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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@@ -80,7 +80,14 @@ test('赫默: the medical drone lives its owner\'s withdraw duration (module var
const life = (lo) => (lo === NONE ? 16 : base.rawToken(DRONE).variants[HEMO].skill.duration);
assert.equal(life(DEF), 10);
for (const lo of ORDERS(DEF, NONE)) {
const { h, ops } = duel({ chessId: HEMO, lo, tokens });
// the drone is a hand piece the player places; it deploys once with the board (SKILL_SUMMON_START_DEPLOY), then
// S2 brings it back onto its tile (user playtest #6) — both lifetimes are checked on the start deploy and on a cast
const { h, ops } = duel({ chessId: HEMO, lo, tokens, extra: [{ kind: 'token', tokenId: DRONE, ownerUid: 1, row: 11, col: 4 }] });
const start = ops.map((u) => summons(h, u, DRONE)[0]);
assert.ok(start.every((d) => d && d.alive), 'both start deploys');
assertLifetimes(h, start, lo.map(life));
h.run(6); // past the token's redeploy time
assert.ok(ops.every((u) => u.skill.activations === 0), 'no cast yet');
const drones = castAndCollect(h, ops, DRONE);
assertLifetimes(h, drones, lo.map(life));
done(h);
@@ -146,7 +153,7 @@ test('巫恋: the 诅咒娃娃 lasts its owner\'s module variant of the token sk
const life = (lo) => want(tokens, DOLL, VOD, lo).skill.duration;
assert.deepEqual([life(DEF), life(NONE)], [15, 5]);
for (const lo of ORDERS(DEF, NONE)) {
const { h, ops } = duel({ chessId: VOD, lo, tokens });
const { h, ops } = duel({ chessId: VOD, lo, tokens, extra: [{ kind: 'token', tokenId: DOLL, ownerUid: 1, row: 11, col: 4 }] });
const dolls = castAndCollect(h, ops, DOLL);
assertLifetimes(h, dolls, lo.map(life));
done(h);
@@ -176,14 +183,16 @@ test('凯瑟琳: device shield cap and deploy limit follow the owner\'s module v
const limit = (lo) => (lo === NONE ? 1 : base.rawToken(CATSLD).variants[CATHY].stats.deployLimit);
assert.deepEqual([cap(DEF), cap(NONE), limit(DEF)], [0.2, 0.5, 2]);
for (const lo of ORDERS(DEF, NONE)) {
// one more operator each, so the default limit (2) and the patched one (1) differ in devices placed
const { h, ops } = duel({ chessId: CATHY, lo, tokens, extra: [{ chessId: 'chess_char_1_02_a', row: 11, col: 4 }] });
// two placed devices each (hand pieces, user playtest #6), facing her and one more operator: the default limit (2)
// keeps both, the patched one (1) withdraws the first deployed
const dev = (row, col) => ({ kind: 'token', tokenId: CATSLD, ownerUid: 1, row, col });
const { h, ops } = duel({ chessId: CATHY, lo, tokens, extra: [{ chessId: 'chess_char_1_02_a', row: 11, col: 4 }, dev(10, 3), dev(11, 3)] });
h.run(0.5);
ops.forEach((u, i) => {
const devs = summons(h, u, CATSLD).filter((d) => d.alive);
assert.equal(devs.length, limit(lo[i]), `${u.player.playerId} devices (deploy limit)`);
for (const d of devs) {
const t = h.b.unitAt(d.mem.tr, d.mem.tc);
const t = d.mem.target;
assert.ok(t && t.kind === 'op' && t.ownerId === u.ownerId, `${u.player.playerId} device points at its operator`);
approx(t.findBuff('cathy:shield')?.shield ?? 0, u.s.maxHp * cap(lo[i]), `${u.player.playerId} shield`);
}