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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sganggs committed 2026-10-01 19:08:23 +08:00
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commit 6464e4b46a
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@@ -6,7 +6,9 @@
// compact, visible without scrolling: user playtest #3 items 8 / 9), the class trait (特性), stats + range mini-map, skill (the one chosen in the loadout, DESIGN §16: icon, SP
// info, rich description, 已调配 when not the default), elite module (模组: official type icon from the local-client
// art, else its letter), equipped items, talents (CHESS_SECTIONS); items — icon, tier,
// effect; tokens; enemies — stats, rank, faction tags, abilities. Selling / destroying is the underframe's job in the
// effect; tokens — the owner's variant (a golden owner's summon: its `_b` stats / skill), how a placed summon takes
// the field (shared/constants.js SKILL_SUMMON_START_DEPLOY), its token skill and talents; enemies — stats, rank,
// faction tags, abilities. Selling / destroying is the underframe's job in the
// match (research 09 §5, ui/underframe.js): the panel's own 出售 / 销毁 buttons only render for callers that pass
// `editable` + handlers. `side` 'right' docks the panel at the right edge (the game screen picks the side away from a
// selected unit's underframe, gameLogic panelSide).
@@ -23,6 +25,7 @@ import { attackInterval, rangeGridBox, fmtNum, tileKey, chessLoadout, nextThresh
import { chessPortraitUrl, skillIconUrl, skillRecordIconUrl, profIconUrl, subProfIconUrl, itemIconUrl, enemyIconUrl, tokenAvatarUrl, factionIconUrl, uiUrl, moduleTypeIconUrl } from './assetUrls.js';
import { data } from '../data.js';
import { attackRangeGrid } from '../../../shared/loadoutRecord.js';
import { SKILL_SUMMON_START_DEPLOY } from '../../../shared/constants.js';
import { moduleBadge } from './loadoutModel.js';
const cx = (...p) => p.flat().filter(Boolean).join(' ');
@@ -375,14 +378,59 @@ function EnemyDetail({ enemy, snapHp, count, live = null }) {
<//>` : enemy.descRaw || enemy.desc ? html`<${Section} title="说明"><${RichText} as="p" text=${enemy.descRaw || enemy.desc} class="dtext" /><//>` : null}`;
}
function TokenDetail({ token, piece, snapHp = null, live = null }) {
/**
* How a summon piece placed in the prep phase takes the field (user playtest #6; sim/content/tokens.js): a talent
* summon deploys with the board; a skill's summon (赫默's 医疗探机, 巫恋's 诅咒娃娃) once at the battle start and again
* with each skill (`startDeploy`: shared/constants.js SKILL_SUMMON_START_DEPLOY, the PRTS reading the user settled) —
* or, with the switch off, only when its owner's skill fires. null for tokens that are no hand piece.
* @param {any} token tokens.json record
* @param {boolean} [startDeploy] the sim's switch (tests pass both values)
*/
export function summonDeployHint(token, startDeploy = SKILL_SUMMON_START_DEPLOY) {
if (!token || token.kind !== 'summon' || token.placeable !== true) return null;
const talent = Object.values(token.variants || {}).some((v) => (v?.sources || []).includes('talent'));
if (talent) return '作战开始时在摆放的位置部署';
return startDeploy
? '作战开始时在摆放的位置部署一次,之后所属干员每次发动技能时再次出现(未摆放则不会出现)'
: '所属干员发动技能时才在摆放的位置出现(未摆放则不会出现)';
}
/**
* The token variant of the summon's owner (tokens.json `variants`, keyed by owner chess id): a golden owner's `_b`
* entry (精锐 赫默's drone ATK 114, 精锐 巫恋's doll −30%), else its normal `_a` entry, else the first one.
