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ark-stronghold-protocol/server/sim/buffs.js
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sganggs 80f5bf1930 feedback1f WT: 蒂比's 起飞 is 对地规避 — ground enemies no longer target or hit her while airborne
Official: ba.liftoff 起飞 "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)… 起飞后单位的行动方式依旧是地面"; PRTS 异常效果 MOTION_TARGET_FREE; PRTS 行动方式 "起飞的干员仍然
是地面单位".

Cause: 起飞 was `unit.ground = false` (an operator on a high tile). Melee enemies were released, but every ranged
ground enemy kept shooting her and the AoE / skills of ground enemies hit her (控潮术师 6 hits in one S2 window).

Now 起飞 is the skill buff flag `liftoff`:
- targeting.js evadesGround: no ground enemy (not Unit.isFlying) selects her (canTargetAlly; the content picks that
  bypass it: 周围四格 additions, chain / bounce jumps, the 自行炮 shells); flyers, 近地悬浮 and 浮空 enemies still do.
- damage.js / Battle.applyStatus: a ground enemy's damage, element fill and statuses never land on her (area damage,
  shots under way); sourceless damage and `ignoreSelect` zones (【污染秽蚀】 "可对空,无视无法选择") still do.
- Battle._blockerFor: she blocks no ground enemy; flyers at the air radius as before.
- She stays a ground unit on her low tile: 污染秽蚀 at the low rate, 隐德来希 S2 can put a 血镰 on her (可对空).
2026-10-03 07:17:49 +08:00

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// server/sim/buffs.js — Buff model, mod keys, status catalogue and immunities (DESIGN §5.3).
//
// Buff = { key, source, duration (s, Infinity), timeLeft, stacks, maxStacks, refresh, mods, flags, onTick,
// interval, onExpire, onRemove, tags[], shield, shieldHits, persist, status, visible }
// refresh: 'replace' (default: new instance replaces the old one), 'extend' (keep the longer remaining time,
// take the new mods), 'stack' (stacks+1 up to maxStacks, timer reset), 'independent' (separate instances with
// their own timers, at most maxStacks alive — the oldest is dropped), 'keep' (ignore when already present).
// Additive mod keys scale with stacks (value × stacks); *Mul keys multiply (value ^ stacks).
import { COLD_ASPD, COLD_FREEZE_DURATION, FREEZE_RES_DOWN, RESIST_DEFAULT, RESIST_PALSY_DECAY } from './constants.js';
/** 抵抗: "麻痹等状态每5秒流失1层" — tick of the resist buff. */
function resistPalsyDecay({ battle, unit }) {
const p = unit.findBuff('palsy');
if (!p) return;
if (--p.stacks <= 0) battle.removeBuff(unit, p); else unit.markDirty();
}
/** Additive mod keys (summed; × stacks). */
export const ADD_KEYS = Object.freeze([
'atkFlat', 'atkPct', 'defFlat', 'defPct', 'hpFlat', 'hpPct', 'resFlat', 'aspd', 'batPct', 'blockCnt',
'rangeExtend', 'defIgnoreFlat', 'defIgnorePct', 'resIgnoreFlat', 'resIgnorePct', 'dodgePhys', 'dodgeArts',
'spRecoveryFlat', 'maxTargets', 'taunt', 'hpRegen', 'hpRegenRatio', 'spCostFlat', 'moveFlat', 'massFlat',
]);
/** Multiplicative mod keys (product; ^ stacks). */
export const MUL_KEYS = Object.freeze([
'atkMul', 'defMul', 'hpMul', 'resMul', 'moveMul', 'dmgDealtMul', 'dmgTakenMul', 'physTakenMul', 'artsTakenMul',
'trueTakenMul', 'elemTakenMul', 'elementalTakenMul', 'healingDealtMul', 'healingTakenMul', 'spRecoveryMul', 'redeployMul',
'atkScaleMul', 'physDealtMul', 'artsDealtMul',
]);
/**
* Boolean flag keys (OR). `taunt` is also accepted as a numeric mod. `liftoff` = 起飞 of an ally (蒂比's skills): blocks
* no ground enemy (Battle._blockerFor), 对地规避 against ground enemies (targeting.js evadesGround); it stays a ground
* unit on its tile (`unit.ground` unchanged).
*/
export const FLAG_KEYS = Object.freeze([
'stun', 'freeze', 'sleep', 'silence', 'disarm', 'stealth', 'invulnerable', 'unblockable', 'levitate', 'fear',
'cold', 'reveal', 'bind', 'noHeal', 'untargetable', 'blockFly', 'noMove', 'noSp', 'burstLock', 'hidden',
'noBlock', 'tremble', 'hitCount', 'hitCountArts', 'attract', 'float', 'noDisplace', 'isolated', 'camou', 'liftoff',
]);
/**
* Status catalogue: key → template. `value` semantics per status are documented inline. Effects follow the official
* term table (gamedata_const termDescriptionDict, ba.*). `valued: default` marks "同名效果取最高" statuses: a weaker
* application never overrides a stronger running one (it resumes if it outlasts it) — see Battle.applyStatus.
