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
1 parent e6628f0cfe
commit 6464e4b46a
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@@ -104,12 +104,13 @@ export function normalizeSkill(rec) {
let rule = normTriggerRule(typeof trig === 'string' ? trig : trig.rule);
const matchedBy = typeof trig === 'object' ? String(trig.matchedBy ?? '') : '';
const skillIndex = s.skillIndex ?? s.index ?? null;
// Research correction (03 addendum C1): profession/subprofession rows apply to skill 1 only.
if (/^(profession|subProfession)/.test(matchedBy) && skillIndex != null && skillIndex !== 0) rule = 'DEFAULT';
const skillType = String(s.skillType ?? s.type ?? 'MANUAL').toUpperCase();
// Class rows (profession / subprofession, research-shaped records carry `matchedBy`) apply to every MANUAL skill of the
// class and never to an AUTO one (PRTS 卫戍协议/帮助 技能策略; tools/build-data.mjs resolveTrigger does the same for data).
if (/^(profession|subProfession)/.test(matchedBy) && skillType !== 'MANUAL') rule = 'DEFAULT';
const trigGrid = toArrayOfPairs((typeof trig === 'object' && (trig.customRangeGrid ?? trig.rangeGrid ?? trig.grid)) || rec.skillTriggerCustomRangeGrid);
if (/^skcom_withdraw/.test(String(s.skillId ?? s.id ?? ''))) return null;
const durRaw = s.duration ?? bb.duration ?? 0;
const skillType = String(s.skillType ?? s.type ?? 'MANUAL').toUpperCase();
return {
id: s.skillId ?? s.id ?? 'skill',
name: s.name ?? '',
@@ -300,6 +301,8 @@ export function normalizeToken(id, t0, ownerChessId = null, variantOverride = nu
canHitFly: t.canHitFly ?? null,
targetPriority: t.targetPriority ?? null,
untargetable: t.untargetable ?? /不会受到攻击|不会成为/.test(desc),
// abnormal effects held from the start (tokens.json `abnormal`, PRTS summon pages): 'healFree' 禁疗, 'isolated' 孤立
abnormal: Array.isArray(t0.abnormal) ? t0.abnormal.filter((x) => typeof x === 'string') : [],
immune: immuneSet(t.immunities),
trait: desc,
traitBb: t.trait && typeof t.trait === 'object' ? { ...(t.trait.bb || {}) } : {},