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SIM.md — battle simulation engine reference (server/sim)

Audience: content authors (kits, bonds, garrisons, items, bands, enemies, bosses, devices, choices) and the match owner who drives Battle. The normative contract is DESIGN.md §5; this file documents the concrete implementation, every hook and helper, the SkillSpec schema with worked examples, the profession defaults and the test harness. Everything here is deterministic: the only randomness is battle.rng().

server/sim/
  Battle.js        one field (normal / unite / boss / hidden) — public API, hook bus, helpers
  constants.js     TICK, MOVE_SCALE, ATTACK_PAUSE, element numbers, tuning knobs
  rng.js           mulberry32 PRNG (+ int/range/chance/pick/shuffle/weighted)
  grid.js          stage grid, tile semantics, 8-dir A* (no corner cutting), obstacles
  units.js         Unit model + stat aggregation
  buffs.js         Buff model, mod keys, status catalogue
  damage.js        damage / heal pipeline, shields, dodge, element gauges
  targeting.js     range grids (rotated by the unit direction), target filters, priorities
  body.js          where a unit can be hit: huge units' hit rectangles — the helper of every range test on enemies
  dir.js           the 4 deploy directions: vectors, rotation, mirror (shared with server/match and browsers)
  projectiles.js   projectile flight & impact
  skills.js        SkillRuntime (SP, charges, triggers, kinds, SkillSpec)
  ai.js            operator attack loop, enemy route following / blocking / attacks
  fear.js          恐惧 movement of enemies: reachable-tile fan away from the source, random checkpoints, self-fear flutter
  professions.js   default behaviour per subProfessionId
  snapshot.js      wire format (UnitInfo, snapshot tuples, flags, anim codes)
  simdata.js       data access + normalisation (data/*.json, research fallback)
  content/index.js installContent / setupUnitKit / registerAllMeta
  content/generic.js  generic kit from skill blackboards
  content/kits/tier1..6.js, content/{tokens,bonds,garrisons,items,bands,enemies,bosses,devices,choices}.js  (content phase)

1. Driving a battle (match owner)

import { Battle } from './sim/Battle.js';
const b = new Battle({
  seed, kind: 'normal' | 'unite' | 'boss' | 'hidden', modeId, round,
  stageId | stage,              // data/stages.json id or entry
  rect,                         // optional; defaults: normal rows 9–12 × cols 0–10, unite cols 0–20, boss rows 0–5 × cols 0–20
  timeLimit,                    // game seconds (the match passes 2 × the round's combatTimeLimit, which data gives in
                                // real seconds of the forced-2× battle — DESIGN §4); boss/hidden default Infinity (match force-ends)
  players: [PlayerBattleInput], // DESIGN §5.1
  spawns: [SpawnSpec], routes: [RouteSpec],
  sharedBoss,                   // { hp, maxHp, damage(playerId, amount) } or null
  flags: { layerGainsEnabled, dpInit: 10, dpPerSec: 1, dpMax: 99 },
  fieldId,                      // echoed in snapshots
  enemyOverrides,               // waves.json `overrides` ({ [enemyKey]: { stats: {…partial} } })
  // optional: data (DataSource or raw maps), content ('full'|'generic'|'none'), kits ({baseId: kitFn}),
  // extraContent ([{install(battle)}]), setup(battle) (runs after content install, before deployment),
  // recordEvents (default true), autoFinish (default true), logger, quiet, verbose, devices (false = no stage crates)
});
while (!b.finished) b.step();      // 1 TICK = 1/30 game s; live battles run at the forced 2× = 60 ticks per real second
b.snapshot();  b.drainEvents();   // every 3 ticks for watchers (§8.2 wire format)
b.result();                        // BattleResult (DESIGN §5.1) — see §1.3
b.forceEnd('forced' | 'timeout'); // 'timeout' converts remaining enemies to leaks
b.fieldMeta();                     // { fieldId, kind, rect, stageId, units: UnitInfo[] } for m.field

Construction creates every ally unit (not yet deployed) and installs content (kits, then domain modules). The first step() (or b.start()) spawns stage crates, deploys all board units for free — per player the operators top→bottom then left→right (right boss side: right→left in field columns), then the summon pieces the same way (PRTS 卫戍协议/帮助 "按从上到下>从左到右的顺序部署。优先部署干员,随后为召唤物"; a skill's summon — 赫默's 医疗探机, 巫恋's 诅咒娃娃 — included, once, free: content/tokens.js dockSkillSummons / releaseSkillSummon, user playtest #6) — except a summon piece content flags deferDeploy (one its owner's loadout does not make, e.g. 赫默 on S1; with SKILL_SUMMON_START_DEPLOY off also a skill's summon, which then waits on its reserved tile until the skill gives one) — firing deploy {initial:true} for each, forces out the operators that enter knocked out (carryState.down, 联防 — §1.1), then fires battleStart. Every summon that came in during the initial deployment (also one an operator's deploy brought along) then ranks after all the operators in the aggro order (unit.aggroSeq, §1.2). On a shared field (联防, the boss field) the players' fields deploy side by side: the i-th operators of all players come in together (in players order), then the summons the same way, and the summons rank after the operators of all players [ASSUMED] (PRTS describes one field — units deploy one after another with a fixed delay from the battle start — and "两处阵地将前后拼接为一处阵地"). Register hooks before the first step (e.g. opts.setup(battle) or right after new Battle).

Tick order: scheduled callbacks → spawns → DP → buffs (+HP regen) → enemies (attack, move, block) → enemy tile index → allies (skill tick, attack) → projectiles → auto-redeploys → boss pool sync → tick hook → release hooks/timers of units removed this tick (§1.4) → time += TICK → end checks.

Knocked-out operators (PRTS 卫戍协议/帮助 §作战阶段 单位部署; player report F5 after 0.1.0): "干员退场后…原地留下一个 “倒地干员”…满足再部署条件时,移除场上的该倒地干员并自动部署至该位置" — an operator knocked out (isDown) lies on the tile it fell on (unit.body, Battle._layBody; b.snap down carries it) and its redeploy — the timed one (_checkRedeploys: timer done, tile free, DP ≥ cost), 不屈's, 阿戈尔's — comes back there (restTile); "若干员被击倒的位置为其他干员或召唤物的 初始位置,则在被击倒后,尝试返回其自身的初始位置": one that fell on another board piece's home (a 突袭 member after its jump, 乌尔比安 off his anchor; the piece on the field or not — a summon leaves its home free only once it has expired or been killed) lies on its own home instead when that is free (else it stays [ASSUMED: one attempt]); x / y / tileR / tileC keep where it fell for the kill / death handlers. "倒地干员所在地块视为可部署,但所有我方单位在此处的部署 行为将被阻止": downOn(r, c) — _deploy (redeploys, the 突袭 landing, summons), spawnDevice and relocate refuse that tile and isReservedTile reports it, so every automatic picker skips it. The rule covers every 退场 (GitHub #60): an operator forced out by its own effects (retreat reason 'retreat': 史尔特尔's 余烬, 耀骑士临光 S2, 骑士戒律 + 竞技旗, 伊内丝 S3; 'merchant': a 商人 that cannot pay) lies down and comes back the same way — still no kill (its death reason is not 'killed': no 被击倒 effects, 不屈, 阿戈尔 or knock-down count); only the 突袭 retreat ('raid', redeployed at once on its landing tile) and permanent removals leave nothing.

1.1 Coordinates (PlayerBattleInput units)

units[].row/col are board coordinates (rows 9–12, cols 2–10) unless abs: true (or player coords: 'field'). Mapping:

field row col direction
normal row col + colOffset (0) unit dir (default RIGHT)
unite row col + colOffset (0 or 8) unit dir
boss/hidden, side L row − 7 when row ≥ 7 (board 9–12 → boss 2–5) col + colOffset unit dir
boss/hidden, side R same 20 − col (mirrored; colOffset ignored) mirrored: RIGHT ↔ LEFT, UP / DOWN unchanged (battle.mapDir)

rowOffset on the player overrides the boss row mapping. Unit input dir ∈ 'UP'|'RIGHT'|'DOWN'|'LEFT' (the board piece's facing, research 09 §1.2; absent/junk ⇒ RIGHT; with abs / coords:'field' it is a field direction as given). A merge's elite is an ordinary board piece to the sim: when the merge consumed a deployed copy it stands on that copy's tile with its facing (PRTS 卫戍协议/帮助 "若消耗已部署至作战区的干员,则发送至作战区对应位置"; PlayerState._mergeChess), with its loadout's skillIndex / moduleId and no equipment (the copies' items went back to the hand). Token pieces: { kind:'token', tokenId, ownerUid, row, col, dir? } — the manually deployable summons the player placed (data placeable, PRTS 卫戍协议/帮助 §战斗部署; user playtest #6). A piece marks the tile its summon deploys on: a talent summon the owner holds from the start (狼群, 海嗣, 流形, 凯瑟琳's 爬行号·防护单元 — facing the operator it shields) deploys with the board; a skill's summon (赫默 S2 医疗探机, 巫恋 S2 诅咒娃娃, "获得一个…") deploys once at the battle start, free and regardless of the holding (PRTS §作战阶段 "所有手动部署的召唤物,无视所属干员的持有状态…作战开始时立即部署一次"), then waits on its tile and takes the field there each time the skill gives one (stock ≤ 1, after the token's redeploy time once it left, free; never while its owner is off the field [ASSUMED] — a stocked one deploys as soon as the owner is back; the doll also leaves when 巫恋 leaves, the drone stays when 赫默 leaves: PRTS token 备注). A skill's summon, a device or 海嗣 that was not placed never appears (the hidden 待部署区 deploys nothing by itself); the tacticians' 狼群 / 流形 still come as their 援军 on a tactical point without a piece (content/tokens.js tacticalPoint). Their piece stands inside the tactician's attack range — the prep enforces "只能部署在召唤者攻击范围内" (tokens.json ownerRange, player report #9 after 0.1.0) — and the kits re-use the piece's tile for a re-summoned pack only while it is a free, standable tile of her initial range (tier3 tacticalPoint, tokens.js ensureReinforcement). The start deploy is the user's call after playtest #6 (DESIGN §20); shared/constants.js SKILL_SUMMON_START_DEPLOY = false would bring back the playtest #4 reading (only with the skill) in the sim and the summon card's hint (docs/PLAYING.md §4 and this passage must follow; test/ui/playtest6_summons.test.js checks).

Facing (DESIGN §3, sim/dir.js). Every ally has unit.dir; unit.fwd = its forward vector [dRow, dCol] (UP [1,0], RIGHT [0,1], DOWN [−1,0], LEFT [0,−1]; row 0 is the bottom). Range grids and every relative offset [dRow, dCol] are authored facing RIGHT and rotated: RIGHT (dr,dc), UP (dc,−dr), LEFT (−dr,−dc), DOWN (−dc,dr) (rotateOffset; the inverse toLocal turns an absolute delta into the unit's frame); rangeExtend adds tiles along +dCol before rotating. unit.facing (±1) survives only as the derived horizontal sign for sprite flipping (a legacy facing = ±1 assignment sets RIGHT / LEFT). Content rules: "身前 k 格" = frontOf(r, c, dir, k) (support.frontTile); "左右两格" = offsetTile(r, c, ±1, 0, dir) (support.sideTiles); kit pushes / pulls use unit.fwd; blowers compare directions (same ⇒ equal, reverse ⇒ opposite, perpendicular ⇒ vertical); board-position rules ("更靠左", "最右边", "同一行最右边") stay board positions in the player's own frame (mirrored FA side: counted from the field's other end), independent of the units' directions. Enemies keep their own horizontal facing logic (content/enemies.js frontGuard). "First tile" tie-breaks relative to a unit (tactical points findTacticalPoint, summon tiles findSummonTile, the 突袭 landing tile) compare offsets in the unit's facing-RIGHT frame (localOrder / localBefore; for a RIGHT unit exactly the old tile-key order), so a rotated layout plays the same (test/sim/facing-invariance.test.js: every chess × 4 directions on an open field). 余 S3's fire wall runs through his tile perpendicular to his direction (his column facing RIGHT / LEFT, his row facing UP / DOWN; fx firewall.axis = 'col'|'row'). carryState: { hpPct, sp, skillActive } restores unite helpers (HP ratio, SP; skillActive restarts a timed skill for a fresh duration/ammo without spending a charge — unitsEnd reports sp: 0 while a skill runs, so pass it through as is). carryState: { down: true } = an operator knocked out at the end of the helper's own combat (PRTS 卫戍协议/帮助 "上一阶段为 退场状态的干员强制退场", user playtest #5 item 2): start() deploys it with everyone (initial deploy fires), then — before battleStart — withdraws it with reason FORCED_EXIT (constants.js 'forcedExit') and HP 0 (the end-of-phase HP ratio, as after kill): it is down on its tile (isDown, b.snap down) with its full redeploy timer and redeploys by the normal rule; no kill hook, no 'killed' death (knock-out effects such as 深海 / 不屈 revives or 崇高牺牲 layers fired in its own combat), no deaths count. Right after battleStart its timer is re-read (deathAt + respawnTime × persist.redeployMul × s.redeployMul), so a redeploy-time effect switched on by a battleStart handler covers it like a later knock-out (机变 征召 −50 %; 征召's row check does not count it [ASSUMED]).

1.2 Enemies, routes, ownership

SpawnSpec = { time, enemyKey, routeIndex, count=1, interval=0, mods:{hpMul,atkMul,defMul,resMul,speedMul}, sourcePlayerId?, bounty?:{coins, ownerPlayerId}, tag?:'boss'|'part'|'escort'|'bounty', ownerPlayerId?, pos?:[r,c], route?:RouteSpec, countInTotal? }. RouteSpec accepts data/waves.json routes ({motion, start, end, checkpoints:[[r,c]…], steps:[{t:'move',p},{t:'wait',s},{t:'disappear'},{t:'appear',p}]}) and research routes ({m, s, e, cp:[['MOVE',r,c]…]}). spawnsFromTemplate(waveEntry, {mods}) (simdata.js) converts a template into { routes, spawns, maxPlayTime, overrides, extraRoutes } (non-spawn action entries are skipped; unharmful and tag:'part' spawns don't count in total).

Leader parts (tag:'part') pass damage to their leader with loseHp(leader, share, { source, from, sourceless: true }) (无来源, credited to the attacker's bossDamage): PART_TRANSFER 1 for 斩胄之剑 / 破胄之锤 (BLADE_TRANSFER, the same constant) and 碎铳之簧 (PRTS "受到伤害时令假想敌:胄/铳受到等量的无来源生命流失"; DESIGN §20.10, §20.13). Content may replace a part mid-battle: every 剑/锤 sortie (content/bosses.js kitBlade) ends by spawning a new 初始模式 copy on its level branch route (left_hand_origin / right_hand_origin) with the old HP, then kill(old, null) — uncounted, no bounty; the client sees a die and a spawn.

WALK legs pathfind on the stage grid inside the rect with the official flow field (grid.js: 4-direction SPFA from the destination, crates cost 1000, then Bresenham line-of-sight smoothing — research 08 §3.4). The official route stays unless 0.1.0's road-over-floor preference route (the fewest non-blockable tiles among equal-length chains, a line of sight that never covers floor — diagonal-step corners included — its grid route does not walk; user playtest #2 item 2) crosses strictly fewer non-blockable tiles (floor / gate lanes); "crosses" = passes through the tile's interior, a corner touch does not count (grid.js segmentTiles; community report D5 after 0.1.0: 战场#04's lower-gate enemies cut diagonally from row 9 into row 10 as officially), and on equal counts the official route stays. test/sim/pathing-official.test.js lists the 21 of 154 stage routes that still differ from the official ones (战场#01's col-8 road, the boss exits of 战场#01 / #02 …, and 7 on the inactive 战场#05(上半), whose 深水区 counts as non-blockable since it refuses deployment — the sim does not model the canoes over it); test/sim/pathing-blockable.test.js audits the floor crossed. Enemies re-path whenever an obstacle changes (grid.version), after a displacement and when 诱导 / 恐惧 ends (the 恐惧 and 诱导 walks likewise re-plan from where the enemy stands after an obstacle change or when something else moved it — a push, or for 诱导 an outranking 恐惧); the smoothed chain is only line-of-sight clear from a tile centre, so an enemy re-planning off-centre first steps back to its tile centre when the straight line to its first waypoint would cut a tile it cannot walk or a crate (a pushed enemy never clips a fence corner or breaks the decorative crate on it — act1 m03 (11,5); test/sim/pathing.test.js). If crates cut every path the enemy walks through them, gets blocked by the crate and destroys it. FLY legs fly straight between checkpoints. disappear hides the enemy (untargetable, not in snapshots), wait pauses, appear teleports.

