- 圆仔 is unblockable (PRTS 天赋 "无法攻击/被阻挡"); it was blocked like any
ground enemy because its kit only had the front guard.
- 鸭爵 runs at move speed x(1 + run.attack@move_speed) once hurt: +300 % for
the strategy version, +400 % for the original (PRTS); it was x3 / x4.
- The swap also applies in the Final Assault and the Hidden Core (PRTS
下半/PRTS盟约记录 鸭爵 备注 "在最终回合和隐秘核心回合中仍然生效"): any
ground wave enemy but the leader, its parts, bounties and uncounted units
can be swapped (the leader rounds' escorts are elites); each player of a
boss field gets its own 0-2.
- The four swapped-in enemies cost 1 LP at the protection point
("但进入保护目标点将减少1点目标生命值"): build-data sets their lpr to 1
instead of the database's roguelike 0 (Final Assault LP, detail card).
480 lines
21 KiB
JavaScript
480 lines
21 KiB
JavaScript
// server/sim/content/bands/meta.js — prep side of the 40 strategies (bands, data/bands.json).
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//
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// Every band handler is assembled from the band's buffs by their official buff key (numbers from bb / bbStr, never
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// hard-coded); keys that only act in battle (env_gbuff_new_with_verify, auto_chess_change_map) live in battle.js.
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// Starting LP (totalHp) and 坎诺特's leftover funds are the match's own rules.
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//
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// prep_finish_char_bond_add_layer {layer} 华法琳 prep end: per distinct board tier, 1 random op → its bonds +layer (无需激活)
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// band_first_self_refresh_present_char {count,bond} 杜遥夜 first 2 manual refreshes/round: ≥count <bond> chess (tier ≤ shop level)
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// band_shop_refresh_copy_max_lv_char {count} 梓兰 every manual refresh: highest-tier shop chess copied into another slot, copy frozen
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// preparation_start_gain_chess_from_round {round} 梓兰/小贾斯汀/昆图斯/马克维茨/变形者集群/Pith/夕/杰西卡/缪尔赛思/芬 round start of `round`: bbStr.chess
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// preparation_start_gain_chess_every_n_round {round} 杜宾 every `round` rounds (round % n = 0): bbStr.chess
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// give_coin_in_round {round,coin} 老鲤 income of round `round` = coin (R1/R2 0, R3 15)
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// prep_start_gain_chess_from_pool_in_round {round} 老鲤 round start of `round`: 1 chess of pool
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// band_coin_cost_gain_random_char_by_shop_level 绮良 every coin_cnt funds spent → count random chess ≤ shop level
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// up_shop_next_refresh_must_present_bond_char 佩佩 level-up to a level of lvlist → +1 free refresh (price 0) that prefers <bond>
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// gain_bond_char_per_round {round,preround,bond} 哈洛德 rounds round, round+preround, …: a <bond> chess (≤ shop level, else any tier)
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// first_buy_in_round_char_price_change {price,bond} 休露丝 first <bond> chess of the round costs `price`
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// band_cost_coin_reach_cnt_gain_chess_from_pool 潘格尼尼 once coin_cnt funds spent in total: 1 chess of pool (elite 拉特兰 ≥ T4)
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// round_start_bond_check_gain_layer 余 round start of `round`: exactly factioncount active bonds → +count1, else each active +count2
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// up_shop_add_special_goods {count,choice,pool} 凯瑟琳 every level-up: pick 1 of `count` items of pool (free)
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// coin_carry_over {capital,interest,max} 坎诺特 leftover ≥ capital at round start → +min(max, ⌊left/capital⌋×interest) income
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// round_start_all_player_change_enemy_2 鸭爵 global: every alive player's battle from `round` (own + teammates;
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// normal, Final Assault, Hidden Core): 0–2 enemies → enemylist
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// round_start_activate_char_chess_effect_in_board 铃兰 round start: 获得时 traits of the right-most (then bottom-most) board op with one
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// first_sell_char_chess_exchange_char_chess_in_shop 巫恋 first sale of a normal op per round: swapped with a random shop chess (no funds)
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// round_start_gain_char_chess_in_shop_every_n_round 松桐 round % n = 0: a random shop chess for free (its slot empties)
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// round_start_gain_coin_by_bond_char_chess_buy 玛恩纳 each <bond> chess bought → +count funds next round (≤ max_count / round)
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// refresh_shop_count_gain_coin_bond_char_chess 贾维 every refresh_count manual refreshes (match total) → <bond> chess ≤ shop level (≤ max_count / round)
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// preparation_start_add_special_goods_every_n_round 娜仁图亚 round % n = 0: pick choice_cnt of refresh_cnt items of pool (free)
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// "进入休整期时" / "回合开始时" = onRoundStart (research 01 §5 step 6).
