- op-chen2.js: the S2 / S3 slime (projectile_chr_chen2_s2 / _s3: fired by each attack, sitting on her in her direction, 5 s, every 0.2 s chen2_slime 0.25 s on the ground enemies of its range, ignoring 无法选择) now covers the tiles of her attack range at each attack instead of the struck enemies' tiles; one effect per 假日威龙陈 (independentCharacterSource); the DEF cut compensated for the target's DEF multipliers (FINAL_ADDITION). RPR-Y stage 3's water TAG is the level's one flag (chen2_e_003_t[map_tag]: set at her skill's start, cleared at its end or her exit). S2's attacks stay skill attacks. - op-ray.js: the 沙地兽's recovered bullets go through ray_tr_add (≤ its counter of 8, HUN-X's extra_add first when she is empty, ≤ her magazine); kit headers cite the client templates (also op-ascln.js). - Tests: op_chen2.test.js slime test rewritten (her range, stealthed walkers, the final-addition DEF, two sources). - Golden: only diy moved — diy-049 / diy-050 (假日威龙陈's slime); every other scenario and family unchanged.
283 lines
17 KiB
JavaScript
283 lines
17 KiB
JavaScript
// server/sim/content/kits/ops/op-chen2.js — 假日威龙陈 (char_1013_chen2) 自选 operator kit: 6★ 散射手 (狙击), an owned-6★ pick
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// of the tier-5 and tier-6 自选 slots; every skill, both talents, the trait and both modules (RPR-X 沙滩战斗套装, RPR-Y 假期的
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// 最后一天) at every form. Kit contract and the 自选 rules: ../README.md ("How to add an operator (自选)").
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//
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// Forms (data/backups.json units.char_1013_chen2): normal = E2 Lv1, skills at rank 4, no module; elite = E2 Lv60, rank 7,
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// the picked module at stage 1 (tier 5) or 3 (tier 6) — the owner's decision of 2026-10-05. Potential 0 [ASSUMED: no
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// account]. Sources: character_table / skill_table / battle_equip_table (zh_CN, as built into backups.json); PRTS 假日威龙陈
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// (节约风气 修正 and 备注, 假日余韵 备注, S2 / S3 备注, the RPR-X stage-1 note); PRTS 作战机制 §地形TAG; PRTS 分支特性信息 散射手
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// ("可对空", the trait's 1-3 front grid); gamedata_const ba.charged (蓄力); the client's battle data read from the local
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// install — charpack char_1013_chen2 (the S2 / S3 modes: an attack plus a RangeAttack firing projectile_chr_chen2_s2 / _s3),
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// battle/prefabs [uc]projectiles projectile_chr_chen2_s2 / _s3, buff_template_data chen2_s_debuff, chen2_s_2_enhance_judge,
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// chen2_tr, chen2_t_002[spareShot], chen2_e_003_t[map_tag].
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// - Trait (散射手) "攻击范围内的所有敌人,对自己前方一横排的敌人攻击力提升至150%": the reaperrange profile — every enemy of
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// her range, air units too, ×atk_scale (trait bb; chen2_tr AtkScaleUp) on the trait's front grid (her tile and the three
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// ahead). RPR-X overrides it with atk_scale 1.6; RPR-Y adds "部署费用减少" (cost −8, in the stats: her redeploy after a
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// knock-out costs 8 DP less). Ranged physical arrows; blocks 1; ground enemies target her (no flag).
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// - T1 节约风气 "在场时自身弹药类技能攻击时20%概率不消耗对应弹药,其他【狙击】干员的弹药类技能改为10%概率不消耗(同类效果取最
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// 高)": while she is on the field, an attack made by a running 弹药类技能 (PRTS 备注: a skill whose text says "攻击装有X发
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// 弹药 / 子弹" — never the 猎手 bullets) spends no ammo with that chance: hers spareshot_chen.prob, another 【狙击】
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// operator's 20 % — PRTS 修正 (原因 "描述与游戏实际表现不符合", and the RPR-X stage-1 note "实际应为…其他【狙击】干员…20%"):
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// the game gives the other snipers what she has, spareshot_chen.prob, not the text's / `prob`'s 10 % [the mechanism is
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// ASSUMED; the 20 % is PRTS's]. RPR-X stage 3 (talent change; chen2_t_002[spareShot]: 【狙击】 profession ⇒ [sniper],
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// else deploy class RANGED ⇒ [other]): herself e_spareshot_chen.prob 25 %, other 【狙击】 operators 20 %, other 远程
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// operators 12 %. 同类效果取最高: the highest chance of every 假日威龙陈 on the field. One roll per attack ("一次性消耗多发弹药
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// 时仅进行一次判定"); a spared attack spends nothing of what it would ("强制改为实耗0发"), and every `ammoUsed` of it still
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// fires ("不影响以'消耗弹药'为效果触发条件的侦测": the bullet is put back in that event, before the skill checks for its last
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// bullet) — 拉特兰 / garrison counters see it.
