feedback1 integrate: WO official diagonal routes (the floor preference no longer straightens diagonals)
# Conflicts: # data/stages.json # docs/DATA.md # server/sim/grid.js # test/sim/pathing-blockable.test.js
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@@ -152,9 +152,16 @@ ends by spawning a new 初始模式 copy on its level branch route (`left_hand_o
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HP, then `kill(old, null)` — uncounted, no bounty; the client sees a `die` and a `spawn`.
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WALK legs pathfind on the stage grid inside the rect with the official flow field (grid.js: 4-direction SPFA from the
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destination, crates cost 1000, then Bresenham line-of-sight smoothing — research 08 §3.4). Among equal-length routes the
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one crossing the fewest non-blockable tiles (floor / gate lanes) wins, and a smoothed segment never cuts across floor
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the grid route does not walk (user playtest #2 item 2; test/sim/pathing-blockable.test.js). Enemies re-path whenever
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destination, crates cost 1000, then Bresenham line-of-sight smoothing — research 08 §3.4). The official route stays
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unless 0.1.0's road-over-floor preference route (the fewest non-blockable tiles among equal-length chains, a line of
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sight that never covers floor — diagonal-step corners included — its grid route does not walk; user playtest #2 item 2)
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crosses strictly fewer non-blockable tiles (floor / gate lanes); "crosses" = passes through the tile's interior, a
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corner touch does not count (`grid.js` `segmentTiles`; community report D5 after 0.1.0: 战场#04's lower-gate enemies cut
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diagonally from row 9 into row 10 as officially), and on equal counts the official route stays.
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test/sim/pathing-official.test.js lists the 21 of 154 stage routes that still differ from the official ones (战场#01's
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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
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since it refuses deployment — the sim does not model the canoes over it); test/sim/pathing-blockable.test.js audits the floor crossed. Enemies
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re-path whenever
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an obstacle changes (`grid.version`), after a displacement and when 诱导 / 恐惧 ends (the 恐惧 and 诱导 walks likewise
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re-plan from where the enemy stands after an obstacle change or when something else moved it — a push, or for 诱导 an
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outranking 恐惧); the smoothed chain is only line-of-sight
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