0.2.5-dev: merge claude/036-sim

# Conflicts:
#	CHANGELOG.md
#	docs/history/0.2.5.md
#	test/golden/matches.json
This commit is contained in:
sganggs committed 2026-10-12 15:50:42 +08:00
commit 3dd2213e47
42 files changed
+2335 -961

No files matched your search

+6 -5
View File
@@ -554,7 +554,7 @@ returns their current `weight` (including modifiers). The same tick's count and
list and budget (DESIGN §28.27); this is local to the kit, not a change to general displacement.
**Hit areas (`body.js`, user playtest #5 item 10).** A regular enemy is a point: in a grid range when the tile of its
position (`round(y)`, `round(x)`) is a range tile, in a radius when its position is (DESIGN §3). A huge enemy (巨型单位:
position (`roundHalfEven(y)`, `roundHalfEven(x)` — PRTS 作战机制 "四舍六入五成双"; `Math.round` would take 2.5 to 3) is a range tile, in a radius when its position is (DESIGN §3). An enemy held on the field edge is inset by `FIELD_EDGE_INSET` (1/1048576) [ASSUMED] so that rounding keeps it on the edge tile; movement, knockback and a unit's standing tile for range keys still use `Math.round` (§30.20). A huge enemy (巨型单位:
`enemy.hitArea` from data/enemies.json `hitArea` — 假想敌:胄 / 管 / 盐风主教昆图斯 / 阿利斯泰尔 / “萨米的意志”, PRTS
"受击判定区域为长4.95、宽2.95的长方形,向上偏移1.0") is hit anywhere on a rectangle `w` × `h` tiles centred on its position
moved `dx` columns right / `dy` rows up: it occupies every tile the rectangle overlaps (`bodyKeys` — 5 × 3 tiles; PRTS
@@ -1132,7 +1132,7 @@ Element conventions of the kits (user playtest #5 #3; official term dictionary:
targeting: { maxTargets, rangeGrid, rangeExtend, priority, allInRange, canHitFly,
noRangeExtend /* the skill's range ignores the unit's 攻击距离 (rangeExtend): 信仰搅拌机 S3, PRTS 备注 */,
showOwnRange /* rangeGrid only selects targets, no official range change: the card keeps the unit's own range */ },
attack: { dmgType, atkScale, healScale, splashRadius, splashScale, hits, projectile, maxTargets, dmgMul,
attack: { dmgType, atkScale, healScale, splashRadius, splashScale, hits, funnelMul, funnelBodyHits, projectile, maxTargets, dmgMul,
chain: {count, falloff, radius, sluggish}, heal: {mode, count, falloff, hpAtMost /* targets at or below this HP ratio only */}, onHitStatus: {key, duration, value},
onHit(ctx), // once per attack (main target; target may be null for a splash landing)
onEachHit(ctx) }, // per victim: main, every splash / chain victim — ctx += { dealt, kind:'main'|'splash'|'chain', isSplash, isChain, main, attackId }
@@ -1217,10 +1217,11 @@ chess_char_2_07_a: (bb) => ({
```
**3. Instant burst caster — 至简 `chess_char_3_13_a` 神工意匠** (bb `atk_scale 1.3, ct 2`; next attack 130 % arts, hits
twice; 2 charges; the funnel profile already ramps damage on the same target):
twice; 2 charges; the funnel profile's unreleased drones are additional damage that ramps on the same target, and this
charged attack sets two body hits):
```js
chess_char_3_13_a: (bb) => ({
skill: { kind: 'charges', attack: { atkScale: bb.atk_scale, hits: 2, dmgType: 'arts' } },
skill: { kind: 'charges', attack: { atkScale: bb.atk_scale, hits: 2, funnelBodyHits: 2, dmgType: 'arts' } },
}),
```
An AoE instant (德克萨斯 剑雨, bb `stun 2`: two hits of 120 % arts around her + stun) uses `onStart` instead:
@@ -1359,7 +1360,7 @@ header of professions.js).
