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ark-stronghold-protocol/server/sim/content/kits/ops/op-heyak.js
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sganggs 806a047717 feedback6 R21P: every operator fights at full potential (潜能 6) — the owner's decision of 2026-10-07 (GitHub #252, PR #255; no host slider): tools/build-data.mjs OPERATOR_POTENTIAL adds every character_table potentialRanks attribute step (部署费用 / 再部署时间 / ATK / HP / DEF / RES / ASPD, all ADDITION, before rounding) to every chess (normal and elite), 补位 and 自选 unit form and picks talent / trait / module-talent candidates up to requiredPotentialRank 5 (「天赋效果增强」); a summon picks its talent candidates at its owner's potential (their requiredPotentialRank mirrors the owner's — PRTS 凯尔希: Mon3tr 3.5 s / 1400) and takes none of the owner's attribute steps; the 原型干员 stand-ins have no potential ranks (unchanged). 刺玫 413 / 17 → 435 / 15 as in the tournament video, 砾 18 → 16 s, 至简 80 → 70 s. data/chess.json (256 records), backups.json (the 71 owned picks, 8 summons), tokens.json (5 summons) and the data translations en / ja / ko / zh-TW rebuilt — only potential-driven fields (JSON-compared); the 干员调配 局内数值 and detail cards read the records. op-wang.js reads her stock cap 「最多拥有8(+1)枚」 through the potential step (the pattern fell back to 7: she sat at the cap from the start). Docs: DATA §2 / §18 / tokens, PLAYING (detail card), research 03, kits README, shared/diy.js / standIn.js, the 71 自选 kit headers and the kit comments that quoted potential-0 numbers. Tests: test/full-potential.test.js (new, fails on the parent); data.test.js re-derivation adds the potential steps (+ respawnTime); every test that hard-coded a potential-0 number carries the full-potential one (from the data and the test's own formula; no check loosened); golden: moves almost everywhere — roster 49/49, bonds 46/46, fields 22/22, matches 18/18, diy 133/138 (each battle parts on a stat: roster-001 / roster-020 at tick 1 on 角峰's HP (生命上限+250), bond-arcaneShip-high at 4.73 s and diy-001 at 3.70 s on an enemy's HP from a higher ATK; diy-110 / 111 also by 望's cap; the matches through those battles); unchanged: standins 10/10 and diy-135…138 (no potential ranks), diy-012 (twelve 夜莺 never hit, never redeployed)
2026-10-07 18:35:39 +08:00

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// server/sim/content/kits/ops/op-heyak.js — 霍尔海雅 (char_4027_heyak) 自选 operator kit: 6★ 中坚术师 (术师), an owned-6★
// pick of the tier-5 and tier-6 自选 slots; every skill, both talents, the trait and the three 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_4027_heyak, 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). Full potential (the owner's decision of 2026-10-07).
// Sources: character_table / skill_table / battle_equip_table (zh_CN, as built into backups.json) and PRTS 霍尔海雅
// (传承终焉 备注 "技能触发的浮空效果于本天赋结算前进行结算"; S1 备注 "“仅攻击到1名目标”仅判定实际发射的弹道数"; S3 备注 "攻击以自身格
// 中心处为准,于此处、左1.0、右1.0格在0~0.3s内随机延迟后生成三股旋风", "移动速度1.0,碰撞范围为1×1的正方形,旋风移动至5格远处中心点
// 自然消失,造成伤害时实时应用霍尔海雅的当前攻击力", "旋风在生成后1.77s内,攻击倍率由最低值线性递增至最大值", "霍尔海雅离场时已存在的旋风
// 不会因此立刻消失,但其命中敌人时不享受模组加成,不触发第一天赋").
// - Trait (中坚术师) "攻击造成法术伤害": the profession default (ranged arts, hits air, block 1). Module CCR-X “图书馆” adds
// "无视目标10点法术抗性" (trait bb magic_resist_penetrate_fixed: a permanent resIgnoreFlat), CCR-Y “羽蛇的时间博物馆”
// "普通攻击命中精英或领袖敌人时获得1点技力" (trait bb sp: per hit of one of her attacks on an elite / leader; a running timed
// skill takes no SP). ISW-A “霍尔海雅特限证章”: its trait "在集成战略中,无视目标10点法术抗性,每个敌人首次进入目标点所在地块时,恢复
// 自身30%的技力" and its hidden talents (首次部署 1 点临时目标生命值, the goal-tile 浮空 15 s, stage 3's radius-1.1 skill
// splash "自身技能会对敌人及其周围的目标同时造成浮空效果和伤害效果") are battle_equip_table parts with `validInGameTag:
// roguelike` — N/A here; what applies is its stats and, at stage 2+, 传承终焉's new numbers (a TALENT_DATA_ONLY part with
// no game tag: 148 % / 5 s at stage 3).
