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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sganggs committed 2026-10-05 16:20:06 +08:00
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@@ -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].