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
1 parent d4f868cd19
commit 15291c2293
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@@ -166,7 +166,7 @@ test('联防: trigger, helpers (≤ 2, highest LP then seat), carry state, sourc
m.dispose();
});
test('联防: an operator dead at the end of the helper\'s own combat stays out (with its summons); the living carry their state', () => {
test('联防: an operator knocked out at the end of the helper\'s own combat is fielded `down` (强制退场, with its summons); the living carry their state', () => {
let deadUid = null;
const h = makeMatch({
mode: 'coop', humans: 2, seed: 37, fake: true,
@@ -194,8 +194,10 @@ test('联防: an operator dead at the end of the helper\'s own combat stays out
assert.deepEqual(m.unitePlan.helpers.map((p) => p.playerId), ['p_1']);
const u = FakeBattle.instances.find((b) => b.kind === 'unite');
const units = u.opts.players[0].units;
assert.ok(!units.some((x) => x.uid === hemo.uid), 'the dead operator is not redeployed at full HP');
assert.ok(!units.some((x) => x.kind === 'token' && x.ownerUid === hemo.uid), 'nor are its summons');
// PRTS 卫戍协议/帮助: deployed, then "上一阶段为退场状态的干员强制退场" — the sim puts it down on its tile with its redeploy
// timer (user playtest #5 item 2: it used to be left out and vanished); its summons are fielded as the board has them
assert.deepEqual(units.find((x) => x.uid === hemo.uid)?.carryState, { down: true }, 'the knocked-out operator enters 联防 down');
assert.ok(units.some((x) => x.kind === 'token' && x.ownerUid === hemo.uid), 'its summons are fielded');
assert.deepEqual(units.find((x) => x.uid === alive.uid).carryState, { hpPct: 0.5, sp: 3, skillActive: false });
assert.ok(helper.board.has(`${t0[0]},${t0[1]}`) && helper.board.has(placed), 'the board itself is untouched (next round as usual)');
// during 联防 an 'n:<pid>' id names no field: refused, and the viewer keeps streaming the 联防 field