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
138 files changed
+7946 -1379

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@@ -309,7 +309,8 @@ test('1_10 古米 S2 食粮烹制: disarm s cooking (no attacks, DEF +def), then
const s = rec(id, 'skchr_sunbr_2'), bb = s.bb, tb = raw(id).trait.bb;
const ally = chessRec({ id: 't_ally', profession: 'WARRIOR', rangeGrid: [[0, 0]], skill: null, stats: { maxHp: 20000 } });
const h = run({
defs: { enemies: { e: dummy('e') }, chess: { ...noGarrison(id), t_ally: ally } },
// a MANUAL 重装 skill: the TAKE_DAMAGE strategy (PRTS 卫戍协议/帮助 "不受技能范围影响,受到伤害时释放技能")
defs: { enemies: { e: dummy('e', { atk: 300, bat: 1 }) }, chess: { ...noGarrison(id), t_ally: ally } },
units: [entry(id, s.skillId, { row: 9, col: 5, carryState: READY }), { chessId: 't_ally', row: 10, col: 6 }],
enemies: [{ key: 'e', pos: [9, 5] }],
});
@@ -318,7 +319,7 @@ test('1_10 古米 S2 食粮烹制: disarm s cooking (no attacks, DEF +def), then
a.hp = a.s.maxHp * 0.3;
assert.ok(h.runUntil(() => u.skill.active, 5));
const st = started(h, u)[0].t;
assert.equal(started(h, u)[0].reason, 'DEFAULT');
assert.equal(started(h, u)[0].reason, 'TAKE_DAMAGE');
approx(u.s.def, u.base.def * (1 + bb.def), `${id} cooking DEF`);
approx(u.s.atk, u.base.atk, 'no ATK while cooking');
h.runUntil(() => h.b.time >= st + bb.disarm - 0.2, 20);
@@ -482,19 +483,20 @@ test('1_19 野鬃 S1 骑枪刺击 (PASSIVE): ASPD +attack_speed for `duration` s
}
});
test('1_20 雷蛇 S1 充能防御: TAKE_DAMAGE — DEF +def for bb.duration s; the next hit is blocked (no 战术防御 SP from it)', () => {
test('1_20 雷蛇 S1 充能防御: 自动触发 "技能自动开启" (SP_FULL, no 技能策略) — DEF +def for bb.duration s; the next hit is blocked (no 战术防御 SP from it)', () => {
for (const id of pair('20')) {
const s = rec(id, 'skchr_liskam_1'), bb = s.bb, t = tal(id);
const mate = chessRec({ id: 't_mate', profession: 'WARRIOR', rangeGrid: [[0, 0]], skill: { spType: 'INCREASE_WHEN_ATTACK', spCost: 200 } });
const h = run({
defs: { enemies: { a: dummy('a', { atk: 700, bat: 1 }) }, chess: { ...noGarrison(id), t_mate: mate } },
units: [entry(id, s.skillId, { row: 9, col: 4, carryState: READY }), { chessId: 't_mate', row: 10, col: 4 }],
enemies: [{ key: 'a', pos: [9, 4] }],
enemies: [{ key: 'a', pos: [9, 4], time: 1 }], // arrives after the skill is on (it needs no hit to start)
});
const u = sel(h, id, s.skillId), m = h.unit('t_mate');
assert.ok(h.runUntil(() => u.skill.active, 10));
const st = h.b.time;
assert.equal(started(h, u)[0].reason, 'TAKE_DAMAGE');
assert.equal(started(h, u)[0].reason, 'SP_FULL');
assert.ok(st < 0.5, 'on as soon as it is ready, before any hit');
approx(u.s.def, u.base.def * (1 + bb.def), `${id} DEF`);
const hp = u.hp;
const sp = m.skill.sp;
@@ -671,9 +673,11 @@ test('1_20 雷蛇 反击电弧: attack interval +70 % of the base (PRTS 增大(+
for (const id of pair('20')) {
const bb = raw(id).skill.bb;
assert.equal(raw(id).skill.skillId, 'skchr_liskam_2');
const h = run({ defs: { enemies: { e: dummy('e') }, chess: noGarrison(id) }, units: [{ chessId: id, row: 9, col: 4, carryState: READY }], enemies: [{ key: 'e', pos: [9, 5] }] });
// 重装 S2: TAKE_DAMAGE (the enemy has to hit her)
const h = run({ defs: { enemies: { e: dummy('e', { atk: 300, bat: 1 }) }, chess: noGarrison(id) }, units: [{ chessId: id, row: 9, col: 4, carryState: READY }], enemies: [{ key: 'e', pos: [9, 4] }] });
const u = h.unit(id);
assert.ok(h.runUntil(() => u.skill.active, 5));
assert.equal(started(h, u)[0].reason, 'TAKE_DAMAGE');
approx(u.s.interval, u.base.bat * (1 + bb.base_attack_time) * 100 / u.s.aspd, `${id} interval ×${1 + bb.base_attack_time}`);
h.runUntil(() => !u.skill.active, 30);
approx(u.s.interval, u.base.bat * 100 / u.s.aspd, 'restored');