feedback7: merge fb7-unbalance — the official 失衡 (UNBALANCE) after a push / pull (the idea of PR #392 by @xcdoge, re-implemented from PRTS): no walking, attacking or skills while it lasts; pushes by the 推力-位移 time table, pulls by the force window (0.5 / 1 s), static bodies 0.1 s pushed / the window pulled; 弧光锋卫 bleeds 400 / 0.066 s while unbalanced; the client slide uses the same time
- The owner asked to verify the official rule before deciding (research: PRTS 失衡位移机制 / 推与拉 / 游戏数据基础 / 特殊机制,
the client's Rigidbody2D data); the PR's 0.6387·√tiles formula and fear exemption were not taken.
- Grok review: MERGE AFTER FIXES — two HIGH (static pulls, 弧光锋卫's bleed), skills during the hold, husk 重生, exact
frames — fixed on the branch (1db84d79).
- Golden union: bond-miraShip-low differs from HEAD (fewer enemy attacks: 169 → 166 events, same kills) though the
branch alone left it — HEAD's ×1.1 练度 path now displaces an enemy there. Broad node --test 5681 (5679 pass, 0 fail,
2 skipped); lint 0 errors.
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- **阻挡**看接触:干员阻挡中心距离约 0.7 格以内、与它接触的敌人(地面干员挡不住飞行和近地悬浮的敌人)。敌人卡在两名干员之间时,阻挡它的干员倒下、撤退或被晕眩后,另一名仍与它接触、还有空余阻挡数的干员会**立刻接替阻挡**;都没有空位时敌人才会走掉。被冻结或晕眩的敌人同样会被接触到的干员挡住:干员再部署到它身边就会阻挡它,隐匿的敌人也随之破隐(沉睡、浮空、恐惧的敌人仍然挡不住)。迎面走来的敌人会停在干员格子前面。**阻挡了就一定能打到**:任何干员(包括站在近战位的远程干员和召唤物)总能攻击自己阻挡的敌人,不管它在不在攻击范围内、在干员哪一侧,并且优先攻击它——只有速射手例外:攻击范围内有飞行敌人时先打飞行敌人(特性「优先攻击空中单位」,维护者 2026-10-08 的决定,GitHub #220)(医疗干员除外:咒愈师以外的医疗挡住敌人时照常治疗队友,不会攻击它;「停止攻击」类技能期间也除外;技能原文另有限制的也按原文:普罗旺斯二技能开启时不以生命值高于 80% 的敌人为目标,寒檀二技能的冰凌随机落在攻击范围内的地块上)。
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- 开战时干员按**逐列从左到右、每列从上到下**的顺序部署(最左一列最先,与阿戈尔吞噬「更靠左和靠上」的顺序相同),召唤物在所有干员之后。被阻挡的敌人先打阻挡它的干员;没被阻挡的远程敌人先打嘲讽等级高的,同级时打最后部署的(召唤物、最右一列靠下的干员和刚再部署的干员更容易挨打)。隐匿的干员只会被它阻挡的敌人攻击,没被它挡住的敌人的溅射、爆炸、范围技能、留下的伤害区域(包括假想敌:蚀裂被击倒后喷出的毒雾)以及深池伙友卫队、扎罗的减攻速光环也落不到它身上(和官方一样;写明「无视无法选择」的效果如污染秽蚀照常能打到,寒霜的减攻速光环和“墓碑”这类地图效果照常生效);**迷彩**(如忍冬三技能期间击倒敌人后、寒芒克洛丝一技能)同样只会被它阻挡的敌人攻击,也显示为半透明,但躲不开溅射、爆炸和范围伤害(同时打范围内所有单位的普通攻击——如“斩胄之剑”“破胄之锤”“灵幛”——打不到它),也不算隐匿(不触发叙拉古等「隐匿时」效果)。叙拉古的隐匿按时(32 秒 + 每层 0.4 秒)结束;忍冬的迷彩按官方持续到她下一次开技能。**蒂比起飞**期间只挡飞行敌人,地面敌人不会选她为目标(普通攻击、溅射、技能范围、燃烧区域和要选中目标的减益都落不到她身上);飞行和悬浮敌人、写明「无视无法选择」的效果(如污染秽蚀)照常能打到她;地面敌人的光环和全场效果(如“墓碑”让全场攻击力、防御力减半)、她攻击敌人时招来的反制(如重装侦察兵的暴露)照常生效,起飞前已挂上的持续伤害也照常跳。
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- **技能自动释放**按官方「技能策略」:一般的手动技能在技能就绪、即将攻击 / 治疗且初始攻击范围内有敌人(治疗技能:有受伤的队友)时释放;**带独立技能范围**的技能(如德克萨斯「剑雨」、凛御银灰「御敌的锋锐」、锏「归于宁静」,不含「攻击范围扩大」类)在**技能范围内出现敌人**时就释放,不必先攻击;**开启后攻击范围比平时大**的手动技能(如莫斯提马「序时之匙」、银灰「真银斩」、史尔特尔「黄昏」、白面鸮「脑啡肽」)在**开启后的攻击范围内出现敌人**(治疗技能:有受伤的队友)时就释放,不必等敌人走进平时的攻击范围,这是本作按玩家反馈有意与官方不同的地方;**重装干员**的手动技能在受到伤害时释放(例外:深巡、雷蛇的二技能,号角的二、三技能,灰毫的一、二技能按玩家反馈改为攻击范围内有敌人时就释放(深巡二技能按开启后更远的攻击范围判断),余的二技能「厚礼上宾」改为周围两格(技能范围)内有敌人时就释放,这是本作有意与官方不同的地方;深巡一技能仍要受到伤害);执旗手 / 战术家 / 吟游者技能就绪即释放,解放者 / 阵法术师在初始攻击范围内有敌人时释放(开启后攻击范围扩大的技能——薄绿「风语」、蜜蜡「沙暴扩散」、卡涅利安「食噬之印」、玛恩纳「未宽解的悲哀」,以及安洁莉娜「秘杖·反重力模式」——同样按开启后的攻击范围判断)。**自动触发**的技能按其本身规则:只作用于队友的(如引星棘刺「度算浪波」、浊心斯卡蒂「同葬无光之愿」、纯烬艾雅法拉「无声润物」)技力满就释放,不用等敌人或伤员;立即生效、本身不是一次攻击的技能(如度算浪波、先锋的回费技能)两次释放之间至少隔一个攻击间隔(释放本身不占用普通攻击),攻速越快放得越勤,迅捷返还的技力再多也不会每一帧都放(GitHub #298);伺夜「领袖的呼唤」「领袖的馈赠」只在场上有狼群时释放:狼群处于战术点形态时,「领袖的呼唤」也会释放并让它立刻带着 1 只狼影回到场上(狼影未满时改为加 1 只狼影,已满时把狼群的生命值回满),「领袖的馈赠」也会释放(立即获得费用,强化留给回来的狼群的下一次攻击);又如古米「备用军粮」在身边(技能范围内)有受伤的队友时就会发动,下一次攻击改为治疗该队友(不用先接敌;她的二技能「食粮烹制」是手动技能,按重装规则在受到伤害时释放);塞雷娅「急救」在她即将攻击时、身边有生命不高于一半的队友才发动,这次攻击直接改为治疗;新约能天使二技能的护盾按官方给攻击范围内**仇恨最高**的队友(嘲讽等级高的优先,同级时给最后部署的),不一定是站在最前面挨打的那个。手动技能的自动释放有 3 秒冷却:开战部署后先等 3 秒,之后同一干员两次自动释放至少间隔 3 秒(可充能的技能不会同时放完)。白铁的「铁钳号·原型机」能被我方干员攻击(不受伤害):它在攻击范围 / 技能范围内时,能作用到它的技能会像遇到敌人一样自动开启并消耗弹药(项目维护者 2026-10-08 按官方体验确认;白铁™多功能平台不会被攻击);技能效果只会挑选敌人、打不到它的技能(如德克萨斯「剑雨」)不会为它开启,留给真正的敌人。
