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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@@ -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;
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* Projectile speeds per visual kind (tiles/s). `none`/`beam` are instant. `boomerang` (回环射手 跃跃) is the OUTBOUND
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* 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
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* BOOMERANG_RETURN_SPEED (ai.js throwBoomerang). `droneBomb` = 暴鸰's bomb (the official projectile_bombd `_speed` 5;
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* content/enemies.js kitBombd).
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* content/enemies/fly.js kitBombd).
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*/
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export const PROJECTILE_SPEEDS = Object.freeze({ arrow: 14, bolt: 11, bomb: 8, lob: 8, orb: 10, drone: 16, enemy: 10, boomerang: 15, droneBomb: 5 });
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/** 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"). */
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