feedback1 integrate: DESIGN §21.21-§21.25 and CHANGELOG for batch 6 and the PR-credited fixes

DESIGN maps F1-F5 in the §21 intro, adds the hammer-per-deployment row (user 2026-10-03) to
§21.20 with the batch's official rules and [ASSUMED] items, and rewrites the normative lines:
§3 fenced tiles, §5.3 liftoff, §5.4 fatal / ignoreSelect / redeploy, §5.5 bodies, blocking and
enemy selection, §6.4 onBuy and the item snapshot, §8.2 down row/col, §18.3, §19.7. CHANGELOG
0.1.1, SIM, DATA and PLAYING follow; docs-consistency checks them against the code.
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## 0.1.1 — 2026-10-03
修复 0.1.0 发布后玩家反馈的问题(共 27 条,其中 2 条核实后不是问题)。规则对照官方数据和 PRTS 核对;少数查不到出处的细节按推断实现,详见 [docs/DESIGN.md](docs/DESIGN.md) §21。
修复 0.1.0 发布后玩家反馈的问题(共 32 条,其中 4 条核实后不是问题)。规则对照官方数据和 PRTS 核对;少数查不到出处的细节按推断实现,详见 [docs/DESIGN.md](docs/DESIGN.md) §21。
### 战斗
@@ -22,6 +22,9 @@
- 多名阿罗玛共用「首次攻击」标记,同一个敌人只会被加成并浮空一次。
- 深水区不能部署干员和召唤物,突袭的再部署和自动选的战术点只落在岸上。
- 战术家的援军(伺夜的狼群、缪尔赛思的流形)只能放在召唤者的攻击范围内。
- 蒂比起飞后地面敌人不会再选她为目标,普通攻击、溅射、技能范围、燃烧区域和减益都打不到她;飞行敌人和写明「无视无法选择」的效果照常能打到。
- 被击倒的干员留在倒下的那一格,也在那一格再部署;突袭的再部署、援军、召唤物和装置不会落到倒地干员的格子上。
- 围栏(官方「围墙」)里的干员挡不住地面敌人,被推、拉到围栏边的敌人也会继续前进。
### 敌人
@@ -43,6 +46,8 @@
- 带奥术法阵时,场上炎佑造成伤害也会使目标失去特殊能力 5 秒;带源石溶剂时炎佑每秒受到 60 点伤害。
- 阿戈尔的吞噬按官方是物理流失,会被目标的防御力减少。
- 晋升或被效果移除时退回的装备也会自动合成。
- 坚固维式重锤的锁血改为每次部署一次,被击倒再部署后又能锁血;和 M3茧甲一起装备时总是先锁血、再复活。
- 整备期装备效果依次结算时,前面的效果移走了装备,后面的装备不会被跳过或错算(PR #2 指出)。
### 对局与决策
@@ -67,11 +72,17 @@
- AI 托管不会为了腾地方销毁你的道具。
- 人机不再把本回合刚买的干员马上卖掉。
### 工具
- 素材下载有文件失败时,不再悄悄删掉 data/assets.json 里的条目,而是列出这些条目并保留原文件;确实要缩小时加 --allow-shrink(PR #7 指出)。
### 核实后不是问题
- 源石溶剂两个白色合成金色后又多给一个白色:所有装备反复测试都没有复现。
- 医疗挡住会走动的领袖后不奶人、改打领袖:没有复现,医疗挡住敌人时照常治疗队友(与官方一致)。看到的大伤害来自其他干员:卢西恩被挡住后不再闪避。
- 另外两条只有一部分属实:烛煌三技能在战斗里一直按新范围攻击,错的只是详情卡的范围小图;奥术盟约的效果一直生效,看起来不生效是因为标准模拟禁用了它。
- 休露丝的优惠被免费拿到的谢拉格干员用掉:没有复现,晋升奖励、寻呼模块、拟态物质等免费获得不会用掉,只有在商店购买才会。
- 深巡放在围栏里不攻击:没有复现,她照常攻击攻击范围内的敌人;看起来不打,多半是攻击范围朝着围栏或阻隔工事,或者没人打她所以技能不放。
- 另外三条只有一部分属实:烛煌三技能在战斗里一直按新范围攻击,错的只是详情卡的范围小图;奥术盟约的效果一直生效,看起来不生效是因为标准模拟禁用了它;坚固维式重锤的锁血一直有效,看起来没生效是因为以前每场战斗只锁一次,站在阿戈尔干员身前被开场吞噬时也会提前用掉。
## 0.1.0 — 2026-10-02
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All files in `data/` except `data/assets.json` are produced by **`node tools/build-data.mjs`** (task F1) from the
official zh_CN client data ([Kengxxiao/ArknightsGameData](https://github.com/Kengxxiao/ArknightsGameData)) joined
with `docs/research/*.json`. Do not edit them by hand — change the build script and rebuild.
`data/assets.json` is written by `tools/fetch-assets.mjs`, which keeps the current file rather than drop entries whose
downloads failed on this machine unless `--allow-shrink` (or `--prune`) is passed (docs/ASSETS.md, DESIGN §21.25).
```
node tools/build-data.mjs # build (downloads missing official files into .cache/gamedata/)
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- **Partner display** cols 11–18 of rows 9–12 (the unite field uses them).
- **Boss field**: rows 1–5; left half cols 2–10, right half cols 10–18.
- Enemy preview pen rows 14–18 × cols 7–13 (row 16 empty): during prep the next round's enemies idle there (upper-gate enemies rows 17–18, lower-gate rows 14–15, ≤ 50 models, spawn-time order) — research 08 §4 / 09 §2.
- Tile semantics come from `data/stages.json` legend: height (LOW/HIGH), buildable (ALL/MELEE/RANGED/NONE — the **effective** deploy type: the 深水区 `tile_deepsea` refuses deployment, NONE with the level's `buildableType` ALL kept, PRTS 深水区 地形信息 "拒绝部署(待补充)"; an active 特制水上平台 makes its tile deployable in the prep deploy map only, §21.3), ground-passable, fly-only, special terrain (mire, smog, deepsea, infection). Melee chess may stand only on LOW tiles with buildable ALL/MELEE; ranged chess on ALL/RANGED **and** on LOW ALL/MELEE tiles ("所有行动内远程干员可部署在近战位"). Tokens follow their own `position`; a summon marked `ownerRange` (狼群, 流形: "只能部署在召唤者攻击范围内") goes only on a tile of its owner's attack range — the loadout grid rotated by the owner's facing around its tile (`PlayerState.summonRange`, §21.3).
- Tile semantics come from `data/stages.json` legend: height (LOW/HIGH), buildable (ALL/MELEE/RANGED/NONE — the **effective** deploy type: the 深水区 `tile_deepsea` refuses deployment, NONE with the level's `buildableType` ALL kept, PRTS 深水区 地形信息 "拒绝部署(待补充)"; an active 特制水上平台 makes its tile deployable in the prep deploy map only, §21.3), ground-passable, fly-only, special terrain (mire, smog, deepsea, infection). The fenced tiles (围墙 `tile_fence_bound` / 围栏 `tile_fence`, legend `b`: LOW, buildable ALL, passable to flyers only) take units, which attack normally from there but block no ground enemy (PRTS 地形机制, §21.23). Melee chess may stand only on LOW tiles with buildable ALL/MELEE; ranged chess on ALL/RANGED **and** on LOW ALL/MELEE tiles ("所有行动内远程干员可部署在近战位"). Tokens follow their own `position`; a summon marked `ownerRange` (狼群, 流形: "只能部署在召唤者攻击范围内") goes only on a tile of its owner's attack range — the loadout grid rotated by the owner's facing around its tile (`PlayerState.summonRange`, §21.3).
- **Facing (corrected, see research 09 §1.2):** like standard Arknights, every board piece has a direction `dir ∈ UP|RIGHT|DOWN|LEFT` chosen with the 4-direction deploy wheel after dropping it on a tile (also re-orientable in place); default `RIGHT`; persists across rounds. Range grid entries are `[dRow, dCol]` relative to facing RIGHT and are rotated: RIGHT `(dr,dc)`, UP `(dc,−dr)`, LEFT `(−dr,−dc)`, DOWN `(−dc,dr)` (row 0 = bottom); `rangeExtend` applies along +dCol before rotating — to a running skill's range too, unless that skill ignores 攻击距离 (`targeting.noRangeExtend`, 信仰搅拌机 S3, §21.16). The right-side Final Assault player is mirrored col `c→20−c` with RIGHT↔LEFT (UP/DOWN unchanged).
- **Range test:** an enemy is inside a grid range if the tile containing it (`round(y), round(x)`) is one of the range tiles; a huge enemy (data `hitArea`: 巨型单位, a 4.95 × 2.95 rectangle moved 1.0 up) if any tile its hit rectangle overlaps is one (PRTS 作战机制 "巨型BOSS单位的每一个占据的格子都可以让其本身通过格子判定"; `sim/body.js`, §19.4). Radius ranges (enemies, auras, AoE) use Euclidean distance in tiles — to a huge enemy's rectangle [ASSUMED] — except splash around a struck target, a 中点判定 on positions (PRTS 作战机制 "中点判定…案例:阻挡,酒神1天赋的1.3溅射半径"). A ranged enemy's normal attack takes an ally whose collider (radius 0.25, PRTS 作战机制 §碰撞体积 "我方干员碰撞体积基本均为以0.25格为半径的圆形") touches its range circle: centre distance ≤ `rangeRadius` + 0.25 (`constants.js ALLY_COLLIDER_RADIUS`, `ai.js enemyAttack`; §20.4).
- **Fields at runtime:** a `Battle` receives a **field rect** (rows/cols subset) and the full stage grid. Normal battles use rows 9–12 × cols 0–10; unite uses rows 9–12 × cols 0–20; boss uses rows 0–5 × cols 0–20 (solo boss uses the left half only). Pathfinding never leaves the rect.
@@ -229,7 +229,7 @@ Base stats (from data): `maxHp, atk, def, res` (0–100), `aspd` (100 base), `ba
`Buff = { key, source, duration /*s, Infinity*/, stacks=1, maxStacks=1, refresh: 'replace'|'extend'|'stack', mods, flags, onTick?, onExpire?, tags[] }`
- `mods` keys (all optional, additive within a key): `atkFlat, atkPct, atkMul, defFlat, defPct, defMul, hpFlat, hpPct, hpMul, resFlat, resMul, aspd, batPct, blockCnt, rangeExtend (tiles), moveMul, dmgDealtMul (multiplicative, e.g. 1.2), dmgTakenMul, physTakenMul, artsTakenMul, trueTakenMul, defIgnoreFlat, defIgnorePct, resIgnoreFlat, resIgnorePct, dodgePhys, dodgeArts, healingDealtMul, healingTakenMul, spRecoveryFlat, spRecoveryMul, maxTargets (+n), shield (absorbs damage; consumed)`.
- `flags`: `stun, freeze, sleep, silence (no skills), disarm (no attacks), stealth (untargetable by enemies/ops unless blocked or revealed — an operator's radius area damage skips it too, `Battle.foesInRadius`, PRTS 作战机制 §AOE伤害判定, §21.19; an enemy's b.snap stealth bit is set only while its 隐匿 is on, §21.4), camou (an ally's 迷彩: like stealth for enemy targeting and on screen, but not 隐匿 for 隐匿 conditions — 叙拉古, 家族徽章; §20.2), invulnerable, unblockable, levitate, fear (enemy: cannot attack, unblockable, runs to random tiles of the ±45° fan away from the source; no source or itself as source = inside its own tile — `fear.js`, §20.4), taunt (+aggro), cold, noHeal (no heals: 禁疗 summons and 孤立 units; an HP-regen attribute still applies — PRTS 安洁莉娜 备注), isolated (孤立: no friendly selector picks it — no heal, buff, aura or talent of an ally, `Battle.allySelectable`; §20.3)`.
- `flags`: `stun, freeze, sleep, silence (no skills), disarm (no attacks), stealth (untargetable by enemies/ops unless blocked or revealed — an operator's radius area damage skips it too, `Battle.foesInRadius`, PRTS 作战机制 §AOE伤害判定, §21.19; an enemy's b.snap stealth bit is set only while its 隐匿 is on, §21.4), camou (an ally's 迷彩: like stealth for enemy targeting and on screen, but not 隐匿 for 隐匿 conditions — 叙拉古, 家族徽章; §20.2), liftoff (an ally's 起飞, 蒂比's skills: it blocks flyers only and has 对地规避 — no ground enemy selects it, so no selected damage or status of one lands, while what selects nobody still does: `ignoreSelect` / 无来源 — 无视无法选择 abilities, direct picks, flying units' blasts, a debuff's ticks; it stays a ground unit on its tile; `targeting.js evadesGround`, §21.22), invulnerable, unblockable, levitate, fear (enemy: cannot attack, unblockable, runs to random tiles of the ±45° fan away from the source; no source or itself as source = inside its own tile — `fear.js`, §20.4), taunt (+aggro), cold, noHeal (no heals: 禁疗 summons and 孤立 units; an HP-regen attribute still applies — PRTS 安洁莉娜 备注), isolated (孤立: no friendly selector picks it — no heal, buff, aura or talent of an ally, `Battle.allySelectable`; §20.3)`.
