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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sganggs committed 2026-09-30 19:12:36 +08:00
1 parent d4f868cd19
commit 15291c2293
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+12 -7
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@@ -14,7 +14,8 @@
// it; a refused drop toasts the reason (gameLogic dropFailureReason / canPlace). Tapping an own piece selects it:
// its underframe (ui/underframe.js: 撤退 / 出售 +N / 销毁), its rotated range tiles and its detail card; right-click /
// long-press opens the detail card only. There is no drag-to-sell. The own board is drawn and checked with the
// player's stage overrides (terrain 机变 cards: gameLogic stageOverrides / effectiveStage).
// player's stage overrides (terrain 机变 cards: gameLogic stageOverrides / effectiveStage); in a boss round's prep the
// legality reads the player's half of the boss field (gameLogic deployFieldOf, user playtest #5 item 7).
// Shortcuts: R refresh, F freeze, D level-up, Space ready, Esc closes the topmost popup.
// The UI never mutates match state locally; it re-renders from m.public / m.private / m.field pushes.
// Client-side combat (DESIGN §14, m.public.combatMode 'client'): battles are simulated in this browser by
@@ -74,7 +75,7 @@ import {
phaseMode, phaseBanner, isCombatPhase, showDeadPill, isBossPhase, placementContext, canPlace, boardTargets, dropIntent,
snapHud, activeBubbles, shortcutFor, shortcutBlocked, closesOnFieldPress, phaseTotalSeconds, homeFieldId, ownFieldId, normalizeSp, sortedPlayers,
countdownState, shopBlockReason, stageOverrides, effectiveStage, watchTarget, dropFailureReason,
previewEnemyKey, prepCamera, panelSide, panelSlots, bondPopupPlace, chessLoadout, unitLoadout,
previewEnemyKey, prepCamera, deployFieldOf, panelSide, panelSlots, bondPopupPlace, chessLoadout, unitLoadout,
} from '../ui/gameLogic.js';
import { toast } from '../ui/toasts.js';
import { BriefingScreen } from './briefing.js';
@@ -227,17 +228,21 @@ function MatchScreen() {
// latest values for event handlers bound once
const live = useRef({});
// the field the own pieces are deployed on: the own board, or the player's half of the boss field in a boss round's
// prep (user playtest #5 item 7: legality and the legal-tile highlights read THOSE tiles, like the server)
const deployField = deployFieldOf(pub, myId);
const placeCtx = useMemo(() => placementContext({
priv, stage: gd.stage(pub?.stageId), editable,
priv, stage: gd.stage(pub?.stageId), editable, field: deployField,
getChess: gd.chess, getToken: gd.token, getItem: gd.item, getEffect: gd.effect,
}), [priv, pub?.stageId, editable, gd.ready]);
}), [priv, pub?.stageId, editable, gd.ready, deployField]);
live.current = { pub, priv, field, editable, placeCtx, watching, home, myId, detail, drawer, bondOpen, emoteOpen, settingsOpen, exitOpen, drag, facing, sel, pen, collapsedNow: collapsed, localDone: false, canPause: false, paused };
// ---- camera: every request goes through setCam, which remembers it for the pen's way back -----------------------
// the own prep board: the normal board, or — in the prep of a boss round — the player's half of the boss field
// (research 09 §1.2: the right-hand player's board mirrored; gameLogic prepCamera). The DOM fallback view has no
// boss-field prep: it keeps the own board (every coordinate the UI handles is a board coordinate either way).
const prepCam = viewKind === 'fallback' ? prepCamera(null, myId) : prepCamera(pub, myId);
// (research 09 §1.2: the right-hand player's board mirrored; gameLogic prepCamera). The DOM fallback view keeps the
// own board's layout there (every coordinate the UI handles is a board coordinate either way) and draws the tiles of
// that half (ui/fallbackField.js: the legal fence tiles are floor, not the normal field's walls; user playtest #5 item 7).
const prepCam = prepCamera(pub, myId);
const prepCamKey = `${prepCam.kind}:${prepCam.opts.side}`;
const prepCamSeen = useRef(prepCamKey); // the prep camera last requested
const camRef = useRef({ kind: 'prep', opts: { rect: { ...GEO.NORMAL_RECT }, side: 'L' } });