feedback1 integrate: WI flying enemies are static bodies (never displaced); 胄 parts, 守墓石像 and 喷气人 flight

# Conflicts:
#	data/enemies.json
#	server/sim/content/enemies.js
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sganggs committed 2026-10-03 06:36:35 +08:00
commit f55de593a3
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@@ -1875,16 +1875,24 @@ export class Battle {
return this.pull(e, force, { to: { x: unit.x + f[1] * PULL_ORIGIN, y: unit.y + f[0] * PULL_ORIGIN }, center: unit, stop: PULL_STOP_RADIUS });
}
/** Can `e` be displaced at all: a living enemy, not a leader part of the boss pool, not 失衡免疫 (近地悬浮, 浮空). */
/**
* Can `e` be displaced at all: a living enemy, not a leader part of the boss pool, not 失衡免疫 (flag `noDisplace`:
* 近地悬浮, 浮空, the 胄 parts …) and not a 静态刚体 (data `staticBody`). PRTS 特殊机制 静态刚体: such a unit "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" — 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
* 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).
*/
_displaceable(e) {
return !!(e && e.alive && e.side === 'enemy' && !e.isBoss && !e.s.flags.noDisplace);
return !!(e && e.alive && e.side === 'enemy' && !e.isBoss && !e.s.flags.noDisplace && !(e.def && e.def.staticBody));
}
/**
* 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).
* 失衡免疫 (flag `noDisplace`: 近地悬浮, 浮空 — PRTS 异常效果 "不会被位移影响") and leaders ⇒ no movement. The tiles it may
* cross follow its movement (`motion`): a hovering enemy walks the ground, so it stays on ground-passable tiles.
* 失衡免疫 (flag `noDisplace`: 近地悬浮, 浮空 — PRTS 异常效果 "不会被位移影响"), 静态刚体 (data `staticBody`) and leaders
* ⇒ 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.
*/
displace(e, dir, distance) {
if (!this._displaceable(e) || !dir) return 0;