- **Status catalogue** (`buffs.js`, keys used by content): `stun`, `freeze` (stun + res −15), `cold` (aspd −30; a second cold while cold ⇒ freeze 3 s unless immune), `sleep` (stun; ends on damage? no: in AK sleep = untargetable & unable to act; keep AK: untargetable & inactive), `slow` (moveMul), `bind` (moveMul 0), `fragile` (dmgTakenMul), `artsFragile` (artsTakenMul), `silence`, `fear` (the 恐惧 walk, `fear.js`), `burnGauge`/`necrosis`/`neural` element gauges (see damage), `stealth`, `camou` (迷彩, its own keys: 忍冬 S3 `vulpis:camou` until her next cast, 寒芒克洛丝 S1), `reveal`.
- Immunities from enemy data (`stunImmune`, `silenceImmune`, `sleepImmune`, `frozenImmune`, `levitateImmune`) are honoured by `applyStatus`; a unit both `invulnerable` and `untargetable` (a 重生, a 永久无敌 leader part) takes no status from the other side at all (PRTS 无敌 "无法被不同阵营选中", §21.19). Flag `selfBound` = 自缚 (守墓石像's 转换模式, the 自缚 leaders) beside its `noMove`: 余 S2 never teleports such a unit (束缚 sets `noMove` only).
- Same-named debuffs on an enemy (奥术's arts damage taken, 灵知 坚冰, the 莱恩哈特 / 缄默德克萨斯 RES cuts): one instance per target whoever applies it, the strongest wins (`Battle.applyStrongest`; PRTS 作战机制 "同名buff…只能表现出一个" — strongest rather than latest [ASSUMED], §20.10). PRTS 盟约记录's current 奥术 note fits this under the default overlap; an equal re-hit refreshes the instance (an earlier PRTS wording forbade re-applying while one's own lasts) [ASSUMED, slightly stronger] (§21.7).
@@ -248,6 +248,7 @@ Base stats (from data): `maxHp, atk, def, res` (0–100), `aspd` (100 base), `ba
| `hit` | `{ source, target, dmg }` | before mitigation; mutate `dmg` (DamageInfo) |
| `damaged` | `{ source, target, amount, type, dmg }` | after application |
| `heal` | `{ source, target, amount }` | before application (mutable amount) |
| `fatal` | `{ unit, source, credit, dmg, amount, prevented }` | HP would reach 0 — fired by every HP loss of a unit without a boss pool (hits of any type, element bursts, 无来源 damage, `loseHp`); set `prevented`. Order: kits' own savers (10 … −60) → items' 不死 (坚固维式重锤, once per deployment) `PRIO_REVIVE` −100 → items' 复活 (M3茧甲) `PRIO_RESPAWN` −101 → 埃芒加德 −110 (§21.21) |
| `kill` | `{ killer, victim }` | victim hp reached 0; a `killed` ability that keeps the enemy alive (a knock-out into a 重生 / form change, §21.4) hides it from every later handler, the kill count, credit and the bounty |
| `death` | `{ unit }` | unit removed (ops may redeploy later); the `die` event and the death hooks fire only on removal |
| `skillStart` / `skillEnd` | `{ unit, skill }` | |
@@ -258,18 +259,18 @@ Base stats (from data): `maxHp, atk, def, res` (0–100), `aspd` (100 base), `ba
| `enemySpawn` / `enemyLeak` | `{ enemy }` | |
| `battleEnd` | `{ result }` | may add layer gains / coins |
DamageInfo: `{ amount (pre-mitigation), type: 'phys'|'arts'|'true'|'element', element?: 'burn'|'necrosis'|'neural'|'apoptosis', atkScale, defIgnoreFlat, defIgnorePct, resIgnoreFlat, resIgnorePct, mul (multiplier), canDodge, isSkill, isSplash, tags[] }`.
DamageInfo: `{ amount (pre-mitigation), type: 'phys'|'arts'|'true'|'element', element?: 'burn'|'necrosis'|'neural'|'apoptosis', atkScale, defIgnoreFlat, defIgnorePct, resIgnoreFlat, resIgnorePct, mul (multiplier), canDodge, isSkill, isSplash, ignoreSelect (no selection — a 无视无法选择 ability, a direct pick, a debuff's tick: it reaches an airborne 起飞 ally, §21.22), tags[] }`.
Engine helpers (content must use these, never touch internals): `battle.dealDamage(source, target, dmgInfo)`, `battle.heal(source, target, amount, {overheal=false})`, `battle.applyStatus(target, key, { duration, source, value })`, `battle.addBuff(unit, buff)`, `battle.removeBuff(unit, key)`, `battle.spawnToken(ownerUnit|playerId, tokenId, row, col, opts)`, `battle.spawnEnemy(enemyKey, { routeIndex, pos, mods, tag })`, `battle.addProjectile({ from, to|target, speed, onHit, visual })`, `battle.push(e, force, { from, dir, fixed, fixedAngle, inward, effect })` / `battle.pull(e, force, { to, center, stop })` / `battle.pullToFront(e, unit, force)` / `battle.forceLevel(e, force)` / `battle.pushDistance(e, force, { effect })` (the official 力度 − 重量 tables, §20.3; a 静态刚体 — data `staticBody` — is never moved, §21.9; `battle.displace(e, dir, distance)` is the raw mover), `battle.allySelectable(a, by)` / `battle.alliesFor(by, ownerId)` (friendly selection, skipping 孤立 units, §20.3), `battle.unitsInGrid(unit, grid)`, `battle.enemiesInRadius(x, y, r)` (every enemy: enemy-side auras / heals, collisions), `battle.foesInRadius(x, y, r)` (the enemies an operator's area effect can select — no untargetable, no unblocked unrevealed 隐匿 enemy; PRTS 作战机制 §AOE伤害判定, §21.19), `battle.alliesInRadius(x, y, r, ownerId?)`, `battle.addLayers(playerId, bondId, n, reason)` (no-op when gains disabled; at most the room left under `BOND_LAYER_CAP` 999 — `shared/constants.js layerGainRoom`, §20.12; records into result), `battle.loseHp(target, amount, { source, from, sourceless })` (流失 — it skips the damage events: no 受击回复, TAKE_DAMAGE, shield or counter, `damage.js isHpLoss`; only for what the official calls 流失 — "N 真实伤害 per second" effects such as 源石溶剂 are `periodicDamage` damage, §21.12; a 物理流失 is first reduced by the target's DEF, 阿戈尔's devour, §21.19; `sourceless` = 无来源, `source` keeps the credit — leader parts pass damage on 1:1 with it, §20.10), `battle.addCoins(playerId, n)`, `battle.fx(kind, params)` (client VFX event), `battle.rng()` (never `Math.random`), `battle.getPlayer(playerId)` (bonds/band/effects view), `battle.redeploy(unit)`, `battle.after(seconds, fn)` (scheduled callbacks), `battle.every(seconds, fn)`.
Engine helpers (content must use these, never touch internals): `battle.dealDamage(source, target, dmgInfo)`, `battle.heal(source, target, amount, {overheal=false})`, `battle.applyStatus(target, key, { duration, source, value })`, `battle.addBuff(unit, buff)`, `battle.removeBuff(unit, key)`, `battle.spawnToken(ownerUnit|playerId, tokenId, row, col, opts)`, `battle.spawnEnemy(enemyKey, { routeIndex, pos, mods, tag })`, `battle.addProjectile({ from, to|target, speed, onHit, visual })`, `battle.push(e, force, { from, dir, fixed, fixedAngle, inward, effect })` / `battle.pull(e, force, { to, center, stop })` / `battle.pullToFront(e, unit, force)` / `battle.forceLevel(e, force)` / `battle.pushDistance(e, force, { effect })` (the official 力度 − 重量 tables, §20.3; a 静态刚体 — data `staticBody` — is never moved, §21.9; `battle.displace(e, dir, distance)` is the raw mover), `battle.allySelectable(a, by)` / `battle.alliesFor(by, ownerId)` (friendly selection, skipping 孤立 units, §20.3), `battle.unitsInGrid(unit, grid)`, `battle.enemiesInRadius(x, y, r)` (every enemy: enemy-side auras / heals, collisions), `battle.foesInRadius(x, y, r)` (the enemies an operator's area effect can select — no untargetable, no unblocked unrevealed 隐匿 enemy; PRTS 作战机制 §AOE伤害判定, §21.19), `battle.alliesInRadius(x, y, r, ownerId?)`, `battle.addLayers(playerId, bondId, n, reason)` (no-op when gains disabled; at most the room left under `BOND_LAYER_CAP` 999 — `shared/constants.js layerGainRoom`, §20.12; records into result), `battle.loseHp(target, amount, { source, from, sourceless })` (流失 — it skips the damage events: no 受击回复, TAKE_DAMAGE, shield or counter, `damage.js isHpLoss`; only for what the official calls 流失 — "N 真实伤害 per second" effects such as 源石溶剂 are `periodicDamage` damage, §21.12; a 物理流失 is first reduced by the target's DEF, 阿戈尔's devour, §21.19; `sourceless` = 无来源, `source` keeps the credit — leader parts pass damage on 1:1 with it, §20.10), `battle.addCoins(playerId, n)`, `battle.fx(kind, params)` (client VFX event), `battle.rng()` (never `Math.random`), `battle.getPlayer(playerId)` (bonds/band/effects view), `battle.redeploy(unit)` (on its rest tile: where a knocked-out operator lies, else its home; `battle.isReservedTile(r, c)` = a tile no automatic placement takes, `battle.downOn(r, c)` = the knocked-out operator lying there, whose tile no ally deploys or moves onto — §21.24), `battle.after(seconds, fn)` (scheduled callbacks), `battle.every(seconds, fn)`.
### 5.5 Combat rules (engine)
- **Initial deployment** at t=0, free: operators row-major top→bottom then left→right (right-side boss player: right→left), then the summons (PRTS 卫戍协议/帮助 "按从上到下>从左到右的顺序部署。优先部署干员,随后为召唤物"; `aggroSeq` ranks every start-of-battle summon after all operators) — a skill's placed summon (赫默 医疗探机, 巫恋 诅咒娃娃) included, once and free ("所有手动部署的召唤物,无视所属干员的持有状态…作战开始时立即部署一次"; afterwards it re-appears on its tile each time the owner's skill gives one, §20.1); on a shared field (联防, boss) the players' i-th operators deploy together [ASSUMED]. Deploy effects fire (`deploy` with `initial: true`). Then operators carried into 联防 knocked out (`carryState.down`) are forced out (`FORCED_EXIT`, HP 0, §19.3). Then `battleStart`, after which the forced-out operators' timers are re-read (redeploy-time effects that start with the battle, e.g. 机变 征召, cover them too).
- **DP**: per player, start 10, +1/s, cap 99; used only for auto-redeploy (dead op: after `respawnTime`, if its tile is free and DP ≥ cost ⇒ redeploy with full HP, SP = initSp). A knocked-out operator stays **down** on its tile from the knock-out until it redeploys (b.snap `down`, §18.3: counting / waiting for DP / its tile taken) — also one that entered 联防 knocked out (`FORCED_EXIT`, its full redeploy timer — confirmed by the user — with the battle-start redeploy effects, §19.3); summons, devices and enemies leave at once.
- **Blocking** (contact radius, PRTS 游戏数据基础 §阻挡半径 / 作战机制 "中点判定…案例:阻挡"; `constants.js BLOCK_RADIUS`, `Battle._checkBlock`, §19.2): an operator with free capacity blocks an unblocked, blockable enemy whose position lies within its block radius of its centre — ground 0.7071 (squared 0.49999037), 0.8944 for blockFly units vs flyers (起飞), devices 0.4472 (阻隔工事 / 障碍物); air units (FLY, 近地悬浮, 浮空) only by blockFly units. The nearest such operator wins (ties: scan order [ASSUMED]). It is re-checked every tick, moving or not, so another operator in contact with room takes the enemy over when its blocker dies, is withdrawn or is stunned, and an operator whose capacity frees up grabs an overlapping enemy; one that finds no room walks on. A head-on enemy stops at contact (≈ 0.71 tile), outside the blocker's tile. Enemy uses `blockCnt` capacity (default 1). Blocked enemies stop moving and attack their blocker if melee (or anyone in range if ranged, blocker first). **Every blocker** — melee units (重装要塞 / 领主 / 哨戒铁卫 included), summons and a ranged operator on a melee tile alike — whose attack hits enemies may always target the enemies it blocks, in range or not, whatever its facing, and targets them first ("可以选择且优先选择阻挡单位", PRTS 选择器; the user's rule after playtest #6, "阻挡了就一定要能打到": officially the collision pushes a blocked enemy to its blocker's front; `Battle.blockedTargets`, `targeting.js sortEnemyTargets`; §20.3 — it replaces the playtest #5 QA's melee-only restriction of §19.2). A healer (dmgType `heal`, or a skill attack turned into a heal) selects injured allies only and keeps healing while it blocks (PRTS 卫戍协议/帮助 "对于医疗干员(咒愈师分支除外),攻击目标为需要治疗的单位"; §21.17); 咒愈师 follow the blocker rule. The huge leaders are 自缚 + unblockable (§7).
