feedback5 WM: merge feedback4 (896dd5d, the coming 0.1.4) — PRs #150 #66 #146 #74 #72 #103 #149 #109 #160 ported into the split layout

Ported by hand:
- #109 kit hunks → kits/ops (the tier files stay re-export shims): 宴 chess_char_1_18-utage.js, 野鬃
  chess_char_1_19-wildmn.js, 砾 chess_char_2_12-gravel.js, 斯卡蒂 chess_char_3_05-skadi.js, 伊内丝
  chess_char_4_04-ines.js, 缄默德克萨斯 chess_char_4_16-texas2.js, 耀骑士临光 chess_char_6_17-nearl2.js. The +/- lines
  are identical to #109's tier1/2/3/4/6 diffs.
- #109 generic.js against W5D's own-duration passives (一击即退): the deployment window is computed where #109 computes
  it, with W5D's case included. Both forms run #109's duration lifecycle (activateOnDeploy, spType 'none', the
  skill's own mods), and W5D's 冲锋号令 DP start effect is kept.
- #103 room.js through i18n phase 1: t('{name}邀请你加入卫戍协议:盟约【{difficulty}】') with the translated difficulty
  name (the Chinese text is the PR's), plus its English line in public/i18n/en.json.
- data/assets.json: feedback5's manifest plus #72's audio.bgm.combatAlts (after boss, the plan order). files +3 and
  bytes +5 037 595 as measured on feedback4; the hash is recomputed with the generator's contentHash. No other data/
  file changed.
- docs: DESIGN §5.6 (#109's timed deployment paragraph before feedback5's trigger rules; "Permanent passive skills are
  always on"), SIM §7.4 (both generic passive cases).
- Auto-merged and checked: #149 bond-bar fold (still in screens/game.js), #160 skills.js / spine.js, #109 skills.js /
  snapshot.js, #66 addon/battle.js (restTile / isDown live in sim/battle/tiles.js), #150 units.js, #72 audio.js /
  plan.mjs, #74 plan.mjs / docs.

Where the PRs met feedback5 work:
- 突袭 (W5L, GitHub #49): raidPoll counts a skill that needs no SP while it is on. That is a passive, as before, or a
  #109 deploy-timed skill while its window runs. Once the window has ended only the idle trigger is left. Without this
  change 缄默德克萨斯 / 宴 lost #49. research 02 §3.18 says so.
- Tests changed to #109's representation: bonds_addon #49 test (kind 'duration', activateOnDeploy) plus a new test
  (window over → idle trigger only), and standin.test.js's 预备干员 PASSIVE branch (the skill's mods instead of the
  generic:passive buff).

Golden regenerated on the merged code. Attribution: each PR's gameplay change was reverted alone in a scratch copy, and
all three together. With all three reverted the digests equal feedback5's exactly. Every moved scenario was replayed
and fields the unit that explains it.
- #160 only (0.5 s skill events of deploy passives; events.skill only): roster-001/006/025/049, bond-arcaneShip-low,
  bond-emptyShip-high, bond-investShip-high, bond-kjeragShip-low, bond-siracusaShip-low/high, bond-victoriaShip-low,
  bond-yanShip-high, boss-boss_2/4/6-solo, hidden-boss_8/10-solo, standin-03/05/08/10, diy-005/006 (普罗旺斯 S1,
  琳琅诗怀雅 S1/S2, 星熊 S2, 凯瑟琳 S1, Misery S3 as stand-in / 自选 prototype).
- #109 only (deploy-timed skill state and lifecycle; 突袭 技能就绪 limited to the window; generic 一击即退):
  roster-003/004/005/021/023/024/039/041/042/046/047, bond-egirShip-high, bond-indomShip-high,
  bond-kazimierzShip-low/high, hidden-boss_8-pair, standin-01, coop4-FUNNY-6, coop2-NORMAL-8-serverrun.
- #66 only (灵巧's aura stays only for a killed member, from its body tile): roster-028, coop2-NORMAL-3,
  coop3-ABYSS-5, coop4-ABYSS-7, solo-HARD-9-boosted.
- #109 + #160: roster-002, roster-029, bond-investShip-low, bond-raidShip-low/high, bond-suntShip-low,
  bond-visiShip-high.
- #66 + #160: roster-008, roster-027.
- #66 + #109: roster-022, roster-040, bond-indomShip-low, boss-boss_2/4/6-pair, hidden-boss_10-pair, standin-06,
  coop2-HARD-4, coop2-NORMAL-14-standins.
- all three: roster-010, roster-012, roster-031.
69 scenarios. Every other digest is unchanged.
This commit is contained in:
sganggs committed 2026-10-05 23:59:05 +08:00
commit a0a7660287
55 files changed
+2140 -736

