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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@@ -15,6 +15,14 @@ export const COLS = GEO.COLS;
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export const MOVE_SCALE = 0.5;
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/** Ranged enemies stop moving this long after each attack (DESIGN §5.5). */
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export const ATTACK_PAUSE = 0.35;
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/**
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* Block contact (PRTS 游戏数据基础 §阻挡半径; 作战机制 §碰撞体积与位置识别 "中点判定 … 案例: 阻挡"): an unblocked enemy whose
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* position lies within the blocker's radius of the blocker's centre touches it — compared on squared distances, as the
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* official client does. Ground blocking 0.70709997 (² 0.49999037); air blocking (起飞 / blockFly units against flyers)
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* 0.8944 (² 0.79995137); devices override it (阻隔工事 / 障碍物 0.4472). Used by Battle._checkBlock (user playtest #5).
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*/
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export const BLOCK_RADIUS = Object.freeze({ ground: 0.70709997, fly: 0.8944, device: 0.4472 });
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export const BLOCK_RADIUS_SQ = Object.freeze({ ground: 0.49999037, fly: 0.79995137, device: 0.4472 * 0.4472 });
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/** Default projectile speed in tiles/s for ranged operators/enemies. */
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export const PROJECTILE_SPEED = 12;
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/**
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@@ -38,7 +46,8 @@ export const ELEMENTS = Object.freeze(['burn', 'neural', 'necrosis', 'apoptosis'
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* Element bursts — official term table (gamedata_const termDescriptionDict):
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* `ally` = an operator/summon hit by enemy damage (ba.dt.burning / neural / apoptosis / erosion),
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* `enemy` = an enemy hit by operators (the "·我方" terms ba.dt.burning2 / neural2 / apoptosis2 / erosion2;
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* `elemDamage` is 元素伤害: HP damage ignoring DEF/RES, × elemTakenMul).
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* `elemDamage` is 元素伤害: HP damage through 元素抗性 instead of DEF/RES, × elementalTakenMul = 元素脆弱).
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* Burst damage is 无来源 (PRTS 元素): no damage-dealt multiplier or penetration of the unit that filled the gauge.
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* `duration` = the burst's 爆发冷却 (PRTS 元素 table "持续时间": 10 s, 凋亡 15 s, 侵蚀 on enemies 8 s — the operators'
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* 侵蚀 burst has its 10 s cooldown too): while it runs NO element of the unit fills or recovers, and when it ends every
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* gauge of the unit resets (damage.js).
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@@ -93,6 +102,15 @@ export const DP_DEFAULTS = Object.freeze({ dpInit: 10, dpPerSec: 1, dpMax: 99 })
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* free (WAIT_TILE). render/units.js mirrors these codes.
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*/
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export const DOWN_STATE = Object.freeze({ COUNTING: 0, WAIT_DP: 1, WAIT_TILE: 2 });
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/**
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* Removal reason of an operator that enters a battle already knocked out: a 联防 helper's operator down at the end of
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* its own combat (PlayerBattleInput `carryState.down`; PRTS 卫戍协议/帮助 §联防阶段 "上一阶段为退场状态的干员强制退场").
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* Battle.start deploys it with everyone, then withdraws it at once with HP 0 — down on its own tile like a knocked-out
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* operator (Battle.isDown, b.snap `down`), its redeploy timer running from then — without the knock-out hooks (`kill`,
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* `death` with reason 'killed'), which fired in its own combat. render/app.js mirrors the string (no fall, no death
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* burst).
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*/
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export const FORCED_EXIT = 'forcedExit';
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/** Safety cap for battles with an infinite time limit (boss rounds are force-ended by the match). */
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export const MAX_BATTLE_TIME = 3600;
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