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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@@ -4,8 +4,8 @@
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// bosses.js calls it too) and attaches an ability list to every spawned enemy whose key has a kit in KITS.
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// Every number comes from the enemy's talent / skill blackboard (data/enemies.json, merged with the wave template's
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// `overrides[key].talents/skills` — the engine only applies `overrides.stats`). Numbers that exist nowhere in the
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// data are named constants below, marked [ASSUMED] or sourced from the official term table (gamedata_const
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// termDescriptionDict) / PRTS.
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// data are named constants (enemies/helpers.js when several kit families use them, else in the family's file), marked
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// [ASSUMED] or sourced from the official term table (gamedata_const termDescriptionDict) / PRTS.
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//
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// Runtime model: `enemy.mem.ab = { key, t (talent bb), tS (talent bbStr), sk {prefabKey → {cd, icd, sp, bb, bs}},
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// list [abilities], times, hitShield, atkType, immune, … }`. An ability is a plain object with optional methods
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@@ -54,7 +54,7 @@
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// 【国度】, the chimera's 源石污染区 [ASSUMED]) reach every ally.
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//
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// Special types (factions.json):
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// FLY — engine (FLY motion, ranged-only targeting). Flyer kits below (御4, 护障, 寒霜, 萨科塔之翼/眼, 黑云 …).
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// 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 …).
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// TIMES 频次 — "需要N次伤害击倒": maxHp := N hits; engine buff flag hitCount — every damage instance (any type, element
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// bursts included) removes exactly 1 on its own DamageInfo (茶器 hitCountArts: phys removes 0); HP loss
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// (loseHp) bypasses the rule. The faction's enemies
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@@ -75,7 +75,7 @@
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// 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.
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// REFLECTION — 折射 (ba.refraction "生效时,法术抗性+70"): RES +refracting.magic_resistance while NOT silenced
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// (the ability line is SILENCE-flagged: silencing turns it off); 镜膜 also gets max HP +100 % while on.
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// SPECIAL — mostly stats; prisoners, 穿刺手, 暴虐兵长, 镜卫, 动力装甲 … below.
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// SPECIAL — mostly stats; prisoners, 穿刺手, 暴虐兵长, 镜卫, 动力装甲 … in enemies/special.js.
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// Every enemy key of data/enemies.json is either in KITS (this file), BOSS_KEYS (bosses.js) or STATS_ONLY (with the
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// reason) — pinned by test/content/enemies_bosses.test.js. Bounty (悬赏) leaders are included: multi-form ones
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// (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,
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