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
This commit is contained in:
sganggs committed 2026-10-01 19:08:23 +08:00
1 parent e6628f0cfe
commit 6464e4b46a
138 files changed
+7946 -1379

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+6 -6
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@@ -2,8 +2,8 @@
// (public/dev/render-demo.html, real Spine models): frames fed to the field view like the client runner does (local
// feed) with b.snap `down` / `elem` — a knocked-out operator stays on its tile in its held Die pose under a redeploy
// ring counting down, then "DP", then comes back with its deploy clip (a press on its tile selects it meanwhile);
// operators and enemies show the official element icon beside their bars, refilling over a 爆发冷却; a summon and an
// enemy that die still vanish.
// operators and enemies show the official element gauge under their bars (icon + white bar, user playtest #6), refilling
// over a 爆发冷却; a summon and an enemy that die still vanish.
//
// Opt-in (starts Chrome): RENDER_E2E=1 node --test test/render/downelem.browser.test.js
// Chrome path: $CHROME_PATH or the macOS default. Screenshots → test/e2e/out/downelem-*.png.
@@ -44,7 +44,7 @@ function installFeed() {
const out = {};
for (const [id, x] of v.debug.views) {
out[id] = { alive: x.alive, down: x.down ? x.down.state : null, ring: !!x._downRing?.root?.visible, label: x._downRing?.text?.text ?? null,
el: x._elRing?.root?.visible ? x.el : null, spine: !!x.spineReady, dieClip: x.actor?.current ?? null, alpha: +(x.alpha ?? 0).toFixed(2) };
el: x._elBar?.root?.visible ? x.el : null, spine: !!x.spineReady, dieClip: x.actor?.current ?? null, alpha: +(x.alpha ?? 0).toFixed(2) };
}
return out;
},
@@ -88,8 +88,8 @@ describe('knocked-out operators and element gauges in headless Chrome', { skip }
await new Promise((r) => setTimeout(r, 1500)); // Spine models load
await run(`const U = f.units; f.step(gt, [U[0], U[1], U[2], U[3], U[4]], { elem: [[2, 'burn', 0.4, 0, 0], [4, 'neural', 1, 12, 10]] });`, 3, 4);
let st = await page.evaluate(() => window.__feed.state());
assert.equal(st[2].el, 'burn', 'operator element icon');
assert.equal(st[4].el, 'neural', 'enemy element icon (cooldown)');
assert.equal(st[2].el, 'burn', 'operator element gauge');
assert.equal(st[4].el, 'neural', 'enemy element gauge (cooldown)');
assert.equal(st[1].el, null);
// phase 2: texas (1) is knocked out, the wolf summon (3) and an enemy (5) die
await page.evaluate(() => {
@@ -128,7 +128,7 @@ describe('knocked-out operators and element gauges in headless Chrome', { skip }
assert.equal(st[1].alive, true, 'back on its tile');
assert.equal(st[1].down, null);
assert.equal(st[1].ring, false);
assert.equal(st[2].el, null, 'the gauge left the snapshot: icon hidden');
assert.equal(st[2].el, null, 'the gauge left the snapshot: row hidden');
assert.deepEqual(problems, []);
} finally {
await page.close();