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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@@ -45,6 +45,8 @@ export const ROW_KEY = Object.freeze({ blocks: 0, devices: 0.01, surface: 0.02 }
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export const boxDepthKey = (cam, row) => -cam.depthOf(0, row + 0.45, 0) * 100;
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const ROWS = 19, COLS = 21;
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/** The boss field's top wall under the normal field's bench (= board3d/layout.js BOSS_WALL_ROW). */
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const BOSS_WALL_ROW = 6;
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const PLAYABLE_DIST = 2; // margin tiles farther than this from a playable tile are not drawn
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const CLIFF_DEPTH = 0.62; // how far the island's edge faces go down to the ground plane (tiles)
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/** Brightness of the board meshes (vertex colour above 1 lifts the mid-grey board art a little). */
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@@ -362,6 +364,9 @@ export class TileField {
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_stageDevices() {
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const list = Array.isArray(this.stage?.devices) ? this.stage.devices : [];
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// the boss field's devices (rows ≤ 6, its top wall under the bench included) only in the views of the boss field
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// (board3d/layout.js stageDevices: the official normal cameras never show that wall; user playtest #5 item 6)
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const bossShown = this.field[0] < BOSS_WALL_ROW;
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const out = [];
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for (const d of list) {
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if (!d || !Array.isArray(d.pos) || !Number.isInteger(d.pos[0]) || !Number.isInteger(d.pos[1])) continue;
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@@ -369,14 +374,11 @@ export class TileField {
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const active = typeof d.active === 'boolean' ? d.active : !d.hidden;
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if (!active) continue;
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if (d.pos[0] < 0 || d.pos[0] >= ROWS || d.pos[1] < 0 || d.pos[1] >= COLS || d.pos[0] >= 14) continue;
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if (d.pos[0] <= BOSS_WALL_ROW && !bossShown) continue;
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const gt = this.grid[d.pos[0]] && this.grid[d.pos[0]][d.pos[1]];
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if (gt && (!gt.drawn || gt.scenery)) continue;
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// a device on the field's edge wall only matters when it acts on this field (blowers blowing into it)
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const F = this.field;
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if (Array.isArray(d.rangeTiles) && d.rangeTiles.length > 1 && (d.pos[0] === F[0] || d.pos[0] === F[1])) {
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const into = d.rangeTiles.some(([r, c]) => (r !== d.pos[0] || c !== d.pos[1]) && r > F[0] && r < F[1]);
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if (!into) continue;
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}
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// devices stand on the island (playable tiles + the ring around them, dist ≤ 1 — the 3D board's drawn tiles), not
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// on the faded margin; the separator row 13 above the field included (act2 m01's blowers)
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if (gt && (!gt.drawn || gt.scenery || gt.dist > 1)) continue;
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out.push(d);
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}
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return out;
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