恐惧 movement (fear.js, user playtest #6; PRTS 诱发移动 §恐惧): a feared enemy leaves its route. Each application (Battle.applyStatus stamps it on the buff) lists the 恐惧可达地块 — tile centres within 10 of where it was hit, inside the ±45° fan pointing away from the source, passable for its motion (obstacles or not), able to reach its goal, not the objective. The enemy moves (own speed) to a random one of them, offset at random inside a 0.5-side square, then picks again; a pick more than 5 path steps away (or on an obstacle tile, which has no path) is dropped for good and its own tile is used instead. No source, the unit itself as source (自惧: the “萨科塔” enemies' SelfFear) or a source on the hit point ⇒ no tile ⇒ it flutters inside its own tile. Ground units walk the flow-field waypoints to the checkpoint (back to their tile centre first when an off-centre straight line would clip a wall, as route legs); pushed / pulled or after an obstacle change, that walk re-plans from where the unit stands — to the same checkpoint while it stays reachable, else to a new pick. A wait leg keeps counting; when the fear ends the route re-plans from where it stands. 恐惧 outranks 诱导.

Blocking (Battle._checkBlock, official contact rule — PRTS 游戏数据基础 §阻挡半径, 作战机制 "中点判定 … 案例: 阻挡"; user playtest #5 item 4): an unblocked, blockable enemy is blocked by an ally (or device) whose centre is within its block radius of the enemy's position — constants.js BLOCK_RADIUS: ground 0.7071 (compared as d² < 0.49999037, the tile's circumscribed circle), air 0.8944 (blockFly units against flyers; an airborne 起飞 unit — flag liftoff — blocks flyers only, PRTS 术语释义 起飞 "阻挡模式变为空中阻挡"), devices 0.4472 — while that blocker has free capacity for the enemy's blockWeight (data blockCnt). A unit standing on a tile ground units cannot pass — the fenced 围墙 / 围栏 tiles (b: low, deployable, flyers only; the only low tiles of that kind on the stages) — blocks no ground enemy (PRTS 围墙 / 围栏 地形机制 "部署在其中的单位,若当前阻挡类型为'地面阻挡'则无法阻挡敌人"; Battle._blockerFor). Nothing walks onto those tiles, but a push or pull stops an enemy at the fence edge, 0.5 from the unit; it walks on from there (found while checking community report F4 after 0.1.0, 深巡 on a fenced tile: 薄绿 S2 held the enemies she dragged against the fence; test/sim/feedback1f-fence.test.js). Air blocking (blockFly against flyers) stays [ASSUMED: PRTS restricts the rule to 地面阻挡], and a unit on a fenced tile still attacks whatever stands on its range tiles. It is checked every tick for every unblocked enemy, moving or not: an enemy that overlaps an operator when its blocker dies / is withdrawn / is stunned, or when the operator's blocked enemy dies, is taken over at once; an enemy that finds no room walks on (pass-through). Several blockers in contact → the nearest [ASSUMED]. A head-on enemy therefore stops at contact, ~0.71 tile from the blocker's centre, on the tile in front of it (PRTS 作战机制: a blocked enemy's collider does not enter the blocker's tile; the official few hundredths of a tile of deceleration are not modelled), and every blocker — melee units (要塞 / 领主 / 哨戒铁卫 included), summons (流形's melee copy) and a ranged operator standing on a melee tile alike — may always target the enemies it blocks, in range or not, whatever its facing, and targets them first ("可以选择且优先选择阻挡单位", PRTS 选择器; the user's rule after playtest #6, "阻挡了就一定要能打到": officially the collision pushes a blocked enemy to its blocker's front — Battle.blockedTargets, used by ai.js acquireTargets and the skills' DEFAULT trigger, and sortEnemyTargets; "自身这格内" rules name the blocked enemies separately — 瑕光 S2, PRTS 备注). A kit that picks its own targets from the range (beforeAttack) adds battle.blockedTargets to its candidates (深靛, 迷迭香 S3, 荒芜拉普兰德 S2, 佩佩 S2, 灵知 S3, 远牙 S3); only skill texts that exclude targets keep their rule (普罗旺斯 S2: none above 80 % HP; 寒檀 S2: icicles on random tiles of her range). This replaces the playtest #5 QA's melee-only reading (PRTS 索敌的概念 "我方索敌优先级:阻挡(近战限定)"; "远程位干员…无法攻击到这个敌人"); DESIGN §20 keeps the one-line flip (Battle.blockedTargets / sortEnemyTargets gated on a melee position again). The every-blocker rule is for units whose attack hits enemies (咒愈师 included: "攻击造成法术伤害"). A healer — dmgType heal (医师 / 群愈师 / 疗养师 / 链愈师 / 行医, the map characters 预备干员-医疗 / Touch) or a skill attack turned into a heal (古米 S1 / S2, 塞雷娅 S1, 波登可 S1) — selects injured allies only and keeps healing while it blocks; it never targets the enemy it blocks (PRTS 卫戍协议/帮助 "对于医疗干员(咒愈师分支除外),攻击目标为需要治疗的单位"; PRTS 仇恨 HP_RATIO_NOT_FULL_ASC; PRTS 选择器 adds only the blocked units the selector's side can pick): ai.js acquireTargets returns its heal targets before the blocked targets, and the heal skills' DEFAULT trigger looks at injured allies (test/sim/feedback1e-healers.test.js).

Enemy attacks: blocked melee enemies hit their blocker; enemies with rangeRadius > 0 and applyWay ≠ MELEE attack allies whose collider touches their range circle — centre distance ≤ rangeRadius + ALLY_COLLIDER_RADIUS 0.25 (PRTS 作战机制 §碰撞体积与位置识别: "我方干员碰撞体积基本均为以0.25格为半径的圆形", 索敌 uses the colliders; user playtest #6 follow-up: 萨卡兹枯朽战车's 2.2 reaches 2.45; enemy skills / zones of content keep their own point radius [ASSUMED]) (a MELEE enemy only ever hits its blocker — data/enemies.json already zeroes their rangeRadius, the engine enforces it for any source; content may set enemy.profile.melee = false). Target order (targeting.js sortAllyTargets, PRTS 作战机制 索敌 "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)"): its blocker → highest taunt level → latest deployed (aggroSeq = the deploy order: a redeploy or a mid-battle summon is the latest). enemy.profile.canTarget(ally) (content: 萨卡兹枯朽战车 "只攻击位于低地的我方单位,且不会攻击飞行单位", 掠海漂移体 / “萨科塔之眼” 不会攻击飞行单位 …) filters the candidates before the order; a special priority (假想敌:铳 / 昆图斯 highest DEF, 假想敌:胄 highest / lowest ATK, “自在” nearest …) sorts by its key and breaks ties by taunt, then latest deployed (aggroCmp); untargetable / sleeping allies and devices are never targets; an airborne ally (起飞, flag liftoff: 蒂比's skills) never for a ground enemy (对地规避 — targeting.js evadesGround, PRTS 术语释义 起飞 "无法被不同阵营行动方式为地面的单位选中"; flyers, 近地悬浮 and 浮空 enemies still pick it; the enemy area selections skip it too (below); not selections, so they still reach it (ignoreSelect): abilities PRTS marks "无视无法选择 / 无视(目标)可选性" (【污染秽蚀】, 假想敌:铳's 【盲信之誓】, 萨卡兹悖谬暴虐兵长's 暴击 splash, 假想敌:淤困's burst spread), direct picks (碎铳之簧's 法术护盾 counter and 重装侦察兵's 暴露 on their attacker — PRTS 异常效果 "'直接选中'的能力…不受这些仅在选择时生效的异常效果制约"), the blasts of flying units credited to the ground 胄 (刺胄之弹, 斩胄之剑 / 破胄之锤 — whose 掷剑 / 掷锤 pick "(无视无法选择)") and the ticks of a debuff a ground enemy put on it before it took off (出血, 沙狱, burning DoTs, 淤困, 【自然涌动】 — a tick selects nobody); the buff auras of ground enemies and the sourceless 毒雾 of 假想敌:蚀裂 still reach it [ASSUMED]; a ground enemy's area skill whose cast depends on allies nearby counts only the targets of its trigger selection — 卢西恩's 【aoe】 ("需要目标"), 锏's CircleAttack (targetsNear, PRTS 选择器 "所有触发选择器通常不无视迷彩"); a stealthed ally (隐匿, 排气格栅) only for the enemy it blocks — our operators keep 隐匿 while blocking (PRTS 作战机制 §隐匿; 索敌的概念: a blocked enemy "强行无视对方可选性" attacks its blocker); a camouflaged one (迷彩, flag camou: ba.camou "不阻挡时不成为敌方普通攻击的目标") likewise (PRTS 异常效果: neither anomaly is "阻挡时解除") — for every target selection (attacks, skill picks, cast conditions, a normal attack on every operator in range — 斩胄之剑 / 破胄之锤's hover attack, “灵幛”). Enemy area effects — splash, death and self blasts, area skills and statuses, pulses, the zones an enemy leaves, chain / bounce jumps, 周围四格 additions, whole-column / whole-field skills — select with targeting.js areaSelectable (content/enemies.js areaAllies / areaAlliesInTiles / fieldAllies; PRTS 作战机制 §AOE伤害判定 "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"; PRTS 异常效果 §无法选择: 隐匿, 不可选中, 无敌 and 对地规避 make "常见的、来自不同阵营的“选择”行为" skip a unit unless the ability "无视可选性"): no 隐匿 ally unless it blocks that enemy [ASSUMED: the blocker exception, read from 索敌, for its area abilities too], no untargetable or sleeping one, no airborne 起飞 one for a ground enemy; an invulnerable one still [ASSUMED, as for attacks — §21.22]. 迷彩 is not checked: splash-type damage, 中点判定 / 格子判定 effects and auras ignore it (ba.camou "无法躲避溅射类攻击"; PRTS 异常效果 迷彩 "所有光环类能力、以及涉及中点判定/格子判定的效果均不受迷彩制约") or the enemy's PRTS page says "无视迷彩" — the few sites with none of these hit it [ASSUMED] (DESIGN §22.12). A target the ability locked beforehand (an attack's target, 死亡之眼's channel, a C4, an 爆炸箭) is a direct pick — a 隐匿 it gained meanwhile does not save it (PRTS 异常效果 "'直接选中'的能力 …不受这些仅在选择时生效的异常效果制约"); only the units around it are an area selection (targetAndArea). An enemy's buff aura (深池伙友卫队's field, 扎罗's 远古威慑) takes the allies targeting.js auraSelectable accepts — 隐匿 kept out (PRTS 作战机制 §隐匿与Buff的关系 "隐匿状态下的单位一般无法被敌方的索敌机制和Buff选择器选中为目标"), an airborne 起飞 ally not [ASSUMED, §21.22]. Until 0.1.2 they took every ally in the area (GitHub issue #32 item 6; DESIGN §22.12). Still on every ally there: the "无视无法选择 / 无视可选性" abilities above (and 远眺's death 暴露, 圆仔's facing count), 寒霜's aura (PRTS names its 攻速下降 Debuff among the effects that "无视隐匿状态起作用") and map / tile / terrain effects (“墓碑”'s halving — PRTS: a map effect —, 【国度】, a chimera's 源石污染区 aura [ASSUMED for the last two]) and, unblocked, stand for each attack's clip — attackStand: data/enemies.json attackAnim, through its wind-up (cooldown ≤ the strike frame, a target in range) and the rest of the clip after the strike, shortened when the attacks come quicker than the clip; ATTACK_PAUSE (0.35 s) after the strike when no clip is known; an attackMoves (「不停止移动」) enemy never stops; a stun ends the stand; only the walking waits — a route WAIT keeps running and DISAPPEAR / APPEAR legs still happen, hiding ends the stand; GitHub #58 — then walk on; fear/disarm stop attacks; dmgType 'none' enemies never attack — unless content arms them through enemy.profile (noAttack: false, melee, dmgType, maxTargets: 转译基底·α's 寻仇者 / 特战术师 forms, which then attack like any enemy); dmgType 'heal' enemies heal the lowest-HP% enemy in their radius instead. A noMove enemy stands (not moving, drawn idle). Content can take over an enemy's attack: enemy.profile.deferHit = the engine makes the attack (target, timing, the 'atk' event) but deals no damage — the content's attack handler resolves it (帝国炮火先兆者's shells landing 3 s later, content/enemies.js kitShell); enemy.profile.shot = the 'atk' event's projectile kind ('mortar': no projectile drawn). 暴鸰 (kitBombd, no normal attack) drops its one bomb as a projectile: the cast (trigger: an ally within its range 2; the drone hovers through it) releases it BOMBD_RELEASE (8 ticks, the Attack clip's OnAttack on frame 8) later — 'atk' kind 'droneBomb' and setForm 'bombed' (fx 'phase' {kind, form 'bombed'}; unit.form → UnitInfo.form; the model flies on without it) — and it hits on arrival (target 100 % ATK, the other allies of the 8 tiles around its landing tile 100 % splash, camouflage ignored; a target gone mid-flight: it lands where it was). The cast ends once the bomb has landed and at least BOMBD_POST_DELAY (0.667 s) after the release: the drone's speed ×2, and it moves again. A stun / freeze / sleep before the release interrupts the cast: nothing leaves the drone and the skill re-arms with its 1 s cooldown (feedback D4 after 0.1.0: the damage used to land in the trigger tick with the bomb still on the drone). Crates (stage devices with role crate, 100 HP) are ground obstacles; an enemy forced through one is blocked by it and destroys it. A device is present when data/stages.json says active: true (this wins over the level file's hidden: act1 m02's crates); research stages without active use !hidden. Active platforms/mounds (射击台, act1 m03) [ASSUMED, DATA §15.11] are ground obstacles, and an operator standing on one is elevated (unit.ground = false: never blocks).

Enemy damage zones (content/enemies.js zone / dmgZone / pollution): a zone ticks on the allies inside it that it selects — an enemy's zone through its area selection (areaAllies, above; the sourceless 毒雾 with no selecting enemy: 隐匿 kept out, 起飞 not), 【污染秽蚀】 on every ally inside (flyers, stealthed and untargetable ones included; alliesInRadius) — through dealDamage, so shields absorb a damage tick, damage-taken modifiers scale it and it counts for 受击回复 SP and TAKE_DAMAGE skills like any hit (§4; element fills excepted). 【污染秽蚀】 (萨卡兹枯朽战车's 秽蚀轰击, 萨卡兹枯朽战士's death) is true damage, 50 / 25 per second on low / high ground (PRTS "每秒受到50/25点真实普通伤害 … 同名效果不叠加", user playtest #6): a unit covered by several zones takes one tick per second (unit.mem.pollutedAt), so a crowd of dying 萨卡兹枯朽战士 totals 50 / s, not 50 × n. It is "可对空,无视无法选择": it also burns an airborne 起飞 ally (ignoreSelect), at the low-ground rate on a low tile. The other zones are no exception to 对地规避: a ground enemy's 燃烧区域 (集团军重型火炮, PRTS "碰撞不受迷彩制约,不可对空" — 迷彩 only) skips an airborne 起飞 ally and an unblocking 隐匿 one; the sourceless 毒雾 of 假想敌:蚀裂 skips a 隐匿 one but still reaches an airborne one (PRTS 作战机制's "可以受到无来源的 毒雾伤害" is the stage hazard; until 0.1.2 the cloud took everyone inside). An activated 孽罪奇美拉's aura (kitChimera, PRTS "自身半径1.2 范围内的所有单位持续视为受到源石污染区影响,技力自然回复速度倍率-80%,每0.5秒受到50真实持续伤害(同类效果取最高)") is the same kind of damage — 无来源 true (like the terrain it stands for [ASSUMED]), the chimera credited — not a 流失 (player report D1 audit): radius 1.2, a tick every 0.5 s, one tick per unit per 0.5 s however many chimeras reach it (mem.chimeraAt).

