feedback7 R22-FIELDS: an enemy whose route ends on a corner portal stays hidden 3 s inside it before it comes out of [5,10], like the explicit crossings of the same tiles (review of the #337 commit); golden: 7 fields, 4 matches — solo-NORMAL-1's Hidden Core still fails

The Grok review of fb7-fields (MEDIUM): portalPickup spliced DISAPPEAR and APPEAR with nothing between, so the enemy
vanished on [1,3] / [1,17] and stood on [5,10] in the same tick, targetable at once, while the data's explicit
crossings of the same tiles hide it: WAIT 3 s in 85 of the 95, 5 s in 9, 1 s in 1. portalPickup now splices a 3 s
WAIT (PORTAL_WAIT, the modal explicit wait) between them; [ASSUMED] the 3 s, no source times this crossing. Docs: the
SIM.md sentence and the portalPickup comment.

Tests: test/sim/portal-appear.test.js — the two route-end tests record the test enemy's hidden spans: one crossing,
entrance → [5,10], hidden 3 s (± a tick); both fail on the parent (0.000 s). 9/9.

Golden (against the 0 s version; the rounds of every match unchanged):
- matches solo-NORMAL-1 (Hidden Core boss_8 胄, act1autochess_h08_01_s): still failed — hiddenCleared false, team LP 0,
  14 rounds — with the leader left at 63897 instead of 99894 (cleared with 26 LP in 0.2.1). The same course as with
  0 s: the third vtsk, which leaked at the portal at 105 s in 0.2.1, comes out of [5,10] 3 s later, walks through the
  team's line and leaks at the door at 185.5 s (170.2 s before); 0–2 of the 8 operators stand between 100 and 320 s, the
  leader stalls near 108000 from 280 s, the overtime drain from 300 game s takes the 25 LP left by 350 s while the
  redeployed operators bring the leader to 63897 (notes trace-hidden*.mjs).
- matches solo-HARD-1 (Hidden Core failed as before): pool left 2839368 → 2982555; solo-HARD-9-boosted (cleared): team LP
  361 → 376 (383 in 0.2.1); coop2-NORMAL-14-standins (Final Assault lost as before): pool left 97588 → 108473.
- fields boss-boss_2-solo (leader left 2763024 → 2757148), boss-boss_4-solo (3759921 → 3757752), boss-boss_6-pair
  (killed 6 → 5, one hllevi_2 still walking at the 200 s cap, both players still perfect; leader 6972383 → 6932482),
  boss-boss_6-solo (3904791 → 3907393), hidden-boss_8-pair (the vtsk that comes back near the cap is still inside the
  portal at 200 s: one appear fewer, the last snapshot hash), hidden-boss_8-solo (killed 8 → 6, leaks 10 → 12),
  hidden-boss_10-solo (killed 11 → 10, leader left 7323370 → 7333760).
- unchanged by the wait: solo-FUNNY-2, coop2-ABYSS-10-boosted, the other fields, and the roster / bonds / standins / diy
  families.
This commit is contained in:
sganggs committed 2026-10-08 21:05:18 +08:00
1 parent 8d896e40ea
commit 1205336a27
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@@ -701,13 +701,14 @@ function advanceRoute(b, e, dt, R, standing = false) {
* exit and walks on to the blue door on the entrance's side, where it leaks. The boss / Hidden Core circuits end on
* an entrance ([1,3] / [1,17]; 137 routes of data/waves.json); their mid-route crossings are the routes' own DISAPPEAR /
* WAIT / APPEAR steps, every MOVE onto an entrance being followed by a DISAPPEAR, so only the route's end needs this.
* Appends vanish → reappear → walk-to-door legs to the live route and returns true (false: not on an entrance, or no
* exit in the field). The exit is the telout farthest from the entrance, the door the end tile nearest to it: every
* explicit pair of the data (95, routes and extra routes) reads [1,3] / [1,17] → [5,10] — the farther of the two
* telouts [5,10] / [2,10] of the battle stages — and the doors [2,2] / [2,18] stand beside the entrances.
* [ASSUMED] the pairing (no tile carries a link) and no wait inside this portal (the explicit crossings write their
* own: 3 s in 85 of the 95, 5 s in 9, 1 s in 1).
* Appends vanish → wait → reappear → walk-to-door legs to the live route and returns true (false: not on an entrance,
* or no exit in the field). The exit is the telout farthest from the entrance, the door the end tile nearest to it:
* every explicit pair of the data (95, routes and extra routes) reads [1,3] / [1,17] → [5,10] — the farther of the two
* telouts [5,10] / [2,10] of the battle stages — and the doors [2,2] / [2,18] stand beside the entrances. Inside the
* portal the enemy stays hidden PORTAL_WAIT s, the wait of the explicit crossings of the same tiles (WAIT 3 s in 85 of
* the 95; 5 s in 9, 1 s in 1). [ASSUMED] the pairing (no tile carries a link) and the 3 s (no source times this one).
*/
const PORTAL_WAIT = 3;
function portalPickup(b, e) {
const r = Math.round(e.y), c = Math.round(e.x);
if (!b.grid.inBounds(r, c) || b.grid.tile(r, c).special !== 'telin') return false;
@@ -716,7 +717,7 @@ function portalPickup(b, e) {
const dist = (p) => hypot(p[0] - r, p[1] - c);
const out = outs.reduce((a, x) => (dist(x) > dist(a) ? x : a));
const R = e.route;
R.legs.splice(R.legIdx + 1, 0, { t: 'disappear' }, { t: 'appear', r: out[0], c: out[1] });
R.legs.splice(R.legIdx + 1, 0, { t: 'disappear' }, { t: 'wait', time: PORTAL_WAIT }, { t: 'appear', r: out[0], c: out[1] });
const ends = b.grid.specialTiles('end');
if (ends.length) {
const door = ends.reduce((a, x) => (dist(x) < dist(a) ? x : a));