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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@@ -143,14 +143,14 @@ test('#12 炎佑: 元素脆弱 aura within 1.5 of itself, immune to element dama
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const [near, far] = h.enemies();
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assert.ok(near.findBuff('elemFragile'), '1.2 away: 元素脆弱');
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assert.ok(!far.findBuff('elemFragile'), '3.2 away: none');
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assert.ok(Math.abs(near.s.elemTakenMul - 1.2) < 1e-9, 'element damage ×1.2');
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assert.ok(Math.abs(near.s.elementalTakenMul - 1.2) < 1e-9, '元素伤害 ×1.2');
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// element damage on the dragon is cancelled
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h.b.dealDamage(near, y, { type: 'element', element: 'burn', amount: 800 });
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assert.equal(y.elem.burn, 0, 'no burn gauge on 炎佑');
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// normal hits: burn = ATK × 0.2 (× the 1.2 fragility) per hit
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// normal hits: burn = ATK × 0.2 per hit — the 1.2 元素脆弱 (2.damage_scale) raises 元素伤害, never the gauge fill
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const before = near.elem.burn;
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assert.ok(h.runUntil(() => near.elem.burn > before, 5));
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const tal = h.b.data.rawToken(TOKEN_IDS.yanyou).talents.bb;
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assert.ok(Math.abs(near.elem.burn - before - y.s.atk * tal['2.ep_damage_ratio'] * tal['2.damage_scale']) < 1e-6, `burn per hit ${near.elem.burn - before}`);
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assert.ok(Math.abs(near.elem.burn - before - y.s.atk * tal['2.ep_damage_ratio']) < 1e-6, `burn per hit ${near.elem.burn - before}`);
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checkInvariants(h.b);
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});
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