Knock-outs that are not deaths (content/enemies.js; player reports after 0.1.0): a killed ability that keeps the enemy alive hides the knock-out from every later kill handler, the kill count, kill credit and the bounty — they all wait for the real death, the only one with a die event. Every 重生 (reborn(), husk(), statue()) clears what operators put on the enemy — the buffs with an ally source and source-less catalogue statuses (PRTS 特殊机制 §重生 "清空自身身上除白名单外所有Buff"; rebirthCleanse), restarts its skills from their initial cooldown when the 重生 ends ("重生结束时,重置自身的通用技能与当前形态的技能冷却为初始冷却"; rebirthCooldowns, since 0.1.1) — and keeps [ASSUMED: the whitelist] its persist talents, what it or another enemy gave it (锏's self-applied 抵抗, enemy auras) and source-less field state (on-tile terrain, airflow, element burst locks). 活性源石's lasting effect (terrain:infection, a timed buff that outlives the tile) is no field state: the 重生 clears it (PRTS 特殊机制 非首次标记 "如无特殊说明,也默认同常规Buff一样可被重生清除"), and contact gives it again on the tile [ASSUMED] — kept, its ticks broke a 逐火 ember's hits (DESIGN §22.4). A 逐火 knocked out while feared is no unblockable ember — nor one feared by the knocking-out hit itself (the 重生's 无敌 + 无法选中 refuses it, Battle.applyStatus). 重生 / form changes: reborn() (first knock-out → second form; fx forms 'reborn' → 'form2'), statue() (守墓石像: melee only while blocked; first knock-out → 10 s unblockable, immobile statue → a flyer with ranged arts attacks that skip flyers; forms 'stone' → 'fly'), husk() (talent Revive[Trigger], every knock-out: 1 s 重生 — 无敌, 无法阻挡, immobile — then a hit-count husk that walks its route on: the 深池逐火 余烬 / 火灰 are 隐匿 and disarmed, so only a blocked one — or one within 3 s of a block's end, the warrior's own block that the knock-out releases included (§22.8 [ASSUMED] order) — can be targeted or struck by operators (radius area damage too: Battle.foesInRadius, PRTS 作战机制 §AOE伤害判定 — until 0.1.1 it reached an unblocked one); 假想敌:再生's 傀儡 is unblockable and, as it begins, shields the other enemies within 1.8; a husk still standing after Revive[Trigger].interval s stands up again with full HP), 转译基底·α (its original form cancels every damage instance, and an HP loss stops at 1 HP; the 4th physical / arts instance or a block starts a 2 s change). Each form change goes through setForm(b, e, form, fxKind, params): the unit keeps it (e.form, published as UnitInfo form, so a view built mid-battle from fieldMeta() — a watched teammate's field, 联防 observers, a reconnect — starts in it: render/app.js renderInfo hands it to the view) and the fx announces it as its form: a 'phase' fx (crawl, translator_* — also its kind), 'ember' ('husk'), 'revive' ('revived' / 'form2' / 'fly'), 'telegraph' ('reborn') or 'stone' ('stone') — render/units.js FORMS. An operator has one form too: a 傀儡师's <替身> (professions.js installDollkeeper: u.form 'doll' from the switch to it — fx 'substitute' { form: 'doll', dur } — until the switch back, fx 'swap' { form: null }, or its knock-out, fx 'dollEnd' { form: null } after the 'die' event). Barrier / charge 'phase' kinds carry no form and are no forms. A form is state, not decoration (b.snap tuples carry none): the client keeps every fx with a form (shared/protocol.js fxForm) where it drops other events — the runner's catch-up frames and its hidden-tab backlog (battle/runner.js keepsState; a backlog past HELD_MAX drops only superseded status / skill toggles, and a battle that ended while hidden delivers it when the tab is shown), the game screen's events buffered before a field is entered (screens/game.js keepEarly, also while a re-sent field meta re-enters the field on screen) and the render engine's event queue (render/interp.js isCosmeticEvent: a form fx is never dropped as stale, more than 1.5 game s behind the render clock, nor shed from a full queue; one handed out late switches the model without its telegraph or a change clip that would already have ended); dropping them was report #5's look again after a stall or a background tab.

Ownership (enemy.ownerId, used for killed/total and leak attribution): ownerPlayerId if given, else the player whose half contains the spawn tile (cols ≥ 11 = right half / player with colOffset 8 or side R). A leak is recorded for the player whose half contains the goal it reached, with sourcePlayerId preserved for unite LP.

1.3 BattleResult

{ time, reason: 'cleared'|'timeout'|'forced', killed, total, errors, unspawned?: [{enemyKey,time,tag}], bossHpLeft?,
  perPlayer: { [playerId]: { killed, total, perfect,
      leaked: [{ enemyKey, mods, lpr, sourcePlayerId, tag, counted, boss?, spawned }],
      layerGains: {bondId: n}, coins, damageDealt, bossDamage, healingDone, deaths,
      unitsEnd: [{ uid, id, defId, hpPct, sp, skillActive, alive }],
      unitStats: [{ id, uid, defId, name, kind, dmg, kills, heal, taken, attacks }] } } }
  • cleared: no spawns pending and no enemy alive (or the shared boss pool reached 0 — a pool never holds less than BOSS_POOL_MIN_HP (1): the hit that would leave less takes the rest and the browser's LocalBossPool reads less as 0, so float dust of the pool sync can never keep a leader alive; user playtest #6). A boss/hidden battle with a sharedBoss ends only when the pool reaches 0 or on forceEnd (DESIGN §5.5) — an emptied field keeps running (the h07_04 pair leader has no wait step and can walk into the objective: the leak costs its lpr, then the field idles while another field may still empty the pool or the match's overtime drain — team LP, from 150 real s — ends it); without a pool (sandboxes, tools) it still ends cleared when empty. timeout: time ≥ timeLimit — every living non-boss enemy becomes a leak; spawns that never happened are dropped from total and listed in unspawned.
  • leaked[].counted = false for notCountInTotal/unharmful/boss parts (LP rules: normal rounds count only counted leaks, cap 10; boss rounds use lpr). perfect = no counted leak.
  • battleEnd {result} fires before the result is frozen: handlers may still call addLayers/addCoins.
  • layerGains holds what addLayers actually added — never more than a bond's room under BOND_LAYER_CAP (999) from its starting layers; bossDamage / damageDealt never include a leader hit cancelled by 限伤 (§4).
  • damageDealt and unitStats[].dmg count only HP removed from the other side: a unit's own drain or 流失 (源石溶剂, 史尔特尔 S3 …) and friendly damage (the drain on 炎佑) count as the target's taken, never as damage dealt; the kill credit is unchanged (damage.js applyHpLoss).

1.4 Robustness

Every content callback (hooks, buffs, timers, kits, projectiles, skill callbacks) runs inside try/catch: the error is logged once per (label, unit, message) into battle.errors and the battle continues. Engine-phase errors (internal:*) are counted separately; after 200 of them the battle force-ends as a timeout. step() never throws.

Guarantees content can rely on (pinned by test/sim/robustness.test.js):

  • Re-entrancy. forceEnd() called while a step runs (from any hook/callback) is deferred to the end of the current phase: the remaining phases are skipped, time does not advance and the result is built once (never mutated later). Enemies/units created by hooks during the enemy loop or the buff pass start acting next tick. A skill onEnd that runs because its unit is dying cannot redeploy it (use the death hook). gainSp / dealDamage re-read cost and stats after their spGain / hit hooks.
  • Recursion. Hook emits and content callbacks share one nesting counter; deeper than MAX_HOOK_DEPTH (32) the handler/callback is skipped and a hookDepth:* content error is logged (deterministic — no stack overflow). Its message lists the open frames (chain: hit(enemy_x→chess_y) > damaged(chess_y) > …) so the looping pair is named; see the re-entrancy rule in §5. A tripped guard is always a content bug, never a limit to raise.
  • Bad numbers. Helpers sanitize their inputs: DP flags and non-boss timeLimit (0/NaN ⇒ 60 s) fall back to defaults; unit rows/cols are coerced to integers (junk ⇒ unit skipped); spawnEnemy mods must be finite ≥ 0 (else ×1), the spawn point is clamped into the rect; spawnDevice/spawnToken/relocate accept only integer in-rect free tiles (spawnToken returns null and leaves nothing behind when the tile is busy, relocate only moves living deployed allies, redeploy {tile} refuses a non-integer / out-of-rect / occupied tile — or one a knocked-out operator lies on — without falling back to the home tile); non-finite hp/stats/duration/extend/addAmmo/addCharge/addLayers/addCoins/spCostMul values are ignored; aggregated stats that overflow (stacked *Mul) fall back to base values; a revive written by a kill handler is clamped to max HP (NaN/≤ 0 ⇒ the unit dies with hp 0); projectiles with non-finite coordinates are re-aimed at their origin; a NaN shared-boss pool shows the boss at full HP and counts 0 damage.
  • Runaway content. At most MAX_ALIVE_ENEMIES (600) living enemies per field (spawnEnemy returns null beyond — content must handle it); a SpawnSpec count is capped the same way and time: Infinity spawns are never scheduled.
  • Movement. Route legs outside the rect are clamped onto it (h07_01's extra fly route runs along row 6, outside the boss rect: without the clamp the flyer hovered at the border forever). An enemy that gains unblockable/levitate through a plain buff is released by its blocker on its next update.
  • Listener hygiene. When a unit is removed for good (enemy killed/leaked, token expired or dead, device destroyed, permanent retreat) its hooks and periodic every timers registered with { owner: unit } are dropped at the end of that step — after its own death/enemyLeak handlers ran; one-shot after callbacks still run. Register global handlers without an owner (or with a longer-lived owner) if they must outlive the unit.

2. Units

Unit fields: id, side ('ally'|'enemy'), kind ('op'|'token'|'enemy'|'device'), defId, def (normalised), name, ownerId (playerId), uid (board piece), ownerUnit (tokens), x, y (floats; x = col, y = row), tileR, tileC (allies), homeR, homeC (board tile: a retreated operator's redeploys land there; a knocked-out one's on its bodytile, §1), dir ('UP'|'RIGHT'|'DOWN'|'LEFT'; gettersfwd= forward vector,facing= horizontal sign ±1 for sprites only), hp, alive, deployed, removed, hidden, base {…}, buffs[], rangeKeys / rangeKeySet (current range, absolute tile keysr × 21 + c), baseRangeKeys (initial range, §7.1), liveRangeGrid (the 攻击范围 the detail card shows, through shared/protocol.js unitStatsEntry range: the relative grid behind rangeKeys — a running skill's range, rangeExtend grown on (extendedGrid, shared/loadoutRecord.js, re-exported by targeting.js; the grid itself when nothing extends it), no extra keys — or the unit's own range while a skill's grid only selects targets, targeting.showOwnRange; at deployment it equals the record's attackRangeGrid, the range the board overlay / deploy wheel preview), extraRangeKeys (content extra targets, battle.setExtraRange), blocking[] (allies), blockedBy (enemies), motion ('WALK'|'FLY' enemies), profile, skill (SkillRuntime), kit, items (itemIds), lpr/mods/tag/bounty/sourcePlayerId (enemies), stats {dmg,kills,heal,taken,attacks}, mem {} and trait {} (free scratch space), persist {redeployMul, …}. Getters: s (aggregated stats), maxHp, atk, hpRatio, sp, spMax, canAct, isFlying, statusFlags (UF bits), dmgType, weight. isFlying = an air unit for every targeting / ground-only rule: motion FLY, or an enemy with flag float (近地悬浮, PRTS 术语释义 "算作空中单位") or levitate (浮空 "变为空中单位"); movement and pathing read motion (a hovering enemy keeps walking the ground path). deploySeq counts deployments (and identifies one: seq === u.deploySeq); aggroSeq is the aggro order (= deploySeq, except the summons of the initial deployment, §1).

Hit areas (body.js, user playtest #5 item 10). A regular enemy is a point: in a grid range when the tile of its position (round(y), round(x)) is a range tile, in a radius when its position is (DESIGN §3). A huge enemy (巨型单位: enemy.hitArea from data/enemies.json hitArea — 假想敌:胄 / 管 / 盐风主教昆图斯 / 阿利斯泰尔 / “萨米的意志”, PRTS "受击判定区域为长4.95、宽2.95的长方形,向上偏移1.0") is hit anywhere on a rectangle w × h tiles centred on its position moved dx columns right / dy rows up: it occupies every tile the rectangle overlaps (bodyKeys — 5 × 3 tiles; PRTS 作战机制 "巨型BOSS单位的每一个占据的格子都可以让其本身通过格子判定"), and radius rules measure to the rectangle (bodyDist, 0 inside) [ASSUMED: PRTS 作战机制 calls collider tests the most common one] — except splash around a struck / marked target, a 中点判定 (PRTS 作战机制 "中点判定…案例:阻挡,酒神1天赋的1.3溅射半径"): enemiesInRadius(x, y, r, true) counts every enemy, a huge one too, by its position (the engine's profession splash and 炮手 aftershocks, and the kits' splash centred on an enemy — 焰影苇草 S3's 灼痕 burst, 新约能天使 火力电台, 仇白 S1 留羽). Its position stays its 判定中心 (projectiles fly to it; its own attacks, and splash centred on it, measure from it); body size plays no part in blocking or movement: every huge leader is 自缚 + 无法被阻挡 (PRTS 天赋; content/bosses.js SELF_BOUND gives it a persistent noMove + unblockable buff at spawn — it stands where it spawns, its route is never walked, so the rectangle stays on the pipe block). Content tests enemies only through the engine queries above or body.js (bodyInKeys, bodyOnTile, bodyInRadius, bodyDist, bodyTileReach; wave-B modules via support/index.js onKeys / inRange), never rangeKeySet.has(tileKey(enemy)); distance-scaled numbers (farther targets take more damage, pull strength), movement, pathing, terrain under the enemy, tile-entry tracking, placement heuristics and the range keys taken from blocked enemies (a huge enemy is never blocked) keep the position.

unit.s (lazy, recomputed after any buff change): maxHp, atk, def, res, aspd, bat, interval, blockCnt, moveSpeed, rangeExtend, baseRangeExtend (its permanent part: persist + never-expiring buffs), massLevel (base + ΣmassFlat, ≥ 0 — unit.weight), maxTargets (+n), taunt, dodgePhys, dodgeArts, defIgnoreFlat/Pct, resIgnoreFlat/Pct, dmgDealtMul, physDealtMul, artsDealtMul, dmgTakenMul, physTakenMul, artsTakenMul, trueTakenMul, elemTakenMul (元素损伤倍率: gauge fills), elementalTakenMul (元素脆弱: 元素伤害), healingDealtMul, healingTakenMul, atkScaleMul, spRecovery, spCostFlat, redeployMul, hpRegen, shield, flags{…}.

Aggregation: ATK/DEF/maxHp = (base + Σflat) × (1 + Σpct) × Πmul; res = clamp((base + ΣresFlat) × ΠresMul, 0, 100); aspd = clamp(base + Σaspd, 20, 600) (floor 20: PRTS 数值范围 ATTACK_SPEED 默认下限; user playtest #6); interval = bat × (1 + ΣbatPct) × 100 / aspd; moveSpeed = (base + ΣmoveFlat) × ΠmoveMul; tiles/s = moveSpeed × MOVE_SCALE (0.5). A maxHp change keeps the HP ratio. Elite stats (module included) come from data.

Which bucket (PRTS 游戏数据基础 属性基本公式 / 作战机制, DESIGN §20.10). Σpct is the official 直接乘算 class — its values are summed (A = (A₀ + D_p)(1 + D_t), D_t = t₁ + … + tₙ): a skill's or talent's "攻击力+X%" and every "+X%" ATK / DEF / max HP bonus of the 卫戍 systems — 盟约, 策略 (bands), 装备, 机变 cards, the per-layer 特质 (PRTS 卫戍协议:盟约 下半/PRTS盟约记录 "盟约效果,策略效果,装备效果提供的属性加成均为直接乘算"). Content builds those with content/support directMods({ atk, def, hp }) (constants.js DIRECT_BONUS_STACKING 'add'; 'multiply' = the v2.5 per-source ×(1 + x), which compounded with layers: user report after playtest #6). Πmul is for 最终乘算 / "提升至X%" effects (炎佑 ×1.5 at 9 炎, 虚弱, 停顿 …) and the char_attribute_mul 特质 ("攻击力和生命值+20%", a rune on the base attributes). Damage multipliers (dmgDealtMul, "伤害提升至X%"; *TakenMul, 脆弱 / "受到的伤害+X%") multiply each other (PRTS 游戏数据基础 "同种倍率间叠乘"), same-named statuses keep the strongest — catalogue statuses (§3) and the content effects routed through battle.applyStrongest (§3: 奥术, 灵知 坚冰, 莱恩哈特 / 缄默德克萨斯 RES cuts), also across the two players of a pair field or two copies of one operator. A content buff keyed per unit (key:${unit.id}) still stacks per source — DoTs and slows do that on purpose; a damage-taken / DEF / RES modifier on enemies should not.


