Playtest #3 fixes: lost models, picking, live LP, temp overflow, 蕾缪安 S3, 回环射手, FX, detail card, spinners

- #1 lost operator models: the Spine store no longer hands out a skeleton whose unload is in flight
  (PIXI.Assets.unload is async); eviction runs 1 s after a release and the empty-scene budget only after 3 s
- #7 picking: one shared rule (render/pick.js, pixel probe where bodies overlap) for prep/battle clicks,
  hover, the enemy pen and equipment drops; the drag ghost stands on its drop tile; hover probes capped
  at one per frame
- #2 the top-bar LP drops live as the own battle's enemies enter the blue gate (−N, 联防中), teammates'
  pending LP in the team panel
- #3 temp overflow pieces that arrive after a prep deadline survive through the next prep (tempDue);
  temp-row warning and ready-button reason
- #4 蕾缪安 S3: locks every 0.5 s, then one shell every 0.3 s in lock order (PRTS notes), bombardShell fx
- #5 回环射手: real boomerang (out 15, back 3.75 tiles/s, attack only when every boomerang is caught)
- #6 visible projectiles, muzzle flashes, slashes, skill bursts and auras at unchanged frame cost
- #8 特质 right under the detail card header, with its official type icon
- #9 no spinning busy cursors / spinners next to texts; game data warmed before the match
- docs, recordings and tests updated (2414 unit tests, all browser suites green)
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sganggs committed 2026-09-29 23:42:55 +08:00
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@@ -88,15 +88,29 @@ export function dmgStyleKey(type) {
/** Hit spark colour per damage type. */
export const HIT_TINT = Object.freeze({ phys: 0xffd9a0, arts: 0xc77dff, true: 0xffffff, heal: 0x62f08a, elem: 0xff7b3a });
/** Projectile visuals per atk projKind (sim: none|arrow|bolt|bomb|lob|orb|drone|enemy|chain|chainHeal). */
/**
* Projectile visuals per b.ev 'atk' projKind (sim: none | arrow | bolt | bomb | lob | orb | drone | enemy | boomerang;
* chain / chainHeal / beam are beams). Drawn by render/fx.js:
* look tracer (bullet streak + muzzle flash) | orb (glowing ball, particle trail) | shell (lobbed on an arc with a
* ground shadow, smoke trail) | dart (small fast bolt) | boomerang (spins to the target and back to the thrower)
* speed tiles per game second — a copy of the sim's PROJECTILE_SPEEDS (server/sim/constants.js; `back` of the
* boomerang = BOOMERANG_RETURN_SPEED, PRTS 跃跃: out 15, back 3.75). fx.js prefers the sim's own values, loaded
* from /sim/constants.js, so the visual flight ends with the sim's hit; this copy stands in until then (and in
* Node). test/render/fxproj.test.js keeps the two equal.
* sizes in tiles (× the camera's px per tile at the shot): `len` trail length, `width` trail thickness, `head` glow
* diameter; `arc` peak height of a lob over a 3-tile throw (scales with the range)
* colours `tint` hot core, `glow` halo, `trail` trail particles, `muzzle` flash at the shooter
* hit arrival burst (fx.js _impact): spark | arts | heal | boom | splash | zap | enemy
*/
export const PROJ = Object.freeze({
arrow: { speed: 14, tex: 'streak', tint: 0xfff2d0, len: 0.55, width: 0.09, trail: 0 },
bolt: { speed: 11, tex: 'orb', tint: 0xd49bff, len: 0.28, width: 0.28, trail: 0xa35cff },
orb: { speed: 11, tex: 'orb', tint: 0x9dffb8, len: 0.26, width: 0.26, trail: 0x4ee07a },
bomb: { speed: 8, tex: 'orb', tint: 0xffb066, len: 0.24, width: 0.24, trail: 0xff7a33, arc: 0.9 },
lob: { speed: 8, tex: 'orb', tint: 0xffc78a, len: 0.22, width: 0.22, trail: 0xffa04a, arc: 1.2 },
drone: { speed: 16, tex: 'orb', tint: 0x8fe6ff, len: 0.16, width: 0.16, trail: 0x57c9ff },
enemy: { speed: 12, tex: 'orb', tint: 0xff6a5a, len: 0.22, width: 0.22, trail: 0xff3b30 },
arrow: { look: 'tracer', speed: 14, tint: 0xfff6dc, glow: 0xffc45a, len: 1.05, width: 0.2, head: 0.36, muzzle: 0xffd27a, hit: 'spark' },
bolt: { look: 'orb', speed: 11, tint: 0xf4e2ff, glow: 0xb36bff, len: 0.6, width: 0.34, head: 0.52, trail: 0xa35cff, muzzle: 0xc77dff, hit: 'arts' },
orb: { look: 'orb', speed: 10, tint: 0xeafff0, glow: 0x3fe07a, len: 0.55, width: 0.3, head: 0.48, trail: 0x62f08a, muzzle: 0x62f08a, hit: 'heal' },
bomb: { look: 'shell', speed: 8, tint: 0xffeed0, glow: 0xff8a3d, len: 0.85, width: 0.3, head: 0.56, trail: 0xff9c4a, arc: 1.1, smoke: 0x2e2824, muzzle: 0xffb35c, hit: 'boom' },
lob: { look: 'shell', speed: 8, tint: 0xfff4dc, glow: 0xffb04a, len: 0.7, width: 0.26, head: 0.5, trail: 0xffc27a, arc: 1.4, smoke: 0x3a322c, muzzle: 0xffc27a, hit: 'splash' },
drone: { look: 'dart', speed: 16, tint: 0xe4fbff, glow: 0x57c9ff, len: 0.7, width: 0.16, head: 0.3, trail: 0x57c9ff, hit: 'zap' },
enemy: { look: 'orb', speed: 10, tint: 0xffe2da, glow: 0xff3b30, len: 0.55, width: 0.28, head: 0.44, trail: 0xff4a3a, muzzle: 0xff6a5a, hit: 'enemy' },
boomerang: { look: 'boomerang', speed: 15, back: 3.75, tint: 0xfff4d6, glow: 0x9ff0dc, len: 0.4, width: 0.3, head: 0.5, trail: 0x9ff0dc, hit: 'spark' },
});
/** Status keys (b.ev 'status' + UF flags) → icon atlas key (render/textures.js) and colour. */