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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@@ -15,8 +15,9 @@
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import { COLS, ELEMENT_GAUGE_MAX } from '../../constants.js';
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import { canTargetEnemy } from '../../targeting.js';
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import { bodyInKeys } from '../../body.js';
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import {
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num, talentBb, moduleBb, traitBb, up, posKey, cheb, byEnemyAttack, onHitBy, onHitOn, onDamagedOn, enemiesInGrid,
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num, talentBb, moduleBb, traitBb, up, cheb, byEnemyAttack, onHitBy, onHitOn, onDamagedOn, enemiesInGrid,
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alliesInGridOf, enemyInRange, statBuff, toggleBuff, installAura, spTimeBonus, freeTileAround, summonTileFree, instantKind,
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tinmanKit, batMod,
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} from './tier1.js';
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@@ -48,8 +49,8 @@ function tokenLifetime(battle, tokId, owner, desc) {
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return m ? +m[1] : 0;
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}
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/** Largest element gauge of a unit. */
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const elemLoad = (a) => Math.max(a.elem.burn, a.elem.neural, a.elem.necrosis, a.elem.apoptosis);
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/** Largest element gauge of a unit (every element — 侵蚀 included: the bosses' attacks fill it on operators). */
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const elemLoad = (a) => Math.max(a.elem.burn, a.elem.neural, a.elem.necrosis, a.elem.apoptosis, a.elem.erosion ?? 0);
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/**
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* Whether the SELECTED skill of a loadout-resolved chess record is its default skill (DESIGN §16: `chess.skill` is the
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@@ -211,7 +212,9 @@ export default {
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// ---------------------------------------------------------------------------------------------------------------
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// 2_05 哈洛德 重症优先: ASPD +attack_speed, heals the ally with the heaviest element damage first; on targets whose
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// gauge is over half, the element recovery is trait_scale × (the wandermedic trait: ep_heal_ratio × ATK).
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// 我即军营: allies in range whose gauge is over half take −ep_damage_resistance element damage.
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// 我即军营: allies in range whose gauge is over half take −ep_damage_resistance 元素损伤 — checked on the element hit
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// itself (`elementHit`, a 元素损伤 multiplier: PRTS 元素 "…后续可应用元素损伤倍率提升/降低等效果"; not `elemTakenMul`,
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// which is 元素伤害 / 元素脆弱); several 哈洛德 do not stack — the strongest cut applies.
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// S1 治疗强化·γ型 (alt): ATK +atk; the 重症优先 target order belongs to S2 only.
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chess_char_2_05_a: (bb, chess) => {
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const t = talentBb(chess, 0);
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@@ -235,14 +238,17 @@ export default {
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if (cands.length) ctx.targets = cands.slice(0, Math.max(1, ctx.targets.length));
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unit.mem.haroldHalf = new Set(ctx.targets.filter((a) => elemLoad(a) > half).map((a) => a.id));
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}, { owner: unit });
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const r = num(t.ep_damage_resistance);
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const r = Math.max(0, Math.min(1, num(t.ep_damage_resistance)));
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if (r > 0) {
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battle.every(0.2, () => {
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if (!up(unit)) return;
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for (const a of alliesInGridOf(battle, unit)) {
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if (elemLoad(a) > half) battle.addBuff(a, { key: 'harold:camp', duration: 0.3, mods: { elemTakenMul: 1 - r }, source: unit, tags: ['talent'] });
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}
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}, { owner: unit });
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battle.on('elementHit', (ctx) => {
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const a = ctx.target, d = ctx.dmg;
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if (!up(unit) || !a || a.side !== 'ally' || !d || d.type !== 'element' || !(elemLoad(a) > half)) return;
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if (!(unit.rangeKeySet || new Set(unit.rangeKeys || [])).has(a.tileR * COLS + a.tileC)) return;
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const prev = d.haroldCut || 0; // the strongest 我即军营 of the hit only
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if (r <= prev) return;
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d.mul *= (1 - r) / (1 - prev);
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d.haroldCut = r;
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}, { owner: unit, priority: 20 });
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}
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} }],
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};
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@@ -287,7 +293,7 @@ export default {
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unit.mem.papyrsHook = battle.on('beforeAttack', (ctx) => {
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if (ctx.attacker !== unit || !skill.active) return;
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const L = unit.mem.papyrsLock;
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if (L && up(L) && unit.rangeKeySet?.has(posKey(L))) ctx.targets = [L];
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if (L && up(L) && bodyInKeys(L, unit.rangeKeySet)) ctx.targets = [L];
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}, { owner: unit, priority: 10 });
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battle.fx('buff', { x: lock.x, y: lock.y, id: lock.id, kind: 'lock' });
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},
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@@ -477,7 +483,7 @@ export default {
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if (s2) battle.on('beforeAttack', (ctx) => {
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if (ctx.attacker !== unit || !unit.skill?.active) return;
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const L = unit.mem.rockLock;
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if (L && L.alive && unit.rangeKeySet?.has(posKey(L)) && canTargetEnemy(unit, L, ctx.profile || unit.profile)) ctx.targets = [L];
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if (L && L.alive && bodyInKeys(L, unit.rangeKeySet) && canTargetEnemy(unit, L, ctx.profile || unit.profile)) ctx.targets = [L];
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else unit.mem.rockLock = ctx.targets[0] ?? null;
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}, { owner: unit });
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const iv = num(t.interval), max = Math.floor(num(t.max_stack_cnt)), v = num(t.atk);
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@@ -497,7 +503,8 @@ export default {
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// ---------------------------------------------------------------------------------------------------------------
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// 2_11 风丸 纸艺·双影: lose hp_ratio of current HP, ATK +atk, summon the <替身> (overrideTokenKey) on a free melee tile
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// around her for the skill's duration [ASSUMED lifetime]. 折纸生花: whenever a <替身> appears (the summon, and the
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// dollkeeper substitution) enemies on the 8 surrounding tiles take damage_scale × its ATK arts.
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// dollkeeper substitution) enemies on the 8 surrounding tiles take damage_scale × its ATK arts — air units too [ASSUMED:
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// no 对空 note on PRTS; the <替身> itself "可对空"].
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// Trait substitution: she fights with the <替身>'s stats (the engine already swaps in its HP; the kit swaps ATK/DEF
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// with flat deltas so %-buffs still apply). Elite module (PUM-X, trait atk): while substituted, ATK +atk.
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// S1 纸艺·迅击 (alt, attack SP): the next attack hits at atk_scale × ATK and she loses hp_ratio of her MAX HP (PRTS:
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@@ -759,8 +766,9 @@ export default {
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onStart({ battle, unit, skill }) {
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if (unit.mem.sundial) battle.off(unit.mem.sundial);
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const p = num(bb.prob);
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unit.mem.sundial = p > 0 ? onHitOn(battle, unit, ({ source, dmg }) => {
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if (!skill.active || dmg.cancel || dmg.type !== 'phys' || !source || source.side !== 'enemy') return;
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unit.mem.sundial = p > 0 ? onHitOn(battle, unit, ({ source, credit, dmg }) => { // 抵挡 is target-side: a 无来源 burst counts via its credit
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const src = source || credit;
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if (!skill.active || dmg.cancel || dmg.type !== 'phys' || !src || src.side !== 'enemy') return;
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if (battle.rng.chance(p)) { dmg.cancel = true; battle.fx('block', { x: unit.x, y: unit.y, id: unit.id }); }
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}, 5) : null;
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},
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