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import { buffsOf, num, bandRecord, gameData } from '../support/index.js';
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import { metaBonds } from '../support/meta.js';
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import * as garrisons from '../garrisons.js';
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const int = (v, d = 0) => Math.trunc(num(v, d));
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const list = (s) => String(s ?? '').split(',').map((x) => x.trim()).filter(Boolean);
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const hasBond = (ctx, id, bond) => { const c = ctx.gd.chess(id); return !!(c && Array.isArray(c.bonds) && c.bonds.includes(bond)); };
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const isNormalChess = (ctx, id) => { const c = ctx.gd.chess(id); return !!(c && !c.isGolden); };
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/** Per-round counter: reset lazily when the round changes. */
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function roundCounter(ctx, key) {
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if (ctx.counter(`${key}:r`) !== ctx.round) { ctx.setCounter(`${key}:r`, ctx.round); ctx.setCounter(key, 0); }
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return ctx.counter(key);
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}
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const bumpRound = (ctx, key, n = 1) => { roundCounter(ctx, key); return ctx.incCounter(key, n); };
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/** Grant a chess or an item by id. */
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function grant(ctx, id, opts = {}) {
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if (ctx.gd.item(id)) return ctx.grantItem(id, opts);
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if (ctx.gd.chess(id)) return ctx.grantChess(id, opts);
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return null;
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}
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/** Indices of unsold chess slots of the shop. */
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const chessSlots = (ctx) => ctx.shopSlots().map((s, i) => (s && s.kind === 'chess' && !s.sold ? i : -1)).filter((i) => i >= 0);
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/** Up to `n` distinct item ids of an equip pool. */
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function rollItems(ctx, poolId, n) {
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const out = [];
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for (let k = 0; k < n * 6 && out.length < n; k++) {
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const r = ctx.rollPool(poolId);
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if (!r || r.kind !== 'item') break;
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if (!out.includes(r.id)) out.push(r.id);
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}
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return out;
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}
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/** Random chess of `bond`, tier ≤ shop level (fallback: any tier when `anyTier`). */
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function rollBond(ctx, bond, { anyTier = false } = {}) {
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return ctx.rollChess({ bond, maxTier: Math.max(1, ctx.shopLevel()) }) || (anyTier ? ctx.rollChess({ bond, maxTier: 6 }) : null);
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}
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// ---------------------------------------------------------------------------------------------------------------
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// buff key → (params[], bandId) → hooks
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const K = {};
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K.prep_finish_char_bond_add_layer = (ps) => ({
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onPrepEnd(ctx) {
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const n = int(ps[0].layer, 0);
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if (n <= 0) return;
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const byTier = new Map();
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for (const p of ctx.board()) {
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if (!p || p.kind !== 'chess') continue;
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const t = p.tier ?? ctx.gd.tierOf(p.id);
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if (!byTier.has(t)) byTier.set(t, []);
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byTier.get(t).push(p);
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}
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for (const t of [...byTier.keys()].sort((a, b) => a - b)) {
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const p = ctx.rng.pick(byTier.get(t));
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for (const b of metaBonds(ctx, p)) ctx.addLayers(b, n, { requireActive: false, reason: 'band' });
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}
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},
