feedback7 R22-UNBAL: a pushed / pulled enemy is held in the official 失衡 (UNBALANCE) state — no walking, no normal attack — for the push's 位移时间 of its 受力等级 or the pull's force window; a 静态刚体 hit by a force gets the 0.1 s floor; the client's slide takes the same game time (idea from PR #392 by @xcdoge, re-implemented from the sources); golden: 69 scenarios move, 35 with kills / leaks / deaths / boss HP (below)

Seen: the sim moved a displaced enemy at once and it walked / swung again on the next tick; players compared with the
official game (PR #392: 「被推/拉完的敌人会先站住一小会儿再走」). Research (scratchpad report r3): PRTS 失衡位移机制 — a force > 0
puts an enemy in the UNBALANCE state machine with a 0.1 s 失衡硬直 floor, ending when its speed is ≤ 0.1 m/s, on 浮空 or a
forced state change; 异常效果图鉴/失衡免疫 「失衡期间无法自主移动、发动攻击、使用技能」; 异常效果 — not an abnormal status (水遁忍者's
check still runs); 游戏数据基础 推力-位移近似对应表 位移时间 (whole frames at 30 fps); 推与拉 拉力 「作用时间默认为 1 s;若本次受力
等级 < −1,作用时间改为 0.5 s」, 急停 keeps the state to the window's end; 特殊机制 静态刚体 (0.1 s 保底); 术语释义 浮空.

Now: constants.js PUSH_UNBALANCE {−2: 0.2, −1: 0.4, 0: 0.8, 1: 0.9, 2: 32/30, 3: 35/30}, PULL_UNBALANCE 1 /
PULL_UNBALANCE_WEAK 0.5, UNBALANCE_MIN 0.1. battle/displacement.js: push() holds for its level's row (the −2 correction
included), kept when the 特效 column or a wall shortens the slide [ASSUMED for the wall], the 0.1 s floor when a wall
stops it at the first step [ASSUMED]; pull() holds for its window whatever the travel (≤ −3: none; an enemy the puller
blocks: still no pull [ASSUMED, unchanged]); a 静态刚体 (data staticBody, not 失衡免疫 noDisplace) hit by force level
≥ −2 gets 0.1 s and no movement (_staticForce); _unbalance sets enemy.unbalanceUntil (a longer running one kept) and ends
the attack clip's stand. ai.js updateEnemy: no walking (恐惧 / 诱导 too — PR #392's fear exemption is not taken), no new
normal attack, a swing short of its frame cut, 浮空 clears it; a 重生 clears it (archetypes.js reborn). Not a stun: no
status, no immunity, SP and the attack cooldown run. No global skill lock: enemy abilities keep ticking ([ASSUMED] scope).
The move stays instant (the unbalanced() talents keyed off the jump unchanged). The displace fx carries `dur` (game s);
render/units.js slideTo divides it by ctx.animRate (2× default: a 0.8 s push slides 0.4 real s); DISPLACE_SLIDE·√D is
only the fallback for an fx without it. Not taken from #392: UNBALANCE_TRAVEL 0.6387·√tiles / the client's 0.3194 (derived
from the page's μ = 0.5 单位假设, one frame high on every push row, the wrong shape for pulls) and the fear exemption.

Tests: test/sim/unbalance.test.js (8: the push rows and walking after them; no attack in the hold, a feared enemy held;
the −2 correction's 0.2 s; 特效 / wall-shortened rows and the first-step floor; pull windows incl. the 急停 and ≤ −3; 静态刚体
0.1 s without movement, 失衡免疫 never; 浮空 clears; the fx `dur` — the file fails on the parent); test/render/unitview.test.js
(+1: the slide at 2× for a push and a pull, the fallback — fails on the parent); feedback1b-displacement B5 (the drone is
now held 0.1 s per force, never moved). test/sim + test/content + test/render: 3433 pass. Docs: SIM.md (push / pull,
displace, assumptions), PLAYING.md 推开 / 拉拽, research 13 §0 / §5.

Golden — every moved battle has pushes / pulls (probe of the callers) and its enemies are now held; outcome moves:
roster-002 (野鬃: killed 29→33, leaks 15→11), roster-003 (野鬃: deaths 3→7), roster-007 (薄绿: killed 110→118, leaks 53→47),
roster-008 (薄绿: 45→47 / 42→40), roster-010 (歌蕾蒂娅: killed 45→44, leaks 57→58), roster-011 (莫斯提马: 78→79 / 4→3),
roster-031 (钩索师 pulls, tier4: killed 64→72, leaks 12→4, deaths 6→5), roster-041 (钩索师: deaths 5→4), roster-043 (山:
deaths 15→14), roster-044 (山: killed 107→103, leaks 12→16, deaths 15→14); bond-deputShip-low (薄绿: 18→21 killed, leaks
3→0, deaths 1→0), bond-kazimierzShip-high (野鬃: deaths 3→2); boss-boss_3-pair (锏: p2 deaths 3→2), boss-boss_4-pair
(莫斯提马 / 歌蕾蒂娅: killed 11→12, boss HP 7442429→7375628, p2 leaks 2→1, deaths 19→18), boss-boss_6-pair (boss HP
6932482→6865243, p2 deaths 19→17), hidden-boss_8-pair (boss HP 12585770→12585798), hidden-boss_9-pair (锏: boss HP
3630612→3636991); standin-05 / 08 / 10 (预备干员-特种 pulls: killed 5→8 / 42→44 / 28→29, leaks down by 3 / 2 / 1);
diy-101 (傀影: killed 22→21, leaks 92→93), diy-114 / 115 / 116 (黑键: 106→99 & 83→90 / 154→156 & 78→70 / 3→2 & 120→121),
diy-137 (预备干员-特种: 68→79 / 79→68); matches through those battles — coop2-HARD-4, coop2-NORMAL-14-standins,
coop2-NORMAL-3, coop2-NORMAL-70-diy, coop3-ABYSS-5, coop4-ABYSS-7, solo-ABYSS-2 (LP 2→4 at round 10), solo-HARD-2
(ai_0 now survives round 13: eliminated 13 → alive), solo-HARD-9-boosted (LP 399→398), solo-NORMAL-1. Other moves (damage,
heals, snapshots only): roster-009/012/017/019/032/039/040/042/046, 13 bonds, boss-boss_2-pair, hidden-boss_10-pair,
standin-03, diy-053/084/085/102/103/108/109, coop2-ABYSS-10-boosted, solo-ABYSS-1.
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- **阻挡**看接触:干员阻挡中心距离约 0.7 格以内、与它接触的敌人(地面干员挡不住飞行和近地悬浮的敌人)。敌人卡在两名干员之间时,阻挡它的干员倒下、撤退或被晕眩后,另一名仍与它接触、还有空余阻挡数的干员会**立刻接替阻挡**;都没有空位时敌人才会走掉。被冻结或晕眩的敌人同样会被接触到的干员挡住:干员再部署到它身边就会阻挡它,隐匿的敌人也随之破隐(沉睡、浮空、恐惧的敌人仍然挡不住)。迎面走来的敌人会停在干员格子前面。**阻挡了就一定能打到**:任何干员(包括站在近战位的远程干员和召唤物)总能攻击自己阻挡的敌人,不管它在不在攻击范围内、在干员哪一侧,并且优先攻击它——只有速射手例外:攻击范围内有飞行敌人时先打飞行敌人(特性「优先攻击空中单位」,维护者 2026-10-08 的决定,GitHub #220)(医疗干员除外:咒愈师以外的医疗挡住敌人时照常治疗队友,不会攻击它;「停止攻击」类技能期间也除外;技能原文另有限制的也按原文:普罗旺斯二技能开启时不以生命值高于 80% 的敌人为目标,寒檀二技能的冰凌随机落在攻击范围内的地块上)。 - **阻挡**看接触:干员阻挡中心距离约 0.7 格以内、与它接触的敌人(地面干员挡不住飞行和近地悬浮的敌人)。敌人卡在两名干员之间时,阻挡它的干员倒下、撤退或被晕眩后,另一名仍与它接触、还有空余阻挡数的干员会**立刻接替阻挡**;都没有空位时敌人才会走掉。被冻结或晕眩的敌人同样会被接触到的干员挡住:干员再部署到它身边就会阻挡它,隐匿的敌人也随之破隐(沉睡、浮空、恐惧的敌人仍然挡不住)。迎面走来的敌人会停在干员格子前面。**阻挡了就一定能打到**:任何干员(包括站在近战位的远程干员和召唤物)总能攻击自己阻挡的敌人,不管它在不在攻击范围内、在干员哪一侧,并且优先攻击它——只有速射手例外:攻击范围内有飞行敌人时先打飞行敌人(特性「优先攻击空中单位」,维护者 2026-10-08 的决定,GitHub #220)(医疗干员除外:咒愈师以外的医疗挡住敌人时照常治疗队友,不会攻击它;「停止攻击」类技能期间也除外;技能原文另有限制的也按原文:普罗旺斯二技能开启时不以生命值高于 80% 的敌人为目标,寒檀二技能的冰凌随机落在攻击范围内的地块上)。
- 开战时干员按**逐列从左到右、每列从上到下**的顺序部署(最左一列最先,与阿戈尔吞噬「更靠左和靠上」的顺序相同),召唤物在所有干员之后。被阻挡的敌人先打阻挡它的干员;没被阻挡的远程敌人先打嘲讽等级高的,同级时打最后部署的(召唤物、最右一列靠下的干员和刚再部署的干员更容易挨打)。隐匿的干员只会被它阻挡的敌人攻击,没被它挡住的敌人的溅射、爆炸、范围技能、留下的伤害区域(包括假想敌:蚀裂被击倒后喷出的毒雾)以及深池伙友卫队、扎罗的减攻速光环也落不到它身上(和官方一样;写明「无视无法选择」的效果如污染秽蚀照常能打到,寒霜的减攻速光环和“墓碑”这类地图效果照常生效);**迷彩**(如忍冬三技能期间击倒敌人后、寒芒克洛丝一技能)同样只会被它阻挡的敌人攻击,也显示为半透明,但躲不开溅射、爆炸和范围伤害(同时打范围内所有单位的普通攻击——如“斩胄之剑”“破胄之锤”“灵幛”——打不到它),也不算隐匿(不触发叙拉古等「隐匿时」效果)。叙拉古的隐匿按时(32 秒 + 每层 0.4 秒)结束;忍冬的迷彩按官方持续到她下一次开技能。**蒂比起飞**期间只挡飞行敌人,地面敌人不会选她为目标(普通攻击、溅射、技能范围、燃烧区域和要选中目标的减益都落不到她身上);飞行和悬浮敌人、写明「无视无法选择」的效果(如污染秽蚀)照常能打到她;地面敌人的光环和全场效果(如“墓碑”让全场攻击力、防御力减半)、她攻击敌人时招来的反制(如重装侦察兵的暴露)照常生效,起飞前已挂上的持续伤害也照常跳。 - 开战时干员按**逐列从左到右、每列从上到下**的顺序部署(最左一列最先,与阿戈尔吞噬「更靠左和靠上」的顺序相同),召唤物在所有干员之后。被阻挡的敌人先打阻挡它的干员;没被阻挡的远程敌人先打嘲讽等级高的,同级时打最后部署的(召唤物、最右一列靠下的干员和刚再部署的干员更容易挨打)。隐匿的干员只会被它阻挡的敌人攻击,没被它挡住的敌人的溅射、爆炸、范围技能、留下的伤害区域(包括假想敌:蚀裂被击倒后喷出的毒雾)以及深池伙友卫队、扎罗的减攻速光环也落不到它身上(和官方一样;写明「无视无法选择」的效果如污染秽蚀照常能打到,寒霜的减攻速光环和“墓碑”这类地图效果照常生效);**迷彩**(如忍冬三技能期间击倒敌人后、寒芒克洛丝一技能)同样只会被它阻挡的敌人攻击,也显示为半透明,但躲不开溅射、爆炸和范围伤害(同时打范围内所有单位的普通攻击——如“斩胄之剑”“破胄之锤”“灵幛”——打不到它),也不算隐匿(不触发叙拉古等「隐匿时」效果)。叙拉古的隐匿按时(32 秒 + 每层 0.4 秒)结束;忍冬的迷彩按官方持续到她下一次开技能。**蒂比起飞**期间只挡飞行敌人,地面敌人不会选她为目标(普通攻击、溅射、技能范围、燃烧区域和要选中目标的减益都落不到她身上);飞行和悬浮敌人、写明「无视无法选择」的效果(如污染秽蚀)照常能打到她;地面敌人的光环和全场效果(如“墓碑”让全场攻击力、防御力减半)、她攻击敌人时招来的反制(如重装侦察兵的暴露)照常生效,起飞前已挂上的持续伤害也照常跳。
- **技能自动释放**按官方「技能策略」:一般的手动技能在技能就绪、即将攻击 / 治疗且初始攻击范围内有敌人(治疗技能:有受伤的队友)时释放;**带独立技能范围**的技能(如德克萨斯「剑雨」、凛御银灰「御敌的锋锐」、锏「归于宁静」,不含「攻击范围扩大」类)在**技能范围内出现敌人**时就释放,不必先攻击;**开启后攻击范围比平时大**的手动技能(如莫斯提马「序时之匙」、银灰「真银斩」、史尔特尔「黄昏」、白面鸮「脑啡肽」)在**开启后的攻击范围内出现敌人**(治疗技能:有受伤的队友)时就释放,不必等敌人走进平时的攻击范围,这是本作按玩家反馈有意与官方不同的地方;**重装干员**的手动技能在受到伤害时释放(例外:深巡、雷蛇的二技能,号角的二、三技能,灰毫的一、二技能按玩家反馈改为攻击范围内有敌人时就释放(深巡二技能按开启后更远的攻击范围判断),余的二技能「厚礼上宾」改为周围两格(技能范围)内有敌人时就释放,这是本作有意与官方不同的地方;深巡一技能仍要受到伤害);执旗手 / 战术家 / 吟游者技能就绪即释放,解放者 / 阵法术师在初始攻击范围内有敌人时释放(开启后攻击范围扩大的技能——薄绿「风语」、蜜蜡「沙暴扩散」、卡涅利安「食噬之印」、玛恩纳「未宽解的悲哀」,以及安洁莉娜「秘杖·反重力模式」——同样按开启后的攻击范围判断)。**自动触发**的技能按其本身规则:只作用于队友的(如引星棘刺「度算浪波」、浊心斯卡蒂「同葬无光之愿」、纯烬艾雅法拉「无声润物」)技力满就释放,不用等敌人或伤员;立即生效、本身不是一次攻击的技能(如度算浪波、先锋的回费技能)两次释放之间至少隔一个攻击间隔(释放本身不占用普通攻击),攻速越快放得越勤,迅捷返还的技力再多也不会每一帧都放(GitHub #298);伺夜「领袖的呼唤」「领袖的馈赠」只在场上有狼群时释放:狼群处于战术点形态时,「领袖的呼唤」也会释放并让它立刻带着 1 只狼影回到场上(狼影未满时改为加 1 只狼影,已满时把狼群的生命值回满),「领袖的馈赠」也会释放(立即获得费用,强化留给回来的狼群的下一次攻击);又如古米「备用军粮」在身边(技能范围内)有受伤的队友时就会发动,下一次攻击改为治疗该队友(不用先接敌;她的二技能「食粮烹制」是手动技能,按重装规则在受到伤害时释放);塞雷娅「急救」在她即将攻击时、身边有生命不高于一半的队友才发动,这次攻击直接改为治疗;新约能天使二技能的护盾按官方给攻击范围内**仇恨最高**的队友(嘲讽等级高的优先,同级时给最后部署的),不一定是站在最前面挨打的那个。手动技能的自动释放有 3 秒冷却:开战部署后先等 3 秒,之后同一干员两次自动释放至少间隔 3 秒(可充能的技能不会同时放完)。白铁的「铁钳号·原型机」能被我方干员攻击(不受伤害):它在攻击范围 / 技能范围内时,能作用到它的技能会像遇到敌人一样自动开启并消耗弹药(项目维护者 2026-10-08 按官方体验确认;白铁™多功能平台不会被攻击);技能效果只会挑选敌人、打不到它的技能(如德克萨斯「剑雨」)不会为它开启,留给真正的敌人。 - **技能自动释放**按官方「技能策略」:一般的手动技能在技能就绪、即将攻击 / 治疗且初始攻击范围内有敌人(治疗技能:有受伤的队友)时释放;**带独立技能范围**的技能(如德克萨斯「剑雨」、凛御银灰「御敌的锋锐」、锏「归于宁静」,不含「攻击范围扩大」类)在**技能范围内出现敌人**时就释放,不必先攻击;**开启后攻击范围比平时大**的手动技能(如莫斯提马「序时之匙」、银灰「真银斩」、史尔特尔「黄昏」、白面鸮「脑啡肽」)在**开启后的攻击范围内出现敌人**(治疗技能:有受伤的队友)时就释放,不必等敌人走进平时的攻击范围,这是本作按玩家反馈有意与官方不同的地方;**重装干员**的手动技能在受到伤害时释放(例外:深巡、雷蛇的二技能,号角的二、三技能,灰毫的一、二技能按玩家反馈改为攻击范围内有敌人时就释放(深巡二技能按开启后更远的攻击范围判断),余的二技能「厚礼上宾」改为周围两格(技能范围)内有敌人时就释放,这是本作有意与官方不同的地方;深巡一技能仍要受到伤害);执旗手 / 战术家 / 吟游者技能就绪即释放,解放者 / 阵法术师在初始攻击范围内有敌人时释放(开启后攻击范围扩大的技能——薄绿「风语」、蜜蜡「沙暴扩散」、卡涅利安「食噬之印」、玛恩纳「未宽解的悲哀」,以及安洁莉娜「秘杖·反重力模式」——同样按开启后的攻击范围判断)。**自动触发**的技能按其本身规则:只作用于队友的(如引星棘刺「度算浪波」、浊心斯卡蒂「同葬无光之愿」、纯烬艾雅法拉「无声润物」)技力满就释放,不用等敌人或伤员;立即生效、本身不是一次攻击的技能(如度算浪波、先锋的回费技能)两次释放之间至少隔一个攻击间隔(释放本身不占用普通攻击),攻速越快放得越勤,迅捷返还的技力再多也不会每一帧都放(GitHub #298);伺夜「领袖的呼唤」「领袖的馈赠」只在场上有狼群时释放:狼群处于战术点形态时,「领袖的呼唤」也会释放并让它立刻带着 1 只狼影回到场上(狼影未满时改为加 1 只狼影,已满时把狼群的生命值回满),「领袖的馈赠」也会释放(立即获得费用,强化留给回来的狼群的下一次攻击);又如古米「备用军粮」在身边(技能范围内)有受伤的队友时就会发动,下一次攻击改为治疗该队友(不用先接敌;她的二技能「食粮烹制」是手动技能,按重装规则在受到伤害时释放);塞雷娅「急救」在她即将攻击时、身边有生命不高于一半的队友才发动,这次攻击直接改为治疗;新约能天使二技能的护盾按官方给攻击范围内**仇恨最高**的队友(嘲讽等级高的优先,同级时给最后部署的),不一定是站在最前面挨打的那个。手动技能的自动释放有 3 秒冷却:开战部署后先等 3 秒,之后同一干员两次自动释放至少间隔 3 秒(可充能的技能不会同时放完)。白铁的「铁钳号·原型机」能被我方干员攻击(不受伤害):它在攻击范围 / 技能范围内时,能作用到它的技能会像遇到敌人一样自动开启并消耗弹药(项目维护者 2026-10-08 按官方体验确认;白铁™多功能平台不会被攻击);技能效果只会挑选敌人、打不到它的技能(如德克萨斯「剑雨」)不会为它开启,留给真正的敌人。
- **推开 / 拉拽**按官方「力度 − 重量」决定距离:例如野鬃二技能(中等力度)把重量 0 / 1 / 2 / 3 的敌人推开约 2.1 / 1.7 / 0.4 / 0.1 格,重量 4 以上推不动——轻型敌人反而推得更远。野鬃二技能沿她的朝向推开:正前方 45° 以内按上面的距离,身后、侧面或贴身的敌人只被轻推一下(约 0.4 格以内);琳琅诗怀雅三技能的金币则从她身边向外推开,落在她前方 2–4 格的范围(官方「范围2-4」)内的地面敌人和她阻挡的敌人身上。攻击速度最低为 20(沼泽、寒霜等减速叠满时也不会更慢)。 - **推开 / 拉拽**按官方「力度 − 重量」决定距离:例如野鬃二技能(中等力度)把重量 0 / 1 / 2 / 3 的敌人推开约 2.1 / 1.7 / 0.4 / 0.1 格,重量 4 以上推不动——轻型敌人反而推得更远。野鬃二技能沿她的朝向推开:正前方 45° 以内按上面的距离,身后、侧面或贴身的敌人只被轻推一下(约 0.4 格以内);琳琅诗怀雅三技能的金币则从她身边向外推开,落在她前方 2–4 格的范围(官方「范围2-4」)内的地面敌人和她阻挡的敌人身上。被推开、拉动的敌人会进入官方的**失衡**状态,这段时间里不走路、也不发动普通攻击:推开按力度减重量的档位持续 0.2–约 1.17 秒(中等力度推重量 1 的敌人为 0.8 秒),拉拽持续 1 秒(力度比重量低 2 档时 0.5 秒,拉到身前后也一样),推不动的空中单位(静态刚体)受力时也会停顿 0.1 秒;浮空会立刻解除失衡。画面上的滑行也用同样的时间(默认 2 倍速下现实时间减半)。攻击速度最低为 20(沼泽、寒霜等减速叠满时也不会更慢)。
- **生命回复不是治疗**(与官方一致):吟游者的特性(魔王、浊心斯卡蒂及其海嗣)、调香师的天赋、瑕光二技能、铃兰三技能、锡人和引星棘刺(一、二技能)的炼金单元给友军的「每秒恢复生命」是提高对方的**生命回复速度**,不是治疗:收割者 / 不屈者 / 武者(如隐德来希、圣约送葬人、折桠)这类「无法被友方治疗」的干员和处于禁疗的干员也能吃到,治疗量加成(如「受到的治疗效果提升」)也不会放大它;铃兰三技能开启后的第一秒没有回复。直接治疗(医疗干员的治疗、技能的「恢复…生命」)仍然对这些干员无效。 - **生命回复不是治疗**(与官方一致):吟游者的特性(魔王、浊心斯卡蒂及其海嗣)、调香师的天赋、瑕光二技能、铃兰三技能、锡人和引星棘刺(一、二技能)的炼金单元给友军的「每秒恢复生命」是提高对方的**生命回复速度**,不是治疗:收割者 / 不屈者 / 武者(如隐德来希、圣约送葬人、折桠)这类「无法被友方治疗」的干员和处于禁疗的干员也能吃到,治疗量加成(如「受到的治疗效果提升」)也不会放大它;铃兰三技能开启后的第一秒没有回复。直接治疗(医疗干员的治疗、技能的「恢复…生命」)仍然对这些干员无效。
- **元素损伤条**在单位自己的血条正下方:左边是元素图标,白条是剩余的元素值,只有真正爆发时才会耗尽;爆发后条变成元素的颜色、图标闪烁,在冷却期间慢慢回满(这段时间不会再积累元素损伤)。 - **元素损伤条**在单位自己的血条正下方:左边是元素图标,白条是剩余的元素值,只有真正爆发时才会耗尽;爆发后条变成元素的颜色、图标闪烁,在冷却期间慢慢回满(这段时间不会再积累元素损伤)。
- **弹药、狼影和「我执」**也画在血条上(0.2.2):弹药类技能(如隐现的二技能,14 发)开启时,血条下方的技力条换成**分格的黄色弹药条**——一格一发,打一发少一格,补弹时回来;这类技能开启期间脚下不再有持续的金色光环。伺夜的狼群在血条下方有一排**菱形**,亮的是剩下的狼影,暗的是已用掉的空位(最多 3 个),进入战术点形态时消失。斩业星熊进入「我执」后,绿色血条停在 1 点,超出的伤害涨成血条上的**红条**,红条满了才会倒下。这些只是显示,不改变任何战斗数值。 - **弹药、狼影和「我执」**也画在血条上(0.2.2):弹药类技能(如隐现的二技能,14 发)开启时,血条下方的技力条换成**分格的黄色弹药条**——一格一发,打一发少一格,补弹时回来;这类技能开启期间脚下不再有持续的金色光环。伺夜的狼群在血条下方有一排**菱形**,亮的是剩下的狼影,暗的是已用掉的空位(最多 3 个),进入战术点形态时消失。斩业星熊进入「我执」后,绿色血条停在 1 点,超出的伤害涨成血条上的**红条**,红条满了才会倒下。这些只是显示,不改变任何战斗数值。
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@@ -896,8 +896,8 @@ instance) and skip `'counter'` / `'reflect'` damage. When the guard trips, the l
| `moveRedeploy(unit, r, c, { clearSp })` | a 【移动】 (PRTS 术语释义: "不退场,以当前血量在目标位置部署", a special retreat + redeploy): `relocate`'s checks (false = refused, nothing changed), then a new deployment (`deploySeq` / `aggroSeq` / `deployedAt`) and `deploy {initial:false, move:true}` (deploy effects fire again); no `die` / `death`, timer or cost (不屈 / 阿戈尔's revive never see it); HP, buffs and a running skill are kept (owner's deviation, DESIGN §22.3); `clearSp` empties the SP before the deploy handlers run — 乌尔比安 S3's move (kits/ops/chess_char_5_05-ulpia.js) and 【返回】 (`clearSp`; also the 从不混淆的方向 fallback, content/tokens.js) | | `moveRedeploy(unit, r, c, { clearSp })` | a 【移动】 (PRTS 术语释义: "不退场,以当前血量在目标位置部署", a special retreat + redeploy): `relocate`'s checks (false = refused, nothing changed), then a new deployment (`deploySeq` / `aggroSeq` / `deployedAt`) and `deploy {initial:false, move:true}` (deploy effects fire again); no `die` / `death`, timer or cost (不屈 / 阿戈尔's revive never see it); HP, buffs and a running skill are kept (owner's deviation, DESIGN §22.3); `clearSp` empties the SP before the deploy handlers run — 乌尔比安 S3's move (kits/ops/chess_char_5_05-ulpia.js) and 【返回】 (`clearSp`; also the 从不混淆的方向 fallback, content/tokens.js) |
| `redeploy(unit, { free=true, tile, keepSp })` | immediate (re)deployment of a dead/retreated ally (full HP, `deploy {initial:false}`); `free: false` pays `base.cost` DP (refused without it); without `tile` it lands on the unit's rest tile (`restTile`: where a knocked-out operator lies, else home); `tile: [r, c]` lands on that tile once (home unchanged; refused when off-rect, occupied or a knocked-out operator's tile, no fallback); `keepSp` keeps SP/charges (保留技力), restored before `deploy` fires — but not for a skill that costs no SP, which the reset re-arms as at every deployment (伊内丝 S3 casts again on a 突袭 landing) — 突袭 raids, 阿戈尔 / 不屈 revives where the unit lies | | `redeploy(unit, { free=true, tile, keepSp })` | immediate (re)deployment of a dead/retreated ally (full HP, `deploy {initial:false}`); `free: false` pays `base.cost` DP (refused without it); without `tile` it lands on the unit's rest tile (`restTile`: where a knocked-out operator lies, else home); `tile: [r, c]` lands on that tile once (home unchanged; refused when off-rect, occupied or a knocked-out operator's tile, no fallback); `keepSp` keeps SP/charges (保留技力), restored before `deploy` fires — but not for a skill that costs no SP, which the reset re-arms as at every deployment (伊内丝 S3 casts again on a 突袭 landing) — 突袭 raids, 阿戈尔 / 不屈 revives where the unit lies |
| `refreshRange(unit)`, `setExtraRange(unit, keys)`, `rangeChanged(unit)` | rebuild the ranges after changing `unit.rangeGrid` (流形 copies); extra targetable tiles (absolute keys; merged into every later rebuild until set again; `null` clears; never in `baseRangeKeys`): 蕾缪安 wanted, 维娜 S3 | | `refreshRange(unit)`, `setExtraRange(unit, keys)`, `rangeChanged(unit)` | rebuild the ranges after changing `unit.rangeGrid` (流形 copies); extra targetable tiles (absolute keys; merged into every later rebuild until set again; `null` clears; never in `baseRangeKeys`): 蕾缪安 wanted, 维娜 S3 |