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// - T2 假日余韵 "攻击速度+8,当场地中存在水地形时改为攻击速度+12" ([common].attack_speed 8, [map].attack_speed +4). 水地形 is
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// a map TAG (PRTS 作战机制 §地形TAG): no level of this mode carries one (the act1 / act2 autochess level files' mapData.tags
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// are null), so +8. RPR-Y stage 3 "攻击力+15%,攻击速度+12,当场地中存在水地形时改为攻击力+28%,攻击速度+20,技能开启时,场地
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// 视为水地形": +15 % / +12, and while her skill runs the field holds the water TAG (chen2_e_003_t[map_tag]: SetRuntimeMapTag
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// water at ON_SKILL_START, cleared at ON_SKILL_FINISH / ON_OWNER_FINISH — one flag of the level, no count: the first
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// holder whose skill ends clears it) — +28 % / +20 for every 假日威龙陈 of that field. The module row's [map] keys are the
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// text's totals (20 / 0.28), the base row's [map] 4 the step over [common] 8 (8 + 4 = 12): read so.
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// - S1 高压冲击 (AUTO, attack SP, data DEFAULT — an attack skill): ATK +atk, 4 bullets (attack@trigger_time), every enemy of
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// her range takes the trait's front-row multiplier ("对攻击范围内的所有敌人应用特性加成", as 送葬人 S1).
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// - S2 “堇青之夜” (MANUAL, data DEFAULT): ATK +atk, 8 bullets (attack@trigger_time); 蓄力 (maxChargeTime 2;
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// chen2_s_2_enhance_judge: ≥ 2 charges at the cast ⇒ the enhanced mode, then ClearCharacterSp; ba.charged): cast with both
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// charges stored ⇒ attack@another_trigger_time (20) bullets; every cast empties the SP. Every attack leaves slime (below).
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// - S3 “假日风暴” (MANUAL, data ACTIVE_RANGE on its 2-6): range 2-6 while it runs, ATK +atk, every attack strikes twice
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// (MultiMeleeAttack _additionalTimes 1) and takes the trait multiplier on every enemy, leaves slime; 32 bullets, 2 per
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// attack — PRTS 备注 "即使剩余弹药数小于2发仍可'消耗2发弹药'进行攻击;技能仅在弹药数归零后自动结束" (one `ammoUsed` per bullet).
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// - Slime (S2 / S3 "每次攻击在范围内生成持续5秒的粘液,地面敌人经过时移动速度-N%、防御力-M(不叠加)"): each attack's RangeAttack
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// fires a projectile that lands at once on her own ground mount point in her direction and lives
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// attack@projectile_life_time s; every 0.2 s its range selector (ground enemies, `_ignoreTargetFree`: PRTS 备注 "无视无法选
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// 择类效果(如隐匿与无敌)") gives chen2_slime for 0.25 s — move speed FINAL_SCALER ×(1 + attack@move_speed), DEF
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// FINAL_ADDITION attack@def. Here: the tiles of her attack range at the attack hold slime for the life time (a later attack
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// refreshes them) [ASSUMED: the projectile's selector range is her attack range — the prefab names no grid; its effect is
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// "chen2_skill_02_range_01"], pulsed every 0.2 s; 不叠加 — one effect per 假日威龙陈 (independentCharacterSource: two of
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// them each slow); the DEF cut is compensated for the target's DEF multipliers (a final addition). It outlives her: the
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// projectiles are not hers to clear [ASSUMED]. Air units never (地面敌人). (Each struck ground enemy's own 0.1 s
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// chen2_s_debuff from the attack is inside that range anyway.)
