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.
206 lines
12 KiB
JavaScript
206 lines
12 KiB
JavaScript
// server/sim/battle/displacement.js — Battle methods: displacement of enemies: 受力等级 (force − weight), push (radial /
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// directional), pull, the raw mover displace and who can be moved at all.
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// Installed on Battle.prototype by server/sim/Battle.js (a method container: never instantiated; `this` is the battle).
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import {
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COLS, PUSH_TILES, PUSH_TILES_EFFECT, PULL_WEAK_SHARE, PULL_CRAWL, PULL_ORIGIN, PULL_STOP_RADIUS, PUSH_DIRECTIONAL_MIN_DIST,
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PUSH_UNBALANCE, PULL_UNBALANCE, PULL_UNBALANCE_WEAK, UNBALANCE_MIN,
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} from '../constants.js';
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import { fin } from './util.js';
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import { hypot } from '../detmath.js';
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/**
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* Official push distance (tiles) of a 受力等级 (constants.js PUSH_TILES: ≤ −3 → 0, ≥ 3 → the 3 value); `effect` = a 特效
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* push (PRTS 推与拉's 特效 column, PUSH_TILES_EFFECT: 见行者), else the 弹道 column.
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*/
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export function pushTiles(level, effect = false) {
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const l = Math.round(fin(level, -99));
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if (l <= -3) return 0;
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return (effect ? PUSH_TILES_EFFECT : PUSH_TILES)[Math.min(3, l)];
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}
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/** 失衡 (UNBALANCE) of a push of 受力等级 `level`, game seconds (constants.js PUSH_UNBALANCE: ≤ −3 → 0, ≥ 3 → the 3 value). */
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export function pushUnbalance(level) {
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const l = Math.round(fin(level, -99));
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return l <= -3 ? 0 : PUSH_UNBALANCE[Math.min(3, l)];
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}
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/** 失衡 of a pull of 受力等级 `level`: its force window (PULL_UNBALANCE, 0.5 s below −1), none at ≤ −3 (force 0). */
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export function pullUnbalance(level) {
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const l = Math.round(fin(level, -99));
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return l <= -3 ? 0 : l < -1 ? PULL_UNBALANCE_WEAK : PULL_UNBALANCE;
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}
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export class BattleDisplacement {
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/**
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* 受力等级 of enemy `e` under a push / pull of 力度 `force` (微小力 −1, 小力 0, 中力 1, 较大力 2, 大力 3, 大力+1 4, 特大力 5):
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* force − its current 重量等级 (massLevel incl. 失重) — PRTS 游戏数据基础 §重量公式, 推与拉 (user playtest #6 item 14).
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*/
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forceLevel(e, force) {
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return Math.round(fin(force, 0)) - (e && e.s ? e.s.massLevel : 0);
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}
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/**
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* Push enemy `e` with 力度 `force` (PRTS 推与拉 §推力): the official distance of its 受力等级 (constants.js PUSH_TILES:
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* a 中力 push moves a weight-1 enemy 1.7 tiles, a weight-2 one 0.44, weight 3 0.12, weight ≥ 4 not at all). Radial
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* (the default: away from `from`, the pusher's centre — "沿着干员向自身中心点的射线方向"; the client's buff template
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* knockback[relative]: 琳琅诗怀雅 S3, 山 S3, 莫斯提马 S3) or directional (`dir` = the pusher's direction {x, y}; template
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* knockback[dir], Knockback {_useSourceDirection: true, _decreaseForceLevelWhenNotInDirection: 2}: 推击手, 野鬃 S2
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* "往攻击方向"); a directional push on a target more than 45° off `dir` or nearer than 0.25 tile becomes radial with
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* 受力等级 −2 ("特殊修正"). `fixed` waives both corrections (圣聆初雪 S1 "朝部署方向": KnockBackWithCharacterDirection,
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* PRTS 备注 "不会因角度过大或距离过近而变化方向与力度"); `fixedAngle` only the angle one (PRTS 见行者 S2 备注 "不会因为角度过大
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* 而改变推动的方向或削减力度" — the < 0.25 tile rule still applies). `inward` = a radial push towards `from` (薄绿 S2's "拖拽", PRTS 备注 "实际为
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* 反方向(指向薄绿方向)的推开"), never nearer than PULL_STOP_RADIUS to its centre [ASSUMED: "至面前"]. `effect` = a 特效
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* push (PRTS 推与拉: one frame less of travel than a 弹道 push — constants.js PUSH_TILES_EFFECT / PUSH_EFFECT_SKILLS).
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* Returns the tiles moved.
