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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@@ -440,18 +440,28 @@ export class GameData {
}
/**
* Placeable (hand) tokens a chess sends to the hand when placed on the board: [{ tokenId, count }] — its TALENT
* summons (tokens.json `placeable`: 海嗣 / 狼群 / 流形); a skill's summon (赫默's drone, 巫恋's doll) only appears in
* battle when the skill fires (tools/build-data.mjs buildTokens).
* Placeable (hand) tokens a chess sends to the hand when placed on the board: [{ tokenId, count }] — its manually
* deployable summons (tokens.json `placeable`: 医疗探机, 诅咒娃娃, 海嗣, 狼群, 流形, 爬行号·防护单元; user playtest #6)
* that the chess makes under `loadout` ({ skillIndex } from shared/protocol.js resolveLoadout; absent ⇒ its default
* skill): the owner variant's `sources` (`bySkill[skillIndex]` for a non-default skill) name a talent or a skill —
* 赫默 / 巫恋 on S1 make no drone / doll. `count` = the summon's deploy limit (PRTS 卫戍协议/帮助 "根据召唤物部署数量
* 上限(非初始持有量),发送等量召唤物至手牌区": 凯瑟琳 2 of her 3 devices).
*/
placeableTokens(chessId) {
placeableTokens(chessId, loadout = null) {
const c = this.chess(chessId);
if (!c || !Array.isArray(c.tokens)) return [];
const out = [];
for (const tid of c.tokens) {
const t = this.token(tid);
if (!t || t.kind !== 'summon' || t.displayType !== 'DEFAULT' || t.placeable !== true) continue;
const count = posIntOr(t.deployLimit, 1);
if (!t || t.kind !== 'summon' || t.placeable !== true) continue;
const vs = t.variants && typeof t.variants === 'object' ? t.variants : {};
const v = vs[chessId] ?? vs[String(chessId).replace(/_b$/, '_a')] ?? null;
if (v) {
const alt = loadout && Number.isInteger(loadout.skillIndex) && v.bySkill ? v.bySkill[loadout.skillIndex] : null;
const src = Array.isArray(alt?.sources) ? alt.sources : Array.isArray(v.sources) ? v.sources : [];
if (!src.includes('talent') && !src.includes('skill')) continue;
}
const count = posIntOr(v?.stats?.deployLimit, posIntOr(t.deployLimit, 1));
out.push({ tokenId: tid, count: Math.min(count, 9) });
}
return out;