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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commit 6464e4b46a
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@@ -1063,13 +1063,27 @@ describe('browser E2E against the real server', { skip: !ENABLED && 'needs Chrom
await c.page.waitForSelector('.dband.is-taken .dband__taken', { timeout: 4000 });
if (!shotDraft.has('taken')) {
shotDraft.add('taken');
// the strategy grid scrolls and the AI's weighted pick can sit below the fold: scroll it into view
// like a player would (a 15 s "nothing clickable" flake whenever the taken band was out of view)
await c.page.evaluate(() => document.querySelector('.dband.is-taken')?.scrollIntoView({ block: 'center' }));
await sleep(150);
await c.click('.dband.is-taken', null, { any: true });
await sleep(250);
assert.equal(await c.exists('.draft-detail__btns .btn--primary:not([disabled])'), false, '队友已选: confirm disabled');
await c.shot('draft-taken');
}
}
await c.click('.dband:not(.is-taken)', null, { nth: c === host ? 3 : 7 });
// 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
// it has nothing to deploy in the first battles, and the round-1 facing chain needs board operators)
const bandName = await c.page.evaluate((nth) => {
const free = [...document.querySelectorAll('.dband:not(.is-taken)')].filter((el) => el.querySelector('.dband__name')?.textContent.trim() !== '老鲤');
const el = free[nth] || free[0];
el?.scrollIntoView({ block: 'nearest' });
return el?.querySelector('.dband__name')?.textContent.trim() || null;
}, c === host ? 3 : 7);
assert.ok(bandName, `${c.label}: a free strategy to pick`);
await sleep(150);
await c.click('.dband:not(.is-taken)', bandName);
await sleep(250);
if (!shotDraft.has(`${c.label}-sel`)) { shotDraft.add(`${c.label}-sel`); await c.shot('draft-selected'); }
await c.click('.draft-detail__btns .btn--primary', '确认选择');