| loopshooter | 回环射手 (user playtest #3): every attack throws a boomerang (`ai.js throwBoomerang`, projectile `'boomerang'`) out to the target at 15 tiles/s — it hits on arrival — and back to the thrower's current position at 3.75 tiles/s without damage (PRTS 跃跃 "投射物飞行速度15,返回时飞行速度3.75"); attacks only while holding it (every boomerang thrown caught — "必须回收全部回旋投掷物才可以进行下一次攻击", `unit.trait.boomerangsOut`) and with the attack cooldown ready, so the real interval is the longer of the two; a target dead mid-flight is not hit (it still flies to the last position and back); knocked out / withdrawn ⇒ lost, a redeployed thrower holds a fresh one; 跃跃 S2's extra boomerangs share the one flight (cnt hits); each catch fires `boomerangCaught`, and an attack profile's `boomerangOnward(ctx)` flies it on after the first hit before it turns back — ctx `hit` (a hit of the same attack), `comeBack(x, y)` once (a content error sends it back from the hit point): 娜仁图亚 S1 bounces, S2 dashes on and hits on its way back (kits/ops/op-narant.js) |
| reaperrange | hits every enemy in range; ×1.5 (bb atk_scale) on the trait front grid (or its own line ahead) — both along its direction |
| chain | chain N (trait text/bb max_target) with −15 % per jump (bb chain.atk_scale), 1.7-tile jumps (constants.js CHAIN_RADIUS, PRTS 溅射半径一览: 链术师 1.7; 1.8 until 0.1.1), sluggish on each hit |
| funnel | drone damage 20 % → +15 %/hit on the same target → 110 % (bb init/delta/max) |
| funnel | normal attack: one 100 % ATK body hit plus separate drone additional damage, 20 % → +15 %/hit on the same target → 110 % (bb init/delta/max; modules can change init/cap). `funnelMul` holds the drone ramp; `dmgMul` applies to both. Extra drones (`hits`) do not duplicate the body; an unreleased skill attack can set `funnelBodyHits` (至简 S2: two body hits and two additions). Body and additions share an `attackId`, but only the body is `isAttack`; additions carry `addition, funnel`. [ASSUMED] body instances first at the existing impact, one ramp per volley. A skill that only buffs or retargets the normal attack keeps the body; `isSkill` does not remove it. `funnelBodyHits: 0` is drone-only (荒芜拉普兰德 S2). 耶拉 S2 detaches `funnelMul`: one 100 % `isAttack` body in range, the unreleased addition off, and `1 + attack@cnt` arts skill drones (`kjera:drone`, `isSkill`, not `isAttack`) that keep the lock until the enemy dies or the skill ends. [ASSUMED] Those drones use the trait ramp; her blackboard has no drone scale. The base form continues the per-target ramp (one step per volley on a shared target) and writes it back; the hidden form restarts each drone at init and does not write the scales back. [ASSUMED] No flight delay; an untargetable lock is dropped and retargeted; stun and disarm do not pause the drones. 澄闪's skills and 荒芜拉普兰德 S3 stay on their own `dealDamage` paths. A normal deployment resets target, scale and any per-target ramp map to init, including revival against the same living target. A free move (`moveRedeploy`, the same carry as a 秘术师's stored energy and 乌尔比安 S3) keeps the ramp. An in-flight drone recomputes the ramp on impact. 洛洛 S2 detaches this multiplier from new body shots and inherits the trait ramp in an independent skill tick: `rockr:drone`, arts, `isSkill:true`, `isAttack:false`. Older projectiles cannot change its local ramp. A living selectable lock need not remain in body range; the drone returns on a kill or when the skill ends, and ending hands the ramp back and restores the normal multiplier (§30.19) |
