knockback-body · diff
git:20260912.1d3818f to git:20260913.43ccc40
20 added, 4 removed. Audit A to A.
---
name: knockback-body
- description: The body that rides knockback-launch. Capsule stays on nav. Use for 受击位移, 击飞身体.
+ description: Use when a character or enemy must physically traverse knockback or launch motion without tunneling, embedding in walls, or losing deterministic floor/wall response.
---
# Knockback body
- Pairs with `knockback-launch`. The vector is data; the body must not tunnel.
+ Pairs with `knockback-launch`: launch owns the intended trajectory parameters; this skill owns collision-safe body motion.
- Rules: sweep the same capsule the pawn walks with (`nav-mesh`). Hitstop ends, then the sweep (`action-feel`). Landing lag starts when the capsule finds floor (`landing-lag`). Wall contact may splat (`wall-splat`) or slide, published. Fat costumes do not change the capsule.
+ Use the gameplay collision proxy published for the actor. If knockback uses a different proxy from locomotion, declare why and test the transition; do not silently switch shapes because a costume is larger.
- Accept: a launch cannot put them inside a wall. Training draws the capsule at takeoff and land.
+ ## Collision response
+
+ Sweep/continuous-test the displacement required by the target physics system rather than teleporting through geometry. Publish wall response as one of:
+
+ | Response | Result |
+ |---|---|
+ | stop | consume blocked component and stop/settle |
+ | slide | project remaining motion along the contact surface |
+ | splat-state | enter an authored wall reaction when speed/angle/state thresholds match |
+
+ `splat-state` is a reaction state, not a reference to a nonexistent skill. Its stun/recovery timing is owned by `hitstun-recover`.
+
+ Floor contact publishes the landing event consumed by `landing-lag`. Slopes, moving surfaces and corners need the same collision evidence as flat floor.
+
+ ## Accept
+
+ Sweep representative launches into thin walls, corners, slopes and floor at the maximum supported displacement. The body never ends embedded or on the wrong side of geometry; wall response and landing tick are reproducible. Draw the collision proxy and contact normal at takeoff, impacts and landing.