- **DP**: per player, start 10, +1/s, cap 99; used only for auto-redeploy (dead op: after `respawnTime`, if the tile it lies on is free and DP ≥ cost ⇒ redeploy there with full HP, SP = initSp). A knocked-out operator stays **down** on the tile it fell on — its own home when it fell on another board piece's home and its home is free — until it redeploys there, and no ally deploys or moves onto that tile meanwhile (PRTS 卫戍协议/帮助 §作战阶段 单位部署; `Battle.downOn` / `restTile` / `_layBody`, §21.24; b.snap `down`, §18.3: counting / waiting for DP / its tile taken, a safeguard) — also one that entered 联防 knocked out (`FORCED_EXIT`, its full redeploy timer — confirmed by the user — with the battle-start redeploy effects, §19.3); summons, devices and enemies leave at once.
- **Blocking** (contact radius, PRTS 游戏数据基础 §阻挡半径 / 作战机制 "中点判定…案例:阻挡"; `constants.js BLOCK_RADIUS`, `Battle._checkBlock`, §19.2): an operator with free capacity blocks an unblocked, blockable enemy whose position lies within its block radius of its centre — ground 0.7071 (squared 0.49999037), 0.8944 for blockFly units vs flyers (起飞), devices 0.4472 (阻隔工事 / 障碍物); air units (FLY, 近地悬浮, 浮空) only by blockFly units. A ground enemy is never blocked by a unit standing on a tile ground units cannot pass (围墙 / 围栏: PRTS 地形机制 "部署在其中的单位,若当前阻挡类型为'地面阻挡'则无法阻挡敌人" — an enemy pushed or pulled against the fence walks on; air blocking there stays [ASSUMED], §21.23) nor by an airborne (起飞) unit, which blocks flyers only (§21.22). The nearest such operator wins (ties: scan order [ASSUMED]). It is re-checked every tick, moving or not, so another operator in contact with room takes the enemy over when its blocker dies, is withdrawn or is stunned, and an operator whose capacity frees up grabs an overlapping enemy; one that finds no room walks on. A head-on enemy stops at contact (≈ 0.71 tile), outside the blocker's tile. Enemy uses `blockCnt` capacity (default 1). Blocked enemies stop moving and attack their blocker if melee (or anyone in range if ranged, blocker first). **Every blocker** — melee units (重装要塞 / 领主 / 哨戒铁卫 included), summons and a ranged operator on a melee tile alike — whose attack hits enemies may always target the enemies it blocks, in range or not, whatever its facing, and targets them first ("可以选择且优先选择阻挡单位", PRTS 选择器; the user's rule after playtest #6, "阻挡了就一定要能打到": officially the collision pushes a blocked enemy to its blocker's front; `Battle.blockedTargets`, `targeting.js sortEnemyTargets`; §20.3 — it replaces the playtest #5 QA's melee-only restriction of §19.2). A healer (dmgType `heal`, or a skill attack turned into a heal) selects injured allies only and keeps healing while it blocks (PRTS 卫戍协议/帮助 "对于医疗干员(咒愈师分支除外),攻击目标为需要治疗的单位"; §21.17); 咒愈师 follow the blocker rule. The huge leaders are 自缚 + unblockable (§7).
- **Operator attacks**: every `interval` s if a valid target exists; targets = up to `maxTargets` (default 1) from `unitsInGrid(rangeGrid)` (a `rangeAoe` profile — 阵法术师, 轰击术师 — takes every selectable enemy in range, §21.18), priority: (1) the enemies it blocks (every blocker, in range or not, §20.3), (2) profession/trait priorities (e.g. fly-first snipers, `trait` text parsed by build-data into `targetPriority`), (3) enemy with the **least remaining path distance** to its goal, ties → earliest spawned. Melee (no ranged trait) and ground-only attacks cannot hit air units (`Unit.isFlying`: FLY, or a 近地悬浮 / 浮空 enemy — PRTS "算作空中单位", §19.1). Stealthed enemies can't be targeted unless blocked or revealed. Ranged ops fire projectiles (speed ~12 tiles/s, instant for melee/arts-beam classes as data indicates); damage applies on impact; a 锁定攻击范围 AoE (`rangeAoe`) strikes every selectable enemy on its range at once with instant hits (§21.18).
- **Healers** (`dmgType heal`): target the ally in range with the lowest HP% below 100%, never a 禁疗 / 孤立 unit (tokens.json `abnormal`, `noHeal`; §20.3), and never the enemies they block — also while blocking (§21.17); do nothing otherwise (SP still regenerates).
- **Enemy AI**: follow the route (checkpoints; WALK paths recomputed on the grid when devices change); when blocked stop & fight (`dmgType 'none'` enemies never attack unless content arms them through `e.profile` — 转译基底's armed forms, §21.4); ranged enemies (`rangeRadius > 0`) attack ops whose 0.25 collider touches their radius (centre distance ≤ `rangeRadius` + 0.25, §3, §20.4): the enemy's own target rule filters the candidates first (`profile.canTarget`: 只攻击地面单位 …), then priority blocker → special priority → highest taunt → **latest deployed** (`aggroSeq`) — PRTS 索敌 "阻挡→特殊优先级→仇恨值→最早出现"; a stealthed ally is attacked only by the enemy it blocks (§19.1); they pause movement for `ATTACK_PAUSE = 0.35 s` per attack. FLY enemies ignore ground obstacles (only blockFly units block them) and follow their checkpoint route. A feared enemy runs between random 恐惧可达地块 away from the source (PRTS 诱发移动; `fear.js`); 恐惧 outranks 诱导; the 恐惧 / 诱导 walks re-plan from where the enemy stands after a push or an obstacle change, and the route re-plans when they end (§20.4).
- **Enemy AI**: follow the route (checkpoints; WALK paths recomputed on the grid when devices change); when blocked stop & fight (`dmgType 'none'` enemies never attack unless content arms them through `e.profile` — 转译基底's armed forms, §21.4); ranged enemies (`rangeRadius > 0`) attack ops whose 0.25 collider touches their radius (centre distance ≤ `rangeRadius` + 0.25, §3, §20.4): the enemy's own target rule filters the candidates first (`profile.canTarget`: 只攻击地面单位 …), then priority blocker → special priority → highest taunt → **latest deployed** (`aggroSeq`) — PRTS 索敌 "阻挡→特殊优先级→仇恨值→最早出现"; a stealthed ally is attacked only by the enemy it blocks (§19.1); an airborne (起飞) ally is never a ground enemy's selection — picks, area damage, zones and statuses skip it, while 无视无法选择 abilities, direct picks, debuff ticks and flying units still reach it (§21.22); they pause movement for `ATTACK_PAUSE = 0.35 s` per attack. FLY enemies ignore ground obstacles (only blockFly units block them) and follow their checkpoint route. A feared enemy runs between random 恐惧可达地块 away from the source (PRTS 诱发移动; `fear.js`); 恐惧 outranks 诱导; the 恐惧 / 诱导 walks re-plan from where the enemy stands after a push or an obstacle change, and the route re-plans when they end (§20.4).
- **Damage**: phys `max(A − max(0, D×(1−defIgnorePct) − defIgnoreFlat), 0.05·A)`; arts `max(A × (1 − R'/100), 0.05·A)` with `R' = max(0, R×(1−resIgnorePct) − resIgnoreFlat)`; true = A; 元素伤害 ('elemental') `max(A × (1 − 元素抗性/100), 0.05·A)`. Then × `dmgDealtMul` (source) × `dmgTakenMul` & type-specific taken multipliers (target) × `dmg.mul` — 元素伤害 takes 元素脆弱 (`elementalTakenMul`) alone, not `dmgTakenMul` (脆弱 = "受到的物理、法术、真实伤害提升"). Then **限伤**: on a leader (`isBoss` — the 10 bossInfoDict enemyIds and their mirrored copies; never parts, drones or escorts) in a `'boss'` / `'hidden'` battle a hit with `ceil(final) ≥ 300000` is cancelled — no HP or pool loss, no credit, no damage number, no `damaged` / kill (`shared/constants.js BOSS_HIT_LIMIT`, `damage.js leaderHitCancelled`, after every multiplier and the hit-step blocks, before HP shields; `loseHp` too — a part's 传递, a drone's death; the client's `MAX_BATTLE_DAMAGE`, §20.12). Then shields absorb; dodge checks for phys/arts. Element damage fills a gauge (1000; enemy leaders 2000) × `elemTakenMul` × max(0.05, 1 − 损伤抵抗/100), 损伤抵抗 = data `epResistance` (PRTS 元素; the 5 % floor of DMG_e, PRTS 游戏数据基础). An element fill on a target with no HP left is refused (damage.js `hasHp`: no burst on a corpse). A full gauge bursts with the side-specific official effects, as **无来源** damage (no damage-dealt multiplier or penetration of the unit that filled the gauge, which keeps the kill and the stats; §19.5) (sim/constants.js `ELEMENT`; operators: 灼燃 1200 arts + RES −20, 神经 stun 10 s then 1000 true, 凋亡 15 s of 阻回 (`noSp`: no SP gain of any kind) + 静默 with −1 SP/s and 100 arts/s, 侵蚀 DEF −100 then 800 phys; enemies: the "·我方" terms). Every burst starts a **爆发冷却** = its duration (灼燃 / 神经 / 侵蚀 10 s — enemies' 侵蚀 8 s — 凋亡 15 s) during which NO element of the unit fills or can be recovered; when it ends every gauge of the unit resets (§18.3).
- **Leak**: an enemy reaching its goal is removed, counted as leaked for its field owner (`sourcePlayerId` for unite). LP accounting is done by the match, not the battle.
- **Results**: `damageDealt` / a unit's `dmg` count only HP removed from the other side — a unit's own drain or 流失 and friendly damage are the target's `taken` only (§21.12).
@@ -375,7 +376,7 @@ Economy/shop/pool/merge/hand rules: exactly as research 00-INDEX §3–§4 (inco
### 6.4 Prep-phase effect dispatcher (effectsMeta.js)
A registry mapping **effect keys** → handler objects `{ onRoundStart, onPrepEnd, onGain(piece), onSold(piece), onRefresh, onPrice(slot), onBuy, onMerge, onLevelUp, onBattleResult }`. Sources: garrison `SERVER_*` keys (per chess on board or hand as the key requires), band effects, item meta effects, bond meta effects (助力, 远见, 奇迹, 投资人…), choice/team cards. Content owners register handlers; the dispatcher owns ordering and the 投资人 "获得时 ×2/×3" multiplier.
A registry mapping **effect keys** → handler objects `{ onRoundStart, onPrepEnd, onGain(piece), onSold(piece), onRefresh, onPrice(slot), onBuy, onMerge, onLevelUp, onBattleResult }`. Sources: garrison `SERVER_*` keys (per chess on board or hand as the key requires), band effects, item meta effects, bond meta effects (助力, 远见, 奇迹, 投资人…), choice/team cards. Content owners register handlers; the dispatcher owns ordering and the 投资人 "获得时 ×2/×3" multiplier. `onBuy` = a shop purchase (`g.buy`) only: a free pick or a grant never counts as 购买 (休露丝, 玛恩纳, 升华, 整备; §21.21). Equipped items run from a snapshot — the owned chess and each holder's items as that step begins — each only while it is still equipped on its still-owned holder (handlers move and destroy pieces: 突变细胞, 博士投影; §21.25).
### 6.5 Waves (waves.js)
@@ -418,7 +419,7 @@ S→C:
- `m.private` — the recipient's full PlayerState view (§6.2 minus server-only data) on every change.
- `m.field` — field meta when watching starts: `{ fieldId, kind, rect, stageId, units: [UnitInfo] }` (the units on the field, knocked-out operators waiting to redeploy included — `Battle.fieldMeta`, §18.3)
- NOTE: game time in `b.snap`/`b.ev` is carried as **`gt`** (the frame's `t` is the message type).