| mystic | 秘术师 (PRTS 分支特性信息 秘术师, GitHub #181): at its attack check (the attack ready, able to act, not disarmed) with no valid target — no target, or its kit's `canAttack` false (深靛 never picks a bound enemy) — it stores one energy (`storeEnergy`, up to bb times: 3, 深靛's MSC-X 4), an attack action: the attack interval restarts; a full store idles with the attack ready. The energies leave with its next attack that happens (`releaseEnergy` in `performAttack`, after `beforeAttack`: an attack cancelled before its shot keeps them) and land with the main hit, one arts attack hit each (`hitsFn` reads the hit's `info.energy`); a redeployment holds none [ASSUMED]. 维伊 / 黑键 plug their own `storeEnergy` (转置能量, elite energies) into the same check |
| phalanx | no attack & DEF +200 %, RES +20 (bb) while the skill is off; while on, `rangeAoe`: each attack strikes every selectable enemy on its range at once (blocked enemies included; a stealthed one only when revealed or blocked), the same damage near and far, instant (`'beam'`) — "群体法术伤害" (secondary: Terra Wiki, Phalanx Caster: "attacks hit all enemies within their range"; supporting: PRTS 林 S3 备注 "单次普攻最多触发1次效果" — one normal attack can kill several — the same 锁定攻击范围 shape as the 轰击术师, and PRTS 溅射半径一览 documents no splash radius for it (it omits the 撼地者 too, so this is not proof); no primary source states a target cap; community report E3: it used to be one bolt + a 1.1 splash). 卡涅利安's charged S1 keeps the skill-off trait, 不攻击 included (kit `canAttack`, PRTS 备注) |
| physician | heal the lowest HP% injured ally in range (a skill `targeting.maxTargets` widens any heal profile) |
+27
View File
@@ -186,6 +186,33 @@ Profession traits (default behaviours implemented once in the engine, keyed by `
---
Unreleased funnel drones deal additional arts damage alongside the ordinary attack (PRTS 分支特性信息 驭械术师, §30.17).
The engine keeps a 100 % ATK body instance and a separate drone instance, each through mitigation and shields.
`funnelMul` holds only the drone ramp; the attack's `dmgMul` (至简's talent) is shared once. Extra attached drones
raise `hits`, not the body count; 至简's charged S2 sets `funnelBodyHits` to two. Both share one `attackId`, attack
hook and SP / charge use; additions have `addition` and `funnel` tags and do not count as `isAttack`. [ASSUMED] Body
instances precede additions at the existing projectile impact; consecutive hits keep one ramp per volley. A skill
that only buffs or retargets the normal attack keeps the body; `isSkill` is not the switch. `funnelBodyHits === 0`
is drone-only (荒芜拉普兰德 S2): the ramp stays inside those hits. 耶拉 S2 detaches `funnelMul` the way 洛洛 S2 does:
one 100 % body inside her range, the unreleased addition off, and the released drones as separate skill hits that
keep the lock until the enemy dies or the skill ends (§30.17). 澄闪's skills stay on their own `dealDamage` paths.
Funnel ramps return to the initial scale on a normal deployment, including automatic revival against the same living
target (§30.18). The reset clears the current target, the scale and any per-target ramp map, and leaves other trait
state alone. A free move (`moveRedeploy`, the same carry as a 秘术师's stored energy and 乌尔比安 S3) keeps the ramp.
An in-flight shot recomputes the ramp when it lands, so a projectile launched before the reset can still step the new
ramp.
洛洛 S2 releases its trait drone into an independent skill tick (§30.19). Acquisition uses the body's normal target
selection; a living selectable lock stays valid outside the body's range and returns only when that enemy dies or the
skill ends. The body retains its own ranged ordinary attacks. The released ramp inherits the trait state but is
isolated from older projectiles, and while it is out the unreleased addition is off. Ending the skill returns that
ramp to the trait and restores the normal multiplier and the overload cap. S1 and other operators' funnel attacks keep
their existing paths. [ASSUMED] There is no flight delay; an untargetable lock is dropped and retargeted; body control
does not pause the released drone.
