on frame 8 of the 30 fps clip — data/assets.json
* hits.Attack 0.267, rounded — so exactly 8 sim ticks). It then flies as projectile_bombd (`_speed` 5 =
* PROJECTILE_SPEEDS.droneBomb, homing, `_ignoreCamouflage`). */
export const BOMBD_RELEASE = 8 / 30;
/** 暴鸰 投弹: the cast ends once the bomb has landed and no sooner than this after the release (the Boomb ability:
* `_fireAttackFinishWhenProjectileInvalid` 1, `_minPostDelayWhenProjectileInvalid` 0.667, `_waitForAnimEndWhenProjectileInvalid`
* 0). Then its buff bomb_s (template switch_mode_restart_fsm: mode S1 + the move-speed modifier) — PRTS "技能结束后移速最终
* 提升至200%"; the cast's end clip is already the bomb-less Idle_2 (`_endAnimKey`). */
export const BOMBD_POST_DELAY = 0.667;
/** 帝国炮火先兆者 shell (PRTS 天赋 of both 先兆者 "普通攻击向目标所在位置发射一枚于3秒后命中的弹道,弹道对半径1.2范围内的所有我方单位造成
* 攻击力100%的无来源物理伤害(此弹道不会强制击中主目标,碰撞无视迷彩)… ※弹道始终使用缓存攻击力"): flight time and the written
* blast radius. The landing is a 碰撞 — PRTS 作战机制 §碰撞体积: collider tests are the common way, an ally's collider a
* circle of ALLY_COLLIDER_RADIUS — so an ally is hit when its collider touches the 1.2 circle: centre distance ≤ 1.45
* (SHELL_REACH), the impact tile and the 8 around it (a diagonal tile centre is √2 ≈ 1.414 away; two tiles, 2, stay
* out) — the 3×3 a player saw in the official game (GitHub #364; until 0.2.2 the bare 1.2: the cross only).
* [ASSUMED] for this shell (its text names the 碰撞); other content zones keep their point radius (constants.js). */
const SHELL_FLIGHT = 3, SHELL_RADIUS = 1.2, SHELL_REACH = SHELL_RADIUS + ALLY_COLLIDER_RADIUS;
/** 假想敌:黑云 抓取: the blackboard radius counts ×2.5 (PRTS "2.5倍可变半径": range_radius 1.5 → 3.75), at most 3 prey,
* "短暂延迟后" the 延迟吞噬 lands (delay [ASSUMED] 0.5 s); its SP (= 全弹发射 hits) caps at the data's spData.maxSp. */
const GRAB_RADIUS_SCALE = 2.5, GRAB_MAX_PREY = 3, GRAB_DELAY = 0.5;
/** 枯朽之种 summoned per BornBugs cast ("数个") [ASSUMED]. */
const BUGS_PER_CAST = 3;
// ---------------------------------------------------------------------------------------------------------------
// kits
/** 远眺: knocked out ⇒ 暴露 on every ally within r — PRTS 天赋 "(可被沉默;无视其可选性)": 隐匿 / untargetable ones too. */
function kitExposeOnDeath(ab) {
const dur = T(ab, 'Expose.weak[limit]') ?? 0, scale = T(ab, 'Expose.damage_scale') ?? 1, r = T(ab, 'Expose.range_radius') ?? 1;
return [{ sil: true, death(c, b, e) { if (c.reason !== 'killed') return; b.fx('explode', { x: e.x, y: e.y, r, kind: 'expose' }); for (const u of b.alliesInRadius(e.x, e.y, r)) expose(b, u, dur, scale); } }];
}
/**
* 假想敌:黑云 (PRTS): 抓取 (KillOthers, cd 10 / icd 5) "仅半径3.75范围内存在未持有【延迟吞噬】的敌方飞行普通单位时可触发:
* 选择至多3名满足上述条件的目标,短暂延迟后对其施加4秒【延迟吞噬】:束缚,效果结束时令给予方+1SP,随后强制击杀受予方 ※技能
* 持续4秒,期间持有束缚" (the nearest prey first [ASSUMED]); 全弹发射 (FireWeapon, cd 10 / icd 5, SP cost 1) "仅全场范围内存在
* 我方单位时可触发:清空自身SP,进行一次多连击,每击选择全场范围内的1名随机我方单位,对其造成攻击力130%的物理伤害 ※多连击的
* 连击次数等于本技能消耗的SP数量" — SP (技力上限 spData.maxSp 3) only comes from the grabs.