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- **推开 / 拉拽**按官方「力度 − 重量」决定距离:例如野鬃二技能(中等力度)把重量 0 / 1 / 2 / 3 的敌人推开约 2.1 / 1.7 / 0.4 / 0.1 格,重量 4 以上推不动——轻型敌人反而推得更远。野鬃二技能沿她的朝向推开:正前方 45° 以内按上面的距离,身后、侧面或贴身的敌人只被轻推一下(约 0.4 格以内);琳琅诗怀雅三技能的金币则从她身边向外推开,落在她前方 2–4 格的范围(官方「范围2-4」)内的地面敌人和她阻挡的敌人身上。攻击速度最低为 20(沼泽、寒霜等减速叠满时也不会更慢)。
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- **推开 / 拉拽**按官方「力度 − 重量」决定距离:例如野鬃二技能(中等力度)把重量 0 / 1 / 2 / 3 的敌人推开约 2.1 / 1.7 / 0.4 / 0.1 格,重量 4 以上推不动——轻型敌人反而推得更远。野鬃二技能沿她的朝向推开:正前方 45° 以内按上面的距离,身后、侧面或贴身的敌人只被轻推一下(约 0.4 格以内);琳琅诗怀雅三技能的金币则从她身边向外推开,落在她前方 2–4 格的范围(官方「范围2-4」)内的地面敌人和她阻挡的敌人身上。被推开、拉动的敌人会进入官方的**失衡**状态,这段时间里不走路、也不发动普通攻击:推开按力度减重量的档位持续 0.2–约 1.17 秒(中等力度推重量 1 的敌人为 0.8 秒),拉拽持续 1 秒(力度比重量低 2 档时 0.5 秒,拉到身前后也一样),失衡期间也不会放技能(例如弑君者的闪现)或执行脚本移动(例如枯朽之种俯冲),弧光锋卫则在失衡期间每 0.066 秒受到 400 点真实伤害;推不动的空中单位(静态刚体)被推时停顿 0.1 秒、被拉时停顿整个拉力作用时间;浮空、重生和路线上的瞬移出现都会立刻解除失衡。画面上的滑行也用同样的时间(默认 2 倍速下现实时间减半)。攻击速度最低为 20(沼泽、寒霜等减速叠满时也不会更慢)。
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- **生命回复不是治疗**(与官方一致):吟游者的特性(魔王、浊心斯卡蒂及其海嗣)、调香师的天赋、瑕光二技能、铃兰三技能、锡人和引星棘刺(一、二技能)的炼金单元给友军的「每秒恢复生命」是提高对方的**生命回复速度**,不是治疗:收割者 / 不屈者 / 武者(如隐德来希、圣约送葬人、折桠)这类「无法被友方治疗」的干员和处于禁疗的干员也能吃到,治疗量加成(如「受到的治疗效果提升」)也不会放大它;铃兰三技能开启后的第一秒没有回复。直接治疗(医疗干员的治疗、技能的「恢复…生命」)仍然对这些干员无效。
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- **元素损伤条**在单位自己的血条正下方:左边是元素图标,白条是剩余的元素值,只有真正爆发时才会耗尽;爆发后条变成元素的颜色、图标闪烁,在冷却期间慢慢回满(这段时间不会再积累元素损伤)。
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- **弹药、狼影和「我执」**也画在血条上(0.2.2):弹药类技能(如隐现的二技能,14 发)开启时,血条下方的技力条换成**分格的黄色弹药条**——一格一发,打一发少一格,补弹时回来;这类技能开启期间脚下不再有持续的金色光环。伺夜的狼群在血条下方有一排**菱形**,亮的是剩下的狼影,暗的是已用掉的空位(最多 3 个),进入战术点形态时消失。斩业星熊进入「我执」后,绿色血条停在 1 点,超出的伤害涨成血条上的**红条**,红条满了才会倒下。这些只是显示,不改变任何战斗数值。
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| `moveRedeploy(unit, r, c, { clearSp })` | a 【移动】 (PRTS 术语释义: "不退场,以当前血量在目标位置部署", a special retreat + redeploy): `relocate`'s checks (false = refused, nothing changed), then a new deployment (`deploySeq` / `aggroSeq` / `deployedAt`) and `deploy {initial:false, move:true}` (deploy effects fire again); no `die` / `death`, timer or cost (不屈 / 阿戈尔's revive never see it); HP, buffs and a running skill are kept (owner's deviation, DESIGN §22.3); `clearSp` empties the SP before the deploy handlers run — 乌尔比安 S3's move (kits/ops/chess_char_5_05-ulpia.js) and 【返回】 (`clearSp`; also the 从不混淆的方向 fallback, content/tokens.js) |
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| `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 — but not for a skill that costs no SP, which the reset re-arms as at every deployment (伊内丝 S3 casts again on a 突袭 landing) — 突袭 raids, 阿戈尔 / 不屈 revives where the unit lies |
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| `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 |
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| `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) |
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| `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 |
