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
+4510 -1653

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@@ -32,12 +32,19 @@
// battleRunner.on('snap' | 'ev' | 'field' | 'state', fn) → off
// battleRunner.state() → { battleId, fieldId, kind, authoritative, watch, done, own, members, loading, paused, leaks } | null
// battleRunner.stats() → { ticks, stepMs, avgTickMs, maxFrameMs, catchups, errors, battles }
// battleRunner.unitStats(unitId, fieldId?) → the live stats of a unit of the battle on screen (shared/protocol.js
// unitStatsEntry: current HP, effective max HP / ATK / DEF / RES / interval / block / move
// speed next to its base) | null — the detail card reads it a few times a second (user
// playtest #4 item 7). Read-only: it takes the stats the sim computed last (`unit._s`) and
// never makes the unit recompute them, so looking never changes the battle's floats.
// battleRunner.unitIdOf(uid, ownerId, fieldId?) → the id of an own board piece's unit in that battle | null
//
// createBattleRunner(deps) builds an instance with injectable net / store / clock / frame scheduler / sim loader
// (test/match/runner.test.js drives it under Node).
import { net as appNet } from '../net.js';
import { store as appStore } from '../store.js';
import { unitStatsEntry } from '../../../shared/protocol.js';
const TICK = 1 / 30;
/** Fast-forward budget per frame (ticks) when far behind. */
@@ -561,6 +568,32 @@ export function createBattleRunner(deps) {
stats() {
return { ...stats, avgTickMs: stats.ticks ? stats.stepMs / stats.ticks : 0, entries: entries.size, loadingSim: !!simP };
},
/**
* Live stats of unit `unitId` of the battle on screen (null: no such battle / unit, or `fieldId` names another
* field). Reads the sim's last computed stats (`unit._s`, falling back to the base) — never `unit.s`, whose lazy
* recompute would run earlier than the sim itself would run it.
* @param {number} unitId @param {string|null} [fieldId]
*/
unitStats(unitId, fieldId = null) {
const e = cur;
if (!e || !Number.isInteger(unitId) || (fieldId != null && e.fieldId !== fieldId)) return null;
let u = null;
try { u = typeof e.battle.unitById === 'function' ? e.battle.unitById(unitId) : null; } catch { u = null; }
if (!u) return null;
try { return unitStatsEntry(u, u._s || null); } catch { return null; }
},
/**
* The unit id of the board piece `uid` owned by `ownerId` in the battle on screen (an own operator's card opened in
* prep and left open into the battle turns live); null when that battle has no such unit.
* @param {number} uid @param {string} ownerId @param {string|null} [fieldId]
*/
unitIdOf(uid, ownerId, fieldId = null) {
const e = cur;
if (!e || !Number.isInteger(uid) || (fieldId != null && e.fieldId !== fieldId)) return null;
const list = Array.isArray(e.battle.allyUnits) ? e.battle.allyUnits : [];
const u = list.find((x) => x && x.uid === uid && x.ownerId === ownerId);
return u && Number.isInteger(u.id) ? u.id : null;
},
/** Re-show the current battle (the game screen remounted). */
reshow() { if (cur) show(cur); },
/** Test / debug hooks. */