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
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@@ -869,7 +869,7 @@ export async function createFieldView(host, options = {}) {
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const moved = !prevHome || prevHome.x !== w.x || prevHome.y !== w.y || prevHome.z !== w.z;
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if (dragState && dragState.key === key) {
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dragState.home = w; // being dragged: only its home slot changes
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} else if (pending.has(key) && !moved) {
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} else if (pending.has(key) && !moved && !splitLanded(e, pending.get(key).board, list)) {
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// dropped, but this state predates the server applying the move: stay at the drop target
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} else {
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pending.delete(key);
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@@ -892,6 +892,15 @@ export async function createFieldView(host, options = {}) {
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return true;
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}
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/**
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* A summon stack of several copies (凯瑟琳's 2 devices, user playtest #6) dropped on a board tile stays in the hand
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* and one copy — a new piece of the same token — lands there: the state already shows the move, the stack goes home.
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*/
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function splitLanded(e, tile, list) {
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if (!tile || !e || e.piece?.kind !== 'token' || e.area === 'board') return false;
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return list.some((x) => x.area === 'board' && x.uid !== e.uid && x.piece?.kind === 'token' && x.piece.id === e.piece.id && x.row === tile.row && x.col === tile.col);
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}
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function adaptCanPlace(fn) {
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if (fn.length >= 3) return (piece, row, col, target) => !!fn(piece, row, col, target);
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return (piece, row, col, target) => !!fn(piece.uid, target, piece);
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@@ -1111,7 +1120,7 @@ export async function createFieldView(host, options = {}) {
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const row = t.area === 'board' ? t.row : GEO.HAND_ROW, col = t.area === 'board' ? t.col : t.idx;
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const w = boardWorld(row, col, t.area === 'hand');
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v._tween = { fx: v.x, fy: v.y, fz: v.z, tx: w.x, ty: w.y, tz: w.z, t: 0 };
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pending.set(dragState.key, { t: performance.now(), view: v });
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pending.set(dragState.key, { t: performance.now(), view: v, board: t.area === 'board' ? { row, col } : null });
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} else {
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const h = dragState.home;
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v._tween = { fx: v.x, fy: v.y, fz: v.z, tx: h.x, ty: h.y, tz: h.z, t: 0 };
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