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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@@ -42,7 +42,9 @@
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// global_special_choice_all_activated always on
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// …prep_finish_bench_at_least / _at_most on when params.prepOk (fallback: contentInfo.handUnits)
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// global_special_choice_prep_finish_same_row_at_least 征召: on when, at battle start, some row holds ≥ count of
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// the player's deployed operators
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// the player's deployed operators ([ASSUMED] an operator
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// forced out at the start of 联防 — down on its tile — does
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// not count; the −50 % still covers its timer, Battle.start)
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// env_gbuff_new_with_verify act1autochess_debuff_3 {value} 自愈: every damage instance an own unit (operator or
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// summon) takes heals it `value` (not HP loss 流失, not gauge
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// fills, not while a 禁疗 status is on)
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@@ -394,7 +396,10 @@ function prepGateOn(battle, ps, ref, gate) {
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return n == null ? false : benchGate(gate, n);
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}
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/** Largest number of the player's deployed operators sharing one row. */
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/**
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* Largest number of the player's deployed operators sharing one row ([ASSUMED] a knocked-out operator lying on its tile —
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* one forced out at the start of 联防 — is not deployed and does not count).
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*/
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function maxRowOps(battle, pid) {
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const rows = new Map();
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for (const u of battle.allyUnits) if (isOwnOp(u, pid) && u.alive && u.deployed) rows.set(u.tileR, (rows.get(u.tileR) ?? 0) + 1);
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