feedback3 WJ: 高台 only for elite 歌蕾蒂娅 with HOK-Y

The trait line is on every hookmaster and is not trusted. Placement is the loadout at place time: golden 歌蕾蒂娅 carrying uniequip_003_glady may use a ranged tile; everyone else stays on the ground.
This commit is contained in:
sganggs committed 2026-10-04 20:31:46 +08:00
1 parent d5b945f14b
commit 5ef4fac137
23 files changed
+251 -174

No files matched your search

+1 -1
View File
@@ -150,7 +150,7 @@ Top level: `{ season, seasonName, modes, economy, lpCapPerRound, bossOvertimeAft
| `name`, `appellation` | `"隐现"`, `"Insider"` | |
| `rarity` | `5` | stars 1–6 |
| `profession`, `subProfessionId`, `subProfessionName`, `position` | `"SNIPER"`, `"fastshot"`, `"速射手"`, `"RANGED"` | |
| `placement` | `"all"` | only on a MELEE chess whose branch trait (the character's own trait text, no module) reads 可以放置于远程位 — 钩索师 歌蕾蒂娅 / 崖心, 推击手 见行者, normal and elite: the prep placement also allows the ranged (高台) tiles (`server/match/board.js positionClass`); `position` stays MELEE for the battle (DESIGN §22.6). Absent otherwise |
| `placement` | | not stored. A MELEE chess may stand on a 高台 only when it is elite 歌蕾蒂娅 (`char_474_glady`, `isGolden`) carrying HOK-Y 淡金坠饰 (`uniequip_003_glady`), decided at place time from the loadout (`shared/highGround.js`, `board.js placeClass`). The trait 「可以放置于远程位」 is not read. Owner's decision 2026-10-04; §22.6's `placement: "all"` is gone. `position` stays MELEE for the battle |
| `nationId` | `"laterano"` | |
| `bonds[]` | `["lateranoShip","swiftShip"]` | bondIds (→ `bonds.json`) |
| `garrisonIds[]` | `["garrison_16_b"]` | 特质 (→ `garrisons.json`); first = displayed trait |
+1 -1
View File
@@ -131,7 +131,7 @@ Ownership rule for parallel agents: **only edit files assigned to you**; if you
- **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). 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 — except a branch whose own trait reads "可以放置于远程位" (钩索师 歌蕾蒂娅 / 崖心, 推击手 见行者: chess.json `placement` 'all'), which may use the ranged tiles too (the remake's reading, §22.6); 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 — except elite 歌蕾蒂娅 carrying module HOK-Y 淡金坠饰 (`uniequip_003_glady`), who may use the ranged tiles too (owner's decision 2026-10-04; the branch trait 「可以放置于远程位」 is not read, §22.6 reversed); 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.
+2 -1
View File
@@ -11,7 +11,8 @@ server/match/
gamedata.js typed, defaulted view of data/*.json (config tunables with research defaults) + the balance layer
(data/tuning.json, §3.1)
pool.js SharedPool (copies per base chess, across players), per-match bans, copy-weighted rolls
board.js placement legality from the stage legend on the deploy field (own board / boss half), slot helpers,
board.js placement legality from the stage legend on the deploy field (own board / boss half); a 高台
also takes elite 歌蕾蒂娅 with HOK-Y (shared/highGround.js), slot helpers,
