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1205336a27 |
feedback7 R22-FIELDS: an enemy whose route ends on a corner portal stays hidden 3 s inside it before it comes out of [5,10], like the explicit crossings of the same tiles (review of the #337 commit); golden: 7 fields, 4 matches — solo-NORMAL-1's Hidden Core still fails
The Grok review of fb7-fields (MEDIUM): portalPickup spliced DISAPPEAR and APPEAR with nothing between, so the enemy vanished on [1,3] / [1,17] and stood on [5,10] in the same tick, targetable at once, while the data's explicit crossings of the same tiles hide it: WAIT 3 s in 85 of the 95, 5 s in 9, 1 s in 1. portalPickup now splices a 3 s WAIT (PORTAL_WAIT, the modal explicit wait) between them; [ASSUMED] the 3 s, no source times this crossing. Docs: the SIM.md sentence and the portalPickup comment. Tests: test/sim/portal-appear.test.js — the two route-end tests record the test enemy's hidden spans: one crossing, entrance → [5,10], hidden 3 s (± a tick); both fail on the parent (0.000 s). 9/9. Golden (against the 0 s version; the rounds of every match unchanged): - matches solo-NORMAL-1 (Hidden Core boss_8 胄, act1autochess_h08_01_s): still failed — hiddenCleared false, team LP 0, 14 rounds — with the leader left at 63897 instead of 99894 (cleared with 26 LP in 0.2.1). The same course as with 0 s: the third vtsk, which leaked at the portal at 105 s in 0.2.1, comes out of [5,10] 3 s later, walks through the team's line and leaks at the door at 185.5 s (170.2 s before); 0–2 of the 8 operators stand between 100 and 320 s, the leader stalls near 108000 from 280 s, the overtime drain from 300 game s takes the 25 LP left by 350 s while the redeployed operators bring the leader to 63897 (notes trace-hidden*.mjs). - matches solo-HARD-1 (Hidden Core failed as before): pool left 2839368 → 2982555; solo-HARD-9-boosted (cleared): team LP 361 → 376 (383 in 0.2.1); coop2-NORMAL-14-standins (Final Assault lost as before): pool left 97588 → 108473. - fields boss-boss_2-solo (leader left 2763024 → 2757148), boss-boss_4-solo (3759921 → 3757752), boss-boss_6-pair (killed 6 → 5, one hllevi_2 still walking at the 200 s cap, both players still perfect; leader 6972383 → 6932482), boss-boss_6-solo (3904791 → 3907393), hidden-boss_8-pair (the vtsk that comes back near the cap is still inside the portal at 200 s: one appear fewer, the last snapshot hash), hidden-boss_8-solo (killed 8 → 6, leaks 10 → 12), hidden-boss_10-solo (killed 11 → 10, leader left 7323370 → 7333760). - unchanged by the wait: solo-FUNNY-2, coop2-ABYSS-10-boosted, the other fields, and the roster / bonds / standins / diy families. |
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a87cc1e9fd |
feedback7 R22-FIELDS: boss-field portals teleport — a route ending on a portal entrance comes out of the far exit and leaks at that side's blue door, the four appear-less crossings reappear at the exit (GitHub #336, PR #337 by @2321Robin); golden: 8 fields, 6 matches
PR #337 by @2321Robin (GitHub #336, both with a recording of the official game), applied with small changes: the exit distance uses detmath hypot (PR #373 bans Math.hypot in the sim), comments cite the data counts as measured here (137 routes end on [1,3] / [1,17]; 95 explicit DISAPPEAR / APPEAR pairs, all → [5,10]), the end-teleport's zero wait is marked [ASSUMED] beside the pairing, and the test reads the test enemy's own leaks (the templates' escorts leak too) and checks the entrance itself is no leak. - simdata.js portalAppear: act1autochess_h07_02 #4, act1autochess_h08_02 #5 / #9 and act2autochess_h07_05 #6 write DISAPPEAR → WAIT → MOVE[5,10] with no APPEAR (the level files too); the exit APPEAR is inserted before