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});
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K.band_first_self_refresh_present_char = (ps) => ({
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onRefresh(ctx) {
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const p = ps[0];
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if ((ctx.roundStats().refreshes || 0) > 2) return;
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const need = Math.max(1, int(p.count, 1));
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const idx = chessSlots(ctx);
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const slots = ctx.shopSlots();
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let have = idx.filter((i) => hasBond(ctx, slots[i].id, p.bond)).length;
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const others = ctx.rng.shuffle(idx.filter((i) => !hasBond(ctx, slots[i].id, p.bond)));
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for (const i of others) {
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if (have >= need) break;
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const id = rollBond(ctx, p.bond);
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if (!id) break;
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ctx.setShopSlot(i, { kind: 'chess', id });
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have++;
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}
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},
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});
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K.band_shop_refresh_copy_max_lv_char = () => ({
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onRefresh(ctx) {
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const slots = ctx.shopSlots();
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const idx = chessSlots(ctx);
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if (idx.length < 2) return;
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let best = -1;
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for (const i of idx) best = Math.max(best, ctx.gd.tierOf(slots[i].id));
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const src = ctx.rng.pick(idx.filter((i) => ctx.gd.tierOf(slots[i].id) === best));
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const dst = ctx.rng.pick(idx.filter((i) => i !== src));
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ctx.setShopSlot(dst, { kind: 'chess', id: slots[src].id, frozen: true });
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},
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});
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K.preparation_start_gain_chess_from_round = (ps) => ({
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onRoundStart(ctx) {
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for (const p of ps) {
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const id = p.chess ?? p.chess_id;
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if (ctx.round !== int(p.round, -1) || !id) continue;
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for (let k = 0; k < Math.max(1, int(p.count, 1)); k++) grant(ctx, id, { requirePool: false, source: 'band' });
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}
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},
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});
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K.preparation_start_gain_chess_every_n_round = (ps) => ({
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onRoundStart(ctx) {
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for (const p of ps) {
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const n = int(p.round, 0);
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const id = p.chess ?? p.chess_id;
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if (n <= 0 || ctx.round % n !== 0 || !id) continue;
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for (let k = 0; k < Math.max(1, int(p.count, 1)); k++) grant(ctx, id, { source: 'band' });
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}
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},
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});
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K.give_coin_in_round = (ps) => ({
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onIncome(ctx, ev) {
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for (const p of ps) if (ctx.round === int(p.round, -1)) ev.income = Math.max(0, int(p.coin, 0));
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},
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});
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K.prep_start_gain_chess_from_pool_in_round = (ps) => ({
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onRoundStart(ctx) {
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for (const p of ps) {
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if (ctx.round !== int(p.round, -1)) continue;
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for (let k = 0; k < Math.max(1, int(p.count, 1)); k++) {
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const r = ctx.rollPool(p.pool);
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if (r) grant(ctx, r.id, { source: 'band' });
