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