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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@@ -18,14 +18,19 @@
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// HeadlessJob / runHeadless(battle) step a battle to its end — in wall-clock-bounded slices (bots, takeovers
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// under a real scheduler) or at once (verification, virtual time) — and keep a
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// progress timeline [[gt, killed, total]] for the teammates' waiting UI
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// (联防: [gt, killed, total, left] — left = spec.js uniteLeft, the leakers'
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// enemies still standing, for their live counter; user playtest #6 item 7)
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// HeadlessPacer real-time pacing of a dynamic set of server-run battles without snapshots
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// (boss fields that share the pool while other fields run on clients); a
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// takeover's fast-forward is spread over the pacing intervals
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// specBounds(spec, gd) / validateClientResult(spec, result, { gd })
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// a client's b.result is accepted only when it is plausible for its spec;
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// the returned result is rebuilt from whitelisted fields (never the raw object)
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// uniteBillBounds(spawns, gd) 联防: per leaker, the most survivors settlement can bill (sent in + the
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// offspring bound) — the live counter's clamp
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// syntheticResult(players, progress) stand-in when a boss field's client never reported
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import { TICK, SNAPSHOT_EVERY } from '../sim/constants.js';
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import { uniteLeft } from '../sim/spec.js';
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export const MAX_TICKS_PER_INTERVAL = 8;
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export const INTERVAL_MS = 1000 / 30;
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@@ -251,20 +256,34 @@ export const HEADLESS_SLICE_MS = 8;
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export const CATCHUP_TICKS_PER_INTERVAL = 240;
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const perfNow = () => (globalThis.performance ? globalThis.performance.now() : Date.now());
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/**
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* A timeline sample of a battle: [gt, killed, total], plus — 联防 — the leakers' enemies still standing
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* (spec.js uniteLeft; omitted when unknown).
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*/
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export function timelineSample(b) {
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const s = [Number(b && b.time) || 0, Number(b && b.killed) || 0, Number(b && b.total) || 0];
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if (b && b.kind === 'unite') {
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let left = null;
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try { left = uniteLeft(b); } catch { left = null; }
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if (left) s.push(left);
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}
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return s;
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}
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/**
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* A server-run battle stepped to its end, in one go or in wall-clock-bounded slices (a low-power host must not stall
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* its event loop for the ~0.1–1 s a whole battle takes, several times at once when bots fight): `run(budgetMs)` steps
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* until the battle ends (→ true) or the budget is used (→ false; checked every 16 ticks). `timeline` grows while it
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* runs ([[gt, killed, total]] every TIMELINE_EVERY game seconds, then the final state); `output()` once done gives
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* `{ battle, result, timeline, crashed }`. A throwing battle is force-ended, then replaced by a DeadBattle; the run is
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* bounded by HARD_CAP_SECONDS.
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* runs (timelineSample: [gt, killed, total(, left)] every TIMELINE_EVERY game seconds, then the final state);
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* `output()` once done gives `{ battle, result, timeline, crashed }`. A throwing battle is force-ended, then replaced by
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* a DeadBattle; the run is bounded by HARD_CAP_SECONDS.
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*/
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export class HeadlessJob {
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constructor(battle, { onError = null, players = [] } = {}) {
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this.battle = battle;
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this.onError = onError;
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this.players = players;
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this.timeline = [[0, 0, Number(battle && battle.total) || 0]];
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this.timeline = [timelineSample(battle)];
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this.every = Math.max(1, Math.round(TIMELINE_EVERY / TICK));
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this.cap = Math.ceil(HARD_CAP_SECONDS / TICK);
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this.n = 0;
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@@ -284,7 +303,7 @@ export class HeadlessJob {
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b.step();
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this.n++;
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k++;
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if (this.n % this.every === 0) this.timeline.push([Number(b.time) || 0, Number(b.killed) || 0, Number(b.total) || 0]);
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if (this.n % this.every === 0) this.timeline.push(timelineSample(b));
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if (timed && (k & 15) === 0 && !b.finished && now() - t0 >= budgetMs) return false;
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}
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if (!b.finished) b.forceEnd('timeout');
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@@ -307,7 +326,7 @@ export class HeadlessJob {
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for (const pid of this.players) perPlayer[pid] = emptyPerPlayer();
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result = { time: Number(b.time) || 0, reason: 'forced', perPlayer, killed: 0, total: 0, errors: 1, synthetic: true };
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}
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this.timeline.push([Number(b.time) || 0, Number(b.killed) || 0, Number(b.total) || 0]);
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this.timeline.push(timelineSample(b));
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this.done = true;
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this._out = { battle: b, result, timeline: this.timeline, crashed: this.crashed };
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}
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@@ -324,7 +343,7 @@ export function runHeadless(battle, opts = {}) {
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return job.output();
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}
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/** Timeline sample at game time `gt`: [gt, killed, total] of the last sample ≤ gt. */
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/** Timeline sample at game time `gt`: [gt, killed, total(, left)] of the last sample ≤ gt. */
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export function timelineAt(timeline, gt) {
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if (!Array.isArray(timeline) || !timeline.length) return [0, 0, 0];
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let lo = 0, hi = timeline.length - 1;
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@@ -626,6 +645,23 @@ export function specBounds(spec, gd = null) {
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};
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}
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/**
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* 联防: the most enemies settlement can bill each leaker — what it sent in plus what those enemies can leave behind
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* (splits / summons within offspringPerParent, maxTotal without a data bound): validateClientResult's (key, leaker)
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* budgets summed per leaker. Bounds the live counter (Match._uniteLeft; user playtest #6 item 7).
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* @param {object[]} spawns the 联防 spawns (unite.js plan.leaked: { enemyKey, sourcePlayerId, … })
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* @returns {Map<string, number>} leaker id → bound
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*/
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export function uniteBillBounds(spawns, gd = null) {
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const B = specBounds({ spawns: Array.isArray(spawns) ? spawns : [] }, gd);
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const out = new Map();
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for (const [ks, n] of [...B.keySourceCounts, ...B.derivedSourceCounts]) {
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const pid = ks.slice(ks.lastIndexOf('|') + 1);
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if (pid) out.set(pid, (out.get(pid) || 0) + n);
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}
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return out;
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}
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const finiteIn = (v, lo, hi) => typeof v === 'number' && Number.isFinite(v) && v >= lo && v <= hi;
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const sameMods = (a, b) => {
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const ka = a && typeof a === 'object' ? Object.keys(a).filter((k) => a[k] !== undefined).sort() : [];
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