---
## 7. Content modules (server/sim/content + match/effectsMeta handlers)
Each domain file `server/sim/content/{tokens,bonds,garrisons,items,bands,enemies,bosses,devices,choices}.js` exports `install(battle)` (battle side; called once per Battle by `content/index.js → installContent`) and `registerMeta(registry)` (prep side; called once at server boot by `match/effectsMeta.js`, API documented in `docs/META.md`). Kits live one per file in `content/kits/ops/` (`export default { [baseChessId]: (bb, chess, def) => Kit }`), listed in `content/kits/index.js` (guide: `content/kits/README.md`). Content must be **data-driven from blackboards** (numbers never hard-coded when a blackboard key exists). Every effect gets at least one unit test in `test/content/*.test.js` using the `test/helpers/battleHarness.js` harness (provided by sim-core).
+4
View File
@@ -129,6 +129,10 @@ adjusted count and reset scope stay limited to its own operators; the DIY export
[ASSUMED] Bot purchasing applies one soft 18-point penalty to non-elite, non-DIY tier V/VI shared-pool cards whose
active bonds overlap another living teammate's opening strategy. Human and AI teammates are treated equally; it
neither reserves stock nor prevents a stronger purchase. Existing strategy presets and rehearsal counts are unchanged.
A living teammate's selected strategy also soft-reserves its bonds for bot strategy selection and focus planning
before any member is deployed (§30.21). The reservation ends when that teammate is eliminated. It does not hard-exclude
a strategy, reserve stock, or stop an immediate merge. A reserved strategy keeps a quarter of its unreserved draw
weight (`SOFT_BAND_RESERVE` = 0.25), so it can still be chosen. Mode-inactive bonds stay weight 0 (DESIGN §21.26).
[ASSUMED] AI reactions are cosmetic social choices, enabled by default and disabled with `SP_BOT_EMOTES=0`. Only
mixed human/AI matches emit them, through the existing whitelist and cooldown. A human emote gets at most one eligible
+183
View File
@@ -521,3 +521,186 @@ level-6 offers match the previous roll, including the one that shows the tier-6
allowed. The digest records
shop draws, fielded pieces, board hashes and the rng state, not an untaken reward card, so the stored scenario does
not move. The release-relative total against 0.2.4 stays 46.
### 30.17 Funnel normal attacks keep a body hit
PR #537 by @Xinglan233. [PRTS 分支特性信息 驭械术师](https://prts.wiki/w/分支特性信息/data) says a drone that has not
been released by a skill deals additional damage on top of the operator's attack: 20 % ATK at first, +15 on the same
target, cap 110 %. A skill-released drone deals skill damage.
The profession used to return that ramp as the whole normal-attack multiplier, so the body hit was missing.
`resolveHit` now keeps a 100 % ATK body instance and separate drone instances. `funnelMul` holds only the drone ramp;
an attack's `dmgMul` (至简's talent) is applied once to both. Extra attached drones raise `hits`, not the body count.
至简's charged S2 sets `funnelBodyHits`, so two body hits and two additions share one ramp step. Both share one
`attackId` and one attack hook; only the body is `isAttack`. Additions carry `addition` and `funnel` and are not also
emitted as a normal attack.
[ASSUMED] Body instances precede additions at the existing projectile impact, and a multi-hit volley takes one ramp
step. Ordinary attacks and any skill that only buffs or retargets the normal attack keep the body. `info.isSkill` is
not the switch: every attack or targeting override sets it. `funnelBodyHits === 0` means the attack is drone-only
(the ramp stays inside those hits and no body is added). 荒芜拉普兰德 S2 sets that. 至简 S2 sets `funnelBodyHits`
to two, so two body hits and two additions still share one ramp step.
耶拉 S2, base and hidden, follows the 洛洛 S2 split. `skchr_kjera_2` (docs/research/03-operators.md) says 自身与浮游单元
攻击, and the lock lasts until the enemy dies or the skill ends. While it runs, `funnelMul` is detached, so her own
shot is one 100 % `isAttack` hit inside her range and the unreleased addition is off. `1 + attack@cnt` drones tick
on their own (`kjera:drone`, arts, `isSkill`, not `isAttack`) and may stay outside her range. Cold is rolled once
on the body and once on each drone hit. Ending the skill restores the multiplier.