- `b.snap` — `{ fieldId, gt, units: [[id, x, y, hp, maxHp, sp, spMax, flags, anim]] , dp, killed, total, down?, elem? }` 20 Hz. Optional, only when non-empty (§18.3): `down: [[id, respawnAt (game s), respawnTime (s), state]]` — knocked-out operators waiting to redeploy, `state` 0 counting | 1 timer done, waiting for DP | 2 timer done, its tile taken (sim/constants.js `DOWN_STATE`); `elem: [[id, element, fill, cooldownEnd (game s), cooldown (s)]]` — the one gauge a unit shows: the fullest (ties by the official element id 神经 < 侵蚀 < 灼燃 < 凋亡), fill with 2 decimals rounded DOWN and kept at 0.01–0.99 outside a burst (§20.8); during a 爆发冷却 the bursting element with fill 1 and the cooldown numbers (else 0, 0)
- `b.snap` — `{ fieldId, gt, units: [[id, x, y, hp, maxHp, sp, spMax, flags, anim]] , dp, killed, total, down?, elem? }` 20 Hz. Optional, only when non-empty (§18.3): `down: [[id, respawnAt (game s), respawnTime (s), state, row, col]]` — knocked-out operators waiting to redeploy, `state` 0 counting | 1 timer done, waiting for DP | 2 timer done, its tile taken — a safeguard, no ally deploys there (sim/constants.js `DOWN_STATE`); `row, col` = the tile it lies on and comes back on (§21.24); `elem: [[id, element, fill, cooldownEnd (game s), cooldown (s)]]` — the one gauge a unit shows: the fullest (ties by the official element id 神经 < 侵蚀 < 灼燃 < 凋亡), fill with 2 decimals rounded DOWN and kept at 0.01–0.99 outside a burst (§20.8); during a 爆发冷却 the bursting element with fill 1 and the cooldown numbers (else 0, 0)
- `b.ev` — `{ fieldId, ev: [ ... ] }` event tuples: `['spawn', UnitInfo]`, `['atk', srcId, tgtId, projKind]`, `['dmg', tgtId, amount, type]`, `['heal', tgtId, amount]`, `['skill', id, on:0|1]`, `['die', id, reason]` (reason `'killed'`, `'retreat'`, `'expired'` …; only `'killed'` plays an operator's knock-down sound), `['status', id, key, on]`, `['fx', kind, x, y, extra]` (`'hitCap' {id, n}` = a cancelled 限伤 hit, drawn as nothing, §20.12; `extra.form` = the enemy's model form from then on — `shared/protocol.js fxForm`, state like a spawn: never dropped by the client, §21.4), `['layer', playerId, bondId, n]`, `['bounty', playerId, coins]`, `['deploy', id]`
- `m.toast {kind, text}` · `m.ticker {text, id, type, priority, playerId}` (the strip plays the highest priority first, §21.10) · `m.emote {playerId, id}` · `m.result {...}`
- `m.unitStats {seq, round, units: [unitStatsEntry]}` — the answer to `g.unitStats` (`seq` echoed): every own board operator / summon by uid with `{id, uid, defId, hp, alive, maxHp, atk, def, res, interval, blockCnt, moveSpeed, range?, base: {…same}}` (shared/protocol.js `unitStatsEntry`; `range` = an ally's live range grid, facing RIGHT, never a target-selection grid, §21.16) as its next battle starts (§18.5)
@@ -656,7 +657,7 @@ Thirteen reports after playing v2.2. Where each is handled: #1 picking should si
### 18.3 Knocked-out operators and element gauges (#9, #8) — `sim/Battle.js`, `sim/damage.js`, `render/interp.js`, `render/units.js`
- **Knocked out, not gone**: `Battle.snapshot()` lists `down: [[id, respawnAt, respawnTime, state]]` (§8.2) for operators knocked out (reason `'killed'`, not withdrawn — or `FORCED_EXIT`, entering 联防 knocked out, §19.3), deployed at least once and with a finite respawn timer; `state` = sim/constants.js `DOWN_STATE` (0 counting, 1 timer done but DP < cost, 2 timer done but the home tile is taken — the official auto-redeploy rule, research 01 §4.3). `Battle.isDown(u)`; `fieldMeta()` lists them too, so a client joining mid-battle (reconnect, observer, replica) shows them. The renderer (`interp.js downAt`, `app.js syncBattle`, `units.js setDown`) keeps such an operator's view on its tile: its Spine Die clip plays once and holds its last frame (a collapsed / kneeling pose), lightly greyed (tint 0xb4b4b4, alpha 0.92), under a **redeploy ring** above the head — a dark disc with a mint arc filling as the timer runs and the seconds left (game s); timer done: a full pulsing amber ring "DP" (waiting for DP) or red "!" (its tile taken). The `deploy` event plays the Start clip and restores the normal look; a view created for an operator already down starts on the held pose; leaving the list without a redeploy fades it out. Summons, devices and enemies vanish as before. [ASSUMED] look: the official knocked-down / ring art is in no extracted autochess bundle.
- **Knocked out, not gone**: `Battle.snapshot()` lists `down: [[id, respawnAt, respawnTime, state, row, col]]` (§8.2; the tile since §21.24) for operators knocked out (reason `'killed'`, not withdrawn — or `FORCED_EXIT`, entering 联防 knocked out, §19.3), deployed at least once and with a finite respawn timer; `state` = sim/constants.js `DOWN_STATE` (0 counting, 1 timer done but DP < cost, 2 timer done but its tile is taken — the official auto-redeploy rule, research 01 §4.3; a safeguard since §21.24, no ally may take the tile a knocked-out operator lies on). `Battle.isDown(u)`; `fieldMeta()` lists them too, so a client joining mid-battle (reconnect, observer, replica) shows them. The renderer (`interp.js downAt`, `app.js syncBattle`, `units.js setDown`) keeps such an operator's view on the tile it lies on (the entry's row, col): its Spine Die clip plays once and holds its last frame (a collapsed / kneeling pose), lightly greyed (tint 0xb4b4b4, alpha 0.92), under a **redeploy ring** above the head — a dark disc with a mint arc filling as the timer runs and the seconds left (game s); timer done: a full pulsing amber ring "DP" (waiting for DP) or red "!" (its tile taken). The `deploy` event plays the Start clip and restores the normal look; a view created for an operator already down starts on the held pose; leaving the list without a redeploy fades it out. Summons, devices and enemies vanish as before. [ASSUMED] look: the official knocked-down / ring art is in no extracted autochess bundle.
- **Element gauges, official rules** (PRTS 元素 / 术语释义; `damage.js`): gain × `elemTakenMul` × (1 − 损伤抵抗 / 100), 损伤抵抗 = data `epResistance` (EP_RESISTANCE; it used to read `epDamageResistance` as a fraction). A burst's **爆发冷却** (= its duration: 灼燃 / 神经 / 侵蚀 10 s — enemies' 侵蚀 8 s — 凋亡 15 s; the operators' 侵蚀 had none) locks EVERY element of the unit — nothing fills or recovers (`reduceElement`) — and its end resets EVERY gauge (`burstLocked(unit)` takes no element). 神经 applies the stun (operators) / 3 麻痹 (enemies) before its damage, 侵蚀 its DEF cut before its damage; the operators' 凋亡 burst holds 阻回 (`noSp`: `skills.js gainSp` refuses SP of every kind — time, attack, hurt, granted) + 静默, −1 SP/s and 100 arts/s.
- **The gauge on screen** (official display: one icon, the "当前损伤元素"): `damage.js elementView(u, now)` → b.snap `elem` (§8.2): the fullest gauge, ties by the official element id (`constants.js ELEMENT_ORDER`: 神经 < 侵蚀 < 灼燃 < 凋亡); during a 爆发冷却 the bursting element, refilling over the cooldown. `interp.js` appends it to the unit's tuple; `units.js` draws it — **superseded by §20.8**: a row under the unit's own HP / SP bars, the element disc (0.15 tile, 8–15 px; operators with the glyph, enemies ×0.8 plain colour) and a white bar of the remaining 元素值 (1 − fill), refilling in the element's colour with a pulsing disc during the 爆发冷却 (v2.3 drew a white ring right of the bars; the procedural atlas `textures.js hudRings` keeps the discs and the redeploy ring), sprites made on first use and hidden when idle. The burst's lock status (`burnBurst`, `neuralBurst` …) is not repeated in the status row while the element icon shows it (only a feed without `elem`, e.g. an older recording, shows it there). [ASSUMED] placement (the official draws it under the model, the remake's bars are above the head) and look (§20.8).
- Recordings (`tools/record-battle.mjs`) carry both keys, so the render demo shows them. Tests: `test/sim/downelem.test.js`, `test/sim/combat.test.js`, `test/render/downring.test.js`, `test/render/interp.test.js`, `test/render/downelem.browser.test.js`.
@@ -792,7 +793,7 @@ Ten reports after playing v2.3 (绝境 on desktop, 标准 on an Android phone in
- **#6 cause**: the 3D board builds only the current view's area, and for the normal / 联防 views it stopped at row 12. act2 m01's own blowers (#001 / #002, the partner's #101 / #102) stand on the separator row 13 facing DOWN into rows 12–10 (level_act2autochess_m01 predefines: (13, 5/9/13/17) and (6, 5/9/11/15), all DOWN, none hidden), so they were never built; the Pixi airflow streaks and the sim were right. **Now** the normal / 联防 field rects are rows 6–13 and one device rule serves both boards: every active device standing on a built tile is drawn (3D `stageDevices`, 2D `_stageDevices` minus its faded margin). Normal / prep: (13,5) and (13,9) above the lanes, and the boss field's (6,5) / (6,9) on the wall under the bench; 联防 adds (13,13) and (13,17); 最终攻势 / 隐秘核心: (6,5), (6,9), (6,11), (6,15).
- **#6, the boss field's machines under the bench**: the integration QA hid the row-6 blowers (6,5) / (6,9) in the normal / 联防 views (reading the official shop camera as putting that wall under the shop bar); the user's follow-up, first-hand — "吹风机原版道中也该有" — puts them back: the official normal rounds show them, so every view draws every device on its built tiles again (the rule above, as the workstream had it). Their airflow covers drawn tiles only, so it shows in the Final Assault view. Unchanged (cosmetic, pre-existing): the official normal view also shows the partner's half beside the own field (its row-13 machine (13,13) at the top right); the remake builds the own half only.
- **#7 cause**: every legality check of a boss round's prep read the normal field (board (10–12, 8) = tile_forbidden) — `board.js buildDeployMap`, the client's `canPlace` / highlights, the bot and the invariants — while the pieces stand on the player's half of the boss field, where (3–5, 8) and (3–5, 12) are tile_fence_bound (low ground, buildable ALL, fly-only passable). **Now** `buildDeployMap(stage, { field })` takes `'normal' | 'bossL' | 'bossR'` (board row = boss-field row + `BOARD_ROWS_ABOVE_BOSS` 7; the right-hand player mirrored col c → 20 − c, research 09 §1.2 ConvertChessPositionInfoToBossMap); `Match.bossGroupOf` is the one pairing lookup (`deployFieldOf`, `nextEnemiesFor`, the bot); `Match.startRound` plans the round's enemies before `PlayerState.startRound`, so R14 → R15 re-checks boss-half pieces on the boss field (they used to be withdrawn with 地形变化; rngWaves is used only there, no random stream changes); a quit before the boss fight re-pairs and re-checks at once; the client's `gameLogic.deployFieldOf` feeds `placementContext({ field })`. Operators on the fence tiles hit the huge boss (§19.4); ground enemies cannot walk onto those tiles.
- **#7 cause**: every legality check of a boss round's prep read the normal field (board (10–12, 8) = tile_forbidden) — `board.js buildDeployMap`, the client's `canPlace` / highlights, the bot and the invariants — while the pieces stand on the player's half of the boss field, where (3–5, 8) and (3–5, 12) are tile_fence_bound (low ground, buildable ALL, fly-only passable). **Now** `buildDeployMap(stage, { field })` takes `'normal' | 'bossL' | 'bossR'` (board row = boss-field row + `BOARD_ROWS_ABOVE_BOSS` 7; the right-hand player mirrored col c → 20 − c, research 09 §1.2 ConvertChessPositionInfoToBossMap); `Match.bossGroupOf` is the one pairing lookup (`deployFieldOf`, `nextEnemiesFor`, the bot); `Match.startRound` plans the round's enemies before `PlayerState.startRound`, so R14 → R15 re-checks boss-half pieces on the boss field (they used to be withdrawn with 地形变化; rngWaves is used only there, no random stream changes); a quit before the boss fight re-pairs and re-checks at once; the client's `gameLogic.deployFieldOf` feeds `placementContext({ field })`. Operators on the fence tiles hit the huge boss (§19.4) but block no ground enemy there (§21.23); ground enemies cannot walk onto those tiles.
- **Audit** (all 11 stages × normal / 联防 / boss L / boss R, server = client = builder deployTiles = the raw level files, except the 深水区 refusal and the 特制水上平台 exception of §21.3): the only wrong tiles were act2 m01's six boss tiles; on every stage normal-legal ⊆ boss-legal and boss L = boss R, also under every map card, so R13 → R14 and R14 → R15 move nothing. act2 m01 now deploys 13 melee + 3 ranged-only tiles on the normal board and 16 + 3 on each boss half. Devices: 3D = 2D for every stage × view; act1 m05's 特制水上平台 are ×64 (16 per normal half, 32 on the boss field). The DOM fallback board (`ui/fallbackField.js`, no WebGL / `?render=fallback`) draws the player's boss half in the boss prep too — `screens/game.js` now hands it the `bossPrep` camera, which it maps through `gameLogic.fieldTile` on the own board's layout (integration QA: it drew the normal field's walls under legal highlights). Limitations: `Match.unitStats` previews on the normal field (stats only); 射击台 stays ranged-only [ASSUMED].
- Tests: `test/match/playtest5-deploy.test.js` (incl. boss → boss R14 → R15 and the fallback board), `test/render/playtest5-maps.test.js` (every device on a built tile in every view, the row-6 machines under the bench included), `test/ui/playtest2.test.js`; browser (opt-in) `test/render/board3d.browser.test.js` (area key '6,13,0,10').
