feedback1b WI: static-body enemies are never pushed or pulled (B5: 薄绿 vs drones)

Player report after 0.1.0: "飞机可以被薄绿的技能拉走". Real. 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", independent of
its movement type. Every air unit of the mode except “炎佑” lists it in its PRTS
天赋, and so does the ground boss 盐风主教昆图斯.

- build-data: STATIC_BODIES (from the enemies' PRTS pages, like HIT_AREAS)
  writes enemies.json `staticBody: true` on those 28 keys; data regenerated
- Battle._displaceable: a static body moves 0 tiles from every push or pull;
  the skills that reach it still hit it (薄绿 S2, 锏 S3, the hookmasters)
- 刺胄之弹 / 斩胄之剑 / 破胄之锤 also get 失衡免疫 (PRTS 天赋)
- ground enemies keep the 力度 − 重量 tables; the hovering 吉兆飞鳞 / 掠海漂移体
  stay 失衡免疫 while they hover and movable once grounded
- tests: the player's scenarios (薄绿 S2 vs 妖怪 / 寒霜, the act2 m01 drone), the
  data list, and an audit of every displacement source against ground, static
  air, dynamic air, hovering and 胄-shell targets
This commit is contained in:
sganggs committed 2026-10-03 03:17:00 +08:00
1 parent 7f134737ce
commit f9f26cea52
11 files changed
+416 -18