deployment order
bondsMeta.js bond counting modes, tiers, 调和 / 独行 / 助力 / 绝技, layers
effectsMeta.js MetaRegistry + EffectDispatcher + the handler ctx (this document, §2)
+1 -1
View File
@@ -62,7 +62,7 @@
## 4. 摆阵与朝向
- 从整备区把干员拖到棋盘:近战位 / 远程位高亮为可放置格。**钩索师和推击手**的特性写着「可以放置于远程位」,地面和高台都能放(本赛季卡池里只有歌蕾蒂娅,崖心、见行者是隐藏干员);站在高台上时照常攻击,但不阻挡敌人。**水里不能部署**:战场#08(涨潮控制)中间的那条水池(深水区)和官方一样拒绝部署,任何干员和召唤物都放不上去;突袭盟约的干员再部署、战术家的援军自动选战术点时也只会落在岸上。松手后出现**方向轮盘**,向上 / 右 / 下 / 左滑动,棋盘上会用橙色条纹预览旋转后的攻击范围,松手确认;松在中心或点「✕ 点击取消」取消。
- 从整备区把干员拖到棋盘:近战位 / 远程位高亮为可放置格。**只有精锐歌蕾蒂娅、并且装备了模组 HOK-Y「淡金坠饰」,才能放到高台上**;崖心、见行者、没晋升的歌蕾蒂娅、换了别的模组或者不装备模组,都只能放在地面。站在高台上时照常攻击,但不阻挡敌人。**水里不能部署**:战场#08(涨潮控制)中间的那条水池(深水区)和官方一样拒绝部署,任何干员和召唤物都放不上去;突袭盟约的干员再部署、战术家的援军自动选战术点时也只会落在岸上。松手后出现**方向轮盘**,向上 / 右 / 下 / 左滑动,棋盘上会用橙色条纹预览旋转后的攻击范围,松手确认;松在中心或点「✕ 点击取消」取消。
- 想只改朝向:把干员拖回它自己所在的格子再选方向。朝向会一直保留到下一回合。
- **点选按地上的方格**:点哪个方格就选中站在那个方格上的单位,点空方格不选任何单位(点到后一格干员画出来的头部,算作点了后面那一格)。作战中友方同样按方格;敌人在格子之间走动,点它的身体或脚下附近(0.6 格内)即可,飞行敌人点它的身体。
- 拖动时模型一直在指针 / 手指下(脚在指针下方约半格,鼠标和触屏一样),**指针所在的格子**就是落点并高亮;装备拖到哪个格子,就配发给那个格子上的干员;在商店栏上松手则放回原位。
+1 -1
View File
@@ -1981,7 +1981,7 @@ Consequences for the current pool:
- Tokens marked `DEFAULT` in `shopStateTokenDict` are these placeable pieces: 医疗探机, 诅咒娃娃, 狼群, 斯卡蒂的海嗣, 流形. `HIDDEN` tokens exist only in battle.
- [ASSUMED] Summons do **not** use one of the 8 deploy slots, as in the base game. Keep this as a config flag.
- **Battle start:** every board unit deploys for free, in order **top→bottom, then left→right** (下半). In the boss round the order is mirrored for the right-side player. After that, knocked-out units redeploy automatically on their tile when the respawn timer is done and DP ≥ `cost` (DP starts at 10, +1/s, cap 99).
- **Ranged units may stand on melee tiles** ("所有行动内远程干员可部署在近战位"). Melee units may **not** use ranged-only tiles (HIGH `h`) [ASSUMED standard] — except the branches whose own trait reads 可以放置于远程位 (钩索师 歌蕾蒂娅 / 崖心, 推击手 见行者; PRTS 新人入门 "可部署在高台和地面"). That line is the branch trait, not a 部署效果 like the Y-module 教官's talent "可以额外部署在远程位" (the 帮助: "携带Y模组的教官仍无法部署至高台位"), so it still applies in prep — the remake's reading [ASSUMED], GitHub issue #32 item 4, DESIGN §22.6. Maps: see 05.
- **Ranged units may stand on melee tiles** ("所有行动内远程干员可部署在近战位"). Melee units may **not** use ranged-only tiles (HIGH `h`) — except elite 歌蕾蒂娅 carrying HOK-Y 淡金坠饰 (`uniequip_003_glady`). The branch trait 「可以放置于远程位」 (钩索师 / 推击手; PRTS 新人入门 "可部署在高台和地面") is on every variant and is **not** read (owner's decision 2026-10-04, reversing the §22.6 reading of GitHub #32 item 4). 崖心 has only HOK-X; 见行者, a normal record, any other module and no module stay on the ground. Maps: see 05.
### C3. Pool membership per match
The per-match ban removes every visible chess whose bonds are **all** in the disabled set. The rule is verified; see 01 Addendum A2. Elites of banned chess are also unobtainable. Hidden chess (17) stay out of the shop as §1.2 says.