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| `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). **失衡 (UNBALANCE)** (PR #392's idea, its timing re-done from the sources): the move stays instant, then the enemy is held in the 失衡 state — a state machine, not a status (PRTS 失衡位移机制; 异常效果 「失衡…不属于异常效果」: no stun, no immunity, SP untouched), `enemy.unbalanceUntil`, read by `ai.js updateEnemy`: no walking (恐惧 / 诱导 included — no fear exemption) and no normal attack started, a swing short of its frame cut, the attack clip's stand ended; and no skill (失衡免疫 「失衡期间无法自主移动、发动攻击、使用技能」): content skills wait (`enemies/helpers.js canCast(e, sil, battle)`, `unbalancedNow`), so do blinks (`blinkForward`) and scripted moves (枯朽之种's dive, the 碎铳之簧 / 铳 charges), and 乌顶巨角卢鲁's clash waits for its end. Left running on purpose: checks the state does not stop (异常效果: 水遁忍者's damage — 「仍然能正常造成伤害」), passive auras and terrain / periodic effects (no skills), death / damage-taken triggers, skill cooldowns (only the cast waits) — and 弧光锋卫's bleed, which is the state's own (天赋 「处于失衡状态时,每0.066s受到400点无来源真实持续伤害」: every 0.066 s for as long as it lasts — until 0.2.2 one hit per tile moved [ASSUMED]). Length, game seconds: a push — the 位移时间 of its 受力等级, PRTS 游戏数据基础 推力-位移近似对应表 (`constants.js PUSH_UNBALANCE`: −2 → 0.2, −1 → 0.4, 0 → 0.8, 1 → 0.9, 2 → 32/30, ≥ 3 → 35/30), the level push() computes (the −2 correction included), kept when the 特效 column or a wall shortens the slide ([ASSUMED] for the wall; a wall at the first step → the 0.1 s floor [ASSUMED]); a pull — its force window, 推与拉 「作用时间默认为 1 s;若本次受力等级 < −1,作用时间改为 0.5 s」 (`PULL_UNBALANCE` / `_WEAK`), to its end after the 急停 too (「目标将仍保持失衡状态至拉力作用时间结束为止」), none at ≤ −3; a 静态刚体 hit by a force > 0 — no movement, the state while the force acts (特殊机制 静态刚体: 「在失去施力后立刻」 out, 「0.1 秒保底」): a push 0.1 s (`UNBALANCE_MIN`; a push's force is instant), a pull its window; 失衡免疫 and leaders never. 浮空 ends it (术语释义 浮空), so do a 重生 (重生 / 逐火's 余烬) and a route APPEAR relocation — forced state switches (失衡位移机制). The end compares with 1e-9 so a float-summed 35/30 s keeps its 35 frames. The `displace` fx carries the length (`dur`): the client's slide takes as long (render/units.js slideTo). PR #392's 0.6387·√tiles (from the page's μ = 0.5 单位假设) and iLine truncated
|
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| `displace(enemy, {x, y}, tiles, {dur})` | the raw mover behind push / pull: along passable tiles (by `motion`: FLY in the rect, else ground-passable), no weight rule, no 失衡 state of its own (push / pull add it; `dur` only rides on its `displace` fx); 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 |
|
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| `after(seconds, fn, {owner})`, `every(seconds, fn, {owner, immediate})` | return `{cancel()}`; fn(battle, sched) |
|
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| `fx(kind, params)`, `rng()` (+ `rng.int/range/chance/pick/shuffle/weighted`) | never use Math.random; for distances, angles and powers use `hypot`, `sin`, `cos`, `atan2`, `powi` from `server/sim/detmath.js`, never `Math.hypot` / `sin` / `cos` / `atan2` / `pow` / `**` (their last bits differ between browsers) |
|
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| `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 |
|
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@@ -1520,8 +1520,8 @@ id, `loadout` the selection with `diy` = the checked pick `{ charId, skillIndex,
|
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`diy` (spec.js keeps `charId` / `skillIndex` / `uniEquipId` when well-formed); Battle fields a DIY slot only with a legal
|
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pick (none ⇒ no unit), and each unit resolves its own pick — two players filling one slot id differently are exact.
