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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@@ -746,7 +746,9 @@ test('夕 S3 写意胜形: BAT +0.4 s, ATK +, splash 1.7; every attack summons /
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test('夕 S3 写意胜形: unblocked enemies first (the blocked one is attacked only without another choice)', () => {
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const h = run({
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defs: { enemies: { enemy_walk: enemyRec({ key: 'enemy_walk', hp: 1e7, speed: 1 }), enemy_dummy: dummy('enemy_dummy') }, chess: { t_block: ally('t_block', { stats: { blockCnt: 1 } }) } },
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units: [entry('chess_char_5_12_a', 'skchr_dusk_3', { row: 10, col: 3 }), { chessId: 't_block', row: 9, col: 5 }],
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// (the blocker at col 4: the walker stops 0.71 tile in front of it — block radius, user playtest #5 — on col 5,
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// inside 夕's 3-column range)
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units: [entry('chess_char_5_12_a', 'skchr_dusk_3', { row: 10, col: 3 }), { chessId: 't_block', row: 9, col: 4 }],
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enemies: [{ key: 'enemy_walk', route: 0 }, { key: 'enemy_dummy', pos: [10, 6] }],
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});
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const u = h.unit('chess_char_5_12_a');
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