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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@@ -12,12 +12,36 @@
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// pointer's point on the ground, or its drawn body (on screen: the upright line from its feet to its head, in its px
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// per tile), whichever is nearer, so a press on a tall enemy's / a boss's body picks it too; a flying enemy (drawn in
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// the air, over whatever tile it crosses) by its drawn body alone.
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// * a huge boss (巨型单位, data `hitArea` — the sim's hit rectangle, server/sim/body.js; user playtest #5 item 10) is
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// also picked by a press anywhere on its drawn body — its hit area on the ground (the 5 × 3 tiles under the model)
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// or the upright box from its feet to its head as wide as that area — counted as AREA_PICK tile away, so an ally
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// standing on the pressed tile, or a regular enemy near the pointer, still wins.
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// * an ally's tile and an enemy both qualify → the nearer one (distance in tiles to the pointer's point), ties → the
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// ally, then the front-most.
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// (Replaces the drawn-body shapes and the 1-px render probe of v2.2, DESIGN §17.2: the player aims at the grid.)
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/** Battle enemies are picked within this many tiles of the pointer's ground point or of their drawn body on screen. */
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export const ENEMY_REACH = 0.6;
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/**
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* A press on a huge boss's hit area (not near its feet / drawn body line) counts as this far — farther than any ally
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* on the pressed tile (≤ √0.5) or any enemy within ENEMY_REACH, so those win [ASSUMED].
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*/
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export const AREA_PICK = 1;
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/**
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* World rectangle (tiles: x = col, y = row) of a hit area `{ w, h, dx, dy }` for a unit at (x, y) — the same rectangle
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* as server/sim/body.js hitRect: `w` along the columns × `h` along the rows, centred `dx` columns right / `dy` rows up.
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* @returns {{ x0: number, x1: number, y0: number, y1: number } | null}
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*/
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export function hitRectAt(x, y, a) {
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if (!a || !(a.w > 0) || !(a.h > 0) || !Number.isFinite(x) || !Number.isFinite(y)) return null;
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const cx = x + (Number(a.dx) || 0), cy = y + (Number(a.dy) || 0);
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return { x0: cx - a.w / 2, x1: cx + a.w / 2, y0: cy - a.h / 2, y1: cy + a.h / 2 };
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}
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const inArea = (A, g) => !!A && !!g && g.x >= A.x0 && g.x <= A.x1 && g.y >= A.y0 && g.y <= A.y1;
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/** Screen point inside a huge body's upright box: `hw` tiles (its px per tile) either side of its x, feet up to head. */
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const inBox = (b, px, py) => !!b && b.hw > 0 && b.s > 0 && Math.abs(px - b.x) <= b.hw * b.s
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&& py >= Math.min(b.top, b.feet) && py <= Math.max(b.top, b.feet);
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const EPS = 1e-9;
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const isTile = (t) => !!t && Number.isInteger(t.row) && Number.isInteger(t.col);
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@@ -39,10 +63,13 @@ function bodyDist(b, px, py) {
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* @typedef {{ row: number, col: number, x?: number, y?: number }} PickGround the tile under the pointer and the pointer's
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* point on its top (world tiles: x = col, y = row), or null off the grid
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* @typedef {{ tile?: { row: number, col: number } | null, x?: number, y?: number, depth?: number, fly?: boolean,
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* body?: { x: number, top: number, feet: number, s: number } | null }} PickUnit
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* body?: { x: number, top: number, feet: number, s: number, hw?: number } | null,
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* area?: { x0: number, x1: number, y0: number, y1: number } | null }} PickUnit
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* `tile`: the tile it stands on (null: it walks — a battle enemy); `x`, `y`: its ground position (world tiles);
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* `body`: an enemy's drawn body on screen (px: x, head `top`, `feet`; `s` px per tile there); `fly`: in the air — its
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* ground position does not count; `depth`: draw order (larger = in front)
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* `body`: an enemy's drawn body on screen (px: x, head `top`, `feet`; `s` px per tile there; `hw`: a huge boss's half
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* width in tiles); `fly`: in the air — its
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* ground position does not count; `area`: a huge boss's hit rectangle on the ground (world tiles, hitRectAt);
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* `depth`: draw order (larger = in front)
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*/
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/**
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@@ -87,7 +114,10 @@ export function pickBattle(units, ground, px, py) {
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else {
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d = bodyDist(u.body, px, py);
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if (!u.fly && onGround && Number.isFinite(u.x) && Number.isFinite(u.y)) d = Math.min(d, Math.hypot(u.x - ground.x, u.y - ground.y));
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if (!(d <= ENEMY_REACH)) continue;
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if (!(d <= ENEMY_REACH)) {
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if (u.fly || !(inBox(u.body, px, py) || (onGround && inArea(u.area, ground)))) continue;
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d = AREA_PICK;
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}
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}
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if (d < Infinity && better(u, d)) { best = u; bd = d; }
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}
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