feedback4: a sleeping enemy cannot be blocked and takes no block slot — 沉睡 = 无法行动+无敌+不可阻挡 (GitHub #140; the owner's decision of 2026-10-06)

- GitHub #140: a player tested 瑕光's S2 in the official mode — she slept 4 enemies and still blocked the next ones,
  after the skill no more were (「被沉睡的敌人是不占用阻挡数的」). PRTS 异常效果: SLEEPING 沉睡 = 「无法行动+无敌+不可阻挡」,
  BLOCK_FREE 不可阻挡 = 「无法阻挡/被阻挡,自动解除阻挡」. Until now an enemy that fell asleep while blocked stayed blocked
  and kept its blocker's slot.
- Battle.applyStatus releases an enemy that falls asleep (as for 浮空 / 恐惧 / 不可阻挡), Battle._checkBlock never blocks a
  sleeper, and ai.js updateEnemy lets a plain-buff sleeper go on its next update. The sleeper stays put; awake, it is
  blocked again only by a blocker with a free slot, else it walks on. A stun, a freeze or a refused sleep keeps the
  block; sleeping operators are unchanged.
- Readers of the block follow: Battle.blockedTargets (blocked-first targeting, the DEFAULT trigger, hitAllBlocked)
  drops the sleeper — of the hitSleep attackers only 瑕光 blocks, and her 仁慈 reads her range; a 要塞 holding only a
  sleeper no longer stalls; “庞贝”'s self-blast clock restarts when a sleep ends its block [ASSUMED]; the snapshot's
  blocked bit follows.
- Tests: new test/sim/feedback4-sleep-unblock.test.js (5 cases, each fails without the change: the slot frees and the
  next enemy is blocked, the sleeper stays put; awake with no room it walks on; never blocked while asleep, re-blocked
  on waking beside a free blocker; a plain-buff sleep; the real 瑕光 S2). 1274 targeted tests (blocking, statuses,
  小满 / 瑕光 / 缇缇 kits, garrisons, professions, enemies, kits t1–t6), docs-consistency and GOLDEN_FULL pass.
- Docs: DESIGN §24.9 (and the §24 intro, §5.5 Blocking, §22.8's release list), SIM.md (Blocking, the `sleep` row,
  plain buffs), the buffs.js / Battle.js / ai.js / 瑕光 kit comments.
- Golden (every moved scenario sleeps blocked enemies; DESIGN §24.9 gives each move): roster-003 / roster-005 (小满 S2:
  82 kills instead of 83 / cleared at 136.73 s instead of the 140 s timeout), roster-013 (缇缇 S3: only the blocked
  count and the snapshot hashes), roster-032 (缇缇 S1: 7 knock-outs instead of 5), roster-038 (elite 缇缇 S2: ends at
  197.43 s), roster-039 (瑕光 S2 normal + elite: 41 of 52 killed instead of 47 — the sleepers walk on when they wake),
  roster-042 (缇缇 S2: ends at 161.17 s instead of 166.97 s), bond-maniShip-high (小满: only the blocked count and the
  snapshot hashes), coop4-FUNNY-6 (ai_0's 缇缇: layers and boss damage from round 9), coop4-ABYSS-7 (ai_2's 小满:
  rounds 11–12), coop2-NORMAL-8-serverrun (ai_1's 缇缇: one more leak in round 10, the team eliminated in round 13
  instead of winning). fields unchanged.
This commit is contained in:
sganggs committed 2026-10-06 16:57:55 +08:00
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commit bbe59b9a5f
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@@ -11,7 +11,9 @@
// path always follows `motion` — a hovering (近地悬浮) enemy is an air unit for targeting and blocking (Unit.isFlying)
// but walks the ground. An unblocked enemy touching an ally with free block capacity — within its block radius (0.7071
// ground, 0.8944 air, devices 0.4472; Battle._checkBlock) — is blocked, moving or not, so an enemy overlapping an
// operator is taken over once its blocker is gone. Blocked enemies fight their blocker (ranged ones may pick anyone in
// operator is taken over once its blocker is gone; never one holding 不可阻挡 (恐惧, 诱导, 浮空, 沉睡): an enemy falling
// asleep is let go by its blocker, whose slot frees, and stays where it is until it wakes (DESIGN §24.9). Blocked
// enemies fight their blocker (ranged ones may pick anyone in
// range, blocker first); every blocker whose attack hits enemies — a ranged operator on a melee tile included — may
// always target the enemies it blocks, in range or not, whatever its facing, and targets them first (acquireTargets,
// Battle.blockedTargets; user playtest #6: "阻挡了就一定要能打到"); a heal attack keeps selecting injured allies while
@@ -459,8 +461,14 @@ export function updateEnemy(b, e, dt) {
// true: an unblocked ranged enemy in the wind-up of its next attack with a target in range (it stands)
const winding = !e.hidden && !stunned && enemyAttack(b, e);
if (!e.alive) return;
// a stun / freeze / sleep cuts the attack clip short: no stand left once it ends [ASSUMED]
if (stunned && !e.hidden) { e.atkStandUntil = -Infinity; return; }
// a stun / freeze / sleep cuts the attack clip short: no stand left once it ends [ASSUMED]. 沉睡 also holds 不可阻挡
// (PRTS 异常效果 SLEEPING = 无法行动+无敌+不可阻挡): a sleeper's blocker lets go — Battle.applyStatus releases it at once,
// this catches a sleep added as a plain buff — and it stays where it is until it wakes (DESIGN §24.9)
if (stunned && !e.hidden) {
e.atkStandUntil = -Infinity;
if (e.blockedBy && e.s.flags.sleep) b._unblock(e);
return;
}
if (e.blockedBy) {
const bl = e.blockedBy;
// (unblockable/levitate/fear may also arrive through a plain addBuff, which does not unblock by itself; a