* Content applies statuses with `battle.applyStatus(target, key, { duration, source, value })`.
*/
export const STATUS = Object.freeze({
// 晕眩: 无法移动、阻挡、攻击及使用技能 (a stunned operator releases the enemies it blocks)
stun: { flags: { stun: true, noBlock: true }, immune: 'stun' },
// 冻结: 无法移动、攻击及使用技能; 敌方被冻结时,法术抗性-15 (the RES cut applies to enemies only)
freeze: { flags: { freeze: true, stun: true }, mods: { resFlat: -FREEZE_RES_DOWN }, enemyOnlyMods: true, immune: 'frozen' },
cold: { flags: { cold: true }, mods: { aspd: COLD_ASPD } },
// 沉睡: 无敌且无法行动 (untargetable, takes no damage — except from `hitSleep` attackers — and blocks nothing)
sleep: { flags: { sleep: true, noBlock: true }, immune: 'sleep' },
// value = fraction of speed removed (0.8 ⇒ moveMul 0.2). Default 0.5.
slow: { mods: (v) => ({ moveMul: 1 - clamp01(v ?? 0.5) }), valued: 0.5 },
// 停顿 (sluggish): −80 % move speed.
sluggish: { mods: { moveMul: 0.2 } },
bind: { flags: { bind: true, noMove: true }, mods: { moveMul: 0 } },
// value = extra damage taken (0.3 ⇒ ×1.3). Default 0.3.
fragile: { mods: (v) => ({ dmgTakenMul: 1 + (v ?? 0.3) }), valued: 0.3 },
artsFragile: { mods: (v) => ({ artsTakenMul: 1 + (v ?? 0.3) }), valued: 0.3 },
physFragile: { mods: (v) => ({ physTakenMul: 1 + (v ?? 0.3) }), valued: 0.3 },
// 元素脆弱 (ba.elementfragile "受到的元素伤害提升相应比例(同名效果取最高)"): 元素伤害 (the 'elemental' HP damage) only —
// never the element gauge (元素损伤 has its own multiplier, `elemTakenMul`; damage.js)
elemFragile: { mods: (v) => ({ elementalTakenMul: 1 + (v ?? 0.2) }), valued: 0.2 },
silence: { flags: { silence: true }, immune: 'silence' },
// 恐惧: 无法被阻挡并四散逃跑 (no attacks, unblockable; leaves its route and runs to random tiles of the fan away from the
// source — fear.js, stamped by Battle.applyStatus)
fear: { flags: { fear: true, unblockable: true }, immune: 'feared' },
// 战栗: 被阻挡后无法进行普通攻击
tremble: { flags: { tremble: true }, immune: 'feared' },
disarm: { flags: { disarm: true } },
// 隐匿 (ba.invisible): 不阻挡时不成为敌方攻击的目标 (an ally: only the enemy it blocks attacks it — targeting.js)
stealth: { flags: { stealth: true } },
// 迷彩 (ba.camou): "不阻挡时不成为敌方普通攻击的目标(无法躲避溅射类攻击)" — an ally's camouflage keeps the enemies off
// it like 隐匿 (only the enemy it blocks attacks it: targeting.js canTargetAlly; shown the same way, snapshot.js), but
// it is not 隐匿 (叙拉古 / 家族徽章 read `stealth` only) and has its own buff keys
camou: { flags: { camou: true } },
reveal: { flags: { reveal: true } },
invulnerable: { flags: { invulnerable: true } },
// 浮空: 变为空中单位 (Unit.isFlying),无法移动、攻击及使用技能; 对重量大于3的单位持续时间减半; the state holds 不可阻挡 +
// 失衡免疫 (noDisplace: "不会被位移影响", PRTS 异常效果)
levitate: { flags: { levitate: true, stun: true, unblockable: true, noDisplace: true }, immune: 'levitate' },
// 麻痹: value = stacks (default 1, max 3); each stack cancels one enemy normal attack; lasts until consumed; honours
// 麻痹免疫 (enemy_database palsyImmune, e.g. 假想敌:铳 — PRTS 元素: a 神经 burst gives 麻痹 only "若单位不具有麻痹免疫")
palsy: { palsy: true, immune: 'palsy' },
// value = taunt level delta (default +1)
taunt: { mods: (v) => ({ taunt: v ?? 1 }) },
// value = ATK fraction removed (default 0.3)
weaken: { mods: (v) => ({ atkMul: 1 - clamp01(v ?? 0.3) }), valued: 0.3 },
// value = aspd delta (negative slows attacks), default −30
aspdDown: { mods: (v) => ({ aspd: v ?? -30 }), valued: -30 },
// value = DEF fraction removed (default 0.3)
defDown: { mods: (v) => ({ defMul: 1 - clamp01(v ?? 0.3) }), valued: 0.3 },
// value = RES flat removed (default 20)
resDown: { mods: (v) => ({ resFlat: -(v ?? 20) }), valued: 20 },
unblockable: { flags: { unblockable: true } },
// 诱导 (ba.attract): 无法被阻挡并向目标位置移动 — the engine walks the enemy (own speed, grid path; flyers straight)
// to `opts.point` (default: the source's tile) and keeps it there until the status ends, then it resumes its route
attract: { flags: { attract: true, unblockable: true }, attract: true },
// 抵抗 (ba.buffres): the RESIST_STATUSES applied to the unit last (1 − value) as long, value default 0.5 (减半);
// 同名效果不叠加 — several sources never compound (strongest value wins, a weaker one resumes if it outlasts it);
// a resisting unit also loses one 麻痹 stack every RESIST_PALSY_DECAY s (Battle.applyStatus)
resist: { resist: true, mods: () => null, valued: RESIST_DEFAULT, buff: Object.freeze({ interval: RESIST_PALSY_DECAY, onTick: resistPalsyDecay }) },
// element burst states (engine-managed; listed for immunity/visibility)
burnBurst: { flags: { burstLock: true } },
neuralBurst: { flags: { burstLock: true } },
necrosisBurst: { flags: { burstLock: true } },
apoptosisBurst: { flags: { burstLock: true } },
erosionBurst: { flags: { burstLock: true } },
});
/**
* Control statuses (异常状态) shortened by 抵抗: 晕眩 冻结 寒冷 沉睡 恐惧 战栗 诱导 浮空 束缚 沉默 缴械 停顿 减速. The
* official term lists 晕眩/寒冷/冻结/恐惧/诱导…; the rest follow the operator kits that grant 抵抗 [ASSUMED]. 麻痹 is
* stack-based: it decays instead (RESIST_PALSY_DECAY).
