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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@@ -48,15 +48,19 @@ function runUntil(b, pred, sec = 10) {
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test('two players in one field, same chess, different skills / modules: summons spawned mid-battle get each owner\'s variant', { skip }, () => {
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const spec = uniteSpec(
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[{ uid: 1, chessId: MLYSS, row: 10, col: 4, dir: 'RIGHT', skillIndex: 0, moduleId: 'uniequip_003_mlyss' }, { uid: 2, chessId: CATHY, row: 11, col: 4, dir: 'RIGHT', skillIndex: 0 }],
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[{ uid: 1, chessId: MLYSS, row: 10, col: 4, dir: 'RIGHT', skillIndex: 0, moduleId: 'uniequip_003_mlyss' }, { uid: 2, chessId: CATHY, row: 11, col: 4, dir: 'RIGHT', skillIndex: 0 },
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{ uid: 3, kind: 'token', tokenId: CATSLD, ownerUid: 2, row: 11, col: 5, dir: 'LEFT' }],
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// p2: MLYSS with another explicit choice, CATHY without loadout fields (= the default, never p1's choice)
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[{ uid: 1, chessId: MLYSS, row: 10, col: 4, dir: 'RIGHT', skillIndex: 1, moduleId: 'none' }, { uid: 2, chessId: CATHY, row: 11, col: 4, dir: 'RIGHT' }],
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[{ uid: 1, chessId: MLYSS, row: 10, col: 4, dir: 'RIGHT', skillIndex: 1, moduleId: 'none' }, { uid: 2, chessId: CATHY, row: 11, col: 4, dir: 'RIGHT' },
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{ uid: 3, kind: 'token', tokenId: CATSLD, ownerUid: 2, row: 11, col: 5, dir: 'LEFT' }],
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);
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const b = createBattleFromSpec(spec, freshDs(), { recordEvents: false, quiet: true });
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assert.deepEqual([...b.data.loadoutConflicts].sort(), [CATHY, MLYSS].sort(), 'id-only lookups would give p2 p1\'s choices');
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const m1 = opOf(b, 'p1', 1), m2 = opOf(b, 'p2', 1), c1 = opOf(b, 'p1', 2), c2 = opOf(b, 'p2', 2);
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// no board pieces: the 流形 (援军) and 凯瑟琳's devices are summoned during the battle
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assert.ok(runUntil(b, () => [m1, m2, c1, c2].every((o) => summonsOf(b, o, o === m1 || o === m2 ? WTRMAN : CATSLD).length > 0), 5), 'every owner summoned');
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// no 流形 piece: the 援军 is summoned during the battle; 凯瑟琳's devices are board pieces (user playtest #6) whose
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// def follows the owner's loadout too
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const piecesOf = (owner) => b.allyUnits.filter((u) => u.kind === 'token' && u.uid != null && u.ownerUnit === owner && u.defId === CATSLD);
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assert.ok(runUntil(b, () => [m1, m2].every((o) => summonsOf(b, o, WTRMAN).length > 0) && [c1, c2].every((o) => piecesOf(o).some((t) => t.alive)), 5), 'every owner summoned');
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const d = freshDs();
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const w1 = summonsOf(b, m1, WTRMAN)[0], w2 = summonsOf(b, m2, WTRMAN)[0];
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assert.equal(w1.def.skill.id, 'sktok_mlyss_wtrman_1', 'p1 流形: its owner\'s S1');
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@@ -65,8 +69,9 @@ test('two players in one field, same chess, different skills / modules: summons
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assert.ok(!w2.def.talents.some((t) => t.bb.taunt_level === 1), 'p2 流形 (no module): no module talent');
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assert.deepEqual(w2.def.talents, d.getToken(WTRMAN, MLYSS, { skillIndex: 1, moduleId: 'none' }).talents);
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assert.equal(w2.base.maxHp, d.getToken(WTRMAN, MLYSS, { skillIndex: 1, moduleId: 'none' }).stats.maxHp);
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for (const t of summonsOf(b, c1, CATSLD)) assert.equal(t.def.skill.id, 'sktok_cathy_catsld_1', 'p1 devices: S1 token skill');
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for (const t of summonsOf(b, c2, CATSLD)) assert.equal(t.def.skill.id, 'sktok_cathy_catsld_2', 'p2 devices (default loadout): S2 token skill');
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assert.ok(piecesOf(c1).length === 1 && piecesOf(c2).length === 1);
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for (const t of piecesOf(c1)) assert.equal(t.def.skill.id, 'sktok_cathy_catsld_1', 'p1 devices: S1 token skill');
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for (const t of piecesOf(c2)) assert.equal(t.def.skill.id, 'sktok_cathy_catsld_2', 'p2 devices (default loadout): S2 token skill');
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// Battle.tokenDef / spawnToken (content summons) resolve the owner's loadout as well
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assert.equal(b.tokenDef(WTRMAN, m1).skill.id, 'sktok_mlyss_wtrman_1');
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assert.equal(b.tokenDef(WTRMAN, m2).skill.id, 'sktok_mlyss_wtrman_2');
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@@ -231,17 +236,21 @@ test('tokens.js variantOf: the deploy limit of a summon follows the owner\'s mod
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});
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test('tokens.js tokenSources: the generic-kit skill-summon fallback reads the owner loadout (赫默 S1 makes no drone)', { skip }, () => {
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const run = (lo) => {
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const h = makeBattle({ players: [mk('p1', 0, 0, [{ uid: 1, chessId: HEMO, row: 10, col: 5, ...lo }])], data: freshDs(), kits: { [HEMO]: () => null } });
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// the drone is a placed piece (user playtest #6): S2 deploys it once with the board (SKILL_SUMMON_START_DEPLOY) and
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// brings it back onto its tile with each cast; S1 never makes one (its piece never deploys)
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const run = (lo, atStart) => {
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const units = [{ uid: 1, chessId: HEMO, row: 10, col: 5, ...lo }, { uid: 2, kind: 'token', tokenId: DRONE, ownerUid: 1, row: 10, col: 6 }];
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const h = makeBattle({ players: [mk('p1', 0, 0, units)], data: freshDs(), kits: { [HEMO]: () => null } });
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h.step();
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const u = h.b.allyUnits.find((x) => x.uid === 1);
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assert.equal(u.kit.generic, true);
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assert.equal(h.b.allyUnits.find((x) => x.uid === 2).alive, atStart, 'with the board: S2 yes, S1 no');
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h.b.producesToken = () => true; // only the fallback's own check decides here
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assert.ok(u.skill.activate('test', { free: true }));
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return summonsOf(h.b, u, DRONE).length;
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return h.b.allyUnits.filter((t) => t.kind === 'token' && t.defId === DRONE && t.ownerUnit === u && t.alive).length;
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};
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assert.equal(run({}), 1, 'S2 (default): the drone');
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assert.equal(run({ skillIndex: 0 }), 0, 'S1: none');
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assert.equal(run({}, true), 1, 'S2 (default): the drone');
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assert.equal(run({ skillIndex: 0 }, false), 0, 'S1: none');
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});
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test('dollkeeper: the substitute token is looked up with the unit\'s own loadout', { skip }, () => {
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