// - T1 传承终焉 "攻击空中目标时攻击力提升至120%,并使其特殊能力失效3秒" (full potential: 123%): every hit of her attacks on an
// air unit (flying, 近地悬浮 or 浮空) at the hit is × atk_scale and silences it for `silence` s. Her skills' 浮空 of that
// very hit resolve first (PRTS 备注), so a target her S1 / S2 / S3 lifts takes the ×atk_scale of that hit: the S1 / S2
// lifts land in the hit's `hit` step, ahead of this talent (a dodged hit has lifted already [ASSUMED]). CCR-X stage 3:
// 138 % / 5 s, ISW-A stage 3: 148 % / 5 s (the talent's merged bb).
// - T2 曾有羽翼 "攻击范围内所有生命值高于80%的敌人失重": every enemy of her current attack range (a running S3's included) above
// hp_ratio of its HP is 失重 (weight −1 level, 同名效果不可叠加: none of hers while another source's 失重 is on it), off
// again at once below it or outside the range. CCR-Y stage 3 lowers it to 50 % and adds "生命值低于50%的敌人获得20%的
// 【法术脆弱】" (its hidden talent: damage_scale 1.2, hp_ratio 0.5): the 法术脆弱 status, renewed every 0.2 s for 0.3 s
// (as 史尔特尔 AFT-Y's).
// - S1 但为求索 (AUTO, 可充能 1 / 2, data DEFAULT): the next attack hits one more target (2), atk_scale × ATK arts each; when
// it fires at one target only it lifts it (浮空) `levitate` s — counted at the shot (PRTS 备注).
// - S2 群星逶迤 (MANUAL, 16 s, data DEFAULT): each attack becomes SHOTS (9, the text's "9连发"; no blackboard key) shots of
// attack@atk_scale × ATK, each at a random enemy of her range (independent draws), each with attack@prob to lift it
// attack@levitate s [ASSUMED: the nine leave with the attack; the burst's spacing is not modelled].
// - S3 博览者的狂语 (MANUAL, 45 s, data ACTIVE_RANGE on 3-10): attack range 3-10 while it runs, attack interval +1.4 s
// (base_attack_time, flat); each attack (an enemy in that range, her attack timer) releases three whirlwinds from the
// centre of her tile and the tiles left and right of it, each after its own random 0–0.3 s delay. A whirlwind flies
// straight forward at 1 tile/s over 5 tiles (PRTS; a 1×1 square), hits the first enemy it touches — an enemy her
// attacks can select, air units too [ASSUMED] — lifting it attack@levitate s and then dealing (min + (max − min) ×
// min(1, age / 1.77 s)) × her current ATK arts (attack@min_atk_scale → attack@max_atk_scale), and is gone; the nearest
// of several touched at once is hit first [ASSUMED]. A whirlwind out when she leaves the field flies on, without 传承终焉
// and without her module's RES ignore [ASSUMED: "模组加成" = the module's trait; its attributes stay in her ATK].
// (wiki.gg reads the end of the flight as the far end of her range, 4 tiles; PRTS's 5 is kept.)
// - No summon (the forms list no token).
