PRTS 状态机: ATTACK / COMBAT "每帧检查异常状态,若有则切换到异常状态的状态"; PRTS 异常效果 STUNNED (the state machine leaves the attack), DISARMED "正在进行的普通攻击将被中断". The strike frame is data/enemies.json attackAnim.hit. - ai.js: attackWindup = the clip's strike frame (half the clip when none is named), shortened with the clip like the stand; the cooldown counts down to the strike and the swing (enemy.swing) starts when it reaches the wind-up with a target in reach (attackTargets, shared with the frame) — steady-state strikes stay one interval apart. An enemy whose cooldown ran out before it had a target (walking, just blocked, a cut swing) swings from the start: the whole wind-up. - A stun / freeze / sleep / 浮空 / hiding, 缴械, 恐惧, 战栗 while blocked or losing every target cuts a swing short of its frame: no strike, the next swing starts from its wind-up. A stun in the cooldown only pauses it; a strike already made stays made. No clip known (36 of 249 kinds): no wind-up, the old rule. [ASSUMED] targets re-taken at the frame, a cut swing does not spend the cooldown, enemy heals keep no wind-up. Golden: 275 of 283 scenarios moved — roster all 49; bonds 41 of 46 (unchanged: bond-arcaneShip-high, bond-kjeragShip-low, bond-maniShip-low, bond-skillfulShip-high, bond-swiftShip-low); fields all 22; matches all 18; standins all 10; diy 135 of 138 (unchanged: diy-027, diy-029, diy-087) — every battle where a clip-carrying enemy meets an operator: the first strike of a contact waits its wind-up, stuns cut swings (the cut alone moves 55). With every attackAnim stripped from the data the corpus is byte-identical to the previous commit (nothing else moved). Bot matches: solo-HARD-2 now wins, coop2-NORMAL-8-serverrun now loses; the other 16 keep their result. Tests: test/sim/feedback5-enemy-swing.test.js (new, 6). Updated on purpose: feedback2-enemy-attack-stand.test.js (it locked the instant first strike), enemies_bosses.test.js (沉沙 / 新硎's cleared interval, 帝国的甲胄, 斩胄之剑 / 破胄之锤 wait for the frame). test/sim, test/content, test/match pass. Docs: SIM.md, DATA.md (attackAnim), ASSETS.md.
6018 lines
403 KiB
JSON
6018 lines
403 KiB
JSON
{
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"family": "diy",
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"about": "自选 pieces: every kitted owned 6★ × form (tiers 5 / 6, normal / elite × module) × skill, every kitted prototype at its locked selection",
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"note": "Generated by `npm run golden:update` (tools/golden.mjs). A refactor must never change this file; see test/golden/README.md.",
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"hooks": ["battleStart","deploy","tick","beforeAttack","attack","hit","damaged","heal","kill","death","skillStart","skillEnd","ammoUsed","spGain","statusApplied","blocked","enemySpawn","enemyLeak","battleEnd","fatal","layerGain","elementBurst","dodge"]
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"fx": {"aoe":120,"displace":9,"dodge":4,"dp":46,"slash":57},
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"diy-138": {
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"about": "6_diy1_a=sharp2 6_diy2_b=sharp2 6_diy1_a=acspec 6_diy2_b=acspec 6_diy1_a=acnipe 6_diy2_b=acnipe 6_diy1_a=accast 6_diy2_b=accast 6_diy1_a=acmedc 6_diy2_b=acmedc 6_diy1_a=acsupo 6_diy2_b=acsupo",
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"fast": false,
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"kind": "normal",
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"stageId": "act1autochess_m06",
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||
"modeId": "mode_single_hard",
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"round": 13,
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"seed": 1340399568,
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"waveId": "act1autochess_h06",
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"time": 230,
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"ticks": 6900,
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"reason": "timeout",
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"killed": 25,
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"total": 135,
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"errors": {"count":0,"kinds":[]},
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"players": {"p1":{"killed":25,"total":135,"perfect":false,"leaks":110,"leaksUncounted":0,"coins":0,"dmg":827793,"bossDmg":0,"heal":69620,"deaths":12,"layerGains":{}}},
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"units": [
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],
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"events": {"atk":1823,"deploy":20,"die":37,"dmg":2388,"engage":9,"fx":88,"heal":228,"leak":106,"skill":41,"spawn":147,"status":1065},
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"fx": {"aoe":5,"dodge":30,"ember":39,"revive":14},
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}
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}
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}
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