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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@@ -1,14 +1,20 @@
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// 机变 draft overlay (research 06 §4.4 / §11.5): family title | description, "倒计时结束后仍未选定将自动分配",
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// whose turn ("当前轮到你决策" / "{name} 正在决策…") with countdown, pick order with ✓ / ⌛ / … / door,
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// and a 3×2 grid (solo: 3 cards) of cards with icon, title, rich description, tier chip and the taker's
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// avatar badge. Picking takes two taps, like buying in the shop (user playtest #4 item 2 — extra enemies, items and
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// tactics were picked by a slip of the finger; research 09 §5 EventOnFirstClick → EventOnConfirm): the first tap on an
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// available card selects it (it lifts with a gold frame and a 确认选择 · 再次点击 strip; the header shows 确认选择), a
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// second tap on the same card — or 确认选择 — sends g.choice; a tap on another card moves the selection, a tap
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// elsewhere or Esc drops it. Cards are buttons (Tab / Enter work the same way). While the pick is in flight the card
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// shows a "选择中" strip with a sweeping bar (never a spinner over its text — user playtest #3 item 9), dropped as soon
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// as the pick shows in m.public (spBusy itself resets when the request settles, ≤ 8 s, or the phase moves on).
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// Untimed drafts (solo, a single-human match: sp.untimed) show no countdown and say so.
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// and a 3×2 grid (solo: 3 cards) of cards in the official layout (the official 悬赏 / 机密商店 / 战术 screenshots): a
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// framed icon at the top-left with the bold name beside it (tags under the name), the effect text across the card under
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// both, left-aligned; the tier chip on the icon's corner and the taker's round avatar alone at the top-right (their
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// name is its tooltip and part of the card's accessible name; a taken card's name wraps before it). The effect text
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// is the official rich text of the item / effect (items.json / effects.json `descRaw` — the detail card's text — while it
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// says what the server card's plain `desc` says: cardText), clamped by lines, and it fits the card on phones too (user
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// playtest #6 item 6: at 756×366 it used to sit below a large centred icon, clipped away). Picking takes two taps, like
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// buying in the shop (user playtest #4 item 2 — extra enemies, items and tactics were picked by a slip of the finger;
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// research 09 §5 EventOnFirstClick → EventOnConfirm): the first tap on an available card selects it (it lifts with a
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// gold frame and a 确认选择 · 再次点击 strip; the header shows 确认选择), a second tap on the same card — or 确认选择 —
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// sends g.choice; a tap on another card moves the selection, a tap elsewhere or Esc drops it. Cards are buttons (Tab /
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// Enter work the same way). While the pick is in flight the card shows a "选择中" strip with a sweeping bar (never a
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// spinner over its text — user playtest #3 item 9), dropped as soon as the pick shows in m.public (spBusy itself resets
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// when the request settles, ≤ 8 s, or the phase moves on). Untimed drafts (solo, a single-human match: sp.untimed) show
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// no countdown and say so.
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import { useEffect, useState } from '../../vendor/hooks.module.js';
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import { html, Icon, TierChip, Countdown, MicroLabel, Button } from './components.js';
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@@ -20,6 +26,20 @@ import { data } from '../data.js';
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const cx = (...p) => p.flat().filter(Boolean).join(' ');
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const bare = (t) => String(t || '').replace(/\s+/g, '');
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/**
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* A card's effect text: the card's own rich text, else the data's rich text (highlighted numbers, 下场作战, set bonuses,
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* line breaks — the detail card's text) while it says what the server's plain `desc` says, else that plain text (a
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* server-side wording the data does not have wins).
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* @param {{ descRaw?: string, desc?: string }} card @param {string} rich items.json / effects.json descRaw
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*/
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export function cardText(card, rich) {
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if (card.descRaw) return card.descRaw;
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if (rich && (!card.desc || bare(richTextPlain(rich)) === bare(card.desc))) return rich;
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return card.desc || rich || '';
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}
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/**
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* Resolve an sp card to display fields.
