feedback5 R3: docs and comments follow the split — DESIGN §2 and SIM.md list server/sim/battle/ and content/enemies/, SIM.md and research 08 name the new homes (archetypes.js frontGuard / ep / dmgZone / pollution, helpers.js areaAllies / zone / setForm, fly.js kitShell), code comments that pointed at moved code say where it lives now (enemies.js header, battle/blocking.js, battle/queries.js, sim constants / snapshot / units / ai / targeting / devices / bosses, shared constants / protocol, render style / interp); .git-blame-ignore-revs lists the two pure-move commits
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@@ -0,0 +1,8 @@
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# Commits that only move code between files (0.2.0 refactor). Blame skips them when asked to:
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# git config blame.ignoreRevsFile .git-blame-ignore-revs (GitHub's blame view reads this file by itself)
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# For lines that moved into a new file, add -C -C (git blame -C -C <file>) to follow them to their old file.
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# feedback5 R3: server/sim/Battle.js → server/sim/battle/*.js (the Battle methods, verbatim)
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13224f9483d94f65089e289ff2be63f50a69b1cb
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# feedback5 R3: server/sim/content/enemies.js → server/sim/content/enemies/*.js (helpers, archetypes, kit families)
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560328cacc863c26d07780096527e255ebf62bc4
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+6
-2
@@ -59,7 +59,9 @@ server/
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results.js settlement stats, titles (评语)
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bot.js AI player (plays prep phases; also auto-play for disconnected humans)
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sim/
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Battle.js one field simulation (normal / unite / boss); public API §5
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Battle.js one field simulation (normal / unite / boss); public API §5 — the class: constructor + method install
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battle/ Battle's methods by concern (players, lifecycle, hooks, spawns, deploy, blocking, status, combat,
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queries, summons, tiles, displacement, economy, events), installed on Battle.prototype
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constants.js TICK, conversions, tuning knobs
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rng.js seeded PRNG (mulberry32) + helpers
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grid.js field grid, tile queries, passability, official 4-direction SPFA flow field + line-of-sight smoothing, road-over-floor preference only where it crosses fewer floor tiles (§21.15); DEPLOY_REFUSED_TILES (深水区, §21.3)
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@@ -81,7 +83,9 @@ server/
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garrisons.js battle side (IN_BATTLE) garrison effect keys
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items.js battle side of equipment + Arts
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bands.js battle side of band (strategy) effects
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enemies.js enemy ability specs + generic special-type behaviours
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enemies.js enemy ability specs + generic special-type behaviours: dispatch hooks, KITS, STATS_ONLY
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enemies/ helpers.js, archetypes.js, one kit file per special type (invisible, times, element, dot,
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reflection, fly, special) and leaders.js — each with its part of KITS
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bosses.js boss scripts (boss_1 … boss_10)
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devices.js stage devices & special terrain
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shared/
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+13
-9
@@ -7,7 +7,10 @@ the test harness. Everything here is deterministic: the only randomness is `batt
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```
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server/sim/
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Battle.js one field (normal / unite / boss / hidden) — public API, hook bus, helpers
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Battle.js one field (normal / unite / boss / hidden) — the class: constructor, method install, public API
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battle/ Battle's methods by concern: players, lifecycle (start / step / end), hooks (bus, timers, callback
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isolation), spawns, deploy, blocking, status (buffs, statuses), combat, queries (+ ranges), summons,
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tiles (relocation, bodies, tactical points), displacement, economy (DP, layers, coins), events
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constants.js TICK, MOVE_SCALE, ATTACK_PAUSE, element numbers, tuning knobs
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rng.js mulberry32 PRNG (+ int/range/chance/pick/shuffle/weighted)
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grid.js stage grid, tile semantics, 8-dir A* (no corner cutting), obstacles
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@@ -25,6 +28,7 @@ server/sim/
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snapshot.js wire format (UnitInfo, snapshot tuples, flags, anim codes)
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simdata.js data access + normalisation (data/*.json, research fallback)
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content/index.js installContent / setupUnitKit / registerAllMeta
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content/enemies/ helpers.js, archetypes.js, one kit file per special type + leaders.js (content/enemies.js builds KITS)
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content/generic.js generic kit from skill blackboards
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content/kits/tier1..6.js, content/{tokens,bonds,garrisons,items,bands,enemies,bosses,devices,choices}.js (content phase)
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```
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@@ -137,7 +141,7 @@ passage must follow; test/ui/playtest6_summons.test.js checks).