import { num, talentBb, traitBb, skillRec, statBuff, batMod, giveSp, onHitBy, up } from '../shared/tier1.js';
import { canTargetEnemy } from '../../../targeting.js';
import { dirVec, rotateOffset } from '../../../dir.js';
import { bodyDist, hitRect } from '../../../body.js';
const S1 = 'skchr_heyak_1';
const S2 = 'skchr_heyak_2';
const S3 = 'skchr_heyak_3';
/** S1 "额外攻击一个目标": the next attack's targets (no blackboard key; `cnt` is the charge count). */
const S1_TARGETS = 2;
/** S2 "9连发": shots per attack when the text gives no number (no blackboard key). */
const SHOTS = 9;
/** S3 whirlwinds (PRTS 备注): lanes (facing-RIGHT row offsets: her row, "左1.0", "右1.0"), spawn delay, speed, flight, box. */
const WIND_LANES = Object.freeze([0, 1, -1]);
const WIND_DELAY = 0.3;
const WIND_SPEED = 1;
const WIND_RANGE = 5;
const WIND_HALF = 0.5;
/** "旋风在生成后1.77s内,攻击倍率由最低值线性递增至最大值". */
const WIND_RAMP = 1.77;
/** How often a flying whirlwind is drawn again (fx 'tornado'). */
const WIND_FX_EVERY = 0.5;
/** S3's 3-10 when the data carries no grid. */
const R310 = Object.freeze([[1, 0], [1, 1], [1, 2], [1, 3], [1, 4], [0, 0], [0, 1], [0, 2], [0, 3], [0, 4], [-1, 0], [-1, 1], [-1, 2], [-1, 3], [-1, 4]]);
/** A whirlwind hit after she left the field: no 传承终焉, no module trait (PRTS 备注). */
const AWAY_TAG = 'heyak:away';
const WEIGHTLESS_KEY = 'heyak:weightless';
const FRAGILE_EVERY = 0.2;
const bbOf = (chess, id) => skillRec(chess, id)?.bb ?? {};
/** An elite or leader enemy (精英或领袖敌人). */
const isEliteEnemy = (e) => !!e && e.side === 'enemy' && (e.isBoss || e.def?.rank === 'ELITE' || e.def?.rank === 'BOSS');
const tagged = (d, tag) => !!(d && d.tags && d.tags.includes(tag));
/** A module trait that works 在集成战略中 only (ISW-A): nothing of it applies in this mode. */
const roguelikeOnly = (chess) => /集成战略/.test(String(chess?.trait?.moduleDesc ?? ''));
/** The record's active module, or null. */
const activeModule = (chess) => (chess?.module?.active ? (chess.modules ?? []).find((m) => m && m.uniEquipId === chess.module.id) ?? null : null);
/** Does the enemy's body touch the 1×1 square centred on (x, y)? */
function inBox(e, x, y) {
const R = hitRect(e);
if (!R) return Math.abs(e.x - x) <= WIND_HALF + 1e-9 && Math.abs(e.y - y) <= WIND_HALF + 1e-9;
return R.x0 <= x + WIND_HALF && R.x1 >= x - WIND_HALF && R.y0 <= y + WIND_HALF && R.y1 >= y - WIND_HALF;
}
export default {
char_4027_heyak: (bb, chess) => {
const t0 = talentBb(chess, 0), t1 = talentBb(chess, 1);
const isw = roguelikeOnly(chess);
const mod = activeModule(chess);
// CCR-Y's hidden part (the 【法术脆弱】 rider); an ISW module's hidden parts are 集成战略-only
const rider = isw || !mod ? {} : Object.assign({}, ...(mod.talentChanges ?? []).filter((t) => t && t.talentIndex === -1).map((t) => t.bb ?? {}));
const tb = isw ? {} : traitBb(chess);
const pen = num(tb.magic_resist_penetrate_fixed);
const b1 = bbOf(chess, S1), b2 = bbOf(chess, S2), b3 = bbOf(chess, S3);
const s1 = skillRec(chess, S1), s2 = skillRec(chess, S2), s3 = skillRec(chess, S3);
const shots = Math.max(1, Math.floor(num(+(/(\d+)连发/.exec(String(s2?.desc ?? ''))?.[1]), SHOTS)));
/** S3: release one attack's three whirlwinds. */
function releaseWinds(battle, unit, winds) {
const seq = unit.deploySeq;
const [fr, fc] = dirVec(unit.dir);
const x0 = unit.tileC, y0 = unit.tileR;
for (const lane of WIND_LANES) {
const [dr, dc] = rotateOffset(lane, 0, unit.dir);
const delay = battle.rng.range(0, WIND_DELAY);
battle.after(delay, () => {
