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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@@ -17,8 +17,14 @@ export const MOVE_SCALE = 0.5;
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export const ATTACK_PAUSE = 0.35;
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/** Default projectile speed in tiles/s for ranged operators/enemies. */
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export const PROJECTILE_SPEED = 12;
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/** Projectile speeds per visual kind (tiles/s). `none`/`beam` are instant. */
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export const PROJECTILE_SPEEDS = Object.freeze({ arrow: 14, bolt: 11, bomb: 8, lob: 8, orb: 10, drone: 16, enemy: 10 });
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/**
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* Projectile speeds per visual kind (tiles/s). `none`/`beam` are instant. `boomerang` (回环射手 跃跃) is the OUTBOUND
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* flight to the target — PRTS 跃跃 特性 note "投射物飞行速度15,返回时飞行速度3.75"; the way back is
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* BOOMERANG_RETURN_SPEED (ai.js throwBoomerang).
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*/
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export const PROJECTILE_SPEEDS = Object.freeze({ arrow: 14, bolt: 11, bomb: 8, lob: 8, orb: 10, drone: 16, enemy: 10, boomerang: 15 });
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/** 回环射手: speed (tiles/s) of a boomerang flying back from its hit point to its thrower (PRTS "返回时飞行速度3.75"). */
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export const BOOMERANG_RETURN_SPEED = 3.75;
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/** Minimum damage ratio after mitigation (5 % of the pre-mitigation amount). */
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export const MIN_DAMAGE_RATIO = 0.05;
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