Playtest #4 fixes: tile picking, knocked-down state, element gauges, draft timer, live stats, shop items, drones, 赫默, 炎佑, UI flash

- #1 picking by the tile under the pointer (prep, battle, pen, equipment drops); the dragged model stays
  under the pointer (mouse and touch); pixel probe removed; phone ghost-click on the underframe fixed
- #2 two-tap confirm on 机变 cards (like the shop)
- #3 a 同盟 room with one human is untimed like 独立模拟 (no countdown outside battles)
- #4 strategy draft: one synced countdown, 30 s per human turn, timeout takes the highlighted band
- #5 special 维式重锤 (4) and 突变细胞 no longer sold; item card shows where they come from
- #6 operator skill-mode sounds no longer play on normal attacks (纯烬艾雅法拉 and 55 others)
- #7 detail card shows live battle stats and the prep-time battle-start stats (g.unitStats)
- #8 official element gauges on units; burst cooldown (阻回) per PRTS
- #9 knocked-down operators stay on their tile with a redeploy countdown ring
- #10 drone behaviour per PRTS (暴鸰, 先兆者 shells, 黑云, 萨科塔之眼)
- #11 赫默's drone only from her skill; placeable summons limited to talent tokens
- #12 炎佑 stays where it is with no enemies; 祛恶之焰 as a continuous channel
- #13 the occasional giant bond icon (loading texture scaled ×46) fixed
- docs (DESIGN §18), recordings, data and tests updated (2467 unit tests, all browser suites green)
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sganggs committed 2026-09-30 05:35:45 +08:00
1 parent 0aba602ecf
commit d4f868cd19
107 files changed
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@@ -457,11 +457,12 @@ function fxScene(view, stageId) {
case 'dp': return { ...base, id: 3, n: 10 };
case 'element': return { ...base, id: 21, element: ['burn', 'neural', 'apoptosis'][i % 3] };
case 'shell': return { id: 2, r: 1.5, t: 0.3, i: 0 }; // 蕾缪安 (id = the shooter) shelling an enemy
case 'flame': return { id: 1, target: 20, r: 1, n: 1, dur: 1 }; // 炎佑's jet (id = the dragon) onto its target
default: return k === 'lock' ? { id: 21, src: 2 } : FX_KINDS[k].pt ? { id: 2, r: 1.5 } : base;
}
};
// `pt` kinds name the shooter in `id` and happen at an enemy's spot
const posFor = (k, ex) => unitAt(FX_KINDS[k].pt ? [21, 23, 20][i % 3] : ex.id);
// `pt` kinds name the shooter in `id` and happen at an enemy's spot; a 'flame' happens at its target
const posFor = (k, ex) => unitAt(FX_KINDS[k].pt ? [21, 23, 20][i % 3] : FX_KINDS[k].a === 'flame' ? ex.target : ex.id);
// 蕾缪安 S3 as the sim plays it (sim/content/kits/tier6.js): a lock every 0.5 s, then after the skill one shell every
// 0.3 s on the locks in order, each landing 0.3 s later with its bombard — queued [game time, event]
const queue = [];