@@ -1114,9 +1115,9 @@ In SETTLE it is the field the last battle left on screen. In prep without watchi
## 21. Player feedback after 0.1.0 (v0.1.1)
Twenty-seven reports after the public 0.1.0 release (2026-10-02), relayed by the user in five batches; most were not tested by the user. Verdicts: **real** (fixed), **partly** (the rule was right, what a player sees was wrong or a related part was wrong — fixed), **not real** (not reproduced; tests lock the rule). Where each is handled: batch 1 — #1 拉普兰德's "获得该干员后该回合的首次刷新" should stack 叙拉古 → §21.1 (real); #2 late bounty enemies offered in early bounty drafts → §21.2 (real); #3 the water pool map: operators deployable in the water, 突袭 operators land in it → §21.3 (real); #4 昆图斯's 突变细胞 gone after one use → §21.1 (real: not consumed); #5 转译基底 does not transform → §21.4 (real); #6 凯瑟琳's three upgrade items shown wrong → §21.2 (real); #7 鸭爵's 圆仔 blockable, audit the other 鸭爵 enemies → §21.5 (real); #8 深池逐火战士's 怨恨的余烬 cannot be killed → §21.4 (real); #9 tacticians (伺夜) can place the tactical point outside their attack range → §21.3 (real); #10 bots too dumb, smarter without more CPU → §21.6 (real). Batch 2 — B1 奥术 not working → §21.7 (partly: the bond works, 标准 switches it off); B2 源石溶剂 white + white → gold, then an extra white → §21.7 (not real); B3 维娜·维多利亚 S3 summons one 黄金盟誓 → §21.8 (real); B4 玛恩纳's skill deals no damage → §21.8 (real, on flying waves); B5 薄绿 can pull flying enemies → §21.9 (real). Batch 3 — C1 the hidden leader's "造成50%伤害" broadcast before the fight → §21.10 (real); C2 变形同构体 + class item: the bond member count excludes the wearer → §21.11 (partly: display only). Batch 4 — D1 信仰搅拌机: 源石溶剂's HP drain should trigger S3 → §21.12 (real); D2 野鬃's skill sometimes pushes the wrong way → §21.13 (real); D3 special 源石虫 all drawn as the plain one → §21.14 (partly); D4 暴鸰's bombs do not drop properly → §21.14 (partly); D5 the originium-floor map's lower route should cut diagonally from row 4 to row 3 → §21.15 (real). Batch 5 — E1 烛煌 S3's attack range does not change → §21.16 (partly: the card); E2 medics that block a roaming leader stop healing and attack it → §21.17 (not real); E3 卡涅利安's attack is not a true AoE → §21.18 (real).
Thirty-two reports after the public 0.1.0 release (2026-10-02), relayed by the user in six batches; most were not tested by the user. Verdicts: **real** (fixed), **partly** (the rule was right, what a player sees was wrong or a related part was wrong — fixed), **not real** (not reproduced; tests lock the rule). Where each is handled: batch 1 — #1 拉普兰德's "获得该干员后该回合的首次刷新" should stack 叙拉古 → §21.1 (real); #2 late bounty enemies offered in early bounty drafts → §21.2 (real); #3 the water pool map: operators deployable in the water, 突袭 operators land in it → §21.3 (real); #4 昆图斯's 突变细胞 gone after one use → §21.1 (real: not consumed); #5 转译基底 does not transform → §21.4 (real); #6 凯瑟琳's three upgrade items shown wrong → §21.2 (real); #7 鸭爵's 圆仔 blockable, audit the other 鸭爵 enemies → §21.5 (real); #8 深池逐火战士's 怨恨的余烬 cannot be killed → §21.4 (real); #9 tacticians (伺夜) can place the tactical point outside their attack range → §21.3 (real); #10 bots too dumb, smarter without more CPU → §21.6 (real). Batch 2 — B1 奥术 not working → §21.7 (partly: the bond works, 标准 switches it off); B2 源石溶剂 white + white → gold, then an extra white → §21.7 (not real); B3 维娜·维多利亚 S3 summons one 黄金盟誓 → §21.8 (real); B4 玛恩纳's skill deals no damage → §21.8 (real, on flying waves); B5 薄绿 can pull flying enemies → §21.9 (real). Batch 3 — C1 the hidden leader's "造成50%伤害" broadcast before the fight → §21.10 (real); C2 变形同构体 + class item: the bond member count excludes the wearer → §21.11 (partly: display only). Batch 4 — D1 信仰搅拌机: 源石溶剂's HP drain should trigger S3 → §21.12 (real); D2 野鬃's skill sometimes pushes the wrong way → §21.13 (real); D3 special 源石虫 all drawn as the plain one → §21.14 (partly); D4 暴鸰's bombs do not drop properly → §21.14 (partly); D5 the originium-floor map's lower route should cut diagonally from row 4 to row 3 → §21.15 (real). Batch 5 — E1 烛煌 S3's attack range does not change → §21.16 (partly: the card); E2 medics that block a roaming leader stop healing and attack it → §21.17 (not real); E3 卡涅利安's attack is not a true AoE → §21.18 (real). Batch 6 — F1 坚固维式重锤's lock does not work → §21.21 (partly: the lock works; it was once per battle, now once per deployment as the user settled, and an M3茧甲 equipped first took the first lethal hit); F2 a free 谢拉格 uses up 休露丝's discount → §21.21 (not real); F3 蒂比 still hit after taking off → §21.22 (real); F4 深巡 on a fenced tile does not attack → §21.23 (not real; a fence blocking fault found on the way is fixed); F5 突袭 operators land on a knocked-out operator's body → §21.24 (real). Two hardening fixes are credited to pull requests (PR #2, PR #7) → §21.25.
Eighteen workstreams (WA–WR, each on its own branch from master 7f13473) were merged into `feedback1` in the order WB, WA, WE, WD, WC, WI, WM, WN, WO, WL, WG, WH, WJ, WK, WP, WR, WQ, WF, then WB's follow-up from 66 screenshots of 22 matches (bounty lists, the 机密商店 and 战术决策 with repeats) after QA; data/*.json was rebuilt by `tools/build-data.mjs --offline` after every builder merge, never hand-merged. The integration fixed a bug already in 0.1.0 (a 联防 battle timed out during 隐德来希 S3 reported its 心烛 as leaks, so the server refused an honest client result — candles carry `mem.noLeak`), the last review of the transform workstream (form fx were still dropped by the render engine), every cross-workstream note worth doing with a primary source, and reconciled the bot with the merged rules — §21.19. §21.20 lists the settled decisions and what stays [ASSUMED]. Normative lines rewritten with it: §2 (`grid.js`), §3 (the effective `buildable`, the 深水区, range-bound summons, 攻击距离 vs skill ranges), §5.2 (`liveRangeGrid`, `form`), §5.3 (stealth vs area damage, the 奥术 refresh), §5.4 (`kill` / `death`, `foesInRadius`, `loseHp` vs damage, 静态刚体), §5.5 (healers that block, `rangeAoe`, armed enemies, results), §5.6 (TAKE_DAMAGE, `noRangeExtend` / `showOwnRange`, the profession splash radii), §6.2 (rewardOffer, piece `meta.round`, summons in range, returned equipment), §6.3 (变形同构体), §6.6 (the bot), §7 (bounty drafts, 鸭爵, knock-out forms), §8.2 / §8.3 (fx `form`, `m.ticker`, `range`, UnitInfo `items` / `form`, the stealth bit, rewardOffer), §9 (forms, alias tint), §10 (offers, ticker, 本局禁用), §13 (`spine/enemy`), §14 (ground pathing, boss tickers, the runner's form fx), §16, §17.3, §18.5, §18.6 #10, §19.1, §19.7, §20.1, §20.3, §20.6, §20.9.
Eighteen workstreams (WA–WR, each on its own branch from master 7f13473) were merged into `feedback1` in the order WB, WA, WE, WD, WC, WI, WM, WN, WO, WL, WG, WH, WJ, WK, WP, WR, WQ, WF, then WB's follow-up from 66 screenshots of 22 matches (bounty lists, the 机密商店 and 战术决策 with repeats) after QA, then batch 6's four in the order WS, WU, WT (on WI's branch), WV (on WC's); data/*.json was rebuilt by `tools/build-data.mjs --offline` after every builder merge, never hand-merged. The integration fixed a bug already in 0.1.0 (a 联防 battle timed out during 隐德来希 S3 reported its 心烛 as leaks, so the server refused an honest client result — candles carry `mem.noLeak`), the last review of the transform workstream (form fx were still dropped by the render engine), every cross-workstream note worth doing with a primary source, and reconciled the bot with the merged rules — §21.19. §21.20 lists the settled decisions and what stays [ASSUMED]; batch 6 and the pull-request fixes follow it (§21.21–§21.25). Normative lines rewritten with it: §2 (`grid.js`), §3 (the effective `buildable`, the 深水区, range-bound summons, 攻击距离 vs skill ranges), §5.2 (`liveRangeGrid`, `form`), §5.3 (stealth vs area damage, the 奥术 refresh), §5.4 (`kill` / `death`, `foesInRadius`, `loseHp` vs damage, 静态刚体), §5.5 (healers that block, `rangeAoe`, armed enemies, results), §5.6 (TAKE_DAMAGE, `noRangeExtend` / `showOwnRange`, the profession splash radii), §6.2 (rewardOffer, piece `meta.round`, summons in range, returned equipment), §6.3 (变形同构体), §6.6 (the bot), §7 (bounty drafts, 鸭爵, knock-out forms), §8.2 / §8.3 (fx `form`, `m.ticker`, `range`, UnitInfo `items` / `form`, the stealth bit, rewardOffer), §9 (forms, alias tint), §10 (offers, ticker, 本局禁用), §13 (`spine/enemy`), §14 (ground pathing, boss tickers, the runner's form fx), §16, §17.3, §18.5, §18.6 #10, §19.1, §19.7, §20.1, §20.3, §20.6, §20.9; with batch 6: §3 (fenced tiles), §5.3 (`liftoff`), §5.4 (`fatal`, `ignoreSelect`, `redeploy`), §5.5 (bodies and redeploys, blocking, enemy AI), §6.4 (`onBuy`, the item snapshot), §8.2 (`down` row, col), §18.3, §19.7.
### 21.1 拉普兰德's first refresh; 突变细胞 is not consumed (#1, #4) — `sim/content/garrisons/meta.js SERVER_GAIN_BOND_LAYER_BY_REFRESH_CNT`, `match/PlayerState.js pieceRoundCount / bumpPieceRoundCount / _mergeChess / transformChess`, `match/effectsMeta.js ctx.pieceCounter / incPieceCounter / transform`, `match/builtinMeta.js char_chess_transformation_equip`, `match/bot.js cellTarget / makeHandRoom`, `tools/build-data.mjs ITEM_RULES`, `ui/detailPanel.js ItemDetail`
@@ -1333,11 +1334,12 @@ Settled by the user:
|---|---|---|
| A tactician re-oriented in place (§21.3) | a range-bound summon still inside the new range stays; one outside goes back to its stack (user-confirmed 2026-10-03; PRTS only says a MOVED owner resets every summon) | `PlayerState._liftOutOfRange` lifting every range-bound summon of a re-oriented owner |
| Bounty drafts (§21.2) | the official structure of each round from the user's 66 screenshots of 22 matches (R3 fixed sets, R9 boss groups, R11 seen 7-card lists; no multi-round card in a draft) | add a newly seen set / group / list to `tools/build-data.mjs BOUNTY_INITIAL_SETS / BOUNTY_BOSS_GROUPS / BOUNTY_HUNTER_GROUPS` and rebuild |
| 机密商店 / 战术决策 repeats (§21.2) | the same card can be offered twice, as officially (the user: "机密商店按官方改成可以重复吧", "战术决策也按官方改成可以重复吧"); R11 机密商店 = two VI, ≥ 1 V, ≥ 1 盟约之币 | `choices.json shopDraft` / `tacticDraft` removed (choices.js falls back to the previous draws, still with replacement) |
| 机密商店 / 战术决策 repeats (§21.2) | the same card can be offered twice, as officially (the user, 2026-10-03: "机密商店按官方改成可以重复吧", "战术决策也按官方改成可以重复吧"); R11 机密商店 = two VI, ≥ 1 V, ≥ 1 盟约之币 | `choices.json shopDraft` / `tacticDraft` removed (choices.js falls back to the previous draws, still with replacement) |
| 坚固维式重锤's scope (§21.21) | one 不死 lock per DEPLOYMENT: the carrier's own redeploy (after a knock-out, a 突袭 retreat + redeploy) re-arms it and ends a window still running (the user, 2026-10-03: "每次部署一次"; the text says only 首次) | `content/items/battle.js hammerAcquire`: drop its `deploy` handler (one lock per battle) |
| Multi-round bounties (§20.6, unchanged) | last two battles — now only 教鞭's card | `server/match/choices.js MULTI_ROUND_BOUNTY_BATTLES = null` |
| §20.9's decisions | unchanged (start-deploy summons, 凯瑟琳's hand card, every blocker hits, the collider reach, the elite to the board, the fixed leader pool, the watched bond strip) | as §20.9 |
Official since this release (each with its source in its section): 突变细胞 not consumed (§21.1); the 深水区 refuses deployment and a tactical point stays in range (§21.3); the knock-out forms and kill accounting (§21.4); 圆仔 / 鸭爵 unblockable, +300 % speed, swaps in leader rounds, lpr 1 (§21.5); 标准's 本局禁用 bonds (§21.7); 维娜's lions on every free tile, 玛恩纳 S3 可对空 and his per-kill rule (§21.8); 静态刚体 (§21.9); the per-round BOSS_HIT share and the priority strip (§21.10, §21.19); the 变形同构体 member (§21.11); 源石溶剂 as damage, 信仰搅拌机's counters, the BUFF-damage enemies (§21.12); 野鬃's directional push and 琳琅's radial coins (§21.13); 暴鸰's drop (§21.14); diagonal routes (§21.15); 烛煌 S3's splash, 攻击距离 vs 信仰搅拌机 S3 (§21.16); medics heal while blocking (§21.17); 阵法术师 / 轰击术师 strike all in range (§21.18); area damage vs 隐匿, the splash radii, 阿罗玛's shared mark, 奥术法阵 on 炎佑, 重生 cooldowns, the 自行炮, 琳琅's coin range, 阿戈尔's 物理流失, no status on a 无敌 + 无法选中 unit, 余 S2 vs 自缚, 信仰搅拌机 S2 with too few bullets (§21.19); the R11 机密商店 composition and repeats in the 机密商店 and the 战术决策 (§21.2).