// a whirlwind not yet out when she left is never released [ASSUMED: "已存在的旋风" only fly on]
if (!(unit.alive && unit.deployed && unit.deploySeq === seq)) return;
const w = { x: x0 + dc, y: y0 + dr, dx: fc, dy: fr, left: WIND_RANGE, age: 0, fxAge: 0, seq };
battle.fx('tornado', { x: w.x, y: w.y, id: unit.id, r: WIND_HALF, dur: WIND_FX_EVERY + 0.1 });
if (!windHit(battle, unit, w)) winds.push(w);
}, { owner: unit });
}
}
/** The first enemy the whirlwind touches, struck: 浮空 first (PRTS: before 传承终焉), then the damage. True when it hit. */
function windHit(battle, unit, w) {
let best = null, bd = Infinity;
for (const e of battle.enemies) {
if (!e.alive || !inBox(e, w.x, w.y) || !canTargetEnemy(unit, e, unit.profile)) continue;
const d = bodyDist(e, w.x, w.y);
if (d < bd - 1e-9 || (Math.abs(d - bd) <= 1e-9 && best && e.spawnSeq < best.spawnSeq)) { bd = d; best = e; }
}
if (!best) return false;
const away = !(unit.alive && unit.deployed && unit.deploySeq === w.seq);
const lev = num(b3['attack@levitate']);
if (lev > 0) battle.applyStatus(best, 'levitate', { duration: lev, source: unit });
const lo = num(b3['attack@min_atk_scale']), hi = num(b3['attack@max_atk_scale'], lo);
const scale = lo + (hi - lo) * Math.min(1, w.age / WIND_RAMP);
if (best.alive) {
battle.dealDamage(unit, best, {
amount: unit.s.atk * scale, type: 'arts', isAttack: true, isSkill: true,
...(away ? { resIgnoreFlat: -pen, tags: [AWAY_TAG] } : null),
});
}
battle.fx('tornadoPulse', { x: w.x, y: w.y, id: unit.id, r: WIND_HALF });
return true;
}
return {
skills: {
[S1]: {
kind: num(s1?.maxChargeTime, 1) > 1 ? 'charges' : 'instant',
targeting: { maxTargets: S1_TARGETS },
attack: { atkScale: num(b1.atk_scale, 1) },
},
[S2]: {
kind: 'duration',
attack: { atkScale: num(b2['attack@atk_scale'], 1) },
},
[S3]: {
kind: 'duration',
mods: { batPct: batMod(b3.base_attack_time, chess) },
targeting: { rangeGrid: s3?.rangeGrid ?? R310 },
// the attack becomes the whirlwinds (onTick): her attack timer, an enemy of the skill's range, no projectile
attack: { noAttack: true },
onTick({ battle, unit }) {
if (unit.atkCd > 0 || !unit.canAct || unit.s.flags.disarm) return;
const foes = battle.enemiesInKeys(unit.rangeKeys, unit, unit.profile);
if (!foes.length) return;
unit.atkCd = unit.s.interval;
unit.lastAttackAt = battle.time;
unit.stats.attacks++;
releaseWinds(battle, unit, unit.mem.heyakWinds);
// an attack was performed ("攻击时" content), the whirlwinds still on their way
if (battle.hasHook('attack')) battle.emit('attack', { attacker: unit, targets: foes.slice(0, 1), isSkill: true });
},
},
},
talents: [
{ install(battle, unit) { // 传承终焉: × atk_scale and 沉默 on an air unit hit by her attack
const sc = num(t0.atk_scale, 1), sil = num(t0.silence);
onHitBy(battle, unit, (ctx) => {
const d = ctx.dmg, t = ctx.target;
if (!d.isAttack || tagged(d, AWAY_TAG) || !t.isFlying) return;
if (sc !== 1) d.amount *= sc;
if (sil > 0 && t.alive) battle.applyStatus(t, 'silence', { duration: sil, source: unit });
});
} },
{ install(battle, unit) { // 曾有羽翼: 失重 above hp_ratio in her range; CCR-Y stage 3: 【法术脆弱】 below its hp_ratio
const hiRatio = num(t1.hp_ratio, 1);
battle.on('tick', () => {
const on = up(unit);
const inRange = on ? new Set(battle.enemiesInKeys(unit.rangeKeys, unit, { canHitFly: true })) : null;
for (const e of battle.enemies) {
if (!e.alive) continue;
// (another 霍尔海雅's 失重 carries the same key: it is hers to keep or drop)
const mine = e.findBuff(WEIGHTLESS_KEY);
