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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@@ -7,12 +7,17 @@
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// units "率先迎敌" on the RIGHT-hand field (colOffset +8, where the escaped_multi routes enter), the other keeps the
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// left half (colOffset 0); a lone helper plays escaped_single on its own field. Their operators keep HP%, SP and a
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// running timed skill from the end of their own combat (BattleResult.unitsEnd → PlayerBattleInput.units[].carryState,
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// "阵地以其当前状态"); an operator dead at the end of its own combat (HP ratio 0) and its summons stay out of the 联防
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// battle [ASSUMED: the sim has no "start undeployed with a running redeploy timer" input, so it does not come back
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// mid-联防 either]. Enemies = the union of every leaker's counted leaks (same stats: the SpawnSpec mods travel with
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// the leak), routed on the escaped template (`escaped_single` for 1 helper, `escaped_multi` for 2): walkers on its
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// `lrsldr` action, flyers on `yokai`, tokens on `gopro_2` / `lazerd` (waves.js buildUniteWave); kill bounties keep
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// paying the killer (a helper). No IN_BATTLE layer gains. Time limit = the round's combat limit.
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// "阵地以其当前状态"). An operator knocked out at the end of its own combat (alive false) is fielded with
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// `carryState: { down: true }`: PRTS "部署完成后,将对应单位的生命比例、技力修改至与上一阶段结束时相同(召唤物仅修改技力,
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// 上一阶段为退场状态的干员强制退场)" — the sim deploys it with everyone and forces it out at once (constants.js
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// FORCED_EXIT), so it lies on its own tile with the redeploy ring and comes back like after any knock-out (user
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// playtest #5 item 2: it used to be left out and vanished). Its timer is its full redeploy time [ASSUMED: the
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// official 联防 setup carries only hp / tech per operator (research 09 §3 HelpBattleInfo), no timer]. Summons are fielded as the board has
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// them (a summon's own end state is not carried: unitsEnd lists operators only). Enemies = the union of every leaker's
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// counted leaks (same stats: the SpawnSpec mods travel with the leak), routed on the escaped template (`escaped_single`
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// for 1 helper, `escaped_multi` for 2): walkers on its `lrsldr` action, flyers on `yokai`, tokens on `gopro_2` /
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// `lazerd` (waves.js buildUniteWave); kill bounties keep paying the killer (a helper). No IN_BATTLE layer gains. Time
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// limit = the round's combat limit.
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// LP: an enemy still alive at the end (leaked in the unite battle, or never spawned before the limit) costs its
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// SOURCE player 1 LP; each player's round loss = min(lpCap, survivors attributed to them + leaks that could not
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// re-enter) — the same 10 cap as a normal round.
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@@ -99,19 +104,16 @@ export function uniteBattleOpts(m, plan, timeLimit) {
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const wave = buildUniteWave(m.gd, plan.leaked, plan.helpers.length, timeLimit);
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const players = plan.helpers.map((ps, i) => {
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const carry = new Map();
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const dead = new Set();
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const r = m.lastResults.get(ps.playerId);
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for (const u of (r && r.unitsEnd) || []) {
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if (!u || u.uid == null) continue;
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if (!u.alive) { dead.add(u.uid); continue; }
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// knocked out at the end of its own combat: 强制退场 right after the deployment (see header)
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if (!u.alive) { carry.set(u.uid, { down: true }); continue; }
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carry.set(u.uid, { hpPct: Number.isFinite(u.hpPct) ? Math.max(0.01, Math.min(1, u.hpPct)) : 1, sp: Number.isFinite(u.sp) ? u.sp : 0, skillActive: !!u.skillActive });
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}
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// 2 helpers: the first one meets the enemies first on the right-hand field (escaped_multi enters at col 18)
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const colOffset = plan.helpers.length > 1 && i === 0 ? 8 : 0;
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const input = ps.battleInput({ side: 'L', colOffset, carry });
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// "阵地以其当前状态": an operator knocked out in the helper's own combat is not on that position (HP ratio 0) — it
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// stays out of the 联防 battle together with its summons instead of redeploying at full HP
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if (dead.size) input.units = input.units.filter((u) => !(u.kind === 'token' ? dead.has(u.ownerUid) : dead.has(u.uid)));
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const ev = { input, kind: 'unite', round: m.round, spawns: wave.spawns };
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m.dispatch(ps, 'onBattleStart', ev);
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return ev.input && typeof ev.input === 'object' ? ev.input : input;
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