| `push(enemy, force, {from, dir, fixed, fixedAngle, inward, effect})`, `pull(enemy, force, {to, center, stop})`, `pullToFront(enemy, unit, force)`, `forceLevel(enemy, force)`, `pushDistance(enemy, force, {effect})` | the official 位移 (PRTS 游戏数据基础 §重量公式 / 推与拉; user playtest #6 item 14): 受力等级 = 力度 (微小力 −1, 小力 0, 中力 1, 较大力 2, 大力 3 …) − current 重量等级 (massLevel, 失重 counts). Push distance per level (`constants.js PUSH_TILES`, PRTS 推与拉's 弹道 column): ≤ −3 → 0, −2 → 0.12, −1 → 0.44, 0 → 1.7, 1 → 2.14, 2 → 2.96, ≥ 3 → 3.53 tiles; `effect` = a 特效 push (`PUSH_TILES_EFFECT`: −2 → 0.085, −1 → 0.374, 0 → 1.562, 1 → 1.987, 2 → 2.773, ≥ 3 → 3.331 — 见行者 S1 / S2, `PUSH_EFFECT_SKILLS`; every other pusher uses the 弹道 column [ASSUMED]); radial (away from `from`; the client's buff template `knockback[relative]`: 莫斯提马 S3, 山 S3, 琳琅诗怀雅 S3 — also PRTS 备注 "推开效果为径向推动") unless `dir` (directional; template `knockback[dir]` = Knockback {`_useSourceDirection` true, `_decreaseForceLevelWhenNotInDirection` 2}: 推击手, 野鬃 S2 "往攻击方向" (charpack char_496_wildmn: buff `wildmn_s_2[force]`) — > 45° off or < 0.25 tile ⇒ radial and level −2; `fixed` waives both (圣聆初雪 S1 朝部署方向, `KnockBackWithCharacterDirection`), `fixedAngle` only the angle (见行者 S2)); `inward` = a push towards `from` (薄绿 S2), stopping at the 急停 radius. Pull: level ≥ 0 → to `to` / the 急停 radius around `center`, −1 → 35 % of the way, −2 → 0.03, ≤ −3 → 0; `pullToFront` aims at the 拉力起点 0.5 tile ahead of the unit with the 急停 radius 0.6708 around it (never moves an enemy the unit itself blocks — nor does a pull towards an ally's centre, e.g. the 流形 S3 pulse) A 静态刚体 (data `staticBody`: every air unit of the mode except “炎佑”, plus 昆图斯 — PRTS 特殊机制 "可以进入失衡状态…但物理层面上无法产生任何速度或移动", "与单位的行动方式无关") moves 0 from every source while the skills that reach it still hit it (薄绿 S2, 锏 S3, the 钩索师 …; player report after 0.1.0) | | `push(enemy, force, {from, dir, fixed, fixedAngle, inward, effect})`, `pull(enemy, force, {to, center, stop})`, `pullToFront(enemy, unit, force)`, `forceLevel(enemy, force)`, `pushDistance(enemy, force, {effect})` | the official 位移 (PRTS 游戏数据基础 §重量公式 / 推与拉; user playtest #6 item 14): 受力等级 = 力度 (微小力 −1, 小力 0, 中力 1, 较大力 2, 大力 3 …) − current 重量等级 (massLevel, 失重 counts). Push distance per level (`constants.js PUSH_TILES`, PRTS 推与拉's 弹道 column): ≤ −3 → 0, −2 → 0.12, −1 → 0.44, 0 → 1.7, 1 → 2.14, 2 → 2.96, ≥ 3 → 3.53 tiles; `effect` = a 特效 push (`PUSH_TILES_EFFECT`: −2 → 0.085, −1 → 0.374, 0 → 1.562, 1 → 1.987, 2 → 2.773, ≥ 3 → 3.331 — 见行者 S1 / S2, `PUSH_EFFECT_SKILLS`; every other pusher uses the 弹道 column [ASSUMED]); radial (away from `from`; the client's buff template `knockback[relative]`: 莫斯提马 S3, 山 S3, 琳琅诗怀雅 S3 — also PRTS 备注 "推开效果为径向推动") unless `dir` (directional; template `knockback[dir]` = Knockback {`_useSourceDirection` true, `_decreaseForceLevelWhenNotInDirection` 2}: 推击手, 野鬃 S2 "往攻击方向" (charpack char_496_wildmn: buff `wildmn_s_2[force]`) — > 45° off or < 0.25 tile ⇒ radial and level −2; `fixed` waives both (圣聆初雪 S1 朝部署方向, `KnockBackWithCharacterDirection`), `fixedAngle` only the angle (见行者 S2)); `inward` = a push towards `from` (薄绿 S2), stopping at the 急停 radius. Pull: level ≥ 0 → to `to` / the 急停 radius around `center`, −1 → 35 % of the way, −2 → 0.03, ≤ −3 → 0; `pullToFront` aims at the 拉力起点 0.5 tile ahead of the unit with the 急停 radius 0.6708 around it (never moves an enemy the unit itself blocks — nor does a pull towards an ally's centre, e.g. the 流形 S3 pulse) A 静态刚体 (data `staticBody`: every air unit of the mode except “炎佑”, plus 昆图斯 — PRTS 特殊机制 "可以进入失衡状态…但物理层面上无法产生任何速度或移动", "与单位的行动方式无关") moves 0 from every source while the skills that reach it still hit it (薄绿 S2, 锏 S3, the 钩索师 …; player report after 0.1.0). **失衡 (UNBALANCE)** (PR #392's idea, its timing re-done from the sources): the move stays instant, then the enemy is held in the 失衡 state — a state machine, not a status (PRTS 失衡位移机制; 异常效果 「失衡…不属于异常效果」: no stun, no immunity, SP untouched), `enemy.unbalanceUntil`, read by `ai.js updateEnemy`: no walking (恐惧 / 诱导 included — no fear exemption) and no normal attack started, a swing short of its frame cut, the attack clip's stand ended; checks that ignore the state (水遁忍者's damage, content abilities) go on — no global skill lock ([ASSUMED] scope: 失衡免疫's 「无法…使用技能」 is not modelled). Length, game seconds: a push — the 位移时间 of its 受力等级, PRTS 游戏数据基础 推力-位移近似对应表 (`constants.js PUSH_UNBALANCE`: −2 → 0.2, −1 → 0.4, 0 → 0.8, 1 → 0.9, 2 → 32/30, ≥ 3 → 35/30), the level push() computes (the −2 correction included), kept when the 特效 column or a wall shortens the slide ([ASSUMED] for the wall; a wall at the first step → the 0.1 s floor [ASSUMED]); a pull — its force window, 推与拉 「作用时间默认为 1 s;若本次受力等级 < −1,作用时间改为 0.5 s」 (`PULL_UNBALANCE` / `_WEAK`), to its end after the 急停 too (「目标将仍保持失衡状态至拉力作用时间结束为止」), none at ≤ −3; a 静态刚体 hit by a force > 0 — the 0.1 s 失衡硬直 floor (`UNBALANCE_MIN`, 特殊机制 静态刚体), no movement; 失衡免疫 and leaders never. 浮空 ends it (术语释义 浮空), so does a 重生. The `displace` fx carries the length (`dur`): the client's slide takes as long (render/units.js slideTo). PR #392's 0.6387·√tiles (from the page's μ = 0.5 单位假设) and its fear exemption are not taken |
| `displace(enemy, {x, y}, tiles)` | the raw mover behind push / pull: along passable tiles (by `motion`: FLY in the rect, else ground-passable), no weight rule; nothing for 失衡免疫 (`noDisplace`: 近地悬浮 incl. 喷气人's 飞行模式, 浮空, the 胄 parts, 守墓石像's statue and flight), 静态刚体 (`def.staticBody`) and leaders (`_displaceable`); unblocks + re-paths | | `displace(enemy, {x, y}, tiles, {dur})` | the raw mover behind push / pull: along passable tiles (by `motion`: FLY in the rect, else ground-passable), no weight rule, no 失衡 state of its own (push / pull add it; `dur` only rides on its `displace` fx); nothing for 失衡免疫 (`noDisplace`: 近地悬浮 incl. 喷气人's 飞行模式, 浮空, the 胄 parts, 守墓石像's statue and flight), 静态刚体 (`def.staticBody`) and leaders (`_displaceable`); unblocks + re-paths |
| `after(seconds, fn, {owner})`, `every(seconds, fn, {owner, immediate})` | return `{cancel()}`; fn(battle, sched) | | `after(seconds, fn, {owner})`, `every(seconds, fn, {owner, immediate})` | return `{cancel()}`; fn(battle, sched) |
| `fx(kind, params)`, `rng()` (+ `rng.int/range/chance/pick/shuffle/weighted`) | never use Math.random; for distances, angles and powers use `hypot`, `sin`, `cos`, `atan2`, `powi` from `server/sim/detmath.js`, never `Math.hypot` / `sin` / `cos` / `atan2` / `pow` / `**` (their last bits differ between browsers) | | `fx(kind, params)`, `rng()` (+ `rng.int/range/chance/pick/shuffle/weighted`) | never use Math.random; for distances, angles and powers use `hypot`, `sin`, `cos`, `atan2`, `powi` from `server/sim/detmath.js`, never `Math.hypot` / `sin` / `cos` / `atan2` / `pow` / `**` (their last bits differ between browsers) |
| `forceAttack(unit, targets?, { noAmmo })` | an immediate attack with the current profile (hooks, attack SP, a running ammo skill's bullet); `noAmmo: true` = spends no bullet and emits no `ammoUsed` (圣约送葬人 extra attack). Returns true when it attacked | | `forceAttack(unit, targets?, { noAmmo })` | an immediate attack with the current profile (hooks, attack SP, a running ammo skill's bullet); `noAmmo: true` = spends no bullet and emits no `ammoUsed` (圣约送葬人 extra attack). Returns true when it attacked |
@@ -1503,8 +1503,8 @@ id, `loadout` the selection with `diy` = the checked pick `{ charId, skillIndex,
`diy` (spec.js keeps `charId` / `skillIndex` / `uniEquipId` when well-formed); Battle fields a DIY slot only with a legal `diy` (spec.js keeps `charId` / `skillIndex` / `uniEquipId` when well-formed); Battle fields a DIY slot only with a legal
pick (none ⇒ no unit), and each unit resolves its own pick — two players filling one slot id differently are exact. pick (none ⇒ no unit), and each unit resolves its own pick — two players filling one slot id differently are exact.
Assumptions taken here (documented choices): element burst numbers for necrosis/apoptosis; unspawned enemies at timeout Assumptions taken here (documented choices): element burst numbers for necrosis/apoptosis; unspawned enemies at timeout
are dropped (not leaks); geek drain is non-lethal; tactician reinforcement stats; displacement is instantaneous (the official 失衡 slide over ≈ 0.4–1.2 s is not are dropped (not leaks); geek drain is non-lethal; tactician reinforcement stats; displacement is instantaneous, followed by the 失衡 hold (push: the 位移时间 table; pull: the force
modelled — only its distance, `push` / `pull`); pushes PRTS does not classify use the 弹道 distance column (`PUSH_TILES`); window — `push` / `pull`; a wall-shortened slide keeps its row time, a wall at the first step gets the 0.1 s floor); pushes PRTS does not classify use the 弹道 distance column (`PUSH_TILES`);
platforms/mounds are ground obstacles that elevate operators; the generic kit maps 凋亡 to `apoptosis` (侵蚀 has no element key platforms/mounds are ground obstacles that elevate operators; the generic kit maps 凋亡 to `apoptosis` (侵蚀 has no element key
yet — enemy content must pick one); 抵抗 covers the control statuses of `RESIST_STATUSES` (the official term lists 晕眩/寒冷/ yet — enemy content must pick one); 抵抗 covers the control statuses of `RESIST_STATUSES` (the official term lists 晕眩/寒冷/
冻结/恐惧/诱导…, the rest follow the operator kits that grant it) and caps at 0.95; tactical points prefer enemy path tiles. 冻结/恐惧/诱导…, the rest follow the operator kits that grant it) and caps at 0.95; tactical points prefer enemy path tiles.
+11 -7
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@@ -14,7 +14,8 @@
| 摩擦是谁的参数 | **地板(地形)+ 单位质量**,**不是**技能参数:`GrasslandType { NORMAL_LAND, ICE_LAND, SLIME_LAND }`,每格是一条 `GrasslandData { modeIdx, grasslandType, additionalFriction }`,运行时还会被 `UpdateFrictionFactor` / `RestoreFrictionFactor` 临时改写 | | 摩擦是谁的参数 | **地板(地形)+ 单位质量**,**不是**技能参数:`GrasslandType { NORMAL_LAND, ICE_LAND, SLIME_LAND }`,每格是一条 `GrasslandData { modeIdx, grasslandType, additionalFriction }`,运行时还会被 `UpdateFrictionFactor` / `RestoreFrictionFactor` 临时改写 |
| 卫戍协议里有几种地板 | **实际只有普通地面**:11 张地图共 18 种格子字符,无冰面/黏液 ⇒ 本模式下摩擦恒定,滑行时长**不必按地板分档** | | 卫戍协议里有几种地板 | **实际只有普通地面**:11 张地图共 18 种格子字符,无冰面/黏液 ⇒ 本模式下摩擦恒定,滑行时长**不必按地板分档** |
| 飞行目标怎么算 | **没有独立的空中摩擦**(`boatAirFactor` / `m_airBase` 属于"船"玩法):飞行用的是**同一套**公式(单位摩擦 × 所在格子的 `additionalFriction`);差别只在**运动模式**(`ENEMY_MOTION_TYPE_FLY`、`HEIGHT_CHANGED_TO_FLY_BLOCK_MOTION_MODE` ⇒ 忽略地面阻挡),以及**失衡免疫 / 静态刚体**的空中单位根本不可位移 | | 飞行目标怎么算 | **没有独立的空中摩擦**(`boatAirFactor` / `m_airBase` 属于"船"玩法):飞行用的是**同一套**公式(单位摩擦 × 所在格子的 `additionalFriction`);差别只在**运动模式**(`ENEMY_MOTION_TYPE_FLY`、`HEIGHT_CHANGED_TO_FLY_BLOCK_MOTION_MODE` ⇒ 忽略地面阻挡),以及**失衡免疫 / 静态刚体**的空中单位根本不可位移 |
| 曲线形状 | 恒定减速 ⇒ `d/D = 2k − k²`(ease-out quad)、`T ∝ √D`;客户端用的 `T = 0.14·√D`(夹 0.12–0.45 s)是我们拟定的 [ASSUMED],没有来源给出官方时长 | | 曲线形状 | 恒定减速 ⇒ `d/D = 2k − k²`(ease-out quad) |
| 推多久 / 拉多久 | **失衡(UNBALANCE)状态机**的时长(0.2.2,PR #392 的思路、按来源重做):推 = PRTS 游戏数据基础「推力-位移近似对应表」的**位移时间**(受力等级 −2/−1/0/1/2/≥3 → 0.2 / 0.4 / 0.8 / 0.9 / 32⁄30 / 35⁄30 游戏秒,正好是 30 fps 的整帧);拉 = 推与拉的**拉力作用时间**(1 s,受力等级 < −1 时 0.5 s,急停后仍保持到结束);静态刚体受力 > 0 时 0.1 s 保底。客户端滑行用同一段游戏时间(默认 2 倍速 ⇒ 现实时间减半);`T = 0.14·√D` 只留作旧录像(fx 不带 `dur`)的回退 [ASSUMED] |
## 1. 官方类与字段(`global-metadata.dat`) ## 1. 官方类与字段(`global-metadata.dat`)
@@ -101,14 +102,17 @@ p ×77(预览栏) d ×76(装置) S ×66(起点) I / E ×33(路
## 5. 客户端的做法(本次实现) ## 5. 客户端的做法(本次实现)
`render/units.js`:模拟位移是**瞬时**的(`sim/battle/displacement.js` 在一次调用里走完 0.1 格步进),快照只带终点, `render/units.js`:模拟位移是**瞬时**的(`sim/battle/displacement.js` 在一次调用里走完 0.1 格步进),随后敌人处于
所以客户端补上中间帧——`UnitView.slideTo(x, y, { friction })` 建立一次滑行,`update()` **逐帧做速度积分** **失衡状态**(0.2.2:不走路、不发动普通攻击,时长见 §0「推多久 / 拉多久」),快照只带终点,
所以客户端补上中间帧——`UnitView.slideTo(x, y, { dur, friction })` 建立一次滑行,`update()` **逐帧做速度积分**
(`v ← max(0, v − a·dt)`、`d ← d + v·dt`),终点由模拟给出(**权威**),`v0 = 2D/T`、`a = v0/T` 保证 (`v ← max(0, v − a·dt)`、`d ← d + v·dt`),终点由模拟给出(**权威**),`v0 = 2D/T`、`a = v0/T` 保证
`T` 秒内正好走完 `D` 且速度归零 —— 即官方"冲量 + 摩擦"的等效形式;`T = 0.14·√D`(夹 0.12–0.45 s)是我们拟定的 `T` 秒内正好走完 `D` 且速度归零 —— 即官方"冲量 + 摩擦"的等效形式;`T` = `displace` fx 带来的失衡时长 `dur`(游戏秒)÷
[ASSUMED](让画面按模拟的距离到位;没有来源给出官方时长),`friction` 是**地板因子**(本模式恒为 1;将来有冰面就乘 播放倍率(`ctx.animRate`,默认 2 ⇒ 受力等级 0 的推 0.8 游戏秒 = 0.4 现实秒),滑行结束时模拟的失衡也正好结束;fx 不带
< 1 ⇒ 滑得更久)。`render/app.js` 在插值器开始显示「以带终点的快照结尾」的那一段时就用 `displace` fx 启动滑行: `dur`(0.2.2 以前的录像)时才回退到 `T = 0.14·√D`(夹 0.12–0.45 s)[ASSUMED]。`friction` 是**地板因子**(本模式恒为 1;将来有冰面就乘
< 1 ⇒ 滑得更久)。PR #392 的 `0.6387·√格` / `0.3194` 是用 PRTS 页面的「μ = 0.5 单位假设」推出来的,页面没有写出、也对不上
位移时间表(每档高约一帧),未采用。`render/app.js` 在插值器开始显示「以带终点的快照结尾」的那一段时就用 `displace` fx 启动滑行:
到达那张快照之前画面停在原处,之后从原处减速滑入模拟的实时位置(终点,以及敌人随后继续走的路),落地不跳。 到达那张快照之前画面停在原处,之后从原处减速滑入模拟的实时位置(终点,以及敌人随后继续走的路),落地不跳。
**模拟层、协议、golden 一律未改。** (PR #380 合入时模拟层、协议、golden 未改;0.2.2 的失衡状态改了模拟层,`displace` fx 多带一个 `dur`。)
滑行途中死亡:滑行照常走完,尸体停在被推到的位置(模拟里它已经在那里;0.2.2 合入时改掉了原 PR 的「回到出发格」); 滑行途中死亡:滑行照常走完,尸体停在被推到的位置(模拟里它已经在那里;0.2.2 合入时改掉了原 PR 的「回到出发格」);
倒地的单位交给 `setDown` 放到它的格子上。 倒地的单位交给 `setDown` 放到它的格子上。
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@@ -1453,7 +1453,7 @@ export async function createFieldView(host, options = {}) {
if (e[1] === 'displace') { if (e[1] === 'displace') {
const d = e[4] && typeof e[4] === 'object' ? e[4] : null; const d = e[4] && typeof e[4] === 'object' ? e[4] : null;
const v = d && d.id != null ? views.get(d.id) : null; const v = d && d.id != null ? views.get(d.id) : null;
if (v && v.slideTo) v.slideTo(Number(e[2]), Number(e[3])); if (v && v.slideTo) v.slideTo(Number(e[2]), Number(e[3]), Number(d.dur) > 0 ? { dur: Number(d.dur) } : {});
} }
// an enemy's mode change — the `form` of a sim setForm fx (shared/protocol.js fxForm: 掠海漂移体 → 爬行模式, user // an enemy's mode change — the `form` of a sim setForm fx (shared/protocol.js fxForm: 掠海漂移体 → 爬行模式, user
// playtest #5 item 1; 转译基底's forms, a 逐火 ember and its revival, the leaders' 重生, 守墓石像 — user report after // playtest #5 item 1; 转译基底's forms, a 逐火 ember and its revival, the leaders' 重生, 守墓石像 — user report after
@@ -1513,7 +1513,8 @@ export async function createFieldView(host, options = {}) {
if (!Array.isArray(e) || e[0] !== 'fx' || e[1] !== 'displace') return; if (!Array.isArray(e) || e[0] !== 'fx' || e[1] !== 'displace') return;
const extra = e[4] && typeof e[4] === 'object' ? e[4] : null; const extra = e[4] && typeof e[4] === 'object' ? e[4] : null;
const v = extra && extra.id != null ? views.get(extra.id) : null; const v = extra && extra.id != null ? views.get(extra.id) : null;
if (v && v.slideTo) v.slideTo(Number(e[2]), Number(e[3]), { at: slideAt }); // `dur`: the push / pull's 失衡 time in game seconds (battle/displacement.js) — the slide's length
if (v && v.slideTo) v.slideTo(Number(e[2]), Number(e[3]), Number(extra.dur) > 0 ? { at: slideAt, dur: Number(extra.dur) } : { at: slideAt });
} }
let renderT0Battle = null; // game time of the first rendered battle frame (spawn puffs skip the initial wave) let renderT0Battle = null; // game time of the first rendered battle frame (spawn puffs skip the initial wave)
let downSeq = 0; // syncBattle pass counter: a view still marked down after a pass left the `down` list let downSeq = 0; // syncBattle pass counter: a view still marked down after a pass left the `down` list
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@@ -178,16 +178,14 @@ const RAISED_Z = 0.12;
*/ */
export const FLY_HOVER = 1.3; export const FLY_HOVER = 1.3;
/** /**
* A push / pull slide (推拉, PR #380 by @xcdoge): real seconds per √tile of travel. The sim displaces at once — * A push / pull slide (推拉, PR #380 by @xcdoge). The sim displaces at once — server/sim/battle/displacement.js walks its
* server/sim/battle/displacement.js walks its 0.1-tile steps inside one call — so the snapshots only ever show the * 0.1-tile steps inside one call — and then holds the enemy in its 失衡 (UNBALANCE) state (PR #392's idea): a push for the
* destination, and a pushed / pulled enemy appeared at the end of its path (a ≤ 2.5-tile push in one snapshot interval, * 位移时间 of its 受力等级 (PRTS 游戏数据基础 推力-位移近似对应表: 0.2 … 35/30 game s), a pull for its force window (推与拉:
* a longer pull snapped). The view now slides there under a constant deceleration (UnitView.slideTo): the official * 0.5 / 1 s). The snapshots only ever show the destination, so the view slides there under a constant deceleration
* knockback abilities (`Knockback`, `KnockBackWithDirection`, `DragTowardSource` in the client's metadata) carry an * (UnitView.slideTo) for that same span: the `displace` fx carries it (`dur`, game seconds) and the view divides it by the
* impulse (`m_force`) and a velocity decaying under friction (`m_friction`, the tile's `additionalFriction`), and the data * playback rate (ctx.animRate — 2 game s per real second by default: a 0.8 s push slides 0.4 real s) — it lands as the
* has no per-skill duration (docs/research/13-knockback-official.md). The duration T = DISPLACE_SLIDE·√D, kept in * sim's state ends. v0 = 2D/T, a = v0/T then run the distance in exactly T. DISPLACE_SLIDE (real s per √tile, kept in
* 0.12–0.45 s, is ours [ASSUMED: a fit so the view arrives where the sim put it — no source gives the official * 0.12–0.45 s) is only the fallback for an fx without `dur` (a recording made before 0.2.2) [ASSUMED].
