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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+26 -10
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@@ -87,38 +87,54 @@ function abilityOrder(a, b) {
return a.localeCompare(b, 'en', { numeric: true });
}
function firstMatching(banks, event, abilities) {
function firstMatching(banks, event, abilities, ok = () => true) {
const keys = [...banks.keys()].filter((k) => k.startsWith(event + '.'));
for (const ab of abilities) {
const exact = `${event}.${ab}`;
if (banks.get(exact)?.length) return banks.get(exact);
if (banks.get(exact)?.length && ok(banks.get(exact))) return banks.get(exact);
const numbered = keys.filter((k) => k.startsWith(exact + '.')).sort(abilityOrder);
for (const k of numbered) if (banks.get(k)?.length) return banks.get(k);
for (const k of numbered) if (banks.get(k)?.length && ok(banks.get(k))) return banks.get(k);
}
return null;
}
/** Official operator sound files of a skill mode end in `_d` / `_h` / `_s` (+ digits); the normal attack's in `_n`. */
const SKILL_MODE_FILE = /_(d|h|s)\d*\.mp3$/i;
/** A bank of an operator's normal attack: none of its files belongs to a skill mode. */
export const normalModeBank = (paths) => Array.isArray(paths) && paths.length > 0 && !paths.some((p) => SKILL_MODE_FILE.test(p));
/**
* Pick role → candidate sound paths for one unit.
* @param {Map<string,string[]>|undefined} banks unit bank table (from indexAudio().unitBanks)
* @returns {{ attack?: string[], hit?: string[], die?: string[], born?: string[] }}
*/
export function pickUnitSfx(banks) {
export function pickUnitSfx(banks, opts = {}) {
const out = {};
if (!banks || !banks.size) return out;
const proj = opts.projectile || {};
if ((!banks || !banks.size) && !proj.born?.length && !proj.hit?.length) return out;
banks = banks || new Map();
// operators (user playtest #4 item 6): numbered ability variants (attack.1, attack.2 …) are usually the attacks of a
// skill mode, whose files end in _d / _h / _s — never the normal attack's (纯烬艾雅法拉's S3 impact rang on every hit);
// a ranged operator's normal attack / impact is its own projectile's bank (projectile_chr_<name>)
const ok = opts.operator ? normalModeBank : () => true;
// Looser pass: abilities whose name mentions attack/combat (PowerAttack, StunCombat, CrossAttack…).
// Other abilities (skills, talents 'T.*', mode switches) are not normal attacks.
const attackLike = (event) => {
const keys = [...banks.keys()]
.filter((k) => k.startsWith(event + '.') && /attack|combat/i.test(k.slice(event.length + 1).split('.')[0]))
.sort(abilityOrder);
for (const k of keys) if (banks.get(k)?.length) return banks.get(k);
for (const k of keys) if (banks.get(k)?.length && ok(banks.get(k))) return banks.get(k);
return null;
};
const attack = firstMatching(banks, 'ON_ABILITY_START', ['attack', 'combat'])
?? firstMatching(banks, 'ON_ABILITY_ON', ['attack', 'combat'])
?? attackLike('ON_ABILITY_START') ?? attackLike('ON_ABILITY_ON');
const hit = firstMatching(banks, 'ON_ABILITY_HIT', ['attack', 'combat']) ?? attackLike('ON_ABILITY_HIT');
const exact = (event) => ['attack', 'combat'].map((ab) => banks.get(`${event}.${ab}`)).find((p) => p?.length && ok(p)) ?? null;
const own = (p) => (p?.length && ok(p) ? p : null);
// operators: the plain ability of either event before any numbered variant
const plain = opts.operator ? exact('ON_ABILITY_START') ?? exact('ON_ABILITY_ON') : null;
const attack = plain
?? firstMatching(banks, 'ON_ABILITY_START', ['attack', 'combat'], ok)
?? firstMatching(banks, 'ON_ABILITY_ON', ['attack', 'combat'], ok)
?? own(proj.born) ?? attackLike('ON_ABILITY_START') ?? attackLike('ON_ABILITY_ON');
const hit = firstMatching(banks, 'ON_ABILITY_HIT', ['attack', 'combat'], ok) ?? own(proj.hit) ?? attackLike('ON_ABILITY_HIT');
if (attack) out.attack = attack;
if (hit) out.hit = hit;
if (banks.get('ON_UNIT_DEAD')?.length) out.die = banks.get('ON_UNIT_DEAD');
+5 -2
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@@ -249,8 +249,11 @@ export function buildPlan({ assets07, ops03, enemies05, maps05, audio, modelsDat
const back = fexliModel(`op:${id}:back`, 'op', `spine/op/${id}/back/`, o.battleSpine?.back, idx);
if (back) c.spine.back = back;
chars[id] = c;
// skill icons (+ skill SFX) of every skill index
const sfx = pickUnitSfx(audio.unitBanks.get(id));
// skill icons (+ skill SFX) of every skill index; normal-mode attack / impact sounds only (a ranged operator's own
// projectile banks projectile_chr_<name> as fallbacks — user playtest #4 item 6, audio.mjs pickUnitSfx)
const short = id.replace(/^char_\d+_/, '');
const sfx = pickUnitSfx(audio.unitBanks.get(id), { operator: true, projectile: {
born: audio.bank(`battle.ON_PROJECTILE_BORN.projectile_chr_${short}`), hit: audio.bank(`battle.ON_PROJECTILE_HIT.projectile_chr_${short}`) } });
const u = {};
for (const r of ['attack', 'hit', 'die', 'born']) if (sfx[r]) u[r] = soundLeaf(sfx[r]);
const skillSfx = {};