feedback7 R22-FIELDS: boss-field portals teleport — a route ending on a portal entrance comes out of the far exit and leaks at that side's blue door, the four appear-less crossings reappear at the exit (GitHub #336, PR #337 by @2321Robin); golden: 8 fields, 6 matches

PR #337 by @2321Robin (GitHub #336, both with a recording of the official game), applied with small changes: the exit
distance uses detmath hypot (PR #373 bans Math.hypot in the sim), comments cite the data counts as measured here
(137 routes end on [1,3] / [1,17]; 95 explicit DISAPPEAR / APPEAR pairs, all → [5,10]), the end-teleport's zero wait
is marked [ASSUMED] beside the pairing, and the test reads the test enemy's own leaks (the templates' escorts leak too)
and checks the entrance itself is no leak.

- simdata.js portalAppear: act1autochess_h07_02 #4, act1autochess_h08_02 #5 / #9 and act2autochess_h07_05 #6 write
  DISAPPEAR → WAIT → MOVE[5,10] with no APPEAR (the level files too); the exit APPEAR is inserted before that move.
  Before, the enemy walked the rest of its route hidden and leaked unseen.
- ai.js portalPickup: a route that ends on tile_telin (the boss / Hidden Core circuits) vanishes the enemy, brings it
  out of the farthest telout ([5,10]) and walks it to the nearest blue door ([2,2] / [2,18]), where it leaks. Before,
  stepping into the corner portal was the leak. Mid-route crossings are unchanged (every MOVE onto an entrance in the
  data is followed by an explicit DISAPPEAR).

Golden — only boss / Hidden Core fields and the matches' final rounds move (no round row of any match moves):
- fields boss-boss_2-solo (铳): the 2 lrrook escorts still leak, now at the door after the portal, and take 120652
  damage instead of 66943; leader left 2761255 → 2763024.
- fields boss-boss_4-solo (昆图斯): the 2 dspred leaks now happen at the door; one more operator death (6 → 7);
  leader left 3759559 → 3759921.
- fields boss-boss_6-pair (阿利斯泰尔): the 2 hllevi_2 that leaked at the portals are killed on the way back:
  killed 4 → 6, both players perfect (1 leak each → 0); leader left 7017881 → 6972383.
- fields boss-boss_6-solo: killed 5 → 8, leaks 5 → 2 (the 3 msfshu that leaked are killed; the 2 hllevi_2 leak at the
  door); leader damage 105194 → 75209.
- fields hidden-boss_8-pair (胄): p2's one vtsk leak is gone — that vtsk is still walking to the door at the 200 s
  cap; p2 perfect.
- fields hidden-boss_8-solo: killed 3 → 8, total 13 → 19 (more sfshu die, so more msfshu split off: 3 → 9), leaks
  10 → 10; leader damage 402606 → 191576 (the escorts that come back out of [5,10] draw the fire).
- fields hidden-boss_9-pair (铳): from portalAppear alone — h08_02's routes #5 / #9 no longer count the portal hop as
  8 tiles of walking, so the targeting order of those escorts changes; leader left 3570058 → 3511007.
- fields hidden-boss_10-solo (管): the yokai_3 escort crosses back (taken 68252 → 101682), 4 more operator deaths;
  leader left 7323878 → 7323370.
- matches solo-FUNNY-2 (boss_5 Final Assault, lost at 8 rounds): pool left 94860 → 94412, kills 143 → 144.
- matches solo-NORMAL-1 (m03, hidden boss_8 胄, act1autochess_h08_01_s): the Hidden Core goes from cleared to failed
  (hiddenCleared true → false, team LP 26 → 0, roundsPassed 15 → 14, pool left 0 → 99894; victory stays true — the
  Final Assault was won). The fight is identical until 105 s, when the third vtsk escort reaches the corner portal
  [1,3]: before, it leaked there (27 → 26 LP) and the leader died at 214 s. Now it comes out of [5,10], walks through
  the team's line to the blue door [2,2] and leaks at 170 s; meanwhile only 0–2 of the 8 operators stand (2–4 before),
  the leader stalls near 120000 HP, the fight passes the 150 real-second mark (300 game s) and the overtime drain (1 LP
  per real second) plus two drone leaks at the door take the last 25 LP at 348 s with 99894 HP left.
- matches solo-HARD-1 (m03, hidden boss_8): still failed at 0 LP after 14 rounds; pool left 3046117 → 2839368, kills
  419 → 422.
- matches solo-HARD-9-boosted (hidden boss_10 管): still cleared; team LP 383 → 361 — the 管 echoes (acdums) leaked
  7 times at the portal before and once at the door now, but the longer fight pays 37 overtime LP instead of 9.
- matches coop2-ABYSS-10-boosted (hidden boss_9 铳): from portalAppear alone (the remaining-distance change above);
  still cleared at 800 LP, the two seats' leader damage shifts (6609998 / 7282442 → 7523075 / 6369365) and their
  titles swap (坚若磐石 / 卫戍之星 → 卫戍之星 / 不朽盟约).
- matches coop2-NORMAL-14-standins (boss_5 Final Assault, lost at 13 rounds): pool left 107915 → 97588.

Tests: test/sim/portal-appear.test.js (new, 9; 7 fail on the parent: the APPEAR insertion, the four real routes,
the two route-end portals).
This commit is contained in:
2321Robin authored and sganggs committed 2026-10-08 19:00:50 +08:00
1 parent ae22335cfe
commit a87cc1e9fd
6 files changed
+414 -233

No files matched your search

+8 -1
View File
@@ -187,7 +187,14 @@ bounty?:{coins, ownerPlayerId}, tag?:'boss'|'part'|'escort'|'bounty', ownerPlaye
`RouteSpec` accepts data/waves.json routes (`{motion, start, end, checkpoints:[[r,c]…], steps:[{t:'move',p},{t:'wait',s},{t:'disappear'},{t:'appear',p}]}`)
and research routes (`{m, s, e, cp:[['MOVE',r,c]…]}`). `spawnsFromTemplate(waveEntry, {mods})` (simdata.js) converts a
template into `{ routes, spawns, maxPlayTime, overrides, extraRoutes }` (non-spawn `action` entries are skipped; `unharmful`
and `tag:'part'` spawns don't count in `total`).
and `tag:'part'` spawns don't count in `total`). The boss templates' 传送门 reads as "reappear on the far side" (GitHub
#336, PR #337): four official routes write the crossing as `disappear → wait → move` to the exit with no `appear` (their
twins spell the `appear` out), so normalizeRoute re-inserts the exit `appear` ahead of that move — otherwise the enemy
walks the rest of its route hidden and leaks unseen (test/sim/portal-appear.test.js). A route that ENDS on an entrance
(`tile_telin`; the boss / Hidden Core circuits end on [1,3] / [1,17]) does not leak there: the enemy vanishes, comes
out of the far exit (`tile_telout`; both entrances feed [5,10], the pairing of every explicit `disappear`/`appear` pair
of the data) and walks on to the blue door on the entrance's side, where it leaks (ai.js portalPickup; [ASSUMED] the
pairing and no wait inside this portal).
A `bounty` pays `coins` once, when the enemy really dies (not a knock-out it survives; a leak pays nothing), to
`Battle._bountyPayee`: the player of the operator or summon that dealt the blow, if that player is in the battle; any