*/
function kitBlackCloud(ab, e) {
const k = ab.sk.KillOthers, f = ab.sk.FireWeapon;
const maxAmmo = Math.max(1, num(e.def.raw && e.def.raw.sp && e.def.raw.sp.maxSp, 3));
const grabR = (k ? num(k.bb.range_radius, 1.5) : 1.5) * GRAB_RADIUS_SCALE;
const dur = k ? num(k.bb.duration, 4) : 4;
const isPrey = (b, e2, o) => o !== e2 && o.alive && !o.hidden && o.isFlying && o.def.rank === 'NORMAL' && !o.isBoss && !o.findBuff('ab:devoured');
const prey = (b, e2) => b.enemiesInRadius(e2.x, e2.y, grabR).filter((o) => isPrey(b, e2, o));
return [
skill(k, (b, e2) => {
const list = prey(b, e2).sort((p, q) => hypot(p.x - e2.x, p.y - e2.y) - hypot(q.x - e2.x, q.y - e2.y)).slice(0, GRAB_MAX_PREY);
if (!list.length) return;
b.addBuff(e2, { key: 'ab:grabbing', duration: dur, flags: { bind: true, noMove: true } }); // 技能持续4秒,期间持有束缚
b.fx('beam', { x: e2.x, y: e2.y, from: e2.id, to: list[0].id, kind: 'devour' });
b.after(GRAB_DELAY, () => {
if (!e2.alive) return;
for (const o of list) {
if (!o.alive) continue;
b.addBuff(o, { key: 'ab:devoured', duration: dur, visible: true, flags: { bind: true, noMove: true, disarm: true } });
b.after(dur, () => {
if (!o.alive || !e2.alive) return;
e2.mem.ab.ammo = Math.min(maxAmmo, (e2.mem.ab.ammo ?? 0) + num(k.bb.sp, 1));
b.kill(o, null);
}, { owner: e2 });
}
}, { owner: e2 });
}, { sil: true, cond: (b, e2) => prey(b, e2).length > 0 }),
skill(f, (b, e2) => {
const hits = Math.floor(e2.mem.ab.ammo ?? 0);
if (!(hits > 0)) return;
e2.mem.ab.ammo = 0;
for (let i = 0; i < hits; i++) {
const t = b.rng.pick(allTargets(b, e2));
if (!t) break;
b.fx('beam', { x: e2.x, y: e2.y, from: e2.id, to: t.id, kind: 'fireWeapon' });
hurt(b, e2, t, e2.s.atk * num(f.bb.atk_scale, 1), 'phys');
}
}, { sil: true, cond: (b, e2) => (e2.mem.ab.ammo ?? 0) >= Math.max(1, num(f.sp, 1)) && allTargets(b, e2).length > 0 }),
];
}
function kitSteal(ab) {
const n = T(ab, 'DamageOrBullet.attack@minus_bullet') ?? 1;
return [selfFear(ab), {
// PRTS “萨科塔之眼” 天赋: "不会攻击飞行单位" (the 炎佑 dragon is one) — a candidate filter (ai.js enemyAttack): its next
// ground target in range instead
spawn(b, e) { e.profile.canTarget = (u) => !u.isFlying; },
hitOut(c, b, e) {
if (!c.dmg.isAttack) return;
const t = c.target;
// 攻击时尝试夺走目标1发弹药,若无法夺走弹药则造成高额物理伤害
if (t.skill && t.skill.active && t.skill.kind === 'ammo' && t.skill.ammoLeft > 0) {
t.skill.ammoLeft = Math.max(0, t.skill.ammoLeft - n);
if (t.skill.ammoLeft <= 0) t.skill.end('ammo');
} else if ((t.trait && t.trait.ammo) > 0) {
t.trait.ammo = Math.max(0, t.trait.ammo - n);
} else return;
c.dmg.cancel = true;
b.fx('steal', { x: t.x, y: t.y, id: t.id, from: e.id });
},
}];
}
/** “萨科塔昂首” 【祈祷邀约】 (PRTS "令全场我方单位(不可对空,无视迷彩)获得15s【受邀祈祷】攻击速度-30"): a whole-field skill
* selection — every ally but an unblocking 隐匿 / untargetable / sleeping one (fieldAllies; no 无视无法选择) and, 不可对空, a
