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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@@ -1424,6 +1424,11 @@ function definedFields(over) {
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return out;
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}
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/**
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* enemy_database attribute → enemies.json stat. The two element resistances (PRTS 元素 / 游戏数据基础 / enemy pages):
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* `epResistance` (EP_RESISTANCE) = 损伤抵抗, % off element gauge fills → `elementRes`; `epDamageResistance` = 元素抗性,
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* % off 元素伤害 (element HP damage) → `elementDmgRes` (sim: server/sim/damage.js).
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*/
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const ENEMY_STAT_FIELDS = {
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maxHp: 'maxHp', atk: 'atk', def: 'def', magicResistance: 'res', moveSpeed: 'moveSpeed',
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baseAttackTime: 'bat', attackSpeed: 'aspd', blockCnt: 'blockCnt', massLevel: 'massLevel',
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@@ -1542,6 +1547,27 @@ function enemyAttrPower(ctx, key, level) {
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return p;
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}
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/**
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* Huge units' hit areas (巨型单位:受击判定区域) by prefab (enemy_database `prefabKey`: a season `_2` copy with the same
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* prefab shares it) → enemies.json `hitArea`: a rectangle `w` tiles along the columns (长) × `h` along the rows (宽),
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* centred on the unit's position moved `dx` columns right and `dy` rows up (row 0 = the bottom). The collider lives in
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* the prefab, not in the game tables — values from PRTS (user playtest #5 item 10):
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* 假想敌:胄 / 假想敌:管 / 盐风主教昆图斯 "巨型单位:受击判定区域为长4.95、宽2.95的长方形,向上偏移1.0";
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* 假想敌:管 隐秘核心 (enemy_9021_acduml_2, its own prefab) "…向上偏移1.0,向右偏移1.0";
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* 卫戍协议:盟约 下半/PRTS盟约记录 "卫戍协议中的阿利斯泰尔,帝国余晖和“萨米的意志”为特殊版本,拥有与普通版本不同的受击判定
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* 区域(为长4.95宽2.95的长方形,向上偏移1)".
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* [ASSUMED] 胄's hidden-core copy (enemy_9013_acstmk_2, prefab enemy_9013_acstmk) keeps the upward offset although its
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* PRTS section lists none — one prefab, one collider. 假想敌:铳 and 卢西恩 are regular units (no such talent).
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*/
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const HIT_AREAS = Object.freeze({
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enemy_9013_acstmk: { w: 4.95, h: 2.95, dx: 0, dy: 1 },
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enemy_9021_acduml: { w: 4.95, h: 2.95, dx: 0, dy: 1 },
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enemy_9021_acduml_2: { w: 4.95, h: 2.95, dx: 1, dy: 1 },
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enemy_1521_dslily: { w: 4.95, h: 2.95, dx: 0, dy: 1 },
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enemy_9032_aclionk: { w: 4.95, h: 2.95, dx: 0, dy: 1 },
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enemy_9033_acdeer: { w: 4.95, h: 2.95, dx: 0, dy: 1 },
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});
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/**
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* Build data/enemies.json: base stats at the season level (randomEnemyAttributeDict.level, 0 for
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* all), with the season-wide override level (level_autochess_enemy_data) applied.
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@@ -1611,6 +1637,7 @@ function buildEnemies(ctx) {
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const abilities = (hb?.abilityList || []).map((a) => ({ text: stripRich(a.text), textRaw: richRaw(a.text), format: a.textFormat || 'NORMAL' }));
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const name = mv(data.name) || hb?.name || key;
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const descRaw = mv(data.description);
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const hitArea = HIT_AREAS[mv(data.prefabKey) || key] || null;
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out[key] = {
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key, name, level: wantLevel, rank: mv(data.levelType, 'NORMAL'), handbookIndex: hb?.enemyIndex || null,
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desc: stripRich(descRaw), descRaw: richRaw(descRaw),
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@@ -1630,6 +1657,7 @@ function buildEnemies(ctx) {
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inactiveIn: inactiveIn.get(key) || [],
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seasonOverride: override ? Object.keys(definedFields(override)) : null,
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iconId: key, spine: mv(data.prefabKey) || key,
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...(hitArea ? { hitArea: { ...hitArea } } : {}),
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};
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}
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return out;
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