feedback1 WD: late views keep the form in the client, 重生 clears statuses, blocked 隐匿 drawn solid

- render/app.js: the views' unit info is built by the exported renderInfo(UnitInfo), which now keeps `form`;
  addInfo dropped it, so a view built from fieldMeta (a teammate's field watched later, 联防 observers, a
  reconnect) still drew the first form. Tested through renderInfo (fake PIXI) and the real enterBattle(meta)
  path in headless Chrome (opt-in).
- content/enemies.js: rebirthCleanse at every 重生 (reborn, husk, statue): operator-applied buffs and
  source-less statuses go, own talents / enemy-given buffs / field state stay (PRTS 特殊机制 §重生). A 逐火
  knocked out while feared is no longer an unblockable ember.
- snapshot.js: an enemy's stealth bit only while its 隐匿 is on (not blocked, not revealed).
- Docs: area damage reaching an unblocked 隐匿 enemy is documented as an engine deviation (PRTS 作战机制
  §AOE伤害判定), not as the rule.
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sganggs committed 2026-10-03 03:44:17 +08:00
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@@ -204,8 +204,10 @@ The resolver's full precedence list is in the header of `tools/assets/anim-roles
The manifest roles describe an enemy's first form. Enemies whose skeleton holds another form's clip set get it from
`public/js/render/units.js FORMS` (keyed by Spine id, switched by the sim's 'phase' fx kind or the `form` of its
'ember' / 'revive' / 'telegraph' / 'stone' fx — or, for a view built mid-battle, UnitInfo `form`; a `change` clip plays
once first, an `end` clip is timed from the fx's `dur` to finish as that state ends):
'ember' / 'revive' / 'telegraph' / 'stone' fx — or, for a view built mid-battle, UnitInfo `form`, which
`render/app.js renderInfo` passes to the view; a `change` clip plays once first, an `end` clip is timed from the fx's
`dur` to finish as that state ends). A blocked or revealed 隐匿 enemy is drawn solid: the sim sends the stealth bit only
while its 隐匿 is on:
- 掠海漂移体's crawl (`Change`, then `*_02`);
- 转译基底·α's three forms (`A_Die_B` / `_C` / `_D`, 2 s each, then `B_*` 寻仇者, `C_*` 幽灵, `D_*` 特战术师);
- the 深池逐火 embers (`Die`, then `Idle_2` / `Move_2` / `Die_2`; `Revive` ends as it stands up) and 假想敌:再生's puppet