[ASSUMED] Those released drones use the trait ramp (20 % → +15 % on the same target → the cap). Her blackboard has
no drone scale; the branch page gives that ramp to drones that were not released. The base form continues its
per-target ramp, and two drones on one enemy in the same tick take one step. That map is written back when the skill
ends. The hidden form restarts each drone at the initial scale, and those scales are not written back onto the single
trait ramp. There is no flight delay. A lock that can no longer be targeted is dropped and the drone retargets. Stun
and disarm do not pause the released drones. An in-flight shot from before the skill can still step the live ramp;
the skill keeps its own copy, and a shot that lands after the skill ends can step the restored ramp.
[ASSUMED] 荒芜拉普兰德 S1 says 释放浮游单元 and does not say she stops attacking. The toggle is read as a retarget of
the unreleased attack: one body hit plus the two additions, at the raised ATK. A 洛洛-style release is not used.
澄闪's skills and 荒芜拉普兰德 S3 stay on their own `dealDamage` paths. 澄闪 S3 and the skill-drone simulator on
淬羽 are unchanged.
Kits that stored the ramp on `dmgMul` (至简, both 耶拉 forms, 澄闪 S2) now store it on `funnelMul`.
Tests: `test/sim/funnel-body.test.js`, and the funnel cases in `kits_t3`, `kits_t4`, `kits_t6`, `kits_alt_t6`,
`kits_alt_t2` and `op_gdglow`. The golden moves from this correction, measured against the candidate after §30.22,
are §30.23.
### 30.18 Redeploy resets the drone ramp
PR #536 by @Xinglan233. The same branch page says that changing target, or redeploying the operator, restores the
drone damage to its initial value at once.
`installFunnel` resets `funnelTarget`, `funnelScale` and the per-target `funnelMap` (耶拉 / 至简) on a normal
deployment, including automatic revival against the same living target. A free move (`moveRedeploy`, the same carry
as a 秘术师's stored energy and 乌尔比安 S3) keeps the ramp. An in-flight drone still applies the ramp it computes on
impact, so a shot launched before the reset can step the new ramp. That limit is documented and not changed.
Tests: `test/sim/funnel-redeploy.test.js`, `test/match/funnel-redeploy.test.js`.
### 30.19 洛洛 S2 keeps its lock outside her range
PR #535 by @Xinglan233. The official skill table `skchr_rockr_2`, as recorded in `docs/research/03-operators.md`,
says the released drone stays locked until the enemy is killed or the skill ends, then returns. Leaving her attack
range is not a return condition. The branch page says a skill-released drone deals skill damage, and that additional
damage belongs to drones that were not released.
S2 now runs one independent skill tick (`rockr:drone`, one drone at both ranks). While the skill is up the trait
multiplier is detached, so new body shots are ordinary attacks and the unreleased addition is off. The drone's hits
are arts skill damage (`isSkill`, not `isAttack`). It inherits the trait ramp on its own copy, so an older projectile
cannot change that ramp. A living selectable lock stays valid outside the body's range. Ending the skill writes the
ramp back and restores the multiplier and the overload cap. S1 and other operators' funnel attacks keep their
existing paths. 立于磐石 is unchanged.
[ASSUMED] There is no flight delay. A lock that becomes untargetable is dropped and the drone retargets. Body control
(stun and the like) does not pause the released drone.
Tests: `test/content/rockrock-s2-lock.test.js`, and the 洛洛 case in `kits_t1t2`.
### 30.20 Hit tiles use half-even rounding
PR #520 by @Cloudnyco. PRTS 作战机制 (oldid 433935, 「碰撞体积与位置识别」) says the struck unit's coordinates are
rounded half to even (四舍六入五成双) onto the tile they occupy. `Math.round` sends an exact .5 toward +∞, so an enemy
held on an outer half-tile was indexed off the board and dropped from the hit index.
`roundHalfEven` is used for hit tiles only: `body.js` `posKey`, the point cases of `bodyOnTile` and `bodyTileReach`,
the point-enemy index in `battle/queries.js`, and `targeting.js` `tileKeyOf`. Movement, knockback, `ai.js`, a unit's
standing tile for range keys, and `onFrontLine` still use `Math.round`. #519's signed-zero case in `powi` was already
on this candidate and is left as it is.