that move. Before, the enemy walked the rest of its route hidden and leaked unseen. - ai.js portalPickup: a route that ends on tile_telin (the boss / Hidden Core circuits) vanishes the enemy, brings it out of the farthest telout ([5,10]) and walks it to the nearest blue door ([2,2] / [2,18]), where it leaks. Before, stepping into the corner portal was the leak. Mid-route crossings are unchanged (every MOVE onto an entrance in the data is followed by an explicit DISAPPEAR). Golden — only boss / Hidden Core fields and the matches' final rounds move (no round row of any match moves): - fields boss-boss_2-solo (铳): the 2 lrrook escorts still leak, now at the door after the portal, and take 120652 damage instead of 66943; leader left 2761255 → 2763024. - fields boss-boss_4-solo (昆图斯): the 2 dspred leaks now happen at the door; one more operator death (6 → 7); leader left 3759559 → 3759921. - fields boss-boss_6-pair (阿利斯泰尔): the 2 hllevi_2 that leaked at the portals are killed on the way back: killed 4 → 6, both players perfect (1 leak each → 0); leader left 7017881 → 6972383. - fields boss-boss_6-solo: killed 5 → 8, leaks 5 → 2 (the 3 msfshu that leaked are killed; the 2 hllevi_2 leak at the door); leader damage 105194 → 75209. - fields hidden-boss_8-pair (胄): p2's one vtsk leak is gone — that vtsk is still walking to the door at the 200 s cap; p2 perfect. - fields hidden-boss_8-solo: killed 3 → 8, total 13 → 19 (more sfshu die, so more msfshu split off: 3 → 9), leaks 10 → 10; leader damage 402606 → 191576 (the escorts that come back out of [5,10] draw the fire). - fields hidden-boss_9-pair (铳): from portalAppear alone — h08_02's routes #5 / #9 no longer count the portal hop as 8 tiles of walking, so the targeting order of those escorts changes; leader left 3570058 → 3511007. - fields hidden-boss_10-solo (管): the yokai_3 escort crosses back (taken 68252 → 101682), 4 more operator deaths; leader left 7323878 → 7323370. - matches solo-FUNNY-2 (boss_5 Final Assault, lost at 8 rounds): pool left 94860 → 94412, kills 143 → 144. - matches solo-NORMAL-1 (m03, hidden boss_8 胄, act1autochess_h08_01_s): the Hidden Core goes from cleared to failed (hiddenCleared true → false, team LP 26 → 0, roundsPassed 15 → 14, pool left 0 → 99894; victory stays true — the Final Assault was won). The fight is identical until 105 s, when the third vtsk escort reaches the corner portal [1,3]: before, it leaked there (27 → 26 LP) and the leader died at 214 s. Now it comes out of [5,10], walks through the team's line to the blue door [2,2] and leaks at 170 s; meanwhile only 0–2 of the 8 operators stand (2–4 before), the leader stalls near 120000 HP, the fight passes the 150 real-second mark (300 game s) and the overtime drain (1 LP per real second) plus two drone leaks at the door take the last 25 LP at 348 s with 99894 HP left. - matches solo-HARD-1 (m03, hidden boss_8): still failed at 0 LP after 14 rounds; pool left 3046117 → 2839368, kills 419 → 422. - matches solo-HARD-9-boosted (hidden boss_10 管): still cleared; team LP 383 → 361 — the 管 echoes (acdums) leaked 7 times at the portal before and once at the door now, but the longer fight pays 37 overtime LP instead of 9. - matches coop2-ABYSS-10-boosted (hidden boss_9 铳): from portalAppear alone (the remaining-distance change above); still cleared at 800 LP, the two seats' leader damage shifts (6609998 / 7282442 → 7523075 / 6369365) and their titles swap (坚若磐石 / 卫戍之星 → 卫戍之星 / 不朽盟约). - matches coop2-NORMAL-14-standins (boss_5 Final Assault, lost at 13 rounds): pool left 107915 → 97588. Tests: test/sim/portal-appear.test.js (new, 9; 7 fail on the parent: the APPEAR insertion, the four real routes, the two route-end portals). |