|
||||
Assumptions taken here (documented choices): element burst numbers for necrosis/apoptosis; unspawned enemies at timeout
|
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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
|
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modelled — only its distance, `push` / `pull`); pushes PRTS does not classify use the 弹道 distance column (`PUSH_TILES`);
|
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are dropped (not leaks); geek drain is non-lethal; tactician reinforcement stats; displacement is instantaneous, followed by the 失衡 hold (push: the 位移时间 table; pull: the force
|
||||
window — `push` / `pull`; a wall-shortened slide keeps its row time, a wall at the first step gets the 0.1 s floor); pushes PRTS does not classify use the 弹道 distance column (`PUSH_TILES`);
|
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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.
|
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@@ -113,7 +113,7 @@ Base stats (from data): `maxHp, atk, def, res` (0–100), `aspd` (100 base), `ba
|
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|
||||
DamageInfo: `{ amount (pre-mitigation), type: 'phys'|'arts'|'true'|'element', element?: 'burn'|'necrosis'|'neural'|'apoptosis', atkScale, defIgnoreFlat, defIgnorePct, resIgnoreFlat, resIgnorePct, mul (multiplier), canDodge, isSkill, isSplash, ignoreSelect (no selection — a 无视无法选择 ability, a direct pick, a debuff's tick: it reaches an airborne 起飞 ally, §21.22), tags[] }`.
|
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|
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Engine helpers (content must use these, never touch internals): `battle.dealDamage(source, target, dmgInfo)`, `battle.heal(source, target, amount, {overheal=false})`, `battle.applyStatus(target, key, { duration, source, value })`, `battle.addBuff(unit, buff)`, `battle.removeBuff(unit, key)`, `battle.spawnToken(ownerUnit|playerId, tokenId, row, col, opts)`, `battle.spawnEnemy(enemyKey, { routeIndex, pos, mods, tag })`, `battle.addProjectile({ from, to|target, speed, onHit, visual })`, `battle.push(e, force, { from, dir, fixed, fixedAngle, inward, effect })` / `battle.pull(e, force, { to, center, stop })` / `battle.pullToFront(e, unit, force)` / `battle.forceLevel(e, force)` / `battle.pushDistance(e, force, { effect })` (the official 力度 − 重量 tables, §20.3; a 静态刚体 — data `staticBody` — is never moved, §21.9; `battle.displace(e, dir, distance)` is the raw mover), `battle.allySelectable(a, by)` / `battle.alliesFor(by, ownerId)` (friendly selection, skipping 孤立 units, §20.3), `battle.unitsInGrid(unit, grid)`, `battle.enemiesInRadius(x, y, r)` (every enemy: enemy-side auras / heals, collisions), `battle.foesInRadius(x, y, r)` (the enemies an operator's area effect can select — no untargetable, no unblocked unrevealed 隐匿 enemy; PRTS 作战机制 §AOE伤害判定, §21.19), `battle.alliesInRadius(x, y, r, ownerId?)`, `battle.addLayers(playerId, bondId, n, reason)` (no-op when gains disabled; at most the room left under `BOND_LAYER_CAP` 999 — `shared/constants.js layerGainRoom`, §20.12; records into result), `battle.loseHp(target, amount, { source, from, sourceless })` (流失 — it skips the damage events: no 受击回复, TAKE_DAMAGE, shield or counter, `damage.js isHpLoss`; only for what the official calls 流失 — "N 真实伤害 per second" effects such as 源石溶剂 are `periodicDamage` damage, §21.12; a 物理流失 is first reduced by the target's DEF, 阿戈尔's devour, §21.19; `sourceless` = 无来源, `source` keeps the credit — leader parts pass damage on 1:1 with it, §20.10), `battle.addCoins(playerId, n)`, `battle.fx(kind, params)` (client VFX event), `battle.rng()` (never `Math.random`), `battle.getPlayer(playerId)` (bonds/band/effects view), `battle.redeploy(unit)` (on its rest tile: where a knocked-out operator lies, else its home; `battle.isReservedTile(r, c)` = a tile no automatic placement takes, `battle.downOn(r, c)` = the knocked-out operator lying there, whose tile no ally deploys or moves onto — §21.24), `battle.after(seconds, fn)` (scheduled callbacks), `battle.every(seconds, fn)`.