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}
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}
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},
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});
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K.band_coin_cost_gain_random_char_by_shop_level = (ps) => ({
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onSpend(ctx, ev) {
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const p = ps[0];
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const step = int(p.coin_cnt, 0);
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if (step <= 0 || !(ev.amount > 0)) return;
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let acc = ctx.incCounter('band:kirara:acc', ev.amount);
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while (acc >= step) {
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acc = ctx.incCounter('band:kirara:acc', -step);
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for (let k = 0; k < Math.max(1, int(p.count, 1)); k++) {
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const id = ctx.rollChess({ maxTier: Math.max(1, ctx.shopLevel()) });
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if (id) ctx.grantChess(id, { source: 'band' });
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}
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}
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},
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});
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K.up_shop_next_refresh_must_present_bond_char = (ps) => ({
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onLevelUp(ctx, ev) {
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const p = ps[0];
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if (!list(p.lvlist).map(Number).includes(ev.level)) return;
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ctx.incCounter('band:pepe:special', 1);
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if (int(p.price, 0) === 0) ctx.grantFreeRefresh(1);
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},
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onRefresh(ctx) {
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if (ctx.counter('band:pepe:special') <= 0) return;
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ctx.incCounter('band:pepe:special', -1);
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const bond = ps[0].bond;
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const slots = ctx.shopSlots();
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for (const i of chessSlots(ctx)) {
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if (hasBond(ctx, slots[i].id, bond)) continue;
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const id = rollBond(ctx, bond);
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if (!id) break;
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ctx.setShopSlot(i, { kind: 'chess', id });
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}
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},
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});
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K.gain_bond_char_per_round = (ps) => ({
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onRoundStart(ctx) {
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const p = ps[0];
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const r0 = int(p.round, 1), every = Math.max(1, int(p.preround, 1));
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if (ctx.round < r0 || (ctx.round - r0) % every !== 0) return;
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for (let k = 0; k < Math.max(1, int(p.count, 1)); k++) {
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const id = rollBond(ctx, p.bond, { anyTier: true });
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if (id) ctx.grantChess(id, { source: 'band' });
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}
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},
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});
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K.first_buy_in_round_char_price_change = (ps) => ({
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onPrice(ctx, ev) {
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const p = ps[0];
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if (ev.kind !== 'chess' || !hasBond(ctx, ev.id, p.bond)) return;
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if (ctx.counter('band:sciurus:r') === ctx.round) return;
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ctx.setPrice(Math.min(num(ev.price, 0), int(p.price, 1)));
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},
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onBuy(ctx, ev) {
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if (ev.kind === 'chess' && hasBond(ctx, ev.slot.id, ps[0].bond)) ctx.setCounter('band:sciurus:r', ctx.round);
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},
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});
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K.band_cost_coin_reach_cnt_gain_chess_from_pool = (ps) => ({
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onSpend(ctx, ev) {
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const p = ps[0];
