cdf2bd5c887a77eb8691aafd5bac7cc17d5efd73
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Commits
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cdf2bd5c88 |
feedback7 R22-UNBAL: a pushed / pulled enemy is held in the official 失衡 (UNBALANCE) state — no walking, no normal attack — for the push's 位移时间 of its 受力等级 or the pull's force window; a 静态刚体 hit by a force gets the 0.1 s floor; the client's slide takes the same game time (idea from PR #392 by @xcdoge, re-implemented from the sources); golden: 69 scenarios move, 35 with kills / leaks / deaths / boss HP (below)
Seen: the sim moved a displaced enemy at once and it walked / swung again on the next tick; players compared with the official game (PR #392: 「被推/拉完的敌人会先站住一小会儿再走」). Research (scratchpad report r3): PRTS 失衡位移机制 — a force > 0 puts an enemy in the UNBALANCE state machine with a 0.1 s 失衡硬直 floor, ending when its speed is ≤ 0.1 m/s, on 浮空 or a forced state change; 异常效果图鉴/失衡免疫 「失衡期间无法自主移动、发动攻击、使用技能」; 异常效果 — not an abnormal status (水遁忍者's check still runs); 游戏数据基础 推力-位移近似对应表 位移时间 (whole frames at 30 fps); 推与拉 拉力 「作用时间默认为 1 s;若本次受力 等级 < −1,作用时间改为 0.5 s」, 急停 keeps the state to the window's end; 特殊机制 静态刚体 (0.1 s 保底); 术语释义 浮空. Now: constants.js PUSH_UNBALANCE {−2: 0.2, −1: 0.4, 0: 0.8, 1: 0.9, 2: 32/30, 3: 35/30}, PULL_UNBALANCE 1 / PULL_UNBALANCE_WEAK 0.5, UNBALANCE_MIN 0.1. battle/displacement.js: push() holds for its level's row (the −2 correction included), kept when the 特效 column or a wall shortens the slide [ASSUMED for the wall], the 0.1 s floor when a wall stops it at the first step [ASSUMED]; pull() holds for its window whatever the travel (≤ −3: none; an enemy the puller blocks: still no pull [ASSUMED, unchanged]); a 静态刚体 (data staticBody, not 失衡免疫 noDisplace) hit by force level ≥ −2 gets 0.1 s and no movement (_staticForce); _unbalance sets enemy.unbalanceUntil (a longer running one kept) and ends the attack clip's stand. ai.js updateEnemy: no walking (恐惧 / 诱导 too — PR #392's fear exemption is not taken), no new normal attack, a swing short of its frame cut, 浮空 clears it; a 重生 clears it (archetypes.js reborn). Not a stun: no status, no immunity, SP and the attack cooldown run. No global skill lock: enemy abilities keep ticking ([ASSUMED] scope). The move stays instant (the unbalanced() talents keyed off the jump unchanged). The displace fx carries `dur` (game s); render/units.js slideTo divides it by ctx.animRate (2× default: a 0.8 s push slides 0.4 real s); DISPLACE_SLIDE·√D is only the fallback for an fx without it. Not taken from #392: UNBALANCE_TRAVEL 0.6387·√tiles / the client's 0.3194 (derived from the page's μ = 0.5 单位假设, one frame high on every push row, the wrong shape for pulls) and the fear exemption. Tests: test/sim/unbalance.test.js (8: the push rows and walking after them; no attack in the hold, a feared enemy held; the −2 correction's 0.2 s; 特效 / wall-shortened rows and the first-step floor; pull windows incl. the 急停 and ≤ −3; 静态刚体 0.1 s without movement, 失衡免疫 never; 浮空 clears; the fx `dur` — the file fails on the parent); test/render/unitview.test.js (+1: the slide at 2× for a push and a pull, the fallback — fails on the parent); feedback1b-displacement B5 (the drone is now held 0.1 s per force, never moved). test/sim + test/content + test/render: 3433 pass. Docs: SIM.md (push / pull, displace, assumptions), PLAYING.md 推开 / 拉拽, research 13 §0 / §5. Golden — every moved battle has pushes / pulls (probe of the callers) and its enemies are now held; outcome moves: roster-002 (野鬃: killed 29→33, leaks 15→11), roster-003 (野鬃: deaths 3→7), roster-007 (薄绿: killed 110→118, leaks 53→47), roster-008 (薄绿: 45→47 / 42→40), roster-010 (歌蕾蒂娅: killed 45→44, leaks 57→58), roster-011 (莫斯提马: 78→79 / 4→3), roster-031 (钩索师 pulls, tier4: killed 64→72, leaks 12→4, deaths 6→5), roster-041 (钩索师: deaths 5→4), roster-043 (山: deaths 15→14), roster-044 (山: killed 107→103, leaks 12→16, deaths 15→14); bond-deputShip-low (薄绿: 18→21 killed, leaks 3→0, deaths 1→0), bond-kazimierzShip-high (野鬃: deaths 3→2); boss-boss_3-pair (锏: p2 deaths 3→2), boss-boss_4-pair (莫斯提马 / 歌蕾蒂娅: killed 11→12, boss HP 7442429→7375628, p2 leaks 2→1, deaths 19→18), boss-boss_6-pair (boss HP 6932482→6865243, p2 deaths 19→17), hidden-boss_8-pair (boss HP 12585770→12585798), hidden-boss_9-pair (锏: boss HP 3630612→3636991); standin-05 / 08 / 10 (预备干员-特种 pulls: killed 5→8 / 42→44 / 28→29, leaks down by 3 / 2 / 1); diy-101 (傀影: killed 22→21, leaks 92→93), diy-114 / 115 / 116 (黑键: 106→99 & 83→90 / 154→156 & 78→70 / 3→2 & 120→121), diy-137 (预备干员-特种: 68→79 / 79→68); matches through those battles — coop2-HARD-4, coop2-NORMAL-14-standins, coop2-NORMAL-3, coop2-NORMAL-70-diy, coop3-ABYSS-5, coop4-ABYSS-7, solo-ABYSS-2 (LP 2→4 at round 10), solo-HARD-2 (ai_0 now survives round 13: eliminated 13 → alive), solo-HARD-9-boosted (LP 399→398), solo-NORMAL-1. Other moves (damage, heals, snapshots only): roster-009/012/017/019/032/039/040/042/046, 13 bonds, boss-boss_2-pair, hidden-boss_10-pair, standin-03, diy-053/084/085/102/103/108/109, coop2-ABYSS-10-boosted, solo-ABYSS-1. |
