feedback7 R22-RENDER: a pushed / pulled enemy slides to where the sim put it, a dying flyer keeps its lift through the Die clip, a long Die clip plays whole (PR #380 by @xcdoge); golden: unchanged
The sim displaces at once (battle/displacement.js), so the snapshots only show the destination: a ≤ 2.5-tile push was lerped over one snapshot interval (3 frames, 0.58 tiles in one frame — frame-loop repro over a real battle), a longer pull snapped. render/app.js now starts UnitView.slideTo as soon as the interval it samples ends on the snapshot that carries the destination (a `displace` fx still queued up to SnapshotBuffer.nextSnapT); the view holds where it stood until that snapshot is shown, then eases into the sampled position under a constant deceleration (v0 = 2D/T, a = v0/T, T = 0.14·√D in 0.12–0.45 s — ours, [ASSUMED]: no source gives the official timing; docs/research/13 has the official impulse-and-friction classes). A unit that dies on the way finishes the slide and lies where the push put it. Death: DIE_CLIP_MAX 1.6 → 8 s (data/assets.json: 234 enemy Die clips, the longest 7.97 s, 25 over 1.6 s), and a flyer holds FLY_HOVER until the fade tail (DIE_FADE_TAIL 0.55 s). Substantially @xcdoge's code (PR #380: the slide, the death timing, research 13 / 14, most tests), authored as theirs. Changed on review: the corpse no longer goes back to where it stood (the PR's test asserted that; the sim's body is at the destination); the PR's pre-pass scanned (renderT − 0.5, renderT] after processEvents had taken those events, so it never fired and the slide started a frame before landing — it now looks ahead to the next snapshot and holds the view until then; the slide eases into the live sample instead of the fixed destination (no jump back onto an enemy that walked on); each step uses its mean velocity (the end-of-step speed ran 9 % short, then jumped); the constants' comments say the timing is ours; research 14 no longer cites a sweep script and a data guard that were not in the PR. Golden: unchanged (client only). Tests: test/render/unitview.test.js 35/35 (slide: deceleration, idempotence, facing, snapshots in flight, friction, √D, corpse lies where pushed, hold-then-ease without a landing jump, a never-shown slide handed back; the app.js frame order over a real battle: a 1.7-tile push over ≥ 8 frames with every step < 0.35 tiles, a push-kill's body staying at the destination; death: a dying flyer's lift, every Die clip within DIE_CLIP_MAX and a 7.97 s clip scheduled whole); test/sim/displace-fx.test.js 1/1; render/interp 16/16; docs tests pass.
This commit is contained in:
1 parent
8a64edc9e9
commit
2669b6ab57
8 files changed
+686
-6
No files matched your search
@@ -19,6 +19,8 @@ Tags: **[DATA]** client game data · **[VERIFIED]** official or wiki rule text,
|
||||
| `07-assets.md` / `07-assets.json` | Verified URL patterns and resolved URLs for avatars, portraits, skills, bond/item/band icons, UI, Spine (ops + enemies), BGM/SFX, fonts; build plan. Addendum: spot check 40/40 OK. | `operators[*]`, `enemies[*]`, `bonds`, `items`, `bands`, `autochessUi`, `audio` |
|
||||
| `11-limits-official.md` | Official limits read from the client (2.7.71 il2cpp) and the community: bond layers cap at **999** per bond (`MAX_GARRISON_STACK`, `AddBondCount` = min(L + n, 999)); in boss battles outside training a single hit of **≥ 300000** on a leader (`IsBossEnemy` = an `autoChessData.bossInfoDict` enemyId) is **cancelled** ("限伤", `MAX_BATTLE_DAMAGE`); implemented in DESIGN §20.12. | `shared/constants.js BOND_LAYER_CAP / BOSS_HIT_LIMIT` |
|
||||
| `12-flying-visuals-official.md` | Official flying visuals and model placement, read from the client (PR #211 by @xcdoge; ported into 0.2.0 by the owner's decision of 2026-10-06): the fly offset is the single model-independent constant **0.35** (`CharacterAnimator..ctor` stores `Vector3(0,0.35,0)` at field +0x114; `_SetFlyMountPointOffset` / `_SetFlyHitOffset` add it while flying, negate it on landing) — in the client's *character* space, whose unit is the standard prefab scale 0.27, so **0.35 / 0.27 ≈ 1.3 tiles**, confirmed by pixel-measuring an official screenshot (1.2–1.4). `FLY_HOVER` 0.32 → **1.3**, flat (no per-model term). The same sweep found two model quirks: `modelScaleY` 1.263 (帝国炮火先兆者 pair, vertically stretched) and `mirrorX` (木制瑞印, mirrored prefab). | `public/js/render/units.js FLY_HOVER / enemyModelScaleY`, `data/enemies.json`, `tools/local-extract/enemy_model_offsets.py` |
|
||||
| `13-knockback-official.md` | Push / pull (推拉) in the official client (PR #380 by @xcdoge; written in Chinese): the knockback abilities (`Knockback`, `KnockBackWithDirection`, `KnockBackWithCharacterDirection`, `DragTowardSource`) carry an impulse (`m_force`) and a velocity decaying under friction (`m_friction*`, the tile's `additionalFriction` — `GrasslandType` NORMAL_LAND / ICE_LAND / SLIME_LAND); the data has no `move_duration` / `move_distance` key (distances are emergent; 力度 comes from `skill_table` / `enemy_database`); every tile of this mode's 11 maps is normal land. Also noted, not modelled: wall bounces (`_bounceTimesAsDamageTimes`) and `unbalanceProtectDueTime`. The client's slide (`v0 = 2D/T`, `a = v0/T`, T = 0.14·√D in 0.12–0.45 s) is ours [ASSUMED: no source gives the official timing]. | `render/units.js DISPLACE_SLIDE / slideTo`, `render/app.js` `displace` fx |
|
||||
| `14-death-animations.md` | Enemy death animations (PR #380 by @xcdoge): the art never drops the body (the PR author's 234-clip sweep — no Die/Idle/Move/Attack clip translates the root), the 1.6 s death cap cut 25 clips short (盐风主教昆图斯 7.97 s) so it is 8 s, and a flying unit keeps its lift for the whole Die clip, dropping only inside the fade tail (the client removes its fly offset in `CharacterAnimator.OnFinish`). | `render/units.js DIE_CLIP_MAX / DIE_FADE_TAIL` |
|
||||
|
||||
## 2. Match structure
|
||||
|
||||
|
||||
Reference in new issue
Block a user