Files
ark-stronghold-protocol/server/sim/professions.js
T
sganggs 15291c2293 Playtest #5 fixes: hovering enemies, target order, blocking hand-over, 联防 knocked-out, elements, huge-boss hit area, maps, gear icon, phone HUD, 至简 price
- #1 近地悬浮 enemies count as air units (Unit.isFlying): ground-only attacks, splash, terrain and traps skip them;
  PRTS 不可对空 skill effects made ground-only; 掠海漂移体 / 吉兆飞鳞 drop modes; the bot plans them as air
- #2 an operator knocked out before 联防 is fielded and force-exited (PRTS 强制退场): it lies on its tile with the
  redeploy ring and redeploys (full timer [ASSUMED]); partners, observers and the server fallback included
- #3 element audit of every operator, item and enemy: 海嗣 numbers are official; bursts are 无来源, 元素脆弱 only
  raises 元素伤害, 元素抗性 applied, 盟约·辅助干员 fills all three gauges, 菲莱 / 哈洛德 / 纯烬 / enemy kits fixed
- #4 blocking by the official contact radius (0.7071): another operator in contact takes over at once when the
  blocker dies, withdraws or is stunned; melee blockers attack what they block
- #5 enemy target order per PRTS 索敌: blocker, special priority, taunt, last deployed; initial deploy 从上到下>从左到右,
  operators before summons; special priorities break ties by taunt then deploy order
- #6 act2 m01's normal-field blower machines (row 13) are drawn in the normal / 联防 views
- #7 Final Assault prep legality reads the player's half of the boss field (fence tiles deployable); all 11 stages
  audited against the official level files
- #8 regular settings gear; #9 the prep camera keeps the bench and temp rows clear of the shop bar on phones
- #10 huge bosses have the official 4.95 × 2.95 hit area (sim/body.js) and are 自缚 / unblockable
- #11 至简 costs 1: 购买价格为N's bb.price is a discount off the tier price, applied before other price effects
- DESIGN §19 and the normative §3 / §5 / §6 / §7 lines, SIM / META / DATA / PLAYING updated; 2595 unit tests and
  every browser suite green; dev recordings regenerated
2026-09-30 19:12:36 +08:00

492 lines
26 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
// server/sim/professions.js — default combat behaviour per profession / subProfessionId (DESIGN §5.6 traits).
//
// A *profile* describes how a unit attacks. It is resolved once per unit:
// PROFESSION_DEFAULTS[profession] → SUB[subProfessionId] → trait-text / trait-blackboard tunables (TUNE[sub]) →
// data fields (dmgType/attackKind/projectile/canHitFly/targetPriority from data/chess.json) → kit.trait overrides.
// Profile fields:
// attack 'melee'|'ranged' dmgType 'phys'|'arts'|'true'|'heal'|'none'
// projectile 'none'|'arrow'|'bolt'|'bomb'|'lob'|'orb'|'drone'|'boomerang' ('boomerang': out to the target and back to
// the thrower, ai.js throwBoomerang) boomerang bool (回环射手: keeps 'boomerang')
// canHitFly bool maxTargets n (≥1) hitAllBlocked bool (attack every blocked enemy)
// allInRange bool splashRadius tiles splashScale (× damage for splash victims)
// splashOthersOnly bool groundOnly bool hits n (damage instances per attack)
// chain {count, falloff, radius, sluggish} heal {mode:'single'|'multi'|'chain', count, falloff, farMul, elementHealRatio}
// priority 'fly'|'lowDef'|'ranged'|'lowestHp'|'highestHp'|'nearest'|'farthest'|'notBurst'|null
// noAttack bool (never attacks) noAttackUnlessSkill bool (attacks only while its skill is active)
// noHeal bool (cannot be healed by others) blockFly bool onHitStatus {key, duration, value}
// dmgMul(battle, unit, target) → number afterHit(battle, unit, target, {dealt,x,y})
// canAttack(battle, unit) → bool afterAttack(battle, unit, targets)
// hitsFn(battle, unit) → n install(battle, unit) — per-unit hooks, called once at setup
// tb — the unit's trait blackboard (data `trait.bb`), used for tunables (module upgrades included on elites)
// Behaviour per subprofession is documented in docs/SIM.md §Professions. Front / side tests use the unit's direction
// (`dir`, sim/dir.js): offsets are compared in its facing-RIGHT frame.
