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)
This commit is contained in:
sganggs committed 2026-09-29 23:42:55 +08:00
1 parent 01a44cd288
commit 0aba602ecf
72 files changed
+5132 -571

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+4 -1
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@@ -593,7 +593,10 @@ export default {
}),
// ---------------------------------------------------------------------------------------------------------------
// 1_09 跃跃 乐趣加倍: ATK +atk, each attack throws `cnt` boomerangs (cnt hits). 戏耍随心: prob per hit for
// 1_09 跃跃 (回环射手: every attack is a boomerang out to the target and back — she attacks again only once it is
// caught, professions.js loopshooter / ai.js throwBoomerang). 乐趣加倍: ATK +atk, each attack throws `cnt`
// boomerangs at the target (cnt hits); they fly the same path, so the flight carries cnt hits and all of them are
// back together ("必须回收全部回旋投掷物才可以进行下一次攻击"). 戏耍随心: prob per hit (each boomerang on its own) for
// ATK ×atk_scale. Elite module (LPS-X, trait atk_scale): vs enemies on the 8 surrounding tiles ATK ×atk_scale.
// Alternate S1 强力击·β型 (AUTO, attack SP): the next attack at atk_scale × ATK.
chess_char_1_09_a: (bb, chess) => {
+50 -11
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@@ -12,6 +12,9 @@
// Simplifications (one line per id; see also the report of the content phase):
// 1_15 盟约·辅助干员 element pick = neural → burn → apoptosis, skipping the elements already bursting on the target.
// 6_01 蕾缪安 locks every 0.5 s while an enemy is in range (ends early — and bombs — when the range empties);
// the shells then follow one every 0.3 s (PRTS), each landing 0.3 s after it is fired [ASSUMED flight];
// the 1.5 radius (PRTS "碰撞箱判定") is read as the centre distance like every engine radius; knocked
// out / withdrawn after the end, she fires no further shell (those already in the air still land);
// "wanted" needs a continuous 8 s stay in some 拉特兰 range; wanted targets are added to her range tiles.
// 6_02 圣聆初雪 "诱导" (ba.attract 无法被阻挡并向目标位置移动) = the engine `attract` status for attract_time: the enemy
// is unblockable and walks (own speed, grid path) to the nearest ground tile around her, then waits there;
@@ -98,6 +101,7 @@
import { absoluteRangeKeys, sortEnemyTargets, canTargetEnemy } from '../../targeting.js';
import { aggregateMods } from '../../buffs.js';
import { COLS, ROWS } from '../../constants.js';
import { rotateOffset } from '../../dir.js';
import { summonToken, TOKEN_IDS } from '../tokens.js';
// ------------------------------------------------------------------------------------------------------------------
@@ -345,6 +349,15 @@ function pithst(bb, chess, def) {
// ------------------------------------------------------------------------------------------------------------------
// 蕾缪安 chess_char_6_01 (神射手) — S3 礼炮·强制追思; 跨境追缉许可; 逃犯引渡手续
/** S3 bombardment: one shell every 0.3 s after the skill ends, for at most 10 s (PRTS S3 note, not in the data). */
const LEMUEN_SHELL_INTERVAL = 0.3;
const LEMUEN_SHELL_WINDOW = 10;
/**
* Shell flight time [ASSUMED]: the first bombardment lands one interval after the skill ends, so every shell of the
* PRTS count (≤ 33 in the 10 s window) lands inside it; the renderer draws the shell over this time (fx bombardShell).
