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ark-stronghold-protocol/server/sim/targeting.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/targeting.js — range tests, target filters and priorities (DESIGN §3, §5.5).
//
// Grid ranges: `[dRow, dCol]` offsets relative to facing RIGHT, rotated by the unit's direction (sim/dir.js: RIGHT
// (dr,dc), UP (dc,−dr), LEFT (−dr,−dc), DOWN (−dc,dr); row 0 = bottom). An enemy is in range when the tile containing
// it (round(y), round(x)) is one of the absolute range tiles — a huge enemy (巨型单位) when any tile its hit rectangle
// occupies is (body.js; user playtest #5 item 10). `rangeExtend` (ability_range_forward_extend) adds N tiles
// past the furthest cell of every row, along +dCol BEFORE rotating (DESIGN §3).
// Operator priority: (1) enemies it blocks (every blocker, ranged ones on melee tiles included — user playtest #6
// follow-up "阻挡了就一定要能打到"; Battle.blockedTargets), (2) profile priority (fly/lowDef/…),
// (3) higher enemy taunt, (4) least remaining path distance to the goal, (5) earliest spawned. Air units
// (Unit.isFlying: FLY, 近地悬浮, 浮空) need a profile that can hit them (`canHitFly`, never `groundOnly`). Enemy
// priority: sortAllyTargets. 起飞 (an ally's flag `liftoff`) = 对地规避: no ground enemy selects it (evadesGround).
import { COLS, ROWS } from './constants.js';
import { normDir, rotateOffset } from './dir.js';
import { bodyDist } from './body.js';
/**
* Build the absolute tile-key list of a grid for a unit standing at (r,c) facing `dir` ('UP'|'RIGHT'|'DOWN'|'LEFT';
* a legacy facing sign ±1 is read as RIGHT / LEFT).
*/
export function absoluteRangeKeys(grid, r, c, dir, extend = 0) {
const keys = [];
const seen = new Set();
const d = normDir(dir);
const add = (dr, dc) => {
const [ar, ac] = rotateOffset(dr, dc, d);
const rr = r + ar, cc = c + ac;
if (rr < 0 || rr >= ROWS || cc < 0 || cc >= COLS) return;
const k = rr * COLS + cc;
if (!seen.has(k)) { seen.add(k); keys.push(k); }
};
// kits may hand over junk (a number, a string, [[1,'a']]): ignore anything that is not an integer [dr, dc] pair
// instead of throwing inside the attack loop every tick
if (!Array.isArray(grid) || !Number.isInteger(r) || !Number.isInteger(c)) return keys;
const cells = grid.filter((p) => Array.isArray(p) && Number.isInteger(p[0]) && Number.isInteger(p[1]));
for (const [dr, dc] of cells) add(dr, dc);
if (extend > 0 && Number.isFinite(extend)) {
const maxByRow = new Map();
for (const [dr, dc] of cells) maxByRow.set(dr, Math.max(maxByRow.get(dr) ?? -Infinity, dc));
for (const [dr, mx] of maxByRow) for (let k = 1; k <= Math.min(extend, COLS); k++) add(dr, mx + k);
}
return keys;
}
/** Tile key of a unit's current position. */
export function tileKeyOf(u) {
const r = Math.round(u.y), c = Math.round(u.x);
if (r < 0 || r >= ROWS || c < 0 || c >= COLS) return -1;
return r * COLS + c;
}
/** Can `attacker` (ally) target enemy `e` at all (ignoring range)? */
export function canTargetEnemy(attacker, e, profile) {
if (!e.alive || e.hidden || !e.deployed) return false;
const f = e.s.flags;
if (f.untargetable || (f.sleep && !(profile && profile.hitSleep))) return false;
if (f.stealth && !f.reveal && !e.blockedBy) return false;
if (e.isFlying && !(profile && profile.canHitFly)) return false;
if (profile && profile.groundOnly && e.isFlying) return false;
return true;
}
/**
* Can enemy `e` target ally `a`? `ranged` = the attack is a ranged (non-blocked) one. A stealthed ally (隐匿, the
* 排气格栅 tile) is a target only for the enemy it blocks — PRTS 作战机制 §隐匿 "我方干员并不会因为阻挡而解除隐匿" and 索敌的
* 概念 "敌人会在自身被干员阻挡情况下强行无视对方可选性发动攻击" (the term text "不阻挡时…" is the short form; 异常效果:
* "隐匿与'阻挡时解除'没有直接关系"). Devices are never targets (阻隔工事: obstacles nobody can select; “双眼皮”: 迷彩 and
* off the enemy paths — PRTS). 迷彩 (flag `camou`, term ba.camou "不阻挡时不成为敌方普通攻击的目标") works the same way:
* PRTS 异常效果 gives both anomalies the note "与'阻挡时解除'没有直接关系" [ASSUMED: enemy skills and splash selectors
* treat 迷彩 like target selection — officially splash and selectors without a projectile ignore it]. An airborne ally
* (起飞, flag `liftoff`) is never a target of a ground enemy (evadesGround).
