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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@@ -32,6 +32,14 @@ import { EMOTE_CATALOG } from '../../shared/constants.js';
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* models come from the local client only (tools/local-extract ENEMY_SPINES): `localEnemySpines` adds them as the
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* optional `spineLocal` overlay, which the client draws when data/local-assets.json lists its files (user feedback
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* after 0.1.0, D3: 灼热源石虫 / 炽焰源石虫 were drawn as the plain 源石虫 everywhere).
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*
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* Why no dump carries them: isHarryh/Ark-Models *indexes* `1305_mhslim` / `1305_mhslim_2` but with an EMPTY
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* `assetList` — registered, never uploaded — so `arkModel()` returns nothing for them and the alias chain below falls
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* back to `enemy_1007_slime`: a different enemy rather than a variant of it, which is why the renderer tints it
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* (render/units.js ALIAS_TINT). The *mobile* build does ship their own model
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* (`enemy_spine/<enemyId>/<enemyId>.{skel,atlas,png}`), but the only public mirror of that build is a community wiki,
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* not a GitHub dump, so downloading from it would add a source the project deliberately does not use (docs/ASSETS.md
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* "Enemy aliases"). The tinted alias therefore stays the web model until a GitHub dump carries these two.
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*/
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export const ENEMY_SPINE_ALIAS = Object.freeze({
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enemy_1305_mhslim: 'enemy_1007_slime',
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@@ -535,11 +543,19 @@ export function buildPlan({ assets07, ops03, enemies05, maps05, audio, modelsDat
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// bank is missing (the client then falls back to `bgm.combat`; public/js/audio.js resolveBgm), so the manifest stays
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// valid for an older audio_data.
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const unite = flatBgm(bgmLeaf('battle.ON_GAME_READY.corrosion'));
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// 开战 BGM: the two official battle tracks of the mode's own 卡西米尔 act (music_act13side_1 骑士之日 /
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// music_act13side_2 无畏者, 塞壬唱片). The client does not draw them: the round decides (audio.js combatTrackFor —
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// 无畏者 for rounds 1–7, 骑士之日 from round 8 on), so index 0 must stay `bat_kazimierz2_1` and index 1
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// `bat_kazimierz2_2` (test/ui/audio.test.js pins both the order and the round table).
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// Kept out of `bgm` below when the index has neither bank, so the manifest stays valid for an older audio_data.
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const combatAlts = ['battle.ON_GAME_READY.bat_kazimierz2_1', 'battle.ON_GAME_READY.bat_kazimierz2_2']
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.map((n) => flatBgm(bgmLeaf(n))).filter(Boolean);
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const bgm = {
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lobby: flatBgm(bgmLeaf('sys.ON_ACTIVITY_LOADED.act2autochess')),
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prep: flatBgm(bgmLeaf('battle.ON_GAME_READY.act1autochess_shop')),
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combat: flatBgm(bgmLeaf('battle.ON_GAME_READY.act1autochess_shop')),
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boss: flatBgm(bgmLeaf('battle.ON_GAME_READY.rglk1phantomcastle')),
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...(combatAlts.length ? { combatAlts } : {}),
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...(unite ? { unite } : {}),
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};
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const bossBgm = {};
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