feedback3: merge WH — ground operators are melee-position, 叙拉古 rolls on every normal hit, off bonds show as disabled, prep-end items merge next prep

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sganggs committed 2026-10-04 21:26:10 +08:00
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@@ -442,7 +442,7 @@ S→C:
temp: [ Piece | null ], // length 5
board: [ Piece & { row, col, dir } ], // dir ∈ UP|RIGHT|DOWN|LEFT (§3; bench pieces carry none)
deployCap, deployCount,
bonds: [ { bondId, count, active, tier, layers, harmony? /* 调和's +1 is in count, §21.26 */, thresholds, countsHand } ], // sorted: active first, then layers desc
bonds: [ { bondId, count, active, tier, layers, harmony? /* 调和's +1 is in count, §21.26 */, thresholds, countsHand } ], // sorted: active first, then layers desc; an `off` entry (a bond the mode never activates, with members: count only, never active — the strip's grey 本局禁用 disc, bondsMeta.offBondCounts) comes last
effects: [ { id, name, desc, iconKind: 'band'|'choice'|'team'|'item'|'garrison', iconId, counter?, counterText? /* a bounty: 还剩 N 场作战, §20.6 */ } ],
nextEnemies: [ { enemyKey, count, tag, start? } ], // preview of the upcoming round's wave (after waves.js generation); `start` = a leader's spawn tile [row, col] on the boss field (the boss-field prep shows it standing there, community report #12)
stats: { dmgDealt, kills, leaks, gold, refreshes, merges } }
@@ -1111,7 +1111,7 @@ In SETTLE it is the field the last battle left on screen. In prep without watchi
- `ps.bonds` / `ps.layers` are untouched. SETTLE clears the pending gains as it adds them (once), and the next round start clears them too. Since 0.1.3 the 联防 field fights with the same counts: the helpers' battle input takes its bonds from `bondsView()` (`battleInput({ reached: true })`, PRTS §联防阶段 "将以其阵地当前的状态" [ASSUMED] — it used to carry the round-start layers while the strip showed the reached ones); no other rule reads them.
**Data:**
- `m.public players[].bonds = ps.alive ? bondList(gd, ps.bondsView()) : []`: every bond with members, layers or an active tier. It is the same list and order as the player's own `m.private bonds`, minus `thresholds` / `countsHand` (the client reads those from bonds.json).
- `m.public players[].bonds = ps.alive ? bondList(gd, ps.bondsView(), { off: offBondCounts(gd, ps) }) : []`: every bond with members, layers or an active tier (since 0.1.3 also the mode-off bonds with members, `off: true`, last). It is the same list and order as the player's own `m.private bonds`, minus `thresholds` / `countsHand` (the client reads those from bonds.json).
- An eliminated player's list is `[]`, for these reasons:
- nobody can watch them: `g.watch` refuses them and they have no field;
- the result screen reads `m.result`'s own bonds;
@@ -1539,7 +1539,7 @@ Public GitHub issues filed after the 0.1.1 release (2026-10-03), each triaged ag
- **Now**: build-data sets `placement: 'all'` on a chess whose branch trait without module (`branchTraitText`: the trait candidate's text, else the description) contains 可以放置于远程位 — exactly 崖心, 见行者 and 歌蕾蒂娅, normal and elite (6 records, the only data change; `validateAll` allows it on a MELEE record only; module-only text never counts). `positionClass` returns 'all' for them, so the server takes them on every deployable tile — `g.move`, swaps, a merge's elite (`mergeTile`), the terrain re-check (`_evictIllegal`), invariants and audit —, and the client's `piecePosition` 'ALL' lights the 高台 while dragging; every other melee unit keeps the refusal and its text. The battle keeps position MELEE: on a ground tile they block as before; on a 高台 (`unit.ground` false) they block nothing and attack from there — the sim needed no change (act2 m01, one 萨卡兹枯朽前锋 on the lower lane, 40 s: 歌蕾蒂娅 on (10,4) facing it 2 hits, no block, on (9,5) 12 hits, blocking; 崖心 and 见行者 alike; no errors).