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* @param {any} card normalised card ({ idx, takenBy, effectId?, itemId?, id?, name?, desc?, descRaw?, tier?, team?, enemyKey? })
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@@ -47,7 +67,7 @@ export function resolveSpCard(card, family) {
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return {
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kind,
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name: card.name || item?.name || eff?.name || bounty?.name || tactic?.name || '机变',
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desc: card.descRaw || card.desc || item?.descRaw || item?.desc || eff?.descRaw || eff?.desc || bounty?.desc || tactic?.desc || '',
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desc: cardText(card, item?.descRaw || eff?.descRaw || '') || item?.desc || eff?.desc || bounty?.desc || tactic?.desc || '',
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tier: Number.isFinite(card.tier) ? card.tier : item?.tier ?? bounty?.tier ?? null,
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icon,
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team: !!team,
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@@ -190,21 +210,24 @@ export function ChoiceView({ pub, sp, myId, solo, busyIdx = null, total = null,
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const can = cardPickable(sp, card, { myId, solo, busyIdx });
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const busy = pickBusy(busyIdx, card, mine);
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const isArmed = can && armed === card.idx;
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const takerName = taker ? (card.takenBy === myId ? '你' : taker.name) : null;
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return html`<button key=${card.idx} type="button" class=${cx('spcard', `spcard--${r.kind}`, card.takenBy && 'is-taken', card.takenBy === myId && 'is-mine', can && 'is-pickable', isArmed && 'is-armed', busy && 'is-busy')}
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aria-busy=${busy ? 'true' : undefined} aria-pressed=${can ? String(isArmed) : undefined}
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disabled=${!can} onClick=${() => can && onTap(card.idx)} aria-label=${isArmed ? `${r.name},已选中,再次点击确认` : r.name} title=${`${r.name}\n${richTextPlain(r.desc)}`}>
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aria-busy=${busy ? 'true' : undefined} aria-pressed=${can ? String(isArmed) : undefined} disabled=${!can} onClick=${() => can && onTap(card.idx)}
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aria-label=${isArmed ? `${r.name},已选中,再次点击确认` : takerName ? `${r.name},${takerName}已选择` : r.name} title=${`${r.name}\n${richTextPlain(r.desc)}`}>
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<span class="spcard__glow" aria-hidden="true"></span>
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${r.tier ? html`<${TierChip} tier=${r.tier} size="md" class="spcard__tier" />` : null}
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<span class="spcard__icon"><${Img} src=${r.icon} fallback=${html`<${GIcon} name=${r.kind === 'bounty' ? 'target' : 'bolt'} />`} /></span>
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<span class="spcard__body">
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<b class="spcard__name">${r.name}</b>
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<${RichText} text=${r.desc} class="spcard__desc" />
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<span class="spcard__tags">
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${r.team ? html`<span class="spcard__tag spcard__tag--team">全队获得</span>` : null}
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${r.kind === 'bounty' && r.coin ? html`<span class="spcard__tag spcard__tag--coin">赏金 ${r.coin}</span>` : null}
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<span class="spcard__head">
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<span class="spcard__icon"><${Img} src=${r.icon} fallback=${html`<${GIcon} name=${r.kind === 'bounty' ? 'target' : 'bolt'} />`} /></span>
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<span class="spcard__title">
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<b class="spcard__name">${r.name}</b>
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${r.team || (r.kind === 'bounty' && r.coin) ? html`<span class="spcard__tags">
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${r.team ? html`<span class="spcard__tag spcard__tag--team">全队获得</span>` : null}
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${r.kind === 'bounty' && r.coin ? html`<span class="spcard__tag spcard__tag--coin">赏金 ${r.coin}</span>` : null}
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</span>` : null}
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</span>
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</span>
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${taker ? html`<span class="spcard__taker" title=${`${taker.name} 已选择`}><${PlayerAvatar} player=${taker} size="sm" /><span>${card.takenBy === myId ? '你' : taker.name}</span></span>` : null}
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<${RichText} text=${r.desc} class="spcard__desc" />
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${r.tier ? html`<${TierChip} tier=${r.tier} size="md" class="spcard__tier" />` : null}
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${taker ? html`<span class="spcard__taker" title=${`${taker.name} 已选择`}><${PlayerAvatar} player=${taker} size="sm" /></span>` : null}
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${isArmed ? html`<span class="spcard__confirm" role="status"><b>确认选择</b><small>再次点击</small></span>` : null}
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${busy ? html`<span class="spcard__busy" role="status">选择中</span>` : null}
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</button>`;
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