feedback5: merge W5M — the nine 0.1.4 PRs (#150 #66 #146 #74 #72 #103 #149 #109 #160) and W4A (高台 per the trait, 阿戈尔 revive slots, 联防 devour) ported into the split layout

Conflicts: server/match/bot.js (W4A's comment + W5K's player data view pgd), test/golden/diy.json (regenerated). data/ equals an offline build of the merged tools/build-data.mjs. Golden regenerated on the merged code: against feedback5 the moved roster / bonds / fields / matches / standins scenarios are exactly W5M's per-PR attribution (#160 skill events, #109 deploy-timed lifecycle, #66 灵巧 sources and hidden layers, 83fc408 歌蕾蒂娅 placement), plus coop2-NORMAL-70-diy (fields operators those PRs touch) and diy-051 / diy-052 (events.skill only: Misery's deploy passives, #160); against fb5-merge4 only feedback5's own additions (the diy kits, coop2-NORMAL-70-diy).
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sganggs committed 2026-10-06 00:33:15 +08:00
commit 9ce5435373
74 files changed
+2966 -1338

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+48 -2
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@@ -16,7 +16,12 @@
// setSkill(on) skill begin, then — when the skill has an idle clip of its own (skill.idle,
// not its loop) — that idle between attacks, its loop (the skill's attack clip)
// only on attacks (community report #23: 折桠's S2 jump attack looped with no
// enemy engaged); a skill without one keeps its loop as the stance; end on stop
// enemy engaged); end on stop. A skill clip with NEITHER a Begin nor an own Idle
// (德克萨斯 剑雨 and the other 58 instant skills: anims.skill {begin:null,
// loop:'Skill', end:null}) plays that clip once for its own length: an instant
// skill's flag is off again within the same 0.5 s window (sim skills.js), so
// without this the actor fell through to its idle and played no skill clip at
// all (player report).
// deploy() 'Start' once, then base
// die() die clip once (callers fade out afterwards); a skeleton without one holds its
// idle clip's first frame (GitHub issue #25: the attack loop went on)
@@ -36,6 +41,9 @@ const clampN = (v, lo, hi) => (v < lo ? lo : v > hi ? hi : v);
/** Longest wind-up compression (× the rhythm speed) when the look-ahead is shorter than the natural wind-up. */
export const MAX_WIND_SPEEDUP = 2.5;
/** Floor for the one-shot window of a skill clip with no Begin / own Idle (a very short clip still gets frames). */
const SKILL_CLIP_MIN = 0.2;
/**
* Attack clip timing (pure). `loopDur` / `hit` are clip seconds (strike frame at `hit`), `interval` and `lead` game
* seconds. The clip plays at `ts = loopDur / interval` (one loop per attack); started `lead` before the attack it
@@ -100,6 +108,8 @@ export class SpineActor {
this.endAt = 0; // landing in endRoles (the next form's) when given
this.endRoles = null;
this.skillOn = false;
this.skillClipOnce = false; // skillBegin: the skill's own clip plays once (a clip with no Begin / own Idle)
this.skillEndPending = false; // … and the skill turned off inside it: play its End clip / base when it ends
this.attackUntil = 0;
this.clock = 0;
this.current = '';
@@ -360,6 +370,8 @@ export class SpineActor {
// his S3's 'skill' off event — lets the deploy clip play out (then the plain idle) instead of cutting it with the End
if (!on && this.mode === 'deploy') return;
if (on && sk) {
this.skillEndPending = false;
this.skillClipOnce = false;
if (this.has(sk.begin)) {
this.mode = 'skillBegin';
this._play(sk.begin, false, { mix: 0.08 });
@@ -367,8 +379,25 @@ export class SpineActor {
// then the skill's own idle until an attack plays its loop (community report #23); without one, the loop
const next = this._skillIdle() || (this.has(sk.loop) ? sk.loop : null);
if (next) this._queue(next, true);
} else if (!this.has(sk.idle) && this.has(sk.loop) && sk.via !== 'attack' && sk.loop !== this.roles.attack?.loop && !this._skillIsBuffOnly()) {
// No Begin and no own Idle: the skill's clip IS its animation (德克萨斯 剑雨 — anims.skill {begin:null,
// loop:'Skill', end:null}, the 2.17 s clip; 58 instant skills in all). Play it once for its own length. An
// instant skill turns the flag off inside the same tick (sim skills.js fires 'skill' 1 and 0 together and only
// holds the anim code SKILL for 0.5 s), so this window is what keeps it on screen: the actor used to fall
// through to the base clip and show no skill animation at all (player report).
this.mode = 'skillBegin';
this.skillClipOnce = true;
this._play(sk.loop, false, { mix: 0.08 });
this.skillBeginUntil = this.clock + Math.max(SKILL_CLIP_MIN, this.dur(sk.loop));
} else if (this.mode === 'base') this._play(this._baseName(), true);
} else if (!on && sk) {
// an instant skill switches off while its own one-shot clip runs: let the clip finish — the state machine plays
// its End clip (or the base) when the window ends — instead of cutting it with End / base right now
if (this.skillClipOnce && this.clock < this.skillBeginUntil) {
this.skillEndPending = true;
return;
}
this.skillClipOnce = false;
if (this.has(sk.end)) {
this.mode = 'skillEnd';
this._play(sk.end, false, { mix: 0.08 });
@@ -457,7 +486,24 @@ export class SpineActor {
}
break;
case 'skillBegin':
if (this.clock >= this.skillBeginUntil) { this.mode = 'base'; if (!this.has(this.roles.skill?.loop)) this._play(this._baseName(), true); }
if (this.clock >= this.skillBeginUntil) {
const sk = this.roles.skill;
const once = this.skillClipOnce;
const pending = this.skillEndPending;
this.skillClipOnce = false;
this.skillEndPending = false;
this.mode = 'base';
if (pending && this.has(sk?.end)) {
// the skill switched off inside its own clip: its End clip closes it now
this.mode = 'skillEnd';
this._play(sk.end, false, { mix: 0.08 });
this.skillEndUntil = this.clock + this.dur(sk.end);
} else if (once || pending || !this.has(sk?.loop)) {
// the one-shot clip is over (or the skill has no loop clip at all): rest. A Begin clip with a queued next
// clip (the loop, or the skill's own idle) needs no play here — it is already on the track
this._play(this._baseName(), true);
}
}
break;
case 'skillEnd':
if (this.clock >= this.skillEndUntil) { this.mode = 'base'; this._play(this._baseName(), true); }
+3
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@@ -1461,6 +1461,9 @@ export class ItemView {
if (a?.image) a.image(url).then((img) => { if (!this.destroyed && img && this.info.icon === url) this.plate.texture = itemTexture(String(this.info.defId), img, this.info.color || 0x9aa5a0); }, () => {});
}
setWorld(x, y, z = 0) { this.x = x; this.y = y; this.z = z; }
/** A battle snapshot sample (syncBattle syncs every unit of the field): a hand item on a scouted prep board rides
* the units as kind 'item' (Match.prepFieldMeta) — follow its position, there is nothing else to animate. */
sync(s) { this.x = s.x; this.y = s.y; }
update(dt, cam, t) {
const lifted = this.lift > 0;
const p = cam.project(this.x, this.y, lifted ? this.z : this.z + this.lift + 0.12 + Math.sin(t * 2 + this.bob) * 0.03, this.screen);