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:
commit
a0a7660287
55 files changed
+2140
-736
No files matched your search
@@ -1018,7 +1018,11 @@ test('6_17 耀骑士临光 S2 逐夜烁光: on deploy ATK + and 3 护盾 layers
|
||||
const u = h.unit(id);
|
||||
usesSkill(u, sid);
|
||||
h.step();
|
||||
approx(u.findBuff('nearl2:night').mods.atkPct, bb.atk);
|
||||
approx(u.skill.spec.mods.atkPct, bb.atk);
|
||||
assert.equal(u.skill.kind, 'duration');
|
||||
assert.equal(u.skill.active, true);
|
||||
assert.equal(u.skill.ready, false);
|
||||
assert.equal(h.snapshot().units.find((t) => t[0] === u.id)[6], dur);
|
||||
assert.equal(u.findBuff('nearl2:shield').shieldHits, bb.times);
|
||||
h.run(bb.times * 1.2 + 1);
|
||||
const taken = h.hooksOf('damaged').filter((c) => c.target === u);
|
||||
@@ -1028,15 +1032,30 @@ test('6_17 耀骑士临光 S2 逐夜烁光: on deploy ATK + and 3 护盾 layers
|
||||
assert.ok(h.runUntil(() => !u.alive, dur + 1));
|
||||
approx(h.b.time, dur, 'withdraws when it ends', 0.05);
|
||||
approx(u.respawnAt - h.b.time, u.base.respawnTime * bb.respawn_time, 'this redeploy ×1.25', 1e-3);
|
||||
assert.equal(u.removeReason, 'retreat');
|
||||
assert.equal(u.skill.active, false);
|
||||
assert.deepEqual(h.hooksOf('skillEnd').filter((c) => c.unit === u).map((c) => c.reason), ['duration']);
|
||||
done(h);
|
||||
|
||||
const k = run({ defs: { chess: { kaz: plain('kaz', { bonds: ['kazimierzShip'] }) } }, units: [U(id, sid, 10, 4), { chessId: 'kaz', row: 12, col: 4 }] });
|
||||
const ku = k.unit(id);
|
||||
k.step(2);
|
||||
assert.ok(ku.alive && ku.findBuff('nearl2:night'));
|
||||
assert.ok(ku.alive && ku.skill.active);
|
||||
assert.ok(k.runUntil(() => !ku.alive, dur + 1));
|
||||
approx(ku.respawnAt - k.b.time, ku.base.respawnTime, '卡西米尔 before her: no extension', 1e-3);
|
||||
done(k);
|
||||
|
||||
const dead = run({ units: [U(id, sid, 10, 4, { moduleId: 'none' })] });
|
||||
dead.step();
|
||||
const du = dead.unit(id);
|
||||
dead.b.kill(du);
|
||||
const respawnAt = du.respawnAt;
|
||||
approx(respawnAt - dead.b.time, du.base.respawnTime, 'early death keeps ordinary redeployment');
|
||||
assert.equal(du.findBuff('nearl2:shield'), null);
|
||||
dead.run(dur + 1);
|
||||
assert.equal(du.respawnAt, respawnAt, 'no delayed retreat or multiplier after death');
|
||||
assert.deepEqual(dead.hooksOf('skillEnd').filter((c) => c.unit === du).map((c) => c.reason), ['death']);
|
||||
done(dead);
|
||||
}
|
||||
});
|
||||
|
||||
|
||||
Reference in new issue
Block a user