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*/
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push(e, force, { from = null, dir = null, fixed = false, fixedAngle = false, inward = false, effect = false } = {}) {
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if (!this._displaceable(e)) { this._staticForce(e, force); return 0; }
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let level = this.forceLevel(e, force);
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const fx0 = fin(from?.x, e.x), fy0 = fin(from?.y, e.y);
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const vx = e.x - fx0, vy = e.y - fy0, d = hypot(vx, vy);
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let ux = 0, uy = 0;
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const dirX = dir ? fin(dir.x, 0) : 0, dirY = dir ? fin(dir.y, 0) : 0;
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const dl = hypot(dirX, dirY);
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if (dl > 0) {
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ux = dirX / dl; uy = dirY / dl;
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if (from && !fixed && (d < PUSH_DIRECTIONAL_MIN_DIST || (!fixedAngle && vx * ux + vy * uy < d * Math.SQRT1_2))) {
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level -= 2;
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if (d > 1e-6) { ux = vx / d; uy = vy / d; }
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}
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} else if (d > 1e-6) { ux = vx / d; uy = vy / d; }
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else if (!inward && from && Array.isArray(from.fwd)) { ux = from.fwd[1]; uy = from.fwd[0]; }
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else return 0;
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let dist = pushTiles(level, effect);
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if (inward && !(dl > 0)) { ux = -ux; uy = -uy; dist = Math.min(dist, Math.max(0, d - PULL_STOP_RADIUS)); }
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// 失衡 for the row's 位移时间 — also when the 特效 column or a wall shortens the slide [ASSUMED for the wall]; a slide a
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// wall stops at the first step gets the 0.1 s floor, like a body that cannot move [ASSUMED: 碰撞、停止 is 待补充]
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const hold = pushUnbalance(level);
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const moved = this.displace(e, { x: ux, y: uy }, dist, { dur: hold });
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if (hold > 0) this._unbalance(e, moved > 0 ? hold : UNBALANCE_MIN);
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return moved;
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}
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/**
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* Pull enemy `e` with 力度 `force` towards the point `to` (PRTS 推与拉 §拉力 / §捕网): 受力等级 ≥ 0 — all the way, until it
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* is within `stop` tiles of `center` (急停; `center` defaults to `to`, `stop` to PULL_STOP_RADIUS) or reaches `to`;
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* −1 — PULL_WEAK_SHARE of its starting distance to `to`; −2 — PULL_CRAWL tiles; ≤ −3 — nothing. `pullToFront` aims at
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* the official 拉力起点 in front of an operator. Returns the tiles moved.
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*/
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pull(e, force, { to, center = null, stop = PULL_STOP_RADIUS } = {}) {
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if (!to) return 0;
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if (!this._displaceable(e)) { this._staticForce(e, force); return 0; }
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// an enemy the puller itself blocks already stands in front of it (at contact) [ASSUMED: no pull, no unblocking]
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if (center && center.side === 'ally' && e.blockedBy === center) return 0;
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const level = this.forceLevel(e, force);
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// 失衡 for the force window, whatever the travel: the 急停 zeroes the movement, the state lasts to the window's end
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const hold = pullUnbalance(level);
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if (!(hold > 0)) return 0;
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const tx = fin(to.x, e.x), ty = fin(to.y, e.y);
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const dx = tx - e.x, dy = ty - e.y, d0 = hypot(dx, dy);
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if (!(d0 > 1e-6)) { this._unbalance(e, hold); return 0; }
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const ux = dx / d0, uy = dy / d0;
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// travel until inside the stop circle around `center` (smaller root of |e + t·u − c| = stop), else up to `to`
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let full = d0;
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const cx = fin(center?.x, tx), cy = fin(center?.y, ty), r = Math.max(0, fin(stop, 0));
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const wx = e.x - cx, wy = e.y - cy, wu = wx * ux + wy * uy, w2 = wx * wx + wy * wy;
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if (w2 <= r * r) full = 0;
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else {
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const disc = wu * wu - w2 + r * r;
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if (disc >= 0) { const t = -wu - Math.sqrt(disc); if (t >= 0) full = Math.min(full, t); }
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}
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const dist = level >= 0 ? full : level === -1 ? Math.min(full, PULL_WEAK_SHARE * d0) : Math.min(full, PULL_CRAWL);
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const moved = dist > 1e-6 ? this.displace(e, { x: ux, y: uy }, dist, { dur: hold }) : 0;
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this._unbalance(e, hold);
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return moved;
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}
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/** Official distance (tiles) a push of 力度 `force` would move `e` on open ground (0 when it cannot be displaced). */
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pushDistance(e, force, { effect = false } = {}) {
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return this._displaceable(e) ? pushTiles(this.forceLevel(e, force), effect) : 0;
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}
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/** Pull `e` "至面前" of ally `unit` (拉力起点 PULL_ORIGIN tiles ahead along its direction, 急停 around its centre). */
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pullToFront(e, unit, force) {
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if (!unit) return 0;
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const f = Array.isArray(unit.fwd) ? unit.fwd : [0, 1];
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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 });
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}
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/**
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* Can `e` be displaced at all: a living enemy, not a leader part of the boss pool, not 失衡免疫 (flag `noDisplace`:
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* 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
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* 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
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* 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
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* 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
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* wall stun) come to nothing — but a force > 0 still puts it in the 失衡 state for its 0.1 s floor (_staticForce).