3. Buffs, mods, statuses

battle.addBuff(unit, { key, duration=Infinity, refresh='replace'|'extend'|'stack'|'independent'|'keep', stacks, maxStacks, mods, flags, onTick(ctx), interval, onExpire(ctx), onRemove(ctx), tags, shield, shieldHits, persist, visible, data, allowDead })

  • replace: new instance replaces the old; extend: keep the longer remaining time, take the new mods; stack: +stacks up to maxStacks, timer reset; independent: separate timers, at most maxStacks alive (oldest dropped); keep: ignore.
  • Additive mods scale with stacks (value × stacks), *Mul mods multiply (value ^ stacks).
  • onTick({battle, unit, buff, dt}) every tick, or every interval s. persist: true survives death/redeploy.
  • shield = HP absorbed (consumed, buff removed when empty); shieldHits = number of damage instances fully negated.
  • visible: true emits ['status', id, key, 1/0] client events. battle.removeBuff(unit, key|buff).

Mod keys — additive: 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 (重量 levels: 失重 = massFlat: −1; never edit base.massLevel); multiplicative: atkMul defMul hpMul resMul moveMul dmgDealtMul dmgTakenMul physTakenMul artsTakenMul trueTakenMul elemTakenMul elementalTakenMul healingDealtMul healingTakenMul spRecoveryMul redeployMul atkScaleMul physDealtMul artsDealtMul. A rangeExtend on a persist never-expiring buff is permanent: it also widens the initial range (§7.1). It widens a running skill's range too, unless that skill's range ignores 攻击距离 (targeting.noRangeExtend; PRTS 数值范围 "根据配置 不同,任何范围都可以受/不受该属性影响" — 信仰搅拌机 S3 "此技能的攻击范围不受“攻击距离”属性影响"). Flags: stun freeze sleep silence disarm stealth stealthOff invulnerable unblockable levitate fear cold reveal bind noHeal healFree untargetable blockFly noMove noSp burstLock hidden attract float noDisplace isolated camou liftoff (float = 近地悬浮 (an air unit, Unit.isFlying), liftoff = an ally's 起飞 (蒂比's skills; 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"): it blocks no ground enemy (Battle._blockerFor) and has 对地规避 — no ground enemy (not isFlying) selects it, so no selected damage or status of one lands on it (targeting.js evadesGround), while what selects nobody still does (ignoreSelect / 无来源: 无视无法选择 abilities, direct picks, flying units' blasts, a debuff's ticks); flyers, 近地悬浮 and 浮空 enemies still select it, with no 对空 check, since it stays a ground unit on its tile (unit.ground unchanged; PRTS 行动方式 "起飞的干员仍然是地面单位"), noDisplace = 失衡免疫 (displace() moves nothing), isolated = 孤立 ("无法被同阵营选中": no ally ability selects it — no heal, buff, aura or talent pick from another ally (battle.allySelectable / alliesFor, alliesInGrid; PRTS 选择器 可选判定), enemies still target it; a summon's tokens.json abnormal 'isolated' also sets noHeal, 'healFree' (禁疗) sets noHeal — Battle._setupUnit, DATA.md tokens.json; 禁疗 keeps heals off only — an HP-regen attribute such as 安洁莉娜's 兼职工作 still applies, PRTS 异常效果; no self-heal reaches those summons but 伺夜 S2's 恢复 of its 禁疗 狼群, which the skill text grants), flag healFree = 禁疗 that also stops the unit's own heals (noHeal stops only other units' heals and heal picks): 史尔特尔's 余烬 sets both, shown as the status 'healFree' — only an HP-regen attribute (heal opts regen) and a heal that "无视禁疗" (ignoreHealFree: her S3's start heal) reach her (PRTS 异常效果 HEAL_FREE "受到的治疗量变为0"; DESIGN §22.7), stealthOff = an enemy 隐匿 source switched off after a block (stealthOff:<source buff key>, below), camou = 迷彩 (below)). taunt: true as a flag counts as +1 taunt level (DESIGN §5.3).

Statuses — battle.applyStatus(target, key, { duration, source, value, force, refresh, point }) (returns true if applied); a unit that is 无敌 and 无法选中 at once (flags invulnerable + untargetable: a 重生 in progress, a hovering or 永久无敌 leader part) takes no status from the other side, force included (PRTS 无敌 "无法被不同阵营选中" — so the status a knocking-out hit carries, 妮芙 S2's fear say, does not land after the 重生's cleanse; since 0.1.1's QA); refused when source is a ground enemy and the target an airborne 起飞 ally (对地规避, unless ignoreSelect); honours enemy/op immunities (stun, silence, sleep, frozen, levitate, feared) unless force; fires beforeStatus (cancellable; handlers may also change ctx.duration / ctx.value), then applies 抵抗 (resist, below) and the 浮空 weight rule, then statusApplied { source, target, status, duration (final), value, entered } — entered = the target carried no buff of that status before (a refresh / a weaker "取最高" application is not an entry: "进入…时"). Effects follow the official term table (gamedata_const.termDescriptionDict, ba.*). Same-key statuses refresh to the longer duration, except the "同名效果取最高" ones marked strongest below: the strongest value wins, a weaker application never overrides it and, if it outlasts it, resumes when the strong one expires (pass refresh to opt out). battle.applyStrongest(target, key, { duration, value, mods: (v) => mods, source }) gives a content effect that is not a catalogue status the same rule (one invisible buff key per target whatever applies it — no immunity, 抵抗, status hooks or icon): the engine default for two same-named buffs (PRTS 作战机制 "同名buff的默认叠加策略buff只能表现出一个"). 奥术 uses it, so the two players of a pair field compete for one instance instead of multiplying, and so do 灵知's 坚冰 and the 莱恩哈特 / 缄默德克萨斯 RES cuts, once keyed per unit (DESIGN §20.10). "Strongest" = the largest |value|. PRTS 盟约记录's 奥术 note "※同一单位仅可对同一目标同时施加1个该盟约法术伤害提升效果" limits each unit to one instance per target; read with the engine default — a newer same-named buff waits inert until the earlier ones end (PRTS 常见同名状态 "默认叠加方式") — and 巴哈姆特 12316 ("共享型buff會跟對面搶"), one instance is effective at a time, which is what applyStrongest keeps; strongest rather than earliest is [ASSUMED]. Known deviation [ASSUMED]: an earlier revision of that note (oldid 386936) read "同一单位在对同一目标施加的“法术伤害提升”效果的持续期间内,无法对该目标施加新的该盟约的法术伤害提升效果" — no re-application while the unit's own instance lasts, so it would lapse 3 s after the first hit and return with the next arts hit — whereas an equal-value hit here refreshes the instance to a fresh 3 s; slightly stronger (at most one attack interval of coverage per 3 s), kept because the current wording no longer says so (feedback after 0.1.0).

key effect value
stun cannot act / move; a stunned operator blocks nothing (its blocked enemies are released: taken over by another operator in contact with room, else they walk on — §1.2 Blocking) –
freeze stun; enemies also RES −15 –
cold ASPD −30; a 2nd cold while cold ⇒ freeze 3 s (unless frozen-immune) –
sleep 无敌且无法行动: inactive, untargetable, takes no damage (unless the attacker profile has hitSleep or the damage ignoreSleep), blocks nothing –
slow moveMul 1 − value (strongest) default 0.5
sluggish (停顿) moveMul 0.2 –
bind (束缚) cannot move –
fragile / artsFragile / physFragile / elemFragile taken ×(1+value) (strongest); elemFragile = 元素脆弱 ("受到的元素伤害提升"): elementalTakenMul, 元素伤害 only — never the gauge 0.3 / 0.3 / 0.3 / 0.2
silence no skill activation –
fear (恐惧) 无法被阻挡并四散逃跑: enemy cannot attack, is unblockable (released) and leaves its route: it runs between random checkpoints of the fan away from the source (§1.2 恐惧 movement; no source / itself ⇒ inside its own tile) –
tremble (战栗) 被阻挡后无法进行普通攻击: no normal attack while blocked (abilities still fire) –
palsy (麻痹) each stack cancels one enemy normal attack (max 3, lasts until consumed); refused by 麻痹免疫 (data palsyImmune) stacks, default 1
disarm no normal attacks –
stealth / reveal 隐匿: untargetable unless blocked (an ally: only the enemy it blocks attacks it, and an enemy's area effects and buff auras skip it unless it blocks that enemy — targeting.js areaSelectable / auraSelectable, since 0.1.2) / cancels stealth. An enemy's 隐匿 also stays off after a block: each block's end (Battle._stealthSwitch, every release path) switches each of its 隐匿 sources off for STEALTH_RESTORE (3) s — PRTS 作战机制 §隐匿 "不被阻挡的3秒后重新进入隐匿" — or the source's own "(解除阻挡N秒后恢复)" (buff data.stealthRestore: 0 s for 业余竞演者, 节日爵士乐手, 假想敌:骨刺, 流泪小子, 访问团强攻冠军 and 清明's veil, 1 s for the 家族灭迹人); a new block inside it lifts it again and its end restarts the window; our operators' 隐匿 / 迷彩 never lift by blocking (DESIGN §22.8). targeting.js enemyStealthed is the one test: the b.snap stealth bit is set only while its 隐匿 is on (drawn solid otherwise); an operator's radius area damage (foesInRadius) skips it too (PRTS 作战机制 §AOE伤害判定 "对攻击范围内的每个可以被选中的敌人进行判定"; until 0.1.1 the splash still hit it) –
camou (迷彩) an ally's camouflage (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)"): like stealth for enemy targeting (only the enemy it blocks attacks it) — but an enemy's splash and other area effects still hit it (areaSelectable does not check it) — and on screen (b.snap stealth bit, snapshot.js flagsOf), but not 隐匿 for 隐匿-conditions (叙拉古, 家族徽章) and under its own buff keys. 忍冬 S3 (key vulpis:camou, until her next cast), 寒芒克洛丝 S1 –
invulnerable ignores damage –
levitate (浮空) stun + unblockable (unblocks enemies) + 失衡免疫 (noDisplace); an air unit meanwhile (isFlying: melee cannot hit it); half duration on units with (current) massLevel > 3; refused on data flyers (motion FLY) and units already levitated (PRTS 异常效果 "若单位数据上为飞行单位…或是持有浮空异常则Buff取消") — a 近地悬浮 enemy is WALK in its data, so it can be levitated; 浮空 is not one of the 近地悬浮 enemies' drop triggers –
attract (诱导) 无法被阻挡并向目标位置移动: unblockable (released); the engine walks it (own speed, grid path re-planned on obstacle changes, after a push and after an outranking 恐惧; flyers straight) to opts.point ([r, c] or {x, y}, default the source's tile, clamped to the rect) and keeps it there; stun/bind/sleep stop it; its route re-plans from where it stands when the status ends. A new application moves the point point
resist (抵抗) the control statuses of RESIST_STATUSES (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) applied to the unit last ×(1 − value); a resisting unit loses one 麻痹 stack every 5 s. 同名效果不叠加 — battle.resistOf(u) = the strongest status: 'resist' buff (never a product): several sources (灵知, 流明, 寒檀, enemy talents) never compound. strongest; a permanent one that survives death is a persist buff with status: 'resist', data: { value } 0.5 (≤ 0.95)
taunt taunt level +value 1
weaken atkMul 1 − value (strongest) 0.3
aspdDown aspd + value (strongest) −30
defDown / resDown defMul 1 − value / RES −value (strongest) 0.3 / 20

Unknown keys become a flag buff { [key]: true }. Flags noBlock (blocks nothing) and tremble exist for custom buffs; a custom buff with flags.sleep also blocks nothing and is untargetable/invulnerable like the status.

Element gauges (unit.elem = {burn, neural, apoptosis, erosion, necrosis}; capacity unit.gaugeMax = 1000, enemy leaders (rank BOSS / boss units) 2000): deal { type:'element', element, amount } (fires elementHit first; the gauge gain is amount × dmg.mul × elemTakenMul (元素损伤倍率: "受到的元素损伤提高/降低…") × max(5 %, 1 − 损伤抵抗 / 100), 损伤抵抗 = the target's data epResistance — PRTS 元素 "受到的元素损伤 = 损伤值 × (1 − 损伤抵抗 × 0.01), 后续可应用元素损伤倍率", with the 5 % floor of DMG_e (PRTS 游戏数据基础 "目标受到元素损伤时也可以使用该公式计算,只需要将 D 值 改为目标的损伤抵抗即可"); elementIntake(unit) in damage.js returns that factor, applied after elementHit). 元素脆弱 never scales it, no gauge decays (EP_RECOVERY_PER_SEC 0), and every enemy in data/enemies.json has 损伤抵抗 0 except 转译基底·α (10); operators have none. Enemies deal ATK × their talent's ep_damage_ratio per hit (content/enemies.js ep). A full gauge bursts with the official effects, which depend on the side hit (constants.js ELEMENT); burst damage is 无来源 (DamageInfo sourceless, PRTS 伤害分类 "无法被追溯伤害来源": no damage-dealt multiplier or penetration of the unit that filled the gauge, and the hit / damaged / fatal hooks see source: null — no attacker-keyed content applies — while the ctx's credit, the stats and the kill keep that unit; target-side reactions with no source condition read source || credit: damage sharing — 圣杯, 盲信之誓, 余音 — and 抵挡 — 星熊 战术装甲, 拉普兰德 日晷, whose "enemy damage" guard is otherwise the source's side):

element operator hit by enemies (ba.dt.*) enemy hit by operators ("·我方" ba.dt.*2)
burn 灼燃 1200 arts + RES −20, 10 s lock 7000 元素伤害 + RES −20, 10 s lock
neural 神经 stun 10 s, then 1000 true (10 s lock) 3 palsy (none with 麻痹免疫), then 6000 元素伤害, 10 s lock
apoptosis 凋亡 15 s: 阻回 (noSp: no SP gain of any kind, skills.js) + 静默 (no skill activation), −1 SP/s, 100 arts/s 15 s: 50 % weaken recovering over the burst, 800 元素伤害/s
erosion 侵蚀 permanent DEF −100 (stacking erosionDown) then 800 phys, 10 s lock permanent DEF −120 then 5000 元素伤害, 8 s lock
necrosis (legacy spare gauge) 12 s: 100 true/s, ATK −20 % same

The lock (<el>Burst buff, flag burstLock) is the official 爆发冷却: while it runs NO element of the unit fills or can be recovered (battle.reduceElement(unit, amount, el?) removes nothing) and the bursting gauge shows full; when it ends EVERY gauge of the unit resets to 0. A burst that is still resolving counts as locked too (unit.burstPending[el], burstLocked(unit) in damage.js — it takes no element): the elementBurst hook fires before the lock buff exists, so fills of that unit are refused until the burst has resolved — an elementBurst handler that spreads the element to neighbours (淤困 parasite) cannot bounce it back into a second burst. elementView(u, now) (damage.js) is the one gauge a unit shows (b.snap elem, §9): the fullest one, ties by the official element id (constants.js ELEMENT_ORDER: 神经, 侵蚀, 灼燃, 凋亡, then the legacy necrosis), with its fill rounded DOWN to 1 % and kept within 0.01–0.99 — the remainder the client draws (the white bar, 1 − fill) is never less than what is left (except that a first chip of less than 1 % already shows as 1 % taken), so it only runs out when the gauge bursts (user playtest #6); during a 爆发冷却 the bursting element with fill 1 and the cooldown's end (the client draws that refill in the element's colour, not white). 元素伤害 (element HP damage, e.g. "每秒受到…元素伤害") is the DamageInfo type 'elemental' (+ optional element for the client colour): no DEF/RES/dodge — 元素抗性 instead (the target's data epDamageResistance, max(A × (1 − D/100), 5 %A), PRTS 游戏数据基础 DMG_e; 0 on every enemy in data/enemies.json) —, × source dmgDealtMul × target elementalTakenMul (元素脆弱) only — the target's dmgTakenMul (脆弱, ba.fragile "受到的物理、法术、真实伤害提升", and the other "受到的伤害±" effects [ASSUMED: they share that multiplier]) does not scale it —, shields absorb it. An element fill on a target with no HP left is refused (damage.js hasHp: a lethal hit's damaged hook runs before battle.kill, while the target is still alive at 0 HP — no burst on the corpse). Element healing (battle.reduceElement(unit, amount, el?)) lowers element el, or every element type, each by amount on its own (PRTS 菲莱 备注: 清除元素损伤 = "一次等同于自身最大元素值的全类型元素 损伤治疗").