[ASSUMED] `FIELD_EDGE_INSET` = 1/1048576 pulls a clamped enemy just inside the outer half-tile, so half-even rounding
keeps it on the edge tile. An inset of 1/1024 was rejected because it moved unbalance steps. The inset has no
official source.
Tests: `test/sim/hit-tile-round.test.js`, `test/sim/detmath.test.js`, the edge landing in
`feedback5-raid-own-board`, the 连星 probe in `op_wang`, and the 麦哲伦 probe in `feedback5-wv-summon-triggers`.
### 30.21 Bots soft-reserve a living teammate's opening bonds
PR #518 by @IceCodeNew, for issue #514. This is not an official rule. It extends the accepted #407 card penalty.
Opening-band choice and focus planning used to ignore a living teammate's selected strategy until someone from it was
deployed, so a bot could take that faction's high cards. A living teammate's strategy now soft-reserves its bonds for
both choices, before any member is deployed. The reservation ends when that teammate is eliminated (`alivePlayers`).
It does not hard-exclude a strategy, reserve stock, or stop an immediate merge. A reserved band's draw weight is a
quarter of its unreserved weight (`SOFT_BAND_RESERVE` = 0.25) and stays above zero, so the strategy can still be
drawn. Focus planning applies the existing −6 teammate penalty to those bonds as well. Mode-inactive bonds stay
weight 0 (DESIGN §21.26). A solo match has no teammate to reserve against. The shared-pool −18 card penalty is
unchanged, and a stronger merge can still win it.
[ASSUMED] The quarter weight is a project choice. The PR text called the reservation soft; its diff hard-zeroed the
weight. This candidate follows the text. The reservation is equal for human and AI teammates.
Tests: the two `#514` cases in `test/match/bot-smarter.test.js`. One proves the focus leaves the reserved bond while
the teammate lives and returns after elimination. The other proves a reserved strategy is still drawn, and drawn more
often once that teammate is eliminated. The existing card test still shows a merge outscoring the −18 penalty.
### 30.22 Golden changes after the funnel, hit-tile and bot-reservation ports
All 287 scenarios were recomputed once after §30.17–§30.21 and compared with this candidate before those ports
(`HEAD` `7fd0478d`, `git show HEAD:test/golden/*.json`). No scenario was added or removed. 43 digests differ from
that candidate. They are additional to §30.9 and §30.16.
Against released 0.2.4 the total is now 64. Of the previous 45, 21 are byte-for-byte the digests already on this
candidate and are not repeated below: `roster-011`, `roster-012`, `roster-013`, `roster-032`, `roster-033`,
`roster-034`, `roster-039`, `roster-040`, `roster-043`, `bond-maniShip-high`, `bond-yanShip-low`,
`boss-boss_2-pair`, `boss-boss_5-solo`, `hidden-boss_8-pair`, `hidden-boss_9-solo`, `solo-NORMAL-2`,
`coop2-NORMAL-3`, `solo-HARD-9-boosted`, `coop2-ABYSS-10-boosted`, `standin-06`, `standin-07`. The other 24 of
those 45 moved again, and 19 scenarios that still matched 0.2.4 on this candidate now differ.
Opening strategy ids do not change in any of the 20 match digests. A solo match has no teammate, so §30.21 cannot
move one. Co-op seeds keep the same `bandId` and the same bot-draw counts except `coop4-ABYSS-7`. The recorded
match moves are battle totals from §30.17–§30.20, and the later gold and LP those totals change. No isolated
counterfactual was re-run; the groups below follow who is actually on the board.