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"左右两格" = `offsetTile(r, c, ±1, 0, dir)` (`support.sideTiles`); kit pushes / pulls use `unit.fwd`; blowers compare
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directions (same ⇒ `equal`, reverse ⇒ `opposite`, perpendicular ⇒ `vertical`); board-position rules ("更靠左", "最右边",
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"同一行最右边") stay board positions in the player's own frame (mirrored FA side: counted from the field's other end),
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independent of the units' directions. Enemies keep their own horizontal facing logic (content/enemies.js frontGuard).
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independent of the units' directions. Enemies keep their own horizontal facing logic (content/enemies/archetypes.js frontGuard).
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"First tile" tie-breaks relative to a unit (tactical points `findTacticalPoint`, summon tiles `findSummonTile`, the 突袭
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landing tile) compare offsets in the unit's facing-RIGHT frame (`localOrder` / `localBefore`; for a RIGHT unit exactly
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the old tile-key order), so a rotated layout plays the same (test/sim/facing-invariance.test.js: every chess × 4
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@@ -267,7 +271,7 @@ a stealthed ally (隐匿, 排气格栅) only for the enemy it blocks — our ope
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(attacks, skill picks, cast conditions, a normal attack on every operator in range — 斩胄之剑 / 破胄之锤's hover attack,
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“灵幛”). **Enemy area effects** — splash, death and self blasts, area skills and statuses, pulses, the zones an enemy
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leaves, chain / bounce jumps, 周围四格 additions, whole-column / whole-field skills — select with `targeting.js
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areaSelectable` (`content/enemies.js areaAllies` / `areaAlliesInTiles` / `fieldAllies`; PRTS 作战机制 §AOE伤害判定
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areaSelectable` (`content/enemies/helpers.js areaAllies` / `areaAlliesInTiles` / `fieldAllies`; PRTS 作战机制 §AOE伤害判定
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"AOE的判定是对攻击范围内的每个可以被选中的敌人进行判定"; PRTS 异常效果 §无法选择: 隐匿, 不可选中, 无敌 and 对地规避 make
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"常见的、来自不同阵营的“选择”行为" skip a unit unless the ability "无视可选性"): no 隐匿 ally, the one blocking that enemy included
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(GitHub #97, owner 2026-10-04; the 0.1.2 [ASSUMED] that the blocker's area also hit is withdrawn — the blocked enemy's attack still lands), no untargetable or sleeping one, no
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@@ -291,7 +295,7 @@ DISAPPEAR / APPEAR legs still happen, hiding ends the stand; GitHub #58 — then
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never attack — unless content arms them through `enemy.profile` (`noAttack: false`, `melee`, `dmgType`, `maxTargets`:
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转译基底·α's 寻仇者 / 特战术师 forms, which then attack like any enemy); `dmgType 'heal'` enemies heal the lowest-HP% enemy in their radius instead. A `noMove` enemy stands (not `moving`, drawn idle). Content can take over an
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enemy's attack: `enemy.profile.deferHit` = the engine makes the attack (target, timing, the `'atk'` event) but deals no
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damage — the content's `attack` handler resolves it (帝国炮火先兆者's shells landing 3 s later, `content/enemies.js
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damage — the content's `attack` handler resolves it (帝国炮火先兆者's shells landing 3 s later, `content/enemies/fly.js
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kitShell`); `enemy.profile.shot` = the `'atk'` event's projectile kind (`'mortar'`: no projectile drawn). 暴鸰 (`kitBombd`,
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no normal attack) drops its one bomb as a projectile: the cast (trigger: an ally within its range 2; the drone hovers
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through it) releases it `BOMBD_RELEASE` (8 ticks, the Attack clip's OnAttack on frame 8) later — `'atk'` kind
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@@ -306,7 +310,7 @@ present when data/stages.json says `active: true` (this wins over the level file
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research stages without `active` use `!hidden`. Active platforms/mounds (射击台, act1 m03) [ASSUMED, DATA §15.11] are
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ground obstacles, and an operator standing on one is elevated (`unit.ground = false`: never blocks).