import { toLocal, frontOf } from './dir.js';
import { absoluteRangeKeys } from './targeting.js';
import { bodyInKeys, bodyKeys, bodyOnTile } from './body.js';
import { COLS } from './constants.js';
const P = (o) => Object.freeze(o);
const num = (v, d) => (typeof v === 'number' && Number.isFinite(v) ? v : d);
export const PROFESSION_DEFAULTS = Object.freeze({
SNIPER: P({ attack: 'ranged', dmgType: 'phys', projectile: 'arrow', canHitFly: true }),
CASTER: P({ attack: 'ranged', dmgType: 'arts', projectile: 'bolt', canHitFly: true }),
MEDIC: P({ attack: 'ranged', dmgType: 'heal', projectile: 'orb', canHitFly: true, heal: { mode: 'single' } }),
SUPPORT: P({ attack: 'ranged', dmgType: 'arts', projectile: 'bolt', canHitFly: true }),
TANK: P({ attack: 'melee', dmgType: 'phys', projectile: 'none', canHitFly: false }),
WARRIOR: P({ attack: 'melee', dmgType: 'phys', projectile: 'none', canHitFly: false }),
PIONEER: P({ attack: 'melee', dmgType: 'phys', projectile: 'none', canHitFly: false }),
SPECIAL: P({ attack: 'melee', dmgType: 'phys', projectile: 'none', canHitFly: false }),
TOKEN: P({ attack: 'melee', dmgType: 'phys', projectile: 'none', canHitFly: false }),
});
// --------------------------------------------------------------------------------------------------------------
// install helpers (per-unit hooks). All use engine helpers only; tunables come from unit.profile.
const installSelfHealOnHit = (capByBlock) => (battle, unit) => {
battle.on('attack', (ctx) => {
if (ctx.attacker !== unit || !unit.alive) return;
let n = ctx.targets.length;
if (capByBlock) n = Math.min(n, Math.max(1, unit.s.blockCnt));
if (n > 0) battle.heal(unit, unit, (unit.profile.selfHeal ?? 50) * n, { self: true });
}, { owner: unit, priority: -10 });
};
const installHpDrain = (battle, unit) => {
battle.every(1, () => {
if (!unit.alive || !unit.deployed) return;
const loss = unit.s.maxHp * (unit.profile.hpDrain ?? 0.03);
// non-lethal: the drain never knocks the operator out on its own
if (unit.hp - loss < 1) unit.hp = Math.min(unit.hp, 1);
else battle.loseHp(unit, loss, { source: unit, silent: true });
}, { owner: unit });
};
const installMerchant = (battle, unit) => {
const iv = unit.profile.merchantInterval ?? 3;
const cost = unit.profile.merchantCost ?? 3;
battle.every(iv, () => {
if (!unit.alive || !unit.deployed) return;
const pl = battle.getPlayer(unit.ownerId);
if (!pl) return;
// `merchantPay` { unit, cost, cancel }: content may change the payment or waive it (cancel)
const ctx = battle.hasHook('merchantPay') ? battle.emit('merchantPay', { unit, cost, cancel: false }) : null;
if (!unit.alive || !unit.deployed || (ctx && ctx.cancel)) return;
const c = ctx && Number.isFinite(ctx.cost) ? Math.max(0, ctx.cost) : cost;
if (pl.dp >= c) battle.addDp(unit.ownerId, -c);
else battle.retreat(unit, { reason: 'merchant' });
}, { owner: unit });
};
const installCharger = (battle, unit) => {
battle.on('kill', (ctx) => {
if (ctx.killer === unit && ctx.victim.side === 'enemy') battle.addDp(unit.ownerId, unit.profile.dpOnKill ?? 1);
}, { owner: unit });
};
const installDollkeeper = (battle, unit) => {
// the substitute's HP comes from the unit's own substitute token (风丸 纸偶) for its selected skill / module
// (DESIGN §16); a dollkeeper without one (归溟幽灵鲨) must not borrow another operator's token stats → 50 % of its
// own max HP
const dollHp = () => {
const tokId = (unit.def.tokens || []).map((t) => (typeof t === 'string' ? t : t?.tokenId)).find((t) => t && /shadow|doll/.test(t));