* flying one (the 炎佑 dragon; until 0.2.1 it was slowed too). */
function kitRoar(ab) {
const s = ab.sk.Roar;
return [selfFear(ab), skill(s, (b, e) => {
b.fx('telegraph', { x: e.x, y: e.y, r: 99, kind: 'roar', id: e.id });
for (const u of fieldAllies(b, e)) if (!u.isFlying) b.addBuff(u, { key: 'ab:roar', duration: s.bb.duration ?? 0, refresh: 'extend', mods: { aspd: s.bb.attack_speed ?? 0 }, visible: true });
}, { sil: true })];
}
/**
* 暴鸰 (PRTS): "不进行普通攻击"; 投弹 (boomb, cooldown / initCooldown 1) "仅攻击范围内存在我方单位时可触发:对目标及其周围八格
* 的我方单位造成100%物理伤害(对主目标造成物理普通伤害,对溅射目标造成物理溅射伤害,伤害无视迷彩)技能结束后移速最终提升至200%
* ※此技能仅能触发一次,不可沉默". The official battle prefab (enemy_1040_bombd, read from the client) drops the bomb as a
* projectile: the cast plays the Attack clip, the bomb leaves on its OnAttack event (BOMBD_RELEASE) and flies to the
* target (projectile_bombd), and the drone switches to its bomb-less mode (S1, buff bomb_s: the *_2 clips, no bottle).
* User feedback after 0.1.0 (D4 "炸弹无法正常投放"): the damage used to land in the tick of the trigger while the drone
* kept its bomb on screen. Now: the drone hovers through its cast; at the release an 'atk' event of kind 'droneBomb'
* (the client winds the Attack clip up to it and flies the bomb) and setForm 'bombed' (fx 'phase' {kind, form: 'bombed'}
* — render FORMS: the *_2 clips, which the view starts once the Attack clip is over — the official end clip Idle_2;
* `e.form` → UnitInfo.form; the client keeps the fx through catch-ups, shared/protocol.js fxForm); on arrival the target (the ranged target by engine priority) takes 100 % ATK and every other ally of
* the 8 tiles around where it lands 100 % ATK splash (camouflage ignored); a target gone mid-flight: the bomb lands
* where it was. The cast ends once the bomb has landed, at least BOMBD_POST_DELAY after the release: move speed
* ×boomb.move_speed, and it flies on. A stun / freeze / sleep before the release interrupts the cast (Boomb
* `_immuneStunWhenAffecting` 0, like the other enemy channels here): nothing leaves the drone, it keeps its bomb and casts
* again after the skill's cooldown (1 s, counted from the interrupt) once it is free and an operator is in range.
* [ASSUMED] no drop when the drone is dead at the release; the ATK at the release; the hover through the cast (its own
* hold, `pauseUntil`: the drone has no normal attack — `noAttack` —, so ai.js attackStand, the stand of a ranged enemy
* for its attack clip, never runs for it; the drop is its only attack-like cast); the
* bomb-less look from the release (the bomb leaves the drone on that frame of the Attack clip; at the cast end — 1 tick
* before the clip ends — the client would draw the bomb back for a frame); an interrupted cast does not use up the one
* trigger (`_maxTriggerTime` 1 — the bomb is still on the drone); a stun after the release does not stop the cast end.
