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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@@ -4,7 +4,7 @@ import { test } from 'node:test';
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import assert from 'node:assert/strict';
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import { PHASE } from '../../shared/constants.js';
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import { GameData, COMBAT_TIME_SCALE } from '../../server/match/gamedata.js';
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import { generateDraft, reinforcementBond, cardTargetBonds } from '../../server/match/choices.js';
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import { generateDraft, reinforcementBond, cardTargetBonds, bountyBattles } from '../../server/match/choices.js';
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import { assignTitles } from '../../server/match/results.js';
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import { routeByMotion } from '../../server/match/waves.js';
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import { fieldModel } from '../../server/match/bot.js';
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@@ -49,7 +49,8 @@ test('multi-round bounties spawn in the Final Assault on the owner\'s half, show
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const pending = p0.pendingFunds;
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const end = h.runToEnd();
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assert.equal(end.victory, true);
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assert.equal(p0.bounties[0].roundsLeft, card.rounds - 1, 'the Final Assault used one of the bounty\'s battles');
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// (a multi-round card lasts two battles since the user's playtest #6 answer — choices.js MULTI_ROUND_BOUNTY_BATTLES)
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assert.equal(p0.bounties[0].roundsLeft, bountyBattles(card) - 1, 'the Final Assault used one of the bounty\'s battles');
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assert.equal(p0.pendingFunds, pending + 3, 'kill-bounty coins of the boss field are credited (spent in the Hidden Core prep)');
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checkInvariants(m);
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m.dispose();
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