feedback5: merge W5AA — community reports of 2026-10-06: the 孤岛风云 prisoners leave the gate confined (grey) and change model as their prefabs do, the 4th attack hits freed; a bounty enemy that dies with no operator behind it pays in 联防 too (the helper whose half it fell on); 忍冬's trigger and 枯朽之种's bounty were already fixed (pinned by tests); DESIGN §25.14 after round 18's §25.13; data/enemies.json regenerated offline on the merged code (round 18's model quirks + the prisoners' clips); golden: vs feedback5 exactly W5AA's moves (26 battles, solo-ABYSS-2, coop2-NORMAL-3, coop3-ABYSS-5, solo-HARD-9-boosted), vs W5AA exactly round 18's boss-pool moves

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sganggs committed 2026-10-06 22:35:10 +08:00
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@@ -129,6 +129,10 @@ The `stem` of a Spine model is the upstream file name. Two examples: `char_107_l
- The parse extracts animation names and durations, event names, `OnAttack` times per animation, and bounds.
- Attachment paths are checked against the atlas regions.
- Then the animation-role resolver runs. See `tools/assets/anim-roles.mjs` and research 07 §5.4.
- A web enemy model whose clip names mislead the resolver gets the roles of its official battle prefab
(`tools/assets/spine.mjs PREFAB_SPINE_ROLES`, read from the local client's `battle/enm_pfb_*.ab`: the prefab's anim
key → clip table and the clip its Spine starts on): 普通囚犯 / 老练囚犯 start on their grey `*3` set (【禁锢】), not
the unnumbered red one (【解放】) the names point to.
- **Fonts:** OTF/TTF files are converted to WOFF2 by a built-in encoder (`tools/assets/woff2.mjs`: Brotli with null transforms).
- Its output was verified lossless against Google's reference `woff2` decoder.
- `fonts.css` lists WOFF2 first and falls back to the original file.
@@ -259,7 +263,7 @@ The resolver's full precedence list is in the header of `tools/assets/anim-roles
The manifest roles describe a unit's first form. Units whose skeleton holds another form's clip set get it from
`public/js/render/units.js FORMS` (keyed by Spine id, switched by the `form` of the sim's 'phase' / 'ember' / 'revive'
/ 'telegraph' / 'stone' / 'substitute' / 'swap' / 'dollEnd' fx — `shared/protocol.js fxForm`; no client stage drops these fx: the runner keeps them through
/ 'telegraph' / 'stone' / 'liberate' / 'substitute' / 'swap' / 'dollEnd' fx — `shared/protocol.js fxForm`; no client stage drops these fx: the runner keeps them through
catch-up frames and hidden tabs (`keepsState`), the game screen's pre-entry buffer (`keepEarly`) and the render engine's
event queue (`render/interp.js isCosmeticEvent`) too — or, for a view built mid-battle, UnitInfo `form`, which `render/app/info.js renderInfo` passes to the view; a
`change` clip plays once first, an `end` clip is timed from the fx's `dur` to finish as that state ends, keeping the
@@ -272,6 +276,10 @@ stealth bit only while its 隐匿 is on:
- the leaders' 重生: 锏 (`Revive1`, `Revive2` held, `Revive3`, then `B_*`), 扎罗 (`A_revive_1` / `_2` / `_3`, then `B_*`),
“复仇者” (`Revive_Begin` / `_Loop` / `_End`), 杰斯顿 (`C1_Die`, then `C2_*`);
- 守墓石像 (the statue on `Sleep` [ASSUMED by name], then the flyer's `*_2`).
- the 孤岛风云 prisoners, as their official prefabs' modes: confined on the manifest's grey set, `warning` (mode R, the
warning before the last confined attack) on the blinking orange set, `liberty` (【解放】) on the red set — 普通囚犯 /
老练囚犯 `Idle3` → `Idle2` → `Idle`, 强壮囚犯 `Idle` → `Idle2` → `Idle3`, 拳师囚犯 / 重犯 / 传奇重犯 `*_grey` → `*_orange` →
`*_red` (Move / Attack / Die alike; no change clip).
- the 傀儡师 operators' <替身> (form `doll` of the sim's 'substitute' / 'swap' / 'dollEnd' fx, DESIGN §22.11; the `*_B`
clips draw the 替身's own slots and hide the 本体's): 归溟幽灵鲨 `Start_B` (it fades in), `Idle_B`, `Die_B` over its last
second (it breaks apart and fades), `Die_B_2` when it is knocked out (it collapses), and the 本体 back on `Start_2` (a