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Engine helpers (content must use these, never touch internals): `battle.dealDamage(source, target, dmgInfo)`, `battle.heal(source, target, amount, {overheal=false})`, `battle.applyStatus(target, key, { duration, source, value })`, `battle.addBuff(unit, buff)`, `battle.removeBuff(unit, key)`, `battle.spawnToken(ownerUnit|playerId, tokenId, row, col, opts)`, `battle.spawnEnemy(enemyKey, { routeIndex, pos, mods, tag })`, `battle.addProjectile({ from, to|target, speed, onHit, visual })`, `battle.push(e, force, { from, dir, fixed, fixedAngle, inward, effect })` / `battle.pull(e, force, { to, center, stop })` / `battle.pullToFront(e, unit, force)` / `battle.forceLevel(e, force)` / `battle.pushDistance(e, force, { effect })` (the official 力度 − 重量 tables, §20.3; a 静态刚体 — data `staticBody` — is never moved, §21.9; a push / pull then holds the enemy in its 失衡 state — no walking, normal attack or skill — for the PRTS 位移时间 / force window, 0.2.2, SIM.md §6; `battle.displace(e, dir, distance)` is the raw mover), `battle.allySelectable(a, by)` / `battle.alliesFor(by, ownerId)` (friendly selection, skipping 孤立 units, §20.3), `battle.unitsInGrid(unit, grid)`, `battle.enemiesInRadius(x, y, r)` (every enemy: enemy-side auras / heals, collisions), `battle.foesInRadius(x, y, r)` (the enemies an operator's area effect can select — no untargetable, no unblocked unrevealed 隐匿 enemy; PRTS 作战机制 §AOE伤害判定, §21.19), `battle.alliesInRadius(x, y, r, ownerId?)`, `battle.addLayers(playerId, bondId, n, reason)` (no-op when gains disabled; at most the room left under `BOND_LAYER_CAP` 999 — `shared/constants.js layerGainRoom`, §20.12; records into result), `battle.loseHp(target, amount, { source, from, sourceless })` (流失 — it skips the damage events: no 受击回复, TAKE_DAMAGE, shield or counter, `damage.js isHpLoss`; only for what the official calls 流失 — "N 真实伤害 per second" effects such as 源石溶剂 are `periodicDamage` damage, §21.12; a 物理流失 is first reduced by the target's DEF, 阿戈尔's devour, §21.19; `sourceless` = 无来源, `source` keeps the credit — leader parts pass damage on 1:1 with it, §20.10), `battle.addCoins(playerId, n)`, `battle.fx(kind, params)` (client VFX event), `battle.rng()` (never `Math.random`), `battle.getPlayer(playerId)` (bonds/band/effects view), `battle.redeploy(unit)` (on its rest tile: where a knocked-out operator lies, else its home; `battle.isReservedTile(r, c)` = a tile no automatic placement takes, `battle.downOn(r, c)` = the knocked-out operator lying there, whose tile no ally deploys or moves onto — §21.24), `battle.after(seconds, fn)` (scheduled callbacks), `battle.every(seconds, fn)`.
|
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|
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### 5.5 Combat rules (engine)
|
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|
||||
@@ -122,7 +122,7 @@ Engine helpers (content must use these, never touch internals): `battle.dealDama
|
||||
- **Blocking** (contact radius, PRTS 游戏数据基础 §阻挡半径 / 作战机制 "中点判定…案例:阻挡"; `constants.js BLOCK_RADIUS`, `Battle._checkBlock`, §19.2): an operator with free capacity blocks an unblocked, blockable enemy whose position lies within its block radius of its centre — ground 0.7071 (squared 0.49999037), 0.8944 × the blocker's 阻挡半径倍率 for blockFly units vs flyers (起飞; mod `blockRadiusScale` = 倍率 − 1 — PRTS 游戏数据基础 "飞行阻挡半径 = 0.8944 × 阻挡半径倍率", 凯尔希·思衡托 +0.23), devices 0.4472 (阻隔工事 / 障碍物); air units (FLY, 近地悬浮, 浮空) only by blockFly units. A ground enemy is never blocked by a unit standing on a tile ground units cannot pass (围墙 / 围栏: PRTS 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" — an enemy pushed or pulled against the fence walks on; air blocking there stays [ASSUMED], §21.23) nor by an airborne (起飞) unit, which blocks flyers only (§21.22). An enemy holding 不可阻挡 (PRTS 异常效果 BLOCK_FREE 「无法阻挡/被阻挡,自动解除阻挡」) — `unblockable` (恐惧, 诱导, enemy abilities), 浮空, and 沉睡 (SLEEPING = 无法行动+无敌+不可阻挡) — is never blocked and is released at once: a sleeping enemy frees its blocker's slot, stays where it is and, once awake, is blocked again only by a blocker with room (§24.9). The nearest such operator wins (ties: scan order [ASSUMED]). It is re-checked every tick, moving or not, so another operator in contact with room takes the enemy over when its blocker dies, is withdrawn or is stunned, and an operator whose capacity frees up grabs an overlapping enemy; one that finds no room walks on. A stunned or frozen enemy is checked too — 晕眩 / 冻结 hold no 不可阻挡 (PRTS 异常效果: the STUN / FROZEN state machines stop its moves and attacks) —, so an operator redeployed beside a held enemy blocks it where it stands and lifts its 隐匿; one held short of contact is blocked once it walks in after the status (GitHub #232; until 0.2.0 the check waited for the status to end). A head-on enemy stops at contact (≈ 0.71 tile), outside the blocker's tile. Enemy uses `blockCnt` capacity (default 1). Blocked enemies stop moving and attack their blocker if melee (or anyone in range if ranged, blocker first). **Every blocker** — melee units (重装要塞 / 领主 / 哨戒铁卫 included), summons and a ranged operator on a melee tile alike — whose attack hits enemies may always target the enemies it blocks, in range or not, whatever its facing, and targets them first — a 速射手's air priority (优先攻击空中单位) excepted, which comes before the enemy it blocks (the owner's decision of 2026-10-08, GitHub #220) — ("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`, `targeting.js sortEnemyTargets`; §20.3 — it replaces the playtest #5 QA's melee-only restriction of §19.2). A healer (dmgType `heal`, or a skill attack turned into a heal) selects injured allies only and keeps healing while 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"; §21.17); 咒愈师 follow the blocker rule. The huge leaders are 自缚 + unblockable (§7).
