feedback2: merge WI — 归溟幽灵鲨's 替身 is drawn (form + status icon), makes no attack and casts nothing, S2's end switches her (GitHub #44)

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sganggs committed 2026-10-04 00:13:31 +08:00
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@@ -314,7 +314,10 @@ instance or a block starts a 2 s change). Each form change goes through `setForm
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. Barrier / charge
('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and its hidden-tab backlog (`battle/runner.js keepsState`; a backlog past `HELD_MAX` drops only superseded status /
@@ -675,6 +678,7 @@ registration order. `battle.off(handle)` / `battle.off(name, fn)` / `battle.offO
| `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 — `PRIO_REVIVE` −100; substitutes −100) → 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'|'retreat'|'merchant'|'expired'|'forcedExit', killer }` | unit removed (`'forcedExit'`: an operator entering 联防 knocked out, §1.1) |
| `skillStart` / `skillEnd` | `{ unit, skill, reason }` | mutate `skill.ammoLeft` / `skill.timeLeft` in skillStart |
@@ -1094,7 +1098,7 @@ table: `hitSleep` (targets and damages sleeping enemies — "可以攻击沉睡
| 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 ⇒ substitute for 20 s (bb duration): block 0, doll HP (its own substitute token's stats, else 50 % max HP: 归溟幽灵鲨); swaps back at full HP; dies if the doll dies |
| dollkeeper | fatal damage (no 不死) ⇒ a 1 s switch animation [ASSUMED length] (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 [ASSUMED]); 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) |
@@ -1122,9 +1126,9 @@ Unknown subprofessions fall back to the profession default (test `professions.te
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 enemy's model form from then on, `content/enemies.js setForm` / `shared/protocol.js fxForm`),
`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`: an enemy'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 … — 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)
- `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) or an ally's 迷彩 — skill 16, shield 32, invuln 64, cold 128, sleep 256, flying 512);