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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@@ -8,7 +8,8 @@
import { test, describe } from 'node:test';
import assert from 'node:assert/strict';
import { presetCamera, pickTile } from '../../public/js/render/projection.js';
import { pickOnTile, pickBattle, ENEMY_REACH } from '../../public/js/render/pick.js';
import { pickOnTile, pickBattle, ENEMY_REACH, AREA_PICK, hitRectAt } from '../../public/js/render/pick.js';
import { hitRect } from '../../server/sim/body.js';
import { unitDepthKey } from '../../public/js/render/units.js';
import { TILE_H } from '../../public/js/render/style.js';
import { GEO } from '../../shared/constants.js';
@@ -152,6 +153,33 @@ describe('pickBattle: allies by their tile, walking enemies by their ground posi
assert.equal(pickBattle([A, e], at(5, 10.6), 400, 400 - 1.0 * 80).key, 'e', 'on the enemy\'s head (over the near edge of that tile)');
});
test('a huge boss (user playtest #5 item 10): a press anywhere on its hit area picks it; allies on their tile and nearer enemies win', () => {
// 假想敌:胄 at (3,10): 4.95 × 2.95 up 1 → rows 3–5 × cols 8–12 (the sim's rectangle, server/sim/body.js)
const HA = { w: 4.95, h: 2.95, dx: 0, dy: 1 };
const area = hitRectAt(10, 3, HA);
assert.deepEqual(area, hitRect({ x: 10, y: 3, hitArea: HA }), 'the same rectangle as the sim');
assert.equal(hitRectAt(10, 3, null), null);
const boss = { key: 'boss', tile: null, x: 10, y: 3, area, body: { x: 600, top: 600 - 3 * 90, feet: 600, s: 90 } };
const far = [2000, 2000]; // pointer far from its drawn body line on screen: only the ground area counts
for (const [x, y] of [[8, 3], [12.4, 5.4], [7.6, 4], [10, 5]]) assert.equal(pickBattle([boss], at(x, y), ...far)?.key, 'boss', `(${x},${y}) on the area`);
for (const [x, y] of [[7.4, 4], [10, 5.6], [9, 2.3], [12.6, 3]]) assert.equal(pickBattle([boss], at(x, y), ...far), null, `(${x},${y}) off the area`);
const A = ally('A', 4, 8), e = foe('e', 11, 4.2);
assert.equal(pickBattle([boss, A], at(8.3, 4.3), ...far).key, 'A', 'an ally on the fence tile inside the area');
assert.equal(pickBattle([boss, A], at(9.2, 4.3), ...far).key, 'boss', 'the next tile: the boss');
assert.equal(pickBattle([boss, e], at(11.2, 4.1), ...far).key, 'e', 'a regular enemy near the pointer');
assert.ok(AREA_PICK > Math.SQRT1_2 && AREA_PICK > ENEMY_REACH);
// a flying unit never uses a ground area
assert.equal(pickBattle([{ ...boss, fly: true }], at(9, 4), ...far), null);
// the drawn body: an upright box from its feet to its head, hw tiles either side (its px per tile) — off the grid
// too
const big = { ...boss, body: { ...boss.body, hw: 2.475 } };
assert.equal(pickBattle([big], null, 600 + 2.2 * 90, 600 - 2.8 * 90)?.key, 'boss', 'its shoulder, far from the centre line');
assert.equal(pickBattle([boss], null, 600 + 2.2 * 90, 600 - 2.8 * 90), null, 'without hw: the centre line only');
assert.equal(pickBattle([big], null, 600 + 2.6 * 90, 600 - 1 * 90), null, 'beside the box');
assert.equal(pickBattle([big], null, 600 + 1.5 * 90, 600 - 3.8 * 90), null, 'above its head (beyond the line reach too)');
assert.equal(pickBattle([big, A], at(8.1, 4.1), 600 - 2 * 90, 600 - 1 * 90).key, 'A', 'the ally on its tile inside the box');
});
test('bad input: nothing', () => {
assert.equal(pickBattle(null, at(1, 1), 0, 0), null);
assert.equal(pickBattle([null, foe('x', NaN, 1), { key: 'y', tile: null, x: 1, y: 1, fly: true, body: { x: 1, top: 0, feet: 1, s: 0 } }], at(1, 1), 1, 1), null);