- **Bots** read the record's own position (`basePositionClass`): they still count these units as blockers (`isBlocker`; with the widened class they would not, and on act2 m01 the planner put 歌蕾蒂娅 and 崖心 on the 高台 as non-blockers, leaving 见行者 the only blocker on the road) and plan them on the ground tiles, as in 0.1.1 [ASSUMED]: offered the 高台, the planner still chose road tiles in the cases measured, but the lineup's blocker count assumes they block and a greedy 高台 pick could take a ranged dealer's tile — not benchmarked. `tools/balance.mjs` uses the same blocker test. Tokens are unchanged; the sim's automatic placements (the 突袭 landing tile, summon / device tiles) still treat them as melee, ground tiles only [ASSUMED].
- **Players notice**: 歌蕾蒂娅 can be dragged onto a 高台 (PLAYING §4); there she attacks but blocks nothing. 崖心 and 见行者 get the same rule but are hidden chess this season (`isHidden`, never in the pool, the shop or a 突变细胞 roll), so only 歌蕾蒂娅 is reachable in play; 见行者's elite PUS-X refund (half the DP of a redeploy onto a ranged tile, kits/tier3.js `!unit.ground`) is therefore moot.
- On a 高台 she is not a 地面干员 for the effects that read the tile (`unit.ground`: the 战栗维式重锤 proc, 休谟斯 回收利用, 不屈, the 只攻击地面单位 enemy, 污染秽蚀's 高地 rate), like a ranged operator up there; position-based effects keep her 近战 (精准 tier 2, 诗怀雅's talent) [ASSUMED: the official texts may mean the position class by 地面干员].
- On a 高台 the effects that read the tile (`unit.ground`: the 只攻击地面单位 enemy, 污染秽蚀's 高地 rate) treat her like a ranged operator up there; position-based effects keep her 近战 (精准 tier 2, 诗怀雅's talent) — since 0.1.3 the effects worded 地面干员 too (不屈, the 战栗维式重锤 proc, 休谟斯 回收利用: 地面干员 = the melee position on any tile, see the §23 「地面干员」 subsection; the tile reading 0.1.2 [ASSUMED] here was wrong).
- Normative lines rewritten with it: §3 (placement), §6.6 (the bot); research 03 C2; DATA §2 (`placement`).
- Tests: `test/match/feedback1-placement.test.js` (#32-4: the data rule, cross-checked against character_table when the cache exists; `g.move` onto (10,4) / (11,4) / (12,4) of 战场#01(下半) for the six records; a 重装 refused with its text; ranged unchanged; client highlights = the server's tiles; swaps; the merge's elite on the 高台; the battle input and the sim on / off the 高台; bots), `test/match/board.test.js` (`positionClass` / `basePositionClass`), `test/ui/gameLogic.test.js` (the client mirror).
@@ -1569,7 +1569,7 @@ Public GitHub issues filed after the 0.1.1 release (2026-10-03), each triaged ag
- **Seen** (GitHub #32, item 7): 「易拉三技能浮游单元无法造成伤害,只能造成三技能自带dot伤害」 — 荒芜拉普兰德's S3 终幕·浩劫 dealt only its once-per-second area damage.
