The sim displaces at once (battle/displacement.js), so the snapshots only show the destination: a ≤ 2.5-tile push was
lerped over one snapshot interval (3 frames, 0.58 tiles in one frame — frame-loop repro over a real battle), a longer
pull snapped. render/app.js now starts UnitView.slideTo as soon as the interval it samples ends on the snapshot that
carries the destination (a `displace` fx still queued up to SnapshotBuffer.nextSnapT); the view holds where it stood
until that snapshot is shown, then eases into the sampled position under a constant deceleration (v0 = 2D/T, a = v0/T,
T = 0.14·√D in 0.12–0.45 s — ours, [ASSUMED]: no source gives the official timing; docs/research/13 has the official
impulse-and-friction classes). A unit that dies on the way finishes the slide and lies where the push put it.
Death: DIE_CLIP_MAX 1.6 → 8 s (data/assets.json: 234 enemy Die clips, the longest 7.97 s, 25 over 1.6 s), and a
flyer holds FLY_HOVER until the fade tail (DIE_FADE_TAIL 0.55 s).
Substantially @xcdoge's code (PR #380: the slide, the death timing, research 13 / 14, most tests), authored as theirs.
Changed on review: the corpse no longer goes back to where it stood (the PR's test asserted that; the sim's body is at
the destination); the PR's pre-pass scanned (renderT − 0.5, renderT] after processEvents had taken those events, so
it never fired and the slide started a frame before landing — it now looks ahead to the next snapshot and holds the
view until then; the slide eases into the live sample instead of the fixed destination (no jump back onto an enemy
that walked on); each step uses its mean velocity (the end-of-step speed ran 9 % short, then jumped); the constants'
comments say the timing is ours; research 14 no longer cites a sweep script and a data guard that were not in the PR.
Golden: unchanged (client only).
Tests: test/render/unitview.test.js 35/35 (slide: deceleration, idempotence, facing, snapshots in flight, friction,
√D, corpse lies where pushed, hold-then-ease without a landing jump, a never-shown slide handed back; the app.js frame
order over a real battle: a 1.7-tile push over ≥ 8 frames with every step < 0.35 tiles, a push-kill's body staying at
the destination; death: a dying flyer's lift, every Die clip within DIE_CLIP_MAX and a 7.97 s clip scheduled whole);
test/sim/displace-fx.test.js 1/1; render/interp 16/16; docs tests pass.
- Cause, client: the prisoner skeletons carry three clip sets whose collar light is grey, blinking orange
and red. The official battle prefabs (local client battle/enm_pfb_6.ab: the Graphic component's anim key
-> clip table, the modes' replace pairs, the clip the Spine starts on) draw mode Default (【禁锢】) on the
grey set, mode R (the warning) on the orange set and mode L (【解放】) on the red one. The name-based role
resolver gave 普通囚犯 / 老练囚犯 their unnumbered set — the red one — so they came out of the gate freed;
no FORMS entry existed, so no prisoner ever changed (强壮囚犯 / 拳师囚犯 / 重犯 / 传奇重犯 stayed grey).
- Cause, sim: buff_template_data enemy_confinement[atk_cnt] spends a charge ON_BEFORE_ATTACK (not while
麻痹) and switches to mode R when one is left; enemy_liberty_listener[warning] switches to mode L before
the next attack (PRTS "进行第4次攻击前,切换至解放状态"). archetypes.js prisoner() counted on the 'attack'
hook, after the damage, so the 4th attack still hit confined, and it sent no form.
- Now: prisoner() counts in `before` (an attack 麻痹 interrupts never gets there, PRTS 拳师囚犯), setForm
'warning' (fx 'phase', drawn silently: kinds.js SILENT_PHASES) before attack times-1 and 'liberty' (fx
'liberate') before attack times; 重犯's free-all and 杰斯顿's KO switch the freed ones too.
render/units.js FORMS maps 'warning' / 'liberty' for the six skeletons (普通 / 老练囚犯 *2 / unnumbered,
强壮囚犯 *2 / *3, 拳师囚犯 / 重犯 / 传奇重犯 *_orange / *_red). tools/assets/spine.mjs PREFAB_SPINE_ROLES gives
普通囚犯 / 老练囚犯 their grey *3 set; data/assets.json regenerated (fetch-assets --offline --add-only, JSON
compare: only those two anims and the hash), data/enemies.json too (build-data --offline: only their
attackAnim.clip Attack -> Attack3, same length and strike frame). The 3D board draws the same Pixi views.