Official since this release (each with its source in its section): 突变细胞 not consumed (§21.1); the 深水区 refuses deployment and a tactical point stays in range (§21.3); the knock-out forms and kill accounting (§21.4); 圆仔 / 鸭爵 unblockable, +300 % speed, swaps in leader rounds, lpr 1 (§21.5); 标准's 本局禁用 bonds (§21.7); 维娜's lions on every free tile, 玛恩纳 S3 可对空 and his per-kill rule (§21.8); 静态刚体 (§21.9); the per-round BOSS_HIT share and the priority strip (§21.10, §21.19); the 变形同构体 member (§21.11); 源石溶剂 as damage, 信仰搅拌机's counters, the BUFF-damage enemies (§21.12); 野鬃's directional push and 琳琅's radial coins (§21.13); 暴鸰's drop (§21.14); diagonal routes (§21.15); 烛煌 S3's splash, 攻击距离 vs 信仰搅拌机 S3 (§21.16); medics heal while blocking (§21.17); 阵法术师 / 轰击术师 strike all in range (§21.18); area damage vs 隐匿, the splash radii, 阿罗玛's shared mark, 奥术法阵 on 炎佑, 重生 cooldowns, the 自行炮, 琳琅's coin range, 阿戈尔's 物理流失, no status on a 无敌 + 无法选中 unit, 余 S2 vs 自缚, 信仰搅拌机 S2 with too few bullets (§21.19); the R11 机密商店 composition and repeats in the 机密商店 and the 战术决策 (§21.2); M3茧甲's revive after every 不死 (§21.21); 起飞 = 对地规避 (§21.22); no ground blocking from a fenced tile (§21.23); a knocked-out operator keeps its tile and redeploys there, rule 3 included (§21.24).
Still [ASSUMED] (each in its section):
- §21.1: an elite merged this round keeps its copies' refresh count; a 拉普兰德 re-bought after a sale fires again; a 6阶 突变细胞 carrier becomes another 6阶.
@@ -1357,5 +1359,48 @@ Still [ASSUMED] (each in its section):
- §21.16: the 技能范围 areas on the card, extra content tiles not drawn, the 全场 / 6 × 7 thresholds, the bonus on a dodged hit.
- §21.18: no target cap; damage at the attack instant; the beam look.
- §21.19: the 奥术法阵 rider ending with its carriers; the 自行炮's immunity window = its bombardment.
- §21.21: the 阿戈尔 devour and the carrier's own 源石溶剂 spend the lock; kits' own savers before the item's 不死; M3茧甲 before 埃芒加德; a running window ends with its deployment; a free pick or grant is no 购买; a 谢拉格 already priced ≤ 1 still counts as the round's first.
- §21.22: a ground enemy's shot in flight when 蒂比 takes off lands on nothing; ground-enemy auras still apply; 流失 DoTs keep ticking.
- §21.23: air blocking (blockFly) on a fenced tile stays; the gate reads ground passability.
- §21.24: the body goes home once, at the knock-out, only when its home is free; 初始位置 = the board pieces of every player on the field; 歌利亚头盔 ignores bodies; a withdrawn operator leaves no body.
Not done (noted, no primary source or out of scope): whether 华法琳 S2's 流失 can kill an ally (§21.17); 伊利昂的木驮兽's `Full` skin (§21.14); the render-demo recording `public/dev/recordings/normal-a1m04.json` still shows 战场#04's old L-shaped lower route (display only).
Not done (noted, no primary source or out of scope): whether 华法琳 S2's 流失 can kill an ally (§21.17); 伊利昂的木驮兽's `Full` skin (§21.14); the render-demo recording `public/dev/recordings/normal-a1m04.json` still shows 战场#04's old L-shaped lower route (display only); M3茧甲's "同名装备的效果不可叠加" (two copies give two revives, a + b three) and two own 坚固维式重锤 giving a 16 s lock; the M3茧甲 / 埃芒加德 revive in PRTS's form (退场, then a 0-time / 0-cost redeploy) and a status icon for the 不死 window (§21.21); 深巡 S2's nearest-first order (§21.23); 【盲信之誓】 hurting once per chain (PRTS "多条锁链的伤害不叠加") and the “帝国的甲胄” barrage's timing (§21.22's audit).
### 21.21 坚固维式重锤's lock, once per deployment; 休露丝's discount (F1, F2) — `content/items/battle.js hammerAcquire / PRIO_REVIVE / PRIO_RESPAWN`, `content/bands/battle.js PRIO_BAND_REVIVE`, `content/bands/meta.js` (休露丝), `match/PlayerState.js buy / pickReward`
- **F1 seen**: "维多利亚坚固锤子的锁血没生效". **Official** (act2autochess eff_acarm043 / eff_acgarm043): "首次受到致命伤害时生命值不低于1,持续8秒", `undeadable_duration` 8 (the latest upstream data agrees; PRTS still prints the act1 15 s); 异常效果 不死 "重设常规生命值时不会使其低于1".
- **Measured on 0.1.0, the lock works**: every HP loss of a unit without a boss pool fires `fatal` (hits of every type, element bursts, 无来源 damage, `loseHp` 流失) — on every visible chess against scaled real enemies, in forced-hammer bot matches and in the browser's local battle.
- **Why it looked missing**: it was once per battle — the hammer state lives on the unit, which a redeploy reuses, so a carrier knocked out after its lock came back with none (forced-hammer co-op matches, 3 绝境 + 4 困难: 27 of 382 carrier knock-outs); the 阿戈尔 battle-start devour (a lethal hit on the operator in front: 10 of 179 locks on 绝境) and the carrier's own 源石溶剂 spend it; with an M3茧甲 equipped first, its revive (same priority, registered first) took the first lethal hit.
- **Now**: once per **deployment** — the user's first-hand memory of the official mode (2026-10-03, "每次部署一次"; the text says only 首次 where M3茧甲 says 一场战斗 and 拉特兰桥夹 每次部署): the carrier's own non-initial `deploy` (the redeploy after a knock-out, a 突袭 retreat + redeploy) re-arms the lock and ends a window still running. The `fatal` order is kits' own savers (10 … −60) → items' 不死 `PRIO_REVIVE` −100 → items' 复活 (M3茧甲) `PRIO_RESPAWN` −101 → 埃芒加德 −110: PRTS (M3茧甲 / 埃芒加德 / 阿戈尔 备注) "“复活”的实现方式为:受益者因移动之外的原因退场时下次部署的再部署时间和费用归零" — a revive acts on a knock-out, which a 不死 prevents. No status icon shows the 8-s window (the client has none for 不死; a one-shot fx marks the lock).
- **F2 seen**: a 谢拉格 taken from the promotion reward used up 休露丝's "每回合购买的首名<谢拉格>干员消耗资金为1". **Not real**: only `g.buy` dispatches `onBuy`, where every 购买 counter lives (休露丝, 玛恩纳, 升华, 整备); the promotion reward, 寻呼模块's pick and the 拟态物质 / 紧急调度券 / 简易通讯机 grants never touch it (pinned through real intents; META `onBuy`). Buying the copy that completes a merge uses it, as it should.
- [ASSUMED]: §21.20.
- Tests: `test/content/feedback1f-hammer.test.js` (per deployment, a retreat + redeploy, the devour, the M3茧甲 order), `test/match/feedback1f-sciurus.test.js`.
### 21.22 蒂比's 起飞 is 对地规避 (F3) — `sim/targeting.js evadesGround / canTargetAlly`, `sim/damage.js liftoffEvades` (DamageInfo `ignoreSelect`), `Battle.applyStatus / _blockerFor`, `buffs.js` (`liftoff`), `kits/tier2.js LIFTOFF_FLAGS`, `kits/tier5.js` (隐德来希), `content/enemies.js`, `content/bosses.js`
- **Seen**: after 蒂比 took off, enemies still hit her. **Real**: 起飞 was `unit.ground = false`, which freed her from melee enemies only; ranged ground enemies kept shooting her and their areas and statuses kept landing (46 of 241 enemy types hit her while airborne; the client replica the same).
- **Official**: ba.liftoff "不阻挡地面敌人且不会被地面敌人攻击,可以阻挡飞行敌人"; PRTS 术语释义: 起飞 includes 对地规避, a 无法选择 effect only selectors whose 行动方式 is ground respect, and she keeps a ground 行动方式; PRTS 异常效果: direct picks and abilities that "无视无法选择" are not stopped (these effects act "仅在选择时"); PRTS 作战机制: an AoE judges only selectable units.
- **Now**: 起飞 is the skill flag `liftoff` (S1 and S2, normal and elite). No ground enemy (not `Unit.isFlying`) selects her — normal attacks, ability picks, 周围四格 additions, chains, bounces, shells, the “帝国的甲胄” barrage, 鼠王's 沙狱, 烹泉's blast and steam, ground zones (集团军重型火炮's 燃烧区域 is "不可对空", 迷彩 alone exempted) and their statuses; the pipeline refuses a ground enemy's damage on her before the `hit` hook, so a refused hit neither sets off her S2 nor restarts 片场工作指南. She blocks flyers only; flyers, 近地悬浮 and 浮空 enemies still attack her with no 对空 check; she stays a ground unit (污染秽蚀 at the low-ground 50/s; 隐德来希 S2's 血镰 on her cuts air).
- **Still reaches her** (no selection — DamageInfo / `applyStatus` `ignoreSelect`, or 无来源): the "无视无法选择" abilities (【污染秽蚀】, 【盲信之誓】, 萨卡兹悖谬暴虐兵长's 暴击 splash — her 片场工作指南 may dodge it); 碎铳之簧's counter on its attacker; the 刺胄之弹 / 剑 / 锤 blasts (flying units); the ticks of a debuff a ground enemy put on her before take-off (出血, 沙狱, burning, 淤困, 【自然涌动】 — their mods stay); sourceless damage (毒雾, the chimera aura, 源石溶剂).
- [ASSUMED]: §21.20. Audit: 蒂比 is the mode's only 起飞 / 对地规避 operator; outside F3, ranged enemies still pick invulnerable allies (锏 S3, 泥岩 S3) and enemy splash still hits 隐匿 allies (§19.1).
- Tests: `test/sim/feedback1f-liftoff.test.js` (13), opt-in `test/render/feedback1f-liftoff.browser.test.js` (`RENDER_E2E=1`), `kits_t1t2` / `kits_alt_t2`.
### 21.23 深巡 on a fenced tile; fenced units block no ground enemy (F4) — `sim/Battle.js _blockerFor`
- **Seen**: "干员深巡放在围栏围着的地块里不会主动攻击". **Official**: the fenced tiles are 围墙 (`tile_fence_bound`, "可放置近战单位,敌方无法进入") and 围栏 (`tile_fence`, "不可以通行") — LOW, buildable ALL, passable to flyers only; PRTS 围墙 / 围栏 地形机制 "部署在其中的单位,若当前阻挡类型为'地面阻挡'则无法阻挡敌人"; 深巡 is a 哨戒铁卫 ("能够阻挡三个敌人,可以进行远程攻击", range 2-2); defender skills fire "受到伤害时" (PRTS 卫戍协议/帮助).
- **Not reproduced**: from a fenced tile she attacks every targetable enemy on her range tiles — every deployable fenced tile of the 7 stages that have them, every direction facing walkable ground, normal and elite; the Final Assault halves and 联防; a real Match; the browser's battle (7 attacks, 1977 damage). Targeting reads range tiles only (no path or line-of-sight condition).
- **Likely what players saw** (official): in some directions her 3-tile line faces only fence or forbidden tiles; 阻隔工事 crates hold some fenced tiles from the start (act1 m01: 3 of each 6-tile block; act1 m04, act2 m03); nothing hits her there, so her skill rarely fires; an own-tile melee unit never attacks from a fenced tile.