* timing]; v0 = 2D/T, a = v0/T then run the distance in exactly T. Purely visual: the sim's timing, damage, blocking and
* the golden digests are untouched.
*/ */
export const DISPLACE_SLIDE = 0.14; export const DISPLACE_SLIDE = 0.14;
/** /**
@@ -860,7 +858,8 @@ export class UnitView {
} }
/** /**
* Slide to a displacement's destination (推拉, the `displace` fx at (x, y)) instead of appearing there (DISPLACE_SLIDE). * Slide to a displacement's destination (推拉, the `displace` fx at (x, y)) instead of appearing there: `opts.dur` = the
* fx's 失衡 time in game seconds (real seconds = dur / ctx.animRate), else the DISPLACE_SLIDE·√D fallback.
* `at` (game s): the time of the snapshot that carries the destination — render/app.js starts the slide as soon as the * `at` (game s): the time of the snapshot that carries the destination — render/app.js starts the slide as soon as the
* interpolator shows the interval before it, and until the render clock reaches `at` the view holds where it stood * interpolator shows the interval before it, and until the render clock reaches `at` the view holds where it stood
* (the sample in between is a lerp or a snap towards the destination). From then on it eases from there into the * (the sample in between is a lerp or a snap towards the destination). From then on it eases from there into the
@@ -877,8 +876,9 @@ export class UnitView {
const D = Math.hypot(dx, dy); const D = Math.hypot(dx, dy);
if (!this.alive || !(D > 0.05)) { this.x = x; this.y = y; this.slide = null; return; } if (!this.alive || !(D > 0.05)) { this.x = x; this.y = y; this.slide = null; return; }
const f = Number.isFinite(opts.friction) && opts.friction > 0 ? opts.friction : SLIDE_FRICTION; const f = Number.isFinite(opts.friction) && opts.friction > 0 ? opts.friction : SLIDE_FRICTION;
// a slippery tile (f < 1) slides longer; the duration still follows √D (constant deceleration) // the sim's 失衡 time (game s) at the playback rate; a slippery tile (f < 1) slides longer
const T = Math.max(0.05, (opts.dur > 0 ? opts.dur : clamp(DISPLACE_SLIDE * Math.sqrt(D), 0.12, 0.45)) / f); const rate = this.ctx.animRate?.() || 1;
const T = Math.max(0.05, (opts.dur > 0 ? opts.dur / rate : clamp(DISPLACE_SLIDE * Math.sqrt(D), 0.12, 0.45)) / f);
// v0 = 2D/T and a = v0/T run the distance in exactly T with the velocity reaching 0 there, integrated in update(). // v0 = 2D/T and a = v0/T run the distance in exactly T with the velocity reaching 0 there, integrated in update().
// The official turns a displaced unit towards the force (its _dontChangeFaceByDirection is an opt-in flag), while // The official turns a displaced unit towards the force (its _dontChangeFaceByDirection is an opt-in flag), while
// our facing comes from the snapshot's vx — which points back down the route the enemy resumes after the // our facing comes from the snapshot's vx — which points back down the route the enemy resumes after the
+12 -7
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@@ -537,13 +537,17 @@ export function updateEnemy(b, e, dt) {
// hidden (teleporting) enemies only advance wait legs // hidden (teleporting) enemies only advance wait legs
const stunned = e.s.flags.stun; const stunned = e.s.flags.stun;
if (stunned || e.hidden || e.s.flags.fear) b._cutAttackStand(e); if (stunned || e.hidden || e.s.flags.fear) b._cutAttackStand(e);
// 失衡 (UNBALANCE, battle/displacement.js _unbalance): a state machine, not a status — 浮空 ends it (PRTS 术语释义 浮空
// 「触发浮空时清除受到的推/拉力…无法陷入失衡」); while it lasts the enemy neither walks nor starts a normal attack
if (e.s.flags.levitate && e.unbalanceUntil > b.time) e.unbalanceUntil = -Infinity;
const unbalanced = b.time < e.unbalanceUntil;
const prevCd = e.atkCd; const prevCd = e.atkCd;
if (e.atkCd > 0 && !stunned && !e.hidden) e.atkCd = Math.max(0, e.atkCd - dt); if (e.atkCd > 0 && !stunned && !e.hidden) e.atkCd = Math.max(0, e.atkCd - dt);
// a stun / freeze / sleep / 浮空 — or leaving the field — takes the enemy out of its attack: a swing short of its damage // a stun / freeze / sleep / 浮空 / 失衡 — or leaving the field — takes the enemy out of its attack: a swing short of its
// frame does not land, and the attack starts again from its wind-up afterwards (enemyAttack) // damage frame does not land, and the attack starts again from its wind-up afterwards (enemyAttack)
if (e.swing && (stunned || e.hidden)) e.swing = false; if (e.swing && (stunned || e.hidden || unbalanced)) e.swing = false;
// true: an unblocked ranged enemy in the wind-up of its next attack with a target in range (it stands) // 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, prevCd); const winding = !e.hidden && !stunned && !unbalanced && enemyAttack(b, e, prevCd);
if (!e.alive) return; if (!e.alive) 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 // 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 — its swing was cut above; Battle.applyStatus // (PRTS 异常效果 SLEEPING = 无法行动+无敌+不可阻挡): a sleeper's blocker lets go — its swing was cut above; Battle.applyStatus
@@ -572,12 +576,13 @@ export function updateEnemy(b, e, dt) {
if (b.time < e.pauseUntil) return; if (b.time < e.pauseUntil) return;
// standing for an attack clip (attackStand, GitHub #58): only the walking waits — a checkpoint's WAIT keeps running // standing for an attack clip (attackStand, GitHub #58): only the walking waits — a checkpoint's WAIT keeps running
// and DISAPPEAR / APPEAR legs still happen (advanceRoute); drawn idle (the client plays the clip, then Move again); // and DISAPPEAR / APPEAR legs still happen (advanceRoute); drawn idle (the client plays the clip, then Move again);
// a 恐惧 runs at once (it cannot attack) // a 恐惧 runs at once (it cannot attack). 失衡 holds the walking too — under 恐惧 / 诱导 as well (失衡免疫 says 「失衡期间
const standing = winding || (b.time < e.atkStandUntil && !e.s.flags.fear); // 无法自主移动」; no source exempts a fear)
const standing = winding || unbalanced || (b.time < e.atkStandUntil && !e.s.flags.fear);
if (e.s.flags.noMove) { e.moving = false; return; } // standing (a 重生, a form change): drawn idle, not walking if (e.s.flags.noMove) { e.moving = false; return; } // standing (a 重生, a form change): drawn idle, not walking
// 恐惧 (ba.fear "无法被阻挡并四散逃跑"; PRTS 诱发移动: 恐惧 outranks 诱导): runs to random tiles of the fan away from // 恐惧 (ba.fear "无法被阻挡并四散逃跑"; PRTS 诱发移动: 恐惧 outranks 诱导): runs to random tiles of the fan away from
// its source — a self-inflicted fear flutters inside its own tile (fear.js); the route re-plans once it ends // its source — a self-inflicted fear flutters inside its own tile (fear.js); the route re-plans once it ends
if (e.s.flags.fear && !e.hidden) { moveFeared(b, e, dt); return; } if (e.s.flags.fear && !e.hidden) { if (unbalanced) e.moving = false; else moveFeared(b, e, dt); return; }
if (e.mem.fearMove) endFear(e); if (e.mem.fearMove) endFear(e);
// 诱导 (ba.attract "无法被阻挡并向目标位置移动"): walks to the attract point instead of following its route // 诱导 (ba.attract "无法被阻挡并向目标位置移动"): walks to the attract point instead of following its route
if (e.s.flags.attract) { if (standing) e.moving = false; else moveAttracted(b, e, dt); return; } if (e.s.flags.attract) { if (standing) e.moving = false; else moveAttracted(b, e, dt); return; }
+65 -11
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@@ -2,7 +2,10 @@
// directional), pull, the raw mover displace and who can be moved at all. // directional), pull, the raw mover displace and who can be moved at all.
// Installed on Battle.prototype by server/sim/Battle.js (a method container: never instantiated; `this` is the battle). // Installed on Battle.prototype by server/sim/Battle.js (a method container: never instantiated; `this` is the battle).
import { COLS, PUSH_TILES, PUSH_TILES_EFFECT, PULL_WEAK_SHARE, PULL_CRAWL, PULL_ORIGIN, PULL_STOP_RADIUS, PUSH_DIRECTIONAL_MIN_DIST } from '../constants.js'; import {
COLS, PUSH_TILES, PUSH_TILES_EFFECT, PULL_WEAK_SHARE, PULL_CRAWL, PULL_ORIGIN, PULL_STOP_RADIUS, PUSH_DIRECTIONAL_MIN_DIST,
PUSH_UNBALANCE, PULL_UNBALANCE, PULL_UNBALANCE_WEAK, UNBALANCE_MIN,
} from '../constants.js';
import { fin } from './util.js'; import { fin } from './util.js';
import { hypot } from '../detmath.js'; import { hypot } from '../detmath.js';
@@ -16,6 +19,18 @@ export function pushTiles(level, effect = false) {
return (effect ? PUSH_TILES_EFFECT : PUSH_TILES)[Math.min(3, l)]; return (effect ? PUSH_TILES_EFFECT : PUSH_TILES)[Math.min(3, l)];
} }
/** 失衡 (UNBALANCE) of a push of 受力等级 `level`, game seconds (constants.js PUSH_UNBALANCE: ≤ −3 → 0, ≥ 3 → the 3 value). */
export function pushUnbalance(level) {
const l = Math.round(fin(level, -99));
return l <= -3 ? 0 : PUSH_UNBALANCE[Math.min(3, l)];
}
/** 失衡 of a pull of 受力等级 `level`: its force window (PULL_UNBALANCE, 0.5 s below −1), none at ≤ −3 (force 0). */
export function pullUnbalance(level) {
const l = Math.round(fin(level, -99));
return l <= -3 ? 0 : l < -1 ? PULL_UNBALANCE_WEAK : PULL_UNBALANCE;
}
export class BattleDisplacement { export class BattleDisplacement {
/** /**
* 受力等级 of enemy `e` under a push / pull of 力度 `force` (微小力 −1, 小力 0, 中力 1, 较大力 2, 大力 3, 大力+1 4, 特大力 5): * 受力等级 of enemy `e` under a push / pull of 力度 `force` (微小力 −1, 小力 0, 中力 1, 较大力 2, 大力 3, 大力+1 4, 特大力 5):
@@ -40,7 +55,7 @@ export class BattleDisplacement {
* Returns the tiles moved. * Returns the tiles moved.
*/ */
push(e, force, { from = null, dir = null, fixed = false, fixedAngle = false, inward = false, effect = false } = {}) { push(e, force, { from = null, dir = null, fixed = false, fixedAngle = false, inward = false, effect = false } = {}) {
if (!this._displaceable(e)) return 0; if (!this._displaceable(e)) { this._staticForce(e, force); return 0; }
let level = this.forceLevel(e, force); let level = this.forceLevel(e, force);
const fx0 = fin(from?.x, e.x), fy0 = fin(from?.y, e.y); const fx0 = fin(from?.x, e.x), fy0 = fin(from?.y, e.y);
const vx = e.x - fx0, vy = e.y - fy0, d = hypot(vx, vy); const vx = e.x - fx0, vy = e.y - fy0, d = hypot(vx, vy);
@@ -58,7 +73,12 @@ export class BattleDisplacement {
else return 0; else return 0;
let dist = pushTiles(level, effect); let dist = pushTiles(level, effect);
if (inward && !(dl > 0)) { ux = -ux; uy = -uy; dist = Math.min(dist, Math.max(0, d - PULL_STOP_RADIUS)); } if (inward && !(dl > 0)) { ux = -ux; uy = -uy; dist = Math.min(dist, Math.max(0, d - PULL_STOP_RADIUS)); }
return this.displace(e, { x: ux, y: uy }, dist); // 失衡 for the row's 位移时间 — also when the 特效 column or a wall shortens the slide [ASSUMED for the wall]; a slide a
// wall stops at the first step gets the 0.1 s floor, like a body that cannot move [ASSUMED: 碰撞、停止 is 待补充]
const hold = pushUnbalance(level);
const moved = this.displace(e, { x: ux, y: uy }, dist, { dur: hold });
if (hold > 0) this._unbalance(e, moved > 0 ? hold : UNBALANCE_MIN);
return moved;
} }
/** /**
@@ -68,12 +88,17 @@ export class BattleDisplacement {
* the official 拉力起点 in front of an operator. Returns the tiles moved. * the official 拉力起点 in front of an operator. Returns the tiles moved.
*/ */
pull(e, force, { to, center = null, stop = PULL_STOP_RADIUS } = {}) { pull(e, force, { to, center = null, stop = PULL_STOP_RADIUS } = {}) {
if (!this._displaceable(e) || !to) return 0; if (!to) return 0;
if (!this._displaceable(e)) { this._staticForce(e, force); return 0; }
// an enemy the puller itself blocks already stands in front of it (at contact) [ASSUMED: no pull, no unblocking] // an enemy the puller itself blocks already stands in front of it (at contact) [ASSUMED: no pull, no unblocking]
if (center && center.side === 'ally' && e.blockedBy === center) return 0; if (center && center.side === 'ally' && e.blockedBy === center) return 0;
const level = this.forceLevel(e, force);
// 失衡 for the force window, whatever the travel: the 急停 zeroes the movement, the state lasts to the window's end
const hold = pullUnbalance(level);
if (!(hold > 0)) return 0;
const tx = fin(to.x, e.x), ty = fin(to.y, e.y); const tx = fin(to.x, e.x), ty = fin(to.y, e.y);
const dx = tx - e.x, dy = ty - e.y, d0 = hypot(dx, dy); const dx = tx - e.x, dy = ty - e.y, d0 = hypot(dx, dy);
if (!(d0 > 1e-6)) return 0; if (!(d0 > 1e-6)) { this._unbalance(e, hold); return 0; }
const ux = dx / d0, uy = dy / d0; const ux = dx / d0, uy = dy / d0;
// travel until inside the stop circle around `center` (smaller root of |e + t·u − c| = stop), else up to `to` // travel until inside the stop circle around `center` (smaller root of |e + t·u − c| = stop), else up to `to`
let full = d0; let full = d0;
@@ -84,9 +109,10 @@ export class BattleDisplacement {
const disc = wu * wu - w2 + r * r; const disc = wu * wu - w2 + r * r;
if (disc >= 0) { const t = -wu - Math.sqrt(disc); if (t >= 0) full = Math.min(full, t); } if (disc >= 0) { const t = -wu - Math.sqrt(disc); if (t >= 0) full = Math.min(full, t); }
} }
const level = this.forceLevel(e, force); const dist = level >= 0 ? full : level === -1 ? Math.min(full, PULL_WEAK_SHARE * d0) : Math.min(full, PULL_CRAWL);
const dist = level >= 0 ? full : level === -1 ? Math.min(full, PULL_WEAK_SHARE * d0) : level === -2 ? Math.min(full, PULL_CRAWL) : 0; const moved = dist > 1e-6 ? this.displace(e, { x: ux, y: uy }, dist, { dur: hold }) : 0;
return dist > 1e-6 ? this.displace(e, { x: ux, y: uy }, dist) : 0; this._unbalance(e, hold);
return moved;
} }
/** Official distance (tiles) a push of 力度 `force` would move `e` on open ground (0 when it cannot be displaced). */ /** Official distance (tiles) a push of 力度 `force` would move `e` on open ground (0 when it cannot be displaced). */
@@ -107,12 +133,39 @@ export class BattleDisplacement {
* 失衡状态 … 但物理层面上无法产生任何速度或移动" — every air unit of the mode except “炎佑”, plus the boss 昆图斯 (build-data * 失衡状态 … 但物理层面上无法产生任何速度或移动" — every air unit of the mode except “炎佑”, plus the boss 昆图斯 (build-data
* STATIC_BODIES; player report after 0.1.0, "飞机可以被薄绿的技能拉走"). A skill that reaches it still hits it (its targeting * STATIC_BODIES; player report after 0.1.0, "飞机可以被薄绿的技能拉走"). A skill that reaches it still hits it (its targeting
* is the skill's own: 锏 S3, 薄绿, the 钩索师 …); only the movement is 0, so distance-based effects (drag damage, 见行者 S2's * is the skill's own: 锏 S3, 薄绿, the 钩索师 …); only the movement is 0, so distance-based effects (drag damage, 见行者 S2's
* wall stun) come to nothing. [ASSUMED] the 0.1 s 失衡硬直 a 静态刚体 still gets is not modelled (no displacement models it). * wall stun) come to nothing — but a force > 0 still puts it in the 失衡 state for its 0.1 s floor (_staticForce).
*/ */
_displaceable(e) { _displaceable(e) {
return !!(e && e.alive && e.side === 'enemy' && !e.isBoss && !e.s.flags.noDisplace && !(e.def && e.def.staticBody)); return !!(e && e.alive && e.side === 'enemy' && !e.isBoss && !e.s.flags.noDisplace && !(e.def && e.def.staticBody));
} }
/**
* A push / pull of 力度 `force` on a 静态刚体 (data `staticBody`; not 失衡免疫 `noDisplace` — PRTS 特殊机制 静态刚体: unlike
* 失衡免疫 it "可以进入失衡状态并启用物理,但物理层面上无法产生任何速度或移动", leaving it 「在失去施力后立刻」 with 「0.1 秒保底持续
* 时间」): a force > 0 (受力等级 ≥ −2) gives the UNBALANCE_MIN state, no movement. Leaders (the boss pool) stay out.