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- **Operator attacks**: every `interval` s if a valid target exists; targets = up to `maxTargets` (default 1) from `unitsInGrid(rangeGrid)` (a `rangeAoe` profile — 阵法术师, 轰击术师 — takes every selectable enemy in range, §21.18; 「同时攻击阻挡的所有敌人」 — 强攻手 / 重剑手 / 推击手 and the skills worded so, `hitAllBlocked` — up to the block count, never fewer than 1, since 0.2.0: PRTS 分支特性信息 "普通攻击最大目标数等于阻挡数(不会低于1)"), priority: (1) the enemies it blocks (every blocker, in range or not, §20.3), (2) profession/trait priorities (e.g. fly-first snipers, `trait` text parsed by build-data into `targetPriority`), (3) enemy with the **least remaining path distance** to its goal, ties → earliest spawned. Melee (no ranged trait) and ground-only attacks cannot hit air units (`Unit.isFlying`: FLY, or a 近地悬浮 / 浮空 enemy — PRTS "算作空中单位", §19.1). Stealthed enemies can't be targeted unless blocked or revealed — or within 3 s of a block's end (§22.8). Ranged ops fire projectiles (speed ~12 tiles/s, instant for melee/arts-beam classes as data indicates); damage applies on impact; a 锁定攻击范围 AoE (`rangeAoe`) strikes every selectable enemy on its range at once with instant hits (§21.18).
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- **Healers** (`dmgType heal`): target the ally in range with the lowest HP% below 100%, never a 禁疗 / 孤立 unit (tokens.json `abnormal`, `noHeal`; §20.3; 史尔特尔 during 余烬, §22.7), and never the enemies they block — also while blocking (§21.17); do nothing otherwise (SP still regenerates).
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- **Enemy AI**: follow the route (checkpoints; WALK paths recomputed on the grid when devices change); when blocked stop & fight (`dmgType 'none'` enemies never attack unless content arms them through `e.profile` — 转译基底's armed forms, §21.4); ranged enemies (`rangeRadius > 0`) attack ops whose 0.25 collider touches their radius (centre distance ≤ `rangeRadius` + 0.25, §3, §20.4): the enemy's own target rule filters the candidates first (`profile.canTarget`: 只攻击地面单位 …), then priority blocker → special priority → highest taunt → **latest deployed** (`aggroSeq`) — PRTS 索敌 "阻挡→特殊优先级→仇恨值→最早出现"; a stealthed ally is attacked only by the enemy it blocks (§19.1) — and not even by that one when its 索敌不受阻挡影响 (自制投石机, `profile.blockFree`: it selects as if unblocked, §25.18) —, and an enemy's area effects — splash, blasts, area skills, zones, jumps — and buff auras skip it unless it blocks that enemy, while 迷彩 does not protect from splash and the other area effects (`targeting.js areaSelectable` / `auraSelectable`, §22.12); an airborne (起飞) ally is never a ground enemy's selection — picks, area damage, zones and statuses skip it, while 无视无法选择 abilities, direct picks, debuff ticks and flying units still reach it (§21.22); unblocked, they stand for each attack's clip (enemies.json `attackAnim`: its wind-up before the strike and the rest of the clip after it, shortened when the attacks come quicker than the clip; `ATTACK_PAUSE = 0.35 s` after the strike when no clip is known; a 「不停止移动」 attacker never stops; §22.14); any enemy whose block ends after its strike (its blocker stunned by it, knocked out, retreated) stands for the rest of that clip too — PRTS 状态机: the enemy's COMBAT state ends with its attack — and a displacement ends a stand (0.2.0). Every enemy attack strikes at its clip's damage frame after its swing starts — the first one of a contact too —, and a stun / freeze / sleep / 浮空, hiding, 缴械, 恐惧 or 战栗 (blocked) before that frame cuts the swing: no strike, the next swing starts from its wind-up (0.2.0, `ai.js attackWindup`; PRTS 状态机 / 异常效果 STUNNED; no clip known: no wind-up). FLY enemies ignore ground obstacles (only blockFly units block them) and follow their checkpoint route. A feared enemy runs between random 恐惧可达地块 away from the source (PRTS 诱发移动; `fear.js`); 恐惧 outranks 诱导; the 恐惧 / 诱导 walks re-plan from where the enemy stands after a push or an obstacle change, and the route re-plans when they end (§20.4).
