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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@@ -478,7 +478,7 @@ test('炎佑: spawnYanyou — flying ally, bond stats, 3 targets with burn + ele
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assert.ok(burned, 'burn gauge');
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const frag = h.enemies().find((e) => e.findBuff('elemFragile'));
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assert.ok(frag, 'elemental fragility (元素脆弱 status)');
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approx(frag.s.elemTakenMul, 1.2, 1e-9);
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approx(frag.s.elementalTakenMul, 1.2, 1e-9);
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assert.ok(h.runUntil(() => y.skill.activations >= 1, 10), '祛恶之焰');
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approx(y.skill.lastStart, 15, 1.5, 'first flame after initCooldown');
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h.run(2);
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@@ -885,8 +885,8 @@ test('炎佑 details: plain spawnToken works (enemy-shaped record), burn gauge =
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assert.equal(y.motion, 'FLY');
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const e = h.enemy('enemy_dummy');
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assert.ok(h.runUntil(() => y.stats.attacks >= 1 && e.elem.burn > 0, 5));
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// the hit's own 元素脆弱 (×1.2) lands before its burn fill
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approx(e.elem.burn, 1000 * 0.2 * 1.2, 1e-6, 'gauge per hit');
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// 元素脆弱 raises 元素伤害 only ("受到的元素伤害提升"), never the gauge fill (damage.js)
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approx(e.elem.burn, 1000 * 0.2, 1e-6, 'gauge per hit');
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assert.ok(h.runUntil(() => h.hooksOf('elementBurst').length > 0, 20), 'burn burst');
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const burst = h.hooksOf('damaged').find((c) => c.type === 'elemental' && c.target === e);
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assert.ok(burst, 'elemental burst damage');
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