Playtest #6 fixes: summons placed by hand, boss pool stall, bounties, 联防 leak counter, distinct offers, 机变 card text, phone buy tap, skill triggers, blocking, push force, 孤立, enemies, element bar

- #1 #2 skill / device summons (赫默's drone, 巫恋's doll, 凯瑟琳's devices) are hand cards placed by the player;
  placed summons deploy once at battle start, then a skill summon re-appears at its tile on each cast (the user's call)
- #3 叙拉古 隐匿 ends on time (32 + 0.4 × layers s); 忍冬 S3 迷彩 lasts until her next cast (official), kept apart from 隐匿
- #4 multi-round bounty cards last two battles (the user's call; MULTI_ROUND_BOUNTY_BATTLES), blue / red card text
- #5 the shared boss pool's float dust (≈3.6e-12 HP) stalled Final Assault leaders at 0 %; < 1 HP now clears the pool,
  and the team LP reaching 0 first is a defeat (PRTS)
- #6 #10 机变 cards show their official effect text; an invisible 详情 button no longer swallows the confirming tap on phones
- #7 live ×N counter of a leaker's enemies still on the 联防 field (LP loss stays capped at 10)
- #8 #15 #16 skill triggers per 技能策略: skill-range triggers, injured-ally heals (古米, 塞雷娅), tank take-damage
  triggers with a 3 s cooldown; 新约能天使 S2 shields the highest-aggro operator in range
- #9 official per-enemy model scales (威龙)
- #11 element bar under the unit's HP bar (white = 元素值 left, element-coloured refill after a burst), floor rounding
- #12 枯朽战车 kit per PRTS; every ranged enemy reaches its target's 0.25 collider
- #13 恐惧 wander (萨科塔之翼 at half HP, operator fears make enemies flee) with re-planning after pushes
- #14 push / pull distance by 力度 − 重量 (PRTS table); #17 every blocker attacks what it blocks; ASPD floor 20
- #18 炎佑 is 孤立: no heals or ally buffs
- #19 every free pick-one chess offer (promotion reward, 信标, 寻呼模块) shows different operators
- DESIGN §20 and the normative lines, SIM / META / DATA / PLAYING updated; 2747 unit tests and all 27 browser suites
  green; dev recordings regenerated
This commit is contained in:
sganggs committed 2026-10-01 19:08:23 +08:00
1 parent e6628f0cfe
commit 6464e4b46a
138 files changed
+7946 -1379

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@@ -287,7 +287,7 @@ function setPhase(phase, variant) {
let cards;
if (fam === 'supply') cards = shuffle(shopItems().filter((i) => i.tier >= 3)).slice(0, 6).map((i) => ({ itemId: i.id }));
else if (fam === 'tactic') cards = shuffle(ch.cards.tactic.filter((t) => t.kind !== 'terrain')).slice(0, 6).map((t) => ({ effectId: t.effectId }));
else cards = shuffle(ch.cards.bounty.filter((b) => !b.name.includes('战术特训'))).slice(0, 6).map((b) => ({ effectId: b.effectId }));
else cards = shuffle(ch.cards.bounty.filter((b) => b.draft !== false)).slice(0, 6).map((b) => ({ effectId: b.effectId }));
if (solo) { cards = cards.slice(0, 3); pub.deadline = 0; }
pub.sp = { family: fam, cards, order: solo ? ['p1'] : ['p4', 'p1', 'ai_2', 'p3'], turn: solo ? 'p1' : 'p1', picks: solo ? {} : { p4: 2 }, untimed: solo };
pub.players.forEach((p) => { p.status = p.playerId === 'p4' ? 'ready' : 'deciding'; });
@@ -349,6 +349,21 @@ function startCombat(phase) {
if (VARIANTS.has('paused')) pub.paused = true;
pub.players.forEach((p, i) => { p.status = phase === PHASE.SETTLE ? 'done' : i === 1 ? 'done' : 'combat'; });
if (phase === PHASE.UNITE) { pub.players[1].status = 'helping'; pub.players[0].status = 'helping'; }
// 联防 live counter (user playtest #6 item 7; server m.public unite / players[].uniteLeft / pendingLp): ?variant=leaker
// — you and 灰烬 let enemies through, the AI and Doctor·B help; otherwise Doctor·B leaked. The first leaker's count of
// enemies still standing (uncapped: the ×N tag) falls with every kill below.
