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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@@ -191,9 +191,11 @@ test('3_06 菲莱: 冥河诅咒 no attacks, HP +, counter arts + apoptosis (cd),
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const u = h.unit(id);
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h.run(0.2);
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const e = h.enemy('enemy_h');
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approx(u.s.elemTakenMul, 1 - t0.damage_resistance);
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const sp0 = u.skill.sp;
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// 神河谕使: a 元素损伤 multiplier on the hit (the gauge fill), not elemTakenMul (元素伤害 / 元素脆弱)
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approx(u.s.elemTakenMul, 1);
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const sp0 = u.skill.sp, a0 = u.elem.apoptosis;
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h.b.dealDamage(e, u, { type: 'element', element: 'apoptosis', amount: 10 });
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approx(u.elem.apoptosis - a0, 10 * (1 - t0.damage_resistance), 1e-6, 'element taken −damage_resistance');
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approx(u.skill.sp, sp0 + t0.sp, 1e-6, '+SP on apoptosis');
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fill(u);
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assert.ok(h.runUntil(() => u.skill.active, 10));
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