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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@@ -139,9 +139,31 @@ export function PieceThumb({ piece, size = 'md', class: cls, badge }) {
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golden=${!!piece.golden} tier=${piece.tier} size=${size} class=${cls} badge=${badge} />`;
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}
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/**
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* A regular gear centred in the 24×24 box (even-odd path): `teeth` trapezoid teeth (width tipW at the tip circle
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* rTip, rootW at the root circle rRoot; the first one straight up), arcs along both circles, and a round hole. The
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* settings button's gear (user playtest #5 item 8): the hand-written path it replaces had teeth of different sizes
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* and spacing on a rim that was not round (it bulged at 9 o'clock and was cut flat elsewhere) — a deformed icon.
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* @param {{ teeth?: number, rTip?: number, rRoot?: number, tipW?: number, rootW?: number, rHole?: number }} [o]
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*/
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export function gearPath({ teeth = 8, rTip = 10, rRoot = 7.4, tipW = 3.2, rootW = 4.4, rHole = 3.3 } = {}) {
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const c = 12;
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const f = (v) => String(Math.round(v * 100) / 100 + 0);
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const pt = (a, r) => `${f(c + r * Math.cos(a))} ${f(c + r * Math.sin(a))}`;
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const at = Math.asin(tipW / 2 / rTip), ar = Math.asin(rootW / 2 / rRoot), step = (2 * Math.PI) / teeth;
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let d = `M${pt(-Math.PI / 2 - ar, rRoot)}`;
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for (let i = 0; i < teeth; i++) {
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const t = -Math.PI / 2 + i * step;
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d += `L${pt(t - at, rTip)}A${f(rTip)} ${f(rTip)} 0 0 1 ${pt(t + at, rTip)}L${pt(t + ar, rRoot)}`
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+ `A${f(rRoot)} ${f(rRoot)} 0 0 1 ${pt(t + step - ar, rRoot)}`;
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}
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return `${d}ZM${f(c)} ${f(c - rHole)}A${f(rHole)} ${f(rHole)} 0 1 0 ${f(c)} ${f(c + rHole)}`
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+ `A${f(rHole)} ${f(rHole)} 0 1 0 ${f(c)} ${f(c - rHole)}Z`;
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}
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/** Extra 24×24 glyphs used by the in-match HUD (original shapes). */
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const GLYPHS = {
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gear: 'M10.3 2h3.4l.5 2.6c.6.2 1.2.5 1.7.9l2.5-.9 1.7 2.9-2 1.8c.1.6.1 1.2 0 1.8l2 1.8-1.7 2.9-2.5-.9c-.5.4-1.1.7-1.7.9l-.5 2.6h-3.4l-.5-2.6c-.6-.2-1.2-.5-1.7-.9l-2.5.9L2 14.9l2-1.8a6 6 0 0 1 0-1.8L2 9.5l1.7-2.9 2.5.9c.5-.4 1.1-.7 1.7-.9zM12 8.8a3.2 3.2 0 1 0 0 6.4 3.2 3.2 0 0 0 0-6.4z',
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export const GLYPHS = Object.freeze({
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gear: gearPath(),
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eye: 'M12 5c5 0 9 4.5 10 7-1 2.5-5 7-10 7S3 14.5 2 12c1-2.5 5-7 10-7zm0 3a4 4 0 1 0 0 8 4 4 0 0 0 0-8zm0 2a2 2 0 1 1 0 4 2 2 0 0 1 0-4z',
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emote: 'M8.2 2h7.6L22 8.2v7.6L15.8 22H8.2L2 15.8V8.2zM8.5 8.5v3h2v-3zm5 0v3h2v-3zM7.8 14.2a5.5 5.5 0 0 0 8.4 0l-1.5-1.3a3.5 3.5 0 0 1-5.4 0z',
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dp: 'M13 2 4 13.5h6.2L9 22l11-12.5h-6.4z',
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@@ -152,7 +174,7 @@ const GLYPHS = {
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back: 'M10 5 3 12l7 7 1.4-1.4L6.8 13H21v-2H6.8l4.6-4.6z',
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flag: 'M5 2h2v20H5zm3 1h11l-2.5 4.5L19 12H8z',
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target: 'M11 2h2v3.1A7 7 0 0 1 18.9 11H22v2h-3.1A7 7 0 0 1 13 18.9V22h-2v-3.1A7 7 0 0 1 5.1 13H2v-2h3.1A7 7 0 0 1 11 5.1zm1 5a5 5 0 1 0 0 10 5 5 0 0 0 0-10zm0 3a2 2 0 1 1 0 4 2 2 0 0 1 0-4z',
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};
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});
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/** Extra HUD glyph. */
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export function GIcon({ name, class: cls, title }) {
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