const tok = tokId ? battle.data.getToken?.(tokId, unit.defId, unit.def?.loadout ?? null) : null;
return tok && tok.stats.maxHp > 0 ? tok.stats.maxHp : unit.base.maxHp * 0.5;
};
battle.on('fatal', (ctx) => {
if (ctx.unit !== unit || ctx.prevented || unit.trait.doll) return;
ctx.prevented = true;
unit.trait.doll = true;
battle.addBuff(unit, {
key: 'trait:substitute', duration: unit.profile.dollDuration ?? 20, visible: true,
mods: { blockCnt: -99, hpMul: Math.max(0.05, dollHp() / Math.max(1, unit.base.maxHp)) },
onExpire: () => {
unit.trait.doll = false;
if (unit.alive) { unit.markDirty(); unit.hp = unit.s.maxHp; battle.fx('swap', { x: unit.x, y: unit.y, id: unit.id }); }
},
});
battle.releaseBlocked(unit);
unit.markDirty();
unit.hp = unit.s.maxHp;
battle.fx('substitute', { x: unit.x, y: unit.y, id: unit.id });
}, { owner: unit, priority: -100 });
battle.on('death', (ctx) => { if (ctx.unit === unit) unit.trait.doll = false; }, { owner: unit });
};
const installLibrator = (battle, unit) => {
// ATK ramps linearly to +rampMax (bb atk, default +200 %) over rampTime s (bb max_stack_cnt, default 40) while
// the skill is inactive; blocks nothing while inactive; everything resets when the skill ends.
const rampMax = unit.profile.rampMax ?? 2;
const rampTime = unit.profile.rampTime ?? 40;
const rampInit = Math.min(rampMax, unit.profile.rampInit ?? 0); // golden module: "部署后获得+100%加成" (init_atk)
const applyBlock = () => {
if (unit.skill?.active) battle.removeBuff(unit, 'trait:libratorBlock');
else { battle.addBuff(unit, { key: 'trait:libratorBlock', mods: { blockCnt: -99 } }); battle.releaseBlocked(unit); }
};
unit.trait.ramp = 0;
battle.every(1, () => {
if (!unit.alive || !unit.deployed || unit.skill?.active) return;
unit.trait.ramp = Math.min(rampMax, unit.trait.ramp + rampMax / rampTime);
battle.addBuff(unit, { key: 'trait:libratorRamp', mods: { atkPct: unit.trait.ramp } });
}, { owner: unit });
const applyRamp = () => {
if (unit.trait.ramp > 0) battle.addBuff(unit, { key: 'trait:libratorRamp', mods: { atkPct: unit.trait.ramp } });
else battle.removeBuff(unit, 'trait:libratorRamp');
};
battle.on('deploy', (ctx) => { if (ctx.unit === unit) { unit.trait.ramp = rampInit; applyRamp(); applyBlock(); } }, { owner: unit });
battle.on('skillStart', (ctx) => { if (ctx.unit === unit) applyBlock(); }, { owner: unit });
battle.on('skillEnd', (ctx) => {
if (ctx.unit !== unit) return;
unit.trait.ramp = 0;
applyRamp();
applyBlock();
}, { owner: unit });
};
const installPhalanx = (battle, unit) => {
const apply = () => {
if (unit.skill?.active) battle.removeBuff(unit, 'trait:phalanxGuard');
else battle.addBuff(unit, { key: 'trait:phalanxGuard', mods: { defPct: unit.profile.guardDef ?? 2, resFlat: unit.profile.guardRes ?? 20 } });
};
battle.on('deploy', (ctx) => { if (ctx.unit === unit) apply(); }, { owner: unit });
battle.on('skillStart', (ctx) => { if (ctx.unit === unit) apply(); }, { owner: unit });
battle.on('skillEnd', (ctx) => { if (ctx.unit === unit) apply(); }, { owner: unit });
};
const installBearer = (battle, unit) => {
battle.on('skillStart', (ctx) => {
if (ctx.unit === unit) { battle.addBuff(unit, { key: 'trait:bearer', mods: { blockCnt: -99 } }); battle.releaseBlocked(unit); }
}, { owner: unit });
battle.on('skillEnd', (ctx) => { if (ctx.unit === unit) battle.removeBuff(unit, 'trait:bearer'); }, { owner: unit });
};
const installStalker = (battle, unit) => {
const p = unit.profile.dodge ?? 0.5;
battle.addBuff(unit, { key: 'trait:stalker', mods: { dodgePhys: p, dodgeArts: p, taunt: -1 }, persist: true, allowDead: true });