*/
_staticForce(e, force) {
if (!(e && e.alive && e.side === 'enemy' && !e.isBoss && !e.s.flags.noDisplace && e.def && e.def.staticBody)) return;
if (this.forceLevel(e, force) >= -2) this._unbalance(e, UNBALANCE_MIN);
}
/**
* Put enemy `e` in the 失衡 (UNBALANCE) state for `dur` game seconds from now (a running one is kept when it lasts longer):
* a state machine, not a status (PRTS 异常效果: no 阻止攻击 status — no stun, no immunity, SP untouched) — ai.js
* updateEnemy reads `unbalanceUntil`: the enemy neither walks (恐惧 / 诱导 included) nor starts a normal attack, a swing
* short of its frame is cut; checks that ignore the state (水遁忍者's damage, content abilities) go on. The state machine
* switch ends the attack clip it stood for (PRTS 状态机: the states are exclusive — UNBALANCE, then DEFAULT → MOVE). It
* ends with its time, or at once with 浮空 (术语释义 浮空 「触发浮空时清除受到的推/拉力…无法陷入失衡」, ai.js) or a 重生.
* No global skill lock: enemy abilities keep ticking (the 「使用技能」 part is not modelled — docs/SIM.md).
*/
_unbalance(e, dur) {
if (!(dur > 0) || !e || !e.alive) return;
const until = this.time + dur;
if (!(e.unbalanceUntil >= until)) e.unbalanceUntil = until;
this._cutAttackStand(e);
e.atkStandUntil = -Infinity;
}
/** /**
* Move an enemy `distance` tiles along `dir` = {x, y} (normalised internally) over passable tiles — the raw mover of * Move an enemy `distance` tiles along `dir` = {x, y} (normalised internally) over passable tiles — the raw mover of
* push() / pull(), which apply the official 力度 − 重量 rules (content uses those; the old `force` option is gone). * push() / pull(), which apply the official 力度 − 重量 rules (content uses those; the old `force` option is gone).
@@ -120,7 +173,7 @@ export class BattleDisplacement {
* ⇒ no movement (_displaceable). The tiles it may cross follow its movement (`motion`): a hovering enemy walks the * ⇒ no movement (_displaceable). The tiles it may cross follow its movement (`motion`): a hovering enemy walks the
* ground, so it stays on ground-passable tiles. * ground, so it stays on ground-passable tiles.
*/ */
displace(e, dir, distance) { displace(e, dir, distance, { dur = 0 } = {}) {
if (!this._displaceable(e) || !dir) return 0; if (!this._displaceable(e) || !dir) return 0;
const dxv = fin(dir.x, 0), dyv = fin(dir.y, 0); const dxv = fin(dir.x, 0), dyv = fin(dir.y, 0);
const len = hypot(dxv, dyv); const len = hypot(dxv, dyv);
@@ -144,7 +197,8 @@ export class BattleDisplacement {
this._cutAttackStand(e); this._cutAttackStand(e);
e.atkStandUntil = -Infinity; e.atkStandUntil = -Infinity;
if (e.route) e.route.pts = null; if (e.route) e.route.pts = null;
this.fx('displace', { x: e.x, y: e.y, id: e.id }); // `dur` (game s): the 失衡 the push / pull gives — the client's slide takes that long (render/units.js slideTo)
this.fx('displace', dur > 0 ? { x: e.x, y: e.y, id: e.id, dur } : { x: e.x, y: e.y, id: e.id });
} }
return moved; return moved;
} }
+1
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@@ -137,6 +137,7 @@ export class BattleSpawns {
e.atkCd = 0; e.atkCd = 0;
e.pauseUntil = -Infinity; // content holds (暴鸰's drop) e.pauseUntil = -Infinity; // content holds (暴鸰's drop)
e.atkStandUntil = -Infinity; // standing for its attack clip (ai.js attackStand) e.atkStandUntil = -Infinity; // standing for its attack clip (ai.js attackStand)
e.unbalanceUntil = -Infinity; // 失衡 (UNBALANCE) after a push / pull (battle/displacement.js _unbalance, ai.js)
e.atkStandCutAt = -Infinity; // display metadata: when its stand was last cut or ignored (snapshot standCut) e.atkStandCutAt = -Infinity; // display metadata: when its stand was last cut or ignored (snapshot standCut)
e.swing = false; // a normal attack swung, its damage frame not reached yet (ai.js enemyAttack) e.swing = false; // a normal attack swung, its damage frame not reached yet (ai.js enemyAttack)
// every enemy profile starts with the same fields (stable object shapes keep the hot loop's property reads fast); // every enemy profile starts with the same fields (stable object shapes keep the hot loop's property reads fast);
+15
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@@ -128,6 +128,21 @@ export const PULL_CRAWL = 0.03;
export const PULL_ORIGIN = 0.5; export const PULL_ORIGIN = 0.5;
export const PULL_STOP_RADIUS = 0.6708; export const PULL_STOP_RADIUS = 0.6708;
export const PUSH_DIRECTIONAL_MIN_DIST = 0.25; export const PUSH_DIRECTIONAL_MIN_DIST = 0.25;
/**
* 失衡 (UNBALANCE) — the state machine a force > 0 puts an enemy in (PRTS 失衡位移机制 「当一名敌方单位受到一个任意来源的力,
* 并且受力大小 > 0 时,该敌方单位将进入失衡(UNBALANCE)状态机」; 异常效果图鉴/失衡免疫 「失衡期间无法自主移动、发动攻击、使用技能」 —
* not an abnormal status: 异常效果 「失衡…不属于异常效果,它是一种状态机」, so it is no stun). Its length in game seconds:
* PUSH_UNBALANCE = a push by 受力等级 — PRTS 游戏数据基础 推力-位移近似对应表 「位移时间」 (whole frames at 30 fps: 6, 12, 24,
* 27, 32, 35; the 0.1 s floor is inside them); PULL_UNBALANCE / PULL_UNBALANCE_WEAK = a pull's force window — 推与拉 §拉力
* 「作用时间默认为 1 s;若本次受力等级 < −1,作用时间改为 0.5 s」, the state lasting to its end after the 急停 too (「目标将仍保持
* 失衡状态至拉力作用时间结束为止」); UNBALANCE_MIN = the 失衡硬直 floor (「立刻拥有 0.1 s 的“失衡硬直”。此期间无法解除失衡状态机
* ——哪怕已经没有被移动或者受力」) — what a 静态刚体 hit by a force gets (特殊机制 静态刚体 「失衡状态拥有 0.1 秒保底持续时间」).
* PR #392 by @xcdoge brought the state; its 0.6387·√tiles was derived from the page's μ = 0.5 单位假设, not printed.
*/
export const PUSH_UNBALANCE = Object.freeze({ '-2': 0.2, '-1': 0.4, 0: 0.8, 1: 0.9, 2: 32 / 30, 3: 35 / 30 });
export const PULL_UNBALANCE = 1;
export const PULL_UNBALANCE_WEAK = 0.5;
export const UNBALANCE_MIN = 0.1;
/** /**
* Fallback freeze when a second 寒冷 lands and neither the remaining cold nor the incoming one has a duration * Fallback freeze when a second 寒冷 lands and neither the remaining cold nor the incoming one has a duration
+1
View File
@@ -356,6 +356,7 @@ function reborn({ dur = 0, hpRatio = 1, invincible = 0, onKo = null, during = nu
a.state = 'reborn'; a.state = 'reborn';
a.t0 = b.time; a.t0 = b.time;
a.noAtk = e.profile.noAttack; a.noAtk = e.profile.noAttack;
e.unbalanceUntil = -Infinity; // a 重生 is a forced state change: it ends a 失衡 (PRTS 失衡位移机制 「例如复活」)
rebirthCleanse(b, e); rebirthCleanse(b, e);
e.hp = Math.min(1, e.s.maxHp); e.hp = Math.min(1, e.s.maxHp);
if (onKo) safe(b, e, () => onKo(b, e, a)); if (onKo) safe(b, e, () => onKo(b, e, a));
+170 -170
View File
@@ -93,33 +93,33 @@
"round": 5, "round": 5,
"seed": 4108057433, "seed": 4108057433,
"waveId": "act1autochess_05", "waveId": "act1autochess_05",
"time": 61.37, "time": 60.27,
"ticks": 1841, "ticks": 1808,
"reason": "cleared", "reason": "cleared",
"killed": 18, "killed": 21,
"total": 21, "total": 21,
"unspawned": 0, "unspawned": 0,
"bossHpLeft": null, "bossHpLeft": null,
"rngDraws": 29, "rngDraws": 29,
"errors": {"count":0,"kinds":[]}, "errors": {"count":0,"kinds":[]},
"players": {"p1":{"killed":18,"total":21,"perfect":false,"leaks":3,"leaksUncounted":0,"coins":0,"dmg":70850,"bossDmg":0,"heal":0,"deaths":1,"layerGains":{}}}, "players": {"p1":{"killed":21,"total":21,"perfect":true,"leaks":0,"leaksUncounted":0,"coins":0,"dmg":72522,"bossDmg":0,"heal":0,"deaths":0,"layerGains":{}}},
"units": [ "units": [
["p1",1,"op","chess_char_3_12_a",2,null,0,0,3,5,12243,2334,0,30,1], ["p1",1,"op","chess_char_3_12_a",2,null,103.12,1,3,1,14295,2231,0,32,1],
["p1",2,"op","chess_char_1_06_a",1,null,1137,1,4,3,2907,0,0,13,1], ["p1",2,"op","chess_char_1_06_a",1,null,1137,1,4,2,2896,0,0,13,1],
["p1",3,"op","chess_char_1_13_a",1,null,913,1,6,3,3059,0,0,12,1], ["p1",3,"op","chess_char_1_13_a",1,null,913,1,6,3,2746,0,0,12,1],
["p1",4,"op","chess_char_3_08_a",1,null,1594,1,8,0,5974,0,0,9,1], ["p1",4,"op","chess_char_3_08_a",1,null,1594,1,8,1,6742,0,0,10,1],
["p1",5,"op","chess_char_3_09_a",1,null,1267,1,9,1,13794,0,0,27,1], ["p1",5,"op","chess_char_3_09_a",1,null,1267,1,9,1,13794,0,0,27,1],
["p1",6,"op","chess_char_3_10_a",1,null,1650,1,10,0,7040,0,0,8,1], ["p1",6,"op","chess_char_3_10_a",1,null,1650,1,10,0,7040,0,0,8,1],
["p1",7,"op","chess_char_3_11_a",1,null,1316,1,5,5,20865,0,0,23,3], ["p1",7,"op","chess_char_3_11_a",1,null,1316,1,5,12,20370,0,0,24,3],
["p1",8,"op","chess_char_3_13_a",1,null,1064,1,7,1,4968,0,0,29,6], ["p1",8,"op","chess_char_3_13_a",1,null,1064,1,7,1,4639,0,0,29,6],
["-","~1","device","trap_1105_accrate",null,null,100,1,1,0,0,0,0,0,null], ["-","~1","device","trap_1105_accrate",null,null,100,1,1,0,0,0,0,0,null],
["-","~2","device","trap_1105_accrate",null,null,100,1,2,0,0,0,0,0,null] ["-","~2","device","trap_1105_accrate",null,null,100,1,2,0,0,0,0,0,null]
], ],
"enemies": {"enemy_1249_lysdb_2":[5,4,1,358,26835],"enemy_1251_lysyta":[15,13,2,36,35523],"enemy_1328_cbjedi":[1,1,0,1940,9000]}, "enemies": {"enemy_1249_lysdb_2":[5,5,0,243,27000],"enemy_1251_lysyta":[15,15,0,48,37125],"enemy_1328_cbjedi":[1,1,0,1940,9000]},
"hooks": [1,31,1841,178,178,223,218,0,19,22,15,15,0,9915,13,9,21,3,1,19,0,0,0], "hooks": [1,31,1808,176,176,224,219,0,21,21,15,15,0,9752,12,11,21,0,1,21,0,0,0],
"events": {"atk":195,"deploy":8,"die":19,"dmg":218,"engage":8,"fx":36,"leak":3,"skill":30,"spawn":31,"status":21}, "events": {"atk":194,"deploy":8,"die":21,"dmg":219,"engage":8,"fx":38,"skill":30,"spawn":31,"status":20},
"fx": {"aoe":1,"displace":11,"pull":11,"shieldBreak":5,"strike":3,"taunt":1,"volley":3,"zone":1}, "fx": {"aoe":1,"displace":12,"pull":12,"shieldBreak":5,"strike":3,"taunt":1,"volley":3,"zone":1},
"snaps": "c6b020b2 1c788562 16d41c60 842c0335 f0c64705 3571b4d8 5874690e" "snaps": "c6b020b2 1c788562 9da6272d cd36ff9d d5b5678d 63be814b"
}, },
"bond-deputShip-high": { "bond-deputShip-high": {
"about": "助力 high: tier 2 layers 999; chess_char_4_11_b chess_char_1_06_b chess_char_1_13_b chess_char_2_14_b chess_char_1_06_a chess_char_1_13_a chess_char_4_10_b chess_char_4_12_b token_10041_cathy_catsld token_10041_cathy_catsld", "about": "助力 high: tier 2 layers 999; chess_char_4_11_b chess_char_1_06_b chess_char_1_13_b chess_char_2_14_b chess_char_1_06_a chess_char_1_13_a chess_char_4_10_b chess_char_4_12_b token_10041_cathy_catsld token_10041_cathy_catsld",
@@ -159,7 +159,7 @@
"hooks": [1,21,2964,212,212,351,351,1970,8,8,13,11,0,11247,107,0,8,0,1,7,0,0,0], "hooks": [1,21,2964,212,212,351,351,1970,8,8,13,11,0,11247,107,0,8,0,1,7,0,0,0],
"events": {"atk":212,"deploy":10,"die":8,"dmg":351,"engage":5,"fx":36,"heal":82,"skill":24,"spawn":21,"status":80}, "events": {"atk":212,"deploy":10,"die":8,"dmg":351,"engage":5,"fx":36,"heal":82,"skill":24,"spawn":21,"status":80},
"fx": {"beam":2,"counter":16,"pull":1,"slippery":2,"taunt":4,"tornado":1,"tornadoPulse":5,"zone":5}, "fx": {"beam":2,"counter":16,"pull":1,"slippery":2,"taunt":4,"tornado":1,"tornadoPulse":5,"zone":5},
"snaps": "574ee580 09a0f1f4 bfc664da e9ec3f0c 3b21cd95 a6acc441 a2d8b7ce 321e8fc8 cbae8186 5d84bf4d" "snaps": "574ee580 09a0f1f4 bfc664da e9ec3f0c 3b21cd95 a6acc441 61c2f36b 303868a6 ffd954e0 97cea3c3"
}, },
"bond-egirShip-low": { "bond-egirShip-low": {
"about": "阿戈尔 low: tier 1 layers 1; chess_char_1_04_a chess_char_3_16_a chess_char_2_07_a chess_char_3_18_a chess_char_3_05_a chess_char_3_14_a chess_char_3_17_a chess_char_3_19_a token_10028_vigil_wolf", "about": "阿戈尔 low: tier 1 layers 1; chess_char_1_04_a chess_char_3_16_a chess_char_2_07_a chess_char_3_18_a chess_char_3_05_a chess_char_3_14_a chess_char_3_17_a chess_char_3_19_a token_10028_vigil_wolf",
@@ -281,7 +281,7 @@
"hooks": [1,25,1945,180,180,256,256,235,19,19,6,5,0,7205,14,10,17,0,1,19,0,0,0], "hooks": [1,25,1945,180,180,256,256,235,19,19,6,5,0,7205,14,10,17,0,1,19,0,0,0],
"events": {"atk":211,"deploy":8,"die":19,"dmg":255,"engage":6,"fx":28,"skill":11,"spawn":25,"status":42}, "events": {"atk":211,"deploy":8,"die":19,"dmg":255,"engage":6,"fx":28,"skill":11,"spawn":25,"status":42},
"fx": {"crit":4,"displace":6,"ripple":7,"shadowWeave":6,"shield":2,"shieldBreak":1,"stealth":2}, "fx": {"crit":4,"displace":6,"ripple":7,"shadowWeave":6,"shield":2,"shieldBreak":1,"stealth":2},
"snaps": "f706d3f6 37a0b4de 0cfef64a f3908955 0da62a3f ea2a8775 7f375667" "snaps": "f706d3f6 37a0b4de 0cfef64a f3908955 f673d111 606dc386 b653e7bc"
}, },
"bond-emptyShip-high": { "bond-emptyShip-high": {
"about": "协防干员 high: tier 1 layers 999; chess_char_4_17_b chess_char_4_18_b chess_char_4_19_b chess_char_4_22_b chess_char_2_14_b chess_char_3_10_b chess_char_4_20_b chess_char_4_21_b", "about": "协防干员 high: tier 1 layers 999; chess_char_4_17_b chess_char_4_18_b chess_char_4_19_b chess_char_4_22_b chess_char_2_14_b chess_char_3_10_b chess_char_4_20_b chess_char_4_21_b",
@@ -495,8 +495,8 @@
"round": 5, "round": 5,
"seed": 2071095439, "seed": 2071095439,
"waveId": "act1autochess_05", "waveId": "act1autochess_05",
"time": 68.33, "time": 69.33,
"ticks": 2050, "ticks": 2080,
"reason": "cleared", "reason": "cleared",
"killed": 16, "killed": 16,
"total": 16, "total": 16,
@@ -505,26 +505,26 @@
"rngDraws": 0, "rngDraws": 0,
"errors": {"count":0,"kinds":[]}, "errors": {"count":0,"kinds":[]},
"players": { "players": {
"p1": {"killed":16,"total":16,"perfect":true,"leaks":0,"leaksUncounted":0,"coins":0,"dmg":121762,"bossDmg":0,"heal":13131,"deaths":2,"layerGains":{"kazimierzShip":1}} "p1": {"killed":16,"total":16,"perfect":true,"leaks":0,"leaksUncounted":0,"coins":0,"dmg":121582,"bossDmg":0,"heal":12260,"deaths":2,"layerGains":{"kazimierzShip":1}}
}, },
"units": [ "units": [
["p1",1,"op","chess_char_2_18_a",0,null,2218,1,7,7,48246,181,0,21,1], ["p1",1,"op","chess_char_2_18_a",0,null,2218,1,7,7,48933,215,0,20,1],
["p1",2,"op","chess_char_4_23_a",2,null,2179,1,6,0,0,0,0,0,0], ["p1",2,"op","chess_char_4_23_a",2,null,2179,1,6,0,0,0,0,0,0],
["p1",3,"op","chess_char_4_22_a",2,null,2022,1,8,4,26794,0,0,19,1], ["p1",3,"op","chess_char_4_22_a",2,null,2022,1,8,3,28294,0,0,18,1],
["p1",4,"op","chess_char_1_19_a",1,null,0,0,9,0,15153,4425,0,36,1], ["p1",4,"op","chess_char_1_19_a",1,null,0,0,9,0,13701,4425,0,35,1],
["p1",5,"op","chess_char_2_12_a",1,null,0,0,10,1,24284,7786,3720,58,1], ["p1",5,"op","chess_char_2_12_a",1,null,0,0,10,3,21541,7905,3420,56,1],
["p1",6,"op","chess_char_4_21_a",1,null,1271,1,4,0,0,0,5886,34,1], ["p1",6,"op","chess_char_4_21_a",1,null,1271,1,4,0,0,0,5786,36,1],
["p1",7,"op","chess_char_4_24_a",1,null,1726,1,5,3,7285,0,0,12,2], ["p1",7,"op","chess_char_4_24_a",1,null,1726,1,5,2,9115,0,0,13,2],
["p1",8,"op","chess_char_4_25_a",2,null,825.8,1,11,0,0,4162,3525,0,1], ["p1",8,"op","chess_char_4_25_a",2,null,1024.82,1,11,0,0,2830,3054,0,1],
["-","~1","device","trap_1105_accrate",null,null,100,1,1,0,0,0,0,0,null], ["-","~1","device","trap_1105_accrate",null,null,100,1,1,0,0,0,0,0,null],
["-","~2","device","trap_1105_accrate",null,null,100,1,2,0,0,0,0,0,null], ["-","~2","device","trap_1105_accrate",null,null,100,1,2,0,0,0,0,0,null],
["-","~3","device","trap_1105_accrate",null,null,100,1,3,0,0,0,0,0,null] ["-","~3","device","trap_1105_accrate",null,null,100,1,3,0,0,0,0,0,null]
], ],
"enemies": {"enemy_1116_liprr":[11,11,0,4424,69696],"enemy_1116_liprr_2":[4,4,0,89,34560],"enemy_1121_lifbos":[1,1,0,8100,23040]}, "enemies": {"enemy_1116_liprr":[11,11,0,3115,69696],"enemy_1116_liprr_2":[4,4,0,45,34560],"enemy_1121_lifbos":[1,1,0,8275,23040]},
"hooks": [1,27,2050,231,231,430,430,1694,18,18,8,7,0,7384,12,17,16,0,1,18,1,0,0], "hooks": [1,27,2080,221,221,421,421,1602,18,18,8,7,0,7504,13,16,16,0,1,18,1,0,0],
"events": {"atk":256,"deploy":8,"die":18,"dmg":422,"engage":5,"fx":60,"heal":49,"layer":1,"skill":15,"spawn":27,"status":47}, "events": {"atk":245,"deploy":8,"die":18,"dmg":413,"engage":5,"fx":57,"heal":48,"layer":1,"skill":15,"spawn":27,"status":50},
"fx": {"displace":16,"garrison":1,"healField":1,"liberate":3,"phase":2,"redistribute":15,"reweave":1,"sandChains":2,"shield":1,"slash":17,"truesilver":1}, "fx": {"displace":14,"garrison":1,"healField":1,"liberate":3,"phase":2,"redistribute":15,"reweave":1,"sandChains":2,"shield":1,"slash":16,"truesilver":1},
"snaps": "657d1bd5 80aa4e11 12c1b0df 312a31d4 3b4636c0 224b37d2 ec977e01" "snaps": "657d1bd5 dd4a6c63 5e39c4b6 9485b163 f601c36f 7699a7ce 5912c331"
}, },
"bond-kazimierzShip-high": { "bond-kazimierzShip-high": {
"about": "卡西米尔 high: tier 2 layers 999; chess_char_2_18_b chess_char_3_12_b chess_char_5_08_b chess_char_4_19_b chess_char_1_19_b chess_char_2_12_b chess_char_3_17_b chess_char_5_10_b", "about": "卡西米尔 high: tier 2 layers 999; chess_char_2_18_b chess_char_3_12_b chess_char_5_08_b chess_char_4_19_b chess_char_1_19_b chess_char_2_12_b chess_char_3_17_b chess_char_5_10_b",
@@ -535,8 +535,8 @@
"round": 10, "round": 10,
"seed": 3009624823, "seed": 3009624823,
"waveId": "act1autochess_h03", "waveId": "act1autochess_h03",
"time": 87.93, "time": 93.77,
"ticks": 2638, "ticks": 2813,
"reason": "cleared", "reason": "cleared",
"killed": 30, "killed": 30,
"total": 30, "total": 30,
@@ -544,24 +544,24 @@
"bossHpLeft": null, "bossHpLeft": null,
"rngDraws": 18, "rngDraws": 18,
"errors": {"count":0,"kinds":[]}, "errors": {"count":0,"kinds":[]},
"players": {"p1":{"killed":30,"total":30,"perfect":true,"leaks":0,"leaksUncounted":0,"coins":0,"dmg":404368,"bossDmg":0,"heal":1577,"deaths":3,"layerGains":{}}}, "players": {"p1":{"killed":30,"total":30,"perfect":true,"leaks":0,"leaksUncounted":0,"coins":0,"dmg":404340,"bossDmg":0,"heal":1392,"deaths":2,"layerGains":{}}},
"units": [ "units": [