| Cause | Changed scenarios |
|---|---|
| Funnel body hit plus redeploy reset, and 洛洛 S2's independent lock (§30.17–§30.19). These boards include 洛洛 | `roster-004`, `roster-005`, `roster-023`, `roster-024`, `bond-victoriaShip-low`, `bond-victoriaShip-high` |
| Funnel body hit plus redeploy reset (§30.17–§30.18). 至简 and/or 耶拉, not 洛洛 | `roster-007`, `roster-009`, `roster-026`, `roster-028`, `bond-deputShip-low`, `bond-emptyShip-low`, `bond-kjeragShip-high`, `bond-maniShip-low`, `bond-miraShip-low`, `bond-sargonShip-high`, `bond-soloShip-low`, `bond-visiShip-low` |
| Same body hit and redeploy reset on 荒芜拉普兰德 | `roster-017`, `roster-019`, `roster-036`, `roster-046`, `roster-047`, `boss-boss_3-pair`, `boss-boss_5-pair`, `boss-boss_7-pair`, `hidden-boss_9-pair` |
| 澄闪 DIY: the normal attack is a body hit plus one drone addition (§30.17) | `diy-098`, `diy-099` |
| Hit-tile half-even rounding and the edge inset (§30.20). No funnel operator is deployed; the damage total stays 1388100 and the hook counts and the snapshot sample at index 27 move | `standin-04` |
| Full matches. Opening bands are unchanged. Final lineups include a funnel operator, except `coop2-HARD-4` (both seats eliminated, lineup empty) and `coop3-ABYSS-5` (the surviving lineup has none), whose first divergence is round 7 and round 5; those two are the hit-tile change, or a funnel operator who is not left in the stored lineup | `solo-FUNNY-1`, `solo-FUNNY-2`, `solo-NORMAL-1`, `solo-HARD-1`, `solo-ABYSS-1`, `coop2-HARD-4`, `coop2-NORMAL-1-coverage-standins`, `coop2-NORMAL-5-coverage-diy`, `coop2-NORMAL-8-serverrun`, `coop2-NORMAL-70-diy`, `coop3-ABYSS-5`, `coop4-FUNNY-6`, `coop4-ABYSS-7` |
Result flips inside that match list: `solo-NORMAL-1` defeat → victory (team LP 0 → 2); `solo-FUNNY-1` team LP 15 → 23
and `solo-FUNNY-2` team LP 8 → 23, both still victories, with every settled round row unchanged; `coop2-NORMAL-8-serverrun`
team LP 26 → 27; `coop4-ABYSS-7` eliminated at round 12 → defeat at round 13, and its shop and bot draw counts change.
The other matches keep the same end reason. `standin-04` is the only battle in this set with no funnel operator on
the board.
### 30.23 Golden changes after the skill-only funnel body correction
All 287 scenarios were recomputed after the §30.17 correction (a skill that only buffs or retargets keeps the body;
耶拉 S2 uses the 洛洛 split) and compared with this candidate after §30.22 (`HEAD` `e0f37718`,
`git show HEAD:test/golden/*.json`). No scenario was added or removed. `fields`, `standins` and `diy` are unchanged
(澄闪 stays on `dealDamage`). 19 digests differ. They are additional to §30.9, §30.16 and §30.22. Seventeen of them
already moved in §30.22 and move again. `roster-038` and `coop2-NORMAL-14-standins` did not move in §30.22.
Opening strategy ids do not change in any of the 20 match digests. No isolated counterfactual was re-run. The roster
and bond rows name the skill index the corpus assigns: 耶拉 index 1 is 心随意动, 荒芜拉普兰德 index 0 is 慵怠者悲鸣.
至简 is on two of those roster boards at index 1; her S2 already kept two body hits, and her totals move because the
fight around 耶拉 changed.