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**Enemy damage zones** (`content/enemies.js zone` / `dmgZone` / `pollution`): a zone ticks on the allies inside it
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**Enemy damage zones** (`content/enemies/helpers.js zone`, `archetypes.js dmgZone` / `pollution`): a zone ticks on the allies inside it
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that it selects — an enemy's zone through its area selection (`areaAllies`, above; the sourceless 毒雾 with no selecting
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enemy: 隐匿 kept out, 起飞 not), 【污染秽蚀】 on every ally inside (flyers, stealthed and untargetable ones included;
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`alliesInRadius`) — through `dealDamage`, so shields absorb a damage
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@@ -323,7 +327,7 @@ one; the sourceless 毒雾 of 假想敌:蚀裂 skips a 隐匿 one but still re
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kind of damage — 无来源 true (like the terrain it stands for [ASSUMED]), the chimera credited — not a 流失 (player report
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D1 audit): radius 1.2, a tick every 0.5 s, one tick per unit per 0.5 s however many chimeras reach it (`mem.chimeraAt`).
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**Knock-outs that are not deaths** (`content/enemies.js`; player reports after 0.1.0): a `killed` ability that keeps the
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**Knock-outs that are not deaths** (`content/enemies/archetypes.js`; player reports after 0.1.0): a `killed` ability that keeps the
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enemy alive hides the knock-out from every later `kill` handler, the kill count, kill credit and the bounty — they all
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wait for the real death, the only one with a `die` event. Every 重生 (`reborn()`, `husk()`, `statue()`) clears what
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operators put on the enemy — the buffs with an ally source and source-less catalogue statuses (PRTS 特殊机制 §重生
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@@ -598,7 +602,7 @@ gain is amount × `dmg.mul` × `elemTakenMul` (元素损伤倍率: "受到的元
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改为目标的损伤抵抗即可"); `elementIntake(unit)` in damage.js returns that factor, applied after `elementHit`). 元素脆弱 never
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scales it, no gauge decays (EP_RECOVERY_PER_SEC 0), and every enemy in data/enemies.json has 损伤抵抗 0 except 转译基底·α
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(10); operators have none.
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Enemies deal ATK × their talent's `ep_damage_ratio` per hit (content/enemies.js `ep`). A full gauge bursts with the
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Enemies deal ATK × their talent's `ep_damage_ratio` per hit (content/enemies/archetypes.js `ep`). A full gauge bursts with the
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official effects, which depend on the side hit (constants.js `ELEMENT`); burst damage is **无来源** (DamageInfo
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`sourceless`, PRTS 伤害分类 "无法被追溯伤害来源": no damage-dealt multiplier or penetration of the unit that filled the
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gauge, and the `hit` / `damaged` / `fatal` hooks see `source: null` — no attacker-keyed content applies — while the ctx's
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@@ -1175,9 +1179,9 @@ Unknown subprofessions fall back to the profession default (test `professions.te
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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`),
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`['heal', tgt, amount]`, `['skill', id, 1|0]`, `['die', id, reason]`, `['leak', id]`, `['status', id, key, 1|0]`,
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`['fx', kind, x, y, extra]` (`hitCap` `{ id, n }`: a leader's hit cancelled by 限伤 — the renderer draws nothing;
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`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`),
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`extra.form` = the unit's model form from then on — an enemy's `content/enemies/helpers.js setForm`, a 傀儡师's 替身 — `shared/protocol.js fxForm`),
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`['layer', playerId, bondId, n]` (n = the layers actually added, capped at 999), `['bounty', playerId, coins]`.
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- `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)
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- `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/helpers.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)
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(`dir` = the unit direction, allies meaningful, enemies 'RIGHT'; `facing` = its horizontal sign for sprite flipping)
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(`spine`/`avatar` are asset ids from data).
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- flags: UF bits (blocked 1, stunned 2, frozen 4, stealth 8 — 隐匿 (an enemy's only while not blocked / revealed and not within 3 s of a block's end) or an ally's 迷彩 — skill 16, shield 32, invuln 64, cold 128, sleep 256, flying 512);
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@@ -554,7 +554,7 @@ Everything in `docs/BALANCE.md` §4 (the tuned tables) and the `tools/balance.mj
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- `config.bossHpScale`: co-op pool = `bloodPoint[difficulty]` with no alive-player factor; solo stays a flagged config value. (2026-10-01: × alive / 4 available behind `aliveScaling`, off, see §6 #7.)
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- Keep `enemyScale` (PRTS table) and the 终极 speed ×1.15 from R3.