- Docs: ASSETS.md (PREFAB_SPINE_ROLES, the prisoner forms), SIM.md (the form fx), design/client.md (FORMS).
- Tests: test/content/feedback5-prisoners.test.js (the six: warning before attack 3, attack 4 hits with
ATK +50 %, the forms reach the client and UnitInfo; free-all; 麻痹), test/render/feedback5-prisoners.test.js
(manifest = the prefab's grey set, FORMS sets, view clips, PREFAB_SPINE_ROLES = the committed manifest) —
both fail on the parent but the 麻痹 pin; test/render/feedback5-prisoners.browser.test.js (RENDER_E2E=1:
three prisoners on the 2D and the 3D board, each model's set follows its sim form).
- Golden: 28 scenarios. Only the warning's new 'phase' fx (the prisoner fell before its 4th attack):
roster-001, roster-003, roster-007, roster-024, roster-033, bond-miraShip-low. The 4th attack now hits
freed, one attack earlier than before, so the fight after it moves: roster-004, roster-022, roster-026,
bond-kazimierzShip-low, bond-raidShip-low, bond-soloShip-low, bond-victoriaShip-low, bond-visiShip-low,
standin-01, diy-024, diy-061, diy-065, diy-066, diy-094, diy-097, diy-104, diy-105, diy-127; only the
per-second snapshots besides the fx: roster-021, diy-017; and the bot matches whose battles field
prisoners: solo-ABYSS-2, solo-HARD-9-boosted.
Ported by hand from PR #211 by @xcdoge:
- render/units.js: FLY_HOVER 0.32 → 1.3, flat (the official fly offset is one model-independent Vector3(0, 0.35, 0) in
the client's character space, whose unit is the standard battle-prefab scale 0.27; an official screenshot measures
1.2–1.4 tiles); enemyModelScaleY multiplies the skeleton's Y scale and the head (bar) height, also in the impostor
path; a mirrorX model flips on top of the direction flip. The body, its HP bar, damage numbers, projectile hits and
skill rings ride `hover`, the shadow stays on the ground; one camera drives the units over the 2D and the 3D board.
- tools/build-data.mjs MODEL_STRETCH_Y / MIRRORED_PREFABS → enemies.json modelScaleY / mirrorX; data/enemies.json
regenerated offline here (the PR's one-line blob was not taken) — JSON compare: only enemy_1112_emppnt /
enemy_1112_emppnt_2 modelScaleY 1.263 and enemy_1196_msfyin mirrorX true.
- tools/local-extract/enemy_model_offsets.py (optional, host-side prefab reader) and
docs/research/12-flying-visuals-official.md (without the claim that the owner said 「都要」 on 2026-10-05 — the owner's
decision of 2026-10-06 is cited; where the quirk enemies appear corrected against 0.2.0's data: 帝国炮火先兆者 is a FLY
special enemy of the mode, 帝国炮火中枢先兆者 comes with the bounty 战术特训·飞行III, 木制瑞印 is in no wave). No
screenshot or extracted art committed.
Tests (from PR #211): test/render/unitview.test.js (FLY_HOVER ≈ 0.35 / 0.27; the same lift for every flyer; a flying
view lifts by FLY_HOVER — added here: its body and HP bar ride the lift, its shadow stays on the ground),
test/render/playtest6-enemies.test.js (the data keys; the 1.263 aspect and bar height; the mirrored model's x sign);
both fail without the renderer change; the 425 render unit tests pass. Docs: DATA §9, ASSETS, design client.md,
research 00 / 12, DESIGN §25.13.5 and the §25.10 table.
Golden unchanged (drawing only; the sim reads neither field).
The scouted prep board carries hand and 临时整备区 items as units (#129). The frame loop syncs every unit of the snapshot and ItemView had no sync, so it threw on every frame and the teammate's operators were never drawn. Contributed by @2321Robin.
The RES bonus was already off. The enemy card now greys a SILENCE-format line from the live silenced flag, and the status row leaves the 折射 icon out while silence is up.
131 of the 135 Back skeletons have no Die clip, so SpineActor.die() changed nothing and the
attack / skill / idle loop went on under the redeploy ring. UnitView._wantsBack() now wants the
Back model only while the unit stands (or when its Back skeleton has a Die clip of its own);
die() / revive() mark the view and its update swaps the model in place after the frame's events
(a death and a redeploy in one frame load nothing). The Front model replays the fall (held end
for a unit already down), gets the knocked-down grey, and the redeploy brings the Back model back
with the deploy clip carried over. A skeleton without a Die clip holds its idle's first frame.
