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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@@ -455,28 +455,35 @@ test('2_17 折桠 S1 绝境抵抗: TAKE_DAMAGE; DEF +def and 抵抗 (control sta
}
});
test('2_18 灰毫 S2 专注轰击: blocks nothing, ranged splash bombs only, shorter interval, ATK +atk', () => {
test('2_18 灰毫 S2 专注轰击: cast when hit (重装 TAKE_DAMAGE), then blocks nothing, ranged splash bombs only, shorter interval, ATK +atk', () => {
for (const id of both('chess_char_2_18')) {
const bb = bbAlt(id);
const enemies = { w: enemyRec({ key: 'w', hp: 1e7, speed: 2 }) };
const enemies = { w: enemyRec({ key: 'w', hp: 1e7, speed: 2, atk: 50, bat: 1 }) };
// control: the default skill blocks the walker
const c = run({ defs: { enemies }, units: [{ chessId: id, row: 9, col: 5 }], enemies: [{ key: 'w', route: 0 }] });
assert.ok(c.runUntil(() => c.enemies()[0]?.blockedBy === c.unit(id), 10), 'default: blocked');
done(c);
const h = run({ defs: { enemies }, units: [U(id, 9, 5, { carryState: READY })], enemies: [{ key: 'w', route: 0 }] });
// (a second walker comes by while the skill runs: she bombs it from range, unblocked)
const h = run({ defs: { enemies }, units: [U(id, 9, 5, { carryState: READY })], enemies: [{ key: 'w', route: 0 }, { key: 'w', route: 0, time: 5 }] });
const u = h.unit(id);
usesAlt(u, id);
h.runUntil(() => u.skill.active, 6);
assert.equal(u.skill.rule, 'TAKE_DAMAGE', 'a MANUAL 重装 skill: "不受技能范围影响,受到伤害时释放技能"');
assert.ok(h.runUntil(() => u.skill.active, 8));
const st = h.b.time;
const atk0 = h.eventsOf('atk').length;
assert.ok(h.hooksOf('damaged').some((x) => x.target === u), 'cast by the hit of the enemy she blocked');
assert.ok(u.s.flags.noBlock);
approx(u.s.atk, u.base.atk * (1 + u.findBuff('talent:ashlok').mods.atkPct + bb.atk), 'ATK (+ 炮术研习)');
approx(u.s.interval, (u.base.bat + bb.base_attack_time) * 100 / u.s.aspd, 'base attack time shortened');
const w = h.enemies()[0];
assert.ok(h.runUntil(() => w.x < 4.5, 8), 'walks past her');
const w2 = h.enemies()[1];
assert.ok(h.runUntil(() => w2 && w2.x < 4.5, 12), 'the second one walks past her too');
assert.ok(u.skill.active);
assert.ok(!h.hooksOf('damaged').some((x) => x.target === u), 'never blocked ⇒ never hit');
const shots = h.eventsOf('atk').filter((e) => e[1] === u.id);
assert.ok(shots.length > 0 && shots.every((e) => e[3] !== 'none'), 'ranged shots only');
assert.ok(!h.hooksOf('damaged').some((x) => x.target === u && x.t > st + 0.1), 'released, never blocked again ⇒ not hit again');
const shots = h.eventsOf('atk').slice(atk0).filter((e) => e[1] === u.id);
assert.ok(shots.length > 0 && shots.every((e) => e[3] !== 'none'), `ranged shots only ${JSON.stringify(shots)}`);
done(h);
}
});