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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@@ -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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