Playtest #5 fixes: hovering enemies, target order, blocking hand-over, 联防 knocked-out, elements, huge-boss hit area, maps, gear icon, phone HUD, 至简 price
- #1 近地悬浮 enemies count as air units (Unit.isFlying): ground-only attacks, splash, terrain and traps skip them; PRTS 不可对空 skill effects made ground-only; 掠海漂移体 / 吉兆飞鳞 drop modes; the bot plans them as air - #2 an operator knocked out before 联防 is fielded and force-exited (PRTS 强制退场): it lies on its tile with the redeploy ring and redeploys (full timer [ASSUMED]); partners, observers and the server fallback included - #3 element audit of every operator, item and enemy: 海嗣 numbers are official; bursts are 无来源, 元素脆弱 only raises 元素伤害, 元素抗性 applied, 盟约·辅助干员 fills all three gauges, 菲莱 / 哈洛德 / 纯烬 / enemy kits fixed - #4 blocking by the official contact radius (0.7071): another operator in contact takes over at once when the blocker dies, withdraws or is stunned; melee blockers attack what they block - #5 enemy target order per PRTS 索敌: blocker, special priority, taunt, last deployed; initial deploy 从上到下>从左到右, operators before summons; special priorities break ties by taunt then deploy order - #6 act2 m01's normal-field blower machines (row 13) are drawn in the normal / 联防 views - #7 Final Assault prep legality reads the player's half of the boss field (fence tiles deployable); all 11 stages audited against the official level files - #8 regular settings gear; #9 the prep camera keeps the bench and temp rows clear of the shop bar on phones - #10 huge bosses have the official 4.95 × 2.95 hit area (sim/body.js) and are 自缚 / unblockable - #11 至简 costs 1: 购买价格为N's bb.price is a discount off the tier price, applied before other price effects - DESIGN §19 and the normative §3 / §5 / §6 / §7 lines, SIM / META / DATA / PLAYING updated; 2595 unit tests and every browser suite green; dev recordings regenerated
This commit is contained in:
1 parent
d4f868cd19
commit
15291c2293
104 files changed
+5539
-662
No files matched your search
@@ -21,7 +21,8 @@
|
||||
- 真实 Spine 小人、官方 BGM / 音效、表情(6 套 × 6 个);可选的官方 3D 棋盘(需从本机客户端提取贴图)。
|
||||
- 作战特效:狙击曳光弹与枪口火光、法术 / 治疗 / 敌方光球、抛物线炮弹与爆炸、回环射手的回旋镖(飞出再飞回)、蕾缪安 3 技能的锁定与逐发炮击、近战斩击弧光、技能光柱与脚下光环;低画质只保留必要特效。
|
||||
- 漏怪时顶栏的目标生命值实时减少(结算时确定);点选、拖放和配发装备都按地上的方格:点哪个方格就选中那个方格上的干员,拖动时模型始终在指针 / 手指下。
|
||||
- 被击倒的干员留在原地并显示再部署倒计时圈,敌我单位显示官方样式的元素损伤图标(含爆发冷却);干员详情显示实时数值(作战中的当前数值 / 休整期的开战数值)。
|
||||
- 被击倒的干员留在原地并显示再部署倒计时圈(联防开始时已倒地的干员同样倒地倒计时),敌我单位显示官方样式的元素损伤图标(含爆发冷却);干员详情显示实时数值(作战中的当前数值 / 休整期的开战数值)。
|
||||
- 战斗规则对照官方数据与 PRTS 核对:敌人索敌顺序、按接触半径阻挡(阻挡者倒下时由接触的干员接替)、近地悬浮敌人算空中单位、巨型领袖约 5×3 格的受击范围、元素损伤与无来源的元素爆发。
|
||||
- 只有一名玩家时(独立模拟,或同盟模拟只带 AI 队友)除作战外不计时;选策略每人 30 秒、只有一个倒计时;机变选卡和购买一样需要二次确认。
|
||||
- **战斗在各玩家浏览器里模拟**(和官方一样),服务器只管经济与回合:一台低功耗 Windows 小主机即可开服。
|
||||
|
||||
@@ -90,7 +91,7 @@ npm start # http://localhost:3000
|
||||
| 表情 | 左下角「交流」,左右滑动(或方向键)换主题,冷却 1 秒 |
|
||||
| 观战 | 自己的作战结束后(或休整期)点左侧队友头像 →「前往查看」 |
|
||||
|
||||
手机和平板也能玩(触摸拖拽、长按查看),推荐横屏;电脑推荐 Chrome / Edge / Firefox / Safari 最新版。显卡较弱时可在「设置」里调低画质,或在网址后加 `?board=2d`(强制 2D 棋盘)/ `?render=fallback`(不用 WebGL 的简化 DOM 画面)。
|
||||
手机和平板也能玩(触摸拖拽、长按查看),推荐横屏(细长屏幕上休整期镜头会自动微调,整备区不会被购买栏挡住);电脑推荐 Chrome / Edge / Firefox / Safari 最新版。显卡较弱时可在「设置」里调低画质,或在网址后加 `?board=2d`(强制 2D 棋盘)/ `?render=fallback`(不用 WebGL 的简化 DOM 画面)。
|
||||
|
||||
## 配置
|
||||
|
||||
@@ -113,7 +114,7 @@ npm start # http://localhost:3000
|
||||
## 测试
|
||||
|
||||
```bash
|
||||
node --test # 单元 + 集成测试(约 2500 项;缺少素材 / 浏览器的用例会自动跳过)
|
||||
node --test # 单元 + 集成测试(约 2600 项;缺少素材 / 浏览器的用例会自动跳过)
|
||||
SP_E2E=1 node --test test/ui/mock.e2e.test.js # 需要本机 Chrome(CHROME_PATH 可指定路径)
|
||||
SP_REAL_E2E=1 node --test test/ui/real.e2e.test.js # 需要 Chrome + 已下载素材
|
||||
```
|
||||
|
||||
Reference in new issue
Block a user