};
const installHunter = (battle, unit) => {
const max = unit.profile.ammoMax ?? 8;
unit.trait.ammo = max;
unit.trait.reloadAcc = 0;
battle.on('tick', (ctx) => {
if (!unit.alive || !unit.deployed) return;
if (battle.time - unit.lastAttackAt >= 1 && unit.trait.ammo < max) {
unit.trait.reloadAcc += ctx.dt;
if (unit.trait.reloadAcc >= 1) { unit.trait.reloadAcc -= 1; unit.trait.ammo++; }
} else unit.trait.reloadAcc = 0;
}, { owner: unit });
battle.on('deploy', (ctx) => { if (ctx.unit === unit) unit.trait.ammo = max; }, { owner: unit });
};
/**
* 回环射手 (loopshooter) trait "持有回旋投射物时才能够攻击(投射物需要时间回收)": its projectile is a boomerang that
* flies to the target, hits on arrival and flies back to the thrower (ai.js throwBoomerang, speeds in constants.js);
* the thrower attacks only while it holds its boomerang — every one it threw must be caught first (PRTS 跃跃 S2 note
* "必须回收全部回旋投掷物才可以进行下一次攻击") — and once its attack cooldown is ready, so the real interval is the longer
* of the two ("实际攻击间隔会受投掷物的实际飞行时间影响产生浮动"). A (re)deployed thrower holds a fresh one.
*/
const installLoopshooter = (battle, unit) => {
unit.trait.boomerangsOut = 0;
battle.on('deploy', (ctx) => { if (ctx.unit === unit) unit.trait.boomerangsOut = 0; }, { owner: unit });
};
const installTactician = (battle, unit) => {
const spawn = () => {
if (!unit.alive || !unit.deployed) return;
if (unit.trait.reinforcement && unit.trait.reinforcement.alive) return;
const tile = battle.findTacticalPoint(unit);
if (!tile) return;
unit.trait.reinforcement = battle.spawnToken(unit, 'token_tactician_reinforce', tile[0], tile[1], {
def: {
name: '援军', stats: {
maxHp: unit.base.maxHp * 0.7, atk: unit.base.atk * 0.5, def: unit.base.def, magicResistance: 0,
blockCnt: 1, baseAttackTime: 1.2, attackSpeed: 100, respawnTime: 999, cost: 0,
}, rangeGrid: [[0, 0]], dmgType: 'phys', attackKind: 'melee', profession: 'TOKEN',
},
});
};
battle.on('deploy', (ctx) => { if (ctx.unit === unit) spawn(); }, { owner: unit });
};
const installFunnel = (battle, unit) => {
unit.trait.funnelTarget = null;
unit.trait.funnelScale = unit.profile.funnel?.init ?? 0.2;
};
const installMystic = (battle, unit) => {
unit.trait.stored = 0;
const max = unit.profile.storeMax ?? 3;
battle.on('tick', () => {
if (!unit.canAct) return;
if (unit.atkCd <= 0 && !unit.trait.hadTarget && unit.trait.stored < max) {
unit.trait.storeAcc = (unit.trait.storeAcc ?? 0) + battle.dt;
if (unit.trait.storeAcc >= unit.s.interval) { unit.trait.storeAcc = 0; unit.trait.stored++; }
}
}, { owner: unit });
};
const installBard = (battle, unit) => {
battle.every(1, () => {
if (!unit.canAct) return;
const amount = unit.s.atk * (unit.profile.auraRatio ?? 0.1);
for (const ally of battle.alliesInGrid(unit)) {
if (ally.hp < ally.s.maxHp) battle.heal(unit, ally, amount, { aura: true });
}
}, { owner: unit });
};
const installSkywalker = (battle, unit) => {
battle.addBuff(unit, { key: 'trait:skywalker', flags: { blockFly: true }, persist: true, allowDead: true });
};
/** Target's tile offset from the unit in the unit's facing-RIGHT frame ([dRow, dCol], sim/dir.js toLocal). */
/** The target (its body: a huge enemy's every tile — body.js) on a tile of `grid` around the unit (its facing frame). */
const inTraitGrid = (unit, target, grid) => bodyInKeys(target, absoluteRangeKeys(grid, unit.tileR, unit.tileC, unit.dir, 0));
/**
* 'reaperrange' default front test: the target stands on the unit's own line, at or ahead of it along its facing — a
* huge enemy when any tile of its body does (body.js).