No files matched your search

+15 -6
View File
@@ -10,7 +10,8 @@
// which also ignore power_def_penetrate DEF / power_magic_resist_penetrate RES (defIgnorePct / resIgnorePct)
// 迅捷 swiftShip member skill end → p = min(1, base_prob + prob_per_stack·L): +normal_sp SP; L ≥ power_bond_stack_cnt:
// every operator's skill end rolls p again for +power_sp (members roll both, research [ASSUMED])
// 灵巧 skillfulShip aura: members + operators on their 4 (L ≥ 40: 8) adjacent tiles ASPD +(base + per·L), once per unit
// 灵巧 skillfulShip aura: members + operators on their 4 (L ≥ 40: 8) adjacent tiles ASPD +(base + per·L), once per unit;
// killed members keep providing it from their body tile until redeploy; retreat / forcedExit do not
// 奥术 arcaneShip member arts damage → target arts taken ×(base + per·L) for weak_duration s; tier 2: ×power_weak_scale
// when the target is below hp_ratio at application. ONE instance per target whatever applies it — the
// two players of a pair field compete for it, the strongest wins (battle.applyStrongest, 同名效果取最高:
@@ -31,7 +32,7 @@
// + 脆弱 ×damage_scale for weak[limit] s
// 助力 deputShip all operators DEF +(base + per·L), redeploy time ×(1 + respawn_time)
// 突袭 raidShip member idle ≥ no_attack_duration s (or skill ready — a passive skill that is on counts, GitHub
// #49) with no enemy in range → "保留技力立即再部署"
// #49, and so does a deploy-timed skill while it runs, #109) with no enemy in range → "保留技力立即再部署"
// next to the most advanced ground enemy it can reach: on a free tile its position may be deployed
// on from which its range covers that enemy (GitHub issue #51 [ASSUMED]: the first of the 8 most
// advanced that has such a tile; none → it stays and the next poll looks again, never a jump that
@@ -220,10 +221,14 @@ function updateAura(battle, st) {
next.clear();
const offs = st.auraWide ? N8 : N4;
for (const m of st.members[ID.skillful]) {
if (!onField(m)) continue;
next.add(m);
const active = onField(m);
// isDown also covers voluntary / forced exits since v0.1.2. Only a kill keeps the aura.
if (!active && (m.removeReason !== 'killed' || !battle.isDown(m))) continue;
if (active) next.add(m);
// A knocked-out member still covers neighbours around the tile where it waits to redeploy.
const [r, c] = active ? [m.tileR, m.tileC] : battle.restTile(m);
for (const [dr, dc] of offs) {
const a = battle.unitAt(m.tileR + dr, m.tileC + dc);
const a = battle.unitAt(r + dr, c + dc);
if (a && a.kind === 'op' && a.ownerId === st.pid && onField(a)) next.add(a);
}
}
@@ -317,8 +322,12 @@ function raidPoll(battle, st) {
// 缄默德克萨斯 jumping within her passive's 10 s with no enemy in range). The engine keeps a passive on for the whole
// deployment, so such a member may jump whenever nothing is in its range [ASSUMED: "技能就绪" of a passive = the
// skill being on]; the landing rule below keeps it from hopping. Here only — the global `ready` stays as it is.
// A deploy-timed skill (#109: kind 'duration' with no SP — spType 'none' — run from the deployment: 宴 S2, 斯卡蒂 S2,
// 伊内丝 S3, 缄默德克萨斯 S1–S3, 耀骑士临光 S2, the generic "部署后…N秒内" passives) counts the same way while its
// window runs — the 10 s of the reporter's footage; once it has ended only the idle trigger is left.
const sk = u.skill;
const ready = !!(sk && !sk.noSkill && (sk.ready || (sk.kind === 'passive' && sk.active)) && !(sk.active && sk.isTimed));
const deploySkillOn = !!(sk && sk.active && (sk.kind === 'passive' || sk.spType === 'none'));
const ready = !!(sk && !sk.noSkill && ((sk.ready && !(sk.active && sk.isTimed)) || deploySkillOn));
const idleOk = battle.time - since >= idle - 1e-9;
if (!(ready || idleOk)) continue;
if (battle.enemiesInKeys(u.rangeKeys || [], u, u.profile).length) continue;