["p1",1,"op","chess_char_2_18_b",0,"uniequip_002_ashlok",2119.02,1,3,8,90148,1036,0,17,2], ["p1",1,"op","chess_char_2_18_b",0,"uniequip_002_ashlok",1083.03,1,3,8,86638,2072,0,16,2],
["p1",2,"op","chess_char_3_12_b",2,"uniequip_002_blemsh",3096,1,5,0,0,0,0,0,0], ["p1",2,"op","chess_char_3_12_b",2,"uniequip_002_blemsh",3096,1,5,0,0,0,0,0,0],
["p1",3,"op","chess_char_5_08_b",2,"uniequip_002_horn",289.17,1,7,10,73608,4063,1577,56,2], ["p1",3,"op","chess_char_5_08_b",2,"uniequip_002_horn",104.7,1,7,8,76711,4063,1392,60,2],
["p1",4,"op","chess_char_4_19_b",2,"uniequip_002_flamtl",2118,1,8,0,14304,0,0,9,2], ["p1",4,"op","chess_char_4_19_b",2,"uniequip_002_flamtl",2118,1,8,0,8628,0,0,4,1],
["p1",5,"op","chess_char_1_19_b",1,"uniequip_002_wildmn",0,0,9,2,77090,1971,0,47,2], ["p1",5,"op","chess_char_1_19_b",1,"uniequip_002_wildmn",168.71,1,9,4,74360,1802,0,49,2],
["p1",6,"op","chess_char_2_12_b",1,"uniequip_002_gravel",0,0,39,3,58835,5158,0,50,2], ["p1",6,"op","chess_char_2_12_b",1,"uniequip_002_gravel",0,0,40,3,67620,5158,0,59,2],
["p1",7,"op","chess_char_3_17_b",1,"uniequip_002_shotst",3441.6,1,4,7,87314,0,0,29,3], ["p1",7,"op","chess_char_3_17_b",1,"uniequip_002_shotst",3441.6,1,4,7,87314,0,0,29,3],
["p1",8,"op","chess_char_5_10_b",2,"uniequip_002_lisa",1480,1,6,0,3068,0,0,10,2], ["p1",8,"op","chess_char_5_10_b",2,"uniequip_002_lisa",1480,1,6,0,3068,0,0,10,1],
["-","~1","device","trap_1105_accrate",null,null,100,1,1,0,0,0,0,0,null], ["-","~1","device","trap_1105_accrate",null,null,100,1,1,0,0,0,0,0,null],
["-","~2","device","trap_1105_accrate",null,null,100,1,2,0,0,0,0,0,null] ["-","~2","device","trap_1105_accrate",null,null,100,1,2,0,0,0,0,0,null]
], ],
"enemies": {"enemy_10124_uashld_2":[2,2,0,4348,124416],"enemy_1043_zomsbr":[23,23,0,0,147049],"enemy_1061_zomshd":[5,5,0,3818,132903]}, "enemies": {"enemy_10124_uashld_2":[2,2,0,5834,124416],"enemy_1043_zomsbr":[23,23,0,0,147001],"enemy_1061_zomshd":[5,5,0,3199,132923]},
"hooks": [1,41,2638,236,236,479,594,3409,33,33,15,12,0,5348,956,10,30,0,1,45,0,0,5], "hooks": [1,41,2813,245,245,495,610,3319,32,32,13,12,0,5846,933,10,30,0,1,47,0,0,5],
"events": {"atk":236,"deploy":9,"die":33,"dmg":473,"engage":7,"fx":55,"skill":27,"spawn":40,"status":123}, "events": {"atk":245,"deploy":9,"die":32,"dmg":489,"engage":7,"fx":57,"skill":25,"spawn":40,"status":131},
"fx": {"aoe":26,"displace":15,"dodge":5,"flame":2,"overload":2,"shield":2,"volley":3}, "fx": {"aoe":30,"displace":14,"dodge":5,"flame":1,"overload":2,"shield":2,"volley":3},
"snaps": "53aefe29 132f9895 66c91b90 58d6bf98 acad140a 29a3f969 e1ede0b1 1f1ddaa7 d9ab9af3" "snaps": "fc50a052 495f0e05 8e2ee39a a18a780c aa4d2fed fe06ee8e fc6d9c35 7fa5d1de 99207752 3dde15c6"
}, },
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@@ -679,7 +679,7 @@
"hooks": [1,25,1853,125,125,469,469,0,20,20,7,4,15,7562,0,3,17,0,1,20,1,0,0], "hooks": [1,25,1853,125,125,469,469,0,20,20,7,4,15,7562,0,3,17,0,1,20,1,0,0],
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}, },
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@@ -690,8 +690,8 @@
"round": 10, "round": 10,
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@@ -699,22 +699,22 @@
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@@ -840,34 +840,34 @@
"round": 10, "round": 10,
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@@ -887,16 +887,16 @@
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@@ -904,10 +904,10 @@
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@@ -1208,23 +1208,23 @@
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@@ -1270,8 +1270,8 @@
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@@ -1540,33 +1540,33 @@
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"bond-victoriaShip-low": { "bond-victoriaShip-low": {
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@@ -1671,8 +1671,8 @@
"round": 5, "round": 5,
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@@ -1680,23 +1680,23 @@
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"errors": {"count":0,"kinds":[]}, "errors": {"count":0,"kinds":[]},
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+159 -160
View File
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@@ -3613,7 +3613,7 @@
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@@ -3624,8 +3624,8 @@
"round": 13, "round": 13,
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@@ -3633,26 +3633,26 @@
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"fx": {"aoe":90,"displace":10,"dodge":4,"dp":46,"slash":57}, "fx": {"aoe":93,"displace":8,"dodge":4,"dp":54,"slash":72},
"snaps": "9fc009d3 b712fd02 dd9e6536 ad3afaa9 5e080f95 8c342958 c6b9d04c 6a6288c5 e4728d4d bdcd36f8 1d15491e 3af989d1 db86f390 2b31bb23 3d3a3c2a 09c7eba6 bfb4bdf6 ca3579cc 1af3c782 ec939b4e 4cc81145 6ef95d94 e8fb67c3" "snaps": "9fc009d3 b712fd02 f36c2e74 ec6d9389 3d2de85c 5cdae853 72895b52 24ddeed5 16beae87 0af2234c 0786e3e8 578d354d a55f8606 a476a145 a621ed1c 1bd464f3 9c885b76 d6ba58c1 7bc719b2 0cd5f504 82e69c40 1d6109b8 af74aa1e"
}, },
"diy-138": { "diy-138": {
"about": "6_diy1_a=sharp2 6_diy2_b=sharp2 6_diy1_a=acspec 6_diy2_b=acspec 6_diy1_a=acnipe 6_diy2_b=acnipe 6_diy1_a=accast 6_diy2_b=accast 6_diy1_a=acmedc 6_diy2_b=acmedc 6_diy1_a=acsupo 6_diy2_b=acsupo", "about": "6_diy1_a=sharp2 6_diy2_b=sharp2 6_diy1_a=acspec 6_diy2_b=acspec 6_diy1_a=acnipe 6_diy2_b=acnipe 6_diy1_a=accast 6_diy2_b=accast 6_diy1_a=acmedc 6_diy2_b=acmedc 6_diy1_a=acsupo 6_diy2_b=acsupo",
+166 -198
View File
@@ -211,7 +211,7 @@
"weightless": 4, "weightless": 4,
"zone": 197 "zone": 197
}, },
"snaps": "7917cfe4 719c3d1e 5fce9836 dcc6d1db c6372862 d28f9510 24fc36dd 451a8b51 a84bc802 17264489 87aca75c 241abfe9 0bdd4e23 94a753a7 f66cf2d6 27f37155 8c831d53 112e1ac2 a0065d70 7e66122d" "snaps": "7917cfe4 719c3d1e 5fce9836 dcc6d1db a0f81e19 1bb7ff13 71e60b46 ed3361e2 91b07871 30bdd282 aa1872cf 6afc60c2 541bc4e0 0a1a43a8 633a6965 f71806d6 cabd0e80 efbd909d 459f4b8b 8ed124b2"
}, },
"boss-boss_2-solo": { "boss-boss_2-solo": {
"about": "假想敌:铳 solo pool 3000000: chess_char_4_17_b chess_char_4_18_b chess_char_4_23_b chess_char_4_19_b chess_char_4_22_b chess_char_4_20_b chess_char_4_21_b chess_char_4_24_b chess_char_4_25_b chess_char_4_26_b", "about": "假想敌:铳 solo pool 3000000: chess_char_4_17_b chess_char_4_18_b chess_char_4_23_b chess_char_4_19_b chess_char_4_22_b chess_char_4_20_b chess_char_4_21_b chess_char_4_24_b chess_char_4_25_b chess_char_4_26_b",
@@ -259,97 +259,100 @@
"round": 14, "round": 14,
"seed": 1428555614, "seed": 1428555614,
"waveId": "act1autochess_h07_03", "waveId": "act1autochess_h07_03",
"time": 191.33, "time": 191.07,
"ticks": 5740, "ticks": 5732,
"reason": "cleared", "reason": "cleared",
"killed": 19, "killed": 19,
"total": 6, "total": 6,
"unspawned": 0, "unspawned": 0,
"bossHpLeft": 0, "bossHpLeft": 0,
"rngDraws": 1408, "rngDraws": 1406,
"errors": {"count":0,"kinds":[]}, "errors": {"count":0,"kinds":[]},
"players": { "players": {
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"p2": {"killed":0,"total":0,"perfect":true,"leaks":0,"leaksUncounted":0,"coins":0,"dmg":2585697,"bossDmg":2522493,"heal":40534,"deaths":3,"layerGains":{}} "p2": {"killed":0,"total":0,"perfect":true,"leaks":0,"leaksUncounted":0,"coins":0,"dmg":2565276,"bossDmg":2502059,"heal":40214,"deaths":2,"layerGains":{}}
}, },
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"enemies": { "enemies": {
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"enemy_1198_msfshu_2": [6,6,0,0,102], "enemy_1198_msfshu_2": [6,6,0,0,102],
"enemy_1209_sfden_2": [2,2,0,0,154793], "enemy_1209_sfden_2": [2,2,0,0,154793],
"enemy_1210_msfden_2": [2,2,0,0,386], "enemy_1210_msfden_2": [2,2,0,0,386],
"enemy_9021_acduml": [1,1,0,0,4000000], "enemy_9021_acduml": [1,1,0,2129,4000000],
"enemy_9023_acdums": [9,7,0,51573,343] "enemy_9023_acdums": [9,7,0,51838,343]
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"events": {"atk":1799,"deploy":40,"die":41,"dmg":4608,"engage":20,"fx":1249,"heal":429,"skill":123,"spawn":59,"status":880}, "events": {"atk":1782,"deploy":39,"die":40,"dmg":4646,"engage":19,"fx":1230,"heal":455,"skill":121,"spawn":59,"status":837},
"fx": { "fx": {
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"appear": 2, "appear": 1,
"beam": 11, "beam": 11,
"blessing": 1,
"blink": 2, "blink": 2,
"bombard": 69, "bombard": 69,
"bombardShell": 69, "bombardShell": 69,
"buff": 3, "buff": 3,
"burst": 9, "burst": 10,
"copy": 1, "copy": 1,
"disappear": 2, "disappear": 1,
"displace": 1, "displace": 1,
"dodge": 2,
"dp": 5, "dp": 5,
"drone": 208, "drone": 208,
"droneLock": 18, "droneLock": 18,
"drones": 2, "drones": 2,
"explode": 446, "explode": 428,
"finale": 1, "extraAttack": 5,
"finale": 2,
"firewall": 1, "firewall": 1,
"garrisonGrant": 1, "garrisonGrant": 1,
"lightning": 41, "lightning": 38,
"link": 7, "link": 7,
"lock": 69, "lock": 69,
"lure": 3, "lure": 3,
"phase": 43, "phase": 42,
"radiantSword": 3, "radiantSword": 3,
"scorchBurst": 1, "scorchBurst": 1,
"slash": 11, "slash": 21,
"snow": 46, "snow": 38,
"split": 4, "split": 4,
"steal": 6, "steal": 6,
"storm": 3, "storm": 3,
@@ -360,7 +363,7 @@
"tide": 3, "tide": 3,
"wanted": 1 "wanted": 1
}, },
"snaps": "8c6eb9d3 796da093 9e3c16b7 fa7000d5 926c8ad7 67aaf44d 103ae7ee 039c0ebf 643fb2b7 a0782c00 fecc7c1b cb345ec9 91041fc2 a804912d eb1541bb 9a8fa181 5b07d6da 6e725bcd 0274cab6 809f5b01" "snaps": "8c6eb9d3 796da093 9e3c16b7 fa7000d5 926c8ad7 f6cd064c 78697556 fed4cadf f5ea4a01 770df7f2 ff609399 52322e58 9b7ed238 669666d5 19bed882 6d67f5c1 4d304319 3f680d1a e2f8d2c9 86bcc5a3"
}, },
"boss-boss_3-solo": { "boss-boss_3-solo": {
"about": "假想敌:管 solo pool 2000000: chess_char_5_08_b chess_char_5_11_b chess_char_5_05_b chess_char_5_06_b chess_char_5_13_b chess_char_5_07_b chess_char_5_02_b chess_char_5_03_b chess_char_5_10_b chess_char_5_12_b", "about": "假想敌:管 solo pool 2000000: chess_char_5_08_b chess_char_5_11_b chess_char_5_05_b chess_char_5_06_b chess_char_5_13_b chess_char_5_07_b chess_char_5_02_b chess_char_5_03_b chess_char_5_10_b chess_char_5_12_b",
@@ -425,81 +428,81 @@
"time": 200, "time": 200,
"ticks": 6000, "ticks": 6000,
"reason": "forced", "reason": "forced",
"killed": 11, "killed": 12,
"total": 14, "total": 14,
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"bossHpLeft": 7442429, "bossHpLeft": 7375628,
"rngDraws": 603, "rngDraws": 586,
"errors": {"count":0,"kinds":[]}, "errors": {"count":0,"kinds":[]},
"players": { "players": {
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}, },
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@@ -707,83 +710,49 @@
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@@ -960,24 +929,24 @@
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@@ -995,13 +964,13 @@
"enemy_10027_vtsk": [6,4,0,137764,1019681], "enemy_10027_vtsk": [6,4,0,137764,1019681],
"enemy_1005_yokai": [4,4,0,0,10699], "enemy_1005_yokai": [4,4,0,0,10699],
"enemy_1229_darmy_2": [8,8,0,6104,294231], "enemy_1229_darmy_2": [8,8,0,6104,294231],
"enemy_9013_acstmk_2": [1,0,0,63941,1814230], "enemy_9013_acstmk_2": [1,0,0,63941,1814202],
"enemy_9014_acstma": [6,5,0,5661,38754], "enemy_9014_acstma": [6,5,0,5661,38754],
"enemy_9015_acstmb": [3,2,0,9835,83569], "enemy_9015_acstmb": [3,2,0,9835,83569],
"enemy_9016_acstmr": [8,7,0,0,150] "enemy_9016_acstmr": [8,7,0,0,150]
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"aoe": 42, "aoe": 42,
"appear": 7, "appear": 7,
@@ -1013,7 +982,7 @@
"crit": 59, "crit": 59,
"dilemma": 3, "dilemma": 3,
"disappear": 8, "disappear": 8,
"displace": 1, "displace": 2,
"dodge": 9, "dodge": 9,
"explode": 10, "explode": 10,
"explosion": 4, "explosion": 4,
@@ -1045,7 +1014,7 @@
"weightless": 3, "weightless": 3,
"zone": 180 "zone": 180
}, },
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"hidden-boss_8-solo": { "hidden-boss_8-solo": {
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@@ -1112,36 +1081,36 @@
"killed": 8, "killed": 8,
"total": 8, "total": 8,
"unspawned": 0, "unspawned": 0,
"bossHpLeft": 3630612, "bossHpLeft": 3636991,
"rngDraws": 1662, "rngDraws": 1645,
"errors": {"count":0,"kinds":[]}, "errors": {"count":0,"kinds":[]},
"players": { "players": {
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"p2": {"killed":0,"total":0,"perfect":true,"leaks":0,"leaksUncounted":0,"coins":0,"dmg":3269574,"bossDmg":1142028,"heal":135845,"deaths":10,"layerGains":{}} "p2": {"killed":0,"total":0,"perfect":true,"leaks":0,"leaksUncounted":0,"coins":0,"dmg":3233639,"bossDmg":1129525,"heal":130347,"deaths":10,"layerGains":{}}
}, },
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@@ -1155,25 +1124,25 @@
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["p1","~2","token","token_10040_siege2_vlion",null,null,4000,0,63,0,0,0,0,0,null], ["p1","~2","token","token_10040_siege2_vlion",null,null,4000,0,63,0,0,0,0,0,null],
["p2","~3","token","token_10019_nearl2_sword",null,null,0,0,64,0,33414,6564,0,17,null], ["p2","~3","token","token_10019_nearl2_sword",null,null,0,0,64,0,33414,6564,0,16,null],
["p1","~3","token","token_10017_skadi2_dedant",null,null,100,1,67,0,0,0,0,0,null] ["p1","~3","token","token_10017_skadi2_dedant",null,null,100,1,68,0,0,0,0,0,null]
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"enemies": { "enemies": {
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"enemy_9007_acelem": [2,2,0,18532,309587], "enemy_9007_acelem": [2,2,0,18532,309587],
"enemy_9017_achunt_2": [2,0,0,59249,1969388], "enemy_9017_achunt_2": [2,0,0,58104,1963009],
"enemy_9018_actrpa": [1,0,0,55276,817281], "enemy_9018_actrpa": [1,0,0,51655,811529],
"enemy_9019_actrpb": [1,0,0,32171,721099], "enemy_9019_actrpb": [1,0,0,30033,718108],
"enemy_9020_actrpc": [1,0,0,23279,1188232] "enemy_9020_actrpc": [1,0,0,24632,1185793]
}, },
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"events": {"atk":2126,"deploy":47,"die":39,"dmg":13183,"engage":22,"fx":2170,"heal":969,"skill":184,"spawn":53,"status":815}, "events": {"atk":2084,"deploy":47,"die":39,"dmg":12976,"engage":22,"fx":2157,"heal":966,"skill":184,"spawn":53,"status":821},
"fx": { "fx": {
"airstrike": 90, "airstrike": 84,
"beam": 30, "beam": 26,
"blessing": 1, "blessing": 1,
"blink": 5, "blink": 5,
"bombard": 72, "bombard": 72,
@@ -1187,7 +1156,7 @@
"drone": 320, "drone": 320,
"droneLock": 14, "droneLock": 14,
"drones": 4, "drones": 4,
"extraAttack": 7, "extraAttack": 5,
"finale": 4, "finale": 4,
"firewall": 2, "firewall": 2,
"garrisonGrant": 1, "garrisonGrant": 1,
@@ -1209,11 +1178,10 @@
"sunBurst": 3, "sunBurst": 3,
"talent": 5, "talent": 5,
"tide": 4, "tide": 4,
"undying": 1,
"wanted": 6, "wanted": 6,
"zone": 6 "zone": 6
}, },
"snaps": "2a921421 57801ce9 e8f35705 fba04fd7 d2a6440c a3b24855 aaf86c72 6f6a7236 9ab1a1c0 cc7ebf44 74e3130d 4886a375 96efb424 6885b63d 54551891 71bfe69c 67cfb8f5 a4f55f17 8e12a9a1 ca3b950e" "snaps": "2a921421 57801ce9 e8f35705 fba04fd7 d2a6440c a3b24855 a2d10035 e394b69f 7de21c75 bd6caaad ea4accdc 41ef5240 67c52051 5cd402c4 583f7ecc 859a9f1c 2c2aa8dd d206cf4c 4b695b81 674f683a"
}, },
"hidden-boss_9-solo": { "hidden-boss_9-solo": {
"about": "假想敌:铳 solo pool 2800000: chess_char_5_08_b chess_char_5_11_b chess_char_5_05_b chess_char_5_06_b chess_char_5_13_b chess_char_5_07_b chess_char_5_02_b chess_char_5_03_b chess_char_5_10_b chess_char_5_12_b", "about": "假想敌:铳 solo pool 2800000: chess_char_5_08_b chess_char_5_11_b chess_char_5_05_b chess_char_5_06_b chess_char_5_13_b chess_char_5_07_b chess_char_5_02_b chess_char_5_03_b chess_char_5_10_b chess_char_5_12_b",
@@ -1315,7 +1283,7 @@
"enemy_9022_acdumm": [1,0,0,2791,0], "enemy_9022_acdumm": [1,0,0,2791,0],
"enemy_9023_acdums": [12,10,0,101874,716] "enemy_9023_acdums": [12,10,0,101874,716]
}, },
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"events": {"atk":1205,"deploy":44,"die":44,"dmg":4464,"engage":18,"fx":1910,"heal":421,"skill":180,"spawn":42,"status":980}, "events": {"atk":1205,"deploy":44,"die":44,"dmg":4464,"engage":18,"fx":1910,"heal":421,"skill":180,"spawn":42,"status":980},
"fx": { "fx": {
"aoe": 16, "aoe": 16,
@@ -1359,7 +1327,7 @@
"weightless": 2, "weightless": 2,
"zone": 160 "zone": 160
}, },
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}, },
"hidden-boss_10-solo": { "hidden-boss_10-solo": {
"about": "假想敌:管 solo pool 7600000: chess_char_4_17_b chess_char_4_18_b chess_char_4_23_b chess_char_4_19_b chess_char_4_22_b chess_char_4_20_b chess_char_4_21_b chess_char_4_24_b chess_char_4_25_b chess_char_4_26_b", "about": "假想敌:管 solo pool 7600000: chess_char_4_17_b chess_char_4_18_b chess_char_4_23_b chess_char_4_19_b chess_char_4_22_b chess_char_4_20_b chess_char_4_21_b chess_char_4_24_b chess_char_4_25_b chess_char_4_26_b",
+91 -91
View File
@@ -99,7 +99,7 @@
"combat": "client", "combat": "client",
"boost": null, "boost": null,
"setup": {"stageId":"act1autochess_m03","bossId":"boss_5","hiddenBossId":"boss_8","factions":["TIMES","DOT","INVISIBLE"]}, "setup": {"stageId":"act1autochess_m03","bossId":"boss_5","hiddenBossId":"boss_8","factions":["TIMES","DOT","INVISIBLE"]},
"end": {"victory":false,"roundsPassed":13,"hiddenReached":false,"hiddenCleared":false,"reason":"defeat","teamLp":0,"bossPoolLeft":66750,"virtualMs":106900}, "end": {"victory":false,"roundsPassed":13,"hiddenReached":false,"hiddenCleared":false,"reason":"defeat","teamLp":0,"bossPoolLeft":68613,"virtualMs":106900},