4. Damage & heal pipeline

battle.dealDamage(source, target, dmg) → HP removed. DamageInfo = { amount, type:'phys'|'arts'|'true'|'elemental'|'element', element?, defIgnoreFlat, defIgnorePct, resIgnoreFlat, resIgnorePct, mul=1, canDodge (phys/arts), isSkill, isSplash, isAttack, attackId, ignoreSleep, ignoreSelect, sourceless, tags[], cancel } (ignoreSelect: no selection 无法选择 effects stop — an ability "无视无法选择", a direct pick such as a counter on the attacker, a flying unit's blast credited to a ground leader, the tick of a debuff already on the unit — it reaches an airborne 起飞 ally whatever its source; sourceless: 无来源 damage — the source's stats add nothing and the hooks get source: null plus credit = the source, which keeps the stats and the kill; a loseHp whose from is 无来源 is 无来源 too; element bursts, leader-part transfers and 坚守 thorns use it — content damage that has a responsible unit should pass it as source with sourceless: true rather than source: null, which credits nobody) (battle.makeDamage(d) normalises). attackId is the same for every damage instance of one normal attack (all targets, splash, chain, projectile impacts; 0 for non-attack damage) — use it for "本次攻击" procs that must roll once per attack. Dodge from several buffs rolls independently: the unit's s.dodgePhys = 1 − Π(1 − pᵢ) (a single source keeps its exact value). Order: invulnerable / asleep / 对地规避? (a ground enemy's damage or element fill on an airborne 起飞 ally — flag liftoff, targeting.js evadesGround — is refused unless ignoreSelect or 无来源: it cannot select her, so its splash and area abilities skip her and a shot in flight when she took off lands on nothing [ASSUMED: PRTS 伤害流程 7 "取消掉隐匿/无敌状态 下的攻击" read for 对地规避]; the ticks of a debuff already on her select nobody and land (content passes ignoreSelect; PRTS 异常效果: 无法选择 effects "仅在选择时生效"); checked before hit only — 蒂比 S2 takes off inside the hit of the attack that set it off, which resolves as usual) → hit (mutate dmg, set dmg.cancel) → dodge (rng()) → mitigation (phys max(A − max(0, D×(1−defIgnorePct) − defIgnoreFlat), 5 %A), arts max(A×(1 − R′/100), 5 %A), elemental max(A×(1 − 元素抗性/100), 5 %A), true = A; source ignore mods are added) → × source dmgDealtMul (× phys/artsDealtMul) × target dmgTakenMul (not for elemental) × type-taken mul × dmg.mul (a sourceless hit skips every source term) → 限伤 (leaderHitCancelled: on a leader — isBoss, the tag-'boss' units: data/bosses.json enemyKey, the official IsBossEnemy list, and their mirrored copies; never parts, escorts, drones — in a 'boss' / 'hidden' battle, a hit with ceil(final) ≥ BOSS_HIT_LIMIT (300000, shared/constants.js) is cancelled whole: returns 0 before shields (阿利斯泰尔's boss:vest barrier stays untouched; a hit-step block such as 假想敌:再生's aura acts earlier) [ASSUMED order], no HP / pool loss, no credit or stats, no dmg event, no damaged / fatal / kill; an fx hitCap { id, n } marks it and draws nothing; research 11) → shields → HP loss (boss units: routed to sharedBoss.damage(playerId, amount); a pool left under 1 HP is emptied) → if HP ≤ 0: fatal (ctx.prevented = true keeps the unit at ≥ 1 HP) → damaged → SP-on-hurt / TAKE_DAMAGE → kill + death.

battle.heal(source, target, amount, { overheal=false, self, silent, regen, ignoreHealFree }): no-op on noHeal targets (unless self — 禁疗 / 孤立 summons carry the flag, §3) and on healFree ones, self included (史尔特尔's 余烬), unless regen (an HP-regen attribute tick) or ignoreHealFree (a heal that "无视禁疗"); × source healingDealtMul × target healingTakenMul; heal hook (mutable amount); capped at max HP; overheal turns the excess into an overheal shield. battle.loseHp(target, amount, { source, from, tags, silent, sourceless }) = HP loss ignoring DEF/RES/shields/dodge (流失); sourceless: true makes it 无来源 ("受到等量的无来源生命流失": hooks see no source, source keeps the credit — stats and the per-player shared-pool tally), as does a 无来源 from. A 流失 skips the damage events (PRTS 作战机制 "生命流失不会触发反伤、受击回复等受到攻击触发的时点"): no hit, no 受击回复 SP, no TAKE_DAMAGE; its damaged ctx carries the tag 'hpLoss' (and noSp; damage.js isHpLoss), and "受到伤害时" content skips it (信仰搅拌机 S3 counters, 雷蛇 战术防御, 乌尔比安 本性的坚守, 录武官's guard, 远牙's 未受伤害 timer, 伪装服, 坚守 thorn chances, 机变 自愈) — while it counts every real damage instance, 无来源 ones included (a zone tick, the 源石溶剂 drain; 蒂比 S2 "受到伤害前 触发"). Use it only for what the official calls 流失 — operator skill / trait 流失 (华法琳, 史尔特尔, 瑰盐 …), 阿戈尔's 物理流失, a leader part's 传递 and the 胄 drone link ("无来源生命流失") — and, [ASSUMED] for want of an official word, 心烛's transfer and 扎罗's 溶血骇惧; "受到N真实伤害" over time is damage (PRTS 伤害分类: BUFF damage, "自残类型" included) — the official periodic_damage template (源石溶剂: PRTS 盟约记录 修正 "并非流失", "造成无来源真实持续环境伤害"; 狂暴宿主 "自身每秒受到N无来源 真实伤害"), 码头水手's drowning ("每秒受到1000点无来源真实伤害"), 弧光锋卫's 失衡 bleed (修正 "失衡移动时持续受到真实伤害") and 孽罪奇美拉's aura are dealDamage(credit, target, damage.js periodicDamage(n)): 无来源 true, canDodge: false, tags 'dot' / 'periodic' (player report D1). Terrain ticks (content/devices.js): 深水区's 【水蚀】 is the same kind (PRTS 涨潮控制 深水 "无来源真实持续伤害(不属于环境伤害,不会触发受击回复)": noSp, tags 'dot' / 'periodic' / 'deepsea'); 活性源石's is 无来源 true damage tagged 'terrain' — 环境伤害 (PRTS 自然环境), what "受到来自自然环境的伤害" content (纠缠藤蔓) reads — and not 'dot' [ASSUMED] (DESIGN §22.4). The 源石溶剂 drain also ticks on every 敌人类我方单位 of the field (炎佑, a partner's too: PRTS 备注 "全场范围内的所有敌人类我方单位也会获得此装备的…效果…无视目标可选性"), credited to nobody, once per second however many carriers (PRTS 作战机制 "同名buff的默认叠加策略buff只能表现出一个"), while a carrier is on the field [ASSUMED]. 奥术法阵 has the same 备注 for its rider: while a carrier is on the field, every damage instance of such a unit silences its target for the item's 5 s ("造成伤害时使目标失去特殊能力5秒"; since 0.1.1). On a leader in a boss / hidden battle a loss of ≥ BOSS_HIT_LIMIT (a part's 传递, a drone's death) is cancelled like a hit. Every HP-damage kind meets the limit (phys / arts / true / 元素伤害 incl. element bursts, DoT ticks); element 损伤 (the gauge, type: 'element') removes no HP and never does.


5. Hook bus

battle.on(name, fn(ctx, battle), { priority=0, owner, once }) → handle; handlers run in descending priority, then registration order. battle.off(handle) / battle.off(name, fn) / battle.offOwner(owner) (also cancels timers); battle.emit(name, ctx) (custom events allowed); ctx.stopPropagation = true stops later handlers.

name ctx notes
battleStart {} after the initial deployment
deploy { unit, initial } ops/tokens (initial & redeploy), enemies (initial:false), devices
tick { dt } end of every tick
beforeAttack { attacker, targets, isSkill, profile } allies and enemies; replace/filter ctx.targets
attack { attacker, targets, isSkill } an attack/heal was performed (projectiles may still be in flight)
hit { source, target, dmg, credit } before mitigation; mutate dmg (not fired for gauge fills — see elementHit). source may be null (terrain; 无来源 dmg.sourceless bursts, whose credit names the unit credited)
elementHit { source, target, dmg } before a gauge fill (dmg.type === 'element'); mutate dmg.amount/dmg.mul, set dmg.cancel
damaged { source, target, amount, type, dmg, credit } after application (amount may be 0 when shielded); element fills too (with their source); 无来源: source null, credit set
heal { source, target, amount, opts } mutable amount
fatal { unit, source, credit, dmg, amount, prevented } HP would reach 0 — set prevented (substitutes, kit savers, 不死 / 复活 items, 埃芒加德; 不屈 is a death hook). Fired by every HP loss of a unit without a boss pool — hits of any type, element bursts, 无来源 damage, loseHp 流失. Order: kits' own savers (10 … −60) → items' 不死 (坚固维式重锤 — once per deployment: items/battle.js deploymentOf, a key every deploy changes and an in-place 复活 changes too; one battle-level hook holds the running windows (holdsUndying), so a window outlasts a lend, DESIGN §21.21 — the lock PRIO_REVIVE −100 after the substitutes (−100, registered first), the running windows PRIO_UNDYING_HELD −99 before them: a 傀儡师 holding 不死 does not switch, PRTS 分支特性信息 傀儡师 "未持有不死的情况下", DESIGN §22.11) → items' 复活 (M3茧甲, PRIO_RESPAWN −101: PRTS "复活" acts on a knock-out, which a 不死 prevents) → 埃芒加德 (−110); both 复活 revive in place and call revivedInPlace (a new deployment for the lock)
dollSwitch { unit, reason, done } content switches a 傀儡师 to its <替身> now (归溟幽灵鲨 S2 "技能结束后立刻切换为<替身>": no lethal HP loss); its trait does it unless it already is one or is not on the field, and sets done
kill { killer, victim } victim HP reached 0 (a handler may revive by restoring HP)
death `{ unit, reason:'killed' 'leak'
skillStart / skillEnd { unit, skill, reason } mutate skill.ammoLeft / skill.timeLeft in skillStart
ammoUsed { unit, left, skill } per ammo consumed
spGain `{ unit, amount, reason:'time' 'attack'
beforeStatus { source, target, status, duration, value, cancel } set cancel (e.g. 浓缩嗅盐)
statusApplied { source, target, status, duration, value, entered } after immunity check; duration = final (after 抵抗 / weight); entered = newly started (not a refresh)
blocked { blocker, enemy } enemy became blocked
enemySpawn / enemyLeak { enemy }
elementBurst { source, target, element } before the burst's lock/effects; same-element fills of target are already refused
dodge { source, target, dmg } an attack was dodged
layerGain { playerId, bondId, n, reason, source, tile } mutable n before recording (魔王 +1 …), then clamped to the room left under BOND_LAYER_CAP (999); not emitted for a bond already at the cap; tile = [r, c] where source stands — or was knocked out this very instant ("被击倒时" gains) — else null (addLayers opts.tile overrides)
merchantPay { unit, cost, cancel } a merchant (行商) is about to pay its periodic DP; change cost or set cancel
battleEnd { result } may still add layer gains / coins

Re-entrancy rule for content. A handler that deals damage from hit/damaged (counters, reflection, sharing, "bonus damage on hit") must not react to its own output or to other reactive damage, or two such effects ping-pong until the nesting guard trips (the guard then skips every nested handler, including kill/death bookkeeping of content). Respond only to dmg.isAttack (normal attacks), tag your damage (tags: ['counter']) and skip tagged damage, or guard with a per-unit flag while dealing it. When the guard trips, the logged error names the open frames (chain: hit(enemy_x→chess_y) > damaged(chess_y) > …).