*/
export const RESIST_STATUSES = Object.freeze(new Set(['stun', 'freeze', 'cold', 'sleep', 'fear', 'tremble', 'attract', 'levitate',
'bind', 'silence', 'disarm', 'sluggish', 'slow']));
/** Statuses that should be reported to clients as `['status', id, key, on]`. */
export const VISIBLE_STATUS = new Set(Object.keys(STATUS));
function clamp01(v) { return v < 0 ? 0 : v > 1 ? 1 : v; }
let buffSeq = 0;
/** Normalise a buff descriptor (does not attach it). */
export function makeBuff(b) {
const duration = b.duration == null ? Infinity : Number(b.duration);
return {
key: String(b.key ?? 'buff'),
source: b.source ?? null,
duration: Number.isFinite(duration) || duration === Infinity ? duration : Infinity,
timeLeft: Number.isFinite(duration) || duration === Infinity ? duration : Infinity,
stacks: Math.max(1, b.stacks ?? 1),
maxStacks: Math.max(1, b.maxStacks ?? 1),
refresh: b.refresh ?? 'replace',
mods: b.mods ?? null,
flags: b.flags ?? null,
onTick: b.onTick ?? null,
interval: b.interval ?? 0,
_acc: 0,
onExpire: b.onExpire ?? null,
onRemove: b.onRemove ?? null,
tags: b.tags ?? [],
shield: b.shield ?? (b.mods && b.mods.shield) ?? 0,
shieldHits: b.shieldHits ?? 0,
persist: !!b.persist,
status: b.status ?? null,
visible: b.visible ?? false,
data: b.data ?? {},
seq: ++buffSeq,
};
}
/**
* Compute aggregated modifiers of a buff list. Returns `{ add: {k: sum}, mul: {k: product}, flags: {k: bool}, shield,
* permRangeExtend }` — permRangeExtend = the rangeExtend of persistent never-expiring buffs (talents, modules: part of
* the initial range, Battle._refreshRange).
*/
export function aggregateMods(buffs) {
const add = Object.create(null);
const mul = Object.create(null);
const flags = Object.create(null);
let shield = 0;
let permRangeExtend = 0;
// dodge sources are independent rolls: total = 1 − Π(1 − p)^stacks (one single source keeps its exact value)
const dodge = { dodgePhys: null, dodgeArts: null };
for (let i = 0; i < buffs.length; i++) {
const b = buffs[i];
const st = b.stacks;
const m = b.mods;
if (m) {
for (const k in m) {
const v = m[k];
if (typeof v !== 'number' || !Number.isFinite(v)) continue;
if (k === 'shield') continue;
if (k.endsWith('Mul')) mul[k] = (mul[k] ?? 1) * (st === 1 ? v : Math.pow(v, st));
else if ((k === 'dodgePhys' || k === 'dodgeArts') && v > 0) {
const p = Math.min(1, v);
const d = dodge[k];
if (!d) dodge[k] = { n: st, p, miss: Math.pow(1 - p, st) };
else { d.n += st; d.miss *= Math.pow(1 - p, st); }
} else {
add[k] = (add[k] ?? 0) + v * st;
if (k === 'rangeExtend' && b.persist && b.duration === Infinity) permRangeExtend += v * st;
}
}
}
if (b.flags) for (const k in b.flags) if (b.flags[k]) flags[k] = true;
if (b.shield > 0) shield += b.shield;
}
for (const k of ['dodgePhys', 'dodgeArts']) {
const d = dodge[k];
if (d) add[k] = (add[k] ?? 0) + (d.n === 1 ? d.p : 1 - d.miss);
}
return { add, mul, flags, shield, permRangeExtend };
}