feedback7 R22-RENDER: a unit killed on the step of its push lies where the sim put it — a dying view's sample anchors the slide too (Grok's review of fb7-render, HIGH); golden: unchanged

A push and a kill on the same sim step bring the displace fx and the 'die' together: the view died before its slide
could anchor, and render/app.js syncBattle gives a dying view only its position (v.x = s.x) — never sync(), the only
place that set slide.live — so update() held the slide's start until its 0.5 s timeout, past the 0.8 s DIE window,
and dropped it: the body stayed on its pre-push tile (8.852 instead of the sim's 10.5; a summoned enemy and a flyer
alike). The per-view step of syncBattle is now units.js syncView (unchanged for living, device and revived views); its
dying branch calls UnitView.followSample, the position part of sync(): the sample anchors a slide from `at` on, and is
the position only when no slide owns it. A slide whose destination snapshot never shows (the unit left the snapshots)
now goes on to the fx's destination after the 0.5 s hold instead of being dropped where it started.

The frame-order test fed the view with sync() after its death and stepped the battle through the harness (whose
step() drained the events away from the test's own queue): it now steps the battle itself and goes through syncView.

Tests: test/render/unitview.test.js 38/38 — the app.js frame order over real battles: a 1.7-tile push; a kill on the
push's step for a route enemy, a summoned one and a flyer (the three failed before: bodies at 8.852 / 7.262 / 8.852)
and a kill 6 ticks later — the body ends where the sim's lies, every frame step < 0.35 tiles, no step back for the
same-step kills; a never-shown slide goes to the destination. Render interp, attack recovery, champagne, eyemask,
enemy attack clips, sim displace-fx: 94/94 with unitview.
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sganggs committed 2026-10-08 20:40:33 +08:00
1 parent 6326dd4d0b
commit 7a33bc7e19
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@@ -110,6 +110,16 @@ export function dieClipDur(entry) {
const d = Object.hasOwn(durs, name) ? Number(durs[name]) : NaN;
return Number.isFinite(d) && d > 0 ? d : 0;
}
/**
* render/app.js syncBattle's step for one view and its interpolated sample `s` at render time `t`: a living view (or a
* device) takes the whole sample; a dying one only the position — its DIE window in the snapshots; one shown alive
* again (redeployed without an event) stands up first.
*/
export function syncView(v, s, t) {
if (v.alive || v.info?.kind === 'device') v.sync(s, t);
else if (v.dying > 0) { if (typeof v.followSample === 'function') v.followSample(s, t); else { v.x = s.x; v.y = s.y; } }
else if (s.anim !== ANIM.DIE && s.hp > 0) { v.revive?.(); v.sync(s, t); }
}
/** World step (x = col, y = row) of a direction. */
export const DIR_STEP = Object.freeze({ UP: [0, 1], RIGHT: [1, 0], DOWN: [0, -1], LEFT: [-1, 0] });
const nowMs = () => (globalThis.performance ? globalThis.performance.now() : Date.now());
@@ -763,11 +773,7 @@ export class UnitView {
// the element gauge shown (b.snap `elem`): element, fill 0..1, cooldown end (game s) and length
this.el = typeof s.el === 'string' ? s.el : null;
this.elFill = this.el ? s.elFill || 0 : 0; this.elUntil = this.el ? s.elUntil || 0 : 0; this.elDur = this.el ? s.elDur || 0 : 0;
// a push / pull slide owns the drawn position (slideTo): the sample only anchors where it eases to, from the
// snapshot that carries the destination on (`at`) — before that the sample is still sliding or snapping there
const sl = this.slide;
if (!sl) { this.x = s.x; this.y = s.y; }
else if (!(t < sl.at)) { sl.lx = s.x; sl.ly = s.y; sl.live = true; }
this.followSample(s, t);
this.flying = !!(s.flags & UF.FLYING) || this.info.motion === 'FLY';
// enemies keep to the road plane: ground enemies only ever walk low tiles (a rounding step onto a block edge must not
// pop them up), and a flyer hovers FLY_HOVER above the road whatever tile it crosses — the official lift is one
@@ -797,6 +803,18 @@ export class UnitView {
setWorld(x, y, z = 0) { this.x = x; this.y = y; this.z = z; }
/**
* The sampled position: the view's — unless a push / pull slide owns it (slideTo), which only anchors where it eases
* to on it, from the snapshot that carries the destination on (`at`; before that the sample is still sliding or
* snapping there). sync() starts with it; a dying view gets nothing else (syncView: the DIE window of the snapshots),
* so a unit killed on the step of its push still lands where the sim put the body (Grok's review of fb7-render).
*/
followSample(s, t) {
const sl = this.slide;
if (!sl) { this.x = s.x; this.y = s.y; }
else if (!(t < sl.at)) { sl.lx = s.x; sl.ly = s.y; sl.live = true; }
}
/**
* Slide to a displacement's destination (推拉, the `displace` fx at (x, y)) instead of appearing there (DISPLACE_SLIDE).
* `at` (game s): the time of the snapshot that carries the destination — render/app.js starts the slide as soon as the
@@ -1051,8 +1069,9 @@ export class UnitView {
if (this.down) this.slide = null; // a knocked-down view lies on its tile (setDown)
else if (!sl.live) {
this.x = sl.sx; this.y = sl.sy;
// never shown (the unit left the snapshots, a stalled stream): the snapshot takes the view back
if ((sl.wait += dt) > 0.5) this.slide = null;
// the destination's snapshot never shown (the unit left the snapshots, a stalled stream): it slides to the
// destination the fx named
if ((sl.wait += dt) > 0.5) sl.live = true;
} else {
if (!sl.run) { sl.run = true; sl.ox = sl.sx - sl.lx; sl.oy = sl.sy - sl.ly; }
const step = Math.min(dt, 0.1); // a hidden tab's catch-up frame must not overshoot