"rng": {"setup":25,"shop":207,"waves":0,"draft":10,"bots":8480,"meta":14}, "rng": {"setup":25,"shop":207,"waves":0,"draft":10,"bots":8480,"meta":14},
"errors": {"engine":0,"logged":0,"sim":0,"dispatcher":0}, "errors": {"engine":0,"logged":0,"sim":0,"dispatcher":0},
"rounds": [ "rounds": [
@@ -134,11 +134,11 @@
}, },
{ {
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{ {
"round": 13, "round": 13,
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} }
], ],
"players": { "players": {
@@ -152,7 +152,7 @@
"title": {"id":"comment_2","name":"不朽盟约","picId":"comment_icon_2","text":"激活的盟约层数总和最高"}, "title": {"id":"comment_2","name":"不朽盟约","picId":"comment_icon_2","text":"激活的盟约层数总和最高"},
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} }
@@ -312,8 +312,8 @@
"combat": "client", "combat": "client",
"boost": null, "boost": null,
"setup": {"stageId":"act1autochess_m03","bossId":"boss_5","hiddenBossId":"boss_10","factions":["ELEMENT","DOT","REFLECTION"]}, "setup": {"stageId":"act1autochess_m03","bossId":"boss_5","hiddenBossId":"boss_10","factions":["ELEMENT","DOT","REFLECTION"]},
"end": {"victory":false,"roundsPassed":12,"hiddenReached":false,"hiddenCleared":false,"reason":"eliminated","teamLp":null,"bossPoolLeft":null,"virtualMs":101900}, "end": {"victory":false,"roundsPassed":13,"hiddenReached":false,"hiddenCleared":false,"reason":"defeat","teamLp":0,"bossPoolLeft":368784,"virtualMs":107800},
"rng": {"setup":25,"shop":213,"waves":0,"draft":42,"bots":8170,"meta":86}, "rng": {"setup":25,"shop":229,"waves":0,"draft":42,"bots":8402,"meta":87},
"errors": {"engine":0,"logged":0,"sim":0,"dispatcher":0}, "errors": {"engine":0,"logged":0,"sim":0,"dispatcher":0},
"rounds": [ "rounds": [
{"round":1,"ai_0":[1,29,4,0,0,1,2,"e4d89f1f",0,"",5,5,0,4]}, {"round":1,"ai_0":[1,29,4,0,0,1,2,"e4d89f1f",0,"",5,5,0,4]},
@@ -357,23 +357,23 @@
}, },
{ {
"round": 13, "round": 13,
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} }
], ],
"players": { "players": {
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"roundsPassed": 12, "roundsPassed": 13,
"eliminatedRound": 13, "eliminatedRound": null,
"lp": 0, "lp": 0,
"bandId": "band_ducklord", "bandId": "band_ducklord",
"title": {"id":"comment_4","name":"精英云集","picId":"comment_icon_4","text":"晋升精锐次数最多"}, "title": {"id":"comment_2","name":"不朽盟约","picId":"comment_icon_2","text":"激活的盟约层数总和最高"},
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} }
} }
}, },
@@ -395,7 +395,7 @@
{"round":2,"ai_0":[1,27,5,0,0,1,4,"eee78fe4",0,"kazimierzShip 0/2, sargonShip 0/4, soloShip 1/0, swiftShip 0/2",10,10,0,9]}, {"round":2,"ai_0":[1,27,5,0,0,1,4,"eee78fe4",0,"kazimierzShip 0/2, sargonShip 0/4, soloShip 1/0, swiftShip 0/2",10,10,0,9]},
{"round":3,"ai_0":[1,27,6,0,1,1,6,"d5f9d956",1,"kazimierzShip 0/2, sargonShip 0/8, soloShip 1/1, swiftShip 0/2",11,9,0,15]}, {"round":3,"ai_0":[1,27,6,0,1,1,6,"d5f9d956",1,"kazimierzShip 0/2, sargonShip 0/8, soloShip 1/1, swiftShip 0/2",11,9,0,15]},
{"round":4,"ai_0":[1,27,8,0,1,2,8,"247bff16",4,"kazimierzShip 0/4, kjeragShip 0/2, sargonShip 0/8, soloShip 1/1, steadShip 1/3, swiftShip 0/4",11,9,0,23]}, {"round":4,"ai_0":[1,27,8,0,1,2,8,"247bff16",4,"kazimierzShip 0/4, kjeragShip 0/2, sargonShip 0/8, soloShip 1/1, steadShip 1/3, swiftShip 0/4",11,9,0,23]},
{"round":5,"ai_0":[1,27,9,0,0,3,8,"5fdaa5e6",5,"kazimierzShip 0/4, kjeragShip 0/2, sargonShip 0/8, soloShip 1/1, steadShip 1/4, swiftShip 0/4",21,21,0,31]}, {"round":5,"ai_0":[1,27,9,0,0,3,8,"4e7476b8",5,"kazimierzShip 0/4, kjeragShip 0/2, sargonShip 0/8, soloShip 1/1, steadShip 1/4, swiftShip 0/4",21,21,0,31]},
{ {
"round": 6, "round": 6,
"ai_0": [1,27,9,0,0,3,8,"3bdfd652",23,"deputShip 1/2, kazimierzShip 0/4, kjeragShip 0/2, sargonShip 0/8, siracusaShip 1/8, soloShip 1/3, steadShip 1/10, swiftShip 0/4",56,17,0,40] "ai_0": [1,27,9,0,0,3,8,"3bdfd652",23,"deputShip 1/2, kazimierzShip 0/4, kjeragShip 0/2, sargonShip 0/8, siracusaShip 1/8, soloShip 1/3, steadShip 1/10, swiftShip 0/4",56,17,0,40]
@@ -436,7 +436,7 @@
"title": {"id":"comment_4","name":"精英云集","picId":"comment_icon_4","text":"晋升精锐次数最多"}, "title": {"id":"comment_4","name":"精英云集","picId":"comment_icon_4","text":"晋升精锐次数最多"},
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} }
@@ -469,23 +469,23 @@
}, },
{ {
"round": 6, "round": 6,
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{ {
"round": 7, "round": 7,
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}, },
{ {
"round": 8, "round": 8,
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}, },
{ {
"round": 9, "round": 9,
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}, },
{ {
"round": 10, "round": 10,
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}, },
{ {
"round": 11, "round": 11,
@@ -503,7 +503,7 @@
"title": {"id":"comment_4","name":"精英云集","picId":"comment_icon_4","text":"晋升精锐次数最多"}, "title": {"id":"comment_4","name":"精英云集","picId":"comment_icon_4","text":"晋升精锐次数最多"},
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} }
@@ -519,7 +519,7 @@
"combat": "client", "combat": "client",
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@@ -581,12 +581,12 @@
{ {
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{ {
"round": 13, "round": 13,
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} }
], ],
"players": { "players": {
@@ -600,7 +600,7 @@
"title": {"id":"comment_2","name":"不朽盟约","picId":"comment_icon_2","text":"激活的盟约层数总和最高"}, "title": {"id":"comment_2","name":"不朽盟约","picId":"comment_icon_2","text":"激活的盟约层数总和最高"},
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"reward": 400, "reward": 400,
"stats": {"activatedLayers":250,"bossDamage":511134,"dmgDealt":3170636,"gold":139,"itemsEquipped":12,"kills":335,"leaks":7,"lpLost":7,"merges":5,"perfectRounds":12,"refreshes":23}, "stats": {"activatedLayers":250,"bossDamage":479924,"dmgDealt":3139636,"gold":139,"itemsEquipped":12,"kills":333,"leaks":7,"lpLost":7,"merges":5,"perfectRounds":12,"refreshes":23},
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}, },
@@ -609,12 +609,12 @@
"victory": true, "victory": true,
"roundsPassed": 14, "roundsPassed": 14,
"eliminatedRound": null, "eliminatedRound": null,
"lp": 24, "lp": 21,
"bandId": "band_dusk", "bandId": "band_dusk",
"title": {"id":"comment_1","name":"卫戍之星","picId":"comment_icon_1","text":"对敌方领袖造成伤害最高(仅胜利时)"}, "title": {"id":"comment_1","name":"卫戍之星","picId":"comment_icon_1","text":"对敌方领袖造成伤害最高(仅胜利时)"},
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"reward": 400, "reward": 400,
"stats": {"activatedLayers":199,"bossDamage":906366,"dmgDealt":3780569,"gold":137,"itemsEquipped":18,"kills":323,"leaks":6,"lpLost":4,"merges":5,"perfectRounds":11,"refreshes":13}, "stats": {"activatedLayers":199,"bossDamage":937576,"dmgDealt":3727447,"gold":137,"itemsEquipped":18,"kills":321,"leaks":8,"lpLost":7,"merges":5,"perfectRounds":11,"refreshes":13},
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} }
@@ -691,7 +691,7 @@
}, },
{ {
"round": 12, "round": 12,
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}, },
{ {
@@ -711,7 +711,7 @@
"title": {"id":"comment_4","name":"精英云集","picId":"comment_icon_4","text":"晋升精锐次数最多"}, "title": {"id":"comment_4","name":"精英云集","picId":"comment_icon_4","text":"晋升精锐次数最多"},
"trophies": 3, "trophies": 3,
"reward": 298, "reward": 298,
"stats": {"activatedLayers":0,"bossDamage":0,"dmgDealt":2920409,"gold":127,"itemsEquipped":9,"kills":226,"leaks":65,"lpLost":32,"merges":4,"perfectRounds":9,"refreshes":12}, "stats": {"activatedLayers":0,"bossDamage":0,"dmgDealt":2909987,"gold":127,"itemsEquipped":9,"kills":227,"leaks":64,"lpLost":32,"merges":4,"perfectRounds":9,"refreshes":12},
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}, },
@@ -772,7 +772,7 @@
{ {
"round": 5, "round": 5,
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"ai_2": [1,27,9,0,0,3,8,"b7b66774",14,"siracusaShip 1/10, soloShip 1/4, yanShip 0/1",52,16,1,31] "ai_2": [1,27,9,0,0,3,8,"b7b66774",14,"siracusaShip 1/10, soloShip 1/4, yanShip 0/1",52,16,1,31]
}, },
{ {
@@ -789,13 +789,13 @@
}, },
{ {
"round": 8, "round": 8,
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}, },
{ {
"round": 9, "round": 9,
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}, },
@@ -829,7 +829,7 @@
"title": {"id":"comment_6","name":"挥金如土","picId":"comment_icon_6","text":"消耗资金最多"}, "title": {"id":"comment_6","name":"挥金如土","picId":"comment_icon_6","text":"消耗资金最多"},
"trophies": 2, "trophies": 2,
"reward": 191, "reward": 191,
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}, },
@@ -843,7 +843,7 @@
"title": {"id":"comment_4","name":"精英云集","picId":"comment_icon_4","text":"晋升精锐次数最多"}, "title": {"id":"comment_4","name":"精英云集","picId":"comment_icon_4","text":"晋升精锐次数最多"},
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}, },
@@ -1044,14 +1044,14 @@
"rounds": [ "rounds": [
{ {
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}, },
{ {
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"ai_3": [1,26,5,0,0,1,4,"9e98d014",0,"sargonShip 0/2, soloShip 1/0",8,8,0,9] "ai_3": [1,26,5,0,0,1,4,"9e98d014",0,"sargonShip 0/2, soloShip 1/0",8,8,0,9]
@@ -1073,64 +1073,64 @@
{ {
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"ai_3": [1,16,8,0,0,3,8,"080ecfab",3,"arcaneShip 0/2, preciShip 0/2, sargonShip 0/2, siracusaShip 1/0, soloShip 1/3",3,17,14,31] "ai_3": [1,16,8,0,0,3,8,"080ecfab",3,"arcaneShip 0/2, preciShip 0/2, sargonShip 0/2, siracusaShip 1/0, soloShip 1/3",3,17,14,31]
}, },
{ {
"round": 6, "round": 6,
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"ai_3": [1,16,9,0,0,3,8,"06355ccd",24,"arcaneShip 0/2, deputShip 1/2, preciShip 0/2, sargonShip 1/9, siracusaShip 1/8, soloShip 1/5",6,14,8,41] "ai_3": [1,16,9,0,0,3,8,"06355ccd",24,"arcaneShip 0/2, deputShip 1/2, preciShip 0/2, sargonShip 1/9, siracusaShip 1/8, soloShip 1/5",6,14,8,41]
}, },
{ {
"round": 7, "round": 7,
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{ {
"round": 8, "round": 8,
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}, },
{ {
"round": 9, "round": 9,
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"ai_1": [0,0,0,0,0,4,0,"811c9dc5",0,"arcaneShip 0/4, deputShip 0/8, emptyShip 0/4, kazimierzShip 0/38, kjeragShip 0/2, preciShip 0/2, sargonShip 0/8, siracusaShip 0/6, soloShip 0/6, steadShip 0/2, swiftShip 0/22",null,null,null,60], "ai_1": [0,0,0,0,0,4,0,"811c9dc5",0,"arcaneShip 0/4, deputShip 0/8, emptyShip 0/4, kazimierzShip 0/38, kjeragShip 0/2, preciShip 0/2, sargonShip 0/8, siracusaShip 0/6, soloShip 0/6, steadShip 0/2, swiftShip 0/22",null,null,null,60],
"ai_2": [1,13,12,0,1,4,8,"33626d88",142,"arcaneShip 2/18, deputShip 1/22, egirShip 0/8, kazimierzShip 0/4, kjeragShip 0/12, lateranoShip 0/4, raidShip 0/4, siracusaShip 0/4, skillfulShip 1/6, soloShip 1/22, steadShip 1/58, swiftShip 0/21, victoriaShip 1/16, yanShip 0/2",19,19,0,76], "ai_2": [1,14,12,0,1,4,8,"33626d88",141,"arcaneShip 2/18, deputShip 1/23, egirShip 0/8, kazimierzShip 0/4, kjeragShip 0/14, lateranoShip 0/4, raidShip 0/4, siracusaShip 0/4, skillfulShip 1/4, soloShip 1/22, steadShip 1/56, swiftShip 0/18, victoriaShip 1/18, yanShip 0/2",19,19,0,76],
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}, },
{ {
"round": 10, "round": 10,
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"ai_1": [0,0,0,0,0,4,0,"811c9dc5",0,"arcaneShip 0/4, deputShip 0/8, emptyShip 0/4, kazimierzShip 0/38, kjeragShip 0/2, preciShip 0/2, sargonShip 0/8, siracusaShip 0/6, soloShip 0/6, steadShip 0/2, swiftShip 0/22",null,null,null,60], "ai_1": [0,0,0,0,0,4,0,"811c9dc5",0,"arcaneShip 0/4, deputShip 0/8, emptyShip 0/4, kazimierzShip 0/38, kjeragShip 0/2, preciShip 0/2, sargonShip 0/8, siracusaShip 0/6, soloShip 0/6, steadShip 0/2, swiftShip 0/22",null,null,null,60],
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"ai_3": [0,0,0,0,0,4,0,"811c9dc5",0,"arcaneShip 0/2, deputShip 0/6, preciShip 0/2, sargonShip 0/9, siracusaShip 0/26, skillfulShip 0/4, soloShip 0/9, swiftShip 0/6",null,null,null,63] "ai_3": [0,0,0,0,0,4,0,"811c9dc5",0,"arcaneShip 0/2, deputShip 0/6, preciShip 0/2, sargonShip 0/9, siracusaShip 0/26, skillfulShip 0/4, soloShip 0/9, swiftShip 0/6",null,null,null,63]
}, },
{ {
"round": 11, "round": 11,
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"ai_3": [0,0,0,0,0,4,0,"811c9dc5",0,"arcaneShip 0/2, deputShip 0/6, preciShip 0/2, sargonShip 0/9, siracusaShip 0/26, skillfulShip 0/4, soloShip 0/9, swiftShip 0/6",null,null,null,63] "ai_3": [0,0,0,0,0,4,0,"811c9dc5",0,"arcaneShip 0/2, deputShip 0/6, preciShip 0/2, sargonShip 0/9, siracusaShip 0/26, skillfulShip 0/4, soloShip 0/9, swiftShip 0/6",null,null,null,63]
}, },
{ {
"round": 12, "round": 12,
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"ai_2": [0,0,13,0,0,5,0,"811c9dc5",0,"arcaneShip 0/55, deputShip 0/36, egirShip 0/10, kazimierzShip 0/4, kjeragShip 0/12, lateranoShip 0/4, raidShip 0/4, siracusaShip 0/6, skillfulShip 0/26, soloShip 0/34, steadShip 0/98, suntShip 0/6, swiftShip 0/21, victoriaShip 0/42, yanShip 0/6",20,47,27,114], "ai_2": [0,0,13,0,0,5,0,"811c9dc5",0,"arcaneShip 0/55, deputShip 0/37, egirShip 0/10, kazimierzShip 0/4, kjeragShip 0/14, lateranoShip 0/4, raidShip 0/4, siracusaShip 0/6, skillfulShip 0/24, soloShip 0/34, steadShip 0/96, suntShip 0/6, swiftShip 0/18, victoriaShip 0/44, yanShip 0/6",24,47,23,114],
"ai_3": [0,0,0,0,0,4,0,"811c9dc5",0,"arcaneShip 0/2, deputShip 0/6, preciShip 0/2, sargonShip 0/9, siracusaShip 0/26, skillfulShip 0/4, soloShip 0/9, swiftShip 0/6",null,null,null,63] "ai_3": [0,0,0,0,0,4,0,"811c9dc5",0,"arcaneShip 0/2, deputShip 0/6, preciShip 0/2, sargonShip 0/9, siracusaShip 0/26, skillfulShip 0/4, soloShip 0/9, swiftShip 0/6",null,null,null,63]
}, },
{ {
"round": 13, "round": 13,
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} }
], ],
@@ -1145,9 +1145,9 @@
"title": {"id":"comment_4","name":"精英云集","picId":"comment_icon_4","text":"晋升精锐次数最多"}, "title": {"id":"comment_4","name":"精英云集","picId":"comment_icon_4","text":"晋升精锐次数最多"},
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}, },
"ai_1": { "ai_1": {
"alive": false, "alive": false,
@@ -1159,7 +1159,7 @@
"title": null, "title": null,
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"reward": 149, "reward": 149,
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}, },
@@ -1173,9 +1173,9 @@
"title": {"id":"comment_6","name":"挥金如土","picId":"comment_icon_6","text":"消耗资金最多"}, "title": {"id":"comment_6","name":"挥金如土","picId":"comment_icon_6","text":"消耗资金最多"},
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@@ -1314,7 +1314,7 @@
"combat": "client", "combat": "client",
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@@ -1377,12 +1377,12 @@
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"title": {"id":"comment_1","name":"卫戍之星","picId":"comment_icon_1","text":"对敌方领袖造成伤害最高(仅胜利时)"}, "title": {"id":"comment_1","name":"卫戍之星","picId":"comment_icon_1","text":"对敌方领袖造成伤害最高(仅胜利时)"},
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@@ -1479,7 +1479,7 @@
"title": {"id":"comment_1","name":"卫戍之星","picId":"comment_icon_1","text":"对敌方领袖造成伤害最高(仅胜利时)"}, "title": {"id":"comment_1","name":"卫戍之星","picId":"comment_icon_1","text":"对敌方领袖造成伤害最高(仅胜利时)"},
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}, },
@@ -1509,7 +1509,7 @@
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@@ -1550,33 +1550,33 @@
}, },
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{ {
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{ {
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{ {
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{ {
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{ {
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@@ -1585,28 +1585,28 @@
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"title": {"id":"comment_4","name":"精英云集","picId":"comment_icon_4","text":"晋升精锐次数最多"}, "title": {"id":"comment_4","name":"精英云集","picId":"comment_icon_4","text":"晋升精锐次数最多"},
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@@ -1638,8 +1638,8 @@
"combat": "client", "combat": "client",
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"setup": {"stageId":"act1autochess_m03","bossId":"boss_7","hiddenBossId":"boss_10","factions":["ELEMENT","INVISIBLE","REFLECTION"]}, "setup": {"stageId":"act1autochess_m03","bossId":"boss_7","hiddenBossId":"boss_10","factions":["ELEMENT","INVISIBLE","REFLECTION"]},
"end": {"victory":true,"roundsPassed":14,"hiddenReached":false,"hiddenCleared":false,"reason":"victory","teamLp":55,"bossPoolLeft":0,"virtualMs":119900}, "end": {"victory":true,"roundsPassed":14,"hiddenReached":false,"hiddenCleared":false,"reason":"victory","teamLp":47,"bossPoolLeft":0,"virtualMs":118400},
"rng": {"setup":25,"shop":477,"waves":0,"draft":34,"bots":16274,"meta":23}, "rng": {"setup":25,"shop":477,"waves":0,"draft":34,"bots":16274,"meta":24},
"errors": {"engine":0,"logged":0,"sim":0,"dispatcher":0}, "errors": {"engine":0,"logged":0,"sim":0,"dispatcher":0},
"rounds": [ "rounds": [
{"round":1,"h_0":[1,27,4,0,0,5,1,"3e4697a0",0,"",5,5,0,3],"ai_0":[1,28,4,0,0,1,2,"a1734bc6",0,"sargonShip 0/2, soloShip 1/0",5,5,0,4]}, {"round":1,"h_0":[1,27,4,0,0,5,1,"3e4697a0",0,"",5,5,0,3],"ai_0":[1,28,4,0,0,1,2,"a1734bc6",0,"sargonShip 0/2, soloShip 1/0",5,5,0,4]},
@@ -1687,13 +1687,13 @@
}, },
{ {
"round": 12, "round": 12,
