Playtest #5 follow-up: boss-field blowers show in the normal rounds; 联防 timer restart confirmed

- act2 m01: the boss field's row-6 blower machines stand under the bench in the normal and 联防 views again
  (the user: "吹风机原版道中也该有"); the integration-QA filter (BOSS_WALL_ROW) is removed from the 3D and 2D
  boards, so every device on a built tile is drawn in every view, as the workstream had it
- 联防: a knocked-out operator's redeploy timer restarting in full is confirmed by the user ("进联防复活时间确实是
  重新算"); the [ASSUMED] tags in DESIGN §5.5 / §6.1 / §19.3, META §4 and unite.js say so
- DESIGN §19 intro / §19.7 and the docs-consistency assertions updated; 2595 unit tests, all render browser suites green
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sganggs committed 2026-09-30 20:32:47 +08:00
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@@ -45,8 +45,6 @@ export const ROW_KEY = Object.freeze({ blocks: 0, devices: 0.01, surface: 0.02 }
export const boxDepthKey = (cam, row) => -cam.depthOf(0, row + 0.45, 0) * 100;
const ROWS = 19, COLS = 21;
/** The boss field's top wall under the normal field's bench (= board3d/layout.js BOSS_WALL_ROW). */
const BOSS_WALL_ROW = 6;
const PLAYABLE_DIST = 2; // margin tiles farther than this from a playable tile are not drawn
const CLIFF_DEPTH = 0.62; // how far the island's edge faces go down to the ground plane (tiles)
/** Brightness of the board meshes (vertex colour above 1 lifts the mid-grey board art a little). */
@@ -364,9 +362,6 @@ export class TileField {
_stageDevices() {
const list = Array.isArray(this.stage?.devices) ? this.stage.devices : [];
// the boss field's devices (rows ≤ 6, its top wall under the bench included) only in the views of the boss field
// (board3d/layout.js stageDevices: the official normal cameras never show that wall; user playtest #5 item 6)
const bossShown = this.field[0] < BOSS_WALL_ROW;
const out = [];
for (const d of list) {
if (!d || !Array.isArray(d.pos) || !Number.isInteger(d.pos[0]) || !Number.isInteger(d.pos[1])) continue;
@@ -374,10 +369,12 @@ export class TileField {
const active = typeof d.active === 'boolean' ? d.active : !d.hidden;
if (!active) continue;
if (d.pos[0] < 0 || d.pos[0] >= ROWS || d.pos[1] < 0 || d.pos[1] >= COLS || d.pos[0] >= 14) continue;
if (d.pos[0] <= BOSS_WALL_ROW && !bossShown) continue;
const gt = this.grid[d.pos[0]] && this.grid[d.pos[0]][d.pos[1]];
// devices stand on the island (playable tiles + the ring around them, dist ≤ 1 — the 3D board's drawn tiles), not
// on the faded margin; the separator row 13 above the field included (act2 m01's blowers)
// on the faded margin. A device on the field's edge wall is drawn like any other (board3d/layout.js stageDevices):
// act2 m01's row-13 blowers top the field and its row-6 ones stand under the bench in the normal views, as in the
// official normal rounds (user playtest #5 item 6 and its follow-up); the airflow (_drawFlow) only covers drawn
// tiles, so the row-6 machines' shows in the Final Assault view alone
if (gt && (!gt.drawn || gt.scenery || gt.dist > 1)) continue;
out.push(d);
}