*/
const onFrontLine = (unit, target) => {
const [fr, fc] = unit.fwd;
const lateral = (r, c) => toLocal(r - unit.tileR, c - unit.tileC, unit.dir)[0];
if (!target.hitArea) {
return lateral(Math.round(target.y), Math.round(target.x)) === 0 && (target.x - unit.x) * fc + (target.y - unit.y) * fr >= 0;
}
for (const k of bodyKeys(target)) {
const r = Math.floor(k / COLS), c = k % COLS;
if (lateral(r, c) === 0 && (c - unit.tileC) * fc + (r - unit.tileR) * fr >= 0) return true;
}
return false;
};
// --------------------------------------------------------------------------------------------------------------
// subprofession table
export const SUB = Object.freeze({
// --- SNIPER
fastshot: P({ priority: 'fly', dmgMul: (b, u, t) => (t.isFlying ? (u.profile.flyScale ?? 1) : 1) }),
closerange: P({}),
longrange: P({ priority: 'lowDef' }),
aoesniper: P({ splashRadius: 1.1, projectile: 'bomb' }),
bombarder: P({ splashRadius: 1.0, projectile: 'bomb', groundOnly: true, canHitFly: false,
afterHit: (battle, unit, target, info) => {
// aftershocks: (times − 1) extra hits at append_atk_scale × ATK (default one hit at 50 %)
const n = Math.max(1, (unit.profile.shockTimes ?? 2) - 1);
for (let i = 1; i <= n; i++) {
battle.after(0.3 * i, () => {
for (const e of battle.enemiesInRadius(info.x, info.y, unit.profile.splashRadius || 1, true)) { // splash: 中点判定
if (e.isFlying) continue;
battle.dealDamage(unit, e, { amount: unit.s.atk * (unit.profile.shockScale ?? 0.5), type: 'phys', isSplash: true, tags: ['aftershock'] });
}
});
}
} }),
hunter: P({ install: installHunter,
canAttack: (battle, unit) => (unit.trait.ammo ?? 8) > 0,
dmgMul: (b, u) => u.profile.ammoScale ?? 1.2,
afterAttack: (battle, unit) => { unit.trait.ammo = Math.max(0, (unit.trait.ammo ?? 8) - 1); } }),
loopshooter: P({ projectile: 'boomerang', boomerang: true, install: installLoopshooter,
canAttack: (battle, unit) => !(unit.trait.boomerangsOut > 0) }),
reaperrange: P({ allInRange: true,
dmgMul: (battle, unit, target) => {
const grid = unit.profile.frontGrid;
const front = grid ? inTraitGrid(unit, target, grid) : onFrontLine(unit, target);
return front ? (unit.profile.frontScale ?? 1.5) : 1;
} }),
// --- CASTER
splashcaster: P({ splashRadius: 1.1 }),
blastcaster: P({ splashRadius: 1.1, projectile: 'bomb' }),
chain: P({ chain: { count: 3, falloff: 0.15, radius: 1.8, sluggish: 0.5 } }),
funnel: P({ projectile: 'drone', install: installFunnel,
dmgMul: (battle, unit, target) => {
const f = unit.profile.funnel || { init: 0.2, delta: 0.15, max: 1.1 };
if (unit.trait.funnelTarget === target.id) unit.trait.funnelScale = Math.min(f.max, (unit.trait.funnelScale ?? f.init) + f.delta);
else { unit.trait.funnelTarget = target.id; unit.trait.funnelScale = f.init; }
return unit.trait.funnelScale;
} }),
mystic: P({ install: installMystic,
hitsFn: (battle, unit) => { const n = 1 + (unit.trait.stored ?? 0); unit.trait.stored = 0; return n; } }),
phalanx: P({ noAttackUnlessSkill: true, splashRadius: 1.1, install: installPhalanx }),
primcaster: P({}),
corecaster: P({}),
// --- MEDIC
physician: P({ heal: { mode: 'single' } }),
