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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@@ -6,7 +6,7 @@
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// renderer swaps the texture without touching geometry,
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// * FX atlas (one base texture ⇒ particles batch / fit a ParticleContainer),
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// * status icons, tier chips, backdrop gradients,
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// * HUD rings: element gauge icons and the redeploy countdown ring (hudRings / ringArc),
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// * HUD rings: the element discs of the element gauge row and the redeploy countdown ring (hudRings / ringArc),
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// * avatar-in-rarity-diamond composites (cached per unit asset id) for the Spine fallback.
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// Everything procedural is deterministic (seeded noise) and generated lazily on first use. Requires
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// globalThis.PIXI and a DOM canvas at call time (never at import time).
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@@ -1159,16 +1159,21 @@ export function itemTexture(key, img, color) {
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}
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// =============================================================================================================
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// HUD rings (user playtest #4 items 8 and 9): the element gauge icon of a unit (PRTS 元素: "模型下部会显示对应的元素
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// HUD rings (user playtest #4 items 8 and 9): the element icon of a unit's gauge row (PRTS 元素: "模型下部会显示对应的元素
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// 图标,并以白条显示剩余的元素值" — operators: the element's disc with its glyph; enemies: "小尺寸图标(不显示元素图标,
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// 仅根据元素种类改变背景色)") inside a white ring of the remaining 元素值, and the redeploy countdown ring above a
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// knocked-out operator. One 512×576 atlas: RING_STEPS + 1 arc frames (white, clockwise from 12 o'clock) and the discs.
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// 仅根据元素种类改变背景色)"; the white bar beside it — in the element's `tint` while it refills over a 爆发冷却 — is a
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// plain sprite, render/units.js; since user playtest #6 the gauge is no ring any more, and the discs have a light rim),
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// and the redeploy countdown ring above a knocked-out operator. One 512×576 atlas: RING_STEPS + 1 arc frames (white,
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// clockwise from 12 o'clock) and the discs.
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// Official element colours / glyphs after the client icons (图标 元素 sanity / water / fire / dark), drawn procedurally
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// (the local-client extraction has no general battle HUD sprites).
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/** Arc frames: `arcs[k]` covers k / RING_STEPS of the circle. */
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export const RING_STEPS = 48;
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/** Element disc colours (official icons: 神经 teal, 侵蚀 steel blue, 灼燃 rust, 凋亡 charcoal) and glyph colours. */
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/**
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* Element disc colours (official icons: 神经 teal, 侵蚀 steel blue, 灼燃 rust, 凋亡 charcoal) and glyph colours; `tint` =
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* the element's bright colour (the gauge bar refilling over a 爆发冷却, render/units.js).
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*/
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export const ELEMENT_RING = Object.freeze({
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neural: Object.freeze({ disc: '#13806c', glyph: '#bfe6df', tint: 0x1fae93 }),
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erosion: Object.freeze({ disc: '#2d5d86', glyph: '#cfdcea', tint: 0x4a8cc4 }),
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@@ -1179,8 +1184,21 @@ export const ELEMENT_RING = Object.freeze({
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const RING_KEYS = Object.keys(ELEMENT_RING);
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const RC = 64; // cell px
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const RING_R = 26, RING_W = 6.5, DISC_R = 21.5;
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/** The element disc's diameter as a share of its atlas cell (a sprite `d / HUD_DISC` px wide draws a `d` px disc). */
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export const HUD_DISC = (2 * DISC_R) / RC;
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let _rings = null;
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/**
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* The rim of an element disc: a light inner ring (about 1 px at the drawn size) inside a dark edge, so the dark discs
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* (凋亡) stay readable on the dark ground (user playtest #6) [ASSUMED look].
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*/
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function discRim(c, cx, cy) {
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c.strokeStyle = 'rgba(255,255,255,0.5)'; c.lineWidth = 3;
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c.beginPath(); c.arc(cx, cy, DISC_R - 2.5, 0, Math.PI * 2); c.stroke();
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c.strokeStyle = 'rgba(0,0,0,0.55)'; c.lineWidth = 1.5;
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c.beginPath(); c.arc(cx, cy, DISC_R, 0, Math.PI * 2); c.stroke();
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}
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function drawElementGlyph(c, el, cx, cy, col) {
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c.fillStyle = col; c.strokeStyle = col; c.lineCap = 'round'; c.lineJoin = 'round';
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if (el === 'neural') { // concentric target
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@@ -1239,10 +1257,10 @@ export function hudRings() {
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RING_KEYS.forEach((el, i) => {
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const x = i * RC, cx = x + RC / 2, cy = row + RC / 2;
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c.fillStyle = ELEMENT_RING[el].disc; c.beginPath(); c.arc(cx, cy, DISC_R, 0, Math.PI * 2); c.fill();
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c.strokeStyle = 'rgba(0,0,0,0.5)'; c.lineWidth = 1.5; c.stroke();
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c.save(); c.beginPath(); c.arc(cx, cy, DISC_R - 1, 0, Math.PI * 2); c.clip();
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drawElementGlyph(c, el, cx, cy, ELEMENT_RING[el].glyph);
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c.restore();
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discRim(c, cx, cy);
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frames['a:' + el] = [x, row];
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});
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{
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@@ -1260,7 +1278,7 @@ export function hudRings() {
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RING_KEYS.forEach((el, i) => {
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const x = i * RC, cx = x + RC / 2, cy = row + RC + RC / 2;
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c.fillStyle = ELEMENT_RING[el].disc; c.beginPath(); c.arc(cx, cy, DISC_R, 0, Math.PI * 2); c.fill();
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c.strokeStyle = 'rgba(0,0,0,0.5)'; c.lineWidth = 1.5; c.stroke();
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discRim(c, cx, cy);
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frames['e:' + el] = [x, row + RC];
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});
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const base = P.BaseTexture.from(canvas, { mipmap: P.MIPMAP_MODES.ON });
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