|
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- **Enemy AI**: follow the route (checkpoints; WALK paths recomputed on the grid when devices change); when blocked stop & fight (`dmgType 'none'` enemies never attack unless content arms them through `e.profile` — 转译基底's armed forms, §21.4); ranged enemies (`rangeRadius > 0`) attack ops whose 0.25 collider touches their radius (centre distance ≤ `rangeRadius` + 0.25, §3, §20.4): the enemy's own target rule filters the candidates first (`profile.canTarget`: 只攻击地面单位 …), then priority blocker → special priority → highest taunt → **latest deployed** (`aggroSeq`) — PRTS 索敌 "阻挡→特殊优先级→仇恨值→最早出现"; a stealthed ally is attacked only by the enemy it blocks (§19.1) — and not even by that one when its 索敌不受阻挡影响 (自制投石机, `profile.blockFree`: it selects as if unblocked, §25.18) —, and an enemy's area effects — splash, blasts, area skills, zones, jumps — and buff auras skip it unless it blocks that enemy, while 迷彩 does not protect from splash and the other area effects (`targeting.js areaSelectable` / `auraSelectable`, §22.12); an airborne (起飞) ally is never a ground enemy's selection — picks, area damage, zones and statuses skip it, while 无视无法选择 abilities, direct picks, debuff ticks and flying units still reach it (§21.22); unblocked, they stand for each attack's clip (enemies.json `attackAnim`: its wind-up before the strike and the rest of the clip after it, shortened when the attacks come quicker than the clip; `ATTACK_PAUSE = 0.35 s` after the strike when no clip is known; a 「不停止移动」 attacker never stops; §22.14); any enemy whose block ends after its strike (its blocker stunned by it, knocked out, retreated) stands for the rest of that clip too — PRTS 状态机: the enemy's COMBAT state ends with its attack — and a displacement ends a stand (0.2.0) and holds the enemy in its 失衡 state (0.2.2: no walking, no attack started, no skill — PRTS 失衡位移机制). Every enemy attack strikes at its clip's damage frame after its swing starts — the first one of a contact too —, and a stun / freeze / sleep / 浮空, hiding, 缴械, 恐惧 or 战栗 (blocked) before that frame cuts the swing: no strike, the next swing starts from its wind-up (0.2.0, `ai.js attackWindup`; PRTS 状态机 / 异常效果 STUNNED; no clip known: no wind-up). FLY enemies ignore ground obstacles (only blockFly units block them) and follow their checkpoint route. A feared enemy runs between random 恐惧可达地块 away from the source (PRTS 诱发移动; `fear.js`); 恐惧 outranks 诱导; the 恐惧 / 诱导 walks re-plan from where the enemy stands after a push or an obstacle change, and the route re-plans when they end (§20.4).
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- **Damage**: phys `max(A − max(0, D×(1−defIgnorePct) − defIgnoreFlat), 0.05·A)`; arts `max(A × (1 − R'/100), 0.05·A)` with `R' = max(0, R×(1−resIgnorePct) − resIgnoreFlat)`; true = A; 元素伤害 ('elemental') `max(A × (1 − 元素抗性/100), 0.05·A)`. Then × `dmgDealtMul` (source) × `dmgTakenMul` & type-specific taken multipliers (target) × `dmg.mul` — 元素伤害 takes 元素脆弱 (`elementalTakenMul`) alone, not `dmgTakenMul` (脆弱 = "受到的物理、法术、真实伤害提升"). Then **限伤**: on a leader (`isBoss` — the 10 bossInfoDict enemyIds and their mirrored copies; never parts, drones or escorts) in a `'boss'` / `'hidden'` battle a hit with `ceil(final) ≥ 300000` is cancelled — no HP or pool loss, no credit, no damage number, no `damaged` / kill (`shared/constants.js BOSS_HIT_LIMIT`, `damage.js leaderHitCancelled`, after every multiplier and the hit-step blocks, before HP shields; `loseHp` too — a part's 传递, but not 胄's drone link, a share of the pool that is no hit (`noHitLimit`, §25.13.4); the client's `MAX_BATTLE_DAMAGE`, §20.12). Then shields absorb; dodge checks for phys/arts. Element damage fills a gauge (1000; enemy leaders 2000) × `elemTakenMul` × max(0.05, 1 − 损伤抵抗/100), 损伤抵抗 = data `epResistance` (PRTS 元素; the 5 % floor of DMG_e, PRTS 游戏数据基础). An element fill on a target with no HP left is refused (damage.js `hasHp`: no burst on a corpse). A full gauge bursts with the side-specific official effects, as **无来源** damage (no damage-dealt multiplier or penetration of the unit that filled the gauge, which keeps the kill and the stats; §19.5) (sim/constants.js `ELEMENT`; operators: 灼燃 1200 arts + RES −20, 神经 stun 10 s then 1000 true, 凋亡 15 s of 阻回 (`noSp`: no SP gain of any kind) + 静默 with −1 SP/s and 100 arts/s, 侵蚀 DEF −100 then 800 phys; enemies: the "·我方" terms). Every burst starts a **爆发冷却** = its duration (灼燃 / 神经 / 侵蚀 10 s — enemies' 侵蚀 8 s — 凋亡 15 s) during which NO element of the unit fills or can be recovered; when it ends every gauge of the unit resets (§18.3).
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- **Leak**: an enemy reaching its goal is removed, counted as leaked for its field owner (`sourcePlayerId` for unite). LP accounting is done by the match, not the battle.
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- **Results**: `damageDealt` / a unit's `dmg` count only HP removed from the other side — a unit's own drain or 流失 and friendly damage are the target's `taken` only (§21.12).