ringhealer: P({ heal: { mode: 'multi', count: 3 } }),
chainhealer: P({ heal: { mode: 'chain', count: 3, falloff: 0.25 } }),
healer: P({ heal: { mode: 'single', farMul: 0.8, nearDist: 2 } }),
wandermedic: P({ heal: { mode: 'single', elementHealRatio: 0.5 } }),
incantationmedic: P({ dmgType: 'arts', projectile: 'bolt', heal: null,
afterHit: (battle, unit, target, info) => {
if (!(info.dealt > 0)) return;
const ally = battle.lowestHpAllyInRange(unit);
if (ally) battle.heal(unit, ally, info.dealt * (unit.profile.healRatio ?? 0.5), { tags: ['incantation'] });
} }),
// --- SUPPORT
slower: P({ onHitStatus: { key: 'sluggish', duration: 0.8 } }),
underminer: P({}),
bard: P({ noAttack: true, dmgType: 'heal', heal: null, install: installBard }),
ritualist: P({}),
craftsman: P({ attack: 'melee', dmgType: 'phys', projectile: 'none', canHitFly: false }),
summoner: P({}),
// --- TANK
protector: P({}),
guardian: P({}),
shotprotector: P({ attack: 'ranged', canHitFly: true, projectile: 'arrow' }),
primprotector: P({}),
unyield: P({ noHeal: true }),
duelist: P({}),
fortress: P({ fortress: true, splashRadius: 1.0, projectile: 'bomb' }),
// --- WARRIOR
centurion: P({ hitAllBlocked: true }),
crusher: P({ hitAllBlocked: true }),
fearless: P({}),
fighter: P({}),
hammer: P({ splashRadius: 1.0, splashScale: 0.5, splashOthersOnly: true }),
instructor: P({ dmgMul: (battle, unit, target) => (target.blockedBy === unit ? 1 : (unit.profile.unblockedScale ?? 1.2)) }),
librator: P({ noAttackUnlessSkill: true, install: installLibrator }),
lord: P({ canHitFly: true,
dmgMul: (battle, unit, target) => {
if (target.blockedBy === unit) return 1;
const [fr, fc] = frontOf(unit.tileR, unit.tileC, unit.dir);
return bodyOnTile(target, unit.tileR, unit.tileC) || bodyOnTile(target, fr, fc) ? 1 : (unit.profile.rangedScale ?? 0.8);
} }),
musha: P({ noHeal: true, install: installSelfHealOnHit(false) }),
reaper: P({ noHeal: true, allInRange: true, install: installSelfHealOnHit(true) }),
sword: P({ hits: 2 }),
artsfghter: P({ dmgType: 'arts' }),
swordmaster: P({ hits: 2 }),
// --- PIONEER
pioneer: P({}),
charger: P({ install: installCharger }),
tactician: P({ install: installTactician,
dmgMul: (battle, unit, target) => (unit.trait.reinforcement && target.blockedBy === unit.trait.reinforcement ? (unit.profile.reinforceScale ?? 1.5) : 1) }),
agent: P({ canHitFly: true }),
counsellor: P({}),
bearer: P({ install: installBearer }),
// --- SPECIAL
alchemist: P({ attack: 'ranged', canHitFly: true, projectile: 'lob' }),
dollkeeper: P({ install: installDollkeeper }),
executor: P({}),
geek: P({ install: installHpDrain }),
hookmaster: P({ canHitFly: true }),
merchant: P({ install: installMerchant }),
pusher: P({ hitAllBlocked: true }),
skywalker: P({ canHitFly: true, blockFly: true, install: installSkywalker }),
stalker: P({ allInRange: true, install: installStalker }),
traper: P({ attack: 'ranged', canHitFly: false, projectile: 'none' }),
});
/**
* Trait tunables per subprofession, read from the trait text and the trait blackboard (`def.traitBb`, data
* `trait.bb`; elites include their module upgrade). Returns profile overrides.
