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
104 files changed
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@@ -60,6 +60,8 @@
import { COLS, ROWS, MOVE_SCALE } from '../constants.js';
import { absoluteRangeKeys, sortEnemyTargets, canTargetEnemy } from '../targeting.js';
import { bodyInKeys, bodyOnTile } from '../body.js';
import { hasHp } from '../damage.js';
import { genericKit } from './generic.js';
import { normDir, localOrder } from '../dir.js';
@@ -169,20 +171,22 @@ function scheduleLifetime(battle, unit, seconds) {
battle.after(s, () => { if (unit.alive && unit.deploySeq === seq) battle.retreat(unit, { reason: 'expired', permanent: true }); }, { owner: unit });
}
/** Enemies (visible) standing on any of the absolute tile keys. Auras/bursts hit stealthed enemies too. */
/** Visible enemies whose body is on any of the absolute tile keys (sim/body.js); auras / bursts hit stealthed ones. */
function enemiesOnKeys(battle, keys) {
const set = keys instanceof Set ? keys : new Set(keys);
const out = [];
for (const e of battle.enemies) {
if (!e.alive || e.hidden) continue;
const r = Math.round(e.y), c = Math.round(e.x);
if (r < 0 || r >= ROWS || c < 0 || c >= COLS) continue;
if (set.has(r * COLS + c)) out.push(e);
if (bodyInKeys(e, set)) out.push(e);
}
return out;
}
/** Appear burst: damage (optional) + status (optional) on the enemies of `grid` around the token. Returns victims. */
/**
* Appear burst: damage (optional) + status (optional) on the enemies of `grid` around the token. Returns victims. Air
* units (Unit.isFlying) are hit too **[ASSUMED]**: PRTS has no 对空 note on any of them — 沙之碑 (蜜蜡 S2), 迷迭香的战术装备
* ("对自身攻击范围内的敌人造成晕眩"), “耀阳”, 纸偶 (风丸 折纸生花) — so a stun here also drops a hovering 掠海漂移体.
*/
function burst(battle, unit, { grid, amount = 0, type = 'phys', stun = 0, hits = 1, source = unit, fx = 'summonBurst' }) {
const keys = absoluteRangeKeys(grid || GRID_3X3, unit.tileR, unit.tileC, unit.dir, 0);
const victims = enemiesOnKeys(battle, keys);
@@ -451,7 +455,10 @@ function seaborn(bb, raw, def) {
};
}
/** “耀阳” (耀骑士临光 S3): appear burst (true, owner ATK × atk_scale, stun), blocks 2, lasts while the owner's skill runs. */
/**
* “耀阳” (耀骑士临光 S3): appear burst (true, owner ATK × atk_scale, stun — air units too [ASSUMED: no 对空 note on PRTS
* “耀阳”]), blocks 2, lasts while the owner's skill runs.
*/
function radiantSword(bb, raw, def) {
const grid = def?.skill?.rangeGrid ?? GRID_PLUS;
// 精锐 owner's module (isToken part): "攻击被阻挡的敌人时攻击力提升至115%" — any blocked enemy
@@ -759,7 +766,9 @@ function champagne(bb) {
let hit = null;
for (const e of battle.enemies) {
if (!e.alive || e.hidden || e.isFlying) continue;
if (Math.abs(e.x - unit.tileC) <= 0.5 && Math.abs(e.y - unit.tileR) <= 0.5 && (!hit || e.spawnSeq < hit.spawnSeq)) hit = e;
// touching its tile: a huge enemy on any tile of its body (body.js)
const on = e.hitArea ? bodyOnTile(e, unit.tileR, unit.tileC) : Math.abs(e.x - unit.tileC) <= 0.5 && Math.abs(e.y - unit.tileR) <= 0.5;
if (on && (!hit || e.spawnSeq < hit.spawnSeq)) hit = e;
}
if (!hit) return;
const hits = battle.time - unit.deployedAt >= extraAfter - 1e-9 ? 2 : 1;
@@ -885,8 +894,8 @@ function yanyouFallbackDef(battle) {
* * normal attack: rangeRadius 2.0, arts, 3 targets ("可同时攻击3个目标", talent 1.attack@max_target);
* * every damage it deals adds burn = ATK × 2.ep_damage_ratio (20 %: "自身造成伤害时,附加攻击力20%的灼燃损伤"; the
* official 下半 notice: "祛恶之焰附带的灼燃损伤调整为基于炎佑的攻击力") — normal attacks AND flame ticks;
* * 元素脆弱 aura: enemies within YANYOU_FRAGILE_RADIUS (1.5, PRTS "自身<固定半径>半径1.5范围内") take element damage
* × 2.damage_scale (1.2);
* * 元素脆弱 aura: enemies within YANYOU_FRAGILE_RADIUS (1.5, PRTS "自身<固定半径>半径1.5范围内") take 元素伤害 (burst
* damage) × 2.damage_scale (1.2) — not the gauge fill (damage.js);
* * immune to element damage ("即将受到元素损伤前取消此元素损伤");
* * 祛恶之焰 [模式乙] (the 炎 bond's mode, Skill_2; cooldown / initCooldown 15, atk_scale 0.6, hit_duration 20,
* range_radius 1.0): "触发索敌和普通攻击相同:锁定1个目标持续施法,最多持续20秒,每秒对目标周围半径1.0范围内的所有
@@ -985,10 +994,12 @@ function yanyouKit(bb, raw) {
unit.base.blockCnt = 0;
const speed = moveSpeed * MOVE_SCALE;
onDeploy(battle, unit, () => { unit.mem.keysAt = null; refreshKeys(unit); });
// every damage it deals adds burn (not the burn itself, not element bursts)
// every damage it deals adds burn (not the burn itself, not element bursts; not a killing blow — the hook runs
// before the kill, at 0 HP: no burst on the corpse)
if (epRatio > 0) {
battle.on('damaged', (ctx) => {
if (ctx.source !== unit || !ctx.target || ctx.target.side !== 'enemy' || !ctx.target.alive) return;
const t = ctx.target;
if (ctx.source !== unit || !t || t.side !== 'enemy' || !hasHp(t)) return;
if (ctx.type === 'element' || ctx.type === 'elemental' || !(ctx.amount > 0)) return;
battle.dealDamage(unit, ctx.target, { type: 'element', element: 'burn', amount: unit.s.atk * epRatio, tags: ['yanyou'] });
}, { owner: unit });