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import { num, talentBb, skillRec, up } from '../shared/tier1.js';
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import { bodyKeys } from '../../../body.js';
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import { aggregateMods } from '../../../buffs.js';
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const S1 = 'skchr_chen2_1';
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const S2 = 'skchr_chen2_2';
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const S3 = 'skchr_chen2_3';
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/** PRTS 节约风气 备注: a 弹药类技能 is one whose text says "攻击装有X发弹药" or "攻击装有X发子弹". */
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const AMMO_SKILL = /攻击装有\d+发(?:弹药|子弹)/;
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/** projectile_chr_chen2_s2 / _s3 `_interval` (the slime's selection period) and chen2_slime's lifeTime. */
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const SLIME_IV = 0.2;
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const SLIME_DUR = 0.25;
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/** Buff key of a 假日威龙陈's slime effect on an enemy (independentCharacterSource: one per source). */
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export const slimeKey = (src) => `chen2:slime#${src.id}`;
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const bbOf = (chess, id) => skillRec(chess, id)?.bb ?? {};
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const count = (v, d) => Math.max(1, Math.floor(num(v, d)));
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// ---- T1 节约风气: one battle-wide pair of handlers over every 假日威龙陈 of the battle ------------------------------------
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/** battle → { srcs: Map(unit → { self, sniper, other }) }. */
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const SPARE = new WeakMap();
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/** The spare chance of `u`'s ammo-skill attack: the highest of the 假日威龙陈 on the field (同类效果取最高). */
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export function spareChance(battle, u) {
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const st = SPARE.get(battle);
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if (!st || !u) return 0;
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const op = u.kind === 'op';
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let p = 0;
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for (const [s, v] of st.srcs) {
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if (!up(s)) continue;
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const q = u === s ? v.self : op && u.def?.profession === 'SNIPER' ? v.sniper : op && u.def?.position === 'RANGED' ? v.other : 0;
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if (q > p) p = q;
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}
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return Math.min(1, p);
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}
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function installSpare(battle, unit, probs) {
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let st = SPARE.get(battle);
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if (!st) {
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st = { srcs: new Map() };
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SPARE.set(battle, st);
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// the roll: when an attack is made by a running 弹药类技能, before its bullets are spent (skills.js onAttackPerformed
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// runs after the `attack` hook); one roll per attack (no draw when nobody's chance applies)
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battle.on('attack', (ctx) => {
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const u = ctx.attacker, sk = u?.skill;
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if (!u || u.side !== 'ally' || !sk || !sk.active || sk.kind !== 'ammo' || !AMMO_SKILL.test(String(sk.def?.description ?? ''))) return;
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const p = spareChance(battle, u);
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u.mem.chen2Spare = { t: battle.time, n: u.stats.attacks, proc: p > 0 && battle.rng.chance(p) };
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if (u.mem.chen2Spare.proc) battle.fx('reload', { x: u.x, y: u.y, id: u.id });
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}, { priority: -50 });
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// the spared attack's every bullet goes back in its own ammoUsed event (the event itself still fires)
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battle.on('ammoUsed', (ctx) => {
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const u = ctx.unit, m = u?.mem?.chen2Spare, sk = ctx.skill;
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if (!m || !m.proc || m.t !== battle.time || m.n !== u.stats.attacks || !sk || !sk.active || sk.kind !== 'ammo') return;
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sk.ammoLeft += 1;
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}, { priority: 100 });
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}
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st.srcs.set(unit, probs);
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}
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// ---- 水地形 TAG (RPR-Y stage 3): the level's one runtime flag ----------------------------------------------------------
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/** battle → { on } (SetRuntimeMapTag water: no count — the last set / clear wins). */
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const WATER = new WeakMap();
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/** Whether the field of `battle` counts as water terrain now (no level of the mode has the TAG of its own). */
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export const waterOn = (battle) => !!WATER.get(battle)?.on;
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function setWater(battle, on) {
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let s = WATER.get(battle);
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if (!s) WATER.set(battle, (s = { on: false }));
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s.on = on;
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}
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/**
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* 假日余韵's two lines: { common: { atkPct, aspd }, water: { atkPct, aspd } }. The base row's [map] value is the step over
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* [common] (8 + 4 = the text's 12); a module row's [map] values are the text's totals (RPR-Y: 改为 +28 % / +20).