*/
const TUNE = {
fastshot: (tb) => ({ flyScale: num(tb.atk_scale, 1) }),
bombarder: (tb) => ({ shockScale: num(tb['attack@append_atk_scale'], 0.5), shockTimes: num(tb['attack@times'], 2) }),
hunter: (tb) => ({ ammoMax: num(tb.value, 8), ammoScale: num(tb.atk_scale, 1.2) }),
reaperrange: (tb, def) => ({ frontScale: num(tb.atk_scale, 1.5), frontGrid: def.raw?.trait?.rangeGrid ?? null }),
funnel: (tb) => ({ funnel: { init: num(tb.init_atk_scale, 0.2), delta: num(tb.delta_atk_scale, 0.15), max: num(tb.max_atk_scale, 1.1) } }),
mystic: (tb) => ({ storeMax: num(tb.times, 3) }),
phalanx: (tb) => ({ guardDef: num(tb.def, 2), guardRes: num(tb.magic_resistance, 20) }),
healer: (tb, def, p) => ({ heal: { ...p.heal, farMul: num(tb.heal_scale, 0.8) } }),
wandermedic: (tb, def, p) => ({ heal: { ...p.heal, elementHealRatio: num(tb.ep_heal_ratio, 0.5) } }),
incantationmedic: (tb) => ({ healRatio: num(tb.scale, 0.5) }),
chainhealer: (tb, def, p) => {
const o = { ...p.heal };
const m = String(def.trait || '').match(/在(\d+)个友方单位间跳跃/);
if (m) o.count = +m[1];
const f = String(def.trait || '').match(/治疗量降低(\d+)%/);
if (f) o.falloff = +f[1] / 100;
if (tb['attack@chain.max_target'] != null) o.count = num(tb['attack@chain.max_target'], o.count);
if (tb['attack@chain.atk_scale'] != null) o.falloff = 1 - num(tb['attack@chain.atk_scale'], 1 - o.falloff);
return { heal: o };
},
ringhealer: (tb, def, p) => ({ heal: { ...p.heal, count: /同时恢复三个|同时恢复3个/.test(String(def.trait || '')) ? 3 : (p.heal.count ?? 3) } }),
chain: (tb, def, p) => {
const o = { ...p.chain };
const m = String(def.trait || '').match(/在(\d+)个敌人间跳跃/);
if (m) o.count = +m[1];
const f = String(def.trait || '').match(/伤害降低(\d+)%/);
if (f) o.falloff = +f[1] / 100;
if (tb['attack@max_target'] != null) o.count = num(tb['attack@max_target'], o.count);
if (tb['attack@sluggish'] != null) o.sluggish = num(tb['attack@sluggish'], o.sluggish);
if (tb['attack@chain.atk_scale'] != null) o.falloff = 1 - num(tb['attack@chain.atk_scale'], 1 - o.falloff);
return { chain: o };
},
slower: (tb) => ({ onHitStatus: { key: 'sluggish', duration: num(tb.sluggish, 0.8) } }),
underminer: (tb) => (tb.atk != null && tb.duration != null ? { onHitStatus: { key: 'weaken', duration: num(tb.duration, 2), value: Math.abs(num(tb.atk, 0.1)) } } : {}),
bard: (tb) => ({ auraRatio: num(tb['attack@atk_to_hp_recovery_ratio'], 0.1) }),
hammer: (tb) => ({ splashScale: num(tb['attack@atk_scale_2'], 0.5), splashRadius: num(tb['attack@ability_range_radius'], 1) }),
instructor: (tb) => ({ unblockedScale: num(tb.atk_scale, 1.2) }),
librator: (tb) => ({ rampMax: num(tb.atk, 2), rampTime: num(tb.max_stack_cnt, 40), rampInit: num(tb.init_atk, 0) }),
lord: (tb) => ({ rangedScale: num(tb.atk_scale, 0.8) }),
musha: (tb) => ({ selfHeal: num(tb.value, 50) }),
reaper: (tb) => ({ selfHeal: num(tb.value, 50) }),
charger: (tb) => ({ dpOnKill: num(tb.cost, 1) }),
tactician: (tb) => ({ reinforceScale: num(tb.atk_scale, 1.5) }),
dollkeeper: (tb) => ({ dollDuration: num(tb.duration, 20) }),