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*/
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_displaceable(e) {
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return !!(e && e.alive && e.side === 'enemy' && !e.isBoss && !e.s.flags.noDisplace && !(e.def && e.def.staticBody));
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}
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/**
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* A push / pull of 力度 `force` on a 静态刚体 (data `staticBody`; not 失衡免疫 `noDisplace` — PRTS 特殊机制 静态刚体: unlike
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* 失衡免疫 it "可以进入失衡状态并启用物理,但物理层面上无法产生任何速度或移动", leaving it 「在失去施力后立刻」 with 「0.1 秒保底持续
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* 时间」): a force > 0 (受力等级 ≥ −2) gives the UNBALANCE_MIN state, no movement. Leaders (the boss pool) stay out.
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*/
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_staticForce(e, force) {
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if (!(e && e.alive && e.side === 'enemy' && !e.isBoss && !e.s.flags.noDisplace && e.def && e.def.staticBody)) return;
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if (this.forceLevel(e, force) >= -2) this._unbalance(e, UNBALANCE_MIN);
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}
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/**
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* Put enemy `e` in the 失衡 (UNBALANCE) state for `dur` game seconds from now (a running one is kept when it lasts longer):
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* a state machine, not a status (PRTS 异常效果: no 阻止攻击 status — no stun, no immunity, SP untouched) — ai.js
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* updateEnemy reads `unbalanceUntil`: the enemy neither walks (恐惧 / 诱导 included) nor starts a normal attack, a swing
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* short of its frame is cut; checks that ignore the state (水遁忍者's damage, content abilities) go on. The state machine
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* switch ends the attack clip it stood for (PRTS 状态机: the states are exclusive — UNBALANCE, then DEFAULT → MOVE). It
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* ends with its time, or at once with 浮空 (术语释义 浮空 「触发浮空时清除受到的推/拉力…无法陷入失衡」, ai.js) or a 重生.
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* No global skill lock: enemy abilities keep ticking (the 「使用技能」 part is not modelled — docs/SIM.md).
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*/
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_unbalance(e, dur) {
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if (!(dur > 0) || !e || !e.alive) return;
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const until = this.time + dur;
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if (!(e.unbalanceUntil >= until)) e.unbalanceUntil = until;
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this._cutAttackStand(e);
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e.atkStandUntil = -Infinity;
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}
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/**
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* Move an enemy `distance` tiles along `dir` = {x, y} (normalised internally) over passable tiles — the raw mover of
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* push() / pull(), which apply the official 力度 − 重量 rules (content uses those; the old `force` option is gone).
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* 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
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* ⇒ no movement (_displaceable). The tiles it may cross follow its movement (`motion`): a hovering enemy walks the
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* ground, so it stays on ground-passable tiles.
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*/
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displace(e, dir, distance, { dur = 0 } = {}) {
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if (!this._displaceable(e) || !dir) return 0;
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const dxv = fin(dir.x, 0), dyv = fin(dir.y, 0);
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const len = hypot(dxv, dyv);
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if (!(len > 0)) return 0;
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const eff = Math.min(fin(distance, 0), 2 * COLS);
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if (!(eff > 0)) return 0;
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const ux = dxv / len, uy = dyv / len;
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let moved = 0;
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const stepLen = 0.1;
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while (moved + 1e-9 < eff) {
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const s = Math.min(stepLen, eff - moved); // (the last step is a partial one: 0.12 tiles moves 0.12, not 0.2)
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const nx = e.x + ux * s, ny = e.y + uy * s;
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const r = Math.round(ny), c = Math.round(nx);
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const ok = e.motion === 'FLY' ? this.grid.inRect(r, c) : this.grid.groundPassable(r, c);
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if (!ok) break;
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e.x = nx; e.y = ny; moved += s;
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}
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if (moved > 0) {
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this._unblock(e);
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// 失衡 ends the attack clip it stood for (PRTS 状态机: the states are exclusive — UNBALANCE, then DEFAULT → MOVE)
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this._cutAttackStand(e);
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e.atkStandUntil = -Infinity;
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if (e.route) e.route.pts = null;
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// `dur` (game s): the 失衡 the push / pull gives — the client's slide takes that long (render/units.js slideTo)
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this.fx('displace', dur > 0 ? { x: e.x, y: e.y, id: e.id, dur } : { x: e.x, y: e.y, id: e.id });
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}
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return moved;
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}
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}
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