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*/
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export function holidayLines(t) {
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const bb = t?.bb ?? {};
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const ca = num(bb['chen2_t_2[common].atk']), cs = num(bb['chen2_t_2[common].attack_speed']);
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const ma = num(bb['chen2_t_2[map].atk']), ms = num(bb['chen2_t_2[map].attack_speed']);
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const total = !!t?.fromModule;
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return { common: { atkPct: ca, aspd: cs }, water: total ? { atkPct: ma || ca, aspd: ms || cs } : { atkPct: ca + ma, aspd: cs + ms } };
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}
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// ---- slime (S2 / S3): one battle-wide pulse over every 假日威龙陈's slimed tiles ------------------------------------------
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/** battle → Map(source unit → Map(tileKey → { until, ms, def })). */
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const SLIME = new WeakMap();
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/** A source's slimed tiles (tile key → { until, ms, def }), for tests. */
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export const slimeOf = (battle, src) => SLIME.get(battle)?.get(src) ?? null;
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/** The enemy's DEF multiplier from every buff but `key`'s ((1 + Σ defPct) × Π defMul): a FINAL_ADDITION is divided by it. */
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function defFactor(e, key) {
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const { add, mul } = aggregateMods(e.buffs.filter((b) => b.key !== key));
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return Math.max(0, 1 + (add.defPct ?? 0)) * (mul.defMul ?? 1);
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}
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function slimeState(battle) {
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let m = SLIME.get(battle);
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if (m) return m;
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m = new Map();
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SLIME.set(battle, m);
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// no owner: the slime outlives the unit that left it [ASSUMED]
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battle.every(SLIME_IV, () => {
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const now = battle.time;
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for (const [src, tiles] of m) {
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for (const [k, p] of tiles) if (p.until <= now + 1e-9) tiles.delete(k);
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if (!tiles.size) continue;
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const key = slimeKey(src);
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for (const e of battle.enemies) {
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// 地面敌人 only; 无视无法选择 — no targetability check (stealth, invulnerable)
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if (!e.alive || e.hidden || !e.deployed || e.isFlying) continue;
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let p = null;
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for (const k of bodyKeys(e)) { p = tiles.get(k) ?? null; if (p) break; }
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if (!p) continue;
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const f = defFactor(e, key);
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battle.addBuff(e, {
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key, duration: SLIME_DUR, source: src, tags: ['skill', 'slime'],
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mods: { moveMul: Math.max(0, 1 + p.ms), defFlat: f > 1e-6 ? p.def / f : p.def },
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});
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}
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}
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});
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return m;
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}
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/** S2 / S3 onAttack: the tiles of her attack range hold her slime for life s (refreshed by every attack). */
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function leaveSlime(battle, unit, b) {
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const life = num(b['attack@projectile_life_time'], 5), ms = num(b['attack@move_speed']), def = num(b['attack@def']);
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if (!(life > 0) || (!ms && !def) || !unit.rangeKeys) return;
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const m = slimeState(battle);
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let tiles = m.get(unit);
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if (!tiles) m.set(unit, (tiles = new Map()));
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const fresh = !tiles.size;
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const until = battle.time + life;
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for (const k of unit.rangeKeys) tiles.set(k, { until, ms, def });
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if (fresh) battle.fx('zone', { x: unit.x, y: unit.y, radius: 2, dur: life, id: unit.id, skill: 'chen2:slime' });
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}
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export default {
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char_1013_chen2: (bb, chess) => {
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const b1 = bbOf(chess, S1), b2 = bbOf(chess, S2), b3 = bbOf(chess, S3);
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const s3 = skillRec(chess, S3);
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const t0 = talentBb(chess, 0);
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const t1 = (chess?.talents ?? []).filter((t) => t && t.index !== -1)[1] ?? null;
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const lines = holidayLines(t1);
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const waterSkill = /技能开启时,场地视为水地形/.test(String(t1?.desc ?? ''));
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const frontAll = (battle, u) => num(u.profile?.frontScale, 1.5);
