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
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@@ -38,9 +38,10 @@ input, textarea, select { -webkit-user-select: text; user-select: text; }
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layer: step back over the HUD's safe-area offset so it stays on its unit on a notched phone */
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.gm__hud > .uframe { margin-left: calc(-1 * var(--sa-l)); margin-top: calc(-1 * var(--sa-t)); }
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/* the shop bar keeps its place at the bottom edge (it may reach into the home-indicator strip): raised by the bottom
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inset it covered ~3/4 of the bench pads 2–9 on a notched phone (844×390 with the iPhone insets: 23 % of those tiles
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left free, 71 % now — as without insets), and a bench piece is pressed / dropped on by its tile (user playtest #4
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item 1). Its right edge stays inside the inset (the notch / rounded corner). */
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inset it covered ~3/4 of the bench pads 2–9 on a notched phone (user playtest #4 item 1), and a bench piece is
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pressed / dropped on by its tile. The prep camera keeps the bench clear of the bar (ui/fieldHost.js hudBands →
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render/projection.js clearHud, user playtest #5 item 9). Its right edge stays inside the inset (the notch / rounded
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corner). */
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.gm__hud > .shopbar { bottom: calc(.2rem - var(--sa-b)); }
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.gm > .spov { left: calc(2.8rem + var(--sa-l)); right: var(--sa-r); }
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/* every other screen is laid out inside the safe area (the app backdrop fills the notch strip) */
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@@ -84,6 +85,8 @@ html:not(.sp-in-match) .toast-host { margin-top: var(--sa-t); }
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.readybtn { height: max(.56rem, 34px); }
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.toolbtn { min-height: max(.5rem, 30px); }
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.gm__gear { width: max(.56rem, 34px); height: max(.56rem, 34px); }
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/* ⚙ / 📖 / ⛶ keep their desktop proportion (half the button) instead of an 11 px glyph in the grown button */
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.gm__corner .gm__gear .icon { width: max(.28rem, 17px); height: max(.28rem, 17px); }
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.gtop__exit { min-width: max(.56rem, 34px); min-height: max(.56rem, 34px); }
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.gtop__iconbtn.has-sprite, .enemybtn.has-sprite { height: max(.46rem, 26px); width: calc(max(.46rem, 26px) * 35 / 29); }
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.gtop__iconbtn.has-sprite.is-wide, .enemybtn.has-sprite.is-wide { width: calc(max(.46rem, 26px) * 61 / 29); }
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