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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@@ -220,6 +220,15 @@ export const MAX_ALIVE_ENEMIES = 600;
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/** Heal-over-time / regen events are aggregated and only emitted when they reach this amount. */
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export const REGEN_EVENT_MIN = 1;
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/**
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* How far inside the field rectangle an enemy is held (tiles; Battle._clampPos). [ASSUMED] The rectangle's edge lies
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* exactly halfway between two tiles, where the tile of a position — rounded half to even (body.js; PRTS 作战机制
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* 四舍六入五成双) — would depend on whether the row or column number is even. Held this little inside, an enemy at the
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* edge stays on the edge tile. 2^-20 is exact in binary and too small to move a slide of 0.1-tile steps; a 1/1024 inset
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* did move those steps.
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*/
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export const FIELD_EDGE_INSET = 1 / 1048576;
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/** Row offset mapping board rows (9..12) onto boss-field rows (2..5). */
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export const BOSS_ROW_OFFSET = -7;
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