*/
const LEMUEN_SHELL_FLIGHT = 0.3;
function ensureWanted(battle) {
const S = bstate(battle);
if (S.wanted) return S.wanted;
@@ -394,18 +407,43 @@ function lemuen(bb, chess, def) {
for (const e of cands) if (!best || cnt(e) < cnt(best)) best = e;
return best;
};
const bombard = (battle, unit, locks) => {
for (const L of locks) {
const x = L.e.alive && !L.e.hidden ? L.e.x : L.x;
const y = L.e.alive && !L.e.hidden ? L.e.y : L.y;
battle.fx('bombard', { x, y, id: unit.id, r: d2 });
for (const e of battle.enemiesInRadius(x, y, d2)) {
if (e.s.flags.untargetable) continue;
const d = Math.hypot(e.x - x, e.y - y);
battle.dealDamage(unit, e, { amount: unit.s.atk * (d <= d1 ? s1 : s2), type: 'phys', isSkill: true, isSplash: true, tags: ['skill', 'bombard'] });
}
// S3 bombardment (PRTS 蕾缪安 S3 note — the timing is not in the blackboard): after the skill ends ONE shell every
// LEMUEN_SHELL_INTERVAL s, in lock order, on a random point of the square of side 2 × emit_offset (PRTS "边长0.4",
// emit_offset 0.2) around its lock mark — the locked enemy while it is on the field ("持续追踪锁定目标"), else the spot
// it left ("锁定标记会留在原地") — landing LEMUEN_SHELL_FLIGHT s later; each shell hits every enemy within dist_2 once
// (limited_hit_time 1): proj_atk_scale_1 × ATK within dist_1 of its point, proj_atk_scale_2 × ATK beyond, all with the
// ATK cached when the skill ended ("缓存攻击力"); at most LEMUEN_SHELL_WINDOW s of shells ("最多产生33次轰炸").
const spread = Math.max(0, num(bb['attack@emit_offset'], 0.2));
const markOf = (L) => {
const e = L.e;
if (!L.gone && (!e.alive || !e.hidden)) { L.x = e.x; L.y = e.y; if (!e.alive) L.gone = true; }
return L;
};
const blast = (battle, unit, atk, x, y) => {
battle.fx('bombard', { x, y, id: unit.id, r: d2 });
for (const e of battle.enemiesInRadius(x, y, d2)) {
if (e.s.flags.untargetable) continue;
const d = Math.hypot(e.x - x, e.y - y);
battle.dealDamage(unit, e, { amount: atk * (d <= d1 ? s1 : s2), type: 'phys', isSkill: true, isSplash: true, tags: ['skill', 'bombard'] });
}
};
const bombard = (battle, unit, locks) => {
const atk = unit.s.atk;
const seq = unit.deploySeq;
const n = Math.min(locks.length, Math.floor(LEMUEN_SHELL_WINDOW / LEMUEN_SHELL_INTERVAL + 1e-9));
const fire = (i) => {
// knocked out / withdrawn after the skill ended: the shells not fired yet are dropped (those in the air land)
if (!(unit.alive && unit.deployed && unit.deploySeq === seq)) return;
const L = markOf(locks[i]);
// the random offset is drawn in her facing frame (the square turns onto itself): a turned board plays alike
const [oy, ox] = rotateOffset(battle.rng.range(-spread, spread), battle.rng.range(-spread, spread), unit.dir);
const x = L.x + ox, y = L.y + oy;
battle.fx('bombardShell', { x, y, id: unit.id, r: d2, t: LEMUEN_SHELL_FLIGHT, i });
battle.after(LEMUEN_SHELL_FLIGHT, () => blast(battle, unit, atk, x, y), { owner: unit });
if (i + 1 < n) battle.after(LEMUEN_SHELL_INTERVAL, () => fire(i + 1), { owner: unit });
};
if (n > 0) fire(0);
};
// S2 归乡邀约: aimed snipe at a wanted enemy — ATK scale ramps main → fin by ex every interval (at most trig_cnt
// steps, aim_duration s), fired early once ATK × scale > the target's HP + DEF; ignores dodge; one bullet per aim
const aimS = {
@@ -463,7 +501,7 @@ function lemuen(bb, chess, def) {
onTick({ battle, unit, skill, dt }) {
const m = unit.mem;
if (!m.lemLocks) return;
for (const L of m.lemLocks) if (L.e.alive && !L.e.hidden) { L.x = L.e.x; L.y = L.e.y; }
for (const L of m.lemLocks) markOf(L);
if (!unit.canAct) return;
m.lemAcc += dt;
if (m.lemAcc + 1e-9 < aim) return;
@@ -477,6 +515,7 @@ function lemuen(bb, chess, def) {
if (skill.active && skill.ammoLeft <= 0) skill.end('ammo');
},
onEnd({ battle, unit, reason }) {
// the shells follow one by one after the end (bombard); knocked out / withdrawn mid-lock ('death'): none
const locks = unit.mem.lemLocks || [];
unit.mem.lemLocks = null;
if (reason !== 'death' && unit.alive) bombard(battle, unit, locks);