feedback1b WI: 喷气人's 飞行模式 hovers with 失衡免疫
PRTS 喷气人: "飞行模式:近地悬浮,不可阻挡,失衡免疫,移动速度+50%,不进行攻击". The take-off buff gave only 不可阻挡 + speed, so the flying 喷气人 stayed a ground unit: melee operators hit it and pulls moved it (较大力 vs weight 3: 1.4 tiles). It is now an air unit that keeps its ground path (flag `float`, as the other hovering enemies) and is never displaced while it flies.
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@@ -9,6 +9,7 @@
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// enemies.json `staticBody` (tools/build-data.mjs STATIC_BODIES) → Battle._displaceable: 0 tiles from every source.
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// - the skills keep their reach: 薄绿 (阵法术师 "攻击时可对空"), 锏 S3 ("※可对空"), the 钩索师 … still hit the drones.
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// - 刺胄之弹 / “斩胄之剑” / “破胄之锤” are also 失衡免疫 (PRTS 天赋 "{{特殊机制|静态刚体}},…失衡免疫…").
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// - 喷气人's 飞行模式 (PRTS 喷气人 "近地悬浮,不可阻挡,失衡免疫,移动速度+50%,不进行攻击") hovers like the two 近地悬浮 enemies.
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// Unchanged: ground enemies keep the 力度 − 重量 tables (DESIGN §20.3); the hovering 吉兆飞鳞 / 掠海漂移体 are 失衡免疫 while they
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// hover and displaceable once grounded (no 静态刚体 on their pages). [ASSUMED] the 0.1 s 失衡硬直 of a 静态刚体 is not modelled.
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@@ -30,7 +31,7 @@ const AGENT = 'enemy_1046_agent'; // 步兵: ground, weight 1
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const PARROT = 'enemy_10045_parrot'; // 吉兆飞鳞: 近地悬浮, weight 0
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const SYUFO = 'enemy_2025_syufo'; // 掠海漂移体: 近地悬浮, weight 4
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const SHELL = 'enemy_9016_acstmr'; // 刺胄之弹: FLY, weight 2, 静态刚体 + 失衡免疫
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const BALLOON = 'enemy_2004_balloon'; // 喷气人: ground, weight 3
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const BALLOON = 'enemy_2004_balloon'; // 喷气人: ground, weight 3; 飞行模式 = 近地悬浮 + 失衡免疫
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const LOON = 'enemy_9012_acloon'; // “炎佑”: FLY, weight 10, no 静态刚体 on PRTS
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// synthetic bodies: the rule is the rigidbody, not the movement ("是否为静态刚体与单位的行动方式无关")
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const DYN_FLY = 'enemy_test_dynfly'; // a FLY body that is not static (none in this mode but “炎佑”)
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@@ -353,3 +354,24 @@ test('B5: 刺胄之弹 / 斩胄之剑 / 破胄之锤 are 静态刚体 + 失衡
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}
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});
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test('喷气人 飞行模式 = 近地悬浮 + 不可阻挡 + 失衡免疫 (PRTS 喷气人): an air unit nothing moves; on the ground again afterwards', REAL, () => {
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const ds = getDefaultSource();
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const s = ds.rawEnemy(BALLOON).skills.find((k) => k.prefabKey === 'TakeOff');
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const wall = chessRec({ id: 't_wall', profession: 'TANK', stats: { atk: 0, maxHp: 1e7, blockCnt: 3 }, rangeGrid: [[0, 0]], skill: null });
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const h = makeBattle({
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defs: { chess: { t_wall: wall } }, kits: { t_wall: () => ({ trait: { noAttack: true } }) },
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units: [{ chessId: 't_wall', row: 9, col: 5 }], autoFinish: false, timeLimit: 60,
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});
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h.step();
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const e = h.spawn(BALLOON, { pos: [9, 5], routeIndex: 0, mods: { speedMul: 0, atkMul: 0 } });
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assert.ok(h.runUntil(() => !!e.findBuff('ab:takeoff'), s.initCooldown + 1), 'takes off when blocked');
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h.step();
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assert.ok(e.isFlying && e.s.flags.unblockable && e.s.flags.noDisplace && !e.blockedBy, '近地悬浮, 不可阻挡, 失衡免疫');
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assert.equal(e.motion, 'WALK', 'keeps the ground path');
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// 较大力 (2) − weight 3 = −1 would move a ground 喷气人 35 % of the way
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assert.equal(h.b.pull(e, 2, { to: { x: 9, y: 9 }, stop: 0 }), 0, 'not pulled');
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assert.equal(h.b.push(e, 3, { from: { x: 3, y: 9 } }), 0, 'not pushed');
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h.run(s.bb.duration + 0.2);
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assert.ok(!e.findBuff('ab:takeoff') && !e.isFlying && !e.s.flags.noDisplace, 'landed: a ground unit');
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approx(h.b.push(e, 3, { from: { x: 3, y: 9 } }), PUSH_TILES[0], 1e-9, '大力 − 3 = 0 → 1.7 tiles');
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});
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