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- Re-run `tools/balance.mjs --tuning off` only to report, not to tune.
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3. **Pathing** (`server/sim/grid.js`, `server/sim/ai.js`, `server/sim/Battle.js`):
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3. **Pathing** (`server/sim/grid.js`, `server/sim/ai.js`, `server/sim/Battle.js` — since 0.2.0 `server/sim/battle/spawns.js` / `tiles.js`):
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- Add `Grid.flowField(dest)` as in §3.4, cached per `(dest, version)`.
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- `planLeg` for WALK: follow the smoothed parents from the enemy's tile to the leg target and re-plan on version change. That is the same trigger as today.
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- Crates: `setObstacle` marks a cost-1000 obstacle-like tile, not an impassable one. The existing "blocked enemy attacks the crate" logic stays.
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@@ -21,7 +21,7 @@
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// included — are always delivered, and a full queue sheds only cosmetic ones.
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//
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// Snapshot tuple layout (DESIGN §8.2): [id, x, y, hp, maxHp, sp, spMax, flags, anim]. Two optional lists ride along
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// (server/sim/Battle.js snapshot, user playtest #4 items 8 / 9):
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// (server/sim/battle/events.js snapshot, user playtest #4 items 8 / 9):
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// * `elem` [[id, element, fill, cooldownEnd, cooldown]] — the element gauge a unit shows: appended to that unit's
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// normalised tuple (EL…EL_DUR) and handed out by sample() as `el`, `elFill`, `elUntil`, `elDur` (from the older
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// snapshot, like flags);
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@@ -113,7 +113,7 @@ export const PROJ = Object.freeze({
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drone: { look: 'dart', speed: 16, tint: 0xe4fbff, glow: 0x57c9ff, len: 0.7, width: 0.16, head: 0.3, trail: 0x57c9ff, hit: 'zap' },
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enemy: { look: 'orb', speed: 10, tint: 0xffe2da, glow: 0xff3b30, len: 0.55, width: 0.28, head: 0.44, trail: 0xff4a3a, muzzle: 0xff6a5a, hit: 'enemy' },
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boomerang: { look: 'boomerang', speed: 15, back: 3.75, tint: 0xfff4d6, glow: 0x9ff0dc, len: 0.4, width: 0.3, head: 0.5, trail: 0x9ff0dc, hit: 'spark' },
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// 暴鸰's bomb (sim content/enemies.js kitBombd; official projectile_bombd, speed 5): dropped from the drone, it falls
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// 暴鸰's bomb (sim content/enemies/fly.js kitBombd; official projectile_bombd, speed 5): dropped from the drone, it falls
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// onto its target with a low arc and bursts where the sim's 'explode' blast goes off
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droneBomb: { look: 'shell', speed: 5, once: true, tint: 0xffe2c8, glow: 0xff5a3a, len: 0.6, width: 0.3, head: 0.5, trail: 0xff7a4a, arc: 0.35, smoke: 0x2e2824, hit: 'boom' },
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});
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@@ -143,7 +143,7 @@ const STATUS_GUESS = [
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];
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/**
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* The 折射 icon is not drawn while the unit is silenced: the RES bonus is already off (enemies.js refraction)
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* The 折射 icon is not drawn while the unit is silenced: the RES bonus is already off (sim content/enemies/archetypes.js refraction)
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* and the status must not keep looking active. Other icons stay.
