feedback7 R23-DRAGSNAP: a dragged operator stands on the tile under the pointer while that is a legal target (a board tile or a bench slot: render/drag.js dragStandTile), as in the official deploy drag (the owner's recording of 2026-10-09), and is held under the pointer elsewhere (an illegal tile, the shop bar); the pick, highlight, tileHover, wheel and drop stay the pointer's tile — the report in PR #403 by @bubububaoshe (not merged); §27.62; golden: unchanged
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@@ -8,7 +8,8 @@
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// local art, 标准 = 战场#01 only; user playtest #3 (DESIGN §17): temp overflow kept until the first prep its player can
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// act in (never wiped at the round start), the 回环射手 boomerang and 蕾缪安's shells one by one, the live LP, the detail
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// card order and the static game data; user playtest #4 (DESIGN §18): picking by the tile under the pointer and the
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// dragged model held under it, a single human untimed, the strategy draft's one countdown, 机变 two taps, knocked-out
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// dragged model held under it (standing on that tile while it is a legal target, §27.62), a single human untimed, the
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// strategy draft's one countdown, 机变 two taps, knocked-out
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// operators and the official element gauges, live stats, the shop-only items, skill summons, 炎佑; user playtest #5
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// (DESIGN §19): blocking by contact radius, 联防 forced exit, huge-boss hit areas and 自缚, the element pipeline rules,
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// boss-field deployment, the phone prep camera — and the normative §3 / §5.1 / §5.5 / §6.1 / §7 lines that changed; user
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@@ -294,11 +295,15 @@ test('lost models, live LP, detail card order, static game data (user playtest #
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});
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test('user playtest #4 (DESIGN §18): picking by tile, timers, 机变 two taps, down / element state, content — code and every doc agree', () => {
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// #1 the tile under the pointer; the dragged model held under the pointer (no touch lift, probe or body shapes)
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// #1 the tile under the pointer; the dragged model held under the pointer (no touch lift, probe or body shapes) —
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// standing on the pointer's tile while that is a legal target (§27.62, the official deploy drag)
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assert.equal(ENEMY_REACH, 0.6);
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const app = readFileSync(join(ROOT, 'public/js/render/app.js'), 'utf8');
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const tune = readFileSync(join(ROOT, 'public/js/render/app/tune.js'), 'utf8');
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assert.match(tune, /export const DRAG_HOLD_TILES = 0\.45;/);
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assert.match(app, /dragStandTile\(p\)/);
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assert.match(DESIGN, /`dragStandTile/);
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assert.match(PLAYING, /干员模型直接站在这一格上/);
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assert.ok(!/TOUCH_LIFT_TILES|drawnAt|pickShape|pieceDragOver/.test(app), 'no touch lift, pixel probe or body shapes (user playtest #4 item 1)');
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assert.match(DESIGN, /`DRAG_HOLD_TILES` = 0\.45 tile/);
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assert.match(DESIGN, /`ENEMY_REACH` 0\.6 tile/);
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