- **Fixed** (found while checking F4): a push or pull stops an enemy at the fence edge, 0.5 from the fenced unit — inside the 0.7071 ground radius — and 0.1.0 let that unit block it (薄绿 S2 on a fenced tile held the enemies she dragged). `_blockerFor` now refuses ground blocking from a tile ground units cannot pass (on the stages exactly the `b` tiles).
- [ASSUMED]: §21.20. Tests: `test/sim/feedback1f-fence.test.js`; PLAYING §10 tip.
### 21.24 Knocked-out operators keep their tile (F5) — `sim/Battle.js downOn / restTile / _layBody / isReservedTile / redeploy / _checkRedeploys / _downState / snapshot`, `sim/units.js body`, `content/bonds/addon/battle.js` (突袭, 不屈), `content/bonds/core.js` (阿戈尔), kits tier1 / 3 / 4 free-tile helpers, `render/interp.js`, `render/units.js setDown`
- **Seen**: "突袭盟约的干员会移动到濒死干员的尸体上". **Real**: a knocked-out operator left the occupancy map at once and only its home tile stayed reserved — a 突袭 member that fell after its jump lay on its landing tile, which the next jump picked; a timed redeploy came back on its home, where a teammate that had jumped there lay (96 real battles: 6 placements on a body; the shared boss field mirrored: 38).
- **Official** (PRTS 卫戍协议/帮助 §作战阶段 单位部署): "干员退场后…原地留下一个“倒地干员”…满足再部署条件时,移除场上的该倒地干员并自动部署至该位置"; "倒地干员所在地块视为可部署,但所有我方单位在此处的部署行为将被阻止"; "若干员被击倒的位置为其他干员或召唤物的初始位置,则在被击倒后,尝试返回其自身的初始位置". The 突袭 text "再部署至一名地面敌人周围" adds no tile rule.
- **Now**: a knocked-out operator lies on `body` — where it fell, or its own home when it fell on another board piece's home and its home is free (x / y / tile keep where it fell for the 被击倒时 handlers). Every redeploy comes back there (timed, 不屈, 阿戈尔); a withdrawn operator still comes back home. `downOn`: `_deploy` (redeploys, the 突袭 landing, summons), `spawnDevice` and `relocate` refuse the body tile for every ally; `isReservedTile` reports it, so the 突袭 landing, tactical points, summon / device pickers and 维娜's lions skip it. b.snap `down` carries the tile (§8.2) and the client draws the body there; WAIT_TILE matches the `_checkRedeploys` hold-back and is a safeguard. After the fix: 0 placements on a body in 526 jumps. **Superseded**: "later redeploys use the board tile" — an operator moved off its board tile (a 突袭 jump, 乌尔比安's anchor) now redeploys where it fell; research 01 §4.3 carries the PRTS quotes.
- [ASSUMED]: §21.20. Tests: `test/sim/feedback1f-downed-tile.test.js`, `test/render/feedback1f-down-tile.test.js`, opt-in `test/render/feedback1f-down-tile.browser.test.js`; `downelem`, `bonds_addon`, `engine-requests`, `robustness` follow the rule.
### 21.25 Hardening credited to pull requests (PR #2, PR #7) — `match/effectsMeta.js dispatch / stillEquipped`, `tools/fetch-assets.mjs shrinkGuard`, `tools/assets/manifest.mjs droppedEntries`
- **The prep dispatcher's equipped items** (pointed out in PR #2, whose 突变细胞 rule is superseded by §21.1): step 5 iterated `holder.items` live while handlers move and destroy pieces — normal 博士投影 destroys itself at the round start (the splice skipped the next item on that holder), 突变细胞 transforms its holder (the next item ran with a holder that was gone). It now walks a snapshot of the owned chess and of each holder's items and runs an item only while it is still equipped on its still-owned holder; a piece gained or equipped meanwhile waits for the next dispatch (effectsMeta header, META §2.2). No shipped item has a second hook on those events, so play is unchanged; a synthetic spy handler pins the rule (`test/match/feedback1-dispatch-snapshot.test.js`).
- **fetch-assets never shrinks the committed manifest by accident** (pointed out in PR #7, whose `data/assets.json`, regenerated on a machine where some downloads failed, was 42 audio entries short — all 42 still resolve upstream): a rebuilt manifest leaves out every entry whose files are missing on that machine. When it would lose an entry of the current `data/assets.json`, the run keeps the current file, prints the entries it would drop (also the report's `droppedEntries` / `manifestWritten`) and exits 1; `--allow-shrink` (or `--prune`) writes it (ASSETS.md; `test/fetch-assets-shrink.test.js`).
+2 -2
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@@ -43,7 +43,7 @@
| 招募价格(按阶级 I–VI) | 2 / 3 / 3 / 3 / 4 / 4 |
| 刷新 | 1 资金 |
| 出售干员 | 任何干员(含精锐)都只返还 **1** 资金 |
| 装备 / 法术 | 调度中心出售除特殊装备外的所有装备:4 把特殊维式重锤(战栗 / 坚固 / 加速 / 灼燃)只来自维多利亚盟约(每 25 层)和洛洛的定制品,突变细胞只来自昆图斯的策略。装备不能出售,整备区里的只能「销毁」(不返还)。已配发的装备锁定在干员身上:只能被第三件装备替换(弹出替换窗口,选择要替换的一件,它会被销毁),或在干员出售 / 合成精锐时退回整备区。**突变细胞**不会用完:战斗结束后装备者被替换为高一阶(最高 VI)的随机普通干员(精锐也一样),突变细胞和它的其他装备退回整备区,可以再次配发给任意干员 |
| 装备 / 法术 | 调度中心出售除特殊装备外的所有装备:4 把特殊维式重锤(战栗 / 坚固 / 加速 / 灼燃)只来自维多利亚盟约(每 25 层)和洛洛的定制品,突变细胞只来自昆图斯的策略。装备不能出售,整备区里的只能「销毁」(不返还)。已配发的装备锁定在干员身上:只能被第三件装备替换(弹出替换窗口,选择要替换的一件,它会被销毁),或在干员出售 / 合成精锐时退回整备区。**突变细胞**不会用完:战斗结束后装备者被替换为高一阶(最高 VI)的随机普通干员(精锐也一样),突变细胞和它的其他装备退回整备区,可以再次配发给任意干员。**坚固维式重锤**首次受到致命伤害时锁血 8 秒,**每次部署一次**:被击倒再部署(或突袭跳跃再部署)后又能锁一次;站在阿戈尔干员身前被开场吞噬、自带源石溶剂掉血时也会用掉这一次 |
| 冻结 | 免费,保留当前所有未买的格子到下一回合;冻结状态下仍可主动刷新 |
| 升级调度中心(1→2 … 5→6) | 险境及以上 5 / 8 / 11 / 12 / 13;同盟标准 5 / 8 / 10 / 11 / 11;独立标准 1 / 1 / 5 / 8 / 10。**每过一回合价格 −1**(最低 0),升级后按下一级的价格重新计算 |
| 其他收入 | 悬赏敌人、盟约「远见」「奇迹」、装备「骑士储蓄罐」、部分策略和特质 |
@@ -70,7 +70,7 @@
- **召唤物手动摆放**:把带可部署召唤物的干员放上棋盘后,它的召唤物会进入整备区(赫默的医疗探机、巫恋的诅咒娃娃、凯瑟琳的 2 个支援装置、浊心斯卡蒂的海嗣、伺夜的狼群、缪尔赛思的流形;同一干员的召唤物叠在一格,不占部署位),像干员一样拖到棋盘上并选方向。凯瑟琳的支援装置给**它面朝的那一格**上的干员加屏障,所以要放在干员旁边、朝向干员。**战术家的援军**(伺夜的狼群、缪尔赛思的流形,也就是选战术点)和官方一样**只能放在召唤者的攻击范围内**:拖动时只有这些格子会亮起;之后在原地给战术家换朝向时,不在新攻击范围里的援军会退回整备区(还在范围里的保持不动;整备区和临时整备区都满、援军无处可退时,这次换朝向不生效并提示「整备区已满」)。撤退或出售干员时它的召唤物一起移除;**移动干员到别的格子时(包括把召唤物拖到干员身上交换位置),它已摆放的召唤物会退回整备区**,需要重新摆放。整备区满时退回的召唤物进入临时整备区,休整期结束还没处理的会在下一回合重新回到整备区。
- 作战中:海嗣、狼群、流形、支援装置开战时就在摆放的位置部署;医疗探机、诅咒娃娃开战时也在摆放的位置免费部署一次(持续 10 / 15 秒,和官方一样不需要先开技能),之后所属干员每次发动技能时再次在原位出现;所属干员被击倒、再部署回场时,技能给的那一个如果还没出现,会立刻出现。巫恋退场时诅咒娃娃随之撤退,赫默退场时已出现的医疗探机不受影响。医疗探机、诅咒娃娃、支援装置、海嗣没有摆放就不会出现;狼群、流形(战术家的援军)没有摆放时会在战术点出现。
- **阻挡**看接触:干员阻挡中心距离约 0.7 格以内、与它接触的敌人(地面干员挡不住飞行和近地悬浮的敌人)。敌人卡在两名干员之间时,阻挡它的干员倒下、撤退或被晕眩后,另一名仍与它接触、还有空余阻挡数的干员会**立刻接替阻挡**;都没有空位时敌人才会走掉。迎面走来的敌人会停在干员格子前面。**阻挡了就一定能打到**:任何干员(包括站在近战位的远程干员和召唤物)总能攻击自己阻挡的敌人,不管它在不在攻击范围内、在干员哪一侧,并且优先攻击它(医疗干员除外:咒愈师以外的医疗挡住敌人时照常治疗队友,不会攻击它;「停止攻击」类技能期间也除外;技能原文另有限制的也按原文:普罗旺斯二技能开启时不以生命值高于 80% 的敌人为目标,寒檀二技能的冰凌随机落在攻击范围内的地块上)。
- 开战时干员按**从上到下、从左到右**的顺序部署,召唤物在所有干员之后。被阻挡的敌人先打阻挡它的干员;没被阻挡的远程敌人先打嘲讽等级高的,同级时打最后部署的(召唤物、靠下靠右的干员和刚再部署的干员更容易挨打)。隐匿的干员只会被它阻挡的敌人攻击;**迷彩**(如忍冬三技能期间击倒敌人后、寒芒克洛丝一技能)同样只会被它阻挡的敌人攻击,也显示为半透明,但它不算隐匿(不触发叙拉古等「隐匿时」效果)。叙拉古的隐匿按时(32 秒 + 每层 0.4 秒)结束;忍冬的迷彩按官方持续到她下一次开技能。
- 开战时干员按**从上到下、从左到右**的顺序部署,召唤物在所有干员之后。被阻挡的敌人先打阻挡它的干员;没被阻挡的远程敌人先打嘲讽等级高的,同级时打最后部署的(召唤物、靠下靠右的干员和刚再部署的干员更容易挨打)。隐匿的干员只会被它阻挡的敌人攻击;**迷彩**(如忍冬三技能期间击倒敌人后、寒芒克洛丝一技能)同样只会被它阻挡的敌人攻击,也显示为半透明,但它不算隐匿(不触发叙拉古等「隐匿时」效果)。叙拉古的隐匿按时(32 秒 + 每层 0.4 秒)结束;忍冬的迷彩按官方持续到她下一次开技能。**蒂比起飞**期间只挡飞行敌人,地面敌人不会选她为目标(普通攻击、溅射、技能范围、燃烧区域和减益都落不到她身上);飞行和悬浮敌人、写明「无视无法选择」的效果(如污染秽蚀)照常能打到她,起飞前已挂上的持续伤害也照常跳。
- **技能自动释放**按官方「技能策略」:一般的手动技能在技能就绪、即将攻击 / 治疗且初始攻击范围内有敌人(治疗技能:有受伤的队友)时释放;**带独立技能范围**的技能(如德克萨斯「剑雨」、凛御银灰「御敌的锋锐」、锏「归于宁静」,不含「攻击范围扩大」类)在**技能范围内出现敌人**时就释放,不必先攻击;**重装干员**的手动技能在受到伤害时释放;执旗手 / 战术家 / 吟游者技能就绪即释放,解放者 / 阵法术师在初始攻击范围内有敌人时释放。**自动触发**的技能按其本身规则,例如古米「备用军粮」在身边(技能范围内)有受伤的队友时就会发动,下一次攻击改为治疗该队友(不用先接敌;她的二技能「食粮烹制」是手动技能,按重装规则在受到伤害时释放);塞雷娅「急救」在她即将攻击时、身边有生命不高于一半的队友才发动,这次攻击直接改为治疗;新约能天使二技能的护盾按官方给攻击范围内**仇恨最高**的队友(嘲讽等级高的优先,同级时给最后部署的),不一定是站在最前面挨打的那个。手动技能的自动释放有 3 秒冷却:开战部署后先等 3 秒,之后同一干员两次自动释放至少间隔 3 秒(可充能的技能不会同时放完)。
- **推开 / 拉拽**按官方「力度 − 重量」决定距离:例如野鬃二技能(中等力度)把重量 0 / 1 / 2 / 3 的敌人推开约 2.1 / 1.7 / 0.4 / 0.1 格,重量 4 以上推不动——轻型敌人反而推得更远。野鬃二技能沿她的朝向推开:正前方 45° 以内按上面的距离,身后、侧面或贴身的敌人只被轻推一下(约 0.4 格以内);琳琅诗怀雅三技能的金币则从她身边向外推开,落在她前方 2–4 格的范围(官方「范围2-4」)内的地面敌人和她阻挡的敌人身上。攻击速度最低为 20(沼泽、寒霜等减速叠满时也不会更慢)。
- **元素损伤条**在单位自己的血条正下方:左边是元素图标,白条是剩余的元素值,只有真正爆发时才会耗尽;爆发后条变成元素的颜色、图标闪烁,在冷却期间慢慢回满(这段时间不会再积累元素损伤)。
+1 -1
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@@ -665,7 +665,7 @@ registration order. `battle.off(handle)` / `battle.off(name, fn)` / `battle.offO
| `elementHit` | `{ source, target, dmg }` | before a gauge fill (`dmg.type === 'element'`); mutate `dmg.amount`/`dmg.mul`, set `dmg.cancel` |
| `damaged` | `{ source, target, amount, type, dmg, credit }` | after application (`amount` may be 0 when shielded); element fills too (with their source); 无来源: `source` null, `credit` set |
| `heal` | `{ source, target, amount, opts }` | mutable `amount` |
| `fatal` | `{ unit, source, credit, dmg, amount, prevented }` | HP would reach 0 — set `prevented` (substitutes, kit savers, 不死 / 复活 items, 埃芒加德; 不屈 is a `death` hook). Fired by every HP loss of a unit without a boss pool — hits of any type, element bursts, 无来源 damage, `loseHp` 流失. Order: kits' own savers (10 … −60) → items' 不死 (坚固维式重锤, `PRIO_REVIVE` −100; substitutes −100) → items' 复活 (M3茧甲, `PRIO_RESPAWN` −101: PRTS "复活" acts on a knock-out, which a 不死 prevents) → 埃芒加德 (−110) |
