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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@@ -1063,13 +1063,27 @@ describe('browser E2E against the real server', { skip: !ENABLED && 'needs Chrom
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await c.page.waitForSelector('.dband.is-taken .dband__taken', { timeout: 4000 });
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if (!shotDraft.has('taken')) {
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shotDraft.add('taken');
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// the strategy grid scrolls and the AI's weighted pick can sit below the fold: scroll it into view
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// like a player would (a 15 s "nothing clickable" flake whenever the taken band was out of view)
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await c.page.evaluate(() => document.querySelector('.dband.is-taken')?.scrollIntoView({ block: 'center' }));
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await sleep(150);
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await c.click('.dband.is-taken', null, { any: true });
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await sleep(250);
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assert.equal(await c.exists('.draft-detail__btns .btn--primary:not([disabled])'), false, '队友已选: confirm disabled');
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await c.shot('draft-taken');
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}
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}
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await c.click('.dband:not(.is-taken)', null, { nth: c === host ? 3 : 7 });
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// the nth free strategy, skipping 老鲤 (【得闲饮茶】 holds the funds of rounds 1–2 back until round 3: a human on
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// it has nothing to deploy in the first battles, and the round-1 facing chain needs board operators)
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const bandName = await c.page.evaluate((nth) => {
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const free = [...document.querySelectorAll('.dband:not(.is-taken)')].filter((el) => el.querySelector('.dband__name')?.textContent.trim() !== '老鲤');
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const el = free[nth] || free[0];
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el?.scrollIntoView({ block: 'nearest' });
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return el?.querySelector('.dband__name')?.textContent.trim() || null;
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}, c === host ? 3 : 7);
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assert.ok(bandName, `${c.label}: a free strategy to pick`);
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await sleep(150);
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await c.click('.dband:not(.is-taken)', bandName);
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await sleep(250);
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if (!shotDraft.has(`${c.label}-sel`)) { shotDraft.add(`${c.label}-sel`); await c.shot('draft-selected'); }
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await c.click('.draft-detail__btns .btn--primary', '确认选择');
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