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:
1 parent
01a44cd288
commit
0aba602ecf
72 files changed
+5132
-571
No files matched your search
@@ -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) => {
|
||||
|
||||
@@ -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);
|
||||
|
||||
Reference in new issue
Block a user