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dc609ea13f |
feedback7: merge fb7-ui-backlog — #229 device tooltips, #238 settings button in lobby / room, #138 准备 folds the shop, #120 in-match spectator roster (cap stays 2), PR #308 capsule counts (+ the shared-field progress fix), PR #333 empty new shop slot on 调度中心 upgrade
- Conflicts: the stats entry (merged fb7-stats) and the settings button both sit in the lobby / room top bars — both kept;
public/js/ui/settings.js (#321 diagnostics, voiceLang, SettingsButton); docs/PLAYING.md table rows resolved line by
line against the merge base (#368, #354, #333 edits kept); docs/SIM.md / design/network.md snapshot field lists
(resolved + ammo / wolves / neg / stand / standCut); design/client.md Screens line (#368's AI switch kept).
- Grok review: MERGE AFTER FIXES — the shared-field capsule finding fixed on the branch (
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b4bc89ad4e | feedback7 UIBACK: the top-bar capsule counts like the official — resolved = killed + leaked among the enemies the round scheduled (opening 0/3, a leak 1/3, a kill 2/3, the splitter 3/3); a split child, a summon and a boss summon are in neither number but still cost LP and break 完美作战 (PR #308 by @xcdoge, the capsule half of PR #157 — authored by them: the sim / protocol / HUD hunks applied as reviewed): inTotal / killedInTotal / leakedInTotal / resolved, b.snap / BattleResult / b.progress (optional field) / m.public progress carry resolved, killed may exceed total (validation bounds it by the content-spawn allowance); dropped the PR's stray design-doc line — it had replaced the S→C b.end bullet of docs/design/network.md, which is back; the 联防 live-counter change mark follows the enemy list now that a spawn no longer moves total (uniteLeftMark + test); golden: only total / players.*.total / snaps move, outcomes bit-identical — roster 23 (roster-002 003 007 008 009 010 011 012 013 015 017 018 020 023 024 025 026 027 037 045 047 048 049), bonds 2 (bond-maniShip-low, bond-soloShip-high), fields 11 (boss-boss_1 3 5 pair+solo, boss-boss_6-solo, hidden-boss_8 10 pair+solo), diy 11 (diy-036 040 056 062 068 073 083 091 095 114 115), matches 12 (solo-FUNNY-1 NORMAL-1 HARD-1 ABYSS-1 ABYSS-2, coop2-NORMAL-3 coop2-HARD-4 coop3-ABYSS-5 coop4-ABYSS-7 coop2-NORMAL-8-serverrun solo-HARD-9-boosted coop2-NORMAL-70-diy: the total column of 36 round rows), standins unchanged | ||
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8a64edc9e9 |
feedback7 R22-RENDER: an enemy standing out its attack recovery is drawn standing — the snapshot carries stand / standCut and the interpolator holds the position until the recovery ends (PR #381 by @ZiyueW1116, supersedes #307 / #314); golden: unchanged
Since 0.2.0 the sim stands an unblocked enemy for the rest of its attack clip (ai.js attackStand → atkStandUntil), but render/interp.js lerped x/y over the whole snapshot gap, so the view slid through a recovery the sim held (repro: a real 隐形弩手, snapshots 4.9 / 5.0, stand until 4.934 — sampled at 4.917 it slid at vx −0.2). The snapshot now carries, only when non-empty, `stand: [[id, until]]` (atkStandUntil of enemies alive, deployed, visible, neither feared nor stunned) and `standCut: [[id, at]]` (the latest time each listed enemy's recovery was cut or ignored: a displacement, fear, a stun, hiding, leaving — Battle._cutAttackStand, display metadata the battle never reads). sample() holds the older position until `until` and interpolates the rest (HP / SP keep the whole interval), stays linear when the newer snapshot records a cut inside the interval, and extrapolates nothing for a newest snapshot that shows a stand, a death, a stun or a block. Teleports and redeploys still snap first; old snapshots without the fields interpolate as before. Substantially @ZiyueW1116's code (PR #381), authored as theirs. Changed on review: the docs (SIM §9, design/network.md) and code comments in English like the rest of them; the snapshot builds its listed-id set only when an enemy has a cut to report. Golden: unchanged — the digest canon hashes neither field and the sim's timing does not move (all 283 scenarios match). Tests: test/render/attack-recovery-interp.test.js (new, 25: metadata validation, hold-then-slide, cuts, legacy snapshots, extrapolation guards, real 隐形弩手 / Weedy push-kill / stun / freeze / sleep / levitate / block / fear battles) 25/25; render/interp 16/16; sim battle, perf, robustness, downelem 69/69. |
