0.2.5-dev: 驭械术师 normal attacks keep the operator's own hit plus one drone hit, the drone multiplier and per-target map reset on redeploy, 洛洛 S2 keeps its lock until a kill or the skill ends (PRs #537 / #536 / #535 by @Xinglan233, ported); hit tiles use the official round-half-to-even with an edge inset (PR #520 by @Cloudnyco, ported); bots softly avoid living teammates' opening factions until they are eliminated (PR #518 by @IceCodeNew, ported with changes); golden: 43 more scenarios move, each named in docs/history/0.2.5.md

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sganggs committed 2026-10-12 14:45:01 +08:00
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commit e0f3771821
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@@ -6,6 +6,7 @@
import { ROWS, COLS } from '../constants.js';
import { absoluteRangeKeys, canTargetEnemy, extendedGrid, enemyStealthed } from '../targeting.js';
import { bodyKeys, bodyInKeys, bodyInRadius } from '../body.js';
import { roundHalfEven } from '../detmath.js';
export class BattleQueries {
/**
@@ -21,7 +22,7 @@ export class BattleQueries {
for (const k of bodyKeys(e)) { const b = this._eb[k]; if (!b.length) this._ebUsed.push(k); b.push(e); }
continue;
}
const r = Math.round(e.y), c = Math.round(e.x);
const r = roundHalfEven(e.y), c = roundHalfEven(e.x); // the tile body.js gives a point enemy
if (r < 0 || r >= ROWS || c < 0 || c >= COLS) continue;
const k = r * COLS + c;
const b = this._eb[k];