A reload (a phone browser or Chrome's Memory Saver discarding the background tab) made the asset store download
/data/assets.json a second time; createFieldView waited at most 4 s for it, every view looked its model and avatar up
once, and a failed download kept an empty manifest for the page. Now the field host seeds the store with the game
data's copies (seedAssets); without one, ready() retries like data.js, never keeps a failure and tries again with a
bounded backoff, and onChange makes every view re-resolve (UnitView.retryAssets, ItemView.setIcon). A failed or
timed-out Spine load is retried by its view (SPINE_RETRY_MS, acquire { retry }) and at once when the tab is shown.
Battle mode holds the Spine cache (spine.hold()), so a battle that began in a hidden tab keeps its models; the idle
budget still applies and the quiet budget still frees everything in the lobby, room and result.
- render/interp.js isCosmeticEvent: an fx with a form is state, never dropped as stale nor shed from a full queue;
a late one switches the model without its telegraph, its closing clip shortened (render/app.js)
- battle/runner.js: a backlog past HELD_MAX keeps only the last status / skill toggle per unit; a battle that ended
while the tab was hidden delivers its backlog and last snapshot when the tab is shown
- screens/game.js: a new field meta for the field on screen buffers its frames until the view re-enters it
- browser test stalls the main thread (blocking 1 s long tasks); Node tests drive the runner into the render buffer
render/interp.js keeps the body tile of a b.snap `down` entry (row, col; only
when both are integers, so a 4-element entry is unchanged) and
render/units.js setDown moves the knocked-down view and its ring there: an
operator that fell on another piece's home lies on its own home (PRTS
卫戍协议/帮助 "…尝试返回其自身的初始位置"), and a view built from the unit's
deploy info (a field joined mid-battle) no longer stays on its first tile.
Tests: test/render/feedback1f-down-tile.test.js (fake PIXI, the sim's own
snapshot); opt-in test/render/feedback1f-down-tile.browser.test.js (real sim
frames in headless Chrome: drawn, picked and redeployed on its own home).
data/assets.json pointed 灼热源石虫 / 炽焰源石虫 at /assets/local/ files that only exist
where tools/local-extract ran, with no fallback: without the extraction the
asset tests failed, setup re-ran fetch-assets (rewriting the tracked manifest)
and the slugs drew as icon diamonds.
- The web model stays the 源石虫 alias (spine + spineAliasOf). The official
model is enemies[id].spineLocal: file names in the data/local-assets.json
group spine/enemy/<id> plus the parsed metadata, from the committed
tools/assets/local-enemy-spines.json (fetch-assets --local-spines refreshes
it from the extracted files, read only). The manifest is byte-identical with
or without the extraction and has no /assets/local/ URL.
- Client: assets.js spineEntry uses spineLocal only when the local manifest
lists every file (createFieldView awaits assets.local() with the manifest);
UnitView loads the web model when the local one fails.
- extract.py writes the atlas with size: / pma: true itself (the same text as
atlas.mjs normalizeAtlas), so the extraction is usable without a fetch pass.
- setup notes when an older extraction lacks the enemy models.
Every setForm fx now carries 'form' (shared/protocol.js fxForm). The runner keeps
these fx in catch-up frames (keepsState), holds the state-bearing events of the
battle on screen while the tab is hidden and delivers them with the first frame
back (re-entering from the field meta past HELD_MAX); screens/game.js buffers
them before a field is entered. A husk beaten while its stand-up clip plays dies
on the husk's clip. 幽灵 form cited from PRTS; 特战术师 flyer question recorded.
The drone triggered its one bomb, but the damage and the blast landed in the trigger tick
while the model kept the bomb hanging under it for good. Official (PRTS 暴鸰; the client's
battle prefab enemy_1040_bombd and projectile_bombd): the cast plays the Attack clip, the bomb
leaves on its OnAttack event (0.267 s), flies to the target at 5 tiles/s and explodes on it
and the 8 tiles around; the drone switches to its bomb-less clips and speeds up.
Sim (kitBombd): release after BOMBD_RELEASE with an 'atk' event of kind 'droneBomb' and fx
'phase' {kind: 'bombed'}, a homing projectile (PROJECTILE_SPEEDS.droneBomb 5) whose arrival
deals the damage, then the speed buff. Render: FORMS.enemy_1040_bombd.bombed (*_2 clips),
PROJ.droneBomb (a falling shell), a one-off cast plays the attack clip once at its own
speed instead of the drone's 5 s attack rhythm, no puff for the silent mode change.
- 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.
