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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@@ -34,11 +34,10 @@
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// say), `death` 10 (不屈, the bond slot of the revive/redeploy convention); everything else 0.
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import { absoluteRangeKeys, canTargetEnemy } from '../../../targeting.js';
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import { COLS } from '../../../constants.js';
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import { localOrder, localBefore } from '../../../dir.js';
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import {
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num, bondRecord, buffParams, bondTier, bondLayers, isMember, isElite, isGroundOp, onField, playerOps, passiveBuff,
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fxOn, N4, N8,
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fxOn, N4, N8, bodyInKeys,
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} from '../../support/index.js';
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export const ID = Object.freeze({
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@@ -216,7 +215,6 @@ function updateAura(battle, st) {
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function raidTile(battle, u, e) {
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const er = Math.round(e.y), ec = Math.round(e.x);
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const ek = er * COLS + ec;
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const ranged = u.def?.position === 'RANGED';
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const grid = u.rangeGrid || [[0, 0]];
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const ext = num(u.s.rangeExtend);
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@@ -226,7 +224,7 @@ function raidTile(battle, u, e) {
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const r = er + dr, c = ec + dc;
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if (!battle.grid.inRect(r, c) || battle.isReservedTile(r, c)) continue;
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if (!battle.grid.canStand(r, c, { ranged })) continue;
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const covers = absoluteRangeKeys(grid, r, c, u.dir, ext).includes(ek) ? 0 : 1;
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const covers = bodyInKeys(e, absoluteRangeKeys(grid, r, c, u.dir, ext)) ? 0 : 1;
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const d = Math.max(Math.abs(dr), Math.abs(dc)) + 0.01 * (Math.abs(dr) + Math.abs(dc));
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// last tie-break: the offset in the unit's facing-RIGHT frame (sim/dir.js localOrder; for a RIGHT-facing unit the
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// plain tile-key order), so the landing tile turns with its direction
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