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fdb3ae1b46 |
feedback5 CB4: 自制投石机's targeting ignores its block (索敌不受阻挡影响) — blocked by an operator on the 排气格栅 with nobody else in range it does not attack, as in the official game (community report of 2026-10-06, item 24)
The 「投石车」 is 自制投石机 (enemy_10162_mnctpt), the 「蒸汽地板」 the 排气格栅 smog (隐匿 to enemy ranged attacks). PRTS 天赋 「索敌不受阻挡影响」: the blocker exception (a blocked enemy attacks its blocker whatever its selectability) does not apply to it. New enemy profile field `blockFree` (spawns.js): attackTargets selects as if unblocked, canTargetAlly refuses a 隐匿 / 迷彩 blocker to it, sortAllyTargets puts no blocker first. Other enemies unchanged. Golden: standin-06 (the bounty catapult, blocked by 忍冬, now shoots by 仇恨值 — checked instrumented). Tests: test/sim/feedback5-catapult-smog.test.js (3; 2 fail on the parent). Docs: DESIGN §25.18.7, docs/SIM.md. |
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89f730d05c |
feedback5 WE1: enemy attacks strike at their damage frame; a short stun before it cuts the swing (GitHub #187 point 1, #170)
PRTS 状态机: ATTACK / COMBAT "每帧检查异常状态,若有则切换到异常状态的状态"; PRTS 异常效果 STUNNED (the state machine leaves the attack), DISARMED "正在进行的普通攻击将被中断". The strike frame is data/enemies.json attackAnim.hit. - ai.js: attackWindup = the clip's strike frame (half the clip when none is named), shortened with the clip like the stand; the cooldown counts down to the strike and the swing (enemy.swing) starts when it reaches the wind-up with a target in reach (attackTargets, shared with the frame) — steady-state strikes stay one interval apart. An enemy whose cooldown ran out before it had a target (walking, just blocked, a cut swing) swings from the start: the whole wind-up. - A stun / freeze / sleep / 浮空 / hiding, 缴械, 恐惧, 战栗 while blocked or losing every target cuts a swing short of its frame: no strike, the next swing starts from its wind-up. A stun in the cooldown only pauses it; a strike already made stays made. No clip known (36 of 249 kinds): no wind-up, the old rule. [ASSUMED] targets re-taken at the frame, a cut swing does not spend the cooldown, enemy heals keep no wind-up. Golden: 275 of 283 scenarios moved — roster all 49; bonds 41 of 46 (unchanged: bond-arcaneShip-high, bond-kjeragShip-low, bond-maniShip-low, bond-skillfulShip-high, bond-swiftShip-low); fields all 22; matches all 18; standins all 10; diy 135 of 138 (unchanged: diy-027, diy-029, diy-087) — every battle where a clip-carrying enemy meets an operator: the first strike of a contact waits its wind-up, stuns cut swings (the cut alone moves 55). With every attackAnim stripped from the data the corpus is byte-identical to the previous commit (nothing else moved). Bot matches: solo-HARD-2 now wins, coop2-NORMAL-8-serverrun now loses; the other 16 keep their result. Tests: test/sim/feedback5-enemy-swing.test.js (new, 6). Updated on purpose: feedback2-enemy-attack-stand.test.js (it locked the instant first strike), enemies_bosses.test.js (沉沙 / 新硎's cleared interval, 帝国的甲胄, 斩胄之剑 / 破胄之锤 wait for the frame). test/sim, test/content, test/match pass. Docs: SIM.md, DATA.md (attackAnim), ASSETS.md. |
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13224f9483 | feedback5 R3: Battle.js → server/sim/battle/*.js, a pure move — the 131 methods, verbatim with their comments, go to 14 per-concern method containers (players, lifecycle, hooks, spawns, deploy, blocking, status, combat, queries, summons, tiles, displacement, economy, events; fin / clone in util.js) that Battle.js installs on Battle.prototype in a fixed order with class-method descriptors; Battle.js keeps the header, the constructor and the class, and re-exports pushTiles. docs-consistency reads the method modules (battleText) and pins layerGainRoom in battle/economy.js |