6. Engine helpers (content must use these)

helper notes
dealDamage(src, tgt, dmg), heal(src, tgt, amount, opts), loseHp(tgt, amount, {source, from, tags, sourceless}) §4
applyStatus(tgt, key, {duration, source, value, force, point}), removeStatus(tgt, key), resistOf(unit) §3
applyStrongest(tgt, key, {duration, value, mods, source}) §3 — "同名效果取最高" for a non-catalogue effect
addBuff(unit, buff), removeBuff(unit, key) §3
`spawnToken(ownerUnit playerId, tokenId, row, col, { def, stats, hp, duration, untargetable, dir, kit, force, anySource })`
`tokenDef(tokenId, ownerUnit chessId), producesToken(ownerUnit, tokenId)`
spawnEnemy(enemyKey, { routeIndex, route, pos, mods, tag, sourcePlayerId, ownerPlayerId, bounty, countInTotal, def }) returns the enemy, or null past MAX_ALIVE_ENEMIES; def = inline record (enemies.json shape or normalised) for keys missing from data
spawnDevice(key, row, col, { hp, obstacle, blockCnt, name, def, res, atk, bat, aspd }), setObstacle(r, c, on) obstacles re-path enemies; spawnDevice returns null outside the rect, on a living unit or on a knocked-out operator's tile
isReservedTile(r, c) true when a living unit stands there or it is the rest tile (restTile) of an ally piece that has not deployed yet / waits to redeploy — the tile a knocked-out operator lies on, else the home tile — every automatic picker (the 突袭 landing tile, tactical points, summon / device tiles) must skip these (findTacticalPoint does)
downOn(r, c, except?), restTile(u) the down operator (isDown: knocked out or forced out) lying on a tile (no ally deploys / moves there: _deploy, spawnDevice, relocate); the tile a withdrawn ally comes back on — its body tile when down, else its home (§1)
`addProjectile({ from, target to:{x,y}, speed, onHit(ctx), visual, source, hitDead })`
allySelectable(ally, by), alliesFor(by, ownerId?) may an ability of ally by select ally — never a 孤立 unit (炎佑, 从不混淆的方向) but by itself (PRTS 选择器: "若掩码中孤立为1,且选择器的阵营与目标为友好关系,则不可选中"); allies() without the 孤立 ones — content picks ally targets (buffs, auras, 全场 talents, heal picks) through these, alliesInGrid too
unitsInGrid(unit, grid, {side, extend}), alliesInGrid(unit), enemiesInRadius(x, y, r, centre?), foesInRadius(x, y, r, centre?), alliesInRadius(x, y, r, ownerId?) grid offsets are relative to facing RIGHT, rotated by unit.dir; enemies by their body (§2 hit areas: a huge enemy on every tile it occupies / within r of its rectangle; centre = splash around a target, a 中点判定 by position; foesInRadius = the enemies an operator's area effect can select — no untargetable enemy, none whose 隐匿 is on (targeting.js enemyStealthed: not blocked, not revealed, not within 3 s of its last block), PRTS 作战机制 §AOE伤害判定 — while enemy-side auras / heals and collisions keep enemiesInRadius)
enemiesInKeys(keys, attacker, profile), blockedTargets(unit, profile) targetable enemies whose body is on the tiles (a huge one listed once); the enemies a unit blocks — always selectable by it, a ranged operator on a melee tile included (§1.2 Blocking)
allies(ownerId?), aliveEnemies(), unitAt(r, c), unitById(id), tileInfo(r, c), lowestHpAllyInRange(unit)
addLayers(playerId, bondId, n, reason, {source}), addCoins(playerId, n) layers are a no-op when flags.layerGainsEnabled is false (unite/boss); a gain adds at most the room left under BOND_LAYER_CAP (999, shared/constants.js layerGainRoom: the client's AddBondCount min(L + n, 999)) on the live copy — or, without one, on the battle's own gains — and returns what it added (0 at the cap: no hook, no event)
getPlayer(playerId) { playerId, seat, side, colOffset, mirror, dir (default unit direction: RIGHT, mirrored side LEFT), facing (its sign), bonds (live copy, layers updated by addLayers), bandId, playerEffects, lpForBoss, dp, units }
mapTile(ps, row, col, abs?) / mapDir(ps, dir, abs?) board → field tile / direction of a player (the FA right-side mirror)
addDp(playerId, n), retreat(unit, {reason, permanent}), relocate(unit, r, c)
redeploy(unit, { free=true, tile, keepSp }) immediate (re)deployment of a dead/retreated ally (full HP, deploy {initial:false}); free: false pays base.cost DP (refused without it); without tile it lands on the unit's rest tile (restTile: where a knocked-out operator lies, else home); tile: [r, c] lands on that tile once (home unchanged; refused when off-rect, occupied or a knocked-out operator's tile, no fallback); keepSp keeps SP/charges (保留技力), restored before deploy fires — 突袭 raids, 阿戈尔 / 不屈 revives where the unit lies
refreshRange(unit), setExtraRange(unit, keys), rangeChanged(unit) rebuild the ranges after changing unit.rangeGrid (流形 copies); extra targetable tiles (absolute keys; merged into every later rebuild until set again; null clears; never in baseRangeKeys): 蕾缪安 wanted, 维娜 S3
push(enemy, force, {from, dir, fixed, fixedAngle, inward, effect}), pull(enemy, force, {to, center, stop}), pullToFront(enemy, unit, force), forceLevel(enemy, force), pushDistance(enemy, force, {effect}) the official 位移 (PRTS 游戏数据基础 §重量公式 / 推与拉; user playtest #6 item 14): 受力等级 = 力度 (微小力 −1, 小力 0, 中力 1, 较大力 2, 大力 3 …) − current 重量等级 (massLevel, 失重 counts). Push distance per level (constants.js PUSH_TILES, PRTS 推与拉's 弹道 column): ≤ −3 → 0, −2 → 0.12, −1 → 0.44, 0 → 1.7, 1 → 2.14, 2 → 2.96, ≥ 3 → 3.53 tiles; effect = a 特效 push (PUSH_TILES_EFFECT: −2 → 0.085, −1 → 0.374, 0 → 1.562, 1 → 1.987, 2 → 2.773, ≥ 3 → 3.331 — 见行者 S1 / S2, PUSH_EFFECT_SKILLS; every other pusher uses the 弹道 column [ASSUMED]); radial (away from from; the client's buff template knockback[relative]: 莫斯提马 S3, 山 S3, 琳琅诗怀雅 S3 — also PRTS 备注 "推开效果为径向推动") unless dir (directional; template knockback[dir] = Knockback {_useSourceDirection true, _decreaseForceLevelWhenNotInDirection 2}: 推击手, 野鬃 S2 "往攻击方向" (charpack char_496_wildmn: buff wildmn_s_2[force]) — > 45° off or < 0.25 tile ⇒ radial and level −2; fixed waives both (圣聆初雪 S1 朝部署方向, KnockBackWithCharacterDirection), fixedAngle only the angle (见行者 S2)); inward = a push towards from (薄绿 S2), stopping at the 急停 radius. Pull: level ≥ 0 → to to / the 急停 radius around center, −1 → 35 % of the way, −2 → 0.03, ≤ −3 → 0; pullToFront aims at the 拉力起点 0.5 tile ahead of the unit with the 急停 radius 0.6708 around it (never moves an enemy the unit itself blocks — nor does a pull towards an ally's centre, e.g. the 流形 S3 pulse) A 静态刚体 (data staticBody: every air unit of the mode except “炎佑”, plus 昆图斯 — PRTS 特殊机制 "可以进入失衡状态…但物理层面上无法产生任何速度或移动", "与单位的行动方式无关") moves 0 from every source while the skills that reach it still hit it (薄绿 S2, 锏 S3, the 钩索师 …; player report after 0.1.0)
displace(enemy, {x, y}, tiles) the raw mover behind push / pull: along passable tiles (by motion: FLY in the rect, else ground-passable), no weight rule; nothing for 失衡免疫 (noDisplace: 近地悬浮 incl. 喷气人's 飞行模式, 浮空, the 胄 parts, 守墓石像's statue and flight), 静态刚体 (def.staticBody) and leaders (_displaceable); unblocks + re-paths
after(seconds, fn, {owner}), every(seconds, fn, {owner, immediate}) return {cancel()}; fn(battle, sched)
fx(kind, params), rng() (+ rng.int/range/chance/pick/shuffle/weighted) never use Math.random
forceAttack(unit, targets?, { noAmmo }) an immediate attack with the current profile (hooks, attack SP, a running ammo skill's bullet); noAmmo: true = spends no bullet and emits no ammoUsed (圣约送葬人 extra attack). Returns true when it attacked
findTacticalPoint(unit), groundPathTiles() tactical point (战术点, tactician 援军 / talent tokens): a free (isReservedTile) walkable, standable (canStand: never the 深水区) tile of the initial range on an enemy ground path first (groundPathTiles: grid paths of every non-FLY route, cached per grid version), then nearest (Chebyshev, rows break ties), then the lowest tile key
effectiveProfile(unit), reduceElement(unit, amount, el?)
battle.grid tile(r,c) → `{glyph, key, height:'LOW'
battle.data DataSource: getChess(id, loadout?), getEnemy(key), getToken(id, ownerChessId, ownerLoadout?), getStage(id), getWave(id) (normalised defs; raw record in def.raw; the per-battle loadout view, §12)

7. Skills

7.1 Runtime rules (skills.js)

  • SP types: time (+s.spRecovery/s), attack (+1 per attack), hurt (+1 per hit taken); starts at initSp; no SP gain while a duration/ammo/toggle skill is active, while stunned, or with the noSp flag. Attack-type SP: attacks made by the skill (the pending "next attack" of an instant/charge skill, every shot of a timed skill including the one that ends it) recover nothing, so a cost-N skill fires every N+1 attacks (AK). Charges (maxChargeTime > 1): SP fills to cost → +1 charge (SP restarts) until charges are full (then SP stays full).
  • Triggers (skill.trigger.rule in data — the official 技能策略, PRTS 卫戍协议/帮助 §作战阶段 技能操作, resolved by tools/build-data.mjs resolveTrigger: charId rows by skill index; the class rows (重装 / 执旗手 / 战术家 / 吟游者 / 解放者 / 阵法术师) for every MANUAL skill of the class; SKILL_RANGE for a MANUAL skill with a 技能范围 of its own; AUTO skills take no row — they keep their own rule, DEFAULT or a kit override): DEFAULT — the basic strategy: ready and about to attack/heal and an enemy (heal skills: an injured ally) inside the initial range (unit.baseRangeKeys: its own grid + its permanent rangeExtend — "攻击范围扩大" modules/talents as persist never-expiring rangeExtend buffs; no skill range, no temporary extend, no extra keys) or blocked by the melee unit — or, checked every tick, an enemy (flyers included) inside a content trigger range (unit.skill.addTriggerRange(fn), fn(battle, unit) → list of ally units (their current range) or tile-key arrays; returns an unregister fn; not for heal skills: 海嗣 "攻击范围视为自身攻击 范围的延伸", 流形); SKILL_RANGE — "不通过普通攻击/治疗触发技能,仅在技能范围内存在敌人(无视其不可选中)时释放技能": any living enemy (stealthed, untargetable, flying included) on trigger.customRangeGrid (= the skill's rangeGrid), every tick, no attack needed; a kit may set trigger.allies (+ hpAtMost, default 1) for an injured, healable ally of the grid at or below that HP ratio instead (the AUTO heal skill 古米 S1: PRTS 备注 "此技能在存在生命值不满的可治疗角色时可 触发…直至古米完成一次普通攻击的治疗" — her heal mode waits for its heal); DEFAULT with trigger.allies (+ hpAtMost, grid) = the basic rule and such an ally on the grid: the cast replaces the attack about to be made (塞雷娅 S1 "触发 时会替换当次攻击", ≤ half HP); a cast whose ally condition fails before that attack is withdrawn, its charge returned; TAKE_DAMAGE — ready and just hit (重装: "不受技能范围影响,受到伤害时释放技能"; in the data every MANUAL 重装 skill but the six of DESIGN §21.29 — 深巡 / 雷蛇 S2, 号角 S2 / S3, 灰毫 S1 / S2 — which are DEFAULT, a deliberate deviation, and 余 S2 厚礼上宾, SKILL_RANGE on its own x-1 since DESIGN §22.10); SP_FULL (ALWAYS) — immediately; CUSTOM_RANGE — an enemy inside trigger.customRangeGrid (rotated by the unit direction like every grid); SEARCH — an enemy inside the INITIAL range, checked every tick (no attack needed: "不受基础策略影响,在初始攻击范围内存在敌人时释放技能"); GDGLOW_SKILL_2 — "全场存在可选目标时释放技能": a targetable enemy anywhere (a heal skill: an ally that needs healing), every tick; NEVER (alias MANUAL) — never auto-casts: the kit calls unit.skill.activate(reason) itself; MLYSS_WTRMAN and any unknown rule behave like DEFAULT. Units that never attack (bard, phalanx, librator) check DEFAULT every tick. Silence blocks activation. The automatic operations cool down (constants.js AUTO_OP_COOLDOWN 3 s, "自动操作具有3s冷却,在完成一次操作或作战开始时部署的单位将进入冷却"): a MANUAL skill is auto-cast no sooner than 3 s after its previous cast (a charged skill spends its charges 3 s apart) or after its battle-start deployment (Battle._deploy initial; battle.flags.startOpCooldown, default 3 — the test harness sets 0 unless told otherwise); AUTO skills are exempt; kits with their own automatic cast of a MANUAL skill check skill.opCooling (波登可 S1, 雪猎 special bullets, 流形 copy). While a cast "next attack" (instant / charges with an attack override) waits for its attack, no further charge is cast. gainSp is ignored while a duration/ammo/toggle skill runs (its bar shows the skill), whatever the reason, and — any reason but 'init' — while the unit has the noSp flag (阻回: "停止并阻止任意形式的技力回复"; the operators' 凋亡 burst, §3).
  • Kinds: duration (mods for duration s), ammo (mods until ammo attacks were made, optional duration cap), instant (onStart + optional one-shot attack override applied to the next attack), charges (instant with charges), passive (always on from deployment, no SP), toggle (stays on until death once activated).
  • end(): active turns false, then onEnd runs while the skill's mods / range are still applied (finishers and end bursts use the skill's stats and range), then they are removed (kept when onEnd re-activated the skill), then skillEnd fires. onAttack ctx carries noAmmo (set it to true: this attack spends no bullet, no ammoUsed — 流明's free heals).
  • Runtime helpers on unit.skill: activate(reason, {free}), end(reason), stop(), addAmmo(n), extend(s), addCharge(n), gainSp(n, reason), addTriggerRange(fn); fields sp, spCost (= floor(base×spCostMul + spCostFlat)), spCostMul, charges, maxCharges, active, timeLeft, ammoLeft, activations, kind, rule, bb.

7.2 Kits

// server/sim/content/kits/tierN.js
export default {
  [baseChessId]: (bb, chess, def) => Kit,   // bb = flattened blackboard of the SELECTED skill (normal Lv4 / elite Lv7)
};                                           // chess = the record as the unit's loadout makes it (simdata loadoutRecord),
                                             // def = normalised def (def.skill = selected skill, def.talents[].bb, def.loadout)
Kit = {
  skill: SkillSpec | null,      // the chess's DEFAULT skill; null ⇒ unit never casts
  skills: { [skillId]: SkillSpec },          // optional: specs of the other selectable skills (DESIGN §16 operator loadout)
  talents: [{ install(battle, unit) {} }],   // hooks with { owner: unit }; check unit.alive in handlers
  trait: { ...profile overrides },           // e.g. { priority: 'lowDef', maxTargets: 2, splashRadius: 1.2 }
  install(battle, unit) {},                  // optional extra per-unit setup (runs under EVERY selected skill)
}

Keys: the data baseId (chess_char_1_01_a, also used for the elite _b), the exact chess id, or the suffix-less id of the DESIGN §5.6 example (chess_char_1_01) — all three are looked up. Missing kit ⇒ content/generic.js builds one from the blackboard (§7.4), so every chess always fights. Operator loadouts (DESIGN §16): the unit's def is getChess(chessId, { skillIndex, moduleId }) of its PlayerBattleInput entry (no loadout fields = the default). The skill spec is kit.skills[selectedSkillId] when authored, else kit.skill only when the selected skill is the default one, else the GENERIC spec of the selected skill (its generic install is chained after the kit's; kit.skillSource = 'skills' | 'generic', absent for the default spec) — talents, trait and install always come from the kit, so keep default-skill logic inside skill (or check unit.skill.id). Under a non-default skill spawnToken refuses summons that skill does not make (琳琅诗怀雅 S1/S3: no 香槟炸弹), and the tokens.js skill-summon fallback (a table of skill summons, e.g. 迷迭香 S3's two 战术装备) runs while the selected skill has the generic spec. Summons: battle.tokenDef(tokenId, unit) / battle.spawnToken(unit, …) resolve the owner's loadout (token skill of that slot: variants[owner].bySkill[i], module attributes: .byModule[id]). Coverage of the selectable skills: node tools/kit-coverage.mjs --missing [--tier N] [--strict].

Element conventions of the kits (user playtest #5 #3; official term dictionary: 元素损伤 = the gauge, 元素伤害 = HP damage):

  • 元素损伤 dealt = { type: 'element', element, amount } with the official base: "N%攻击力的…损伤" ⇒ N × ATK at that moment, "伤害N%的…损伤" / "相当于法术伤害N%" ⇒ N × the HP damage just dealt (post-mitigation, damaged ctx.amount). No damage buff or 脆弱 scales it (the attached-to damage already carries them).
  • "自身造成的元素损伤提升N%" (菲莱 / 余 PRP-X while blocking, 塑心 RIT-X vs elite / leader) multiplies EVERY element fill of the unit — kit talents, a carried 灼燃维式重锤 — in an elementHit handler (ctx.source === unit ⇒ ctx.dmg.mul *=); a talent-ratio upgrade (盟约·辅助干员 RIT-X ep_damage_ratio_boss) touches its talent only (PRTS 备注).
  • "受到的元素损伤±N%" is also an elementHit multiplier (PRTS 元素 "…后续可应用元素损伤倍率提升/降低等效果") — not the mod elemTakenMul (the gauge's generic 元素损伤倍率 in elementIntake, applied after every elementHit handler, so after the 损伤屏障; 元素脆弱 is elementalTakenMul). On operators (菲莱 神河谕使, 哈洛德 我即军营, 纯烬艾雅法拉 火山灰疗愈, and the host of 假想敌:淤困, "受到的元素损伤提高至130%") it runs at priority 20, before the 损伤屏障 (菲莱 S1, 纯烬 S2 at −50: "损伤屏障于伤害计算前、第一天赋后处理"); the enemy-side amplifier 塑心 精神逆构 (×1.2 凋亡 in her range) has no ordering constraint (priority 0 — enemies carry no 损伤屏障).
  • Element attached to a damage (a damaged hook: 迭代元素, 灼燃维式重锤, 炎佑, 妮芙 S2, 余 S3 火墙): the hook runs before battle.kill, so a killing blow still sees the target alive at 0 HP — these riders check HP left (damage.js hasHp, boss: pool HP; tier6 elementDmg) and applyElement itself refuses such a target, so nothing bursts on the corpse. 塑心 S2 (安魂的弥撒) is the exception: PRTS "…凋亡损伤生效于当次触发的伤害之前,该造成的凋亡损伤的来源始终为塑心" — a late hit handler (priority −1000, after any cancel), so its 凋亡 lands (and may burst) before the damage; a hit dodged or absorbed after that still carried it [ASSUMED].
  • 盟约·辅助干员 迭代元素 (tier6.js pithst): every damage she deals (HP damage > 0; "造成伤害时") attaches ep_damage_ratio × ATK of 神经, then 灼燃, then 凋亡 (PITHST_ELEMENTS); the element applied first bursts, so alone she bursts 神经.

