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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@@ -120,9 +120,9 @@ describe('field view features in headless Chrome', { skip }, () => {
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const clicks = [];
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const off = v.on('pieceClick', (e) => clicks.push(e));
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const pv = [...v.debug.penViews.values()].find((p) => !p.culled);
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const b = pv.bounds();
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const rect = v.debug.app.view.getBoundingClientRect();
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out.click = { x: rect.left + b.x + b.width / 2, y: rect.top + b.y + b.height * 0.6, key: pv.info.enemyKey };
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// picking is by tile (user playtest #4 item 1): a press at the figure's feet, on its own tile
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out.click = { x: rect.left + pv.screen.x, y: rect.top + pv.screen.y, key: pv.info.enemyKey };
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window.__clicks = clicks; window.__offClick = off;
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return out;
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});
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