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
@@ -12,6 +12,7 @@
|
||||
// deploy() 'Start' once, then base
|
||||
// die() die clip once (callers fade out afterwards)
|
||||
// stunned (setBase('stun')) stun clip, or the current track frozen at timeScale 0
|
||||
// setForm(roles, change) another clip set of the skeleton (an enemy's mode), after a change clip
|
||||
// update(dt) advances the skeleton (autoUpdate is off: one clock for everything)
|
||||
// Attack mode lasts until ~1.4 attack intervals without a new attack, then the end clip (if any) and base.
|
||||
|
||||
@@ -114,6 +115,25 @@ export class SpineActor {
|
||||
this.roles = clip ? { ...anims, skill: clip } : anims;
|
||||
}
|
||||
|
||||
/**
|
||||
* Another clip set of the same skeleton — an enemy's mode (render/units.js FORMS: 掠海漂移体's 爬行模式 plays its *_02
|
||||
* clips): `roles` override the manifest roles (null = back to them); `change` = a transition clip played once first
|
||||
* (also while stunned: the pose it ends in is the one a stun then holds).
|
||||
*/
|
||||
setForm(roles, change = null) {
|
||||
const anims = this.entry?.anims || {};
|
||||
this.roles = roles ? { ...anims, ...roles } : anims;
|
||||
if (this.dead) return;
|
||||
if (change && this.has(change)) {
|
||||
this.stunWanted = this.mode === 'stun';
|
||||
this.frozen = false;
|
||||
this.mode = 'change';
|
||||
this._play(change, false, { mix: 0.08 });
|
||||
this.changeUntil = this.clock + this.dur(change);
|
||||
} else if (this.mode === 'base') this._play(this._baseName(), true);
|
||||
else if (this.mode === 'stun' && this.has(this.roles.stun?.loop)) this._play(this.roles.stun.loop, true);
|
||||
}
|
||||
|
||||
has(name) { return !!name && this.names.has(name); }
|
||||
dur(name) { const d = this.durations[name]; return typeof d === 'number' && d > 0 ? d : this._durFromData(name); }
|
||||
|
||||
@@ -159,6 +179,8 @@ export class SpineActor {
|
||||
setBase(base) {
|
||||
if (this.dead) return;
|
||||
const b = base === 'move' || base === 'stun' ? base : 'idle';
|
||||
// a mode change clip plays out first; the resting state it lands in is remembered
|
||||
if (this.mode === 'change') { this.stunWanted = b === 'stun'; if (b !== 'stun') this.base = b; return; }
|
||||
if (b === 'stun') { this._enterStun(); return; }
|
||||
if (this.mode === 'stun') this._leaveStun();
|
||||
if (b === this.base && this.mode !== 'stun') return;
|
||||
@@ -340,6 +362,12 @@ export class SpineActor {
|
||||
case 'deploy':
|
||||
if (this.clock >= this.deployUntil) { this.mode = 'base'; this._play(this._baseName(), true); }
|
||||
break;
|
||||
case 'change':
|
||||
if (this.clock >= this.changeUntil) {
|
||||
this.mode = 'base';
|
||||
if (this.stunWanted) { this.stunWanted = false; this._enterStun(); } else this._play(this._baseName(), true);
|
||||
}
|
||||
break;
|
||||
default: break;
|
||||
}
|
||||
if (!this.frozen) {
|
||||
|
||||
Reference in new issue
Block a user