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const spare = {
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self: num(t0['e_spareshot_chen.prob'], num(t0['spareshot_chen.prob'])),
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sniper: num(t0['chen2_t_002[spareshot][sniper].prob'], num(t0['spareshot_chen.prob'])),
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other: num(t0['chen2_t_002[spareshot][other].prob']),
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};
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const s2Charged = count(b2['attack@another_trigger_time'], 0);
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return {
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skills: {
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[S1]: {
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kind: 'ammo',
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ammo: count(b1['attack@trigger_time'], 4),
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mods: { atkPct: num(b1.atk) },
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attack: { dmgMul: frontAll },
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},
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[S2]: {
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kind: 'ammo',
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ammo: count(b2['attack@trigger_time'], 8),
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mods: { atkPct: num(b2.atk) },
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attack: {}, // (its attacks are the skill's: isSkill)
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onStart({ unit, skill }) {
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// 蓄力: cast with every charge stored (activate took one) ⇒ the charged bullets; any cast spends all the SP
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const charged = skill.maxCharges > 1 && skill.charges + 1 >= skill.maxCharges;
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unit.mem.chen2Charged = charged;
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if (charged && s2Charged > skill.ammoLeft) skill.addAmmo(s2Charged - skill.ammoLeft);
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skill.charges = 0;
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skill.sp = 0;
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},
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onAttack({ battle, unit }) { leaveSlime(battle, unit, b2); },
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onEnd({ unit }) { unit.mem.chen2Charged = false; },
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},
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[S3]: {
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kind: 'ammo',
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ammo: count(b3['attack@trigger_time'], 32),
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mods: { atkPct: num(b3.atk) },
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targeting: s3?.rangeGrid ? { rangeGrid: s3.rangeGrid.map((p) => [p[0], p[1]]) } : undefined,
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attack: { hits: 2, dmgMul: frontAll },
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onAttack({ battle, unit, skill }) {
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leaveSlime(battle, unit, b3);
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// 每次攻击消耗2发: the second bullet (the engine spends the other one); with one left she still attacks
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if (skill.ammoLeft > 1) {
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skill.ammoLeft--;
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battle.emit('ammoUsed', { unit, left: skill.ammoLeft, skill });
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}
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},
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},
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},
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talents: [
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{ install(battle, unit) { // 节约风气
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if (spare.self > 0 || spare.sniper > 0 || spare.other > 0) installSpare(battle, unit, spare);
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} },
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{ install(battle, unit) { // 假日余韵: +ASPD (+ATK), the water line while the field counts as water
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const KEY = 'talent:chen2:holiday';
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const apply = () => {
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const w = waterOn(battle);
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if (unit.mem.chen2Water === w && unit.findBuff(KEY)) return;
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unit.mem.chen2Water = w;
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const l = w ? lines.water : lines.common;
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const mods = {};
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if (l.atkPct) mods.atkPct = l.atkPct;
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if (l.aspd) mods.aspd = l.aspd;
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if (Object.keys(mods).length) battle.addBuff(unit, { key: KEY, mods, persist: true, allowDead: true, tags: ['talent'] });
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else battle.removeBuff(unit, KEY);
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};
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apply();
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battle.on('tick', apply, { owner: unit });
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if (!waterSkill) return;
|
||
// RPR-Y stage 3 "技能开启时,场地视为水地形" (chen2_e_003_t[map_tag]): set at her skill's start unless she holds it,
|
||
// cleared when her skill ends or she leaves — if she set it
|
||
const clear = () => { if (unit.mem.chen2WaterSet) { unit.mem.chen2WaterSet = false; setWater(battle, false); apply(); } };
|
||
battle.on('skillStart', (ctx) => {
|
||
if (ctx.unit !== unit || unit.mem.chen2WaterSet) return;
|
||
unit.mem.chen2WaterSet = true;
|
||
setWater(battle, true);
|
||
apply();
|
||
}, { owner: unit });
|
||
battle.on('skillEnd', (ctx) => { if (ctx.unit === unit) clear(); }, { owner: unit });
|
||
battle.on('death', (ctx) => { if (ctx.unit === unit) clear(); }, { owner: unit });
|
||
} },
|
||
],
|
||
};
|
||
},
|
||
};
|