- Every form change goes through content setForm(): the unit keeps it (e.form)
and UnitInfo publishes it, so a view built mid-battle from fieldMeta (a
watched teammate's field, 联防 observers, a reconnect) starts in the
current form instead of the first-form model.
- Enemy profile (dmgType) and Unit moving / form are initialised at spawn:
one object shape for the sim's hot loop (the boss-field bench is back at
the base speed).
- 转译基底·α: an HP loss cannot knock out its original form (no death clip).
- 假想敌:再生: 1 s 重生 and walking 傀儡 cited from PRTS; shields within 1.8
as the 再生状态 begins.
- Renderer: a 重生's closing clip (and the ember's stand-up clip) is timed
from the fx dur to end with it, so the next form attacks on its own clips.
- Docs: ASSETS FORMS list, SIM form fx, PLAYING 隐匿 wording.
- reborn() tells the model its forms ('reborn' then 'form2' on the existing fx):
锏 and 扎罗 hold their revive clips and switch to their B_* set (both used to
stay on the A model and die on B_Die), “复仇者” plays Revive_Begin/Loop/End,
杰斯顿 its C1_Die then the C2_* killer form.
- 守墓石像 per its PRTS talent: melee only while blocked; the first defeat is an
instant 重生 into a 10 s unblockable, immobile, 失衡/浮空-immune statue (Sleep
clip), then a flyer with ranged arts attacks that skip flyers, without a
second HP refill.
- A form kind the skeleton has no clip set for (arts barrier, broken charge)
no longer resets a model's form.
Player reports after 0.1.0:
- #8 深池逐火战士 / 精锐战士 / 护卫: every knock-out is a 1 s 重生 (invulnerable,
unblockable, immobile), then a walking, disarmed, 隐匿 hit-count ember that a
blocker can target and beat; it stands up with full HP after 10 s (PRTS talent
text). The old ember stood still, stealthed and unblockable, so nobody could
ever target it and every 逐火 enemy leaked. 假想敌:再生's puppet walks on and
stays unblockable.
- #5 转译基底·α: its original form cancels every damage instance; the 4th
physical / arts hit or a block starts a 2 s change into 寻仇者 / 特战术师 /
幽灵 (Mode_*_Passive, 寻仇者 rage below half HP, 特战术师 two targets). The
armed forms attack through the engine (profile.dmgType). It used to die in its
first form.
- Render: units.js FORMS switch the models' clip sets (A_Die_B/C/D then B/C/D,
Die then Idle_2/Move_2/Die_2, Revive), driven by the 'phase' kind or the fx
`form`; a noMove enemy is drawn standing.
- #1#2 skill / device summons (赫默's drone, 巫恋's doll, 凯瑟琳's devices) are hand cards placed by the player;
placed summons deploy once at battle start, then a skill summon re-appears at its tile on each cast (the user's call)
- #3 叙拉古 隐匿 ends on time (32 + 0.4 × layers s); 忍冬 S3 迷彩 lasts until her next cast (official), kept apart from 隐匿
- #4 multi-round bounty cards last two battles (the user's call; MULTI_ROUND_BOUNTY_BATTLES), blue / red card text
- #5 the shared boss pool's float dust (≈3.6e-12 HP) stalled Final Assault leaders at 0 %; < 1 HP now clears the pool,
and the team LP reaching 0 first is a defeat (PRTS)
- #6#10 机变 cards show their official effect text; an invisible 详情 button no longer swallows the confirming tap on phones
- #7 live ×N counter of a leaker's enemies still on the 联防 field (LP loss stays capped at 10)
- #8#15#16 skill triggers per 技能策略: skill-range triggers, injured-ally heals (古米, 塞雷娅), tank take-damage
triggers with a 3 s cooldown; 新约能天使 S2 shields the highest-aggro operator in range
- #9 official per-enemy model scales (威龙)
- #11 element bar under the unit's HP bar (white = 元素值 left, element-coloured refill after a burst), floor rounding
- #12 枯朽战车 kit per PRTS; every ranged enemy reaches its target's 0.25 collider
- #13 恐惧 wander (萨科塔之翼 at half HP, operator fears make enemies flee) with re-planning after pushes
- #14 push / pull distance by 力度 − 重量 (PRTS table); #17 every blocker attacks what it blocks; ASPD floor 20
- #18 炎佑 is 孤立: no heals or ally buffs
- #19 every free pick-one chess offer (promotion reward, 信标, 寻呼模块) shows different operators
- DESIGN §20 and the normative lines, SIM / META / DATA / PLAYING updated; 2747 unit tests and all 27 browser suites
green; dev recordings regenerated