*/
export function canTargetAlly(e, a, ranged) {
if (!a.alive || !a.deployed || a.hidden || a.kind === 'device') return false;
const f = a.s.flags;
if (f.untargetable || f.sleep) return false;
if (ranged && (f.stealth || f.camou) && e.blockedBy !== a) return false;
if (f.liftoff && evadesGround(e, a)) return false;
return true;
}
/**
* 对地规避 of an airborne ally (起飞, buff flag `liftoff` — 蒂比's skills): true when `src` is an enemy whose 行动方式 is
* ground, which then cannot select `a` (gamedata_const ba.liftoff "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)"; PRTS 异常效果 MOTION_TARGET_FREE, a 无法选择
* effect that a selector whose 行动方式 is not ground ignores). Flyers, 近地悬浮 and 浮空 enemies (Unit.isFlying — PRTS
* 行动方式: a hovering unit "是真正的飞行单位", a levitated one is seen as a flyer) still select it; it stays a ground unit
* itself ("起飞的干员仍然是地面单位"), so they need no 对空 check. Used by every enemy selection (canTargetAlly), the damage
* pipeline and Battle.applyStatus (a ground enemy's area damage, statuses and hits under way skip it — PRTS 作战机制 "AOE
* 的判定是对攻击范围内的每个可以被选中的敌人进行判定"), and the content picks that bypass canTargetAlly (chain / bounce jumps,
* 周围四格 additions). Sourceless damage and abilities that "无视无法选择" (DamageInfo `ignoreSelect`: 【污染秽蚀】) are not
* selections and still reach it.
*/
export function evadesGround(src, a) {
return !!(a && a.s && a.s.flags.liftoff && src && src.side === 'enemy' && !src.isFlying);
}
const PRIORITY_FNS = {
fly: (e) => (e.isFlying ? 0 : 1),
lowDef: (e) => e.s.def,
highDef: (e) => -e.s.def,
ranged: (e) => (e.base.rangeRadius > 0 && e.def?.applyWay !== 'MELEE' ? 0 : 1),
lowestHp: (e) => e.hp,
highestHp: (e) => -e.hp,
lowestHpRatio: (e) => e.hpRatio,
highestAtk: (e) => -e.s.atk,
boss: (e) => (e.isBoss ? 0 : 1),
notBurst: (e) => (e.s.flags.burstLock ? 1 : 0),
ground: (e) => (e.isFlying ? 1 : 0),
};
/**
* Sort candidate enemies for an attacker (in place) and return them.
* @param {object} attacker ally unit
* @param {object[]} cands enemies
* @param {string|null} priority profile/skill priority key
*/
export function sortEnemyTargets(battle, attacker, cands, priority) {
if (cands.length <= 1) return cands;
const pf = priority ? (PRIORITY_FNS[priority] || (priority === 'nearest' || priority === 'farthest' ? null : null)) : null;
const ax = attacker.x, ay = attacker.y;
const keyed = cands.map((e) => ({
e,
b: e.blockedBy === attacker ? 0 : 1,
p: pf ? pf(e) : priority === 'nearest' ? bodyDist(e, ax, ay) : priority === 'farthest' ? -bodyDist(e, ax, ay) : 0,
t: -(e.s.taunt || 0),
d: battle.remainingDistance(e),
s: e.spawnSeq,
}));
keyed.sort((a, b) => a.b - b.b || a.p - b.p || a.t - b.t || a.d - b.d || a.s - b.s);
for (let i = 0; i < keyed.length; i++) cands[i] = keyed[i].e;
return cands;
}
/**
* Enemy target selection among allies (PRTS 作战机制 索敌, 敌方: "阻挡→特殊优先级→仇恨值(更容易被攻击→…→最后部署的目标→
* 不容易被攻击)→最早出现"): its blocker first → highest taunt level → latest deployed (`aggroSeq`: the deploy order —
* Battle.start deploys the operators first and ranks the start-of-battle summons after them). Special priorities
* (优先攻击…) are the enemies' own content: `e.profile.canTarget` filters, key sorts broken by `aggroCmp`.
*/
export function sortAllyTargets(enemy, cands) {
if (cands.length <= 1) return cands;
cands.sort((a, b) => {
const ba = enemy.blockedBy === a ? 0 : 1, bb = enemy.blockedBy === b ? 0 : 1;
return ba - bb || aggroCmp(a, b);
});
return cands;
}
/**
* 仇恨值 order of two allies for an enemy (negative ⇒ `a` first): higher taunt level, then the latest deployed
* (`aggroSeq`). The tie-break after an enemy's special priority (优先攻击防御力最高的… — PRTS 索敌: 特殊优先级 → 仇恨值).
*/
export function aggroCmp(a, b) {
const ta = a.s.taunt || 0, tb = b.s.taunt || 0;
if (ta !== tb) return tb - ta;
return (b.aggroSeq || b.deploySeq) - (a.aggroSeq || a.deploySeq);
}