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* @param {string} key a b.ev status key
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* @param {Set<string>|string[]|null} statuses
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+1
-1
@@ -635,7 +635,7 @@ function enemyAttack(b, e) {
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const radius = melee ? 0 : e.base.rangeRadius;
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// the range circle takes an ally whose 0.25 collider touches it (PRTS 作战机制 §碰撞体积: 索敌 uses the colliders)
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const reach = radius > 0 ? radius + ALLY_COLLIDER_RADIUS : 0;
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// `e.profile.canTarget(ally)`: the enemy's own target rule (只攻击地面单位, 不会攻击飞行单位 …; content/enemies.js),
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// `e.profile.canTarget(ally)`: the enemy's own target rule (只攻击地面单位, 不会攻击飞行单位 …; content/enemies/*.js),
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// applied to the candidates before the priority sort and the target count
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const own = e.profile && typeof e.profile.canTarget === 'function' ? e.profile.canTarget : null;
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if (e.atkCd > 0) {
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@@ -104,7 +104,7 @@ export class BattleBlocking {
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* A block on enemy `e` just ended (every release goes through here: `_unblock`, `releaseBlocked`, ai.js
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* enforceBlockCapacity). Each 隐匿 source it holds stays switched off for its restore time — PRTS 作战机制 §隐匿 "对于
|
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* 绝大部分可隐匿的敌人而言,在被我方单位阻挡后会解除隐匿,不被阻挡的3秒后重新进入隐匿" (STEALTH_RESTORE), or the source's
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* own "(解除阻挡N秒后恢复)" (buff `data.stealthRestore`, content/enemies.js: 0 s / 1 s on some enemy pages) — as a
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* own "(解除阻挡N秒后恢复)" (buff `data.stealthRestore`, content/enemies/helpers.js STEALTH_RESTORE_BY_KEY: 0 s / 1 s on some enemy pages) — as a
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* `stealthOff` buff per source; meanwhile it is targetable, operator splash reaches it and it is drawn solid
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* (targeting.js enemyStealthed). A new block inside the window lifts it again and its end restarts the window. Our
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* operators' 隐匿 / 迷彩 are never lifted by blocking (only enemies get here).
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@@ -151,7 +151,7 @@ export class BattleQueries {
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/**
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* Every deployed ally within `r` of (x, y) — no selection rule: an enemy's area effect selects among them with
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* targeting.js areaSelectable (content/enemies.js areaAllies: no 隐匿 ally, the blocker included, GitHub #97; DESIGN §22.12).
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* targeting.js areaSelectable (content/enemies/helpers.js areaAllies: no 隐匿 ally, the blocker included, GitHub #97; DESIGN §22.12).
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*/
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alliesInRadius(x, y, r, ownerId = null, { includeDevices = false } = {}) {
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const out = [];
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@@ -38,7 +38,7 @@ export const BLOCK_RADIUS_SQ = Object.freeze({ ground: 0.49999037, fly: 0.799951
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/**
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* An enemy's 隐匿 after a block ends (s): PRTS 作战机制 §隐匿 "对于绝大部分可隐匿的敌人而言,在被我方单位阻挡后会解除隐匿,不被
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* 阻挡的3秒后重新进入隐匿" / §隐匿与Buff的关系 "阻挡状态解除后3s开关重新被开启而恢复隐匿". An enemy page's "(解除阻挡N秒后
|
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* 恢复)" overrides it per 隐匿 source (buff `data.stealthRestore`: content/enemies.js). Battle._stealthSwitch; our
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* 恢复)" overrides it per 隐匿 source (buff `data.stealthRestore`: content/enemies/helpers.js STEALTH_RESTORE_BY_KEY). Battle._stealthSwitch; our
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* operators' 隐匿 / 迷彩 are never lifted by blocking ("我方干员并不会因为阻挡而解除隐匿").
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*/
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export const STEALTH_RESTORE = 3;
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@@ -48,7 +48,7 @@ export const PROJECTILE_SPEED = 12;
|
||||
* Projectile speeds per visual kind (tiles/s). `none`/`beam` are instant. `boomerang` (回环射手 跃跃) is the OUTBOUND
|
||||
* flight to the target — PRTS 跃跃 特性 note "投射物飞行速度15,返回时飞行速度3.75"; the way back is
|
||||
* BOOMERANG_RETURN_SPEED (ai.js throwBoomerang). `droneBomb` = 暴鸰's bomb (the official projectile_bombd `_speed` 5;
|
||||
* content/enemies.js kitBombd).
|
||||
* content/enemies/fly.js kitBombd).
|
||||
*/
|
||||
export const PROJECTILE_SPEEDS = Object.freeze({ arrow: 14, bolt: 11, bomb: 8, lob: 8, orb: 10, drone: 16, enemy: 10, boomerang: 15, droneBomb: 5 });
|
||||
/** 回环射手: speed (tiles/s) of a boomerang flying back from its hit point to its thrower (PRTS "返回时飞行速度3.75"). */
|
||||
|
||||
@@ -58,7 +58,7 @@
|
||||
// 掷锤 pick their operator "(无视无法选择)"), the 盲信之誓 chains ("无视无法选择"), the 法术护盾 counter on its attacker
|
||||
// (a direct pick) and the ticks of a debuff already on it (【自然涌动】: a tick selects nobody).