*/
function kitBombd(ab) {
const s = ab.sk.boomb;
const ms = (s && s.bb.move_speed) || 0;
const reach = (e) => e.base.rangeRadius || 2;
const land = (b, e, atk, t, x, y) => {
const r = t ? t.tileR : Math.round(y), c = t ? t.tileC : Math.round(x);
b.fx('explode', { x, y, r: BOMB_REACH + 0.5, kind: 'bomb', tiles: 'box' });
if (t) hurt(b, e, t, atk, 'phys');
// the splash on the 8 tiles is an area selection ("伤害无视迷彩", no 无视无法选择): no unblocking 隐匿 ally
for (const u of areaAlliesInTiles(b, e, r, c, 'box', BOMB_REACH)) if (u !== t) hurt(b, e, u, atk, 'phys', { tags: ['splash'] });
};
// the end of the cast (bomb_s): 移速最终提升至200%; it flies on
const finish = (b, e) => {
if (!e.alive) return;
e.pauseUntil = b.time;
if (ms > 0) b.addBuff(e, { key: 'ab:bombRun', mods: { moveMul: ms }, persist: true });
};
// the cast before its release: { a: the skill ability, rel: the scheduled release }
let pending = null;
// a stun / freeze / sleep before the release: the bomb stays on; the skill re-arms with its cooldown
const interrupt = (b, e) => {
const { a, rel } = pending;
pending = null;
rel.cancel();
e.pauseUntil = b.time;
a.left = Math.max(TICK, num(s.cd, 1));
};
return [
{ spawn(b, e) { e.profile.noAttack = true; },
tick(b, e) { if (pending && e.s.flags.stun) interrupt(b, e); } },
skill(s, (b, e, a) => {
const t = byPriority(e, targetsNear(b, e, reach(e)))[0];
if (!t) return;
a.cd = Infinity; a.left = Infinity; // 仅能触发一次
e.skillAnimUntil = -1; // the cast is drawn through its 'atk' event: the client winds the Attack clip up to it
// hovers through the cast, until `finish` (bounded: the bomb lands within its projectile's maxAge, 10 s)
e.pauseUntil = Math.max(e.pauseUntil, b.time + BOMBD_RELEASE + 10 + BOMBD_POST_DELAY);
let landed = false, waited = false;
const done = () => { if (landed && waited) finish(b, e); };
pending = { a, rel: null };
pending.rel = b.after(BOMBD_RELEASE, () => {
if (pending && e.alive && e.s.flags.stun) { interrupt(b, e); return; } // stunned after this tick's ability pass
pending = null;
if (!e.alive) return;
const atk = e.s.atk;
b._ev(['atk', e.id, t.id, 'droneBomb']);
setForm(b, e, 'bombed'); // UnitInfo.form: a view built later draws it bomb-less
b.addProjectile({ from: e, target: t, speed: PROJECTILE_SPEEDS.droneBomb, visual: 'droneBomb', source: e, hitDead: true,
onHit: (c) => { land(b, e, atk, c.target, c.x, c.y); landed = true; done(); } });
b.after(BOMBD_POST_DELAY, () => { waited = true; done(); }, { owner: e });
}, { owner: e });
}, { cond: (b, e) => targetsNear(b, e, reach(e)).length > 0 }),
];
}
/**
* 帝国炮火先兆者 / 中枢先兆者 (PRTS): every normal attack fires a shell at the target's position that lands SHELL_FLIGHT s
* later and deals 100 % of the ATK at launch as physical damage without a source to every ally whose collider touches the
* SHELL_RADIUS circle (SHELL_REACH)
* (it may miss the target that moved away; "碰撞无视迷彩"). The landing is the shell's area selection (areaAllies of the
* enemy that fired it: no unblocking 隐匿 ally; the damage stays 无来源). The attack itself is the engine's (cooldown,
* pause, 'atk' event of kind 'mortar'); the damage is the shell's (ai.js `profile.deferHit`).