- #1 近地悬浮 enemies count as air units (Unit.isFlying): ground-only attacks, splash, terrain and traps skip them;
PRTS 不可对空 skill effects made ground-only; 掠海漂移体 / 吉兆飞鳞 drop modes; the bot plans them as air
- #2 an operator knocked out before 联防 is fielded and force-exited (PRTS 强制退场): it lies on its tile with the
redeploy ring and redeploys (full timer [ASSUMED]); partners, observers and the server fallback included
- #3 element audit of every operator, item and enemy: 海嗣 numbers are official; bursts are 无来源, 元素脆弱 only
raises 元素伤害, 元素抗性 applied, 盟约·辅助干员 fills all three gauges, 菲莱 / 哈洛德 / 纯烬 / enemy kits fixed
- #4 blocking by the official contact radius (0.7071): another operator in contact takes over at once when the
blocker dies, withdraws or is stunned; melee blockers attack what they block
- #5 enemy target order per PRTS 索敌: blocker, special priority, taunt, last deployed; initial deploy 从上到下>从左到右,
operators before summons; special priorities break ties by taunt then deploy order
- #6 act2 m01's normal-field blower machines (row 13) are drawn in the normal / 联防 views
- #7 Final Assault prep legality reads the player's half of the boss field (fence tiles deployable); all 11 stages
audited against the official level files
- #8 regular settings gear; #9 the prep camera keeps the bench and temp rows clear of the shop bar on phones
- #10 huge bosses have the official 4.95 × 2.95 hit area (sim/body.js) and are 自缚 / unblockable
- #11 至简 costs 1: 购买价格为N's bb.price is a discount off the tier price, applied before other price effects
- DESIGN §19 and the normative §3 / §5 / §6 / §7 lines, SIM / META / DATA / PLAYING updated; 2595 unit tests and
every browser suite green; dev recordings regenerated
- #1 picking by the tile under the pointer (prep, battle, pen, equipment drops); the dragged model stays
under the pointer (mouse and touch); pixel probe removed; phone ghost-click on the underframe fixed
- #2 two-tap confirm on 机变 cards (like the shop)
- #3 a 同盟 room with one human is untimed like 独立模拟 (no countdown outside battles)
- #4 strategy draft: one synced countdown, 30 s per human turn, timeout takes the highlighted band
- #5 special 维式重锤 (4) and 突变细胞 no longer sold; item card shows where they come from
- #6 operator skill-mode sounds no longer play on normal attacks (纯烬艾雅法拉 and 55 others)
- #7 detail card shows live battle stats and the prep-time battle-start stats (g.unitStats)
- #8 official element gauges on units; burst cooldown (阻回) per PRTS
- #9 knocked-down operators stay on their tile with a redeploy countdown ring
- #10 drone behaviour per PRTS (暴鸰, 先兆者 shells, 黑云, 萨科塔之眼)
- #11 赫默's drone only from her skill; placeable summons limited to talent tokens
- #12 炎佑 stays where it is with no enemies; 祛恶之焰 as a continuous channel
- #13 the occasional giant bond icon (loading texture scaled ×46) fixed
- docs (DESIGN §18), recordings, data and tests updated (2467 unit tests, all browser suites green)
- #1 lost operator models: the Spine store no longer hands out a skeleton whose unload is in flight
(PIXI.Assets.unload is async); eviction runs 1 s after a release and the empty-scene budget only after 3 s
- #7 picking: one shared rule (render/pick.js, pixel probe where bodies overlap) for prep/battle clicks,
hover, the enemy pen and equipment drops; the drag ghost stands on its drop tile; hover probes capped
at one per frame
- #2 the top-bar LP drops live as the own battle's enemies enter the blue gate (−N, 联防中), teammates'
pending LP in the team panel
- #3 temp overflow pieces that arrive after a prep deadline survive through the next prep (tempDue);
temp-row warning and ready-button reason
- #4 蕾缪安 S3: locks every 0.5 s, then one shell every 0.3 s in lock order (PRTS notes), bombardShell fx
- #5 回环射手: real boomerang (out 15, back 3.75 tiles/s, attack only when every boomerang is caught)
- #6 visible projectiles, muzzle flashes, slashes, skill bursts and auras at unchanged frame cost
- #8 特质 right under the detail card header, with its official type icon
- #9 no spinning busy cursors / spinners next to texts; game data warmed before the match
- docs, recordings and tests updated (2414 unit tests, all browser suites green)