|
||||
// Every area effect of a leader or part — pulses, strikes around an echo, blasts, charges and tramples, crosses, columns,
|
||||
// whole-field skills — selects with enemies.js areaAllies / areaAlliesInTiles / fieldAllies (targeting.js
|
||||
// whole-field skills — selects with enemies/helpers.js areaAllies / areaAlliesInTiles / fieldAllies (targeting.js
|
||||
// areaSelectable): no 隐匿 operator, the one blocking the unit included (GitHub #97), no untargetable or sleeping one, no 起飞 one for a
|
||||
// ground unit; 迷彩 is not checked (splash-type, 中点判定 / 格子判定 or "无视迷彩" on PRTS; the rest [ASSUMED], DESIGN
|
||||
// §22.12). Only 【盲信之誓】 ("无视无法选择、迷彩") takes everyone on its lines.
|
||||
|
||||
@@ -375,7 +375,7 @@ function enterTerrain(battle, st, u, code) {
|
||||
* unit that already carries it gets its full `duration` back and keeps its per-second rhythm — no second effect, no
|
||||
* extra tick [ASSUMED: the time counts from the last contact — so an operator deployed on it, always in contact, drains
|
||||
* past `duration`]. An operator moved off the tile (Battle.relocate: 夕's 小自在 …; Battle.moveRedeploy: 乌尔比安 S3)
|
||||
* keeps it for its time; leaving the field drops it with every buff; a 重生 clears it (enemies.js rebirthCleanse: PRTS
|
||||
* keeps it for its time; leaving the field drops it with every buff; a 重生 clears it (enemies/archetypes.js rebirthCleanse: PRTS
|
||||
* 特殊机制 §重生 "清空自身身上除白名单外所有Buff") and contact gives it again while the unit is on the tile [ASSUMED]. The
|
||||
* tick (infectionDamage) is true damage no unit deals (无来源), tagged 'terrain' = 环境伤害 (PRTS 自然环境 lists 活性源石),
|
||||
* not 'dot' [ASSUMED: PRTS 伤害分类's list of BUFF damage does not name it].
|
||||
|
||||
@@ -4,8 +4,8 @@
|
||||
// bosses.js calls it too) and attaches an ability list to every spawned enemy whose key has a kit in KITS.
|
||||
// Every number comes from the enemy's talent / skill blackboard (data/enemies.json, merged with the wave template's
|
||||
// `overrides[key].talents/skills` — the engine only applies `overrides.stats`). Numbers that exist nowhere in the
|
||||
// data are named constants below, marked [ASSUMED] or sourced from the official term table (gamedata_const
|
||||
// termDescriptionDict) / PRTS.
|
||||
// data are named constants (enemies/helpers.js when several kit families use them, else in the family's file), marked
|
||||
// [ASSUMED] or sourced from the official term table (gamedata_const termDescriptionDict) / PRTS.
|
||||
//
|
||||
// Runtime model: `enemy.mem.ab = { key, t (talent bb), tS (talent bbStr), sk {prefabKey → {cd, icd, sp, bb, bs}},
|
||||
// list [abilities], times, hitShield, atkType, immune, … }`. An ability is a plain object with optional methods
|
||||
@@ -54,7 +54,7 @@
|
||||
// 【国度】, the chimera's 源石污染区 [ASSUMED]) reach every ally.
|
||||
//
|
||||
// Special types (factions.json):
|
||||
// FLY — engine (FLY motion, ranged-only targeting). Flyer kits below (御4, 护障, 寒霜, 萨科塔之翼/眼, 黑云 …).
|
||||
// FLY — engine (FLY motion, ranged-only targeting). Flyer kits in enemies/fly.js (御4, 护障, 寒霜, 萨科塔之翼/眼, 黑云 …).
|
||||
// TIMES 频次 — "需要N次伤害击倒": maxHp := N hits; engine buff flag hitCount — every damage instance (any type, element
|
||||
// bursts included) removes exactly 1 on its own DamageInfo (茶器 hitCountArts: phys removes 0); HP loss
|
||||
// (loseHp) bypasses the rule. The faction's enemies
|
||||
@@ -75,7 +75,7 @@
|
||||
// The mirror rule for an ally's 隐匿 — enemy area effects skip it even when it blocks the enemy (0.1.3, GitHub #97) — is areaAllies.
