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
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// server/sim/content/bonds/core.js — the 8 core bonds (核心盟约, research 02 §3.1–3.8), battle side + prep side.
//
// 炎 yanShip members ATK ×(1 + base_atk + atk_per_stack·L); 6: one “炎佑” (30 % of the 炎 ATK / max HP sums
// at battle start); 9: two 炎佑, ATK ×atk, damage taken ×(1 − damage_resistance)
// 炎 yanShip members ATK ×(1 + base_atk + atk_per_stack·L); 6: one “炎佑” (its template ATK / max HP + 30 %
// of the 炎 ATK / max HP sums at battle start — PRTS "增加…(最终加算)"); 9: two 炎佑, ATK ×atk,
// damage taken ×(1 − damage_resistance)
// 萨尔贡 sargonShip member skill start → every member on the field gets an independent stack (ASPD +base_attack_speed
// for base_time + time_per_stack·L s, ≤ max_buff_stack_cnt); 6: each stack also ATK +base_atk
// (additive, one atkMul); 6 + band_narant: instead lends the caster's equipment (tier ≤