* @param {any} token tokens.json record
* @param {string|null} ownerId the owner's chess id (null: unknown, e.g. a teammate's summon)
*/
export function tokenVariantFor(token, ownerId = null) {
const vs = token?.variants || {};
if (typeof ownerId === 'string') {
const v = vs[ownerId] || vs[ownerId.replace(/_b$/, '_a')];
if (v) return v;
}
return Object.values(vs)[0] || null;
}
/** Chess id of the operator owning a token piece (`ownerUid`), from the player's own pieces (indexPieces). */
function tokenOwnerId(piece, pieces) {
if (!piece || piece.kind !== 'token' || !Number.isInteger(piece.ownerUid)) return null;
const owner = pieces?.get(piece.ownerUid)?.piece;
return owner && owner.kind === 'chess' ? owner.id : null;
}
export function TokenDetail({ token, piece, ownerId = null, snapHp = null, live = null }) {
const m = data.get('assets');
const s = token.stats || {};
// the owner's variant: its stats, talents and token skill (a golden owner's summon is stronger)
const v0 = tokenVariantFor(token, ownerId);
const s = v0?.stats || token.stats || {};
const hp = hpOf(live, snapHp);
const st = {
maxHp: liveStat(live, 'maxHp', s.maxHp), atk: liveStat(live, 'atk', s.atk), def: liveStat(live, 'def', s.def),
blockCnt: liveStat(live, 'blockCnt', s.blockCnt, (v) => String(v)),
};
// what the summon does lives in its talent (凯瑟琳's 支援装置: "使攻击范围内一名友方干员获得…屏障") or token skill (诅咒娃娃)
const talents = (v0?.talents || []).filter((t) => t && t.name && t.desc);
const skill = v0?.skill && v0.skill.desc && !/^skcom_withdraw/.test(String(v0.skill.skillId || '')) ? v0.skill : null;
const hint = piece ? summonDeployHint(token) : null;
return html`
<div class="dhead dhead--item">
<div class="dhead__icon"><${Img} src=${tokenAvatarUrl(m, token.tokenId)} fallback=${html`<${GIcon} name="target" />`} /></div>
@@ -397,7 +445,10 @@ function TokenDetail({ token, piece, snapHp = null, live = null }) {
<${Stat} k="生命上限" ...${st.maxHp} /><${Stat} k="攻击" ...${st.atk} />
<${Stat} k="防御" ...${st.def} /><${Stat} k="阻挡数" ...${st.blockCnt} />
</div>
${token.descRaw || token.desc ? html`<${Section} title="说明"><${RichText} as="p" text=${token.descRaw || token.desc} class="dtext" /><//>` : null}`;
${hint ? html`<p class="dhint"><${Icon} name="info" />${hint}</p>` : null}
${token.descRaw || token.desc ? html`<${Section} title="说明"><${RichText} as="p" text=${token.descRaw || token.desc} class="dtext" /><//>` : null}
${skill ? html`<${Section} title="技能"><p class="dtext"><b>${skill.name}</b> ${skill.desc}</p><//>` : null}
${talents.length ? html`<${Section} title="天赋">${talents.map((t, i) => html`<p class="dtext" key=${i}><b>${t.name}</b> ${t.desc}</p>`)}<//>` : null}`;
}
/**
@@ -412,7 +463,7 @@ export function resolveDetail(target, pieces) {
if (!e) return null;
const p = e.piece;
if (p.kind === 'item') { const it = data.lookup('items', p.id); return it ? { type: 'item', item: it, piece: p } : null; }
if (p.kind === 'token') { const t = data.lookup('tokens', p.id); return t ? { type: 'token', token: t, piece: p } : null; }
if (p.kind === 'token') { const t = data.lookup('tokens', p.id); return t ? { type: 'token', token: t, piece: p, ownerId: tokenOwnerId(p, pieces) } : null; }
const c = data.lookup('chess', p.id);
return c ? { type: 'chess', chess: c, piece: p } : null;
}
@@ -427,7 +478,7 @@ export function resolveDetail(target, pieces) {
const c = data.lookup('chess', u.defId);
if (c) return { type: 'chess', chess: c, piece: own?.piece || null, unitId: u.id };
const t = data.lookup('tokens', u.defId);
if (t) return { type: 'token', token: t, unitId: u.id };
if (t) return { type: 'token', token: t, unitId: u.id, ownerId: tokenOwnerId(own?.piece, pieces) };
const en = data.lookup('enemies', u.defId);
return en ? { type: 'enemy', enemy: en, unitId: u.id } : null;
}
@@ -470,7 +521,7 @@ export function DetailPanel({ detail, editable, snapHp, onClose, onSell, onDestr
bonds=${bonds} loadout=${loadout} onBond=${onBond} live=${liveNow} />` : null}
${detail.type === 'item' ? html`<${ItemDetail} item=${detail.item} piece=${detail.piece} editable=${editable} onDestroy=${destroyIt} />` : null}
${detail.type === 'enemy' ? html`<${EnemyDetail} enemy=${detail.enemy} snapHp=${snapHp} count=${detail.count} live=${liveNow} />` : null}
${detail.type === 'token' ? html`<${TokenDetail} token=${detail.token} piece=${detail.piece} snapHp=${snapHp} live=${liveNow} />` : null}
${detail.type === 'token' ? html`<${TokenDetail} token=${detail.token} piece=${detail.piece} ownerId=${detail.ownerId ?? null} snapHp=${snapHp} live=${liveNow} />` : null}
</div>
</aside>`;
}