| Cause | Changed scenarios |
|---|---|
| 耶拉 S2, base form, skill index 1. `roster-007` also fields 至简 S2 | `roster-007`, `roster-009` |
| 耶拉 S2, skill index 1. No 荒芜拉普兰德 on the board | `bond-emptyShip-low`, `bond-kjeragShip-high`, `bond-miraShip-low`, `bond-soloShip-low` |
| 荒芜拉普兰德 S1, skill index 0. The toggle keeps one body hit and both unreleased additions | `roster-036`, `roster-038` |
Battle-total flips in that table: `roster-007` killed 132 → 137, leaks 41 → 37, coins 4 → 6, deaths 11 → 10, damage
234357 → 243212 (耶拉's own damage 9204 → 17443; 至简 8936 → 9558). `roster-009` keeps the same kills and leaks;
耶拉's damage 2 → 3 and 至简's kills 28 → 29, damage 7594 → 7168. `roster-036` killed 75 → 76, leaks 55 → 54,
damage 1160465 → 1189341 (荒芜拉普兰德 60604 → 99946, kills 2 → 3). `roster-038` damage 3467641 → 3468742
(荒芜拉普兰德 kills 4 → 14, damage 106163 → 187571). The four bonds keep the same kills and leaks. `bond-emptyShip-low`
healing 381 → 362; 耶拉's damage 6585 → 11450 (kills 1 → 3), `bond-kjeragShip-high` 6927 → 16312,
`bond-miraShip-low` 10165 → 18617 (kills 2 → 4), `bond-soloShip-low` 1963 → 2764.
Match end and the final lineup. A bot's chosen skill is not stored. Where the final lineup still contains 耶拉, her
default skill is S2, which is the skill this correction changes.
| Final lineup | Changed scenarios and the recorded end |
|---|---|
| 耶拉, lineup unchanged | `solo-FUNNY-1` (`3_20_b`): victory, team LP 23 → 27; only round 8's bond layers move (steadShip 34 → 35). `solo-FUNNY-2` (`3_20_a`): victory, team LP 23 → 29; all eight stored round rows are identical, so the LP change is the boss round. `solo-NORMAL-1` (`3_20_b`): victory, team LP 2 → 11; first divergence round 10 (kjeragShip 13 → 14). `solo-HARD-1` (`3_20_a` and 至简 `3_13_a`): still a defeat, team LP 0, boss pool 215042 → 212054; first divergence round 8, the board hash. `coop2-NORMAL-8-serverrun` (ai_1 `3_20_a`): victory, team LP 27 → 37 (ai_0 LP 10 → 19, ai_1 LP 17 → 18); first divergence round 8, ai_1 killed 22 → 23, leaks 1 → 0. `coop2-NORMAL-5-coverage-diy` (ai_0 `3_20_a`): victory, team LP 33 → 34 (h_0 LP 27 → 28); first divergence round 13, ai_0's board hash, killed 26 → 21, leaks 17 → 22 |
| 耶拉 was on the pre-change lineup; that seat is then eliminated and the stored lineup is empty | `solo-ABYSS-1`: defeat at round 13 → eliminated at round 12, team LP 0 → null. The pre-change lineup had 耶拉 `3_20_a` and 至简 `3_13_a`. First divergence round 8: LP 27 → 18, killed 19 → 10, leaks 0 → 9. `coop4-ABYSS-7`: still a defeat at round 13, team LP 0, boss pool 4821366 → 3417504. ai_1 is eliminated at round 13; the pre-change lineup had 至简 `3_13_a` and 耶拉 `3_20_a`. First divergence round 8: ai_1 LP 19 → 20, killed 2 → 3, leaks 7 → 6. ai_0's lineup also changes and has no funnel chess id before or after |
| 耶拉 plus other funnel operators, lineup unchanged, same victory and the same team LP 130 | `coop4-FUNNY-6`: ai_0 耶拉 `3_20_a`, ai_1 荒芜拉普兰德 `6_18_a`, ai_3 洛洛 `2_10_a`. First divergence round 11, ai_0's kjeragShip layers 26 → 23 |
| No 耶拉 on the final lineup. The diverging round's pieces and skill choice are not stored | `coop2-NORMAL-1-coverage-standins`: still a defeat, team LP 0, boss pool 25040 unchanged. ai_0's final lineup includes 荒芜拉普兰德 `6_18_a`. First divergence round 7, the other seat's miraShip layer 5 → 6. `coop2-NORMAL-14-standins`: victory, team LP 31 → 40 (ai_0 LP 13 → 22). Neither final lineup contains a funnel chess id. First divergence round 10 bond layers (raidShip 26 → 28, steadShip 16 → 18); that round's board hash is unchanged |