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if (ctx.counter('band:paganini:done') > 0) return;
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const spent = ctx.incCounter('band:paganini:spent', Math.max(0, int(ev.amount, 0)));
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if (spent < int(p.coin_cnt, 0)) return;
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const r = ctx.rollPool(p.pool);
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if (r && grant(ctx, r.id, { source: 'band' })) ctx.setCounter('band:paganini:done', 1);
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},
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});
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K.round_start_bond_check_gain_layer = (ps) => ({
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onRoundStart(ctx) {
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const p = ps[0];
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if (ctx.round !== int(p.round, -1)) return;
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const active = Object.entries(ctx.bonds()).filter(([, b]) => b && b.active).map(([id]) => id);
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if (active.length === int(p.factioncount, 1)) {
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for (const b of active) ctx.addLayers(b, int(p.count1, 0), { requireActive: true, reason: 'band' });
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} else {
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for (const b of active) ctx.addLayers(b, int(p.count2, 0), { requireActive: true, reason: 'band' });
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}
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},
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});
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K.up_shop_add_special_goods = (ps) => ({
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onLevelUp(ctx) {
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const p = ps[0];
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const ids = rollItems(ctx, p.pool, Math.max(1, int(p.count, 3)));
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if (ids.length) ctx.offerItems(ids, { source: 'band' });
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},
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});
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K.coin_carry_over = (ps) => ({
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onIncome(ctx, ev) {
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const p = ps[0];
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const cap = int(p.capital, 0), left = ctx.funds();
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if (cap <= 0 || left < cap) return;
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const bonus = Math.min(int(p.max, Infinity), Math.floor(left / cap) * int(p.interest, 0));
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if (bonus > 0) ev.income = int(ev.income, 0) + bonus;
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},
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});
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K.round_start_activate_char_chess_effect_in_board = (ps) => ({
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onRoundStart(ctx) {
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const p = ps[0];
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const event = p.event_type || 'SERVER_GAIN';
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const cands = ctx.board().filter((v) => v && v.kind === 'chess' && ctx.garrisonsOf(v.uid).some((g) => g.eventType === event));
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if (!cands.length) return;
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cands.sort((a, b) => (b.col - a.col) || (a.row - b.row));
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for (const v of cands.slice(0, Math.max(1, int(p.count, 1)))) {
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if (event === 'SERVER_GAIN' && typeof garrisons.triggerGainEffects === 'function') garrisons.triggerGainEffects(ctx, v);
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else ctx.triggerGarrisons(v.uid, event);
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}
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},
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});
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K.first_sell_char_chess_exchange_char_chess_in_shop = (ps) => ({
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onSold(ctx, ev) {
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const piece = ev.piece;
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if (!piece || piece.kind !== 'chess' || !isNormalChess(ctx, piece.id)) return;
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if (roundCounter(ctx, 'band:vodfox') >= Math.max(1, int(ps[0].count, 1))) return;
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const slots = ctx.shopSlots();
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const idx = chessSlots(ctx);
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if (!idx.length) return;
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const i = ctx.rng.pick(idx);
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const got = ctx.grantChess(slots[i].id, { source: 'band' });