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@@ -14,7 +14,8 @@
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| 摩擦是谁的参数 | **地板(地形)+ 单位质量**,**不是**技能参数:`GrasslandType { NORMAL_LAND, ICE_LAND, SLIME_LAND }`,每格是一条 `GrasslandData { modeIdx, grasslandType, additionalFriction }`,运行时还会被 `UpdateFrictionFactor` / `RestoreFrictionFactor` 临时改写 |
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| 卫戍协议里有几种地板 | **实际只有普通地面**:11 张地图共 18 种格子字符,无冰面/黏液 ⇒ 本模式下摩擦恒定,滑行时长**不必按地板分档** |
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| 飞行目标怎么算 | **没有独立的空中摩擦**(`boatAirFactor` / `m_airBase` 属于"船"玩法):飞行用的是**同一套**公式(单位摩擦 × 所在格子的 `additionalFriction`);差别只在**运动模式**(`ENEMY_MOTION_TYPE_FLY`、`HEIGHT_CHANGED_TO_FLY_BLOCK_MOTION_MODE` ⇒ 忽略地面阻挡),以及**失衡免疫 / 静态刚体**的空中单位根本不可位移 |
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| 曲线形状 | 恒定减速 ⇒ `d/D = 2k − k²`(ease-out quad)、`T ∝ √D`;客户端用的 `T = 0.14·√D`(夹 0.12–0.45 s)是我们拟定的 [ASSUMED],没有来源给出官方时长 |
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| 曲线形状 | 恒定减速 ⇒ `d/D = 2k − k²`(ease-out quad) |
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| 推多久 / 拉多久 | **失衡(UNBALANCE)状态机**的时长(0.2.2,PR #392 的思路、按来源重做):推 = PRTS 游戏数据基础「推力-位移近似对应表」的**位移时间**(受力等级 −2/−1/0/1/2/≥3 → 0.2 / 0.4 / 0.8 / 0.9 / 32⁄30 / 35⁄30 游戏秒,正好是 30 fps 的整帧);拉 = 推与拉的**拉力作用时间**(1 s,受力等级 < −1 时 0.5 s,急停后仍保持到结束);静态刚体受力 > 0 时 0.1 s 保底。客户端滑行用同一段游戏时间(默认 2 倍速 ⇒ 现实时间减半);`T = 0.14·√D` 只留作旧录像(fx 不带 `dur`)的回退 [ASSUMED] |
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|
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## 1. 官方类与字段(`global-metadata.dat`)
|
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|
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@@ -101,14 +102,17 @@ p ×77(预览栏) d ×76(装置) S ×66(起点) I / E ×33(路
|
||||
|
||||
## 5. 客户端的做法(本次实现)
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||||
|
||||
`render/units.js`:模拟位移是**瞬时**的(`sim/battle/displacement.js` 在一次调用里走完 0.1 格步进),快照只带终点,
|
||||
所以客户端补上中间帧——`UnitView.slideTo(x, y, { friction })` 建立一次滑行,`update()` **逐帧做速度积分**
|
||||
`render/units.js`:模拟位移是**瞬时**的(`sim/battle/displacement.js` 在一次调用里走完 0.1 格步进),随后敌人处于
|
||||
**失衡状态**(0.2.2:不走路、不发动普通攻击,时长见 §0「推多久 / 拉多久」),快照只带终点,
|
||||
所以客户端补上中间帧——`UnitView.slideTo(x, y, { dur, friction })` 建立一次滑行,`update()` **逐帧做速度积分**
|
||||
(`v ← max(0, v − a·dt)`、`d ← d + v·dt`),终点由模拟给出(**权威**),`v0 = 2D/T`、`a = v0/T` 保证
|
||||
`T` 秒内正好走完 `D` 且速度归零 —— 即官方"冲量 + 摩擦"的等效形式;`T = 0.14·√D`(夹 0.12–0.45 s)是我们拟定的
|
||||
[ASSUMED](让画面按模拟的距离到位;没有来源给出官方时长),`friction` 是**地板因子**(本模式恒为 1;将来有冰面就乘
|
||||
< 1 ⇒ 滑得更久)。`render/app.js` 在插值器开始显示「以带终点的快照结尾」的那一段时就用 `displace` fx 启动滑行:
|
||||
`T` 秒内正好走完 `D` 且速度归零 —— 即官方"冲量 + 摩擦"的等效形式;`T` = `displace` fx 带来的失衡时长 `dur`(游戏秒)÷
|
||||
播放倍率(`ctx.animRate`,默认 2 ⇒ 受力等级 0 的推 0.8 游戏秒 = 0.4 现实秒),滑行结束时模拟的失衡也正好结束;fx 不带
|
||||
`dur`(0.2.2 以前的录像)时才回退到 `T = 0.14·√D`(夹 0.12–0.45 s)[ASSUMED]。`friction` 是**地板因子**(本模式恒为 1;将来有冰面就乘
|
||||
< 1 ⇒ 滑得更久)。PR #392 的 `0.6387·√格` / `0.3194` 是用 PRTS 页面的「μ = 0.5 单位假设」推出来的,页面没有写出、也对不上
|
||||
位移时间表(每档高约一帧),未采用。`render/app.js` 在插值器开始显示「以带终点的快照结尾」的那一段时就用 `displace` fx 启动滑行:
|
||||
到达那张快照之前画面停在原处,之后从原处减速滑入模拟的实时位置(终点,以及敌人随后继续走的路),落地不跳。
|
||||
**模拟层、协议、golden 一律未改。**
|
||||
(PR #380 合入时模拟层、协议、golden 未改;0.2.2 的失衡状态改了模拟层,`displace` fx 多带一个 `dur`。)
|
||||
|
||||
滑行途中死亡:滑行照常走完,尸体停在被推到的位置(模拟里它已经在那里;0.2.2 合入时改掉了原 PR 的「回到出发格」);
|
||||
倒地的单位交给 `setDown` 放到它的格子上。
|
||||
|
||||
Reference in new issue
Block a user