7.3 SkillSpec schema

{
  kind: 'duration'|'ammo'|'instant'|'charges'|'passive'|'toggle',
  duration,              // s (duration kind; optional cap for ammo)
  ammo,                  // attacks (ammo kind)
  spCost, initSp, charges, spType: 'time'|'attack'|'hurt',   // optional overrides of the data values
  trigger: 'DEFAULT' | { rule, grid, allies?, hpAtMost? },     // optional override (allies / hpAtMost: an injured ally condition, §7.1)
  heal: bool,            // heal-type skill for the DEFAULT trigger (default: unit is a healer)
  mods: { …mod keys },   // buff while active (instant: only during the pending attack)
  flags: { …flags },
  targeting: { maxTargets, rangeGrid, rangeExtend, priority, allInRange, canHitFly,
               noRangeExtend /* the skill's range ignores the unit's 攻击距离 (rangeExtend): 信仰搅拌机 S3, PRTS 备注 */,
               showOwnRange /* rangeGrid only selects targets, no official range change: the card keeps the unit's own range */ },
  attack: { dmgType, atkScale, healScale, splashRadius, splashScale, hits, projectile, maxTargets, dmgMul,
            chain: {count, falloff, radius, sluggish}, heal: {mode, count, falloff, hpAtMost /* targets at or below this HP ratio only */}, onHitStatus: {key, duration, value},
            onHit(ctx),                           // once per attack (main target; target may be null for a splash landing)
            onEachHit(ctx) },                     // per victim: main, every splash / chain victim — ctx += { dealt, kind:'main'|'splash'|'chain', isSplash, isChain, main, attackId }
                                                  // (overrides the profession profile while active; profiles may define onEachHit(b, u, victim, hctx) too)
  onStart(ctx), onEnd(ctx) /* mods & range still applied */, onHit(ctx), onAttack(ctx) /* ctx.noAmmo */, onTick(ctx),
}
ctx = { battle, unit, skill, bb, target?, dealt?, heal?, targets?, dt?, reason?, x?, y? }

7.4 Generic kit (content/generic.js)

Kind: PASSIVE (or a free skill without duration/ammo) ⇒ passive; AMMO ⇒ ammo; duration > 0 ⇒ duration; duration < 0 ⇒ ammo if an ammo key exists, toggle only when the text says 持续时间无限 (史尔特尔) — the data also uses −1 for instant/charge skills (塑心, 妮芙, 夕, 流星, 莱恩哈特 …); else instant (charges when maxChargeTime > 1). Keys → spec (stat keys prefer the plain key, attack/targeting keys prefer attack@: 薄绿 hits for attack@atk_scale 1.1, its atk_scale 2.1 is the end burst): atk→atkPct, def→defPct, max_hp→hpPct (values > 5 are flat: 史尔特尔 +5000 HP), attack_speed→aspd, base_attack_time→batPct, magic_resistance→resMul (|v| < 1, "法术抗性+60%") or resFlat, damage_scale→dmgDealtMul, block_cnt→blockCnt, taunt_level→taunt, damage_resistance→dmgTakenMul (1−v), positive hp_recovery_per_sec(_by_max_hp_ratio)→hpRegen(Ratio), sp_recovery_per_sec→spRecoveryFlat, magic_resist_penetrate_fixed→ resIgnoreFlat, def_penetrate_fixed→defIgnoreFlat, ability_range_forward_extend→targeting.rangeExtend, max_target→ targeting.maxTargets, atk_scale→attack.atkScale, heal_scale→attack.healScale, times→attack.hits, attack@range_radius→ attack.splashRadius, trigger_time/ammo→ammo. Text-aware rules: negative atk/def/RES described on enemies debuff the targets (aura over the range while a timed skill runs — 初雪; on hit for bb.duration otherwise — 流星, 莱恩哈特); statuses (stun cold sleep fear sluggish root unmovable, × prob): attack@ keys on hit, plain keys on hit for instant/charges but once at start on ≤ max_target enemies in range for timed skills (小满), a plain stun described "…结束后…晕眩" = self-stun at the end; "立即…造成…" / "技能结束时…造成…" = one AoE burst of the plain atk_scale at start / end (乌尔比安, 薄绿); "额外造成攻击力N%…" is bonus damage, never the attack scale (烛煌); "停止攻击…" (duration skills) ⇒ attack.noAttack (泡泡, 蛇屠箱, 凯瑟琳, 菲莱, 铃兰); "受到攻击时…攻击力/防御力N%的X伤害" ⇒ counter-damage while the skill is active (星熊, 泡泡; 周围 ⇒ AoE, aoe_cd cooldown: 菲莱) via kit.install; a non-healer whose skill "恢复…友方/友军…生命" heals the most injured ally in range on each hit (古米, 瑕光; 所有友军 ⇒ all: 塞雷娅); ep_damage_ratio + "附带…凋亡/灼燃/神经损伤" ⇒ element damage on hit (凋亡 → apoptosis; × damage dealt when the text says "伤害N%的…损伤", else × ATK); "屏障" + shield_max_hp_ratio/hp_ratio ⇒ decaying self shield at start (砾, 新约能天使); "立即流失N%当前生命" ⇒ self HP loss at start (宴, 风丸); hp_ratio + "恢复/回复…生命" ⇒ self heal at start; force ⇒ on-hit displacement by the official 力度 − 重量 rules (拖拽/hookmaster: pullToFront; else push, directional for 往攻击方向 / 朝部署方向 / 向前 / 身前方向 and 推击手, radial otherwise — §6; only a fallback: hand-written kits follow the client templates knockback[dir] / knockback[relative], e.g. 琳琅诗怀雅 S3's "向前推开" is radial). Passive skills only apply stat mods (timed when the text says "N秒内": 宴 +65 % ATK for 14 s) and the self/counter effects — their scales describe procs that need a kit. Instant skills with mods/targeting but no attack override apply them to the next attack (the skill range is switched in for that attack).

7.5 Worked examples (real operators, numbers from blackboards)

1. Ammo sniper — 隐现 chess_char_1_01_a “解决麻烦” (bb atk 0.8, base_attack_time −0.3, attack@trigger_time 14; text: prefers ranged enemies, less likely to be targeted; talent: +2 ammo after 20 s on field):

chess_char_1_01_a: (bb, chess, def) => ({
  skill: {
    kind: 'ammo', ammo: bb['attack@trigger_time'],
    mods: { atkPct: bb.atk, batPct: bb.base_attack_time, taunt: -1 },
    targeting: { priority: 'ranged' },
  },
  talents: [{ install(battle, unit) {
    const t = def.talents[0].bb;                          // { self_ammo: 2, duration: 20 }
    battle.on('skillStart', ({ unit: u, skill }) => {
      if (u === unit && battle.time - unit.deployedAt >= t.duration) skill.ammoLeft += t.self_ammo;
    }, { owner: unit });
  } }],
}),

2. Duration ATK buff guard — 幽灵鲨 chess_char_2_07_a 肉斩骨断 (bb atk 0.7, stun 10: HP never below 1 during the skill, self-stun 10 s afterwards):

chess_char_2_07_a: (bb) => ({
  skill: {
    kind: 'duration',                                     // duration comes from the data (11 s)
    mods: { atkPct: bb.atk },
    onStart({ battle, unit }) {
      unit.mem.undying = battle.on('fatal', (c) => { if (c.unit === unit) c.prevented = true; }, { owner: unit });
    },
    onEnd({ battle, unit, reason }) {
      battle.off(unit.mem.undying);
      if (reason !== 'death') battle.applyStatus(unit, 'stun', { duration: bb.stun, source: unit });
    },
  },
}),

3. Instant burst caster — 至简 chess_char_3_13_a 神工意匠 (bb atk_scale 1.3, ct 2; next attack 130 % arts, hits twice; 2 charges; the funnel profile already ramps damage on the same target):

chess_char_3_13_a: (bb) => ({
  skill: { kind: 'charges', attack: { atkScale: bb.atk_scale, hits: 2, dmgType: 'arts' } },
}),

An AoE instant (德克萨斯 剑雨, bb stun 2: two hits of 120 % arts around her + stun) uses onStart instead:

onStart({ battle, unit, bb }) {
  for (const e of battle.enemiesInRadius(unit.x, unit.y, 1.5)) for (let i = 0; i < 2; i++) {
    battle.dealDamage(unit, e, { amount: unit.s.atk * 1.2, type: 'arts', isSkill: true });
    battle.applyStatus(e, 'stun', { duration: bb.stun, source: unit });
  }
  battle.addDp(unit.ownerId, 10);
}

4. Healer — 调香师 chess_char_2_14_a 精调 (bb atk 1.8, attack_speed −50, 30 s; the ringhealer profile heals 3 allies):

chess_char_2_14_a: (bb) => ({
  skill: { kind: 'duration', heal: true, mods: { atkPct: bb.atk, aspd: bb.attack_speed } },
}),

and 华法琳 紧急包扎 (charges, bb hp_ratio 0.15: next heal +15 % of the target's max HP if it is below half):

skill: { kind: 'charges', heal: true, attack: { onHit({ battle, unit, target, bb }) {
  if (target && target.hpRatio < 0.5) battle.heal(unit, target, target.s.maxHp * bb.hp_ratio);
} } },

5. Summoner — 赫默 chess_char_2_02_a 医疗无人机 (bb cnt 1: "获得一个医疗无人机…10秒后自动销毁"; the drone is a hand piece the player placed — user playtest #6 —, so the skill only brings that piece onto its tile):

import { releaseSkillSummon } from '../tokens.js';
chess_char_2_02_a: (bb) => ({
  skill: {
    kind: 'instant', heal: true,
    onStart({ battle, unit }) { releaseSkillSummon(battle, unit, 'token_10000_silent_healrb', { cap: bb.cnt }); },
  },
}),

(the placed piece deploys once with the board — SKILL_SUMMON_START_DEPLOY — and then waits on its tile for the skill; the drone's stats come from tokens.json variants[chess_char_2_02_a]; it is untargetable, uses the heal profile and its token kit withdraws it after 10 s. A kit whose summon is not a hand piece spawns it itself: battle.spawnToken(unit, tokenId, r, c, { duration }). A summon past its data deployLimit per owner withdraws the oldest one, except the skill summons of tokens.js SKILL_SUMMON_UNCAPPED, whose data limit is a hand count the skill ignores: 维娜 S3 places a 黄金盟誓 on every free deployable melee tile of her talent-1 area, fences included.)

6. AUTO heal skill — 古米 chess_char_1_10_a 备用军粮 (自动触发, bb heal_scale 1.15; PRTS 备注: cast once a healable ally of the skill range is injured — no enemy needed — then her next normal attack heals that ally):

chess_char_1_10_a: (bb, chess, def) => ({
  skill: {
    kind: 'instant', heal: true,
    trigger: { rule: 'SKILL_RANGE', grid: def.skill.rangeGrid, allies: true },   // an AUTO skill: its own rule
    targeting: { rangeGrid: def.skill.rangeGrid },                               // the heal-mode attack: its skill range
    attack: { dmgType: 'heal', heal: { mode: 'single' }, healScale: bb.heal_scale },
  },
}),

7. Bond hook example — 精准 3-tier (bonds.js): members + ranged ops ignore 30 % DEF/RES:

export function install(battle) {
  battle.on('battleStart', () => {
    for (const p of battle.players) {
      const bond = p.bonds.preciShip;
      if (!bond?.active || bond.tier < 2) continue;
      for (const u of p.units) if (u.def.bonds?.includes('preciShip') || u.def.position === 'RANGED')
        battle.addBuff(u, { key: 'bond:preci', persist: true, allowDead: true, mods: { defIgnorePct: 0.3, resIgnorePct: 0.3 } });
    }
  });
}

8. Timed follow-ups — 蕾缪安 chess_char_6_01 S3 礼炮·强制追思 (user playtest #3; bb attack@emit_offset 0.2, dist_1 / dist_2, proj_atk_scale_1 / _2; PRTS S3 note: after the skill ends one bombardment every 0.3 s in lock order on a random point of the 0.4-side square around each lock mark, ATK cached at the end, ≤ 33 in 10 s). Content that unfolds over time chains battle.after callbacks owned by the unit (they run even if it dies later — check what the official text says and bail out yourself); random numbers come from battle.rng, drawn in the unit's facing frame (dir.js rotateOffset) so a turned board plays alike:

const bombard = (battle, unit, locks) => {
  const atk = unit.s.atk, seq = unit.deploySeq;                        // ATK cached at the skill's end
  const n = Math.min(locks.length, Math.floor(10 / 0.3 + 1e-9));        // ≤ 33 shells
  const fire = (i) => {
    if (!(unit.alive && unit.deployed && unit.deploySeq === seq)) return;  // knocked out: no further shell
    const L = markOf(locks[i]);                                         // follows the enemy / stays where it left
    const [oy, ox] = rotateOffset(battle.rng.range(-spread, spread), battle.rng.range(-spread, spread), unit.dir);
    const x = L.x + ox, y = L.y + oy;
    battle.fx('bombardShell', { x, y, id: unit.id, r: d2, t: 0.3, i });  // the renderer drops a shell there
    battle.after(0.3, () => blast(battle, unit, atk, x, y), { owner: unit });   // lands 0.3 s later [ASSUMED]
    if (i + 1 < n) battle.after(0.3, () => fire(i + 1), { owner: unit });
  };
  if (n > 0) fire(0);
};

(blast emits fx 'bombard' at (x, y) and deals proj_atk_scale_1 / _2 × the cached ATK to every enemy within dist_2, once each; the full kit is content/kits/tier6.js lemuen.)


8. Professions (server/sim/professions.js)

Profile resolution: PROFESSION_DEFAULTS[profession] → SUB[subProfessionId] → trait tunables (trait text + data trait.bb, elites include module upgrades) → data fields (dmgType / attackKind / projectile / canHitFly / targetPriority) → kit.trait. Defaults: SNIPER ranged phys arrow · CASTER ranged arts bolt · MEDIC ranged heal · SUPPORT ranged arts · TANK/WARRIOR/PIONEER/SPECIAL melee phys (melee cannot hit air units: FLY, 近地悬浮, 浮空 — Unit.isFlying). Skill and talent effects that pick their own victims follow the skill's text and PRTS 备注 (the official per-ability targetMotion, PRTS 选择器, is not in the data): "地面敌人" / "不可对空" ⇒ !e.isFlying (e.g. 隐德来希 S2 血镰, 归溟幽灵鲨 拥抱自我, 琳琅诗怀雅 S3 cash-out, 乌尔比安 S1 捕网 [ASSUMED like 雪雉's]); "可对空" or no note ⇒ air units too (no note = [ASSUMED]: 风丸 折纸生花, 乌尔比安 S3, 缄默德克萨斯 S2, 余 S2, 见行者 S2, 耀骑士临光 不畏苦暗 and the token appear bursts — “耀阳”, 沙之碑, 迷迭香的战术装备's stun, 纸偶). A melee skill whose attacks PRTS marks "可对空" sets targeting.canHitFly (玛恩纳 S3 未照耀的荣光 — its CUSTOM_RANGE trigger also counts flyers). A stun / freeze / sleep from any of them drops a hovering 掠海漂移体 for good. Ranged attacks fly as projectiles (constants.js PROJECTILE_SPEEDS: arrow 14, bolt 11, bomb/lob 8, orb 10, drone 16, enemy 10 tiles/s; boomerang 15 out, 3.75 back = BOOMERANG_RETURN_SPEED, PRTS 跃跃; droneBomb 5 = 暴鸰's bomb, the official projectile_bombd); melee/none hits are instant, and so are 'beam' hits (a 锁定攻击范围 AoE without a projectile — rangeAoe profiles: "在攻击前摇结束时选取范围内的全体目标,同时造成伤害", PRTS 作战机制). Kit-settable profile flags beyond the table: hitSleep (targets and damages sleeping enemies — "可以攻击沉睡的敌人"), onEachHit(b, u, victim, hctx), dmgMul, afterHit, afterAttack, canAttack, hitsFn, priority, blockFly, noHeal, boomerang (the projectile stays 'boomerang' whatever the data's generic ranged projectile says), rangeAoe (applied after every override: sets allInRange and, on a ranged profile, the instant 'beam') (see the header of professions.js).

