- server/sim/detmath.js: hypot (sqrt of the squares, rescaled outside 2^±500), powi (integer powers in double-double,
one rounding), sin / cos (fdlibm 5.3) and atan2 (fdlibm / FreeBSD msun) built only from correctly rounded IEEE
operations; the sim's Math.hypot / sin / cos / atan2 / pow calls go through it (65 files); eslint.config.js forbids
the approximated Math functions under server/sim and test/sim/detmath.test.js scans for them.
- sin / cos / atan2 are the algorithms V8 runs in Node, so the server's results stay; only hypot differs from V8's.
Golden: 2 moved — diy-027 (a hypot distance, damage +80) and coop3-ABYSS-5 (a later card pick from round 9, same end).
- Applied unchanged after review (Grok static review: MERGE; the diff read in full: no network, no new dependency).
- Tests: broad node --test 5155 / 5155 with the new file tracked (detmath 7 / 7, package 10 / 10); lint 0 errors,
typecheck, check:imports.
Official: PRTS 斯卡蒂的海嗣 备注 「持有禁疗、无敌」, the token prefabs of 海嗣 and 沙地兽 carry abnormal flags 5 + 7 (无敌,
禁疗), 工程蓄水炮 7 (禁疗); the report describes the official mode for the drone too — [ASSUMED] 无敌 + 禁疗 for the summons
the base prefabs give no flag (医疗探机, 诅咒娃娃, 打字机, 本能的召唤), and the bar as a timer.
Cause: content/tokens.js / the kits only made them untargetable: a 海嗣 on 活性源石 lost 70 of its 100 HP every second, a
hurt drone drew every medic's heals, and the bar was plain HP. Now: COUNTDOWN_SUMMONS / startCountdown (called where each
lifetime is scheduled: tokens.js scheduleLifetime, 浊心斯卡蒂, 温蒂, 莱伊, 鸿雪, 酒神 kits) give 无敌 + 禁疗 and
Unit.countdown; snapshot.js sends hp = maxHp × the share of the life left (the sim HP stays full, so no selector sees a
low-HP summon). Attacked summons (沙之碑, 狼群 …) are unchanged. The 吟游者 trait therefore cannot refill such a bar (item 32).
Golden: snapshot hashes only (the bar) — roster-003, -016, -018, -035, -045, -046, bond-visiShip-low / -high,
boss-boss_1 / 3 / 5 / 7-pair, unite-1; gameplay too — roster-005 (medics no longer heal the drone), roster-037 and
hidden-boss_9-pair (a 海嗣 / drone under enemy and leader damage stays up: fights change).
Tests: test/sim/feedback5-countdown-summons.test.js (7; fails on the parent: no COUNTDOWN_SUMMONS — and there the 海嗣
lost 70 HP to an 活性源石 tick). Docs: SIM.md token pieces, PLAYING.md 作战中.
- op-chen2.js: the S2 / S3 slime (projectile_chr_chen2_s2 / _s3: fired by each attack, sitting on her in her direction,
5 s, every 0.2 s chen2_slime 0.25 s on the ground enemies of its range, ignoring 无法选择) now covers the tiles of her
attack range at each attack instead of the struck enemies' tiles; one effect per 假日威龙陈 (independentCharacterSource);
the DEF cut compensated for the target's DEF multipliers (FINAL_ADDITION). RPR-Y stage 3's water TAG is the level's one
flag (chen2_e_003_t[map_tag]: set at her skill's start, cleared at its end or her exit). S2's attacks stay skill attacks.
- op-ray.js: the 沙地兽's recovered bullets go through ray_tr_add (≤ its counter of 8, HUN-X's extra_add first when she is
empty, ≤ her magazine); kit headers cite the client templates (also op-ascln.js).
- Tests: op_chen2.test.js slime test rewritten (her range, stealthed walkers, the final-addition DEF, two sources).
- Golden: only diy moved — diy-049 / diy-050 (假日威龙陈's slime); every other scenario and family unchanged.
- op-chen2.js: 散射手 trait (RPR-X 160 %, RPR-Y cost −8); 节约风气 (20 % own / 20 % other snipers per PRTS 修正, RPR-X stage 3
25 / 20 / 12 %; one roll per attack, the ammoUsed events still fire); 假日余韵 (+8 ASPD; RPR-Y stage 3 +15 % / +12 and the
skill-time water TAG: +28 % / +20); S1 ammo 4; S2 ammo 8, 蓄力 20, slime; S3 2-6, 2 hits, 32 bullets 2 per attack, slime.
- op-ray.js: 猎手 reload of her base attack time (PRTS 分支特性信息; HUN-X +1 on an empty magazine, HUN-Y ×1.33); 巡哨伙伴 and
the 沙地兽's kit (25 s scouting: extra range and trigger range, area targets first, ×1.15 / 1.2; leaves, comes back after its
redeploy time paying 3 DP, withdrawn with her); 入神 layers; S1 special bullet + push + kill bonus; S2 toggle at full SP
(4-10, bullet recovery, redeploy −20 / 30 %); S3 fill at 0.4 s, 3-8, bind, +10 SP on a kill.
- op-ascln.js: 伏击客 dodge without a second taunt −1; 死亡拘审 layers (move ×(1 − 0.18 n), n × 10 % ATK arts / s; AMB-X stage 3
11 % / 30 s; AMB-Y stage 3 heal on a marked knock-out); 噬光残影 high-ground ASPD; S1 two strikes; S2 slow on every enemy
(PRTS 修正) and the 1.3 spread; S3 y-10, taunt +2, 命中率 cut with heals on misses / dodges; AMB-X stacking slow.
- Tests: test/content/op_chen2.test.js, op_ray.test.js, op_ascln.test.js (9 each).
- Golden: only diy moved — diy-049 … 054 now field the three new kits, the prototypes moved to diy-055 … 058 (new ids, same
packing); diy-001 … 048 and the roster / bonds / fields / matches / standins families unchanged.