"h_0": [1,27,12,0,0,6,8,"efd0ac13",413,"arcaneShip 0/2, indomShip 1/26, kazimierzShip 0/8, kjeragShip 0/8, maniShip 1/0, preciShip 1/129, sargonShip 1/169, steadShip 2/54, suntShip 1/0, swiftShip 0/40, victoriaShip 1/35, visiShip 0/6",33,33,0,117], "h_0": [1,25,12,0,0,6,8,"efd0ac13",419,"arcaneShip 0/2, indomShip 1/28, kazimierzShip 0/8, kjeragShip 0/8, maniShip 1/0, preciShip 1/130, sargonShip 1/170, steadShip 2/54, suntShip 1/0, swiftShip 0/40, victoriaShip 1/37, visiShip 0/6",31,33,2,117],
"ai_0": [1,28,12,0,0,6,8,"931d261f",245,"preciShip 1/105, sargonShip 1/107, skillfulShip 1/3, soloShip 1/0, suntShip 1/0, victoriaShip 0/5, visiShip 1/0, yanShip 1/30",27,33,6,113] "ai_0": [1,22,12,0,0,6,8,"931d261f",245,"preciShip 1/105, sargonShip 1/107, skillfulShip 1/3, soloShip 1/0, suntShip 1/0, victoriaShip 0/5, visiShip 1/0, yanShip 1/30",27,33,6,113]
}, },
{ {
"round": 13, "round": 13,
"h_0": [1,27,12,0,0,6,8,"e1220022",484,"arcaneShip 0/2, indomShip 1/28, kazimierzShip 0/8, kjeragShip 0/8, maniShip 1/0, preciShip 1/161, sargonShip 1/193, steadShip 2/59, suntShip 1/0, swiftShip 0/40, victoriaShip 1/43, visiShip 0/6",50,50,0,130], "h_0": [1,25,12,0,0,6,8,"e1220022",494,"arcaneShip 0/2, indomShip 1/32, kazimierzShip 0/8, kjeragShip 0/8, maniShip 1/0, preciShip 1/162, sargonShip 1/194, steadShip 2/59, suntShip 1/0, swiftShip 0/40, victoriaShip 1/47, visiShip 0/6",50,50,0,130],
"ai_0": [1,28,12,0,0,6,8,"a2f4a969",302,"preciShip 1/134, sargonShip 1/131, skillfulShip 1/3, soloShip 1/0, suntShip 1/0, victoriaShip 0/5, visiShip 1/0, yanShip 1/34",50,50,0,127] "ai_0": [1,22,12,0,0,6,8,"a2f4a969",302,"preciShip 1/134, sargonShip 1/131, skillfulShip 1/3, soloShip 1/0, suntShip 1/0, victoriaShip 0/5, visiShip 1/0, yanShip 1/34",50,50,0,127]
} }
], ],
"players": { "players": {
@@ -1702,26 +1702,26 @@
"victory": true, "victory": true,
"roundsPassed": 14, "roundsPassed": 14,
"eliminatedRound": null, "eliminatedRound": null,
"lp": 27, "lp": 25,
"bandId": "band_yu", "bandId": "band_yu",
"title": {"id":"comment_2","name":"不朽盟约","picId":"comment_icon_2","text":"激活的盟约层数总和最高"}, "title": {"id":"comment_2","name":"不朽盟约","picId":"comment_icon_2","text":"激活的盟约层数总和最高"},
"trophies": 4, "trophies": 4,
"reward": 400, "reward": 400,
"stats": {"activatedLayers":496,"bossDamage":678256,"dmgDealt":4102418,"gold":141,"itemsEquipped":24,"kills":319,"leaks":0,"lpLost":0,"merges":2,"perfectRounds":13,"refreshes":19}, "stats": {"activatedLayers":506,"bossDamage":680576,"dmgDealt":3897100,"gold":141,"itemsEquipped":24,"kills":311,"leaks":2,"lpLost":2,"merges":2,"perfectRounds":12,"refreshes":19},
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"bonds": ["arcaneShip 0/2","indomShip 1/28","kazimierzShip 0/8","kjeragShip 0/8","maniShip 1/0","preciShip 1/161","sargonShip 1/195","steadShip 2/63","suntShip 1/0","swiftShip 0/40","victoriaShip 1/49","visiShip 0/6"] "bonds": ["arcaneShip 0/2","indomShip 1/32","kazimierzShip 0/8","kjeragShip 0/8","maniShip 1/0","preciShip 1/162","sargonShip 1/196","steadShip 2/63","suntShip 1/0","swiftShip 0/40","victoriaShip 1/53","visiShip 0/6"]
}, },
"ai_0": { "ai_0": {
"alive": true, "alive": true,
"victory": true, "victory": true,
"roundsPassed": 14, "roundsPassed": 14,
"eliminatedRound": null, "eliminatedRound": null,
"lp": 28, "lp": 22,
"bandId": "band_mlyss", "bandId": "band_mlyss",
"title": {"id":"comment_1","name":"卫戍之星","picId":"comment_icon_1","text":"对敌方领袖造成伤害最高(仅胜利时)"}, "title": {"id":"comment_1","name":"卫戍之星","picId":"comment_icon_1","text":"对敌方领袖造成伤害最高(仅胜利时)"},
"trophies": 4, "trophies": 4,
"reward": 400, "reward": 400,
"stats": {"activatedLayers":316,"bossDamage":896744,"dmgDealt":3970823,"gold":140,"itemsEquipped":19,"kills":279,"leaks":10,"lpLost":0,"merges":4,"perfectRounds":10,"refreshes":21}, "stats": {"activatedLayers":316,"bossDamage":894424,"dmgDealt":3968281,"gold":140,"itemsEquipped":19,"kills":279,"leaks":10,"lpLost":6,"merges":4,"perfectRounds":10,"refreshes":21},
"lineup": ["5_02_a@12,8[3_01_e_a+5_01_e_a]","2_04_b@11,7[2_04_e_a+3_08_e_a]","5_03_a@11,8","3_13_a@10,5","6_08_a@10,6","4_04_b@10,8[4_02_e_a+4_08_e_a]","3_03_a@9,8[4_06_e_b]","6_06_a@9,9[4_10_e_a+4_07_e_a]"], "lineup": ["5_02_a@12,8[3_01_e_a+5_01_e_a]","2_04_b@11,7[2_04_e_a+3_08_e_a]","5_03_a@11,8","3_13_a@10,5","6_08_a@10,6","4_04_b@10,8[4_02_e_a+4_08_e_a]","3_03_a@9,8[4_06_e_b]","6_06_a@9,9[4_10_e_a+4_07_e_a]"],
"bonds": ["preciShip 1/134","sargonShip 1/131","skillfulShip 1/3","suntShip 1/0","victoriaShip 0/5","visiShip 1/10","yanShip 1/38"] "bonds": ["preciShip 1/134","sargonShip 1/131","skillfulShip 1/3","suntShip 1/0","victoriaShip 0/5","visiShip 1/10","yanShip 1/38"]
} }
+335 -345
View File
File diff suppressed because it is too large. Load diff
+70 -70
View File
@@ -142,20 +142,20 @@
"total": 74, "total": 74,
"unspawned": 0, "unspawned": 0,
"bossHpLeft": null, "bossHpLeft": null,
"rngDraws": 278, "rngDraws": 270,
"errors": {"count":0,"kinds":[]}, "errors": {"count":0,"kinds":[]},
"players": {"p1":{"killed":41,"total":74,"perfect":false,"leaks":33,"leaksUncounted":0,"coins":8,"dmg":322054,"bossDmg":0,"heal":40884,"deaths":10,"layerGains":{}}}, "players": {"p1":{"killed":41,"total":74,"perfect":false,"leaks":33,"leaksUncounted":0,"coins":8,"dmg":320925,"bossDmg":0,"heal":42417,"deaths":10,"layerGains":{}}},
"units": [ "units": [
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["p1",9,"op","chess_char_5_12_a",2,null,1160,1,4,0,19936,0,0,79,2], ["p1",9,"op","chess_char_5_12_a",2,null,1160,1,4,0,19147,0,0,75,2],
["p1",10,"op","chess_char_5_15_a",2,null,0,0,84,2,8336,14152,0,96,2], ["p1",10,"op","chess_char_5_15_a",2,null,0,0,84,2,8346,13732,0,96,2],
["p1",11,"op","chess_char_5_18_a",2,null,0,0,1,1,11149,1272,0,22,1], ["p1",11,"op","chess_char_5_18_a",2,null,0,0,1,1,11149,1272,0,22,1],
["p1",12,"op","chess_char_5_20_a",2,null,0,0,5,0,6872,1972,0,38,2] ["p1",12,"op","chess_char_5_20_a",2,null,0,0,5,0,6872,1972,0,38,2]
], ],
@@ -168,14 +168,14 @@
"enemy_10087_hlchgr": [1,1,0,38,4800], "enemy_10087_hlchgr": [1,1,0,38,4800],
"enemy_10094_crstf": [1,1,0,28,3200], "enemy_10094_crstf": [1,1,0,28,3200],
"enemy_10097_crshd": [1,1,0,0,8000], "enemy_10097_crshd": [1,1,0,0,8000],
"enemy_1166_dusbr_2": [42,28,14,2956,110452], "enemy_1166_dusbr_2": [42,27,15,2888,108284],
"enemy_1170_dushld_2": [12,5,6,26204,45033], "enemy_1170_dushld_2": [12,6,5,31043,51138],
"enemy_9011_acrefr": [12,1,7,22144,124041] "enemy_9011_acrefr": [12,1,8,18420,118976]
}, },
"hooks": [1,92,5700,1025,1025,1522,1523,112,51,79,26,26,0,27108,3400,51,74,28,1,52,0,0,10], "hooks": [1,92,5700,1024,1024,1534,1535,115,51,80,26,27,0,27292,3473,49,74,29,1,52,0,0,10],
"events": {"atk":1128,"bounty":4,"deploy":18,"die":51,"dmg":1522,"engage":11,"fx":134,"heal":106,"leak":28,"skill":55,"spawn":86,"status":609}, "events": {"atk":1125,"bounty":4,"deploy":18,"die":51,"dmg":1534,"engage":11,"fx":132,"heal":109,"leak":29,"skill":55,"spawn":86,"status":626},
"fx": {"aoe":30,"displace":1,"dodge":16,"dp":29,"phase":1,"slash":48,"sp":1,"spGain":8}, "fx": {"aoe":30,"displace":1,"dodge":13,"dp":30,"phase":1,"slash":48,"sp":1,"spGain":8},
"snaps": "530ce9ab 3259d8c0 918a3cff a85e2d90 3b23751a 8f259c98 9faf0458 b98e7e80 e64fb37d 38b17953 2458f514 b2894d2f 6c036845 609d268d 5a2493c6 23bae8dc e4a6485d 424e64d1 745ddf7a" "snaps": "530ce9ab 3259d8c0 918a3cff a85e2d90 3b23751a 8f259c98 9faf0458 b98e7e80 e64fb37d 38b17953 2458f514 b2894d2f 6c036845 395d7cfe a9ead632 07893f6c 64586b5e 9402040c 55700def"
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"standin-04": { "standin-04": {
"about": "normal band 6 as stand-ins: chess_char_6_03_a→char_610_acfend chess_char_6_02_a→char_608_acpion chess_char_6_07_a→char_617_sharp2 chess_char_6_10_a→char_617_sharp2 chess_char_6_11_a→char_608_acpion chess_char_6_06_a→char_609_acguad chess_char_5_22_a→char_611_acnipe chess_char_6_01_a→char_611_acnipe chess_char_6_04_a→char_614_acsupo chess_char_6_05_a→char_611_acnipe chess_char_6_08_a→char_612_accast chess_char_6_09_a→char_613_acmedc", "about": "normal band 6 as stand-ins: chess_char_6_03_a→char_610_acfend chess_char_6_02_a→char_608_acpion chess_char_6_07_a→char_617_sharp2 chess_char_6_10_a→char_617_sharp2 chess_char_6_11_a→char_608_acpion chess_char_6_06_a→char_609_acguad chess_char_5_22_a→char_611_acnipe chess_char_6_01_a→char_611_acnipe chess_char_6_04_a→char_614_acsupo chess_char_6_05_a→char_611_acnipe chess_char_6_08_a→char_612_accast chess_char_6_09_a→char_613_acmedc",
@@ -240,24 +240,24 @@
"round": 12, "round": 12,
"seed": 4096833445, "seed": 4096833445,
"waveId": "act1autochess_h05", "waveId": "act1autochess_h05",
"time": 220.27, "time": 216.03,
"ticks": 6608, "ticks": 6481,
"reason": "cleared", "reason": "cleared",
"killed": 5, "killed": 8,
"total": 104, "total": 104,
"unspawned": 0, "unspawned": 0,
"bossHpLeft": null, "bossHpLeft": null,
"rngDraws": 225, "rngDraws": 234,
"errors": {"count":0,"kinds":[]}, "errors": {"count":0,"kinds":[]},
"players": { "players": {
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}, },
"units": [ "units": [
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["p1",6,"op","chess_char_6_18_a",2,null,1372,1,85,0,70303,1372,0,42,2], ["p1",6,"op","chess_char_6_18_a",2,null,1372,1,85,0,70303,1372,0,42,2],
["p1",7,"op","chess_char_6_20_a",2,null,1224,1,4,0,0,451,451,1,1], ["p1",7,"op","chess_char_6_20_a",2,null,1224,1,4,0,0,451,451,1,1],
["-","~1","device","trap_1105_accrate",null,null,100,1,1,0,0,0,0,0,null], ["-","~1","device","trap_1105_accrate",null,null,100,1,1,0,0,0,0,0,null],
@@ -273,14 +273,14 @@
"enemy_10144_xdelk_2": [1,0,1,0,0], "enemy_10144_xdelk_2": [1,0,1,0,0],
"enemy_10156_mncrer": [1,0,1,0,1476], "enemy_10156_mncrer": [1,0,1,0,1476],
"enemy_10159_mntrjn": [1,0,1,0,0], "enemy_10159_mntrjn": [1,0,1,0,0],
"enemy_1381_winman": [27,4,23,2007,92343], "enemy_1381_winman": [27,6,21,3255,100648],
"enemy_1381_winman_2": [39,0,39,8923,168815], "enemy_1381_winman_2": [39,1,38,9029,175774],
"enemy_1387_winshd": [30,1,29,16725,136197] "enemy_1387_winshd": [30,1,29,14859,135775]
}, },
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"fx": {"aoe":5,"blink":2,"camouflage":1,"displace":29,"dodge":1,"dp":2,"explode":7,"garrison":1,"garrisonGrant":2,"slash":8,"zone":7}, "fx": {"aoe":5,"blink":2,"camouflage":1,"displace":18,"dodge":2,"dp":2,"explode":7,"garrison":1,"garrisonGrant":2,"slash":8,"zone":7},
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}, },
"standin-06": { "standin-06": {
"about": "elite band 5 as stand-ins: chess_char_3_12_b→char_608_acpion chess_char_4_09_b→char_617_sharp2 chess_char_3_05_b→char_601_cguard chess_char_3_18_b→char_609_acguad chess_char_4_04_b→char_607_cspec chess_char_4_07_b→char_601_cguard chess_char_4_16_b→char_615_acspec chess_char_3_01_b→char_603_csnipe chess_char_3_04_b→char_605_cmedic chess_char_3_21_b→char_611_acnipe chess_char_4_02_b→char_611_acnipe chess_char_4_13_b→char_614_acsupo", "about": "elite band 5 as stand-ins: chess_char_3_12_b→char_608_acpion chess_char_4_09_b→char_617_sharp2 chess_char_3_05_b→char_601_cguard chess_char_3_18_b→char_609_acguad chess_char_4_04_b→char_607_cspec chess_char_4_07_b→char_601_cguard chess_char_4_16_b→char_615_acspec chess_char_3_01_b→char_603_csnipe chess_char_3_04_b→char_605_cmedic chess_char_3_21_b→char_611_acnipe chess_char_4_02_b→char_611_acnipe chess_char_4_13_b→char_614_acsupo",
@@ -411,28 +411,28 @@
"round": 12, "round": 12,
"seed": 2456427706, "seed": 2456427706,
"waveId": "act1autochess_h05", "waveId": "act1autochess_h05",
"time": 226.63, "time": 216.37,
"ticks": 6799, "ticks": 6491,
"reason": "cleared", "reason": "cleared",
"killed": 42, "killed": 44,
"total": 179, "total": 179,
"unspawned": 0, "unspawned": 0,
"bossHpLeft": null, "bossHpLeft": null,
"rngDraws": 981, "rngDraws": 964,
"errors": {"count":0,"kinds":[]}, "errors": {"count":0,"kinds":[]},
"players": {"p1":{"killed":42,"total":179,"perfect":false,"leaks":137,"leaksUncounted":0,"coins":2,"dmg":1733157,"bossDmg":0,"heal":77968,"deaths":13,"layerGains":{}}}, "players": {"p1":{"killed":44,"total":179,"perfect":false,"leaks":135,"leaksUncounted":0,"coins":2,"dmg":1792553,"bossDmg":0,"heal":75042,"deaths":12,"layerGains":{}}},
"units": [ "units": [
["p1",1,"op","chess_char_5_08_b",2,"uniequip_002_acfend",3242.12,1,7,5,122124,8280,0,159,4], ["p1",1,"op","chess_char_5_08_b",2,"uniequip_002_acfend",3328.04,1,7,6,120405,8494,0,163,4],
["p1",2,"op","chess_char_5_14_b",2,"uniequip_002_acpion",1904,1,201,14,520028,10508,0,46,6], ["p1",2,"op","chess_char_5_14_b",2,"uniequip_002_acpion",1904,1,200,13,582727,10397,0,50,7],
["p1",3,"op","chess_char_5_19_b",0,"uniequip_002_sharp2",4154.5,1,207,5,264095,31935,0,79,3], ["p1",3,"op","chess_char_5_19_b",0,"uniequip_002_sharp2",0,0,164,5,264095,31935,0,79,3],
["p1",4,"op","chess_char_5_07_b",2,"none",3334,1,205,2,42880,20656,0,36,3], ["p1",4,"op","chess_char_5_07_b",2,"none",3334,1,204,2,41162,20656,0,35,3],
["p1",5,"op","chess_char_5_13_b",2,"uniequip_002_acguad",3411,1,206,4,80947,12473,0,40,2], ["p1",5,"op","chess_char_5_13_b",2,"uniequip_002_acguad",0,0,130,4,91514,12473,0,48,2],
["p1",6,"op","chess_char_5_17_b",2,"uniequip_002_acspec",1448,1,188,4,90888,27092,0,116,0], ["p1",6,"op","chess_char_5_17_b",2,"uniequip_002_acspec",1448,1,155,3,70659,22528,0,98,0],
["p1",7,"op","chess_char_5_10_b",2,"none",1131,1,4,2,64373,0,0,134,4], ["p1",7,"op","chess_char_5_10_b",2,"none",1131,1,4,2,71806,0,0,146,4],
["p1",8,"op","chess_char_5_11_b",2,"uniequip_002_acmedc",2262.4,1,5,0,0,0,77968,77,3], ["p1",8,"op","chess_char_5_11_b",2,"uniequip_002_acmedc",2262.4,1,5,0,0,0,75042,73,3],
["p1",9,"op","chess_char_5_12_b",2,"uniequip_002_acsupo",1430,1,11,3,105459,0,0,135,3], ["p1",9,"op","chess_char_5_12_b",2,"uniequip_002_acsupo",1430,1,11,2,108370,0,0,138,3],
["p1",10,"op","chess_char_5_15_b",2,"none",1510,1,13,0,83399,0,0,215,4], ["p1",10,"op","chess_char_5_15_b",2,"none",1510,1,13,0,84172,0,0,215,4],
["p1",11,"op","chess_char_5_18_b",2,"uniequip_002_acnipe",2380.5,1,6,3,266479,0,0,178,3], ["p1",11,"op","chess_char_5_18_b",2,"uniequip_002_acnipe",2380.5,1,6,7,265158,0,0,156,3],
["p1",12,"op","chess_char_5_20_b",2,"uniequip_002_acsupo",1430,1,14,0,92485,0,0,125,3], ["p1",12,"op","chess_char_5_20_b",2,"uniequip_002_acsupo",1430,1,14,0,92485,0,0,125,3],
["-","~1","device","trap_1105_accrate",null,null,100,1,1,0,0,0,0,0,null], ["-","~1","device","trap_1105_accrate",null,null,100,1,1,0,0,0,0,0,null],
["-","~2","device","trap_1105_accrate",null,null,100,1,2,0,0,0,0,0,null], ["-","~2","device","trap_1105_accrate",null,null,100,1,2,0,0,0,0,0,null],
@@ -447,14 +447,14 @@
"enemy_1118_lidbox_2": [1,0,1,0,809], "enemy_1118_lidbox_2": [1,0,1,0,809],
"enemy_1119_vofsd": [1,0,1,0,889], "enemy_1119_vofsd": [1,0,1,0,889],
"enemy_1121_lifbos": [1,0,1,4806,7013], "enemy_1121_lifbos": [1,0,1,4806,7013],
"enemy_1249_lysdb_2": [60,18,42,37448,866144], "enemy_1249_lysdb_2": [60,20,40,34591,927986],
"enemy_1251_lysyta": [63,22,41,7583,520464], "enemy_1251_lysyta": [63,22,41,7408,522114],
"enemy_1254_lypa_2": [48,1,47,58748,262208] "enemy_1254_lypa_2": [48,1,47,57320,258113]
}, },
"hooks": [1,207,6799,1790,1790,3161,3225,149,55,192,38,43,0,26658,17254,63,179,137,1,55,0,0,6], "hooks": [1,204,6491,1773,1773,3184,3244,143,56,191,39,41,0,24792,17208,64,179,135,1,56,0,0,10],
"events": {"atk":2022,"bounty":1,"deploy":25,"die":55,"dmg":3200,"engage":11,"fx":302,"heal":133,"leak":137,"skill":88,"spawn":194,"status":1230}, "events": {"atk":2011,"bounty":1,"deploy":22,"die":56,"dmg":3226,"engage":11,"fx":311,"heal":124,"leak":135,"skill":86,"spawn":194,"status":1260},
"fx": {"aoe":120,"displace":8,"dodge":31,"dp":20,"liberate":1,"phase":1,"shieldBreak":60,"slash":48,"sp":1,"spGain":12}, "fx": {"aoe":120,"displace":6,"dodge":33,"dp":20,"liberate":1,"phase":1,"shieldBreak":60,"slash":56,"sp":3,"spGain":11},
"snaps": "c4ba1bfb fae78ec3 4853328f 674d8548 bcbe6142 1a53e0eb 214c2462 a608c08f 504eb3ba 4e0e6e68 d4d1daf8 a6dc8003 1ce13419 a363753a 07e954ca 3e70563d 7e686001 0f4877a6 ba4f9efe e6778a6d 6675e221 520b5fe5 4464a0d3" "snaps": "c4ba1bfb fae78ec3 4853328f 674d8548 bcbe6142 1a53e0eb e36dd50a c1fffc0d 6b8ca6c2 ea59d397 fcda4d5a 0b327687 9c504162 f940765a ed653c1f 40083fa0 8b28d76e faf8fc30 827f9624 f00940c5 a4839ca3 7cbbb8ee"
}, },
"standin-09": { "standin-09": {
"about": "elite band 7 as stand-ins: chess_char_6_03_b→char_610_acfend chess_char_6_02_b→char_608_acpion chess_char_6_07_b→char_617_sharp2 chess_char_6_10_b→char_617_sharp2 chess_char_6_11_b→char_608_acpion chess_char_6_06_b→char_609_acguad chess_char_5_22_b→char_611_acnipe chess_char_6_01_b→char_611_acnipe chess_char_6_04_b→char_614_acsupo chess_char_6_05_b→char_611_acnipe chess_char_6_08_b→char_612_accast chess_char_6_09_b→char_613_acmedc", "about": "elite band 7 as stand-ins: chess_char_6_03_b→char_610_acfend chess_char_6_02_b→char_608_acpion chess_char_6_07_b→char_617_sharp2 chess_char_6_10_b→char_617_sharp2 chess_char_6_11_b→char_608_acpion chess_char_6_06_b→char_609_acguad chess_char_5_22_b→char_611_acnipe chess_char_6_01_b→char_611_acnipe chess_char_6_04_b→char_614_acsupo chess_char_6_05_b→char_611_acnipe chess_char_6_08_b→char_612_accast chess_char_6_09_b→char_613_acmedc",
@@ -524,43 +524,43 @@
"time": 230, "time": 230,