| `fatal` | `{ unit, source, credit, dmg, amount, prevented }` | HP would reach 0 — set `prevented` (substitutes, kit savers, 不死 / 复活 items, 埃芒加德; 不屈 is a `death` hook). Fired by every HP loss of a unit without a boss pool — hits of any type, element bursts, 无来源 damage, `loseHp` 流失. Order: kits' own savers (10 … −60) → items' 不死 (坚固维式重锤 — once per deployment: the carrier's own non-initial `deploy` re-arms it, DESIGN §21.21 — `PRIO_REVIVE` −100; substitutes −100) → items' 复活 (M3茧甲, `PRIO_RESPAWN` −101: PRTS "复活" acts on a knock-out, which a 不死 prevents) → 埃芒加德 (−110) |
| `kill` | `{ killer, victim }` | victim HP reached 0 (a handler may revive by restoring HP) |
| `death` | `{ unit, reason:'killed'|'leak'|'retreat'|'merchant'|'expired'|'forcedExit', killer }` | unit removed (`'forcedExit'`: an operator entering 联防 knocked out, §1.1) |
| `skillStart` / `skillEnd` | `{ unit, skill, reason }` | mutate `skill.ammoLeft` / `skill.timeLeft` in skillStart |
+56 -6
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@@ -15,7 +15,9 @@
// blocker hits what it blocks, push force vs weight, the ASPD floor, the enemies' collider reach, the boss pool floor,
// multi-round bounties lasting two battles, the 联防 counter, the element gauge — and the user's settled decisions; the
// playtest6b follow-up (DESIGN §20.10–§20.13): leader HP and 直接乘算, the elite on the consumed copy's tile, the official
// 999 layer cap (one implementation) and 限伤 300000, the 假想敌:胄 kit — and the normative lines they rewrote.
// 999 layer cap (one implementation) and 限伤 300000, the 假想敌:胄 kit — and the normative lines they rewrote; player
// feedback after 0.1.0 (DESIGN §21, v0.1.1) including batch 6 (§21.21–§21.25: 坚固维式重锤 once per deployment, 起飞,
// fenced tiles, knocked-out bodies, the dispatcher snapshot and the manifest shrink guard credited to PR #2 / PR #7).
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { readFileSync } from 'node:fs';
@@ -301,8 +303,8 @@ test('user playtest #4 (DESIGN §18): picking by tile, timers, 机变 two taps,
assert.deepEqual(ELEMENT_ORDER.slice(0, 4), ['neural', 'erosion', 'burn', 'apoptosis']);
assert.deepEqual({ ...DOWN_STATE }, { COUNTING: 0, WAIT_DP: 1, WAIT_TILE: 2 });
assert.match(DESIGN, /\*\*爆发冷却\*\*/);
// player report F5 after 0.1.0: the entries carry the tile the operator lies on (DESIGN §8.2 follows at integration)
assert.match(DESIGN, /`down: \[\[id, respawnAt \(game s\), respawnTime \(s\), state(, row, col)?\]\]`/);
// player report F5 after 0.1.0 (DESIGN §21.24): the entries carry the tile the operator lies on
assert.match(DESIGN, /`down: \[\[id, respawnAt \(game s\), respawnTime \(s\), state, row, col\]\]`/);
assert.match(SIM, /`burstLocked\(unit\)` in damage\.js/);
assert.match(SIM, /损伤抵抗 = the target's data `epResistance`/);
assert.ok(!/800 phys; no lock/.test(SIM), 'SIM §3: operators\' 侵蚀 locks too');
@@ -618,16 +620,19 @@ test('player feedback after 0.1.0 (DESIGN §21, v0.1.1): every report mapped, th
const sec = (n) => DESIGN.slice(DESIGN.indexOf(`## ${n}.`), DESIGN.indexOf(`## ${n + 1}.`) > 0 ? DESIGN.indexOf(`## ${n + 1}.`) : undefined);
const S21 = sec(21);
assert.match(DESIGN, /## 21\. Player feedback after 0\.1\.0 \(v0\.1\.1\)/);
for (let i = 1; i <= 20; i++) assert.match(S21, new RegExp(`### 21\\.${i} `), `§21.${i}`);
for (let i = 1; i <= 25; i++) assert.match(S21, new RegExp(`### 21\\.${i} `), `§21.${i}`);
const intro = S21.slice(0, S21.indexOf('### 21.1 '));
for (let i = 1; i <= 10; i++) assert.match(intro, new RegExp(`#${i} `), `the intro maps report #${i}`);
for (const r of ['B1', 'B2', 'B3', 'B4', 'B5', 'C1', 'C2', 'D1', 'D2', 'D3', 'D4', 'D5', 'E1', 'E2', 'E3']) assert.match(intro, new RegExp(`${r} `), `the intro maps report ${r}`);
for (const r of ['B1', 'B2', 'B3', 'B4', 'B5', 'C1', 'C2', 'D1', 'D2', 'D3', 'D4', 'D5', 'E1', 'E2', 'E3', 'F1', 'F2', 'F3', 'F4', 'F5']) assert.match(intro, new RegExp(`${r} `), `the intro maps report ${r}`);
assert.match(intro, /Thirty-two reports/);
assert.match(intro, /\(PR #2, PR #7\) → §21\.25/);
const sub = (n) => { const a = S21.indexOf(`### 21.${n} `); const b = S21.indexOf('\n### 21.', a + 5); return S21.slice(a, b > 0 ? b : undefined); };
// settled: the tactician re-orientation (user-confirmed) and the screenshot-based bounty structures
const s2120 = sub(20);
assert.match(s2120, /A tactician re-oriented in place \(§21\.3\) \| a range-bound summon still inside the new range stays[^\n]*user-confirmed 2026-10-03/);
assert.match(s2120, /Bounty drafts \(§21\.2\) \| the official structure of each round from the user's 66 screenshots of 22 matches/);
assert.match(s2120, /机密商店 \/ 战术决策 repeats \(§21\.2\) \| the same card can be offered twice/);
assert.match(s2120, /机密商店 \/ 战术决策 repeats \(§21\.2\) \| the same card can be offered twice[^\n]*the user, 2026-10-03/);
assert.match(s2120, /坚固维式重锤's scope \(§21\.21\) \| one 不死 lock per DEPLOYMENT[^\n]*the user, 2026-10-03: "每次部署一次"/);
assert.ok(!/the remake's never do/.test(sub(2)), '§21.2: the 机密商店 and the 战术决策 repeat');
assert.match(s2120, /MULTI_ROUND_BOUNTY_BATTLES = null/);
// §21.2 = §7 = §20.6 superseded = the data
@@ -670,3 +675,48 @@ test('player feedback after 0.1.0 (DESIGN §21, v0.1.1): every report mapped, th
assert.ok(!/Pushes are radial except 推击手/.test(DESIGN), '§20.3: the push rule follows the client templates');
assert.match(sec(20), /\| 野鬃 S2 \| 中力 directional \(knockback\[dir\], §21\.13\)/);
});
test('batch 6 after 0.1.0 (DESIGN §21.21–§21.25): the hammer per deployment, 起飞, fenced tiles, bodies, the PR fixes — code and docs agree', async () => {
const sec = (n) => DESIGN.slice(DESIGN.indexOf(`## ${n}.`), DESIGN.indexOf(`## ${n + 1}.`) > 0 ? DESIGN.indexOf(`## ${n + 1}.`) : undefined);
// F1: 不死 before 复活, once per deployment (§5.4 = SIM = items/battle.js)
const { PRIO_REVIVE, PRIO_RESPAWN } = await import('../server/sim/content/items/battle.js');
assert.equal(PRIO_RESPAWN, PRIO_REVIVE - 1);
assert.match(sec(5), /\| `fatal` \|[^\n]*坚固维式重锤, once per deployment\) `PRIO_REVIVE` −100 → items' 复活 \(M3茧甲\) `PRIO_RESPAWN` −101 → 埃芒加德 −110/);
assert.match(SIM, /坚固维式重锤 — once per deployment/);
assert.match(PLAYING, /\*\*每次部署一次\*\*/);
// F2: onBuy = a shop purchase (§6.4 = META)
assert.match(sec(6), /`onBuy` = a shop purchase \(`g\.buy`\) only/);
assert.match(META, /\| `onBuy` \| after a shop purchase \(`g\.buy` only\)/);
// F3: the liftoff flag (§5.3 = SIM = buffs.js), blocking and enemy selection (§5.5)
const { FLAG_KEYS } = await import('../server/sim/buffs.js');
assert.ok(FLAG_KEYS.includes('liftoff'));
assert.match(sec(5), /liftoff \(an ally's 起飞, 蒂比's skills: it blocks flyers only and has 对地规避/);
assert.match(sec(5), /an airborne \(起飞\) ally is never a ground enemy's selection/);
assert.match(sec(5), /ignoreSelect \(no selection/);
assert.match(SIM, /camou liftoff` \(/);
// F4: no ground blocking from a fenced tile (§3 = §5.5 = SIM)
assert.match(sec(3), /The fenced tiles \(围墙 `tile_fence_bound` \/ 围栏 `tile_fence`/);
assert.match(sec(5), /A ground enemy is never blocked by a unit standing on a tile ground units cannot pass/);
assert.match(SIM, /blocks no\nground enemy \(PRTS 围墙 \/ 围栏 地形机制/);
// F5: bodies keep their tile (§5.5 = §18.3 = SIM = Battle)
const { Battle } = await import('../server/sim/Battle.js');
for (const f of ['downOn', 'restTile', '_layBody', 'isReservedTile']) assert.equal(typeof Battle.prototype[f], 'function', f);
assert.match(sec(5), /if the tile it lies on is free and DP ≥ cost ⇒ redeploy there/);
assert.match(sec(18), /a safeguard since §21\.24/);
assert.ok(!/2 timer done but the home tile is taken/.test(DESIGN), '§18.3: no home-tile wording');
// PR #2: the dispatcher's item snapshot (§6.4 = META = effectsMeta header)
assert.match(sec(6), /Equipped items run from a snapshot/);
assert.match(META, /The equipped-items step walks a snapshot/);
assert.match(doc('server/match/effectsMeta.js'), /That step walks a snapshot/);
// PR #7: the manifest shrink guard (ASSETS = DATA = the tool)
const { parseArgs, shrinkGuard } = await import('../tools/fetch-assets.mjs');
assert.equal(parseArgs(['--allow-shrink']).allowShrink, true);
assert.equal(shrinkGuard({ a: { b: 1 } }, { a: {} }, {}).write, false);
assert.match(doc('docs/ASSETS.md'), /\| `--allow-shrink` \|/);
assert.match(DATA_MD, /unless `--allow-shrink` \(or `--prune`\) is passed/);
// CHANGELOG 0.1.1 credits both pull requests
const log = doc('CHANGELOG.md');
assert.match(log, /共 32 条,其中 4 条核实后不是问题/);
assert.match(log, /PR #2 指出/);
assert.match(log, /PR #7 指出/);
});