const want = on && inRange.has(e) && e.hpRatio > hiRatio + 1e-9
&& !e.buffs.some((b) => b.status === 'weightless' && b.key !== WEIGHTLESS_KEY);
if (want && !mine) battle.addBuff(e, { key: WEIGHTLESS_KEY, status: 'weightless', visible: true, mods: { massFlat: -1 }, source: unit });
else if (!want && mine && mine.source === unit) battle.removeBuff(e, mine);
}
}, { owner: unit });
const fragile = Math.round((num(rider.damage_scale, 1) - 1) * 1e6) / 1e6, loRatio = num(rider.hp_ratio); // 1.2 → 0.2
if (fragile > 0) {
battle.every(FRAGILE_EVERY, () => {
if (!up(unit)) return;
for (const e of battle.enemiesInKeys(unit.rangeKeys, unit, { canHitFly: true })) {
if (e.hpRatio < loRatio - 1e-9) battle.applyStatus(e, 'artsFragile', { duration: FRAGILE_EVERY + 0.1, value: fragile, source: unit });
}
}, { owner: unit, immediate: true });
}
} },
],
install(battle, unit) {
// module traits (none on the normal form, nothing of ISW-A's): CCR-X RES ignore, CCR-Y SP per hit on an elite / leader
if (pen > 0) statBuff(battle, unit, 'trait:heyak:resIgnore', { resIgnoreFlat: pen });
const sp = num(tb.sp);
if (sp > 0) {
battle.on('damaged', (ctx) => {
const d = ctx.dmg;
if (ctx.source !== unit || !d || !d.isAttack || d.isSplash || tagged(d, AWAY_TAG) || !isEliteEnemy(ctx.target)) return;
giveSp(unit, sp, 'trait');
}, { owner: unit });
}
const sid = unit.skill?.id;
if (sid === S1) {
// 但为求索: the shot count decides the 浮空 (PRTS: the shots fired, whatever happens in flight)
const lev = num(b1.levitate);
battle.on('beforeAttack', (ctx) => {
if (ctx.attacker !== unit || !ctx.isSkill) return;
unit.mem.heyakLift = ctx.targets.length === 1 ? ctx.targets[0] : null;
}, { owner: unit, priority: -10 });
onHitBy(battle, unit, (ctx) => { // before 传承终焉 (priority 0): the lift is settled first
const d = ctx.dmg;
if (!d.isAttack || !d.isSkill || unit.mem.heyakLift !== ctx.target) return;
unit.mem.heyakLift = null;
if (lev > 0) battle.applyStatus(ctx.target, 'levitate', { duration: lev, source: unit });
}, 10);
} else if (sid === S2) {
// 群星逶迤: the nine shots, each at a random enemy of her range, each rolling its 浮空 before 传承终焉
const prob = num(b2['attack@prob']), lev = num(b2['attack@levitate']);
battle.on('beforeAttack', (ctx) => {
if (ctx.attacker !== unit || !unit.skill?.active || !ctx.targets.length) return;
const cands = battle.enemiesInKeys(unit.rangeKeys, unit, ctx.profile);
for (const e of battle.blockedTargets(unit, ctx.profile)) if (!cands.includes(e)) cands.push(e);
if (!cands.length) return;
const out = [];
for (let i = 0; i < shots; i++) out.push(battle.rng.pick(cands));
ctx.targets = out;
}, { owner: unit });
onHitBy(battle, unit, (ctx) => {
const d = ctx.dmg;
if (!d.isAttack || !d.isSkill || !(prob > 0) || !(lev > 0)) return;
if (battle.rng.chance(prob)) battle.applyStatus(ctx.target, 'levitate', { duration: lev, source: unit });
}, 10);
} else if (sid === S3) {
// 博览者的狂语: the whirlwinds in flight (also after she left the field)
const winds = (unit.mem.heyakWinds = []);
battle.on('tick', ({ dt }) => {
for (let i = winds.length - 1; i >= 0; i--) {
const w = winds[i];
const step = Math.min(WIND_SPEED * dt, w.left);
w.x += w.dx * step;
w.y += w.dy * step;
w.left -= step;
w.age += dt;
if (windHit(battle, unit, w) || w.left <= 1e-9) { winds.splice(i, 1); continue; }
w.fxAge += dt;
if (w.fxAge + 1e-9 >= WIND_FX_EVERY) {
w.fxAge = 0;
battle.fx('tornado', { x: w.x, y: w.y, id: unit.id, r: WIND_HALF, dur: WIND_FX_EVERY + 0.1 });
}
}
}, { owner: unit });
}
},
};
},
};