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)
This commit is contained in:
sganggs committed 2026-09-30 05:35:45 +08:00
1 parent 0aba602ecf
commit d4f868cd19
107 files changed
+4510 -1653

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@@ -37,7 +37,7 @@ const { rowLp } = await import('../../public/js/ui/teamPanel.js');
const { LpTower, GAME_FILES } = await import('../../public/js/ui/gameComponents.js');
const { tempRowFrame, tempRowRule } = await import('../../public/js/ui/underframe.js');
const { ChessDetail, CHESS_SECTIONS, garrisonTypeIconKey } = await import('../../public/js/ui/detailPanel.js');
const { ChoiceOverlay, pickBusy } = await import('../../public/js/ui/choiceOverlay.js');
const { ChoiceView, pickBusy } = await import('../../public/js/ui/choiceOverlay.js');
const { Button, Spinner } = await import('../../public/js/ui/components.js');
const { data, createDataStore, RETRY_DELAYS_MS } = await import('../../public/js/data.js');
@@ -366,14 +366,15 @@ describe('9: busy indicators and data loading', () => {
assert.equal(pickBusy(0, { idx: 0 }, 0), false, 'index 0 too');
assert.equal(pickBusy(2, { idx: 2, takenBy: 'p_1' }, null), false);
const sp = { family: 'tactic', name: '战术决策', desc: '', cards: [{ idx: 0, name: 'A', desc: 'a' }, { idx: 1, name: 'B', desc: 'b' }], order: ['me'], turnPid: 'me', pickOf: new Map(), untimed: true };
const v = ChoiceOverlay({ pub: { players: [{ playerId: 'me', seat: 0, name: 'Me' }] }, sp, myId: 'me', solo: true, onPick() {}, busyIdx: 1 });
// (ChoiceView: the overlay's pure view — ChoiceOverlay keeps the two-tap selection, user playtest #4 item 2)
const v = ChoiceView({ pub: { players: [{ playerId: 'me', seat: 0, name: 'Me' }] }, sp, myId: 'me', solo: true, busyIdx: 1 });
const nodes = [...walk(v)];
const busyCards = nodes.filter((n) => hasClass(n, 'spcard') && hasClass(n, 'is-busy'));
assert.equal(busyCards.length, 1);
assert.equal(textOf(nodes.find((n) => hasClass(n, 'spcard__busy'))), '选择中');
assert.ok(!nodes.some((n) => n.type === Spinner), 'no spinner over the card text');
// the pick landed (m.public) while the request still waits for its reply
const landed = ChoiceOverlay({ pub: { players: [] }, sp: { ...sp, pickOf: new Map([['me', 1]]), cards: [sp.cards[0], { ...sp.cards[1], takenBy: 'me' }] }, myId: 'me', solo: true, onPick() {}, busyIdx: 1 });
const landed = ChoiceView({ pub: { players: [] }, sp: { ...sp, pickOf: new Map([['me', 1]]), cards: [sp.cards[0], { ...sp.cards[1], takenBy: 'me' }] }, myId: 'me', solo: true, busyIdx: 1 });
assert.ok(![...walk(landed)].some((n) => hasClass(n, 'spcard__busy')));
});