geek: (tb) => ({ hpDrain: num(tb.hp_ratio, 0.03) }),
merchant: (tb) => ({ merchantInterval: num(tb.interval, 3), merchantCost: Math.abs(num(tb.cost, -3)) }),
stalker: (tb) => ({ dodge: num(tb.prob, 0.5) }),
};
const PRIORITY_ALIASES = {
FLY_FIRST: 'fly', fly: 'fly', LOW_DEF: 'lowDef', lowDef: 'lowDef', lowestDef: 'lowDef', RANGED: 'ranged', ranged: 'ranged',
lowestHp: 'lowestHp', highestHp: 'highestHp', nearest: 'nearest', farthest: 'farthest',
};
/**
* Resolve the attack profile of a unit def. `kitTrait` (optional) overrides everything.
* @returns {object} mutable profile
*/
export function resolveProfile(def, kitTrait = null) {
const prof = PROFESSION_DEFAULTS[def.profession] || PROFESSION_DEFAULTS.WARRIOR;
const sub = (def.subProf && SUB[def.subProf]) || {};
const tb = def.traitBb || {};
const p = {
sub: def.subProf || null,
attack: 'melee', dmgType: 'phys', projectile: 'none', canHitFly: false, maxTargets: 1,
hitAllBlocked: false, allInRange: false, splashRadius: 0, splashScale: 1, splashOthersOnly: false,
groundOnly: false, hits: 1, chain: null, heal: null, priority: null, noAttack: false,
noAttackUnlessSkill: false, noHeal: false, blockFly: false,
...prof, ...sub, tb,
};
const tune = def.subProf && TUNE[def.subProf];
if (tune) Object.assign(p, tune(tb, def, p));
// data-provided fields (build-data parsed them from trait text) take precedence over table defaults,
// except for 'none' (no normal attack: phalanx/librator/bard) and 'heal' kinds whose attack shape stays table-defined.
const ak = def.attackKind ? String(def.attackKind).toLowerCase() : null;
if (def.dmgType) p.dmgType = def.dmgType;
if (ak === 'ranged' || ak === 'melee') {
p.attack = ak;
if (def.projectile) p.projectile = def.projectile;
if (def.canHitFly != null) p.canHitFly = !!def.canHitFly;
else p.canHitFly = p.attack === 'ranged' || p.canHitFly;
} else if (ak === 'heal') {
p.attack = 'ranged';
p.dmgType = 'heal';
} else if (ak === 'none') {
if (!p.noAttack && !p.noAttackUnlessSkill) p.noAttackUnlessSkill = true;
}
if (def.targetPriority) p.priority = PRIORITY_ALIASES[def.targetPriority] ?? def.targetPriority;
if (def.splashRadius != null && def.splashRadius > 0) p.splashRadius = def.splashRadius;
// a boomerang thrower (回环射手) always throws its boomerang: the data's generic ranged projectile ('arrow', a
// build-data default) would turn the out-and-back flight into a plain shot
if (p.boomerang && p.attack === 'ranged') p.projectile = 'boomerang';
if (def.type === 'token') {
if (p.dmgType === 'heal') p.heal = p.heal || { mode: 'single' };
if (def.stats.atk <= 0) p.noAttack = true;
}
if (p.dmgType === 'heal' && !p.heal && !p.noAttack) p.heal = { mode: 'single' };
if (p.dmgType !== 'heal' && p.heal) p.heal = null;
if (p.dmgType === 'none') p.noAttack = true;
if (kitTrait) Object.assign(p, kitTrait);
return p;
}
/** Every subProfessionId with a specific behaviour (used by tests to check coverage). */
export const KNOWN_SUBPROFESSIONS = Object.freeze(Object.keys(SUB));