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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@@ -127,7 +127,7 @@ test(`${nm('enemy_1404_msnip')}: 直击 — a unit in line is shot (arts ATK×at
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assert.ok(e.findBuff('ab:revealed') || h.b.time > s.initCooldown + s.bb.duration);
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});
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test(`${nm('enemy_10034_cnvsax')}: never attacks while stealthed; once blocked it counter-attacks and burns around itself`, () => {
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test(`${nm('enemy_10034_cnvsax')}: never attacks while stealthed; once blocked it counter-attacks and burns its locked target`, () => {
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const h = arena({ units: [{ chessId: 't_wall', row: 10, col: 5 }] });
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h.step();
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const free = put(h, 'enemy_10034_cnvsax', [9, 5]); // next to the wall, not blocked
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@@ -137,7 +137,7 @@ test(`${nm('enemy_10034_cnvsax')}: never attacks while stealthed; once blocked i
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h.run(5);
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const w = h.unit('t_wall');
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assert.ok(e.stats.attacks > 0);
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assert.ok(w.elem.burn > 0, 'fire aura burns');
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assert.ok(w.elem.burn > 0, '狂欢式演奏 burns its target (the blocker)');
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});
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test(`${nm('enemy_9008_acbunn')}: attacks several targets at once while stealthed`, () => {
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@@ -483,7 +483,11 @@ test(`${nm('enemy_9007_acelem')}: harder to target (taunt −1); parasitises its
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h.run(2.6);
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const w = h.unit('t_wall');
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assert.ok(w.findBuff('ab:parasite'));
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approx(w.s.elemTakenMul, tb('enemy_9007_acelem', '1.ep_damage_scale'));
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// "受到的元素损伤提高至130%": an elementHit multiplier on the host's gauge fills (SIM.md §7.2), not the elemTakenMul mod
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assert.equal(w.s.elemTakenMul, 1);
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const n0 = w.elem.neural;
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h.b.dealDamage(null, w, { type: 'element', element: 'neural', amount: 100 });
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approx(w.elem.neural - n0, 100 * tb('enemy_9007_acelem', '1.ep_damage_scale'), 1e-9);
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approx(w.stats.taken, 2 * e.s.atk * tb('enemy_9007_acelem', '1.atk_scale'), 1e-6);
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killed(h, e, null);
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assert.ok(!w.findBuff('ab:parasite'));
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@@ -1140,14 +1144,16 @@ test(`${nm('enemy_10044_wintun')}: fast with its barrel; first hit ×${skb('enem
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approx(e.s.dodgePhys, skb('enemy_10044_wintun', 'BlockedBoom').bb.prob);
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});
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test(`${nm('enemy_10045_parrot')}: 近地悬浮; sprints when first hit`, () => {
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test(`${nm('enemy_10045_parrot')}: 近地悬浮; sprints when first hit (final ×M0SpeedUp.move_speed — PRTS "最终提升至300%")`, () => {
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const h = arena();
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h.step();
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const e = put(h, 'enemy_10045_parrot', [10, 7], { move: true });
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const v = e.s.moveSpeed;
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assert.ok(e.mem.ab.float && e.s.flags.unblockable);
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assert.ok(e.findBuff('ab:float') && e.s.flags.unblockable && e.isFlying && e.motion === 'WALK');
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h.b.dealDamage(null, e, { amount: 1, type: 'true' });
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approx(e.s.moveSpeed, v * (1 + tb('enemy_10045_parrot', 'M0SpeedUp.move_speed')));
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approx(e.s.moveSpeed, v * tb('enemy_10045_parrot', 'M0SpeedUp.move_speed'));
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h.run(tb('enemy_10045_parrot', 'M0SpeedUp.duration') + 0.1);
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approx(e.s.moveSpeed, v);
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});
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test(`${nm('enemy_10087_hlchgr')}: spends ammo every ${tb('enemy_10087_hlchgr', 'SkillTrigger.interval')} s for permanent speed and ATK`, () => {
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@@ -1173,7 +1179,9 @@ test(`${nm('enemy_10116_ymgtop')}: spinning phase deals ATK×${tb('enemy_10116_y
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h.run(skb('enemy_10116_ymgtop', 'SwitchModeTrigger').initCooldown + 3.05);
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const w = h.unit('t_wall');
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assert.ok(w.stats.taken >= 2 * e.s.atk * tb('enemy_10116_ymgtop', 'RotateDamage.attack@atk_scale') - 1e-6);
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h.b.displace(e, { x: -1, y: 0 }, 0.5, { force: 3 }); // pushed back towards the wall: still in reach
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// pushed towards the wall (to x 6.8): still in reach, not in contact (0.8 > block radius 0.71: the wall would
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// block it)
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h.b.displace(e, { x: -1, y: 0 }, 0.2, { force: 3 });
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h.step();
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const t0 = w.stats.taken;
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h.run(3);
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