|
||||
// REFLECTION — 折射 (ba.refraction "生效时,法术抗性+70"): RES +refracting.magic_resistance while NOT silenced
|
||||
// (the ability line is SILENCE-flagged: silencing turns it off); 镜膜 also gets max HP +100 % while on.
|
||||
// SPECIAL — mostly stats; prisoners, 穿刺手, 暴虐兵长, 镜卫, 动力装甲 … below.
|
||||
// SPECIAL — mostly stats; prisoners, 穿刺手, 暴虐兵长, 镜卫, 动力装甲 … in enemies/special.js.
|
||||
// Every enemy key of data/enemies.json is either in KITS (this file), BOSS_KEYS (bosses.js) or STATS_ONLY (with the
|
||||
// reason) — pinned by test/content/enemies_bosses.test.js. Bounty (悬赏) leaders are included: multi-form ones
|
||||
// (巨大的丑东西, 杰斯顿, 自在, 锏, 扎罗) get their second form; event-only mechanics (芦苇, 摄影区, 狂欢时刻, 悬索桥, 唤血祭坛,
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
//
|
||||
// b.snap = { fieldId, t, units: [[id, x, y, hp, maxHp, sp, spMax, flags, anim]], dp, killed, total }
|
||||
// UnitInfo = { id, kind, side, ownerId, defId, name, tier, golden, spine, avatar, x, y, facing, dir, maxHp, motion?, boss?, uid?,
|
||||
// form?, skillIndex?, moduleId?, items? } (form = the unit's current model form — an enemy's, content/enemies.js setForm:
|
||||
// form?, skillIndex?, moduleId?, items? } (form = the unit's current model form — an enemy's, content/enemies/helpers.js setForm:
|
||||
// 掠海漂移体 'crawl', 暴鸰 'bombed', 转译基底·α's forms …; a 傀儡师 fighting as its 替身 'doll', professions.js — a view built
|
||||
// after the change, a field opened mid-battle, draws it: render/units.js FORMS)
|
||||
// dir = 'UP'|'RIGHT'|'DOWN'|'LEFT' (allies: the deploy direction, sim/dir.js); facing = its horizontal sign (±1).
|
||||
@@ -39,7 +39,7 @@ export function unitInfo(u) {
|
||||
maxHp: Math.max(1, Math.round(u.s.maxHp)),
|
||||
motion: u.motion === 'FLY' ? 'FLY' : undefined,
|
||||
boss: u.isBoss ? true : undefined,
|
||||
// the unit's current model form (an enemy's content/enemies.js setForm, a 傀儡师's 替身 — render/units.js FORMS): a
|
||||
// the unit's current model form (an enemy's content/enemies/helpers.js setForm, a 傀儡师's 替身 — render/units.js FORMS): a
|
||||
// view built mid-battle (fieldMeta — a watched teammate's field, 联防 observers, a reconnect) starts on that clip set
|
||||
form: typeof u.form === 'string' ? u.form : undefined,
|
||||
uid: u.uid ?? undefined,
|
||||
|
||||
@@ -107,7 +107,7 @@ export function canTargetAlly(e, a, ranged) {
|
||||
|
||||
/**
|
||||
* May an AREA effect of enemy-side `src` select ally `a` — a splash, a blast, an area skill or status, a pulse, a zone it
|
||||
* leaves, a chain / bounce jump, a 周围四格 addition (content/enemies.js areaAllies / areaAlliesInTiles / fieldAllies)?
|
||||
* leaves, a chain / bounce jump, a 周围四格 addition (content/enemies/helpers.js areaAllies / areaAlliesInTiles / fieldAllies)?
