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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sganggs committed 2026-09-30 19:12:36 +08:00
1 parent d4f868cd19
commit 15291c2293
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@@ -18,8 +18,11 @@
import { getData } from '../../../data.js';
import { COLS } from '../../constants.js';
import { frontOf, offsetTile } from '../../dir.js';
import { bodyInKeys, bodyDist, bodyInRadius, bodyOnTile, bodyTileReach } from '../../body.js';
export { COLS };
/** Where an enemy can be hit (a huge enemy's whole hit rectangle, sim/body.js) — for every range test on enemies. */
export { bodyInKeys, bodyDist, bodyInRadius, bodyOnTile, bodyTileReach };
// =====================================================================================================================
// numbers & data
@@ -249,10 +252,17 @@ export function rowMates(battle, u) {
for (const a of battle.allyUnits) if (a.kind === 'op' && a.ownerId === u.ownerId && onField(a) && a.tileR === u.tileR) out.push(a);
return out;
}
/** Enemy / ally tile key used by range sets (`unit.rangeKeySet`). */
/** Tile key used by range sets (`unit.rangeKeySet`): an ally's tile, an enemy's position tile (range tests: onKeys). */
export const tileKey = (u) => (u.side === 'ally' ? u.tileR * COLS + u.tileC : Math.round(u.y) * COLS + Math.round(u.x));
/** Is `target` on a tile of `keys` (Set or array)? An ally: its tile; an enemy: its body (a huge one: every tile). */
export const onKeys = (target, keys) => {
if (!target || !keys) return false;
if (target.side !== 'ally') return bodyInKeys(target, keys);
const k = tileKey(target);
return keys instanceof Set ? keys.has(k) : keys.includes(k);
};
/** Is `target` inside `u`'s current attack range (grid ranges)? */
export const inRange = (u, target) => !!(u && target && u.rangeKeySet && u.rangeKeySet.has(tileKey(target)));
export const inRange = (u, target) => !!(u && target && u.rangeKeySet && onKeys(target, u.rangeKeySet));
// =====================================================================================================================
// battle: buffs, fx, per-battle state