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.
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@@ -57,6 +57,12 @@ const TRIGGER_PROFILE = Object.freeze({ canHitFly: true });
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/** Every tile of the stage (GDGLOW_SKILL_2: the whole field). */
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const ALL_TILES = new Set(Array.from({ length: ROWS * COLS }, (_, i) => i));
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/**
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* The 'skill' animation window the sim reports to the client: `unit.skillAnimUntil` (snapshot.js `animOf` → ANIM.SKILL,
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* and the `['skill', id, 1]` / `0` events). An instant cast and a deploy-time passive both use it.
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*/
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const SKILL_ANIM_WINDOW = 0.5;
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export class SkillRuntime {
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/**
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* @param {object} battle
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@@ -216,12 +222,27 @@ export class SkillRuntime {
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this.gainSp(carry && Number.isFinite(carry.sp) ? carry.sp : this.initSp, 'init', true);
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// a free (spCost 0) non-passive skill is available once per deployment
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if (this.spCost <= 0) this.charges = this.maxCharges;
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if (this.spec.activateOnDeploy) this.activate('deploy');
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}
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_startPassive() {
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this.active = true;
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this._applyMods();
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this._call('onStart', { reason: 'passive' });
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// A deploy-time passive (琳琅诗怀雅 S1 仗义疏财 / S2 “见面礼”: kind 'passive' with no duration) never goes through
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// `activate()`, so the client saw no 'skill' event at all and its model never played the skill clip the manifest
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// carries for it (player report follow-up: the 57 instant clips with no Begin / own Idle — 2 of them passives;
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// 凯瑟琳 S1 is `kind: instant` in the sim and already casts). Fire the same bounded window an instant cast uses, so
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// the actor plays that clip once and then goes back to its idle with attacks on the normal clip. A passive WITH a
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// duration (缄默德克萨斯 S1–S3, 野鬃 S1, 伊内丝 S3, 耀骑士临光 S2) is left alone: the sim keeps it active until
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// death, so "how long should its stance show" is a separate question.
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if (!this.noSkill && !(this.duration > 0)) {
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const b = this.battle;
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const u = this.unit;
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b._ev(['skill', u.id, 1]);
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u.skillAnimUntil = b.time + SKILL_ANIM_WINDOW;
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b.after(SKILL_ANIM_WINDOW, () => { if (u.alive) b._ev(['skill', u.id, 0]); }, { owner: u });
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}
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}
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_applyMods() {
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@@ -454,7 +475,7 @@ export class SkillRuntime {
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if (this.spec.mods || this.spec.flags || this.spec.targeting) this._applyMods();
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}
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b._ev(['skill', u.id, 1]);
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u.skillAnimUntil = b.time + 0.5;
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u.skillAnimUntil = b.time + SKILL_ANIM_WINDOW;
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this._call('onStart', { reason });
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if (b._hooks.skillStart) b.emit('skillStart', { unit: u, skill: this, reason });
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// bullets added in skillStart (拉特兰's ×(1.05 + 0.015 × layers), 逃犯引渡手续, talents): the bar's full mark
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