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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@@ -1,13 +1,15 @@
// test/render/downring.test.js — user playtest #4 items 8 and 9, client side: render/interp.js carries b.snap `elem`
// (the element gauge a unit shows) and `down` (knocked-out operators waiting to redeploy); render/units.js keeps a
// knocked-out operator on its tile in its held Die pose under a redeploy ring (countdown → "DP" / "!" → redeploy)
// and draws the official element icon beside the bars (headless fake PIXI, test/render/fakepixi.js).
// and draws the official element icon beside the bars (headless fake PIXI, test/render/fakepixi.js). User playtest #5
// item 2: an operator entering 联防 knocked out ('die' reason FORCED_EXIT) goes straight to the held pose, no burst.
import { test, describe, before, after } from 'node:test';
import assert from 'node:assert/strict';
import { installFakePixi, fakeViewCtx } from './fakepixi.js';
import { presetCamera } from '../../public/js/render/projection.js';
import { SnapshotBuffer, normalizeSnapshot, TUPLE } from '../../public/js/render/interp.js';
import { FORCED_EXIT as SIM_FORCED_EXIT } from '../../server/sim/constants.js';
let fake, UnitView, DOWN_STATE, DOWN_LOOK, T;
before(async () => {
@@ -102,6 +104,28 @@ describe('knocked-down operator (UnitView.setDown)', () => {
assert.equal(v._downRing.text.text, '18');
});
test('an operator entering the battle knocked out (联防, reason FORCED_EXIT): the held pose at once, no death burst, then its ring', async () => {
const { FORCED_EXIT, showsDeathFx } = await import('../../public/js/render/app.js');
assert.equal(FORCED_EXIT, SIM_FORCED_EXIT, 'the renderer mirrors the sim reason');
const info = { side: 'ally', kind: 'chess' };
assert.equal(showsDeathFx(info, false, FORCED_EXIT), false, 'no death particles');
assert.equal(showsDeathFx(info, false, 'killed'), true, 'a knock-out keeps them');
const v = view();
frames(v, 2);
v.die(true); // b.ev ['die', id, 'forcedExit'] (render/app.js handleEvent)
assert.equal(v.alive, false);
assert.ok(v.dieT >= 30, 'no fall: the end of the Die clip');
v.setDown([1, 70, 70, DOWN_STATE.COUNTING], 0.03); // b.snap down, same frame
frames(v, 240, 1 / 60, () => 2);
assert.equal(v.remove, false, 'stays on its tile');
assert.ok(v._downRing.root.visible);
assert.equal(v._downRing.text.text, '68');
const w = view({ id: 2 });
frames(w, 2);
w.die();
assert.ok(w.dieT < 1, 'an ordinary death still plays the clip from its start');
});
test('leaving the `down` list without a redeploy fades the view out; a normal death still fades', () => {
const v = view();
v.setDown([1, 30, 20, DOWN_STATE.COUNTING], 10);