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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@@ -23,8 +23,9 @@
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// ctx.triggerGarrisons(uid, eventType) re-runs another piece's garrisons (铃兰, "触发…的获得时效果", 特质相同).
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// Items: onEquip / onArt / onDestroy go to the item's own handler only; every other hook runs for items equipped on
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// owned chess (ev.source.holder). Dispatch order per player: global → band → bonds → garrisons (board reading order,
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// then hand) → equipped items → effects (insertion order). Every call is try/catch-guarded; nested dispatch depth
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// is capped (MAX_DEPTH) so content can never loop the server.
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// then hand) → equipped items → effects (insertion order); onPrice runs the priced chess's own 特质 first (购买价格为N
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// sets the price the discounts and caps of bonds / strategies then act on — user playtest #5). Every call is
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// try/catch-guarded; nested dispatch depth is capped (MAX_DEPTH) so content can never loop the server.
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import { itemKey } from './gamedata.js';
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import { boardOrder, parseKey, tileKey } from './board.js';
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@@ -188,6 +189,8 @@ export class EffectDispatcher {
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this.depth++;
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try {
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const reg = this.registry;
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// 0. onPrice: the priced chess's own 特质 first — 购买价格为N defines the price every other modifier acts on
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if (hook === 'onPrice') this._garrisons(ps, hook, ev);
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// 1. globals
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for (const [key, h] of reg.globals()) this._call(ps, key, h, hook, { kind: 'global', key }, ev);
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// 2. band
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@@ -202,8 +205,8 @@ export class EffectDispatcher {
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const h = reg.get(key);
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if (h) this._call(ps, key, h, hook, { kind: 'bond', key, bondId, bond: ps.bonds[bondId] ?? null }, ev);
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}
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// 4. garrisons
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this._garrisons(ps, hook, ev);
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// 4. garrisons (onPrice: already run as step 0)
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if (hook !== 'onPrice') this._garrisons(ps, hook, ev);
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// 5. equipped items (not for the item-specific hooks)
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if (hook !== 'onEquip' && hook !== 'onArt' && hook !== 'onDestroy') {
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for (const holder of ownedChess(ps)) {
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