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if (!got) return;
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ctx.setShopSlot(i, { kind: 'chess', id: piece.id });
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ev.gain = 0;
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bumpRound(ctx, 'band:vodfox');
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},
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});
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K.round_start_gain_char_chess_in_shop_every_n_round = (ps) => ({
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onRoundStart(ctx) {
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const p = ps[0];
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const n = int(p.round, 0);
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if (n <= 0 || ctx.round % n !== 0) return;
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for (let k = 0; k < Math.max(1, int(p.count, 1)); k++) {
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const idx = chessSlots(ctx);
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if (!idx.length) return;
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const i = ctx.rng.pick(idx);
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if (ctx.grantChess(ctx.shopSlots()[i].id, { source: 'band' })) ctx.setShopSlot(i, null);
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}
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},
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});
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K.round_start_gain_coin_by_bond_char_chess_buy = (ps) => ({
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onBuy(ctx, ev) {
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const p = ps[0];
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if (ev.kind !== 'chess' || !hasBond(ctx, ev.slot.id, p.bond)) return;
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const n = int(p.count, 1), max = int(p.max_count, Infinity);
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const used = roundCounter(ctx, 'band:mlynar');
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const add = Math.min(n, max - used);
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if (add <= 0) return;
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ctx.addPendingFunds(add);
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bumpRound(ctx, 'band:mlynar', add);
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},
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});
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K.refresh_shop_count_gain_coin_bond_char_chess = (ps) => ({
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onRefresh(ctx) {
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const p = ps[0];
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const every = int(p.refresh_count, 0);
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if (every <= 0) return;
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if (ctx.incCounter('band:chiave:refreshes', 1) % every !== 0) return;
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if (roundCounter(ctx, 'band:chiave') >= int(p.max_count, Infinity)) return;
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const id = rollBond(ctx, p.bond);
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if (id && ctx.grantChess(id, { source: 'band' })) bumpRound(ctx, 'band:chiave');
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},
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});
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K.preparation_start_add_special_goods_every_n_round = (ps) => ({
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onRoundStart(ctx) {
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const p = ps[0];
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const n = int(p.round, 0);
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if (n <= 0 || ctx.round % n !== 0) return;
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const ids = rollItems(ctx, p.pool, Math.max(1, int(p.refresh_cnt, 2)));
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for (let k = 0; k < Math.max(1, int(p.choice_cnt, 1)) && ids.length; k++) ctx.offerItems(ids, { source: 'band' });
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},
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});
|
||
|
||
// ---------------------------------------------------------------------------------------------------------------
|
||
// 鸭爵 “神秘顾客”: "从第5回合起,你和队友遭遇的部分敌人可能会替换为<鸭爵><高普尼克><流泪小子><圆仔>,击倒这些敌人者获得1资金奖励
|
||
// (包括联防阶段)". A global handler rewrites the battle spawn list of every alive player while the band is held by that
|
||
// player or a teammate: from round `round`, in the normal battle, the Final Assault and the Hidden Core (PRTS 卫戍协议:盟约
|
||
// 下半/PRTS盟约记录 鸭爵 备注 "每回合将有0~2名敌人被替换为上述敌人之一…且在最终回合和隐秘核心回合中仍然生效"; the 联防 phase
|
||
// replaces nothing: its enemies are leaks, which keep their bounty). min..max (0–2, uniform [ASSUMED]) of the player's
|
||
// ground enemies from the `minweight`–`maxweight` share of the wave (time order) [ASSUMED reading of the two weights]
|
||
// — any wave enemy but the leader, its parts, bounties, earlier swaps and uncounted units: normal or elite, as the
