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
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@@ -444,6 +444,8 @@ test('1_18 宴 S1 分神: no attacks, block 0 (releases), DEF +def, regenerates
assert.equal(u.s.blockCnt, 0);
assert.equal(u.blocking.length, 0);
assert.equal(e.blockedBy, null, 'blocked enemy released');
h.b.dealDamage(u, e, { amount: 100, type: 'phys', isAttack: true });
assert.equal(dealt(h, u).at(-1).type, 'phys', 'active S1 does not inherit S2 arts conversion');
approx(u.s.def, u.base.def * (1 + bb.def), `${id} DEF`);
approx(u.s.hpRegen, u.s.maxHp * bb.hp_recovery_per_sec_by_max_hp_ratio, 'regen');
u.hp = u.s.maxHp * 0.3;
@@ -462,23 +464,71 @@ test('1_18 宴 S1 分神: no attacks, block 0 (releases), DEF +def, regenerates
}
});
test('1_19 野鬃 S1 骑枪刺击 (PASSIVE): ASPD +attack_speed for `duration` s after every deployment', () => {
test('1_18 宴 S2: deployment loses current HP once; ATK and normal-attack arts conversion end with the duration', () => {
for (const id of pair('18')) {
const s = rec(id, 'skchr_utage_2'), bb = s.bb;
const h = run({ defs: { chess: noGarrison(id), enemies: { e: dummy('e') } },
units: [entry(id, s.skillId, { row: 10, col: 4, carryState: { hpPct: 0.5, skillActive: true } })] });
h.b.start();
const u = h.unit(id);
assert.equal(u.skill.kind, 'duration');
assert.equal(u.skill.activations, 1);
assert.equal(u.skill.charges, 0);
approx(u.hp, u.s.maxHp * 0.5 * (1 - bb.hp_ratio), 'one loss from carried current HP');
approx(u.s.atk, u.base.atk * (1 + bb.atk));
const e = h.spawn('e', { pos: [10, 8] });
const hit = () => { h.b.dealDamage(u, e, { amount: 100, type: 'phys', isAttack: true }); return dealt(h, u).at(-1); };
assert.equal(hit().type, 'arts');
assert.ok(!hit().dmg.isSkill, 'normal attack marker retained');
h.run(bb.duration / 2);
approx(u.skill.timeLeft, bb.duration / 2);
h.run(bb.duration / 2 + 0.1);
assert.equal(u.skill.active, false);
assert.equal(u.skill.ready, false);
approx(u.s.atk, u.base.atk);
assert.equal(hit().type, 'phys');
assert.deepEqual(ended(h, u).map((c) => c.reason), ['duration']);
const hp = u.hp;
h.run(3);
approx(u.hp, hp, 'no second loss while staying deployed');
h.b.retreat(u);
assert.ok(h.b.redeploy(u, { free: true }));
assert.equal(u.skill.activations, 2);
approx(u.hp, u.s.maxHp * (1 - bb.hp_ratio), 'new deployment loses current HP once');
done(h);
}
});
test('1_19 野鬃 S1 骑枪刺击: ASPD +attack_speed for `duration` s after every deployment', () => {
for (const id of pair('19')) {
const s = rec(id, 'skchr_wildmn_1');
const h = run({ defs: { chess: noGarrison(id) }, units: [entry(id, s.skillId, { row: 9, col: 5 })] });
const u = sel(h, id, s.skillId);
assert.equal(u.skill.kind, 'passive');
h.step();
h.b.start();
assert.equal(u.skill.kind, 'duration');
assert.equal(u.skill.active, true);
assert.equal(u.skill.activations, 1);
assert.equal(u.skill.charges, 0);
assert.equal(u.skill.ready, false);
assert.equal(started(h, u)[0].reason, 'deploy');
approx(u.s.aspd, u.base.aspd + s.bb.attack_speed, `${id} ASPD after deployment`);
h.run(s.duration - 0.5);
h.run(s.duration / 2);
approx(u.skill.timeLeft, s.duration / 2);
assert.deepEqual(h.snapshot().units.find((t) => t[0] === u.id).slice(5, 7), [s.duration / 2, s.duration]);
h.run(s.duration / 2 - 0.5);
approx(u.s.aspd, u.base.aspd + s.bb.attack_speed, 'still up');
h.run(1);
approx(u.s.aspd, u.base.aspd, `expired after ${s.duration} s`);
assert.equal(u.skill.active, false);
assert.equal(u.skill.ready, false);
assert.deepEqual(ended(h, u).map((c) => c.reason), ['duration']);
h.b.kill(u, null);
h.step();
assert.ok(h.b.redeploy(u, { free: true }));
h.step();
approx(u.s.aspd, u.base.aspd + s.bb.attack_speed, 'again after the redeployment');
assert.equal(u.skill.activations, 2);
assert.equal(ended(h, u).length, 1, 'expired skill does not end again on death');
done(h);
}
});