"ticks": 6900, "ticks": 6900,
"reason": "timeout", "reason": "timeout",
"killed": 28, "killed": 29,
"total": 131, "total": 131,
"unspawned": 0, "unspawned": 0,
"bossHpLeft": null, "bossHpLeft": null,
"rngDraws": 263, "rngDraws": 293,
"errors": {"count":0,"kinds":[]}, "errors": {"count":0,"kinds":[]},
"players": { "players": {
"p1": {"killed":28,"total":131,"perfect":false,"leaks":103,"leaksUncounted":0,"coins":2,"dmg":538265,"bossDmg":0,"heal":10974,"deaths":25,"layerGains":{"raidShip":6}} "p1": {"killed":29,"total":131,"perfect":false,"leaks":102,"leaksUncounted":0,"coins":2,"dmg":542398,"bossDmg":0,"heal":10974,"deaths":25,"layerGains":{"raidShip":6}}
}, },
"units": [ "units": [
["p1",1,"op","chess_char_6_17_b",2,"uniequip_002_acpion",954.91,1,164,10,211581,13444,0,77,10], ["p1",1,"op","chess_char_6_17_b",2,"uniequip_002_acpion",1904,1,164,10,209944,12495,0,67,10],
["p1",2,"op","chess_char_6_13_b",2,"uniequip_002_acspec",0,0,165,5,46991,13356,0,106,0], ["p1",2,"op","chess_char_6_13_b",2,"uniequip_002_acspec",0,0,162,6,51334,11872,0,120,0],
["p1",3,"op","chess_char_6_19_b",2,"uniequip_002_acspec",1484,1,166,4,75038,16324,0,138,0], ["p1",3,"op","chess_char_6_19_b",2,"uniequip_002_acspec",0,0,165,4,76465,17808,0,154,0],
["p1",4,"op","chess_char_6_12_b",2,"uniequip_002_accast",2265.49,1,4,4,78264,281,0,32,2], ["p1",4,"op","chess_char_6_12_b",2,"uniequip_002_accast",2265.49,1,4,4,78264,281,0,32,2],
["p1",5,"op","chess_char_6_15_b",2,"uniequip_002_acsupo",0,0,147,2,54506,6494,0,39,3], ["p1",5,"op","chess_char_6_15_b",2,"uniequip_002_acsupo",0,0,148,2,54506,6494,0,39,3],
["p1",6,"op","chess_char_6_18_b",2,"uniequip_002_accast",1819,1,8,3,71885,900,0,43,2], ["p1",6,"op","chess_char_6_18_b",2,"uniequip_002_accast",1819,1,8,3,71885,900,0,43,2],
["p1",7,"op","chess_char_6_20_b",2,"uniequip_002_acmedc",1464,1,9,0,0,4263,10974,19,1], ["p1",7,"op","chess_char_6_20_b",2,"uniequip_002_acmedc",1464,1,9,0,0,4263,10974,19,1],
["-","~1","device","trap_1105_accrate",null,null,100,1,1,0,0,0,0,0,null], ["-","~1","device","trap_1105_accrate",null,null,100,1,1,0,0,0,0,0,null],
["-","~2","device","trap_1105_accrate",null,null,100,1,2,0,0,0,0,0,null] ["-","~2","device","trap_1105_accrate",null,null,100,1,2,0,0,0,0,0,null]
], ],
"enemies": { "enemies": {
"enemy_1006_shield_3": [21,1,20,16907,164634], "enemy_1006_shield_3": [21,1,20,13939,164939],
"enemy_1043_zomsbr": [66,22,44,908,136175], "enemy_1043_zomsbr": [66,23,43,617,138600],
"enemy_1162_magmot": [1,0,1,4704,11483], "enemy_1162_magmot": [1,0,1,4704,11483],
"enemy_1165_duhond": [1,1,0,93,4645], "enemy_1165_duhond": [1,1,0,93,4645],
"enemy_1165_duhond_2": [1,0,1,0,0], "enemy_1165_duhond_2": [1,0,1,0,0],
"enemy_1166_dusbr": [1,0,1,0,0], "enemy_1166_dusbr": [1,0,1,0,0],
"enemy_1166_dusbr_2": [1,0,1,0,0], "enemy_1166_dusbr_2": [1,0,1,0,0],
"enemy_1168_dumage": [1,1,0,1897,7465], "enemy_1168_dumage": [1,1,0,1897,7465],
"enemy_1168_dumage_2": [1,1,0,4932,10783], "enemy_1168_dumage_2": [1,1,0,4286,10783],
"enemy_1169_duphlx": [1,0,1,0,1489], "enemy_1169_duphlx": [1,0,1,0,1489],
"enemy_1402_tgshd_2": [36,2,33,25620,201592] "enemy_1402_tgshd_2": [36,2,33,28576,202995]
}, },
"hooks": [1,166,6900,578,578,900,914,7048,53,158,18,38,0,8737,1167,48,131,102,1,53,1,1,0], "hooks": [1,165,6900,595,595,924,938,6943,54,158,18,38,0,8737,1171,47,131,101,1,54,1,1,0],
"events": {"atk":585,"bounty":1,"deploy":33,"die":56,"dmg":848,"engage":6,"fx":539,"heal":25,"layer":1,"leak":102,"skill":78,"spawn":140,"status":384}, "events": {"atk":602,"bounty":1,"deploy":32,"die":57,"dmg":868,"engage":6,"fx":580,"heal":25,"layer":1,"leak":101,"skill":76,"spawn":140,"status":383},
"fx": {"aoe":4,"blink":3,"burst":1,"displace":18,"dodge":1,"dp":20,"expose":414,"garrison":1,"garrisonGrant":3,"slash":74}, "fx": {"aoe":4,"blink":3,"burst":1,"displace":21,"dodge":3,"dp":20,"expose":450,"garrison":1,"garrisonGrant":3,"slash":74},
"snaps": "fba27448 40f8ddeb 904aa1c4 7f5fd3e3 9795959e b8c7a6c7 f5b1092e b4109451 8082d0cc a86cc61b fb1870c6 9cf94d5d 1d3df05d ceb38c64 2d46f54e 5fd7022a d8ef7fcc 55250098 09b8ad07 d6c97808 bbb9cfcc a2163482 34deba04" "snaps": "fba27448 40f8ddeb 904aa1c4 7f5fd3e3 9795959e 7e944cb9 a1f602a2 23ce8d11 bc4a8a16 bf530478 d8ce6699 3c7531f2 1723301e 3a33e4a9 1776e2c7 9f4e39b8 4a745c4f 04ba5967 cbaf6007 94a5d280 8d5c37cb 5d25eb40 2be9ff1d"
} }
} }
} }
+18
View File
@@ -611,6 +611,24 @@ describe('a push / pull slide (推拉: the official impulse under friction)', ()
assert.equal(ice.x, 7.7, 'the destination is authoritative whatever the floor'); assert.equal(ice.x, 7.7, 'the destination is authoritative whatever the floor');
}); });
test('the slide takes the sim\'s 失衡 time: the fx `dur` (game s) at the playback rate — 0.8 s at 2× is 0.4 real s', async () => {
const at2 = async (id) => {
const ctx = fakeViewCtx(fake.P, { assets: store({ spine: true }), cam, animRate: () => 2 });
const v = new UnitView(ctx, { id, side: 'enemy', kind: 'enemy', defId: 'enemy_1007_slime', x: 5, y: 12, maxHp: 100 }, {});
await tick(); await tick();
return v;
};
const push = await at2(11), pull = await at2(12), old = await at2(13);
push.slideTo(6.7, 12, { dur: 0.8 }); // a 受力等级 0 push (1.7 tiles, PRTS 位移时间 0.8 s)
assert.ok(Math.abs(push.slide.dur - 0.4) < 1e-9, `${push.slide.dur}`);
pull.slideTo(3, 12, { dur: 1 }); // a pull's force window
assert.ok(Math.abs(pull.slide.dur - 0.5) < 1e-9, `${pull.slide.dur}`);
old.slideTo(6.7, 12); // an fx without `dur` (an older recording): the fallback
assert.ok(Math.abs(old.slide.dur - Math.min(0.45, Math.max(0.12, 0.14 * Math.sqrt(1.7)))) < 1e-9, `${old.slide.dur}`);
step(push, push.slide.dur);
assert.equal(push.x, 6.7, 'lands on the destination');
});
test('the duration follows √distance, not distance', async () => { test('the duration follows √distance, not distance', async () => {
const near = await view(4), far = await view(5); const near = await view(4), far = await view(5);
near.slideTo(6.2, 12); far.slideTo(10.5, 12); // 1.2 vs 5.5 tiles near.slideTo(6.2, 12); far.slideTo(10.5, 12); // 1.2 vs 5.5 tiles
+9 -6
View File
@@ -13,7 +13,8 @@
// - 守墓石像 turns into a flyer at run time (data WALK, no 静态刚体): its statue ("无法被阻挡,自缚,失衡免疫,免疫浮空") and its // - 守墓石像 turns into a flyer at run time (data WALK, no 静态刚体): its statue ("无法被阻挡,自缚,失衡免疫,免疫浮空") and its
// flight ("变为飞行单位,失衡免疫") are 失衡免疫 (PRTS 守墓石像 / 愤怒的守墓石像 天赋). // flight ("变为飞行单位,失衡免疫") are 失衡免疫 (PRTS 守墓石像 / 愤怒的守墓石像 天赋).
// 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 // 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
// 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. // hover and displaceable once grounded (no 静态刚体 on their pages). Since 0.2.2 a force > 0 on a 静态刚体 gives its 0.1 s 失衡
// floor (特殊机制 静态刚体 「失衡状态拥有 0.1 秒保底持续时间」; battle/displacement.js _staticForce): it pauses, never moves.
import { test } from 'node:test'; import { test } from 'node:test';
import assert from 'node:assert/strict'; import assert from 'node:assert/strict';
@@ -105,7 +106,7 @@ test('B5 (the player\'s scenario): 薄绿 S2 hits the drones but never drags the
} }
}); });
test('B5 (the player\'s scenario): on act2 m01 a round-7 drone flies past 薄绿 on its route, hit after hit', REAL, () => { test('B5 (the player\'s scenario): on act2 m01 a round-7 drone flies past 薄绿 on its route, hit after hit — never moved, only held 0.1 s per force', REAL, () => {
// round 7's FLY route 10 (… (11,8) → (11,6) → (10,6) → (10,5) …) passes her x-1 range on the melee tile (10,7) // round 7's FLY route 10 (… (11,8) → (11,6) → (10,6) → (10,5) …) passes her x-1 range on the melee tile (10,7)
const { routes } = spawnsFromTemplate(getDefaultSource().getWave('act1autochess_07')); const { routes } = spawnsFromTemplate(getDefaultSource().getWave('act1autochess_07'));
assert.equal(routes[10].motion, 'FLY'); assert.equal(routes[10].motion, 'FLY');
@@ -123,10 +124,12 @@ test('B5 (the player\'s scenario): on act2 m01 a round-7 drone flies past 薄绿
}; };
const ref = fly(false), got = fly(true); const ref = fly(false), got = fly(true);
assert.ok(got.hits >= 5, `S2 hits the drone (${got.hits} hits)`); assert.ok(got.hits >= 5, `S2 hits the drone (${got.hits} hits)`);
assert.equal(got.path.length, ref.path.length, 'it reaches the goal on the same tick'); // every place it passes is a place of the undisturbed flight: the pulls never move it, they only hold it a moment
let dev = 0; const key = (p) => `${p[0].toFixed(6)},${p[1].toFixed(6)}`;
for (let i = 0; i < ref.path.length; i++) dev = Math.max(dev, Math.hypot(got.path[i][0] - ref.path[i][0], got.path[i][1] - ref.path[i][1])); const route = new Set(ref.path.map(key));
approx(dev, 0, 1e-9, 'its flight is the undisturbed one'); assert.ok(got.path.every((p) => route.has(key(p))), 'its flight is the undisturbed one, with pauses');
const late = got.path.length - ref.path.length; // ticks; the 0.1 s floor is 3 ticks, overlapping holds merge
assert.ok(late > 0 && late <= got.hits * 4, `held for ${late} ticks over ${got.hits} hits`);
checkInvariants(got.h.b); checkInvariants(got.h.b);
}); });
+151
View File
@@ -0,0 +1,151 @@
// 失衡 (UNBALANCE) after a push / pull — PR #392 by @xcdoge brought the state; its timing re-done from the sources
// (docs/research/13-knockback-official.md): a state machine, not a status (PRTS 失衡位移机制; 异常效果: 「不属于异常效果」), during
// which the enemy neither walks nor starts a normal attack (异常效果图鉴/失衡免疫 「失衡期间无法自主移动、发动攻击、使用技能」).
// - a push: the 位移时间 of its 受力等级 (PRTS 游戏数据基础 推力-位移近似对应表: 0.2 / 0.4 / 0.8 / 0.9 / 32⁄30 / 35⁄30 s);
// - a pull: its force window (推与拉 §拉力: 1 s, 0.5 s below 受力等级 −1), to its end after the 急停 too;
// - a 静态刚体 hit by a force > 0: the 0.1 s 失衡硬直 floor, no movement (特殊机制 静态刚体); 失衡免疫: never;
// - 浮空 ends it (术语释义 浮空); the move itself stays instant (the unbalanced() talents keyed off the jump).
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { makeBattle, enemyRec, chessRec, checkInvariants } from '../helpers/battleHarness.js';
import { PUSH_UNBALANCE, PULL_UNBALANCE, PULL_UNBALANCE_WEAK, UNBALANCE_MIN, PUSH_TILES, TICK } from '../../server/sim/constants.js';
const near = (a, b, eps = 1e-9) => Math.abs(a - b) <= eps;
const WALL = chessRec({ id: 't_wall', profession: 'TANK', stats: { atk: 0, maxHp: 1e7, blockCnt: 0 }, rangeGrid: [[0, 0]], skill: null });
/** One walker (weight `mass`) on an open stage; `units` / `o` extra makeBattle options. */
function field({ mass = 1, enemy = {}, units = [], ...o } = {}) {
const h = makeBattle({
content: 'none', autoFinish: false, timeLimit: 120, captureNoisy: true, hooks: ['attack'],
defs: { enemies: { enemy_w: enemyRec({ key: 'enemy_w', hp: 1e7, speed: 1, mass, ...enemy }) }, chess: { t_wall: WALL } },
enemies: [{ key: 'enemy_w', pos: [10, 7] }], units, ...o,
});
h.step();
return { h, e: h.enemy('enemy_w') };
}
/** Seconds until `e` moves again (its position changes), up to `max`. */
function stillFor(h, e, max = 3) {
const x = e.x, y = e.y, t0 = h.b.time;
while (h.b.time - t0 < max) {
h.step();
if (!near(e.x, x) || !near(e.y, y)) return h.b.time - t0;
}
return Infinity;
}
test('a push holds the enemy for the 位移时间 of its 受力等级 (PRTS 游戏数据基础), then it walks on', () => {
for (const [force, level] of [[-1, -2], [0, -1], [1, 0], [2, 1], [3, 2], [4, 3], [6, 3]]) {
const { h, e } = field();
const t0 = h.b.time;
const moved = h.b.push(e, force, { from: { x: e.x + 1, y: e.y } }); // to the left: room for 3.53 tiles
assert.ok(near(moved, PUSH_TILES[level], 1e-6), `力度 ${force}: moved ${moved}`);
const want = PUSH_UNBALANCE[level];
assert.ok(near(e.unbalanceUntil - t0, want), `受力等级 ${level}: ${e.unbalanceUntil - t0} s, want ${want}`);
const t = stillFor(h, e);
assert.ok(t >= want - 1e-9 && t <= want + 2 * TICK + 1e-9, `受力等级 ${level}: walks again after ${t.toFixed(3)} s`);
assert.ok(!e.s.flags.stun, 'no stun status');
checkInvariants(h.b);
}
assert.deepEqual([PUSH_UNBALANCE[0], PUSH_UNBALANCE[3]], [0.8, 35 / 30], 'the table: 24 and 35 frames');
});
test('no normal attack while it lasts — a 恐惧 does not walk out of it either (no exemption)', () => {
// a ranged enemy shooting the wall operator: pushed, it holds its fire for 0.8 s, then shoots again
const { h, e } = field({ mass: 0, enemy: { atk: 100, range: 6, bat: 0.5, speed: 0 }, units: [{ chessId: 't_wall', row: 10, col: 3 }] });
assert.ok(h.runUntil(() => h.hooksOf('attack').some((c) => c.attacker === e), 5), 'it shoots the wall');
const shots = () => h.hooksOf('attack').filter((c) => c.attacker === e).length;
const n0 = shots(), t0 = h.b.time;
h.b.push(e, 0, { from: { x: e.x - 1, y: e.y } }); // 受力等级 0: 0.8 s
h.run(0.8 - TICK);
assert.equal(shots(), n0, 'no attack in the 0.8 s');
assert.ok(h.runUntil(() => shots() > n0, 3), 'then it attacks again');
assert.ok(h.b.time - t0 >= 0.8 - 1e-9);
// 恐惧: still held
const f = field({ mass: 0 });
f.h.b.applyStatus(f.e, 'fear', { duration: 5, force: true });
f.h.b.push(f.e, 0, { from: { x: f.e.x - 1, y: f.e.y } });
assert.ok(stillFor(f.h, f.e) >= 0.8 - 1e-9, 'a feared enemy stays put through the hold');
});
test('the −2 angle correction picks the row: a directional push off by more than 45° holds 0.2 s', () => {
const { h, e } = field(); // weight 1: 中力 (1) → 受力等级 0, corrected −2
const t0 = h.b.time;
const moved = h.b.push(e, 1, { from: { x: e.x, y: e.y - 1 }, dir: { x: 1, y: 0 } });
assert.ok(near(moved, PUSH_TILES[-2], 1e-6), `the radial −2 push: ${moved}`);
assert.ok(near(e.unbalanceUntil - t0, PUSH_UNBALANCE[-2]));
});
test('the row time stays when the 特效 column or a wall shortens the slide; a wall at the first step gives the 0.1 s floor', () => {
const eff = field({ mass: 0 });
const t0 = eff.h.b.time;
const m = eff.h.b.push(eff.e, 0, { from: { x: eff.e.x - 1, y: eff.e.y }, effect: true });
assert.ok(m < PUSH_TILES[0] && near(eff.e.unbalanceUntil - t0, PUSH_UNBALANCE[0]), '特效 push: shorter, same 0.8 s');
// against the field's edge: 1.7 tiles asked, a little moved, then none
const wall = field({ mass: 0 });
wall.e.x = 9.6;
const t1 = wall.h.b.time;
const m1 = wall.h.b.push(wall.e, 0, { from: { x: wall.e.x - 1, y: wall.e.y } });
assert.ok(m1 > 0 && m1 < PUSH_TILES[0], `stopped by the edge after ${m1}`);
assert.ok(near(wall.e.unbalanceUntil - t1, PUSH_UNBALANCE[0]), 'still the row time [ASSUMED]');
const m2 = wall.h.b.push(wall.e, 0, { from: { x: wall.e.x - 1, y: wall.e.y } });
assert.equal(m2, 0, 'no room left');
assert.ok(near(wall.e.unbalanceUntil - t1, PUSH_UNBALANCE[0]), 'a running longer state is kept');
const w2 = field({ mass: 0 });
w2.e.x = 9.6;
w2.h.b.push(w2.e, 0, { from: { x: w2.e.x - 1, y: w2.e.y } });
w2.h.run(1);
const t2 = w2.h.b.time;
assert.equal(w2.h.b.push(w2.e, 0, { from: { x: w2.e.x - 1, y: w2.e.y } }), 0);
assert.ok(near(w2.e.unbalanceUntil - t2, UNBALANCE_MIN), 'stopped at once: the 0.1 s floor [ASSUMED]');
});
test('a pull holds for its force window (推与拉): 1 s, 0.5 s below 受力等级 −1, to the end after the 急停; ≤ −3 nothing', () => {
for (const [force, mass, want] of [[1, 1, PULL_UNBALANCE], [0, 1, PULL_UNBALANCE], [-1, 1, PULL_UNBALANCE_WEAK], [-2, 1, 0]]) {
const { h, e } = field({ mass });
const t0 = h.b.time;
h.b.pull(e, force, { to: { x: 3, y: 10 } });
const got = Number.isFinite(e.unbalanceUntil) ? e.unbalanceUntil - t0 : 0;
assert.ok(near(got, want), `力度 ${force} − 重量 ${mass}: ${got} s, want ${want}`);
}
// already inside the 急停 circle: no movement, the state for the whole window
const { h, e } = field();
const t0 = h.b.time;
assert.equal(h.b.pull(e, 1, { to: { x: e.x - 0.3, y: e.y }, center: { x: e.x - 0.3, y: e.y } }), 0);
assert.ok(near(e.unbalanceUntil - t0, PULL_UNBALANCE), '急停 at once: still 1 s');
assert.ok(stillFor(h, e) >= PULL_UNBALANCE - 1e-9);
});
test('a 静态刚体 hit by a force > 0 gets the 0.1 s floor and never moves; 失衡免疫 never enters it', () => {
const s = field({ enemy: { motion: 'FLY' } });
s.e.def = { ...s.e.def, staticBody: true };
const x0 = s.e.x, t0 = s.h.b.time;
assert.equal(s.h.b.push(s.e, 3, { from: { x: s.e.x - 1, y: s.e.y } }), 0);
assert.equal(s.e.x, x0, 'not moved');
assert.ok(near(s.e.unbalanceUntil - t0, UNBALANCE_MIN), '0.1 s');
const s2 = field({ enemy: { motion: 'FLY' } });
s2.e.def = { ...s2.e.def, staticBody: true };
s2.h.b.pull(s2.e, -3, { to: { x: 3, y: 10 } }); // 受力等级 −4: force 0
assert.ok(!Number.isFinite(s2.e.unbalanceUntil), 'no force, no state');
const im = field();
im.h.b.addBuff(im.e, { key: 'test:immune', flags: { noDisplace: true } });
im.h.b.push(im.e, 3, { from: { x: im.e.x - 1, y: im.e.y } });
im.h.b.pull(im.e, 3, { to: { x: 3, y: 10 } });
assert.ok(!Number.isFinite(im.e.unbalanceUntil), '失衡免疫: never');
});
test('浮空 ends the state at once (术语释义 浮空)', () => {
const { h, e } = field({ mass: 0 });
h.b.push(e, 3, { from: { x: e.x - 1, y: e.y } });
assert.ok(e.unbalanceUntil > h.b.time);
h.b.applyStatus(e, 'levitate', { duration: 0.5, force: true });
h.step();
assert.ok(!(e.unbalanceUntil > h.b.time), 'cleared');
});
test('the displace fx carries the state\'s game seconds for the client\'s slide', () => {
const { h, e } = field({ mass: 0 });
h.b.drainEvents();
h.b.push(e, 1, { from: { x: e.x - 1, y: e.y } });
const fx = (h.b.drainEvents() || []).find((t) => t[0] === 'fx' && t[1] === 'displace');
assert.ok(fx && near(fx[4].dur, PUSH_UNBALANCE[1]), JSON.stringify(fx));
});