|
||
// Final Assault's escorts are all elites; flyers stay [ASSUMED: the four are ground units and a FLY action's route is
|
||
// a FLY route] — become a random enemylist enemy (the act2 `_2` versions) at the replaced unit's time and route, worth
|
||
// DUCK_COINS to its killer (bounty, also in 联防). A boss field's two players edit the field's one list in turn, so each
|
||
// gets its own 0–2. The originals never exist, so none of their death / kill / leak effects happen. Reaching the
|
||
// protection point costs 1 LP ("但进入保护目标点将减少1点目标生命值": the enemies' data lpr, tools/build-data.mjs).
|
||
|
||
export const DUCK_BAND = 'band_ducklord';
|
||
/** "击倒这些敌人者获得1资金奖励" (the blackboard's `count` is 1 too). */
|
||
export const DUCK_COINS = 1;
|
||
/** Battle kinds the swap applies to (PRTS: the Final Assault and the Hidden Core too). */
|
||
const DUCK_KINDS = new Set(['normal', 'boss', 'hidden']);
|
||
|
||
function duckParams() {
|
||
for (const b of buffsOf(bandRecord(DUCK_BAND))) if (b.key === 'round_start_all_player_change_enemy_2') return b.p;
|
||
return null;
|
||
}
|
||
|
||
/** Rewrite `spawns` in place (exported for tests). Returns the replaced spawn specs. */
|
||
export function duckReplace(ctx, spawns, p, ownerPlayerId) {
|
||
const gd = ctx.gd;
|
||
const ducks = list(p.enemylist).filter((k) => gd.enemy(k));
|
||
if (!ducks.length || !Array.isArray(spawns)) return [];
|
||
const lo = Math.max(0, int(p.min, 0)), hi = Math.max(lo, int(p.max, lo));
|
||
const want = lo + ctx.rng.int(hi - lo + 1);
|
||
if (want <= 0) return [];
|
||
// one entry per enemy (split multi-count specs), in spawn-time order
|
||
const flat = [];
|
||
for (let i = 0; i < spawns.length; i++) {
|
||
const s = spawns[i];
|
||
const cnt = Math.max(1, int(s.count, 1));
|
||
for (let k = 0; k < cnt; k++) flat.push({ i, k, t: num(s.time, 0) + k * num(s.interval, 0) });
|
||
}
|
||
flat.sort((a, b) => a.t - b.t || a.i - b.i || a.k - b.k);
|
||
const w0 = num(p.minweight, 0), w1 = num(p.maxweight, 1);
|
||
const n = flat.length;
|
||
const ok = flat.filter((f, j) => {
|
||
const s = spawns[f.i];
|
||
const e = gd.enemy(s.enemyKey);
|
||
const frac = n > 1 ? j / (n - 1) : 0;
|
||
return !s.tag && s.countInTotal !== false && e && e.rank !== 'BOSS' && !e.notCountInTotal && e.stats?.motion !== 'FLY'
|
||
&& frac >= w0 - 1e-9 && frac <= w1 + 1e-9;
|
||
});
|
||
const picked = ctx.rng.shuffle(ok).slice(0, want);
|
||
if (!picked.length) return [];
|
||
const byIdx = new Map();
|
||
for (const f of picked) { if (!byIdx.has(f.i)) byIdx.set(f.i, new Set()); byIdx.get(f.i).add(f.k); }
|
||
const out = [];
|
||
const add = [];
|
||
for (const [i, ks] of byIdx) {
|
||
const s = spawns[i];
|
||
const cnt = Math.max(1, int(s.count, 1));
|
||
const keep = cnt - ks.size;
|
||
for (const k of ks) {
|
||
const d = {
|
||
...s, mods: s.mods ? { ...s.mods } : undefined, count: 1, interval: 0,
|
||
time: num(s.time, 0) + k * num(s.interval, 0), enemyKey: ctx.rng.pick(ducks), tag: 'duck',
|
||
bounty: { coins: DUCK_COINS, ownerPlayerId },
|
||
};
|
||
if (d.mods) delete d.mods.slot;
|
||
add.push(d);
|
||
out.push(d);
|
||
}
|
||
if (keep <= 0) spawns[i] = null;
|
||
else if (ks.size) {
|
||
// keep the unreplaced copies of a multi-count spec as single specs at their original times
|
||
const rest = [];
|
||
for (let k = 0; k < cnt; k++) if (!ks.has(k)) rest.push({ ...s, mods: s.mods ? { ...s.mods } : undefined, count: 1, interval: 0, time: num(s.time, 0) + k * num(s.interval, 0) });
|
||
spawns[i] = null;
|
||
add.push(...rest);
|
||
}
|
||
}
|
||
for (let i = spawns.length - 1; i >= 0; i--) if (spawns[i] == null) spawns.splice(i, 1);
|
||
spawns.push(...add);
|
||
return out;
|
||
}
|
||
|
||
const duckGlobal = {
|
||
onBattleStart(ctx, ev) {
|
||
if (!ev || !DUCK_KINDS.has(ev.kind) || !Array.isArray(ev.spawns)) return;
|
||
const p = duckParams();
|
||
if (!p || ctx.round < int(p.round, 1)) return;
|
||
const held = ctx.bandId() === DUCK_BAND || ctx.teammates().some((t) => t.bandId() === DUCK_BAND);
|
||
if (!held) return;
|
||
duckReplace(ctx, ev.spawns, p, ctx.playerId);
|
||
},
|
||
};
|
||
|
||
// ---------------------------------------------------------------------------------------------------------------
|
||
|
||
/** Merge hook objects (same hook → called in order). */
|
||
function merge(parts) {
|
||
const out = {};
|
||
for (const h of parts) {
|
||
for (const [name, fn] of Object.entries(h)) {
|
||
if (typeof fn !== 'function') continue;
|
||
const prev = out[name];
|
||
out[name] = prev ? function merged(ctx, ev) { prev(ctx, ev); fn(ctx, ev); } : fn;
|
||
}
|
||
}
|
||
return out;
|
||
}
|
||
|
||
/** Hooks of one band (null when it has no prep effect). */
|
||
export function bandMetaHandler(bandId) {
|
||
const groups = new Map();
|
||
for (const b of buffsOf(bandRecord(bandId))) {
|
||
if (!b.key || !K[b.key]) continue;
|
||
if (!groups.has(b.key)) groups.set(b.key, []);
|
||
groups.get(b.key).push(b.p);
|
||
}
|
||
if (!groups.size) return null;
|
||
return merge([...groups].map(([k, ps]) => K[k](ps, bandId)));
|
||
}
|
||
|
||
export function registerMeta(registry) {
|
||
for (const id of Object.keys(gameData().bands || {})) {
|
||
const h = bandMetaHandler(id);
|
||
if (h) registry.band(id, h);
|
||
}
|
||
registry.global('bands_ducklord', duckGlobal);
|
||
}
|