0.2.5-dev: community round 30 and follow-ups
- Stock: fixed trait gifts (缪尔赛思 / 变形者集群 变形同构体, 耶拉 不融冰, 蜜蜡 / 卡涅利安 迅捷作战粮, 诗怀雅 盟约之币) still occupy stock but are granted past the cap; an operator card already shown in the shop or a reward can be taken after the pool runs out and overdraws (GitHub #498, the owner's decision); item buys and item rewards keep the stock check. 洛洛 / 焰尾 sub-pools use the measured weights (PR #497 by @2321Robin; the occupancy idea of PR #496 by @2321Robin re-implemented differently). - Boss pairs are drawn at random once per match and fixed to battle start; the Hidden Core reuses them; a leaver does not split a full pair (the owner's decision). - 阿戈尔 in 联防 no longer re-applies the opening devour HP loss or a false revive; Touch's team medic stays for the match after its holder leaves (owner-approved, official lifetime unverified). - Auto-skill ranges: 司霆惊蛰 S2, 斩业星熊 S3 against air, 予愿安洁莉娜 S3; 自在's post-rebirth invulnerability is also untargetable (#510); Horn / Clementia / catapult / 忍冬 first hit (PR #502 by @Xinglan233); 不融冰 / tear gas trigger on real damage. - Bond layer-up sound in round start / draft / prep / battle (#482): one channel, a new cue replaces the old, no extra cooldown; a prep update that adds layers and activates a bond plays one cue. - Client: multi-swing fix (#506), refresh single-flight (PR #507 by @robll-v1), LP tower keeps the settled value with a −N tick (PR #504 by @robll-v1), export with only 潜能 / 练度 changes (PR #503 by @Xinglan233), spectator rosters list DIY members (PR #505 by @Xinglan233), banned members beside bond tooltips (PR #494 by @YuriRestia), recovery action above the away overlay (PR #511 by @RainoutOvO), the /dev/sim-check.html consistency page (PR #492 by @Cloudnyco), Korean (PR #490 by @D-Roote) and English Victoria wording (PR #499 by @YuriRestia). - golden: 45 of 287 scenarios move against 0.2.4 (roster 17, bonds 3, fields 6, matches 17, standins 2), each attributed in docs/history/0.2.5.md §30.9 / §30.16.
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@@ -45,6 +45,13 @@ RENDER_E2E=1 node --test 'test/render/*.browser.test.js' # 渲染
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SIM_E2E=1 node --test 'test/sim/*.browser.test.js' # 浏览器里的战斗模拟
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```
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改了模拟(`server/sim/`)之后,可以检查各浏览器算出的战斗和服务器是否仍然逐位一致:`node tools/sim-check.mjs`
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在 Node 里记录黄金结果的整套战斗,然后在任意设备(包括手机)的浏览器里打开服务器的 `/dev/sim-check.html` 重放比较;
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加 `--engines chromium,firefox,webkit` 直接在无界面的浏览器里跑(Firefox 和 WebKit 需要先装 playwright)。不一致时
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页面指出首次检测到差异的区间,以及结果、抽样快照或已记录状态的差别。`--diff` 可定位导出的状态向量字段;仅快照或深层状态差异不保证能定位字段。
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参考数据含运行代码、数据与场景内容指纹,修改后必须重新生成;空筛选、未完成或运行异常均不算通过。细节见 docs/SIM.md
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「11. Tools」。
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**黄金结果**([test/golden/README.md](test/golden/README.md)):只重构、不改玩法的提交不能改变
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`test/golden/*.json`;有意改变玩法时运行 `npm run golden:update`,把新文件和改动放在同一个提交里,并在提交说明里写清
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哪些场景变了、为什么。
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@@ -110,6 +117,8 @@ SIM_E2E=1 node --test 'test/sim/*.browser.test.js' # 浏览器里
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are opt-in: `SP_E2E=1`, `SP_REAL_E2E=1` (needs downloaded art), `RENDER_E2E=1`, `SIM_E2E=1` (a local Chrome,
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`CHROME_PATH`). A refactor never changes `test/golden/*.json`; an intended gameplay change runs
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`npm run golden:update` and commits the digests with the change, naming the scenarios that moved.
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After a sim change, `node tools/sim-check.mjs` checks that browsers still give the server's bits: it traces the golden
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battle corpus in Node; `/dev/sim-check.html` replays it on any device (`--engines chromium,firefox,webkit` headless).
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- **Fidelity**: the official tables (`.cache/gamedata/excel/`) and PRTS (including the 备注 notes) are the sources;
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numbers come from the blackboards. Anything no source settles is marked `[ASSUMED]` in the code and the pull
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request; owner decisions are cited with their date; deliberate deviations are the owner's call and go into the design
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