- **Official**: PRTS 荒芜拉普兰德 S3 备注, 技能流程: ① for 1.3 s after the cast or after a drone is added ("开启技能/补充浮游单元1.3s内") the drones spread evenly outward from her, one along her facing (初速度 0.1, 加速度 1.9, 最大速度 2.0); ② each then locks the target "距离自身最近>距离本体最近" anywhere on the field and flies at it (初速度 2.0, 加速度 1.0, 最大速度 4.0, 转向速度 1/6 per frame; a target that leaves or turns unselectable on the way → a new pick, the speed back to 2.0); ③ at the target it "锁定目标持续进行攻击,此状态下的攻击行为同正常浮游单元"; when that target leaves or turns unselectable it reappears at a random point of the 1.5-side square around it and picks again; with nothing selectable it circles (radius 0.9, 1.0 线速度, counter-clockwise, the circle on its left). Also: "该技能释放的浮游单元造成的伤害不属于普通攻击/技能直接伤害"; the area damage / slow has radius 0.9, does not stack and carries 头狼's 沉默. PRTS 分支特性信息 驭械术师: a drone starts at 20 % of the operator's ATK, +15 per hit on the target it hit last, up to 110 %, back to the start on a different target; drones released by a skill "不受缴械类效果制约" — the same note says they "造成技能直接伤害", which S3's own 备注 overrides for this skill. skill_table skchr_whitw2_3 at the chess levels (Lv4 / Lv7): atk +0.45 / +0.6, attack@cnt 2, attack@times 1.3 (PRTS ①'s 1.3 s), attack@move_speed −0.3 / −0.4, attack@magic_atk_scale 1, attack@fear 2, attack@range_radius 0.9, attack@projectile_turn_speed 5 (× 1/30 s = PRTS's 1/6 per frame); trait init 0.2 / 0.35 (elite: module 狼时), delta 0.15, max 1.1; 头狼 every 20 s: cap × 1.1 (PRTS 备注: 121 %), 2 s 沉默, 数量+1.
- **Cause**: the S3 spec switched her attack off for the whole skill (`attack: { noAttack: true }`) and its tick only moved the drones (at attack@projectile_move_speed, 1 tile/s), feared a target the drone came within 0.9 of and dealt the area hit; no drone ever attacked. The kit's header said so ("she stops attacking while they roam"). The drones also preferred enemies no other drone held — an [ASSUMED] rule PRTS does not have.
- **Now**: her own attack stays off — every drone is out (浮游单元 +attack@cnt with her own one; +1 from 头狼 stage 3, and a drone added when stage 3 comes during the skill spreads along her facing). The drones fly ① ② ③ with PRTS's numbers (spread for attack@times s; the distance covered at the mean of the old and new speed, exact under constant acceleration; the reappearance point is drawn in her facing frame, so a battle turned with her direction plays the same). A drone that reaches its target fears it (attack@fear s) and stays on it; it attacks every attack interval of hers (her live ASPD) for ATK × its own funnel ramp (trait init, +delta per hit on the same target, the cap — raised by 头狼 stage 1 —, back to init on a new target), arts. That damage is neither a normal attack nor skill damage: no `attack` hook, `isAttack` / `isSkill` false, tag `droneAttack` — the 叙拉古 6 assassin chance ("对敌人攻击时") and the on-attack items skip it, 头狼's 沉默 ("造成伤害时") applies; 缴械 does not stop it. The once-per-second area hit and the slow are unchanged (around every drone, one hit per enemy; tags `skill` + `drone`). A wolf knocked out or withdrawn in the middle of a tick (a kill hook, say) deals nothing more in that tick. fx: `droneLock` (the wolf-eye mark) when a drone picks its target, `drone` at a drone for each of its attacks and once per second for drones still roaming; the client draws them already.
- **Now**: her own attack stays off — every drone is out (浮游单元 +attack@cnt with her own one; +1 from 头狼 stage 3, and a drone added when stage 3 comes during the skill spreads along her facing). The drones fly ① ② ③ with PRTS's numbers (spread for attack@times s; the distance covered at the mean of the old and new speed, exact under constant acceleration; the reappearance point is drawn in her facing frame, so a battle turned with her direction plays the same). A drone that reaches its target fears it (attack@fear s) and stays on it; it attacks every attack interval of hers (her live ASPD) for ATK × its own funnel ramp (trait init, +delta per hit on the same target, the cap — raised by 头狼 stage 1 —, back to init on a new target), arts. That damage is neither a normal attack nor skill damage: no `attack` hook, `isAttack` / `isSkill` false, tag `droneAttack` — the on-attack items skip it (the 叙拉古 6 chance rolls on it since 0.1.3: 普通伤害, see the §23 「叙拉古」 subsection), 头狼's 沉默 ("造成伤害时") applies; 缴械 does not stop it. The once-per-second area hit and the slow are unchanged (around every drone, one hit per enemy; tags `skill` + `drone`, + `dot` since 0.1.3: PRTS 备注 "持续法术伤害"). A wolf knocked out or withdrawn in the middle of a tick (a kill hook, say) deals nothing more in that tick. fx: `droneLock` (the wolf-eye mark) when a drone picks its target, `drone` at a drone for each of its attacks and once per second for drones still roaming; the client draws them already.
