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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@@ -312,10 +312,19 @@ test('boss field with a shared pool: an emptied field (leader leaked) keeps runn
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});
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test('Final Assault h07_04 (pair): 昆图斯 walking into the objective does not end the field while the pool is full', { skip: !hasGeneratedData() && 'no generated data' }, () => {
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// Regression: the official pair route of the leader has no wait step; with nobody blocking him he leaks at ~180 s
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// Regression: the official pair route of the leader has no wait step; with nobody blocking him he leaked at ~180 s
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// and the field used to finish 'cleared' at once, ending the Final Assault as a defeat with team LP left.
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// Officially he is 自缚 (PRTS 天赋; content/bosses.js SELF_BOUND, user playtest #5) and never walks it — the engine
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// rule is still checked by lifting the 自缚 buff.
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const pool = new LocalBossPool(708750);
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const h = makeBattle({ kind: 'boss', stageId: 'act2autochess_m02', rect: { r0: 0, r1: 5, c0: 0, c1: 20 }, waveTemplate: 'act1autochess_h07_04', sharedBoss: pool, units: [] });
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const opts = { kind: 'boss', stageId: 'act2autochess_m02', rect: { r0: 0, r1: 5, c0: 0, c1: 20 }, waveTemplate: 'act1autochess_h07_04', sharedBoss: pool, units: [] };
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const bound = makeBattle({ ...opts, sharedBoss: new LocalBossPool(708750) });
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bound.run(400);
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assert.ok(!bound.hooks.enemyLeak.some((x) => x.enemy.defId === 'enemy_1521_dslily'), '自缚: he stays');
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assert.equal(bound.b.finished, false);
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const h = makeBattle(opts);
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assert.ok(h.runUntil(() => h.b.enemies.some((e) => e.defId === 'enemy_1521_dslily'), 5));
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for (const e of h.b.enemies) if (e.defId === 'enemy_1521_dslily') h.b.removeBuff(e, 'boss:selfBound');
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assert.ok(h.runUntil(() => h.hooks.enemyLeak.some((x) => x.enemy.defId === 'enemy_1521_dslily'), 400), 'the leader leaks');
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h.run(200);
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assert.equal(h.b.finished, false);
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