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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sganggs committed 2026-09-30 19:12:36 +08:00
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@@ -36,6 +36,24 @@ test('field model: the round\'s routes traced over the own board, weighted by th
m.dispose();
});
test('field model: 近地悬浮 enemies (掠海漂移体) walk the ground path but count as air units (no blocker credit, anti-air needed)', () => {
const h = soloBot({ seed: 2 }).start();
const m = h.m;
h.run(() => m.phase === PHASE.PREP && m.round === 2);
const groundRi = new Set(m.wave.routes.map((r, i) => (r.motion !== 'FLY' ? i : -1)).filter((i) => i >= 0));
const before = fieldModel(m);
assert.ok(before.ground.size > 0);
m.wave = { ...m.wave, spawns: m.wave.spawns.map((s) => (groundRi.has(s.routeIndex) && s.tag !== 'boss' ? { ...s, enemyKey: 'enemy_2025_syufo' } : s)) };
m._botPath = null;
const model = fieldModel(m);
const hover = m.wave.spawns.filter((s) => s.enemyKey === 'enemy_2025_syufo').reduce((a, s) => a + Math.max(1, s.count || 1), 0);
assert.ok(hover > 0);
assert.ok(model.flyTotal >= hover, `${model.flyTotal} ≥ ${hover}`);
const hov = model.routes.filter((r) => r.fly && r.tiles.some((k) => before.ground.has(k)));
assert.ok(hov.length > 0, 'an air route on the ground path tiles');
m.dispose();
});
test('layout planner: legal distinct tiles; blockers on the enemy road, ranged units cover it without standing on it', () => {
const h = soloBot({ seed: 3 }).start();
const m = h.m;