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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commit d4f868cd19
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@@ -973,21 +973,27 @@ test('圣约送葬人 T1 受选之人: the extra attack consumes no ammo and nev
});
test('元素伤害 uses the engine elemental type: × elemTakenMul, never × trueTakenMul (烛煌 熔点引爆, 妮芙 失魂)', () => {
const h = makeBattle({
defs: { enemies: { enemy_dummy: dummy() } },
units: [{ chessId: 'chess_char_5_03_a', row: 9, col: 3 }, { chessId: 'chess_char_5_22_a', row: 11, col: 3 }],
enemies: [{ key: 'enemy_dummy', pos: [10, 5] }], hooks: ['damaged'], captureNoisy: true, autoFinish: false, timeLimit: 30,
});
const blaze = h.unit('chess_char_5_03_a'), nymph = h.unit('chess_char_5_22_a');
h.step();
const e = h.enemy('enemy_dummy');
h.b.addBuff(e, { key: 't:true', mods: { trueTakenMul: 2 } });
h.b.addBuff(e, { key: 't:elem', mods: { elemTakenMul: 1.5 } });
h.b.dealDamage(null, e, { type: 'element', element: 'burn', amount: 1000 });
const melt = tagged(h, 'blazeMelt', e);
// one battle per burst: after a burst the enemy's gauges stay locked for its 爆发冷却 (damage.js)
const arena = () => {
const h = makeBattle({
defs: { enemies: { enemy_dummy: dummy() } },
units: [{ chessId: 'chess_char_5_03_a', row: 9, col: 3 }, { chessId: 'chess_char_5_22_a', row: 11, col: 3 }],
enemies: [{ key: 'enemy_dummy', pos: [10, 5] }], hooks: ['damaged'], captureNoisy: true, autoFinish: false, timeLimit: 30,
});
h.step();
const e = h.enemy('enemy_dummy');
h.b.addBuff(e, { key: 't:true', mods: { trueTakenMul: 2 } });
h.b.addBuff(e, { key: 't:elem', mods: { elemTakenMul: 1.5 } });
return { h, e, blaze: h.unit('chess_char_5_03_a'), nymph: h.unit('chess_char_5_22_a') };
};
const a = arena();
a.h.b.dealDamage(null, a.e, { type: 'element', element: 'burn', amount: 1000 });
const melt = tagged(a.h, 'blazeMelt', a.e);
assert.equal(melt.length, 1);
assert.equal(melt[0].type, 'elemental');
approx(melt[0].amount, blaze.s.atk * tal(blaze, 0).ep_damage_scale * 1.5, 1e-6, 'meltdown × elemTakenMul only');
approx(melt[0].amount, a.blaze.s.atk * tal(a.blaze, 0).ep_damage_scale * 1.5, 1e-6, 'meltdown × elemTakenMul only');
clean(a.h);
const { h, e, nymph } = arena();
h.b.dealDamage(null, e, { type: 'element', element: 'apoptosis', amount: 1000 });
assert.ok(h.runUntil(() => tagged(h, 'nymphSoul', e).length > 0, 6));
const soul = tagged(h, 'nymphSoul', e)[0];