*/
function kitShell() {
return [{
spawn(b, e) { e.profile.deferHit = true; e.profile.shot = 'mortar'; },
attack(c, b, e) {
const atk = e.s.atk * (e.profile.atkScale ?? 1);
for (const t of c.targets) {
const x = t.x, y = t.y;
// (the telegraph and the blast are drawn at the reach: every ally whose centre lies in the circle is hit)
b.fx('bombardShell', { x, y, id: e.id, r: SHELL_REACH, t: SHELL_FLIGHT });
b.after(SHELL_FLIGHT, () => {
b.fx('bombard', { x, y, r: SHELL_REACH, kind: 'emppnt' });
for (const u of areaAllies(b, e, x, y, SHELL_REACH)) hurt(b, null, u, atk, 'phys', { isSkill: false, tags: ['shell'] });
});
}
},
}];
}
// ---------------------------------------------------------------------------------------------------------------
// this family's part of KITS (content/enemies.js spreads the parts in this order)
export const FLY_KITS = Object.freeze({
// --- FLY 飞行 (motion is engine; abilities)
enemy_1017_defdrn: (ab) => [enemyAura(T(ab, 'defup.range_radius') ?? 2.5, 'ab:defdrn', { defFlat: T(ab, 'defup.def') ?? 0 })], // 御4 · DEF aura
enemy_1355_mrfly: (ab, e) => [enemyAura(e.base.rangeRadius || 2.5, 'ab:mrfly', { resFlat: T(ab, 'magdef_add.magic_resistance') ?? 0 })], // 护障 · RES aura
enemy_1355_mrfly_2: (ab, e) => [enemyAura(e.base.rangeRadius || 2.5, 'ab:mrfly', { resFlat: T(ab, 'magdef_add.magic_resistance') ?? 0 })], // 护障·P · RES aura
enemy_1042_frostd: (ab) => [allyAura(T(ab, 'defup.range_radius') ?? 2.5, 'ab:frost', { aspd: (T(ab, 'atkSpeedDown.attack_speed') ?? 0) * 100 })], // 寒霜 · ASPD −50 aura on operators
enemy_1040_bombd: kitBombd, // 暴鸰 · no normal attack: ONE bomb (target + 8 tiles), then ×2 speed
enemy_10083_hlbird: kitSelfFear, // “萨科塔之翼” · below half HP: 5 s self-fear, flutters in its tile ×1.5
enemy_10084_hlegle: kitSteal, // “萨科塔之眼” · fear below half; steals 1 ammo instead of hitting
enemy_10085_hllevi_2: kitRoar, // “萨科塔昂首” · fear below half; 祈祷邀约 global ASPD −30
enemy_1407_hummbd: kitExposeOnDeath, // 远眺 · death: exposes operators around (damage taken ×1.2)
enemy_9009_acfort: kitBlackCloud, // 假想敌:黑云 · devours ≤ 3 normal flyers for ammo, fires it all at random allies
enemy_1112_emppnt: kitShell, // 帝国炮火先兆者 · attacks are shells landing 3 s later (r 1.2)
enemy_1112_emppnt_2: kitShell, // 帝国炮火中枢先兆者 · same
enemy_1321_wdarft: (ab) => [skill(ab.sk.BornBugs, (b, e) => spawnChildren(b, e, 'enemy_1269_nhfly', BUGS_PER_CAST))], // 枯朽萃聚使徒 · spawns 枯朽之种
enemy_1269_nhfly: () => [{ // 枯朽之种 · no normal attack: dives onto a nearby operator and self-destructs
spawn(b, e) { e.profile.noAttack = true; },
tick(b, e, a, dt) {
if (a.t && !a.t.alive) { a.t = null; b.removeBuff(e, 'ab:dive'); }
if (!a.t) {
const l = targetsNear(b, e, e.base.rangeRadius || 1).sort((p, q) => hypot(p.x - e.x, p.y - e.y) - hypot(q.x - e.x, q.y - e.y));
if (!l.length) return;
a.t = l[0];
b.addBuff(e, { key: 'ab:dive', flags: { noMove: true } });
}
if (!stepToward(e, a.t.x, a.t.y, Math.max(e.s.moveSpeed, 0.5) * MOVE_SCALE * dt) && hypot(a.t.x - e.x, a.t.y - e.y) > 0.3) return;
hurt(b, e, a.t, e.s.atk, 'phys');
b.fx('explode', { x: e.x, y: e.y, r: 0.5, kind: 'seed' });
b.kill(e, null);
},
}],
});