|
||||
* PRTS 作战机制 §AOE伤害判定 "AOE的判定是对攻击范围内的每个可以被选中的敌人进行判定"; §隐匿 "隐匿效果使得获得该效果的单位无法被
|
||||
* 任何敌方的能力索敌选中"; PRTS 异常效果 §无法选择: with 隐匿, 不可选中, 无敌, 塔不可选中 or 对地规避 "常见的、来自不同阵营的
|
||||
* “选择”行为将无视这些单位进行(如同范围内不存在这个单位)", and the abilities PRTS marks "无视可选性" are those that skip
|
||||
@@ -133,9 +133,9 @@ export function areaSelectable(src, a) {
|
||||
|
||||
/**
|
||||
* May a BUFF AURA of enemy-side `src` (a 光环 refreshed on whoever stands in it — 深池伙友卫队's force field, 扎罗's
|
||||
* 远古威慑; content/enemies.js auraAllies) take ally `a`? PRTS 作战机制 §隐匿与Buff的关系 "隐匿状态下的单位一般无法被敌方的
|
||||
* 远古威慑; content/enemies/helpers.js auraAllies) take ally `a`? PRTS 作战机制 §隐匿与Buff的关系 "隐匿状态下的单位一般无法被敌方的
|
||||
* 索敌机制和Buff选择器选中为目标", "目前明日方舟中使用能选中隐匿状态单位的Buff效果一定是无视隐匿状态起作用的" (its example:
|
||||
* 寒霜's 攻速下降 Debuff — content/enemies.js allyAura keeps that one on every ally): no 隐匿 ally, the one blocking `src`
|
||||
* 寒霜's 攻速下降 Debuff — content/enemies/archetypes.js allyAura keeps that one on every ally): no 隐匿 ally, the one blocking `src`
|
||||
* included (GitHub #97), no untargetable or sleeping one; 迷彩 does not protect ("所有光环类能力…均不受迷彩制约"). Unlike areaSelectable it does not
|
||||
* apply 对地规避: a ground enemy's aura still reaches an airborne 起飞 ally [ASSUMED, DESIGN §21.20 / §21.22].
|
||||
*/
|
||||
|
||||
+1
-1
@@ -85,7 +85,7 @@ export class Unit {
|
||||
this.stats = { dmg: 0, kills: 0, heal: 0, taken: 0, attacks: 0 };
|
||||
this.hidden = false; // enemies inside a DISAPPEAR segment
|
||||
this.moving = false; // enemies: walked this tick (drawn on the move clip; ai.js updateEnemy)
|
||||
this.form = null; // the model's current form (content/enemies.js setForm, a 傀儡师's 替身 'doll' → snapshot.js unitInfo)
|
||||
this.form = null; // the model's current form (content/enemies/helpers.js setForm, a 傀儡师's 替身 'doll' → snapshot.js unitInfo)
|
||||
this.anim = 0;
|
||||
this.persist = { redeployMul: 1, freeRedeploys: 0 };
|
||||
this.isBoss = false;
|
||||
|
||||
+1
-1
@@ -81,7 +81,7 @@ export const SKILL_SUMMON_START_DEPLOY = true;
|
||||
* 12534 "每把都能999层", 12316 "999謝"; research 02 §layers). The only implementation of the cap (DESIGN §20.12). Every
|
||||
* writer of a bond's layers goes through `layerGainRoom`: the prep-side gains (server/match/PlayerState.js addLayers —
|
||||
* 特质, items, bands, 机变 cards, bonds), the settle of the in-battle gains (server/match/Match.js) and the live in-battle
|
||||
* copy (server/sim/Battle.js addLayers, as the client's AddBondCount) — and the dev tools' direct writes (tools/matchrun.mjs
|
||||
* copy (server/sim/battle/economy.js addLayers, as the client's AddBondCount) — and the dev tools' direct writes (tools/matchrun.mjs
|
||||
* --layers, tools/balance.mjs applyBoard); a gain at the cap adds 0 (no onLayers, no 'layer'
|
||||
* event), and the client-result check (server/match/fields.js) bounds a reported gain by the room left. Milestones paid
|
||||
* per N layers (远见, 奇迹, 维多利亚 …) stop with the count. 0 / Infinity = no cap.
|
||||
|
||||
+1
-1
@@ -346,7 +346,7 @@ export const EV = Object.freeze({
|
||||
});
|
||||
|
||||
/**
|
||||
* The model form a `b.ev` 'fx' tuple ['fx', kind, x, y, extra] puts its unit in: `extra.form` (sim content/enemies.js
|
||||
* The model form a `b.ev` 'fx' tuple ['fx', kind, x, y, extra] puts its unit in: `extra.form` (sim content/enemies/helpers.js
|
||||
* setForm — 转译基底·α's forms, a 逐火 余烬 and its revival, a leader's 重生, 守墓石像's modes, 掠海漂移体's crawl; a 傀儡师's 替身,
|
||||
* sim professions.js; a string is that clip set, null the base one), undefined for any other tuple. A form is state, not decoration: a view that misses
|
||||
* the fx keeps drawing the old model (player report #5 after 0.1.0), so the client's catch-up frames, its hidden-tab
|
||||
|
||||
Reference in new issue
Block a user