const leakMock = phase === PHASE.UNITE && VARIANTS.has('leaker');
const leftOf = (pid, n) => { const p = pub.players.find((x) => x.playerId === pid); if (p) { p.uniteLeft = n; p.pendingLp = Math.min(10, n) || undefined; } };
if (phase === PHASE.UNITE) {
pub.unite = leakMock ? { helpers: ['ai_2', 'p3'], leakers: ['p1', 'p4'] } : { helpers: ['p1', 'ai_2'], leakers: ['p3'] };
if (leakMock) { leftOf('p1', 13); leftOf('p4', 3); pub.players[0].status = 'done'; pub.players[2].status = 'helping'; } else leftOf('p3', 12);
}
const countKill = () => {
if (phase !== PHASE.UNITE) return;
const pid = leakMock ? 'p1' : 'p3';
const p = S.pub.players.find((x) => x.playerId === pid);
if (p && p.uniteLeft > 0) { leftOf(pid, p.uniteLeft - 1); pushPublic(); }
};
if (VARIANTS.has('done')) pub.players[0].status = 'done';
let fields;
let rect;
@@ -435,7 +450,7 @@ function startCombat(phase) {
tgt.hp -= e2boss(tgt) ? dmg * 3 : dmg;
ev.push(['atk', a.id, tgt.id, 'arrow'], ['dmg', tgt.id, dmg, rnd() < 0.3 ? 'arts' : 'phys']);
a.sp = (a.sp + 1) % a.spMax;
if (tgt.hp <= 0 && !tgt.boss && !tgt.dead) { tgt.dead = true; killed++; ev.push(['die', tgt.id]); }
if (tgt.hp <= 0 && !tgt.boss && !tgt.dead) { tgt.dead = true; killed++; ev.push(['die', tgt.id]); countKill(); }
}
if (rnd() < 0.15) { const a = pick(allyState); a.hp = Math.min(a.maxHp, a.hp + 180); ev.push(['heal', a.id, 180]); }
const snapUnits = [
@@ -667,7 +682,8 @@ function applyUiVariants() {
}
if (VARIANTS.has('settings')) clickSel('.gm__gear', 400);
if (VARIANTS.has('collapsed')) clickSel('.funds__collapse', 400);
if (VARIANTS.has('detail')) clickSel('.scard .scard__detail', 500);
// the first tap on a shop card selects it and opens its detail (there is no ⓘ corner)
if (VARIANTS.has('detail')) clickSel('.shopbar__cards .scard:not(.scard--sold)', 500);
if (VARIANTS.has('detailpiece')) setTimeout(() => {
const el = document.querySelector('.ff-piece.is-golden') || document.querySelector('.ff-piece');
el?.dispatchEvent(new MouseEvent('contextmenu', { bubbles: true, clientX: 10, clientY: 10 }));
@@ -683,7 +699,7 @@ const SWITCH = [
['PREP + temp', PHASE.PREP, 'temp'], ['PREP frozen', PHASE.PREP, 'frozen'], ['PREP dead', PHASE.PREP, 'dead'],
['PREP boss (L)', PHASE.PREP, 'boss'], ['PREP boss (R)', PHASE.PREP, 'bossR'],
['SP bounty', PHASE.SP_DRAFT, 'bounty'], ['SP supply', PHASE.SP_DRAFT, 'supply'], ['SP tactic', PHASE.SP_DRAFT, 'tactic'], ['SP solo', PHASE.SP_DRAFT, 'solo'],
['COMBAT', PHASE.COMBAT, ''], ['COMBAT done', PHASE.COMBAT, 'done'], ['UNITE', PHASE.UNITE, ''], ['SETTLE', PHASE.SETTLE, ''],
['COMBAT', PHASE.COMBAT, ''], ['COMBAT done', PHASE.COMBAT, 'done'], ['UNITE', PHASE.UNITE, ''], ['UNITE leaker', PHASE.UNITE, 'leaker'], ['SETTLE', PHASE.SETTLE, ''],
['FINAL_ASSAULT', PHASE.FINAL_ASSAULT, ''], ['FA overtime soon', PHASE.FINAL_ASSAULT, 'overtime'], ['FA draining', PHASE.FINAL_ASSAULT, 'drain'],
['HIDDEN_CORE', PHASE.HIDDEN_CORE, ''], ['COMBAT solo (pause)', PHASE.COMBAT, 'solo'], ['FA solo paused', PHASE.FINAL_ASSAULT, 'solo,paused'],
['RESULT win', PHASE.RESULT, ''], ['RESULT lose', PHASE.RESULT, 'defeat'],