- **Distance to a huge enemy** [ASSUMED] — the owner's decision of 2026-10-04: a drone measures every enemy's distance to its position (a huge enemy's centre, its 判定中心), so leader rounds stay close to 0.1.1. Considered and set aside: the sim's general convention for operator-side distance picks, the hit rectangle (body.js `bodyDist`: `targeting.js:135` `sortEnemyTargets` 'nearest' / 'farthest', `kits/tier3.js:86` `enemiesAround`, `kits/tier6.js:1108` 异客's storm chain, `kits/tier6.js:2525` / `:2549` 溯光星源's bounces and links, `kits/tier4.js:526` / `:995`; only the profession chain bounce, `ai.js:257`, takes the nearest by position) — with it a huge leader (胄, 管) was the nearest enemy of every drone around it and drew them all for the whole skill (胄 h07_01: her damage on the leader 106 309, on the other enemies 3 036, 2 deaths). A drone on a huge enemy sits at its centre; it reaches it on touching the hit rectangle.
- **Players notice**: once a drone reaches a target that stays alive, its hits outweigh the area damage (3 parked 重装防御者, RES 0, the full 40 s: drone hits 38 411 of 54 640); against streams of weak enemies the area hit still does most of it (the flat stage's two lanes, 10 + 10 walkers, 40 s: drones 11 049, area 50 188 of 61 236). All drones may lock the same enemy — each takes the one nearest to itself — so against a cluster the area hit covers fewer enemies than before. Measured, old → new: parked, first 12 s normal 12 901 → 12 089 (drone hits 7 512 + area 4 578), elite 17 658 → 18 085; the whole 40 s 47 857 → 54 640 and 65 504 → 77 369; the lanes 15 481 → 61 236 (kills 1 → 14), elite 49 213 → 72 224 (9 → 18). **Leader rounds** (one elite 荒芜拉普兰德 per side, S3 at once, kept alive, 60 s; her damage on the leader / on the other enemies / enemy deaths, 0.1.1 → now): 假想敌:胄 (act1 h07_01) 32 467 / 80 186 / 9 → 84 880 / 44 391 / 6; 假想敌:管 (h07_03) 19 936 / 62 176 / 5 → 37 520 / 69 927 / 5; 假想敌:铳 (h07_02) 31 260 / 49 982 / 4 → 62 794 / 30 221 / 0; 卢西恩 (act2 h07_05) 37 957 / 58 512 / 6 → 75 094 / 40 881 / 2 (both of normal size: a drone that picks the leader because it is nearest keeps the lock, and a leader never falls); the heavy two-player 胄 scene of robustness.test.js (the review bench: 4 wolves per side, 120 extra enemies at ×20 HP, 60 s): the wolves' damage 1 315 038 → 1 291 567, on the leader 50 170 → 42 907, enemies killed 12 → 13. With the hit-rectangle distance it would have been 胄 106 309 / 3 036 / 2, 管 57 202 / 36 427 / 2 and the heavy scene 406 075 / 125 271 / 2.
- [ASSUMED]: the centre distance above (the owner's decision); reading ① "补充浮游单元" as: after an addition only the added drone spreads, along her facing, while the others carry on; the turn rate (转向速度) is not modelled — a chasing drone heads straight at its target; a drone's attack clock runs all the time and its first hit lands on arrival when the clock is ready; the drones keep flying and attacking while she is stunned, frozen or silenced (PRTS only names 缴械); a drone reaches a huge enemy when it touches the hit rectangle and then sits at its position; the fear's source is her (they flee from her, as before); the area hit keeps `isSkill` (a skill DoT; PRTS's line speaks of 直接伤害).