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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@@ -84,9 +84,12 @@ test('getChess(id, loadout): selected skill (bb, SP, trigger) and module (stats,
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assert.deepEqual(s1.stats, def0.stats, 'a skill choice never changes stats');
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assert.ok(Object.isFrozen(s1) && Object.isFrozen(s1.skill.bb), 'variant defs are frozen like every def');
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assert.equal(C[INSIDE].skill.skillId, 'skchr_inside_2', 'the raw record is never mutated');
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// per-index trigger: 角峰 S1 casts when hit (TANK row, skill 1 only); S2 is DEFAULT
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// per-skill trigger (PRTS 技能策略): 角峰's MANUAL skills both cast when hit (the 重装 row covers every skill); 古米's
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// AUTO S1 keeps its own rule (DEFAULT in data, its kit: an injured ally of the skill range), his MANUAL S2 TAKE_DAMAGE
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assert.equal(d.getChess('chess_char_1_02_a', { skillIndex: 0 }).skill.trigger.rule, 'TAKE_DAMAGE');
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assert.equal(d.getChess('chess_char_1_02_a', { skillIndex: 1 }).skill.trigger.rule, 'DEFAULT');
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assert.equal(d.getChess('chess_char_1_02_a', { skillIndex: 1 }).skill.trigger.rule, 'TAKE_DAMAGE');
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assert.equal(d.getChess('chess_char_1_10_a', { skillIndex: 0 }).skill.trigger.rule, 'DEFAULT');
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assert.equal(d.getChess('chess_char_1_10_a', { skillIndex: 1 }).skill.trigger.rule, 'TAKE_DAMAGE');
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// modules on the elite: statsBase + module attr; trait / talents of that module; 'none' = the base
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const g = C[MLYSS];
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@@ -358,22 +361,24 @@ test('getToken: def.sources / def.count follow the owner loadout (which summons
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});
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test('a Battle built WITHOUT the spec path (server-run fields) resolves mid-battle summons with the owner loadout', { skip }, () => {
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const CATHY = 'chess_char_4_11_a', SHIELD = 'token_10041_cathy_catsld';
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// 缪尔赛思 without a 流形 piece: her 援军 is summoned during the battle (凯瑟琳's devices, the old example, are placed
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// pieces since user playtest #6)
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const MLYSS = 'chess_char_6_11_a', WTRMAN = 'token_10030_mlyss_wtrman';
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const run = (skillIndex) => {
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const players = [{ playerId: 'p1', seat: 0, side: 'L', colOffset: 0, bonds: {}, playerEffects: [],
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units: [{ uid: 1, kind: 'chess', chessId: CATHY, row: 10, col: 5, dir: 'RIGHT', ...(skillIndex != null ? { skillIndex } : {}) }] }];
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units: [{ uid: 1, kind: 'chess', chessId: MLYSS, row: 10, col: 5, dir: 'RIGHT', ...(skillIndex != null ? { skillIndex } : {}) }] }];
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const b = new Battle({ seed: 3, kind: 'normal', stageId: 'act2autochess_m01', timeLimit: 30, players, spawns: [], routes: [], data: freshDs(), recordEvents: false, quiet: true });
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for (let i = 0; i < 60 && !b.allyUnits.some((u) => u.defId === SHIELD); i++) b.step();
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const t = b.allyUnits.find((u) => u.defId === SHIELD);
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assert.ok(t && t.uid == null, 'a device spawned during the battle');
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for (let i = 0; i < 60 && !b.allyUnits.some((u) => u.defId === WTRMAN); i++) b.step();
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const t = b.allyUnits.find((u) => u.defId === WTRMAN);
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assert.ok(t && t.uid == null, 'a 流形 spawned during the battle');
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return [b, t];
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};
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const [b1, t1] = run(0);
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assert.ok(isLoadoutView(b1.data), 'installContent gave the battle the loadout view');
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assert.equal(b1.allyUnits.find((u) => u.uid === 1).skill.id, C[CATHY].skills[0].skillId);
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assert.equal(t1.def.skill.id, 'sktok_cathy_catsld_1', 'the summon follows the owner\'s S1');
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const [, t2] = run(1);
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assert.equal(t2.def.skill.id, 'sktok_cathy_catsld_2', 'default owner ⇒ default token skill');
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assert.equal(b1.allyUnits.find((u) => u.uid === 1).skill.id, C[MLYSS].skills[0].skillId);
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assert.equal(t1.def.skill.id, 'sktok_mlyss_wtrman_1', 'the summon follows the owner\'s S1');
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const [, t2] = run(null);
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assert.equal(t2.def.skill.id, 'sktok_mlyss_wtrman_3', 'default owner (S3) ⇒ default token skill');
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// the spec path is not wrapped twice
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const spec = normalSpec([{ uid: 1, chessId: INSIDE, row: 10, col: 5, dir: 'RIGHT', skillIndex: 0 }]);
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const b3 = createBattleFromSpec(spec, freshDs(), { recordEvents: false, quiet: true });
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