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+12 -4
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@@ -1873,16 +1873,24 @@ 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;
+8 -3
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@@ -25,7 +25,8 @@
// level's blink route, fly at the lowest-ATK operator (3×3 stun + DoT); 15 hits shoot it
// down (瘫痪: stun 10 s, ground unit, damage ×1.3). Either way a new 初始模式 copy with its HP
// replaces it at home. Every damage it takes costs 胄 as much (PART_TRANSFER, 无来源, 等量) —
// grounded per both texts, during the dive per the PRTS talent [ASSUMED].
// grounded per both texts, during the dive per the PRTS talent [ASSUMED]. The shell, 剑 and
// 锤 are 失衡免疫 + 静态刚体 (PRTS 天赋): no push or pull moves them.
// boss_2/9 假想敌:铳 unblockable; highest-DEF target in range; erosion; ASPD ramp (+80 × 5) on the same target
// (floor 20); 最终之罚 charge at the highest-DEF ground unit (disabled by the h07_02 override).
// boss_9: damage ×0.2 while springs live, 盲信之誓 links (100 phys/s on the lines), 末日布道 dash.
@@ -418,7 +419,10 @@ function fireShell(b, boss, target) {
function kitShell(ab, e) {
const stun = T(ab, 'killed.duration') ?? 0, dot = T(ab, 'killed.value') ?? 0;
return [{
spawn(b, e2) { setHits(e2, e2.def.maxHp); hitCount(b, e2, true); }, // 需要数次攻击击倒
spawn(b, e2) {
setHits(e2, e2.def.maxHp); hitCount(b, e2, true); // 需要数次攻击击倒
b.addBuff(e2, { key: 'boss:shellGuard', persist: true, flags: { noDisplace: true } }); // 失衡免疫 (PRTS 天赋; also 静态刚体)
},
tick(b, e2, a, dt) {
const s = e2.mem.ab.shell;
if (!s || a.done) return;
@@ -479,7 +483,8 @@ function kitBlade(ab, e, b, tpl) {
{
spawn(b2, e2) {
hover(b2, true);
b2.addBuff(e2, { key: 'boss:anchor', persist: true, flags: { noMove: true, unblockable: true } }); // 自缚 (moved by hand) · 不可阻挡
// 自缚 (moved by hand) · 不可阻挡 · 失衡免疫 (PRTS 天赋 "{{特殊机制|静态刚体}},不可阻挡、失衡免疫…" — data `staticBody` too)
b2.addBuff(e2, { key: 'boss:anchor', persist: true, flags: { noMove: true, unblockable: true, noDisplace: true } });
if (BLADE_ATK_SCALE[e2.defId]) e2.profile.atkScale = BLADE_ATK_SCALE[e2.defId];
},
before(c, b2, e2) { const l = targetsNear(b2, e2, e2.base.rangeRadius || 1.6, { ranged: false }); if (l.length) c.targets = l; }, // 范围物理伤害
+4 -2
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@@ -708,7 +708,7 @@ const KITS = {
// ---- 3_07 见行者 · 推击手 (hidden) — S2 惊爆射击: push every enemy in the skill range forward + stun (longer when
// slammed into a wall, collided enemies stunned too; air units too [ASSUMED: "范围内所有敌人", no 对空 note on
// PRTS] — a 失衡免疫 enemy is not pushed but still stunned); 技巧射击: ignore DEF vs heavy enemies;
// PRTS] — a 失衡免疫 enemy or a 静态刚体 (the drones) is not pushed but still stunned); 技巧射击: ignore DEF vs heavy enemies;
// 精锐 module PUS-X: redeployed on a ranged tile ⇒ half the deployment cost back
chess_char_3_07_a: (bb, chess, def) => {
const d = defOf(chess, def);
@@ -816,7 +816,9 @@ const KITS = {
onHit({ battle, unit, target }) {
if (!target || !target.alive || target.side !== 'enemy') return;
// PRTS 备注: "此技能的“拖拽”机制实际为反方向(指向薄绿方向)的推开" — a radial push towards her by the
// official 力度 − 重量 push distance (小力 vs weight 1: 0.44 tiles), never past her (Battle.push inward)
// official 力度 − 重量 push distance (小力 vs weight 1: 0.44 tiles), never past her (Battle.push inward). Her
// attack reaches air units (阵法术师 "攻击时可对空"), but the drones of the mode are 静态刚体 (PRTS 特殊机制): hit,
// never dragged (player report after 0.1.0, "飞机可以被薄绿的技能拉走")
if (battle.push(target, pullForce, { from: unit, inward: true }) > 0) fx(battle, 'pull', target, { src: unit.id });
},
},
+3 -2
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@@ -53,7 +53,8 @@
// while they roam; 头狼 stage 2 "特殊能力失效" = silence; stage 3 = +1 drone (normal attacks hit once
// more, S3 releases one more drone). Base drone count 1.
// 6_19 锏 10 slashes every d_hit_interval, pulls every p_hit_interval, final blow (skill range) at the end;
// S3 slashes and pulls air units too (PRTS 备注 "可对空").
// S3 slashes and pulls air units too (PRTS 备注 "可对空"; a 静态刚体 — every drone of the mode — is hit
// but stays put: Battle._displaceable).
// 6_20 纯烬艾雅法拉 5 shots are padded by cycling targets when fewer injured allies exist.
//
// Operator loadouts (DESIGN §16): every visible chess also authors its selectable NON-default skills in `skills`
@@ -2939,7 +2940,7 @@ function blkkgt(bb, chess, def) {
// removes the skill's range
const skillKeys = (unit) => unit.rangeKeys || [];
// S3 hits and pulls air units too — PRTS 锏 S3 备注 "※可对空。不会拖拽自身中心半径0.6708范围内的敌人" (her attacks and S1 /
// S2 stay ground-only: "地面敌人")
// S2 stay ground-only: "地面敌人"); the air units of the mode are 静态刚体, so the pull leaves them in place (Battle.pull)
const victims = (battle, unit) => {
const c = battle.enemiesInKeys(skillKeys(unit), unit, { ...unit.profile, canHitFly: true, groundOnly: false });
sortEnemyTargets(battle, unit, c, null);
+1
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@@ -261,6 +261,7 @@ export function normalizeEnemy(key, e) {
hpRecoveryPerSec: num(st.hpRecoveryPerSec ?? extra.hpRecoveryPerSec ?? e.hpRecoveryPerSec, 0),
notCountInTotal: !!(e.notCountInTotal),
hitArea: normHitArea(e.hitArea), // huge units only (body.js); null = a point
staticBody: !!e.staticBody, // 静态刚体: pushes / pulls never move it (Battle._displaceable)
tags: e.tags ?? [],
abilities: e.abilities ?? [],
skills: e.skills ?? [],