sub behaviour
fastshot FLY first; module atk_scale vs FLY
closerange, underminer, primcaster, corecaster, ritualist, summoner, counsellor, pioneer, fearless, fighter, protector, guardian, primprotector, executor, duelist plain profile (numbers from data; skills/talents via kits). underminer module: weaken 10 % ATK 2 s on hit
longrange lowest DEF first
aoesniper / splashcaster splash 1.1 tiles around the struck target at full damage (PRTS 溅射半径一览: 扩散术师 1.1; Arknights Terra Wiki, Splash Caster); 格雷伊 1.0 (the same table's 特殊 row; TUNE.splashcaster, 1.1 until 0.1.1). The table's 炮手 1.0 has no chess in the pool
blastcaster rangeAoe: every selectable enemy on its line at once, the same damage near and far, instant ('beam') — "超远距离的群体法术伤害" is the whole line, not a splash (primary: PRTS 作战机制 §AOE伤害判定 names 伊芙利特's 炎爆 a 锁定攻击范围 AoE, and 炎爆 is her next-attack skill "下次攻击造成…" (PRTS 伊芙利特 S2), so a 轰击术师 normal attack; secondary: Terra Wiki, Blast Caster; supporting: PRTS 溅射半径一览 documents no splash radius for it; community report E3). A stealthed enemy is not struck unless it is revealed or blocked (a 锁定范围 AoE cannot hit a 隐匿 unit, PRTS 作战机制)
bombarder ground-only splash 0.9 (PRTS 溅射半径一览: 投掷手 0.9; 1.0 until 0.1.1) + aftershock(s) at 50 % ATK (bb append_atk_scale / times); 迷迭香's S2 末梢阻断 1.5 (the same table)
hunter 8 bullets (bb value), ×1.2 ATK (bb atk_scale), reloads 1/s after 1 s without attacking; can't attack when empty
loopshooter 回环射手 (user playtest #3): every attack throws a boomerang (ai.js throwBoomerang, projectile 'boomerang') out to the target at 15 tiles/s — it hits on arrival — and back to the thrower's current position at 3.75 tiles/s without damage (PRTS 跃跃 "投射物飞行速度15,返回时飞行速度3.75"); attacks only while holding it (every boomerang thrown caught — "必须回收全部回旋投掷物才可以进行下一次攻击", unit.trait.boomerangsOut) and with the attack cooldown ready, so the real interval is the longer of the two; a target dead mid-flight is not hit (it still flies to the last position and back); knocked out / withdrawn ⇒ lost, a redeployed thrower holds a fresh one; 跃跃 S2's extra boomerangs share the one flight (cnt hits)
reaperrange hits every enemy in range; ×1.5 (bb atk_scale) on the trait front grid (or its own line ahead) — both along its direction
chain chain N (trait text/bb max_target) with −15 % per jump (bb chain.atk_scale), 1.7-tile jumps (constants.js CHAIN_RADIUS, PRTS 溅射半径一览: 链术师 1.7; 1.8 until 0.1.1), sluggish on each hit
funnel drone damage 20 % → +15 %/hit on the same target → 110 % (bb init/delta/max)
mystic stores up to 3 (bb times) attacks while idle, fires them all at once
phalanx no attack & DEF +200 %, RES +20 (bb) while the skill is off; while on, rangeAoe: each attack strikes every selectable enemy on its range at once (blocked enemies included; a stealthed one only when revealed or blocked), the same damage near and far, instant ('beam') — "群体法术伤害" (secondary: Terra Wiki, Phalanx Caster: "attacks hit all enemies within their range"; supporting: PRTS 林 S3 备注 "单次普攻最多触发1次效果" — one normal attack can kill several — the same 锁定攻击范围 shape as the 轰击术师, and PRTS 溅射半径一览 documents no splash radius for it (it omits the 撼地者 too, so this is not proof); no primary source states a target cap; community report E3: it used to be one bolt + a 1.1 splash). 卡涅利安's charged S1 keeps the skill-off trait, 不攻击 included (kit canAttack, PRTS 备注)
physician heal the lowest HP% injured ally in range (a skill targeting.maxTargets widens any heal profile)
ringhealer heal 3 allies
chainhealer heal bounces 3× (−25 %, bb chain.*) within 2.5 tiles
healer (流明) heal ×0.8 (bb heal_scale) beyond 2 tiles
wandermedic heal + reduce element gauges by 50 % ATK (bb ep_heal_ratio); also targets uninjured allies with gauge
incantationmedic arts attack; heals the lowest ally in range for 50 % (bb scale) of damage dealt
slower sluggish 0.8 s on hit (bb sluggish)
bard no attack; every second heals allies in range 10 % ATK (bb atk_to_hp_recovery_ratio)
craftsman melee phys (support devices via kit)
shotprotector ranged phys, can hit FLY, blocks 3
fortress melee single target while blocking, ranged 1.0 splash otherwise, ground only (never hits FLY)
unyield / musha / reaper cannot be healed by others; musha heals itself 50 (bb value) per hit; reaper hits every enemy in range and heals 50 × min(hits, block)
centurion / crusher / pusher hit every blocked enemy at once
hammer 50 % splash (bb atk_scale_2) to others within 1 tile
instructor ×1.2 (bb atk_scale) vs enemies it doesn't block
librator no attack & block 0 while the skill is off; ATK +5 %/s up to +200 % (bb atk / max_stack_cnt), reset at skill end; elite module starts at +100 % (bb init_atk)
lord can hit FLY at range; ×0.8 (bb atk_scale) unless the target is on its tile / the tile in front (along its direction) or blocked by it
sword / swordmaster 2 hits per attack
artsfghter melee arts
charger +1 DP (bb cost) per kill
tactician spawns a 援军 token (70 % HP, 50 % ATK, block 1) on the nearest walkable tile in range at each deployment; ×1.5 vs enemies it blocks
agent / hookmaster can hit FLY (ranged reach); hook displacement comes from skills (generic: force)
bearer block 0 while the skill is active
alchemist ranged lob, can hit FLY
dollkeeper fatal damage (no 不死 — a running 坚固维式重锤 window comes first) ⇒ a 1 s switch animation [ASSUMED length, also on a direct switch] (无敌, 不死, 阻回, 禁疗, 孤立, 缴械, 眩晕 / 冻结 / 睡眠 immune; ends the running skill and removes the statuses), then the <替身> for 20 s (bb duration): block 0 from the switch on, 阻回, HP = its own 替身 token's (风丸 纸偶), else its own max HP (归溟幽灵鲨: PRTS resets it "至最大值", the trait's 替身 HP bonus max_hp is 0, 风丸's 纸偶 has her HP); then the switch back (the same animation) at full HP; dies if the 替身 dies. Kit flag dollNoAttack (归溟幽灵鲨): the 替身 makes no normal attack and casts no skill. Hook dollSwitch switches it at once (归溟幽灵鲨 S2's end). Model form 'doll' (PRTS 分支特性信息 傀儡师, DESIGN §22.11)
geek loses 1–3 % max HP per second (bb hp_ratio), never lethal on its own
merchant −3 DP every 3 s (bb cost/interval); retreats when DP runs out
skywalker can block FLY enemies (蒂比's kit: only while airborne — 起飞, flag liftoff, which also releases the ground enemies she blocked)
stalker hits every enemy in range; 50 % dodge (bb prob), taunt −1
traper ranged, ground only

Unknown subprofessions fall back to the profession default (test professions.test.js checks every pool subprofession).


9. Wire format (snapshot.js, DESIGN §8.2)

  • snapshot() → { fieldId, t, units: [[id, x, y, hp, maxHp, sp, spMax, flags, anim]], dp, killed, total, dps?, boss?, down?, elem? }. sp/spMax show remaining duration/ammo as a draining bar while a timed skill is active. Units in DIE state stay 0.8 s. down: [[id, respawnAt, respawnTime, state, row, col]] (only when non-empty) = operators lying down waiting to redeploy (Battle.isDown(u): any removal reason but the 突袭 'raid' — 'killed', FORCED_EXIT (§1.1 carryState down), a forced exit 'retreat' / 'merchant' (GitHub #60) —, not removed for good, deployed at least once, a finite respawn timer; state = constants.js DOWN_STATE: 0 counting, 1 timer done / DP short, 2 timer done / its tile taken — a safeguard: no ally deploys on a knocked-out operator's tile, §1; row, col = the tile it lies on and comes back on, unit.body); elem: [[id, element, fill, cooldownEnd, cooldown]] (only when non-empty) = elementView of every unit with a gauge or a running 爆发冷却 (§3). fieldMeta() lists the knocked-out operators too (a client joining mid-battle shows them; DESIGN §18.3).
  • drainEvents() tuples: ['spawn', UnitInfo] (first appearance), ['deploy', id] (every (re)deploy), ['atk', src, tgt, projKind] (none|arrow|bolt|bomb|lob|orb|drone|enemy|boomerang|droneBomb|chain|chainHeal; a boomerang's way back has no event — the renderer flies it back to the thrower at BOOMERANG_RETURN_SPEED; an enemy's profile.shot may name another kind, e.g. mortar for 帝国炮火先兆者, which the renderer does not draw — its fx bombardShell is the shell), ['dmg', tgt, amount, type] (phys|arts|true|burn|neural|necrosis|apoptosis), ['heal', tgt, amount], ['skill', id, 1|0], ['die', id, reason], ['leak', id], ['status', id, key, 1|0], ['fx', kind, x, y, extra] (hitCap { id, n }: a leader's hit cancelled by 限伤 — the renderer draws nothing; extra.form = the unit's model form from then on — an enemy's content/enemies.js setForm, a 傀儡师's 替身 — shared/protocol.js fxForm), ['layer', playerId, bondId, n] (n = the layers actually added, capped at 999), ['bounty', playerId, coins].
  • UnitInfo = { id, kind, side, ownerId, defId, name, tier, golden, spine, avatar, x, y, facing, dir, maxHp, motion?, boss?, uid?, form?, skillIndex?, moduleId?, items? } (skillIndex: an ally's equipped skill, DESIGN §16; form: the unit's current model form — content/enemies.js setForm: 掠海漂移体 'crawl', 暴鸰 'bombed' after its drop, 转译基底·α's forms …; a 傀儡师 fighting as its 替身 'doll' — so a view built mid-battle from fieldMeta() starts on that clip set; items: an ally operator's equipped item ids — a 变形同构体 wearer is a member of the bond it grants on the client too, the bond popup and the detail card's chips) (dir = the unit direction, allies meaningful, enemies 'RIGHT'; facing = its horizontal sign for sprite flipping) (spine/avatar are asset ids from data).
  • flags: UF bits (blocked 1, stunned 2, frozen 4, stealth 8 — 隐匿 (an enemy's only while not blocked / revealed and not within 3 s of a block's end) or an ally's 迷彩 — skill 16, shield 32, invuln 64, cold 128, sleep 256, flying 512); anim: ANIM codes (idle 0, move 1, attack 2, skill 3, die 4, stun 5, deploy 6).

10. Testing content (test/helpers/battleHarness.js)

import { test } from 'node:test';
import assert from 'node:assert/strict';
import { makeBattle, chessRec, enemyRec, checkInvariants } from '../helpers/battleHarness.js';

test('隐现 S2: 14 shots then the skill ends', () => {
  const h = makeBattle({
    defs: { enemies: { enemy_dummy: enemyRec({ key: 'enemy_dummy', hp: 1e7, speed: 0 }) } },  // synthetic target
    units: [{ chessId: 'chess_char_1_01_a', row: 10, col: 4 }],                                // board coords
    enemies: [{ key: 'enemy_dummy', pos: [10, 6] }],
    hooks: ['ammoUsed', 'skillEnd'],
  });
  const u = h.unit('chess_char_1_01_a');
  assert.ok(h.runUntil(() => u.skill.activations === 1, 60));
  h.runUntil(() => !u.skill.active, 60);
  assert.equal(h.hooksOf('ammoUsed').length, 14);
  checkInvariants(h.b);
});

makeBattle(opts) options: stageId (default 'flat': synthetic open lanes, gates (9,10)/(12,10), goal (9,2); flat: { rows, crates } to customise) or stage; kind; seed; units (board coords, player p1; each may carry dir: 'UP'|'RIGHT'|'DOWN'|'LEFT', default RIGHT — facing tests: test/sim/facing.test.js, test/sim/facing-invariance.test.js, test/content/facing.test.js) or players; enemies: [{ key, time, route (index | RouteSpec), pos, count, interval, mods, tag, bounty, sourcePlayerId }] or waveTemplate (id or object ⇒ routes, spawns, time limit); routes (flat defaults: 0 walk low gate, 1 walk high gate, 2/3 fly); timeLimit; content ('full'|'generic'|'none'); kits (inject { baseId: kitFn }); defs: { chess, enemies, tokens } (extra/override records; build them with chessRec({...}) / enemyRec({...})); bonds, bandId, playerEffects, flags, sharedBoss, setup(battle), hooks (names to capture; captureNoisy to keep tick/hit/damaged/heal/spGain/ attack contexts), autoFinish (default: true when enemies are scheduled). Harness API: battle/b, step(n), run(seconds), runUntil(pred | seconds, maxSeconds), runToEnd(max), unit(uid | chessId | baseId | id), allies(), enemies(), enemy(key), spawn(key, opts), events / eventsOf(kind) (client tuples), hooks / hooksOf(name) (captured ctx copies with t), result(), snapshot(), invariants(). checkInvariants(b) (no NaN, hp ∈ [0, maxHp], positions inside the rect, SP/charge bounds, finite skill timers, occupancy map in sync with deployed allies, block links, DP, finite projectiles and per-player result counters, no open hook emit between steps), hashOf(v), flatStage(), flatRoutes(kind) are exported too.

Soaks: SIM_FUZZ_N=3000 SIM_FUZZ_CHECK_EVERY=3 node --test test/sim/fuzz.test.js (random real battles) and SIM_CHAOS_N=500 SIM_CHAOS_SEED=<n> node --test --test-name-pattern="chaos fuzz" test/sim/robustness.test.js (content that abuses every helper from every hook with junk numbers; asserts invariants and zero engine errors). Normalised defs from battle.data are deep-frozen (shared by every battle in the process): never mutate bb, def, def.stats or range grids in a kit — copy them ({ ...bb }, grid.map(…)).

Rules for content tests: seed everything, prefer synthetic enemyRec targets for exact numbers, assert on ids (not unit objects), and call checkInvariants at the end. Run: node --test test/sim/*.test.js test/content/*.test.js.

11. Tools

node tools/simrun.mjs --mode mode_multi_normal --round 5 --stage act2autochess_m01 --lineup "角峰@9,7 隐现@10,4 艾丝黛尔*@12,5" --ascii 10 prints a per-unit damage/DPS/kills/heal table (+ ASCII frames: letters = operators, digits = ground enemies per tile, ^ = flyers, ■ = crates). --wave <template>, --seed, --content generic, --hpMul/--atkMul/--speedMul, --time, --bossHp, --json, --events, or a scenario JSON file (see the file header).

12. Data notes (simdata.js)

Defs are normalised from data/*.json (DATA.md) with research JSON as a fallback. Chess: stats {maxHp, atk, def, res, aspd, bat, blockCnt, cost, respawnTime, spRecovery, tauntLevel, massLevel, hpRecoveryPerSec}, rangeGrid, dmgType, attackKind, projectile, canHitFly, targetPriority, trait (text), traitBb, immune (Set), skill {id, name, skillType, durationType, duration, spType, spCost, initSp, maxCharges, rangeGrid, trigger {rule, grid}, bb, description}, talents [{name, description, bb, bbStr, rangeGrid, tokenKey}], raw. Enemy: maxHp, atk, def, res, aspd, bat, rangeRadius, moveSpeed, massLevel, lpr, motion, applyWay, dmgType, immune, tauntLevel, blockCnt, epResistance, epDamageResistance, hpRecoveryPerSec, notCountInTotal, hitArea (huge units only, §2; else null), staticBody (静态刚体: never displaced, §6), tags, abilities, skills, talent, raw. Tokens use variants[ownerChessId] (owner-level stats). skcom_withdraw token skills are ignored. Operator loadouts (DESIGN §16, DATA.md §2.2 / §14): getChess(id, { skillIndex, moduleId }) = the def with the selected skill (def.skill, its bb / SP / trigger) and, for elites, the module's stats / trait / talents; def.loadout = the resolved loadout { skillIndex, moduleId, skillIsDefault, moduleIsDefault, isDefault } (illegal choices fall back to the default; cached per loadout; the default loadout is the same object as getChess(id)). getToken(id, ownerChessId, ownerLoadout) = the summon for that owner loadout (bySkill / byModule merged; def.sources ⊆ ['talent', 'skill', 'display'] and def.count of that loadout — [] / ['display']: the owner does not make it). Every Battle gets a per-battle view (withUnitLoadouts: id-only getChess(id) / getToken(id, owner) use the loadout the inputs give that chess id — the first player's when two players of one field differ, view.loadoutConflicts); Battle itself always passes the unit's own loadout (_createAllyFromInput, tokenDef / spawnToken, the dollkeeper substitute), so it is exact. Assumptions taken here (documented choices): element burst numbers for necrosis/apoptosis; unspawned enemies at timeout are dropped (not leaks); geek drain is non-lethal; tactician reinforcement stats; displacement is instantaneous (the official 失衡 slide over ≈ 0.4–1.2 s is not modelled — only its distance, push / pull); pushes PRTS does not classify use the 弹道 distance column (PUSH_TILES); platforms/mounds are ground obstacles that elevate operators; the generic kit maps 凋亡 to apoptosis (侵蚀 has no element key yet — enemy content must pick one); 抵抗 covers the control statuses of RESIST_STATUSES (the official term lists 晕眩/寒冷/ 冻结/恐惧/诱导…, the rest follow the operator kits that grant it) and caps at 0.95; tactical points prefer enemy path tiles.